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F28

Credits
Design and Testing
KARL BERGSTRÖM, PHD

THOR FORSELL

AXEL KLINGBERG

Writing
KARL BERGSTRÖM, PHD

Layout
THOR FORSELL

FELICIA WASSBERG

Art
JOHAN NILSSON

THOR FORSELL

COVER PHOTO BY SABINA SONNING

Playtesting
DANIEL BAUMANN

FREDRIK NILSON

ANDERS WÄNN

MALCOLM GOLDMANN

NICKOLAS ADLERBURG

TERJE WAHLBERG

WALTHER BRANDL

THE SECRETIVE MR T

JOHAN LUNDSTRÖM

AND MANY MANY MORE!

2
Contents
CREDITS 2
INTRODUCTION 4
  MINIATURE WARGAMING 5
CORE RULES 7
  THE TURN 7
 INITIATIVE 7
  MODELS, WOUNDS AND UNITS 7
  ACTIVATION AND REACTION ACTIVATION 8
  ROLLING DICE 9
MOVING 9
 ATTACKING 9
 ENDPHASE 11
 VEHICLES 12
  THE BATTLEFIELD 14
 EXTRAS 16
CONTENT RULES 21
CONTEXT RULES 25
 BATTLES 26
 SKIRMISHES 32
   SKIRMISH FACTION GENERATOR 34
NARRATIVES 40
DESIGN NOTES 48
WAR ALWAYS CHANGES 51
  “LONG MARCH THROUGH THE SUCK” 52
  “RIGGER BANDS OF THE HIGHWAYLANDS” 54
  “UPRISING IN NEVINSMOUTH” 58
FACTION LISTS 65
ADVANCEMENT SCHEMES 108
WEAPONS FOR SKIRMISH AND NARRATIVE 110
TEMPLATES 112
TRAITS 113
GEAR FOR SKIRMISH AND NARRATIVE 120
MYSTIC POWERS 123

3
Introduction Speed and Simplicity
F28 is designed to be simple when it comes to mechanics
F28 is a tactical level miniature wargame intended for use and play very, very fast; but note that this doesn’t
in the 28-32mm scale, allowing you to recreate vicious necessarily mean that games are short – rather, it means
battles between forces ranging from small skirmishes that the amount of “game mechanics per player decision”
where each model fights on its own, to larger battles is kept as low as possible. However, we still believe that
where models are grouped into larger units. The system we have managed to create some tactical depth; it is just
also supports light rpg-style narrative play, where players that it is more “chess like” in nature rather than being
command only a handful of models each and fight overburdened with tables, dice rolls and statline lookups.
semi-cooperatively versus the forces of a Game Master. We achieve this by limiting excise – i.e. the amount of
While it supports a multitude of settings it aims for the things you as a player have to perform per game decision,
fantastic rather than the naturalistic. such as looking up thing in tables, comparing stats and
rolling dice multiple times; and low mechanical weight by
We think that you, the player, is someone who has a thinking hard on if a specific game mechanic and/or
little bit of experience with tabletop miniature gaming model stat really adds that much to the game.
already1, so we will try to be brief when describing the
rules and assume you understand some basic concepts Simultaneous action
without lengthy explanations. We also believe that you
already have your own favorite settings and model In F28, play is semi-simultaneous, meaning that it
ranges, but might not be entirely satisfied with the rules is always in a sense “your turn”; you are constantly
for said settings/ranges, and over the years, the models responding to what your opponent is doing. This keeps
might mostly collect dust on the shelves. you involved and engaged in what is going on, and
people taking longer turns is less of a problem. There is
This is what it was like for us, until one day we sat down no or very little downtime.
and developed these very rules, based on those same
dusty models and how we wanted them to play. We are Stories and Simulation
very passionate about games, but in our older years as
we have become more experienced and have tried much F28 is designed to support “narrative” gaming rather
of what is out there, we have become more and more than “tournament” gaming; while we have nothing
interested in good rules design; not being sucked in against tournament gaming, we have always thought that
solely by excellent production values anymore. We also tabletop miniature games lend themselves better to more
love role-playing games and narrative, and needed rules friendly gaming, where the players tell exciting tales in their
that would better support this. We’d like to think that favorite settings, rather than just going cutthroat head-
there are a number of things that makes F28 stand out to-head in tournaments. We’re not saying F28 couldn’t
from other miniature rulesets, but we’d like to highlight be used this way; it’s just not the way it is designed2.
these things in particular: This means that choices in the game will generally
revolve around what would be a sensible action in the
setting, and not what would be sensible in game, such as
“attacking a unit that hasn’t had its turn yet” or placing
models to exploit squadron or line of sight rules, for
example.

1  The game has however proven to be an excellent game for beginners due to its simplicity, if taught by someone with more experience.
2  Although, given the other systems we have looked at over the years, we’re not sure if they’re designed with that in mind either…!

4
Scale and Scalability Miniature Wargaming
What you will find here are core rules that allow you Miniature wargaming is not old, but it is not young
to play basic games, extra/optional rules that add spice, either, and over the years conventions have developed
variety and tactical depth to your games, information and to smooth over the fact that it is not as precise a game as
examples of how to build your own lists and scenarios a board game, for example (those generally have a whole
for three different game-modes: different set of conventions, see Bergström, 20123).
The situations are more ambiguous, the possible rule
BATTLES are huge clashes between armies; several combinations vast, and balancing content is therefore a
squads of models and accompanying vehicle support, lot harder. We will not tell you which conventions to use
along with legendary characters and monsters. The on your table(s), but these are a few we’ve found helpful
implicit scale is somewhat different, and the rules have during playtesting and development. As in life, in many
less detail to facilitate smooth play. There is very little cases there simply isn’t a right or wrong, there just needs
bookkeeping. to be agreement!

SKIRMISHES take place between “bands” of Models


individual models, vying for supremacy and constantly
evolving as a result of their many clashes. The scale is For F28 we use a wide variety of models, from a number
toned down, but the rules are more detailed. There is of different manufacturers, in 28-32mm scale. Base
somewhat more bookkeeping, as we keep track of the sizes range from 25mm (humanoids or smaller) through
traits and equipment of individual models. 32mm (some characters, brutes) and 60+mm (monsters)
or even bigger (huge monsters, aircraft bases).
NARRATIVES introduce a narrator, or “GM”, which
opens up a whole new world of possibility. Players When it comes to “what you see is what you get” or
command small “combat teams” of perhaps three to six “wysiwyg” we are very lenient; you cannot do otherwise
models, where every model is a special character with its when you’re playtesting this amount of content, especially
own story. Additional rules cover such things as skill use seeing as we don’t have our own range of miniatures! We
and limited information. Since each player only keeps fully endorse the “counts as” and “reskinning” trends in
track of a few models, more bookkeeping is less of a miniature gaming, especially when it comes to leaders
problem. and unit commanders, where a player might want to
put in a little extra work and creativity on the modelling
These game modes are not entirely separate entities, side. Do remember however that if model and content
and it is possible to mix and match as you like. Some differs greatly, you will need to look stats up more, or
combinations of rules might however yield strange have a better memory.
results!
Since models vary greatly and we don’t want to punish
players that have models with for example an awesome
banner or set of wings, nor reward players for modeling
all their brave soldiers flat on their stomachs, we
sometimes generalise their size when checking line of
sight in skirmishes and narratives; assuming that the
target occupies a ”silouette” as wide as the base and as
high as the average model of that base size.

Additional requirements
Besides this book, you will need models, a table with
terrain, measuring devices, six-sided dice, and some
markers.

3  Bergström, Karl. 2012, ”Playing for Togetherness”, Gothenburg University

5
Measuring distances Hidden Information
We allow pre-measuring of all distances at any time. Many tabletop players believe in absolute transparency;
When measuring the distance between models, we that army lists should be exchanged before play, and
measure base to base. If the model doesn’t have a base nothing held back from the opponent.
per se, such as with most vehicles, just view it as a base
the size of the vehicle’s footprint. We believe that this comes from a tradition of
tournament play, where you generally “play for keeps”
Moving models and versus strangers, necessitating measures to ensure
fair play. It also becomes a bit of a moot point when
When measuring movement, we make sure to measure you deploy your entire force on the table and randomize
from the same spot on the model both at the start and who gets the first turn ‑ there is precious little you can
the end of the move. do with the knowledge!

We generally allow models to be located in a certain With F28, we like to surprise and be surprised; thus
spot even if the model itself has trouble standing there, often keeping both forces (but not faction) and any
especially in skirmishes and narratives. Just make sure scenario options hidden until sprung.
everyone knows the actual location, and don’t make a
habit out of it. Using “common sense”
Keywords Especially in Skirmish and Narrative games, it is
impossible to list all possible permutations of rule
Sometimes we use keywords in plaintext, and it should interactions (nor is it desirable, since the rules would
be understood that when we write for example “all read like a legal text) and it might be necessary for you
Assassin models” or “all non-vehicles”, it means “all as a group to adjugate some situations using “common
models with the Assassin trait” or “all models that do sense”. Note of course that in a Narrative, this would
not have the Vehicle trait”. fall under the auspices of the GM.

Randomizing EXAMPLE
Should a creature who obviously gets its Insertion ability from
When randomizing a direction, we use specialised dice, burrowing beneath the ground be able to deploy on top of
but it is also possible to for example spin a stick. When buildings or other structures? Or under a roof if dropping
randomizing a position on a board edge, we divide the from the sky? There are no right answers, but there has to be
distance into appropriate pieces and roll, for example agreement. (In this case, we would likely allow it in a Battle,
D6xD6 for a 3ft edge, D4xD12 for 4ft and D6xD12 but not in a Skirmish and definitely not in a Narrative.)
for 6ft. To randomize a spot on the table, we randomize
spots on two edges and use the intersection.

6
Core Rules Models, wounds
and units
These are the core rules of the game, and outline how
a turn works and how models interact with each other.
Forces in F28 are organised into units of one or more

The turn models, each having one or (sometimes) more wounds.

When a unit suffers damage, the owner of the unit


A F28 game proceeds in turns, each having its own allocates wounds to the models of the unit, with
simple sequence. First, initiative is determined, then models that have already been allocated wounds taking
the initiative player takes actions with its units, while precedence. When a model has been allocated as many
the non-initiative player responds with reactions, until wounds as it has, it is removed from play.
the initiative player passes. The initiative then goes to
the other player until it passes, after which there is a NOTE
common endphase. (see illustration below) Since most models have only one wound, this means that you
would usually remove one model per wound the unit suffers!

Initiative Unless otherwise specified, the owner always decides where


wounds are allocated, in order to avoid degenerate strategies
and too much focus on the placement of individual models.
Determine initiative for the turn according to the In skirmishes and narratives, units often consist of only one
scenario. model, making wound allocation simple!

Usually the initiative begins with the side which has the “burden For purposes of Suppression and Danger Close (see
of attack”, i.e. is not holding the objective(s)/losing the scenario if below), multi-wound models count their original
nothing further happens. number of wounds.

7
Actions and reactions
FULL ACTIONS
Triple Move All Triple Move actions must
be taken before other actions
Units are activated by the initiative player and can take
one full action, unless it already has one (1) action marker, Make three (3) moves. Model
in which case it may only take a partial action. If a unit has counts as Exposed (see below)
two (2) or more action markers, it may not voluntarily from all reaction attacks, and
activate at all. it does not benefit from cover.
Must stay further than 2” from
Note that you cannot take a partial action unless enemy models.
you already have an action marker! Double Move Make two (2) moves.
As a unit resolves actions or reactions it is marked with Priority Move Make one (1) move with Priority.
action markers – two (2) for a full action or one (1) for Advance Make one (1) move, and attack,
a partial action. either before or after the move.
We use red markers for two and yellow for one, exchanging as Covering Advance Make one (1) move and mark
necessary; this clearly shows which units have actions left. the unit with only one (1) action
marker.
All models in a unit need not necessarily perform the Priority Attack Attack with Priority.
same action; models in range could attack while others
move, for example. They cannot save their activation for
later, though.

When the initiative player activates units, the non- PARTIAL ACTIONS
initiative player has the option to respond with reactions: Move Make one (1) move.
●●Units may react with attacks versus the activated unit Attack Attack.
if it is in Line Of Sight (even if the reacting unit can
attack targets out of LOS).
●●If attacked, units may also react with Priority Move.
FULL REACTIONS
All reactions vs a unit must be declared before any are Priority Move Make one (1) move with Priority.
resolved. Only if attacked.
Priority Attack Attack with Priority. Only vs
activated target in line of sight.

HINT If your opponent starts with the initiative,


don’t react needlessly versus units that you might
as well attack when you have the initiative. If you PARTIAL REACTIONS
start with the initiative, don’t forget to leave some
units unactivated, to react to your opponent’s Attack Attack. Only vs activated target
actions! in line of sight.

8
Timing and priority actions Moving
Actions and reactions are normally resolved One standard move is 6”.
simultaneously, (i.e. the effects of any attacks are applied
after both actions) unless only one has Priority. Priority When moving, models in a unit must end every move
actions are resolved simultaneously with other Priority with a maximum distance of 12” between all models in
actions, but may resolve before non-priority actions if the unit.
so desired (i.e. their effect is applied before the non-
priority action is resolved). Vehicles and massive models may move past enemy
non-vehicle/massive models; if they would end up
EXAMPLE I on top of an enemy model, move it aside (shortest
Player A (initiative) Advances with a unit, moving and distance). Non-vehicle/massive models may not move
attacking. Player B reacts with a partial reaction attack (the past enemy models (but may move through a unit if
unit already has an action marker from earlier). Their attacks there is sufficient room).
are resolved simultaneously, since neither has priority.

EXAMPLE II
Player A (initiative) Advances with a unit, moving and
Attacking
attacking. Player B reacts with a Priority Move and moves out Resolving an attack in F28 follows a number of simple
of Line of Sight. The move resolves before the attack, and the steps; check that the attack is possible, roll to hit and
attack is wasted. wound, then remove any casualties and allocate action
markers from suppression.
If a unit receives one (1) action marker before it can
resolve its action (usually due to suppression from Who attacks who,
a priority reaction), the unit can make a partial action
instead. If it receives two (2) , it may not activate at all! and with what?
Even if you have priority, do not interrupt individual All models of a unit that satisfy these conditions may
moves mid-move; either resolve reactions before or contribute to the attack; you may also split attack dice
after each move. between several targets. Several units may also activate
simultaneously to combine their attacks versus a single
EXAMPLE target, both for actions and reactions.
Player A is moving a unit across a street, and it is only visible
for a part of the move. Player B reacts with an attack but lets ●●If a model is within 2” of an enemy non-vehicle
player A finish the move first - remembering that in order to model, it may only attack with Close Combat attacks
attack, a unit needs only to have been visible at some point of or those with the pistol trait.
the move. ●●The target unit(s) must have models within range
and Line of Sight (LOS).

Rolling Dice ●●If reacting to a moving target, the target needs only
to have been in range and LOS at any point of the
move, and the attack is made as if the target was still
●●“X+” means “roll X or more on a six-sided dice”. in that spot (for purposes of cover, etc).
●●“+/-X” means “add or subtract ‘X’ from the dice
roll” (which means that “4+ with +1” makes the roll
a “3+”!),
●●‘X’ means the actual number rolled, regardless of
modifiers.
●●“Y on X+” or “on X+, Y” means “roll a D6 and do
Y if it comes up X or more”.
●●Multiple sources of re-roll does not stack. If a roll
is subject to both re-roll and forced re-roll, those
effects negate each other. If rolling a single die with
re-roll, you may roll two dice and pick the better
result.

9
Hits Wounds
Roll attack dice (D6s) according to the weapon profile Roll one dice per hit; the target suffers one (1) wound for
for each attacking model. Each 4+ is a hit unless each dice that matches or exceeds the target’s defence;
modified by other effects. Regardless of modifiers, Defence(4) is standard. You always cause wounds on
a ‘6’ is always a hit. rolls of ‘6’, unless the target has the Vehicle or Massive
trait (see their respective entries). If you would wound
●●Potshots: Attacks listed as Potshots hit only on ‘6’, on 1+ there is generally no need to roll if there are no
regardless of modifiers. Should several effects make other effects to be triggered.
an attack a potshot, it cannot hit at all.
●●Concealment: if a target has Concealment, -1 to hit, If models in the same unit have different levels of
unless using a CC weapon. Multiple sources of defence4, use the lowest defence for as many wounds as
Concealment does not stack. there are wounds belonging to models with that defence,
●●Exposed: if a target is Exposed, +1 to hit. Multiple then proceed to the second lowest defence, etc, until you
sources of Exposed does not stack. have scored as many wounds as the unit has wounds,
then begin anew from the lowest (which, naturally, is
●●Accurate: if an attack is Accurate, +1 to hit. Multiple rarely necessary).
sources of Accurate does not stack.
●●Inaccurate: if an attack is Inaccurate, -1 to hit. EXAMPLE
Multiple sources of Inaccurate does not stack. Two (2) out of four (4) attacked models have Defence(5). The
roll to wound comes up 4,4,4,3, scoring two (2) wounds. Had
If the required to-hit number varies in the target unit, the roll been 4,4,5,3, there would have been three (3) wounds.
use the lowest number for a number of hits equal to Note that the lower defence models not necessarily are those that
the number of wounds with that to hit number, then need to be allocated wounds first.
proceed to the second lowest, etc, until you have scored
as many hits as there are wounds in the unit, then begin For each wound caused, the target’s owner has to
anew from the lowest. allocate one (1) wound to models of the target unit. If
the target owner removes enough models so that no
EXAMPLE models remain in range or line of sight, excess wounds
Two (2) out of four (4) target models have concealment, and caused are wasted.
are thus hit on 4+ and 5+ respectively. The roll to hit comes
up 4,4,4,3, scoring two (2) hits. Had the roll been 4,4,5,3, Suppression
there would have been three (3) hits.
For each hit that did not wound, the target is suppressed;
Danger Close mark the target with action markers depending on its
number of (remaining) wounds:
When attacking (non-vehicle) units that are within 2” of
your own (non-vehicle) units with weapons without the TOTAL NUMBER HITS TO PLACE ONE
CC or pistol traits, hits are randomized between the two. OF WOUNDS (1) ACTION MARKER
Roll for all hits, 4+ hits the intended target. If either
1 1
unit has double the size (in wounds) of the other, add or
subtract one (1) from the roll as appropriate. 2-4 2

5-7 3
EXAMPLE
Player A scores 7 hits versus a target within 2” of Player A’s 8-10 4
unit, which is half the size of the target. Rolling for all hits, 11+ 5
they are applied to the target on 3+, and to Player A’s unit
on ‘1-2’. Note that this can take a unit above two (2) action
markers.

4  Or, (rarely) a single model can have several wounds of different Defence, the procedure is the same.

10
EXAMPLE
Sam the bounty hunter is trying to bag the scalp of a
particularly ugly cultist! She is using a slug pistol, which has
Endphase
an attack profile of 12” (1), wound(+1). This means Sam Conduct the following steps in order:
has one attack dice within 12” and will add 1 to the wound
roll. Sam’s player rolls one die which comes up a ‘4’ - a hit! 1. Remove two (2) action markers from each unit.
Rolling the dice again, Sam will cause a wound on 3+, or place 2. Use any endphase abilities.
an action marker on the cultist on a roll of 1 or 2.
3. Starting with the initiative player’s units, any that still
Close Combat has one (1) or more action markers or is within 2”
of an enemy unit may make a special withdrawal
move. If it is within 6” of its own table edge, the
Close Combat attacks in F28 is very similar to other unit goes into the player’s Staging Area (see below).
attacks, and there is no special “close combat phase”. Otherwise, move the unit at least 6” and at most
Weapons with the Close Combat trait have a range of 12” towards its own table edge, ignoring terrain and
one (1) move (difficult terrain etc applies as usual), but any other models. It must stay further than 2” from
before executing the attack move the attacker within 2” any enemy models. If the unit has less than two (2)
of any model of the target in range of the attack. If action markers, add markers until it has two (2).
suppressed by reaction fire before executing the attack, 4. Return all models with the Vehicle(aircraft) trait
the model still moves, but loses the attack. from the board to the Staging Area.
You may not attack with both CC weapons and non-CC 5. If a unit is within 2” of an enemy unit and still has
weapons in the same attack. more action markers than the enemy unit, it suffers
one (1) wound per action marker above those of
the enemy unit, but it also loses these excess action
markers. If it is also outnumbered by the enemy
(total number of wounds, count only models of the
unit that are within 2” of an enemy), it suffers one
(1) extra wound per excess action marker.
6. Evaluate victory conditions if called for by the
scenario
EXAMPLE
NOTE Unit A has three (3) action markers and is within 2” from
CC attacks do not need line of sight, but reactions still do. enemy unit B with two (2) action markers. Unit A loses one
Concealment does not apply to attacks with CC weapons. (1) wound. (But note that it had the option of withdrawing
earlier)
Should losses from a Close Combat attack leave
attacking models beyond 2” from all target models, the
attacker moves the attacking models to within 2” of any ”Withdrawing soldiers usu
ally scatter and
remaining models in the target unit, as long as they are regroup further back , mov ing significantly
within one (1) move. faster back war ds tha n forw ards . If close to
y retr eat to safe ty.
their own lines, the
enemy, any loss of
When in close contact with the
cohesion will prove fatal.”

-Scandinavian tactical manual

11
Vehicles Vehicle move is up to 9” standard, and may pivot as part
of a move (turn the vehicle around its centre spot)

A vehicle is anything with the vehicle trait. Vehicles can use any weapon even if within 2” of an
enemy, but is restricted to targets within 180 degrees of
Vehicles without passengers do not contribute towards the direction the weapon is pointing, unless mounted in
holding scenario objectives. Transport vehicles bought a turret.
as an option for another unit does not count towards
losses for scenario objectives. Vehicles do not benefit from cover.

Vehicles have facing, and for many vehicles its Defence Vehicles do not suffer from suppression and are not
varies with the position of the attacker relative to the automatically wounded on a roll of ‘6’.
vehicle’s facing. Use the first of the two listed numbers
for all attacks originating in front of the vehicle (as When a vehicle would lose its last wound, roll on the
defined by running a straight line along the vehicle’s vehicle damage table instead of removing it:
front, perpendicular to the facing) and the lower for all
other attacks and any close combat attacks. If there is VEHICLE DAMAGE TABLE
only one number listed, it is used for all attacks. <1 No damage
1 Vehicle and any passengers receive one (1)
action marker
2 Vehicle and any passengers receive two (2)
action markers
3-4 Damaged – vehicle receives one (1) action
marker if it has none, and may no longer
remove its last action marker. If already
damaged, the vehicle is destroyed
5-6 Kill – remove vehicle.
7+ Brew up – as above, and any passengers take
a hit instead of rolling for dangerous terrain.
Replace vehicle with smoke as Smoke Mission

COMMON MODIFICATIONS
Dangerous terrain -3
EMP -3
Platebreaker +1
Vehicle(open) +1

12
EXAMPLE
Transport A band of mutants start the turn embarked on a truck. As
long as the truck does nothing, they can move in and out as
Some models have the capacity to transport others much as they want (no matter the truck’s activation status).
through the Capacity trait. Units may either start the If they enter the truck with one move, the truck can take one
scenario embarked, or embark a transport by making a move (if it has max 1 action marker). If the truck takes one
move adjacent to it and removing the transported models move, they can make one move from it. If they enter with their
from the board. (All models have to reach the transport) second move, the truck may not move. If the truck takes two
moves they may not move (but can exit as part of the trucks
second move).
TIP Embarked units are still considered “in play”,
and if it is actually possible to physically place
them on or inside the transport, by all means do
so if you so desire!

While embarked, a unit may not normally attack or be


attacked, unless it uses Close Combat weapons, which
will make it disembark. If occupying a transport with
the open trait, they may use the vehicle’s move for this
attack; place the vehicle within 3” of the passengers
(or 2” of the target, if the vehicle is participating in the
close combat attack).

Models may not embark or disembark vehicles that use


Triple Move.

If a transport is destroyed, any passengers receive one


(1) action marker, take a dangerous terrain test (see
below) and make one (1) move from the vehicle.

From the moment of embarkation, both the transport


and its passengers use the action markers of whomever
has more action markers for activation purposes, and
activate together for movement. When the passengers
disembark, both units use their own markers again. (If
embarking and disembarking with the same action, measure to
and from the same spot)

Passengers can either disembark on their own as part


of their own move, or at the end of one of the vehicle’s
moves (after any reaction with better timing). In this
case, place them within 3” of the vehicle, having moved
no further than the maximum move of the vehicle.

13
The Battlefield Terrain features
We use a 6 by 4 ft (180 x 120 cm) table for most battles, Given that different players’ terrain collections can be
and 3 by 3 or 4 by 4 ft (90 x 90 or 120 x 120cm) for most vastly different, you have to decide amongst yourselves
skirmishes. In narrative scenarios the tabletop can vary what terrain features count as what type of terrain for
wildly - for example, many scenarios have been played what type of model (for example, what is difficult for
on specially constructed indoors boards. vehicles might not be for non-vehicles, and vice versa).
It is good practise to make sure that all players know
F28 uses abstract terrain/lines of sight for Battles, what counts as what before play starts.
and actual terrain/lines of sight for Skirmishes and
Narratives. ●●Open: open ground is anywhere on the battlefield
not covered by a terrain feature. It does not affect
Abstract terrain movement or attacks.
●●Cover: cover gives a bonus to defence vs non-cc
Using abstract terrain, terrain features are considered attacks, usually +1-3.
geometric shapes with certain attributes, and their finer ●●Concealment: concealment (unsurprisingly) grants
details are less important. Lines of sight are checked by Concealment.
drawing a line from attacker to target, and if it passes
through LOS-blocking terrain, the target isn’t in line of ●●Exposed: grants Exposed
sight, as simple as that. Cover is evaluated in a similar ●●Difficult: Moves are reduced by a third (6” becomes
manner, but for most terrain types a feature is ignored 4”, 9” becomes 6”, etc.) if any part of the move is in
for models in or right next to it. or crosses difficult terrain.
●●Dangerous: when moving in dangerous terrain,
EXAMPLE roll one dice per model and suffer one (1) wound
All targets of a model in a wood does not have cover just in the model’s unit per ‘1’ rolled. Vehicles instead
because the LOS is traced through the wood the model is roll on the damage table with -3 (not counting other
standing in. Also, it doesn’t receive cover from other models in modifiers, such as open).
the same wood.
●●Blocking: blocking terrain stops movement and/
or line of sight completely. (E.g. a wall would stop
Elevation is abstracted, and you are free to place both, a lake or depression movement only. Line
your units as you see fit e.g. inside or on the roof of, of Sight but not movement blocking terrain is
buildings. If a terrain feature is tall enough, simply state rare, but could conceivably be an alien force field,
that any units on or in that feature are able to see over impenetrable smoke or the like) Sometimes, a terrain
intervening terrain, excluding the 3” (or more, if it is feature will block line of sight through, but not into
particularly tall) just beyond the intervening feature. it.

Actual terrain Terrain Examples


With actual terrain, what you see is what you get, and to ●●Woods: blocks LOS through, but not into.
check lines of sight you might have to get a “model’s eye Dangerous for vehicles and any hoverers that stop
view” to see if you actually see the target model(s). If there, difficult for all others. Provides +2 Cover.
you do, you have line of sight, if you see only parts of it, ●●Crop fields: blocks LOS through, but not into.
award it cover. (Also see the conventions section when Concealment for non-vehicles. Not ignored by units
it comes to fancifully modelled units). in or next to the crop field.
●●Ruins: blocks LOS through, but not into.
Dangerous for vehicles, difficult for all others.
Provides +2 Cover.
●●Sturdy house: blocks LOS through, but not into.
Blocks movement for vehicles, difficult for all
others. Provides +2 Cover.
●●Stone fence, low wall, street barricade: Difficult
for all. Provides +2 Cover for adjacent models if
attack crosses.
●●High wall: blocks LOS and movement for all.

14
●●Marsh: Blocks movement for vehicles, dangerous
for all others.
●●Tarmac: Exposed.
●●Murder hole(s): provides +2 cover and
Concealment.
●●Tank Traps: impassable for vehicles. +1 Cover for
adjacent non-vehicles.
●●Wire obstacle: difficult and dangerous for non-
vehicle/massive. Remove if crossed by vehicle or
massive model.
●●Trench/field fortifications: provides +2 cover,
with an additional +1 vs attacks with the blast trait.
Breaching obstacles
Especially in Narratives, it might be necessary to breach
obstacles (e.g. security doors, vaults, walls…) to reach
one’s goals. Use the Structure trait and assign breachable
features a Defence, and perhaps some Wounds. If they are
relatively flimsy, they should also be light.

EXAMPLE
Security Door: Structure(light), Wounds(1), Defence(7)

The Staging Area


The Staging area is an abstract holding area for a
player’s units that are neither on the tabletop or
removed as casualties. It connects directly to the player’s
board edge, and in most scenarios, this is where a player’s
forces start. While in the staging area units may not
activate other than to move onto the board. They are
moved onto the board via the player’s board edge, or using
special traits such as Insertion. Enemy forces may not
normally enter a player’s Staging Area.

15
Extras Advanced Movement
SKIRMISH AND NARRATIVE
These are additional rules not strictly necessary in the
core game. Depending on the scenario and/or scale of Note that all models may not necessarily be able to use all advanced
your game, you may use one or more of these. Many movement.
are used to make skirmish and narrative games more
colourful. ●●Climbing: vertical movement without a ladder or
the like counts as difficult ground, with a ladder
Mass Attacks or similar counts as open ground. Remember to
measure the vertical distance.
BATTLE
●●Leaping: models can leap D6” instead of one (1)
Instead of rolling large quantities (10+) of dice to hit, normal move, or roll two (2) dice keeping the highest
it is possible to score automatic hits based on the target with two (2) moves. Jumping twice in one activation
number and the number of dice rolled; a third for 5+, is permitted, as long as the model has somewhere
half for 4+, etc. If the numbers aren’t even just roll the to land between jumps. Leaps ignore most types of
difficult and dangerous terrain. Should a leap fall
odd dice. short, see falling.
EXAMPLE ●●Falling/jumping down: the model takes one hit
Player A is making a 32 dice 5+ attack. Using the Mass for every full three (3) inches (roughly one floor)
Attacks rule, Player A scores 10 automatic hits, and just rolls it falls. Falling also ends a move, but does not cost
movement.
two (2) dice instead.
●●Overburdened: Models carrying a heavy load (such
Faction Points as loot, or a fallen comrade) have their movement
BATTLE AND SKIRMISH
reduced by a third.
●●Dashing: targets moving from cover to cover (or
Faction Points are used by players to exceed force out of los to out of los) with one (1) move have +1
generation limits, empower certain units, and trigger cover from (non CC) reaction attacks.
faction/narrative abilities. Players gain a number of FP ●●Ducking: As part of a move, units may duck.
at game start depending on the game size (see Force Ducking models are out of LOS from/to models
Generation), and any not used in force generation can from which they have cover. Models out of LOS
be spent during play. It may also be possible to spend FP due to ducking may be attacked with potshots,
post-battle in campaigns. but cannot suffer wounds from such attacks, only
suppression. A model can move while ducking, at
Faction Points that are spent during game may be 4” per move. When using priority attack a unit may
spent at any time unless otherwise specified; even as a “pop out”; they are no longer ducking, but the attack
response to your opponent’s actions. If applicable, they loses priority. Whenever you are allowed to make a
have priority timing. withdrawal move you may instead opt to duck.

ck n’ dash.
ht enough, du
”If space is tig alive” -Sam
It’ll keep you

16
Extra vehicle rules Triage
SKIRMISH AND NARRATIVE SKIRMISH AND NARRATIVE

These extra vehicle rules are used to bridge the gap Instead of removing killed models, turn them face
somewhat between vehicles and non-vehicles, allowing down (or mark) – they are now down and may not take
the latter more opportunities to interact with what actions. Units may triage fallen models within 2” instead
would otherwise be an insurmountable challenge. of making an attack:
●●Getting lucky: instead of vehicles being completely TRIAGE ROLL (D6)
impervious to “small arms” attacks, add +1 to the
wound roll for each additional ‘6’ rolled. Requiring two 1-3 Evac necessary, turn model face up (or mark)
‘6’s for 7, three for 8, and so on. If you are not using the Lasting Injury rules or
●●Attacking crew and passengers: depending on otherwise specified by the scenario, remove model
the vehicle, crew and passengers may be unprotected 4-5 Uncertain, leave model as it is. Further triage
(riding on top of the vehicle, the gunner on a
technical), covered (driving a civilian car, riding in attempts can be made in a later turn.
the back of a universal carrier) or enclosed (inside 6 Fights on, raise back up with two (2) action
an APC or IFV). If unprotected, they are fired on markers and one (1) wound remaining
as if exposed; if covered you may attack them with
potshots, and if enclosed, not at all. If it isn’t clear A model may be dragged by another model simply by
from the model, exactly what crew a vehicle has and starting a move next to it, counting as overburdened
how exposed they and any passengers are will have (see above). In order to evacuate a model it needs to
to be agreed upon beforehand. be in cover (or out of LOS) and beyond 12” from
●●Riding and climbing vehicles: most vehicles have all enemy models. Remove the evacuating and the
a capacity of 2 (a car) to 5 (a tank) for transporting evacuated model from the board - the evacuating
riders on top of it (besides any capacity trait). Riders model goes into staging, and can return to the fray
are always unprotected (see above) and are not in a later turn. (In scenarios where the puirpose is to
limited to friendly models. Climbing a vehicle counts escape, evacuation may not be available.)
as difficult terrain. All riders are considered within 2” of
each other for CC and endphase purposes.
●●Maneuverability: A vehicle may only move in or
opposite the direction it is facing, and may only turn
up to 90 degrees at the end of each move.
●●Top shots: If the attacker is above the vehicle and
the horizontal distance between attacker and vehicle
is shorter than the vertical distance between attacker
and vehicle, use the lower defence value, if any.
●●Leaving and moving wrecks: instead of removing
a destroyed vehicle, leave the wreck (perhaps
marking it with some smoke or similar). Vehicles
with equal or better defence can push or pull wrecks
4” per move.

17
Lasting injury
SKIRMISH AND NARRATIVE CAMPAIGNS

Lasting injury can become an issue in campaigns, where Evacuated or player holds the field (all enemies have
the same units fight in multiple combats. After any fled or been defeated; if you’re not certain you hold the
combat in which the unit was a casualty, roll on the WIA field, you don’t): roll twice on the table, keep the highest.
table.
Neutral or contested field: roll once

Enemy holds field: roll twice, keep the lowest

WIA TABLE (D6, D6)


ROLL FATE EFFECT
1.1 - 1.6
KIA
Remove model from roster

2.1 Mangled foot/leg - model has Move(4). Remove from roster on 4+ if received a
PHYSICAL TRAUMA
second time (otherwise ignore).
2.2 Mangled hand/arm - potshots only for non-priority attacks with 2h-weapons. Remove
from roster on 4+ if received a second time (otherwise ignore).
2.3 Back injury - model may not take Double or Triple Move actions.

2.4 Injured lung - if model has exactly two (2) action markers in endphase, it may only
remove one (1) instead of two (2). Abilities that remove extra markers still function.
2.5 Crushed Eye - priority attacks with model are resolved as non-priority attacks (for
timing purposes only). Remove from roster on 4+ if received a second time.
2.6 War wound - roll when assembling the list for a game, on 5+ this model may not
participate.
3.1 “You wanna piece of me??!!!” - Model does not benefit from cover and may not duck.
MENTAL TRAUMA

3.2 “Get some! Get some!” - if the model has eligible targets, it can only take Attack or
Priority Attack actions and must make reaction attacks whenever capable.
3.3 “Just not the same anymore” - must deploy in unit with another model and does not
contribute to unit sizes for suppression purposes.
3.4 “Game over man, game over!” - May not remove more than two (2) action markers in
endphase. Must make withdrawal move if possible.
3.5 “I’m living on borrowed time” - for further injuries, counts as one step worse for WIA
table modifiers above (evaced counts as neutral, neutral as enemy holds field).
3.6 “I’ve seen too much” - if model has 3+ action markers in endphase, remove only one
(1) instead of two (2). Abilities that remove extra markers still function normally.
4.1 - 5.3
TEMPORARY INJURY Model may not participate next game.

5.4 - 6.6 (No Effect)


COMPLETE RECOVERY

Unless otherwise mentioned, when receiving the same trauma a second time, receive the next higher trauma instead.

18
Fate Points Skills
NARRATIVE NARRATIVE

Narrative games use Fate Points instead of Faction Points, The stories of narrative scenarios being more varied,
since they are more about individuals and their abilities characters in narrative games can use skills to affect their
than those of organisations. They work in a similar environment in different ways, a little like characters in a
manner, but are spent and gained differently. Below are pen and paper role-playing game. Exactly what they can
some suggested uses for Fate Points in your narrative be used for depends on the scenario and is ultimately up
games, but given that the game has a GM (see narrative to the Game Master, but you will find some suggestions
section), it is even possible to invent new uses for Fate below. The GM will also have to decide what type of
Points during a game; if the players or the GM come up action, if any, is required to use the skill - a fast action
with something interesting and creative, a Fate Point is might only replace a move, a slow action might take an
what could make it reality. entire activation or more.

Besides the initial allocation, the GM can award Fate In order to determine the success of a skill use, unskilled
Points during a game, either during lulls in the fighting, characters roll two (2) dice and pick the lowest, skilled
as reward for particularly brazen or clever actions, or characters roll their skill level in dice and then picks the
as compensation for pulling especially nasty or “unfair” highest.
things on the players (letting an enemy character that is
essential to the future story escape, capturing the player characters, 4+ is a normal success, 6+ is a hard success.
etc).
Generally, skill rolls are in the hands of the players, but
Spend one (1) FP to: in some cases the GM can also roll for NPCs.
●●Take an extra action with a character, even if downed EXAMPLE
●●Re-roll (or force the GM to re-roll) any roll made by Sam the bounty hunter is staking out a Rigger stronghold.
or against the player’s character Sam’s player first rolls Intel to see how much Sam knows
about the Riggers in general and this specific Band in
●●Succeed without a roll on a skill check made by a particular, and is given information by the GM depending on
character with that skill
success. Sneaking closer, Sam’s player rolls Stealth, to see if
●●Ignore one (1) trauma until end of game the guards react.
●●Skip rolling on the injury table after game ●●Intel and Lore: to know things about what you
Another interesting possibility is to come up with a encounter or will encounter, such as other groups
“signature moves” for your characters, that are triggered and characters, strengths and weaknesses of the
enemy, dangerous (or not so) plants and wildlife, etc.
through FP usage.
●●Influence and Deception: to influence, intimidate,
EXAMPLE cajole, interrogate, bluff, and “read” others.
After deliberation with the GM, Sam’s player has given Sam ●●Perception and Investigation: to spot lurkers,
“Pineapples for the muties!” that allows a free grenade attack ambushers, hidden guards etc., and to find items, or
at double range. get clues.
●●Technology and Larceny: to craft, hack, lockpick,
hotwire, sabotage, etc.
●●Stealth and Sleight: to sneak, hide, sleight of hand
and other malarky before stuff kicks off.

19
20
Content rules
Where the core rules build the structure, the content All traits can have modifiers in parenthesis after the
rules fill it with life. F28 has very few intrinsic statistics trait name. If not described in the list, these should be
for models, instead relying on simple defaults for the self-explanatory.
standard model (Wounds(1), Defence(4), Move(6),
unarmed attack), and modifications to those defaults EXAMPLE
through traits. Models are also usually armed with one or Loathing(specific faction) means that the model has Loathing
more weapons, granting it further attacks. only towards the indicated faction; Leader(1, 18”) means the
range of the leader ability is increased to 18”; Accurate(vs
For example units and faction lists, see the War Always Vehicles) means that the model has accurate vs vehicles only,
Changes campaign setting. etc.

Unit Points Gear generally comes in two categories; weapons


and other gear. Most models will have some sort of
weapon beyond the unarmed attack, and some will have
F28 uses a points system to facilitate list building additional gear as well - especially in Skirmishes and
and force generation. Player groups/communities Narratives.
can construct faction lists (all options available to a
particular faction) for their favourite settings and model Wielding Multiple weapons
ranges, after which players can build their own forces
from these lists for a particular game. Humanoid models should generally not have more
weapons than they have hands to hold them, and if they
There is little difference between F28’s three game do, at least not be able to use more than that at the same
modes when it comes to points, but naturally model time. Vehicles, monsters, exo-suits and the like might
stats will look somewhat different, all depending on the have more. If wielding multiple close combat weapons,
nature of your game(s). such as swords in both hands, chose which one to use
and add only one (1) attack dice for each additional

The trait and weapon (these weapons should be of similar cost).

gear lists
In battles, models generally have weapons and traits only
(gear such as smoke grenades and shields are covered
as traits). In Skirmishes and Narratives it is useful to
separate the two, especially in campaigns where you
want to differ between what can only come through
hard-earned experience, and what can be bought or
acquired through other means. Sometimes there is
overlap between the two, as certain gear might grant
certain traits, and vice versa. Some traits and gear are not
applicable/suitable to all game modes, and depending
on the scope of your game(s) additional restrictions
might apply.

Traits are generally positive, but it is also possible to use


negative traits to reduce costs, possibly creating models
that are worse than the standard model (although there
are no examples of this in the current lists).

21
Building units Guidelines
and faction lists ●●Most units should have only one (1) wound. Minor
characters and “brutes” should have Wounds(2),
while Wounds(3) is reserved for major characters,
The provided lists of traits and gear, along with the large brutes and monsters. Large monsters can have
example faction lists, should be able to cover a lot of Wounds(4) or even (6). The model’s cost should be
ground, but they are hardly exhaustive. Using them multiplied by the number of wounds, not counting
as a base, it should be fairly easy to extend them with offensive gear.
whatever is necessary to be able to bring your favourite ●●Defence(3) is completely unarmoured and
setting to life. Balancing can sometimes be hard, and is defenceless (could also represent very green or mass
never accomplished without testing, but this should not assault troops), Defence(4) is standard (perhaps a
deter you. flak jacket, scrounged armour and the like), (5) is
for solid armour, (6) is for full-body solid armour.
To build a unit, simply select traits and gear, and set a Beyond this, also consider the Massive trait.
points value. The example lists have numerous examples ●●When it comes to vehicles, Defence(7) is the lowest
that should help you decide roughly what a unit with for “armoured” vehicles, which are supposed to be
certain stats is worth in points. All combinations should immune to small arms fire. Defence(8) is for e.g.
be balanced for their cost, and testing will likely be APCs who are also impervious to HMGs and the
necessary. Some combinations should never see the light like. Defence(9) is proper for IFVs or light tanks
of day at all! where even an autocannon has trouble. A main
tank is Defence(10), a heavy tank Defence(11).
Defence(12) should be very rare, if used at all. Only
truly massive vehicles or those protected by energy
shields, ablative armour and the like should have
multiple wounds. If a vehicle normally deploys in
HINT No matter how awesome you think your units of several vehicles, it should likely be light.
model is, stacking too many weapons and/or
traits in one place rarely is a good idea. You might
●●Monsters are usually Defence(7-9), with “organic”
monsters at Defence(8) and “metal” monsters at
end up paying points for stuff your hero might Defence(9). Wounds(3) is standard, Wounds(4) for
not even get to use! larger monsters, and Wounds(6) for especially huge
beasts. Monsters should have the Massive trait.
●●Remember that the power of a unit often is based
on its survivability times its lethality, instead of
survivability plus lethality. Many traits also act as
“force multipliers” - having Insertion on a tank is better
than having it on a conscript - and in these cases
it is important to add an extra force multiplication
cost to the unit, to better reflect its real value on the
battlefield. This is especially true when it comes to
vehicles and massive models.
●●Many listed weapons should be restricted, and only
very special units should have access to more than
1-2 of these per 10 wounds (marked as “restricted”
“specialist” or “support” in the example lists). More
than this, and it is prudent to consider placing this
unit in a more limited unit category (see below).
EXAMPLE
Sam the bounty hunter started out as a standard model
(4p), and was then given a shotgun(1p), a pistol(0.5p) and a
sword(0.5p). Sam is also Tough(1) (1p) and has Wounds(2)
(5p), for a final cost of 12p. Although Sam has several different
weapons, Sam cmust choose which to use when attacking.

22
After you have a collection of units, you can build a
faction list by assembling those units into a list of which
units a particular faction has access to. If your game
Very Large Models
doesn’t have separate factions, this step isn’t necessary; The system also supports very large models, such as
players will just assemble their forces from the created dropships, massive walkers and the like. These can
units. As mentioned above, creating lists should be a be split into multiple sections, each handled like an
collaborative and not a competitive endeavour, made individual unit, and activated separately or together with
by communities, not individuals. Always strive towards similar units (such as the two legs of a walker). Note
creating fun and balanced faction lists that will challenge what each unit contributes to the whole, and what
players when generating forces from them, as well as happens when it is knocked out.
capturing the flavour of the factions in your favourite
settings.
Unit categories
One way to balance lists, particularly when it comes to
units that are too specialised or powerful to be used as
the backbone of a force, is to place them into specific
categories and then place restrictions on force generation
with these categories. While there are no hard and fast
rules for what categories to use and which units should
belong in which category, the answer to the question
“would there be a problem if a force was entirely made up of this
unit?” can get you far.

Consider placing units with Insertion or Infiltrate, access


to multiple restricted weapons, as well as Defence(10+)
or flying/vtol vehicles in a limited category. The same
goes for any “specialist” or “veteran” troops, as well as
obvious support weapons.

Upgrades and Faction Points


Upgrades enhance units through additional models, often
somehow special in nature, and/or special equipment
that for some reason isn’t part of all instances of that
unit. This could be leaders, specialists, limited use gear,
restricted weapons, special deployment options and the
like. They can also upgrade models with new or different
traits.

Creative ways to use Faction Points is perfect for abilities


that should only be used a couple of time each game.
Some factions might even have special ways of getting
more faction points during play, but when designing
these be careful so that balance is maintained.

Special upgrades and interesting ways to use faction


points can really make a faction stand out, in flavour if
not in tactics. Beware of letting factions cover all their
bases through the use of faction points and upgrades
- restrictions can be as fun and creativity inducing as
letting you do whatever you want with a single faction.

Sharing your lists with others, especially online, is a good


idea to have them evaluated and tested by others, which
will likely improve their quality.

23
24
Context rules
If Core is how and Content is what or who, Context is In symmetric scenarios both players have the same
where and why. In F28 (as in many miniature wargames), objective and forces, in asymmetric scenarios this is
the where and why comes in the form of scenarios, which different. Asymmetric scenarios are notoriously difficult
describe the circumstances of a particular game. Besides to balance, but can ultimately be very rewarding, if for
some thoughts on designing your own scenarios, no other reason that they are what most armed clashes
this section includes example scenarios for Battles, actually look like. It also allows model collections of
Skirmishes and Narratives, as well as notes on running different sizes to play against each other without a large
campaign play in all three formats. number of models going unused.
All F28 scenarios require six things: a Battlefield, Forces, The most classic asymmetry is achieved by modifying the
Deployment (the disposition of said forces at game start), burden of attack, i.e., the player who has to do something
how to determine Initiative, the Progression of the game, in order to achieve victory. In traditional mobile warfare,
and how to ultimately claim Victory. the purpose of maneuver is to force your opponent into
a position where the opponent has to attack you and
When designing your own scenarios, it actually helps then reap the benefits of a defensive position. This gives
getting these things in place in reverse order from how naturally that the side with the worse position has to
they are presented here; beginning with deciding what a have greater forces, or the scenario will be imbalanced
player must do to claim victory. Once this is established, (which can be ok that too, of course, if all players agree).
all the other components fall into place.

Naturally, what needs to be done to win differs


significantly depending on the scale of your game. What
is a good mission objective in a Battle, is not always
a good idea in a Skirmish. What remains the same is
however the purpose of all victory conditions - to force
the sides into maneuver. A game where it is possible to
win by standing still is a game where there is very little
choice; and difficult, interesting choices are the hallmark
of a good game. This is for example why the defender in
a scenario must never have all its forces in place already
- then it becomes just a matter of rolling dice.

What also must be avoided are halting states, where


neither side sees the benefit of maneuver. In a close
quarters game this usually means that the burden
of attack defaults to the side with least long range
firepower, but worst case the game will stall completely.
Therefore, make sure that the progression of your
scenario eventually ends the game, usually using a set
number of turns.

Another pitfall to avoid is to create degenerate strategies


for your scenario. While it can be difficult to predict all
content combinations and interactions, some thought
(and plenty of testing!) can save a lot of trouble. See for
example the “Hot LZ!” restriction in several scenarios;
since troops do not start the game deployed on the
table, it is very difficult to counter massive Insertion by
the initiative player in the first turn, essentially turning
the meeting engagement into an assault.

25
Battles Battle Example
Battles are clashes between larger forces, where a single Scenario 1: “Assault”
unit usually is as big or bigger than an entire force in a
Skirmish. Usually there are multiple armoured vehicles The Assault scenario is a classical asymmetric scenario
and support systems per side, as well as the occasional where a stronger attacker has to dislodge a weaker
monster and/or special character. defender in a better position. It also has additional battle
options, increasing replayability and allowing the players
Battles usually use few of the special rules, they are some flexibility in choosing how to attack or defend,
complex enough already! Suggested are Faction Points and beyond that of generating their respective forces.
Mass Attacks, the former adding spice to the different
factions and the latter keeping your already fistfuls of ●●Battlefield: Place terrain and select opposing
dice from running over, as well as speeding up play. corners (the 24” of board edges closest to the
corner are the respective player’s board edges) as
well as attacker and defender roles in any mutually
The implicit scale of Battle games is different from acceptable manner. The attacker first places two (2)
Skirmish and Narrative, which means that some weapons objectives anywhere on the defender’s half of the
are realised differently - for example a hand grenade in a board, at least 18” apart. The defender then places
narrative or skirmish is a whole fire mission in a battle! one (1) objective anywhere on the board at least 24”
The same goes for the ground scale - a house in a battle from the defender’s corner. All objectives also have
might be just a simple terrain piece, but in a narrative to be at least 12” from any board edge.
might accommodate a complete room-to-room battle!

OPTIONAL
Instead of randomizing when initiative is tied, players may
instead offer the player with the smaller force (in points) the
choice.

Force Generation
Decide on a points value for your game - 1000p
should see you to a good start - modify it according
to the chosen scenario, and assemble your forces from
whatever faction lists you use. For an example, see the
War Always Changes campaign setting. ●●Forces: use the standard force generation rules, but
give the attacker +50% forces.
●●Deployment: The defender splits its forces into
three (roughly) equal groups. Deploy one of the
groups anywhere on table at least 24” from the
attacker’s corner and keep the rest off board; they
will become available as the game progresses. The
attacker moves in from the attacker’s corner.
●●Initiative: Initiative is always with the attacker.
●●Progression: The first defender reinforcement
group becomes available in staging at the start of
turn two (2), and the second at the start of turn three
(3). Play progresses for six (6) turns.
●●Victory: The attacker wins if it has 3x the number
of wounds within 6” of all objectives at the end of
turn six (6). The defender wins if it has the same at
least two (2) objectives at the end of turn six (6).
Otherwise the game is a draw.

26
Variant: Prepared Assault
Besides above, attacker and defender each choses three
preparations, one from each row, from the list below:

m.”
th, ma’a
n’t do bo
ombs; ca
“Surprise or b

ATTACKER
Preliminary bombardment Surprise
Roll (D6) for each on-table units after setup: 1-2: no One (1) of the defender’s reinforcing units (attacker’s
effect, 3-4: place one (1) action marker, 5-6: place two choice) is delayed one (1) turn.
(2) action markers.
Approach trenches Infiltration
First turn: Potshots only versus all non-vehicle units One (1) attacking non-vehicle unit (per 300p) has
moving max 18”. These must enter through the Vanguard.
attacker’s board edge.
Smoke barrage Selected battlefield
Attacker receives three (3) free Smoke Missions (see The attacker may move any one (1) terrain piece up to
Republic list). 12” (before defender sets up).

DEFENDER
Quick Response Unit Pre-registered bombardment
One (1) of the defender’s reinforcing units (defender’s Select one (1) terrain piece (per 300p). Execute one
choice) arrives one (1) turn early. (1) Fire Mission, once, vs units in this terrain as a free
action or reaction.
Obstacles Entrenchment
The defender may deploy 24” of any combination of The defender may deploy 24” worth of trench (see
wire or tank traps anywhere on table at least 24” from battlefield section) anywhere where it could deploy
the attacker’s corner troops.
Decoy Ambush
The defender deploys one (1) additional unit for One (1) defending unit has Ambush.
free. This unit may not activate to take any action,
and does not affect other units with any of its traits.
Remove it in the first endphase.

27
●●Victory: each endphase players receive one (1)
Battle Example Scenario Victory Point (VP) for each of the missions below
whose conditions are fulfilled. The player who first
2: “Meeting Engagement” reaches six (6) VP and more than the opponent is
the winner.
Although almost unheard of on real-life battlefields, ◦◦ Seize the Momentum: Have 3x the number of
wounds within 6” of one (1) objective
meeting engagements between similarly sized forces
are a staple of miniature wargaming. Here, two forces ◦◦ Dominate the Battlescape: Have 3x the
(often with higher command echelons in attendance number of wounds alone within 6” of both
on both sides!) clash over a stretch of no man’s land, objectives
seeking to get the upper hand while hurting the enemy ◦◦ Deny the Foe: Make sure the enemy has no
and staying alive. units on your half of the table
●●Battlefield: Place terrain and select opposing long ◦◦ Raid the Rear: You have exited at least two (2)
board edges or corners (the 24” of board edges non vehicle units of at least five (5) wounds each
closest to the corner are the respective player’s board through the enemy board edge. These units must
edges) in any mutually acceptable manner. Place two have entered through the friendly board edge
(2) objectives on the centre line between the players, and not through flying/VTOL transport.
1/3d of the table length in. ◦◦ Decapitate their Leadership: The enemy’s
most valuable unit5 is either destroyed or in
staging after turn two (2).
◦◦ Draw their Blood: destroy two (2) units per
300p completely.
If there is no winner after six (6) turns, the winner is
the player with the most points. In the case of a tie, the
game is a draw.

Variant: The Long War


Increase the number of VP required for victory to ten
(10).

●●Forces: Meeting Engagement uses the standard force


generation rules.
●●Deployment: Players move in from their respective
board edge.
●●Initiative: the player who has the least victory points
has the initiative (randomize on ties and first turn).
●●Progression: play progresses until there is a winner.
Hot LZ: During the first turn, neither player may Triple
Move, use Insertion or disembark flying transports.

5  If using the example faction lists, this is the command unit with the highest points value. If not, designate the “most valuable” unit in another
mutually acceptable manner.

28
MAIN MISSION
Battle Example Scenario Breakthrough: exit at least two (2) wounds per 100p
3: “Fog of War” through the opponent’s board edge, no earlier than
turn three (3). These must have entered through your own
board edge and not in flying/VTOL transports. Forces
Fog of War is a flexible scenario where the players secretly +50%.
select objectives, affecting their forces and victory
conditions. Who has the attacker and defender roles Dominate: have 3x the number of wounds within
is more fluid, and created organically by the scenario. 6” of both objectives from the end of turn three (3).
After the battlefield is set up, the players secretly pick Forces +25%.
and write down one (1) main mission and one (1) side Deter: no opponent models in own third of board
mission from the options. from the end of turn three (3). Standard forces.
●●Battlefield: Place terrain and select opposing long Delay: Keep opponent from victory until the end of
board edges in any mutually acceptable manner. turn four (4). Forces -20%.
Place two (2) objectives on the centre line between
the players, 1/3d of the table length in.
SIDE MISSION
●●Forces: use the standard force generation rules, Decimate: destroy at least one (1) enemy unit per
modified according to the selected player objectives 200p completely.
(see above).
●●Deployment: Players move in from their respective Force preservation: don’t lose more than one (1)
board edge. friendly unit per 200p completely.
●●Initiative: Initiative is with whomever has models Always forward: no friendly troops in staging or
furthest from the opponents board edge (randomize within 12” of own table edge.
if tied). Deny mobility: all enemy vehicles are either killed,
●●Progression: play progresses until there is a winner. damaged or in staging. Should the enemy army
contain no vehicles you may not complete this
Hot LZ: During the first turn, neither player may Triple mission.
Move, use Insertion or disembark flying transports. Blood the Army: all your multi-model units have
taken at least one (1) casualty.
●●Victory: the player who first manages to fulfill their
mission wins in the endphase of that turn. Should Dig In: Have all models that can benefit from cover
both players achieve their mission in the same turn, in cover (from at least one direction)
whomever has also fulfilled their side-mission wins.
If both players have fulfilled both main and side Secure most Ground: have a model further
missions, the game is a draw. If neither player has (horizontal distance) from the friendly board edge,
claimed victory by the end of turn six (6), the player without any enemy models closer to that board edge,
who has completed their side mission is the winner, than the opponent.
if both, the game is a draw.
Players only have to reveal their chosen missions when
they claim victory, but astute players will be able to guess
based on the size of the opponent’s force.

Variants
●●Fluid Situation - Pick two side missions per player,
and use both to break ties.
●●Unclear Strategy - pick four side missions but no
main mission. Whoever completes three of them
first wins.
●●Old Enemies - both players reveal their chosen
missions at game start.

29
Battle Example Scenario
4: Fighting Retreat
Fighting Retreat is a classic scenario where a defending
force has to extract itself from becoming entangled
with the enemy. The forces start out balanced, but the
defender must regularly retreat units off board in order
to ultimately escape. Which units stay, and which go?
Are some forced to make a last stand in order for others
to escape? Meanwhile, the attacker must do its best to
push forward, denying the enemy an easy egress.
●●Battlefield: Place terrain and select opposing
corners (the 24” of board edges closest to the
corner are the respective player’s board edges) as
well as attacker and defender roles in any mutually
acceptable manner.
●●Forces: use the standard force generation rules.
●●Deployment: Defender deploys half of its forces
anywhere onto its half of the table, and the
remainder within 18” of a friendly board edge6.
●●Initiative: initiative is always with the attacker.
●●Progression: Play progresses until there is a winner.
Each endphase, the defender must select one (1) unit
further than 12” from any enemy models and retreat
it from the board; it is removed and may not return.
●●Victory: The defender wins if it manages to retreat
a total of 50% of its force value from the board by
the end of turn six (6). Units at less than 50% of
their original wounds count half their value when
retreated. Destroyed units or units in staging may
not be retreated. The attacker wins if the defender
fails, or if it manages to destroy more than 50% of
the enemy force.

Variant: Rout
Instead of a voluntary retreat, randomly retreat one
(1) defending unit each endphase (regardless of enemy
presence).

6  Since the defender starts with no troops in staging, this scenario can be harsh towards forces that rely
too much on Insertion and Ambush. Such is the price of having been forced into battle...

30
If the tables interact, and they should, this could be
Battle Campaigns a problem, a problem that can be solved in several
ways, none of them perfect. One is to simply ignore the
There are several ways to run a Battle campaign; either problem - while allowing everyone the freedom to play
as a multiple-table (and player) simultaneous operation, or as fast or slow as they want, this can cause continuity
as a series of sequential battles. There is also the option errors and balancing problems, and is open to exploits
of legacy play, where a player keeps the same force over by unscrupulous players. The polar opposite is turn-by-
several battles, possibly earning experience but also turn sync, in which players have to wait for the slowest
suffering losses that may not be entirely replaced. table every turn. In between these two is interaction sync
in which players can go ahead of the timeline if the
interactions between the tables so allow. This requires
Multi-table Operations someone keeping an overall view of the progress on
all tables, informing players of potential interactions.
True to its name, in a multi-table game, the overall battle Another is chunk sync where interactions only happen
takes place simultaneously over several tables, on which every few turns, and players are free to play up to the
separate but interacting battles take place. On one table, next “interaction window”, where they have to wait for
a smaller force might make a desperate stand to prevent the other tables.
reinforcements from reaching a more central objective,
on another a highly mobile strike force struggles to take One classic setup has four tables, three with attackers
out big guns that provide fire support onto yet another all trying to break into the fourth for a final assault;
table, etc. besides commanders for all three main tables, an overall
commander on each side distributes reinforcements and
What is required in all cases is a map that shows how support as well as keeping an eye on the overall battle.
the tables relate to each other and where and how forces
can move between them, as well as an overall scenario,
of course. In general, forces moving off the table in one Sequential Battles
turn should only be available to go onto another table
the turn after, or later. Sequential battle campaigns are simply a series of battles,
usually linked by a narrative, where the outcome of one
battle influences the next, perhaps even deciding the
nature of that battle completely. Sometimes, the players
keep the same forces over time.

Legacy Play
In Legacy Play, players keep their forces between games,
suffering losses and introducing reinforcements. An
overarching story binds the games together, and players
usually create the same for their forces.

Multiplayer games
F28 plays just fine with multiple sides, as long as you
have some way to determine initiative order. When
attacking models from two other sides than your own
The main problem in this type of game is making sure which are within 2” of each other, randomize hits as
the different tables are synced in time. Given that players usual. If playing several factions on the same side, you
play at different speeds and may have significantly generally should not allow players to spend faction
different forces to handle, it is possible for some tables points and use abilities on each other’s units.
to end up before other tables in the overall timeline.

31
Skirmishes
A Skirmish is a clash between smaller forces, where
each model usually operates independently. Normally,
there are around 8-12 models per side, in some cases
with vehicles. Given that the players have less models to
handle, extra rules can be introduced that adds spice and
variety without increasing overall complexity.

Suggested extra rules for Skirmishes are Faction Points,


Advanced Movement, Extra Vehicle rules, Triage and Lasting
Injury (if playing a campaign).
OPTIONAL
Instead of randomizing when initiative is tied, players may
instead offer the player with the smaller force (in points) the
choice.

Force Generation
Generating a Skirmish force is no different from a Battle
force, but depending on your game, your options may
vary considerably. 50p (max 2 restricted weapons) is a
good start, and will give you a simple gang of miscreants
with not much in the way of fancy gear or weapons. Battlefield Conditions
60p will add some of that, and 35-40p will allow you OPTIONAL
to really start on the bottom! If you use the Faction
Points extra rule, three (3) Faction Points should see you Interesting and colourful Battlefield Conditions can add
well satisfied for all but the largest games. If you want spice and challenge to any Skirmish game. Pick one by
a game with more experienced models, set a price on mutual agreement, or randomize. Note however that
advancements (suggested is 3p each) and add some to these can make for a considerably less predictable game
your models. experience!

If you want to play less “gang warfare” skirmishes, Set up any unique terrain equidistant from both player’s
feel free to use the example battle lists (the price of board edges, replacing an existing terrain feature if
individual models is easy to calculate). necessary. Feel free to reskin these at will, depending on
what you have available in your collection.

32
BATTLEFIELD CONDITION TABLE (D6, D6)
1.1 “Crazy Joe Jane!” – place Crazy JJ’s sights (5” diameter circle) dead centre of the table. Each endphase move
the sights 3D6” in a random direction (if it moves off board, reset in the centre), if there are models in the
sight after it moves, JJ attacks the model closest to the centre of their sights with a (1), hit(re-roll), vital strike
attack.
1.2 “Gas Gas Gas!”- first endphase, randomize one non-player board edge. Each endphase, spawn a gas cloud (5”
diameter circle) at a random spot along this edge, and move any other gas clouds D3x3” straight towards the
opposing board edge. Any model touched by a gas cloud suffers a wound on a roll of ’6’. Non CC attacks vs
any target in or tracing LOS through a gas cloud are potshots.
1.3 “Raaaats!” – first endphase, randomize one non-player board edge. 2D6” of ground level from this board
edge becomes impassable each endphase. Any model finding itself in this terrain returns to staging (running
and screaming).
1.4 “Quaaaake!” - all models have Move(2D6 keep highest) instead of their normal move. Roll for any model
with a roof over their head in the endphase, on a roll of ‘6’ receive a wound(+3) hit.
1.5 “Downpour!”– each endphase, any model not under a roof suffers a hit on a roll of ‘6’.
1.6 “I can’t hear you!!” - remove a maximum of 2D6 action markers per side in endphase (abilities not included).
2.1 “Paupeeers!” - each endphase, spawn D3 “zombies” in the middle of a random non-player board edge. These
split up and move 2D6” towards the closest model(s) each endphase. Any model within 2” of a Zombie in
the endphase does not automatically remove any action markers. The ”zombies” may be attacked normally.
2.2 “Nothing to me but blinding” - randomise one non-player board edge. Models that are attacking in the direction
of this board edge receive hit(-1).
2.3 “You think darkness is your ally?” - all models have Stealth(18”)
2.4 “I know this player’s battleground!” - each endphase, shrink the board D6” from all directions. Any model finding
itself outside the board returns to staging.
2.5 “You’ll have to imagine the fire!“ - each endphase, randomise a non-impassable terrain piece - it becomes
dangerous in addition to any other effects.
2.6 “How can anyone fight in this cold/heat?” - all models remove one (1) action marker instead of two (2) in the
endphase.
3.1 Unique terrain: Street vendor/doc. Someone is crazy, greedy or grizzled enough not to flee the impending
shootout and has decided to offer their services to the combatants. Any model is evacuated immediately if
within 6”. Any model may spend a full action next to the vendor to receive a smoke, frag or AT-grenade.
3.2 Unique terrain: Loading crane. Any model occupying this terrain (max 1) has +2 cover and may as an action
move any other friendly model within 18” to anywhere within 18”
3.3 Unique terrain: Mounted rivet cannon. Any one model next to the rivet cannon (24” (4)) may fire it instead of
its own weapon.
3.4 Unique terrain: Drinking hole. Each endphase, spawn D3 angry patrons next to the ‘hole if there are less
than two (2) patrons already there. Then, patrons will attack the closest model within 6” with a CC(1)
“broken bottle” attack. The patrons may be attacked normally.
3.5 Unique terrain: Stalking anomaly. All models within 12” of the anomaly are treated as if they are within 2”
of an enemy in the endphase, taking wounds for extra action markers unless they withdraw.
3.6 Unique terrain: Grabber plant/beast. Move all models within 18” of the grabber 2D6” towards the grabber
in the endphase. Any model within 2” of the grabber does not automatically remove action markers in the
endphase.
4.1 - 6.5 Nothing special. Enjoy your shootout in peace.
6.6 Roll twice, and use both results.

33
EXAMPLE
Skirmish Faction Generator A player has assembled a group of hard-bitten individuals called
the “Legal Action Warriors”. They have the “Classic” and
Pick two (2) descriptors for your skirmish faction “Lawbringer” descriptors, granting them the traits for each. They
(and come up with a suitable name, of course!) - these also have Loathing(Outlaw).
determine possible Faction Point expenditures, and
possibly grant other traits. Factions (other than Chemist) OPTIONAL
also have Loathing towards factions with the opposing Allow players to pick a third descriptor, at the cost of one (1)
descriptor. Faction Point.
Techno Feral
Spend one (1) Faction Point to: Spend one (1) Faction Point to:
So that’s how it feels: Use a free smoke grenade from any Born in it: re-roll the battlefield condition roll.
model.
Molded by it: one (1) model ignores battlefield
Tinkerers: one (1) weapon becomes Masterwork until conditions this game.
end of game.
Mutant Pureblood
Spend one (1) Faction Point to: Instead of additional options, this faction has Loathing vs all
other factions except Classic Pureblood.
Born broken: Ignore physical trauma on one (1) model
this game.
Under the skin: attack with Axe (equivalent).
Aristo Prole
Spend one (1) Faction Point to: Spend one (1) Faction Point to:
Best care money can buy: skip one (1) roll on the injury Local support: evacuate all downed models (enemies
table. included)
Hired help: Include 1x Hireling (Defence(3), Pistol) in Loyal comrades: Include 1x Worker (Defence(3),
your force for free (may attach to any model). Sledgehammer) in your force for free (may attach to
any model).
Cultist Zealot
Spend one (1) Faction Point to: Spend one (1) Faction Point to:
Doubt: one(1) enemy unit may not leave staging this Conviction: one (1) model gets Frenzied Assault until end
turn. of turn.
Instigator: cancel opponent FP use on 2+, on ‘6’, retain Exterminator: attack with 4” (D3), hit(auto).
FP.
Lawbringer Outlaw
Spend one (1) Faction Point to: Spend one (1) Faction Point to:
Freeze!: place one (1) action marker on one (1) enemy Hey Peppin!: one (1) ducking model may attack as if
unit within 12” of one of your models. not ducking.
Well covered: attack one (1) enemy unit with (1), hit(re- Quick or Dead: one (1) model may make a 3” move.
roll), vital strike from the highest spot on the table.

34
Cyborg Alien
Spend one (1) Faction Point to: Spend one (1) Faction Point to:
Enhanced: Roll on the triage table with +1. Twitch: make one (1) attack with a friendly downed
model.
Only replacements: purchase cyber-prosthetics at half price.
Caught: cancel one (1) withdrawal move.
Shadow Showboat
Spend one (1) Faction Point to: Spend one (1) Faction Point to:
Ingress: one (1) model gets Insertion this game. On stage: Remove all action markers from model in
endphase if in enemy LOS.
Egress: Return one (1) friendly model to staging.
Dazzle: Enemy re-rolls all hit rolls of ‘6’ this turn.
Chemist Classic
Spend one (1) Faction Point to: Instead of additional options, this faction has +1FP.
Benzo: Ignore mental trauma on one (1) model this
game.
Pzycho: one (1) model gets Relentless Assault this game.

35
Skirmish Example Scenario Skirmish Example
1: “Boss of the hill” Scenario 2: “Escort”
Boss of the Hill is the simplest skirmish scenario Escort is another simple skirmish scenario, which has
imaginable - both teams scramble to reach and secure a the potential to be somewhat less forced and slower in
point of superiority. But in order to do this, they need pace. It also clearly differentiates between an attacker
to cover both the approach and the objective itself. And and a defender, leading to a somewhat asymmetrical play
in order to do that, it needs to cover the positions from experience.
which it is possible to do just that… and on it goes. It
ensures manoeuvre, has great tactical depth and plays ●●Battlefield: place terrain, and select opposing board
very, very fast. edges as well as attacker and defender roles, in any
mutually acceptable manner.
●●Battlefield: place terrain and select opposing board ●●Forces: use the standard force generation rules. The
edges in any mutually acceptable manner. Place one defender also fields 1x VIP: Defence(5), Bestow
(1) objective dead centre of the table, in a relatively Bodyguard 3”.
exposed position, perhaps at the top of a multi-story
terrain piece, if one is available. ●●Deployment: both players move in from their
respective board edge.
●●Forces: use the standard force generation rules.
●●Initiative: The initiative is always with the attacker.
●●Deployment: both players move in from their
respective board edge. ●●Progression: Play progresses until there is a winner.
During the first turn, neither player may Triple Move.
●●Initiative: Initiative is with the player who has Should the VIP fall, the defender has to perform
models the furthest from the objective (randomize triage (see the triage special rule) the same turn, or
on ties and first turn). the VIP bleeds out in the endphase. The VIP may
●●Progression: Play progresses until there is a winner. not be evacuated.
During the first turn, neither player may Triple Move. ●●Victory: The defender wins if it manages to traverse
●●Victory: The player who first manages to have the board and exit the opposite edge with the VIP.
its models closest to the objective for three (3) The attacker wins if the VIP is removed as a casualty.
endphases is the winner. These need not be If the attacker manages to leave dragging a downed
consecutive. Should both players have models within VIP, the game is a draw.
3” of the objective it is considered contested, and
does not count towards the victory of either player. Variant: Capture Dr Flag
Variants Instead of killing, the attacker needs to capture the VIP
and exit it through their own board edge (i.e. - both
Claim Turf - Instead of using the objective, measure the teams are trying to exit the VIP on the same board
furthest (horizontal) distance of friendly models from edge). The player who alone has a model within 3” of
the friendly board edge, without any enemy models the VIP controls the VIP. Initiative is with the player
closer to that board edge (use same for initiative). who doesn’t control the VIP.
Playing for keeps - instead of three (3) endphases, play to
five (5).

36
Skirmish Example
Scenario 3: Escape!
In Escape! the two opposing forces have both spotted a
way out, an opportunity to leave whatever misfortunate
surroundings they find themselves in behind; perhaps
to escape a prison camp/barge/island/fortress/arena/
what have you, climb to a better life in the city above
or simply escape whatever is coming for them, be it
the fuzz, other gangs or some disastrous calamity. If
only the combatants cooperated, they could perhaps all
escape, but no such luck. Instead, both sides scramble
to get out, fighting the others in the process. Trouble
is, the more of your people that escape, the less remain
to fight...
●●Battlefield: place terrain and select opposing board
edges in any mutually acceptable manner. Place an
escape (hatch/ladder/slide/pod/choppa etc) dead
centre of the table.
●●Forces: use the standard force generation rules.
●●Deployment: both players move in from their
respective board edge.
●●Initiative: The initiative is with the player who has
the largest portion of their team still unescaped
(randomize on ties and first turn).
●●Progression: Play progresses until there is a winner.
During the first turn, neither player may Triple Move.
Should the game progress for eight (8) turns with
no winner, or casualties reach levels where victory
is impossible for all parties, the game is a draw. Any
models that are able to reach the escape and spend
one (1) move are removed from the board, max
three (3) models may escape each turn.
●●Victory: Whomever manages to escape with at least
half of their models wins.

Variant: Dangling ladder ers! I’m closin


g the hatch
“So long, suck m e!”
behind
The escape point moves each turn (perhaps the ladder
is dangling, hatches are opening and closing, rappelling
ropes are being cut, etc). Each endphase move the
escape 3D6” in a random direction. If it would move
out of bounds, bounce it in another random direction.
Another variant is to move the escape every time
someone successfully escapes, or randomizing the
position completely. Please note that these variants
make for a potentially more unstable game experience.

37
Play progresses for six (6) turns, or less if the
Skirmish Example Scenario attacker wins.
●●Victory: The attacker wins if it manages to separate
4: “Assault the Rig!” the carriage(s) from the cab by having a model on
(or next to if there is no room) the coupling without
Assault the Rig! is a more complicated scenario, with several action markers remaining in the endphase. The
defender wins if it manages to prevent this for six
moving parts and a constantly changing battlefield. The (6) turns.
centrepiece is the “Hauler Rig” - a futuristic trailer
rig around which everything else gravitates - literally!
Instead of moving the Rig, everything else not able to Special rules
keep up with it is moved across the battlefield, simulating
a high-speed car chase. One faction controls the Rig, ●●All vehicles are faced towards the forward edge at all
one wishes to control it - the stage is set for pumping oil, times. The standard move for vehicles is 6” or 12” if
burning rubber and spilling blood. it moves straight backwards.
●●The unarmed CC attack of vehicles is changed to
●●Battlefield: One 2 by 4 feet (60 by 120 cm) stretch Sideswipe CC(2), allocate 1 action marker per hit,
of bare superhighway. One short board edge should hit(+1) vs vehicles with a smaller table footprint,
be designated as the “forward” edge, the opposite hit(-1) vs vehicles with a bigger table footprint,
edge becoming the “backwards” edge. Place one allocate 1 action marker to attacker for each ‘1’
Hauler Rig on the centre line of the board, 9” from rolled. Do not roll to wound.
the forward edge. The Rig should consist of at
least two parts; one armoured cab and one or more ●●Any non-vehicle (with the exception of bikes, gyro-
carriages. The carriage(s) should be at least 6” by monowheels, hoverboards or the like) who finds
12”, not more than 4” high, with room for several itself on the superhighway surface immediately
models on top, preferably in cover. The defender suffers a wound.
falls back towards the cab, the attacker towards a
friendly vehicle with leftover capacity, leaping if it
must. If none, withdrawal is not possible.
Variants:
●●Forces: This scenario is suitable for slightly bigger Rig vs Rig - Play on a 4 by 4 feet table, place one rig
forces, 80p or so. The attacker should have roughly on each half. Rigs may move D3” each endphase, but
+50% forces, and enough civilian armoured cars, not into the path of terrain. Initiative is with the player
trucks and the like to hold all attackers. (For point whose Rig is furthest from the forward table edge. Both
values, see the ”Rigger Bands...” example) The players have similarly sized forces.
defender should have one or two cars with which to
protect the Rig. The attacker may purchase Insertion
for up to half of the attacking non-vehicle models at “This is now an aerial pursuit! ” - same as above, but in the
2p each (but see below). air, with aircraft and tall buildings.
●●Deployment: The defender deploys on the rig and
in any defending vehicles, who are in turn deployed
Skirmish campaigns
within 9” of the Rig. The attacker moves in from the
backwards edge. While regular Skirmish scenarios can be fun, it is in
campaign play that the format really shines. With
●●Initiative: The initiative is always with the attacker. less models to handle, more care can be given to
●●Progression: Each endphase, move all terrain every individual model, giving it and its compatriots
pieces, wrecks or vehicles with two (2) or more a backstory (but not too much - show, don’t tell!) and
remaining action markers 12” towards the taking them from combat to combat; earning experience
backwards board edge, (removing them if they move and managing injury, as well as the economics and
off - vehicles go into the attacker’s staging area). logistics of your group.
Also move any non-vehicle (exceptions as below)
stranded on the highway surface 12” backwards. For an example of a Skirmish campaign, see Rigger Bands
Should a terrain piece impact a vehicle, that of the Highwaylands.
vehicle immediately suffers a wound and (if it
lives) is moved back with the terrain piece and
out of its path. If a wreck or vehicle impacts While there are many ways to set up a campaign,
another vehicle, treat it as a sideswipe (see above). depending on number of players, time available to said
On alternating turns, starting with the attacker, players, desired length of the campaign, etc., they usually
players spawn one terrain piece at the forward board have some of the same considerations in common:
edge. These pieces may not be in the path of the
Rig, but may overhang it. Models using Insertion or
Infiltrate may start deployed on any of these pieces,
instead of their normal deployment method.

38
Force generation Rewards
In a campaign it is possible to start even smaller than Most campaigns will want to split cash (or whatever
the standard 50p, if you want the experience of really equivalent works in your play setting!) - used to purchase
clawing yourself up from the bottom; 40 or even 30p models, gear and the like, and experience used to give your
is recommended in this case. (You should still aim at models traits. All participants should get roughly the same
around 10 models, or you’ll just be playing a game with amount of experience, but winners should generally get
fewer models…). more cash. Make sure something is gained even on loss,
or winning teams will quickly outpace the losers (not
The decision to include vehicles should be mutual, and to mention that losers won’t be able to replenish losses,
agreed upon restrictions may apply (such as a maximum leading to a painful death spiral). Perhaps the loser gets
number of vehicles, Defence, armament etc). more experience, representing hard lessons learned?
The Roster
Just because a team consists of a certain number of Advancement and injury
models, doesn’t mean that all of them will be participating
in all games. Some might be recuperating from injury, Injury is covered in the lasting injury rules; simply roll
others not suitable to the game being played, or perhaps for all casualties between games. Advancement is usually
your team simply is so big that everyone cannot go at handled through pre-defined advancement schemes, keyed
the same time. around for example a battlefield role or skill group.
Depending on the expected length of your campaign
you will want to have different rates of advancement,
Playing games i.e., have them cost different amounts of experience.

When it comes to allocation of the games to be played,


there are a couple of different methods available. The Ending a campaign
first, most basic, is to have a fixed number of games
versus specific opponents, much like a sports league. Eventually, all good things should come to an end, and
This ensures fairness, but can be unforgiving towards campaigns are no exception. There are several ways
players who do not have as much time to devote to to end a campaign, but all should aim for a satisfying
gaming. A fixed format can also help people to find new conclusion to the games and stories you have been
people to play with. The opposite is having a freestyle playing over the course of the campaign. One way is
format, where all participants are free to play games to divide the players into endgame skirmishes, where
with whomever at any time. This affords players great eventually one ‘band will stand tall above the others. If
flexibility, but also means that some teams can get well the players are few enough, you could all play on the
ahead of the others. An option in between these two same table; if there are more of you, several tables might
is a restricted format, which is essentially freestyle, but be preferable, “tournament style”. If the story allows
contains restrictions such as “max 2 games/week” or and there are enough players, you can even divide into
“no two games versus the same team in a row”. teams and play a Battle!

You can also have bidding formats, where players bid for If the campaign has been more story-based, it is entirely
games with whatever victory metric you are using (see possible to pair off players into individual games to
below). Players with more formidable teams will find determine the eventual fate of their group. Perhaps two
that they get fewer opponents unless they are willing nemeses fight it out to the death? Perhaps two players
to ante up greater sums. Another method to achieve make a desperate final stand against a greater evil?
balance is to have leagues, where the top half (for
example) of teams only fights teams in the top half, etc. Another approach is to have a victory metric, (reputation,
won games, experience, cash…) and simply declare a
Regardless of your chosen method, players should also winner after a set number of games. This is particularly
agree on a point’s value for each game; players with a appropriate for larger player groups, where it might be
larger roster will just have to leave some people behind. difficult and/or undesirable to get together for finals.
If you really want to play a bigger battle than a player
is able, allow that player to fill out the remainder with When the campaign has ended, fill out the log with some
mercs, thugs or the like. words on how it all went, and then save it somewhere to
look at when you’re old and grey.

39
Narratives Creating teams
In Narratives, a Game Master (“GM”) is introduced, Roughly 40p split over four or five models will give
opening up a whole new world of possibilities. Scenarios you a decent beginning combat team. These should
are often cooperative or semi-cooperative, with the be split between useful gear and advancements (3p/
players fighting opposition forces (“opfor”) controlled advancement, unless the GM wishes otherwise). Make
by the GM. The focus on individual models is even sure you have a survivability strategy for your team,
stronger than in a Skirmish, with each player controlling whether it is medics, consumables, multiple wounds, or
a combat team of only a handful of special characters. other survivability traits. You are supposed to last longer
Together, you will be weaving tales of your own making, than the run-of-the-mill, after all!
empowered by your models and scenery.
Please take your time to flesh out the individuals in your
Suggested extra rules for Narratives are the same as for team with names and backstories, if you so desire.
Skirmishes, with the addition of Skills to provide even
more options and Fate Points to make the characters the Rare Gear
protagonists they are supposed to be!
Included later in this book is a list of rare gear, access
OPTIONALS to which is handled by the GM, and are perfect
●●Ammo count: For longer games, you might want to opportunities for skill rolls! They are also good as special
track ammo expenditure for restricted weapons to rewards/loot after and during missions. Some have an
avoid balance issues. Roughly three (3) attacks worth exhaust value - roll each game, and discard the gear if
of ammunition is a good rule of thumb. If you you roll low enough.
absolutely love beancounting and logistics, by all means track
expenditure for regular weapons as well, but give these roughly Making Narrative Scenarios
five (5) attacks worth.
●●Locally sourced: Allow on-site procurement of Constructing narrative scenarios is vastly different from
weapons and ammunition from fallen enemies. It Battle- and Skirmish scenarios; less balancing is required
is otherwise assumed that narratives operate on a “computer since the GM can always adapt slightly to the player’s
game” logic, where this isn’t possible. This is especially progress, but there needs to be more story if the scenario
important in scenarios where they players start in is to be interesting. “Hard” “win or lose” objectives can
captivity, unless someone has conveniently placed all be discarded in favour of “soft” story objectives. What
their equipment right outside their cell. doesn’t change is the necessity of scenarios that require
maneuver, and a good guideline is “someone is coming,
Using a GM someone is going, something is happening”. Straight
up “slugfests” are rarely entertaining, but they can be
For those that have played tabletop role-playing games spiced up if the different sides can better their position
before, using a GM is nothing new7, and we will not go with maneuver. Further spice can be added with bonus
into great detail here, simply noting that the GM acts objectives, which are not strictly necessary for success, but
as a facilitator for the game, controlling the scenario will either give bonuses in future games, or let the players
“behind the scenes” and working to provide as good an feel a little better about themselves if they can crack
experience as possible for the players. The GM weaves them as well. (Or feel a little less sorry for themselves
the story in collaboration with the players, but the GM should they fail the overall objective.)
also handles any rule ambiguities, things the players
might want to do not covered by the rules, etc. You can also experiment with individual objectives
for players alongside the main one; possibly leading to
Everything becomes easier with a GM taking care of the suspicion and mistrust, creating more drama.
minutiae, and the players can simply concentrate on the
game and the story. It allows for non-transparent play
and surprises, as well as adjustments and rebalancing
during play. In the basic setup the GM controls all
opposing forces and any neutrals, but it is also possible
to have a dedicated opfor player or players, who takes
care of running the opposition.

7  Fun fact: Pen and Paper Role Playing Games actually started out as miniature wargaming with Game Masters in the 1960s (see Fine, G. A., “Shared
Fantasy”).

40
Possibly inspired by modern computer games (and
because it is generally a good idea), many players will
want to sneak into action as often as possible. Let them,
but don’t overdo it - it is an action game, after all. Giving
the players a free “surprise round” if they manage to set
a good ambush isn’t wrong.

Don’t be afraid to create lulls in the fighting where the


players have time to use skills, reposition and collect
themselves. These need not be run turn-by-turn; simply
state that there is a combat pause, and ask each players
in turn what they have their characters doing, then start
everything up again.
Balancing the opposing forces can be tricky, but a canny
GM can always adjust the difficulty as the scenario
progresses, and after a while, will develop a sense
for what the players can handle and will make for an
interesting game. Most player groups will be able to
handle 5p worth of model(s) per player character
without trouble, while 10p per player character should
be a challenge.

In the example scenarios below you will find that they


are addressed to the GM, and read more like suggestions
than finished scenarios; it is up to the GM to fill out the
blanks, using whatever overall narrative you as a group
has established.

Narrative Battles and


Narrative Skirmishes
It is entirely possible to also play Battles and Skirmishes
with a narrative feel, especially for campaigns, using a
GM and establishing an overall storyline. You would
probably not use quite as many extra rules, and likely
have player versus player games more often, but
otherwise use the GM’s role to introduce novelty and
story events.

41
Narrative Example Scenario 1: “Investigation”
In an investigation, the players go in knowing very little,
hoping to learn more and hopefully not get hurt in Variant: “What are they
the process. It is a very open-ended, open-progression
scenario which really showcases the strengths of the
doing here?!”
player/GM dynamic. It can contain suspense, mystery Instead of allies, pit the players against each other as
action and drama, all depending on the setup. Essentially, rivals. Perhaps they all seek the same answers, perhaps
there is something that the players want to know, which their goals are in opposition? In any case, can they
can be as simple as “what is going on here?” and some afford taking the risk? Either roll for initiative among
way to get it, which can be as simple as observing the the players, or assign it to the player furthest from their
goings-on or as difficult as locating separare hidden goals.
clues.
●●Battlefield: something that needs investigation,
and its immediate environs. This could be a shady
part of town/the woods, a gambling or drug den, a
compound or stronghold, a block of flats, or similar.
●●Forces: The players bring their characters as normal,
perhaps with limits depending on their chosen
avenue of approach. The opposition should either
be balanced (adjusting for probable surprise) if you
expect the players to hold the field afterwards, or
tend towards overwhelming if you want the players
to learn and leave, probably in a hurry. Neutrals
are a definite possibility, both as combatants and
noncombatants.
●●Deployment: allow the players great leniency in how
they make their approach. Perhaps they are sneaking
in on foot, infiltrating in disguise, or even going in
“officially”, if they have such clout. They could also
go in “raid style”, guns drawn and knocking down
doors from the get go. Tell the players what they
know already, and what they hope to find out; this
is good place to use the Intel skill to learn more,
but not too much (let the players ask one yes/no
question per increment on the roll, for example).
●●Initiative: the players always have the initiative.
●●Progression: even if the scenario is very open-
ended, one has to remember that it is a miniature
wargame with RPG elements, and not the other way
around. Eventually, most investigations should lead
to some sort of confrontation, with the players either
scrambling to get away or catch their quarry before it
escapes. Thus, it is best played in two distinct phases;
the shorter open phase where players skulk, sneak
and/or deceive and intimidate, and the action phase
where the guns come out.
●●Victory: the players learn whatever secrets the
scenario holds, and either catch their quarry or get
out alive (more or less).

42
Narrative Example Scenario 2: “Heist”
In a heist, the players go in against the odds, knowing
most, but perhaps not everything, about their target. Variant: Assault on the Rig
Through careful planning, they need to get in, secure the
loot, and get out. This scenario has less mystery than an Use the rules of the Assault on the Rig Skirmish scenario
investigation, and less surprises, and places even more above, and rob a Rig or similar moving conveyance,
agency into the hands of the players. They have to plan making it a high-speed robbery!
their work and work their plan, hopefully getting as far
as possible before things go sideways.
●●Battlefield: something to rob. This could be a
bank (classic!), a villa, a train, a (large) plane or
craft, a stronghold, the penthouse of a skyrise,
an underground bunker, a convoy… the world
of movies offer plenty of inspiration if needed.
Usually there is a less secure zone, perhaps where
the public, or select guests, have access, and a secure
zone where the alarm will sound if the opposition
discovers something amiss. There should also be
plenty of obstacles and barriers which the players
need to force or circumvent.
●●Forces: The players bring their characters as
normal, perhaps with limits depending on their
chosen avenue of approach. (Getting guns and
equipment where it need to be can be a challenge in
and of itself.) The opfor should eventually become
overwhelming, but start out smaller and get regular
reinforcements.
●●Deployment: here, the players have even greater
freedom to plan their ingress (and eventual egress),
and the options are as varied as the heists! Grappling
hooks, gliders, disguises, attack trucks… this is a
great opportunity for skill rolls, where the players try
to better their position before the actual heist starts.
●●Initiative: the players have the initiative until they
become static (perhaps waiting for an unreliable drill
to do its job?), then the initiative shifts to the opfor,
and back again when they try escaping with the loot.
●●Progression: just like an investigation, a heist
usually progresses in two distinct phases, but instead
of unravelling a mystery in the first part, the players
execute their plan, until the heist goes “hot” (either
by design or mistake!) and it is time to fight your way
forward.
●●Victory: the players get what they came for and
either hold the field (raid) or get out alive (heist).

43
Narrative Example Scenario 3: “Hold the Line”
Hold the Line is another classic, in which the characters
have to protect something or someone for a period of Variant: Escort
time, until the opposition wavers, the players can escape,
or reinforcements arrive, (which, as you know, are not Use the Escort Skirmish scenario and force the players to
always on time). They key to the scenario is to not make mount a moving defence through an area. They have to
it static; if the characters don’t have to move and change scout possible ambush sites, remove obstacles and move
their tactics, the players have nothing to do but counting the package, all at the same time. This need of course
odds. Instead, they should be weighing who goes where not be a person that the players have control over, it
when, what a line of defence is worth, and even make could also be an automated cargo conveyor or light
occasional counterattacks. vehicle with a payload, for example.
●●Battlefield: a defensible location, preferably with
multiple layers of defence and multiple approaches
(this is important, as it forces the players into
manoeuvre). This could for example be a compound,
an underground bunker, a crash site, a halted convoy
(perhaps after an ambush?) or a precinct. In the
centre, there should be the thing that the players
are trying to protect, but there is ideally multiple
locations, arranged in such a way that the capture
of one makes it easier to capture the critical centre.
●●Forces: The players bring their characters as normal,
perhaps with some backup, or at least initially
friendly characters, whose loyalties eventually come
into suspicion. The opfor should arrive in waves of
varying strength, but each wave should be slightly
underbalanced compared to the players, since they
have to fight several of them. Also make sure to vary
the opposition slightly every time.
●●Deployment: the players deploy anywhere on the
table. The Opfor moves in through any table edge,
but could also occasionally emerge from sewers/
grates/what have you to throw things out of balance.
●●Initiative: the opfor always has the initiative.
●●Progression: Between each wave, give the players
some breathing room and a skill check each to
better their circumstances. Perhaps a passage can
be barricaded, critical facts recalled or neutrals
swayed to the cause? Roughly mid game, something
significant should change, such as the opposition
creating a new avenue of approach, a neutral turning
sides or automated defences failing.
●●Victory: After a set number of waves, the players
either defeat the opposition (in this case the final
wave should be upped somewhat in strength,
perhaps even with a “boss” like creature) or the
avenue of escape opens and the players have to fight
their way out.

44
Narrative Example Scenario 4: “Convoy Assault”
In this scenario the players have to ambush and
possibly stop a convoy moving through their prepared Variant: Aerial assault!
ambuscade. For once, it is they that get to keep secrets
from and surprise the GM, who has to move into the Play on a significantly larger board, and appraise the
trap blindly. As long as the players don’t go overboard players that the convoy will be an low-flying aerial
with their preps, this will provide an interesting challenge convoy, consisting of vtol aircraft and the like (for the
for both parties. purposes of this mission, some hover vehicles might
also fit). Expect the players to adjust (and ramp up) their
●●Battlefield: a proper place for an ambuscade. Allow preps accordingly. Also make sure that whichever entity
the players great leniency in setting up the terrain controls the convoy adopts a “everyone comes home”
(assume that an arranged misfortune somewhere policy. (Allow the players to interrupt aircraft with reactions
else has prompted a last second change of route) but
make sure that the convoy has at least a couple (3+) mid-move.)
alternative routes across, besides the main route.
●●Forces: The players bring their characters as normal,
perhaps with some backup. Also allow the players to
secretly record a number of preparations (3 or so),
such as improvised explosives, T-boning cars, cranes
rigged to fall or drop their load, spike strips, etc.
(Providing an exhaustive list is impossible, and would
ruin both the surprise and creative opportunity!). If
they are too outlandish, the GM may require skill
rolls when they are triggered, to see exactly how well
the scheme executes. The Opfor should be slightly
overbalanced compared to the players, and all be
mounted in civilian armoured cars, trucks or similar
vehicles. For a real challenge, even throw in a light
tank or IFV.
●●Deployment: the players secretly record their
deployment anywhere on the table, and only reveal
themselves as they take action. The Opfor moves in
through a known table edge, at least initially along a
known route.
●●Initiative: the players have the initiative until they
have fulfilled their objective, after which the initiative
passes to the Opfor.
●●Progression: shortly after the convoy enters the
battlefield the players will supposedly spring their
trap, and the game is on! The convoy either has to
force their way through, or find an alternate route,
hoping that the players haven’t anticipated this as
well! Should escape prove impossible, the convoy
will “circle the wagons”, dig in and await help.
●●Victory: an objective should be designated for the
players, and the forces balanced accordingly. Perhaps
they need to take out a VIP in one of the cars (but
don’t know which), perhaps they need to steal
something, or perhaps just do as much damage as
possible before time runs out? (Avoid “knocking out
a specific car” - crafty players will have the scenario
over before it begins!)

45
Advancement
Narrative Campaigns
Just like skirmishes, advancement of characters is
While it can be perfectly satisfying to play only Narrative usually handled through advancement schemes, but the
one-offs, it is as a series of interlinked scenarios that GM can always greenlight exceptions. Depending on your
build an overall story where much of the enjoyment is expected campaign length, you will have to have different rates of
found. Here, we can follow the group of characters as advancement.
they grow and develop, fostering an attachment that will
increase the drama in your games.

For an example of a Narrative Campaign, see Uprising


in Nevinsmouth.
Running a campaign with a GM is quite different from
other campaigns, where you have to set everything in
place beforehand. Instead, the GM can make some
things up as you go, constructing scenarios from the
actions of the players and their success/failure. It also
opens up for more mystery, with the GM revealing the
plot step by step.

Something which must be kept in mind during narrative


campaigns is how to tackle mission failure. Being taken
out or falling into enemy hands need not be the end, but
can rather be the start of the next scenario. However,
if you want your games gritty, by all means make sure
that every failure costs the players dearly. In all cases,
however, make sure that you try to make failure fun;
exciting last stands, heroic sacrifice and/or cowardice,
blazing recklessness… sometimes just the feeling that
everything is fully and truly not going your way can be
quite satisfying.

In case of character death players should generally be


allowed to enter a replacement character of similar
value (minus any experience spent on the character or
acquired gear).

The GM is responsible for awarding the players with gear


(often in the form of rare items and/or consumables)
and experience. Experience should generally tick up
at a steady pace, with bonuses for side objectives and
spectacular accomplishments and failures; gear can have
a greater ebb and flow depending on the players’ actions
and the nature of the campaign.

Played this way F28 comes close to pen and paper


role-playing games and it is perfectly possible to take
your favourite RPG characters into F28 and vice versa.
You can even play the “downtime” between scenarios as
traditional role-playing, if you like.

46
47
Design Notes
Had we known from the beginning how much of programming (any keyword with a parenthesis after).
a project making this would be, we might never have We have worked *a lot* with the nomenclature in F28,
started down this road, but not unlike the frog who probably owing to our backgrounds as linguists and
gradually becomes accustomed to the heating water, we researchers, and yet, in many places we are far from
eventually decided that we would like to make something satisfied.
of it, and here we are. It is our first attempt at getting
the F28 rules out there, and if they are even moderately Realism is always a tricky subject when it comes to
successful, we’ll probably release an updated version games that operate in the realm of the fantastic. We are
in the future. No battle plan survives contact with the however convinced that some sort of solid grounding is
enemy, after all. necessary for players to be able to envision and immerse
in the sorties being created on the tabletop. If they stray
These design notes are an attempt to clarify our too far from what we conceive as possible, and perhaps
thoughts on a number of rule-related subjects in our most importantly, from the settings own internal logic -
own game, and is something that I feel is sorely lacking there is always one, even if it is twisted - we have trouble
in many other similar products. How many times haven’t identifying with the stories, and this dimension is lost, or
we shook our heads at a rule, thinking “I wonder what diminished. We do not claim that F28 is a realistic game,
the designer attempted to achieve here? Why like this?”. so much is completely wrong, from weapon ranges,
We don’t think all readers will find all answers here, but ground scale, hit probability and more, but we do hope
some, and if urgent questions remain just ask us; in this that some of the strategies employed in “real life”, such
day and age we shouldn’t be hard to find. as fixing and flanking, actually work in our game.

Creating rules is difficult, writing rules is even more difficult. When it comes to the GNS model (Edwards, 20018),
The holy trinity of clarity, brevity and unambiguity (not which divides game experiences (originally tabletop
to mention accessibility) is hard to reach, and often RPGs, but eminently applicable to other games as
compromises have to be made somewhere. Early on, we well) into “gamist” (a focus on the gaming experience),
decided that our target audience for F28 is players who “simulationist” (a focus on the simulation of a game
have some familiarity with tabletop miniature games, world) and “narrativist” (a focus on the stories being told),
and as a consequence we are able to sacrifice some F28 sacrifices some gamism in favour of the other two.
accessibility for brevity. All designers want to write rules You will not find convoluted “builds” and combinations
that set out general principles and then have the finer of abilities in F28, at least not with its present content,
points emerge organically from there, but this is more and you will not need intimate knowledge of your
difficult than it sounds - even with the tightest of writing opponent’s force in order to counter said combinations.
someone will always need clarification that, yes, “this” We have tried to avoid “hard counters” in the game, and
means you can do “that”, and often this type of writing with the exception of anti-tank and anti-air capability,
just isn’t possible. What might take a second to explain made sure that most units have an effect on most others,
face-to-face requires text with a ton of special cases and at least in theory.
ugly turns of phrase to get it right. Our transport rules
are a good example - easy enough to describe verbally, F28 can be an unforgiving game. There is plenty of things
but a true headache to write, and likely challenging to that you might get away with under other systems that
grasp without the accompanying illustration and/or just isn’t possible here, among them movement in the
example. open versus significant enemy fire. Your troops will be
suppressed and eventually decimated. The same goes
Names are very important when designing games where for failing to bring enough anti-tank capacity; although
so little of the rules text is placed on the game tokens there are ways for foot troops to deal with vehicles,
themselves (compared to for example a board or card especially using the extra vehicle rules - for monsters,
game). In the best of worlds, keywords need to be easily less so. While this means that some games really can
recognised as keywords, yet hint at the rules behind be over before they begin, we hope that players will
them. Sometimes we use generally understood terms appreciate the inherent tactical challenges.
that are used by several games (wounds, defence), sometimes
military parlance (infiltrate, exfiltrate), sometimes plaintext F28 sacrifices (almost) everything in the name of speed. There
(leader, hazardous), and sometimes even inspired by are no separate morale rolls, few common abilities that

8  GNS and Other Matters of Role-playing Theory. Adept press.

48
require extra rolls, no setup and deployment phase, Bringing a knife to a gunfight isn’t generally considered
no statline lookups… for some, this is a blessing, a good idea, but it is nevertheless a staple in many
allowing them to finish more games and perhaps most miniature games at this scale, especially if they lean
importantly, to squeeze in a game without trouble after towards the fantastic. In F28, getting into position for a
work. To others, it is probably too reductionist, having close combat attack can be difficult, but one you’re there
sacrificed what they feel makes a game fun. reasonably rewarding, as the endphase rules ensures
that an overwhelmed enemy will either take losses or
The activation system is one of the core systems in F28, fall back. Using transports, smoke and other delivery
and was the first component we put in place. It has systems it is possible to employ a close-combat oriented
moved through a couple of iterations - in the earliest force, but without some combined arms fire support,
version the initiative player could *only* move, and the successes will be hard-won.
non-initiative player could *only* shoot, but this was
eventually abandoned. The effect of what you might call In F28, players build lists with the help of lists built with
“perpetual overwatch” is mainly twofold - both players lists. While confusing at first, it does make sense, as
need to be engaged all the time, and very significant the lists are made and used with different authority.
defence primacy (it is easier to defend than to attack). At the top we have our gear and trait lists, which are
Despite the extra pressure this placed on scenario made by us as designers and tested to work with the
construction and balancing, we felt that the advantages rest of the F28 rules system and be able to support
outweigh the drawbacks. many different settings and model collections. In the
middle we have faction lists, hopefully built by your own
The issue of dice and rolls is important in any game that community, tailored towards what setting you want to
uses them. Which dice? How many? We have juggled play in, and with the goal of both capturing the feel of
many issues throughout the design process, and tried a that setting, as well as ensuring a (at least somewhat)
multitude of combinations. For a long time, F28 used fair and balanced play experience. Lastly the army lists,
only one roll for effect, but this became too limiting, which are made by individual players seeking to outdo
and using other dice than the standard D6 both makes it their opponents. Make no mistake though - listmaking is
difficult for players to get into the game, and is difficult *hard* and while we have based ours (both the example
when rolling a large amount of dice. Note though that faction lists and traits/gear) on much playtesting, some
it is the same player that makes both rolls, eliminating simulation and a not insignificant amount of math, it is
the need to transfer information and dice between the very likely that they aren’t perfect.
players mid-resolution.
Testing is the lynchpin of good game design, and
The reinforcement problem is a particularly interesting case, ultimately what separates the wheat from the chaff of
and while we are not entirely satisfied with our triple designers. F28 has been tested extensively, probably
move solution, we have yet to come up with something more than many similar games and more than anything
better. The trouble is this - with fixed move rates and else we’ve done, but it is still far from enough. Testing is
a limited amount of turns, reinforcements will often prohibitively expensive, both in time and social capital,
be hard pressed to arrive at the line of battle in time and in the end we failed to test as much as we’d like.
to influence the outcome to a great extent. Believing But we decided early that it is better to get out there
that no-one should shuffle plastic just for the sake of than remain in development forever; we hope that any
shuffling, we allow greater moves for greater risks - enthusiasts we pick up will tell us of all the faults and
unless you are in a position of relative safety, such as peculiarities they find, so that we can get back to them
reinforcements arriving behind your own lines. in the future.

When it comes to things that go boom, the template was the F28 arrives with three campaigns, one for each scale, not
standard go-to mechanic for games of this type up to because they are somehow special, but because we
very recently. Trouble is, templates inherently slow the wanted to explore and show off the possible design
game, not because they are difficult to use, but because space. Making them was a blast, from the first insane
players need to take greater care to spread out when games of Assault the Rig! to the depressing, anti-war anti-
moving and positioning their models. Coming up with intervention message of Long March through the Suck. They
an alternative - a random number of fixed hits - was are each different in scope, with the narrative campaign
easy, but created its own set of problems, especially likely being the least distinctive - since the format might
considering our three scales. What worked in battles did be unfamiliar to many, we felt that breaking entirely new
not work as well in skirmishes (at one point allowing ground with the campaign probably wasn’t a good idea.
players to effectively drop grenades at their feet!), but
although our ultimate solution is far from elegant it gets
the job done.

49
The issue of play stability divides players, often along
competitive/non-competitive lines, but not always.
Should anything be able to happen at any time, sometimes
leading to a feeling of great instability but also surprise
and wonder, or should events be more controlled,
creating stability and predictability? The gameplay
aesthetics (Lundgren, Bergström & Björk, 20099) of
these two approaches are significantly different, and has
to be matched to player tastes. In F28 we have tried to
point out where stability drops sharply, at the same time
recognizing that we already are on the unstable end of
the spectrum compared to e.g. chess.
Casual versus competitive is a divider among many players,
and if all those players we’ve met who claims that they
are only “casual” really meant it, tabletop tournaments
wouldn’t be nearly as filled. Truly competitive games
place enormous strain on a design, and we are probably
the kind of people that are so competitive that we’d
never compete in a game as ambiguous and unstable as
a tabletop miniatures game! This only leaves more casual
play when we play with miniatures, and as was stated in
the introduction, F28 is not made with “tryhard” players
in mind. As an additional caveat, we also believe that
undue competitiveness stops players from questioning
the “canon” or “RAW” of the game designers, keeping
them from making modifications that would make their
play experience more in accordance with their wishes.
Never be so competitive that you stop questioning, stop
deconstructing, stop designing.

9  Exploring Aesthetic Ideals of Gameplay. Digra 2009.

50
CAMPAIGN SETTING

War Always
Changes
While we could have left you high and dry to figure out
what to do with all these rules, that seemed petty, so we
made this setting based of our own favourite models.

This chapter contains sample campaigns for all three


game formats, faction lists for use in Battles (mainly -
nothing prevents using units from the faction lists in
Skirmish and Narrative if you so desire), weapons for
use in Skirmish and Narrative, templates for standard
models, as well as lists of all traits encountered in this
book. At the very last are sample mystic schools for use
with the faction lists.

Twoscore years in the future, years so horrible


that each feels like ten lifetimes, the earth is a
different place. Old gods have awakened (or so
their worshippers claim, at least) and rent the
world asunder in a Great Maelstrom, wreaking
havoc on the earth’s ecosystem. Some took refuge
underground in great Chambers, while some
stayed and were forever changed under the harsh
light of right stars; some more than others.

Many different factions now vie for supremacy


and survival in the apocalyptic landscape,
sometimes through cunning diplomacy and
fragile alliances, sometimes through clandestine
“shadow wars”, often through brutal warfare
(which pale in comparison to the conflicts of old,
of course - there just isn’t enough resources for
the titanic battles of earth’s past. Just don’t tell
them that).

In the confines of the near future, there is only one


truth: War. War Always Changes…

51
BATTLE CAMPAIGN

“Long March Assembling your


Expeditionary Force
through the Suck” Decide on a points value for your campaign; about three
times the points value of your average game is a good
Everyone showed up with the best intentions. Secure start. Create a roster for your force and chose carefully
resources for their dependents. Liberate the populace. - it will only degrade over time. This roster need not
Civilize the natives. As with all such expeditions, it follow army selection guidelines (but each individual
quickly went sideways. Now, all the Expeditionary battle does, so better get a good mix).
Forces, whatever their colours, are just trying to get
home through the Suck… All EFs start with Supplies equal to double (2x) the
campaign points value.
Long March through the Suck is a legacy scenario with a
twist - instead of your forces growing in strength and Life in the Suck
number, they must fight a desperate struggle against
attrition and lack of supplies. In the end, even the Life in the Suck is a long series of Battles, each one more
luckiest may be reduced to small, scattered bands of desperate than the next, as the EFs strive towards the
soldiers as their parent armies lose cohesion entirely. ultimate objective - escape.

A number of perils await on the journey - higher In order to reach the final battlefield, each EF needs
echelons and local superiors blinded by pride and/or to have played one (1) battle per 500p campaign points
guilt who insist that objectives still be fulfilled no matter value.
what, locals in danger, locals who put you in danger,
opportunistic soldiers defecting in search of “the big Each battle, build a force from your roster and pay
score”; but above all, the inhospitable nature of the Supplies equal to their points value. Should you find
Suck itself; a crumbling, ever-shifting collection of the yourself unable to satisfy force requirements, you may
worst terrain on offer. (permanently) promote units from one unit category to
another until you can.
●●Supplies are the lifeblood of all armed forces
(although the nature of said supplies can vary, EXAMPLE
depending on the nature of said armies…) and A player using the example lists has no command units. The
without it, soldiers and beasts hunger, machines
grind to a halt and guns fall silent. As they clash over player promotes a special unit to command, noting this in the
what meagre supplies remain, the chilling realisation roster.
that you use supplies to get supplies creates its own
particular brand of vicious desperation. See them At the end of each battle, tally up the losses in both
dwindle with your fortunes. armies. 50% of those losses return as reinforcements,
●●Experience is hard won in the Suck, and always delete the rest from your respective rosters. In some
the result of pain and loss. As soldiers march on, cases you may have to “downcycle” and/or merge units
they learn the necessary tricks to stay alive, and are to fill out the ranks. At the same time, the survivors
hardened in the face of ceaseless conflict. become tougher - each player receives half of their
permanent losses in experience.

EXAMPLE
A player has taken 238p of losses in a game. 119p has to be
deducted from the roster, but player A also gets 60 Experience.

52
By spending as much experience as a unit’s points value, The commander of the first EF to reach the escape
the unit becomes veteran and may pick a trait from the point(s) has the privilege of “going native”, and become
list below. hell bent that none must escape. The objective for this
player shifts to protecting the beachhead from all other
●●Morale(1) armies. If you are so many players that you have several
●●Tough(2) OR Tough(+1) escape tables, this applies to the first commander to
reach each table’s escape point(s).
●●Vanguard
●●Concealment (non-vehicles/massives only) If there are several players who have only shreds left of
their force, set up a special side-table skirmish version
●●Loathing of the above setup. Perhaps as bigger battles rage above,
●●Run and Gun small bands of survivors fight in the tunnels below? Or
in terrain so harsh that regular forces wouldn’t go there?
●●Fanatic
●●Accurate (cost x2) There is no “victory” in the usual sense in Long
March through the Suck. If you live, you “win”.
The loser of each battle has to remove a further 20% You can brag to the other players that you won
of their remaining roster to attrition. In case of a draw, more than they did if you want, but the dead won’t
both forces suffer 25% attrition. hear you.

EXAMPLE
After the losses above Player A has 2881p remaining in their
roster. Since they lost, a further 576p is deducted.

Getting off this Blasted Rock


The endgame battle(s) of LMttS should be on the knife’s
edge between despair and desperation; a tale of soldiers
and their machines being ground to dust by the forces
of time, always victims to the “bigger picture”.

In the endgame, players will field all that remain of


their EF, regardless of supplies. If you have any leftover
supplies, these can be used to purchase additional
Faction Points at 50p each. Forces enter the final tables
in order of won battles, and should be paired off as
evenly as possible. For every battle won in excess of
your opponents, you arrive one (1) turn earlier.

EXAMPLE
Players A, B, C and D has won 1,2, 3 and 3 battles
respectively. Players A and B face each other, player B arriving
one (1) turn earlier; Players C and D face each other, arriving
at the same time.

The exact endgame setup varies with the number of


players, but has the same overall format. Designate one
or two tables as the “beachhead” tables where escape is
possible (the actual method of escape can be reskinned
in whatever way suits your chosen setting, of course).
Then create a “tree” of tables where the players will
fight a desperate struggle to be awarded the privilege
of fighting an even more desperate struggle on the final
tables!

53
SKIRMISH CAMPAIGN

“Rigger Bands
of the
Highwaylands”
In Rigger Bands of the Highwaylands, players maintain huge
“combat rigs” that transport vital loads on the ancient
superhighways between the megacities, suspended far
above the desolation below. Manning these rigs are the
Rigger Bands, fatalistic folk willing to risk it all for the
thrill and the chance to prove themselves. All hope to
create a legacy of the Highways, to burn their names
into the concrete for all future generations to see.

When there are no loads to be hauled, the Rigger Bands


jump into ramshackle vehicles and do their best to oust
the competition, possibly scoring some sweet, sweet
scrap in the process.
●●Scrap is the scrip of the Highwaylands, and is used
by the ‘Bands to hire Riggers, buy vehicles, rig- and
vehicle upgrades, gear and more. Scrap is gained by
delivering or stealing loads and/or completing bonus
objectives. Interestingly enough, one (1) Scrap is the
equivalent of one (1) force point.
●●Experience is gained by Riggers just by staying
alive, but also through the completion of bonus
objectives, if you come up with any. It is used to
gain advancements, and. if a Rigger is lucky, his or
her Experience stays ahead of his or her injuries!
Experience points are worth army points only when
converted to advancements, see below.
●●Legacy is what all Rigger Bands strive towards - to
be the ones that gets their names carved into history.
All Riggers are aware that no-one lasts forever in
the Highwaylands - if the Road doesn’t get you, the
accumulation of poisons eventually will - and that it
is the marks you leave upon the roads when you’re
gone that counts. Legacy is gained from retiring
Riggers. One (1) Scrap or Experience is worth one
(1) Legacy point - funny how that works, huh?

54
Droppable container - you may drop a container or
Putting together a Band similar object (max 6x2”) from the rear of the Rig in
the endphase, after any terrain moves; it functions as
A Rigger Band consists of three parts - the Rig, the any other piece of terrain. One use (per game).
Riggers themselves, and their vehicles. These come in Anti-climbing spikes - Rig sides counts as dangerous
all forms, shapes and sizes, and we encourage players terrain
to be very lenient with crazy innovations and modelling
experiments. Trucks, sleds, ramps, motorbikes, Trap Dispenser (spikes, oil, engine-chaff) - Any model
hoverboards - if it is fast, go for it! You will discover manning this upgrade (max 1) may use it as an action;
eventually what works balance-wise and what doesn’t, roll D6 for any one (1) vehicle directly behind the
until then just go with the mad, zany flow of the game. Rig: 1-3: no effect, 4-5: vehicle receives one (1) action
marker, 6: two (2) action markers

- their own or
”Everyone has a Rig
someone else ’s.” -Ol d Rig ger saying The Riggers
Each player creates an initial roster of 120p of Riggers
The Rig (max 4 restricted weapons).

The Rig is the main breadwinner of the Band, moving


loads of precious cargo between the megacities. What all Rigger Vehicles
should have in common is a cab section and a carriage
section, as described in the “Assault the Rig!” scenario. Rigger vehicles are as colourful as the Riggers themselves,
Players can then upgrade their Rig to make it more and unlike the venerated Rig, are usually treated like little
personal, and stand out from the hoi polloi of ‘haulers. more than instruments towards either protecting the
Below are some examples of possible Rig upgrades, but Rig, or assaulting someone else’s.
players are strongly encouraged to come up with their
own crazy ideas, and/or reskin these. Each player creates an initial roster of 60p of vehicles.

Each upgrade costs 20 Scrap, +5 per upgrade already As a starting point select from the following vehicles:
installed.
VEHICLE COST
UPGRADE
Civilian Armoured Car: Vehicle(wheeled), 10P
Power Boost - move everything except the Rig 6” Defence(7), Capacity(4), Firing Ports(2)
towards the backwards edge, one use (per game). (max 1 upgrade).
Higher Edges - the carriages of the Rig may have up to Universal Carrier: Vehicle(tracked, open), 20P
6” high sides. Defence(8/7), Capacity(6) (max 1 upgrade).
Road Bunker - the Rig may have 1x Structure, Utility Vehicle: Vehicle(wheeled), 20P
Defence(8), Capacity(3), Firing Ports(3). Defence(7), Capacity(2) (max 3 upgrades).
Wrecker (ball, shears, etc) - Any model manning this Truck: Vehicle(wheeled, *open), 25P
upgrade (max 1) may attack with it instead of its own Defence(7), Capacity(10) (max 2 upgrades).
weapon (3” (1), wound(+4), vs vehicles only).
Bike/Quad: riding model may move like a 3P
Assault plank/crane/pole/catapult - Any model manning vehicle (no upgrades).
this upgrade (max 1) has +2 cover and may as an
action move any other friendly model within 2” to Heavy Bike/Quad: riding model may move 5P

anywhere within 12”. like a vehicle, Capacity(1) (max 1 upgrade).

Separate section - the Rig may have two separate Hoverboard/bike: riding model may move 5P

carriage sections. like a vehicle with hover (no upgrades).

Bunnycatcher (spikes, nets, etc) - any model using a leap to Some vehicles may be upgraded (as indicated), increasing
board the Rig takes a dangerous terrain test their points value. Below are some suggestions. Again,
players are expected to come up with and model their
own creative ideas.

55
UPGRADE COST
Power Boost - move vehicle 12” straight 10P
Between games
forward, one use (per game). After each game, roll on the injury table for all Riggers
Speed - move 3” extra with each non- 10P downed during the fight.
backwards move.
The winner gets 40% of the game size in scrap, and the
Armour - Defence(+1). 10P
loser 20%. In case of a draw, both get 15%. These may
Stable Firing Ports - Firing Ports(+2). 5P be used to purchase additional Riggers, Gear, Vehicles
and/or upgrades.
Assault Ramp - vehicle has ladder that may 5P
be used to scale the Rig’s sides (see advanced Both players get 10 Experience, allocated as evenly as
movement). possible between participating Riggers. All Riggers
Assault Pole - any one (1) model may ride the 5P injured during the game receive +1 Experience. Every
pole. Besides elevation, this model may drop three (3) Experience points the Rigger receives one (1)
from the pole anywhere within 9” with one advancement, which also increases their points cost by
(1) move. A model adjacent to an unridden three (3). Advancements in a third category (besides
pole may climb it as a full action. common) cost five (5) Experience, but still only increase
the models point’s worth by three(3).
Bike Ramp - adjacent light bikes may use the 5P
vehicle to leap 2D6” with one move. Any vehicles knocked out during a game is put together
Smoke Screen - attacks tracing LOS through 5P again in the Rigger ChopShops between games, or
the area directly behind this vehicle are replacements are found, at a cost of one (1) Scrap each10.
potshots.
Riggers are retired when they leave the roster, either
Morale Booster - vehicle has Leader(2, 18”) 20P
voluntarily or involuntarily as the result of injury. Add
(max 1 in ‘Band). their value (scrap + experience) to your Legacy.
Spikes/Blades/Reinforced Ram - vehicle has CC 5P
(2), wound(+2). Campaign progression
Weapon mount - vehicle may mount one (1) 10P
Players should decide beforehand how many games they
restricted weapon (paid separately). want their campaign to last. Make sure that everyone
has an opponent for every game. If you are an uneven
amount of players, the odd player out can play against
Playing games the infamous “Clone Team”, who just happens to have
the same stats as another player’s ‘Band, but are never
When playing games, players agree on a points value as seen or heard of afterwards!
usual and select models from their respective roster.
After the last game, players retire all remaining Riggers
The main action of RBotH occurs (unsurprisingly) on in their rosters and tallies up their Legacy. Create a hall
the Highway. Rig assaults are described in the “Assault of fame with all different ‘Bands, and allow the winners
the Rig!” Skirmish scenario. Make sure players get to to revel in their glory!
play both attacker and defender roles.

Not every scenario needs to be set on the Highway,


however. It is perfectly acceptable, and probably
preferable, to mix stuff up with “regular” skirmish
missions now and then. Rigger Bands are a rowdy bunch,
and often look to settle scores and acquire a profit “off
road”, so to speak. In these games, generally don’t bring
vehicles, unless of course you make a scenario on your
own that includes them. They should also generally be
smaller, and with less at stake - it is on the Highway that
Legacies are made, after all!

10  This is strictly to prevent degenerate strategies with vehicles.

56
Next Chapter is GM only!

57
NARRATIVE CAMPAIGN
All is not well in the small, quaint, coastal megacity of

“Uprising in Nevinsmouth. Secretly, for years, the citizens have been making
pacts with the denizens of the Tide, trading their souls, along with

Nevinsmouth”
their formerly good looks for wealth and longevity. Agents of the
Republic’s First Order have been investigating these shenanigans
for quite some time, but unbeknownst to them, the seeds of
revolution are ready to hatch sooner than they think…
GM EYES ONLY! NON-GMS SHOULD
NOT READ BEYOND THIS POINT! Opposing Forces:
This scenario places many responsibilities on the GM; ●●Cultist: Defence(3), less than 1p of weapons, such
you must be prepared to not only prepare the scenarios, as musket+simple cc/pistol+1x grenade/simple cc
but also “fill in the blanks” depending on your players, +grenade/rifle/basic cc/smg
their combat teams and any differences in setting, as well ●●Cultist Guard: 1p of weapons
as available models and scenery. You must also come up ●●Cultist Heavy: Defence(5), 5-15p of weapons
with suitable individual objectives for the players, as well
as re-balancing slightly if the players are not up to the ●●Cultist Lieutenant: Wounds(2), Defence(5),
task, or feel unchallenged. Leader(1), 2p of weapons

Campaign special rules ●●Cultist Mystic: Wounds(2), Defence(min 5),


Leader(1), Serfmind Mystic(2), 2p of weapons
Forward no matter what! - instead of models missing games ●●Cultist Aircraft: Vehicle(aircraft), Defence(7),
from injury, the player starts the scenario with one less Capacity(6), 2x Storm Slugger
Fate Point for each such encumbrance. Should the player ●●Lesser Tide Assault Beast: Defence(3),
have more injured models than Fate Points, deduct from Move(nimble), Charge(3), CC (2)
future Fate Points. If it is the last mission everyone gets ●●Tide Beast: Wounds(3), Defence (5), Tough(2),
to participate regardless. CC(3), wound(+3) OR 18” (3)
Award the players two (2) advancements after each ●●Emerging Tide Beast Head: Wounds (6x number
scenario, to be distributed among that player’s models. of players), Defence(6), Immune to suppression,
Completing a player individual objective grants two (2) Move(3), Summon(number of players x2 Tentacle,
within 3”, endphase each turn), Fang-filled orifice
additional advancements for that player. Since the campaign (3” (1 vs all models in range), hit(auto) if target
is only five scenarios long, advancement is relatively fast. within 2” of tentacle, wound(+3, no triage possible)
Player characters: use standard force generation for ●●Emerging Tide Beast Tentacle: Wounds(2),
Narratives. Defence(5), Move(9, hover), No Escape, Grab
(when moving, move any one (1) enemy model
within 2” the same distance), Engulf CC (2),
wound(no), suppression(x2)

58
Mission 1: “Evacuate!”
All over the megacity, mysterious cultists are suddenly
assaulting critical infrastructure, storming stockades and
seizing arsenals. The characters are holed up at a small,
auxiliary safehouse of the Republic’s First Order when
the alarm sounds - the perimeter has been breached!

The characters have to destroy all sensitive equipment


and burn all documents before making their escape by
breaking out in one of the Republic’s armoured cars.
Meanwhile, wave after wave of Tide cultists storm
the compound, bent on destroying the characters and
learning the secrets of the Republic.

See the Hold the Line narrative example scenario for


more on how to play Evacuate!
●●The Battlefield: A defensible compound with a
civilian armoured car or similar vehicle, plenty of
cover, at least both perimeter and central building(s).
Spread liberal ammounts of sensitive material
throughout, and somewhere to dispose of it
●●The Opposition: three (3) Cultists per player per
wave.
●●Success: The characters escape, having destroyed at
least half of the sensitive data and -equipment.
◦◦ Bonus: The characters escape, having destroyed
all of the sensitive data and -equipment. This
effectively purges all traces of them from the
databanks, granting them a free re-roll for all
related skill checks next mission.
●●Failure: The characters escape having destroyed
less than half of the sensitive data and -equipment.
During the next mission, the guards have lists of
Republic sympathisers, increasing the difficulty of
the infiltration attempt (related skill checks become
one step more difficult) or similar counter to the
players’ strategies.
◦◦ Critical failure: None of the characters escape.
Perhaps this group of agents didn’t have what
it takes to serve in the Orders of the Republic?
Clearly, this narrative is about some other group
of agents, and the players have just played a
harrowing prologue! Play the scenario again,
with another group of agents, somewhere else
in the city.
●●Example Player individual objectives:Steal/
protect a particular piece of data/equipment, kill a
number of hostiles, capture a hostile.

59
Mission 2: “Uncloaking the Shadows”
Given that the revolutionists cannot possibly hold out ●●Failure: The characters are discovered and driven
against the martial might of the Republic for long, they off before they can complete their objective. Not
must have some other nefarious plan, and the characters realising the necessity of speed, the characters take
their own sweet time in getting to the next mission;
aim to find out what it is. Fortunately for them, the where the mystic has already breached the arcane
uprising is still in its early stages and knowing who is library.
enemy and who is friend is still difficult - for both sides.
◦◦ Critical failure: All characters fall in the attempt.
Going undercover among the cultists, the characters Luckily for them, they are underestimated by
must learn the terrible secrets of the cult while risking their captors and manage to escape. Hopefully,
they will be able to continue despite their injuries!
life, limb and sanity. This might also be the only time (This is also a wonderful opportunity to play a
that the Order can place a deep cover operative among special escape scenario!)
the uprising...
●●Example player individual objectives: be the
Uncloaking the Shadows is a classic investigation scenario deep cover operative, kill a specific cultist, don’t
leave without “saying goodbye”, never fire a shot.
where the players have great freedom as to how they will
reach their objective. As GM, you will have to place red
herrings as well as critical information clues in the mission
area, which can be data dumps in hackable terminals,
people to be interrogated/interviewed/eavesdropped
upon, notes to steal, etc. Making a handout for the final
piece of the puzzle, revealing that the cultists plan to
summon creatures from the great Tide (what else?) will
likely enhance the play experience. The turning point of
the scenario comes when the enemy bigwigs arrive and
the stakes suddenly get higher. This could also be a great
opportunity to foreshadow a later adversary.
●●The Battlefield: An enemy staging area with several
buildings, vehicles coming and going, checkpoints
and guards. The characters move in from one of the
board edges, possibly in a vehicle.
●●The Opposition: Place one Cultist and one
Cultist Guard per player throughout the staging
area, manning checkpoints and keeping watch.
Place one suspicious Cultist Lieutenant pacing to
and fro, constantly checking its timepiece. Should
the alarm sound, spawn an additional D3 Cultists
in appropriate locations each endphase. After an
appropriate period of time (preferably after the
players have learned where the information is, but
before they are able to retrieve it), a group of Tide
Bigwigs (one (1) cultist guard per player, and one (1)
cultist Mystic with one (1) cultist heavy) land in an
aerial transport (itself not part of the scenario in a
combat capacity) to whip the staging area into shape.
●●Success: The characters manage secure the vital
data, through whatever means they chose, and
escape with it.
◦◦ Bonus: The characters manage to insinuate one
of their own among the enemy ranks under deep
cover. In the next mission, this character can
start undercover among the opposition.

60
Mission 3: “On Site Procurement”
Alone, outnumbered, and outgunned versus the Hordes ●●Possible player individual objectives: Escape
of the Tide, the characters set out to at least fix one of with gold, deny the gold to the enemy, duel the
the aforementioned problems… mystic, steal texts from the library.

Smack in the middle of the megacity’s Gold Exchange,


sits a hidden First Order vault filled to the brim with
weapons and equipment (the gold currently holds little
value). The problem: the enemy holds the Exchange,
and it is one of the most secure buildings in the city.
The characters have to heist the vault, and perhaps strike
a devastating blow to the enemy while they’re at it.

On Site Procurement is a classic heist scenario, and is best


played as such. Careful planning, more or less crazy
schemes and preparations, a tense “infiltration” phase
followed by high-octane action. For extra tension, allow
the players to keep one or more preps secret from the
GM, springing it as needed.
●●The Battlefield: The Gold Exchange highrise (or at
least part of it), with several floors, one central vault
(where the gold is), and one hidden vault (where the
arsenal is). Complete with security office, rooftop
with landing pad and arcane library. The characters
ingress through their chosen method. (Hopefully,
the same goes for their egress…)
●●The Opposition: Create a pool of roughly six (6)
cultists and four (4) cultist guards per player, use player
Intel skill rolls as well as intelligence-seeking preps
as a guideline to how many you deploy beforehand,
have the rest in reserve (since the players don’t know
where they are, they could be anywhere!). Don’t be
afraid to reveal the total numbers of the opposition
if they roll/prep well enough. In addition, one (1)
Cultist Mystic, three (3) Cultist Guard and one (1)
Cultist heavy are trying to breach the arcane library
to steal ancient secrets.
●●Success: The characters escape with as much swag
as possible (the details of which are up to the GM).
In future missions, they will hopefully be able to put
it to good use.
◦◦ Bonus: The characters thwart the Cultist Mystic,
who as a result will not appear in future missions.
●●Failure: The characters fail to breach the vault. For
whatever comes, they will have to make do with the
equipment they already have.
◦◦ Critical failure: All characters fall in the
attempt. During the next mission, they will
start as prisoners on their way to the enemy lair.
(Which is where they were going anyway, but
under better circumstances!)

61
Mission 4: “Fight in Flight”
Boarding the gargantuan cargo- and passenger skyliner ●●Success: The characters manage to stay aloft long
Calve Fort, the characters aim to drop straight into the enough to reach their destination and escape.
enemy base. A sound enough plan, if the enemy had ◦◦ Bonus: The characters make a controlled
not already divined their whereabouts, and infiltrated the debarkation, and manage to bring a container
very ‘liner that they’re on! of extra equipment . During the final mission,
they will have access to one Scout Walker
The characters have to seize the cockpit and prevent (Vehicle(walker, light), Defence(7), 1 restricted
the cultists from crashing the skyliner, both protecting weapon) and extra gear (GM’s choice).
the cockpit and reacting to the actions of the cultists on ●●Failure: The liner crashes with the characters on it.
board, possibly manning the guns of the ‘liner in the Defying death and all odds, they manage to escape
second half of the mission. the wreck and make it to the enemy base. For the final
mission, they will be without all but light equipment.
Fight in Flight is a highly fluid dynamic scenario where ◦◦ Critical failure: all characters fall in the attempt,
the players have to deal with multiple crises, some visible and are taken prisoner in the enemy base. They
at game start (don’t let the bridge fall!) and some that begin the final mission captured.
appear later. This is meant to be a challenging scenario
where the players have to use tactical smarts to be ●●Possible player side objectives: The ‘liner is safe/
will crash when the characters leave, escape with/kill
able to thwart the cultists; just mindlessly charging the specific passenger, satisfy gambling addiction.
nearest group should be doomed to fail. Instead, players
should have to control critical chokepoints, allocate a
quick-reaction reserve and anticipate enemy movement.
●●The Battlefield: The Calve Fort. One cargo deck
(containers!), one passenger deck (cabins!) and
one lounge deck (spa and casino!), complete with
crew, security areas and the all-important cockpit.
Also make sure that the ‘liner has some defensive
emplacements for the second act. The characters’
starting positions are somewhat flexible; paranoid
groups begin nestled among the containers, less
paranoid groups in their cabins, least paranoid
scattered about, perhaps in the casino? The more
they are spread out the better they can respond, but
are more vulnerable.
●●The Opposition: Create three opposition groups
of two (2) Cultists and two (2) Cultist Guard per
player, one (1) Cultist heavy and one (1) Cultist
Lieutenant. Include the Cultist Mystic from the last
scenario along with two Tide beasts unless thwarted.
One group actively searches for the characters,
one goes for the bridge, and the third spreads out
seeking to create mayhem by other means. Place
only when encountered by the characters. At an
opportune moment, introduce two or more cultist
aircraft that attempt to attack and board the skyliner
(fill with appropriate reinforcements up to capacity).
Either have them attack the ‘liners four (4) engines
(Wounds (2), Defence(6)), or strafe anyone close to
windows; finally dropping the reinforcements near
any available hatch.

62
Mission 5: “Below the Waves Great Mr Sea lies sleeping”
The enemy’s plan is now laid bare - fuelled by the
anguish of the uprising, the cultists seek to complete the
Call of the Sea and awaken that which sleeps below. In
their reef-perched underwater lair they will enact a dark
ritual, sacrificing blood and virtue to the Tide in order to
bring forth those that slumber in the deep.

The characters have to give it all in service to the


Republic and stop the vile ritual before it is too late! But
can they really make progress against the Tide?
Below the Waves… is the final scenario of the campaign,
and should be played as such. It is a no-sneak, no holds
barred title fight kind of deal, in which the characters
have to struggle against wave after wave of opposition
forces, but without the benefit of a protected position,
after which they have to defeat a “boss” type creature.
●●The Battlefield: Great Mr Sea’s sprawling undersea
base (or a section thereof). Nightmarish caverns,
hidden passages, vast chasms, slave pens… complete
with a ritual room with a moon pool, from which
the foul beasts of the Tide issue forth! Start the
characters on the opposite end from the ritual
room, with several rooms, hazards and obstacles in
between.
●●The Opposition: Spawn one (1) Cultist Guard or
Lesser Tide Beast per player each endphase outside
LOS of the characters. In each room, spawn 2-3
Cultist Guard, one (1) Tide Beast and the occasional
Cultist Heavy. If the Cultist Mystic with entourage
still isn’t dead, it waits in the ritual room together
with the Emerging Tide Beast Head, and three (3)
Emerging Tide Beast Tentacles per player.
●●Success: The characters defeat the opposition
and stop the Call of the Sea from going out. The
characters have succeeded in thwarting the plans of
the Tide and the darkness is pushed back another
day. But the cost… the terrible cost!!
◦◦ Bonus: The characters are still alive and sound
of mind.
●●Critical Failure: The characters fall, and together
with a whole swath of Merica are doomed to feed
the Tide!

63
64
Faction Lists
This section contains Faction Lists for the War Always
Changes setting, and as they are fairly generic can be Reading the unit entries
used as a base for creating your own lists for your model
collections. These are most applicable for Battles, but The first listed points value is for the minimum size of
can be used as inspiration for Skirmishes and Narratives the unit, if there is an option of fielding a larger unit,
as well. this is followed by the cost for each additional model.
A trailing ’+’ sign means that there are additonal options
Force generation in the unit description that could increase the price.

The lists are divided into three unit categories; Command, The unit description includes minimum and maximum
Core and Special. When generating forces players must number of models, traits and armament.
include:
Whenever a trait or armament is preceded by an asterix
●●One (1) Command entry ‘*’, this means that it is an option, paid for separately. In
●●Max one (1) Special entry for each Core entry most cases this replaces the model’s original weaponry.
●●Max two (2) upgrades per full 300 points in their ”A/Bx” means that you can take A for each B number
force. Unless otherwise specified, a unit may only take an of models in the unit.
upgrade once.
Players get 1 Faction Point per full 300 points in their Observe that the bold OR takes precedence when
force, and can spend them during force generation to reading the lists; “2x weapon A OR weapon B” means
exceed the limits above - one (1) FP lets you take: you can have either two A, two B or one of each, not
●●One (1) additional Command entry, two A or one B.
(to a maximum of two (2))
EXAMPLE
●●One (1) extra Special entry
CHAKO PAUL DIEHARDS (48P + 8P EACH +)
●●Two (2) additional upgrades
6-12x Diehard: Tough(2), Morale(1), Shotgun, *1/6x
OPTIONAL Heatgun,
One (1) FP can also be used to allow you take one (1) Core
entry from another faction list as allies, or two (2) FP for a *1x Medic: Tough(2), Morale(1), Slug pistol, Medical
Special entry (which also counts as a Special entry in your Support (+15p)
force). *Infiltrate (+10p)
Feel free to impose further limitations depending on the standing In the above example we have a unit of ”Chako Paul
of the various factions in your interpretation of the setting. Diehards” (valiant defenders of Chako Paul City), costing
48p for the minimum size of six (6) models. Additional
Vehicle deployment models may be added at 8p each, up to a total size of 12
models. A player may optionally arm the unit with one (1)
Even if bought as a single entry, non-light vehicles form Heatgun for each six (6) models in the unit (paying the cost
their own separate units, as do organic transports. listed in the armoury; these replace the respective model’s
shotguns). One (1) ”Medic” may also be added to the unit at
the cost of 15p, and the entire unit can deploy with Infiltrate
for an additional 10p.

65
The Army of the Republic(s)
TANK COMMANDER (25P + TANK)
Somehow, humanity endured. From the ashes of the old
nation-states emerged a republic that spans the globe. Accurate, Leader(1), Communications, Battle Tank
But it is a fractured, divisive lot, struggling to hold OR Assault Tank (see respective entries below, paid
the disparate regions in concert. Technology has gone separately)
both backwards and forwards, and the vast megacities, SENIOR POLITICAL OFFICER (30P)
refuges from the wasteland, are a far cry from the cities
of old. So are the republican armies, who clashes with Wounds(2), Defence(5), Plasma Pistol and Energy
their counterparts in bloody power struggles as often as Sword OR Storm Slugger, Selective Enforced
outside enemies. Fanaticism (units within 12” may use Fanatic) - may
attach to any non-vehicle unit.
FACTION TRAITS
REPUBLIC WAR MACHINE
CORE
Spend one (1) Faction Point: PLATOON LEADERSHIP (15P, MAX 1
●●Blitz: one (1) core unit gets Vanguard PER 2 INFANTRY SQUADS)

●●Artillery support: fire one (1) free Fire Mission (may 1x Platoon Leader: Bestow Morale(1), Pistol and
be fired by any Spotter, else indirect) Vibrosword
●●Artillery Smoke: fire one (1) free Smoke Mission 1x Assisting Platoon Leader: Autorifle OR Shotgun
May attach to any Infantry Squad
COMMAND FIRE SUPPORT SQUAD (30P+, MAX 2
FIELD HQ (60P+) PER PLATOON LEADERSHIP)

1x Company Commander: Wounds(2), Defence(min 6x Soldier: 3x Autorifle, *3x support weapon *Republic
4), Leader(2), Plasma Pistol and Energy Sword OR IFV *Universal Carrier
Storm Slugger INFANTRY SQUAD (50P+)
4x Veteran Soldier/Branch Support; choose from options 10x Soldier: Autorifle, *1x specialist weapon, *1x support
below: weapon OR specialist weapon *Republic IFV
●●Storm Trooper: Defence(5), Accurate, AT- CONSCRIPT SQUAD (60P)
grenades, Slug Autocarbine
●●Weapons Specialist: 1x specialist weapon (cost 20x Conscript: Defence(3), 10x Autorifle
included) VETERAN SQUAD (80P+)
●●Medic (max 1): Autorifle, Medical Support 10x Veteran Soldier: Tough(1), Concealment, Autorifle
●●Signals (max 1): Autorifle, Communications OR Shotgun OR Pistol and Vibrosword, *3x specialist
weapon, *1x support weapon OR specialist weapon
●●Fleet officer (max 1): Plasma Pistol, Interdiction *Republic IFV *Republic Armoured Car
●●Artillery officer (max 1): Pistol, Spotter, 1x Fire
Mission
SPECIAL
●●Astral-telepath (max 1): Pistol, Telepath Mystic(1)
BATTLE TANK PLATOON (120P+ EACH)
●●Company Standard (max 1): Pistol, Bestow
Tough(1) (12”) 1-3x Battle Tank: Vehicle(tracked), Defence(11/8),
●●Staff Clerk (+10p, max 2): Autorifle, Insignificant, HMG OR LATcannon (+5p), *2x HMG (+20p);
+1 FP Tank Gun OR Long-barrelled Tank Gun OR Short-
Barrelled Tank Gun OR Plasma Tank Gun OR Dual
*Republic IFV, *Republic Armoured Car, *Universal Hicap Autocannon and antiair
Carrier

66
ASSAULT TANK PLATOON (130P+ EACH) PRIMARY TELEPATH (40P)

1-3x Assault Tank: Vehicle(tracked), Defence(11/9), 1x Telepath: Defence(min 4), Telepath Mystic(2), Pistol
HMG OR Heavy Flamer, *2x Heavy Flamer (+20p)
OR HMG (+20p) OR Heat Cannon (+30p) OR 2x Caretaker: Defence(min 4), Autorifle
Plasma Cannon (+30p), Siege Cannon (+10p) OR BATTLE TRANSPORT
Gatling Cannon
Universal Carrier (60p+): Vehicle(tracked, open),
STORM TROOPER SQUAD (50P +10P EACH +)
Defence(8/7), Move(12), Capacity(6), Vanguard,
5-10x Storm Trooper: Defence(5), Accurate, AT- Smoke Grenades, HMG OR Heavy Flamer,
grenades, Slug Autocarbine, *2x specialist weapon, *1x *Autocannon OR Heavy Flamer
Volley Gun
Republic Armoured Car (60p+): Vehicle(wheeled),
*Republic IFV *Republic Armoured Car *Insertion Defence(8/7), Capacity(10), Rugged, Dual Volley
OR Infiltrate (+20p) Gun OR Dual Autocannon (+5p), *Gatling Gun
(+15p) OR LATcannon (+15p) OR Dual Missile
RECON SQUAD (35P+) Launcher (no antiair option) (+20p)
5x Recon Soldier: Concealment, 1x Spotter, Autorifle, Republic IFV (75p+): Vehicle(tracked),
*2x Scoped Rifle and Priority(Vital Strike, hit(re-roll)) Defence(9/7), Capacity(12), Firing Ports(6, non-
and Assassin (+10p), *1x specialist weapon, *Infiltrate support weapons only), Rapid Laser OR Heavy
(+10p) OR Universal Carrier Flamer OR HMG OR Autocannon (+5p), HMG OR
WALKER RECON PLATOON (20P+ EACH)
Heavy Flamer, Smoke Grenades
1-3x Scout Walker: Vehicle(walker, light), Defence(7), Republic VTOL Transport (150p+):
Vanguard, 1x support weapon (paid separately) Vehicle(VTOL), Defence(8), Capacity(12), Rapid
Laser OR LATcannon(+5p), 2x ATGM OR 2x
ARMOURED WALKER PLATOON (20P+ EACH) Rocket Pod (+10p), *2x HMG (+20p)
1-3x Armoured Walker: Vehicle(walker, light),
Defence(8), 1x support weapon (paid separately)
UPGRADES
STUNTIE SHARPSHOOTER SQUAD (40P +8P EACH)
UPGRADE ANY MODEL:
5-10x Stuntie Sniper: Defence(3), Infiltrate,
Concealment, Exfiltrate, Scoped Rifle ●●Scanner (+15p): opponent may not deploy with
Insertion or Ambush within 15” of model
ASSAULT ENGINEER SQUAD (50P +8P EACH +)
UPGRADE ANY VEHICLE:
5-10x Combat Engineer: Ignore Cover, Shotgun, *4x
specialist weapon, *1x Heavy Flamer, *Universal ●●ATGM Launcher (+5p): model has 1x ATGM
Carrier, *Republic IFV, *Republic Armoured Car ●●Armour Skirts (+25p): model has one (1) extra
OGRE SQUAD (25P+ EACH) Defence(7) wound
1-6x Ogre: Wounds(3), Defence(5), Tough(2), Basic ●●Dozer Blade (+10p): model has Robust(1) until it
CC (CC (2)), Ogre Gun OR Grenade Gauntlet and moves for the first time
Combat Shield OR Energy Maul (replaces basic UPGRADE ANY NON-VEHICLE UNIT:
cc) and Combat Shield *Republic IFV *Republic
Armoured Car ●●1x Political Officer (+10p): Defence(5), Bestow
Fanatic, Slugger OR Slug Pistol and Vibrosword
FLAME TANK PLATOON (80P EACH)
●●1x Priest (+10p): Bestow Loathing, massive
1-3x Flame Tank: Vehicle(tracked), Defence(9/8), hammer OR shotgun
HMG OR Heavy Flamer, Flame Cannon
●●Flak jackets (+5p): models in unit has
ARTILLERY BATTERY (95P+ EACH) Defence(5) vs attacks with the blast trait
1-3x Artillery Vehicle: Vehicle(tracked, open), UPGRADE ANY UNIT:
Defence(9/7), HMG OR Heavy Flamer, Long-
barrelled Tank Gun OR 2x Dual Autocannon and ●●Smoke Grenades (+5p): unit has Smoke
antiair OR 2x Dual Mortar (-20p) OR Heavy Mortar Grenades
and Vanguard (-20p)

67
WEAPONS OF THE REPUBLIC

NAME TRAITS COST


AT-grenades CC (1), platebreaker, vs vehicles only, heavy 1P

ATGM 11
72” (1), hit(re-roll), wound(+6), priority(only), one use 5P

Autorifle 12” (2) 24” (1) 1P

Energy Maul CC (2), hit(+1 vs unarmed), wound(+3) 2P

Energy Sword CC (2), hit(+1), wound(+2) 2P

Fire Mission Unlimited range (2), blast(D6), hit(-2), wound(+2), indirect(hit(-2)), 5P


priority(only), one use
Gatling Cannon 24” (20), wound(+1), heavy 60P

Gatling Gun 24” (6) 15P

Grenade Gauntlet 12” (1), blast(D3) 2P

Heavy Mortar 12-48” (1), blast(D6), wound(+1), indirect(wound(max 6)), priority(only) 20P

Hicap autocannon 48” (4), wound(+3), heavy 30P

Inferno cannon 12” (2D6), hit(auto), wound(+3), heavy 40P

Long-barrelled Tank AT: 120” (1), wound(+5), platebreaker, heavy 60P


Gun
HE: 120” (1), blast(D3), wound (+3), priority(hit(re-roll)), heavy
Massive Hammer CC (2), wound(+3), uses 2h 0.5P

Ogre Gun 18” (3), wound(+1) 5P

Pistol 12” (1), pistol 0.5P

Plasma Pistol 12” (1), wound(+3), hazardous, pistol 3P

Plasma Tank Gun 36” (D6), hit(auto), wound(+3), priority(re-roll), heavy 60P

Rocket Pod 36” (1), blast(D6), one use 5P

Scoped Rifle 36” (1) 1P

Short-barrelled Tank 18” (1, hit(re-roll)) 36” (1), blast(D6), wound(+3), ignore cover, heavy 60P
Gun
Shotgun 12” (2), wound(+1) 1P

Siege cannon 18” (1), blast(D6), wound(+8), priority(only) 70P

Slug Autocarbine 18” (2), wound(+1) 2P

Slug Gun - ”Slugger” 12” (2) 24”(1), wound(+1) 2P

Slug Pistol 12” (1), wound(+1), pistol 1P

Smoke Mission Activate(3+, 2+ in LOS of Spotter). Place smoke cloud (5” diameter circle) 5P
anywhere on table. Potshots only vs targets within smoke or LOS passing
through until endphase, Concealment for same until 2nd endphase, one use.
Tank Gun AT: 72” (1), wound(+7), heavy 60P

HE: 72” (1), blast(D6), wound (+3), priority(hit(re-roll)), heavy


Vibrosword CC (2), hit(+1 vs unarmed), wound(+1) 0.5P

11  Anti Tank Guided Missile, what you use to strike the hell out of your foes.

68
SPECIALIST WEAPONS
Flamer 8” (D6), hit(auto) 5P

Grenade Launcher AT: 18” (1), wound(+3) HE: 18” (1), blast(D3) 5P

Heatgun 12” (1), wound(+5), platebreaker(6”) 5P

LMG 18” (3) 36” (2) 5P

Plasma Gun 12” (2) 24” (1), wound(+3), hazardous 5P

Storm Slugger 12” (3) 24” (2), wound(+1) 3P

SUPPORT WEAPONS
Autocannon 48” (2), wound(+3), heavy 15P

Heat Cannon 24” (2), wound(+5), platebreaker(12”), heavy 15P

Heavy Flamer 12” (D6), hit(auto), wound(+1) 10P

HMG 18” (3) 36” (2), wound(+1), heavy 10P

LATcannon 48” (1), wound(+6), heavy 15P

Missile Launcher HE: 36” (1), blast(D3), heavy AT: 36” (1), wound(+5), heavy 15P

*AA: 36” (1), wound(+3), antiair, heavy (+5p)


Mortar 12-48” (1), blast(D3), indirect(wound(max 6)), priority(only) 10P

Plasma Cannon 36” (1), blast(D3), wound(+3), hazardous, heavy 15P

Rapid Laser 36” (4), heavy 10P

Volley Gun 18” (2), wound(+1), priority(+2 attack dice) 10P

26 Vesper, Annus Horribilis


n’t improved morale. Down
has us on half rat ions since yesterday, which has k from the
Another day in the Suck. Com
man d report it; no one comes bac
unit ion. The foot is get ting worse, but I shan’t re’s no way to tell , they’ve
to 40 rounds of amm
nea r, com man d say s, the beaches are soon – but the act wit h the
s are n hoping for another cont
butcher’s tent. The beache dge on, and at this point I’m eve
All we can do is tru
confiscated all maps. the pain.
the boredom, and possibly
enemy; anything to relieve

29 Vesper us knew that we


of vim and vigor. If any of
er the day we str uck out for the interior. So full hav e che ere d so. Now , all of us just
I still rememb at all, we probably wouldn’t
in one , or sto p agin g mor e, exce pt in irony. It
would age twenty years ises to “the Everlasting Glo
ry of the Republic” any
and painful
bac k, and few sho ut pra tics , vici ous amb ush es
want to get
“mi ssio n of mer cy” bog ged down in petty poli so fas t in the Suck?
didn’t take long until our practicalities of it are lost
Wha t doe s it mat ter if our cause was just, if the of the wor ld, just as long as the
compromises. another fathomless void
e been better spent filling
All that energy would hav
void didn’t shoot back.

31 Vesper
No-one is getting out.
and we rise to meet the call.
The Suck calls yet again,

69
The Chambers
As the cataclysm of the Great Maelstrom struck,
there were those who had already prepared, and they CORE
descended beneath the surface into great chambers, CHAMBER SQUAD (60P + 12P EACH +)
where they meant to weather the storm. Although
similar, each chamber developed somewhat differently, 5-10x Chamber Soldier: Defence(6), Tough(2),
and it is unknown exactly how many there are. Now they Morale(1), Slugger, *1x specialist weapon, *1x specialist
have reemerged, changed, with superior technology, weapon OR support weapon *APC, *Chamber IFV,
ready to fight anew for humanity’s survival. *Insertion Capsule
CHAMBER ASSAULT SQUAD (60P + 12 EACH +)
FACTION TRAITS,
5-10x Chamber Assault Soldier: Defence(6), Tough(2),
CHAMBER TACTICS
Morale(1), Slug Pistol and Vibrosword, AT-grenades,
Spend one (1) Faction Point: *2x specialist weapon *Move(Jump) (+3p each),
●●Shield of Defiance: opponent is forced to re-roll any *Move(jump) and Insertion (+5p each, counts as
successful wound rolls of one (1) attack versus special choice),
one (1) non-vehicle/massive unit.
BIKE SQUAD (60P + 20P EACH)
●●AAA Support: one (1) free (1), hit(re-roll),
wound(+5) attack vs enemy aircraft or VTOL 3-9x Bike: Defence(6), Tough(2), Morale(1), Move(12),
from friendly board edge. Dual Slugger and Vibrosword
●●Tactical Mastery: enemy may not deploy with 0-2x Attack Bike (+30p each): Wounds(2), Defence(6),
Insertion or Ambush this turn Tough(2), Morale(1), Move(12), Dual Slugger and
Vibrosword, *1x support weapon
COMMAND SCOUTS (24P + 8P EACH +)
CAPTAIN (50P+)
3-5x Scouts: Defence(5), Move(Nimble), *Infiltrate
Wounds(3), Defence(6), Tough(2), Morale(1), Storm (+2p each, counts as special choice) , Slug
Slugger and Energy Sword, select option: Autocarbine OR Scoped Slug Rifle OR Slugger OR
●●Thrust Pack: Move(jump), Insertion Slug pistol and Vibrosword, *1/5x support weapon,
*Insertion Beacon (+15p) *Light hovercraft transport
●●Zeal: Bestow Ignore Suppression
●●Man-tank: Massive, Defence(7) (+30p)
SPECIAL
Also select: CHAMBER VETERAN SQUAD (75P + 15P EACH +)
●●Blade-keeper: Relic Blade
5-10x Chamber Veteran: Defence(6), Tough(2),
●●Defence field: Defence(min 4) Morale(1), Accurate, Slugger, *1x specialist weapon,
●●Edict: Bestow Loathing *1x specialist weapon OR support weapon *APC,
*Chamber IFV, *Insertion Capsule
CHAPLAIN (35P+)
CHAMBER HEAVY WEAPONS (60P +12 EACH +)
Wounds(2), Defence(6 min 4), Tough(2), Morale(1),
Bestow Morale(1), Energy axe, Plasma pistol OR 5-10x Chamber Soldier: Defence(6), Tough(2),
Slugger with any underslung specialist weapon, may Morale(1), Slugger, *4x support weapon *APC *IFV
select option: *Insertion Capsule
●●Man-tank: Massive, Defence(7), Storm Slugger
(+25p)
●●Thrust Pack: Move(jump), Insertion (+10p)
●●Bike: Move(12), Dual Slugger (+20p)
CHAMBER MYSTIC (30P+)

Wounds(2), Defence(6), Tough(2), Morale(1), Smite


Mystic(2), Slug pistol, Mystic Energy sword,
*Massive, Defence(7), Storm Slugger (+25p)

70
MAN-TANK SQUAD (175P + 35P EACH +) BATTLE TRANSPORT

5-10x Man-tank: Massive, Wounds(2), Defence(7), Light Hovercraft Transport (60p+): Vehicle(hover,
Tough(3), Morale(1), Insertion, select option: light, open), Defence(7), Move(12), Capacity(5),
●●Storm Slugger, Energy Fist OR Vibrofist, *1/5x Fragmentation Launcher, HMG OR Heavy Flamer
Rotary Cannon OR Man-tank Missile Launcher OR Heat Cannon (+5p) OR Rotary Cannon (+5p)
OR Heavy flamer Insertion Capsule (40p): Vehicle(immobile),
●●Lightning Hammer and Assault Shield Defence(8), Capacity(10), Insertion, Storm Slugger
OR Support Launcher, Smoke Grenades
●●Paired Energy Combat Claws
CHAMBER WALKER (80P+)
APC (40p): Vehicle(tracked), Defence(8),
Capacity(10), Storm Slugger, Smoke Grenades
Massive, Wounds(3), Defence(9), Tough(3),
Oversized(+1), 2x Energy Fist and Storm Slugger Chamber IFV (50p+): Vehicle(tracked), Defence(8),
OR Dual HMG OR Rotary Cannon OR Plasma Capacity(6), Dual Heavy Flamer OR Dual HMG OR
Cannon OR Heat Cannon OR Dual Heavy Flamer Dual Heat Cannon OR Dual LATcannon (+5p)
OR Dual Missile Launcher OR Dual Autocannon
(+5p) OR Dual LATcannon (+5p) *Wounds(4)
(+15p) UPGRADES
CHAMBER ASSAULT TRANSPORT (180P) UPGRADE ANY MODEL:

Vehicle(tracked, assault), Defence(11), Capacity(12), ●●Scanner (+15p): opponent may not deploy with
Run and Gun, Rugged, select option: Insertion or Ambush within 15” of model
●●2x Dual LATcannon, Dual HMG ●●Insertion Beacon (+15p): one (1) friendly unit
(per turn) deploying with Insertion within 12” of
●●Dual Rotary Cannon, 2x Slugger Rack OR this model arrive with one (1) less action marker.
Enhanced Flamer
UPGRADE ANY UNIT:
CHAMBER LIGHT HOVERCRAFT (45P+ EACH)
●●Smoke Grenades (+5p): unit has Smoke
1-3x Light Hovercraft: Vehicle(hover, light), Defence(7), Grenades
Move(12), HMG OR Heavy Flamer OR Heat UPGRADE FORCE:
Cannon (+5p), HMG OR Heavy Flamer OR Rotary
Cannon (+5p) OR Heat Cannon (+5p) OR Dual ●●Combat Drop(+20p): spend one (1) FP: one (1)
missile launcher (+10p) OR Vanguard unit with Insertion arrives with one (1) less action
marker
CHAMBER TANK (80P+)
UPGRADE ANY NON-VEHICLE UNIT:
Vehicle(tracked), Defence(10/8), Hicap autocannon
OR Dual LATcannon, *2x LATcannon (+30p) OR ●●1x Chamber Duellist (+25p): Wounds(2),
HMG (+20p) Defence(7), Tough(3), Morale(1), Extra Strike(1),
Assassin, 2h Energy sword
CHAMBER VTOL ATTACK CRAFT (100P+)
●●1x Chamber Medic (+25p): Defence(6),
Vehicle(vtol), Defence(8), Dual Rotary Cannon, Dual Tough(2), Morale(1), Medical Support, Slugger
HMG OR Dual LATcannon (+5p) OR Dual missile
launcher (+5p) ●●1x Chamber Technology Specialist (+30p):
Defence(6), Tough(2), Morale(1), Vehicle Repair,
CHAMBER SIEGE TANK (130P) 2x Energy fist, Flamer
Vehicle(tracked), Defence(11/8), Storm Slugger, Siege ●●Primary Chamber (+13p each): all models get
Cannon Wounds(+1) and +6” to Slugger ranges, but may
not take specialist or support weapons
CHAMBER ARTILLERY VEHICLE (80P)

Vehicle(tracked), Defence(8), Rocket Artillery system


OR Guided Missile Launcher and antiair OR Dual
Hicap Autocannon and antiair

71
Sub faction: Chamber of Faith
First to cry ”Apocalypse” were the different extremist
religious groups. While many had to resort to drinking CORE
the deathjuice, others were well-funded enough to FAITHFUL SQUAD (50P +10P EACH +)
survive the judgement whatever deity had brought upon
them far underground. Now they are back, their faith 5-10x Faithful: Defence(6 min 3), Slugger, *1x specialist
having fermented to zeal over the decades. Hell bent on weapon OR Heavy Flamer , *1x specialist weapon OR
carving out their promised land, be it out of dirt or out support weapon *APC *Chamber IFV
of sinners. FAITH MILITIA (30P +3P EACH +)

FACTION TRAITS 10-20x Militia: Defence(3), Fanatic, Inaccurate,


Autorifle, *1/10x LMG
FORMATIVE FAITH

Spend one (1) Faction Point:


●●Faith and Deeds: remove all remaining action SPECIAL
markers from one (1) unit in endphase FAITHFUL ELITE (75P +15P EACH +)
●●Shield of Faith: the opponent has to re-roll all hits 5-10x Faithful elite: Defence(6 min 3), Morale(1),
from one attack
Accurate, Slugger, *1x specialist weapon OR Heavy
●●At Faith’s Core: all your units gain Loathing until Flamer , *1x specialist weapon OR support weapon
end of turn *APC *Chamber IFV
REPENTING FAITHFUL (50P + 8P EACH)

COMMAND 5-10x Repenting Faithful: Defence(min 3), Move(Fleet,


Nimble), Martyr(1, whole unit), Big Vibrosword
FAITH LEADER (50P)
FAITHFUL ANGELS (60P + 12P EACH +)
Wounds(3), Defence(6 min 3), Tough(1), Bestow
Morale(1), Leader(1), Martyr(2), Energy sword and 5-10x Faithful Angels: Defence(6 min 3), Move(Jump),
Plasma Pistol OR Slugger and Big Vibrosword OR Dual Slug Pistol, 1/5x Heatbombs, *2x Dual Hand
Storm Slugger OR Slugger with underslung flamer, Flamer (+5p) OR Dual Heat Pistol (+5p)
select option: FAITHFUL SPECIALIST WEAPONS (50P +10P EACH +)
●●Defence(6 min 5)
5-10x Faithful: Defence(6 min 3), Slugger, *4x specialist
●●Relic Blade weapon *APC *Chamber IFV
●●Holy Relic: +1 FP FAITHFUL HEAVY WEAPONS (50P +10P EACH +)

May attach to any non-vehicle unit 5-10x Faithful: Defence(6 min 3), Slugger, *4x support
weapon *APC *Chamber IFV
LESSER FAITH LEADER (25P)
MISSILE TANK (80P)
Wounds(2), Defence(6 min 3), Tough(1), Bestow
Morale(1), Martyr(1), Energy sword and Plasma Pistol Vehicle(tracked), Defence(10/8 min 3), AT missile
OR Slugger and Big Vibrosword OR Storm Slugger rack
OR Slugger with underslung flamer FAITH ENGINE (80P EACH)

May attach to any non-vehicle unit 1-3x Engine: Massive, Wounds(3), Defence(8 min 3),
Oversized(+1), Immune to Suppression, Driving
Hunger, 2x Energy Axe, 2x Heavy Flamer

72
BATTLE TRANSPORT UPGRADE ANY NON-VEHICLE UNIT:

APC (40p): Vehicle(tracked), Defence(8), ●●1x Faithful Medic (+20p): Defence(6 min 3),
Capacity(10), Smoke Grenades, Storm Slugger Medical Support, Slugger
Chamber IFV (50p+): Vehicle(tracked), Defence(8), ●●1x Faithful Liaison (+20p): Defence(6 min
Capacity(6), Dual Heavy Flamer OR Dual HMG 3), Liaison(gain 1 FP, spend only on allies), Slug
Pistol
OR Dual Heat Cannon (+5p) OR Dual LATcannon
(+5p) ●●1x Faithful Superior (+20p): Wounds(2),
Defence(6 min 3), Martyr(1), plasma pistol and
Energy sword OR Vibrosword and Slugger with
UPGRADES underslung heatgun, plasmagun or flamer
UPGRADE ANY MODEL: ●●1x Priest (+10p): Bestow Loathing, massive
●●Scanner (+15p): opponent may not deploy with hammer OR shotgun
Insertion or Ambush within 15” of model ●●AT-grenades (+10p): all models in unit has
AT-grenades
UPGRADE ANY UNIT:

●●Smoke Grenades (+5p): unit has Smoke


Grenades
UPGRADE ANY VEHICLE:

●●ATGM Launcher (+5p): model has 1x ATGM

73
THE CHAMBER REPOSITORY

NAME TRAITS COST


AT missile rack 48” (D6), wound(+5), heavy 30P

Big Vibrosword CC (2), wound(+3), platebreaker 2P

Energy axe CC (2), hit(+1 vs unarmed), wound(+3) 2P

Energy combat claws CC (2), hit(+1 vs unarmed), wound(+2), vicious 2P

Energy fist CC (2), wound(+4) 2P

Energy sword CC (2), hit(+1), wound(+2) 2P

Enhanced Flamer 8” (D6), hit(auto), wound(+2) 15P

Fragmentation launcher 18” (1), blast(D6) 10P

Guided missile launcher 72” (1), hit(re-roll), wound(+6), priority(only) 20P

Hand Flamer 6”(D3), hit(auto), pistol 3P

Heat pistol 6” (1), wound(+5), platebreaker(3”), pistol 3P

Hicap Autocannon 48” (4), wound(+3), heavy 30P

Lightning Hammer CC (2), hit(+1 vs unarmed), wound(+3), suppression(x2) 2P

Man-tank missile launcher HE: 24” (2), blast(D3) AT: 24” (2), wound (+5) 15P

Mystic Energy sword CC (2), hit(+1), wound(+2), mystic 3P

Plasma pistol 12” (1), wound,(+3), hazardous, pistol 2P

Relic blade CC (D6), hit(+1), wound(+2), hazardous 5P

Rocket Artillery system Light: 72” (2), blast(D6), wound(+1), indirect(wound(max 6)) 40P

Heavy: 72” (2), blast (D3), wound(+2), indirect(wound(max 5))


Rotary Cannon 18” (4) 36” (3), wound(+2) 15P

Scoped Slugrifle 36”(1), wound(+1) 2P

Siege Cannon 18” (1), blast(D6), wound(+8), priority(only) 70P

Slug autocarbine 18” (2), wound(+1) 2P

Slug pistol 12” (1), wound(+1), pistol 1P

Slugger Rack 12”(6) 24”(3), wound(+1) hit(re-roll) 10P

Slugger 12” (2) 24”(1), wound(+1) 1P

Support launcher 12”(6) 3P

Twohanded energy sword CC (2), hit(+1), wound(+3) 2P

Vibrofist CC (2), wound(+3), platebreaker 2P

Vibrosword CC (2), hit(+1 vs unarmed), wound(+1) 0.5P

74
SPECIALIST WEAPONS
Energy fist/axe/ (see overleaf) 5P
sword/combat claws
and Plasma pistol
Paired Energy combat CC (3), hit(+1 vs unarmed), wound(+2), vicious 5P
claws
Heatbombs CC (1), wound(+5), platebreaker, vs vehicles only, heavy 5P

Flamer 8” (D6), hit(auto) 5P

Heatgun 12” (1), wound(+5), platebreaker(6”) 5P

LMG 18” (3) 36” (2) 5P

Plasma Gun 12” (2) 24” (1) wound (+3), hazardous 5P

Storm Slugger 12” (3) 24” (2), wound(+1) 3P

SUPPORT WEAPONS
Autocannon 48” (2) wound (+3), heavy 15P

Heat cannon 24” (2), wound(+5), platebreaker(12”), heavy 15P

Heavy Flamer 12” (D6), hit(auto), wound(+1) 10P

HMG 18” (3) 36” (2) wound(+1), heavy 10P

LATcannon 48” (1) wound (+6), heavy 15P

Missile Launcher HE: 36” (1), blast(D3), heavy AT: 36” (1), wound (+5), heavy 15P

*AA: 36” (1), wound (+3), antiair, heavy (+5p)


Plasma Cannon 36” (1), blast(D3), wound(+3), hazardous, heavy 15P

75
The Enclaves
All did however not escape beneath the earth. Some,
prepared in another fashion, more flexible towards the CORE
unorthodox, stuck dark bargains with the emerging ENCLAVE SOLDIERS (55P +11P EACH +)
powers, intent on being the instruments of humanity’s
subjugation. These retreated into enclaves in remote 5-10x Enclave Soldier: Defence(6), Tough(2), Slug pistol
locations, from where they launch attacks on the and Vibrosword OR Slugger, *1x specialist weapon,
Chambers, the Republic and anyone who stands in their *1x specialist weapon OR support weapon *APC
way, as well as squabble amongst themselves on which CULTISTS (30P +3P EACH +)
entity will ultimately prove superior.
10-20x Cultist: Defence(3), Pistol and Basic cc OR
FACTION TRAITS Rifle, *1/10x LMG OR Flamer
FAVOUR OF THE OLD ONES

Spend one (1) Faction Point: SPECIAL


●●Return to the Maelstrom: one (1) unit of Maelstrom ENCLAVE ELITE SOLDIER (70P + 14P EACH +)
Entities is returned to staging and regains D3
wounds. 5-10x Elite Soldier: Defence(6), Tough(2), Accurate,
●●Scorch Earth: target terrain feature becomes Slug pistol and Vibrosword OR Slugger, *1x specialist
dangerous (in addition to any other effects) weapon, *1x specialist weapon OR support weapon
*APC
●●Instil Doubt: one (1) attack is made as potshots
ENCLAVE MAELSTROM SOLDIER (75P + 15P EACH +)

5-10x Maelstrom Soldier: Defence(6 min 4), Tough(2),


COMMAND Move(Fleet), Fanatic, Extra Strike(1), Vibrosword
*APC
ENCLAVE LEADER (60P + OPTIONS)
ENCLAVE FIRE SUPPORT (55P + 11P EACH +)
Wounds(3), Defence(6), Tough(3), Plasma pistol and
Relic Blade, select option: 5-10x Enclave Soldier: Defence(6), Tough(2), Slugger,
●●Favoured: +1 FP *4x specialist weapon OR support weapon *APC
ENCLAVE MAN-TANKS (125P + 35P EACH +)
●●Man-tank: Massive, Defence(7)
●●Bike: Move(12), Dual Slugger 5-10x Man-tanks: Massive, Wounds(2), Defence(7),
Tough(3), *1/5x Heavy Flamer (+10p) OR Dual
autocannon (+20p), select option:
ENCLAVE MYSTIC (60P+)
●●Slugger with underslung flamer, heatgun or
Wounds(2), Defence(6 min 4), Tough(2), Dark Arts plasma; Energy sword OR Energy Combat claw
Mystic(3), Slug Pistol and Mystic Energy Sword, OR Energy fist OR Vibrofist
*Massive, Defence(7) (+25p)
●●Paired Energy Combat Claw
MAELSTROM SMITH (50P)
ENCLAVE HELLWALKER (80P+)
Wounds(2), Defence(7), Tough(2), Heatgun and
Flamer, Vehicle Repair, Weaken Defences Massive, Wounds(3), Defence(9), Tough(3),
Charge(2), Oversized(+1), 2x Energy Fist OR
ENCLAVE APOSTLE (30P)
Lightning hammer OR Tentacles OR Heat Cannon
Wounds(2), Defence(6 min 5), Tough(3), Leader(1), OR Dual HMG OR Plasma cannon OR Dual missile
Bestow Fanatic, Plasma pistol and Energy Maul launcher (+5p) OR Dual autocannon (+5p) OR Dual
OR Slugger with underslung Flamer, Heatgun or LATcannon (+5p)
Plasmagun ENCLAVE WEAPON BEASTS (150P + 50P EACH)

3-6x weapon beast: Massive, Wounds(2), Defence(7


min 4), Insertion, Extra Strike(1), Flexible Loadout
(may change between options on activation), Energy
Fist OR Vibrofist OR Lightning hammer OR
Tentacles OR 1x support weapon

76
SPECIALIST SOLDIERS (100P + 20P EACH +) ENCLAVE ASSAULT TRANSPORT (180P)

5-10x specialists: Defence(6), Tough(2), Fanatic, chose Vehicle(tracked, assault), Defence(11), Capacity(12),
option: Run and Gun, Rugged, 2x Dual LATcannon, Dual
●●Anger: Charge(3), Extra Strike(1), Frenzied HMG
Assault, ignores difficult terrain for CC attacks, ENCLAVE SIEGE TANK (130P)
Slug Pistol and Vibrosword, *2x plasma pistol and
Energy sword (+5p) Vehicle(tracked), Defence(11/8), Siege Cannon
●●Insight: Defence(6 min 5), Move(4, nimble), ENCLAVE TANK (100P+)
wound(+1), Slugger Vehicle(tracked), Defence(10/8), Hicap autocannon
●●Sickness: Wounds(2), Defence(7), Slugger and OR Dual LATcannon, *2x LATcannon (+30p) OR
Sick Knife, *2x specialist weapon HMG (+20p)
●●Pleasure: Move(fleet, nimble), Death Guitar, MAELSTROM ENTITIES (75P + 15P EACH)
*1/5x Death Bass (+15p) OR Death Amp (+15p)
5-10x maelstrom entity: Defence(min 5), Tough(2),
*APC Fanatic, Insertion(only), select option:
ENCLAVE BIKERS (45P + 15P EACH +) ●●Anger: Frenzied Assault, Charge(3) and ignores
difficult terrain for CC attacks, 2h Energy sword
3-9x biker: Defence(6), Tough(2), Move(12), Slug
Pistol and Vibrosword, *2x specialist weapon ●●Sickness: Defence(7 min 5), Hazardous
target(CC only), Sick Sword
TENTACLE BEAST (25P EACH)
●●Insight: Hand Flamer
1-3x Beast: Wounds(3), Defence(5), Tough(6),
Disruption(8”), CC(D3), hit(+1 vs unarmed), ●●Pleasure: Move(fleet, nimble), No Escape, Pincer
wound(+1) BATTLE TRANSPORT
ENCLAVE JUMP SOLDIER (70P + 14P EACH +)
APC (40p): Vehicle(tracked), Defence(8),
5-10x Jump Soldier: Defence(6), Tough(2), Capacity(10), Dual Slugger, Smoke Grenades
Move(Jump), Slug Pistol and Vibrosword, *2x specialist
weapon
UPGRADES
ENCLAVE CLAW SOLDIER (75P + 15P EACH)
UPGRADE ANY UNIT:
5-10x Claw Soldier: Defence(6 min 4), Tough(2),
Move(Jump), Paired Energy Combat Claws ●●Smoke Grenades (+5p): unit has Smoke
Grenades
HELLDRAGON (90P)
UPGRADE ANY MODEL:
Vehicle(vtol), Defence(9 min 4), Self-repair, Loathing,
Antiair, Gehenna autocannon OR Hellflamer ●●Scanner (+15p): opponent may not deploy with
Insertion or Ambush within 15” of model
WALKER TANK (130P+)
●●Icon of the Old Gods (+15p): one (1) friendly
Massive, Wounds(4), Defence(9 min 4), Tough(4), unit (per turn) deploying with Insertion within
Move(nimble), Oversized(+2), Tank Gun, 2x Energy 12” of this model arrive with one (1) less action
Fist, Dual autocannon (+5p) OR Dual HMG OR marker.
Dual LATcannon (+5p), Dual Heavy Flamer OR UPGRADE ANY VEHICLE:
Multiple Rocket Pod OR Tentacles
●●Rocket pod (+5p): vehicle has 1x Rocket Pod
ENCLAVE FIEND (120P+)
UPGRADE ANY NON-VEHICLE, NON-MASSIVE UNIT; NOT
Massive, Wounds(4), Defence(9 min 4), FOR ENCLAVE SPECIALISTS OR MAELSTROM ENTITIES:
Tough(4),Move(nimble), Regeneration(1, on 4+),
Oversized(+2), select option: ●●Mark of Anger (+10p): unit has Frenzied Assault
and ignores difficult terrain for CC attacks
●●(+30p) 2x Gehenna Autocannon OR SR Plasma
cannon ●●Mark of Insight (+10p): unit has Defence(min
4)
●●Extra Strike(2), 2x Energy Fist OR Vibrofist OR
tentacles ●●Mark of Sickness (+10p): unit has Defence(+1)
●●Mark of Pleasure (+10p): unit has Move(fleet,
nimble)

77
THE ENCLAVE ARSENAL

NAME TRAITS COST


2H Energy sword CC (2), hit(+1), wound(+3) 2P

Basic CC CC(2) -

Death Amp 12” (D6), hit(auto), wound(+2) 15P

Death Bass 36” (1), blast(D3), wound(+1), ignores cover, heavy 15P

Death guitar 24” (2), ignores cover 3P

Energy axe CC (2), hit(+1 vs unarmed), wound(+3) 2P

Energy Combat Claws CC(2), hit(+1 vs unarmed), wound(+2), vicious 2P

Paired Energy Combat CC (3), hit(+1 vs unarmed), wound(+2), vicious 5P


Claws
Energy fist CC (2), wound(+4) 2P

Energy sword CC (2), hit(+1), wound(+2) 2P

Gehenna autocannon 36” (3), wound(+4) 20P

Hand Flamer 6”(D3), hit(auto), pistol 3P

Hellflamer 12” (D6), hit(auto), wound(+2) 20P

Hicap Autocannon 48” (4), wound(+3) 30P

Lightning hammer CC (2), hit(+1 vs unarmed), wound(+3), suppression(x2) 2P

Multiple Rocket Pod 36” (1), blast(D6) 15P

Mystic Energy sword CC(2), hit(+1), wound(+2), mystic 3P

Pincer CC (2), hit(+1), wound(+2), vicious 2P

Pistol 12”(1), pistol 0.5P

Plasma pistol 12” (1), wound(+3), hazardous, pistol 3P

Relic Blade CC (D6), hit(+1), wound(+2), hazardous 5P

Rifle 24”(1) 0.5P

Rocket Pod 36” (1), blast(D6), one use 5P

Sick knife CC (2), wound(re-roll) 1P

Sick sword CC (2), hit(+1), wound(+2, re-roll) 2P

Slug pistol 12” (1), wound(+1), pistol 1P

Slugger 12” (2) 24”(1), wound(+1) 2P

SR plasma cannon 24” (1), blast(D3), wound(+3), hazardous 20P

Tank Gun AT: 72” (1), wound(+7), heavy 60P

HE: 72” (1), blast(D6), wound (+3), priority(hit(re-roll)), heavy


Tentacles CC (3), hit(+1 vs unarmed), first strike 2P

Vibrofist CC (2), wound (+3), platebreaker 2P

Vibrosword CC (2), hit(+1 vs unarmed), wound(+1) 0.5P

78
SPECIALIST WEAPONS
Flamer 8” (D6), hit(auto) 5P

Heat Gun 12” (1), wound(+5), platebreaker(6”) 5P

LMG 18” (3) 36” (2) 5P

Paired Energy combat CC (3), hit(+1 vs unarmed), wound(+2), vicious 5P


claws
Plasma Gun 12” (2) 24” (1) wound(+3), hazardous 5P

Plasma pistol and (see above) 5P


energy sword

SUPPORT WEAPONS
Autocannon 48” (2) wound (+3), heavy 15P

Heat Cannon 24” (2), wound(+5), platebreaker(12”), heavy 15P

Heavy Flamer 12” (D6), hit(auto), wound(+1) 10P

HMG 18” (3) 36” (2) wound(+1), heavy 10P

LATcannon 48” (1) wound (+6), heavy 15P

Missile Launcher HE: 36” (1), blast(D3), heavy 15P

AT: 36” (1), wound (+5), heavy


*AA: 36” (1), wound (+3), antiair, heavy (+5p)
Plasma Cannon 36” (1), blast(D3), wound(+3), hazardous, heavy 15P

79
The Mutant Menace
In the vast swathes of wasteland, the mutants roam
free and wild. Forever changed, they are a carefree, CORE
roughhousing lot, tinkering with machines, worshipping MUTANT GANG (60P+)
odd deities mostly as a joke. Proud to be mutants, they
no longer identify as humans, and struggle for survival 10x Ganger: Tough(1), Autocarbine OR Pistol and
like everyone else. Their mutations have mostly stabilised Axe, *2x LMG OR Rocket Launcher, *Defence(5)
by now, increased nativity and resilience seems to be the (+1p each), *Truck
norm.
-may attach to Mutant Gang, to a max of 30 Gangers
FACTION TRAITS SMALL MUTANT GANG (35P + 3P EACH)
MUTANT MOMENTUM
10-20x Small Mutant: Defence(3), Move(Nimble),
Spend one (1) Faction Point: Pistol
●●“Raaaaaargh!!”: one (1) unit gets Relentless Assault QUADBIKE GANG (90P + 30P EACH +)
until end of turn, and ignores difficult terrain for
CC attacks. 3-9x Quadbike: Dual Rocket Launcher OR Dual LMG
●●“You there! Join up!”: in the endphase, one (1) OR Heavy Flamer, select option:
non-vehicle unit which has lost models may merge ●●Vehicle(wheeled, light), Defence(7), Move(12),
with a larger non-vehicle unit within 6” (remove Vanguard
the smaller unit’s action markers).
●●Vehicle(tracked, light), Defence(8), Move(9)
●●“Move, Move, Move!”: one (1) unit may make a 6”
move after enemy within 2” makes withdrawal MUTANT BIKERS (75P + 15P EACH)
move or is wiped out with CC attacks.
5-15x Bikers: Defence(min 4), Tough(1), Move(12),
Axe, Improved Carbine
COMMAND
MUTANT BOSS (30P+)
SPECIAL
Wounds(3), Defence(6), Tough(3), Extra Strike(2), SPECIALIST MUTANTS (30P + 6P EACH +)
Oversized(+1), Energy Claw, select option:
●●Bike (+30p): Move(12), Improved Carbine -may 5-10x Specialists: Tough(1), Autocarbine OR Pistol and
attach to Biker Gang Axe, *4x Option:
●●Man-tank (+30p): Massive, Defence(7), ●●Burners (+8p): Flamer, Gas Axe
Autocarbine, underslung rocket launcher OR ●●Looters (+15p): Hopper Autocannon
underslung Heavy Flamer OR autocarbine hit(re-
roll) -may attach to Big Mutant Gang w Man-tanks ●●Tankbusters (+10p): Rocket Launcher, *2x
Bomb-creature (+5p for two)
●●Foot: Bestow Fanatic, Autocarbine, underslung JUMP MUTANTS (50P +10P EACH)
rocket launcher OR underslung Heavy Flamer
OR autocarbine hit(re-roll), may attach to any 5-10x Jump Mutants: Tough(1), Move(Jump), Pistol and
non-vehicle unit Axe, AT-grenades
MUTANT SENIOR MECHANIC (25P+) MUTANT COMMANDO (45P + 9P EACH +)

Wounds(2), Defence(5), Tough(2), Vehicle Repair, 5-10x Commando: Tough(1), Ambush (if max 5),
select option: Infiltrate (if more than 5), Move(nimble), Pistol and
●●Assault: Extra Strike(1), Autocarbine with Axe, *2x Rocket Launcher OR LMG OR Flamer and
underslung Heavy Flamer, Kill Saw Gas Axe, *1/5x Heatbombs
●●Support (+25p): Bestow Concealment (12”), MINI-HELI (75P + 25P EACH)
Plasma Gun 3-9x Mini-heli: Defence(min 4), Tough(1), Move(12,
●●Man-tank (+40p): Massive, Defence(7), Plasma Hover), LMG OR Rocket Launcher OR Plasma Gun
Gun, Energy Claw, Teleport Blaster
●●Artillery (+40p): Portal Artillery

80
BIG MUTANT GANG (80P + 16P EACH +) MUTANT AIRCRAFT (120P)

5-10x Big Mutant: Wounds(2), Defence(5), Tough(2), Vehicle(aircraft), Defence(7), select option:
Extra Strike(1), may select option: ●●Agile, 2x Dual Autocannon, 2x LMG
●●2h-hammer OR Pistol and Axe ●●Defence turret(HMG), 2x Autocannon, 2x
●●(+10p each) Energyclaw OR Kill Saw, AT-Bomb
Autocarbine, underslung rocket launcher OR ●●Defence turret(HMG), 2x LMG, 2x Incendiary
underslung Heavy Flamer OR autocarbine Bomb, 6x Incendiary Rocket
hit(re-roll)
MUTANT MYSTIC (55P)
●●(+10p each) Move(12), Axe, Improved Carbine
Wounds(2), Defence(min 4), Tough(1), Weird
●●(+30p each) Massive, Defence(7), Autocarbine, Mystic(2), Mystic Staff
underslung rocket launcher OR underslung Heavy
Flamer OR autocarbine hit(re-roll), Energyclaw 3x Minders: Defence(3), Pistol
●●(+30p each) Massive, Defence(7), 2x Kill Saw OR
Energyclaw BATTLE TRANSPORT

●●(+4p each) Masterwork Improved Slugger Truck (55p): Vehicle(wheeled, open), Move(12),
Defence(7), Capacity(12), Smoke Grenades, LMG
BIG GUNS (30P+ EACH)
OR Rocket Launcher
1-3x Big Gun: Wounds(3), Cannon OR Zapper Gun
OR Plasma Cannon OR H Mortar (+5p) OR Bubble Armoured Truck (55p): Vehicle(wheeled),
Launcher (+5p) OR Tractor Beamer (+10p) Defence(8/7), Capacity(12), Smoke Grenades, LMG
OR Rocket Launcher
MOUNTED BIG GUN (30P+ EACH)

1-3x mounted big gun: Vehicle(wheeled, open), UPGRADES


Defence(7), LMG OR Rocket Launcher, Cannon OR UPGRADE ANY MODEL:
Zapper Gun OR Plasma Cannon OR Heavy Mortar
(+5p) OR Bubble Launcher (+5p) OR Tractor ●●Scanner (+15p): opponent may not deploy with
Beamer (+10p) OR 2x Hopper Autocannon and Insertion or Ambush within 15” of model
antiair (+25p) UPGRADE ANY NON-VEHICLE MODEL:
MUTANT BIG WALKER (80P+)
●●Big Mutant Boss (+15p): Wounds(2),
Massive, Wounds(3), Defence(9), Tough(3), Extra Defence(5), Tough(2), Bestow Morale(1)
Strike(1), Oversized(+1), 2x Energy Claw, 2x UPGRADE ANY UNIT:
Energy Claw OR LMG OR Rocket Launcher OR
Scrapcannon OR Plasma Gun OR Heavy Flamer ●●Smoke Grenades (+5p): unit has Smoke
(+5p) Grenades
MUTANT SMALL WALKER (150P +50P EACH +) UPGRADE ANY NON-VEHICLE UNIT:

3-6x small walker: Massive, Wounds(2), Defence(8), ●●Small Mutants (3p each, max 5 per unit):
Tough(2), Energyclaw, Energyclaw OR LMG OR Defence(3), Pistol, sacrifice model to either ignore
Rocket Launcher OR Scrapcannon OR Plasma Gun difficult and dangerous terrain for one (1) move,
OR Heavy Flamer (+5p) or count all weapons in unit as Masterwork for one
(1) attack
MUTANT LARGE BATTLE-VEHICLE (100P+)
●●1x Mutant Medic (+15p): Wounds(2), Tough(2),
Vehicle(tracked, open), Defence(11/8), Capacity(20), Medical Support, Surgeon’s Scalpel
may select multiple options: UPGRADE ANY VEHICLE:
●●Killer Cannon, Capacity(12) (+40p) ●●Rugged (+5p): model has Rugged
●●Cannon (+15p) OR Zapper Gun (+15p) OR ●●Paint Booster (+10p): model has Move(+1)
Heavy Mortar (+20p)
●●4x LMG (+5p each) OR Rocket Launcher (+5p ●●CC Wpn (+10p): CC (D3), wound(+3)
each)
●●Replace Vehicle(open) with Fire-points(5) (free)
●●Vehicle CC Weapon, Driving Hunger (+20p)

81
ARSENAL OF THE MUTANT MENACE

NAME TRAITS COST


AT-bomb 3” (1), blast(D6), wound(+3), platebreaker, one use -

AT-grenades CC (1), platebreaker, vs vehicles only, heavy 1P

Autocannon 48” (2), wound (+3), heavy 15P

Autocarbine 18” (2) 1P

Axe CC(2), hit(+1 vs unarmed), wound(+1) 0.5P

Bomb creature 18” (1), hit(+2), wound(+4), one use 5P

Bubble Launcher 36” (1), blast(D6), wound(+D3), heavy 20P

Cannon AT: 36” (1), wound(+4), +1 on vehicle damage table, heavy 15P

HE: 36” (1), blast(D3), heavy


Energy Claw CC(2), wound(+4) 2P

Gas Axe CC(2), hit(+1 vs unarmed), wound(+1), platebreaker 2P

Heatbombs CC (1), wound(+5), platebreaker, vs vehicles only, heavy 2P

Heavy Flamer 12” (D6), hit(auto), wound(+1) 10P

Heavy mortar 12-48” (1), blast(D6), wound(+1), indirect(wound(max 6)), priority(only) 20P

Hopper Autocannon 48” (D3), wound(+3), heavy 15P

Improved Carbine 18”(3) 2P

Improved Slugger 12” (3) 24” (2), wound (+1) 3P

Incendiary bomb 3” (1), blast(D6), wound(+3), ignore cover, one use -

Incendiary rocket 24” (2), wound(+1), ignore cover, one use 2P

Kill Saw CC(2), wound(+3), platebreaker 2P

Killer Cannon AT: 48” (1), wound (+6), heavy HE: 48” (1), blast(D6), wound(+3), heavy 50P

LMG 18” (3) 36” (2) 5P

Mystic Staff CC (2), mystic 1P

Pistol 12” (1), pistol 0.5P

Plasma Cannon 36” (1), blast(D3), wound(+3), hazardous, heavy 15P

Plasma Gun 12” (2) 24” (1) wound (+3), hazardous 5P

Plasma Pistol 12” (1) wound (+3), hazardous, pistol 2P

Portal Artillery 60” (1), blast(D6), wound(+D6), hazardous, heavy 40P

Rocket Launcher 18” (2), wound(+4) 10P

Scrapcannon 18” (1), blast(D3), wound(+1), heavy 10P

Surgeon’s Scalpel CC (2), hit(+1 vs unarmed), suppression(x2) 1P

Teleport Blaster 12” (1), blast(D3), wound(+1, min 6), hazardous 10P

Tractor Beamer 36” (1), wound(+5), all aircraft moving within 18” suffers wound(+4) hit on 25P
3+, heavy
Two-handed Hammer CC (2), wound(+3) 1P

Vehicle CC Weapon CC (D3), wound(+3) 10P

82
Zapper Gun 36” (1), wound(+D6+2), hazardous, heavy 15P

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If they fear this, they sho

83
The Tide
From beneath the waters comes the Tide, claiming
the planet is their birthright. A throng of monstrous CORE
creatures, each more terrifying than the next, driven SMALL BEAST GROUP (30P + 3P EACH +)
forward by their mad tentacled god that sleeps beneath
the waves, they seek dominion over what was once 10-20x Small Beast: Defence(3), Pistol and
theirs. Move(nimble) OR Charge(3) and Basic CC OR Pistol
and Move(9, hover) (+3p each)
FACTION TRAITS TIDE WARRIORS (75P + 25P EACH +)
ONE MIND:
3-9x Warrior: Wounds(3), Defence(5), Tough(2),
All units in this faction has Fanatic Oversized(+1), select option:
HIGH TIDE ●●Extra Strike(1), Claws and Vital Strike OR Osseus
monoswords
Spend one (1) Faction Point:
●●Saturate the air: aircraft may not enter the table this ●●Enhanced Bio-carbine, Claws, *1/3x Acid Cannon
turn (+15p) OR Implant Gun (+15p)
●●Endless Hordes: one unit of Small Beasts regains D6 ●●*Move(Jump) (+5p each) OR Insertion (+5p
wounds (return models within cohesion) each, counts as special choice)
MUNCHER SWARM (45P + 15P EACH +)
●●Shadow of the Maelstrom: cancel any mystical power
3-6x Muncher Swarm: Wounds(3), Defence(3),
Move(nimble), Ignore Suppression, Extra strike(1),
COMMAND Basic CC, *Move(jump) (+5p each)
SPAWN BEAST (250P)

Massive, Wounds(6), Defence(8), Tough(4), Tidemind SPECIAL


Mystic(2), Summon (3D6 3p Small Beasts, as full STALKER BEAST (40P EACH)
action, within 3”), Extra Strike (2), Oversized(+3),
Energy Claws, Thorn Cluster 1-3x Stalker Beast: Wounds(3), Tough(1), Move(fleet,
nimble), Concealment, Assassin, Stealth(18), Vital
COMMAND BEAST (120P+)
Strike, Extra Strike(1), Superior Ambush, Energy
Massive, Wounds(4), Defence(8), Tough(3), Extra Claws – deploy as separate units
Strike(2), Oversized(+2), select option: BIO-ARTILLERY (30P+ EACH)
●●Bio-whip and Osseus Energysword, bio-plasma
1-3x bio artillery: Wounds(3), Defence(5), Tough(1),
●●(+20p) Super-enhanced Bio-carbine select option:
●●(+30p) Claws, Implant Cannon OR Heavy Acid ●●Flame: Hazardous Target(CC), Heavy Flamer
Cannon
●●Mine Spawner (+10p): Summon(1x bio-mine
Also select: within 36” with full action)
●●Move(Jump) BIO-MINE (15P + 5P EACH)
●●Loathing, Terror(6) 3-9x Bio-mine: Defence(2), Move(3), Immune to
●●Bestow Tough(+1) (12”) Suppression, Infiltrate, does not benefit from cover,
may not satisfy objectives, if within 3” of an enemy
TIDE PRIMARY (50P)
unit, remove model and make 6” (1), blast(D6), EMP
Massive, Wounds(3), Defence(7), Bestow Ignore attack.
Suppression, Extra Strike(1), Bio-whip and Osseus
Energysword and Vital Strike OR Enhanced Bio-
carbine and Energy Claws, may attach to Tide Warriors

84
BIO-SUPPORT (30P EACH)
UPGRADES
1-3x bio support: Wounds(2), Tough(2), select option: UPGRADE ANY UNIT:
●●Poison: Bestow Hazardous Target(CC), Bestow ●●Acid Blood (+5p): unit has Hazardous Target(CC)
Concealment, Tentacles -may attach separately to any
non-massive unit ●●Adrenaline Glands (+5p): unit has Frenzied
●●Mystic: Defence(min 6), Tidemind Mystic(1/3), Assault
Psychic Blast ●●Smoke Grenades (+5p): unit has Smoke
Grenades
TIDE GUARD (50P+ EACH)
●●Adapted (+5p): unit has Loathing
1-3x Guard: Massive, Wounds(2), Tough(3), UPGRADE ANY MASSIVE MODEL:
Oversized(+1), select option:
●●Regeneration (+10p): model has Regeneration(1)
●●Defence(8), Vital Strike, Claws OR Crushing
Claws (+5p) OR Bio-whip and Osseus ●●Chitin Plates (+15p): model has one (1) extra
monosword (+5p) – may attach to any Massive model Defence(7) wound
●●Defence(7), Skewer Cannon OR Electrocannon ●●Mutamorph (+10p): model may change option
once per game (pay for the most expensive)
BIO-TANK (90P+)
●●Ancient Enemy (+10p): Terror(6), all enemy
Massive, Wounds(4), Defence(8), Tough(3), models have Loathing vs this model
Oversized(+2), Extra Strike(2), select option:
●●Crushing Energy Claws, Bio-plasma
●●(+30p) Super-enhanced Bio-carbine
●●(+30p) Energy Claws, Implant Cannon OR
Heavy acid cannon
CANNON BEAST (100P)

Massive, Wounds(4), Defence(8), Extra Strike(1),


Oversized(+2), Energy Claws, Bio-plasma cannon
TUNNELLING HORROR (250P)

Massive, Wounds(6), Defence(8), Tough(3),


Oversized(+3), select option:
●●Tunneller, Bio-pulse, Energy claws
●●Exfiltrate, Insertion Assault, Extra Strike(2),
Energy Claws
FEEDER MONSTER (150P)

Massive, Wounds(5), Defence(8), Tough(4), Feeder,


Driving Hunger, Hazardous Target(CC), No Escape,
Oversized(+3), Extra Strike(2), Energy Claws
GIANT BEAST (200P+)

Massive, Wounds(6), Defence(9), Tough(4),


Oversized(+3), Acid spray OR Bio-hive OR Fissure
cannon (+20p), Thorn Cluster
WINGED MONSTER (120P)

Massive, Wounds(5), Defence(6), Move(48, Hover),


Oversized(+2), Thorn Cluster, select option:
●●Dual Implant Cannon OR Dual Heavy acid
cannon, Disruption(18”)
●●Heavy Flamer, 4x Bio-Missile, Extra Strike(2),
Energy Claws

85
WEAPONS OF THE TIDE

NAME TRAITS COST


Acid Cannon 18” (1, hit(re-roll)) 36” (1), blast(D3), wound(+3) 15P

Acid Spray 12” (D6), hit(auto), wound(+3), heavy 30P

Basic CC CC (2) N/A

Bio-carbine 18” (3) 2P

Bio-Hive 12” (20), wound(+1), heavy 30P

Bio-missile 36” (1), hit(re-roll), wound(re-roll), wound(+3), EMP, one use 5P

Bio-plasma Cannon Blast: 36” (1), blast(D6), wound(+4), heavy 60P

Stream: 12” (2D6), hit(auto), wound(+3), heavy


Bio-plasma 6” (D6), hit(auto), wound(+1) 10P

Bio-pulse 9” (12) 18” (8), wound(+1) 40P

Bio-whip First strike N/A

Claws CC (2), hit(+1 vs unarmed), wound(+1) 0.5P

Crushing Claws CC (2),hit(+1vs unarmed), platebreaker 2P

Crushing Energy claws CC (2), hit(+1), wound (+2), platebreaker 2P

Electrocannon 18” (1), blast(D3), wound(+1), EMP 15P

Energy Claws CC (2), hit(+1 vs unarmed), wound(+3) 2P

Enhanced Bio-carbine 18” (3), wound(+1) 4P

Fissure Cannon 48” (2), wound(+8), heavy 50P

Heavy Acid Cannon 18” (1, hit(re-roll)) 36” (1), blast(D3), wound(+6) 40P

Heavy Flamer 12” (D6), hit(auto), wound(+1) 10P

Implant Cannon 18” (1, hit(re-roll)) 36” (1), blast(D6), suppression(x2), wound(+1) 40P

Implant Gun 18” (1, hit(re-roll)) 36” (1), blast(D6), suppression(+2) 15P

Osseus Energysword CC (2), hit(+1), wound(+2), cleave 2P

Osseus Monoswords CC (2), hit(+1), wound(+1), cleave 1P

Pistol(bio) 12” (1), pistol 0.5P

Psychic Blast 18” (1), blast(d3), wound(min 6), antiair 10P

Skewer Cannon 24” (2), wound(+2), indirect, ignores cover 15P

Super-enhanced Bio- 18” (12), hit(re-roll), wound (+2) 30P


carbine
Tentacles CC (3),hit(+1 vs unarmed), first strike 2P

Thorn cluster 18” (1), blast(D6), wound(+1) 15P

86
MARCH MARCH MARC
H MARCH FEED SOON
broodmother-slain-conn MARCH MARCH DANG
ection-lost-repathing- ER DANGER TO ME
reconnection at initial unsuccessful-all-alone- TO ME TO M…. %”#¤
entry node all-alone … only lesser %”#¤ …
broodkin left, need dir
ectives, we seek
time has passed, the
teats of the Overlords
the sea the embrace sustain us no longer the
of the sea y must spawn more ove
rlords we must get bac
k to the sea
few of us left now tas
ks are hard with pistol
fused to hand broodm
ate has hooks for han
lesser but larger broodk ds saw it feed from ene
in wants us to use “ru my disgusting
wait for creep sh” tactic against ene
my still preparing why
always us in rush not
them no time to
now have little food but
must feed pistol not my
their guns are independe self or cannot fight and
nt from them will be eaten why this
stupid design the mold
has it better
we must scour the wo
rld from mold says bro
mold-think odmate now sounds like
the mold filled with irra
tional thoughts must
not fall to
heard the call of anothe
r broodmother strong
er better entertained
with pipes with pipes
MARCH MARCH MARC must follo…
H

87
The Tide Cult
Having interbred with the foul denizens of the Tide for
centuries, waiting for the time when the stars are right, CORE
the Tide Cult seeks to do anything for their unclean CULT INSURRECTIONISTS (35P + 7P EACH +)
masters. Their tools are insurrection and sabotage, and
they are masters of unconventional warfare, preparing 5-10x Insurrectionists: Insertion, Pistol OR Hand
for eventual invasion from beneath. Flamer, Vital Strike, Extra Strike(1), Claws,
*wound(+1, CC only) (+1p each), *1/5x Mining
FACTION TRAITS Implement (+5p) *Cult Transport *Civilian Cars
GUIDE THEIR HAND: CULT SOLDIER (70P + 7P EACH +)

Faction may pick two (2) command choices without 10-20x Soldier: Insertion, Autorifle OR Shotgun, *2x
expending FP LMG OR Mining Laser OR Tectonic cannon, *2x
specialist weapon, *1x support weapon *Republic IFV,
STELLAR ALIGNMENT
*Cult Transport *Civilian Cars
Spend one (1) Faction Point: CULT TECHNICALS (45P + 15P EACH +)
●●Insurrection Ambush: one (1) unit with Insertion or
Infiltrate gets Ambush 3-6x Technical: Vehicle(wheeled, light), Defence(7),
Move(12), *1x support weapon
●●Back Underground: return one (1) friendly unit to
staging and restore one (1) wound
●●Sabotage: one (1) enemy unit may not enter the SPECIAL
board this turn (max once/turn) CULT SOLDIER WEAPONS TEAM (42P+)

6x Cult Soldier: Insertion, Autorifle, *3x support weapon


COMMAND *Cult Transport *Republic IFV *Civilian Cars
CULT BESTIAL LEADER (40P) CULT BRUTE (75P + 15P EACH +)

Wounds(3), Defence(5 min 4), Tough(2), Insertion, 5-10x Brute: Wounds(2), Defence(5), Tough(2), Extra
Move(fleet, nimble), Serfmind Mystic(2), Extra Strike(1), Vital Strike, Energy Mining Tool *Cult
Strike(3), Oversized(+2), Bestow Morale(1), Vicious, Transport
Claws – may attach to any Infiltration Beast unit CULT INFILTRATION BEAST (55P +11P EACH +)
CULT LEADER (30P)
5-10x Infiltration Beast: Defence(min 4), Move(fleet,
Wounds(3), Insertion, Loathing, Bestow Morale(1), nimble), Infiltrate, Concealment, Extra Strike(1), Vital
Leader(1), Extra Strike(1), Vital Strike, Needle Pistol, Strike, Claws, *1x Infiltration Beast Leader: Wounds(2),
Osseus monosword – may attach to any non-vehicle unit Extra Strike(+1), Bestow Fanatic (+10p)
CULT MYSTIC (30P) ARMOURED WALKERS (20P + WEAPON EACH)

Wounds(2), Insertion, Bestow Morale(1), Leader(1), 1-3 Armoured Walkers: Vehicle(walker, light),
Serfmind Mystic(2), Pistol and Mystic Staff – may Defence(8), 1x support weapon (paid separately)
attach to any non-vehicle unit BATTLE TANK (120P+)
CULT STANDARD BEARER (15P)
Vehicle(tracked), Defence(11/8), HMG OR
Wounds(2), Pistol, Vital Strike, Bestow Fanatic (12”), LATcannon (+5p), *2x HMG (+20p); Tank Gun
Claws – may attach to any non-vehicle unit OR Long-barrelled Tank Gun OR Short-Barrelled
Tank Gun OR Plasma Tank Gun OR Dual Hicap
Autocannon and antiair
ASSAULT TANK (130P+)

Vehicle(tracked), Defence(11/9), HMG OR Heavy


Flamer, *2x Heavy Flamer (+20p) OR HMG (+20p)
OR Heat Cannon (+30p) OR Plasma cannon (+30p),
Siege Cannon (+10p) OR Gatling Cannon

88
BATTLE TRANSPORT

Cult Transport (70p): Vehicle(wheeled, open),


Defence(8/7), Capacity(10), LMG, Dual Autocannon
Cult Mining Vehicle (70p+): Vehicle(wheeled),
Defence(9/7), Capacity(6), Driving Hunger, LMG,
Heavy Flamer OR LATcannon (+5p) OR Heavy
Tectonic cannon (+5p), Vehicle CC Weapon
Republic IFV (80p+): Vehicle(tracked),
Defence(9/7), Capacity(12), Firing Ports(6, non-
support weapons only), Rapid Laser OR Heavy
Flamer OR HMG OR Autocannon (+5p), HMG OR
Heavy Flamer, Smoke Grenades
Civilian Car(s) (25p): Vehicle(wheeled, light),
Wounds(3), Defence(6), Move(12), Capacity(12)

UPGRADES
UPGRADE FORCE:

●●Prepared Insurrection (max 2, +20p): +1 FP,


use only on FP powers
UPGRADE ANY NON-VEHICLE UNIT:

●●One-shot AA/AT (+5p): unit has 2x One-shot


AA or AT (may be fired by any model)
●●Demolition Charge (+5p): unit has 1x
Demolition Charge
●●Flak jackets (+5p): models in unit has
Defence(5) vs attacks with the blast trait
●●Hasty Traps (+5p): deploy when making a
withdrawal move (or using the Back Underground
FP power) with enemy unit(s) within “2; the
enemy unit(s) takes a dangerous terrain test next
time they move. One use.
UPGRADE ANY UNIT:

●●Smoke Grenades (+5p): unit has Smoke


Grenades
UPGRADE ANY MYSTIC:

●●1x Familiar (+5p): Insignificant, sacrifice model


to boost any mystic power
UPGRADE ANY VEHICLE:

●●Rugged (+5p): vehicle has Rugged

89
THE CULTIST ARSENAL

NAME TRAITS COST


Autorifle 12” (2) 24”(1) 1P

Claws CC (2), hit(+1 vs unarmed), wound(+1) 0.5P

Energy mining tool CC (2), hit(+1 vs unarmed), wound(+3) 2P

Gatling cannon 24” (20), wound(+1), heavy 60P

Hand flamer 6” (D3), hit(auto) 3P

Heat Cannon 24” (2), wound(+5), platebreaker(12”), heavy 15P

Heavy Tectonic cannon 12” (3, wound(+5)) 24” (6, wound(+1)), heavy, cleave 20P

Hicap autocannon 48” (4), wound(+3), heavy 30P

Long-barrelled Tank AT: 120” (1), wound(+5), platebreaker, heavy 60P


Gun
HE: 120” (1), blast(D3), wound (+3), priority(hit(re-roll)), heavy
Mining Implement CC (2), wound(+4), platebreaker 3P

Mining laser 24” (1), wound(+6), heavy 10P

Mystic Staff CC (2), mystic 1P

Needle pistol 12” (1), wound(re-roll), pistol 1P

Net pistol 12” (1), blast(D3), suppression(x2), pistol, wound(max 6) 3P

One-shot AA Launcher 24” (1), wound(+4), heavy, antiair, vs aircraft or VTOL only, one use 2P

One-shot AT Launcher 24” (1), wound(+4), heavy, one use 2P

Osseus monosword CC (2), hit(+1) wound(+1,) cleave 2P

Pistol 12” (1), pistol 0.5P

Plasma Cannon 36” (1), blast(D3), wound(+3), hazardous, heavy 15P

Short-barrelled Tank 18” (1, hit(re-roll)) 36” (1), blast(D6), wound(+3), ignore cover, heavy 60P
Gun
Shotgun 12” (2), wound(+1) 1P

Siege cannon 18” (1), blast(D6), wound(+8), priority(only) 70P

Tank Gun AT: 72” (1), wound(+7), heavy 60P

HE: 72” (1), blast(D6), wound (+3), priority(hit(re-roll)), heavy


Tank Plasma Gun 36” (D6), hit(auto), wound(+3), priority(re-roll), heavy 60P

Tectonic cannon 12” (2, wound(+5)) 24” (4, wound(+1)), heavy, cleave 15P

Vehicle CC Weapon CC (D3) wound(+3) 5P

90
SPECIALIST WEAPONS
Flamer 8” (D6), hit(auto) 5P

Grenade launcher HE: 18” (1), blast(D3) AT: 18” (1), wound(+3) 5P

LMG 18” (3) 36” (2) 5P

Netter 18” (1) blast(D3), suppression(x2), wound(max 6) 5P

SUPPORT WEAPONS
Autocannon 48” (2), wound (+3), heavy 15P

Heavy Flamer 12” (D6), hit(auto), wound(+1) 10P

HMG 18” (3) 36” (2), wound(+1), heavy 10P

LATcannon 48” (1), wound (+6), heavy 15P

Missile Launcher HE: 36” (1), blast(D3), heavy AT: 36” (1), wound(+5), heavy 15P

*AA: 36” (1), wound(+3), antiair, heavy (+5p)


Mortar 12-48” (1), blast(D3), indirect(wound(max 6)), priority(only) 10P

Rapid Laser 36” (4), heavy 10P

91
The Seelie Court
SEELIE OVERSEER (45P)
Eons past, the decadence of the fair city of Atlantis
angered the gods and it was dragged away to an Wounds(2), Defence(min 5), Move(fleet), Move and
unmentionable fate. The Atlanteans escaped in a great Fire, Fate Mystic(2), Disc pistol, Hexblade, Bestow
diaspora, seeking refuge in hidden bases throughout the Masterwork (6”, seelie constructs)
solar system, where they waited for better days. Now SEELIE JUNIOR MYSTIC GROUP (45P + 15P EACH +)
they return, only to find their precious planet tainted by
lesser beings. 3-9x Junior Mystic: Defence(min 5), Move(fleet), Move
and Fire, Disc pistol, Dancing Spear OR Hexblade,
FACTION TRAITS Fate Mystic(1/3) *Move(12, Hover), Dual Disc
GRACE IN EXILE
Catapult (+10p each)
Spend one (1) Faction Point:
●●We strike where we please: move one (1) terrain piece CORE
12” before game SEELIE AVENGERS (60P + 12P EACH +)
●●We have seen the future: cancel opponent FP use on 5-10x Avenger: Defence(5), Move(fleet), Move and
2+, on ‘6’ you retain your FP
Fire, Avenger Disc Catapult *Seelie shielded transport
●●We transcend the limitations of space: the attack of one *Seelie Transport Tank
(1) unit has all ranges doubled
SEELIE DEFENDERS (90P + 9P EACH +)

10-20x Defender: Move(fleet), Move and Fire, Disc


COMMAND catapult, *1/10x support weapon *Seelie shielded
transport *Seelie Transport Tank
SEELIE REGENT (40P+)
SEELIE JETBIKERS (48P + 16 EACH +)
Wounds(3), Move(Fleet), Move and Fire, Leader(1),
Attack Dice(x2), select option: 3-9x Jetbiker: Defence(6), Move(12, fleet, hover), Move
●●Defence(min 5), Disc Pistol and Energy Sword, and Fire, Dual Disc Catapult OR Heavy Rapid Laser
+1 FP (may attach to any non-vehicle, non-massive unit) (+15p) OR Disc cannon (+10p)
●●Defence(min 5), Howler Mask, Disc pistol and SEELIE RANGERS (75P + 15P EACH)
Energy Sword 5-10x Ranger: Move(fleet, nimble), Move and Fire,
●●(+10p): Defence(6 min 5), Infiltrate, Concealment, Infiltrate, 1x Spotter, Priority(Vital
Move(Nimble), Concealment, Disc pistol and Strike, hit(re-roll)), Scoped Rifle
Masterwork Vibrosword, Striker minilaser
●●(+5p): Defence(6 min 5), Heat Gun
●●(+15p): Defence(min 5), Move(18, hover),
Insertion, Exfiltrate, Hicap rifle
●●(+15p): Defence(6 min 5), Move(teleport),
Monofilament Projector
●●(+35p): Defence(6 min 5), Reaper launcher
●●(+20p): Defence(min 5), Move(12, Hover), Dual
Disc Catapult and Energy Sword
– may only attach to similarly equipped unit unless otherwise
stated
SEELIE SENIOR MYSTIC (65P+)

Wounds(3), Defence(min 5), Move(fleet), Move


and Fire, Fate Mystic(3), Disc Pistol, Dancing Spear
*Move(12, hover), Dual Disc Catapult (+15p)

92
SEELIE AIRCRAFT (120P)
SPECIAL
Vehicle(aircraft), defence(7), select option:
SEELIE KNIGHTS (65P + 13P EACH +)
●●Agile, 2x Lance OR Suncannon, Pulsed Laser
5-10x Knight: Move(Fleet), Tough(2), Move and Fire,
select option: ●●Dual W-scythe, Fate Mystic(1), Disruption(12”)
●●Howlers: Defence(5), Howler Mask, Disc pistol
and Energy Sword
●●Strikers (+4p each): Defence(6), Infiltrate, BATTLE TRANSPORT
Move(Nimble), Concealment, Disc pistol and Seelie Shielded Transport (120p + weapons):
Masterwork Vibrosword, Striker minilaser Vehicle(hover), Defence(9, re-roll/8), Move(12),
●●Dragons (+3p each): Defence(6), Heat Gun Capacity(12), Dual support weapon (paid separately),
Dual Disc catapult OR Disc cannon (+10p)
●●Eagles (+7p each): Defence(5), Move(18,
hover), Insertion, Exfiltrate, Hicap rifle, 1/5x Seelie Transport Tank (120p + weapons):
EMP grenade Vehicle(hover), Defence(9/8), Move(12), Capacity(6),
●●Spiders (+7p each): Defence(6), Move(teleport), Pulse laser, 1x support weapon (paid separately), Dual
Monofilament Projector Disc catapult OR Disc cannon (+10p)
●●Reapers (+17p each): Defence(6), Seelie missile
launcher UPGRADES
SEELIE CONSTRUCT (200P + 40P EACH) UPGRADE ANY VEHICLE:

5-10x construct: Massive, Wounds(2), Defence(7), ●●Hologram-protection (+20p): vehicle has


Tough(2), Oversized(+1), select option: Assault Shield
●●Ghostcannon OR W-scythes ●●Vectored Engines (+10p): vehicle has Agile
UPGRADE ANY NON-VEHICLE, NON-
●●Extra Strike(1), Paired Energy Sword OR 1x MASSIVE, NON-COMMAND MODEL:
Energy Axe and Assault Shield
●●Exalted (x2 cost +5p, max 1/unit): Wounds(2),
SEELIE LANCER (60P + 20P EACH) Bestow Morale(1), Attack Dice(x2)
3-9x Lancer: Defence(6), Move(12, fleet, hover), Move UPGRADE ANY UNIT:
and Fire, Insertion, Superior Withdrawal, Energy
Lance, Dual Disc Catapult ●●Smoke Grenades (+5p): unit has Smoke
Grenades
LIGHT ATTACK VEHICLE SQUADRON
(40P + WEAPONS EACH) ●●Essence Stones (+5p): ignore one (1) action
marker placed on unit from other reasons than
1-3x LAV: Vehicle(hover, light), Defence(7), taking actions, one use
Move(12, fleet), Move and Fire, 1x support weapon,
Dual Disc catapult OR Disc cannon (+10p) UPGRADE ANY MODEL:

●●Scanner (+15p): opponent may not deploy with


SUPPORT BATTERY (40P EACH) Insertion or Ambush within 15” of model
1-3x battery: Wounds(2), Defence(5), Monofilament UPGRADE FORCE:
mortar OR Vibration cannon OR W-cannon
●●Fated (max 2, +20p): you have +1 FP, use only
SEELIE HOVERTANK (150P+) on FP powers
Vehicle(hover), Defence(9/8), Move(12), Gem ●●Guided (+20p): you may spend one (1) FP to
cannon OR 2x Monofilament mortar, Dual Disc re-roll any attack dice from one (1) unit
catapult OR Disc cannon (+10p)
BATTLEWALKERS (30P + WEAPONS EACH)

1-3x battlewalker: Vehicle(walker, light), Defence(7 min


4), Vanguard, 2x support weapon (paid separately)
SEELIE LARGE CONTRUCT (80P+)

Massive, Wounds(3), Defence(9), Extra Strike(1),


Oversized(+2), Basic CC OR Energy Sword (+10p),
2x Disc catapult OR flamer (+5p), *2x support weapon

93
THE SEELIE INSTRUMENTS

NAME TRAITS COST


Avenger Disc Catapult 18” (2), vital strike 2P

Basic CC CC (2) -

Dancing spear CC (2, hit(+1), wound(+2)), 12” (1, wound(+3)), mystic 3P

Disc catapult 12” (2), vital strike 1P

Disc pistol 12” (1), pistol, vital strike 1P

EMP Grenade 12” (1), EMP, vs vehicles only -

Energy Axe CC (2), hit(+1 vs unarmed), wound(+3) 2P

Energy Lance Regular: CC (2), wound(+2) 2P

Explosive tip: CC (1), wound(+5), one use


Energy Sword CC (2), hit(+1), wound(+2) 2P

Flamer 8” (D6), hit(auto) 5P

Gem Cannon Dispersed: 60” (1), blast(D6) wound(+2), heavy 60P

Focused: 60” (1), blast(D3), wound(+6), heavy


Lance: 60” (1), wound(+8, re-roll), heavy
Gem cannons may trace LOS from any Gem cannon in LOS
Ghostcannon 12” (1), wound(min 2+) 25P

Heat gun 12” (1), wound(+5), platebreaker(6”) 5P

Hexblade CC(2), hit(+1), wound(+2), cleave 2P

Hicap Rifle 24” (2) 2P

Howler mask Target may not declare reactions against CC attacks this unit makes. -

Monofilament mortar 48” (1), blast(D6), suppression(x2), wound(+1), indirect(potshots), 30P


priority(only)
Monofil. Projector 12” (2), wound(+2) 3P

Paired Energy Swords CC (3), hit(+1), wound(+2) 5P

Pulse laser 48” (2), wound(+5), heavy 20P

Scoped rifle 36” (1) 1P

Striker minilaser CC Attacks have vicious -

Vibration cannon 48” (2), wound(+3), ignore cover, heavy 30P

Vibrosword CC (2), hit(+1 vs unarmed), wound(+1) 0.5P

W-cannon 24” (1), wound(min 2+), priority(only) 30P

W-scythe 8” (2), wound(min 3+) 25P

94
SUPPORT WEAPONS
Disc cannon 24” (3), wound(+1), vital strike 10P

Dual Weapon gains Dual +5P

Heavy Rapid Laser 36” (4), wound(+1), heavy 15P

Lance 36” (1), wound(+5, min 4+), heavy 15P

Seelie missile launcher AT: 48” (1), wound(+5), heavy HE: 24” (1), hit(re-roll) 48” (1), blast(D3), 20P
wound(+1), heavy AA: 48” (1), wound(+4), antiair, heavy
Suncannon 36” (2), wound(+4), heavy 15P

Dear Sister we
so carelessly left behind as
der , it mov es in the dire ction of the autumn court, vivi ng mus t hav e
As soon as I let my mind wan beggars belief. Just sur
har d it mus t hav e bee n for them down there, it r tha t the y are aga in active
went into exile. How tesque, and now I hea
likely bordering on the gro and above all, our nobility
taken… extreme measures, oth ers will differentiate between us,
er rac es? It is unli kely tha t
tha t fly our banners untainted
among the less
the lega cy of our proud city, it is our courts reconciliation
must not be tarnished! We
car ry – and there is little hope of
’t dra g the ent ire circ us into battle, like some others
– even if we don is otherwise.
their foolish notion that it
as long as they persist in
m all.
end, we must destroy the
Therefore, I fear, in the

95
The Unseelie Court
UNSEELIE ALCHEMIST (50P)
As Atlantis was dragged away, some chose to stay in the
doomed city and was forever changed by the experience. Wounds(3), Tough(2), Move(fleet), Alchemy
Having seen the truths behind the curtains of the Mystic(2), Extra Strike(1), Pain pistol, Energy Combat
world, the Unseelie Court now only seek the misery of Claw
others; dragging them away through the secret paths
of the world to their once proud city, now a place of
nightmares. CORE
UNSEELIE RAIDER (35P + 7P EACH +)
FACTION TRAITS
STRENGTH FROM SUFFERING
5-20x Raider: Move(fleet), Pain Rifle, *1/10x (min 1)
Monofilament Gun (+5p) OR Light Lance (+5p),
For every two (2) remaining enemy action markers *1/10x Pain Cannon (+15p) OR Lance (+15p)
in the endphase (after normal and trait reduction), *Unseelie light transport *Unseelie transport
remove one (1) extra action marker from any friendly UNSEELIE CLOSE COMBAT RAIDER (45P +9P EACH +)
unit
5-20x CC Raider: Defence(min 4), Move(fleet),
“DO YOU KNOW HOW WE GOT THESE SCARS?!”
Relentless Assault, Vicious Basic CC, Pain pistol,
Spend one (1) Faction Point: *1/5x Cult CC Weapon (+5p) *Unseelie light
●●Secret paths of the World: return one (1) friendly unit transport *Unseelie transport
to staging.
●●Combat Drugs: one (1) non-priority action counts SPECIAL
as priority for timing purposes
(MAX 1) UNSEELIE COURT (VARIES)
●●Reign of Dread: target any one (1) unit with a (4),
wound(no), suppression(x2) attack 4-9x Courtier: Move(fleet), Tough(1), select option:
●●Wastrel (20p, max 2): +1 FP, Insignificant, Pain
Pistol
COMMAND
●●Alien Horror (5p): Defence(3), Simple CC, Extra
UNSEELIE REGENT (60P) strike(1), Relentless Assault
Wounds(3), Move(fleet), Tough(1), Bestow Morale(1), ●●Lamia (8p): Cleave, Pain pistol and Energy Sword
Extra strike(2), Clone field OR Shadow field,
Anguisher OR Energy sword, Lance Pistol, select one ●●Alien merc (15p): Wounds(2), Defence(min 4),
option: Improved pain carbine, Vicious Basic CC
●●Wayfarer portal: deploy one (1) unit from staging ●●Medusa (20p, max 3): Stone Gaze
within 6” of this model (without action markers), *Unseelie transport *Unseelie light transport
one use
-may attach to any command unit
●●Unit has 1x Wastrel (extra, see court below),
attached models lose Insignificant UNSEELIE ELITE RAIDER (55P + 11P EACH +)

●●Leader(2), Communications 5-10x Elite Raider: Move(fleet), Morale(1), Accurate,


Pain Rifle, *2x Monofilament Gun (+5p) OR Light
-may attach to any non-vehicle unit Lance (+5p), *2x Monofilament Gun (+5p) OR Light
Lance (+5p) OR Pain Cannon (+15p) OR Lance
UNSEELIE TEMPTER (50P)
(+15p) *Unseelie light transport *Unseelie transport
Wounds(3), Defence(min 5), Tough(1), Move(fleet), UNSEELIE ELITE CC RAIDER (60P + 12P EACH +)
Relentless Assault, Charge(3), No Escape,
Extra Strike(2), Bestow Charge(3), Energy Axe, 5-10x Elite CC Raider: Defence(min 4), Move(fleet),
Suppress(x2, CC only) OR Lance Pistol –may attach to Frenzied Assault, Charge(3), Extra Strike(1), Vicious
any Unseelie Close Combat Raider unit Basic CC, Pain Pistol, *2/5x Cult Weapon (+5p),
*Unseelie light transport *Unseelie transport

96
UNSEELIE ARMOURED RAIDER (45P + 15P EACH +) UNSEELIE PAINMOBILE (100P+)

3-9x Armoured Raider: Defence(6), Move(fleet), Massive, Wounds(3), Defence(9 min 4), Tough(3),
Extra Strike(1), Tough(2), Relentless Assault, Glaive Oversized(+1), select option:
*Unseelie light transport *Unseelie transport ●●1x Energy Fist, 1x Energy Fist OR Tentacles OR
UNSEELIE AMBUSH RAIDERS (45P + 15P EACH) Dual Flamer, Dual Light Lance OR Dual Thorn
Pod (+10p) OR Dual Pain cannon (+10p)
3-9x Ambush Raider: Defence(3), Move(fleet, nimble),
Concealment, Superior Ambush, Extra Strike(1), ●●Terror(12), Disruption(18), Tentacles, Heavy
Mono-sword and Ghostblast Flamer
UNSEELIE TORTURER (35P + 7P EACH +) UNSEELIE AIRCRAFT (120P+)

5-10x Torturer: Move(fleet), Tough(1), Dual Basic Vehicle(aircraft), Defence(7), select option:
Vicious CC, *1/5x Flamer (+5p) OR Bonemaker ●●Agile, 2x Shatter cannon (+5p) OR Lance, Dual
(+15p) *Unseelie transport *Unseelie light transport Pain rifle OR Pain cannon (+5p), *4x ALM OR
UNSEELIE BRUTE (90P + 30P EACH +) HE-Missile
3-6x Brute: Wounds(3), Defence(6), Tough(2), Extra ●●2x Null lance OR Black Scythe, 1x Null Mine, *4x
Strike(1), Cleave and Vicious Basic CC OR Flamer ALM (+5p each) OR HE-Missile (+5p each)
*Unseelie transport BATTLE TRANSPORT
UNSEELIE BEASTMASTER (15P+)
Unseelie transport (60p+): Vehicle(hover, light,
1x Beastmaster: Move(12, hover, fleet), Vicious Basic open), Defence(7), Move(12), Capacity(10), Shatter
CC and Pain Pods, Bestow Fanatic cannon (+5p) OR Lance
5-10x Beast: Unseelie light transport (60p+): Vehicle(hover,
●●Winged Beast (+10p): Defence(min 4), Tough(1), open), Defence(7 min 4), Move(12), Capacity(5), Dual
Move(12), Extra Strike(1), Basic CC Pain rifle OR Pain cannon (+15p), Pain cannon
●●Bird Flock (+20p): Wounds(3), Move(12), Extra
Strike(2), Vital Strike, Basic CC UPGRADES
●●Claw Beast (+20p): Wounds(3), Defence(5), UPGRADE ANY VEHICLE:
Tough(2), Extra strike(2), Vicious Basic CC ●●Ammo racks (+10p): weapons of embarked
units count as Masterwork
UNSEELIE SPEEDTANK (90P+)
●●Stun prow (+10p): vehicle has CC (3), hit(+1),
Vehicle(hover, open), Defence(8/7), Move(12), 3x wound(no), suppress(x2)
Shatter cannon (+5p each) OR Lance
●●Ghost grenades (+5p): attack with 18” (1),
UNSEELIE JETBIKERS (30P + 10P EACH +) blast(D6), wound(no), suppress(x2) after double
move, one use
3-9x Jetbiker: Move(12, hover), Hard Target(1),
Superior Withdrawal, Vicious Basic CC and Pain rifle, ●●Autumn’s Cloak (+10p): vehicle has Concealment
*1/3x Light Lance (+5p) UPGRADE ANY MODEL:
UNSEELIE HOVERBOARDERS (50P + 10P EACH)
●●Scanner (+15p): opponent may not deploy with
5-15x Hoverboarder: Move(12, hover), Superior Insertion or Ambush within 15” of model
Withdrawal, Extra Strike(1), 2h-Axe, Pain pods UPGRADE ANY NON-VEHICLE, NON-MASSIVE MODEL
UNSEELIE JUMPRAIDERS (60P + 12P EACH +)
●●Astral Shunt (+10p): model has antiair with CC
5-10x Jumpraider: Defence(5), Move(jump), weapons, and Charge(6) vs aircraft
Vicious Basic CC and Improved Pain Carbine, *4x UPGRADE ANY UNIT:
Monofilament Gun (+5p) OR Light Lance (+5p) OR
Pain cannon (+15p) OR Lance (+15p) ●●Smoke Grenades (+5p): unit has Smoke
Grenades
UPGRADE ANY NON-VEHICLE UNIT:

●●The Alchemist’s Best (+5p): unit has First


”Aircraft?
Well, that’s
Strike until end of turn, one use
why the te
’Z’ setting! leporter has
” a

97
UNSEELIE TRAPPINGS

NAME TRAITS COST


ALM 12
72” (1), hit(re-roll), wound(+6), one use 5P

Anguisher CC (2), hit(+1), suppression(x2) 3P

Basic CC CC (2) 0.5P

Black Scythe 24” (2), wound(+5, min 4+), heavy 30P

Bonemaker 24” (1), wound(min 2+ vs non vehicles), Calcification 15P

Clone Field Defence(min 6) N/A

Cult Weapon CC (3), hit(+1), suppression(x2), vicious 5P

Energy Axe CC (2), hit(+1 vs unarmed), wound(+3) 2P

Energy Combat claws CC (2), hit(+1 vs unarmed), wound(+2), vicious 2P

Energy Fist CC (2), wound(+4) 2P

Energy Sword CC (2), hit(+1), wound(+2) 2P

Flamer 8” (D6), hit(auto) 5P

Ghostblast 18” (2), suppression(x2) 3P

Glaive Jabs: CC (3), hit(+1 vs unarmed), wound(+2) 3P

Mighty Swing: CC (1), hit(+1), wound(+4)


HE-missile 36” (1), blast(D6), one use 5P

Heavy Flamer 12” (D6), hit(auto), wound(+1) 15P

Improved pain carbine 18” (3), vicious 4P

Lance pistol 6” (1), wound(+5, min 4+), pistol 3P

Lance 36” (1), wound(+5, min 4+), heavy 15P

Light Lance 18” (1), wound(+5, min 4+) 5P

Mono Sword CC (2), hit(+1), wound(+1) 1P

Monofilament Gun 12” (1), blast(D3), wound(+1, re-roll) 5P

Null lance 36” (1), wound(+6, min 3+) 20P

Null mine 3” (1), blast(D6), wound(+6, min 3+), one use -

Pain cannon 18” (4) 36” (3), vicious 15P

Pain pistol 12” (1), vicious, pistol 1P

Pain pods 18” (2), vicious 2P

Pain rifle 12” (2) 24” (1), vicious 2P

Shadow Field Defence(min 6x2), lose field after first wound N/A

Shatter cannon 18” (4) 36” (3), wound(+2) 20P

Stone gaze 8” (1), hit(auto), wound(auto vs non-vehicles, non-massive), pistol 20P

Tentacles CC (3), hit(+1 vs unarmed), first strike 2P

Thorn pistol 12” (1), wound(re-roll) 1P

12  Air Launched Missile

98
Thorn pod 24” (1), blast(D3), wound(+1) 15P

Twohanded Axe CC (2), hit(+1 vs unarmed), wound(+2) 1P

Vicious Basic CC CC (2), vicious 0.5P

Dear Cousin

Rejoice, for the day wh


en I will join your court
acumen will greatly ben at the front draws eve
efit your endeavours! I r nearer! I’m certain tha
my aunt made you com know you were hesitant t my tactical
e to your senses. I hop at first, fearing for my
interests at heart. e she wasn’t too hard safety, but that
on you, you know she has
only your best
Let us briefly speak of
the apostates that now
One can only guess at wh seek to destroy us as the
at they have become, alon y have destroyed our pro
kept in stasis, their wa e out there among the sta ud heritage.
y would doom us to eventu rs. Devoid of development,
al stagnation. of change,
Therefore, I fear, in the
end, we must destroy the
m all.

99
The Scandinavian Commonwealth
Proud, smug and hypocritical, the Scandinavian
Commonwealth has united several former nation-states CORE
under the banner of benefit for all. Their technologically SCANDINAVIAN SOLDIER (35P + 7P EACH +)
advanced armies now seek to preserve their way of life,
and influence others to rally under the same banner. 5-15x Scandinavian Soldiers: Defence(5), Heavy Scoped
Although they consider themselves a light of good in a Rifle OR Slug Carbine OR Wave Blaster *Hover APC
world gone bad, it seems that some are more equal than COMMONWEALTH SOLDIERS (35P + 7P EACH +)
others from their use of “primitives” both as cannon
fodder and labour force. 5-15x Commonwealth Soldiers: Vanguard, Move(Nimble),
Commonwealth Rifle
FACTION TRAITS
0-1x Commonwealth Beast-rider (+15p): Wounds(2),
SUPERIORITY OF EMANCIPATION Move(nimble), Vanguard, Anti-materiel rifle
Spend one (1) Faction Point: 0-2x Commonwealth Attack Dog (+7p): Move(9, nimble),
●●Standoff missile: one (1) free LGM attack versus Vanguard, Simple CC
any target in LOS of spotter COMMONWEALTH STINGERS (60P + 12P EACH)
●●Tactical retreat: one (1) friendly unit may move 6” 5-15x Stingers: Defence(5), Move(9, hover), Energy
towards its own board edge
Carbine
●●Orbital Drop: one (1) friendly unit with a Move(9,
hover) trait gets Insertion
SPECIAL
BATTLEFRAME TEAM (75P + 25P + SYSTEMS EACH)
COMMAND
3-6x Battleframe: Wounds(2), Defence(6), Tough(2),
COMMANDER (80P + SYSTEMS)
Move(9, hover), 2x weapon system, 1x support system
Wounds(3), Defence(6), Tough(2), Leader(1), Move(9, SCOUT BATTLEFRAME (135P + 45P EACH)
hover), Accurate, select option:
●●Star Commander (+20p): Move(15, hover), 3-6x Stealth Battleframe: Wounds(2), Defence(6),
Improved Barrage Cannon, missile pod, 2x support Move(9, hover), Infiltrate, Concealment, Barrage
system Cannon OR ER Heatgun
●●2x Dual weapon system HEAVY BATTLEFRAME (80P+ EACH)

●●1x Dual weapon system, 1x weapon system, 1x support 1-3x Heavy Battleframe: Massive, Wounds(2), Tough(3),
system Defence(7), Priority(Accurate), Dual Heavy Magna-
rifle OR Dual Hicap Missile pod, Dual Plasma gun
●●2x weapon system, 2x support system OR Dual Independent Missile System (+10p)
POLITICO (30P) SCANDINAVIAN SCOUT TEAM (40P +8P EACH +)

Wounds(2), Move(hover), Leader(1), Power of the 5-10x Scouts: Vanguard, Laser Marker, Slug Carbine,
Elements Mystic(2), Simple CC *3x Plasma Gun (+5p) OR Anti-materiel rifle (+5p)
*Hover APC
VETERAN SOLDIER (20P)
AUTONOMOUS TACTICAL UNIT (40P + 8P EACH)
Wounds(2), Defence(5), Heavy Scoped Rifle, Laser
Marker, Priority(Accurate) – attach to any scandinavian 5-15x ATU: Defence(5), Move(hover), Hit(-1), Dual
soldier unit. Slug Carbine
AUTONOMOUS SNIPER UNIT TEAM (35P)

1x Operator: Defence(5), Concealment, Bestow


Priority(Vital Strike, hit(re-roll)), Laser Marker
3x ASU: Concealment, Heavy Scoped Rifle

100
LIGHT HOVER VEHICLE (50P EACH)
UPGRADES
1-3x Light Hover Vehicle: Vehicle(hover, light), UPGRADE ANY MODEL:
Defence(8/7), Move(12), Barrage Cannon OR ER
Heatgun, 2x Slug Carbine ●●Scanner (+15p): opponent may not deploy with
Insertion or Ambush within 15” of model
SCANDINAVIAN HOVERTANK (110P+)
UPGRADE ANY NON-AIRCRAFT UNIT:
Vehicle(hover), Defence(10/8), 2x Slug Carbine
OR 1x Dual Barrage Cannon (+10p) OR Dual ●●2x ATU (+20p): Defence(5), Move(hover),
Independent Missile System (+15p), select option: Hit(-1), Dual Slug Carbine
●●Magna-cannon OR Proton Cannon ●●2x Shield AU (+20p): Defence(min 5),
Move(hover), Blocker
●●6x LGM, Laser Marker, antiair(LGMs)
●●1x Repelling AU (+10p):Defence(5),
SCANDINAVIAN AIRCRAFT (120P) Move(hover), Bestow Repel(2)
Vehicle(aircraft), Defence(7), select option: ●●Smoke Grenades (+5p): unit has Smoke
Grenades
●●Bomber: Wave Bombs, Dual Missile pod, Laser
Marker, 2x Defence Turrets(plasma gun) UPGRADE ANY NON-VEHICLE, NON-COMMAND MODEL:
●●Fighter: Agile, Barrage Cannon OR Missile pod, ●●Veteran (+15p), max 1/unit): Wounds(+1),
4x Plasma Gun Priority(accurate), Laser Marker
HOVER APC (90P+) UPGRADE ANY VEHICLE:

Vehicle(hover), Defence(9/7), Capacity(12), Barrage ●●LGMs (+10p): vehicle has 2x LGM


Cannon, 2x Slug Carbine OR Dual Independent UPGRADE ANY NON-VEHICLE UNIT:
Missile System (+20p)
●●Comradeship Mark (+10p): Tough(+1)

COMMONWEALTH “ANSLAGSTAVLAN” FRONTLINE BULLETIN, “ISENJÖKUL” CAMPAIGN, ISSUE 13.12

Soldiers of the Commonwealth! Our struggle for the betterment of all continues unabated,
and know that it is through your actions that we are able to bring social justice to the
oppressed. We know that many of you are dismayed after these last series of retreats,
but trust in the overall plan, and we shall be triumphant in the end. Please note the
following:

> Although in widespread usage, it is against Commonwealth policy to refer to our


adversaries as “muties”, as this is a derogatory term. The preferred alternative is
“genetically challenged”.

> Resupply of the NIMFJORD LGM is expected to arrive in the next few days. Meanwhile,
its lack will serve as an important reminder not to overuse the LGM setting on the Laser
Designator.

> We empathically deny any and all requests for Battleframe beam swords, or for that
matter, any type of close combat weaponry for our frontline troops. Just because our
adversaries regularly bring knives to gunfights doesn’t mean we shall be as foolish.

101
THE COMMONWEALTH ARMOURY

NAME TRAITS COST


Anti-Materiel Rifle 36” (1), wound(+3), priority(only) 5P

Commonwealth Rifle CC (2), 24” (1) 1P

Energy carbine 18” (2), wound(+2) 4P

Heavy magna-rifle 60” (2), wound(+5) 25P

Heavy Scoped Rifle 36” (1), wound(+1) 2P

Hicap missile pod 36” (4), wound (+3) 25P

Improved barrage 18” (6), wound(+1) 20P


cannon
Independent Missile 30” (4), indirect(potshots), ignore cover 15P
System
Laser Marker Spotter, if one (1) Laser Marker is included in an attack you may re-roll all to 5P
hit results of ‘1’, if two (2) all results of ‘1-2’, etc.
LGM13 72” (1), wound(+6), potshots(unless in los of spotter), indirect(with spotter 5P
only), one use
Magna-cannon AT: 72” (1) wound (+8), heavy 60P

HE: 36” (1), hit(re-roll)) 72” (1), blast(D6), wound (+2), heavy
Proton Cannon Standard: 60” (1), blast(D3), wound(+3), 60P

Overcharge: 60” (1), blast(D6), wound(+4), priority(only) , hazardous


Simple CC CC (2) -

Slug Carbine 18” (2), wound(+1) 2P

Wave Blaster 9” (2), wound(+2), 18” (2) 2P

Wave bombs 3” (1), blast(D6), wound(+1) -

SUPPORT SYSTEMS
ATU Controller The model has Bestow Accurate (6”, ATUs) 10P

Improved Targeting The model has Loathing (equivalent) 5P

Inertia Dampener The model has Tough(+1) 5P

Rangefinder The model adds 3” to all weapon ranges 15P

Stabiliser The model has Run and Gun 10P

Velocity Compensator The model has antiair 15P

13  Laser Guided Missile

102
WEAPON SYSTEMS
Airburst Launcher 18” (1), blast(D6), indirect 15P

Barrage Cannon 18” (4), wound(+1) 10P

Cycle Proton Blaster 18” (3), wound(+2) 10P

Dual (Weapon) Weapon gains Dual 5P

ER Heatgun 18” (1), wound(+5), platebreaker(9”) 10P

Flamer 8” (D6), hit(auto) 5P

Missile Pod 36” (2), wound(+3) 15P

Plasma Gun 12” (2) 24” (1) wound (+3), hazardous 5P

103
The Nanite Resurrection
In a desperate attempt to stave off the cataclysm, a
group of scientists created what was supposed to be COMMAND
an enlightened superbeing, but ended up unleashing an NANITE LEADER (50P+)
Awakening Singularity upon the world. In the end, the
scientists sacrificed their minds and bodies to keep the Defence(6, re-roll), Tough(2), Lumen Staff OR
Singularity contained, but lost their souls in the process. Battlescythe, Time’s Arrow, select option:
Through the use of nanite technology, a new terror now ●●Superior Leader: Wounds(3), Loathing, Bestow
stalks the wasteland; seeking to assimilate everyone and Morale(1) – attach to any Trooper or Eternal unit
everything.
●●Hover-body: Wounds(3), Move(12, hover),
FACTION TRAITS Loathing
NO RUSH ●●Command Throne (+30p): Vehicle(hover),
Defence(8), Self-Repair, Leader(1),
Units in this faction may not take the triple move Communications, Corrosion Cannon OR Edison
action. cannon
UNBENDING Also select:
Units in this faction receives a maximum of +1 cover ●●Resurrection Globe: Restore one (1) wound
bonus to a friendly unit within 12” that has the
Defence(re-roll) trait (deploy any returned models
THE FUTILITY OF RESISTANCE in cohesion) in the endphase
Spend one (1) Faction Point: ●●Nightmare Portal: deploy one (1) unit from
●●Assuming direct control: remove all remaining action staging within 6” of this model (without action
markers from one (1) unit in endphase markers), one use
●●The Rebel Metal: one (1) enemy vehicle immediately ●●Adaptation Protocols: +2FP, spend only on
rolls on the damage table with -3 allies or upgrades
NANITE MYSTIC (45P)
●●Back to Dust: return any one (1) friendly unit to
staging Wounds(2), Defence(6, re-roll), Tough(2), Light Arts
Mystic(2), Mystic Lumen Staff

CORE
NANITE TROOPER (100P)

10x Warrior: Defence(5, re-roll), Tough(1), Corrosion


rifle
NANITE ETERNAL (75P + 15P EACH)

5-10x Eternal: Defence(6, re-roll), Tough(2),


Corrosion Blaster
HOVER-TROOPER SQUAD (105P +35P EACH +)

3-6x Hover-trooper: Wounds(2), Defence(6, re-roll),


Tough(2), Move(9, nimble), Corrosion Cannon, *1/3x
Heavy Corrosion Cannon (+15p)
DISASSEMBLER SWARM (35P EACH)

1-3x Disassembler swarm: Wounds(3), Defence(3,


re-roll), Tough(6), Move(9, nimble), Extra Strike(2),
Simple Corrosive CC

104
NANITE PORTAL PYRAMID (250P)
SPECIAL
Vehicle(hover), Defence(11), Vanguard, Self-Repair,
ELITE JUMP TROOPER (100P +20P EACH)
Gate, 4x Corrosion Arc, Matter Whip
5-10x Elite Jump Trooper: Defence(6, re-roll), Tough(2), NANITE WALKER (100P)
Move(jump), Rod of Convention OR Energy Sword
and Matter Pistol Vehicle(walker), Defence(8), Self-Repair, Heat
Ray OR Matter Whip OR Dual Heavy Corrosion
NANITE COIN-SPECIALIST (100P)
Cannon, Bestow Masterwork (12”)
5x COIN-Specialist: Defence(6, re-roll), Tough(2), NANITE AIRCRAFT (160P)
Insertion, Counter-Insertion, Priority(Vital Strike,
hit(re-roll)), Disintegration Rifle Vehicle(aircraft), Defence(8), Self-Repair, Dual
Edison Destructor, Heat Ray OR Insertion Beam
NANITE CLOSE COMBAT TROOPER (80P + 16P EACH)
CONTAINED SINGULARITY (150P)
5-10x CC Trooper: Defence(6, re-roll), Tough(2),
Battlescythe OR Energy Sword and Combat Shield Massive, Wounds(4), Defence(9), Tough(4), Move(9,
hover), Oversized(+2), Singularity Mystic(3), Extra
NANITE TERROR TROOPER (70P + 14P EACH)
Strike(2), Battlescythe OR Heat Ray
5-10x Terror Trooper: Defence(5, re-roll), Tough(1),
Insertion OR Infiltrate, Repel(2), Dual Energy
Combat Claws UPGRADES
NANITE PHASE BEAST (90P + 30P EACH) UPGRADE ANY MODEL:

3-6x phase beast: Wounds(2), Defence(min 5), ●●AA Shroud (+15p): aircraft and spotters may
Move(teleport), Tentacles OR Teleport Blaster not trace line of sight to units within 15” of this
model
NANITE FABRICATION UNIT (80P)
UPGRADE ANY VEHICLE:
Massive, Wounds(3), Defence(8), Tough(2),
Move(hover), Summon(D3 wounds of Disassembler ●●Quantum shielding (+30p): vehicle has one (1)
Swarm within 6” with full action), Dual Matter extra Defence(8) wound
Beamer, Vehicle Repair
UPGRADE ANY UNIT:
HEAVY HOVER-TROOPER (45P EACH)
●●Mindless (+15p): unit is Fanatic
1-3x Heavy hover-trooper: Wounds(2), Defence(6, re- ●●Greater Awareness (+10p): unit ignores the No
roll), Tough(2), Move(9, hover), Heavy Corrosion Rush and Unbending faction traits
Cannon
●●Flesh Rags (+10p): unit has Repel(2)
NANITE JETBIKE (75P + 25P EACH)
●●Golden Skin (+10p): unit has Loathing
3-9x Jetbike: Defence(6, re-roll), Tough(2), Move(12,
Hover), Ignore Concealment, Dual Corrosion Blaster ●●Rusted (-10p): Defence(-1)
OR Dual Edison Carbines OR Matter Beamer ●●IFF Protocols (+15p): add +1 to the roll when
NANITE ATTACK RAFT (100P)
randomizing hits from this unit versus targets with
friendly models within 2”
Vehicle(Hover), Defence(8), Self-Repair, Corrosion
Cannon OR Edison cannon, Dual Edison Destructor
NANITE LARGE RAFT (100P)

Vehicle(Hover), Defence(8), Self-Repair, 2x Corrosion


rifle Array, select option:
●●Capacity(10), Reconstructor
●●Eradication Cannon (+50p)

105
IMPLEMENTS OF THE NANITES

NAME TRAITS COST


Battlescythe CC (3), hit(+1 vs unarmed), wound(+3), platebreaker 2P

Corrosion arc 12” (3) 24” (2), wound(+1), corrosive 10P

Corrosion blaster 12” (2) 24” (1), wound(+1), corrosive 4P

Corrosion cannon 24” (2), wound(+2), corrosive 10P

Corrosion rifle array 12” (5, hit(+1)) 24” (5), corrosive 5P

Corrosion rifle 12” (2) 24” (1), corrosive 2P

Disintegrator rifle 24” (1), wound(+2 first attack only) 0.5P

Edison cannon 24” (2), wound(+2), vicious 10P

Edison carbine 24” (1), wound(+1), vicious 4P

Edison destructor 24” (4), wound(+3), vicious 20P

Energy combat claws CC (2), hit(+1 vs unarmed), wound(+2), vicious 2P

Energy Sword CC(2), hit(+1), wound(+2) 2P

Eradication cannon Low power: 24” (1), blast(D3), wound(+4) 80P

High power: 72” (1), blast(D6), wound(+8), hazardous, priority(only), spin up


Fire gauntlet 8” (D6), hit(auto) 5P

Heat ray 12” (D6), hit(auto), wound(+1), platebreaker 20P

Heavy corrosion 36” (1), wound(+6), heavy, corrosive 15P


cannon
Lumen staff 12” (D6), hit(auto), wound(+1) 5P

Matter beamer 12” (1), hit(re-roll)) 24” (1), wound(+2), heavy 5P

Matter pistol 12” (1), wound(+2), pistol 2.5P

Matter whip 12” (1), hit(re-roll)) 24” (1), blast(D6), wound(+3), heavy 60P

Rod of Convention CC (2), hit(+1 vs unarmed), wound(+4) 5P

Simple Corrosive CC CC (1), corrosive 0.5P

Teleport blaster 12” (1), blast(D3), wound(+1, min 6), hazardous 10P

Tentacles CC (3), hit(+1 vs unarmed), first strike 2P

Time’s arrow 120” (1), hit(+1), wound(+8), one use 5P

106
Personal Log, Lord Melas Majoris
enemy snipers, I
Hastruth after the destruction of her sleeve by
Following the forced return to the virtual of Lady de only for Class II sentie nts and above
the Golden Skin sleeve upgra
am again, alone. (In retrospect, it seems that ng to the mind, I’m not sure this is – after all,
solitud e can be soothi
was… unfortunate.) While a certain amount of hat stiff. There
lacking in conversation potential, and remain somew
the army is still here. They are however sorely phalan x halted in front of an impromptu abatis
day I found an entire
are also important protocols missing, and yester ials does not
ce. Apparently roadblocks made out of organic mater
those damnable cultists had felled to halt our advan to the great singula rity, if someone had seen
. By hand. I swear
compute, and I was forced to clear the block myself memory intact in
ed warriors as silent witnesses… I have left the
me then, bowing and scraping with over a hundr slight s. With intere st.
I shall repay all such
my core, to remind me of the humiliation. One day

107
Advancement schemes
These are example advancement schemes for skirmish Models may generally pick traits from two non-common
and narrative campaigns. They can also be used as categories freely, but adding a third should be more
guidelines for more advanced single skirmish and expensive.
narrative games. Some traits have prerequisites, other
specific traits and/or a number of prior advances.

EXAMPLE
In order to take Vanguard, a model needs one (1) or more
prior advancements. In order to take Infiltrate, a model needs
Vanguard.
SHOOTING TANK

●● Run and Gun ●●Tough(2)


◦◦ [2+] Move and Fire ◦◦ Tough(3)
●●Sharpshooter OR Gunslinger ●●Shield Other(3)
◦◦ Deadeye Shot OR Vital Strike(pistols) ●●Ablative Armour
●●Secondary target ●●Resilient
●●[4+] Accurate(non CC weapons) ●●[4+] Shake it off(4+)
CLOSE COMBAT LEADERSHIP

●●Relentless Assault ●●Leader(1) (max 1/team)


◦◦ Frenzied Assault ◦◦ [4+] Leader(2)
●●Parry ●●[2+] Bestow Tough(1) 12”
◦◦ Hazardous Target vs CC attacks ●●Communications
●●Charge(2) ●●Stretcher Bearers
●●[4+] No Escape ●●[5+] Faction gets +1 FP
MOVEMENT STEALTH

●●Nimble ●●[1+] Vanguard


●●[2+] Fleet ◦◦ Infiltrate
●●Move(+1) ◦◦ Ambush
●●Leaper ●●Concealment(in cover)
●●Climber ●●Exfiltrate
●●Dash ●●[4+] Lurker

108
DIRTY TRICKS GEARHEAD

●●Volg-style shooter ●●Meticulous Maintenance


●●Backstab ●●Restricted Access
●●Hidden Weapon ●●Shell Out
●●CC attacks get vicious ●●Breacher
●●“Do you feel in charge?”: Disruption(18”) ●●Equipment Mule
●●[4+] Master of Mischief ●●[3+] Savers Keepers
MUTATIONS/ENHANCEMENTS COMMON

●●Extra arm ●●[2+] Wounds(2)


●●Natural Weapon (CC (2), hit(re-roll)) ◦◦ [5+] Wounds(3)
●●Elongated Legs ●●Scarred Veteran
●●“You don’t know where I’ve been!”: Repel(2) ●●[3+] Scarred Veteran
●●Ablative “Armour” ●●Any skill (2)
●●Elongated Arms: all CC attacks get reach(2) ●●Any skill (2)
HEROISM/MADNESS MYSTIC

●●Morale(1) ●●Wyrd Mystic(1)


●●Formidable Frame ◦◦ [2+] Wyrd Mystic(2)
●●Return to Sender ◦◦ [5+] Wyrd Mystic(3)
●●True Grit ●●For my own good
●●Taunt ●●Protective Engrams
●●[4+] Functional Bravado ●●Mindscourge

109
Weapons for Skirmish and Narrative
COMMON WEAPONS

NAME TRAITS COST


AT-grenade CC (1), platebreaker, vs vehicles only, heavy, one use 0.5P

Autocarbine 18” (2) 1P

Autorifle 12” (2) 24” (1) 1P

Bare Hands/Unarmed CC (1), hit(-1) N/A

Bow 18” (1) N/A

Club CC (2) N/A

Combat Claws CC (2), hit(+1 vs unarmed), vicious 1P

Frag Grenade 6” (1) 12” (1, hit(-2)), indirect(hit(-2)), blast(D6), non-priority(hazardous), one 0.5P
use
Slug Rifle 24” (1), wound(+1) 1P

Knife CC (1) N/A

Musket 24” (1), priority(only) N/A

One-shot AA launcher 24” (1), wound(+4), heavy, antiair, vs aircraft or VTOL only, one use 2P

One-shot AT launcher 24” (1), wound(+4), heavy, one use 2P

Pistol 12” (1), pistol 0.5P

Rifle 24” (1) 0.5P

Scoped Rifle 36” (1) 1P

Shotgun 12” (2), wound(+1) 1P

Sledgehammer CC (2), wound(+2) 0.5P

Slug Autocarbine 18” (2), wound(+1) 2P

Slug Pistol 12” (1), wound (+1), pistol 1P

Slugger 12” (2) 24”(1), wound(+1) 2P

SMG 12” (2) 0.5P

Smoke Grenade 6” (activate(2+)) 12” (activate(3+)), place centre of smoke cloud (5” diameter 0.5P
circle) within range, potshots only vs targets within smoke or LOS passing
through until endphase, Concealment for same until 2nd endphase, indirect(half
ranges), one use
Sword CC (2), hit(+1) 0.5P

Vibrosword/Axe CC (2), hit(+1 vs unarmed), wound (+1) 0.5P

110
RESTRICTED WEAPONS

NAME TRAITS COST


Anti-Materiel Rifle 36” (1), wound(+3), priority(only) 5P

Autocannon 48” (2), wound (+3), heavy 15P

Demolition charge 6” (1), blast(D6), wound (+6), heavy, one use 5P

Energy Fist CC (2), wound(+4) 2P

Energy Maul or Axe CC (2), hit(+1 vs unarmed), wound(+3) 2P

Energy Sword CC (2), hit(+1), wound (+2) 2P

Flamer 8” (D6), hit(auto) 5P

Grenade Launcher AT: 18” (1), wound(+3) HE: 18” (1), blast(D3) 5P

Heat Cannon 24” (2), wound(+5), platebreaker(12”), heavy 15P

Heat Pistol 6” (1), wound(+5), platebreaker(3”), pistol 3P

Heatgun 12” (1), wound(+5), platebreaker(6”) 5P

Heavy Flamer 12” (D6), hit(auto), wound(+1) 10P

HMG 18” (3) 36” (2), wound(+1), heavy 10P

LATcannon 48” (1), wound (+6), heavy 15P

LMG 18” (3) 36” (2) 5P

Missile Launcher HE: 36” (1), blast(D3), heavy AT: 36” (1), wound (+5), heavy 15P

*AA: 36” (1), wound (+3), antiair, heavy (+5p)


Ogre Gun 18” (3), wound(+1) 3P

Plasma Cannon 36” (1), blast(D3), wound(+3), hazardous, heavy 15P

Plasma Gun 12” (2) 24” (1), wound (+3), hazardous 5P

Plasma Pistol 12” (1), wound (+3), hazardous, pistol 3P

Rapid Laser 36” (4), heavy 10P

Storm Slugger 12” (3) 24” (2), wound (+1) 3P

Volley Gun 18” (2), wound(+1), priority(+2 attack dice) 10P

WHAT DOES THAT EVEN MEAN? ON THE FEASABILITY OF


SMG: Submachine Gun MOTORIZED SWORDS
LMG: Light Machine Gun
HMG: Heavy Machine Gun The Vibrosword is, due to it’s unweildy nature and tendency
AT: Anti-Tank towards unpredictable motions, functionally equivalent with an
AA: Anti-Air Axe.
LAT: Light Anti Tank
HE: High Explosive

111
Templates
TEMPLATES

NAME TRAITS COST


Substandard model Wounds(1), Defence(3), Move(6) 2.5P

Unarmed: CC (1), hit(-1)


Standard model Wounds(1), Defence(4), Move(6) 4P

Unarmed: CC (1), hit(-1)

CLOSE COMBAT WEAPON TEMPLATES

NAME TRAITS COST


Unarmed (vehicles) CC (3), hit(-1), wound(+2) N/A

Unarmed CC (1), hit(-1) N/A

Simple CC (1) N/A

Basic CC (2) N/A

Standard CC (2), hit(+1 vs unarmed) N/A

Superior CC (2), hit(+1) N/A

Hefty CC (2), wound(+2) N/A

112
Traits
Traits are listed in categories for easy reference, but it
is possible to have weapon traits on models (meaning
that all attacks with that model have the listed traits) and
model traits on weapons (meaning that only attacks with
this weapon have this trait).

COMMON TRAITS

TRAIT EFFECT
Accurate *(conditions) Attacks with this model gets accurate (under conditions)
Ambush When activated may deploy from staging (without action markers), anywhere on the
board, beyond 12” or in cover/out of LOS of enemy units. Unit may not contribute
towards holding scenario objectives.
Antiair May attack aircraft normally and VTOL without hit modifier
Assault Shield As long as at least half of the models in the unit is equipped with Assault Shields, you
may force re-roll of all successful hit rolls vs this unit.
Attack dice(modifier) Model’s number of attack dice is modified by (modifier)
Bestow ability *(range) All models in attached unit gains ability. If a range is specified, all models in units within
range gains ability.
Blocker May use this model’s Defence first when attacked as part of a mixed unit, if so any
wounds have to be allocated to this unit first.
Capacity(amount) May hold amount of models. (See transport rules)
Charge(distance) CC attacks have +distance range.
Combat Shield As long as at least half of the models in the unit is equipped with Combat Shields, you
may force re-roll of all successful wound rolls vs this unit.
Countermeasures Concealment and Antiair attacks lose re-roll until end of turn, one use.
Defence(x) Model has Defence X
“Max/min X” = to wound is never worse/better than X+. (in case of conflict with
similar ruling on an attack, Defence takes precedence unless specifically mentioned)
“xY” = Y successful rolls required to cause one (1) wound. Example: Defence(6x2) – two
‘6’ required
”re-roll” = opponent is forced to re-roll successful wound rolls versus this model. For
purposes of attacking a mixed unit, Defence(X, re-roll) is considered better than Defence(X).
Exfiltrate May return to staging with a double move.
Extra Strike(number) Model has number extra attack dice with CC attacks
Fanatic For every action marker you would allocate from suppression to this unit, it instead
suffers one (1) wound. This wound has to be allocated to a model with this trait.
Firing Ports(number) Number of passengers may attack while embarked
First Strike Resolve attack first in a simultaneous exchange
Frenzied Assault Strike in CC even if suppressed or killed by reaction attack
Hard Target(modifier) Incoming attacks vs this model receive modifier to hit.
Hazardous Target Enemy weapons gain Hazardous when attacking this unit.

113
Hit and Run Model may make one (1) free move after attack.
Ignore Concealment Unit does not suffer minus to hit from Concealment.
Ignore Suppression Unit does not receive action markers from suppression.
Infiltrate Deploy anywhere on table at the start of the game, beyond 6” of enemy units (if you
start with the initiative do this after any enemy units with Infiltrate have been deployed).
Unit may not contribute towards holding scenario objectives.
Insertion When activated may deploy from staging, anywhere on the board, beyond 2” of enemy
units, with two (2) action markers.
Insignificant May not be allocated wounds and does not count toward unit size. If all models in a unit
has Insignificant, remove unit.
Last Strike Resolve attack last in a simultaneous exchange.
Leader(level) Remove level extra action markers within 12” from leader in endphase.
Loathing Re-roll results of ‘1’ to wound for this model.
Massive Model is not automatically wounded on rolls of ‘6’, instead add +1 to the wound roll for
each additional ‘6’ rolled. Requiring two ‘6’s for 7, three for 8, and so on.
Massive models do not benefit from cover.
Morale(level) Unit removes level extra (own) action markers in endphase, as long as all models in unit
has at least this level of Morale.
Move and Fire Make two (2) moves when taking an advance action.
Move(distance, trait) Model moves distance with each move.
nimble: No movement penalty for terrain.
fleet: move one extra move with double move.
hover: Ignore (most) terrain when moving.
jump: One move each turn gets distance 12” and ignores (most) terrain.
teleport: Ignore terrain when moving, enemies may only trace line of sight to where the
unit starts or ends up during a turn.
No Escape Enemy units within 2” may not make withdrawal moves in endphase.
Oversized(number) Wound(+number) and reach(+number) for CC attacks.
Parry Incoming CC attacks get hit(-1).
Rapid Move All moves have priority for timing purposes.
Rapid Strike All attacks have priority for timing purposes.
Regeneration(number) Restore number of wounds to model in endphase.
Relentless Assault Strike in CC even if suppressed by reaction attack.
Repel(distance) CC attacks vs this model has their range reduced by distance.
Rugged May re-roll any dangerous terrain tests for this model.
Run and Gun May attack with potshots after double move.
Smoke grenades Deploy when activated, potshots only vs unit and passengers until end of turn but may
not attack (and neither may any passengers). One use.
Spotter Weapons with the indirect trait may trace LOS from this model.
Stealth(distance) Model is out of line of sight beyond distance.

114
Superior Withdrawal Unit may always make a withdrawal move in the end phase and gains no additional
action markers from withdrawal moves.
Terror(distance) Units within distance of this model suffer one (1) wound in endphase for each remaining
action marker (after removal for traits and any withdrawals).
Tough(level) Ignore wound rolls of level or lower when counting suppression vs this unit, as long as all
models in unit has at least this level of Tough.
Vanguard Model may make a 12” move right before start of game.
Ward(distance) Non-CC attacks vs this model has their range reduced by distance.
Wounds(x) Model has x wounds.
Structure*(light) CC hit-rolls vs this model hit automatically, non-CC attacks have hit(+1).
Model is not automatically wounded on rolls of ‘6’, instead add +1 to the wound roll for
each additional ‘6’ rolled. Requiring two ‘6’s for 7, three for 8, and so on.
Instead of removing the model outright, roll on the vehicle damage table (unless light).
Model may not move or attack in CC.

VEHICLE TRAITS

TRAIT EFFECT
Vehicle walker: ignore (most) difficult/dangerous terrain (ruins yes, minefields no).
wheeled: roll on the damage table with -2 when entering dangerous terrain.
tracked: (no modifiers).
hover: Ignores (most) terrain when moving.
VTOL: Ignores terrain when moving, Move(72), Hard Target(1) vs non-antiair attacks.
Repel(6).
aircraft: Ignores terrain when moving. Move(unlimited), returns to staging in endphase. If
in staging, may ignore single action marker on 4+. May not make CC attacks. Attacks from
non-aircraft without the antiair trait are potshots, and may only attack if they have 2+ attack
dice and range greater than 24”.
Agile May change facing before making attack.
Assault Counts as Open for CC purposes (May use vehicle move for CC attack).
Interceptor May react from staging with move and priority attack vs non-agile aircraft.
Light Kill instead of rolling on damage table.
Open +1 on damage table, all passengers may fire out of, may use vehicle move for CC attack.
Robust(modifier) - modifier on damage table.

SPECIAL TRAITS

TRAIT EFFECT
Assassin Attacker may target individual model (instead of unit). (Suppression is still applied versus the unit
as a whole.)
Bodyguard May always allocate wounds to this model if suffered by units within 6”.
Communications Leader ability in unit has unlimited range.

115
Counter-insertion Directly after the opponent deploys a unit using Insertion or Ambush you may deploy this
unit from staging within 18” of the enemy unit, and attack it with priority.
Defence turret(weapon) All enemy aircraft moving in range of (weapon) are automatically attacked by (weapon).
Disruption(distance) Enemies within distance may not remove extra action markers in endphase.
Driving Hunger Keep attacking with one (1) additional dice each time the model causes wound in CC.
Feeder Regenerate one (1) wound in endphase each turn the unit has caused wounds in close
combat.
Flexible Loadout May change options when activating.
Gate One (1) unit may enter from staging as if this model was connected to the friendly board
edge per turn.
Insertion Assault You may make a close combat attack from staging vs any enemy target, without priority
(placing yourself within 2” of the target, as usual).
Insertion Beam Deploy one (1) non-vehicle, non-massive unit from staging within 12” of this model, with
one (1) action marker, one use.
Interdiction One (1) enemy unit may not leave staging this turn, one use.
Martyr(level) Receive level Faction Points when this unit is removed as a casualty.
Medical Support Ignore first wound suffered by unit each turn. (You may mark this by turning a model on its
side and turning it back up in the endphase).
Pathfinder Terrain features occupied by this unit does not count as difficult for friendly units.
Reconstructor Embarked units regain D3 wounds in the end phase.
school Mystic(level) When attacking, may roll level number of dice and pick one (1) available power from school
list. If you get several dice at target level, you may use boosted version. Also apply all
results of ‘1’.
Example: Player A rolls ‘1’,’1’,’5’ and may select a 5+ or worse power from the applicable school. Player
A also applies the worse version of the ‘1’ result.
Selective Enforced Units within 12” may use Fanatic.
Fanaticism
Self-Repair Remove any damaged condition on model in endphase.
Summon(how, what, Deploy unit of what, how, where (without action markers, unless otherwise specified).
where)
Superior Ambush When activated may deploy from staging, anywhere on the board (without action markers).
Unit may not contribute towards holding scenario objectives.
Superior Insertion When activated may deploy from staging, anywhere on the board, beyond 2” of enemy
units, with one (1) action marker.
Tunneller After Insertion, place adjacent to the model:
1x Tunnel: Structure(light), Wounds(3), Defence(8), Gate.
Vehicle Repair Clear “damaged” from vehicle within 2” on 3+ instead of a move.
Weaken Defences Enemy vehicles within 18” has Defence(-1).

116
WEAPON TRAITS

TRAIT EFFECT
Activate(conditions) Ability or attack triggers only under conditions; “X+” – roll X+ to activate.
Blast(effect) “D6” – score as many hits as the to-hit roll.
“D3” – score as many hits as the to-hit roll divided by two (after any modifiers) rounding up
“X” – score X hits (plus/minus modifiers).
Modifiers to the to-hit roll, (such as Accurate) work as normal. Potshots detract 3 hits (and
removes other modifiers).
You may allocate hits to any models within range that are no further than 5” apart, but not
more than those models have wounds. If target models are in multi-model units, hits are
applied to the unit as a whole. You may not allocate hits to any models that are within 2” of
a friendly model.

EXAMPLE
Player A scores three (3) hits with a Blast weapon and allocates one (1) hit to an enemy vehicle (max 1
since the vehicle has only 1 wound) and two (2) hits to a unit with two (2) wounds within 5” of the vehicle.
Calcification Unit that has suffered a wound from this weapon takes regular hits equal to the Defence of
the model that was allocated the wound.
CC Close Combat weapon (see core rules).
Cleave Wound rolls of ‘6’ that caused a wound, cause an additional wound.
Corrosive Wound(min 6 vs non-vehicles), EMP on wound(‘6’) vs vehicles.
Dual Weapon Weapon has hit(re-roll). If hit(auto), may re-roll variable number of hits or add 50% and
round up to any fixed value.
EMP If failing to wound vs vehicles, roll D6-3 on the damage table; light vehicles are killed on
4+.
Hazardous Model using weapon suffers one (1) hit at wound(min 6) for each ‘1’ on the to hit roll.
Heavy Unless mounted on a vehicle or massive model, non-priority attacks are potshots. Priority
attacks are Accurate.
Hit(modifier) Attacks with this weapon receive modifier to hit.
“Auto” = do not roll to hit, weapon hits automatically. If Potshots, hits/2, round down.
“min/max X+”: to hit is never worse/better than X+.
“xY” = each hit causes this many hits.
“re-roll” = May re-roll any dice.
”vs unarmed” = when attacking models that does not have a dedicated CC weapon.
Ignore Cover Target gets no bonus to Defence from Cover.
Indirect*(modifier) Weapon may attack without line of sight, when it does, apply modifier.
Masterwork Re-roll results of ‘1’ to hit for this model.
Mystic weapon Add Mystic level attack dice to the weapon’s attack, but gain Hazardous.
Pistol May attack even when within 2” of enemy and does not randomize hits versus target within
2” of friendly models.
Platebreaker wound(+D6) vs vehicles, +1 on the vehicle damage table.

117
Priority(effect) When attacking with priority gain effect.
“only” – the weapon can only be fired with priority.
Reach(distance) Close Combat range is increased distance”.
Can only fire if unit had no action markers in the previous endphase (may not fire first
Spin up turn).
Suppression(modifier) Amount of Suppression caused is modified.
Example:
Suppression(+X) – weapon causes +X suppression hits with attack,
Suppression(none) – weapon doesn’t cause suppression,
Suppression(x2) – each suppression hit causes two (2) suppression hits.
Underslung weapon as weapon, one use.
Vicious Hit rolls of ‘6’ cause an additional hit.
Vital Strike Hit rolls of ‘6’ has wound(+3).
Wound(modifier) Attacks with this weapon receives modifier to wound.
“No” = weapon cannot cause wounds.
“Auto” = wound with every hit (do not roll to wound).
“min/max X+”: to wound is never worse/better than X+ (in case of conflict with similar
Defence ruling, Defence takes precedence unless otherwise mentioned).
“xY” = each wound causes this many wounds.
“re-roll” = May re-roll any dice.

SKIRMISH TRAITS

TRAIT EFFECT
Ablative Armour Model has one (1) additional Defence(3) wound.
Backstab Hit(+1) and Vital Strike with CC attack if target has at least one (1) other enemy within 2”.
Breacher wound(+2) vs structures within 2”. Free 1x Breaching Charge.
Climber Model may take one (1) free vertical move with any move action.
Dash When taking a Double Move reaction attacks have hit(-1) vs this model.
Deadeye Shot Priority(Vital Strike) with rifle or scoped rifle.
Elongated Legs Model may count as 3” taller when making attacks, can cross impassable terrain of max 3”
height, and make a 3” vertical move for free once per turn.
Equipment Mule “One use” items carried by this model may be used by anyone (friendly) within 12”.
Extra arm Model has one (1) extra arm (or equivalent), and may consequently bear more arms.
For my own good Model is down and requires evacuation when rolling ‘1 1’ on the mystic table instead of the
regular result.
Formidable Frame Model is not overburdened by a single heavy load OR non-priority attacks with heavy
weapon is inaccurate instead of potshots.
Functional Bravado Model may ignore first hit each turn if in open terrain.
Gunslinger Rapid Strike with pistol.

118
Hidden Weapon First enemy model each turn that started the turn more than 2” away making CC attacks vs
this model is first subject to a (1) attack.
Leaper Model always rolls +1 dice when leaping (still picking highest).
Lurker No movement penalty from ducking.
Master of Mischief Enemy models within 12” that have exactly two (2) action markers in endphase may
only remove one (1) instead of two (2). Abilities that remove extra markers still function
normally.
Meticulous One (1) restricted weapon or two (2) non-restricted weapons in force count as Masterwork
Maintenance
Mindscourge Model’s mystic power attacks have Ignore cover.
Protective Engrams Spend one (1) FP to ignore first ‘1’ rolled on the mystic table each game.
Resilient Always counts as one step better for WIA table modifiers (neutral counts as evaced, enemy
holds field as neutral, if evaced roll three times and pick best).
Restricted Access Model may purchase restricted weapon (in addition to any game restrictions).
Return to Sender If this or another model within 6” is allocated hits from a thrown grenade, you may cancel
the attack and make an identical attack of your own on 3+.
Savers Keepers Model may use “one use” gear twice.
Scarred Veteran Model may discard one (1) trauma.
Secondary target You may re-roll missed attacks versus another target along the same line of fire.
Shake it off(X) Ignore last wound on X+, get two (2) action markers.
Sharpshooter Priority(hit(re-roll)) with rifle or scoped rifle.
Shell Out When using priority attack you may attack twice with your (non-cc) weapon. You may not
use it again during this game.
Shield Other(x”) Hits vs targets within X” may be redirected to this model.
Stretcher Bearers Model may evacuate without going into staging.
Taunt Instead of attacking, model may taunt until end of turn, counting as exposed and any attacks
versus other targets that could target this model becomes inaccurate.
True Grit Instead of removing model when it loses its last wound, it may no longer remove its last
action marker. If it receives another wound, down as normal.
Volg-style shooter May attack as if not ducking with potshots.

119
Gear for Skirmish and Narrative
SKIRMISH GEAR

GEAR EFFECT COST


Autostimmer Auto-triage with +1 at end of turn if downed, one use 0.5P

Bike, heavy Move(9), Capacity(1) – model may not climb, unless discarding bike 5P

Bike, light Move(12) – model may not climb, unless discarding bike 3P

Breaching Charge Create 2” breach in adjacent wall no thicker than 1” and attack targets 0.5P
behind the breach with 6” (1) blast(D3), one use
Clip-harness Free vertical downward movement 1P

Cyber-prosthetic Ignore the effects of one (1) trauma. (Max two (2)/model) 3P

Enclosed armour Defence(+2) 3P

Enviro-compensator Ignore(d by) battlefield conditions. (Represents gas masks, rat repellent, etc.) 2P

Flak Jacket Defence(+1) vs weapons with blast trait 0.5P

Heavy armour Defence(+1) 1P

Medkit +1 on triage actions 2P

Scanner No ambush or infiltrate deployment within 15” 3P

Shield Combat: model has Combat Shield 3P

Assault: model has Assault Shield


Stimpack +2 to triage action, one use 0.5P

Weapon Modification Blacksight: Ignore smoke and concealment (2p/5p for restricted) <

Bipod: Rifle, Scoped Rifle, Slug Rifle or LMG becomes heavy (2p)
Underslung weapon: as weapon (pick any 5p-weapon), one use (1p)
Masterwork (0.5p/1p for restricted)

NARRATIVE GEAR

GEAR EFFECT COST


Additional ammo Replenishes a weapon once (only if using ammo option) 1P

Concealable/collapsible weapon can be concealed from scanners and searches (non-restricted 1P


weapon weapons can be drawn and used immediately, restricted weapons require a
moment of discreet assembly)
Cutting beam 1” (2) wound(+5), vs structures only 5P

Silencer Attack with weapon does not raise alarm (when applicable, not for 1P
restricted weapons)

120
RARE GEAR

GEAR EFFECT EXHAUST


Ancient Enclosed Massive, Defence(7) 2+
Armour
Drugs Numbing slime: ignore suppression, auto-roll on injury table after game. 3+

Geist: gain Wyrd Mystic(1), perils always boosted.


Frenzo: gain Furious Assault.
Rotgut: Tough(2), hit(-1) for non-cc.
Immuno-booster: take before fight, get Resilient until end of game.
Poison: wound(re-roll).
Field Energy: Defence(min 6x2) vs non-CC attacks. 3+

Teleport: make 6” rapid priority move when attacked, once/turn.


Refraction: potshots only vs user with non-CC attacks.
Conversion: Defence(min 5), attacker suffers 1 supp hit for each ‘1’ rolled
to wound.
Holo: as Assault Shield (does not use hand).
Grav-Lifter No penalty for one (1) heavy load. 2+

Grenade (rare) Void: 6” (activate(2+)) 12” (activate(3+)), place centre of void (3” diameter N/A
circle) within range, models in or passing through are removed as casualties
on 2+, remove void on 5+ in endphase, indirect (half ranges), one use
Grenade (uncommon) Flashbang: 12” (1), blast(D6), suppression(x2), wound(no), non- N/A
priority(potshot), indirect (half ranges), one use.
EMP: 6” (2, hit(+1)) 12” (2), EMP, non-priority(potshot), indirect (half
ranges), one use.
Agent Apricot: remove “organic” (forest, jungle, foliage) terrain piece
within 12”, no bigger than 12” across, indirect (half ranges), one use.
Prox: place centre of field (5” diameter circle) within 12”, area counts as
dangerous terrain, remove on 5+ every time a wound is suffered, indirect
(half ranges), one use.
Plasma: 6” (activate(2+)) 12” (activate(3+)), place centre of plasma field
(3” diameter circle) within range, models in or passing through takes
wound(+3) hit, remove plasma on 5+ in endphase, indirect (half ranges),
one use.
Holo Projector User ignores first attack vs user in game. 2+

Noise Dampeners Grants vanguard, or upgrades vanguard to infiltrate, one use. N/A

Screamer traps Opponent has to deploy one (1) unit with ambush immediately, if any. One N/A
use.

121
Specialised Ammo AP: wound(+1) if Defence(5) or better 3+

HE: wound(+1) if Defence(4) or worse


Ricochet: indirect
Hotshot: hit(+1)
Incendiary: ignore cover
Dragonsbreath (shotgun only): 12” (D3), hit(auto)
Shredders: wound(re-roll)
Superior Enclosed Defence(7) 2+
Armour
Thrust Pack or Grapnel Move(jump) 2+

Ultralight Grants infiltrate OR insertion, one use N/A

Very Rare Specialised Penetrator: wound(+D6) 3+


ammo
Shieldbuster: ignore Defence(min)
Mass reactive: wound(x2)

rs
on on the finge
scope. No th ermal insulati
‘em Redclaws? Use the
why they call enches
Wanna know ared in the tr
dom being sh
-Frontline wis

122
Mystic powers
TELEPATHY SMITE
1 Momentary lapse: the mystic takes one (1) hit 1 Psychic Feedback: the mystic takes one (1) hit
11 For your own good: remove the mystic 11 Assault from Beyond: the mystic suffers one
(1) wound
2+ Bolster mind: place one (1) bolster token on 2+ Shield: place one (1) shield token on any non-
any unit. Next time this unit receives an action vehicle unit within 18”. Next time this unit
marker from suppression, remove the token suffers a wound, remove the token instead.
instead.
Boosted: place two (2) tokens.
Boosted: place two (2) tokens.
5+ Relay orders: one (1) friendly unit makes a 4+ Ignite Passion: one (1) friendly unit within 18”
free 6” move. gets Loathing until end of turn
Boosted: two (2) units Boosted: two (2) units
5+ Psychic Onslaught: all enemy units within 5+ Lightning barrage: attack with 18” (6),
18” takes D3 hits. wound(+1)
Boosted: 2D3, pick highest Boosted: 24” (8)
6+ Disrupt orders: place one (1) action marker 6+ Hammer of Wrath: attack with 18” (1),
on any unit within 18” blast(D6), wound(+2)
Boosted: two (2) action markers Boosted: 24”, hit(re-roll)

DARK ARTS LIGHT ARTS


1 Loss of favour: reduce mystic level by one (1) 1 Nosebleed: the mystic takes one (1) hit
11 Gain “favour”: closest friendly non-vehicle 11 Martyr of the Mind: remove the mystic.
unit suffers D3 wounds Closest enemy non-vehicle unit suffers D3
wounds
2+ Balefire assault: attack with 18” (3) 2+ Mind Bullets: attack with 18” (3)
Boosted: 24” (4) Boosted: 24” (4)
5+ Spawn of Beyond: summon D3x Lesser 4+ Encourage Effort: one (1) unit within 18” may
Maelstrom Entity within 18”. Remove these at re-roll all results of ‘1’ when rolling to hit until
end of turn. end of turn
Boosted: 2D3 Boosted: two (2) units
5+ Black tentacles: all models within one(1) 5+ Healing Light: one (1) non-vehicle unit within
terrain feature within 18” takes a dangerous 12” regains one (1) wound
terrain test
Boosted: two(2) wounds
Boosted: Re-roll all results of 2+ once
6+ Exaltation Awaits!: reduce the number of ‘6’s 6+ Banish/Sequester: one (1) unit within 18” is
required for boosted version by one (1) returned to staging
Boosted: Replace the mystic’s traits with: Boosted: 36”
666 Wounds(4), Defence(8), Tough(3), Massive,
CC(4), wound(+5), reach(2), Oversized(2)

123
TIDEMIND SERFMIND
1 Backlash: the mystic suffers one (1) wound 1 Call from the Deep: mystic gets one (1) action
marker
11 Disruption: closest friendly unit is marked
with D3 action markers 11 Glimpse of the Truth: mystic must make an
immediate withdrawal move
3+ Sporeshroud: as Smoke Mission 4+ All for the Brood: one (1) unit within 18” gets
Frenzied Assault until end of turn
Boosted: as Smoke Mission x2
Boosted: and Loathing
5+ Corrupt Ground: place 5” diameter circle 5+ One of Us, One of Us: attack one (1) unit
of dangerous terrain within 24”, remove in within 18” with any weapon in that unit
endphase.
Boosted: attack twice, but with weapons of
Boosted: two (2) circles, that need to touch different models
5+ The Call: move one (1) friendly unit 6” 5+ Gather the faithful: one (1) non-vehicle unit
towards the mystic within 12” regains D3 wounds
Boosted: 12” Boosted: two (2) units
6+ Jones is acting strangely: attack with 36” 6+ Take the planet back!: gain one (1) Faction
(6), wound(+1) – for every wound suffered Point
summon as many wounds of Munchers within
2” of target Boosted: two (2) Faction Points

Boosted: (9)

WEIRD WYRD
1 Brainburst: closest friendly non-vehicle unit 1 Madness: opponent choses target(s); if you
suffers one (1) wound rolled only one dice, roll another (possibly
triggering possession)
11 Overload: closest friendly non-vehicle unit
suffers D3 wounds Possession: Replace the mystic’s traits with:
11
Wounds(3), Defence(5), Ignore suppression,
CC(D6) and under the command of your
opponent
2+ Mystic Head-butt: attack with 18”(1), 2+ Pyroclastic Assault: attack with 18” (3)
wound(+3)
Boosted: 24” (4)
Boosted: 24”
4+ Raargh!: one (1) unit within 18” gets 5+ Kinetic Slam: one (1) unit within 18” is moved
Charge(3) until end of turn D6” straight from the mystic and gets an action
marker on 4+
Boosted: two (2) units, 24”
Boosted: two (2) units
5+ Overload Martyr: friendly non-vehicle unit 5+ Overwhelm: attack with 18” (4), wound(no),
within 18” suffers one (1) wound, and may suppression(x2)
attack with 12” (1), blast(D3), wound(+2)
Boosted: 24” (6)
Boosted: two (2) wounds, two (2) attacks
6+ Stomp: attack with 18” (1), blast(D6), 6+ Meteor Rain: attack with 18” (1), blast(D6),
wound(+2) wound(+2)
Boosted: 24”, hit(re-roll) Boosted: 24”, hit(re-roll)

124
FATEWEAVING POWER OF THE ELEMENTS
1 Ill favoured: mystic gets one (1) action marker 1 Exertion: mystic gets one (1) action marker
11 Witness demise: opponent gains one (1) 11 Shattered Confidence: all friendly units within
Faction point 12” gets one (1) action marker
2+ Guide: one (1) unit within 24” gets hit(re-roll) 5+ Air: one (1) friendly unit within 12” can make a
until end of turn 3” free move
Boosted: two (2) units Boosted: all friendly units within 12”
5+ Recall: move one (1) friendly unit 6” towards 5+ Earth: one (1) friendly unit within 12” gets
the mystic Defence(+1) until end of turn
Boosted: 12” Boosted: all friendly units within 12”
6+ Palm the Skeins: gain one (1) Faction Point 5+ Fire: one (1) friendly unit within 12” gets
Accurate until end of turn
Boosted: two (2) Faction Points
Boosted: all friendly units within 12”
6+ DOOM: one (1) non-vehicle/massive 5+ Water: one (1) friendly unit within 12” regains
unit within 24”suffers one (1) wound each one (1) wound
endphase
Boosted: all friendly units within 12”
Boosted: D3 wounds

POWER OF THE SINGULARITY ALCHEMY


1 Weakened Chains: increase mystic’s level by 1 Wrack: closest friendly unit gets one (1) action
one (1) marker
111 Unshackled Singularity: you immediately 11 Accidental Immolation: mystic suffers one (1)
lose the game. wound
2+ Dissolve: attack with 18” (3) 2+ Acid Assault: attack with 18” (1), blast(D3)
Boosted: 24” (4) Boosted: 18” (2)
5+ Deceive: Make one (1) 6” move with one (1) 5+ Poison: one (1) friendly unit gets wound(re-
enemy unit within 18” roll) until end of turn
Boosted: within 36” Boosted: two (2) units
5+ Despair: all enemy units within 12” gets one 5+ Boost metabolism: one (1) friendly unit within
(1) action marker 12” gets First Strike until end of turn
Boosted: two (2) action markers Boosted: two (2) units
6+ Destroy: attack with 18” (1), blast(D6), 6+ Alchemical Transformation: one (1) friendly
wound(+2) model within 12” has its traits replaced with:
Wounds(3), Defence(5), Tough(2), CC(3),
Boosted: 24”, hit(re-roll) wound(+2)
Boosted: two (2) friendly models

A
you, dear cousin.
ch em ist ha s something for wi ll da re ca ll
”My Al is, no-one
sorts. After th
’pick-me up’, of
you a wastrel!.”

125

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