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NEKROPLANET GROB

by Ana & Ivan Polanšćak

Version 0.3.1
14. 2. 2024.

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DISCLAIMER

This is playtest material. Contents are subject to change as playtesting carries


on and player feedback is considered and implemented. New content, such as
more Scenarios, will be added as it is developed.
Changes from the previous version will be highlighted in red, so you can more
easily find which rules have been tweaked.
This document lacks visual editing, as emphasis was placed on readability and
printer-friendliness over aesthetics.

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1 INTRODUCTION
Tomb raiders from far corners of the void voyage to Nekroplanet Grob to pillage its treasures.
The interplanetary civilisation that once dominated the system is long gone. On the inhospitable Nekroplanet
where they once buried their dead in elaborate tomb complexes, valuable artefacts and lavish riches continue
to gather dust.
But they are not unguarded; Grobniks - an army of androids built for this sole purpose, still watch the
sepulchres of their former masters

WHAT YOU NEED TO PLAY


As with most tabletop games, Nekroplanet Grob cannot be played without certain props and tools. The
following section will list everything you need to play.

Game Board
You will need a square or rectangular game board or mat. The recommended dimensions are 56×76
cm (22×30”), but any board with sides no smaller than 56 cm (22”) or larger than 76 cm (30”) is
acceptable.

Models
Each player will need a warband of painted miniatures affixed to bases, representing Grobniks and
Raiders.

Terrain
Terrain includes model landscapes, structures, and other environmental features that the Models can
move around, hide behind, or pass over. Keeping a diverse selection of Terrain sizes, from small piles
of rocks to large ruin sections, will help make the game stay interesting on multiple playthroughs.

Rulebook
A copy of the rulebook is invaluable for quick rules reference.

Dice
To generate random numbers, you will need a polyhedral set of dice, including a d4, d6, d8, d10, d12,
and a d20. One set of dice is enough for both players, but each player having their own set will speed
up play. Having a pool of spare dice (especially d6’s) is also very useful, as they can be used as Turn
and Damage counters, Markers, etc.

Measuring Device
The players will need a measuring device, such as a tape measure or measuring widget. The game
uses inches as a unit of measurement, so make sure your measuring device is marked in inches.

Tokens and Markers


These are used to represent game effects, such as Status Effects, Conditions, Points of Interest, or
Models’ current HP. They can be as simple as scraps of paper, dice, or purpose-crafted objects.

GAME TERMS AND GLOSSARY


Some common terms and expressions will appear Capitalized in the following chapters. This denotes that the
text refers to them specifically as game terms, indicating that they have a special meaning inside the game.
For instance, an action is “the fact or process of doing something, typically to achieve an aim” (dictionary
definition), while an Action is “a Model causing an effect to happen, often involving a target such as another
Model.”

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When a word in the text appears bolded, this denotes that a game term has appeared in the rulebook for the
first time. Short descriptions of such terms can be found in the Glossary at the end of the book. [NOTE: This
feature is yet to be implemented.]
Text in italics denotes flavour text, i.e., sections that have no bearing on the mechanics of the game, but are
added to flesh out the setting and provide context to scenarios. For the purposes of the rules, they can be
ignored.
The Glossary contains an alphabetical list of all game terms, along with brief explanations of such terms,
followed by page numbers where these terms are referenced. The Glossary can be found at the end of the
book, and is intended for quick and easy reference. [NOTE: The Glossary is yet to be implemented.]

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2 CORE CONCEPTS
This chapter will go over basic concepts one needs to be familiar with when playing games of Nekroplanet
Grob. Some of them are quite intuitive (what is a Model), but still warrant an official description. Many rules
covered in the following sections will reappear very often throughout the rest of the book.

MODELS
A Model consists of a miniature mounted on a base. Nekroplanet Grob offers a range of resin miniatures for
Grobniks and Raiders, but you are welcome to use whichever models you prefer – so long as both you and
your opponent can identify which Model is which at a glance.
Models should be mounted on circular bases of appropriate size. Human-sized Models, including Raiders and
most Grobniks, fit well on bases between 25 and 32 mm in diameter. Grobnik Dragoons and Annihilators are
somewhat larger, and require bases between 40 and 60 mm in diameter. Models can be mounted on bases of
other shapes (square, rectangular, or oval), but this is not encouraged.
Models are the primary actors in a game of Nekroplanet Grob. Players control them to move across the board,
interact with their environment, and engage in battle with their enemies. Models are a distinct category, as
opposed to Markers, Tokens, and Terrain.

Model Statistics
Each Model on the tabletop is connected to a profile containing its Statistics. These include HP, Speed, and
Armour, Melee Weapons (✊), Ranged Weapons (🔫), Special Actions, and Abilities.

Most Models do not have any Abilities, while some lack options for Melee Attacks, Ranged Attacks, or unique
Special Actions. A Model without any Melee Weapons cannot perform Melee Attacks, and a Model without
Ranged Weapons cannot perform Ranged Attacks.
The Statistics will be further elaborated on in the following section.

HP (Hit Points)
Determines a Model’s durability. When a Model takes Damage, its HP is reduced. When it Heals, its HP is
increased, but cannot exceed its starting HP value. When a Model’s HP is reduced to 0, it is Destroyed and
removed from play. For more information on HP and Damage, turn to page X.

Speed
Measures a Model’s manoeuvrability. Shows how far, in inches, the Model can typically move across the board
on its Turn. For more information on Movement, turn to page X.

Armour
Gauges how well-defended a Model is. When a Model takes Damage, the amount of Damage is reduced by
the Model’s Armour score. For more information on Armour and Damage, turn to page X.

Melee Weapons (✊)


Melee Weapons can be used in close-combat fighting, usually as part of the Fight Action. A Melee Weapon’s
Profile includes Accuracy Bonus, Damage Potential, and Properties.
The Accuracy Bonus indicates a modifier added to the Attack Roll when making Melee Attacks with the
Weapon.
If the Attack hits, the Weapon’s Damage Potential shows how much the weapon does. This is usually indicated
in the form of a dice roll, such as 1d3+1.

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Lastly, Properties are special rules that can change how a Weapon functions, usually by granting some sort of
benefit. An example of a Property is Raider Commando’s Armour Piercing: Damage caused by this weapon
ignores the target’s Armour.
For mor information on Melee Attacks, turn to page X.

Ranged Weapons (🔫)


Ranged Weapons can be used in long-range shootouts, usually as part of the Shoot Action. A Ranged
Weapon’s Profile includes Range, Accuracy Bonus, Damage Potential, and Properties.
The Accuracy Bonus indicates a modifier added to the Attack Roll when making Ranged Attacks with the
Weapon.
If the Attack hits, the Weapon’s Damage Potential shows how much Damage the weapon does. This is usually
indicated in the form of a dice roll, such as 2d2.
Range shows how far the target of the Weapon’s attack can be. A Weapon is ineffective when used against
targets outside of its Range.
Lastly, Properties are special rules that can change how a Weapon functions, usually by granting some sort of
benefit. An example of a Property is Grobnik Bulwark’s Scattergun: You can Reroll the Attack Roll for this
weapon.
For more information on Ranged Attacks, turn to page X.

Special Actions
Special Actions represent the ways in which the Model can use its unique skills. They can vary greatly, from
healing to additional movement to planting explosives. Each Special Action is described in detail on the
Model’s profile.
Most Models have one unique Special Action, while some have two and some have none. Either way, all
Models have access to the Interact Special Action in addition to the Special Actions listed on their profile.
For more information on using Special Actions, turn to page X.

Abilities
Abilities are specialized capabilities that passively change how the Model functions. Unlike Special Actions,
which have to be actively used, Abilities are always active. An example of an Ability is the Grobnik Dragoon’s
Unimpeded: The Dragoon ignores the movement penalty caused by Difficult Terrain.

MEASURING
Many game effects require the target to be within a certain distance from the Acting Model. In order to
determine if this condition is met, players can measure the distance between various objects, such as Models,
Terrain, and Markers. Always measure the shortest distance between two objects.
When measuring the distance to a Model, measure from any point on the edge of the base, not from the
miniature itself. When it comes to Markers, measure to any part of the Marker. With Terrain, use good
judgement and common sense. For instance, if a piece of Terrain consists of a straight short wall that is
mounted on a base for stability, you will measure to the relevant part of the Terrain, i.e., the wall itself.
Players are allowed to measure distances at any time in order to make informed decisions and not have their
plans fall through due to poor judgement of distance. In the spirit of good sportsmanship and courtesy to their
opponents, players are discouraged from abusing this privilege. Furthermore, keep in mind that games of
Nekroplanet Grob have a measure of bluffing incorporated in their mechanics – measuring certain distances
might tip off your opponent to your plans.
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LINE OF SIGHT
Line of Sight represents a Model being able to see something. A Model needs Line of Sight in order to be able
to target a Model, Marker, piece of Terrain, or anything else with an Action, including Attacks. Lines of Sight are
imaginary horizontal lines drawn from any point at the edge of a Model’s base to its target. If a Model can draw
at least one such line, it can see the target and therefore has Line of Sight. A Model always has Line of Sight to
itself.
Terrain can block Line of Sight, particularly terrain pieces with the Blocking and Obscuring traits. See page X
for more information on Terrain. Models and Markers do not block Lines of Sight.

ALLIED AND ENEMY MODELS


Some game effects refer to Allied and Enemy Models. A Model considers another Model as Allied if it is
controlled by the same player. By that same logic, Enemy Models are those controlled by a different player.
Many positive effects can only be used on Allied Models, while many negative effects are reserved for Enemy
Models. The Allied-Enemy state is also important for determining Engagement, Flanking, and Disengaging
Strikes, among other things.

ROLLING DICE
Dice are the primary way of generating randomness in games of Nekroplanet Grob. In order to be able to
produce the desired levels of randomness, you will need a full polyhedral set of dice. In game terms, dice are
referred to with the letter d, followed by the number of sides the die has. For instance, a d6 is a six-sided die.
The polyhedral dice set contains seven dice: d4, d6, d8, d10, d12, d20, and the percentile die. The percentile
die is marked with multiples of ten (10, 20, 30, etc.). If rolling a d100, roll a d10 and the percentile die, adding
them together to get the result. For instance, you might roll 20 and 7 – making the result 27. If you roll 0 on all
dice when rolling a d100, the result is 100 instead of 0. Similarly, a result of 0 on a d10 marks the result of 10
instead of 0.
The game will often require you to roll d2 and d3, which do not have designated dice in a polyhedral set. In
such cases, roll a d6 and assign values to different sides of the dice in the following way:

 For a d2, results of 1, 2, and 3 count as 1, while 4, 5, and 6 count as 2.


 For a d3, results of 1 and 2 count as 1, 3 and 4 as 2, while 5 and 6 count as 3.
Effects will often ask you to roll multiple dice at once. For instance, you might be asked to roll 2d6. In such
cases, roll a number of dice indicated by the number before the dice type, adding up the rolled numbers to get
the total. In the example above, you would be rolling two six-sided dice. If the numbers on the dice show 2 and
5, the result would be 7.

Rerolling
Some effects allow you to Reroll one or more dice. In such cases, after rolling the dice, pick the appropriate
number of dice to Reroll. Roll these dice again, keeping the second result. You must keep the second result,
even if it is worse than the first.
The first result is ignored for all effect purposes. For example, if an effect would trigger when you roll a 1 and
you Reroll the die, the effect does not trigger.
If an effect forces you to Reroll a die, you must Reroll it and keep the second result. If an effect allows you to
Reroll, you can opt not to if you are happy with the first roll.
You cannot Reroll a single die more than once. Multiple effects allowing you to Reroll are redundant. However,
effects allowing you to Reroll a single die from a roll containing multiple dice can stack. For example, if you
need to roll 3d2 and two effects allow you to Reroll a die, you can Reroll two different dice from that roll.
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When Rerolling a d100, you must Reroll both the d10 and the percentile die used in the roll.

HALVING AND DOUBLING NUMBERS


Sometimes, an effect will ask you to halve a number; simply divide the number by two. When it comes to
halving odd numbers, round down. For instance, 5 becomes 2 when halved. Always halve after taking into
account any modifiers.
When halving distances, do not round down. Instead, keep the division as a decimal number. For instance,
halving 5” becomes 2.5”.
When doubling numbers, simply multiply the number by two. While this sounds simple and intuitive, there are
two specific cases that add extra complexity to the concept.
Firstly, if you need to double a number that comes in the form of an expression containing a dice roll, double
the number before rolling any dice by doubling the number of dice rolled, as well as any modifiers attached to
the roll. For example, if you need to double a number expressed as 2d3+1, you would not roll 2d3, add 1 to the
total, then multiply the result by 2. Instead, you would roll 4d3+2. In other words, you would roll four d3’s,
adding 2 to the combined result of the rolls.
Secondly, double numbers after adding any modifiers. For example, an attack regularly deals 1d3 Damage, but
an effect increases that Damage by 1, resulting in a total of 1d3+1. If this attack’s Damage output gets
doubled, it becomes 2d3+2, not 2d3+1.

MAXIMUM AND CURRENT HP, DAMAGE, ARMOUR, AND HEALING


Each Model has its HP score that determines its durability. The HP score noted among the Model’s Statistics is
its Maximum HP. A Model’s Current HP denotes how much Damage a Model can take before being Destroyed.
Each Model Starts the Scenario with its Current HP being equal to its Maximum HP.
Over the course of a Scenario, Models can take Damage from their enemies or environmental hazards.
Whenever a Model takes Damage, reduce its Current HP by an amount equal to the Damage Taken. If a
Model’s Current HP is reduced to 0 or lower, it is Destroyed and removed from play. Once a Model has lost at
least 1 HP, you can use dice as Tokens to denote a Model’s Current HP.
If an effect would deal Damage to multiple Models at once and the Damage is stated in the form of a Roll (for
instance 2d2-2 Damage from the Acid Rain Weather effect), Make the Damage Roll once and apply the result
to all affected Models.
If a Model would take Damage, the amount of Damage is first reduced by the Model’s Armour score. Armour
can reduce incoming Damage to 0, thus resulting in no Damage taken.
Some effects let Models Heal for a certain amount. When a Model Heals, its Current HP is increased by the
indicated amount, effectively undoing previously taken Damage. However, a Model cannot have its Current HP
exceed its Maximum HP. If an effect would Heal a Model over its Maximum HP, it is Healed to its Maximum HP
instead.

ENGAGEMENT
A Model is Engaged with another Model if the following conditions are met:

 the Models are Enemies,


 the Models are within 1” of each other,
 the Models have Line of Sight to each other.

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While Engaged, a Model cannot take the Interact Special Action or make Ranged Attacks. A Model also cannot
make Ranged Attacks against Models that are Engaged due to Friendly Fire. Ranged Attacks are further
explained on page X.
Models can only make Melee Attacks against Models they are Engaged with. If a Model is Engaged with two or
more Models, it is easier to hit due to Flanking. Melee Attacks are further explained on page X.
If a Model that is Engaged Moves in such a way that it is no longer Engaged, it can be subject to Disengaging
Strikes, which are further explained on page X.

TOKENS AND MARKERS


Tokens and Markers are small gaming aides that help players visualise game effects.
Tokens are used to denote Conditions, Status Effects, how many HP a Model has left, etc. They can be freely
moved around the board – their location has no bearing on their effect, but it is a good idea to keep them next
to a Model. They are also completely optional, as their effects can be tracked using notes on a piece of paper.
Markers represent game effects whose locations are fixed and important. These include Grobnik Bulwark’s
Suppression Markers and Raider Sapper’s Explosive Markers. Scenarios also use Points of Interest, which are
represented by Markers.
To represent Markers on the board, use 25 mm or 1” diameter bases, preferably containing an indicator what
they are meant to represent. The effect that places a Marker will state if the Marker needs to be of a different
size.
Unless otherwise stated, Markers cannot be placed in such a way that they are overlapping with a Model or a
piece of Terrain. However, once placed, Models can ignore Markers when Moving and can even end their
movement on top of a Marker.

Treasure Markers
Some Scenarios have Raiders collect Treasure Markers, which have some additional rules. Once on its Turn, a
Raider Model can pick up a Treasure Marker within 1” and Line of Sight. Doing so does not expend any Actions
and can be done at any time – including in the middle of Movement, but cannot be done if Model is Engaged.
Keep track of how many Treasure Markers each Model is carrying.
When a Model would be Destroyed, it drops any Treasure Markers it is carrying within 1” and Line of Sight. As
a Special Action, a Model can pass on any number of its Treasure Markers to an Allied Model within 1” and
Line of Sight.

SCENARIOS
Each game of Nekroplanet Grob represents a conflict between Grobniks and Raiders where the two sides
struggle over an objective. These objectives are rarely symmetrical, as the two factions have vastly different
motivations and end goals. Scenarios represent different conflicts that can arise between Raiders and
Grobniks on the surface of the Nekroplanet.
The following section will go over the basic information on some core aspects of games of Nekroplanet Grob
that can be found in each game. For detailed information on Scenarios, see chapter 6.

Victory Conditions
The basic premise of the game is that Raiders wish to obtain treasure, while Grobniks attempt to stop them.
Many Scenarios follow this prompt, while some focus on achieving strategic objectives that will result in easier
acquisition of treasure in the future or weakening the Raiders’ grasp on the planet.

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Victory Conditions outline what each player has to accomplish in order to win the game. When it comes to
winning, they are the only thing that matters – sometimes, a player can win the Scenario even though all of
their Models ended up being Destroyed.
Always keep your Victory Conditions in mind, as they will inform much of your decision-making while playing
the game.

Model Selections
At the start of each Scenario, players are instructed to choose which Models they want to use for the game.
This will come in the form of having a number of Model Selections. Typically, each Model takes up one Model
Selection and each Selection can be taken no more than two times. Raiders and Grobniks have access to
different lists of available Models. These lists, along with the Models’s Statistics, can be found in chapters 4
and 5.
Each faction has a weaker, basic Model type that brings two Models for one Selection (Troopers and Sentries).
These Models can be selected two times as usual, just that each Selection brings twice as many Models.
Similarly, some Models are so powerful they take up two Model Selection slots: Juggernauts, Dragoons, and
Annihilators. Despite taking up two Selection slots each, they can nonetheless be selected twice. Doing so,
however, will take up four Selection slots, leaving less room for other Models.

Assets
Raiders and Grobniks have access to special equipment and facilities that can give them an edge in
accomplishing their goals. These are called Assets and they are chosen during the setup for each Scenario.
Each Asset can be chosen no more than two times. Assets are chosen in secret and the list of chosen Assets
is not revealed to the opponent. However, the list has to be noted down and cannot be changed during the
Scenario. When the game ends, it is good form to reveal to your opponent which assets you had chosen for
the Scenario.
Assets provide one-use benefits, such as Healing, Rerolling, bonuses to Attacks, and Damage mitigation. Each
Asset will contain a clause describing at what point it can be used, and cannot be used more than once per
Turn. Once an Asset has been used, it is expended, i.e., crossed out. Assets are not assigned to specific
Models in a force; instead, they can be used by any Model.
Each faction has its own unique list of Assets, which can be found at the end of chapters 4 and 5. Grobniks can
use a special category of Assets called Traps. When a Trap is chosen, it is placed on a specific Point of
Interest – make sure to write down which Trap is placed on which Point of Interest. When a Model interacts
with that Point of Interest, it triggers the effects of the Trap instead of gaining the usual benefits. You cannot
choose not to activate the Trap. Each Point of Interest can hold only one Trap and no more than half Points of
Interest can be Trapped.
Sometimes, players can gain Assets through certain effects, such as Points of Interest. These Assets function
the same as the ones chosen during Setup.

Points of Interest
When setting up each Scenario, players are asked to place Points of Interest on the board. These represent
locations that might contain treasure, supplies, or some other benefit to those who investigate them.
Raider Models can take the Inspect Point of Interest Special Action to uncover what the Point of Interest holds.
When doing so, they roll a die (usually a d6) to determine what sort of benefit they gain. Each Scenario has a
list of effects for their Points of Interest. Unless otherwise noted in the Scenario’s description, a Point of
Interest is discarded when it is Inspected. The Special Action Inspect Point of Interest is further described on
page X.

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Typically, Grobniks cannot Inspect Points of Interest. Instead, when choosing Assets, they can choose to place
Traps on Points of Interest to deter Raiders from poking around, potentially causing them great harm or at least
denying them bonuses granted by Points of Interest.

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3 PLAYING THE GAME
This chapter will teach you how to play games of Nekroplanet Grob by going over in-depth mechanics, both
large scale (Game Structure – Scenarios, Rounds, and Turns) and small scale (individual Actions such as
Moving and Attacking). It will also cover the special rules related to Terrain and ongoing effects.

GAME STRUCTURE
Scenarios
Scenarios are battles in which two sides, Raiders and Grobniks, fight over objectives on the surface of
Nekroplanet. When playing a game, you will need to choose (or randomly determine) which Scenario will be
played – Chapter 6 contains detailed information on Scenarios. Once a Scenario is chosen, look up its
description to find out how to set it up and play.
Players will also have to decide who will play which faction. Grobniks are usually more powerful in combat, but
are slow and tend to find themselves on the defensive. On the other hand, Raiders tend to be outmatched
when it comes to firepower, but have plenty of tricks to compensate for that shortcoming. Your choice of faction
will determine which Models and Assets you can choose, as well as your objectives in a Scenario.
The game ends when six Rounds of play have been finished. However, at the end of the sixth Round, both
players can agree to play for one more Round. Also, a player can choose to concede the game – this ends the
game prematurely and grants their opponent a Crushing Victory. Lastly, both players can choose to end the
Scenario in a Draw at any time during the game.

Rounds
Battles of Nekroplanet Grob are organized into six Rounds. During each Round, every Model gets their chance
to act, called a Turn. Rounds are further structured into four Phases, which are described in the following
section.
Initiative Phase – Initiative determines which player gets to act first in a Round. To determine Initiative,
each player rolls a d20. The player that rolled the highest then chooses which player goes first. In
games with more than two players, the player who won Initiative determines the Turn Order.
Start of Round Phase – During this Phase, all effects that happen at the start of the Round take place.
Their exact sequence is determined by the player who won Initiative.
Activations Phase – This Phase takes up the great majority of each Round. In Turn Order, starting
with the player who won Initiative, a player chooses one of their Models that has not taken its Turn yet.
That Model then Activates (takes its Turn), allowing it to take Actions such as moving and attacking.
Players keep Activating Models until all Models have taken their Turn. If a player has no Models left to
Activate but other players do, the Round nonetheless continues until all Models have Activated,
essentially skipping that player.
End of Round Phase – During this Phase, all effects that happen at the end of the Round take place.
Their exact sequence is determined by the player whose Model had the last Activation. Once all of
these effects occurred, the current Round ends a new Round begins.

Turns
As stated previously, each Model gets to take a Turn once every Round. When it does so, it is referred to as
being Activated and being the Active Model. During its Turn, a Model can take four different Actions: Move,
Fight, Shoot, and one Special Action. A Model cannot take the same Action more than once each Turn and it
can choose not to take one or more of these Actions.
A Model can substitute its Fight and Shoot Actions for a Dash Action, effectively giving up its attacks for
additional mobility.
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When it comes to Special Actions, each Model has access to the Interact Special Action, as well as any
Special Actions noted on its Statistics. Regardless of how many different Special Actions a Model has access
to, it can only take one Special Action on each of its Turns.
A Model’s Turn ends when it has taken all Actions that it wanted to take.

General Actions
These Actions can be performed by all Models. They represent basic functions such as moving across the
board, attacking other Models, and interacting with their Environment.
Move – The Acting Model Moves up to its Speed.
Fight – The Acting Model makes a Melee Attack against a Model it is Engaged with.
Shoot – The Acting Model makes a Ranged Attack against a Model. This Action cannot be taken if the
Acting model is Engaged.
Dash – The Acting Model Moves up to half its Speed. This Action can only be taken if the Acting model
has not taken either the Fight or Shoot Actions this Turn. After taking the Dash Action, the Acting model
cannot take either the Fight or Shoot Actions for the remainder of the Turn.
Special Action: Interact – The Acting Model selects an object (such as a Model, piece of Terrain, or
Marker) within 1” and Line of Sight that can be Interacted with. The object’s description will state if it
can be Interacted with, and which effects are produced from the Interaction. This Action cannot be
taken if the Acting Model is Engaged.
Note that a Model without a Melee Weapon profile in its Statistics (such as the Grobnik Death Ray) cannot
make Melee Attacks and thus cannot take the Fight Action. In the same vein, a Model lacking a Ranged
Weapon (such as the Grobnik Assassin) cannot make Ranged Attacks and therefore cannot take the Shoot
Action.

MOVEMENT
A Model’s position on the board is crucial to staying alive and completing objectives. When a Model Moves, it is
physically moved across the board in any horizontal direction. Use a measuring device to determine how much
a Model has Moved.
A Model cannot end its Movement in a position where it cannot stand with a confident degree of stability, such
as a precarious slope. If gently bumping into the board knocks over the Model, consider it an illegal Move – the
Model has to choose a different position in which to end its Movement. Additionally, a Model cannot Move off
the board’s edge in any way, including Place and Push effects. Treat the board edges as Terrain with the
Blocking trait.
A Model can change direction when Moving. It cannot pass through Terrain with the Blocking trait or Enemy
Models. It can pass freely through Allied Models and Models with the Flying Ability, but cannot pass through
Enemy Models. Terrain with the Difficult or Obstacle traits slows down Models’ Movement. Moving up an
incline, such as a gentle hill or a flight of stairs, does not cost extra Movement – only consider the horizontal
distance a Model has traversed.
Nekroplanet Grob has no common rules for climbing and jumping, and is generally light on vertical terrain. If
you are using terrain with a raised surface that has no means of normal access (stairs, ladders, etc.), treat it as
having the Blocking trait.
Models most commonly move around the board via the Move Action, which allows them to Move up to its
Speed. The Dash Action, some Special Actions, as well as Place and Push effects can also move Models
across the board.
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Dash
Dashing is a special type of Movement that allows the Model to Move up to half its Speed; for example, a
Model with a Speed of 5 would Move 2.5”. A Model can choose to Dash on its Turn only if it has not taken the
Fight or Shoot Actions that Turn, and vice versa. Attacks made as part of a Special Action are not taken into
account when Dashing.

Place and Push Effects


Occasionally, an effect might Place or Push a Model, denoting special types of Movement that come with their
own rules.
When a Model is Placed, it changes position without traversing the space between its original position and its
destination, such as teleportation. Therefore, it ignores all Terrain and Models during that type of Movement,
and it cannot be the target of Disengaging Strikes.
When a Model is Pushed, it is involuntarily Moved in a straight line, for example when being hurled by an
explosion. The Push stops when the Model encounters a physical obstacle, such as Blocking Terrain or
another Model. During a Push, a Model cannot be targeted with Disengaging Strikes and ignores Difficult
Terrain. During a Push, the Model must Move the maximum possible amount and follow the given direction of
the Push, e.g., away from another Model.

Disengaging Strikes
When a Model that is Engaged voluntarily Moves in such a way that it is no longer Engaged, the Model it had
been Engaged with can make one Opportunity Attack against it. Opportunity Attacks are explained in the
following section.
If a Model leaves Engagement of multiple Models, each of those Models gets to make an Opportunity Attack. A
Model can be targeted with a Disengaging Strike even if it became Engaged with a Model only briefly, in the
middle of its Movement. In order to avoid Disengaging Strikes, stay more than 1” away from Enemy Models
during your Move. Also, remember that Place and Push Effects ignore Disengaging Strikes.

MELEE ATTACKS
Melee Attacks represent hand-to-hand combat, with Models attempting to strike each other with their fists, gun
stocks, or dedicated melee weapons. Most Melee Attacks are made via the Fight Action, but Disengaging
Strikes and some Special Actions also allow Models to make Melee Attacks. The following section will guide
you through the process of making Melee Attacks.
Firstly, a Model needs to pick a target for its Melee Attacks. It can only target Models that it is Engaged with,
i.e., Enemy Models that are within 1” and Line of Sight. Models with the Flying Ability cannot be Engaged and
are therefore never valid targets for Melee Attacks. The Model initiating the Melee Attack is called the Attacker,
while the target of the Attack is called the Defender. Collectively, they are referred to as Combatants.

Next, the Attacker picks a Melee Weapon, marked with a fist (✊), on its Statistics. The Defender then does the
same. Each Combatant then makes an Attack Roll by rolling a d20 and adding the chosen Weapon’s Accuracy
Bonus to the roll – this number is called the total. After seeing the results, the Attacker can choose to Reroll its
Attack Roll.
After this process is done, compare the totals; the Combatant whose total is higher hits the other Combatant,
inflicting an amount of Damage indicated on the chosen Weapon. If both Combatants have the same total, they
both hit and inflict the Damage on one another.
A Melee Attack can result in the Attacker getting struck (and even Destroyed), while the Defender remains
unscathed. Even more bizarrely, the Combatants can simultaneously knock each other out.

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Flanking
While a Model is Engaged with two or more Models, it has the Flanked Condition: Melee Attacks targeting this
Model gain a +2 bonus on the Attack Roll.

Opportunity Attacks
Opportunity Attacks represent quick, improvised strikes exploiting an opening in the target’s defences and are
most commonly made as part of Disengaging Strikes. Opportunity Attacks function the same as regular Melee
Attacks, with the following differences:

 the Attacker doesn’t get the opportunity to Reroll their Attack Roll by default (effects that grant it a Reroll
function as normal),
 if the Defender scores a hit, it deals no Damage to the Attacker – it only manages to evade or parry the
Attack.

RANGED ATTACKS
Ranged Attacks include Models shooting at one another with projectile weapons, such as pistols, rifles, and
grenades. Ranged Attacks are typically made as part of the Shoot Action, but some Special Actions also allow
Models to make Ranged Attacks. The following section will cover all details pertaining to Ranged Attacks.
First, a Model has to choose a target for its Ranged Attack. To do so, pick a Ranged Weapon, marked with a
pistol (🔫), on its Statistics. Then, choose a Model that is within the Weapon’s Range and Line of Sight as the
target of the Attack. A Model cannot make Ranged Attacks while it is Engaged. It also cannot target Models
that are Engaged with one or more Allied Models as the target – this rule is called Friendly Fire. The Model
making the Attack is referred to as the Attacker, while the attacked Model is the target.
Once a valid target is chosen, the Attacker makes an Attack Roll by rolling a d20 and adding the Weapon’s
Accuracy Bonus to the Roll. This result is known as the total. If the total is equal to or higher than 10, the Attack
hits and inflicts Damage to the target. The amount of Damage is indicated on the profile of the Ranged
Weapon used for the Attack.

Cover
Certain Terrain features have the Cover trait, granting protection against Ranged Attacks. When a Model
makes a Ranged Attack against a target that is within 1” of Terrain with the Cover trait, if a Line of Sight passes
through Cover Terrain, the Attack hits on a roll of 13, instead of 10.

CRITICAL STRIKES
In rare cases, Models can land lucky, devastating hits called Critical Strikes. When a Model rolls a 20 on an
Attack Roll for a Melee or Ranged Attack, it scores a Critical Strike, which always hits and deals double
Damage.
A Melee Attack that scores a Critical Strike hits automatically, regardless of the other combatant’s Attack Roll. If
both combatants score Critical Strikes, they both hit, dealing double Damage to each other.

MAKING MULTIPLE ATTACKS


Sometimes, an effect causes a Model to make multiple Attacks at the same time against different targets.
Examples include Grobnik Death Ray’s Strafing Run and Raider Gunner’s Rapid Fire Special Actions. In such
cases, the Model makes a separate Attack Roll for each target, in order of their own choosing.

SPECIAL ACTIONS
Special Actions denote Models’ capabilities of interacting with their environment beyond movement and basic
attacks. They can include Healing capabilities, placing explosives, or executing combat manoeuvres. Most
Models have at least one Special Action listed among their Statistics. All Models also have access to the

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Interact Special Action, described below. Some Assets can also be used as a Special Action. During its Turn, a
Model can perform one Special Action, chosen from the options available to it.

Interact
Interact is a Special Action available to all Models. It allows the Acting Model to select an object (such as a
Model, piece of Terrain, or Marker) within 1” and Line of Sight that can be Interacted with. The object’s
description will state if it can be Interacted with, and which effects are produced from the Interaction. This
Action cannot be taken if the Acting Model is Engaged. Models can Interact with Points of Interest – this is a
special case of the Interact Action covered in the following section.

Inspecting Points of Interest


By Default, Raider Models can take the Interact Special Action targeting Points of Interest. When doing so, the
Grobnik player must reveal if the Point of Interest contains a Trap – triggering the Trap and inflicting a negative
effect on the Raider. If the Point of Interest is not Trapped, the Raider rolls a die (usually a d6) and consults the
Scenario’s Point of Interest Effects table to see which effect takes place – these are generally beneficial, so the
Raider player is encouraged to explore them. Either way, each Point of Interest can be Inspected only once –
after doing so, remove it from play.
As a special case of the Interact Special Action, all the same rules apply for Inspecting Points of Interest. The
Active Model cannot be Engaged, must be within 1” of the Point of Interest and have Line of Sight to it.
Some Scenarios allow both the Raider and Grobnik players to Inspect Points of Interest, while others state that
Points of Interest are not removed after being Inspected. Carefully read the Scenario’s Special Rules to find
out if any of them apply to Points of Interest.

TERRAIN
Terrain constitutes features such as ruins, rocks, bodies of water, and alien plants that litter the surface of the
Nekroplanet. When playing the game, Models will have to navigate Terrain in order to reach their objectives,
shoot at their targets effectively, and get close enough to their enemies to Engage them in melee combat.
Terrain is placed on the board during Scenario Setup, when players take turns placing an equal number of
Terrain features. During this process, it is important to remember that both players having fun is more important
than gaining a slight tactical advantage. Here are a few guidelines when placing Terrain:

 The player placing a terrain piece second should endeavour to choose and place a Terrain feature
similar in size and Traits as their opponent has just placed.
 Always leave enough space for Models to manoeuvre. Avoid chokepoints and have multiple lanes of
access between players’ Deployment Zones and their objectives.
 Players are encouraged to place terrain in a way that feels natural, i.e., how it might appear in real life.
For instance, having a body of water surrounded by trees (oasis), or a series of columns flanking a
road.
 It is desirable that, at the beginning of the game, Models are at least 6” away from Enemy Models and
do not have Line of Sight to them.
 If the players are unhappy with how the board looks after having placed Terrain, they can agree to redo
the process.
Terrain pieces have traits that influence how the game is played – usually by hampering Ranged Attacks,
restricting Movement, and limiting Line of Sight. The following section contains a list of all common Terrain
traits.

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Blocking
This type of terrain blocks movement. In other words, Models cannot Move through Blocking terrain
unless they have the Flying Ability. Blocking Terrain includes obstacles such as walls, boulders, and
chasms.

Cover
Models that are close to Cover are harder to hit with ranged weapons. When a Model makes a Ranged
Attack against a target that is within 1” of Terrain with this trait, if a Line of Sight passes through Cover
Terrain, the Attack hits on a roll of 13, instead of 10. Barricades, rocks, and foliage provide Cover, as
does peeking from behind a corner or a pillar.

Difficult
Moving through Difficult Terrain slows down movement by half. For example, a Model that can Move 5”
over bare ground can Move only 2,5” through Difficult Terrain. This penalty applies as long as any part
of a Model’s base is in Difficult terrain. Rough terrain such as a patch of mud, a thorny thicket, or a pool
of shallow water are all Difficult Terrain.

Obscuring
A piece of Terrain with this trait blocks Line of Sight. Examples include dense foliage and a solid wall.

Obstacle (X)
When moving over a piece of Terrain with this trait, a Model needs to expend an extra X inches of
movement whenever it crosses the Terrain. For example, a barricade can have the Obstacle (2) trait.
This trait can also be directional – for instance, climbing up a ledge costs extra movement, while
descending it does not.

STATUS EFFECTS
Status Effects are temporary, negative impairments that limit what a Model can do. All Status Effects are
removed at the end of the Model’s Turn (this is also included in the Status Effect’s descriptions). You can use
Tokens to denote Status Effects.
A Model can have multiple different Status Effects at the same time. Multiple instances of the same Status
Effect are redundant. In other words, gaining the same Status Effect multiple times has no additional effect.
Here is a list of all Status Effects and the penalties they incur on a Model:

Distracted
This Model cannot take Special Actions. Remove this Condition at the end of its next turn.

Immobilized
This Model cannot take the Move or Dash Actions, or otherwise willingly Move across the board (it can
still relocate as a result of Place and Push effects, such as via the Personal Teleporter Raider Asset).
Remove this Condition at the end of its next turn.

Stunned
This Model cannot make any Melee or Ranged Attacks. This includes the Fight and Shoot Actions,
Opportunity Attacks, Disengaging Strikes, and Attacks performed as part of Special Actions. Remove
this Condition at the end of its next turn.

CONDITIONS
Conditions are ongoing effects that give various modifiers to Models, but are distinct from Status Effects in
several ways. Firstly, some are automatically applied in certain conditions (such as Flanked). Secondly, not all
are negative (such as the Grobnik Enforcer’s Bolstered). Thirdly, they have individual conditions when they are
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removed (such as when a Model starts its Turn or is Destroyed). Fourthly, each Condition is described as part
of the rule that applies the Condition.
Effects interacting with Status Effects do not concern Conditions, and vice versa. You can use Tokens to
denote Conditions. Since Conditions are effect-specific, they will not be listed here.

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4 GROBNIKS
Grobniks are machines manufactured by an ancient interplanetary civilisation to guard their dead and the
lavish riches in their tombs. Even though their makers are long extinct, they still protect the Nekroplanet from
spacefaring grave robbers.
You can take two Sentries for one Model Selection. Each Dragoon and Annihilator takes up two Model
Selections. Your force cannot contain more than two of the same Model, except for Sentries, of which you can
have four.

SENTRY
Grobnik Sentries are the foot soldier class among robotic guardians of Nekroplanet's graves. Some tombs
contain entire armies of them!
Speed HP Armour
4 6 1

✊ Acc +0 Damage 1d3+1

🔫 Acc +0 Damage 1d3+1 Range 10”

Ability: Strength in Numbers


The Sentry gains a +2 bonus to its Accuracy and ignores Friendly Fire if at least one Grobnik is within 1” and
Line of Sight of the target.

ENFORCER
A larger and more advanced version of the Sentry, deployed to protect sensitive targets.
Speed HP Armour
4 8 1

✊ Acc +4 Damage 1d3+1

🔫 Acc +3 Damage 2d3 Range 10”

Special Action: Bolster


The Enforcer gains the Bolstered Condition until the start of its next Turn: This Model’s Armour is increased by
1.
Special Action: Protect
A Model within Line of Sight of the Enforcer gains the Protected Condition until the start of the Enforcer’s next
Turn: When the Protected Model would take Damage, if the Enforcer is within 2” and Line of Sight, the
Enforcer can choose to take the Damage instead.

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ASSASSIN
Grobnik Assassins are built and programmed to pounce on unexpecting targets and swiftly execute them.
Speed HP Armour
5 7 0

✊ Acc +5 Damage 2d2+1

Special Action: Pounce


The Assassin Moves up to 3” without provoking Opportunity Attacks and ignoring Terrain and Models during
the Move. Then, it can make a Melee Attack against a Model it is Engaged with, dealing an extra 1d2 Damage
if the target is Flanked.
Ability: Evasive
Ranged Attacks targeting this Model gain a -2 modifier to the Attack Roll.

SHARPSHOOTER
Grobnik Sharpshooters are long range precision specialists. Deadly with their sniper rifle, but vulnerable in
melee.
Speed HP Armour
5 7 1

✊ Acc +0 Damage 1d3

🔫 Acc +4 Damage 1d4+1 Range 14”


Deadly. This Weapon scores Critical Strikes on Attack Rolls of 19 or 20.
Special Action: Take Aim
The next Ranged Attack the Sharpshooter makes this Turn gains one of the following benefits:
 the Attack ignores Cover,
 the Attack ignores Friendly Fire,
 the Attack has its Range increased by 6”.

DEATH RAY
The flying Death Ray's design is reminiscent of the sun rays, the planet's native sky fauna. It attacks swiftly
from above!
Speed HP Armour
6 6 0

🔫 Acc +1 Damage 2d2 Range 8”


Scattershot. You can Reroll the Attack Roll for this weapon.
Special Action: Strafing Run
The Death Ray Moves up to 4”, then makes a Ranged Attack against every Model it has moved through.
Ability: Flying
This Model cannot be Engaged and can move through Models and Terrain as if they were not there.

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BULWARK
The Bulwark is a heavily armoured unit, whose purpose is to act as an immovable object. Their massive body
and hands block the enemy's passage, while the small cannon mounted on top can serve a barrage of
suppressive fire to keep tomb raiders away from their prize.
Speed HP Armour
3 9 2

✊ Acc +6 Damage 2d3

🔫 Acc +1 Damage 2d2 Range 8”


Scattershot. You can Reroll the Attack Roll for this Weapon.
Special Action: Suppressive Fire
Place a Suppression Marker within 8”. Whenever a Model that has Line of Sight to the Bulwark starts its Turn
within 2” of one or more Suppression Markers or enters that area for the first time on its Turn, it can choose to
take 2d2 Damage. If it does not, it treats the area as Difficult Terrain and cannot perform any Shoot, Fight, or
Special Actions while within the area.
Remove the Suppression Marker at the start of the Bulwark’s next turn, when the Bulwark is no longer within 8”
of the Marker, or when the Bulwark is Destroyed.

DRAGOON
Grobnik Dragoons are Nekroplanet's biomechanical cavalry specialists. Use it to run down the sacrilegious
plunderers!
Speed HP Armour
6 10 1

✊ Acc +4 Damage 2d2+1


Stunning. If the target took any Damage from this Attack, it also gains the Stunned Status Effect.

🔫 Acc +3 Damage 1d4+1 Range 8”


Armour Piercing. This Weapon ignores the target’s Armour.
Chain Lightning. Once per Round, after damaging the target, make another Attack with this weapon, targeting
a different Model within 3” and Line of Sight of the initial target.
Special Action: Manoeuvre
The Dragoon Moves up to 4”.
Ability: Unimpeded
The Dragoon ignores the movement penalty caused by Difficult Terrain.

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ANNIHILATOR
Grobnik Annihilators are massive armoured killing machines. Watch them shoot their eye lasers and trample
space thieves underfoot.
Speed HP Armour
4 10 2

✊ Acc +3 Damage 2d3+1

🔫 Acc +3 Damage 2d3+1 Range 14”

Special Action: Terrify


A Model within Line of Sight of the Annihilator gains the Terrified Condition: This Model can be Activated only
after all non-Terrified Allied Models have already taken their Turn in the current Round. Remove the Terrified
Condition at the end of the Round.

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GROBNIK ASSETS
Grobniks employ strange, morbid technology to repel invaders from their holdings. Their Assets mostly focus
on disrupting the Raiders’ plans via debuffs and traps. Each Scenario states how many Assets you can pick.
Each Asset can be picked up to two times. Assets are chosen in secret and have to be noted down.

Traps
Traps are Grobnik-specific Assets that are placed on Points of Interest – secretly note which Trap is set on
which Point of Interest. Each Point of Interest can have only Trap and you cannot place Traps on more than
half Points of Interest. Whenever a Raider Interacts with a Trapped Point of Interest, instead of receiving the
usual benefits, it triggers the Trap’s effects.

The following list contains Assets available to Grobniks in all Scenarios.

⎕⎕ Accelerator – At the start of its Turn, a Grobnik increases its Speed by 2 for the rest of its Turn.
⎕⎕ Beyond Death – When a Grobnik would be reduced to 0 HP, it is reduced to 1 HP instead.
⎕⎕ Cripple – At any time during its Turn, a Grobnik can choose a Model it is Engaged with. That Model
gains one of the following Status Effects: Distracted, Immobilized, or Stunned.

⎕⎕ System Jammer – When an opponent uses an Asset, that Asset has no effect but is still expended. You
can use this Asset only once per Round and cannot use it before the first Activation of Round 1.

⎕⎕ Wave of Corruption – Use this Asset when a Model ends its Turn. All Models take 1 Damage, ignoring
Armour. You can use this Asset only once per Round.

⎕⎕ Ambush Trap – Choose a Grobnik Model that is not Engaged or is kept in Reserve. Place the chosen
Grobnik within 2” of the Model Interacting with the Point of Interest. The Grobnik can immediately perform the
Fight or Shoot Action targeting the Model that triggered the Trap.

⎕⎕ Dislocator Trap – Place the Model Interacting with the Point of Interest anywhere within 1d4+4” of the
Point of Interest. The Model Interacting with the Point of Interest immediately ends its Turn.

⎕⎕ Explosive Trap – All Models within 3” of the Point of Interest take 2d3 Damage. The Model Interacting
with the Point of Interest immediately ends its Turn.

⎕⎕ Laser Trap – The Model Interacting with the Point of Interest takes 3d3 Damage.
⎕⎕ Sticky Trap – The Model Interacting with the Point of Interest immediately ends its Turn, then gains up
to two of the following Status Effects: Distracted, Immobilized, and/or Stunned.

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5 RAIDERS
Arriving from far away systems, crews of graverobbers descend on the Nekroplanet looking for plunder. They
may be xenoarchaeologists, space pirates, corporate soldiers, cultists looking for meaning of life... It’s always
an opportunistic crowd with ships and weapons. But they don’t have it easy: they are welcomed by deadly
robots, booby traps, hungry local wildlife, and hostile weather. The loot must be really worth it!
You can take two Troopers for one Model Selection. Each Juggernaut takes up two Model Selections. Your
force cannot contain more than two of the same Model, except for Troopers, of which you can have four.

TROOPER
Hired when quantity matters more than quality, a Trooper has basic training and equipment.
Speed HP Armour
5 6 0

✊ Acc +0 Damage 1d3+1

🔫 Acc +0 Damage 1d3+1 Range 10”

Special Action: Teamwork


Choose a Raider that is within 6” and Line of Sight and that has not taken its Turn yet this Round. When the
Trooper’s Turn ends, the chosen Raider can take its Turn immediately afterwards.

GRUNT
Grunts are muscle with preference for close quarters combat.
Speed HP Armour
5 9 1

✊ Acc +5 Damage 2d3

🔫 Acc +1 Damage 2d2 Range 6”


Scattershot. You can Reroll the Attack Roll for this weapon.
Special Action: Shrug Off
The Grunt Heals 1d3 HP or removes one Status Effect of its choice.

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SCOUT
Equipped with a long-range rifle, the Scout is a threat to anyone on the battlefield.
Speed HP Armour
5 7 0

✊ Acc +3 Damage 1d4

🔫 Acc +3 Damage 2d2+1 Range 14”

Special Action: Mark Target


A Model within Line of Sight gains the Marked Condition until the start of this Model’s next Turn or until this
Model is Destroyed. Attacks made against the Marked Model deal +1 Damage. Marking a Model multiple times
has no effect. The Scout cannot take this Action while Engaged.
Ability: Unimpeded
The Scout ignores the movement penalty caused by Difficult Terrain.

GUNNER
Heavy weapon specialist, lugging a massive gun with great firepower.
Speed HP Armour
4 8 1

✊ Acc +1 Damage 2d2

🔫 Acc +3 Damage 2d2+1 Range 12”

Special Action: Rapid Fire


The Gunner makes a Ranged Attack against a Model within 12” and Line of Sight, as well as all other Models
within 2” of the initial target (a Model needs to be within Range and Line of Sight to be a viable target). These
Attacks gain a -3 penalty to the Attack Roll and ignore Friendly Fire.

MEDIC
A Medic is trained as a field surgeon, here to make sure the crew come back home alive and enjoy the fruits of
their plundering.
Speed HP Armour
5 7 0

✊ Acc +2 Damage 1d3+1

🔫 Acc +1 Damage 1d4 Range 8”

Special Action: Mend


A Model within 2” and Line of Sight Heals 2d3 HP. The Medic can target itself with this Action. The Medic
cannot take this Action while Engaged.

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HACKER
Hackers are capable of breaking into tech, including disrupting and even controlling Grobnik AI.
Speed HP Armour
5 7 0

✊ Acc +1 Damage 1d4

🔫 Acc +2 Damage 1d3+1 Range 8”

Special Action: Hack


A Grobnik within 10” and Line of Sight gains one of the following Status Effects: Distracted, Immobilized, or
Stunned. The Hacker cannot take this Action while Engaged.
Special Action: Remote Interact
The Hacker performs the Inspect Point of Interest Special Action, but can target Points of Interest that are
within 6” and Line of Sight. The Hacker cannot take this Action while Engaged.

SAPPER
Master of explosives. Able to plant and detonate bombs, as well as throw grenades at the enemy.
Speed HP Armour
4 8 1

✊ Acc +2 Damage 1d3+1

🔫 Acc +2 Damage 2d3 Range 6”


Area of Effect. Attacks made with this weapon ignore Cover and Friendly Fire. After Attacking the initial target,
repeat the Attack against every Model within 2” and Line of Sight of the initial target (ignoring Line of Sight and
Range requirements for the secondary targets).
Special Action: Plant Explosive
Place an Explosive Marker within 2” and Line of Sight. The Sapper cannot take this Action while Engaged.
Special Action: Detonate Charges
Choose any number of Explosive Markers placed by Allied Models. Each Model within 2” and Line of Sight of
at least one of the chosen Markers takes 3d2 Damage, then remove those Markers. The Sapper cannot take
this Action while Engaged.

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COMMANDO
An elite soldier with expert training, experience, and high-end gear.
Speed HP Armour
5 8 1

✊ Acc +5 Damage 1d3+1


Armour Piercing. Damage caused by this Weapon ignores the target’s Armour.

🔫 Acc +3 Damage 1d4+1 Range 10”


Deadly. This Weapon scores Critical Strikes on Attack Rolls of 19 or 20.
Special Action: Improvise
The Commando performs one of the following:
 Moves up to 3”,
 makes a Melee Attack, but deals only 2 Damage if it hits,
 makes a Ranged Attack, but gains a -3 penalty to the Attack Roll.

JUGGERNAUT
A lumbering combatant clad in power armour. Well protected and highly destructive.
Speed HP Armour
5 10 2

✊ Acc +5 Damage 2d3

🔫 Acc +3 Damage 1d3+2 Range 12”

Special Action: Charged Attack


The next time the Juggernaut makes an Attack during this Turn, any Damage caused by that Attack ignores the
target’s Armour.

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RAIDER ASSETS
Raider armouries are filled with high-tech gadgets that allow them to survive the hostile conditions of the
Nekroplanet and accomplish their objectives with the minimum amount of trouble.
Each Scenario states how many Assets you can pick. Each Asset can be picked up to two times. Assets are
chosen in secret and have to be noted down.
The following list contains Assets available to Raiders in all Scenarios.

⎕⎕ Comms Uplink – When a Raider ends its Turn, immediately take a Turn with another Raider. You can
use this Asset only once per Round.

⎕⎕ Force Field – When a Raider takes Damage, reduce the Damage by 2, to a minimum of 0.
⎕⎕ Homing Missile – When a Raider takes a Shoot Action, it can use the following Weapon for the Attack:
🔫 Acc +5 Damage 2d3+1 Range 16”

⎕⎕ Long-Range Scanner – As a Special Action, a Raider can reveal if any Points of Interest within 6” are
Trapped. This does not reveal which Traps are placed on these Points of Interest.

⎕⎕ Personal Teleporter – As a Special Action, Place the Raider anywhere on the board within 8” of its
current location.

⎕⎕ Stealth Generator – At the end of a Raider’s Turn, it can choose to gain the Hidden Condition until the
start of it next Turn. While Hidden, a Model cannot be targeted with Attacks, Actions, and Abilities by Models
that are not within 6” of it.

⎕⎕ Stimpack – At the start of its Turn, a Raider Heals 1d3+1 HP or removes one Status Effect of its choice.
⎕⎕ Target Finder – A Raider can Reroll a failed Ranged Attack Roll. Alternatively, before making a Ranged
Attack, it can choose to ignore Cover and Friendly Fire for that Ranged Attack.

⎕⎕ Trap Disarm Kit – When a Raider Interacts with a Point of Interest, any Traps placed on the Point are
discarded. You must choose to use this Asset before it is revealed if the Point of Interest was Trapped or not.

⎕⎕ Utility Drone – A Raider can take an additional Special Action on its Turn, but cannot take the same
Special Action more than once. You can use this Asset only once per Round.

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6 SCENARIOS
Games of Nekroplanet Grob are not straightforward fights to the death between two evenly-matched sides.
Instead, two asymmetrical sides work to achieve vastly different goals through force, speed, and cunning. This
section will provide a selection of Scenarios – unique encounters between Raiders and Grobniks.
Each Scenario comes with its own description, containing the following elements:

Premise
A section of flavour text that sets the stage for the Scenario – faction motivations and goals, atmosphere, and
backstory all fit here.

Setup
This section contains instructions on how to place Points of Interest, Terrain, and Models at the start of the
Game. Follow the instructions in order to properly set up the game before you start playing.
If Models are placed inside a certain area at the start of the Scenario, that area is referred to as the
Deployment Zone. When placing Models within a Deployment Zone, they have to be completely within the
Zone.
This section can also limit which Models and/or Assets the players can select for the Scenario, or add new
Assets.

Special Rules
Each Scenario has a set of additional rules that apply only during that Scenario. They often refer to Models,
Terrain, and other objects placed during the Setup.

Victory Conditions
This section describes what each player has to achieve in order to claim victory. Each side also has an option
of a Crushing Victory, representing an overwhelmingly positive outcome. If both sides manage to achieve their
goals partially, the game usually results in a draw, thus having no winners or losers.
If you are playing a Campaign, the Scenario’s outcome will determine the Experience gained by Models
participating in the Scenario, as well as possible additional benefits for the winning player.

Point of Interest Effects


Each Scenario takes place in different circumstances and in different places. To reflect this, Models gain
different benefits from their Points of Interest based on the current Scenario. Whenever a Model Inspects a
Point of Interest, use the Point of Interest Effects table provided with the Scenario to determine what happens.
List of Scenarios:

 (1) Enemies at the Gate (Raiders fight their way into a locked tomb)
 (2) Evacuation (Raiders load escape vehicle and hold out against waves of Grobniks)
 (3) First Contact (Raiders escort a scientist who inspects the graves)
 (4) Great Statue of Ulm (opens at end of turn six, winner is the one with more Models nearby)
 (5) Procession (Grobniks escort a WIP while being flanked by Raiders)
 (6) Raid on the Treasure Ark (fight to gain control of a mobile treasure chest)
 (7) Salvage Operation (Grobniks drop treasure on death)
 (8) Tower of the Three (Raiders attempt to destroy a fortified tower while pursued by Grobniks)
 (9) Treasure Hunt (Points of Interest drop treasure)
 (10) Tug of War (both sides fight to control a sarcophagus)
 (Bonus) Annihilation (pitched battle, until one side is wiped out – no draw outcome)

29
WEATHER
Weather is an optional rule that can add replay value to your games of Nekroplanet Grob. Each Weather
phenomenon affects both sides equally and can heavily impact the players’ strategies for winning the Scenario.
If you choose to add Weather to your games, roll a d6 right after picking a Scenario and consult the following
section to determine which Weather phenomenon takes place. If you are playing a Linear Campaign using the
rules for Weather, one of the players rolls a d4 first. On a roll of 1-3, no Weather effect takes place. If a 4 is
rolled, then roll a d6 as described above.
(1) Acid Rain – At the start of each Round, each Model takes 2d2-2 Damage, ignoring Armour. If this Damage
would reduce a Model to 0 HP, it is reduced to 1 HP instead.
(2) Fog/Sandstorm – Models do not have Line of Sight to anything that is more than 8” away from them.
(3) Darkness – At the start of each Round, all Models gain the Hidden Condition. While Hidden, a Model
cannot be targeted with Attacks, Actions, and Abilities by Models that are not within 6” of it. Each Model
removes the Hidden Condition at the start of its Turn.
(4) Rain – All Models gain a -1 penalty to their Ranged Attack Rolls. Additionally, all Models without the
Unimpeded or Flying Abilities cannot take the Dash Action.
(5) Ion/Meteor Storm – At the Start of each Round, each player chooses one Allied Model and one Enemy
Model, then rolls a d20. If the players rolled the same number, nothing happens. Otherwise, the player who
rolled higher checks if the number rolled is odd or even. If the number is odd, their chosen Allied Model is
struck by a meteorite. If the number is even, their chosen Enemy Model is struck. Either way, the Model struck
by a meteorite takes 1d6+3 Damage.
(6) Power Fluctuation – Whenever a non-Trap Asset is used, the player using the Asset rolls a d6 to
determine what happens:

 1-2: The Asset has no effect, but is still discarded.


 3-4: The Asset is used as normal.
 5-6: The Asset is used as normal, but is not expended – meaning it can be used again.

30
I. ENEMIES AT THE GATE
Tomb Raiders’ scans identified a large underground complex beneath this structure. Having detected minimal
security in the area, the Raider team carefully approached the ornate gate - but a sudden Grobnik ambush
from the rear now makes it imperative to make the breach into the tomb.

Setup
The Grobnik player chooses their side of the board, then places the Gate at the centre of the opposite board
edge. The Raider Deployment Zone is a 4” wide strip that is 4” away from the Grobnik side of the Board. Refer
to the schematic below for more details.
Starting with the Grobnik player, the players alternate placing an equal number of Terrain pieces on the board.
No Terrain can be placed within 1” of the centreline, in order to provide the Raider player with a guaranteed
way of reaching the Gate.
Starting with the Raider player, the players alternate placing 8 Points of Interest on the board, between the
Raider Deployment Zone and the side of the board with the Gate. A Point of Interest cannot be placed within 4”
of a board edge, another Point of Interest, the Gate, or the Raider Deployment Zone.
The players choose their forces and Assets in secret. Each player has 8 Model slots and 8 Assets to choose
from.
The Grobnik Player deploys up to two Model selections within 4” of the Gate, then deploys the rest in base
contact with their board edge. The Raider player then deploys all of their Models in their Deployment Zone.

Special Rules
At the start of the game, the Gate is closed. If Raiders Interact with the Gate 3 times, the Gate becomes open.
This represents Raiders hacking or forcing open the entrance into a Grobnik treasure vault. While the Gate is
open, a Raider can Interact with it to close it, resetting it as it was at the beginning of the Scenario.
While the Gate is open, a Raider that ends its Turn within 1” of the Gate can choose to enter (no Action
required). If it does so, it is removed from play (it does not count as being Destroyed).

31
Objectives
The Raiders aim to enter through the Gate with as many Models as possible. The Grobniks aim to keep the
Gate closed and the Raiders away from their precious vault.
Crushing Grobnik Victory – The Gate remains closed.
Grobnik Victory – The Gate has been opened, but no Raiders managed to enter.
Draw – At least one Raider managed to enter through the Gate.
Raider Victory – At least three Raiders managed to enter through the Gate.
Crushing Raider Victory – At least three Raiders managed to enter through the Gate, and the Gate is
closed at the end of the scenario.

d6 Point of Interest Effect


1 Nothing. Nothing happens. At least it wasn’t a trap.
2 Damage Amplifier. Gain the Damage Amplifier Asset, described below.
Force Field Generator. Place a Force Field Marker anywhere on the board. Ranged Attacks
3
against Models within 2” of the Marker have a -2 penalty on the Attack Roll and deal 1 less Damage.
Secret Shortcut. Before removing the Point of Interest from play, place one Shortcut Marker on the
Point of Interest, then place another Shortcut Marker within 10” of the Point of Interest. A Model
4
within 1” of a Shortcut Marker can Interact with it to be placed anywhere within 1” of another
Shortcut Marker.
Remote Key. Place a Key Marker on the Point of Interest before removing it from play. A Model can
5
Interact with the Key Marker as if it was the Gate, causing it to open or close.
6 Scrambler. Gain the Scrambler Asset, described below.

Scenario-Specific Assets
Damage Amplifier
When a Raider would deal Damage with an Attack, you can cause it to deal double Damage.
Scrambler
At the start of the Round, you can use this Asset to cause all Grobniks to take 1 Damage, ignoring
Armour. Additionally, until the end of the Round, being Engaged with Grobniks does not prevent
Raiders from making Ranged Attacks or performing Special Actions.

32
II. EVACUATION
Picking up the artefacts from those crypts was the easy part. Now the Raiders are busy loading the heavy loot
on their transport, while the alerted Grobniks are launching an attack to stop the thieves from making off with it.

Setup
The Raider player chooses a side of the board, then chooses a point anywhere touching that board edge. The
Raider Deployment Zone is the area within 4” of the chosen point. The Raider player places the Escape
Vehicle and any amount of Terrain with the Cover and/or Obstacle (2) Traits in their Deployment Zone (they
have to be at partially within the Deployment Zone). This Terrain represents hastily put-up barricades and
bundles of supplies and cannot have any Traits other than Cover and Obstacle (2). Refer to the schematic
below for more details.

Starting with the Grobnik player, the players alternate placing an equal number of Terrain pieces on the board.
No Terrain can be placed within 4” of the Raider Deployment Zone.
Starting with the Grobnik player, the players alternate placing 8 Points of Interest on the board. A Point of
Interest cannot be placed within 4” of a board edge, the Raider Deployment Zone, or another Point of Interest.
The Raider player has 8 Model slots and 10 Assets to choose from. The Grobnik player has access to all of
their Models for this Scenario, abiding by the Models Selection restrictions (essentially, they have 4 Sentries
and 2 of every other Model). The Grobnik player also has 6 Assets to choose from.
The Grobnik player cannot select Traps as their Assets when playing this Scenario.

33
The Raider player cannot select the Long-Range Scanner and Trap Disarm Kit Assets. To compensate, they
have access to the following Assets for this Scenario:
Heavy Weapon Turret
At the start of the first Round, place a Turret Marker in your Deployment Zone. Once per Round, when
a Raider within 1” of the Marker makes a Ranged Attack, it can use the following Weapon for the
Attack:
🔫 Acc +3 Damage 2d2+1 Range 12”
At the end of any Model’s Turn, you can choose to expend this Asset to have the Marker make a
Ranged Attack using the Weapon above. Doing so does not remove the Marker and is not counted as a
Raider using it.
Mine Field
At the start of the first Round, place three Explosive Markers within 10” of your Deployment Zone and
within 4” of each other. These are the same as the Explosive Markers used by Raider Sappers.
At the end of any Model’s Turn, you can choose to expend this Asset and choose any number of
Explosive Markers. Each Model within 2” and Line of Sight of at least one of the chosen Markers takes
3d2 Damage, then remove those Markers.
The Raider player then deploys all of their Models in their Deployment Zone. The Grobnik player places six
Model Selections touching any board edge(s), keeping all other Models in Reserve.

Special Rules
The Escape Vehicle is a heavy truck, space ship, or another transport that the Raiders have to load with
supplies and then use to escape. Treat it as a piece of Terrain with the Blocking, Cover, and Obscuring traits.
Additionally, at the start of each Round, the Raider player can choose to fire the Escape Vehicle’s weapon.
When doing so, the Escape Vehicle makes up to two Ranged Attacks using the following Weapon and
measuring Line of Sight and Range from any part of the Vehicle:
🔫 Acc +3 Damage 2d2+2 Range 20”

A Raider within 1” and Line of Sight of the Escape Vehicle can take the Load Cargo Special Action. It can only
take this Action if it is not Engaged and if it has not taken the Fight, Shoot, and/or Dash Actions this Round.
Additionally, it cannot take the Fight, Shoot, and/or Dash Actions if it has taken the Load Cargo Special Action
during the same Round. No more than three Models can take the Load Cargo Special Action each Round.
At the end of each Round, the Raider player can choose to escape, ending the Scenario. The Raiders must
choose to escape if there are no Raider Models left on the board at the end of the Round, or at the end of
Round 6. When the Raiders escape, any Raider Models that are not within 4” of the Escape Vehicle are
Destroyed, as they get left behind.
At the start of Rounds 2-5, the Grobnik player places up to four Model Selections from Reserve on the board,
touching any board edge. Remember that Dragoons and Bulwarks count as two Model Selections, while two
Sentries count as one Model Selection. Note that you can run out of Models you have in Reserve, potentially
due to the effects of Points of Interest.
During this Scenario, Grobniks can take the Inspect Point of Interest Special Action, while Raiders cannot.

Objectives
The Raiders need to load as many supplies and treasure into their escape vehicle as possible. The Grobniks
aim to keep the Gate closed and the Raiders away from their precious vault.

34
The Grobnik player gains one Victory Point for each of the following objectives:

 There are at least 3 Grobnik Models within 1” of the Escape Vehicle at the end of the Scenario.
 At least half of the Raider Models have been Destroyed or are outside the Raider Player’s Deployment
Zone at the end of the Scenario.
 The Raiders have chosen to escape at the end of Round 3 or earlier.
The Raider player gains one Victory Point for each of the following objectives:

 The Raiders have chosen to escape at the end of Round 5 or later.


 The Raiders have chosen to escape at the end of Round 6.
 Raider Models have taken the Load Cargo Special Action at least 10 times during the Scenario.
At the end of the Game, the player with more Victory Points wins the Scenario. If the difference is 2 or 3 Points,
it is a Crushing Victory. If the difference is 1 Point, it is a regular Victory. If the players have the same amount of
Victory Points, the game ends in a Draw.

d6 Point of Interest Effect


1 Nothing. Nothing happens. Better luck next time.

2 Beacon. Place up to one Model Selection from Reserve within 2” of the Point of Interest.

3 Spare Parts. Gain the Spare Parts Asset, described below.

Damaged Sentry. Place a Grobnik Sentry (controlled by the Grobnik player) within 1” of the Point of
4 Interest. Set the Sentry’s Current HP to 2d2. It does not count as a Model from Reserve.

Force Field Generator. Place a Force Field Marker anywhere on the board. Ranged Attacks
5
against Models within 2” of the Marker have a -2 penalty on the Attack Roll and deal 1 less Damage.

6 Overdrive. Gain the Overdrive Asset, described below.

Scenario-Specific Assets
Overdrive
This Asset can be used when a Grobnik ends its Turn. That Grobnik immediately takes another Turn,
but takes 2d3 Damage, ignoring Armour. If this Damage would reduce it to 0 HP, it is reduced to 1 HP
instead.
Spare Parts
This Asset can be used at the start of a Grobnik’s Turn. The Grobnik Heals 2d2 HP.

35
III. FIRST CONTACT
In the early days of the Nekroplanet’s exploration, a scientific expedition stumbles upon a burial ground. While
the lead scientist is occupied with this remarkable discovery, their hired goons have eyes only for the treasure.
Unlucky for them, the site’s guardians spring to life, bringing death to the invaders!

Setup
The Grobnik player chooses their side of the board, with the Raider player receiving the opposite side. Each
player’s Deployment Zone is a 4” wide strip touching their table edge.
Starting with the Grobnik player, the players alternate placing an equal number of Terrain pieces on the board.
Starting with the Raider player, the players alternate placing a total of 8 Points of Interest on the board, with
each player placing 4 Points of Interest on their opponent’s side of the board. A Point of Interest cannot be
placed within 4” of another Point of Interest or any Deployment Zone.
The players choose their forces and Assets in secret. Each player has 8 Model slots and 8 Assets to choose
from.
Starting with the Raider player, both players deploy their forces in their Deployment Zones.

Special Rules
In this Scenario, whenever a Raider rolls on the Point of Interest Effects table, the Grobnik player places a
Treasure Marker within 1” of the Point of Interest.
A Model carrying a Treasure Marker can Flee the Battle at any time during its Turn if it is touching a board
edge. If it does so, it can no longer participate in the Scenario, but it keeps any Treasure Markers it is carrying.
When deploying their forces, the Raider player also places a Scientist in their Deployment Zone. The Scientist
counts as a Raider Model and has the following profile:

36
SCIENTIST
Having little in the ways of combat ability, the Scientist must rely on others for protection while they conduct
their research.
Speed HP Armour
5 7 0

✊ Acc +1 Damage 1d3

🔫 Acc +1 Damage 1d3 Range 8”

Special Action: Investigate


Place a Scan Token on a Point of Interest within 3” and Line of Sight of this Model. When a Model Inspects a
Point of Interest with a Scan Token on it, any Traps on that Point of Interest have no effect.
Ability: Protected
Whenever this Model is targeted with an Attack, an Allied Model within 1” and Line of Sight can choose to
become the target of the Attack instead, provided it has no Status Effects.

Objectives
The Raiders aim to collect as much treasure and information as possible. The Grobniks want the Raiders to
leave the planet for good.
The Grobnik player gains one Victory Point for each of the following objectives:

 The first Model to be Destroyed is a Raider.


 The Scientist has been Destroyed.
 At least four Points of Interest remain on the board at the end of the game.
The Raider player gains one Victory Point for each of the following objectives:

 The first Model to be Destroyed is a Grobnik.


 At least 4 Treasure Markes are carried by Raiders or are in the Raider player’s Deployment Zone.
 The Scientist has taken the Investigate Special Action targeting at least 3 different Points of Interest.
At the end of the Game, the player with more Victory Points wins the Scenario. If the difference is 2 or 3 Points,
it is a Crushing Victory. If the difference is 1 Point, it is a regular Victory. If the players have the same amount of
Victory Points, the game ends in a Draw.

d6 Point of Interest Effect


1 Nothing. Nothing happens. At least it wasn’t a trap.
2 Clues. Place up to two new Points of Interest within 4” and not within 2” of another Point of Interest.
Grobnik Armour Plates. The Model inspecting the Point of Interest gains the following Condition
3
until the end of the Scenario: This Model’s Armour is increased by 1.
Malfunctioning Grobnik. Place a Grobnik Assassin, Bulwark, Enforcer, or Sharpshooter (your
4
choice) within 2” and set its Current HP to 1d3+2. You control the Grobnik.
Paydirt. The Model Inspecting the Point of Interest gains a Treasure Marker, as if it had just picked
5-6
it up.

37
IV. GREAT STATUE OF ULM
Tomb Raiders have long coveted the secret treasure vault beneath the Statue of Ulm. Getting in is easier said
than done, as the vault opens for one hour once a year. With that time approaching, both Raiders and Looters
amass their forces at the entrance…

Setup
The Grobnik player chooses their side of the board, with the Raider player receiving the opposite side. Each
player’s Deployment Zone is a 4” wide strip touching their table edge.
The Grobnik player places the Statue at the centre of the board. The Statue is a piece of Terrain about 50 mm
in diameter or 50 mm square. It has the Blocking, Cover, and Obscuring traits. The Statue ignores all effects
that would move or destroy it.
Starting with the Grobnik player, the players alternate placing an equal number of Terrain pieces on the board.
Terrain cannot be placed within 2” of the Statue.
Starting with the Raider player, the players alternate placing a total of 8 Points of Interest on the board, with
each player placing 4 Points of Interest on their opponent’s side of the board. Points of Interest cannot be
placed within 4” of a board edge, another Point of Interest, the Statue, or either Deployment Zone.
The players choose their forces and Assets in secret. Each player has 8 Model slots and 8 Assets to choose
from.
Starting with the Grobnik player, both players deploy their forces in their Deployment Zones.

Special Rules
For this Scenario, both Raiders and Grobniks can take the Inspect Point of Interest Special Action. The
Grobnik player can place Traps as usual, but cannot Inspect Points of Interest with Traps.
A player Controls the Statue if they have more Models within 2” of the Statue than their opponent. If the
players have an equal number of Models within 2” of the Statue, neither player Controls it.

38
At the start of Round 1, each player rolls 1d4+1 and notes down the result, which becomes that player’s
Critical Round. At the end of the Round corresponding to the noted number, a player must reveal that it has
been their Critical Round. Controlling the Statue at the end of your opponent’s Critical Round scores a Victory
Point.

Objectives
Both sides wish to control the Statue at certain points in time. The players gain one Victory Point for each of
the following objectives:

 If the player Controls the Statue at the end of the game.


 If their opponent has no Models within 2” of the Statue at the end of the game.
 If the player Controls the Statue at the end of their opponent’s Critical Round.
At the end of the Game, the player with more Victory Points wins the Scenario. If the difference is 2 or 3 Points,
it is a Crushing Victory. If the difference is 1 Point, it is a regular Victory. If the players have the same amount of
Victory Points, the game ends in a Draw.

d6 Point of Interest Effect


1 Nothing. Nothing happens. At least it wasn’t a trap.
2 Damage Amplifier. Gain the Damage Amplifier Asset, described below.
3 Reinforcements Beacon. Gain the Reinforcements Beacon Asset, described below.
Blessing of Ulm. Choose a Model within 6” and Line of Sight of the Statue. That Model Heals 2d3
4
HP and can remove one Status Effect.
Curse of Ulm. Choose a Model within 6” and Line of Sight of the Statue. That Model takes 2d3
5 Damage, ignoring Armour, and gains a Status Effect of your choice (Distracted, Immobilized, or
Stunned).
Ancient Clue. Your opponent reveals what is their Critical Round, and you can change it to any
6 number between 2 and 5. You can still score only one point for controlling the Statue at the end of
your opponent’s Critical Round.

Scenario-Specific Assets
Damage Amplifier
When a Model would deal Damage with an Attack, you can cause it to deal double Damage.
Reinforcements Beacon
At the start of any Round, place a Model from your faction within 1” and Line of Sight of one of your
Models. You cannot choose to place a Model that costs two Model selections or a Model that you
selected twice when choosing your force. You control the placed Model.

39
V. PROCESSION
A strange procession, led by a unique Grobnik carrying an valuable artefact, has attracted the attention of
plunderers. An ambush ensues – will the procession reach its destination, or will the artefact fall into the hands
of the rapacious Raiders?

Setup
The Grobnik player chooses their side of the board, with the Raider player receiving the opposite side. Each
player’s Deployment Zone is a 4” wide strip touching their board edge.
Starting with the Grobnik player, the players alternate placing an equal number of Terrain pieces on the board.
No Terrain can be placed within 1” of the centreline, in order to provide the Grobnik player with a guaranteed
way of reaching the other side of the board.
The Raider Player places two Points of Interest on the centreline and not on their side of the board. Starting
with the Raider player, the players alternate placing a total of 8 Points of Interest on the board, with each player
placing 4 Points of Interest on their opponent’s side of the board. A Point of Interest cannot be placed within 4”
of another Point of Interest or either player’s Deployment Zone.
The Grobnik player cannot select Traps as their Assets when playing this Scenario. To compensate, they have
access to the following Assets:
Channel the Artefact – When an Attack Roll is made by or against a Model within 3” of the Dignitary or
the Artefact Marker, roll a d6 and add the result as a bonus or penalty to the Roll.
Emergency Repair – As a Special Action, this Model or a Grobnik within 2” Heals 1d2+1 HP.
The Raider player cannot select Hackers, as well as the Homing Missile, Long-Range Scanner and Trap
Disarm Kit Assets.
The players choose their forces and Assets in secret. Each player has 8 Model slots and 8 Assets to choose
from. The Raider player deploys their forces in their Deployment Zones, followed by the Grobnik player.
The Grobnik player deploys their forces in their Deployment Zone. Then the Raider player deploys four Model
Selections in their Deployment Zone, keeping the rest in Reserve.

40
Special Rules
When deploying their forces, the Grobnik player also places a Dignitary in their Deployment Zone. The
Dignitary counts as a Grobnik Model and has the following profile:

DIGNITARY
A unique Grobnik carrying an artefact of unknown purpose. It travels between important sites on the
Nekroplanet, protected by a loyal retinue.
Speed HP Armour
4 8 1

✊ Acc +1 Damage 1d3

🔫 Acc +1 Damage 1d3 Range 8”


Armour Piercing. Damage caused by this Weapon ignores the target’s Armour.
Special Action: Command
Another Grobnik within 4” and Line of Sight performs the Fight, Shoot, or Move Action.
Ability: Protected
Whenever this Model is targeted with an Attack, an Allied Model within 1” and Line of Sight can choose to
become the target of the Attack instead, provided it has no Status Effects.

When the Dignitary is Destroyed, the Grobnik player places an Artefact Marker within 1” of it before removing
it from play. A Raider Model can Interact with the Marker to secure it, removing it from the board.
During this Scenario, Grobniks move in formation. This means that they must take the Move Action at the
Start of each Round, but cannot take that Action during their Turn. In other words, all Grobniks move
simultaneously at the start of each Round. They can still move as part of the Dash Action or Special Actions
during their Turns.
Furthermore, Grobniks are immune to Status Effects during this Scenario.
41
At the start of Round 2, the Raider player can deploy all of the Models they had kept in Reserve touching any
board edge.
For this Scenario, both Raiders and Grobniks can take the Inspect Point of Interest Special Action.

Objectives
The Grobniks wish to complete their procession undisturbed, and especially to protect the Dignitary and the
Artefact it is carrying. The Raiders wish to take the Artefact for themselves.
The Grobnik player gains one Victory Point for each of the following objectives:

 The Dignitary has taken the Inspect Point of Interest Action at least twice.
 At the end of the game, either the Dignitary or the Artefact is on the Raider player’s half of the board.
 The Dignitary has Destroyed an Enemy Model with a Shoot or Fight Action.
The Raider player gains one Victory Point for each of the following objectives:

 The Dignitary has been Destroyed.


 A Raider Model has removed the Artefact from the board.
 At least two Grobnik Models have been Destroyed while they are at least 3” away from other Grobnik
Models.
At the end of the Game, the player with more Victory Points wins the Scenario. If the difference is 2 or 3 Points,
it is a Crushing Victory. If the difference is 1 Point, it is a regular Victory. If the players have the same amount of
Victory Points, the game ends in a Draw.

d6 Point of Interest Effect


1 Nothing. Nothing happens. At least it wasn’t a trap.
2 Lock-On Targeter. Gain the Lock-On Targeter Asset, described below.
Equipment Cache. Gain any two Assets from your faction’s Asset List (except for those disallowed
3
for this Scenario).
Force Field Generator. Place a Force Field Marker anywhere on the board. Ranged Attacks
4
against Models within 2” of the Marker have a -2 penalty on the Attack Roll and deal 1 less Damage.
5 Reinforcements Beacon. Gain the Reinforcements Beacon Asset, described below.
Weather Machine. Change the current Weather to any Weather phenomenon of your choice (see
6
page 29 for rules on Weather).

Scenario-Specific Assets
Lock-On Targeter
When a Raider takes the Shoot Action, it can choose to automatically score a regular hit instead of
making a Ranged Attack Roll.
Reinforcements Beacon
At the start of any Round, place a Model from your faction within 1” and Line of Sight of one of your
Models. You cannot choose to place a Model that costs two Model selections or a Model that you
selected twice when choosing your force. You control the placed Model.

42
VI. RAID ON THE TREASURE ARK
One of the many outlandish burial customs of the Nekroplanet - a mechanical sarcophagus perpetually on the
move, carrying the dead one and their precious possessions.

Setup
The Grobnik player chooses their side of the board, with the Raider player receiving the opposite side. Place
the Ark at the centre of the board. Then, place 8 Points of Interest in a square around the Ark so that they are
about 6” away from each other. Assign numbers, ranging from 1 to 8, to each Point of Interest. Refer to the
schematic below for more details.
Starting with the Grobnik player, the players alternate placing an equal number of Terrain pieces on the board.
No Terrain with the Blocking trait can be placed in the square formed by the Points of Interest, nor on the
Grobnik half of the board, in order to allow the Ark unrestrained movement.
The players choose their forces and Assets in secret. Each player has 8 Model slots and 8 Assets to choose
from. The Grobnik player cannot select Traps as their Assets when playing this Scenario. To compensate, they
have access to the following Assets:
Ark Control Override – As a Special Action, if the Ark is within 8” and Line of Sight, Push the Ark up to
4” in a direction of your choice. This Asset can be used only once per Round.
Treasure Teleporter – As a Special Action, discard all Treasure Markers within 4” and Line of Sight of
this Model. Treasure Markers carried by Models are unaffected.
The Raider player cannot select the Long-Range Scanner and Trap Disarm Kit Assets.
Lastly, the Raider player deploys their forces in their Deployment Zones, followed by the Grobnik player. The
Deployment Zones are 4” wide.

43
Special Rules
The Ark is a treasure-laden chest carried on sturdy, mechanical legs. The Ark should be mounted on a base
that is around 50 mm in diameter. The following Special Rules apply to the Ark:

 The Ark does not take its Turn and is not controlled by a player. Treat the Ark as a Model that is an
Enemy to both players.
 The Ark does not have any Weapons and cannot make any Attacks. It has an infinite amount of HP, its
Speed is 5, and its Armour is 2.
 When the Ark needs to move in a random direction, the Grobnik player Rolls a d8, then moves the Ark
towards the Point of Interest corresponding to the number rolled. The Ark stops if it comes into base
contact with the Point of Interest.
 Models ignore it for the purposes of Engagement, except when targeting it with a Melee Attack. Melee
Attacks automatically hit the Ark – nonetheless, make the Attack Roll in case you score a Critical Strike.
 Whenever the Ark takes Damage (after applying Armour), the Grobnik player places a Treasure Marker
within 1” of the Ark and the Ark Moves 2” in a random direction.
 The Ark ignores Models and non-Blocking Terrain when it Moves. When the Ark Moves through a
Model, that Model takes 1d3 Damage. If the Ark would end its Move overlapping a Model, the Model is
Pushed the shortest distance so that it is no longer overlapping with the Ark.
 When a Model within 1” of the Ark is targeted with a Ranged Attack, treat the Ark as Terrain with the
Cover Trait.
 A Model can Interact with the Ark, Pushing it 3” in a direction of its choice (for Grobniks) or Securing
one Treasure Marker (Raiders).
Both Raiders and Grobniks can take the Inspect Point of Interest Special Action. When a Model does so,
resolve the Action as normal, but do not remove the Point of Interest. Ignore any effect that would remove
Points of Interest. Each Point of Interest can be Interacted with only once per Round.
A Model carrying a Treasure Marker can Flee the Battle at any time during its Turn if it is touching a board
edge. If it does so, it can no longer participate in the Scenario, but it keeps any Treasure Markers it is carrying.

Objectives
The Raiders want to collect as much treasure as possible. The Grobniks aim to secure the Ark.
The Grobnik player gains one Victory Point for each of the following objectives:

 There are at least two Grobnik Models within 2” of the Ark at the end of the game.
 The Ark is completely on the Grobnik player’s side of the table at the end of the game.
 At least half of the Raider Models have been Destroyed.
The Raider player gains one Victory Point for each of the following objectives:

 At least 6 Treasure Markes are carried by Raiders or are in the Raider player’s Deployment Zone.
 At least 10 Treasure Markes are carried by Raiders or are in the Raider player’s Deployment Zone.
 At least half of the Grobnik Models have been Destroyed.
At the end of the Game, the player with more Victory Points wins the Scenario. If the difference is 2 or 3 Points,
it is a Crushing Victory. If the difference is 1 Point, it is a regular Victory. If the players have the same amount of
Victory Points, the game ends in a Draw.

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d8 Point of Interest Effect

1 Nothing. Nothing happens. Better luck next time.

Ark Goading. Place a Treasure Marker within 1” of the Ark, then the Ark Moves 2” in a random
2
direction.

3-5 Ark Locomotion Protocol. The Ark is Pushed 2” towards this Point of Interest.

6-7 Ark Control Program. The Ark is Pushed up to 2” in a direction of your choice.

Shock. Choose a Point of Interest. All Models (exluding the Ark) within 2” of that Point of Interest
8
take 2d2 Damage, ignoring Armour.

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VIII. TOWER OF THE THREE
The ancient Tower stands at the gate to the Valley of Kings. Debris and a host of fallen adventurers litter the
flat, desert landscape around it. The deadly firepower of the Tower’s crew won’t let any Raider crew come
close to the Valley’s treasures, so it is time to eliminate it for good!

Setup
The Raider player claims two adjacent corners of the board. Their Deployment Zone is the area within 6” of
these corners. The Grobnik player then places the Tower anywhere on the board and roughly 20” away from
the Raider Player’s Deployment Zone. Refer to the schematic below for a visual representation of the board.
Starting with the Grobnik player, the players alternate placing an even number of Terrain pieces on the board.
No more than four pieces of Terrain can have the Obscuring trait. The Terrain cannot be placed in such a way
to leave the Raider player without an approach to the Tower.
Starting with the Raider player, the players alternate placing a total of 8 Points of Interest on the board, with
each player placing 4 Points of Interest on their opponent’s side of the board. A Point of Interest cannot be
placed within 4” of another Point of Interest or either player’s Deployment Zone.
The players choose their forces and Assets in secret. The Raider player has 8 Model slots and 8 Assets to
choose from, but cannot choose the Personal Teleporter Asset. The Grobnik player has 6 Model slots and 8
Assets to choose from, but cannot choose any Sharpshooters or Bulwarks.

The Grobnik Player places three Elite ⭐ Sharpshooters on top of the Tower (the Accuracy of their Weapons
and their HP increased by 2, as described in the Experience Ranks section). The Grobnik player then deploys
up to two Model Selections within 2” of the Tower, keeping the rest in Reserve. The Raider player then deploys
all of their Models in their Deployment Zone.

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Special Rules
The Tower contains a platform occupied by three Grobnik Sharpshooters. No Models can ascend the platform
in any way (including flying and teleportation), and the Sharpshooters cannot leave the platform. Other than
that, the Tower has the Obscuring and Blocking traits. The following rules are applied to the Sharpshooters:

 they are always treated as being in Cover,


 they ignore the Obscuring trait of terrain when Shooting at models that are more than 1” away from
such terrain,
 they cannot be Engaged,
 they do not have Line of Sight to targets that are within 2” of the Tower, and Models within 2” of the
Tower do not have Line of Sight to them,
 they ignore all effects of Weather.
Raiders within 1” of the Tower can Interact with the Tower to place an Explosive on the Tower. Each Model can
do so only once. Sappers ignore this limitation.
Grobnik Reinforcements start arriving once the Tower signals it is under attack. At the start of the second
Round, the Grobnik player can place any number of their Models from Reserve within the Raider player’s
Deployment Zone. At the start of the third Round, the Grobnik player can place any number of their Models
from Reserve touching any board edge.

Objectives
The Raiders attempt to place Explosives on the Tower in order to blow it up. Grobniks do their best to stop
them.
Crushing Grobnik Victory – No Explosives have been placed on the Tower and there are no Raiders
within 6” of the Tower.
Grobnik Victory – No Explosives have been placed on the Tower.
Draw – Two Explosive has been placed on the Tower.
Raider Victory – Three Explosives have been placed on the Tower.
Crushing Raider Victory – Four or more Explosives have been placed on the Tower.

d6 Point of Interest Effect


1 Nothing. Nothing happens. At least it wasn’t a trap.
2 Lock-On Targeter. Gain the Lock-On Targeter Asset, described below.
Super Stimpack. Gain the Super Stimpack Asset, described below. The Model Inspecting the Point
3
of Interest can choose to use the Super Stimpack on itself as part of the same Special Action.
4 Equipment Cache. Gain any two Assets from the Raider Asset List, except for Personal Teleporter.

5 Extra Explosives. Gain the Extra Explosives Asset, described below.

6 Smoke Grenades. Gain two copies of the Smoke Grenades Asset, described below.

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Scenario-Specific Assets
Lock-On Targeter
When a Raider takes the Shoot Action, it can choose to automatically score a regular hit instead of
making a Ranged Attack Roll.
Super Stimpack
As a Special Action, a Raider regains 2d3+2 HP and can remove all Status Effects that are affecting it.
Extra Explosives
A Raider can Interact with the Tower to place an Explosive, even if it has already placed one.
Smoke Grenades
As a Special Action, a Raider can place a Smoke Grenade Marker within 6”. The area within 2” of the
Marker counts as Terrain with the Obscured trait. At the end of each Round, roll a d6 for each Smoke
Grenade marker. on a 1, remove the Smoke Grenade Marker.

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7 CAMPAIGNS
Campaigns are series of linked Scenarios, designed to organically tell a story through multiple games. This
style of play also lets players develop their forces by accruing Experience, while also rewarding them for
winning Scenarios with single-use Boons. Overall, Campaigns can be great experiences when you can play
regularly with the same people using the same Factions.
When playing a Campaign, each player should keep a Campaign Log, updating it after each Scenario played.
A Campaign Log is a sheet of paper containing the following information: list of Veteran and Elite Models and if
they are Injured, available Boons, tally of Campaign Points, and which Scenarios were played during the
Campaign.
Each player has to keep track of their Campaign Points. At the start of the Campaign, all players have 0
Campaign Points, gaining one Point whenever they win a Scenario. These Points mark how many victories a
player has gathered during a Campaign and interact with certain rules, specifically when determining which
Boons are received and when a Linear Campaign ends.

CAMPAIGN TYPES
When starting a Campaign, determine whether it will be Free-Form or Linear. Also, each player chooses one of
the opposing factions (Grobnik and Raider) and must stick with their decision for the duration of the Campaign.
Free-Form Campaigns do not have a fixed end point in sight and are more casual. Players can freely decide
which Scenarios to play, resulting in a more relaxed experience.
Linear Campaigns, on the other hand, are more structured and follow these additional rules:

 Each of the Scenarios is played exactly once,


 Which Scenario is played next is determined randomly,
 The winner of the Campaign is the first player to gather 5 Campaign Points. If all Scenarios have been
played and neither player has reached 5 Campaign Points, then the winner is the player with more
Campaign Points. If the players have an equal number of Campaign Points, they play the Annihilation
Scenario to determine the winner.
This means that players will work towards the goal of winning five different games, while gathering Experience
and Boons to score victories more easily in future Scenarios.

EXPERIENCE RANKS
Over the course of a Campaign, Models that are fielded multiple times can accrue experience and become
stronger.
Whenever you finish playing a Scenario, you can choose one of the Models that was selected for the Scenario
that has the Recruit Rank and upgrade it to Veteran Rank. If you won the Scenario, you can instead choose
one Model with the Veteran Rank that was selected for the Scenario to be upgraded to Elite Rank. If the
Scenario ended in a draw, each player can upgrade an additional Recruit Model that was selected for the
Scenario to Veteran Rank.
Use your Campaign Sheet to keep track of your Models’ Experience Ranks.

Recruit
Recruits are untested Models, with limited experience. By default, all Models are this Rank, which has
no symbol. Recruits receive no bonuses to their Statistics.

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Veteran 🔰
Marked by a Chevron symbol, Veterans are tested in battle and capable of performing above
expectations. A Veteran Model has the Accuracy of its Weapons and its HP increased by 1.

Elite ⭐
Elite Models have shown that they can not only survive, but excel in deadly situations. Elite Models are
marked with a Star symbol. An Elite Model has the Accuracy of its Weapons and its HP increased by 2.
This is the highest Rank; an Elite Model cannot be upgraded any further.
A Model only ever has one Rank, and the benefits are not cumulative. For instance, a Model that gains the
Elite Rank no longer gains any benefits from the Veteran Rank.

INJURY AND DEATH


When a Model with a Veteran or Elite Rank is Destroyed during a Scenario, that does not mean that it is killed
outright – it is just incapacitated to the point that it can no longer participate in the battle. For the purposes of a
Campaign, when a Model is Destroyed, mark it as Injured.
Note that Models that are still on the board when the game ends, a player concedes, or the players agree to a
Draw are not Destroyed and therefore do not suffer Injuries. Sometimes it is advantageous to end the game
early to save some of your more experienced Models.
While Injured, a Model does not suffer any negative effects, but has a chance of being permanently killed. If an
Injured Model is Destroyed, it is killed off for good and can no longer be used in the Campaign.
A Model removes its Injury when you finish a Scenario in which it was not used. This represents time during
which the Model was healed and/or repaired back to full strength.
Note that you do not have to keep track of Injuries on Models with the Recruit Rank, as you can easily replace
them with fresh troops.
When you finish a Scenario, if one of your Models was Destroyed but then selected for an upgrade in Rank,
both increase its Rank and mark it as Injured.

SCENARIO BOONS
Whenever you score a Crushing Victory during a Campaign, you gain one of the following Boons. If your
opponent for the Scenario has more Campaign Points than you (counting the Campaign Point awarded for the
Scenario), you can choose which Boon you receive. Otherwise, roll a d8 to determine which Boon you receive.
(1) Analysis – Upgrade one of your Recruit Models to Veteran Rank.
(2) Infiltration – When deploying your forces, you can deploy up to two Models after all other Models
have been deployed. If you do, place them anywhere on the board that is at least 6” away from Enemy
Models.
(3) Momentum – You choose which Scenario is played next. Additionally, when determining Initiative
each Round, you can choose to either Reroll your Initiative Roll or force your opponent to Reroll theirs.
(4) Prognostication – Before determining Initiative on the first Round, publicly roll two d20’s and
record the results. During the Scenario, whenever a model is about to roll a d20, you can choose to
substitute the roll with one of the recorded results (do this before rolling the die). Each recorded result
can be used once.
(5) Reinforcements – You can select an additional Model Selection for the Scenario.

50
(6) Scouting – Your opponent selects their Models and Assets first and has to reveal which Models and
non-Trap Assets were chosen before you select your Models and Assets.
(7) Supply Cache – You can select two additional Assets for the Scenario.
(8) Weather Manipulation – You can choose which Weather Effect takes place during the Scenario
(clear Weather with no effects is also a valid choice).
You can use the Boon during any subsequent Scenario. You have to announce that you are using a Boon
when it is determined which Scenario will be played. Once a Boon is used, it is expended – you can erase it
from your Campaign Sheet. If you wish, you can use multiple Boons for a single Scenario. You cannot have
multiple instances of the same Boon. If you would gain a Boon that you already have, you must choose
another Boon or Reroll the die that determines which Boon you receive.

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CHANGELOG (FROM VERSION 1.3.0)
CORE RULES
Pg. 3: Corrected game board size to 22×30”, or 56×76 cm.
Pg. 8: When discussing Damage, added an explanation for situations when a single effect Damages multiple
Models. In such cases, a single Damage Roll is made and applied to all affected Models.
Pg. 9: Added a section on Treasure Markers, as they appear in multiple Scenarios. It is easier and more
convenient to have them explained once as a general rule instead of explaining them every time they come up
for a Scenario.
Pg. 10: Rephrased the selection process for Models that come in pairs and Models that cost two Selections.
Pg. 10: Added a sentence encouraging players to reveal their chosen assets at the end of the game.
Pg. 10 and 15: When Inspecting Points of Interest, roll a die specified in the Scenario, instead of always a d6.
Pg. 13: When discussing Movement, added a clause that prevents Models from passing through Enemy
Models.
Pg. 15: Added a section on making multiple attacks at the same time.

GROBNIKS
Pg. 19: Enforcer’s HP is reduced from 9 to 8.
Pg. 20: Assassin’s Melee Attack has its Damage changed to 2d2+1. To compensate, the extra Damage from its
Special Action has been reduced to 1d2 from 1d3.
Pg. 21: Bulwark’s Suppressive Fire Special Action now has a condition the Marker is removed if the Bulwark is
ever 8” away from it. This should prevent the Bulwark from suppressing a distant area after teleporting or
moving away.
Pg. 21: Dragoon’s Ranged Attack gains the Chain Lightning Property, allowing it to repeat the attack against a
different target within 3” once per Round. This should make Dragoons a more appealing choice.
Pg. 22: Annihilator’s Ranged Attack has its Accuracy Bonus increased to +3 from +2.
Pg. 23: Curse Asset has been removed. It is too reactive and feels bad to use.
Pg. 23: System Jammer now has a rule that it cannot cancel Assets that are used before the first Activation of
Round 1, to prevent unwanted interactions with Scenario-specific Assets that are used during setup.
Pg. 23: Sticky Trap ends the Model’s turn before applying Status Effects. This will cause the Model to suffer the
disadvantages of the Status Effects during its next Turn.

RAIDERS
Pg. 25: Gunner’s Rapid Fire Special Action has different wording. The Attacks generated by the Action gain a -
3 penalty to the Attack Roll instead of always having a +0 Attack Roll Bonus. This means that the generated
attacks can now benefit from increases in Accuracy, such as through Experience Ranks.
Pg. 26: Hacker’s Remote Interact Special Action now performs only the Inspect Point of Interest Special Action,
instead of any Interact Action.

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SCENARIOS
Most scenarios now place Terrain before Points of Interest, instead of vice versa. It should be easier to place
Points of Interest when the players already know the terrain layout. This change is not highlighted in red, as it
includes a simple reordering of Setup instructions.
In some Scenarios, players can no longer place Points of Interest on their side of the board. This is
implemented to prevent players from setting up easy Interactions with Points of Interest.

I. Enemies at the Gate


Pg. 31: Added a clause limiting the placement of Points of Interest (not within 4” of another Point of Interest, a
player’s Deployment Zone, the Gate, or a board edge).
Pg. 31: Added an explanation that entering the Gate does not require an Action from Raiders.
Pg. 32: Rephrased the Scrambler Asset. Now it also allows Raiders to make Ranged Attacks while Engaged
with Grobniks.

II. Evacuation
Pg. 33: Changed the placement of the Raider Deployment Zone to be touching a board edge instead of in the
centre of the board. Also added a clarification that their barricades cannot have any Terrain Traits other than
Cover and Obstacle (2).
Pg. 33: Setup for the Evacuation Scenario: the distance between Points of Interest, Terrain, and other objects
has been reduced to 4” to make placing these objects easier.
Pg. 34: Heavy Weapons Emplacement has been renamed to Heavy Weapons Turret. In addition to Raiders
being able to use the placed Marker to make a stronger Attack, the Asset can be expended to have the Turret
make one autonomous Attack.
Pg. 34: The Heavy Weapons Turret Asset no longer has a clause that it cannot be denied by the Grobniks’
System Jammer, as that Asset can no longer affect it. Also, it now specifies that only Raiders can use the
Asset. Lastly, the Raider player can expend it at the end of a Model’s Turn to have the
Pg. 34: The Mine Field Asset is used at the start of the first Round, not Turn.
Pg. 33: Grobniks deploy six Model Selections at the start of the game.
Pg. 34: Added a clause stating that when the Raiders escape, Raider Models that are more than 4” away from
the Escape Vehicle are Destroyed.
Pg. 34: Rephrased and altered the Grobnik reinforcements special rule. Now they get to place four Model
Selections at the start of Rounds 2-5.
Pg. 35: The Model placed by the Damaged Sentry Point of Interest effect does not count as a Model from
Reserve.
Pg. 35: Accelerator Asset has been renamed to Overdrive, as a generic Grobnik Asset is already named
Accelerator. The Damage caused by the Asset now also ignores Armour.

III. First Contact


Pg. 36-37: New Scenario.

IV. Great Statue of Ulm


Pg. 38-39: New Scenario.

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V. Procession
Pg. 40-42: New Scenario.

VI. Raid on the Treasure Ark


Pg. 43-45: The Scenario has been reworked to better function with the new general rules for Treasure Markers.
In practice, it is harder for Raiders to collect the Markers, but now they have to collect fewer of them. Raiders
carrying Treasure Markers can flee the board to keep the Treasure they are carrying.
Pg. 43: The Treasure Teleporter Scenario-specific Asset cannot affect Treasure Markers carried by Models.
Pg. 44: When discussing Special Rules for the Ark, now states more clearly that the Ark stops Moving when it
reaches a Point of Interest it is Moving towards.
Pg. 44: Corrected that Grobniks Push the Ark when Interacting with it.
Pg. 45: The Shock effect generated by a Point of Interest no longer Damages the Ark.

VIII. Tower of the Three


Pg. 46: Added a suggested distance between the Tower and the Raiders’ Deployment Zone.
Pg. 46: Setup for the Tower of the Three Scenario: Grobnik Sharpshooters are Elite Rank, making them more
survivable and a bigger threat.
Pg. 47: Objectives for the Tower of the Three Scenario: the number of explosives Raiders need to place for
their objectives has been increased by 1. Now they need 2 for a Draw, 3 for a Victory, and 4 for a Crushing
Victory.

CAMPAIGNS
Pg. 50: Added clarification that the benefits of Experience Ranks are not cumulative.
Pg. 51: Added clarification that you can choose clear Weather with no effect when using the Weather
Manipulation Boon.

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