Professional Documents
Culture Documents
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Notes
Agile
AP1 Only affects Fight attacks.
BOOM!
Brawler
Discipline
Engineer + Beast The extra engineering equipment
means that the model no longer
has room to carry more.
Fast
Glide
Irresistible
Knockback Only affects Fight attacks.
Marksman Cannot take this if they already
have the Sniper ability.
Medic + Beast The extra medical equipment
means that the model no longer
has room to carry more.
Really Tough Must have the Tough ability
already. Really Tough replaces it.
Resourceful
Scavenger
Scout
Sentry
Sniper Must have the Marksman ability
already. Sniper replaces it.
Solid
Spotter
Strategist Must have the Tactician ability
already. Strategist replaces it.
Tactician Cannot take this if they already
have the Strategist ability.
Tough Cannot take this if they already
have the Really Tough ability.
Scott Syverson (order #5232320)
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54 CAMPAIGNS
Stat Improvement
You can choose between command and combat (Shoot,
Fight, Survive) stats.
If you choose to raise your Command stat then it goes
up one level. See the list below. Command value may
only ever increase once. The order of Command, from
highest to lowest, is:
33
32
22
21
11
If you choose to raise a combat stat then the highest one
that has not yet advanced will go up. If two are equal
you may choose which to advance. Each combat stat will
only ever advance once.
If you roll this result and have already increased all
three combat stats plus Command then treat it as a roll
of 7 and take a Veteran Dice instead.
Increases in Shoot, Fight and Survive stats make the
number drop by 1. So, a 6+ becomes a 5+, a 5+ becomes
a 4+, and so on.
Veteran Dice
Hardened veterans have learned how to survive in the
harsh realities of combat and know all manner of subtle
tricks. These are represented by Veteran Dice.
Each Veteran Dice can be used once per battle to add to
any normal test for the model that owns them. Decide
before you roll any dice whether you will add one or
more Veteran Dice to it. You may add as many Veteran
Dice as you like to a single test with the proviso that you
can only use each one you have once per battle. They
are rolled just like the other dice and need the same
number for success, roll up on an 8, and so on.
Cost
Every benet gained by experience makes a model more
dangerous in battle and so increases its value. Adjust
the cost of the model on the roster sheet as described
for the bonus gained.
Mercenaries
These models do not belong to the Strike Force
permanently and never earn experience.
5. CHOOSE CLEARANCES
Each battle earns a Strike Force a single clearance.
Additional clearances can be bought with reputation.
Clearances cannot be saved.
6. SPEND REPUTATION
Unspent reputation from this battle (or saved from
previous battles) can be spent on various upgrades that
improve your Strike Force. You can spend as much or as
little as you want within the limitations of your unspent
total. You may not spend more.
Upgrade
Cost in
reputation
Notes
1 Clearance 4
Buy item Item cost
Cannot buy
restricted items
Recruit model Model cost
Cannot recruit
restricted models.
Emergency
medical aid
1 per model
Resurrect model 3 per model
Apply all upgrades as they are bought and update your
roster accordingly. You are allowed to buy a clearance
and then buy the item or model you have just cleared in
the same step.
Each faction achieves these upgrades in different
ways. Some are technological, others more mystical,
biomechanical or mutagenic. Whatever the means,
every faction has access to all upgrades.
Scott Syverson (order #5232320)
55 CAMPAIGNS
7. RESOLVE CASUALTIES
Models that were Killed during the battle are removed
from the roster unless you bought a resurrect model
upgrade for them. You need to buy one such upgrade
per model and may choose to resurrect some and not
others. If you want to resurrect a model you must do so
immediately after the battle in which they were Killed.
If you cannot afford to pay at that time they are removed
from the roster permanently.
Models that are resurrected must roll one dice on the
complications table below and apply that result.
Injured models will recover on their own given the
normal medical attention available. However, this will
take some time and they will be absent for a single
battle. If you do not buy emergency medical care for a
model then mark them as absent for the next battle.
You need to buy one such upgrade per model and may
choose to treat some and not others.
Models that receive emergency medical aid are not
marked absent and may ght in the next battle.
Reductions in Shoot, Fight and Survive game values
make the number rise by 1. So, a 3+ becomes a 4+, a
4+ becomes a 5+, and so on. If the model already has a
game value of 7+ and is reduced further then they fall
into a coma and cannot be revived. Treat this as a roll of
a 1 instead.
Reductions in Command value move down the hierarchy
listed on page 54. If the model has a 1-1 command and is
reduced further then they fall into a coma and cannot be
revived. Treat this as a roll of a 1 instead.
Complications Table
8. CHECK ROSTER IS UPDATED
Ensure that Injured and dead models are noted
correctly, experience has been counted and all other
updates and upgrades noted. Check your opponent
has done likewise. Its easy to miss a detail as theres
a lot going on, especially with more experienced Strike
Forces in the middle of a campaign. Take the time to
check now, while the battle is still fresh and you can
both remember what happened.
9. ADD FRESH RECRUITS
If, after everything has been done, you have fewer than
70 points left of models available for the next battle,
High Command will send some fresh recruits to join
your Strike Force at no cost. This ensures that all their
units are always battle ready. Stop adding fresh recruits
as soon as the total available models is 70 points or
more.
These fresh recruits will always be the least desirable
of the pool of reinforcements. The exact model depends
on your faction:
Faction Recruit is...
Enforcers Enforcer
Plague Stage 3A
Marauders Commando
Rebs Rebel Human
In addition, every fresh recruit starts out as a New Guy
and is marked as such on the roster sheet. During their
rst battle they are at -1 dice for all tests. If they survive
this rst battle they will have adapted to the combat
zone and this penalty is removed.
Note that this penalty does not apply to models
recruited by the normal process of using reputation.
Roll Result
1
Bleeder: Despite every effort, the model
cannot be saved and dies permanently on
the operating table. Remove the model from
your roster and bury them with full military
honours.
2
Brain damage: reduce Command by 1 level.
The models cost is reduced by 1 point.
3
Impaired reexes: -1 Survive. The models
cost is reduced by 1 point.
4
Blurred vision: -1 Shoot. The models cost is
reduced by 1 point.
5
Muscle wasting: -1 Fight. The models cost is
reduced by 1 point.
68
Smooth operation: No complications. The
model returns to active duty immediately.
Scott Syverson (order #5232320)
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56 CAMPAIGNS
In Strike Team?
Absernt?
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Scott Syverson (order #5232320)
57 REFERENCE 57 REFERENCE
REFERENCE
Scott Syverson (order #5232320)
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58 REFERENCE 58 REFERENCE
Scott Syverson (order #5232320)
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The Plague is not really a disease at all. Although it
spreads like an infection and wipes out populations
like the most virulent of biohazards, it is in fact an alien
mutagen. Whether this is intended as a weapon, some
form of self-defence or simply as a means to keep the
rats down is unknown. Ongoing research still struggles
with both the identity of the aliens responsible as well
as their purpose.
What is known is that certain areas of space have
been seeded with a series of readily recognisable
alien artefacts. These are sometimes robust and
impenetrable, whilst at other times they allow
themselves to be easily opened. Huge penalties
are levied on anyone hiding knowledge of their
whereabouts, and given their lethality most citizens
are more than happy to alert the nearest Corporation
outpost when one is found. They are swiftly recovered
and contained in a secure unit with the best precautions
available. Sadly this is seldom sufcient.
When the artefact is eventually cracked open, anyone
in the immediate proximity not wearing at least level 7
biohazard protection is immediately infected with the
mutagen. This initial stage has a very low mortality rate
as it is key to the Plague spreading. Most of those within
a few metres will be turned into Stage 1s. These are
the focus of each outbreak, and tracking them down is
key to containing it. Until they have all been destroyed
the Plague will continue to spread. As individuals they
are powerful and cunning commanders. All of their
previous character and skills have been overwhelmed
as thoroughly as their physical form has been. This
has been replaced with an innate tactical cunning that
makes them natural commanders. They are dangerous
foes in combat too, but they are not just beasts.
These rapidly disperse, slaughtering any they
can nd as they spread out, each carving its own
dominion among the civilian population. Whilst they
attack indiscriminately, not all of their victims die. A
percentage are themselves infected and these mutate
into Stage 2 creatures. These creatures lose most
of their higher functions and serve as the premier
warriors of the outbreak. They are devastating in
close combat.
Those who survive the rampages of the Stage 2s may
themselves be mutated into Stage 3s. As the mutagen
spreads from its source it is diluted yet further,
the potency is reduced, and the Stage 3s are more
recognisably what they were originally. Not all survive
the transformation, though those that do can be left
with shadows and fragments of their previous character
and skills. This allows the Stage 3s to perform many
of the support tasks for the outbreak, using weapons
and operating technology so that the Plague as a whole
may even move between planets. Even though they are
individually far less dangerous than the earlier stages
in terms of raw combat potential, these residual skills
and intelligence can make them very dangerous for
those attempting to contain an outbreak.
The Lu-Fin Exiles
Under the earth of New Czechia, in specially
developed laboratories the scientists of the
Lu-Fin Conglomerate are doomed to spend
the rest of their lives analysing the materials
collected from suspected Plague outbreaks.
Locked down under miles of elaborate
safeguards to ensure no outbreak can result
from their investigations, these exiles are
locked in to a programme of experiments on
the recovered corpses and any alien hardware
thought connected. Their research has afforded
the Corporation a better understanding of how
to best combat the Plague on the battleeld
with a few biological tricks of their own.
Beyond the dissection of the hows, the
Surgeon Generals are concerned with the
whys why the Plague were designed, breed
or evolved. It has been theorised that the
creation of the various mutated hosts is the
intended effect. These savage, ultraviolent
killers have no compassion, no fear, and
yet retain most of their problem solving
capabilities. The Stage 3s are for the most part
infertile, and so after a while a race infected by
the Plague will die out. Many are killed outright
by the disease, others are killed by the infected
members of their own society. Those infected
have no way of reproducing other than by
infection. As long as a Primary Infection Source
one of the Plague Devices remains active,
the Plague will not stop.
At rst, the Lu-Fin exiles thought the primary
purpose of the Stage 3s seems to be to spread
the disease beyond the principal infection site,
as they retain the ability to utilise technology
and indeed, appear to be driven to spread away
from their infection site. But the infections
characteristics are inherently self-limiting.
Could this be to protect the creators of the
Plague? The leading, current theory is that
extinction of intelligent races through sheer
havoc rather than direct pathogen mortality is
the ultimate aim of the Plague.
Scott Syverson (order #5232320)
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60 REFERENCE 60 REFERENCE
Scott Syverson (order #5232320)
61 REFERENCE 61 REFERENCE
Of the many types of human warrior elded by the
Corporation, the Enforcers are by far the most deadly.
At least, that is the common perception. In fact, the
Enforcers are not really part of the Corporation military
at all. Instead they serve the Council of Seven directly,
being loyal to them rather than the Corporation itself.
Naturally, the agendas of the Corporation and its
ruling body tend to coincide, but this is not always the
case, and incidents of battles between Enforcers and
Corporation regulars are not unknown.
The Enforcers have their own eet of spaceships that
allows them to move wherever they need to without
relying on the Navy, or giving away their intentions to
other factions within the Corporations labyrinthine
world of political manoeuvring. Naturally, the Navy is
less than happy about this, and the rivalry between the
Enforcers and the various branches of the Corporation
military proper is well known.
Deadzones are exactly the sort of reason that the
Council of Seven feel they need their own army in the
rst place. When dealing with sensitive situations
such as these they need loyal followers who ask no
questions and do whatever is needed, regardless of the
cost to either themselves or Corporation civilians. The
Enforcers are all too willing to oblige and take great
pride in the reliance that the Council places on them.
Enforcer technology
Enforcers are equipped with the best technology the
Corporation or anyone else has to offer, bar the very
top grade of Forgefather weaponry. Their armour is
proof against most small arms re and power-assisted,
granting Enforcers enhanced strength and speed. The
ubiquitous helmet is designed to inspire fear in the
enemy, and a stylised graphic of it is used as a warning
icon in government facilities galaxy-wide.
Proof against most hostile environments, including
hard vacuum, Enforcer armour allows its wearers
to ght in virtually all situations, and so must
incorporate extensive recycling, rebreathing and
medical technology, a marvel when one considers the
armours low bulk. This factor of low mass also makes
the protection given by Enforcer armour astounding,
being surpassed only by that of the armour worn by the
Forgefathers themselves.
Indeed, the armour bears all the hallmarks of
Forgefather construction, and it is widely assumed
that this element of Enforcer wargear is sourced from
this most skilled of species. The contracts or threats
Corporation Central offered to secure this equipment
must have been highly enticing and/or dire, as Enforcer
armour is far superior to technology the Forgefathers
are willing to market to other powers.
As all advanced Forgefather technology tends to have,
Enforcer armour possesses a self-destruction device,
intended to keep their secrets from falling into non-
Forgefather hands. In the case of the Enforcers it is
even more effective than the norm. Not only are all the
sensitive components of Enforcer armour destroyed
when examination is attempted, but should an Enforcer
fall in battle (or an attempt be made to forcibly remove
his armour) his body will be turned to ne ash. A
rigidly locked battlesuit of metal plates is all a foe will
recover, ensuring the secrets of both the Forgefathers
technology and the man wearing it remain safe.
Unparalleled mobility is a further characteristic of
the Enforcers. Lightweight jump packs are mounted
upon their armour, enabling them to y over obstacles,
perform hot insertion into a theatre of war directly from
aircraft, and redeploy from one area of a battleeld to
another once there.
The primary weapon of the Enforcers is a heavy laser
assault rie, a modied Genling 45, one of the most
powerful personal armaments produced in corporation
space. These guns are capable of projecting a hail of
re, avoiding the problems of overheating and focus-
fracture that so dog other marks of laser weaponry.
It is rare indeed to see Genling 45s deployed with any
other force, and private ownership is strictly forbidden.
Genlings manufacture of this weapon is thus almost
solely undertaken for the Enforcers, and the precise
specications of these modied 45s are kept strictly
condential, ensured by terrifying non-disclosure
agreements and the threat of corporate dissolution
for Genling should the design of the Enforcer model
become public. Genling also provide pistols and heavy
weapons for the Enforcers, derived from the same
base technology.
For close quarter ghting, Enforcer ofcers and
members of Enforcer Assault Teams are equipped
with wrist blades. Vibrational, nonomolecular edged
weapons that extend from a housing on the Enforcers
right forearm, wristblades are closer in aspect to a
sword than a knife, and sharp enough to penetrate
anything from carbon lattice to the thick hides of
silicon-based lifeforms. How the blades maintain their
atom-thick cutting edge without blunting under the
rigours of combat, and whence they come, is a mystery.
(It has been suggested, notably by Colonel Gore (ret.),
that wristblades are purchased from the same unknown
species which provide the Marauders with their Rippers
the similarities are self-evident.)
Scott Syverson (order #5232320)
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62 REFERENCE 62 REFERENCE
Scott Syverson (order #5232320)
The Corporation is not well liked.
Within its borders the Corporation projects its image
as one of benign overlord, raising backward cultures
into the fold of a vast family of equals. Whatever
their origins, everyone has a chance to win big if only
they work hard and follow the immutable rules of
commerce.
Those that live on the fringes of Corporation space have
seen a darker side to all this. Massive exploitation of
natural resources and uncaring heavy-handedness
that brushes aside any that bar the way of prot are
more common traits of the Corporation when it comes
to those that have no inuence in the halls of power.
Here, far away from the civilised hub, the Corporation
rules with an iron st and a cynical sneer. At least, that
is the view of the many who oppose them and who band
together in the loose confederation known simply as
Rebs.
The Rebs are made up of many races, creeds ad
cultures, allied only in their hatred of the Corporation.
If that were ever to fall then they would surely fall
on each other, but luckily for the coherence of the
movement the Corporation will not be toppled easily if
at all. Still, that doesnt mean they wont try.
Some join the Rebs as individuals or small groups,
seeking recompense for the harsh way they have been
dealt with. The Corporation interests scour planets of
resources with scant regard for the lives or cultures
that inhabited them before the survey teams arrived.
Sacred lands and future livelihoods matter not at all
when the verdant topsoil hides mineral resources
below.
The primitive Kraaw, daubed in their warpaint, fell
foul of the Corporation miners. With their sacred lakes
despoiled or drained they fell on the Human interlopers
only to be driven off with massed gunre. They learned
quickly, and when the Rebs heard of their resistance
they quickly moved to harness their ghting spirit and
unique physical abilities to their cause.
Teratons have suffered too, as have Yndij, Chulep,
Sorak, Rin nomads and countless Humans from
all manner of cultures. All band together to ght a
common foe, bringing whatever they can to the uneven
ght, knowing that they stand little chance of a nal
victory but doing simply what they know is right.
63 REFERENCE 63 REFERENCE
Another hi-ex round impacted against the
habtainer wall, but somehow it held. Fillon
prayed that it would stay standing. They were
surrounded on three sides, and it wouldnt
be long until they were entirely encircled. Of
the Rebs under her command, only four were
still capable of anything like a ghting retreat,
and Joruks Onslaught Cannon had to run dry
sooner or later.
Belwin darted around the refrigeration unit he
was using for cover and let loose a burst from
his rie. His only reward was the bark of return
re from the enemy position, shots chewing
more st-sized holes through the wall. Fillon
barked at him to stop wasting ammo, but she
didnt blame him. If they didnt do something
soon, none of it would matter anyway.
She tried to work out how OTR-9 had been
backed into the wreckage of a diner unit. It had
been a routine sweep-and-keep, picking the
area clean for the good of the cause. Drone
visuals had shown no enemy forces, so they
hadnt suspected a thing until the Marauders
had opened re. Turns out the visuals had
been wrong.
The east wall exploded inwards, and three
Commandos were already charging through
the breach by the time she was raising her
rie. Radna looked up from treating Nolans
ragged chest wound a moment too late; the
lead Orx was on him, a heavy dagger plunging
through the Judwans neck and dropping
him instantly. Fillon aligned her sights on
the brutes centre mass but her gun beeped
empty as she pulled the trigger. Swearing,
she rolled back into cover and yelled an
order to Joruk. The Grogan swung around,
his cannons barrel still spinning, and played
a line of bullets across the interior of the
habtainer. All three of the attackers were
taken down; two threw themselves behind
a jumble of wreckage, while the third was
almost torn in half by the hail of re.
Belwin!
The trooper pulled a frag, thumbed the primer
switch and rolled it underarm. The grenade
detonated just as one of the Marauders lunged
to kick it aside. Fillon saw her chance, and
didnt hesitate.
Move it! Regroup at the water tower! Go!
Not stopping to see the effects of Belwins frag,
she followed her own advice. They couldnt
afford to be this sloppy again. Next time, she
promised herself, things would be different.
Scott Syverson (order #5232320)
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64 REFERENCE 64 REFERENCE
Scott Syverson (order #5232320)
Originally, the Orx were one of the many races inducted
into the Corporation military and they fought well for
their human masters. Over centuries they became
increasingly militarised and eventually began to
question why they were carving out empires for the
humans when they could keep them for themselves.
More than a few wars started that way.
These days, the Marauders are famed mercenaries
and are some of the most professional soldiers known
to the Corporation. They are regularly hired both by
and against Human forces and take a great deal of
professional pride in being apolitical. Most Marauder
units will be uniformed and uniformly equipped with
state-of-the-art weaponry and support equipment. They
are drilled in modern tactical doctrine and can be relied
upon to undertake any mission with practised skill.
Of course, when they arent working for someone elses
money they work for themselves. Having been made
privy to the secrets of the Containment Protocol many
years ago when the Corporation was learning to deal
with such problems, the modern Marauders know that
there are rich pickings to be had within them. Few
would think twice at the idea of stocking up on new
technology and supplies when all that protects the bulk
of them is a few poorly trained militia.
The Marauder forces themselves are a mixture of
different, but related races. These range from the
smaller Goblins to the enormous Hulks, with the Orx
forming a standard near-Human scale that allows them
to use most captured equipment with ease.
As they are professional mercenaries, you can nd
Marauders in almost every combat zone across the
Corporation and far beyond. They are unable to discuss
the strange sights they have seen outside the Sphere for
reasons of professional discretion, but few doubt that
they have come into contact with stranger aliens than are
currently dened by the Corporations public data banks.
Within the connes of the Deadzone the Marauders have
yet one more ace up their sleeves they are naturally
immune to the Plague.
65 REFERENCE 65 REFERENCE
Scott Syverson (order #5232320)
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66 REFERENCE
The elite warriors and fearsome monsters that make up
the various factions all have an above average ability to
ght and survive. These common traits are included as
stats. However, some have even more specialised and
unusual skills, and whether they are innate or learned
they are listed as separate abilities. Each models Stat
Card lists the abilities that apply to it.
Some abilities belong to the model and others to the
weapons that they carry. Weapon abilities are listed as
part of the weapons line on the card. Models abilities
have their own section.
Where an ability conicts with a core rule, the ability
takes precedence.
AGILE
Each Turn, the model may count one Climb or one Sprint
action as a short action instead of a long action. The
model may take a Move action as normal.
AP(X)
AP is short for Armour Piercing and denotes a type of
weapon that is particularly good at defeating armour.
AP will always be listed with a number after it in place
of the (x), eg AP1, AP2, etc.
Attacks by a model or weapon with this ability ignore a
number of points of armour equal to the number after
the AP. So, if an AP1 attack hits a model with Armour 2
then the damage is resolved as if the target had Armour
2-1 = 1.
AP is cumulative. If a result or card says that the
damage should be resolved at an AP value then add this
to the weapons native value.
BEAST
The model cannot pick up, carry or use items. All of its
weapons and equipment are either natural or have been
grafted on permanently by skilled bio-technicians.
This ability can also apply to models that are simply so
burdened already by their normal combat load that they
have no room to carry more.
Scott Syverson (order #5232320)
67 REFERENCE
BLAST
Blast weapons create a massive overpressure shock
wave when they explode, re gravitic pulses that throw
targets about, or use other alien technologies that
produce similar effects. However, they do not contain
shrapnel and so are primarily for moving targets, not
killing them. They are, in effect, Frag weapons without
the damage.
A weapon with this ability ignores the normal result
details of a Shoot or Blaze Away action. All that matters
for Blast weapons is whether the result was a hit or a
miss. In either case, roll a new test to resolve the attack.
Work out where the weapon strikes/lands and centre
the effects on that cube. Every adjacent cube on the
same or higher level is affected by the Blast as long
as there is a clear route to it. A clear route exists to
a cube if a size 1 model with a jump pack could move
there from the starting cube.
Roll one test for the success of the Blast regardless
of how many potential target models are in the area.
Roll a separate test for each potential target model and
compare this to the Blast total.
Blast effect is a 3 dice 4+ test (X).
+1 if the attack was a Hit.
+2 if the weapon is a Shockwave.
Models caught in the explosion roll a 3 dice
Survival test (X).
+1 if the model is in a cover cube.
+2 if the Blast was centred in an adjacent
cube.
Draw or Blast wins: target is Pinned*. If the
model is in the same cube as the Blast then
they are thrown one cube in a random direction.
This may result in further damage from being
smashed into a wall or blown off a roof (see
below).
Blast doubles: target is Pinned*. If the model is in
the same cube as the Blast then they are thrown
one cube in a random direction. If the model is in
an adjacent cube then they are thrown one cube
directly away from the centre of the effect. To
work out where directly away is, draw a straight
line from the centre of the effect to the target and
beyond. The rst new cube the line enters is the
one the model is thrown into. This may result in
further damage from being smashed into a wall
or blown off a roof (see below).
Survival wins: target is Pinned*.
Survival doubles: no effect.
*Pinned pins the target unless it is already
Suppressed in which case it stays Suppressed.
Slammed Into Walls and Falling
From Heights
If a model is thrown into a wall that
blocks its movement to a different cube
it takes a new 3 dice 5+ vs Survival roll
but remains in the original cube. The
survival roll gets +1 dice if they started
in an adjacent cube to the grenade.
Falling damage is 3 dice 5+ vs Survival,
+2 dice per level after the rst. In both
these cases the results are as follows:
Damage wins: the model is Pinned*, plus
the difference in successes is potential
damage.
Survival wins: the model is Pinned*, but
suffers no damage.
If a model lands on or is thrown into
another model then both models should
roll for damage. Roll separately for each
using the modiers for the moving model.
Blast weapons will not scatter on a miss
unless the action used to deliver them
specically says so, eg Throw. Other attacks
will miss the exact point that was aimed at,
but will land sufciently close to still be in the
target cube.
The Kraaw are unparalleled guerrilla ghters,
and enemies of the Rebellion have come to fear
their swift, unexpected attacks from high vantage
points so much so that the winged aliens have
had to adapt their tactics to maintain the element
of surprise. Kraaw Warriors have recently set
aside their traditional Stingcasters in favour
of a wrist-mounted grav-blaster, retuned and
overcharged to produce dissonant grav-pulses.
While this renders the
weapon completely
non-lethal, the Kraaw have
still found a deadly use for it.
They will unleash a fusillade of
blaster re from on high, sending
their enemies sprawling or pulling
them out of cover, before swooping
in to claim their kills at close
range with their Talon
Blades.
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BOOM!
When a model with this ability is Killed, they explode.
In addition, the model may choose to trigger the
explosion when it is active. This could be during its own
Turn or as part of an Overwatch action.
Regardless of the cause, when the model explodes treat
it as a Frag Hit in that cube.
If a model explodes as a result of this ability then
they cannot be revived by any means. They are
permanently dead.
BRAWLER
The model gets +1 dice to any test of his Fight stat in
addition to any other modiers that may apply.
CONSTRUCT
This model is an articial creature and as such is
immune to certain effects. In addition, they are
dispassionate machines and do not feel fear, joy or any
other emotion. The models Aggression stat is Alert and
cannot be changed.
DELIBERATE
The weapon requires careful sighting in, has a complex
set-up or lock-on process or is otherwise slow to use.
Shoot, Blaze Away and Throw are long actions for this
weapon. If a model has other weapons then this penalty
only applies when using the Deliberate weapon.
DEPLOYABLE
Deployable weapons have two states: packed and
deployed. They always start the battle packed.
A Deployable weapon cannot be red whilst it is packed
and in this state it is treated like any other item: it may
be swapped between friendly models, dropped by
casualties, picked up by the enemy, etc.
A Deployable weapon may only be deployed and
re-packed by a model with the Engineer ability.
To deploy the weapon the Engineer must be carrying
it. Deploying is treated as a Sprint action for purposes
of interacting with other rules. However, the Engineer
remains in the cube he started the action in. Simply
place the model of the deployed weapon wherever you
like in the cube with him. Place an Overwatch marker
next to the weapon. The weapon cannot be moved whilst
it is deployed, including by Blast, etc.
To re-pack the weapon the Engineer must start his
action in the same cube as the deployed weapon. Re-
packing is treated as a Sprint action for purposes of
interacting with other rules. However, the Engineer
remains in the cube he starts the action in. Simply
remove the model of the weapon and replace it with the
appropriate item counter. The Engineer does not have
to carry the packed weapon he could leave it on the
ground for someone else to collect.
Deployable weapons do not take actions and do not count
towards the number of models remaining to activate in a
Round. All they do is react to enemy actions.
DISCIPLINE
When this model takes a Get Mean! action it may choose
to raise or lower its Aggression by one step.
Following an extended underground skirmish on Dotha Epsilon, Enforcer units requested more specialist close-
quarters equipment. Less than a cycle later, Rhode Industries pulled its CQD Shield from general circulation
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ENGINEER
The model is experienced with tripwires and mines and
so cannot have a Booby Trap card played on him.
In addition, the Engineer can set up and take down
Deployable weapons (see Deployable).
If a Strike Team contains one or more models with this
ability as well as any Deployable weapons then the
weapons may be set up or packed at the start of a battle
as the player chooses. If they are set up at the start then
they may only be positioned in a cube that one of the
Engineer models could have deployed in himself.
FAST
Sprint is a short action for this model.
FIRESTORM
The weapon gets +2 dice to Blaze Away actions in
addition to any other modiers that may apply.
FRAG
Frag weapons explode with both blast and
fragmentation effects. The effects of the blast are
included in the rules below.
A weapon with this ability ignores the normal result
details of a Shoot or Blaze Away action. All that matters
for Frag weapons is whether the result was a hit or
a miss. In either case, roll a new test to resolve the
damage of the explosion.
Work out where the weapon strikes/lands and centre
the effects on the explosion on that cube. Every adjacent
cube on the same or higher level is affected by the Frag
as long as there is a clear route to it.
Frag weapons will not scatter on a miss unless
the action used to deliver them specically
says so, eg Throw. Other attacks will miss the
exact point that was aimed at, but will land
sufciently close to still be in the target cube
Roll one test for the success of the Frag regardless of
how many potential target models are in the area. Roll
a separate test for each potential target model and
compare this to the Frag total.
Frag damage is a 3 dice 4+ test (X).
+1 if the attack was a Hit.
+2 if the weapon is a Massive Frag.
Models caught in the explosion roll a 3 dice
Survival test (X).
+1 if the model is in a cover cube.
+2 if the explosion was centred in an
adjacent cube.
Draw or Frag wins: target is Pinned* and hit
by shrapnel. The difference in successes is the
potential damage. If the model is in the same
cube as the Frag then the blast throws them one
cube in a random direction. This may result in
further damage from being smashed into a wall
or blown off a roof (see the box).
Frag doubles: target is Pinned* and hit by
shrapnel. The difference in successes is the
potential damage. If the model is in the same
cube as the Frag then they are thrown one cube in
a random direction. If the model is in an adjacent
cube then they are thrown one cube directly away
from the centre of the effect. This may result in
further damage from being smashed into a wall
or blown off a roof (see the box).
Survival wins: target is Pinned* as abovebut
unharmed.
Survival doubles: no effect.
*Pinned pins the target unless it is already
Suppressed in which case it stays Suppressed.
Slammed Into Walls And Falling
From Heights
If a model is thrown into a wall that blocks
its movement to a different cube it takes a
new 3 dice 5+ vs Survival roll but remains
in the original cube. The survival roll gets
+1 dice if they started in an adjacent cube
to the grenade.
Falling damage is 3 dice 5+ vs Survival, +2
dice per level after the rst. In both these
cases the results are as follows:
Damage wins: the model is Pinned*, plus
the difference in successes is potential
damage.
Survival wins: the model is Pinned*, but
suffers no damage.
If a model lands on or is thrown into
another model then both models should
roll for damage. Roll separately for each
using the modiers for the moving model.
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The Helfathers Heatcannon has become his signature weapon, custom-made by the Chaniz-Andovakian gunsmiths.
GLIDE
The model may drop any number of levels in a single
Move or Sprint action without harm. This may be done
as a deliberate movement or as the result of being
blasted out of a position. In either case they glide to the
ground unharmed by the drop and land on their feet. For
every level they drop they may move one cube sideways
(orthogonally or diagonally) relative to their original
position.
GUN CRAZY
A model with this ability always res their weapons
using this rule. Shoot and Blaze Away are long actions
for this model. If you wish to use any weapons, start by
taking a single Shoot or Blaze Away action as normal.
After this has been resolved, roll a single dice:
Roll Result
12
your opponent chooses an unused weapon.
They must then use this weapon to attack a
valid target of their choice, from any side. The
models Turn now ends.
34
everything is obscured by gun smoke. The
models Turn ends.
58
Choose an unused weapon and make a Shoot
or Blaze Away action as appropriate.
Each weapon the Gun Crazy model carries may only
be used once per Turn. Each target model may only be
attacked once per Turn.
Continue to roll a dice as above after each attack until
you either run out of weapons, run out of targets or you
roll a 14.
HOVER
A model with this ability oats in the air and never
settles. This has two effects.
Firstly, the model may rise or fall by one level when
performing a Sprint. It never needs handholds to climb
up/down. You must be able to place the model in the
new position.
Secondly, the model is particularly vulnerable to Blasts
and will roll -1 dice when resisting their effects.
IRRESISTIBLE
If the target of this weapon has the Tough ability then
it is treated as having +1 Armour instead. If it has the
Really Tough ability then it is treated as having +2
Armour instead. The AP of the weapons attack will
reduce this total target AP as usual. For example, if an
AP2 Irresistible weapon does 3 potential damage to an
Armour 1, Really Tough target then the targets effective
Armour level is 3
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IT BURNS!
When a weapon with this ability hits its target work out
the damage as usual. If the model survives the attack
it is also set on re. Roll a new test immediately for the
re damage.
The re rolls a 3 dice 4+ test (X).
The target rolls a 3 dice Survival test (X).
Compare the total number of successes to nd
out the outcome.
Draw or Survival wins: the target puts out the
ames before they do any real damage.
Fire win: the target manages to put out the
ames, but suffers damage in the process. The
potential damage is equal to the difference in
total successes +1.
Fire double: the target remains on re. The
potential damage is equal to the difference
in total successes +1. Roll again at the start
of the models next Turn. Regardless of their
Aggression, a model that starts their Turn on re
can do nothing except try to put out the ames.
This is a long action. Roll this test again at a -1
modier to Survival as the ames take hold. The
Survival roll gets +1 per friendly model in the
same cube.
KNOCKBACK
When a weapon with this ability hits its target it may
knock it back into a different cube. Resolve the attack as
normal. Then, if the target did not double the attacker
the target is moved one cube directly away from the
attacker.
To work out where directly away is, continue a point
LOS from the rer to the target and into the rst new
cube beyond the one the target is standing in. If there
is any choice, the rer may decide. If the attacker and
target are in the same cube then the attacker chooses
which adjacent cube to knock the target into.
If this movement causes the model to fall or be thrown
into a wall then resolve this as per the rules on pages 67
and 69.
After it has been moved, the target loses 1 Aggression
in addition to any other damage they suffer.
LIMITED RANGE
The weapon cannot be used beyond combat range. For
example, a Range 4 weapon cannot be red at a target
further than 4 cubes away.
MARKSMAN
The model gets +1 dice to Shoot actions in addition to
any other modiers that may apply.
MASSIVE FRAG
Treat this as a Frag weapon with a +2 modier for the
explosion effects. See page 69 for the Frag rules.
MEDIC
The model is able to heal Injured troopers as if he had
a medi-pack (see page 78). However, this ability may be
used repeatedly, unlike the item.
MUTANT
Mutant Battle Cards may only be played on models with
this ability.
ONE-USE
This item can only be used once during the battle.
OWN AGENDA
The model follows their Own Agenda. Sometimes this
coincides with their Commanders plans, sometimes
it doesnt. Roll one dice at the start of the models
activation.
On a roll of 1-2 the opposing player may control the
models actions for this Turn. This can include attacking
the active models friends. This counts as an activation
for the active models side, not the player who is
actually controlling it.
On a roll of 3-4 the model does nothing that activation.
On a roll of 5-8 the owner of the active model chooses
the models actions like normal.
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PSYCHIC
The model can inuence creatures and objects with the
power of their mind alone. This provides one automatic
effect and an additional choice of actions for the model
to choose from.
Several of these effects call on the model to make a
psychic test. This is a normal 3 dice 5+ test (1) or (X)
depending on the circumstances. If the test is an (X)
then the target rolls a number of dice equal to the
second value in their Command stat to resist it. For
example, a model with a Command stat of 2-1 would
roll 1 dice. Psychic rolls for all models succeed on a 5+.
If a model has a Command stat of - then it counts as
rolling zero successes.
The automatic effect is a form of defence. The model
creates a shimmer and swirl in the air around itself,
making it harder to target with ranged weapons. This
has no effect on Fights. The rst time in a Round a
model with this ability is the target of a Shoot attack,
roll a psychic test. The number of successes is the
negative modier to all Shoot attacks against it that
Round.
All other psychic actions have a Range of 4 and may
target any model of the Psychics choice within that
range regardless of LOS.
A Psychic model can choose any normal action(s) or one
of the following long actions.
Mind Storm (long action)
The Psychic creates pain and confusion in the targets
mind, temporarily stopping them from doing anything
but resisting.
Mind Storm is a 3 dice 5+ (X) psychic test. There
are no modiers.
Compare the total number of successes to nd
the outcome:
Mind Storm wins: the targets Aggression is
reduced by a number of steps equal to the
difference in successes.
Draw/Target wins: no effect.
Target doubles: the Psychic suffers feedback.
Their Aggression is reduced by a number of steps
equal to the difference in successes.
Blank (long action)
The Psychic revives powerful and emotive memories
from the target, distracting them from the events at
hand. For a moment they are far away, lost in thought as
the battle rages around them.
Blank is a 3 dice 5+ (2) psychic test. There are no
modiers.
Blank fails: no effect.
Blank succeeds: the target model is marked as
activated.
Clarity (long action)
The Psychic smooths away panic and confusion,
replacing them with a sense of calm and clarity.
Clarity is a 3 dice 5+ (1) psychic test. There are no
modiers.
Clarity fails: no effect.
Clarity succeeds: the targets Aggression is
increased by one, up to a maximum of Alert.
Clarity doubles: the targets Aggression is
increased by two, up to a maximum of Alert.
Passion (long action)
The Psychic evokes a sense of desperate need for
immediate action. There is no time to rest.
Passion is a 3 dice 5+ (2) psychic test. There are
no modiers.
Passion fails: no effect.
Passion succeeds: the target models activation
marker is removed. The model may be used again
this Round waiving the normal restriction for
acting once per round).
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RAMPAGE
When a model with this ability is Injured by an attack,
but not Killed, it goes crazy. In its blood frenzy it may
even attack its friends. Follow this process:
The models Aggression changes to Enraged and cannot
be reduced.
You can choose when to activate this model, but not
exactly what it does.
Roll one dice at the start of the models activation.
On a roll of 1-2 the opposing player may control the
models actions for this Turn. This can include attacking
the active models friends. This counts as an activation
for the active models side, not the player who is
actually controlling it.
On a roll of 3-6 the owner of the active model chooses
the models actions like normal.
On a roll of 7-8 the owner of the active model chooses
the models actions like normal. In addition, the model
counts as Fast for this Turn if it did not already have this
ability.
RAPID FIRE
The weapon may not Shoot, it may only Blaze Away.
REALLY TOUGH
The model ignores 2 points of potential damage per
successful attack against it.
RESOURCEFUL
Once per battle this model can redo a single normal test
after he has seen the result. How it turned out the rst
time was how he the model imagined it would go, but he
is Resourceful. If theres a way to get better odds then
hell nd it.
The dice for the test are rolled again with all the
modiers that applied the rst time. This includes any
cards that were played. If the test is opposed then both
players roll again. Whether the results of this second
test are better or worse than the rst, they are what
actually happens.
SCAVENGER
The model may carry up to 3 items instead of the normal
limit of 1. In addition, the model is an experienced
explorer of rubbish tips and debris elds and will never
set off a booby trap. You may not play a Booby Trap card
on this model.
SCOUT
The model sneaks ahead of his comrades to scout out
the battleeld. At the start of a game this model can be
placed anywhere in the deployment areas described on
page 38.
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SENTRY
At the start of the game and every subsequent Round,
before any Turns are taken, place an Overwatch counter
on any deployed items or models with this ability.
A model with the Sentry ability gets +2 dice for
Overwatch tests.
If a model has this ability then they get the free
Overwatch counter at the start of the Round in addition
to any other action(s) they may choose to take during
their Turn.
SHOCKWAVE
When a weapon with this ability is used against a
target, resolve the attack as usual. Unlike normal Blast
weapons, the Shockwave effect is in addition to the
normal attack, not instead of it.
Once the attack has been resolved, roll a Blast effect
with a +2 modier. See page 67 for the Blast rules.
SINGLE SHOT
The weapon may not Blaze Away, it may only Shoot.
SLOW
The model cannot take Sprint or Climb actions.
SNIPER
The model gets +2 dice to Shoot actions in addition to
any other modiers that may apply.
SOLID
A model with this ability is not affected by weapon
effects that move their target to a new cube, such as
Knockback. In addition, the model will not be Pinned
by Blasts. However, the model may still be Pinned or
Suppressed by Blaze Away attacks.
SPOTTER
If one or more models with this ability can see the
target of a Blaze Away attack then it is resolved with an
additional +1 modier.
Providing this modier does not count as an action
for the Spotter and works regardless of whether the
Spotter has been activated or not this Round.
STRANDED
The model has been separated from its comrades and is
trying to make its way back to safety.
At the start of the battle, a model with this ability is
set up by the owning player as if it were a Scout for the
opposing side. This will place them on the wrong side
of the battleeld.
If the model can leave the table via their own Strike
Teams deployment area then they earn an additional +2
VPs regardless of the mission.
Stranded models cannot have Battle Cards played on
them by their own Strike Team.
STRATEGIST
The model is able to take Command actions. Each
model in the Strike Team with this ability adds +2 to the
Strike Teams Command Pool. If this model is Killed,
immediately reduce their Strike Teams Command Pool,
by 2. For the full Command action rules see page 22.
SUPPORT
The weapon is large and cumbersome. A model that
has one or more weapons with this ability has all Fight
tests modied by -1 dice, whether it rolls against Fight
or Survive. This penalty applies only once regardless of
how many such weapons a model is carrying.
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TACTICIAN
The model is able to take Command
actions. Each model in the Strike Team
with this ability adds +1 to the Strike Teams
Command Pool. If this model is Killed,
immediately reduce their Strike Teams
Command Pool, by 1. For the full Command
action rules see page 22.
TELEPORT
A model with this ability may choose a
Teleport action in addition to the normal
options.
Teleport is a long action that moves the
model up to two cubes in any direction
without the need for a clear route between
them. Opposing models cannot Overwatch
against Teleport actions. If the teleporting
model ends this move in the same cube
as an enemy model then they will Fight as
normal.
TOUGH
The model ignores 1 point of potential
damage per successful attack against it.
TOXIC
A model struck by a Toxic weapon is treated
as if it had Vulnerable. This ability is ignored
by models with the Construct ability.
VOLATILE
A weapon with this ability includes a tank of
highly Volatile fuel.
If a model carrying a weapon with this ability
is saved from injury by its armour then roll
a dice. On a roll of a 2-8 the Volatile fuel is
safe. On a roll of a 1 the fuel tank ruptures
and sets the model on re. See It Burns! on
page 71. The Volatile weapon is destroyed.
VULNERABLE
A model with this ability is never Injured.
Any damage that gets through the models
armour will kill them.
WEIGHT OF FIRE
The model gets +1 dice to Blaze Away actions
in addition to any other modiers that may
apply.
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There are many items of equipment used by the
different factions, each styled to their particular tastes.
However, the function is far less variable than might at
rst appear. In reality the tactical challenges faced by
troops on a battleeld are common wherever you are
from and whomever you are ghting. The following list
denes the common items found among all military
forces.
A Note On Repeated Use
Unless an item says that it is One-use then the model
can use it as many times as they like during the battle.
Models always carry vast amounts of equipment as part
of their standard combat load, which is why they can
only add one item at a time during the game.
The listing here refers to an item when it is found on the
battleeld or bought for the Strike Forces Stores. On a
few rare occasions, an item that is listed here as One-
use will be listed without that restriction on a models
Stat Card. This means that the model carries enough
of them to last the whole battle instead of just one. For
example, the mercenary Boomer has frag grenades
listed among his weapons. They are not listed as One-
use for him because he has so many of them. However,
anyone nding a frag grenade during a battle will only
nd one at a time and so the limitation listed here will
apply to them.
AMMO: 1 POINT
Ammo is One-use.
The more you re at the enemy the more
effect it will have. This is usually limited
by the amount of ammunition you have or
charge your weapon carries. But if youve
got ammo and charge to spare
A model with ammo can use it when taking
a Blaze Away action. That action is made
with +2 dice.
AP AMMO: 2 POINTS
AP ammo is One-use.
Whether it is overcharging, double-shot,
thorium laced rounds or other forms of
special ammunition, every weapon can
have its performance boosted in some
way.
A model with AP ammo can use it when
taking a Shoot action. That action is made
with an additional AP1.
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ENERGY SHIELD (X) : (X)+1 POINTS
Energy shields are designed to absorb the
energy of incoming attacks, whether this
is from particle weapons or kinetic energy
devices. The number in brackets after the
name is the level of defence provided.
When a model wearing this item suffers potential
damage, roll a number of dice equal to the number in
brackets. A roll of 8 rolls up as usual.
For each 6+ you roll, one potential damage is absorbed
by the shield. However, the shields are new technology
and are somewhat unreliable. If you roll more 1s than
successes then the incoming energy overwhelms the
shields ability to buffer the surge of power and it is
destroyed. Any successes in that roll will still reduce
the potential damage as normal, but the shield will
never work again.
FRAG GRENADE : 3 POINTS
A frag grenade is Range 3, Limited Range,
Frag, One-use.
Frag grenades are the standard type
of grenade, exploding in a shower of
deadly fragments and stunning blast a
few seconds after the pin is pulled. They
come in a wide variety of shapes and sizes,
though their game effect is always the
same.
Use the Throw Grenade action to work out
which cube the frag grenade ends up in.
See the rules on the Frag ability on page 69 for how to
work out the damage caused.
GLUE GRENADE : 3 POINTS
A glue grenade is Range 3, Limited Range, One-use.
Glue grenades are not harmful, being designed for law
enforcement to capture and contain rioters rather than
armies to kill opponents on a battleeld. However, it
does take time to get free of their gooey strands.
Use the Throw Grenade action to work out which cube
the glue grenade ends up in.
When a glue grenade goes off, everything in that cube is
enmeshed in a tangle of sticky laments of clingy goo.
The effect is to immediately mark all models in that
cube as activated. The cube can be entered as normal
as the stuff becomes non-stick within a few seconds -
unless youre already tangled up in it.
HOLO-SIGHT : 3 POINTS
A holo-sight makes an Aim action +2 to
Shoot instead of the normal +1.
The view of the world through a holo-sight
is enhanced by computer to include the
likely impact point of the weapons shots.
This allows the user to ne tune their aim before giving
away their position, and makes the rst shot far more
deadly.
INTEL
Intel is One-use.
Intel represents valuable information
on the enemy forces. It could take many
forms, though some form of data storage
device is the most common.
When a piece of intel is picked up by a model,
immediately remove the counter from the board and
place it next to the Strike Teams Mission Card. It is
worth +1 VP regardless of the Strike Teams mission.
The item is not being carried by the model. Instead,
the data has been transmitted back to High Command
where it can be properly analysed.
JUMP PACKS: 1 POINT
It is important to understand that jump packs are not
full ight suits. After many studies, most militaries
decided that the huge weight of fuel required for
sustained ight would be better allocated to more
ammunition and bigger guns. Jump packs enhance the
users range of movement, but do not allow them to y.
A model equipped with a jump pack can:
Move up or down levels without needing a wall
to climb.
Jump over solid walls on the same level.
Jump over gaps in the oor of the same level (up
to one cube wide).
Counters are used to represent equipment
come in two varieties blue and green. Blue
counters represent items purchased from
Stores. Green counters represent Items
picked up on the battleeld.
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MEDI-PACK : 3 POINTS
A medi-pack is One-use.
Medi-packs are used to heal injured
troopers. They may only be used on
any living models, and cannot repair
Constructs, Vehicles and the like.
A model with a medi-pack may use it
either on themselves or any other single
living model in the same cube as long as
no enemy models are in that cube.
Using a medi-pack is a long action for the model
carrying it. It does not require a dice roll and works
automatically. The effect of using a medi-pack is to
remove one level of damage from the target model. The
medi-pack is then discarded.
SENTRY GUN : 5 POINTS
A sentry gun is Range 8, Rapid Fire,
Weight of Fire, Deployable, Sentry.
Sentry guns use stripped down, heavy
barrelled versions of heavy ries, as
used by normal Enforcers. This allows
them to share ammo supplies and makes
resupply easier. Their job isnt to kill enemy troopers as
much as to give warning of enemy movements and allow
the Enforcers time to react and reposition themselves
in the event of an enemy attack. Earlier models carried
heavier weapons, but these were found to run out of
ammo too quickly in the face of massed enemy assaults.
They were also extremely heavy and were seldom taken
as primary choice when the lighter alternatives were
available.
The Sentry gun is a piece of equipment and should be
bought as such, not as a model. It doesnt count a sentry
gun as part of the force for Survive missions, etc. It
always counts it as an item.
SMOKE GRENADE : 2 POINTS
A smoke grenade is Range 3, Limited
Range, One-use.
A smoke grenade does no damage and
does not hinder movement at all. It is
simply designed to create clouds of
smoke to conceal an advance or block the
line of sight of enemy weapons.
Use the Throw Grenade action to work out
which cube the smoke grenade ends up in.
When a smoke grenade goes off, that cube is completely
blocked for all LOS. A model in that cube cannot be a
target for Shoot actions and Blaze Away actions against
that cube are modied by -2. Leave the grenade item
in place as a reminder that there is smoke in that cube.
Alternatively, if you have a clump of cotton wool you
could use as a smoke marker that would look better.
Any adjacent cube on the same or higher level modies
all Shoot and Blaze Away attacks into or through it by -1
dice. This modier is only taken once regardless of how
many smoky cubes the LOS passes through.
Roll a single dice at the end of each Round for the smoke
grenade. On a roll of 1-4 the smoke continues. On a roll
of a 5+ the smoke dissipates remove the marker. Note
that you only roll once for the grenade itself, not once
for each cube the smoke affects.
STEALTH CLOAK : 5 POINTS
Sometimes called a chameleon cloak,
this cloaks covering of photoreactive
cells makes it harder to target the
wearer as it blends into any background.
The stealth cloak reduces Shoot attacks
by -2 dice, Blaze Away attacks by -1 dice
and has no effect on Fight.
TARGETER : 1 POINT
This works like the Spotter ability.
However, unlike Spotter, it only works as
long as the model with the targeter has
not been activated that Round.
Depending on the manufacturer, a
targeter can use one of a variety of target designation
and marking methods. Some use a laser, phased ion
stream, microwave or other high tech approach. Others
methods are cruder, simply squirting uorescing
dyes or distinctive chemicals on the target. Whatever
technique is employed the result is the same: everyone
now knows where the target is.
? SPECIAL
This item has a number of uses. Some
scenarios give it a specic function and
value for that game. If this is the case
then it will be mentioned in the scenario
description. When this is not the case the
? counter should be treated as a second
intel counter.
OTHER ITEM COUNTERS
The Deadzone boxed set includes a number of counters
that are not dened here. Put these to one side for the
moment. They will be used in future supplements.
Scott Syverson (order #5232320)
The recognised forms of the Plague creatures are
only the tip of the iceberg when it comes to the vast
numbers of mutant possibilities. Constantly shifting and
reforming limbs and organs make minor changes in the
infected victims body. Some are useful, many are not.
In fact, all Plague creatures are unique when examined
closely. Its just that you very rarely get close enough to
tell them apart without getting killed rst.
To include some of this variety in Deadzone we include
mutation counters. These modify the normal stats of a
recognised Plague model as dened below.
Allocating Mutations
This is described as part of setting up the game on page
37. In addition, a mutation can be allocated during a
battle by use of a Twisted Battle Card.
Mutations are not items and any model with the Mutant
ability may have one in addition to an item. No model
may have more than one mutation at a time. Mutations
cannot be dropped or traded. When a Mutant dies its
mutations die with it.
Mutants are constantly changing and evolving so
mutations only last for a single battle. In a campaign, a
model may have a mutation in one battle and a different
one or none at all in the following battle.
Using Mutations
Mutations are considered to be an extension to the
models Stat Card and are considered an integral part of
their weapons and abilities.
Types Of Mutation
There are several types of common mutation among the
Plague. Not all are useful.
ACID BITE
Model gains Range F, AP2 weapon.
Instead of venom, this mutant has evolved
the ability to inject acidic bile into its
victims. This has the helpful side effect
of burning through armour that would
normally protect its wearer from a mere bite.
ACID BREATH
Model gains Range 2, AP2, Limited Range
weapon.
The effect quickly dissipates, but anyone
close to the foul breath of this mutant will
have skin dissolved and esh seared from
bone by the corrosive cloud.
CRIPPLING SPASMS
Model gains Slow.
Unspeakable pain wracks the mutants
body, and every movement only makes it
worse.
79 REFERENCE
Scott Syverson (order #5232320)
OVERACTIVE METABOLISM
Model gains Agile.
The world appears to slow down as this
mutants body races. Every process is
accelerated, every sense sharpened.
Standing still is impossible, walking a
huge effort. He now lives for the hunt, the
chase and the kill.
RAZOR CLAWS
Model gains Range F, AP1 weapon.
Mutants normally have sharp and
dangerous talons, and this one is no
exception. In fact, the talons have evolved
with such ne and hardened edges that
can slice armour as well as esh.
SPINY GROWTHS
Model gains Tough. This has no effect on
models that already have either Tough or
Really Tough.
The skin of the mutant twists and changes
into boney protrusions, adding to their
resilience. As these growths feel little pain these
mutants can take far more punishment than lesser
creatures.
VESTIGIAL WINGS
Model gains Glide.
A tough membrane connects the limbs of
the mutant in an ungainly mass of skin. It
is cumbersome on the ground, but shows
its worth when the creature scales the
tallest buildings without fear.
WASTING MUSCLES
Model gains Vulnerable.
If the mutant ever had any strength it
has left them now. They need to ght
alongside many of their kin if they are to
have a chance against their foes.
Terminology
Ofcially, the Corporation classify the various Plague
creatures as a series of stages. The initial Stage 1s
are infected by the alien artefact directly. They infect
Stage 2s, who in turn infect Stage 3s. Within this simple
process is an additional level of detail. To accurately
classify an individual creature you need to specify not
only which stage it is at, but also what host creature
it was based on. The mutagens create vastly different
results depending on the genetic stock they have to
work with. So, the full designation has a letter at the
end to designate species. For example, Stage 1A (for
human), Stage 3D (canine), Stage 2T (Teraton), and so on.
Of course, while that is all well and good in a formal
paper on the subject back at base, in the eld they
get given all kinds of names. Most commonly they
are simply referred to as 1st, 2nd or 3rd generations,
or jens for short. Even less formal are terms like
Hellhounds, Boom-stick or General, and theyre
just the repeatable ones.
In the end it doesnt really matter what the troops on the
ground call their foes, as long as they report the correct
terminology to the intelligence division. They need
accurate reports so that they can map out the spread
and determine whether the Plague can be contained.
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80 REFERENCE
Scott Syverson (order #5232320)
They think they can sell us mining rights then close the whole system? Put up a blockade, and turn us away? The
smeltheads. Way I see it, theyve spoiled the agreement, so all bets are off. Forget mining. Were going to take it all
Chief Brokkr Saxulf Dellingr
Scott Syverson (order #5232320)
M
A
N
T
I
C
G
A
M
E
S
Product Code MGDZM03-1
Barcode 5060208865622
ISBN 978-0-9569945-8-5
www.manticgames.com
... PLAGUE DETECTED ... ENFORCERS DISPATCHED ...
Nexus Psi is under total lockdown. The
Plague an alien virus that turns men into
monsters is ravaging the planets surface,
and it cant be allowed to spread any further.
The Enforcers an elite group of super
soldiers have been sent in to retrieve vital
resources and stop the Plague at all costs.
Amid the chaos, groups of Rebels and alien
Marauders, not realising the danger awaiting
them, descend to the planets surface to
strip its abandoned outposts of valuable
Corporation technology. As they clash with
Enforcers and Plague alike, Nexus Psi falls
further into ruin.
This rulebook contains:
Game Rules complete rules for leading
your chosen force into the heart of the
Deadzone and ghting against any foe to
achieve your mission.
Campaign Rules guidelines for running
campaigns, gaining experience, adding
new troops and equipment as your force
gains reputation.
Battlezone Guide rules for setting up
urban battleelds and ghting over the
Deadzone modular terrain.
... CONTAINMENT PROTOCOL ACTIVE ...
Scott Syverson (order #5232320)