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Dicehead Gaming 2011

Introduction
Hello and welcome to the third edition of Wastelands, the post-apocalyptic miniatures wargame. This
version is designed to bring together some of the complexity of the first edition with some of the solo
play ideas of the second and a whole heap of new concepts and ideas.
Wastelands is not an easy game and nor should it be, the post-apocalyptic world is incredibly dangerous
in lots of ways so youll have to think carefully about how you develop your faction and how to approach
the battles that you will inevitably have to fight for survival.
Id like to thank nb246 for the artwork which was so generously provided and to everyone that helped
me playtest the game and all the folks at http://s1.zetaboards.com/Post_Apoc_Wargames/index/ who
played previous versions and posted their battle reports and expressed an interest in this new version.

Playing Wastelands
Battles
The easiest way to start playing Wastelands is to fight a battle, either against another player or solo
playing both sides. This will help you get used to the battle system before you dive into a campaign.
Simply use the faction section and weapons tables to pick two equal point forces and starting battling. A
force of around 100 points is a good starting point.

Solo Campaign
The solo campaign is really the focus of this edition. In the solo campaign you create a small gang from
one of the factions and then set out to achieve the objectives you want to achieve. Perhaps you want to
become the most notorious band of raiders the wasteland has ever seen or grab yourself the finest
territory, maybe you want to build a band of legendary heroes or become a legendary defender of the
highways. You can do all this and more in the solo campaign. In this edition your faction has a
reputation, bad reputation generally means youll be offered less opportunities but you can do whatever
you please, good reputation generally means youll get offered lots of chances to advance your faction.
The ultimate aim of the solo campaign is to make you feel as though you are taking part in a coherent
story set in a post-apocalyptic world and all the factions, events and missions are designed with that in
mind.

Multiplayer Campaign
The multiplayer campaign lets two or more players manage their own faction, fighting battles between
themselves for territory and against other random enemies. Players can continue playing their factions
solo in between face to face games if they like.

Introduction .................................................................................................................................................. 2
Playing Wastelands ....................................................................................................................................... 3
Battles ....................................................................................................................................................... 3
Solo Campaign .......................................................................................................................................... 3
Multiplayer Campaign............................................................................................................................... 3
Core Rules ................................................................................................................................................... 12
Unit Stats................................................................................................................................................. 12
Taking Turns............................................................................................................................................12
Actions ....................................................................................................................................................12
Base Contact ...........................................................................................................................................14
Movement...............................................................................................................................................14
Trampling ............................................................................................................................................14
Shooting .................................................................................................................................................. 14
Being free to fire .................................................................................................................................14
Shooting ..............................................................................................................................................14
Aimed Shots ........................................................................................................................................ 15
Auto Fire.............................................................................................................................................. 15
Shooting around Corners ....................................................................................................................15
Throwing Bricks and Rocks..................................................................................................................15
Cover ................................................................................................................................................... 16
Prone units and figure height .............................................................................................................16
Crossfire ..............................................................................................................................................16
Close Combat ..........................................................................................................................................17
Close Combat ...................................................................................................................................... 17
Charge ................................................................................................................................................. 17
Morale.....................................................................................................................................................17
Failing Morale ..................................................................................................................................... 17
Fearless ...............................................................................................................................................17
Fleeing Voluntarily ..............................................................................................................................17
Death and Loot........................................................................................................................................18
Rerolls .....................................................................................................................................................18
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Knocked Down and Falling......................................................................................................................18


Shoving Enemies off Ledges....................................................................................................................18
Units ............................................................................................................................................................ 19
Special Abilities ....................................................................................................................................... 19
Special ability: Bite ..............................................................................................................................19
Special ability: Bomb........................................................................................................................... 20
Special ability: Powerful Charge .........................................................................................................20
Special ability: Trample .......................................................................................................................20
Mutations................................................................................................................................................ 20
Armoured Body...................................................................................................................................20
Bite / Claws .........................................................................................................................................21
Blob Form............................................................................................................................................21
Burrowing Claws .................................................................................................................................21
Camouflage .........................................................................................................................................21
Corrosive Vomit ..................................................................................................................................21
Extra Arm or Arms............................................................................................................................... 21
Extra Head...........................................................................................................................................21
Extra Legs ............................................................................................................................................22
Intense Radiation ................................................................................................................................22
Mind Control ....................................................................................................................................... 22
Paralysing Touch .................................................................................................................................22
Projectile Spines..................................................................................................................................22
Repulsive.............................................................................................................................................23
Stinger ................................................................................................................................................. 23
Spikes .................................................................................................................................................. 23
Splatter................................................................................................................................................ 23
Horns................................................................................................................................................... 23
Tail.......................................................................................................................................................23
Tentacles .............................................................................................................................................23
Wings .................................................................................................................................................. 24
Heroes.........................................................................................................................................................24
Hero Special Abilities ..............................................................................................................................24
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Animal Frenzy......................................................................................................................................24
Diplomacy ...........................................................................................................................................25
Farsight................................................................................................................................................ 25
Command............................................................................................................................................25
Mechanic.............................................................................................................................................25
Medic .................................................................................................................................................. 25
Trader.................................................................................................................................................. 25
Wastewalker ....................................................................................................................................... 25
Bestiary .......................................................................................................................................................26
Small Beasts ............................................................................................................................................26
Large Beasts ............................................................................................................................................26
ARmoury .....................................................................................................................................................27
Primitive Aimed Weapons ......................................................................................................................27
Basic Aimed Weapons.............................................................................................................................27
Advanced Aimed Weapons.....................................................................................................................27
Thrown Weapons....................................................................................................................................27
Close Combat Weapons.......................................................................................................................... 28
Special Weapon Effects...........................................................................................................................28
Area (+value)....................................................................................................................................... 28
Auto Fire.............................................................................................................................................. 28
Blast..................................................................................................................................................... 28
MoF (Move or Fire) ............................................................................................................................. 29
Obscure ...............................................................................................................................................29
Single Shot...........................................................................................................................................29
Other equipment ....................................................................................................................................29
Gas Mask.............................................................................................................................................29
Geiger Counter....................................................................................................................................29
Mines...................................................................................................................................................30
Shield................................................................................................................................................... 30
Vehicles .......................................................................................................................................................30
Vehicle Stats............................................................................................................................................31
Vehicle Movement and Orders............................................................................................................... 31
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Vehicle Orders..................................................................................................................................... 32
Driving Basics ..........................................................................................................................................32
Driving Backwards...................................................................................................................................32
Crashing .................................................................................................................................................. 32
Vehicle Collisions ....................................................................................................................................33
Running People Over ..............................................................................................................................35
Control Test............................................................................................................................................. 35
Control Failure ........................................................................................................................................ 35
Attacking Vehicles...................................................................................................................................36
Area Weapons vs Vehicles .................................................................................................................. 36
Control Loss from Critical Damage...................................................................................................... 36
Vehicle Upgrades ....................................................................................................................................36
Block Dropper ..................................................................................................................................... 36
Oil Dropper.......................................................................................................................................... 36
Spike Dropper ..................................................................................................................................... 37
Razor Wire...........................................................................................................................................37
Ram Bars .............................................................................................................................................37
Wheel Cutters ..................................................................................................................................... 37
Spikes .................................................................................................................................................. 37
Nitro ....................................................................................................................................................37
Mounting Weapons on a Vehicle........................................................................................................37
Passengers Attacking .......................................................................................................................... 38
Firing at Passengers ............................................................................................................................ 38
Mounted Weapons or Passenger Weapons? .....................................................................................38
Hijacking Vehicles ...................................................................................................................................38
Getting Onboard .................................................................................................................................38
Hijackers on Vehicles .......................................................................................................................... 38
Taking over a Vehicle .......................................................................................................................... 39
Exiting a Moving Vehicle ....................................................................................................................39
Factions .......................................................................................................................................................40
Amazons.................................................................................................................................................. 40
Bandits ....................................................................................................................................................40
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Biker Gang...............................................................................................................................................41
Bunker.....................................................................................................................................................41
Cannibal Savages..................................................................................................................................... 42
Crazies .....................................................................................................................................................42
Cult ..........................................................................................................................................................43
Gladiators................................................................................................................................................ 43
Devolved ................................................................................................................................................. 44
Hunters ................................................................................................................................................... 45
Lawdogs .................................................................................................................................................. 45
Mercenaries ............................................................................................................................................47
Mutants................................................................................................................................................... 47
New World Order.................................................................................................................................... 48
Nomads ................................................................................................................................................... 49
Paramilitary.............................................................................................................................................49
Primitives ................................................................................................................................................ 50
Plaguebringers ........................................................................................................................................ 51
Raiders ....................................................................................................................................................51
Road Warriors .........................................................................................................................................52
Scavengers ..............................................................................................................................................53
Slavers .....................................................................................................................................................53
Street Punks ............................................................................................................................................54
Survivors..................................................................................................................................................55
Traders ....................................................................................................................................................55
SOLO CAMPAIGN RULES ............................................................................................................................. 57
Campaign Actions ...............................................................................................................................57
Scouting............................................................................................................................................... 58
Tactics and morale for random enemies ............................................................................................ 58
Tactics Table............................................................................................................................................59
Random Locations...................................................................................................................................60
Random Enemies ....................................................................................................................................61
Events......................................................................................................................................................62
Acid Rain .............................................................................................................................................62
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Hidden Resources ...............................................................................................................................62


Wandering Dregs ................................................................................................................................62
Rat Infestation.....................................................................................................................................62
Good Harvest ...................................................................................................................................... 62
Trade Routes ....................................................................................................................................... 62
Information .........................................................................................................................................62
Terrible Storms....................................................................................................................................62
Safe Haven ..........................................................................................................................................62
Blight ................................................................................................................................................... 63
Alliance................................................................................................................................................ 63
Plague.................................................................................................................................................. 63
Wandering Hero..................................................................................................................................63
Maps....................................................................................................................................................63
Dreg Uprising ...................................................................................................................................... 63
Innovation ...........................................................................................................................................63
Repopulation....................................................................................................................................... 64
Leadership Challenge .......................................................................................................................... 64
Starving Population............................................................................................................................. 64
Good Harvest ...................................................................................................................................... 64
Bad Weather ....................................................................................................................................... 64
Settlers ................................................................................................................................................ 64
Gun Runner .........................................................................................................................................64
Reputation tarnished .......................................................................................................................... 64
Dog Packs ............................................................................................................................................64
Slave Traders....................................................................................................................................... 64
Rolling Invasion ...................................................................................................................................65
Healing Land........................................................................................................................................65
Lucky Find............................................................................................................................................65
Relic of the Ancients ........................................................................................................................... 65
Standard Missions...................................................................................................................................66
Hunting Party ...................................................................................................................................... 66
Murder Mission...................................................................................................................................66
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Scrap Pile.............................................................................................................................................66
Wasteland Games ...............................................................................................................................66
Lost World...........................................................................................................................................66
Infiltration ...........................................................................................................................................67
Easy Prey .............................................................................................................................................67
Trader Ambush....................................................................................................................................67
Mysterious Ruins.................................................................................................................................67
Defend the Trading Post .....................................................................................................................67
Merchant Escort.................................................................................................................................. 68
Negotiations........................................................................................................................................ 68
Looting Mission...................................................................................................................................68
Subway Exploration ............................................................................................................................ 69
Greaser under Attack.......................................................................................................................... 69
Slaver Compound................................................................................................................................69
Farm attack .........................................................................................................................................69
Wasteland Princess ............................................................................................................................. 70
Trade Caravan ..................................................................................................................................... 70
Scrapyard ............................................................................................................................................70
Ghost Town .........................................................................................................................................70
City Shootout ...................................................................................................................................... 71
No Retreat...........................................................................................................................................71
Riot!.....................................................................................................................................................71
Mutant Fortress ..................................................................................................................................72
Truck Ambush ..................................................................................................................................... 72
Raid the Settlement ............................................................................................................................ 72
Defend the Settlement .......................................................................................................................72
Sleeping Bunker ..................................................................................................................................72
Vehicle Missions......................................................................................................................................73
Drive By ...............................................................................................................................................73
Race Day..............................................................................................................................................73
Doc Run ...............................................................................................................................................73
Supply Run ..........................................................................................................................................74
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Intervention ........................................................................................................................................ 74
Road Rage ...........................................................................................................................................74
Exodus................................................................................................................................................. 74
Clear the Highway...............................................................................................................................74
Clear the Highway...............................................................................................................................75
Chase................................................................................................................................................... 75
Hit and Run .........................................................................................................................................75
Through the Wastes............................................................................................................................ 75
Tanker Hijack....................................................................................................................................... 75
Race Day Cup ...................................................................................................................................... 76
Convoy ................................................................................................................................................ 76
Vehicle Scouting..................................................................................................................................76
Locusts ................................................................................................................................................ 76
Rocket Alley.........................................................................................................................................76
Find the Derrick...................................................................................................................................77
Drag Racing .........................................................................................................................................77
Auto War.............................................................................................................................................77
Road Block........................................................................................................................................... 77
Compound Raid...................................................................................................................................78
Auto Duel ............................................................................................................................................78
Road War ............................................................................................................................................78
Race Day..............................................................................................................................................78
NWO Bunker ....................................................................................................................................... 78
Wasteland Sports........................................................................................................................................ 79
Gladiator Games ..................................................................................................................................... 79
Race Days ................................................................................................................................................ 80
Scrap Chariot Racing ...............................................................................................................................81
Special Chariot Rules........................................................................................................................... 81
Scrap Chariot Upgrades ......................................................................................................................82
Pile of Bricks........................................................................................................................................ 82
Tin Cans...............................................................................................................................................82

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Core Rules
This section introduces the basic rules for movement, shooting and close combat for people and animals.
If you just want to dive into a battle this is the only section youll need for now.

Unit Stats
A unit refers to any single person, animal, bike, trike or vehicle. People, animals, mounted riders (horse
riders, bikes and trikes) are referred to simply as units. Vehicles are a separate class with a different
profile and rules, for now the rules concern basic units.
All units have a set of stats that define how fast they are, how well they fight and how hard they are to
kill. Some units also have special abilities and all units have a cost. The cost is the number of resources it
costs to add them to your roster.
Militia

Movement
2

Aimed
4+

Combat
4+

Kill
4+

Special

Cost
16

The stats above are for a militia character, one of the most common units in the game. Militia are men
and women that are either semi-trained or who have gained reasonable combat skills through
experience.
Movement is how far in inches a unit can move when they are given a movement order. Aimed indicates
what they must normally roll to successfully hit a target with their ranged weapons. Combat is the same,
but with close combat weapons. The kill stat is the number required to kill this unit using one dice plus
the weapons power once youve hit them. All of this is explained in detail in the combat section.
Our militia unit can move two inches and hits in close combat and ranged combat on a 4 or better. If you
were attacking him youd need to hit him in the first place and then roll 4 or better using one dice + your
weapons power. He has no special abilities and costs 16 points to purchase. Hes nothing special but a
fairly reliable unit that has no particular strengths or weaknesses.

Taking Turns
At the start of a battle players roll one dice and the player that rolls highest goes first. After that they
take it in turns to give actions to all of their units.

Actions
One of the most important aspects of Wastelands Meltdown to grasp is the action point system. Many
skirmish games impose an unrealistic restriction where units can only move and then fire or move and
then attack. Wastelands instead uses a simple two action point system to give you more flexibility.

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At the start of your turn each of your units gains two action points. Action points do not carry over
between turns so if you choose not to use them all up then they are wasted.
Select one of your units and spend their action points, once you have done that move on to another unit
and do the same. Once all your units have spent their action points your turn is over. You cannot go back
to a unit once you have given actions to another unit.
An action point can be spent to perform one of several orders, some orders cost two action points.
Move

Action Points
1

Standard Shot
Aimed Shot

1
2

Close Combat
Charge

1
2

Sentry

Auto Fire

Throw Object
Fire around Corner

2
2

Climb

Stand up
Go Prone

1
2

Other/Operate

Hold

All action points.

Effects
The unit may move a distance equal or less
than their movement stat.
The unit fires at a valid target.
The unit fires at a valid target with +1 to their
roll to hit.
The unit makes a close combat attack.
The unit moves into contact with an enemy and
if they hit gain +1 power to their attack.
The unit waits for an enemy to show
themselves and then fires at them, interrupting
their actions.
The unit fires multiple shots with an auto
weapon, continuing to fire till they miss or run
out of targets.
The unit throws an item, usually a grenade.
A unit that is close to a corner may fire around
it, benefitting from the cover of the corner.
The unit climbs their movement distance up a
ladder or other scalable surface.
The unit gets back on their feet.
The unit gets on the ground to make
themselves harder to hit.
This action is used to open doors, pull levers or
manipulate other objects.
The unit does nothing.

As you can see there are only a small number of possible actions but by combining them your units can
move around the battlefield and fight in a variety of ways. Making the best use of your action points is
the key to success on the battlefield.
Example of using actions: Todd is in the street moving towards the enemy when he comes under fire
from a light machine gun. Luckily he isnt hit but he now has to decide what to do. He is armed with an
assault rifle and has grenades. He could fire an auto fire shot back for two action points or he could fire a
normal shot and then use a movement action to move into cover. He could use two movement actions to
get completely out of sight of the machine gun or he could use both action points to throw that grenade
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he has been itching to use. He could also fire two standard shots. As you can see even the simplest
situations offer a wealth of options.

Base Contact
An important concept to be aware of is base contact. Base contact simply means that the base of your
unit is touching the base of an enemy unit.

Movement
People, bikes, trikes and animals and mounted units have no facing, that is to say they do not need to
spend action points or movement to turn to face their enemies. It is assumed they are constantly
looking around and aware of the battlefield. Only vehicles have a facing.
If during movement your unit moves into contact with an enemy unit then their movement for this
action ends immediately. You may move out of contact with enemies freely during a movement order.

Trampling
Some units are large enough to trample enemies underfoot. Horses, bikes, trikes, mutant riding beasts
and monstrous mutants all have the ability to trample. See the special abilities section for details. All you
need to know for now is that when a trampling unit moves into contact with a non-trampling unit that
isnt a vehicle they make a free attack against it.

Shooting
Being free to fire
Aimed weapons cannot be fired if you are in base contact with an enemy. There are two exceptions to
this:

Vehicles can always fire, even if they are in base contact with an enemy.
Units armed with a weapon that has the special short can fire freely, even when an enemy is
in base contact.

Shooting
To shoot a weapon using a standard shot follow these simple steps.

Check LOS: Check the line of sight from the unit shooting to the target. If the target is at least
partially visible they may be fired at.
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Check range: All weapons have a range, the target must be within that range to be fired at.
Roll to hit: Roll one dice, if the result is equal to or higher than the shooters AIMED stat they
they have scored a hit. However, cover modifies the dice roll as detailed in the cover section.
Roll to kill: Roll one dice and add the weapons power modifier. If the result is equal to or higher
than the targets kill value then the target is killed.

Example of shooting
Our shooter is a militia unit, just like the one in the unit stats introduction. He is firing at another militia
character who is out in the open so cover doesnt apply in this case. Militia have an AIMED stat of 4+ so
our shooter simply needs to roll 4 or better on a dice. He rolls a 5 and hits. He is firing a rifle which has a
+0 power modifier. He is firing at a militia enemy who has a kill value of 4+. He rolls one dice and adds
nothing to it because the rifle has +0 power. He rolls a 4+0=4 and the target is killed.

Aimed Shots
To fire an aimed shot you must spend two action points. An aimed shot gives you +1 to your roll to hit
dice.

Auto Fire
To auto fire you must spend two action points and have a weapon with the auto fire special ability.
Fire a shot at your selected target as per the standard shot rules. You may continue shooting at that
target or a target within 2 of the last target you fired at until you run out of targets or miss a shot.

Shooting around Corners


If your character is at the edge of scenery which blocks line of sight to their target then they may use
this action to fire a shot around the corner if they are within 1 of the corner. Treat them as being in
light cover when they make the shot. Units on sentry mode may fire at them if they can see the corner
that the unit is firing from.
Shots from around corners always count as standard shots, it is not possible to fire an aimed or auto
shot around a corner as the person firing is taking a pot shot before ducking back into safety.

Sentry
A unit can be put on sentry mode for two action points. This allows them to interrupt the movement of
an enemy to shoot a standard shot at them as soon as they become visible. This happens out of
sequence and then play returns to the other side. Sentry is a good way to guard areas.

Throwing Bricks and Rocks


Any unit that isnt a dog, bike, trike or vehicle can pick up a brick or rock and throw it unless they are in
scenery which makes finding one extremely unlikely, for example stood on a metal walkway or on top of
a vehicle.
15

It costs two action points to find and throw a brick or rock, this takes into account the time spent picking
up the object. Throwing it is a shooting attack with range 6 and a power bonus of -1.

Cover
There are three types of cover; light, heavy and complete cover.
Light cover is when 25% to 50% of the unit is hidden. When firing at a target in light cover the firer
suffers a -1 penalty to their to hit dice roll.
Heavy cover is when more than 50% of the unit is hidden. When firing at a target in heavy cover the firer
suffers a -2 penalty to their to hit dice roll.
Complete cover is when the unit is completely concealed from view, for instance they are stood behind
a wall. A unit in complete cover cannot be fired at.

Prone units and figure height


A unit that is prone is on the ground and is harder to hit at distances of 6 or further. If a unit is on the
ground at a distance of 6 or more then they are considered to be in light cover. If they are already in
cover then being prone has no effect.
Units that are prone are determined to be 1/3 of the scale you are playing at for line of sight purposes.
For example a 30mm figure that is prone is 10mm high. A 15mm figure that is prone is 5mm high. Use
these heights when there is any uncertainty about whether a prone figure can be seen or not.
Likewise when firing a shot at a figure it is the scale height that counts not the actual figure. A 30mm
scale figure stood behind a 20mm wall can be shot at even if the figure depicts a crouched man who
might not be visible to players. This is to eliminate any advantage or disadvantage from figure poses.

Crossfire
To use crossfire two units must meet all the criteria for shooting as per the normal rules, ie they must
both be in range, have line of sight and not be adjacent to an enemy (unless they have a short weapon).
In addition both units must be able to trace a line between themselves which passes through the
intended target.
If these criteria are met both units gain +1 to any shooting rolls they make this turn against the target
they have a crossfire on.

16

Close Combat
Close Combat
To make a close combat attack your unit must be in base contact with the enemy, this means their bases
must be touching. Follow these simple steps to resolve close combat:

Roll to hit: Roll one dice, if you have scored equal to or higher than your units combat stat then
you have hit.
Roll to kill: Roll one dice and add your close combat weapons power modifier. If the result is
equal to or higher than the targets kill stat then you have killed them.

Charge
To take a charge action your unit must not be in base contact with an enemy. They may move their full
movement distance and then, if they are in base contact with an enemy, they may make a close combat
attack as normal. If the attack hits then they gain +1 power in addition to the power bonus of their
weapon.

Unarmed Close Combat


A unit that is unlucky enough to be unarmed in close combat has a power bonus of -1 on their attacks.

Morale
A gang must make a morale roll when they lose a third or more of their current units during a single
turn. Each faction has a morale value, this is the number you must roll equal to or higher than on one
dice. If you are defending your last territory your force is fearless and does not have to take morale rolls.

Failing Morale
If a morale roll is failed the battle ends immediately. Lack of ammunition and the threat of being
ambushed by another force is enough to prevent victorious forces chasing after enemies that flee.
However all units still on the battlefield when morale is failed must roll one dice, on a result of 1 they
were killed on their way back to your territory and are removed from the roster.

Fearless
As mentioned previously a gang that defends its last territory is always fearless, this rule does not apply
to random enemies in the solo rules. Other conditions may make certain factions fearless, if this is the
case then ignore morale for them completely.

Fleeing Voluntarily
Your units may flee the battle voluntarily by declaring Im fleeing when they are at a board edge and
spending an action point. Put those units aside until the end of the battle and roll one dice for them
when the battle ends. On a score of 1 that unit was killed by something in the wasteland and is removed
from your roster, on any other result they make it safely home and remain on your roster.
Units that voluntarily flee count as being lost for morale purposes.
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Death and Loot


When a unit is killed all the weapons and equipment they are carrying is lost too. This is a bit of an
abstraction designed to prevent one faction growing too rich from looting the dead. If you want you can
ignore this rule and allow the victorious side to collect anything that was on the dead bodies.

Rerolls
Throughout the rules you will find that some factions or situations allow you to reroll dice. For
simplicities sake all rerolls follow the same convention.
If permitted to reroll one or more dice you may roll them again, but if you do so you must keep the
result rolled you cannot reroll and then decide to take the previous dice roll instead.
You may never reroll a reroll, even if a situation or ability appears to imply that you might be able to.

Knocked Down and Falling


Some weapons have the blast ability which can knock enemies down. If a unit is knocked prone within
1 of a ledge they must make a close combat attack to attempt to avoid falling. Close combat is used as
it is a good measure of how alert and physically adept the unit type is. If the attack fails to hit then the
unit falls off the ledge. If there is more than one way they could fall the player that attacked them
chooses where they fall.
A unit that falls less than 3 is placed prone but suffers no other effects. If they fall further roll one dice
and add the additional number of inches they fell to it. If the result is higher than their kill value they are
dead, if not they are placed prone on the ground.

Shoving Enemies off Ledges


Sometimes a fall might be more hazardous to your enemy than the weapon you have. If an enemy is on
a ledge and you hit him in close combat you may declare that you are knocking him off the ledge instead
of making your roll to kill roll. The other unit is knocked off the ledge as per the falling rules.

18

Units
Movement
2

Aimed
3+

Combat
3+

Kill
5+

Special

Cost
18

4+

3+

6+

24

Biker
Civilian
Dog
Dreg
Hunter
Militia
Maiden
Guard
Mutant Runt

6
2
4
2
2
2
2

4+
5+
X
6+
3+
4+
4+

3+
5+
4+
6+
4+
4+
3+

5+
3+
3+
3+
4+
4+
4+

Bite,
Powerful
Charge
Trample

5+

5+

3+

Monstrous
Mutant

4+

2+

6+

Mounted
Warrior
Mutant
Warrior
Soldier
Suicide Bike
Suicide
Bomber
Trike
Warrior

4+

2+

6+

4+

3+

4+

2
6
2

3+
5+
5+

3+
5+
5+

4+
3+
3+

5
2

3+
4+

3+
3+

6+
4+

Armoured
Soldier
Beast Rider

Bite

Powerful
Charge
Mutant
Upgrade (1)
Mutant
Upgrade (3),
Trample
Trample
Mutant
Upgrade (2)
Bomb
Bomb
Trample

21
10
10
8
15
14
17
10
22
22
15
16
16
12
25
15

Special Abilities
Special ability: Bite
When a unit attacks using their bite they automatically kill any non-vehicle enemy on a combat to hit roll
of 6. Bite/claws has a power bonus of +1. Note that this is the same as the mutation bite.

19

Special ability: Bomb


A unit with the bomb special ability may spend an action point to detonate their bomb. Doing so kills the
unit automatically and hits all units within D6 with a +D6 power attack. Units in light cover reduce the
power of the attack by 1, units in heavy cover reduce the power of the attack by 2. Bombs do not hit
targets that the bomber does not have line of sight to, for example units hidden behind a solid wall.
Bombs are an area weapon and do double damage to vehicles as per the vehicle rules.
Example: A bomber detonates his bomb, he rolls D6 to see how far the blast extends and gets a 4.
Everything within 4 is hit by the bomb. Next he rolls for the power of the bomb, rolling one dice and
adding its power which is also one dice. He rolls a 4+5 giving him a 9. One of the units hit is behind heavy
cover so the power of the attack is reduced to 7, but this is still enough to kill any living unit.

Special ability: Powerful Charge


When a unit with this special ability makes a charge move they get +2 power bonus on top of any power
bonus they get from their weapon.

Special ability: Trample


When a unit with the trample ability moves into contact with a unit that isnt a vehicle and doesnt itself
have the trample ability theres a chance they may be crushed underfoot. Roll a power +0 attack against
the unit as a free close combat attack. If the unit comes into contact with multiple units make a separate
attack against each one as a free attack.

Mutations
Characters with the mutant upgrade special ability may be given mutations. The number of mutations a
character may be given is listed, for example a mutant warrior has mutant upgrade 2, allowing them up
to two mutations. Mutations have a cost in resource points, if you are playing a battle or campaign you
may purchase these mutations at the time the mutant is added to the roster. You may not purchase
more mutations for a mutant once they are on your roster.
Mutants do not have to be given mutations if you dont want to. You may not choose the same mutation
more than once with the exception of extra legs.

Armoured Body
Cost: 2
This mutation increases the units kill value by 1.

20

Bite / Claws
Cost: 2
When this mutant attacks using their bite or claws they automatically kill any non-vehicle enemy on a
combat roll of 6 but only if they are not using a weapon to make the attack. Bite/claws has a power
bonus of +1.

Blob Form
Cost: Free
Blob form mutants are big bloated monstrosities. A mutant with this mutation has a movement of 1 but
is immune to being knocked prone by blast weapons. It cannot voluntarily go prone and lands standing
up even if it falls. Blob form mutants that die from falling splatter as though they had the splatter
mutation.

Burrowing Claws
Cost: 1
A mutant with this ability moves by slowly digging out the ground much like a mole. He may move
through solid obstacles during his movement as long as he ends his movement in open ground. This
mutant may only be given one movement order per turn but is always counted as being in light cover
unless better cover applies. Because of the amount of time spent underground a mutant with burrowing
claws suffers a -1 penalty to his shooting dice due to being virtually blind and relying on other senses.

Camouflage
Cost: 3
Mutants with camouflage are extremely hard to spot. When they are in the open they are treated as
being in light cover. When they are in light cover they count as being in heavy cover. When they are in
heavy cover they cannot be the target of ranged attacks at all unless the other unit is within 3 of them,
in which case they count as being in heavy cover as normal.

Corrosive Vomit
Cost 3
A unit with this mutation may spit a stream of corrosive spittle at enemies. The attack is a shooting
attack and may only be a standard shot. The range is 3. If the shot hits the power of the attack is +1,
however if a 6 is rolled when making the shooting roll the target is instantly destroyed, this also applies
to vehicles!

Extra Arm or Arms


Cost 2
A unit with this mutation gets +1 to all close combat attack rolls.

Extra Head
Cost 3
Crossfire attacks against this character do not get a bonus. In addition instead of giving this unit two
actions as normal you may instead roll a dice to see how many they get.
21

1: None, the two heads are busy arguing with each other.
2: One action, the two heads cant agree.
3: Two actions, the heads are in agreement.
4-5: Three actions, two heads are better than one.
6: Four actions, both heads are working together perfectly.
Units with two heads cannot be given extra actions using the command skill, they have enough to deal
with already.

Extra Legs
Cost 1
This mutation increases a units movement by 1 each time it is purchased, it is the only mutation you
may take more than once.

Intense Radiation
Cost: 3
At the start of your turn roll a dice for any non-vehicle unit in base contact with this mutant. On a result
of 5 or 6 the pulsing radiation sickens them so much they are knocked prone. Note that this applies to all
units, not just those of your enemy! Only vehicles and units with the intense radiation special ability or
trample special ability are immune.

Mind Control
Cost: 5
For two action points a mutant with mind control may try to take over the mind of any unit, including
vehicles, within 6 of themselves. Roll a dice, if the result is 4 or higher then they may issue an action to
the mind controlled unit. The mind control only lasts for that action and the unit may be issued with
actions by the player that controls him on their next turn as normal. Mind controlled units may not be
ordered to attack themselves but may be ordered to fire at their friends, walk off buildings or take other
actions which are hazardous to themselves or allies.
The mind control ability does not require line of sight and is not blocked by cover in any way.

Paralysing Touch
Cost: 3
When a mutant with paralysing touch hits anything that isnt a vehicle while unarmed that unit loses
one action point on their next turn. A victim hit twice would lose both actions but a unit cannot lose
more than their next two actions so a unit with command can always issue an action to a completely
paralysed unit.

Projectile Spines
Cost: 3
To use this mutation a mutant must be given an auto shot action for two action points. It begins spitting
spines at the nearest enemy target as an auto fire action. Spines have a -1 power modifier and a range
22

of 6. All normal auto fire rules apply except the shooting ends when the target is killed and only one
target may be selected.

Repulsive
Cost: 2
When an enemy that isnt a vehicle attempts to move into base contact with this mutant, including
charging, they must make a morale roll first. If the morale roll fails the action, or actions if it was a
charge, cannot be used. They may give alternative orders instead, though they may not attempt to move
into contact again with that unit on this turn. Note that vehicles are immune from this special ability as
are forces that are fearless.

Stinger
Cost: 4
A mutant must have a tail mutation to choose this mutation. One per turn, as a free action, the mutant
may make a close combat attack against an enemy they are in base contact with. If the attack hits the
stinger has a +2 power bonus.

Spikes
Cost: 1
If this unit is attacked in close combat and the close combat attack fails to hit him the attacker is
automatically hit with a power -1 attack back.

Splatter
Cost: 1
When this unit is killed all enemies within 2 are hit with a power 0 attack which hits automatically.
Targets in heavy or complete cover are immune to the attack.

Horns
Cost: 2
When a mutant with horns makes a charge move they may reroll their close combat attack dice.

Tail
Cost: 2
When a mutant with a tail makes a close combat attack they may also make another close combat
attack for free using their tail. The free attack may be against the original target or against any target
they are in base contact with. The tail has a power bonus of -1. The mutant does not get a tail attack
when making a charge attack.

Tentacles
Cost: 2
Any enemy other than vehicles attempting to leave base contact with this mutant must spend two
action points to give one move order.

23

Wings
Cost: 4
A mutant with wings may move through other units and ignore scenery that it is possible to rise above,
ie a building without a roof. Mutants may move double their normal movement when flying. Mutant
wings are not capable of keeping a mutant aloft for long so a mutant with wings lands on the ground at
the end of each movement order and may be attacked normally in close combat. Mutants with wings
may fly when given a charge action. A mutant with wings never suffers any damage when falling from
heights, they break their fall by flapping their malformed wings.

Heroes
Heroes are special characters with skills that make them a cut above the rest of your forces. Not every
faction can recruit every hero, but all factions have the chance of meeting new heroes during the course
of the solo or multiplayer campaign and persuading them to join them.
Amazon
Queen
Beast
Master
Commander
Diplomat
Doc
Greaser
Gunslinger
Merchant
Shaman
Warlord

Movement
2

Aimed
3+

Combat
3+

Kill
5+

4+

3+

5+

2
2
2
2
2
2
2

2+
5+
5+
4+
2+
4+
4+

3+
5+
5+
4+
4+
5+
3+

6+
3+
3+
5+
5+
4+
5+

3+

2+

6+

Special
Diplomacy,
Command
Animal
Frenzy
Command
Diplomacy
Medic
Mechanic

Cost
40
25

40
25
25
25
30
Trader
100
Wastewalker, 30
Farsight
Command
40

Hero Special Abilities


Animal Frenzy
A character with this ability is able to whip (sometimes literally) animals into a state of frenzy. Any
friendly beasts within 6 of the hero gain +1 to their close combat rolls.
24

Diplomacy
For each hero with the diplomacy skill you have you may treat your reputation as being 1 point higher or
lower than it really is. For example if you had two diplomats and a reputation of 1 you could treat your
reputation as being anywhere from -1 to 3. This is useful when rolling missions as some mission require
you to have a reputation above or below a certain level.

Farsight
If you have one or more heroes with the farsight special ability you may choose to reroll an
unfavourable event. If you choose to do so you must use the same number of dice you originally used
and must accept the rerolled result.

Command
A character with the command ability gains one extra action per turn. The extra action may be used by
the commander or given to any unit other than vehicles. You must declare who gets the extra action at
the start of your turn or the extra action is automatically allocated to the unit with command. You may
never have more than one unit on your roster with the command ability, if you do then you must
discard one at once.

Mechanic
If you have one or more heroes with the mechanic special ability on your roster you may repair vehicle
damage at the cost of 1 resource point per body point of damage after the resource phase. You dont
have to fully repair a vehicle of all body damage before using it again, though using damaged vehicles
means they are more vulnerable to being destroyed.

Medic
After a battle (including missions) if you win the battle there is a chance a medic can save the lives of
any units that were killed. Roll a dice for each unit lost that isnt a vehicle. On a 5-6 the unit has been
saved. Heroes are saved on a 4 or better. The medic can only help your injured if you won the battle, if
you lost then he cannot be used. Also, unit that fled the battle and were killed while fleeing are lost to
the horrors of the wastes and cannot be saved.

Trader
Traders generate D6x10 resources in the resource phase. If you have one or more trading posts you may
reroll the dice for any traders you have but you must accept the second result if you choose to do this.

Wastewalker
If you flee a battle and one of your units on the battlefield or fleeing has the wastewalker special ability
then all units return safely to your roster without you having to roll. Wastewalker represents a
characters innate knowledge of the wasteland and ways to avoid being ambushed or falling prey to
animals, natural hazards and other dangers.

25

Bestiary
This section contains the beasts of the wasteland.

Small Beasts
Rat Swarm
Dog

Movement
3
4

Aimed
X
X

Combat
5+
4+

Kill

Special
5+
3+

Cost

Bite

Large Beasts
Mutant
Beast
Stinger Plant
Death
Worm

Movement
4

Aimed
X

Combat
3+

Kill
5+

4+

6+

5+

5+

26

Special
Bite,
Trample
Paralysing
Touch,
Camouflage
Bite, Burrow

Cost

Armoury
Primitive Aimed Weapons
Bow
Hand crossbow
Large crossbow
Musket

Range
9
6
9
12

Power
-1
+0
+0
+0

Special
Single Shot
Single Shot
Single Shot

Cost
2
1
2
3

Basic Aimed Weapons


Pistol
Heavy Pistol
Rifle
Shotgun
Sawn off Shotgun
Assault Rifle
Submachine Gun
Light Machine Gun

Range
9
6
18
9
6
15
9
21

Power
+0
+1
+0
+2
+3
+1
+1
+2

Special
Short
Short
Blast
Blast, Short
Auto Fire
Auto Fire
Auto Fire, Mof

Cost
4
4
6
6
6
8
6
12

Advanced Aimed Weapons


Chaingun
Grenade Launcher
RPG/Missile
Launcher
Sniper Rifle
Flamethrower
Heavy Machine
Gun

Range
12
12
18

Power
+4
+3
+5

Special
MoF, Auto Fire
Blast, area 2
MoF, Area 4

Cost
20
20
30

24
9
24

+2
+4
+3

MoF, Single Shot


Auto Fire
Auto Fire, Mof

15
15
20

Thrown Weapons
Fragmentation
Grenades
Smoke Grenades
Poison Gas

Range
6

Power
+3

Special
Blast, area 3

Cost
10

6
6

X
+1

Obscure 3
Area 2, Obscure

5
10

27

Grenades
Molotov Cocktails

2
Area 2

+4

10

Close Combat Weapons


Units that are unarmed have a power of -1 when they hit in close combat.
Knife or club
Sword or spear
Two handed blunt
weapon
Two handed blade
Chainsaw

Range
0
0
0

Power
+0
+1
+1

0
0

+2
+4

Special

Blast

Cost
1
2
3
3
6

Special Weapon Effects


Area (+value)
A weapon marked with the area special ability hits all targets within that distance when it successfully
hits the intended target. Roll to see the power of the hit for each unit individually. Area weapons are
especially effective against vehicles and do double damage.

Auto Fire
A weapon marked with the auto fire special ability can be used to make an auto fire shot as per the
shooting rules.

Blast
Weapons with the blast special ability are very effective at knocking enemies down. If an enemy is hit
with a blast weapon but not killed they are knocked prone if the roll to kill result is one under the
number required to kill them. For example a grenade is thrown, it has power +3. The target is a group of
armoured soldiers with a kill value of 5. The dice roll is 1 with +3 bonus giving a final result of 4. This isnt
enough to kill the armoured soldier but it knocks him prone as it is one less than the number required to
kill him.

28

MoF (Move or Fire)


Some weapons are bulky or take some time to set up. These are marked as MoF which stands for Move
or Fire. A unit with a MoF weapon can either be given movement or shooting orders during a turn, not
both. For example a unit with a sniper rifle could move into position but not fire that turn, or fire but not
move in the same turn. If the weapon is mounted on a vehicle then these restrictions do not apply.

Obscure
Obscuring weapons are always area weapons too. When an obscure weapon hits it creates an area of
smoke or gas that is hard to see through. Mark the area with a template as large as the area value of the
weapon. Shots may not be fired through the template and units may not charge through it, though they
may move through it normally. At the start of each players turn roll a dice for each template in play, on a
1 or a 6 the cloud has drifted off and the template is removed, any other result indicates that the
template remains in play.
If the template is a poison gas template then any unit that moves into the template who doesnt have a
gas mask are hit as though the weapon had just been fired at them.
Any vehicle that attempts to move through an obscure weapon template or is hit by them must make a
control test. Bikers and mounted units may never move through an obscure template, its just too risky.

Single Shot
Single shot weapons can only be fired once per turn. This restriction is ignored if the weapon is mounted
on a vehicle.

Other equipment
Gas Mask
Cost: 5
A gas mask is a useful piece of equipment when scouting the polluted wastes. Gas masks can be given to
any unit that isnt a vehicle. When scouting if that unit rolls a 1 you may reroll their dice. In addition a
gas mask makes the wearer immune to the effects of a poison gas grenade.

Geiger Counter
Cost: 10
Tech: You must have access to basic or advanced weapons to purchase this item.
If you have one or more units equipped with a Geiger counter then you may treat toxic wasteland
territories that you control as wasteland territories instead for all rule purposes, including obtaining
income from them. Note however that the area is not transformed into a wasteland, it is only treated as
one so if another force takes it from you they obtain a toxic wasteland and not a wasteland.

29

Mines
Cost: 25
Tech: You must have access to basic or advanced weapons to purchase this item.
Purchasing mines allows you to lay them when your faction is invaded, they may not be used in missions
or when attacking. Place an area of minefields that are 6 by 1 long. Randomly generated enemies are
not aware of their presence and will treat the minefield as open ground until one of their units moves
into it. When this happens treat it as a grenade exploding directly on them. After this point the enemy
will not enter into the minefield voluntarily unless they are using the frontal assault tactic. Once a
minefield has been used in a battle it is spent and cannot be used again. You may purchase multiple
minefields if you wish.
A vehicle that moves into a minefield triggering it automatically loses control and suffers 3D6 damage.
Roll on the control failure table.
Note that mines are indiscriminate killers, if you move into your own minefield it triggers an explosion as
detailed above.

Shield
Cost: 1
Tech: Primitive
When a unit with a shield is hit in close combat they may force the attacker to reroll the attack. Shields
require a hand to hold them and anyone equipped with a shield may only use one handed weapons. A
shield also works the same way against ranged attacks that have a power bonus of 0 or less, a weapon
with a power of 1 or higher simply blasts through the shield and it has no benefit.

Vehicles
Top Speed
Car
Bus
Truck

15
10
10

Safe
Speed
8
6
6

Acc/Dec

Body

Control

Passengers Cost

5/5
4/4
3/5

35
45
55

3+
4+
4+

4
10
12

30

75
85
95

Buggy
Big Rig
Dragster
Hot Rod
Monster
Truck

16
12
20
16
8

6
4
5
8
7

10/6
4/6
15/5
8/8
5/5

30
65
35
40
45

3+
5+
5+
4+
3+

3
3
1
1
3

75
100
85
85
80

Vehicle Stats
Vehicles use a different stat block to normal units, as an example here is the stats for a car.
Top Speed
Car

15

Safe
Speed
8

Acc/Dec

Body

Control

Passengers Cost

5/5

35

3+

75

Top Speed is how fast a vehicle can potentially move, you cannot accelerate beyond this speed.
Safe Speed is how fast a vehicle can travel and still turn without having to make control tests.
ACC is how much a vehicle can accelerate by when given an accelerate action.
DEC is how much a vehicle can decelerate by when given a decelerate action.
Body is how much damage a vehicle can take before it is destroyed.
Control is what you must roll or higher when making a control test to pass.
Passengers is how many of your other units a vehicle can carry. Vehicles cannot carry units with the
trample ability, bikes or trikes.
Finally cost is how much a vehicle will cost to add to your faction.

Vehicle Movement and Orders


Vehicles have some major differences to units, here is a summary of how vehicles differ from other
units.

Vehicles have a current speed, they must always move exactly that distance on their turn.
Vehicles can only be given one action per turn. Changing their speed or firing their weapons is
an action but moving and turning is not. The order may be given before the vehicle moves, after
it moves or at any point in between.

31

Vehicle Orders
Accelerate: The vehicles current speed is increased by up to its ACC value. A vehicle cannot exceed its
top speed stat.
Decelerate: The vehicles current speed is decreased by up to its DEC value. A vehicle that has a
negative current speed begins to travel backwards but you cannot travel forwards and backwards on the
same turn so a vehicle must come to a complete halt before it can begin travelling backwards.
Emergency Brake: When this order is issued the vehicles current speed is reduced by twice the value of
its DEC stat, down to a minimum of zero. A control test must be made after the vehicles speed is
adjusted.
Fire Weapons: If a vehicle is moving equal to or below their SAFE speed value then this order allows
them to fire all of their weapons. If they are travelling above their SAFE speed value then they may
choose to either fire only one weapon or fire them all and make a control test.
Drift: Once per movement you may move the vehicle 1 to the left or right without turning. If
attempting to drift while moving above your safe speed then make a control test before the drift to see
if it is successful. A drift can be used to sideswipe another vehicle, see the sideswipe rules.

Driving Basics
A vehicle has a current speed, this must be recorded somewhere be it dice next to the vehicle or on a
scrap of paper. The current speed of a vehicle is not a secret, the other player may ask.
A vehicle must move a distance equal to their current speed every turn.
A vehicle may turn up to 90 degrees after making a 1 move forwards or backwards. If they are
travelling equal to or below their safe speed then this happens automatically. If they are travelling above
their safe speed then a control test must be made each time they turn.

Driving Backwards
Driving backwards is handled in exactly the same way as driving forwards, however if a vehicle moving
backwards is forced to make a control test then they must instead make two control tests one after
another.

Crashing
A vehicle that moves into a solid object like a wall or rocks has crashed. When this happens roll one dice
for every 4 points of current speed the vehicle has and add the dice up. The result is the amount of body

32

points the vehicle has sustained. A vehicle that crashes has its current speed reduced to zero. Vehicles
that crash under 4 speed are not damaged, they have their current speed reduced to zero.

Vehicle Collisions
When two vehicles collide there are four ways it can happen.
A head on collision happens when one vehicle drives into the front of another vehicle, this is generally
the most dangerous way to collide.
Sideswipes happen when one vehicle drifts or loses control and is moved sideways into another vehicle.
Shunts are when a vehicle drives into the back of another vehicle, if the shunting vehicle has enough
speed or is big enough it can force the other vehicle forwards with luck into a solid object or other
vehicle.
A ram occurs when two vehicles collide in any way that isnt a head on, sideswipe or shunt for example
driving into the side of another vehicle.
Each of these situations requires both vehicles to make dice rolls, the following chart explains how to
resolve these collisions.

33

34

Running People Over


If a vehicle moves into contact with a unit that isnt a vehicle there is a good chance they will run them
over. Roll a dice for every 4 current speed the vehicle has. If any of the dice are equal to or higher than
the targets kill value then the target was run over and killed. If not then the player controlling the unit
must move the unit up to 1 so that they are no longer in contact with the vehicle, if this cannot be done
then the unit is killed.
Vehicles moving under speed 4 are not considered to be going fast enough to pose a threat to
pedestrians, move the target 1 out of the way. If they are unable to do so they are run over and killed.

Control Test
A control test is required when turning at above safe speed and in other circumstances as described
previously. To make it simply roll one dice and compare the result to the vehicles control stat. If you
rolled the number indicated or higher then the control test was passed, if you rolled lower then the
control test was failed and you must roll on the control failure table.

Control Failure
Roll three dice and consult the table.
3
4
5
6
7
8
9
10

11
12
13
14
15
16
17
18

Damaged Bodywork: The vehicle sustains 2D6 points of body damage.


Swerve Left: The vehicle is moved 1 to the left.
Swerve Right: The vehicle is moved 1 to the right.
Turn Left: The vehicle is turned 45 degrees to the left and moves forward 1
Turn Right: The vehicle is turned 45 degrees to the right and moves forward 1
Spin Out: Make D6 90 degree turns to the right.
Emergency Brake: The vehicles current speed is reduced by twice its DEC value. Make another
control test for this vehicle.
Weapon or equipment destroyed: Randomly choose a weapon or piece of equipment on this
vehicle, that weapon is permanently lost. If the vehicle has no weapons or equipment then this
result has no effect. To randomise roll a dice for each item and pick the lowest score, in the event
of a tie choose.
Engine damaged: The vehicles (current) top speed is halved, rounding up. If the vehicles current
speed is above its new top speed then reduce it to match the new top speed.
Brakes damaged: The vehicles DEC is reduced to 1.
Tyres burst: The vehicles control is set to 6+ for the duration of the battle but is fixed afterwards.
Driver Stunned: The vehicle may not be given an order next turn, all normal vehicle rules continue
to apply including the rule about moving the current speed forwards.
Veer Right: The vehicle makes a 45 degree turn right and moves forwards D6
Veer Left: The vehicle makes a 45 degree turn left and moves forwards D6
Flips Over: Roll D6, on 1-3 it flips left on a 4-6 it flips right. Move it D6 and then roll 6 dice of body
damage for the vehicle. If it survives then roll again on this table.
Explodes: The vehicle is destroyed and any passengers are killed.

35

Attacking Vehicles
Vehicles can be attacked just like any other unit but when a vehicle is hit with a close combat or ranged
attack they take damage slightly differently.
On a successful hit roll one dice and add the weapons power. This is how many body points the vehicle
loses from the attack.

Area Weapons vs Vehicles


Weapons that have the area special ability are especially dangerous to vehicles. When an area weapon
hits a vehicle work out the body damage as normal, and then double it.
Example: A fragmentation grenade has +3 power. A grenade is thrown at a car and hits, the attacker
rolls one dice and gets a 5 and then adds the +3 power for 8 total. The damage is doubled as its an area
attack the vehicle takes 16 points of body damage.

Control Loss from Critical Damage


If a vehicle loses half or more of its current body points to a single attack of any kind then it must make a
control test.

Vehicle Upgrades
In the campaign game vehicle upgrades require you to have a greaser on your roster.

Block Dropper
Cost: 10 resources
A block dropper can be activated as an action. It places a pile of junk 1 square behind the vehicle. Any
vehicle moving over it takes D6 body damage and must make a control test.

Oil Dropper
Cost: 15 resources
An oil dropper can be activated as an action. It places a pool of oil 1 wide behind the vehicle. Any
vehicle moving into the oil must make a control test. If the control test is failed the vehicle must make
two rolls on the control failure table. Fully resolve the first control failure before rolling the next one.
36

Spike Dropper
Cost: 20 resources
A spike dropper can be activated as an action. It places a spread of spiked balls in a 1 square behind the
vehicle. Any vehicle moving over it suffers result 13: Tyres Burst from the control failure table which
makes their control 6+ for the duration of the battle.

Razor Wire
Cost: 10 resources
When a hijacker attempts to board a vehicle with razor wire they must make two close combat attacks
successfully to board the vehicle. If they fail either roll they are entangled in the wire and are killed.

Ram Bars
Cost: 10 resources.
A vehicle equipped with ram bars adds an extra dice when they ram another vehicle, have a head on
collision or attempt to run a unit down.

Wheel Cutters
Cost: 10 resources.
When a vehicle with wheel cutters sideswipes or is the victim of a sideswipe then the other vehicles
wheels are slashed, they must apply the control failure result 13: Tyres Burst result after the sideswipe is
resolved.

Spikes
Cost: 20 resources
A vehicle with spikes may reroll any number of dice when making a sideswipe, ramming or running
down attack.

Nitro
Cost: 15 resources
As an action the vehicle may trigger the nitro. Doing so adds 2D6 to its current speed and may take the
vehicle above its normal top speed. In the turn that a vehicle is using its nitro its control is 6+. The nitro
can be triggered a maximum of 3 times per battle.

Mounting Weapons on a Vehicle


Weapons may be mounted on a vehicle if you have a greaser. Weapons have a fixed position and may
only fire forwards, backwards or to the right or left depending on where they are mounted. Fixed
weapons have an arc of fire of 90 degrees. Weapons may be mounted in a turret at an additional cost of
25 resources. Turret mounted weapons have a 360 degree arc of fire. Mounting a weapon in the
campaign game requires you to have at least one greaser on the roster.

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Each basic weapon mounted removes one passenger slot, each turret removes two passenger slots.
Mounted weapons have an aimed value equal to the vehicles control value.

Passengers Attacking
Passengers on a vehicle may be given actions as normal, they may use their actions to fire weapons or if
they are close enough to make close combat attacks on units or other vehicles. It is assumed that all
passengers have a window or other slot to fire from.

Firing at Passengers
When a unit fires at a vehicle it may choose to fire at the passengers rather than the vehicle. Passengers
in vehicles count as being in light cover.

Mounted Weapons or Passenger Weapons?


Mounted weapons have the disadvantage of being limited to firing in a set direction (unless fitted to an
expensive turret) and require a greaser to fit them, so you may be wondering why not simply give them
to a passenger? The advantage of mounted weapons is they are not lost if the passenger is killed, they
are only lost if the vehicle is destroyed completely.

Hijacking Vehicles
Getting Onboard
A unit that isnt a dog, vehicle, bike or trike may attempt to hijack a vehicle by moving into contact with
it and declaring a hijack. Passengers in a vehicle may attempt a hijack if an enemy vehicle is within 1 of
the vehicle they are travelling in. Making a hijack attempt costs an action point.
The hijacker must make a close combat attack for every 4 speed the vehicle has, if all attacks are
successful they have boarded the vehicle. If any are not then they have fallen under the wheels and are
killed. Units always successfully board a vehicle moving at 4 speed or less.

Hijackers on Vehicles
A hijacker that is onboard a vehicle moves when the vehicle moves as they cling onto the vehicle for
dear life. Every time the vehicle crashes, sideswipes, rams, makes a roll on the control loss table or has a
head on collision the hijacker must make a close combat attack against the vehicle and score a hit
otherwise they have fallen off the vehicle, see exiting from a moving vehicle. Every time the vehicle
turns at greater than its safe speed the hijacker must make a close combat attack and hit or be thrown
from the vehicle.

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Taking over a Vehicle


Hijackers on vehicles use their orders as per normal, they may shoot or make close combat attacks or
use their movement to leave the vehicle see exiting a moving vehicle.
Passengers on a vehicle may attack the hijacker, or hijackers using close combat or ranged attacks. If a
hijacker or passenger is knocked prone then they fall from the vehicle as per the exiting a moving vehicle
rules. It is assumed all passengers can attack and the hijacker can attack all passengers.
Hijackers must kill all of the passengers (if any) before attacking the driver. A successful close combat or
ranged attack against the driver automatically kills them and lets the hijacker take control of the vehicle.
The hijacker is removed from the roster as they and the vehicle are treated as a single entity from now
on. The vehicle is now under your control and may be added to your roster if it survives the battle.
However, taking control of the vehicle causes it to go out of control. Make a roll on the control failure
table.

Exiting a Moving Vehicle


Anyone who exits a vehicle that is moving at speed is likely to be injured. If the vehicle was moving at
less than 4 current speed then the person exiting the vehicle lands prone within 1 of the vehicle, the
person who controls the unit chooses where. If the vehicle is moving at more than 4 current speed then
roll one dice for every 4 current speed the vehicle is moving at. If any of the dice rolls exceed the kill
value of the unit then they are killed, otherwise they land safely as described above.

39

Factions
Amazons

Amazons are female-orientated gangs centred around a powerful leader. Its members are escaped slaves
and women seeking safety in numbers.
Starting Roster:
Option A: One fort territory, 100 resources, Amazon Queen.
Option B: One location rolled using three dice, 100 resources, Amazon Queen and 2 maiden guard.
Option C: One location rolled using one dice, 100 resources, Amazon Queen, 4 maiden guard.
Maximum Territory: Unlimited.
Starting Reputation: 0
Morale: 3+
Heroes: Amazon Queen.
Units: Warriors, mounted warriors, maiden guard (requires Amazon Queen).
Vehicles: May purchase and use any vehicles.
Tech level: Any.

Bandits

Bandits make their bases in isolated locations and prey on travellers and poorly defended communities.
Starting Roster: One fort territory, 100 resources.
Maximum Territory: 3.
Starting Reputation: -1
Morale: 4+
Heroes: Warlord.
Units: Militia, Mounted Warriors.
Vehicles: Bandits may purchase and use any vehicles.
Tech level: Basic but may purchase advanced weapons at double their normal cost.
Special Rule: Banditry
Whenever you capture a warehouse, factory, trading post, shanty town, settlement or bunker you gain
D6x10 resources.
Special Rule: Specialist Missions
During the campaign turn you may choose to take any of the following missions instead of scouting,
rolling for a mission, event or vehicle mission.
Standard Mission 27: Truck Ambush

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Biker Gang

Starting Roster:
Option A: One location rolled using two dice, 4 bikes, 100 resources.
Option B: One location rolled using one dice, 6 bikes, 75 resources, warlord.
Option C: Garage location, greaser, 70 resources, 2 bikes.
Maximum Territory: 6
Starting Reputation: -2
Morale: 3+
Heroes: Warlord, Greaser.
Units: Warriors, Bike, Trike.
Vehicles: May purchase any vehicle but may not have more than one vehicle per 5 bikes.
Tech level: Primitive and basic, heroes and trikes may purchase advanced weapons.
Special Rule: Locusts
When a location is captured through invasion (and only invasion) the gang can pillage it. Pillaging a
location means it is not added to the roster and instead earns you resources equal to its normal income
+ 25.

Bunker

Starting Roster:
Option A: One bunker, 100 resources.
Option B: One bunker, 50 resources, commander, doc, all scout rolls get an extra dice for free but you
must send at least one unit to scout to get the extra dice.
Option C: One bunker, 75 resources, 1 truck, commander.
Maximum Territory: Unlimited
Starting Reputation: +1
Morale: 3+
Heroes: Commander, Doc.
Units: Soldiers, armoured soldiers.
Vehicles: May purchase any vehicle. Trucks cost half price.
Tech level: Basic and advanced.
Special Rule: Bunker Control
If this faction ever has zero bunkers the faction is treated as a survivors faction from that point until it
captures a bunker.

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Cannibal Savages

Starting Roster:
Option A: One territory rolled using one dice, 100 resources, warlord.
Option B: One farm territory, 70 resources.

Maximum Territory: 3
Starting Reputation: -5
Morale: 4+
Heroes: Shaman.
Units: Warriors.
Vehicles: May purchase any vehicle at double normal price, may use any vehicle type.
Tech level: Primitive and basic, advanced at double normal price.
Special Rule: Feast
If cannibal savages win a battle where they invaded, or were invaded themselves, each dead body that
isnt a vehicle is eaten. For each unit eaten a new warrior is recruited for free.
Special Rule: Herders
Any shanty town or settlement captured by cannibal savages becomes a farm.

Crazies
Starting Roster:
Option A: Three territories rolled using one dice, 100 resources.
Option B: One hospital location, 100 resources.
Maximum Territory: Unlimited.
Starting Reputation: -2
Morale: Fearless.
Heroes: None.
Units: Civilians, suicide bomber, suicide bike.
Vehicles: May purchase and use any vehicle.
Tech level: Primitive and basic, advanced at double normal price.
Special Rule: Crazy
Crazies may never voluntarily leave a battle. They must accept any mission that they roll and must attack
any location they roll when scouting. Crazies always use their full roster on missions or when attacking.
Crazies are fearless at all times.

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Cult

There are numerous cults in the wastes, each have their own beliefs; some worship aspects of the past
while others are obsessed with radiation, blood, the stars or gods of their own devising. What they share
in common is a predilection for human sacrifice. Cults form around charismatic leaders who whip their
deranged congregation into increasingly violent fits of bloodshed and sacrifice.
Starting Roster:
Option A: One location rolled using three dice, 100 resources, cult master.
Option B: One location rolled using one dice, 100 resources, cult master, bus.
Maximum Territory: Unlimited.
Starting Reputation: 0
Morale: Fearless when accompanied on the battlefield by a cult master, otherwise 6+
Heroes: cult master.
Units: militia, suicide bike, suicide bomber.
Vehicles: May purchase buses at half price and any other vehicle at normal price.
Tech level: Basic but may purchase advanced at double normal cost.
Special Rule: Recruiting
If the cult has a cult master they may recruit during their campaign turn instead of rolling an event,
scouting or taking a mission. Recruiting gives you free dregs to add to your roster. The number recruited
is equal to D6+territory+number of buses the cult has.
Special Rule: Human Sacrifice
If the cult has a cult master they may perform sacrifices during the campaign turn instead of rolling an
event, scouting or taking a mission. Each unit that isnt a vehicle removed from the roster earns the cult
one reroll as per the reroll rules. The reroll may be used when rolling for anything including but not
limited to scouting, random enemies, shooting, close combat etc.

Gladiators
Starting Roster:
Option A: One location rolled using one dice, 100 resources, warlord.
Option B: One location rolled using one dice, 100 resources, commander.
Maximum Territory: 1
Starting Reputation: 1
Morale: 3+
Heroes: Gunslinger, Warlord, Commander.
Units: Warriors.
Vehicles: May purchase and use any vehicle.
Tech level: Any.
Special Rule: Specialist Missions
During the campaign turn you may choose to take any of the following missions instead of scouting,
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rolling for a mission, event or vehicle mission.


Race Day see the race day rules in wasteland sports section.
Gladiator Games see the gladiator games rules in the wasteland sports section.
Scrap Chariot Racing see the scrap chariot racing rules in the wasteland sports section.

Devolved

The devolved are especially inbred mutants whose mutations have stabilised. Their tribe no longer
generates abnormally large or small specimens and they share the same mutations from generation to
generation. A devolved tribe is really more of a pack as they have lost nearly every trace of their human
ancestry and can no longer use tools. The savage devolved are especially hated by other mutants.
Starting Territory: One wasteland territory.
Maximum Territory: Unlimited.
Starting Resources: 100
Starting Reputation: -5
Morale: 2+
Heroes: None.
Units: Mutant Warriors.
Vehicles: Devolved may never acquire vehicles. If a devolved unit captures a vehicle in a hijack he must
immediately leap from it, the vehicle makes a control failure roll and then comes to a halt half its current
speed away if it has not already crashed.
Tech level: None, the devolved may not use weapons or equipment.
Special rule: Standardised Mutations
All mutant warriors recruited have two free mutations. These mutations must be picked when the
faction is created.
Special rule: Mindless
Devolved may not take missions or vehicle missions, instead they may choose to do nothing in the
campaign turn, roll an event, scout or invade another players territory.
Special rule: Tribal Territory
Unlike other factions the devolved do not gain resources under any circumstances. Instead, during the
resource phase they gain D6 warriors per territory they control. Any territories captured by the devolved
are turned into wastelands unless they are toxic wastelands.

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Hunters

Hunters track and kill beasts for their fur and for food. They are a common sight on the periphery of
settlements and more primitive dwellings.
Starting Roster:
Option A: 100 resources, one location rolled using one dice, beast master, D6 dogs.
Option B: 100 resources, one location rolled using one dice, free sniper rifles for each unit purchased
when the gang is created.
Option C: 100 resources, one location rolled using three dice, gunslinger.
Maximum Territory: 3
Starting Reputation: +1
Morale: 3+
Heroes: Beast master, shaman, doc, merchant.
Units: Hunters, dogs.
Vehicles: May purchase and use any vehicle.
Tech level: Basic and advanced.
Special Rule: Beast Hunters
Every small beast killed by this faction earns them 5 resources, every large beast killed by them earns
them 10 resources.
Special Rule: Specialist Missions
During the campaign turn you may choose to take standard mission 1: hunting party instead of scouting,
rolling for a mission, event or vehicle mission.

Lawdogs

Lawdogs are tough men and women who are determined to bring law and order to the wastes. They may
be the remnants of a police precinct or self appointed vigilantes. They enforce the law with the gun and
the noose.
Starting Roster:
Option A: One location rolled using 5 dice, 100 resources.
Option B: One location rolled using 3 dice, 100 resources, 3 bikers.
Option C: One location rolled using 2 dice, 5 gunslingers, 70 resources.
Maximum Territory: 1 (settlements, shanty towns and trading posts dont count towards this total).
Starting Reputation: +3
Morale: 3+
Heroes: Doc, commander, gunslinger, greaser.
Units: Soldiers, bikers.
Vehicles: May purchase and use any vehicle.
Tech level: Basic and advanced.
Special Rule: Cadets
Instead of scouting, rolling an event or mission or invading lawdogs can spend their campaign turn
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recruiting. Every territory that you control gives you one free militia unit. Any militia unit that survives a
battle or mission that you win, and does not flee that battle, is upgraded to a soldier for free.
Special Rule: Wasteland Law
If the lawdogs are ever reduced to reputation -1 or lower the faction is treated as a bandit faction from
that point on.
Special Rule: Intimidating Reputation
If the lawdogs territory is invaded by forces that consist entirely of dregs, civilians or dogs then that
invasion does not occur, treat it as though the lawdogs won the battle.

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Mercenaries

Mercenaries are hired guns that are only too happy to help out a needy settlement, for a fee. They are
professional warriors that pride themselves on getting the job done against any odds.
Starting Roster:
Option A: One location rolled using 1 dice, commander, 100 resources, truck.
Option B: One location rolled using 4 dice, 100 resources.
Maximum Territory: 4
Starting Reputation: +2
Morale: 2+
Heroes: Doc, commander, greaser.
Units: Soldiers, armoured soldiers.
Vehicles: May purchase and use any vehicle.
Tech level: Basic and advanced.
Special Rule: Mission Specialties
Mercenaries may add or subtract up to 6 from their dice roll when they roll a mission or vehicle mission.
In addition instead of rolling on the mission table mercenaries can always choose to perform any of
these missions, but may not choose the same mission two campaign turns in a row.
Mission 2: Murder mission
Mission 11: Defend the trading post
Mission 26: Mutant fortress
Mission 29: Defend the settlement

Mutants

Mutants have been warped and changed by toxins, radiation or other hazardous materials.
Starting Roster:
Option A: Three territories rolled using one dice, 100 resources.
Option B: One territory rolled using one dice, warlord, shaman, 100 resources.
Maximum Territory: Unlimited.
Starting Reputation: -2
Morale: 5+
Heroes: Warlord, Shaman.
Units: Mutant runt, mutant warrior, monstrous mutant, mounted mutant rider.
Vehicles: May purchase vehicles at twice normal price, when allocating a driver the driver must be a
mutant warrior or hero.
Tech level: Primitive but may purchase basic weapons at twice normal cost.
Special Rule: Mutant Zone
Wasteland and Toxic Wasteland territories generate double income when they are controlled by this
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faction.
Special Rule: Devolved Hatred
Normals often consider the devolved and mutants to be the same, as a consequence mutants are
often the subject of reprisals for devolved atrocities. Mutants hate the devolved and are fearless when
fighting against them.

New World Order

The New World Order are the secret rulers of the world in days past, now awakening in their bunkers and
yearning to reclaim power at any cost.
Starting Roster:
One bunker, 100 resources, commander.
Maximum Territory: Unlimited.
Starting Reputation: -1
Morale: 2+
Heroes: Commander
Units: Soldier, armoured soldier.
Vehicles: May purchase trucks, may use any vehicle that is found or gained by other means.
Tech level: Basic and advanced.
Special Rule: Free Equipment
All NWO units purchased come with a free gas mask and toxic gas grenades.
Special Rule: Failure is not an option
If NWO troops flee the battlefield either by failing a morale test or by voluntarily fleeing roll to see if
they make it back as per the normal rules. Then roll a dice for each unit, on a 1 they are executed for
cowardice, heroes must roll twice.
Special Rule: Chemical Weapons
The NWO specialise in chemical weapon attacks. When invading a territory (not during missions) you
may declare a chemical weapon attack on the location. Roll D6 for each defender, on a 1-2 the defender
is killed before the battle begins. If you choose to use chemical weapons against a location roll a dice
after the battle, on a 1-2 the location is so thoroughly saturated with chemicals that it becomes a toxic
wasteland regardless of who wins the battle. Chemical weapons have no effect on vehicles. You must
send at least 5 units on an invasion to utilise the chemical weapon attack.

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Nomads

Nomads roam the wastelands always looking for a better place to call home and moving on again when
faced with overwhelming odds.
Starting Roster:
Option A: One territory rolled using one dice, 100 resources, bus.
Option B: One territory rolled using three dice, 100 resources.
Maximum Territory: 1
Starting Reputation: 1
Morale: 5+
Heroes: Greaser.
Units: Militia, dogs.
Vehicles: May purchase and use any vehicle.
Tech level: Any.
Special Rule: Excellent Scouts
Nomads that roll a 1 when scouting may reroll their dice.
Special Rule: Resilient
Nomads that lose their last territory may roll another one using D6 and add it to their roster as long as
they have at least one unit alive.
Special Rule: The Exodus
Nomads may always choose to take Vehicle Mission 7: Exodus instead of scouting, invading, rolling a
mission or event. Note that in this mission if you fail to take the location then this faction is wiped out,
the resilient rule does not apply. Mission 7: Exodus requires at least one vehicle.

Paramilitary

Paramilitary forces could be the remains of the armed services or just well organised survivalists and
anything in between. They are hardened fighters that are hard to drive off once they set their sights on
something.
Starting Roster:
Option A: One location rolled using 6 dice, 100 resources.
Option B: One location rolled using 4 dice, 100 resources, commander.
Option C: One location rolled using 2 dice, 100 resources, commander, doc, truck.
Option D: Military base, 50 resources.
Maximum Territory: Unlimited.
Starting Reputation: 0
Morale: 2+
Heroes: Commander, doc.
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Units: Soldiers.
Vehicles: May purchase and use trucks.
Tech level: Basic and advanced.
Special rule: Command and Control
The paramilitary faction may only invade territories if they currently have a commander on their roster
and the commander must take part in any invasion mission.

Primitives

Primitives have largely abandoned technology either out of choice or because it simply isnt readily
available. Primitives range from aggressive tribes of warriors and hunters to more peaceful farmers and
herders.
Starting Roster:
Option A: One territory rolled using one dice, 100 resources, warlord, shaman. -1 reputation.
Option B: Farm, 100 resources, 1 reputation.
Option C: One territory rolled using one dice, 100 resources, shaman, 0 reputation, 4 mounted warriors.
Maximum Territory: Unlimited
Starting Reputation: Variable
Morale: 4+ (3+ if a shaman or warlord is on the battlefield).
Heroes: Warlord, shaman.
Units: Warriors, hunters, mounted warriors, beast riders.
Vehicles: May not purchase vehicles but may use any that they acquire.
Tech level: Primitive, and basic at twice normal cost.

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Plaguebringers

Plaguebringers are people who have contacted one of the many plagues that rage in the wastelands.
Although few survive it some seem to have a natural immunity but act as carriers of the disease.
Shunned by most wastelanders they are free to set up their own strange kingdoms in the diseased and
forgotten corners of the wastes.
Starting Roster:
Option A: One location rolled using one dice, 100 resources.
Maximum Territory: Unlimited.
Starting Reputation: -10
Morale: 5+
Heroes: None.
Units: Civilians.
Vehicles: May purchase and use trucks.
Tech level: Primitive and basic.
Special rule: Plaguelands
No factions are keen to invade plaguelands except to wipe plaguebringers out. When rolling to see if the
plaguebringers are invaded roll twice, they are only invaded if both dice rolls indicate an invasion.
Special rule: The Rot
When plaguebringers successfully invade and take over a new territory roll one dice. On a 1-2 the area is
infected with the plague and begins to fall apart, it is reduced to a toxic wasteland.
Special rule: Free poison gas grenades
Any unit may be given poison gas grenades for free.

Raiders

Raiders are people who band together to raid and kill, never sparing a thought for tomorrow they seek
only to survive and prosper by violence.
Starting Roster:
Option A: One location rolled using one dice, 100 resources, warlord.
Maximum Territory: Unlimited.
Starting Reputation: -3
Morale: 3+
Heroes: Greaser, warlord.
Units: Warriors.
Vehicles: May purchase and use any vehicle.
Tech level: Any.
Special Rules: Looting
When raiders capture a territory they may decide to loot it instead of adding it to their roster. If they
51

choose to do so they gain three times its normal income.

Road Warriors
Starting Roster:
Option A: One highway, car, greaser, 40 resources.
Option B: One location rolled using one dice, car with turret mounted advanced weapon, 30 resources.
Maximum Territory: 3, highways and roadside diners do not count towards this total.
Starting Reputation: 1
Morale: 3+
Heroes: Greaser, gunslinger.
Units: Soldiers, bikers.
Vehicles: May purchase and use any vehicle.
Tech level: Any.
Special rule: Expert Drivers
Once per turn every road warriors vehicle is allowed to automatically pass its first control test.

52

Scavengers

Scavengers scour the wasteland looking for anything they can take and trade. Because they are
frequent visitors to outlying settlements with useful items they are generally considered harmless.
Starting Roster:
Option A: One territory rolled using one dice, 70 resources, bus.
Option B: One territory rolled using three dice, 100 resources.
Option C: One territory rolled using two dice, 100 resources, greaser.
Maximum Territory: 3
Starting Reputation: +1
Morale: 5+
Heroes: Greaser.
Units: Militia.
Vehicles: May purchase and use any vehicles.
Tech level: Any.
Special Rule: Scavenge
You may scavenge a territory that you control during the resource phase. Remove it from your roster,
you gain 3x the amount of resources it normally generates.
Special Rule: Specialist Missions
During the campaign turn you may choose to take any of the following missions instead of scouting,
rolling for a mission, event or vehicle mission.
Standard Mission 6: Lost World
Standard Mission 10: Mysterious Ruins

Slavers
Starting Roster:
Option A: Trading post, 50 resources, Warlord.
Option B: One territory rolled using three dice, 50 resources, warlord, merchant.
Option C: One territory rolled using four dice, 60 resources, merchant.
Option D: One territory rolled using one dice, Truck, warlord, 70 resources.
Maximum Territory: Five, trading posts do not count towards the total.
Starting Reputation: -4
Morale: 4+
Heroes: Warlord, Merchant.
Units: Warriors.
Vehicles: May purchase and use any vehicles.
Tech level: Primitive and Basic, may purchase advanced if the faction controls a trading post.

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Special Rule: Enslavement


When a unit flees the battle roll one dice, on a 1-3 they are captured by the slavers and added to the
roster as a dreg. On a 4-6 they escaped. This replaces the normal fleeing rules where a unit is killed on
a 1. Vehicles cannot be enslaved but any other unit can be. Enslaved dogs remain dogs and do not
become dregs. Enslaved heroes have a chance of remaining heroes, roll a dice for them when they are
enslaved, on a 5-6 they are added to the roster as heroes unless doing so would give the slavers more
than one hero with the command ability.
Special Rule: Selling Dregs
In the resource phase slavers may sell off dregs by removing them from their roster, they earn you 10
resources each. You must have a trading post or merchant to sell dregs.

Street Punks

Street punks live a tribal existence dominated by territory and reputation. They enthusiastically mark
their territory with graffiti and gruesome trophies. Some street punks can trace their ancestry back to
pre-fall gangs and defend their territory at all costs.
Starting Roster:
Option A: Urban ruins, 100 resources, warlord.
Option B: Urban sprawl, 100 resources, 2 bikers.
Option C: Skyscraper, 100 resources.
Option D: Three territories rolled using two dice, 100 resources.
Maximum Territory: Unlimited.
Starting Reputation: 0
Morale: 4+
Heroes: Warlord.
Units: Warriors.
Vehicles: May purchase and use any vehicles.
Tech level: Primitive and Basic but may purchase advanced weapons at double their normal cost.
Special Rule: Territorial
Street punks are fiercely territorial and consider their initial territory as sacred. When defending it they
are fearless and automatically pass their morale checks, they may not retreat from battle voluntarily
when defending this territory. If the territory is lost the faction is destroyed.
Special Rule: Street Fighters
Street punks have become adept at the art of street fighting. When defending their territory all
members of the gang are equipped with Molotov cocktails for free. These are only available when
defending unless you purchase them as normal.

54

Survivors

Survivors are ordinary men and women who group together to rebuild the world as best they can. They
may lack the killer instinct of other factions but they are unmatched in their ability to regenerate the
shattered wasteland.
Starting Roster:
Option A: 5 dregs, 5 civilians, 100 resources, one location rolled using 3 dice.
Option B: Doc, 100 resources, one location rolled using 3 dice.
Option C: Settlement, 75 resources.
Maximum Territory: Unlimited.
Starting Reputation: 3
Morale: 5+
Heroes: Merchant, Doc.
Units: Civilians, dogs.
Vehicles: May purchase and use any vehicles.
Tech level: Basic but may purchase advanced weapons at double their normal cost.
Special Rule: Build Settlement
Instead of scouting or rolling an event or mission survivors may instead turn any area that isnt a
wasteland into a settlement at a cost of 100 resources plus the removal of 5 units of any kind from their
roster. The settlement does not generate any income in the following resource phase but is treated as a
normal settlement from that point on. The units removed from your roster must be armed with a basic
weapon which is also removed from your roster.

Traders

Traders risk their lives to take goods across the wasteland for a profit. They have the potential to be
rich beyond the wildest dreams of the average wastelander but they make a tempting target for
bandits, raiders and desperados of all kinds.
Starting Roster:
Option A: Merchant, 70 resources, one location rolled using 2 dice.
Option B: Merchant, 40 resources, Trading Post.
Option C: Merchant, 25 resources, Truck, 2 militia with rifles, one location rolled using 1 dice.
Maximum Territory: 3, trading posts do not count towards this total.
Starting Reputation: 1
Morale: 4+
Heroes: Merchants.
Units: Militia.
Vehicles: May purchase trucks and use any vehicles captured or found.
Tech level: Basic but may purchase advanced weapons at double their normal cost.
Special Rule: Tempting Target
Whenever a territory controlled by traders is invaded you must roll four dice on the random enemies
55

table instead of the normal two. Ignore any modifiers that apply to the territory for random invaders.
Special Rule: Specialist Missions
During the campaign turn you may choose to take any of the following missions instead of scouting,
rolling for a mission, event or vehicle mission.
Standard Mission 11: Defend the Trading Post.
Standard Mission 12: Merchant Escort (you must have a merchant to take this mission and the
merchant used in the mission is your own).
Vehicle mission 4: Trade Run (requires a merchant or vehicle).

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CAMPAIGN RULES
To play the solo game begin by choosing a faction and buying whatever you like with your starting
resources within the limits listed for your faction. Once this stage is done follow these simple steps.
Multiplayer works in the same way with players taking it in turns to have a campaign turn. If one player
wants to continue playing his faction in the absence of the others, and both players agree, they may play
a maximum of 3 solo campaign turns. Each solo turn they play earns the other player one free reroll.

Make the invasion roll If you are invaded fight the battle. If you lose the battle you must skip to
the resource phase. If you won the battle or were not invaded continue to the next step.
Campaign Actions You may scout, roll an event, roll a standard mission or if you have at least
one vehicle you may roll a vehicle mission. You may also choose to do nothing.
The resource phase You gain resources from your territories and may purchase more units,
weapons and vehicles as defined by your faction rules. Once this is complete go back to step 1,
the invasion roll.

The Invasion Roll


At the start of each campaign turn roll one dice and add the number of territories you currently control.
A result of 7 or more indicates that you have been invaded. Roll on the random enemies table to
determine who the invaders are. Roll one dice for each of your territories, the territory you roll lowest
for is the one that is invaded. In the event of a tie the invaders attack the highest resource value
territory that you control.
If you were invaded play the battle out, if you lose or decide not to defend your territory it is lost from
your roster and you must go directly to the resource phase. Remember that most factions are destroyed
if they are reduced to zero territories.
If you werent invaded or you were invaded but won then proceed to the campaign actions section.

Campaign Actions
If you were not invaded you may choose one of the following options:
Rest: You do nothing this campaign turn, go directly to the resource phase. If you choose to rest you
earn one reroll which may be used at any time.
Scout: You attempt to find new territory, see scouting.
Event: Roll on the event table to see what happens in the wasteland.
57

Mission: Roll on the mission table.


Vehicle mission: You must have a vehicle to roll on this table.

Scouting
Scouting allows you to try to find a new territory to invade. To perform a scouting action you must
allocate between 1 and 5 of your units to perform the scouting. Scouts must be armed with a weapon of
some kind. Roll one dice for each scout, a result of one indicates the scout was killed and they and their
weapon are lost. Add up the dice (except for killed scouts) and consult the territories table to see which
territory was found. Next roll three dice on the random enemies table adding the location modifier to
the result to see who controls the territory you found. Roll one dice on the tactics table for your enemy
to see what tactic they use at the start of the battle.
If you wish you can invade that territory. If you choose to and win the battle you may add that territory
to your roster. Proceed to the resource phase.

Tactics and morale for random enemies


When playing against random enemies roll a dice at the start of the game to see what their tactics are.
Some missions dictate what tactics an enemy will use, where this is the case use those tactics
throughout the battle.
If the enemy has more units than you do add +1
If the enemy has less units than you do modify the result by -1
Vehicles count as two units for the purposes of determining who has the most units.
During the course of the battle the random enemies must make a morale test if they lose a third or
more of their units in a single turn. If they pass or were fearless roll again on the tactics table and -1 to
the result.
If you are forced to make a morale test and pass roll for their tactics again and add +1 to the result.
These simple rules cannot possibly cover every situation so when in doubt the best thing to do is to play
the enemy force using the tactics described but use common sense. If there is more than one way for the
enemy force to react throwing a dice for each possible action and selecting the one with the highest dice
roll will often keep the game more interesting and unpredictable. Of course you could use these tactics as
just a rough guideline and play the enemy gang however you like.

58

Tactics Table
0

Ambush
The enemy forces attempt to move into a position where you cannot see them. They will charge
your forces or fire at them from their position but not move unless being fired on by a weapon
with better range than their own.
Guard
The enemy forces move into the most defensible position possible where they have cover and
remain there. Close combat units will place themselves in a position where they can charge you if
you get close enough or move away into denser cover if that is not possible.

Skirmish Retreat
The enemy splits its actions between firing at you and moving away. Ideally they will fire one shot
and then move away into cover wherever possible.

Cautious Attack
The enemy splits its actions between firing at you and advancing towards you. Ideally they will
move forwards and then fire a shot wherever possible. They will use both action points to move if
they do not have a target and moving gets them into cover and closer.

Standard Attack
The enemy attempts to fire at your units while close combat units sneak through cover towards
you. They are willing to leave cover if doing so gets them into a position where they can fire at
your units.
Prioritise Target
Any enemies that do not already have a target attempt to move into position to attack what they
see as your highest value target. In order of preference that is; commander or warlord, hero,
vehicle, anyone with an advanced weapon, nearest unit.

6+

Frontal Assault
The enemy stops taking cover into account and moves directly towards your nearest unit if they
do not have a target within range. They attempt to get as many of their units as possible into a
firing position or into combat regardless of any other factors.

59

Random Locations
Resources
15

Enemy Modifier
-3

20
20

-2
-2

Crumbling
Ruins
Urban Ruins
Highway

25

-1

25
25

-1
-1

Roadside
Diner
Trailer Park
Motel
Subway
System

30

+0

30
35
35

+0
+0
+0

15
16
17
18
19

Drinking hole
Skyscraper
Urban Sprawl
Fort
Hospital

40
45
45
45
50

+0
+0
+1
+1
+1

20
21
22
23
24

Shanty Town
Farm
Garage
Trading Post
Factory

50
55
55
60
65

+1
+2
+2
+3
+3

25-26
27

Settlement
Military Base

70
80

+3
+4

28
29
30+

Oil Derrick
Power Plant
Bunker

90
90
100

+4
+5
+6

1-3
4-5
6
7
8
9
10
11
12
13-14

Type
Toxic
Wasteland
Wasteland
Wrecks

Special

You may purchase vehicles at half normal


price if you have a greaser.

When you would normally roll on the random


locations table you may instead choose 9:
highways instead.

When you would normally roll on the random


locations table you may instead choose 13:
highways instead.

If you dont have a doc you may add one to


your roster for free during each resource
phase.

You may convert a factory into a garage for


free at the end of the resource phase if you
wish.
Weapons cost half price, you may purchase
any kind of weapon.

60

Random Enemies
If you are being invaded roll three dice and add the enemy modifier for the location being invaded. If
you are invading a location roll three dice and add the enemy modifier for the location you are invading.
Roll on the tactics table to see how the enemy responds.
The weapons listed are a rough guide, you are of course free to modify their equipment to match the
miniatures you have available.
Enemy
1-3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18

D6+2 small beasts. Morale 4+


D6+2 large beasts. Morale 4+
D6 dregs with clubs and D6-2 dogs. Morale 5+
D6+3 civilians with rifles and D6-4 dogs: Morale 4+
Beast master with a basic weapon and D6 small beasts plus D6-2 warriors with swords or
clubs. Morale 3+
D6+4 mutant warriors each with two mutations of the same kind and no weapons: Morale 4+
D6 mutant runts each with one mutation, D6 mutant warriors with two mutations and 1
monstrous mutant with 3 mutations. All armed with primitive weapons. Morale 4+
D6+3 militia with basic weapons. Morale 4+
D6+6 militia with basic weapons plus one warlord with a sword and advanced weapon. If you
rolled a six then they are accompanied by a truck with light machine gun. Morale 3+
D6+2 warriors with shotguns and SMGs, one has an advanced weapon. Fearless.
Buggy, Hotrod or Car with a light machine gun mounted and passenger with basic weapon, D6
bikes with basic weapons. Fearless.
D6+4 hunters with basic weapons, a third of the hunters have sniper rifles and grenades.
Morale 3+
D6 beast riders with rifles and swords or similar, D6 warriors with basic weapons. Morale 3+
Truck with 2D6 militia armed with rifles plus a warlord with an advanced weapon. Fearless.
D6 cars, hotrods or buggies with light machine guns, one has an advanced weapon mounted.
All have passengers with a basic weapon. Fearless.
D6+6 armoured soldiers with assault rifles and grenades plus a commander with an advanced
weapon. Morale 2+

61

Events
You may choose to roll between one and six dice on the events table.

Acid Rain

Randomly select one of your territories by rolling a dice for each one, the lowest dice roll is the one
affected. In the event of a tie you may choose. That location is so beset by polluted storms that you
may not claim any resources from it during the next resource phase.
2

Hidden Resources

You discover some previously undiscovered assets in one of your territories. Randomly select one
of your territories by rolling a dice for each one, the highest dice roll is the one affected. In the
event of a tie you may choose. That location generates double its normal resources in the next
resource phase.
3

Wandering Dregs

If you have a watering hole, hospital or roadside diner D6 dregs appear there looking to join your
faction. You may add them to your roster if you wish.
4

Rat Infestation

Randomly select one of your territories by rolling a dice for each one, the lowest dice roll is the one
affected. In the event of a tie you may choose. That location is overrun by D6+2 rat packs, you must
choose to either battle them or remove the territory from your roster. The rats use the ambush
tactic.
5

Good Harvest

Any farms that you control generate double resources in the resource phase. Alternatively if you
have at least one farm you may convert any other location that isnt a toxic wasteland into a farm
for free.
6

Trade Routes

Traders are moving through the area, you are able to take a cut of their goods in return for safe
passage. You gain 10 resources per highway that you control and 20 resources per trading post. If
your faction is bandits, survivors or traders then you gain a bonus 25 resources.
7

Information

A passing wastelander has information that could be useful to you. Roll 3D6 three times on the
standard mission table. You may choose one of the missions rolled to play immediately if you wish.
8

Terrible Storms

Randomly select one of your territories by rolling a dice for each one, the lowest dice roll is the one
affected. In the event of a tie you may choose. That location is hit by deadly storms of pollution or
radiation. It is reduced to a toxic wasteland. If it was a toxic wasteland to begin with it is
unaffected.
9

Safe Haven
62

If you have a reputation of 1 or higher you attract some new recruits. For every motel, trailer park
and shanty town you control you gain 2 civilians, for every settlement or fort you control you gain 3
civilians. If you control 3 or more of any of the listed location types you gain a gunslinger armed
with two pistols as well.
10

Blight

Any farms that you have are turned into wasteland.


11

Alliance

If you have a diplomat you may attempt to negotiate with a nearby gang to increase your territory.
Roll D6
1:The diplomat is killed.
2-3: The diplomat fails to make a deal.
4-5: You gain a territory rolled using 2D6.
6: You gain a territory rolled using 3D6.
12

Plague

Plague spreads through the wasteland. Roll a dice for each unit on your roster that isnt a vehicle,
on a score of 1 they are killed. You may reroll the dice if you have a doc.
13

Wandering Hero

You encounter a wandering hero, roll to see what type they are.
1: Doc
2: Greaser
3: Shaman or Diplomat (you choose)
4: Gunslinger
5: Warlord
6: Commander
You may recruit them by giving them one of your territories, if you choose to do so remove it from
your roster. Alternatively you may give them 10x the number rolled in resources to recruit them.
You may not have more than one unit with the command special abiliy.
14

Maps

You are offered maps which you are promised will lead you to a profitable location that is lightly
defended. The maps cost D6x10 resources, if you choose to buy them you may roll 6 dice on the
random locations table and invade that location if you wish. Roll to see what random enemies it
has using 2 dice with no modifiers.
15

Dreg Uprising

If you have no dregs or only have dregs on your roster you may ignore this event. All the dregs on
your roster rebel. Place each one D6 away from one of your units and place the rest of your units
prone. The dregs use the frontal assault tactic and go first. If the dregs win the battle you may take
control of them and start a few survivors faction.
16

Innovation

If you own any of the following combinations you may remove them from your roster to gain the
reward listed.
Greaser + garage = 2 cars with free drivers.
Trading post + diplomat = settlement.
63

Skyscraper + gunslinger = fort.


Settlement + 2 gunslingers = military base.
Doc + truck + any location = hospital.
Roadside diner + 1 unit = drinking hole.
17

Repopulation

Any shanty towns you control are upgraded to a settlement. Any trailer parks, motels or roadside
diners may be upgraded to one of the following; garage, factory, hospital.
18

Leadership Challenge

If you do not have a hero you may ignore this event. One of your gang challenges your hero, if you
have a commander, warlord or amazon queen they are the one challenged. The challenger is
another hero if you have one or if not then any other unit from your roster. You must fight a battle
between the two using only knives. If the challenger wins then roll a dice for each unit including
vehicles on your roster, on a 1-2 they abandon your faction and must be removed from the roster.
19

Starving Population

The local population is starving. If you want you can hand out food to improve your reputation.
Each 10 resources you remove from your roster increases your reputation by 1 point. If you have a
diplomat then every 10 resources instead earns you 2 reputation.
20

Good Harvest

Any farms that you control generate double income in the resource phase. Roll a dice, on a 1-2
each farm that you control is invaded by D6+3 rat swarms. If you have more than one farm conduct
each battle separately one after another.
21

Bad Weather

You may not invade any territories on the next campaign turn and may not be invaded either. Pass
on the invasion roll on your next campaign turn.
22

Settlers

Large numbers of nomads are moving through the area. If you have a shanty town or trading post
you may upgrade it to a settlement for free.
23

Gun Runner

A weapons trader is in the area, you can purchase any weapon you like at half the normal price,
including weapons that are not normally available to your faction.
24

Reputation tarnished

Someone has been spreading malicious tales about your faction, your reputation is reduced by 1.
You may ignore this event if you have a diplomat.
25

Dog Packs

If you have a beastmaster you may add D6+2 dogs to your roster for free. If not then your highest
resource territory is invaded by D6+4 dogs.
26

Slave Traders

Slave traders are in the area, you may purchase dregs to add to your roster for 3 resources each.
The maximum you can buy are D6x3. If you choose to buy any dregs your reputation is decreased
64

by 1.
27

Rolling Invasion

D6+6 warriors armed with basic weapons invade your highest resource territory. They have a
morale of 3+ and use the frontal assault tactic. If they defeat your forces they invade your next
more valuable territory until they are all killed or you lose all of your territories. Each territory they
take increases their forces by D6 warriors.
28

Healing Land

For every toxic wasteland or wasteland that you have you may roll two dice on the locations table,
the location becomes the type rolled.
29

Lucky Find

You have come across a stash of fuel rods, if you have a greaser you may upgrade any location you
control into a power station. If you do not have a greaser you may keep the rods until you have one
or sell them for 50 resources during the resource phase.
30

Relic of the Ancients

You have discovered an amazing relic of the ancients. Although it is beyond your comprehension
your prestige is greatly enhanced by the discovery. Choose one of the following perks.
Tourists: Your find attracts many visitors of all kinds keen to see your discovery with their own eyes.
From now on you can recruit any unit type.
New Light: Wastelanders are suitably impressed by your find and see your faction in a new light.
You may adjust your reputation to anywhere between -10 to 10.
Enlightenment: Your find gives you a considerable boost in technology, from now on your faction is
considered to have a greaser available at all times even if you dont have one. You may also choose
one hero that you already have on your roster, they gain two skills of your choice you may not
have more than one hero with the command skill.
Lost base: Turn any one location you control into either a bunker or military base.
Intimidating reputation: You may ignore the next 3 invasions, treat them as though you have won.
Purification system: Any toxic wastelands or wastelands that you conquer or gain during a mission
allow you to roll 3 dice on the location table, change the location type to the location type rolled. If
you roll a wasteland or toxic wasteland again then the area is beyond repair and remains as it is.

65

Standard Missions
You may choose to roll between one and six dice on the missions table.
Mission
1

Hunting Party

Prerequisite: Reputation of 0 or higher.


The area is being overrun by small beasts and a local
settlement is paying a bounty for each one killed. For
each small beast killed you gain 10 resources.
2

Murder Mission

Prerequisite: Reputation of 0 or lower.


A diplomat is uniting the local settlers. If you kill the
diplomat and his guards you can force the settlers to join
you, adding 2D6 dregs to your roster. Taking this mission
reduces your reputation by 1.
3

Scrap Pile

Prerequisite: None.
A huge scrap pile contains useful material, you may send
your forces to loot it. It takes two actions to search the
scrap. Roll a dice when searching the scrap:
1: Nothing found.
2-3: A rat swarm appears next to the unit that searched.
4-5: 5 resources are recovered.
6: 10 resources are recovered.
A maximum of 100 resources can be recovered from the
scrap pile, at which point the scrap has been completely
looted. The mission ends when there are no rat swarms
and no loot left, or when you choose to flee.
4

Forces
Roll D6
1-3: D6+6 rat packs.
4-6: D6+6 dogs.
Morale 5+
The diplomat is armed with a pistol,
he is guarded by 4 militia with rifles.
Morale 3+

Enemies are fearless

Wasteland Games
Prerequisite: None.

You may take part in either gladiator games or a race


day.
6

D6+4 warriors armed with bows and


large blades. They have morale 4+

Lost World

Prerequisite: Reputation of 1 or higher.


An archaeologist asks for your help to recover artefacts.
Archaeologist is a civilian with a pistol
If you defeat the enemies you gain D6x10 resources and and large blade.
may keep taking this mission on your campaign turn until
the archaeologist is killed. In addition roll D6 at the end
of the mission, on a 5+ you discover a lost territory which
you may add to your roster. Roll 4D6 to see what it is.
66

Infiltration

Prerequisite: None.
Roll 3 dice for a location and two dice plus that locations
bonus for random enemies. You have the opportunity to
make a sneak attack on the location. Place the enemies
around the location and ensure there is plenty of cover
that blocks their line of sight. They are unaware of your
forces until one of the following things happens:
1) A shot is fired by either side.
2) An attack of any kind fails to kill one of the enemies.
If your enemies consisted entirely of civilians, dregs and
dogs this mission reduces your reputation by 1 point.
8

Easy Prey

Prerequisite: None.
You have discovered a convoy of survivors and their
broken down vehicle. If you kill the survivors you may
take their car, the car requires 10 resources to be spent
on it before it can be used. If you take this mission your
reputation is decreased by 1. You must remove one unit
from your roster after the battle to act as the driver if
you take the car.
9

Trader Ambush

Prerequisite: Reputation of 0 or less.


A trader is moving between settlements; you could
ambush him and steal his goods. If you kill the trader
and his guards you gain 2D6x10 resources. Taking this
mission reduces your reputation by 2.
10

D6+3 survivors and half that number


of dogs. Half the survivors have rifles,
the rest have shotguns. They have a
morale of 2+
The car cannot be used by either side
during this mission, treat it as scenery.

Trader armed with rifle plus D6+2


militia armed with rifles. Trader and
escort are fearless.

Roll one dice to determine defenders.

Mysterious Ruins

Prerequisite: None.
You may investigate some far off ruins. Do not roll the
random enemies until the game is set up. Any of your
units that flee are automatically killed, even
wastewalkers as you do not know the area well. If you
kill the defenders roll to see what the ruins are.
1: Crumbling Ruins.
2-3: Hospital.
4-5: Warehouse.
6: Factory.
11

As per roll. Enemies are fearless.

Defend the Trading Post

Prerequisite: Reputation of 2 or higher.


A local trading post is under attack. If you wish you may
assist them. Set your forces up behind light cover around
the trading post. The raiders come in waves, roll one dice
67

1: D6+6 rat swarms.


2-3: 2D6 civilians with basic weapons.
4-5: 8 militia with basic weapons.
6: Lone commander with light
machine gun and fragmentation
grenades.
Enemies have a morale of 4+
1: D6+4 warriors with basic weapons,
1 has an advanced weapon. This is the
last wave.
2-3: D6+2 bikers with basic weapons.
4-5: 8 warriors armed with basic
weapons.

and consult the forces chart to the right. Once a wave


has been completely destroyed a new one arrives until
you roll 1 or 6.
If you complete this mission you gain 1 reputation. Roll
D6 to see what else you gain:
1: 50 resources.
2-4: 100 resources.
5: Merchant + 100 resources.
6: Trading Post.
12

All enemies are fearless.

Merchant Escort

Prerequisite: Reputation of 1 or higher.


You may assist a merchant as he moves between shanty
towns. Place 3 shanty towns as far apart as possible. Roll
on the random enemies table adding +2 to the result.
You must escort the trader between all three shanty
towns to complete the mission. If all enemies are killed
roll again on the random enemies table with +0 to the
result. Keep doing this until all the shanty towns have
been visited or the merchant is killed. If the merchant
visits every shanty town roll to see how he rewards you.
1-2: 100 resources.
3-4: Add the merchant to your roster.
4-5: Add a shanty town to your roster.
6: Add a merchant and shanty town to your roster.
13

6: Car with a turret mounted light


machine gun and passenger with
shotgun. This is the last wave.

Initially random enemies table roll +2.


Subsequently random enemies table
+0.
Merchant is under your control during
the mission, he is armed with either a
pistol and knife or shotgun or SMG.
All enemies are fearless

Negotiations

Prerequisite: Diplomat.
Choose how many of your gang you wish to send on the
diplomatic mission. Place them in the middle of the
board with an exactly equal force of the same kind of
units and weapons and roll to see how negotiations go.
You must field a diplomat on the table to try this
mission.
1-2: Failed! The other force attacks you.
3-4: Possible deal, if you give them 50 resources this
counts as a deal struck otherwise the mission ends.
5-6: Deal struck! Choose one of your territories, you gain
another of the same kind. Alternatively you may roll a
dice for each of the other gang, on a 5-6 they join you.
This mission does not allow you to gain more than one
hero with the command ability.
14

Looting Mission

Prerequisite: None.
A local settlement has been abandoned due to persistent Roll D6:
attacks. You may send your forces to loot it if you wish.
1-2: D6+6 warriors with two handed
Place D6+4 buildings on the table fairly close to each
close combat weapons and pistols.
68

other. To loot a building a unit must spend two action


points while in base contact with it. You are not the only
faction interested in it though, random enemies appear
on the other side of the table and attempt to loot the
buildings too. The mission ends when all buildings have
been looted or all enemies killed. If you kill all enemies
you loot all the remaining buildings automatically.
Roll D6 to see what is in each building.
1-3: 25 resources.
4-5: 50 resources.
6: 75 resources.
15

Greaser under Attack

Prerequisite: Reputation of 1 or higher.


A greaser armed with an advanced weapon and a
wrench (treat as club) is under attack. He is in heavy
cover in the middle of the table. If you kill his attackers
and the greaser survives you gain control of a garage and
the greaser joins your roster.
17

Slaver Compound

Prerequisite: Reputation of 1 or higher.


D6+3 armoured soldiers with assault rifles are holding a
large number of slaves. If you wish you can attack them
to free the slaves. If you win this battle you gain +2
reputation and 2D6 civilians can be added to your roster.
In addition you gain D6x10 resources.
18

The enemy force has a morale of 3+

Subway Exploration

Prerequisite: None.
You learn of a subway that can provide access deeper
into the city. To complete this mission you must move
your forces from one side of the table to the other. The
scenery should force you to move through narrow
tunnels. At the start of each of your turns roll on the
forces section to the right to see what emerges from the
darkness. Place them D6+3 away from one of your
units. The mission ends when all your units reach the
other side. You gain a random territory rolled using
D6+12 if you complete this mission.
16

3-4: Mutant warriors with two


mutations each.
5-6: D6+3 militia with assault rifles.

Farm attack

Prerequisite: Reputation of 0 or lower.


A small number of farmers have begun to get a farm
working. You may invade them. If you win this battle you
may either take over the farm location or loot it for
2D6x10 resources.
Taking this mission reduces your reputation by 2.
69

1: No enemy.
2-3: Mutant runt with club and one
mutation.
4-5: Monstrous mutant with 3
mutations and a two handed weapon.
6: D6 rat packs.
Enemies are fearless

D6+6 bikers half of whom are armed


with basic weapons and half have
primitive weapons. All have large
blades or similar.
You control the greaser in this battle.
Enemies have a morale of 4+
D6+3 armoured soldiers with assault
rifles. Enemies are fearless.

D6+2 civilians with rifles.


1 gunslinger with basic weapons.
Enemies are fearless until the
gunslinger is killed, after which point
they have a morale of 5+

19

Wasteland Princess

Prerequisite: None.
A powerful warlord calls on you to liberate his daughter
from raiders. If you win the battle roll to see how he
rewards you.
1: 50 resources.
2-3: 100 resources.
4-5: Roll 6D6 on the locations table, you gain that
location.
6: The princess falls in love with one of your characters,
you may add her as an amazon queen if you do not have
a character with the command ability, if you do then you
may add her to your roster as a maiden guard.
20

Trade Caravan

Prerequisite: Reputation of 4 or higher.


You may choose to assist a merchant trade caravan. Roll
random enemies as defined opposite and fight the
battle. If the merchant survives then roll to see how you
are rewarded.
1-3: 75 resources.
4-5: The merchant joins your faction.
6: 100 resources and the merchant joins your faction.
21

Scrapyard

Prerequisite: Greaser
You discover an area littered with scrap vehicles, one of
them is probably salvageable. Place scrap piles around
the table. Only the greaser can investigate a scrap pile
and doing so requires two action points. Roll a dice for
each scrap pile investigated until you discover a working
vehicle.
1-4: Nothing but scrap.
5: Working car.
6: Working truck.
The mission ends when the vehicle is found and driven
off the table or when you decide to flee. Because the
area is swarming with mutants any fleeing unit other
than vehicles is killed on a 1 or 2 rather than just a 1 as
normal. A unit that is next to the vehicle must spend an
action to become the driver, remember that drivers
must be removed from your roster once they take
control of a vehicle. The greaser may be used if you wish.
22

Ghost Town

Prerequisite: None.
You have discovered an abandoned shanty town. If you
70

D6+10 warriors armed with basic


weapons and knives.
One warlord armed with an advanced
weapon.
Enemies are fearless.

Random enemies rolled using two dice


+3.
The merchant is armed with a pistol
and knife or a rifle. You control the
merchant during this mission.
Enemies have a morale of 4+

D6 mutant runts armed with rifles


begin on the table edge furthest from
you at the start of the game. At the
start of each enemy turn a further 2
runts appear with rifles.
All runts have one mutation, all of the
same kind. Enemies are fearless.

The town is attacked by a large force,


roll to see what they are.
1-2: 2D6+3 small beasts of the same

wish you can try to clear it of beasts. If you kill all of the
beasts you may add a shanty town to your roster. Start
your forces inside the shanty town. This battle takes
place at night so no weapon may be fired further than 9
Once the battle is over roll a dice, on a 1-2 the shanty
town is attacked again, roll on the table to the right.
Keep doing this until you roll a 3-6 at the end of a battle.

kind.
3-4: 2D6+3 large beasts.
5-6: 2D6+6 large beasts.
Enemies have a morale of 3+

After the battle you may choose to remove 5 units from


your roster to turn the shanty town into a settlement.
The removed units must be armed with a ranged
weapon of some kind.
23

City Shootout

Prerequisite: None.
Place buildings on either side of an open street with
plenty of heavy cover. Your forces start on one side and
the enemy on the other. If you win the battle you may
roll 4D6 on the locations table three separate times and
select one of those locations to add to your roster.
24

No Retreat

Prerequisite: None
Your forces may not voluntarily retreat from battle if you
choose to take this mission, any units that fail a morale
test and rout are automatically killed. If you win this
battle you may choose a location to invade without
rolling for it. The chosen location has enemies of the
same kind and number as this mission.
25

Riot!

Prerequisite: Reputation of 2 or higher.


Local lawdogs call on you to deal with a settlement that
is rioting. Your forces may only use clubs for this mission
which are provided free. To pacify an enemy you only
need to hit them, not kill them. Once an enemy is hit
they are removed from the battle. Once all enemies are
pacified the mission is complete. Roll D6 to see your
reward.
1-2: You may change your faction to lawdogs, if you
choose to do so you gain control of the settlement.
3-4: You gain control of the settlement.
5-6: Riot! The riot breaks out again, 12 more civilians
with clubs emerge from buildings and you must replay
this mission again.
If you complete this mission you gain +1 reputation.

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2D6 militia plus D6 gunslingers. All of


them are armed with basic weapons
and knives.
Enemies have a morale of 3+

D6+8 soldiers with assault rifles plus


one commander with an advanced
weapon.
Enemies have a morale of 2+

12 civilians armed with clubs.


Enemies are fearless.

26

Mutant Fortress

Prerequisite: None.
2D6 mutant warriors armed with basic
A nearby fort is a staging post for mutant raids. If you
weapons and 2 mutations each.
wish you can invade it. If you kill all the mutants you gain
control of it and D6x10 resources. If you fail to take
control of the fort then your best territory is immediately Enemies are fearless.
invaded by 2D6 fearless mutant warriors with basic
weapons and 2 mutations each.
Taking the fort increase your reputation by 1 unless your
faction is also mutants. If you complete this mission you
gain a fort territory.
27

Truck Ambush

Prerequisite: Reputation of 0 or lower.


A convoy is carrying food through a nearby valley. If you
want you can attempt to ambush it. The vehicles consist
of two trucks and 4 passengers on each truck armed with
a rifle. The trucks move at speed 4. The enemy is
unaware of you until a shot is fired or they have a clear
line of sight to your units. Place your units behind cover
that completely hides them at the roadside. Any vehicles
that you hijack can be kept and earn a bonus of 50
resources. Destroyed trucks are worth nothing.
28

Raid the Settlement

Prerequisite: Reputation of -2 or lower.


A nearby settlement is weakened by attacks. You may
attack it, if you kill all the defenders you gain control of
the settlement.
29

Defend the Settlement

Prerequisite: Reputation of 3 or higher.


A local settlement is under heavy attack, you may choose
to assist them if you wish. If you complete this mission
you gain control of the settlement.
30

Each truck has 4 passengers with


rifles. Enemies are fearless.

D6+8 civilians with rifles and half that


number (rounding up) of dogs.
Enemies have a morale of 4+
Roll on the random enemies table and
add +3 to the result.
Enemies have a morale of 3+

15 soldiers armed with assault rifles.

Sleeping Bunker

Prerequisite: None.
You have discovered an undisturbed bunker. Inside are
the forces detailed in the forces section. They are
currently in suspended animation. At the end of each of
your turns roll a dice to see what happens.
1: All units wake up and stands up.
2-4: D6 units wakes up and stands up. If the commander
is still asleep he must be chosen to wake up.
5: 1 unit wakes up, you may choose which one.
72

1 commander armed with a light


machine gun.
4 armoured soldiers armed with an
advanced weapon, they must start
within 6 of the commander.
Enemies are fearless.

6: Nobody wakes up this turn.


Units that are asleep are woken if they are attacked in
any way. If you kill all the bunker forces you gain control
of a bunker territory and may equip any unit on your
roster with an assault rifle for free.

Vehicle Missions
You may choose to roll between one and six dice on the missions table. You must have at least one
vehicle to perform a vehicle mission. Enemies in a vehicle mission are always fearless.
Mission
1

Drive By

Prerequisite: None.
Street punks have moved into a nearby area. You must
drive them off. To do so you must shoot each of them,
you do not have to kill them. Any that are shot are
removed from the battle as they run off.
If you complete this mission you gain control of a
random territory rolled using D6.
2

Race Day

Prerequisite: None.
You may take part in a race day, see the wastelands
sports section.
3

Doc Run

Prerequisite: Reputation of 1 or higher.


A doctor needs to get across the wasteland to treat a
virus outbreak, you may choose to transport him if you
wish. To complete this mission you must move from one
side of the table to the other never letting your speed
drop below the top speed of your vehicle. Your vehicle
begins at top speed. Place plenty of tight turns and
obstacles for your vehicle to deal with. If your vehicle
ever drops below top speed due to crashing, a roll on
the control loss table or voluntarily then the mission is
failed. If you complete this mission roll D6 to see what
your reward is:
1-2: All vehicle damage is repaired and you gain 25
resources plus +1 reputation.
73

Forces
8 street punks, one of whom is
armed with an advanced weapon.

3-4: +D6 reputation.


5-6: The doc joins your roster.
4

Supply Run

Prerequisite: Trading Post or Merchant.


To complete this mission you must simply move a
vehicle from one side of the table to the other. You may
send more than one vehicle if you wish, but only the
designated trade vehicle earns resources in this mission.
If you complete the mission you gain 75 resources per
trading post you have and 100 resources per merchant
that you have. Merchants only earn 50 resources if they
are travelling in the designated vehicle.
5

Intervention

Prerequisite: None.
Two forces are locked in battle, generate two lots of
random enemies. You may choose to side with either. If
you kill all of the enemies then the remaining forces of
the side you helped join your roster. Note that if you
generate a side that consists entirely of animals you
cannot choose to support that side!
6

Road Rage

Prerequisite: None.
An enemy gang are trespassing on your territory on a
regular basis. You may attempt to fight them off. If you
win this battle the enemy force flees the area and you
gain one territory rolled using 4D6.
7

Exodus

Prerequisite: None.
Roll 6D6 on the random locations table, you may reroll
one dice. If your faction is nomads you may reroll two
dice. The location rolled is a place your forces have
heard of. You may invade it as per the normal rules,
however to do so you must first abandon all your
territories and any units that cannot be fitted into a
vehicle must be removed from your roster except
mounted units and bikers. If you fail to take control of
the location then your faction is wiped out, however
your forces are fearless for this mission.
8

Clear the Highway

Prerequisite: None.
To complete this mission you must destroy all enemy
vehicles. If you do so you gain D6 highway locations.

74

Each turn D6-2 bikers appears on


the board edge you are travelling
to. A result of less than 1 means
none arrive this turn. The bikers
are armed with pistols and
knives.
If you roll a 6 a single trike
appears armed with an advanced
weapon and one passenger.

Two forces, both generated as


per the normal rules on the
random enemies table.
Reroll if both are made up
entirely of animals.
You control the side you choose
to support.
1-3: Car with light machine gun
and one upgrade.
4-5: Truck with a heavy machine
gun.
6: Car with two light machine
guns.
Once you have decided to take
this mission roll on the random
enemies table with the modifier
indicated by the location type.
You may not back out of the
mission once the enemies have
been rolled.

Roll D6
1-3: Two cars with light machine
guns.
4-5: Truck with heavy machine
gun.
6: Three buggies with assault

Clear the Highway

Prerequisite: None.
To complete this mission you must destroy all enemy
vehicles. If you do so you gain D6 highway locations.

10

Chase

Prerequisite: Reputation of 1 or less.


A local warlord calls on you to hunt down a bus that has
escaped him. Place the bus 6 from a board edge and
any vehicles you send on the board edge behind them.
Your mission is to destroy the bus or hijack it. If
successful you may call on the warlords help once for a
future mission. When you call on the warlords help he
sends three buggies armed with light machine guns to
assist you in that mission or battle. They do not join
your roster.
11

Hit and Run

Prerequisite: None.
A gang of raiders is preparing to invade your territory.
To prevent it you may strike first. To complete this
mission you must destroy their truck. Doing so gains you
+1 reputation and the next invasion roll you have to
make is automatically a no invasion result. If the truck is
destroyed and you have a greaser roll one dice after the
battle, on a 4 or higher the greaser is able to fix the
truck add it to your roster as a new truck with no
damage.
12

Through the Wastes


Prerequisite: Reputation of 1 or higher, vehicle capable
of transporting 3 passengers
Three gunslingers want you to transport them through
the ruins of a nearby town on a mysterious quest. If you
get your vehicle from one side of the board to the other
they will join your faction.
You gain 1 reputation if you complete this mission.

13

Tanker Hijack

Prerequisite: Reputation of 0 or less.


A big rig begins the game on a table edge, its aim is to
exit the table on the opposite edge. You may send your
75

rifles.
Roll D6
1-3: Two cars with light machine
guns.
4-5: Truck with heavy machine
gun.
6: Three buggies with assault
rifles.
The bus has six passengers armed
with basic weapons.

A truck with no weapons and


D6+2 warriors armed with assault
rifles.

There are D6+4 ruins each with a


warrior armed with a basic
weapon. Place an equal number
of barricades to ruins.
The gunslingers are armed with
shotguns.

The tanker has one passenger


with an advanced weapon and a
sawn off shotgun.
In addition the tanker has ram

vehicles to attack it, starting at the table edge it is


aiming to exit from. To win this mission you must hijack
it or force it to a halt within 6 of one of your vehicles.
The reward for this mission is the tanker plus 2D6x10
resources.
Taking this mission reduces your reputation by 1.
14

bars.

Race Day Cup

Prerequisite: None.
You may take part in a race day, see the race day rules.
This one is a special tournament that has 6 other
drivers. If you win it the prize is a vehicle type of your
choice with 3 free vehicle upgrades and you may add a
greaser to your roster if you do not already have one.
15

Convoy

Prerequisite: None.
To complete this mission you must move all of the
vehicles you choose to send from one table edge to the
opposite one. Once you get a third of the way across the
enemy appear on the table edge you entered from and
attempt to ram your vehicle and hijack it.
Each vehicle that you get off the opposite side of the
board earns you 50 resources, if it was a big rig then it
earns you 100 resources. Completing this mission by
making at least one vehicle off the table earns you +1
reputation and allows you to run this mission again
immediately. You can keep running this mission again
during this campaign turn until you fail to get a vehicle
through safely.
16

Random enemies with a bonus as


per the location table.

Locusts

D6+3 bikers armed with basic


weapons and large blades or
similar.

Prerequisite: Reputation of 1 or higher.


Bikers are causing a lot of problems for local settlers. If
you wish you can attack their fortified garage. If you
defeat all your enemies you gain a garage and may
recruit bikers from now on at normal cost. If you win
the battle you gain +1 reputation.
18

If you run this mission more than


once each time after the first the
hot rods are joined by one more
hot rod. These addition hot rods
are armed with a forward firing
light machine gun and they will
attempt to gun down your
vehicles.

Vehicle Scouting

Prerequisite: At least one highway.


For each highway that you have you may roll one dice
on the locations table. If you wish you can invade that
territory immediately.
17

3 hot rod each with one


passenger armed with a basic
weapon.

Rocket Alley

Prerequisite: None.
76

D6 warriors armed with shotguns.


The garage has a light machine
gun crewed by a warrior on the
roof.
6 militia with RPGs in heavy
cover. All militia are within 6 of
another militia member.

You are separated from potentially useful territory by a


valley filled with deadly enemies. If you move at least
one vehicle from one side of the table to the opposite
one you may roll 3 dice on the location table and add
that location to your territory. In addition if you make it
across safely you may choose to add one dice to any
scouting rolls you make from now on, rerolling 1s.
19

Find the Derrick

Prerequisite: Reputation 0 or less.


A car armed with a light machine gun is fleeing across
the wasteland. You have reason to believe its heading
back to a hidden oil derrick. Place the car 6 from the
table edge and any vehicles you send on the table edge
behind it. The car attempts to leave via the opposite
table edge. If you are within 6 of the car when it leaves
the table edge you discover the oil derrick location and
may immediately invade it. If the car is hijacked you also
learn the location and may invade. If the car is
destroyed then the mission is failed.
20

The car is armed with a turret


mounted light machine gun.
The oil derrick is defended by
D6+6 civilians with rifles plus a
commander with an assault rifle.
In addition there are two civilians
with flamethrowers.

Drag Racing

Prerequisite: None.
You may take part in a special version of race day
against an unarmed dragster. The race is one lap and
you may not use weapons or equipment of any kind. If
you win you gain the dragster (if it survives), if you lose
you must give up your vehicle. If you win the race you
may choose the race day mission whenever you like
until you lose a race.
2123 Auto War
Prerequisite: None.
Four enemy cars with ram bars and a passenger with an
assault rifle are cruising the highways killing locals. If
you wish you can battle them, if you defeat them you
gain control of their fort.
24

Road Block

Prerequisite: None.
Place a solid wall all the way across the middle of the
table with a gap of 4. Your mission is to get from one
side of the table to the other with at least one vehicle. If
you do so you gain a special highway location. Treat it as
a normal highway except whenever you are invaded you
may choose to fight the battle for this location instead
of for one of your other territories until the location is
77

The wall is defended by 2D6


warriors, half of whom have an
advanced weapon. The wall
provides heavy cover on the side
you are initially approaching but
only light cover on the other side.
A wreck with body 10 is placed 6
from the gap in the wall, you will
have to ram, shoot or avoid it to
get through. Enemies use the

25

lost.

guard tactic.

Compound Raid

The slavers have a heavy machine


gun crewed by a warrior on the
top of the compound building.

Prerequisite: Reputation 1 or higher.


Set up a slaver compound consisting of a large stone
building inside a fenced off area. Your mission is to ram
a vehicle or vehicles through the fence and carry off as
many slaves as possible. Vehicles can automatically
destroy a 3 length of fence by hitting it at speed 4 or
higher though doing so forces you to take a control test.
There are 10 slaves inside. Once the fence is down as
many as it is possible to carry will move towards your
vehicle and board it. The mission ends when your last
vehicle exits the board edge you entered from.
Everyone saved joins your roster, roll a dice for each
one to determine what type they are.
1-3: Civilian.
4-5: Militia
6: Hero, choose which type.
You gain 1 reputation if you save at least one person,
you gain 1 more reputation if you save 5 or more and
you gain an additional point of reputation if you save all
the slaves.
26

There are D6 warriors with


assault rifles in the compound.
After the fence is broken D6
warriors appear at the end of
each of your turns, they are
armed with assault rifles.

Auto Duel

Prerequisite: None.
You may only use one vehicle for this mission. A sports
car with two upgrades and a roof mounted heavy
machine gun is prowling your territory killing everything
it can find. If you defeat it your reputation is increased
by D6 and you salvage the heavy machine gun and
whatever upgrades the vehicle had.
27

Road War

Prerequisite: None.
Your territory borders that of a group of road bandits. If
you win the battle you gain a highway and may take
vehicle mission 16: vehicle scouting on your campaign
turn until you fail to conquer a location that you
scouted out.
2829 Race Day
Prerequisite: None.
You may take part in a race day, see the wastelands
sports section.
30

NWO Bunker

78

4 buggies each with a warrior


passenger armed with an
advanced weapon.

Three trucks each with 8 soldiers

Prerequisite: None.
Your forces discover a NWO bunker just as its
inhabitants are leaving to on a mission of conquest.
If you defeat all the enemy forces you gain control of a
bunker.
Completing this mission earns you +1 reputation.

armed with assault rifles and


grenades. The trucks have a
turret mounted light machine
gun.
One truck has a commander with
a grenade launcher and pistol.

Wasteland Sports
This section contains the rules for three popular wasteland sports; gladiator games, race days and scrap
chariot racing. All of these are missions which you could roll on the missions table but make for a fun
mini-game in their own right.

Gladiator Games
Gladiator games are one on one battles fought in a pit or arena. If you want to you can nominate one of
your roster to fight, the unit cannot be a vehicle, bike or trike but other than that you can throw in
anyone you have. Your chosen unit is randomly armed, roll to see what they get.
1-3: Knife
4: Sword
5: Two handed blunt weapon
6: Choose between a sword and shield and a pistol.
Once your gladiator is armed roll to see what they face.
1: Dreg
2: Civilian
79

3: Militia
4: Warrior
5: Monstrous mutant with 3 mutations
6: Large beast
Roll to see how they are armed for all results other than 6: large beast.
The battle is to the death so neither unit can leave the arena. The winner is thrown donations from the
crowd totalling D6x10 resources. If you want you can fight again, start by rolling to see what weapon
your gladiator gets this time. If your fighter survives 3 battles they may not enter any more battles this
campaign turn but may be upgraded to a warlord if you do not currently have a warlord on your roster.

Race Days
Roll one dice to determine the rules of the race day.
1-2: No weapons or equipment permitted, all weapons are removed from the vehicles prior to the race
and returned to your roster.
3-4: Weapons permitted but you may only fire at the vehicle who is currently in pole position when you
take your turn. Shooting at other cars disqualifies you.
5-6: Free fire, you may shoot at any other vehicle without restriction.
Race day requires you to pass through D6+2 checkpoints in order, place them as far apart as possible.
This counts as a full lap, you must complete 3 laps to win. You will be racing against D6 different
vehicles, you may choose which kind. If weapons are permitted all of them will be armed with an
advanced weapon of some kind.
The winner of race day earns a number of resources equal to 20x the number of racers, for example 3
other racers means you earn 60 resources. In addition all damage to your vehicle (if it survived) is
repaired and you gain a bonus of 100 resources.
If you want you can roll to see the personality of the other racers by rolling a dice for each one.
1: Cautious will never go above their safe speed or initiate a collision.
2-3: Average will go above their safe speed if they are not in pole position and may collide with the car
in pole position.
4-5: Dangerous will always try to collide with other vehicles and will always try to achieve their top
speed.
6: Nutter isnt interested in the race, is only out to destroy as many vehicles as possible. Will always
collide with the nearest vehicle.

80

Scrap Chariot Racing


Scrap chariot racing uses the same rules as race days with a few differences. For a start you dont need a
vehicle to enter, instead you just need to spend 15 resources to buy or build a chariot and horse. All
competitors use either a scrap chariot or a mutant scrap chariot. You must choose one of your units to
be the charioteer, dogs cannot be used for obvious reasons but anyone else is suitable. Note that their
stats will be used for attacking other chariots.
Scrap chariot races are between you and D6 other chariots. All are normal chariots unless 4 or more
other chariots are racing in which case two are mutant scrap chariots.
The scrap chariot requires two gang members, a pilot and a co-pilot. The pilot drives the chariot and the
co-pilot is there to fight off other chariots. If the pilot is killed the co-pilot automatically takes over
control of the chariot though the loss of the pilot causes an automatic control failure roll.
Winning a scrap chariot race earns 2D6x10 resources. Destroying another chariot earns 10 resources
bonus per chariot, this is gained even if you indirectly destroy a chariot for example ram it and it is
destroyed by hitting a wall or it hits a junk pile you threw out earlier. Killing both the pilot and co-pilot of
a chariot counts as a kill.
If your scrap chariot survives the race you recoup any resources spent on it, if it was destroyed you dont
get your resources back.
Top Speed
Scrap
Chariot
Mutant
Scrap
Chariot

Acc/Dec

Body

Control

Passengers

15

Safe
Speed
5

10/5

25

4+

12

5/5

35

4+

Both chariots cost the same however you may purchase mutations for the mutant scrap chariot, a
maximum of 3 mutations is allowed. Resources spent on mutations are not refunded. You may purchase
vehicle upgrades for your chariot as well as two special upgrades; tin cans and a pile of bricks.
Your co-pilot may be armed with close combat weapons if you wish to purchase them and may attempt
to hijack another chariot. If you cross the finishing line with a hijacked chariot then you have won the
race.

Special Chariot Rules


Chariots are treated as vehicles for all rules purposes. The pilot is completely occupied with keeping the
scrap chariot on the track and may not take any other actions. The co-pilot however is treated just like a

81

normal unit and can do all the things a normal unit can do, for example attack chariots that you are in
base contact with.
The co-pilot may never voluntarily leave the chariot and is therefore moved around the track with the
chariot.
The co-pilot may be given their orders at any point during the movement of the chariot, so you could for
example give them two close combat attacks against a chariot thats in contact with you at the start of
your turn or make attacks part way through the chariots move or at the end of the move.
An attacker may target the chariot, pilot or co-pilot. Attacks against the animal or beast pulling the
chariot count as attacks against the chariot itself. If the pilot is hit but not killed they must make a
control loss roll. If the pilot is hit and killed the chariot automatically loses control but if it survives the
co-pilot takes control after the roll.
If a chariot no longer has a pilot or co-pilot then it will begin to slow down at its maximum deceleration
every turn until it reaches a standstill. It will then remain in place for the rest of the race. A chariot that
crosses the finishing line without a pilot or co-pilot isnt eligible to win. Chariots without a pilot or copilot try to avoid other chariots during their movement and cannot be deliberately moved to ram or
sideswipe.

Scrap Chariot Upgrades


Before a race you can upgrade your chariot with extra upgrades. Each one has a resource cost and you
can add as many as you like. You dont need a greaser to upgrade chariots, anyone can bolt a few spikes
on to their chariot or string some tin cans on the back!

Pile of Bricks
Cost: 2 resource points.
A chariot equipped with a pile of bricks allows the co-pilot (and only the co-pilot) to throw bricks as per
the shooting rules.

Tin Cans
Cost: 2 resource points.
Tin cans strung on the back of your chariot make a lot of noise and add to the excitement of the crowd.
They just love to see and hear those cans bouncing behind chariots. If you have a scrap chariot with tin
cans you may roll a dice at the start of your turn, on a result of 5-6 someone in the crowd is overcome
with enthusiasm and runs out into the track. Place a dreg anywhere at the side of the track and give
them a movement order. If they come into contact with a chariot they may make a close combat attack,
the supporters are unarmed. Once a dreg is on the track you control them as though they were part of
your force for the remainder of the race, though they do not join your faction at the end of the race. Any
dregs killed by being run over are worth 5 resources to the side that ran them down. Note that killing
them in any other way doesnt yield a reward other than a few cheap laughs for the crowd.

82

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