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  1  
 
DEADZONE  LOGO  
 
FOREWORD  
 
Welcome  to  the  new  Deadzone!   The   intent   is   not   to   take   away   a  
  popular  game,  but  to  replace  it  with  a  
The   game   has   come   a   long   way   since   slicker  and  faster  version  of  itself  that  
we   ran   our   first   Kickstarter   campaign,   retains   the   key   elements   whilst   losing  
with   thousands   of   players   from   anything   unnecessary.   In   doing   this,  
around   the   planet   now   familiar   with   many   elements   were   moved   from  
the   Warpath   universe   and   the   deadly   being   separate   rules   to   being  
perils   that   lie   within.   For   us,   it’s   been   integrated   in   other   ways,   so   most   of  
great   fun   watching   gamers   take   the   what   seems   to   be   missing   is   actually  
game   and   make   it   their   own,   building   just   hidden   somewhere   else.   This  
a   myriad   different   futuristic   worlds   to   process   of   integration   has   made   the  
fight   over   and   telling   the   stories   of   a   game   play   much   faster   and   with   a   far  
thousand   battles.   The   creativity   and   greater  body  count.    
support   of   this   community   is   truly    
inspiring.  Thank  you  all.   This   book   is   split   into   three   main  
  sections:   Core   rules,   Additional   rules,  
So   why   a   new   edition?   Two   reasons.   and   Reference.   Start   with   the   Core  
Firstly,   because   despite   Deadzone’s   rules   and   play   a   game   –   you’ll   find   it  
popularity,   we   thought   we   could   do   faster,   simpler   and   much   more   brutal  
even   better.   Secondly,   because   that’s   than   before,   though   you’ll   still   have  
what  people  asked  for.     plenty   of   hard,   tactical   decisions   to  
  make.   The   Additional   rules   section   is  
Having  talked  to  many  Deadzone  fans,   about  taking  that  game  and  expanding  
and   many   other   gamers   who   said   they   it   into   a   wider   story.   The   Reference  
were   interested,   we   discovered   that   section   includes   army   lists,   abilities  
the  initial  learning  curve  was  a  barrier   and  items  to  look  up  as  needed.    
to   play   –   it   was   just   too   steep.   Sure,    
there  were  other  details,  but  this  was   I  think  you’ll  find  that  Deadzone  Redux  
the   core   issue.   So,   we   set   out   to   is   a   smoother   and   slicker   game   that  
change   this.   First   we   tried   small   still   embodies   the   essence   of   what  
tweaks   and   general   tidying   up,   but   it   made   Deadzone   fun   in   the   first   place.  
simply   wasn’t   enough   of   a   difference.   But   don’t   just   take   my   word   for   it.  
What   we   needed   was   a   step   change   in   Deploy   your   forces,   grab   some   dice,  
ease   of   use,   so   we   came   up   with   this   and  try  it  out  for  yourself!  
version.    
  Jake  Thornton  –  designer

  2  
CONTENTS  
   

  3  
CONTENTS  
 

 
 
 
 
 
 
 
 
 
 
 

 
 
 
 

 
CREDITS  
 
 
 
Concept  &  Game  Design:  Jake  Thornton  (www.quirkworthy.com).  [please  insert  
Quirkworthy  logo  here]  
Editing:  Thomas  Pike    
Additional  background  material:    
Cover  Art:    
Logo:    
Internal  Art:    
Layout  and  Graphic  Design:    
Photography:  
Painting:    
Playtesting:  Stewart  Gibbs,  Jon  Peletis,  Ronnie  Renton.    
 
With  special  thanks  to  the  thousands  of  gamers  who  backed  us  on  Kickstarter  
(twice!)  and  the  many  more  who  joined  in  with  our  public  Beta  test.  It’s  you  guys  
who  make  all  this  possible!  
 
 
Insert  Deadzone  copyright  notice  in  small  text.  
   

  4  
INTRODUCTION  
 
Set  on  the  fringes  of  civilised  space,  Deadzone  is  a  game  of  futuristic  battles  fought  
among  the  ruins  of  human  colonies  against  a  variety  of  alien  threats.    
 
As  a  player,  you  will  take  command  of  an  elite  strike  team  of  human  soldiers  or  alien  
warriors.  Each  turn  you  decide  which  of  your  models  to  move  and  what  they  will  do,  
advancing  across  the  battlefield,  engaging  your  enemies  using  dice  rolls  and  picking  
up  items  of  stray  equipment  on  your  way  to  taking  and  holding  vital  objectives.    
 
Both   sides   fight   to   dominate   the   3D   battlefield   in   an   effort   to   be   the   first   one   to  
complete  their  mission  and  win  the  game.    
 
-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐Need  a  little  hobby  section  here  about  modelling.    
 
Before  playing  ,assemble  and  paint  your  models  
 
 
 
 
 
 
 
 
 
 
 
 
 
Insert  picture  of  game  set  up  with  components  labelled.  
   

  5  
THE  WORLD  OF  DEADZONE  
(background  art,  and  universe  summary  750  words)

   

  6  
SETTING  UP  THE    
Select  Strike  Teams  
GAME   Each   player   should   decide   which   of   the  
  different  factions  they  want  to  represent.    
To  set  up  a  game  of  Deadzone,  follow   The   collection   of   models   you   select   from  
these  steps:     within  a  faction  is  called  your  strike  team.    
  Model  is  the  general  term  for  any  playing  
1) Choose  Mission     piece  and  applies  whether  the  model  is  a  
2) Select  Strike  teams   human,   mutant,   vehicle   or   an   alien  
3) Set  up  battlefield   monstrosity.   Whenever   a   rule   refers   to   a  
4) Place  objectives  and  items   model   it   means   the   whole   playing   piece  
5) Recon  &  Deploy   including  any  base  that  it  may  be  attached  
  to.  It  also  includes  any  weapons,  clothing,  
Choose  Mission     armour,   tentacles,   spikes,   hairstyles,  
loincloths   or   anything   else   that   is   sculpted  
 
as  part  of  that  model.    
If  it  is  your  first  game,  we  recommend  
 
the   standalone   mission   Patrol,   Each   type   of   model   has   its   own   stat   line.  
described  on  page  XXX(25).   This   shows   the   game   values   that   define  
  how   good   it   is   at   Moving,   Shooting,  
When   you   are   more   familiar   with   the   Fighting,  and  so  on.    
game,   you   will   find   rules   for   a   longer    
campaign  on  page  XXX(78)  or  you  can   For   your   first   few   games,   it’s   easiest   to  
design  your  own  missions.     use   one   of   the   predefined   strike   teams   on  
  page   XXX(27).   Later,   you   can   build   your  
  own   strike   team   using   the   rules   on   page  
  XXX(28)
 
 

[BOX  OUT]    Winning      


 
There  are  two  ways  to  win  a  game  of  Deadzone:  
 
• Wipe  out  your  opponent’s  Strike  Team  
• Earn  the  victory  points  (VPs)  specified  by  the  mission      
 
Wiping  out  your  opponent  
If  the  enemy  has  no  models  left  on  the  battlefield  at  the  end  of  a  round,  you  win.      
 
Earning  Victory  Points  
Each   mission   description   tells   you   how   many   VPs   are   needed   to   win,   and   how   to  
earn  them.  If  a  player  has  that  many  VPs  or  more  at  the  end  of  a  round  they  win.  If  
both   players   exceed   the   VP   target   in   the   same   round,   then   play   continues   for   as  
many  rounds  as  it  takes  until  one  player  pulls  ahead  by  the  end  of  a  round.  During  
the  game,  VPs  are  tracked  by  using  VP  counters,  and  the  running  total  of  VPs  each  
side  has  earned  is  not  a  secret.    
 

  7  
[END  BOX  OUT]  
Mantic   scenery   can   be   assembled   in  
Set  Up  the  Battlefield   an  infinite  number  of  ways  and  placed  
  anywhere   on   the   board.   You   should  
Deadzone  battlefields  are  represented   experiment   for   yourself   to   find   out  
by   an   8x8   square   gridded   mat   onto   what   suits   you,   but   lots   of   smaller  
which   you   place   buildings   and   other   buildings   often   make   for   more  
scenery.   This   scenery   adds   a   third   interesting   games   than   a   few   large  
dimension   to   the   battlefield   and   ones.   Wherever   possible,   align  
means  that  we  are  really  dealing  with   building  edges  with  the  printed  grid  on  
cubes,   not   squares.   It   can   help   to   the  mat  and  we  recommend  that  no  3  
visualise   the   battlefield   a   bit   like   a   x  3  cube  area  be  completely  devoid  of  
giant   Rubik’s   Cube.   Consequently,   scenery.     Remember   that   you   can  
Deadzone   uses   the   term   cubes   build   upwards,   and   multi-­‐level  
throughout   the   rules   as   a   constant   buildings   can   be   connected   by  
reminder  that  you  are  fighting  in  three   walkways  above  ground  level.    
dimensions.   A   series   of   cubes   piled    
directly  on  top  of  one  another  is  called   To  make  it  fairer,  some  gamers  like  to  
a   stack.   We   number   the   levels   starting   get  a  third  party  to  set  up  the  scenery  
with   the   lowest   as   level   1,   the   one   for   the   players.   Alternatively,   you  
above  that  as  level  2,  and  so  on.   could   have   one   player   set   up   the  
  scenery   and   then   allow   the   other  
  player   to   rotate   the   battlefield   and  
  choose  a  side  to  start  on.    
 
 
 
 
 
 
 
 
 
[Picture  of  board  with  multi-­‐level  buildings  on,  and  over  one  part  of  the  board  a  
stack  of  transparent  cubes  illustrating  a  stack.)  
   

  8  
Place  Objectives  &  Items     Objectives  
Red  
  Deployment    
         
Each   mission   sets   out   the   objective            
    1    
locations.   In   the   Patrol   mission,   there            
       
are   four   objective   counters:   two   each            
2        
of  1VP  and  2VP  value.  Use  this  map  to       2      
      1  =  1VP  
place   the   four   objectives.   If   there   is            
      objective  
1          
     
scenery   in   the   marked   spaces,   place   2  =  2VP  
BLUE  
the  objectives  on  or  inside,  and  always          
Deployment   objective  
on  the  highest  level  of  the  stack  in  that  
location.    
   
Items    
  Recon  and  Deploy  
In  addition  to  the  objectives,  the    
shattered  battlefields  of  Deadzone  are   To  determine  which  player  deploys  his  
littered  with  items,  equipment  and   strike  team  to  the  battlefield  first,  
traps.  See  page  XXX.  A  random   both  players  roll  
selection  of  these  is  placed  when    
setting  up  the  battlefield,  as  follows:       5  dice  Recon  test  (X)  
   
Take  the  item  counters  and  shuffle   See  dice  tests  on  page  XXX.    
them  face  down.  One  player  takes  a    
single  counter  at  a  time  from  the  pool   Each  player  is  rolling  to  beat  their  
without  looking  at  it.  The  other  player   army’s  individual  Recon  value,  as  
rolls  two  dice-­‐  one  dice  for  a  random   shown  in  their  army  list.  Roll  the  test  
column  and  another  dice  for  a  random   again  if  there  is  a  draw.    
row  to  give  a  grid  reference  where    
each  counter  will  be  placed.  If  the   The  winner  of  the  recon  test  decides  
location  contains  a  stack,  counters   who  will  be  the  starting  player.  The  
should  be  placed  on  the  highest  level   starting  player  then  places  his  models  
of  that  stack,  and  a  single  cube  may   anywhere  within  his  deployment  zone  
contain  more  than  one  item.   as  shown  on  the  map,  and  he  will  have  
  initiative  for  the  first  turn.  His  
If  a  dice  roll  would  place  a  counter  in   opponent  then  deploys  all  of  his  
either  player’s  deployment  zone  then   models  in  his  deployment  zone.  Non-­‐
that  counter  is  discarded.  For  this   Vehicle  models  can  be  deployed  on  
reason,  not  all  battles  will  have  the   any  level.  Vehicles  must  be  deployed  
same  amount  of  items.     on  level  1  (ground  level).    
   
When  you  have  placed  (or  been  forced   Start  the  Game  
to  discard)  a  total  of  eight  counters,    
put  the  remaining  counters  to  one   You  are  now  ready  to  start  the  first  
side.  They  will  not  be  used  in  this   round!  
battle.  
 
 

  9  
[Box  Out]  Dice  Tests       Attempting  a  test  
   
Some  actions  and  game  events  require   1) Take  number  of  dice  specified.  
a  dice  role  to  determine  its  success.     Apply   any   modifiers   to   the  
  number  of  dice  rolled,  as  listed  
These   rolls   are   called   tests   and   are   in  the  action  description.    
always   written   in   a   standard   format    
which  tells  you:     Important!   Modifiers   always   add   or  
  subtract  from  the  number  of  dice  to  be  
-­‐The  number  of  dice  to  be  rolled   rolled.   They   never   modify   the   target  
  stat  or  number  you  need  to  roll  on  an  
-­‐The  target  number:  The  relevant  stat   individual  dice  for  success.  
of   the   character   or   army   performing    
the  action,  or  simply  a  number.     If  the  modifiers  reduce  the  number  of  
  dice   you   can   roll   to   zero   or   less   then  
-­‐The  number  of  successes  required  (in   you   cannot   make   this   roll.   You   count  
brackets)  to  carry  out  the  action.   as  rolling  zero  successes  for  this  test.  
   
 If   this   is   an   (X)   it   means   that   both   2) Roll  all  the  dice  at  once  
players   roll   simultaneously   and   the   3)  
number   of   successes   you   roll   is    
compared  to  the  number  of  successes   a.Each  dice  is  read  separately.  
your  opponent  rolls  to  see  who  wins.      
  b.If   you   have   equalled   or   beaten   the  
If   an   action   offers   a   choice   between   stat  then  you  have  scored  a  success.  If  
two   or   more   stats   to   roll   against,   you   not  then  that  dice  is  a  failure.  
must   decide   which   one   to   use   before    
rolling  any  dice.     c.  Each  dice  that  shows  an  8  counts  as  
  one   success   AND   allows   you   to   then  
Example  1   roll  an  extra  dice.  If  you  roll  another  8  
A  ‘3  dice  4+  test  (1)’  would  require  you   with   this   extra   dice   then   it   is   another  
to  roll  3  dice.  Each  dice  result  that  is  a   success  and  you  get  yet  another  extra  
4   or   higher   counts   as   a   success,   and   dice.   Keep   rolling   again   until   you   roll  
only   a   single   success   is   required   to   something  other  than  an  8.    
perform  the  action.      
  4) Add   up   the   number   of  
Example  2     successes  to  find  your  total  and  
A  “3  dice  Shoot  test  (X)”  requires  that   determine  the  test  outcome  as  
both   you   and   your   opponent   to   roll   3   described  in  the  action.    
dice.   You   are   trying   to   equal   or   beat   Blank  Stats  
your  own  character’s  Shoot  stat.  Then   If  a  model  has  a  value  of  “-­‐”  for  the  
compare  the  number  of  successes  you   required  stat  then  it  may  not  choose  
rolled   against   the   number   your   to  perform  that  action.  If  a  model  with  
opponent  rolled  to  see  who  wins.  The   a  stat  of  “-­‐”  must  use  that  value  for  a  
different   is   the   number   of   successes   test  then  regardless  of  modifiers  it  
applied   to   the   action,   as   explained   in   rolls  no  dice  and  counts  as  making  
its  description.     zero  successes.  [End  box  out]  

  10  
PLAYING  THE  GAME   If  less  than  half  of  your  Strike  Team  
remains  on  the  battlefield  you  lose  the  
  ability  to  re-­‐roll  command.    
Deadzone   is   played   in   a   series   of    
rounds.   Rounds   always   begin   with   a   Your  command  dice  are  then  available  
Command   Roll   and   are   then   made   up   to  spend  during  your  turns  in  the  
of   alternating   player   turns.   During   a   coming  round  to  augment  the  actions  
turn   a   player   gets   to   do   something   of  your  strike  team.    You  can  spend  as  
with   a   model   of   their   choice.   Each   many  as  you  like  during  a  turn  and  
model  may  act  once  in  each  round  and   each  Command  dice  is  discarded  when  
when   all   models   on   the   battlefield   used.  Any  that  are  not  spent  by  the  
have  acted  the  round  is  over.     end  of  the  round  are  wasted.    
   
Each  round  follows  these  steps:   Taking  a  Turn  
  The  player  currently  taking  his  turn  
1) Roll  Command   has  the  initiative.  
2) Take  Turns    
3) End  Round     When  it  comes  to  your  turn  you  will  
  normally  activate  a  single  model,  
  following  these  steps:  
Rolling  Command    
Command  dice  are  a  representation  of   a) Choose  one  model  that  has  not  
how   the   training   and   cohesion   of   a   yet  acted  this  round  
well-­‐led   fighting   force   can   lead   to   b) Take  one  long  action,  or  up  to  
extraordinary   moments   of   inspiration,   two  short  actions    
cunning  and  good  fortune  in  battle.     c) Mark  it  with  an  activation  
  marker  
At  the  start  of  each  round,  before  any    
turns  are  taken,  each  player  rolls  their   Special  Cases:  
command  dice  to  generate  a  selection   Do  nothing  -­‐  You  can  choose  to  do  
of   special   actions   that   will   be   available   nothing  with  a  model  in  a  turn  if  you  
to   them   during   the   round.   The   player   want  to.  You  still  mark  it  as  activated  
with  initiative  goes  first:     and  your  turn  ends.    
  Pass  -­‐  If  you  have  fewer  models  
Roll  -­‐  Roll  3  command  dice   left  to  activate  than  your  opponent  
simultaneously     then  you  may  choose  to  pass  the  
  initiative  without  activating  anything.  
Re-­‐Roll  -­‐  After  rolling,  starting  with  the   If  all  your  models  have  been  activated  
player  with  initiative,  you  may   then  you  have  no  choice  but  to  pass.  
perform  one  single  re-­‐roll  of  as  many   In  this  case,  the  remainder  of  the  
of  your  dice  as  you  choose.  If  you  re-­‐ round  will  involve  the  other  player  
roll  any  dice  you  must  keep  the  new   taking  consecutive  turns  until  all  
result(s)       models  have  been  activated.    
   
     

  11  
End  Of  Round   a) Award  VPs  to  any  player  who  
  has  the  only  model(s)  present  
When  all  models  have  been  marked  as   in  an  objective  cube  
activated  the  round  is  over.  Follow   b) Count  the  VPs  in  each  player’s  
these  steps:   pool  to  see  if  either  has  won  
  the  battle  
c) If  the  battle  is  not  over  then    
remove  the  activation  markers   The  player  who  finished  activating  his  
from  all  models  and  start  a   models  first  starts  the  next  round  with  
new  round  by  rolling   the  Initiative.  
command.      
   
 
 
(box  out)    
 
The  symbols  and  meaning  of  the  command  dice  are:  
 
Symbol   Meaning   Notes  (explain  timing  of  use)  
+1[replace   +1  model  activation   Use   this   immediately   after   you   have   taken   a   turn   with   one  
with  pic  of   model   to   take   a   turn   with   another   who   has   not   yet   been  
final  icon]   activated.  If  you  have  rolled  this  result  several  times  then  you  
can  take  turns  with  several  models  in  a  row.    
Cube[replace   +1   dice   to   any   Add   1   dice   to   a   test   before   rolling.   If   you   have   rolled   this  
with  pic  of   normal  test   result  several  times  then  you  may  choose  to  add  more  than  
final  icon]   one  dice  to  a  single  test.  This  is  the  only  Command  dice  result  
you  may  use  during  your  opponent’s  Turn.  Each  dice  you  add  
uses  up  a  single  Cube  result.  
Move[replace   Additional   Move   The   Move   is   restricted   to   1   cube   only,   regardless   of   the  
with  pic  of   action   model’s   Speed   stat.   Each   model   may   have   only   one   of   the  
final  icon]   Move,   Shoot   or   Fight   results   spent   on   it   during   each   Turn,  
and  it  must  be  spent  while  that  model  is  active.  Can  be  used  
on   models   that   have   already   moved   via   a   move   or   sprint  
action.    
Shoot[replace   Additional   Shoot   Each   model   may   have   only   one  of   the   Move,   Shoot   or   Fight  
with  pic  of   action   results   spent   on   it   during   each   Turn,   and   it   must   be   spent  
final  icon]   while   that   model   is   active.   May   be   used   on   models   that   have  
already  taken  the  shoot  action.    
Fight[replace   Additional   Fight   Each   model   may   have   only   one   of   the  Move,   Shoot   or   Fight  
with  pic  of   action   results   spent   on   it   during   each   Turn,   and   it   must   be   spent  
final  icon]   while   that   model   is   active.   May   be   used   on   models   that   have  
already  taken  the  fight  action.  
Mantic  Splat!   Army  special   The   effect   is   different   for   each   army   and   explained   in   the  
without  text   army   list.   Army   special   effects   do   not   count   towards   any  
in  [replace   other   restriction   on   number   of   actions   per   turn   unless  
with  pic  of   specifically  mentioned  otherwise.  
final  icon]  
 
END  BOX  OUT  
 

  12  
ACTIONS   MOVE  (SHORT)  
   
When   a   model   is   activated   during   a   Each   model   has   two   movement   values  
player’s   turn,   it   may   perform   a   in   its   stat   line,   separated   by   a   dash.  
number  of  actions,  either:   (example)  
   
one   long   action   or   up   to   two   short   When  taking  the  move  action  a  model  
actions.     can  move  a  number  of  cubes  up  to  its  
  first   Speed   value,   or   to   reposition  
  itself   within   a   cube.   Each   move   must  
Actions:     be   into   an   adjacent   cube.   Diagonal  
  movement  is  permitted.  
   
• Move  (short)                                                                                                                                
• Sprint  (long)  
• Stand  Up  (short)  
 
• Shoot  (short)  
 
• Fight  (long)   (use   a   new   example,   without  
  secenery)  
• Special  Action  (Short)    
  The   active   model   in   the   centre   could  
A   model   that   is   in   the   middle   of   its   move   to   any   one   of   the   surrounding  
activation  is  called  the  active  model.   cubes.  
   
Important!   A   model   may   only   perform   Positioning  within  a  cube  
each  type  of  action  once  in  a  turn.      
  In   Deadzone,   a   model’s   exact  
However,   actions   generated   by   placement   within   a   cube   is   very  
command   dice   do   not   count   towards   important.   You   can   place   a   model  
this  limit,  and  may  result  in  duplicates.   wherever   you   like   on   the   board,  
  including   partly   over   the   lines   that  
  form  the  grid  between  cubes.  But  in  all  
  cases,   the   centre   of   a   model’s   base  
  defines  which  cube  it  is  in  
   
   
   
   
   
   
   
 
 
 
 

  13  
adjustment   required   to   fit   the   new  
model   into   the   cube.   The   owning  
player   always   decides   on   a   model’s  
exact   position   when   it   needs   to  
(Pic)   change  position  for  any  reason  
   
Both   models   are   in   the   same   cube   Moving  and  Fights  
even   though   the   one   on   the   left   is    
partly  overlapping  the  line.     If   a   model   moves   into   a   cube  
  containing   an   enemy   model,  
You  should  treat  the  edge  of  the  board   deliberately   or   otherwise,   then   they  
as   a   solid   wall   that   blocks   all   must   Fight   it   immediately   (see   Fight  
movement.  Models  can  only  move  off   action   on   page   XXX).   If   there   is   more  
the   board   if   specifically   allowed   by   the   than   one   enemy   model   in   the   cube  
mission   being   played.   A   model   that   then   the   moving   model   only   needs   to  
leaves  the  battlefield  cannot  return   Fight  one  and  may  choose  which.  
   
Cube  Capacity   If   a   model   is   in   a   cube   containing   an  
  enemy   model   and   wishes   to   leave  
Every   model   has   a   size   listed   in   its   stat   then  it  may  do  so  following  the  normal  
line.   Each   cube   can   hold   up   to   4   size   movement   rules.   However,   before   it  
worth  of  models  from  a  single  faction.   moves   one   of   the   enemy   models   in  
However,   it   is   possible   for   two   that   cube   (chosen   by   the   opposing  
different   factions   to   each   have   4   size   player)   may   Fight   the   moving   model.  
worth   of   models   in   a   single   cube,   The  moving  model  must  roll  a  Survive  
making  the  total  capacity  8.   test    (see  page  XXX)  –  it  cannot  choose  
  to   roll   a   Fight   test.   As   long   as   the  
When   moving   into   a   cube   already   model  is  not  Killed  or  Pinned  (see  page  
containing   one   or   more   models,   you   XX)  it  may  continue  its  movement.  
may   not   move   another   model   out   of    
the   way   unless   there   is   nowhere   else  
the   moving   model   could   be   possibly   Sprint  (Long)  
be  placed  within  that  cube.    
  The   model   may   move   up   to   their  
If  you  must  move  a  model  in  order  to   second   Speed   value   in   cubes.  
fit   in,   then   you   must   move   friendly   Otherwise,   the   rules   for   movement  
models   before   moving   enemy   ones   are  the  same  as  for  the  Move  action.    
and   only   make   the   minimum  

   

  14  
BOX  OUT   length   exist.   Only   one   of   them   needs  
  to   be   eligible   for   the   move   to   go  
The  effect  of  scenary  on  movement.     ahead.    
   
Moving  on  the  Same  Level      
   
In   order   to   move   into   an   adjacent    
cube,   the   shortest   orthogonal   path    
between   the   two   cubes   must   be   taken    
and   it   must   not   be   completely   blocked   Photographic  example  of  diagonal  
by  scenery  i.e  there  must  always  be  a   movement  from  A  to  B  on  the  same  
space   in   any   cube   face   you   pass   level,  with  arrows  showing  the  
through   which   is   big   enough   for   the   traceable  orthogonal  route  used  to  
model  to  fit  over,  under  or  through.     check  the  legality  of  this  move.  One  
  route  is  blocked,  shown  by  an  X,  the  
The  smallest  gap  a  model  can  squeeze   other  is  eligible  shown  by  the  model’s  
through  is  based  on  their  size  as  show   opaque  path  
in   the   table   opposite/below.   It   is   a    
good   idea   before   the   game   to   look   at    
the   scenery   you   are   using   with   your    
opponent  and  agree  what  is  what.      
   
  .  
Photographic  example  of  orthogonal    
movement  on  the  same  level  being    
blocked  by  a  solid  wall,  with  arrows    
indicating  that  to  go  over  the  wall,  or   Gap  Type   Models  
around  it,  would  mean  entering   that  fit  
BLOCKED     None  
another  cube  i.e.  not  taking  the  
100%  of  the  cube  face  -­‐  e.g  a  solid  wall  
shortest  route.  Also  show  a  legal   (Image  using  scenery  from  box  set)  
move,  through  a  gap  of  suitable  size.      
  SMALL  GAP   Size   1  
   Approx.   25%   of   the   cube   face   -­‐   e.g   a   only  
window  
 
(Image  using  scenery  from  box  set)  
   
  MEDIUM  GAP     Size   1-­‐
  Approx.   50%   of   the   cube   face   -­‐   e.g   a   2  
  door  
(Image  using  scenery  from  box  set)  
 
 
In   the   same   way,   when   making   a    
diagonal   move,   the   shortest   LARGE  GAP   Size   1-­‐
orthogonal   route   must   be   checked.   Approx.   75%   of   the   cube   face   -­‐   e.g   a   3  
This   is   always   traceable   through   a   large  blast  
cube   adjacent   to   the   destination,   and   (Image  using  scenery  from  box  set)  
   
any   cube   faces   passes   through   must  
not   be   totally   blocked.   Sometimes  
several   orthogonal   routes   of   equal  

  15  
  route   to   the   destination   must   not   be  
Moving  Up  and  Down  Levels     completely   blocked   according   to   the  
  rules  above.  
All   of   the   cubes   on   the   level    
immediately   above   and   below   the    It  is  assumed  that  the  elite  warriors  
cube   a   model   is   in   count   as   adjacent.   of  a  Deadzone  Strike  Team  are  
This   means   models   can   climb   or   sufficiently  well-­‐trained  to  be  able  to  
descend   scenery   using   a   move   action,   scramble  up  and  over  small  
including   moving   diagonally   up   or   obstacles  and  up  or  down  all  but  the  
diagonally  down.  To  do  so,  there  must   smoothest  walls.  So,  as  a  rule  of  
be   an   adjacent   cube   face   adjacent   to   thumb,  always  lean  towards  allowing  
the   model   containing   scenery   that   difficult  or  unusual  movement  
reaches   the   full   height   of   the   cube   provided  and  settle  any  disputes  with  
being   climbed   or   descended.   In   a  dice  roll.  
addition,   the   shortest   orthogonal  
   
   
   
   
   
   
   
Photographic  example  of  moving  up  a    
level  orthogonally,  climbing  a  full    
height  piece  of  scenery.      
   
   
   
   
   
Example  of  moving  diagonally  up  a    
level  from  A  to  B,  with  arrows  showing    
the  orthogonal  path  used.      
   
   
   
   
   
   
   
   
  3D  movement  example  text  to  be  
  added  when  we  have  the  images.  
 

  END  BOX  OUT


 

  16  
Shoot  (Short)    
 
   
To  take  this  action,  a  model  must  be   SHOOTING  
equipped  with  a  ranged  weapon  -­‐  one    
that  has  a  range  number  (R)  in  its  stat   The  player  take  the  shoot  action  rolls  a    
line.  Range  is  given  in  cubes  e.g.  R3.    
Weapons  with  range  RF  may  only  be   3  dice  Shoot  test  (X)  
used  in  a  Fight.          
   
Stat  line  example   BOX  OUT    
  Shoot  modifiers:  
Shoot  targets  a  single  model  -­‐  other    
models  in  the  same  or  intervening   • Clear  shot,  +2  Dice:    If  you  
cubes  are  not  affected.     have  a  completely  
  unobstructed  view  to  the  
The  target  must  be  within  the   whole  of  the  target  model.  
maximum  range  of  the  weapon,  and  in    
line  of  sight  (LOS)  from  the  model   • Friendly  Fire,  -­‐2  Dice:  If  there  
doing  the  shooting.     are  any  friendly  models  in  the  
Line  of  Sight     target  cube.  
LOS  is  calculated  by  looking  from  the   END  BOX  OUT  
model’s  perspective.  Take  a  model’s    
eye  view    and  ask  yourself  if  it  can  see    
the  target  model  at  all.  Remember  the   The  target  of  a  Shoot  action  must  roll  a    
model  includes  the  base  as  well  as  any    
weapons,  flamboyant  hairstyles,  tails,   3  dice  Survive  test  (X)  
etc.      
  Compare  the  total  number  of  
YES  –  Normally  you  will  be  able  to  see   successes  each  player  has  rolled  to  
at  least  part  of  the  model  and  the   find  the  outcome:    
clutter  of  the  environment  will    
obscure  the  rest.  This  allows  a  normal   Draw,  or  the  Survivor  has  more  
shot.   successes:  The  attack  misses.    
   
NO  -­‐  If  you  can’t  see  the  model  at  all   Shooter  has  more  successes:    
then  you  do  not  have  LOS  and  may  not   The  difference  in  number  of  successes  
take  the  action.     is  the  potential  damage  
  (see  damage  on  page  XXX)  
   
   
   
   
   
   
   

  17  
   
 
 
   
  Measuring  Distance  
  When  you  need  to  work  out  how  far  
a  model  can  move  or  shoot  you  use  
  the  same  method.  Just  count  the  
range  as  if  the  distance  was  all  on  
  one  level,  then  count  the  difference  
in  levels.  The  higher  of  these  two  
  numbers  is  the  distance/range.  
 
  You  never  count  the  cube  you  start  
Photographic  shooting   in  and  always  count  the  one  you  
examples  of  clear  shot/normal   finish  in.  
shot,    
 
   
 
   
   
 
   
   
 
   
     

 
 
 
 
 
 
 
 
 
 
 
 

  18  
FIGHT  (Long)   BOX  OUT  
Fight  Dice  Modifiers:  
 
These  dice  modifiers  are  the  same  for  
If  a  model  begins  its  Turn  in  the  same  
both  Fight  and  Survive  tests.  
cube  as  an  enemy  model  then  it  may  
 
choose  to  Fight  it.    
+1  dice  if  the  model  moved  into  this  
 
cube  in  this  action  
If  you  move,  deliberately  or  otherwise,  
 
into  a  cube  that  contains  an  enemy  
+1  dice  if  any  friendly  models  are  in  
you  initiate  a  fight  automatically,  
the  same  cube    
without  it  counting  as  an  action.    
(max  +1  dice,  not  +1  diceper  friendly  
 
model)  
If  there  is  more  than  one  enemy  
 
model  in  a  cube  the  active  model  
+1  dice  if  opponent  is  injured  (see  
chooses  which  one  it  will  fight.  
page  XXX)  
 
 
 A  model  with  a  Fight  stat  of  “-­‐”  may  
+1  dice  if  you  are  a  larger  size  than  
not  roll  during  fights.    
your  opponent    
 
 
Additional  weapons  that  can  be  used  
+1  dice  if  opponent  is  pinned  (see  
in  a  fight  are  those  with  range  F.  If  a  
page  XXX)  
model  has  more  than  one  range  F  
 
weapon  then  it  must  choose  which  
END  BOX  OUT  
one  to  use  before  any  dice  are  rolled.      
 
 
Compare  the  total  number  of  
The  player  initiating  the  Fight  rolls  a  
successes  each  player  rolled  in  their  
 
test  to  find  the  outcome:    
3  dice  Fight  test  (X)  
 
 
Draw,  or  the  survivor  wins:    
The  target  of  a  Fight  action  can  choose  
No  effect.  
whether  to  fight  back,  and  roll  
 
 
A  fighter  wins:  
 3  dice  Fight  test  (X)  
The  difference  in  number  of  successes  
 
is  the  potential  damage.  
or  simply  try  to  evade  the  blows  and  
 
roll:  
 
 
3  dice  Survive  test  (X)    
   
   
   
   
   
 
 
 
 
 

  19  
  Special  Action  
  (Short)  
 
Photography  and  or  artwork   This  is  a  catch-­‐all  action.  It  is  required  
for  some  mission  actions,  such  as  
showing  CLOSE  COMBAT      
calling  in  the  drop  ship,  setting  the  
timer  on  the  detonators,  and  so  on.  It  
  is  also  used  by  some  abilities.  The  
specific  rules  and  effects  of  a  Special  
  action  are  described  by  the  mission  or  
ability  that  calls  for  it.  
 
   
 
  Stand  up  (short)  
 
  A  Pinned  model  (see  page  xxx)  must  
choose  Stand  Up  as  its  first  action  of  
  its  turn,  if  it  acts  at  all.  Its  owner  
positions  the  model  standing  up,  
anywhere  in  the  same  cube.    
   
If  a  Pinned  model  Stands  Up  in  a  cube  
  containing  an  enemy  model,  then  it  is  
immediately  attacked.  The  opposing  
player  chooses  one  of  the  enemy  
  models  in  that  cube  to  Fight  the  active  
model.  The  model  that  is  Standing  Up  
  must  roll  Survive  –  it  cannot  choose  
Fight.    

     

 
 
 
 

  20  
   
 
DAMAGE   Total  damage  to  the   Effect  
model  
  0  damage.   The  model  is  
A  model  is  always  in  one  of  three   undamaged.  
damage  states:   1  or  more  damage,   The  model  is  injured.  
but  not  more  than   Mark  the  model  with  
  the  model’s  size.   damage  counters  
Undamaged  -­‐  The  initial  state  of  a   equal  to  the  actual  
model  at  deployment.     damage  caused.    
  More  damage  than   The  model  is  killed.  
Injured  -­‐  The  model  continues  to  fight.   the  model’s  size.  
They  suffer  negative  modifiers  in  a  few    
tests  but  are  otherwise  able  to   Example:    
continue  as  normal.   A  size  2  model  is  hit  by  an  attack  that  
  resolves  with  a  potential  damage  of  2.  
Dead  -­‐  The  model  is  removed  from  the   Looking  at  the  table  we  can  see  that  
game.     this  would  kill  an  unarmoured  model  
  of  this  size.  Luckily  the  model  is  
Resolving  Damage   wearing  Armour  1.  Unluckily,  the  
  attack  is  with  an  AP1  weapon.  The  AP1  
Each  successful  attack  generates  an   reduces  the  armour’s  effectiveness  to  
amount  of  potential  damage.  The   zero,  meaning  that  the  model  still  
effect  of  this  potential  damage  is   suffers  2  damage  and  dies.    
resolved  as  follows:    
   
1) The  target  model’s  armour  is   Photography  or  artwork  
reduced  by  the  AP  ability  of  the  
attack,  down  to  a  minimum  of  
of  a  wounded  trooper    
0    
 
2) The  target  model’s  armour  is      
subtracted  from  the  potential  
damage  to  find  the  actual  
damage  caused.    
 
3) This  damage  is  added  to  any  
previously  sustained  damage  
and  compared  to  the  model’s  
size,  using  the  following  table:    
 
 
 
 
 
 
 
 

  21  
 
Full  page  
artwork/photography    
 
   

  22  
ADDITIONAL  RULES  
 
Most  of  your  games  will  be  covered  by  
the  preceding  core  rules.  However,  
there  are  some  unusual  situations  and  
these  are  described  below.    
 
Pinned      
   
In  the  midst  of  combat,  models    
sometimes  get  blasted  off  their  feet,   Scatter  is  always  worked  out  initially  
or  simply  choose  to  hit  the  deck  in   on  the  same  level.  Then,  if  the  model  
order  to  avoid  incoming  fire.  This  is   or  item  scatters  into  a  cube  that  has  
called  being  pinned.  To  show  a  model   no  floor  on  that  level  then  it  will  fall  
is  pinned,  simply  lie  it  down.   until  it  lands  on  something.    
   
A  Pinned  model  that  is  attacked  in  a   If  a  cube  has  a  partial  floor,  such  as  a  
Fight  action  will  Stand  Up   half-­‐width  walkway  or  a  floor  with  a  
automatically  and  without  counting  it   trapdoor,  then  roll  to  see  if  the  model  
as  an  action.  Their  opponent  gains  the   or  item  has  landed  on  it  or  fallen  past.  
+1  for  fighting  a  Pinned  enemy  only   Roll  a  single  dice  to  see  whether  they  
land  on  the  walkway  or  carry  on  
during  that  first  Fight.  
falling.    
 
 
   
On  a  1-­‐4  the  model  or  item  misses  
  the  walkway  and  continues  to  fall.  
On  a  5+  they  land  on  the  walkway.  
Scatter      
  In  this  way,  a  model  or  item  may  
Sometimes  an  explosion  or  other   scatter  into  another  cube  on  the  same  
effect  will  cause  a  model  or  item  to  be   level,  or  fall  into  a  lower  level.  Nothing  
moved  into  a  random  adjacent  cube.   ever  scatters  upward.    
Random  movement  of  models  or    
items  is  called  scattering  and  is  usually   If  the  scatter  move  is  completely  
worked  out  with  a  single  dice  roll.  Use   blocked  by  solid  walls  then  the  model  
the  scatter  diagram  shown  below.   or  item  simply  bounces  back  into  the  
Simply  move  the  model  or  item  in   original  cube.    
question  one  cube  in  the  direction    
indicated.  Agree  on  which  cubes   Items  can  always  fit  in  a  cube.  If  a  
correspond  to  each  numbered   model  scatters  into  a  cube  that  it  
location  before  rolling.     cannot  fit  into  due  to  the  size  
  limitations  explained  above,  then  it  
must  bounce  back  into  the  original  
cube  (if  on  the  same  level)  or  scatter  

  23  
again  from  that  cube  (if  it  has  already   The  model  is  Pinned.  
fallen  to  a  lower  level).      
  Gravity  wins:    
Models  that  fall  or  are  thrown  into   The  model  is  Pinned,  and  the  
walls  may  take  damage.  See  the  rules   difference  in  number  of  successes  is  
for  whatever  caused  the  scatter  for   the  potential  damage.  
more  details.      
   
  [box  out]  

Slammed  Into  Walls   Where  is  “Directly  Away”?  


A  number  of  weapon  effects  move  a  
  target  “directly  away”  from  the  
If  a  model  is  thrown  into  a  wall  that   attacker  or  the  explosion.  How  do  you  
blocks  its  movement  into  a  different   work  out  where  this  is?  
cube  it  takes  a    
  Use  a  normal  Line  of  Sight  between  
 3  dice  Survival  test  (X)   attacker  and  target  to  work  out  where  
  the  model  moves.  Continue  the  LOS  
and  remains  in  the  original  cube.     from  the  attacker  through  the  target  
  and  into  the  first  new  cube  beyond  
The  wall  rolls   the  one  the  target  is  standing  in.  If  
  there  is  any  choice,  the  attacker  may  
 3  dice  5+  test  (X)   decide.  If  the  attacker  and  target  are  
  in  the  same  cube  then  the  attacker  
Draw  or  Survivor  wins:     chooses  which  adjacent  cube  to  move  
The  model  is  unharmed.   the  target  into.    
   
Wall  wins:     [end  box  out  
The  model  is  Pinned,  and  the      
difference  in  number  of  successes  is  
the  potential  damage.  
 
Falling  
 
If  a  model  falls  or  jumps  down  more  
than  one  cube  it  rolls:  
 
3  dice  Survival  test  (X)  
 
Gravity  rolls:  
 
3  dice  5+  test  (X)  
with  +1  dice  per  cube  the  model  falls.  
 
Draw  or  Survivor  wins:    

  24  
   
MISSIONS   Larger  Games  
  Predefined  strike  teams  are  100  
Not  all  armies  are  fighting  for  the   points.  This  gives  a  fast  and  brutal  
same  things.  Some  want  to  conquer,   game.  If  you  want  to  play  a  slightly  
others  see  themselves  as  freedom   longer  game,  you  can  increase  the  size  
fighters,  a  few  simply  want  to  survive.     of  the  strike  teams  to  150  or  even  200  
  points.  Before  you  start,  agree  with  
your  opponent  how  large  a  battle  you  
PATROL   want  to  play.  Obviously  the  increase  in  
  points  will  change  the  number  of  VPs  
To  get  started,  we  recommend  the   required  for  victory.  
Patrol  mission  which  is  ideal  for    
learning  the  game.  Set  up  the   Strike  team  points   VPs  required  to  win  
100   12  
battlefield  as  described  on  page  7  
150   16  
(XXX)  of  this  book.     200   20  
   
12  VPs  is  the  target.    
  New  Recon  Effects  
VPs  are  earned  for  the  following:   You  always  need  to  make  a  Recon  test  
  at  the  start  of  a  battle  to  decide  who  
• Killing  an  enemy  model  (VP   starts  with  the  initiative.  With  special  
value  of  that  model).   missions,  as  well  as  the  normal  result  
• Holding  an  objective.  You   of  that  test,  the  difference  in  number  
must  have  the  only  model(s)   of  successes  is  the  number  of  dice  the  
in  that  cube.  You  get  1VP  or  2   winner  rolls  on  the  table  below.  Each  
VPs  (depending  on  the   dice  roll  and  result  is  dealt  with  
objective)  at  the  end  of  each   separately,  and  resolved  entirely,  
Round  you  hold  it.  The  VPs   before  the  next  one  begins.  The  player  
are  awarded  per  objective  
that  rolled  the  dice  may  choose  the  
controlled,  not  per  model  on  
order  they  are  resolved.  
the  objective.  
     
• Collecting  intel  (1VP  per   Roll   Recon  Effect  
counter).   1   Look  at  1  loot  counter,  then  replace  
  it,  face  down,  in  the  cube  it  came  
from.  
NEW  MISSIONS   2   Look  at  up  to  3  loot  counters,  then  
  replace  them,  face  down,  in  the  
cube  they  came  from.  
After  you  have  played  a  few  games,   3   Choose  a  loot  counter  and  discard  
you  may  decide  to  try  something   it  without  looking  at  it  or  showing  it  
special.  There  are  a  number  of  ways  to   to  your  opponent.    
4   Move  one  model  up  to  one  cube.  
make  a  battle  special.  Try  each   Do  not  mark  it  as  activated.  The  
approach  on  its  own  or  use  several  at   model  may  not  move  into  a  cube  
once.   that  is  occupied  by  the  enemy.  
5   Move  two  different  models  up  to  
1) Play  a  larger  game.     one  cube  each.  Do  not  mark  them  
2) Add  more  Recon  effects   as  activated.  Models  may  not  move  
3) Play  a  different  mission   into  a  cube  that  is  occupied  by  the  
enemy.  

  25  
6   Move  three  different  models  up  to    
one  cube  each.  Do  not  mark  them  
as  activated.  Models  may  not  move  
 
into  a  cube  that  is  occupied  by  the    
enemy.    [box  out]  
7   Remove  one  of  your  models  from  
the  battlefield  -­‐  it  is  on  a  flanking  
Keeping  Missions  Secret  
manoeuver.  At  the  end  of  the  first  
Round,  place  the  model  in  any   Missions  are  much  more  fun  if  you  can  
empty  cube  along  the  left  or  right   keep  them  secret  from  your  opponent  
hand  side,  adjacent  to  the  board  
until  the  end.  There  are  a  number  of  
edge.  The  model  can  act  as  normal  
from  the  second  Round.   simple  ways  to  do  this.  
8   Choose  any  one  result.    
  • Write  down  the  mission  name.  
  • Leave  a  dice  under  a  cup.  
Unless  otherwise  stated,  apply  these   • Tell  a  friend  who’s  not  taking  
effects  before  the  first  Turn  begins.       part  in  the  battle.  
  • Use  the  mission  cards.  
 
Different  Missions  
As  long  as  you  can  track  which  secret  
Always  set  up  the  battlefield  as  you  
mission  you  are  really  on  the  exact  
would  for  a  Patrol.    
means  of  doing  so  is  unimportant.    
 
 
At  the  start  of  a  game,  after  you  have  
Always  track  VPs  openly  as  if  you  were  
chosen  your  strike  teams  and  laid  out  
doing  a  Patrol  mission.  Don’t  forget  
the  battlefield  as  described  on  page  
that  VPs  earned  by  your  secret  mission  
XXX,  each  player  rolls  a  single  on  the  
are  on  top  of  these.    
special  mission  table  for  their  own  
 
army.    
[end  box  out]  
 
 
Special  missions  are  faction-­‐specific.  
 
Some  factions  share  similar  or  even  
 
identical  missions,  but  the  
 
combination  of  missions  they  may  be  
tasked  with  is  unique.     Pathfinder  Missions  
  Roll   Mission  
  1-­‐2   Patrol.    
  3-­‐4   Staking  a  Claim.  Objectives  earn  
double  VPs.  Model  kills  are  worth  
 
half  the  normal  VPs.  
  5-­‐6   Assassination.  Earn  double  VPs  for  
  killing  enemy  Leaders.  Objectives  
  earn  0  VPs.    
  7-­‐8   Lie  of  the  Land.  Each  friendly  model  
that  moves  off  the  board  through  
 
the  enemy  deployment  zone  earns  
  twice  their  own  VP  value  in  VPs.    
 
   
 
   

  26  
Pre  Gen  Strike  Teams  
 
For  you  first  game,  see  how  these  two  150pt  strike  teams  face  off.    
 
Enforcers  
Enforcer  Captain,  2  x  Enforcers,  2  x  Peacekeepers,  1  x  Frag  Grenades  
 
Name   Weapons  &   Abilities  
Equipment  

Armour  
Survive  
Points  

Speed  

Shoot  

Fight  
Type  

Size  

VPs  
Enforcer   Pistol:  R3   Tactician  
Captain   Energy   (2)  
38   L   1-­‐2   4+   5+   4+   1   1   4   Gauntlet:  RF,  
Knockback  
Jump  Pack  
Enforcer   Laser  Rifle:    
16   T   1-­‐2   4+   6+   4+   1   1   2   R6  
Jump  Pack  
Peacekeeper   Double-­‐  
barrelled  
Laser  Rifle:  
R6,  Weight  of  
30   S   1-­‐2   4+   5+   4+   1   2   3   Fire  
Energy  
Gauntlet:  RF,  
Knockback  
Jump  Pack  
 
Veer-­‐Myn  
Brood  Mother,  Stalkers  x  6,  Night  Terrors  x  2  
 
Name   Weapons  &   Abilities  
Equipment  
Armour  
Survive  
Points  

Speed  

Shoot  

Fight  
Type  

Size  

VPs  

Brood  Mother   Chem  Staff:     Tactician  (2)  


R1,  AP1,  It  
5
38   L   1-­‐2   5+   4+   2   2   4   Burns!  
+  
Claws:  RF,  
AP1  
Stalker   4 5 Ray  Pistol:    
10   T   2-­‐3   7+   1   0   1  
+   +   R2    
Night  Terror   4 Scythes:  RF,   Rampage  
26   S   2-­‐3   -­‐   5+   2   0   3  
+   AP1,  Frenzy  
   

  27  
Building  your  own  Strike  Team    
 
Before   a   game   of   Deadzone,   each   gear   as   shown   in   its   stat   line.   In  
player   is   allocated   a   certain   number   addition,  you  can  equip  models  with  
of   points   to   spend   on   building   their   even   more   weapons   and   gear   from  
strike   team.   The   number   of   points   the   lists   provided.   These   each   have   a  
available   might   be   dictated   by   the   point   cost   and   this   is   added   to   the  
mission   description,   or   can   be   total   cost   of   the   strike   team.  
agreed   with   your   opponent   However,   there   are   two   things   to  
beforehand.   Typical   games   range   remember   when   taking   extra  
from   150   to   300   points   to   keep   weapons  and  gear:  Rarity  and  VPs.    
things  manageable,  but  larger  battles    
are  possible  if  you  wish.     Rarity    
  Strike   teams   have   limited   supplies  
First,   decide   which   faction   you   Rarity   Strike  Team’s  Total  Points  Budget  
want   to   be.   The   Army   List   100pts   150pts   200pts   250pts   300pts  
section   of   this   book   (see   page   Common   2   3   4   5   6  
XXX)   contains   information   about  
Rare   1   1   2   2   3  
each   faction   and   the   point-­‐cost  
for   each   model.   Then,   choose   a   Unique   1   1   1   1   1  
strike   team   from   your   chosen   army   and   the   rarity   of   an   item   limits   how  
(you  cannot  mix)  being  careful  not  to   many  of  each  type  you  can  take  to  a  
exceed  the  agreed  limit.     battle.    
   
Strike   teams   are   selected   using   the    
following  structure:   VPs  
  Loading  up  on  weapons  and  gear  is  a  
double   edged   sword.   While   it   might  
make   a   trooper   more   combat  
effective,   it   also   makes   him   a   high  
value  target  which  the  enemy  would  
do   well   to   bring   down.   As   a   result  
some  weapons  and  gear  include  a  VP  
value.   These   VPs   are   added   to   the  
  standard   VPs   awarded   to   your  
  opponent  for  killing  your  model.    
You  can  only  take  one  leader    
  For  example,  an  Enforcer  is  normally  
You  can  take  any  number  of  Troops   worth   2   VPs   to   the   enemy.   Equip  
  that   Enforcer   with   a   Thermal   Rifle,  
You  may  take  one  Specialist  for  each   and  he  becomes  worth  3  VPs  if  slain.    
troop  taken    
  When  you  have  made  your  
You   may   take   one   Vehicle   for   every   selections,  note  everything  down  on  
three  troops  taken   your  army  sheet  and  you  are  ready  
  to  deploy!    
Each   model   comes   equipped   with   a  
standard   loadout   of   weapons   and  

  28  
STAT  LINES   • Shoot:   written   as   a   value   to  
be  rolled  on  a  single  dice,  e.g.  
  4+.  It  is  never  modified.  
Each   type   of   model   has   its   own   stat   • Fight:  written  as  a  value  to  be  
line   that   defines   how   good   it   is   at   rolled   on   a   single   dice,   e.g.   5+.  
Shooting,     It  is  never  modified.  
Fighting,  and  so  on.  During  the  game,   • Survive:   written   as   a   value   to  
you  are  free  to  examine  the  stat  lines   be  rolled  on  a  single  dice,  e.g.  
of  the  other  player’s  models.     3+.  It  is  never  modified.  
  • Size:   a   fixed   value   describing  
Example  Statline   the   height   or   bulk   of   the  
  model   to   determine   how  
  many  can  fit  in  a  cube.  This  is  
  also   a   measure   of   how   much  
  damage   the   model   can   take  
  before   it   is   removed   from  
Stat  lines  contain  a  lot  of  information   play.  
about  the  model:   • Armour:   a   fixed   value  
  describing   the   amount   of  
• Name:   the   name   of   this   type   protection   the   model   has  
of  model.   from  damage.  
• Points:   the   amount   of   points   • VPs:   the   amount   of   VPs   your  
it  costs  to  include  a  single  one   enemy   earns   if   they   kill   this  
of   this   type   of   model   in   your   model.  
strike  team.   • Weapons   &   Equipment:   a  
• Type:   Models   are   divided   list   of   the   most   important  
into   a   number   of   categories   items  on  the  model.  Weapons  
depending   on   their   place   in   have  some  stats  of  their  own:  
the   faction’s   hierarchy   and   o Range:   This   is   the  
duties   on   the   battlefield.   The   maximum   weapon  
different  possible  types  are:   range   in   cubes.   RF  
o Leader   (L):   the   weapons   may   only   be  
commanders   of   a   used  in  a  Fight.    
faction.     o AP:   The   armour  
o Trooper   (T):   normal   penetration   of   the  
rank  and  file.     weapon.    
o Specialist   (S):   models   o Excess   AP   values   are  
with   unusual   ignored.  See  page  XXX.  
weapons,   training   or   • Abilities:   any   special   skills  
equipment.     the  model  may  have.  See  page  
o Character   (C):   a   XXX  for  an  alphabetical  list  of  
named  individual.     all  the  abilities.    
• Speed:   written   as   two      
numbers.   The   first   is   the  
Move   distance   in   cubes,   the  
second   is   for   the   Sprint  
action.    

  29  
   

   

   
 
FULL  PAGE    PLAGUE  ART  
 
 
 
   

  30  
THE  PLAGUE    
 
 
FLUFF  
Box  out  SPECIAL  RUES  
 
Strike  Teams  led  by  a  Plague  Stage  1A:  
Recon  5+  
Fury:  
You  may  spend  a  Special  result  on  your  Command  Dice  to  re-­‐roll  your  dice  for  a  
Fight  test.    
 
 
 
Strike  Teams  led  by  a  Plague  Stage  3A    
Recon  4+    
 Infection:    
When  an  enemy  model  is  killed  you  may  spend  an  Army  Special  result  on  your  
Command  Dice  to  spread  the  Infection  and  raise  it  again  as  a  Zombie.  Swap  the  
dead  enemy  model  for  a  Pinned  Zombie  in  the  same  cube.  The  Zombie  is  marked  
as  activated  for  this  Round.  The  original  model  is  dead  and  the  Zombie  is  counted  
as  part  of  the  Plague  strike  team.    
 
END  BOX  OUT  
 
(photography  of  the  army  in  action)      
 
 
   

  31  
 
 
 
(photography  of  several  of  the  key  minis  from  the  table  )    
 
Leaders  
 
Name   Weapons  &   Abilities  
Equipment  

Armour  
Survive  
Points  

Speed  

Shoot  

Fight  
Type  

Size  

VPs  
Stage  1A   Talons:  RF,   Tactician  
36   L   1-­‐1   -­‐   3+   4+   3   1   4  
AP1   (2),  Tough  
Stage  3A   Tactician  (1)  
16   L   2-­‐3   6+   5+   5+   1   0   2   Rifle:  R6  
“General”  

 
Troops  
 
Name   Weapons  &   Abilities  
Equipment  
Armour  
Survive  
Points  

Speed  

Shoot  

Fight  
Type  

Size  

VPs  

Stage  3A   Pistol:  R3    


gunner     HMG:  R6,  
12   T   2-­‐3   5+   6+   5+   1   0   1  
Weight  of  
Fire  
Stage  3D   Beast  
6   T   2-­‐3   -­‐   5+   6+   1   0   1   Fangs:  RF    
Hellhound  
Stage  3A   10   T   2-­‐3   6+   5+   5+   1   0   1   Rifle:  R6    
Stage  3Z   Horde,  
Bare  Hands:  
Zombie   6   T   1-­‐2   -­‐   5+   5+   1   0   0   Tough,  
RF  
Vulnerable  
Stage  2A   Rampage  
16   T   1-­‐2   -­‐   4+   4+   2   1   2   Talons:  RF  

 
 

 
 
 
 
 
 
  32  
 
(photography  of  several  of  the  key  minis  from  the  table)    
 
 
Specialists  
 
Name   Weapons  &   Abilities  
Equipment  

Armour  
Survive  
Points  

Speed  

Shoot  

Fight  
Type  

Size  

VPs  
Aberration   Rampage  
Talons:  RF,  
40   S   1-­‐2   -­‐   2+   4+   4   1   4   AP1,  
Knockback  
Plague   Acid  Bite:  RF,   Agile,  
20   S   1-­‐2   -­‐   3+   5+   2   0   2  
Swarm   AP1   Tough  
Plague   Claws:  RF,   Teleport,  
Teraton   38   S   1-­‐2   -­‐   4+   5+   3   1   4   Knockback   Tough  
 

 
Vehicles    
 
Name   Weapons  &   Abilities  
Equipment  
Armour  
Survive  
Points  

Speed  

Shoot  

Fight  
Type  

Size  

VPs  

Plague  Strider   Assault  Flamer:   Vehicle  


R2,  Volatile,  It  
40   V   1-­‐2   6+   4+   4+   4   3   4   Burns!  
Chainsaw:  RF,  
AP1  

 
 
 
 
 
 
 
 

  33  
(photography  of  several  of  the  key  minis  from  the  table)    
 
 
Weapons  
 
Weapon   Points   VPs   Range   AP   Abilities  
Pistol   0   0   R3   -­‐    
Rifle   2   0   R6   -­‐    
HMG   4   0   R6   -­‐   Weight  of  
Fire  
Grenade   8   1   R5   -­‐   Indirect  (3)  
launcher  
Mortar   12   1   R6   -­‐   Indirect  (4),  
Heavy,  Slow  
Reload  
Assault   6   1   R2   -­‐   Volatile,  It  
Flamer   Burns!  
Chainsaw   4   0   RF   AP1    
 
 
 
 
 
Gear  
 
Item   Points   Rarity    
Ammo   2   Common  
AP  ammo   4   Rare  
Energy  Shield   12   Unique  
(3)  
Frag  grenade   4   Common  
Holo  sight   8   Rare    
Smoke   4   Common  
Grenade  
 
   

  34  
 
FULL  PAGE    ENFORCER  ART  
 
 
 
 
 
 
 
 
 
 
 

  35  
THE  ENFORCERS  
 
.    
 
Box  out  –  Special  Rules  
 
Strike  Teams  led  by  an  Enforcer  Leader:      
 
Recon  4+    
 
Stalwart:    Enforcers  are  famed  for  their  resilience  and  stubbornness.  You  may  
spend  a  Special  result  on  your  Command  Dice  to  immediately  re-­‐roll  any  number  
of  your  dice  in  a  Survive  test.    
 
 END  BOX  OUT  
 
 
 
(photography  of  the  army  in  action)      
 
 
 
 
 
   

  36  
(photography  of  several  of  the  key  minis)    
 
               
Leaders  
 
Name   Weapons  &   Abilities  
Equipment  

Armour  
Survive  
Points  

Speed  

Shoot  

Fight  
Type  

Size  

VPs  
Enforcer   Pistol:  R3   Tactician  
Captain   Energy   (2)  
38   L   1-­‐2   4+   5+   4+   1   1   4   Gauntlet:  RF,  
Knockback  
Jump  Pack  
Enforcer   Pistol:  R3   Tactician  
Sergeant   Energy   (1)  
28   L   1-­‐2   4+   5+   4+   1   1   3   Gauntlet:  RF,  
Knockback  
Jump  Pack  
 
 
Troops  
 
Name   Weapons  &   Abilities  
Equipment  
Armour  
Survive  
Points  

Speed  

Shoot  

Fight  
Type  

Size  

VPs  

Enforcer   Laser  Rifle:    


16   T   1-­‐2   4+   6+   4+   1   1   2   R6  
Jump  Pack  
Assault   Pistol:  R3    
Enforcer     Wristblade:  
14   T   1-­‐2   5+   5+   4+   1   1   1  
RF,  AP1  
Jump  Pack  
Pathfinder      
16   T   1-­‐2   4+   6+   4+   1   0   2   Tag  rifle:  R6    
 
 
 
   

  37  
 
 
 
(photography  of  several  of  the  key  minis)    
 
Specialists  
 
Name   Weapons  &   Abilities  
Equipment  

Armour  
Survive  
Points  

Speed  

Shoot  

Fight  
Type  

Size  

VPs  
Peacekeeper   Double-­‐  
barrelled  
Laser  Rifle:  
R6,  Weight  of  
30   S   1-­‐2   4+   5+   4+   1   2   3   Fire  
Energy  
Gauntlet:  RF,  
Knockback  
Jump  Pack  
Enforcer   Pistol:  R3   Medic  
20   S   1-­‐2   5+   6+   4+   1   1   2  
Medic   Jump  Pack  
Enforcer   Laser  Rifle:   Engineer  
Engineer   14   S   1-­‐2   5+   6+   4+   1   1   2   R6  
Jump  Pack  
DOG  Drone   Burst  Laser:    
12   S   2-­‐4   6+   -­‐   6+   1   0   1   R8,  Weight  of  
Fire  
 
 
 
Vehicles  
 
Name   Weapons  &   Abilities  
Equipment  
Armour  
Survive  
Points  

Speed  

Shoot  

Fight  
Type  

Size  

VPs  

Enforcer  Jet   Double-­‐ Vehicle  


Bike   barrelled  
24   S   1-­‐5   4+   6+   4+   2   1   2   Laser  Rifle:  
R6,  Weight  of  
Fire  
Enforcer   Equalizer:   Vehicle  
Strider   42   S   1-­‐2   4+   5+   4+   4   3   4   R12,  AP3,  
Weight  of  Fire  
 
 
 
 
 
 
 

  38  
 
(photography  of  several  of  the  key  minis  
 
Weapons  
 
Weapon   Points   VPs   Range   AP   Abilities  
Pistol   0   0   R3   -­‐    
Laser  Rifle   2   0   R6   -­‐    
Incinerator   4   0   R2   -­‐   Volatile,  It  
Burns!  
Burst  Laser   4   0   R8   -­‐   Weight  of  
Fire  
Thermal   6   1   R3   AP2    
Rifle  
Missile   8   1   R8   AP5   Heavy  
Launcher  
Sniper  Rifle   12   1   R10   -­‐   Heavy,  
Sniper  Scope  
Double-­‐ 4   0   R6   -­‐   Weight  of  
barrelled   Fire  
Laser  Rifle  
Energy   4   0   RF   -­‐   Knockback  
Gauntlet  
Tag  rifle   8   0   R6   -­‐   Tag  
Combat   2   0   R2   -­‐   Knockback  
Shotgun  
Wristblade   6   0   RF   AP1    
 
Gear  
 
Item   Points   Rarity    
Ammo   2   Common  
AP  ammo   4   Rare  
Defender   6   Rare  
Shield  
Frag  grenade   4   Common  
Holo  sight   8   Rare    
Medi-­‐Pack   6   Common  
Sentry  Gun   8   Rare  
Smoke   4   Common  
Grenade  
Thermal   4   Rare  
Mines  
 
   
 
 
 
   

  39  
 
FULL  PAGE  VEER-­‐MYN  ART  
 
 
 
 
 
 
 
 
 
 
 
   

  40  
THE  VEER-­‐MYN      
   
Fluff  
 
 
Box  out  -­‐  SPECIAL  RUES  
 
Strike  Teams  led  by  a  Brood  Mother:  
Recon  4+    
Bodyguard:    
When   the   Brood   Mother   is   the   target   of   a   Shooting   attack,   you   may   spend   a   Special  
result  on  your  Command  Dice  to  move  a  Crawler  or  Stalker  one  cube  into  the  path  of  the  
attack,  anywhere  along  the  line  of  sight.    
 
Strike  Teams  led  by  a  Progenitor:    
Recon  3+    
Surge:    
A  Veer-­‐myn  model  that  was  already  marked  as  activated  at  the  start  of  this  Turn  
may  make  a  Move  action  of  up  to  1  cube.  This  may  trigger  Fights  as  normal.  End  
box  out  
 
 
 
 
 
 
 
 
 
 
 
(photography  of  the  army  in  action)      
 
   

  41  
(photography  of  several  of  the  key  minis)    
 
 
 
 
 
LEADERS  
 
Name   Weapons  &   Abilities  
Equipment  

Armour  
Survive  
Points  

Speed  

Shoot  

Fight  
Type  

Size  

VPs  
Brood  Mother   Chem  Staff:     Tactician  (2)  
R1,  AP1,  It  
5
38   L   1-­‐2   5+   4+   2   2   4   Burns!  
+  
Claws:  RF,  
AP1  
Progenitor   Ray  Gun:  R4,   Tactician  (1)  
30   L   2-­‐3   5+   5+   4+   1   0   3  
Weight  of  Fire  

 
 
 
 
TROOPS  
 
Name   Weapons  &   Abilities  
Equipment  
Armour  
Survive  
Points  

Speed  

Shoot  

Fight  
Type  

Size  

VPs  

crawler   Ray  Gun:  R4,    


12   T   2-­‐3   6+   5+   5+   1   0   1  
Weight  of  Fire  
Stalker   10   T   2-­‐3   7+   4+   5+   1   0   1   Ray  Pistol:  R2      
Malignus   Chem    
Chem   Thrower:    
Thrower   18   S   1-­‐3   5+   6+   5+   1   0   2   R1,  AP1,  
Volatile,  It  
Burns!  
 
 
 
 
 
 
 

  42  
 
 
photography  of  several  of  the  key  minis)  
 
 
SPECIALISTS  
Name   Weapons  &   Abilities  
Equipment  

Armour  
Survive  
Points  

Speed  

Shoot  

Fight  
Type  

Size  

VPs  
Nightmare     Big  Drill:  RF,   Tough  
AP1  
Chem  
32   S   1-­‐2   6+   4+   4+   2   0   3  
Thrower:    
R1,  AP1,  It  
Burns!  
Night  Terror   Scythes:  RF,   Rampage  
26   S   2-­‐3   -­‐   4+   5+   2   0   3  
AP1,  Frenzy  
 
 
VEHICLES  
 
Name   Weapons  &   Abilities  
Equipment  
Armour  
Survive  
Points  

Speed  

Shoot  

Fight  
Type  

Size  

VPs  

Weapons   Heavy  Chem   Vehicle  


Platform   Thrower:    
30  
with  Heavy   S   1-­‐4   6+   5+   5+   3   0   3   R3,  AP2,  
 
Chem   Volatile,  It  
Thrower   Burns!  
 
   

  43  
(photography  of  several  of  the  key  minis)    
 
 

WEAPONS  
 
Weapon   Points   VPs   Range   AP   Abilities  
Ray  Pistol   0   0   R2   -­‐    
Ray  Gun   4   0   R4   -­‐   Weight  of  
Fire  
Chem  Staff   6   1   R1   AP1   It  Burns!  
 
Chem   4   0   R1   AP1   Volatile,  It  
Thrower   Burns!  
Chem   10   1   R6   AP2    
Spitter  
Chemical   12   1   R5   -­‐   Indirect  (4)  
Grenade    
Launcher  
Big  Drill   6   0   RF   AP1    
   
Two-­‐ 8   1   RF   AP3    
Handed  
Drill  
Pair  of   8   1   RF   AP1   Frenzy  
Drills    
Heavy  Chem   12   1   R3   AP2   Volatile,  It  
Thrower         Burns!  
Scythes   8   1   RF   AP1   Frenzy  
Heavy  Chem   20   2   R8   AP3    
Spitter    
 
GEAR  
 
Item   Points   Rarity    
Ammo   2   Common  
AP  ammo   4   Rare  
Frag  grenade   4   Common  
Smoke   4   Common  
Grenade  
 
 
 
   

  44  
FULL  PAGE    FORGE  FATHER  ART  
 
 
 
 
 
 
 
 
 
 
     

  45  
THE  FORGE  FATHERS  
FLUFF  
 
 
Box  out  -­‐SPECIAL  RULES  
 
Strike  Teams  led  by  a  Huscarl:  
 
Recon  4+    
Technologists:  
You  can  spend  an  Army  Special  result  on  your  Command  Dice  to  try  and  repair  a  
point  of  damage  on  the  active  Vehicle.  Roll  a  3  dice  Survive  test  (3).  Success  
repairs  one  point  of  damage.  Failure  has  no  effect.  This  does  not  count  as  an  
action  
 
 
Strike  Teams  led  by  a  Chief  Brokkr:  
 
Recon  5+  
Explosives  Expert:  
 You  may  spend  a  Special  result  on  your  Command  Dice  to  re-­‐roll  all  the  dice  for  
a  Frag  explosion  (either  yours  or  your  opponent’s).    
 
End  box  out  
 
 
 
(photography  of  the  army  in  action)      
 
   

  46  
(photography  of  several  of  the  key  minis)    
 
 
 
 
 
 
 
Leaders  
Name   Weapons  &   Abilities  
Equipment  

Armour  
Survive  
Points  

Speed  

Shoot  

Fight  
Type  

Size  

VPs  
Huscarl   Steel   Tactician  
  Warrior   (1)  
Armour,  
Hailstorm  
Pistols:  R4,  
32   L   1-­‐2   3+   4+   4+   1   1   3  
Weight  of  
Fire  
Forge  
Hammer:  
RF,  AP1  
Chief  Brokkr   Burst  Pistol:   Tactician  
26   L   1-­‐2   5+   3+   4+   1   0   1   R3   (1),  Frenzy,  
Hammer:  RF   Tough  

 
Troops  
Name   Weapons  &   Abilities  
Equipment  
Armour  
Survive  
Points  

Speed  

Shoot  

Fight  
Type  

Size  

VPs  

Steel  Warrior     Hailstorm    


33   T   1-­‐2   3+   4+   4+   1   1   2   Rifle:  R6,  
AP1  
Militia   Hailstorm    
14   T   1-­‐2   4+   4+   4+   1   0   1   Rifle:  R6,  
AP1  
Brokkr   Burst  Pistol:   Frenzy  
14   T   1-­‐2   5+   4+   4+   1   0   1   R3  
Hammer:  RF  

 
 
   

  47  
(photography  of  several  of  the  key  minis)    
 
 
Specialists  
Name   Weapons  &   Abilities  
Equipment  

Armour  
Survive  
Points  

Speed  

Shoot  

Fight  
Type  

Size  

VPs  
Forge  Guard     Hailstorm    
Rifle:  R6,  
AP1  
30   T   1-­‐1   4+   5+   4+   1   2   3  
Forge  
Hammer:  
RF,  AP1  
Brokkr   Burst  Pistol:   Engineer  
Engineer   14   S   1-­‐2   6+   5+   4+   1   0   1   R3  
Hammer:  RF  

 
Vehicles  
Name   Weapons  &   Abilities  
Equipment  
Armour  
Survive  
Points  

Speed  

Shoot  

Fight  
Type  

Size  

VPs  

Inferno  Drill   Mining   Vehicle,  


16   S   1-­‐2   4+   -­‐   3+   2   1   2   Laser:  R24,   Remote  
AP3,  Heavy  
Brokkr  Bike     Twin   Vehicle  
Hailstorm  
22   S   1-­‐4   5+   5+   4+   2   1   2   Rifles:  R6,  
AP1,  Weight  
of  Fire  
Iron  Ancestor     Twin   Vehicle  
Hailstorm  
Autocannon:  
R8,  AP1,  
66   S   1-­‐1   4+   5+   4+   4   4   7   Weight  of  
Fire    
Forge  
Hammer:  
RF,  AP2  
Bomb  Bot   Vehicle,  
8   S   1-­‐2   -­‐   -­‐   5+   1   0   0   -­‐   Remote,  
BOOM!  (5)  

 
 
 
 
 

  48  
(photography  of  several  of  the  key  minis)    
 
Weapons  
Weapon   Points   VPs   Range   AP   Abilities  
Forge   6   0   RF   AP1    
Hammer  
Hailstorm   4   0   R6   AP1    
Rifle  
 
Burst  Pistol   0   0   R3   -­‐    
Missile   8   1   R10   AP5   Heavy  
Launcher  
 
Twin   6   0   R6   AP1   Weight  of  
Hailstorm   Fire  
Rifles    
Magma  Rifle   8   1   R3   AP2   It  Burns!  
 
Magma   8   1   R5   AP3    
Cannon  
Hailstorm   4   0   R4   -­‐   Weight  of  
Pistols   Fire  
Twin   12   1   R4   AP3   Weight  of  
Magma   Fire  
Cannon  
Power  Claw   8   1   RF   AP3    
Flamer   6   0   R2   -­‐   It  Burns!  
Two  Forge   12   1   RF   AP2   Frenzy  
Hammers  
Two  Twin   24   3   R8   AP1   Weight  of  
Hailstorm   Fire,  Fire  
Autocannon   Control  
Hailstorm   8   1   R8   AP1   Weight  of  
Autocannon   Fire  
 
Gear  
Item   Points   Rarity    
Ammo   2   Common  
AP  ammo   4   Rare  
Frag  grenade   4   Common  
Holo  sight   8   Rare    
Medi-­‐Pack   6   Common  
Smoke   4   Common  
Grenade  
Thermal   4   Rare  
Mines    

 
   

  49  
FULL  PAGE    ASTERIONS    ART  
 
 
 
 
 
 
 
 
 
 
     

  50  
THE  ASTERIONS  
 
 
Box  out  SPECIAL  RUES  
 
Strike  Teams  led  by  an  Asterian  Overseer:  
 
Recon  4+  
Wheels  Within  Wheels:    
You  may  spend  an  Army  Special  result  on  your  Command  Dice  to  discard  any  one  
of  your  opponent’s  Command  Dice.  This  does  not  count  as  an  action.    
 
Striker  Teams  Led  by  Cypher  Prime:    
Recon:  X  
Special  X  
 
 
End  box  out  
 
 
 
 
 
 
 
 
(photography  of  the  army  in  action)      
 
 
 
 
 
   

  51  
(photography  of  several  of  the  key  minis)    
 
                                   
 
 
Leaders  
Name   Weapons   Abilities  
&  

Armour  
Survive  
Points  

Speed  

Shoot  
Equipment  

Fight  
Type  

Size  

VPs  
Overseer   Energy   Tactician  (2)  
Pulse:  R1,  
Knockback  
Charge  
Glove:  RF,  
38   L   1-­‐2   5+   5+   6+   1   1   4   Knockback  
Staff  of  
Command:  
RF,  AP2  
Energy  
Shield  (3)  
Cypher  Prime   Lightblade:   Tactician  (1)  
RF,  AP2  
24   L   1-­‐2   -­‐   4+   5+   1   1   2  
Energy  
Shield  (4)  

 
Troops  
Name   Weapons   Abilities  
&  
Armour  
Survive  
Points  

Speed  

Shoot  

Equipment  
Fight  
Type  

Size  

VPs  

Droid   Noh  Rifle:   Construct    


10   T   1-­‐2   5+   6+   5+   1   0   1  
R5  
Kalyshi   Energy    
Bow:  R4  
16   T   2-­‐3   5+   3+   5+   1   0   2  
Glaive:  RF,  
AP1,  Frenzy  
Cypher   Construct,  
Noh  Rifle:   Vulnerable,  
16   T   1-­‐2   3+   5+   5+   1   1   2  
R5   Toxic  
Smokescreen  

 
 
 
 
   

  52  
(photography  of  several  of  the  key  minis)  
 
 
 
Specialists  
Name   Weapons   Abilities  
&  

Armour  
Survive  
Points  

Speed  

Shoot  
Equipment  

Fight  
Type  

Size  

VPs  
Drone  with   Shield   Construct  
Shield   22   S   1-­‐2   -­‐   -­‐   6+   1   0   2   Generator  
Generator   (4)  
Black  Talon   Noh  Rifle:   Construct,  
R5   Vulnerable,  
20   S   1-­‐2   3+   5+   5+   1   1   2   Energy   Glide  
Shield  (2)  
Jump  Pack  

 
Vehicles  
Sky  Razor   Twin  Noh   Vehicle  
Rifles:  R5,  
20   V   2-­‐4   4+   -­‐   5+   2   0   2  
Weight  of  
Fire  

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

  53  
(photography  of  several  of  the  key  minis)  
Weapons  
 
Weapon   Points   VPs   Range   AP   Abilities  
Energy  Bow     2   0   R4   -­‐    
Glaive   8   1   RF   AP1   Frenzy  
Energy   2   0   R1   -­‐   Knockback  
Pulse  
Charge   2   0   RF   -­‐   Knockback  
Glove  
Staff  of   6   1   RF   AP2    
Command  
Lightblade   6   1   RF   AP2    
Grenade   8   1   R5   -­‐   Indirect  (3)  
launcher  
Force  Rifle   4   0   R5   -­‐   Blast  
Fission   12   1   R10   AP5   Heavy  
Beamer  
Light   8   1   R7   AP2    
Missile  
Launcher  
Noh  Rifle   2   0   R5   -­‐    
Twin  Noh   4   0   R5   -­‐   Weight  of  
Rifles   Fire  
Plasma   18   2   R4   AP1   Frag  (5)  
Vortex  
Pulse   18   2   R8     Indirect  (4)  
Bombard  

 
Gear  
Item   Points   Rarity    
Ammo   2   Common  
AP  ammo   4   Rare  
Energy  Shield   6   Unique  
(2)  
Energy  Shield   8   Unique  
(3)  
Energy  Shield   10   Unique  
(4)  
Frag  grenade   6   Common  
Holo  sight   8   Rare  
Medi-­‐Pack   6   Common  
Smoke   4   Common  
Grenade  
Shield   20   Unique  
Generator  (4)  
Stun  Grenade   4   Rare  
 

  54  
FULL  PAGE    MARAUDERS  ART  
 
 
 
 
 
 
 
 
     

  55  
THE  MARAUDERS  
 
 
Box  out  -­‐  SPECIAL  RUES  
 
 
Strike  Teams  led  by  a  Commando  Leaders:  
 
Recon  4+  
By  The  Numbers:    
You  may  spend  an  Army  Special  result  on  your  Command  Dice  to  re-­‐roll  any  
normal  test  made  by  a  model  with  Commando  in  their  type  name.  
 
End  box  out    
 
 
 
 
 
 
 
 
 
 
(photography  of  the  army  in  action)      
 
 
 
 
 
   

  56  
(photography  of  several  of  the  key  minis)    
 
 
 
 
 
 
 
Leaders  
Name   Weapons   Abilities  
&  

Armour  
Survive  
Points  

Speed  

Shoot   Equipment  

Fight  
Type  

Size  

VPs  
Commando   Pistol:  R3   Tactician  (2)  
22   L   1-­‐2   6+   6+   4+   1   0   2  
Captain    
Commando   Pistol:  R3   Tactician  (1)  
18   L   1-­‐2   5+   4+   4+   1   0   1  
Sergeant    

 
Troops  
 
Name   Weapons  &   Abilities  
Equipment  
Armour  
Survive  
Points  

Speed  

Shoot  

Fight  
Type  

Size  

VPs  

Commando   8   T   1-­‐2   5+   5+   4+   1   0   1   Rifle:  R6    


Goblin   Heavy  Rifle:    
Sniper   R8,  AP1,  
14   S   1-­‐2   5+   7+   6+   1   0   2  
Heavy,  Sniper  
Scope  
Mawbeast     Chainmaw:   Beast  
8   T   2-­‐3   -­‐   3+   5+   1   0   1  
RF,  AP1  
 
 
 
 
 
 
 
   

  57  
(photography  of  several  of  the  key  minis)    
 
Specialists  
Name   Weapons  &   Abilities  
Equipment  

Armour  
Survive  
Points  

Speed  

Shoot  

Fight  
Type  

Size  

VPs  
Mauler   Buzzsaw:  RF,   Tactician  
Ripper  Suit     AP1,  Frenzy   (1),  Solid  
22   S   1-­‐2   -­‐   4+   4+   3   1   2  
Ram:  RF,  
Knockback  
Rainmaker   Rotary   Solid  
Ripper  Suit     Cannon:  R5,  
Weight  of  Fire  
HEW  Beamer:  
R7,  AP3  
22   S   1-­‐2   5+   6+   4+   3   1   2  
Frag  
Launchers:  
R3,  Frag  (3)  
Rocket  Salvo:  
R8,  Indirect  (3)  
Hulk   HEW  Cannon:   Tough  
R12,  AP5,  
28   S   1-­‐2   4+   6+   4+   3   1   3  
Heavy,  Weight  
of  Fire  
Mawbeast   Chainmaw:   Beast,  
12   S   2-­‐3   -­‐   3+   5+   1   0   1  
Bomber   RF,  AP1   BOOM!  (4)  

 
Vehicles  
Name   Weapons  &   Abilities  
Equipment  
Armour  
Survive  
Points  

Speed  

Shoot  

Fight  
Type  

Size  

VPs  

Goblin   HEW   Vehicle  


Guntrack   Cannon:  R16,  
20   V   1-­‐1   5+   -­‐   6+   4   1   2  
with  HEW   AP5,  Heavy,  
Cannon   Weight  of  Fire  
Stunt  Bot   Thermal   Vehicle  
Cannon:  R4,  
AP1  
Auxiliary  
40   V   1-­‐2   5+   6+   5+   4   3   4   Flamer:  one  
use,  R2,  It  
Burns!  
Chainsaw:  
RF,  AP1  
 
   

  58  
(photography  of  several  of  the  key  minis)    
 
 
Weapons  
Weapon   Points   VPs   Range   AP   Abilities  
Pistol   0   0   R3   -­‐    
Heavy  Pistol   4   0   R4   -­‐   Weight  of  
Fire  
Claw   6   0   RF   AP1    
Thermal   4   0   R4   AP1    
Cannon    
Auxiliary   4   0   R2   -­‐   One  use,  It  
Flamer   Burns!  
Chainsaw   6   0   RF   AP1    
Rifle   2   0   R6   -­‐    
Flamer   4   0   R2   -­‐   Volatile,  It  
Burns!  
HMG   4   0   R6   -­‐   Weight  of  
Fire  
Heavy  Rifle   14   1   R8   AP1   Heavy,  
Sniper  Scope  
Buzzsaw   6   1   RF   AP1   Frenzy  
Ram   4   0   RF   -­‐   Knockback  
Rotary   4   0   R5   -­‐   Weight  of  
Cannon   Fire  
HEW   8   1   R7   AP3    
Beamer  
Frag   6   1   R3   -­‐   Frag  (3)  
Launchers    
Rocket   10   1   R8   -­‐   Indirect  (3)  
Salvo  
HEW   16   2   R12   AP5   Heavy,  
Cannon   Weight  of  
Fire  
Heavy   20   2   R10   -­‐   Indirect  (4),  
Mortar   Heavy  
 
 
Gear  
Item   Points   Rarity    
Ammo   2   Common  
AP  ammo   4   Rare  
Frag  grenade   4   Common  
Holo  sight   8   Rare    
Medi-­‐Pack   6   Common  
Smoke   4   Common  
Grenade  

  59  
 
FULL  PAGE    REBS  ART  
 
 
 
 
 
 
 
 
 
 

   

  60  
THE  REBS  
 
FLUFF  
 
 
Box  out    
 
SPECIAL  RUES  
 
Strike  Teams  led  by  a  Rebel  Commander:  
 
Recon  4+  
Always  Short:    
You  can  spend  an  Army  Special  result  on  your  Command  Dice  to  place  a  new  
random  item,  face  down,  in  an  unoccupied  cube  that  is  adjacent  to  the  active  
model.  This  does  not  count  as  an  action.  
 
 
End  box  out  
 
 
 
 
 
 
 
(photography  of  the  army  in  action)      
 
 
 
 
 
   

  61  
(photography  of  several  of  the  key  minis)    
 
 
 
 
LEADERS  
 
Name   Weapons  &   Abilities  
Equipment  

Armour  
Survive  
Points  

Speed  

Shoot  

Fight  
Type  

Size  

VPs  
Rebel  Troop   Sniper  Rifle:   Tactician  
28   L   1-­‐2   3+   5+   5+   1   0   3  
Commander   R8   (2)  
Rebel  Yndij   Tactician  
Infiltrator   24   L   1-­‐2   5+   4+   5+   1   0   2   Rifle:  R6   (1),  Agile,  
Commander   Scout    

 
TROOPS  
Name   Weapons  &   Abilities  
Equipment  
Armour  
Survive  
Points  

Speed  

Shoot  

Fight  
Type  

Size  

VPs  

Rebel    
8   T   1-­‐2   5+   6+   6+   1   0   1   Rifle:  R6  
Trooper  
Rebel  Sorak     Blaster:  R4,    
10   T   1-­‐2   5+   6+   6+   1   0   1  
Blast  
Kraaw   Wrist  Blaster:   Glide,  Scout  
10   S   1-­‐2   6+   4+   6+   1   0   1  
Warrior     R3,  Blast  
Rebel  Yndij   12   T   1-­‐2   5+   5+   6+   1   0   1   Rifle:  R6   Agile,  Scout  

 
 
 
 
 
 
 
     

  62  
(photography  of  several  of  the  key  minis)    

SPECIALS  
 
Name   Weapons  &   Abilities  
Equipment  

Armour  
Survive  
Points  

Speed  

Shoot  

Fight  
Type  

Size  

VPs  
Rebel   Sniper  Rifle:  R8,    
16   S   1-­‐2   4+   6+   6+   1   0   2  
Sniper   Sniper  Scope  
Zee   Scavenger  
6   S   1-­‐2   7+   7+   6+   1   0   0   Pistol:  R3  
Scavenger    
Survey   Construct,  Agile  
6   S   1-­‐2   -­‐   -­‐   5+   1   0   0   -­‐  
Drone  
Rebel   Ceremonial   Teleport,  Tough  
Teraton   Blades:  RF,  
AP1  
Grenade  
Launcher:  
30   S   1-­‐2   6+   4+   5+   3   1   3   one  use,  R3,  
Frag  (3)  
Hand  
Flamer:  one  
use,  R2,  It  
Burns!  
Judwan   Energy   Medic,  Non-­‐
12   S   1-­‐2   -­‐   -­‐   6+   1   0   1  
Medic   Shield  (3)   Combatant  

 
 
VEHICLES  
Name   Weapons  &   Abilities  
Equipment  
Armour  
Survive  
Points  

Speed  

Shoot  

Fight  
Type  

Size  

VPs  

Rebel   Assault   Vehicle  


Strider   Flamer:  R2,  
Volatile,  It  
40   S   1-­‐2   5+   5+   4+   4   3   4  
Burns!  
Chainsaw:  
RF,  AP1  

 
   

  63  
(photography  of  several  of  the  key  minis)    
WEAPONS  
Weapon   Points   VPs   Range   AP   Abilities  
Pistol   0   0   R3   -­‐    
Rifle   2   0   R6   -­‐    
Energy   8   1   -­‐   -­‐    
Shield  (3)  
Assault   6   1   R2   -­‐   Volatile,  It  
Flamer   Burns!  
Chainsaw   4   0   RF   AP1    
Sniper  Rifle     16   2   R8     Sniper  Scope  
Heavy  Burst   12   1   R8   -­‐   Weight  of  
Laser   Fire,  
Suppression  
Polaris   10   1   R10   AP4    
Cannon  
Onslaught   4   0   R5   -­‐   Weight  of  
Cannon   Fire  
Desolator   8   1   R8   AP2    
Missile   8   1   R10   AP4   Heavy  
Launcher  
Ceremonial   6   0   RF   AP1    
Blades  
Grenade   4   0   R3   -­‐   One  use,  
Launcher   Frag  (3)  
Hand   4   0   R2   -­‐   One  use,  It  
Flamer   Burns!  
Wrist   2   0   R3   -­‐   Blast  
Blaster  
Blaster   4   0   R4   -­‐   Blast  
Combat   6   0   RF   -­‐   Frenzy  
Blades  
 
 
GEAR  
 
Item   Points   Rarity    
Ammo   2   Common  
AP  ammo   4   Rare  
Defender   6   Rare  
Shield  
Energy  Shield   12   Unique  
(3)  
Frag  grenade   6   Common  
Holo  sight   8   Rare    
Medi-­‐Pack   6   Common  
Smoke   4   Common  
Grenade  
Stun  Grenade   4   Rare  

  64  
ABILITIES   APx  
AP  is  short  for  Armour  Piercing  and  
  denotes  a  type  of  weapon  that  is  
We  can  safely  assume  that  the  elite   particularly  good  at  defeating  
warriors  and  fearsome  monsters   armour.  AP  will  always  be  listed  
that  make  up  the  various  factions  all   with  a  number  after  it  in  place  of  the  
have  an  above  average  ability  to   “x”,  eg  AP1,  AP2,  etc.    
fight  and  survive.  These  common    
traits  are  included  as  stats.  However,   Attacks  by  a  model  or  weapon  with  
some  have  even  more  specialised   this  ability  ignore  a  number  of  points  
and  unusual  skills,  and  whether  they   of  armour  equal  to  the  number  after  
are  innate  or  learned  they  are  listed   the  AP.  So,  if  an  AP1  attack  hits  a  
as  separate  abilities.  Each  model’s   model  with  Armour  2  then  the  
stat  card  lists  the  abilities  that  apply   damage  is  resolved  as  if  the  target  
to  it.   had  Armour  2-­‐1  =  1.  
   
Some  abilities  belong  to  the  model   AP  is  cumulative.  If  more  than  one  
and  others  to  the  weapons  that  they   AP  modifier  applies  to  an  attack  then  
carry.  Weapon  abilities  are  listed  as   modify  the  armour  by  their  total  
part  of  the  weapon’s  line  on  the  card.   before  working  out  the  damage.  
Model’s  abilities  have  their  own    
section.  All  are  listed  here.  
  Beast  
Where  an  ability  conflicts  with  a   The  model  cannot  pick  up,  carry  or  
core  rule,  the  ability  takes   use  items.  All  of  its  weapons  and  
precedence.   equipment  are  either  natural  or  have  
  been  grafted  on  permanently  by  
  skilled  bio-­‐technicians.    
   
  This  ability  can  also  apply  to  models  
  that  are  already  so  burdened  by  
their  normal  combat  load  that  they  
Battle  action  Artwork/photography   have  no  room  to  carry  more.  
 
  Blast  
  The  weapon  does  no  direct  damage,  
  though  the  force  of  the  blast  may  
  push  models  off  buildings  or  slam  
  them  into  walls.    
   
If  the  attack  is  a  HIT  then  all  models  
Agile   in  the  cube  except  the  target  are  
After  a  model  takes  a  Move  or  Sprint   thrown  one  cube  away  from  the  
action  it  may  additionally  choose  to   target  model  and  then  Pinned.  The  
move  up  or  down  one  level  for  free.   target  model  is  thrown  one  cube  in  a  
This  change  in  level  follows  the   random  direction  and  then  Pinned.    
normal  movement  rules.      
  If  the  attack  is  a  MISS  then  all  models  
in  the  target  cube  are  Pinned.    
 

  65  
  it  in  place  of  the  (n),  eg  Frag  (3),  
Frag  (5),  etc.  
BOOM!  (n)    
When  a  model  with  this  ability  is   Roll  a  variable  dice  4+  test  (X)  for  
killed,  they  explode.     the  strength  of  the  attack,  where  the  
  number  of  dice  rolled  is  the  number  
In  addition,  the  model  may  choose  to   in  brackets  after  Frag.  For  example,  
trigger  the  explosion  as  a  Special   a  Frag  (5)  weapon  would  roll  5  dice  
action.     for  damage.  Models  in  the  target  
  cube  must  roll  a  3  dice  Survive  test  
Regardless  of  the  cause,  when  the   (X).  Roll  once  for  the  attack  and  
model  explodes,  treat  it  as  a  Frag   separately  for  each  target  model.    
explosion  in  that  cube.    
  Draw  or  Survive  wins:  MISS  -­‐  
Attack  misses.  
Construct  
 
This  model  is  an  artificial  creature  
Frag  wins:  HIT  –  the  difference  in  
and  as  such  is  immune  to  certain  
number  of  successes  is  the  potential  
effects.    
damage.  
 
 
Engineer   Whatever  the  results  of  the  
The  model  is  experienced  with   explosion,  all  surviving  models  in  the  
tripwires  and  mines.  If  they  reveal  a   target  cube  are  thrown  one  cube  in  a  
booby  trap  item  then  the  Engineer’s   random  direction  and  then  Pinned.  
activation  ends  immediately.   All  models  in  adjacent  cubes  on  the  
However,  the  booby  trap  does  not   same  level  are  thrown  one  cube  
explode.  Instead  it  is  defused  and   away  from  the  centre  of  the  
discarded.     explosion  and  then  Pinned.    
   
In  addition,  some  items  can  only  be    
used  by  Engineers.      
   
 
Fire  Control    
When  the  model  takes  a  Shoot  action    
it  can  use  two  weapons  instead  of  
one.  Each  weapon  may  choose  the   Battle  action  Artwork/photography  
same  or  a  different  target.  Declare    
the  targets  of  both  weapons  before    
rolling  any  attack  dice.    
   

Frag  (n)   Frenzy  


When  a  Frag  explodes  it  may  injure   A  model  with  this  ability  attacks  so  
or  kill  models  in  the  target  cube  and   ferociously  that  it’s  hard  to  defend  
the  force  of  the  explosion  will  throw   against  it.  Any  Fight  dice  that  fails  
survivors  to  the  ground.  Frag  will   may  be  re-­‐rolled  once.  This  also  
always  be  listed  with  a  number  after   applies  to  any  additional  dice  gained  
by  rolling  an  8.    
 

  66  
Glide   opponents  en  masse  to  drag  them  
The  model  may  drop  any  number  of   down  by  sheer  weight  of  numbers.  
levels  without  harm.  This  may  be   The  best  example  of  this  are  the  
done  by  choice  or  as  the  result  of   Plague  Zombies.    
being  blasted  out  of  a  position.  In    
either  case  they  glide  to  the  ground   When  a  model  with  Horde  is  in  a  
unharmed  by  the  drop  and  land  on   Fight  it  gets  the  +1  modifier  for  
their  feet.  For  every  level  they  drop   having  friendly  models  in  the  cube  
they  may  move  one  cube  sideways   as  usual.  In  addition,  it  receives  an  
(relative  to  their  original  position).     extra  +1  for  each  friendly  model  (not  
  counting  itself)  in  the  same  cube  that  
also  has  Horde.    
Grenade    
All  Grenades  are  thrown  the  same    
way,  using  a  Shoot  action.      
   
Choose  a  target  cube.  You  do  not    
need  LOS  to  an  enemy  model,  though    
if  you  do  not  have  LOS  then  both  the  
shooting  model  and  the  target  cube   Battle  action  Artwork/photography  
must  be  visible  when  viewed  by  the    
player  from  directly  above.      
   
Roll  a  3  dice  Shoot  test  (1),  with  no    
modifiers.  Success  means  that  the    
Grenade  has  landed  in  that  cube.    
Failure  requires  a  scatter  roll  to    
determine  which  cube  the  Grenade    
detonates  in.  An  inaccurate  Grenade    
will  scatter  onto  the  same  or  lower    
level,  not  up.      
   
The  effect  the  Grenade  has  varies  by    
type.      
   
 
Heavy    
The  weapon  is  cumbersome  and    
takes  time  to  set  up  and  sight  in,  so    
Shoot  counts  as  a  long  action.  In    
addition,  all  Fight  rolls  for  a  model    
carrying  a  Heavy  weapon  are  at  an    
additional  -­‐1.      
   
 
Horde  
 
Most  models  in  Deadzones  fight  as  
 
highly  trained  individuals.  However,  
 
a  few  shun  individual  talent  and  rely  
instead  on  simply  piling  onto  their  

  67  
Indirect  (n)    
Indirect  weapons  can  Shoot   Frag  wins:  HIT  –  the  difference  in  
normally,  or  they  can  choose  to   number  of  successes  is  the  potential  
Shoot  at  targets  they  cannot  see.   damage.  
Indirect  will  always  be  listed  with  a    
number  after  it  in  place  of  the  (n),  eg   Whatever  the  results  of  the  
Indirect  (3),  Indirect  (5),  etc.     explosion,  all  surviving  models  in  the  
  target  cube  are  thrown  one  cube  in  a  
If  an  Indirect  weapon  Shoots   random  direction  and  then  Pinned.  
normally  then  use  the  normal  rules.   All  models  in  adjacent  cubes  on  the  
The  following  modified  rules  only   same  level  are  thrown  one  cube  
apply  if  it  targets  a  model  it  cannot   away  from  the  centre  of  the  
see.     explosion  and  then  Pinned.    
   
Shoot  becomes  a  long  action.  Also,    
due  to  its  arcing  trajectory  the    
weapon  cannot  target  anything    
within  2  cubes,  regardless  of  its    
normal  range.    
   
Choose  a  target  cube.  You  do  not    
need  LOS  to  an  enemy  model,  though    
both  the  shooting  model  and  the    
target  cube  must  be  visible  when    
viewed  by  the  player  from  directly    
above.  Roll  a  3  dice  Shoot  test  (2),    
with  no  modifiers  (not  even  from    
Command  dice).  Success  means  that    
the  shot  has  landed  in  that  cube.    
Failure  requires  a  scatter  roll  to    
determine  which  cube  the  shot  
explodes  in.  An  inaccurate  shot  will   Battle  action  Artwork/photography  
scatter  onto  the  highest  level  of  the    
stack  it  scatters  onto.      
   
When  an  indirect  shot  explodes  it    
may  injure  or  kill  models  in  the  same    
cube.  Roll  a  variable  dice  4+  test  (X)    
for  the  strength  of  the  attack,  where    
the  number  of  dice  rolled  is  the    
number  in  brackets  after  Indirect.    
For  example,  an  Indirect  (5)  weapon    
would  roll  5  dice  for  damage.  Models    
in  the  cube  must  roll  a  3  dice  Survive    
test  (X).  Roll  once  for  the  attack  and    
separately  for  each  target  model.      
   
Draw  or  Survive  wins:  MISS  -­‐    
Attack  misses.  

  68  
It  Burns!   The  model’s  activation  ends  
The  weapon  unleashes   immediately.    
indiscriminate  sheets  of  flame,  acid,    
or  similar  lethal  concoctions.     Flames  double:  the  target  remains  
  on  fire.  The  potential  damage  is  
Choose  one  visible  model  as  the   equal  to  the  difference  in  total  
primary  target  and  roll  for  the  attack   successes  and  is  resolved  at  AP3.  
with  no  modifiers.  Roll  Survive   The  model’s  activation  ends  
separately  for  each  model  in  the   immediately.  
target  cube  and  compare  each    
individually  to  the  attack  roll  see  the  
results.  It  Burns!  weapons  attack   Knockback  
every  model  in  same  cube  as  the   When  a  weapon  with  this  ability  hits  
primary  target,  regardless  of  which   its  target  it  will  knock  it  back  into  a  
side  they  are  on  or  whether  they  are   different  cube.  Resolve  the  attack  as  
visible  to  the  Shooter.     normal,  then  move  the  target  one  
  cube  directly  away  from  the  attacker  
Whatever  the  result  of  the  attack   (see  page  XXX).    
(even  if  it  misses)  all  models  in  the    
target  cube  are  set  on  fire.  In  reality,    
the  weapon  fires  great  gouts  of  flame    
that  fill  the  cube,  and  even  near-­‐  
misses  set  things  alight.     Battle  action  Artwork/photography  
 
 
If  a  model  is  on  fire  when  it  is  
 
activated,  then  its  first  action  must  
 
be  to  attempt  to  put  out  the  fire.  This  
 
is  a  Special  action  that  supersedes  
the  normal  restrictions  on  actions   Loader  
and  is  worked  out  as  follows:     If  a  model  with  this  ability  is  in  base-­‐
  to-­‐base  contact  with  a  friendly  
The  fire  rolls  a  3  dice  4+  test  (X).     model,  then  the  Loader  can  remove  a  
  Reload  counter  from  that  model  by  
The  target  rolls  a  3  dice  Survival  test   taking  a  Special  action.    
(X).    
 
Draw  or  Survival  wins:  the  target   Medic  
puts  out  the  flames  before  they  do   A  Medic  can  heal  a  single  injured  
any  real  damage.  The  model  may   model  in  the  same  cube  (which  could  
continue  with  any  remaining  actions   be  the  Medic  themself)  by  taking  a  
as  normal.   Special  action.  No  test  is  required.  
  One  damage  counter  is  removed  per  
Flames  win:  the  target  manages  to   use  of  this  ability.    
put  out  the  flames  and  is  no  longer    
on  fire,  but  suffers  damage  in  the   This  ability  only  heals  living  models,  
process.  The  potential  damage  is   and  cannot  repair  Constructs  or  
equal  to  the  difference  in  total   Vehicles.  
successes  and  is  resolved  at  AP1.    

  69  
Non-­‐Combatant   Scavenger  
This  model  cannot  or  will  not  hurt   The  model  may  carry  up  to  3  items  
their  enemies.  They  may  not  use  any   instead  of  the  normal  limit  of  1.  In  
weapon  and  must  choose  to  use   addition,  the  model  is  an  
Survive  if  engaged  in  a  Fight.     experienced  explorer  of  rubbish  tips  
  and  debris  fields  and  will  never  set  
off  a  booby  trap.  If  they  reveal  a  
Rampage   booby  trap  item  then  the  Scavenger’s  
When  a  model  with  this  ability  is   activation  ends  immediately.  
damaged,  but  not  killed,  it  goes   However,  the  booby  trap  does  not  
crazy.  In  its  blood  frenzy  it  may  even   explode.  Instead  it  is  dismantled  and  
attack  its  friends.  For  the  remainder   discarded.  
of  the  game,  whenever  the  model’s    
owner  chooses  to  activate  it  you    
must  roll  one  dice:    
   
1-­‐2:  The  opposing  player  may  
control  the  model’s  actions  for  this   Battle  action  Artwork/photography  
Turn.  This  can  include  attacking  the    
active  model’s  friends.  In  the    
confusion,  neither  side  may  claim    
the  +1  modifier  for  additional  
friends  in  a  Fight.  This  model’s   Scout  
actions  count  as  an  activation  for  the   After  deployment,  before  the  first  
active  model’s  side,  not  for  the  side   Turn  of  the  first  Round,  a  Scout  
that  actually  controlled  it.     model  may  make  one  free  Sprint  
3-­‐6:  The  owner  of  the  active  model   action.  If  both  sides  have  Scouts  then  
may  act  with  the  model  as  normal.   the  player  with  initiative  moves  all  
7-­‐8:  The  owner  of  the  active  model   his  Scouts  first.  A  Scout  may  not  
may  act  with  the  model  as  normal.  In   enter  a  cube  containing  another  
addition,  as  the  model  is  so  frantic   model  during  this  pre-­‐battle  
that  it  may  move  1  cube  before  it   movement.    
takes  its  normal  actions,  as  if  the    
owner  had  played  a  Command  Dice  
Slow  Reload  
Move  result  on  it.    
When  this  weapon  fires  it  is  marked  
 
with  a  Reload  counter.  That  weapon  
Remote   cannot  Shoot  again  until  this  counter  
A  model  with  this  ability  acts  under   is  removed.  Removing  the  counter  
remote  control.  As  long  as  a  friendly   requires  a  Special  action  by  the  
Engineer  is  within  3  cubes  when  the   model  carrying  it.  If  a  model  has  
model  is  activated,  the  Remote   other  weapons  then  this  penalty  
model  acts  normally.  If  this  is  not  the   only  applies  when  using  the  Slow  
case  then  the  Remote  simply  idles  on   Reload  weapon.  
the  spot,  taking  no  actions  during  its    
Turn.  
Smokescreen  
 
The  model  is  equipped  with  smoke  
 
generating  or  mini-­‐grenade  

  70  
deploying  devices  that  are  enough  to   the  most  out  of  a  combat  situation.  
produce  a  single  use  Smokescreen.   Tactician  will  always  be  listed  with  a  
  number  after  it  in  place  of  the  (n),  eg  
Once  during  a  battle,  at  the  start  of   Tactician  (1),  Tactician  (2),  etc.    
any  one  of  its  Turns,  the  model  may    
place  a  Smokescreen.  The  effect  is   When  rolling  command  at  the  start  
identical  to  a  smoke  grenade  going   of  a  round,  add  (n)  dice  to  the  roll.    
off  in  the  model’s  cube.  Placing  a    
Smokescreen  is  not  an  action  and   Note  you  can  only  apply  the  tactician  
may  be  done  even  if  there  are  enemy   ability  of  one  friendly  model.  Having  
models  in  the  same  cube.       more  than  one  Tactician  in  a  Strike  
  Team  provides  no  benefit  beyond  
If  the  model  moves  away,  the   having  a  replacement  if  the  first  one  
Smokescreen  remains  in  the  cube  it   is  killed.    
was  deployed  in.  It  disperses  in  the    
same  way  as  a  smoke  grenade.   Tag  
   
A  model  with  a  Tag  rifle  can  spend  a  
Sniper  Scope   short  action  to  mark  an  enemy  
The  weapon  gains  +2  dice  to  Shoot   model  as  a  target.  For  the  remainder  
actions  in  addition  to  any  other   of  this  round,  all  shots  made  against  
modifiers  that  apply.     that  target  by  any  models  with  tag  
  rifles  receive  1+  dice.    
 
  Teleport  
A  model  with  this  ability  may  
Battle  action  Artwork/photography   Teleport  as  a  Special  action.    
   
  Teleport  moves  the  model  up  to  2  
  cubes  in  any  direction  without  the  
need  for  a  clear  route  between  them.  
Solid  
If  the  teleporting  model  ends  this  
A  model  with  this  ability  is  not  
move  in  the  same  cube  as  an  enemy  
affected  by  weapon  effects  that  move  
model  then  they  will  Fight  as  
their  target  to  a  new  cube,  such  as  
normal.    
the  blast  of  a  grenade  or  a  
 
Knockback.  In  addition,  the  model  is  
never  Pinned.     Tough  
  The  model  ignores  1  point  of  
potential  damage  per  attack.  This  is  
Suppression  
calculated  before  Armour  and  
A  weapon  with  this  ability  Shoots  as  
cannot  be  countered  by  any  AP  value  
normal.  Then,  in  addition,  any  
of  the  attack.  
models  (from  either  side)  in  the  
 
target  cube  are  Pinned.  
  Toxic  
A  model  struck  by  a  Toxic  weapon  is  
Tactician  (n)  
never  injured.  Any  damage  that  gets  
The  model  is  a  great  leader  and  
through  the  model’s  armour  will  kill  
intuitively  understands  how  to  get  
them.    

  71  
  They  may  not  climb  up  or  down  
walls.    
Toxic  Smokescreen    
The  model  can  generate  clouds  of   A  Vehicle  cannot  pick  up,  carry,  or  
poisonous  smoke  to  hide  itself.   use  items.    
  Vehicles  have  an  amount  of  damage  
Once  during  a  battle,  at  the  start  of   based  on  their  size,  just  like  other  
any  one  of  its  Turns,  the  model  may   models.    
fill  its  cube  with  Toxic  smoke.  The    
effect  is  identical  to  a  smoke  grenade   A  Vehicle  is  not  affected  by  the  
going  off  in  the  model’s  cube  with   movement  portion  of  explosions  or  
the  added  bonus  of  the  smoke  being   attacks  such  as  Knockback  or  Blast.  It  
Toxic.  As  long  as  a  model  remains  in   cannot  be  moved  into  another  cube  
the  smoke-­‐filled  cube  it  is  treated  as   by  any  attack.  However,  it  still  
having  the  Vulnerable  ability.  Models   suffers  damage  from  these  types  of  
that  are  immune  to  Toxic  are   attack  as  normal.    
immune  to  the  Toxic  effects  of  a    
Toxic  Smokescreen.  Models  that  are   When  a  Vehicle  is  destroyed  it  is  left  
already  Vulnerable  suffer  no   in  place  on  the  battlefield.  It  is  now  
additional  effects.  Adjacent  cubes   treated  as  part  of  the  battlefield’s  
are  not  affected  by  this  Toxic  effect.     terrain.  For  the  sake  of  appearance  
  you  might  like  to  remove  any  crew  
Placing  a  Toxic  Smokescreen  is  not  an   models  and  add  a  small  piece  of  
action  and  may  be  done  even  if  there   cotton  wool  to  make  it  look  like  a  
are  enemy  models  in  the  same  cube.       smoking  wreck  
 
If  the  model  moves  away,  the  Toxic   Volatile  
Smokescreen  remains  in  the  cube  it   A  weapon  with  this  ability  includes  a  
was  deployed  in.  It  disperses  in  the   tank  of  highly  Volatile  fuel.    
same  way  as  a  smoke  grenade.    
  If  a  model  carrying  a  weapon  with  
this  ability  is  saved  from  injury  by  its  
Vehicle   armour  then  roll  a  dice.  On  a  roll  of  a  
The  model  is  a  Vehicle.  If  the  model   2-­‐8  the  Volatile  fuel  is  safe.  On  a  roll  
comes  with  separate  crew  figures   of  a  1  the  fuel  tank  ruptures  and  sets  
then  you  can  choose  to  either  attach   the  model  on  fire.  See  It  Burns!  on  
them  to  the  main  chassis,  or  leave   page  XXX.  The  Volatile  weapon  is  
them  loose  so  the  main  vehicle  can   destroyed.    
be  used  as  a  wreck  (or  scenery  in    
battles  where  it  is  not  used  in  the  
Strike  Team).  They  have  no  specific   Vulnerable  
game  function  beyond  looking  good   A  model  with  this  ability  is  never  
and  showing  that  the  Vehicle  is  still   injured.  Any  damage  that  gets  
in  the  battle.     through  the  model’s  armour  will  kill  
  them.    
Vehicles  are  large  and  cumbersome    
so  cannot  move  about  the  battlefield  
with  the  same  ease  as  smaller   Weight  of  Fire  
models.  A  Vehicle  can  only  change   A  weapon  with  this  ability  throws  so  
level  by  moving  up  or  down  a  ramp.   much  firepower  at  the  target  that  

  72  
something’s  bound  to  happen.  Any  
Shoot  dice  that  fails  may  be  re-­‐rolled  
once.  This  also  applies  to  any  
additional  dice  gained  by  rolling  an  
8.  

  73  
ITEMS    
 
   
Picking  Up  and  Carrying  Items    
   
Models  can  pick  up  and  carry  a  single    
item.    
   
When  a  model  moves  into  a  cube    
containing  an  item,  but  no  enemy    
models,  they  may  choose  to  pick  it  up.   Battle  action  Artwork/photography  
This  applies  whatever  the  cause  of  the    
movement.  In  addition,  if  a  model    
spends  a  Move  action  repositioning    
within  the  same  cube  then  they  may    
also  pick  up  an  item  in  that  cube.      
   
If  there  is  more  than  one  item  in  a    
cube  then  the  moving  model  must    
choose  which  to  pick  up.  They  can  only    
pick  up  one  at  a  time.      
   
Items  begin  the  battle  face  down,  so   Swapping  Items  Between  Models  
that  their  type  is  unknown.  Picking  up    
an  item  allows  a  player  to  turn  it  over   If  a  model  could  pick  up  an  item  then  
and  look  at  what  it  is.  Once  an  item   they  can  choose  to  swap  an  item  with  
has  been  revealed  then  it  stays  face  up   a  friendly  model  in  the  same  cube  
for  the  rest  of  the  game  even  if  it  is   instead.    
dropped  or  swapped  later.    
  The  active  model  gives  an  item  they  
If  the  model  picks  up  an  item  then   are  currently  carrying  to  the  other  
they  may  choose  to  keep  it,  drop  it  or   model.  If  this  other  model  cannot  
destroy  it.  Models  can  carry  up  to  one   carry  more  items  than  it  already  has  
item  at  a  time.  If  they  pick  up  a  new   then  they  must  either  give  one  to  the  
item  they  may  choose  which  to  keep   active  model  or  drop  one  on  the  floor.    
and  which  to  drop/destroy.    
  Only  the  active  model  spends  an  
An  item  that  is  dropped  is  placed  in   action  in  order  to  swap  items.  The  
the  same  cube,  face  up.     other  model  can  be  already  activated  
  or  yet  to  have  its  Turn  when  the  swap  
An  item  that  is  destroyed  is  removed   takes  place.    
from  the  game.      
   
     
 
 
 

  74  
This  short  list  includes  only  those   in  brackets.  A  roll  of  8  rolls  up  as  
items  required  for  these  playtest   usual.    
forces.    
  For  each  6+  you  roll,  one  potential  
damage  is  absorbed  by  the  shield.  
Ammo   However,  the  shields  are  new  
Ammo  is  one-­‐use.   technology  and  are  somewhat  
  unreliable.  If  you  roll  more  1s  than  
A  model  that  is  carrying  ammo  may   successes  then  the  incoming  energy  
choose  to  use  it  when  he  takes  a   overwhelms  the  shield’s  ability  to  
normal  Shoot  action.  It  adds  a  +1   buffer  the  surge  of  power  and  it  is  
modifier  for  that  Shoot  action.     destroyed.  Any  successes  in  that  roll  
  will  still  reduce  the  potential  damage  
as  normal,  but  the  shield  will  not  
AP  Ammo  
work  again  during  this  battle.      
Ammo  is  one-­‐use.  
 
 
If  a  model  is  protected  by  more  than  
A  model  that  is  carrying  ammo  may  
one  Energy  Shield/Shield  Generator  
choose  to  use  it  when  he  takes  a  
then  all  apply.  Roll  each  separately  
normal  Shoot  action.  It  adds  a  +1  
and  reduce  the  potential  damage  by  
modifier  for  that  Shoot  action,  and  
the  total  effect.    
any  damage  is  resolved  as  AP1.    
 
 
Frag  Grenade  
Defender  Shield  
Frag  grenades  are  one-­‐use,  R3,  Frag  
The  model  carrying  the  Defender  
(3),  Grenades.  
Shield  uses  it  to  form  a  moving  
 
barricade  behind  which  he  and  his  
 
comrades  can  advance  safely.    
 
 
 
The  model  with  this  item  gains  +1  
 
Armour.  In  addition,  all  size  1  or  2  
 
friendly  models  in  the  same  cube  
 
also  gain  +1  Armour.    
 
 
Battle  action  Artwork/photography  
Each  model  can  only  benefit  from  a  
 
single  Defender  Shield  bonus  at  a  
 
time.    
 
 
 
Energy  Shield  (n)    
Energy  shields  are  designed  to    
absorb  the  energy  of  incoming    
attacks,  whether  this  is  from  particle  
Holo  Sight  
weapons  or  kinetic  energy  devices.    
A  model  that  is  equipped  with  a  holo  
 
sight  adds  a  +1  modifier  to  their  
When  a  model  wearing  this  item  
Shoot  actions.  A  holo  sight  cannot  be  
suffers  potential  damage,  roll  a  
used  with  Indirect  weapons  
number  of  dice  equal  to  the  number  

  75  
Intel   Using  a  medi-­‐pack  is  a  Special  action  
When  a  piece  of  intel  is  picked  up  by   for  the  model  carrying  it.  It  does  not  
a  model,  immediately  exchange  it  for   require  a  dice  roll  and  works  
a  1VP  counter  and  add  it  to  the   automatically.  The  effect  of  using  a  
player’s  total.     medi-­‐pack  is  to  completely  heal  the  
  target  model.  The  medi-­‐pack  is  then  
The  item  is  not  being  carried  by  the   discarded.  
model.  Instead,  the  data  has  been    
transmitted  back  to  High  Command  
where  it  can  be  properly  analysed.     Mono-­‐wheel  Scout  Bike  
  For  game  purposes,  riding  this  bike  
counts  as  carrying  it  as  an  item.    
Jump  Pack    
A  model  that  is  equipped  with  a   While  the  scout  bike  is  being  ridden,  
jump  pack  is  not  Pinned  by  falling   the  model  acquires  Vehicle  and  their  
and  takes  no  damage  if  it  falls.     Speed  changes  to  1-­‐6.  
   
 
Medi-­‐Pack    
A  Medi-­‐pack  is  One-­‐use.    
  Battle  action  Artwork/photography  
Medi-­‐packs  are  used  to  heal  injured    
models.  They  may  only  be  used  on    
any  living  models,  and  cannot  repair    
Constructs  or  Vehicles    
 
  Sentry  Gun  
A  model  with  a  medi-­‐pack  may  use  it   The  Sentry  Gun  is  both  an  item  and  a  
either  on  themselves  or  any  other   model.  As  an  item  it  can  be  carried  
single  living  model  in  the  same  cube   by  any  model,  just  like  any  other  
as  long  as  no  enemy  models  are  in   item.  As  a  model  it  has  the  following  
that  cube.   profile:  
 
 
Name   Weapons  &   Abilities  
Equipment  
Armour  
Survive  
Points  

Speed  

Shoot  

Fight  
Type  

Size  

VPs  

Sentry  Gun     Heavy   Vulnerable  


Rifle:  R8,  
-­‐   S   -­‐   4+   -­‐   6+   1   0   0  
Weight  of  
Fire  
 
 
 
A  Sentry  Gun  gets  one  Shoot  action   Only  an  Engineer  can  change  the  
in  every  Round.  It  cannot  have  any   Sentry  Gun  from  an  item  to  a  model  
Command  Dice  spent  on  it.   (emplacing),  and  back  again  
  (packing).    

  76  
  of  smoke  when  they  detonate.  No  
Emplacing  or  packing  up  a  Sentry   damage  is  caused  to  models  in  the  
Gun  is  a  Special  action.  Emplacing  a   target  cube.    
Sentry  Gun  does  not  count  as  its    
action  for  that  Round.  Once   The  smoke-­‐filled  cube  blocks  all  LOS,  
emplaced,  a  Sentry  Gun  cannot  move   including  to  and  from  models  inside  
or  be  moved  in  any  way  until  an   it.  Note,  however,  that  it  does  not  
Engineer  packs  it  again.   block  LOS  to  the  cube  itself.  Any  
  Shoot  attacks  that  trace  a  LOS  
through  a  cube  that  is  adjacent  to  a  
Shield  Generator  (n)   smoke-­‐filled  cube  suffer  a  -­‐1  
This  is  a  larger  version  of  the   modifier  (regardless  of  how  many  
familiar  Energy  Shield  (n)  and  works   such  cubes  they  cross).  
the  same  way.  The  only  difference  is    
the  area  that  it  protects.  Instead  of   At  the  end  of  each  Round  roll  one  
covering  a  single  model,  a  Shield   dice  per  smoke  cube.  On  a  1-­‐4  the  
Generator  provides  protection  for   smoke  remains  in  place;  on  a  5-­‐8  the  
every  model  of  either  side  in  the   smoke  dissipates  and  is  removed.  
same  cube.     Only  roll  for  the  original  target  cube,  
  not  the  adjacent  ones.  
If  a  model  is  protected  by  more  than    
one  Energy  Shield/Shield  Generator  
then  all  apply.  Roll  each  separately   Stun  Grenade  
and  reduce  the  potential  damage  by   Stun  grenades  are  one-­‐use,  R3,  
the  total  effect.     Grenades  that  disorient  those  
  nearby.  No  damage  is  caused  to  
  models  in  the  target  cube.    
   
  All  models  in  the  affected  cube  are  
  marked  as  activated.    
   
 
  Thermal  Mines  
  Thermal  mines  are  one-­‐use,  RF,  AP3  
  weapons.  
Battle  action  Artwork/photography      
Smoke  Grenade  
Smoke  grenades  are  one-­‐use,  R3,  
Grenades  that  generate  a  thick  cloud  

  77  
Campaign  System  
Deadzone  Redux  Campaign  System  
V.  1.1  –  02/12/15  

This  version  is  the  second  full  draft  of  the  new  campaign  system,  and  incorporates  
material  written  by  Jake  for  the  Deadzone  1  campaign  system,  alongside  new  
material  from  the  Deadzone  Rules  Committee  members.  This  version  is  ready  for  
inclusion  in  a  public  beta  release.  
The  Committee  will  still  need  to  consider  adjusting  RP  values  to  be  more  in  line  
with  the  Deadzone  2.0  main  rules,  and  if  possible  would  like  to  conduct  a  public  
survey  to  gather  data  on  wins,  losses,  and  casualties  in  the  new  system.  
 
 

Introduction  
 
Campaigns  allow  players  to  link  individual  games  of  Deadzone  into  a  larger  
narrative  that  chronicles  the  adventures  of  their  character’s  lives  and  trials.    
Campaigns  are  a  lot  of  work,  and  the  ups  and  downs  of  strike  force  development  
can  be  frustrating  at  times,  but  an  exciting  campaign  can  be  very  rewarding  and  
will  likely  feature  in  your  gaming  group’s  conversations  for  years  to  come.  
Living  in  a  Deadzone  is  a  daily  struggle  for  survival.  Your  Strike  Force  was  sent  in  
to  achieve  a  goal  that  now  seems  distant  and  unrealistic,  or  was  trapped  here  
when  the  cordon  came  down  and  is  only  looking  for  a  way  to  escape  or  wait  out  
the  quarantine.  Contact  with  central  command,  if  your  faction  has  one  in  the  
system,  is  sporadic  –  but  still  there,  and  they  send  through  supplies  and  fresh  
orders  when  they  can.  Otherwise,  your  team  scours  the  battlefields  and  rubble  
for  anything  they  can  salvage,  repair,  or  build  from  scratch.  Even  if  your  strike  
force  doesn’t  include  a  dedicated  engineer  many  civilian  homes  have  a  
commercial-­‐grade  fabricator  that  can  be  hacked  to  assemble  common  military  
gear;  frontier  worlds  are  often  awash  in  outdoors  and  survivalist  equipment  that  
can  be  re-­‐purposed  to  fill  your  needs;  to  say  nothing  of  the  virtues  of  an  oily  rag  
and  a  whiskey  bottle  filled  with  home-­‐brewed  napalm.  

Campaign  Terms  
As  well  as  the  normal  Deadzone  rules,  campaigns  need  to  more  closely  define  a  
few  terms  and  add  a  couple  of  extra  ones:  
Army  
This  is  your  overall  force  of  models.  Think  of  this  as  your  base  camp  where  all  
the  resources  you  have  are  collected.  You  will  not  have  everything  available  at  
once,  and  this  more  accurately  reflects  the  difficulties  in  maintaining  logistics  
and  supply  lines  in  the  chaos  of  a  Deadzone.  However,  you  will  be  able  to  tailor  
what  resources  you  do  have  –  at  least  to  an  extent.  

  78  
Stores  
This  is  the  collection  of  items  that  you  purchase  using  RP,  find  on  the  battlefield,  
or  stumble  across  during  the  Exploration/Scavenging  phase  (See  page  XX).  These  
are  the  only  items  you  can  choose  to  take  with  you  when  you  assemble  a  Strike  
Team  for  a  mission.  

Strike  Team  
This  is  a  selection  of  models  and  items,  taken  from  your  Army  and  Stores.  Unlike  
a  normal  game,  you  must  draw  the  models  and  items  from  your  Army  and  Stores  
rather  than  simply  taking  anything  you  like.  This  makes  campaign  Strike  Teams  
different  to  those  built  for  one-­‐off  games.  

Resource  Points  
Resource  Points,  or  RP,  are  the  currency  of  Deadzone  campaigns.  These  points  
represent  resources  collected,  information  decrypted,  and  reputation  (or  
infamy)  earned  among  the  other  groups  fighting  in  the  Deadzone.  They  are  
earned  through  winning  games  or  exploring  the  Deadzone  between  games,  and  
are  spent  on  new  items,  models,  and  other  supplies.  
On  your  roster  sheet,  you  will  have  two  spaces  for  RP:  Total,  and  unspent.  Total  
RP  is  a  record  of  all  RP  earned  throughout  the  campaign,  and  only  ever  increases;  
this  may  be  used  by  some  Campaign  Organisers  to  track  progress  or  decide  a  
winner  of  the  campaign,  or  for  bragging  rights.  Unspent  RP  rises  and  falls  as  RP  
are  earned  and  spent.  

Roster  Sheet  
This  is  a  record  of  all  the  models  and  items  that  are  part  of  your  Strike  Force  and  
Stores.  Individual  models  have  their  stats  listed  here  along  with  any  injuries  or  
experience.  You  will  also  be  able  to  record  campaign  points  (see  page  XX)  or  
other  information  relevant  to  your  campaign.  Some  players  even  keep  a  record  
of  models  they've  lost  on  the  back  sheet,  to  remember  their  service,  but  this  is  
not  required.  
 

Starting  a  Campaign  
Before  beginning  your  campaign,  your  group  will  need  to  make  a  few  decisions  
around  the  kind  of  campaign  they  want  to  play.  Campaigns  can  be  as  elaborate  or  
as  simple  as  the  players  prefer,  with  some  groups  making  elaborate  territory  
maps  for  armies  to  fight  over,  or  a  branching  narrative  decision-­‐tree  with  an  
over-­‐arching  plot  that  evolves  as  players  win  or  lose  games.  Some  players  may  
find  themselves  motivated  to  write  short  fiction  or  photographed  battle  reports  
based  on  their  exploits,  and  share  them  in  an  online  forum  or  wiki  –  while  others  
are  content  to  simply  swap  stories  over  post-­‐game  drinks  of  the  heroic  exploits  
and  humiliating  misfortunes  experienced  on  the  table-­‐top.  
For  your  first  few  attempts  at  campaign  play,  we  recommend  keeping  things  
simple.  Playing  a  campaign  through  to  completion  not  only  feels  great,  but  acts  
as  a  great  recruitment  tool  when  seeking  more  players  for  the  next  one;  and  of  
course  there  is  no  reason  why,  at  the  end  of  the  campaign,  a  group  of  players  
can't  decide  to  extend  the  campaign  for  just  a  few  games  more.  

  79  
Organisation  
One  player  in  the  campaign  should  act  as  the  campaign  organiser.  This  person  
will  be  responsible  for  reminding  players  to  schedule  games,  keep  their  rosters  
updated,  keep  track  of  wins  and  losses,  and  act  as  a  mediator  and  arbitrator  for  
rules  disputes.  This  may  sound  like  a  lot  of  work,  and  it  can  be,  but  it  can  
ultimately  be  a  rewarding  experience.  
The  players  should  also  agree  on  how  long  they  want  the  campaign  to  go  on  for.  
Short  campaigns  with  fixed  end  points  are  a  good  way  to  build  experience  in  
running  campaigns;  for  your  first  campaign  we  recommend  having  each  player  
play  between  4-­‐8  games  each.  
Once  everyone  has  played  the  agreed  upon  number  of  games,  tally  up  each  
player's  wins  and  losses  as  follows:  
Win  –  3  Campaign  points  
Lose  –  1  Campaign  point  
This  winner  of  the  campaign  will  be  the  player  with  the  most  Campaign  points.  
Alternatively,  the  campaign  organiser  might  choose  another  metric  for  success,  
such  as  tracking  the  total  amount  of  Resource  Points  earned  across  the  entire  
campaign,  or  having  the  top  two  place-­‐holders  fight  a  final,  no-­‐hold-­‐barred,  
winner-­‐takes-­‐all  game  in  a  climactic  fight  to  the  death.  
Future  Deadzone  supplements  will  include  more  complicated  or  involved  
campaign  outlines  with  special  objectives  or  faction-­‐specific  goals  to  represent  
the  many  and  varied  Deadzones  found  throughout  the  galaxy.  

Starting  a  Campaign  
 
Once  you  have  a  group  of  players  excited  for  the  upcoming  campaign,  you  will  
need  some  armies.  Each  player  needs  to  follow  these  steps  to  get  started:  
1)  Choose  a  faction  
2)  Complete  a  roster  sheet  
3)  Work  out  initial  Army  
4)  Play  some  games!  
 
1)  Choose  a  faction.  
Players  will  have  a  collection  of  models  and  a  favourite  faction.  It's  more  fun  if  
there  is  a  mixture  of  different  factions  in  your  group,  but  the  amount  of  infighting  
within  every  faction  makes  it  perfectly  reasonable  to  have  duplicates.  
Have  a  read  of  the  faction  lists  in  this  book,  starting  on  page  XX.  Finding  a  faction  
that  appeals  aesthetically  and  thematically  is  more  important  than  trying  to  
decide  which  faction  is  the  most  powerful  in  the  game  –  you  will  be  spending  a  
lot  of  time  painting  and  customising  your  models,  and  having  models  that  appeal  
to  you  will  go  a  long  way  to  motivating  you  to  keep  playing  and  painting.  

2)  Complete  a  Roster  Sheet  


Each  player  will  need  a  roster  sheet.  You  can  photocopy  the  one  on  page  XX  or  
download  a  pdf  from  www.manticgames.com.  This  is  where  you  will  record  all  
the  details  of  your  Army  and  your  Stores.  Every  time  a  model  is  Killed  or  Injured,  

  80  
and  each  time  they  gain  experience,  you  note  this  on  the  roster  sheet.  It  is  the  
central  record  of  everything  that  makes  your  Strike  Force  unique.  Keep  it  safe.  
Some  groups  will  want  to  give  a  copy  of  their  roster  to  the  Campaign  Organiser,  
but  this  is  not  required.  
3)  Work  out  initial  army.  
An  Army  is  similar  to  a  strike  team,  made  up  of  soldiers  and  equipment  
purchased  from  the  player’s  starting  funds.    In  a  normal  game  of  Deadzone,  each  
player  has  100  points  to  spend  on  his  models.    In  a  campaign,  each  player  has  
600  points  to  spend  purchasing  his  Army.    During  each  game,  the  player  will  
assemble  his  strike  team  from  models  in  his  Army.    Because  of  this,  having  a  
balanced  Army  is  essential  to  success  in  a  Deadzone  campaign,  because  a  player  
will  only  be  able  to  use  soldiers  already  listed  in  his  Army  roster,  rather  than  any  
models  available  to  the  faction.  
[Army  Selection  section  goes  here,  pending  an  update  on  roster  building  from  
Jake]  
When  recruiting  your  initial  army,  you  may  only  ever  have  one  of  each  item  with  
the  Unique  rarity.  You  may  purchase  one  of  each  Rare  item  initially,  but  are  not  
restricted  as  to  how  many  you  may  own  at  any  given  time  as  the  campaign  
develops.  Likewise,  you  may  purchase  up  to  3  of  each  Common  item  initially,  but  
may  own  any  amount  of  them  at  any  point  as  you  find  and  purchase  more  for  
your  Stores  using  RP  earned.  
You  will  not  necessarily  need  to  own  a  physical  model  for  every  model  you  
purchase  for  your  army  –  If  you  only  own  two  Plague  Stage  3D  Hellhound  
models,  for  example,  you  should  feel  free  to  purchase  three,  four,  or  more  for  
your  initial  army  and  only  field  two  in  any  given  game.  The  others  will  act  as  
'spares'  or  re-­‐enforcements  should  the  first  two  become  injured  or  are  killed    
As  games  are  played,  individual  models  earn  experience  and  increase  in  veteran  
ranks.    The  ranks  represent  skill  and  talent  gained  as  the  character  becomes  
more  proficient  as  a  soldier.    Ranks  are  usually  accompanied  by  improvements  to  
the  model’s  base  stats  or  new  abilities  or  skills  which  are  added  to  his  repertoire.    
Additionally,  because  a  rank  1  human  will  be  less  effective  on  the  battlefield  than  
a  rank  5  human,  relative  veteran  ranks  are  used  to  balance  teams  with  different  
experience  against  each  other.    More  about  this  will  be  explained  in  the  Playing  
a  Game  (see  page  XX),  and  Resolve  Experience  (see  page  XX)  sections  later.  
In  addition  to  individual  models  increasing  in  levels,  the  player  earns  Resource  
Points  (RP).    These  points  represent  resources  collected,  information  decrypted,  
and  reputation  (or  infamy)  earned  among  the  other  groups  fighting  in  the  
Deadzone.    These  points  can  be  spent  on  adding  new  models  to  the  Army  roster  
or  adding  new  equipment  to  the  team’s  stash,  increasing  strategic  options  
available  to  them  in  future  games.    This  will  be  covered  in  more  detail  in  the  
Recruitment/Resupply  Phase  (See  page  XX)  section  later.  
Finally,  consider  naming  your  models.  With  any  luck,  they  will  fight  with  honour  
and  enjoy  a  long,  adventure-­‐filled  service  throughout  the  campaign;  and  if  not,  
you'll  want  to  know  what  name  to  scrawl  on  the  broken  piece  of  concrete  that  
will  serve  as  their  grave  marker  in  the  shallow  grave  you'll  be  leaving  them  in,  in  
the  Deadzone.  

  81  
4)  Play  some  games!  
Fighting  battles  in  a  campaign  setting  is  much  the  same  as  a  normal  one-­‐off  
battle.  However,  there  are  additional  steps  to  follow  before  and  after  the  game,  
as  outlined  in  the  Pre-­‐Game  and  Post-­‐Game  Sequences  below.  
 

Pre-­‐Game  Sequence  
 
When  playing  a  campaign  game,  follow  the  set-­‐up  sequence  as  detailed  on  page  
Xx  with  a  few  exceptions  as  outlined  below.  
To  play  a  campaign  game,  each  player  chooses  his  strike  team  to  the  agreed  upon  
point  value  as  normal,  except  that  all  models  added  to  the  strike  team  must  be  
chosen  from  that  player’s  Army  roster.    Usually  games  will  be  played  at  100  
points,  but  your  campaign  coordinator  may  set  a  higher  points  value  for  games  
(with  the  corresponding  increase  in  VP  needed  to  win,  as  per  the  core  rules)  at  
their  option.  Slowly  escalating  the  points  values  of  games  as  the  campaign  
progresses  can  be  a  good  way  to  represent  an  intensifying  conflict.  
Next,  the  players  add  up  and  compare  their  strike  team’s  Veteran  Levels.    The  
difference  in  levels  determines  the  number  of  Underdog  dice  that  are  awarded  to  
the  player  with  the  smaller  number  of  Veteran  levels.      
These  dice  may  be  added  to  any  normal  test  made  during  the  game,  and  are  
rolled  just  like  the  other  dice  and  need  the  same  number  for  success,  and  will  
score  a  success  and  a  bonus  dice  roll  on  an  ‘8’  as  normal.    A  player  must  decide  
before  rolling  whether  or  not  he  will  add  any  underdog  dice  to  the  roll  and  he  
may  only  add  a  single  dice  to  any  given  roll.      
You  may  wish  to  note  this  on  a  piece  of  spare  paper,  keep  a  tally  of  unspent  dice  
using  a  spare  dice,  or  keep  a  separate  pool  of  especially  lucky  dice  to  use  in  a  
pinch;  so  long  as  both  players  know  how  many  dice  have  been  used  and  how  
many  remain  in  the  less  experienced  player’s  pool  the  exact  method  used  to  
track  Underdog  dice  is  unimportant.  
Underdog  Dice  Awarded  
Differen Dice   Differenc Dice  
ce   Total   e   Total  
0-­‐2   0   11-­‐12   5  
3-­‐4   1   13-­‐14   6  
5-­‐6   2   15-­‐16   7  
7-­‐8   3   17-­‐18   8  
9-­‐10   4   19-­‐20+   9  
 

Mercenaries  
If  either  player  wishes  to,  he  may  add  a  mercenary  to  his  strike  force.    These  
models  use  up  points  as  normal  from  the  player’s  point  allotment  for  choosing  
their  Strike  Team  for  the  game.    In  addition,  in  order  to  hire  the  mercenary,  the  
player  must  pay  for  their  services  out  of  their  Army’s  unspent  RP  as  a  hiring  fee.  
The  hiring  fee  for  a  mercenary  depends  on  their  points  cost  –  the  more  
experienced  and  deadly  a  mercenary,  the  more  money  they  can  command  for  
their  services.  Consult  the  table  below  
 

  82  
Points   Hiring  
Cost   Fee  
1-­‐10   2RP  
11-­‐20   4RP  
21-­‐30   6RP  
31-­‐40   8RP  
41-­‐50   10RP  
51-­‐60   12RP  
 

Forfeiting  a  Game  
From  time  to  time,  during  a  game,  it  may  become  obvious  that  you  are  fighting  a  
losing  battle.  In  a  campaign,  it  can  be  advantageous  to  cut  your  losses  and  run.  
At  any  point  at  the  start  of  a  player's  turn,  if  25%  of  their  Strike  Team's  models  
(rounding  up)  have  been  removed  as  casualties,  the  player  may  opt  to  concede  
victory  to  their  opponent.  In  doing  so,  they  will  still  earn  RP  for  losing  a  game,  
but  may  not  earn  RP  for  completing  any  mission  objectives.  Carry  out  the  post-­‐
game  sequence  as  normal.  

Post-­‐Game  Sequence  
 
At  the  end  of  each  game  a  number  of  things  may  happen:  models  may  die  or  gain  
experience,  items  and  RP  are  earned  and  added  to  the  strike  force’s  stash  for  
future  use,  and  new  recruits  and  equipment  may  be  purchased.    In  order  to  make  
the  process  easier,  this  process  is  streamlined  into  a  simple  sequence  followed  
by  each  player  at  the  end  of  a  game:  
 
1) Return  items  to  the  stores  
2) Calculate  Reputation/Resources  (RP)  
3) Resolve  Casualties  
4) Apply  XP  and  Level  Up  
5) Exploration/Scavenging  Phase  
6) Recruitment  and  Resupply  Phase  
7) Check  roster  is  fully  updated  

In  the  following  sections  each  of  these  phases  will  be  described  in  more  detail.  

1) Return  Items  to  the  Stores  


 
If  any  models  are  carrying  items  at  the  end  of  the  battle,  add  them  to  your  Stores.  
This  includes  those  you  took  into  battle  and  never  used,  items  found  during  the  
battle,  and  equipment  issued  to  your  models  at  the  start  of  the  battle.  One-­‐use  
items  such  as  grenades  or  med-­‐kits  that  were  used  during  the  battle  are  not  
returned  to  the  stores.  
Deployable  weapons  are  a  special  case  and  what  happens  depends  on  their  state  
at  the  end  of  the  battle.  If  they  are  packed  then  they  are  treated  like  any  other  
item.  If  they  are  deployed  then  they  may  be  returned  to  their  owner’s  Stores  only  

  83  
if  the  closest  model  to  them  at  the  end  of  the  game  is  from  their  Strike  Team  and  
is  not  already  carrying  an  item  (make  a  note  of  this  before  the  models  are  cleared  
from  the  board).  If  this  is  not  the  case  then  the  weapon  is  lost  and  removed  from  
the  roster.  
Weapons  marked  as  ‘One-­‐Use’  are  assumed  to  be  reloaded  between  battles,  and  
are  not  removed  from  your  roster  or  discarded  if  they  are  used  during  a  game.

2) Resolve  Casualties  
 
Models  killed  (ie,  removed  from  play  due  to  taking  damage)  during  the  course  of  
the  battle  may  not,  in  fact,  have  perished.  During  the  confusion  of  a  firefight  it’s  
hard  to  tell  what  injuries,  exactly,  a  model  may  have  sustained.  It’s  only  
afterwards,  when  the  dust  has  cleared  and  your  buddies  have  been  dragged  
away  on  a  stretcher,  are  you  able  to  tell  the  true  extent  of  a  model’s  injuries.  
Models  that  end  the  game  with  an  Injured  token  are  presumed  to  receive  first  aid  
from  their  surviving  comrades,  and  will  be  ready  to  fight  for  the  next  battle.  
Models  removed  from  play  as  a  casualty,  however,  require  more  extensive  
medical  treatment,  and  in  the  chaos  of  a  Deadzone  a  Medivac  to  HQ  is  often  more  
than  a  million  miles  away.  
For  each  model  removed  as  a  casualty,  roll  on  the  following  chart:  
Dice  Roll   Result  
1   The  model  is  dead,  and  buried  in  a  hasty  
unmarked  grave.  Remove  them  from  your  roster.  
2   The  model  survives,  but  is  shaken  by  the  
experience.  Roll  again:  
     1-­‐4:  If  the  model  has  earned  any  abilities  
through  levelling  up,  they  lose  one  of  those  
abilities  chosen  at  random  and  -­‐1  Rank.    If  they  
have  not  earned  any  abilities,  they  lose  3  XP.  If  
they  have  no  XP,  the  model  is  unaffected  (apart  
from  the  lingering  night  terrors).  
     5-­‐8:  They  suffer  -­‐1  to  their  Shoot  stat.  
3   The  model  survives,  but  their  physique  suffers.    
Roll  again:    
     1-­‐4:  They  suffer  -­‐1  to  their  Survive  stat.  
     5-­‐8:  They  suffer  -­‐1  to  their  Fight  stat.  
4-­‐7   The  model  survives,  but  will  take  time  to  fully  
recover.    They  must  miss  the  next  game.  
8   The  model  survives  with  no  lasting  complications.    
They  may  participate  in  the  next  game  as  normal  
 
If  your  Strike  Team  contains  any  uninjured  models  with  the  Medic  ability,  you  
may  re-­‐roll  one  result  for  each  model  with  this  ability.  No  dice  can  be  re-­‐rolled  
more  than  once.  
If  you  have  any  medkits  in  your  stores,  you  may  discard  one  medkit  to  re-­‐roll  one  
result.  No  dice  can  be  re-­‐rolled  more  than  once.  
If  a  model  has  an  injury,  and  the  same  type  of  injury  is  rolled,  ignore  the  effects  of  
that  second  injury.  

  84  
3) Resolve  Experience  
 
Each  model  starts  at  rank  0  and  can  increase  in  rank  up  to  10.    Individual  models  
gain  experience  points  according  to  the  table  below.  Each  model  can  only  gain  1  
experience  in  each  category  per  game.    Adjust  each  model’s  entry  on  the  roster  
sheet  accordingly:
Situation   XP Earned  
Model participates in a game   +1 XP  
Model scores a kill   +1 XP  
Model scores any non-kill VPs in a game (eg Capture, Lie of +1 XP  
the Land)  
MVP (Player chooses 1 model after game)   +1 XP  
Fought against a Strike Force with a larger Veteran level   +1 XP  
 
Each  model  has  a  rank  and  all  models  start  at  Rank  0.  Refer  to  the  following  table  
to  see  when  a  model  advances  in  rank:  
Rank   XP   Rank   XP  
total   total  
1   2   6   27  
2   5   7   35  
3   9   8   44  
4   14   9   54  
5   20   10   65  
 
A  model  may  only  advance  one  rank  at  a  time;  if  they  earn  sufficient  XP  to  
advance  a  second  rank,  the  model  will  be  able  to  advance  to  the  second  rank  
after  the  next  game  played,  whether  that  model  participates  in  the  game  or  not.  
The  maximum  rank  a  model  may  achieve  is  10.  
When  a  model  reaches  a  new  rank,  it  may  choose  one  of  the  following  options:  
Stat  Upgrade,  New  Ability,  or  Veteran  Dice.    
 
Stat  Upgrade  
A  model  may  choose  one  of  the  following  stat  upgrades.  Only  one  upgrade  per  
stat  may  be  taken.  If  a  model  is  subsequently  injured  and  suffers  a  penalty  to  the  
upgraded  stat,  the  stat  may  not  be  upgraded  again.  
+1  Shoot   +1  Fight   +1  Survive  

Increases  in  Shoot,  Fight,  or  Survive  stats  make  the  number  drop  by  1,  so  a  6+  
becomes  a  5+,  a  5+  becomes  a  4+,  and  so  on.  
 
New  Ability  
Whether  the  model  has  been  learning  on  the  job,  been  mainlining  books  on  tape  
between  battles,  or  has  scrounged  up  enough  gear  to  become  the  designated  
combat  engineer,  your  troops  are  constantly  learning  from  and  adapting  to  
conditions  in  the  Deadzone.  Even  the  seemingly  mindless  Plague  can  mutate  and  
evolve,  in  the  right  conditions.    
A  model  may  only  have  each  ability  once.  The  exception  is  Tactician:  A  model  
with  Tactician(n)  who  learns  Tactician(+1)  increases  their  Tactician  level  by  +1.  
A  model  may  only  do  so  once.  

  85  
A  model  may  only  have  one  of  Engineer,  Medic,  or  Scavenger.  If  a  model  already  
has  one  of  these  abilities  it  cannot  choose  either  of  the  others.  
If  a  model  learns  Engineer  or  Medic,  it  also  gains  Beast.  The  specialist  equipment  
needed  for  their  new  skills  means  they  do  not  have  pack  space  for  other  items.  
Each  model  will  have  access  to  one  or  more  categories  of  ability.  Refer  to  the  
chart  on  page  XX.  Broadly  speaking,  Troops  have  one  ability  list  available,  
Specialist  models  two,  and  a  Leader    three.  
Ranged  Abilities   Melee  Abilities   Command   Specialist  Abilities  
Abilities  
Loader   Toxic  (RF  weapon   Tough   Medic  
only)  
Deadeye   Knockback   Tactician  (+1)   Scavenger  
Marksman   Brawler     Engineer  
Suppression   Solid     Scout  
 
 
Veteran  Dice  
Hardened  veterans  have  learned  how  to  survive  in  the  harsh  realities  of  combat  and  know  all  
manner  of  subtle  tricks.  These  are  represented  by  Veteran  Dice.  Each  Veteran  Dice  can  be  
used  once  per  battle  to  add  to  any  normal  test  for  the  model  that  owns  them.  Decide  before  
you  roll  any  dice  whether  you  will  add  one  or  more  Veteran  Dice  to  it.  You  may  add  as  many  
Veteran  Dice  as  you  like  to  a  single  test  with  the  proviso  that  you  can  only  use  each  one  you  
have  once  per  battle.  They  are  rolled  just  like  the  other  dice  and  need  the  same  number  for  
success,  roll  up  on  an  8,  and  so  on.

  86  
4) Calculate  Resource  Points  (RP)  
After  each  game  players  will  gain  resources  to  spend  on  purchasing  new  units  
and  equipment.    The  number  of  RP  earned  depends  on  the  Victory  points  earned  
by  the  strike  team  during  the  game.      
Game   Win   Loss   Any    Objective  Met  
Size  
100   4   3   3  
150   6   5   3  
200   8   7   3  
 
Add  the  RP  earned  to  both  the  total  RP  and  unspent  RP  areas  of  the  Army  roster  
sheet.  The  total  RP  only  ever  goes  up,  whilst  the  unspent  RP  rises  and  falls  as  it  is  
earned  and  spent.  
RP  earned  can  be  spent  in  the  next  phase  of  the  post-­‐game  sequence,  or  saved  for  
future  games.  
 

5) Exploration  and  Scavenging  Phase


After  the  battle,  your  Strike  Team  has  the  opportunity  to  explore  their  
surroundings,  searching  for  any  resources,  items  and  intel  they  can  find.  
 
Roll  2  d8's,  one  after  another.  Place  them  next  to  each  other  to  form  a  number,  
e.g.  a  roll  of  "2"  and  "8"  means  28.  
 
The  number  rolled  on  the  first  dice  is  the  number  of  RP  you  gain  while  exploring.  
Add  this  to  your  roster.  
 
Next,  use  the  2-­‐digit  number,  and  look  it  up  on  the  Exploration  table,  applying  
the  results  described  next  to  the  number  you  have  rolled.  The  following  is  the  
standard  exploration  table  for  Deadzone,  but  different  Deadzones  will  have  
different  environments  to  explore.  Watch  your  step!  
 
Modifiers  and  bonuses:  
 
-­‐  If  you  have  any  models  with  Scavenger  in  your  Strike  Team  you  may  re-­‐roll  the  
first  d8.  
-­‐  If  you  have  any  models  with  Scout  in  your  Strike  Team  you  may  re-­‐roll  the  
second  d8.  
 
 
Note  that  for  these  bonuses  to  apply  the  models  must  be  in  your  current  Strike  
Team,  and  have  participated  in  and  survived  the  previous  battle  without  injury.  
This  also  applies  when  applying  results  on  the  Exploration  table.  For  example,  a  
model  that  was  injured  cannot  be  randomly  selected  to  receive  bonus  XP  from  
Brush  with  Death,  and  an  injured  Medic  cannot  find  an  extra  Med-­‐kit  from  the  
Chemist.    
 
 

  87  
 
D88  Result   Event  

11   Vault  -­‐  Picking through the wreckage of an overrun military complex, your squad finds a sealed
vault with stockpiles of weaponry and supplies. Add 3 Ammo, 3AP Ammo, 1 frag grenade, 1
holo-sight to your stores and gain an extra +d8 RP.    

12-­‐13   Functioning  Fabber  Unit  -­‐  You’re in luck – one of the hab-tainers you investigate still has a
functioning home fabrication unit. With a bit of reprogramming you manage to convince it to
spit out some military-grade gear. Add 1 Ammo, 1 Frag Grenade, and one Smoke Grenade to
your Stores. If you have a model with Engineer in your Strike Team, also add 1 AP Ammo to
your stores.    

14-­‐15   Data  Cache  -­‐  An otherwise unremarkable office block hides a valuable treasure – The Q4 profit
projections, client list and manufacturing details of Accutek’s branch office on this planet. Sure,
you can'’t eat it and you can’'t shoot someone with it, but you do know someone who will pay
handsomely for this information. Roll 2d8, and discard one result. Add this number of RP to
your roster.    

16-­‐18   Wrecked  APC  -­‐  Corporation Police did their best in the initial fighting, but were quickly
overwhelmed in the first waves of panic. You find enough mil-spec ammo in the wreckage of a
police APC to add two AP Ammo to your stores.    

21-­‐23   Grim  Cargo  -­‐  While checking the industrial area for supplies, your squad breaks into a cargo
container that has been locked from the inside. The family that took refuge here is long dead,
having taken their own lives rather than face the horrors of the Deadzone. They have left behind
enough supplies for your team to fight another day, though. Add 1 Ammo and 1 Med-kit to your
stores.    

24-­‐26   Survival  of  the  Fittest  -­‐  If you’'ve seen one of the many Corporate gymnasiums across the
galaxy, you've seen them all: As much a place to be seen as they are a place to exercise, they can
also be counted on to be over-stocked with protein powders and nutritional supplements. For
your purposes, this represents dried, lightweight, portable food. Gain 1d4+1 RP.    

27-­‐32   Chemist  -­‐  On the off chance the looters have left something behind, your team searches a
chemist’s store. You find enough bandages and antibiotics to add 1 Med-kit to your stores. If
you have a model with Medic in your Strike Team, add 2 Med-kits to your stores instead.    

33-­‐36   Landing  Pad  –  STRATEGIC  ASSET:After examining the smoking wreckage of a transport
attempting to leave the deadzone to extrapolate its flight path, your strike team discovers the
location of an intact Landing Pad, and secure the area, hacking the automated defenses to allow
your own supply ships to pass. This important asset will allow you to create a new supply line
for your Strike Force. Gain one extra RP post-battle during the exploration phase after every
game you play. Rolling this result has no further effect if you already have a Landing Pad.    

37-­‐42   Abandoned  Store  -­‐  Behind a hasty yet sturdy improvised barricade, your team finds a civilian
hardware store not yet touched by looters. With a bit of ingenuity you’re able to improvise some
crude yet effective weapons and survival gear. Add 1d4 RP to your stores.    

  88  
43-­‐46   Field  Hospital  –  STRATEGIC  ASSET:  Your strike team finds and secures a local infirmary.
After disposing of the many corpses it is filled with and activating backup generators you are
able to set up a working military grade field hospital for your soldiers to use. After each battle,
you may have one of your models recover from their injuries for free. Rolling this result has no
further effect if you already have a Field Hospital.    

47-­‐52   Corpse  -­‐  While a common sight in Deadzones, corpses are generally the mutilated remains of
innocents caught in the crossfire. This one is an exception, a fallen soldier who still has some
useful equipment which you can pry from their cold, dead hands. Roll a d8 to see what you find:  
1-2: +2 RP  
3-4: 1 Ammo  
5-6: 1 AP ammo  
7: Frag grenade  
8: Holo-sight    

53-­‐56   Fortified  Outpost  –  STRATEGIC  ASSET:  You find an overrun military outpost amongst the
ruins of the deadzone, While its inhabitants have been brutally slaughtered, the structure
remains reasonably intact. Upon further inspection you find a basement area with extensive
areas dedicated to firearms training, with holo-ranges simulating the local environment. Your
troops are able to use this to hone their skills at combat within this deadzone. After each battle,
you may spend d8 ammo counters to give one of your models with access to shooting skills +1
XP. Rolling this result has no further effect if you already have a Fortified Outpost.    

57-­‐62   Civilian  Survivor  -­‐  Your team finds a lone survivor hiding in the rafters of a habtainer. How
they’ve managed to survive this long is anyone’s guess.  
 
PLAGUE: You manage to chase them down and infect them easily enough. The transformation
is quick and painful for them. Roll a d8: On a 1-5, add a Stage 3Z to your roster. On a 6-8, add a
Stage 3A to your roster.  
 
VEER-MYN: The Maligni will be interested to learn how this human survived for so long.
Choose one model to earn +2 XP.  
 
REBS: It takes guts to survive in the Deadzone. Guts and luck. You share information on the
surrounding area, allowing you to deploy 3 models in your next battle as if they had
the Scoutrule. In addition, you may pay 2RP to add a Rebs Human to your force roster.  
 
OTHERS: Whether your share your food in exchange for local area information, or brutally
interrogate them before putting a bullet in their head, you learn enough about the area to allow
you to deploy three models in your next battle as if they had the Scout rule.    

63-­‐66   Satellite  Uplink  Array  –  STRATEGIC  ASSET:  A radio beacon on your long range scanners
piques the interest of your strike team, and they investigate. Upon arrival, they find a tall
watchtower containing an intact spy satellite uplink, providing a bird's eye view of the
surrounding area. An extra one of your models may deploy as if they have the Scout rule in
every game you play whilst you control this Strategic Asset. Rolling this result has no further
effect if you already have a Satellite Uplink Array.    

67-­‐72   Brush  with  Death  -­‐  While searching for supplies and intel, a member of your strike team

  89  
comes under attack from multiple assailants. With a combination of skill and ingenuity, they kill
or escape their attackers and return with an exciting tale of bravado to tell. A random model
from your Strike Teams gains +1XP.    

73-­‐75   Retreat!  -­‐  Caught by surprise while examining a promising-looking storage container, your
squad is forced to retreat from the area after you are discovered by a rival fireteam. Choose one
model to roll on the injury table. You may discard 1 Smoke Grenade from your stores to cover
your escape and ignore this result.  

76-­‐78   Ambush!  -­‐  While moving through the Deadzone, your squad comes under fire from unseen
assailants. You manage to retreat, but not before catching a few bullets. Choose one model to
roll on the injury table. You may discard 2 Ammo items from your stores to fight your way free
and ignore this result.  

81-­‐83   Underground  Access  –  A Following a hunch, your team spends some time scouting the
nearby maintenance corridors and transit tunnels. An extra 3 of your models may deploy as if
they had the Scout rule in your next game.  

84-­‐85   Traffic  Drone  -­‐  Your squad finds a crashed WKRS-1 Traffic Report Drone, and manages to
retrieve an accurate map of the area from its databanks. In your next battle, when making the
Recon test at the start of the battle, you will automatically score 6 successes.  

86-­‐87   Dead  End!  -­‐  A wrong turn while retreating from a rival fireteam leaves you penned into a road
blocked by wrecked cars. Your squad manages to scramble over the obstacle, but not before
taking fire. Choose one model to roll on the injury table. You may discard 1 frag grenade from
your stores to blow open a path and ignore this result.    

88   It's  a  Trap!  -­‐  Your squad comes across what looks like the remains of a firefight between two
rival fireteams. While checking the bodies, one of your troopers disturbs a grenade left primed
under a corpse. Choose one model to roll on the injury table. You may discard 1 med-kit from
your stores to administer timely first aid and ignore this result.    

[BOXOUT]Strategic  Assets  
In  every  Deadzone,  there  are  areas  of  tactical  value  that  can  convey  a  strategic  
advantage  to  the  force  that  holds  them.  In  game  terms,  these  are  Strategic  Assets.  
If  an  Army  is  fortunate  enough  to  find  one  of  the  four  Strategic  Assets  listed  in  
the  Exploration  phase,  they  may  use  its  benefit  during  each  Exploration  Phase  
during  which  they  hold  the  asset.  An  Army  may  only  hold  one  Strategic  Asset  at  a  
time.  
If  a  player  whose  Army  holds  a  Strategic  Asset  should  lose  a  game,  then  the  
winner  of  the  game  may  elect  to  seize  the  Strategic  Asset.  The  winner  does  not  
roll  on  the  d88  table;  instead,  they  are  treated  as  if  they  rolled  the  Asset's  
corresponding  result  on  the  Exploration  table.  
The  player  who  lost  the  Strategic  Asset  rolls  on  the  exploration  table  as  normal.  
At  the  Campaign  Coordinator’s  option,  there  may  be  only  one  of  each  Strategic  
Asset  available  in  the  campaign.  The  Campaign  Coordinator  will  need  to  keep  
track  of  which  Army  holds  which  Asset,  and  keep  all  players  advised  as  to  the  
availability  or  otherwise  of  Strategic  Assets.  Should  a  player  roll  the  result  for  a  

  90  
Strategic  Asset  that  is  held  by  another  player,  they  should  re-­‐roll  both  d88  dice;  
they  may  apply  re-­‐rolls  from  skills  held  by  models  in  their  Strike  Team  to  this  
result  as  well.[/BOXOUT]  

6) Recruitment  and  Resupply  Phase  


 
At  this  point,  you  can  spend  the  resources  you  have  earned  on  new  equipment  or  
recruits.  The  exact  items  available  for  purchase  depends  on  your  Faction:  
Consult  your  Faction'  entry  in  the  Army  Lists  section  of  this  book.  
You  may  purchase  'common'  equipment  and  items  without  restriction.  You  may  
only  purchase  one  'rare'  item  during  each  Recruitment  and  Resupply  phase,  
unless  the  event  you  rolled  during  the  Exploration/Scavenging  Event  Table  says  
otherwise.  You  may  only  ever  own  one  each  of  'unique'  items.  
Unwanted  items  can  be  broken  down  for  scrap,  netting  you  half  their  RP  cost  
(rounding  down)  as  a  result.  
You  may  recruit  one  model  by  spending  that  model’s  points  cost  in  RP.  Some  
post-­‐game  events  will  give  you  a  ‘free’  new  recruit;  this  does  not  count  to  the  
one-­‐model  limit.  
 
 

7) Check  roster  is  fully  updated  


 
Double-­‐check  to  make  sure  you’ve  completed  your  Strike  Force  roster.  Add  any  
increases  to  your  total  RP,  and  to  each  model’s  XP  and  Rank.    
   

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ADVERTS  FOR  MANTIC  
     
 

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