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WAR IN URBAN BATTLE ZONES

A GAME BY JAKE THORNTON


WAR IN URBAN BATTLE ZONES
A GAME BY JAKE THORNTON
TM
Scott Syverson (order #5232320)
If the citizens of the GCPS were to nd out the threats that are lurking on the frontier, can you imagine the effect it
would have? The losses in revenue? Thats why Containment Protocol works as it does. It stops the spread of the
Plague, certainly, but more importantly it stops the spread of panic. Thats easily worth the occasional loss of a system.
Unattributed audio grab, alleged to be the voice of Councillor Lang
Scott Syverson (order #5232320)
1 INTRODUCTION 1 INTRODUCTION
CONCEPT AND GAME DESIGN
Jake Thornton
ADDITIONAL MATERIAL
Guy Haley, James Hewitt
SPECIAL THANKS
Matt Gilbert
COVER ART
Luigi Terzi
INTERNAL ART
Heath Foley, Jonas Springborg, Luigi
Terzi, Roberto Cirillo
SCULPTING
Ben Skinner,Bob Naismith,Dave Kidd,
Derek Miller, Francesco Pizzo, Gregor
Adrian, Grgory Clavilier, MKUltra Studio,
Rmy Tremblay, Steve Eserin, Steve
Saunders, Sylvain Quirion, Tim Prow
ADDITIONAL SCENERY
Antenocitis Workshop, Armorcast,
Quantum Gothic, Rust Forge
GRAPHIC DESIGN
Chris Webb
PHOTOGRAPHY
Ben Sandum
PAINTING
Chris Webb, Dave Neild, Golem Painting
Studio, Winterdyne Commission
Modelling
PLAYTESTING
Bob Parnham, Chris Palmer, Geoff
Savory, Matt Gilbert, Sam Dale, Stewart
Gibbs, Tim Hancorn, Ronnie Renton
With special thanks to the thousands of
gamers who backed us on Kickstarter
and the many more who joined in with our
public Beta test. Its you guys who make
all this possible.
Scott Syverson (order #5232320)
2
2 INTRODUCTION 2 INTRODUCTION
INTRODUCTION ... 1
Containment Protocol . . . . . . . . . 4
Deadzone . . . . . . . . . . . . . . . . . . . 4
Plague. . . . . . . . . . . . . . . . . . . . . . 5
Game Components . . . . . . . . . . . 6
Models . . . . . . . . . . . . . 8
Types of Model . . . . . . . . . . . . . . . 8
Model Positioning . . . . . . . . . . . . 9
How Much Room? . . . . . . . . . . . . 9
Aggression . . . . . . . . . . . . . . . . . . 9
Stat Cards. . . . . . . . . . . . . . . . . . . 10
Battleelds . . . . . . . . . 12
Cubes Not Squares . . . . . . . . . . . 13
Buildings and Cover . . . . . . . . . . 14
CORE RULES ... 15
Dice Rolls . . . . . . . . . . 16
Blank Stats . . . . . . . . . . . . . . . . . 16
Test Format . . . . . . . . . . . . . . . . . 16
Dice Rolling Sequence . . . . . . . . 17
Doubling and Tripling. . . . . . . . . 17
Scatter . . . . . . . . . . . . . . . . . . . . . 17
Line of Sight . . . . . . . . 18
Point LOS. . . . . . . . . . . . . . . . . . . 18
Area LOS . . . . . . . . . . . . . . . . . . . 18
Models Eye Views. . . . . . . . . . . . 18
Level Differences . . . . . . . . . . . . 19
Lying Down Models. . . . . . . . . . . 19
Measuring Distance . . . . . . . . . . 19
Play Sequence . . . . . . 20
Rounds. . . . . . . . . . . . . . . . . . . . . 20
Determine Initiative . . . . . . . . . . 20
Turns . . . . . . . . . . . . . . . . . . . . . . 21
End of Round. . . . . . . . . . . . . . . . 21
Actions. . . . . . . . . . . . . 22
Free Actions . . . . . . . . . . . . . . . . 22
Command. . . . . . . . . . . . . . . . 22
Move . . . . . . . . . . . . . . . . . . . . 24
Climb . . . . . . . . . . . . . . . . . . . 27
Sprint . . . . . . . . . . . . . . . . . . . 27
Break Off . . . . . . . . . . . . . . . . 28
Fight . . . . . . . . . . . . . . . . . . . . 28
Get Mean! . . . . . . . . . . . . . . . . 29
Shoot. . . . . . . . . . . . . . . . . . . . 29
Blaze Away. . . . . . . . . . . . . . . 29
Aim . . . . . . . . . . . . . . . . . . . . . 30
Throw Grenade . . . . . . . . . . . 30
Overwatch . . . . . . . . . . . . . . . 31

Battle Cards . . . . . . . . 32
Card Types. . . . . . . . . . . . . . . . . . 32
Card Play . . . . . . . . . . . . . . . . . . . 33
Card Notes. . . . . . . . . . . . . . . . . . 33
Damage . . . . . . . . . . . . 34
Damage States . . . . . . . . . . . . . . 34
Resolving Damage . . . . . . . . . . . 34
Scott Syverson (order #5232320)
3 INTRODUCTION 3 INTRODUCTION
SETTING UP ... 35
Choose Your Strike Team. . . 36
Prepare Your Strike Team . . 36
Prepare Your Battleeld. . . . 37
Determine Deployment . . . . 38
Start the Game . . . . . . . . . . . 38
Missions . . . . . . . . . . . 39
Mission Cards . . . . . . . . . . . . . . . 40
Winning . . . . . . . . . . . . . . . . . . . . 43
Choosing A Strike Team. . . . . . . 44

CAMPAIGNS ... 45
Campaign Terms. . . . . . . . . . . . . 46
Campaign Notes. . . . . 48
Starting A Campaign . 50
After a Battle . . . . . . . 52
Roster . . . . . . . . . . . . . 56
REFERENCE ... 65
Plague . . . . . . . . . . . . . 58
Enforcers . . . . . . . . . . 60
Rebs. . . . . . . . . . . . . . . 62
Marauders . . . . . . . . . 64
Abilities. . . . . . . . . . . . 66
Equipment . . . . . . . . . 76
Mutations . . . . . . . . . . 79
Scott Syverson (order #5232320)
Containment Protocol
In the vast sea of space claimed by the Corporation,
some areas are far better controlled than others.
Although they would never admit it, the ruling Council of
Seven are not seen as the benign overlords they portray
themselves as in every system and by every race. For
some they are tyrants and dictators, and for others they
are distant fools who fail to realise the wealth they hold.
Whether it is insurrection, greed or alien invasion there
are often times when the Council want all news from a
system to simply stop while they resolve a problem.
So, when things get seriously out of hand, when
marauding pirate eets seize a colony, when Rebels
throw off Corporation shackles, when Veer-myn erupt
from their tunnels or when a Plague breaks out, the
Council of Seven order a Containment Protocol.
Deadzone
Containment Protocol is a well-organised process of
damage limitation and control. It starts by removing the
affected area from all maps, all navigation computers
and all communications channels. Where a system of
planets once span around their sun there is nothing but
a blank space. At least, so it would seem to the outside
universe. Of course, the planets still exist and so does
the problem for the Council, its just that they now have
the lack of public scrutiny they need to be able to deal
with it as they please.
A cordon of Enforcer warships is positioned to monitor
this space, ensuring that nobody enters or leaves
without authorisation. Inside the Containment are one
or more planets and perhaps many millions of human
and alien citizens, all suddenly cut off from the wider
Corporation. Those in transit between worlds nd
themselves suddenly without navigation aids as all their
local maps are removed from the grid without warning.
The lucky ones manage to nd a habitable planet close
by. The less lucky drift off into the darkness.
Cut off from outside help, many planets will gradually
slip even further into lawlessness and chaos, so it is
important to resolve the situation as quickly as possible.
This may include the use of normal Corporation troops,
though most such missions are given to the fanatically
loyal Enforcers.
4
4 INTRODUCTION 4 INTRODUCTION
Scott Syverson (order #5232320)
Even so, news of such measures inevitably leaks out
and the borders can never be entirely secure. Without
the normal security protection of the wider Corporation,
such an area is too attractive a proposition to many
different warring groups and the bribes to inform about
them are huge. Rebels and Marauders are attracted by
the wealth of Corporation spoils to be ransacked; Forge
Fathers see a chance to plunder the natural resources
of long-forbidden sites; yet others see it as a way to
revenge or enrich or simply seek adventure. For those
who are stuck inside the Containment Protocol it is a
matter of life and death.
As far as the Council of Seven and their forces are
concerned, a Containment Protocol is a problem to
be solved nothing more. The pirate eet must be
destroyed, the rebellion quelled, the aliens repulsed,
the infection stamped out. None of these problems
can be allowed to spread beyond the bounds of the
Containment Protocol. The lives of those inside are not
a consideration in the wider scheme of things. They are
largely left to fend for themselves for the years or even
decades it takes to resolve the problem. Even then, the
Council may not want any witnesses...
Whilst this process and these areas are formally
termed Containment Protocol, even the Councils loyal
Enforcers simply call them Deadzones.
Plague
Perhaps the most alarming cause that is hidden by
Containment Protocols is outbreaks of the Plague.
There are many virulent infections that can massacre
colonies, but the most dangerous is not natural. It is
simply known as the Plague and is the product of
little-understood alien artefacts. These strange devices
are scattered seemingly at random across Corporation
space and beyond, infecting and mutating those who are
not killed by the virulent mutagens they contain, turning
the few survivors into crazed monsters that rampage
across their worlds, killing and infecting any they nd.
News of such events causes mass panic in nearby
systems as a few of these monsters retain enough of
their old skills to use weapons, operate computers and
pilot spaceships.
5 INTRODUCTION 5 INTRODUCTION
Scott Syverson (order #5232320)
6
6 INTRODUCTION
Miniatures
The Deadzone boxed game contains two factions the Enforcers and the Plague, each represented by a set of
highly detailed miniatures. More information on how to use these in your games can be found on page 8.
In addition, the Deadzone universe is continually expanding, with exciting new specialists for your forces, additional
factions that add a twist to the game, and enigmatic mercenaries. Visit www.manticgames.com for more details.
The Battlefield
Deadzone is fought out over a battleeld represented by
a gridded mat. This playing area (sometimes referred to
in the rules as a board) is an 8 x 8 grid of squares onto
which you place buildings and other scenery. Where
this scenery is placed on the mat will have an impact on
the game, as detailed on page 14.
Buildings and Cover
The futuristic constructions of Deadzone are a key part
of the game, and the plastic tiles are intended to provide
an innite combination of buildings, making every game
different. The tiles will need to be removed from the
frames and joined using the connector pieces provided.
You can construct larger buildings to block line of sight,
and smaller ones to provide cover the choice is yours.
More information on these buildings can be found on
page 14.
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.
Deadzone is played with model soldiers on a battleeld that is represented by a gaming mat and model scenery.
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 board, shooting your enemies and
picking up items of stray equipment as you go. Each player has a secret mission that they are trying to complete,
and the rst to do so wins the game.
Before we get into the rules proper, you will need to familiarise yourself with the components of the Deadzone game.
An understanding of this foundation will make following the remainder of the rules easier.
Scott Syverson (order #5232320)
7 INTRODUCTION
Counters
Several things need to be tracked during a game,
whether it is as simple as which models have had their
turn, or as worrying as which of your models have been
injured. There are also counters that represent items of
equipment, game objectives and so on. The use of each
type of counter is described in the relevant section of
the rules.
Dice
All dice in Deadzone are 8-sided and are marked from
1-8. These are rolled just like normal 6-sided dice and
the number facing up when it stops is the result. In most
cases several dice are rolled simultaneously. However,
each dice is read separately and the results are never
totalled.
Note that the word dice is used here for both singular
and plural. Normally the singular would be die, but in a
game where people get killed so frequently this can be a
little confusing.
Cards
Each faction has its own deck of cards. These are divided into three types:
Stat Cards: these list the game
values of the different models
available to that faction. During
the game you will use these as
reference. More details can be
found on page 10.
Mission Cards: these show
what you need to do to win the
game. During a game you will
have one of these to use as
reference. More details can be
found on page 40.
Battle Cards: these allow a
variety of extra actions. During
a game you will have a hand
of these cards to play. More
details can be found on page 32.
Scott Syverson (order #5232320)
8
8 INTRODUCTION
Model is the general term for any playing piece and
applies whether the model is a human, mutant, vehicle
or an alien monstrosity. It does not apply to separate
guns and items of equipment such as sentry guns.
Although these playing pieces are models of the
weapon, in game terms it is an item (see page 76), not a
model.
Whenever a rule refers to a model it means the whole
playing piece including any base that it may be attached
to. It also includes any weapons, clothing, armour,
tentacles, spikes, hairstyles, loincloths or anything else
that is sculpted as part of that model.
If you are a veteran miniatures gamer and want to
convert your model into a different pose then feel free
to do so. The model will now be able to see and be seen
in slightly different circumstances, but will nd that the
change of pose is as much of a hindrance as a benet.
Having tested the game with proxy models in a wide
variety of poses, no position was found to be universally
better than others. If you want to convert your models
we recommend doing so because you enjoy the process
or have a cool idea for a heroic pose rather than
imagining that this will provide any gaming edge.
The collection of models you play with in an individual
game is called your Strike Team.
Types Of Model
Models are divided into a number of categories
depending on their place in their factions hierarchy.
Due to the different levels of skill and training available
the exact denition varies between factions. One
factions Specialist might be another factions Trooper.
These types are:
Leader: the leaders of a faction. For example, an
Enforcer Captain.
Specialist: models with unusual weapons, training or
equipment. For example, a Goblin Sniper.
Trooper: normal rank and le. For example, a Rebel
Human.
Rare: exotic aliens, experimental equipment or
highly-specialised models. For example, a
Plague Teraton.
Unique: one-of-a-kind models, usually named
individuals. For example, the mercenary known as
Wrath.
Scott Syverson (order #5232320)
9 INTRODUCTION
Model Positioning
In Deadzone, a models exact placement is very
important. For this reason you can only move a model
when the rules specically require you to do so. The
owning player always decides on a models exact
position when it needs to change position for any
reason. The reasons for the importance of the exact
position of a model will become apparent when you read
the rules about Line of Sight on page 18.
As well as being in a specic position, each model is
also in a specic cube. You can place a model wherever
you like on the board (see page 13), including partly over
the lines that form the grid between cubes. In all cases,
the centre of a models base denes which cube it is in.
If this is not obvious, simply tell your opponent when the
model is moved into position.
Both models are in the same cube even though the
one on the right is partly overlapping the line.
If a second or subsequent model moves into a cube
it may not move another model out of the way unless
there is nowhere else the moving model could be placed
within that cube. If it must move a model in order to t
in then it must move friendly models in preference to
enemy ones and only by the minimum required to t
the new model into the cube. Note, however, that this
is quite uncommon and a moving model can almost
always be placed somewhere in the cube, even if it isnt
necessarily where you want to go. Remember that the
centre of the models base is what denes which cube it
is in.
How Much Room?
Every model has a size listed on their Stat Card (see
page 10). Each cube can hold up to four size 1 models
(or equivalent two size 2s, a size 3 and a size 1, etc)
from a faction. This is an absolute limit and cannot be
exceeded. So, if a Strike Team already had three size
1 models in a cube it could not move a size 2 model in
until one of the others left.
If models from opposing Strike Teams want to ght in
hand-to-hand combat then they need to be in the same
cube. In this case both factions can have up to 4 size 1
models or equivalent in the same cube.
Half-width walkways can hold up to 2 size 1 models or
equivalent from a single Strike Team per cube. This
means that size 3 or 4 models cannot be placed in these
cubes.
If possible, try to position opposing models in adjacent
cubes so that they are not touching. This helps keep the
situation clear.
Aggression
As well as stats, a model is dened by their current
level of Aggression. This rises and falls during the
battle in response to events that happen to the model.
You will need to track the current state of the models
Aggression throughout the game.
Aggression has 4 steps. From lowest to highest these are:
SUPPRESSED
The model is entirely focused on staying
hidden from the incoming re. Lie the
model down to show this and place a
Suppressed counter beside it.
A Suppressed model must Get Mean!
to change its Aggression to Pinned. This will be the
only action it can do in a turn it starts Suppressed.
Remember that you can only Get Mean! once per turn.
PINNED
The model has taken cover from an immediate threat. It
may take a while to decide that it is safe to advance once
more. Lie the model down to show this. A Pinned model
must Get Mean! as its rst action if it makes any actions
at all.
ALERT
This is the normal state for models in combat. The
model is assumed to be in this state unless marked
otherwise.
ENRAGED
The model is out for blood, angered by
enemy action, articial stimulants or
innate rage. Mark the model with an
Enraged counter.
An Angry Mob
At the start of each battle, a Plague player can
choose the level of Aggression each model in
his force starts at. This can be either Enraged
or Alert and can be different for different
models.
Scott Syverson (order #5232320)
10
10 INTRODUCTION
Shoot stat:
Shows your
models
prociency
with ranged
weapons.
Fight stat:
Shows your
models ability
to attack
enemies up-
close.
Survive stat:
Shows how
likely your
model is to
endure enemy
attacks.
Armour stat:
Shows how
well-protected
your model is
against harm.
Each card has one or more
Overwatch actions see
Overwatch on page 31 for
details on how these are
used.
Most models have one
or more abilities which it
can use during the game.
These are listed in full in
the Abilities section on
page 66.
All of a models weapons
and equipment are listed
here, along with any
relevant special rules.
Each card shows a Points
value this is the cost for
including one of this type
of model in your Strike
Team.
There are ve types of
model:
Leader
Specialist
Trooper
Rare
Unique

See page 44 for how this
effects force selection.
Models have a size value, from 1
to 4, which affects their ability to
move around the battlezone. See
pages 9 [how many models t in a
cube] and 26 [squeezing through
gaps] for further information.
Size 1 Size 2 Size 3 Size 4
Command stat:
Shows your
models skill at
directing other
members of your
Strike Team. The
two numbers
added together
are called the
Command Total.
Stat Cards
Each type of model has its own Stat Card. You only need one Stat Card for each type of model, not one for each
individual model you are using.
During the game, you are free to examine the Stat Cards of the other players models. They are not secret.
Scott Syverson (order #5232320)
11 INTRODUCTION 11 INTRODUCTION
Wrath
Throughout their long and noble history, there has never been a Judwan warrior or a Judwan murderer, and certainly
nothing like the psychotic assassin known as Wrath. At least, not until now. The following information has been
pieced together from a variety of sources, and the truth of the matter will probably never be known for certain. The
few that did know the truth of this code 8 secret operation are mostly dead. The handful that remain are running for
their lives or hiding where they think he cannot nd them.
It seems that he was taken from his parents at an early age and raised as an assassin for the Council of Seven.
Producing such unwavering killers was probably only one order issued among many others and was long forgotten by
the time he was old enough to be sent on his rst mission. Still, he was their work.
His rst mission was almost his last as the Enforcers he accompanied nearly shot him on the spot for disobeying
direct orders under re. Despite his excellence in training and simulation, when it came to reality he would not kill.
He was, after all, Judwan.
The programme leader was given a month to persuade his subject to see reason. Failure would not be a healthy
option for either of them. From that point the means of persuasion became increasingly blunt and desperate.
Hypnotism, indoctrination, and behavioural therapy were quickly replaced by surgery, implants and mind-probes.
These failed too, so more were tried, as was simple torture to break his will to force him to obey. After a month the
programme leader claimed a great success. He had broken the Judwan. Turning around such a high cost investment
was such good news that even one of the Council saw t to inspect this most lethal of new weapons in their arsenal.
Reports of this ofcial demonstration are sketchy, but the results are clear. Today the assassin known as Wrath is
the most wanted sentient in the galaxy. He is at the top of every Enforcers shoot to kill list and has been the target
of no less than nine eet sized actions. Small cities have been nuked in an effort to kill him, but he has slipped away
quietly every time.
The main reason for this unusually costly pursuit is simple revenge. Wrath carries one of the Council of Sevens
ceremonial blades, and this he took from the dead hand of the Councillor himself. He cannot be allowed to live. His
every breath is an encouragement to the Rebs and an embarrassment for the Council and the Corporation. The
problem is that we was trained too well.
Scott Syverson (order #5232320)
12
12 INTRODUCTION
Deadzone is fought out over a battleeld that is represented by a gridded mat. This playing area is an 8 x 8 grid of
squares onto which you place buildings and other scenery.
Scott Syverson (order #5232320)
13 INTRODUCTION
In this example, model A occupies a level 3
cube, B occupies a level 2 cube and C occupies
a level 1 cube.
Cubes Not Squares
This scenery adds a third dimension to the battleeld
and means that we are really dealing with cubes, not
squares. Deadzone uses the term cubes throughout the
rules as a constant reminder that you are ghting in
three dimensions.
A cube is simply a 3 square in 3D, so it has a height of
3 as well as a breadth and depth. If you nd it easier to
call them squares then thats ne, but remember that
they have a height too. This is important as the volume
of the cube is used for some rules, not just its square
footprint on the mat.
The 8 x 8 grid of cubes represented by the mat is the
lowest level of the playing area. As buildings get higher
you can imagine them occupying a 3D volume in a series
of 8 x 8 layers of cubes piled on top of each other. Each
layer is 3 high. We can number these levels starting
with the lowest one as level 1, the one above that is level
2, and so on.
In the sparsely populated planets of the far
reaches of Corporation space, the settlements
all tend towards a familiar look built from
the same prefab units that are supplied
by Shensig Interplanetary to almost every
colonist collective and security unit known
to man. These boxy and utilitarian blocks
are formed into storage units, barracks,
workshops, ofces, armouries, labs, holding
pens, and medi-centres with equal ease. They
are the dening architectural wonder of the
Corporation and are commonly what alien
races assume to be the pinnacle of human
achievement. They are a far cry from the
architectural marvels of the Core.
Whether a settlement is military, contractor
or colonist it will be built in much the same
way. First the construction bots lay down a
foundation of concrete sections laced with
multiweave for additional strength and with
expansion buffers between slabs for thermal
integrity. On top of this they then use the
patented habtainers to construct the required
buildings. These habtainers are designed to
be used both as shipping containers en route
to the new settlement and as habitats once
they arrive. Their simple and robust cube
form allows them to tessellate with maximum
efciency both in spaceship holds and within
security perimeters. They are even moderately
bullet proof.
When a Containment Protocol is declared the
ghting is usually not long in following, and
these battles almost always take place in and
around Shensig habtainers. The reason is
simple. Any alien artefacts must be reported
to the local Corporation military, who can
then examine them. This places the source of
almost every single Plague outbreak within
a Corporation base. That is where the Plague
are most common and where the Enforcers
must go to stamp them out. The plundering
forces of Rebels, Marauders, Forge Fathers or
Veer-myn dont care about the swamps and
backwoods of the planet as much as the high-
tech resources and information that can be
plundered from the abandoned Corporation
bases. So they too head for the habtainer
jungles of Corporation settlements
Scott Syverson (order #5232320)
14
14 INTRODUCTION
Buildings and Cover
The scenery on the battleeld gives your models
protection from enemy attacks as well as vantage points
from which you can see the enemy. This is important as
most models can only hurt what they can see.
The scenery can be divided into two main types:
buildings and cover. The difference is really one of
convenience for the rules and in reality the troops
would be using whatever they could nd to hide behind,
regardless of what it was originally.
Buildings are the larger remains of structures and can
be several cubes tall or wide.
Cover is any small fragments of walls, barricades or
other debris that offers protection within a cube.
Buildings
Wherever possible, always place buildings so that they
t exactly within one or more cubes, by placing the
walls on the cube edges. This makes the rules run more
smoothly, as you will see later. The model buildings
designed for Deadzone are all based on a 3 template so
that they t the cubes perfectly.
Buildings are the basic framework of the battleeld and
form the space in and around which you will be ghting.
Exactly how you assemble them is up to you and is part
of the fun. However, one good piece of advice is that its
always more interesting to include a variety of heights
and sizes of structure when you set up a battleeld.
Another thing to be aware of when constructing your
buildings is the difference between solid tiles and all
others. Solid tiles are those without any trapdoors,
windows or missing sections. These totally block
movement across that cube edge. Of course, the
Deadzone buildings are part of a very exible modelling
system and so these sections could be ceilings or oors
as well as walls. Sections that have some gaps in them
are passable by some models, depending on the relative
size of the hole and the model trying to move through it.
See page 26.
Cover
When you set up a battleeld, some cubes will contain
small scenery elements such as barricades or ammo
crates. These are physical objects that will block the
ability of models to see and shoot at each other, just as
any building will. However, in addition to this they may
be enough to make a particular cube count as cover.
Before the game starts, you and your opponent should
agree which cubes count as cover. Each cube either
counts as cover or it doesnt. There is no middle ground.
If a cube counts as cover then it doesnt matter where
in the cube the scenery that represents that cover is.
However, it is always better for visual clarity to put the
scenery clearly in one cube or another and not directly
on the adjoining lines (unless you want that piece of
scenery to denote that both cubes its in count as cover).
By dening what is and isnt cover before the game
starts you avoid any awkwardness later. This only takes
a moment and because most people play with the same
friends and the same scenery every time, this quickly
becomes second nature.
There is no hard and fast rule about how much scenery
constitutes enough to be cover its really just a matter
of what looks right to you.
During the game, a model that is anywhere in a cover
cube gets the benet of being in cover regardless of
whether it is standing behind a particular piece of
scenery or not. The whole cube counts as cover.
In this diagram, cubes A, C and D are open. Cubes
B, E, F, G, H and I count as cover.
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CORE RULES
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At the heart of Deadzones rules is a simple dice rolling
system. This is used whenever you Shoot an opponent,
Throw a Grenade at them or Fight them in close
combat, to name a few common uses. The following
rules explain the way such tests are written and how to
resolve them.
Test Format
With only a few exceptions (such as scatter on the
opposite page) all dice rolls are resolved the same way.
This is written in a standard format that describes:
The number of dice to roll (usually 3).
The game stat each dice roll needs to equal
or beat to succeed (Shoot, Fight, Survive,
etc). Occasionally this value will be xed for
everyone, and if this is the case then a number
will be listed instead of a stat.
If you have a choice between two or more stats,
you must decide which one to use before rolling
any dice as different choices have different
modiers and results.
The target number (in brackets) of successful
dice rolls to achieve the aim of the dice roll.
If this number is a (1) then you only need a
single successful dice roll to pass the check.
If this number is an (X), then the result is
compared to your opponents score to see who
has won. This is called an opposed test.
For example, a 3 dice Shoot test (X) requires you to
roll 3 dice against your Shoot stat and compare the
number of successes you roll against the number your
opponent rolls.
Blank Stats
If a model has a value of - for the required
stat then it may not choose to make that test.
If a model with a stat of - must use that value
for a test then regardless of modiers it rolls
no dice and counts as making zero successes.
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Dice Rolling Sequence
Dice rolls in Deadzone are resolved as follows unless
otherwise stated:
1. Create your pool of dice by taking the number
of dice listed for the test and applying any
modiers as necessary. Note that modiers
always alter the number of dice rolled, not the
result of the test.
2. If modiers reduce the dice pool to zero, you
cannot make the test. Otherwise, roll all the
dice.
3. Each dice that scores equal to or higher than the
models relevant game stat (as listed in the test
description) counts as a success.
4. Each dice that scores an 8 counts as a success
and lets you immediately roll an additional dice.
(If this dice is also an 8, roll another one keep
going until you roll something other than an 8.)
5. Apply the results of the test based on the
number of successes you have rolled.
To continue the 3 dice Shoot test (X) example
above, if your Shoot stat was 6+ and you had +1
dice because your previous action had been to
Aim, you would roll four dice...
...rolling 2, 5, 6, 8, you would have scored 2
successes and would be able to roll a further dice...
...rolling a 7, you would have scored 3 successes
in total.
Doubling and Tripling
In some instances, doubling the target number or doubling
your opponents total number of successes causes an
improved effect. These are listed where they apply.
So, a result of 2 or more successes when you need (1) is
doubling, as is 4 to (2), 6 to (3) and so on.
When you are rolling an (X) test you need to double the
number of successes scored by your opponent.
Tripling works just like doubling, but with rolling three
times the target number or your opponents successes
instead of twice.
Doubling and Tripling Against Zero
If your opponent rolls zero successes then a single
success against them counts as the highest level of
success described in the results. This will vary from
test to test, but where both doubling and tripling are
possible it will always count as tripling.
Scatter
Sometimes you will need to work out where an
inaccurately thrown grenade lands or a rampaging
model charges. Random movement of models or items
is called scattering and is usually worked out with a
single dice roll. Use the scatter diagram shown below.
Move the model or item in question one cube in the
direction indicated by the diagram below. The 1 is always
considered to be furthest away and to the left of the
rolling player, with the 8 closest and furthest to the right.
Scatter is always worked out initially on the same level.
Then, if the model or item scatters into a cube that has
no oor on that level then it will fall until it lands on
something. If a cube has a partial oor, such as a half-
width walkway or a oor with a trapdoor, then roll a
single dice to see if the model or item has landed on it or
fallen past. A roll of 1-3 means that the oor has been
missed and the fall continues, a 4-8 means that the
model or item lands on that level. In this way, a model
or item may scatter into another cube on the same level,
or fall into a lower level, but cannot scatter up.
If the scatter move is completely blocked by solid walls
then the model or item simply bounces back into the
original cube.
Items can always t in a cube. If a model scatters into
a cube that it cannot t into due to the size limitations
explained above, then it must bounce back into the
original cube (if on the same level) or scatter again from
that cube (if it has already fallen to a lower level).
Models that fall or are thrown into walls may take
damage. See the rules for whatever caused the scatter
for more details.
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18 CORE RULES
A model needs to be able to see their target in order to
attack it. In game terms this means that the target must
be both in range and in Line of Sight (LOS).
LOS comes in two types and is explained here.
LOS is essentially just a straight line between two
points. As were simply deciding whether this model can
see that target, both types of LOS use the head of the
shooting model as the starting point. That is, after all,
where he (or she or it) would be looking from.
The two types of LOS are:
Point LOS: use this when you want to Shoot at a specic
point such as an individual enemy model.
Area LOS: use this when you want to Blaze Away at a
whole cube rather than a specic model.
Point LOS
Point LOS is used for an attempt to Shoot a specic
target. The pinnacle would be the snipers headshot.
Point LOS is calculated by looking from the models
perspective. If you take a models eye view, can you
see the target model? Remember that the model
includes the base of the model as well as any weapons,
amboyant hairstyles, tails, etc. Note that it doesnt
matter what is obscuring the target. It could be a piece
of scenery, an enemy model or even a friendly one. The
question is simple: can you see the target model yes or
no?
If you cant see it at all then you do not have a Point
LOS to it.
If you can see every last bit of the target model then you
have a Clear Shot and this gets you a bonus. See page 29.
The norm in this urban combat zone is that you will be
able to see only part of the model and the clutter of the
environment will obscure the rest. That allows a
normal shot.
Area LOS
This is used for an attempt to keep the enemys head
down or to drop in a round that has a blast area and
so does not need to be perfectly accurate to do its job.
Examples would be Blazing Away with an Enforcers
heavy rie, or throwing a frag grenade.
Area LOS is calculated by looking from the models
perspective. If you take a models eye view, can you see
the target cube? Remember that a cube is a 3D target,
so the volume of the cube is as legitimate a target as
the oor. You can therefore shoot through a window at a
cube beyond.
In the case of Area LOS there are only two possibilities:
you can either see it or you cant. There is no bonus for a
Clear Shot for Area LOS.
Models Eye Views
In most instances a LOS of either type is clearly possible
or not. If there is any doubt then simply bend down over
the table and look from the models viewpoint. A models
eye view over the battleeld will often show unexpected
obstacles and surprisingly clear targets that you hadnt
noticed from your normal birds eye view over the
battleeld.
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Level Differences
Often you will be ring at targets above or below you.
These instances are more likely to need you to check the
real LOS from the models perspective. They also cause
some modiers to the subsequent tests. However, the
principles of LOS are the same whether you are on the
same or different levels.
Lying Down Models
During the game some models will invariably end
up lying down (to show that they are Pinned or
Suppressed). How does LOS work to these models?
Exactly the same as every other model. Lying down
changes nothing as far as the rules are concerned.
Measuring Distance
When you need to work out how far a model can move
or shoot you use the same method. Simply count the
shortest route in cubes between where you start and
where you want to move or shoot to. The distance/range
is the number of cubes. You never count the cube you
start in and always count the one you nish in.
When counting this way, you can move into any adjacent
cube. Remember this is in three dimensions, so you can
move diagonally up or down as well as diagonally on the
same level.
Adjacent cubes: Though he cant move to all of them,
the model on Level 2 is adjacent to 26
other cubes:
9x level 1 cubes (between the red and blue grids)
8x level 2 cubes (between the blue and green
grids)
9x level 3 cubes (between the green and purple
grids)
There is an easier shorthand method for working out
ranges if doing this in three dimensions is unfamiliar at
rst. 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 range see the example
below.
The distance between A and B is 2 cubes as the vertical distance (2 cubes) is greater than the horizontal distance (1 cube).
The distance between A and C is 3 cubes as the horizontal distance (3 cubes) is greater than the vertical distance (2 cubes).
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Deadzones sequence of play revolves around four core
concepts: the Round, the Turn, Initiative and Activation.
Rounds
Deadzone is played in a series of Rounds. During a
Round all the models on all sides get to act. Each model
may only act once in each Round (unless a card or ability
states otherwise). Each Round follows these steps:
1. Determine which player has the Initiative.
2. The player with the Initiative takes the rst Turn.
3. The second player takes their Turn as per step 2.
4. Repeat steps 2 and 3 until all the models on both
sides have been activated in this Round.
5. When all models have been marked as activated
then the Round is over. Follow the steps under the
End of Round section on the next page.
Determine Initiative
When a player is taking his Turn he is said to have the
Initiative.
Some scenarios list which side starts with the Initiative
and therefore takes the rst Turn in the rst Round.
More commonly the scenario will not dene a starting
player. In these cases one player rolls a single dice. On
a 1-4 that player starts; on a 5-8 their opponent begins
the game with the Initiative.
In all following Rounds, the player that was rst to
nish activating his models in the previous Round starts
with the Initiative.
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Turns
During a Turn an individual player gets to act with some
of his models.
A models Activation is its opportunity to move, shoot,
ght, etc in a Round.
Normally you will have to activate at least one model
in your Turn. However, if you have fewer models left
to activate than your opponent then you may choose to
pass the Initiative over to him.
If all your models have already been activated then you
have no choice but to pass.
If you cannot pass, or choose to activate a model
anyway, follow these steps:
1. Choose one model that has not yet acted this Round.
2. This becomes the active model. An active model can
choose to make either a single long action or up to
two short actions in their Turn. On top of this, some
results allow additional free actions.

A model that starts its activation in the same cube
as one or more enemy models may only choose
Fight or Break Off actions. In addition it may have
a single active Battle Card played on it. When the
player has nished with this model he must mark it
with an activated marker to show that it cannot act
again this Round.
3. Either act with another model or give the Initiative
to your opponent.
4. In a single Turn you may act with a maximum
number of models equal to your Commanders
command total. If your Commander is dead then
use the highest remaining command total in your
Strike Team (not counting mercenaries). For
example, a Strike Team with a 2-1 Commander
would be able to activate up to 3 models per Turn.
Note that you can choose to do nothing with a model in a
Turn if you want to. This will still count as its activation
and will still mark it as such.
End Of Round
When all models have been marked as activated then
the Round is over. Follow these steps:
1. If a player has not used at least one Battle Card
so far in this Round they must discard one of their
choice from their hand now.
2. Each player takes a number of cards from his draw
deck equal to the rst number in his Commanders
command value. He then keeps a number of cards
of his choice equal to the second number of his
Commanders command value. Any excess cards
are placed at the bottom of his draw deck - not the
discard pile. If the Strike Teams Commander is
dead then use the model with the highest remaining
command value for this step instead. If the draw
deck runs out then simply draw as many as you can.
The discard pile is not reused.
3. If a player has no cards left to draw and no cards
remaining in his hand then the game has timed out.
See page 43.
4. If the battle is not over then remove the activation
markers from all models and start a new Round at
step 1.
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22 CORE RULES
The following pages are a list of the more
common actions available to most models.
A few rare types of action are limited
to those with specic abilities and are
described in those rules. See pages 66 to
75.
Important! A model may only perform each
type of action once in a Turn. Free actions
do not count towards this limit.
Free Actions
Free actions do not count towards a models
limit for that Turn in either type or quantity.
However, they are limited in other ways.
A free action cannot trigger another free
action of the same type. If the result says
that a second free action of the same type is
earned then ignore that part of the result.
Note that you could earn two free actions
of the same type in a single Turn if two
separate short actions triggered one each.
A free action must be taken immediately or
it is lost. You may always choose not to take
a free action if you want.

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COMMAND (LONG ACTION)
A Command action is one of the few types of action that
is limited in number. It is also unusual because it is not
a single thing but a choice of options.
Only a model that is either a Leader or has the Tactician
or Strategist ability can use a Command action.
Command Pool
At the start of a battle, work out the Strike Teams
Command Pool. This is the number of Command actions
that they can use during the whole battle. Calculate the
number as follows:
Each Leader: +1
Each Tactician: +1
Each Strategist: +2
For example, imagine a Strike Team that contains
one Leader that has no abilities and another that is a
Strategist. The total Command Pool for the strike team
would be 4: 1 for each Leader model (2) plus another 2
for the Strategist ability.
Use the command tokens to track the number of possible
Command actions remaining in your Command Pool.
Remove one token from the Command Pool each time
a Command action is used. In addition, if a model that
contributed to the Command Pool dies then the number
of tokens it added are immediately lost.
If there are no tokens left in the Command Pool then the
Command action cannot be taken.
Command Decision
When a model takes a Command action it must rst
take a command test.
Command is a variable dice 6+ test (1). Roll a
number of dice equal to the models command
total. For example, a 2-1 model would roll 3 dice.
Command fails: no effect.
Command succeeds: choose one of the following
options:
Energy: nominate a single unactivated
friendly model within 4 cubes to take an
immediate free short action. They may
choose any short action that is available to
them. This action does not mark the target
model as activated.
Pause: nominate an unactivated or
overwatching enemy model within 4 cubes.
Mark it as activated.
Clarity: take the next Battle Card from the
top of your draw deck and add it to your hand.
Command doubles: choose one of the following
options:
Drive: nominate any single friendly model
(activated or unactivated) within 4 cubes to
take an immediate free short action. They
may choose any short action that is available
to them. This action does not mark the target
model as activated if it wasnt already.
Indecision: nominate an unactivated or
overwatching enemy model within 8 cubes.
Mark it as activated.
Planning: look through your discard pile and
choose any one card to add back into your
draw deck. Reshufe your draw deck.
Command triples: choose one of the following
options:
Inspiration: nominate any single friendly
model (activated or unactivated) within 8
cubes to take an immediate free short action.
They may choose any short action that is
available to them. This action does not mark
the target model as activated if it wasnt
already.
Confusion: nominate an unactivated or
overwatching enemy model anywhere on the
battleeld. Mark it as activated.
Cunning: look through your discard pile and
choose any one card to add to your hand.
Note that no LOS is required for any of these Command
results.
Command Tokens
The double-sided command tokens can
represent 1 or 2 points in the Command Pool.
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24 CORE RULES
MOVE (SHORT ACTION)
The model moves 1 cube. Alternatively, the model may spend
a Move action to reposition itself within the same cube.
If the model moves into a cube containing an enemy
model then they must Fight it immediately. This is true
regardless of the cause of the move. If there is more
than one enemy model in the cube then the moving
model only needs to Fight one and may choose which.
Moving on the Same Level
This can be into any of the 8 surrounding cubes on the
same level that are not completely blocked.
The active Stage 3A model in the centre could
move to any one of the surrounding cubes on that
level apart from the one on the top centre and
bottom right. Both are blocked by solid walls.
Changing Level
You can also move up or down a single level as part of
the same Move action.
Moving down simply requires a clear path to the new
cube. A model dropping more than a single level is
falling and may suffer damage. See page 67.
To move up there must be a full cube height wall to
provide handholds to climb.
The following diagrams show where the wall needs to
be in relation to the moving model. In order to climb
straight up there must be a wall on at least one side of
the cube.
In order to go up a level into an orthogonally
adjacent cube there must be a wall to climb on the
lower level, directly between the cubes. A solid
wall in this position on the upper level will block
the movement.
In this example the active Stage 3A in the centre
can only move to one of the level 2 cubes.
Orthogonal and Diagonal: Orthogonal describes
adjacent cubes that share a common side with the
original cube. A cube therefore has 4 orthogonally
and 4 diagonally adjacent cubes on the same level.
Orthogonal is also used for those cubes directly
above or below those marked as such on the above
diagram.
Note: In these diagrams, solid red lines are
used to illustrate solid walls.
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In order to go up a level into a diagonally adjacent
cube there must be a wall to climb on the lower
level, in one of four positions shown. Solid walls
in either both closer or both further positions on
the upper level will block the movement.
In this example the active Stage 3A in the centre
can only move to one of the level 2 cubes.
In this example, the active Stage 3A in the centre
is trying to get to the highest level of each cube.
All marked walls are on the lower level.
The model can freely move to any of the level 1
cubes as none of them are completely blocked.
The model can move to the two diagonally
adjacent level 2 cubes at the bottom of the
diagram as there are walls in at least one of the
correct positions. There is no route to the level 2
cube in the centre left of the diagram as there is
no wall between them to climb up.
Despite the position of the walls, the model
cannot move to the level 3 cube as a Move action
only allows a rise of a single level. If this was
a level 2 cube then the model would be able to
make the move.
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26 CORE RULES
Moving On Walkways
Walkways are half cube-width platforms. They can hold
a total of 2 normal size 1 models, so size 3 and 4 models
cannot use them.
They are treated as normal cubes for movement
except when size 1 or 2 models, grenades or other
items fall onto them. In this case roll a single dice. On
a 1-3 the model or item has missed the walkway and
has continued to fall. On a 4+ they have landed on the
walkway. Size 3 or 4 models will always hit the walkway,
take (and inict) any appropriate falling damage, and
then begin to fall again.
The half of the oor of the walkway cube that is empty
space may be moved over without penalty as long as the
moving model would normally be able to move to the
rst cube beyond it.
Moving Through Gaps
The Deadzone scenery has a number of windows,
doorways and ruined gaps blasted through it. Some
of these gaps are large enough for models to move
through and others arent. Obviously the size of a model
changes which gaps it can easily move through. As there
are an innite number of possible variations in scenery,
especially if you have built your own, the following rules
deal in broad categories. If there is any potential for
confusion then its a good idea to talk through with your
opponent which category each piece of scenery counts
as before you start the game.
Cube
Size 1 Size 2 Size 3 Size 4
Solid
no no no no
Small
window
no no no no
Average
window
yes no no no
Door or large
window
yes yes no no
Large door
yes yes yes no
Barricade
yes yes yes yes
The active Stage 3A model is able to move left
and right to the level 1 cubes because you can
move down a single level if theres a clear path.
The model can move down to the level 1 cube
directly below its starting position for the same
reason.
The model can move diagonally to the top left
Level 2 cube as it is on the same level and the
route is not completely blocked.
The model can move to the top right Level 3 cube
as there is a wall to climb.
The model cannot move orthogonally to the top
centre Level 3 cube as there is no wall to climb.
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Who Moves The Models?
Whenever a model is moved the owning player decides
on the exact position of the model within the cube. This
is true whether the model is moved by an action, a blast,
changing Aggression (standing up or lying down) or
anything else.
A model cannot be moved when there is no game cause.
In other words, you cant decide to move a model just
because it is in the way, or too exposed to enemy re or
anything else. You must use an action to move it or be
responding to a change in Aggression, enemy weapon
effects, etc.
Full Cubes And The Edge Of The Board
Models can only move off the board in two places: their
own deployment zone and that of their opponent.
Inltrate mission goals require you to move off the
board through the enemy deployment zone. This means
that the model must be in a cube that is both within the
opposing deployment zone and at the edge of the board.
A single Move action will move the model off the board.
Scour mission goals require you to move off the board
via your own deployment zone. This works the same
way as inltrate, but in your deployment zone, not the
enemys.
Note that deployment zones are considered to be at all
levels and so a model can leave the battleeld on any
level.
A model that leaves the battleeld cannot return.
Apart from these specic instances, you should treat
the edge of the board as a solid wall that blocks all
movement.
A cube or walkway that the moving model could not t
into is also treated as a solid wall.
Picking Up And Carrying Items
Models with a Shoot of - or with the Beast or Hover
ability cannot pick up or carry items. All other models
can carry a single item counter.
When a model moves into a cube containing an item,
but no enemy models, they may choose to pick it up.
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 that their type is
unknown. Picking up an item allows a player to turn
it over and look at what it is. Once an item has been
revealed then it stays face up for the rest of the game
even if it is dropped or swapped later.
If the model picks up an item then they may choose to
keep it, drop it or destroy it. Models can carry up to
one item at a time. If they pick up a new item they may
choose which to keep and which to drop/destroy.
An item that is dropped is placed in the same cube, face up.
An item that is destroyed is removed from the game.
A model that is Killed drops any item(s) they were
carrying in the cube they died in.
Swapping Items
If a model could pick up an item then they can choose to
swap an item they are already carrying with a friendly
model in the same cube instead.
The active model gives an item they are currently
carrying to the other model. If this other model cannot
carry more items than it already has then they must
either give one to the active model or drop one on the
oor.
Only the active model spends an action in order to swap
items. The other model can be already activated or yet
to have its Turn when the swap takes place.
CLIMB (LONG ACTION)
The model moves 2 cubes and must move either up 2
levels or down 2 levels whilst doing so. If the model
cannot make the change in level required then this
action cannot be taken.
SPRINT (LONG ACTION)
The model moves 2 cubes on the same level. They
cannot intentionally change level during a Sprint.
Otherwise, the rules for movement are as listed under
the Move action on page 24.
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BREAK OFF (LONG ACTION)
A model that wishes to leave a cube that also contains
one or more Alert or Enraged enemy models must
themselves be Alert or Enraged and must use a Break
Off action to do so. Whether the model moves or not
depends on the results.
Break Off is a 3 dice Survive test (X)
The opposing player chooses one of the Alert or
Enraged enemy models in the cube to resist the
Break Off attempt. They roll a 3 dice Fight test
(X).
Survive modiers:
+2 any friends in the same square (not 2
per model)
Fight modiers:
+1 any friends are in the same square (not
1 per model)
+1 Enraged
-1 Injured
Compare the total number of successes to nd
the outcome:
Draw or Survive wins: take a free Move action.
Survive doubles: take a free Move action. In
addition, the Break Off attempt is only counted as
a short action, leaving the model with one short
action left this Turn.
Fight wins: the difference in number of successes
is the potential damage. Resolve this rst at an
additional AP1. Then, if the Breaking Off model is
still alive, they take a free Move action.
Fight doubles: the difference in number of
successes is the potential damage. Resolve this
at an additional AP1.
If a model Breaks Off into a cube containing an item but
no enemy models then it may choose to pick it up. See
page 27.
If a model Breaks Off into a cube containing enemy
model(s) then they get a free Fight action as normal.
FIGHT (LONG ACTION)
If a model begins its Turn in the same cube as an enemy
model then it may choose to Fight it.
If a model moves into the same cube as an enemy model
then it will Fight for free as part of that action. This
happens whether the movement is intentional (such as a
Move action) or unintentional (such as being blasted into
a new cube by a booby trap).
If there is more than one enemy model in a cube the
active model chooses which one it will Fight.
Every model can Fight unless specically mentioned
otherwise. We can safely assume that these elite
warriors are well trained in unarmed combat and/or
are carrying at least a combat knife or similar to protect
themselves with. The only additional weapons that can
be used in a Fight are those with range F. If a model
has more than one range F weapon then it must choose
which one to use before any dice are rolled.
A model with a Fight stat of - may not choose Fight as
an action or a response.
Fight is a 3 dice Fight test (X).
The target of a Fight action must choose to roll
either a 3 dice Fight test (X) or a 3 dice Survive
test (X).
Fight modiers:
+1 if moved into this cube in this action
+1 if any friends are in the same square
(not 1 per model)
+1 if Enraged
-1 if Injured
-1 if Pinned
-2 if Suppressed
Survive modiers:
+1 if any friends in the same square (not 1
per model)
-1 if Pinned
-2 if Suppressed
Compare the total number of successes to nd
the outcome:
Draw: MISS no effect.
Fight wins: HIT - hits opponent. The difference in
number of successes is the potential damage.
Fight doubles: HIT - hits opponent. The difference
in number of successes is the potential damage.
Winner gets a free Fight action if there are still
opposing models in that cube, or a free Move
action if none are left.
Survive wins: MISS no effect.
Survive doubles: MISS - survivor gets a free
Move or Fight action. The Move action is made as
if the survivor was not in a cube with an enemy
model and does not require a Break Off test to
leave the ght.
Scott Syverson (order #5232320)
29 CORE RULES
Important!: A model that is Pinned or Suppressed at
the start of a Fight action involving it will recover to
Alert automatically and without counting as a Get Mean!
action. However, they will suffer the -1 for being Pinned
or the -2 for Suppressed during that rst Fight.
If a model injures or kills an opponent in a Fight they
gain +1 Aggression.
GET MEAN! (SHORT ACTION)
This action immediately raises the models Aggression
by one step along the scale Suppressed > Pinned >
Alert > Enraged.
Raising your Aggression is the only way to stand up
from being Pinned or to remove a suppression marker.
SHOOT (SHORT ACTION)
A model must have an attack with a Range number (not
F) to take this action.
Ranges
Weapons have ranges listed as part of their
description. A range of F means that the
weapon can only be used with a Fight action
against targets in the same cube.
Weapons with a number for Range cannot be
used in a Fight.
Anything between one cube and the weapons
listed Range in cubes is called combat range.
Beyond that, up to twice the number listed, is
called long range.
Tests may have negative modiers when
weapons are used at long range.
Long range is the maximum distance a weapon
can re.
The target must be within the maximum range of the
weapon used to take this action.
Shoot targets a single model and requires Point LOS.
Other models in the same or intervening cubes are not
affected.
Shoot is a 3 dice Shoot test (X)
The target of a Shoot action must roll a 3 dice
Survive test (X)
Shoot modiers:
+1 if the active models previous action
this Turn was Aim
+2 Clear Shot*
+1 if on a higher level than the target
-1 if Enraged.
-1 if at long range
-2 if there are any friendly models in the
target cube
* See page 18. To qualify as a Clear Shot, you
must have a completely unobstructed view to the
whole of the target model. Note that you can have
a clear shot to a model in a cover cube. In this
case both modiers would apply.
Survive modiers:
+1 in cover**
+1 Pinned or Suppressed
** A model that is on a higher level than the active
model is always considered to be in cover
Compare the total number of successes to nd
the outcome:
Draw or Survive wins: MISS - Attack misses.
Shoot wins: HIT the difference in number of
successes is the potential damage.
Shoot doubles: HIT the difference in number of
successes is the potential damage. In addition,
the target suffers -1 Aggression.
BLAZE AWAY (SHORT ACTION)
A model must have an attack with a Range number (not
F) to take this action.
The target must be within the maximum range of the
weapon used to take this action.
Blaze Away targets a cube and requires Area LOS.
You can, therefore, Blaze Away at a model you cannot
actually see with Point LOS.
In addition to the normal LOS rules, if both active model
and target are on the same level then Blaze Away
cannot trace LOS through a cube that is occupied by any
Alert or Enraged models.
Blaze Away affects all the models in a cube, both friend
and foe.
Scott Syverson (order #5232320)
30
30 CORE RULES
Blaze Away is a 3 dice Shoot test (X)
Each model in the target cube of a Blaze Away
action must take a separate 3 dice Survive test (X)
Shoot modiers:
+1 per supporting model*
+2 if the active model uses an Ammo item.
Survive modiers:
-1 in cover**
+1 if Enraged
+1 if Pinned or Suppressed
** A model that is on a higher level than the active
model is always considered to be in cover. A
model that is in the target cube but which cannot
be seen by the active model with Point LOS is
always considered to be in cover.
Compare the total number of successes to nd
the outcome:
Draw or Survive wins: MISS - no effect.
Blaze Away wins: HIT - target -1 Aggression, eg
Alert to Pinned.
Blaze Away doubles: HIT - target -2 Aggression,
eg Enraged to Pinned.
Blaze Away triples: HIT - target -3 Aggression, eg
Enraged to Suppressed.
Blaze Away Damage
When youre blazing away at a target there is always a
chance that you might hit them even if your main aim is
only to keep their heads down. To take this into account,
use the following rule.
Any HIT result with a Blaze Away test may cause
damage.
Work out the effects of the Aggression loss on the
target. If all the loss has been used in reducing the
target to Suppressed then no damage is caused. If
however, the target is reduced to Suppressed and there
is still a reduction in Aggression left over then each
extra step causes 1 potential damage.
For example, if an Enraged model is tripled then it
loses 3 Aggression. This reduces it to Alert then Pinned
then Suppressed with no points left over. No damage is
caused.
For example, if a Pinned model is doubled it loses 2
Aggression. This reduces it to Suppressed with one
point left to lose. This extra point loss causes one
potential damage. Resolve this damage as normal
(see page 34).
Supporting Models
*A friendly model may support a Blaze Away action if
it has not yet activated and it could have made a Blaze
Away action of its own against the same target. A model
that supports is marked as activated and does count
towards the maximum number of models a player can
activate in his Turn.
Cover
The eagle-eyed amongst you will have noticed
that cover is dealt with slightly differently in
Deadzone. Against shooting it gives the target
a better chance of surviving. Thats normal.
But against Blaze Away attacks it actually
makes it harder for the target to resist. Is
that right? Absolutely. When you shoot at me I
am less likely to be dead if I have a nice, thick
wall to hide behind, so the modier is in my
favour. However, if youre blazing away at me
in an effort to pin me down then Im far more
likely to curl up and stay hidden (be Pinned
or Suppressed) if Ive already got some cover
to hide in. Cover is nice and feels safe. Once
theyre in it, people dont like moving out of it.
For Shooting this translates to a bonus for the
target, but mechanically this must be a minus
when it is Blazing Away.
AIM (SHORT ACTION)
A model must have an attack with a Range number (not
F) to take this action.
The model remains in place and takes Aim. This adds
a bonus to a subsequent Shoot action if it is made
immediately afterwards in the same Turn.
THROW GRENADE (SHORT ACTION)
A model must have a grenade with a Range number (not
F) to take this action.
The target must be within the maximum range of the
weapon used to take this action.
Throw Grenade targets a cube and requires area LOS.
Scott Syverson (order #5232320)
31 CORE RULES
The Judwan are a calm, peaceful race, each one following the ancient Mushenwan path to spiritual enlightenment.
A staggeringly large number of them are healers, using a mixture of dazzling technology and ancient medicine to
care for those with whom they share the galaxy, but never asking for reward or recompense.
Throw Grenade is a 3 dice Shoot test (1)
Shoot modiers:
-1 if Indirect weapon at combat range
-2 if Indirect weapon at long range
Throw Grenade succeeds: HIT the grenade
lands in the target cube.
Throw Grenade fails: MISS at combat range the
grenade scatters one cube in a random direction.
At long range the grenade scatters twice. Roll
separately for each scatter.
This action resolves where a thrown grenade ends up.
What happens when it goes off in that cube depends on
what type of grenade it is. See pages 77 to 78 for details
of the different types and their effects.
Grenades are reliable and carefully built
weapons that only explode when triggered.
They do not detonate when the model carrying
one dies or drops one to pick up something
different.
OVERWATCH (LONG ACTION)
The model lies in wait for the enemy, carefully watching
the approaches.
Place an Overwatch counter next to the model. The
model remains on Overwatch until their Overwatch
test tells you to remove it, they are Injured, Pinned
or Suppressed, or they choose a new action in a
subsequent Turn.
When an enemy model takes any action that begins or
ends within Area LOS of the overwatching model then
they may attempt to react.
Roll the following test to see if the model reacts quickly
enough in the tumult of battle.
Note that any number of overwatching models may
attempt to interrupt each enemy action, but that you
must declare all of those that will try before you roll
for any of them. Roll for and resolve each overwatching
model one at a time in an order chosen by the owning
player.
An overwatching model does not have to interrupt an
enemy, and if there are several that could then it is
always their owning players choice as to which ones, if
any, make the attempt.
Overwatch is a 3 dice 6+ test (1)
Overwatch fails: remove the Overwatch counter.
Overwatch succeeds: take the models Overwatch
action after the target has completed their action.
Discard the Overwatch counter.
Overwatch doubles: take the models Overwatch
action before or after the target has completed
their action. Discard the Overwatch counter.
Overwatch triples: take the models overwatch
action before or after the target has completed
their action. The model remains on Overwatch -
leave the Overwatch counter in place.
After The Overwatch Action
Once any Overwatch action has been resolved, the
model that was interrupted may continue with their Turn
provided that they have not been Pinned,Suppressed,
Injured or Killed.
Scott Syverson (order #5232320)
Each faction has its own deck of cards, and within this is
a set of Battle Cards. . Some of these will form a Strike
Teams battle deck for use during a game. A player has
a hand of cards drawn from this battle deck that he
uses to aid his Strike Team. As the game goes on cards
will be used and discarded, and new ones drawn. If a
players deck runs out completely and he has no cards
left in his hand, then the battle is over.
Card Types
Once a card has been played and resolved it is placed
in a discard pile next to that players draw deck. The
discard pile is never reshufed and reused. Discarded
cards are out of the game.
Battle Cards come in three main types: Active, Reactive
and Hybrid. They are marked with the icons below.
Active cards may only be played during
your own Turn.
Reactive cards can only be played in your
opponents Turn.
Hybrid cards may be played in any
players Turn.

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32 CORE RULES
Scott Syverson (order #5232320)
Card Play
Cards are played on models in addition to actions. Each
Battle Card has two possible effects which may be
different types. You must choose which one of these
effects you wish to apply when you play the card. You
may only ever use one of the two options when you play
a card and the action chosen denes when that card
may be played.
Each model can have a maximum of one Active card
played on it per Turn. There is no limit on the number of
Reactive cards. Hybrid cards count towards this limit if
they are played as an Active card.
An active card can only be played during the target
models activation and must be played on the model
it affects (unless otherwise mentioned in the notes
below). Within this limitation it can be played before or
after any action taken during this activation.
When models take an opposed test, either, neither or
both players can add to their dice with modifying cards.
The player whose model is taking the action must
decide rst whether he will add a card to boost that test
or not. His opponent may then decide to add a card if
he chooses. All decisions about card use must be made
before any dice are rolled.
No more than one card may be played by each player to
modify a single test.
Card Notes
For ease of reference all the notes on Battle Cards
are collected here. These notes aim to clarify the use
of cards and are best read with the card to hand as
reference.
All cards are single use and are discarded as soon as
they have been resolved.
+1
Many cards give a model +1 dice to a specied test. To
use this type of cards the model must already be taking
that action. The card does not buy an action, it simply
modies the test required.
BOOBY TRAP
This can only be played on a model when they pick up a
face down item. Once an item has been looked at or is
dropped it will be face up and can no longer be booby
trapped.
Resolve the booby trap as a frag grenade that has hit its
target (so it gets the +1 modier).
The item that was booby trapped is not damaged, and it
does not go off if it is a grenade. The booby trapped item
remains with the model that picked it up, or is scattered if
the model dies.
Once the booby trap has been resolved, the model that was
interrupted may continue with their Turn provided that
they have not been Pinned, Suppressed, Injured or Killed.
CHANGE OF PLANS
This must be allocated to a specic friendly model as
their active card for the Turn even though it affects the
enemy.
DISTRACT
This must be allocated to a specic friendly model as
their active card for the Turn even though it affects an
enemy model.
Mark the target model as activated regardless of what it
was doing.
HEADSHOT
Unlike Weak Spot, this only applies to Shoot actions.
MOVE
This is a one cube Move, exactly as the action of that
name. It cannot be used as a Teleport or Break Off
action.
STEADFAST
This cannot be used to ignore Pinned results of Blasts.
SURGE
This must be allocated to a specic friendly model as
their active card for the Turn.
TWISTED
The new mutation counter is drawn at random from the
remaining supply. If all the counters have been used
then the card does nothing.
WEAK SPOT
Can be used to boost the lethality of any attack including
Blaze Away, Fight and grenades. Remember to declare
its use before any dice are rolled.
33 CORE RULES
Scott Syverson (order #5232320)
Deadzones are dangerous places and models can be
damaged in a wide variety of ways. They can be shot,
stabbed, blown up, knocked off heights, slammed
into walls or set on re. In rules terms this wealth of
unpleasant situations is simplied into the following
system.
Damage States
A model can be in one of three damage states:
1. UNDAMAGED
The initial state of a model.
2. INJURED
The model continues to ght. They suffer
negative modiers in a few tests but are
otherwise able to continue as normal.
Mark the model with an injury counter.
3. KILLED
The model is removed from the game. In reality
they may be able to recover with extensive medical
treatment. However, for the purposes of this mission
they are no longer combat effective.
Resolving Damage
Each successful attack generates an amount of
potential damage. This will be listed in the test
results.
Effects of successful attacks are resolved as follows:
The target models armour (reduced for any AP ability of
the attack) is subtracted from the potential damage to
nd the actual damage caused. This is then compared to
the following table.
For example, a model is hit by an attack that resolves
with a potential damage of 3. The model is wearing
armour 2, and the attack is AP1. The AP reduces the
effectiveness of the armour to 1 (2 armour -1 AP =
1 armour). The remaining armour then reduces the
potential damage of 3 down to 2. Unfortunately this is
still enough to kill the model. If the attack had not had
any AP then the attack would have been reduced to 1
and the model would only have been Injured if it was
previously undamaged.
0 damage caused: The targets armour saves it.
1 damage caused:
The target is Injured if
currently undamaged or
Killed if already Injured.
2+ damage caused: The target is Killed.
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34 CORE RULES
Scott Syverson (order #5232320)
35 SETTING UP 35 SETTING UP
SETTING UP
Scott Syverson (order #5232320)
36
36 SETTING UP
In order to play Deadzone you need to get a number of
things together. If youve got the boxed set then almost
all of these are included. All you will need to nd for
yourself is an opponent. Once youre ready, lay out the
battle mat between you and follow these steps.
1. Choose Strike Teams.
2. Prepare your Strike Team.
3. Prepare the battleeld.
4. Determine deployment.
5. Start the game.
1. CHOOSE YOUR STRIKE TEAM
Each player should decide which of the different
factions (Enforcers, Plague, Marauders, Rebels, etc)
they like most. Then, using the Stat Cards from the
appropriate faction deck, each player needs to put
together a Strike Team following the rules on page 44.
As long as you have the models to represent the various
soldiers and monsters on the battleeld, you can play
any combination of factions you like, including ghting
with the same faction on both sides. Its up to you.
When both players have the models and cards needed to
play and have each chosen a Strike Team, then go to the
next step.
2. PREPARE YOUR STRIKE TEAM
Each player should follow these steps.
Make sure you have all the models and item
counters you have chosen for your Strike Team.
Sort out the activation, Aggression and other
game counters so that they are within easy
reach. Lay out the Stat Cards for your Strike
Team.
Scott Syverson (order #5232320)
37 SETTING UP
Shufe your Battle Cards. Deal yourself 20
Battle Cards. These will form your battle deck
for this game. Place the remainder to one
side. They will not be used in this battle. Deal
four Battle Cards from your deck of 20 as your
starting hand.
Shufe your Mission Cards and draw a mission.
Keep this secret. If you dont think you can
achieve this mission then you can reject this rst
draw and choose another. You must attempt the
second one regardless, and cannot change back
to the rst once you have drawn a second. Keep
the remainder of the Mission Cards nearby as
you will need them for deployment.

If you are using Plague, you must allocate initial
mutations. Shufe the 8 mutation counters
face down and draw 3 at random. Allocate each
of these to a separate model before the battle
starts. Note that these initial mutations can be
allocated after you see what they are. Put the
rest of the mutations (still face down) to one
side. You may need them later.

Not all mutations are useful. Despite this, all
mutations drawn must be allocated to a model,
good or bad. That kind of unpredictability is just
part of what happens when youre infected with
alien mutagens.
3. PREPARE THE BATTLEFIELD
Lay out your playing area and place the buildings and
other scenery on it to form the battleeld. Place the
buildings rst and then the cover.
Buildings
The Deadzone buildings can be assembled in an innite
number of ways, and this is part of what makes them
fun. As a general rule, lots of smaller buildings is often
better to ght around than a few large ones, but you
should experiment for yourself to nd out what suits
you and what you think looks best.
When you have assembled some buildings, place them
on the mat. Wherever possible, align buildings so that
they are exactly in line with the printed grid on the mat.
Spread out the buildings, avoiding large open spaces. As
a rule of thumb, try to avoid any 3 cube x 3 cube areas of
the lowest level being completely empty of buildings.
Multi-level buildings can be connected by walkways
above ground level.
Remember that you are laying out all this scenery
before you know where either Strike Team will deploy.
Cover
Once your buildings are laid out, dene some cubes as
cover to break up clear re-lanes and make the board
look more interesting. Exactly what bits of scenery you
use to show cover does not matter.
What Is Cover?
The concept of cover is very important to
Deadzone, yet can be quite difcult to understand.
While the rest of Deadzone is based on a literal
representation of models and buildings, cover is
partially abstract.
In reality, a Deadzone battleeld would be
covered in all manner of debris, from smashed
bits of walls to abandoned vehicles, damaged
street furniture, scattered remains of building
interiors, and so on. You can imagine that the
innards of every damaged building have been
strewn across the streets. All those desks, sofas,
chairs, cabinets, etc have to go somewhere, but
in a game it simply isnt practical to model every
last piece of this battleeld detritus. So, we use
the concept of cover.
Cover is represented on the gaming area by a
few pieces of scenery within a cube. This could
be almost anything, but players commonly use
barricades, crates, barrels, and rubble. These
scenery elements act like buildings to block the
lines of sight between models. However, they also
act as a visual reminder that the whole cube they
are in counts as cover. Cover is a way of saying
that we know there is really a lot more stuff to
hide behind, but that we cant show all of it. Quite
apart from anything else the models would fall
over all the time if we had realistic amount of bits
of rubbish all over the place.
So, a cube counts as cover or it doesnt. Use the
scenery to show cover by placing it inside the
cube, not along its edges (as buildings are). This
means that you should be able to tell at a glance
which cubes are cover and which arent.
To make the scenery elements stretch further
and as a useful guide, cubes inside buildings
count as cover too, regardless of what scenery is
present. These are the locations where the piles
of rubble and smashed furniture are likely to be
at their highest, and so it looks right in game too.
Decide before the battle starts which cubes count
as inside buildings. These are usually fairly
clear as the shape of the walls shows where the
buildings once stood. If there is any doubt then
come to an agreement with your opponent before
anyone knows which side they are setting up on.
Scott Syverson (order #5232320)
38
38 SETTING UP
4. DETERMINE DEPLOYMENT
Decide which way up the board will be viewed. One of
the players then draws a random Mission Card from
his remaining (unused) deck. Use this only to determine
the deployment zones. The result can be one of the
following four layouts. Using the agreed orientation of
the board, the player that drew the card takes the red
zone and his opponent the blue. The grey central zone is
used for random item deployment, and each X marks a
cube where an objective must be set up (see below).
Items
Take the 16 item counters with crate
designs on the back and shufe them face
down. Each player takes 2 at random and
without looking at them places each in a
separate cube in the central grey area. The
player who drew the card for deployment
places the rst two and his opponent the last. In this
step, each item must be in a separate cube. Items can
be placed on any level.
Then take 4 more counters at random and without
looking at them place them one at a time on the board
using dice to determine a random position for each. For
each counter, roll one dice and count that many columns
across; then roll a second dice and count that many
rows down. Place the counter on the top level of scenery
in the resulting space. Re-roll a dice if it would drop the
item in either players deployment zone. We can assume
that anything that has been left lying about in the
assembly areas has already been used up or removed to
the rear. The only items remaining would be in the no-
mans land between the forces.
When eight counters have been placed in total (4 by the
players, 4 at random), put the remaining eight counters
to one side. They will not be used in this battle.
Objectives
There are three octagonal objective counters marked
X, Y and Z. Shufe them face down and place one at
random on each of the positions marked X on the map.
They remain face down. Objective counters may only be
examined by a player who has a model in the same cube
at that time.
Deployment
The player who did not draw the card for deployment
now draws an unused Mission Card from his deck to
determine who deploys their models rst and starts the
battle. Friend means that he does, while Foe means
his opponent begins.
The starting player deploys his non-Scout models
anywhere within his deployment zone. His opponent
then deploys all of his models, placing any models with
the Scout ability in the white area of the map between
his own deployment zone and the central grey sector.
The starting player then places any models with the
Scout ability in the white area of the map between his
own deployment zone and the central grey sector.
If any models start the game with an Aggression other
than Alert, place the relevant counter next to the model
now. Also place Overwatch markers for Sentry models
together with any other counters that are placed at the
start of the game.
Models can be deployed on any level. .
5. START THE GAME
The starting player takes the rst Turn.
A B
C D
Scott Syverson (order #5232320)
39 SETTING UP
During a game, each player attempts to collect Victory Points (VPs) by completing mission goals. These vary from
mission to mission. Some focus on killing the enemy, others on holding ground or moving to new positions. As the
missions are kept secret, part of the challenge is to hide what youre up to whilst working out what your opponent
is trying to do and counter it.
Scott Syverson (order #5232320)
40
40 SETTING UP
Whos In Charge?
The various forces that ght within the Deadzone are
not simply ghting among the burning wreckage for the
best scraps of a ruined colony. Each is part of a carefully
structured military hierarchy and as such is operating
with support from higher echelons of its parent army.
This may sound odd for the Plague, but even their
bizarre and mutant forces have a rudimentary structure
to them that controls their actions on a planetary scale
and beyond if they can get there.
In each game, each Strike Team will be given a mission
to complete. Its success in completing this specic
mission will determine whether it wins or loses the
battle.
Mission Cards
Each faction deck includes a number of Mission
Cards. Whilst these differ from faction to faction,
the information on each card is laid out in a standard
format.
GOALS
There are far more tasks on the battleeld than can
possibly be carried out by a single small unit on one
patrol. In Deadzone, each battleeld task is called a
goal. All the goals a unit could be asked to complete
are listed here. However, only the goals listed on the
Mission Cards will earn VPs in that game. Whilst you
may complete other goals in passing, you will not
complete your mission if you ignore the specic goals
you have been tasked to complete. For example, you
may have been ordered to capture and hold specic
objective points on the battleeld. Killing the enemy
is seldom a bad thing, but it is not what youve been
asked to do this time. You will only earn VPs, and only
win the battle, by actually capturing and holding that
objective. Always read your Mission Card carefully and
understand what you need to focus on to achieve those
goals. Adapt your tactics accordingly.
You will notice that some of the goals are
highlighted in red, and prexed by a symbol
these are core mission goals, and gain extra
Reputation during a campaign. See page 52. In
one-off games treat all mission goals the same.
The list of possible goals is as follows:
Kill
Destroy the enemy forces. Without troops they can
achieve little. This is broken down into 3 levels and is
listed as 3 separate goals. These levels are based on
the points value of each enemy trooper you kill (1-6,
7-10, 11+). Each kill earns you the VPs listed for the goal
that covers their total value. For example, if a mission
gives 1VP for 1-6 point models Killed, 2 for 7-10 point
models and 3 for 11+ point models then killing a 7 point
model earns you 2VPs. Note that in some missions you
will earn VPs for some kills and not others.
Kill Commander, Trooper, Specialist or Leader
The enemy forces are like a house of cards. Remove the
right one and the whole thing collapses. These goals are
listed separately, but all work in exactly the same way.
These VPs are in addition to any points you may get for
Kill goals. Each model of the specied type that you Kill
earns points for both the Kill and the Kill Commander,
Trooper, Specialist or Leader. You earn the bonus each
time you Kill a model of the correct type. This means
that you can only earn one Kill Commander bonus per
battle (as there is only ever one in each Strike Team),
but can potentially earn the other goals multiple times
depending on the composition of the enemy force.
For purposes of this goal, Rare models are counted as
Specialists and Unique models are counted as Leaders.
Goals / VPs earned:
This section shows the various ways you can
earn Victory Points during this mission.
Notes:
If the Goals require any further explanation, it
will be found here.
Deployment / Friend/Foe:
The icons in this corner do not form part of
the mission itself instead, they are used
while setting up the game, as described on
page 38.
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41 SETTING UP
Capture (X, Y or Z)
Sometimes boots on the ground is the only way to get
things done. This is broken down into 3 goals one for
each of the objectives: X-Ray, Yankee and Zulu. You
capture an objective by having a model in the same cube as
it, as well as having no enemy models in the same cube.
Control (X, Y or Z)
Use stealth, use cunning or use brute force, but
make sure none of the enemy gets anywhere near.
This is broken down into 3 goals one for each of the
objectives: X-Ray, Yankee and Zulu. You control an
objective by making sure two things are true at the
same time. Firstly, you must capture the objective by
having a model in the same cube as it when no enemy
models are in that cube. Secondly, there must be no
enemy models in any cube adjacent to the objective.
When both of these are true then you have control of
that objective.
IMPORTANT! Note the difference between capture and
control of objectives.
Inltrate
Leave the enemy blocking force to the other teams. Your
job is to get past them and onto your next target. This
is broken down into 3 levels and is listed as 3 separate
goals. These levels are based on the points value of
each trooper you exit off the board from the enemy
deployment zone (1-6, 7-10, 11+). Each trooper you move
off earns you the VPs listed for the goal that covers their
total value. For example, if a mission gives 1VP for 1-6
point inltrating models, 2 for 7-10 point models and 3
for 11+ point models then moving off a 15 point model
earns you 3VPs. Note that in some missions you will
earn VPs for some inltrators and not others. See the
rules for moving off the board on page 27.
Scour
It may not be brave, but its got to be done. Some
factions are abundantly supplied with every item of
equipment they might wish for, while others struggle to
get by. Each time you carry an item off the board from
your own deployment zone you earn the VPs for this
goal. The items cannot be ones you started the battle
with; they must either be ones that began the game
littering the battleeld or ones that enemy models have
dropped since. See the rules for moving off the board on
page 27.
Survive
Sometimes just holding on can be enough. This goal is
earned at the end of every Round that more than half
your Strike Team (in points) remains on the battleeld.
If a model has moved off the board then it is no longer
counts as being on the battleeld even though it did
not die. You may want to use a spare counter to track
how many Rounds you have played. If you do this, make
sure that you do so even when Survive is not one of your
objectives just to keep your opponent guessing.
Intel
In addition to these goals, there are some items of
intelligence value called intel that are worth 1 VP each
to any faction on any mission. These can sometimes be
found on the battleeld as part of the scatter of random
items.
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42 SETTING UP
VPS EARNED
This column on the Mission Card lists the VPs awarded for each time you complete that goal. Total the number of
VPs you have earned at the end of each Round to see if you have won the battle.
Tracking VPs
An easy way to keep track of your VPs is to use your Mission Card as a reference point. Simply place enemy
models you kill, friendly models you inltrate off and any other VP related counters and models around your
Mission Card so that you can count the points quickly. Its best to use the layout shown here so you always
know where everything is and what its worth.
Of course, the particular mission youre on might not count
inltrators, kills etc, but your opponent doesnt know
that. Not yet, anyway, and the longer you can keep
him in the dark the better. For this reason its
best to look like youre after every possible
type of mission goal there is. By always
counting everything you can keep your
mission secret longer.
Left: 1-6 point enemy
models Killed or own models
inltrated off the board.
Right: 11+ point enemy models
Killed or own models inltrated
off the board.
Above: 7-10 point enemy
models Killed or own models
inltrated off the board.
Below: Intel counters,
scavenged items and Turns
survived (use a spare dice to
track this).
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43 SETTING UP
Winning
There are a number of ways to win a game of Deadzone.
These fall into two main types: claimed and timeout. In
addition, players can concede or abort battles.
CLAIMED VICTORIES
These are when one player achieves a clear victory by
either completing his mission or wiping out his foes. To
win this way a player must claim his victory by telling
his opponent that he has won and then conrming it. He
may do so in one of two situations:
1) When he has earned a total of 10 or more VPs.
2) When his opponent has no models left on the table, or
the only ones left have a command value of -.
When a player claims victory, pause the game to check
that they have actually done so. When this is due to
wiping out the enemy it should be obvious. Otherwise,
the player claiming the victory reveals his Mission Card
and his VP total is checked by both players. Remember
to include any intel recovered in this total.
If they have earned 10 or more VPs then the game is
over. If not then carry on from where you left off.
The rst player to claim a valid victory wins the game.
TIMEOUT VICTORIES
All missions are time-sensitive. If you dont complete
your assigned tasks quickly then the strategic situation
will change and your goals may no longer be valid.
Deadzone is designed to time out games on its own. This
avoids stalemate situations where neither player can
make headway on achieving their mission. The way the
game does this is by using the Battle Cards.
At the end of a Round the number of remaining
Battle Cards are checked. If one or both players has
completely run out then the game is over. The missions
window of opportunity has been missed and the Strike
Teams have been recalled by their respective High
Commands. See the Play Sequence on page 20 for more
details.
If a game times out then both players ip over their
Mission Cards and the total VPs are calculated.
Remember to include any intel recovered in this total.
The player with the highest total wins. In the case of a
draw, the player with the highest total points (in models
only) remaining on the tabletop when the battle ends
wins the battle.
CONCEDING A BATTLE
There are times when everything goes wrong and
retreating to reform is the only sensible option.
A player can concede the game at the start of any of his
Turns. This is usually only done as part of a campaign
when a player is worried about the losses in his force.
The player that concedes earns zero VPs for this battle
regardless of his mission and any intel recovered. His
opponent earns 10 VPs regardless.
ABORTING THE MISSION
There are times when an assigned mission is
impossible. Sometimes the reports are incorrect
and the enemy forces you have been assigned
to kill simply arent there, or the models that
needed to inltrate are killed by a lucky shot right
at the outset. In these situations you have two
choices: concede the battle or abort the mission
and ght on regardless. Aborting a mission looks
bad, but sometimes its the only option.
Conceding the mission is dealt with above. While
this is OK in a one-off game, in a campaign it
gives a lot of VPs away and is not usually such a
good option.
At the start of any of your turns you can abort
your mission if it is no longer possible. Turn over
your Mission Card and show it to your opponent.
If you agree that the maximum possible VPs
from the mission alone (ie ignoring intel, etc) is
less than 10 then you may abort the mission. If
you could earn 10 or more VPs then you must
continue with the mission or concede the game.
Just because its hard doesnt mean that an elite
force commander such as you can walk away
from it.
If the mission can be aborted, discard your
Mission Card and any models Killed or inltrated
to this point. You start your VP total again from
zero. From now on you will earn 1 VP per enemy
model you kill, regardless of its cost or type. This
makes it very hard, or perhaps impossible to win
outright, but in a campaign some VPs are better
than none. Remember that you can also play for
time so a win is always possible even on aborted
missions.
Note that you cannot get the campaign bonus
for completing core mission goals as aborted
missions have none.
Once you abort a mission you cannot go back to it
later.
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44 SETTING UP
Choosing a Strike Team
These rules are for choosing a Strike Team for a
normal game.
Each model, item and card has a cost in points. You
must carefully consider which combination will work
best for you and spend your points accordingly.
POINT LIMITS
Each Strike Team has a total of 70 points to spend. You
can choose to spend less than the full 70 if you wish, but
you cannot spend a single point more.
MODELS
Most of your points will be spent on models for your
Strike Team.
TYPE LIMITS
No Strike Team can expect to go to battle with just
snipers or Grogans. Specialists are in high demand
everywhere and a Strike Team is often lucky to have one
at all.
When you choose a Strike Team the number of models
you can have depends on their type. You can always take
as many Leaders and Troopers as you wish. Specialist,
Rare and Unique models are grouped together. You may
not take more of these models, added together, than you
have Troopers.
For example, if I had 4 Troopers in my Strike Team then I
could take a total of no more than 4 Specialist, Rare and
Unique models.
ITEMS
A Strike Team may include as many items as its models
can carry. Items are bought with points from the
following list:
item Cost Notes
Ammo
1
AP Ammo 2
Frag Grenade 3
Sentry Gun
(packed)
5 Enforcers only. Requires
an Engineer to deploy.
BATTLE CARDS
You may start the battle with up to 5 extra Battle Cards
in your deck if you choose. They cost 1 point each. These
will be added at random from what is left after you have
followed the normal deck building process on pages 36
and 37.
THE COMMANDER
When you have nished spending your points, you must
nominate a Commander for your force. This will be the
model with the highest Command Total stat in the Strike
Team. If two or more models have equal highest value
then you must choose between them.
A Commander must have a command value of at least
1-1.
There is only one Commander in a Strike Team for each
battle. If this model is Killed then you must use the next
highest surviving Command total in the Strike Team
for certain game functions. However, that model is not
considered a Commander.
MERCENARIES
Most armies are rather wary of mercenaries as you can
never be sure of their loyalty or discretion. However,
there are times when their special skill sets are very
useful, whether this is to bolster an already strong
theme in your force, or to plug a gap where you are
weak.
Each Strike Team can include up to one mercenary, and
does not have to include any. If you choose to include
one they are paid for using part of the 70 points budget
for the force and count as the type listed on their card
(usually Unique) just like any other model. The only
additional restriction is that some mercenaries are
picky about who they work for. Each mercenary card
lists which factions that model will ght alongside in
addition to all the normal information.
A mercenary cannot be a Strike Team Commander.
Ignore them when working out who has the highest
Command Total in the Strike Team.
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45 CAMPAIGNS 45 CAMPAIGNS
CAMPAIGNS
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One thing that Deadzone does well is tell a story.
Battles feature dramatic rescues, lucky escapes and
heroic charges all the time, and the actions of individual
models often end up being recounted as great tales of
heroism after the game. The only downside is that these
individuals have no life beyond that single mission. What
if you could follow these heroes in their next battle, and
the one after that? Would they carry on saving the day
or would their luck run out? Campaigns let you nd out.
A campaign is a linked series of games where the lives
of the individual models in your Strike Team continue
from battle to battle. Instead of the anonymous ghters
you have in one-off missions, you can name these brave
souls in the knowledge that the survivors of one ght
can continue to tell their story in the next. As they do so
they gain a variety of new experience, equipment and
abilities that makes them even more formidable.
Individual games within a campaign are fought in much
the same way as a normal one-off game. The difference
lies in what happens between the battles and how you
keep track of your force.
Campaign Terms
As well as all the normal Deadzone rules, campaigns
need to more closely dene a few terms and add a
couple of extra ones:
STRIKE FORCE
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 reects the realities
of combat. However, you will be able to tailor what
resources you do have at least to an extent.
STORES
In effect, this is the item equivalent of your Strike Force.
It is the stores available at your forward base and 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
Strike Force and Stores. Unlike a normal game, you
must draw the models for your Strike Team from your
Strike Force rather than simply taking anything you
like. Similarly, you can only take items available in your
Stores. This makes campaign Strike Teams different to
those built for one-off games.
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ROSTER SHEET
This is a record of all the models and items available for
you to purchase, and those that are already part of your
Strike Force and Stores. Individual models have their
stats listed here along with any injuries or experience.
RESTRICTIONS
In a campaign, each players initial Strike Force
represents a newly-arrived unit in the battle zone. It
has limited resources and no reputation to persuade the
local units to help it out with supplies. A Strike Force
starts with access to only a few of its factions possible
models and items. The others are restricted.
REPUTATION
This represents how well known and how respected
the Strike Force is. The more missions it fulls
and the longer it remains at the front the better its
reputation. And, the better a reputation a Strike Force
has, the more easily it can persuade High Command
that it should get what it wants by way of supplies and
replacements. Reputation is spent between battles
to improve the Strike Force and to gain better medical
treatment for casualties. The roster sheet has a space
for the total reputation ever earned, and a separate
space for unspent reputation. Highest total reputation
is the usual measure of a campaign winner. Unspent
reputation is only used for working out what can be
bought between missions.
CLEARANCE
Regardless of the outcome, each battle a Strike Force
ghts improves its standing with High Command
and improves its clearance. Each clearance allows a
Strike Force to remove one restriction. Note this newly
available model or item on the back of your roster
sheet.
HIGH COMMAND
The various forces that ght within the Deadzone are
not simply squabbling among the burning wreckage
for the best scraps of a ruined colony. Not at all. Each
is part of a carefully structured military hierarchy and
as such is operating with support and aid from higher
echelons of its parent army. High Command is the
term for these upper echelons.
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Some Compaign Notes
The campaign system included here is a very simple one
that can be easily adapted to a wide variety of different
sizes of groups and styles of gamer. There are other,
more elaborate types of campaign and you may like
to try these at some stage. However, its best to start
simple and get some successes under your belt before
you try anything too complex. A short, simple, successful
campaign will be remembered fondly. You can build on
that. An unsuccessful attempt at an elaborate and
hyper-detailed map-based extravaganza will be
remembered for its failure and nothing else.
When you and your friends decide that you want to start
a campaign, how do you go about it? Well rst there are
some questions to be answered. By going through these
you should give yourself a solid foundation onto which
you can build whatever additions you like. Campaigns
can be very individual things and are likely to change as
you go along, acquiring new aspects that you and your
gaming buddies think are cool and dropping those that
dont suit.
WHO ORGANISES IT ALL?
Someone has to sort things out. Even if it is just checking
that people are playing games and keeping rosters up to
date, there needs to be a driving force behind a campaign.
Deadzone campaigns are designed so that this person
can also join in the battles. This means that nobody need
miss out on the carnage.
One helpful means of showing which Strike Forces are
doing well is to have a league table of total reputations.
However, this isnt the only thing you can measure. If you
wanted you could keep track of total VPs earned, kills
caused (or losses suffered), missions accomplished,
battles won, and so on. Decide in advance what you will
track and what will decide overall campaign victory so
that everyone knows what to aim for.
When it comes to making nal decisions about something
the organiser should be responsible. Its usually a
good idea to discuss these things among the group, but
decisions are typically needed sooner rather than later
and its much easier and faster if one person is ultimately
responsible. If a situation arises where an organisers
own Strike Force is involved in the question then the
players should vote on the outcome as a group and abide
by the majority decision.
HOW LONG?
Short campaigns and those with xed end points are best
to start with and probably best overall. As mentioned
above, success is a good recruiter when you want to run
another.
How long a campaign lasts for depends on how often the
players are likely to get a game. Id aim for perhaps 4-8
games for your rst campaign, depending on the size of
your group and their level of enthusiasm. If people are
still enthusiastic at the end of a campaign you can always
Scott Syverson (order #5232320)
49 CAMPAIGNS
HEW Guntracks were once popular among Corporation armed forces, but when Accutek started pushing the
HSW-04 and its hefty exclusive-use agreement they were forgotten almost overnight. Most have now found homes
among Marauder eets, where goblin crews treasure them for their sturdy construction and excessive repower.
consider running another one immediately afterwards
with the same experienced Strike Forces instead of new
ones (or as well as new ones if you have new players
wishing to join in). Its best to be exible and adapt to
your local group. The campaign organiser should make
the nal decision, but as always its a good idea to talk it
through with the rest of the people in the campaign.
WHO DO YOU FIGHT?
The more rigid your organisation of battles in a
campaign, the less successful you and everyone else
will be at sticking to it. The answer is to be as freeform
as you can.
Let players arrange their own games and play as
often as they like or can within their chosen campaign
structure. The only restriction that is both easy to
implement and helpful to use is to say that you cannot
ght against the same opponent twice in a row.
One nal thought on who you ght is challenges. The
way they work is simple.
Using whatever means you have decided on to judge the
overall winner (see above), rank the Strike Forces in
order. Then, let players issue one challenge per week,
fortnight or whatever time period makes sense for your
group.
Starting with the lowest ranked Strike Force, let them
issue a challenge. Simply pick any other Strike Force
that has not already got a challenge match in this period
and issue your challenge. If they fail to ght you in that
time period then they lose 5 from their total reputation
for cowardice.
Continue up the rankings, each player issuing a
challenge unless he is already part of one, until every
Strike Force has a challenge match arranged. This
need not be the only game either Strike Force plays
during that period, but they must play this one or the
challenged Strike Force loses the reputation.
Of course, this too can be exploited and the organiser
will need to be alert to people issuing challenges and
then not playing through no fault of the challenged
player. In these cases the reputation loss should be
levied on the challenger instead. If the game cannot be
played through no fault of either player then the penalty
can be waived at the organisers discretion.
A BALANCED CAMPAIGN
The Deadzone campaign system doesnt require that
everyone play the same number of games. This will give
an advantage to those who ght more often, however,
the advantage will be very small.
By keeping the battle size xed at 70 points, all that
more experienced Strike Forces can bring to the table is
a wider variety of models and items. More experienced
and improved models cost more points and so will
reduce the size of the overall force. This puts the focus
back on the players skill rather than the models in the
Strike Force itself, which is where it should be.
This also means that players can join in part way
through the campaign and not be at a huge disadvantage
in a game. They will struggle to beat those who have
fought more battles in terms of overall reputation, but
they can still join in and ght lots of games without
feeling overwhelmed by the veterans.
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Once youve got a group of players for your 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. Choose initial clearances
4. Work out initial Strike Force
5. Play some games!
1. CHOOSE A FACTION
Players will have a collection of models and a favourite
faction. Its more fun if there is a mixture of different
factions in your group, but the amount of inghting
within every faction makes it perfectly reasonable to
have duplicates.
2. COMPLETE A ROSTER SHEET
Each player will need a roster sheet. You can photocopy
the one on page 56 or download a pdf from
www.manticgames.com. This is where you will record
all the details of your Strike Force and your Stores.
Every time a model is Killed or Injured, 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.
3. CHOOSE INITIAL CLEARANCES
The assumption is that most things in Deadzones are
restricted. You are new in this battle zone and supplies
are limited.
On the back of your roster sheet write down all of the
Troopers in your faction. You can always choose from
any types of Trooper and normal ammo (not AP to start
with). All other models and items start the campaign
restricted. Then choose 3 clearances. Each clearance
lifts one restriction on a single model or item. This
means that the model or item becomes available to your
Strike Force. Note this on your roster sheet.
For example, if you are playing Enforcers you will
always be able to take all of the Trooper options. You
might decide to use your three initial clearances to
add the Enforcer Captain and the Enforcer with the
missile launcher. The last one you could spend making
frag grenade items available. Theyre always useful.
All other models and items will remain restricted and
unavailable to buy until you earn more clearances and
lift the restrictions.
Scott Syverson (order #5232320)
Mission log 332\19\a
Log begins. Our objective is a piece of experimental technology, function classied.
Prior to the outbreak it was being held in the Lu-Fan warehouse district outpost
D-9 but audio logs indicate that a group of researchers tried to move it to a safer
location. Intel concludes that their transport was brought down when they tried to
pass through D-12.
While we dont know what hit the research team, we do know that the area was
recently chosen by a group of Marauders as the site for a base camp. Considering
the facts, it is unlikely that they are aware of the existence of the experimental
tech; however, we can expect resistance on our approach.
I have already assembled a strike team. I have chosen 03\Baraka, 07\Yuri and
08\Ryler as the vanguard of the group, following sweep drill 021, with 02\Toval
giving heavy re support in case of armoured units. 12\Aral is the obvious choice
to recover the device, but he will be accompanied by 09\Hyris whom he has
briefed as a backup. Assuming all goes well, Hyris will also provide short-ranged
defensive support while Aral completes his task.
Review to follow after extraction (crossref 332\19\b). Log ends.
51 CAMPAIGNS
There is an important distinction between
cleared and bought. Models and items will
often be on your cleared list long before you
actually buy one of them for your Strike Force.
This simply means that you have done enough
to persuade High Command that you are worth
trusting with such important and limited
resources. It doesnt mean that they have any to
give you yet. You still have to spend the points
to buy a model or item before it is added to the
Strike Force or Stores section.
4. WORK OUT INITIAL STRIKE FORCE
This is exactly like the normal process of choosing
a Strike Team (see page 36) with a couple of notable
exceptions. Firstly, you have 140 points, not 70.
Secondly, you only have access to a limited selection of
models and items. You can only spend your 140 points
on models and items that are available to your Strike
Force, i.e. Troopers, ammo and the three things that you
made available with the clearances you chose above.
One nal thing you might like to do is name your models.
They will hopefully be with you through many victories,
and its an easy way to bring them to life.
5. PLAY SOME GAMES!
Fighting battles in a campaign setting is much the same
as normal one-off battles. However, there are some
important differences.
Choosing A Mission For A Campaign Battle
Draw a Mission Card at random from your faction deck.
Do this before you choose your Strike Team, not after.
You may not refuse this mission.
This is far more realistic for a military unit in a combat
zone than being allowed to pick and choose, and would
be preferable for one-off battles too if it were not for
the practicalities of gaming. Most people work out
their armies before they turn up for a game, and so
drawing a random mission in front of your opponent is
a simple and quick way of getting straight into a game.
However, in a campaign many players will be looking
for something more realistic and immersive, hence the
change.
Choosing A Strike Team For A Campaign Battle
This is exactly the same as choosing a Strike Team
for a one-off game with one exception: you can only
choose from the models in your Strike Force (that are
not currently marked as absent) and the items in its
Stores. This limit applies to both type and number of
models and items. For example, if you only have one
frag grenade left in the stores you can only take one to
this battle.
Let Battle Commence
Other than the selection of mission and Strike Team,
the rest of the setting up and ghting a battle remains
the same.
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In campaigns we care about what happens to individual
models after a battle. Have they recovered from their
injuries, learnt any new abilities, or scrounged any
good equipment? We also need to see what strings we
can pull to ensure the Strike Force gets the best new
recruits and items it can nd. To do all this, simply
follow the steps below. These are best done when both
players are still present, immediately after the battle.
This ensures that there is someone impartial to witness
any dice rolls and to remind you which models were
Injured or Killed.
1. Return items to the stores.
2. Calculate reputation.
3. Absent models return.
4. Resolve experience.
5. Choose clearances.
6. Spend reputation.
7. Resolve casualties.
8. Check roster is fully updated.
9. Add fresh recruits.
1. RETURN ITEMS TO STORES
If any models are carrying items at the end of a battle,
add them to your Stores. This includes those you took to
battle and never used, those you have found and those
you have taken off the bodies of the enemy. As long as
one of your models is carrying it at the end of the battle,
you put it into your 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 owners Stores only 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.
If you acquire an item that is still restricted then you
may use the one youve got. You just cant buy any more
until you have the clearance.
2. CALCULATE REPUTATION
After a battle you earn reputation as shown on the
table below:
Situation Reputation earned
Earn any VPs for mission
One reputation per VP
earned up to a maximum
of 10.
Achieve any core mission
goals (see page 42).
+2 reputation.
Win the battle. +2 reputation.
Included a mercenary in
your force.
-3 reputation.
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Each situation applies only once. The maximum possible
reputation earned from a single battle is 14. The
minimum is zero.
Add the reputation earned to both the total reputation
and unspent reputation areas of the Strike Forces
roster sheet. The total reputation only ever goes up,
whilst the unspent reputation rises and falls as it is
earned and spent.
3. ABSENT MODELS RETURN
Go down the list of models in the Strike Force section
of the roster and uncheck any absent boxes, thereby
returning all models to active duty.
4. RESOLVE EXPERIENCE
Individual models gain one experience for each battle
they ght in. They also gain one experience per enemy
model they kill. Add these to the appropriate place on
their line of the roster.
Keeping track of who Killed what is most easily done
when the kills are made during a battle. Simply make a
check mark next to the models entry on the roster and
tidy it all up at the end, in this step.
Each model has a rank and all models start at rank 1.
When they collect enough experience to equal the next
rank above them then they go up one level. For example,
a rank 3 model would need to collect 4 experience to
advance to rank 4. When a model advances in rank
reduce their experience by an amount equal to that
new rank. A model can only advance by one rank after
a battle. If they have enough experience to advance
again then it is saved until after the next battle. These
experiences take time to assimilate.
Note that a model cannot advance after a battle in which
they were Killed or Injured. Only models that survive a
battle unscathed or are already on the roster can gain
ranks (and therefore advancements) after a battle.
However, experience earned is still marked on the
roster and can be used after they have healed.
When a model advances in rank you may roll one dice on
the advancement table to see how they improve.
Dice roll Result Model Cost
12 New ability
Depends on the
list choosen from
see below
35
Stat improvement
of players choice. If
all four stats have
improved then treat
this as a roll of 7.
+1
67 +1 Veteran Dice +1
8+
Choose one of the
results above
New Ability
The model is sent for training and learns a new ability.
Mark them absent for the next battle while they train.
You may choose an ability from the following lists.
Which list you can choose from depends on your current
rank.
A model may only have each ability once.
A model may only have one of: Engineer, Medic,
Scavenger. If a model already has one of these abilities it
cannot choose either of the others.
Ability R
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1

4

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R
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6

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Notes
Agile
AP1 Only affects Fight attacks.
BOOM!
Brawler
Discipline
Engineer + Beast The extra engineering equipment
means that the model no longer
has room to carry more.
Fast
Glide
Irresistible
Knockback Only affects Fight attacks.
Marksman Cannot take this if they already
have the Sniper ability.
Medic + Beast The extra medical equipment
means that the model no longer
has room to carry more.
Really Tough Must have the Tough ability
already. Really Tough replaces it.
Resourceful
Scavenger
Scout
Sentry
Sniper Must have the Marksman ability
already. Sniper replaces it.
Solid
Spotter
Strategist Must have the Tactician ability
already. Strategist replaces it.
Tactician Cannot take this if they already
have the Strategist ability.
Tough Cannot take this if they already
have the Really Tough ability.
Scott Syverson (order #5232320)
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54 CAMPAIGNS
Stat Improvement
You can choose between command and combat (Shoot,
Fight, Survive) stats.
If you choose to raise your Command stat then it goes
up one level. See the list below. Command value may
only ever increase once. The order of Command, from
highest to lowest, is:
33
32
22
21
11
If you choose to raise a combat stat then the highest one
that has not yet advanced will go up. If two are equal
you may choose which to advance. Each combat stat will
only ever advance once.
If you roll this result and have already increased all
three combat stats plus Command then treat it as a roll
of 7 and take a Veteran Dice instead.
Increases in Shoot, Fight and Survive stats make the
number drop by 1. So, a 6+ becomes a 5+, a 5+ becomes
a 4+, and so on.
Veteran Dice
Hardened veterans have learned how to survive in the
harsh realities of combat and know all manner of subtle
tricks. These are represented by Veteran Dice.
Each Veteran Dice can be used once per battle to add to
any normal test for the model that owns them. Decide
before you roll any dice whether you will add one or
more Veteran Dice to it. You may add as many Veteran
Dice as you like to a single test with the proviso that you
can only use each one you have once per battle. They
are rolled just like the other dice and need the same
number for success, roll up on an 8, and so on.
Cost
Every benet gained by experience makes a model more
dangerous in battle and so increases its value. Adjust
the cost of the model on the roster sheet as described
for the bonus gained.
Mercenaries
These models do not belong to the Strike Force
permanently and never earn experience.
5. CHOOSE CLEARANCES
Each battle earns a Strike Force a single clearance.
Additional clearances can be bought with reputation.
Clearances cannot be saved.
6. SPEND REPUTATION
Unspent reputation from this battle (or saved from
previous battles) can be spent on various upgrades that
improve your Strike Force. You can spend as much or as
little as you want within the limitations of your unspent
total. You may not spend more.
Upgrade
Cost in
reputation
Notes
1 Clearance 4
Buy item Item cost
Cannot buy
restricted items
Recruit model Model cost
Cannot recruit
restricted models.
Emergency
medical aid
1 per model
Resurrect model 3 per model
Apply all upgrades as they are bought and update your
roster accordingly. You are allowed to buy a clearance
and then buy the item or model you have just cleared in
the same step.
Each faction achieves these upgrades in different
ways. Some are technological, others more mystical,
biomechanical or mutagenic. Whatever the means,
every faction has access to all upgrades.
Scott Syverson (order #5232320)
55 CAMPAIGNS
7. RESOLVE CASUALTIES
Models that were Killed during the battle are removed
from the roster unless you bought a resurrect model
upgrade for them. You need to buy one such upgrade
per model and may choose to resurrect some and not
others. If you want to resurrect a model you must do so
immediately after the battle in which they were Killed.
If you cannot afford to pay at that time they are removed
from the roster permanently.
Models that are resurrected must roll one dice on the
complications table below and apply that result.
Injured models will recover on their own given the
normal medical attention available. However, this will
take some time and they will be absent for a single
battle. If you do not buy emergency medical care for a
model then mark them as absent for the next battle.
You need to buy one such upgrade per model and may
choose to treat some and not others.
Models that receive emergency medical aid are not
marked absent and may ght in the next battle.
Reductions in Shoot, Fight and Survive game values
make the number rise by 1. So, a 3+ becomes a 4+, a
4+ becomes a 5+, and so on. If the model already has a
game value of 7+ and is reduced further then they fall
into a coma and cannot be revived. Treat this as a roll of
a 1 instead.
Reductions in Command value move down the hierarchy
listed on page 54. If the model has a 1-1 command and is
reduced further then they fall into a coma and cannot be
revived. Treat this as a roll of a 1 instead.
Complications Table
8. CHECK ROSTER IS UPDATED
Ensure that Injured and dead models are noted
correctly, experience has been counted and all other
updates and upgrades noted. Check your opponent
has done likewise. Its easy to miss a detail as theres
a lot going on, especially with more experienced Strike
Forces in the middle of a campaign. Take the time to
check now, while the battle is still fresh and you can
both remember what happened.
9. ADD FRESH RECRUITS
If, after everything has been done, you have fewer than
70 points left of models available for the next battle,
High Command will send some fresh recruits to join
your Strike Force at no cost. This ensures that all their
units are always battle ready. Stop adding fresh recruits
as soon as the total available models is 70 points or
more.
These fresh recruits will always be the least desirable
of the pool of reinforcements. The exact model depends
on your faction:
Faction Recruit is...
Enforcers Enforcer
Plague Stage 3A
Marauders Commando
Rebs Rebel Human
In addition, every fresh recruit starts out as a New Guy
and is marked as such on the roster sheet. During their
rst battle they are at -1 dice for all tests. If they survive
this rst battle they will have adapted to the combat
zone and this penalty is removed.
Note that this penalty does not apply to models
recruited by the normal process of using reputation.
Roll Result
1
Bleeder: Despite every effort, the model
cannot be saved and dies permanently on
the operating table. Remove the model from
your roster and bury them with full military
honours.
2
Brain damage: reduce Command by 1 level.
The models cost is reduced by 1 point.
3
Impaired reexes: -1 Survive. The models
cost is reduced by 1 point.
4
Blurred vision: -1 Shoot. The models cost is
reduced by 1 point.
5
Muscle wasting: -1 Fight. The models cost is
reduced by 1 point.
68
Smooth operation: No complications. The
model returns to active duty immediately.
Scott Syverson (order #5232320)
56
56 CAMPAIGNS
In Strike Team?
Absernt?
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Scott Syverson (order #5232320)
57 REFERENCE 57 REFERENCE
REFERENCE
Scott Syverson (order #5232320)
58
58 REFERENCE 58 REFERENCE
Scott Syverson (order #5232320)
59 REFERENCE 59 REFERENCE
The Plague is not really a disease at all. Although it
spreads like an infection and wipes out populations
like the most virulent of biohazards, it is in fact an alien
mutagen. Whether this is intended as a weapon, some
form of self-defence or simply as a means to keep the
rats down is unknown. Ongoing research still struggles
with both the identity of the aliens responsible as well
as their purpose.
What is known is that certain areas of space have
been seeded with a series of readily recognisable
alien artefacts. These are sometimes robust and
impenetrable, whilst at other times they allow
themselves to be easily opened. Huge penalties
are levied on anyone hiding knowledge of their
whereabouts, and given their lethality most citizens
are more than happy to alert the nearest Corporation
outpost when one is found. They are swiftly recovered
and contained in a secure unit with the best precautions
available. Sadly this is seldom sufcient.
When the artefact is eventually cracked open, anyone
in the immediate proximity not wearing at least level 7
biohazard protection is immediately infected with the
mutagen. This initial stage has a very low mortality rate
as it is key to the Plague spreading. Most of those within
a few metres will be turned into Stage 1s. These are
the focus of each outbreak, and tracking them down is
key to containing it. Until they have all been destroyed
the Plague will continue to spread. As individuals they
are powerful and cunning commanders. All of their
previous character and skills have been overwhelmed
as thoroughly as their physical form has been. This
has been replaced with an innate tactical cunning that
makes them natural commanders. They are dangerous
foes in combat too, but they are not just beasts.
These rapidly disperse, slaughtering any they
can nd as they spread out, each carving its own
dominion among the civilian population. Whilst they
attack indiscriminately, not all of their victims die. A
percentage are themselves infected and these mutate
into Stage 2 creatures. These creatures lose most
of their higher functions and serve as the premier
warriors of the outbreak. They are devastating in
close combat.
Those who survive the rampages of the Stage 2s may
themselves be mutated into Stage 3s. As the mutagen
spreads from its source it is diluted yet further,
the potency is reduced, and the Stage 3s are more
recognisably what they were originally. Not all survive
the transformation, though those that do can be left
with shadows and fragments of their previous character
and skills. This allows the Stage 3s to perform many
of the support tasks for the outbreak, using weapons
and operating technology so that the Plague as a whole
may even move between planets. Even though they are
individually far less dangerous than the earlier stages
in terms of raw combat potential, these residual skills
and intelligence can make them very dangerous for
those attempting to contain an outbreak.
The Lu-Fin Exiles
Under the earth of New Czechia, in specially
developed laboratories the scientists of the
Lu-Fin Conglomerate are doomed to spend
the rest of their lives analysing the materials
collected from suspected Plague outbreaks.
Locked down under miles of elaborate
safeguards to ensure no outbreak can result
from their investigations, these exiles are
locked in to a programme of experiments on
the recovered corpses and any alien hardware
thought connected. Their research has afforded
the Corporation a better understanding of how
to best combat the Plague on the battleeld
with a few biological tricks of their own.
Beyond the dissection of the hows, the
Surgeon Generals are concerned with the
whys why the Plague were designed, breed
or evolved. It has been theorised that the
creation of the various mutated hosts is the
intended effect. These savage, ultraviolent
killers have no compassion, no fear, and
yet retain most of their problem solving
capabilities. The Stage 3s are for the most part
infertile, and so after a while a race infected by
the Plague will die out. Many are killed outright
by the disease, others are killed by the infected
members of their own society. Those infected
have no way of reproducing other than by
infection. As long as a Primary Infection Source
one of the Plague Devices remains active,
the Plague will not stop.
At rst, the Lu-Fin exiles thought the primary
purpose of the Stage 3s seems to be to spread
the disease beyond the principal infection site,
as they retain the ability to utilise technology
and indeed, appear to be driven to spread away
from their infection site. But the infections
characteristics are inherently self-limiting.
Could this be to protect the creators of the
Plague? The leading, current theory is that
extinction of intelligent races through sheer
havoc rather than direct pathogen mortality is
the ultimate aim of the Plague.
Scott Syverson (order #5232320)
60
60 REFERENCE 60 REFERENCE
Scott Syverson (order #5232320)
61 REFERENCE 61 REFERENCE
Of the many types of human warrior elded by the
Corporation, the Enforcers are by far the most deadly.
At least, that is the common perception. In fact, the
Enforcers are not really part of the Corporation military
at all. Instead they serve the Council of Seven directly,
being loyal to them rather than the Corporation itself.
Naturally, the agendas of the Corporation and its
ruling body tend to coincide, but this is not always the
case, and incidents of battles between Enforcers and
Corporation regulars are not unknown.
The Enforcers have their own eet of spaceships that
allows them to move wherever they need to without
relying on the Navy, or giving away their intentions to
other factions within the Corporations labyrinthine
world of political manoeuvring. Naturally, the Navy is
less than happy about this, and the rivalry between the
Enforcers and the various branches of the Corporation
military proper is well known.
Deadzones are exactly the sort of reason that the
Council of Seven feel they need their own army in the
rst place. When dealing with sensitive situations
such as these they need loyal followers who ask no
questions and do whatever is needed, regardless of the
cost to either themselves or Corporation civilians. The
Enforcers are all too willing to oblige and take great
pride in the reliance that the Council places on them.
Enforcer technology
Enforcers are equipped with the best technology the
Corporation or anyone else has to offer, bar the very
top grade of Forgefather weaponry. Their armour is
proof against most small arms re and power-assisted,
granting Enforcers enhanced strength and speed. The
ubiquitous helmet is designed to inspire fear in the
enemy, and a stylised graphic of it is used as a warning
icon in government facilities galaxy-wide.
Proof against most hostile environments, including
hard vacuum, Enforcer armour allows its wearers
to ght in virtually all situations, and so must
incorporate extensive recycling, rebreathing and
medical technology, a marvel when one considers the
armours low bulk. This factor of low mass also makes
the protection given by Enforcer armour astounding,
being surpassed only by that of the armour worn by the
Forgefathers themselves.
Indeed, the armour bears all the hallmarks of
Forgefather construction, and it is widely assumed
that this element of Enforcer wargear is sourced from
this most skilled of species. The contracts or threats
Corporation Central offered to secure this equipment
must have been highly enticing and/or dire, as Enforcer
armour is far superior to technology the Forgefathers
are willing to market to other powers.
As all advanced Forgefather technology tends to have,
Enforcer armour possesses a self-destruction device,
intended to keep their secrets from falling into non-
Forgefather hands. In the case of the Enforcers it is
even more effective than the norm. Not only are all the
sensitive components of Enforcer armour destroyed
when examination is attempted, but should an Enforcer
fall in battle (or an attempt be made to forcibly remove
his armour) his body will be turned to ne ash. A
rigidly locked battlesuit of metal plates is all a foe will
recover, ensuring the secrets of both the Forgefathers
technology and the man wearing it remain safe.
Unparalleled mobility is a further characteristic of
the Enforcers. Lightweight jump packs are mounted
upon their armour, enabling them to y over obstacles,
perform hot insertion into a theatre of war directly from
aircraft, and redeploy from one area of a battleeld to
another once there.
The primary weapon of the Enforcers is a heavy laser
assault rie, a modied Genling 45, one of the most
powerful personal armaments produced in corporation
space. These guns are capable of projecting a hail of
re, avoiding the problems of overheating and focus-
fracture that so dog other marks of laser weaponry.
It is rare indeed to see Genling 45s deployed with any
other force, and private ownership is strictly forbidden.
Genlings manufacture of this weapon is thus almost
solely undertaken for the Enforcers, and the precise
specications of these modied 45s are kept strictly
condential, ensured by terrifying non-disclosure
agreements and the threat of corporate dissolution
for Genling should the design of the Enforcer model
become public. Genling also provide pistols and heavy
weapons for the Enforcers, derived from the same
base technology.
For close quarter ghting, Enforcer ofcers and
members of Enforcer Assault Teams are equipped
with wrist blades. Vibrational, nonomolecular edged
weapons that extend from a housing on the Enforcers
right forearm, wristblades are closer in aspect to a
sword than a knife, and sharp enough to penetrate
anything from carbon lattice to the thick hides of
silicon-based lifeforms. How the blades maintain their
atom-thick cutting edge without blunting under the
rigours of combat, and whence they come, is a mystery.
(It has been suggested, notably by Colonel Gore (ret.),
that wristblades are purchased from the same unknown
species which provide the Marauders with their Rippers
the similarities are self-evident.)
Scott Syverson (order #5232320)
62
62 REFERENCE 62 REFERENCE
Scott Syverson (order #5232320)
The Corporation is not well liked.
Within its borders the Corporation projects its image
as one of benign overlord, raising backward cultures
into the fold of a vast family of equals. Whatever
their origins, everyone has a chance to win big if only
they work hard and follow the immutable rules of
commerce.
Those that live on the fringes of Corporation space have
seen a darker side to all this. Massive exploitation of
natural resources and uncaring heavy-handedness
that brushes aside any that bar the way of prot are
more common traits of the Corporation when it comes
to those that have no inuence in the halls of power.
Here, far away from the civilised hub, the Corporation
rules with an iron st and a cynical sneer. At least, that
is the view of the many who oppose them and who band
together in the loose confederation known simply as
Rebs.
The Rebs are made up of many races, creeds ad
cultures, allied only in their hatred of the Corporation.
If that were ever to fall then they would surely fall
on each other, but luckily for the coherence of the
movement the Corporation will not be toppled easily if
at all. Still, that doesnt mean they wont try.
Some join the Rebs as individuals or small groups,
seeking recompense for the harsh way they have been
dealt with. The Corporation interests scour planets of
resources with scant regard for the lives or cultures
that inhabited them before the survey teams arrived.
Sacred lands and future livelihoods matter not at all
when the verdant topsoil hides mineral resources
below.
The primitive Kraaw, daubed in their warpaint, fell
foul of the Corporation miners. With their sacred lakes
despoiled or drained they fell on the Human interlopers
only to be driven off with massed gunre. They learned
quickly, and when the Rebs heard of their resistance
they quickly moved to harness their ghting spirit and
unique physical abilities to their cause.
Teratons have suffered too, as have Yndij, Chulep,
Sorak, Rin nomads and countless Humans from
all manner of cultures. All band together to ght a
common foe, bringing whatever they can to the uneven
ght, knowing that they stand little chance of a nal
victory but doing simply what they know is right.
63 REFERENCE 63 REFERENCE
Another hi-ex round impacted against the
habtainer wall, but somehow it held. Fillon
prayed that it would stay standing. They were
surrounded on three sides, and it wouldnt
be long until they were entirely encircled. Of
the Rebs under her command, only four were
still capable of anything like a ghting retreat,
and Joruks Onslaught Cannon had to run dry
sooner or later.
Belwin darted around the refrigeration unit he
was using for cover and let loose a burst from
his rie. His only reward was the bark of return
re from the enemy position, shots chewing
more st-sized holes through the wall. Fillon
barked at him to stop wasting ammo, but she
didnt blame him. If they didnt do something
soon, none of it would matter anyway.
She tried to work out how OTR-9 had been
backed into the wreckage of a diner unit. It had
been a routine sweep-and-keep, picking the
area clean for the good of the cause. Drone
visuals had shown no enemy forces, so they
hadnt suspected a thing until the Marauders
had opened re. Turns out the visuals had
been wrong.
The east wall exploded inwards, and three
Commandos were already charging through
the breach by the time she was raising her
rie. Radna looked up from treating Nolans
ragged chest wound a moment too late; the
lead Orx was on him, a heavy dagger plunging
through the Judwans neck and dropping
him instantly. Fillon aligned her sights on
the brutes centre mass but her gun beeped
empty as she pulled the trigger. Swearing,
she rolled back into cover and yelled an
order to Joruk. The Grogan swung around,
his cannons barrel still spinning, and played
a line of bullets across the interior of the
habtainer. All three of the attackers were
taken down; two threw themselves behind
a jumble of wreckage, while the third was
almost torn in half by the hail of re.
Belwin!
The trooper pulled a frag, thumbed the primer
switch and rolled it underarm. The grenade
detonated just as one of the Marauders lunged
to kick it aside. Fillon saw her chance, and
didnt hesitate.
Move it! Regroup at the water tower! Go!
Not stopping to see the effects of Belwins frag,
she followed her own advice. They couldnt
afford to be this sloppy again. Next time, she
promised herself, things would be different.
Scott Syverson (order #5232320)
64
64 REFERENCE 64 REFERENCE
Scott Syverson (order #5232320)
Originally, the Orx were one of the many races inducted
into the Corporation military and they fought well for
their human masters. Over centuries they became
increasingly militarised and eventually began to
question why they were carving out empires for the
humans when they could keep them for themselves.
More than a few wars started that way.
These days, the Marauders are famed mercenaries
and are some of the most professional soldiers known
to the Corporation. They are regularly hired both by
and against Human forces and take a great deal of
professional pride in being apolitical. Most Marauder
units will be uniformed and uniformly equipped with
state-of-the-art weaponry and support equipment. They
are drilled in modern tactical doctrine and can be relied
upon to undertake any mission with practised skill.
Of course, when they arent working for someone elses
money they work for themselves. Having been made
privy to the secrets of the Containment Protocol many
years ago when the Corporation was learning to deal
with such problems, the modern Marauders know that
there are rich pickings to be had within them. Few
would think twice at the idea of stocking up on new
technology and supplies when all that protects the bulk
of them is a few poorly trained militia.
The Marauder forces themselves are a mixture of
different, but related races. These range from the
smaller Goblins to the enormous Hulks, with the Orx
forming a standard near-Human scale that allows them
to use most captured equipment with ease.
As they are professional mercenaries, you can nd
Marauders in almost every combat zone across the
Corporation and far beyond. They are unable to discuss
the strange sights they have seen outside the Sphere for
reasons of professional discretion, but few doubt that
they have come into contact with stranger aliens than are
currently dened by the Corporations public data banks.
Within the connes of the Deadzone the Marauders have
yet one more ace up their sleeves they are naturally
immune to the Plague.
65 REFERENCE 65 REFERENCE
Scott Syverson (order #5232320)
66
66 REFERENCE
The elite warriors and fearsome monsters that make up
the various factions all have an above average ability to
ght and survive. These common traits are included as
stats. However, some have even more specialised and
unusual skills, and whether they are innate or learned
they are listed as separate abilities. Each models Stat
Card lists the abilities that apply to it.
Some abilities belong to the model and others to the
weapons that they carry. Weapon abilities are listed as
part of the weapons line on the card. Models abilities
have their own section.
Where an ability conicts with a core rule, the ability
takes precedence.
AGILE
Each Turn, the model may count one Climb or one Sprint
action as a short action instead of a long action. The
model may take a Move action as normal.
AP(X)
AP is short for Armour Piercing and denotes a type of
weapon that is particularly good at defeating armour.
AP will always be listed with a number after it in place
of the (x), eg AP1, AP2, etc.
Attacks by a model or weapon with this ability ignore a
number of points of armour equal to the number after
the AP. So, if an AP1 attack hits a model with Armour 2
then the damage is resolved as if the target had Armour
2-1 = 1.
AP is cumulative. If a result or card says that the
damage should be resolved at an AP value then add this
to the weapons native value.
BEAST
The model cannot pick up, carry or use items. All of its
weapons and equipment are either natural or have been
grafted on permanently by skilled bio-technicians.
This ability can also apply to models that are simply so
burdened already by their normal combat load that they
have no room to carry more.
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BLAST
Blast weapons create a massive overpressure shock
wave when they explode, re gravitic pulses that throw
targets about, or use other alien technologies that
produce similar effects. However, they do not contain
shrapnel and so are primarily for moving targets, not
killing them. They are, in effect, Frag weapons without
the damage.
A weapon with this ability ignores the normal result
details of a Shoot or Blaze Away action. All that matters
for Blast weapons is whether the result was a hit or a
miss. In either case, roll a new test to resolve the attack.
Work out where the weapon strikes/lands and centre
the effects on that cube. Every adjacent cube on the
same or higher level is affected by the Blast as long
as there is a clear route to it. A clear route exists to
a cube if a size 1 model with a jump pack could move
there from the starting cube.
Roll one test for the success of the Blast regardless
of how many potential target models are in the area.
Roll a separate test for each potential target model and
compare this to the Blast total.
Blast effect is a 3 dice 4+ test (X).
+1 if the attack was a Hit.
+2 if the weapon is a Shockwave.
Models caught in the explosion roll a 3 dice
Survival test (X).
+1 if the model is in a cover cube.
+2 if the Blast was centred in an adjacent
cube.
Draw or Blast wins: target is Pinned*. If the
model is in the same cube as the Blast then
they are thrown one cube in a random direction.
This may result in further damage from being
smashed into a wall or blown off a roof (see
below).
Blast doubles: target is Pinned*. If the model is in
the same cube as the Blast then they are thrown
one cube in a random direction. If the model is in
an adjacent cube then they are thrown one cube
directly away from the centre of the effect. To
work out where directly away is, draw a straight
line from the centre of the effect to the target and
beyond. The rst new cube the line enters is the
one the model is thrown into. This may result in
further damage from being smashed into a wall
or blown off a roof (see below).
Survival wins: target is Pinned*.
Survival doubles: no effect.
*Pinned pins the target unless it is already
Suppressed in which case it stays Suppressed.
Slammed Into Walls and Falling
From Heights
If a model is thrown into a wall that
blocks its movement to a different cube
it takes a new 3 dice 5+ vs Survival roll
but remains in the original cube. The
survival roll gets +1 dice if they started
in an adjacent cube to the grenade.
Falling damage is 3 dice 5+ vs Survival,
+2 dice per level after the rst. In both
these cases the results are as follows:
Damage wins: the model is Pinned*, plus
the difference in successes is potential
damage.
Survival wins: the model is Pinned*, but
suffers no damage.
If a model lands on or is thrown into
another model then both models should
roll for damage. Roll separately for each
using the modiers for the moving model.
Blast weapons will not scatter on a miss
unless the action used to deliver them
specically says so, eg Throw. Other attacks
will miss the exact point that was aimed at,
but will land sufciently close to still be in the
target cube.
The Kraaw are unparalleled guerrilla ghters,
and enemies of the Rebellion have come to fear
their swift, unexpected attacks from high vantage
points so much so that the winged aliens have
had to adapt their tactics to maintain the element
of surprise. Kraaw Warriors have recently set
aside their traditional Stingcasters in favour
of a wrist-mounted grav-blaster, retuned and
overcharged to produce dissonant grav-pulses.
While this renders the
weapon completely
non-lethal, the Kraaw have
still found a deadly use for it.
They will unleash a fusillade of
blaster re from on high, sending
their enemies sprawling or pulling
them out of cover, before swooping
in to claim their kills at close
range with their Talon
Blades.
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BOOM!
When a model with this ability is Killed, they explode.
In addition, the model may choose to trigger the
explosion when it is active. This could be during its own
Turn or as part of an Overwatch action.
Regardless of the cause, when the model explodes treat
it as a Frag Hit in that cube.
If a model explodes as a result of this ability then
they cannot be revived by any means. They are
permanently dead.
BRAWLER
The model gets +1 dice to any test of his Fight stat in
addition to any other modiers that may apply.
CONSTRUCT
This model is an articial creature and as such is
immune to certain effects. In addition, they are
dispassionate machines and do not feel fear, joy or any
other emotion. The models Aggression stat is Alert and
cannot be changed.
DELIBERATE
The weapon requires careful sighting in, has a complex
set-up or lock-on process or is otherwise slow to use.
Shoot, Blaze Away and Throw are long actions for this
weapon. If a model has other weapons then this penalty
only applies when using the Deliberate weapon.
DEPLOYABLE
Deployable weapons have two states: packed and
deployed. They always start the battle packed.
A Deployable weapon cannot be red whilst it is packed
and in this state it is treated like any other item: it may
be swapped between friendly models, dropped by
casualties, picked up by the enemy, etc.
A Deployable weapon may only be deployed and
re-packed by a model with the Engineer ability.
To deploy the weapon the Engineer must be carrying
it. Deploying is treated as a Sprint action for purposes
of interacting with other rules. However, the Engineer
remains in the cube he started the action in. Simply
place the model of the deployed weapon wherever you
like in the cube with him. Place an Overwatch marker
next to the weapon. The weapon cannot be moved whilst
it is deployed, including by Blast, etc.
To re-pack the weapon the Engineer must start his
action in the same cube as the deployed weapon. Re-
packing is treated as a Sprint action for purposes of
interacting with other rules. However, the Engineer
remains in the cube he starts the action in. Simply
remove the model of the weapon and replace it with the
appropriate item counter. The Engineer does not have
to carry the packed weapon he could leave it on the
ground for someone else to collect.
Deployable weapons do not take actions and do not count
towards the number of models remaining to activate in a
Round. All they do is react to enemy actions.
DISCIPLINE
When this model takes a Get Mean! action it may choose
to raise or lower its Aggression by one step.
Following an extended underground skirmish on Dotha Epsilon, Enforcer units requested more specialist close-
quarters equipment. Less than a cycle later, Rhode Industries pulled its CQD Shield from general circulation
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ENGINEER
The model is experienced with tripwires and mines and
so cannot have a Booby Trap card played on him.
In addition, the Engineer can set up and take down
Deployable weapons (see Deployable).
If a Strike Team contains one or more models with this
ability as well as any Deployable weapons then the
weapons may be set up or packed at the start of a battle
as the player chooses. If they are set up at the start then
they may only be positioned in a cube that one of the
Engineer models could have deployed in himself.
FAST
Sprint is a short action for this model.
FIRESTORM
The weapon gets +2 dice to Blaze Away actions in
addition to any other modiers that may apply.
FRAG
Frag weapons explode with both blast and
fragmentation effects. The effects of the blast are
included in the rules below.
A weapon with this ability ignores the normal result
details of a Shoot or Blaze Away action. All that matters
for Frag weapons is whether the result was a hit or
a miss. In either case, roll a new test to resolve the
damage of the explosion.
Work out where the weapon strikes/lands and centre
the effects on the explosion on that cube. Every adjacent
cube on the same or higher level is affected by the Frag
as long as there is a clear route to it.
Frag weapons will not scatter on a miss unless
the action used to deliver them specically
says so, eg Throw. Other attacks will miss the
exact point that was aimed at, but will land
sufciently close to still be in the target cube
Roll one test for the success of the Frag regardless of
how many potential target models are in the area. Roll
a separate test for each potential target model and
compare this to the Frag total.
Frag damage is a 3 dice 4+ test (X).
+1 if the attack was a Hit.
+2 if the weapon is a Massive Frag.
Models caught in the explosion roll a 3 dice
Survival test (X).
+1 if the model is in a cover cube.
+2 if the explosion was centred in an
adjacent cube.
Draw or Frag wins: target is Pinned* and hit
by shrapnel. The difference in successes is the
potential damage. If the model is in the same
cube as the Frag then the blast throws them one
cube in a random direction. This may result in
further damage from being smashed into a wall
or blown off a roof (see the box).
Frag doubles: target is Pinned* and hit by
shrapnel. The difference in successes is the
potential damage. If the model is in the same
cube as the Frag then they are thrown one cube in
a random direction. If the model is in an adjacent
cube then they are thrown one cube directly away
from the centre of the effect. This may result in
further damage from being smashed into a wall
or blown off a roof (see the box).
Survival wins: target is Pinned* as abovebut
unharmed.
Survival doubles: no effect.

*Pinned pins the target unless it is already
Suppressed in which case it stays Suppressed.
Slammed Into Walls And Falling
From Heights
If a model is thrown into a wall that blocks
its movement to a different cube it takes a
new 3 dice 5+ vs Survival roll but remains
in the original cube. The survival roll gets
+1 dice if they started in an adjacent cube
to the grenade.
Falling damage is 3 dice 5+ vs Survival, +2
dice per level after the rst. In both these
cases the results are as follows:
Damage wins: the model is Pinned*, plus
the difference in successes is potential
damage.
Survival wins: the model is Pinned*, but
suffers no damage.
If a model lands on or is thrown into
another model then both models should
roll for damage. Roll separately for each
using the modiers for the moving model.
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The Helfathers Heatcannon has become his signature weapon, custom-made by the Chaniz-Andovakian gunsmiths.
GLIDE
The model may drop any number of levels in a single
Move or Sprint action without harm. This may be done
as a deliberate movement or as the result of being
blasted out of a position. In either case they glide to the
ground unharmed by the drop and land on their feet. For
every level they drop they may move one cube sideways
(orthogonally or diagonally) relative to their original
position.
GUN CRAZY
A model with this ability always res their weapons
using this rule. Shoot and Blaze Away are long actions
for this model. If you wish to use any weapons, start by
taking a single Shoot or Blaze Away action as normal.
After this has been resolved, roll a single dice:
Roll Result
12
your opponent chooses an unused weapon.
They must then use this weapon to attack a
valid target of their choice, from any side. The
models Turn now ends.
34
everything is obscured by gun smoke. The
models Turn ends.
58
Choose an unused weapon and make a Shoot
or Blaze Away action as appropriate.
Each weapon the Gun Crazy model carries may only
be used once per Turn. Each target model may only be
attacked once per Turn.
Continue to roll a dice as above after each attack until
you either run out of weapons, run out of targets or you
roll a 14.
HOVER
A model with this ability oats in the air and never
settles. This has two effects.
Firstly, the model may rise or fall by one level when
performing a Sprint. It never needs handholds to climb
up/down. You must be able to place the model in the
new position.
Secondly, the model is particularly vulnerable to Blasts
and will roll -1 dice when resisting their effects.
IRRESISTIBLE
If the target of this weapon has the Tough ability then
it is treated as having +1 Armour instead. If it has the
Really Tough ability then it is treated as having +2
Armour instead. The AP of the weapons attack will
reduce this total target AP as usual. For example, if an
AP2 Irresistible weapon does 3 potential damage to an
Armour 1, Really Tough target then the targets effective
Armour level is 3
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IT BURNS!
When a weapon with this ability hits its target work out
the damage as usual. If the model survives the attack
it is also set on re. Roll a new test immediately for the
re damage.
The re rolls a 3 dice 4+ test (X).
The target rolls a 3 dice Survival test (X).
Compare the total number of successes to nd
out the outcome.
Draw or Survival wins: the target puts out the
ames before they do any real damage.
Fire win: the target manages to put out the
ames, but suffers damage in the process. The
potential damage is equal to the difference in
total successes +1.
Fire double: the target remains on re. The
potential damage is equal to the difference
in total successes +1. Roll again at the start
of the models next Turn. Regardless of their
Aggression, a model that starts their Turn on re
can do nothing except try to put out the ames.
This is a long action. Roll this test again at a -1
modier to Survival as the ames take hold. The
Survival roll gets +1 per friendly model in the
same cube.
KNOCKBACK
When a weapon with this ability hits its target it may
knock it back into a different cube. Resolve the attack as
normal. Then, if the target did not double the attacker
the target is moved one cube directly away from the
attacker.
To work out where directly away is, continue a point
LOS from the rer to the target and into the rst new
cube beyond the one the target is standing in. If there
is any choice, the rer may decide. If the attacker and
target are in the same cube then the attacker chooses
which adjacent cube to knock the target into.
If this movement causes the model to fall or be thrown
into a wall then resolve this as per the rules on pages 67
and 69.
After it has been moved, the target loses 1 Aggression
in addition to any other damage they suffer.
LIMITED RANGE
The weapon cannot be used beyond combat range. For
example, a Range 4 weapon cannot be red at a target
further than 4 cubes away.
MARKSMAN
The model gets +1 dice to Shoot actions in addition to
any other modiers that may apply.
MASSIVE FRAG
Treat this as a Frag weapon with a +2 modier for the
explosion effects. See page 69 for the Frag rules.
MEDIC
The model is able to heal Injured troopers as if he had
a medi-pack (see page 78). However, this ability may be
used repeatedly, unlike the item.
MUTANT
Mutant Battle Cards may only be played on models with
this ability.
ONE-USE
This item can only be used once during the battle.
OWN AGENDA
The model follows their Own Agenda. Sometimes this
coincides with their Commanders plans, sometimes
it doesnt. Roll one dice at the start of the models
activation.
On a roll of 1-2 the opposing player may control the
models actions for this Turn. This can include attacking
the active models friends. This counts as an activation
for the active models side, not the player who is
actually controlling it.
On a roll of 3-4 the model does nothing that activation.
On a roll of 5-8 the owner of the active model chooses
the models actions like normal.
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PSYCHIC
The model can inuence creatures and objects with the
power of their mind alone. This provides one automatic
effect and an additional choice of actions for the model
to choose from.
Several of these effects call on the model to make a
psychic test. This is a normal 3 dice 5+ test (1) or (X)
depending on the circumstances. If the test is an (X)
then the target rolls a number of dice equal to the
second value in their Command stat to resist it. For
example, a model with a Command stat of 2-1 would
roll 1 dice. Psychic rolls for all models succeed on a 5+.
If a model has a Command stat of - then it counts as
rolling zero successes.
The automatic effect is a form of defence. The model
creates a shimmer and swirl in the air around itself,
making it harder to target with ranged weapons. This
has no effect on Fights. The rst time in a Round a
model with this ability is the target of a Shoot attack,
roll a psychic test. The number of successes is the
negative modier to all Shoot attacks against it that
Round.
All other psychic actions have a Range of 4 and may
target any model of the Psychics choice within that
range regardless of LOS.
A Psychic model can choose any normal action(s) or one
of the following long actions.
Mind Storm (long action)
The Psychic creates pain and confusion in the targets
mind, temporarily stopping them from doing anything
but resisting.
Mind Storm is a 3 dice 5+ (X) psychic test. There
are no modiers.
Compare the total number of successes to nd
the outcome:
Mind Storm wins: the targets Aggression is
reduced by a number of steps equal to the
difference in successes.
Draw/Target wins: no effect.
Target doubles: the Psychic suffers feedback.
Their Aggression is reduced by a number of steps
equal to the difference in successes.
Blank (long action)
The Psychic revives powerful and emotive memories
from the target, distracting them from the events at
hand. For a moment they are far away, lost in thought as
the battle rages around them.
Blank is a 3 dice 5+ (2) psychic test. There are no
modiers.
Blank fails: no effect.
Blank succeeds: the target model is marked as
activated.
Clarity (long action)
The Psychic smooths away panic and confusion,
replacing them with a sense of calm and clarity.
Clarity is a 3 dice 5+ (1) psychic test. There are no
modiers.
Clarity fails: no effect.
Clarity succeeds: the targets Aggression is
increased by one, up to a maximum of Alert.
Clarity doubles: the targets Aggression is
increased by two, up to a maximum of Alert.
Passion (long action)
The Psychic evokes a sense of desperate need for
immediate action. There is no time to rest.
Passion is a 3 dice 5+ (2) psychic test. There are
no modiers.
Passion fails: no effect.
Passion succeeds: the target models activation
marker is removed. The model may be used again
this Round waiving the normal restriction for
acting once per round).
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RAMPAGE
When a model with this ability is Injured by an attack,
but not Killed, it goes crazy. In its blood frenzy it may
even attack its friends. Follow this process:
The models Aggression changes to Enraged and cannot
be reduced.
You can choose when to activate this model, but not
exactly what it does.
Roll one dice at the start of the models activation.
On a roll of 1-2 the opposing player may control the
models actions for this Turn. This can include attacking
the active models friends. This counts as an activation
for the active models side, not the player who is
actually controlling it.
On a roll of 3-6 the owner of the active model chooses
the models actions like normal.
On a roll of 7-8 the owner of the active model chooses
the models actions like normal. In addition, the model
counts as Fast for this Turn if it did not already have this
ability.
RAPID FIRE
The weapon may not Shoot, it may only Blaze Away.
REALLY TOUGH
The model ignores 2 points of potential damage per
successful attack against it.
RESOURCEFUL
Once per battle this model can redo a single normal test
after he has seen the result. How it turned out the rst
time was how he the model imagined it would go, but he
is Resourceful. If theres a way to get better odds then
hell nd it.
The dice for the test are rolled again with all the
modiers that applied the rst time. This includes any
cards that were played. If the test is opposed then both
players roll again. Whether the results of this second
test are better or worse than the rst, they are what
actually happens.
SCAVENGER
The model may carry up to 3 items instead of the normal
limit of 1. In addition, the model is an experienced
explorer of rubbish tips and debris elds and will never
set off a booby trap. You may not play a Booby Trap card
on this model.
SCOUT
The model sneaks ahead of his comrades to scout out
the battleeld. At the start of a game this model can be
placed anywhere in the deployment areas described on
page 38.
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SENTRY
At the start of the game and every subsequent Round,
before any Turns are taken, place an Overwatch counter
on any deployed items or models with this ability.
A model with the Sentry ability gets +2 dice for
Overwatch tests.
If a model has this ability then they get the free
Overwatch counter at the start of the Round in addition
to any other action(s) they may choose to take during
their Turn.
SHOCKWAVE
When a weapon with this ability is used against a
target, resolve the attack as usual. Unlike normal Blast
weapons, the Shockwave effect is in addition to the
normal attack, not instead of it.
Once the attack has been resolved, roll a Blast effect
with a +2 modier. See page 67 for the Blast rules.
SINGLE SHOT
The weapon may not Blaze Away, it may only Shoot.
SLOW
The model cannot take Sprint or Climb actions.
SNIPER
The model gets +2 dice to Shoot actions in addition to
any other modiers that may apply.
SOLID
A model with this ability is not affected by weapon
effects that move their target to a new cube, such as
Knockback. In addition, the model will not be Pinned
by Blasts. However, the model may still be Pinned or
Suppressed by Blaze Away attacks.
SPOTTER
If one or more models with this ability can see the
target of a Blaze Away attack then it is resolved with an
additional +1 modier.
Providing this modier does not count as an action
for the Spotter and works regardless of whether the
Spotter has been activated or not this Round.
STRANDED
The model has been separated from its comrades and is
trying to make its way back to safety.
At the start of the battle, a model with this ability is
set up by the owning player as if it were a Scout for the
opposing side. This will place them on the wrong side
of the battleeld.
If the model can leave the table via their own Strike
Teams deployment area then they earn an additional +2
VPs regardless of the mission.
Stranded models cannot have Battle Cards played on
them by their own Strike Team.
STRATEGIST
The model is able to take Command actions. Each
model in the Strike Team with this ability adds +2 to the
Strike Teams Command Pool. If this model is Killed,
immediately reduce their Strike Teams Command Pool,
by 2. For the full Command action rules see page 22.
SUPPORT
The weapon is large and cumbersome. A model that
has one or more weapons with this ability has all Fight
tests modied by -1 dice, whether it rolls against Fight
or Survive. This penalty applies only once regardless of
how many such weapons a model is carrying.
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TACTICIAN
The model is able to take Command
actions. Each model in the Strike Team
with this ability adds +1 to the Strike Teams
Command Pool. If this model is Killed,
immediately reduce their Strike Teams
Command Pool, by 1. For the full Command
action rules see page 22.
TELEPORT
A model with this ability may choose a
Teleport action in addition to the normal
options.
Teleport is a long action that moves the
model up to two cubes in any direction
without the need for a clear route between
them. Opposing models cannot Overwatch
against Teleport actions. If the teleporting
model ends this move in the same cube
as an enemy model then they will Fight as
normal.
TOUGH
The model ignores 1 point of potential
damage per successful attack against it.
TOXIC
A model struck by a Toxic weapon is treated
as if it had Vulnerable. This ability is ignored
by models with the Construct ability.
VOLATILE
A weapon with this ability includes a tank of
highly Volatile fuel.
If a model carrying a weapon with this ability
is saved from injury by its armour then roll
a dice. On a roll of a 2-8 the Volatile fuel is
safe. On a roll of a 1 the fuel tank ruptures
and sets the model on re. See It Burns! on
page 71. The Volatile weapon is destroyed.
VULNERABLE
A model with this ability is never Injured.
Any damage that gets through the models
armour will kill them.
WEIGHT OF FIRE
The model gets +1 dice to Blaze Away actions
in addition to any other modiers that may
apply.
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There are many items of equipment used by the
different factions, each styled to their particular tastes.
However, the function is far less variable than might at
rst appear. In reality the tactical challenges faced by
troops on a battleeld are common wherever you are
from and whomever you are ghting. The following list
denes the common items found among all military
forces.
A Note On Repeated Use
Unless an item says that it is One-use then the model
can use it as many times as they like during the battle.
Models always carry vast amounts of equipment as part
of their standard combat load, which is why they can
only add one item at a time during the game.
The listing here refers to an item when it is found on the
battleeld or bought for the Strike Forces Stores. On a
few rare occasions, an item that is listed here as One-
use will be listed without that restriction on a models
Stat Card. This means that the model carries enough
of them to last the whole battle instead of just one. For
example, the mercenary Boomer has frag grenades
listed among his weapons. They are not listed as One-
use for him because he has so many of them. However,
anyone nding a frag grenade during a battle will only
nd one at a time and so the limitation listed here will
apply to them.
AMMO: 1 POINT
Ammo is One-use.
The more you re at the enemy the more
effect it will have. This is usually limited
by the amount of ammunition you have or
charge your weapon carries. But if youve
got ammo and charge to spare
A model with ammo can use it when taking
a Blaze Away action. That action is made
with +2 dice.
AP AMMO: 2 POINTS
AP ammo is One-use.
Whether it is overcharging, double-shot,
thorium laced rounds or other forms of
special ammunition, every weapon can
have its performance boosted in some
way.
A model with AP ammo can use it when
taking a Shoot action. That action is made
with an additional AP1.
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ENERGY SHIELD (X) : (X)+1 POINTS
Energy shields are designed to absorb the
energy of incoming attacks, whether this
is from particle weapons or kinetic energy
devices. The number in brackets after the
name is the level of defence provided.
When a model wearing this item suffers potential
damage, roll a number of dice equal to the number in
brackets. A roll of 8 rolls up as usual.
For each 6+ you roll, one potential damage is absorbed
by the shield. However, the shields are new technology
and are somewhat unreliable. If you roll more 1s than
successes then the incoming energy overwhelms the
shields ability to buffer the surge of power and it is
destroyed. Any successes in that roll will still reduce
the potential damage as normal, but the shield will
never work again.
FRAG GRENADE : 3 POINTS
A frag grenade is Range 3, Limited Range,
Frag, One-use.
Frag grenades are the standard type
of grenade, exploding in a shower of
deadly fragments and stunning blast a
few seconds after the pin is pulled. They
come in a wide variety of shapes and sizes,
though their game effect is always the
same.
Use the Throw Grenade action to work out
which cube the frag grenade ends up in.
See the rules on the Frag ability on page 69 for how to
work out the damage caused.
GLUE GRENADE : 3 POINTS
A glue grenade is Range 3, Limited Range, One-use.
Glue grenades are not harmful, being designed for law
enforcement to capture and contain rioters rather than
armies to kill opponents on a battleeld. However, it
does take time to get free of their gooey strands.
Use the Throw Grenade action to work out which cube
the glue grenade ends up in.
When a glue grenade goes off, everything in that cube is
enmeshed in a tangle of sticky laments of clingy goo.
The effect is to immediately mark all models in that
cube as activated. The cube can be entered as normal
as the stuff becomes non-stick within a few seconds -
unless youre already tangled up in it.
HOLO-SIGHT : 3 POINTS
A holo-sight makes an Aim action +2 to
Shoot instead of the normal +1.
The view of the world through a holo-sight
is enhanced by computer to include the
likely impact point of the weapons shots.
This allows the user to ne tune their aim before giving
away their position, and makes the rst shot far more
deadly.
INTEL
Intel is One-use.
Intel represents valuable information
on the enemy forces. It could take many
forms, though some form of data storage
device is the most common.
When a piece of intel is picked up by a model,
immediately remove the counter from the board and
place it next to the Strike Teams Mission Card. It is
worth +1 VP regardless of the Strike Teams mission.
The item is not being carried by the model. Instead,
the data has been transmitted back to High Command
where it can be properly analysed.
JUMP PACKS: 1 POINT
It is important to understand that jump packs are not
full ight suits. After many studies, most militaries
decided that the huge weight of fuel required for
sustained ight would be better allocated to more
ammunition and bigger guns. Jump packs enhance the
users range of movement, but do not allow them to y.
A model equipped with a jump pack can:
Move up or down levels without needing a wall
to climb.
Jump over solid walls on the same level.
Jump over gaps in the oor of the same level (up
to one cube wide).
Counters are used to represent equipment
come in two varieties blue and green. Blue
counters represent items purchased from
Stores. Green counters represent Items
picked up on the battleeld.
Scott Syverson (order #5232320)
78
78 REFERENCE
MEDI-PACK : 3 POINTS
A medi-pack is One-use.
Medi-packs are used to heal injured
troopers. They may only be used on
any living models, and cannot repair
Constructs, Vehicles and the like.
A model with a medi-pack may use it
either on themselves or any other single
living model in the same cube as long as
no enemy models are in that cube.
Using a medi-pack is a long action for the model
carrying it. It does not require a dice roll and works
automatically. The effect of using a medi-pack is to
remove one level of damage from the target model. The
medi-pack is then discarded.
SENTRY GUN : 5 POINTS
A sentry gun is Range 8, Rapid Fire,
Weight of Fire, Deployable, Sentry.
Sentry guns use stripped down, heavy
barrelled versions of heavy ries, as
used by normal Enforcers. This allows
them to share ammo supplies and makes
resupply easier. Their job isnt to kill enemy troopers as
much as to give warning of enemy movements and allow
the Enforcers time to react and reposition themselves
in the event of an enemy attack. Earlier models carried
heavier weapons, but these were found to run out of
ammo too quickly in the face of massed enemy assaults.
They were also extremely heavy and were seldom taken
as primary choice when the lighter alternatives were
available.
The Sentry gun is a piece of equipment and should be
bought as such, not as a model. It doesnt count a sentry
gun as part of the force for Survive missions, etc. It
always counts it as an item.
SMOKE GRENADE : 2 POINTS
A smoke grenade is Range 3, Limited
Range, One-use.
A smoke grenade does no damage and
does not hinder movement at all. It is
simply designed to create clouds of
smoke to conceal an advance or block the
line of sight of enemy weapons.
Use the Throw Grenade action to work out
which cube the smoke grenade ends up in.
When a smoke grenade goes off, that cube is completely
blocked for all LOS. A model in that cube cannot be a
target for Shoot actions and Blaze Away actions against
that cube are modied by -2. Leave the grenade item
in place as a reminder that there is smoke in that cube.
Alternatively, if you have a clump of cotton wool you
could use as a smoke marker that would look better.
Any adjacent cube on the same or higher level modies
all Shoot and Blaze Away attacks into or through it by -1
dice. This modier is only taken once regardless of how
many smoky cubes the LOS passes through.
Roll a single dice at the end of each Round for the smoke
grenade. On a roll of 1-4 the smoke continues. On a roll
of a 5+ the smoke dissipates remove the marker. Note
that you only roll once for the grenade itself, not once
for each cube the smoke affects.
STEALTH CLOAK : 5 POINTS
Sometimes called a chameleon cloak,
this cloaks covering of photoreactive
cells makes it harder to target the
wearer as it blends into any background.
The stealth cloak reduces Shoot attacks
by -2 dice, Blaze Away attacks by -1 dice
and has no effect on Fight.
TARGETER : 1 POINT
This works like the Spotter ability.
However, unlike Spotter, it only works as
long as the model with the targeter has
not been activated that Round.
Depending on the manufacturer, a
targeter can use one of a variety of target designation
and marking methods. Some use a laser, phased ion
stream, microwave or other high tech approach. Others
methods are cruder, simply squirting uorescing
dyes or distinctive chemicals on the target. Whatever
technique is employed the result is the same: everyone
now knows where the target is.
? SPECIAL
This item has a number of uses. Some
scenarios give it a specic function and
value for that game. If this is the case
then it will be mentioned in the scenario
description. When this is not the case the
? counter should be treated as a second
intel counter.
OTHER ITEM COUNTERS
The Deadzone boxed set includes a number of counters
that are not dened here. Put these to one side for the
moment. They will be used in future supplements.
Scott Syverson (order #5232320)
The recognised forms of the Plague creatures are
only the tip of the iceberg when it comes to the vast
numbers of mutant possibilities. Constantly shifting and
reforming limbs and organs make minor changes in the
infected victims body. Some are useful, many are not.
In fact, all Plague creatures are unique when examined
closely. Its just that you very rarely get close enough to
tell them apart without getting killed rst.
To include some of this variety in Deadzone we include
mutation counters. These modify the normal stats of a
recognised Plague model as dened below.
Allocating Mutations
This is described as part of setting up the game on page
37. In addition, a mutation can be allocated during a
battle by use of a Twisted Battle Card.
Mutations are not items and any model with the Mutant
ability may have one in addition to an item. No model
may have more than one mutation at a time. Mutations
cannot be dropped or traded. When a Mutant dies its
mutations die with it.
Mutants are constantly changing and evolving so
mutations only last for a single battle. In a campaign, a
model may have a mutation in one battle and a different
one or none at all in the following battle.
Using Mutations
Mutations are considered to be an extension to the
models Stat Card and are considered an integral part of
their weapons and abilities.
Types Of Mutation
There are several types of common mutation among the
Plague. Not all are useful.
ACID BITE
Model gains Range F, AP2 weapon.
Instead of venom, this mutant has evolved
the ability to inject acidic bile into its
victims. This has the helpful side effect
of burning through armour that would
normally protect its wearer from a mere bite.
ACID BREATH
Model gains Range 2, AP2, Limited Range
weapon.
The effect quickly dissipates, but anyone
close to the foul breath of this mutant will
have skin dissolved and esh seared from
bone by the corrosive cloud.
CRIPPLING SPASMS
Model gains Slow.
Unspeakable pain wracks the mutants
body, and every movement only makes it
worse.
79 REFERENCE
Scott Syverson (order #5232320)
OVERACTIVE METABOLISM
Model gains Agile.
The world appears to slow down as this
mutants body races. Every process is
accelerated, every sense sharpened.
Standing still is impossible, walking a
huge effort. He now lives for the hunt, the
chase and the kill.
RAZOR CLAWS
Model gains Range F, AP1 weapon.
Mutants normally have sharp and
dangerous talons, and this one is no
exception. In fact, the talons have evolved
with such ne and hardened edges that
can slice armour as well as esh.
SPINY GROWTHS
Model gains Tough. This has no effect on
models that already have either Tough or
Really Tough.
The skin of the mutant twists and changes
into boney protrusions, adding to their
resilience. As these growths feel little pain these
mutants can take far more punishment than lesser
creatures.
VESTIGIAL WINGS
Model gains Glide.
A tough membrane connects the limbs of
the mutant in an ungainly mass of skin. It
is cumbersome on the ground, but shows
its worth when the creature scales the
tallest buildings without fear.
WASTING MUSCLES
Model gains Vulnerable.
If the mutant ever had any strength it
has left them now. They need to ght
alongside many of their kin if they are to
have a chance against their foes.
Terminology
Ofcially, the Corporation classify the various Plague
creatures as a series of stages. The initial Stage 1s
are infected by the alien artefact directly. They infect
Stage 2s, who in turn infect Stage 3s. Within this simple
process is an additional level of detail. To accurately
classify an individual creature you need to specify not
only which stage it is at, but also what host creature
it was based on. The mutagens create vastly different
results depending on the genetic stock they have to
work with. So, the full designation has a letter at the
end to designate species. For example, Stage 1A (for
human), Stage 3D (canine), Stage 2T (Teraton), and so on.
Of course, while that is all well and good in a formal
paper on the subject back at base, in the eld they
get given all kinds of names. Most commonly they
are simply referred to as 1st, 2nd or 3rd generations,
or jens for short. Even less formal are terms like
Hellhounds, Boom-stick or General, and theyre
just the repeatable ones.
In the end it doesnt really matter what the troops on the
ground call their foes, as long as they report the correct
terminology to the intelligence division. They need
accurate reports so that they can map out the spread
and determine whether the Plague can be contained.
80
80 REFERENCE
Scott Syverson (order #5232320)
They think they can sell us mining rights then close the whole system? Put up a blockade, and turn us away? The
smeltheads. Way I see it, theyve spoiled the agreement, so all bets are off. Forget mining. Were going to take it all
Chief Brokkr Saxulf Dellingr
Scott Syverson (order #5232320)
M
A
N
T
I
C

G
A
M
E
S
Product Code MGDZM03-1
Barcode 5060208865622
ISBN 978-0-9569945-8-5
www.manticgames.com
... PLAGUE DETECTED ... ENFORCERS DISPATCHED ...
Nexus Psi is under total lockdown. The
Plague an alien virus that turns men into
monsters is ravaging the planets surface,
and it cant be allowed to spread any further.
The Enforcers an elite group of super
soldiers have been sent in to retrieve vital
resources and stop the Plague at all costs.
Amid the chaos, groups of Rebels and alien
Marauders, not realising the danger awaiting
them, descend to the planets surface to
strip its abandoned outposts of valuable
Corporation technology. As they clash with
Enforcers and Plague alike, Nexus Psi falls
further into ruin.
This rulebook contains:
Game Rules complete rules for leading
your chosen force into the heart of the
Deadzone and ghting against any foe to
achieve your mission.
Campaign Rules guidelines for running
campaigns, gaining experience, adding
new troops and equipment as your force
gains reputation.
Battlezone Guide rules for setting up
urban battleelds and ghting over the
Deadzone modular terrain.
... CONTAINMENT PROTOCOL ACTIVE ...
Scott Syverson (order #5232320)

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