Académique Documents
Professionnel Documents
Culture Documents
Infestation
A DEADZONE SUPPLEMENT
Contents
Credits
1
www.quirkworthy.com
Veer-myn
Enforcers
18
Forge Fathers
22
Tim Jackson
Arthur Monteath-Carr
Mark Smith
Gaetano Ferrara
Rebs
26
Marauders
30
Asterians
34
Introduction
CONTENTS
Rules Development:
Playtesting:
Campaigns
Campaigns on Exham IV 38
41
Missions
43
Nell Monteath-Carr
Robert Grange
Jon Peletis
Ronnie Renton
Leon Chapman
Editing:
Matt Gilbert
Jake Thornton
Michael Grey
Cover Art:
Logo:
Luigi Terzi
Internal Art:
Dave Allsop
Shen Fei Chan
Roberto Cirillo
Daniele Comerci
Heath Foley
Michele Giorgi
Hai Hoang
Luigi Terzi
Photography:
Ben Sandum
Painting:
Leigh Buckett
Dave Neild
Chris Webb
Mantic Entertainment 2016 Mantic, Deadzone and
all associated characters, names, places and things
are TM and
www.manticgames.com
Exham IV is well-known in the Galactic CoProsperity Sphere. Even among the hundreds
of thousands of inhabited systems throughout
GCPS space, Exham is one of a handful every
schoolchild can name. In itself, Exham was
responsible for the expansion into the Perseus
Arm. Discovered on the cusp of what would
become known as the third wave of human
expansion, the rocky inner planets of the Exham
star were the fuse that would see Mi-Gan
become one of the richest corporations within
the Sphere.
In its formative years, Exham collided with
another system, swallowing the errant star
whole while their planets collided in an
apocalyptical display of pure inertia. At least
one exoplanet smashed into Exham IVs surface,
infusing its mantle with the dense concentration
of the precious ore of two worlds, and giving the
planet an almost solid outer shell of asteroids.
INTRODUCTION
Over time, Priory Stations importance to MiGans bottom line waxed as that of the planet
below waned. Every day it arced over Exhams
sky, insultingly visible to those on the surface.
Teasingly close, but unreachable for workers
stuck on the planet-slum for their whole lives.
To Mi-Gan these people did not register. They
had the most lucrative and busiest port in the
GCPS; a constant and unlimited credit supply to
buy themselves a seat on the Council of Seven.
Until Exham IVs orbit was knocked outward from
its sun.
By the time the Recon Unit, ID designate P126-12, arrived at Exham two cycles later another
150,000 people had fallen to the bleeding
sickness. 6-12 arrived on a planet virtually
abandoned but for the concentric bands circling
the remaining spaceport. Millions frantic to
leave the planet crowded into areas designed
for thousands, held out by the equally desperate
ring of Mi-Gan Marine Corps. To all purposes
Exham was derelict, a planet waiting for its
remaining inhabitants to die.
INTRODUCTION
FACTIONS
The crisis on Exham IV has brought death, disease and terror to both the unemployed ex-mining
families living in the planets abandoned shanty-towns and derelict mine workings, as well as the
travelling Executive-class businessmen caught on board Priory Station. It also brings opportunity for
those brave, desperate, or foolhardy enough to seize it. This section describes the various factions
fighting in the Exham IV Deadzone, and their motivations for doing so.
THE VEER-MYN
Veer-myn forces
Brood Mother
There are many aspects of the Veer-myn which
worry the Council of Seven. But the greatest
concern is not the sicknesses the creatures
spread carelessly, nor the ease with which they Brood Mothers bodies are larger than other
can spread undetected throughout GCPS space; Veer-myn. Topping well over two metres, the
it is that so far there has been no indication to Mothers physiology is mostly in proportion to its
what drives these clearly intelligent creatures.
size, with the exception of its abdomen, which is
Broods had been found to abandon their nests distended with the enlarged reproductive organs
and migrate from one city to another, or to within.
take residence on bulk haulers to jump planet
completely for no outward reason. There was It is unusual to see a Brood Mother in direct
no suggestion theyd outgrown local resources, combat. The purpose of conflict is usually to
nor did the planet later suffer some cataclysmic protect her at all costs, as without her there is
event* which would posit some group prescience. no brood. However in the direst circumstances
the Mother may take to the field, urging her
There was also a pattern to the supplies they
brood onto feats of extraordinary savagery in
took and the apparatus they would rip from
machinery, a correlation which would not their need to protect her, and laying into any
become apparent until the materials were turned enemy who come within striking distance with
on their erstwhile corporation owners in ways the ferocity of a mother bear.
more devious than even the foulest mind among
them could devise. It suggested there was a *Except for the Continental Shearing Incident of
deliberate intention behind the thefts towards a Axiom Secunde, however that was deemed to
be anomalous.
calculated purpose.
It was not until the Auditing of Santa Catarina
Sete when a Veer-myn nest was located,
isolated, and gassed, that the question was
believed to be answered. The result was the
most complete specimen group the GCPS had
yet seen, including a Veer-myn of a genus not
yet encountered.
What the scientists on Santa Catarina had
discovered was a Brood Mother, and while they
knew they had found the driving intelligence
behind a brood, their wildest postulations
would not come within touching distance of the
importance the Brood Mothers played in Veermyn life.
Brood Mothers are the matriarchs, the one
binding factor relating every member of a
Veer-myn brood, for it is through her that every
member is related. That is not to say that the
Brood Mother gives birth to each member of
the brood personally. Instead there is a caste of
females within each nest whose sole purpose
is to aid the Mother in populating the brood.
This serves the dual purpose of helping to
support a larger population and also providing a
measure of security, as its thought that when a
new Mother is needed it is from this caste that
one is selected. How is not known; however,
8
THE VEER-MYN
Progenitors
Because of the lack of solid data, there have
been many far-reaching and eccentric theories
surrounding the Veer-myn, their habits, abilities
and social structure. Some of these theories
have been supplanted as slowly more is learned
of these creatures. One such theory which
survived until only recently was that there was
only a single male in the brood which bred with
the Brood Mother.*
10
Nightmares
One reason the existence of the creatures which
would become known as the Veer-myn took so
long to become accepted was the nature of the
stories told by the ships crews who encountered
them. In these stories the Veer-myn were
mysterious, half-seen creatures scuttling away
into the dark before one could be captured or,
in the cases where the story tellers were more
reluctant to convey what theyd witnessed,
hulking monstrosities formed from the stuff of
nightmares.
11
THE VEER-MYN
Variants
Reaper: The Terror reaper is fitted
with a harness across its shoulders, on
which are grafted long scythed blades,
intended to cut down infantry as it runs
by.
Night-Crawlers
The average Veer-myn possess a cunning which
can be fatally surprising to any corporation
trooper who underestimates them.
This resourceful aggression is not the level
of intelligence most sentient races possess
however, and can only take them so far.
The use of complex tools and tactics are beyond
these Veer-myn, and instead weight of numbers
is employed in the place of martial prowess.
These Veer-myn are collected into large packs
and armed with simple weapons. Ray guns are
rifles of comically primitive appearance, using
an unsophisticated laser technology which
fractures what would usually be a tight beam of
focused energy into an inaccurate spread of high
13
THE VEER-MYN
14
Maligni
Pathology and chemistry permeate Veer-myn
culture. It is thought that hormones play a major
part in deciding what caste a Veer-myn will
belong to, and evidence suggests pheromones
are a central element in Veer-myn language.
For this reason, the social caste of the Maligni
are one of the highest bands within a broods
structure.
Its through the chemistry experts of the Maligni
that the Veer-myn cultivate the viruses which act
as their first strike weapons. Whether these are
created artificially, or form part of the Veer-myn
natural biology is not known.
What is known is that the Maligni also act as the
broods engineers, and are responsible for the
creation of the Ray-Guns and Chem-Throwers,
as well as the more esoteric machinery such as
the armour worn by the Brood Mother.
Their primary role on the battlefield is to carry
and operate the more capable weapons that
the Night-Crawlers are deemed either too
slow-witted to use or just too small to carry.
The mainstay of these weapons is the ChemThrower. More feared than the ray guns carried
15
The Piper
S
2-3
1
34 pts / 3 VPs
F Sv
6+ 5+ 4+
Agile
Tough
Swarm Lord
Name
Points
Type
Speed
Shoot
Fight
Survive
Size
Armour
VPs
Vermin Swarm -
Abilities
- 2-3 - 6+ 5+ 2
Crawlers
12 T 2-3 6+ 5+ 5+ 1
Stalkers
10 T 2-3 7+ 4+ 5+ 1
Ray Pistol: R2
Nightmares
23 S
1-2
6+ 4+
4+ 2 - 2
Night Terror
with Scythes
26 S 2-3 - 4+ 5+ 2
Rampage
Night Terror
with Spitter
26 S 2-3 5+ 5+ 5+ 2
Rampage
16
Name
Weapon Upgrades
Skill Table(s)
Vermin
Swarm
None None
Ammo 2 Common
Crawlers
Small Arms
AP Ammo 4
Stalkers
Nightmares Hardpoints: 2
(Small Arms, Light (Melee,
Assault), Heavy (Assault, Melee)
Ranged
Melee
Ranged,
Melee
None
None
17
Rare
Frag Grenade 6
Common
Smoke Grenade 3
Common
Medi-Pack 5
Common
ENFORCERS
Enforcers
ThunderHeads
The twelfth division of the Perseun task forces
is officially designated P12 in the Council of
Sevens records. Anyone with the requisite
security clearance would be hard pressed to find
another with a more accomplished history.
It is P12 under Captain Kellman Morrow which
has applied the Councils peace in the wedge of
unincorporated systems along the GCPSs coreward border for 24 years. When Draugheime
III was invaded by the Marauder forces of selfstyled Chief Skodde, it was P12 that responded
and turned them back with only a 0.44% drop
in local corporate production and an acceptable
31.2% civilian casualty rate. When an Almar
Inc. star caravan destined for newly terraformed
worlds was assaulted and stolen by insurgents,
it was P12 that located the responsible base
world and recovered the shipment, annihilating
the local rebel cell so utterly that six years later
the Council Protection Agency still registers
no insurgent activity in the sector. They have
18
19
ENFORCERS
S
1-2
1
F Sv
4+ 6+ 3+
Tactician (1)
Name
Points
Type
Speed
Shoot
Fight
Survive
Size
Armour
VPs
Pathfinders
15 T 1-2 4+ 6+ 4+ 1
Scout
Pathfinder
Specialist
15 S 1-2 4+ 6+ 4+ 1
Scout
Enforcer
16 S 1-2 4+ 6+ 4+ 1 1 2
Enforcer
Specialist
15 S 1-2 4+ 6+ 4+ 1 1 2
Enforcer
Medic
20 S 1-2 5+ 6+ 4+ 1 1 2
Enforcer
Strider
30 V 1-2 4+ 5+ 4+ 4 3 3 -
20
Abilities
Medic
Name
Weapon Upgrades
Skill Table(s)
Pathfinder
Ranged
Ammo 2 Common
Pathfinder
Specialist
Ranged, Specialist
Enforcer
Small Arms
Enforcer
Specialist
Enforcer
Medic
Small Arms
Enforcer
Strider
AP Ammo 4
Frag Grenade 6
Melee
Ranged
Ranged, Specialist
Ranged
21
Rare
Common
Holo Sight 8
Rare
Medi-Pack 5
Common
Smoke Grenade 3
Common
Thermal Mines 4
Mono-Wheel
Scout Bike
Rare
12 Unique
FORGE FATHERS
Forge Fathers
When the Mi-Gan Corporation first landed on
Exham IV and began to exploit its mineral wealth
the Star Realm was insulted twice over.
Firstly, the Forge Fathers had long ago earmarked
the planet for full and complete coring and
secondly, what the humans called mineral
exploitation was offensively incomplete
compared to what the Forge Fathers could do
with Exham.
While Mi-Gan thought they were utilising the
planets resources to the fullest, they were being
wasteful in a way only a short-lived species
could.
The Star Realm watched as Mi-Gan missed the
choicest seams, prematurely moved operations
leaving thousands of tonnes of ore untouched,
and most insultingly, remained blissfully unaware
of the galactic regions densest concentrations
of osmium - right beneath their noses. But the
Forge Fathers are rich in the most valuable
commodity in the galaxy, one so priceless the
humans fail to appreciate they dont have; time.
A Quiet War
The Forge Fathers watched from a distance
as Exham sank into chaos. As the inhabitants
fell upon themselves and their own troops in
desperation, it became possible the dwarves
22
23
FORGE FATHERS
Bjarn Starnafall
S
1-2
1
F Sv
4+ 6+ 3+
Tough
Weapon Options:
None
Campaign Ability Options:
None
Name
Points
Type
Speed
Shoot
Fight
Survive
Size
Armour
VPs
Militia
14 T 1-2 5+ 5+ 4+ 1
Steel Warrior
21 T 1-2 4+ 5+ 4+ 1 1 2
Abilities
Hammerfist
28 S 1-2 4+ 5+ 4+ 1 1 2 Inferno Drills: R4, AP2
Drop Trooper Forge Hammers: RF, AP1
Hammerfist Orbital Drop Armour
Steel Warrior
Specialist
21 S 1-2 4+ 5+ 4+ 1 1 2
Forge Guard
30 S 1-1 4+ 5+ 4+ 1 2 3
24
Skill Table(s)
Small Arms
Ranged
Ammo 2 Common
Small Arms
Ranged
AP Ammo 4
Name
Weapon Upgrades
Militia
Steel
Warrior
Frag Grenade 6
Rare
Common
Ranged,
Melee
Holo Sight 8
Ranged
Smoke Grenade 3
Common
Medi-Pack 5
Common
Ranged
25
Thermal Mines 4
Rare
Rare
REBS
Rebs
Wherever there is disaffection within the GCPS
you find the roots of Rebellion, and on Exham
there is a lot of disaffection. Mi-Gan treats their
workers as any other commodity, spending less
capital on them then they do on their machinery.
The watch word of the foremen on the fledgling
colony was life is cheap, machines are not, an
in-joke at the expense of workers lives. Little did
Mi-Gan know they had given a rallying cry the
insurgency already germinating onplanet.
The Rebs have had assets on Exham IV for a long
time. Its vast population of low grade workers
has always been a ripe source of discontented
men and women more than ready to take up arms
against Mi-Gan, and it only took some slight
suggestive re-education to spill the resentment
against one corporation into outright ideological
hostility against the GCPS as a whole. Since
the orbital slip the Rebs activities on Exham
has increased. The progressively draconian
treatment of the citizens compounded by the
changing climate alone could have pushed the
planet to out-and-out revolt. The bitterness and
suffering of an entire population cast off and left
to choose between starving and freezing would
inevitably boil over into an uprising against its
corporate masters.
Insurgency
It is not widely reported by the tightly controlled
infotainment nets, but riot and revolts are a
common occurrence throughout the Sphere.
Where workers are treated like property they
rise up, only to be ruthlessly put down. And
that wont do for the Rebs. When Exham rises
up the Rebs want it to stay risen. Exham is well
known, if it were to throw off the shackles of
corporatocracy it would be impossible for the
Council to hide. Exham would become a beacon
for rebellion throughout the galaxy, and Priory
Station would be the vector to spread the word
of revolution.
Exhams potential to the cause needed a
special hand to guide its upheaval, and the
Rebel command in the Perseus arm believed
it could choose no better than Adrienne
Nikolovski. Adrienne does not look like the
kind of person who could command an entire
planets insurgency. That is, until you look her
in the eye. Adriennes dedication to the cause
borders on sociopathic. Her level of devotion is
26
Adrienne Nikolovski
S
REBS
1-2
1
F Sv
4+ 5+ 4+
Tactician (1)
Name
Points
Type
Speed
Shoot
Fight
Survive
Size
Armour
VPs
Rebel Trooper
T 1-2 5+ 6+ 6+ 1
Sphyr Lancer
18 T 1-2 4+ 6+ 5+ 1
Survey Drone
7 S 2-3 - - 4+ 1 - -
Zee
S 1-2 7+ 7+ 6+ 1
Pistol: R3
Rebel Sniper
16 S 1-2 4+ 6+ 6+ 1
Abilities
Construct, Agile
Scavenger
Rebel
30 S 1-2 6+ 4+ 5+ 3 1 3 Ceremonial Blades: RF, AP1 Teleport,
Teraton Grenade Launcher: One-use, R3,
Tough
Frag (3); Hand Flamer: One-use,
R2, It Burns!
Rin Nomad
17 S 1-2 4+ 5+ 5+ 1 1 2
28
Skill Table(s)
Name
Weapon Upgrades
Survey
Drone
None
Rebel
Trooper
Ranged
AP Ammo 4
Sphyr
Lancer
Small Arms,
Light (Assault, Automatic)
Ranged
Frag Grenade 6
Zee
Small Arms
Specialist
Rebel
Small Arms, Light (Sniper)
Sniper
Ranged,
Specialist
Rebel
Teraton
Small Arms,
Light (Melee, Assault)
Melee,
Command
Rin
Nomad
Small Arms,
Light (Sniper, Automatic, Melee)
Ammo 2 Common
Melee,
Ranged
29
Holo Sight 8
Rare
Common
Rare
Smoke Grenade 3
Common
Medi-Pack 5
Common
Stun Grenade 4
Rare
Defender Shield 5
Rare
MARAUDERS
Marauders
The Mandrake Rebellion, or the Mandrake
Betrayal as Sphere textbooks have to refer to
it by law, saw the end of GCPS militarisation of
the Orc race. After the initial uprising battalion
after battalion of Orc troops were systematically
wiped out by corporation forces, often before
they were even aware of their peoples revolt,
and usually from orbit with no warning. However
the rebellion might be called, within five years
the resulting war was officially concluded in
GCPS records. By then, the ultra-secret Enforcer
program had already begun, and GCPS citizens
were tacitly being encouraged to think of
Marauders as dangerous pirates instead of the
soldiers once responsible for their safety.
For some, however, the war never ended.
In the century and a half since the Mandrake
Rebellion most surviving Marauders have been
content to slip into the roles of mercenaries for
hire, or ply the inter-system trade lanes on the
hunt for undefended caravans. Some, however,
were not. Some want more. Whether it be
their own planet or colony, these Marauders,
unsatisfied with the miniscule payments for
winning others wars, want to be strong enough
to wage their own.
30
31
MARAUDERS
Chief Mauhulakh
S
1-3
1
F Sv
4+ 4+ 4+
Tactician (2)
Tough
Weapon Options:
None
Recon: 4+
Name
Points
Type
Speed
Shoot
Fight
Survive
Size
Armour
VPs
Commando
12 T 1-2 5+ 5+ 4+ 1
Commando
Specialist
12 T 1-2 5+ 5+ 4+ 1
Skyscraper
17 S 1-3 5+ 5+ 4+ 1
Goblin
14 S 1-2 5+ 7+ 6+ 1 - 2 Heavy Rifle: R8, AP1,
Sniper Heavy, Sniper Scope
32
Abilities
Name
Weapon Upgrades
Skill Table(s)
Melee
Ammo 2 Common
Ranged
Ranged,
Melee
Goblin
Sniper
Ranged
AP Ammo 4
Frag Grenade 6
33
Holo Sight 8
Rare
Common
Rare
Smoke Grenade 3
Common
Medi-Pack 5
Common
ASTERIANS
Asterians
To the Asterians, all creatures have their place
in the galaxy. Every species, from the sentient
down to the most base single-celled organism,
exist for a reason, even if that reason is beyond
the understanding of a people as ancient as the
Asterians. Through millennia of observation
the Asterians have come to understand that it
is the very presence of all creatures, and the
myriad changes they each effect, which keeps
the galaxy in balance. It is the butterfly effect
writ to a schema so large no one individual could
ever hope to understand it. This observation is
key to the psyche of an Asterian, from each of its
members to the race as a whole every creature
has its place, and no one species has the right to
decide if anothers place is better off in the past,
extinct.
The humans, however, have pushed that belief
to the very limit.
In the few centuries the humans have swaggered
among the stars there is not a species they have
not butted against, nor a danger they have not
prodded with no thought of the consequences.
The re-emergence of the Scourge was the just
the latest danger the humans have unthinkingly
unleashed upon the galaxy, and even in the face
of a threat so lethal to their survival the humans
seems quite content to carry on as if the future is
filled with nothing but their continued prosperity.
It is as if the humans suffer from a racial
adolescent belief in their invulnerability. They
are the infants of the galaxy; just knowledgeable
enough to be dangerous, lacking the wisdom to
realise they know nothing.
Clade Sekauteu
The Clades, of course, are aware of the Veermyn, even if they know them by a different
name. The creatures have tried to insinuate their
way onto the underside of Asterian civilisation
as they have with every other culture advanced
enough to reach the stars. But where Asterians
trap and relocate the furred creatures, the
humans treat them as a minor impediment to
expansion; to ignore when possible, or ineptly
attempt to exterminate when not.
The Clades watched as the Veer-myn blossomed
beneath the humans profligate society, thriving
off the refuse thrown away half-used and
forgotten, and witnessed as the inevitable
diseases and infections which grew with the
nests seeped out and took their toll in human
lives.
34
35
Nem-Rath
ASTERIANS
S
1-2
1
F Sv
4+ 6+ 5+
Tactician (2)
Noh Pistol: R3
Charge Glove: RF, Knockback
Energy Pulse: R1, Knockback
Weapon Options:
None
Recon: 3+
Points
Type
Speed
Shoot
Fight
Survive
Size
Armour
VPs
10 T 1-2 5+ 6+ 5+ 1
Noh Rifle: R5
Construct
Cypher
15 T 1-2 3+ 5+ 5+ 1 1 2 Noh Rifle: R5
Construct,
Vulnerable,
Toxic Smokescreen
Cypher
15 T 1-2 3+ 5+ 5+ 1 1 2 Noh Rifle: R5
Specialist
Construct,
Vulnerable,
Toxic Smokescreen
Name
Marionette
Black Talon
20 S 1-2 3+ 5+ 5+ 1 1 2 Noh Rifle: R5;
Energy Shield (2); Jump Pack
Abilities
Construct,
Vulnerable,
Glide
Sky Razor
20 V 2-4 4+ - 5+ 2 - 2 Twin Noh Rifles: Vehicle
R5, Weight of Fire (1)
36
Name
Weapon Upgrades
Skill Table(s)
Ranged
Cypher
Small Arms,
Ranged
Frag Grenade 6
Holo Sight 8
Cypher
Specialist
Small Arms,
Light (Explosive), Heavy (Lance)
Ranged,
Specialist
Smoke Grenade 3
Rare
Common
Rare
Common
Stun Genade 4
Rare
Rare
Unique
Sky Razor
Unique
Bike (Automatic)
Ranged
37
CAMPAIGNS
CAMPAIGNS ON EXHAM IV
Exham IV presents many opportunities for
creating exciting stories through your games.
Unlike the frontier world of Nexus Psi, Exham
IV or more accurately, Priory Station is an
integral part of the Galactic Co-Prosperity
Sphere, and when it goes dark, people are bound
to notice, leading to any number of chances for
adventure, intrigue, and profit.
This book presents a narrative campaign
detailing the mission of the Enforcer Pathfinder
team sent to investigate the Deadzone, and
the Veer-myns defense of their home and their
desperate attempts to leave the planet before it
is forever plunged into an ice age. However, this
is not the only story to be told on Exham IV: The
Marauders, Forge Fathers, Rebs, and Asterians
all have reasons for getting involved in the
conflict.
The Plague
Officially, there have been no signs
of a Plague outbreak on Exham IV.
Unofficially, however, Exham IVs warren
of abandoned mining tunnels served by
a network of gray-market scrap metal
shipping to Priory Station makes the
perfect cover for a covert research base;
perhaps, in your campaign, the Plague
escaped its confinement during the
chaos caused by the Bleeding Sickness
epidemic, or one of the planets many
wildcat ore scavengers disturbed a
Plague Artifact partially embedded in
millennia-old bedrock.
In short, you shouldnt feel constrained
by the canon narrative Mantic is in
the business of making great games
that inspire the imagination, and not in
the business of telling gamers how they
should or should not have fun. Whatever
you and your friends agree to, in the spirit
of respectful collaborative wargaming,
is just fine by us.
With a bit of work, the scenarios in this book
can be adapted to fit the goals and desires of
the other factions with a stake in Exham IVs
fate; alternatively, players might feel inspired to
create their own conflicts and custom scenarios
to share with their friends.
Escape
Factions that wish to escape the environmental
catastrophe of Exham IV include the Veer-myn,
Plague, and potentially a Rebs cell or Marauder
crew caught on the planet when the Containment
Protocol went into effect. A campaign involving
one of these factions might take the role of
the Veer-myn as outlined in the Sack of Priory
Station campaign, or might re-arrange the order
of the scenarios so that the Exodus mission is
the climax of the campaign.
Containment
Factions that seek to contain the Bleeding
Sickness and ensure that it does not spread
throughout the stars include the Asterians,
Enforcers, and Forge Fathers. These factions
make great opponents for Escape factions, and
can take the role of the Pathfinders in the Sack
of Priory Station campaign, with the Evacuation
mission being a natural climax.
Conquest
Factions that seek to take control of Exham
IV or Priory Station (or both) include the Rebs,
Marauders, and Forge Fathers. The Evacuation
mission makes an excellent climactic mission;
alternatively, the Elimination mission can be
also be adapted to change the target to a key
enemy commander of the opposing faction who
is standing in their way.
CAMPAIGNS
Environmental Hazards
Slurry Storm
The wind has carried a fast-moving slurry of
Environmental Hazards are random events that arsenic, mercury, lead, and other hazardous
affect both sides during the battle.
waste left behind after the Mi-Gan corporation
was finished strip-mining the planet. Soldiers
The hazards presented here represent Exham caught in the open risk being injured by the
IVs unique ecosystem and environment the storm of toxic chemicals.
shift in its orbit is rapidly turning Exham IV into
an arctic desert the temperature ranges from Roll a d4. This is the turn in which the slurry
cold to below freezing as vicious winds carry storm arrives. At the start of the turn in which
flurries of toxic mine tailings in massive, acidic the slurry storm arrives, randomly determine a
sandstorms. The network of access tunnels, board edge from which the storm enters. Any
mine shafts, and improvised housing has left the model without a solid wall (ie, one without any
ground unstable and susceptible to tremors and gaps that a model could see or move through)
between it and the slurry storms board edge is
earthquakes.
affected.
Before the game, once both players have
deployed their forces, resolved any Recon effects The Slurry Storm rolls a
and Scout redeployments, roll a single dice and
3 dice 5+ test (x)
consult the following table:
Roll once to determine the strength of the storm
Dice Result
Environmental Hazard for all affected models.
1-2
Gale Force Winds
Each affected model rolls a
3-4
Unstable Ground
5-6
Slurry Storm
7-8
Frigid Cold
41
missions
Scoring
The winner and loser of each mission will be
awarded Campaign points. Keep track of these
on your Army Roster. At the end of the campaign,
the player with the most campaign points is the
overall winner of the campaign.
Deployment
This section will contain a map of the board
showing the deployment zones for each side,
and any cubes containing objectives.
Victory Conditions
This section specifies the victory conditions for
each player. Each player may have the same
victory condition, or a unique condition to their
side to model the different strategic priorities of
the two factions.
Challenge Scenarios
War is not fair. While Deadzone aims to be an
enjoyable game, balancing the various factions
available to players so that each player has a
path to victory, in life this is quite often not the
case.
To represent this, the missions presented in the
Sack of Priory Station will have an optional,
Challenge scenario, which will unbalance the
mission on favour of one player or another.
Consequences
Our intention in presenting these is to offer a This section will describe any ongoing effects
change of pace for players looking for something for the remainder of the narrative campaign. For
to challenge their mastery of the game. Try example: If the Pathfinders fail the first mission,
playing these scenarios turn-about, with one Infiltration, they will be unable to take Vehicleplayer playing the Pathfinders, and then using type models in scenario 3, as they will not have
his opponents list to see if he can do better than been able to secure a path through the Veershe did.
myns territory for the bulky, noisy equipment.
42
Mission 1: Infiltration
The Pathfinders must move through Veer-myn
held territory to reach the site Recon unit P12-612 identified as the heart of the infestation.
Challenge Scenario
The Veer-myn player may deploy four models as
if they had Scout to represent a roaming patrol.
Additionally, try using two battle mats stacked
one above the other. The deployment zones
remain the same but there will be a lot more
space between them.
Victory Conditions
To win, the Pathfinder player must have 12VP
worth of his Strike Team leave the board from
the Veer-myn players deployment zone. The
Veer-myn player must kill 16 VP worth of the
enemy Strike Team.
Consequences
The winning player will earn:
2 Campaign Points.
43
missions
Mission 2: Acquisition
Victory Conditions
VPs are scored by:
P12-6-12s final transmission from her personal
Killing enemy models (VP value of model)
nanodrone cloud was partially corrupted by an
Claiming VP counters.
unknown third party to the conflict. The original
data remains in the memory banks of the cloud;
the Pathfinders need this crucial data to identify The first player to reach 16VP is the winner;
the location of the Veer-myn colonys Brood however a player must have earned at least one
3VP token in order to declare victory.
Mother.
In turn, the Maligni believe that they will be able
to use the data contained in the drone cloud to
reverse-engineer a transponder code that they
can use to evade the Grounding Protocol. This
data presents a crucial step towards saving the
lives of the entire colony.
Challenge Scenario
Killing enemy models is worth 0VP; VPs may only
be earned by claiming objective tokens. The first
player to 9VP is the winner.
Consequences
The winning player earns:
2 Campaign Points
Deployment
The Veer-myn player uses the Red deployment
zone. The Pathfinder player uses the blue
deployment zone.
The Objective cube is yellow.
Mission 3: Elimination
The Pathfinders have located the Veer-myns
nests, and have deployed an elimination detail to
several key locations throughout the Veer-myns
warren in order to eliminate the Brood Mothers.
The Veer-myn, warned of the intrusion by
the precognitive talents of their Tangles, are
prepared to put up a stiff resistance in the face
of the invasion of their home and hearth. For
them, this is a matter of life or death; for the
Enforcers, this is simply pest control.
Challenge Scenario
The Veer-myn player receives 6 free Crawlers or
Stalkers (in any combination) in addition to their
regular Strike Force.
Additionally, the Veer-myn player has the option
of taking a second Brood Mother as well as the
first; in this case, the Pathfinder player must kill
both Brood Mothers in order to win.
Consequences
The winning player earns:
2 Campaign Points
The losing player earns:
1 Campaign Point
In addition, the winner of this game will
receive +1 Command Dice each round for
the duration of Mission 4.
45
missions
Mission 4: Elimination
Victory Conditions
VPs are scored by:
After the Elimination Detail finishes its grisly
Killing enemy models (VP value of model)
work, the Veer-myn decide to push towards the
last intact spaceport on Exham IV in a desperate The first player to reach 20VP is the winner;
however if at the end of any round, the Veer-myn
attempt to leave the planet.
player is the sole occupant of all four objective
The Pathfinders, cut off from heavy support, cubes simultaneously, they win the game.
must try to stop them seizing the landing pad.
Challenge Scenario
Force Composition & Terrain
The Veer-myn player receives 250 points with
200 points per side. The Pathfinder player may which to build their Strike Team. Additionally,
include vehicles, but not any Peacekeepers.
consider using two battle mats:
The Pathfinder player receives two free Sentry
Guns, which may be deployed emplaced as if
they had one cubes worth of Scout movement.
This battlefield represents the last intact
spaceport on the planet.
You will need to represent a landing pad of at
least 2 x 2 x 1 size, and have a way of designating
which cubes are the objective cubes.
Deployment
The Veer-myn player uses the Red deployment
zones. The Pathfinder player uses the blue and
yellow cubes as their deployment zone.
The Objective cubes are yellow.
Consequences
The winning player earns:
2 campaign points
If your landing pad terrain piece is larger than
2 x 2 x 1 cubes, this is perfectly acceptable;
simply ensure you and your opponent know
which cubes are the objective cubes, and which
are not.
Likewise, if the landing pad terrain piece
overlaps with the Pathfinders deployment zones,
this is also not an issue for the scenario.
46
Mission 5: Evacuation
Victory Conditions
VPs are scored by:
While the ThunderHeads and the Veer-myn
Killing enemy models (VP value of model)
have been battling on the surface of Exham IV,
a desperate guerrilla war has been raging in the
service corridors and maintenance ducts below The first player to reach 20VP is the winner;
Priory Station. Its objective: Control over the life however in order to declare victory, a player
must be the sole occupant of both objective
support and docking control modules.
cubes, and have at least a 2 VP lead over the
If the Enforcers are able to seize these systems,
other player.
they can vent the entire station into the void,
sending passengers and vermin alike into hard Challenge Scenario
vacuum to freeze and die. Doing so, however,
will ensure that the bleeding sickness will Consider having both players deploy their entire
be contained, with the minimum necessary remaining Army, regardless of the relative points
damage to the station itself, preserving a vital values of each Army.
infrastructure and trade hub for the Council of
Alternatively, the Pathfinder players Strike
Seven to refurbish once the crisis is contained.
Team might represent a different detachment of
For the Veer-myn, control of Priory is essential Enforcers sent to seize control of the station.
to their salvation. If they can seize enough of
the freight and passenger ships docked with If this is the case, both players should make a
it, they may yet be able to overwhelm the strike team worth 300 points. While the VeerThunderHeads control cordon through sheer
myn player is free to use troops from their
strength of numbers and save at least some of
regular Campaign Army Roster, the Pathfinder
their society.
player must choose a new Strike Force from
Force Composition & Terrain
any Enforcer Army List. The troops chosen are
250 points per side. See the Consequences all Rank 0, but do not have any permanent
section for Mission 4 for more details.
injuries. The Pathfinder player will be eligible
The battlefield represents the maintenance for Underdog dice as described in the Deadzone
network that supports Priory Station. Space will Core Rulebook.
be cramped, and fixtures and structures are not
likely to be more than one or two cubes in height. Consequences
The winning player earns:
Deployment
2 Campaign Points
The Veer-myn player uses the Red deployment
zone. The Pathfinder player uses the blue
The losing player earns:
deployment zone.
1 Campaign Point
The objective cubes are yellow.
If the Veer-myn player has the most
Campaign Points and has won Mission 5,
they win a Major Victory; otherwise, they
win a Minor Victory.
If the Enforcer player has the most Campaign
Points and has won Mission 3, they win a
Major Victory; otherwise, they win a Minor
Victory.
47
EXPLORATION TABLE
Event
11
Terminal Intervention - Your Strike Team finds some wreckage from the dropship
released by the Terminal Intervention, a Drakon-class Enforcer warship. Your team finds
large quantities of high-grade military gear. Add 3 AP Ammo and 2 frag grenades to your
stores.
12-13
Pandoras Box - While searching for Intel in the vault of a comms station, your team
discovers something extremely valuable encrypted logs from the CSS Sloveshy Vassily,
transferred upon its docking with Priory Station. Your superiors will be extremely interested
in decrypting and analyzing the contents, to discover what really happened on Exham IV,
and why Mi-Gan attempted to keep it secret for so long Add +2d8 RP to your roster.
14-15
Verminium Ingot - While searching through the detritus inside a local mining depot your
team finds something extremely valuable. Perhaps this explains why Exham IV was mined
so thoroughly. Roll 2d8, and discard one result. Add this number of RP to your roster.
16-18
Mi-Gan Outpost - The GCPS troops stationed on Exham IV were well equipped by corporate
standards, but ultimately unprepared for the waves of Veer-myn that overran them. Your
team recovers what they can from the dismembered, half-eaten bodies. Add 1 Ammo and 1
AP Ammo to your stores.
21-23
Slurry Pit - Your Strike Team notices an intact weapons depot, sure to be filled with useful
munitions. Unfortunately for your team, it is half-submerged in thick chemical slurry, leaked
from the extensive abandoned mines. If you choose to retrieve the munitions, pick one
member of your Strike Team to make a 3-dice Survive (2) test. If they succeed, add 3 Ammo,
2 AP Ammo and 2 Frag grenades to your stores. If they fail, gain nothing and the model
must roll on the injury table.
24-26
Survival of the Weakest - While searching the tunnels, your team becomes aware of the
presence of hundreds of lifeforms lurking in the shadows. Fearing the worst your team
retreats to a safe distance and takes another route. As they press further, the scent of
roasted meat leads them to a chamber filled with the charred bones of Mi-Gan troops and
Veer-myn alike. In the distance a small figure darts away into a crack in the tunnel wall.
Your team instantly realizes what many of the children orphaned by the bleeding sickness
are doing to survive. They notice some useful gear amongst the discarded clothes and
armour and hastily retrieve it before leaving. Gain 1d4+1 RP.
27-32
Research Lab - Your team finds a medical lab, filled with victims of the bleeding sickness
floating in stasis fluids, hooked up to various tubes and monitors. The scientists that once
worked here must have been searching for a cure. While there is an abundance of medical
supplies here, their experimental nature may yield unpredictable results. Add 2 Experimental
Surgical Kits to your stores.
During the Resolve Casualties phase of the post-game sequence, you can use these items
to try to heal a Permanent Injury instead of spending a Medi-pack to re-roll the result.
Discard an Experimental Surgical Kit and roll on the following table:
1: The Experimental Surgical Kit has no effect. The model suffers the permanent injury you
originally rolled.
2-4: The Experimental Surgical Kit works, but the model will need some time to recover
from the surgery. They must miss the next game (as if they had rolled a 4-7 on the Casualty
Table).
5-7: The Experimental Surgical Kit works as intended. The model makes a full recovery (as
if they had rolled an 8 on the injury table).
8: The kit contains some highly advanced (and effective) nanotechnology. The model makes a
full recovery (as if they had rolled an 8 on the Casualty Table, and the
model may heal one previous Permanent Injury which had reduced its stats.
33-36 Spaceport - STRATEGIC ASSET: Your Strike Team finds and secures a spaceport. The
frozen bodies of those attempting to board the last ships off-world are strewn everywhere,
some with laser burns puncturing through them, others with gashes and gnawed limbs.
While there are no shuttles remaining here, automated drones ferrying supplies from Priory
Station still arrive on schedule, although some of the cargo they deliver is dangerous and
unexpected. Gain 3 extra RP post-battle during the exploration phase after every game
you play, and roll a d8. On a roll of 1, choose one member of your Strike Team to roll on the
injury table.
48
37-42
Abandoned Hab-block - Your team searches some of the many cramped civilian quarters
that cover the surface of Exham IV, all of them are now either abandoned or filled with
corpses, the walls slick with frost. While signs of life are non-existent, there are still items
of value to be found here. Gain +1d4 RP.
43-46
Mi-Gan HQ - STRATEGIC ASSET: Your strike team stumbles upon the local headquarters
of the Mi-Gan corporation, its doors burnt open with acid. Claw marks and bloodstains coat
the interior. Your strike team is able to repair the HQ to set up as a forward base of
operations, and hacking the core database yields a wealth of information about hidden
caches and assets to use in the event of outbreak. Before each battle you may place an
additional item crate in any cube of your choice within the limits defined by the mission.
Rolling this result has no further effect if you already have a Mi-Gan HQ.
47-52
Frozen Corpse - You discover the dead body of a Mi-Gan security officer, stiff and frozen,
with most of his face nibbled off. Roll a d8 to see what you find:
1: The officer died of the bleeding sickness. You leave the corpse alone.
2: +2 RP
3-4: 1 Ammo
5-6: 1 AP ammo
8: Mi-Gan master key: Treat this result as a roll of 43-46 (Mi-Gan HQ) instead.
53-56
Industrial Complex - STRATEGIC ASSET: You find a functioning Industrial Complex, fully
fitted with manufacturing capabilities. With some modifications, you are able to produce
military-grade munitions. After each battle during the exploration phase, gain 1 Ammo.
Rolling this result has no further effect if you already have an Industrial Complex.
57-62
The Sickness - Your team finds a group of survivors infected with the bleeding sickness.
VEER-MYN: The survivors will make excellent test subjects for the Maligni, new and
virulent strains of the sickness may be present in their blood. Gain +d8 RP and choose a
model from your strike team to gain +1 XP.
REBS: Your team takes pity on the survivors and provides them with supplies and medicine
to ease their suffering. They reveal the location of some of their surviving relatives, some
too old or young to be infected, others simply lucky enough to have survived or avoided
infection. You locate the survivors and offer them refuge. Some of them are good fighters,
too. Deduct 3 RP from your roster if possible (or as much as you have if you have less than
3 RP), and add 1 Rebs Trooper or 1 Rebs Specialist (your choice) to your army.
ENFORCERS: Interrogation techniques approved directly by the Council of Seven are highly
effective, even on the dying. Your team uses the information gained to locate and eliminate
elements of the native population, securing valuable resources in the process. Gain +d8 RP.
OTHERS: Your team gives the survivors a quick death, either out of mercy, or simply to
eliminate the threat. You find some supplies in their hideout. Add +1d4 RP to your roster.
63-66
Hypertunnel Network - STRATEGIC ASSET: Your strike team finds and secures an
underground transport hub. This will allow you to rapidly explore the vast honeycombed
interior of Exham IV, if you are willing to risk disturbing the dangers that lie within After
each battle, during the exploration phase you may choose to make an extra roll on the
exploration table which cannot be modified by Scout/Scavenger or any other means. If you
do so, roll a d8, on a roll of 4+ choose a member of your strike team to roll on the injury
table as the creatures lurking underground attack. Rolling this result has no further effect if
you already have a Hypertunnel Network.
67-72
Lost in the Caverns - A member of your strike team goes missing while exploring the
underground caverns of Exham IV. You assume they are dead, either devoured by the many
creatures lurking within the planets crust or simply killed by exposure. When they return
much later, they bear the scars of their ordeal, but have become adept at surviving the many
dangers the underground holds. A random, non-leader model from your Strike Team must
miss the next game. At the end of your next game, they return and gain +5XP, but must also
roll on the injury table.
49
EXPLORATION TABLE
73-75
Acid Cloud - While searching some industrial ruins, your strike team hears the screeching
of metal as a pipe breaks, spilling acidic vapour into their midst. Choose one model from
your strike team to roll on the injury table. If you have a model with Engineer in your strike
team, ignore this result as they recognize the structural instability in advance.
76-78
Drone Swarm - Some of the Recon drones released by P12-6-12 are still active on Exham
IV, their emergency programming activated by the containment protocol. Their primary
directive is to identify and report threats to pathfinders still active in the deadzone.
ENFORCERS: In the next game you play, the enemy leader counts as being Tagged for the
entire game (Tag rifles gain +1 dice when making a shoot action against the model).
OTHERS: You may shoot down the drones in an effort to disable the drones and learn
valuable intel from them. If you choose to do this, spend 1 Ammo, and add +1d8 RP to your
roster. If you do not or cannot spend 1 Ammo, you do not get the +1d8 RP.
81-83
The Hive - Your team finds a map detailing a mass of 3-dimensional tunnels known locally
as The Hive due to their honeycombed structure. You can use this to your advantage, if
you want to risk attention from the dangers that lurk below. An extra 4 of your models may
deploy as if they had the Scout rule in your next game. If you choose to do this, roll a d8,
on a 4+ one of the models that you would have deployed as if they have the Scout ability is
instead removed as a casualty before the game begins. This does not grant your opponent
VPs, roll for injury after the battle as usual.
84-85
The Horror - Your strike team heads deep underground, following a path one of them saw
in an incredibly lucid dream.
VEER-MYN: Visions of glory and greatness enter the minds of your underlings as they
burrow deep into the heart of the world and emerge with an oracle of your people. Add a
Tangle to your Army for no cost.
OTHERS: Pain and terror pierces the minds of one of your squad, driving them insane.
Choose one model in your strike team to receive a 2 result on the injury table as their
brain becomes permanently damaged. You may discard 1 Medi-Pack from your stores to
sedate the victim before the seizures consume them and ignore this result.
86-87 Cave-in - While exploring some of the more unstable tunnels underneath the surface, a
cave-in traps a member of your team. In the time it takes to clear the rubble by hand and
extract them, their injuries become severe. Choose one model to roll on the injury table. You
may discard 1 frag grenade from your stores to breach through a tunnel wall and ignore this
result.
88 Frostbite - A member of your squad becomes isolated amidst the freezing gales that scour
the surface of Exham IV. When they return, they are in dire need of medical attention.
Choose one model to roll on the injury table. You may discard 1 Medi-Pack from your stores
to administer timely first aid and ignore this result.
50