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Nuclear Renaissance

Full rulebook of this very cool Post Apo miniatures games.
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0% found this document useful (0 votes)
131 views69 pages

Nuclear Renaissance

Full rulebook of this very cool Post Apo miniatures games.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 69

NUCLEAR

RENAISSANCE
Version 2

Based on original concept by


Gil Harrison and Curtis Fell

Written and illustrated by


Curtis Fell

Additional writing by
Andy Hoare, Gil Harrison,Johnny Frandsen, Nelly Hicking, Andrew W, Alan D Fox and
Sam Horsburgh

Core development
Duncan Morris Metcalf, Thor Bennet, Sam Horsburgh, Gil Harrison and Curtis Fell

Game testing
Simon Proctor, Duncan Morris Metcalf, Thor Bennet, Sam Horsburgh, Gil Harrison,
Curtis Fell, Johnny Frandsen, Morten Wifstrand, Dennis Tullin, and Daniel Andersen

AGE RECOMMENDATION
Nuclear Renaissance is suggested for mature gamers, as some of the content may
confuse youngsters or offend their parents. This book contains images of a graphic
nature. We would advise no children under the age of 14 play this game. There is no
offensive language used, but some of the ideas may be a bit too much for the less
advanced kid to deal with healthily, plus there are some pretty gory images. Even if
our child is over 14, its best that you read these rules before letting them have a go.

Copyright 2007 Ramshackle Games. All rights reserved.


Permission given to copy for personal use.

1
CONTENTS
TERRAIN
Page 2 Page 38
CONTENTS IMPASSABLE TERRAIN COLLISIONS AND RAMS
JUMPING WORKING OUT RAMS
Page 8 LEAVING THE TABLE RAMMING OTHER VEHICLES
PLAYING THE GAME FALLING RUNNING OVER CHARACTERS
BEFORE YOU CAN PLAY RAM HIT TABLES
DICE Page 22
WINNING THE GAME DRIVERS AND PASSENGERS Page 39
BASE SIZES VEHICLE CREWS RAMMING LIGHTER VEHICLES
MODEL SCALE EMBARKING AND DISEMBARKING RAMMING OR ATTACKING
DRIVERS TERRAIN
Page 10 THE DRIVING ABILITY TERRAIN DAMAGE CHART
PICKING A FORCE DEAD DRIVER!
CHARACTER PROFILES TOWING Page 40
HERO, SOLDIER, GOON INJURIES AND DAMAGED
APTITUDE STATISTIC Page23 VEHICLES
COMBAT STATISTIC SHOOTING INJURED CHARACTERS
RANGED STATISTIC FIRING A WEAPON HEALING INJURIES
DODGE STATISTIC RANGED WEAPON PROFILES DAMAGED VEHICLES
DODGE DICE ACTION POINT COST (APC) SPIN OUT
ACTION POINTS RANGE REPAIRING VEHICLES
COST EFFECTIVENESS DESTROYED VEHICLE CHART
EQUIPMENT AND ABILITIES SHOTS
BASE STATISTICS POINTS COST Page 42
SPECIAL RULES PLAYING NUCLEAR
Page 11 LINE OF SIGHT RENAISSANCE
VEHICLE PROFILES RANGE SPORTSMANSHIP
NAME FIRING RULES DISPUTES
TRUCK,BUGGY,BIKE HOW MANY SHOTS? SETTING UP THE BOARD
DAMAGE RESISTANCE STATISTIC AIMING
WEIGHT CLASS STATISTIC Page 44
CAPACITY STATISTIC Page 27 MAKING YOUR GANG
CRUISE SPEED STATISTIC COVER PICKING A FORCE
TOP END STATISTIC COVERING FIRE BUYING YOUR BONEYARD GANG
SWERVE DICE STATISTIC SHOOTING INTO COMBAT POINTS TO SPEND 650
RAM DICE STATISTIC SHOOTING WITH MULTIPLE
COST WEAPONS Page 45
SWERVE STATISTIC FRIENDLY FIRE CHARACTERS
RAM STATISTIC ABILITIES
UPGRADES AND EQUIPMENT Page 28
RESOLVING THE SHOT Page 48
Page 13 THE SHOOTER BONEYARD GANG VEHICLES
GAME SEQUENCE A CHARACTER TARGET VEHICLE UPGRADES
THE DOMINANCE PHASE A VEHICLE TARGET
THE ACTION PHASE MODIFIERS Page 50
SKIPPING SHOOTER WEAPONS
THE END PHASE VEHICLE TARGET WITH NO DRIVER
RANGED HIT TABLE Page 51
Page 14 Page 29 SAMPLE GANGS
ACTIONS RANGED SPECIAL RULES
PERFORMING ACTIONS PISTOLS Page 52
LIST OF ACTIONS TRUCK STOPPER THE GIGGLES CLAN
APTITUDE TESTS EXPLOSIVE AMMO
DODGE TESTS LIMITED AMMO Page 54
MEASURING DISTANCES LAUNCHER THE IRONWALL WASTERS
LOOTING WEAPONS FIRE WEAPONS
EXCHANGING WEAPONS VEHICLE ONLY Page 56
THE SOCIETY AGAINST
Page 15 Page 31 MISCHIEF
ACTIONS TABLE COMBAT
ACTIONS NOT LISTED HAND TO HAND COMBAT Page 58
COMBAT WEAPON PROFILES REFERENCE SECTION
Page 16 ACTION POINT COST ACTIONS TABLE
SHOCK EFFECTIVENESS
SHOCK TOKENS POINTS COST Page 59
FULL SHOCK TOKENS SPECIAL RULES HIT TABLES
ENGAGED
Page 17 LOCKED IN COMBAT Page 60
OPPOSED ROLLS DECLARING AN ATTACK WEAPONS
CRITICALS AND FUMBLES
Page 32 Page 61
Page 19 MAKING ATTACKS WEAPON SPECIAL RULES
MOVING STRIKE DICE
WALKING RESOLVING COMBAT Page 62
SPRINTING MULTIPLE WEAPONS DESTROYED VEHICLE CHART
CHARGING COMBAT HIT TABLES TERRAIN DAMAGE CHART
DRIVING SUPPORTING IN COMBAT
CRUISE SPEED LOCKED COMABTANTS Page 64
TOP END SPEED BREAKING FROM COMBAT CHARACTERS AND ABILITIES
TURNING
TURNING AT CRUISE SPEED Page 34 Page 65
TURNING AT TOP END FOLLOWING UP VEHICLES AND UPGRADES
A KNIFE IN THE BACK!
Page 21 COMBAT WEAPONS SPECIAL RULES Page 66
STOPPING AND BREAKING BALLISTIC SHIELD BLANK VEHICLE PROFILES
MOVING THROUGH HAZARDOUS DOUBLE HANDED
TERRAIN HUNTING LANCE Page 67
WALKING THROUGH HAZARDOUS PISTOLS BLANK CHARACTER PROFILES
TERRAIN POLEARMS
SPRINTING OR CHARGING SHIELDS Page 69
THROUGH HAZARDOUS TERRAIN TIN OPENER INDEX
DRIVING THROUGH HAZARDOUS TRUCK STOPPER
UNARMED COMBAT

2
It is a time of anarchy. Government no longer holds sway, and an age of warriors is at
hand. Bands of scavengers prey on the weak, whilst the strong are few in number.
Long ago the land was poisoned but as time passes, so bounty and sustenance can
be found. A two fold path approaches. Either man can triumph as a noble race and
bring about reason and peace, or darkness will fall, and man’s evil nature will
dominate. One thing stands true above all: there is plenty of fuel.

In the not too distant future, the once sprawling metropolises of man are now nothing
but dust. Regardless of purpose, each gang is united by necessity. Live fast. Drive
fast. Die just as quick. Infamy is there for the taking and can be earned simply by
making it to the next fight. Unwatched and uncared for, the land slowly heals itself.
The deserts recede, water runs clear and the rain no longer holds death for those
caught unawares. Can this dark period of man’s history similarly be swept clean and a
new age ushered in? Or has man's descent been too long and arduous for there to be
any return?

In nuclear Renaissance you take control of a group of individuals and their equipment.
You can take a band of heroes, setting forth to right the wrongs of the world and earn
honour. Or maybe you’d like to control a vile band of mutants, scavenging what they
can find? Or perhaps you just like big guns and fast transport? What unites all the
gangs vying for control is speed. Move fast and stay in cover, as they say. Vehicles
play an integral role in the game, be they heavy slow transports or lightning fast attack
bikes.

Nuclear Renaissance is a tabletop skirmish game. Players collect a gang of hardened


fighters and awesome vehicles from the customisable range of parts and characters.
Each player then pits his or her wits against friend and foe alike in a bid to win the
coveted prize: to be the last gang standing. Here follows the rules for playing the
game.
4
In the struggles of the world depicted in Nuclear with no power base to enforce them and more
Renaissance the exact date is not known. The to the point, no significant differences between
actual and indubitable facts as commonly the peoples or the resources found from one
known are sparse. A great cataclysm occurred place to the next. Time has lost some meaning.
long in the past, a unit of time ago for which No one knows which day it is, which month,
there is no longer any relevant unit of which year or even whichcentury.
measurement, but suffice it to say more than a
few old years. Biodiversity was reduced Those who inhabit the new world do not
extensively worldwide. The cause of the understand the civilisation that preceded them,
cataclysm is widely believed to be of human but that is not to say they are not
origin, a great war employing devastating technologically advanced. Knowledge is hard to
weapons of mass destruction. Nuclear bombs, kill. They understand what a gun or a blade is.
biological agents, poisons as well as They know how to use them. Some know how
conventional weapons were employed. The and why they work. There are even those who
reasons for the war are unknown. can forge such artifacts, and those who
dedicate their efforts to the unravelling of the
It is believed there followed a period of nuclear past’s secrets. In an odd way mankind's
winter when the world was cast into an all but greatest hope for regaining that which he has
perpetual night as the fallout from an lost lies with the recidivist who would return to
unprecedented number of uncontrolled fusion the marvels of technology which so nearly
reactions settled back to earth. One way or rendered man extinct.
another a tiny portion of humanity survived and
emerged from their hiding places into the world The optimists amongst them, few as they are,
as it is today. would argue that they would use the tools of the
past to build a better future, not based on the
A primordial place, harsh and feral, punctuated terrible knowledge of what can happen when
with alien artifacts of a now dead civilisation. man becomes weak of spirit and strong in arms.
Ruined cities, the Boneyards, sit lost and out of There are those who would argue that man is
place amongst deserted countryside. Patches of doomed to make the same mistakes, driven by
surviving roadways appear from nowhere and greed and lust for power and that technology is
lead back there. Artifacts from the past are simply a tool with which to make mindkind’s self
searched out and jealously guarded, gaining an destruction all the more efficient and rapid. But
almost mythic quality in the power they can these are philosophical arguments in a world
bestow upon their bearers. What was once the where arguments are ended at the point of a
mundane trappings of a throw away society are blade.
seen in a new context, and become the
difference between life and death, vital clues to People speak a common tongue, but no one
unlocking mankind’s forgotten past or even the knows the name for it or from whence it
tools with which empires could be forged. originated, although it is presumably an
amalgam of several local dialects. Yet there
The world has become a dark and foreboding are still odder changes which remain
place since the renaissance. As the time has inexplicable. True North no longer exists. If one
passed, the balance of nature has begun to were to find or construct a compass it would
readjust. Human populations managed to point in a seemingly random direction each time
survive by living in sealed bunker complexes, it was checked. Telecommunications are all but
on remote islands and by mutating to thrive in impossible, radio transmissions become
the contaminated wastelands. After many years, garbled static beyond a few hundred yards at
forests now cover a small proportion of the land, best and digital communication which is not
poisonous weather conditions are less prevalent wired directly to its source is similarly effected.
and fresh water can at last be found. The The few who are worthy of being called
landscape is still very much a wasteland, and technically minded tend to postulate that this is
resources are scant. some unforeseen consequence of the massive
magnetic disturbance of a nuclear war, but as
Civilisation is slowly reforming itself but still the with most ideas in the new world, it is an
world is a lawless place. insubstantial assumption. Nothing is certain and
looking to the past throws up more questions
Reassuring facts to which man clung so dearly than it answers.
in the past no longer make sense and there are
no obvious solutions. For example, no one
knows what country they are in. Countries have
ceased to be. The lines drawn on maps by long
dead cartographers have become meaningless

6
The war began in a time when technology was Many sources of information survived too.
highly developed. One of the major biological Books, computer record and such like are
weapons deployed was a very virulent form of durable is stored correctly. Some languages
the yeast micro organism. It was developed as have been lost or changed beyond recognition,
a weapon that would attack biological material but as humanity accumulated so much material
but leave industrial infrastructure mostly a great deal has survived in an understandable
undamaged. Modern yeast will consume sugars format. However, due to bad communication in
to produce alcohol. The modified version could the wastes and the inevitable sporadic nature of
break down pretty much any biological material the surviving literature, an overall understanding
into simpler hydrocarbon molecules, although it of the material found is incomplete. As the
had problems with the more refined plastics. In environment stablises and disparate
the time played out in games of Nuclear communities regain communication with each
Renaissance, the yeast has mutated into a less other, so the vogue for historical research is
virulent form, but is still very efficient at increasing. Still though it is very difficult for
producing alcohol from biomatter. This is the historians to piece together a coherent timeline
primary source of fuel. or even agree on what is fiction and what is
reality. One example of this is the technology of
Other technomarvels have survived too. The flight. Some flying vehicles remain, but as most
technology of cybernetics was well developed were highly engineered, very few are still air
by the time the war started. A bioorganism had worthy. Some communities actually dismiss the
been created that could bridge the interface idea of human flight as fantasy, siting the many
between the nervous system and electronic examples of fictional and artistic work as the
circuits. As this organism was protected during reason for so much presumed evidence of
the war and after in the long time of the preapocalyptic flight.
poisoned earth, so it still exists. Modern people
have lost all understanding of the process In effect, humans live in a varied mix of
needed to create such an organism, but as its cultures. Some places have advanced a great
application is very simple it is still used. The deal, and large industrial complexes exist.
cybernetic parts can be crudely grafted into These are very rare though, and many societies
position on the host. The bridge organism is exist in a state of near stone age technology.
then introduced from a culture, where it forms a However, most humans live in Boneyards,
symbiotic relationship with the recipient. towns that have a market, power generators,
Physiotherapy is needed for the patient to learn fresh water and food. Usually the culture in
to use the new appendage, but rejection is boneyards is mainly tolerant if somewhat
minimal and so cybernetics are fairly common. exploitative. Gambling, drug use and lavicious
behaviour are the most common forms of
Ranged Weapons and ammunition pose a entertainment. Generally, it is entirely possible
problem in the wastes. Very little industrial to eke enough saleable resources from the
production is in effect, so most weapons are environment to procure sustenance and even a
hand crafted. Often regional variations in modest amount of fun.
ammunition calibre and propulsion mean that
reloads are difficult to procure. Gun powder is
used, but as it requires a great deal of work to
produce, it is quite scarce. Magnetic and other
electrical propulsion solutions are favoured over
chemical propellants, as fuel is abundant and
generators are easy to maintain.
This ethos has inspired the development of the
engine cannon. Instead of worrying about
chemical propellents, or the inefficient
procedure of recharging batteries, the
pragmatic have simply adapted engines to
propel ammunition rather than to spin wheels.

The production of tyres is another example of


surviving ancient high technology. A specific
bioengineered organism is used. The organism
consumes food and excretes a form of tough
rubbery material. When this is cultured in a
mould practically any shape can be produced.
Obviously the main application of this is to
produce tyres for the many vehicles.

7
PLAYING THE GAME
BEFORE YOU CAN PLAY BASE SIZES
To play Nuclear Renaissance you will need the Bases of any size may be used on your models.
following: Whatever is convenient is best. A smaller base may
give advantages in the number of figures that can be
1. 5 ten sided dice (each is called a D10). fitted into a small space. Models on bigger bases
2. Models to represent your gang members and their tend to be more stable and usually look far cooler.
vehicles. Vehicles may be based too. This may lead to
3. At least one tape measure. It must have complications in game, but with a little common
centimetres on it. sense these issues can be resolved easily.
4. Model scenery.
5. Finally you will need a board to play on. The board MODEL SCALE
can be any flat area approximately
The game is designed to be played with 28mm scale
120cm (4’) square. It may be larger or smaller, to
figures and vehicles. However, in the post apocalyptic
preference.
wastes, human size varies tremendously. The
hazardous environment of the wasteland has resulted
At least one player must have read this book before
in common height differences between people from
playing a game.
different areas. Mutagens, small living areas, toxic
waste and sexual preference have all aided in the
increase in diversity of height. It’s common to
WHILE YOU ARE PLAYING encounter humans who have not grown any higher
A game is made up of turns. Each turn has phases than four feet tall. Equally, large humans commonly
that the players alternate going through. During each grow up to seven or eight feet in height.
phase, the models on the board play out actions and This being so, players should not feel limited using
events decided by the players. models of slightly different scales. Often
manufacturers, including Ramshackle Games, have
DICE differences in model height. Players are free to use
models of differing sizes, as it impacts very little on
These actions and events are resolved by rolling game play.
dice. Each roll will use at least one ten sided dice,
called a D10. Note: if your D10s are labelled from 0
to 9 then a ‘0’ is always counted as a ‘10’.

WINNING THE GAME


The game is won by killing off your enemies or by
completing the winning conditions of the scenario you
are playing.

PANZER@S MOB
throughout the entire waste for
Uriah Panzer is a gang lord famous
the better, so Panzer
his obsession with tanks. The larger
e with him. Many he has
believes, and few are prepared to argu
es, digg ing up all manner of pre-
excavated from deep in the wast
somehow, he has restored to
apocalypse armoured vehicles, which
of bizarre hybridisations,
working order. Others are the result
‘cut n shut’. Panzer himself is
custom jobs or outright cases of
of his migh ty armoured column atop an
known to ride at the head
of a dozen separate gun
armoured behemoth sporting in excess
ng array of weapons, including
turrets, each armed with a staggeri
d firi ng chai n guns, flame throwers and
large calibre cannons, rapi
to expanding his armoured
anti-tank missiles. Panzer is devoted
ies. Should Panzer catch sight
mob, often at the expense of his enem
poss essi on of a rival, he will take
of an armoured vehicle in the
rage, stopping at nothing to
great umbrage and fly into a berserk
cost. Of course, the many
‘acquire’ the usurper’s vehicle at any
a cons tant supply of fuel to keep
vehicles of Panzer’s Mob require
e part s are a nightmare to acquire. It is
them all running, and spar
one of them stranded out in the
not uncommon therefore to encounter
rivals with whatever weapons
wastes, its crew fending off vengeful
help can arri ve from the rest of Panzer’s
are still operating, until
Mob.

8
The Ghost Riders are considered by most to be a legend, or at best
the result of a particularly spectacular drunken prank. The Ghosts
Riders are only ever seen at night, often by the light of a full
moon, as they race up and down the hellways on their ghostly
mechanical steeds. Some claim that the Ghost Riders are the unquiet
spirits of a long dead gang, one that made unholy pacts with powers
best not meddled with. Certainly, many have heard the mournful throb
of the distant motorcycle engines, and fled for the hills lest their
souls join with those of the Ghost Riders in whatever eternal
damnation they have earned.
STATISTICS AND PROFILES
PICKING A FORCE moving vehicle to another. It could also include
climbing up the side of a guarded building without
To play Nuclear Renaissance you will need a group
being detected.
of characters, their equipment and their vehicles.
Each character, weapon and vehicle has a series of
statistics to represent their various skills and abilities. COMBAT
These describe in game terms how skilled, useful or combat shows how well a character can attack
powerful they are, or how likely they’re to be cannon another in close combat as well as how deftly they
fodder! Collectively this is called a profile. can defend themselves.
Below is an example profile followed by an
explanation of the stats for characters. In all cases a
higher number represents a more skilled character or
RANGED
better piece of equipment. The Ranged skill shows the character’s ability to
attack another character or vehicle at range. This
would include firing a gun, throwing debris or using a
CHARACTER PROFILES weapon mounted on a vehicle.

DODGE
Dodge is a value to represent a character's chance of
surviving an attack. It covers how much damage a
character can shrug off before they are in danger of
becoming seriously injured or how nimbly they are
able to avoid attacks. Dodge takes into account many
factors including a character’s toughness, constitution
and armour. It can also represent more esoteric
factors such as luck.

DODGE DICE
This is the amount of dice the character may roll
NAME when dodging a bullet or being run over.
The name of the Character goes here. Names are
important, not only to differentiate your models but ACTION POINTS
also to inspire dread in your opponents! A great Action points are a measure of how swift, dexterous
Heroe's name can become Legendary. and intuitive a character is. The more action points
they have, the more actions they can perform each
HERO, SOLDIER, GOON turn. A character with many action points can fire their
The three boxes shown indicate the level of the weapon more times or deliver more blows in a brawl.
character. Heroes have better starting profiles than Action points can also be spent on movement. At the
Soldiers, who in turn are better than Goons. Heroes start of each new turn, all characters regain their full
also pay more points for Abilities than Soldiers, while quota of action points. So a character with three
Goons pay less. action points can perform three or less actions each
and every turn.
APTITUDE (AWESOMENESS)
Aptitude is the broadest and most versatile statistic. It
COST
represents a characters intelligence, willpower, agility, This is the cost of the character in points. This value
toughness, heroism and so on. Aptitude can shows how able or powerful this character is in
represent how ‘heroic’ a character is. A heroic relation to the other characters in game. There is no
character will have a high aptitude and most likely upper limit to this number, but the higher it is, the
succeed. A hired goon or henchman will have a lower more awesome the character will be!
aptitude and more than likely fail.
Aptitude in game serves several purposes. Firstly it EQUIPMENT AND ABILITIES
dictates the order in which characters may be Equipment in game usually means weapons! Abilities
activated in a turn. Players take turns to use the allow characters to perform special actions or impose
character with the highest Aptitude that has not limits upon them. Many Abilities simply add a bonus
already been used this turn. When all characters to one of the characteristics.
have been used or Activated then the turn ends and
a new one begins.
BASE STATISTICS
Aptitude can be used when a character wishes to You will notice that many items of Equipment and
perform an action not covered specifically by any of Abilities give a bonus to a characteristic. There is
the other stats. This could include jumping from one space on the profile to note these down in the correct

10
column. Simply go down each column and calculate upgrade "safety features" only gives a bonus to
the final score, which is written in the Base Statistic models occupying the capacity of the vehicle. Which
line. These are the numbers which you add to the models are occupying the capacity should be
dice rolls when attempting to perform any actions or declared and made clear by the controlling player.
attacks. So remember that you don't use the starting
number but instead use the bottom line, the Base CRUISE SPEED
Statistic.
Cruise Speed is the speed at which the vehicle
Notice however that the Combat, Ranged and Dodge
remains safe and easy to handle. This is a number
Base Statistics are special cases in that they also
that indicates how far in centimetres it can move
include the Aptitude. That is, to work out the Base
when travelling at Cruise Speed.
Statistic for Combat, Ranged and Dodge you must
add the Base Statistic for Aptitude. This means that
particularly apt or awesome characters will be better TOP END
at fighting, shooting and surviving than other This is the extra speed that can be cranked out of the
characters with the same starting statistic. vehicle if the driver puts pedal to the metal. Fast
moving vehicles are harder to shoot at but also far
Be aware also that Base Statistics can change harder to manoeuvre.
depending on circumstance. For example, if a
Character carries both a sword and a large weapon,
their Base Combat will be different depending on
SWERVE DICE
Swerve dice are very much like Dodge dice, and the
which weapon they fight with.
number indicated is how many dice the player may
roll when trying to avoid Shooting attacks.
VEHICLE PROFILES
RAM DICE
This shows how many dice the player may roll when
this vehicle is involved in a Ram.

COST
As with characters, the points cost represents how
effective the vehicle is in relation to characters and
other vehicles

SWERVE
The Swerve section shows the Damage Resistance
NAME plus the driver's Aptitude. It represents the driver's
Name your vehicle, or at least describe it. skill at manoeuvring the vehicle and also the general
survivability of the vehicle itself.
TRUCK,BUGGY,BIKE
The type of the vehicle. Some special rules may RAM
apply to the different vehicle types, for example a The Ram section shows the Damage Resistance plus
Bike is allowed to make a Jump. the driver's aptitude plus the vehicles Weight class. It
is used to determine the success of a Ram.
DAMAGE RESISTANCE
Damage resistance is an indication of how tough a UPGRADES AND EQUIPMENT
vehicle is. It is used when a vehicle is attacked, Vehicle upgrades affect the profile or the way the
rammed or otherwise subjected to potentially vehicle can be used. Typical upgrades include extra
damaging events. armour, more seats or mounted weapons.

WEIGHT CLASS
This indicated how heavy a vehicle is. Heavier

“Gun fights is like a game of


vehicles tend to be slower but do more damage
during rams.
e
checkers, you got to think befor
CAPACITY you act. Move fast and stay in
e.
cover. That’s the only way to liv
The Capacity indicates how many relatively well
protected seats or firing positions there are on the
vehicle. Players are free to place as many models on If you ain’t quick, then you’re
dead, dead as the world around.
a vehicle as they choose. Indeed, enemy models
mounting your vehicles are placed on the outside of
of
the model, and as many as will fit are allowed to
board. However, only a friendly models may take up
Place is littered with the bones
capacity. Models taking up the capacity in a vehicle the slow and the stupid. ”
gain excellent cover and some vehicle upgrades
effect the rules applying to them. For example, the

11
i s o n l y as
“Ste e l
g a s t h e will
stron t
w i e l d s i ”
that
GAME SEQUENCE
"Heroes are forged on the battlefield. You don't win no chufty badges for sittin' at home fiddlin' with your triddlins.
Get out there and teach them filthy beggars who's boss 'round here, before I kick your scrawny buttox into shape
me self!"
A game of Nuclear Renaissance is split into turns they are doing.
and each of these is split into three phases. The Characters may only skip once per turn. However,
players take it in turn to activate, move, attack and this can mean that a queue of characters can all
shoot with their characters. The order of the players have skipped and still be eligible for activation after
is determined by their dominance and this is worked all the non skipped characters have been activated.
out at the start of every turn. After all characters have played in order of Aptitude,
then any unused, “skipped” characters must be
THE DOMINANCE PHASE activated. This is done in REVERSE Aptitude order.
That basically means that high aptitude models have
All players must roll for Dominance at the start of the option of activating first or last.
each and every turn. Players roll a D10 and add any This continues until all characters, including skipped,
modifiers they may have. The player with the highest have been activated and used. Remember, a
score is referred to as the ‘Dominant player’. If two or character does not have to perform any actions at all.
more players roll a ‘10’ (before modifiers) then the This must be declared by the controlling player.
player who has not yet been dominant is now the
dominant player. In all other cases, the players with
equal scores roll again to determine their order. If THE END PHASE
more than two people are playing the Dominance roll In this phase, players complete the following steps:
determines the order in which they play, highest to 1. The players first determine if any victory conditions
lowest. As Dominance is calculated at the start of have been met.
every turn, player sequence will differ each turn. Any 2. Any rolls or special rules that apply in the End
skills or effects that apply in the Dominance Phase Phase are worked out now.
take effect immediately after this roll but before the 3. Finally, any effects from this turn that last until the
Dominant player makes their first move. End Phase end now.
Once this phase is completed, a new turn begins. All
THE ACTION PHASE characters receive their full quota of action points and
a new Dominance Phase is worked out. Play
Starting with the dominant player, each player takes it continues as before.
in turn to activate one of the characters that they
control. The character with the highest aptitude goes
first. Each gang member is chosen in order of his or
her aptitude unless the player ‘skips’ (see further on).
If a player has two or more characters that have the
same aptitude then they may choose which to
“Yer average goon, who can swing
activate. a punch or squeeze a trigger, be a
Once activated, the player declares the actions their nugget a dozen in the wastes.
character will perform. Each action will cost at least
one action point (1AP). These actions are detailed
There’s also plenty ‘o folk who you
later in the rulebook and includes walking, sprinting, might consider professional
shooting, hand-to-hand combat and driving a vehicle. warriors, soldiers if you like. Got
The player completes all of their chosen actions,
spending the character's Action Points as they do so.
their heads screwed on tighter, feet
Once they have finished, play passes to the next more firmly on the ground and
player who activates their character in turn. most importantly more adept at
Play proceeds in this manner, passing from player to
player in order of Dominance, each time activating
handing out a spanking. An’ every
the character with the highest aptitude that has not now and then there’s yer shot-in-a-
yet been activated this turn. million freaks ‘O nature. Chaps and
chapettes of epic capabilities.
SKIPPING Those who don’t just whoop your
Alternatively, a player may instead choose to ‘skip'
and declares this to the other players. The character
raggedy ass, but look good doing
is not activated and no action points are spent. Play it. Heroes of their chosen viewpoint
passes onto the next player as before. When it is that fer want of a better term.
players turn again, they may choose to activate
another model. The skipped character is held in
Thankfully these colossal pains in
reserve, and all other characters may then be the ass are rare as a hen’s tooth in
activated instead of the skipped character. Alternately an honest man’s hand.”
the skipped character may be activated instead of
the currently eligible one. This character is said to
‘push in’ and the player declares that this is what

13
ACTIONS
ACTIONS DODGE TESTS
“Some beasts and birds have survived, as men have. Dodge tests are exactly the same as Aptitude tests
Many of those that feed on the misfortune of others except that the player may also add their Dodge to
have prospered. The wolf runs on the plain, the rat the dice roll. Dodge rolls are generally called for
gnaws in the pantry. Not least among the winged is when a vehicle crashes or a character tries to
the carrion crow. Huge and black, these foul disembark from a moving vehicle. Failure will result
tempered scavengers give clear indication as to in Injury.
where the dead lay unburied. A big crow won’t think
nothing of taking a small animal, and reports come MEASURING DISTANCES
too often of babies killed and eaten. I’ve even heard
A player may at any point declare that they are going
tales of men who found themselves beset and
to measure a distance on the table. This is usually
pecked into untimely demise by these malevolent
when the character is activated so that a player can
birds. Such are the times we live in. Move fast, and
decide what they will do this turn. However, to be
stay in cover, that's the rule to live by...”
allowed to actually do the measuring, the player must
make an Aptitude Test with the currently active
PERFORMING ACTIONS character. If it is failed then the player may not make
All characters in the game complete actions by any measurement until they have declared what they
spending action points. Regardless, the players must will do. The character must then spend the action
agree on the feasibility of any action using common points to do the Action. Characters may elect to not
sense and sportsmanship. perform the action once the Action Points are spent.
Some actions are very simple, and the player simply IN this case, no actual action has occurred, and the
declares what the character is doing then positions Action Points are wasted as the character fumbles
the model accordingly. Simple actions include about in indecision. Characters are then free to
walking, driving on a road or changing position in a perform a walk or drive action as normal even if that
vehicle. was the action they declared.
The exception to this is a charge. If a player declares
LIST OF ACTIONS a charge move but is not able to complete it then the
character must be moved 15cm towards the
Opposite is the Actions chart which shows the nominated target.
Actions that a character may take. Each Action must
be paid for in Action Points, and the cost is listed next
to the action. Any combination of Actions may be LOOTING WEAPONS
performed as long as the character has the Action Characters may loot any casualty in the field. When a
Point to pay for them. character is in base-to-base contact with an injured
The full rules for each Action is covered in its own they may attempt to loot one weapon or indeed any
section later in this text. other item. To do this, the player spends 2 AP and
takes an Aptitude test against a difficulty of 11. If
they pass this test, the character has successfully
APTITUDE TESTS stolen one item from the casualty. They can’t use it
until next turn.
Many actions are easily performed, and the character Weapons looted are lost at the end of the game and
simply pays the Action Points to perform them. returned to their owner. Due to the lack of
However, some actions are more difficult to resolve standardisation in the wastes, weapons often have
and require an Aptitude test from the character to see ammunition that is home made, or are powered in an
if they perform the action successfully. These actions unusual way and for one gang to maintain weapons
include sprinting over rubble, trying to make difficult stolen from another is very difficult. Also, the players
driving manoeuvres at fast speeds or performing field should consider that the points cost for a weapon
surgery on a wounded character, among others. does not reflect its actual market value, but instead
These actions are given a difficulty rating. See the it's power in game. It can be assumed that looted
Actions chart opposite for more detail. weapons are discarded by the looter when the ammo
Whenever a player wishes their character to perform or fuel runs out. The original owner can usually
one of these actions, they must look up the difficulty replace the weapon before the next battle.
rating. The player then rolls a D10 and adds the
character's Aptitude and any modifiers that might
apply to determine a total score. If the total score is EXCHANGING WEAPONS
higher than the Difficulty Rating then the character Friendly characters may exchange any items such as
has successfully performed the declared action. If the weapons or equipment. They must be in base contact
score is equal to or less than the Difficulty Rating with each other. To pass an item, simply spend one
then the action is failed and may have disastrous action point for each item transferred. You may use
consequences! these rules to pass items to enemy characters, but
the controlling player must consent. Obviously, an
item may only be used once per turn. A character
may not use an item in the turn they receive it.

14
ACTIONS NOT LISTED
In the course of a game, the player may wish to make other types of actions or especially cool moves. These
include diving through a window or jumping from ledge to ledge. Other examples would be scaling a vertical wall or
trying to move along a narrow beam across a ravine. Maybe a player wishes to set a “dead man trigger” on a
grenade, or balance precariously while firing a huge gun. These Actions are different from simply walking through
rubble, climbing a fence or lobbing the grenade and allow players more freedom. When instances like these occur,
players should agree that the actions are possible then attribute their own Difficulty Rating. This is in addition to any
other test required. These actions do not cost action points to perform. They are a part of whatever thing the player
has chosen to do. It is worth noting that a character may perform multiple action related Aptitude tests in one turn.
Each test is considered ‘triggered’ as the model initiates the action. So if a character fires their machine gun while
standing on a fence and then dives through a window they would need to pass two aptitude tests. If successful, the
action may be performed normally. Fail and the results can be rather entertaining! When a character fails a test,
they stop where they are. They may not move any further and perform no more Actions that turn. They are too busy
cursing and dealing with their embarrassment. If the failed roll was for a jump (such as leaping across a divide or
jumping from a vehicle) then they have ‘fallen’.If players wish to perform actions that are not covered in these rules
then they should agree on a difficulty rating for the action. Remember, these actions are always subject to common
sense and sportsmanship.
Sometimes player may argue over special cases on their particular board layout while gaming. One situation arose
when a player wished to move a character up a ladder and past an enemy character at the top of the ladder. While
it is possible for a person to move past another stood at the top, it would be harder if the defender of the ladder was
a mighty hero waving their bashing stick. In situation like this, player may make opposed Aptitude rolls, with the
highest scorer taking precedence.

15
SHOCK
" I ain't saying that it makes ye a coward if you runs and hides. I done it many the time. that's how I gots to be such
a snaggle toothed old timer. I seen my share of blood, I shivved as good as any out there. All I'm sayin' is that
sometimes your body don't do what your noggin tells it. Sometimes even the best fighter just gets pinned down,
can't move, don't act quick, get a feared. Often times it end with a dead fighter mind, so watch yerself."

SHOCK TOKENS
During the hurly-burly of a battle, unexpected events, injuries and close calls can all spook a fighter.
To represent this, models are penalised with shock tokens. These can be gained during crashes, as the result of a
near miss from a gun, in a combat or myriad other situations. Shock Tokens are simply coins or other suitable
markers that are placed conveniently. Shock Token accumulate.
Some players place Shock Token on the board next to the model. Other players lay out their gang rosters and put
the shock tokens actually on the character's profile.
If a character has any shock tokens then they spend one Action Point to remove each shock token. A character
MUST remove shock tokens as soon as it is able. This is usually when the character activates. However, characters
can be given Shock Tokens even while activated. For example a fumbled shooting attack will result in a Shock
Token representing a weapons jam. If the character still has action points they must be spent to remove the shock
token.
A character with Shock Tokens must deduct one from all dice rolls they make for each token they have.
The number of dice the player is allowed to roll in combat is also reduced by -1 for each Shock Token the character
has, to a minimum of one dice.

FULL SHOCK TOKENS


Sometimes in the game a player is called upon to give a character "full Shock Tokens". This means give the
character a number of Shock Tokens equal to their full number of action points. These tokens are cumulative with
any already allocated to the model.

Thaddeus Borlase-Arlington
has 5 Shock Tokens

16
OPPOSED ROLLS
"Real fightin aint like shootin no old can down the back alleys, you know. Tin cans
don't dodge, and they sure as shot ain't tryin to shiv you back. A real fighter gotta be
ready to get frisky, to be light on their feet, to give as good as they get. Its one on one
out there, just most times its more like ten on one so you'd best be prepared for it!"
Some actions, such as fighting or shooting, require opposed rolls to perform. When opposed rolls are called for,
both players roll one or more D10 each. They then choose their highest scoring dice and add any modifiers to
determine a total score. The player that scores the highest total is the winner and applies the results. Results
depend on the action and are covered in the relevant section of the rules.

CRITICALS AND FUMBLES


When making Aptitude tests or Opposed rolls, players should notice any ones or tens that they roll.

Each 10 rolled represents a lucky break, perhaps a particularly good shot or well timed manoeuvre. These are
called Critical rolls. For each 10 the player rolls, they may add an extra 5 to their total score.

Each 1 rolled represents a major mistake, they have lost control or concentration. These are called Fumbled rolls.
For each 1 the player rolls, they must subtract 5 from their total score.

Criticals and Fumbles are cumulative, so if a player rolls several dice then all the 1s and 10s must be taken into
consideration for the final score.

The Wasteland Loonies started out like any


other good for nothing gang of thieves, murderers
all round scum. That's how it started, until one
day they signed up a young, enthusiastic psycho
whose original name is now lost to history. At
some point in his career, he took a wound to the
head and somewhat mentally unbalanced, taking the
Loonies anarchistic lifestyle to heart, renaming
himself General Anarchy and proclaiming a crusade
against any who would consider themselves
organised.
The Wasteland Loonies now wander from place to
place tearing down town walls, burning meeting
halls and brutally killing any forms of local
government.
The now infamous General Anarchy seems to have
inspired a movement of sorts, as now, along with
his original Wasteland Loonies there are other such
gangs with similar goals, including King Burger's
Outland Anarchists and The Harlequin Boys led by
Big Daddy Harlequin. They all compete with each
other to perform the biggest, wildest stunt in the
name of their cause. All of them are wildly
disorganised, brutally violent and totally insane.
Avoid if possible.

17
MOVING
"Run I says, run swift and ye may gets back in one piece. Ye gots to move like the wind out there. Course, if you
ain't no runner then my best advice is buy some decent wheels..."

There are two types of movement in Nuclear DRIVING


Renaissance, on foot and driving. A player must declare what speed their vehicle is
Character may move on foot and drive in the same travelling before they move it. The vehicle can then
turn if they have enough Action Points. move up to the movement allowance for that speed.
The actual distance moved is irrelevant. The speed is
WALKING used when deciding how hard it is to shoot at, cross
Characters may walk only once each turn. All terrain features, board or disembark from the vehicle.
characters may walk up to 10cm through open The player must keep track of the speed of each
ground by spending one action point. This cost is the vehicle. Each vehicle remains travelling at the
same regardless of whether they edge forward 1cm, declared speed until the driver activates again or is
disembark from a vehicle or walk the full 10cm. A killed.
character that walks may not move more then 10cm,
unless any special rules apply. CRUISE SPEED (
Once the Action Point is spent, the character may be To move a vehicle at Cruise Speed the driver must
moved as the player wishes. spend a 1AP, as though they were walking. The
If the character moves less than 10cm and then vehicle may move any distance up to the CS value
performs an action, the player may spend a further on it’s profile. The driver may only drive one vehicle
action point to use the remainder of their 10cm. This once in the turn. This is similar to walking so the
counts as another Move action, so a further AP must driver may complete other actions and may split the
be spent to use the remaining movement distance. movement.
For example, a character may move 3cm from behind A character may walk and drive in the same turn.
cover for 1AP, fire a pistol for 1AP then spend A character may only ever drive one vehicle per turn.
another 1AP to use the remaining 7cm move.
TOP END SPEED ()
SPRINTING Moving at top end speed costs the driver all of their
A character may sprint instead of walking. When a action points, just as if they sprinted. To see how far
character sprints, they may move up to 20cm that the vehicle may travel, the controlling player adds the
turn. However, to do so the player must spend all the Top End value to the cruise speed. Vehicles do not
Action Points that character has. The character may have to travel the full distance.
not have performed any other Actions prior to While travelling at Top End, manoeuvrability is
sprinting. This includes any that have been attempted compromised. This means that the vehicle may only
but failed. be turned once up to 45 degrees.
Once a character has sprinted, they are unable to travelling at Top End and also increases the chance
perform any other Actions that turn. of damage during a ram. A vehicle travelling at Top
End may add +5 to its Ram roll.
CHARGING
If a character on foot wishes to attack another in TURNING
hand to hand combat, a Charge Action must be To make a turn, simply pivot the model around its
declared. Only one Charge Action may be made per centre.
character each turn. The charging models may be Characters may turn to face any direction at any point
moved up to 15cm and pays no action points to do while active. Spinning on the spot is a "free" action.
so. that's right, it doesn't cost you anything to charge! Vehicles may turn too, but are affected by the speed
A Charge Action may not be declared if there are no they are travelling at.
enemy models in reach, and if a Charge Action is
declared then the attacker must be placed so that it's TURNING AT CRUISE SPEED
base touches an enemy base. If a stupid bit of terrain Vehicles may make as many turns as you wish at
gets in the way, players must simply agree the cruise speed. They may make any number of turns
models have moved fairly. anywhere during their movement.
Models that have charged do not have to actually
attack their enemy if they choose not to. However, a TURNING AT TOP END
Charge Action may not be declared at the end of the If travelling at top end they may make a single 45
active characters turn, after they have spent all their degree turn for free. All other turns, in increments of
action points. Characters must have at least one 45 degrees, require an aptitude roll from the driver.
remaining Action Point to be allowed to declare a Such rolls are referred to as a ‘manoeuvre test’. The
charge. player must roll a D10 and add the character's
Also is a charge action is declared but the distance Aptitude. If the total is more than 8 then the test is
turns out to be greater than 15cm, the character must passed. If the total is 8 or less then the driver has
still be moved the maximum distance possible made an error and potentially crashed the vehicle.
towards the declared target. If this test is failed the vehicle Spins Out and all
characters on board take 2 Shock Tokens.

18
EXAMPLES
Move your model the distance shown by paying the Action Points indicated.
When moving a vehicle, it may be moved up to its Cruise Speed but notice that the Top End is added onto this. A character
may walk and then drive in the same turn if they have enough Action Points.

Notice that a character may move to a vehicle for 1 Action Point, enter the vehicle and
take control of it for 1Action Point then drive it away for a further 1 Action Point. Each
character may perform one move action and one drive action per turn. Each vehicle
may only be driven by one character per turn.
19
STOPPING AND BREAKING includes buildings, rivers, cliffs and big rocks. These
terrain features are classed as impassable.
A player may declare that a vehicle is stationary as
Light fences or small items scattered about count as
soon as the Driver activates. If the vehicle moves at
difficult terrain.
all then it will be counted as moving until the Driver
Bikes are more agile than most vehicles and may
next activates. Alternatively a driver may spend
move up stairs, across low walls and within buildings.
1Action Point after moving at Cruise Speed to
When they do they count as being on difficult terrain.
declare that they have brought the vehicle to a halt
They may also be used to jump over a gap up to
using the breaks.
15cm wide.
Before the game, it is recommended that all players
MOVING THROUGH HAZARDOUS TERRAIN
agree which terrain features are impassable, which
Hazardous Terrain is basically any area of play that
are difficult and which bikes may traverse.
does not resemble a road or dirt track. Open desert,
Vehicles may ram terrain in the hope of destroying it,
hard packed earth, smooth rock or asphalt would not
but feasibility must be agreed by the other players. A
pose difficulty for a vehicle to traverse. However,
truck could reasonably be expected to be able to
loose sand, heavy debris, ruins or rocky ground
plough through a brick wall, but a bike could not be
would. Also light foliage, fences, hedges and such
expected to damage the wall of a concrete bunker.
like may be considered difficult terrain. Players
should agree before the game which features are
difficult, easy or impassable.
JUMPING
Characters and bikes may jump over gaps. Doing this
is considered part of a Move Action, be it Sprinting,
WALKING THROUGH HAZARDOUS TERRAIN
Walking or Driving. Characters may jump up to 5cm
When a character climbs over or walks through a
and bikes up to 15cm. These jumps may not take the
terrain feature they are moving over difficult ground.
model further than its maximum move distance. To do
Hazardous Terrain includes ruined buildings, low
a jump is a difficult Action so a test must be made
walls, streams and dense foliage. Jagged rocks or
against a Difficulty Rating of 7. If the test is failed by
rubble strewn ground also make it hard going.
a character walking or bike that is travelling at Cruise
Characters may move through Hazardous Terrain at
Speed, then the model is stopped at the point where
the normal rate of 10cm.
the jump starts. If the character was sprinting then
they injure themselves. If a bike is travelling at top
SPRINTING OR CHARGING THROUGH
end then it must make a roll on the Destroyed Vehicle
HAZARDOUS TERRAIN
Table.
Sprinting through Hazardous Terrain is the same as
sprinting through normal terrain except that the
character must pass an aptitude test before the
LEAVING THE TABLE
Models that are moved off the table edge may not be
movement begins. The player must roll a D10 and
brought back onto it. If the model moves off the table
add the character's Aptitude. If the total is more than
edge by choice of the controlling player then all is
7 then the test is passed. If the test is passed, the
well and good. If a player moves all their uninjured off
character may move up to 20cm as normal. If the
the table then the game finishes.
total is 7 or less then the test is failed and the
character has tripped, stumbled or slipped on
However, sometimes models are forced to move off
something. They may now only move 5cm. All their
the table edge. For example characters might be
action points have still been spent. This represents
mounted on an enemy vehicle or on vehicle that is
the character pulling themselves back to their feet
forced off the table due to compulsory movement. In
and dusting themselves off.
this situation characters are allowed to attempt to
Therefore players should always think carefully
disembark as a free action immediately. They may
before attempting to sprint through Hazardous
make a Dodge test as normal for disembarking from
Terrain.
a moving vehicle. If they pass the test then they may
disembark at the table edge. If they fail they are not
DRIVING THROUGH HAZARDOUS TERRAIN
injured, but instead go off table, and so are not
When passing over Hazardous Terrain at cruise
allowed back into play.
speed, the vehicles driver must take an Aptitude test.
Roll a D10 and add the driver's Aptitude. Remember
to deduct 2 from their Aptitude if they do not have the
FALLING
When a character falls, there is a good chance they
Driver Ability. If the score is greater than 7 the
will sustain an injury. Especially if they have fallen
character passes the test and the vehicle passes
from a great height. When a movement related
through the terrain undamaged. If the total is 7 or
Aptitude test is failed and the character falls further
less then the driver has made an error and
than 5cm they will take damage. An Aptitude test is
potentially crashed the vehicle.
made with a difficulty of 1 per centimetre fallen.
If this test is failed the vehicle must roll on the
Regardless, the player places the fallen character
Destroyed vehicle chart to find out what happens.
at the nearest solid surface they would have landed
Driving through Hazardous Terrain at Top End is
on. So a character that fails to jump between two
obviously more risky, and so the player must score
buildings would land nearest the target building on
over 10 to pass through safely.
the ground.
IMPASSABLE TERRAIN It is possible although unlikely for a character to
fall into combat. They count as engaged. A
Vehicles cannot move across sturdy walls, ravines,
character being fallen on does not take damage.
tank traps or other such barricades. This also

21
DRIVERS AND PASSENGERS
"There is much to said for the loner lifestyle. The Road Warrior. Get a decent rig set up, some kind of buggy with a
good fast engine and just keep moving. Who can catch you then? I have known many such wanderers over the
years. Thing is, most times they were right weirdos. The best way to keep sane in these crazy times is to have
good buddies. The best way to get a good nights sleep is to have someone watching while you catch the zeds.
That and in a fight with a tank, its only the truly skillful that can dodge an incoming shell, manoeuvre into a good
position and still have the wherewithal to aim and fire that oh so important Rail Cannon on their lonesome. There
are plenty of wrecks I could point you towards that would still be road worthy if they'd had two crew instead of
some half mad loner thinking he can fix the world on his own."

VEHICLE CREWS EMBARKING AND DISEMBARKING


Characters mounted on or in a vehicle are subject to When getting on or off a stationary vehicle treat it as
some special rules. There are three "states" a difficult terrain. Characters may also move around
character can be in whilst riding a vehicle. inside vehicles to get into better positions, or take
over driving. To do so they must spend the Action
The first state is to be sat in an exposed position. Point required to make a move action.
This is as if they were sitting in the seat of a normal
car. They are relatively protected by the body of the To get on or off a vehicle that is travelling the
car, but can be seen. This is the default state of any character must make a Dodge test or injure
friendly model. These characters take up one point of themselves. Roll a D10 then add the Dodge of the
Capacity and count as being in full cover, so gaining character. At cruise speed, they must score 12 or
a +4 cover bonus when shot at(see the shooting over. At Top End the score must be 16 or more. If the
section for details of the cover rules). This bonus test is failed then the character is injured and must be
applies even if the character is riding a bike. Any placed so they are not embarked on the vehicle at
characters sat in an exposed position may be the most sensible place allowable. That is, if they
attacked in combat combat by any character who can were trying to mount a moving vehicle they fall onto
hit the vehicle itself. However, its up to the player the ground and if they were attempting to disembark
controlling the vehicle to nominate who is defending. or jump onto an enemy vehicle they fall off totally and
That is, when the attacker declares that they are again get a tasty mouthful of dirt for their troubles.
striking an exposed character riding in a vehicle, the
defender may nominate which character fights. DRIVERS
Drivers always count towards the vehicles capacity
The second state is for a character to be mounted in and the player controlling a vehicle must declare
an Armoured Crew Space. Armoured crew space is which character is driving it. Vehicles cannot move
a vehicle upgrade and represents a totally enclosed without a driver. Drivers always spend action points
crew compartment. This may have armoured glass when driving the vehicle. They may also perform
windows or very small view holes, but for all game Actions in much the same way as other characters.
purposed the character inside is not visible. Please After moving, if a driver still has Action Points left they
note that Armoured Crew Space may not be totally may perform any Action that does not require them to
obvious on the model itself. A mesh windscreen may leave their seat. They can even use a two handed
be representing either an exposed or armoured body. weapon while they steer with their knees!
Players should declare whether a vehicle is The driver may also, of course, disembark from a
armoured or exposed before the game if there is any vehicle and act like any other character. When they
room for misinterpretation. disembark, any other character can take control of
The character still uses up Capacity on the vehicle the vehicle.
but they may not be chosen as a target for shooting
or combat attacks. However, it also means they THE DRIVING ABILITY
cannot themselves attack without first opening their Good drivers are rare and respected individuals.
armoured crew space and exposing themselves. This Characters without the Driver Ability can still drive but
is called opening a firing port. It costs 1 AP to open it counts as a difficult task. Any tests for driving
or close a firing port. Once opened, the character without the Driver Ability suffer a -2 penalty.
counts as being in a normal exposed position, Characters with the Driver Ability ignore this modifier.
although they don't expose fellow crew members. If
the vehicle has any weaponry mounted onto the DEAD DRIVER!
Armoured Crew Space, this may be operated without If the driver of a vehicle is injured while driving roll on
the character exposing themselves by opening a the vehicle damage table to see what happens to it.
firing port. After the results are applied the vehicle counts as
stationary.
The third state is for the character to be riding on the
outside of the vehicle, either sat atop it or clinging to TOWING
the sides. Characters mounted on the outside of a Damaged, immobile or even totally healthy vehicles
vehicle only receive a partial cover bonus against may be towed by heavier ones. The vehicle doing the
shooting of +2. towing must be at least twice the weight class of the
As many models may be placed on a vehicle as is one to be towed. To do any towing, the vehicles must
physically possible. However, to discourage be attached together. To couple together two vehicles
exploitation of this rule, any friendly models who fall takes 3AP to perform and any character who is in
off during movement have to make a dodge test to base to base contact with both vehicles may perform
see if they are injured. If they pass they may be put the action. Once limbered together, the tower may
back on the vehicle! Enemies who have boarded the only proceed at Cruise Speed and may not travel at
vehicle are counted as being on the outside. Top End. If the towing vehicle is required to roll on
Characters mounted on the outside may attack the the Destroyed Vehicle Chart then a roll should also
characters inside, although the defender may chose be made for the towed one as well. If either result in
who is fighting. Characters mounted on the outside the vehicle flipping, spinning out or moving away then
may attack any other characters also outside the the vehicles become unlimbered and must be
vehicle, but the defender does not decide who is reattached if towing is to continue.
fighting and the attacker may nominate.

22
SHOOTING
"I say guns is down right dirty cheatin'. There ain't no way its a fair fight if you is just runnin your rig out there and
some twunts got 'emselves out a hundred yards back, hiding behind some rock and taking pot shots. Just ain't
sportin, just plain ain't fair. Thats why I always keep my shooter juiced up and carry plenty of rounds."

FIRING A WEAPON
If the active character has enough Actions Points, the LINE OF SIGHT
controlling player may declare they are shooting. When shooting, a character on foot has a 360º field
Characters may shoot as many times as their Action of fire. They may turn to face new targets for free and
Points allow. As with characters and vehicles, all may fire at any target they have a line of sight to.
weapons have a profile. This profile describes the Weapons mounted on vehicles only have a 90º field
weapon’s range, its ability to do damage and how of fire as standard. This may be upgraded to allow
many Action Points it costs to fire. larger fire arcs.

RANGED WEAPON PROFILES To check for line of sight, draw a straight line
between the two characters. If there are no
Weapons have profiles just the same as vehicles or obstructions then a line of sight exists. Line of sight
characters. can also be determined by the model's base. If a
straight line can be drawn
between the two characters
bases then a line of sight exists.
Equally, any character that has
been shot at has the same line
of sight back at the shooter.
In all cases, players must use
common sense to determine if a model is actually
ACTION POINT COST (APC) visible or not.
The Action Point Cost shows how many Action Points
the character must spend to be able to fire their RANGE
weapon. Each time they spend this amount they may To take a shot, the target must be in range as well as
make a shooting attack. in line-of-sight. The weapon range is noted in the
weapon profile in centimetres.
RANGE
This number shows how many centimetres the gun FIRING
may be fired. If the target if further than the Range Firing can occur at any time during the active
allows, no shot may be declared. Players are free to character’s turn. Firing a weapon costs action points
measure ranges at any time that is convenient. and the character must have enough remaining to
fire. The amount is indicated on the weapon profile as
EFFECTIVENESS Action Point Cost (APC).
The effectiveness of a weapon denotes its stopping
power, reliability and accuracy. This number is added HOW MANY SHOTS?
onto the Ranges Statistic of the shooter while Ranged weapons will have a number of shots and
resolving the shot. one dice is rolled for each shot . This is shown on the
weapon profile. When the character spends the
SHOTS ( required APC they fire the indicated number of shots,
Each time a character spends the Action Points to or roll that many “to hit” dice. For example the SMG
make a shooting attack then they roll the number of fires 2 shot bursts for every 1 Action Points spent, so
dice indicated under shots. would roll 2 dice each time it fires. All shots must be
directed at the same target.
POINTS COST
This shows how many points must be spent by the AIMING
player to equip a model with this weapon. Ranged A character is more likely to hit their target if they
weapons are devastating and very effective in game spend more time aiming. Rather than ‘shooting from
terms. To balance this out, all Shooting weapons cost the hip’ they may be using the weapon scope,
a high amount of points. controlling their breathing or using a wall to rest the
weapon upon. To represent this, every Action Point
SPECIAL RULES spent on aiming increases the Ranged Statistic by
+1. Aiming is valid for any type of shot including
Some weapons have extra special rules, which are shooting into close combat. If the character changes
noted here on the right hand side of the profile. targets they have to aim all over again. The original
These are Vehicle Only, Fire, Explosive, Limited bonus is lost.
Ammo, Pistol and Truck Stopper and are covered
later.

23
WEAPONS FOR CHEATS
The vast majority of fire arms in nuclear renaissance are rail guns. The term ‘Rail-gun’
and ‘Rail-Tech’ in general is a broad one, which has come to describe any
magnetically fired weapon, be it a true rail gun or a gauss weapon. Indeed Gauss
weapons are more common when cased ammunition is used, being better suited to
single charge pulses than long circuit charges. This is not to say that everyone is
wielding hyper velocity cannons, but the principles used to fire a 9mm short are largely
the same as they are to fire an anti-tank rail cannon, albeit on a massively different
scale. In either instance metal and other magnetically reactive substances are
propelled down rifled barrels using a sudden short magnetic burst.

Given the power involved the effects of magnetically propelled weapons is


comparable to that of a 21st century fire arm using traditional chemical propellant. In
fact many relics believed to be of a 21st century or earlier vintage are refitted with
compatible modern ‘Rail’ ammo. Existing chemical propellant cases are simply filled
with a high efficiency single use capacitor and magnetic assembly. The percussion
cap is replaced with a simple switch and thus the whole rail gun principle is contained
within a conventional cased round. Even gas blow-back automatic systems can make
use of the escaping barrel gasses with a little tweaking.

However not all weapons use old cased ammunition, indeed they are becoming ever
rarer as collecting and recharging spent shell cases is something of a chore,
particularly if you are on the losing side in a battle. The next generation of weapons
uses caseless ammunition and has a magnetic unit built into the weapon itself, with a
much higher powered capacitor. Such weapons tend to be more reliable, achieve a
greater rate of fire and are far easier to maintain. The trade off of course is the initial
production (or acquisition) cost and the user doesn’t get the pleasure of standing
amidst a pile of spent casings after a bout of cyclic fire. True rail cannons are simply
scaled up versions of such weapons, with massively powerful batteries and
capacitors, which are frankly a nightmare to maintain. It is commonly held that such
weapons represented the cutting edge pre-renaissance. To prevent the barrel ripping
itself apart as the projectile is hyper accelerated, complex mechanisms partially
evacuate the barrel of atmosphere and even project a short vacuum along the
intended flight path to ease the projectile’s transition from stationary to hypervelocity
in atmosphere. This gives a distinctive blur or heat-haze at the end of the barrel as a
rail cannon is fired.

Traditional chemical propellents do exist, although saltpeter and similar chemicals are
sufficiently rare as to ensure they are normally only used for high priority demo work
where rail technology is available for weapons. Although quite rare. pneumatic
weapons are also available: whilst effective, the compressed air required to fire them
is bulky to lug about and a liability if the canister is hit, Some of the more mechanically
minded factions, notably Papa Giggles and his ‘Family’ have adapted alcohol based
weapons, known as engine guns. They work in a comparable manner to an internal
combustion engine, except that rather than the explosive reaction powering a piston, it
launches a bullet. Such weapons tend to be bulky, noisy and unpredictable, but
inarguably effective. You will no doubt notice that the projectile weapons in nuclear
renaissance are pricey. Very pricey. Some cost more than a truck chassis! This is
because fire arms are rare. Far rarer than vehicles, and harder to sustain. That isn’t to
say you can’t play a gang who are tooled up to the nines with ranged weapons, it just
means that you’ll be a small elite group and probably have every poon in the wastes
wanting a piece of you so they can loot your corpses.

24
“Abhore the Heart of
n
Darkness that abides in ma
,
for if it shows its intent
doom shall follow swift”
“Wealth
is all very nice,
but its useless
when you’re dead”
COVER
33% chance. Simply dice off using a D10 to see
which character becomes the target. If the
percentages are not decimal then two D10 can be
employed to give an accurate percentage. Nominate
Ducking behind terrain will greatly reduce the chance
one D10 as the "tens" dice and one as the "units"
of getting hit by a bullet or other projectile. Check dice. This is called a D100.
from the point of view of the shooter. If the target The chance of hitting the preferred model may be
model is partially obscured by any model terrain then increased by aiming. For each Action Point spent
they may claim cover. aiming, the chance of hitting the preferred enemy is
If a character is behind a wall or otherwise obscured increased by 10%.
by a hard, solid terrain features then they count as
being in full cover. This will make them harder to hit
with a projectile. Characters in cover may add +4 to
their Dodge total. SHOOTING WITH MULTIPLE WEAPONS
Characters behind fences or in sparse shrubs may
If a character has several ranged weapons they may
only claim partial cover. For partial cover models gain
select and fire any one per turn. They can select a
+2 to their total.
different weapon next turn without penalty.
Characters in a vehicle may claim cover too. If the
Alternately, they may fire a combination of weapons
character is taking up capacity then they will be in a
in a single turn. To do so, each ‘weapon swap’ costs
well protected position, and may claim the full +4
one action point.
from the cover. However,a character on the vehicle
Characters are not usually permitted to fire more than
but not using the Capacity can only claim partial
one weapon at a time.
cover as they clamber around the outside of the
vehicle. Therefore they only receive +2.
Cover bonuses are not cumulative. For example, if a FRIENDLY FIRE
vehicle is in cover then it will receive a +4 bonus. In most cases no one shoots at friendly targets.
However, a character in the vehicle still only gets the However, circumstance may dictate that it is
+4, not twice this for being in a vehicle and the advantageous or just plain amusing to do so. A
vehicle being in cover. character may fire on a friendly target using the
Often when using models it is very ambiguous as to normal rules provided they pass an Aptitude test. Roll
whether or not the character receives a bonus. Is a a D10 and add the shooter's Aptitude. If the score is
model in a crouching position really taller than the greater than 9 the shooter may fire on their friend. If
model depicts? Is a telegraph pole partial or full the score is 9 or less then the character may not fire
cover? I usually like to have a good old argument on their friend and must instead choose another
about it with the other players. This is the fun part the Action. No action points are spent if the character
game! Its best to try to agree what model terrain fails the roll, as no actual shot is made.
features offer full or partial cover before the game
begins. Unusually sized or posed figures can also
cause problems, as can the particular layout of
model vehicles and their model passengers. Players
should be prepared to apply common sense and
sportsmanship in these situations. Opposed Aptitude The Job had just gone well,
rolls may also be taken as a way of determining a at least better than the
dispute. last one had.

COVERING FIRE They had the loot and none


Characters may opt to wait for a target to present of them were dead. Andre had
themselves. This is referred to as laying covering fire. been shot in the gut, but
To do so costs two action points to set, then nothing short of being hit
remaining action points may be spent shooting any by a truck seemed to bother
available targets until the model activates next. No the big guy. Chain seemed
other actions may be taken, only shooting. Being happy with the new knife
attacked
wound on his shoulder,
in combat breaks covering fire, and the model loses
any AP still remaining to be used.
perhaps because he also had
the knife, the hand that was
holding it and most of the
SHOOTING INTO COMBAT arm too.
A character may attempt to shoot at models
engaged in hand-to-hand combat. A player may wish
to shoot at an enemy who is fighting a friendly
All in all it had been a
model, or may want to shoot at two enemy good day, Missy thought she
characters who are fighting. Either way, the shooter might buy her boys a well
must determine who is the target. This is done done drink once they got to
randomly before the opposed rolls are made to Junktown.
resolve the shot. If two models are fighting, then it
will be a 50% chance of hitting either. If three
characters are engages in combat then it will be a

27
RESOLVING THE SHOT CHARACTER TARGET
To determine if the target is killed or destroyed by the In cover: Add +4 to your score if your model is in
shot players must make opposed rolls. cover.
On the outside of a vehicle: If the character is on a
THE SHOOTER vehicle but not taking up Capacity then they are only
partially covered, so may add only +2.
The shooter works out their Base Ranged score. The In a vehicle moving at top end: characters may add
shooter adds their Aptitude plus their Ranged skill +2 if they or the shooter are in or on a vehicle moving
plus the Effectiveness of the weapon they are using at top end. Only one +2 modifier is applied, even if
and any other modifiers. These factors will be both the target and the shooter are moving at Top
calculated in the Base Statistic section of the profile, End.
and so this is the number used. Remember to subtract one from the total for each
shock token the character has.
They then roll one dice for each shot noted in the
weapon's profile and pick the highest roll.
To this they add their Base Ranged score. VEHICLE TARGET
Remember to include modifiers from Criticals and Moving at top end: add +2 to the swerve total if the
Fumbles. This will give their total score. vehicle is moving at top end
In cover: Add +4 to your score if your model is in
A CHARACTER TARGET cover.
Remember to subtract one from the total for each
A character target works out their Base Dodge score. shock token the driver has.
To do this the target player adds their Aptitude plus
their Dodge plus the effectiveness of any cover they
are in and any other modifiers. Again this will be VEHICLE TARGET WITH NO DRIVER
noted in the Base Statistic section of the profile, If the target vehicle is not being driven then use the
although players must remember to add the cover Base Statistic for the Damage Resistance only. This
bonus to this. is because a vehicle with no driver is not able to
swerve on its own. The controlling player still adds
They then roll one dice for each dodge dice noted on D10 to the Damage Resistance to calculate their
their character's profile. Pick the highest roll and add total.
the Base Dodge score. Remember to include
modifiers from Criticals and Fumbles. This will give Each Player will now have a single total. The player
their total score. with the lowest total is the loser. Work out the
. difference between the two player's totals.

A VEHICLE TARGET RANGED HIT TABLE


A vehicle target works out their Base Swerve score. Once players have worked out the difference
The target player adds the driver's Aptitude plus the between the total scores they must consult the hit
Damage resistance of the vehicle plus the table to determine the result of the shooting action.
effectiveness of any cover they are in and any other The number noted is the difference.
modifiers. This is noted in the Swerve section on the If the players scores are equal then the shot misses
vehicle's profile. and nothing happens.

They then roll one dice for each swerve dice noted
on their vehicle's profile. They then pick the highest
roll and add the Base Swerve score.
Remember to include modifiers from Criticals and
Fumbles. This will give their total score

MODIFIERS
Here follows a list of things that will contribute to a
better chance of hitting the target or avoiding being
hit at all.

SHOOTER
Aiming: Add +1 to the score for each AP spent
aiming. This bonus is applied to only the shot directly
after aiming. If the shot missed or the shooter goes
on to shoot at a different target then the aiming
modifier is lost. Characters may spend multiple APs
to increase the chance of a shot hitting, and may also
aim, shoot, then aim and shoot again if they have So for example, if a character target had a total of 10
enough APs. and the Shooter has a total of 19, the difference
would be 9. As shown in the "Character Target
Loses" section, this is more than 6 so a bulls eye is
scored by the shooter and the target is injured.

28
RANGED SPECIAL RULES a dice.
In campaign games, limited ammo weapons are
"Choose your weapons carefully, gentlemen. This is resupplied after each battle.
to be a fair duel and I'd like to see your honour in it.
Back to back, ten paces then turn and shoot. Make
sure you get a good shot off, you don't want the LAUNCHER
embarrassment of only maiming. Clean kills please, Some weapons launch a special projectile. The
you know the club rules. Best of luck and may the Grenade Launcher and the Missile Launcher are
best man win!" weapons of this type, and can be used to fire
separate ammo. When purchased the actual weapon
PISTOLS comes supplied with a single shot of the relevant
type. Further ammo may be bought and is payed for
All ranged weapons are considered double handed separately. Grenade Launchers may only fire
except pistols, which only require one hand to wield. Grenades, while Missile Launchers may fire either
Pistols may be used in close combat but other Grenades or Demo Charges. Launchers have the
ranged weapons may not. In combat, add the Limited Ammo special rule.
Effectiveness to the characters Combat Statistic
instead of the Ranged.
FIRE WEAPONS
TRUCK STOPPER Fire or flame weapons can spray an area with
incendiary liquid. To represent this, characters may
Some weapons are particularly effective at stopping combine the shots allowed into a single more
a vehicle, and have the special rule Truck Stopper. devastating attack or spread them to attack multiple
Players add D10 to the Ranged Bonus of the targets. Before resolving each burst of fire, the player
weapon when shooting at a vehicle. Calculate the declares how many Action Points they will spend. The
truck stopper bonus each time the weapon is fired. Effectiveness of the weapon is then multiplied by the
Truck Stopper rolls do not score criticals or fumbles, Action Points spent to work out the Effectiveness for
so a 10 is a 10 and a 1 is a 1. the attack being resolved. The player may roll one
shot dice for each AP spent. For example, the Fire
EXPLOSIVE AMMO Thrower has an Effectiveness of 1. If a character
Weapons that are noted as being explosive have the elected to use 2AP then the Effectiveness of the the
following special rules. shot would be 2x1 or 2 and would roll 2 dice. In
Players must nominate a point on the board as their addition to this, if 3 or more action points are spent at
target. Place the blast marker centred on this point. once the weapon gains the Truck Stopper special
This marker is a disc with a radius of 6cm. This is the rule.
same as a normal CD or DVD so players can use
these as a standard sized template. Note which VEHICLE ONLY
models are under the template. This can sometimes These weapons are large and bulky. As such they
be open to interpretation, but models are usually may only be mounted on vehicles, and may not be
considered targets if all of their base is totally under carried on foot.
the template.
The Shooter rolls their shooting dice as normal and
determines the total score.
“Some beasts and birds have
Each of the target characters must make their Dodge
rolls and work out their totals as normal. Each
survived, as men have. Many
target's total is then compared to the shooter's total of those that feed on the
and the results looked up separately on the Hit Table. misfortune of others have
This may mean that the shooter ends up being prospered. The wolf runs on
awarded multiple Shock Tokens if they roll the plain, the rat gnaws in
particularly badly! the pantry. Not least among
the winged is the carrion
LIMITED AMMO crow. Huge and black, these
Unusual ammunition is difficult to find in the wastes. foul tempered scavengers
To represent this, some weapons may have the give clear indication as to
Limited Ammo rule. All limited ammo weapons come where the dead lay
with one round. Characters may carry as many unburied. A big crow won’t
rounds as they like, so more ammo can be bought. In think nothing of taking a
the case of grenades or missiles then simply pay the
small animal, and reports
per unit ammo cost. In the case of Hunting Lances,
multiple may be carried, or it is assumed that the
come too often of babies
weapon will not be used up the first time. Once the killed and eaten. I’ve even
weapon is out of ammo then it may not be used for heard tales of men who
the rest of the game unless more ammo is supplied found themselves beset and
to the shooter. pecked into untimely demise
To help keep track of this we recommend players use by these malevolent birds.
counters. Place a counter on the weapon profile for Such are the times we live
each shot. Discard a counter for each shot. When in. Move fast, and stay in
none remain you are out of ammo. Alternatively use
cover, That's the rule to
live by...”

29
COMBAT
"Guns are one thing. It might be hard to shoot a Dunger in the eye from a click away, but in the end even a tot can
pull a trigger. Nah, real skill comes with the shiv. Guns for show, Knives for a pro, as the old saying goes. Its death
up close for me, tooth and claw, red and raw, thats the way I likes it. I killed fifty strong soldiers with these hands
and I'm proud of it. Theres a name to be made for any goon who is tasty with a blade. And with a big name comes
the big money, thats why I'm as rich as I am."
instance each attack must be rolled for separately.
HAND TO HAND COMBAT Characters can only attack enemy units they are
engaged with unless otherwise noted on a special
If characters are near other characters or vehicles,
ability or weapon.
then they may attack their enemies. This may be
done with weapons they are equipped with or even
Placing models in base contact can prove almost
bare knuckles and feet! If the character has enough
impossible when they are mounted on separate
Action Points then the controlling player may declare
vehicles. In this case, as long as the two vehicles are
an attack with their favoured weapon.
touching, any model from one vehicle may attack any
model on the other vehicle. In this situation, the
COMBAT WEAPON PROFILES defending player may nominate who the attacker is
As with Ranged weapons, Combat weapons have fighting. Equally, it can be impossible for two enemy
their own profiles. These are mostly similar to the models on the same vehicle to be placed base
Ranged weapons, with the obvious exception that touching base. In this situation, a model may attack
combat weapons don't have a range statistic! any model mounted on the same vehicle. This may
seem a little counter intuitive but is
simply a mechanic to make the game
run smoothly. Combined with the
charging rule it balances out.
Remember that moving to fight
another character doesn't cost any
action points, so effectively the
characters are considered to be
charging about their vehicles even if the practicality of
ACTION POINT COST models on the board may not facilitate this.
The Action Point Cost shows how many Action Points
the character must spend make a combat Attack. LOCKED IN COMBAT
Each Attack consists of one or more of Strikes. If two or more models are on foot and engaged in
combat, they are locked together in a furious
EFFECTIVENESS struggle. Neither player may flee without dire
consequences! This is also the same if two
The effectiveness of a weapon denoted its stopping combatants are actually both on the same vehicle.
power, reliability and accuracy. This number is added However, characters in vehicles are not usually
to the character's Combat statistic on their profile. considered locked if they are attacking an enemy on
foot or in a different vehicle, and may simply drive
POINTS COST away.
This shows how many points must be spent by the
player to equip a model with this weapon. Combat DECLARING AN ATTACK
weapons are the most common type of tool in the Characters may spend their Action Points to make
death merchants stock. They are abundant and attacks on enemies. Each attack will cost the amount
cheap. of Action Points noted in the profile under Action
Point Cost(APC). Characters may always make an
SPECIAL RULES unarmed attack for one Action Point.
Some weapons have extra special rules, which are
noted here on the right hand side of the profile. The
rules are explained at the end of this chapter.

ENGAGED
Combat refers to any toe-to-toe engagement, be it "The discovery
blade on blade, fisticuffs or even very close ranged of nuclear reactions
shooting. Characters are said to be engaged in a need not bring about
combat if their base is in contact with a hostile
model's base. Models that are in base-to-base the destruction of
contact with several hostile models may fight any of mankind any more
the models they choose. If they have multiple Action than the discovery
Points they may split their attacks between any
enemy units as the attacking player sees fit. In this of matches"

31
MAKING ATTACKS COMBAT HIT TABLES
Like shooting, combat attacks are resolved by Once players have their totals they should work out
opposed rolls. the difference and consult the Hit Table. The number
When a character has declared an attack and spent indicated is the difference that the lowest scorer loses
the required action points both players must by.
determine how many dice they will each roll. These
are called Strike dice.

STRIKE DICE
Each character has a number of strike dice
determined by their basic number of action points.
Players may roll one strike dice for each AP on their
profile. This is always regardless of how many points
they have spent moving, shooting or any other
actions they have made that turn. So even if a
character has already been used, they still have their
full APs worth of strikes.
This rule prevents the character that moves into
combat range being at a disadvantage, or not being
able to defend themselves if they have already been
used this turn. It also represents that combat is not a
turn-based affair. Its a swirling frenzy of blows and
strikes in which both sides will always give their all.
Characters lose one strike for each shock token they SUPPORTING IN COMBAT
have, to a minimum of one strike.
Models may often be engaged in combat with
multiple enemies and have friends supporting them.
Vehicles roll one strike dice for each swerve dice
When making an attack, count up the number of
noted on its profile.
friendly models engaged in the same combat. Your
opponent should do the same. The player with the
RESOLVING COMBAT most models in the combat gains +1 to hit for each
Both Players must work out their Base Combat score. model they outnumber the enemy by. All models
using the capacity in a vehicle may support each
Characters use their Base Combat a plus any other other.
modifiers.
Vehicles use their Swerve score. Models mounted on the outside of a vehicle count as
supporting if their bases touch, as normal.
Both players then roll their strike dice and choose the
highest roll. They add this to their base to hit score to This modifier is calculated each time a character
work out the total. Remember to apply modifiers for resolves their attacks. This means that it is entirely
criticals and fumbles. possible to start a combat outnumbered but to kill off
several enemies to reduce their bonus.
If a character scores exactly the same as their
opponent then they are injured. This is because a LOCKED COMABTANTS
failure by a character to strike a decisive blow will
After the combat attack has been resolved, any
usually expose them to a fatal counter strike. In the
models that fought but are not injured are still
case of character on character combats, both fighters
engaged in combat. If the models are not locked then
will be injured in the event of a draw. Vehicles need
you don't need to do anything. However, if the
not worry in this regard and so won’t be damaged in
combatants are locked (ie they are all on foot or all
the event of a draw.
on the same vehicle) and are no longer in base
contact with a friend or enemy they should be moved.
MULTIPLE WEAPONS Move the model so that they are in base contact with
Normally one weapon may be wielded in each hand. an enemy. Combat will continue later. When other
Some weapons require two hands and have their characters in the combat are activated
own special rules. These are noted as ‘double they may elect to break from combat and run away or
handed’ on their weapon profile. When declaring an remain locked and fight on.
attack the player may choose which weapon is being
used and so pay the relevant action point cost. When BREAKING FROM COMBAT
defending, the player may chose which weapon the
If a player wants a character who is locked in combat
character is using. To change weapons during a turn,
to break away and flee then their opponent may
a character must pay 1 Action Point.
make an attack on them for free. An attack is
Fighting with multiple weapons simply allows the
resolved normally, but no action points are spent. If
character to chose which they will attack with.
the fleeing model remains alive after the attack has
been resolved then they are free to shoot, drive,
sprint or move as normal, although they may not
make a charge move. If the fleeing model wins the
attack, the enemy will not suffer any effects, will not

32
COMBAT EXAMPLES
make a charge move. If the fleeing model wins the POLEARMS
attack, the enemy will not suffer any effects, will not
Models with Polearms may attack even if they are not
accrue any shock tokens and cannot be injured. In
in base-to-base contact with an enemy. They may
the event of a draw both players remain locked and
attack any model that is in base to base contact with
nobody gets injured.
a model they are
supporting. It is possible for a character with a pole
FOLLOWING UP arm to attack their target and then support the
If a character dispatches all of their opponents in friendly character that is in base-to-base contact. If
combat they may move 5cm. This is called a ‘follow the character attacks with the polearm in this way
up’. and loses they cannot be injured. If they lose the
combat by more than 5 and would otherwise be
A KNIFE IN THE BACK! injured, instead they take full Shock Tokens.
However, this rule does not apply if they are in base
If a player chooses to, they can turn on their own contact with the enemy they are fighting.
team mates. Far be it from us to tell them to do
otherwise! As with friendly fire, a character may
attack a friendly target using the normal rules SHIELDS
provided they pass an aptitude test. Roll a D10 and Shields cost no action points to use and add their
add the attacker's aptitude. If the score is greater Combat Bonus to the Base Combat statistic.
than 9 the attacker may attack their friend. If the However, a model may not attack with only a shield.
score is 9 or less then the character may not attack If they have a shield and no other weapon they must
their friend and must instead choose another action. make an unarmed attack, but still get the bonus from
No action points are spent if the character fails the the shield.
roll, as no actual action is made.
TIN OPENER
COMBAT WEAPONS SPECIAL A weapon with the Tin Opener special rule may be
RULES used in two ways. Firstly it may be used as a normal
Combat Weapon.
"I dunno, I don't get knives. Ok, you can keep one in Secondly, Tin Openers may be used to expose
your boot, but so what? My kind of weapon howls models inside an Armoured Crew Space. A special
when you get it going, my kind of weapon can cut Combat attack should be made on the target vehicle.
through an armoured truck like its not even there, my Resolve the attack as a normal Combat attack
kind of weapons got teeth bigger than a Bull Dunger. against a vehicle. However they do not use the
You need power out there, and lots of it. I ain't never Combat Hit Table as usual. Instead if the attacker
seen nobody take on a truck with a knife and win, wins by 5 or more then one Armoured Crew Space is
you get me? And it’s the fool that tries!" chosen by the attacker and destroyed. Obviously this
will mean that the character inside will then become
BALLISTIC SHIELD exposed.
A ballistic shield gives the same bonus in combat as
a normal shield. However, it is designed to resist TRUCK STOPPER
penetration from high velocity projectile weapons. This is the same rule as for shooting. If the weapon
Therefore a Ballistic Shield also grants the wielder a has the Truck Stopper special rule then the player
+3 Cover Bonus. This Cover bonus is cumulative adds D10 to the Combat Bonus of the weapon when
with any other cover that the character can claim. attacking a vehicle. Calculate the truck stopper bonus
each time the weapon is used. Truck Stopper rolls do
DOUBLE HANDED not score criticals or fumbles, so a 10 is a 10 and a 1
Double handed weapons require two hands to wield. is a 1.
Models mounted on a bike may still drive while using
a double handed weapon. UNARMED COMBAT
Characters may attack unarmed, but will be at a
HUNTING LANCE disadvantage. That is unless they have trained! Each
Hunting Lances are not used in the same way as attack gets no bonus to Base Combat when facing a
other Combat weapons. Instead of granting the character or vehicle. Characters may always choose
character a Combat Bonus, they are used during a to attack with one or more unarmed attacks no matter
Ram. If a vehicle is involved in a Ram then any what weapons they are carrying. Even if you are
characters on board who is armed with a Hunting carrying a sword and a chainsaw you can always put
Lance may elect to use one lance. For each Hunting the boot in!
Lance used add +5 to the Base Ram of the wielder's
vehicle. Hunting Lances also have the Limited
Ammo special rule, as detailed in the Shooting

“If I wanted peace,


section.

PISTOLS
Pistols may be used in close combat. No other
do you think I
ranged weapon may be used in close combat as
they are too cumbersome. Exceptions to this rule will
would have bought
be specifically stated in each weapons’ profile. this gun?”

34
“I loves me rig, and that's for sure.
. Its me faithful steed,
home and weap . I ain't never left it for more than a coup
pon. ple
of hours, what's the point? An I certainly never gets out
unless its for more than a handful of nuggets. . Yer never
gonna see nuffink out there what you can’t see in `’ere.
. I
don’t think its safe on foot.
. Not safe at all.. I don’t likes to
stay still neither.. Got it set up for sleepp running.
. Just
need to make sure you got plenty of flat waste in front of
ye. p fer no one, specially no goons.
. I don’t stop . Just push on
through, That's my attitude.. If they is too stuppid not
to get out of the way of my armoured truck then they get
what's coming to them! Usually That's a good long look at me
gearing system, from the inside!”
MOOKER’S MUTIES
A gang of rabid killers and deranged psychopaths, Mooker’s Muties are amongst the most
feared inhabitants of the shattered mountains surrounding the radioactive hellhole known as
the Great Vent. Quite aside from their penchant for deeds of random violence and acts of
bizarre torture, Mooker’s gang is infamous for its insatiable desire for human flesh. Hot,
tender, lightly-salted human flesh. At a pinch, these ravenous cannibals will settle for the
flesh of their mutant kin, as stringy and bland as they claim it is, making them outcasts even
from what passes for society amongst the foul beings that dwell in the blasted region of the
Great Vent. But really, it is clean-limbed, pureblood human meat they desire the most. Many
a traveller passing along the hellways has wound up simmering nicely in their own juices,
destined to become the main course in one of Mooker’s ‘Midnight Munchies’ sessions. Of
late, Mooker has developed a taste for hot spices with which to season his vile feasts. He
has led his gang on increasingly daring raids into the settlements of the wastes in search of
such delicacies as the Volcanic Death-Chilli, the Bad-Zone Rad-Pepper and the utterly
lethal Skoville’s Skull-Popper.

CLEAVER’S CLOWNS
Josephus Cleaver was born into a travelling circus, and raised amongst the itinerant
performers, acrobats and mime artists. At the age of ten, he killed all the mimes, using an
inventive form of disembowelling inspired by their endless and maddening ‘pulling the
invisible rope’ routine. Rallying his brothers and sisters, and tarrying only the time it took to
ransack the make-up chest and the costume closet, Cleaver fled into the wastes, the
vengeful circus masters at his heels. Cleaver’s Clowns, as the gang became known, soon
became a force to be reckoned with amongst the wasteland gangs, and somehow always
managed to remain one step ahead of their erstwhile masters. When the clowns come to
town, no one is ever quite sure if it is to entertain or to kill, at least not until its far too late to
do anything about it. The clowns travel about the wastes in a raucous motorcade of brightly
painted vehicles, an unfeasible number of the gangers crammed into each one. Despite
appearances, it’s not a good idea to laugh at the sight, for each clown is armed to the teeth
and a vicious killer, as likely to pull a bunch of flowers from his pants as he is a loaded hand
cannon.

SVEN GALLI’S ARMY


The self-elected mayor of a small, but burgeoning settlement not far from the area known
as the Verdant Spill, Sven Galli is a man on a mission. And that mission is to get rich, as
quick as possible, and preferably not to die trying. To this end, Sven has purchased the
services of several dozen gangs that had plagued the surrounding area for many years,
retaining their services and forming what amounts to a small personal army. This army is
now a force to be reckoned with for miles all about, prompting fears that Sven intends to
move it further out and attempt to take over more established settlements such as Bandlerd.
Clearly, this cannot be allowed to happen, and some say that war is in the offing…

THE INNCOCENT ONLOOKER


On the outskirts of Junktown is to be found an eatery famous the length and breadth of the
wastes, called the Innocent Onlooker. Quite aside from its legendary ‘vegemental burgers’,
the Innocent Onlooker is renowned because it has been destroyed, and rebuilt, over a
dozen times in less than a decade. Quite why the Innocent Onlooker’s owner is prepared to
see his beloved establishment blown to kingdom come in the crossfire between warring
gangs remains a mystery, but each time it is, he rebuilds it in exactly the same location, and
reopens it once more. Some say the eatery must surely be built upon the confluence of
powerful lines of earth energy, a statement on which others blame the spices used in the
vegemental burgers…

36
COLLISIONS AND RAMS
"Scrap heaps are where the Nuggets are. Thems the stupid fool who goes dying over some waste of ground, or in
one of them high speed races. I'm a scavenger, I pick up what the others are too dead to want anymore. Skeleton
driving a pile of scrap thats wrapped around a tree, ain't no use to him no more. Thats where I comes in. I recycle,
yeah, thats the word. You wanna buy a rig? I got loads and cheap too!"

If a vehicle touches another vehicle, a piece of If the players scores are equal then the ram is
terrain or a character then a collision or ram occurs. ineffective and nothing happens.
Stop the vehicle at the point of collision and work out
the results. If the vehicle wishes to continue to move
after the collision then it may do so if it has any
movement left. This is a free action and costs no
APs.

WORKING OUT RAMS


Vehicles have a Ram Value. This is worked out by
adding the Damage Resistance and the Weight
Class of the vehicle to the Driver's Aptitude. Also
noted on the Vehicle's profile is its Ram Dice. This
how many dice may be rolled when the vehicle in in
a collision of any kind.

RAMMING OTHER VEHICLES


Players must make opposed rolls to resolve a Ram.
They must roll one dice for each Ram dice noted on
their vehicle's profile. Pick the highest roll and add
the Base Ram score. Remember to include modifiers
from Criticals and Fumbles. Vehicles travelling at Top
End may add +5 to the result. This will give their total
score.

is a self-
Punky Spooner post-
RUNNING OVER CHARACTERS anarcho-p
-a
proclaimed ‘neo fact
syndicalist-llibertarian’, a
Any moving vehicle can attempt to run someone ery
quite often v ,
over. she proclaims
equently at
Players must make opposed rolls. The Vehicle rolls loudly, and fr ten.
y who will lis
one dice for each Ram dice noted on it's profile. Pick
gunpoint to an a n
e displays
Furthermore, sh
the highest roll and add the Base Ram score.
of anyone who
abiding hatred
Remember to include modifiers from Criticals and
usual
Fumbles. This will give their total score. er somewhat un
doesn’t share h ea r
Characters roll one dice for each dodge dice noted n the Nucl
views, which, i
everyone. Punky
on their character's profile. Pick the highest roll and
Renaissance, i s
e Anarchettes
add the Base Dodge score. Remember to include
modifiers from Criticals and Fumbles. This will give Spooner and th as a
bloody career
their total score. started their
musical
If the character survives they may be placed by their rather average
t , but, according
controlling player in a sensible place in contact with
performance ac Armageddon
e post-A
to Spooner, th
the the vehicle.
hear
asn’t ready to
world simply w
RAM HIT TABLES their message.
So, the
i d down their
Anarchettes la me
d picked up so
Once players have worked out the difference
instruments, an s t e ad .
firearms in
large calibre
between the total scores they must consult the hit
t on a l
ut as an a
What started o
table to determine the result of the Ram, just as for
anded into a
piece soo exp
Shooting or Combat actions. The number noted is n
four-p s,
the difference. So for example, if a character target
l dozen member
gang of severa w or ld a
aching the
has a total of 10 and the Rammer has a total of 19,
the difference would be 9. As shown in the " intent upon te n g ,
to get alo
Character Target Loses" section, this is more than 6 lesson in how t or
w ant to learn i
so a SPLAT! is scored by the rammer and the target whether they
is injured. not.

38
RAMMING LIGHTER VEHICLES
If a vehicle rams another that has a weight class of
“Now fellows, I’m telling
you this is the genuine,
half its own or less, then the lighter vehicle may be
no quibble, honest truth
moved out of the path of the heavier one. The player
controlling r
the heavier vehicle may chose where the lighter one best here wagon you’ve eve
seen o r is e ve r g oi ng to
ends. However, the model must be moved the least
amount to be able to allow the heavier one to pass. see. Its got features
Players must agree on what is fair in each situation, coming out of every
and apply a degree of sportsmanship. This is done window! Its super turbo,
after the results of the ram are determined and supercharged engine will
resolved.
out perform any rig you
s
put it up against, and it
RAMMING OR ATTACKING got mo re n it ro ca pa cit y
o
TERRAIN than you’ll know what to d
with!
If a player wishes to damage a piece of terrain then
they may ram it, shoot it or attack it in combat. An Its a huge armoured beast
opposed roll is made as usual. However, the terrain that can take a pounding
features roll is made by another player. The terrain's from a rail cannon and
Damage Rating is added to the roll. still the paint work won’t
even be chipped! I’ve got
that engine so fi nely
If the attacker was shooting and loses then no further
tuned it will do you more
effect is applied.
l
If the attacker was in combat with the terrain and distance to a tank of fue
u ’ll g et b y w al ki n g!
loses then they take a Shock Token. than yo
Its go t st at e of th e ar t
If the attacker was ramming the terrain and loses solid tires for easy
then they must roll on the Destroyed Vehicle chart. control in those diffi
Spin Out is ignored in this instance and the vehicle cult situations, plus a
comes to an immediate halt in front the terrain fuel tank that seals
itself! That's right
feature.

If the attacker wins then they may destroy an ladies and gents, seals
appropriate sized chunk of the terrain. If a huge rig itself! Fitted all round
s
ploughs into a shed then only splinters will be left. with impact absorbing bar
Vehicles may destroy an area of terrain the same you c an cr a sh i t a nd it
size as the vehicle itself. If the character attacked it wont even dent them! It’s
with a combat weapon then they breach a hole big got airbags in every seat
enough to climb though. In the case of shooting, any and drink holders. It can
single shot non explosive rounds will not harm the
carry more goons than you
terrain. If the weapon has multiple shots then a hole can feed!
is breached as attacking it with a combat weapon.
Shot guns or machine guns can be used to blast a
hole in a wall. If an explosive round is used, then an Now, a rig like this don’t
g
area of terrain the size of the blast template is come cheap but I’m slittin
t h r o a t h e r e be c a use
destroyed. my own
I can let you have it for
Destroyed terrain becomes an area of Hazardous a pittance. How much do
Terrain. you think I want for it?
Five t ho u s a n d nuggets I
hea r y o u s a y? ! Sweet
mothe r o f t h e w ild, that
ain' t e v en c lo se! I’m
sell i n g t h is o nce in a
life t i m e r i g f o r a once
in a l i f e t i m e pr i ce
ladie s a n d g e n t s , s o get
your s p e n d i n g p o u ch e s out
and w e ’l l s e e w h a t ' s w h at
eh?”

39
INJURIES AND DAMAGED VEHICLES
"Its gettin...urgh...so dark. I cant see Pa! Pa! Turn on them lights! Whys it so cold, eh, Whys it so cold. I'm cold, I'm
so...cold. Hold me Pa, I don't wanta die! I'm so cold...."

INJURED CHARACTERS
When a character is injured, lay the model down on
the board. Remove all shock tokens from injured
characters. The model may not be given any actions
while injured and must lie around moaning. Leave the
model on the table in case anyone wants to loot the
fallen or a friendly medic can be used to heal them.

HEALING INJURIES
To heal a character, a medic must be used. A
character with the Medic Ability may attempt to heal
any injured character that they are in base contact
with or who is in the same vehicle To attempt a Heal
Action, the medic must spend 3 Action Points. After
this roll a dice and add the Medic's Aptitude. If the
total is greater than 11 then the injured character is
healed. Place Full Shock Tokens on the healed
character and stand them back up again. The
character may be used as normal from now on.
If a 1 is rolled on the dice, then the injured character
is beyond help for the rest of the game, and no
further attempts to heal them will be successful.

DAMAGED VEHICLES
Vehicles in Nuclear Renaissance are treated rather
like characters, albeit very hardy and fast ones.
Some special rules apply.
If a vehicle takes damage it is not injured as a
character. Instead, roll on the Destroyed Vehicle
Chart to determine the outcome.

SPIN OUT
A vehicle that "spins out" is moved randomly. Roll a
D10 to determine which direction it travels. A roll of
1,2 or 3 indicates that the vehicle turns 45degrees to
the left, a roll of 4,5,6 or 7 means the vehicle travels
straits forward and a roll of 8,9 or 10 indicates that
the vehicle turns 45 degrees to the left. If the vehicle
was stationary when it was forced to spin out, it will
move D10cm in the direction indicated. If it was
travelling at Cruise Speed it should be moved
2D10cm and at Top End 3D10cm. If the vehicle
collides with anything then a Ram is calculated as
normal. Resolve any other effects before resolving
the Ram.

REPAIRING VEHICLES
Vehicles may be repaired in a similar way to healing
injured characters. If a character has the Mechanic
Ability they may attempt to repair a wrecked vehicle
they are in base contact with or mounted on. It costs
3AP to try to repair a vehicle. The controlling player
rolls a dice and adds their Aptitude. If the total is
greater than 11 then the problem has been fixed and
the vehicle may be used as normal. A vehicle may
not be driven in the same turn it has been repaired.

If a 1 is rolled on the dice, then the vehicle is ruined


beyond repair. No further attempts to repair it will be
successful.

40
“Never kill when you
can wound.
Repeat business is
always welcome.”
PLAYING NUCLEAR RENAISSANCE
A game of Nuclear Renaissance may be played by any number of participants above one. Frankly, its a bit rubbish
to play on your own, billy no mates. Anyway, the first thing that needs to be done is all the players have to make
their gangs. This means doing your army list, which can take up to an hour and is best done on your own with a
copy of the gang list or in a big group with plenty of gang lists to go round. Each player will also need all the models
to represent their gang, obviously. Once all players have these things, its time to set up the board.

SPORTSMANSHIP score may enforce their version of events. This is


open to a great deal of exploitation, and the above
There is a great deal of room for interpretation and
paragraph about sportsmanship should be taken into
argument with regards to what your characters can
consideration obviously.
and cannot do. Also, what constitutes cover may be
argued. If in doubt, apply common sense. Remember
that although the game is being played with static SETTING UP THE BOARD
figures on a board, it is representing a dynamic The gaming board can be any size really. We tend to
battlefield. Characters are moving, ducking and play on either a dining table or a standard gaming
dodging, using their wits and reacting to each table. The game mechanics are not tweaked for any
situation. It is, in most cases, hardly worth particular board size. Also, vehicles, especially bikes,
mentioning, but players will need to exhibit some can move pretty fast anyway and gun ranges are
common sense and sportsmanship. We cannot write long enough that even on a very large board things
rules to cover every situation without having a book start to happen quite quickly. If playing on a smaller
that is a thousand pages long! board, placement of scenery becomes more of an
For example, diving through a window whilst sprinting issue and consequently the strategy players adopt
is ok. Take the aptitude test for the sprinting and then becomes more important than relative move
for the dive through the window. However if they wish distances.
to dive through the same window several stories up,
catch a lamp post on the way down, perform a stylish After the gaming area is agreed upon, players should
flip and land astride the goon at the bottom of said lay out scenery in a mutually agreeable manner. Its
lamppost eyebrows will understandably begin to best to make sure there are plenty of spaces that the
raise. Technically this is possible assuming the larger vehicles can fit through, and plenty of cover to
characters route does not take them further than their be exploited. If any players have large walking tanks,
allowed 10 or 20 cm distance. Granted, they would remember that they may choose to sit on top of
need to be decidedly lucky in their aptitude rolls, but scenery and so not be eligible for ramming (a sneaky
we would ask players to consider whether a tactic that one). Also, if one player has a troop heavy
character would really want to attempt something gang with flimsy vehicles, the game will be very
especially dangerous and, more importantly, whether boring if the opponent has a huge rail cannon toting
it will frustrate your opponent. Sometimes players tank and expects the enemy to run down a six foot
may wish to perform an action not covered by the table at them. In this case the table aught to offer
rules, for example setting a deadman trigger on a plenty of firing positions, sneaky passages and good
grenade. Why shouldn’t a character be able to set cover.
this up? No reason. But if we wrote that into the
rules, what else ought we cover? Players should Once the terrain is set out, players should agree on
agree what is plausible and what is not. In this starting places. If its a two player game, opposing
example we would say players could set this up, but forces should be set up on opposite sides of the
would have to pass at least one aptitude test. To put board. With three players placement can get a bit
the matter into perspective a point which came up tricky, as one player often ends up as "piggy in the
during play testing was movie based examples. middle", so its best to put the best/most beardy/most
There is nothing to stop an intrepid archaeologist annoying player in this position. When everyone has
clambering down the side of a moving truck whilst stopped arguing about where they should start,
being pursued by teutonic goons if he passes an players place out their models. This should be done
aptitude test. Nor is there any harm in a farm boy in a gentlemanly sporting fashion. The basic rule is
swinging across a massive precipice aboard a space that all models should be touching the board edge,
station with a princess in his arms, assuming he but sometimes due to terrain placement this is not
passes his aptitude test. But if you suspect that the possible, and so a sensible solution should be arrived
most agile of comedy kung-fu action heroes would at. As all players deploy simultaneously, there can be
baulk at the idea of a particular stunt, it might be cases of watching where your enemy deploys and
worth re-thinking it. moving your forces to meet this layout. Obviously,
this should be kept to a minimum. If players can't
RULES DISPUTES agree, then place models one at a time in alternating
sequence.
Sometimes players make mistakes. The most
common is placing vehicles at slightly the wrong
When the players have all finally set up, then the
angle so that they would have to take multiple turn
game begins. Roll for Dominance and proceed.
test while travelling at Top End. In situations where it
is a genuine mistake by the player, the active
character may be given the chance to correct the
mistake by rolling off. The player with the highest

42
"If it bleeds, we can kill it.
If it doesn't, you've just
shot a rock again, you half-
wit."
MAKING YOUR GANG
PICKING A FORCE
The Atomical
To play Nuclear Renaissance you will need a group
of characters, their equipment and their vehicles. This Disassemblertron is the
can be called a Gang, or Posse or Unit or whatever subject of many legends,
you like to call it. For convenience we will call them mostly told by broken-
Gangs in these rules. There are many types of gang, down junkers with too
and many factions active in the world of the much boozamahol coursing
Renaissance. through their veins.
As for notable factions there are many. There is the Decades ago, it is said
Wolf Clan, a huge rag-tag horde who prowl the
that a mad technomancer
wastelands, using firece Wolves as mounts. There
are the militaristic Neo Reich who live in the by the name of Professor
catacombs and ruthlessly enforce thier decrees on Mumper built a machine of
any unfortunates not willing to conform. There are the such marvel, a device of
Mutie men, savage cannibals of the wastelands who such deviancy, an
are only barely organised. invention of
such…inventiveness, that
However, most gangs are small and are simply men should it fall into the
and women of like attitudes. Often they have little or hands of the dishonest,
no affiliation with the larger factions, and are usually
the world might be
people from the same town in the wastes. Many
motives bind the band together. These may be to brought to its knees.
seek riches in the waste, defend their territories, to
hunt or even simply to survive. Clearly, the world had
already been brought to
Towns in the Waste are called Boneyards. Boneyards its knees once, and not
are places where people settle. They may be based many people were too
in the ruins of old towns. Some sprout inelegantly happy about it happening
from abandoned castles or bunkers from ages past. again, so Professor
Other Boneyards spring up around places of natural
Mumper was chased off,
resources. Many Boneyards, both large and small
can be found scattered around. into the wastes, and it
is said that he took the
Atomical Disassemblertron
BUYING YOUR BONEYARD GANG with him.
A Boneyard Gang can be viewed by the player as a
"basic" gang. Each character, vehicle and weapon is
given a cost. Abilities may be bought for characters. Many years have passed
These increase their statistics or bestow "in game" since then, and no more
effects. Likewise, Vehicle Upgrades are purchased to has been heard of the
make the gang's basic transports into machineries of professor. Some say
mayhem and destruction. though that his machine
is still out there,
POINTS TO SPEND 650 somewhere, waiting to be
Each player starts with 650 points to spend as they discovered, and perhaps
see fit. With this they may buy any of the articles used, to the detriment of
listed in this section. Players may agree to spend all. Others, normally the
more points if they so choose, but this will greatly ones with less boozamahol
increase the time needed to play each game. in them, ask just what
it is that the machine
does. To that question,
there has to date been
no satisfactory answer.

44
CHARACTERS ABILITIES
Characters for Boneyard gangs come in three Abilities are bought for characters and noted on their
archetypes: Heroes, Soldiers and Goons. Heroes are profile. Each Ability may only be bought once per
mighty warriors and great leaders, who have character. There are three prices indicated for most
exceptionally high statistic levels, and Abilities. The first is the price that a Hero must pay
correspondingly high costs. Soldiers are dependable for it, the second is how much it costs for a Soldier
fighters who often specialise in certain battlefield and the third the cost to a Goon. Notice that
roles, such as snipers or deadly melee fighters. Specialists are a type of soldier, so must pay the
Goons are the cheapest and most lowly of all middle cost. Drivers are a type of Goon and so pay
character types. They are cannon fodder and lack the lowest cost.
the skills of their more expensive counterparts.
However, it is a foolish leader who underestimates ACTION MAN 15/12/10
the destructive abilities of a horde of well
An action man (or woman) is a character possessed
commanded Goons! There are also two other types
of the highest degree of motivation. They can
of character available to a Boneyard gang, the
accomplish more in a given amount of time than thier
Specialist and the Driver. Specialists come with a free
peers. The character gains 1 Action Point, which is
Ability, either Medic, Mechanic or Bard. Drivers
added to their profile.
come with the Diver Ability for free.

Players buy the characters at the indicated costs. ARMOUR OF HEROES 30/X/X
They may then select Abilities for them. This is more equipment than an ability. Armour of
Heroes is a suitably shiny set of armour. It may be
gold plated, fully enclosing, motorised or pimped up
in any suitable fashion. It may of course only be
purchased by a Hero, as it is far too impressive for
even a soldier to be equipped with. The Character
gains an extra Dodge Dice. In addition to this they
may recover from their first injury in a game. If the
character is injured, in the End Phase they may be
stood back up again as if they had been healed by a
Medic. Place Full Shock tokens on the character.

BARD 15/8/5
The rousing effects of music are known to all in the
wastes. Nothing snaps a cowering wretch out of his
stupor faster than the gang’s awesome theme tune
played as loudly as possible! By spending 2 Action
Points, a Bard may attempt to rally Shocked friendly
Specialists may select one of the following Abilities
characters. Roll a dice and add the Bard's aptitude. If
for free: Medic, Mechanic or Bard.
this total is higher than 11 then all friendly characters
within 10cm may remove one shock token each. This
does not include the Bard himself.

DIVE 6/4/2
A character with the Dive Ability is an adept at getting
out of the way of oncoming collisions. If they are run
over while on foot then they may add an extra D10 to
their Ram Total.

Drivers automatically have the Driver Ability.


DRIVER 7/6/5
Good drivers are much in demand in the wastes.
Most people have some driving ability, and are able
to take vehicles from point A to point B without

“If a building incident. However, under battle conditions they


usually can’t be expected to perform manoeuvres or

looks deserted? handle their vehicle well in a ram. A character with


the Driver Ability may ignore the normal -5 penalty

It ain’t that unskilled characters are subject to.

deserted. DODGE 12/10/8


A character who can dodge well is more likely to
survive in the Wastes. Any character with this Ability
gains an extra Dodge Dice and may add 1 to their
Its a trap.” Dodge characteristic on their profile.

45
DUCK 10/8/6 SNIPER 15/12/10
Knowing when to duck is vital in a gun fight, so Snipers are superior marksmen. They can hit their
characters with this Ability may add plus 1 to thier target where others would fail. A character with this
Dodge characteristic on their profile. Ability may add 1 to their Ranged characteristic on
their profile. Furthermore, any cover bonus the target
EXTRA LIFE 20/15/10 is claiming is reduced by 1.
This character is about as hardy as you can get.
They are blessed with an extremely uncanny ability to SPRING HEELED 6/5/4
shrug off wounds that would kill another. They may This character is a jumping jack extrordinaire. They
automatically recover from their first injury in a game. can effortlessly leap great distances and even from
When the character is injured for the first time, in the moving vehicles! When making any roll for jumping or
End Phase they may be stood back up again as if falling off a vehicle, they may add +5 to the total.
they had been healed by a Medic. Place Full Shock
tokens on the character. STRONG 6/5/4
Sometimes, sheer brute strength is all the advantage
FIGHTER 10/8/6 that is required. A character with this Ability may add
A fighter can handle themselves well in a scrap. A 1 to their Melee characteristic on their profile. Also if
character with this Ability may add 1 to their Melee they are in base contact with a wrecked vehicle then
characteristic on their profile. They may also roll one they may help a Mechanic with the repairs. If any
extra Strike Dice when making an Attack. Strong characters are helping, the Mechanic may add
plus 1 to the repair roll. Only plus one is ever
FULLY ARMOURED 12/10/8 conferred in this way despite how many strong
characters are stood near.
All manner of toughened materials exist in the
wasteland. Fully Armoured characters have a
significantly enhanced chance of survival against SWERVE 15/10/6
otherwise fatal blows. The extra stopping power is This character is able to handle a vehicle well. They
usually offset by the bulk of the armour. The may roll an extra Swerve Dice while driving.
character gains +3 Dodge but loses -1 Aptitude due
to decreased mobility. TANK KILLER 10/8/6
Hitting a tank in the right place is the only way to
LUCKY 20/15/10 cripple it. This character is most practiced in
This character seems to always land on their feet. destroying well armoured vehicles. A character with
Whether it’s dodging bullets or surviving monstrous this ability never needs to test to try to attack a tank,
collisions, this character just seems to be lucky. They they always know where to hit it to best effect. In
may roll an extra Dodge Dice and if they are driving addition, if the character is using a weapon with the
may roll an extra Swerve Dice. Truck Stopper special rule then they may add the
results of the truck stopper roll to the roll on the
MARKSMAN 6/4/2 vehicle Damage Chart.
Being a good shot is advantageous when trying to
shoot a man between the eyes from a hundred TOWERING LEVIATHAN 15/8/5
metres. This character has the knack and so may Giants among the lesser, Towering Leviathans are
add 1 to their Ranged characteristic on their profile. characters of gigantic stature. They are so huge that
each Towering Leviathan takes up 2 Capacity in a
MECHANIC 15/8/5 vehicle instead of one. However, they are able to
shrug off blows that would fell a normal man and
A Mechanic knows how to repair a damaged vehicle
keep charging. As soon as a character with Towering
in the heat of battle. See the entry in the vehicle
Leviathan is activated they may remove Shock
section of the rules.
Tokens equal to their Aptitude. Such large characters
should be represented by large models in game.
MEDIC 15/8/5
Medics in a gang are often the difference between
winning or losing. Medics may attempt to heal injured
characters as detailed in the injuries section of the
rules.
My motto?
RAMMER 15/10/8
This character crashes vehicles with aplomb! They
may roll an extra Ram Dice during a collision. Hmm, Id have to say
SKILLED 20/15/10 “Never whizz
in yer boots!”
A skilled character will perform better than thier
unskilled counterparts. A character with this Ability
may add 1 to their Aptitude characteristic on their
profile.

46
BONEYARD GANG VEHICLES
As with characters, vehicles come in three types too: Bikes, Buggies and Trucks. Bikes are nimble one-man affairs,
providing speed at the cost of protection and bulk. Buggies are the basic two person run-around of the wastes.
Trucks are the largest type of vehicle, providing good transport function. Trucks are also a great starting point to
hang tank armour on! Vehicles start out with wheels, but may be fitted with tracks or legs as upgrades.

VEHICLE UPGRADES
Once a vehicle is bought, upgrades may be applied
at the indicated price. Upgrades cost the same
regardless of the type of vehicle they are going on.
Most upgrades may only be bought once per vehicle,
unless indicated otherwise. Some Upgrades reduce
the speed of the vehicle they are mounted on. If a
vehicle’s Cruise Speed drops to 0 or below it may not
move. If a vehicle's Top End is reduced to 0 or below
then it becomes an Unwieldy Vehicle and may never
travel at Top End no matter what effects or special
rules apply.

ARMOURED CREW SPACE


5 per seat
Most vehicle seats are open to the elements, or only
shielded behind glass. This means the characters
occupying them are in cover, but still vulnerable to
shooting attacks. If the seat they are occupying is
“Clutch knew he was a upgraded to an Armoured Crew Space, however, the
goner. His arms flailing in character may not be targeted by ranged or melee
the air as he teetered back attacks. The only disadvantage to this is that of
off the wagon. Not the course they cannot shoot their own weapons without
first time, he refl ected exposing themselves. So, if a character is in an
glumly. He just didn’t Armoured Crew Space they may be targeted if they
have the knack for these themselves shot or attacked during their last
activation. A character is allowed to close the firing
high speed shenanigans, he
port they attacked out of by using their basic move,
always ended up eating dirt that is spending 1 AP. So a character may shoot and
and picking bits from his then close the firing port, meaning that they cannot
road rash. He had fallen be targeted, but they must declare this to the other
off well over one hundred players and have enough AP to do so. Armoured
times but given up counting Crew Spaces may only be applied to seats, and so
as it made him more the maximum is dictated by the Capacity of the
depressed about the whole vehicle.
situation. Clutch simply
couldn’t grasp hanging on. ARMOUR VARIABLE PRICE
That was the weird thing There are three types of armour available. Each may
though. He was actually be bought once and combined with the other types.
getting good at it! This All armour will affect the Damage Resistance of the
time he executed a vehicle and may affect the Cruise Speed, Top End
and Weight Class too. Noted below is the cost and
spectacular back fl ip,
effects of the Armour. These should be applied to the
landing on his feet, going vehicle they are bought for.
at full run. He knew he
would trip, but Clutch had
COST EFFECT
his tuck and roll honed to
10 Reinforced Armour +1 DR
a fine degree. He sprang to
30 Extra Armour +2 DR, +1 WC, -5 TE
his feet. The best bit of 50 Heavy Duty Armour +4 DR, +2 WC,
the performance, to his -5 CS, -10TE
mind, was that he hadn’t
even spilled his beer!” BLAST SHIELDING 15
Blast Shielding will improve the survivablity of the
vehicle greatly, but also increase its weight. The
vehicle gains one more swerve dice and add 1 to its
Weight Class.

48
EXTRA SEATS 5 per seat PLOUGH 15
More seats may be added to vehicles. These cost 5 A sturdy sheet of metal is always useful when
points each and as many may be bought as the involved in a ram. Vehicles equipped with a Plough
player chooses. Each seat adds one to the Capacity may roll an extra Ram Dice.
of the vehicle.

HARDENED CHASSIS 50
The vehicle’s superstructure is greatly reinforced. RAM BARS 15
The vehicle may totally ignore all the effects from the Reinforcing the chassis and body of a vehicle is
first time it rolls on the Destroyed vehicle Chart. advisable if it’s going to used to smash into stuff.
Effectively, the vehicle has two "lives". Ram Bars increase a vehicle's Ram total by plus 5.

LIGHT WEIGHT BUILD 20 RACE TUNED 15


The vehicle is stripped down to bare minimum to The engine on this machine has been exactingly
increase the speed. The Weight Class is reduced by calibrated for sheer top speed. Add +5 to the Top End
-2 while the Cruise Speed is increased by +10. of the vehicle.

LEGS 5 SAFETY FEATURES 10


Legged vehicles may seem unwieldy and vulnerable Safety features are often fitted to rigs in the
in a fire fight but are often the only way to move wasteland. These can range from the simplest safety
heavy machinery over the broken Wastes. Legged belt right up to air bags and crumple zones. They will
vehicles are slow. Their Cruise Speed is reduced by give a bonus of +5 to the Dodge of any characters
-10 and they may never travel at Top End. However, occupying the Capacity of the vehicle during a crash.
they may move unimpeded over Dangerous Terrain
and the Driver never has to test. They may also walk SUPER CHARGER 25
over obstacles but this must be determined in
The engine on this machine is a beast. It has both
agreement with the other players. Legged vehicles
power and control, a winning combination. Add +10
may also if they choose Lock unmounted characters
to the Cruise Speed of the vehicle.
in Melee. The vehicle itself is not bound by this and
may break away at any time without penalty.
SOUND SYSTEM 10
MOUNTED WEAPON A decent sound system is a must for many gangs. It
increases the range of effect on any audio abilities or
5 per 90 degree arc equipment by +10cm, such as the Bard Ability.
Both Ranged and Melee weapons may be mounted
on a vehicle. A mounted weapon has a fire arc of 90 TANK 30
degrees, which must be declared before the game.
Tanks are well armoured, heavy beasts. Reduce the
Players may purchase this upgrade multiple times to
vehicle’s Cruise Speed by -5. To take down a tank
increase the arc of the weapon. Each purchase
isn't just about hitting it, an attacker must know where
increases it by 90 degrees. Several weapons may
to hit it. Therefore any character who declares a
also be mounted on a single vehicle, but each must
Ranged or Melee attack on it must roll to see if they
be upgraded separately if the player wishes to
choose the right target point. The character must roll
increase its arc of fire. The main advantage of
the dice and add their Aptitude. If this total is greater
mounted weapons is that they may be used by
than 11 then they may proceed with the attack as
characters mounted inside Armoured Crew Spaces
normal. If they fail then the attack is immediately
without exposing themselves to danger. Each
failed, and any Action Points or Limited Ammo
mounted weapon may only be used by one character
committed to the attack are wasted. Tanks are pretty
per turn, although characters may take over an
scary things to face!
unoccupied weapon by moving into the controlling
seat.
TRACKS 5
NITRO 5 each Standard wheels may have the advantage of speed
but rely on an even driving surface. Tracks are better
Nitros can be used to give a vehicle a one time boost
for manoeuvring in hazardous conditions. Reduce the
to its Top End speed. When one is used, roll a D10
vehicle's Top End by -5 and increase the Weight
and add this to the Top End of the vehicle for this
Class by +1. A player may reroll the dice if they fail to
turn. A vehicle may be mounted with as many Nitros
pass a test while driving over Difficult Ground. Only
as the player chooses, and a player may use as
one reroll may be attempted.
many as they like in a single turn. However, the
vehicle must be moved the maximum distance
allowed. That it, it must move its full Cruise Speed, TURBO 15
plus its Top End plus the distance determined by the Any racer worth it's Nuggets will be fitted with a Turbo
Nitro rolls. charger. This will increase the Cruise Speed of the
vehicle by +5.

49
WEAPONS
Obviously, your gang will want weapons to clobber their foes with and shoot up the place. SImply pay the cost
indicated and add the weapon to the character or vehicle. Remember, you will need a weapon mount if you wish to
have the armament on a vehicle. To do this you must buy the Vehicle Upgrade “Mounted Weapon”.

50
SAMPLE GANGS
Presented in this section are the three gangs that come in the box.

THREE GANGS THE SOCIETY AGAINST MISCHIEF


Players should each choose a gang. There are three The final gang are a society of well financed and
to choose from but as they are all 650 point gangs, daring individuals from the great clockwork town of
games with only two players may be played. Bandlerd. A marvel of mechanical engineering,
Bandlerd houses some of the finest minds of the
THE GIGGLES CLAN period. The great Isembard Kickass Brunel designed
many of the landmark structures there himself.
The first gang is a group of deranged souls from the
Being such a mecca for thinkers, most of its
Giggles clan. The Giggles are an extended family
inhabitants adhere to a strict moral code. They try to
who live deep in the wastes. They believe that the
uphold notions of honour, chivalry and good
frailty of the human condition can easily be rectified
sportsmanship.
by heavy use of grafted machinery. Almost all of the
Bandlerd itself has to be constantly defended against
Giggles have undergone major mechanical
the predatory roving bands of anarchists and other
enhancement, from replacing respiratory systems to
miscreants who roam the waste land. The town has
adding augmented heavy lifting gear.
many extensive works of art, great stores of
Clothing is regarded as simply as possible. The
resources and technologically amazing machines and
Giggles realise that the weak flesh must often be
these must be guarded diligently.
covered by a protective layer. With this in mind they
The Society Against Mischief was set up by the
tend to adopt ponchos or tarpaulins fashioned from a
Keeper of the Keys of Bandlerd, Jonas Longstock.
high visibility artificial material. This is usually plastic
He oversees the activities of the Society, who’s
sheeting, as it offers protection while being easily
primary function is to advance out of Bandlerd to
ripped: just the safety feature you need if its going to
thwart any attempts to attack. Worthy members are
get caught up in some heavy machinery.
nominated to work together and are given jurisdicion
The Giggles clan eschew contact with most other
by the Keyholder himself.
people. They will occasionally trade when they have
to but prefer to keep themselves to themselves. The
usual interaction that the Giggle s have with the
outside world is when they choose to expand their
domain. The Giggles see anyone outside their clan It had started as a normal
as merely a resource and think nothing of destroying bar fight, as all the most
a gang just to harvest equipment. interesting episodes in Mad
Obviously, the Giggles unfriendly reputation make
Jimmy's life had. Some drunk
them a target for other gangs in the wastes, and so
violence is a common occurence for the clan.
had accused another moron of
cheating at cards, fists
started flying and Jimmy
THE IRONWALL WASTERS jumped in to have a good
The second gang is very typical of the groups in the
time of it.
wasteland. Ironwall is a medium sized Boneyard that
has a layed back attitude. As long as the local elders
That's when this idiot of a
get their cut of the trade profits, the town runs barman had had the
smoothly. The Wasters are general layabouts, thugs brainlessness to call Jimmy
and hustlers who seek any opportunity for indulgence “Little Fella”. Now Jimmy was
or amusement. The Wasters will usually take any not a large man, he was in
work offered, as long as it’s not too hard. They often fact a midget, but that
work as enforcers for the Ironwall council, running didn't mean he was going to
miscreants out of town or patrolling the borderlands. let anyone tread on him.
Most of the gang have talents which they all use to
An hour later Mad Jimmy was
make ends meet.
Scythetar is an awsome musician and the Wasters
laying atop a pile of
can be found performing in the Ironwall drinking corpses in what was left of
holes at least once every few days. JuJu was the bar bleeding from a
foundling from the wastes, an orphan brought into dozen cuts, stabs and
Ironwall. Her uncanny affinity with the landscape has gunshot wounds, wondering if
made her a skilled tracker. Tahir is mechanic of some any booze had survived the
renown, able to get most broken down rigs up and fight.
running again. The gang also has two decent drivers, As he lay there dying, he
so they do well for themselves as an organisation.
concluded that he couldn't
have hoped to go out in a
better way...

51
THE GIGGLES CLAN
Techno nutters from the deep wastes

As you can see from the profiles the Giggles Clan are a well
balanced group, based around the use of a heavy vehicle.
Grendel is the name of their rig, a very heavy piece of
machinery that can roll straight over most obstacles, be they
walls or unfortunate enemies.
Azozeus is mounted on the back of Grendel, while Cleatus
drives.

There are two bikers in the gang, Asclepius and Gilgamesh,


who fulfil different battlefield roles. Asclepius has a hardy and
robust tracked unit which offers excellent rapid response for
his medical skills. He is easily able to race to his fallen clan
members. Gilgamesh on the other hand drives a suit of
sealed powered armour. Its legs don't give him the total speed
of a conventional bike, but instead he is much more able to
negotiate obstructions. His shotgun gives the clan mobile
firepower. Once in close Gilgamesh can also delivery a hefty
blow.

Gilgamesh is usually supported in combat by Grizelda, who is


a mighty warrior. Being armed with a powered cutting tool,
she is able to take on even armoured rigs. Woe betide the
fool who tries to tackle her manually.

Vulcan likes it hot and is best suited at the medium range. He


tends to hug cover and get close enough to bring his burning
flames to bear.

The gang is rounded off by the inclusion of a bard. Levi may


well have the equipment to produce music, but the Giggles
don't really go in for fancy tunes at all. To most listeners,
Levi’s unique sounds are barely regarded as music at all. His
tunes are an eclectic mix of industrial rhythms and discordant
blaring only the Giggles can rally to. As has been said by the
wise, you find all sorts of weirdos in the wastes.
PAINTINGTHEGIGGLES
Having the attitude that flesh is
weak and metal is hard, the
Giggles can be painted in mainly
metallic colours.

Their bright industrial coveralls


are adopted as a way to
minimise accidents as well as
protect the skin. The amount of
hardware the Giggles routinely
use is hazardous. The colours
clash with the metal work and
really make the models stand out
on the table top.
THE IRONWALL WASTERS
An energetic bunch of half civilised desparados

Scythetar’s impressive musical prowess combined with his


awesome battle skills has earned him a fearsome reputation. His
presence on the battlefield is usually the underpin that holds the
gang together.

Under his leadership the Ironwall Wasters are a surprisingly well


organised band. All the battlefield roles are represented. The only
thing the gang lacks is transport space and hard hitting vehicles.
The Wasters prefer hit and run tactics, focussing on multiple
buggies instead of a single lumbering truck.

The Stinger is crewed by Orrik and Dunstor. Orrik is a driver who


knows how to keep his rig in one piece and put it where the roof
mounted engine cannon will be most effective. The gunner,
Dunstor, is an expert marksmen and his many years’ experience
with the gang has seen him adopt the gratuitous use of
suppressive fire as his primary tactic.

The Ram Stoat is a vehicle built and driven for the sole purpose of
crashing into the enemy. Its driver, Karleon, is regarded by his
friends as slightly crazy and by his victims as a dangerous nut job
who is best avoided.
The gang is also supported by specialists in their field, Juju and
Spanny. They keep both the vehicles and crew alive and
functioning. Spanny is supported by Tahir, a strange man of
mighty skills and bad personal hygiene.

Gunthar Ironstrike is one of the dispossessed nobles of the


Ironstrike clan. They work now as hired hands. Each possesses
an indominable suit of iron armour and all are brought up in strictly
trained pugilist traditions. The Ironstrikes are formidable close
combat opponents and should not be underestimated.
THE SOCIETY AGAINST <MISCHIEF
Well bred society ladies and gentlemen who aim to uphold the peace
Although a small gang, the Society Against Mischief
packs a powerful punch. Their leader, Thaddeus
Borlase-Arlington, is both highly skilled and
possessed of unparalleled personal motivation . HIs
skill and determination are renowned in Bandlerd and
he has an uncanny ability to survive situations that
would render a less worthy man incapable. Being the
hero of many daring escapades, he answers directly
to Longstock himself. The two men were once rivals,
but hard years and shared goals have forged a great
friendship.

His skilled team are evenly matched, with their well


disciplined interactions and noble hearts. Eager to
bring peace to their region and to protect Bandlerd,
the Society will do its utmost to thwart the nefarious
attempts of the local gangs to plunder their great
town.

The team’s primary transport is a great armoured


engine loaned from the large manifold of hardy
fighting machines maintained by Bandlerd itself. The
Brass Coffin earned its nickname as a ironic reminder
that even the most heavily defended armoured
vehicle can still be no match for the ingenuity of the
enemy. Its name reminds all those on board that
death comes swiftly in the wastes and its driver, Mr
Burton, knows this full well. His timely manoeuvers
have saved the Society on numerous occasions.

Operating out of the armoured behemoth the Society


pick their targets for maximum effect. Skilled
practitioner of this tactic, Fidelia StJohn-Smythe is a
crack shot. She is easily able to pick off a dreaded
unmentionable from afar. Her trusty rifle was
calibrated by experts and is maintained to the highest
degree.

The team is supported by Matilda Greystoke, an


expert medical practitioner. Although not the best
fighter she more than makes up for this with her
grace, wit and dexterity. She is adept at escapology
and a whiz with all manner of dainty mechanisms.

Although most of the group operate out of the Brass


Coffin, Archibald Trumpton prefers to rely on his own
motivational power. He rides a custom fitted track
unit, named Buzzby, with which he can easily speed
to where he is needed. As a master engineer, he is
more than capable of getting the team’s vehicles
going again when they run into trouble.
PAINTING THE SOCIETY
The society against mischief prefer to dress in
fine clothing, manufactured to the highest
quality. The colours they chose tend to reflect
a taste for the extravagant. They like purples,
rich greens and reds on the whole.

As you can see from Thaddeus


BorlaseArlington, rich colours suggest a
wealthy lifestyle appropriate to a high born
Bandlerdian.

However, this is not to say that on field


excursions they wont wear more practical
colours. Archibald Trumpton is painted wearing
his drab overalls. Likewise, Matilda Greystoke
prefers sombre browns as befits her nature.

The vehicles have been painted in dark green


to match the other victoriana vehicles in the
Ramshackle Games range.
REFERENCE SECTION
Having covered all the rules needed to play a game of Nuclear Renaissance, its time to bring out the reference
section. The last part of this book therefore is a handy set of reference pages. Its probably best to have photo
copies or prints of these handy during game so your book does not get so scuffed up.

58
MODIFIERS
GLOBAL
Per Shock Token -1
Abilities Variable

SHOOTING
SHOOTER
Aiming +1
On Vehicle at
Top End +2
TARGET
In Cover +4
In Vehicle +4
On Vehicle +2
On Vehicle at
Top End +2

COMBAT
Per Supporting Character +1

RAMMING
Driver can’t Drive -5

59
WEAPONS

60
WEAPON SPECIAL RULES
BALLISTIC SHIELD missiles then simply pay the per unit ammo cost. In the
case of Hunting Lances, multiple may be carried, or it is
A ballistic shield gives the same bonus in combat as a assumed that the weapon will not be used up the first
normal shield. However, it is designed to resist penetration time. Once the weapon is out of ammo then it may not be
from high velocity projectile weapons. THerefore a Ballistic used for the rest of the game unless more ammo is
Shield also grants the wielder a +3 Cover Bonus. This supplied to the shooter.
Cover bonus is cumulative with any other cover that the To help keep track of this we recommend players use
character can claim. counters. Place a counter on the weapon profile for each
DOUBLE HANDED shot. Discard a counter for each shot. When
none remain you are out of ammo. Alternatively use a
Double handed weapons require two hands to wield. dice.
Models mounted on a bike may still drive while using a In campaign games, limited ammo weapons are
double handed weapon. resupplied after each battle.
EXPLOSIVE AMMO
Weapons that are noted as being explosive have the
following special rules.
PISTOLS
Pistols may be used in close combat. No other ranged
Players must nominate a point on the board as their weapon may be used in close combat as they are too
target. Place the blast marker centred on this point. cumbersome. Exceptions to this rule will be specifically
This marker is a disc with a radius of 6cm. This is the stated in each weapons’ profile.
same as a normal CD or DVD so players can use these
as a standard sized template. Note which models are
under the template. This can sometimes be open to
POLEARMS
Models with Polearms may attack even if they are not in
interpretation, but models are usually considered targets if base-to-base contact with an enemy. They may attack
all of their base is totally under the template. any model that is in base to base contact with a model
The Shooter rolls their shooting dice as normal and they are
determines the total score. supporting. It is possible for a character with a pole arm to
Each of the target characters must make their Dodge rolls attack their target and then support the friendly character
and work out their totals as normal. Each target's total is that is in base-to-base contact. If the character attacks
then compared to the shooter's total and the results with the polearm in this way and loses they cannot be
looked up separately on the Hit Table. This may mean that injured. If they lose the combat by more than 5 and would
the shooter ends up being awarded multiple Shock otherwise be injured, instead they take full Shock Tokens.
Tokens if they roll particularly badly! However, this rule does not apply if they are in base
FIRE WEAPONS contact with the enemy they are fighting.
Fire or flame weapons can spray an area with incendiary
liquid. To represent this, characters may combine the
SHIELDS
Shields cost no action points to use and add their Combat
shots allowed into a single more devastating attack or Bonus to the Base Combat statistic. However, a model
spread them to attack multiple targets. Before resolving may not attack with only a shield. If they have a shield
each burst of fire, the player declares how many Action and no other weapon they must make an unarmed attack,
Points they will spend. The Effectiveness of the weapon is but still get the bonus from the shield.
then multiplied by the Action Points spent to work out the
Effectiveness for the attack being resolved. The player
may roll one shot dice for each AP spent. For example,
TIN OPENER
A weapon with the Tin Opener special rule may be used
the Fire Thrower has an Effectiveness of 1. If a character in two ways. Firstly it may be used as a normal Combat
elected to use 2AP then the Effectiveness of the the shot Weapon.
would be 2x1 or 2 and would roll 2 dice. In addition to Secondly, a Tin Opener may be used to expose models
this, if 3 or more action points are spent at once the inside an Armoured Crew Space. A special Combat attack
weapon gains the Truck Stopper special rule. should be made on the target vehicle. Resolve the attack
HUNTING LANCE as a normal Combat attack against a vehicle. However
they do not use the Combat Hit Table as usual. Instead if
Hunting Lances are not used in the same way as other the attacker wins by 5 or more then one Armoured Crew
Combat weapons. Instead of granting the character a Space is chosen by the attacker and destroyed. Obviously
Combat Bonus, they are used during a Ram. If a vehicle this will mean that the character inside will then become
is involved in a Ram then any characters on board who is exposed.
armed with a Hunting Lance may elect to use one lance.
For each Hunting Lance used add +5 to the Base Ram of
the wielder's vehicle. Hunting Lances also have the
TRUCK STOPPER
This is the same rule as for shooting. If the weapon has
Limited Ammo special rule, as detailed in the Shooting the Truck Stopper special rule then the player adds D10 to
section. the Combat Bonus of the weapon when attacking a
LAUNCHER vehicle. Calculate the truck stopper bonus each time the
weapon is used. Truck Stopper rolls do not score criticals
Some weapons launch a special projectile. The Grenade or fumbles, so a 10 is a 10 and a 1 is a 1.
Launcher and the Missile Launcher are weapons of this
type, and can be used to fire separate ammo. When
purchased the actual weapon comes supplied with a
UNARMED COMBAT
Characters may attack unarmed, but will be at a
single shot of the relevant type. Further ammo may be disadvantage. That is unless they have trained! Each
bought and is payed for separately. Grenade Launchers attack gets no bonus to Base Combat when facing a
may only fire Grenades, while Missile Launchers may fire character or vehicle. Characters may always choose to
either Grenades or Demo Charges. Launchers have the attack with one or more unarmed attacks no matter what
Limited Ammo special rule. weapons they are carrying. Even if you are carrying a
LIMITED AMMO sword and a chainsaw you can always put the boot in!
Unusual ammunition is difficult to find in the wastes. To
represent this, some weapons may have the Limited
VEHICLE ONLY
These weapons are large and bulky. As such they may
Ammo rule. All limited ammo weapons come with one only be mounted on vehicles, and may not be carried on
round. Characters may carry as many rounds as they like, foot.
so more ammo can be bought. In the case of grenades or

61
Snidey McMucky, Purveyor
of Rare Snake Oils,
Exotic Unguents and Large
Calibre Hand Weapons

Several miles out of


Lost, atop a jagged rocky
promontory visible from
all directions, is to be
found the trading post of
Snidey McMucky. Snidey
will buy and sell most
anything, and so gangs
from miles all around
frequent his fortified
shop. It is said that if
Snidey don’t have it, it
ain’t worth having, but if
you really, really want
it anyway, there’ll be one
in stock next time you
pop in. And there
normally is. Snidey’s is
one of only two
establishments in the
region that hasn’t been
raided, looted or
generally razed to the
ground, the other being
Mistress Toffer’s Palace
of Tassles. There exists
an unofficial ceasefire
between gangs frequenting
the post, most realising
that it’s a good idea to
hold off the mayhem until
clear of Snidey’s, just in
case they need pop back
for more ammo to finish
what they’ve started.

62
"You've never had
rad-r
rat keb
bab
b?
You haven't lived,
mate.
."
CHARACTERS
Standard Boneyard gangs start out with 650 points
to spend.

Characters are bought for the points cost shown.


When buying Abilities, pay the first cost for Goons,
the second for Soldiers and the third for Heroes.

Specialists count as Soldiers when buying Abilities.


Specialists may choose either the Bard, Medic or
Mechanic Ability for free.

Drivers count as Goons and come with the Driver


Ability for free.

Vehicles are bought for the point cost shown and


may be given any combination of upgrades.

Each Ability or Upgrade may only be taken once


per character or vehicle unless otherwise stated.

64
VEHICLES Born to be wild

Get your motor runnin'


Head out on the hellway
Lookin' for some Nuggets
And whatever comes our way

Yeah swiving conna make it happen


Hit your head with a swiving mace
Fire all of your guns at once
And explode into space
I like smoke and lightning
Heavy metal thunder
Racin' with the wind
And the feelin' that I'm under

Yeah swiving conna make it happen


Hit your head with a swiving mace
Fire all of your guns at once
And explode into space
Like a true nuclear child
We were born, born to be wild
We can drive so fast
Im a never come last

65
VEHICLE PROFILES
CHARACTER PROFILES
INDEX
A KNIFE IN THE BACK! 34 EFFECTIVENESS 23,31
ABILITIES 45 EMBARKING AND DISEMBARKING 22
ACTIONS 14 END PHASE 13
ACTION PHASE 13 ENGAGED 31
ACTION POINTS 10 EQUIPMENT AND ABILITIES 10
ACTION POINT COST (APC) 23 EXCHANGING WEAPONS 14
ACTIONS NOT LISTED 15 EXPLOSIVE AMMO 29
ACTIONS TABLE 15,58
AIMING 23 FALLING 21
APTITUDE STATISTIC 10 FIRE WEAPONS 29
APTITUDE TESTS 14 FIRING 23
ATTACKING TERRAIN 39 FIRING A WEAPON 23
FOLLOWING UP 34
BALLISTIC SHIELD 34 FRIENDLY FIRE 27
BASE SIZES 8 FULL SHOCK TOKENS 16
BASE STATISTICS 10
BEFORE YOU CAN PLAY 8 GAME SEQUENCE 13
BIKE 11 GIGGLES CLAN 52
BONEYARD GANG VEHICLES 48 GOON 10
BLANK VEHICLE PROFILES 66
BLANK CHARACTER PROFILES 67 HAND TO HAND COMBAT 31
BREAKING FROM COMBAT 32 HAZARDOUS TERRAIN 21
BUGGY 11 HEALING INJURIES 40
BUYING YOUR BONEYARD GANG 44 HIT TABLES 59
HERO 10
CAPACITY STATISTIC 11 HOW MANY SHOTS? 23
CHARACTERS 45 HUNTING LANCE 34
CHARACTERS AND ABILITIES 64
CHARACTER COST 10 IMPASSABLE TERRAIN 21
CHARACTER PROFILES 10 INJURED CHARACTERS 40
CHARACTER TARGET 28 INJURIES AND DAMAGED VEHICLES 40
CHARGING 19 IRONWALL WASTERS 54
CHARGING THROUGH HAZARDOUS TERRAIN 21
COLLISIONS AND RAMS 38 JUMPING 21
COMBAT 31
COMBAT STATISTIC 10 LAUNCHER 29
COMBAT HIT TABLES 32 LEAVING THE TABLE 21
COMBAT WEAPON PROFILES 31 LIMITED AMMO 29
COMBAT WEAPONS SPECIAL RULES 34 LINE OF SIGHT 23
CONTENTS 2 LIST OF ACTIONS 14
COVER 27 LOCKED COMABTANTS 32
COVERING FIRE 27 LOCKED IN COMBAT 31
CRITICALS AND FUMBLES 17 LOOTING WEAPONS 14
CRUISE SPEED 19
CRUISE SPEED STATISTIC 11 MAKING ATTACKS 32
MAKING YOUR GANG 44
DAMAGED VEHICLES 40 MEASURING DISTANCES 14
DAMAGE RESISTANCE STATISTIC 11 MODEL SCALE 8
DEAD DRIVER! 22 MODIFIERS, SHOOTING 28
DECLARING AN ATTACK 31 MOVING 19
DESTROYED VEHICLE CHART 40,62 MOVING THROUGH HAZARDOUS TERRAIN 21
DODGE DICE 10 MULTIPLE WEAPONS 32
DODGE STATISTIC 10
DODGE TESTS 14 NAME 11
DOMINANCE PHASE 13
DOUBLE HANDED 34 OPPOSED ROLLS 17
DICE 8
DRIVING 19 PERFORMING ACTIONS 14
DRIVING ABILITY 22 PICKING A FORCE 10,44
DRIVERS 22 PLAYING NUCLEAR RENAISSANCE 42
DRIVERS AND PASSENGERS 22 PLAYING THE GAME 8
DRIVING THROUGH HAZARDOUS TERRAIN 21 POINTS COST 23,31

68
POINTS TO SPEND 650 44 SPRINTINGTHROUGH HAZARDOUS TERRAIN 21
POLEARMS 34 STOPPING AND BREAKING 21
PISTOLS 29, 34 STRIKE DICE 32
SUPPORTING IN COMBAT 32
RAM STATISTIC 11 SWERVE DICE STATISTIC 11
RAM DICE STATISTIC 11 SWERVE STATISTIC 11
RAMMING LIGHTER VEHICLES 39
RAMMING OTHER VEHICLES 38 TERRAIN DAMAGE CHART 39,62
RAMMING OR ATTACKING TERRAIN 39 THE SHOOTER 28
RANGE 23 TIN OPENER 34
RANGED HIT TABLE 28,38 TOP END SPEED 19
RANGED SPECIAL RULES 29 TOP END STATISTIC 11
RANGED STATISTIC 10 TOWING 22
RANGED WEAPON PROFILES 23 TRUCK 11
REFERENCE SECTION 58 TRUCK STOPPER 29,34
REPAIRING VEHICLES 40 TURNING 19
RESOLVING A SHOT 28 TURNING AT CRUISE SPEED 19
RESOLVING COMBAT 32 TURNING AT TOP END 19
RULES DISPUTES 42
RUNNING OVER CHARACTERS 38 UNARMED COMBAT 34
UPGRADES AND EQUIPMENT 11
SAMPLE GANGS 51
SETTING UP THE BOARD 42 VEHICLE COST 11
SHIELDS 34 VEHICLE CREWS 22
SHOCK 16 VEHICLE ONLY 29
SHOCK TOKENS 16 VEHICLE PROFILES 11
SHOOTER 28 VEHICLE TARGET 28
SHOOTING 23 VEHICLE TARGET WITH NO DRIVER 28
SHOOTING INTO COMBAT 27 VEHICLE UPGRADES 48,65
SHOOTING MULTIPLE WEAPONS 27
SHOOTING SPECIAL RULES 23 WALKING 19
SHOTS 23 WALKING 21
SKIPPING 13 WEAPONS 58,60
SOCIETY AGAINST MISCHIEF 56 WEAPON SPECIAL RULES 31,61
SOLDIER 10 WEIGHT CLASS STATISTIC 11
SPIN OUT 40 WINNING THE GAME 8
SPORTSMANSHIP 42 WORKING OUT RAMS 38
SPRINTING 19

69

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