Blaster-Vol-7
Blaster-Vol-7
Jordan and I have put a lot of effort into refining the rules for Arsenal since we first
mentioned it at Adepticon. After making significant revisions and conducting numer-
ous playtests, we have finalized the rules. I’m really proud of what Jordan has created,
especially considering that this is his first venture into designing a miniatures game.
VOL. 07
One of the key mechanics in the game is the Ingress Phase, where fallen infantry can
be replaced by drop infantry, leading to a shift in the battle dynamics before the next
phase begins. I’m eager to hear your thoughts on it.
Jordan is the talent behind SkullForge Studios on Patreon. If you’re a fan of hard CREDITS
sci-fi, I highly recommend subscribing. He has established himself as one of the top Game Design by, Jordan Cuffi e &
Gregory Horton
sci-fi miniature creators for 3D printing, and he has also been teasing his own miniatures
Story, Illustration, Photography,
game rules and miniatures, which I believe surpass their inspiration.
Painting, Cover by, Jordan Cuffi e
We also want to express our gratitude to the playtesters on our Discord, as their Graphic Design and Layout,
feedback was invaluable in rapidly iterating on the rules. If you’re interested in joining Gregory Horton, & Will Rahman
Maps, Gregory Horton
us for playtesting, there are plenty of opportunities on our Discord. Alternatively, you
Playtesters, David Hoobyar, Ethan
can inquire about participating via email at [email protected].
Leggett, & Joshua Yeager
Electi is finally clearing a 2-year production backlog and has many new releases Scenarios by, Alex C. Van Allen
planned for this Fall, with some exciting projects on the horizon. There are two projects Table Mats, skirmish-mats.com
in particular that I want to encourage you to check out.
Bloody Hollow is a colonial horror co-op miniatures game set in Sleepy Hollow, MEDIA CONTACT
written by Blaster Vol. 05 Author, Alex C. Van Allen. The game creatively blends myth, [email protected]
sorcery, and horror elements in a story-driven cooperative experience where you
confront evil. You can download the free adventure for 28mm miniatures by following
us on BackerKit.
I also want to extend an invitation for you to join us for playtesting Seraphim and
Sanctuary. We’ve received great feedback and have addressed it accordingly. We’re
extending playtesting for at least one more round, so please follow the project on
BackerKit and get a free set of rules!
ELECTI-STUDIO.COM
Share your feedback, battle-reports,
Gregory Horton miniatures, and photography.
Editor-in-Chief, Blaster
04
Arsenal is a dynamic sci-fi skirmish
game, where drop infantry are deployed
colonies.
CHAPTER 1
CORE RULES
WHAT YOU NEED TO PLAY
SUGGESTED MODELS &
A copy of these rules, Blaster Vol 7: Arsenal
»
SCALE
» At least a 3 foot x 3 foot table space We offer an official range of miniatures by Skull-
» A dense amount of terrain, enough to Forge Studios, which are available both digitally and
cover about one-third of the table space. physically, on our website. However, the universe is
» A set of dice (8d6 and 1d10) for each player vast, and desperate corporate leaders will hire just
» Fire team roster sheet for each player about anyone as a mercenary operator, so feel free
to use whatever miniatures you like.
» A set of miniatures (one mech, one pilot,
and at least five infantry) for each player » 1 MCV (Mechanized Cavalry Vehicle):
100mm tall on 75mm (3”) round bases.
» A set of Arsenal tokens–available on the
website for download or in the back of the » 1 MCV Pilot: 35mm tall on
06
SUGGESTED TERRAIN Line of Sight (LoS)
Most corporate-sponsored contractors fight to control For many actions, your model will need Line of Sight
locations harvesting or storing panocyte: a liquid fuel of (LoS) to a target in order to attempt specific actions. To
great value to mega-corporations. While these areas are confirm if you have a LoS, drop down to the miniature’s
usually industrial, there are also plenty of remote facil- “eye level” and check to see if it can “see” the target. Any
ities across the inhabited worlds of Arsenal. You may solid part of the target model’s body must be visible if
make use of whatever mats and terrain you like. Most the model targets another model. If one model has LoS
modern or near-future sci/fi terrain will work. Some to another, they both have LoS to each other.
examples include: In Arsenal, models are not required to face each
» Silos other for LoS because of ingrained tactical aware-
» Oil rigs and gangways ness and targeting tech support from their MCV and
» Science and research facilities drop-ship commanders. Small bits like antennae wire
and the barrel of an infantry rifle do not confirm LoS.
» Downed spacecraft/aircraft
If a model confirms LoS to its target, both models have
» Tarped or destroyed mechs, tanks, or trucks
LoS with each other. Models have LoS with each other
» Crates, barrels, scatter bits regardless of facing.
07
Keywords
A model may have a list of keywords under its name, but there may also be keywords
attached to its weapons, equipment, or pilot. A model inherits the keywords of anything
listed in its profile. For example, if an MCV has a weapon with the Explosive keyword, then
the MCV is also considered to have the keyword Explosive. See page 20.
Defense Threat
The target number (X+) when making a defense roll. Cost for a model to carry the weapon.
Keywords/Abilities
Additional keywords and rules for the weapon.
08
In the middle of the second millennium, humani-
ty’s dependence on fossil fuels and electricity for
PL AYING A
trade and transportation led to paralyzing politics,
conflict, and war. Exploration into quantum
computing and artificial intelligence burdened
ARSENAL
Long-established trade and political mechanisms
for deterring war became surprisingly effective,
Each player brings their fireteam (usually ten infantry, one pilot, reducing wars to conflicts and eventually conflicts
and one MCV), sets up the table, and rolls off for initiative with into skirmishes. After the extensive corporate
1d10. The winner of the initiative picks a mission, following its consolidation of separate machine-learning AIs
rules for deployment and its fireteam requirements. merged into Mega-Corporate Intelligences (MCI),
sects and fragmentations within governments
09
1—INITIATIVE Models may move freely over terrain 1” in height or under.
MCV models may “squeeze” through terrain pieces that
PHASE
are at least 1” wide. For example, this Machete wants to move
through the alley of two small buildings to the other side.
At the start of each round, players roll their Tactics die (d10) to Since the gap between buildings is at least 1” and the build-
determine initiative. The player with the higher roll wins the ings are only 4” on a side, it may take two move actions at
initiative. In case of a tie, simply re-roll. The player who won Speed 7 to end the movement safely on the other side.
the initiative may pass it to the other player. Models may fall, or intentionally drop down from an
edge. Measure the fallen distance and roll a Tactics test equal
to the number of inches. If the model intentionally dropped
2—ACTION
it may add its Tactics to the roll. If the model unintentionally
falls down it does not add its Tactics to the roll. If it fails the
test the model Downed.
PHASE
Starting with the player that has initiative, players take
turns activating models, alternating chess-style. Each
model may take two actions from the Actions table.
Pilots add actions to their MCV’s activation based
on their experience:
» Green + 0 Actions
» Experienced +1 Actions
» Veteran + 2 Actions
A model can never choose an action more than twice
during its activation.
After the model has used all their actions, the controlling
player places an Activated token next to the model.
A player may pass their turn. After a player has passed
their turn, they may no longer activate a model in this Phase.
After both players have activated all their models or
passed, move on to the Upkeep Phase.
MOVEMENT ACTIONS
Move Action
The model moves up to its Speed stat in inches, which can
be split into smaller increments to maneuver around obsta-
cles. It may move through friendly models but cannot end its
movement on any other model’s base.
10
ACTIONS
Name Action Category Action
Ranged Attack Attack Actions The model may perform a ranged attack.
Melee Attack Attack Actions The model may perform a melee attack.
Change Weapon Special Actions Change the active primary weapon of your MCV.
Skill or
Special Actions The model may use a Skill or Ability.
Ability
11
Jump Action ATTACK ACTIONS
The model can jump over a horizontal gap if its base can
be fully placed on the other side of the gap. However, it Ranged Attack Action
cannot jump gap distances greater than its Speed stat -2. For (See Combat Page 17)
example, a model with Speed 5 can jump 3” gaps. 1. Attacker declares target.
2. Attacker confirms range.
Climb Action 3. Both players confirm LoS and Cover.
The model scrambles up a wall or edge that is up to its
4. Attacker gathers and rolls Attack Dice.
model’s height. 1.5” for infantry or 5” for MCV. The model
5. Defender rolls Defense Dice for each hit.
must be able to end its movement on a flat surface that can
6. Resolve Combat Damage.
hold its base. If there is a ladder or other object that may aid
climbing, the model may climb it by moving up to half their
speed. If the upper ledge is beyond their climbing range they Throw Action
may climb with a second action. If it is still not in reach, make This model may throw a weapon or object with the Throw
note of where on the ladder the model stopped. keyword. The activated model places a Target Token on a flat
surface within Line of Sight (LoS) and Range (RNG), following
the rules for Bounce.
Get Up Action
A model that is Knocked Down can remove one Knocked When throwing a weapon roll 4 attack dice following
Down token. If this results in no Knocked Down tokens on rules for a ranged attack with its AoE, Damage, and any of its
12
Melee Attack Action
(See Combat Page 17) The Discovery of Panocyte
The model selects a weapon and declares a target. It then It was widely assumed that MCIs worked in
moves up to its Speed toward the target and makes an attack cooperation with each other to further the goals
with any weapons it has that have the Melee keyword. The of humanity. Unknown to their constituents,
target model’s base edge must be within RNG of the Melee discovering a new power source would completely
weapon at the end of the movement. upend that peace and tear humanity apart. Early
warning signs of conflict between the corpora-
All models carry a Basic Melee Weapon (Range: 1, Target
tions were evident as panocyte extraction and
Number 3, and Damage 1). If the attacking model has a
refinement hit peak efficiency. Corporate memos
specified melee weapon, use that melee weapon’s stat line
sowed division and descent between workforces.
instead.
Artificial workforce production quickly expanded.
The attacking model and the defending model are now
MCI policies became more and more draco-
Engaged. Engaged models can only attack another model it
nian and even outright anti-human. After the
is engaged with.
combined cornerstone advancements of MCI fold
1. Attacker declares target for Melee. Engaged models
space travel and non-liminal energy transfer, MCIs
are only able to declare Melee attacks against a
perceived war as the most profitable mechanism
model they are engaged with. They cannot make
for progress and turned on humanity.
range attacks or call ordinance.
2. Attacker moves up to speed in inches, unless
already Engaged.
3. Attacker gathers and rolls Attack Dice.
4. Defender rolls Defense Dice for each hit.
5. Resolve Combat Damage.
SPECIAL ACTIONS
Interact
The model may interact with elements in the
game. These interactions can take many forms,
such as hacking a console, securing a VIP, or
operating a radio tower. The model uses an action
interacting with the element, following its special
rules. The Interact action will require a Tactics
test of appropriate difficulty.
Skill or Ability
The model may use
a Skill or Ability
listed on its
stat card.
13
Pick Up Infantry (MCV)
A mech can only pick up enemy infantry models that have
3—UPKEEP
PHASE
already been activated. Friendly infantry models can be
picked up regardless of their activation status. To pick up an
enemy model, the MCV must succeed on a Tactics test against After both players have activated all their models or passed,
the infantry’s Speed as the target number. Place the infan- complete the following steps:
try on the mech’s base if there is room, or next to its base to
» Both players resolve any Upkeep Phase abilities or
indicate it’s being held. It may attempt to Crush or Throw the
conditions simultaneously. These abilities do not
model.
include player interaction.
Crush Infantry Action » Players remove all models marked Downed and
The MCV must succeed in another Tactics test against count them as KIA.
the model’s Speed as the target number to crush an enemy
model. A crushed model is considered KIA. If the mech fails
4— INGRESS
the Tactics test, the defending player immediately places the
infantry model within 1” of the MCV’s base.
PHASE
Throw Infantry Action
The MCV may throw a model it’s holding up to 10” to a
point in the MCV’s LoS. The infantry model receives a Knocked Starting with the player that has initiative, players take turns
Down token. If the model is thrown into another infantry deploying models from their reserve, alternating chess-style
model, they both receive Knocked Down tokens. following these rules:
Infantry Deployment
» No more than five friendly infantry models may be
Synther War
in play at any given time. (Downed models and the
Historical records during the decades-long war are
pilot do not count towards the cap of 5 infantry).
unverifiable, untrustworthy, and cobbled together
» Infantry must be deployed within 6” of a friendly
by its survivors. We do know that humanity finally
model and out of LoS of enemy models.
overtook MCI data centers, destroyed non-lim-
» You may always deploy models in your deployment
inal transfer hubs, and any possibility for future
zone.
establishment of new fold space routes. Human-
ity re-established itself. We created new corpora- » The base of the model must be able to stand in the
tions and lanes for commerce. They re-established location where it is placed.
human dominance across the known worlds
but at great cost. Pre-MCI corporations formed MCV Deployment
governments, innovated human-centric robot- » The MCV’s base must be deployed within 8” of a
ics, and funded a slower, more consistent form of specialist infantry.
FTL space travel dependent on panocyte. The first » The MCV’s base must be able to stand in the location
Human Laws ratified by our species as a whole where it is placed.
were created. Artificial intelligence was deeply » If there are any infantry where you would place
restricted, and creating or researching any form of the MCV, they are considered KIA and immediately
human-like sentience was punishable by death. removed from the board.
» After an MCV is deployed, infantry models within 2”
(including friendly infantry) take a Tactics 9 test. If
they fail the test, they gain a Knocked Down token.
14
15
CHAPTER 2
COMBAT
16
COMBAT PROCEDURE
17
Area of Effect (AoE) Downed
When attacking with a weapon that has an Area of Effect When a model takes damage that exceeds its armor, it
(AoE), you may either target a unit directly or place a Target becomes Downed. Mark it with a Downed token.
Marker token with its center within the RNG of the weapon. A Downed model can be moved through, picked up, and
Targeting a Model: does not affect LoS. Downed models cannot be targeted by
Roll one set of attack dice and note the number of hits. After ranged or melee attacks. If, for any reason, the model must
resolving damage on the target model, make note of the make a defense roll, it is immediately KIA and removed from
weapon’s AoE stat. Using this value, measure the radius of the board.
the AoE from the center of the target model’s base. Models
within this AoE effect make a defense roll against the same
number of hits with +2 Defense Dice.
A New World
Placing a Target Token:
Energy dependence remains squarely on panocyte
Place the Tawrget Token anywhere within RNG. Make note of
despite how dangerous it is to mine and refine.
the weapon’s AoE stat. Using this value, measure the radius
Now, with a lack of synthetic workers and unsafe
of the AoE from the center of the Target Marker Token. Roll 4
working conditions, some colonies have begun to
attack dice and note the number of hits. Any models within
push for its ban as the next Human Law. Despite
RNG of the Target Token must make a defense roll against the
the vast distance between panocyte production,
same number of hits with +1 Defense dice.
energy corporations headquartered on Earth still
manage to lead in its extraction and refinement.
Energy brokers trade and manage Pancoyte barrel
transportation between worlds. Private security
fleets, often co-paid and co-managed, protect
freight from pirates and sometimes even inter-cor-
poration theft. Unfortunately, inter-world freight is
now so slow that energy investments take decades
to mature, making them incredibly vulnerable to
seizure.
18
KIA (Killed in Action) Defense stat. If it meets or exceeds the Defense stat of the
Models that are KIA are immediately removed from play. model, the hit is ignored.
Cover
Terrain that obscures 50% or more of the target provides Damage
Cover. When LoS to a target crosses a piece of terrain during Damage is listed in a weapon’s stat line. Any unblocked hit
an attack, that target gains Cover. The objects that obscure from that weapon deals that weapon’s damage to the model.
LoS to the model can provide bonus dice added to their
defense roll.
Armor
» Heavy Cover +2 defensive dice (concrete traffic
Hits that are not absorbed by Defense deal damage to the
barriers, crumbled buildings, large tree trunks)
defending model’s armor. Track damage to the armor with a
» Light Cover +1 defensive dice (brush or shrub, chain- die or mark it on a card. If the damage exceeds the model’s
linked fence) armor stat, the model is considered down.
6 Ejection Malfunction Place the pilot 12" away from the MCV
5 Ejection Malfunction Place the pilot 12" away from the MCV
19
KEYWORDS & These are identifiers for a model like MCV and Infantry. Some
weapons have keywords for their particular ammunition
type, such as Hard Case, Energy, or Explosive.
ABILITIES
Anti: Keyword Charge
Add two attack dice if the target’s profile has any of the The model moves directly towards a target within 11”. It
listed keywords; i.e., a weapon with Anti: Infantry would cannot divide its movement to get around obstacles. It
add two attack dice when attacking a target with the “Infan- cannot jump to reach its target. The Model can perform a free
try” keyword. A weapon with Anti: MCV and Anti: Explosive melee attack if it is base-to-base with the target. If a model is
would add 2 dice if the target were an MCV with the Explo- already in base-to-base, it cannot charge.
sive keyword.
Coordinated
Bounce (X) You may fire this weapon at a target model within a friendly
Place a marker indicating the target and roll a d10 and a d6 model’s LoS using your weapon’s RNG and abilities.
near it. The marker moves in whatever direction the d10 is
pointing in inches equal to the result of the d6. Measure from Devastating Effect
the edge of the marker. Repeat (X) number of times. Attacks with this weapon are so devastating that nearby
If the result of either dice is a 1, the marker does not structures can be affected by a hit as well. When an attack
move and all bouncing stops. with this weapon misses a model inside or behind Heavy
If the grenade hits a wall or object that obstructs its Cover, the terrain receives a Damaged Terrain token. Another
bounce, it explodes at the point of obstruction. hit from a Devastating Effect causes the terrain to be marked
with a Destroyed Terrain token following the rules for
Destroyed Terrain.
Burn/ Burn (X)
When a model cannot block one or more hits from a
weapon with the keyword Burn, the model receives X
Burn tokens. During the upkeep phase, a model
with a Burn token takes 1 damage per Burn
token and then removes one Burn token.
20
Damaged Terrain Disengaged
The terrain’s structure has been compromised. Another hit
To disengage from any number of enemy models, an Engaged
and with a Devestating Effect weapon and it will be destroyed.
model must pass a Tactics 9+ test. The disengaged model
may move up to its Speed stat away from the previously
Destroyed Terrain engaged model(s) and may not end its movement within 1”
After a building with models inside is destroyed, each model
of an enemy model.
within the building immediately makes Tactics 10+ test to
escape during its collapse. Models that pass the test are
Limited Range
placed within 3” of their current location and base-to-base to
This weapon cannot target models or place templates outside
the building and marked Downed. If you roll a 10, the model
the Maximum Effective Range (RNG).
is not marked Downed. Models that fail are immediately KIA.
Mounted
Engaged (Shooting into Combat)
Items and models with this keyword can be attached to a
When shooting an Engaged model, all friendly and engaged
mech as equipment.
models must take a Tactics 6+ test. All models that are
engaged and fail the Tactics test take damage and make a
defense roll like normal. The damage is not distributed; all
Pierce (X)
The target model rolls X less die when making its defense roll.
friendly engaged models take damage.
When the model is not a direct target, ignore Pierce.
21
Pushback
When a target model resolves damage with a weapon with
Pushback, move the model directly back 1” for each hit that
dealt damage.
Reroll (X)
After rolling attack dice, you may reroll up to X dice. You must
keep the new result.
Self-Destruct
After all models have been activated and
before the ingress phase, the pilot may
perform a pilot dismount test. If the pilot fails,
they remain inside the MCV. All models within 10” of the
terminally-compromised MCV must make a defense roll
against 4 hits with damage 3, pushback 4, and Devastat-
ing Effect. If a pilot is inside of the mech when it explodes,
the pilot is KIA. After Self-Destruct is resolved, remove
the destroyed MCV from the table and replace it with a
destroyed MCV marker.
Smoke
Place a 4” smoke template at the center of the target. Line of
Sight cannot be drawn through, into, or out of that area.
Surge
This attack adds 1 damage per unblocked hit when
resolving damage.
Knocked Down
When a model is Knocked Down, place a Knocked Down token
next to it. The model cannot perform any actions other than Get Pilot Mount
Up. A model may have more than one Knocked Down token. The pilot must be within base contact of an MCV with
a Null token. The pilot takes a Tactics 6 test, if success-
VIP ful, the pilot can safely enter and pilot the MCV.
When a model with the VIP keyword is killed in action (KIA),
the game ends immediately. The player who lost the VIP is
Destroyed MCV
considered to have lost the match.
When an MCV is destroyed, replace the MCV with a destroyed
MCV token/terrain. A destroyed MCV provides light cover to
Pilot Dismount
anyone standing in or behind it.
The pilot must take a Tactics 6 test. If successful, place the
pilot miniature next to its MCV. The pilot may now continue
Null
to perform any remaining actions. The MCV gets a Null token.
An MCV in the null state, represented by a Null token, is avail-
able to any pilot to mount, and may be fired upon. Null MCVs
remain friendly to the last pilot who mounted them.
22
Employment Proposal
Dear Candidate,
I hope this message finds you well and in high spirits. We are thrilled to extend this exclusive employ-
ment proposal to join our distinguished mercenary group, where excellence meets opportunity in the
most dynamic corners of the frontier.
At Cyan Arms Security Experts (CASE), we pride ourselves on our unwavering commitment to opera-
tional excellence, strategic prowess, and the relentless pursuit of victory. As we expand our opera-
tions and solidify our position as leaders in the mercenary industry, we are seeking individuals who
embody our core values of integrity, precision, and results-driven performance.
Key Responsibilities:
» Execute high-stakes missions with precision and proficiency, ensuring strategic objectives
are met on time and within budget.
» Collaborate seamlessly with cross-functional teams to leverage synergies and optimize
operational effectiveness.
» Utilize cutting-edge technology and tactical exwpertise to navigate complex environments
and outmaneuver adversaries.
Candidate Profile:
» Seasoned professional with a proven track record in combat operations or related fields.
» Strategic thinker who can analyze situations swiftly and make informed decisions under
pressure.
» Strong communicator and team player, capable of building trust and forging alliances in
challenging environments.
Benefits:
» Competitive compensation package commensurate with your expertise and contributions.
» Comprehensive benefits include flex schedules, discounted room and board, and perfor-
mance-based bonuses.
» Access to state-of-the-art equipment and resources to support mission success and
personal development.
» Join us in rewriting the narrative of mercenary excellence, where each mission is a testa-
ment to our collective strength and unwavering commitment to achieving greatness.
Please find attached a detailed job description outlining the role and its responsibilities. We look
forward to discussing how your skills and aspirations align with our vision for the future.
Regards
CASE management team
23
CHAPTER 3
BUILDING
YOUR FIRETEAM
Message from Tal Sainor, HR, local systems
Dear Team,
Recently, we experienced an incident that underscored the impor-
tance of maintaining a professional and respectful environment
within our organization. As part of our commitment to uphold-
ing high standards of conduct and ensuring a safe workplace,
we have updated our Code of Conduct.
The updated Code of Conduct outlines our expectations
for behavior, both in combat and out of combat and
provides guidelines for resolving conflict in a manner
that aligns with our company values. It is imper-
ative that each team member thoroughly reviews
this document and signs it to acknowledge their
commitment to adhering to these principles.
Please find the attached Code of Conduct
document for your review. Kindly take the
time to read through it carefully. Once
you have reviewed the document, your
prompt attention to this matter is
greatly appreciated.a
If you have any questions or
require clarification on any part
of the Code of Conduct, please
do not hesitate to reach out
to human resources.
Thank you for your
cooperation in maintain-
ing a positive and
productive work
environment.
24
25
BUILDING Each player brings a list with an agreed amount of Threat.
Your MCV build selections and equipment and your
infantry all contribute to your Threat. For the average
26
Tsunsuma
Any conflict hinges on its spearhead units, and at Tsunsuma, Soldiers of Fortune
we believe that MCVs are the foundation of any operation. Contrary to popular belief, corporations and
Our contractors receive pre-flight checks from Tsunsuma-cer- governments still maintain their fleets and
tified engineers, which have been proven to increase shield
armies, but the speed at which they can respond
efficacy.
to threats makes them largely reactionary. The
» Tsunsuma Perk: Your first MCV deployed gains +2
hostile takeover of one planet by another corpo-
armor.
ration could take years for the other to respond.
Communication networks are much faster, leading
Mosaic
to decades-long planning and conflicts spiraling
You’ll gain access to our proprietary dual-pole jamming
into century-long engagements. Many corpora-
system. Remotely targeting and amplifying your own MCV’s
signal waves safely from above to cause miscalculations in tions used the booming mercenary market to hire
enemy fire control in as little as 35 msecs. security operators in conflict areas, most notably
» Mosaic Perk: Advanced Signal Jammer: MCV cannot in the Rykiel Expanse in the furthest reaches of
be targeted by ranged attacks by the same MCV known space. Independent security contractors
twice during the same action phase. earn a fortune, many transmitting them to their
families across the stars, and some even found
Nile their own mercenary companies.
Use Nile’s extensive hiring and recruiting platform to ensure
you have the help you need when you need it. Nile has
invested more in off-world remote training than any other
corporation in this decade and has shown a substantial 3+
year increase in employee retention!
» Nile Perk: You may have up to three of the same
specialist infantry of any one type in your Fireteam.
27
3. BUILD AN MCV
Each player builds their own MCV according to this procedure to add to their
Fireteam. If a scenario ever requires a player to bring more than one, they
simply go through this procedure until they have enough MCVs available in
their Fireteam. Unless otherwise stated, you may never have
more than one MCV deployed at any time.
Select Components:
» Integrated Component: Choose one
integrated component.
» Sidearm: Choose one weapon in the MCV
sidearm category.
» Shields: Choose shields to set your
Defense target number.
Select Weapons:
» Each MCV can carry two unique Primary
weapons.
» No MCV can bring two of the same
weapon.
Select Equipment:
» Select three unique pieces of Equipment.
28
MCV EQUIPMENT
Stat Stat
NAME Type Abilities
Increase Decreases
Enhanced Digitrade
Equipment Speed +3 Armor -2
Manipulators
Integrated
Anti Ballistic Weave Armor +2 Speed -1
Component
Integrated
Aegis Frame Armor +4 Speed -3
Component
Speed -1,
Juniper 4 Shield Mesh Shields Defense 4+
Armor -1
Weapon Type Threat Rng AoE Tn. Dmg Ammo Keywords / Abilities
Coordinated,
Infrared Array
MCV Equipment 7 36" 1" 5 2 1 Devastating Effect,
Missile Pod
Anti: Energy, Explosive
Pierce 2, Pushback,
Gauss Cannon MCV Primary 8 36" 5 3 -
Energy
Anti: Explosive,
OC-55 Machine Gun MCV Primary 5 36" 5 2 -
Hard Case
30
» Incendiary Displacer » Frag Grenade Launcher
31
4. HIRE INFANTRY
The prevailing military doctrine of the age is to limit the
amount of infantry on any mission. You’re running a business Mechanized Cavalry Vehicles
after all; you can’t afford to pay for everyone’s combat (MCVs) and their Pilots
bonuses unless they really need to be deployed. The most famed of these mercenaries are the
Unless otherwise stated, you must pilots. A group of highly-sought paragon soldiers,
follow these rules when hiring engineers, hackers, and playboys are one of the few
infantry: who possess the knowledge and skill to mount and
» Your Fireteam may include up to 12 infantry pilot a Mechanized Combat Vehicle (MCV). Created
» 0-7 Specialist infantry (no more than 2 of each type) during the Synther War, MCVs were the brawn
humanity needed to defeat the MCI’s armies.
» 0-12 Grunt infantry
Towering over infantry, these 18-foot mechan-
» 1-2 Pilot infantry
ical humanoids crack open to reveal the pilot’s
cockpit. When a pilot mounts and the armored
hatch closes over them, an optical feed is sent to
the pilot’s sensory array helmet, allowing them to
“see” whatever the MCV does. The human brain
and isolated machine-learning components make
for a fluid and reflexive combat tool. Sightings
of this massive agile armor leave green troopers
awestruck as they glide across the battlefield with
devastating force. During Ingress, these armored
vehicles can be dropped from great heights, even in
orbit, with the proper equipment.
32
UNIT PROFILES
Model Name Type Th. Spd. Def. Arm. Tac. Weapons Skills or Abilities
33
INFANTRY WEAPONS
Weapon Rng AoE Tn Dmg Ammo Keywords / Abilities
Pistol 16" 4 1 -
5. ORBITAL ORDNANCE
Only Pilots, inside and out of their MCV, and Field Engineers Airburst Strike:
are authorized to call down orbital ordnance using a special The model calling in an airburst strike must succeed in a Tactics
ability action. 6 check. Then, during the following Ingress Phase, enemy
Call Ordnance: Select a target or place a Target token within infantry must succeed in a Tactics 9 test after they are placed.
12” and LoS of the attacker. If they fail, they deploy with a Knocked Down token. At the
end of that Ingress Phase, the model that called in the Airbust
Each Fireteam may choose one type of Orbital Ordnance
Strike must pass a Tactics 6 check, or the Airburst Strike ends.
(unless they are billing to Encom.) All Orbital Ordnance costs
a fireteam 5 threat. Each Ordnance may be used only once per Needle Swarm:
game. LoS is drawn directly above the target or model to any All infantry within 6” of the target token that are not obscured
part of its base. Models may benefit from cover. by an overhang or Cover terrain features above them are hit
with the Needle Swarm (3 Hits, Damage: 1).
34
Corporate Mercenary Name Generator
35
CHAPTER 4
THE RYKIEL
EXPANSE
NEWS REPORT: CASE Mercenary Group Disbarred
from Corporate Alliance
In a shocking turn of events within the interstellar mercenary community,
the renowned mercenary group CASE (Cyan Arms Security Experts) has been
formally disbarred from the Corporate Alliance, effective immediately.
This decision, made by the Alliance’s governing body following an
emergency session, marks a significant shift in the balance of power
and trust among mercenary factions.
CASE, known for their tactical acumen and formidable combat
prowess across multiple systems, has faced mounting scrutiny
in recent cycles. Allegations ranging from breach of contract
protocols to unauthorized engagements on neutral grounds have
tarnished their once unblemished reputation. Sources close
to the Alliance offices reveal that these infractions were
not taken lightly, particularly in light of increasing
tensions among rival frontier factions.
Miranda Turen, spokesperson for the Corporate
Alliance did not hold back. “The Alliance is commit-
ted to upholding our ranks’ highest standards of
conduct and accountability. Any deviation from
these principles undermines the trust and
cohesion essential for our collective opera-
tions. No one is above the law.”
36
The repercussions of CASE’s disbarment are already rippling
through the mercenary community, with implications for their
ongoing contracts and alliances. Clients who relied on CASE’s
expertise in high-risk operations are now left scrambling to
reallocate resources and secure alternative arrangements amidst
the uncertainty.
In response to queries regarding their disbarment, CASE
leadership has remained notably silent, fueling speculation about
internal discord or potential restructuring efforts within the
organization. Observers within the mercenary sector speculate
that CASE may seek to regain favor with the Alliance through
rigorous compliance measures and reparative actions.
37
SECURITY OPERATORS
IN RYKIEL EXPANSE
Descartes, are you seeing this news, Crazy right!? Our CASE account rep finally got back to us with
the operator’s guide for this Rykiel and, geez, I’ve never seen anything this comprehensive... better
get reading.
38
THE MOONS Colony: New Leuvansk
Description: Belspa is the outermost populated moon,
OF BEID-FORD
covered in vast glaciers and subterranean oceans. The colony
of New Leuvansk is nestled beneath the ice, harnessing
39
Station. The Miners’ Union is in constant conflict with the Unrest: Environmental activists and biologists clash with
mining corporations. industrialists over exploiting Theron’s unique ecosystem.
Mercenary Activity: Mining corporations hire mercenaries Sabotage and eco-terrorism are increasing as preservationist
to break strikes and ensure the security of their operations. factions fight to protect the moon’s biodiversity.
The Miners’ Union also employs mercenaries to protect their Mercenary Activity: Industrialists hire mercenaries to guard
members and enforce their demands. their facilities and protect convoys from sabotage. Environ-
mental groups also employ mercenaries for guerrilla warfare
Therun against exploitative industries.
Primary Resource: Biofuels
Colony: Sanctum
Description: Therun is a moon with
a dense, bioluminescent jungle.
Sanctum is an underground city
that cultivates biofuels from
the native flora, provid-
ing energy to distant
colonies and starships.
40
THE REGIONS AND SETTLEMENTS
Verdant Expanse
TELEMACHUS Primary Resource: Medicinal Plants
Settlement: Arboris Haven
41
Titan Plains Mercenary Activity: Settlers hire mercenaries to protect
Primary Resource: Mega-Fauna Products their harvesting operations and maintain order within the
settlement. Environmentalist factions also use mercenaries
Settlement: Camp Colossus
to conduct sabotage and enforce conservation efforts.
Description: The Titan Plains are expansive grasslands inhab-
ited by gigantic herbivores and fearsome predators. Camp
Nebula Coast
Colossus is a fortified settlement that serves as a hunting
Primary Resource: Exotic Marine Life
lodge and a research station.
Settlement: Seastar Bay
Unrest: Conflicts arise from overhunting and the ethical
Description: The Nebula Coast is a stretch of coastline
treatment of the megafauna. Conservationists and research-
where the radiation from the Secunda Nebulae interacts
ers often clash with hunters and traders, leading to sabotage
with the ocean, creating a vibrant marine ecosystem with
and skirmishes.
exotic and oversized marine life. Seastar Bay is a coastal
Mercenary Activity: Hunters and traders hire mercenaries for
settlement focused on fishing, research, and tourism.
protection against both wildlife and hostile human factions.
Unrest: The lucrative trade in exotic marine species has led to
Conservationist groups use mercenaries for sabotage
overfishing and territorial disputes among fishing companies.
missions and to safeguard the mega-fauna from poachers.
Conservationists and local fishers often clash over sustain-
able practices.
Lumina Mountains
Primary Resource: Rare Minerals Mercenary Activity: Fishing companies hire mercenaries
to guard their vessels and fishing grounds. Conservationists
Settlement: Apex Summit
also employ mercenaries to enforce sustainable practices and
Description: The Lumina Mountains are a range of colossal
protect endangered species from poaching.
peaks rich in rare minerals and ores. Apex Summit is a mining
settlement carved into the mountainside, with tunnels
SUTHERL AND
extending deep into the rock.
Unrest: Labor disputes and hazardous working conditions
have led to frequent strikes and uprisings among the miners.
Rival mining companies often sabotage to gain control over
the richest veins.
PLANET: SUTHERLAND
Region: Central space, Rykiel Expanse
Mercenary Activity: Mining companies hire mercenaries to
Star: Mortimer 6
protect their operations and break strikes. Miners also employ
mercenaries to defend their rights and sabotage rival compa- Primary Feature: Largely barren world with a large indus-
42
THE SPRAWL KEY DISTRICTS IN THE SPRAWL
Primary Resource: Industrial Manufacturing and Trade
Settlement: The Sprawl District 4
Primary Activity: Heavy Manufacturing
Description: The Sprawl is an expansive industrial complex
stretching across the arid plains of Sutherland. It consists of Description: The District is the heart of The Sprawl’s indus-
towering factories, labyrinthine enviro-habs, and massive trial might, with massive processing centers and assembly
warehouses, all interconnected by a network of transporta- lines producing everything from starship components to
tion hubs and service tunnels. The Sprawl is a testament to heavy machinery.
human ingenuity and determination, thriving in a place where Unrest: Labor disputes are rampant due to dangerous working
nature offers no support. conditions and long hours. The Ironworkers’ Union frequently
Unrest: The harsh working conditions, economic dispari- clashes with factory owners, leading to strikes and sabotage.
ties, and political tensions have given rise to various forms Mercenary Activity: Factory owners hire mercenaries to
of unrest within The Sprawl. Workers’ strikes, protests, and protect their assets and maintain production during strikes.
riots are common as laborers demand better wages, safer The Ironworkers’ Union also employs mercenaries to defend
working conditions, and more equitable treatment. Addition- their members and enforce strike actions.
ally, power struggles between rival industrial factions and
corrupt officials further fuel the turmoil. The Cauldron
Mercenary Activity: Mercenaries are a ubiquitous presence Primary Activity: Resource Processing
in The Sprawl, hired by various factions to maintain control, Description: The Cauldron is a sector dedicated to the
enforce order, and protect their interests. They are involved processing of raw materials into usable resources. Enormous
in a wide range of activities, from breaking strikes and quell- smelters and refineries dominate the landscape, emitting
ing riots to conducting industrial espionage and safeguarding plumes of smoke and fire.
trade routes. Unrest: Environmental degradation and health hazards have
43
sparked protests from workers and local inhabitants. Pollu- Red-Gate
tion and toxic waste have led to demands for better safety Primary Activity: Trade and Logistics
regulations and compensation.
Description: Red Gate is the bustling center of trade and
Mercenary Activity: Industrial corporations hire mercenar- logistics, with vast marketplaces, warehouses, and transpor-
ies to guard refineries and disperse environmental protests. tation hubs. It is the lifeline of The Sprawl’s economy.
Activist groups also use mercenaries to sabotage polluting
Unrest: Economic inequality and corruption have led to
facilities and protect protestors.
organized crime and black market activities. Smuggling,
extortion, and gang wars are common as criminal syndicates
High-Tower vie for control.
Primary Activity: Research and Development
Mercenary Activity: Merchants and logistics companies hire
Description: The High-Tower is a hub of innovation, housing
mercenaries to protect their goods and trade routes. Criminal
laboratories, tech startups, and research institutes. It is the
syndicates also use mercenaries for muscle, enforcement,
driving force behind technological advancements in The
and territorial disputes.
Sprawl.
Unrest: Intellectual property theft and corporate espionage The Sink
are rampant. Rival tech companies engage in covert opera- Primary Activity: Subterranean Habitation
tions to steal secrets and outmaneuver each other.
Description: The Sink is a network of underground tunnels
Mercenary Activity: Tech companies employ mercenaries for and bunkers where the poorest inhabitants of The Sprawl
security, counter-espionage, and retrieval operations. Merce- live. It is a place of squalor, crime, and desperation.
naries are also hired for corporate espionage and sabotage
Unrest: Social unrest is rampant due to poverty, lack of
missions by rival firms.
services, and oppression by the ruling elite. Uprisings and
clashes with law enforcement are frequent as residents fight
for their rights and survival.
Mercenary Activity: The ruling authorities hire mercenar-
ies to maintain order and suppress dissent in The Under-
belly. Rebel groups and criminal gangs also employ merce-
naries to fight against oppression and control territory.
44
MASS DEMISE Unrest: Despite its abandonment, The Veil is not entirely
devoid of life. Scavengers, Pirates, and Prospector corps
Region: Spinward, Rykiel Expanse frequently explore the ruins in search of valuable tech and
Primary Features: Abandoned space colony and a heavily resources. Occasional clashes between these groups are not
bombed dead planet from the Synther Conflict uncommon, adding to the region’s danger.
Description: Mass Demise is a haunting region in space, Mercenary Activity: Mercenaries are often hired by prospec-
a solemn reminder of the devastation wrought during the tor to protect them during their expeditions. Some pirate
Synther Conflict. It encompasses an abandoned space groups have also set up bases in the colony, using it as a
colony and a lifeless world, both bearing the scars of intense strategic point for launching raids on nearby trade routes.
45
POINTS OF INTEREST Unrest: Urban explorers and treasure hunters venture into
the Keening despite the risks posed by structural collapses,
The Ghost Shipyards residual radiation, and hostile factions. The city’s dark corners
Primary Feature: Abandoned Shipyards often hide more than just physical dangers.
Description: Located near The Void Colony, the Ghost Mercenary Activity: Urban explorers frequently hire merce-
Shipyards are a series of derelict docks and shipbuilding facil- naries for protection during their expeditions. Mercenary
ities. These once-busy shipyards now house the wrecks of groups also use the Keening as a staging ground for opera-
unfinished or damaged starships floating silently in the void. tions, taking advantage of its labyrinthine layout to evade
The Keening
Primary Feature: Ruined Urban Area
Description: Once the largest city in Essen, the Keening is
now a haunting expanse of collapsed buildings and deserted
streets. The city’s infrastructure is largely destroyed, but
its underground facilities and vaults still hold potential
treasures.
46
CASE EARNINGS Q4
Ok I did find their financials for you. I guess you’re right, everything looks above board, but there’s just
something about this guy that gives me the heebie-jeebies...
Greetings Team,
It is my pleasure to announce the much-anticipated unveiling of our 4th Quarter Earnings Report, a
testament to our dominance in the cutthroat world of mercenary operations. Our financial perfor-
mance has once again shattered expectations, proving that when it comes to delivering results, we
don’t just meet quotas—we redefine them.
Gross Profit Margins* - our MCV-first initiative reduced small arms casualties and
increased profits dramatically.
Operational Efficiency - our new admin night school has improved mission success
rates up to 25% for some graduates.
But wait, there’s more! Our client satisfaction ratings are soaring higher than an orbital-dropped MCV
team.. Thanks to your relentless dedication and precise execution, we’ve not only met, but exceeded
mission objectives with surgical precision.
Let’s keep the momentum rolling into next quarter, continuing to forge new paths, obliterating
adversaries, and securing the most sought after contracts. Remember, in the frontier of cutthroat
competition, we are the disruptors, the innovators, and the undeniable leaders in asset security.
Together, there’s no mission too daring and no challenge too daunting for our signature CASE
MCV-first methodology.
Best Regards,
Reggie Cyanislov, CEO
Cyan Arms Security Experts
*Although we surpassed our goals for Q4 earnings, our profit margins do not entitle any contractors to
bonus compensation according to their combat employment status as freelancers.
47
CHAPTER 5
SCENARIOS
>>Greetings, Contractor.
This is your normal run-of-the-mill
‘gun job’. Your MC status is to take
out the enemy MCV, its pilot and
some of the enemy infantry. This
job requires focus fire and a lot
of backup. We know these merc MCV’s
can take a few shells to the head,
so plan accordingly!<<
48
SCENARIO 1:
FIRETEAM
» Use the standard rules while selecting and 01 02
creating any Fireteams for this scenario.
» Pilots have the “VIP” Keyword.
DEPLOYMENT
Roll 1d6. Reference and deploy in correspondence
with the Deployment Zones chart.
Players must deploy at least 3 Infantry models during
their set-up and must deploy their MCV during the
03 04
first Ingress phase.
OBJECTIVES
Eliminate as many enemies as possible.
Players receive Victory Points in the following
manner: Five Victory Points are awarded for destroy-
ing an enemy MCV. Two Victory Points are awarded 05 06
for Specialists. One Victory Point is awarded for any
defeated standard Infantry.
VICTORY CONDITIONS
The first player to 9 or more Victory Points is victorious. If neither player
has 9 or more Victory Points at the end of the 5th game round, the player
with the most Victory Points wins. Should players have an equal number
of Victory Points at the end of the 5th round, the scenario is considered
a Draw.
49
SCENARIO 2:
HIGH VOLTAGE
BATTLE ZONE
Set up all terrain in a 3’x3’ play area. Players should alternate between placing terrain
features to ensure a mutually desired battle zone set-up. Place a terrain feature directly
in the center of the table to represent the damaged communications relay.
OBJECTIVES
Have as many models as possible within 6” of the communications relay at the end of
the 5th game round.
SPECIAL RULES
Electrical Discharge:
The electrical energy is causing major malfunctions for MCV systems. During each
activation in which the relay is still damaged, roll 1d6. On a result of 1 or 2, the MCV
randomly suffers a Critical Condition. Roll 1d10 and consult the Critical Conditions Table
(pg. 19).
Any resulting condition received may be “overridden” by a mounted MCV Pilot, who
may make an immediate Tactics roll to do so. The Tactics roll required to override the
condition is equal to any result higher than the initial Critical Conditions number. Should
a Pilot get ejected from its MCV in this manner, it immediately suffers 1 damage from
the electrical energy.
50
SCENARIO 3:
THE STOREHOUSE
BATTLE ZONE
Set up all terrain in a 3’x3’ play area. Using the terrain, create a straight
wall that fully bisects the table roughly 1 foot from one of the table edges.
This wall represents the panocyte facility, with the smaller divided section
representing the facility’s interior. Create two “doors” or passable openings
along the facility outer wall, each 8” from the table edge. Place a cluster
of panocyte storage crates as center as possible within the interior of the >>Got one for you, Contrac-
tor. A panocyte facility
facility. has been evacuated. While
Place four tokens or turret models at least 6” from one another along waiting for conditions to
improve, the facility has
the outer wall of the facility.
been left… mostly… unpro-
tected. There may be a few
old security turret guns
FIRETEAM still active, but that
should be nothing of worry
» Use the standard rules while selecting and creating any Fireteams for professionals like you!
Units have been deployed to
for this scenario.
break into the facility and
» Pilots have the “VIP” Keyword. steal the panocyte! Let’s
get our share first!<<
DEPLOYMENT
Each player should deploy within 8” of the table corners that are opposite
of the facility’s outer wall. Ideally, there should be plenty of terrain features
between both players to block Line of Sight (LoS) and prevent combat from
immediately occurring.
OBJECTIVES
Collect the panocyte, and escape with it off the table corner where
you deployed.
SPECIAL RULES
Security Turrets:
The facility’s security turret guns are still active and will fire upon any
movement they see. At the end of the Action Phase, the turrets will fire upon
any visible targets using the following principles:
» The turrets fire using the stat block of the OC-55 Machine Gun.
» The turrets are capable of firing in a 180 degree arc away from the wall.
» The turrets always elect to fire upon the closest viable target.
» Each turret has Armor 5, Defense 5+.
51
Hacking the turrets:
Any turret that has been “disabled” by means of reducing it to 0 Armor may be hacked and reactivated to fight
alongside an Fireteam. Any model that is within 1” of a “disabled” turret may attempt an Interact Tactics 9 test to
try to hack the gun. Each model may only attempt to hack a turret once per turn. If successful, the turret returns to
full Armor, and operates as normal - with the restriction of ignoring any target from the Fireteam that successfully
reactivated it.
END OF THE
BATTLE
The battle ends upon the first
player to collect the panocyte, and
to exit the table with it off of the
table corner in which they deployed.
Alternatively, if a player has no models
remaining at the start of any game phase,
the scenario ends.
VICTORY CONDITIONS
The first player to collect the panocyte, or destroy the opposing
Fireteam wins.
52
SCENARIO 4
FIRETEAM
bit of a mad man. We have
received a tip that his
» Use the standard rules while selecting and creating any Fireteams key code containing the
dates and locations of all
for this scenario. of the upcoming panocyte
» Pilots have the “VIP” Keyword. shipments has been wired
and encrypted into an old
dud frag grenade; the only
OBJECTIVES
Collect the encrypted key code and return with it to your deployment zone.
SPECIAL RULES
Locating the keycode: Any model that is within 1” of a token may check to
see if it is the “real” key code or a rigged frag grenade. Make an Interact 10
test, and add the number of previously checked tokens to the result. If the
model is successful in locating the key code, it may be picked up. Any model
carrying the key code continues to do so until it is killed. Models killed while
carrying the key code immediately drop it in place.
Models that are unsuccessful in their Interact Tactics test have found a
“false” key code, and the rigged device detonates in place using the Grenade
stat block and rules.
Should players check all but one of the tokens, the last token will be the
key code.
VICTORY CONDITIONS
The first player to collect the panocyte or destroy the opposing Fireteam wins.
53
MCV
GLAIVE
MCV
DAGGER
54
GLAIVE OPTIONS
DAGGER OPTIONS
55
CODE OF CONDUCT
FOR SECURITY ADMIN
Sir did you commit a signature to the CoC the CASE team sent over? They keep
pinging me for it. I reattached it here just in case you still need to sign it. Just let me
know so I can tell them to stop.
Mission Statement:
» Optimize combat efficiency while strictly adhering to the client’s preferred combat outcomes.
Client Engagement Protocol:
» Prioritize swift execution of objectives by implementing an MCV-first strategy.
» Ensure clear communication channels to align tactical maneuvers with client expectations.
Operational Integrity:
» Adhere strictly to the Rules of Engagement and honor contractual agreements.
» Uphold CASE reputation through exemplary operator conduct, both on and off the battlefield.
Conflict Resolution Framework:
» Resolve disputes with rival mercenary operations vianon-violent negotiations whenever feasible.
» Escalate conflicts only when negotiations fail, prioritizing excess force to ensure strategic advantage.
Risk Management Strategy:
» Mitigate operational risks through meticulous planning and thorough reconnaissance.
» Prioritize MCV maintenance to minimize downtime and maximize combat readiness.
Resource Allocation Efficiency:
» Optimize defense logistics and supply utilization to maximize combat effectiveness and cost-efficiency.
» Maintain inventory of spare parts and ammunition to sustain prolonged engagements.
Corporate Social Responsibility (CSR):
» Engage in local community outreach programs to foster positive local planetary relations and invest in regional
recruitment opportunities.
» Demonstrate environmental stewardship by minimizing collateral damage and adhering to planetary regula-
tions, including but not limited to orbital ingress and bombardment.
Performance Metrics and Accountability:
» Implement consistent performance metrics to measure mission success and identify areas for improvement.
» Hold operators accountable for deviations from protocol through fair and transparent disciplinary actions.
Continuous Improvement Initiative:
» Foster a culture of innovation and adaptability to stay ahead of technological advancements and emerging
threats.
» Encourage ongoing professional development through training programs and knowledge-sharing sessions.
Exit Strategy:
» Facilitate smooth exits from contracts by ensuring all deliverables are met, and client relationships are
maintained.
» Uphold confidentiality agreements and secure data erasure to protect client privacy and operational integrity.
56
INSIDER
I N S I D E
IDOLS OF TORMENT, © 2024 Black Magic Creative Inc. All rights reserved.
57
Jeremy and JP sat down with me to discuss the inspiration
for their skirmish game Idols of Torment as well as some
of the mechanics that help players take on the role of
Eternals.
58
Gregory - With Black Magic Craft’s focus on creating experience I
your own terrain and your outright endorsement for leaned on the
players to make their own miniatures to show off their most was my years
own takes on the Orders (factions) inside of Idols of running games of
Torment. Have you seen any examples of work that Dungeons & Dragons,
inspired you? specifically large epic encounters. I always found this to
be my favourite part of running games, creating elaborate
Jeremy - Since launching the game we’ve seen a ton of
combat scenarios with a lot of moving parts. I tend to use
really interesting takes on terrain builds, many of which
environmental threats and surprises along with actual
I’ve wanted to recreate myself because it fits the setting
enemy combat when running RPG encounters and this
so well. When we decided to make the game miniature
was the foundation on which a lot of the mechanics and
agnostic we expected to see lots of people jumping on
concepts for Idols of Torment were based.
the opportunity to create their own miniatures based on
our themes. We’ve been surprised to see that this hasn’t JP - This is also my first foray into creating a game. I
happened as much as expected. It seems that the trend is must admit I have become addicted to it and really want
for people to print out and use the official miniatures. In to design and write more.
our mind these official models were just an example of
Gregory - One of my favorite things about the game
how we saw the various Orders represented in physical
is the use of the Lost as wandering and influenceable
form and I guess our vision has resonated with people as
objective points. I think the approach you’ve taken is
they seem to be gravitating towards these official models
elegant and I was curious about what kind of design
more than making their own. Of course we hope to see
hurdles were there for you to get it just right and how did
people exploring these themes with their own unique
you overcome them?
kitbashes in the future.
JP - The Lost were designed from both the lore and
Gregory - A lot of our readers are excited about making
game mechanics perspective in parallel. And really,
their own games and crafting core mechanics that reflect
you have to think of the Lost as the protagonists in
the worlds that they’re trying to build. JP what’s a game
this story, so we knew from the beginning they had to
design mechanic in Idols that really sells the cosmic
be just as important as the Idols in terms of presence
horror vibes for you?
on the board. The hardest part was trying to come up
JP - Honestly, the cinematics begin as soon as you with a system that would drive their decisions so they
start setting up the board. The Totems are placed by the were not predictable and felt like they had their own
Eternals to act as gateways for the Idols. Then you deploy decisions. Echo Cards were the solution and we used
your Idols, and the deployment is pure chaos as both that opportunity to make the Echo Deck the engine that
players place their models right into the action. There are drives the game. We took that even further and added the
no deployment zones or anything like that - these things other two variables that change as a result of the cosmic
just phase into the Echo and start to hunt. This moment energies breaching into the Echo, which we thought was
is called “The Torment” and it is extremely intense. You really cool. All the mechanics for binding and reaping
have to imagine the cosmic forces stirring as candles are directly integrated with the lore. We are quite happy
across the Echo burst into flames and an ominous dark about the way the Lost and Idols interact with each
symphony blasts from the ashen skies. Then the Idols other as a result of who they are and the forms of energy
appear and the game is on. described in the game. We knew that reaping couldn’t be
as simple as walking up to the Lost and calling it a day
Gregory - Have you created other skirmish games
- we knew we had to lean into the connection and all of
or miniature games in the past? Are you interested in
the things going on during The Torment.
writing and designing games?
59
Gregory - What encouragement or advice would Gregory - You say that you created the skirmish game
you give the readers of blaster in creating their own so that you had something to play between RPG sessions,
miniatures game? and that got me thinking about the nature and the
differences between RPG and skirmish games. In RPG
JP - I swear by the whole “whiteboard” concept - I’ve
we work as individuals trying to cooperate and play out
started every major project in my professional life that
a battle in the context of a story, but in skirmish, we are
way. We really put a lot of preparatory work into sketching
playing the roles of commanders directing a whole squad
out all the general concepts in different bubbles and then
to achieve an objective. What role do players play in Idols
connecting them together. Why does X happen and how does
of Torment?
X influence Y… There is this whole concept of defining the
big stuff clearly before moving into the little stuff. Once you JP - It’s funny, we were just recently trying to define the
get those big important things set (the types of characters, boundaries between wargames, board games, and RPG
themes, and aesthetics you want to portray) then you games. The lines can get blurry when you think about
eventually figure out ways to connect them that make sense. the massive crossovers with miniatures and tabletops
full of terrain, but I think you nailed it by noting the
Gregory - What are some miniature games that you
battle between two players. The RPG battle has a little
play that really inspired you to create your own miniature
bit of a friend vs friend element to it when you consider
game?
the DM and their monsters trying to fight you and
Jeremy - Neither of us get as much time to play games your companions. That kind of idea sort of feels like a
as we’d like so a lot of inspiration has come from games skirmish game when you consider the ongoing initiative
that we haven’t played that much, but generally like the sequence and the players and DM taking turns rolling to
vibe of. Frostgrave was the game we played the most smash each other. I think it is that core concept we kind
together that had a direct impact on how we approached of ported into the combat mechanics in Idols of Torment
certain aspects of our game. The D20 roll offs definitely to make us sort of feel like we were having a D&D battle.
came directly from Frostgrave. I’d say that Dungeons The roleplaying element we intentionally added was
& Dragons played the biggest role in influencing the giving players the role of Eternals. This was another one
mechanics of our game. When you look at our rules of those things we were really excited about when we
you will see a lot of core concepts that will be familiar thought of it. It is really kind of fun to consider the fact
to D&D players, probably more than say Warhammer that you are not playing a skirmish game, but rather you
players. This was intentional. We wanted to make a game are playing the avatar of an ancient primordial power and
that would be comfortable and easy to jump into for performing crazy powers. The little models on the board
people that have more of a background in TTRPG’s than are just following your orders.
wargames.
Gregory - You’ve built Black Magic Craft which is a
very important channel for crafters in miniature games
and RPGs. I’m curious if you noticed that the audiences
for RPG players and miniature games players are
disparate? What kind of encouragement would you give
to RPG players to start playing miniature games? What
sort of encouragement would you give Game players or
miniature game players to play RPGs?
60
big section of people that do one and are completely the two. I would
uninvolved in the world of the other. This is something encourage everyone
that I’ve noticed can cause some difficulty for me as a to try both. They are
creator, both on YouTube and as a game designer and so fundamentally
publisher. I’ve been caught off guard many times by similar and there shouldn’t be any reservation about
RPG players that get put off by the idea of using a tape doing either. At the end of the day these are all games
measure, or by wargamers that feel uncomfortable doing meant to get people together around a table to have a
anything narrative beyond just rolling dice and doing good time and tell or play through an exciting story.
math. I love connecting with groups of people that have
their feet in both worlds and it’s been a major goal of
mine with my YouTube videos and with Idols of Torment
to blur the lines between these camps and to make
people feel more comfortable and fluid moving between
GET STARTED
WITH IDOLS OF TORMENT!
Download the basic rules and Eternal Powers to jump
into your first clash in the Echo. For the full experience,
explore the premium rulebook at www.idolsoftorment.
com, featuring expanded rules, faction abilities,
scenarios, setting lore, and more.
D OW N L OA D F O R F R E E
I D O L S O F T O R M E N T. C OM
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The Torment Begins
When the collapse of Heaven and Hell failed to dissolve the afterlife,
the Primordials needed a new plan. Drifting further from one
another, the weathered Primordials became isolated, and their fuels
became corrupted. In a final gamble, the Primordials created a new
species and placed their remaining Prime Energy into them, hoping
this critical ingredient would make them capable of traversing the
Echo. Once in the Echo, those beings could harvest the souls trapped
within and return that energy to the Cosmic Realm.
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Scenario Rules
Evolutions
The Idols begin to adapt and evolve, advancing from simple monsters to deadly hunters.
Before the game, each player must select one Pillar of Consciousness from the table below and apply the
associated rule to all models in their roster.
PILLARS OF CONSCIOUSNESS
Pain Dealer — When making any Damage rolls, the model adds
Power
a +1 modifier
Desire Lasting Impression — The model gains the Remain special ability
The Idols continue to evolve and adapt throughout gameplay, gaining more abilities as their forms take
shape. When a player successfully reaps a Lost model, they can select one ability from the Evolutions table
below and apply it to all their models. A player can never select the same Evolution twice and can never
have more than two Evolutions at a time. When a player with one or more Evolutions reaps a Lost model,
they may exchange one of their Evolutions for a different one in the table.
EVOLUTIONS
Relentless — The model is immune to all Scurry — The model gains the Agile
held and stunned conditions special ability
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Target Token
Grenade / AoE
Damaged Terrain
Null Token
Destroyed Terrain
Repairable Critical Condition
Knocked Down
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Downed
Name:
Name: Name:
Type:
Pilot Exp: Type:
Threat:
MCV Name: Speed
Speed Defense
Defense Armor Threat: Speed Defense Armor
Keywords:
Sponsor: Tactics
Tactics Keywords: Tactics
Weapon 1
RNG TN AoE DMG AMMO Keywords/Abilities
Name: Name:
Type: Type:
Weapon 2
Keywords: Tactics Keywords: Tactics
RNG TN AoE DMG AMMO Keywords/Abilities
Name: Name:
Type: Type:
Name: Name:
Type: Type:
Name: Name:
Type: Type:
Name: Name:
Type: Type:
Type: Type:
Name: Name:
Type: Type:
Name: Name:
Type: Type:
Name: Name:
Type: Type:
Name: Name:
Type: Type:
Name: Name:
Type: Type:
Type:
Pilot Exp: Type:
Threat:
MCV Name: Speed
Speed Defense
Defense Armor Threat: Speed Defense Armor
Keywords:
Sponsor: Tactics
Tactics Keywords: Tactics
Weapon 1
RNG TN AoE DMG AMMO Keywords/Abilities
Name: Name:
Type: Type:
Weapon 2
Keywords: Tactics Keywords: Tactics
RNG TN AoE DMG AMMO Keywords/Abilities
Name: Name:
Type: Type:
Name: Name:
Type: Type:
Name: Name:
Type: Type:
Name: Name:
Type: Type:
Type: Type:
Name: Name:
Type: Type:
Name: Name:
Type: Type:
Name: Name:
Type: Type:
Name: Name:
Type: Type:
Name: Name:
Type: Type:
Activated Tokens
Damaged Terrain
Destroyed Terrain
Knocked Down
--> electi-studio.com
Downed