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Blaster-Vol-7

The document outlines the finalized rules for the sci-fi skirmish game Arsenal, emphasizing the Ingress Phase mechanic that alters battle dynamics. It highlights the contributions of Jordan Cuffie and the importance of playtester feedback, while also promoting new game releases and playtesting opportunities. Additionally, it provides a brief overview of the game's setting, mechanics, and necessary components for gameplay.

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0% found this document useful (0 votes)
707 views

Blaster-Vol-7

The document outlines the finalized rules for the sci-fi skirmish game Arsenal, emphasizing the Ingress Phase mechanic that alters battle dynamics. It highlights the contributions of Jordan Cuffie and the importance of playtester feedback, while also promoting new game releases and playtesting opportunities. Additionally, it provides a brief overview of the game's setting, mechanics, and necessary components for gameplay.

Uploaded by

cabellaire
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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FROM THE EDITOR

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

BLASTER, © 2024 Electi Studio llc. All rights


reserved. Arsenal, © 2024 SkullForge Studios.
All Rights Reserved.
by Jordan Cuffie

/cmd -print -dir

Core Rules ........................ 06 Armor .......................... 19


Suggested Models & Scale ....... 06 Critical Conditions............. 19
Suggested Terrain .............. 07
Keywords & Abilities .............. 20
Core Rules ..................... 07
Anti: Keyword .................. 20
Code Of Conduct ................ 07
Bounce (X) ..................... 20
Measuring Distances ............ 07
Burn/ Burn (X) .................. 20
Measuring Movement ............. 07
Charge ......................... 20
Line Of Sight (LoS) ............. 07
Coordinate Shot ................ 20
Attack Dice (D6) ................ 07
Devastating Effect ............. 20
Tactics Die And Tactics Tests ... 07
Damaged Terrain ................ 21
Keywords ....................... 08
Destroyed Terrain .............. 21
Model Profiles ................. 08
Engaged (Shooting Into Combat) . 21
Weapon Profiles ................ 08
Disengaged ..................... 21
Playing A Game Of Arsenal ...... 09
Limited Range .................. 21
Phase Overview: ................ 09
Mounted ........................ 21
1—Initiative Phase ................. 10 Pierce ......................... 21
Pushback ....................... 22
2—Action Phase .................... 10
Reroll (X) ...................... 22
Movement Actions ............... 10
Self-Destruct .................. 22
Move Action .................... 10
Smoke .......................... 22
Actions ........................ 11
Surge .......................... 22
Jump Action .................... 12
Knocked Down ................... 22
Climb Action ................... 12
VIP............................. 22
Get Up Action .................. 12
Pilot Dismount ................. 22
Attack Actions ................. 12
Pilot Mount .................... 22
Ranged Attack Action ........... 12
Null............................ 22
Throw Action ................... 12
Melee Attack Action ............ 13 Building Your Fireteam............. 24
Special Actions ................ 13 1. Name Your Operation ......... 24
Interact ....................... 13 2. Corporate Clients............ 26
Skill Or Ability ................ 13 Encom ....................... 26
Pick Up Infantry (MCV) ......... 14 Brentwood ................... 26
Gaizon....................... 26
3—Upkeep Phase .................... 14
Tsunsuma .................... 27
4—Ingress Phase ................... 14 Mosaic ...................... 27
Infantry Deployment ............ 14 Nile ......................... 27
MCV Deployment ................. 14 3. Build An MCV................. 28
Combat ............................ 16 MCV Equipment ............... 29
Combat Procedure ............... 17 MCV Weapons ................. 30
Area Of Effect (AoE)............ 18 4. Hire Infantry................ 32
Downed ......................... 18 Unit Profiles ................ 33
KIA (Killed In Action) .......... 19 Infantry Weapons ............ 34
Cover .......................... 19 5. Orbital Ordnance............. 34
Hits ............................ 19 The Rykiel Expanse ............... 36
Defense ........................ 19
Scenarios ......................... 48
Unblocked Hits.................. 19
Damage ......................... 19
FIRST INGRESS
“That’s my kind of Monday!” shouted Krieger over comms as he plummeted through the dark abyss of
space. His hull was engulfed in fl ames as it blazed past the beginning of Telemachus’ atmosphere. A
massive vivid-green jungle called the Expanse tore across the terraformed planet’s surface—the
largest of its kind.
“Never gets old, does it?” Descartes gritted his teeth and strapped in before the drop
ship descended alongside Krieger’s mech. He noticed a fragment of his armor suddenly
spark, and a small panel peel and shuffle its way off the MCV’s shoulder. He shouted over
comms, “You sure you up to this son? We all need the money, but it’s not worth dying
over!”
“Ain’t nothing but some cosmic barbecue,” Krieger laughed. “Hull integrity and
armor are still way above optimal. She’s old, but she’ll put up a fight.”
“I hope so, kid. We’re already late for a report to HQ on securing the refinery.
These missions aren’t cheap; they want results and constant comms.” He
flipped a toggle to switch to long-range communication and fired off a
one-way transmission. “Descent initiated. Mission underway.”
Descartes looked over his shoulder at the nine men strapped
into their seats, all seasoned mercs who’d seen their fair share of
action. CASE contractors rarely used the tiny shuttle for combat.
It couldn’t drop troops, let alone an MCV, and could withstand
almost no fire or fl ak. But it could land close to the facility in
the tightly packed jungle and quietly deliver the veteran
infantry for an assault. He knew that if Krieger could
land first and draw some fire, preferably smack dab
in the middle of the factory, it would be free of
hostiles. He could send the extraction team in to
retrieve the pancocyte without issue.
And if he couldn’t? Well, then, he
wouldn’t need to pay any of their contracts.

04
Arsenal is a dynamic sci-fi skirmish
game, where drop infantry are deployed

from above to fight against massive

armored cavalry mechs called MCVs. With

extremely limited access to faster-than-

light travel, mega-corporations can only

protect their off-world assets with

mercenary security forces. Each player

takes on the role of an all-mercenary

contract force sponsored by those

corporations fighting to defend resources

in the furthest reaches of humanity’s

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

book 25mm/32mm round bases


» 5*-12 Infantry: 35mm tall on
25mm/32mm round bases

*Infantry are removed and replaced quickly, so you


can play a game with just 5 infantry models as long as
players keep their opponents informed of what is KIA,
and what has been deployed in the Ingress Phase.

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.

CORE RULES Attack Dice (d6)


When making an attack, compare the two model types
Code of Conduct involved and gather that many dice.
There will be a time when both players interpret a rule
Infantry MCV
differently, or when players can’t make sense of a rule (defender) (defender)
as written. Your game has not been ruined; simply use
common sense to discuss a fair solution to the rule, Infantry 4 4
(attacker)
and be consistent with its application for the rest of the
game. Do not hunt for a FAQ or forum for the answer if MCV 4 6
(attacker)
a disagreement arises. Instead, each player must state
their interpretation of the rule, and then both players
will roll a d10. The player with the highest number wins, Tactics Die and Tactics Tests
and their interpretation is considered correct for the
(1d10+Tactics)
game’s duration. After the game, both players should
A Tactics Die is one ten-sided die (1d10) with 0 being “ten”
return to the rule and make sense of it together so that
and 1 being “one.” Most non-shooting actions require
future games will go smoothly.
Tactics tests. The higher the skill test number, the more
complex the action is. For example, “Tactics 9”. Roll 1d10,
Measuring Distances and then add your model’s Tactics stat to the check. If
To play the game, you will need a ruler or measuring the result is higher than the test, your action is success-
tape marked in inches, which you may use to measure ful. If the result is lower than the test, your action is
distances at any time. You may pre-measure in Arsenal; unsuccessful. A roll of one is always considered a failure.
most weapon ranges are so extensive that guessing at
ranges slows the game down. Quickly measure your Tactics Test Difficulty
distance and keep the game going. Make measurements
from the base of the model to the target. If the target is Tactics 6 Easy
a model, the attacking player should measure from the
base of their model to the target’s base. Tactics 9 Medium

Measuring Movement Tactics 12 Hard


Models move up to their speed in inches, measured from
front-to-front. No part of the model’s base can move Tactics 15 Impossible
further than the model’s speed.

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.

PDF version of Fireteam rosters available online

MODEL PROFILES WEAPON PROFILES


Model Name Weapons have their own set of stat lines referenced on the
weapons table, organized by model type.
Model Type (Type)
Some rules may reference a model’s type. Grunt, Specialists, Weapon Name
and Pilots are Infantry. Ammo Keyword
Speed In Arsenal, the primary ammo type of a weapon conveys a
How far your model can move in inches. keyword.

Defense Threat
The target number (X+) when making a defense roll. Cost for a model to carry the weapon.

Armor Maximum Effective Range (RNG)


The amount of damage a model can take before they are The distance the weapon can attack and roll all dice. If a
Downed. player wants to attack a model beyond the maximum effec-
tive range, they must roll half their attack dice, rounded up.
Tactics
The Tactics modifier is added to any interaction that requires Target Number
a Tactics Test. The target number required for an attack from this weapon
to score a hit.
Weapons
The weapons this model carries and may use. Damage
The amount of damage each undefended hit inflicted with the
Skills or Abilities weapon.
This abstractly represents the equipment, tactics, and training
the model may employ at any given time on the battlefield. Area of Effect (AoE)
Indicates the radius, affected by the weapon, in inches.
Integrated Equipment (MCV Only)
See page 18.
This abstractly represents the equipment and their resulting
functionality that are built onto the chassis of an MCV. Ammo
The maximum number of uses of 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

GAME OF demand until, finally, breakthroughs in AI stream-


lined every known area of life, including politics.

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

Phase Overview: were consolidated, and many were eliminated.


Even countries with historied ethnic or nationalist
Order Phase conflicts merged with their neighbors in solidar-
ity. Significant cooperative efforts and invest-
1 Initiative Phase
ment into space travel defined the late half of
2 Action Phase the second millennium. On Earth, MCIs promoted
peace and unity and managed to cast humanity
3 Upkeep Phase
off to the far ends of space in a new age of explo-

4 Ingress Phase ration and science… or so we thought.

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

Models move in inches up to their speed stat fol-


Move Movement Actions
lowing Movement Rules.

A model can jump over a gap as long as its base


can be fully placed on the other side of the gap.
Jump Movement Actions
The gap distance cannot be greater than the mod-
el’s Speed stat -2.

Climb straight up for a distance equal to the


height of the model or 1.5” (5” for MCV), whichev-
Climb Movement Actions er is less. The model must end its movement on a
flat surface that can hold its base. The model may
climb ladders by moving up to half their speed.

A model that is Knocked Down can remove one


Get Up Movement Actions
Knocked Down token.

Ranged Attack Attack Actions The model may perform a ranged attack.

For weapons with the Throw keyword only. Pick a


point and throw an object for a distance equal to
Throw Attack Actions
the weapon’s Range stat. The throw distance may
not exceed the Range of the weapon.

Melee Attack Attack Actions The model may perform a melee attack.

Change Weapon Special Actions Change the active primary weapon of your MCV.

Actions like activating a hacking console, se-


curing a VIP, or operating a radio tower re-
Interact Special Actions quire a Tactics test. The player rolls a d10
and adds the Tactics stat of the model taking
the test.

MCV Only. The model may use a piece of equipment.


Equipment Special Actions The Equipment stats on page 29 define the effects
of various pieces of equipment.

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

the model, the model is now standing. Keywords or Abilities.


If an infantry model places a target marker outside of its
LoS, or over a structure under 5 inches, resolve the effects of
an additional Bounce.

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

Declare » Declare attack action.


» The attacking model selects a weapon from
its profile.
» MCVs may use their Active Weapon, Sidearm, or
Integrated Equipment.

Confirm » Confirm LoS—Ensure the attacker can see


the target. Small parts like gun barrels or
antennae do not count.
» Confirm Cover—50% or more obscured.
» Confirm Range—Ensure the weapon’s Effective
Range (RNG) reaches the target. If not within
RNG, the attacker rolls half as many dice
(rounded down).

Roll » Apply bonuses from weapons, equipment, or


Attack Dice keywords.
» Attack Dice—Roll dice based on attacker and
target type:
» MCV vs MCV: 6 attack dice
» MCV vs Infantry: 4 attack dice
» Infantry vs Infantry: 4 attack dice
» Infantry vs MCV: 4 attack dice

Roll » Defense dice—Roll dice to cancel hits,


Defense Dice adding bonuses from Cover.
» Heavy Cover: +2 Defense dice
» Light Cover: +1 Defense dice
» Target number is the Defense stat (or 6+ if
the defending model has no shield stat).
» Each successful defense roll cancels one hit.

Resolve » Check the weapon’s Damage stat.


Damage » Apply damage for each unblocked hit against
target’s Armor.
» If damage exceeds the Armor stat, the model
is Downed.
» If damage exceeds an MCV’s Armor stat, roll
on the Critical Conditions table one time.

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.

During the Upkeep Phase, all models with a Downed marker


become KIA. Unblocked Hits
Hits that were not blocked by the Defense roll.

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.

Hits Critical Conditions


When an attacking model rolls its Combat Dice, it generates After an MCV’s armor has been totally depleted, any additional
Hits for each die showing a number equal to or above the damage dealt to the mech requires the pilot to roll a d10 once on
weapon’s target number. the Critical Conditions table. A mech can still activate after it has
received a critical condition. MCVs can take multiple critical condi-
Defense tions. For each Critical Condition, the pilot suffers a -1 to it’s roll.
Hits against a model can be ignored by their Defense. Roll a
d6 for each hit against a model and compare it to the model’s

Critical Conditions Table


Roll Name Effect
Active weapon has broken; you must perform a swap
10 Weapon Malfunction
weapon action during activation.

9 Motor Systems Overload* The MCV receives 2 Knocked Down tokens.*

8 Combat Subsystem Corruption* MCV can no longer perform attack actions*

7 Immobilized* Mech can no longer move*

6 Ejection Malfunction Place the pilot 12" away from the MCV

5 Ejection Malfunction Place the pilot 12" away from the MCV

Explosion imminent; self-destruct sequence activated.


4 Panocyte Core Compromised
See self-destruct, special rules

Explosion imminent; self-destruct sequence activated.


3 Panocyte Core Compromised
See self-destruct, special rules

Mech Explodes; pilot may make a dismount test;


2 Big Boom
Tactics 12 . MCV explosion: 4 hits, Damage 3, Pushback 4

1 Flatline Pilot is KIA

* Indicates which conditions can be remove by the field mechanic

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

Position: Part-time Assault Specialist


Location: Tenshin Expanse

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

YOUR game of Arsenal, we recommend 60 threat to purchase


your fireteam, but different scenarios or even event play

FIRETEAM may require a different fireteam configuration.

1. NAME YOUR OPERATION Brentwood


Each player takes on the role of a free mercenary At Brentwood, we set up our contractors for success
operator in deep space. Name your operation or use the with access to our regional stockpiles of rare and costly
name generator on page 35. ammunition for every job. We coordinate orbital ammo
drops on request without any additional project
planning from you.
2. CORPORATE CLIENTS
» Brentwood Perk: During one Ingress
Mega corporations, with their vast resources and
Phase, place 3 Ammo Cache tokens
advanced technology, seek to expand their influence
beyond 12” of your MCV and 8”
across the expanse, driven by profit and ambition. They
from any other Ammo Cache.
employ mercenary groups as a means to protect their
» Interact (Ammo Chache):
assets, enforce their will in contested territories, or
Tactics 6–gives the model +1
even conduct covert operations that align with their
ammo for any of its carried
corporate interests. Below are the six largest corpora-
weapons with an ammuni-
tions involved in panocyte exploitation in the region.
tion stat.
Each player may select one corporate
client to bill and gain their corporate
perk. Gaizon
We believe in protecting our people, and
Encom that extends to our contractors as well.
Mission success has increased by almost 20% since our You’ll have access to our executive protec-
lend-lease targeted bombardment program was imple- tion package, which provides portable
mented. With access to our tactical ordnance stores, our shield generators. Our contractors have
contractors are better equipped and supported for any job. seen a 50% decrease in pilot turnover and
» Encom Perk: Fireteam may purchase two a 15% decrease in operator turnover.
Orbital Ordnances. » Gaizon Perk: Your infantry
models get a +1 defense
bonus die on defense rolls.

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.

Start by selecting MCV Model


Profile
» Vanguard Profile: Speed 8, Armor 11
» Phalanx Profile: Speed 6, Armor 13
» Blitz Profile: Speed 10, Armor 8

Choose Pilot Experience


» Green Pilot: +0 actions [+2 armor]
» Experienced Pilot: +1 action
» Veteran Pilot: +2 actions (Veteran pilots
may only use one Primary weapon but may
equip one additional equipment)
» Tactics: The pilot’s Tactics stat determines
the MCV’s Tactics stat.

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.

Optional: Backup MCVs


Some pilots are so seasoned, or so well-connected, that they
may bring a backup MCV. You may add the “Machete” Backup
MCV in place of four specialists. This will reduce your total
infantry number by four.
Machete (Backup) MCV (Threat 15; Spd 8; Def 5+;
Arm 8; Weapons, Incendiary Displacer, Light Melee;
Equipment, Mounted LMG, Field Repair Kit.)

28
MCV EQUIPMENT
Stat Stat
NAME Type Abilities
Increase Decreases

Jump Jet: This unit must jump up or


down to any surface it can balance
Jump Jet Equipment Armor -2 on within 10 inches vertically and 5
inches laterally. This is a movement
action.

Heat Sink: Make 1 free attack. Ammo


Heat Sink Equipment Speed -1
2.

If this model did not move during


Sniper Config Equipment Speed -2
activation it gains +1 Defense Dice.

After this model has performed two ac-


Predator Config Equipment Armor -2 tions, If it did not move during activa-
tion it may make a free charge action.

Enhanced Digitrade
Equipment Speed +3 Armor -2
Manipulators

Repair: Remove 1 *condition gained


Field Repair Kit Equipment Speed -2
from the critical condition table.
FSS: Remove 1 Burn token from a
Fire Suppression System Equipment
friendly model within 5 inches.

Deploy Drone: Place a drone to-


ken that activates like an Infantry
Coordinator Drone Equipment Speed -2 unit: 10 Speed, 4 Armor, 6+ Shield.
This unit can end its movement to
any point it can balance on.

Boost Shields: Ammo 1.


Hd Shield Boost-Kit Equipment Armor -2 Add +3 Defense Dice to the next at-
tack against this model.
Emergency Hull
Equipment Speed -1 Repair Foam: Restore 4 Armor (1 use)
Repair Foam
Reinforced Ablative Integrated
Armor +1
Coating Component

Integrated
Anti Ballistic Weave Armor +2 Speed -1
Component

Integrated Material Integrated


Armor +3 Speed -2
Defender Array Component

Integrated
Aegis Frame Armor +4 Speed -3
Component

Advanced Motor Control Integrated


Speed +1
System Component

Reactive Cerebral Integrated


Speed +2 Armor -2
Enhancement Component

Integrated Stims: Ammo 1. Gain 1 additional at-


Adrenal Stims Pump
Component tack or move action.
Bicameral Recall Integrated Once per activation you may change
Resonator Component Weapons as a free action.

Gaizon Shield Array Shields Defense 5+

Speed -1,
Juniper 4 Shield Mesh Shields Defense 4+
Armor -1

Phthalo Blue Speed -3,


Shields Defense 3+
Shield Matrix Armor -4
29
MCV WEAPONS

Weapon Type Threat Rng AoE Tn. Dmg Ammo Keywords / Abilities

LASR Armament MCV Equipment 6 12" 5 1 3 Burn 1, Energy

Limited Range, Tie-Down:


place two Knocked Down
EM-C Net Launcher MCV Equipment 6 10" 5 0 2
tokens on defending model
with any unsaved hits.

Coordinated,
Infrared Array
MCV Equipment 7 36" 1" 5 2 1 Devastating Effect,
Missile Pod
Anti: Energy, Explosive

Mounted Lmg MCV Equipment 3 36" 6 2 - Anti: Infantry, Hard Case

Pierce 2, Pushback,
Gauss Cannon MCV Primary 8 36" 5 3 -
Energy

Burn 1, Energy, Anti: Ex-


Incendiary Displacer MCV Primary 5 8" 2" 6 2 - plosive, Limited Range,
Energy

Frag Grenade Anti: Hard Case, Bounce 1,


MCV Primary 6 10" 2" 5 2 -
Launcher Explosive

HV-LI Missile Coordinated, Devastating


MCV Primary 7 36" 2" 6 2 2
Launcher Effect, Explosive

Anti: Explosive,
OC-55 Machine Gun MCV Primary 5 36" 5 2 -
Hard Case

Anti: Infantry, Surge:


LB-5 Death Adder MCV Primary 8 24" 5 2 - MCV, Devastating Effect,
Hard Case

Pneumatic Sidearm MCV Sidearm 1 12" 6 1 - Hard Case

Pushback, Anti: Infantry,


Riot Tonfa MCV Sidearm 2 1" 4 1 -
Melee

Anti: Infantry, Pierce,


Long Melee MCV Sidearm 3 4" 2 1 -
Melee

Anti: Infantry, Pierce,


Heavy Melee MCV Sidearm 4 2" 3 2 -
Pushback, Melee

Anti: Infantry, Pierce,


Light Melee MCV Sidearm 2 1" 3 2 -
Melee

Basic Melee Weapon Infantry / MCV - 1 3 1 - Melee

30
» Incendiary Displacer » Frag Grenade Launcher

» OC-55 Machine Gun » LB-5 Death Adder

» HV-LI Missile Launcher » Gauss Cannon

» Melee Sidearms » Pneumatic Sidearm

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

Freelancer Grunt 1 5 5+ 1 1 Combat Rifle

When an enemy infantry model takes a


Combat Rifle, hit from this model, the target also
Rifleman Specialist 5 6 5+ 2 2 receives a Knocked Down token. It
Grenades
does not have to damage the model.

If this model has not attacked this


round, it may make one free attack
Marksman Specialist 5 6 4+ 2 3 Combat Rifle action to any model in LoS at any
time.

Deploy Shield Wall: Place a shield wall


template completely within 5 inches of
this miniature. This shield wall is con-
Rampart Specialist 5 5 4+ 2 2 Pistol, Grenades
sidered Heavy Cover. Remove that shield
at the end of the round, and before this
unit uses Deploy Shield Wall.

Trauma Combat Stims: Remove Downed tokens


Specialist 5 6 5+ 1 3 SMG from other friendly Infantry models
Medic within 3 inches.

‘Slammer’: Ammo 3. Ranged Attack,


Warthog,
Heavy Explosive. Requires another friendly
Specialist 4 5 5+ 2 2 Rubicon unit to have LoS and range. Ranged
Weapons Attack (6 dice, Target Number: 3+,
HM Launcher Dmg 2)

Field Pistol, Sticky Laser Guidance: Call in one orbital


Specialist 6 4 4+ 3 3 ordnance
Engineer Grenades

SMG, Sticky Any attack targeting this model rolls


Infiltrator Specialist 4 6 3+ 1 3 only 3 dice.
Grenades

Forward SMG, Smoke Units deployed within 8 inches of


Specialist 4 7 4+ 2 3 this model gain +1 cover until they
Observer Grenades are activated.

Anti Materiel Once per round deal 1 damage to any


Sniper Specialist 5 6 5+ 1 3 model within LoS and Limited Range.
Rifle

Signal Jammer: Place a signal jammer


token within 10 inches of hacker;
SMG, Bouncy orbital ordnance and ingress deploy-
Hacker Specialist 5 6 4+ 2 4 ment cannot happen within 8 inches
Grenades of the token. Any player may use an
action to attempt to remove it with a
Tactics 10 test.

Repair: If this unit is within 3


Pistol, inches of a friendly MCV this unit
Field Mechanic Specialist 5 6 3+ 2 4 can repair 1 critical condition
Grenades
marked with an *

Grapple Hook: Place this model any


Green Pilot Pilot 3 5 5+ 2 2 Auto Pistol point it can balance within LoS and
10 inches.

Experienced Grapple Hook: Place this model any


Pilot 5 6 4+ 2 3 SMG point it can balance within LoS and
Pilot 10 inches.

Adv. Grapple Hook: Place this model


Veteran Pilot Pilot 8 6 3+ 2 4 Combat Rifle any point it can balance, or mount an
Null MCV, within LoS and 10 inches.

33
INFANTRY WEAPONS
Weapon Rng AoE Tn Dmg Ammo Keywords / Abilities

Warthog Machine Gun 24" 3 1 - Devastating Effect

Combat Rifle 24" 4 1 - Anti: Infantry

SMG 10" 4 1 - Anti: Infantry, Limited Range

Anti Materiel Rifle 36" 5 2 - Anti: MCV, Anti: Explosive

HM Launcher 10" 2" 5 2 - Pushback, Bounce 1, Limited Range

Auto Pistol 16" 4 1 - Reroll 1, Limited Range

Pistol 16" 4 1 -

Throw, Bounce 2, Devastating Effect, Limited


Bouncy Grenade 8" 1" 5 2 -
Range

Grenade 8" 2" 5 2 - Throw, Bounce 1, Limited Range

Sticky Grenade 8" 1" 4 3 - Throw, Devastating Effect, Limited Range

Smoke Grenade 8" 2" N/A 0 - Bounce 1, Limited Range

Basic Melee Weapon 1” 3 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).

Field Sweeper: Smoke Barrage:


Place a target token and choose a point on any table edge. Drop three 4” smoke tokens within Limited Range and
Make a line between those two points; all models within 1 within LoS.
inch of the line that are not obscured by an overhang or Cover
terrain features above them are attacked by Field Sweeper
(Attack Dice: 5, Target Number: 4+, Damage: 3).

34
Corporate Mercenary Name Generator

d10 Adj/Adv Noun/Verb Clarifier

1 Adobe Aerospace Aquisitions

H-A-Laser Strike: 2 Armored Ballistics Division


It requires three models to have LoS to the target, includ-
ing the model that called the Ordinance. HA Laser Strike 3 Budget Defense Engagement
(Attack Dice: 4, Target Number: 4+, AoE: 3” Damage: 2,
4 Crimson Engineering Force
Burn 1).

Cluster Barrage: 5 Direct Energy Group


Place a target marker within RNG and LoS. Four grenades
bounce from the targeted spot. Use the Grenade statline 6 Elite Management Holdings

to calculate hits and damage for each grenade.


7 Royal Repo Insurance
Precision Strike:
A single well-aimed shot at one target. Target an enemy 8 Secure Security LLC
model within RNG and LoS and roll damage for Precision
9 Trustworthy Software Operations
Strike. Precision Strike (Attack Dice: 3, Target Number:
4+, Damage: 3, Pierce 2, Devastating Effect).
10 Wolf Triage Securities

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.

New Palisades Hunter Securities


If you want to work for a dependable opera- It’s hard to say with certainty how exactly
tor who’s on time with payments and won’t Hunter Security compares with other contrac-
screw around with your invoices, Palisades is tors because of how seriously they take
one of the better options. Palisades’ annual communication security. Operators are fiercely
report boasted a significant decrease in sector loyal to the agency and must sign an NDA before
fatalities over the past three years after a being interviewed. Despite repeated known HR
multi-trillion-dollar investment in personnel issues, payment processing errors, and delays,
defense systems. Most MCV pilots will confirm there have been few contractors willing to come
they prefer the complimentary staff engineers forward with their experiences.
in mech stowage to their own. Conflict zone reports from their competitors
The only downside is that Project Manage- indicate that they prefer to deploy further back,
ment often selects contracts that put their new often surprising combatants and even civilians
defensive capabilities to the test. Some are with a silent attack and then a rapid surge of
more careful than others, but it is not uncom- violence striking operators before they can fully
mon for drop ships to drop teams right into bring their forces to bear.
a fight without looking for a more favorable
deployment.

Delta Black Red King

Merganser LLC Coven3

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

Gas Giant: Beid-Ford geothermal energy and mining Crystalized Neo-Hydroxant


for export to arid worlds.
Moons: 3 primary; Belspa, Icarus, Theron; 15 non-critical
moons. Unrest: Tensions have risen in New Leuvansk due to unequal
filtered water distribution and monopolistic control by the
Hydron Corporation. Protests and sabotage are common,
BEID-FORD with insurgent groups demanding fairer water rationing.
Beid-Ford is a colossal gas giant with swirling storms and Mercenary Activity: Mercenary groups are hired by the
vibrant auroras, named after the renowned explorers Gorgo Hydron Corporation to protect their facilities and suppress
Beid and Ada Ford who discovered it centuries ago. It is a insurgent activities. Meanwhile, rebels also employ merce-
critical hub in the galaxy due to its population-rich moons, naries to disrupt operations and secure water supplies.
which are also rich in valuable resources. The atmosphere of
Beid-Ford is inhospitable, but its magnetic field and gravita-
Icarus
tional pull have created unique conditions for the develop-
Primary Resource: Heavy Metals
ment of life and industry on its moons.
Colony: Pyrios Station
Description: Icarus is a geologically active moon rich in heavy
MOONS AND COLONIES metals and precious minerals. Pyrios Station is built within
massive caverns created by mining operations, providing a
Belspa base of operations and protection from surface radiation.
Primary Resource: Crystalized Neo-Hydroxant, P3 system Unrest: Due to dangerous working conditions and low wages,
refrigeration, and heat sink manufacturing. worker strikes and labor disputes are rampant in Pyrios

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

FRONTIER Description: The Verdant Expanse is a vast jungle region,


home to towering trees that scrape the sky and undergrowth
that can conceal entire communities. Arboris Haven is a settle-
PLANET: TELEMACHUS ment built within the canopy, using the massive branches as
Star: Masser 3 natural platforms.
Location: Coreward edge of Secunda Nebulae Unrest: The settlement faces constant tension between
Unique Feature: Gigantic flora and fauna due to non-lethal pharmaceutical corporations eager to exploit medicinal
radiation from the Secunda Nebulae plants and indigenous groups who seek to preserve the
natural balance. Poaching and illegal harvesting of rare plants
Description: Telemachus is a remarkable terraformed planet,
have led to violent clashes.
thriving in the shadow of the Secunda Nebulae. This unique
celestial phenomenon emits non-lethal radiation that has Mercenary Activity: Pharmaceutical companies employ
caused the planet’s flora and fauna to grow to enormous mercenaries to guard their operations and ensure the safe
sizes. The landscape of Telemachus is dotted with tower- transport of harvested plants. Indigenous groups also hire
ing trees, sprawling ferns, and colossal creatures, creating a mercenaries to protect their territory and disrupt corporate
world both breathtaking and perilous. activities.

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-

nies’ infrastructure. trial colony known as The Sprawl.


Description: Sutherland is a desolate, windswept planet
characterized by its harsh, barren landscapes and extreme
Azure Marshes
temperatures. Despite its inhospitable environment, it is
Primary Resource: Bioluminescent Algae
home to The Sprawl, a sprawling industrial colony that
Settlement: Gloamport
serves as a hub for manufacturing, trade, and technologi-
Description: The Azure Marshes are a network of wetlands cal development. The colony thrives amid the wastelands,
illuminated by bioluminescent algae. Gloamport is a float- fueled by the relentless drive of its inhabitants to carve out
ing settlement that harvests the algae for use in renewable a living in one of the most challenging environments in the
energy and luminescent materials. galaxy.
Unrest: Environmental degradation and resource scarcity
have led to conflicts between settlers and environmentalists.
Algal blooms, both natural and manmade, can disrupt the
delicate ecosystem, causing further tension.

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.

bombardment and warfare. This desolate zone is now a grave-


yard shrouded in an eerie silence that belies its violent past. The Void
Primary Feature: post war dead world
Description: The Ruined Planet, known before as Essen, once
KEY LOCATIONS IN THE MASS a thriving world, now lies in ruins. Its surface is marred by
DEMISE craters and scorched ranges, the result of relentless bombing
during the Synther Conflict. The atmosphere is barely breath-
The Veil able, and the few remaining structures are either heavily
(Talie station, Portos 3 high orbit damaged or completely destroyed.
colony. Status: Derelict) Unrest: The planet is a contested territory for various factions
Primary Feature: Abandoned Space Colony
seeking to uncover hidden bunkers, lost technology, and
Description: Talie station, once home to 3 million souls, the remnants of the conflict. The harsh environment and radia-
jewel of the expanse, now known as The Veil is a derelict mega tion pose constant threats to those who venture here.
structure floating in the darkness. Its corridors are empty, its
Mercenary Activity: Mercenaries are in high demand for
systems offline, and its once bustling habitats are now filled
missions on the Ruined Planet, whether for protection, explo-
with the echoes of the past. The colony’s shredded skeletal
ration, or combat. Rival factions often engage mercenaries to
remains stand as a testament to the brutality of the Synther
outmaneuver each other in the race to secure valuable assets
Conflict.
buried beneath the planet’s scarred surface.

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

Unrest: The shipyards are frequented by scavengers and detection.

smugglers looking to salvage parts or repurpose old ships.


Territorial disputes and piracy are common, making it a
dangerous area for unprotected prospectors.
Mercenary Activity: Smugglers and scavengers hire merce-
naries for protection and to fend off rival groups. Mercenar-
ies also use the shipyards as a base for piracy and covert
operations.

The Synther Bunkers


Primary Feature: Hidden Military Bunkers
Description: Scattered across the Ruined Planet are the
remnants of military bunkers used during the Synther Wars.
These bunkers, buried deep underground, contain valuable
military hardware, supplies, and classified information.
Unrest: The bunkers are highly sought after by factions
seeking a strategic advantage. Expeditions often face dangers
from decades-old automated defense systems, environmen-
tal hazards, and rival groups.
Mercenary Activity: Mercenaries are hired to lead and protect
bunker expeditions, often engaging in intense firefights with
rival factions. Some mercenary groups specialize in bunker
raids, using their expertise to breach defenses and secure
valuable assets.

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...

Subject: Q4 Earnings Report


Location: Tenshin Expanse

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.

Expanded Revenue Streams - significant growth in our maintenance, engineering, and


development channels ensured resilience in an uncertain market.

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:

CEASE AND DESIST


BATTLE ZONE
Set up all terrain in a 3’x3’ play area. Players should
Deployment zones
alternate between placing terrain features to ensure a
mutually desired battle zone set-up.

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.

END OF THE BATTLE


The battle ends upon the first player accumulating 9
or more Victory Points. Alternatively, the scenario ends if a player has no
models remaining at the start of any game phase.

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.

>>Listen up, Contractors. A


vital communications relay
FIRETEAM
has recently gone out after
some anomalous activity » Use the standard rules while selecting and creating any Fireteams for
from a neighboring nebula. this scenario.
With systems down, opposing
forces have been deployed
» Pilots have the “VIP” Keyword.
to try to secure the relay
for their own interests,
but as far as I’m concerned,
it’s as good as ours. Watch DEPLOYMENT
your step. The electrical energy being discharged is too dangerous for Infantry. As such, players
Electrical energy from the may not deploy any Infantry models during their initial set-up, and may only deploy
relay is making the entire
their MCV and mounted Pilot. Infantry models may later be deployed during the Ingress
area dangerous for foot-in-
fantry, and is causing MCVs Phase, using the standard Ingress rules, after the damaged communications relay has
to malfunction.<< been repaired.
Players should deploy their MCV models using Deployment Zone 4 from the Deploy-
ment Zones chart (pg. 49).

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.

Communications Relay Repair:


The damaged relay may be repaired by any player, whose model is within 1” of the terrain
feature, by having the MCV and mounted Pilot make an Interact Tactics 8 test.

END OF THE BATTLE


The battle ends at the end of the 5th game round. Alternatively, if a player has no models
remaining at the start of any game phase, the scenario ends.

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.

Picking up the Panocyte:


Any model that is within 1” of the panocyte crates may “pick up the
supply” with an Interact (-) action. The action is automatically success-
ful, and no roll is required. Any model carrying the panocyte has
their Speed reduced by 3, with the exception of MCVs.
Any Infantry model who receives damage while carry-
ing the panocyte immediately drops it in place, and
must spend another Interact action to pick it back up.
Additionally, any MCV who receives a Critical Condi-
tion drops any panocyte they are carrying.

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

CAPTURE THE FRAG


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.
Alternate between players in placing six tokens at least 6” from one another
around the battle zone. >>Fresh in, Contractor.
Turns out the CEK panocyte
shipment coordinator is a

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

DEPLOYMENT problem is that the sadis-


tic bastard has it hidden
Roll 1d6. Reference and deploy in correspondence with the Deployment among real grenades… It’s
worth the risk. Be careful
Zones chart (pg. 49).
and see if you can’t locate
the thing for us.<<

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.

END OF THE BATTLE


The battle ends when the first player collects the key code and returns it to
their deployment zone. 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.

53
MCV

GLAIVE

New Palisades Specialists

MCV

DAGGER

Hunter Securitie Specialists

54
GLAIVE OPTIONS
DAGGER OPTIONS

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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

With Jeremy Pillipow and JP Perreault


from Black Magic Creative

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.

Gregory - Idols of Torment drew my attention because I


recently discovered the movie Hellraiser which fascinated me
with an alien take on the cosmos. I’m not a horror fanatic,
but I sometimes find myself cringing through movies like
Hellraiser to explore what I would call cosmic horror.
This very much has that same vibe to me. What are some
of the lesser-known cosmic horror worlds that have captivated you
in the past and might have inspired some part of Idols of Torment.

Jeremy - There are of course the obvious examples of cosmic


horror that people will think of like John Carpenter’s The Thing, but
there are plenty of films that might not obviously be cosmic horror
that have had a big impact on me creatively. Event Horizon and
The Color Out of Space come to mind immediately. The Color Out
Jeremy Pillipow - President, Game Designer, of Space is an example of what I’d consider an “obvious” cosmic
Art Director, Graphic Designer horror story, one that would be labeled as that on the packaging
Jeremy is best known for his YouTube channel
Black Magic Craft where he has been sharing
but something like Event Horizon falls within this genre in a less
his passion for building gaming terrain and obvious way which I think is true of Idols of Torment.
miniatures for nearly a decade. A strong
ambassador for the hobby and advocate for
creativity with a do it yourself attitude.
JP - We intentionally put layers in the game where the aesthetic
and characters can invoke all sorts of genres. But when you start
JP Perreault - Game Designer, Production to unpack the setting and get to know what the Idols are, you
Manager, Lead Writer
quickly realize you are in a cosmic horror game.
JP is a longtime friend of Jeremy’s and collab-
orator on past music projects. When Jeremy
conceived the idea of creating a brand new Jeremy - There is a literary philosophy called “Cosmicism”
setting and developing a game, he called on JP which essentially revolves around the concept that there is no
to join him on the adventure. JP has worked
for many years in the public sector in roles divine presence in the universe and that human beings are
involving policy development and finance. insignificant. This is often the foundation of the cosmic horror
genre. With Idols of Torment we have come at it from a sort of
Anti-Cosmicism standpoint. There ARE divine beings in the
universe and not only is humanity significant but it is significant
to the point of being the core of the universe’s balance. Humanity
is the MOST significant force in the universe.

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?

Jeremy - Technically this would be my first venture


in creating an original game or rules set. The past

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?

Jeremy - I used to think there was a huge crossover


between RPG players and wargamers. There obviously is
a crossover but I’ve come to discover that there is a pretty

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
61
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.

The Primordials were unable to create these beings in their


perfect and combined image - these beings were created by each
Primordial in isolation, and in their own images. Their final
stores of Prime Energy were not enough to complete the task, so
the Primordials imparted their own, raw fuels into the process.
From the far corners of the Cosmic Realm, the spawn of corruption
emerged, each embodying the most extreme forms of either Power,
Desire, Weakness, or Despair. The Primordials had created
monsters: the Idols.
Blaster Exclusive Scenario
This scenario represents the early years of the Echo – when the
Idols were newly forged and just beginning to gain their unique
adaptations. In the centuries after this period, they continued to
adapt and evolve, eventually forming the eight distinct Orders we
know today.

If using the full Idols of Torment rules from the official


Rulebook, do not use Order abilities.
Setup
Setup is completed like normal.

THE TORMENT BEGINS

Two Eternals unleash their Idols in an


OBJECTIVE attempt to sharpen their abilities and
forge their destiny in the Echo.

Declaring victory — At the end of the


game, the player with the most Idols
on the board declares victory. If both
players have the same number of Idols,
the player who reaped the most Lost
TERMS declares victory.

Ending the game — The game ends


following the phase out rules.

62
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

Wither — When resolving an attack or ranged attack where the


Weakness model is the attacker, the defender must include a −2 modifier on
its Defence roll

Impending Doom — When resolving a reaping on an Unbound


Despair
Lost, the model adds a +1 modifier to its roll

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

Brutality — When making an Attack


Gloom — The model always counts as
roll, natural rolls of 18 or higher result in
obscured
a critical hit

Deadly Apparatus — When resolving


Flesh Hooks — Whenever the model an attack where the model is the attacker,
takes a Backlash, the attack always hits — the model can target all enemy models
proceed directly to the wounding step it is engaged with and resolve an attack
against each one

Enduring — When resolving an attack,


Allure — The model is treated as a ranged attack, or Attack Power where
Totem during the Lost Movement step the model is the defender, it adds +1 to its
Resistance roll

Relentless — The model is immune to all Scurry — The model gains the Agile
held and stunned conditions special ability

63
Target Token
Grenade / AoE

Damaged Terrain
Null Token

Destroyed Terrain
Repairable Critical Condition

Knocked Down

Shield Wall Token

Fireteam Rosters and Token Sheet avail-


able for free on the Electi website:

--> electi-studio.com

Permission granted by ELECTI STUDIO to copy this page for personal,


non-commercial use only.

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

Weapons: Skills / Abilities: Weapons: Skills / Abilities:


Side Arm: Integrated Equipment:
RNG TN AoE DMG AMMO RNG TN AoE DMG AMMO
RNG TN AoE DMG AMMO RNG TN AoE DMG AMMO

Weapon 1
RNG TN AoE DMG AMMO Keywords/Abilities
Name: Name:

Type: Type:

Threat: Speed Defense Armor Threat: Speed Defense Armor

Weapon 2
Keywords: Tactics Keywords: Tactics
RNG TN AoE DMG AMMO Keywords/Abilities

Weapons: Skills / Abilities: Weapons: Skills / Abilities:


RNG TN AoE DMG AMMO RNG TN AoE DMG AMMO

Name: Name:

Type: Type:

Threat: Speed Defense Armor Threat: Speed Defense Armor

Keywords: Tactics Keywords: Tactics

Weapons: Skills / Abilities: Weapons: Skills / Abilities:


RNG TN AoE DMG AMMO RNG TN AoE DMG AMMO

Name: Name:

Type: Type:

Threat: Speed Defense Armor Threat: Speed Defense Armor

Keywords: Tactics Keywords: Tactics

Weapons: Skills / Abilities: Weapons: Skills / Abilities:


RNG TN AoE DMG AMMO RNG TN AoE DMG AMMO

Name: Name:

Type: Type:

Threat: Speed Defense Armor Threat: Speed Defense Armor

Keywords: Tactics Keywords: Tactics

Weapons: Skills / Abilities: Weapons: Skills / Abilities:


RNG TN AoE DMG AMMO RNG TN AoE DMG AMMO

Name: Name:

Type: Type:

Threat: Speed Defense Armor Threat: Speed Defense Armor

Keywords: Tactics Keywords: Tactics

Weapons: Skills / Abilities: Weapons: Skills / Abilities:


RNG TN AoE DMG AMMO RNG TN AoE DMG AMMO
Name: Name:

Type: Type:

Threat: Speed Defense Armor Threat: Speed Defense Armor

Keywords: Tactics Keywords: Tactics

Weapons: Skills / Abilities: Weapons: Skills / Abilities:


RNG TN AoE DMG AMMO RNG TN AoE DMG AMMO

Name: Name:

Type: Type:

Threat: Speed Defense Armor Threat: Speed Defense Armor

Keywords: Tactics Keywords: Tactics

Weapons: Skills / Abilities: Weapons: Skills / Abilities:


RNG TN AoE DMG AMMO RNG TN AoE DMG AMMO

Name: Name:

Type: Type:

Threat: Speed Defense Armor Threat: Speed Defense Armor

Keywords: Tactics Keywords: Tactics

Weapons: Skills / Abilities: Weapons: Skills / Abilities:


RNG TN AoE DMG AMMO RNG TN AoE DMG AMMO

Name: Name:

Type: Type:

Threat: Speed Defense Armor Threat: Speed Defense Armor

Keywords: Tactics Keywords: Tactics

Weapons: Skills / Abilities: Weapons: Skills / Abilities:


RNG TN AoE DMG AMMO RNG TN AoE DMG AMMO

Name: Name:

Type: Type:

Threat: Speed Defense Armor Threat: Speed Defense Armor

Keywords: Tactics Keywords: Tactics

Weapons: Skills / Abilities: Weapons: Skills / Abilities:


RNG TN AoE DMG AMMO RNG TN AoE DMG AMMO

Name: Name:

Type: Type:

Threat: Speed Defense Armor Threat: Speed Defense Armor

Keywords: Tactics Keywords: Tactics

Weapons: Skills / Abilities: Weapons: Skills / Abilities:


RNG TN AoE DMG AMMO RNG TN AoE DMG AMMO
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

Weapons: Skills / Abilities: Weapons: Skills / Abilities:


Side Arm: Integrated Equipment:
RNG TN AoE DMG AMMO RNG TN AoE DMG AMMO
RNG TN AoE DMG AMMO RNG TN AoE DMG AMMO

Weapon 1
RNG TN AoE DMG AMMO Keywords/Abilities
Name: Name:

Type: Type:

Threat: Speed Defense Armor Threat: Speed Defense Armor

Weapon 2
Keywords: Tactics Keywords: Tactics
RNG TN AoE DMG AMMO Keywords/Abilities

Weapons: Skills / Abilities: Weapons: Skills / Abilities:


RNG TN AoE DMG AMMO RNG TN AoE DMG AMMO

Name: Name:

Type: Type:

Threat: Speed Defense Armor Threat: Speed Defense Armor

Keywords: Tactics Keywords: Tactics

Weapons: Skills / Abilities: Weapons: Skills / Abilities:


RNG TN AoE DMG AMMO RNG TN AoE DMG AMMO

Name: Name:

Type: Type:

Threat: Speed Defense Armor Threat: Speed Defense Armor

Keywords: Tactics Keywords: Tactics

Weapons: Skills / Abilities: Weapons: Skills / Abilities:


RNG TN AoE DMG AMMO RNG TN AoE DMG AMMO

Name: Name:

Type: Type:

Threat: Speed Defense Armor Threat: Speed Defense Armor

Keywords: Tactics Keywords: Tactics

Weapons: Skills / Abilities: Weapons: Skills / Abilities:


RNG TN AoE DMG AMMO RNG TN AoE DMG AMMO

Name: Name:

Type: Type:

Threat: Speed Defense Armor Threat: Speed Defense Armor

Keywords: Tactics Keywords: Tactics

Weapons: Skills / Abilities: Weapons: Skills / Abilities:


RNG TN AoE DMG AMMO RNG TN AoE DMG AMMO
Name: Name:

Type: Type:

Threat: Speed Defense Armor Threat: Speed Defense Armor

Keywords: Tactics Keywords: Tactics

Weapons: Skills / Abilities: Weapons: Skills / Abilities:


RNG TN AoE DMG AMMO RNG TN AoE DMG AMMO

Name: Name:

Type: Type:

Threat: Speed Defense Armor Threat: Speed Defense Armor

Keywords: Tactics Keywords: Tactics

Weapons: Skills / Abilities: Weapons: Skills / Abilities:


RNG TN AoE DMG AMMO RNG TN AoE DMG AMMO

Name: Name:

Type: Type:

Threat: Speed Defense Armor Threat: Speed Defense Armor

Keywords: Tactics Keywords: Tactics

Weapons: Skills / Abilities: Weapons: Skills / Abilities:


RNG TN AoE DMG AMMO RNG TN AoE DMG AMMO

Name: Name:

Type: Type:

Threat: Speed Defense Armor Threat: Speed Defense Armor

Keywords: Tactics Keywords: Tactics

Weapons: Skills / Abilities: Weapons: Skills / Abilities:


RNG TN AoE DMG AMMO RNG TN AoE DMG AMMO

Name: Name:

Type: Type:

Threat: Speed Defense Armor Threat: Speed Defense Armor

Keywords: Tactics Keywords: Tactics

Weapons: Skills / Abilities: Weapons: Skills / Abilities:


RNG TN AoE DMG AMMO RNG TN AoE DMG AMMO

Name: Name:

Type: Type:

Threat: Speed Defense Armor Threat: Speed Defense Armor

Keywords: Tactics Keywords: Tactics

Weapons: Skills / Abilities: Weapons: Skills / Abilities:


RNG TN AoE DMG AMMO RNG TN AoE DMG AMMO
Target Token Null Token

Grenade / AoE Repairable Critical Condition

Activated Tokens

Damaged Terrain

Destroyed Terrain

Shield Wall Token

Knocked Down

Fireteam Rosters and Token Sheet avail-


able for free on the Electi website:

--> electi-studio.com

Permission granted by ELECTI STUDIO to copy this page for personal,


non-commercial use only.

Downed

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