Deadzone Rulebook

84
WAR IN URBAN BATTLE ZONES A GAME BY JAKE THORNTON WAR IN URBAN BATTLE ZONES A GAME BY JAKE THORNTON TM

description

deadzone rules

Transcript of Deadzone Rulebook

Page 1: Deadzone Rulebook

WAR IN URBAN BATTLE ZONES A GAME BY JAKE THORNTON

WAR IN URBAN BATTLE ZONES A GAME BY JAKE THORNTON

TM

Scott Syverson (order #5232320)

Page 2: Deadzone Rulebook

“If the citizens of the GCPS were to find out the threats that are lurking on the frontier, can you imagine the effect it would have? The losses in revenue? That’s why Containment Protocol works as it does. It stops the spread of the Plague, certainly, but more importantly it stops the spread of panic. That’s easily worth the occasional loss of a system.”

–Unattributed audio grab, alleged to be the voice of Councillor Lang

Scott Syverson (order #5232320)

Page 3: Deadzone Rulebook

1 ! INTRODUCTION 1 ! INTRODUCTION

CONCEPT AND GAME DESIGNJake Thornton

ADDITIONAL MATERIALGuy Haley, James Hewitt

SPECIAL THANKSMatt Gilbert

COVER ARTLuigi Terzi

INTERNAL ARTHeath Foley, Jonas Springborg, Luigi Terzi, Roberto Cirillo

SCULPTINGBen Skinner,Bob Naismith,Dave Kidd, Derek Miller, Francesco Pizzo, Gregor Adrian, Grégory Clavilier, MKUltra Studio, Rémy Tremblay, Steve Eserin, Steve Saunders, Sylvain Quirion, Tim Prow

ADDITIONAL SCENERYAntenociti’s Workshop, Armorcast, Quantum Gothic, Rust Forge

GRAPHIC DESIGNChris Webb

PHOTOGRAPHYBen Sandum

PAINTINGChris Webb, Dave Neild, Golem Painting Studio, Winterdyne Commission Modelling

PLAYTESTING Bob Parnham, Chris Palmer, Geoff Savory, Matt Gilbert, Sam Dale, Stewart Gibbs, Tim Hancorn, Ronnie Renton

With special thanks to the thousands of gamers who backed us on Kickstarter and the many more who joined in with our public Beta test. It’s you guys who make all this possible.

Scott Syverson (order #5232320)

Page 4: Deadzone Rulebook

2 2 ! INTRODUCTION 2 ! INTRODUCTION

INTRODUCTION ... 1

Containment Protocol . . . . . . . . . 4Deadzone . . . . . . . . . . . . . . . . . . . 4Plague . . . . . . . . . . . . . . . . . . . . . . 5

Game Components . . . . . . . . . . . 6

Models . . . . . . . . . . . . . 8 Types of Model . . . . . . . . . . . . . . . 8Model Positioning . . . . . . . . . . . . 9How Much Room? . . . . . . . . . . . . 9Aggression . . . . . . . . . . . . . . . . . . 9Stat Cards . . . . . . . . . . . . . . . . . . . 10

Battlefields . . . . . . . . . 12 Cubes Not Squares . . . . . . . . . . . 13Buildings and Cover . . . . . . . . . . 14

CORE RULES ... 15

Dice Rolls . . . . . . . . . . 16 Blank Stats . . . . . . . . . . . . . . . . . 16 Test Format . . . . . . . . . . . . . . . . . 16 Dice Rolling Sequence . . . . . . . . 17Doubling and Tripling. . . . . . . . . 17 Scatter . . . . . . . . . . . . . . . . . . . . . 17

Line of Sight . . . . . . . . 18 Point LOS . . . . . . . . . . . . . . . . . . . 18 Area LOS . . . . . . . . . . . . . . . . . . . 18 Model’s Eye Views. . . . . . . . . . . . 18 Level Differences . . . . . . . . . . . . 19Lying Down Models. . . . . . . . . . . 19 Measuring Distance . . . . . . . . . . 19

Play Sequence . . . . . . 20Rounds. . . . . . . . . . . . . . . . . . . . . 20Determine Initiative . . . . . . . . . . 20Turns . . . . . . . . . . . . . . . . . . . . . . 21 End of Round . . . . . . . . . . . . . . . . 21

Actions. . . . . . . . . . . . . 22 Free Actions . . . . . . . . . . . . . . . . 22

Command. . . . . . . . . . . . . . . . 22Move . . . . . . . . . . . . . . . . . . . . 24Climb . . . . . . . . . . . . . . . . . . . 27Sprint . . . . . . . . . . . . . . . . . . . 27Break Off . . . . . . . . . . . . . . . . 28Fight . . . . . . . . . . . . . . . . . . . . 28Get Mean!. . . . . . . . . . . . . . . . 29Shoot. . . . . . . . . . . . . . . . . . . . 29Blaze Away. . . . . . . . . . . . . . . 29Aim . . . . . . . . . . . . . . . . . . . . . 30Throw Grenade . . . . . . . . . . . 30Overwatch . . . . . . . . . . . . . . . 31

Battle Cards . . . . . . . . 32Card Types. . . . . . . . . . . . . . . . . . 32 Card Play . . . . . . . . . . . . . . . . . . . 33 Card Notes. . . . . . . . . . . . . . . . . . 33

Damage . . . . . . . . . . . . 34 Damage States . . . . . . . . . . . . . . 34 Resolving Damage . . . . . . . . . . . 34

Scott Syverson (order #5232320)

Page 5: Deadzone Rulebook

3 ! INTRODUCTION 3 ! INTRODUCTION

SETTING UP ... 35Choose Your Strike Team . . . 36Prepare Your Strike Team . . 36Prepare Your Battlefield. . . . 37Determine Deployment . . . . 38Start the Game . . . . . . . . . . . 38

Missions . . . . . . . . . . . 39 Mission Cards . . . . . . . . . . . . . . . 40Winning . . . . . . . . . . . . . . . . . . . . 43Choosing A Strike Team. . . . . . . 44

CAMPAIGNS ... 45

Campaign Terms. . . . . . . . . . . . . 46

Campaign Notes. . . . . 48

Starting A Campaign . 50

After a Battle . . . . . . . 52

Roster . . . . . . . . . . . . . 56

REFERENCE ... 65

Plague . . . . . . . . . . . . . 58

Enforcers . . . . . . . . . . 60

Rebs. . . . . . . . . . . . . . . 62

Marauders . . . . . . . . . 64

Abilities . . . . . . . . . . . . 66

Equipment . . . . . . . . . 76

Mutations . . . . . . . . . . 79

Scott Syverson (order #5232320)

Page 6: Deadzone Rulebook

Containment ProtocolIn the vast sea of space claimed by the Corporation, some areas are far better controlled than others. Although they would never admit it, the ruling Council of Seven are not seen as the benign overlords they portray themselves as in every system and by every race. For some they are tyrants and dictators, and for others they are distant fools who fail to realise the wealth they hold. Whether it is insurrection, greed or alien invasion there are often times when the Council want all news from a system to simply stop while they resolve a problem.

So, when things get seriously out of hand, when marauding pirate fleets seize a colony, when Rebels throw off Corporation shackles, when Veer-myn erupt from their tunnels or when a Plague breaks out, the Council of Seven order a Containment Protocol.

DeadzoneContainment Protocol is a well-organised process of damage limitation and control. It starts by removing the affected area from all maps, all navigation computers and all communications channels. Where a system of planets once span around their sun there is nothing but a blank space. At least, so it would seem to the outside universe. Of course, the planets still exist and so does the problem for the Council, it’s just that they now have the lack of public scrutiny they need to be able to deal with it as they please.

A cordon of Enforcer warships is positioned to monitor this space, ensuring that nobody enters or leaves without authorisation. Inside the Containment are one or more planets and perhaps many millions of human and alien citizens, all suddenly cut off from the wider Corporation. Those in transit between worlds find themselves suddenly without navigation aids as all their local maps are removed from the grid without warning. The lucky ones manage to find a habitable planet close by. The less lucky drift off into the darkness.

Cut off from outside help, many planets will gradually slip even further into lawlessness and chaos, so it is important to resolve the situation as quickly as possible. This may include the use of normal Corporation troops, though most such missions are given to the fanatically loyal Enforcers.

4 4 ! INTRODUCTION 4 ! INTRODUCTIONScott Syverson (order #5232320)

Page 7: Deadzone Rulebook

Even so, news of such measures inevitably leaks out and the borders can never be entirely secure. Without the normal security protection of the wider Corporation, such an area is too attractive a proposition to many different warring groups and the bribes to inform about them are huge. Rebels and Marauders are attracted by the wealth of Corporation spoils to be ransacked; Forge Fathers see a chance to plunder the natural resources of long-forbidden sites; yet others see it as a way to revenge or enrich or simply seek adventure. For those who are stuck inside the Containment Protocol it is a matter of life and death.

As far as the Council of Seven and their forces are concerned, a Containment Protocol is a problem to be solved – nothing more. The pirate fleet must be destroyed, the rebellion quelled, the aliens repulsed, the infection stamped out. None of these problems can be allowed to spread beyond the bounds of the Containment Protocol. The lives of those inside are not a consideration in the wider scheme of things. They are largely left to fend for themselves for the years or even decades it takes to resolve the problem. Even then, the Council may not want any witnesses...

Whilst this process and these areas are formally termed Containment Protocol, even the Council’s loyal Enforcers simply call them Deadzones.

Plague Perhaps the most alarming cause that is hidden by Containment Protocols is outbreaks of the Plague. There are many virulent infections that can massacre colonies, but the most dangerous is not natural. It is simply known as the Plague and is the product of little-understood alien artefacts. These strange devices are scattered seemingly at random across Corporation space and beyond, infecting and mutating those who are not killed by the virulent mutagens they contain, turning the few survivors into crazed monsters that rampage across their worlds, killing and infecting any they find. News of such events causes mass panic in nearby systems as a few of these monsters retain enough of their old skills to use weapons, operate computers and pilot spaceships.

5 ! INTRODUCTION 5 ! INTRODUCTIONScott Syverson (order #5232320)

Page 8: Deadzone Rulebook

6 6 ! INTRODUCTION

MiniaturesThe Deadzone boxed game contains two factions – the Enforcers and the Plague, each represented by a set of highly detailed miniatures. More information on how to use these in your games can be found on page 8.

In addition, the Deadzone universe is continually expanding, with exciting new specialists for your forces, additional factions that add a twist to the game, and enigmatic mercenaries. Visit www.manticgames.com for more details.

The BattlefieldDeadzone is fought out over a battlefield represented by a gridded mat. This playing area (sometimes referred to in the rules as a board) is an 8 x 8 grid of squares onto which you place buildings and other scenery. Where this scenery is placed on the mat will have an impact on the game, as detailed on page 14.

Buildings and CoverThe futuristic constructions of Deadzone are a key part of the game, and the plastic tiles are intended to provide an infinite combination of buildings, making every game different. The tiles will need to be removed from the frames and joined using the connector pieces provided. You can construct larger buildings to block line of sight, and smaller ones to provide cover – the choice is yours. More information on these buildings can be found on page 14.

Set on the fringes of civilised space, Deadzone is a game of futuristic battles fought among the ruins of human colonies against a variety of alien threats. Deadzone is played with model soldiers on a battlefield that is represented by a gaming mat and model scenery. As a player you will take command of an elite Strike Team of human soldiers or alien warriors. Each turn you decide which of your models to move and what they will do, advancing across the board, shooting your enemies and picking up items of stray equipment as you go. Each player has a secret mission that they are trying to complete, and the first to do so wins the game.

Before we get into the rules proper, you will need to familiarise yourself with the components of the Deadzone game. An understanding of this foundation will make following the remainder of the rules easier.

Scott Syverson (order #5232320)

Page 9: Deadzone Rulebook

7 ! INTRODUCTION

CountersSeveral things need to be tracked during a game, whether it is as simple as which models have had their turn, or as worrying as which of your models have been injured. There are also counters that represent items of equipment, game objectives and so on. The use of each type of counter is described in the relevant section of the rules.

DiceAll dice in Deadzone are 8-sided and are marked from 1-8. These are rolled just like normal 6-sided dice and the number facing up when it stops is the result. In most cases several dice are rolled simultaneously. However, each dice is read separately and the results are never totalled.

Note that the word “dice” is used here for both singular and plural. Normally the singular would be “die”, but in a game where people get killed so frequently this can be a little confusing.

CardsEach faction has its own deck of cards. These are divided into three types:

Stat Cards: these list the game values of the different models available to that faction. During the game you will use these as reference. More details can be found on page 10.

Mission Cards: these show what you need to do to win the game. During a game you will have one of these to use as reference. More details can be found on page 40.

Battle Cards: these allow a variety of extra actions. During a game you will have a hand of these cards to play. More details can be found on page 32.

Scott Syverson (order #5232320)

Page 10: Deadzone Rulebook

8 8 ! INTRODUCTION

Model is the general term for any playing piece and applies whether the model is a human, mutant, vehicle or an alien monstrosity. It does not apply to separate guns and items of equipment such as sentry guns. Although these playing pieces are models of the weapon, in game terms it is an item (see page 76), not a model.

Whenever a rule refers to a model it means the whole playing piece including any base that it may be attached to. It also includes any weapons, clothing, armour, tentacles, spikes, hairstyles, loincloths or anything else that is sculpted as part of that model.

If you are a veteran miniatures gamer and want to convert your model into a different pose then feel free to do so. The model will now be able to see and be seen in slightly different circumstances, but will find that the change of pose is as much of a hindrance as a benefit. Having tested the game with proxy models in a wide variety of poses, no position was found to be universally better than others. If you want to convert your models we recommend doing so because you enjoy the process or have a cool idea for a heroic pose rather than imagining that this will provide any gaming edge.

The collection of models you play with in an individual game is called your Strike Team.

Types Of ModelModels are divided into a number of categories depending on their place in their faction’s hierarchy. Due to the different levels of skill and training available the exact definition varies between factions. One faction’s Specialist might be another faction’s Trooper.

These types are:

Leader: the leaders of a faction. For example, an Enforcer Captain.

Specialist: models with unusual weapons, training or equipment. For example, a Goblin Sniper.

Trooper: normal rank and file. For example, a Rebel Human.

Rare: exotic aliens, experimental equipment or highly-specialised models. For example, a Plague Teraton.

Unique: one-of-a-kind models, usually named individuals. For example, the mercenary known as Wrath.

Scott Syverson (order #5232320)

Page 11: Deadzone Rulebook

9 ! INTRODUCTION

Model PositioningIn Deadzone, a model’s exact placement is very important. For this reason you can only move a model when the rules specifically require you to do so. The owning player always decides on a model’s exact position when it needs to change position for any reason. The reasons for the importance of the exact position of a model will become apparent when you read the rules about Line of Sight on page 18.

As well as being in a specific position, each model is also in a specific cube. You can place a model wherever you like on the board (see page 13), including partly over the lines that form the grid between cubes. In all cases, the centre of a model’s base defines which cube it is in. If this is not obvious, simply tell your opponent when the model is moved into position.

Both models are in the same cube even though the one on the right is partly overlapping the line.

If a second or subsequent model moves into a cube it may not move another model out of the way unless there is nowhere else the moving model could be placed within that cube. If it must move a model in order to fit in then it must move friendly models in preference to enemy ones and only by the minimum required to fit the new model into the cube. Note, however, that this is quite uncommon and a moving model can almost always be placed somewhere in the cube, even if it isn’t necessarily where you want to go. Remember that the centre of the model’s base is what defines which cube it is in.

How Much Room?Every model has a size listed on their Stat Card (see page 10). Each cube can hold up to four size 1 models (or equivalent – two size 2s, a size 3 and a size 1, etc) from a faction. This is an absolute limit and cannot be exceeded. So, if a Strike Team already had three size 1 models in a cube it could not move a size 2 model in until one of the others left.

If models from opposing Strike Teams want to fight in hand-to-hand combat then they need to be in the same cube. In this case both factions can have up to 4 size 1 models or equivalent in the same cube.

Half-width walkways can hold up to 2 size 1 models or equivalent from a single Strike Team per cube. This means that size 3 or 4 models cannot be placed in these cubes.

If possible, try to position opposing models in adjacent cubes so that they are not touching. This helps keep the situation clear.

AggressionAs well as stats, a model is defined by their current level of Aggression. This rises and falls during the battle in response to events that happen to the model. You will need to track the current state of the model’s Aggression throughout the game.

Aggression has 4 steps. From lowest to highest these are:

SUPPRESSEDThe model is entirely focused on staying hidden from the incoming fire. Lie the model down to show this and place a Suppressed counter beside it.

A Suppressed model must Get Mean! to change its Aggression to Pinned. This will be the only action it can do in a turn it starts Suppressed. Remember that you can only Get Mean! once per turn.

PINNEDThe model has taken cover from an immediate threat. It may take a while to decide that it is safe to advance once more. Lie the model down to show this. A Pinned model must Get Mean! as its first action if it makes any actions at all.

ALERTThis is the normal state for models in combat. The model is assumed to be in this state unless marked otherwise.

ENRAGEDThe model is out for blood, angered by enemy action, artificial stimulants or innate rage. Mark the model with an Enraged counter.

An Angry MobAt the start of each battle, a Plague player can choose the level of Aggression each model in his force starts at. This can be either Enraged or Alert and can be different for different models.

Scott Syverson (order #5232320)

Page 12: Deadzone Rulebook

10 10 ! INTRODUCTION

Shoot stat: Shows your model’s proficiency with ranged weapons.

Fight stat: Shows your model’s ability to attack enemies up-close.

Survive stat: Shows how likely your model is to endure enemy attacks.

Armour stat: Shows how well-protected your model is against harm.

Each card has one or more Overwatch actions – see Overwatch on page 31 for details on how these are used.

Most models have one or more abilities which it can use during the game. These are listed in full in the Abilities section on page 66.

All of a model’s weapons and equipment are listed here, along with any relevant special rules.

Each card shows a Points value – this is the cost for including one of this type of model in your Strike Team.

There are five types of model:

• Leader• Specialist• Trooper• Rare• Unique

See page 44 for how this effects force selection.

Models have a size value, from 1 to 4, which affects their ability to move around the battlezone. See pages 9 [how many models fit in a cube] and 26 [squeezing through gaps] for further information.

Size 1 Size 2 Size 3 Size 4

Command stat: Shows your model’s skill at directing other members of your Strike Team. The two numbers added together are called the Command Total.

Stat CardsEach type of model has its own Stat Card. You only need one Stat Card for each type of model, not one for each individual model you are using.

During the game, you are free to examine the Stat Cards of the other player’s models. They are not secret.

Scott Syverson (order #5232320)

Page 13: Deadzone Rulebook

11 ! INTRODUCTION 11 ! INTRODUCTION

Wrath Throughout their long and noble history, there has never been a Judwan warrior or a Judwan murderer, and certainly nothing like the psychotic assassin known as Wrath. At least, not until now. The following information has been pieced together from a variety of sources, and the truth of the matter will probably never be known for certain. The few that did know the truth of this code 8 secret operation are mostly dead. The handful that remain are running for their lives or hiding where they think he cannot find them.

It seems that he was taken from his parents at an early age and raised as an assassin for the Council of Seven. Producing such unwavering killers was probably only one order issued among many others and was long forgotten by the time he was old enough to be sent on his first mission. Still, he was their work.

His first mission was almost his last as the Enforcers he accompanied nearly shot him on the spot for disobeying direct orders under fire. Despite his excellence in training and simulation, when it came to reality he would not kill. He was, after all, Judwan.

The programme leader was given a month to persuade his subject to see reason. Failure would not be a healthy option for either of them. From that point the means of persuasion became increasingly blunt and desperate. Hypnotism, indoctrination, and behavioural therapy were quickly replaced by surgery, implants and mind-probes. These failed too, so more were tried, as was simple torture to break his will – to force him to obey. After a month the programme leader claimed a great success. He had broken the Judwan. Turning around such a high cost investment was such good news that even one of the Council saw fit to inspect this most lethal of new weapons in their arsenal.

Reports of this official demonstration are sketchy, but the results are clear. Today the assassin known as Wrath is the most wanted sentient in the galaxy. He is at the top of every Enforcers shoot to kill list and has been the target of no less than nine fleet sized actions. Small cities have been nuked in an effort to kill him, but he has slipped away quietly every time.

The main reason for this unusually costly pursuit is simple revenge. Wrath carries one of the Council of Seven’s ceremonial blades, and this he took from the dead hand of the Councillor himself. He cannot be allowed to live. His every breath is an encouragement to the Rebs and an embarrassment for the Council and the Corporation. The problem is that we was trained too well.

Scott Syverson (order #5232320)

Page 14: Deadzone Rulebook

12 12 ! INTRODUCTION

Deadzone is fought out over a battlefield that is represented by a gridded mat. This playing area is an 8 x 8 grid of squares onto which you place buildings and other scenery.

Scott Syverson (order #5232320)

Page 15: Deadzone Rulebook

13 ! INTRODUCTION

In this example, model A occupies a level 3 cube, B occupies a level 2 cube and C occupies a level 1 cube.

Cubes Not SquaresThis scenery adds a third dimension to the battlefield and means that we are really dealing with cubes, not squares. Deadzone uses the term cubes throughout the rules as a constant reminder that you are fighting in three dimensions.

A cube is simply a 3” square in 3D, so it has a height of 3” as well as a breadth and depth. If you find it easier to call them squares then that’s fine, but remember that they have a height too. This is important as the volume of the cube is used for some rules, not just its square “footprint” on the mat.

The 8 x 8 grid of cubes represented by the mat is the lowest level of the playing area. As buildings get higher you can imagine them occupying a 3D volume in a series of 8 x 8 layers of cubes piled on top of each other. Each layer is 3” high. We can number these levels starting with the lowest one as level 1, the one above that is level 2, and so on.

In the sparsely populated planets of the far reaches of Corporation space, the settlements all tend towards a familiar look – built from the same prefab units that are supplied by Shensig Interplanetary to almost every colonist collective and security unit known to man. These boxy and utilitarian blocks are formed into storage units, barracks, workshops, offices, armouries, labs, holding pens, and medi-centres with equal ease. They are the defining architectural wonder of the Corporation and are commonly what alien races assume to be the pinnacle of human achievement. They are a far cry from the architectural marvels of the Core.

Whether a settlement is military, contractor or colonist it will be built in much the same way. First the construction bots lay down a foundation of concrete sections laced with multiweave for additional strength and with expansion buffers between slabs for thermal integrity. On top of this they then use the patented habtainers to construct the required buildings. These habtainers are designed to be used both as shipping containers en route to the new settlement and as habitats once they arrive. Their simple and robust cube form allows them to tessellate with maximum efficiency both in spaceship holds and within security perimeters. They are even moderately bullet proof.

When a Containment Protocol is declared the fighting is usually not long in following, and these battles almost always take place in and around Shensig habtainers. The reason is simple. Any alien artefacts must be reported to the local Corporation military, who can then examine them. This places the source of almost every single Plague outbreak within a Corporation base. That is where the Plague are most common and where the Enforcers must go to stamp them out. The plundering forces of Rebels, Marauders, Forge Fathers or Veer-myn don’t care about the swamps and backwoods of the planet as much as the high-tech resources and information that can be plundered from the abandoned Corporation bases. So they too head for the habtainer jungles of Corporation settlements…

Scott Syverson (order #5232320)

Page 16: Deadzone Rulebook

14 14 ! INTRODUCTION

Buildings and CoverThe scenery on the battlefield gives your models protection from enemy attacks as well as vantage points from which you can see the enemy. This is important as most models can only hurt what they can see.

The scenery can be divided into two main types: buildings and cover. The difference is really one of convenience for the rules and in reality the troops would be using whatever they could find to hide behind, regardless of what it was originally.

Buildings are the larger remains of structures and can be several cubes tall or wide.

Cover is any small fragments of walls, barricades or other debris that offers protection within a cube.

Buildings

Wherever possible, always place buildings so that they fit exactly within one or more cubes, by placing the walls on the cube edges. This makes the rules run more smoothly, as you will see later. The model buildings designed for Deadzone are all based on a 3” template so that they fit the cubes perfectly.

Buildings are the basic framework of the battlefield and form the space in and around which you will be fighting. Exactly how you assemble them is up to you and is part of the fun. However, one good piece of advice is that it’s always more interesting to include a variety of heights and sizes of structure when you set up a battlefield.

Another thing to be aware of when constructing your buildings is the difference between solid tiles and all others. Solid tiles are those without any trapdoors, windows or missing sections. These totally block movement across that cube edge. Of course, the Deadzone buildings are part of a very flexible modelling system and so these sections could be ceilings or floors as well as walls. Sections that have some gaps in them

are passable by some models, depending on the relative size of the hole and the model trying to move through it. See page 26.

Cover

When you set up a battlefield, some cubes will contain small scenery elements such as barricades or ammo crates. These are physical objects that will block the ability of models to see and shoot at each other, just as any building will. However, in addition to this they may be enough to make a particular cube count as cover.

Before the game starts, you and your opponent should agree which cubes count as cover. Each cube either counts as cover or it doesn’t. There is no middle ground. If a cube counts as cover then it doesn’t matter where in the cube the scenery that represents that cover is. However, it is always better for visual clarity to put the scenery clearly in one cube or another and not directly on the adjoining lines (unless you want that piece of scenery to denote that both cubes it’s in count as cover). By defining what is and isn’t cover before the game starts you avoid any awkwardness later. This only takes a moment and because most people play with the same friends and the same scenery every time, this quickly becomes second nature.

There is no hard and fast rule about how much scenery constitutes enough to be cover – it’s really just a matter of what looks right to you.

During the game, a model that is anywhere in a cover cube gets the benefit of being in cover regardless of whether it is standing behind a particular piece of scenery or not. The whole cube counts as cover.

In this diagram, cubes A, C and D are open. Cubes B, E, F, G, H and I count as cover.

Scott Syverson (order #5232320)

Page 17: Deadzone Rulebook

15 ! CORE RULES 15 ! CORE RULES

CORE RULESScott Syverson (order #5232320)

Page 18: Deadzone Rulebook

16 16 ! CORE RULES

At the heart of Deadzone’s rules is a simple dice rolling system. This is used whenever you Shoot an opponent, Throw a Grenade at them or Fight them in close combat, to name a few common uses. The following rules explain the way such tests are written and how to resolve them.

Test FormatWith only a few exceptions (such as scatter on the opposite page) all dice rolls are resolved the same way. This is written in a standard format that describes:

• The number of dice to roll (usually 3).

• The game stat each dice roll needs to equal or beat to succeed (Shoot, Fight, Survive, etc). Occasionally this value will be fixed for everyone, and if this is the case then a number will be listed instead of a stat.

• If you have a choice between two or more stats, you must decide which one to use before rolling any dice as different choices have different modifiers and results.

• The target number (in brackets) of successful dice rolls to achieve the aim of the dice roll.

• If this number is a “(1)” then you only need a single successful dice roll to pass the check.

• If this number is an “(X),” then the result is compared to your opponent’s score to see who has won. This is called an opposed test.

For example, a “3 dice Shoot test (X)” requires you to roll 3 dice against your Shoot stat and compare the number of successes you roll against the number your opponent rolls.

Blank StatsIf a model has a value of “-” for the required stat then it may not choose to make that test.

If a model with a stat of “-” must use that value for a test then regardless of modifiers it rolls no dice and counts as making zero successes.

Scott Syverson (order #5232320)

Page 19: Deadzone Rulebook

17 ! CORE RULES

Dice Rolling SequenceDice rolls in Deadzone are resolved as follows unless otherwise stated:

1. Create your pool of dice by taking the number of dice listed for the test and applying any modifiers as necessary. Note that modifiers always alter the number of dice rolled, not the result of the test.

2. If modifiers reduce the dice pool to zero, you cannot make the test. Otherwise, roll all the dice.

3. Each dice that scores equal to or higher than the model’s relevant game stat (as listed in the test description) counts as a success.

4. Each dice that scores an 8 counts as a success and lets you immediately roll an additional dice. (If this dice is also an 8, roll another one – keep going until you roll something other than an 8.)

5. Apply the results of the test based on the number of successes you have rolled.

To continue the 3 dice Shoot test (X) example above, if your Shoot stat was 6+ and you had +1 dice because your previous action had been to Aim, you would roll four dice...

...rolling 2, 5, 6, 8, you would have scored 2 successes and would be able to roll a further dice...

...rolling a 7, you would have scored 3 successes in total.

Doubling and TriplingIn some instances, doubling the target number or doubling your opponent’s total number of successes causes an improved effect. These are listed where they apply.

So, a result of 2 or more successes when you need (1) is doubling, as is 4 to (2), 6 to (3) and so on.

When you are rolling an (X) test you need to double the number of successes scored by your opponent.

Tripling works just like doubling, but with rolling three times the target number or your opponent’s successes instead of twice.

Doubling and Tripling Against Zero

If your opponent rolls zero successes then a single success against them counts as the highest level of success described in the results. This will vary from test to test, but where both doubling and tripling are possible it will always count as tripling.

ScatterSometimes you will need to work out where an inaccurately thrown grenade lands or a rampaging model charges. Random movement of models or items is called scattering and is usually worked out with a single dice roll. Use the scatter diagram shown below. Move the model or item in question one cube in the direction indicated by the diagram below. The 1 is always considered to be furthest away and to the left of the rolling player, with the 8 closest and furthest to the right.

Scatter is always worked out initially on the same level. Then, if the model or item scatters into a cube that has no floor on that level then it will fall until it lands on something. If a cube has a partial floor, such as a half-width walkway or a floor with a trapdoor, then roll a single dice to see if the model or item has landed on it or fallen past. A roll of 1-3 means that the “floor” has been missed and the fall continues, a 4-8 means that the model or item lands on that level. In this way, a model or item may scatter into another cube on the same level, or fall into a lower level, but cannot scatter up.

If the scatter move is completely blocked by solid walls then the model or item simply bounces back into the original cube.

Items can always fit in a cube. If a model scatters into a cube that it cannot fit into due to the size limitations explained above, then it must bounce back into the original cube (if on the same level) or scatter again from that cube (if it has already fallen to a lower level).

Models that fall or are thrown into walls may take damage. See the rules for whatever caused the scatter for more details.

Scott Syverson (order #5232320)

Page 20: Deadzone Rulebook

18 18 ! CORE RULES

A model needs to be able to see their target in order to attack it. In game terms this means that the target must be both in range and in Line of Sight (LOS).

LOS comes in two types and is explained here.

LOS is essentially just a straight line between two points. As we’re simply deciding whether this model can see that target, both types of LOS use the head of the shooting model as the starting point. That is, after all, where he (or she or it) would be looking from.

The two types of LOS are:

Point LOS: use this when you want to Shoot at a specific point such as an individual enemy model.

Area LOS: use this when you want to Blaze Away at a whole cube rather than a specific model.

Point LOSPoint LOS is used for an attempt to Shoot a specific target. The pinnacle would be the sniper’s headshot.

Point LOS is calculated by looking from the model’s perspective. If you take a model’s eye view, can you see the target model? Remember that “the model” includes the base of the model as well as any weapons, flamboyant hairstyles, tails, etc. Note that it doesn’t matter what is obscuring the target. It could be a piece of scenery, an enemy model or even a friendly one. The question is simple: can you see the target model – yes or no?

If you can’t see it at all then you do not have a Point LOS to it.

If you can see every last bit of the target model then you have a Clear Shot and this gets you a bonus. See page 29.

The norm in this urban combat zone is that you will be able to see only part of the model and the clutter of the environment will obscure the rest. That allows a normal shot.

Area LOSThis is used for an attempt to keep the enemy’s head down or to drop in a round that has a blast area and so does not need to be perfectly accurate to do its job. Examples would be Blazing Away with an Enforcer’s heavy rifle, or throwing a frag grenade.

Area LOS is calculated by looking from the model’s perspective. If you take a model’s eye view, can you see the target cube? Remember that a cube is a 3D target, so the volume of the cube is as legitimate a target as the floor. You can therefore shoot through a window at a cube beyond.

In the case of Area LOS there are only two possibilities: you can either see it or you can’t. There is no bonus for a Clear Shot for Area LOS.

Model’s Eye ViewsIn most instances a LOS of either type is clearly possible or not. If there is any doubt then simply bend down over the table and look from the model’s viewpoint. A model’s eye view over the battlefield will often show unexpected obstacles and surprisingly clear targets that you hadn’t noticed from your normal “bird’s eye” view over the battlefield.

Scott Syverson (order #5232320)

Page 21: Deadzone Rulebook

19 ! CORE RULES

Level DifferencesOften you will be firing at targets above or below you. These instances are more likely to need you to check the real LOS from the model’s perspective. They also cause some modifiers to the subsequent tests. However, the principles of LOS are the same whether you are on the same or different levels.

Lying Down ModelsDuring the game some models will invariably end up lying down (to show that they are Pinned or Suppressed). How does LOS work to these models? Exactly the same as every other model. Lying down changes nothing as far as the rules are concerned.

Measuring DistanceWhen you need to work out how far a model can move or shoot you use the same method. Simply count the shortest route in cubes between where you start and where you want to move or shoot to. The distance/range is the number of cubes. You never count the cube you start in and always count the one you finish in.

When counting this way, you can move into any adjacent cube. Remember this is in three dimensions, so you can move diagonally up or down as well as diagonally on the same level.

Adjacent cubes: Though he can’t move to all of them, the model on Level 2 is adjacent to 26 other cubes:

• 9x level 1 cubes (between the red and blue grids)• 8x level 2 cubes (between the blue and green

grids)• 9x level 3 cubes (between the green and purple

grids)

There is an easier shorthand method for working out ranges if doing this in three dimensions is unfamiliar at first. Just count the range as if the distance was all on one level, then count the difference in levels. The higher of these two numbers is the range – see the example below.

The distance between A and B is 2 cubes as the vertical distance (2 cubes) is greater than the horizontal distance (1 cube).

The distance between A and C is 3 cubes as the horizontal distance (3 cubes) is greater than the vertical distance (2 cubes).

Scott Syverson (order #5232320)

Page 22: Deadzone Rulebook

20 20 ! CORE RULES

Deadzone’s sequence of play revolves around four core concepts: the Round, the Turn, Initiative and Activation.

RoundsDeadzone is played in a series of Rounds. During a Round all the models on all sides get to act. Each model may only act once in each Round (unless a card or ability states otherwise). Each Round follows these steps:

1. Determine which player has the Initiative.

2. The player with the Initiative takes the first Turn.

3. The second player takes their Turn as per step 2.

4. Repeat steps 2 and 3 until all the models on both sides have been activated in this Round.

5. When all models have been marked as activated then the Round is over. Follow the steps under the End of Round section on the next page.

Determine InitiativeWhen a player is taking his Turn he is said to have the Initiative.

Some scenarios list which side starts with the Initiative and therefore takes the first Turn in the first Round. More commonly the scenario will not define a starting player. In these cases one player rolls a single dice. On a 1-4 that player starts; on a 5-8 their opponent begins the game with the Initiative.

In all following Rounds, the player that was first to finish activating his models in the previous Round starts with the Initiative.

Scott Syverson (order #5232320)

Page 23: Deadzone Rulebook

21 ! CORE RULES

TurnsDuring a Turn an individual player gets to act with some of his models.

A model’s Activation is its opportunity to move, shoot, fight, etc in a Round.

Normally you will have to activate at least one model in your Turn. However, if you have fewer models left to activate than your opponent then you may choose to pass the Initiative over to him.

If all your models have already been activated then you have no choice but to pass.

If you cannot pass, or choose to activate a model anyway, follow these steps:

1. Choose one model that has not yet acted this Round.

2. This becomes the active model. An active model can choose to make either a single long action or up to two short actions in their Turn. On top of this, some results allow additional “free” actions. A model that starts its activation in the same cube as one or more enemy models may only choose Fight or Break Off actions. In addition it may have a single active Battle Card played on it. When the player has finished with this model he must mark it with an activated marker to show that it cannot act again this Round.

3. Either act with another model or give the Initiative to your opponent.

4. In a single Turn you may act with a maximum number of models equal to your Commander’s command total. If your Commander is dead then use the highest remaining command total in your Strike Team (not counting mercenaries). For example, a Strike Team with a 2-1 Commander would be able to activate up to 3 models per Turn.

Note that you can choose to do nothing with a model in a Turn if you want to. This will still count as its activation and will still mark it as such.

End Of RoundWhen all models have been marked as activated then the Round is over. Follow these steps:

1. If a player has not used at least one Battle Card so far in this Round they must discard one of their choice from their hand now.

2. Each player takes a number of cards from his draw deck equal to the first number in his Commander’s command value. He then keeps a number of cards of his choice equal to the second number of his Commander’s command value. Any excess cards are placed at the bottom of his draw deck - not the discard pile. If the Strike Team’s Commander is dead then use the model with the highest remaining command value for this step instead. If the draw deck runs out then simply draw as many as you can. The discard pile is not reused.

3. If a player has no cards left to draw and no cards remaining in his hand then the game has timed out. See page 43.

4. If the battle is not over then remove the activation markers from all models and start a new Round at step 1.

Scott Syverson (order #5232320)

Page 24: Deadzone Rulebook

22 22 ! CORE RULES

The following pages are a list of the more common actions available to most models. A few rare types of action are limited to those with specific abilities and are described in those rules. See pages 66 to 75.

Important! A model may only perform each type of action once in a Turn. Free actions do not count towards this limit.

Free ActionsFree actions do not count towards a model’s limit for that Turn in either type or quantity. However, they are limited in other ways. A free action cannot trigger another free action of the same type. If the result says that a second free action of the same type is earned then ignore that part of the result. Note that you could earn two free actions of the same type in a single Turn if two separate short actions triggered one each.

A free action must be taken immediately or it is lost. You may always choose not to take a free action if you want.

Scott Syverson (order #5232320)

Page 25: Deadzone Rulebook

23 ! CORE RULES

COMMAND (LONG ACTION)A Command action is one of the few types of action that is limited in number. It is also unusual because it is not a single thing but a choice of options.

Only a model that is either a Leader or has the Tactician or Strategist ability can use a Command action.

Command Pool

At the start of a battle, work out the Strike Team’s Command Pool. This is the number of Command actions that they can use during the whole battle. Calculate the number as follows:

• Each Leader: +1• Each Tactician: +1• Each Strategist: +2

For example, imagine a Strike Team that contains one Leader that has no abilities and another that is a Strategist. The total Command Pool for the strike team would be 4: 1 for each Leader model (2) plus another 2 for the Strategist ability.

Use the command tokens to track the number of possible Command actions remaining in your Command Pool.

Remove one token from the Command Pool each time a Command action is used. In addition, if a model that contributed to the Command Pool dies then the number of tokens it added are immediately lost.

If there are no tokens left in the Command Pool then the Command action cannot be taken.

Command Decision

When a model takes a Command action it must first take a command test.

Command is a variable dice 6+ test (1). Roll a number of dice equal to the model’s command total. For example, a 2-1 model would roll 3 dice.

Command fails: no effect.

Command succeeds: choose one of the following options:

Energy: nominate a single unactivated friendly model within 4 cubes to take an immediate free short action. They may choose any short action that is available to them. This action does not mark the target model as activated.

Pause: nominate an unactivated or overwatching enemy model within 4 cubes. Mark it as activated.

Clarity: take the next Battle Card from the top of your draw deck and add it to your hand.

Command doubles: choose one of the following options:

Drive: nominate any single friendly model (activated or unactivated) within 4 cubes to take an immediate free short action. They may choose any short action that is available to them. This action does not mark the target model as activated if it wasn’t already.

Indecision: nominate an unactivated or overwatching enemy model within 8 cubes. Mark it as activated.

Planning: look through your discard pile and choose any one card to add back into your draw deck. Reshuffle your draw deck.

Command triples: choose one of the following options:

Inspiration: nominate any single friendly model (activated or unactivated) within 8 cubes to take an immediate free short action. They may choose any short action that is available to them. This action does not mark the target model as activated if it wasn’t already.

Confusion: nominate an unactivated or overwatching enemy model anywhere on the battlefield. Mark it as activated.

Cunning: look through your discard pile and choose any one card to add to your hand.

Note that no LOS is required for any of these Command results.

Command Tokens

The double-sided command tokens can represent 1 or 2 points in the Command Pool.

Scott Syverson (order #5232320)

Page 26: Deadzone Rulebook

24 24 ! CORE RULES

MOVE (SHORT ACTION)The model moves 1 cube. Alternatively, the model may spend a Move action to reposition itself within the same cube.

If the model moves into a cube containing an enemy model then they must Fight it immediately. This is true regardless of the cause of the move. If there is more than one enemy model in the cube then the moving model only needs to Fight one and may choose which.

Moving on the Same Level

This can be into any of the 8 surrounding cubes on the same level that are not completely blocked.

The active Stage 3A model in the centre could move to any one of the surrounding cubes on that level apart from the one on the top centre and bottom right. Both are blocked by solid walls.

Changing Level

You can also move up or down a single level as part of the same Move action.

Moving down simply requires a clear path to the new cube. A model dropping more than a single level is falling and may suffer damage. See page 67.

To move up there must be a full cube height wall to provide handholds to climb.

The following diagrams show where the wall needs to be in relation to the moving model. In order to climb straight up there must be a wall on at least one side of the cube.

In order to go up a level into an orthogonally adjacent cube there must be a wall to climb on the lower level, directly between the cubes. A solid wall in this position on the upper level will block the movement.

In this example the active Stage 3A in the centre can only move to one of the level 2 cubes.

Orthogonal and Diagonal: Orthogonal describes adjacent cubes that share a common side with the original cube. A cube therefore has 4 orthogonally and 4 diagonally adjacent cubes on the same level. Orthogonal is also used for those cubes directly above or below those marked as such on the above diagram.

Note: In these diagrams, solid red lines are used to illustrate solid walls.

Scott Syverson (order #5232320)

Page 27: Deadzone Rulebook

25 ! CORE RULES

In order to go up a level into a diagonally adjacent cube there must be a wall to climb on the lower level, in one of four positions shown. Solid walls in either both closer or both further positions on the upper level will block the movement.

In this example the active Stage 3A in the centre can only move to one of the level 2 cubes.

In this example, the active Stage 3A in the centre is trying to get to the highest level of each cube. All marked walls are on the lower level.

The model can freely move to any of the level 1 cubes as none of them are completely blocked.

The model can move to the two diagonally adjacent level 2 cubes at the bottom of the diagram as there are walls in at least one of the correct positions. There is no route to the level 2 cube in the centre left of the diagram as there is no wall between them to climb up.

Despite the position of the walls, the model cannot move to the level 3 cube as a Move action only allows a rise of a single level. If this was a level 2 cube then the model would be able to make the move.

Scott Syverson (order #5232320)

Page 28: Deadzone Rulebook

26 26 ! CORE RULES

Moving On Walkways

Walkways are half cube-width platforms. They can hold a total of 2 normal size 1 models, so size 3 and 4 models cannot use them.

They are treated as normal cubes for movement except when size 1 or 2 models, grenades or other items fall onto them. In this case roll a single dice. On a 1-3 the model or item has missed the walkway and has continued to fall. On a 4+ they have landed on the walkway. Size 3 or 4 models will always hit the walkway, take (and inflict) any appropriate falling damage, and then begin to fall again.

The half of the floor of the walkway cube that is empty space may be moved over without penalty as long as the moving model would normally be able to move to the first cube beyond it.

Moving Through Gaps

The Deadzone scenery has a number of windows, doorways and ruined gaps blasted through it. Some of these gaps are large enough for models to move through and others aren’t. Obviously the size of a model changes which gaps it can easily move through. As there are an infinite number of possible variations in scenery, especially if you have built your own, the following rules deal in broad categories. If there is any potential for confusion then it’s a good idea to talk through with your opponent which category each piece of scenery counts as before you start the game.

CubeSize 1 Size 2 Size 3 Size 4

Solid

no no no no

Small window

no no no no

Average window

yes no no no

Door or large window

yes yes no no

Large door

yes yes yes no

Barricade

yes yes yes yes

The active Stage 3A model is able to move left and right to the level 1 cubes because you can move down a single level if there’s a clear path. The model can move down to the level 1 cube directly below its starting position for the same reason.

The model can move diagonally to the top left Level 2 cube as it is on the same level and the route is not completely blocked.

The model can move to the top right Level 3 cube as there is a wall to climb.

The model cannot move orthogonally to the top centre Level 3 cube as there is no wall to climb.

Scott Syverson (order #5232320)

Page 29: Deadzone Rulebook

27 ! CORE RULES

Who Moves The Models?

Whenever a model is moved the owning player decides on the exact position of the model within the cube. This is true whether the model is moved by an action, a blast, changing Aggression (standing up or lying down) or anything else.

A model cannot be moved when there is no game cause. In other words, you can’t decide to move a model just because it is in the way, or too exposed to enemy fire or anything else. You must use an action to move it or be responding to a change in Aggression, enemy weapon effects, etc.

Full Cubes And The Edge Of The Board

Models can only move off the board in two places: their own deployment zone and that of their opponent.

Infiltrate mission goals require you to move off the board through the enemy deployment zone. This means that the model must be in a cube that is both within the opposing deployment zone and at the edge of the board. A single Move action will move the model off the board.

Scour mission goals require you to move off the board via your own deployment zone. This works the same way as infiltrate, but in your deployment zone, not the enemy’s.

Note that deployment zones are considered to be at all levels and so a model can leave the battlefield on any level.

A model that leaves the battlefield cannot return.

Apart from these specific instances, you should treat the edge of the board as a solid wall that blocks all movement.

A cube or walkway that the moving model could not fit into is also treated as a solid wall.

Picking Up And Carrying Items

Models with a Shoot of “-” or with the Beast or Hover ability cannot pick up or carry items. All other models can carry a single item counter.

When a model moves into a cube containing an item, but no enemy models, they may choose to pick it up. This applies whatever the cause of the movement. In addition, if a model spends a Move action repositioning within the same cube then they may also pick up an item in that cube.

If there is more than one item in a cube then the moving model must choose which to pick up. They can only pick up one at a time.

Items begin the battle face down, so that their type is unknown. Picking up an item allows a player to turn it over and look at what it is. Once an item has been revealed then it stays face up for the rest of the game even if it is dropped or swapped later.

If the model picks up an item then they may choose to keep it, drop it or destroy it. Models can carry up to one item at a time. If they pick up a new item they may choose which to keep and which to drop/destroy.

An item that is dropped is placed in the same cube, face up.

An item that is destroyed is removed from the game.

A model that is Killed drops any item(s) they were carrying in the cube they died in.

Swapping Items

If a model could pick up an item then they can choose to swap an item they are already carrying with a friendly model in the same cube instead.

The active model gives an item they are currently carrying to the other model. If this other model cannot carry more items than it already has then they must either give one to the active model or drop one on the floor.

Only the active model spends an action in order to swap items. The other model can be already activated or yet to have its Turn when the swap takes place.

CLIMB (LONG ACTION)The model moves 2 cubes and must move either up 2 levels or down 2 levels whilst doing so. If the model cannot make the change in level required then this action cannot be taken.

SPRINT (LONG ACTION)The model moves 2 cubes on the same level. They cannot intentionally change level during a Sprint. Otherwise, the rules for movement are as listed under the Move action on page 24.

Scott Syverson (order #5232320)

Page 30: Deadzone Rulebook

28 28 ! CORE RULES

BREAK OFF (LONG ACTION)A model that wishes to leave a cube that also contains one or more Alert or Enraged enemy models must themselves be Alert or Enraged and must use a Break Off action to do so. Whether the model moves or not depends on the results.

Break Off is a 3 dice Survive test (X)

The opposing player chooses one of the Alert or Enraged enemy models in the cube to resist the Break Off attempt. They roll a 3 dice Fight test (X).

Survive modifiers:

• +2 any friends in the same square (not 2 per model)

Fight modifiers:

• +1 any friends are in the same square (not 1 per model)

• +1 Enraged• -1 Injured

Compare the total number of successes to find the outcome:

Draw or Survive wins: take a free Move action.

Survive doubles: take a free Move action. In addition, the Break Off attempt is only counted as a short action, leaving the model with one short action left this Turn.

Fight wins: the difference in number of successes is the potential damage. Resolve this first at an additional AP1. Then, if the Breaking Off model is still alive, they take a free Move action.

Fight doubles: the difference in number of successes is the potential damage. Resolve this at an additional AP1.

If a model Breaks Off into a cube containing an item but no enemy models then it may choose to pick it up. See page 27.

If a model Breaks Off into a cube containing enemy model(s) then they get a free Fight action as normal.

FIGHT (LONG ACTION)If a model begins its Turn in the same cube as an enemy model then it may choose to Fight it.

If a model moves into the same cube as an enemy model then it will Fight for free as part of that action. This happens whether the movement is intentional (such as a Move action) or unintentional (such as being blasted into a new cube by a booby trap).

If there is more than one enemy model in a cube the active model chooses which one it will Fight.

Every model can Fight unless specifically mentioned otherwise. We can safely assume that these elite warriors are well trained in unarmed combat and/or are carrying at least a combat knife or similar to protect themselves with. The only additional weapons that can be used in a Fight are those with range F. If a model has more than one range F weapon then it must choose which one to use before any dice are rolled.

A model with a Fight stat of “-” may not choose Fight as an action or a response.

Fight is a 3 dice Fight test (X).

The target of a Fight action must choose to roll either a 3 dice Fight test (X) or a 3 dice Survive test (X).

Fight modifiers:

• +1 if moved into this cube in this action• +1 if any friends are in the same square

(not 1 per model)• +1 if Enraged• -1 if Injured• -1 if Pinned• -2 if Suppressed

Survive modifiers:

• +1 if any friends in the same square (not 1 per model)

• -1 if Pinned• -2 if Suppressed

Compare the total number of successes to find the outcome:

Draw: MISS – no effect.

Fight wins: HIT - hits opponent. The difference in number of successes is the potential damage.

Fight doubles: HIT - hits opponent. The difference in number of successes is the potential damage. Winner gets a free Fight action if there are still opposing models in that cube, or a free Move action if none are left.

Survive wins: MISS – no effect.

Survive doubles: MISS - survivor gets a free Move or Fight action. The Move action is made as if the survivor was not in a cube with an enemy model and does not require a Break Off test to leave the fight.

Scott Syverson (order #5232320)

Page 31: Deadzone Rulebook

29 ! CORE RULES

Important!: A model that is Pinned or Suppressed at the start of a Fight action involving it will recover to Alert automatically and without counting as a Get Mean! action. However, they will suffer the -1 for being Pinned or the -2 for Suppressed during that first Fight.

If a model injures or kills an opponent in a Fight they gain +1 Aggression.

GET MEAN! (SHORT ACTION)This action immediately raises the model’s Aggression by one step along the scale Suppressed > Pinned > Alert > Enraged.

Raising your Aggression is the only way to stand up from being Pinned or to remove a suppression marker.

SHOOT (SHORT ACTION)A model must have an attack with a Range number (not F) to take this action.

Ranges

Weapons have ranges listed as part of their description. A range of F means that the weapon can only be used with a Fight action against targets in the same cube.

Weapons with a number for Range cannot be used in a Fight.

Anything between one cube and the weapon’s listed Range in cubes is called combat range. Beyond that, up to twice the number listed, is called long range.

Tests may have negative modifiers when weapons are used at long range.

Long range is the maximum distance a weapon can fire.

The target must be within the maximum range of the weapon used to take this action.

Shoot targets a single model and requires Point LOS. Other models in the same or intervening cubes are not affected.

Shoot is a 3 dice Shoot test (X)

The target of a Shoot action must roll a 3 dice Survive test (X)

Shoot modifiers:

• +1 if the active model’s previous action this Turn was Aim

• +2 Clear Shot*• +1 if on a higher level than the target• -1 if Enraged.• -1 if at long range• -2 if there are any friendly models in the

target cube* See page 18. To qualify as a Clear Shot, you must have a completely unobstructed view to the whole of the target model. Note that you can have a clear shot to a model in a cover cube. In this case both modifiers would apply.

Survive modifiers:

• +1 in cover**• +1 Pinned or Suppressed

** A model that is on a higher level than the active model is always considered to be in cover

Compare the total number of successes to find the outcome:

Draw or Survive wins: MISS - Attack misses.

Shoot wins: HIT – the difference in number of successes is the potential damage.

Shoot doubles: HIT – the difference in number of successes is the potential damage. In addition, the target suffers -1 Aggression.

BLAZE AWAY (SHORT ACTION)A model must have an attack with a Range number (not F) to take this action.

The target must be within the maximum range of the weapon used to take this action.

Blaze Away targets a cube and requires Area LOS. You can, therefore, Blaze Away at a model you cannot actually see with Point LOS.

In addition to the normal LOS rules, if both active model and target are on the same level then Blaze Away cannot trace LOS through a cube that is occupied by any Alert or Enraged models.

Blaze Away affects all the models in a cube, both friend and foe.

Scott Syverson (order #5232320)

Page 32: Deadzone Rulebook

30 30 ! CORE RULES

Blaze Away is a 3 dice Shoot test (X)

Each model in the target cube of a Blaze Away action must take a separate 3 dice Survive test (X)

Shoot modifiers:

• +1 per supporting model*• +2 if the active model uses an Ammo item.

Survive modifiers:

• -1 in cover**• +1 if Enraged• +1 if Pinned or Suppressed

** A model that is on a higher level than the active model is always considered to be in cover. A model that is in the target cube but which cannot be seen by the active model with Point LOS is always considered to be in cover.

Compare the total number of successes to find the outcome:

Draw or Survive wins: MISS - no effect.

Blaze Away wins: HIT - target -1 Aggression, eg Alert to Pinned.

Blaze Away doubles: HIT - target -2 Aggression, eg Enraged to Pinned.

Blaze Away triples: HIT - target -3 Aggression, eg Enraged to Suppressed.

Blaze Away Damage

When you’re blazing away at a target there is always a chance that you might hit them even if your main aim is only to keep their heads down. To take this into account, use the following rule.

Any HIT result with a Blaze Away test may cause damage.

Work out the effects of the Aggression loss on the target. If all the loss has been used in reducing the target to Suppressed then no damage is caused. If however, the target is reduced to Suppressed and there is still a reduction in Aggression left over then each extra step causes 1 potential damage.

For example, if an Enraged model is tripled then it loses 3 Aggression. This reduces it to Alert then Pinned then Suppressed with no points left over. No damage is caused.

For example, if a Pinned model is doubled it loses 2 Aggression. This reduces it to Suppressed with one point left to lose. This extra point loss causes one potential damage. Resolve this damage as normal (see page 34).

Supporting Models

*A friendly model may support a Blaze Away action if it has not yet activated and it could have made a Blaze Away action of its own against the same target. A model that supports is marked as activated and does count towards the maximum number of models a player can activate in his Turn.

Cover

The eagle-eyed amongst you will have noticed that cover is dealt with slightly differently in Deadzone. Against shooting it gives the target a better chance of surviving. That’s normal. But against Blaze Away attacks it actually makes it harder for the target to resist. Is that right? Absolutely. When you shoot at me I am less likely to be dead if I have a nice, thick wall to hide behind, so the modifier is in my favour. However, if you’re blazing away at me in an effort to pin me down then I’m far more likely to curl up and stay hidden (be Pinned or Suppressed) if I’ve already got some cover to hide in. Cover is nice and feels safe. Once they’re in it, people don’t like moving out of it. For Shooting this translates to a bonus for the target, but mechanically this must be a minus when it is Blazing Away.

AIM (SHORT ACTION)A model must have an attack with a Range number (not F) to take this action.

The model remains in place and takes Aim. This adds a bonus to a subsequent Shoot action if it is made immediately afterwards in the same Turn.

THROW GRENADE (SHORT ACTION)A model must have a grenade with a Range number (not F) to take this action.

The target must be within the maximum range of the weapon used to take this action.

Throw Grenade targets a cube and requires area LOS.

Scott Syverson (order #5232320)

Page 33: Deadzone Rulebook

31 ! CORE RULES

The Judwan are a calm, peaceful race, each one following the ancient Mu’shen’wan path to spiritual enlightenment. A staggeringly large number of them are healers, using a mixture of dazzling technology and ancient medicine to care for those with whom they share the galaxy, but never asking for reward or recompense.

Throw Grenade is a 3 dice Shoot test (1)

Shoot modifiers:

• -1 if Indirect weapon at combat range• -2 if Indirect weapon at long range

Throw Grenade succeeds: HIT – the grenade lands in the target cube.

Throw Grenade fails: MISS – at combat range the grenade scatters one cube in a random direction. At long range the grenade scatters twice. Roll separately for each scatter.

This action resolves where a thrown grenade ends up. What happens when it goes off in that cube depends on what type of grenade it is. See pages 77 to 78 for details of the different types and their effects.

Grenades are reliable and carefully built weapons that only explode when triggered. They do not detonate when the model carrying one dies or drops one to pick up something different.

OVERWATCH (LONG ACTION)The model lies in wait for the enemy, carefully watching the approaches.

Place an Overwatch counter next to the model. The model remains on Overwatch until their Overwatch test tells you to remove it, they are Injured, Pinned or Suppressed, or they choose a new action in a subsequent Turn.

When an enemy model takes any action that begins or ends within Area LOS of the overwatching model then they may attempt to react.

Roll the following test to see if the model reacts quickly enough in the tumult of battle.

Note that any number of overwatching models may attempt to interrupt each enemy action, but that you must declare all of those that will try before you roll for any of them. Roll for and resolve each overwatching model one at a time in an order chosen by the owning player.

An overwatching model does not have to interrupt an enemy, and if there are several that could then it is always their owning player’s choice as to which ones, if any, make the attempt.

Overwatch is a 3 dice 6+ test (1)

Overwatch fails: remove the Overwatch counter.

Overwatch succeeds: take the model’s Overwatch action after the target has completed their action. Discard the Overwatch counter.

Overwatch doubles: take the model’s Overwatch action before or after the target has completed their action. Discard the Overwatch counter.

Overwatch triples: take the model’s overwatch action before or after the target has completed their action. The model remains on Overwatch - leave the Overwatch counter in place.

After The Overwatch Action

Once any Overwatch action has been resolved, the model that was interrupted may continue with their Turn provided that they have not been Pinned,Suppressed, Injured or Killed.

Scott Syverson (order #5232320)

Page 34: Deadzone Rulebook

Each faction has its own deck of cards, and within this is a set of Battle Cards. . Some of these will form a Strike Team’s battle deck for use during a game. A player has a hand of cards drawn from this battle deck that he uses to aid his Strike Team. As the game goes on cards will be used and discarded, and new ones drawn. If a player’s deck runs out completely and he has no cards left in his hand, then the battle is over.

Card TypesOnce a card has been played and resolved it is placed in a discard pile next to that player’s draw deck. The discard pile is never reshuffled and reused. Discarded cards are out of the game.

Battle Cards come in three main types: Active, Reactive and Hybrid. They are marked with the icons below.

Active cards may only be played during your own Turn.

Reactive cards can only be played in your opponent’s Turn.

Hybrid cards may be played in any player’s Turn.

32 32 ! CORE RULESScott Syverson (order #5232320)

Page 35: Deadzone Rulebook

Card PlayCards are played on models in addition to actions. Each Battle Card has two possible effects which may be different types. You must choose which one of these effects you wish to apply when you play the card. You may only ever use one of the two options when you play a card and the action chosen defines when that card may be played.

Each model can have a maximum of one Active card played on it per Turn. There is no limit on the number of Reactive cards. Hybrid cards count towards this limit if they are played as an Active card.

An active card can only be played during the target model’s activation and must be played on the model it affects (unless otherwise mentioned in the notes below). Within this limitation it can be played before or after any action taken during this activation.

When models take an opposed test, either, neither or both players can add to their dice with modifying cards. The player whose model is taking the action must decide first whether he will add a card to boost that test or not. His opponent may then decide to add a card if he chooses. All decisions about card use must be made before any dice are rolled.

No more than one card may be played by each player to modify a single test.

Card NotesFor ease of reference all the notes on Battle Cards are collected here. These notes aim to clarify the use of cards and are best read with the card to hand as reference.

All cards are single use and are discarded as soon as they have been resolved.

+1 Many cards give a model +1 dice to a specified test. To use this type of cards the model must already be taking that action. The card does not “buy” an action, it simply modifies the test required.

BOOBY TRAPThis can only be played on a model when they pick up a face down item. Once an item has been looked at or is dropped it will be face up and can no longer be booby trapped.

Resolve the booby trap as a frag grenade that has hit its target (so it gets the +1 modifier).

The item that was booby trapped is not damaged, and it does not go off if it is a grenade. The booby trapped item remains with the model that picked it up, or is scattered if the model dies.

Once the booby trap has been resolved, the model that was interrupted may continue with their Turn provided that they have not been Pinned, Suppressed, Injured or Killed.

CHANGE OF PLANSThis must be allocated to a specific friendly model as their active card for the Turn even though it affects the enemy.

DISTRACTThis must be allocated to a specific friendly model as their active card for the Turn even though it affects an enemy model.

Mark the target model as activated regardless of what it was doing.

HEADSHOTUnlike Weak Spot, this only applies to Shoot actions.

MOVEThis is a one cube Move, exactly as the action of that name. It cannot be used as a Teleport or Break Off action.

STEADFASTThis cannot be used to ignore Pinned results of Blasts.

SURGEThis must be allocated to a specific friendly model as their active card for the Turn.

TWISTEDThe new mutation counter is drawn at random from the remaining supply. If all the counters have been used then the card does nothing.

WEAK SPOTCan be used to boost the lethality of any attack including Blaze Away, Fight and grenades. Remember to declare its use before any dice are rolled.

33 ! CORE RULESScott Syverson (order #5232320)

Page 36: Deadzone Rulebook

Deadzones are dangerous places and models can be damaged in a wide variety of ways. They can be shot, stabbed, blown up, knocked off heights, slammed into walls or set on fire. In rules terms this wealth of unpleasant situations is simplified into the following system.

Damage StatesA model can be in one of three damage states:

1. UNDAMAGEDThe initial state of a model.

2. INJUREDThe model continues to fight. They suffer negative modifiers in a few tests but are otherwise able to continue as normal. Mark the model with an injury counter.

3. KILLEDThe model is removed from the game. In reality they may be able to recover with extensive medical treatment. However, for the purposes of this mission they are no longer “combat effective”.

Resolving DamageEach successful attack generates an amount of “potential damage”. This will be listed in the test results.

Effects of successful attacks are resolved as follows:

The target model’s armour (reduced for any AP ability of the attack) is subtracted from the potential damage to find the actual damage caused. This is then compared to the following table.

For example, a model is hit by an attack that resolves with a potential damage of 3. The model is wearing armour 2, and the attack is AP1. The AP reduces the effectiveness of the armour to 1 (2 armour -1 AP = 1 armour). The remaining armour then reduces the potential damage of 3 down to 2. Unfortunately this is still enough to kill the model. If the attack had not had any AP then the attack would have been reduced to 1 and the model would only have been Injured if it was previously undamaged.

0 damage caused: The target’s armour saves it.

1 damage caused: The target is Injured if currently undamaged or Killed if already Injured.

2+ damage caused: The target is Killed.

34 34 ! CORE RULESScott Syverson (order #5232320)

Page 37: Deadzone Rulebook

35 ! SETTING UP 35 ! SETTING UP

SETTING UPScott Syverson (order #5232320)

Page 38: Deadzone Rulebook

36 36 ! SETTING UP

In order to play Deadzone you need to get a number of things together. If you’ve got the boxed set then almost all of these are included. All you will need to find for yourself is an opponent. Once you’re ready, lay out the battle mat between you and follow these steps.

1. Choose Strike Teams.

2. Prepare your Strike Team.

3. Prepare the battlefield.

4. Determine deployment.

5. Start the game.

1. CHOOSE YOUR STRIKE TEAMEach player should decide which of the different factions (Enforcers, Plague, Marauders, Rebels, etc) they like most. Then, using the Stat Cards from the appropriate faction deck, each player needs to put together a Strike Team following the rules on page 44.

As long as you have the models to represent the various soldiers and monsters on the battlefield, you can play any combination of factions you like, including fighting with the same faction on both sides. It’s up to you.

When both players have the models and cards needed to play and have each chosen a Strike Team, then go to the next step.

2. PREPARE YOUR STRIKE TEAMEach player should follow these steps.

• Make sure you have all the models and item counters you have chosen for your Strike Team. Sort out the activation, Aggression and other game counters so that they are within easy reach. Lay out the Stat Cards for your Strike Team.

Scott Syverson (order #5232320)

Page 39: Deadzone Rulebook

37 ! SETTING UP

• Shuffle your Battle Cards. Deal yourself 20 Battle Cards. These will form your battle deck for this game. Place the remainder to one side. They will not be used in this battle. Deal four Battle Cards from your deck of 20 as your starting hand.

• Shuffle your Mission Cards and draw a mission. Keep this secret. If you don’t think you can achieve this mission then you can reject this first draw and choose another. You must attempt the second one regardless, and cannot change back to the first once you have drawn a second. Keep the remainder of the Mission Cards nearby as you will need them for deployment. If you are using Plague, you must allocate initial mutations. Shuffle the 8 mutation counters face down and draw 3 at random. Allocate each of these to a separate model before the battle starts. Note that these initial mutations can be allocated after you see what they are. Put the rest of the mutations (still face down) to one side. You may need them later. Not all mutations are useful. Despite this, all mutations drawn must be allocated to a model, good or bad. That kind of unpredictability is just part of what happens when you’re infected with alien mutagens.

3. PREPARE THE BATTLEFIELDLay out your playing area and place the buildings and other scenery on it to form the battlefield. Place the buildings first and then the cover.

Buildings

The Deadzone buildings can be assembled in an infinite number of ways, and this is part of what makes them fun. As a general rule, lots of smaller buildings is often better to fight around than a few large ones, but you should experiment for yourself to find out what suits you and what you think looks best.

When you have assembled some buildings, place them on the mat. Wherever possible, align buildings so that they are exactly in line with the printed grid on the mat. Spread out the buildings, avoiding large open spaces. As a rule of thumb, try to avoid any 3 cube x 3 cube areas of the lowest level being completely empty of buildings.

Multi-level buildings can be connected by walkways above ground level.

Remember that you are laying out all this scenery before you know where either Strike Team will deploy.

Cover

Once your buildings are laid out, define some cubes as cover to break up clear fire-lanes and make the board look more interesting. Exactly what bits of scenery you use to show cover does not matter.

What Is Cover?

The concept of cover is very important to Deadzone, yet can be quite difficult to understand. While the rest of Deadzone is based on a literal representation of models and buildings, cover is partially abstract.

In reality, a Deadzone battlefield would be covered in all manner of debris, from smashed bits of walls to abandoned vehicles, damaged street furniture, scattered remains of building interiors, and so on. You can imagine that the innards of every damaged building have been strewn across the streets. All those desks, sofas, chairs, cabinets, etc have to go somewhere, but in a game it simply isn’t practical to model every last piece of this battlefield detritus. So, we use the concept of cover.

Cover is represented on the gaming area by a few pieces of scenery within a cube. This could be almost anything, but players commonly use barricades, crates, barrels, and rubble. These scenery elements act like buildings to block the lines of sight between models. However, they also act as a visual reminder that the whole cube they are in counts as cover. Cover is a way of saying that we know there is really a lot more stuff to hide behind, but that we can’t show all of it. Quite apart from anything else the models would fall over all the time if we had realistic amount of bits of rubbish all over the place.

So, a cube counts as cover or it doesn’t. Use the scenery to show cover by placing it inside the cube, not along its edges (as buildings are). This means that you should be able to tell at a glance which cubes are cover and which aren’t.

To make the scenery elements stretch further and as a useful guide, cubes inside buildings count as cover too, regardless of what scenery is present. These are the locations where the piles of rubble and smashed furniture are likely to be at their highest, and so it looks right in game too.

Decide before the battle starts which cubes count as “inside” buildings. These are usually fairly clear as the shape of the walls shows where the buildings once stood. If there is any doubt then come to an agreement with your opponent before anyone knows which side they are setting up on.

Scott Syverson (order #5232320)

Page 40: Deadzone Rulebook

38 38 ! SETTING UP

4. DETERMINE DEPLOYMENTDecide which way up the board will be viewed. One of the players then draws a random Mission Card from his remaining (unused) deck. Use this only to determine the deployment zones. The result can be one of the following four layouts. Using the agreed orientation of the board, the player that drew the card takes the red zone and his opponent the blue. The grey central zone is used for random item deployment, and each X marks a cube where an objective must be set up (see below).

Items

Take the 16 item counters with crate designs on the back and shuffle them face down. Each player takes 2 at random and without looking at them places each in a separate cube in the central grey area. The player who drew the card for deployment

places the first two and his opponent the last. In this step, each item must be in a separate cube. Items can be placed on any level.

Then take 4 more counters at random and without looking at them place them one at a time on the board using dice to determine a random position for each. For each counter, roll one dice and count that many columns across; then roll a second dice and count that many rows down. Place the counter on the top level of scenery in the resulting space. Re-roll a dice if it would drop the

item in either player’s deployment zone. We can assume that anything that has been left lying about in the assembly areas has already been used up or removed to the rear. The only items remaining would be in the no-man’s land between the forces.

When eight counters have been placed in total (4 by the players, 4 at random), put the remaining eight counters to one side. They will not be used in this battle.

Objectives

There are three octagonal objective counters marked X, Y and Z. Shuffle them face down and place one at random on each of the positions marked X on the map. They remain face down. Objective counters may only be examined by a player who has a model in the same cube at that time.

Deployment

The player who did not draw the card for deployment now draws an unused Mission Card from his deck to determine who deploys their models first and starts the battle. “Friend” means that he does, while “Foe” means his opponent begins.

The starting player deploys his non-Scout models anywhere within his deployment zone. His opponent then deploys all of his models, placing any models with the Scout ability in the white area of the map between his own deployment zone and the central grey sector.

The starting player then places any models with the Scout ability in the white area of the map between his own deployment zone and the central grey sector.

If any models start the game with an Aggression other than Alert, place the relevant counter next to the model now. Also place Overwatch markers for Sentry models together with any other counters that are placed “at the start of the game”.

Models can be deployed on any level. .

5. START THE GAMEThe starting player takes the first Turn.

A B

C D

Scott Syverson (order #5232320)

Page 41: Deadzone Rulebook

39 ! SETTING UP

During a game, each player attempts to collect Victory Points (VPs) by completing mission goals. These vary from mission to mission. Some focus on killing the enemy, others on holding ground or moving to new positions. As the missions are kept secret, part of the challenge is to hide what you’re up to whilst working out what your opponent is trying to do and counter it.

Scott Syverson (order #5232320)

Page 42: Deadzone Rulebook

40 40 ! SETTING UP

Who’s In Charge?

The various forces that fight within the Deadzone are not simply fighting among the burning wreckage for the best scraps of a ruined colony. Each is part of a carefully structured military hierarchy and as such is operating with support from higher echelons of its parent “army”. This may sound odd for the Plague, but even their bizarre and mutant forces have a rudimentary structure to them that controls their actions on a planetary scale – and beyond if they can get there.

In each game, each Strike Team will be given a mission to complete. Its success in completing this specific mission will determine whether it wins or loses the battle.

Mission CardsEach faction deck includes a number of Mission Cards. Whilst these differ from faction to faction, the information on each card is laid out in a standard format.

GOALSThere are far more tasks on the battlefield than can possibly be carried out by a single small unit on one patrol. In Deadzone, each battlefield task is called a goal. All the goals a unit could be asked to complete are listed here. However, only the goals listed on the Mission Cards will earn VPs in that game. Whilst you may complete other goals in passing, you will not complete your mission if you ignore the specific goals you have been tasked to complete. For example, you may have been ordered to capture and hold specific objective points on the battlefield. Killing the enemy is seldom a bad thing, but it is not what you’ve been asked to do this time. You will only earn VPs, and only win the battle, by actually capturing and holding that objective. Always read your Mission Card carefully and understand what you need to focus on to achieve those goals. Adapt your tactics accordingly.

You will notice that some of the goals are highlighted in red, and prefixed by a symbol – these are core mission goals, and gain extra Reputation during a campaign. See page 52. In one-off games treat all mission goals the same.

The list of possible goals is as follows:

Kill

Destroy the enemy forces. Without troops they can achieve little. This is broken down into 3 levels and is listed as 3 separate goals. These levels are based on the points value of each enemy trooper you kill (1-6, 7-10, 11+). Each kill earns you the VPs listed for the goal that covers their total value. For example, if a mission gives 1VP for 1-6 point models Killed, 2 for 7-10 point models and 3 for 11+ point models then killing a 7 point model earns you 2VPs. Note that in some missions you will earn VPs for some kills and not others.

Kill Commander, Trooper, Specialist or Leader

The enemy forces are like a house of cards. Remove the right one and the whole thing collapses. These goals are listed separately, but all work in exactly the same way.

These VPs are in addition to any points you may get for Kill goals. Each model of the specified type that you Kill earns points for both the Kill and the Kill Commander, Trooper, Specialist or Leader. You earn the bonus each time you Kill a model of the correct type. This means that you can only earn one Kill Commander bonus per battle (as there is only ever one in each Strike Team), but can potentially earn the other goals multiple times depending on the composition of the enemy force.

For purposes of this goal, Rare models are counted as Specialists and Unique models are counted as Leaders.

Goals / VPs earned: This section shows the various ways you can earn Victory Points during this mission.

Notes: If the Goals require any further explanation, it will be found here.

Deployment / Friend/Foe: The icons in this corner do not form part of the mission itself – instead, they are used while setting up the game, as described on page 38.

Scott Syverson (order #5232320)

Page 43: Deadzone Rulebook

41 ! SETTING UP

Capture (X, Y or Z)

Sometimes boots on the ground is the only way to get things done. This is broken down into 3 goals – one for each of the objectives: X-Ray, Yankee and Zulu. You capture an objective by having a model in the same cube as it, as well as having no enemy models in the same cube.

Control (X, Y or Z)

Use stealth, use cunning or use brute force, but make sure none of the enemy gets anywhere near. This is broken down into 3 goals – one for each of the objectives: X-Ray, Yankee and Zulu. You control an objective by making sure two things are true at the same time. Firstly, you must capture the objective by having a model in the same cube as it when no enemy models are in that cube. Secondly, there must be no enemy models in any cube adjacent to the objective. When both of these are true then you have control of that objective.

IMPORTANT! Note the difference between capture and control of objectives.

Infiltrate

Leave the enemy blocking force to the other teams. Your job is to get past them and onto your next target. This is broken down into 3 levels and is listed as 3 separate goals. These levels are based on the points’ value of each trooper you exit off the board from the enemy deployment zone (1-6, 7-10, 11+). Each trooper you move off earns you the VPs listed for the goal that covers their total value. For example, if a mission gives 1VP for 1-6 point infiltrating models, 2 for 7-10 point models and 3 for 11+ point models then moving off a 15 point model earns you 3VPs. Note that in some missions you will earn VPs for some infiltrators and not others. See the rules for moving off the board on page 27.

Scour

It may not be brave, but it’s got to be done. Some factions are abundantly supplied with every item of equipment they might wish for, while others struggle to get by. Each time you carry an item off the board from your own deployment zone you earn the VPs for this goal. The items cannot be ones you started the battle with; they must either be ones that began the game littering the battlefield or ones that enemy models have dropped since. See the rules for moving off the board on page 27.

Survive

Sometimes just holding on can be enough. This goal is earned at the end of every Round that more than half your Strike Team (in points) remains on the battlefield. If a model has moved off the board then it is no longer counts as being on the battlefield even though it did not die. You may want to use a spare counter to track how many Rounds you have played. If you do this, make sure that you do so even when Survive is not one of your objectives – just to keep your opponent guessing.

Intel

In addition to these goals, there are some items of intelligence value called “intel” that are worth 1 VP each to any faction on any mission. These can sometimes be found on the battlefield as part of the scatter of random items.

Scott Syverson (order #5232320)

Page 44: Deadzone Rulebook

42 42 ! SETTING UP

VPS EARNEDThis column on the Mission Card lists the VPs awarded for each time you complete that goal. Total the number of VPs you have earned at the end of each Round to see if you have won the battle.

Tracking VPs

An easy way to keep track of your VPs is to use your Mission Card as a reference point. Simply place enemy models you kill, friendly models you infiltrate off and any other VP related counters and models around your Mission Card so that you can count the points quickly. It’s best to use the layout shown here so you always know where everything is and what it’s worth.

Of course, the particular mission you’re on might not count infiltrators, kills etc, but your opponent doesn’t know that. Not yet, anyway, and the longer you can keep him in the dark the better. For this reason it’s best to look like you’re after every possible type of mission goal there is. By always counting everything you can keep your mission secret longer.

Left: 1-6 point enemy models Killed or own models infiltrated off the board.

Right: 11+ point enemy models Killed or own models infiltrated off the board.

Above: 7-10 point enemy models Killed or own models infiltrated off the board.

Below: Intel counters, scavenged items and Turns survived (use a spare dice to track this).

Scott Syverson (order #5232320)

Page 45: Deadzone Rulebook

43 ! SETTING UP

WinningThere are a number of ways to win a game of Deadzone. These fall into two main types: claimed and timeout. In addition, players can concede or abort battles.

CLAIMED VICTORIESThese are when one player achieves a clear victory by either completing his mission or wiping out his foes. To win this way a player must claim his victory by telling his opponent that he has won and then confirming it. He may do so in one of two situations:

1) When he has earned a total of 10 or more VPs.

2) When his opponent has no models left on the table, or the only ones left have a command value of “-”.

When a player claims victory, pause the game to check that they have actually done so. When this is due to wiping out the enemy it should be obvious. Otherwise, the player claiming the victory reveals his Mission Card and his VP total is checked by both players. Remember to include any intel recovered in this total.

If they have earned 10 or more VPs then the game is over. If not then carry on from where you left off.

The first player to claim a valid victory wins the game.

TIMEOUT VICTORIESAll missions are time-sensitive. If you don’t complete your assigned tasks quickly then the strategic situation will change and your goals may no longer be valid.

Deadzone is designed to time out games on its own. This avoids stalemate situations where neither player can make headway on achieving their mission. The way the game does this is by using the Battle Cards.

At the end of a Round the number of remaining Battle Cards are checked. If one or both players has completely run out then the game is over. The mission’s window of opportunity has been missed and the Strike Teams have been recalled by their respective High Commands. See the Play Sequence on page 20 for more details.

If a game times out then both players flip over their Mission Cards and the total VPs are calculated. Remember to include any intel recovered in this total.

The player with the highest total wins. In the case of a draw, the player with the highest total points (in models only) remaining on the tabletop when the battle ends wins the battle.

CONCEDING A BATTLEThere are times when everything goes wrong and retreating to reform is the only sensible option.

A player can concede the game at the start of any of his Turns. This is usually only done as part of a campaign when a player is worried about the losses in his force.

The player that concedes earns zero VPs for this battle regardless of his mission and any intel recovered. His opponent earns 10 VPs regardless.

ABORTING THE MISSIONThere are times when an assigned mission is impossible. Sometimes the reports are incorrect and the enemy forces you have been assigned to kill simply aren’t there, or the models that needed to infiltrate are killed by a lucky shot right at the outset. In these situations you have two choices: concede the battle or abort the mission and fight on regardless. Aborting a mission looks bad, but sometimes it’s the only option.

Conceding the mission is dealt with above. While this is OK in a one-off game, in a campaign it gives a lot of VPs away and is not usually such a good option.

At the start of any of your turns you can abort your mission if it is no longer possible. Turn over your Mission Card and show it to your opponent. If you agree that the maximum possible VPs from the mission alone (ie ignoring intel, etc) is less than 10 then you may abort the mission. If you could earn 10 or more VPs then you must continue with the mission or concede the game. Just because it’s hard doesn’t mean that an elite force commander such as you can walk away from it.

If the mission can be aborted, discard your Mission Card and any models Killed or infiltrated to this point. You start your VP total again from zero. From now on you will earn 1 VP per enemy model you kill, regardless of its cost or type. This makes it very hard, or perhaps impossible to win outright, but in a campaign some VPs are better than none. Remember that you can also play for time so a win is always possible even on aborted missions.

Note that you cannot get the campaign bonus for completing core mission goals as aborted missions have none.

Once you abort a mission you cannot go back to it later.

Scott Syverson (order #5232320)

Page 46: Deadzone Rulebook

44 44 ! SETTING UP

Choosing a Strike TeamThese rules are for choosing a Strike Team for a normal game.

Each model, item and card has a cost in points. You must carefully consider which combination will work best for you and spend your points accordingly.

POINT LIMITSEach Strike Team has a total of 70 points to spend. You can choose to spend less than the full 70 if you wish, but you cannot spend a single point more.

MODELSMost of your points will be spent on models for your Strike Team.

TYPE LIMITSNo Strike Team can expect to go to battle with just snipers or Grogans. Specialists are in high demand everywhere and a Strike Team is often lucky to have one at all.

When you choose a Strike Team the number of models you can have depends on their type. You can always take as many Leaders and Troopers as you wish. Specialist, Rare and Unique models are grouped together. You may not take more of these models, added together, than you have Troopers.

For example, if I had 4 Troopers in my Strike Team then I could take a total of no more than 4 Specialist, Rare and Unique models.

ITEMSA Strike Team may include as many items as its models can carry. Items are bought with points from the following list:

item Cost Notes

Ammo 1

AP Ammo 2Frag Grenade 3

Sentry Gun (packed)

5 Enforcers only. Requires an Engineer to deploy.

BATTLE CARDSYou may start the battle with up to 5 extra Battle Cards in your deck if you choose. They cost 1 point each. These will be added at random from what is left after you have followed the normal deck building process on pages 36 and 37.

THE COMMANDERWhen you have finished spending your points, you must nominate a Commander for your force. This will be the model with the highest Command Total stat in the Strike Team. If two or more models have equal highest value then you must choose between them.

A Commander must have a command value of at least 1-1.

There is only one Commander in a Strike Team for each battle. If this model is Killed then you must use the next highest surviving Command total in the Strike Team for certain game functions. However, that model is not considered a Commander.

MERCENARIESMost armies are rather wary of mercenaries as you can never be sure of their loyalty or discretion. However, there are times when their special skill sets are very useful, whether this is to bolster an already strong theme in your force, or to plug a gap where you are weak.

Each Strike Team can include up to one mercenary, and does not have to include any. If you choose to include one they are paid for using part of the 70 points budget for the force and count as the type listed on their card (usually Unique) just like any other model. The only additional restriction is that some mercenaries are picky about who they work for. Each mercenary card lists which factions that model will fight alongside in addition to all the normal information.

A mercenary cannot be a Strike Team Commander. Ignore them when working out who has the highest Command Total in the Strike Team.

Scott Syverson (order #5232320)

Page 47: Deadzone Rulebook

45 ! CAMPAIGNS 45 ! CAMPAIGNS

CAMPAIGNSScott Syverson (order #5232320)

Page 48: Deadzone Rulebook

46 46 ! CAMPAIGNS

One thing that Deadzone does well is tell a story. Battles feature dramatic rescues, lucky escapes and heroic charges all the time, and the actions of individual models often end up being recounted as great tales of heroism after the game. The only downside is that these individuals have no life beyond that single mission. What if you could follow these heroes in their next battle, and the one after that? Would they carry on saving the day or would their luck run out? Campaigns let you find out.

A campaign is a linked series of games where the lives of the individual models in your Strike Team continue from battle to battle. Instead of the anonymous fighters you have in one-off missions, you can name these brave souls in the knowledge that the survivors of one fight can continue to tell their story in the next. As they do so they gain a variety of new experience, equipment and abilities that makes them even more formidable.

Individual games within a campaign are fought in much the same way as a normal one-off game. The difference lies in what happens between the battles and how you keep track of your force.

Campaign TermsAs well as all the normal Deadzone rules, campaigns need to more closely define a few terms and add a couple of extra ones:

STRIKE FORCEThis is your overall force of models. Think of this as your base camp where all the resources you have are collected. You will not have everything available at once, and this more accurately reflects the realities of combat. However, you will be able to tailor what resources you do have – at least to an extent.

STORES In effect, this is the item equivalent of your Strike Force. It is the stores available at your forward base and the only items you can choose to take with you when you assemble a Strike Team for a mission.

STRIKE TEAMThis is a selection of models and items, taken from your Strike Force and Stores. Unlike a normal game, you must draw the models for your Strike Team from your Strike Force rather than simply taking anything you like. Similarly, you can only take items available in your Stores. This makes campaign Strike Teams different to those built for one-off games.

Scott Syverson (order #5232320)

Page 49: Deadzone Rulebook

47 ! CAMPAIGNS

ROSTER SHEETThis is a record of all the models and items available for you to purchase, and those that are already part of your Strike Force and Stores. Individual models have their stats listed here along with any injuries or experience.

RESTRICTIONSIn a campaign, each player’s initial Strike Force represents a newly-arrived unit in the battle zone. It has limited resources and no reputation to persuade the local units to help it out with supplies. A Strike Force starts with access to only a few of its faction’s possible models and items. The others are restricted.

REPUTATIONThis represents how well known and how respected the Strike Force is. The more missions it fulfils and the longer it remains at the front the better its reputation. And, the better a reputation a Strike Force has, the more easily it can persuade High Command that it should get what it wants by way of supplies and replacements. Reputation is “spent” between battles to improve the Strike Force and to gain better medical treatment for casualties. The roster sheet has a space

for the total reputation ever earned, and a separate space for “unspent” reputation. Highest total reputation is the usual measure of a campaign winner. Unspent reputation is only used for working out what can be bought between missions.

CLEARANCE Regardless of the outcome, each battle a Strike Force fights improves its standing with High Command and improves its clearance. Each clearance allows a Strike Force to remove one restriction. Note this newly available model or item on the back of your roster sheet.

HIGH COMMANDThe various forces that fight within the Deadzone are not simply squabbling among the burning wreckage for the best scraps of a ruined colony. Not at all. Each is part of a carefully structured military hierarchy and as such is operating with support and aid from higher echelons of its parent “army”. High Command is the term for these upper echelons.

Scott Syverson (order #5232320)

Page 50: Deadzone Rulebook

48 48 ! CAMPAIGNS

Some Compaign NotesThe campaign system included here is a very simple one that can be easily adapted to a wide variety of different sizes of groups and styles of gamer. There are other, more elaborate types of campaign and you may like to try these at some stage. However, it’s best to start simple and get some successes under your belt before you try anything too complex. A short, simple, successful campaign will be remembered fondly. You can build on that. An unsuccessful attempt at an elaborate and hyper-detailed map-based extravaganza will be remembered for its failure and nothing else.

When you and your friends decide that you want to start a campaign, how do you go about it? Well first there are some questions to be answered. By going through these you should give yourself a solid foundation onto which you can build whatever additions you like. Campaigns can be very individual things and are likely to change as you go along, acquiring new aspects that you and your gaming buddies think are cool and dropping those that don’t suit.

WHO ORGANISES IT ALL?Someone has to sort things out. Even if it is just checking that people are playing games and keeping rosters up to date, there needs to be a driving force behind a campaign. Deadzone campaigns are designed so that this person can also join in the battles. This means that nobody need miss out on the carnage.

One helpful means of showing which Strike Forces are doing well is to have a “league table” of total reputations. However, this isn’t the only thing you can measure. If you wanted you could keep track of total VPs earned, kills caused (or losses suffered), missions accomplished, battles won, and so on. Decide in advance what you will track and what will decide overall campaign victory so that everyone knows what to aim for.

When it comes to making final decisions about something the organiser should be responsible. It’s usually a good idea to discuss these things among the group, but decisions are typically needed sooner rather than later and it’s much easier and faster if one person is ultimately responsible. If a situation arises where an organiser’s own Strike Force is involved in the question then the players should vote on the outcome as a group and abide by the majority decision.

HOW LONG?Short campaigns and those with fixed end points are best to start with and probably best overall. As mentioned above, success is a good recruiter when you want to run another.

How long a campaign lasts for depends on how often the players are likely to get a game. I’d aim for perhaps 4-8 games for your first campaign, depending on the size of your group and their level of enthusiasm. If people are still enthusiastic at the end of a campaign you can always

Scott Syverson (order #5232320)

Page 51: Deadzone Rulebook

49 ! CAMPAIGNS

HEW Guntracks were once popular among Corporation armed forces, but when Accutek started pushing the HSW-04 – and its hefty exclusive-use agreement – they were forgotten almost overnight. Most have now found homes among Marauder fleets, where goblin crews treasure them for their sturdy construction and excessive firepower.

consider running another one immediately afterwards with the same experienced Strike Forces instead of new ones (or as well as new ones if you have new players wishing to join in). It’s best to be flexible and adapt to your local group. The campaign organiser should make the final decision, but as always it’s a good idea to talk it through with the rest of the people in the campaign.

WHO DO YOU FIGHT?The more rigid your organisation of battles in a campaign, the less successful you and everyone else will be at sticking to it. The answer is to be as freeform as you can.

Let players arrange their own games and play as often as they like or can within their chosen campaign structure. The only restriction that is both easy to implement and helpful to use is to say that you cannot fight against the same opponent twice in a row.

One final thought on who you fight is challenges. The way they work is simple.

Using whatever means you have decided on to judge the overall winner (see above), rank the Strike Forces in order. Then, let players issue one challenge per week, fortnight or whatever time period makes sense for your group.

Starting with the lowest ranked Strike Force, let them issue a challenge. Simply pick any other Strike Force that has not already got a challenge match in this period and issue your challenge. If they fail to fight you in that time period then they lose 5 from their total reputation for cowardice.

Continue up the rankings, each player issuing a challenge unless he is already part of one, until every Strike Force has a challenge match arranged. This need not be the only game either Strike Force plays during that period, but they must play this one or the challenged Strike Force loses the reputation.

Of course, this too can be exploited and the organiser will need to be alert to people issuing challenges and then not playing through no fault of the challenged player. In these cases the reputation loss should be levied on the challenger instead. If the game cannot be played through no fault of either player then the penalty can be waived at the organiser’s discretion.

A BALANCED CAMPAIGNThe Deadzone campaign system doesn’t require that everyone play the same number of games. This will give an advantage to those who fight more often, however, the advantage will be very small.

By keeping the battle size fixed at 70 points, all that more experienced Strike Forces can bring to the table is a wider variety of models and items. More experienced and improved models cost more points and so will reduce the size of the overall force. This puts the focus back on the player’s skill rather than the models in the Strike Force itself, which is where it should be.

This also means that players can join in part way through the campaign and not be at a huge disadvantage in a game. They will struggle to beat those who have fought more battles in terms of overall reputation, but they can still join in and fight lots of games without feeling overwhelmed by the veterans.

Scott Syverson (order #5232320)

Page 52: Deadzone Rulebook

50 50 ! CAMPAIGNS

Once you’ve got a group of players for your campaign you will need some armies. Each player needs to follow these steps to get started:

1. Choose a faction

2. Complete a roster sheet

3. Choose initial clearances

4. Work out initial Strike Force

5. Play some games!

1. CHOOSE A FACTIONPlayers will have a collection of models and a favourite faction. It’s more fun if there is a mixture of different factions in your group, but the amount of infighting within every faction makes it perfectly reasonable to have duplicates.

2. COMPLETE A ROSTER SHEETEach player will need a roster sheet. You can photocopy the one on page 56 or download a pdf from www.manticgames.com. This is where you will record all the details of your Strike Force and your Stores. Every time a model is Killed or Injured, and each time they gain experience, you note this on the roster sheet. It is the central record of everything that makes your Strike Force unique. Keep it safe.

3. CHOOSE INITIAL CLEARANCESThe assumption is that most things in Deadzones are restricted. You are new in this battle zone and supplies are limited.

On the back of your roster sheet write down all of the Troopers in your faction. You can always choose from any types of Trooper and normal ammo (not AP to start with). All other models and items start the campaign restricted. Then choose 3 clearances. Each clearance lifts one restriction on a single model or item. This means that the model or item becomes available to your Strike Force. Note this on your roster sheet.

For example, if you are playing Enforcers you will always be able to take all of the Trooper options. You might decide to use your three initial clearances to add the Enforcer Captain and the Enforcer with the missile launcher. The last one you could spend making frag grenade items available. They’re always useful. All other models and items will remain restricted and unavailable to buy until you earn more clearances and lift the restrictions.

Scott Syverson (order #5232320)

Page 53: Deadzone Rulebook

Mission log 332\19\a

Log begins. Our objective is a piece of experimental technology, function classified. Prior to the outbreak it was being held in the Lu-Fan warehouse district – outpost D-9 – but audio logs indicate that a group of researchers tried to move it to a safer location. Intel concludes that their transport was brought down when they tried to pass through D-12.

While we don’t know what hit the research team, we do know that the area was recently chosen by a group of Marauders as the site for a base camp. Considering the facts, it is unlikely that they are aware of the existence of the experimental tech; however, we can expect resistance on our approach.

I have already assembled a strike team. I have chosen 03\Baraka, 07\Yuri and 08\Ryler as the vanguard of the group, following sweep drill 021, with 02\Toval giving heavy fire support in case of armoured units. 12\Aral is the obvious choice to recover the device, but he will be accompanied by 09\Hyris – whom he has briefed – as a backup. Assuming all goes well, Hyris will also provide short-ranged defensive support while Aral completes his task.

Review to follow after extraction (crossref 332\19\b). Log ends.

51 ! CAMPAIGNS

There is an important distinction between cleared and bought. Models and items will often be on your cleared list long before you actually buy one of them for your Strike Force. This simply means that you have done enough to persuade High Command that you are worth trusting with such important and limited resources. It doesn’t mean that they have any to give you yet. You still have to spend the points to buy a model or item before it is added to the Strike Force or Stores section.

4. WORK OUT INITIAL STRIKE FORCEThis is exactly like the normal process of choosing a Strike Team (see page 36) with a couple of notable exceptions. Firstly, you have 140 points, not 70. Secondly, you only have access to a limited selection of models and items. You can only spend your 140 points on models and items that are available to your Strike Force, i.e. Troopers, ammo and the three things that you made available with the clearances you chose above.

One final thing you might like to do is name your models. They will hopefully be with you through many victories, and it’s an easy way to bring them to life.

5. PLAY SOME GAMES!Fighting battles in a campaign setting is much the same as normal one-off battles. However, there are some important differences.

Choosing A Mission For A Campaign Battle

Draw a Mission Card at random from your faction deck. Do this before you choose your Strike Team, not after. You may not refuse this mission.

This is far more realistic for a military unit in a combat zone than being allowed to pick and choose, and would be preferable for one-off battles too if it were not for the practicalities of gaming. Most people work out their armies before they turn up for a game, and so drawing a random mission in front of your opponent is a simple and quick way of getting straight into a game.However, in a campaign many players will be looking for something more realistic and immersive, hence the change.

Choosing A Strike Team For A Campaign Battle

This is exactly the same as choosing a Strike Team for a one-off game with one exception: you can only choose from the models in your Strike Force (that are not currently marked as absent) and the items in its Stores. This limit applies to both type and number of models and items. For example, if you only have one frag grenade left in the stores you can only take one to this battle.

Let Battle Commence

Other than the selection of mission and Strike Team, the rest of the setting up and fighting a battle remains the same.

Scott Syverson (order #5232320)

Page 54: Deadzone Rulebook

52 52 ! CAMPAIGNS

In campaigns we care about what happens to individual models after a battle. Have they recovered from their injuries, learnt any new abilities, or scrounged any good equipment? We also need to see what strings we can pull to ensure the Strike Force gets the best new recruits and items it can find. To do all this, simply follow the steps below. These are best done when both players are still present, immediately after the battle. This ensures that there is someone impartial to witness any dice rolls and to remind you which models were Injured or “Killed”.

1. Return items to the stores.

2. Calculate reputation.

3. Absent models return.

4. Resolve experience.

5. Choose clearances.

6. Spend reputation.

7. Resolve casualties.

8. Check roster is fully updated.

9. Add fresh recruits.

1. RETURN ITEMS TO STORESIf any models are carrying items at the end of a battle, add them to your Stores. This includes those you took to battle and never used, those you have found and those you have taken off the bodies of the enemy. As long as one of your models is carrying it at the end of the battle, you put it into your Stores.

Deployable weapons are a special case and what happens depends on their state at the end of the battle. If they are packed then they are treated like any other item. If they are deployed then they may be returned to their owner’s Stores only if the closest model to them at the end of the game is from their Strike Team and is not already carrying an item (make a note of this before the models are cleared from the board). If this is not the case then the weapon is lost and removed from the roster.

If you acquire an item that is still restricted then you may use the one you’ve got. You just can’t buy any more until you have the clearance.

2. CALCULATE REPUTATIONAfter a battle you earn reputation as shown on the table below:

Situation Reputation earned

Earn any VPs for missionOne reputation per VP earned up to a maximum of 10.

Achieve any core mission goals (see page 42). +2 reputation.

Win the battle. +2 reputation.

Included a mercenary in your force. -3 reputation.

Scott Syverson (order #5232320)

Page 55: Deadzone Rulebook

53 ! CAMPAIGNS

Each situation applies only once. The maximum possible reputation earned from a single battle is 14. The minimum is zero.

Add the reputation earned to both the total reputation and unspent reputation areas of the Strike Force’s roster sheet. The total reputation only ever goes up, whilst the unspent reputation rises and falls as it is earned and spent.

3. ABSENT MODELS RETURNGo down the list of models in the Strike Force section of the roster and uncheck any absent boxes, thereby returning all models to active duty.

4. RESOLVE EXPERIENCEIndividual models gain one experience for each battle they fight in. They also gain one experience per enemy model they kill. Add these to the appropriate place on their line of the roster.

Keeping track of who Killed what is most easily done when the kills are made during a battle. Simply make a check mark next to the model’s entry on the roster and tidy it all up at the end, in this step.

Each model has a rank and all models start at rank 1. When they collect enough experience to equal the next rank above them then they go up one level. For example, a rank 3 model would need to collect 4 experience to advance to rank 4. When a model advances in rank reduce their experience by an amount equal to that new rank. A model can only advance by one rank after a battle. If they have enough experience to advance again then it is saved until after the next battle. These experiences take time to assimilate.

Note that a model cannot advance after a battle in which they were Killed or Injured. Only models that survive a battle unscathed or are already on the roster can gain ranks (and therefore advancements) after a battle. However, experience earned is still marked on the roster and can be used after they have healed.

When a model advances in rank you may roll one dice on the advancement table to see how they improve.

Dice roll Result Model Cost

1!2 New abilityDepends on the list choosen from – see below

3!5

Stat improvement of player’s choice. If all four stats have improved then treat this as a roll of 7.

+1

6!7 +1 Veteran Dice +1

8+ Choose one of the results above

New Ability

The model is sent for training and learns a new ability. Mark them absent for the next battle while they train.

You may choose an ability from the following lists. Which list you can choose from depends on your current rank.

A model may only have each ability once.

A model may only have one of: Engineer, Medic, Scavenger. If a model already has one of these abilities it cannot choose either of the others.

Ability Ran

k 1!

4 (m

ode

l co

st +

2)

Ran

k 5

!6 (m

ode

l co

st +

4)

Ran

k 7+

(mo

del c

ost

+6

)

Notes

Agile

AP1 Only affects Fight attacks.

BOOM!

Brawler

Discipline

Engineer + Beast The extra engineering equipment means that the model no longer has room to carry more.

Fast

Glide

Irresistible

Knockback Only affects Fight attacks.

Marksman Cannot take this if they already have the Sniper ability.

Medic + Beast The extra medical equipment means that the model no longer has room to carry more.

Really Tough Must have the Tough ability already. Really Tough replaces it.

Resourceful

Scavenger

Scout

Sentry

Sniper Must have the Marksman ability already. Sniper replaces it.

Solid

Spotter

Strategist Must have the Tactician ability already. Strategist replaces it.

Tactician Cannot take this if they already have the Strategist ability.

Tough Cannot take this if they already have the Really Tough ability.

Scott Syverson (order #5232320)

Page 56: Deadzone Rulebook

54 54 ! CAMPAIGNS

Stat Improvement

You can choose between command and combat (Shoot, Fight, Survive) stats.

If you choose to raise your Command stat then it goes up one level. See the list below. Command value may only ever increase once. The order of Command, from highest to lowest, is:

3!3 3!2 2!2 2!1 1!1

If you choose to raise a combat stat then the highest one that has not yet advanced will go up. If two are equal you may choose which to advance. Each combat stat will only ever advance once.

If you roll this result and have already increased all three combat stats plus Command then treat it as a roll of 7 and take a Veteran Dice instead.

Increases in Shoot, Fight and Survive stats make the number drop by 1. So, a 6+ becomes a 5+, a 5+ becomes a 4+, and so on.

Veteran Dice

Hardened veterans have learned how to survive in the harsh realities of combat and know all manner of subtle tricks. These are represented by Veteran Dice.

Each Veteran Dice can be used once per battle to add to any normal test for the model that owns them. Decide before you roll any dice whether you will add one or more Veteran Dice to it. You may add as many Veteran Dice as you like to a single test with the proviso that you can only use each one you have once per battle. They are rolled just like the other dice and need the same number for success, roll up on an 8, and so on.

Cost

Every benefit gained by experience makes a model more dangerous in battle and so increases its value. Adjust the cost of the model on the roster sheet as described for the bonus gained.

Mercenaries

These models do not belong to the Strike Force permanently and never earn experience.

5. CHOOSE CLEARANCESEach battle earns a Strike Force a single clearance. Additional clearances can be bought with reputation. Clearances cannot be saved.

6. SPEND REPUTATIONUnspent reputation from this battle (or saved from previous battles) can be spent on various upgrades that improve your Strike Force. You can spend as much or as little as you want within the limitations of your unspent total. You may not spend more.

Upgrade Cost in reputation Notes

1 Clearance 4

Buy item Item cost Cannot buy restricted items

Recruit model Model cost Cannot recruit restricted models.

Emergency medical aid 1 per model

Resurrect model 3 per model

Apply all upgrades as they are bought and update your roster accordingly. You are allowed to buy a clearance and then buy the item or model you have just cleared in the same step.

Each faction achieves these upgrades in different ways. Some are technological, others more mystical, biomechanical or mutagenic. Whatever the means, every faction has access to all upgrades.

Scott Syverson (order #5232320)

Page 57: Deadzone Rulebook

55 ! CAMPAIGNS

7. RESOLVE CASUALTIESModels that were Killed during the battle are removed from the roster unless you bought a resurrect model upgrade for them. You need to buy one such upgrade per model and may choose to resurrect some and not others. If you want to resurrect a model you must do so immediately after the battle in which they were Killed. If you cannot afford to pay at that time they are removed from the roster permanently.

Models that are resurrected must roll one dice on the complications table below and apply that result.

Injured models will recover on their own given the normal medical attention available. However, this will take some time and they will be absent for a single battle. If you do not buy emergency medical care for a model then mark them as absent for the next battle. You need to buy one such upgrade per model and may choose to treat some and not others.

Models that receive emergency medical aid are not marked absent and may fight in the next battle.

Reductions in Shoot, Fight and Survive game values make the number rise by 1. So, a 3+ becomes a 4+, a 4+ becomes a 5+, and so on. If the model already has a game value of 7+ and is reduced further then they fall into a coma and cannot be revived. Treat this as a roll of a 1 instead.

Reductions in Command value move down the hierarchy listed on page 54. If the model has a 1-1 command and is reduced further then they fall into a coma and cannot be revived. Treat this as a roll of a 1 instead.

Complications Table

8. CHECK ROSTER IS UPDATEDEnsure that Injured and dead models are noted correctly, experience has been counted and all other updates and upgrades noted. Check your opponent has done likewise. It’s easy to miss a detail as there’s a lot going on, especially with more experienced Strike Forces in the middle of a campaign. Take the time to check now, while the battle is still fresh and you can both remember what happened.

9. ADD FRESH RECRUITSIf, after everything has been done, you have fewer than 70 points left of models available for the next battle, High Command will send some fresh recruits to join your Strike Force at no cost. This ensures that all their units are always battle ready. Stop adding fresh recruits as soon as the total available models is 70 points or more.

These fresh recruits will always be the least desirable of the pool of reinforcements. The exact model depends on your faction:

Faction Recruit is...

Enforcers Enforcer

Plague Stage 3A

Marauders Commando

Rebs Rebel Human

In addition, every fresh recruit starts out as a New Guy and is marked as such on the roster sheet. During their first battle they are at -1 dice for all tests. If they survive this first battle they will have adapted to the combat zone and this penalty is removed.

Note that this penalty does not apply to models recruited by the normal process of using reputation.

Roll Result

1

Bleeder: Despite every effort, the model cannot be saved and dies permanently on the operating table. Remove the model from your roster and bury them with full military honours.

2 Brain damage: reduce Command by 1 level. The model’s cost is reduced by 1 point.

3 Impaired reflexes: -1 Survive. The model’s cost is reduced by 1 point.

4 Blurred vision: -1 Shoot. The model’s cost is reduced by 1 point.

5 Muscle wasting: -1 Fight. The model’s cost is reduced by 1 point.

6!8 Smooth operation: No complications. The model returns to active duty immediately.

Scott Syverson (order #5232320)

Page 58: Deadzone Rulebook

56 56 ! CAMPAIGNS

In Strike Team?

Absernt?

Nam

eM

odel

TypeO

verwatch

Abilities

Weapo

ns and equipment

Experience

Rank

Vet. Dice

Cost

New Guy?

Strike F

orce:

© 2014 M

antic Gam

es, permssion granted to photocopy for personal use.

ItemQ

uantityIn S

trike Team

?C

ost

Please use the back o

f this sheet to list cleared m

odels and item

s.

ItemQ

uantityIn S

trike Team

?C

ost

T

otal reputatio

n: Unspent reputatio

n:

Scott Syverson (order #5232320)

Page 59: Deadzone Rulebook

57 ! REFERENCE 57 ! REFERENCE

REFERENCEScott Syverson (order #5232320)

Page 60: Deadzone Rulebook

58 58 ! REFERENCE 58 ! REFERENCEScott Syverson (order #5232320)

Page 61: Deadzone Rulebook

59 ! REFERENCE 59 ! REFERENCE

The Plague is not really a disease at all. Although it spreads like an infection and wipes out populations like the most virulent of biohazards, it is in fact an alien mutagen. Whether this is intended as a weapon, some form of self-defence or simply as a means to keep the rats down is unknown. Ongoing research still struggles with both the identity of the aliens responsible as well as their purpose.

What is known is that certain areas of space have been seeded with a series of readily recognisable alien artefacts. These are sometimes robust and impenetrable, whilst at other times they allow themselves to be easily opened. Huge penalties are levied on anyone hiding knowledge of their whereabouts, and given their lethality most citizens are more than happy to alert the nearest Corporation outpost when one is found. They are swiftly recovered and contained in a secure unit with the best precautions available. Sadly this is seldom sufficient.

When the artefact is eventually cracked open, anyone in the immediate proximity not wearing at least level 7 biohazard protection is immediately infected with the mutagen. This initial stage has a very low mortality rate as it is key to the Plague spreading. Most of those within a few metres will be turned into Stage 1s. These are the focus of each outbreak, and tracking them down is key to containing it. Until they have all been destroyed the Plague will continue to spread. As individuals they are powerful and cunning commanders. All of their previous character and skills have been overwhelmed as thoroughly as their physical form has been. This has been replaced with an innate tactical cunning that makes them natural commanders. They are dangerous foes in combat too, but they are not just beasts.

These rapidly disperse, slaughtering any they can find as they spread out, each carving its own dominion among the civilian population. Whilst they attack indiscriminately, not all of their victims die. A percentage are themselves infected and these mutate into Stage 2 creatures. These creatures lose most of their higher functions and serve as the premier warriors of the outbreak. They are devastating in close combat.

Those who survive the rampages of the Stage 2s may themselves be mutated into Stage 3s. As the mutagen spreads from its source it is diluted yet further, the potency is reduced, and the Stage 3s are more recognisably what they were originally. Not all survive the transformation, though those that do can be left with shadows and fragments of their previous character and skills. This allows the Stage 3s to perform many of the support tasks for the outbreak, using weapons and operating technology so that the Plague as a whole may even move between planets. Even though they are individually far less dangerous than the earlier stages in terms of raw combat potential, these residual skills and intelligence can make them very dangerous for those attempting to contain an outbreak.

The Lu-Fin Exiles

Under the earth of New Czechia, in specially developed laboratories the scientists of the Lu-Fin Conglomerate are doomed to spend the rest of their lives analysing the materials collected from suspected Plague outbreaks. Locked down under miles of elaborate safeguards to ensure no outbreak can result from their investigations, these exiles are locked in to a programme of experiments on the recovered corpses and any alien hardware thought connected. Their research has afforded the Corporation a better understanding of how to best combat the Plague on the battlefield with a few biological tricks of their own.

Beyond the dissection of the “hows”, the Surgeon Generals are concerned with the “whys” – why the Plague were designed, breed or evolved. It has been theorised that the creation of the various mutated hosts is the intended effect. These savage, ultraviolent killers have no compassion, no fear, and yet retain most of their problem solving capabilities. The Stage 3s are for the most part infertile, and so after a while a race infected by the Plague will die out. Many are killed outright by the disease, others are killed by the infected members of their own society. Those infected have no way of reproducing other than by infection. As long as a Primary Infection Source – one of the “Plague Devices” remains active, the Plague will not stop.

At first, the Lu-Fin exiles thought the primary purpose of the Stage 3s seems to be to spread the disease beyond the principal infection site, as they retain the ability to utilise technology and indeed, appear to be driven to spread away from their infection site. But the infection’s characteristics are inherently self-limiting. Could this be to protect the creators of the Plague? The leading, current theory is that extinction of intelligent races through sheer havoc rather than direct pathogen mortality is the ultimate aim of the Plague.

Scott Syverson (order #5232320)

Page 62: Deadzone Rulebook

60 60 ! REFERENCE 60 ! REFERENCEScott Syverson (order #5232320)

Page 63: Deadzone Rulebook

61 ! REFERENCE 61 ! REFERENCE

Of the many types of human warrior fielded by the Corporation, the Enforcers are by far the most deadly. At least, that is the common perception. In fact, the Enforcers are not really part of the Corporation military at all. Instead they serve the Council of Seven directly, being loyal to them rather than the Corporation itself. Naturally, the agendas of the Corporation and its ruling body tend to coincide, but this is not always the case, and incidents of battles between Enforcers and Corporation regulars are not unknown.

The Enforcers have their own fleet of spaceships that allows them to move wherever they need to without relying on the Navy, or giving away their intentions to other factions within the Corporation’s labyrinthine world of political manoeuvring. Naturally, the Navy is less than happy about this, and the rivalry between the Enforcers and the various branches of the Corporation military proper is well known.

Deadzones are exactly the sort of reason that the Council of Seven feel they need their own army in the first place. When dealing with sensitive situations such as these they need loyal followers who ask no questions and do whatever is needed, regardless of the cost to either themselves or Corporation civilians. The Enforcers are all too willing to oblige and take great pride in the reliance that the Council places on them.

Enforcer technology

Enforcers are equipped with the best technology the Corporation or anyone else has to offer, bar the very top grade of Forgefather weaponry. Their armour is proof against most small arms fire and power-assisted, granting Enforcers enhanced strength and speed. The ubiquitous helmet is designed to inspire fear in the enemy, and a stylised graphic of it is used as a warning icon in government facilities galaxy-wide.

Proof against most hostile environments, including hard vacuum, Enforcer armour allows its wearers to fight in virtually all situations, and so must incorporate extensive recycling, rebreathing and medical technology, a marvel when one considers the armour’s low bulk. This factor of low mass also makes the protection given by Enforcer armour astounding, being surpassed only by that of the armour worn by the Forgefathers themselves.

Indeed, the armour bears all the hallmarks of Forgefather construction, and it is widely assumed that this element of Enforcer wargear is sourced from this most skilled of species. The contracts or threats Corporation Central offered to secure this equipment must have been highly enticing and/or dire, as Enforcer armour is far superior to technology the Forgefathers are willing to market to other powers.

As all advanced Forgefather technology tends to have, Enforcer armour possesses a self-destruction device, intended to keep their secrets from falling into non-Forgefather hands. In the case of the Enforcers it is even more effective than the norm. Not only are all the sensitive components of Enforcer armour destroyed when examination is attempted, but should an Enforcer

fall in battle (or an attempt be made to forcibly remove his armour) his body will be turned to fine ash. A rigidly locked battlesuit of metal plates is all a foe will recover, ensuring the secrets of both the Forgefather’s technology and the man wearing it remain safe.

Unparalleled mobility is a further characteristic of the Enforcers. Lightweight jump packs are mounted upon their armour, enabling them to fly over obstacles, perform hot insertion into a theatre of war directly from aircraft, and redeploy from one area of a battlefield to another once there.

The primary weapon of the Enforcers is a heavy laser assault rifle, a modified Genling 45, one of the most powerful personal armaments produced in corporation space. These guns are capable of projecting a hail of fire, avoiding the problems of overheating and focus-fracture that so dog other marks of laser weaponry. It is rare indeed to see Genling 45s deployed with any other force, and private ownership is strictly forbidden. Genling’s manufacture of this weapon is thus almost solely undertaken for the Enforcers, and the precise specifications of these modified 45s are kept strictly confidential, ensured by terrifying non-disclosure agreements and the threat of corporate dissolution for Genling should the design of the Enforcer model become public. Genling also provide pistols and heavy weapons for the Enforcers, derived from the same base technology.

For close quarter fighting, Enforcer officers and members of Enforcer Assault Teams are equipped with wrist blades. Vibrational, nonomolecular edged weapons that extend from a housing on the Enforcer’s right forearm, wristblades are closer in aspect to a sword than a knife, and sharp enough to penetrate anything from carbon lattice to the thick hides of silicon-based lifeforms. How the blades maintain their atom-thick cutting edge without blunting under the rigours of combat, and whence they come, is a mystery. (It has been suggested, notably by Colonel Gore (ret.), that wristblades are purchased from the same unknown species which provide the Marauders with their Rippers – the similarities are self-evident.)

Scott Syverson (order #5232320)

Page 64: Deadzone Rulebook

62 62 ! REFERENCE 62 ! REFERENCEScott Syverson (order #5232320)

Page 65: Deadzone Rulebook

The Corporation is not well liked.

Within its borders the Corporation projects its image as one of benign overlord, raising backward cultures into the fold of a vast family of equals. Whatever their origins, everyone has a chance to win big if only they work hard and follow the immutable rules of commerce.

Those that live on the fringes of Corporation space have seen a darker side to all this. Massive exploitation of natural resources and uncaring heavy-handedness that brushes aside any that bar the way of profit are more common traits of the Corporation when it comes to those that have no influence in the halls of power. Here, far away from the civilised hub, the Corporation rules with an iron fist and a cynical sneer. At least, that is the view of the many who oppose them and who band together in the loose confederation known simply as Rebs.

The Rebs are made up of many races, creeds ad cultures, allied only in their hatred of the Corporation. If that were ever to fall then they would surely fall on each other, but luckily for the coherence of the movement the Corporation will not be toppled easily if at all. Still, that doesn’t mean they won’t try.

Some join the Rebs as individuals or small groups, seeking recompense for the harsh way they have been dealt with. The Corporation interests scour planets of resources with scant regard for the lives or cultures that inhabited them before the survey teams arrived. Sacred lands and future livelihoods matter not at all when the verdant topsoil hides mineral resources below.

The primitive Kraaw, daubed in their warpaint, fell foul of the Corporation miners. With their sacred lakes despoiled or drained they fell on the Human interlopers only to be driven off with massed gunfire. They learned quickly, and when the Rebs heard of their resistance they quickly moved to harness their fighting spirit and unique physical abilities to their cause.

Teratons have suffered too, as have Yndij, Chulep, Sorak, Rin nomads and countless Humans from all manner of cultures. All band together to fight a common foe, bringing whatever they can to the uneven fight, knowing that they stand little chance of a final victory but doing simply what they know is right.

63 ! REFERENCE 63 ! REFERENCE

Another hi-ex round impacted against the habtainer wall, but somehow it held. Fillon prayed that it would stay standing. They were surrounded on three sides, and it wouldn’t be long until they were entirely encircled. Of the Rebs under her command, only four were still capable of anything like a fighting retreat, and Joruk’s Onslaught Cannon had to run dry sooner or later.

Belwin darted around the refrigeration unit he was using for cover and let loose a burst from his rifle. His only reward was the bark of return fire from the enemy position, shots chewing more fist-sized holes through the wall. Fillon barked at him to stop wasting ammo, but she didn’t blame him. If they didn’t do something soon, none of it would matter anyway.

She tried to work out how OTR-9 had been backed into the wreckage of a diner unit. It had been a routine sweep-and-keep, picking the area clean for the good of the cause. Drone visuals had shown no enemy forces, so they hadn’t suspected a thing until the Marauders had opened fire. Turns out the visuals had been wrong.

The east wall exploded inwards, and three Commandos were already charging through the breach by the time she was raising her rifle. Radna looked up from treating Nolan’s ragged chest wound a moment too late; the lead Orx was on him, a heavy dagger plunging through the Judwan’s neck and dropping him instantly. Fillon aligned her sights on the brute’s centre mass but her gun beeped empty as she pulled the trigger. Swearing, she rolled back into cover and yelled an order to Joruk. The Grogan swung around, his cannon’s barrel still spinning, and played a line of bullets across the interior of the habtainer. All three of the attackers were taken down; two threw themselves behind a jumble of wreckage, while the third was almost torn in half by the hail of fire.

“Belwin!”

The trooper pulled a frag, thumbed the primer switch and rolled it underarm. The grenade detonated just as one of the Marauders lunged to kick it aside. Fillon saw her chance, and didn’t hesitate.

“Move it! Regroup at the water tower! Go!”

Not stopping to see the effects of Belwin’s frag, she followed her own advice. They couldn’t afford to be this sloppy again. Next time, she promised herself, things would be different.

Scott Syverson (order #5232320)

Page 66: Deadzone Rulebook

64 64 ! REFERENCE 64 ! REFERENCEScott Syverson (order #5232320)

Page 67: Deadzone Rulebook

Originally, the Orx were one of the many races inducted into the Corporation military and they fought well for their human masters. Over centuries they became increasingly militarised and eventually began to question why they were carving out empires for the humans when they could keep them for themselves. More than a few wars started that way.

These days, the Marauders are famed mercenaries and are some of the most professional soldiers known to the Corporation. They are regularly hired both by and against Human forces and take a great deal of professional pride in being apolitical. Most Marauder units will be uniformed and uniformly equipped with state-of-the-art weaponry and support equipment. They are drilled in modern tactical doctrine and can be relied upon to undertake any mission with practised skill.

Of course, when they aren’t working for someone else’s money they work for themselves. Having been made privy to the secrets of the Containment Protocol many years ago when the Corporation was learning to deal with such problems, the modern Marauders know that there are rich pickings to be had within them. Few would think twice at the idea of stocking up on new technology and supplies when all that protects the bulk of them is a few poorly trained militia.

The Marauder forces themselves are a mixture of different, but related races. These range from the smaller Goblins to the enormous Hulks, with the Orx forming a standard near-Human scale that allows them to use most captured equipment with ease.

As they are professional mercenaries, you can find Marauders in almost every combat zone across the Corporation and far beyond. They are unable to discuss the strange sights they have seen outside the Sphere for reasons of professional discretion, but few doubt that they have come into contact with stranger aliens than are currently defined by the Corporation’s public data banks.

Within the confines of the Deadzone the Marauders have yet one more ace up their sleeves – they are naturally immune to the Plague.

65 ! REFERENCE 65 ! REFERENCEScott Syverson (order #5232320)

Page 68: Deadzone Rulebook

66 66 ! REFERENCE

The elite warriors and fearsome monsters that make up the various factions all have an above average ability to fight and survive. These common traits are included as stats. However, some have even more specialised and unusual skills, and whether they are innate or learned they are listed as separate abilities. Each model’s Stat Card lists the abilities that apply to it.

Some abilities belong to the model and others to the weapons that they carry. Weapon abilities are listed as part of the weapon’s line on the card. Model’s abilities have their own section.

Where an ability conflicts with a core rule, the ability takes precedence.

AGILEEach Turn, the model may count one Climb or one Sprint action as a short action instead of a long action. The model may take a Move action as normal.

AP(X)AP is short for Armour Piercing and denotes a type of weapon that is particularly good at defeating armour. AP will always be listed with a number after it in place of the (x), eg AP1, AP2, etc.

Attacks by a model or weapon with this ability ignore a number of points of armour equal to the number after the AP. So, if an AP1 attack hits a model with Armour 2 then the damage is resolved as if the target had Armour 2-1 = 1.

AP is cumulative. If a result or card says that the damage should be resolved at an AP value then add this to the weapon’s native value.

BEASTThe model cannot pick up, carry or use items. All of its weapons and equipment are either natural or have been grafted on permanently by skilled bio-technicians.

This ability can also apply to models that are simply so burdened already by their normal combat load that they have no room to carry more.

Scott Syverson (order #5232320)

Page 69: Deadzone Rulebook

67 ! REFERENCE

BLASTBlast weapons create a massive overpressure shock wave when they explode, fire gravitic pulses that throw targets about, or use other alien technologies that produce similar effects. However, they do not contain shrapnel and so are primarily for moving targets, not killing them. They are, in effect, Frag weapons without the damage.

A weapon with this ability ignores the normal result details of a Shoot or Blaze Away action. All that matters for Blast weapons is whether the result was a hit or a miss. In either case, roll a new test to resolve the attack.

Work out where the weapon strikes/lands and centre the effects on that cube. Every adjacent cube on the same or higher level is affected by the Blast as long as there is a clear route to it. A “clear route” exists to a cube if a size 1 model with a jump pack could move there from the starting cube.”

Roll one test for the success of the Blast regardless of how many potential target models are in the area. Roll a separate test for each potential target model and compare this to the Blast total.

Blast effect is a 3 dice 4+ test (X).

• +1 if the attack was a Hit.• +2 if the weapon is a Shockwave.

Models caught in the explosion roll a 3 dice Survival test (X).

• +1 if the model is in a cover cube.• +2 if the Blast was centred in an adjacent

cube.Draw or Blast wins: target is Pinned*. If the model is in the same cube as the Blast then they are thrown one cube in a random direction. This may result in further damage from being smashed into a wall or blown off a roof (see below).

Blast doubles: target is Pinned*. If the model is in the same cube as the Blast then they are thrown one cube in a random direction. If the model is in an adjacent cube then they are thrown one cube directly away from the centre of the effect. To work out where “directly away” is, draw a straight line from the centre of the effect to the target and beyond. The first new cube the line enters is the one the model is thrown into. This may result in further damage from being smashed into a wall or blown off a roof (see below).

Survival wins: target is Pinned*.

Survival doubles: no effect.

*Pinned pins the target unless it is already Suppressed in which case it stays Suppressed.

Slammed Into Walls and Falling From Heights

If a model is thrown into a wall that blocks its movement to a different cube it takes a new 3 dice 5+ vs Survival roll but remains in the original cube. The survival roll gets +1 dice if they started in an adjacent cube to the grenade.

Falling damage is 3 dice 5+ vs Survival, +2 dice per level after the first. In both these cases the results are as follows:

Damage wins: the model is Pinned*, plus the difference in successes is potential damage.

Survival wins: the model is Pinned*, but suffers no damage.

If a model lands on or is thrown into another model then both models should roll for damage. Roll separately for each using the modifiers for the moving model.

Blast weapons will not scatter on a miss unless the action used to deliver them specifically says so, eg Throw. Other attacks will miss the exact point that was aimed at, but will land sufficiently close to still be in the target cube.

The Kraaw are unparalleled guerrilla fighters, and enemies of the Rebellion have come to fear their swift, unexpected attacks from high vantage points – so much so that the winged aliens have had to adapt their tactics to maintain the element of surprise. Kraaw Warriors have recently set aside their traditional Stingcasters in favour of a wrist-mounted grav-blaster, retuned and overcharged to produce dissonant grav-pulses.

While this renders the weapon completely

non-lethal, the Kraaw have still found a deadly use for it.

They will unleash a fusillade of blaster fire from on high, sending their enemies sprawling or pulling them out of cover, before swooping in to claim their kills at close

range with their Talon Blades.

Scott Syverson (order #5232320)

Page 70: Deadzone Rulebook

68 68 ! REFERENCE

BOOM!When a model with this ability is Killed, they explode.

In addition, the model may choose to trigger the explosion when it is active. This could be during its own Turn or as part of an Overwatch action.

Regardless of the cause, when the model explodes treat it as a Frag Hit in that cube.

If a model explodes as a result of this ability then they cannot be revived by any means. They are permanently dead.

BRAWLERThe model gets +1 dice to any test of his Fight stat in addition to any other modifiers that may apply.

CONSTRUCTThis model is an artificial creature and as such is immune to certain effects. In addition, they are dispassionate machines and do not feel fear, joy or any other emotion. The model’s Aggression stat is Alert and cannot be changed.

DELIBERATEThe weapon requires careful sighting in, has a complex set-up or lock-on process or is otherwise slow to use. Shoot, Blaze Away and Throw are long actions for this weapon. If a model has other weapons then this penalty only applies when using the Deliberate weapon.

DEPLOYABLEDeployable weapons have two states: packed and deployed. They always start the battle packed.

A Deployable weapon cannot be fired whilst it is packed and in this state it is treated like any other item: it may be swapped between friendly models, dropped by casualties, picked up by the enemy, etc.

A Deployable weapon may only be deployed and re-packed by a model with the Engineer ability.

To deploy the weapon the Engineer must be carrying it. Deploying is treated as a Sprint action for purposes of interacting with other rules. However, the Engineer remains in the cube he started the action in. Simply place the model of the deployed weapon wherever you like in the cube with him. Place an Overwatch marker next to the weapon. The weapon cannot be moved whilst it is deployed, including by Blast, etc.

To re-pack the weapon the Engineer must start his action in the same cube as the deployed weapon. Re-packing is treated as a Sprint action for purposes of interacting with other rules. However, the Engineer remains in the cube he starts the action in. Simply remove the model of the weapon and replace it with the appropriate item counter. The Engineer does not have to carry the packed weapon – he could leave it on the ground for someone else to collect.

Deployable weapons do not take actions and do not count towards the number of models remaining to activate in a Round. All they do is react to enemy actions.

DISCIPLINEWhen this model takes a Get Mean! action it may choose to raise or lower its Aggression by one step.

Following an extended underground skirmish on Dotha Epsilon, Enforcer units requested more specialist close-quarters equipment. Less than a cycle later, Rhode Industries pulled its CQD Shield from general circulation…

Scott Syverson (order #5232320)

Page 71: Deadzone Rulebook

69 ! REFERENCE

ENGINEERThe model is experienced with tripwires and mines and so cannot have a Booby Trap card played on him.

In addition, the Engineer can set up and take down Deployable weapons (see Deployable).

If a Strike Team contains one or more models with this ability as well as any Deployable weapons then the weapons may be set up or packed at the start of a battle as the player chooses. If they are set up at the start then they may only be positioned in a cube that one of the Engineer models could have deployed in himself.

FASTSprint is a short action for this model.

FIRESTORMThe weapon gets +2 dice to Blaze Away actions in addition to any other modifiers that may apply.

FRAGFrag weapons explode with both blast and fragmentation effects. The effects of the blast are included in the rules below.

A weapon with this ability ignores the normal result details of a Shoot or Blaze Away action. All that matters for Frag weapons is whether the result was a hit or a miss. In either case, roll a new test to resolve the damage of the explosion.

Work out where the weapon strikes/lands and centre the effects on the explosion on that cube. Every adjacent cube on the same or higher level is affected by the Frag as long as there is a clear route to it.

Frag weapons will not scatter on a miss unless the action used to deliver them specifically says so, eg Throw. Other attacks will miss the exact point that was aimed at, but will land sufficiently close to still be in the target cube

Roll one test for the success of the Frag regardless of how many potential target models are in the area. Roll a separate test for each potential target model and compare this to the Frag total.

Frag damage is a 3 dice 4+ test (X).

• +1 if the attack was a Hit.• +2 if the weapon is a Massive Frag.

Models caught in the explosion roll a 3 dice Survival test (X).

• +1 if the model is in a cover cube.• +2 if the explosion was centred in an

adjacent cube.Draw or Frag wins: target is Pinned* and hit by shrapnel. The difference in successes is the potential damage. If the model is in the same cube as the Frag then the blast throws them one cube in a random direction. This may result in further damage from being smashed into a wall or blown off a roof (see the box).

Frag doubles: target is Pinned* and hit by shrapnel. The difference in successes is the potential damage. If the model is in the same cube as the Frag then they are thrown one cube in a random direction. If the model is in an adjacent cube then they are thrown one cube directly away from the centre of the effect. This may result in further damage from being smashed into a wall or blown off a roof (see the box).

Survival wins: target is Pinned* as abovebut unharmed.

Survival doubles: no effect.

*Pinned pins the target unless it is already Suppressed in which case it stays Suppressed.

Slammed Into Walls And Falling From Heights

If a model is thrown into a wall that blocks its movement to a different cube it takes a new 3 dice 5+ vs Survival roll but remains in the original cube. The survival roll gets +1 dice if they started in an adjacent cube to the grenade.

Falling damage is 3 dice 5+ vs Survival, +2 dice per level after the first. In both these cases the results are as follows:

Damage wins: the model is Pinned*, plus the difference in successes is potential damage.

Survival wins: the model is Pinned*, but suffers no damage.

If a model lands on or is thrown into another model then both models should roll for damage. Roll separately for each using the modifiers for the moving model.

Scott Syverson (order #5232320)

Page 72: Deadzone Rulebook

70 70 ! REFERENCE

The Helfather’s Heatcannon has become his signature weapon, custom-made by the Chaniz-Andovakian gunsmiths.

GLIDEThe model may drop any number of levels in a single Move or Sprint action without harm. This may be done as a deliberate movement or as the result of being blasted out of a position. In either case they glide to the ground unharmed by the drop and land on their feet. For every level they drop they may move one cube sideways (orthogonally or diagonally) relative to their original position.

GUN CRAZYA model with this ability always fires their weapons using this rule. Shoot and Blaze Away are long actions for this model. If you wish to use any weapons, start by taking a single Shoot or Blaze Away action as normal. After this has been resolved, roll a single dice:

Roll Result

1!2

your opponent chooses an unused weapon. They must then use this weapon to attack a valid target of their choice, from any side. The model’s Turn now ends.

3!4 everything is obscured by gun smoke. The model’s Turn ends.

5!8 Choose an unused weapon and make a Shoot or Blaze Away action as appropriate.

Each weapon the Gun Crazy model carries may only be used once per Turn. Each target model may only be attacked once per Turn.

Continue to roll a dice as above after each attack until you either run out of weapons, run out of targets or you roll a 1–4.

HOVERA model with this ability floats in the air and never settles. This has two effects.

Firstly, the model may rise or fall by one level when performing a Sprint. It never needs handholds to climb up/down. You must be able to place the model in the new position.

Secondly, the model is particularly vulnerable to Blasts and will roll -1 dice when resisting their effects.

IRRESISTIBLEIf the target of this weapon has the Tough ability then it is treated as having +1 Armour instead. If it has the Really Tough ability then it is treated as having +2 Armour instead. The AP of the weapon’s attack will reduce this total target AP as usual. For example, if an AP2 Irresistible weapon does 3 potential damage to an Armour 1, Really Tough target then the target’s effective Armour level is 3

Scott Syverson (order #5232320)

Page 73: Deadzone Rulebook

71 ! REFERENCE

IT BURNS!When a weapon with this ability hits its target work out the damage as usual. If the model survives the attack it is also set on fire. Roll a new test immediately for the fire damage.

The fire rolls a 3 dice 4+ test (X).

The target rolls a 3 dice Survival test (X).

Compare the total number of successes to find out the outcome.

Draw or Survival wins: the target puts out the flames before they do any real damage.

Fire win: the target manages to put out the flames, but suffers damage in the process. The potential damage is equal to the difference in total successes +1.

Fire double: the target remains on fire. The potential damage is equal to the difference in total successes +1. Roll again at the start of the model’s next Turn. Regardless of their Aggression, a model that starts their Turn on fire can do nothing except try to put out the flames. This is a long action. Roll this test again at a -1 modifier to Survival as the flames take hold. The Survival roll gets +1 per friendly model in the same cube.

KNOCKBACKWhen a weapon with this ability hits its target it may knock it back into a different cube. Resolve the attack as normal. Then, if the target did not double the attacker the target is moved one cube directly away from the attacker.

To work out where “directly away” is, continue a point LOS from the firer to the target and into the first new cube beyond the one the target is standing in. If there is any choice, the firer may decide. If the attacker and target are in the same cube then the attacker chooses which adjacent cube to knock the target into.

If this movement causes the model to fall or be thrown into a wall then resolve this as per the rules on pages 67 and 69.

After it has been moved, the target loses 1 Aggression in addition to any other damage they suffer.

LIMITED RANGEThe weapon cannot be used beyond combat range. For example, a Range 4 weapon cannot be fired at a target further than 4 cubes away.

MARKSMANThe model gets +1 dice to Shoot actions in addition to any other modifiers that may apply.

MASSIVE FRAGTreat this as a Frag weapon with a +2 modifier for the explosion effects. See page 69 for the Frag rules.

MEDICThe model is able to heal Injured troopers as if he had a medi-pack (see page 78). However, this ability may be used repeatedly, unlike the item.

MUTANTMutant Battle Cards may only be played on models with this ability.

ONE-USEThis item can only be used once during the battle.

OWN AGENDAThe model follows their Own Agenda. Sometimes this coincides with their Commander’s plans, sometimes it doesn’t. Roll one dice at the start of the model’s activation.

On a roll of 1-2 the opposing player may control the model’s actions for this Turn. This can include attacking the active model’s friends. This counts as an activation for the active model’s side, not the player who is actually controlling it.

On a roll of 3-4 the model does nothing that activation.

On a roll of 5-8 the owner of the active model chooses the model’s actions like normal.

Scott Syverson (order #5232320)

Page 74: Deadzone Rulebook

72 72 ! REFERENCE

PSYCHICThe model can influence creatures and objects with the power of their mind alone. This provides one automatic effect and an additional choice of actions for the model to choose from.

Several of these effects call on the model to make a psychic test. This is a normal 3 dice 5+ test (1) or (X) depending on the circumstances. If the test is an (X) then the target rolls a number of dice equal to the second value in their Command stat to resist it. For example, a model with a Command stat of “2-1” would roll 1 dice. Psychic rolls for all models succeed on a 5+. If a model has a Command stat of “-” then it counts as rolling zero successes.

The automatic effect is a form of defence. The model creates a shimmer and swirl in the air around itself, making it harder to target with ranged weapons. This has no effect on Fights. The first time in a Round a model with this ability is the target of a Shoot attack, roll a psychic test. The number of successes is the negative modifier to all Shoot attacks against it that Round.

All other psychic actions have a Range of 4 and may target any model of the Psychic’s choice within that range regardless of LOS.

A Psychic model can choose any normal action(s) or one of the following long actions.

Mind Storm (long action)

The Psychic creates pain and confusion in the target’s mind, temporarily stopping them from doing anything but resisting.

Mind Storm is a 3 dice 5+ (X) psychic test. There are no modifiers.

Compare the total number of successes to find the outcome:

Mind Storm wins: the target’s Aggression is reduced by a number of steps equal to the difference in successes.

Draw/Target wins: no effect.

Target doubles: the Psychic suffers feedback. Their Aggression is reduced by a number of steps equal to the difference in successes.

Blank (long action)

The Psychic revives powerful and emotive memories from the target, distracting them from the events at hand. For a moment they are far away, lost in thought as the battle rages around them.

Blank is a 3 dice 5+ (2) psychic test. There are no modifiers.

Blank fails: no effect.

Blank succeeds: the target model is marked as activated.

Clarity (long action)

The Psychic smooths away panic and confusion, replacing them with a sense of calm and clarity.

Clarity is a 3 dice 5+ (1) psychic test. There are no modifiers.

Clarity fails: no effect.

Clarity succeeds: the target’s Aggression is increased by one, up to a maximum of Alert.

Clarity doubles: the target’s Aggression is increased by two, up to a maximum of Alert.

Passion (long action)

The Psychic evokes a sense of desperate need for immediate action. There is no time to rest.

Passion is a 3 dice 5+ (2) psychic test. There are no modifiers.

Passion fails: no effect.

Passion succeeds: the target model’s activation marker is removed. The model may be used again this Round ªwaiving the normal restriction for acting once per round).

Scott Syverson (order #5232320)

Page 75: Deadzone Rulebook

73 ! REFERENCE

RAMPAGEWhen a model with this ability is Injured by an attack, but not Killed, it goes crazy. In its blood frenzy it may even attack its friends. Follow this process:

The model’s Aggression changes to Enraged and cannot be reduced.

You can choose when to activate this model, but not exactly what it does.

Roll one dice at the start of the model’s activation.

On a roll of 1-2 the opposing player may control the model’s actions for this Turn. This can include attacking the active model’s friends. This counts as an activation for the active model’s side, not the player who is actually controlling it.

On a roll of 3-6 the owner of the active model chooses the model’s actions like normal.

On a roll of 7-8 the owner of the active model chooses the model’s actions like normal. In addition, the model counts as Fast for this Turn if it did not already have this ability.

RAPID FIREThe weapon may not Shoot, it may only Blaze Away.

REALLY TOUGHThe model ignores 2 points of potential damage per successful attack against it.

RESOURCEFULOnce per battle this model can redo a single normal test after he has seen the result. How it turned out the first time was how he the model imagined it would go, but he is Resourceful. If there’s a way to get better odds then he’ll find it.

The dice for the test are rolled again with all the modifiers that applied the first time. This includes any cards that were played. If the test is opposed then both players roll again. Whether the results of this second test are better or worse than the first, they are what actually happens.

SCAVENGERThe model may carry up to 3 items instead of the normal limit of 1. In addition, the model is an experienced explorer of rubbish tips and debris fields and will never set off a booby trap. You may not play a Booby Trap card on this model.

SCOUTThe model sneaks ahead of his comrades to scout out the battlefield. At the start of a game this model can be placed anywhere in the deployment areas described on page 38.

Scott Syverson (order #5232320)

Page 76: Deadzone Rulebook

74 74 ! REFERENCE

SENTRYAt the start of the game and every subsequent Round, before any Turns are taken, place an Overwatch counter on any deployed items or models with this ability.

A model with the Sentry ability gets +2 dice for Overwatch tests.

If a model has this ability then they get the free Overwatch counter at the start of the Round in addition to any other action(s) they may choose to take during their Turn.

SHOCKWAVEWhen a weapon with this ability is used against a target, resolve the attack as usual. Unlike normal Blast weapons, the Shockwave effect is in addition to the normal attack, not instead of it.

Once the attack has been resolved, roll a Blast effect with a +2 modifier. See page 67 for the Blast rules.

SINGLE SHOTThe weapon may not Blaze Away, it may only Shoot.

SLOWThe model cannot take Sprint or Climb actions.

SNIPERThe model gets +2 dice to Shoot actions in addition to any other modifiers that may apply.

SOLIDA model with this ability is not affected by weapon effects that move their target to a new cube, such as Knockback. In addition, the model will not be Pinned by Blasts. However, the model may still be Pinned or Suppressed by Blaze Away attacks.

SPOTTERIf one or more models with this ability can see the target of a Blaze Away attack then it is resolved with an additional +1 modifier.

Providing this modifier does not count as an action for the Spotter and works regardless of whether the Spotter has been activated or not this Round.

STRANDEDThe model has been separated from its comrades and is trying to make its way back to safety.

At the start of the battle, a model with this ability is set up by the owning player as if it were a Scout for the opposing side. This will place them on the “wrong” side of the battlefield.

If the model can leave the table via their own Strike Team’s deployment area then they earn an additional +2 VPs regardless of the mission.

Stranded models cannot have Battle Cards played on them by their own Strike Team.

STRATEGISTThe model is able to take Command actions. Each model in the Strike Team with this ability adds +2 to the Strike Team’s Command Pool. If this model is Killed, immediately reduce their Strike Team’s Command Pool, by 2. For the full Command action rules see page 22.

SUPPORTThe weapon is large and cumbersome. A model that has one or more weapons with this ability has all Fight tests modified by -1 dice, whether it rolls against Fight or Survive. This penalty applies only once regardless of how many such weapons a model is carrying.

Scott Syverson (order #5232320)

Page 77: Deadzone Rulebook

75 ! REFERENCE

TACTICIAN The model is able to take Command actions. Each model in the Strike Team with this ability adds +1 to the Strike Team’s Command Pool. If this model is Killed, immediately reduce their Strike Team’s Command Pool, by 1. For the full Command action rules see page 22.

TELEPORTA model with this ability may choose a Teleport action in addition to the normal options.

Teleport is a long action that moves the model up to two cubes in any direction without the need for a clear route between them. Opposing models cannot Overwatch against Teleport actions. If the teleporting model ends this move in the same cube as an enemy model then they will Fight as normal.

TOUGHThe model ignores 1 point of potential damage per successful attack against it.

TOXICA model struck by a Toxic weapon is treated as if it had Vulnerable. This ability is ignored by models with the Construct ability.

VOLATILEA weapon with this ability includes a tank of highly Volatile fuel.

If a model carrying a weapon with this ability is saved from injury by its armour then roll a dice. On a roll of a 2-8 the Volatile fuel is safe. On a roll of a 1 the fuel tank ruptures and sets the model on fire. See It Burns! on page 71. The Volatile weapon is destroyed.

VULNERABLEA model with this ability is never Injured. Any damage that gets through the model’s armour will kill them.

WEIGHT OF FIREThe model gets +1 dice to Blaze Away actions in addition to any other modifiers that may apply.

Scott Syverson (order #5232320)

Page 78: Deadzone Rulebook

76 76 ! REFERENCE

There are many items of equipment used by the different factions, each styled to their particular tastes. However, the function is far less variable than might at first appear. In reality the tactical challenges faced by troops on a battlefield are common wherever you are from and whomever you are fighting. The following list defines the common items found among all military forces.

A Note On Repeated Use

Unless an item says that it is One-use then the model can use it as many times as they like during the battle. Models always carry vast amounts of equipment as part of their standard combat load, which is why they can only add one item at a time during the game.

The listing here refers to an item when it is found on the battlefield or bought for the Strike Force’s Stores. On a few rare occasions, an item that is listed here as One-use will be listed without that restriction on a model’s Stat Card. This means that the model carries enough of them to last the whole battle instead of just one. For example, the mercenary Boomer has frag grenades listed among his weapons. They are not listed as One-use for him because he has so many of them. However, anyone finding a frag grenade during a battle will only find one at a time and so the limitation listed here will apply to them.

AMMO: 1 POINTAmmo is One-use.

The more you fire at the enemy the more effect it will have. This is usually limited by the amount of ammunition you have or charge your weapon carries. But if you’ve got ammo and charge to spare…

A model with ammo can use it when taking a Blaze Away action. That action is made with +2 dice.

AP AMMO: 2 POINTSAP ammo is One-use.

Whether it is overcharging, double-shot, thorium laced rounds or other forms of special ammunition, every weapon can have its performance boosted in some way.

A model with AP ammo can use it when taking a Shoot action. That action is made with an additional AP1.

Scott Syverson (order #5232320)

Page 79: Deadzone Rulebook

77 ! REFERENCE

ENERGY SHIELD (X) : (X)+1 POINTSEnergy shields are designed to absorb the energy of incoming attacks, whether this is from particle weapons or kinetic energy devices. The number in brackets after the name is the level of defence provided.

When a model wearing this item suffers potential damage, roll a number of dice equal to the number in brackets. A roll of 8 rolls up as usual.

For each 6+ you roll, one potential damage is absorbed by the shield. However, the shields are new technology and are somewhat unreliable. If you roll more 1s than successes then the incoming energy overwhelms the shield’s ability to buffer the surge of power and it is destroyed. Any successes in that roll will still reduce the potential damage as normal, but the shield will never work again.

FRAG GRENADE : 3 POINTSA frag grenade is Range 3, Limited Range, Frag, One-use.

Frag grenades are the standard type of grenade, exploding in a shower of deadly fragments and stunning blast a few seconds after the pin is pulled. They come in a wide variety of shapes and sizes, though their game effect is always the same.

Use the Throw Grenade action to work out which cube the frag grenade ends up in.

See the rules on the Frag ability on page 69 for how to work out the damage caused.

GLUE GRENADE : 3 POINTSA glue grenade is Range 3, Limited Range, One-use.

Glue grenades are not harmful, being designed for law enforcement to capture and contain rioters rather than armies to kill opponents on a battlefield. However, it does take time to get free of their gooey strands.

Use the Throw Grenade action to work out which cube the glue grenade ends up in.

When a glue grenade goes off, everything in that cube is enmeshed in a tangle of sticky filaments of clingy goo.

The effect is to immediately mark all models in that cube as activated. The cube can be entered as normal as the stuff becomes non-stick within a few seconds - unless you’re already tangled up in it.

HOLO-SIGHT : 3 POINTSA holo-sight makes an Aim action +2 to Shoot instead of the normal +1.

The view of the world through a holo-sight is enhanced by computer to include the likely impact point of the weapon’s shots.

This allows the user to fine tune their aim before giving away their position, and makes the first shot far more deadly.

INTELIntel is One-use.

Intel represents valuable information on the enemy forces. It could take many forms, though some form of data storage device is the most common.

When a piece of intel is picked up by a model, immediately remove the counter from the board and place it next to the Strike Team’s Mission Card. It is worth +1 VP regardless of the Strike Team’s mission.

The item is not being carried by the model. Instead, the data has been transmitted back to High Command

where it can be properly analysed.

JUMP PACKS: 1 POINTIt is important to understand that jump packs are not full flight suits. After many studies, most militaries decided that the huge weight of fuel required for sustained flight would be better allocated to more ammunition and bigger guns. Jump packs enhance the user’s range of movement, but do not allow them to fly.

A model equipped with a jump pack can:

• Move up or down levels without needing a wall to climb.

• Jump over solid walls on the same level.• Jump over gaps in the floor of the same level (up

to one cube wide).

Counters are used to represent equipment come in two varieties – blue and green. Blue counters represent items purchased from Stores. Green counters represent Items picked up on the battlefield.

Scott Syverson (order #5232320)

Page 80: Deadzone Rulebook

78 78 ! REFERENCE

MEDI-PACK : 3 POINTSA medi-pack is One-use.

Medi-packs are used to heal injured troopers. They may only be used on any living models, and cannot repair Constructs, Vehicles and the like.

A model with a medi-pack may use it either on themselves or any other single living model in the same cube as long as no enemy models are in that cube.

Using a medi-pack is a long action for the model carrying it. It does not require a dice roll and works automatically. The effect of using a medi-pack is to remove one level of damage from the target model. The medi-pack is then discarded.

SENTRY GUN : 5 POINTSA sentry gun is Range 8, Rapid Fire, Weight of Fire, Deployable, Sentry.

Sentry guns use stripped down, heavy barrelled versions of heavy rifles, as used by normal Enforcers. This allows them to share ammo supplies and makes

resupply easier. Their job isn’t to kill enemy troopers as much as to give warning of enemy movements and allow the Enforcers time to react and reposition themselves in the event of an enemy attack. Earlier models carried heavier weapons, but these were found to run out of ammo too quickly in the face of massed enemy assaults. They were also extremely heavy and were seldom taken as primary choice when the lighter alternatives were available.

The Sentry gun is a piece of equipment and should be bought as such, not as a model. It doesn’t count a sentry gun as part of the force for Survive missions, etc. It always counts it as an item.

SMOKE GRENADE : 2 POINTSA smoke grenade is Range 3, Limited Range, One-use.

A smoke grenade does no damage and does not hinder movement at all. It is simply designed to create clouds of

smoke to conceal an advance or block the line of sight of enemy weapons.

Use the Throw Grenade action to work out which cube the smoke grenade ends up in.

When a smoke grenade goes off, that cube is completely blocked for all LOS. A model in that cube cannot be a target for Shoot actions and Blaze Away actions against that cube are modified by -2. Leave the grenade item in place as a reminder that there is smoke in that cube. Alternatively, if you have a clump of cotton wool you could use as a smoke marker that would look better.

Any adjacent cube on the same or higher level modifies all Shoot and Blaze Away attacks into or through it by -1 dice. This modifier is only taken once regardless of how many smoky cubes the LOS passes through.

Roll a single dice at the end of each Round for the smoke grenade. On a roll of 1-4 the smoke continues. On a roll of a 5+ the smoke dissipates – remove the marker. Note that you only roll once for the grenade itself, not once for each cube the smoke affects.

STEALTH CLOAK : 5 POINTSSometimes called a chameleon cloak, this cloak’s covering of photoreactive cells makes it harder to target the wearer as it blends into any background.

The stealth cloak reduces Shoot attacks by -2 dice, Blaze Away attacks by -1 dice and has no effect on Fight.

TARGETER : 1 POINTThis works like the Spotter ability. However, unlike Spotter, it only works as long as the model with the targeter has not been activated that Round.

Depending on the manufacturer, a targeter can use one of a variety of target designation and marking methods. Some use a laser, phased ion stream, microwave or other high tech approach. Others methods are cruder, simply squirting fluorescing dyes or distinctive chemicals on the target. Whatever technique is employed the result is the same: everyone now knows where the target is.

? SPECIAL This item has a number of uses. Some scenarios give it a specific function and value for that game. If this is the case then it will be mentioned in the scenario description. When this is not the case the “?” counter should be treated as a second intel counter.

OTHER ITEM COUNTERSThe Deadzone boxed set includes a number of counters that are not defined here. Put these to one side for the moment. They will be used in future supplements.

Scott Syverson (order #5232320)

Page 81: Deadzone Rulebook

The recognised forms of the Plague creatures are only the tip of the iceberg when it comes to the vast numbers of mutant possibilities. Constantly shifting and reforming limbs and organs make minor changes in the infected victim’s body. Some are useful, many are not. In fact, all Plague creatures are unique when examined closely. It’s just that you very rarely get close enough to tell them apart without getting killed first.

To include some of this variety in Deadzone we include mutation counters. These modify the normal stats of a recognised Plague model as defined below.

Allocating Mutations

This is described as part of setting up the game on page 37. In addition, a mutation can be allocated during a battle by use of a Twisted Battle Card.

Mutations are not items and any model with the Mutant ability may have one in addition to an item. No model may have more than one mutation at a time. Mutations cannot be dropped or traded. When a Mutant dies its mutations die with it.

Mutants are constantly changing and evolving so mutations only last for a single battle. In a campaign, a model may have a mutation in one battle and a different one or none at all in the following battle.

Using Mutations

Mutations are considered to be an extension to the model’s Stat Card and are considered an integral part of their weapons and abilities.

Types Of MutationThere are several types of common mutation among the Plague. Not all are useful.

ACID BITEModel gains Range F, AP2 weapon.

Instead of venom, this mutant has evolved the ability to inject acidic bile into its victims. This has the helpful side effect of burning through armour that would

normally protect its wearer from a mere bite.

ACID BREATHModel gains Range 2, AP2, Limited Range weapon.

The effect quickly dissipates, but anyone close to the foul breath of this mutant will have skin dissolved and flesh seared from

bone by the corrosive cloud.

CRIPPLING SPASMSModel gains Slow.

Unspeakable pain wracks the mutant’s body, and every movement only makes it worse.

79 ! REFERENCEScott Syverson (order #5232320)

Page 82: Deadzone Rulebook

OVERACTIVE METABOLISMModel gains Agile.

The world appears to slow down as this mutant’s body races. Every process is accelerated, every sense sharpened. Standing still is impossible, walking a huge effort. He now lives for the hunt, the chase and the kill.

RAZOR CLAWSModel gains Range F, AP1 weapon.

Mutants normally have sharp and dangerous talons, and this one is no exception. In fact, the talons have evolved with such fine and hardened edges that can slice armour as well as flesh.

SPINY GROWTHS Model gains Tough. This has no effect on models that already have either Tough or Really Tough.

The skin of the mutant twists and changes into boney protrusions, adding to their

resilience. As these growths feel little pain these mutants can take far more punishment than lesser creatures.

VESTIGIAL WINGSModel gains Glide.

A tough membrane connects the limbs of the mutant in an ungainly mass of skin. It is cumbersome on the ground, but shows its worth when the creature scales the tallest buildings without fear.

WASTING MUSCLES Model gains Vulnerable.

If the mutant ever had any strength it has left them now. They need to fight alongside many of their kin if they are to have a chance against their foes.

Terminology

Officially, the Corporation classify the various Plague creatures as a series of stages. The initial Stage 1s are infected by the alien artefact directly. They infect Stage 2s, who in turn infect Stage 3s. Within this simple process is an additional level of detail. To accurately classify an individual creature you need to specify not only which stage it is at, but also what host creature it was based on. The mutagens create vastly different results depending on the genetic stock they have to work with. So, the full designation has a letter at the end to designate species. For example, Stage 1A (for human), Stage 3D (canine), Stage 2T (Teraton), and so on.

Of course, while that is all well and good in a formal paper on the subject back at base, in the field they get given all kinds of names. Most commonly they are simply referred to as 1st, 2nd or 3rd generations, or “jens” for short. Even less formal are terms like “Hellhounds”, Boom-stick” or “General”, and they’re just the repeatable ones.

In the end it doesn’t really matter what the troops on the ground call their foes, as long as they report the correct terminology to the intelligence division. They need accurate reports so that they can map out the spread and determine whether the Plague can be contained.

80 80 ! REFERENCEScott Syverson (order #5232320)

Page 83: Deadzone Rulebook

“They think they can sell us mining rights then close the whole system? Put up a blockade, and turn us away? The smeltheads. Way I see it, they’ve spoiled the agreement, so all bets are off. Forget mining. We’re going to take it all…”

–Chief Brokkr Saxulf Dellingr

Scott Syverson (order #5232320)

Page 84: Deadzone Rulebook

MA

NT

IC G

AM

ES

Product Code MGDZM03-1

Barcode 5060208865622

ISBN 978-0-9569945-8-5

www.manticgames.com

... PLAGUE DETECTED ... ENFORCERS DISPATCHED ...

Nexus Psi is under total lockdown. The Plague – an alien virus that turns men into monsters – is ravaging the planet’s surface, and it can’t be allowed to spread any further. The Enforcers – an elite group of super soldiers – have been sent in to retrieve vital resources and stop the Plague at all costs.

Amid the chaos, groups of Rebels and alien Marauders, not realising the danger awaiting them, descend to the planet’s surface to strip its abandoned outposts of valuable Corporation technology. As they clash with Enforcers and Plague alike, Nexus Psi falls further into ruin.

This rulebook contains:

Game Rules – complete rules for leading your chosen force into the heart of the Deadzone and fighting against any foe to achieve your mission.

Campaign Rules – guidelines for running campaigns, gaining experience, adding new troops and equipment as your force gains reputation.

Battlezone Guide – rules for setting up urban battlefields and fighting over the Deadzone modular terrain.

... CONTAINMENT PROTOCOL ACTIVE ...

Scott Syverson (order #5232320)