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Dark Age Core Rules 2013

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everythi ng Dies

Credits

credits
BASED ON ORIGNINAL CONCEPTS BY
Gerald Brom and Luke Peterschmidt
GAME DESIGN AND DEVELOPMENT
David Doust, Michael Shinall, Kevin Clark
ART DIRECTION
David Doust
EDITING
Chris Bodan
GRAPHIC DESIGN AND ILLUSTRATIONS
Gerald Brom, Georgios Dimitriou, Marko
Djurdevic, Fiona Johnson, Jonathan PhilipsBradford, Marvin Herbring, Iwo Widulinski,
Jon Bosco, Ted Terranova, Alexandr Pechonkin,
RSquared Studios
PLAYTESTERS
Warren Loewen, Marion Loewen, Keleighan
Loewen, Todd Townshend, Devon Balas, Ford
Fitch, Kev Neff, Cole Wilson, Richard Stamps,
Aaron Skirvanek, Marc Belove, Maurice Kent,
Steve Hilley, Mike Watkins, David Finn, Drew
Littell, Chris Dodson, Raymond Rappaport, Jason
Blackstock, Blake Bronson, Alicia Rappaport,
Benjamin Rappaport, David Moffit, Jason Koepp,
Keren Philosophales

Table Of Contents

TABLE OF CONTENTS

Credits...........2

Attacks.......22
Melee Attacks...24
Ranged Attacks....25
Cover....25
Special Attacks.26

Introduction........4
Concepts & Essentials............8
Online Updates.........9

Damage & Dying.........29

Models..........10
Stat Card...........10
Assault Groups.............11

Panic......30
Psychogenics...31

Term Definitions.......12

Battlefield Terrain.....32
Terrain Keywords.....33

Getting Started....13
Determining Point Level....13
Create Force.......13
Deployment.......14

Special Abilities .........36

Measuring.....15

Faction Documents52

The Game Round...........16

Extreme Tournament Rules...74

Elements of Play.17
Line of Sight........18
Movement......19
Stat Check....20
Squadlink..21
Holding An Action...21

SECONDARY OBJECTIVES.....82

Weapon Abilities..47

TEMPLATES....................86

Introduction

n the edge of the galactic frontier is a


world ridden with radiation, unstable land
masses, and surface-scouring weather that
combines to form one of the worst places in the
galaxy. Designated A23-Q4B by the scout probes
of the spreading United Worlds collective, this
fearsome rock was immediately classified as a D3
planet meaning it was not intended to support
extended human colonization.

advantage. Smugglers were hired, ships were


launched, and soon the primary continent of this
hellish place was seeded with corporate compounds
and worker colonies, ready to be fertilized with
greed.
Without the restrictions of the UW pressing them
into or away from certain projects, A23-Q4B
became the central hub for unsavory business
and unregulated industry. Eugenics, cloning,
advanced intelligence robotics, and biological
or even chemical warfare became the source
of great profits for many companies. Weapons
advances, strip-mining, unsafe conditions and
immoral leadership made for a difficult life, but
the corporations were excelling in a number of
different arenas in ways that a normal UW territory
would never allow. Although it was costly in terms
of supplies and manpower casualties to maintain,
the profit margin and unrestricted growth made it a
worthwhile endeavor. After a mere decade, city-like
compounds all across the main continent of A23Q4B contained a corporate controlled population
that was larger than some Terran nations.

Based on reports from the discovering probes


parent vessel, the UWS Magellan, A23-Q4B was
a horrid place that could not truly be inhabited
without major support from distant supply routes.
Despite the planets saturated mineral and resource
deposits throughout, it would be very costly to
the United Worlds government and ultimately
determined to be too much so for colonization.
This enormous planet of industrial opportunities
was instead bordered off and listed as unwanted
territory. Unbeknownst to the filing clerks and
charting officers of the United Worlds, this made
A23-Q4B the perfect place for a specific type of
entrepreneur.

At the center of all the coming and goings of


supply vessels, smugglers and test flights was the
bustling metropolis of Port City. It forced a mixing
of corporate workforces, but also created a lot of
tension and espionage between competitors
sometimes even breaking out in violent actions.
The locals came up with a combined name for
the planet based on ancient words for a hellish
afterlife Attr.

A planet thankfully away from patrolled routes,


outside of the United Worlds legal jurisdiction and
territory, A23-Q4B may have been erased from
official mapping suites if not for the intervention
of the megacorporations. Without tariffs, conduct
codes and laws over scientific research, companies
with a shadowy plan immediately set out to take

Introduction

ven
though
the
megacorporations
themselves moved farther away from the
growing borders of Port City to perform
their private schemes and business plans, the hub
of transit remained an important center of travel,
communication and inter-company commerce. The
more draconian of corporations would call down
United Worlds penal ships and buy thousands of
slaves from dishonest warden-captains, or employ
pirates and smugglers to help bolster supply
caches. For years the controlling companies of Attr
thrived, but it was greatly due to resources they
were acquiring from off-world through the everexpanding Port City.
Then the bonds within the United Worlds collapsed
and everything began to fall apart throughout the
galaxy. Sectors of space exploded into open war.
Planets seceded from local governing bodies to fall
under the sway of the growing power umbrellas of
the corporations, and the galactic financial market
collapsed into individual controlling economies.
It was this interstellar reliance on the largest and
most powerful corporations that made sure they
had contingencies in place for just this sort of
thing happening. Contingencies that meant, when
the United Worlds fell into chaos, the corporations
would have to pull their valuable resources and
critical personnel off of Attr to be taken to safer
planets.
In the months that followed, the corporate executives
and other important personnel quickly began to
put these plans into action. Important or expensive
equipment was shipped away, excuses being made
to the workforce about needed servicing or repairs.
Key researchers and irreplaceable technicians
were reassigned on short tours away from Attr
with no intention of ever being brought back. If it
could help the growth of a powerbase elsewhere,
these corporations took it off-world and gave false
reasons to the labor force as to why.

Introduction

With no hope for the future, e,the survivors of


Attr fell into chaos- the population turned in upon
itself within the first generation. Barbaric tribalism
pitted the strong against the weak, and the laborhardened slaves took out years of oppression and
bad working conditions upon the executives and
officers that were left behind. Humanity sank to its
basest levels and suffered immeasurably, nearly to
the point of utter anarchy.

ven with the lies from upper management


and every effort being made to keep it
from the masses, word got out and soon
the evacuation was no longer able to be in the
planning stage it needed to happen immediately.
Enormous riotous crowds crossed miles of deadly
terrain to press against the walls of Port City, and
it was not long before corporate security forces
had to bear arms against them. Laborers and their
families died while one-way shuttles blasted off
filled with their employers and former co-workers.

Over time a brutal new order evolved from the


chaos: gang leaders rose to power alongside the
leaders of leftover corporate security forces, and
anyone with the strength to take territory and the
ability to hold it did so. It was rife with conflict,
immoral transactions, and a further devolution
of humanitys former self. With so much focus
upon destruction and acquisition, creation and
maintenance was soon forgotten. This meant that
while martial skills, weapon design and triage grew
in popularity, it was important facets of civilization
like agriculture, engineering and true medicine
faded away to shadows of their former selves.
Farming gave way to scavenging, and it became
common practice to take from ones neighbors
instead of joining forces with them. Eventually the
people of Attr came to call themselves by a new
name, one more befitting the sad fate they had
been left to- the Forsaken; a sick jape about how
the executives left them behind to suffer like this.

Port City was torn apart by ransacking, looting


and the onset of mob mentality in the wake of the
evacuation. Thousands died in the first few days
in the violence and the fallout of destruction, but
over the following years many more perished from
starvation, predation and exposure to the planet.
Without supply ships from the defunct United
Worlds, the people of Attr soon began to fall upon
each other for the smallest of things. Food, water
and medical supplies were soon worth more than
gold. Without the scientists and skilled technicians,
machinery began to break down sometimes
catastrophically and entropy took over on Attr.
Disease and famine ravaged the populations
physical bodies, while depression and sorrow
crushed the hopes of an entire people.

Introduction

n the generations that followed, human


civilization faded further from its former
glories. Any technology that survived or was
salvaged was soon revered; the knowledge of how it
functions or its upkeep transforming into a familial
tradition, passing down like folklore from parent
to offspring. It truly was survival of the fittest, and
strength of arms became the currency of the time.
Stories about the time when people came from the
stars were told around village fires, and the youth
began to look up into the violet skies and wondered
what was out there once more.

of the Forsaken in the same fashion that many


Terran cultures did before them by introducing
them to a fearsome and unforgiving religion. In
the name of their new god given to them by the
Prevailers, the city saw new growth and quickly
became a pillar of ingenuity and the pride of the
Forsaken.
Not all humans subscribed to the Prevailers codes
and tenets, however, instead choosing to become
outcasts in the wastes, deciding to fight their own
battles and discover their own futures: Attr was a
big planet, and although there was no room for nonbelievers in Port City the rest of the world could
still be conquered.

People began to try to make a better life for


themselves, and started to look toward returning
to the olden ways. The ruins of Port City became a
gathering place of those who wanted a better life,
leaving the savage tribes out in the wastes to their
own devices. What remained of human knowledge
and culture sought protection and leadership within
the crumbling walls of the ancient city. Outside this
new gathering place humanity continued its dark
path, but here the Forsaken were forging a new
beginning.

Humanity on Attr would survive. Whether it was


in the form of zealous believers in a fearsome god
crusading for a better life, scavenging survivalists
creating settlements in the untamed wilderness, or
dark savages turning to horrific predatory ways
the human race would endure.
It would have to, for tribal alien warriors, ancient
horrors from below, bio-weapons gone wrong,
robots bent on worldwide assimilation- so much
was still hidden in the shadows of Attr, so many
threats just as desperate for survival as they were.
This worlds trials of humanity were clearly
unfinished

Thus Port City was rebuilt upon its own ashes,


and soon the population was growing within its
walls once more. The leaders of the new city called
themselves the Prevailers in celebration of their
victory over the chaos of Attr, and they took control

Concepts & Essentials

WHAT YOU NEED TO PLAY

BATTLEFIELD: Dark Age is played on a 4 ft. x


4 ft. area called the battlefield.

20-SIDED DICE: Dark Age uses 20-sided dice,


abbreviated as d20. We recommend using multiple
dice of different colors to make different rolls
easier to distinguish and speed up play.

DARK AGE MINIATURES: To play the game


you need a number of miniatures from the Dark
Age range to represent your Force.

TERRAIN: Dark Age makes liberal use of


terrain. See the Terrain Features section for more
information.

TAPE MEASURE: Dark Age uses a standard


inches/foot tape measure. Measure all distances in
inches.

COUNTERS AND TEMPLATES: Dark Age


uses various counters and templates, provided at
the back of this book.

Online Updates
online updates
To insure that every element of our game, from models to rules, is not only fun but balanced, we implement
a seasonal online rules update.
This can range from rules errata, frequently asked questions, to tweaks in a models stats or abilities.
Always check to make sure both you and your opponent are using the current and updated rules for your
models by checking the version number at the bottom of the card or document.
These are all available for download at www.dark-age.com.

Models
models
Each warrior in Dark Age is represented by a miniature as well as an associated Stat
Card, which displays the models unique stats and rules.
13

1. Model Name: This displays the models


name, used to determine when a rule or
effect includes this model.
2. Action Points (AP): Action Points
represent the number of actions a model
can perform during its activation. Almost
everything a model does, from moving,
to attacking, to using abilities, or casting
Psychogenics, requires expenditure of
AP.
3. Defense (DF): A models defense
represents its ability to avoid an attack.
4. Armor (AR): Armor is the amount of
protection a model has against loss of HP.
5.Movement (MV): A models movement
represents its speed and swiftness.

11

14

12

1
8

2
3
4
5

6
7

10

6. Psych (PS): A models Psych indicates


its overall bravery and willpower. Psych is also used to
determine a models defense against certain Psychogenics.

13. Size: Each model and many terrain features in Dark


Age use size to indicate their physical bulk. Size ranges
from Smallrepresenting tiny creatures or obstacles about
the size of a human child or large dogto Gigantic, which
indicates models and features like a hulking monster or
construct that tower over other models on the battlefield.

7. Hit Points (HP): A models HP stat is its overall health.


When a model is reduced to 0 HP, it is killed and removed
from the battlefield.

Size is used to determine line of sight and cover.

8. Assault Group (AG): The various attacks a model can


perform.

Sizes include, in ascending order: Small, Medium, Large,


Huge, and Gigantic.

9. Special Abilities: These represent a models unique skills


and talents. Each special ability has its own rules; see the
Special Abilities and Weapon Abilities section.

14. Availability: This number indicates the maximum


number of models of that Model Name allowed in a Force
per instance of that point level. Some models have additional
special restrictions regarding how many may be included in
a Force, which is noted on that models Stat Card by a [!]
under its availability. See that models Stat Card for specific
restrictions. Models with a [C] are characters. Only one of
each character can be included in a Force regardless of game
size.

10. Squadlink (x)(y): Models with the same keywords can


join together when activating; this is known as Squadlinking.
11. Base Size: This represents the base the model should be
fielded on. A model must be on its correct size base to be
legal for play.
12. Point Value (PV): A models Point Value is used when
creating a Force.

10

Models
ASSAULT GROUPS
Assault Groups make up the various attacks a model can perform. When a model spends
AP to attack, it selects an Assault Group and makes an attack roll with all attacks in
that Assault Group.

1
8

1. Number of Attacks: This is the number of


attacks with that weapon that can be made when
its assault group is selected.

2. Name: The name of the attack.

5. Power (PW): An attacks PW is its strength.

3. Assault (AS): This number represents the


models proficiency at making the attack.

7. Malfunction (MAL): The MAL stat of an attack


represents its potential to backfire on its user.

4. Rate of Fire (RF): An attacks rate of fire is


the maximum number of times in a round it may
be used. A [] in this field mean the attack has no
limit to its number of uses per round.

8. Weapon Abilities: Some attacks have unique


traits and abilities, listed under an attacks Weapon
Abilities. Each weapon ability is unique and has
its own special rules, found in the Special Abilities
and Weapon Abilities section.

6. Range (RN): The RN stat of an attack represents


the maximum distance at which it can target an
enemy.

11

Term Definitions
Term Definitions
Before looking into the rules of play, here is a list of game terms that many other
rules will reference:
CHARACTER: This term refers to unique models that
represent powerful and noteworthy individuals.

HIT: When an attack roll has succeeded, it is known as


having hit. Several effects may cause automatic hits.
There is no attack roll for an automatic hit- The attack is
treated as being successful and the model hit suffers all
effects as if it had been successfully hit.

CHARGE: This is a move action that brings a model into


base contact with an enemy model.
Critical AR Success and Failure: When
models make AR Saves, a result of 1 indicates a Critical
AR Success and a result of 20 indicates a Critical AR
Failure. A critical success means the model passes the
check, regardless of the target number, and can override
a critical failure. A critical failure means the model fails
the check, regardless of the target number, and the model
loses an additional 1 HP from the attack.

KILLED: When a model is reduced to 0 HP it is killed


and removed from play; note that many effects trigger
when a model has been killed but will resolve before it is
physically removed from play.
MODEL: A model is the term used for a single miniature
on the battlefield.
OWNER: This term indicates the player that included the
model in question in his or her Force.

CRITICAL HIT: Rolling a 1 on an attack roll is a critical


hit.
CRITICAL FAILURE: Rolling a 20 on an attack roll is
a critical failure.

RE-ROLL: Sometimes an effect will call for a re-roll.


Disregard the first result, and roll the die again. A player
can never re-roll a die more than once.

DEPLOY: To deploy a model is to place it on the


battlefield.

ROUND: Dark Age is played over a series of rounds,


each divided into four phases.

DIE ROLLS: Dark Age uses a d20 for all game


determinations. Rolling lower is better than rolling higher.

SCATTER ROLL: A scatter roll is used to determine


the direction an attack or effect deviates. Each side of a
d20 is a triangle shape. The attack or effect scatters in the
direction indicated by the top-most point of this triangle.

DISREGARD: When an ability or effect calls for a die


roll to be disregarded, the result of that roll is ignored.
Should an ability or attack be disregarded, it is ignored
and cannot affect objects on the battlefield. Disregarded
attacks still count against an attacks Rate of Fire.

SUCCESS: When the result on a die roll is equal to or


less than its target number, that roll is a success.
TARGET NUMBER (TN): The number needed for a
successful outcome on any die roll is the target number,
abbreviated TN.

ENGAGED: A model is engaged when it is in base


contact with an enemy model.
FACTION: The army or group that a Force is drawn from.
FAILURE: When the result on a die roll is greater than
its target number, that roll is a failure.
FORCE: A Force is the total pool of models a player
selects for a game of Dark Age.
HEAL: When a model is healed, it regains one or more
HP.

12

Getting Started
Getting Started
Before playing Dark Age, the players need to decide the type of game they wish to
play. This includes point level, scenario, and terrain.

DETERMINE

POINT LEVEL

CREATE FORCE

The first step is to decide the maximum number


of points available to each players Force. Greater
point levels create larger-sized conflicts, while
lower point levels allow for quicker, more brutal
matches. The recommended point levels for Dark
Age are 500, 750, and 1000 points.

Next, players choose the makeup of their individual


Forces up to the agreed-upon point level. First,
players determine which faction they will play.
Your Force may only include models from your
selected faction.
To include a model in a Force, note its associated
Point Value as well as Availability, listed on its Stat
Card. A models Point Value indicates how much of
a Forces total points are required to field the model.
Availability is how many of that Model Name that
you can include per point level.

Example: 500 Point Force

[1] Helexa
[PV:125]
[1] Red Hot
[PV:110]
[1] Pod
[PV:75]
[2] Broodhound [PV:50]
[2] Ratchet
[PV:45]

Example: 500 Point Force

125
110
75
100
90

Total: 500/500

[1] Saint Mary


[PV:130] 130
[3] Flense
[PV:60] 180
[2] Clergy Ann
[PV:60] 120
[1] Contradiction [PV:70]
70
Total: 500/500

Example: 750 Point Force

[3] Rend
[3] Menial Bot
[2] Grotesques
[1] Nexus
[1] Banshee
[1] TB-13
[1] Ghost
[1] Legionary

[PV:80]
[PV:30]
[PV:50]
[PV:80]
[PV:100]
[PV:85]
[PV:65]
[PV:75]

240
90
100
80
100
85
65
75

Total: 745/750

13

Getting Started
CHOOSE SCENARIO

12 in

Players should then agree to a scenario


(see the Scenarios section). Scenarios
determine Deployment Zones and
other set-up rules.

BATTLEFIELD SET UP
A large component of any tabletop
war game is the battlefield. Dark Age
is played on a 4 ft. x 4 ft. area with
enough terrain to cover at least 25%
of the board. Once enough terrain
is selected, both players should
determine the keywords for each
terrain piece. (See the Battlefield
Terrain section.)

4 ft

8 in

6 in

No Man Land

4 ft

Example: Scenario Diagram

Players then take turns placing each


terrain piece anywhere they choose
until all pieces are on the battlefield.

DEPLOYMENT
Players deploy their models in their
Deployment Zone, as outlined in the
chosen scenario. After establishing
Deployment Zones, each player rolls
a d20. The player with the lowest roll
chooses either to deploy all models
with a particular Model Name, or to
force the other player to deploy all
of his models of a selected Model
Name. Once done, both players take
turns deploying all available models
with the same Model Name until all
models are on the battlefield.

6 in

12 in

Example: Various Terrain

Once deployment ends, Round 1 of


the game begins.

14

12 in

8 in

12 in

Measuring
Measuring
All measurements in Dark Age are in inches. A player may measure any distance at any time.
When measuring the distance between two objects, always measure from the closest points
between the objects.
Toward: Sometimes an effect will call for moving
toward a model or point. When a model must be
moved toward a model or point, it cannot end that
movement further away from that model or point
than it began.

Away: Sometimes an effect will call for moving


away from a model or point. When a model must be
moved away from a model or point, it cannot end
that movement closer to that model or point than it
began.

Directly Toward: Sometimes an effect will call for


moving directly toward a model or point. Draw a
line from the center of the models base through the
center of the targeted model or point. The model
must move along that line as far as its movement
allows, stopping only if it comes in contact with
another model or a terrain feature it cannot move
through.

Directly Away: Sometimes an effect will call for


moving directly away from a model or point. Draw
a line from the center of the targeted model or point
through the center of the affected models base and
beyond it. The affected model must move along
that line as far as its movement allows, stopping
only if it comes in contact with another model or a
terrain feature it cannot move through.

15

The Game Round


The Game Round
The game round is broken up into the following phases:
Preparation Phase
Initiative Phase
Activation Phase
Lingering Effects Phase
Once these four phases are complete, the game
round ends and a new one begins.

PREPARATION PHASE
Many special rules or effects trigger or come into
play and are resolved during the Preparation Phase.

INITIATIVE PHASE
Initiative indicates the order in which players make
their activations. Players determine this order by
rolling a d20 and comparing the results. The player
who rolled lowest chooses either to activate one of
his models, or selects one of his opponents models
that his opponent must activate first. Re-roll all ties.

ACTIVATION PHASE
During this phase, play passes from player to player
in Initiative order, with each player activating a
single model. A model may only activate once
each round. If a player has no models left to
activate, play passes to the next
player in initiative order that still has
models left to activate. This repeats
until all models on the battlefield have
activated. All models must activate each
round.

LINGERING EFFECTS PHASE


Many special abilities or effects come into play
during the Lingering Effects Phase. Once all
lingering effects are resolved, the game round ends
and a new one begins.

16

Element Of Play
Elements of play
ACTION POINTS AND ACTIONS
Action Points (AP) indicate the number of actions a model can perform during its activation. A model may
spend AP on a variety of actions, such as moving, using attacks, abilities, or casting Psychogenics, in any
order the player chooses. (For example, a model with three AP may spend an AP on movement, spend an
AP to attack, and then spend another AP to move again.) Once a model has used all its available AP, its
activation ends. A model does not have to spend all its available AP- any unused AP are lost at the end of a
models activation.
SIMULTANEOUS ACTIONS: If two abilities or actions of models controlled by opposing players would
happen simultaneously, both players should roll a d20, with the lowest rolling player determining the order in
which the effects will resolve. If two abilities or actions of models both controlled by the same player would
happen simultaneously, that player may choose the order in which they resolve.

17

Element Of Play

LINE OF SIGHT
The line of sight (LoS) rules determine if one
model can see an object and if any other model or
terrain feature lies between them. To determine
LoS, select two objects. The first, the object
you are checking line of sight for, is the viewer.
The second, the object you want to confirm that
the viewer can see, is the target. Once you have
selected this object, draw an imaginary line
connecting the left side of the viewers base to the
left side of the targets base, and then do the same
for the right side. This defines the line of sight
window. If an unobstructed straight line can be
traced from the viewers base to the targets base
from anywhere within the line of sight window,
the target is considered in line of sight. When
checking line of sight, models or terrain of the
same size or larger than the target block line of
sight.

M1

M2

Large Sized Wall

L
The wall terrain piece, being Large-sized, obstructs
line from the (L) Large-sized model to the (M1)
Medium sized model behind it as an unobstructed
line from the (L) model to the (M1) model cannot
be drawn. The (L) model can, however, target (M2)
because it can draw an unobstructed line to its base.

Because the (H) Huge-sized model is obstructing


their view, nether the (M) Medium-sized model or
the (L) Large-sized model have line of sight to each
other.

Here we see that the Blue (M) Medium-sized


model does not have line of sight to the Brown (M)
Medium-sized model, due to the three Red (M)
Medium-sized models obstructing his line of sight.

18

Element Of Play
Movement
A model may spend AP to move on the battlefield. For each AP spent on movement, a model may move up
to its MV value in inches. If a model spends multiple AP on movement, it may move up to its MV value
times the number of AP spent as one action. A model may move through friendly models of the same size
or smaller, but may never move through enemy models, and may not end its movement overlapping another
models base.

Movement Penalties

Jumping

Movement penalties represent certain effects that


slow a model, wasting some of its movement.
Movement penalties can never reduce a models
movement below 1. See the Terrain Features and
Special Abilities and Weapon Abilities sections for
more information.

To jump a model may spend 1 additional AP


when making a move action. While jumping a
model ignores the Dangerous
and Rough keywords of
any terrain it crosses. In
addition, some terrain
features are listed as
Jumpable, and allow
special interactions.
See the Terrain
Features
section.

Breaking Free
Once a model is engaged with an enemy, it may not
voluntarily move for any reason unless it Breaks
Free. To Break Free, a model must spend 2 AP. It
may then move up to its MV value but may not
engage models during this movement.

Climbing
Some terrain features have different levels, and
means to climb between those levels. In order
to climb a model must be in a base contact with
a terrain feature with the Climbable keyword. It
may move between levels of that terrain feature
for 3 inches of movement per level. When placing
a model on a new level place the model on the
closest point from the level it started its move on. If
a model does not have enough movement to move
between levels it may not climb.

Falling
A model whose base is moved completely off a
level of terrain falls down. The model will suffer
an automatic PW 5 hit for each level it fell. Fallen
models are prone. If a model happens to fall onto
another model, both models suffer the automatic
hit(s) and are prone.

19

Element Of Play
PRONE
A model may go prone willingly or due to certain special abilities or weapon abilities. While
a model is prone, the following rules apply:

PRONE MODELS
A prone models MV value is reduced by .
A prone model may not climb or jump.
Ranged attacks against a prone model suffer a -2 AS penalty.
Melee attacks against a prone model gain a +2 AS bonus.
Prone models making melee attacks suffer a -2 AS penalty.
A prone model may not gain the benefits of charging.
Reduce the size of a prone model by 1 category.

A model may go prone or stand up by spending 1 AP.

STAT CHECK
Sometimes an ability or effect will call for a
model to make a Stat Check, such as an
AS Check or PS Check. To make a Stat
Check roll a d20. The roll succeeds if
the result is equal to or less than the
highest value of that stat on a models
Stat Card. The roll fails if the result is
greater than the highest value of that stat on
a models Stat Card.

20

Element Of Play
SQUADLINK (X) (Y)

HOLDING AN ACTION

Some models have trained to coordinate with their


comrades and need not act alone in battle. When
a model with Squadlink activates, a number of
additional models may activate. The total number
of activating models cannot exceed the highest
value of (Y) in the chosen models. Each model you
wish to activate as part of a Squadlink must share
(x) value with all other models in the Squadlink
and must be within 4 inches of another one of the
Squadlinking models. Resolve each individual
Squadlinked models full activation before
resolving the next, continuing until all models in
the Squadlink have activated.
Saint Mark [L1] activates and decides to Squadlink.

Unengaged models may spend their last 2 AP to


go On Hold. A model On Hold is waiting to react
to specific enemy actions, such as dodging ranged
attacks or waiting until an enemy is close enough
to attack. A model is On Hold until it chooses to
use its held action or until it next activates. While
On Hold, a model can take the following special
actions:

4
4

M1

Get the Jump: When an enemy model spends


AP to move while in range of an On Hold models
attacks, the On Hold model may immediately
make an attack with any one Assault Group. If
this triggers off of a model charging the On Hold
model, then both players roll a d20 and add the
models DF to the roll. The lowest roll makes the
first attack. This held action can be used to make a
ranged attack against a model that has moved into
base contact.

M2

L1
4

M3
6

Evade: When a model is targeted by a ranged attack


or affected by a template attack, it may make a PS
Check. If that check succeeds, the model may move
up to its MV value or go prone before the attack
resolves, using its new location to determine range
and cover. If the model moves out from under a
template, the model is automatically missed, but if
it was the target of the template attack its original
location is still used to determine placement of the
template and an attack roll is still made to check for
malfunction. If the target of a non-template attack
moves out of line of sight or range from the attack,
the attack may choose a new target for the attack.

M4

(L1) shares an (x) value with all the (M) models


and has a Squadlink(y) value of 4, meaning that
it and three of the (M) models can activate at once.
Their owner chooses to activate (M1), (M2), and
(M3) in addition to (L1). (M4) is unfortunately too
far away from a squadlinking model to be able to
be selected to activate.

21

Attacks
Attacks in Dark Age come in two varieties, ranged attacks and melee attacks, and each requires
a successful attack roll to hit. Each type has its own special rules and restrictions. A model
may not target friendly models when making attacks.

Attack Rules
Select Assault Group

check for Malfunction

Attacks are separated into Assault Groups, marked


on the Stat Card as Assault Group 1, Assault Group
2, etc. Choose which Assault Group you would like
the model to use each time you spend AP to attack.
You may make an attack with any or all the attacks
listed under that group and each attack lists the
number of attacks it can make when selected. Once
you have chosen your attacks, check each attacks
Rate of Fire. You may not use an attack more times
per round than its Rate of Fire.

Most attacks have a Malfunction (MAL) value.


After making an attack roll, compare the result
to the attacks MAL value. If the roll equals or
exceeds the MAL value, something has gone wrong
with the attack, causing it to backfire on the user.
The attack automatically misses, and the attacking
model immediately suffers an automatic hit from
the attack.
Critical Hit: A result of 1 on an attack roll is a
critical hit. Critical hits automatically remove 1
HP with no AR Save. In addition, any rolls from
weapon abilities from the attack automatically
succeed.

Select a Target
For a target to be valid, it must be in range of the
attack, and the attacker must have line of sight to
the target. If the chosen Assault Group has multiple
attacks listed, the attacking model may split those
attacks among any valid targets. Make all attack
rolls simultaneously.

Critical Failure: A result of 20 on an attack roll


is a critical failure. Critical failures automatically
miss. In addition, the attacker loses 1 AP.

Determine Target Number


To determine the attacks target number, add the
attacks AS to the targets DF, then apply any
modifiers to the attack roll, such as cover or range
penalties.

Make Attack Roll


Roll a d20 for each attack. If the roll is greater than
the target number, the attack fails to hit. If the roll
is equal to or less than the target number, the attack
has hit.

22

Attacks
Target Makes AR Save
Once an attack roll has hit, the target must make an
AR Save. Subtract the PW of the attack, plus any
modifiers, from the targets AR. This generates the
TN the target must roll equal to or below to avoid
losing HP. Some attacks have a power multiplier
listed after them (such as 6x2). This number
indicates the number of AR Saves required to
avoid losing HP. Note that an attack with a power
multiplier only removes 1 HP, regardless of the
number of AR Saves failed from to the attack.

Example: A Bane, AR 18, is struck by a Death


Disk, which has a PW of 6x2. The Bane must
pass two AR Saves of 12 or less to avoid losing
HP. The Bane rolls a 6 and a 17, failing one of
the Checks and losing 1 HP. If it had failed both
Checks, it still would have lost only 1 HP.
CRITICAL AR SUCCESS: When making an AR
Save, a roll of a 1 is a Critical AR Success. Rolling a
Critical AR Success automatically succeeds on the
AR Save regardless of the target number or results
on any other die. A Critical AR Success overrides
a Critical AR Failure.
CRITICAL AR FAILURE: When making an
AR Save, a roll of a 20 on any die is a Critical AR
Failure. Rolling a Critical AR Failure automatically
fails the AR Save regardless of the target number.
In addition, the target loses 1 additional HP from
the attack. Multiple Critical AR Failures on an AR
Save are not cumulative.

23

Attacks
melee Attack special Rules
A melee attack is any attack with a range of 0.

Charging: A charge attack occurs when a model


spends AP on movement that brings it into base
contact with an enemy model. At the end of that
movement, the charging model makes a free attack
with any Assault Group; these attacks receive +1
AS and +1 PW.

24

Ganging Up: An attacking model receives +1 AS


and +1 PW on its melee attacks for every other
friendly model engaged with the target.

Attacks
Ranged Attack special Rules
A ranged attack is any attack with a range greater than 0. A model may not make ranged
attacks while engaged.
Distance Penalties: Ranged attacks become less
accurate the farther away their target. Every full 4
inches between the attacker and their target confers
a cumulative -1 AS penalty to the attacker.

Cover
Light Cover: Some terrain features or special
abilities grant marginal protection against incoming
ranged attacks. A model suffers -2 AS to its attack if
a source of Light Cover is between an attacker and
the target of its ranged attack. A model may ignore
Light Cover from a terrain feature it controls.

Example: Saint Mark is shooting at a target


10 inches away. He suffers -2 AS to the attack
due to range (-1 once the range hits 4.1, -2
once the range hits 8.1, but because there is
not another full 4 inches after that he suffers
no additional penalties).

Heavy Cover: Some terrain features or special


abilities grant excellent protection against incoming
ranged attacks. A model suffers -4 AS to its attack if
a source of Heavy Cover is between an attacker and
the target of its ranged attack. A model may ignore
Heavy Cover from a terrain feature it controls.

Aiming: A model may spend 1 additional AP when


making a ranged attack action to gain +2 AS to all
attacks made in that action.

Cover penalties do not stack. When multiple


sources of cover would give a penalty to a
model, always use the highest penalty amongst
those sources.

Firing into Melee: An attacking model suffers a


cumulative -2 penalty to its AS for every friendly
model engaged with the target of its ranged attack.

ee the Battlefield Terrain section for


S
information on controlling terrain features.

25

Attacks
special Attacks
SELECTIVE FIRE

REACH (RE)

Sometimes an attack will have multiple ways it can


be used. These are known as Selective Fire attacks.

Models with Reach may make melee attacks


against models up to 2 inches away. A model with
Reach may make a charge attack when it ends its
movement within 2 inches of an enemy model, but
may only make one charge attack per move action,
and may only charge each model once per round. A
model with Reach may gain the benefits of Ganging
Up, but it does not contribute to the benefits unless
it is in base contact with the enemy model.

Arc Attacks ( Arc )

Example of a Selective Fire Assault Group

When you select an attack with Selective Fire to


be used, you must choose one of the profiles listed
below the attack name; that is the profile that will
be used for the attack. If an attack with Selective
Fire can be used multiple times a turn, a different
profile may be used each time the attack is selected.
Note that sometimes a Selective Fire attack will have
weapon abilities listed under the primary attack
and its different profiles. In this case the abilities
listed under the primary attack are conferred to
all of its profiles, while the abilities listed under its
different profiles are only active when that profile
is selected.

26

Arc attacks are a special kind of melee attack made


against multiple targets. They follow all the rules
for Reach attacks with the following additions:
Instead of targeting one model, the attack targets
all enemy models within 2 inches of the attacking
model and in line of sight. Select an eligible target
and makes an attack roll against that model. Once
the attack is resolved, target another model and
resolve an attack against it. A model may only be
targeted once per arc attack. The arc attack suffers
a cumulative -2 penalty to PW after resolving each
attack, even if it misses. Continue making attack
rolls until there are no more eligible targets or the
PW of the attack reaches 0.
Sometimes an arc attack will have no PW, but only
a weapon ability (such as Knock Prone). These arc
attacks make an attack against all eligible targets in
range, ignoring the rules for an arc attack reaching
0 PW.
Arc attacks can be used when charging, and follow
all charging rules for Reach attacks.

Attacks
TEMPLATE Attacks
Template attacks are a special kind of ranged attack that covers a large area, indiscriminately
damaging all models in that area.

Blast Attacks
Blast attacks are listed as BL: (X), where (X) indicates the size of the template
(available in the back of this rulebook) used when making the attack. The
following rules apply when making a blast attack:

Targeting Blast Attacks


Models making blast attacks may target enemy models or a point on
the table within the attacks maximum range. When targeting another
model, make a ranged attack as normal. If the attack hits and does
not malfunction, place the blast marker so that the center hole is
anywhere completely over the targets base. All
models under the template are hit by the attack.
If the attack misses, the blast marker will
scatter. When targeting a point, make an attack
roll and check for malfunction. If the attack
does not malfunction, the blast marker will
scatter.
Critical Hits and Malfunction: Unlike other attacks,
blast attacks cannot critically hit. Should a blast attack
malfunction, the opponent places the templates center
hole anywhere completely over the attacking models
base. All models under the template are hit by the attack.

Scatter Rolls
When making a scatter roll, roll a d20. Each facing is a
triangle shape. The blast attack scatters in the direction
indicated by the top-most point of this triangle. Blast
attacks always scatter the number on the scatter roll,
up to a maximum of the distance they were fired.

27

Attacks
Spray & Stream Attacks
Spray attacks are short, cone shaped directional attacks. Stream attacks are longer, almost
rectangular shaped directional attacks. The templates for these attacks can be found in the
back of this book.
When making a spray or stream attack, select a
target and lay down the spray/stream template with
the short end touching the firing models base and
centered through the targets base. The firing model
resolves a ranged attack against the target and then
every other model under the template. Follow all
the rules for ranged attacks, with the exception
that spray/stream attacks ignore cover and range
modifiers. Only the attack roll against the target
may malfunction or gain the benefits of aiming.

28

Spray/Stream Attacks and Malfunction: If a MAL


is rolled against the initial target of a spray/stream
attack, instead of placing the template as normal,
roll scatter and place the short end of the template
touching the firing models base, facing in the
direction indicated by the scatter roll. The firing
model resolves a ranged attack against all models
under the template. Once completed, the firing
model suffers an automatic hit from the attack.

Damage & Dying


Damage & Dying
Failed Armor Checks remove 1 HP from a model.
Once a model has been reduced to 0 HP it is Killed and removed from the battlefield as a casualty.

29

Panic
panic
Many special abilities and weapons cause panic in the enemy. These range from horrific killing moves,
neurochemicals, to even natural responses to seeing something large and terrifying charging forth. This is
represented by models gaining Panic Counters.
Models with a Panic Counter suffer -2 AS, -2 PS, and +2 DF. During its activation a model with a Panic
Counter may spend 1 AP to make a PS Check, removing the Panic Counter on a success. Alternatively a
friendly model within 8 inches may spend 1 AP during its
activation to make a PS Check, removing the Panic
Counter on a success. Once a model loses a
Panic Counter it gains a Resolve Counter.
Models with a Resolve Counter cannot
gain Panic Counters. A model may
only have one Panic Counter and one
Resolve Counter at any time.

30

Psychogenics
Psychogenics
Some models have access to powerful mental abilities or advanced technologies. Though these
effects go by many names they are all classified as Psychogenics and use the following rules:

Offensive Psychogenics
Offensive Psychogenics are special attacks and
follow all the rules for an attack of their type, such
as cover and malfunction. Note that some Offensive
Psychogenics will have additional effects as part of
the attack.
Sometimes, instead of having a PW, an offensive
Psychogenic will call for the targeted model to make
a PS Check. If this check fails, the targeted model
suffers the effects listed under the Psychogenics
description. Offensive Psychogenics may be aimed.

Augmentation Psychogenics
Augmentation Psychogenics are buffs or special
abilities granted to a friendly model. If the
augmentation targets a specific model, the player
must select a target within line of sight when the
augmentation is cast. Each augmentation lists
the target number needed to successfully cast the
Psychogenic. A model casting the Psychogenic
must spend 1 AP and roll equal to or under this
target number. If successful, the effects of the
augmentation are applied.
When using an Augmentation Psychogenic, a model
may spend 1 additional AP to gain +2 to the effects
Target Number. If the Augmentation Psychogenic
has a MAL value, and the roll for the TN Check
equals or exceeds that MAL value, something
has gone wrong. The psychogenic automatically
fails, and the effects listed for malfunction on the
psychogenic occur.

31

Battlefield Terrain
Battlefield terrain
Terrain includes the features that litter the battlefield. Each terrain piece has keywords that describe its effect
upon models within or near it. Before the game begins, both players should agree on the keywords for each
terrain piece. A terrain piece must have a size or the Does Not Block Line of Sight keyword.
A model controls a terrain piece if the model is within 1 inch of that terrain piece while no enemy model is
within 1 inch of that terrain piece.

32

Battlefield Terrain
Terrain Keywords
Levels (x): (x) is how many floors this terrain
piece has. There must be some means of climbing
or moving between these levels. Models may not
make attacks against models on different levels of
a terrain feature while within that terrain feature.
While not within a terrain feature with levels,
a model with Reach or a size of Huge or bigger
may make melee attacks against models up to one
level above them, as long as they can draw line of
sight to the target. When attacking a target outside
of the terrain piece a model ignores all models on
different levels than itself for line of sight.

Blocks Line of Sight: Line of Sight may not be


traced through this terrain piece.
limbable: This terrain piece is climbable (See
C
Climbing)
Dangerous: A model entering or moving over this
terrain piece suffers an automatic PW 4 hit.
Does Not Block Line of Sight: This terrain piece
does not block line of sight to models behind it.
Jumpable: Models may jump from this terrain
piece to another terrain piece with the Jumpable
keyword as part of a move action. They must have
enough movement to reach the terrain piece and
may ignore models and terrain when making this
move. If the model does not have enough movement
to reach the terrain piece it falls (see Falling).
Models making jumps from this terrain may move
from a higher level on one terrain piece to a lower
level on another terrain piece as part of their move
action at no cost.

Light Cover: This piece of terrain grants Light


Cover if it is between an attacker and its target.
A model may ignore Light Cover from a terrain
feature it controls.
Heavy Cover: This piece of terrain grants Heavy
Cover if it is between an attacker and its target.
A model may ignore Heavy Cover from a terrain
feature it controls.
Obscuring: This terrain piece blocks a models
line of sight unless, from the viewers line of sight
window, less than 2 inches of this terrain piece lies
between it and the target.

I mpassable: A model may not move over this


terrain piece.

Rough: A model must forfeit 2 inches of movement


when moving into or through this terrain piece. If it
cannot, it may not move into or through this terrain
piece.
Wall: A model may move through this terrain piece
if it is the same size or smaller than the model, but
the model may not end its movement with its base
overlapping this terrain piece.

33

Battlefield Terrain
Terrain examples
Chest-High Barricade: Size Small, Light Cover, Wall
Bubbling Swamp: Does Not Block Line of Sight, Dangerous, Rough
Water Tower: Blocks Line of Sight, Levels (2), Impassable, Heavy Cover
High Wall: Size Large, Heavy Cover, Wall, Impassable
Minefield: Does Not Block Line of Sight, Dangerous
Prevailer Statue: Size Large, Light Cover, Impassable
Pile of the Dead: Size Medium, Light Cover, Rough
Trench: Does Not Block Line of Sight, Heavy Cover
Barbed Wire: Does Not Block Line of Sight, Dangerous, Wall, Rough
owler Corpse: Size Gigantic, Heavy Cover
H

Heretic-burning Pit: Size Large, Dangerous, Light Cover, Rough

34

Battlefield Terrain
complex Terrain
Complex Terrain, such as buildings, describes terrain pieces that can incorporate many different keywords
that interact in various ways. When assigning keywords to this terrain, it may be beneficial to assign
keywords to various pieces of the terrain, such as walls, windows, stairwells etc., rather than assign them
to the entire structure. Each complex terrain piece will be different, but here are a few examples:
evels: 2
L
Entire Structure: Obscuring
Outer Walls: Block Line of Sight, Impassable
Windows: Does Not Block Line of Sight, Light Cover, Rough
evels: 3
L
Entire Structure: Obscuring
Outer Walls: Block Line of Sight, Impassable
Level 1:
Dangerous, Rough
Level 2:
Windows: Does Not Block Line of Sight, Light Cover, Rough
Level 3:
Low Wall: Light Cover

35

Special Abilities
SPECIAL ABILITIES
These are the unique abilities and skills each model possesses. Unless stated otherwise, all models
have the Living Special Ability.
ACID BLOOD
This model ignores the automatic hits from Acid
and Acid Blood. When this model loses HP from
a melee attack all models in base contact suffer an
automatic hit at PW: 2
ACROBATICS
This model does not have to pay the additional AP
to Jump. Reduce the PW of any falling damage this
model suffers by 2 to a minimum of 1.
AEROBATICS
This model does not have to pay the additional AP
to Jump and may treat all areas of a terrain piece
with the Levels keyword as having the Climbable
keyword. Reduce the PW of any falling damage
this model suffers by 2.
ANIMOSITY (x)
This model may not be included in any force that
has a model named (x).
ALPHA PROGRAM
Friendly models that begin their activation within
8 inches of this model ignore the Gamma Program
special ability, and may use this models PS Stat in
place of their own for all purposes.
ART OF WAR
This model has multiple Stat Cards. When selected
in a force, choose one of these Stat Cards to be
used.
ASSASSINATION
This model does not deploy at the start of the game.
During any Preparation Phase after round 1 this
model may be deployed. When deployed, choose
any point on the battlefield and place this model on
that point.

36

AUGMENTED
This model may not be targeted by Grafting.
AURA OF DEATH
At the beginning of the Preparation Phase this
model gains 1 Bio-Energy Counter. Only 1 model
in your force may use this ability per round. See
that models appropriate Faction Document for
more on Bio-Energy Counters.
BACKLASH
Any model that hits this model with a melee attack
gains a Fire Counter. When a model with a Fire
Counter activates it may spend 1 AP to roll a d20.
The Fire Counter is removed if the roll is equal to or
under 10. The model may repeat this. After these
rolls are made, a model possessing a Fire Counter
suffers an automatic PW:7 hit with the Cauterize
weapon ability. A model may only have 1 Fire
Counter at any time.
BACKSTAB
This model gains +2 AS and +2 PW to all attacks
made against a model that has not activated this
round.
BAD MOJO
Enemy models within 8 inches of this model suffer
a -1 penalty to all target numbers. Bad Mojo is not
cumulative.
BAIT AND SWITCH
Once per round, the first time an enemy engages
this model, another model within 4 inches with Bait
and Switch may switch positions with this model.
If On Hold, the model that has switched positions
may immediately roll for Get the Jump.

Special Abilities
BERSERK
This model may spend 1 AP to gain a Berserk
Counter. While a model has a Berserk Counter it
gains +1 AS, +1 PW, an additional power multiplier
to melee attacks, and the Never Panic special
ability. After any activation in which a model with
a Berserk Counter did not make a melee attack
they gain an Exhaustion Counter. A model suffers
-1 AP per Exhaustion Counter. If a model activates
with 0 AP due to Exhaustion Counters, remove
any Berserk and Exhaustion Counters and end
their activation. A model may only have 1 Berserk
Counter at any time.

9+: This model gains the Cause Panic and Never


Panic special abilities
13+: This model gains a Berserk Counter
BLOOD DOMINANCE
Living models engaged with this model suffer -2
AS.
BOUNTY HUNTER
Before deployment this model may select a
Character from the opposing force. This model
gains +2 AS to attacks against that Character.
BURROW
For 1 AP this model may gain or remove a Burrowed
Counter. While this model has a Burrowed Counter
is has -4 DF and +2 AR, but may not make attacks.

BIO-ENHANCED
When this model kills an enemy model, this model
may permanently gain +1 MV, +1 HP, increase its
AR Stat by 2, or give all melee attacks +2 PW. This
model may gain this benefit multiple times, but
may only increase each stat once per game.

CABAL( x)
If this model begins its activation within 8 inches
of (x) it may re-roll 1 attack roll that activation.

BIO-GEN (x)
Before deployment, this model gains (x) Bio-Gens.
See the models appropriate Faction Document for
more on Bio-Gens.

CANNIBAL
All Living models without the Never Panic special
ability suffer -1 AS while engaged with a model
with Cannibal.

BITE REFLEX (x)


The first time this model becomes engaged each
round it may immediately make a free attack with
(x) before charge attacks are resolved.

CARRION
This model may spend 1 AP to kill any models
with a Dying Counter that it is engaged with.

BLOK STOPPER
This model always has Light Cover. This model
grants Light Cover if it is between the target of an
attack and the attacker.

CAUSE PANIC
When a model becomes engaged with this model
that model makes a PS Check. On a failure, it gains
a Panic Counter.

BLOOD CULT
When a force contains a model with Blood Cult the
following rules apply: When any Living model is
killed place a Blood Counter in base contact with
that model before it is removed. At the start of this
models activation check to see how many Blood
Counters are within 8 inches. This model gains the
following benefits based on the number of Blood
Counters. These effects are cumulative:
1+: +1 AS to all melee attacks
5+: +1 PW to all melee attacks

COMBAT REFLEXES
When this model is hit and not prone, and fails
their AR Save, they may make a PS Check. If the
PS Check is successful disregard the attack roll,
and this model is prone.

37

Special Abilities
COMMAND(x)
(x) is how many times per game Command may
be used. Once per activation, if this model is not
squadlinking, it may spend 1 AP to have a friendly
model that has not activated this round and is
within 8 inches activate after them. That model
may squadlink. Models activated by Command
cannot use Command this round.

make an AS Check. If the check is successful you


may disregard 1 non-critical hit against this model
from those attacks.

COORINATED STRIKE
While squadlinking, this model gains +1 AS and
+1 PW to all attacks against its target for each other
model that has made an attack against that target
this activation.

DRUGGED (x)
After deployment, this models owner may select
up to (x) friendly non-Character models and place
a Drugged Counter on each selected model. While
a model has a Drugged Counter, it suffers -2 AS
and -2 PS. When a model with a Drugged Counter
would lose HP, remove the Drugged Counter
instead of losing HP.

CRACK SHOT
This model ignores Light Cover, and treats Heavy
Cover as Light Cover when making ranged attacks.
CULL THE WEAK
Once per round, this model may spend 1 AP to
remove a friendly model with the Slave special
ability within 2 inches from play. All friendly
models with the Slave special ability gain +2 AS
this round.
CULT OF METAMORPHOSIS
Once per round, when this model rolls a MAL
and it does not have a Stun Counter, it may choose
to ignore all effects of the MAL and gain a Stun
Counter. When a model with a Stun Counter
activates, it immediately loses 1 AP, and then the
Stun Counter is removed. Stun Counters are not
cumulative.
DANCE OF DEATH
Once per game, at the start of its activation, this
model gains +2 AS, PW, and an additional power
multiplier to all melee attacks until the end of this
activation.
DEFIANCE
This model may not be the target of psychogenics.
DEFLECTION
When this model is targeted by ranged attacks,
after attack rolls are made, this model may

38

DISTRACTION
While engaged with an enemy model other friendly
models gain +1 AS and +1 PW to melee attacks
against that model. Distraction is not cumulative.

ELUSIVE
Ranged attacks against this model suffer double the
normal range penalties. This model automatically
passes the PS Check to Evade.
ENHANCE (X) (Y)
When this model is deployed, choose up to 6 (x).
Those models gain (y).
ENVIRO FILTERS
This model ignores Smoke Clouds.
EXTINGUISH
This mode may spend 1 AP to remove a Fire
Counter from a model within 8 inches and Line of
Sight.
FEROCIOUS ASSAULT
If a model is killed by a charge attack made by this
model, all enemy models within 4 inches of that
model gain a Panic Counter.
FIELD ORDER (x)(y)
This model has (y). While (x) is within 8 inches of
this model, it gains (y).

Special Abilities
FOR SAINT AND GLORY (x)
While within line of sight of (x), this model has the
Never Panic Special Ability. If (x) is killed while in
line of sight of this model, this model gains a Panic
Counter.

Machine does not affect Bio-Gens or Psychogenics.


GLIDING DEPLOYMENT
Do not deploy this model at the start of the game.
During any Preparation Phase after Round 1 you
may deploy this model. When deployed, choose a
point on the battlefield and roll scatter, placing this
model on that point. If a models final deployment
point is off the battlefield they will deploy at the
point on the battlefield nearest to the edge. If the
models final deployment point is on another model
place them with their base touching the model
closest to the final deployment point. Models that
have Gliding Deployment and share a Squadlink(x)
value may deploy using 1 Scatter Roll, placing
the first model on this point and the rest within 4
inches.

FORTITUDE
When this model is reduced to 0 HP, it is not
immediately killed and removed from play. If
this model activates while at 0 HP it is killed and
removed from play at the end of that activation.
FLOAT
This model may move through, but may not end its
movement on, terrain with the Impassable keyword
and may ignore the automatic hit from terrain with
the Dangerous keyword. This model does not have
to pay the additional AP to Jump, never suffers
falling damage, and may never be prone.

GOES OUT WITH A BANG


When this model is killed place a BL(2) template
with the center hole anywhere completely over this
models base before it is removed. All models under
the template suffer an automatic PW: 5x2 hit.

FRENZIED
At the end of any activation in which this model did
not make a melee attack it must make a PS Check. If
that check is failed it immediately activates again,
and must spend all AP to make melee attacks on
friendly models of a different Model Name. If
unable, it must spend all AP to move toward the
nearest friendly model with a different Model
Name. This model can only gain 1 additional
activation per round due to Frenzied.

GRAFTING
This model may select 1 Grafting to be applied to
up to 2 friendly models. Graftings identified as (U)
are Unique and may only be applied to 1 model per
force. See this models Faction Document for more
on Grafting.

FURIOUS CHARGE
This model gains an additional +1 AS and +1 PW
to charge attacks.

GRAPPLE
This model may treat all areas of a terrain piece
with the Levels keyword as having the Climbable
keyword. This model does not suffer the automatic
hits or being prone from falling.

GAMMA PROGRAM
If activating within 10 inches and line of sight of an
enemy model this model must spend AP to make
melee attacks on enemy models. If unable, it must
spend all AP to move toward the nearest enemy
model. This model may not Aim or go On Hold.

GRAVITICS
This model can never be Knocked Back, Knocked
Prone, or Pulled. Ranged attacks against this model
suffer -2 AS. This model never suffers damage
from falling.

GHOST IN THE MACHINE


All enemy models within 4 inches of this model
suffer a -2 to their MAL values. If an attack has
a MAL of - it gains MAL 19. Ghost in the

39

Special Abilities
GUARD
When a friendly model within 4 inches and line
of sight is hit by a non-template, non-critical hit
ranged attack, this model may make the AR Save
instead, suffering all effects of the attack as if it
had been the target.
GUERILLA TACTICS
Models with Guerilla Tactics may Squadlink from
up to 8 inches away. This model only spends 1 AP
to Break Away.
HANG IN THERE BOYS!
Living models reduced to 0 HP are not killed while
within 8 inches of this model, but instead gain a
Dying Counter. Models with a Dying Counter are
prone, may not spend AP, and all attacks on them
gain +2 AS and +2 PW. If a model with a Dying
Counter ever loses HP, that model is killed. If a
model with a Dying Counter ever gains HP, remove
the Dying Counter.
HATRED (x)
Attacks against (x) by this model gain +1 AS and
+1 PW.
HIT AND RUN
When this model kills a model with an attack, it
may immediately gain 1 AP to move. This move
action ignores the rules for Breaking Free and may
result in a charge.
HOLOFLAGE
This model cannot be targeted by ranged attacks
from more than 8 inches away. All ranged attacks
targeting this model suffer -1 AS.
HOOK ANCHOR
This model may spend 1 AP to gain all Anchor
Counters from all friendly models within 4 inches.
This model may spend 1 AP to cause an automatic
PW: 7 hit to all models with an associated Hook
Counter, then remove all Hook and Anchor counters
linked to this model.
HUMAN SHIELD
When this model is hit by a non-template

40

attack it may force 1 friendly model within 4 inches


to be hit by the attack instead. That attack gains an
additional power multiplier for the hit.
IM THE BOSS!
All models with the Slave special ability remove all
Panic Counters when activating within 4 inches of
this model.
IMMACULATE MAINTENANCE
All MAL values of friendly models in this force
are increased by 1. If a MAL value is 20 then
treat it as -.
IMMOLATE:
This model may never have Fire Counters, and
does not suffer damage from any attack with the
Fire weapon ability. This model may spend 1 AP
to have all enemy models in base contact gain a
Fire Counter, then this model is removed from
play. This action may be used in place of making a
charge attack.
I NEVER LOSE!
As long as this model is on the battlefield its owner
wins all ties made from initiative rolls.
INFERNO SHARDS
While not engaged with an enemy model, this
model may spend 1 AP to lay down a BL(2) Inferno
Shard Field in base contact. The field is a terrain
feature with the Does Not Block LoS, Fiery, and
Rough Keywords. During each Lingering Effects
Phase roll a d20, removing the Inferno Shard Field
on a result of 11 or greater.
INFILTRATE
This model is deployed only after all other nonInfiltrating models have been deployed. This model
may be deployed anywhere on the battlefield that is
at least 12 inches from an enemy deployment zone.
INSPIRE
When this model uses Command, the activated
model, and any model it squadlinks with, gain +1
AS and +1 PW to all attacks that activation.

Special Abilities
INSTIGATE
Friendly non-Character models within 8 inches of
this model gain +2 AS to all melee attacks.

Knocked Back, or Pulled by models with a smaller


size.
MASTER GRAFTER
Grafters gain an availability of 1/500 in a force
containing this model.

JUST A FLESH WOUND


This model may spend 1 AP while in base contact
with a Living model to heal 1 HP on that model.
Models may only be affected by Just a Flesh Wound
once per game.

MASTER OF CHANGE
Friendly models with the Cult of Metamorphosis
special ability that are within 8 inches of this model
gain the Never Panic special ability.

KABOOM! (x) (y)


When a model with this ability is hit by an attack,
roll a d20. If the result is equal to or higher than (x),
roll scatter, moving the model directly toward that
direction the distance on the d20. The opponent
then places a BL(2) Blast Marker over the model,
so that the center hole is anywhere completely over
the models base. All models under the template are
automatically hit by an attack from (y). This attack
cannot trigger Kaboom! on the model originally
triggering Kaboom!

MASTER OF DEATH
At the start of the Preparation Phase, this model
gains 1 Bio-Energy Counter. See the models
appropriate Faction Document for more on BioEnergy Counters.
MATCHING SET (x)
(x) is the model this model must be fielded with.
Should 1 of the models be removed from play, the
other models in the Matched Set gains a Berserk
Counter. While a model has a Berserk Counter it
gains +1 AS, +1 PW, an additional power multiplier
to melee attacks, and the Never Panic special
ability. After any activation in which a model with
a Berserk Counter did not make a melee attack
they gain an Exhaustion Counter. A model suffers
-1 AP per Exhaustion Counter. If a model activates
with 0 AP due to Exhaustion Counters, remove
any Berserk and Exhaustion Counters and end
their activation. A model may only have 1 Berserk
Counter at any time.

LIFE DRAIN
If an enemy model is killed within 1 inch of this
model, this model may make a PS Check. If the
check is successful, it gains 1 Bio-Energy Counter.
Only 1 PS Check may be made when a model is
killed, regardless of the number of models with
Life Drain within 1 inch.
LIVING
Living is a keyword that may other special abilities
and weapon abilities trigger off of. Unless otherwise
stated, all models have the Living special ability.

MENIAL
This model may be used to satisfy any requirement
of Menial models that must be included in a force.

LUCK
Once per game you may re-roll 1 attack roll or AR
Save this model makes.

MORPHINE GUN
This model may spend 1 AP to target a friendly
Living model within 8 inches and line of sight.
That model heals 1 HP but gains a Morphine
Counter. While a model has a Morphine Counter it
suffers -2 AS to all attacks. A model may only have
1 Morphine Counter at any time, and may only be
healed by Morphine Gun once per game.

MARK FOR DEATH


During the Preparation Phase, select 1 enemy
model within 12 inches and line of sight to this
model. Models gain +1 AS and +1 PW to attacks
made against that model this round.
MASSIVE
This model cannot be Knocked Prone,

41

Special Abilities
MORPHINE INJECTOR
The first time this model would be killed, instead it
heals 1 HP and gains a Morphine Counter. While
this model has a Morphine Counter it suffers -2 AS.

ON THE JOB
Friendly models with the Bounty Hunter special
ability gain the benefits of Bounty Hunter against
all enemy Characters.

MY BLOOD FOR YOUR BLOOD


If a friendly model within 4 inches of this model
would lose HP this model may lose the HP instead.
This model may not lose more HP than its HP Stat.

PARRY
When this model is targeted by melee attacks,
after attack rolls are made, this model may make
an AS Check. If the check is successful you may
disregard 1 non-critical hit against this model from
those attacks.

MY PRETTY TOYS
When this model is deployed it may upgrade up
to 6 Buzzblades to either Charitys Might or
Charitys Zeal. All upgraded models must be
upgraded in the same way, and are still treated as
Buzzblades.
MY TOYS ARE BETTER
This model may upgrade up to 6 Charitys Might
or Charitys Zeal to Dominiques Playthings.
These models are still treated as Buzzblades.

NETWORK DEPLOYMENT
This model may squadlink from anywhere on the
battlefield.
NEVER PANIC
This model may never gain Panic Counters.
NON-LIVING
This model does not have the Living special ability,
and may never gain Panic Counters.
NOW IS OUR TIME
Once per game, during the Preparation Phase,
this model may make a PS Check. If the check
is successful this models owner wins Initiative
this round, but must activate this model before
any others. If the check is failed then this models
owner loses Initiative this round.
OBSESSED
After all models have been deployed, this models
owner may select a Model Name from the opposing
force. This model gains +2 AS and +2 PW to any
melee attacks made against models with that
Model Name.

42

PLAYING POSSUM
Once per game when this model would be killed
it instead gains a Possum Counter. While a model
possesses a Possum Counter they are prone,
reduced to 0 AP, and may only be targeted by melee
attacks. While a model has a Possum Counter, it is
immediately killed if it ever loses HP. During the
Preparation Phase the model may stand up, heal to
1 HP, and remove its Possum Counter. When this
model gains a Possum Counter, all other models
that share a squadlink(x) value within 8 inches gain
a Berserk Counter, and cannot end their activation
more than 8 inches from this model while they have
the Berserk Counter. Remove the Berserk Counter
when the Possum Counter is removed.
POP SMOKE
Once per activation, this model may place the
center of a BL(3) Smoke Cloud in base contact.
A Smoke Cloud is a terrain piece with the Heavy
Cover keyword. In addition, all models under the
template suffer -4 AS to melee attacks. During
each Lingering Effects Phase, roll a d20, removing
the Smoke Cloud on a result on 11 or greater.

Special Abilities
POWER GENERATOR (x,y)
During each Preparation Phase, this model may
choose to power (x) or (y). If an assault group is
selected all attacks in that group gain an additional
power multiplier, MAL: 17, and the Cauterize,
ED(2), and KP(15) weapon abilities. If a MAL is
rolled, in addition to the effects of the MAL this
attack immediately loses the benefits of Power
Generator, and this ability may not be used next
round. If AR is selected then this model rolls an
additional d20 when making AR Saves, the highest
roll being disregarded. If, after that die has been
disregarded, there is a result of 17 or higher, the AR
immediately loses the benefits of Power Generator,
suffers an automatic PW: 6x2 hit, and this ability
may not be used next round.

PUD POWERS
This model may only be fielded if the force contains
at least 1 model with the Pud Control Special
Ability. At the end of each Preparation Phase, this
model activates. During this models activation it
must spend AP to make melee attacks on enemy
models. If unable, it must spend all AP to move
toward the nearest enemy model. This model may
never gain bonuses from Ganging Up, may never
count towards other models Ganging Up bonus.
Enemy models do not have to spend AP when
Breaking Free from this model, and may engage
enemy models during that move.
PUSH
When this model is selected as part of a squadlink
all models in that squadlink may gain 1 additional
AP, which must be spent on movement. If this
is done these models cannot make attacks that
activation.

PROTOTYPE (AG#x)
If an attack from this assault group malfunctions
no more attacks may be made using that assault
group this round.

QUICK DRAW
This model may spend 1 AP to make an aimed
ranged attack, or move up to their MV value and
make a ranged attack.

PSYCHOGENIC INVOKER
Once per activation, this model may cast 1
Psychogenic from their applicable Psychogenic
List.

RAGE
This model gains +2 PW to all melee attacks for
each HP it has lost.

PSYCHOGENIC MASTER
Twice per activation, this model may cast 1
Psychogenic from their applicable Psychogenic
List.

RAZOR WIRE
Any model that hits this model with a melee attack
suffers an automatic PW: 2x2 hit.

PUD CONTROL (x)


When this model is deployed also deploy (x) Puds.
If a Pud begins its activation within 8 inches of this
model it may activate normally, instead of moving
towards the nearest enemy. This model may spend
1 AP to have all non-Dying Puds within 4 inches
immediately activate. Each Pud may only gain 1
additional activation from Pud Control each round.

REGENERATION
When this model activates, or at the start of the
Lingering Effects Phase, it heals 1 HP. This model
may only heal 1 HP per round from Regeneration.
This model is not killed when reduced to 0 HP,
instead, give it a Dying Counter. Models with a
Dying Counter are prone, may not spend AP, and all
attacks on them gain +2 AS and +2 PW. If a model
with a Dying Counter ever loses HP, that model is
killed. If a model with a Dying Counter ever gains
HP, remove the Dying Counter. When this model
loses a Dying Counter, it may immediately stand
up for no AP cost.

43

Special Abilities
REPAIR
This model may spend 1 AP while in base contact
with a friendly model to heal 1 HP on that model. A
model can only be healed by Repair once per game.
While in base contact with a model with a Wreck
Counter, this model may spend 1 AP to reactivate
the model. The reactivated model keeps its original
stats with the following exceptions: AP: 1 MV: 4
HP: 1.
RETALIATION
When an enemy model misses this model with a
melee attack this model may select 1 melee attack
and make an attack against the enemy model.
RIGHTEOUS CHARGE
Once per round, when this model charges an enemy,
but before charge attacks are resolved, you may
move up to 2 friendly, unengaged models within 8
inches into base contact with the enemy model. If
a model cannot move into base contact then it may
not be moved by Righteous Charge.
RITUAL CASTER (x)
(x) represents the psychogenic this model may use.
If this model has squadlinked, increase the TN
of any Augmentation Psychogenics by 1 for each
model in that Squadlink.
RITUAL ENGINE
This model may not be the target of Kukulkani
Rituals. While this model is on the battlefield, each
time an enemy model is killed within 8 inches, give
this model a Skull Counter. Models with Ritual
Engine have multiple versions, and an associated
Stat Card linked to how many Skull Counters it
currently possesses. Use the Stat Card associated
with the highest number of Skull Counters this
model currently possesses.
SCATTER SHARDS
While not engaged with an enemy, this model may
spend 1 AP to lay down a BL(1) Shard Field in base
contact. Any model that enters the Shard Field or
begins its activation within the field must roll a
d20. On a 10 or lower the model may continue
moving as

44

normal. On an 11+ the field explodes, causing


an automatic PW: 9 hit. The Shard Field is then
removed. Shard Fields may be targeted by ranged
attacks and are hit automatically. Shard Fields that
are hit are removed from play.
SCAVENGE
When a force contains a model with Scavenge the
following rules apply: When any model is killed
place a Scavenge Counter in base contact before it
is removed. A model with Scavenge may pick up
Scavenge Counters by moving over the counter.
Each Scavenge Counter gives +1 AS and +1 PW
to all attacks, as well as +1 AR. A model may drop
any number of Scavenge Counters, placing them
in base contact, for 1 AP. If a model holding a
Scavenge Counter is killed it drops all Scavenge
Counters in base contact before being removed. A
model may only have 3 Scavenge Counters at any
time.

SCION OF FLAME
This model may never have Fire Counters and does
not suffer damage from any attack with the Fire
weapon ability. Enemy models within 4 inches
of this model cannot remove Fire Counters. If
an enemy model within 4 inches is killed by the
automatic hit from a Fire Counter, place 1 Ember
model in base contact with that model before it is
removed.
SCOUT
After all models have been deployed (including
Infiltrating models), the player whose force
contains at least 1 model with this special ability
may redeploy up to 4 models in their force. Normal
deployment and infiltrator rules apply for this
redeployment.
SEAR
This model may spend 1 AP while in base contact
with a friendly model to remove a Bleed Counter.

Special Abilities
SEDATED
When this model is deployed give it a Sedated
Counter. A model with a Sedated Counter ignores
the Frenzied special ability, but cannot make attacks
or interact with objectives. During any Preparation
Phase, this model may remove its Sedated Counter.
During each Lingering Effects Phase, roll a d20,
removing the Sedated Counter on a result of 11 or
greater.

SIDESTEP
When this model is hit by a non-critical hit from a
melee or template attack, roll a d20. On a 12 or less
the model suffers no damage from the attack, and
is not affected by any weapon abilities from this
attack.
SKARRD MOTHER
When this model is deployed choose 1 of the
following special abilities. This model gains the
selected Special Ability:
Enhance (Buzzblade) (+1 to Cannibal TN modifier)
Enhance (Bolas) (Coordinated Strike)
Enhance (Harpy) (Hit and Run)

SERPENTINE BODY
This model may never be Entangled, Grabbed,
Knocked Prone, or Crushed. This model ignores
the automatic hit from the Dangerous keyword.
This model may not Climb or Jump.

SLAVE
Instead of activating normally, this model activates
at the end of each Preparation Phase.

SHARD WALK
This model ignores Shard Fields.
SHEER
This model may never have Acid, Fire, Bleed,
Blood Pathogens, Frantic, Paralyzing Poison, or
Poison Counters. Roll a d20 for any non-critical
hit on this model, on a 10 or less the attack roll is
disregarded.

SLIMY
This model may never have Fire Counters.
SOUL LINK
When a model with Soul Link loses HP from a
non-critical hit another friendly model with Soul
Link within 8 inches may lose the HP instead. A
model may not lose more HP than its HP Stat.

SHIELD FORMATION
While not prone and within 1 inch of at least 1 other
model with Shield Formation this model gains +2
AR.

SPOTTER
Enemy models may not be deployed within 8 inches
of this model.

SHIELDING
Other friendly models whose base is completely
within 6 inches of this model gain +2 AR.

STITCH
This model may spend 1 AP to target a friendly
model within 1 inch and line of sight. That model
heals 1 HP but gains a Stitched Counter. While a
model has a Stitched Counter it suffers -2 AS to all
attacks. A model may only have 1 Stitched Counter
at any time, and may only be healed by Stitch once
per game.

SHOCK WAVE (x)


This model may spend 1 AP to activate Shockwave.
Shockwave affects all models within (x). All
models gain a Stun Counter. All models two or
more sizes smaller than the originating model are
automatically Knocked Back. All models 1 size
smaller are automatically Knocked Prone. When a
model with a Stun Counter activates, it immediately
loses 1 AP, and then the Stun Counter is removed.
A model may only have 1 Stun Counter at a time.

STRIDER
This model ignores the movement cost of terrain
with the Rough keyword. This model may stand up
from prone for no AP cost.

45

Special Abilities
SUPERIOR GANG-UP
Increase this models Gang-Up Bonus by +1.
SUPERIOR MAINTENANCE(x)
(x) times per game, when a malfunction is rolled,
this models owner may ignore the malfunction.
This ability functions even if this model is killed.
SURVIVALIST
If this model spends all AP on movement it gains
the Elusive special ability and has Light Cover until
its next activation.
SWARM
This model loses an additional HP from failed AR
Saves caused by all template attacks. Swarms do
not count for any Gang-Up Bonuses. The number of
attacks per assault group this model has is reduced
by the number of lost HP on the model.
TECHNOMANCY(x)
This model can cast Kukulkani Rituals. See the
Kukulkani Faction Document for more information.
THIS WILL MAKE IT ALL BETTER
This model may spend 1 AP when in base contact
with a model to remove all Poison and Numb
Counters.
TOUGH AS NAILS
This model does not lose an additional HP for
rolling a critical failure on an AR Save.
TOXIC CULT
This model may never have Paralyzing Poison,
Poison, Frantic Toxin, or Fear Toxin Counters. This
model ignores Toxic Clouds.
TOXIC MIASMA
This model always has Light Cover. Any Living
model without the Enviro Filters special ability
that begins its activation engaged with this model
receives a Poison (16) Counter, and suffers -2 AS to
all melee attacks.

46

TRACKING
Before deployment, this models owner may choose
any 1 enemy model with the Infiltrate Special
Ability. That model loses the Infiltrate Special
Ability.
TREMOR
This model may spend 1 AP to place a BL(2) Blast
Marker in base contact. All models under the
template suffer KP(14).
UBER BLOK STOPPER
This model always has Heavy Cover. This model
grants Heavy Cover if it is between the target of an
attack and the attacker.
UNNATURAL CLIMB
This model may treat all areas of a terrain piece
with the Levels keyword as having the Climbable
keyword, and only forfeits 2 inches of movement to
move between levels.
UPGRADE (x)
(x) is the amount of Upgrades this model may
select. Upgrades identified as (U) are Unique and
may only be applied to 1 model per force. See this
models Faction Document for more information
on Upgrades.
VAULT
Once per activation, this model may spend 1 AP
to immediately move their MV value, ignoring
terrain as well as intervening models. If this move
results in charge, this model gains and additional
+1 AS and +1 PW to the charge attack.
VIRULENT FUMES
Any Living model moving into base contact, or
activating while in base contact with this model
immediately suffers an automatic PW: 4 hit.
WALL OF BLADES (x)
During any activation in which this model does not
make attacks with (x) it gains Parry and Deflection
until the beginning of its next activation.

Weapon Abilities
weapon ABILITIES
BURST
All ranged attacks made from this assault group
must target the same model. Attacks with Burst
may not be aimed.

ADAPTABILITY
Once per activation this attack can copy certain
weapon abilities from a model in base contact. This
attack retains the copied ability until the end of this
models activation. Weapon abilities that may be
copied are: Acid, Bleed, Brutal, Cauterize, ED(x),
Fire, Paralyzing Poison, Poison, Reach, Rot, and
Stun.

BRUTAL
The Parry special ability may not be used against
this attack.
CAUTERIZE
HP lost by this attack may never be healed.

ACID
When this attack hits a model place an Acid
Counter on that model. During each Lingering
Effects Phase a model with an Acid Counter suffers
an automatic PW: 4 hit, removing the Acid Counter
on a successful AR Save. A model may only have 1
Acid Counter at any time.

CHEM COCKTAIL
At the start of this models activation choose 1 of
the following special abilities, this attack gains
the chosen ability until the next Lingering Effects
Phase: Acid, Blind, Cauterize, Paralyzing Poison,
Poison(16), Rot.

BLEED
When this attack hits a Living model place a Bleed
Counter on that model. During the Lingering
Effects Phase a model with a Bleed Counter must
roll a d20. On a result of 11 or greater, the affected
model loses 1 HP. If a 10 or lower is rolled remove
the Bleed Counter. A model may only have 1 Bleed
Counter at any time.

COMBUSTION
If this attack hits a model with a Fire Counter this
attack gains an additional power multiplier.
CONDUCTION
The model with the highest AR value hit by this
attack suffers an additional power multiplier to the
attacks PW. In the case of a tie for highest AR, the
attacking model decides who suffers the additional
multiplier.

BLIND
When this attack hits a model, place a Blind Counter
on that model. Models with a Blind Counter suffer
a -2 AS and double all range penalties they suffer.
Blind Counters are removed at the end of a models
activation. A model may only have 1 Blind Counter
at any time.

CRUSH
During this models activation, if this attack hits,
all further attack rolls made with this attack against
the same target automatically succeed, unless a
malfunction is rolled. These automatic hits may not
be Parried.

BLOOD PATHOGENS
When this attack hits a Living model, place a Blood
Pathogens Counter on that model. Models with a
Blood Pathogens Counter must roll twice when
rolling for Bleed Counters, removing the counter
only if both rolls are 10 or lower. Remove the
Blood Pathogens Counter when a Bleed Counter is
removed.

DECAPITATE
If this attack critically hits it gains ED(2) for that
attack. If it already has ED(x) then (x) is increased
by (+1) for that attack.

47

Weapon Abilities
DETONATE
Once per activation, if this attacks hits and its
target passes its AR Save, you may have the target
immediately suffer an automatic PW: 4x2 hit. This
automatic hit may not be Parried.
EMBERSPARK
If an enemy model is killed by this attack, place 1
Ember model in base contact with the model before
it is removed. The Ember may activate this round.
EMPOWER
This attack receives a cumulative +1 power
multiplier each time it is used after the first. This
additional power multiplier lasts until the end of
the Lingering Effects Phase.
ENTANGLE
When this attack hits a model, place an Entangled
Counter on that model. While a model has an
Entangled Counter it is prone, and may not spend
AP on attacks. The model may spend 1 AP during
its activation to remove an Entangled Counter. A
model may never have more Entangled Counters
than their AP stat.
ENTROPIC
This attacks rate of fire is equal to this models
current HP.
EXTREME DAMAGE (ED)(x)
(x) represents the amount of HP lost by a failed AR
Save caused by this attack.
FEAR TOXIN
When this attack hits a Living model, place a Panic
Counter and a Fear Toxin Counter on that model.
Panic Counters cannot be removed from a model
with a Fear Toxin Counter.
FIRE
When this attack hits a model, place a Fire Counter
on that model. When a model with a Fire Counter
activates it may spend 1 AP to roll a d20. The Fire
Counter is removed if the roll is equal to or under
10. The model may repeat this. After these rolls
are made, a model possessing a Fire Counter

48

suffers an automatic PW:7 hit with the Cauterize


weapon ability. A model may only have 1 Fire
Counter at any time.
FRANTIC TOXIN
When this attack hits a Living model, place a
Frantic Counter on that model. When a model with
a Frantic Counter activates it makes a PS check
at -4. If the test is successful remove the Frantic
Counter. Otherwise roll scatter, the affected
model immediately spends AP to move directly
towards that direction, ignoring Breaking Free. If
the affected model comes into base contact with a
model it will use all remaining AP to make melee
attacks on that model, using a random assault
group. Frantic Counters are removed at the end of a
models activation.
GRAB
When this attack hits a model, that model is
Grabbed. While Grabbed, all attacks against that
model from this model automatically succeed
unless a malfunction is rolled. Nether model may
spend AP to move. This model may end the effects
of Grab at any point during its activation. The
enemy model may spend 1 AP to end the effects
of Grab. If an effect would force either model to
move, the effects of Grab immediately end.
HOBBLE
When this attack reduces an enemy unit to 0 HP
you may have that model gain a Hobbled Counter
instead of being killed. While a model has a Hobbled
Counter it is prone and reduced to 1 AP. If a model
with a Hobbled Counter is ever hit by an attack, that
model is killed. If a model with a Hobbled Counter
is ever healed, remove the Hobbled Counter.

Weapon Abilities
HOOK
When this attack hits a model, place a Hook
Counter on that model, and an Anchor Counter on
this model. The model with the Anchor Counter
may spend AP to cause automatic hits with this
attack against the model with the Hook Counter.
If a model with a Hook Counter moves, it must
move towards the model with the Anchor Counter.
A model with a Hooked Counter may spend 1 AP
to suffer an automatic hit from this attack, and
then remove the Hook Counter. When the Hooked
Counter is removed, also remove the Anchor
Counter. While a model has an Anchor Counter it
may not make ranged attacks against models that
do not have the associated Hook Counter.

KNOCK PRONE (KP) (x)


When this attack hits a model, before AR Saves
are rolled, roll a d20. If the number rolled is equal
to or under (x) then the model hit is prone. Melee
attacks suffer -2 to the TN for every size smaller
the attacking model is than the target and +2 to the
TN for every size larger the attacking model is than
the target.
LATCH ON (x)
Attacks from this assault group may only be used
against a model if they are hit by all attacks under
AG#(x) during 1 attack action. The first time this
is done, this model may make 1 free attack with
this assault group against the model hit. All attacks
made with this assault group against that model
automatically hit this activation, and may not be
Parried.

HORRIBLE DEATH
If a model is killed by this attack, all enemy models
within 4 inches receive a Panic Counter.

LAUNCH SMOKE (x)


Launch Smoke is a Blast Attack. Place the center
of a BL(x) Smoke Cloud where this attack hits. A
smoke cloud is a terrain piece with the Does Not
Block LoS and heavy Cover keywords. In addition,
all models with their any part of their base over the
terrain piece suffer -4 AS to melee attacks. During
each Lingering Effects Phase, roll a d20, removing
the Smoke Cloud on a result on 11 or greater.

INDIRECT
This attack may fire at targets out of its line of sight
if another friendly model has line of sight to the
target. If using this ability, this attack suffers -4
AS.
INGEST
When this attack hits a Living model, place an Pud
Counter on the model hit. During the Lingering
Effects Phase a model with an Pud Counter makes
an AR Save. If the save is failed the affected model
automatically loses an HP. On a critical failure place
(x) Puds in base contact with the model, where (x)
is the models HP Stat, then that model is removed
from play. When a model with an Infection Counter
is killed, place a Pud in base contact before it is
removed.

LIMITED (x)
(x) is how many times per game this attack may be
used.
NUMB
When this attack hits a Living model, place a Numb
Counter on the model hit. A model with a Numb
Counter suffers a -2 AS to all attacks. A model may
only have 1 Numb Counter at any time.

KNOCK BACK (KB) (x)


When this attack hits a model, before AR Saves are
rolled, roll a d20. If the number rolled is equal to or
under (x) then the model hit is moved directly back
d20/2 inches from the attacker and is prone. Melee
attacks suffer -2 to TN for every size smaller the
attacking model is than the target and +2 to the TN
for every size larger the attacking model is than
the target.

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Weapon Abilities
PARALYZING POISON
When a Living model is hit by this attack, place a
Paralyzing Poison Counter on that model. When a
model with Paralyzing Poison Counters activates,
it immediately loses 1 AP per Paralyzing Poison
Counter, and then all Paralyzing Poison Counters
are removed. A model may never have more
Paralyzing Poison Counters than its AP stat.
PIERCE
When on a melee attack, if the target is hit and
fails its AR Save, this model may make an attack
against another model within 1 inch of the targeted
model. This attack suffers -2 PW. When on a ranged
attack, draw a line from the center of the attacking
models base through the center of the targets base,
continuing up to the attacks maximum range. If the
target is hit and fails its AR Save, make an attack
against the next model in the line. Continue making
attacks down the line until an attack misses or a
model passes its AR Save. Reduce the PW of the
attack by 2 per previous model hit. Only the attack
roll against the initial target may malfunction, or
gain the benefits of aiming.
PIN
When this attack hits a prone model place a Pinned
Counter on that model. While a model has a Pinned
Counter it may not stand up, and may not spend
AP on assault groups or movement. Ranged attacks
against a model with a Pinned Counter do not suffer
-2 for the model being prone. Melee attacks against
a model with a Pinned Counter hit automatically.
The model may spend 1 AP during its activation
to remove the Pinned Counter. A model may only
have 1 Pinned Counter at any time.
POINT BLANK
This ranged attack may be used against enemy
models this model is engaged with. These attacks
never gain PW bonuses for charging, gangingup, or any abilities that modify the PW of melee
attacks.

50

POISON (x)
When this attack hits a Living model place a Poison
Counter on that model. During the Lingering
Effects Phase a model with a Poison Counter must
roll a d20. On a result of (x) or greater the affected
model loses 1 HP, otherwise, remove the Poison
Counter. HP lost by Poison cannot be healed. A
model may never have more Poison Counters than
its HP Stat.
PROXIMITY STRIKE(x)
When this attack targets a model place a BL(x)
Blast Marker with the center anywhere completely
over the targets base. Make attacks against all
models, except the attacking model, under the blast
marker. Only the attack roll against the initial target
may malfunction, or gain the benefits of aiming or
charging.
PULL(x)
When this attack hits a model, before AR Saves
are rolled, roll a d20. If the number rolled is equal
to or under (x) then the model hit is moved directly
toward this model until it is in base contact or
comes in contact with another model or a terrain
piece it cannot cross. Reduce (x) by 2 for every size
smaller the attacking model is than the target and
increase (x) by 2 for every size larger the attacking
model is than the target.
PURGE
This attack may target friendly models. All friendly
models hit by this attack may remove any counters
on them.
RESTRICTED
A model may only use1 assault group containing
an attack with Restricted per round.
RICOCHET
If a model targeted by this attack passes its AR
Save roll scatter. The first model within 4 inches in
the direction of the roll suffers an automatic hit by
this attack.

Weapon Abilities
ROT
A model hit by this attack gains a Rot Counter.
A model suffers -2 AR per Rot Counter. During
the Lingering Effects Phase, a model with a Rot
Counter must roll a d20 for each Rot Counter.
For each result of a 10 or lower a Rot Counter is
removed.

THROW PUD
This attack may only be used if there is a Pud
within 4 inches of this model. This is a BL(1) Blast
Attack with the following rules: When this attack is
used, remove a Pud within 4 inches of this model.
Once the final position of the template has been
determined

STOMP
This attack may only target prone models.

place the Pud with its base at least partially under


the template. If there is no room for the base place
it as close to the template as possible. Once placed,
1 model in base contact with the Pud suffers an
automatic 4x2 hit.

STUN
A model hit by this attack gains a Stun Counter.
At the beginning of that models next activation, it
immediately loses 1 AP, and then the Stun Counter
is removed. A model may only have 1 Stun Counter
at any time.

UNSTABLE
If this attack malfunctions all models in base
contact with this model suffer the effects of the
malfunction.

SUNDER ARMOR
If a model is hit by this attack give it a Sundered
Armor Counter. Models with a Sundered Armor
Counter suffer -2 AR. A model may only have 1
Sundered Armor Counter at any time.

VICTIMIZE
When this attack hits a model you may give that
model a Panic Counter or remove a Resolve Counter
from that model.

TOXIC CLOUD
Place a BL(x) Toxic Cloud where this attack hits. A
Toxic Cloud is a Smoke Cloud with the following
special rules: Any Living model without the Toxic
Cult or Enviro Filters special abilities that enters the
cloud or begins their activation in the cloud receives
a Poison (16) Counter. They will receive another
Poison (16) Counter for every AP they spend while
within the cloud. A Smoke Cloud is a terrain piece
with the Does Not Block LoS and Heavy Cover
keywords. In addition, all models with any part
of their base over the terrain piece suffer -4 AS
to melee attacks. During each Lingering Effects
Phase, roll a d20, removing the Smoke Cloud on a
result on 11 or greater.

WHIPLASH
If the target of this attack passes its AR Save, it
gains a Whiplash Counter. At the beginning of
that models next activation, it immediately loses 1
AP per Whiplash Counter, and then any Whiplash
Counters are removed.

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Faction Documents

THE C.O.R.E.
The modern CORE is a strange hybrid between the cold logic that forged it and the fiery madness that
infected its code during a costly invasion into the central hive facility. With every repair or rebuild, the
corruption in the processors of every robot worsens, furthering the central AIs descent into what can only
be called madness. Yet, if anything, the spread of this corruption has made the CORE more dangerous and
voracious than ever before as it grows fiercer with its coded violence while losing none of its capacity for
logic, split-second statistics, and mapping of tactical probabilities. Combined with the COREs growing
desperation for more organic material to fuel itself the enemies of this horrific mechanical monster will soon
learn that the nightmare has only just begun.

SPECIAL RULEs
FOLLOW THE CODE
A CORE force may not contain more models
without the Gamma Program special ability than
those with it.

ENTROPIC BATTERY
All CORE models are treated as having the Living
special ability when they are killed or removed
from play.

FOUNDATION IS KEY
For every 250 points in a CORE force it must
contain at least 75 points of models with the Menial
special ability.

UPGRADE AND ADAPT


Some CORE models can take Upgrades. Before
deployment a model with Upgrade(x) may select
a number of Upgrades equal to (x), gaining the
assault group or benefit listed under that Upgrade.
Each Upgrade can only be taken once per model,
unless otherwise stated.

THE CODE CANNOT DIE


All CORE models have the Non-Living special
ability.
SHATTERED HUSKS
All Large, Huge, or Gigantic sized CORE models
are not immediately removed from play upon being
killed. Instead, place a Wreck Counter on that
model and leave it in play. A model with a Wreck
Counter is a terrain piece with the same size as the
model that was killed and the Rough and Heavy
Cover keywords.

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SUB-FACTIONS
None

Faction Documents

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Faction Documents

THE DRAGyRI
Based on the various elements of nature, the Dragyri splinter themselves off into unique sub-factions called
Castes, each caste emulating a way of life in tune with their chosen element. Of these castes two of the
most powerful are the Ice Caste and the Air Caste, each bringing their own unique methods to the field of
war: The Ice Caste, honor-bound to the use of melee combat, bring heavy hitters and rigid armor to the
forefront, while the Air Caste rides the wind, annihilating their foes with a grace and flourish unseen in any
other army. Unknown to the other Castes, however, the Fire Caste is readying itself for war, and soon not
only their rival castes, but all of Samaria, will bear witness to their ferocity and might.

SPECIAL RULEs
ONE WITH THE ELEMENTS
A Dragyri Force must align itself with an
Elemental Caste. When it does so it gains access to
the models listed under their Sub-Faction List. In
addition all models with the Psychogenic Invoker
or Psychogenic Master special abilities must select
Psychogenics from that castes Psychogenic List.

AIR CASTE
Yovanka
Spirit Lord of the Air Caste
Greater
Storm Elemental
Squalls
Zephyr
Cyclone
Deaths Device (Air Caste)
Whisper
Tempest
Wail
Guard Slave (Ice Caste)
Disk Slave

HONOR BEFORE COMBAT


A Dragyri force may contain up to 3 models with
the Slave special ability for each Dragyri Trueborn
model included in that force.

FIRE CASTE

SUB-FACTIONS

Rathzhi
Spirit Lord of the Fire Caste
Greater Fire Elemental
Ember
Brimstone
Inferno
Pyre
Volcanic Helot
Volcanic Phalanx
Enforcer of Judgment
Artificer of the Alteghran
Cinder Slave
Razor Slyth
Cavewing Slyth

ICE CASTE
Luckkitkaii
Spirit Lord of the Ice Caste
Ice Elemental
Hail-Kin
Blizzard
Frostbite
Deaths Device (Ice Caste)
Soul Searcher
Soul Splitter
Guard Slave (Ice Caste)
Dahvid, the Arctic Wind

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The forsaken
Viewing themselves as the last bastion of organized society in a world populated by heretics and monsters,
the Forsaken strive to defend their holy city of New Ashkelon. Led by the enigmatic Prevailer Council
their troops and followers fight with a zealous resolve, clinging to the belief that their God has chosen
them to combat the monsters and madmen of the wasteland and reclaim it for His holy glory. This belief is
only heightened by the presence of the Saints: powerful individuals claiming to be of holy origin and who
command whole legions and armies under their beck and call. Whether truly on a holy crusade from God or
merely an army of fanatics, the followers of the Forsaken have readied themselves for war, and march forth
willing to lay down their lives for their beliefs.

SPECIAL RULEs
HOLY CRUSADE
A Forsaken force may align itself with a Saint. If it
does so it gains access to the models listed under
that Saints Sub-Faction.

SUB-FACTIONS
SAINT MARK
Saint Mark
Shade
Junker

FOR THE RIGHT PRICE


A Forsaken force may include models with the
Bounty Hunter special ability.

SAINT JOHN
Saint John
Haniel
Faithful

Reaver
Hephzibah

Banger
Deathstryke

SAINT MARY
Saint Mary
Clergy Ann
Flense

SAINT LUKE
Saint Luke
Arsenal
Stinger

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Contradiction
Judah

Sister of Wrath
Marionette

Faction Documents

FOLLOWERS OF THE HERETIC


There is one man who is regarded to have fallen beyond all others. A man, once elevated to the height of Sainthood,
now caste down as the most treasonous of heretics. This man is Johann, the Scorpion Saint, and may his name be
forever cursed.
This force represents the forces of Saint Johann before he was routed from Forsaken society and into the ranks of the
devilish Skarrd. During this time the full machinations of his unholy grafting had just begun to take shape- these are
the predecessors to the horror his Cult of Metamorphosis would come to unleash.

SPECIAL RULEs
BLASPHEMOUS ORIGINS
This force counts as Forsaken for scenario and
mission purposes.
BIRTH OF METAMORPHOSIS
Some models in the Followers of the Heretic force
have access to the Grafting special ability. The
available Grafts which may be selected are as
follows:
+1 to MV Stat
+1 AS to melee attacks
Enviro Filters special ability
(U)+1 to AR Stat and the Tough as Nails
__special ability
1 AS to ranged attacks
(U)Berserk special ability
(U)Morphine Injector special ability
Strider special ability

SCIONS OF METAMORPHOSIS
Some models have a unique version only available
to the Followers of the Heretic. Those models are
included in the list below.
Quietus
Dominique
Dexus

LEGION OF THE SCORPION SAINT


These models may be included in a Followers of
the Heretic force:
Saint Johann
Bane
Bane Leader
Coil
Coil Leader
Warwind
Firestorm

SUB-FACTIONS
None

60

Grafter
Sister of Charity
Worm Shepard

Firestorm Leader
Ravage
Ravage Leader
Strike
Strike Leader
Weaponsmith
Drillhead

Faction Documents

The outcast
For centuries the humans of Samaria have been little more than tribal scavengers, living by raiding one another
among the crumbling ruins. That age is passing as the Forsaken coordinate their efforts, driving out bandits and
bringing civilization to the wastelands. Many resist the change however, unwilling to trade their independence for
the oppression offered by the Prevailers. Religious dogma drives the Forsaken to vehement loathing of these godless
Outcasts and whole villages have been slaughtered in retaliation against bandits or to seize valuable resources. The
very name Outcast has come to be synonymous with heresy, crime, and a hatred of progress among the people of
New Ashkelon. For those living in the wastes, however, it means freedom, as precious as clean water and like so
many things on Samaria worth dying for.

SPECIAL RULEs
FOR THE RIGHT PRICE
An Outcast force may include models with the
Bounty Hunter special ability.
SUB-FACTIONS
SLAVERS OF CHAINS BARROW
Force Special Rules
Under No Man: Forces of this sub-faction
cannot include Brutes, Brute Anchors, Brute
Pushers, Hoj, or Mongo
Tyrants of Chains Barrow: Each force must
include The Warden, a Slavemaster, or a
Coffersman.
We Have Our Ways: Enemy models lose the
Never Panic special ability.

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Faction Documents

The kukulkani
Millennia ago the Kukulkani encountered humanity, and from the chosen few of those devoted to them they
have crafted a warrior caste to serve them for eternity, thus were born the Kukulkani. Now the Kukulkani
have returned to Samaria to cut a bloody path through all who stand before them, seeking out old grudges
and launching a new crusade to wipe the planet clean of life. Powered by ancient entropic technologies
and mystical rituals the Kukulkani grow more powerful with each life quelled by their hands. Woe to their
enemies, for every sacrifice only adds fuel to the growing might of Kukulkan!

SPECIAL RULEs
OBEY THY MASTERS
Every Kukulkani force must include either a
Supreme War Captain or a War Priest.

TECHNOMANCY
At the start of the Preparation Phase, any model(s)
with the Technomancy(x) special ability can
spend a number of Bio-Energy Counters to cast
Kukulkani Rituals. To use a Ritual, models with
Technomancy(x) must discard enough Bio-Energy
Counters to meet the Rituals associated BioEnergy Cost. Multiple models may discard BioEnergy Counters to pay this cost. See each Ritual
for description on its effects.

SLAVES FOR THE REAPING


One model with the Technomancy(x) ability may
begin the game with Bio-Energy Counters equal to
(x).
THE CONQUEST
During each Preparation Phase 1 Supreme War
Captain or War Priest may force 1 model within
8 inches to activate. That model may squadlink.
During this activation the activating models may
spend 1 AP on movement, and then their activation
ends. This does not interfere with their normal
activation that round.

Each Ritual may only be cast once per round, and


a model can only be affected by each Ritual once
per game.
SUB-FACTIONS
None.

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Faction Documents

skarrd
The Forsaken clergy have long spoken of devils wearing the skin of men and nowhere are this truer than in
the ruined laboratories and outposts of the Great Expanse. From the degenerate tribes of the wasteland come
the Skarrd, an army of cannibalistic madmen fueled by rage and death. Of these tribes come the sinister
adherents of the Toxic Cult, merciless proctors of poisons and venom; the Blood Cult, zealous murders
dedicated to bathing the sands in red; and the wicked experiments of the Fallen Saint Johann and his Cult of
Metamorphosis.

SPECIAL RULEs
FOLLOW THE CULT
A Skarrd Force may align itself with a Cult. If
it does so it gains access to the models listed
under their Sub-Faction, and any model with
the Psychogenic Invoker or Psychogenic Master
special abilities gains the Blood Cult, Toxic
Cult, or Cult of Metamorphosis special abilities,
depending on the cult chosen. In addition, those
models may only cast psychogenics from the
chosen cults Psychogenic List.

SUB-FACTIONS
TOXIC CULT
Father Curwen
Toxic Mistress
Kaustic
Hoodoo

Chitin
Leisa
Toxic Abomination

BLOOD CULT
Father Mayhem
Blood Mistress
Blood Reign
Red

Keepsake
Puppet
Blood Abomination

CULT OF METMORPHOSIS
Father Johann
Quietus
Dexus
Dominique
Fallen Angel

65

Grafters Apprentice
Thrall
Juggernaut
Nightmare Juggernaut

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Faction Documents

The Brood
In the murky swamps of the south the Brood Mere has spent centuries watching the development of her children. Now they find
themselves at war, drawn into a conflict she has long planned but could never prepare for: The Creator Gods have returned, and
they have come to bring death to her offspring. Already the Forked-Tongue River is choked with the corpses of her children and
the Creator Gods a like, and yet it there seems to be no end to the waves of invaders pouring in from the north. Ever planning,
however, the Brood Mere readies her children to cross into the Greenbelt in force- to strike against the heart of the adversaries
that would destroy them.
She has seen the face of her gods and with her children she has renounced them. The Creator Gods seek only their death, and
so they shall return the threat in kind.

SPECIAL RULEs
BROODSPAWN ERRADICATE

GUIDENCE OF THE BROOD MERE


All Brood models have the Never Panic special ability.

Mean Jellybean
(Must be included in force)

BROODSPAWN
When building a Force you may select a Broodspawn. When
a Broodspawn is selected only the models listed in that
Broodspawns Forcelist may be chosen, but they gain the
benefits listed under that Broodspawn.

Mandible
Sawblades
Alpha Broodling
Broodling
Broodhound

BIO-GENS
Some Brood models can take Bio-Gens. Before deployment
a model with Bio-Gen(x) may select a number of Bio-Gens
equal to (x), gaining the assault group or benefit listed under
that Bio-Gen. Each Bio-Gen can only be taken once per
model, unless otherwise stated.

Grist
Numbskull
Pud Thrower
Ratchet
Alpha Pud
Mucous Bloatlings

All models gain the Furious Charge special ability to the


first charge attack made each round.
Before deployment, select 1 Model Name. All models
with that Model Name gain +1 AR, the Stun weapon
ability to all melee attacks, or the Brutal weapon ability
to all melee attacks.

SUB-FACTIONS
BROODSPAWN GUILE

BROODSPAWN TERRORIZE

Helexa (Must be included in force)


Scion Lashers Alpha Broodling Broodling
Gazelle Red Hot POD Pud Swarm
Pud Thrower Ratchet Broodhound
Alpha Pud Mucous Bloatlings
All models gain the Elusive special ability.

Murtros (Must be Bloat


included in force) Broodhound
Grist
POD
Plight

Howler
Ratchet
Alpha Broodling

Broodling Pud
Swarm
Pud Thrower
Alpha Pud

All models gain the Ferocious Assault special ability.

Before deployment, select 1 Model Name. All models


with that Model Name gain +1 MV, the Infiltrate special
ability, or the Backstab special ability.

Before deployment, select 1 of the following:


- Select 1 Model Name. All models with that Model
Name gain the Victimize weapon ability to all melee
attacks.
-1 Large-size or smaller model gains the Assassinate
special ability.

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73

Extreme Tournament
EXTREME TOURNAMENT 2013
This is the official Dark Age tournament format used at events sponsored by or
adjudicated by Cool Mini or Not, Dark Age Games, or The Legion.

FORCE LIST COMPOSITION

TOURNAMENT FORMAT

Each force used in a Dark Age Extreme tournament


must have an accompanying forcelist, which must
be fully typed out or legibly hand written at time
of entry.

The number of rounds in any Extreme Tournament


is dependent on the number of players:
4-8 Players: 3 Rounds
9-24 Players: 4 Rounds
25-36 Players 5 Rounds

Forces may not contain more points than the set


Point Level.

A Time Limit for each round is in place, depending


on the Point Level of the event:

All models in a force must have had their rules


published for at least 30 days at time of tournament.

500 Points: 60 Minutes


750 Points: 75 Minutes
1000 Points: 90 Minutes

All models in a force must be represented by the


appropriate Dark Age miniature. Proxies may not
be used. Conversions for models are acceptable,
but must be readily recognizable as the model
in question, and must be composed primarily of
Dark Age model components. Any infraction of
the above rules will result in the offending model
being removed from the players force with no
substitutions allowed. If this further makes any
other model in the force illegal, they will also be
removed.

Each game is scored based on each players ability


to meet particular Mission Objectives.
Each round will potentially earn the player up to 4
Tournament Points (TPs).
Pairing for each round will be determined
randomly or by matching like-Tournament Point
scores together, at the Tournament Coordinators
discretion.
The player with the most Tournament Points at the
end of the event is declared the winner.

74

Extreme Tournament
ROUND SET-UP

RULES

Before the tournament begins, each player must


create a deck of 12 Secondary Objective Cards
(included below)

The Primary Objective will list any rules needed


to complete it.
Each Secondary Objective card lists items to
do during Deployment- be sure if a Secondary
Objective lists items to do during this time they are
noted clearly.

At the beginning of each round the Tournament


Coordinator will choose a mission from amongst
the Primary Objectives (included below); all games
that round will be played by the rules listed for that
mission.

Each Secondary Objective lists a Reveal timeThe objective may be revealed any time this trigger
is met- note that a Secondary Objective does not
have to be revealed the first time its trigger is met.

Players will then have an opposing roll of 1d20,


the player rolling the lowest becoming Player A
and the player that rolled the highest becoming
Player B for the Primary Objectives scenario.

Completing the Primary Objective is worth 2


Tournament Points.

Players will the follow any set-up rules for the


Primary Scenario.

Completing a Secondary Objective is worth 1


Tournament Point.
Regardless of Scenario, Objective Markers cannot
be interacted with until the beginning of the second
round.

Players will then, in secret, draw two cards from


their Secondary Objective Deck. The player may
look at these cards at any time, but should keep
them hidden from their opponent.

Once a Secondary Objective has been drawn,


it is discarded from that players deck for the
remainder of the event- even if it was not revealed
or completed.

Once these steps have been completed resume


deployment as normal.

Each game is composed of eight rounds, to be


played until completion or until time is called.

75

Extreme Tournament
HIDDEN AGENDAS
Your forces have come to the battlefield to complete a secret mission. Unfortunately it seems you have
run across an enemy scouting party. Its now a rush to complete your mission while dealing with this new
threat!
SET-UP
Each player then takes turns, beginning with Player A, placing 3 additional objective markers each (for
a total of 6 in play) anywhere in No Mans Land, as long as it is not placed within 4 inches of another
objective marker.
Objective Markers are a terrain feature with the Does Not Block Line of Sight, Impassable, and
Light Cover keywords.
RULES
Secondary Objectives are worth 2 Tournament Points for this scenario.

4ft
1 ft

1 ft
6 in
4ft

No Mans Land
6 in

1 ft

76

1 ft

Extreme Tournament
DESTROY OBJECTIVE VS. SECURE OBJECTIVE
A powerful Kukulkani Relic has been found by a Player As exploration party, and they mean to capture it for
their cause. Unfortunately, Player B has decided that if they cannot control the relic then no one can!
SET-UP
Place 1 Objective Marker in the center of the table; this is the Kukulkani Relic.
Each player then takes turns, beginning with Player B, placing 2 additional objective markers each (for a
total of 5 in play) anywhere in No Mans Land, as long as it is not placed within 4 inches of another objective
marker.
Objective Markers are a terrain feature with the Does Not Block Line of Sight, Impassable, and Light
Cover keywords.
RULES
Player As models may spend 1 AP while in base contact with the Kukulkani Relic to place 1 Capture
Counter on the objective.
Player Bs models may spend 1 AP while in Base-to-Base with the Kukulkani Objective to place 1 Bomb
Counter on the Objective.
Each model may spend 1 AP while in Base-to-Base with the Kukulkani Objective to remove an opposing
counter.
At the end of each round the player with the most counters on the Kukulkani Relic gains 1 victory point,
then all counters are removed from the Kukulkani Relic.
VICTORY
A player gains 3 victory points.

4ft
1 ft

1 ft
6 in
4ft

No Mans Land
6 in

1 ft

77

1 ft

Extreme Tournament
MARKED FOR DEATH
The Kukulkani view life and death as potent energy sources to be harvested and used, and there is no
denying their ability to harness this power! Seeking to do the same, both players forces have met near the
site of a field of mysterious Kukulkani Death Totems- Its now a race to see which side can harness their
awesome power first!
SET-UP
Beginning with Player A, each player takes turns placing 3 objective markers (for a total of 6 in play)
anywhere within No Mans Land, as long as it is not placed within 4 inches of another objective marker.
Objective Markers are a terrain feature with the Blocks Line of Sight and Impassable keywords.
RULES
Any model may spend 1 AP while in base contact with an objective marker to become the Chosen of
Death.
Only 1 model may be the Chosen of Death at any time.
Any model that kills the Chosen of Death becomes the new Chosen of Death.
If the Chosen of Death is killed by any other means a model may spend 1 AP while in base contact with
an objective marker to become the Chosen of Death.
At the end of any round in which the Chosen of Death is not in base contact with an objective marker it
loses 1 HP. This HP cannot be healed. It will suffer 1 additional wound each turn it does not end in base
contact with an objective (ex. It would lose 2 HP after 2 rounds, 3 after 3 rounds, etc).
VICTORY
You control the Chosen of Death at the end of the game.

4ft
Player
A

1 ft

6 in
4ft

No Mans Land
6 in
Player
B

78

1 ft

Extreme Tournament
SCAVENGE SKULLS
The Kukulkani seem to store vast knowledge and power within the mystical crystal skulls adorning many of
their warriors. Following the wake of a bloody battle both players forces have moved onto the battlefield to
gather up as many of these sacred artifacts as possible!
SET-UP
Place 1 objective marker in the center of the table. Then place 2 additional objective markers 24 inches from
each players table edge and 8 inches from the center objective marker on either side (so that the three form a
line).
Name each of these objective markers 1-3.
After this, each player takes turns placing 1 additional objective marker each (for a total of 5 in play)
anywhere in No Mans Land, as long as it is not placed within 4 inches of another objective marker.
Objective Markers are a terrain feature with the Does Not Block Line of Sight and Impassable
keywords
RULES
Any model may spend 1 AP while in base contact with an objective marker to pick up a numbered Crystal
Skull Counter linked to that objective (ex: objective marker 1 gives a Crystal Skull Counter 1, objective
marker 2 gives a Crystal Skull Counter 2).
Crystal Kull Counters are destroyed if the model carrying them is killed
A model may spend 1 AP while in base contact with a friendly model to give them a carried Crystal Skull
Counter.
VICTORY
A single model possesses a Crystal Skull Counter 1, 2, and 3 at the end of any round.

4ft
Player
A

1 ft

Player
A

1 ft

1 ft

1 ft
6 in

4ft

No Mans Land
6 in
Player
B
1 ft

1 ft

1 ft

79

Player
B
1 ft

Extreme Tournament
KILLING FLOOR
The Kukulkani are brutal and bloody in their training, often pitting their most capable fighters against each
other in ritual combat. Each players force has come across such a field and now their bravest and most
deadly are compelled to show their might!
SET-UP
Place 1 BL(3) Blast Marker in the center of the table. This is the Killing Floor.
After this, each player takes turns placing 3 additional objective marker each (for a total of 6 in play)
anywhere in No Mans Land, as long as it is not placed within 4 inches of another objective marker or
within the BL(3) Blast Marker.
Objective Markers are a terrain feature with the Does Not Block Line of Sight, Impassable, and
Light Cover keywords.
RULES
At the end of any round after the first in which a player has a model fully or partially within the Killing
Floor while their opponent does not they receive 1 Victory Point.
VICTORY
A player gains 3 victory points.

4ft

la

r
ye

4ft

6 in

No
Mans
Land

6 in

r
ye

a
Pl
1 ft

80

1 ft

Extreme Tournament
OPEN THE VOID ROAD
The kukulkani technologies remain an imposing mystery to the armies of Samaria. Fortunately, it seems
your force has come across some form of relay belonging to these alien invaders. Now it is a race between
you and the enemy to see who can secure these points first!
SET-UP
Place 1 objective marker in each corner of No Mans Land. These are the Kukulkani Relay Markers.
After this, each player takes turns placing 1 additional objective marker each (for a total of 6 in play)
anywhere in No Mans Land, as long as it is not placed within 4 inches of another objective marker.
Objective Markers are a terrain feature with the Blocks Line of Sight and Impassable keywords.
RULES
At the end of any round in which you have a model in base contact with at least 2 of the Kukulkani
Relay Markers these markers you gain 1 victory point.
VICTORY
Obtain at least 3 victory points and have more victory points at the end of any round than your
opponent.

4ft
Player
A

1 ft

Player
A

1 ft

1 ft

1 ft
6 in

4ft

No Mans Land
6 in
Player
B
1 ft

1 ft

1 ft

81

Player
B
1 ft

Secondary Objectives

Secondary objectives
The following cards are for creating your Secondary Objective Deck for use in the
Extreme Tournament Format

82

Secondary Objectives

83

Secondary Objectives

84

Secondary Objectives

85

ice wall

spray

shard field
stream
permission to copy for personal use

1 BLAST, BL(1)

2 BLAST, BL(2)

3 BLAST, BL(3)
permission to copy for personal use

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