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Blood and Rust Beta Rulebook

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JD Dibrell

BLOOD AND
RUST
A 28mm tabletop wargame set in a post-apocalyptic world of car combat
Blood and Rust - Foreword

Contents
Chapter 1 Basic Principles ...................................................................................... 5
Chapter 2 Footsloggers ........................................................................................... 9
Chapter 3 Vehicle Rules ........................................................................................ 19
Chapter 4 Forming a Party .................................................................................... 27
Chapter 5 Vehicle Design Rules ............................................................................ 37
Chapter 6 Weather of the Wastes ......................................................................... 48
Chapter 7 Scenarios .............................................................................................. 51
Chapter 8 Weapons of the Wastes ......................................................................... 67
Chapter 9 Special Rules ........................................................................................ 72
Chapter 10 Wasteland Hoodoo .............................................................................. 76
Chapter 11 Between Games ................................................................................... 77

2
Blood and Rust – Foreword
What is Blood and Rust?
Blood and Rust is a labor of love after spending nearly a quarter of a century playing
tabletop wargames. I wanted a game that captured the feel of the Mad Max (at the time of
writing this) tetralogy. I remember with fondness the quirky games of Gorkamorka, the harsh
and bleak games of Necromunda Ash Wastes and yet, even those did not truly do justice to
the franchise that has captivated nerds and action movie buffs the world over, creating a
significant cult following. Being a huge fan of many other tabletop wargames I decided to sit
down and write something I felt was more indicative of the bleakness inherent in the movies. A
world where only fragmented memories of the before time remained and men like Mad Max
roamed the wastes, ever weary and always trying to stay one step ahead of the buzzards and
the ghosts. A world where ammo is scarce when it works, fuel is a commodity to kill for, life is
cheap and worth less than a bullet unless you’re the boss of a gang, and vehicles are chariots
of war, built by twisted minds for a sinister purpose. It is a world where men and women lead
savage bands of thugs and human monsters while the few remaining good people try to eke out
an existence as merchants or simply in small villages or bustling trading towns, always on the
watch for the attack that is inevitable and inescapable for human life is meaningless except
to serve as a tool for acquiring resources for a greater purpose: a warlord’s greed.
The End
When the world fell it did not do so as everyone expected: a great nuclear fire. The nukes did
fall, but they weren’t the end. They merely kickstarted the end. Society devolved into chaos
and anarchy with many taking to the highways to get away from the terror in the cities. This
in turn led to more death and slaughter as people began running out of fuel and food on the
highways and in turn started slaughtering each other for scant resources. The oceans
receded, as a product of the nuclear winter, far enough to create massive coastal shelves
and canyon systems no one could traverse, meaning for all intents and purposes, they were
gone. This created vast swathes of desert in places that had never known deserts before due
to a lack of significant moisture in the air being so far inland now.
Those who were left tried to form some semblance of civilization, and even succeeded for a
few years. But ultimately, corruption and evil will always win over civilization and the towns
fell to the warlords and the gangs.
Blood and Rust - Foreword

What’s Left
The world is a nightmare that never ends. underground. In time a new way of things
Only the few who are brave, insane, or truly sprung up where fortified towns serve as
evil, dare try to make it. The rest are cut trading posts due to their ability to defend
down and devoured. The young men and themselves. They used this to be able to
women who were once military or police are raise significant armies and acquire
entering middle age now. Most of them either weapons and equipment to the point where
have become mercenaries, nomads, or used the accepted neutral ground rule is usually
their skills to become leaders of groups be recognized even by the most uncivilized of
they good or evil. Most of the rest of the the wastelanders.
world folks didn’t have the skills to make it
Trading caravans go back and forth
far so they hid away behind walls or
between these cities ferrying goods and
fuel, harassed by gangs of thieves and
murderers who’d rather get their stuff for
free rather than actually bother trading
for it. There are few animals remaining,
those that do are used for guard duty or as
beasts of burden, especially with fuel
becoming scarce for those who haven’t an
oil pump in the area or who simply can’t
afford the prices.
There are a few drifters and wanderers who
simply ghost around the wastes doing things
here and there and trading the junk they’ve
scrounged but these typically are easy prey
for the gangs because numbers always win
in this world.
The biggest scourge are the cannibals. They
are more than happy to take captives and
dismember and eat them. The especially
deranged ones are former medical personnel
who know how to keep people alive and so
they can eat someone alive for days or even
weeks on end.

4
Blood and Rust – Basic Principles

A party of Warriors fan out, heading for a nearby cache of junk that has been recently
unearthed by a black storm. Their skills from their former lives put to the test in this new
world

Chapter 1 Basic Principles very simple method of


rolling a D10 &
Dice
seeing which way
Blood and Rust uses multiple different
the upper tip is
dice in game. The most common is a 10
pointing. This is the
sided die known as D10, a six sided die
direction indicated.
known as D6, and a 3 sided die known
as D3. A D3 is not a common type of
die, however, and most people very Difficulty Tests
likely don’t have one unless they are Blood and Rust uses a Difficulty
avid role-players for very specific system where a specified Difficulty
systems. The best way to handle this is needs to be achieved either via a dice
to roll D6 & simply count 1-2 = 1, 3-4 roll or a combination of dice roll and
= 2, 5-6 = 3. skill value combination. For example
Direction Skaar needs to achieve a Difficulty 5
Sometimes you will need to determine a Drive test or go out of control and
random direction in Blood and Rust. has a Drive skill of 2. He rolls D10 &
There is no complicated chart or gets a 7. He then adds his Drive value
specific die for this. Instead, we use a of 2 to this to get a 9. He has passed.

5
Blood and Rust – Basic Principles
Any time a natural 10 is rolled on D10 the vehicle model to the shooter. When
it is an automatic success. Also, firing a vehicle-mounted weapon
something “epic” occurs. A natural measure from the actual mount of the
roll of a 1 on D10 is an automatic weapon, not the muzzle. If the weapon
failure and a “flub” occurs. The exact lacks a clear or obvious mount then
result(s) of a flub or epic success are measure from the center of the
described more in the specific weapon itself.
sections regarding different Actions
and skills. Miniatures
Blood and Rust is a miniatures neutral
Unless specified otherwise, any game. Meaning you can use whatever
Difficulty test is a default Difficulty models you like for it. In time we may
of 5 before any modifiers are applied. eventually have our own models and it
would be great if you wanted to buy
Measuring them to play our game with, but by no
Blood and Rust uses inches to measure means necessary. Additionally,
because, as a game written in vehicles in the appropriate scale are
America, this is the most common form not the most readily available things
of measurement in the country and as for gaming. So we suggest 1:43 scale
such the most readily available die cast cars of which there are very
measuring devices. When measuring for many extremely nice ones out there.
movement, begin measuring at the They can be used just fine as-is
front or leading edge of the model (in although modding them up is where it
the case of vehicles) or base (in the really starts to get fun. Throughout
case of figures or flying vehicles like this book you will see many examples
gyrocopters) then move the model up of vehicles we built or modified
to the desired distance, ending it with specifically for use in Blood and Rust.
the front or leading edge within that There are also several marvelous
limit. companies that make miniatures,
When checking for range with a vehicles, and bikes that work
weapon carried by a figure, measure extremely well with our rules. You will
from the leading edge of the base to also see images of these throughout
the closest base edge of the target the book, used with permission.
model. When firing from a vehicle such It is recommended to use 28mm scale
as shooting a weapon out a window, figures for Blood and Rust although
measure from the closest opening in any scale CAN work but some
6
Blood and Rust – Basic Principles
adjustments may be needed. If you size and volume of a figure. When
elect to scale down to 20mm to use checking line of sight simply place the
matchbox size cars from your local silhouette behind the target figure and
big box store there are also beautiful look from the firing figure. A
vehicles, figures, and bikes made for silhouette for a normal person is
the game Devil’s Run Route 666 by approximately 1” wide x 1.5” tall while
Word Forge Games. a silhouette for a feralman or a
doggie-di is about 1” wide x 1” tall.
Terrain Types
Blood and Rust doesn’t NEED any Rules Conflict
fancy terrain. A lot of the games will There will be times when a specific
just be a straight length of open road rule will contradict a general rule. In
with vehicles racing along “trading these cases the specific rule should be
paint” as the NASCAR drivers say. assumed to take precedence.
To accommodate this we had special Additionally, if 2 general or 2 specific
mats made for Blood and Rust that rules directly contradict each other
were then cut into 6” wide by 3’ long then we recommend you specifically
strips to lay over whatever we had go with the one that seems to be most
available at the time. Another good in keeping with the spirit of the game.
solution for this is to simply draw up Blood and Rust is meant to be high
your own on paper and lay them out or octane, frantic, and deadly. If one
buy a roll of the very cool road tape rule seems to be more like this than
which comes in 2 scales one that the other, we advise choosing the one
works with the matchbox scale cars that fits better. Additionally, aside
and one that works with larger from looking up specific abilities or
vehicles. Ultimately you will want a special rules, when playing try not to
4’x6’ playing surface when possible to open the rulebook unless you
accommodate the greater speeds of absolutely have to. Just have fun. If
the vehicles in Blood and Rust. there’s a disagreement, roll it off: 1-5
your ruling stands, 6-10 your
Silhouettes opponent’s stands. Look it up later.
Blood and Rust uses a true line of
sight system but instead of punishing
players for making dynamic or
interestingly posed figures, it has
silhouettes that depict the average
7
Blood and Rust – Basic Principles

Initiative
At the start of every turn each
player rolls D10 & compares the
result. The highest gets the first
activation.

Activation
A player nominates a group, a vehicle,
or a single footslogger to activate
then completes all actions with them.
A vehicle doesn’t activate itself,
rather the models assigned to it
activate as a group. The driver
always activates first, followed by
the rest of the models on the vehicle.
This means that any weapons,
boarding, etc. will be effected by the
results of any driving actions taken.
Once this is done, play passes to the
other player who then activates a
group, vehicle, or a single character.

Ties
Except in specific circumstances, a
tie will always favor the attacker.
This is to represent the harsh reality
that is the wasteland where life is
short and brutal.

8
Blood and Rust – Footsloggers

Chapter 2 Footsloggers

The world is run by the automobile. It is a harsh and bleak place with miles
between settlements or the legendary strongholds. However, without the people
there’d be no vehicles. There are also places vehicles cannot go. So, as much as it
pains to do it, there are times when you just must disembark and go it on foot.
Footsloggers are much more squishy and gooey than the cars they drive. They die
so easily, it’s no wonder the holiest of holy, the automobile, is chosen as their
weapon to stand against the tide of desolation and destruction
Footslogger Profile
Models all have 6 basic stats. Big Dogs and special models have an additional, 7th
stat but for now we’ll only touch on the basic ones as they are what make up the
profile.
Sp – (Speed) how far a model can move in an action
AG – (Agility) how nimble a model is
RS – (Ranged Skill) how well they shoot ranged weapons
M – (Melee) how well they fight in close combat
D – (Drive) how good they are behind the wheel
R – (Resiliency) how much of a beating they can take before going OLL (Out Like
a Light)

9
Blood and Rust –Footsloggers

Moving Around on Two Feet


Not an ideal way to travel, sometimes there is little choice. A model may move up
to its Sp value in inches for every Action it allocates to movement. This is a
normal, cautious, walking speed without any restrictions.

Actions Sprinting – a model may elect to


A model automatically gets 2 Actions sprint by spending 2 Actions to move
in a turn. This can be increased or double its Sp value plus D6 in inches.
decreased by certain special rules or Charge – works exactly the same as
situations. Sprint but the model must end in base
Action # of contact (or within Melee range) of an
Actions enemy model or vehicle. It then gets a
Shoot a ranged 1 single free Melee Attack Action
weapon against the designated target of the
Charge.
Aim 1
Sprint/Charge 2x 2 Jump – a models Sp+AG in inches is
Sp+D6 the maximum horizontal distance it
Melee Action 1 may jump such as between vehicles or
Crawl up to ½ Sp 1 across a gap. This is a single Action
(when prone) to do so and may be combined with a
Walk Action or it may be followed up
Walk up to full Sp 1
with a Melee Attack Action but it
Climb 1 does not count as a charge.
Jump a 1 Jumping across a gap is not a
gap/between guaranteed success. The Difficulty of
vehicles the jump is equal to the distance in
Stand up 2 inches leapt. For example a model
Vehicular Attack 1 with a Sp of 4 and an AG of 5 can
Vehicular 1 jump 9” gaps. However, a 9” gap means
Maneuver it is a Difficulty of 9 to achieve or the
Mount/Dismount 1* model will fall (see Falling later).
Vehicle Entering/Exiting a Vehicle – If done
as part of a move action it does not
take any actions to enter or exit a
10
Blood and Rust – Footsloggers
vehicle (hence why a model can leap Loose Footing – soft sand, gravel,
from one to another as part of that knee deep water, sludge, etc. can all
action). However, if a model simply slow someone down trying to walk in
wants to disembark for whatever or through it. A model moves at ½ Sp
reason but not move it may do so by through this, even Sprinting or
spending an Action. Charging.
Climbing – A model may climb up or Treacherous Terrain – walking along
down a rope or ladder at normal Sp a bridge spar, on a cliff’s edge, or on
for a single Action. If it is attempting top of a moving vehicle can all be very
to climb up something that is not difficult and very deadly.
specifically designed to be climbed Treacherous Terrain counts as Loose
then it is done at 1/2 Sp per Action. Footing due to the extra caution
Attempting to climb down such is required to traverse it, but it also
more difficult and confers a imposes a risk factor as well. When
Difficulty test of 1 per inch climbed. taking any actions in such places
This is not often a big deal as it is there’s an automatic Difficulty +1 to
mostly a Flub that has to be watched each Action taken plus at the start
out for. But the further the model goes of any Action at all in this type of
the harder it gets to keep finding solid situation there is its own Difficulty
hand and foot holds. A failure results test.
in a fall (see Falling later). This is usually pretty basic: flub and
it’s a long way down (see Falling)

A supped-up chariot rolls up onto a town looking to cause mayhem among the locals

11
Blood and Rust –Footsloggers
Falling – a Fall confers a Dam equal
to the amount of inches fallen.
Falling off a Moving Vehicle – This is
always very bad. When a model falls
off of a vehicle that is in motion it not
only suffers damage from the fall
itself but also from the speed of the
vehicle. Measure from the surface of
the table to the highest point on the
vehicle the model could have been
occupying. Add this height plus the
following: Vehicle moved at a Crawl
+1, at a Cruise +2, Wide Open +3, per
Nitrous charge used in the move
previous to the fall +1.

12
Blood and Rust – Footsloggers

Footsloggers and Combat


Shooting  Roll to hit – Roll D10, add
Weapon Profiles shooter’s RS value, apply any
A ranged weapon profile looks like modifiers. A roll of 1 is a flub and jams
this: the weapon, meaning the model must
spend an Action to unjam it before it
Range
Dam

Cost
RoF

Weapon Name
may be fired again. This can be in
Crossbow 18 2 1 5
addition to reloading. If a weapon has
Special Rules: Sharp,
Reload
RoF of more than 1, roll all the shots
together. It is possible more than one
It has the following pieces of can jam. If this happens, the weapon
information on it: has broken and cannot be used any
Weapon Name – pretty self- longer this game. It will require a
explanatory here tinkerer fix it between games (see
Range – how far, in inches, it can After Action). If a natural 10 is
shoot rolled it automatically hits and will
Dam – how much damage it does per break the target’s armor if not dodged
shot (meaning not only does the model not
RoF – rate of fire, how many times it get to use its armor to reduce the Dam
can shoot per Action spent of the shot, should it survive, it no
Cost- how much junk it takes to build longer has the armor for the duration
or trade for one. of the game).
Special Rules – anything you need to  Roll to Dodge – the target may
know about it not included in the now attempt to Dodge the successful
above information. hit. The target rolls D10, and adds its
AG. This may be modified by certain
 Check Line of Sight to target skills, abilities, or conditions, such as
using a Footslogger Silhouette. being Prone. A roll of a 1 is a flub
 Check for Cover – if at least 50% meaning the model loses its next
of the silhouette is obscured then the activation. A natural 10 means that
shot is -2 to the roll, if less than 50% the model is able to not only Dodge
but there is still intervening terrain the shot but it also does not get
that is not being touched by the Knocked Prone if it was a Firearm and
shooter’s base -1 to the roll. may move up to its Sp in inches. If the
Dodge roll result is higher than the

13
Blood and Rust –Footsloggers
Shoot roll result then the target Called Shots – A model carrying a
model successfully dodged the shot. weapon with Aim may choose to make
a called shot
 Knocked Prone – any weapon instead. This
with the rule Firearm will knock the may be done
intended target Prone on a hit even if when firing
it is dodged. This is because at best at a vehicle
one can usually only hope to roll with or a
a shot or hit the deck rather than footslogger.
sidestep it or pull some kind of When rolling a called shot the
ridiculous acrobatics (see Prone difficulty score is added to the Dodge
special rule). roll.
 Check Armor – Compare the Throwing - throwing is treated as a
Dam of the weapon to the AR of the ranged attack with a range equal to
target. Any Dam greater than the AR the RS+M of the thrower.
will carry over and reduce the model’s Melee Combat
Res. To fight a model in melee they must be
Aiming – Most weapons are too within 1” of each other unless they
inaccurate to be aimed or they often have a weapon with Reach.
even lack sights. Only weapons that The attacker must use a charge
have Aim special rule may be aimed. action in order to move into Melee.
An Aim Action must be declared by Once in Melee the attacker gets a
the shooter and costs a single Action. single attack, as part of the Charge
It reduces the RoF to 1 if it was action to represent bull-rushing in.
higher. Aim boosts the RS by 1 and Making an Attack:
ignores the less than 50% cover To make an attack a model rolls D10
bonus. and adds its M value and any
applicable modifiers. An attack roll
of a natural 1 always fails. In
addition any melee weapon used for
the attack breaks. A natural roll of
10 always succeeds and may not be
parried.

14
Blood and Rust – Footsloggers
The defender may then attempt to against this. Shoving must be Dodge.
Parry by rolling D10 and adding its M If successful, the target is moved
and any applicable modifiers. A parry backward up to half the attacker’s
roll of a natural 1 always fails, in Sp in inches and then knocked Prone.
addition the defender trips and falls
prone (if it survives). A parry roll of a
natural 10 always succeeds and
grants a counter-attack. This is
handled exactly like an attack except
that no modifiers are applied to the
Difficulty or to the results of the roll.
Yes this can result in a chain of
counter-attacks if both players are
extremely lucky on their Parry rolls.
Damage:
Just like with shooting compare the
Dam of the weapon to the AR of the
target. Any Dam greater than the AR
will carry over and reduce the model’s
Res. Models that are unarmed with no
special skills always do a single Dam
in melee. Armor can block this. If the
attacker doubles the defender’s score
when unarmed the Dam is irresistible
& so bypasses armor.
Shove
Instead of a normal Melee attack, a
model can choose to forgo any
weapons and shove the enemy instead.
This is a straight D10+M vs D10+AG.
Only M modifiers that specifically
affect Shove may be used in this
attack. Any AG modifiers that don’t
deal with weapons can be used,
however, shields have no effect
15
Blood and Rust –Footsloggers
Boarding Vehicles and Close Combat Prone on a Moving Vehicle
Leaping between vehicles is the same Going prone as a result of a flub,
as jumping a gap, however, if there is a combat, or being shot is extra risky on
difference in Speed Bands this can be a vehicle bouncing along at high
much more difficult. If the target speed. When going Prone for any
vehicle is a faster Speed Band add +1 reason, including voluntarily,
Difficulty per difference. If the model anywhere that is not inside of a
fails it falls between the vehicles (see vehicle the model must pass an AG
Falling). On a flub it goes under the test or fall off (see Falling Off a
wheels of one of the vehicles and is Moving Vehicle).
killed outright unless it expends a
Legend point.

16
Blood and Rust – Footsloggers

Close Combat on Board Vehicles


An attacking model who has boarded
an enemy vehicle will have to fight the
enemies on board in whatever way
chosen by the target vehicle’s owner.
This will usually be one on one except
in the event of vehicles with the
Platform rule in which case there is
sufficient room for models to fight as
normal.
Only in the situation that there are no
other models on board may a boarder
attack a driver. If a boarder takes a
driver OLL the vehicle moves out of
control at the start of next turn. A
boarder may choose to try & take
control of the vehicle by passing a
Drive Difficulty 10 test. This is very
difficult for a reason: it’s an
unfamiliar vehicle, there’s someone
unconscious or dead in the driver’s
seat, & the vehicle is out of control.

17
Blood and Rust –Footsloggers

Taking Damage
Once the model’s Res has been exceeded the model is Out Like a Light (OLL). Lay
the model on its side, face down. For all intents and purposes the model is dead
unless there happens to be a friendly Sawbones around. If a model suffers any
additional damage after going OLL this is automatically applied with no chance
to dodge or parry. The model is then dead & does not roll for injury.

After the game, models that went OLL roll on their corresponding injury results
table to determine their condition (see After Action).

Taking Captives
When a footslogger goes OLL leave at whatever price the captor wants.
them on the table. An enemy model Obviously the owning player doesn't
can move into contact with the have to pay this. If the owning player
downed model & spend an action to doesn't want to pay it he may elect to
grab that model. mount a rescue & play either
"Hostage" or "Rescue" scenarios. Roll
Carrying a Captive
A model who is OLL is treated like a on the following table to decide
which:
Loot counter for all intents &
purposes except that the model D10 Scenario
carrying/dragging it may not sprint or 1-5 Hostage
leap. Should 2 models choose to carry 6- Rescue
it then they may sprint but still may 10
not leap. Much like loot a captive isn't
actually yours until they've been If this fails or the owning player
loaded onto a vehicle & taken off the elects not to do so then the captive
board or is in the possession of the may be sold at the slave market for
enemy at the end of the game. D6 junk.
Ransom & Exchange Alternatively, if both players have
A captive that ends the game in the captives they may choose to play the
possession of an enemy party may be "Prisoner Exchange" scenario instead,
ransomed back to the owning player

18
Blood and Rust – Vehicle Rules

Chapter 3 Vehicle Rules


Movement This is announced either at the start
To Move a vehicle requires the model of the driving character’s activation
assigned as Driver to spend a single as part of a move action or it may be
Action. announced at the end of the movement
such as declaring that the vehicle
Speed Bands will be stopping after moving at a
A vehicle can typically move one of
crawl. This is the only exception and
four Speed Bands. They are as follows:
is in order to allow the driver to take
Speed Speed Turns an additional action should he/she see
Band Range fit. The speed band should be tracked
Stop 0” None on a vehicle’s roster sheet.
Crawl Up to 6” 1x90 or
A vehicle may begin the game at any
2x45
Speed Band the owner prefers,
Cruise 7-12” 1x45
usually, however some scenarios may
Wide 13-24” None specify otherwise. A vehicle may only
Open accelerate or decelerate by 1 Speed
Band per turn so if it was at a Stop it
.19
Blood and Rust –Vehicle Rules
may move up to a Crawl at that
maximum speed and vice-versa.
However, it may not ordinarily skip a
speed band either up or down.
A vehicle may move in reverse at up to
full Cruise speed but does not gain any
bonuses for Fast, Nitrous, or the
engine(s) it has.
Turns
A vehicle may make a turn at any A drifter and his loyal doggy-di exit their
point during, before, or after its sedan and survey the situation, wary for an
movement. This is part of the ambush
movement Action and does not take
another Action to perform but must
be declared after the Speed Band is
chosen and marked.
Driving Tests
When attempting a Driving test it is of control. As always a natural 10
always a Difficulty of 10 unless automatically succeeds and the
otherwise specified. If it fails, the driver gains Precision Focus for the
maneuver attempted does not happen. duration of the turn.
As always if a natural 1 is rolled then
the test fails and the vehicle goes out
Out of Control
When a driver Flubs a Driving test his vehicle bucks and careens wildly. All
models on board are at a +2 Difficulty for all checks for the rest of the turn. Roll
for random Speed and Direction.
5-6 Vehicle slows to a crawl, move the
vehicle its maximum Crawl speed.
Roll D6 for speed: Roll D6 for facing
1-2 the vehicle’s brakes lock up immediately 1-2 no change
3-4 Vehicle takes off, move it its maximum 3-4 90 degrees right turn
Wide Open speed 5-6 90 degrees left turn

20
Blood and Rust – Vehicle Rules
If a vehicle goes out of control and hits a piece of terrain it cannot pass through,
such as a road barrier or a building, it takes a single point of damage that ignores
armor. Any models on board must pass a Difficulty 5 AG test or suffer 1 Dam
(armor may be applied).

Vehicles and Terrain


 Vehicles suffer a -1 to their speed to the test for each Speed Band above
on Loose Footing a Crawl and each Nitrous charge
 Vehicles gain a +1 to their speed on expended on this turn. So Cruising
roads would be +1, Wide Open would be +2.
If a vehicle moves into an area of This is because it’s a lot easier to
dangerous terrain it must take a Drive navigate a patch of cacti or rocks
test with a +1 to the Difficulty added when going slower than when going
faster.

Special Maneuvers
To carry out a maneuver the model assigned as driver declares one of these as a 1
Action. This may be done before or after moving. These are base Difficulty of 5 so
basic shlubs have a 50/50 chance to pull it off under ideal circumstances.
 Lock ‘em up  Power Slide
-1 for Cruise Speed Band, -2 for Wide -1 for Wide Open
Open Result: Vehicle may make an
Result: Vehicle comes to complete additional 45 degree turn.
stop.
 Bootlegger Reverse
-1 for Crawl, -2 for Cruise, -3 for Wide
Open (non-cumulative), -1 if vehicle
has heavy armor on more than 2
locations.
Result: the vehicle turns completely
around to face the opposite direction.

.21
Blood and Rust –Vehicle Rules

Vehicles in Combat
Shooting at Vehicles
Facings
When firing at a vehicle it is important to determine what
facing is being shot at it.
Large Target
All vehicles confer an automatic +1 RS bonus when being
targeted by Ranged Weapons.
Armor
Vehicular armor automatically blocks the first Dam
points from an attack up to the AR of the facing hit. Any
Dam that exceeds this AR value inflict that number of CP
on the target. Weapons with Heavy or Burns! Ignore
armor.
Damage
When a vehicle reaches 0 CP it is wrecked.

22
Blood and Rust – Vehicle Rules

Called Shots
Called Shots against a vehicle target a specific location on a vehicle. This
applies both in melee and shooting.

Location Difficulty Result


Modifier
Driver -1 per Speed May not roll to
Band, +1 for Dodge, driver
Heavy Armor takes damage
(cumulative) as normal
Tire -2, -1 additional Drive test vs
if Wide Open Difficulty = to
RS total
Engine -2, Front Facing -1 Speed Band
Block only per successful
attack that
causes any
Dam
Fuel Tank -10 Crit causes
vehicle to
explode
Passenger As per Driver As per Driver
Rider N/A Can be
targeted as
normal

Vehicles in Melee Stationary Vehicles


When being attacked by a Footslogger This works just like a called shot for
in Melee a vehicle doesn’t get to fight Ranged attacks, however, no
back or Parry. However, it is not penalties on the Difficulty are
necessarily an easy thing to do and applied.
make it worthwhile. After all, when’s
Moving Vehicles
the last time you were able to walk up
This is an especially dangerous
and punch a car and actually proposition. A failure knocks the
accomplish anything? Only certain
model Prone and inflicts 1 Dam that
weapons actually can cause damage
ignores armor. A Flub automatically
to vehicles.
.23
Blood and Rust –Vehicle Rules
kills the model (not OLL, simply dead wreck. When this happens if it has not
and gone) unless it expends a Legend moved yet this turn it will
point. automatically move straight forward
at half the maximum Speed Band speed
All attempts face the following and then come to a complete stop. If
Difficulty modifiers: it has already moved this turn then
Moving -1 next turn it will act this way.
Cruise Speed Band -1 A model in a vehicle that is wrecked
Wide Open Speed -2 takes a Difficulty 5 AG test or suffer
Band 1 Dam (armor does apply).
These are cumulative so a vehicle Fireball!
moving Wide Open this turn will confer
a -4 Difficulty before any others are If a vehicle sustains enough damage in
applied for targeted locations. a single attack to take out double its
remaining CP it will explode. Any
Damage models inside must pass an AG test
Aside from called shots, there with a Difficulty equal to the Dam of
typically aren’t specific damage the attack or is killed outright (unless
effects. They’re built so ruggedly or it expends a Legend point). If they
haphazardly that until they’re blown pass they are thrown clear of the
apart they keep on going. vehicle D10” in a random direction
Destroyed and suffer 1 Dam which can be
When a vehicle has exceeded its negated by armor.
chassis points it is reduced to a

24
Blood and Rust – Vehicle Rules
Car-nage! Vehicle on Vehicle Combat

A Driver may declare a Vehicular  Rear End Dam 2


Attack Action. This is a 1 Action +1 to the Attacker roll for each
and may be done before or after Speed Band the attacker is faster
moving, although it is often preferable than defender
to do it after moving. Attacker
Front AR +D skill +1 if Wide Open
 Sideswipe Dam 1
+1 to the Attacker roll for each +D10
Defender
vehicle going Wide Open
Attacker Rear AR + D skill + D10
Compare scores, higher inflicts DAM.
Side AR of facing side +D Skill of
The attacking vehicle is
driver + D10
Defender automatically reduced to the same
Speed Band as the target vehicle.
Side AR of facing side +D Skill of
Additionally, the target vehicle is
driver + D10
moved forward 1” per speed band that
Compare scores, higher inflicts DAM
the attacker was faster.

.25
Blood and Rust –Vehicle Rules
 Head on Dam 3 Stealing Enemy Vehicles
-1 to the Attacker roll for each Ordinarily this cannot be
vehicle going Wide Open accomplished because of failsafes
Attacker &/or booby traps installed by the
Front AR + D Skill + D10 owners. However, a model with the
Defender Black Thumb or Smarts skill can
Front AR + D Skill + D10 attempt to bypass this. It is a
Compare scores, higher inflicts DAM. Difficulty 10 AG test with +1 to AG
Both vehicles come to a full stop added for Black Thumb or Smarts
immediately. (cumulative if the model has both).
 T-Bone Dam 5 This may not be attempted if the
-1 to Attacker roll for target Cruise vehicle is currently being manned by a
Speed Band, -2 for target at Wide Open driver or if there are any other
Speed Band enemies on-board.
Attacker
Front AR + D Skill + D10
Defender
Side AR + D Skill + D10
Compare scores, higher inflicts DAM.
The attacking vehicle comes to a full
stop. The defending vehicle goes out of
control.
Ties
In the event of a tie when ramming
both vehicles take 1 point of damage.
Any secondary effects still occur.

26
Blood and Rust – Forming a Party

Chapter 4 Forming a Party


1. Determine Initial Party Levels Themes
2. Choose a Theme Psychos – No footslogger ranged
3. Choose a Disposition weapons at all, may take up to 5 extra
4. Choose a Big Dog to lead Leapers & 5 extra Feralmen. All
5. Build the weapons of war vehicles may not take more than light
(vehicle construction) armor all around. These are the
6. Hire muscle nutters who roam the wastes cutting,
7. Assign Groups raping, and often eating anyone they
come across. They’ll take what you
have & some of their more notorious
leaders make clothing & masks out of
your skin. Typically while you’re still
alive. They eschew long ranged
weapons except to disable prey
vehicles.
Traders – Must have at least one pick-
up or beast. May purchase up to one
extra handgun, crossbow, or shotgun
per every 5 full members. No flame
weapons, they damage merchandise.
Step 1 – Determine initial party levels
No racers or chariots, they’re just
For one-off games & initial campaign
too impractical. The typical
parties we recommend 100 junk. This is
used to buy members & equip vehicles.
journeymen. They travel in convoys
plying their wares. Usually very well
Step 2 – Choose a theme armed & gunned although their
A theme is basically the idea behind propensity towards having some heavy
the group. E.g. what motivates them, vehicles to carry everything makes
why they’re formed up, also what they them easy pickings since they can’t
have access to. run away.
Highwaymen – Must take a chariot or
a beast (even if no trailer is taken).
No firearms. The vultures of the
highways. Always hunting in packs.
.27
Blood and Rust –Forming a Party
Their leaders are the most prone to around for as long as anyone can
showing off and gloating about how remember and they’ll probably always
powerful they are and how they can be. They eschew most vehicles in favor
take whatever they want. of their various motorbikes some of
Hunters – Must take a Shaman Big
which were quite the prize in the
Dog. All are -1 RS +1 M. All vehicles
beforetime and some of which are just
must have boarder spikes. The cobbled together junk. They do
creatures of night and the storm. The occasionally choose to steal a
frightening masks they wear make it vehicle or two that they need when
harder for them to see to shoot but the bikes just won’t do. This will
their level of viciousness in close typically be a pick-up so they can
makes up for it. They live out in the carry their damaged bikes, wounded,
wastes between settlements, some say and misappropriated loot around with
under the shifting sands and hardpan them. Plus, you know, the go-go juice.
of the desert herself. Step 3 Choose a Disposition
All parties have some kind of
Warriors – No Feralmen, Leapers, or
disposition. This basically describes
Shamans. May take up to 2 Big Dogs.
+1 Tinkerer. The last remnants of the their attitudes towards outsiders and
each other. This explains what
old world. These were the men of the
happens when A) they fall on hard
law, the army men, and the men who
could fix things or build things. They times & B) they want to recruit more
people. Some themes require a party be
banded together out of mutual
understanding and appreciation of locked into a specific disposition but
some are more open.
each other’s skills even if they
weren’t on the same side before the Murderous – they spread terror and
darkness fell. They merely seek to take what they want, raping, looting,
survive and often end up helping out & burning anyone they please. If they
others along the way because that’s Fall on Hard Times they will kill and
what they were trained to do in the eat D3 of their own grunts (chosen at
beforetime. random) & cannibalize (pun intended)
their equipment (not their vehicle(s)
Scoot Jockeys – Up to 2 non-single
seaters. The rest of the vehicles must though). Also when recruiting they
add 1 to their Threat Level for each
be single seaters. No feralmen,
member recruited. However, they
leapers, beasts (and trailers), or
chariots. Biker gangs. They’ve been spend influence at a rate of 10:1
28
Blood and Rust – Forming a Party
rather than 5:1. This is because while Influence. (Warriors, Scoot Jockeys,
they terrify people and kill them, no Traders)
one will deal with them if they can
Just Plain Bad – they take what they
avoid them instead so it can be harder want, rough up the shopkeep, and
to negotiate. Why would someone
maybe even shoot his dog. But they
lower their price when they know
aren’t savages. They do have a code
you’re probably going to kill them, (of some kind) and they may even pay
anyway? (Psychos, Hunters, Scoot
their bills, even if they tend to turn
Jockeys)
around and charge a levy in order to
Neutral – just want to do their own protect the settlements. Usually
thing & be left alone. These guys against their own party tearing the
aren’t likely to help out if needed but place up if they don’t pay. Should
they also won’t loot the shops while they Fall on Hard Times they will sell
the settlement is under attack. They one of their own to the slavers or the
just sit there drinking their rot gut fightin’ pits. That member is chosen
until someone takes a shot or swing at based upon the lowest XP level. If
them. If they Fall on Hard Times they there is more than one with the same
simply cut the fat by letting people go. lowest XP level then randomize it. The
They will simply fire D3 grunts chosen
by the controlling player. This
alleviates the issue for this Upkeep
phase only. (Warriors, Traders,
Highwaymen, Scoot Jockeys)
Mostly Good – these guys try to do
what they can for others while not
putting themselves into a bad spot.
Should they Fall on Hard Times they
can spend all of their accumulated
party may also gain D6 junk every
Influence and basically call in favors
game during After Action but they
in order to hold off starvation and
keep their vehicles running. If they forgo Influence Generation.
(Warriors, Scoot Jockeys, Hunters,
were the victors in their last game and
Highwaymen).
it was against a party with a
Murderous or Just Plain Bad
disposition they gain double
.29
Blood and Rust –Forming a Party
Step 4 Choose Big Dogs

Legend
Cost

AG
SP

RS
M
D
R
Usually this is the leader of the party Name
and the one who formed it, sometimes Papa Doc 20 6 4 1 2 3 2 2
they’re their own boss and other times Weapons: Staff
they’re merely a sub-boss for a bigger Armor: Leather
Skills: Sawbones, Shaman
boss. Most parties only ever start out
with one since this is the clearly Crazy desert nomad who enjoys being
established leader. However, some are as off his rocker as possible, He casts
well enough accustomed to a chain of strange incantations and heals those
command that they may have no who need it, although his methods are
problem at all having a leader and a quite questionable they sure seem to
subordinate leader in the same party. do the trick. Papa Docs are a special
This is especially true in trading brand though, they like to practice
caravans and former military or the dark side of things and crave
police groups. Unless otherwise wealth and power like any warlord.
specified there is only ever a maximum
of 2 Big Dogs, one of whom must be the
specified leader.
Legend
Cost

AG
SP

RS
M
D
R

Name
Mauler 20 4 2 3 4 2 3 1
Weapons: flail and shiv OR chainsaw spear
The man with no name. The wanderer.
Armor: Junk The survivor. The ragged one. Called
Skills: Brawler many things. Some even think the
The Mauler is always a big, burly guy Drifter is just a legend of the wastes
who likes to get in close and inflict and isn’t even a person at all. One
maximum pain. He wears random car thing’s for sure though the skills
parts or signs bolted onto his clothing brought by the Drifter are always
or lashed down with chains and invaluable.
leather. Not one to be trifled with as
he relishes violence and blood.

30
Blood and Rust – Forming a Party
The trusted Lieutenant of the Step 5 Build the Weapons of War
warlord. Commands respect from See vehicle construction rules
everyone and fear from many. This is chapter for further information on
often the driver of the warlord’s this step.
personal chariot or the second in
command, seen in his stead Step 6 Hire Muscle
commanding the troops. During party formation the limits on
the amount of each type of model in a
Legend party must be observed. This is
Cost

AG
SP

RS
M
D
R

Name because the greater the skill level


Warlord 35 4 3 2 3 2 4 2 they possess the more in demand and
Weapons: Massive Weapon, Shotgun rare they are. Note that models are
Armor: Leather equipped as listed. This is how they
Skills: Berserker, Willful
come. They can be equipped further
The main man himself. This is the one during the campaign Grow the Party
who calls the shots & crushes the phase if you choose. But keep in mind,
skulls when they don’t listen. This is they will likely die, so don’t invest too
the man who stands above the crowd much into them. Models are armed
and rules an entire section of the exactly as they are shown in their
wastes with cruelty and harshness. profiles. This may only be changed
between games via purchases.

The one who makes the deals and sets


the prices. Usually a very
accomplished trader already, the
caravan formed around this person.
Over the years the Trademaster has
also learned how to shoot, fight, and
drive somewhat well in order to stay
alive and not get robbed constantly.

.31
Blood and Rust –Forming a Party
0-1 Wasteland Legends

Legend
Cost

AG
SP

RS
M
D
R
A party may hire a single Wasteland Name
Legend in addition to their Big Dog. Freak 5 8 3 1 3 1 3 1

Legend
Weapons: Chopper, Shiv
Cost

AG
SP

RS
M
D
R
Armor: Leather
Name
Berserker
The Thinker 20 3 1 1 1 3 2 2
Weapons: Pistol A nutcase who just wants to fight and
Armor: Cloth kill. Nothing else matters. He
Skills: Black Thumb, Observant, Smarts wantonly leaps into the fray with no
Not very athletic or much a fighter, thought for his own safety. A common
but the Thinker is good at leader among the more atavistic
understanding, remembering, and parties.
fixing things. A natural savant at
most things, his talents are always in

Legend
Cost

AG
SP

RS
M
D
R
demand and it’s not uncommon to see Name
him working directly for a warlord. Mauler 20 4 2 3 4 2 3 1
Weapons: flail and shiv OR chainsaw spear
Armor: Junk
Legend
Cost

AG
SP

RS
M
D

Skills: Brawler
R

Name
Gyropilot 25 4 2 1 1 2 2 1
It isn’t uncommon for Maulers to be
Weapons: boomsticks seen working for someone else rather
Armor: none than leading their own crews. This is
Skills: Smarts, Pilot, Comes with Bessie because their talents are very in
The Gyropilot is a name given to the demand.
crazy who flies around in the
gyrocopter called Bessie dropping
bombs and smoking a cigar. He’s not
exactly all that stable and, truth be
told, no one is really sure who he was
in the Beforetime or even who he is
now. Rumor is he’s also been seen a
full aeroplane but who would believe
such malarkey? Bessie is a gyrocopter
with a V-Twin and Light Armor all-
round. This does not count against the
CP rating of the starting party.

32
Blood and Rust – Forming a Party
Grunts slashers but they have the strength to
The nameless, faceless hordes. These heft the big weapon well enough.
are the men and women who tirelessly
do their jobs be it murder & mayhem or

Available
Cost

AG
SP

RS
simply guarding a bunch of traders.

M
D
R
Name
They’re not particularly good at
Feralmen 1 8 5 0 2 0 1 3
anything but they come cheap and are Weapons: none
easily replaceable so when they die Armor: none
it’s no great loss. Skills: feral, brawler
These are people who have just plain
Available

lost all touch with the world and


Cost

AG
SP

RS
M
D
R

everyone and thing in it. They drool,


Name
Slasher 1 6 3 0 3 0 1 3
they froth at the mouth, and they eat
Weapons: Shiv (2) anything. Worst of all, they kill
Armor: none without a single thought. It’s just
Skills: none instinct for them. Most parties won’t
Nothing really all that special about have them around because they have
them, they wield blades made from to be kept like wild animals, only
scrap metal with cloth wrapped turned loose in order to attack.
handles. It’s pretty easy to find
people who’ve grown up scrapping &
know how to fight well enough to
survive. They don’t tend to ask many
questions & they tend to work for
cheap.

These guys don’t really think about


Available
Cost

AG
SP

RS

risking life and limb and happily leap


M
D
R

Name
form their vehicle to the enemy’s
Cleaver 2 4 2 0 3 0 1 3
Weapons: Cleaver
either using their boomsticks to soften
Armor: none up armor first or as a way to sacrifice
Skills: none themselves up to the piston god.
Named after the big axe/meat cleaver
type weapon they wield, these aren’t
much more skilled overall than

.33
Blood and Rust –Forming a Party
The Skilled Big guys with big shields and big
More specialized, they usually offer weapons. They are the enforcers and
something that’s much more in demand bodyguards for the warlords.
than just being a warm body with no
real self-preservation concepts.

Available
Cost

AG
SP

RS
M
D
R
Name
Blasters 10 6 1 1 0 0 1 2
Weapons: Shotgun (single barrel)
8 Armor: Leather
Skills: none
Considered to be the elite personal
Gunner guards or the caravan defenders, they
Basically they aren’t awful shots, carry the most powerful &
though they won’t be winning any intimidating of the close range
contests, either. They’re usually good weapons: the shotgun. Their job is to
enough to fire a harpoon or burn make sure that no one unauthorized
things. gets to the boss. Often just the sight of
the oh so rare shotguns can be enough
to dissuade anyone from testing their
luck (even though sometimes they
8
aren’t even loaded. Ammo is not cheap
you know?).
Driver

Available
Cost

AG
SP

RS
M

As with Gunners they aren’t the best


D
R

Name
or the worst but they show some
Plinkers 8 4 2 2 1 0 1 3
promise or ability. That means they Weapons: Crossbow OR Bow
usually get to do the driving. Armor: none
Skills: none
With ammo & especially the black
Available
Cost

AG
SP

RS

powder being so hard to come by these


M
D
R

Name
days, the easy to build crossbow and
Masher 10 5 1 0 3 0 1 3
Weapons: Masher club
bow have become the new rifle. Thus
Armor: Junk Shield the plinkers are the riflemen of the
Skills: none world today. They serve as the

34
Blood and Rust – Forming a Party
pickets, standing guard on the walls can hope for. Besides, most don’t live
of the settlements & strongholds. long enough for infection to kill them
anyway. And that’s what the maggots
are for. Then they make good eating

Available
Cost

AG
SP

RS afterwards. Ah the circle of life!


M
D
R
Name
Lead flingers 15 4 2 3 0 0 1 3

Available
Weapons: Longshot

Cost

AG
SP

RS
M
D
R
Armor: none
Name
Skills: none
Tinkerer 10 6 3 0 0 1 1 2
Carrying the longshot rifle these Weapons: Wrench
sharpshooters are the most feared in Armor: none
the wastes. It’s very uncommon to be Skills: Black Thumb
able to be killed by someone who is so The holy custodians of the Great and
far away & there’s not much that Mighty Piston. They ply their trade
can be done about it. Often times keeping the mighty machines a
there’s nothing more than a glint of chuggin’ and a pumpin’. Very sought
glass from the sun before a deafening after. In fact, it’s not unheard of for
crack is heard & someone is leaking them to be stolen away in a fight by
out. another party versus being killed.
Most often they just go right on with
their holy work because, well, they’re
Available
Cost

AG
SP

RS

serving the holiest of holies no matter


M
D
R

Name
where they are, right?
Saw bones 10 6 1 0 1 0 1 1

Available
Weapons: Shiv (3)
Cost

AG
SP

RS
M
D
R
Armor: Leather
Name
Skills: Sawbones
Shaman 10 4 2 0 2 0 1 1
While the tinkerers employ their black Weapons: Shiv, club
thumb to keep the vehicles on the war Armor: none
path, it’s the sawbones who keep the Skills: Wasteland Magicks
people manning them. Often They usually owe no loyalty to anyone
conducting surgery with a ground in particular but rather happily work
piece of steel, rotgut, & scavenged for whoever will ply them with the
electrical wire, they aren’t exactly junk to trade to make their crazy
paragons of cleanliness or surgical potions & powders. Their abilities to
virtue but when a man’s leaking his command weather & even commune
fluids out sometimes it’s the best he
.35
Blood and Rust –Forming a Party
with feralmen are nothing to sneeze
at.
Step 7 Assign Groups
Few people operate alone in the

Available
Cost

AG
SP

RS
dangerous world. As such, when
M
D
R
Name
hiring Grunts they must be assigned
Doggy-Di 3 12 5 0 3 0 1 1
Weapons: none
into groups of 2-4 models. These should
Armor: none be the same models, but it’s not
Skills: The Nose Knows required.
Dog: Doggy-Dis may never drive
vehicles, man weapons, or have
weapons purchased for them. They
may have armor except for shields.
Kept around to sniff out minefields &
buried treasures of old as well as their
invaluable ability to sound the alarm
when people are sneaking around
trying to take what’s yours. These
creatures are some of the few pets to
survive mankind’s starvation.
Available
Cost

AG
SP

RS
M
D
R

Name
Flyboy 15 4 2 1 0 0 1 1
Weapons: shiv
Armor: none
Skills: Pilot

Not many out there crazy enough to


actually want to fly; even less who
know how. There is no denying the
effectiveness of the gyros for scouting
& dropping bombs or junk on the
ground targets. But the nature of the
weather makes these people have very
short lives. They’re all but gone now,
only a scant few remain out there.
36
Blood and Rust – Forming a Party

Chapter 5 Vehicle Design Rules

Step 1 – Determine a level


Step 2 – Choose a Chassis
Step 3 – Choose an Engine
Step 4 – Choose Equipment
Step 5 – Add Armor
Step 6 – Assign a Driver
Step 7 – Assign Gunner(s)

Step 1 – Determine a level


For one-off or starting campaign games it is recommended to go with 100 CP max
for a party. This allows a good mix of vehicles to be chosen. Also you must make
sure you have enough seats for everyone in your party plus any Loot they might
find. You may not take more vehicles than you have Drivers assigned.

.37
Blood and Rust –Vehicle Design Rules

Step 2 – Choose a Chassis


Each chassis has its own number of chassis points (CP) that dictates how much it
can have attached to it as well as how much damage it can take before being
reduced to a heap of junk. When a chassis type is chosen, each piece of equipment,
weaponry, & certain engines use CP because they take up space & add weight.
When that number is reached nothing more can be added. A vehicle that has CP
available but takes damage cannot have anything added until the damage is
repaired.

Rarities 4. Right Rare – one out of every 5


Every weapon or chassis is more or vehicles can be this chassis type
less commonly seen in the wastes. or have this upgrade.
That’s simply because some of them 5. Unheard of – Special. This means
just aren’t seen as often. it requires a specific character
type to run or take it. The only
1. Common Enough – no limit on chassis type with this rarity
how many of these you can have level in the current game is the
in a party. gyrocopter but future
2. Less common – one out of every 2 expansions may change this.
vehicles can be this chassis type 6. Unique – these vehicles are one-
or have this upgrade. off constructs built by or for a
3. Uncommon as all Get Out – one specific person. There may only
out of every 4 vehicles can be ever be one of this type in a
this chassis type or have this party.
upgrade.

38
Blood and Rust - Vehicle Design Rules
Chassis Types
Single
Seater
Chassis Max
Points 8 Seats: 1 Engine: V-Twin
Special Rules: Fast, Light Frame
Rarity: Common
Enough
Bikes, quads, or the tiniest of buggies. Favored by raiders & hunters

Buggy
Chassis Max
Points 12 Seats: 2 Engine: Sixer
Special Rules: Fast, Light Frame
Rarity: Common
Enough
Sandrails, beetles, etc. All the ultra-light, stripped down, vehicles built for speed.

Coupe
Chassis Max Big
Points 16 Seats: 2 Engine: Boss
Special Rules: None
Rarity: Common
Enough
Muscle cars of old, 2 doors, 2 seats, heavy & powerful.

Sedan
Chassis Max Big
Points 18 Seats: 4 Engine: Boss
Special Rules: None
Rarity: Common
Enough
Police, family, & government vehicles, once the most common thing on the road.

.39
Blood and Rust – Vehicle Design Rules

Utes
Chassis Max
Points 14 Seats: 2 Engine: Sixer
Special Rules: 4WD, Overload,
Platform
Rarity: Less common
Light pick-ups, used extensively in the outback and Africa. Popular once as technical and
gunwagons. Also used by urban cowboys in the city who couldn’t handle a full-size truck.

Truck
Chassis Max
Points 20 Seats: 3 Engine: Diesel
Special Rules: 4WD, Overload,
Platform
Rarity: Uncommon as all get out
The American farm truck. Big, heavy, capable.

Beasts
Chassis Max Twin (any but v-twin, little quad, sixer,
Points 30 Seats: 4 Engine: must match)
Special Rules: Overload, lumbering, platform.
Rarity:
Unique
Once the heavy haulers of the road, now they are the beasts of the wastes.

40
Blood and Rust - Vehicle Design Rules
Gyro
Chassis Max
Points 8 Seats: 1 Engine: V-Twin
Special Rules: Fast, light-frame, airborne,
complicated
Rarity: Unheard of
A flying trike, only used by the certifiably insane.
Racer
Chassis Max Twin Big
Points 12 Seats: 1 Engine: Boss
Special Rules: Fast, Complicated
Rarity:
Unique
Odd vehicles, built from parts for sheer speed. They resemble nothing from the Before Times.
Used a lot as scouts or outriders.

Trailer
Chassis Max
Points 30 Seats: ? Engine: N/A
Special Rules: Requires a Beast, cannot separate in-game,
platform
Rarity:
Unique
The back half of the old rigs. Once used for cargo or liquid, now used as a bastion or mobile
stronghold on wheels. Sometimes still used to carry cargo but with much more armor after it
was seen how easily they could be immobilized and ambushed.

Chariots
Chassis Max Twin any but V-twin
Points 25 Seats: 6 Engine: or quad
Special Rules: Engines may be mismatched
Rarity:
Unique
Not quite a beast but still massive. These vehicles are the personal conveyances of the
warlords and big bosses of the wastes and are things to be witnessed!

.41
Blood and Rust – Vehicle Design Rules
Step 3 – Choose an Engine
Each vehicle has to have one. At least. Sometimes 2 can be better. Based on the
chassis type there may be more than one type available. So just pick one already.

Engine Types
CP Junk
V-Twin Cost Cost
Special Rules:
Fuel Efficient 0 1
A light bike or buggy engine. Nothing
special.
CP Junk
Little Quad Cost Cost
Special Rules:
Fuel Efficient, -1”
top speeds 0 2
Underpowered, but good fuel economy
CP Junk
Sixer Cost Cost
Special Rules:
None 0 3
The usual engines found these days.
Good blend of speed and ease of
maintaining.
CP Junk
Big Boss Cost Cost
Special Rules:
+1” top speeds,
+1 Difficulty to
“lock ‘em up” 1 4
The king of the road. Hydromatic,
systematic, why it could be….

42
Blood and Rust - Vehicle Design Rules
CP Junk
Diesel Cost Cost
Special Rules:
Fuel Efficient,
+2” top speed at
wide open only 2 5
High power, low acceleration, built to take abuse.

Junk
Twin CP Cost Cost
Special Rules:
Complicated,
double bonuses X2
AND penalties, engines
loses fuel X2 +5 for
efficient engines linkage
Two engines linked together. Very hard to build and maintain compared to just
dropping an engine in.

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Blood and Rust – Vehicle Design Rules
Step 4 – Equipment
Each vehicle can purchase equipment up to its remaining CP after choosing its
engine(s).

Vehicle Weapons to make a spot for it including ammo


Weapons are what make the vehicles storage & bracing. This is before the
so deadly. They’re also expensive & mount type is chosen. Complicated
hard to build. It may only ever have a weapons (not equipment) require an
single weapon per facing. Each extra CP. Heavy require 2 extra to
mounted weapon requires a seat or a brace them. A weapon with no other
rumble seat (this is the only way a mount bought for it is a hull mount
single-seater can ever mount a which is fixed in a 90 degree field of
weapon in fact). A weapon costs 1 CP fire to the specified direction facing.

44
Blood and Rust - Vehicle Design Rules

Junk Cost

Junk Cost

Junk Cost
Range

Range

Range
Dam

Dam

Dam
Weapon Name Weapon Name Weapon Name

Flamethrower 4" 2 10 Ballista 20 3 5 Harpoon 18 1 8


Special Rules: Burns, Special Rules: Sharp Special Rules: Pull, Aim
Complicated, Ammo
Hungry
Rarity: Unique Rarity: Common Enough Rarity: Less Common
Junk Cost

Junk Cost

Junk Cost
Range

Range

Range
Dam

Dam

Dam
Weapon Name Weapon Name Weapon Name

Burner 1 3 20 Wrekcing Ball 3 3 10 Junk Flinger X D3 5


Special Rules: Burns. Special Rules: Heavy, Special Rules: X= D10+RS
Complicated, Fixed, Impact, Unwieldy of Gunner, Complicated
Reactive, Ammo Hungry
Rarity:Uncommon Rarity: Right Rare Rarity: Right Rare

Deployables
Less complicated or difficult than most of the true weapons on vehicles. They’re
used as dumb, dropped items that sit in the way and have some horrible adverse
effect on a vehicle that can’t dodge it in time.

Weapon Name Range Dam Junk Cost


Oil Slick Dropped - 5 each
Special Rules: Difficulty test +(2/4/6) for (Crawl/Cruise, Wide-open) to avoid or go Out
of Control
Rarity: Uncommon
Weapon Name Range Dam Junk Cost
Caltrops Dropped 1 5 each
Special Rules: Difficulty test +(1/2/3) for (Crawl/Cruise, Wide-open) to avoid or go Out
of Control
Rarity: Uncommon
Weapon Name Range Dam Junk Cost
Mine Dropped 2 10 each
Special Rules: Difficulty test +(1/2/3) for (Crawl/Cruise, Wide-open) to avoid or go Out
of Control
Rarity: Uncommon
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Blood and Rust – Vehicle Design Rules

Vehicle Equipment
What makes vehicles different today than in the beforetime is that
they’re weapons of war now rather than simple conveyances.

 Pintle-Mount
CP Cost: 2  Tracks
Junk Cost: 5 CP Cost: 10
180 degree fire-arc Junk Cost: 20
Requires at least a Diesel engine. All rules
 Turret for half-track. May make 1 additional 45
CP Cost: 3 degree turn. May also make a 90 degree turn
Junk Cost: 10 at a stop.
360 degree fire-arc, Complicated
 Ram
 Rumble Seat CP Cost: 3
CP Cost: 1 Junk Cost: 5
Junk Cost: 2 +1 Dam to Ram Attacks. Front only.
+1 Passenger Capacity Counts as heavy armor only in rams.

 Nitrous  Boarder Spikes


CP Cost: 1 (to rig up and the mount the CP Cost: 1
bottle) Junk Cost: 10
Junk Cost: 3 per charge Rolls of 1, 2, and 3 are flubs when
+D6” per charge used attempting to leap onto vehicle.
Additionally, a natural roll of a 1 does an
 Off-Road Suspension additional 1 Dam to boarder.
CP Cost: 1
Junk Cost: 10  Wheel Spikes
Ignores immobilization form rough terrain. CP Cost: 1
Still susceptible to dangerous terrain. Junk Cost: 5
+1 Dam in sideswipes
 Half-Track
CP Cost: 5  Rear crash bar
Junk Cost: 15 CP Cost: 2
Requires at least a Big Boss engine. Junk Cost: 5
Includes off-road suspension. May not move +1 to D skill in target vehicle during “rear
wide open speed band. May come to a end” attack.
complete stop on same turn without a “lock
‘em up” Action.

46
Blood and Rust - Vehicle Design Rules
Step 5 - Buy Armor
Buying vehicle armor:
The cost for armor is per point of armor. It is bought per facing so buying it for all
4 facings would be 4 points total.

 Light Armor
CP Cost: 1
Junk Cost: 2
1 AR
No D penalty

 Medium Armor
CP Cost: 2
Junk Cost: 3
2 AR
+1 Difficulty to all Drive tests base Difficulty 7+

 Heavy Armor
CP Cost: 3
Junk Cost: 5
Sluggish: +2 Difficulty to all Drive tests base Difficulty 7+, may slow down a
speed band once per turn but must spend 2 turns at the same speed band to
accelerate to the next one up.
Impervious to small arms and harpoon Dam, Harpoon can still pull components.

.47
Blood and Rust – Weather

Chapter 6 Weather of the Wastes

After setup but before the first turn initiative is rolled, roll on the Weather Table to see what
type of weather is present at the scene of the action. Since a single game is representative of
such a small period of time the weather is constant for the entire game.
Weather Table
D10 Weather Result
1 Black Storm
2-3 Sandstorm
4-5 Dry Dusters
6-9 Nothing
10 Changing weather, roll end
of every turn

48
Blood and Rust – Weather
Black Storm
These huge, violent, & often radioactive storms blow in across the wastes with often
disastrous result

Low visibility
Due to the sand being kicked up & the debris being blown about visibility is reduced to D10”.
Roll this at the end of each turn after all models have activated.

Severe Winds
At the start of every turn roll D10. The wind blows from a random direction. Indicate this by
either placing a D10 with the upper tip pointing the direction rolled or a token of some kind.

Any footsloggers moving into the wind (opposite the direction the wind indicator is pointing)
move at ½ Sp. If in loose footing they move at ¼ Sp. Footsloggers moving with the wind (the
same direction the wind indicator is pointing) they may sprint as a single Action rather than
2.

Lightning
At the start of a storm, place a 3” diameter blast marker in the middle of the table. Each time
a model, vehicle, or group is declared to activate roll 2D10 plus a directional & move the
strike zone template that many inches in the direction indicated. If it would move off the
table it resets to the center instead.

Any model or vehicle touched or covered fully or partially by the strikezone template is hit
by a bolt of cloud to ground lightning. This instantly puts any model OLL unless it has
Survivor or spends a Legend point. Any vehicle hit suffers D3 Dam without armor. If this
destroys the vehicle it will explode.

Models may not make called shots during black storms. Any footslogger moving or fighting in
melee atop a vehicle must take a Difficulty 15 AG test or be blown off of the vehicle in the
direction of the wind indicator & is treated as falling (see Falling & Falling off Moving
Vehicles).

.49
Blood and Rust - Weather
Sand Storms
Nowhere near as severe or devastating as the black storms are but far more common.

Reduced Visibility
Visibility is reduced to 12” & called shots
may not be taken.

Dry Dusters
Random & frequent across the wastes they pick up completely at random but are more of an
inconvenience than a real threat.

At the start of the game, after


deployment but before the first
initiative is rolled, place 3 3”
templates in the center of the table in
a line from long edge to long edge 6”
apart. Immediately scatter them D10”
in a random direction each. Every
turn, during cleanup scatter each one
D10” independently.
Dusters block LoS through them &
will knock prone any footslogger that
is touched by one. Vehicles hit by or
driving into a duster must roll a
Difficulty 10 Drive test or go out of
control. In addition, any passengers
not inside a vehicle must pass a
Difficulty 10 AG check or get
knocked off.

50
Blood and Rust – Scenarios

Chapter 7 Scenarios

You can just setup and beat on each other til one party gives up and bolts, but that’s too
reminiscent of certain wargames that are mainly just about tabling your opponent. But the
best parts of the post-apocalyptic movies are the stories. The reason why people are doing
what they do. That’s where scenarios come in. They aim to give you a story structure for your
games & by playing them in certain sequences it helps you structure your campaign to shape
your section of the wastes to truly craft a narrative that fits your “movie”. You can elect to
play any scenario in a mutually agreed-upon fashion or roll on the following table:

D10 Scenario Additionally, there are 2 scenarios that


1 Looting Location specifically deal with captives. The rules
2 Get ‘em! for when to use these are discussed in the
3 Water Collectors
Between Games chapter After Action
4 Hold Out
5 Death Race Report section. These are not included in
6 Get the Go-go Juice the table to the left because they are
7 The Truck Job generally not played unless a captive has
8 Destroy the Pump Camp been specifically taken. However, there is
9 Hostage nothing saying if your group wants to do so
10 Lowest Threat level chooses that you cannot elect to play one of these,
perhaps substituting in a valuable NPC
instead of an enemy prisoner such as wives
of a certain warlord.

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Blood and Rust - Scenarios

Scenario 1 – Looting Location


The remains of an old town have been stumbled upon by a drifter who happily sold
the location for cheap after having his tongue loosened by some of “Ol’ Skeezy’s
famous engine cleaner”. Word is that there may be some valuable junk left in the
various buildings there but time is of the essence. While you were talking it over a
man took off running out the door. It can only be assumed he either intends to sell
this information to a rival party or is
taking the info to his own boss. Either
way, you won’t be alone there.

Table Size: 4x6 (recommended)


Game Length: Variable – roll on start
of Turn 5
Scenario Type: On site
Objective: D6+1 Loots

Setup: Winning:
Measure out a 3’x4’ area in the on one Whoever has loaded the most Loots
short edge of the table. In this area onto their vehicles at the end of the
place 8 buildings/ruins, number them final turn, wins the game. Ordinarily
1-8. Try to put them at least 3” apart this will simply be the end. However, if
from each other. Roll D8 for each both parties agree, you may play
Loot. Place a single Loot token in Scenario 2 – “Get ‘Em!” next as part
each building rolled. of the same scenario.

Both players’ parties enter from the


opposite short edge of the settlement.
Divide the table in half lengthwise
into 2 3’ wide areas. Players roll D10
each to determine who gets first turn
Initiative & thus picks what 3’
section they enter on.

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Blood and Rust – Scenarios

Scenario 2 – “Get ‘em!”


Well, they got away with a bunch of your junk. You thought you were
just gonna have to suck it up, but fate has conspired to give you a
chance to get your revenge! Wouldn’t you just know it? While on the way
back after visiting the trading post you blew past each other on their
way to that very same trading post. Time to flip around & get your junk
off of them before they manage to sell it.

Table Size: 4x6 (recommended) may choose to be attacker or


Game Length: Variable (or when one defender.
player has all his/her vehicles
wrecked) – roll on start of Turn 4 Winning:
Scenario Type: Open Highway The winner is whoever has the most
Objective: Steal the Loots Loot tokens at the end of the last
turn. These must be either transferred
Setup: onto one of their own vehicles, or
Whichever player won Scenario 1 simply in the possession of one of their
moves all his vehicles onto the board footsloggers by the end of the game in
from edge B facing towards edge A. order to count.
The other player then does the same.
These are free moves that happen out
of sequence and may be at whatever
speed band the controlling player
chooses. However, they will be at this
speed band at the start of the first
turn. Each player should note which
vehicle has Loot counters on it.

If this scenario is being played as a


stand-alone or out of sequence then
each player rolls D3 & places that
many Loots on his or her vehicles as
chosen. If this is a tie the player with
the highest Legend level in their roster

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Blood and Rust - Scenarios

Scenario 3 – Water Collectors


Your boys are running low on water. There’s a place nearby that you
know of where several drip collectors are setup but it’s a common
watering hole for the area, so odds are good you’ll run into another
group there topping off their canteens. It’s too far to go back home to
your stronghold without any water so just hope for the best.

Table Size: 4x6 (recommended)


Game Length: Variable – roll on
start of Turn 5
Scenario Type: On site
Objective: Water Collectors

Setup:
Create a settlement type area in the
center 4x4 of the table. Place 1 30mm
water drip collector token n the dead
center of the table. Place an 1 water counter as this represents a
additional 2 more 12” away from the refilled canteen. Water counters may
central collector in a line straight be taken from a model that is OLL
across. simply by spending an Action to
interact with the model. Each
Drip Collectors: A footslogger may collector is rolled for after every
pull a water counter from a collector water counter is pulled. On a roll of 1
by spending a single Action when in it is empty. Increase this number by 1
base contact. Only 1 footslogger may for each counter pulled.
do this while in base contact. It must
move away before another can do so. Winning:
Water counters may be passed to Whichever party has the most
other models by the intended recipient members with full canteens at the end
spending a single Action to take the of the game wins. Every model with a
water. Water counters are not Loot & full canteen does not have upkeep
there are no penalties for carrying paid for it between games.
one. However, a model may only carry
54
Blood and Rust – Scenarios

Scenario 4 – Hold Out


They followed your scout back to your camp. Damn! You can see their
outriders coming over the horizon now. That means pretty soon their
heavier vehicles will be following suit. Time to man the barricades.

Table Size: 4x6 (recommended) Waves


Game Length: 10 turns The Attacking player divides his or
Scenario Type: On site her party into 4 even groups &
Objective: numbers these 1-4. At the start of
Attacker: break the enemy Turn 1 the attacker can move on
Defender: hold out group 1 from a table edge rolled for
randomly. At the start of each
Setup: subsequent turn an additional group
Players either decide among them who moves on from a random table edge.
will be Attacker & Defender or if one
party’s Threat Level is higher then it Winning:
will be the Attacker. The Defender must simply have at
least 1 model left not OLL by the end
Whichever player is the Defender sets of Turn 10. The attacker must have
up the table as he or she sees fit. put all the Defenders OLL by the end
There should be a central 3’x3’ area of turn 10.
in that is the party’s camp. Either
their home base or a temporary The winner gets an additional D3
bastion. Either way this is where the scrounging rolls with no consequence
Defender sets up his or her party & it or risk of death because they aren’t
is advised (but not required) that it be being conducted by any models.
impassable to vehicles. The Defender Rather this is either what the
then sets up all of his or her Party attackers found left in the camp after
anywhere on the table as he or she the defenders routed or is what the
sees fit. defenders scavenged off of damaged
vehicles & injured enemies.

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Blood and Rust - Scenarios

Scenario 5 – Death Race


Your honor has been besmirched & it’s about damn time to take it to the
highway to show them who’s boss. The rules of a death race apply, but no
one will likely follow them anyway. Just get to the finish by any means
necessary. Worry about the rest later.

Table Size: 4x6 (recommended)


Game Length: 10 turns
Scenario Type: Open Highway
Objective: Win the race

Setup:
Divide the table down the middle
lengthwise. Roll for initial Initiative.
Whoever rolls highest chooses which
side they want & sets up all of their
vehicles.
Winning:
This is a very simple scenario –
whoever has the most vehicles left at
the end of turn 10 AND moves them
off the end of the table wins the race.

The winner gets an additional 4D10


junk & adds 1 Legend point to their
Big Dog permanently.

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Blood and Rust – Scenarios

Scenario 6 – Get the Go-Go Juice


A big black storm has rolled in making this area very dangerous.
Ordinarily you’d run for a safe haven to weather it. However, it’s
unearthed an old tanker once buried in the sand. This too good of an
opportunity to pass up, I mean how often does go-go juice just turn up in
the sand like that? Besides, odds are good it won’t stay unburied or
intact with the way the storm is going so better act now.

Table Size: 4x4 2 2x4 sections. The players roll off for
Game Length: Random – roll at the initiative with the highest deploying
start of turn 2 second while choosing which section
Scenario Type: On Site to deploy on.
Objective: The tanker
Each player gets a free, out of
Setup: sequence, move onto the table with his
Both players should work together to or her vehicles as their deployment.
setup the table however they see fit.
On one edge no more than 12” in & in Weather: There is a black storm
the middle of the table edge place a automatically going right now, it
tanker truck or tanker trailer. This rolled in about the same time as the 2
should be a model at least 6” long. It parties did.
can be placed in whatever way both
players agree to. Divide the table in The Tanker: a model must move into
half with the center line running contract with the either the center
through the tanker. This will produce or rear end of the tanker in order to
.57
Blood and Rust - Scenarios
interact with it. Interacting allows
the model to fill a gas can with fuel.
Gas cans are treated as Loot tokens
but only when full. It is assumed all
models are carrying empty gas cans to
begin with. The tanker holds more
than enough fuel for each player to
siphon as much gas as they want.

Winning:
Whoever ends the game with the most
fuel wins. Each fuel counter negates
the upkeep for a single vehicle
between games. Any excess fuel may
be stockpiled to cover vehicular
upkeep costs. Note that fuel counters
do not negate repairs on vehicles, just
the base upkeep

58
Blood and Rust – Scenarios

Scenario 7 – The Truck Job


A rig is motoring down this stretch of highway carrying goods from one
stronghold to another. You want that junk out of there! As you crest
the dune & prepare your assault you notice dust clouds off to the east.
Apparently you aren’t the only one who wants this truck.

Table Size: 4x6 facing fixed wrecking ball, a rear


Game Length: 10 turns facing pintle harpoon, & a right
Scenario Type: Open Highway facing pintle ballista. It also has a
Objective: Loot inside the trailer single oil slick on the rear facing. It is
manned by 4 gunners on top of the
Setup: trailer. There’s a leaper & a lead
Place a beast with a trailer in the flinger in the rumble seats on the
center of the table facing a short outside of the trailer. Inside of the
edge. It will move at cruising speed trailer, guarding the stash are: 1
the entire game. Divide the table from slasher, 1 cleaver, & 2 mashers. The
each short edge into 2 2x6 sections. trailer can be boarded from the sides
The players roll for initiative with the which will require fighting the gunners
winning player choosing the half of first or from the back which will
the table first but moving on second. allow the enemies inside to be
attacked directly instead. After
Each player moves on his or her party boarding the trailer must be breached.
as a normal action. This requires a single action to
wrench open one of the hatches &
The Rig: the rig is a beast with heavy may not be done while in melee or
armor on all facings, off-road while any enemy models are on top of
suspension, 2x diesel engines, & a the trailer without being OLL.
front ram. It is armed with a left
facing pintle-mount flamethrower & a The rig Driver activates first each
right facing pintle-mount harpoon. It turn. It will always spend one action
is manned by 1 Driver & 2 Gunners to drive forward & will spend an
action to make an attack against the
The trailer has heavy armor all- closest enemy vehicle (either a
round, a rear crash bar, & off-road sideswipe or a rear end most likely).
suspension. It is armed with a left The gunners in each section of the rig
.59
Blood and Rust - Scenarios
act as their own group & will
activate in turn after each enemy
player has activated one of their
groups, models, or vehicles. The leaper
& leadflinger activate on their own.
The guards inside the trailer will not
activate until the trailer is boarded.

Winning:
There are 2D10 Loot tokens in the
trailer. Roll for this at the start of
the turn it is first breached. Whoever
ends the game with the most loot in
their vehicles wins. If a player has all
his or her vehicles wrecked they
automatically lose.

Loots are worth 5 junk each.

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Blood and Rust – Scenarios

Scenario – 8 Destroy Pump Camp


One crew has found a working pump-jack out in the desert and has built a camp
around it. This is a problem because it means they’ll be able to pump their own
black blood out of the dead earth and use it to make go-go juice. Unfortunately,
your crew lacks the manpower to hold this place for yourself. This only leaves 1
option: burn it out. Might not be a bad idea to grab what you can along the way as
well.

Table Size: 4x4 place D6 gas canisters around the


camp in accessible locations (not in
Game Length: Until the objective is terrain that can’t be entered). The
accomplished or one party gives up. defender then places their models
around the camp as he sees fit with
Scenario Type: On site vehicles parked wherever. They will
not be used this game although any
Objective: The player with highest weapons on them may be manned. The
Threat Level may elect to be the attacker moves in from whichever
defender. The attacking player must board edge they prefer, chosen after
move a model to pick up a gas canister the camp is setup. The attacker gets
token and then move that model into first turn as they have the element of
contact with the pump-jack. It must surprise.
then spend an action to ignite the gas
canister. There are D6 turns after Winning: If the pump-jack is
this before the pump explodes. Any destroyed the attacker wins.
models within 6” of the pump when it Anything else is a defender victory
explodes are instantly killed, even if
they have Legend points. Any gas canisters left in the camp if
the defender wins are worth 10 loot
Setup: The defender should set up the each for the defender. They are worth
camp in the center 3’x3’ area of the 10 loot each for the attacker if they
table, as they see fit with a pump-jack are in possession of a model or in a
placed in the center of the table. The vehicle at the end of the game.
pump-jack is 2”x4”. They should also

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Blood and Rust - Scenarios

Scenario 9 – Rescue
“They’ve got our boy & we need to get him back before they slave him, or
worse, eat him!”

This scenario can be played after one party has taken at least one
member of another party captive.

Table Size: 4x4 bastion. Either way this is where the


Game Length: 10 turns Defender sets up his or her party & it
Scenario Type: On site is advised (but not required) that it be
Objective: impassable to vehicles. The Defender
Attacker – rescue captive(s) then sets up all of his or her Party
Defender – prevent this, captive(s) anywhere on the table as he or she
may not be killed until after they have sees fit. All captives should be placed
been “liberated” in a disclosed location in the camp
approximately 6”x6”.
Setup:
Whichever player is the Defender sets The attacker enters the table from his
up the table as he or she sees fit. or her choice of table edge.
There should be a central 3’x3’ area
in that is the party’s camp. Either
their home base or a temporary
62
Blood and Rust – Scenarios
Special Rules – Captives
Captives may only move up to half Sp
every turn & may not leave whatever
area the defender has them placed in
until they are liberated. A captive
may be liberated by a friendly model
(including a previously liberated
captive) moving into M range &
spending a single Action to interact
with them & cut their bindings.

Captives may not be killed or


attacked by the defender until they
have been liberated AND
successfully move out of the
containment area where they were
deployed.

Captives have the normal statline for


their character type but start with
no weapons or armor. Upon exiting the
containment area a captive may
spend a single Action to acquire
his/her weapons & armor back again.

Winning:
The attacker wins if he or she gets all
of his or her captives out of their
bondage & at least out of the enemy
camp (3’x3’ area) by the end of turn
10. The defender wins if he or she
prevents all captives from exiting the
camp.

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Blood and Rust - Scenarios

Scenario 10 – Hostage
They’re coming, it was inevitable that it would happen, now your only
hope is to get to the safety of the stronghold before they catch you &
take him back.
In this scenario player A is trying to get their captive to the slave
market at the trading post stronghold before his buddies can get him
back.

Table Size: 4x6 into M range & spending a single


Game Length: 10 turns Action to interact with them & cut
Scenario Type: Open Highway their bindings.
Objective: Hostage(s)
Hostages may not be killed or
Setup: Player A deploys his or her attacked by player A until they have
vehicles however he or she sees fit been liberated, at which point they
along a 12” band running across the may be attacked normally.
center of the long edges of the table.
Hostages have the normal statline for
Player B moves onto the table during their character type but start with
his or her turn normally. no weapons or armor. Upon returning
to a friendly vehicle they may regain
Special Rules – Hostages all armor & equipment/weapons.
Hostage(s) are carried aboard a
vehicle, noted at the start of the Winning:
mission, after player A’s deployment. Player A: hold onto the hostage until
Hostages may not move or act until the end of turn 10
liberated. A hostage may be liberated Player B: get the hostage back &
by a friendly model (including a maintain control of it until the end of
previously liberated captive) moving turn 10

64
Blood and Rust – Scenarios

Scenario 11 – Prisoner Exchange


A prisoner exchange has been proposed. The boss agreed. The usual
parlay location has been designated. Wonder who will shoot first?
This scenario is great for whenever both parties have taken captives &
can be played if both players agree.

Table Size: 4x4 Deployment –


Game Length: 8 turns Players deploy their vehicles &
Scenario Type: On site footsloggers anywhere in their
Objective: Don’t shoot first, rescue deployment zone except for the
your prisoner captive(s) to be exchanged as well as
a single member of their party. These
Setup: are deployed together in one corner of
Divide the table in half down the the neutral zone.
center from the long edges. Players
roll off for initiative as normal. The Prisoners –
winning player chooses one half of the Each prisoner must be the first model
table as his deployment zone. to activate for their side in Turn 1.
They must spend at least 1 Action
moving toward their side of the table.
They may not attack or be attacked
during Turn 1. Prisoners may recover
their equipment by reaching the
outside edge of the neutral zone on
their own side. Until then they have no
weapons, armor, or equipment.
Neutral Zone –
Set up a 12”x12” area in the center of Nerve –
the table as an open area, relatively It is not easy to hold back taking
free of terrain. But place one specific potshots at the enemy while their
landmark in the area. This is the guard is down. After both prisoners
designated meeting place agreed upon have taken their activation each
for parlays & prisoner exchanges. player rolls D10 & adds their Big
Dog’s Legend value. Whoever scores
lowest breaks first & at least one of
.65
Blood and Rust - Scenarios
their party must either shoot or sprint
towards the nearest enemy unless it’s
an unoccupied vehicle.

Winning:
The party with the most victory points after turn 8 wins. The winner gets an extra
2D10 junk.

Victory Conditions Victory


Points
Per enemy Model taken OLL +1
Per enemy vehicle wrecked +3
Saving your prisoner (getting it +6
off the table)
Killing the enemy prisoner (at -5
any time)
Losing your nerve -2

66
Blood and Rust – Weapons

Chapter 8 Weapons of the Wastes


It’s hard to be the best killers, looters, raiders, etc. possible without some kind of
weapons. Sure a good solid fist to the jaw or a boot to the groin works, but it’s not
that intimidating. Plus, what if the other guy has a better boot or is faster at
throwing punches?
silent, has good range, & the ammo is
Ranged Weapons just about as easy to make as bolts.
Truly the great relics of the bygone
days. Most of them fell into disrepair a Pistols are
long time ago as the parts wore out pretty easy to
and the machines to make them broke build &
down. But, simple single-shot weapons maintain once
are not that hard to build if one has a you get the
skilled black thumb around & good hang of it. The
tools. ammo, however, is not quite so easy. If
the black powder can be bought or
The most made then the old method of a piece of
common flint & a chunk of metal can make a
hunting & usable single shot pistol.
settlement
defense weapon More common
in the wastes, than the pistol
for range that is. It’s pretty simple to simply because
build, easy to maintain, & bolts can a shotgun shell
be built out of almost anything: scrap can be made
metal, wood, bones. pretty easily &
loaded with pretty much anything.
The ubiquitous Adding more barrels allows more
bow is almost shots to be fired before needing to
as old as man. reload. Also adds weight & size to the
It’s still one weapon. A shotgun can fire all of its
of the easiest barrels at once, creating a massive
weapons to cloud of fire, smoke, & flying
build & even easier to use. Not use shrapnel. However, this is difficult to
well, but just use. It’s completely control where all the rounds go & is

.67
Blood and Rust - Weapons
only practical for large groups of snap-fire. This is the only true
enemies. It also puts a strain on the Achilles’ heel of the lead flinger. Once
cobbled-together weapon. you’re in close to them their weapon is
Unloading: a model can use all of its too cumbersome to be useful.
actions to fire all of the barrels Complicated: this rule only applies to
simultaneously Longshot rifles purchased on their
at the same own. Ordinarily they are built and
target or maintained by the Leadflinger they
different come with so Longshots purchased as
targets within part of a Leadflinger’s profile are
3” of each immune to this rule.
other. Roll
each shot
individually. All but unheard
Each shot jams of being carried
on +1 that is by hand. The
cumulative, so rare few that
the 4th shot will are out there
jam on a 1-5. are the things of legends &
Additionally, nightmares.
any jams rolled
like this break Super Rare: maximum of one per party.
the shotgun.
Used by the
Range
Dam

Cost
RoF

Weapon Name
Always built leapers to
by hand by Boomsticks - 2 1 20 attack
the lead Special Rules: Spread 3", vehicles to
flinger who impact, burns!, single use soften up the
owns it, this armor before
weapon is a boarding.
thing of These thrown weapons are basically
beauty & death. Extremely accurate just short spears with small explosive
but so heavy & long it’s impossible to tips.

68
Blood and Rust – Weapons
Melee Weapons
The most common weapons used in the wastes are the ones that are up close and
personal. They’re usually cheap, can be built out of anything, & it’s not hard to
find something laying around that can be used to hack, bash, or slice someone up
with.
Reach
Dam

Cost

Weapon Name

Masher Club 2 1" 3


A very large club, often made from rebar or various bolts &
Special Rules: Heavy metal.
Reach
Dam

Cost

Weapon Name
A big stick, a prybar, or a wrench. Basically anything you
Club 1 - 2 can use to bash a head in.
Special Rules: Heavy
Reach

A large bladed weapon. Kind of like an old timey battleaxe.


Dam

Cost

Weapon Name

Cleaver 1 - 5
Special Rules: Sharp

A small blade, made from a random chunk of metal ground to a


Reach
Dam

Cost

Weapon Name point. Used to slash or stab.


Thrown: a shiv may be thrown using the throwing weapons
Shiv 1 - 1
Special Rules: Quick
rules. However, if thrown they are subject to the limited use
rule equal to the amount of shivs the model has.
Reach
Dam

Cost

Weapon Name Chainsaws are old, tired, cranky, & temperamental. They are
Chainsaw 3 - 10 still very frightening to see coming at you in the hands of
Special Rules: Slow, someone with murder in their eyes.
unwieldy, sharp

.69
Blood and Rust - Weapons

Reach
Dam A big ball or chunk of concrete on a chain. Only usually able
Cost
Weapon Name
to be carried and swung by some of the biggest, & strongest.
Flail 3 3" 5
Special Rules: Slow,
Heavy
Reach
Dam

Cost

Weapon Name
A homemade large blade, likely blunt or unrefined but not
Chopper 2 - 2
quite sharp enough to be a real sword or a cleaver.
Special Rules: none
Reach
Dam

Cost

Weapon Name A long stick or a shovel. Not the best weapon but swings well
Staff 1 2" 1
at a distance.
Special Rules: none

A strange weapon, resembling the old pole saws. It requires


Reach
Dam

Cost

Weapon Name
good strength to wield but it is still probably the most
Chainspear 3 2" 15 horrifying thing you can see.
Special Rules: Slow,
unwieldy, sharp

70
Blood and Rust – Weapons
Armor
While not the advanced things that were seen in the beforetime, armor still is used
to try to protect oneself from damage.

Heavily layered clothing or just heavily padded cloth. It’s not


Cost
MR
RR

Armor Type the greatest protection, but it can still absorb some of the
Cloth 1 0 2 impact from a hit.
Special Rules: none

Tanned leather or a leather jacket with some reinforcement.


Cost
MR
RR

Armor Type
It’s excellent for a combination of lightweight & protection.
Leather 1 1 3
Special Rules: Immune to
sharp

Cobbled together from street signs, hubcaps, anything you can


Cost

think of. Ultimately its job is merely to protect against the


MR
RR

Armor Type
heavier hits.
Scrap 2 1 5
Special Rules:

A shield made from wood, a street sign, you name it. So long as
Cost
MR
RR

Armor Type
it can block & be used to shove.
Shield 1 1 5
Special Rules: +1 to M
when shoving

A much heavier shield, made of heavier metal and junk. Able to


Cost
MR
RR

Armor Type
be carried by stronger & bigger guys.
Junk Shield 2 1 8
Special Rules: +2 to M
when shoving, Immune to
Heavy

.71
Blood and Rust – Special Rules

Chapter 9 Special Rules


vehicles (see Vehicle Rules – Stealing
Enemy Vehicles).
4WD – this vehicle is built to go off the
beaten path. As such it never suffers Brawler – this model grants a +1 AG to
traction loss for loose footing. However, on target when attacking unarmed. However,
asphalt its maximum speed is reduced by 1” it applies 1 Dam bypassing any armor.
in each speed band.
Burns! – Any flame weapons
Airborne – this vehicle actually flies, for automatically do 1 damage beyond armor
the most part. It can move over any terrain even if all damage is blocked by armor or is
that is not higher than 12” tall & never has successfully dodged or parried.
to roll to deal with any loose footing or
Complicated – requires a model with Black
difficult terrain types unless it’s crawling,
Thumb special rule.
in which case it is on the ground & acts
like a normal vehicle. Drive – model ignores all Difficulty
modifiers when taking Drive actions.
Aim – May take aim actions with this
weapon. Fast – the vehicle gains +D6” on each
speed band, rolled when declaring speed
Aim (mandatory) – weapon MUST take aim
band.
actions or it may not be fired.
Feral – this model may never be a driver or
Ammo hungry – rolls an extra D6 when
gunner and may never have armor, weapons,
firing, on a roll of 1 the weapon is out of
or equipment. Additionally, it can never
ammo which means it cannot be used again
gain any skills or level up. However, it also
this game, much like being broken, but it
never needs spend an action to get up from
does not require any extra upkeep to repair.
Prone.
This means these weapons can indeed jam &
run out of ammo in the same turn. Firearm – automatically knocks the target
Prone even if Dodge is successful.
Berserker – this model automatically gains
an attack or a charge action for free if it Fuel-Efficient - -1 to upkeep costs
successfully causes unparried damage on
Group - A group activates as a single
another model in melee.
entity rather than several different models,
Black thumb – this model allows 0-1 this includes when driving &/or manning
complicated weapons or equipment in the weapons on vehicles. All models do not
party or on a vehicle. Additionally, a model have to do the same thing.
with Black Thumb may ignore the upkeep
Gunner – ignores all shooting penalties
cost to repair a broken weapon between
when firing from/at a moving vehicle but not
games –OR- may repair an exploded vehicle
for Called Shots.
for half cost vs having to simply buy a new
one. May also attempt to steal enemy

72
Blood and Rust – Special Rules
Heavy – knocks target prone even if parried A model must place a Loot into a vehicle in
successfully. order to successfully capture it. It does so
simply by moving into base contact with the
Immune to …. – ignores whatever special
vehicle and need not spend an Action to do
rule is mentioned
so. Note that single seaters such as bikes
Impact – ignores armor on vehicles and gyrocopters may not carry loot unless
they have a rumble seat or side car. A Loot
Irresistible – ignores armor of defender in
takes up a single seat on a vehicle.
melee
Loot can be stolen from a vehicle with no
Kamikaze – ignores any difficulty modifiers one a board by moving into base contact
when leaping between vehicles. with it and spending ac Action.
Legend – the most powerful or most difficult Lumbering – cannot exceed cruising speed
models to hurt have Legend points. These band unless equips dual engines.
can be used for the following: whenever the
Observant – as The Nose Knows
model would go OLL to negate all the
damage suffered in that situation, to re-roll Open Highway – The post-apocalyptic
any skill test (the new results must be highway is a dangerous place covered in
abided by), to re-roll any variable roll such rocks, debris, wrecks, and who knows what
fast, or the damage of a junk flinger. Note from centuries of disrepair and conflict.
that ordinarily a re-roll cannot be re- Divide the table as shown in the diagram
rolled. Legend points are the exception to above into 6”
this. You may choose to re-roll as many wide sections &
times as you have Legend points. However, number them 1-
they are one use each per game. You don’t 8. At the start
get any more until the next game arrives, so of each turn
use them wisely. roll D8 & D10
three times.
Light Frame – may only take light armor on
Consult the
all locations
following chart
Loot – A model can interact with a Loot and place the
token by spending an Action to pick it up. indicated item
Once in possession of it the model may move in the section
normally. However, the model may not rolled.
shoot, dodge, parry, or fight in a melee while
D10 Result
carrying it. If it declares any of these it
will drop the Loot and will have to spend an 1-5 Rough Terrain
Action to pick it up again. A model may 6-10 Impassable (vehicle wreck,
only ever carry a single Loot at one time. rock spires, etc.)
Oh, and yes, this does make any model(s)
carrying Loots sitting ducks. That’s not
our problem, now is it?
.73
Blood and Rust – Special Rules
At the end of each turn move every terrain Saw Bones – the character can heal other
piece, footslogger, and vehicles that moved models. When in base to base with a model
at less than Wide Open 12” towards edge B. that is OLL make a Difficulty 10 test to
heal a single Resiliency.
Overload – can take armor in excess of half
chassis points. Sharp – ignores a point of armor
Platform – can carry additional passengers Shaman – has the special rule Wasteland
as riders equal to 1/3 of the vehicle’s CP Magicks as well as the Saw Bones special
rating (rounding up), these are exposed & rule. He may not wear any form of armor,
may act independently of vehicle and be however. He may also grant feralmen the
targeted independently as well. ability to gain XP. However, if the shaman
is ever killed, any feralmen in the party will
Precision Focus – the driver gets an extra
run away into the wastes & new ones will
Action
need to be found. Wasteland Magicks may
Prone – model uses the “prone” silhouette only be learned as a skill by a Big Dog or
when targeting and being targeted. Wasteland Legend.
Additionally, the model moves at 1/2 Sp,
Single Use - the number following a thrown
cannot charge, & is -1 M & AG.
weapon in the character profile is how
Pull – the weapon may be used to pull a many uses the weapon has. E.g. boomsticks
part off a vehicle or even yank someone off (2). These do replenish between games.
it. Must be a called shot (see shooting,
Smarts – Gains Precision Focus. May also
aiming) & the weapon may not be used next
attempt to steal enemy vehicles (see
turn as it is cleared. The component can be
Vehicle Rules – Stealing Enemy Vehicles).
removed if the Difficulty score is beaten by
half again (so D10 would need a 15 total). Spread (X”) – the weapon rolls to hit once
The component is destroyed on the vehicle each time fired. If successful the target
or the model is removed from the vehicle & and any models within X” must dodge or be
suffers damage from the weapon & from hit by it. Additionally, weapons with spread
falling off the vehicle. do not knock targets prone unless they are
within half range.
Quick – this weapon causes a -1 AG
modifier against Parry rolls. Survivor – the model is a natural survivor
and has been through it! As such,
Reactive – this weapon can be used in
whenever it would go OLL, once per game, it
response to another model or vehicle moving
may return to the land of the living with a
into its range. This forgoes the shooter (or
single Res restored.
driver in the case of burners) first action
this turn or next. The Nose Knows – Doggy-Di’s are very
effective at locating hidden loot, booby
Reload (X) – the weapon must be reloaded
traps, and mines. Whenever testing to avoid
after X amount of shots which requires an
a mine add +1 to the D score of the model
Action.
operating the vehicle if there is a Doggy-Di
74
Blood and Rust – Special Rules
on board. Additionally, when rolling to find with the number rolled by both players.
loot or booby traps the Difficulty is -1. When to do this will usually be scenario
specific
Unwieldy – the weapon grants a +1 to the
targets AG score. Willful – this character is very dominant
and domineering. As such, it is very good at
Variable Game Length – Each player rolls
getting others to do as they’re told. It may
D10 & compares the result. The highest roll
grant a single re-roll once per turn to any
is how many turns are remaining. In the
model within 6” attempting any skill tests.
event of a tie if the result is 10 or less, add
them together. If more than 10 simply go

.75
Blood and Rust – Wasteland Hoodoo

Chapter 10 Wasteland Hoodoo


It’s a strange place out there, the big of the wind and the lightning, even dry
emptiness is enough to drive some men dusters and the black storms
stark raving mad. While others… oh themselves. Truly they are a force to
they go mad as well, but in a much be reckoned with.
different way. They begin to commune
But. Not all who have these uncanny
with the lizards and the rocks. They
abilities are shamans. No… some
speak to the wind and it listens. They ordinary folk wind up one day finding
learn to read a man… down into his
out they can call the wind or they
very soul… his beginning… his
can tell someone when they’re gonna
journey… his end.
die. This can even happen when a
They are the shamans of the wastes.
fella’s been spending too much time
Most are nomads or hermits, shedding blood and his brain is
wandering from place to place plying
parched and dried out from bloodlust.
their skills as herbalists and fortune
These undisciplined wielders of the
tellers. However, some become tribal hoodoo are by and large the most
leaders due to their abilities. When
dangerous because they don’t know
this happens they are able to shape what they’re doing. They just do it.
the land to their whim using the power

Wasteland Magicks
When a shaman character is first hired roll once on the following table to
determine what magick they know. For each additional magick learned, increase
the shaman’s hiring cost by 1/4 (rounding up).
Roll Magick
1-2 Fortune Teller – one model per turn (including self) within 4” can reroll all failed
ranged attacks or dodge rolls
3 Witcher – Loot is worth and extra D6 junk but if a 1 is rolled it’s worthless
4 Wind walker – may act as if it had the Airborne special rule
5 Whisperer in the Dark – any of this model’s weapons gain the Sharp rule,
additionally, the model gains the Berserker rule. The model may no longer use ranged
weaponry
6 Storm caller – may roll at the start of every turn Difficulty of 10 adding its AG
value. On a 10 the owning player chooses the weather for the rest of the game.
76
Blood and Rust – Between Games

Chapter 11 Between Games


Phase 1 – After-action report.
Roll D10 for every model that went OLL & consult the appropriate chart.
Big Dog
D10 Result
1 Dead – if any Legend Points
remain may re-roll this
2 Hatred - +1 M against the party
that put him OLL
3 Scars – treat as fully
recovered +1XP
4 Shattered Femur: -1 Sp
5 Fractured Radius: -1 M
6 Broken Clavicle: -1 D
7 Grizzled: +1 Res
8-10 Full Recovery

Grunt
D10 Result
1-3 Dead
4-5 Broken Clavicle: -1 RS & D
6-7 Shattered Femur: -1 Sp & Ag
8-9 Fractured Radius: -1 M
10 Full Recovery

Skilled
D10 Result
1-2 Dead
3-4 Broken Clavicle: -1 RS or D
5-6 Shattered Femur: -1 Sp or Ag
7-8 Grizzled: +1 Res
9-10 Full Recovery

.77
Blood and Rust – Between Games

Gain XP.
All models gain XP as Big Dogs and Wasteland Legends gain
follows the above plus the following:
Survived +1 Big Dogs and Wasteland
Winning Side +1 Legends
Per Model Taken +1 Winning +1
OLL Using a Legend +1
Loading a Loot +1 Point to Survive
Death

Phase 2 – Scrounge
A party may choose to send any models to scrounge except the Big Dogs &
Wasteland Legends. They each roll D10 & gain that much junk. However, on a
roll of a 1 they are ambushed & killed for what they have. This can be ignored
simply by sending them in pairs. However, if you elect to do so they gain D10 & D6
junk & any 1s rolled simply count as 1s.

Phase 3 – Pay Upkeep


All vehicles require fuel & repairs. People have to eat, weapons need repairs.
Between games pay the following upkeep:

Per Vehicle 2
Per ranged weapon (footslogger or 1
vehicle)
Broken weapons 1
Per Grunt (not feralmen) 1
Per Skilled 1
Per Big Dog 2
Per Wasteland Legend 2

Falling on Hard Times


A party that doesn’t have enough Junk to trade for food (pay total upkeep) will
behave a certain way dependent upon their disposition (see Forming a Party –
Step 3 Choose Disposition).

78
Blood and Rust – Between Games

Phase 4 – Make Repairs


A vehicle can be restored to full condition for 5 junk each. Remember that a
vehicle that doesn’t have any CP used may not add any weapons or equipment or
upgrade its engine until all the CP are restored. A damaged vehicle may be used in
the next game if the owner chooses.

Quirks
Any vehicle that is used for a period of time will start to develop its own
personality. Each game that a vehicle suffers CP loss of up to 1/4 starting CP roll
on the following table for each vehicle that was used in the game. If it sustained
1/2 CP loss or more then roll twice.

D10 Quirk
1 Annoying squeak: all D tests are +1 Difficulty
2 Pulls: the vehicle pulls to one direction (roll now 1-3
Left, 4-6 Right)
3 Loose steering: the vehicle turns 90 degrees to the (roll
now: 1-3 Left, 4-6 Right)
4 Sluggish acceleration: -1 to top speed in each band
5 Backfires: +1 Difficulty to any Drive tests on the turn
the vehicle goes to a higher speed band
6-9 Just fine
10 Huh… that’s odd: remove a single existing quirk. It
just fixed itself. It’s best not to ask questions.

.79
Blood and Rust – Between Games
Phase 5 – Grow the Party
New models may be hired at the listed cost. New vehicles may be built by trading
the CP value of the chassis in junk. Should a player wish to purchase new
weapons they may do so by paying the cost shown in the weapons section & giving
it to whatever model they choose. A model may only ever carry up to: 1 ranged
weapon, 1 melee weapon, and 1 shiv. A second shiv counts as a melee weapon. Up
to 2 thrown weapons count as a single ranged weapon.

Phase 6 – Resting & Healing


Restore all models to their full Res.

Phase 7 – Spend Accrued XP


A model banks any XP earned every game. It can spend this between games on the
following:

Grunts (except for Feralmen) Skilled (except Doggy-Di’s)


Advance XP Cost Advance XP Cost
+1 Sp 2 +1 Sp 2
+1 D 5 +1 D 5
+1 M 3 +1 M 2
+1 RS 10 +1 RS 8
+1 AG 3 +1 AG 3
Choose a Skill 20 +1 Res 10
Grunts that gain skills become classified as a Choose a Skill 25
Skilled instead.

Big Dogs & Wasteland Legends


Advance XP Cost
+1 Sp 1
+1 D 4
+1 M 2
+1 RS 5
+1 AG 2
+1 RS 15
+1 Legend Point 20
Choose a Skill 30

80
Blood and Rust – Templates

Footslogger Silhouette Strike Zone lightning template 3” wide

1” wide 1.5” tall

Feralmen/Doggy-Di Silhouette

1” wide 1” tall

Prone silhouette

1” wide .5” tall

Dry Duster Template 3” wide

.81
Blood and Rust – Rosters

82
Blood and Rust - Rosters

.83
Blood and Rust - Attributions

Attributions:
The following miniatures companies’ figures were used in the photographs shown in
Blood and Rust: Reaper, Warlord, Bad Roll, Greenbrier, Word Forge Games,
Wargames Factory (under license to Warlord) and are used with permission. I
neither claim ownership nor creation of the designs used, however, the models
were built and customized FOR Blood and Rust specifically and none are stock.
The vehicles used come from various places including Jada, Ki smart, Revell,
DinkyToy, and Mattel Hot Wheels. They are used without permission and no
challenge is meant nor presented to their intellectual property. Any automobile
manufacturers’ logos shown on the models themselves are purely aesthetic and no
challenge to their ownership is presented. Any similarities to persons living, dead,
or other works of fiction are purely coincidence and artistic license.

Inspiration:
The following works inspired Blood and Rust and deserve a nod of respect but this
is in no way a copy or license of said properties: Mad Max (Mad Max, The Road
Warrior, Beyond Thunderdome, Mad Max videogame, Mad Max: Fury Road), The
Stand (Stephen King), Fallout (Fallout, Fallout 2, Fallout Tactics, Brotherhood
of Steel, Fallout 3, New Vegas, Fallout 4), Borderlands, Rage, The Running Man,
A Boy and His Dog, Wheels of Fire, This is Not a Test (World’s End Publishing),
Devils’ Run Route 666 (Word Forge Games), Necromunda: Battles in the Ash
Wastes (Games Workshop), Gorkamorka (Games Workshop).

Credit Where Credit is Due:


These people helped me along the way either directly or indirectly and I wish to
thank them for their input, feedback, advice, and assistance.
Joseph McGuire (World’s End Publishing), Ash Barker (Guerilla Miniatures
Games), Mark Rapson (Word Forge Games), Grover Shipman, Ywan ManYver.

Alpha Team:
These people helped me forge the Alpha and build it into a workable Beta. They
include playtesters and idea men (people?).
Katlyn Dibrell (my second in command, lead playtester, lovely assistant,
supporting wife, and CFO)

84
Blood and Rust - Attributions

Andy Farrell, Justin Vasquez, Stuart (StuBob) Hitchinson, Thomas Ryan, Kanan
Nallainathan, Brian Allen.

Beta Team:
Your name could be here!

.85
Blood and Rust – Tokens

As we plan to contract with Litko to produce


tokens for Blood and Rust we have included here
printable versions of the custom tokens we will be
ordering. You will likely need 1 page per player or
more, depending on the choices made when forming parties.
OUT LIKE A LIGHT (OLL)

INJURIES
1 3

AIM

OUT OF CONTROL

86

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