Blood and Rust Beta Rulebook
Blood and Rust Beta Rulebook
Blood and Rust Beta Rulebook
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
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
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
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
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
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).
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.
24
Blood and Rust – Vehicle Rules
Car-nage! Vehicle on Vehicle Combat
.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
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
.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
AG
SP
RS
M
D
R
AG
SP
RS
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
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
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
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
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
.37
Blood and Rust –Vehicle Design Rules
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.
.43
Blood and Rust – Vehicle Design Rules
Step 4 – Equipment
Each vehicle can purchase equipment up to its remaining CP after choosing its
engine(s).
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
Junk Cost
Junk Cost
Range
Range
Range
Dam
Dam
Dam
Weapon Name Weapon Name Weapon Name
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.
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.
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
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.
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:
.51
Blood and Rust - Scenarios
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.
52
Blood and Rust – Scenarios
.53
Blood and Rust - Scenarios
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
.55
Blood and Rust - Scenarios
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.
56
Blood and Rust – Scenarios
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
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.
60
Blood and Rust – Scenarios
.61
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.
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.
.63
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.
64
Blood and Rust – Scenarios
Winning:
The party with the most victory points after turn 8 wins. The winner gets an extra
2D10 junk.
66
Blood and Rust – Weapons
.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
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
Cost
Weapon Name
Cleaver 1 - 5
Special Rules: Sharp
Cost
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
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.
Armor Type the greatest protection, but it can still absorb some of the
Cloth 1 0 2 impact from a hit.
Special Rules: none
Armor Type
It’s excellent for a combination of lightweight & protection.
Leather 1 1 3
Special Rules: Immune to
sharp
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
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
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
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
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.
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
78
Blood and Rust – Between Games
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.
80
Blood and Rust – Templates
Feralmen/Doggy-Di Silhouette
1” wide 1” tall
Prone silhouette
.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).
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
INJURIES
1 3
AIM
OUT OF CONTROL
86