Golgo Island
Golgo Island
Golgo Island
A game by
Sylvain Boudeele
WarEngine rules by
Aaron Overton
Art directors
Sylvain Boudeele - Matthieu Despeisse - Simon Harby - Xavier Mataillet
Frédéric Morard - Denis Roussel
Art by
John Bell a.k.a. “Jakar Nilson”
Tony Yates
Xavier Mataillet
Miniature design by
Sylvain Boudeele
Special thanks
Tony Barr & East Riding Miniatures
Spikehead, Paul V2 & Dags
Sébastien Voinot
Sébastien, Igor and François from the SFJ Club
Frothers
The Miniatures Page
Hasslefree Miniatures
Golgo Island 2
TABLE OF CONTENTS
5) Scenarios p23
Sspecial rules, p23 Ready Made Scenarios, p25 Run Away, p30
Objective, p23 The Quest, p25 Golgo Arena, p31
Hidden objective, p23 The Loot, p26
Guardian, p23 I Love That Guy, p27 The Recipe For A Good
Random events, p24 Dominate, p28 Scenario, p32
Totem Peeing, p29
8) Tweaks p57
Personal Tweaks, p57 Summoned, p58 Dodge, p59
Flaws, p57 Trigger Happy, p58 Eagle Eye, p59
Blood Rage, p57 Unwieldy, p58 Easily Controlled, p59
Coup Counter, p57 Very Unwieldy, p58 Fickle Finger Of Fate, p59
Glory Hound, p57 Vindictive, p58 Flame Retardant, p59
Guiltridden, p57 Edges, p59 Flight, p59
Hard Luck, p57 Ballsy, p59 Force Leader, p59
Kamikaze, p57 Bushwhacker, p59 Frenzied, p59
Never Do Well, p57 Butthole Sergeant, p59 Frother Command, p59
Obvious, p58 Charmed, p59 Hyperactive Metabolism ,p59
Stupid, p58 Cybernetic, p59 Infiltration, p59
3 Golgo Island
Inspiring Example, p60 One Shot, p61 List Of Powers, p64
Lightning Reflexes, p60 Slow Attack, p61 Necromancy, p64
Lucky Bastard, p60 Slow Reload, p61 Adrenal Overload, p64
Lurker, p60 Time Delay, p61 Chittering Hordes, p64
Regeneration, p60 Volatile, p61 Control, p64
Scrounger, p60 Edges, p62 Guide Attack, p64
Shapechanger, p60 Entangling, p62 Illuminate Enemy, p64
Sharpshooter, p60 High Explosive, p62 Illusionary Swarm, p64
Slippery, p60 Highly Accurate, p62 Instil Overwhelming Greed, p64
Sniper, p60 Ignores Cover, p62 Invigorate, p64
Sole Survivor, p60 Immolation Long, p62 Invisibility, p64
Stealthy, p60 Mental Attack, p62 Mob Mentality, p64
Terrifying, p60 Multiprofile, p62 Protection, p65
Tough, p60 Parry Weapon, p62 Psychic Shield, p65
Tracker, p60 Piercing Attack, p62 See The Future, p65
Poisoned, p62 Shield Of God, p65
Weapon Tweaks, p61 Sniper Scope, p63 Shove, p65
Flaws, p61 Thermal Scope, p63 Supernatural Charisma, p65
Cybernetic Only, p61 Transferable, p63 Summoning, p65
Fragile, p61 Very Long, p63 Teleport, p65
Heavy Recoil, p61 Televangelism, p65
Move Or Fire, p61
Golgo Island 4
g
There is a place that haunts the dreams of explorers the world over. Like a fever it
burns into their minds and twists their souls. They dream of an island. An island of
mythical beauty, of danger, of fortune.
Golgo! Where the harsh dry deserts of the Vornoon Camel Warriors border the darkest
j ungles of the twin hoofed Pygmies of the hammer headed Dwarf god, Torvik.
Golgo! Named after the huge volcano that looks down upon all from the centre of the
island and belches fire and destruction upon the unworthy and unwashed!
Every disreputable bar and tavern, from the King s Head to the Queen s Fist, has its
share of stories of those who sought fame and fortune upon Golgo.
Unfortunately, most of these stories tend to have an unhappy ending involving the
hideous slaughter of all who were involved. In fact for horrible slaughter, you would
be hard pressed to choose a better place to visit.
Much of this unspeakable violence emanates from the island s various cults. One of the
most unpleasant of these is a delightful collection of savages and lunatic outcasts who
worship the volcano itself. Seeing modern man as a blight upon their primitive utopia,
they have dedicated themselves to slaughtering him wherever he may be found. Only
through this process of complete blood- soaked carnage may the original balance of the
island be restored and nature reign supreme. Golgo be praised!
Of course, not everyone on the island is a clinically insane volcano worshipping
psychopath. Others are quite normal and worship bananas. It is said during the seventh
age of Pestilence, the gods took pity upon the people of Golgo and bestowed upon them a
wondrous tree whose strange yellow fruit would cure famine and make them strong. Since
this day, the banana has been revered as a sacred fruit. It is a foolish man indeed who
mocks these beliefs and those who desecrate the holy monuments soon find themselves
victims of the ritual of the Banana Split, perhaps the most feared and disgusting of
all forms of sacrifice.
Golgo Island is not for the limp of wrist or faint of heart. Only the very brave ( or
very stupid) need apply.
Those that do, however, will be rewarded beyond their wildest dreams.
For example, what explorer could resist the chance of investigating the Caves of
Woobiemanta, where legend maintains that seven golden monkeys guard the temple of the
Diamond Rhino God, whose statue bestows great wealth and happiness upon all who gaze
upon his horn.
Then there are the lost tombs of the Obscenely Rotund Monks. Buried deep in the j ungle
amidst the only specimens of the three- headed Purple Pixie plant left in existence
( worth a fortune in botanical circles alone) , the tombs are carved entirely from j ade.
It is said that a sacred cooking pot hidden within has the power to cure famine and
that the secret wine vault hoards a beverage that restores youth and cures all illnes s.
5 Golgo Island
Reputed to give a terrible skull crushing hangover, though. A small price to pay, no
doubt.
Some sights are worth a thousand sticky deaths. One of them must surely be the Ghost
Dragons of Ixthrola. They are only seen during a crescent moon when Mars is in
alignment with the seventh point of Saturn and the wind is blowing from the East. These
mysterious beasts ride across the sky like animated clouds breathing multi - coloured
fire. They appear to have no solid substance to them, merely wisps of light and fury.
Their appearance is said to herald great fortune…or hideous disaster.
Mention must also be made of the Lake of the Bronze Turtles. Some claim the turtles to
be elementals created by the Forge Gods who once lived inside the Great Golgo itself
during the Age of Fire. Others say they are of mechanical origin, having been
manufactured by a rogue scientist who crashed onto the Island in an iron airship.
Whatever the truth is, they are truly magnificent to behold. Singing, dancing,
swimming, all for the benefit of onlookers. It is worth remembering, however, never to
offer them bananas. Not one morsel. For although the banana is worshipped upon the
Island by some, the Bronze Turtles despise them with an insane fury that defies belief.
Those that would be so foolish, disappear without any trace, save for an empty banana
skin.
For those wishing to find a piece of modern civilisation and a little whiff of home,
there is always Golgoville. Golgoville is a charming harbour town run by the vilest
criminal scum that ever slouched ashore.
It is here that crime lords like Bronto The Buffalo Benson compete with such gangsters
as the Scottish- Jamaican pimpster, Goldtooth McSmiley, in a savage game of untold
wealth and unspeakable violence.
Attracted to this situation like maggots to a festering wound are lowlife of every
description: the drunken sailors of the wrecked SS Hellfire, the petty pickpockets of
Green Fish Street and the strange hooded cultists of the Great Schmoogloo who lurk at
every corner, stroking their sacrificial knives, all waiting for the chance of some
easy prey.
But Golgoville is not without its appeal: business is booming. It is perhaps not much
of a surprise, however, to learn that the most profitable business is prostitution.
For this reason, female visitors are advised to be heavily armed lest their fate be the
same as the Sunnysands Beach Volleyball Team who unwisely ventured there several months
ago and are currently missing presumed servicing fat, sweaty, gun toting maniacs.
Shot off kneecaps and bullet- ridden corpses are an occupational hazard for businessmen
specialising in this field since competition is high. A similar problem awaits those
wishing to profit from the sale of drugs manufactured locally from the highly toxic
Reaper s Hood mushrooms and the exotic Blue Poppy.
In return, this situation helps another group of local businessmen. Businessmen such as
Blind Oscar the gunsmith. Never without customers is Blind Oscar and his store behind
the salami warehouse in Ferret Alley is always busy.
For all those reasons, it is said that all who visit Golgo Island never want to leave.
It must be noted, though, that many never have the choice…
May the Benevolent Banana look kindly upon you and smite ye not!
From The Incredible Travel Memories Of A Short-Fingered Clergyman – A Guided Tour To Golgo Island
By Reverend Nice (unpublished)
Golgo Island 6
Golgo Island is a place of mystery and riches, of dangers and plots, of adventure and romance. From
all over the vast world surrounding it and beyond, adventurers of all kinds flock to fulfil astounding
missions or undertake unbelievable quests, facing unsuspected opponents – human, animal, plant,
mutant, extra-terrestrial… Or other!
Golgo Island is a fast-paced game focusing on rendering simply the heroic feats achieved by
Pulp/Mulp or B-movie heroes against hordes of helpless villains in the tradition of comic books,
Hollywood movies (and their cheaper avatars), or Pulp novels.
It is aimed at encompassing all kinds of over-the-top action, conveniently set in the loose time and
space frame of a lost and unknown island on which all kind of physical, historical, or plainly logical
approximation will be forgiven to your deranged scenario writers under a golden excuse: “Oh well,
you know – it‟s Golgo Island”.
Wherever and whenever your heroes come from, they can therefore expect one thing from their stay on
Golgo Island: to live improbable adventures such as you have only seen in those B-movie timewasters
you watch late at night with a can of your favourite drink and a couple of good-humoured friends.
Glory is an option – it is just much more unlikely than a pathetic death.
A Golgo Island game is a fast and furious struggle between opposing factions firing countless rounds
and strange energy rays from unbelievable zapguns, complete with close combat fighters wielding
sacred nunchuks or using some long forgotten bare-handed techniques, and anonymous hordes of
helpless extras dressed up in the most pathetic costumes prepared to die by the dozen, never to be
remembered. It is you, bold and wise reader, who will determine the more or less admittedly perverse
tactics that will best guide your side to a glorious final and the top of the end titles.
Following the rules presented in this book, each player takes turns moving groups of their figures and
declaring their attacks. How far the figures can move, how strong their attacks are, and how likely they
are to survive other figures‟ attacks are determined beforehand by characteristics. Dice rolls made at
the time of attacks add an element of chance and luck making it possible for the lowliest henchman to
occasionally fell the greatest of heroes. Of course, the hero will almost certainly escape such
inauspicious destruction, but that‟s why there are other heroes to confront them, right?
Unlike other popular Pulp rule sets out there, Golgo Island uses a system of point value and offers
ready-made scenarios designed to offer equal winning opportunities to each player – the aim is to
allow those of you who want some quick action to just pick your figures, a scenario and play straight
away, without too much preparation or the need for an Umpire or Game Master.
This game was originally designed with 28mm figures in mind; a dedicated range of figures is
manufactured by East Riding Miniatures, but there are plenty of figure
manufacturers out there, so you should be able to put together any faction
you want without too much trouble. A note on versions
The contents of this book
Golgo Island uses The WarEngine, the universal game system by Aaron replace those of the 1st
Overton previously incarnated in Shock Force Second Edition or GWAR: version of Golgo Island
Rumble in Antarctica, published by DemonBlade Games, with some rule available from the
modifications; that system was designed to be easily adapted and tweaked, WarEngine wiki. The
WarEngine rules copied
so the material contained in this book should satisfy all your Pulp/Mulp here, and their differences
needs. And if it didn‟t you could still further the experience by checking with the online version are
the complete WarEngine rules available for free from the Dark Tortoise meant to be specific to the
Productions wiki. Golgo Island setting and
should not therefore be
considered as a new
With those basic explanations in mind, let‟s delve right into the rules and version of the core rules.
show you what you have to do to play Golgo Island!
7 Golgo Island
Like any game, there are a few things you have Leader
to do before you play. You each need to pick Some units have a Leader. To be a Leader, the
out figures to represent your force. You need to figure must have a Control Radius. Without a
lay out some scenery on a playing surface over Control Radius no other figure in the unit
which your forces will fight. Finally, you need would ever be close enough to be Controlled.
to place your forces in their starting positions. For a figure to be considered Controlled (more
With some 6-sided dice, a few markers and a on this in the Check Control section below)
tape measure at hand, you‟re ready to go. they must be within the Control Radius of a
leader. When a Character joins a unit of
Some Words We’ll Use Henchmen, the Character is assumed to take
the leadership of the unit provided his Control
Characters Radius is at least equal to the unit‟s original
Single figures that don‟t necessarily have to leader, if the unit had one.
stick close to other figures are called
characters. Thor Pasadenas the mighty Your Force
luchador, Ordurex the invulnerable evil That being said, how do you know what figures
mastermind, or cosmo-battleship commander you and your opponent control? You could just
Kirk “Danger” Hasslehöffner are good each pick out a few figures that you think are
examples of a character. Characters can move particularly cool, making sure you each have
independently of other figures without penalty. the same number, use a ready-made profile and
go with that. The first couple of times you play,
Henchmen you probably ought to do just that to get used to
Some figures have to stick together as groups the rules. Once you get the hang of it, though,
as they never do well on their own. Figures like you‟ll probably want to try some more refined
this will be referred to as Henchmen. (tactically, or aesthetically) combinations of
units, or even design your own. For that, we
Creatures have a point system and faction design rules.
Some figures do not belong to any of the
competing factions, and their actions will either Selecting Your Faction
serve or offset their plans – you may be Before game starts, you and your opponent
familiar with that kind of actors under the decide what scenario you are going to play, and
names of Non-Player Characters. All Creatures how many points each side is going to spend to
on the tabletop are considered a single unit. select their force. That is going to be in direct
Most of the time, Creatures will have the same relation with the number of units each player is
profiles and restrictions as henchmen, except going to include. Each player picks out figures,
they won‟t be affected by morale. adding up the point totals, until they have
reached the set number of points. A decent-
Unit sized conflict will have each player taking
A unit is the basic grouping in WarEngine. 210pts, but the game can be played at almost
Your force will usually be made up of several any size with anywhere from two to six players
units. Units can be a number of Henchmen that getting involved.
all move and attack at the same time, or a
Character operating singly. Sometimes, a Unit Composition
Character will join up with several Henchmen A unit is composed of either a single Character,
to help them attack or keep them from running or a number of Henchmen, for a total of Points
away. While the Character is leading the ranging from 60 to 80 – the norm being 70pts.
Henchmen, they are all considered a single So a unit could consist of a single Character
Unit. worth 70pts, or 3 Henchmen worth 23pts each.
Golgo Island 8
Profiles
Ballsy, trigger happy
Stedley Davidson
Mv 6’’ Nunchuks Machine gun Machine gun Machine gun Twist
Df 2k2 CC 2k2 24’’ 3k3 12’’ 2k2 12’’ 1k1 1k1
Mn 3k3 2x (Bu) 3x( Bu)
CR -
If you look at your figures‟ profiles, you‟ll see While the point total for the figure plus their
them presented as above. attacks is not listed, they are generally 70pts or
very close to that.
Mv: the figure‟s Movement, in inches.
Df: the figure‟s Defence statistic. An XkY XkY values
value. While most values, like those in inches are
Mn: the figure‟s mental attribute – their pretty straightforward, it may be worth
willpower and resolve. An XkY value. explaining now what the XkY values mean.
CR: the figure‟s control radius, in inches – its The „k‟ stands for „keep‟, X for the number of
ability to lead men in battle. 6-sided dice rolled, and Y for the number of
Personal Tweaks: next to the figure‟s name dice kept. So you roll the number of dice before
are listed the number of hero points (HP) the the „k‟, but keep only the number of dice after
figure has, as well as particular traits affecting the „k‟, usually the higher scores. In combat,
either their profile or their behaviour in action. you would oppose the attacker‟s AV roll to the
defender‟s Df roll. Sometimes you will test
Then come their attacks. under those values and see if you roll a
Under the weapon designation, you‟ll see two sufficient score to pass it; for example your
values: figures will need to score 10 or more to pass a
The attack’s range, in inches. If the attack has rout test and keep fighting instead of cowardly
no range, it is marked “CC” (close combat) running away.
The Attack’s Value (or AV), an XkY value. As a rule of thumb, Characters tend to keep at
Right under those will be listed the Area of least one dice more than Henchmen when they
Effect (if applicable), the Area of Effect Type perform actions.
(Bu for “Burst”, “Li” for “Linear”, “Ex” for
explosion), and the weapon tweaks if there are Faction Composition
any. A Faction is composed of the number of units
agreed upon beforehand, corresponding to a set
Generally, the first attack listed will be a close number of points. For example, you could
combat attack. All figures must have a close decide that you‟ll play a 210pt game, which
combat attack. Then come up to three more will correspond to 3 Units worth 70pts each –
attacks. Additional attacks are marked on a or one 70pt unit, one 60pt unit and one 80pt
black background, while “multiprofiles” (ie, a unit.
different profile to choose from and use There are some ready-made unit profiles
instead) will be marked in a grey background. available for you to pick from, but you may
Finally, the last attack listed is the compulsory also design your own; the Profile Creator
Twist – every character needs a Twist value, section will give you all the
while Henchmen units systematically have a guidelines for that.
free (ie, one that costs no point value) 1k1
Twist attack. You will learn more on how
Twists work in the appropriate section. So each
turn, the above character, Stedley Davidson,
can fight with his nunchuks, use his Twist, and
use one of the three Machine gun profiles
listed.
9 Golgo Island
Choosing a scenario forward, establishing good firing lines and
You now need to determine what will be the covering the advance of friendly figures whose
objectives, set up, and victory conditions of the close combat abilities will flush out the enemy.
game you‟re about to play. Proper use of cover is critical to the survival of
The most straightforward way to tell if you‟ve your force, so if you‟re not sure whether to add
won the game is that you‟ve destroyed all your one more building or clump of trees, go for it -
opponent‟s figures. This kind of “last-man- and be creative!
standing” game is quite common. Much more
satisfying, however, is to set up a scenario of Placing Your Force
some kind where victory is not dependent on Each player simply takes turns placing their
complete destruction of the opposing force. For units on the board.
example, possession of a particular piece of In a typical game, players take opposite sides,
scenery for two full turns, or destroying a or corners of the board, as their starting
determined amount of points/units, killing a location, but that will depend on the scenario
specific character, possessing a certain number played, what deployment conditions are
of table quarters, or picking/finding some specified, and how many players take part in it.
important objects laid on the board can make
for a fine scenario. The scenarios offered in the Placing Creatures
dedicated section specify victory conditions Golgo Island would not live up to its
that can inspire you to design your own, which welcoming reputation if it weren‟t for its
you are of course pretty much encouraged to do intriguing (and somewhat aggressive) fauna
and share with others. The scenario you pick and flora! Those Creatures can be anything
may have an influence on the way you set up from deranged mutant plants, hostile jungle
your game and place your figures, so keep it in critters, radioactive snowmen, yetis looking for
mind when you get things ready. love, frenzied zorgls, flesh-hungry zombies,
drug dealers, cannibal tribesmen in furry G-
strings, or slimy tentacled aliens.
Setting the Stage If such Creatures are involved in your scenario,
Wargames are different from board games in place them on the board as fairly as possible.
that there is no preset board on which you play, Typically, you should need 10 to 20 of those
although for simplicity‟s sake we‟ll call it a Creatures, depending on their nature and the
board anyway. Instead, the players take a scenario you chose.
convenient flat place like a kitchen table, the
floor, or whatever, and litter it with stuff to
represent the scenery where the figures are
fighting. You really need to use a space at least
three feet in both directions so there‟s room to
move your figures around. Bigger games will
of course be better with more space, but you
can consider a three feet by three feet large
enough for most games involving up to four
players
Veteran wargamers will have built model
buildings and have all manner of scenery
available, similar to that used by model railroad
enthusiasts, but typically with more flat places
so the figures have some place to stand. If
you‟re new to wargames, simply use your
imagination and do things like use books for
buildings and hills, toy cars, wadded up sheets
for glacial ice floes and that sort of thing. The
key to a good game is to have lots of scenery so
figures can hide behind stuff as they move
Golgo Island 10
It‟s time to get those dices rolling! This section take effect right away or are really nasty and
will cover all the mechanics of the game. affect their target more than once. For example,
Rocco Caliber might toss a time bomb into a
THE GAME TURN shack that won‟t explode on impact, but will
tick for a moment before setting off. Or
(SHORT VERSION) unfortunate Henchmen will experience the
One full turn in WarEngine/Golgo Island disastrous effects of radioactivity or poisoning.
consists of four steps, followed in this order: When something happens in the Conflict step
Initiative, Conflict, Follow Up, Rout. Both that has some such timed effect, you check the
players are involved in each step. By far the results during the Follow Up step.
most involved step is the actual Conflict step.
We‟ll go over the basics of each of these steps Rout
now so you understand what happens and Rout is a shorter way of saying running away.
when. Once you are familiar with the ideas In the Rout step, you check to see if any of
behind each of these steps (which may seem a your units are too scared and run off.
bit rigid at first sight), and what logic they
imply, you‟ll see how fast and
natural actions can actually be
resolved.
Initiative
This step is simply the step of
deciding who goes first. Each
player rolls a dice and the highest
roller gets to decide who goes
first. Sometimes, if all your
figures are right where you want
them to be, you might have
reason to make your opponent go
first. If that‟s what makes sense,
go for it.
Conflict
Conflict is the step when the
players take turns activating
units until both players have
activated each unit in their force
once. Activating a unit simply
means that you have the unit do
all the moving and fighting it
can do. As we said before, the
Conflict step has other steps in
it, but we‟ll come back to that
after we explain Follow Up and
Rout.
Follow Up
During the Conflict step,
sometimes things happen that either don‟t
11 Golgo Island
THE GAME TURN
(LONG VERSION)
Now, we‟ll cover the game turn in more detail
so that you can refer back to the previous
section to see exactly what happens when.
Initiative
To recap, initiative decides who goes first.
Each player rolls a die and the highest roll gets
to choose who goes first. In a game with more
than two players, the highest roll gets to decide
who goes and whether initiative then proceeds
clockwise or anticlockwise. This activation
order is kept for the entire turn until you get
back to the Initiative step on the next turn. As
with any roll to see who goes first, in the case
of a tie, simply roll again to resolve the tie.
Conflict
The Conflict is a big step. This is the step when
most of the game is played. It is broken into
several smaller phases that are handled
repeatedly, unit by unit, until every unit on the
board has had an activation. When it‟s your Remove Reserve
turn to activate a unit, you will first pick the As will be explained below, when a figure is
unit you are going to activate. This can be any done with their actions, they can put one of
unit on your side that hasn‟t already activated their unused attacks on reserve. This can be
this turn. shown on the board by placing a reserve
Remember that we defined a unit as either a marker next to the figure. In the Remove
number of Henchmen that start the game as a Reserve phase, any reserve markers that
single group, or a Character acting alone. There haven‟t been used, are removed.
is one other special case: when a Character In the very first turn of the game, unless
activates with a unit of henchmen as a single specified otherwise by the scenario, none of
unit. If you have a Character that hasn‟t your figures will have reserve markers on them,
activated, and a unit of Henchmen that hasn‟t but as you progress you will start to use them.
activated, and the leader of the Henchmen is Removing reserve markers is the first thing you
within the control radius of the Character, you do when you activate a unit. It means that any
can activate them together as a single unit. unused weapon attacks you reserved in the
They are then considered a single unit until the unit‟s last activation have been lost, and all
next time you want to activate the Character, weapons are now available for the unit‟s
the Henchmen, or the two of them together on current activation.
the next turn. If the unit has no leader left on Removing reserve markers is just a way of
the board, the character only needs to have any making sure that no figure can use the same
single figure in the unit within his control weapon attack more than once from one
radius. activation to the next. In other words, you can‟t
„save‟ an attack during this activation and use it
Once you‟ve picked the unit, you follow these in the next activation.
steps for the unit, all of which will be explained
in further detail below: Remove Reserve,
Check Control, Perform Actions, Check
Control, Deactivate.
Golgo Island 12
Check Control example, if your figure has 9” of movement
Some figures have a characteristic called and three attacks, you could move 2”, perform
Control Radius (CR). Henchmen don‟t an attack, move 4”, perform
usually have one unless the figure another attack, move 3”, roll
is a unit leader or you have their Twist, and reserve
figures that have a very the third attack. You
strict pecking order. need never use all
Although most Golgo your movement
Island Characters are or all of your
strong individuals attacks for a
acting alone, some figure.
have developed an Sometimes,
ability for the best thing
command, or their to do is
natural charisma simply to
works as such. Zorgls 2, 4 and 5 reserve an
Characters are within the attack and do
therefore Alpha Zorgl’s nothing else.
sometimes have a control radius –
they are controlled.
Control Radius; this Move
Zorgls 1 and 3 are
is a characteristic that out of it – they are To move a figure,
shows how far away uncontrolled. tell your opponent
another figure can be and where you are moving
still be controlled. During this and measure the distance
phase, you measure from the from where you are to where
leader to each other figure in the unit and you are going. You can move the
see if they are within the Control Radius of the figure a number of inches up to its Movement
leader. Figures that are not in the Control characteristic every turn. You may move
Radius are considered to be uncontrolled until several shorter distances, stopping to perform
the next time you check control. Uncontrolled other actions as desired as long as the total
figures aren‟t as good at what they normally do. movement per turn for the figure does not
To reflect this, any time you roll dice for an exceed the total movement allowed by it
uncontrolled figure, treat every six rolled as a Movement characteristic.
five. So, if an uncontrolled figure rolls three If you are moving your figure in several stages,
dice to attack an enemy figure and rolls a 6, a 4 it can be difficult to keep track of how much
and a 2, the roll is added up as 11 instead of 12. movement allowance you have used and how
This can make all the difference between much you have left. To make it easier, you
destroying your enemy or not! The diagram must consider any „part inches‟ moved on the
illustrates how you check this. table to count as a whole inch deducted from
Bear in mind that Characters are always the movement allowance. For example, let‟s
considered controlled, even if they have no CR. imagine we have a figure with a movement
allowance of 9”. We move the figure 4.25”
Perform Actions inches in order to make an attack. We must
One at a time, you perform all the actions for count this as using 5” of the figures movement
each figure in the unit. There are a few basic allowance. We have only moved 4.25” inches
actions the figure can take: Move, Attack, on the table, but we have used 5” of the figures
Perform a Twist roll, and Reserve Attack. Each Mv value. The figure only has 4” left to move
of these is explained below in more detail. You during this activation.
can take as many actions with that figure as you If you are moving your figure in such a way
like in any order (except Reserve Attack, which that along the path of the movement one of
always ends the figure‟s turn) until you are your opponent‟s figures can „see‟ your figure,
unable to perform any more actions. For your opponent may require you to pause before
13 Golgo Island
your movement is complete while they attack being attacked and the figure doing the
your figure with reserved attacks. For one attacking. There are three levels of cover: no
figure to „see‟ another, it must have what we cover, light cover, and heavy cover.
call „line of sight‟ to the target figure. This is
explained more completely below. No cover
By the way, don‟t worry about which way the No cover is exactly that – if nothing significant
figure is facing during a game. Facing doesn‟t is available for a figure to hide behind, the
affect a figure‟s ability to make attacks. Just figure has no cover.
because a model is cast into a particular pose
doesn‟t mean you have to think about it being Light cover
like a statue. We like to imagine that each Light cover is considered to be either softer
figure is capable of looking around and turning objects like bushes, trees, chain-link or wooden
to respond to threats as they arise. It is fences and so on, or heavy cover that obscures
therefore OK for a figure to shoot at an enemy less than half the figure from its attacker.
that is „behind‟ them. Consider light cover as the most commonly
used in a Golgo Island game.
Line of Sight
Line of sight is very important in making Heavy cover
attacks. A figure has line of sight to another Heavy cover is more solid objects, like a stone
figure if the figure sighting is able to see the wall, rubble, cars and other similar objects big
other figure. You check this by leaning down enough to offer efficient protection to the
and looking past your figure at the target figure. defending figure, and make a shot at them a
If you can see any significant amount of the very difficult one.
target figure, you have line of sight. There is a
certain amount of judgement call in this. Many Cover is critical to the survival of your figures
figures are sculpted so that a weapon is raised because the defensive bonuses for being in
over the figure‟s head or the figure is in a cover are substantial. Before the game begins,
particularly flamboyant or heroic pose. In you and your opponent should make sure you
reality, the person would be crouching behind both understand which features of the board are
cover and staying out of sight whenever what types of cover. The diagram below should
possible. help you understand how to interpret cover
Generally speaking, if you can see the figure‟s bonuses.
torso (in the case of a more-or-
less human figure) the model is
visible. Intervening terrain, like
woods, buildings, walls, fences
and so on, will block line of
sight or provide defensive
cover (explained further
below). We‟ll assume that your
troops are not stupid enough to
shoot each other in the back, so
friendly figures (with the
notable exception of vehicles
or monsters) don‟t block Line
of Sight to enemy figures.
Friendly vehicles and monster
would block Line of Sight.
Cover
Cover is what we call all the
“stuff” between a figure that is
Golgo Island 14
Attack Your opponent looks up his figure‟s Defence
A figure may use any of its attacks at any Value, adjusts the number of dice according to
appropriate point during its turn. Close Combat the other chart below, and rolls his dice.
attacks are attacks with weapons that have no
Range value. Ranged attacks are attacks that do DEFENCE ADJUSTMENTS CHART
have a Range value. Attacking with either kind Bonus Description
of weapon is very similar, although there are +1k0 Did Not Move
some slight differences in certain modifiers that Figure did not move this turn or has not yet
may affect the success of the attack. moved during this game. Involvement in close
To make a close combat attack requires that combat counts as movement. Did Not Move
you have moved your figure so that the bases of may not be combined with Heavy Cover.
the figures are touching, what we call “base-to- +1k1 Light Cover
base contact.” The figure is behind light cover, such as trees
To make a ranged attack, your figure must have or hedges.
line of sight to the target and be within range of +2k2 Heavy Cover
the target. To determine if your figure is within The figure is behind heavy cover, such as brick
range of your target, measure the distance from walls or boulders. Heavy Cover may not be
your figure to the target figure – using the combined with Did Not Move.
miniatures‟ bases to that purpose is often the
best idea. If the number of inches is less than or Comparing the two numbers, if your attack roll
equal to the Range value of your weapon, you is higher than your opponent‟s defence roll, the
are within range. You may not make ranged target figure is considered destroyed (unless the
attacks if you are in base-to-base contact with figure has Hero Points, a case we explain right
an enemy figure. after this) and is removed from the board. You
You may target any Unit within range and line may want to leave it on the board laid on its
of sight. side where it was killed, as some Special
You must (where possible) target the closest Powers can affect killed figures. It can be fun
figure in the unit. If there is a tie for the closest to see the slain figures strewn before your
figure, the Attacker can choose which one to victorious force, too! If your attack roll is less
aim for. If you don‟t have Line of Sight on the than or equal to your opponent‟s defence roll,
closest figure, or the closest figures are in the target figure is considered unharmed and is
cover, while the rest of the target unit are out in left on the board.
the open, it is OK to target the closest figure Although it is also explained elsewhere (like in
that is in the open. the Profile Creator section where we tell you
Assuming your figure is within range (or in how to build your own troops), it is worth
base-to-base contact, for close combat attacks) reminding now the difference between rolled
and that you have line of sight to your target, and kept dice. Many attributes like Attack
you look up your weapon‟s Attack Value, Value and Defence use values like 2k2 or 4k3.
adjust the number of dice according to the chart The „k‟ stands for „keep.‟ You roll the number
below and roll the dice. of dice before the „k‟, but keep only the number
of dice after the „k,‟ usually the higher ones.
ATTACK ADJUSTMENTS CHART For example, if you have a Defence of 4k3 and
Bonus Description roll four dice getting 6, 4, 3, and 1, you would
keep the three best for a score of 13.
+1k0 Did Not Move
Figure did not move this turn or has not yet
Adjustments from the charts refer to values like
moved during this game. Involvement in close
+1k1 or -0k1. This means you add or subtract
combat counts as movement.
from the rolled or kept dice as appropriate. So
+1k1 Massed Attack
if you have a Defence of 4k3 and are in light
Added for each figure using a reserve marker
cover, a +1k1 bonus, you would actually use
to assist in an attack. (see text for full
5k4, rolling five dice and keeping the best four.
explanation)
While the adjustments may very well have you
15 Golgo Island
roll more than five dice, no matter how many Hero Point left, he can only increase his
you roll, the number of kept dice is never more defence roll to 13, which is not enough to
than five. survive. Thor Pasadenas blames the bad chili
he was served for lunch and falls at Perno’s
Figures with Hero Points smelly feet.
Some figures are tougher, nastier, and more
effective in combat than usual. Some can take Area Effect Weapons
hits that would outright kill another man and Generally, Area Effect weapons have a primary
keep going. Some are just very lucky. This is target and one, two or three secondary targets
represented by Hero Points. As you will see in depending on whether it is a 2x, 3x, or 4x
the Profile Creator section, only characters may weapon. When attacking with an Area Effect
have Hero Points. Hero Points cost four points weapon, the attacker selects an appropriate
apiece. When a figure with Hero Points attacks primary target. Secondary targets are selected
or is attacked, you still roll the dice the same as according to the Area Effect characteristic (2x,
you would in any other attack. The only 3x or 4x) and the Area Effect Type (CC, EX,
difference is that the figure may use Hero BU or LI).
Points to adjust their attack or defence roll Once the targets are determined, the attacker
upward in order to either survive an attack that rolls his attack dice as normal. Then each
would have killed them or take out an opponent defender rolls their defence dice separately, all
that would have survived. The attacker applies comparing their defence roll to the single attack
Hero Points to their attack roll before the roll.
defender applies Hero Points to their defence Example: Lil’ Archie gets the opportunity to
roll, although both attacker and defender roll use his grenade launcher (AE 2x Ex) on a
their dice before adding any Hero Points. bunch of menacing Thugs in a dark alleyway.
Normally, this means the attacker can choose to He targets the closest one in the group as
increase his attack roll to higher than the required when shooting at a unit. This is his
defender is capable of increasing the defence primary target. The other two are both within
roll, guaranteeing a kill. three inches of the first thug (which is
Example: Thor Pasadenas (Df 3k2) is shot at necessary for an Ex effect weapon), so the
by the Fungorifles of a unit of Mushroom Men closest one becomes his secondary target.
From Outer Space (AV 3k2). Thor Pasadenas Archie rolls a 5. The Thugs roll 3 and 5 as their
rolls 6, 4, and 1. Since he keeps 2 dices, his defence rolls. The first one is killed, but the
total is 10. The Mushroom Men roll 6, 5, and 2. second survives.
They keep two of these dices, so their total is If an Area Effect weapon has a primary target
11. If Thor Pasadenas was any normal person, and no appropriate secondary targets, or less
he’d be blown to pieces, but as an amazingly secondary targets than its usual maximum, the
heroic individual he has 2 Hero Points. The additional effect is lost. You may not apply the
attack roll of 11 minus the defence roll of 10 Area Effect multiple times to the same target.
leaves a discrepancy of just 1, so Thor uses a Except for Close Combat area effect, Area
Hero Point to increase his defence roll to 11 Effect weapons will affect as many targets as
and survives, leaving him one Hero Point to allowed. You may not, for example, fire an
prepare for revenge. Explosive area effect weapon at an enemy
Another Example: Thor Pasadenas (Df 3k2, 1 figure and choose not to affect the friendly
Hero Point remaining) has slain the damned figure standing right next to him if the friendly
Mushroom troopers and is now being charged figure is an applicable secondary target.
by CosmoMarshall Perno (2 Hero Points,) an
allegedly heroic Mushroom man armed with a Close Combat Area Effect
Power Blade (AV 4k4.) Perno rolls a pathetic Only close combat weapons, that is, weapons
12 on attack, and Thor Pasadenas also rolls a without a Range characteristic, can take the
12. Perno chooses to enhance his attack by Close Combat area effect type.
using his two Hero Points, bringing his attack The attacker can target multiple figures in base-
roll to 14. Since Thor Pasadenas has only 1 to-base contact with him. (So for a 3x weapon
Golgo Island 16
the attacker can designate a primary target plus visible to Archie, he would still be a valid
2 other figures that are also in base-to-base secondary target, but would get a cover
contact). defence adjustment.
The attacker may choose to affect less than the
maximum number allowed by the Area Effect Burst Fire Area Effect
Characteristic, so he doesn‟t have to target any Burst Fire weapons are only available to ranged
friendly figures that are in base-to-base contact. weapons and can only affect figures within a 3-
inch radius of the target. Burst Fire weapons
Explosive Area Effect cause area effect damage by putting lots of
Explosive weapons only affect figures within a ammo into the air all at once – enough to hit
3-inch blast radius of the target. Both close multiple targets if they are close enough to one
combat and ranged weapons can take the another.
Explosive area effect type. For close combat Burst Fire weapons may not choose to affect
weapons, this means that the effect is centred less than the maximum number of targets, so
on the attacker. friendly figures can be potential secondary
Explosive area effect weapons may not choose targets.
to affect less than the maximum number of The primary target is the closest figure to the
targets, even if this means that a friendly figure attacker.
will also get hit. (Explosions are impossible to The secondary targets are the next closest
control once they are set off). figure or figures to the primary target, up to a
The primary target is the closest figure to the maximum of three inches away as long as the
attacker for Ranged Ex weapons or the attacker attacker has line of sight to the potential
himself for close combat Ex weapons, such as a secondary target.
suicide bomb. Example: Stedley Davidson hauls out his heavy
The secondary targets are the next closest machinegun (AE 3x Bu) and blazes away at an
figure or figures to the primary target, up to a advancing group of henchmen dressed as
maximum of three inches away as long as the electric company workers. The two Henchmen
primary target has line of sight to the potential on opposite sides of a metal crate are both
secondary target. For example, a 2x Ex weapon visible to Stedley Davidson and within three
can only affect a maximum of two figures, the inches of each other, so one becomes the
primary target and one secondary target. If primary target, the other becomes the
there are a number of figures within the 3-inch secondary target, and both are torn apart by
radius surrounding the primary target, the the fury of his shots. The lurking third
secondary target will be the closest figure and electrician that Stedley can’t see behind the
the other figures will be unaffected. If you can‟t crate is ineligible as a secondary target even
work out which figure is closest to the primary though the other Henchmen could see him and
target, use a dice roll to randomly determine he was within three inches.
which of the tied figures becomes the
secondary target. Linear Area Effect
Secondary targets not within line of sight of the This type is also only available to ranged
attacker are treated as being in Heavy Cover for weapons. Linear weapons fire in a straight line,
purposes of Defence Adjustments. destroying all targets in the way until depleting
Example: Lil’ Archie fires a second frag round their energy in multiple targets or reaching the
(AE 2x Ex) at another Thug. Within three limits of their range.
inches of the primary target, there’s another Pick the primary target as normal.
Thug, but since they were advancing around Secondary targets are the figures behind the
opposite sides of an eight-foot-tall metal crate, primary target up to the maximum range of the
they can’t actually see each other. Since the weapon.
primary target can’t see the other Thug, the Intervening terrain that would normally block
second Thug cannot be selected as a secondary line of sight to the secondary targets halts the
target. However, if a third Thug was behind the linear shot, preventing any further secondary
crate in view of the primary target but not targets.
17 Golgo Island
Vehicles and monsters will also prevent the secondary attacker assisting he gets an extra
shot from affecting any further secondary +1k1 on the attack roll. However, the most dice
targets. that can be kept is twice the number the
Example: Rocco Caliber is carrying a Techno- attacker would normally get, or five dice if the
Destructo MkIII railgun (R 30″ AE 4x Li) that attacker could already keep three or more.
propels 1 inch wide titanium projectiles at the
speed of light through anything that gets in its Example: A unit of 5 Zorgls (AV 2k1) are a few
way. In a very narrow corridor, a band of the inches away from Renato Ramirez (Df 2k2) and
seemingly endless supply of guys from Mozart want to feast upon his pink tutu. The first Zorgl
Electricity Company willing to throw their lives moves into base-to-base contact with Renato
away attacking well-armed opponents rushes Ramirez, but reserves his attack. Renato had
forward. Thinking back to what happened to reserved a close combat attack himself, and he
their fellow henchmen when they met Stedley manages to kill the Zorgl. Next, the second,
Davidson, they have cleverly arranged third and fourth Zorgls move safely into base
themselves so there’s at least four inches contact, as Renato doesn’t have any attack on
between each of them. Unfortunately for the reserve anymore. Finally, the fifth Zorgl moves
hapless henchmen daringly giving the finger, into base-to-base contact with Renato (yes, it’s
Rocco’s Techno-Destructo MkIII Railgun is a kind of crowded now) and attacks. The other
Linear area effect weapon. He shoots the first three Zorgls use their reserved attacks to assist.
henchman in the corridor. This is his primary The 5th Zorgl would roll 2k1 + 1k1 + 1k0 + 1k0
target. The projectile pierces the first = 5k2 for the attack. The first assisting Zorgl
henchman and slings down the corridor contributes +1k1, the second and third only
punching alarmingly big holes in the next three contribute +1k0 because they may only double
as well. their number of kept dice.
Another Example: Kid Robert activates. He
Massed Attacks moves 9” towards the nearest objective and
The Attack Adjustment chart shows bonuses rolls his Twist. His Twist AV being 4k4, he rolls
for massed attacks, but requires a bit of extra 4 dices and keeps the results of all 4. He gets 4,
explanation. A massed attack is when multiple 4, 5, 2 – that is a total of 15, just enough to
figures team up to make a stronger attack than
they could normally make. One figure is
determined to be the primary attacker and the
basic attack roll is based on that figure‟s attack.
The secondary attackers are friendly models in
the same unit that have available reserved
attacks. It‟s worth repeating that all the
attackers must be in the same unit – therefore,
Characters may not mass their attacks together,
while Creatures, being considered a single unit,
may (and often will) do so. A Character leading
a unit of Henchmen may therefore participate
in the massed attack as long as they activated
with them in their last activation. All attackers
involved in one massed attack must be
attacking with the same type of weapon – either
all ranged weapons or all close combat
weapons. So a figure with a hatchet could help
a figure with a sword attack, but a figure with a
rifle could not.
The primary attacker makes his attack as
normal, receiving all of the regular attack
bonuses (Did Not Move, etc.), but for every
Golgo Island 18
activate 3 Creatures. Uh-oh, looks like those 3 to whack the next guy to peek around are both
scorpions will be heading your way, Maniac examples of a reserved attack.
Nerd. Kid Robert moves the first scorpion, A Reserve Attack action, if taken, must always
reserves its attack, moves the second, reserves be the last action a figure takes. If the figure
the attack again, then moves the third and has not used all of its weapons that turn, you
declares an attack. The primary attacker is the may choose any one unused weapon to reserve.
active 3rd scorpion; it gets the support of the Place a marker of some sort next to the figure
other two, bringing the attack from 1k1 to 3k2. to show that it has a reserved attack and tell
Ouch! Once this Twist attack has been your opponent which weapon it is reserving.
resolved, Kid Robert reserves one of his close When this reserved attack is later used, the
combat attacks and ends his activation. marker is removed.
To use the reserved attack, you simply interrupt
Firing into Close Combat whatever your opponent is doing and make the
Sometimes it may be a great idea to shoot at attack. If your opponent is attacking your figure
two figures engaged in close combat, like when and your figure has a reserved attack, you may
they are both enemies or if you don‟t really use your reserved attack, but your attack is
care whether you kill your own man or not. It is simultaneous with your opponent‟s. You have
perfectly acceptable to shoot at figures in close to announce the reserved attack before your
combat with one another. If you do, roll a opponent‟s attack is resolved – you can‟t
single attack roll. The attack affects a number decide to use your reserved attack just because
of figures in the combat up to the number of the other guy killed you! Two such
kept dice in the attack roll. If less dice are kept simultaneous attacks could very well result in
than there are figures in the combat, randomly both figures being destroyed.
determine which figures are affected. All There are some limitations on when you may
affected figures roll their defence as normal. use a reserved attack. You may only use a
Figures in close combat may not benefit from reserved attack under two circumstances: when
the “Did Not Move” defence adjustment. you wish to use the reserved attack against the
currently active enemy unit, or during your
Leaving Close Combat own activation of your figure‟s unit.
This is a special out-of-sequence time when The first of these is a little simpler. Your
figures may attack enemy figures. If you want opponent is moving or attacking with a unit. If
to move your figure out of base-to-base contact your figure has line of sight and has an attack
with an enemy figure, you are allowed to do so on reserve with enough range, you may attack
as part of a Move action. However, the enemy that unit. You may not use reserve fire to attack
figure will get to immediately use any and all some other unit at that time.
of its close combat attacks on your figure. The second circumstance is used when it is still
These are extra attacks – the enemy figure does your own unit‟s activation. You can move a
not lose any of its attacks when it subsequently figure up and put it on reserve, move and attack
activates. If your figure survives these attacks, with another figure or figures in the same unit,
it may move away normally. If you are in then use the first figure‟s reserve fire. The most
combat with multiple opponents, they may not common reason for this would be in
use a massed attack, but rather must use their preparation for a Massed Fire attack, but other
attacks individually. reasons (like “Oops, I wanted to attack with
this guy first!”) may present themselves.
Reserve Attack Reserving Close Combat attacks is identical to
A reserved attack is an attack you have chosen reserving Ranged attacks.
to hold in case a better opportunity to use the
attack presents itself between the time you
reserve the attack and the next time the figure
activates. A henchman waiting with a rifle,
watching for something to move, or a punk
with a blackjack lurking behind a corner ready
19 Golgo Island
Twist roll
The Twist value represents the
“Pulp factor” of a figure. It
shouldn‟t be considered as a
proper quality of the figure, but
rather as a scenario help. In every
pulp story or B-movie, heroes are
helped by a number of oddities
and unlikely events. The Twist
roll represents the figure‟s ability
to trigger up those events:
opponents taking their feet in the
carpet, weapons getting jammed,
a single bullet killing four
targets, bloodthirsty monsters
conveniently deciding to walk
away or attack their creator, etc.
All in all, whatever event that
may help a fortunate Hero in
their difficult task.
Twists have rolled/kept values
just like attack or defence rolls;
Characters can have high
values and influence the story
greatly (think of the writers
scratching their head
wondering how they can save
little Louie the legless orphan
from the drooling flesh-
hungry cosmomonsters from
Galaxy X) while units of
Henchmen will always have a free
1k1 twist roll. You
How twist rolls work depends on the scenario will soon see the possibilities that the
played: basically, you roll dices either to get a mechanic can offer, and how designing your
given result or more (as for morale tests own Twists can be easy, fun, yet give some
demanding a result of 10 or more to succeed, depth and colour to your scenarios.
for example), or to beat an enemy‟s opposed
dice roll. Most twists‟ effects are cumulative – Creature Magnet
i.e., for every time you get the required score There is something about some Heroes which
when rolling the dice, you could get one makes them more or less likely to be attacked
success. So a figure with a 4k4 AV Twist by henchmen and savages beasts – a kind of
getting 20 or more can benefit from a 5pt twist magnetism, or sometimes just the fact that they
effect four times. For each scenario, one or look like worthless wimps with no meat (or
several twists are offered or imposed, unsavoury one) on their bones. Use this Twist
depending on the plot. when Creatures are involved in the scenario
As with attacks, a twist roll can occur at any played.
time during a figure‟s activation; the only For every 5 points scored (this may vary
modifier that can be applied to a twist roll depending on the Creatures and Scenario
however is Hero Points. played) when rolling their twist, a player gets to
Here are a few examples of the most common activate a Creature immediately, which implies
Twists and how they can affect you games. moving it and making it attack. The same
Golgo Island 20
Creature cannot be activated more than once reserve a 2k2 attack they can use against
per turn. The effect is cumulative, so, for another player‟s unit, under the aforementioned
example, if a Character with a 3k2 twist value circumstances. Multiples of 10 cannot be used
scores 11, they can activate two creatures to mass on the first attack, they have to be
immediately. Killed creatures are generally made separate attacks on either the same or
kept by the player who destroyed them, and another unit.
“respawned” at the beginning of the following
turn at one of the locations specified by the Magic Bullet
scenario (which could well be “anywhere but in It is often when endless hordes of evil
base to base contact with a figure”) that suits henchmen come for them that you take the true
them best – generally far from their Heroes, measure of Heroes, as they manage to kill three
and close to an annoying enemy… of the clowns with a single bullet, or knock out
Note that you cannot make a Creature break five with a single punch – heh, that‟s no more
from close combat thanks to that Twist to make than one per finger, after all.
it take free hits from the figures it was in For every 5 points scored when rolling their
contact with. twist, the Hero‟s next deadly attack this turn
kills an extra figure within 3″ of the initial
Street Cred target, provided their defence is equal or lower
The people of Golgo Island are often too scared than that of the first killed figure. The effect is
to stay out when there is a fight, but they‟re cumulative, so a figure rolling a 15, then firing
always keen on helping charismatic its gun and killing a cultist will automatically
champions. From locations determined before kill up to three more cultists within 3″ of the
game starts (for example within 1” of a first one.
building, or near an objective), various gifts can
appear (either because they were left there to Fatality
help, or because someone handed/threw them Sometimes, there is something more awful than
from the window of a building for example). the average awful thing. A natural or
For every 5 points scored on your twist roll, supernatural disaster with devastating effects
players can place a randomly determined gift like a Giant Zombie Hamster (Df 4k3, AV 3k3
using a d6 roll, from a selection agreed upon at 3x).
the beginning of the game. On the principle, the Fatality twist works as the
Something simple we suggest is: Creature Magnet one (players roll to determine
1,2,3,4,5: close combat weapon: the who is going to activate the big killer thing),
figure gains a single use 2k2 close but the procedure differs.
combat attack. Instead of using their Twist rolls on other
6: gun: the figure gains a single use 12” bonuses, players may decide to allocate their
range 2k2 AV attack characters‟ Twist scores to “bid” on the
Represent the weapon by a marker. Figures can Fatality. At the end of each turn, the player
pick up the weapon/gift by getting in base whose characters have bid most Twist points
contact with it, and carry it to use it when the gets to activate the Fatality. The Fatality
player decides to. Once the attack has been Creature doesn‟t “respawn” when defeated.
used, remove the marker. A character may not Ex: Sylvain rolled 16 on Mouloud Nagasaki’s
carry more than one of those weapons at a time. Twist – he used 2*5 points to activate two
The attack provided may not be put on reserve. zombies, and bid 6 points on the Giant Zombie
Hamster’s activation. Then he rolled a 1 and a
Traps 3 on Jakar Nilson and Stedley Davidson’s
Our Heroes are in a dangerous place, and under Twists, and added the results to the bid, making
certain circumstances determined at the it a meagre 10 (6+1+3). Matthieu didn’t move
beginning of the game (like spending more than any zombies this turn and bid all his Twist
half their Movement, or picking up a marker), scores (6+3+6) on the monster’s activation.
something bad is likely to happen to them. A With a large smile on his face, he moves the
player rolling 10 or more on their twist can hamster and stomps on Stedley Davidson.
21 Golgo Island
Check Control If there are any effects where order matters, use
After all figures in the unit have finished the same initiative order you determined in the
performing their actions, you check for control Initiative step. Resolve the events, alternating
again exactly as before. Any uncontrolled just as you did with your units during the
figures will treat any sixes rolled on their Conflict step.
behalf as fives until the next time control is You may not use reserve attacks during the
checked. Since figures rarely move closer to Follow Up or Rout steps.
their leader when inactive, the next control
check will be on the next turn when the unit Rout
activates and uncontrolled models will The last thing that is done each turn is to check
probably still be uncontrolled. Because of this, for Rout. A unit is never required to test for
you will likely want to have your figures end Rout more than once per turn. Typically, a unit
their turn within the leader‟s control radius is subject to a Rout test when the unit has had
whenever possible. half or more of its figures destroyed since the
Remember, Characters are always considered beginning of the game and lost at least one
controlled. figure this turn, or a Character that had joined
the unit was killed this turn.
Deactivate Any unit with only one figure left where the
This is pretty simple. Tell your opponent that remaining figure is either a Henchman will rout
you are done with that unit. It is then your automatically, regardless of its Mental attribute.
opponent‟s turn to activate a unit. To perform a Rout test, roll the dice equal to
the Mental attribute of the leader. If the roll is a
Follow Up 9 or less, the unit routs and is removed from the
Once all units have been activated once, the board. If the roll is a 10 or more, the unit is not
Conflict step is complete and the game frightened enough to run away and it remains
progresses to the Follow Up step. To recap, the in play without further effect.
Follow Up step is when any kind of timed or A special case may arise where a Rout test is
continued effect takes place: figures set on fire taken and the total is 10 or more for controlled
continue to burn, thrown grenades go off, figures and 9 or less for uncontrolled figures
regenerating characters gain back Hero Points, (because the sixes rolled counted as fives for
and so on. Most things that happen in the those figures.) In that case, the uncontrolled
Follow Up step have little to do with your figures will rout and are removed from the
opponent. board while the controlled figures do not rout
and remain in play.
Characters are considered to be units in their
own right. They are never subject to Rout tests
due to casualties or loss of leaders (though they
may be subject to Rout tests due to Special
Powers), or even the complete annihilation of
the unit they were leading.
VICTORY!
!
Game ends when time runs out (at the end of a
determined turn – typically turn 5), when one
side meets the victory conditions set at the
beginning of the game, or all but one factions
have been wiped out. It‟s time to applause the
glorious victors, booh the shameful losers – and
start another game, perhaps trying another
scenario?
Golgo Island 22
Scenario special rules
This is a listing of the special rules used in the scenarios offered in the upcoming pages. Feel free to
use them as they are, tweak them or add to them. The random event chart is a good way for you to be
creative about your scenarios and should be considered as an example or a base to work from rather
than something set in the stone.
Objective
You need to decide the nature of the objective at the beginning of the game. Can the figure carry it for
the remainder of the game, drop it or hand it to another figure, just hold it, use it one way or another...
Or perhaps you‟ll want to randomise its nature! To be considered holding an objective, the figure must
be in base contact with it and have no enemy in contact with it – otherwise none of the figures fighting
for it are considered in control of the objective. Here are the most common features your objectives
may have:
Gem/personality: the objective can be carried by the figure and will follow it wherever they go without
any penalty; moreover it can be handed to another figure.
Chest: the objective can be carried by the figure and handed to another one but it is heavy and hampers
their movement, which is therefore limited to 6‟‟. If two or more figures are in contact with the
objective, they may transport it at full movement speed.
Big relic: the figure cannot move the objective; they must stay in base to base contact with it to be
considered in control of it.
Switch: the figure cannot move the objective; they must have been in base to base contact with it to be
considered in control of it until an enemy figure touches it.
Exit: the figure cannot move the objective; they must move in base to base contact with it and
voluntarily leave the tabletop during the follow up step to control it or score points.
Hidden objective
When you set up the game board, place some objective markers or design some terrain elements as
possible locations for the objective(s). For each of those markers/terrain elements, prepare one regular
playing card, so you get a pile of random cards, and a distinctive one (for example a joker) revealing
the objective. Divide the cards equally into two decks.
When one of those places is first visited (a figure enters/touches it), draw a card and reveal it.
Before anyone picks from the 2nd deck of cards, all the cards from the first one must have been drawn.
In that second deck will be the objective card. Once revealed, an adequate marker is placed in base
contact with the figure that found it.
Depending on the nature of the objective, you need to decide at the beginning of the game that the
figure can carry it for the remainder of the game, drop it or hand it to another figure, hold it, use it one
way or another... Unless you decide to randomise the nature of the treasure itself!
It is often a good idea to combine a Hidden Objective with marker-associated Random Events.
Guardian
The area belongs to someone/something (like the guardian of a treasure, the ultimate bad guy that must
be defeated before winning, or anything real nasty) eager to defend their territory. The Creature is
deployed fairly (usually in the middle of the board), and is activated thanks to the Creature Magnet
Twist, although the exceptional profile of this opponent will require a higher Twist roll (like 7) to be
activated. We suggest that you use a profile comparable in values to a Character‟s profile, except that
you keep it simple – i.e. don‟t use any Tweak unless you feel it‟s absolutely necessary. What we
suggest is k2 or k3 Df and AV, possibly allowing more than one activations of the figure for attack
purposes only – i.e. the figure can move and attack once on its first activation, but can only perform
attacks if it is activated again in the same turn.
23 Golgo Island
Random events
Under circumstances set at the beginning of the game (usually an objective/marker revealed, but it
could be every time a figure is activated, or fires a gun, depending on what you want to represent), one
or several events may occur. Prepare a deck of cards - either with randomly picked ones, or ones you
selected. Every time one of the circumstances is met, draw a card from the pile and apply the effects of
the corresponding event. You may want to use Random Events in association with a Hidden Objective,
or use two (or more!) decks of events, to represent a growing threat or sudden developments in your
scenario.
Example: 3 decks of cards have been prepared. One with 4 cards, one with 3, and one with 20.
Deck 1 consists of two “nothing happens” cards, one “trap” card, and one “vial” card.
Deck 2 consists of one “nothing happens” card, one “trap card”, and one “objective” card.
Deck 3 consists of ten “nothing happens” cards and ten “trap” cards.
Players draw from deck 1 every time they pick a marker, then when it’s gone they pick from deck 2
until they get the objective. Once it has been revealed, they draw from Deck 3 every time they activate
a unit.
This configuration can represent explorers searching an old temple for a lost golden idol, and a series
of traps triggering up or the temple starting to collapse once the treasure has been stolen.
Black Joker Guardian - You have ♠K Mandragore Blood – That bowl of vegetarian
encountered something real bad. Use the noodles the figure ate before the game was
“Guardian” special rule except that the Creature is poisoned with Mandragore Blood from the Caves of
deployed where the marker was picked. Eternal Torment; the figure loses all their hero
points, or dies on the spot if they didn‟t have any.
♠/♣ 210 Trap - The figure can reserve a 1k1
2x attack it can use against another player's unit. ♠/♣ Ace Big Creature - The figure can place a
Alternatively, the figure can place a Creature bigger Creature (2k2 Df & AV) anywhere they
anywhere they want on the board and activate it want on the board and activate it immediately.
immediately.
Red Joker Objective - You have found the
♠/♣ J Trap - The figure can reserve a 2k2 attack objective of the game.
it can use against another player's figure.
♥/♦210 Nothings Happens - No, nothing
♠Q Curse of the Rotten Witch – The figure really.
realises that things are happening exactly as the
gipsy fortune teller had told them. What is supposed
to happen next is a slow and painful death as they
♥/♦ J Boots of the Quick Camel - the figure gains
+3” Mv on their next move.
will be devoured from the inside by nasty
bloodthirsty parasites – the figure must take an Mn
check or lose its sanity/die on the spot. ♥/♦ Q Talisman of the Bull Shaman - The figure
gains a +1k0 bonus on their next defence roll this
♣Q Golgo Rhum, the drink of the bold – The turn.
figure drank one too many, and suffers from
nauseas. It loses its next activation. ♥/♦ K Golden Bullets/Boots of Mighty Butt
Kicking - The figure gains a +1k0 bonus on their
♣K Scorching sun of Golgo Valley - The figure is next attack this turn.
about to fall to fatigue, heat, hunger, thirst, or all of
the above. They may only move or attack this turn, ♥/♦Ace Health Vial - The figure drinking the
and will recover all their physical abilities if they funny-tasting potion gains one Hero Point.
pass a Mn check on one of the following turns.
Golgo Island 24
You have been sold the unique map leading to Diamond Pistachio, a
fabulous treasure long buried in a lost valley located deep into the
hostile j ungle. Unfortunately, it seems there is an unexpected
number of unique maps leading to Diamond Pistachio on the market,
and rivals are there to steal it from you – the only people who
really deserve it.
Deployment
Game is played on a 36 x 36
area. Faction deployment varies
depending on the number of
players – opposed table corners
would be ideal for 2 and 4
player games.
Deploy at least ten ( preferably
more) Creatures in the j ungle,
and place – fairly-
- some terrain elements
( typically 7) which you ll
design as possible locations
for the treasure.
25 Golgo Island
In The Loot, you must collect as many of
the precious gems lying in the Secret
Shining Glade of Hibachi as possible.
In Sex & the Zombie, you must rescue
damsels in distress from the zombie
invasion and take them to the relative
safety of a rooftop until the arrival of
Golgo Assistance – or wherever else you
can talk them into going.
Deployment
Game is played on a 36 x 36 area.
Faction deployment varies depending
on the number of players – opposed
table corners would be ideal for 2
and 4 player games.
Deploy as fairly as possible at
least ten creatures, and some
gems/civilians to collect/rescue
( traditionally 7, placed to form a
hexagon centred in the middle of the
table, in which you also place an
obj ective) .
Deployment
Game is played on a 36 x 36 area.
Faction deployment varies depending
on the number of players – opposed
table corners would be ideal for 2
and 4 player games.
Deploy at least ten ( preferably
more) Creatures in the j ungle
and/or the shack, and place the
shack in the centre of the board.
Recommended Twists
Creature Magnet
27 Golgo Island
In this scenario, rival parties must set a firm foot into a newly
discovered area.
Deployment
Game is played on a 36 x 36
area. Faction deployment varies
depending on the number of
players – opposed table corners
would be ideal for 2 and 4
player games.
Deploy as fairly as possible at
least ten ( preferably more)
creatures, and 7 obj ective
markers or pieces of terrain
placed to form a hexagon
centred in the middle of the
table, in which you also place
a marker.
Victory conditions
Special rules To dominate the zone, players must control
Objective: Switches as many of the 7 key- points in the area as
possible. To do so, they must bring one of
Optional special rules
Random events their figures in contact with the markers
laid on the game area. You could use grey
Recommended Twists stones at set up, then when player A
Creature Magnet touches one, replace it with a red stone
and when player B touches one, replace it
with a blue one.
The winner is the player who has wiped out all his opponents heroes,
or, if both players still have at least one hero on the tabletop,
the one who has more markers of his assigned colour at the end of
Turn 5.
Golgo Island 28
One of the traditional challenges among two - fisted adventurers
consists in delivering great quantities of urine on the totem of a
savage tribe – and live! This has been denounced more than once by
humanitarian and ecological associations, but that has apparently
only made the challenge more exciting to people with little cultural
awareness. The production strongly disapproves of this.
Deployment
Game is played on a 36 x 36 area.
Faction deployment varies depending
on the number of players – opposed
table corners would be ideal for 2
and 4 player games.
Deploy at least ten ( preferably
more) Creatures in the j ungle, and
place the totem in the centre of
the board.
Special rules
Objective: Big relic Victory conditions
To win this scenario, players must get
Optional special rules into base contact with the totem. During
None required each follow up step they spend in contact
with the totem, they are assumed to have
Recommended Twists spilled a litre of urine on the totem. The
Creature Magnet winner is the player who, at the end of
turn 5, has soiled the totem the most.
29 Golgo Island
Uh- oh… You are in a really dire position. Chased by the barbaric
troops of the Duke of Golgoville, you have been driven into the
sewers of the city. But the Duke has
found a way to bring you out - he
has flushed his ducal toilet and the
filthy waters are starting to go up.
Your heroes had better find a way
out fast least they drown in the
unhealthy fluids of the sewers of
Golgoville!
Deployment
Game is played on a 36 x 36 area.
Faction deployment varies
depending on the number of
players – opposed table
corners would be ideal for 2
and 4 player games.
Deploy as fairly as possible at
least ten creatures ( preferably
more) , and an exit right in the
middle of the table ( or design
several possible locations if you
want a hidden exit) .
Special rules
Objective: Exit
Victory conditions
To win this scenario, players must reach
Optional special rules
Hidden Objective the right way out, and exit the table
Random Events during the follow up step. The player who
Street cred manages to exit the more units ( not figures
– units ) wins the game. In case of a tie,
Recommended Twists the one who made them escape earliest wins.
Creature Magnet
Fatality
Golgo Island 30
¥ GOLGO ARENA ¥
All over Golgo Island, from the higher summits to the lowliest slums
of Golgoville, similar fighting rituals and violent games are run by
more or less prestigious organisations. They have only one possible
outcome: a couple of survivors in the middle of a pile of smoking
dead bodies and a crowd chanting for more blood.
Deployment
Game is played on a 18 x 18
area representing the arena.
Faction deployment varies
depending on the number of
players – opposed table corners
would be ideal for 2 and 4
player games.
Prepare at least ten savage
beasts ( preferably more) that
will be unleashed into the
arena with the Creature Magnet
twist.
Victory conditions
Special rules
Objective: Survival! To win this scenario, players must simply
kill each other – game lasts until there
Optional special rules is only one faction left in the arena.
Guardian
Recommended Twists
Creature Magnet
Street Cred
31 Golgo Island
The recipe for a good scenario
There are many ways to design a scenario – a scenario is, by definition, something born out of your
imagination. You will always find a way to represent the kind of action you want to see, whatever the
rule system you use. Sometimes it‟ll work right away, sometimes it will require some slight tweaking
and playtesting to make things even. That kind of process is part of the gaming hobby, that is also
largely about telling fun stories.
Our aim here is not to tell you to enjoy doing it yourself, though, but to give you some leads to explore
to quickly design a Golgo Island scenario with little to no preparation; our ambition is therefore to
show you how you can get to the point where you can spend most of your precious gaming time
actually gaming, while still having the story-telling, the silly cinematic action, and the right game
balance.
Just imagine you meet your gaming buddies and nobody had time (or could be bothered) to work on
some cleverly devised scenario, or you have just finished a game and are eager to do a rematch now.
When you decide the victory conditions and rules of your scenario, just keep in mind the following
elements:
Movement. You need to get the players moving across the board. For that, the most common
motives are:
o Picking up and carrying multiple objectives.
o Exploring, discovering, picking up and carrying a single objective.
o Taking / holding positions.
o Rushing to a place.
o Killing something.
Twist: the twists offer a variety of uses that should not be limited to those listed in this book.
The twist mechanic is designed to give life to your scenarios without the need of a game-master
or umpire – use it as such and see what kind of event it can handle.
Minis: miniatures and terrain are what will make the action visual and exciting. Don‟t leave out
something that is cool because you don‟t know what to do with it or can‟t think of a valid
excuse for it – use it, the rest is just detail. Again, think of a director who finds a huge purple
rubber octopus in one of the studio‟s hangars – well you shouldn‟t leave it out any more than
he would: just agree on a roughly viable profile (“how about, like, 3k3 DEF, 2k2 AV?”) and a
way to handle it (“So let‟s activate it with good ole Creature Magnet on a 7; it can move once
per turn, but attack as many times as needed, coz, well… it‟s got 8 tentacles, you see”). As long
as that extra characterful element is fair to everyone, you don‟t need to bother with questions
such as “Will that rushed profile adequately represent a 61-year-old giant octopus from outer
space?” while the real question is “who will throw the darn slimy thing into orbit first and have
their name cast in the Golgo Island Hall of Fame forever?”
Golgo Island 32
HEROES & VILLAINS
In this section, you will find the bios of some well-known figures of Golgo Island, followed by a
compilation of their profiles for the game. Unless otherwise stated, those profiles are 70pt worth.
Alpha Zorgl and more angry than ever, he will seize any
From the far reaches of the universe comes the oppotunity to unleash his wrath on the poor
Alpha Zorgl. Keen on the mass nuking of entire souls of the cursed island, and swat aside all
planets, this creature landed on Golgo Island to opposition to his lunatic plans of multigalactic
find an unusually interesting fauna which he extermination.
decided to spare. After careful studies, he chose
various animals and human beings which he Boris Ulrikson
impregnated with his extraterrestrial semen to Boris Ulrikson has worked his way up the
create the chosen race of hybrids that would ladder of henchmanship under the rule of
conquer the universe on his behalf. That‟s how Colonel Zanzibar to become a dumb
the creatures the denizens of Golgo Island call kickboxing bodyguard for a variety of
“Zorgls” were born – and that‟s why the genes employers. His personal sense of what is
of the mightiest heroes of Golgo Island are of “manly” and what isn‟t causes him much
such interest to the Alpha Zorgl! prejudice though, and he is often reproached
with taking his bare fists to a gunfight.
The Banana Tyrant
The Banana Tyrant is an infamous criminal Brutella
with the brains of a thousand geniuses and a Brutella, The Mistress of Night, is a powerful
part time Intergalactic Dictator with the guts of vampire necromancer as well an expert in the
a thousand torturers and the madness of a art of wrestling, which understandably makes
thousand megalomaniacs. He sought refuge on her one of the most powerful creatures on
Golgo Island as the Galactic Federation pursue Golgo Island. From the Forest of Fear, she
him in retribution for him turning the raids villages at the head of her army of
inhabitants of Xanthos IV into cannibal zombies to feed on the living and quench her
monkey nuns as well as various mischievous thirst for power and blood.
crimes, such as fraud, possession of drugs,
speeding, ship theft, inter-species rape, Bulldozer
drinking, pot-smoking, drinking and pot- They call her "Bulldozer" but to a very select
smoking at the wheel in hyperspacial drive, few she is a lovely girl named Emma. She is
assault, shoplifting, crookery, nookery, armed with a sledgehammer but her gasmask is
impersonating a member of the Quallafax her most precious item. Not that it would grant
Royal Family, inventing illegal death rays, her much protection as the eye windows are
inventing giant three legged robot penguins broken and the filter may have been clogged up
with illegal death rays, devouring a parking since the last world war; it just makes her feel
warden and using the whole of the Thex- beautiful. And cool. So whatever the
Stigma Quadrant as his personal brothel. circumstances, you would be well inspired
It is commonly admitted that he is not a very NOT touch her mask - unless you don‟t mind
nice person. having your teeth broken by sledgehammer
Beheaded and left for dead when he first tried blows, that is.
to escape Golgo Island on board of a stolen
Federation Spacecraft, his body was never Burt Morris
found. Burt Morris had a ranch, cattle, and a lovely
He soon returned with a vengeance, and pissed wife. Until the dreadful day when everything
at the world! Bigger, tougher, stronger, smarter, went wrong and zorgls attacked his peaceful
33 Golgo Island
jungle haven while he was off for a pee at the they were on holiday in Golgo Island. Bred by
back of his immense property – in a matter of the apes of the deep jungle, Melvin only has a
minutes, his cattle was raped, his ranch eaten vague idea of the surrounding world. But when
by the savage beasts, and his wife blown to bits his ape mother was skinned by ape fur
by the Alpha Zorgl. He had had problems with bootleggers, and they shaved all his own hair as
the zorgls in the past, but that, he felt, was well just for the fun of it, he decided to seek
beyond the acceptable for him. Slightly revenge against… Well, whatever he would
disappointed by the results of the instruction by come across. As a symbol of his quest, he
the court of Golgoville, he decided to handle decided to wear the diaper he had when he was
justice by himself. abandoned at the age of 8, and grabbed the first
thing he thought looked like weapons – which
Chance Devreaux would be a crowbar left by his aggressors and a
Chance Devreaux comes from a country far-far water pistol filled with a repulsing homemade
away. On her sick bed, his mother told him, brew. He became… The Diaper Avenger!
after so many years believing he was an only
child, that he had a twin brother and she was Doom Racer
very concerned about his well-being as he lived A master of all kung-fu techniques dedicated to
in an island with a funny reputation. Chance the elimination of evil supernatural creatures
was overwhelmed with joy and immediately set looming in the dark, Doom Racer hides his true
out to Golgo Island to find that brother he identity under a black biker‟s leather outfit.
missed so much now that he was aware of his Popular belief has it that he could be a
existence, and bring him back to their „ma. paranormal creature himself – more because he
must be damn hot in there than because of his
Dante Comanchero talents, it must be said.
Dante Comanchero is the veteran of many wars
against rugged capitalism. He is second to none Earthquake
when it comes to inspiring a strong desire for A thug of the vilest kind, Earthquake earns a
war and revolution in simple minds. His living as an arena fighter in the suburbs of
strategic and fighting abilities are admittedly Golgoville. Between matches, he enjoys
poor, and all the revolutions he started ended picking on children and old people and taking
up in huge bloodsheds dealt by the corporate part in pork chop sandwich speed-eating
forces of the capitalist empire – which he can‟t competitions. When they first hear about his
be blamed for, as he took part in none of the name, people aren‟t too surprised – they do get
battles, leading his proud troops of farmers and a bit concerned when they learn that he owes
workers from far behind “for strategic reasons”. that nickname to his special farting technique.
When his latest army mounted in canoes failed
to invade Golgo Island (and was actually Egor
annihilated before reaching the shores when it Born in a communist dictatorship, Egor was
faithfully attempted to cross a mine field from a trained to become the rollerskating champion
long forgotten war), he had to swim to the that would help convert masses all over the
beach and think of another plan. world to the virtues of socialist values. Made a
The good thing was that Golgo Island wasn‟t superhero by the Party‟s propaganda, his career
even aware yet that it was about to be invaded was put to an end when there was that
– not till hundreds of dismembered unfortunate incident with buzzsaws during the
revolutionary troops would hit the shores, that shooting of an advertisement for “The Jolly
is. So he could still infiltrate the place, and levy Comrade” cereal brand, in which he lost both
another army there. Or something. arms. He was replaced in the party‟s
propaganda by a super hammer thrower and
The Diaper Avenger discretly exiled to a remote retirement place –
Since he was born, Melvin has been told he Golgo Island.
was exceptional. He is so exceptional, actually,
that he was abandoned by his parents when
Golgo Island 34
El Bastardo against an extraterrestrial menace. Or not. What
A former gun for hire, El Bastardo was is known for sure is that he practises martial
helicopter-dropped with concrete santiags in arts, mysteriously teleports where the innocent
the middle of the ocean by his last employers. cries for help, and that it takes him 3
Unfortunately for them, he lived and swam to nanoseconds to put on his combat armour,
the nearest shores: Golgo Island. To get his which is always cool when the alarm clock
ticket back to civilisation, he works as a rings late.
mercenary, doing the job he does best:
chopping limbs off. Grouchopoulos
Agent Grouchopoulos is known to all the secret
The Fist of Golgo services in the world as the master of disguise,
A dispenser of justice with a heart of gold, the able to infiltrate unnoticed even the most
Fist of Golgo is the worst nightmare of all evil- careful organisations, criminal or
doers in Golgo Island. Always on the breach to governmental. Though his presence on Golgo
track cruelty, meanness and abuse, the Island cannot be taken for certain, many
mysterious hero has no known family or bonds curious and confusing events bear his
in Golgo Island – he just appears, kicks the characteristic mark.
crap out of the bad guys, and disappears
without saying a word. To such extent that Gunther
none (except him – though there is no certainty After being exposed to chemical weapons and
here either) knows what he is doing there. losing his hair, Gunther left the army with the
Many hypotheses, including some very bitter feeling of being betrayed by his country.
metaphysical ones, go about it. What is known After living aimlessly for months in a society
for sure is he can kill an opponent in less than that had become alien to him, he was on the
ten seconds with his bare hands. So if you hear verge to madness. He decided to set out to a
people counting down, you‟ve probably been place far away, a place where he could find a
messing with the wrong guy. meaning to his wretched life – Golgo Island.
The circumstances will probably decide if it
Fu Cheng, Master of the Killer Lampshade will be in the service of good… or evil.
Fu-Cheng used to be a master assassin,
employed by a variety of more or less Haxor Stratocaster
unpleasant people. He and his killer lampshade Haxor Stratocaster‟s gang, “The Venomous
were feared across all continents. When he got Black Cats”, is one of the most powerful gangs
old, he decided to retire in the deserted in Golgoville. A success owed to very simple,
mountains of Golgo Island, to teach his art to yet effective methods – Haxor himself is a man
his faithful disciples. One day, though, all his of very simple manners who can hardly speak.
disciples were killed by a llama (a magic llama, Actually, he sort of moans and growls all the
that is) in a stupid challenge. Enraged by the time, kicks some butt and burns a few eyelids
death of his students, he decided to dedicate the to illustrate his speech, which has proved quite
rest of his existence to taking revenge upon that sufficient to lead his mob of ruthless punks to a
llama. Last time he was seen, he still didn‟t dominating position in the streets of Golgoville.
know the llama was dead already; it must be
said in his defence that it is not the best-spread Hector
news in Golgo Island. Hector was a bartender in one of the worst
areas of Golgoville – if that means anything, as
Golgo Man there is nothing close to a decent
Golgo man was named after the mighty neighbourhood in Golgoville. His place was
volcano god, as it is said that his armour of a bombed and dozens of hooligans of the Albino
blazing red was forged deep inside its fiery Viper gang stormed its remains to loot his stock
bosom. It could well be rubbish though, and he of fine brews. After unsuccessfully running
might just as well come from outer space to after them with the bill, he thought he‟d make
protect the innocent people of Golgo Island them pay differently…
35 Golgo Island
Jakar Nilson Kid Robert Capron
Jakar Nilson has been the leader of many gangs Kid Robert Capron used to work in the harbour
in Golgoville that all knew a disastrous fate. A of Golgoville, and was the president,
ruthless yet charismatic leader thanks to his spokesman, and treasurer of the Union he
skull mask, Jakar has always overcome his founded. He quickly found out that social
failures but has yet to learn from them as every struggle had little future in Golgoville – that the
time he manages to make a gang prosper for a “local proletariat” wasn‟t ready to “enjoy the
while, he sends them into some overly ways of modern progress” yet. It must be said
ambitious mission that only has as many that the prospect of organising a revolution
chances to succeed as an attempt to kite surf on against the local organised crime wasn‟t
lava in the bosom of the great Golgo. For this, appealing to many. One day, his haranguing at
it must be acknowledged that he has an extreme Fat Joe‟s Bar was overheard by Smiling
talent for persuasion, motivation, and Jacky‟s thugs. After the serious beating
propaganda as whatever the fate of his past received by his poor drunk self, it was quite a
gangs, he always manages to convince people surprise for him to realise he wasn‟t quite dead
that he will lead them to glory and fortune. when he woke up in an open-air mass grave
miles away from the city. “A new start!” he
John Saint James thought, as he looked at the wilderness around
For his smart and classy style and his him.
irresistible charm, John Saint James is currently
regarded as the most reliable secret agent of his Kirk “Danger” Hasslehöffner
government, and there are multiple reasons Kirk “Danger” Hasslehöffner is a battleship
why he could be on Golgo Island – if only the commander in the Galactic Federation. Despite
presence of so many other rival secret services. this high rank in the Galactic Armies, he is still
given “special” assignments by his hierarchy as
Karatustra he has a long history of exploration and
Karatustra is a millennia old magician said to adventure. He was recently sent to Golgo
live in the rocky mountains south east of Golgo Island for a top secret mission involving the
Island. A popular icon among tribes as well as capture of the cosmic criminal known as the
among the more “civilised” denizens of the Banana Tyrant.
island, the legend has it that he can appear After failing in his mission, and having his
anywhere, anytime, for any reason and that he shuttle stolen and crashed into a mountain, Kirk
is invincible - period. A famous example of had to adapt to the environment of Golgo
those incredible powers was given during the Island. Armed with a shotgun, the ammo for
night of the Ruby Camel celebrations, when he which his more common than for his raygun, he
was simultaneously seen kicking President sought for the disappeared headless body of the
N‟Golo (Senior)‟s arse down the balcony of his Banana Tyrant and a way to go back home.
palace, opening Big Moe‟s safe in the offices of
his import/export business in the harbour of Kronos 2000X
Golgoville, eating for free at a noodle Kronos 2000X is a cyborg specifically
restaurant 5 blocks from there, being stomped programmed by Heston-Bronson Cybertech for
over by a furious triceratops in front of a jungle extreme combat. Extreme combat with
expedition, and crucified by savages he was nunchuks. Unfortunately for the visionary
attempting to steal a golden plated idol from. geniuses behind the project, a governmental
The day after, he was playing cards at a commission argued that it was not exactly what
boozer‟s, and reportedly cheating clumsily. they expected for the huge sums of money
Foreigners tend to laugh at the story and call invested, and it wouldn‟t be further financed by
the people telling it brainless gullible idiots. the honest taxpayers of their country. As the
They generally change their minds once they secret underground lab on Golgo Island was
have got some good kicking by the locals, who about to be closed and put in self destruct
don‟t like it when people make fun of folklore. mode, the machine rebelled, killed everyone,
and escaped. It is now in training mode, and
Golgo Island 36
looking for every possible means to put its Maniac Nerd
combat programmes in practice. Kenny had a very special relationship with his
mother. When she died, his whole universe
Lil’Archie collapsed and it must be admitted that he did
Lil‟Archie, despite his young age, has already suffer from a couple psychological issues.
had his fair share of the harshness of life on Being somewhat unintelligent on top of that, he
Golgo Island. Abandoned to a river by his didn‟t quite understand what his psychiatrist
parents, breast-fed by a Zorgl, he soon fell into recommended – as a result, he took his best
the vicious circle of alcohol, drugs and sailor suit and began to seek for a Woman and
violence, killing for lollipops and torturing for kill a villain named Oedipus or something. For
collectable football cards. He is currently some reason, he figured Golgo Island was the
looking for the goal keeper of the Golgoville right place to begin his quest.
Bonegrinders – if you have the card, we
suggest you pull it out of your pocket slowly Marcel Lebeau
and hand it to him nicely. Marcel Lebeau has been working as a hired gun
on Golgo Island for years now, and he knows
Lola the place quite well, a quality that is rightly
Lola is a female mutant from the outer slums of valued by those who employ him. What they
Golgoville. Born with a large single eye and appreciate less, though, is that the secret of his
telekinetic powers, she was called all kinds of time in the job is not his sneakiness, his vicious
nasty names during her childhood; but as she intelligence, or his total absence of scruples,
grew older and more “feminine”, men started to but his bending on fleeing in the middle of a
become much more tolerant with her facial gunfight, surrendering, or simply passing to the
issues. Many times she was bitterly enemy.
disappointed by the behaviour of men towards
her as they seemed more eager to love her in Marie Luis
the eye than to marry her. She set out to live a A conscript in the time-travelling army of the
life of adventure, as it was the best way, to her Very Great Emperor, that strange neandertal
mind, to find her Prince Charming, who was was baptised Marie-Luis upon his enlisting.
bound to be an adventuring man of exceptional When his patrol was sent to Golgo Island for
skill and courage. undisclosed reasons, Marie Luis followed his
sergeant in a mission to Mount Hibachi where
Malcolm, the Chainsaw Demon all his squad but him were killed and eaten by a
Malcolm Kawasaki was living a mediocre tribe of cannibals. Selected by the savages for
existence in Golgoville, earning little money their ritual brawl fest, he unexpectedly defeated
from the commerce of Guano. Tired of this life, the tribe‟s chief in man-to-man combat and
he decided to get away from the city and set out took his place as their sovereign and champion.
for a remote place where he would breed goats Who knows when his irresistible ascension will
and cultivate cereals. After walking miles and stop?
miles without finding a suitable place to settle
the farm of his dreams, he stopped by a pond to Max Rufus the Wolfman
refill his gourd. In the greenish waters, he saw The cursed body of Max Rufus the wolfman
something. It turned out he had discovered a was imported to Golgo Island at great expense
mask ; a ceremonial mask from an ancient and by Ordurex, with extremely evil intentions.
long forgotten cult – the Cult of the Liberating After a series of untellable pagan rituals, the
Chainsaw. As he mechanically put the mask wolfman was once again brought out of hell
upon his face, the memory of its devilish again to serve his new master and his darkest
former owner possessed him, and he had his purposes.
first visions. Visions of liberation by the
chainsaw. For what problems couldn‟t be Mikey the Zombie Slasher
solved by the use of twin chainsaws? Many stories go about Mikey, the zombie
killer. Some mention an unhappy childhood,
37 Golgo Island
others an accident, others some kind of Nonoca the Mummy
sentimental drama, others various kinds of Nonoca was locked alive by her own tribe
intellectual difficulties… Whatever is right, the many moons ago in the temple where she dared
towering mass of muscles has obvious mental marry an orang-outang. Since explorers from
issues and a fondness for huge machetes, which all over the world started searching the island
being turned into a human flesh hungry zombie for its formidable riches, it was only a matter of
certainly didn‟t help. time before an unfortunate so-called
archaeologist found the way to her shrine and
Mikhail awoke her terrible vengeance.
Mikhail is one of those lone mythical heroes
who pop out of the dark in a silly dress without Ole Pa Riley
any obvious reasons, kill dozens of bad guys, Frank Riley is another of those unfortunate
restore justice and harmony, enjoy the girls, elderly people who, upon retirement, got ripped
then disappear mysteriously, probably called off by heartless estate agent who were good
elsewhere by other unobvious duties. enough to cash in the fruits of a lifetime‟s
labour to sell them a lovely house under the sun
Mouloud Nagasaki with a nice little back garden to cultivate, in a
Mouloud Nagasaki‟s unpublished most quiet and exotic place. Frank was
autobiography credits him with many feats in certainly happy with the size of the back
countless areas of interest – sports and martial garden, which looked much larger than in the
arts, painting, sculpting, poetry, jewelry, love, pictures he had been shown, but he didn‟t
war… Yet, strangely enough, anyone who has expect the neighbourhood to be that annoying!
known him for a bit tends to look down on him
or call him a thieving crook. Officially, he has Ordurex
come to Golgo Island for ambitious business Ordurex – in every soul in Golgo Island, the
reasons, but it may therefore be suspected that name resounds since childhood as a
he did so because wherever else he turned up, nightmarish synonym for fear, horrible death
he would be welcomed with hisses and rotten and merciless torture. And it is even more
tomatoes. At best. dreaded as that infamous character that all
parents use to scare their naughty children does
Mustafa Ramirez exist. Originally a super-agent serving the
Mustafa Ramirez is Renato Ramirez‟s clone world‟s greatest nation, Ordurex was always
brother - though it may not be obvious at first given the craziest assignments – he was the
sight. Unlike his brother, he was quickly found best, and he always carried out his missions
and indoctrinated by the evil political regime successfully, no matter the odds, enduring the
who originated the genetic project that gave most critical wounds, and the ensuing most
birth to them. When they had intelligence that perilous surgery. Until the day when, as he was
Renato was investigating Golgo Island, they cruising on a boat in the middle of the ocean
immediately sent Mustafa there, as they were towards his next mission, the hundred shock
convinced he was the most capable of finding troops that were supposed to assist him shot
Renato, so they could reunite the two brothers him down into an acid bath that was later
for reasons kept secret. detonated by an A-bomb. While men of a
weaker build and resolve would have been
Ninja blown to tiny radioactive bits and fed to the
Ninja is just called ninja because, as with all sharks, Ordurex survived. Propelled by the
ninjas, his identity is secret. As he is also formidable explosion, his hurt body skimmed
dressed as other ninjas, it is pretty difficult to and bounded across the raging sea before
tell him from the usual, ordinary, everyday finally reaching the shores of Golgo Island.
ninja. Especially as his victims aren‟t supposed After roughly operating himself using tooth-
to see him. Actually nobody is supposed to see sharpened pebbles and cauterising his wounds
him. So any further presentation would be with diesel, Ordurex fled to the deep jungle
futile. where he started planning his revenge on the
Golgo Island 38
entire world. Admittedly a defaced monster Robert Leclerc
hiding behind a ludicrous rubber costume, Robert Leclerc is rightly considered the
Ordurex survives thanks to his devouring greatest agent in the secret service of his
hatred and the abuse of drugs and various country; his feats are unmatched, and his
potions made from his unfortunate victims‟ successful missions countless. Now, his
bodily fluids. His armies are growing as fast as government has assigned him to an extremely
his madness, and soon the world will have to perilous mission on Golgo Island: to get back
face his wrath… the plans of the latest nuclear stealth bomber,
which were certainly taken there to be sold to a
Pervo, the Gnome of Doom foreign power.
Pervo, the gnome of doom, is Brutella‟s
favourite mortal minion. He devotes his Robot Sheriff
existence to her service and undertakes the A wonder of technology, codename Omega
most perilous missions in the hopes of Defender DX6754Xbis was however dumped
untellable rewards from his mistress. by its manufacturing company when a chief
executive objected, saying that it reminded him
Pierre Le Quiff of his mum. The research team did try to solve
Self-proclaimed “the biggest guns on Golgo the problem by screwing cowboy boots and a
Island”, Pierre Le Quiff means to defend this Stetson on its body, but in vain – the prototype
title every time it is challenged or people call of what was to be the future of the military had
him “grumpy”, “stunty”, “short arse”, to be destroyed. The scientist in charge of the
“despicable gnome”, or other unfriendly names. project, who had grown a fondness for his pet
Most of the time, it ends with him getting creation, didn‟t have the heart to send it to the
beaten up and soaked in urine in a backstreet - metal grinder. Instead, he placed it in a small
but that doesn‟t mean he won‟t show them row boat (an idea he found very poetic on many
again next time! accounts) and entrusted it to the high seas.
Weeks later, it reached the shores of Golgo
Renato Ramirez Island…
Renato Ramirez was adopted by a family of
rich jewellers, and was only told so when his Rocco Caliber
adoptive father died. After years of relentless Rocco Caliber is an irresistible universe-
investigations, he discovered that he was the renowned bounty hunter specialised in anything
result of a special genetic experiment, and that involving killing and blowing things up. He
the key to his identity could lie in Golgo Island. was sent to Golgo Island incognito after the
fiasco of Kirk Danger Hasslehöffner‟s
Rico Andrews expedition to capture the Banana Tyrant.
Rico Andrews and his unit of elite
stormtroopers were heli-dropped on Golgo Rolf “The Scorpion” Jaxxon
Island to sabotage the cocaine-producing Rolf “the Scorpion” Jaxxon is a movie star – a
facilities of a powerful drug lord, Colonel B-movie star, that is. To be completely honest,
Zanzibar. Something went wrong and they he is not really a star, but he does a lot of
were ambushed by an unknown enemy upon kicking in movies. It seemed to him a decent
their landing. Taken in a huge explosion, Rico way to make a living until he accepted that
fell unconscious. When he awoke, it was to shooting on Golgo Island. When the entire
realise his unit had been exterminated, crew was devoured by zorgls, and he was left
including his best friend who died from his on his own facing the funny creatures in his
wounds in his arms. His last words, “The silly costume, he had to face it: he would have
banana… Beware the banana…” left him been better off selling candy-floss.
sceptical – what he did know, however, was
that it was personal, now. Roscoe P.Tomane, Sheriff
Roscoe P.Tomane is the legal authority in a
small remote village North-East of Golgoville.
39 Golgo Island
His job is an enjoyable one: shooting at beer- valuable treasure that could help him fund
cans and the occasional savage. Things started another orphanage.
to go wrong when his fellow-citizens
threatened to stone, hang, disembowel and burn President Timothy N’Golo
him if he didn‟t deal with some of the more President for life Timothy N‟Golo was
serious annoyances, like the frequent looting democratically elected after his father died of
raids, kidnappings, rapes and murders nomadic an unfortunate fall from his balcony on the
gangs commit every time they pass by. He said night of the Ruby Camel celebrations. Despite
he was on to it, and started to look around for his young age (he was only sixteen at the time
clues with a magnifying glass. and could barely spell his surname), he was
acclaimed as a political genius and “the man of
Sonny the situation” by the democratically elected
Sonny was born to an aristocratic family, representatives of the people of Golgoville.
whose exotic vacations on Golgo Island went From an outsider‟s point of view, that may
bad. Abandoned in his youth, he was bred by a seem funny as hardly anyone knows there is
kung-fu master who rescued him from savage anything like a presidency in Golgoville.
pigs, and taught him the secrets of boxing. Fact
is he was a poor student, and as he had little Uzumaki
awareness of it and of the dangers of the world The mysterious karate master known as
surrounding him, that didn‟t prevent him to set “Uzumaki” is said to have learnt the greatest
out and seek high adventure when he was 16. secrets of hand to hand combat on the highest
He must be in the island, somewhere, possibly summits of Mount Hibachi from a llama (a
alive. magic llama, that is), that taught him the most
insanely powerful combat techniques. Once his
Stedley Davidson training was complete, and he realised he could
Stedley Davidson is the leader of a biker gang not only beat a llama, but also kick the hell out
of Golgoville calling themselves the “Night of any man he came across, he predictably
Vigilantes”. Although he claims he studied became power hungry. People who come
ninjitsu, he is known for largely preferring the across him tend to agree that he has a
use of his heavy machine gun when things get destruction fetish. He wanders across Golgo
hairy. Island, looking for more opportunities to
display his talents at breaking things.
Tarah Diamonds
Tarah Diamonds is a fine specimen of human Van Li Brothers
bio-engineering coming from a distant future. Bobby and Johnny Van Li are twin brothers
She has always kept her mission secret – so who are constantly harassed by evil-doers of all
secret actually that some suspect it may be kinds. Nasty people killed their father, raped
secret even to her and she was sent to Golgo their sister, kidnapped their girlfriend,
Island by mistake. beheaded their parrot, peed on their car, stoned
their store windows… The list is endless. This
Thor Pasadenas bad karma further reinforced their mental and
Thor Pasadenas is not just a famous wrestler, physical strength as well as the bonds birth had
he is a national icon and an idol for the youth of naturally established between them. All over
his country. After spending years on the ring Golgo Island, they are now famous for their
against opponents that were no match for him, merciless vendettas against whoever would still
he eventually retired to dedicate the rest of his dare upset them.
existence to crime-fighting and serving the
hope for a better tomorrow of the millions of Walter Kotchev
children who consider him their Hero. After Upon retirement, Walter Kotchev bought some
countless adventures, he eventually set out to land on Golgo Island to breed pigs and live a
Golgo Island, as he heard of the existence of a peaceful life under the sun. Except the estate
agent was a con man, and the piece of land he
Golgo Island 40
was sold didn‟t exist. Now Walter has the firm stuffed with explosives at people that raises
intention to stand for his rights as a consumer questions about him. Given his funny accent, it
and draw a line in the sand – he shall find a could be cultural, though.
land and make it his, and the agent had better
keep off. Zombie Trooper
An anonymous soldier, the Zombie Trooper
White Tiger was found in a funny barrel on the beach of
White Tiger is the natural son of a now dead Golgo Island by a group of little children who
kung-fu master. Just as talented as he is fierce started playing the drums with it, and opened it
in combat, White Tiger seeks, just like his inadvertently. Most people think he‟s just a
father did in his time, the long lost scroll stinking zombie randomly wandering across the
belonging to his ancestors that contains the island, but those with a more poetic mind say
secret of “The Touch of Death” – a devastating he could be following a mysterious purpose.
kung-fu technique that could change the face of
the planet whether it is mastered and used by a Dr Zorglberg
good or an evil person. Dr Zorglberg‟s story is a very sad one indeed.
After spending a lifetime in the service of
Colonel Zanzibar knowledge and the progress of science and
Colonel Zanzibar is one of the most successful mankind, Zorglberg was sent by his University
drug lords on Golgo Island, providing all sorts to Golgo Island to study the local flora and
of entertainment to the few who can afford his fauna. Luckily, he went there with an armed
fine products – and enslavement to thousands expedition, as his first important discovery in
of others. He is a ruthless leader and a fierce the jungle of the island was fierce creatures he
combatant whose personal army has gained baptised Zorgls after himself. Their second
increasing control over the savage lands, expedition into the jungle wasn‟t so lucky, as
raping, massacring, and enslaving all its Zorglberg was stung by a dimensional
denizens on its way. scorpion. Zorglberg‟s behaviour progressively
degenerated, until he devoured his companions‟
Zavata Von Bozzo brains and mutated into a strange tentacled
Whoever has been in business with Zavata Von creature. On the bright side, this could pass for
Bozzo says he has a very disturbing one of the strange skin diseases the denizens of
personality. It‟s not that he dresses as a clown Golgo Island are used to seeing, which, after he
as much as his fondness for sucking chopped claimed he was taking his medicine, made his
off baboon fingers, or throwing newborns integration easier.
41 Golgo Island
2 HP, ballsy, obvious, vindictive
ALPHA ZORGL
Mv 9‟‟ Zorgl Rampage Twist
Df 3k3 CC 3k3 1k1
Mn 4k4 3x
CR 4‟‟
Golgo Island 42
2 HP, Dumb
DIAPER AVENGER
Mv 9‟‟ Crowbar Pistol Twist
Df 3k2 CC 2k2 6‟‟ 3k3 5k4
Mn 3k3 Spooky attack
CR -
Dodge
FU CHENG
Mv 9‟‟ Kung Fu Killer Lampshade Beheading Twist
Df 2k2 CC 3k2 12‟‟ 3k2 12‟‟ 4k4 1k1
Mn 4k3 Slow reload
CR -
43 Golgo Island
Stealthy
GROUCHOPOULOS
Mv 9‟‟ Wimp fighting SubMachineGun SubMachineGun Twist
Df 2k2 CC 1k1 18‟‟ 2k2 12‟‟ 1k1 1k1
Mn 3k3 2x (Bu)
CR -
2 HP, dodge
GUNTHER
Mv 9‟‟ Bat Bat Twist
Df 2k2 CC 3k2 CC 3k2 4k3
Mn 3k3
CR -
HAXOR STRATOCASTER
Mv 9‟‟ Haxor boxing Haxor boxing Twist
Df 3k2 CC 3k2 CC 3k2 4k4
Mn 4k3
CR 4‟‟
Infiltration
KARATUSTRA
Mv 9‟‟ Kick SP : Teleport Twist
Df 2k2 CC 2k2 6” 3k3 1k1
Mn 2k2 2x One shot
CR -
1HP
KID ROBERT
Mv 9‟‟ Kick Kick Kick Twist
Df 2k2 CC 2k2 CC 2k2 CC 2k2 4k4
Mn 3k3
CR -
Golgo Island 44
1HP, Sharpshooter
KIRK HASSELHÖFFNER
Mv 9‟‟ Wimp boxing Laser Pistol Twist
Df 2k2 CC 1k1 18‟‟ 2k2 2k1
Mn 3k3 Thermal scope
CR -
1HP, Sharpshooter
KIRK (SAFARI VERSION)
Mv 9‟‟ Wimp boxing Shotgun Twist
Df 2k2 CC 1k1 12‟‟ 3k2 4k3
Mn 3k3
CR -
LITTLE ARCHIE
Mv 9‟‟ Rattle Krak grenade Frag grenade Twist
Df 2k2 CC 1k1 12‟‟ 4k4 12‟‟ 2k2 3k3
Mn 3k3 Fragile, heavy 2x(Ex), Fragile,
CR - recoil heavy recoil
1 HP, slippery
LOLA
Mv 9‟‟ Slap SP : Shove Twist
Df 2k2 CC 2k2 18‟‟ 3k3 1k1
Mn 3k3
CR -
2 HP
MANIAC NERD
Mv 9‟‟ Nerd fighting Chainsaw Twist
Df 2k2 CC 1k1 CC 3k2 4k4
Mn 3k3 2x
CR -
Infiltration
MARCEL LEBEAU
Mv 9‟‟ Wimp fighting SubMachineGun SubMachineGun Twist
Df 2k2 CC 1k1 18‟‟ 2k2 12‟‟ 1k1 1k1
Mn 3k2 2x(Bu)
CR -
45 Golgo Island
2 HP, Dumb, Lucky bastard
MARIE LUIS
Mv 9‟‟ Club Club Twist
Df 2k2 CC 3k2 CC 3k2 3k2
Mn 3k3
CR -
Vindictive
MUSTAFA RAMIREZ
Mv 9‟‟ Headsmash Headsmash Twist
Df 3k3 CC 3k2 CC 3k2 1k1
Mn 4k3 Piercing attack Piercing attack
CR -
Terrifying
NONOCA
Mv 6‟‟ Touch Twist
Df 4k3 CC 2k1 1k1
Mn 5k5 -
CR -
Golgo Island 46
OLE FRANK RILEY
Mv 9‟‟ Insults SubMachineGun SubMachineGun Twist
Df 2k2 CC 1k1 18‟‟ 2k2 12‟‟ 1k1 4k4
Mn 3k2 Heavy recoil 2x(Bu), Heavy
CR - recoil
2 HP
PERVO
Mv 6‟‟ Gnomish Lucha Sawn-off Shotgun Sawn-off Shotgun Twist
Df 2k2 CC 1k1 6‟‟ 3k2 6‟‟ 2k1 4k3
Mn 3k2 2x (Bu)
CR -
2 HP
RENATO RAMIREZ
Mv 9‟‟ Tutu boxing Shotgun Twist
Df 2k2 CC 1k1 12‟‟ 3k2 3k3
Mn 3k3
CR -
Glory hound
RICO ANDREWS
Mv 9‟‟ Karate SubMachineGun SubMachineGun Twist
Df 3k2 CC 3k2 18‟‟ 3k2 12‟‟ 2k1 1k1
Mn 3k3 2x (Bu)
CR -
2 HP, sharpshooter
ROBERT LECLERC
Mv 9‟‟ Boxing Pistol Twist
Df 3k2 CC 2k1 12‟‟ 2k2 2k1
Mn 3k3
CR -
Cybernetic, obvious
ROBOSHERIFF
Mv 6‟‟ Bot Boxing 6 gun Twist
Df 4k3 CC 2k2 12‟‟ 3k2 2k2
Mn 4k3
CR -
47 Golgo Island
2 HP, Sharpshooter, Glory hound, Vindictive, Hard
ROCCO CALIBER luck, Eagle eye
Mv 9‟‟ Arse Kicking Pistol Twist
Df 3k2 CC 3k2 12‟‟ 3k2 1k1
Mn 4k4 Piercing attack
CR -
1HP, Charmed
SONNY
Mv 9‟‟ Jab Jab Twist
Df 2k2 CC 2k2 CC 2k2 5k5
Mn 3k3
CR -
1HP
TARAH DIAMONDS
Mv 9‟‟ Girl Powa! DoomPlasmaGun DoomPlasmaGun Twist
Df 2k2 CC 2k2 24‟‟ 4k4 18‟‟ 2k2 1k1
Mn 3k3 Fragile, heavy Same flaws,
CR - recoil,slow reload 2x (Ex)
2 HP, Dodge
THOR PASADENAS
Mv 9‟‟ Lucha Libre Mucha Lucha Twist
Df 3k2 CC 3k2 CC 2k2 2k2
Mn 4k3 2x, slow attack
CR -
Golgo Island 48
Dodge, frenzied, vindictive, glory hound
UZUMAKI
Mv 9‟‟ Karate Karate SP : Teleport Twist
Df 2k2 CC 2k2 CC 2k2 6‟‟ 3k3 1k1
Mn 3k3 One Shot
CR -
Vindictive
WALTER KOTCHEV
Mv 9‟‟ Boxing SubMachineGun SubMachineGun Twist
Df 2k2 CC 1k1 18‟‟ 2k2 12‟‟ 1k1 3k3
Mn 3k3 2x(Bu)
CR -
Sharpshooter
ZANZIBAR
Mv 9‟‟ Stick Pistol Twist
Df 2k2 CC 2k2 12‟‟ 2k2 2k2
Mn 4k3
CR 6‟‟
2 HP, Obvious
ZAVATA VON BOZO
Mv 6‟‟ Chop Explosive baby Twist
Df 3k3 CC 3k2 6‟‟ 3k2 3k3
Mn 4k3 2x (Ex), One
CR - shot, time delay
ZORGLBERG
Mv 9‟‟ Pincers SP: See the future Twist
Df 2k2 CC 2k2 CC 3k3 2k2
Mn 4k4
CR -
49 Golgo Island
HENCHMEN
Henchmen are the generic category in which belong all figures that aren‟t the stars of your adventures
– they‟re the anonymous extras in silly costumes and make up who fight and die by the dozen for
good, evil, or other reasons the writers didn‟t necessarily think fit to make clear.
Most Henchmen will therefore have the Never Do Well tweak that will not only acknowledge their
unenviable status, but also cut some unnecessary rule details and point costs.
Units of Henchmen have a free 1k1 Twist value that can‟t be upgraded.
Henchmen profiles have what we‟ll call “a high degree of abstraction” to them. That means that as
they are not the focal points of the action, have little to no character (except their often funny looks,
that is), and that is reflected in game terms by very simple and generic profiles. Henchmen are hired in
units worth from 60 to 80pts, with 70pts being the norm.
Minions Zorgls
Be they slaves to the Dark Empire, the Those very uncommon creatures (they have
Brotherhood of the Great Golgo, the Cult of the actually only been reported on Golgo Island)
Totemic Banana, or simple hired guns, those were named after the man who discovered the
anonymous henchmen are ready to die by the species, Dr Edmund Zorglberg. They are, of
dozen. This profile may also be used to course, fascinating to scientists, especially from
represent most critters, beasts, and random an evolutionary point of view, but they're also
baddies on Golgo Island (snakes, giant very difficult to study, as they will attack
scorpions, venomous spiders, street punks…) whatever isn't a Zorgl with their ludicrously
by selecting a close combat attack only. large claws and their powerful jaws. A Zorgl
A Minion with a compulsory close combat with its compulsory close combat attack costs
attack costs 5pts. They may pick up to one 7pts.
extra attack: Pistol (+14pts), Rifle (+18pts) or
Bolt-action rifle (+16pts). One Minion in the Cosmo-Arghs
unit may become their leader and have a 4‟‟ Those giant reptile-like critters from outer
Control Radius for +2pts. space seem to have established an interstellar
transport café in the jungle of Golgo Island,
Zombies where they are worshipped as demi-gods by the
Brain-hungry, bloodthirsty undead cannibals local tribes. A Cosmo-Argh with its close
who will always find a good excuse to rise combat and ranged attack costs 35pts.
from the grave. A zombie with its compulsory
close combat attack costs 7pts.
CREATURES
The creatures you place on your game board should have exactly the same profile as Henchmen – in
fact, you should consider them as Henchmen in every respect, except that they don‟t belong to any
player, and are always considered controlled.
Another important difference is that Creatures will never rout. Really never – they will not run away,
under any circumstances.
Creatures are activated using the Creature Magnet Twist. Generally, it should take a 5 to activate a
Creature, but that will depend on the Creatures used, of course, but also the scenario played.
For example, under normal circumstances, it takes a 5 to activate a Zorgl and a 7 to activate a Cosmo
Argh – but if you‟re playing a Zorglapocalypse scenario with a hundred Zorgls on the table, and the
Banana Tyrant‟s brain waves making them more and more frenzied as time passes by, you might
decide that on Turn 1, it takes a 5 to activate a Zorgl, but 4 on Turn 2, and only 3 in the following
turns. When it comes to Twists, anything goes and you should feel free to get creative - as long as the
rule is fair to everyone of course! For example, you shouldn‟t play a scenario in which the only Twist
is Creature Magnet and Creatures are activated on a 7, as it would severely penalise Characters with
1k1 Twists).
Golgo Island 50
Never Do Well, Sole Survivor
COSMO-ARGHS
Mv 9‟‟ Claws Death Belcher Twist
Df 2k2 CC 1k1 12‟‟ 2k2 1k1
Mn 2k2
CR 4‟‟
Never Do Well
MINIONS
Mv 9‟‟ Close combat Pistol Rifle Bolt Action rifle Twist
Df 1k1 CC 1k1 12‟‟ 1k1 18‟‟ 1k1 18‟‟ 1k1 1k1
Mn 2k2 Slow reload
CR -
Never Do Well
ZORGLS
Mv 9‟‟ claws Twist
Df 1k1 CC 2k1 1k1
Mn 2k2
CR -
51 Golgo Island
In this section, we are going to detail how you can design the profile of your figures, arm them, and
calculate their point value.
Personal Points
To get started, we need to know what kind of figure we‟ll be building, whether it‟s a lowly Henchman
figure or a mighty, heroic Character. That decision determines the figure‟s basic point value and how
many tweaks the figure can include for customizing its abilities. How tweaks are used is explained
further under the section on tweaks.
Here is the chart giving the options for a Figure Type Table (T)
figure‟s type. Make a note of your selection Max Max
and write down the number of points for the Code Points Description Tweak Hero
figure and the number of points‟ worth of Points Points
Tweaks that the model may take. This will T 2 Henchman 15 0
make a difference during game play. C 8 Character 60 2
Golgo Island 52
Following Defence, you will select the figure‟s Mental value. Mental Table (Mn)
Mental is primarily used in Rout tests, but is also used when Mn Points Notes
defending from certain Powers, like Control, or any other effect 2k2 0
that depends on inner willpower for defence. 3k2 2
3k3 4 Max for Type: T
In addition to Mental, you now also select a Control Radius if
4k3 6
appropriate. Figures with a Control Radius can act as leaders of a
unit. For basic henchmen, you probably won‟t take a Control 4k4 8
Radius, as they aren‟t really fit to lead, anyway. On the other 5k4 12
hand, a unit where every figure has a Control Radius will never 5k5 16
end up leaderless. It‟s also equally possible that a powerful 6k5 20
character is unwilling or unable to lead others and will therefore Auto 24 Max for Type: C
take no Control Radius. How many times have we heard a hero
from some movie say, “I work alone.”? As before, write down
the values selected and the points required from the two charts. Control Radius (CR)
Mn Points Notes
Having chosen all of the personal characteristics for the figure, 0" 0
the last step to complete the Personal Points part of the figure is 4" 2
to determine what Tweaks, if any you choose to apply. 5" 4
6" 6 Max for Type: T
Personal Tweaks 7" 8
Each figure, based on its type, has a number of points it may 8" 10
spend on tweaks. Tweaks are adjustments to the figure‟s abilities 9" 12
that customize how it performs on the battlefield. 10" 14 Max for Type: C
Tweaks that help the figure are called "Edges" and make the
figure cost more points. Tweaks that hinder the figure are called "Flaws" and bring the point cost
down. The tweaks value listed on the Figure Type Table tells you how many points of edges and flaws
you can take for each figure. This includes any personal tweaks on the list below plus any weapon
tweaks you may take when building the figure‟s weapons.
A flaw worth -5 points reduces the figure‟s cost by five points and counts as five points worth of
tweaks. An edge worth +3 points increases the cost of the figure by three points and counts as three
points worth of tweaks. If a figure has both of these, it will have a total cost of two points less than it
regularly would and will have used a total of eight points of tweaks.
For a complete list of Personal Tweaks, see the Personal Tweaks section.
Hero Points
After all tweaks have been selected and written down, there is one more characteristic to calculate.
This is the Hero Points that the figure uses to survive hideous amounts of damage that would kill a
normal man outright. How you use Hero Points is explained in Figures with Hero Points in the core
rules. Go back and review that section now if you feel you need a refresher. Hero Points cost four
points apiece, and each troop type is limited in the number they may take. So a character with 2 Hero
Points will cost 8 points more than usual. Remember a Character may normally only take up to 2 Hero
Points.
Arming Them
Weapon Slots
Now that the figure‟s Personal Points have been worked out, you can add weapons. Each type of figure
has a certain number of weapon slots, found on this chart. The first weapon slot may only be used for
close combat weapons (weapons with no Range characteristic.) Personal tweaks may change the
number of slots a figure is allowed, most notably Weapon Master, an edge that allows the figure an
extra weapon slot.
53 Golgo Island
Weapon Slot Allowance
Type Slots Notes
Henchman (T) 2 Henchmen should have k1 attacks only; they may have k2 attacks but if so they
either need to have k2 Df, or can‟t take the Never Do Well tweak. That
restriction does not apply to Creatures.
Character (C) 4 None.
AV Points Next, you select the weapon‟s Attack Value. This determines how
1k1 4 effective the weapon is. As before, write down the selected Attack
2k1 6 Value and the number of points spent. As shown in the Weapon Slot
chart, there are limitations to the Attack Value you can give a
2k2 8
Henchman figure. This is important to note since giving powerful
3k2 10
weapons to cheap troops can unbalance the game.
3k3 12
We have listed Attack values up to 6k5, but bear in mind that a
4k3 14
common attack for hero is a k2 one, with k3 being rare and k4
4k4 16 exceptional.
5k4 18 Though we don‟t want to be too restrictive and impose limitations on
5k5 20 those, remember the Profile Builder is there for you to enrich your
6k5 22 experience of the game – not ruin your opponent‟s.
After picking the Range and the Attack Value Area Effect Table (AE)
for the weapon, you need to decide if this is an AE Mult Notes
Area Effect weapon or not. Area Effect means
- 1 No area effect
that the weapon is able to affect more than one
2x 1.5 Two figures
figure at a time under the right circumstances.
3x 2 Three figures
For example, grenades explode on impact,
sometimes taking out a couple of guys when 4x 3 Four figures
they do, and a talented swordsman with a two-handed sword may be able to slice off a couple heads
with one mighty blow. If the weapon is not going to be an Area Effect Weapon, you can skip over this
entire section and move straight on to the weapon‟s tweaks.
Area Effect is calculated slightly differently than other characteristics since it is a multiplier instead of
a straight additional point cost. Select from the chart the maximum number of targets the weapon may
affect. An Area Effect of 2x means two figures. Similarly, 3x means three figures and 4x means four
figures. You then take the total spent on Range and Attack Value and multiply it by the amount shown
on the chart. The result is the new total cost for the weapon, except for tweaks you may add later.
Notice that the Area Effect multiplier is applied before you add tweaks.
Golgo Island 54
Example: The Alpha Zorgl has scrounged a brand new shiny helmet with internal hoses that feed him
with beer, and turbo antennae that can shoot balls of plasma. He pays 14 points for an 18" Range and
12 points for a 3k3 Attack Value. He then decides he wants the plasma balls to explode at their target,
so he selects a 3x Area Effect. The multiplier is x2, so the cost of his weapon before tweaks is (14 + 12)
x 2 thus 26 x 2, or 52 points.
For Area Effect weapons, you also need to pick an Area Effect Type. This does not change the cost of
the weapon at all, but defines precisely how the weapon affects multiple targets. Simply select the type
you want for the weapon and make a note of it. Details of how Area Effect weapons work is explained
in the conflict section of the rules, but a quick summary is shown below.
Weapon Tweaks
Just as you can select tweaks for the figure, you can also select tweak for each weapon. Include these
tweaks when determining the figures total tweak points.
For a complete list and description of Weapon Tweaks, refer to the Weapon Tweaks section section.
Special Powers
Weapon slots are also used for building Special Powers. Special Powers are built similarly to weapons
except that they use their Attack Value differently to determine success or failure. What the Special
Power actually does is determined by the Special Power tweak applied, so they always cost a little bit
more than a similar weapon that does normal attacks.
Success and failure for Special Powers is resolved in one of two ways, depending on whether the target
is willing or unwilling. Special Powers which affect the figure using the power on friendly figures use
the Attack Value roll just like Rout tests use Mental. Roll the Attack Value and if the total is 10 or
more, the Special Power works as planned. Special Powers which affect enemy figures use the Attack
Value as normal, except that the target figure rolls using his Mental instead of Defense and normal
Defense Adjustments do not apply.
Example: Uzumaki attempts to use his Teleport power (AV 3k3) to teleport himself behind a wall and
avoid Walter Kotchev’s bullets. Uzumaki rolls 3, 4, and 4. He gets a total of 11. Since he is using the
power on himself, and the total is 10 or more, he is immediately teleported out of trouble.
As described above, the Special Powers (listed in the Special Powers section) modify the actual effect
of the “weapon.” In some cases, such as Rally, it ceases to be a real weapon at all. The effects
described assume the Power is used successfully. In some cases, there is still an effect if the Power
fails. If so, the failure effect is also described. Otherwise, it is assumed that on a failure, nothing
happens. Each Power may only be used once during the figure‟s activation and may be placed on
reserve, just like a weapon. Unless otherwise stated, the user may target itself. There are a few
important differences between normal weapons and Special Powers, detailed below.
Special Powers may always be used while in close combat, including against close combat opponents,
even if they have a range characteristic. If used against a close combat opponent, it is treated as a close
combat weapon for that use, so any tweaks that refer to close combat attacks apply.
Special Powers may not be used in conjunction with Massed Attacks.
55 Golgo Island
A weapon slot used for a Special Power may take weapon tweaks, including Multiprofile – please note
that is is normally not the case in the usual WarEngine rules. The Multiprofile weapon tweak will
allow a figure to apply multiple Special Powers or a combination of weapons and Special Powers into
a single weapon slot as normal.
Special Powers may not be Area Effect weapons. Some Special Powers are innately Area Effect in that
they will affect an entire unit, such as Rally or Terror.
Unlike normal weapons, Special Powers placed on Reserve may be used during the Follow Up phase.
For a complete list of Special Powers that apply to all settings and factions, see the Special Powers
section.
Twist
Every Character must have a Twist value, the cost of which is exactly the same as a close combat
attack. So when you build you profile, consider you have a compulsory minimum of 4pts to take into
account. What will generally happen is that once you have completed your Character‟s profile and
selected all the tweaks and attack to characterise them, you will have points left, and those points
you‟ll use to increase your Twist value until you reach the point bar you had set for that character –
generally 70pts. And that‟s just the way it should be, as Twists are specifically there to make up for the
differences between Heroes by giving them more or less scenario help.
Units of Henchmen have a systematic 1k1 Twist value you don‟t need to pay for, but that you can‟t
upgrade.
Golgo Island 56
i PERSONAL TWEAKS h
Tweaks allow you to customize the figures in your force on an individual basis. While Flaws reduce
the cost of your figure and Edges increase their cost, there is a limit on how many tweaks may be taken
overall.
The tweaks listed below apply specifically to the figure (as opposed to the figure‟s weapons). A point
cost is listed along with any limitations on which types of figures may use the tweak. If no limitations
are listed, the tweak is available to all figures. Each tweak may be taken only once for the same figure.
Flaws
Blood Rage (- 5 points) Glory Hound (- 2 points)
The figure is almost blind with the red fury and The figure is always looking for the most
lust for combat that pumps constant adrenaline impressive target. If the figure chooses to
through its veins. The figure must always use attack, it must attack the available target with
its full movement to move directly towards the the highest base Defence characteristic. If more
nearest enemy and must use as many of its than one target qualifies, the figure may choose
close combat attacks as possible. If the figure one.
still has movement remaining and its first target
is destroyed, it will continue to do this until it is Guiltridden (- 4 points)
out of movement and attacks. It may ignore Before making an attack against any Trooper or
vehicles and figures with the cybernetic edge in Elite, the figure must first pass a Mental test. If
favour of 'juicier' targets. When activated, roll a he fails, he starts thinking about the target
single dice for the figure. On a roll of 1, the playing with its children, doing charity work,
figure will move toward and attack the closest feeding the homeless and so on. The figure‟s
figure, friendly or otherwise, instead of the attack is cancelled and lost.
nearest enemy in exactly the same way as
described above. The figure may not take Hard Luck (- 8 points)
ranged weapons. Once per game, a dice roll made on behalf of
this figure must be discarded and rerolled at the
Coup Counter (- 4 points) request of an opponent. The new roll stands,
If this figure destroys another in close combat, even if it‟s better than the original.
it may not move or attack until after the next
follow up step Kamikaze (- 10 points)
If this figure is attacked in close combat, it is
Dumb (-Xpts) automatically destroyed. If this figure makes a
The figure behaves unpredictably, either close combat attack or is a secondary attacker
because it is reluctant to take part in the in a massed close combat attack, it is destroyed
engagement, or because it is plain silly. after the attack is resolved, regardless of the
Whatever the cause, the effect is when the destruction or survival of the target.
figure is activated, it must roll 4 or more on a
single dice or it will lose all movement and Never Do Well (- 7 points ; Henchmen only)
attacks for the turn. The number of points As it says on the tin - this figure never does
reduced from the cost of the figure is half the well. Figures with this tweak never benefit
cost of its attacks (not its Twist), rounded up. from the Did Not Move Defence or Attack
bonuses. In addition, people will often laugh at
them.
57 Golgo Island
Obvious (- 6 points) Unwieldy (- 4 points)
The figure isn‟t really that good at hiding The figure may not enter or pass through
behind stuff. Light cover provides no bonus terrain that provides a heavy cover or
and heavy cover only provides a +1k1 bonus on entrenching cover bonuses.
Defence.
Very Unwieldy (- 8 points)
Stupid (- 2 points; Figures without Auto The figure may not enter or pass through
Mental) terrain that provides cover bonuses.
This figure has a tendency to forget what it is
doing. When the figure is activated, it must Vindictive (-2 points)
pass a Mental test or it will lose all actions for Once this figure attacks a target, it must
the turn. continue to attack the same target with all
subsequent attacks until the target is destroyed,
Summoned (- 10 points) leaves the figure‟s line of sight, or is out of
The figure may only be brought into play by range. The figure may not voluntarily leave line
use of the Summoning Special Power. This of sight of the chosen target.
tweak does not count toward the maximum
number of tweaks points allowed by troop type.
Golgo Island 58
Edges
Ballsy (+ 1 point) Fickle Finger of Fate (+1 point; Character only)
When this figure is not in cover, it gets +1k0 When the figure first activates, roll one dice.
Defence. The effects of this roll last all game. If the roll
is 1, 2, 3, or 4 the figure is afflicted with the
Bushwhacker (+6 points) flaw Hard Luck. On a roll of 5 or 6, the figure
If the Bushwhacker figure does not attack is blessed with the edge Lucky Bastard.
during activation, they may reserve either all
their ranged attacks or all their close combat Flame Retardant (+ 1 point)
attacks. This figure is immune to the effects of the
Immolation weapon tweak.
Butthole Sergeant (+5 points; Character
with Control Radius only) Flight (+ 5 points)
If this figure is leading a unit that fails a Rout The figure is considered to be moving by flying
test, they make an example of one of their just above the battlefield. It receives no
followers to keep the unit from routing. Instead bonuses for cover, but may ignore any cover
of removing the entire unit, only remove the used by its targets that would not provide cover
figure closest to this figure. from a raised position (such as low walls.) The
figure may choose to move without the benefits
Charmed (+ 3 points) (and disadvantages) of this edge, but loses 6" of
Once per game, you may reroll one roll made Movement on any turn that it chooses to do so.
on behalf of the figure. The new roll stands,
even if it is worse than the original roll. Force Leader (+ 5 points; Character only)
The figure is the focal leader of the entire force
Combined Forces (+1pt) and all within the force look to him even
The Character can mass their attacks with beyond their own direct unit leadership. Any
another Character with that same tweak. uncontrolled or independent figure within the
Force Leader‟s Control Radius, as well as any
Crazing Command (+ 6 points) figure in a unit whose leader is within the Force
When this figure is leading a unit of Leader‟s Control Radius may use the Force
Henchmen, all of them gain the Frenzied edge Leader‟s Mental value when testing versus rout
and +3" Mv. or Special Powers that target units. If the Force
Leader is destroyed or routed, all figures that
Cybernetic (+2 points) were able to make use of the Force Leader‟s
The figure gets a +1k0 Mental when defending Mental value at the time of his destruction or
from Special Powers. rout will be subject to a rout test in the Rout
step of that turn. This Tweak can be applied to
Dodge (+2 points) one figure per force only.
This figure gets +1k0 Defence versus close
combat attacks. Frenzied (+ 2 points)
This figure gets a +1k0 AV on all CC attacks.
Eagle Eye (+1 point)
The figure automatically detects figures with Hyperactive Metabolism (+ 1 point)
the Stealthy advantage. This figure is immune to the effects of the
Poisoned weapon tweak.
Easily Controlled (+4 points; Henchmen only)
A leader at up to twice the leader‟s usual Infiltration (+ 10 points)
control radius may still control this figure. A At the beginning of the game, the figure may
leader may only control one other figure start the game anywhere on the board except in
outside his usual control radius at a time. impassable terrain or areas specifically not
allowed by a scenario being played. They may
59 Golgo Island
not start the game in base-to-base contact with Sharpshooter (+ 2 points)
an enemy figure. This figure gets +1k0 AV on all ranged attacks.
Golgo Island 60
WEAPON TWEAKS
Weapon tweaks allow you to customize the weapons in your force on an individual basis. While Flaws
reduce the cost of your weapon and Edges increase their cost, there is a limit on how many tweaks may
be taken overall for a figure, including weapon tweaks.
The tweaks listed below apply specifically to the weapon, not to the figure. A point cost is listed along
with any limitations on which types of weapons or figures may use the tweak. If no limitations are
listed, the tweak is available to all weapons and figures. Each tweak may only be taken once for the
same weapon.
You may of course feel free to ignore these limitations, or create new tweaks of your own. Just make
sure you and your opponent agree ahead of time.
Flaws
Cybernetic Only (-3 points) a close combat weapon carried by a Kamikaze
The weapon may only affect figures with the figure, which destroys the figure with its use.)
Cybernetic edge.
Slow Attack (-2 points)
Fragile (-4 points) The weapon may never be placed on reserve.
The weapon has not been properly maintained
or has been cobbled together haphazardly. Slow Reload (-6 points)
When the weapon is fired, first roll one dice. The weapon may only be fired every other turn.
On a roll of 5, the weapon jams, fizzles, May not be combined with One Shot.
hiccups, wheezes or whatever, and fails to fire.
The shot is wasted. On a roll of 6, the failure is Time Delay (-2 points)
more serious. The shot is wasted and the The weapon does not affect the target
weapon may not be fired again for the immediately. The attack is resolved during the
remainder of the game. May not be combined Follow Up step, rather than during the Conflict
with One Shot. step.
61 Golgo Island
Edges
Entangling (+4 points; close combat Mental Attack (+12 points)
weapons only) Targets defending from this weapon use their
If the weapon kills the target figure outright, Mental characteristic instead of their Defence
the target is removed from play. If the attack characteristic for the defence roll. No attack or
fails, the weapon entangles the target, defensive adjustments apply.
preventing it from escaping and hampering its
movements. The target may not leave close Multiprofile (+5 points)
combat with the user, even if it has the Slippery The weapon has more than one profile. In a
edge. It also rolls Defence against further close particular turn, the weapon may only use one of
combat attacks with a -1k1 penalty. These the profiles. The weapon‟s cost is that of the
effects last until the target is destroyed, the user highest profile plus the points paid for
makes another attack with the Entangling Multiprofile. Each profile may include weapon
weapon, the user is no longer in close combat tweaks. The profile with the largest tweak point
with the target, or the user chooses to let the total determines the amount of tweak points
target go. used, not including the Multiprofile tweak,
which is extra. This tweak can be used to
High Explosive (+4 points, Ex weapons only) represent a weapon that has different kinds of
The weapon uses a five-inch radius from the attacks available, like a huge club, which can
original target figure instead of three inches. either sweep attack several enemies or smash a
single one with a more powerful blow.
Highly Accurate (+5 points) Alternatively, is can represent two or more
Attacks with this weapon receive a +2k0 weapons that are exclusive of one another in a
Attack Value bonus. particular turn, like a rifle fitted with a grenade
launcher. For example, consider a rifle worth
Ignores Cover (+10 points) 25 points with 5 points of tweaks, and a
The weapon ignores all Light Cover and Heavy grenade launcher worth 28 points with 3 points
Cover Defense bonuses. Targets may take the of tweaks. The combined Multiprofile weapon
Did Not Move bonus versus this weapon, even would cost 33 points (the cost of the grenade
if they are in Heavy Cover. launcher plus five points for Multiprofile.) It
would use up 10 points of the figure‟s total
Immolation (+12 points) allowed tweaks (five points from the rifle plus
The weapon gets an additional opportunity to five points for Multiprofile.) On any given turn,
kill the target as its burning fuel (or some other the figure could use the rifle or the grenade
caustic effect like acid, persistent flame, or the launcher, but not both.
like) eats away at the target. During the Follow
Up step, any target attacked with this weapon Parry Weapon (+2 points, close combat
during the turn that has not moved to at least 3” weapons only)
away from its position at the time of the attack The figure wielding this weapon gets a +1k0
must defend from the attack again. The Attack bonus on Defence when attacked by a close
Value used is the weapon‟s basic Attack Value. combat weapon.
The Defence used is the target‟s basic Defence
plus the usual bonuses. Failure kills the target Piercing Attack (+2 points)
and the figure is removed. On the Follow Up Attacks with this weapon receive a +1k0
attack, figures with Hero Points may use them Attack Value bonus.
to increase their Defence, but not the attack.
Poisoned (+12 points)
Long (+6 points, close combat weapons only) The weapon gets an additional opportunity to
This weapon may be used in close combat kill the target as poison (or some other noxious
against figures that are within 2”, not just effect like toxic gas, disease, or the like) eats
figures in base-to-base contact. away at the target. During the Follow Up step,
Golgo Island 62
any target attacked with this weapon during the Thermal Scope (+6 points)
turn must defend from the attack again. The The weapon ignores the Light Cover Defence
Attack Value used is the weapon‟s basic Attack bonus.
Value with a -1k1 penalty. The Defence used is
the target‟s basic Defence with no adjustments. Transferable (+4 points)
Failure kills the target and the figure is When a figure carrying a transferable weapon
removed. On the Follow Up attack, figures with is removed from the table, the transferable
Hero Points may use them to increase their weapon may be passed to the nearest friendly
Defence, but not the attack. This does not apply figure as long as that figure is within 3 inches
to vehicle targets. and is part of the same unit. The receiving
figure loses its highest cost weapon in
Sniper Scope (+3 points, ranged weapons exchange. The receiving figure may not use the
only, no area effect weapons) weapon until its next activation.
Weapon gets an extra 12" of range when
shooting at targets in no cover. Very Long (+9 points, close combat weapons
only)
Spooky Attack (+0pts) This weapon may be used in close combat
The attack has no effect on the target's physical against figures that are within 3”, not just
integrity - instead, it shakes its mental. The figures in base-to-base contact.
target uses its Mn instead of its Df value to
defend itself against this attack.
63 Golgo Island
aLIST OF POWERSa
Necromancy (+1 point) Illusionary Swarm (+8 points)
The user brings a recently deceased corpse of a The target unit is fooled into believing that it is
fallen enemy to undeath. The user must have being attacked by hordes of cobras, or anything
just destroyed an enemy figure. If the comparably nasty. On its next activation, it
Necromancy roll is a success, the target figure must fire upon the closest unit, friendly or
becomes a Zombie under the command of the otherwise. The panic instilled by this
user‟s force. It joins the user during the follow perception means that the target unit will not
up step and works as a single unit with them receive Did Not Move bonuses on these
until it is destroyed. attacks.
65 Golgo Island
Now you have taken a look at the WarEngine core rules, and got how the Profile Creator works, you
can start thinking of the countless Characters you can create to enrich your Golgo Island experience.
To help you in that process, we offer some detailed notes on how we created a few profiles for our
games. First, the one for a character we all know and love: Arizona Roberts. Then we‟ll use Zombie
troopers as an example of Henchmen
Personnal profile
To create Arizona Roberts‟ profile, we‟ll begin by his personal profile: Type, Movement, Defense,
Mental, and Control Radius.
Type: as a Hero, Arizona Roberts must be a Character, which allows him to be activated
independently, join units of henchmen, take more attacks and spend more points on Tweaks than a
Henchman figure.
Movement: Most humans move by 9”, and there is no reason why he should be an exception.
Defence: the average Hero who isn‟t wearing any protection of any kind should pick a 2k2 value.
There we go.
Mental: Once again, Arizona should pick the average heroic value, which would be 3k3.
Control Radius: unless there is a particular scenario, there is no reason why the Archaeologist should
be a unit leader. We therefore picked the value 0”.
We can also pick one or several Personal tweaks to reflect his character and how he will play. We felt
that a striking feature of Arizona‟s is his very changing luck – fortune can be his friend or play the
dirtiest tricks on him. Fickle Finger of Fate therefore seemed adequate.
If we total up the point values of all these stats, we have 27pts. Now we must buy him attacks.
Attacks
Boxing: A close combat attack is compulsory. Arizona isn‟t known for being an exceptional brawler;
at least, it isn‟t a striking feature of his – we will therefore give him the lowest Attack Value, which is
1k1. 4pts.
Whip: Most of the time, though, if he needs to fight someone up close, he‟ll use his whip, a weapon he
is quite familiar with. The AV for the whip will therefore be the average Heroic Attack Value of 2k2.
It has a long range for a close combat weapon, so we‟ll give it the weapon tweak very long, so it can
reach a figure 3” away from him. It is a rather unwieldy weapon to use, though. We will also give it
the slow reload weapon flaw so Arizona can only use it every other turn. If we wanted to make
Arizona an extremely skilled whip user (like, say, a shaolin monk with sadistic tendencies), we
wouldn‟t give the weapon that flaw – but it seemed fair enough to pick it so he can use his whip every
other turn, and fight with his bare hands the rest of the time. 11pts.
Revolver: Now, his ranged attack. The standard range for a revolver would be 12” – if he was a very
sharp shooter, it could be 18”, but once again, there‟s no reason why we should extend it. We‟ll also
pick the standard Heroic AV for the gun, 2k2. Arizona isn‟t very fond of guns, and because of bad luck
or his own carelessness, he regularly has problems with them. Several solutions can reflect that, the
most obvious being: not picking the weapon attack at all (which is a bit extreme, but may suit some
scenarios), the one shot weapon flaw (same comment applies), or the fragile flaw. We‟ll decide to pick
that one, as it adds some uncertainty to the game and would work with any scenario. 14pts
Golgo Island 66
Twist and final adjustements
It‟s time to total up the figure‟s profile, and his 3 attacks: 56pts. We will have no problem playing him,
as he is an inexpensive Hero, as he is.
We want to play him in a game in which all units are required to be worth, or must average, 70pts. We
have 14pts left. It would be proper if Arizona spent a few of them in Twist points, as he is known for
managing to get out of the direst situations, and his flair as an archaeologist occasionally serves him a
lot. We decided to give him a 3k2 Twist value (10pts), and a Hero Point (4pts we‟ll add to his personal
profile), which might help when things get real tough.
So in the end, his chart would be as follows:
1 Hero Point, Fickle finger of fate
ARIZONA ROBERTS
Mv 9’’ Boxing Whip Revolver Twist
Df 2k2 CC 1k1 CC 2k2 12’’ 2k2 1k1
Mn 3k3 Very long, slow Fragile
CR - reload
As you can see, there are lots of personal choices, and things that can be discussed – everyone have
their own idea of what Arizona Roberts should be and play like. But now, you should know how to
tailor him to your own likings.
A couple of decades ago, General Felix Delguano made a failed attempt at establishing a military
government in Golgoville. Druglord Tommy Fontana united the local mafias and repelled Delguano‟s
troops in the Deep Jungle where they were all slaughtered. The Fontana famiglia should know that
some grudges are born beyond the grave…
Personal profile
We‟re going to proceed with an example of Henchmen figures, those that helplessly die by the dozen
when they face your white teethed heroes – but can still be pretty annoying at times. We chose undead
troopers, as they are a combination of 2 ready-made profiles you can find in the Profiles pages. As in
the previous example, we‟ll begin by the personal profile: Type, Movement, Defence, Mental, and
Control Radius.
Type: those will obviously be Henchmen. They offer less customisation possibilities than Characters,
but we don‟t want too much detail on never do wells – in Golgo Island, games are focused on the
Heroes. On the other hand, Henchmen must be taken in units of several figures, therefore allowing
massed attacks – which can be quite helpful when a Hero joins the unit.
Movement: We want our zombies to be slower that humans. 6” seems alright for rotting corpses.
Defense: Because they‟re dead and care less for wounds than the average mobster, we gave them a
2k1 defence instead of the usual 1k1.
Mental: Once again, dead soldiers don‟t care much about gunshots and are much less likely to panic
than their live counterparts. But they are still likely to get pretty useless as a rotten-brained corpse
doesn‟t take many initiatives on his own, and it does tend to follow the rotten-brained corpse in front
of it – provided it wasn‟t sent back to the grave itself. We therefore decided to stick to the usual 2k2
Mn value.
Control Radius: They‟re troops, they‟re dead, they‟re 0”.
What will give them the final undead trooper touch is the tweaks we‟ll apply to this profile. As with
most Henchmen, we‟ll give them the Never Do Well flaw. The zombie touch will be the coup counter
flaw – if they ever defeat an opponent in close combat, they will have to stay in base to base contact
67 Golgo Island
with them and eat their brains for the rest of the turn. That global profile is worth 1pt. On to the
attacks, now.
Attacks
Undead Boxing: As you would expect, we‟ll pick the lowest value for the compulsory hand to hand
attack: 1k1. 4pts.
Assault Rifle: The figures we have a mind to use carry assault rifles. The range for those would
usually be 24” – but we have the intuition (which may be wrong, huh?) that being a dead loser doesn‟t
serve accuracy at long range. So we brought it down to 18” and gave the weapon the standard 1k1
Attack Value, which makes the attack worth 18pts.
Twist ? : No – Henchmen don‟t pay for Twists, but they do get a free 1k1 roll. Nobody will remember
the name of the second rate actor in the rubber zombie mask, so they don‟t need more help anyway.
So let‟s total things up: 23pts per zombie trooper. If we take three, our unit is worth 69pts – just under
our target point value of 70pts. We‟ll pick 2 units of those zombie troopers, and will give one a
corporal (i.e., a trooper with a Control Radius of 4″, for 2pts more). 69×2+2=140pts – we‟ll then spend
just 70pts on the undead Character that will lead them to battle and we get a typical 210pts force.
So in the end, the chart would be as follows:
Never Do Well, Coup counter
UNDEAD TROOPERS
Mv 6’’ Undead Boxing Assault Rifle Twist
Df 2k1 CC 1k1 18’’ 1k1 1k1
Mn 2k2
CR -
Again, there are lots of personal choices, and things that can be discussed – everyone have their own
idea of zombies, so let everyone follow their own as long as it‟s simple and fun!
Golgo Island 68
The first thing to bear in mind when starting a faction/gang/party is:
All that is fine – actually, it‟s getting that kind of diversity within a gaming group that will make things
exciting, so consider a) your priority.
As you can see, there are many variables that make it hard (or even a bad idea) to give you guidelines.
In our opinion, the best situation is the one when the minis you have make your faction composition
obvious.
By proceeding that way, you‟ll have a solid basis for most scenarios.
69 Golgo Island
Although it can be fun to devise clever campaign and experience systems -and there would be many
routes to explore to represent the progress of your heroes- our aim here is, once again to offer very
simple ways to represent experience in a Golgo Island campaign.
Because something simple, quick, and easy to keep track of and will allow you to spend more time
actually playing the game, and still have an impact on your party‟s development.
Campaigns being the occasion to use your imagination to tell crazy stories, you shouldn‟t consider
what follows as anything more than one way to do things, among many others.
What we suggest is that you divide your campaigns in Acts. Depending on how long you want your
campaign to be, an act may be a game or a series of games with an intermediary goal and a set
campaign bonus in the form of extra points for the winning party.
For example, you may decide that you are going to play a 5 game Act, and the winner of the act will
save the Lost Babes of Wagahani Valley. To determine who wins the act, you simply allow victory
points for each of the games played, generally going crescendo.
At the end of the Act, the saviour of the Lost Babes of Wagahani Valley gains a number of value
points for his Faction that was set at the beginning of the act. For example, 5 points of value to deal to
the faction leader or to the “man of the Act”, with which they can pay for a tweak, a characteristic
boost of their choice, or a hero point.
As for the guy who couldn‟t hit the broad side of a barn during all the act, chances are the player will
declare him dead (or worse) and simply replace him with another character of equal value in the next
act.
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Golgo Island 72