Last War Mini Version
Last War Mini Version
Last War Mini Version
In between Scenarios, weapons and items can be purchased for the listed
prices below. Weapons may be sold back to the Quartermaster at half the
price rounded down (if rounded to 0 he does not buy them).
Each Crew member has 5+Strength equipment slots. Weapons, items and ammo all
take up equipment slots.
ITEMS
Gas Mask Prevents ill effects of 15R
Gas and Smoke. Wearer
suffers -3 to Ranged attacks.
Bandage Cures Bleeding. 1R
Bandolier Counts as 1 equipment Slot but 5R
provides 3 extra Slots.
5RifleRound 1R
6 Pistol Round 1R
[WeaponName][Damage][SpecialConditions]
[Cost]
[Modioer]
One-Handed Ranged Weapons
[Pistol][D6][Ranged, Jam, Reload 6][Presence] [15R]
Two-Handed Ranged Weapons
[Rifle][D8][Rangedoamo
J Reload5][Presence] [25R]
One-Handed Melee Weapons
[Knife][D4][Thrown][Agility] [1R]
[Trench Club][D6][Strength] [4R]
[Fist][1][On Fumble take 1 Damage][Strength] [Free]
Two-Handed Melee Weapons
[RustedRifle][D8][Strength] [3R]
[Makeshift Weapon][D6][Strength] [Free]
Throwables (all have Thrown key word)
[Grenade][D8][ExplodeoCalledShot][Agility] [4R]
ARMOR
Hard Leather to Ranged Attack tests.
Armor Value: 1 Cost: 15 Resources
Cost: 1 Resource
Improvised
Prototype Armor Value: 1
Armor Value: 3 Special: -1 Agility
Special: Wearer suffers for user.
-3 Cost: Free
fumbl e
Rolling a 20 before applying modifiers
is a
CRIT ICAL
Activating a Model
When you select a model to activate it can perform
amovementandthenanactionpEachmodelgetsa
singleactivationperroundpIfamodelwishesto
moveoitmustmovebeforeitperformsanactionpIf
it has performed an action its activation ends.
Ifaeato
F statusorotherruletriggerswhenamod -
el is activated, you must trigger the effect at the
start of the activation before you move
Actions:
• Make a Ranged Attack.
• Make a Melee attack.
• UseapieceofEquipment
• Pickup and/or drop any number of items off the
ground or off dead/Downed models within 1 inch of
you.
• Drag a Downed model within 1 inch of you.
• InteractwithLootorScenarioitemswithin1inch
of you.
• Make a second move as an action.
Deployment
BeforethefirstroundofthegameorollInitiative
todeterminewhoplacesamodelfirstpThen
alternate between players, placing a model one at
a time until all models are placed. Models must be
placed within 6 inches of a board edge or based on
Scenario rules.
Initiative
Roll a D20. Highest number picks a model to
activatefirstp
Making Tests
All tests, unless specified
otherwise, are DR12. This means you roll
aD2qoaddtherelevantmodifiersandcheckthe
resultpIfowiththemodifiersoyoureachatleasta
12, you succeed.
Movement
Models can move a number of inches equal to 5+ their
Agility.
Close Combat
To perform a close combat attack, your model
must be within 1 inch of another model. Pick
one weapon.
Make a DR12 test using the appropriate
modifierasdeterminedbytheweaponp
Ifthetargetoftheattacksurvivesandhas
not activated, it is still able to activate
that round.
Damage
When you successfully hit with a weapon you roll the
weapon’s damage dice.
Criticals always
cause max damage
Armor is still applied.
Leaving combat
Models within 1 inch of each other are in combat.
Ifamodelwishestoleavecombatoyouropponentcan
decide to stop you. Hostiles always try to stop you. The
opponent rolls Agility against DR12.
Dragging Models
Models can drag/drop Downed or dead models as an
action. Dragging models halves movement speed, and
models dragging can only take move actions. Models
require at least +1 Strength to drag another model.
Casualties
When a model’s HP is equal to or less than 0 it is considered
Downed.
Layitfaceupp
IfaDownedmodeltakesanymoredamageitisimmediately
killedpLaythemfacedownp
Ifamemberofyourwarbandiskilledinascenarioyou
replace them for free with a new member.
Hostiles
After all models have been activated by all
playersoHostilesarethenactivatedpIfthereis
more than 1
Hostile to activate, randomise them with a roll.
Hostile Behaviour.
4. IfaHostilecanseeanothermodelthatisnotthesameasitselfo
it moves 2D6 towards that model, or, if the Hostile is equipped
with a Ranged Attack, it moves 1D6 inches and takes a shot, unless
another model is already within 12 inches, in which case it does
not move before making a Ranged Attack.
5. IfaHostilecanseemorethanasinglemodeloitalwaysgoes
towards/targets the closer model. On a tie, roll a die to
determine which way it moves/who it targets.
6. IftheHostilemakesitwithin1inchofamodelnotofitssame
type, it immediately attacks as per the close combat rules.
Randomiseifthereismorethan1modelwithin1inchpIfthe
Hostile has a Ranged Attack and is not within 1 inch of a model,
it makes a Ranged Attack against the nearest viable target.
HostilesmakealltestsatDR12withnomodifiersunless
specifiedpThisincludesiftheyareattackedortargeted
by any spells.
Hostile Morale
IfaHostileisCriticallyhititmakesamoralerollp
Roll2D6pIftheresultisgreaterthanitsmoraleoitflees
thefieldomoving2D6inchesperrounduntilitleavesthe
fieldoriskilledpIfHostilesmoraleis‘-’theyignore
morale rules.
Hostile Profiles
• HP - Hostile’s Health. When a Hostile reaches 0HP it is
dead.
• Morale-moralevalueforHostile(useinfullversion
ofgameonly)p
• Attack - This is given as a type, i.e. claws, slam or
other, followed by the damage it deals on a succesful
hit.
• Armor - How much the Hostile reduces damage by.
• Special - Any special attacks or features the Hostile
has.
EachLoyalalsohasaGasMaskand1rationp
Theirequipmentoweaponsandarmor(minus
Ammo)canbelootedfromthecorpsesofthe
Loyalbyanymodelwithin1inchofthemp
oyal
m s e l ves L o
he wh
h e y call t , soldiers r is
T
t h e cause pt the wa e
t o c c e on
e to a every
refus hey attack e either
over.
T you’r
o n s ight: serters.
else r de
emy o
the en
The Last War
Scenarios are designed to be played over a max of 6 rounds,
unless stated otherwise.
At the end of the 6 rounds your crew gets tired, will be dead
orwillfleebacktotheirbunkerp
Ifyouareplayingonlargerboardsyoumaywanttoincrease
the amount of rounds you are playing for.
Reading Scenarios
Introduction-whyyouaredoingwhatyouaredoingp
Goal - what you are here to do.
Reward - what you get for completing the objectives.
SetupandLoot-howtosetupthetablep
Deployment - where you place models before the game starts.
Threats - what Hostiles are present.
Solo Play - how to play the Scenario solo.
Coop - how to play the Scenario as friends.
EndGame-howthegameendsp
SectionsmarkedwiththeRPGsymbolareforflavourtext
anduseifyouwishtorunTheLastWarasanRPGp
Setting up a
BATTlefield
This game can be played on tables
of any size, but is recommended for
tables of 2ft by 2ft.
Goal
Bring back the supplies and earn the Quartermaster’s trust.
Reward
For each crate of supplies returned, gain 20 resources. For
eachslainLoyalogain1qresourcesp
SetupandLoot
Players should take it in turns to place 2 supply crates at
least
6 inches onto the board. 1 additional crate is placed in the
center of the table. Players should place terrain as per the
terrain rules. When within 1 inch of a crate, a model with a
free equipment slot can pick it up as a free action.
Deployment
Versus and Coop - Players select a board edge based on
initiative and place models within 3 inches of their board
edgepInSoloPlayyoumayplacemodelsineitherdeployment
area.
Threats
Eachsupplycreateisguardedby1LoyalpOnround3aGhostof
NoMansLandappearsonarandomboardedgep
Solo Play
Place3supplycratesandLoyalsp
COOP Play
Insteadof1centralsupplycrateoplace2nexttoeachothero
Supply Crates
Player 2 Deployment
3 Inches