warfare in the age of madness

52
Elements of Captain Art Vandelays personal warband, formerly of Fort Bennings 2/69th, encounter a civilian militia in LaGrange, Georgia. Designed for use with 15mm Figures! Warfare in the Age of Madness Warfare in the Age of Madness TM Company Level Battles in a Dark Near Future Company Level Battles in a Dark Near Future

Upload: marc-lauterbach

Post on 12-Jul-2016

63 views

Category:

Documents


4 download

DESCRIPTION

Wargames rules for open-form battles in a post-apocalyptic or futuristic world.

TRANSCRIPT

Elements of Captain Art Vandelay’s personal warband, formerly of Fort Benning’s 2/69th, encounter a civilian militia in LaGrange, Georgia.

Designed

for use with

15mm Figures!

Warfare in the

Age of Madness

Warfare in the

Age of Madness TM

Company Level Battles

in a Dark Near Future

Company Level Battles

in a Dark Near Future

This page intentionally left blank.

1

Warfare

in the

Age of Madness

Capta i n , t h e year i s 2066 . . .

g loba l c i v i l i zat i o n h as col lapsed . . .

y our country no l o nger ex ists . . .

y our com pany i s now your warba nd .

Timothy M. O’Connor

TM

GAME DESIGN

Timothy M. O’Connor

GAME DEVELOPMENT

Edward C. O’Connor

Henry R. O’Connor

PLAY TESTERS

Thanks to Dave Crowder, Stephen Crowder,

Pieter-Michiel Geuze, Mark Luther,

David Parente, Stephen Parente,

Nathaniel St. John, Tom Thomas,

Tommy Thomas, Rob Tuttle,

and the friendly gamers at Giga-Bites Café in

Marietta, Georgia and various gaming conventions

who have played numerous iterations of the rules over many, many years.

EDITING

Ann E. O’Connor

©2014 TIMOTHY M. O’CONNOR. ALL RIGHTS RESERVED.

Apart from any fair dealing for the purposes of private study, research, criticism or review,

as permitted under the Copyright, Designs and Patents Act, 1988, no part of this

publication may be reproduced, stored in a retrieval system, or transmitted in any form or

by any means, electronic, electrical, chemical, mechanical, optical, photocopying,

recording or otherwise, without the prior written permission of the copyright owner.

WARFARE IN THE AGE OF MADNESS IS A TRADEMARK OF TIMOTHY M. O’CONNOR

PHOTOGRAPHS

Photographs of weapons and soldiers are courtesy of the

United States Department of Defense and used with permission.

Fort Hood Public Affairs Office

Bldg. 1001, Room W105

Fort Hood, TX 76544-5000

http://www.hood.army.mil/graphics.aspx

MINIATURES AND TERRAIN

Photos include miniatures and terrain from many different manufacturers

which are the copyrights of their respective owners. See page 46 for these highly

recommend sources of 15mm infantry and vehicles.

COVER PHOTO

Infantry and vehicles by Peter Pig and QRF.

REVISION 1.1

Game Scope Credits I’d like to thank the academy...

INTRODUCTION ............................................ 4

It Is the Year 2066 ........................................... 4

Your Rifle Company Awaits ........................... 4

Enemies All Around… .................................... 4

Fast Play, Your Way ....................................... 5

Dynamic Victory Conditions .......................... 5

GAME GEAR ............................................... 6

Measurement Device ....................................... 6

Tabletop .......................................................... 6

Terrain ............................................................. 6

Troops ............................................................. 7

Markers ........................................................... 7

Dice ................................................................. 7

Quick Reference Sheet .................................... 7

OVERVIEW OF PLAY .................................... 8

Assemble Your Troops.................................... 8

Set Up the Battlefield ...................................... 8

The Game Turn ............................................... 8

The Player Turn ............................................... 8

Ending the Game and Winning ....................... 9

Terms .............................................................. 9

ELEMENTS ................................................ 10

Infantry Elements .......................................... 10

Vehicle Elements .......................................... 12

Infantry and Weapon Stats ............................ 13

Vehicle Stats.................................................. 13

PERKS ‘N PENALTIES ................................ 14

Motivation ..................................................... 14

Network ......................................................... 14

Teamwork ..................................................... 14

Moxie ............................................................ 14

Shooting Combat Skills ................................. 15

Evasion Combat Skills .................................. 15

Assault Combat Skills ................................... 15

SAMPLE ARMY ......................................... 15

TRAITS ..................................................... 16

PLAYING THE GAME .................................. 20

Game Set Up ................................................. 20

The Game Turn ............................................. 21

Loot Markers ................................................. 21

Victory Conditions ........................................ 21

Rolling Dice .................................................. 22

Measurement ................................................. 22

Friction Points ............................................... 22

Alert .............................................................. 23

Damage and Hit Points ................................. 23

ACTIONS .................................................. 24

Activating Elements ...................................... 24

Alert .............................................................. 24

Assault .......................................................... 25

Corpsman Up ................................................ 26

Deploy Mines ................................................ 27

Fire in the Hole ............................................. 27

Flank ‘Em ..................................................... 27

Move ............................................................. 27

Patch Her Up ................................................. 28

Recover ......................................................... 28

Scavenge ....................................................... 28

Stalk .............................................................. 28

Shoot ............................................................. 28

ARMORY .................................................. 32

Your Weapons Bazaar .................................. 32

Foot Sloggers ................................................ 33

Special Weapons ........................................... 35

Automatic Weapons ...................................... 36

Autocannon ................................................... 37

Low Velocity Guns ....................................... 37

Tank Guns and MBT Hulls ........................... 38

Missiles ......................................................... 38

Mortars and Gun-Mortars ............................. 39

Other Vehicles .............................................. 39

RECRUIT YOUR FORCE ............................... 40

Base Points and Modifiers ............................ 40

Army List ...................................................... 40

VEHICLE DESIGN ....................................... 42

Soft Vehicle .................................................. 42

Armored Fighting Vehicle ............................ 43

Hovercraft ..................................................... 44

Mecha ........................................................... 44

Sample Vehicle Designs ............................... 45

SOURCES ................................................. 46

QUICK REFERENCE SHEET .................... 47/48

Quality table of contents Let your fingers do the walking.

IT IS THE YEAR 2066 And all is not well. Another global financial collapse,

extreme weather on an epic scale, drought, famine,

water shortages, and a devastating meteor strike have

annihilated global civilization. Nation states cease to

exist leaving their populations to fend for themselves.

A deadly pandemic has transformed billions of peo-

ple, the “Infected”, into ravenous flesh eating zom-

bies. Marauding bands of thugs rule the landscape

and regular armies have become stateless war bands.

YOUR RIFLE COMPANY AWAITS Warfare in the Age of Madness allows you to fight

the company-level battles of a dark near-future in

which global civilization has collapsed and independ-

ent warlords vie for the resources needed to live:

food, water, medical supplies, fuel, weapons, ammo,

and other gear.

Your warlord and his band of followers represent

a “stateless” but well-armed regular rifle company,

hardened irregular fighters, a desperate civilian mili-

tia, or some hybrid mix from your imagination.

Gear ranges from advanced near-future tech such

as full carapace body armor, non-line of sight

(NLOS) anti-tank guided missiles, and walking ar-

mored fighting vehicles to obsolete Cold War hard-

ware, blades, and Molotov cocktails.

ENEMIES ALL AROUND Historical games, and even most science fiction and

fantasy games, limit opponent choice with the “blue-

on-blue” problem of forces from the same nationality

or faction fighting one another. The background for

Warfare in the Age of Madness eliminates the blue-on

-blue problem since your unique force represents

your unique warband.

Like the dark ages of medieval Europe this chaot-

ic near-future setting allows former allies and even

countrymen to engage in a brutal struggle for surviv-

al. Whether former regular army forces from the

same nation fighting over the remnants of an aban-

doned military base or rival civilian militias duking it

out over their local strip mall, you’re free to develop

a force with a completely unique back story.

4

introduction introduction It’s a mad, mad, mad, mad world.

LOW COST GAMING

A typical force consists

of just 10-12 elements.

The force at left, con-

sisting of former regular

infantry backed by

hardened irregulars,

includes 1x Command

element, 4x Rifle-MG

elements with grenade

launchers, 3x Rifle-MG

elements with LAWs,

1x MG element, 1 Crew

element with mortar,

1x MG-armed

“technical”, and

1x BMP-2 infantry

fighting vehicle.

FAST PLAY, YOUR WAY Everything about Warfare in the Age of Madness

including force structure, table size, victory condi-

tions, and rules of play have been designed specifi-

cally to produce fast paced, intense games lasting

between sixty and ninety minutes. This allows play-

ers pressed for time to enjoy a quick pickup game at

the friendly local gaming store or, if more time is

available, to play multiple games during a typical

gaming session. It also allows for shorter rounds dur-

ing tournament play while still providing an extreme-

ly satisfying tactical experience.

Since we all enjoy different aspects of modern

battle, Warfare in the Age of Madness was designed

to support as many different play styles and force

structures as possible. The dynamic deployment and

victory conditions allow everything from a close-

quarters-battle oriented force to a heavily armored

mech infantry force to compete on even terms. The

key to victory is how you use your unique force

against a given enemy on a given battlefield.

DYNAMIC VICTORY CONDITIONS With just a single “mission” structure Warfare in the

Age of Madness’ dynamic deployment and victory

conditions provide huge variations in how each ses-

sion plays out even on the same tabletop battlefield.

Every force must be prepared to attack aggressively

and defend tenaciously since deployment zones and

objective locations not only change from game to

game but can even change during a game. This is

because casualties don’t matter except for the fact

that casualties become objectives during the game as

both players scramble to strip the dead and destroyed

vehicles of valuable gear.

Time is a constant pressure too since leaders must

balance the desire to secure as many valuable sup-

plies as possible against the potential threat posed by

interlopers drawn to the sounds of the guns. Every

single tactical choice matters immensely during a

game of Warfare in the Age of Madness and no two

battles play alike, even when the same forces fight a

second time on the same battlefield.

5

introduction

COMBINED ARMS

A command element directs mortar fire while

an MG element and Bradley IFV provide

suppressive fire for an Assault Rifle element

preparing to close assault enemy militia

defending a critical supply cache. Warfare in

the Age of Madness rewards real-world tactics

such as fire-and-maneuver, overwatch and

shoot-n-scoot. That defending militia should

probably be thinking about scooting right now!

MEASUREMENT DEVICE All distances in Warfare in the Age of Madness are

measured in bounds. One bound equals 4” or 10cm.

You can use standard measuring implements such as

rulers, tape measures, or yardsticks but you may find

it more enjoyable to make a simple measuring stick

three bounds long (12” or 30cm) and marked in one

bound increments. A measuring stick four bounds

long is also very useful since it’s the maximum range

for most heavy weapons such as autocannons and low

velocity guns and it’s the maximum speed for certain

vehicle road movement.

We decided to use bounds as our unit of measure

since it provides a handy way to rapidly compare

movement and weapon ranges and regardless of your

local measurement system (imperial or metric) the

game’s rules and charts can be written in one meas-

urement standard for use by all players around the

world.

During the game you may pre-measure any dis-

tance at any time. This mitigates arguments over

measurement-related rules and the effects of a

bumped table which can shift troops accidentally.

TABLETOP You’ll need a tabletop playing area ideally measuring

9 bounds x 12 bounds (36'' x 48'' or 90cm x 120cm)

which can be found in most kitchens or dining rooms

and friendly local shops. Since all game setup and

deployment measurements are from the table’s cen-

ter, larger tables work equally well without unduly

influencing the game’s core mechanics. A larger

playing area simply allows more room for flanking

maneuvers while leaving distances between deploy-

ment zones and objectives the same regardless of

table size. A simple green or tan ground cloth will

enhance the look of the game. We’ve even marked

out deployment zones on our ground cloth to speed

set up.

TERRAIN A modest collection of model terrain provides wel-

come cover and concealment for your troops as they

struggle for survival against their enemies.

BUILDINGS

For starters, five or six buildings, each measuring

roughly one to two bounds per side, will provide

6

Game Gear game Gear A supply list for the well equipped warlord.

The game is designed to play on a typical dining room or kitchen table.

much needed cover for infantry. Too few buildings

might leave infantry with too few opportunities to

advance safely while too many might render vehicles

relatively ineffective for competitive purposes. A

minimum of four and maximum of nine buildings is

recommended. A large building measuring two or

three bounds on one of its sides might be considered

equal to two or three regular buildings. If your build-

ing models are solid rather than hollow then simply

make a mat a bound or two per side and place the

building model on top. Troops on the mat count as

being in a built up area.

WOODS

Two to four wooded areas, each measuring approxi-

mately two to three bounds across, are recommended

to provide partial cover for infantry while allowing

vehicles an opportunity to seek some concealment

too. Woods and jungles that are too large will slow

the game down too much without adding tactical in-

terest. If you want to use lots of wooded area then it’s

better to break larger wooded areas into several

smaller ones with gaps over one bound between

them.

ROADS

One or two roads connecting opposite table corners

and/or sides provide vehicles with opportunities for

rapid movement, assuming of course they haven’t

been mined or covered by anti-tank weapons! These

should be roughly one bound wide as buildings

across a road from one another should be over one

bound apart (this prevents troops from dashing across

a road without drawing fire from alert enemies cover-

ing the street). Again, use what you have and when

you set up your buildings just make sure they’re more

than one bound apart when across a road from one

another.

HILLS

A small hill or two measuring a few bounds across

provide hull-down positions for vehicles. They

should be large enough to fit a wooded area or build-

ing if desired.

RIVERS OR STREAMS

Impassable rivers and streams significantly channel

the action and should be used with discretion. It’s

better to treat them as bad going along their length

and to provide at least two crossing points such as

bridges or fords. These crossing points should be in

opposite table sides or quarters and over four bounds

apart for competitive purposes.

TROOPS In Warfare in the Age of Madness, the individual

element is the basic unit of maneuver and strength.

An element is composed of a few infantry figures

mounted on a rectangular, square, or circular piece of

wood, plastic, or cardstock, or one vehicle model

which may or may not be mounted per your personal

preference. An element represents two or three infan-

try fire teams, special weapons, etc. Your force must

also include a field camp element.

MARKERS Warfare in the Age of Madness includes all of the

markers you’ll need to play the game on the back

cover. These are Alert, Friction Point, Damage Point,

Critical Hit, and Motivation Point markers. Alterna-

tively, you may want to use homemade markers.

Coins, curtain rings, and soft pom-poms of different

colors available from craft stores can be used as

markers.

When an element becomes a casualty it’s replaced

by a Loot marker which becomes an objective for

both sides. Loot markers can be represented by single

casualty figures mounted on a small round base or by

something as simple as a coin.

DICE Warfare in the Age of Madness uses only standard six

-sided dice. To make rolling multiple dice as conven-

ient as possible we recommend having about twelve

dice available during play. One die should be easily

identifiable or unique as it’s used to track the number

of game turns remaining for play.

QUICK REFERENCE SHEET The Quick Reference Sheet at the back of the book

includes all of the stats and charts needed for play. It

also includes a handy built-in worksheet to design

your force. Infantry and element stat lines also in-

clude cleaver check boxes so you can quickly find the

data for just the troops you have in play!

7

Game Gear

ASSMBLE YOUR TROOPS You represent the leader of a company-sized warband

fighting for survival in a post-collapse world. Gov-

ernments no longer exist and it’s everyone for him-

self. The rules are designed for 15mm figures which

are readily available at local game shops and via the

internet. Since Warfare in the Age of Madness is set

in the near future you can use anything from post-

World War II figures, to Cold War and current

troops, to near future sci-fi figures clad in full body

armor.

A typical force is roughly equivalent to a modern

rifle company in strength. You will spend “points” to

purchase “elements”. An element is an individual

vehicle model or a group of 2 to 5 infantry figures

mounted together on a single base made from plastic,

wood, metal, or cardstock. If your infantry figures are

individually based you can simply clump them to-

gether in small groups to form elements of a few fig-

ures each. The number of figures forming an infantry

elements does NOT matter.

A typical rifle company might be represented by

roughly 10 or so infantry elements and include a

command element, a number of rifle and machinegun

elements, and perhaps a mortar element. The rifle

elements might be armed with special weapons such

as grenade launchers and anti-tank rocket launchers.

The number of points available to purchase your

force is determined by starting with a base number of

points which is then modified by applying various

Perks and Penalties. These represent advantages and

disadvantages in areas such as morale and combat

skills and apply to all elements in your entire force.

SET UP THE BATTLEFIELD Once you and your opponent have recruited your

forces you need to set up the field of battle. The

standard battlefield size is 3’ x 4’ which will fit on

most dining room and kitchen tables. You can use

larger tables without distorting the game’s mechanics

since all set up rules are based on the table center as a

reference point. A larger table simply allows more

room for flanking maneuvers.

THE GAME TURN A game consists of 6 or 7 Game Turns. Each Game

Turn is divided into three segments: the Red Player

Turn, the Blue Player Turn, and the Break Off Roll.

THE PLAYER TURN During your player turn you will move, shoot, as-

sault, and perform other actions with your individual

elements, one at a time. Meanwhile enemy elements

which have been placed on “Alert” will be able to

react to the actions taken by your elements.

ACTIONS

Each element will spend its own Action Points to

perform various actions and you may grant an addi-

tional Action Point to an element by expending a

limited number of Motivation Points. Motivation

Points may also be spent to re-roll dice and, after

being expended, are replenished at the start of your

next Player Turn. Command elements also provide

additional Action Points to their troops.

REACTIONS

After each action taken by one of your elements ene-

my elements which are on Alert may react by taking

one action such as shooting at your element which

just completed an action. Once an Alert element has

reacted during your Player Turn it may not react

again and is taken off Alert status. In special cases an

Alert enemy element can react after a specific step

during one of your actions, for example to shoot after

a charge move by one of your elements during an

Assault action.

8

Game Gear Overview of Play This is my rifle (company). There are NONE like it and this one is MINE.

ENDING THE GAME AND WINNING The game ends after Game Turn 6 on a die roll of 4+

or automatically after Game Turn 7. This represents

the fact that other warbands are likely searching the

area for supplies and will be drawn to the sounds of

battle. Both you and your opponent need to grab what

you can from the battlefield and then evacuate the

area before other warbands descend upon your worn

out troops.

Each player scores victo-

ry points by scavenging

supply caches which

are placed on the battle-

field at the start of the

game, by retrieving loot

dropped by destroyed

enemy elements, and by raiding the enemy field

camp. The player with the most victory points at

the end of the game wins.

Casualties matter only in that they drop loot

which could be retrieved by the enemy for victory

points. You can clear gear dropped by your own

troops to deny it to the enemy but you don’t score

points for doing so.

Control of key terrain matters only in that it ena-

bles you to attack or defend areas with supply caches

or gear dropped by casualties. There are no victory

points awarded for securing hills and bridges!

TERMS The following terms will occur throughout the rules

and are important to understanding the game.

ELEMENT

An individual vehicle model or small group of infan-

try figures typically mounted on a small rectangular

or square piece of plastic, wood, metal, or cardstock.

The element is the basic unit of maneuver and com-

bat in the game. Individual infantry figures are never

considered by the rules and multiple elements are

never combined into larger groups or units.

ACTION POINT

With a few exceptions each infantry and vehicle ele-

ment has 2 Action Points available to spend on per-

forming various actions. An action can cost 1 or 2

action points to perform.

MOTIVATION POINT

Your force has available a limited

number of Motivation Points which

can be used to reroll dice or used by

individual elements as Bonus Action

Points to augment their own Action Points. An ele-

ment may never use more than 3 Action Points dur-

ing its Player Turn. Your Motivation Points are re-

plenished at the start of your Player Turn.

DIFFICULTY NUMBER

This is the number which must be equaled or exceed-

ed when rolling a die in the game. The difficulty

number may be increased or decreased making a roll

more difficult or easier to pass respectively. Die roll

results are never added together and each die rolled is

compared individually to the difficulty number.

FRICTION POINT

Friction Points represent panic, fear,

confusion, minor wounds, and dam-

aged weapons and equipment. They

are usually inflected on an element by

shooting but can be inflicted by other means too.

They limit an element’s ability to perform various

actions and can be removed based on an element’s

quality.

DAMAGE POINT & HIT POINTS

When the number of accumulated

Damage Points inflicted on an ele-

ment equals an element’s Hit Point

value the element is destroyed and

removed from the table.

LINE OF SIGHT

A line drawn from any point on one element to any

point on another element. Line of sight is blocked if

the line passes completely through an area terrain

feature such as a building, hill, or wooded area or

through a tall linear feature such as a high wall or

hedge. Line of sight may be drawn up to 1 bound into

an area terrain feature from its edge and up to 1

bound between two elements in the same feature.

TRAITS

Traits represent everything from your force’s overall

quality in areas such as Motivation to element and

weapon special abilities. They also cover deviations

from standard element and weapon stat values.

9

overview of play

Warfare in the Age of Madness is designed for use

with 15mm figures. An “element” is a small group of

figures (usually 2 or 3 but anything up to 5 works

too) mounted together on a rectangular base made

from cardstock, plastic, wood, or metal. An individu-

al vehicle model is also considered an element.

The element is the basic unit of maneuver and

combat in Warfare in the Age of Madness. Individual

infantry figures are never considered by the rules and

groups of several elements are never combined into

larger units. The individual infantry or vehicle ele-

ment is considered to be the smallest unit capable of

independent action and represents a group of soldiers

armed with various small arms, special weapons, and

crew served weapons. Whether or not a vehicle mod-

el is mounted on a rectangular base is entirely option-

al since all measurements are to and from the vehicle

model itself. For reference and rule purposes the term

element includes both infantry elements and vehicle

models.

Your force usually consists of roughly 10 to 12

elements and generally represents a rifle company in

strength. The number and types of elements included

in your force is based on your choices subject to the

rules governing force design. You may spend a given

number of “points” on your force and each element

has an associated points cost and minimums and

maximums with respect to element quantities. For

example, a smaller force might include as few as 6

elements while a larger force might include as many

as 16 elements.

INFANTRY ELEMENTS Infantry element categories include Core Elements,

Specialist Elements, and Non-Player Elements.

BASING INFANTRY ELEMENTS

The infantry element basing table on this page pro-

vides rough recommendations for base size and num-

ber of figure per base. We recommend that you use

larger bases (e.g. 40mm x 30mm) for core troops and

smaller bases (e.g. 30mm x 30mm) for most other

troops. This makes them easy to tell apart on the bat-

tlefield. But at the end of the day use whatever you

currently have or you think looks best.

CORE ELEMENTS

Core elements form the foundation of your force and

are the only elements allowed to score victory points

by scavenging the enemy field camp, enemy loot

markers, and supply caches. They are also the only

element type allowed to scavenge friendly loot mark-

ers to deny them to the enemy.

Blade elements represent troops limited to

basic melee weapons such as improvised spears, ma-

chetes, axes, baseball bats, axes, rifles with bayonets

and no ammo, etc.

Rifle elements represent troops armed with

long firearms of limited rate of fire such as bolt ac-

tion and semi-automatic rifles firing full rifle-caliber

rounds. Assault Rifle elements are armed primarily

with rifles capable of burst and fully automatic fire.

Rifle-MG elements represent troops armed

with either of the rifle types above and directly sup-

ported by one or two light machineguns or squad

automatic weapons per squad. The squads making up

most modern rifle platoons fall into this category.

Rifle-XMG elements include three or even four

light machineguns or squad automatic weapons per

squad.

CQB elements represent troops armed pr imar -

ily with sub-machineguns, shotguns, pistols, and oth-

er short-ranged firearms intended for close assault.

10

elements elements Let’s see what you’re made of.

15mm INFANTRY ELEMENT BASING

ELEMENT WIDTH DEPTH FIGURES

Command 30mm 25-30mm 2-3

Core 30-50mm 30mm 3-5

Specialist 30mm 25-30mm 2-3

Crew w/heavy wpn. 30mm 25-30mm 2 + heavy weapon

Crew w/towed wpn. 30mm 40-50mm 3 + towed weapon

Non-Player Element 30-50mm 30mm 3-5

These are only rough recommendations which allow you to use troops based for most other games using 15mm figures. For example, some or our armies use only 30mm x 30mm bases.

SPECIALIST ELEMENTS

Specialist elements represent troops dedicated to

certain types of combat or battlefield functions. These

include Command, Field Camp, Crew, MG, FO,

Sniper, Medic, and Pack Animal elements. Specialist

elements may not scavenge.

Your Command Element can be a specialized

Command Element or a Core Element with the Com-

mand trait which allows it to function both as a core

element and command element. Note that a specialist

Command element may not scavenge but a Core ele-

ment with the Command trait may scavenge. Your

Field Camp functions purely as an objective and

possesses no movement or combat capability. It rep-

resents the supplies needed to sustain your force in

the field and can be represented visually by a stack of

crates and bags, a tent or two, a supply vehicle, or

even pack animals.

Crew elements represent the dedicated crews

of heavy crew-served weapons, guns, mortars, and

anti-tank guided missiles.

MG elements represent a small number of belt-

fed machineguns with dedicated crews and mounted

on bipods or tripods. While similar weapons might be

assigned to rifle squads the dedicated crews and extra

ammo possessed by these troops allow them to en-

gage targets at longer ranges with greater firepower.

FO elements represent specially trained for -

ward observers who can guide indirect mortar fire

with greater precision than other troops.

Sniper elements represent small teams of snip-

er, their spotters, and a small security detail. While

not able to inflict significant casualties on elements

representing a dozen troops such as most core ele-

ments, sniper elements are deadly to smaller special-

ist elements and command elements.

Medic elements represent small teams of med-

ics and their local security detail. While they can't

return an eliminated element to service they can patch

up the wounded of a still-functioning element to keep

it in the fight.

Pack Animal elements allow Crew elements to

move their heavy weapons more easily and represent

horses, mules, camels, or other beasts of burden.

NON-PLAYER ELEMENTS

Non-Player Elements (NPE) represent combatants

not under the full control of either player. These in-

clude Marauder Warbands (which represent roving

bands of independent fighters) and Infected Hordes

(which represent masses of those infected by the

Rage pandemic and also known as “zombies”). NPEs

may not scavenge, do not drop loot makers, deploy in

the neutral zone, and control of them depends on

proximity to enemy troops.

11

elements

Rifle-MG Elements with Grenade

Launchers

SAMPLE ELEMENTS

At left are examples of vari-

ous element types. Note that

the base size and number of

figures do NOT matter. Use

whatever troops you

already have. And don’t

sweat the details! Those

Rifle-MG elements could

stand in for Rifle, Rifle-MG,

or Rifle-XMG elements

equally well. We do

recommend that specialist

stands use smaller bases so

they’re readily identifiable.

Command elements can be

square, rectangular, or for

ease of identification,

round.

Crew Element with Mortar

MG Elements

Rifle-MG Elements with LAW

Command Element

Rifle-MG Element with Command Trait

VEHICLE ELEMENTS Like infantry elements, vehicle elements are defined

primarily by battlefield role and include Soft Vehi-

cles, Armored Fighting Vehicles, Mecha, and Hover-

craft. Armored Fighting Vehicles include two subcat-

egories which are Light Armored Vehicle (LAV) and

Main Battle Tank (MBT). Vehicle elements are fur-

ther defined by their mobility which includes road

wheeled, wheeled, tracked, legged, and hover. Vehi-

cle elements may not scavenge.

MOBILITY

Road wheeled vehicles posses only light suspen-

sion which limits their ability to move cross-country.

Wheeled vehicles spor t heavier suspensions, can

move effectively cross-country, and support limited

armor but are less mobile in rough terrain and can't

support heavy armor. Tracked vehicles have excellent

cross-country mobility, move fairly well over rough

terrain and can support heavy armor but can't move

as fast as wheeled vehicles on roads. Legged vehicles

can't support heavy armor or move as fast on roads

but are more mobile through rough terrain than

tracked vehicles. Hovercraft are very limited with

respect to carrying heavy weapons and armor but can

move extremely fast and treat water as open ground.

VEHICLE TYPES

Soft Vehicles represent unarmored military

vehicles as well as civilian vehicles and so called "up

-armored" vehicles featuring purpose-built or impro-

vised armor of limited protection against small arms.

Armored Fighting Vehicles represent the vast

majority of dedicated fighting vehicles starting with

armor capable of defeating small arms from any an-

gle. Light Armored Vehicles (LAVs) provide full

protection from small arms up to limited protection

from heavier weapons such as heavy machineguns,

automatic grenade launchers, and autocannons. LAVs

are extremely vulnerable to heavier weapons such as

tank guns and ATGMs and may be wheeled or

tracked only. Main Battle Tanks (MBTs) provide

nearly complete protection from heavy weapons and

varying degrees of protection from tank guns, low

velocity guns, and ATGMs. MBTs must be tracked

due to their heavy armor.

Mecha represent humanity' s fir st attempts at

effective legged armored fighting vehicles. While

limited in their ability to support heavy armor and

weapons their superior mobility through rough terrain

makes them valuable for close infantry support.

Weak points in their armor make them more vulnera-

ble in close assault and to mines. Their similarity to

the human body, combined with advanced control

systems, allows them to handle more weapons in a

coordinated fashion compared to traditional vehicles.

This also makes them far more expensive compared

to traditional vehicles!

Hovercraft represent very light vehicles r iding

on a cushion of air. Their extremely limited armor

and weapons relegate them to fast transports and

recon, roles in which they excel given their speed

over open ground.

12

Elements

Rear Hull Mount Weapon Arc Le

ft H

ull

Mo

un

t W

eap

on

Arc

Righ

t Hu

ll Mo

un

t Weap

on

Arc

Front Armor Arc

Side Armor Arc

Side Armor Arc Side Armor Arc

Front Hull Mount Weapon Arc

ARMOR ARCS HULL MOUNTED WEAPON ARCS

INFANTRY AND WEAPON STATS Stats define your troops’ basic battlefield capabilities.

Each stat is defined below and stat values can be

found on the game’s quick reference sheet. Details

on how to use specific stats are provided in appropri-

ate rule sections. Deviations from standard stat values

are explained in the Traits section.

RANGE (RNG)

The maximum distance in bounds at which the infan-

try element or weapon may shoot.

FIREPOWER (FIRE PWR)

The number of dice the infantry element or weapon

rolls when shooting.

ANTI-PERSONNEL (APERS)

The base damage roll difficulty number when engag-

ing an infantry target. Each passing die inflicts 1

point of damage on an infantry target.

ANTI-TANK (AT)

To determine an infantry element or weapon’s base

damage roll difficulty number compare its AT value

to the target’s appropriate armor value.

ANTI-TANK DAMAGE (AT DAM)

The amount of damage inflicted on a vehicle target

for each die that passes a damage roll.

ASSAULT (ASLT)

The infantry element's base assault roll difficulty.

HIT POINTS (HP)

The amount of damage an infantry element can sus-

tain before being eliminated.

NOTES

An infantry element’s or weapon's traits.

VEHICLE STATS

FRONT

The armor value used relative to a shooter's AT value

when determining base damage roll difficulty number

for shots coming from the vehicle’s front 180° arc.

SIDE

The armor value used relative to a shooter's AT value

when determining base damage roll difficulty number

for shots coming from behind the vehicle’s front 180°

arc.

DECK

The armor value used relative to a shooter's AT value

when determining base damage roll difficulty number

for indirect fire, assault, and attacks by weapons with

the Deck Attack trait such as mines, IEDs, and booby

traps.

HIT POINTS (HP)

The amount of damage a vehicle element can sustain

before being eliminated.

13

Elements

CORE ELEMENT RNG FIRE PWR APERS AT

AT DAM ASLT HP NOTES

Blade — — — 1 1 4+ 2 Fast Charge

CQB 1 6D6 3+ 2 1 3+ 2 Run-n-Gun

Assault Rifle 2 6D6 3+ 2 1 4+ 2 —

Rifle 3 4D6 3+ 2 1 5+ 2 —

Rifle-MG 3 6D6 3+ 2 1 5+ 2 —

Rifle-XMG 3 8D6 3+ 2 1 5+ 2 —

SPECIALIST ELEMENT

Command 2 3D6 3+ 2 1 5+ 1 Command, AP3

MG 4 3/10D6 3+ 2 1 6+ 2 —

Sniper 4 1D6 3+ 2 1 6+ 1 Sniper, Ghost

Crew 1 3D6 3+ 2 1 6+ 2 Crew

SPECIAL WEAPON

Grenade Launcher 2 2D6 4+ 4 2 — — Blast

LAW-22 2 2D6 2+ 12 3 — — Blast

VEHICLE TYPE FRONT SIDE DECK HP

Soft S0-2 0 0 0 2

Soft S0-3 0 0 0 3

Soft S11 1 1 1 4

Soft S21 2 1 1 4

Mecha M0-2 0 0 0 2

Mecha M21 2 1 0 4

Mecha M32 3 2 0 6

Mecha M53 5 3 0 6

LAV L22 2 2 1 6

LAV L42 4 2 1 6

LAV L54 5 4 1 6

LAV L65 6 5 1 6

MBT A86 8 6 2 8

MBT B97 9 7 2 8

MBT C08 10 8 2 8

MBT C19 11 9 2 8

SAMPLE INFANTRY, WEAPON, AND VEHICLE STATS

Your force’s overall quality is defined by seven cate-

gories of performance known as Perks n Penalties:

Motivation, Network, Teamwork, Moxie, Shooting

Combat Skills, Evasion Combat Skills, and Assault

Combat Skills. These apply to your entire force.

When designing your force you may select just 1

item in a given category. For example, you may NOT

select both Inspired and Feckless traits from the Mo-

tivation category.

MOTIVATION Your force includes 1 to 5 Motivation Points (MP)

which represent your subordinate leaders' and troops’

levels of independence, self-motivation, and initia-

tive.

Motivation points may be used by elements as a

third action point or to reroll a single die. Any ele-

ment may use an MP regardless of proximity to your

command element.

Inspired motivation provides 5 MP

Aggressive motivation provides 4 MP

Determined motivation provides 3 MP

Passive motivation provides 2 MP

Feckless motivation provides 1 MP

NETWORK Your force's command, control, communications, and

situational awareness are represented by its Network

classification. It defines the range (ComSpan) at

which your Command element can, if Alert, increase

the number of Action Points available to an element

from 2 AP to 3 AP.

Vast Network with a generous ComSpan of 4

bounds can represent a high tech force with excellent

communications systems or a low tech force which

knows the local terrain extremely well, uses a well

organized system of runners or landlines, and has a

well understood battle plan.

Broad Network with a ComSpan of 2 bounds

represents an average force with a reasonable plan of

battle and basic radio communications or decent

knowledge of local terrain combined with reliable

runners or even landline communications.

Limited Network with a ComSpan of just 1

bound can represent a high tech force with terrible

coordination problems and a distrustful senior leader

(see the movie Aliens) or a low tech force fighting in

unfamiliar terrain and lacking any system of runners

or coherent planning.

TEAMWORK Your troops' general competency beyond specific

battlefield skills such as shooting is represented by its

Teamwork classification. It determines your troops'

ability to perform a variety of tasks such as medical

and engineering tasks and scavenging the battlefield

for gear.

Unified Teamwork represents highly profes-

sional soldiers or even extremely well organized ci-

vilians assigned particular roles based on their past

skills and experience. It passes its Teamwork rolls on

a roll of 3+.

Tight troops represent average soldiers or ci-

vilians reasonably organized by skill-based tasks.

They pass their Teamwork rolls on a roll of 4+.

Sloppy troops represent barely trained con-

scripts or extremely disorganized civilians perform-

ing in roles for which they are not suited. They pass

Teamwork rolls on a roll of 5+.

MOXIE Moxie represents your troop’s ability to withstand the

rigors of surviving in a post-apocalyptic world and

performing difficult tasks under combat conditions.

Whether trying to move under fire, hold their ground

in close assault, or recover from the effects of com-

bat, troops with superior moxie will keep moving and

fighting under stresses that reduce lower quality

troops to confusion and chaos.

Heroic troops pass their moxie rolls on a roll of

3+, Brave troops pass on a roll of 4+, and Coward-

ly troops pass on a roll of 5+.

14

Game Scope perks n penalties With great power come great perks.

SHOOTING COMBAT SKILLS Shooting combat skills represent your troops’ ability

to not only hit their targets with their weapons of

choice but to also spot and identify them on the bat-

tlefield. Hawkeye troops are expert shots able to

quickly spot enemies trying to evade detection. They

receive a shoot hit roll difficulty modifier of –1.

Oblivious troops can’t hit the broad side of a barn

and would fail to spot Godzilla in a flat meadow.

They receive a shoot hit roll difficulty modifier of +1.

Troops without either of these specific traits are con-

sidered “average” and receive no skill-based modifier

to their shoot action hit roll difficulty number.

EVASION COMBAT SKILLS Evasion combat skills represent your troops’ ability

to use concealment, careful movement, and noise

discipline to avoid detection. Elusive troops are mas-

ters of camouflage and the use of terrain to avoid

detection. They receive a save roll difficulty modifier

of –1. Bullet Magnet troops are noisy and reveal

their positions through unnecessary movement. Their

save roll difficulty is +1. Troops without either of

these specific traits are considered “average” and

receive no skill-based modifier to their shoot action

save roll difficulty number.

ASSAULT COMBAT SKILLS Assault combat skills represent your troops’ capabil-

ity in close assault. This includes room clearing tech-

niques, close quarters battle tactics, as well as actual

hand-to-hand combat. Ninja troops are highly skilled

in CQB tactics and fighting with specialized weapons

such as shotguns, pistols, and combat knives. These

troops receive an assault roll difficulty modifier of –

1. Glass Jawed troops prefer to avoid close as-

saults or lack well developed hand-to-hand fighting

skills and specialized CQB training. They receive a

difficulty modifier of +1. Troops without either of

these specific traits are considered “average” and

receive no skill-based modifier to their assault action

damage roll difficulty number.

15

Perks n Penalties

SAMPLE ARMY The complete rules for designing your force

including element and weapon point values,

minimums, maximums, and upgrades are

provided later in the rulebook. We thought it

might be helpful to include a sample army

here to provide a context for the rules so far.

REGULAR RIFLE COMPANY

Base Points Available ................ 1,200 pts.

Glass Jawed ................................ +150 pts.

Modified Points Available ......... 1,350 pts.

1x Command Element ...................... 20 pts.

+1x FO Trait upgrade .................... 5 pts.

+1x Medic Trait upgrade ............... 5 pts.

6x Rifle-MG Elements ................... 480 pts.

+3x Grenade Launchers (GL) ...... 45 pts.

+3x LAW-03 ............................... 75 pts.

3x Machinegun (MG) Elements ..... 300 pts.

1x Crew Element w/Light Mortar .... 75 pts.

11x Hardened I Trait upgrades ....... 165 pts.

1x Light Armored Vehicle .............. 175 pts.

Total Points Expended .............. 1,345 pts.

The force increases its available points to

1,350 points by including the Glass Jawed

trait. The force’s command element includes

the FO trait for directing more accurate mor-

tar fire and the Medic trait to heal elements

with the Corpsman Up action.

The core of the force is 6x Rifle-MG ele-

ments which are the force’s only elements

which can scavenge for victory points. Three

of the elements are equipped with Grenade

Launchers and the other three are equipped

with light anti-tank weapons (LAW-03).

The MG and mortar crew elements pro-

vide valuable fire support for the company.

However, as specialist elements they may not

scavenge for victory points.

The 11x Hardened I trait upgrades add 1

Hit Point to each of the infantry elements.

The Light Armored Vehicle includes a

wheeled L22 hull (105 pts.) and the M71

Autocannon (70 pts.) for a total of 175 points.

Traits define special abilities for elements and weap-

ons, variations from standard stat formats, and special

rules for equipment.

AP X

This trait can be found under the notes section of

some infantry elements. Element receives (X) num-

ber of Action Points instead of the usual 2 Action

Paints and may not be given an additional Bonus Ac-

tion Point.

AT 2+

This trait can be found as the Anti-Tank (AT) value

for some weapons. The weapon’s damage roll diffi-

culty is always 2+ versus all vehicles at all ranges

and never modified.

BLAST

This trait can be found under the notes section of

some weapons. A concealed infantry element’s or

unarmored vehicle’s save difficulty number is +1

versus Blast weapons. Each failed save roll inflicts 2

Friction Points instead of 1. The weapon ignores

damage roll cover modifiers.

BULLET MAGNET

This trait is a combat skill that applies to an entire

force. The save roll difficulty for all elements is +1.

COMMAND

This trait can be found under the notes section of the

Command Element or can be added to a single Core

element at no cost. The element has 3 AP instead of

the standard 2 AP and may not be given an additional

Bonus Action Point. If the Command element is Alert

then friendly elements within ComSpan range at start

of their activation have 3 AP instead of 2 AP. The

element may also perform "Flank 'Em" action.

CREW

This trait can be found under the notes section of the

Crew infantry element. The element may not initiate

assault, movement is limited by the element’s crew

served weapon’s trait, and the element may not per-

form a Stalk action.

DECK ATTACK

This trait can be found under a weapon’s note sec-

tion. The weapon attacks vehicle deck armor value

instead of its front or side armor.

ELUSIVE

This trait is a combat skill that applies to an entire

force. The save roll difficulty is –1 for all elements.

ENGINEER

This trait may be purchased for a single element in

the force. The element may perform "Fire in the

Hole!", "Deploy Mines!", and "Patch Her Up!"

actions.

FAST CHARGE

This trait may be found under the notes section of

some infantry elements. The element’s charge move

is 2 bounds instead of 1 bound.

FIELD CAMP

This trait may be found under the notes section of the

Field Camp element. The element functions only as

an objective worth 6 Victory Points and may not per-

form any actions.

FIRE POWER X/Y

This trait may be found as the Fire Power value of

some elements and weapons. The first value (X) is

the element’s or weapon’s Fire Power value if the

element combines a move action with a shoot action

during its action phase. The second value (Y) is its

Fire Power value if it remains stationary during its

action phase and shoots or shoots while Alert. This

means that if Alert at the start of its activation it

could shoot for 2 AP using the Y value and then use a

third Action Point (if available) for a Move action.

This trait applies equally to infantry and vehicle-

mounted weapons .

FO (FORWARD OBSERVER)

This trait may be purchased for some elements, can

be found in the notes section of the FO element, and

it applies to any infantry or vehicle element armed

with a mortar. Indirect mortar fire conducted or ob-

served for by element has a hit roll difficulty is 3+.

16

traits traits You are a special snowflake.

GHOST

This trait can be found under the notes section of the

Sniper element. If concealed and Alert the element’s

save roll difficulty is an unmodifiable 2+ even

against Blast weapons.

GLASS JAWED

This trait is a combat skill which applies to the entire

force. Assault roll difficulty +1 for all elements.

HARDENED I

This trait can be purchased for infantry elements. The

element’s Hit Point value is increased by 1. This rep-

resents troops who are equipped with partial body

armor, who are extra tough and trained in first aid, or

the element has been reinforced with a few extra bod-

ies.

HARDENED II

This trait can be purchased for infantry elements. The

element’s Hit Point value is increased by 2. This rep-

resents troops who are equipped with full carapace

armor, who are extremely tough and well trained in

first aid, or heavily reinforced with many extra bodies

(e.g. militia horde).

HAWKEYE

This trait is a combat skill and applies to an entire

force. Hit roll difficulty is –1 for all elements.

HEAVY

This trait can be found under the notes section of

some weapons. When a dismounted crew element is

equipped with the weapon and performs a move ac-

tion the action costs 2 AP instead of 1 AP.

HEAVY MORTAR

This trait can be found under the notes section of Gun

-Mortars. The weapon may fire using the stats and

traits for a heavy mortar instead of using its own.

HULL MOUNTED

This trait can be applied to vehicle weapons and re-

duces a weapon’s cost by 5 points. The weapon may

be fired on a 180 degree arc to the vehicle’s front,

left, right, or rear only. The single arc must be desig-

nate when the vehicle is designed.

INDIRECT

This trait can be found under the notes section of

some weapons. The weapon my fire at a target desig-

nated by an observer and not in line of fire of the

weapon’s element. If the observer has the FO trait the

base difficulty hit number is 3+ and if not then the

base difficulty hit number is 5+.

INFECTED

This trait can be found under the notes section of the

Infected element. Infected elements completely ig-

nore friction points and may NOT use Alert or Stalk

actions.

LIGHT MORTAR

This trait can be found under the notes section of Gun

-Mortars. The weapon may fire using the stats and

traits for a light mortar instead of using its own.

LOCK

This trait can be found under the notes section of

ATGM weapons. The base hit roll difficulty vs. vehi-

cle element is 2+ at all ranges.

17

traits

A horde of the Infected block access to a valuable

supply cache marker. Time to get out the shotguns...

MEDIC

This trait can be found under the notes section of the

Medic element and may be purchased for some ele-

ments. The element may perform the "Corpsman

Up!" action.

MEDIUM MORTAR

This trait can be found under the notes section of Gun

-Mortars. The weapon may fire using the stats and

traits for a medium mortar instead of using its own.

MULTI-BARREL

This trait can be found under the notes section of

some weapons. Re-roll failed shoot hit roll dice one

time. This re-roll may be combined with the use of a

Motivation Point to re-roll a single die twice.

NINJA

This is a combat skill which applies to an entire

force. Assault roll difficulty –1 for all elements.

NLOS (NON-LINE OF SIGHT)

This trait can be found under the notes section of

ATGM weapons. If the element is Alert and firing at

vehicle designated by a NLOS Laser then hit roll

difficulty is 3+ at all ranges. The target element does

NOT have to be in line of fire of the ATGM. The

weapon may also fire as if it has the Lock trait.

NLOS (NON-LINE OF SIGHT) LASER

This trait can be purchased for certain elements in the

force. The element may be used to designate a target

in its line of sight for attack by a Lock-N ATGM

when the ATGM-armed element does not have line

of sight to the target.

NPE (NON-PLAYER ELEMENT)

This trait can be found under the notes section of Non

-Player Elements. At start of his action phase a player

may use the NPE as his own if the element is within

3 bounds of an enemy element and no friendly ele-

ment is closer. The element may not scavenge and

does not drop loot when eliminated.

OBLIVIOUS

This trait is a combat skill that applies to an entire

force. The hit roll difficulty is +1 for all elements.

OPEN TOP

This trait may be purchased for a vehicle element.

The vehicle’s deck armor is 0 versus indirect fire,

close assault, and deck attack weapons. ALL weap-

ons inflict Friction Points on the vehicle regardless of

the weapons AT value. The vehicle always counts as

"soft" for recover rolls. Mounted infantry may fire

their integral small arms from the vehicle up to 2

bounds at +1 hit roll difficulty (they may not fire spe-

cial or crew served weapons from the vehicle). After

the vehicle has moved and completed its actions pas-

sengers may immediately dismount for 1 AP and do

so with Friction Points equal to those on vehicle.

Alert enemies may shoot vehicle before passengers

dismount or may shoot passengers immediately after

they dismount.

PACK ANIMAL

This trait can be found under the notes section of the

Pack Animal element. A crew element transported by

a pack animal element may move for 1 AP using

pack animal move rates and ignore its weapon's

heavy or towed trait. While transported the crew ele-

ment and its weapon may not shoot. All friction

points and damage suffered by pack animal element

are also suffered by transported crew element. The

crew element must mount and dismount per standard

vehicle rules. The pack animal element may not as-

sault, scavenge, or observe for indirect fire. If assault-

ed then the pack animal element and its transported

crew element are automatically eliminated.

RANGE "1 BZ."

This trait can be found under the range column for

some weapons. An area strewn with Booby traps,

IEDs, and Mines are represented by a zone within 1

bound of the booby trap, IED, or mine marker. The

marker must be 30mm by 30mm or less in size.

RANGE "X-Y"

This trait can be found under the range column for

some weapons. The first number is the minimum

range at which the weapon may be fired. The second

is the maximum range.

18

traits

RECON

This trait may be purchased for a single core element.

The element receives 3 AP instead of the standard 2

AP and may not be given an additional Bonus Action

Point. The element rolls 2 dice for scavenge action

and scavenges if either die passes. If present in a Red

Force the element may make a Red Force Recon

Move at the start of the game. If not mounted in a

vehicle then a Recon element may deploy in an De-

ployment Zone other than the enemy Deployment

Zone and more than 3 bounds from the enemy De-

ployment Zone and any enemy Recon element.

RELIABILITY X+

This trait can be found under the notes section of

some weapons. The weapon must pass a reliability

roll on 1d6 to hit an element every time the element

enters, exits, passes through, or performs an action

within the marker's zone. The weapon must also pass

a reliability roll on 1d6 remain in play after it attacks.

Whether entering, exiting, or moving through the

weapon’s zone resolve any attack at the end of ele-

ment's move. Engineers may attempt to remove the

marker by performing "Fire in the Hole!" action be-

fore the weapon attacks the engineer element.

RUN-N-GUN

This trait may be found under the notes section of

some infantry elements. During a shoot action the

element may first move 1 bound and then shoot up to

range of 1 bound. Alert enemies may react after the

move and before element resolves its shot.

SMOKE

This trait applies solely to smoke marker fired by

mortars. If a mortar firing a smoke mark passes a hit

roll on 1 or more firepower dice then place 1 smoke

marker with size of up to 30mm by 30mm at a point

designated by the observer and within range. Shoot-

ing from, into, or through smoke (which extends up

to 1 bound from the marker itself!) conveys an un-

modifiable 2+ save roll on the target element. Re-

move the smoke marker during your next SitRep

phase.

SNIPER

This trait can be found under the notes section of the

Sniper element. If Alert then the sniper element may

take a sniper shot instead of using the standard shoot

action procedure. On a roll of 2+ the target element is

eliminated if a command, medic, FO, or sniper ele-

ment. If the target is a core element with the com-

mand, medic, or FO trait then one trait of the sniper’s

choice is eliminated. In both cases the element suffers

2 FP. If the target is any other infantry element or

unarmored vehicle element then the element suffers 2

Friction Points.

STUN

This trait appears under the notes section of Stun

Grenades. During an assault action the stun grenade-

armed element always attacks first when charging,

even against a stand armed with stun grenades.

TOWED

When a dismounted crew element is equipped with

the weapon the element’s movement is limited to

mounting, dismounting, and rotating for a cost of 2

AP. The element must dismount or mount in contact

with a transporting vehicle or pack animal element.

TRANSPORT (X)

This trait may be purchased for vehicle elements. The

vehicle element may transport a number of infantry

elements equal to the X value and may transport 1

additional Command, FO, Medic, or Sniper element.

For example, a vehicle with the Transport 2 trait can

transport 2 Rifle elements and 1 additional Sniper

element.

Transport 1 r epresents jeep and Humvee-sized

vehicles. Transport 2 represents the vast majority of

armored personnel carriers, infantry fighting vehicles,

and small or medium trucks. Transport 3 represents

large armored fighting vehicles such as the AAV-7

amphibious assault vehicle and large trucks.

Non-Player Elements and Pack Animal elements

may not be transported.

A vehicle element may NOT combine multiple

versions of the Transport trait. For example, a vehicle

element may not include both the Transport 2 and

Transport 3 traits.

19

traits

GAME SET UP A battlefield measuring 9 bounds x 12 bounds

(36'' x 48'' or 90cm x 120cm) is ideal but larger bat-

tlefields are also acceptable. The Neutral Zone is a

rectangular area 6 bounds by 9 bounds (24'' x 36'' or

60cm x 90cm) and centered on the table center as

indicated in the diagram above. If the table is rectan-

gular then the Neutral Zone should be oriented on the

same long axis as the table.

Place terrain in a mutually agreeable manner.

More terrain is generally better than less. While a few

lines of sight should exist between opposite deploy-

ment zones these should be limited. Gaps between

area terrain should exceed one bound, especially be-

tween buildings on opposite sides of roads. A couple

of open areas approximately three bounds across

should also be included to allow maneuver space for

vehicles.

One or two roads connecting opposite corners or

ends of the table should also be included. An impass-

able river connecting opposite sides or corners should

include at least two crossing points such as fords or

bridges and these should be more than four bounds

apart if possible and located in opposite table halves

or quarters.

1. DETERMINE ORDER OF PLAY

Both players roll 1d6, reroll ties. The higher roller

chooses to play as the Red Player or the Blue Player.

Red Player places supply caches first, deploys his

troops first, and takes the first player turn on game

turn one.

2. PLACE SUPPLY CACHES Starting with the Red Player each player alternately

places one Supply Cache in the Neutral Zone until

four Cache markers have been placed on the table

(i.e. two per player). Supply Caches must be placed

over 2 bounds from other supply caches.

It's best to place Supply Caches towards the

table's center since at this point you don't know where

your own troops will deploy.

3. DEPLOY TROOPS

The Red Player nominates a narrow end of the table

as Deployment Zone (DZ) 1 and rolls 1d6.

The Red Player immediately deploys his troops in

the DZ indicated by the die roll (counting clockwise

from the zone nominated as DZ 1). The Blue Player

then deploys his troops in the DZ directly opposite

the Red Player’s DZ in the case of DZs 1 and 4 and

diagonally opposite in the case of DZs 2 and 5 and

DZs 3 and 6.

20

set up and victory conditions

Deployment Zone 2

Deployment Zone 6

Dep

loym

en

t Zo

ne

1 D

ep

loym

en

t Z

on

e 4

Deployment Zone 3

Deployment Zone 5

Playing the Game He who dies with the most toys wins.

^ scavenges

Neutral Zone

Table Center

9 Bounds

6 B

ounds

Note that tables corner areas are not included as

part of any Deployment Zone.

A Field Camp element must deploy entirely with-

in its own DZ and within 1 bound of the Neutral

Zone.

A Recon element has the option to deploy in any

DZ other than the enemy DZ and more than 3 bounds

from the enemy DZ and any enemy Recon element.

All troops may deploy Alert. A Mine or IED

marker may be deployed entirely within its own DZ

or retained for later placement by an Engineer Ele-

ment.

A Non-Player Element or booby trap must be de-

ployed entirely within the neutral zone. A Non-Player

Element may not be placed within a booby trap zone

and a booby trap may not by placed so as to include a

Non-Player Element or enemy element within its

zone.

4. RED RECON MOVE

The Red Player’s recon element may perform a single

move action and end the move Alert. If mounted in a

vehicle then the vehicle may make the recon move as

long as no other infantry element is also mounted in

the vehicle. The recon element may not dismount

after the vehicle moves and the vehicle may end the

move alert. Booby trap rules apply.

5. BLUE DEFENSIVE MOVE

All of Blue Player’s troops may now perform a single

move action and end the move Alert. All standard

move action rules apply. Booby trap rules apply. Non

-Player Elements may not move.

6. STARTING THE GAME

The game then starts with game turn one and the Red

Player turn.

THE GAME TURN

1. RED PLAYER TURN

During his SitRep Phase the Red Player replenishes

his Motivation Point pool and removes his smoke

markers. During his Action Phase he activates ele-

ments one at a time spending Action Points to per-

form various actions until all of his elements have

either activated or passed. Blue Player elements

which are Alert may react.

2. BLUE PLAYER TURN

The Blue Player performs his SitRep and Action

Phases while Alert Red Player elements may react.

3. BREAK OFF ROLL

On game turn 6 roll 1d6. If the result is 4+ then the

game is over. Otherwise the game is automatically

over after game turn 7.

LOOT MARKERS During the game when an element is destroyed re-

move it from the table and replace it with a Loot

marker. A loot marker represents an element’s gear

and becomes a new objective for both sides.

VICTORY CONDITIONS Victory is determined solely by the amount of sup-

plies a force scavenges from the battlefield.

SCAVENGING

A Core element within 1 bound of a Loot marker may

attempt to scavenge it for 1 Action Point (AP). A

Core element within 1 bound of a Supply Cache or

Field Camp element may attempt to scavenge it for 2

AP. An enemy element (except pack animal, un-

armed vehicle, or Field Camp) within 2 bounds of

Loot, a Supply Cache, or Field Camp prevents the

marker from being scavenged. See Scavenge Action

for details.

VICTORY POINTS

A player scores 6 Victory Points (VP) for a scav-

enged Enemy Field Camp, 2 Victory Points for each

scavenged Supply Cache, and 1 VP for each scav-

enged Enemy Loot Marker. Do NOT score any VP

for scavenged friendly Loot, these are simply re-

moved from the field of battle and denied to the ene-

my. The force with the most VP at the end of the

game wins.

At the end of the game if both players have scored

the same number of VPs then to break the tie award 1

bonus VP to a player if he scavenged the enemy Field

Camp. If still tied then award 1 bonus VP to the play-

er who scavenged the most Supply Caches. If both

players still have the same number of VPs then the

result is a tie.

21

Playing the Game

ROLLING DICE All die rolls in Warfare in the Age of Madness work

the same way and all use standard six-sided dice.

DIFFICULTY NUMBER

A base difficulty number ranges from 2+ to 6+. This

base difficulty number can be modified up so the roll

becomes more difficult to pass (e.g. +1) or down so

the roll becomes easier to pass (e.g. –1).

PASSING AND FAILING

A die roll “passes” if the number rolled is equal to or

greater than the modified difficulty number. A die

roll “fails” if the number rolled is less than the modi-

fied difficulty number.

AUTOMATIC FAILURE

Unless otherwise stated in the rules, a roll of 1 always

fails regardless of the modified difficulty number (i.e.

a modified difficulty number of 1+ or less can still

result in failure!). And unless otherwise stated in the

rules a modified difficulty number of 7+ or higher

means the roll can’t be passed regardless of the num-

ber rolled (i.e. a modified difficulty number of 7+ or

higher results in an automatic failure).

ROLLING MULTIPLE DICE

In some cases only a single die is rolled and the roll

passes or fails based on that one die roll relative to

the modified difficulty number.

In other cases multiple dice are rolled and each

passing die or failing die causes a result.

For example, when shooting a target element one

might roll 6d6 and score 1 hit for each passing die. In

other cases when rolling multiple dice, if just one or

more dice pass then the entire action is considered to

have been successful. For example, a Recon element

rolls 2d6 when attempting the scavenge action and

passes if either die passes.

RE-ROLLS

In some cases such as when using Motivation Points

to re-roll a die or when a multi-barrel weapon shoots

a failed die may be picked up and re-rolled one time.

The second result is final unless one is using a Moti-

vation Point to re-roll a failed multi-barrel re-roll in

which case the Motivation Point may be used to re-

roll the failed multi-barrel re-roll.

MEASUREMENT Warfare in the Age of Madness doesn’t use a fixed

ground scale. Instead movement distances and weap-

on ranges are designed relative to one another to rep-

resent the battlefield roles of various weapons while

providing an enjoyable game filled with interesting

tactical choices. This is the approach used by the vast

majority of games, even those which claim adherence

to a fixed ground scale!

BOUNDS

All distances in Warfare in the Age of Madness are

measured in bounds. One bound is 4” or 10cm. To

convert from bounds to inches multiply bounds by 4

and from bounds to centimeters by 10.

PRE-MEASUREMENT

A player may measure any distance at any time and

pre-measure distances when making decisions such

as whether or not to take a particular shot with a

weapon. This generally reduces arguments and makes

the game easier to play. However, this is not a license

to treat the game as a study in geometry! If you insist

on wasting time by triangulating every move and

every shot then you’ll soon find yourself short of

opponents. Be a good sport and keep any pre-

measurements simple, quick, and limited in number.

FRICTION POINTS The Friction Point is a key concept in

Warfare in the Age of Madness and

replaces the large number of different

unit statuses and makers found in

many other games.

Instead of having multiple unit statuses such as

demoralized, disordered, disrupted, etc., the game

uses Friction Points (FP) to represent everything in-

cluding fear, confusion, loss of control, minor

wounds, damaged equipment, etc. FP are most com-

monly inflicted through shooting but can also result

from other game events.

4 FRICTION POINT LIMIT

The maximum number of FP that an element can

have at any time is 4. For example, if a shot inflicts 6

FP on an element it suffers only 4. If an element with

2 FP suffers 3 more FP then it receives only 2 more

FP for a total of 4 FP.

22

Playing the Game

EFFECTS OF FRICTION

An Element with 1 or more Friction Points can’t

move. However, the Move action provides a free

attempt to eliminate FP. Friction also increases the

difficulty numbers of shooting, assaulting, and other

actions and can completely prevent some actions.

ELIMINATING FRICTION

Friction points can be eliminated only through the

Recover action. See the Action section for details.

FRICTION POINT MARKERS

Friction points can be represented using the markers

included with the game or by colorful (e.g. yellow or

orange) pompoms or beads available at craft stores.

ALERT Being “Alert” is another key concept in

Warfare in the Age of Madness. An ele-

ment with an Alert marker is being extra

cautious whether stationary or moving (slowly!). It’s

attempting to use concealment as well as possible and

getting ready to respond to the enemy. Alert status

represents tactics such as infiltration tactics, over-

watch and opportunity fire.

BECOMING ALERT

An element goes on Alert status by performing either

the Alert or Stalk actions and simply placing an Alert

marker on it.

EFFECTS OF BEING ALERT

When concealed an Alert element is more difficult to

hit. An Alert element can react to enemy actions that

it can observe and can move very slowly (1 bound)

while Alert by using the Stalk action.

LOSING ALERT STATUS

Other than when performing a Recover action, Alert

status is lost by taking any other action. This is noted

in descriptions of individual actions by text stating,

“Go off Alert”.

ALERT MARKER

You can use the Alert markers included with the

game or a colorful (e.g. green) pompom or bead

available at any craft store.

DAMAGE POINTS While Friction Points might represent

minor wounds to soldiers and minor

damage to vehicles, Damage Points

(DP) represent more serious wounds

and vehicle damage which can eliminate an element.

TAKING DAMAGE

An element usually suffers Damage Points during a

shoot action when the shooter passes a damage roll.

When shooting at infantry each passing damage die

inflicts 1 DP on an infantry element. When shooting

at a vehicle element each passing damage die inflicts

1 or more DP based on the element’s or weapon’s AT

Damage value. For example, an Autocannon inflicts

2 DP for each damage die that passes.

HIT POINTS

Hit points represent an element’s ability to sustain

damage. When the total Damage Points accumulated

by an element equal its Hit Points the element is de-

stroyed and removed from play.

CRITICAL HIT ROLL

If a vehicle suffers 1 or more Damage Points from a

weapon’s shot then the shooting player rolls 1d6 on

the critical hit table adding 1 to the die roll result if

current DP are greater than half the vehicle’s Hit

Points . The vehicle might then suffer additional fric-

tion points or more serious damage resulting in a mo-

bility kill, weapons kill, or complete and instant de-

struction.

REMOVING DAMAGE POINTS

An element with the Medic trait may use the

“Corpsman Up!” action to attempt to remove DP

from an infantry element. An element with the Engi-

neer trait may attempt to use the “Patch Her Up!”

action to remove DP from a vehicle element. Critical

hits may not be repaired.

DAMAGE POINT MARKERS

You can use the Damage Point markers included with

the game or a colorful (e.g. black) pompom or bead

available at any craft store.

23

Playing the Game

ACTIVATING ELEMENTS During a player’s Action Phase he may activate one

element at a time until all of his elements have been

either activated or passed. Once an element has been

activated or passed it may not activate later during its

Action Phase even if it has Action Points (AP) re-

maining. Actions and reactions are never considered

simultaneous, only one element is considered to be

active at any moment.

ACTION POINTS (AP)

Each element starts its Action Phase with 2 AP which

may be spent only while active during its Action

phase. An element which is activated within

ComSpan range of an Alert Command element has 3

AP to spend instead of the standard 2 AP.

An element may receive a Bonus Action Point by

the player expending 1 Motivation Point. An element

may never receive more than 1 Bonus Action

Point and may never spend more than 3 AP dur-

ing its Player Turn. Elements which already have

3 AP may not receive a Bonus Action Point (e.g.

Recon elements and those activated within ComSpan

range of an Alert Command element).

Each action costs either 1 or 2 AP to perform.

Therefore, an element with only its own 2 AP may

perform two different actions if both cost 1 AP, the

same action twice if it costs 1 AP, or a single action if

it costs 2 AP. Likewise, an element which has 3 AP

may perform any combination of actions as long as

their total cost does not exceed 3 AP.

Action Points may not be transferred between

elements. AP may not be saved for use in a subse-

quent Game Turn.

COMMAND ELEMENTS

An element with the Command trait has 3 AP instead

of the standard 2 AP. It may not use a Motivation

Point as a Bonus Action Point. Friendly elements

which start their activation within ComSpan range of

their Alert Command element have 3 AP instead of

the standard 2 AP. This also applies if the Command

element is mounted in an Alert vehicle.

MOTIVATION POINTS (MP)

Your force includes a number of Mo-

tivation Points based on its Motiva-

tion. Each MP is represented by an

MP marker. MPs can be expended as

a Bonus Action Point as described above or used to re

-roll a single die one time. As MPs are expended re-

move them from play. A player’s MP markers are

replenished at the start of his Player Turn during his

SitRep Phase. Note that an element may never ex-

pend more than 3 AP during its Player Turn.

ALERT! Costs 2 AP and is prohibited to pack

animal elements.

Simply place an Alert marker on the

element. During the opposing player’s Action Phase

the element may react to 1 enemy action within LOS.

Multiple Alert elements may react to a single enemy

action and may react in different ways. Reaction oc-

curs after the enemy action is complete but some ac-

tions allow reactions at specific stages of an action

(e.g. immediately after the charge move of an assault

action).

Actions allowed as a reaction are move, assault,

and shoot. Only the enemy element to which the reac-

tion is being made may be shot or assaulted. Remove

the Alert marker after reaction is compete.

24

Actions actions Deeds, not words.

CARPE DIEM!

With two AP of its own an element will spend

most of its time moving fast (2 move actions

which cost 1 AP each), carefully creeping 1

bound (1 stalk action costing 2 AP), or attacking

with a shoot or assault action (which cost 2 AP).

To move AND fight aggressively demands ex-

pending Motivation Points or close proximity to

an Alert Command element. But keeping a Com-

mand element on Alert takes it out of the fight

and limits its maneuverability This makes special-

ized Command elements very valuable compared

to Core elements with the Command trait.

ASSAULT! Costs 2 AP and is limited to Command, Core, and

Vehicle elements only. An element with a Friction

Point may not assault. Go off Alert.

CHARGE MOVE

The element makes a charge move of 1 bound and

may assault only the closest enemy element within 1

bound after the charge move is complete. If multiple

enemy elements are equidistant then the active player

may choose which element is assaulted. An element

may not contact an enemy element during or at the

end of its charge move

ALERT ENEMIES

Alert enemies may react immediately after the charge

move and before assault is resolved. If the charging

element suffers any Friction Points due to enemy

shooting then it may not resolve the assault.

ASSAULT ROLLS

The defending element makes the first assault roll

and, after the results are applied to the attacking ele-

ment, the attacking element then makes an assault

roll and applies the results to the defending element.

Roll 4d6 and score 1 damage point on an enemy

infantry element for each passing die. To damage an

enemy vehicle an additional roll must be made (see

below). A roll of 6 always passes even if the modi-

fied difficulty number is 7 or more.

The base difficulty number for an infantry ele-

ment rolling to damage is its Assault value. All vehi-

cles have a base difficulty number of 4+.

An element with the Ninja trait decreases its as-

sault difficulty number by 1. An element with the

Glass Jawed trait increases its difficulty number

by 1. An element with 1 or more Friction Points in-

creases its difficulty number by 1 for each Friction

Point. An element charging an obstacle such as a wall

or building must increase its difficulty number by 1.

If a vehicle has “assaulted” an enemy vehicle

(which represents an attempt to ram the enemy vehi-

cle) then any passing assault dice are “reciprocal”.

For example, if the defending vehicle rolls 2 passing

dice then the attacking vehicle is considered to have

rolled 2 passing dice against the defending vehicle.

This “reciprocal hit rule” applies to BOTH the de-

fender’s roll and the attacker’s roll.

VEHICLE DAMAGE ROLL

For each passing assault die versus a vehicle roll 1d6

to actually damage the vehicle. The difficulty number

is determined by subtracting the target vehicle’s deck

armor value from the assaulting element’s AT value.

The resulting difficulty number can be found on the

AT vs Armor table in the Shoot section of the

quick reference sheet.

If an infantry element assaults a vehicle then use

the element’s own AT value. If another is vehicle

“assaulting” the target vehicle by effectively ram-

ming it then use the assaulting vehicle’s front armor

value and add 3 to it as its AT value.

Each passing die of an infantry element scores 1

damage point on the vehicle. Each passing die of a

vehicle element scores damage points equal to half of

its own Hit Points value. For example, a Light Armor

Vehicle with a Hit Point value of 6 scores 3 damage

points on an enemy vehicle for each passing die. Any

vehicle that suffers 1 or more damage points must

roll once on the Critical Hit Roll table which can be

found in the Shoot section of the quick reference

sheet.

SPECIAL WEAPONS VS VEHICLE

An infantry element armed with a special weapon and

either charging or defending against a vehicle in an

assault may use the special weapon instead of rolling

the standard 3d6 and using its own AT value during

the vehicle damage roll.

During the assault roll, roll dice equal to the spe-

cial weapon’s Fire Power value and then use the spe-

cial weapon’s AT value and its AT Damage value

during the subsequent vehicle damage roll.

For example, an infantry element armed with a

LAW-03 would roll 2d6 during the assault roll and

then, during the vehicle damage roll, would use the

LAW’s AT value of 10 against the vehicle’s deck

armor and would inflict 3 damage points for each die

that passed the vehicle damage roll.

DESTROYED ELEMENTS

If the accumulated damage points inflicted on an ele-

ment equal the element’s Hit Point value then the

element is removed from play and replaced with a

Loot marker. If an attacking element is destroyed

during the defender’s damage roll then the attacking

element loses its own assault roll opportunity.

25

Actions

DEFENDER HOLD DECISION/ROLL

If both defending and attacking elements survive then

the defending element may voluntarily withdraw 1

bound unless a crew with a heavy/towed weapon or

an immobilized vehicle. If the defending element

decides to try to hold or may not withdraw then it

must pass a Moxie roll on 1d6 to stand its ground.

The base Moxie roll difficulty number is modified

by adding 1 for each Friction Point on the element. If

the defending element fails its roll it must withdraw

at least 1 bound and may withdraw up to 2 bounds. A

crew element with a heavy/towed weapon or immobi-

lized vehicle that fails is eliminated from play and

replaced with a loot marker.

ATTACKER ADVANCE/WITHDRAWAL

If the defending element is destroyed or withdrawals

then the attacking element may advance up to 1

bound. If the defending element stands its ground and

passes its hold roll then the attacking element must

withdraw at least 1 bound and up to 2 bounds.

CORPSMAN UP! Costs 1AP and is limited to elements with the Medic

trait. Go off Alert. Pass Teamwork roll on 1d6, diffi-

culty +1 per Friction Point, to restore 1 Hit Point to

infantry element contacting medic element. Shots and

assaults against medic or contacted element resolved

against both elements regardless of line of sight.

26

Actions

ASSAULT ACTION EXAMPLE

A Rifle element assaults an enemy

BMP-2 IFV in distress after taking fire

from a distant autocannon.

1. If Alert, the Rifle element would

remove the marker.

2. The infantry charges 1 bound into a

building near the IFV ending the charge

move within 1 bound of the IFV,

the range at which an assault may be

conducted.

3. Had the defender been Alert it (and

Alert comrades in line of sight) could

react at this time.

4. The defending IFV makes its assault

roll with 4d6. The base difficulty is 4+

for vehicles, +3 for the three Friction Points, for a total of 7+. But a roll of 6 always passes during an assault

roll so the modified difficulty number is 6+. The vehicle rolls a 2, 2, 3, and 6 inflicting 1 damage point on the

infantry. This represents close range fire by the vehicle’s weapons, the crew’s personal weapons, etc.

5. Instead of using its integral weapons the Rifle element elects to use its light anti-tank weapon with a fire

power value of 2d6. The Rifle’s assault difficulty number is 5+. A roll of 5 and 6 results in 2 hits. Comparing

the LAW’s AT value of 10 to the APC’s deck armor of 1 on the AT vs Armor table indicates a vehicle damage

roll difficulty of 2+. The Rifle element rolls a 3 and 5 resulting in two passing dice. Each inflicts the LAW’s AT

damage value of 3 thus destroying the APC which a Hit Point value of 6.

6. If the defending APC had survived it would have then decided to voluntarily flee or attempt to hold. If it

stood its ground the attacking infantry would have been forced back 1-2 bounds as the assault failed.

7. Since the defender was destroyed the attacking infantry has the option to advance up to 1 bound.

DEPLOY MINES! Costs 1 AP and is limited to elements with Engineer

trait without Friction Points. Go off Alert. Place

mine/IED marker up to 30mm by 30mm entirely

within 1 bound of engineer element. Enemy elements

may not be within 1 bound of marker. Alternatively,

the IED/mine marker may start the game deployed in

its own deployment zone.

FIRE IN THE HOLE! Costs 1 AP and limited to elements with Engineer

trait. Go off Alert. Roll 2d6 and pass Teamwork roll

to remove booby trap, IED, or mine marker within 1

bound of Engineer element before it attacks the engi-

neer if either die passes. Difficulty +1 per Friction

Point. If both dice fail then resolve Booby Trap/IED/

mine attack on engineer.

FLANK EM! Costs 1 AP and limited to elements with Command

trait without Friction Points. Go off Alert. Coordinate

simultaneous assault actions by two elements within

1 bound of command element against 1 element.

MOVE! Costs 1 AP except if crew element moving with

Heavy or Towed weapon in which case cost is 2 AP.

Go off Alert.

FREE RECOVER ROLL

If the element has any Friction Points conduct 1 'free'

Recover action to attempt to remove the Friction

Points. Movement is prohibited if 1 or more Friction

Points remain after free Recover action.

TERRAIN

There are six types of terrain for movement purposes:

cross country, bad going, very bad going, built up

area, road, and impassable.

Cross Country is simply the “open”, relatively

flat or gently sloping areas of the tabletop battlefield

otherwise devoid of terrain.

Bad Going represents moderate impediments

to movement such as open woods, ploughed fields,

and steeper hills.

Very Bad Going r epresents ter rain that’s an

impediment to infantry and legged vehicle movement

and impassable to other vehicles. It includes dense

woods, water-logged ploughed fields, broken ground

strewn with boulders, marshy ground, and very steep

hills.

Built Up Areas represent buildings and con-

nected or adjacent features that might be impassable

to vehicles. Note that while many of us have mental

pictures of tanks bashing their way through buildings

tank crews are loathe to engage in such shenanigans

for fear of crashing through the floor to a basement or

getting hung up on interior supporting walls.

Road includes not only hard dir t roads and

paved roads but larger paved surfaces such as parking

lots.

Impassable ter rain represents ter rain so dense,

soft, water logged, broken up, steep, or otherwise

dangerous that it’s not crossable in the tactical con-

text of a fire fight. It might be crossable with ropes or

other specialized gear and engineering support but

such things are beyond the scope of a battle.

MOVE DISTANCE

To determine how far an element may move during a

move action on the Quick Reference Sheet cross ref-

erence its type against the terrain type it will be mov-

ing in. If the result is a dash then the element may not

enter or move through that type of terrain. If the re-

sult is a number then that is the maximum distance

the element may move during its move action in that

type of terrain.

If an element is attempting to move through mul-

tiple terrain types then it must use the lowest move-

ment value for the move action. For example, an in-

fantry element can move 2 bounds cross country and

1 bound in very bad going. If the infantry element

attempts to move both cross country and in very bad

going during a single move action then it may move

only 1 bound for the entire move action.

VEHICLES

Unless following a road a vehicle may only rotate

before moving and must then move straight ahead.

Vehicles using road movement may freely change

direction to follow the road. After rotating a vehicle

may back up 1 bound instead of moving straight

ahead its normal move distance.

27

Actions

PASSENGERS

Passengers may not mount or dismount once a vehi-

cle has moved during a given game turn unless the

vehicle is open topped. If open topped then passen-

gers may mount or dismount before or after a Vehicle

has moved.

Passengers mount or dismount by using a normal

Move action and moving to or from any point on

vehicle model. However, Towed weapons must

mount/dismount in contact with transporting vehicle

and may not move in any other way except to rotate.

A passenger which dismounts from a vehicle with

1 or more Friction Points does so with the same num-

ber of FP. For example, an infantry element dis-

mounts from a vehicle with 3 FP. After dismounting

BOTH the vehicle and infantry element have 3 FP.

ENEMY ELEMENTS

An element may not move through an enemy element

and may not end a move in contact with an enemy

element. A gap of less then 1 bound between two

enemy elements prevents movement between the

elements. Otherwise an element may move as close

to an enemy element as desired.

PATCH HER UP! Costs 1AP and limited to elements with Engineer

trait. Go off Alert. Pass Teamwork roll on 1d6 to

restore 1 Hit Point to 1 vehicle element contacting

engineer element. Shots and assaults against engineer

or contacted element are resolved against both ele-

ments regardless of LOS. While in contact with vehi-

cle element treat engineer as vehicle target.

RECOVER! Costs 1AP. Roll indicated number of dice on recover

table and remove 1 Friction Point per passing die

from element. For recover roll purposes unarmored

vehicles are those with front and side armor values of

0, armored vehicles are those with front and side ar-

mor values of 1 or more. If Alert at start of action

element remains Alert after action is complete.

SCAVENGE! Costs 2AP for Supply Cache or Field Camp or 1 AP

for Loot and limited to Core elements only. Go off

Alert. Scavenge range is 1 bound. Prohibited if ene-

my element or any Non-Player Element is within 2

bounds of marker. Pass Teamwork roll on 1d6, diffi-

culty +1 per Friction Point, to collect marker and

remove it from the table.

STALK! Costs 2 AP. Elements with a Friction

Point, elements mounting or dismount-

ing vehicle, and crew elements may not

Stalk. Place Alert marker on element and element

may move up to 1 bound. Standard movement rules

still apply (e.g. stalking vehicle element may not en-

ter a built up area).

SHOOT! Costs 2 AP. Go off Alert.

The element may conduct direct, indirect, or

NLOS fire against 1 enemy element or fire 1 mortar

smoke marker.

28

Actions

MOVE ACTION EXAMPLE

An infantry element dismounts from its transport

and enters a built up area. Using its first action

point it can move up to 2 bounds from the vehicle

model. The building is more than 1 bound and less

than 2 bounds from the vehicle. Since infantry

movement in a built up area is limited to 1 bound

the infantry element must halt its first move action

just outside the building. Using its second action

point the infantry moves 1 bound into the building.

FIRING MULTIPLE WEAPONS & SPLITTING FIRE

An Infantry element may fire its integral weapon

included in its stat line and 1 special weapon during a

single Shoot action. A crew element may fire its inte-

gral weapon or may fire its crew served weapon. A

vehicle may fire 1 primary or auxiliary weapon and 2

secondary weapons. Elements firing multiple weap-

ons may engage 1 target per weapon. Only weapons

with a Firepower value of 10d6 may divide their fire

against two targets by rolling 5d6 to hit each target.

LINE OF SIGHT

A line drawn from any point on one element to any

point on another element. Line of sight is blocked if

the line passes completely through an area terrain

feature such as a building, hill, or wooded area or

through a tall linear feature such as a high wall or

hedge. Line of sight may be drawn up to 1 bound into

an area terrain feature from its edge and up to 1

bound between two elements in the same feature.

Intervening enemy and friendly elements do not

block line of sight.

LINE OF FIRE

A line drawn from any point on one element to any

point on another element. Line of fire is blocked if

the line passes completely through an area terrain

feature such as a building, hill, or wooded area or

through a tall linear feature such as a high wall or

hedge. Line of fire may be drawn up to 1 bound into

an area terrain feature from its edge and up to 1

bound between two elements in the same feature.

Intervening enemy elements do not block line of fire

but friendly elements do block line of fire.

RANGE

Range is measured from any part of the firing ele-

ment to any part of the target element except for

items such as gun barrels and antennae.

ARC OF FIRE

In addition to the requirements listed below, all types

of fire are subject to the following arc of fire require-

ments.

Infantry elements, except for crew elements,

have a 360 degree arc of fire. Crew elements have a

180 degree arc of fire along the element’s front edge.

Vehicle weapons, except for hull mounted

weapons, have a 360 degree arc of fire. It is assumed

they are mounted on platforms such as turrets, pintle

mounts, ring mounts, etc. and can fire freely in any

direction.

Hull mounted weapons have a 180 degree arc

of fire which must be defined as front, left, right, or

rear when the vehicle is designed.

A front hull mounted weapon’s arc runs along the

front edge of the element. A rear hull mounted

weapon’s arc runs along the rear edge of the element

in the same way.

A side hull mounted weapon’s arc runs along the

element’s opposite side edge. Therefore, the 180 de-

gree arc for a weapon mounted on the left side runs

along the element’s right edge. The180 degree arc for

a weapon mounted on the right side runs along the

element’s left edge. This allows side mounted hull

weapons to fire directly to the front and rear effec-

tively on a path equal to the vehicle element’s width.

DIRECT FIRE REQUIREMENTS

For direct fire (including an ATGM firing in Lock

mode at a vehicle target) the firing element must

trace a clear line of sight and clear line of fire to the

target element and the target must be within range of

the firing element’s weapon.

INDIRECT FIRE REQUIREMENTS

For indirect fire with a mortar an observer must be

able to trace a clear line of sight to the target element

and the target element must be within range of the

firing element’s mortar. The firing element does not

need a clear line of sight or clear line of fire to the

target element.

Any friendly infantry stand may serve as an ob-

server and may observe while mounted on a vehicle.

However, observing infantry stands with the FO trait

have a significantly higher chance of hitting their

target than those without the FO trait.

NLOS (NON-LINE OF SIGHT) FIRE REQUIREMENTS

For indirect fire with an ATGM (Anti-Tank Guided

Missile) firing in NLOS mode a friendly element

armed with an NLOS laser must have a clear line of

sight to the target element and the target element

must be within range of the firing element’s ATGM.

The firing element does not need a clear line of sight

or clear line of fire to the target element.

29

Actions

HIT ROLL

Roll a number of dice equal to the firing element’s or

weapon’s Fire Power value. For each die which pass-

es the firing element’s modified hit roll difficulty

number score 1 hit on the target element and discard

the failed dice.

The base hit roll difficulty number can be found

on the Hit Roll table in the Shoot section of the quick

reference sheet.

For Direct Fire there are three potential numbers

based on range from the firing element to the target:

within 1 bound (3+), within 4 bounds (4+) and over 4

bounds (5+).

For Indirect Fire there are two potential numbers

based on the observer: with the FO trait (3+) and

without the FO trait (5+). Note that crew elements

and vehicles armed with a mortar always have the FO

trait when observing for themselves.

ATGMs are a special case. When directly firing in

Lock mode at a target in clear line of sight and

line of fire the base difficulty number is 2+. When

firing in NLOS mode at a target not in line of sight or

line of fire the base difficulty number is 3+. Note that

only ATGMs with the NLOS trait may fire in NLOS

mode and that this form of shooting requires an in-

fantry element armed with NLOS laser to have a

clear line of sight to the target element.

Hawkeye reduces the difficulty number by 1,

Oblivious and Marauders increase the difficulty

number by 1. An element with 1 or more Friction

Points increase the difficulty number by 1 for each

Friction Point.

SAVE ROLL

The player controlling the target element rolls 1 die

for each hit score by the firing element. For each die

that passes ignore and discard 1 hit. For each die that

fails the target suffers 2 Friction Points if the hit was

caused by a Blast weapon and 1 Friction Point is

caused by any other weapon. Each failed die also

represents an opportunity for the shooter to inflict

damage on the target.

The base save roll difficulty number can be found

on the Save Roll table in the shoot section of the

quick reference sheet.

For a target which is concealed and Alert the base

difficulty number is 3+. If only concealed the number

is 4+. And if exposed the number is 5+.

A target is concealed if most of it is in area terrain

such as a building or wood or if the line of fire is

traced over low terrain features such as low walls or

hedges that do not otherwise block line of sight and

line of fire. A target is also concealed if most of the

element is obscured from the firing element by inter-

vening terrain such as a building or wood.

An element on the crest of a hill is concealed from

any shooter at a lower elevation. If it’s a vehicle tar-

get then it’s considered to have assumed a “hull

down” position to hide its hull and expose only its

weapon or turret. If it’s an infantry element then it’s

assumed to have found the “military crest” to limit

visibility from below.

An Elusive target reduces its save roll difficulty

number by 1. A Bullet Magnet or Infected increase its

difficulty number by 1. A Vehicle or Pack Animal

further increase their difficulty number by 1. Any

concealed target hit by a weapon with the Blast trait,

whether Alert or not, increases its difficulty number

by 1 (do NOT this modifier apply to exposed target).

A vehicle with a mobility kill may not make a

save roll.

DAMAGE ROLL

The player controlling the firing element rolls 1 die

for each failed save die. For each die that passes

score 1 Damage Point on an infantry target. Score

Damage Points equal to the firing weapon’s AT

Damage value for each die that passes (e.g. if the

firing weapon’s AT Damage value is 3 then score 3

Damage Points for each passing die.)

The base damage roll difficulty number can be

found on the Damage Roll table in the Shoot section

of the quick reference sheet. For infantry targets the

number is the weapon’s APERS value. For vehicle

targets subtract the target’s armor value facing the

shooter from the weapon’s AT value and look up the

result on the AT vs Armor table. For shots from the

vehicle’s front 180 degree arc use the front value. For

other shots use the side value. For indirect fire and

weapons with the Deck Attack trait use the deck val-

ue.

For direct fire at a range over 4 bounds increase

the difficulty number by 1. This modifier does not

apply to Lock and NLOS mode ATGM fire against a

vehicle or any mortar fire.

30

Actions

If the target is infantry in partial cover increase

the difficulty number by 2 and if in full cover by 3.

This modifier does not apply to vehicle targets. Note

that weapons with the Blast trait ignore the cover

modifiers.

COVER

Partial cover includes woods, jungles, and buildings

made from thin materials such as wallboard or thin

wooden planks. Full cover includes thicker walls

made from stone or brick and prepared positions pro-

tected by sandbags. To receive cover from an area

terrain feature most of the element must be in the

terrain feature. To receive cover from a low wall the

target element must be in contact with the wall and

the firing element must be on the opposite side.

DESTROYED ELEMENTS

If the accumulated damage points inflicted on a target

element equal the element’s Hit Point value then the

element is removed from play and replaced with a

Loot marker.

CRITICAL HIT ROLL

Each time an individual weapon inflicts 1 or more

damage points on a vehicle element roll 1d6 and con-

sult the Critical Hit Roll table for the result. Add 1 to

the die roll if the vehicle’s accumulated damage

points are greater than half of the vehicle’s HP value.

A result of No Effect means there is no addition

effect on the vehicle target.

A result of Stun inflicts 4 Friction Points on the

target. This is in addition to any Friction Points that

the weapon already inflicted on the target and which

may already be present on the target. The maximum

limit of 4 Friction Points on an element remains in

effect.

A result of Stun + Mobility Kill means

additional Friction Points have been

inflicted as with the Stun result above

and the vehicle has been immobilized.

It may not conduct a move action,

even to rotate. This damage may not be repaired.

A result of Stun + Weapons Kill

means additional Friction Points have

been inflicted as with the Stun result

above and the vehicle’s weapons have

been disabled. The vehicle may not

fire any of its weapons for the remainder of the game.

This damage may not be repaired.

A result of Destroyed means the vehicle has been

eliminated from play and must be replaced with a

Loot marker.

31

Actions

SHOOT ACTION EXAMPLE

An Assault Rifle element armed with a LAW-03 shoots

at enemy infantry in a building across the road.

1. The Assault Rifle element is Alert and must first

remove the Alert marker.

2. At a range within 2 bounds the hit roll difficulty

number is 4+. The Assault Rifle element’s fire power

value is 6d6 and the LAW’s fire power value is 2d6.

The Assault Rifle rolls 2, 2, 4, 5, 5, and 6 resulting in

4 hits. The LAW rolls 4, 5 resulting in 2 hits.

3. The target infantry element is concealed and has a

save roll difficulty number of 4+against the small

arms fire and 5+ against the LAW (save roll difficulty

number is +1 for concealed targets versus weapons

with blast trait). Against the small arms the target

rolls 1, 3, 4, and 6 resulting in 2 fails. Against the

LAW a roll of 3 and 5 results in 1 fail.

4. The small arms inflict 2 Friction Points. As a blast

weapon the LAW inflicts 2 FP for the single fail.

5. The Assault Rifle element rolls 2d6 to damage with

the small arms and 1d6 for the LAW. The small arms

need a 6+ (APERS of 3+ and +3 for full cover). The

LAW needs a 3+ (APERS of 3+ ignoring cover as a

blast weapon). With a small arms roll of 2 and 3 and a

LAW roll of 4 the shooter inflicts no damage with the

small arms and 1 damage point with the LAW.

YOUR WEAPONS BAZAAR Warfare in the Age of Madness focuses on modern

battlefield tactics and is not concerned with the rela-

tive merits of 5.56mm NATO rounds versus 6.5mm

Grendel rounds. Real-world troops, weapons, and

vehicles are represented by broad battlefield roles

rather than the minutiae of armor thicknesses and

angles and warhead size. In most cases such details

are often classified anyway and simply not available

to the general public.

Therefore, feel free to use the troops currently in

your collection or most readily available and simply

pick game stats that seem to best represent them.

We’ve used everything from 15mm models sold as

specific vehicle types (e.g. BMP-2 infantry fighting

vehicles) to generic Matchbox brand armored cars

that looked right next to 15mm infantry.

THE BLACK ART OF POINTS

Warfare in the Age of Madness includes a point sys-

tem and standard game set up and victory conditions

to enable convenient pickup games among friends

and even complete strangers. How one determines the

point value for troops in any game system is based on

statistics, lots of playtesting, and a bit of intuition.

SIMULTANEOUSLY PRICELESS AND WORTHLESS

For example, let’s say you and I agree to play a game

and I get one Rifle element and you get one Main

Battle Tank (MBT). How much are the elements

worth relative to one another? Across open ground

my Rifle element will be quickly killed by your tank

at long range, probably before it can score a single

Victory Point by scavenging a supply cache. The

result would be a tie since your tank can’t scavenge

and there would be nothing I could do about it since

my rifle element couldn’t hurt the tank.

But on a table with lots of terrain your tank might

be next to worthless if my Rifle element can get to a

supply cache before you can get a shot at it. Thus my

Rifle element becomes infinitely valuable since it can

win the game for me and your tank can’t stop it.

The game’s point system is based on the relative

value of various elements and weapons driven by

their expected statistical performance in a variety of

situations, by intangibles such as special abilities that

allow them to perform outside the normal rules and

procedures, and frankly by a bit of intuition given

how people have played the game and designed ar-

mies during playtests.

BUY GEAR THAT YOU ENJOY PLAYING WITH

So don’t sweat the points system. There are lots of

ways to back into a point value for any given item

and it really depends on how YOU choose to play the

game. If you enjoy running-n-gunning and close as-

saults then gear that supports your play style becomes

more valuable to you than gear that doesn’t.

For example, the Elusive trait and mortars firing

smoke missions would be great choices if one prefers

getting in close but buying crew-served heavy auto-

cannons wouldn’t fit your play style and would be a

waste of money and points! On the other hand, more

cautious players might enjoy and benefit from extra

crew-served weapons supporting a deliberate advance

of heavily armed infantry.

32

traits Armory So many guns, so little time.

FOOT SLOGGERS Infantry elements form the backbone of your force

and without them you literally cannot win the game.

Only Core infantry elements can scavenge since only

they have enough extra bodies to search for booty

and detach a small detail to haul it back to your base.

The Specialist elements serve unique functions and in

some cases can augment your entire force.

CORE ELEMENTS

Core elements are the only elements which can scav-

enge and are therefore crucial to victory. They can be

enhanced with special traits such as Recon and Engi-

neer or given special weapons such as grenade

launchers and light anti-tank weapons.

Armed primarily with sub-machineguns and shot-

guns, CQB elements are masters of close assault.

While short-ranged they can perform the Run-n-Gun

action which allows them to move 1 bound and then

shoot up to a range of 1 bound. This is especially

useful in dense terrain against careless enemies ad-

vancing too quickly. They can also be armed with

special gear such as demo charges and stun grenades

which enhance their performance in close assault.

Assault Rifle elements are the jack of all trades

in Warfare in the Age of Madness. They perform

better than other elements in close assault except for

CQB elements but have a more useful longer range

than CQB elements. Their firepower rivals that of

Rifle-MG elements but only at a shorter range. When

in doubt, the Assault Rifle element is a great choice if

you want to balance ranged and close combat abili-

ties.

Rifle-MG elements include a couple of squad

automatic weapons (SAWs) or general purpose ma-

chineguns (GPMGs) and represent the standard ele-

ment for most early 21st century armies. Their range

advantage over CQB and Assault Rifle elements

combined with their lower assault value makes them

slightly more defensive oriented compared to those

troop types.

Rifle-XMG elements provide more firepower

than other core elements with their extra squad-level

SAWs and machineguns but they’re also more expen-

sive. Viewed through the lens of “cost per hit point”

they’re not as efficient as other core troops. But, un-

like MG elements which also produce significant

firepower, Rifle-MG elements can scavenge. They’re

perfect for players who are more cautious.

Rifle elements are the poor man’s choice if you

want lots of troops with some level ranged combat

ability. They’re the most efficient on a “points per hit

point” basis but not nearly as efficient in generating

firepower. However, if enhanced with special weap-

ons such as grenade launchers and light anti-tank

weapons then they’re still quite dangerous in ranged

combat.

Blade elements are even cheaper than Rifle

elements thus making them the best choice for those

interested in “horde armies.” But they have very lim-

ited options for special weapons and need every bit of

support possible to close with the enemy. The fact is

modern warfare is dominated by firepower and Blade

elements are highly specialized, extremely vulnera-

ble, and not for the faint of heart!

33

Armory

CORE ELEMENT

RNG

FIRE PWR

APERS

AT

AT DAM

ASLT

HP

CQB 1 6d6 3+ 2 1 3+ 2 Cost: 80 pts. Notes: Run-n-Gun

Assault Rifle 2 6d6 3+ 2 1 4+ 2 Cost: 80 pts. Notes: —

Rifle-MG 3 6d6 3+ 2 1 5+ 2 Cost: 80 pts. Notes: —

Rifle-XMG 3 8d6 3+ 2 1 5+ 2 Cost: 90 pts. Notes: —

Rifle 3 4d6 3+ 2 1 5+ 2 Cost: 70 pts. Notes: —

Blade — — — 1 1 4+ 2 Cost: 50 pts. Notes: Fast Charge

SPECIALIST ELEMENTS

Specialist elements are critical to victory as they pro-

vide your core elements with vital fire support and

enhanced capabilities. But since specialist elements

are not allowed to scavenge you must be careful and

select specialists geared to your style of play. Load-

ing up on Specialists that don’t directly support your

style of play is a waste of points. Picking Specialists

that augment your Core elements’ capabilities dra-

matically increases your chances to win against a

wider variety of opponents.

The Command Element provides valuable leader-

ship to other elements. When a Command element is

Alert friendly elements which start their activation

within ComSpan range of the Command element

activate with 3 AP instead of the standard 2 AP!

MG and Sniper elements provide significant

defensive firepower and precision firepower respec-

tively. To exploit their full potential they need to re-

main relatively motionless and, in the case of Sniper

elements, Alert. Use MG elements as a cheap means

to deny enemy infantry the ability to maneuver and to

prep assaults with suppressive fire. Use a sniper to

keep the enemy command element at bay and to

threaten FO and Medic specialists.

Crew elements provide heavy weapon suppor t

in a cheaper package compared to vehicles. However

they’re virtually immobile without pack animals or

other transport. Crew-served mortars are especially

valuable when armed with smoke.

FO and Medic elements provide more accurate

mortar fire direction and the ability to remove dam-

age points from infantry elements respectively. FO

and Medic traits can also be added to some elements.

Use FO elements to improve the accuracy of your

mortars and to soak up enemy firepower since a FO

can remain safely Alert in concealment while direct-

ing mortar fire. Use medics at your most crucial point

of attack to keep elements with lots of wounded

(damage points) in the fight. It’s also important to

remember that while adding FO and Medic traits to a

Command element is less expensive than buying the

Specialist elements it also soaks up Action Points

which the Command element could be distributing to

other elements. In general, it’s more effective to em-

ploy Specialist elements instead of adding traits to

other elements.

Pack Animals are extremely vulnerable but

provide cheap transport for heavy weapons. In most

cases crew-served weapons can be positioned once at

the start of the game to cover open ground or, in the

case of mortars, to fire indirectly and safely from

behind terrain. But sometimes enemy deployment or

initial movement demands that you shift a heavy

weapon to a new position. That’s when you wish that

you had included a few beasts of burden in your

force.

You must include a Field Camp in your force and

protect it at all costs as it’s worth 6 Victory Points if

scavenged by the enemy! Field Camps also provide

wonderful opportunities to improve your modeling

skills. They can be as simple as a flat marker indicat-

ing the location of your Field Camp but a well crafted

Field Camp is far more attractive. You can build a

small camp scene with tents, crates, and a few rear-

echelon type figures or use a cargo truck with gear

deployed around it. Be creative and have fun!

BATTLEFIELD THREATS Battlefield threats encompass two special infantry

stands and one special weapon. While either player

can include them in their force either player can also

control them based on their proximity to enemy ele-

ments and their own elements. They are truly double-

edged swords that cut both ways!

They include Marauder Warbands, Infected

Hordes and Booby Traps. All are deployed at the start

34

Armory

SPECIALIST ELEMENT

RNG

FIRE PWR

APERS

AT

AT DAM

ASLT

HP

Command 2 3d6 3+ 2 1 5+ 1 Cost: 20 pts. Notes: Command

MG 4 3/10d6 3+ 2 1 6+ 2 Cost: 100 pts. Notes: —

Sniper 4 1d6 3+ 2 1 6+ 1 Cost: 20 pts. Notes: Sniper, Ghost

FO 1 2d6 3+ 2 1 6+ 1 Cost:20 pts. Notes: FO

Medic 1 2d6 3+ 2 1 6+ 1 Cost: 20 pts. Notes: Medic

Crew 1 3d6 3+ 2 1 6+ 2 Cost: varies Notes: Crew

Pack Animal — — — — — — 2 Cost: 25 pts. Notes: Pack Animal

Field Camp — — — — — — —

Cost: Free Notes: Field Camp

of the game in the Neutral Zone and are best used to

block access to supply caches. Either player can con-

trol Marauder or Infected elements if they start a

player’s Player Turn within 3 bounds of an enemy

element and there is no friendly element closer to the

Non-Player Element.

This means that if the Non-Player Element you

purchased is still on the battlefield when one of your

elements gets close to it, your opponent might be able

to use it against you or you may be forced to attack it

to clear the way to an objective.

Marauder Warbands represent small, inde-

pendent gangs roaming the landscape and looking for

trouble. They’re not the best shots in the world or

particularly brave but they can slow down scavenging

efforts enough that they give a player time to contest

an otherwise distant objective.

Infected Hordes represent bands of mindless

zombies infected by the Rage virus and out looking

for brains to eat. They’re not very fast or even dan-

gerous in combat. But they can absorb a tremendous

amount of firepower which also means they also suck

up a lot of Action Points when an enemy tries to clear

them out. They’re also completely immune to the

effects of Friction Points and will advance relentless-

ly through the heaviest fire.

Booby Traps represent natural battlefield haz-

ards such as broken gas mains and live electrical

wires as well as deliberate attempts to kill or maim

with hidden explosives and other traps disguised as

innocent or attractive “stuff”. It’s important to re-

member that while Booby Traps can delay an ene-

my’s attempt to scavenge a supply cache they will

also attack your own troops even if you deployed the

Booby Trap!

To limit the damage inflicted by Booby Traps and

similar weapons such as IEDs and Mines, bring along

an Engineer element which can attempt to clear the

threat before it attacks.

SPECIAL WEAPONS Special weapons enhance the ability of infantry ele-

ments to attack other infantry protected by full cover,

to attack armored vehicles, or to limit enemy move-

ment through the use of mines and improvised explo-

sive devices (IEDs). During a shoot action an infantry

element may fire its integral weapons by using its

own weapon stats and may fire 1 special weapon.

Special weapons may also be used by infantry ele-

ments during an assault against a vehicle

Stun Grenades provide a significant advantage

during an assault action. They allow the charging

element to conduct its assault roll first instead of us-

ing the standard procedure of having the defending

element conduct its assault roll first. This may allow

the charging element to destroy the defending ele-

ment before it ever gets a chance to make its damage

roll.

Demo Charges provide infantry with a rela-

tively cheap tool to more effectively assault enemy

infantry in full cover and to destroy enemy armored

fighting vehicles. However, with a range of just 1

bound the infantry element needs to expose itself to

enemy fire by getting extremely close to the target.

One upside is that attacks against a vehicle always

uses the target’s weaker Deck armor value since

Demo charges have the Deck Attack Trait. Molotov

Cocktails function the same was as Demo Charge

but are much weaker.

Mines and IEDs can be deployed pr ior to the

start of play to defend your Field Camp or during

play to restrict enemy movement. Both operate the

same way as Booby Traps, attacking enemies when

they perform actions within 1 bound of the mine/IED

marker, but they’re more reliable than Booby Traps.

35

Armory

ELEMENT/ WEAPON

RNG

FIRE PWR

APERS

AT

AT DAM

ASLT

HP

Marauder 2 6d6 3+ 2 1 4+ 2 Warband Cost: 100 pts. Notes: NPE, AP3

Infected — — — 1 1 5+ 6 Horde Cost: 100 pts. Notes: NPE, AP2 , Infected

Booby Trap 1 BZ 2d6 2+ 5 3 — — Cost: 30 pts. Notes: Blast, Reliability 4+

SPECIAL WEAPON

RNG

FIRE PWR

APERS

AT

AT DAM

Stung Grenades — — — — — Cost: 10 pts. Notes: Stun

Demo Charges 1 2d6 3+ 5 3 Cost: 10 pts. Notes: Blast, Deck Attack

Molotov Cocktail 1 2d6 5+ 3 2 Cost: 5 pts. Notes: Blast, Deck Attack

Mine 1 BZ 2d6 2+ 5 3

Cost: 20 pts. Notes: Blast, Reliability 3+

IED 1 BZ 2d6 2+ 5 3

Cost: 10 pts. Notes: Blast, Reliability 2+

Grenade Launchers and Light Anti-Tank Weap-

ons (LAWs) allow infantry to more effectively en-

gage enemy infantry in cover and armored fighting

vehicles. While lower in firepower compared to an

infantry element’s integral small arms, these weapons

have the Blast trait which enables them to more easi-

ly inflict friction points on concealed targets and

damage on infantry targets in cover. They’re also

more effective against vehicle targets.

The Grenade Launcher has lower APERS and AT

values than the LAWs but it’s relatively cheap. While

not as effective against armored vehicles it’s useful

against unarmored vehicles and infantry in cover.

The LAWs represent a variety of weapons includ-

ing rocket propelled grenades (RPGs) and lighter

shoulder fired recoilless rifles. The LAW-03 and

LAW-13 represent older weapons while the LAW-

22 represents more modern weapons. The LAW-T2

represents the most advanced light anti-tank weapons

which share some characteristic of very short ranged

guided anti-tank weapons such as the ability to attack

the top armor of armored fighting vehicle’s (thus the

LAW-T2’s anti-tank value of 2+).

AUTOMATIC WEAPONS Automatic Grenade Launchers (AGLs) and Heavy

Machineguns (HMGs) fall under the category of au-

tomatic weapons. They tend to be too heavy for light

infantry operations and therefore most often mounted

on vehicles, But when crew-served they provide a

less costly way to project heavy defensive firepower.

AGLs represent weapons such as the Mk. 19

and AGS-17. These fire high explosive and high ex-

plosive dual-purpose rounds which are extremely

effective against infantry in cover and unarmored and

lightly armored vehicles.

HMGs include the classic .50 cal. M2HB and

Russian-made 12.7mm DShK. The HMG-MB repre-

sents “Gatling guns” such as the GAU-19. While not

as effective as AGLs against protected targets HMGs

are far more effective than lighter machineguns

against such targets and are more effective against

targets in the open compared to AGLs with their

more limited rate of fire and ammo supply.

Vehicle MGs simply represent infantry ma-

chineguns mounted on vehicles including pintle

mounts, ring mounts, coaxial machineguns, etc.

Miniguns represent multi-barrel MGs such as the

M134 which are capable of shredding infantry ele-

ments caught in the open.

36

Armory

SPECIAL WEAPON

RNG

FIRE PWR

APERS

AT

AT DAM

Grenade Lnchr. 2 2d6 4+ 4 2 Cost: 15 pts. Notes: Blast

LAW-03 2 2d6 3+ 10 3 Cost: 25 pts. Notes: Blast

LAW-13 2 2d6 3+ 11 3 Cost: 35 pts. Notes: Blast

LAW-22 2 2d6 2+ 12 3 Cost: 50 pts. Notes: Blast

LAW-T2 2 2d6 2+ 2+ 3 Cost: 60 pts. Notes: Blast

AUTOMATIC WEAPON

RNG

FIRE PWR

APERS

AT

AT DAM

AGL 4 4d6 4+ 5 2 Cost: 60 pts. Notes: Heavy, Blast

HMG 4 6d6 2+ 4 1 Cost: 60 pts. Notes: Heavy

HMG-MB 4 6d6 2+ 4 1 Cost: 80 pts. Notes: owed, Multi-Barrel

Minigun 4 10d6 3+ 2 1 Cost: 70 pts. Notes: Towed, Multi-Barrel

Vehicle MG 3 8d6 3+ 2 1 Cost: 40 pts. Notes: —

AUTOCANNONS This category covers automatic weapons ranging in

size from 20mm to 57mm. They’re perfect for engag-

ing infantry protected by cover as well as light ar-

mored vehicles. Some can damage main battle tanks

from the side and rear, especially older MBTs from

the Cold War period.

The M71 and M71B autocannons represent light

weapons in the 20-23mm range. The M71B repre-

sents such weapons in a multi-barrel format such as a

Gatling gun.

The M81 represents the most common autocan-

nons found on infantry fighting vehicles ranging in

size from 25mm to 30mm. The M94 represents larger

35-40mm weapons. The lighter M81 has the edge in

rate of fire making it a better choice against infantry

in the open. The M94’s Blast trait makes it more use-

ful against infantry in cover.

The L04 autocannon represents heavy 57mm guns

mostly found in former Soviet arsenals.

Note that these classifications are extremely flexi-

ble. While they’re designed around real-world weap-

ons with respect to relative capability, there’s no rea-

son you can’t use any classification that you want to

if you’re willing to pay the points.

LOW VELOCITY GUNS These weapons represent an extremely broad catego-

ry including various recoilless rifles and “low pres-

sure guns.” For game purposes all of these weapons

possess similar properties. Their low muzzle velocity

severely limits their effective range and forces them

to rely upon shaped charges (High Explosive Anti-

Tank rounds) to penetrate armor. While this limits

their effectiveness against tanks their lower cost and

heavy shells make them perfect for dealing with in-

fantry in cover and light armored vehicles.

Some low velocity guns can be combined with an

auxiliary Anti-Tank Guided Missile as indicated in

the “Vehicle Design” section. This provides the

weapon with a specialized, long range punch against

armored fighting vehicles.

The S03 and M03 generally represent weapons

under 100mm in caliber such as the 73mm 2A28

Grom found on the BMP-1.

The S12 generally represents heavy caliber recoil-

less rifles while the M12 and M22 represent heavier

guns such as the 100mm 2A70 found on the BMP-3.

As with autocannon classifications you should

feel free to classify your models as you see fit and

simply pay the points accordingly.

37

Armory

AUTO- CANNON

RNG

FIRE PWR

APERS

AT

AT DAM

M71 4 5d6 1+ 7 2 Cost: 70 pts. Notes: Towed

M71B 4 5d6 1+ 7 2 Cost: 90 pts. Notes: Towed, Multi-Barrel

M81 4 5d6 1+ 8 2 Cost: 80 pts. Notes: Towed

M94 4 4d6 4+ 9 2 Cost: 90 pts. Notes: Towed, Blast

L04 6 4d6 4+ 10 2 Cost: 100 pts. Notes: Towed, Blast

LOW VEL-OCITY GUN

RNG

FIRE PWR

APERS

AT

AT DAM

S03 3 3d6 3+ 10 3 Cost: 100 pts. Notes: Heavy, Blast

M03 4 3d6 3+ 10 3 Cost: 105 pts. Notes: Towed, Blast

S12 3 3d6 2+ 11 3 Cost: 115 pts. Notes: Towed, Blast

M12 4 3d6 2+ 11 3 Cost: 120 pts. Notes: Towed, Blast

M22 4 3d6 2+ 12 3 Cost: 130 pts. Notes: Towed, Blast

TANK GUNS AND MBT HULLS These weapons and hulls correspond roughly to par-

ticular periods of main battle tank (MBT) develop-

ment. The A category weapon and hull represent ear-

lier Cold War technology. Category B weapons and

hull represent later Cold War gear. Category C repre-

sents current and more advanced weapons and hulls.

The one outlier in this classification system is the

L13 tank gun which represents smaller caliber ,

high velocity guns such as the 76.2mm D-56T found

on the Russian made PT-76. You could also use it to

represent really inferior tank guns of larger caliber.

Also note that some tank guns can fire tube-

launched Anti-Tank Guided Missiles as indicated in

the “Vehicle Design” section.

As with autocannons and low velocity guns, feel

free to classify your models within these broad cate-

gories. This is even more true with tank guns as there

is a wide range of performance which is often discon-

nected from specifications such as caliber. For exam-

ple, during the Gulf War Iraqi shells fired by their

main battle tanks were clearly inferior in quality. In

theory they might have been C42 or B32 guns but

actual performance was so poor that one might argue

they should be classified as low as the A23 tank gun!

MISSILES Missiles in the real-world provide a huge range of

capability well beyond the scope of this game. For

simplicity we’ve decided to boil all of that down to

four types of Anti-Tank Guided missiles using stats

that represent their primary role: killing tanks at long

range. While they can also be used against infantry,

their limited availability and extraordinary value

means that forces are reluctant to simply chuck mis-

siles into a building that might house enemies.

The S23 and S24 ATGMs represent fairly conven-

tional missiles guided to the target by the operator.

This limits their mobility as indicated by the 0/1d6

firepower value. The FT2 ATGM represents recent

“fire and forget” guidance systems combined with

“Top Attack” warheads as indicated by the AT 2+

stat. The NT2 represents heavy Non-Line of Sight

(NLOS) missiles capable of hitting targets designated

by other troops using a laser.

38

Armory

TANK GUN

RNG

FIRE PWR

APERS

AT

AT DAM

L13 6 3d6 3+ 11 4 Cost: 140 pts. Notes: Towed, Blast

A23 6 3d6 3+ 12 4 Cost: 150 pts. Notes: Towed, Blast

B22 6 3d6 2+ 12 4 Cost: 160 pts. Notes: Towed, Blast

B32 8 3d6 2+ 13 4 Cost: 175 pts. Notes: Towed, Blast

C42 8 3d6 2+ 14 4 Cost: 180 pts. Notes: Towed, Blast

C52 10 3d6 2+ 15 4 Cost: 200 pts. Notes: Towed, Blast

MISSILE

RNG

FIRE PWR

APERS

AT

AT DAM

S23 12 0/1d6 3+ 12 1d6+2 Cost: 125 pts. Notes: Heavy, Blast, Lock

S42 12 0/1d6 2+ 14 1d6+2 Cost: 140 pts. Notes: Heavy, Blast, Lock

FT2 12 1d6 2+ 2+ 1d6+2 Cost: 160 pts. Notes: Heavy, Blast, Lock

NT2 12 1d6 2+ 2+ 1d6+2 Cost: 225 pts. Notes: Towed, Blast, NLOS

MBT HULL

FRONT

SIDE

DECK

HP

PTS.

MBT A86 8 6 2 8 155

MBT B97 9 7 2 8 165

MBT C08 10 8 2 8 175

MBT C19 11 9 2 8 185

MORTARS AND GUN-MORTARS With the collapse of global civilization, traditional

means of fire support such as artillery and aircraft are

not viable for scavenging missions. Artillery is too

imprecise for fast moving fire fights with enemies

closely intertwined in their struggle over supply cach-

es. Helicopters and aircraft are far more valuable for

scouting missions and long range transportation and

can’t be risked in tactical fights. Troops are left to

rely upon mortars and gun-mortars for indirect fire

support.

Gun-mortars are commonly found mounted in

turrets on armored fighting vehicles. They provide

direct fire support and can fire indirectly as a mortar.

The M94, M03, and M12 represent 60mm, 81-

82mm, and 120mm gun-mortars respectively.

Light mortars represent 50-60mm weapons and

while they may not move and fire, they don’t impose

other mobility restrictions as do heavier mortars. Me-

dium mortars represent 81-82mm tubes and are

classified as heavy weapons requiring 2 Action

Points to move. 105-120mm mortars are represented

by heavy mortars and are towed weapons.

OTHER VEHICLES Soft vehicles include unarmored vehicles and those

with very limited protection. S0-2 and S0-3 hulls

represent completely unarmored vehicles of different

sizes and/or durability. S11 and S12 hulls represent

“up-armored” vehicles offering only modest small

arms protection and improved durability. Hovercraft

use soft vehicle stats but cost more, have a deck ar-

mor value of 0, and move faster across open ground.

Light armored vehicles (LAVs) include every-

thing from armored personnel carriers such as the

M113 to light tanks and the latest infantry fighting

vehicles such as the Bradley. L22 hulls provide all-

around small arms protection while L42 provides

front protection from HMGs. L54 and L56 hulls pro-

vide all around HMG protection and limited autocan-

non protection.

Mecha hulls are “walkers” like those found in

Japanese anime and which are just coming off the

drawing boards and into reality in unarmored form.

They’re included in the rules since the setting is the

year 2066 and, well, we think they’re really cool!

39

Armory

VEHICLE HULL

FRONT

SIDE

DECK

HP

PTS.

Soft S0-2 0 0 0 2 50

Soft S0-3 0 0 0 3 65

Soft S11 1 1 1 4 80

Soft S21 2 1 1 4 90

LAV L22 2 2 1 6 105

LAV L42 4 2 1 6 120

LAV L54 5 4 1 6 135

LAV L65 6 5 1 6 140

Mecha M0-2 0 0 0 2 60

Mecha M21 2 1 0 4 100

Mecha M32 3 2 0 6 130

Mecha M53 5 3 0 6 145

GUN-MORTAR or MORTAR

RNG

FIRE PWR

APERS

AT

AT DAM

Gun-Mortar M94 4 3d6 4+ 9 3 Cost: 105 pts. Notes: Blast, Light Mortar

Gun-Mortar M03 4 3d6 3+ 10 3 Cost: 135 pts. Notes: Blast, Medium Mortar

Gun-Mortar M12 4 3d6 2+ 11 3 Cost: 165 pts. Notes: Blast, Heavy Mortar

Light Mortar 6 0/3d6 6+ 1 2 Cost: 30 pts. Notes: Blast, Indirect

Medium Mortar 1-10 0/3d6 5+ 2 2 Cost: 60 pts. Notes: Blast, Indirect

Heavy Mortar 2-12 0/3d6 4+ 3 2 Cost: 90 pts. Notes: Blast, Indirect

BASE POINTS AND MODIFIERS The base number of points available to spend on your

force is 1,200 points. This base amount may be modi-

fied by applying various “perks and penalties” below.

Each perk and penalty has a points modifier associat-

ed with it. If you select a given perk or penalty apply

its points modifier to the base points available to your

force. For example, if you take the Vast Network

perk you must subtract 250 points from the points

available to your force. If you select the Feckless

Motivation penalty you must add 100 points to the

points available to your force.

There are 7 categories of perks and penalties mod-

ifiers. You may choose up to 3 perks and/or penalties

in any combination except that you may take only

one perk or penalty from any one category.

After applying any perk and penalty modifiers the

total points available may not exceed 1,600 points

and may not be below 800 points.

MOTIVATION

Inspired Motivation ....................................... -100 pts.

Aggressive Motivation .................................... -50 pts.

Passive Motivation ......................................... +50 pts.

Feckless Motivation ..................................... +100 pts.

NETWORK

Vast Network ................................................ -250 pts.

Limited Network .......................................... +250 pts.

TEAMWORK

Unified Teamwork ........................................ -150 pts.

Sloppy Teamwork ........................................ +250 pts.

MOXIE

Heroic Moxie ................................................ -150 pts.

Cowardly Moxie........................................... +250 pts.

SHOOTING COMBAT SKILLS

Hawkeye Shooters ......................................... -150 pts.

Oblivious Shooters ....................................... +250 pts.

EVASION COMBAT SKILLS

Elusive Targets .............................................. -250 pts.

Bullet Magnet Targets .................................. +200 pts.

ASSAULT COMBAT SKILLS

Ninja Fighters ................................................ -100 pts.

Glass Jawed Fighters .................................... +150 pts.

ARMY LIST Below are the minimum and maximum number of

elements and other gear allowed in your force and the

points cost for each element and item such as weap-

ons, special equipment, and traits.

Some categories specify a maximum number of

items for the category while others do not. For exam-

ple, individual items within the Specialist Elements

category have limits (e.g. you may field no more than

3 MG Elements) but the Specialist Element Category

does not have a limit. Meanwhile, you must field at

least 3, and no more than 9, Core Elements. And

within the Core Element category individual elements

and gear have limits (e.g. you may not field more

than 9 Rifle Elements and only 1 core element is al-

lowed to have the Recon Trait).

If an upgrade indicates that you may add an item

to “any” such element then you may add it to any and

all such elements in your force.

SPECIALIST ELEMENTS

1 Command Element* .................................. 20 pts.

Add Medic Trait to Command element ....... 5 pts.

Add FO Trait to Command element ............ 5 pts.

Add NLOS Laser to Command element ... 10 pts.

1 Field Camp Element ...................................... Free

0-3 MG Element ............................................ 100 pts.

0-1 FO Element ............................................... 20 pts.

Add NLOS Laser to FO element ............... 10 pts.

0-1 Sniper Element .......................................... 20 pts.

Add FO Trait to Sniper element .................. 5 pts.

0-1 Medic Element .......................................... 20 pts.

0-1 Pack Animal Elem. per Crew Elem.** ...... 25 pts.

*Instead of fielding a separate command element you

may instead apply the command trait to any one core

element at no cost.

**You may field up to 1 Pack Animal Element

for each Crew Element in your force.

40

recruit your force recruit your force You’re known by the company you keep.

41

recruit your force

3 TO 9 CORE ELEMENTS

0-9 Blade Element* ......................................... 50 pts.

0-9 Rifle Element ............................................ 70 pts.

0-9 CQB Element ............................................ 80 pts.

0-9 Assault Rifle Element ............................... 80 pts.

0-9 Rifle-MG Element .................................... 80 pts.

0-9 Rifle-XMG Element.................................. 90 pts.

Add Engineer Trait to 1 Core element .............. 20 pts.

Add Recon Trait to 1 Core element .................. 20 pts.

Add FO Trait to Recon element .......................... 5 pts.

Add NLOS Laser to Recon Element................. 10 pts.

Add Stun Grenades to any CQB element ......... 10 pts.

Add Demo Charges to any CQB element ......... 10 pts.

Add Demo Charges to any Assault Rifle elem.. 10 pts.

Add Molotov Cocktails to any Core element ..... 5 pts.

Add Grenade Launcher to any Core elem......... 15 pts.

Add LAW to any Core element:

LAW-03 .................................................... 25 pts.

LAW-13 .................................................... 35 pts.

LAW-22 .................................................... 50 pts.

LAW-T2 ................................................... 60 pts.

Add Mine or IED to Engineer element:

Mine .......................................................... 20 pts.

IED ............................................................ 10 pts.

*Blade elements may be upgraded only with Molotov

Cocktails and Hardened I or II and may not be up-

graded with any other traits or special weapons and

equipment.

0 TO 4 HEAVY WEAPONS

0-4 Crew Element with:

AGL ........................................................ 110 pts.

HMG ....................................................... 110 pts.

Low Velocity Gun S03 ........................... 150 pts.

ATGM S23 ............................................. 175 pts.

ATGM S42 ............................................. 190 pts.

ATGM FT2 ............................................. 210 pts.

0 TO 4 TOWED WEAPONS

0-4 Crew Element with:

Minigun ................................................... 120 pts.

HMG-MB ................................................ 130 pts.

Autocannon M71 ..................................... 120 pts.

Autocannon M71B .................................. 140 pts.

Autocannon M81 ..................................... 130 pts.

Autocannon M94 ..................................... 140 pts.

Autocannon L04 ...................................... 150 pts.

Low Velocity Gun M03 ........................... 150 pts.

Low Velocity Gun S12 ............................ 165 pts.

Low Velocity Gun M12 ........................... 170 pts.

Low Velocity Gun M22 ........................... 180 pts.

Tank Gun L13 ......................................... 190 pts.

Tank Gun A23 ......................................... 200 pts.

Tank Gun B22 ......................................... 210 pts.

Tank Gun B32 ......................................... 225 pts.

Tank Gun C42 ......................................... 230 pts.

Tank Gun C52 ......................................... 250 pts.

ATGM NT2 ............................................. 275 pts.

0 TO 3 MORTARS

0-3 Crew Element with:

Light Mortar .............................................. 75 pts.

Medium Mortar ....................................... 110 pts.

Heavy Mortar .......................................... 140 pts.

Note: your force may include a maximum of 3 mor-

tars, whether with crew or vehicle elements.

OTHER GEAR

Add Hardened I to any infantry element ........... 15 pts.

Add Hardened II to any infantry element .......... 25 pts.

Add 1 smoke marker to any mortar ................... 15 pts.

0 TO 6 VEHICLE ELEMENTS

0-6 Soft Vehicle ....................................... Cost Varies

0-6 Light Armored Vehicle (LAV) .......... Cost Varies

0-2 Main Battle Tank (MBT) ................... Cost Varies

0-4 Mecha ................................................ Cost Varies

0-2 Hovercraft .......................................... Cost Varies

Note: see vehicle deign rules starting on page 42 for

the points costs to build your vehicles.

0 TO 2 BATTLEFIELD THREATS

0-1 Marauder Warband ................................... 100 pts.

0-1 Infected Horde .......................................... 100 pts.

0-1 Booby trap................................................... 30 pts.

The vehicle design rules allow you to recreate real-

world vehicles such as the M113 armored personnel

carrier or T-72 main battle tank. Or you can design a

unique vehicle using interesting near future and sci-

ence fiction models.

Even real-world models can be designed with

some creativity. For example, you might own a T-72

main battle tank model but you could simply not pay

the points for the vehicle’s primary tank gun because

the crew ran out of ammo long ago. Now they only

use the coax and pintle-mounted machineguns.

You can also be flexible in rating weapons and

vehicle armor. Maybe your M1 Abrams main battle

tank has seen more than its fair share of action and

the armor is a bit scruffy and deserves a lower rating.

Or maybe your BMP-3 crew rigged their vehicle with

an advanced ATGM scavenged from the battlefield.

Just be reasonable in your use of models. If you

plunk down a jeep model and declare it’s a Main Bat-

tle Tank with transport capability you’ll probably

have a hard time finding opponents!

SOFT VEHICLE

1 SOFT VEHICLE HULL

Soft S0-2, Wheeled or Tracked ......................... 50 pts.

Soft S0-3, Wheeled or Tracked ......................... 65 pts.

Soft S11, Wheeled or Tracked .......................... 80 pts.

Soft S21, Wheeled or Tracked .......................... 90 pts.

Make vehicle Road Wheeled ............................. -5 pts.

Add open top trait.............................................. 10 pts.

Add Transport 1 trait* ....................................... 10 pts.

Add Transport 2 trait* ....................................... 20 pts.

Add Transport 3 trait* ....................................... 30 pts.

Add hull-mounted trait to any weapon .............. -5 pts.

*The transport traits may not be combined with Auto-

cannon L04, any Tank Gun, ATGM NT2, any Gun-

Mortar, or any Mortar. The Transport 3 trait may be

combined only with a primary vehicle MG, HMG, or

AGL and 2 secondary weapons and may not be com-

bine with any other weapon.

0 TO 1 PRIMARY WEAPON

Vehicle MG ...................................................... 40 pts.

Minigun ............................................................ 70 pts.

HMG ................................................................. 60 pts.

HMG-MB ......................................................... 80 pts.

AGL .................................................................. 60 pts.

Autocannon M71 .............................................. 70 pts.

Autocannon M71B ............................................ 90 pts.

Autocannon M81 .............................................. 80 pts.

Autocannon M94 .............................................. 90 pts.

Autocannon L04 ............................................. 100 pts.

Low Velocity Gun S03 ................................... 100 pts.

Low Velocity Gun M03 .................................. 105 pts.

Low Velocity Gun S12 ................................... 115 pts.

Low Velocity Gun M12 .................................. 120 pts.

Low Velocity Gun M22 .................................. 130 pts.

Tank Gun L13 ................................................. 140 pts.

Tank Gun A23 ................................................ 150 pts.

ATGM S23 ..................................................... 125 pts.

ATGM S42 ..................................................... 140 pts.

ATGM FT2 ..................................................... 160 pts.

ATGM NT2 .................................................... 225 pts.

Gun-Mortar M94 ............................................ 105 pts.

Gun-Mortar M03 ............................................ 135 pts.

Gun-Mortar M12 ............................................ 165 pts.

Light Mortar...................................................... 30 pts.

Medium Mortar ................................................. 60 pts.

Heavy Mortar .................................................... 90 pts.

0 TO 2 AUXILIARY MACHINEGUNS

Vehicle MG ...................................................... 10 pts.

HMG ................................................................. 15 pts.

AGL .................................................................. 15 pts.

Note: auxiliary HMG or AGL may NOT be added to

primary vehicle MG or primary light mortar.

0 TO 2 SECONDARY WEAPONS

Vehicle MG ...................................................... 40 pts.

HMG ................................................................. 60 pts.

AGL .................................................................. 60 pts.

42

Soft Vehicle Design Vehicle design That’s one sweet ride.

ARMORED FIGHTING VEHICLE

1 ARMORED FIGHTING VEHICLE HULL

LAV L22, Wheeled or Tracked ...................... 105 pts.

LAV L42, Wheeled or Tracked ...................... 120 pts.

LAV L54, Wheeled or Tracked ...................... 135 pts.

LAV L65, Wheeled or Tracked ...................... 140 pts.

MBT A86, Wheeled or Tracked ..................... 155 pts.

MBT B97, Wheeled or Tracked ..................... 165 pts.

MBT C08, Wheeled or Tracked ..................... 175 pts.

MBT C19, Wheeled or Tracked ..................... 185 pts.

Add open top trait to LAV ................................ 10 pts.

Add Transport 1 trait to LAV* ......................... 10 pts.

Add Transport 2 trait to LAV* ......................... 20 pts.

Add Transport 3 trait to LAV* ......................... 30 pts.

Add open top trait to MBT ............................... 20 pts.

Add Transport 1 trait to MBT* ......................... 20 pts.

Add Transport 2 trait to MBT* ......................... 30 pts.

Add hull-mounted trait to any weapon .............. -5 pts.

*The transport traits may not be combined with Auto-

cannon L04, any Tank Gun, ATGM NT2, any Gun-

Mortar, or any Mortar. The Transport 3 trait may be

combined only with a primary vehicle MG, HMG, or

AGL and 2 secondary weapons and may not be com-

bine with any other weapon.

0 TO 1 PRIMARY WEAPON

Vehicle MG ...................................................... 40 pts.

Minigun ............................................................ 70 pts.

HMG ................................................................. 60 pts.

HMG-MB ......................................................... 80 pts.

AGL .................................................................. 60 pts.

Autocannon M71 .............................................. 70 pts.

Autocannon M71B ........................................... 90 pts.

Autocannon M81 .............................................. 80 pts.

Autocannon M94 .............................................. 90 pts.

Autocannon L04 ............................................. 100 pts.

Low Velocity Gun S03 ................................... 100 pts.

Low Velocity Gun M03 .................................. 105 pts.

Low Velocity Gun M03 w/aux. ATGM S23 . 150 pts.

Low Velocity Gun S12 ................................... 115 pts.

Low Velocity Gun M12 .................................. 120 pts.

Low Velocity Gun M12 w/aux. ATGM S23 .. 160 pts.

Low Velocity Gun M22 .................................. 130 pts.

Low Velocity Gun M22 w/aux. ATGM S23 .. 170 pts.

Tank Gun L13 ................................................. 140 pts.

Tank Gun A23 ................................................. 150 pts.

Tank Gun B22 ................................................. 160 pts.

Tank Gun B22 w/aux. ATGM S23 ................ 175 pts.

Tank Gun B32 ................................................. 175 pts.

Tank Gun B32 w/aux. ATGM FT2 ................ 200 pts.

Tank Gun C42 ................................................. 180 pts.

Tank Gun C42 w/aux. ATGM S42 ................. 195 pts.

Tank Gun C52 ................................................. 200 pts.

Tank Gun C52 w/aux. ATGM FT2 ................. 210 pts.

ATGM S23 ...................................................... 125 pts.

ATGM S42 ...................................................... 140 pts.

ATGM FT2 ..................................................... 160 pts.

ATGM NT2 ..................................................... 225 pts.

Gun-Mortar M94 ............................................. 105 pts.

Gun-Mortar M03 ............................................. 135 pts.

Gun-Mortar M12 ............................................. 165 pts.

Light Mortar ...................................................... 30 pts.

Medium Mortar ................................................. 60 pts.

Heavy Mortar .................................................... 90 pts.

0 TO 1 AUXILIARY AUTOCANNON

Autocannon M71 ............................................... 25 pts.

Autocannon M81 ............................................... 35 pts.

Autocannon M94 ............................................... 45 pts.

Note: auxiliary autocannon may be added only to

primary Low Velocity Gun, Tank Gun, or ATGM..

0 TO 1 AUXILIARY LIGHT MORTAR

Auxiliary Light Mortar ...................................... 10 pts.

0 TO 2 AUXILIARY MACHINEGUNS

Vehicle MG ....................................................... 10 pts.

HMG ................................................................. 15 pts.

AGL .................................................................. 15 pts.

Note: auxiliary HMG or AGL may NOT be added to

primary vehicle MG or primary light mortar.

0 TO 2 SECONDARY WEAPONS

Vehicle MG ....................................................... 40 pts.

HMG ................................................................. 60 pts.

AGL .................................................................. 60 pts.

43

vehicle Design

HOVERCRAFT

1 HOVERCRAFT HULL

Soft S0-2, Hovercraft ........................................ 60 pts.

Soft S0-3, Hovercraft ........................................ 75 pts.

Soft S11, Hovercraft .......................................... 90 pts.

Soft S21, Hovercraft ........................................ 100 pts.

Add open top trait.............................................. 20 pts.

Add Transport 1 trait* ....................................... 20 pts.

Add hull-mounted trait to any weapon .............. -5 pts.

*The Transport 1 trait may not be combined with any

Gun-Mortar, or any Mortar. Hovercraft treat water,

marsh, swamps, and soft ground as open terrain.

0 TO 1 PRIMARY WEAPON

Vehicle MG ....................................................... 40 pts.

Minigun ............................................................. 70 pts.

HMG ................................................................. 60 pts.

HMG-MB .......................................................... 80 pts.

AGL .................................................................. 60 pts.

Autocannon M71 ............................................... 70 pts.

Autocannon M71B ............................................ 90 pts.

Autocannon M81 ............................................... 80 pts.

Autocannon M94 ............................................... 90 pts.

Low Velocity Gun S03 .................................... 100 pts.

Low Velocity Gun M03 .................................. 105 pts.

ATGM S23 ...................................................... 125 pts.

ATGM S42 ...................................................... 140 pts.

ATGM FT2 ..................................................... 160 pts.

Gun-Mortar M94 ............................................. 105 pts.

Light Mortar ...................................................... 30 pts.

0 TO 1 AUXILIARY MACHINEGUN

Vehicle MG ....................................................... 10 pts.

HMG ................................................................. 15 pts.

AGL .................................................................. 15 pts.

Note: auxiliary HMG or AGL may NOT be added to

primary vehicle MG or primary light mortar.

0 TO 2 SECONDARY WEAPONS

Vehicle MG ....................................................... 40 pts.

HMG ................................................................. 60 pts.

AGL .................................................................. 60 pts.

MECHA

1 MECHA HULL

Mecha M0-2, Legged ........................................ 60 pts.

Mecha M21, Legged ....................................... 100 pts.

Mecha M32, Legged ....................................... 130 pts.

Mecha M53, Legged ....................................... 145 pts.

Add open top trait ............................................. 10 pts.

Add Transport 1 trait*....................................... 10 pts.

Add hull-mounted trait to any weapon .............. -5 pts.

*The Transport 1 trait may not be combined with any

Tank Gun, Gun-Mortar, or any Mortar.

0 TO 4 PRIMARY WEAPONS

Vehicle MG ...................................................... 40 pts.

Minigun ............................................................ 70 pts.

HMG ................................................................. 60 pts.

HMG-MB ......................................................... 80 pts.

AGL .................................................................. 60 pts.

Autocannon M71 .............................................. 70 pts.

Autocannon M71B ............................................ 90 pts.

Autocannon M81 .............................................. 80 pts.

Autocannon M94 .............................................. 90 pts.

Low Velocity Gun S03 ................................... 100 pts.

Low Velocity Gun M03 .................................. 105 pts.

Tank Gun L13 ................................................. 140 pts.

Tank Gun A23 ................................................ 150 pts.

ATGM S23 ..................................................... 125 pts.

ATGM S42 ..................................................... 140 pts.

ATGM FT2 ..................................................... 160 pts.

Gun-Mortar M94 ............................................ 105 pts.

Gun-Mortar M03 ............................................ 135 pts.

Light Mortar...................................................... 30 pts.

Medium Mortar ................................................. 60 pts.

0 TO 2 SECONDARY WEAPONS

Vehicle MG ...................................................... 40 pts.

HMG ................................................................. 60 pts.

AGL .................................................................. 60 pts.

LAW-03 ............................................................ 45 pts.

LAW-13 ............................................................ 55 pts.

LAW-22 ............................................................ 70 pts.

LAW-T2 ........................................................... 80 pts.

44

vehicle Design

MECHA WEAPON SYSTEMS

Many Mecha models have large primary weapons

mounted in pairs on the model’s arms or shoulders.

To accommodate this unique facet of mecha models

the game includes two specialized systems: the Dual-

Link Weapon System and the Alpha Strike Fire Con-

trol System. A weapon may not be included in both a

Dual-Link Weapon System and Alpha Strike Fire

Control System.

0 TO 2 DUAL-LINK WEAPON SYSTEM

Dual-Link Weapon System............................... 45 pts.

This system represents a mecha model having the

same primary weapon on both arms or shoulders and

firing them alternately to increase the chance of hit-

ting a target. To create a Dual-Link Weapon System

pay the points cost for a 1 primary weapon and then

add 1 Dual-Link weapon system cost (45 points) to

the primary weapon’s cost. The primary weapon now

possesses the Multi-Barrel trait and may re-roll

failed hit roll dice once. This system may not be used

with the M81B Autocannon, HMG-MB, or Minigun.

0 TO 2 ALHPA-STRIKE FIRE CONTROL SYSTEM

Alpha-strike Fire Control (AFCON) System .... 30 pts.

This system allows a mecha to fire two primary

weapons simultaneously in a single devastating vol-

ley, even if they’re two different primary weapons. To

add the AFCON first purchase two primary weapons

and then pay for 1 AFCON system to link them. The

two weapons are now treated as a single primary

weapon for purposes of firing multiple weapons.

They may shoot during the same shoot action at the

same target for a cost of 2 Action Points. They may

not shoot at different targets and the mecha is still

otherwise limited to firing one primary weapon dur-

ing a shoot action. For example, if the mecha in-

cludes two primary weapons linked by an AFCON

and a third independent primary weapon it may not

fire the AFCON-linked weapons and the third prima-

ry during the same shoot action.

SAMPLE VEHICLE DESIGNS!

M113 ARMORED PERSONNEL CARRIER

Hull: LAV L22, Tracked ................................. 105 pts.

Transport 2 Trait ............................................... 20 pts.

Primary: HMG .................................................. 60 pts.

TOTAL COST .............................................. 185 pts.

BRADLEY INFANTRY FIGHTING VEHICLE

Hull: LAV L54, Tracked ................................. 135 pts.

Transport 2 Trait ............................................... 20 pts.

Primary: ATGM S42 ....................................... 140 pts.

Aux.: Autocannon M81 ..................................... 35 pts.

Aux.: Vehicle MG ............................................. 10 pts.

TOTAL COST .............................................. 340 pts.

STRYKER INFANTRY CARRIER VEHICLE

Hull: LAV L42, Wheeled ................................ 120 pts.

Transport 2 Trait ............................................... 20 pts.

Primary: HMG or AGL ..................................... 60 pts.

TOTAL COST .............................................. 200 pts.

ABRAMS MAIN BATTLE TANK

Hull: MBT C19, Tracked ................................ 185 pts.

Primary: Tank Gun C52 .................................. 200 pts.

Aux.: Vehicle MG ............................................. 10 pts.

Secondary: HMG .............................................. 60 pts.

Secondary: Vehicle MG .................................... 40 pts.

TOTAL COST .............................................. 495 pts.

BTR ARMORED PERSONNEL CARRIER

Hull: LAV L22, Wheeled ................................ 105 pts.

Transport 2 Trait ............................................... 20 pts.

Primary: HMG .................................................. 60 pts.

Aux.: Vehicle MG ............................................. 10 pts.

TOTAL COST .............................................. 195 pts.

BMP-2 INFANTRY FIGHTING VEHICLE

Hull: LAV L42, Tracked ................................. 120 pts.

Transport 2 Trait ............................................... 20 pts.

Primary: ATGM S23 ....................................... 125 pts.

Aux.: Autocannon M81 ..................................... 35 pts.

Aux.: Vehicle MG ............................................. 10 pts.

TOTAL COST .............................................. 310 pts.

T-72 MAIN BATTLE TANK

Hull: MBT B97, Tracked ................................ 165 pts.

Primary: Tank Gun C42 .................................. 180 pts.

Aux.: Vehicle MG ............................................. 10 pts.

Secondary: HMG .............................................. 60 pts.

TOTAL COST .............................................. 455 pts.

45

vehicle Design

15MM FIGURE SOURCES

Warfare in the Age of Madness is designed for use with 15mm figures. You can use other

sized figures too but we’ve found 15mm figures look nice and fit well on the average sized

table. They also provide lots of interesting options and are readily available at reasonable

prices. The following are some of the best figures and vehicles available from reliable

sources. All of the sources below are HIGHLY RECOMMENDED! Using these sources

you can build forces composed of obsolete Cold War hardware, modern troops, near future

troops, civilian militias, local and national law enforcement (e.g. SWAT) or just about any-

thing else you can imagine.

For example, we built a force composed of pickup trucks (“technicals”) and a heavy cargo

truck mounting various MGs, recoilless rifles and barefoot civilian militia. Another force

looks like something out of the Mad Max movies and is composed entirely of Blade and

CQB elements riding various dune buggies. And, of course, we’ve built several strictly

conventional forces using contemporary and near-future gear that would look right at home

on any modern battlefield. These include typical APCs and IFVs such as M113s, BMPs,

and Bradleys.

GROUND ZERO GAMES

http://shop.groundzerogames.co.uk/

U.K.-based company manufactures sci-fi figures and vehicles perfect for near future ar-

mies including troops in full body armor, tracked, wheeled, hover, and legged vehicles.

KHURASAN

http://khurasanminiatures.tripod.com/

U.S.-based company manufactures Cold War, modern, near future, and sci-fi figures and

vehicles.

PETER PIG

http://www.peterpig.co.uk/

http://www.brookhursthobbies.com/

U.K.-based company manufactures Cold War and modern figures and vehicles.

Readily available in the U.S. from Brookhurst Hobbies.

QRF MODELS

http://quickreactionforce.co.uk/

http://www.scalecreep.com/catalog/

U.K.-based company manufactures Cold War and modern figures and vehicles.

Readily available in the U.S. from Scale Creep Miniatures.

REBEL MINIS

http://www.rebelminis.com/

U.S.-based company manufactures modern, near future, and sci-fi figures and vehicles.

46

Game Scope Sources ...and methods.

*All hovercraft have deck armor 0.

INFANTRY AND SPECIAL WEAPONS CREW SERVED AND VEHICLE WEAPONS

TYPE FRONT SIDE DECK HP

Soft S0-2 0 0 0 2

Soft S0-3 0 0 0 3

Soft S11* 1 1 1 4

Soft S21* 2 1 1 4

Mecha M0-2 0 0 0 2

Mecha M21 2 1 0 4

Mecha M32 3 2 0 6

Mecha M53 5 3 0 6

TYPE FRONT SIDE DECK HP

LAV L22 2 2 1 6

LAV L42 4 2 1 6

LAV L54 5 4 1 6

LAV L65 6 5 1 6

MBT A86 8 6 2 8

MBT B97 9 7 2 8

MBT C08 10 8 2 8

MBT C19 11 9 2 8

VEHICLE ARMOR

AUTOMATIC

WEAPON RNG FIRE PWR APERS AT

AT DAM NOTES

AGL 4 4D6 4+ 5 2 Heavy, Blast

HMG 4 6D6 2+ 4 1 Heavy

HMG-MB 4 6D6 2+ 4 1 Towed, Multi-Barrel

Minigun 4 10D6 3+ 2 1 Towed, Multi-Barrel

Vehicle MG 3 8D6 3+ 2 1 —

AUTOCANNON

Autocannon M71 4 5D6 1+ 7 2 Towed

Autocannon M71B 4 5D6 1+ 7 2 Towed, Multi-Barrel

Autocannon M81 4 5D6 1+ 8 2 Towed

Autocannon M94 4 4D6 4+ 9 2 Towed, Blast

Autocannon L04 6 4D6 4+ 10 2 Towed, Blast

GUN

Low Velocity Gun S03 3 3D6 3+ 10 3 Blast, Heavy

Low Velocity Gun M03 4 3D6 3+ 10 3 Blast, Towed

Low Velocity Gun S12 3 3D6 2+ 11 3 Blast, Towed

Low Velocity Gun M12 4 3D6 2+ 11 3 Blast, Towed

Low Velocity Gun M22 4 3D6 2+ 12 3 Blast, Towed

Tank Gun L13 6 3D6 3+ 11 4 Blast, Towed

Tank Gun A23 6 3D6 3+ 12 4 Blast, Towed

Tank Gun B22 6 3D6 2+ 12 4 Blast, Towed

Tank Gun B32 8 3D6 2+ 13 4 Blast, Towed

Tank Gun C42 8 3D6 2+ 14 4 Blast, Towed

Tank Gun C52 10 3D6 2+ 15 4 Blast, Towed

Gun-Mortar M94 4 3D6 4+ 9 3 Blast, Light Mortar

Gun-Mortar M03 4 3D6 3+ 10 3

Gun-Mortar M12 4 3D6 2+ 11 3 Blast, Heavy Mortar

MISSILE

ATGM S23 12 0/1D6 3+ 12 1D6+2

ATGM S42 12 0/1D6 2+ 14 1D6+2

ATGM FT2 12 1D6 2+ 2+ 1D6+2

ATGM NT2 12 1D6 2+ 2+ 1D6+2

MORTAR

Light Mortar 6 0/3D6 6+ 1 2

Medium Mortar 1-10 0/3D6 5+ 2 2

Heavy Mortar 2-12 0/3D6 4+ 3 2

CORE ELEMENT RNG

FIRE

PWR APERS AT

AT

DAM ASLT HP NOTES

Blade — — — 1 1 4+ 2 Fast Charge

Rifle 3 4D6 3+ 2 1 5+ 2 —

CQB 1 6D6 3+ 2 1 3+ 2 Run-n-Gun

Assault Rifle 2 6D6 3+ 2 1 4+ 2 —

Rifle-MG 3 6D6 3+ 2 1 5+ 2 —

Rifle-XMG 3 8D6 3+ 2 1 5+ 2 —

SPECIALIST ELEMENT

MG 4 3/10D6 3+ 2 1 6+ 2 —

Command 2 3D6 3+ 2 1 5+ 1 Command, AP3

Sniper 4 1D6 3+ 2 1 6+ 1 Sniper, Ghost

FO 1 2D6 3+ 2 1 6+ 1 FO

Medic 1 2D6 3+ 2 1 6+ 1 Medic

Crew 1 3D6 3+ 2 1 6+ 2 Crew

Pack Animal — — — — — — 2 Pack Animal

Field Camp — — — — — — — Field Camp

NPE ELEMENT

Marauder Warband 2 6D6 3+ 2 1 4+ 2 NPE, AP3

Infected Horde — — — 1 1 5+ 6

SPECIAL WEAPON

Stun Grenades — — — — — — — Stun

Molotov Cocktail 1 2D6 5+ 3 2 — — Blast, Deck Attack

Demo Charge 1 2D6 3+ 5 3 — — Blast, Deck Attack

Grenade Launcher 2 2D6 4+ 4 2 — — Blast

LAW-03 2 2D6 3+ 10 3 — — Blast

LAW-13 2 2D6 3+ 11 3 — — Blast

LAW-22 2 2D6 2+ 12 3 — — Blast

LAW-T2 2 2D6 2+ 2+ 3 — — Blast

Booby Trap 1 BZ 2D6 2+ 5 3 — —

IED 1 BZ 2D6 2+ 5 3 — —

Mine 1 BZ 2D6 2+ 5 3 — —

ARMY: QTY. ITEM POINTS

1 Field Camp Free

TOTAL POINTS:

1,200 STARTING POINTS:

PERK / PENALTY 1: MODIFIER:

PERK / PENALTY 2: MODIFIER:

PERK / PENALTY 3: MODIFIER:

MODIFIED POINTS:

Warfare in the Age of Madness Quick Reference Sheet 1.1 © 2014 Timothy M. O’Connor, All Rights Reserved Permission to photocopy for personal use only.

Warfare in the Age of Madness Quick Reference Sheet

MOVE 1. Go Off Alert 2. Free Recover Roll 3. Rotate Vehicle 4. Move

Move Bounds

MOBILITY

CROSS

COUNTRY

BAD

GOING

VERY BAD

GOING

BUILT UP

AREA

ROAD

Infantry* 2 1 1 1 2

Pack Animal 2 1 1 1 2

Legged 4 3 1 — 4

Tracked 4 2 — — 5

Wheeled 5 1 — — 6

Hover 6 — — — 6

Road Wheeled 3 — — — 6

*Crew with towed weapon may only mount, dismount, or rotate.

GAME TURN 1. Red Player Turn A. SitRep Phase B. Action Phase

2. Blue Player Turn A. SitRep Phase B. Action Phase

3. Break Off Roll

Motivation Points A Motivation Point may be expended as a Bonus Action Point or to re-roll a die once. Replenished at start of own SitRep phase.

Friction Point (FP) Limited to 4 on a element

SitRep Phase Replenish Motivation Points and remove own smoke markers

Break Off Roll On game turn 6 end game on roll of 4+

Measuring Distance 1 bound is 4" or 10cm.

Teamwork Roll TEAMWORK DIFF.

Unified 3+

Tight 4+

Sloppy 5+

Motivation Pts. MOTIVATION MP

Inspired 5

Aggressive 4

Determined 3

Passive 2

Feckless 1

Moxie Roll MOXIE DIFFICULTY

Heroic 3+

Brave 4+

Cowardly 5+

ComSpan NETWORK RANGE

Vast 4 bounds

Broad 2 bounds

Limited 1 bound

Action Points ACTION COST

Move 1 AP

Move with Heavy/Towed 2 AP

Stalk or Alert 2 AP

Shoot or Assault 2 AP

Recover 1 AP

Scavenge Loot 1 AP

Scavenge Cache/Camp 2 AP

Other Action 1 AP

Each element has 2 AP, may receive 1 Bonus Action Point to maximum of 3 AP.

Recover Roll

MOXIE DIFF.

Heroic 3+

Brave 4+

Cowardly 5+

Marauder 5+

Infantry, Marauders: 4d6 Unarmored Vehicle: 5d6 Armored Vehicle: 6d6 Remove 1 FP per passing die.

RECOVER 1. Recover Roll

2. Remove Friction Points

Assault Roll

ELEMENT DIFF.

Infantry ASLT

Vehicle 4+

–1 Ninja +1 Glass Jawed +1 Per Friction Point +1 Charging Obstacle

Roll 4d6 per element Roll of 6 always passes 1 damage pt. per pass

ASSAULT 1. Go Off Alert

2. Charge 1 Bound to within Assault Range of 1 Bound

3. Alert Enemies May React

4. Defender Assault Roll

5. Attacker Assault Roll

6. Defender Hold Decision/Roll

7. Attacker Advance/Withdrawal

Scavenge Roll TEAMWORK DIFF.

Unified 3+

Tight 4+

Sloppy 5+

+1 Per Friction Point Only core elements may scavenge.

SCAVENGE 1. Go Off Alert

2. Scavenge Roll

AT vs Armor

AT MINUS ARMOR RESULT

6 OR MORE 5 4 3 2

0 OR LESS* 1

Difficulty 1+ 2+ 3+ 4+ 5+ — 6+

*If result is 0 or less then may not inflict Friction Points.

Critical Hit Roll

ROLL RESULT

1 No Effect

2-4 Stun

5 Stun + Mobility Kill

6 Stun + Weapons Kill

7 Destroyed

Roll when weapon inflicts vehicle damage on one or more dice. Add +1 to roll if DP are >½ vehicle’s HP.

Damage Roll

TARGET DIFFICULTY

Infantry APERS

Vehicle AT vs Armor

+1 direct fire over 4 bounds +2 Infantry in Partial Cover +3 Infantry in Full Cover

Roll 1 die per failed save die For each passing die infantry suffer 1 damage pt. & vehicle suffers weapon AT damage

Blast: ignore cover modifier

SHOOT

1. Go Off Alert

2. Hit Roll

3. Save Roll

4. Place Friction Pts.

5. Damage Roll

6. Critical Hit Roll

Assault Action Requirements Only command, core, and vehicle elements may charge; other elements and any element with 1 or more friction points may not charge

Vehicle Damage Roll Vehicle versus vehicle hits are reciprocal; use infantry element AT or vehicle front armor +3 against deck armor; ramming damage equals ½ HP

Hold Roll Pass moxie to hold with +1 modifier per FP; if fail must move 1-2 bounds

Save Roll

TARGET DIFF.

Concealed and Alert 3+

Concealed 4+

Exposed 5+

−1 Elusive +1 Bullet Magnet, Infected +1 Vehicle, Pack Animal +1 Blast vs Concealed Target

Roll 1 die per hit For each unsaved hit suffer 2 FP from Blast weapons and 1 FP for other weapons

Hit Roll

SHOOTER DIFFICULTY

Direct fire within 1 bound 3+

Direct fire within 4 bounds 4+

Direct fire over 4 bounds 5+

Indirect fire with FO trait 3+

Indirect fire without FO trait 5+

ATGM Lock vs vehicle 2+

ATGM NLOS vs vehicle 3+

−1 Hawkeye +1 Oblivious, Marauder +1 Per Friction Point Roll dice equal to weapon firepower

Area Terrain Line of Sight/Line of Fire LoS and LoF are limited to 1 bound

Firing Multiple Weapons Infantry: integral and 1 special Vehicle: 1 primary or 1 auxiliary and 2 secondaries

Hardened Troops Hardened I: hit point value +1 Hardened II: hit point value +2

Mobility Kill Save roll prohibited.

Free Recover Roll Element may not move with Friction Points; element is allowed a 'free' Recover Roll to attempt to move by eliminating all FP

Moving Between Enemy Elements Gap must >1 bound to move between enemies

Vehicle Movement & Passengers Vehicle may rotate 180° before moving; reversing 1 bound requires entire move; passengers may not dismount after vehicle moves; passengers dismount with FPs equal to those on vehicle; passengers eliminated with destroyed vehicle unless they pass Moxie roll to bail out w/4 FP

© 2014 Timothy M. O’Connor, All Rights Reserved Permission to photocopy for personal use only.

This page intentionally left blank.

Warfare in the Age of Madness Game Markers

To make handy double-sided markers photocopy this page onto

cardstock, apply spray adhesive to the reverse side, and then fold

in half along the dotted-line. Cut out the double-sided makers with

scissors or a utility knife and ruler.