warfare in the age of madness
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
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.