Bad Blood Beta rules

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Set in a future where everything is a resource, this game doesn’t just play on the table, it plays with the table, interactive terrain that can be used as a weapon, a trap or even an ally, alongside special abilities and effects straight out of a superhero comic, a brutal fight to claim the objectives first, and smash your opponent into the ground. Designed as a 28mm miniatures skirmish game, although rules to play at 15mm are included, as well as a built in campaign system. Played without dice, cards supply the random element, drawn against a models statistics they allow much greater potential for both success and failure, and some cards can have extra effects on the game world. The final element of the game is The Surge, a combination of a deadly virus, mutant genes and chance allows the Anomalies who populate the game world to perform incredible feats such as summoning meteor storms, growing wings, redirecting bullets or even turning back time itself. These abilities do not come cheap however, and if they are misused a price must be paid. Run wild with the Saturday Morning Club; steal through the shadows with the infamous Gogh Winspur, attempt to maintain order with MESD, or search for a cure to save the world with Doc November and the Sepulchre of the Helix. The Abandoned Earth is a deserted wonderland of silent roads, empty homes, towering skyscrapers and obsolete shopping malls, just waiting for your crew to lay claim to them. This world is populated by Dark Gods.. Dare you walk amongst them?

description

Beta rules set for Bad Blood Skirmish game by Wargames Theory. incomplete without surge cards and character cards.

Transcript of Bad Blood Beta rules

Page 1: Bad Blood Beta rules

Set in a future where everything is a resource, this game doesn’t just play on the table, it plays with the table, interactive terrain that can be used as a

weapon, a trap or even an ally, alongside special abilities and effects straight out of a superhero comic, a brutal fight to claim the objectives first, and smash

your opponent into the ground.

Designed as a 28mm miniatures skirmish game, although rules to play at 15mm are included, as well as a built in campaign system.

Played without dice, cards supply the random element, drawn against a models statistics they allow much greater potential for both success and

failure, and some cards can have extra effects on the game world.

The final element of the game is The Surge, a combination of a deadly virus, mutant genes and chance allows the Anomalies who populate the game world to perform incredible feats such as summoning meteor storms, growing wings, redirecting bullets or even turning back time itself. These abilities do not come

cheap however, and if they are misused a price must be paid.

Run wild with the Saturday Morning Club; steal through the shadows with the infamous Gogh Winspur, attempt to maintain order with MESD, or search for a cure to save the world with Doc November and the Sepulchre of the Helix.

The Abandoned Earth is a deserted wonderland of silent roads, empty homes, towering skyscrapers and obsolete shopping malls, just waiting for your crew

to lay claim to them.

This world is populated by Dark Gods..

Dare you walk amongst them?

Written and designed by Michael GreenAssistant game designer Dominic Westerland

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CONTENTSBasic Game Principles...........................................................................................................1Anomalies................................................................................................................................ 3The Surge................................................................................................................................ 4Play sequence......................................................................................................................... 5At the Start of the Game.........................................................................................................6Each Turn................................................................................................................................ 7Combat.................................................................................................................................. 13Damage.................................................................................................................................. 17Taking Tests.......................................................................................................................... 18States..................................................................................................................................... 19Terrain.................................................................................................................................... 20Equipment............................................................................................................................. 25Appendix 1- Standard Scenarios.........................................................................................28Appendix 2- Campaigning in the Abandoned Earth..........................................................31Resource pools..................................................................................................................... 32Motivation and winning the Campaign...............................................................................33Campaign Games..................................................................................................................34Post Game Procedure - Grievous Injuries..........................................................................35Post Game Procedure- Experience and Improvement......................................................37Post Game Procedure- Resource Gathering......................................................................38Post Game Procedure- Exploration table...........................................................................38Post Game Procedure- Barter Town...................................................................................43Barter Town Trade list..........................................................................................................44Post Game Procedure- Recalculate Campaign points......................................................45Post Game Procedure- Recalculate reputation..................................................................45Winning the Campaign.........................................................................................................45Skill tables for reference......................................................................................................46

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Basic Game Principles.This game, whist relatively complex at first, is simple to understand and play once the basic game principles have been grasped. Throughout this rules set you will find a whole host of terms and game mechanics referred to, and if you find that you don’t understand one of these concepts you will should an explanation in this first section.

Terms- Attached- an attached surge card is one that has been placed by a model rather than held in

the players hand or in the deck, B2B- base to base contact, when the bases of two models (on any part of a terrain piece) are

touching each other. Burnt- when a models uses a surge card for any reason other than sacrificing it as part of a

‘Purge’ action. These cards are removed from the game once their effects have been resolved fully, and are not placed back into the players surge deck.

Choose- model must be within range of the active model, LoS is not required. Construct- a construct is a small creature summoned from deep within the biological soup

created by Me4, it has a set number of heavy damage points and takes damage as normal, its statistics are always considered to be 1 unless otherwise stated, although it always moves the same distance as its creator. They activate when the character that created them does, and may make two actions. A construct does not have any light damage points, so may not regain them each turn.

Draw- the drawing of standard cards from the deck, the number of cards drawn is usually dictated by a specific statistic, if it is not specified always draw a single card.

Expire ammo- every weapon has a number of check boxes next to it- each time you draw two (or more) of the same value card as part of a ranged attack draw mark one of these boxes, once all of these boxes are marked that weapon may not be used for the rest of the game.

LoS- line of sight, a model has line of sight when it can draw a line between itself and any part of the opposing models base or any part of the model contained within the base area in a vertical column up to the models height. A model does not have LoS in it’s rear arc

Measurements- if you are playing this game with 28-32mm miniatures use all distances stated as inches, if you are playing with 15mm models use the distances stated as Centimetres.

High card- the highest card from a single Draw Mundane- any action that does not involve the use of surge cards Object- a small defined piece of terrain that is not another model, these usually have their own

special rules, listed in the terrain section. Randomise- whenever it is required that something be randomly selected, draw a single card

against each of the potential candidates, the highest card is the one chosen, if there is a draw use suits to determine the winner. If you have to select more than one item then choose the highest 2/3 etc.

Rear Arc- all characters are assumed to have a 90 degree area directly to their rear that they cannot see into, this is referred to as a rear arc and the centre point of it should be indicated on the model.

Resource Points (RP)- these are used when creating your Crew, and games are played to a specified number of these (usually 750rp)

Sacrificed- if a surge card is ‘sacrificed, it is placed at the bottom of a players surge deck. Steal- the item/card is taken from the opposing players hand and added to the player taking

the actions hand, they may then use it as their own if they would normally be able to do so, if not they may choose to discard it at any point as a free action.

Surge- any action or special ability gained through the use of surge cards Table- the game takes place on a 4” wide by 3” deep table; you may want to use a 4” square

table so you have space to hold your cards etc. Target- model must be within range and LoS of the active model Terrain- any large part of the gaming table being played across (including objects) that is

neither flat surface or another model. Unarmed- if a model has no accessible melee weapons it is classed as unarmed, it has a CQ

value of one, and deducts -2 from all melee damage draws.

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Common Mechanics- The Decks2 decks of cards will be used by each player, firstly, a standard set of 52 playing cards- these will be used for all tests, including combat, damage etc. Picture cards values are- Jack (11) Queen (12) King (13). The Jokers should initially be removed from the deck unless a character has a specific ability that recalls them.The second set of cards is the Crews ‘Surge’ deck, and this is described in the Surge section later.

Common Mechanics- Draws.Whenever the rules call for a ‘Draw’ this means the drawing of playing cards from the standard deck, this is always assumed to be a single card unless a different amount is stated this is always the case in tests against a models statistic, where the player will draw a number of cards equal to that statistic instead. In any type of draw as long as at least one card drawn is equal to or higher than the target number (after modifiers) then the test is passed. Some draws (like initiative and melee) are opposed draws, where the players are trying to beat each others scores, if the scores are tied in these situations then the suit drawn will decide who wins by a single point, the suits are ranked in the following order- Hearts, Diamonds, Clubs, Spades. So if two models with Speed 3 draw a 9 as their highest card, a model that drew the 9 of Hearts will always go first. If even the suit is the same then both players must draw again. If any test does not specify a difficulty then the base difficulty is always 7.

Common Mechanics- Re-draws.Sometimes a special rule allows you a Re-Draw. This is where you may discard a card of your choice from the original draw and draw a replacement from the deck, these abilities can allow you to re-draw more than one card but these must all be discarded at the same time (i.e. you can’t re-draw, then decide you don’t like that card and discard it to re-draw again) You can never discard an Ace for a re-draw, so if you draw only one card and the result is an ace, the result must stand.

Common Mechanics- Measuring.When measuring distances between two points in Bad Blood always measure from the closest point to the closest point, so if a game effect requires something to be ‘within’ a certain distance of the effect then as long as the closest point is within that distance the effect may take place, even if the majority of the item in question is outside this distance. The only exception to this rule is movement, when a model or an item moves always measure from its leading edge, and its leading edge may not move further than the maximum distance allowed by the move.

Common Mechanics- Line of Sight.Bad Blood uses true line of sight, although where targeting a model is concerned you need to be able to see part of them that lies over the base, not a sticking out gun barrel etc. This means that to judge whether a model can see something (be it another model, a piece of terrain or anything else) you need to get down to the models height, and check if they can actually see it. If something can be clearly seen with nothing at all between the viewer and the target, this said to be ‘clear’, if even just a small part of the target is obscured by intervening terrain/models etc then the target is ‘obscured’ and may be able to claim cover benefits (if applicable)

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Anomalies.The inhabitants of the Abandoned Earth refer to the day the virus swept across the world as ‘Outbreak Day’, barely one in a thousand people survived the horrific plague, the rest of humanity almost entirely rotted into nothing in the space of 24 hours. After the dust settled, and the casualty count became clear, the few doctors and physicians that still lived hypothesised that the survivors displayed some kind of genetic immunity to the more devastating elements of the virus. The virus itself was still present in their systems, and though they lived, they were still affected by it in one way or another. For the most part this displayed itself in increased regenerative ability, a loss of some cognitive function (usually around decision making and free will), and sterility. The Drugs Mcorp developed could remove some of these symptoms, allowing people to choose between a greatly extended lifespan, or the ability to bear children, and thus many survivors migrated to the corporations ‘Havens’.

However, a small percentage of survivors developed far more symptoms than others, this small group were usually the ones who came closest to death on outbreak day, and came through the disease, changed… some changed in appearance, growing horns, or changing skin colour, bulging muscles or rearranged facial features, some looked more normal on the outside, but all had one thing in common, where once the Virus had wracked their system, now they displayed an ability to control it, sending it flooding though their system, allowing them to perform acts of mystic and supernatural power. This new breed of human could fly into the air, teleport from place to place, control fire and mutate their own forms into monsters of myth and legend. In the beginning there was little understanding of this new genetic strain, but their powers were judged to be a threat to other survivors, and so these characters have been classified as ‘Anomalies’ by Mcorps’ scientists, these Anomalies are alternately reviled and revered by the other survivors across the Abandoned Earth.

Each player will take control of a ‘crew’ made up of these rare individuals, and to represent these Anomalies on the table you will need a set of appropriate models, and the characters roster card which describes their specific abilities and equipment.

StatisticsEach model has a statistic line that denotes how effective they are in game terms; the average score for an Anomaly will be 2 for each statistic except Damage which will be handled differently.

SP- Speed, how fast a model moves and reacts. PY- Physicality, how tough they are, and how hard they hit.CQ- Close quarters, how they handle themselves in a brawl.AC- Accuracy, how good they are at ranged attacks.NV- Nerve, how fast they can think in a tough situation, and how brave they are. CN- Control, how many surge actions they may make in a turn, and how well they use it. DA- Damage, how much damage they can take before they are removed from play.

Affinities- Which particular disciplines the model has access to, and how competent they are at manipulating this energy. The value after the deck name indicate any additional skill they have with that deck, so a model with affinities of Pyromancy (2). Telekine (0) and Mutation (0) would be able to use cards from any of those decks without penalty, but if they used any surge ability from the Pyromancy deck they would gain +2 to their highest cards value for all draws associated with that action. A model may use a card from a deck they have no affinity with, but will always be at -2 to their highest card for all draws associated with that action.

As well as these base statistics a model may have various pieces of equipment on them which gives them bonuses to statistics in certain situations. (For example a scope greatly increases a models AC as long as they take the time to aim)

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The SurgeThe Surge is the term Anomalies use to describe their ability to channel the virus in their system, allowing them to perform supernatural feats of strength, agility and even magic. The way each Anomaly channels this power is unique to them and even the most experienced Chemyst or Muscle dealer has only the barest control of the virus at it rages inside them, whilst they are capable of incredible things, they can never be certain that they will be able to harness the virus into doing what they wish, rather than serving it’s own ends. To represent this random fluctuation of powers within the Anomalies bloodstream, we use the ‘Surge Deck’

The Surge DeckThis is the second deck used in the game, there are 6 different ‘surge’ disciplines, each with it’s own deck-

Chemystry- Enhancements, poisons, and healing. Defensive deck. Magyck- Illusions, elemental control. Balanced deck.Mutation- Personal enhancements, regeneration. Offensive deck. Neuromancy- Telepathic assaults and tactical abilities. Defensive deck.Pyromancy- Ranged attacks and fire based abilities Offensive deck.Telekine- Tactical attacks and defences, teleportation. Balanced deck.

Starter DeckWe recommend using a starter deck for your first few games, this will consist of 12 basic level surge cards chosen by the player, and won’t diminish as the game progresses.

Full Surge deckA full surge deck is made up of 52 cards, and must contain at least 12 cards selected from each characters prime discipline- this is noted in the entry for each character in bold script on their roster. After this they may choose which cards go into their Surge deck randomly from any other disciplines. This means it is allowable for most models to call upon the surge in many different ways, but some models will not use cards from certain disciplines, and most models will be rewarded for using their ‘prime discipline’. An important thing to remember is that you get to choose the specific cards from your prime discipline, but the cards from other discipline are drawn randomly. For example-

A player is using the ‘Saturday Morning Club’, he has three named models in his crew so first he chooses 36 cards from his Mutations deck (all three of the models prime discipline), As mutation is an offensive discipline he decides to balance it out with his remaining 16 cards and randomly draws 8 each from the Chemystry and Neuromancy decks, these are all then shuffled together before the game starts.

Playing Surge CardsA player may use a Surge card at any point during one of their characters activations, first they must declare what type of Surge action their character is taking, then any targets before playing the relevant card from their hand.

Higher Level CardsThere are three levels of Surge card, basic cards (and these are the most common) have an empty box in their bottom left corner, but some cards have the letter HL followed by a number, a HL-2 card is a ‘Higher Level 2’ card, and requires two of a players actions to use, similarly a HL-3 card requires all three of a characters actions to use. These actions count as multiple uses of surge abilities however, so a model with a CN of only 2 could not have a HL-3 card played on them as they could not use 3 abilities in one turn.

Multiples in one deckA player is allowed multiples of these Surge Cards in their deck, but the following rules apply- a player may have no more than 4 of any identical cards their deck, in addition to this they may only have two of any identical card marked HL-2, and any card marked HL-3 is unique, and only a single of each unique card may be placed in the deck.

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Play sequenceDuring each turn a play sequence denotes what actions take place next, and this is outlined below, and again in the summary sheets at the end of the rules pack. For ease of reference the rules pack itself will follow the play sequence for the next few sections.

At start of game.1. Shuffle Decks.2. Draw and place terrain.3. Draw and place objects.4. Draw for objectives.5. Draw deployment values and deploy models.6. Draw Surge hand of 6 cards.

Each Turn.1. Shuffle Standard deck2. All characters regain light damage points3. Players make Initiative Draws4. First character activates and completes 2 actions (plus a

surge action.)5. Repeat Step 4 until all characters have activated.6. Check for end of turn effects.7. Players replenish Surge hand to 6 cards.8. Check for victory conditions.

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At the Start of the Game

1) Shuffle DecksAt the start of the game all players shuffle both their surge and their standard decks, one of their opponents then cut both decks and they are shuffled again. From this point on at the start of every turn only the standard deck need be shuffled.

2) Draw and place terrainAt the start of each game each player can nominate a number of pieces of terrain that they want to place on the table, he then draws a card for each piece, if he draws a Diamond, Heart or Club the terrain may enter play, if he draws a Spade, the terrain stays off the table. The terrain may then be placed anywhere on the table by the opposing player except on another piece of terrain. The number of pieces is determined by dividing 16 by the number of players taking part. (I.e. - if there are only 2 players use 8 pieces of terrain each, if there are 5 use 4 each and so on)

3) Draw and place objectsAt the start of each game each player can nominate 5 different objects that they want to place on the table, he then draws a card for each object, if he draws a Diamond, Heart or Club the object may enter play, if he draws a Spade, the object stays off the table. Objects are placed according to the scenario specific rules, but unless otherwise stated this should be anywhere outside impassable terrain, but not within 4” of another object, or 12” of either players table edge.

4) Draw for Scenario and Live objects.Every crew has its own objectives in the desolate and abandoned landscape, and these change from game to game. Each player draws one card each and check the result on the Scenario chart (see Scenario summary section at the back) and this will give the game objective and special rules. Almost all objectives in the basic game scenarios involve the manipulation of objects to score Victory Points (VP’s), but not all the objects may be manipulated in this way. Each result on the scenario chart says how many objects on the table are ‘Live’, a live object is one that will score a player a VP if they complete an objective using that object. Where the number of objects on the table is higher than the number of ‘Live’ objects then you must randomly decide which objects are live.

5) Draw deployment values and deploy models.At the start of a game each player draws a standard card for each of his models, and secretly allocates them as he wishes, once all the players have done this they each choose one character and reveal the value of the allocated card. The player with the highest value can choose in which order the selected characters are deployed. Those characters are then deployed on the table according the objective restrictions, and the process is repeated until all characters are on the table. If any crew has more characters than the rest they are deployed after all other characters. Characters can be deployed anywhere within 2” of their table edge of they are in the open, or within 6” of their table edge if they are behind cover.

6) Draw Surge Hand to 6 cardsIf it is the first turn players then draw a surge hand, this is a hand of 6 cards from the players surge deck that they will use throughout the game to give the characters under his control special powers and abilities.

When a player gives a surge card to character to use it is automatically replaced at the end of the turn, although a character may use a ‘Surge Up’ action to add a card to the players hand immediately, discarding one card of the players choice if this takes them over the 6 card maximum. If a player wishes to discard all of their cards in one action they may do so by activating a character and using a ‘Purge’ action.

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Each Turn

1) Shuffle standard deckBoth players retrieve spent cards (i.e. cards that are not currently placed on the table or on a characters card representing special effects etc), and replace them into the deck, then shuffle their standard decks.

2) All characters regain light damage points.Not all damage is permanent, or has an effect on the injured party beyond the immediate, flesh wounds and superficial grazes can be ignored by most warriors, and when you take into account the superhuman metabolisms and regenerative powers bestowed by the Me4 Virus, most anomalies can shrug off damage that would fell a normal human in a heartbeat. All characters will regain a small amount of light damage each turn in the start phase of each turn, although this cannot take them above their starting light damage level, this represents them shrugging off the minor abrasions and getting back in the fight. Armour, shields, regeneration and some other abilities will allow you to regain more light damage, but it is much harder to regain heavy damage points.

All characters will regain light damage points equal to their PY value in every start phase,

Characters that use a ‘Recover’ action regain an additional point of light damage immediately.

3) All players make initiative drawsEvery game turn each player draws a card, The player with the highest score is said to have ‘the initiative’ and will activate a character first, followed by the next highest player and so on until all players have had an activation, at which point the first player activates his next model. Continue in this manner until all models have been activated. If this Draw results in a tie with two or more players scoring the same, the suit with the highest value wins- with Hearts as the highest, then Diamonds, Clubs and Spades.

4) First character activates and completes actions.An active model is allowed to make two actions plus a single free surge action before play passes to the next model, these actions can be done in any order, but must be chosen from the following lists, note that you can choose to do a second surge action as one of your actions, and that some lists/actions you can only choose once per activation.

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Movement actions breakdownNone of these movements would prepare a model for a close encounter, so they cannot be used to move within ½” of an enemy model, if the model starts it’s movement within this distance of an enemy (or in B2B) they may not be used to move outside ½”, though they may move around the enemy model freely. These may be used more than once in each activation, though only the modifiers from the models last movement count when working out how difficult they are to target.

Cautious move: The character takes it’s time moving in the shadow, or else ducks and weaves in the open, making it more difficult for opponents to target it at range, or allowing it to prepare for melee blows. The player may move the model up to it’s Speed (SP) in inches, turning freely as it does so, and any enemy attacks against this model will suffer +2 to their hit difficulty on attack draws until this models next activation. Terrain and obstacles have no affect on a model moving at this speed.

Steady move: The character walks at a fairly normal pace, making no special effort to take cover nor exert themselves. The player may move the model it’s SP+2 in inches, turning freely as it moves. Crossing obstacles and climbing terrain at this speed isn’t tricky, but may modify movement as normal.

Fast move: The character runs ahead, putting on a burst of speed, though making themselves a more obvious target. The player may turn the model and then move it it’s SP+4 in inches, although it may only turn once during this move. All terrain becomes tricky and it cannot climb, swim or perform any other terrain specific movement. Cover benefits cannot be claimed by a model making a fast move until it’s next activation.

Leap: The character hurls themselves across a gap, or into cover, sacrificing it’s footing for extra speed. The player may turn the model then move it in a straight line the distance of its PYx2 in inches (even up/down) ignoring gaps in terrain and low obstacles, it may choose to draw a card for an extra 1” of movement, if it is red it gains the move, black it lands, it may keep drawing cards up to its original PY value or until a black card is drawn. If it does draw extra cards then on landing a ‘stunning’ PY test is required where the difficulty is the distance leapt.

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Combat actions breakdownA model may use both of it’s standard actions in a turn to declare combat actions, but a model within melee range of an enemy it may only declare Melee attack or Retreat mundane actions.

Melee attack: The character takes a swing at their opponent with a melee weapon held in its hand; this action allows a model to make a single attack draw against an enemy model within melee range following the sequence set out below, at a set difficulty. See the Combat section of this ruleset for more detailed information.

Ranged attack: The character takes a shot at an enemy model with a ranged weapon held in its hands. This allows the model to make a single ranged attack draw following the sequence below against an enemy model within its weapons range and LoS (you may measure this before declaring the action). Some weapons allow for more than one shot per action spent, and this is noted in their profile. See the Combat section of this ruleset for more detailed information.

Assault: The character fires whilst moving, or rushes an enemy model and takes a swipe at it in melee. The model may move it’s SP in inches, affected by terrain and turning freely as it does so, before making a ranged or melee attack (see above) at an enemy model within range, following the same sequence. This model will be at -1 to its high card in its AC/CQ draw, but +1 to its PY in melee when making its attack draws for this action only.

Aim: The character takes aim at an enemy or watches a specific area for enemy movement with a ranged weapon at the ready. This model may either

a) Nominate an enemy model within it’s weapon’s range and LoS, as long as that model does not leave LoS this model gains +1AC to it’s next ranged attack against it,

Or

b) Place a number of cards equal to this models AC value facedown on the table within it’s weapons range and 1” of each other (they may be on top of each other). If any enemy model moves between these cards furthest edge and this model before its next activation, turn the card whose path it blocked over and resolve it as if this model had drawn that card as part of a ranged attack, with all the usual modifiers applied with one exception- the positive and negative modifiers for fast and cautious moving are reversed for this shot. Aim may only be used once per activation, and if a character makes any actions, is engaged in melee, or fails a stunning test or nerve test at any point after they declare this action then all effects are removed and the action is wasted. Once any card has been triggered all remaining cards are removed.

Retreat: The character attempts to back away from a melee engagement. Both players make an opposed draw, where they may choose to use either their CQ or SP statistic for the Draw. The player that draws the highest card wins, if the disengaging model wins it moves 1” directly away from the enemy model, and may then move as though it had declared a ‘Steady Move’. If the enemy model wins the opposed draw they may either hold the model in combat, or allow it to leave as above and make a free Melee Damage draw against it.

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Tactical actions breakdownLike combat, a model may use both its actions as tactical actions, although once in melee it is almost impossible to focus enough to perform these complex tasks. The only tactical actions allowed within ½” of an enemy model are ‘Recover’ and ‘Rally’.

Hide: The character attempts to conceal itself from its enemies, either by ducking behind terrain, stepping into shadows or other more unnatural means. A model cannot hide if it completely in the open, and not touching or obscured from view by any intervening terrain. The model must pass a hide test using it’s SP value against difficulty (7) with the following modifiers-

Model is within 6” of an enemy +4 Model used a ‘Target’ attack or was attacked this turn +4 Model Is behind partial cover-2 Model is further than 18” from any enemy -2 Model can be seen by an enemy +4

Rally: The character takes a second to compose themselves, steeling their nerve for the coming conflict. The model must pass a NV test against difficulty (7) with the following modifiers- If they succeed they lose the ‘fleeing’ state immediately, and cannot regain it this turn.

Model is within 6” of an enemy +2 Model is in B2B with an enemy +2 Model was attacked this turn +2 Model Is behind partial cover-1 Model is further than 18” from any enemy -1 Model cannot be seen by any enemy -2 Model is within 6” of a friendly model -2

Recover: The character shakes off the effects of an enemy attack, or steadies its feet and regains solid footing. This model can stand up and remove the ‘Prone’ state from itself, or remove any ‘Stunned’ and ‘Staggered’ tokens is has placed on it. The model also regains a single lost point of light damage.

Equip: All character needs the right tools for the right job, this action allows the model to swap around the equipment held in its hands for something in its inventory. This can be both hands in a single action, and this action can also be used to retrieve lost weapons and other equipment items in B2B

Wait: The character pauses to catch their breath, watching to see how events pan out around them. This action may only be used as a first action; this model then delays its next action and surge action until immediately after any other model (this player’s choice) finishes its activation. Place this models initiative token next to the stack face up until this second action has been resolved.

Manipulate: usually used on mission objectives, the character moves an object, activates a switch etc or makes use of a non-weapon Item in their inventory (such as a medpac etc). Most items that can be manipulated will have a description of their effects attached to them. Mundane objects can also be pushed around, dragged or thrown using this action; see the terrain section for more details.

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Surge actions breakdownThe Surge is the name anomalies have given their ability to control the virus as it twists and turns within their blood, Surge actions often happen at a subconscious level, and can be performed even whilst moving and fighting at full tilt., because of this a model’s first surge action is an additional action allowed even when two other actions have been (or will be) performed, allowing three actions in total. Any action can be a surge action however, although a model cannot use a surge action unless the controlling player decides to play a relevant Surge card on that character. Some surge cards allow ‘reactive’ abilities; these do not affect a models activations in any way, and may be played on any character whenever their reactive conditions are met. When a Surge card is played from a starter deck it is placed back at the bottom of the Surge deck, if using a full deck it is ‘burnt’ instead. A ‘burnt’ card it is placed to one side- it does not go back into a player’s deck.

CN level and Surge cards.A characters CN level dictates how many surge cards they may have played on them in a single turn, it also dictates the level of surge cards they can use (see HL cards below) so a model with a CN level of 2 could use 2 basic Surge actions during a turn, or a single HL-2 surge action, they could not however use a HL-3 action without outside assistance.

High level surge cards. some surge abilities have HL and a number in the bottom left corner of their cards, this indicates that they are ‘High Level’ abilities, any player wishing to play one of these cards must sacrifice a number of that characters actions equal to the number shown, including the free Surge action they are allowed (for example- in any activation a HL-2 card is played a character may only take one other action, in any activation a HL-3 card is played that character may take no other actions at all)

Surge up: The character wills the corrupted blood within them to rise to the surface, infecting their nervous system and bringing with it the power to perform the superhuman feats associated with anomalies. The player adds a single surge card to their hand from the deck, If this takes them over the 6 card limit they must choose a card to discard before play continues.

Offensive Surge: The character uses his bio-energy to mount an attack against an enemy, blasting him with fire or impaling him on newly grown fist spikes. The model declares a target and then the player burns a surge card of the ‘Offensive’ type; the effects will be on the individual surge card.

Personal Surge: The character channels the Virus into themselves, boosting their abilities or healing their wounds. The player burns a surge card of the ‘Personal’ type; the effects will be on the individual surge card.

Support Surge: The character wills its bio-energy across the battlefield to aid their allies, healing them or granting them renewed vigour. The model declares a target and then the player burns a surge card of the ‘Support’ type; the effects will be on the individual surge card.

Tactical Surge: The character uses its twisted biology to warp the very battlefield itself, shifting terrain or creating unseen traps for its foes. The player burns a surge card of the ‘Tactical’ type; the effects will be on the individual surge card.

Purge: The character flushes its nervous system of the system of all traces of the virus, forcing it back into its bloodstream. This is a difficult ability however, and can leave an anomaly dangerously exposed. All surge cards in the players hand are immediately sacrificed back into the deck, which is then shuffled, and a new hand is drawn. A ‘stunning’ CN test is required where the difficulty is 3+ the number of cards purged.

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5) Repeat step 4 until all models have activated.Once a character has been activated remove their token from the top of the initiative stack, place it face down nearby and play passes to the next model in line.

6) Check for end of turn effectsSome effects, both Mundane and Surge based, can last for one or more turns, and can have an effect in the end phase of each (for instance an incapacitated model will be removed from play, and a plagued model will take a single point of heavy damage) these effects are always resolved positive first, then negative, with each player taking it in turns to resolve effects on their own models.

7) Players replenish Surge hand to 6 cardsIf a player has less than 6 cards in their Surge hand at this stage they may immediately draw as many cards as needed to bring their hand back up to 6 cards.

8) Check for victory conditions.Each scenario and objective combination will give different variations on the victory conditions of each game, and you should check the Scenario generation chart (page 24) at the end of each turn to see if either side has achieved any of their victory conditions, and how many Victory points they have scored, or if the game should end.

Alternatively (and this is more prevalent in campaign games) a player may choose to forfeit a game if they have met at least two of the following conditions-

Half or more of their crew have been incapacitated They have scored at least 1 victory point They have incapacitated at least one opponent

If this does occur the opposing player scores any VP’s remaining that could have been scored by them. This is also the case if a crew is entirely wiped out during the course of a game.

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CombatDiplomacy is generally not considered the first option when two opposing crews meet each other in the Abandoned Earth, and more often than not these encounters devolve into brief skirmishes as they both try to gain the upper hand, less frequently they can become all out Turf wars as the two crews enhanced physiology enables them to dish out, and take, a vast amount of punishment before the loser will beat a hasty retreat.

The following section details the rules that cover the combats within these skirmishes, both the up close and brutal melee favoured by the hulking mutants, and the more effective but resource heavy ranged assaults using more modern weaponry.

Melee Combat:Melee weapons are relatively easy to come by, (there are almost certainly more knives in the world than people at this point) most are easy to maintain and they can never run out of ammunition. A character should usually have some kind of melee weapon on them, and melee combat is the preferred method of dealing with an enemy in the abandoned earth.

Melee combat can only take place after one model has entered an enemy models melee range, (1/2” around its base), this is usually when the attacking model has successfully executed an ‘Assault’ combat action, but there are other means (like teleporting Telekine’s) that can achieve this as well. If models are on different levels at least one part of each model must be on an equivalent horizontal level before they are counted as in melee, and the highest model will always count as defending cover.

Movement in MeleeOnce model has moved into an enemies melee range using an assault action it is deemed to be ‘in Melee’ with the enemy model until either model is Incapacitated, successfully retreats or is thrown from the melee by another game effect, whilst a model is in melee it may not declare any movement actions at all, instead as part of any declared melee attack action it may move 1” around the enemy models base, either clockwise or anticlockwise. Likewise if an enemy model successfully dodges an attack it may make this 1” move.

Melee SequenceOnce in melee the players will make a special kind of opposed draw, where each character will draw a number of cards base on it’s CQ value and the highest card drawn will win, the sequence for this melee combat draw is outlined below, Obviously there are a lot of factors that can affect how easy it is to strike a blow against an enemy model, and these are represented by modifiers to the high card of each player in the following table:-

Melee Combat action sequence:

1. Active model declares assault/melee action and target2. Move active model: if it is outside movement range on an ‘assault’ end melee sequence here.3. To Hit: Active model Draws cards equal to its CQ value. Choose highest and add modifiers below4. To Dodge: Target model Draws cards equal to its CQ value. Choose highest and add modifiers below5. If the Active model wins then it may Draw for damage, go to step 7 6. If the Target model wins then it may attempt to counterattack- They may make a 1” move around the enemies

base, then draw one card and add their CQ value, if it is higher than the active models highest attack score from the previous draw then they hit and may Draw for damage as normal (see step 7)

7. Struck model draws to soak8. Compare draws and apply damage9. If both models are still standing turn them to face each other.

Melee draw modifiersThis models last move was ‘cautious’ +2This model ‘ambushed’ the enemy model. +2This model has a defensive weapon +2This model is defending cover +2This model has 2 melee weapons equipped +2Opposing model is unarmed +2Opposing models last move was ‘fast’ +2Opposing model has ‘assault’ moved this action +1Opposing model is outnumbered by allies in B2B +1 (each)

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AmbushingIf an enemy doesn’t see you coming it is much easier to give them a good kicking, and in this game this is referred to as an ‘ambush’. To ambush an enemy model in melee you must start outside the enemies’ Line of Sight (behind cover or in its rear arc), then declare an assault move, as long as at no point during this move you enter the enemy models LoS you are successful at Ambushing your opponent. If you have ambushed the enemy you gain +2 to the high card of your CQ draw, in addition the enemy cannot change the weapons it has equipped, or use a reactive surge ability for this attack, even if it has a skill or other effect that would normally allow it to do so.

Defending CoverA character behind a defendable barrier is much harder to bring down in a direct melee assault, and it is often wiser to try and sneak round the sides and flank them rather than attempt to clamber over the obstacle. A model is assumed to be defending cover if it is in B2B with any obstacle, object or other piece of terrain less than 1/2” deep that lies directly between itself and the attacking model, (including the borders of doorways) it has LoS to the attacker at any point of its assault move, and the defender is not Stunned, Staggered or Prone. If the model is eligible to defend then the attacking model is placed in B2B with the defended terrain rather than the defending model itself. This benefit will automatically apply against the first melee attack made against the defending model, but if using its melee movement (see above) an attacker can dodge around the terrain 1” and into B2B in a subsequent melee round the benefit is negated.

OutnumberedEverything gets easier with friends to help you out, and melee is no exception. If there is more than one model from your crew (or an allied crew) in base to base with the enemy you are attacking (or that is attacking you), you gain +1 to your high card in the CQ draw for each additional model, in addition if any of these models has a ‘defensive’ weapon equipped, and your model is the one being attacked, you may add an additional +1 to your high card for each defensive weapon.

Multiple Weapons in meleeThere is an additional benefit in melee when an attacking model has 2 dedicated melee weapons in its hands, during it’s activation the model may declare to attack with both hands by splitting its melee draw in a way it chooses, though it must put at least one card in each attack. It will then make two ‘to hit’ draws, with this split deck, following the sequence given above to stage 4, and if they both hit will make two damage draws.

For Example- The Mouse has charged an unfortunate lost boy who was looking a bit too much like lunch, and as he is equipped with both a pistol and a large machete he elects to attack with both weapons. On the charge the mouse has an impressive CQ of 5, so he elects to split his draw with 2 cards for his pistol and the remaining 3 cards for the machete. He draws for the pistol first, drawing a queen and a 9, and adds the relevant modifiers-

This model has 2 melee weapons +2Giving him a total score of 14, The lost boy attempts to dodge with his CQ of 2 and draws a 9 and a 5, and has the following modifiers-

The opposing model has ‘assault’ moved this action +1 This models last move was ‘Cautious’ +2

Giving him a score of 12, so the attack hits (14 vs 12). The Mouse then repeats this procedure with his machete, before drawing for damage. The pistol has a damage of PY2(+2), the mouse draws a 6 and a 9, for a total of 11, (9 plus the 2 bonus damage) and the poor PY2 lost boy only manages to draw an Ace and a 5 to soak. The difference between the scores is 6 (11 minus 5) so the lost boy takes 6 points of damage- owch!

Counter-attackingThere is always a chance that a badly swung club or over-extended melee strike will leave a character open to a quick thinking enemies counter-attack, and this is one of the reasons why melee is such a bloody and unpredictable combat. If the defending (target) model wins the CQ Draw, it may immediately draw a single card, and compare it to the original attackers highest attack card (all modifiers still apply to both cards) if the card they have drawn is higher they have successfully counter-attacked and may draw for damage as normal.

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Ranged Combat:Melee weapons might be more prevalent, but the safest and most effective way to drop an unwanted guest on your turf is still with a firearm from a distance. Ranged weapons are still used across the Abandoned Earth, and firearms in particular are still surprisingly cheap, although as supplies run out the price of ammunition is becoming increasingly prohibitive. The havens have managed to get several weapons manufactories up and running again but without the supporting industries the ammunition and weapons they produce are few in number and of poor quality.

Measuring rangeWhen measuring range it should always be done from the closest edge of the model firings base to the closest edge of the target models base. It should be done as directly as possible so vertical height will be represented by measuring at a diagonal angle. If a model is found to be crossing two range brackets it is assumed they are in the closer of the two. LoS is handled similarly, using ‘true’ line of sight, so the two models must be visible to each other. Except in circumstances where a model is allowed to fire and remain hidden, the basic rule applies thatIf you can see a model it can also see you.

Are they behind cover?Sometimes it is easy to see that a model is hunkered down behind a barricade, or shooting through the window of a building, but sometimes it can be hard to judge if a model is behind cover or not, the models are usually in dynamic poses and because of this it can be hard to imagine them knelt down behind a tiny bin and claiming it as cover. You can ease this issue by following these guidelines when judging LoS:

If more than half a models base is blocked by terrain at least 1” high, that model may claim cover.

If exactly half a model base is blocked by terrain at least 1” high, that model may claim cover.

If a model is touching terrain that is smaller than its base (ie an object) at least 1” high then it may claim cover if the object is directly intervening the LoS.

If a model is blocked by two different terrain types, the majority applies. If there is still doubt, the defending player may always decide.

Ranged combat sequenceWhen making a ranged attack a character has to make a special kind of draw, where they must draw a number of cards base on it’s AC value and the compare the highest card drawn against a set difficulty (starting at difficulty 7), the sequence for this ranged combat draw is outlined below. Obviously there are a lot of factors that can affect a shot from a distance and these are represented by modifiers to the high card in the following table:-

Ranged Combat action sequence:

1. Active model declares action and target 2. Target Model declares any reactive Surge ability3. Active model measures distance and checks LoS4. Active model works out base difficulty; this is usually 7 plus or minus any modifiers on the table below.5. Active model Draws cards equal to its AC value, choose highest and apply any modifiers6. if successful active model draws for Damage7. Target model draws to soak8. Compare draws and apply damage. 9. Expire 1 point of ammo If attacker drew two of the same value cards when drawing to hit.

Ranged target difficulty bonuses Ranged target difficulty penaltiesTarget is at Short Range- -1Target’s last move was ‘fast’ -2Active model ‘Ambushed’ the enemy -2

Target is at Long range- +1Target’s last move was ‘cautious’ +2Target is behind distracting cover +1Target is behind deflecting cover +2Target is behind stopping cover +3Active model has assault moved this action +1 Active model firing multiple shots +2Target is in Melee +3 each (special)

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Multiple shotsAny weapon with the Burst(x) ability can fire more than one shot as part of a single shooting action, although the combination of recoil and timing means these shots are slightly less accurate than a single placed round, and suffer a +2 to the target difficulty when drawing to hit. These shots do not have to be at the same target, though they must be at targets within 4” of each other, a player can elect to target ‘open space’ with a single burst shot in order to spread his shots over a wider area, but he must still draw to hit as normal for this shot in case it expires ammo. Any character armed with two identical single shot pistols can choose to fire them as a single Burst(2) weapon if they wish, though if they have to expire ammo they must expire a point from both weapons simultaneously.

AmbushingJust as in a melee attack, if you can surprise an enemy without them seeing you coming you can ‘ambush’ them. To ambush an enemy model with a ranged attack you must start outside the enemies Line of Sight (‘hidden’ behind cover or in it’s rear arc), then declare a ranged attack action (this cannot be an assault action) in which you will reduce the difficulty of the shot by -2, in addition the enemy cannot use a reactive surge ability for this attack even if it has a skill or other effect that would normally allow it to do so. Remember a hidden model that shoots usually loses its hidden state, so only the first shot will be an ambush shot.

Shooting into meleeShooting into the swirling mass of a brawl between your allies and your enemies is quite a risk, and it is something most Anomalies will only do under extreme circumstances, not least because if they do hit their ally and he survives he is likely to be very angry indeed. If a player does want to target an enemy who is locked in melee with another model then there is a +3 difficulty to the shots target value, in addition to this penalty, if the highest AC card drawn to hit is an Ace, 2 or 3, then the shot will hit the alternative model in melee instead! If there is more than one extra model involved in the melee then the target number is increased by an additional +3, and a to hit draw of 4.5 or 6 will hit this model, and so on. There will be a point when hitting anything you want to hit in a melee becomes almost impossible, so instead of aiming carefully a player can always elect to simply ‘blaze away’ (see below) into the melee before drawing to hit, this does not suffer the +3 difficulty but any shot that exceeds the required to hit value must be randomised amongst all the participants in the targeted Melee

Expiring ammoAmmunition is a precious commodity in the Abandoned Earth, and it is rare that an Anomaly will have surplus, or even enough of it for themselves, and to represent this almost all ranged weapons have an Ammo(x) value after their statistics. This denotes how many times they can expire ammunition during the course of a single game. Whenever a model draws ‘to hit’ with a ranged attack they must check their cards not only for the highest, but also to see if they have drawn a pair of cards with the same value from different suits (for example the 8 of hearts and the 8 of clubs) if they have drawn any pair the model must check one ammunition box on the weapons profile. Once all of a weapons ammunition boxes have been checked then that weapon is out of ammunition and can no longer be used this game, though it is assumed the normal level of scavenging will have gained enough resource to buy reloads for it by the next game. The only exception to this rule is when a model is drawing more than 2 cards as part of its AC draw, (so for AC-3 characters etc), if this is the case then as long as all the cards in the to hit draw are not identical, they can choose to ‘pull’ the shot when they decide that it is too difficult, they automatically miss but no ammunition is expended.

Blazing awaySometimes the cost of ammunition has to take a back-seat to the desire for victory, and even in these hard times a character can decide that it’s worth firing the extra shots just to finish the job. Any model can elect to ‘blaze away’ with a ranged attack instead of firing normally, if they choose to do so then the shot follows the normal procedure with the following modifications-

A Burst(x) weapon that blazes away MUST fire its maximum number of shots. After all modifiers are applied the difficulty of the shot/s are halved (to a minimum 7). These shot/s cannot benefit from any aiming bonuses. After the shot/s have been resolved, automatically expire 2 ammo boxes on the weapon for

each shot fired (in addition to any normal expire ammo results).

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Damage

Whilst anomalies are renowned for their ability to take unseemly amounts of damage and still get up, there is a limit to even their enhanced endurance. Although it is rare for one of these mutants to be incapacitated by a single bullet or knife wound, continuous and repeated damage will eventually wear down even the toughest anomaly. This section details how the games damage system works, as well as explaining the Damage Draw mechanism.

Types of damage:There are two types of damage that can be caused to a character- light and heavy each is represented by a column at the side of their roster card. Light Damage is the sort of injury that whilst debilitating to a normal human is barely a scratch to an anomaly, and this can be regenerated easily during the course of the game, heavy damage represents the sort of serious injury that even the biggest of mutants can’t walk off quickly, and these injuries are rather more permanent. When any damage is caused to a character it is assumed to reduce the light damage column until that column is empty, at which point the character will start taking heavy damage. An average character will have 10 points in their heavy damage column and 5 points in their light damage column to begin with.

Regeneration:All the survivors of outbreak day outside the Mcorp Havens share a remarkable ability to regenerate injuries, most can heal small wounds and cuts in a matter of minutes, major injuries like broken legs can fix themselves in hours and even entire limbs can grow back in a few (admittedly agonising) weeks, Anomalies share this trait and during the game this is represented by the regeneration of light damage each turn. All characters will regain light damage points equal to their PY value in every start phase, this represents them shrugging off the minor abrasions and getting back in the fight, in addition to this a Anomaly can focus the healing energy of its body onto an injury if they take the time to do so, and any character that uses a ‘Recover’ action regains an additional point of light damage immediately.

Armour:Whilst most modern day weapons make body armour almost totally redundant, the prevalence of melee weaponry combined with the toughness of the anomalies that wander the Abandoned Earth have caused a resurgence in the use of armour. Museums have been raided for chain and plate, tactical vests have been improved with extra Kevlar, and even modified sports armour can deflect a glancing blow. All Armour has 2 values- protection and deflection, the protection level of an armour is the number it adds to the wearers high card in a soak draw against a Melee attack, the deflection level is the amount the armour will allow it’s wearer to add to it’s high card in a soak draw against a ranged attack. These figures are usually the same but not always (often deflection is lower as ranged weapons are far better at punching through armour)

Damage Draws:Whenever a damage draw is called for, be it from a ranged, melee, surge attack, or even from falling from a roof, the mechanism for drawing this damage is always the same,

Draw for Damage- Active model draws his PY (or the weapons PY) and adds/deducts modifiers from their highest card- these modifiers will be a combination of the modifiers on the weapons profile (usually in brackets after the weapons PY) and sometimes external modifiers such as surge effects.

Draw for Soak- Target model draws his PY and adds/deducts modifiers from their highest card (these modifiers will usually be from armour. Although some others can occur, such as strange surge effects)

Each player compares their score. If the Target models draw was higher the attack has no effect. If they are equal the Target must take a ‘Stunning’ PY(5) test but suffers no additional

damage.

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If the Active models draw was higher the difference between the Draws is the amount of damage caused. The Target model must also pass a Stunning(x) PY test where (x) is 5+ the amount of damage caused.

A single hit from any source can only cause a maximum of 3 times that attacks PY in damage (for example a PY2 attack can cause at most 6 points of damage, a PY3 can cause 9 points and so on).

If a players hit draw is more than 5 higher than their opposing Soak Draw, then the damage is critical- see Critical hits below.

Damage is always allocated to a models light damage chart first, only when there are no points in that column do they start losing wounds from their heavy damage column.

Critical Hits:If a hit draw if particularly successful, it means that the strike was able to punch through an opponents defences and hit them somewhere more important, and more deadly. For every full 5 points a ‘to hit’ draw in either CQ or AC exceeds an opposing dodge draw or ranged target value, the attacker may add +2 to his highest card when drawing for damage. There are other ways of gaining critical hits which will be explained in their own entries, but they will have exactly the same effect as this rule.

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Taking Tests

During the course of a game a character may be called upon to make any number of tests, representing the numerous strains and difficulties anomalies face in combat situations, whenever a test is called for check the following list to see how that test is resolved, then draw the number of cards indicated by the characters statistic to see if you pass the test. For all of these tests (x) represents the tests difficulty and where needed (y) represents the statistic the cards will be drawn from. Some rare surge cards may alter tests basic rules (for instance they may ask a character to make a ‘burnout’ test against their SP rather than their CN) but other than the alteration stated they still follow exactly the same rules.

Burnout test. ‘Burnout’ is one of the few things that can terrify even the hardiest of anomalies, if they rely on the virus to supplement their combat ability too much, or for too long, then they can reduce their own genetic ability to resist its effects and the virus can ravage their immune system, leaving them weakened and sometimes even leading to them suffering the same fate as the billions who died on outbreak day… Burnout tests can occur for several reasons within the game, but the test and results are always the same.

In a ‘Burnout(x)’ test, a model must test against the difficulty shown (x) using its CN value-

If it scores over the target value the test has no effect If it equals the target value model is automatically ‘stunned’ For every point the model draws below the target value they take 2 points of damage and

are automatically ‘staggered’. If they take 6 or more points of damage they are automatically ‘prone’. Burnout Damage is always allocated to a models heavy damage column.

Stunning test. Whilst anomalies are blessed with the ability to withstand huge amounts of damage, they can be knocked from their feet or momentarily stunned as easily as anyone else by a fast moving large object to the face (such as a mutant’s fist, or a telekinetically thrown vending machine) whenever a situation occurs that could leave an anomaly off balance, they are called to take a stunning test. There are many and varied reasons for this happening, and unlike most tests the specific statistic used can vary (damage based tests use PY, but a test to avoid something could be SP, and a mental assault could be NV or CN) but they are always resolved in the same way.

In a ‘Stunning (y)(x)’ test, a model must test against the difficulty shown (x) using the relevant stat (y) and check against the following-

If it scores over the test has no effect If it equals the model is ‘Stunned’ If it is less than 4 lower the model is ‘Staggered’ If it is 4 or more lower the model is ‘Prone’ (an Ace always results in prone)

Opposed test. From the Neuromancers telepathic warfare, to the brute wrestling of the Mutants, anomalies will take any opportunity to test their mettle against others of their kind, this can result in an unusual draw referred to as an ‘opposed test’. Whereas most tests are against a specified target number defined by the situation, an opposed test has no specific target, rather it comprises of two characters both taking the same test, and the higher score is the victorious model. The most common form of this is Melee combat, which has its own specific procedure, but any other opposed draws called for should follow the procedure below

Active model draws the relevant Statistic, and adds/deducts modifiers. Opposing model draws the relevant Statistic, and adds/deducts modifiers Compare results- highest wins draw.

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Resistance, Acceptance, and Reinforcement.It is not an understatement to say that nobody quite understands how the virus that flows within the anomalies gives them the ability to perform such astonishing and logic defying feats, but one thing sepulchre biomancers have recorded is that the different strains of the virus have developed an antipathy for each others presence. This can be seen when two different pathogens cross on the battlefield, as often the proximity of another viral pathogen can cause surge effects to falter, and even fail. On the opposite side of things similar types of pathogen can make it easier for anomalies to grant beneficial surge effects on their allies. Whenever a surge action is used by one model on another model, they may choose to ‘accept’ or ‘resist’ the effects by burning the Surge cards in the players hand, this will affect the model using the surge effects CN value, which will normally (but not always) increase or reduce the effectiveness of the Surge ability. The model using the ability may also choose to reinforce the surge effect by burning their own cards. The following rules govern how this ability works.

If the target model chooses to ‘accept’ the effect (usually when caused by an ally) they may add +1 to the model using the abilities CN for each surge card burnt.

If the target model chooses to ‘resist’ the effect (usually when caused by the enemy) they deduct -1 from the models CN for each card burnt.

Likewise the model causing the effect can choose to ‘reinforce’ it by burning an attached surge card to increase its own CN by +1.

A model cannot burn more cards than its own starting CN value in any case. These modifiers cannot take any models CN below 1, or to more than double its original value,

and only apply for the duration of the action taking place- they are not permanent in any way.

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States

The following states may apply to a model, unless otherwise stated these states last until they are ended by another game effect.

Burning- for each burning token on a model it will suffer an additional point of damage every time it performs any action whilst on fire, a successful red draw after a ‘recover’ action will put the flames out.

Disarmed- one weapon or piece of equipment (usually of the opponents choice) cannot be used by this model until it takes an ‘equip’ action in B2B with the relevant weapon counter. A model with no melee weapons uses its own unmodified PY when drawing for damage in melee.

Fleeing- the model may never end a movement closer to any enemy model than it started it’s movement, and is at -1 to all stats except PY until it ‘rallies’, if it moves to a location where no enemy models can draw LoS to the model it may no longer move until it has Rallied. A fleeing model may only make ‘retreat’ actions in melee.

Haste- this model will always be the first model activated by either player in a turn, ignoring the usual draw for initiative. If two or more models have the haste state they must take an opposed SP test to decide the order they are activated in.

Hidden- this model cannot be targeted by any enemy attack or effect from further away than 6", and gives a +4 to hit modifier to all ranged attacks against them. Once a model is within 6” or makes a successful attack against them they lose the hidden state against that model and all friendly models within 4”. A Hidden model will lose this state if it makes a non-silent ranged attack or any melee attack.

Hovering- This models move ignores all terrain and models, friendly or enemy. Whilst hovering it cannot engage or be engaged in melee, and never counts as being in B2B contact with either models or terrain. It may draw LoS (and have LoS drawn to it) from any point up to 8” above its position on the table.

Incapacitated- this model has had its heavy damage points reduced to 0, it will remain on the table prone, and may be activated, though may only take one action of any type until the following end phase, at which point it will be removed from play.

Plagued- this model only regains no light damage at the start of every turn, if it ends a turn with no light damage left it suffers a single point of heavy damage.

Poisoned- this model only regains ½ its normal amount of light damage at the start of every turn.

Prone- the model is knocked from it’s feet, it cannot make any movement actions and is at -2 to it’s stats except PY until it ‘recovers’ if a model is knocked prone at height it will fall on the draw of a black card.

Shielded(x)- the model always counts as having a defensive weapon in melee combat, and being behind deflecting cover from ranged attacks that originate in a 90 degree arc of the owning players choosing. In addition the model can add (x) to any Soak Draws it makes against enemy attacks.

Slammed- model takes a damage draw with a PY equal to half the distance the slamming model/object moved. If any damage is caused they must also take a stunning PY test with the full distance as the difficulty, after which they will be pushed 1” out of the path of the slamming object.

Staggered- the model is ‘stunned’, in addition it drops to one knee, is thrown against a wall etc, it counts as B2B with any terrain within ½”, and all movement rates are halved for one turn. If a model is staggered at a height it will fall on the draw of a black card. At the end of the turn it will lose this state but remain ‘stunned’

Stunned- the model is at -1 to all stats except PY until it ‘Recovers’ or until the turn ends.

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TerrainTerrain is an integral part of this game, the interactions between the characters and the terrain can make all the difference and a canny player will use the terrain as both cover, and a potential weapon.

There are lots of different sorts of terrain out there, from abandoned vehicles to wooded groves, desert outcrops and city streets. As it would be impossible to name them all instead terrain will have set attributes to represent its tactical significance on the battlefield. For instance, an abandoned car could be-

Non-living, PY4, Tricky, Deflecting, 12 Damage.

There is a small suggestions list at the back of the rules pack, but rather than attempting to dictate to players what every type of terrain is, we suggest they use the following guidelines to work it out for themselves

Terrain attributes:The following attributes may apply to a piece of terrain-

Building: this terrain follows the rules for buildings given on the following page. Cannot be harmed: the terrain is either impervious to the amount of damage a character

could cause, (like a pool of water for example) or so badly damage it is impossible to damage it any more. (like rubble)

Damage: all pieces of terrain can only sustain a certain amount of damage before they collapse, or break beyond repair. To decide how much damage a terrain piece can withstand add together its width, length and height at their largest dimension (for instance the abandoned car above is 3” high, 5” long and 4” wide) once an object has lost it’s final damage point it is destroyed, if any other terrain loses its final damage point it becomes rubble.

Dangerous(x): there is something hostile about this terrain, this terrain is always tricky, in addition any model moving through it at any speed other than cautious must draw (x) number of cards from the deck, and black cards will cause a PY5 damage draw on the model.

Deflecting: the terrain, whilst not solid, has solid elements to it that may deflect or potentially even stop a ranged attack. This adds +2 to target difficulties when attacking a character at least half screened by the terrain.

Distracting: the terrain is vague and opaque but soft, it would never stop a bullet but it makes characters hiding behind it harder to target. This adds +1 to target difficulties when attacking a character at least half screened by the terrain.

Fixed: this terrain cannot be moved by mundane means. Lightweight: The terrain always moves twice the normal distance from any Push/Drag/Hurl or

Surge effect that causes it to be moved. Living: the terrain is alive, such as a hedgerow, a tree etc, it has PY1 if it is of light

construction, (like a bush) PY3 if it is of heavy construction (like a tree) Non-living: The terrain is not (or never was) alive, such as a stone or metal. It has PY2 if it is

of Light Construction (Like a trashcan) PY4 if it is of heavy construction (like a family car) and PY6 if it is of reinforced construction (like a house).

Obstacle: the terrain is a defined obstacle such as a wall or fence, and will need crossing. Any model attempting to move over the obstacle at any speed other than cautious or a leap must pass a stunning(x) SP test where the difficulty is twice the height of the obstacle.

Open: the terrain does not affect character movement Reinforced: this terrain will always have twice as many damage points as normal, reinforced

buildings cannot be smashed at all. Stopping: The terrain is almost entirely solid, and a character behind it is in a very good

defensive position. This adds +3 to target difficulties when attacking a character at least half screened by the terrain.

Solid: Mundane ranged and melee attacks cannot be made through this terrain. Tricky: the terrain is difficult to cross, and any model moving faster than steady speed over it

must pass a stunning(x) SP test where the difficulty is the amount of inches moved across the terrain, if the test is failed the character stops\falls at the edge of steady speed.

In some situations (a house for example) different sections may have different attributes, and these attributes should be decided and agreed upon between the players.

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BuildingsThere are few genuine ruins in the abandoned earth, instead skirmishes take place amongst the desolate and forgotten buildings left behind when the survivors moved on to the haven’s and non-colonies. These intact but decaying houses, hospitals, shops and skyscrapers contain the resources needed by the survivors, and though mankind built these edifices to last, they can still be dangerous places to navigate through.

A building is any intact structure that is made up of outer walls, a roof and has an interior area which can be distinctly defined from the rest of the board, a building must be over 6” in at least two dimensions for the following rules to apply.

Attacking BuildingsBuildings can be made of many materials, so they generally have the same attributes as normal terrain, the major difference is that a building can be harmed, but never destroyed or reduced to rubble, for this reason buildings do not have damage points, and can only be ‘smashed’ by weapons and effects with a ‘blast’ value.

If a ‘blast’ weapon does successfully ‘smash’ a building, the player may nominate any point on the building within the characters LoS, all models within 6” of this location must pass a SP(7) stunning test. If they fail the test in addition to the normal effects they also suffer a PY1(+1) damage draw.

Although a building cannot be harmed as such, a character who wishes to ‘Hurl’ a damaged section of wall etc may always do so, but it will have no effect on the terrain piece itself and the damage draw will only ever be the models base PY.

Moving within buildings.Buildings can only be entered via a door, window or other aperture large enough to allow a model to move through, this is entirely at players discretion, if a door is used this does not affect a models movement at all, if a window or other unusual aperture is used then this is treated as though the model were moving across an obstacle as normal. Movement within a building is always considered to be ‘Tricky’, the floors are littered with debris, the rooms are full of hidey-holes containing potential enemies, and the lack of maintenance since outbreak day means even hardened fighters know better than to rush through carelessly.If a building has multiple floors these can only be accessed where the terrain shows an obvious route, such as stairs, lift shafts, ladders etc. A model cannot simply climb through a solid floor to get to another level.

Defending BuildingsA model inside a building gains the same defensive benefits as they would behind any other piece of terrain, they also potentially have higher ground, if in a window, and can be much harder to spot, if a model attempts a ‘Hide’ test inside a building that does not contain any enemies, they always count as being unseen by any enemy models when taking the test.

Entering a building containing enemies is an invitation to an ambush, and many an unwary mutant has come to a sticky end when a well prepared enemy catches them off guard. If any model attempts to enter a building containing only models from the opposing crew via a door, window etc within the SP value in inches of a ‘hidden’ model already inside the building, the hidden model may if they wish make an immediate assault action against the entering model as it crosses the threshold. This is a free action that does not affect any further actions that turn, but a model may only make one of these free actions each turn.

When a model is shooting from a window it may ‘lean out’ and draw line of sight from anywhere within ½” of the windows exterior, if it does so however it can be targeted by any enemy that can see this ½” area.

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Specialised movement through terrain:Obviously some terrain requires more effort than others to move across, and this mat require a specialised form of movement, the most common of these are Climbing and Swimming, but others may occur in your games. Whatever the reason the same rules apply-

Specialised movement can only be done as part of Cautious and Steady movements, and regardless of the movement type a model cannot for any reason move faster than his SP and PY added together whilst doing them. If a model is moving at cautious speed they suffer no penalties, but do not gain the usual benefits against enemy attacks. If a model is moving at Steady speed these movements become tricky, although instead of a stunning test, the model must instead face the consequences of failing that action, which vary depending on the type of movement attempted.

Climbing: Climbing may only be attempted up or down a surface that appears to have obvious handgrips, or could be damaged enough to have them. Ladders and ropes etc will double all climbing movement. The consequences of failing at climbing are falling, see below. If a model cannot complete a climb it is acceptable to have them halfway up etc, as long as both you and your opponent agree where the model actually is in game terms.

Swimming: Swimming may only be attempted in areas of deep water, which has not already been stated as ‘Dangerous’. The consequences of failing at swimming is ‘drowning’:- the model must pass an immediate stunning(6) PY test, and if they fail it they take 3 points of light damage, and must take it again at the start of every subsequent turn until they pass the test.

Falling and Leaping: A model can be caused to fall from height for many reasons, the most common of which are-

A model for some reason finds itself in mid air (without the hovering state), at the end of any models activation, including its own.

A model becomes ‘staggered’ or ‘prone’ within 1” of a ledge. A model chooses to ‘leap’ from a height.

In the first and third instances it will automatically fall, In the second it must draw a single card for each ledge within 1” of them (i.e. on the corner of a building they will draw 2) if any of the cards drawn are black, they also fall.

A falling model is placed by their opponent anywhere on a lower level within 1” of the location they fell from. They must then take a PY(x) damage draw where x is the distance fallen -3, The model will also be placed prone unless it can pass a SP(10) draw. Any model within 1” of the falling model must pass a SP(6) draw or they are ‘slammed’ by the falling model.

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Manipulating terrain:There are many ways to manipulate terrain pieces within the game, and players will have to choose which ones will give them the greatest benefit in the various tactical situations they face. Unless otherwise stated everything stated below requires a ‘Manipulate’ tactical action, and the model must be in B2B with the terrain piece.

Push/Drag: The character attempts to move the terrain across the battlefield. They must make a PY(x) test where (x) is the starting damage value of the terrain piece, if they succeed they can move the terrain (and the character) 1” in any direction for each point they succeeded their Draw by, up to a maximum of their basic ‘Cautious Move’ value. This replaces a characters move action for the turn.

Carry: If a piece of terrain has 4 or less damage points, and no single measurement of more than 2 Inches then a character may attempt to pick it up and carry it. This requires a single PY(4) test as part of a ‘Manipulate’ action, if this is passed then the character has successfully picked up the item in question. Whilst carrying a terrain piece or object a character is at -1 to both his CQ and AC, cannot use 2 handed weaponry, and cannot move at fast speed. A manipulate action can be used to safely place the object on the ground, although the character can choose to ‘drop’ the item at any point. If the character fails a stunning test at any point then they automatically drop the item also, a dropped Item will take a single point of damage on the draw of a black card. Whilst carried by a character a terrain piece or object counts as equipment, so special abilities and effects that would normally effect terrain will not work, but effects that work on equipment will (for example, a Telekine could not ‘throw object’ a carried object, but they could ‘disarm’ it.)

Hurl: The character picks up the Terrain piece, or tears it from its roots, and attempts to hurl it at their enemies. The model must pass a PY(x) test where (x) is the starting damage value of the terrain piece, If they succeed they may immediately make a ranged attack where the ranges are based on their own PY value- (PY/PYx2/PYx3) and the attack uses the characters PY(+x) where (x) is half the terrain pieces remaining damage value. The terrain piece must also make a damage draw against itself with the exact same PY. If it hits move the struck model the minimum distance directly away from the attacker to allow the terrain piece to be placed where they were. If it misses the opposing player may place it at any point between the two models.

Activate: The character attempts to activate some long dormant machinery, or trigger an effect unique to that terrain. This is usually stated in the terrain type, or it can be decided before the game by the players (for example- it could be decided that the abandoned car has enough gas in it to move 12” directly forward if a character activates it whilst inside it) Activating can be instant or delayed (like calling a lift from a higher floor) Most objects will have some sort of activation.

Smash: The character attempts to destroy the object, attacking it- this is NOT a manipulate action; instead it is a ranged or melee attack action. Melee- make a normal attack action against the object, with -2 from the difficulty if the object has more than 6 Damage points. If you hit then resolve damage against the targets PY, it doesn’t draw a card to soak, just use the basic PY. If you miss then you still draw damage but your opponent may draw a card to soak for the terrain piece as normal. Ranged is exactly the same except that only weapons with a blast value can attempt to Smash a piece of terrain with more than 6 damage points.

Rubble:Destroyed pieces of larger terrain can become rubble, or if the players agree at the start of the game it may even have been on the table to begin with, either way rubble will always have the same profile-

Non-Living, PY2, Tricky, deflecting, cannot be harmed.

Although rubble cannot be harmed, a character who wishes to ‘Hurl’ rubble may always do so, but it will have no effect on the terrain piece itself and the damage draw will only ever be on the models base PY.

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Objects:An object is a small piece of terrain with very specific rules and appearance, this means that the way players manipulate it can be quite unique to each object, so which objects are on the battlefield can make a huge difference to the game play. Objects can be manipulated in exactly the same way as any other piece of terrain, and they will have the same attributes, except that an Object will always have 4 Damage points.

Sample objects could include-

Street Light- Non-living, PY4, Object, Deflecting.After a successful ‘Smash’ may be used as a Melee weapon by any model with at least PY4 with the following profile- PY+2, 2hands, –2 CQ.

Transformer- Non-living, PY4, Object, Deflecting.If a street light is ‘Hurled’ it will also cause a NV(10) stunning test on a struck target.

Explosive barrel/shell - Non-living, PY2, Object, Deflecting, 6 Damage.If an explosive barrel is destroyed or struck by any mundane ranged or ‘Flaming’ attack it will explode, inflicting a PY2(+3) damage draw and the ‘burning’ state on all models within 6”.

Net-Terminal- Non-living, PY4, Object, Deflecting.Manipulating a Net-terminal will allow access to additional scenario conditions.

Mutant Flora- Living, PY3, Object, Deflecting, 6 Damage. Any character in B2B with mutant Flora in the end phase is attacked by a CQ(3) PY(3) melee attack that inflicts the ‘poison’ state on a successful damage draw.

Ornate Stonework- Non-Living, PY3, Object, Deflecting. A rock adds+1 to damage draws caused by it.

Empty? Crate- Non-Living, PY2, Object, Deflecting, lightweight. If a Crate is ever ‘Slammed’ for any reason then it is automatically destroyed

Ammo Crate- Non-Living, PY2, Object, Deflecting, lightweight. If an ammo crate is destroyed or struck by any mundane ranged or ‘Flaming’ attack it will explode, inflicting a PY2(+3) damage draw on all models within 6”. A model in B2B with an ammo crate may ‘manipulate’ it to remove all expired ammo tokens from their card.

Mail-box- Non-Living, PY2, Object, Deflecting.Once a model is in B2B draw a card- on a red it is full, on a black it is empty. A Full hurled mailbox adds+3 to damage draws caused by it on its first throw, an empty one adds +1.

Defunct motorbike- Non-Living, PY4, Object, Deflecting. . If a motorbike is destroyed it will explode, inflicting a PY3(+3) damage draw on models within 6”.

Overgrown Greenery- Living, PY2, Object, Distracting. If it is still in a pot it +1 to damage draws caused by it.

Chemistry set- Non-Living, PY3, Object, Deflecting. A destroyed chemistry set will create a 6” diameter puddle of acid centred on it’s last location, this is Tricky terrain, that causes 1 point of damage automatically each turn to any model that moves into, out of, or through it..

Engine- Non-Living, PY3, Object, Deflecting. If an engine is destroyed it will explode, inflicting a PY3(+3) damage draw on all models within 6”.

Fungus stand- Living, PY1, Object, Distracting. If a Fungus stand is destroyed all models within 6” must passing a Stunning(7) PY test

Medical Supplies- Non-Living, PY1, Object, Tricky. Any model in B2B may act as though they had a medkit piece of equipment.

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Equipment

Manipulating equipment: equipment can be affected by a manipulate action, the most common forms of this are- Reload: if a character has a weapon reload they can remove all expired ammo boxes. Swap weapons: for a character to change the weaponry held in its hands Pick up: when a character has been disarmed Un-jam: To allow a Jammed weapon to fire Use: to use a climbing set, med-kit etc.

Equipment types: there are four broad types of equipment- Armour, Specialised Kit Melee Weaponry and Ranged Weaponry,

ArmourIn the deserted Earth can be many and varied, from the highly advanced exo-armour of the host to the battered Sewer Plate armour worn by The Mouse. Regardless of its origin, all armour will have the following profile:-

Armour Type- protection level, deflection level

For example-

Crude armour- protection and deflection of 1

The armour type tells you what sort of armour is being worn, the second two values are protection and deflection, the protection level of an armour is the number it adds to the high card in a soak draw versus a Melee attack, the deflection level is the number it adds to the high card in a soak draw versus a Ranged attack These figures are usually (but not always) the same.

Shields are another form of armour, and these all have the same rule in that they grant their owner the Shielded(x) state whilst held in the hand, this state gives the following advantages-

The model counts as having a defensive weapon in combat. The model may nominate a 90 degree arc of its base at the end of its activation, the

model counts as behind deflecting cover against any ranged attack that originates in this arc until its next activation.

The model may add (x) to its soak draws against any melee damage draw or ranged attack that originates in the arc described above.

Shields give no bonus when being ambushed.

Armour and Shields may also have additional special rules, and will be included in that specific models profile. Unless otherwise stated, a model may only wear one type of armour, although it may also carry a shield.

Armour DescriptionsAncient Heavy Armour. Museums have long gathered collections of ancient armour from times gone by, and some anomalies consider the often elaborate combinations of chainmail, Crusade plate, samurai armour and other historical relics as something of a status symbol, although suits still in usable condition are becoming increasingly rare. Whilst these ancient defences can still hold their own against melee weaponry however, they are a lot less effective against modern ballistic weapons.protection of 2 and deflection of 1 cost 30. unusual.

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Chemsuit.Biological warfare was considered to be one of the greatest threats to civilisation in the years before the fall, and as it turns out they weren’t wrong. In an effort to prepare their troops for what they saw as an inevitable conflict Russian scientists developed a self sealing body glove with Kevlar spacers and inbuilt breathing apparatus, called a chemsuit. These chemsuits, whilst rare, are highly sought after by anomalies who wish to explore the most toxic areas of the Abandoned earth.Protection and deflection of 1, immunity to fire and poison states.Cost 30. Rare

Crude Armour.Favoured by the Mutants more than most other factions, Crude armour usually consists of heavy metal slabs such as sections of blast door or sewer covers chained (or sometimes even nailed) to the wearers body, whist these slabs offer excellent protection by themselves, they are usually huge gaps and open spaces that a canny opponent can take advantage of.protection and deflection of 1cost 20. common.

Drop Troop Armour.The European Combined Armed Forces was a dedicated peacekeeping force towards the end of the old earth, the most elite regiments this force possessed used Drop troop armour, heavy plating over the vital areas combined with a small experimental anti-gravity generator that allowed the troops to perform high speed insertions into conflict areas without parachutes. Whilst these suits are rare they can be found in Barter markets occasionally.protection and deflection 2, ‘hovering’ state for one turn 3x per game cost 100. legendary.

Makeshift Armour.The most common armour found on the battlefield, makeshift armour covers everything from reinforced sports pads to sliced up rubber tyres and chains. This armour is serviceable and easily repaired but offers very little in the way of long term defence.protection and deflection of 1, may only be used once before a manipulate action is required to restore it to it’s original state. cost 5. common

Modern Armour. Modern ballistic armour that was actually capable of stopping fire was still in it’s infancy on outbreak day, and even though many countries produced sets when the technology emerged, it was prohibitively expensive to produce, so few sets have survived till now, a combination of stab vest, flak vest and mesh armour means it is one of the ultimate defensive set-ups, but finding a set can be difficult. protection and deflection of 2 cost 40. rare.

Riot Shield.Whilst the few old fashioned wooden shields that survived are practically useless against ballistic attacks and the enhanced strength of an anomaly, modern riot shields such as those used by police forces are able to provide a high level of defence for their user. Different sizes can be purchased, represented by the `three shielded levels and different prices.Shielded(1)/(2)/(3) cost 10/15/20. common.

Stealth Armour.Developed and then disregarded by the American military, the stealth armour initiative was then bought by a private company and sold as ‘The ultimate hunting camouflage’ the suits whilst expensive proved popular, especially with mercenaries so thousands were produced, although it’s relatively lightweight construction means they are now few and far between.protection and deflection of 1, +4 to ‘hide’, even in open cost 50. legendary.

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Temporary energy field.Developed as a result of the continued conflict in the middle east, the temporary energy field uses a combination of forces to repel any objects moving towards it’s wearer at above a certain speed, although it’s battery life is limited it was issued on a large scale to troops during the guerrilla war stage of the conflict. A few have filtered into the barter market, though they are closely guarded.Shielded (5), hands free, -1to shielded value each soak draw made. cost 50. legendary.

Equipment

This is the extra stuff a character carries around with them that doesn’t involve smashing another characters face in or blasting them into paste, like Med-kits, scopes, Jet Packs and other such utilitarian items. This does not usually have a formal profile.

Equipment Descriptions.Climbing Kit. Climbing kits come in many forms, from the Shuko claws of ancient Japan to the modern armed forces grapnel and even chemical high adhesion discs, regardless of their type, climbing kits all have the same rules which allow the user to scale a sheer surface, although most of them are single use items, even just to avoid wear and tear.Treat vertical terrain as rope ladder once per gamecost 5. common.

Focused Sonic grenade.A sci-fi descendant of the old fashioned flash-bang, this disc shaped grenade uses a combination of high and low frequency sound-waves to disrupt the senses of anyone standing nearby, they can be reset and re-used making them highly sought after, though they are incredibly rare.Range PY/PY2/PY3, PY0, stunning(10), blast(6), 1 shot per game.cost 20. Legendary

Gillie Suit.A bit of old fashioned ingenuity kept alive by modern warriors, a Gillie suit is a one off hooded cloak or body suit designed to blend into a specific environment, once the basic suit has been purchased it can be modified by it’s wearer to blend in almost anywhere.Model can begin the game with the hidden state anywhere outside 8” of an enemy model.cost 40. common.

Grenade.During the early days of the abandoned earth grenades were a common sight, and a large amount of the destruction around most military installations can be ascribed to the enthusiastic application of these explosive devices to whatever problem the users faced. In recent years however reliable grenades have become increasingly rare, and fetch a high price at Barter Town, Range PY/PY2/PY3, PY3(+3), Blast(6), 1 shot weaponcost 30. rare.

Jet pack.Usually stripped from old Drop troop armour, a jet pack contains a small anti-gravity generator with a man portable battery, though useless for long flights often it can allow it’s user to surprise opponents with a lightning fast strike.Gain ‘hovering’ state for two turns, +3SP to all move actionsCost 60. legendary

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Medkit.A Medkit is a generic term used to refer to any manner of medical supplies, potions, herbs, bandages, drugs and other paraphernalia that all allow a battlefield medic to get their allies back on their feet in as short a time-span as possible,heal 3 points of light damage OR 1 point of heavy damage in B2B. 4x per gamecost 30. unusual.

Me4 injection system. A retro fitted version of the medical injection system Mcorp gives it’s workers to neutralise the Virus in their system, this injector instead contains a mutated form of the virus designed to ramp up an anomalies system for a brief period of time.Additional Surge action once per game cost 10. rare.

Me4 catalyser.Said to contain the Virus in it’s purest form from the infected blood of patient zero, this near mythical injection systems catalysing effect can give it’s user almost total control over the virus and it’s spores around them, though at great personal risk.player may discard up to this model’s CN in cards from their hand, then replace them with cards chosen from the deck. Model then takes the no of discarded cards worth of heavy damage and must pass a Burnout(7) test.Cost 40. legendary

Personal transport.Skateboards, pedal bikes, unicycles, scooters, horses, any many more ways to get around quickly can all be found lying (or running) around the abandoned earth, the cost is not usually for the item itself, but for the training on how to actually use it safely whilst being blasted with viral fire. adds +3” to ‘fast’ moves, all terrain is ‘dangerous(4)’cost 20. rare.

Scope. Most gun shops and hunting stores stocked scopes in the old days, and they are fairly resilient, so they can often be found lying around in barter towns, though the real trick is figuring out which weapons can be fitted with which scopes.A model who aims may add an extra +2 to their ACcost 15. unusual.

Weapon Reload.It can often be an issue in the Abandoned Earth finding enough ammo to last from day to day, but sometimes you get lucky in barter town and find an ammo surplus for just what you are packing, these reserves are usually hoarded until just the right moment.Erase up to 3 expired ammunition boxes once. This equipment costs half the chosen weapons original cost. cost (x). common.

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Melee Weaponry

A club is quite possibly the most reliable weapon ever invented, and a sword rarely runs out of ammo, so whilst not quite reverting to a medieval state the Abandoned Earth’s denizens have a healthy respect for melee weapons of all types. Whether they were stolen from museums, refitted re-enactment spears, or just crudely made replicas, it is rare for an Anomaly to travel without some sort of back up weapon. Melee weapons will have the following Profile-

Weapon Type- PY(bonus), special rules

For example-

Large Club- PY(+2), CQ-1,

The weapon type will give the weapons name, as well as indicating what sort of weapon it is. The PY bonus is the amount added to the characters PY for damage draws caused by that weapon. Some weapons have additional special rules, and a selection of these are found below-

+/- (x)CQ: The weapon is either very easy or very difficult to wield, and when making to hit draws with it you must add or deduct the stated modifier to your characters CQ value first.

2 Hands: the weapon is large and unwieldy, if held in a characters hand they cannot hold any other equipment at the same time. This weapon will also reduce the value of a counterattack draw by 2 points.

Defensive: a defensive weapon is one that is good for fending an enemy off, but not at directly attacking. Deducts -2 from the highest card of an enemies to hit draw, but if a model is armed solely with defensive weapons in melee they may not counterattack.

Hands Free: the weapon does not require hands to use, and may always count as equipped.

Ignores Armour: this weapon is incredibly sharp or just stupidly powerful, damage draws caused by this weapon ignore the protection value of the targets armour.

Poisonous: this weapon is toxic to the touch; any damage caused with it will also cause the target to gain the ‘poisoned’ state.

Stunning(x): This weapon is either electrified or carries a neural toxin, any damage caused with it will also force the target to pass an additional NV(6) stunning test.

Quick to Draw: lightweight and deadly, this weapon can be equipped at any point in the game turn without requiring a ‘manipulate’ action.

Improvised Melee Weapons.Sometimes a character may find itself bereft of a Melee weapon, yet in possession of a rifle, empty pistol, heavy bag full of medkit etc, which could (hopefully) be used in extremis to beat someone to unconsciousness. Any piece of equipment held in the hands may be used as an improvised melee weapon with one of the following profiles-

Improvised Weapon (one handed) PY(-1), CQ -1, quick to drawImprovised Weapon (two handed)- PY(+1), CQ -1, may choose to be ‘Defensive’

Unarmed. If a model has no accessible melee weapons at all it is classed as unarmed, it has a CQ value of 1, regardless of it’s initial CQ value (if it was already 1 they are clearly so terrible that being unarmed makes no difference whatsoever) and deducts -2 from the highest card in all melee damage draws and the difficulty of any resulting stunning tests caused by their attack.

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Melee Weapons descriptionsAnti-Viral injection gloveThese gloves were said to be the personal property of the leading members of the original Me4 research team, with pneumatic claws protruding from the ends of the fingers that can pump a shot of Me4 antibodies into the targets system, sending the virus into flux and robbing them of the its benefits for a short period of time.PY(+2), poisonous, hands free, any critical hit will cause a ‘Burnout’ test on victim, and they cannot use surge abilities for one whole turn.Cost 45, legendary

Bull Whip/chain.Leather rots a whole lot faster than steel, and the skills to manufacture a good whip are disappearing, let alone the skills needed to teach someone how to use one effectively in combat, however a whip or long bike chain can give a weaker opponent the ability to safely strike at an enemy in an arms length melee encounter so they are still relatively sought after.PY(+1), -1AC, opponent cannot counterattackCost 20. unusual

Combat Knife.You can’t beat a good combat knife, these are so common in some barter towns they deal in knives as a form of, currency, so getting hold of one is never really a problem. Most warriors own a knife, and all anomalies start with a single free one, reliable, light and incredibly versatile, in the Abandoned Earth a combat knife really is an anomalies best friend.PY, quick to drawcost 2. common.

Garrote.A vicious, nasty length of razor thin wire with solid handles, a garrotte is a murderous weapon. Difficult if not impossible to use in most situations, but if an anomaly gets the drop on an opponent with one of these then the end result can be deadly.PY(x2), quick to draw, ignores armour, may only be used when ambushingcost 10. common.

Heavy Shortsword/axe/machete.Only one down from the combat knife in terms of numbers seen, a short, heavy slashing weapon of any sort is often the key part of an anomalies arsenal. Machete’s and woodsmans axes are the most commonly used but medieval cavalry sabres and even improvised blades are also common sights on anomalies belts..PY(+1) cost 20. common.

Katana.It wasn’t long after outbreak day that the survivors realised that most samurai swords sold in junkshops, gun stores and antique dealers were about as much use as a plastic toy in combat, the blades were impossible to keep sharp, shattered easily and overly elaborate, however the discerning buyer usually can find one of these razor sharp blades if they spend enough time in the right part of barter town.PY, ignores armourcost 20. unusual.

Large Club/axe.This weapon is best described as a really big, really heavy stick, with optional spiky bit on top end. Whilst this weapon may be crude, there is no doubt as to its effectiveness, especially when wielded by a bulked out Mutant, although its weight can be a negative to an unskilled anomaly. Can be wielded in one or two hands, as represented by the different profiles belowPY(+2), CQ-1, or 2 hands, PY(+4), -2CQcost 20. common.

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Long spear.Spear. pikes, polearms and halberds have long been used as decorative features over the fireplaces of the nobility, and it is these relics, together with re-enactment weapons and a slew of haven made replicas that are being seen more and more in barter town, combining the best elements of a defensive stave with a stabbing blade they are fast becoming a favourite with some muscle-dealers.PY(+1), 2 hands, Defensivecost 30. common.

Massive sword.Whereas any idiot can build a club out of the scrap they have to hand, a massive broadsword such as this one has to incredibly well made to be useful even in the hands of a trained warrior, this weapon has the ability to smash its enemies just as well as the biggest stick, but with a great deal more finesse.PY(+2) 2 handscost 35. unusual.

Mutie Goad.A makeshift cattle-prod used by pit handlers in the mutant arenas of Africa, this long steel pole has two forked blades at it’s tip, with can give out a nasty electric shock in addition to the bite of the blades themselves.PY(+2), 2 hands, Defensive, Stunning(7)cost 60. rare.

Rapier.A finely balanced sword which lends itself more to the melee combats of the lighter Artistes than the bulkier Anomalies, a rapier or similar well made weapon whilst not common in general, are often the showpiece of a respectable crew leaders kit.PY, adds +1 to CQ drawscost 15. unusual.

Staff.Nothing is more evocative of a defensive weapon than the staff, be it a long steel pole, a monks Bo, or a quarter staff, this weapon can both pack a punch and keep attackers at bay.PY(+1). 2 hands, Defensivecost 25. common.

Spirit Staff.Used by senior members of the sepulchre, and created by a mixture of medical science and witchcraft, a spirit staff allows the wielder to channel his viral energy into every blow, causing an explosion of force which can drive their opponents to the ground, it can also be used to channel excess surge energy away from it’s user.PY(+1), 2 hands, Defensive, user may burn surge cards from hand to add +1 each to damage draw, user may re-draw failed ‘burn-out’ testscost 40, Legendary.

Stiletto Dagger.Whilst this weapon does not inflict the lacerating of a combat knife, it does have the advantage of being well hidden and quick to access, and its deadly point can punch through almost any mundane armour.PY(-1), quick to draw, ignores armourcost 5. unusual.

Weaponised Chainsaw.A chainsaw is by nature far too noisy, heavy, unpredictable and cumbersome to use as a weapon, and hundreds of Anomalies have met a sticky end (often at their own hands) when they have run into battle with what they believed to be the ultimate killing machine. However, there are rumours of a master armourer who survived outbreak day and manufactures lighter,

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battery fed pistol grip chainsaws specifically for combat, and every so often one of these deadly machines finds it’s way into a Barter town stock, changing hands for exorbitant fees.PY(+5) 2 Hands, ignores armour, critical hits on 7’s.cost 100. legendary.

Wrist Blades.A fighting glove with wrist blades that is well made enough not to endanger the life (or limbs) of the wielder is a rare sight, and the matching pairs of these that occasionally end up in the barter town traders are highly sought after. Far from the crude blades of the knives these wicked blades are often highly elaborate, and incredibly useful in the right hands. PY(+1) counts as 2 weapons, hands freecost 40. rare.

Ranged Weaponry

Guns used to be the most common form of weaponry in the deserted Earth, however whilst new weapons are easily looted from abandoned stores and military compounds, there are very few ammunition caches left outside the Mcorp Havens, in fact the trade value for some rare types of ammunition is so high they are replacing gold as the highest currency denomination. A ranged weapon will have the following profile-

Weapon type- range- short/medium/long, PY(+bonus), special rules, Ammo(x)

For example-

Oversized revolver- range 4/8/12, PY2(+4), +1AC, Ammo(3)

The weapon type will give the weapons name, as well as indicating what sort of weapon it is. Any weapon with the word ‘pistol’ in it’s type can also be used as a melee weapon, though it still uses it’s own PY and may expire ammo as usual. The range of a weapon is used to determine if any additional modifiers are inflicted to shots with that weapon. The PY level is the number of cards drawn by that weapon for damage draws, and the bonus is the amount added to the highest card, note that unlike melee weapons the characters PY is not used for ranged damage draws. Ammo level is used when a character has to ‘expire ammo’ as a result of drawing two or more cards of the same value as part of a ‘to hit’ draw, once all of a Weapons ammo boxes have been marked, it cannot be used for the rest of the game. Some weapons have additional special rules, and a selection of these are found below-

+/-(x)AC: The weapon is either very easy or very difficult to wield, and when making to hit draws with it you must add or deduct the stated modifier to your characters AC value first.

1 shot weapon: the weapon may only ever be used once, after this it is removed from roster

2 Hands: the weapon is large and unwieldy, if held in a characters hand they cannot hold any other equipment at the same time.

Blast(x): The weapon can damage a large area. If the shot hits it damages the target normally, and any model with part of it’s base inside (x) distance of the initial target must pass a SP(6) test or take a damage equal to half the weapons original damage draw value. If the shot misses the target may make the same test to avoid the damage, and will only take half if they fail.

Burning: this weapon is on fire, or contains a pyrotechnic element, any damage caused with it will also cause the target to gain the ‘burning’ state.

Burst(x): the weapon can either- a) fire up to (x) times as part of a single action, however every shot after the first will be at an additional +2 difficulty to hit for each shot fired previously, or b) fire a single shot and add (x) no of cards to its damage draw.

Hands Free: the weapon does not require hands to use, and may always count as equipped.

Jams on(x): The weapon Jams on the draw of (x) value cards (usually a high card), a jammed weapon cannot be fired until the character holding it takes a ‘manipulate’ action to clear its mechanism.

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Pistol: If this weapon currently has ammo it may also be used during a melee attack. Poisonous: this weapon is toxic to the touch; any damage caused with it will also cause

the target to gain the ‘poisoned’ state. Silent: The weapon can be fired whilst the character is hidden without revealing their

position. Slow: The weapon can only be fired once each turn, regardless of the number of actions

taken. Spread: usually denoted by an (s) after the number in a weapons range brackets, if the

weapon hits, place the damage card over the target with its longest edge facing the attacking character. Any model between any point of this card and the firing character is hit with half the damage draw originally made. The model under the card takes the full damage draw.

Stunning(x): This weapon is either electrified or carries a neural toxin; any damage caused with it will also force the target to pass an additional NV(x) stunning test.

Quick to Draw: lightweight and deadly, this weapon can be equipped at any point in the game turn without requiring a ‘manipulate’ action.

Unlimited Ammo: The weapon is so well stocked with ammo it can never run out, and never has to ‘expire ammo’

(x) shots per game: the weapon does not expire ammo, instead it may only be used (x) number of times per game

Ranged Weapon descriptions

Assault rifle.The small production numbers, difficult maintenance and specialist ammunition required by most heavy machine guns has led to a decline in their usage over the years, now very few can be found in any sort of working condition. The ever reliable assault rifles such as the AK47 however, have become renowned as the support weapon of choice, mass produced enough that a canny trader will eventually be able to find one, they are still a rare commodity as they are highly sought after by any anomaly crew worth it’s reputation. range 12/24/48, PY2(+2), 2 hands, Burst(3), ammo(4)cost 75. rare.

Bolt action Rifle.Old fashioned single shot rifles of any calibre are a common sight during skirmishes in the abandoned Earth, with the benefit of a good accuracy at range and solid hitting power, almost every crew will have at least one sharpshooter armed with one of these weapons.range 12/36/72. PY2(+2), 2 hands, ammo (3),slowcost 50. common.

Crossbow.Mostly forgotten as antiques before outbreak day, the common crossbow has had a resurgence of popularity since a French non-colony has begun reproducing them in significant numbers. Although not as silent as a longbow they have more punch, and are relatively cheap, so many a crew has replaced a broken rifle with one of these cumbersome weapons.range 12/30/40, PY2(+2), Ammo(3), slowcost 30. common

Custom handcannon.The most famous example of a custom handcannon in the Abandoned Earth is the amusingly oversized revolver carried by the Saturday Morning Clubs Mouse, but there are many other examples of these extreme pieces of the gunsmiths art out there, these elaborately style guns often pack too much more of a punch than their mundane counterparts as well as having enhanced accuracy , albeit over a much smaller range.range 4/8/12, PY2(+4),+1AC, ammo(3)cost 40. rare.

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Flechette canister.Crowd control weapon developed in the far east, this weapon is essentially a man portable claymore, a controlled explosion at the rear of it’s flared barrel sends out a spray of vicious debris, reminiscent of an enormous blunderbuss, although it looks impressive and can inflict a vast amount of hits on an enemy, it’s small projectiles are easily ignored by tougher anomalies.range 6s/16s/26s, PY5(-1), 2 hands, Blast(4) slow, ammo(3)cost 75. rare.

Fifty calibre machine gun.A working machine, with ammunition, is potentially one of the single most valued weapons in the entire of the Abandoned Earth. Deadly in the open, and capable of spewing out hundreds of rounds in the blink of an eye the machine gun controlled modern warfare for almost two hundred years. To own an example of this most destructive of weapons shows just how dangerous a crew is, although the high rate of fire means it cycles through ammunition incredibly quickly.Range- 12/36/48. PY(3(+3), 2 hands, Burst(6), ammo(4)Cost 150. legendary.

Grenade Launcher. Only capable of firing small, specially made grenades, the man portable grenade launcher is nonetheless a feared weapon, able to cover large areas with it’s shrapnel blasts and with a long and dangerous range. These weapons are infrequently available in barter towns, and when they do turn up a bidding war will often ensue.Range-6/20/60- PY2(+2), Blast(4), slow, ammo(2)Cost 120. Rare

Host-tech.The Host are the guardians of a mysterious non-colony somewhere in the deep deserts, and it is rare to see them in the wider world, nonetheless sometimes fragments of their impressive technology does appear on the shelves at bartertown, and none are more sought after than the jury-rigged versions of their deadly shoulder lances, capable of laying down a punishing field of fire without ever requiring ammunition.range 6/12/20, PY2(+2), unlimited ammocost 50. legendary.

Large Caliber pistol.Everybody loves a hand cannon, from Dirty Harry’s Magnum to the Desert Eagle, large calibre pistols are favoured by those who want to make sure their opponents remember they’ve been shot. Their heavy hitting power is countered however by the difficulty of sourcing replacement ammunitionrange 6/12/18, PY2(+3), Ammo(2)cost 30. common.

Long bow.Centuries of warfare gave the longbow it’s provenance, but it took the return to a less civilised time to give the longbow the respect it was really due, difficult to use but with a good range, easy to manufacture ammunition and almost completely silent, the longbow is a hunting weapon without equal.range 12/24/30, PY2(+1), silent, Ammo(4)cost 30. common.

Pistol crossbow.A unique weapon, used almost exclusively by agents of the sepulchre and the Artistes, these are being manufactured at the same French non-colony as their larger equivalents, they are extremely accurate, completely silent and although not as deadly as a modern fire arm are considered invaluable weapons for any assassin.range 6/12/18 PY1(+1), silent, +2AC , Ammo (3)cost 30. unusual.

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Flamethrower.A terrifying weapon ever since it was first used hundreds of years ago, a flamethrower is capable of destruction on such a devastating scale we can only be thankful that it has such a short range. Functioning versions of these weapons are hard to come by, but not impossible, and they are favoured by Mcorp search and destroy teams when sanitising a non-colony.Special rulesA Flamethrower starts with 8 fuel tokens, every time it fires you may place as many cards, face down on the table as you wish as long as they are touching each other and entirely within 8” of the flamethrower model. Any model touched by at least one card treats that card as a damage draw against them, and gains the ‘burning’ state. After all hits are resolve the flamethrower loses one fuel token for each card placed in this manner, and two fuel tokens for every picture card placed. Once it reaches 0 fuel tokens it can no longer be fired. These cards will remain on the table until the end of the following turn, and any model moving through them will take the same damage draw.Range- special, PY(+3), ammo(special), jams on picture cards, targets gain ‘burning’cost 90. rare

Semi-Automatic pistol. Whilst not as common as normal small calibre pistol, mainly due to their slightly more complex nature, the semi-automatic pistol is considered by many to be an excellent weapon for any Anomaly, it’s good rate of fire combines with a decent punch make it a well loved back-up weapon even if it does chew through ammunition.range 8/16/20, PY2(+1), Burst(2), Ammo (2)cost 35. unusual.

Shotgun.This is my Boomstick! need I say any more? Shotguns pack a huge punch, their shots spread out at range and they are easily maintained, shotguns can even be used as a club if you get really desperate.range 6/12s/24s, P3(+2), 2 hands, Ammo(2)cost 40. common.

Small Caliber pistol.Easily the most common firearm in the Abandoned Earth, most anomalies will carry a small calibre pistol at some point in their career, usually 9mm these weapons have easily replaceable ammunition, are very reliable and even a small bullet in the right place can make all the difference.range 8/16/20, PY2(+2), Ammo (4)cost 25. common.

Submachine gun.Usually the biggest support weapon most Crews start out with, the submachine gun comes in a myriad of shapes and sizes, regardless of that they share a decent rate of fire with an increased damage an ammo capacity over their semi-automatic counterparts.range 8/16/24, PY2(+2), Burst(2), Ammo (3)cost 40. unusual.

Tazer.The fact it works on a rechargeable battery is usually enough to convince most anomalies that a tazer is a good idea, and many home made versions of these rarely fatal weapons are floating around barter town, although they are almost incapable of inflicting serious harm on a toughened anomaly, they can still shock someone out of the fight for quite some time. range 6/8/12. PY1, Stunning(10), unlimited ammocost 45. unusual.

Throwing weapons.Throwing weapons are easily the most primitive ranged weapons known to man, but they have their place, in the hands of an anomaly even a normally dismissive shuriken can impact with enough force to break bones and punch through soft tissue, so whether the weapons in question are stars, knives axes or just sharp rocks, they are not to be taken lightly.range PY/PY2/PY3, PY, 5 shots per gamecost 10. common.

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Toxin rifle. Another of the Russian biological warfare developments, these rifles fire glass etched rounds containing a virulent nerve agent, crippling the targets nervous system .range 12/36/72, PY2(+3), stunning(6), Ammo (3, slow)cost 60. legendary.

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Standard Scenarios

Each Player Draws a single card on the scenario chart to see what the objective is for them this game, but only the highest card counts toward the scenario, although the other players cards can still trigger a special event, (see below). Unless otherwise specified there will be 3 ‘Live’ objects on the battlefield per player.

Hearts- Scenario 1: Protect and Defend. Whilst the resources are themselves are worthless, within them is something of immense value, it is too fragile to attempt to remove it during combat, so you need to make sure not only that it stays in your hands, but that it stays in one piece in the coming fire fight.

Diamonds- Scenario 2: Snatch and Grab.Your contacts in the area tipped you off about an untapped vein of resources nearby, but what should have been a simple run to grab resources and get out has been interrupted by the opposing crew, get what you came for from the resources, then get out of here as fast as you can.

Clubs- Scenario 3: Stop and Drop.You’re right in the middle of a deal with a major player in this area, and you need to drop off the last few pieces of information that’ll seal the deal, unfortunately another crew is in the area too, and whether they’re trying to undercut you or just get in the way, you need to take care of them, before you take care of business.

Spades- Scenario 4: Crash and burn.You’ve heard rumours of a big score out of town, and the heat is getting a little too much round here for your liking, so you’re getting out of this area, but before you go there are a few loose ends that need taking care of, and some evidence to remove, permanently…This is not the time for subtlety.

Special EventsSome cards drawn at this point with specific numbers have an effect on the game being played-

Ace: One in a million. One object is so valuable it makes everything else on the field worthless, unfortunately it has been disguised so they don’t know which one it is. At the start of each turn all players may draw one card, if any of these cards is an ace then the player that drew the card may nominate a single object on the battlefield, it becomes ‘live’ if it wasn’t already, all other objects cease to be live

7: It’s a trap! One of this crew scouted the area last night, and has located a vital resource and left it booby trapped! The player that drew this card may secretly write down one ‘Live’ object on the table, any one of his models may spend a tactical action to cause that object to detonate, causing a PY1(+3) damage draw to all models within 1 cards draw in inches. The object itself is automatically destroyed,

J: Extra credit. This area has not yet been thoroughly looted, and there are more useful resources here than you might expect. There are two additional ‘live’ objects on the table in this game.

Q: The assassin. One of the characters in play has some key information on the objective, but to serve their own agenda they are telling no-one unless they cannot achieve it themselves. Do not draw for which objects are live until at least one model has been incapacitated, until this happens all no victory points may be scored, even if a crew achieves an objective during this time.

K: Free for all. Somehow this area has been passed by since outbreak day, or else another unfortunate crew has been using it as a stash, either way it is bursting at the seams with resources there for the taking. In this game all objects on the table are considered ‘live’.

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Hearts- Scenario 1: Protect and Defend.

Whilst the resources are themselves are worthless, within them is something of immense value, it is too fragile to attempt to remove it during combat, so you need to make sure not only that it stays in your hands, but that it stays in one piece in the coming fire fight.

Setup: Starting with the player that drew the scenario card, take it in turns marking out three circles roughly 6” in diameter, they must straddle the middle line of the board and be more than 8” apart, but other than this can be anywhere along that line (see diagram above). The players must place all of their objects within these circles, disregarding the usual rules of at least 4” apart, and at least 1 object must go in each circle.

Deployment: Models are deployed as normal by both players.

Objects: When working out live objects, one object in each circle is automatically considered live, and should be included in the total.

Special Rules: At the end of each turn, a player will score 1 VP for every circle that contains their models, and none of their opponent’s models. If at any point there ceases to be a live object in any circle then that circle may no longer be counted when working out these victory points. Once 8 turns have been played or if there are no live objects left in any of the circles, the game ends.

Campaign bonus: A model in a circle that scores a Victory Point gains 1 XP each time; if there are multiple models in the circle they all gain this XP. Every VP scored in this game will add 1 point to the players Turf resource pool.

Diamonds- Scenario 2: Snatch and Grab.

Your contacts in the area tipped you off about an untapped vein of resources nearby, but what should have been a simple run to grab resources and get out has been interrupted by the opposing crew, get what you came for from the resources, then get out of here as fast as you can.

Setup: Mark out two squares 6” in length, at any point connecting the centre line of the table to each player’s deployment zone,

Deployment: deployment is as usual, except that each player may place one of their models in the square area touching their deployment zone during deployment if they wish to do so.

Objects: The players may place their objects anywhere according to the normal deployment rules; live objects are worked out as normal

Special Rules: During a models activation, it may make a ‘manipulate action’ whilst in B2B with a live object, once it has done so it receives a ‘resource’ token. These tokens may be passed freely between friendly models in B2B, and will be placed on the ground next to an incapacitated model, where a manipulate action will retrieve them. At the end of the game each resource token held by a non-incapacitated friendly model is worth 2VP’s. A live object may only be manipulated in this way once a turn. Once 8 turns have been played the game ends.

Campaign bonus: a model gains 3 XP if it is carrying at least one resource token at the end of the game. Each VP scored in this game will add 1 point to the players Trade resource pool.

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Clubs- Scenario 3: Stop and Drop

You’re right in the middle of a deal with a major player in this area, and you need to drop off the last few pieces of information that’ll seal the deal, unfortunately another crew is in the area too, and whether they’re trying to undercut you or just get in the way, you need to take care of them, before you take care of business.

Set Up: no special set up required

Deployment: Models are deployed as normal in this scenario.

Objects: The players deploy their objects following the usual rules, but ALL of their objects must be deployed on their opponents half of the table, live objects are worked out as normal.

Special Rules: All models start the game with 2 ‘resource’ tokens, these tokens may be passed freely between friendly models in B2B, and will be placed on the ground next to an incapacitated model, where a manipulate action will retrieve them. A model carrying a resource token may make a manipulate action whilst in B2B with a live object, at which point the player will score 2VP’s, an object may be manipulated in this way multiple times during the course of the game, but any second and subsequent tokens place on a live object will only be worth 1VP. Once 8 turns have been played the game ends.

Campaign XP: a model gains 1 XP each time it successfully drops off a resource token. Each VP scored in this game will add 1 point to the players Contacts resource pool

Spades- Scenario 4: Crash and Burn.

You’ve heard rumours of a big score out of town, and the heat is getting a little too much round here for your liking, so you’re getting out of this area, but before you go there are a few loose ends that need taking care of, permanently…This is not the time for subtlety.

Set up: No special set up required

Deployment: Models are deployed as normal in this scenario.

Objects: The players deploy their objects following the normal rules, but player’s place their opponent’s objects rather than their own, live objects are worked out as normal.

Special Rules: During the course of the game, destroying any ‘Live’ object with a ranged attack is worth 1VP, destroying it with a Melee based attack is worth 2VP’s. Once all live objects are destroyed or 8 turns have been played the game ends.

Campaign XP: A model gains 1XP each time it destroys a live object. Each VP scored in this game will allow the players to draw an extra card on the exploration table.

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Appendix 2- Campaigning in the Abandoned Earth

When we play a single skirmish in Bad Blood, it represents just one brutal brawl amidst the endless violence that takes place amongst the desolate landscape of the Abandoned Earth, an isolated incident without context in a greater story. Campaigns are a way of linking several games together to form a narrative, giving a greater depth to the game world and changing the style of play to favour the long term result over short term game actions. When taking part in a campaign you can improve the skills of the characters within your Crew, gather resources and use them to purchase new equipment and even new members, but at the same time injuries and other outside influences could hamper your Crew’s attempts to control their small section of turf.

Basic rules of campaigns- A campaign must have a set time limit- either in a limited amount of games per

player, or a limited amount of weeks in real life. A campaign must have set victory conditions; these will usually be based on

Campaign points (CP) but could be anything as long as players have agreed to it. A campaign will need a ‘Campaign Organiser’, a player who will do all the

background admin for the campaign, keep rosters in order and declare any special events etc, this is usually someone taking part who can be trusted not to go power crazy!

After each game all the players will have additional draws to make to determine how their Crew is progressing in the campaign.

Campaign CrewsAt the start of the campaign crews must follow the campaign creation procedure before playing any games.

1. Crew Creation. Each crew may spend up to 500rp on members and equipment from a single faction before the campaign starts. Any unspent resources (max 200rp) will be added to their resource point account for use during the campaign. Each crew must be generic characters they equip and name themselves, and must be within the limits of each character type. Both the crew itself and all characters must be named.

2. Draw for Resource Pools. Each crew must draw 5 cards, and allocate them between their three resource pools- Turf, Trade and Contacts. Up to two cards may be allocated to each pool. (see resource pools)

3. Draw for Motivation. Each crew must draw a single card against the motivation chart to see why they are in this part of the abandoned earth. (see motivation and winning the campaign)

4. Work out Starting Reputation. A crews’ reputation can be many things, a combination of the resources they control, the renown of their members and even the equipment they own, it is reputation we use during pre game to work out if any members gain underdog bonus’s to the game. A crews’ starting reputation is simply their total cost in RP, although this will change as the campaign progresses.

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Resource pools

The Abandoned Earth was once full to the brim with the food, clothing and equipment left behind by the dead on outbreak day, and every survivor could dress like a prince and eat like a king, every private army was armed to the teeth and every Sepulchre scientist had his own personal hospital wing. Times change however, and without the mass production of Earth in its glory day’s resources are growing ever scarcer, ammunition for all firearms is running out, vehicles are collapsing without spare parts and as farmlands go unused even basic foodstuffs are becoming rarer and more expensive. A barter system set up by the more prosperous Havens and adhered to by most Non-Colonies allows for trade, but most of the resources crews find are the ones they scavenge from the turf under their control. The only resource that isn’t running out is rumour, and siphoning the truth from that cloud of misinformation can be a highly valued skill in itself.

Resource pools represent the three main types of resources the crews have at their disposal. At the start of the campaign each player must draw 5 cards, they can re-draw any aces, and then allocate each of these cards to one of these three ‘resource pools’, to start with they may not allocate more than two cards to any one pool. During the post game procedure Crews may choose to ‘cash in’ on a point (or more than one point) from these pools in order to gain RP to spend equipping their characters., this will reduce the pool by one but give you a different benefit for each pool. If at any point a pool reaches zero, the player may immediately ‘spread the load’ by adding together all 3 of his resource pools, then dividing them equally between the three, any fractions left at this point are lost.

TurfAlthough scavengers have ravaged the towns and cities, the Abandoned Earth is a big place, and there are still caches of goods and equipment hidden away before outbreak day which haven’t been discovered yet. Turf represents the area controlled by your crew currently, and whenever you spend a point of Turf it represents your Crew and their hangers-on heavily scavenging through this area for still useful items to trade later on. Turf is spent during the ‘resource gathering’ post game procedure. Each time a point of Turf is spent, you may draw two cards, and add that amount of RP to your RP account on your roster. In addition, you may choose not to cash in on any points of Turf after any game, and your Turf pool will increase by 1. Every time you do not cash in turf points after your crew wins a game your Turf pool will instead increase by 2 as your crew use their spare time exploring. If at any point before a game the number of characters in your Crew exceeds your turf value, then you must choose a number of characters to sit this game out and forage until you have a number of models equal to your Turf value again.

TradeTrade points don’t represent physical items to be traded like Turf; instead they represent a Crews actual bartering prowess, a combination of threats, trinkets, sweeteners, and violence. A high trade score will allow you to get better items when bartering. Trade points are spent during the ‘Barter Town’ Post game procedure, when you visit the barter town you may spend any amount of Trade points to gain access to extra Items. After you have finished trading draw one card for every trade point spent that session- for every red card drawn you regain 1 Trade point for successful trading, for every red picture card drawn you gain +2 trade points back as you managed to pull a real hustle on someone!.

Contacts Information is often referred to as the last true currency in the Abandoned Earth, and everything from the movements of a hated enemy to the newest rumours about the mysterious host is of value to somebody. Contact points can be spent at any time during the pre-game procedure for one of the following effects-

Hired Scout- Add or deduct 1 from the value of the Card drawn for scenario (can cause events) Insider trading- Nominate a single objective to be ‘live’ without randomising Local Knowledge- Re-deploying a single model anywhere ‘hidden’ after deployment Is finished

Or any time during the post-game procedure for one of the following effects- Friendly witch doctor- Re-draw a single grievous injury draw. Past Master- Re-draw a single Improvement draw. Old Friends- Re-draw a single Turf or Trade draw. Crap happens- Make an extra draw on the exploration table

You may always choose to ‘sweeten’ your contacts after each game by deducting a single point of either Turf or Trade (or both) to increase your contacts pool by 1 point each at the end of each post game phase.

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Motivation and winning the Campaign

Why a Crew has come to this particular part of the abandoned earth can vary, some come just to loot the remains of the lost civilisation, others because they are looking for something specific, maybe a lost friend, or part of the cure for the plague itself, still others just glory in the carnage caused when so many crews gather in one place.

The winner of a campaign is usually decided by who has the highest number of campaign points at the end of the campaign period, to discover how each crew scores campaign points we need to know why they are here- after drawing and allocating cards in resource pools each player taking part must draw one card on the following table:-

Card Drawn MotivationAce Natural Born Killers: This crew is trying to carve itself a reputation as the bloodiest

crew in town, they want to make sure everyone knows who they are, and stays the hell away from them. For every ‘dead’ result this Crew cause on an opposing crew they add +5 to their campaign points, (including ‘Dead but…’ results) every grievous injury caused by this crew adds +1, however, every time it loses a game it loses 1 campaign point automatically. (Sepulchre re-draw this card)

2-4 Trading Places: This crew are rebuilding trade routes as they pass through, (taking their own cut obviously) they value trade above everything else, and can often take the term ‘cut-throat businessman’ a little too literally. The ‘Trade’ resource pool for this crew is also their campaign points score.

5-7 The Men Who Would Be King: When the old governments and countries fell, all land became free to whoever could claim it, and hold it… this crew are determined to claim the biggest portion of the Abandoned Earth they can, The ‘Turf’ resource pool for this crew is also their campaign points score.

8-10 The Social Network: When land is there for the taking, and gold is nothing but a trinket, the most valuable thing in the world is information, and this crew is building a network of intelligence agents to span the globe itself. The ‘Contacts’ resource pool for this crew is also their campaign points score.

Jack Renaissance Men: This crew are looking at the long game, and are trying to cover all the bases as best they can to build their fortunes. Take the average value of this crews resource pools and then add 1 for every 250 pts of Reputation they have to work out this crew’s campaign points.

Queen Chasing Amy: This crew need to find someone who was last seen in this area, no-one knows why, but they are pretty desperate, and are throwing every resource they can into finding them. This crew may before any game sacrifice one point from any number of its resource pools. If it then wins the game it will receive 1 campaign point for every point sacrificed, however, every time it loses a game it loses 1 campaign point automatically.

King The Last Boy Scouts: This crew have a calling, a mission to save humanity or even just this one small town, whatever their motivation they are the thin line of hope in these lands, and everything they do adds to their reputation as heroes. Every full 3VP’s scored during a game will add 1 campaign point to this crews score; however, every time it loses a game it loses 1 campaign point automatically.

On the roster for your crew there is a space set aside for you to mark these Campaign points, as you can see most of them are affected by your resource pools, and all of them can go down as well as up. After each player has played their last campaign game they should ask their opponent to check their campaign score so it can be worked out who is the overall victor.A Campaign organiser may decide players’ motivation themselves, giving everyone the same, or even make up a specific motivation for the Campaign being played.

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Campaign GamesUnlike normal games, campaign Games have their own unique procedures for both pre-and post-game, these can be summarised as follows

Pre-game.1. Compare Reputation.2. Shuffle Decks.3. Draw and place terrain.4. Draw and place objects.5. Draw for objectives.6. Draw deployment values and deploy models (max 3 in each crew).7. Draw Surge hand and allocate Surge cards to characters.

Post-Game1. Draw for grievous Injuries on all incapacitated characters. 2. Calculate Experience and Draw for improvements. 3. Resource gathering. 4. Draw on the exploration table.5. Barter Town6. Re-calculate Campaign points.7. Re-calculate Reputation.

Pre-Game Procedure- Comparing Reputation and Underdog Games.

Where two crews meet it isn’t always going to be a fair fight, and often a less experienced crew can find themselves going head to head for resources against an infamous group of anomalies. These conflicts will almost always raise the profile and reputation of the underdogs regardless of their success, but if they do win then they will very quickly find themselves considered major players in the local area.

Before a Campaign game takes place, all the players should compare their Crew’s reputation against each other, if the lowest rated Crew has at least 100 Reputation less than another crew, it is considered to be an ‘underdog’ and gains the following benefits-

All characters in the underdog crew that take part gain an additional +1XP For every additional 100 reputation (or part thereof) the highest rated crew has, the

underdog counts as scoring 1 extra VP when working out a games campaign bonus (this does NOT affect the games actual victory points score.

For every additional 100 reputation (or part thereof) the highest rated crew has, the underdog also gains +1 to their ‘Turf’ resource pool if they are victorious

These means that whilst the game itself won’t be any easier for the underdog, they will gain enough benefits after the game to make these imbalanced games worthwhile, and hopefully very quickly bring them back up to an even footing.

Legend BreakersSome anomalies are renowned the world over, and anyone who can take one of these infamous individuals down will have their story told in hushed tones in Non-Colony drinking holes for years to come. If during the course of a campaign any character reaches an individual reputation of 250 or more, they gain the hallowed status of ‘Legend’, this does not give them any particular benefits, but it does make them somewhat more of a target for up and coming thugs in the area or Mcorps manhunters.

When fighting a Crew that includes a Legend on its roster, the opposing Crew gain double XP for all damage inflicted upon that character. Should a Crew incapacitate a Legend during the game, and during post game the Legend actually dies (even with the ‘Dead, but...’ result), then the model that reduced the legend to 0 heavy damage points automatically gains the ‘Legend’ Status if they did not already have it, even if they are below 250 reputation.

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Post Game Procedure - Grievous Injuries

Anomalies have many and varied mutations within their ranks and it is true to say that no two survivors of outbreak day are truly alike, even those who appear similar on the surface. However one thing they almost all share is the uncanny resilience to damage of any kind, including the slowing of the aging process, the resistance to mundane virus and bacteria, and the ability to regenerate from wounds which would easily kill or maim a normal human being.

This resistance to injury means even in the goriest conflict a badly injured Anomaly is often able to crawl away and hide, only to reappear fully regenerated a few days or weeks later, this means that crews are quickly becoming hardened fighters with a wealth of experience, and an unusually ‘gung-ho’ attitude toward any injuries they may suffer. That being said, sometimes the amount of damage taken by an Anomaly can overpower even the virus’ potent protection, and in campaigns this is represented by the ‘Grievous Injury’ table below.

Any character that is reduced to 0 heavy damage points at any point during a game (even if they later recover due to regeneration or a special surge effect) must draw a single card on the following table to see what effect the damage has on their system.

Ace of SpadesDead, but…. The character is definitely dead, but that doesn’t seem to be stopping them?

They gain the special rule ‘neo construct’, lose all light damage points, reduce all their stats by 1 point except PY which increases by 1, lose 100 personal reputation, and start to smell quite

bad.(Characters that are already ‘neo constructs’ count this as full regeneration)

Zombie

All other AcesDead, the character is dead, remove them from your roster, and draw a card for each piece of equipment held by them, on a red card you may

place it in your stash, on a black card it is lost.Dead

Red Jack Infamy, the characters reputation grows as a result of his injuries, and his fame makes for some new allies

+1 Contacts

Red Queen Blood pact, while recovering the character learns of some new resources in the area from a fellow patient. +1 Turf

Red King Fresh mutation, the injury sparks on a chain reaction in the virus, granting the character new insight on his condition. +1XP

Any other Red Full Regeneration, The character recovers quickly from the wound. Recovery

Black 2-3 Heavy Bleeding, the character is still bleeding inside, and the injury doesn’t seem to be going away. -1 PY

Black 4-5 Limp, the character’s leg is healing badly, and their movement is drastically reduced -1 SP

Black 6-8 Shell shocked, the character is badly shaken, and easily scared from now on -1 NV

Black 9-10 Take it easy, the character must favour one arm, affecting their combat ability- player may choose either CQ or AC, -1 CQ/AC

Black JackViral Relapse… The character is losing their humanity a little, and as a

result their control over the virus slips. (this can increase PY above max)

-1CN, +1PY

Black Queen/King

Head Wound, The character suffers a blow to the head that could cause some severe damage, The must lose a single randomly chosen skill, if they have no skills they lose a point

from a randomly decided affinity. If they have no affinities left after this the virus consumes them after all, Treat as Any Ace- Dead.

-1Skill/Affin

Minimum statisticsA statistic cannot be reduced to below 1 (except for affinities, which can be (0), though if reduced again they will be removed from the roster) if this would happen your opponent may choose another statistic to be reduced by the required amount instead. If all of a characters statistics are 1, then your opponent may chose a skill or affinity to reduce, if they cannot do this, the character is dead, remove them from the roster and draw for their equipment as though they had drawn any other Ace- Dead.

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Using ContactsA Player can use a point of contacts to re-draw a card drawn on this table, but the result of the second card drawn must stand, and cannot be re-drawn a second time. Remember Aces can never be re-drawn under any circumstances, dead men don’t have friends..

ChemystryThe Chemysts of the Abandoned Earth are becoming experts at encouraging the virus along with its regenerative abilities, If your crew contained a single model with at least Chemystry (0), and you had at least 1 Chemystry card in your deck that game, you may re-draw a single grievous injury card in each end game for free, as though you had spent a point of contacts.

RegenerationAs mentioned above, all Anomalies have a vastly increased ability to regenerate damage, able to recover from almost any injury if given enough time and rest. If a player voluntarily decides to leave a character out of a game before deployment, in the post game Grievous injuries period he may choose one Grievous injuries that character has had inflicted in a previous game (except ‘Dead, but…’ once you go zombie, you don’t go back) and draw that characters PY in cards, if he draws at least one picture card, that injury and It’s negative effects may be removed from the characters roster, and any lost skills, statistics or affinities are returned.

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Post Game Procedure- Experience and Improvement

The Abandoned Earth is a harrowing place, and to survive there Anomalies have to learn to adapt fast, picking up new skills and improving their abilities every day. Two things favour them in this regard, firstly the virus has a tendency to enhance an Anomalies bodies ability to gain muscle mass, improve hand eye coordination and even retain muscle memory, the second advantage is that the lifestyle of Anomaly amongst the warring turfs outside the Non-Colonies and Havens provides the harshest training ground imaginable.

During the course of a campaign game each player should use the check box on each characters roster marked XP to mark down each time they gain a point of XP (experience), XP are gained for the following:-

1XP for surviving without being incapacitated 1XP for surviving an ‘underdog’ game 1XP for causing damage with a mundane attack, (Max 2 per game) 1XP for causing damage with a Surge ability (Max 2 per game) 1 XP for successfully using a support Surge ability. (Max 2 per game) ? XP for succeeding at an objective, (see mission special rules)

At the end of the game each player should add this XP up on each of their characters, deduct the characters level, and draw one card, if when you add together the score on the card and the XP your total is 21 or higher that character has gained a ‘Level’ and an improvement Draw! The player can immediately draw two cards on the following table:-

Same colour, different numbers- +1 NV (CN if maxed)One red, one black, Red high- +1 AC (SP if maxed)One red, one black, Black high- +1 CQ (SP if maxed)One red, one black Pair- +1 PY (+1 H. Damage if maxed)Red Pair- New Skill- Faction specificBlack Pair- New Skill- Faction specificPicture Card Pair (Both red or black) - New skill- any list!

The only restrictions on this are that no single statistic may increase beyond its base level +3, or to a maximum of 6. If an Improvement draw would cause this to happen then the alternative improvement (shown in brackets) is used, if this is still not applicable then the player may choose 1 card to discard and then draw again until they draw an improvement that is valid.

Each faction has a list of purchasable skills attached to its roster, on the result ‘New skill-faction specific’ the player can choose to either- pay the RP of a skill and add it to the characters roster, or randomly decide which skill is gained and take it for free. On the result ‘New Skill- Any List’ they can choose the skill list attached to any faction, although the same rules apply as to how the skill itself is chosen. No model can have the same skill twice, if this does happen randomly they may draw again. If somehow a model has got all the skills on it’s faction list, it may nominate another faction list to become it’s base table.

If a character gains a level during this period, remove ALL XP from their roster, they start building it up again from this point, if they do not gain a level, leave the XP there as it will be taken into account after the next game as well (and so on). Together with the modifier of -1XP per level already attained this means that as a character improves they will have to play more games to earn enough XP to gain another Level.

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Post Game Procedure- Resource Gathering

Between each game it is assumed the crews spend their time digging up as much resources as they can from the Turf they have laid claim to, this casual looting doesn’t affect the Turf’s innate value, and provides enough to feed, clothe, heal and generally look after the day to day necessities of the crew. When a little more is needed for a big shopping trip to a Barter Town though, a crew can focus on one part of their Turf, scavenging every last resource from it, and this is when you spend a point of their ‘Turf’ resource pool.

At this point in the post game procedure, a player can choose to spend as many points of ‘Turf’’ as they choose to; each time a point of Turf is spent, you may draw two cards, and add that amount of RP to your RP account on your roster. Alternatively, you may choose not to spend any points of Turf after any game, instead allowing your crew to go out and claim some more territory, in this case your Turf pool will increase by 1. Every time you do not spend turf points after your crew wins a game your Turf pool will instead increase by 2 as your crew find their reputation gives them more allies amongst the locals.

Post Game Procedure- Exploration table

Crushing people with mailboxes and throwing lightning bolts isn’t the only way to survive in the Abandoned Earth, experienced crews spend most of their time scouring their turf to dredge up as much useful resources as they can, and because of this they get to know their own turf pretty well. Sometimes however a crew needs to spread itself out a little and wander into unknown areas to get enough resource to survive, these wild areas can consist of anything from miles of abandoned streets, junkyards and subways to forests and deserts, and with the virus out there running wild literally anything can happen whilst in this desolate wilderness.

The exploration table is designed to give a little extra to bold players who like to take a chance, and at the end of each game a player can choose to send just one of their characters out ‘exploring’, if they do this they nominate which character is going out, then draw a single card and consult the tables below. You’ll notice that each suit is something different (events, hardware, people, and places) so consult the relevant table to see what your intrepid adventurer has encountered, sometimes it’s good, sometimes it’s bad, and sometimes it’s just plain weird.

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Hearts- PeopleA-2 Conman. The explorer meets an experienced conman, who attempts to fleece them out of

both resources and information, enhancing his oily charm with a heavy blast of Neuromantic power. The character may make a NV(10) test, for every point they fail it by they must reduce either their Trade or Turf resource pools by one point. They may re-draw this test once if they have at least the Neuromancy(0) affinity

3-4 the Ex…The explorer encounters someone from their past they are very keen to avoid, after a brief ‘conversation’ they manage to escape, but cannot take part in the next game as they have to lay low for a while.

5-6 Gunsmith for Hire. Your explorer saves the life of a wandering gunsmith with incredibly fine telekinesis powers on the road, and in gratitude they offers a few ‘upgrades’ to a weapon, choose one ranged weapon or pistol on the explorer, and draw a card, if it is a Heart the weapons range bands all increase by 2”, if it is a diamond the weapons ammo increases by one, if it is a Club the weapons PY(+) bonus is increased by one, and if it is a spade the weapon will now add +1AC to the characters stats when being fired. The player may invite this gunsmith back to base to upgrade a few more weapons in the same way, but from now on every upgrade taken will cost a single point of Trade, paid for before the draw is made.

7 It’s a trap! The explorer is ambushed by a gang of Half Born mutants raiding nearby, they must pass an AC(7) and a CQ(7) test immediately, if they pass both they fight them off without incident, if they fail one they are slightly wounded and must miss the next game, if they fail both they must miss the next game and make a draw on the grievous injuries table.

8-9 Honest Brax’s Used Goods. “Honest” Brax, purveyor of fine wares and slightly worn weaponry is back in the area, and whilst he knows to stay off your Turf after ‘last time’, the explorer finds him taking over an abandoned supermarket nearby. For the next trade session you may choose to purchase items from Brax instead of the usual barter town, if you do so after seeing what items are in stock you may choose any common items instead of randomising, however Brax’s prices aren’t the lowest in town, and you must add the total draw on two cards to the price of everything purchased (draw for each item separately)

10 Old Warrior…The character spends their time ‘exploring’ the local bars, and in an epic drinking session with an old mentor they give them some sound advice and new insight on their mutation, in the next game this character may re-draw a single draw (any no of cards) at any point, although the second draw must stand.

J Wandering Necromancer. A wizened official of the Sepulchre encounters your explorer on the road, and offers them a devils deal- they will reanimate a ‘dead’ member of your crew in return for a hefty payment. If you accept the deal lose 1 campaign point and make a note on your roster, the next time a ‘dead’ result is drawn on the grievous injury table, you may choose to ignore it and treat it as a ‘Dead, but…’ result instead. Alternatively, if your crew has already lost at least one member you may bring them back immediately, with the same rules as ‘Dead, but…‘ however any equipment lost when they died remains lost.

Q Wandering Chemyst. The sepulchre has many agents wandering the Abandoned Earth, all desperately searching for the mythical cure, and this one is an expert in battlefield surgery, and he offers to help you for a place to sleep and food while he investigates the area. Next game you may re-draw a single Grievous Injury draw without spending a point of contacts.

K The Mad Inventor. A serious of multicoloured explosions and odd sounds leads your explorer to an old warehouse where an individual in eccentric clothing is pushing various machines through various other machines. After noticing the explorer peering through a doorway he hurls the nearest item he has to hand at them to make them go away, Draw one card to see what he threw at you - if it is Black the model receives the relevant item from the Rare Goods list, if it is Red you may take the item drawn from the Legendary Goods list! you may add these items to the characters equipment immediately. The next time the explorer returns they find the warehouse mysteriously empty.

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Diamonds- HardwareA-2 Bad lunch. Some of the food you looted after the last skirmish seems to have been past its

best, and even with an Anomalies solid metabolism your characters are beginning to feel the after effects. All models in your Crew must make a PY7 draw immediately; if they fail it they start the next game with 0 light damage points.

3-4 Old world museum piece. The explorer finds an abandoned museum, and inside a glass case they discover an ancient weapon of beautiful lethality. Draw a card, if it is black the weapon falls apart as they pick it up, if it is red however you must randomly select a single melee weapon from the trade table, and add it to this characters roster immediately, this weapon will have the +1CQ rule in addition to any other special rules, but if it is ever dropped or disarmed for any reason it shatters and is lost forever.

5-6 Ipeach maps tablet. The character finds an ‘Ipeach 7’ a high end piece of early 21st century technology, this electronic tablet contains detailed maps of the local area, but they aren’t always that reliable. Add it to your roster, from now on when drawing for scenario you may re-draw your card if you are unhappy with it. However, if the new draw is of a lower value than your old draw, your opponent may choose the scenario freely as he has plenty of time to get organised while you blindly wander around.

7 It’s a trap! A tip off about a new weapons cache turns out to be a cunning Lost boys ruse to draw in the local noob’s, the explorer must pass an AC(7) and a SP(7) test immediately, if they pass both they manage to avoid the trap and escape, if they fail one they are slightly wounded and must miss the next game, if they fail both they must miss the next game and make a draw on the grievous injuries table.

8-9 Heap of Junk. The explorer finds an enormous (and exciting looking) pile of junk, and spends the next few days aimlessly digging through it for resources, they find few things of real value, but with a little more time they may dig up something great. If the explorer voluntarily misses the next game you may add 2 points to your Trade pool.

10 Working automobile. It’s got wheels, it’s got an engine and it’s even got a full tank! Against all odds the explorer finds something of immense value, and possibly even more use, if you are using the advanced rules for vehicles you may immediately randomly select one 4 wheeler and add it to your roster, otherwise you may immediately exchange it for 2 points each of Turf, Trade and Contacts.

J Ooh, mysterious… your explorer finds a complex gadget, and after a few hours of poking and prodding it has to admit they have absolutely no idea what it does, this doesn’t stop them trading it off for something in barter town- randomly select an item from the unusual or rare trade list (players choice) and it to this models roster.

Q Weapon Cabinet. Your explorer finds a locked weapons cabinet in an abandoned police building, it’s too heavy to shift but they can try and bust it open, they must make a PY(7) test, if they succeed they may choose two common ranged weapons or one unusual ranged weapon from the trade tables and add them to their roster. They may re-draw this once if they have at least Mutation(0) or Telekine(0) affinities.

K Not so safe? The explorer finds a locked safe, which could easily contain just about anything! They start dragging it back to base as opening it is a little more difficulty than they thought, but the next skirmish kicks off whilst they are still on the move! In the next game you may add the following to the objects you deploy in the game-

o Locked Safe- Non-Living, PY4, Object, Stopping, cannot be destroyed.This object always counts as live, even in one in a million games, at the end of the game the controlling crew (the one closest to it) can bust it open, draw a card to see what’s inside-Diamonds Shinies! +5 TradeHearts Medical supplies: a medical kit may be added to your rosterClubs Ammunition: two weapon reloads of any sort may be added to your rosterSpades Dirty Secrets: +2 Campaign points

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Clubs- PlacesA-2 Infected Hospital. The explorer stumbles across what looks to be a small intact hospital on the

edge of town, but after moving in they are attacked by a vicious horde of mutants, infected with some sort of super strain of the Virus, they escape, but not before getting up close and personal with the mutants.. The explorer must pass a PY(10) test, or else they catch the virus too! They start the next game with no Light Damage, and the ‘plagued’ state, and whilst this state remains any model in B2B at the end of any turn will also automatically gain the plagued state.

3-4 Suspicious laboratory. This lab looks like it’s been used for more than the normal sort of research; in fact the notes in the files suggest it may have had something to do with outbreak day itself? The player may either give it’s location to the sepulchre for +2 to their contacts pool, or attempt some ‘research’ of their own, and grant one model the affinity ‘Mutation(2)’ and +1PY for the next game, but if they do choose this second option that model MUST make a Grievous injury draw after the game.

5-6 Safe house The explorer manages to find one of the many safe houses for Anomalies scattered across the world, this one has an array of allies and equipment designed to help survive in the abandoned earth, and is bound to be useful for a while. If this crew has any models that are missing the next game for any reason at all they may ignore the penalty for that game only.

7 It’s a trap! A few replica weapons inside this old gun store drew your explorer in, but it was the booby trapped barrel of napalm that sent them back out again! The explorer must pass a SP(7) and a PY(7) test immediately, if they pass both they manage to get out just in time and soak up the edge of the blast, if they fail one they are slightly singed and must miss the next game, if they fail both they must miss the next game and make a draw on the grievous injuries table. Characters with at least the Pyromancy(0) affinity may re draw these draws once each.

8-9 Survivalist bunker. Some people were always that little bit more prepared for the apocalypse than others, and quite often these well hidden and secured bunkers can provide a vast array of resources for Anomaly scavengers. The explorer must pass a CN(7) or PY(7) test to break in, but once in they gain +2 to a resource pool of their choice.

10 Good site for bad deeds. Your explorer doesn’t find much out in the wilds, but on his return he finds a perfect spot to ambush any would be interlopers onto your Turf. For the next game you may force your opponent/s to deploy all their models before any of your models are deployed. If 2 or more players have this ability then the resulting confusion of two different ambushes means all models are deployed as normal, but in reverse order.

J Ammo Dump. The explorer triumphantly returns to base with a wheelbarrow full of ammunition, Its going a little mouldy but you cant really afford to be choosy, for the next game all of the models in your crews ranged weapons gain both the ‘unlimited ammo’ and the ‘jams on aces’ special rules.

Q Barter town. The explorer hasn’t travelled that far when they find that an unlicensed barter town has sprung up on the edge of your turf, it won’t be there long, but the resulting extra passing trade means you gain +2 to your contacts pool, and for the next game only you may draw twice to see what goods are on offer for each set of trade points used, and take up both results if you wish.

K Medical Centre. Somehow this medical centre has been bypassed by scavengers since well before outbreak day, it is intact and well stocked, and possibly one of the most valuable finds your explorer could have made. Your Crew take their time to pass it on, so they could have use of it for a while. If traded immediately this will give the crew +5 Campaign points, but they can choose to keep it instead. Each game the medical centre is in your possession you do not have to draw on the grievous injury table for any reason, but each game you have this ability will reduce the amount added to your campaign points by one. You may choose to trade this on the exploration chart phase of any subsequent end game.

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Spades- EventsA-2 Zombie Outbreak. Because an apocalypse without Zombies is an apocalypse not worth

having. Maybe a Chemyst lost control or maybe it’s another of the Virus more outlandish after effects, but your explorer encounters a large horde of Zombie constructs tearing up the edge of your turf, there’s no point fighting them as it’s just a waste of ammo, so you decide to back off until the energy that created them runs out. All Players deduct -2 from Their Turf resource pool immediately. Any player with at least one model with Magyck(1) or more only has to decrease their pool by 1.

3-4 it’s quiet... You’d imagine when an entire planet is populated by only a few hundred thousand people you’d have more nice, peaceful days like this… nothing much happens at all, but your explorer comes back feeling pretty chilled, they gain +1NV for the next game.

5-6 Buyers market. A few other crews in the area stumble across caches of equipment, and a container ship full of gear arrives on the coast nearby, this all adds up to mean a drop in prices as the market becomes glutted, whenever you (or any other player) purchases an item from the trade list this end phase, draw a single card and deduct that amount from the price.

7 It’s a trap! A massive Mcorp purge targets all the crews in the area at the same time, hoping to smash the local non-colonies backbone. All non Mcorp explorers sent out this phase must pass a CN(7) and a PY(7) test immediately, if they pass both they manage to fight their way free, if they fail one they take a flesh wound and must miss the next game, if they fail both they must miss the next game and make a draw on the grievous injuries table.

8-9 Bar Brawl. Your explorer gets involved in what will go down in legend as one of the most violent bar-room brawls ever, they take a few pounds but learn an awful lot of sneaky tricks… the explorer may attempt a PY test with a target number of their choice, if they pass they may remove one card of that value from their deck before the next game starts. They may play this card as part of any draw (replacing one card of their choice) from that model, they may only do this once in the game.

10 Bounty Hunt. Your explorer is passing a local nail-board (where messages can be left for passers by to see) when they notice a poster proclaiming a bounty hunt on one of the areas Anomalies, so they rush back to base to let everyone else know who to look out for. This player may nominate any character currently taking part in the campaign, they gain ‘legend’ status, and in addition to the normal benefits any Crew that succeeds in killing the ‘Legend’ will gain +2 campaign points!

J Carnevale! The festival of meat is here again! A grand market of all the relatively local meat farmers brings a lot of much needed trade to the area, as well as street performers, salesmen and other entertainers who create an aura of excitement and festivity rare in the abandoned earth. Each crew may choose to add 2 points of Turf, Trade or Contacts to one of their resource pools immediately

Q Council of the Helix. The council of the Helix has been called into the area after a local crew tipped them off over a suspicious laboratory they stumbled upon. The area is quickly swamped with the highest ranking members of the Sepulchre and their entourages, who begin testing immediately. Whilst the council is in session the area is awash with crazy viral strains and this boost to the Surge means for their next games all Crews may take 8 extra cards in their Surge decks, for a total of 60 cards. These extra cards may be freely chosen from any deck.

K Resource rush. A few too many lucky finds in this area has led to rumours far and wide, bringing in a host of new crews all hoping to find a resource ‘mother load’ that will lead them to easy street. These enthusiastic amateurs swarm around for a few weeks getting in everyone’s way, although a canny crew could learn to take advantage of this chaos. All Crews in the campaign may choose NOT to draw on the exploration table next game, (too busy hustling the rubes) if they choose this option they will immediately gain +2 campaign points.

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Post Game Procedure- Barter Town.Barter Towns vary from the steel and glass ‘Malls’ set up on the outside walls of Mcorps Havens, to the ramshackle trading caravans that rumble through the vast deserts of the middle east, they all try and stick to the barter system set up by the Havens, although prices can obviously vary wildly dependant on location, in some places water is more valuable than Ammo, in others wood is highly valued instead. The prevalence of most Crews to stick close to a Barter town of some sort means they will always be able to trade the items they loot from their Turf for something more useful, and the Barter-Truce in place here means they can actually kick back and relax for a change in one of the many bars that spring up around them..

When Players wish to purchase at barter town, they must first declare what sort of items they are looking for, if they wish to find only common goods then each draw on the common goods table will only cost them a single point of trade, unusual goods will cost two points of trade per draw, rare costs three points of trade, and legendary 5 points of trade. Each list also has at least one ‘wild’ card, drawing any card of this type will allow you to choose any item from that list to purchase. Remember that a player must still have the Resource points to actually buy the item in question. A player may make as many draws on as many tables as they have trade points, and may purchase as many of each common item chosen as they like, but you may only purchase 1 of each item drawn from any other list. A player may always choose to pay double the trade points to choose their item, rather than randomising.

Common items. 1 Trade point to trade. Players may choose the item required.

Crude Armour- protection and deflection of 1 Armour. cost 20.

Makeshift Armour- protection and deflection of 1, once per game.Armour. cost 5.

Riot Shield- Shielded(3) Armour. cost 15.

Climbing Kit. Treat vertical terrain as rope ladder once per gameEquipment. cost 5.

Gillie Suit- begin the game with the hidden state anywhere outside 8” of an enemy model.Equipment. cost 40.

Weapon Reload Erase up to 3 expired ammunition boxes once per game. This equipment costs half the chosen weapons original cost.

Equipment. cost (x). Combat Knife- PY, quick to draw

Melee Weapon. cost 2. Garrote- PY(x2), quick to draw, ignores armour, may only be used when ambushing

Melee Weapon. cost 10. Heavy shortsword/club/axe PY(+1)

Melee Weapon. cost 20.Large Club/axe- PY(+2), CQ-1, 2 hands, PY(+4), -2CQ

Melee Weapon. cost 40. Long spear- 2 hands, PY(+1), Defensive

Melee Weapon. cost 30. Staff, PY(+1). 2 hands, Defensive

Ranged Weapon. cost 30. Bolt action Rifle- range 12/36/72. PY2(+2), 2 hands, ammo (3),slow

Ranged Weapon. cost 50. Crossbow- range 12/30/40, PY2(+2), silent, Ammo(3), slow

Ranged Weapon. cost 30. Large Caliber pistol- range 6/12/18, PY2(+3), Ammo(2)

Melee Weapon. cost 25. Long bow-range 12/24/30, PY2(+1), Ammo(4 )

Ranged Weapon. cost 30. Shotgun- range 6/12s/24s, P3(+2), 2 hands, Ammo(2)

Ranged Weapon. cost 40. Small Caliber pistol- range 8/16/20, PY2(+2), Ammo (4 )

Ranged Weapon. cost 25. Throwing weapons-range PY/PY2/PY3, PY, 5 shots per game

Ranged Weapon. cost 10.

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Unusual Goods, 2 trade points per draw.Kings are wild

A) Ancient Heavy Armour- protection of 2 and Deflection of 1 Armour. cost 30.

2) Medkit heal 3 points of light damage OR 1 point of heavy damage. 4x per gameEquipment. cost 30.

3) Scope. A model who Aims may add an extra +2 to their ACEquipment. cost 15.

4) Bull whip- PY(+1), allows melee strikes at 2” range. -1ACMelee Weapon. Cost 20.

5) Katana- PY, ignores armourMelee weapon. cost 20.

6) Massive sword- PY(+2) 2 handsMelee Weapon. cost 35.

7) Rapier- PY, adds +1 to CQ drawsMelee Weapon. cost 15.

8) Stiletto Dagger- PY(-1), quick to draw, ignores armourMelee Weapon. cost 5.

9) Semi-Automatic pistol- range 8/16/20, PY2(+1), Burst(2), Ammo (2)Ranged Weapon. cost 35.

10) Pistol crossbow- range 6/12/18 PY1(+1), silent, +2AC , Ammo (3)Ranged Weapon. cost 30.

J) Submachine gun- range 8/16/24, PY2(+2), Burst(2), Ammo (3)Ranged Weapon. cost 40.

Q) Tazer- range 6/8/12. PY1, Stunning(10), unlimited ammoRanged Weapon. cost 45.

Rare Goods , 3 trade points per draw.Kings are wild.

A) Chemsuit- Protection and deflection of 1, immunity to fire and poison.Armour. Cost 30.

2) Modern Armour- protection and deflection of 2 Armour. cost 40.

3) Personal transport- adds +3” to ‘fast’ moves, all terrain is ‘dangerous(4)’Equipment. cost 20.

4) Grenade- Range PY/PY2/PY3, PY3(+3), Blast(6), 1 shot weaponEquipment. cost 30.

5) Me4 injection system. Additional Surge action once per game Equipment. cost 10.

6) Mutie Goad- PY(+2), 2 hands, Defensive, Stunning(7)Melee Weapon. cost 60.

7) Wrist Blades- PY(+1) counts as 2 weapons, hands freeMelee Weapon. cost 40.

8) Assault rifle- range 12/24/48, PY2(+2), 2 hands, Burst(3), ammo(4)Ranged Weapon. cost 75.

9) Custom handcannon- range 4/8/12, PY2(+4),+1AC, ammo(3Ranged Weapon. cost 40.

10) Flamethrower- range- special, PY(+3), ammo(special), jams on picture cards, targets gain ‘burning’Ranged Weapon. cost 90.

J) Flechette canister- range 6s/16s/26s, PY5, 2 hands, Blast(4) ammo(3), slowRanged Weapon. cost 75.

Q) Grenade Launcher- Range-6/20/60- PY2(+2), Blast(4), ammo(2)Ranged Weapon, Cost 120.

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Legendary Goods, 5 trade points per draw. Kings are wild

A) Drop Troop Armour- protection and deflection 2, ‘hovering’ state 3x per game Armour. cost 100.

2) Stealth Armour- protection and deflection of 1, +4 to ‘hide’, even in open Armour. cost 50.

3) Temporary energy field- Shielded (5), hands free, -1to shielded value each soak draw made.Armour. cost 50.

4) Jet pack-Gain ‘hovering’ state for two turns, +3SP to all move actionsEquipment. Cost 60.

5) Focused Sonic Grenade- Range PY/PY2/PY3, PY0, stunning(10), blast(6), 1 shot weapon Equipment. cost 20.

6) Me4 catalyser-player may discard up to this model’s CN in cards from their hand, and replace them with cards chosen from the deck. Model then takes the no of discarded cards worth of heavy damage.

Equipment. cost 40. 7) Anti-Viral injection glove PY(+2), poisonous, hands free, critical hit causes a ‘Burnout’ test.

Melee Weapon. Cost 45, 8) Spirit Staff.- PY, 2 hands, Defensive, user may burn surge cards from hand to add +1 each to damage draw, user may re-draw failed ‘burnout’ tests

Melee Weapon. cost 40, 9) Weaponised Chainsaw- PY(+5) 2 Hands, ignores armour, critical hits on 7’s

Melee weapon. cost 100. 10) Fifty calibre machine gun. Range- 12/36/48. PY(3(+3), 2 hands, Burst(6), ammo(4)

Ranged Weapon. Cost 150. J) Host-tech- range 6/12/20, PY2(+2), unlimited ammo

Ranged weapon. cost 50. Q) Toxin rifle- range 12/36/72, PY2(+3), stunning(6), Ammo (3, slow)

Ranged weapon. cost 60.

Trading BackAnomalies tend to get into a fair few scrapes with their equipment, and it is rarely in pristine condition, so if they choose to trade it back it has almost always gone down in value to a greater or lesser extent. If a player wishes to trade items back to a Barter Town for extra resource points, then they must draw one card and deduct it from that items value to see how many RP they receive, if the card drawn is an ace treat it as 0. If the Item was worth more than 20RP originally draw two cards and deduct them both, if it was worth 41 or more draw 3 cards, and if it was worth over 100 then draw 4 cards..

Trading between charactersObviously with changes to a characters skills the weapons and equipment they use may vary, so sometimes a player may want to swap items around between characters to get the best tactical use out of them. This may be freely done at this point in the post game procedure with only one restriction- ‘named’ characters will never swap their equipment with other crew members, they may only sell or purchase equipment (or gain it through other more unusual means) when items of equipment are swapped remember to add their base cost to the receiving characters value.

Trading between crewsAlthough the usual reaction when two opposing crews meet is to start breaking heads, the barter-truce means they can communicate more civilly with each other, and often come to trade agreements between themselves. Crews can swap equipment with each other at this point of the post game procedure for a price agreed between them; this price can be other equipment, RP, or points of Turf or Contacts. Regardless of how many pieces of equipment they swap either way both players must expend a single point of Trade, as haggling with an enemy without hitting them can be very hard work! When items of equipment are swapped remember to add their base cost to the receiving characters value.

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Post Game Procedure- Recalculate Campaign pointsAfter each game a Crew will hopefully be inching ever closer to it’s eventual goal, although in some cases they can in fact be being driven further away, at this stage in the post game proceedings each player must check their Crews motivation to discover what their current campaign score is, and enter it onto the roster, and on the wall chart if the campaign is using one.

If they have played their last game of the campaign they should also add FINAL to their score, and make sure the campaign organiser knows they have a final score ready for them.

Post Game Procedure- Recalculate reputationAfter each game a combination of new equipment and skills will increase the Reputation of a crew in the eyes of its peers, and the deaths, injuries or loss of equipment can have a detrimental effect. As this reputation can vary from game to game it is at this stage that we work out a Crews’ new reputation ready for the next game. This is worked out by adding together the following for each character-

The Characters total cost in RP including all equipment The Characters total number of Improvements multiplied by 10 Deduct 10 points for every permanent grievous injury suffered by the character

This will give a score which should be entered on the roster for each character at the end of their individual entry in the ‘reputation’ box. The sum total of all your characters reputation is your basic Crew reputation, however in addition to this how well a Crew is succeeding in their aims in the local area can also have an effect on how others see them, so we also add-

The Crews total Campaign points multiplied by 10

Again there will be an entry on your Crew roster for both the Campaign points, and the total Crew reputation.

For example-

The ‘Mcorp eastern expansion precinct’ has played 3 games so far, it contains one Apothecary, 2 generic Trackers and 3 Generic enforcers with various equipment, for a total of 940rp, they have gained 6 improvements between them, (60) without suffering any permanent damage, and they have amassed an impressive 13 Campaign points (130) for a total reputation of 1130.

Winning the CampaignOnce all players have played their final games, or the time span of the campaign has run out, the Campaign organiser should collect in the rosters and check the wall chart to see who is victorious, in most campaigns (using the motivation system) this will be the player with the highest number of Campaign Points for their crew, in the case of a draw the Crew with the highest Reputation will be victorious.

Some campaigns may have different victory conditions (for instance in a land grabbing map campaign), in which case the campaign organiser should know how to judge the winner, and this should have been made clear to the players at the campaigns inception.

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XP summary sheet- XP are gained for the following:-

1XP for surviving without being incapacitated 1XP for surviving an ‘underdog’ game 1XP for causing damage with a mundane attack, (Max 2 per game) 1XP for causing damage with a Surge ability (Max 2 per game) 1 XP for successfully using a support Surge ability. (Max 2 per game) ? XP for succeeding at an objective, (see mission special rules)

At the end of the game each player should add this XP up (as well as any they had from previous games) on each of their characters, deduct the characters level, and draw one card, if when you add together the score on the card and the XP your total is 21 or higher that character has gained a ‘Level’ and an improvement Draw! The player can immediately draw two cards on the following table:-

Same colour, different numbers- +1 NV (CN if maxed)One red, one black, Red high- +1 AC (SP if maxed)One red, one black, Black high- +1 CQ (SP if maxed)One red, one black Pair- +1 PY (+1 H. Damage if maxed)Red Pair- New Skill- Faction specificBlack Pair- New Skill- Faction specificPicture Card Pair (Both red or black) - New skill- any list!

Skill tables for reference.

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Sepulchre Skills table.

A) Bodyguard: Once per game, if a friendly model; is targeted by a ranged attack or surge ability in a turn where this model has not yet been activated, they may immediately move up to twice their speed value, if this movement places them between the two models or in B2B with the attacker they must resolve their attack against this model instead.

2) Blue Blood: This model may have one more surge card attached to it than it’s CN value would normally allow.

3) Bonded: If this model successfully heals a friendly model using any surge ability, they may make a free ‘surge up’ ability immediately.

4) Dodge: when this model makes a cautious move they add +4 to enemies hit draws, rather than the usual +2, and is always at an additional +2 to hit in melee.

5) Field Medic: If this model has LoS to a friendly model that is reduced 3 or less Heavy Damage points by an enemy attack, it may make an immediate Move action of any type toward the friendly model, if this brings it to within range of a healing surge card they have attached they may use the card immediately.

6) Healer: Whenever this model uses a surge effect that would cause a friendly model to be healed, they always heals 1 more point of the damage type healed than normal.

7) Mad scientist: At the start of any game involving this model, it may nominate a single friendly model and draw 1 card, if the card is red, that model gains +1 to either it’s CQ or AC (choose), if it is Black the model still gains the bonus but they start the game with only half light damage points. This effect lasts for the first 3 turns of the game.

8) Planning: This model may always nominate one live objective in any game at the point the objectives are randomly decided.

9) Superstitious: (once per turn this model may re-draw any single card either on it’s own or as one of several in a draw, if they do this however the card they Draw is removed from the players deck for the rest of the game once the action has been resolved.

10) Voodoo Magic: any construct created by this model starts with 2 more damage points than usual, and any construct within 2” of this model at the end of a turn regains 1 damage point automatically.

J) Friendly face: If this model is exploring it may re-draw its card once per game.

Q-K) choose from above or randomise on another table.

Host Skills Table-.

A) Aloof: If this model is sent exploring, it may ignore any negative results on the table by drawing a single card, if it is red, the result is ignored and the Exploring session is wasted.

2) Bodyguard: Once per game, if a friendly model; is targeted by a ranged attack or surge ability in a turn where this model has not yet been activated, they may immediately move up to twice their speed value, if this movement places them between the two models or in B2B with the attacker they must resolve their attack against this model instead.

3) Distraction: If an friendly model within 6” of this model is the target of a ranged attack or surge ability, you may force them to Re-Draw their to hit draw unless they first pass a NV(7) Draw

4) Dodge: when this model makes a cautious move they add +4 to enemies hit draws, rather than the usual +2, and is always at an additional +2 to hit in melee.

5) Force Feedback: If this model successfully damages an enemy model using an offensive surge ability, they may make a free ‘surge up’ ability immediately.

6) Hit and Run: If this model successfully retreats from a melee engagement, they may attempt a free strike at one of the enemies they have disengaged from, this is worked out as a normal melee attack except that the opponent may add 2 to his highest card.

7) Planning: This model may always nominate one live objective in any game at the point the objectives are randomly decided.

8) Spymaster: this model allows the player to re-draw their cards when drawing to see what is available in barter town.

9) Steady: this model halves the penalty for additional shots whilst firing a weapon with the ‘burst’ special rules

10) Take Down: If this model successfully hit’s an enemy model in melee, it may choose to forego the damage draw and force it’s opponent to take a stunning(12) PY test instead.

J) Armourer: once per game this model may regenerate 5 additional points of light damage as part of a ‘Recover’ action.

Q-K) choose from the above or randomise on another table.

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Mcorp Skills table

A) Believer: as long as this model has LoS to another Crew member they can re-draw a single NV test each turn.

2) Bodyguard: Once per game, if a friendly model; is targeted by a ranged attack or surge ability in a turn where this model has not yet been activated, they may immediately move up to twice their speed value, if this movement places them between the two models or in B2B with the attacker they must resolve their attack against this model instead.

3) Dirty Fighter: If this model’s opponent in melee is ‘stunned’ ‘staggered’ or ‘prone’ they gain +2 to the high card in all damage draws against them.

4) Distraction: If an friendly model within 6” of this model is the target of a ranged attack or surge ability, you may force them to Re-Draw their to hit draw unless they first pass a NV(7) Draw

5) Fast hands: This model may manipulate a single weapon each activation without using one of their actions.

6) Force Feedback: If this model successfully damages an enemy model using an offensive surge ability, they may make a free ‘surge up’ ability immediately.

7) Hit and Run: If this model successfully retreats from a melee engagement, they may attempt a free strike at one of the enemies they have disengaged from, this is worked out as a normal melee attack except that the opponent may add 2 to his highest card.

8) Planning: This model may always nominate one live objective in any game at the point the objectives are randomly decided.

9) Preparation: This model may ignore the first ‘expire ammo’ result on each of it’s weapons during the game.

10) Take Down: If this model successfully hit’s an enemy model in melee, it may choose to forego the damage draw and force it’s opponent to take a stunning(12) PY test instead.

J) Unstoppable: In any turn immediately after this model is incapacitated, Draw a card, if it is red, place this model back on it’s feet with a single point of heavy damage

Q-K) choose from the above or randomise on another table

Traders Skills Table

A) Acrobatic: This model may ignore obstacles and terrain up to their own height when moving, and can move around enemies freely even when in melee range.

2) Bodyguard: Once per game, if a friendly model; is targeted by a ranged attack or surge ability in a turn where this model has not yet been activated, they may immediately move up to twice their speed value, if this movement places them between the two models or in B2B with the attacker they must resolve their attack against this model instead.

3) Dirty Fighter: If this model’s opponent in melee is ‘stunned’ ‘staggered’ or ‘prone’ they gain +2 to the high card in all damage draws against them.

4) Fast hands: This model may manipulate a single weapon each activation without using one of their actions.

5) Hit and Run: If this model successfully retreats from a melee engagement, they may attempt a free strike at one of the enemies they have disengaged from, this is worked out as a normal melee attack except that the opponent may add 2 to his highest card.

6) Light Fingered: at the end of the game this character may draw 2 cards from the deck, if this is under 21 they gain one draw on the common goods table immediately, however, if they wish they may draw an additional card- if the total is still under 21 they may make a draw one the unusual goods table instead, if they are very bold indeed they may draw one more card- if the total is still under 21 they may make a draw on the rare goods table. The items drawn do not cost any RP’s, but if the total does exceed 21 at any point the character gets nothing.

7) Psychotic: This model may re-draw all NV draws, though the second result must stand.

8) Superstitious: once per turn this model may re-draw any single card either on it’s own or as one of several in a draw, if they do this however the card they Draw is removed from the players deck for the rest of the game once the action has been resolved.

9) Unstoppable: In any turn immediately after this model is incapacitated, Draw a card, if it is red, place this model back on its feet with a single point of heavy damage

10) Vindictive: The first time this model loses a point of heavy damage in a game to an enemy, mark which model caused the damage. From that point on this model may treat all aces as high cards in draws against that enemy.

J-Q-K) choose from above or randomise on another table.

Artiste Skills table.

A) Art is pain: If this model has no light damage points at the start of it’s activation it may immediately discard 1 Surge card from the players hand and replace it with a card from the deck.

2) Clowning around: If this model is playing place the Jokers back in this players Deck, If they are drawn at any point in the game this model may make an immediate movement action of any type.

3) Death scene: If this model takes a point of heavy damage it may immediately choose to fall prone, if it does so it counts as hidden, (even in the open) until it makes it’s next action.

4) Distraction: If an friendly model within 6” of this model is the target of a ranged attack or surge ability, you may force them to Re-Draw their to hit draw unless they first pass a NV(7) Draw

5) Dodge: when this model makes a cautious move they add +4 to enemies hit draws, rather than the usual +2, and is always at an additional +2 to hit in melee.

6) Fast hands: This model may manipulate a single weapon each activation without using one of their actions.

7) Hit and Run: If this model successfully retreats from a melee engagement, they may attempt a free strike at one of the enemies they have disengaged from, this is worked out as a normal melee attack except that the opponent may add 2 to his highest card.

8) Psychotic: This model may re-draw all NV draws, though the second result must stand.

9) Puppeteer: any construct created by this model starts with 2 more damage points than usual, and any construct within 2” of this model at the end of a turn regains 1 damage point automatically.

10) That’s the way to do it!: If this model successfully damages an enemy model using an offensive surge ability, they may make a free ‘surge up’ action immediately.

J) Vindictive: The first time this model loses a point of heavy damage in a game to an enemy, mark which model caused the damage. From that point on this model may treat all aces as high cards in draws against that enemy.

Q-K) choose from the above or randomise on another table

Mutant Skills Table.

A) Abominate: If this model successfully uses a Mutation Surge ability marked ‘AB’ it places one more token on the card than they usually would.

2) Chaos: If this model is playing place the Jokers back in this players Deck, If they are drawn at any point in the game this model may make an immediate movement action of any type.

3) Dirty Fighter: If this model’s opponent in melee is ‘stunned’ ‘staggered’ or ‘prone’ they gain +2 to the high card in all damage draws against them.

4) Intimidating- Enemies within 6” of this model ignore all draws of picture cards when making NV draws. In addition any enemy attempting to engage or engaged by this model in melee must pass a NV(7) test or they gain the fleeing state.

5) Psychotic: This model may re-draw all NV draws, though the second result must stand.

6) Regenerating: This model always regains double it’s usual number of light damage points each turn.

7) Take Down: If this model successfully hit’s an enemy model in melee, it may choose to forego the damage draw and force it’s opponent to take a stunning(12) PY test instead.

8) That’s all Folks! If this model is removed from the table it may make a single ranged or melee attack immediately at any target in range.

9) Thump ‘em!: This model never counts as unarmed, it’s bare hands are both melee weapons with the stats- Fists, PY(+1), cannot be disarmed.

10) Unstoppable: In any turn immediately after this model is incapacitated, Draw a card, if it is red, place this model back on it’s feet with a single point of heavy damage

J) Wrestler: If this model is knocked prone in Melee, it’s opponent must also take a Stunning(12) PY test immediately.

Q-K) choose from the above or randomise on another table