Deadzone Rulebook
Deadzone Rulebook
ADDITIONAL MATERIAL
GRAPhic Design
Guy Haley, James Hewitt
Chris Webb
SPECIAL THANKS
Photography
Matt Gilbert
Ben Sandum
Cover ARt
Painting
Luigi Terzi
Chris Webb, Dave Neild, Golem Painting
Studio, Winterdyne Commission
Internal Art Modelling
Actions . . . . . . . . . . . . . 22
Free Actions . . . . . . . . . . . . . . . . . 22
Command . . . . . . . . . . . . . . . . 22
Move . . . . . . . . . . . . . . . . . . . . . 24
Climb . . . . . . . . . . . . . . . . . . . . 27
Sprint . . . . . . . . . . . . . . . . . . . . 27
Break Off . . . . . . . . . . . . . . . . . 28
Fight . . . . . . . . . . . . . . . . . . . . . 28
Get Mean! . . . . . . . . . . . . . . . . 29
Shoot . . . . . . . . . . . . . . . . . . . . 29
Blaze Away . . . . . . . . . . . . . . . 29
Aim . . . . . . . . . . . . . . . . . . . . . . 30
Throw Grenade . . . . . . . . . . . . 30
Overwatch . . . . . . . . . . . . . . . . 31
Battle Cards . . . . . . . . . 32
Card Types . . . . . . . . . . . . . . . . . . 32
Card Play . . . . . . . . . . . . . . . . . . . 33
Card Notes . . . . . . . . . . . . . . . . . . 33
Damage . . . . . . . . . . . . 34
Damage States . . . . . . . . . . . . . . . 34
Resolving Damage . . . . . . . . . . . . 34
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SETTING UP ... 35 REFERENCE ... 65
Choose Your Strike Team . . . 36
Prepare Your Strike Team . . . 36 Plague . . . . . . . . . . . . . 58
Prepare Your Battlefield . . . . 37
Determine Deployment . . . . . 38 Enforcers . . . . . . . . . . . 60
Start the Game . . . . . . . . . . . . 38
Rebs . . . . . . . . . . . . . . . 62
Missions . . . . . . . . . . . . 39
Mission Cards . . . . . . . . . . . . . . . . 40 Marauders . . . . . . . . . . 64
Winning . . . . . . . . . . . . . . . . . . . . . 43
Choosing A Strike Team . . . . . . . 44 Abilities . . . . . . . . . . . . 66
Equipment . . . . . . . . . . 76
CAMPAIGNS ... 45 Mutations . . . . . . . . . . . 79
Campaign Terms . . . . . . . . . . . . . 46
Campaign Notes . . . . . 48
Starting A Campaign . . 50
After a Battle . . . . . . . . 52
Roster . . . . . . . . . . . . . . 56
So, when things get seriously out of hand, when A cordon of Enforcer warships is positioned to monitor
marauding pirate fleets seize a colony, when Rebels this space, ensuring that nobody enters or leaves
throw off Corporation shackles, when Veer-myn erupt without authorisation. Inside the Containment are one
from their tunnels or when a Plague breaks out, the or more planets and perhaps many millions of human
Council of Seven order a Containment Protocol. and alien citizens, all suddenly cut off from the wider
Corporation. Those in transit between worlds find
themselves suddenly without navigation aids as all their
local maps are removed from the grid without warning.
The lucky ones manage to find a habitable planet close
by. The less lucky drift off into the darkness.
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Plague
Even so, news of such measures inevitably leaks out Perhaps the most alarming cause that is hidden by
and the borders can never be entirely secure. Without Containment Protocols is outbreaks of the Plague.
the normal security protection of the wider Corporation, There are many virulent infections that can massacre
such an area is too attractive a proposition to many colonies, but the most dangerous is not natural. It is
different warring groups and the bribes to inform about simply known as the Plague and is the product of
them are huge. Rebels and Marauders are attracted by little-understood alien artefacts. These strange devices
the wealth of Corporation spoils to be ransacked; Forge are scattered seemingly at random across Corporation
Fathers see a chance to plunder the natural resources space and beyond, infecting and mutating those who are
of long-forbidden sites; yet others see it as a way to not killed by the virulent mutagens they contain, turning
revenge or enrich or simply seek adventure. For those the few survivors into crazed monsters that rampage
who are stuck inside the Containment Protocol it is a across their worlds, killing and infecting any they find.
matter of life and death. News of such events causes mass panic in nearby
systems as a few of these monsters retain enough of
As far as the Council of Seven and their forces are their old skills to use weapons, operate computers and
concerned, a Containment Protocol is a problem to pilot spaceships.
be solved – nothing more. The pirate fleet must be
destroyed, the rebellion quelled, the aliens repulsed,
the infection stamped out. None of these problems
can be allowed to spread beyond the bounds of the
Containment Protocol. The lives of those inside are not
a consideration in the wider scheme of things. They are
largely left to fend for themselves for the years or even
decades it takes to resolve the problem. Even then, the
Council may not want any witnesses...
Before we get into the rules proper, you will need to familiarise yourself with the components of the Deadzone game.
An understanding of this foundation will make following the remainder of the rules easier.
Miniatures
The Deadzone boxed game contains two factions – the Enforcers and the Plague, each represented by a set of
highly detailed miniatures. More information on how to use these in your games can be found on page 8.
In addition, the Deadzone universe is continually expanding, with exciting new specialists for your forces, additional
factions that add a twist to the game, and enigmatic mercenaries. Visit www.manticgames.com for more details.
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Cards
Each faction has its own deck of cards. These are divided into three types:
Stat Cards: these list the game Battle Cards: these allow a Mission Cards: these show
values of the different models variety of extra actions. During what you need to do to win the
available to that faction. During a game you will have a hand game. During a game you will
the game you will use these as of these cards to play. More have one of these to use as
reference. More details can be details can be found on page 32. reference. More details can be
found on page 10. found on page 40.
Counters Dice
Several things need to be tracked during a game, All dice in Deadzone are 8-sided and are marked from
whether it is as simple as which models have had their 1-8. These are rolled just like normal 6-sided dice and
turn, or as worrying as which of your models have been the number facing up when it stops is the result. In most
injured. There are also counters that represent items of cases several dice are rolled simultaneously. However,
equipment, game objectives and so on. The use of each each dice is read separately and the results are never
type of counter is described in the relevant section of totalled.
the rules.
Note that the word “dice” is used here for both singular
and plural. Normally the singular would be “die”, but in a
game where people get killed so frequently this can be a
little confusing.
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Model Positioning Aggression
In Deadzone, a model’s exact placement is very As well as stats, a model is defined by their current
important. For this reason you can only move a model level of Aggression. This rises and falls during the
when the rules specifically require you to do so. The battle in response to events that happen to the model.
owning player always decides on a model’s exact You will need to track the current state of the model’s
position when it needs to change position for any Aggression throughout the game.
reason. The reasons for the importance of the exact
position of a model will become apparent when you read Aggression has 4 steps. From lowest to highest these are:
the rules about Line of Sight on page 18.
Pinned
The model has taken cover from an immediate threat. It
Both models are in the same cube even though the may take a while to decide that it is safe to advance once
one on the right is partly overlapping the line. more. Lie the model down to show this. A Pinned model
must Get Mean! as its first action if it makes any actions
at all.
If a second or subsequent model moves into a cube
it may not move another model out of the way unless
there is nowhere else the moving model could be placed
within that cube. If it must move a model in order to fit
Alert
in then it must move friendly models in preference to This is the normal state for models in combat. The
enemy ones and only by the minimum required to fit model is assumed to be in this state unless marked
the new model into the cube. Note, however, that this otherwise.
is quite uncommon and a moving model can almost
always be placed somewhere in the cube, even if it isn’t
necessarily where you want to go. Remember that the Enraged
centre of the model’s base is what defines which cube it
is in. The model is out for blood, angered by
enemy action, artificial stimulants or
How Much Room? innate rage. Mark the model with an
Enraged counter.
Every model has a size listed on their Stat Card (see
page 10). Each cube can hold up to four size 1 models
(or equivalent – two size 2s, a size 3 and a size 1, etc)
from a faction. This is an absolute limit and cannot be
exceeded. So, if a Strike Team already had three size
1 models in a cube it could not move a size 2 model in An Angry Mob
until one of the others left.
At the start of each battle, a Plague player can
If models from opposing Strike Teams want to fight in choose the level of Aggression each model in
hand-to-hand combat then they need to be in the same his force starts at. This can be either Enraged
cube. In this case both factions can have up to 4 size 1 or Alert and can be different for different
models or equivalent in the same cube. models.
Half-width walkways can hold up to 2 size 1 models or
equivalent from a single Strike Team per cube. This
means that size 3 or 4 models cannot be placed in these
cubes.
During the game, you are free to examine the Stat Cards of the other player’s models. They are not secret.
Shoot stat: Fight stat: Survive stat: Armour stat: Command stat:
Shows your Shows your Shows how Shows how Shows your
model’s model’s ability likely your well-protected model’s skill at
proficiency to attack model is to your model is directing other
with ranged enemies up- endure enemy against harm. members of your
weapons. close. attacks. Strike Team. The
two numbers
added together
are called the
Command Total.
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Wrath
Throughout their long and noble history, there has never been a Judwan warrior or a Judwan murderer, and certainly
nothing like the psychotic assassin known as Wrath. At least, not until now. The following information has been
pieced together from a variety of sources, and the truth of the matter will probably never be known for certain. The
few that did know the truth of this code 8 secret operation are mostly dead. The handful that remain are running for
their lives or hiding where they think he cannot find them.
It seems that he was taken from his parents at an early age and raised as an assassin for the Council of Seven.
Producing such unwavering killers was probably only one order issued among many others and was long forgotten by
the time he was old enough to be sent on his first mission. Still, he was their work.
His first mission was almost his last as the Enforcers he accompanied nearly shot him on the spot for disobeying
direct orders under fire. Despite his excellence in training and simulation, when it came to reality he would not kill.
He was, after all, Judwan.
The programme leader was given a month to persuade his subject to see reason. Failure would not be a healthy
option for either of them. From that point the means of persuasion became increasingly blunt and desperate.
Hypnotism, indoctrination, and behavioural therapy were quickly replaced by surgery, implants and mind-probes.
These failed too, so more were tried, as was simple torture to break his will – to force him to obey. After a month the
programme leader claimed a great success. He had broken the Judwan. Turning around such a high cost investment
was such good news that even one of the Council saw fit to inspect this most lethal of new weapons in their arsenal.
Reports of this official demonstration are sketchy, but the results are clear. Today the assassin known as Wrath is
the most wanted sentient in the galaxy. He is at the top of every Enforcers shoot to kill list and has been the target
of no less than nine fleet sized actions. Small cities have been nuked in an effort to kill him, but he has slipped away
quietly every time.
The main reason for this unusually costly pursuit is simple revenge. Wrath carries one of the Council of Seven’s
ceremonial blades, and this he took from the dead hand of the Councillor himself. He cannot be allowed to live. His
every breath is an encouragement to the Rebs and an embarrassment for the Council and the Corporation. The
problem is that we was trained too well.
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Cubes Not Squares
This scenery adds a third dimension to the battlefield
and means that we are really dealing with cubes, not
squares. Deadzone uses the term cubes throughout the
rules as a constant reminder that you are fighting in
three dimensions.
Buildings are the basic framework of the battlefield and In this diagram, cubes A, C and D are open. Cubes
form the space in and around which you will be fighting. B, E, F, G, H and I count as cover.
Exactly how you assemble them is up to you and is part
of the fun. However, one good piece of advice is that it’s
always more interesting to include a variety of heights There is no hard and fast rule about how much scenery
and sizes of structure when you set up a battlefield. constitutes enough to be cover – it’s really just a matter
of what looks right to you.
Another thing to be aware of when constructing your
buildings is the difference between solid tiles and all During the game, a model that is anywhere in a cover
others. Solid tiles are those without any trapdoors, cube gets the benefit of being in cover regardless of
windows or missing sections. These totally block whether it is standing behind a particular piece of
movement across that cube edge. Of course, the scenery or not. The whole cube counts as cover.
Deadzone buildings are part of a very flexible modelling
system and so these sections could be ceilings or floors
as well as walls. Sections that have some gaps in them
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CORE RULES
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At the heart of Deadzone’s rules is a simple dice rolling
system. This is used whenever you Shoot an opponent,
Test Format
Throw a Grenade at them or Fight them in close With only a few exceptions (such as scatter on the
combat, to name a few common uses. The following opposite page) all dice rolls are resolved the same way.
rules explain the way such tests are written and how to This is written in a standard format that describes:
resolve them.
• The number of dice to roll (usually 3).
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Dice Rolling Sequence Tripling works just like doubling, but with rolling three
times the target number or your opponent’s successes
Dice rolls in Deadzone are resolved as follows unless instead of twice.
otherwise stated:
1. Create your pool of dice by taking the number Doubling and Tripling Against Zero
of dice listed for the test and applying any
modifiers as necessary. Note that modifiers If your opponent rolls zero successes then a single
always alter the number of dice rolled, not the success against them counts as the highest level of
result of the test. success described in the results. This will vary from
test to test, but where both doubling and tripling are
2. If modifiers reduce the dice pool to zero, you possible it will always count as tripling.
cannot make the test. Otherwise, roll all the
dice.
Scatter
3. Each dice that scores equal to or higher than the
model’s relevant game stat (as listed in the test Sometimes you will need to work out where an
description) counts as a success. inaccurately thrown grenade lands or a rampaging
model charges. Random movement of models or items
4. Each dice that scores an 8 counts as a success is called scattering and is usually worked out with a
and lets you immediately roll an additional dice. single dice roll. Use the scatter diagram shown below.
(If this dice is also an 8, roll another one – keep Move the model or item in question one cube in the
going until you roll something other than an 8.) direction indicated by the diagram below. The 1 is always
considered to be furthest away and to the left of the
5. Apply the results of the test based on the rolling player, with the 8 closest and furthest to the right.
number of successes you have rolled.
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Level Differences
Often you will be firing at targets above or below you.
These instances are more likely to need you to check the
real LOS from the model’s perspective. They also cause
some modifiers to the subsequent tests. However, the
principles of LOS are the same whether you are on the
same or different levels.
Measuring Distance
When you need to work out how far a model can move
or shoot you use the same method. Simply count the
shortest route in cubes between where you start and Adjacent cubes: Though he can’t move to all of them,
where you want to move or shoot to. The distance/range the model on Level 2 is adjacent to 26
is the number of cubes. You never count the cube you other cubes:
start in and always count the one you finish in. • 9x level 1 cubes (between the red and blue grids)
• 8x level 2 cubes (between the blue and green
When counting this way, you can move into any adjacent
grids)
cube. Remember this is in three dimensions, so you can
• 9x level 3 cubes (between the green and purple
move diagonally up or down as well as diagonally on the
grids)
same level.
The distance between A and B is 2 cubes as the vertical distance (2 cubes) is greater than the horizontal distance (1 cube).
The distance between A and C is 3 cubes as the horizontal distance (3 cubes) is greater than the vertical distance (2 cubes).
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Turns Note that you can choose to do nothing with a model in a
Turn if you want to. This will still count as its activation
During a Turn an individual player gets to act with some and will still mark it as such.
of his models.
A model that starts its activation in the same cube 3. If a player has no cards left to draw and no cards
as one or more enemy models may only choose remaining in his hand then the game has timed out.
Fight or Break Off actions. In addition it may have See page 43.
a single active Battle Card played on it. When the
player has finished with this model he must mark it 4. If the battle is not over then remove the activation
with an activated marker to show that it cannot act markers from all models and start a new Round at
again this Round. step 1.
Free Actions
Free actions do not count towards a model’s
limit for that Turn in either type or quantity.
However, they are limited in other ways.
A free action cannot trigger another free
action of the same type. If the result says
that a second free action of the same type is
earned then ignore that part of the result.
Note that you could earn two free actions
of the same type in a single Turn if two
separate short actions triggered one each.
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Command (Long Action)
Command is a variable dice 6+ test (1). Roll a
A Command action is one of the few types of action that number of dice equal to the model’s command
is limited in number. It is also unusual because it is not total. For example, a 2-1 model would roll 3 dice.
a single thing but a choice of options.
Command fails: no effect.
Only a model that is either a Leader or has the Tactician
or Strategist ability can use a Command action. Command succeeds: choose one of the following
options:
If there are no tokens left in the Command Pool then the Indecision: nominate an unactivated or
Command action cannot be taken. overwatching enemy model within 8 cubes.
Mark it as activated.
Changing Level
You can also move up or down a single level as part of
the same Move action.
In order to go up a level into an orthogonally
Moving down simply requires a clear path to the new adjacent cube there must be a wall to climb on the
cube. A model dropping more than a single level is lower level, directly between the cubes. A solid
falling and may suffer damage. See page 67. wall in this position on the upper level will block
the movement.
To move up there must be a full cube height wall to
provide handholds to climb. In this example the active Stage 3A in the centre
can only move to one of the level 2 cubes.
The following diagrams show where the wall needs to
be in relation to the moving model. In order to climb
straight up there must be a wall on at least one side of
the cube.
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In order to go up a level into a diagonally adjacent In this example, the active Stage 3A in the centre
cube there must be a wall to climb on the lower is trying to get to the highest level of each cube.
level, in one of four positions shown. Solid walls All marked walls are on the lower level.
in either both closer or both further positions on
the upper level will block the movement. The model can freely move to any of the level 1
cubes as none of them are completely blocked.
In this example the active Stage 3A in the centre
can only move to one of the level 2 cubes. The model can move to the two diagonally
adjacent level 2 cubes at the bottom of the
diagram as there are walls in at least one of the
correct positions. There is no route to the level 2
cube in the centre left of the diagram as there is
no wall between them to climb up.
Despite the position of the walls, the model
cannot move to the level 3 cube as a Move action
only allows a rise of a single level. If this was
a level 2 cube then the model would be able to
make the move.
The half of the floor of the walkway cube that is empty Size 1 Size 2 Size 3 Size 4
space may be moved over without penalty as long as the Cube
moving model would normally be able to move to the
first cube beyond it.
Solid
no no no no
Small
window
no no no no
Average
The active Stage 3A model is able to move left window
and right to the level 1 cubes because you can
move down a single level if there’s a clear path. yes no no no
The model can move down to the level 1 cube
directly below its starting position for the same
reason.
The model can move diagonally to the top left Door or large
Level 2 cube as it is on the same level and the window
route is not completely blocked.
The model can move to the top right Level 3 cube
as there is a wall to climb. yes yes no no
Large door
Barricade
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Who Moves The Models? If the model picks up an item then they may choose to
keep it, drop it or destroy it. Models can carry up to
Whenever a model is moved the owning player decides one item at a time. If they pick up a new item they may
on the exact position of the model within the cube. This choose which to keep and which to drop/destroy.
is true whether the model is moved by an action, a blast,
changing Aggression (standing up or lying down) or An item that is dropped is placed in the same cube, face up.
anything else.
An item that is destroyed is removed from the game.
A model cannot be moved when there is no game cause.
A model that is Killed drops any item(s) they were
In other words, you can’t decide to move a model just
carrying in the cube they died in.
because it is in the way, or too exposed to enemy fire or
anything else. You must use an action to move it or be
responding to a change in Aggression, enemy weapon
Swapping Items
effects, etc.
If a model could pick up an item then they can choose to
swap an item they are already carrying with a friendly
Full Cubes And The Edge Of The Board model in the same cube instead.
Models can only move off the board in two places: their The active model gives an item they are currently
own deployment zone and that of their opponent. carrying to the other model. If this other model cannot
carry more items than it already has then they must
Infiltrate mission goals require you to move off the
either give one to the active model or drop one on the
board through the enemy deployment zone. This means
floor.
that the model must be in a cube that is both within the
opposing deployment zone and at the edge of the board. Only the active model spends an action in order to swap
A single Move action will move the model off the board. items. The other model can be already activated or yet
to have its Turn when the swap takes place.
Scour mission goals require you to move off the board
via your own deployment zone. This works the same
way as infiltrate, but in your deployment zone, not the
enemy’s. Climb (Long Action)
Note that deployment zones are considered to be at all The model moves 2 cubes and must move either up 2
levels and so a model can leave the battlefield on any levels or down 2 levels whilst doing so. If the model
level. cannot make the change in level required then this
action cannot be taken.
A model that leaves the battlefield cannot return.
Apart from these specific instances, you should treat Sprint (Long Action)
the edge of the board as a solid wall that blocks all
movement. The model moves 2 cubes on the same level. They
cannot intentionally change level during a Sprint.
A cube or walkway that the moving model could not fit Otherwise, the rules for movement are as listed under
into is also treated as a solid wall. the Move action on page 24.
The opposing player chooses one of the Alert or If there is more than one enemy model in a cube the
Enraged enemy models in the cube to resist the active model chooses which one it will Fight.
Break Off attempt. They roll a 3 dice Fight test
(X). Every model can Fight unless specifically mentioned
otherwise. We can safely assume that these elite
Survive modifiers: warriors are well trained in unarmed combat and/or
are carrying at least a combat knife or similar to protect
• +2 any friends in the same square (not 2 themselves with. The only additional weapons that can
per model) be used in a Fight are those with range F. If a model
Fight modifiers: has more than one range F weapon then it must choose
• +1 any friends are in the same square (not which one to use before any dice are rolled.
1 per model) A model with a Fight stat of “-” may not choose Fight as
• +1 Enraged an action or a response.
• -1 Injured
Compare the total number of successes to find
the outcome: Fight is a 3 dice Fight test (X).
Draw or Survive wins: take a free Move action. The target of a Fight action must choose to roll
either a 3 dice Fight test (X) or a 3 dice Survive
Survive doubles: take a free Move action. In test (X).
addition, the Break Off attempt is only counted as
a short action, leaving the model with one short Fight modifiers:
action left this Turn. • +1 if moved into this cube in this action
• +1 if any friends are in the same square
Fight wins: the difference in number of successes
(not 1 per model)
is the potential damage. Resolve this first at an
• +1 if Enraged
additional AP1. Then, if the Breaking Off model is • -1 if Injured
still alive, they take a free Move action. • -1 if Pinned
Fight doubles: the difference in number of • -2 if Suppressed
successes is the potential damage. Resolve this Survive modifiers:
at an additional AP1. • +1 if any friends in the same square (not 1
per model)
• -1 if Pinned
If a model Breaks Off into a cube containing an item but • -2 if Suppressed
no enemy models then it may choose to pick it up. See Compare the total number of successes to find
page 27. the outcome:
If a model Breaks Off into a cube containing enemy Draw: MISS – no effect.
model(s) then they get a free Fight action as normal.
Fight wins: HIT - hits opponent. The difference in
number of successes is the potential damage.
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Important!: A model that is Pinned or Suppressed at
the start of a Fight action involving it will recover to Shoot is a 3 dice Shoot test (X)
Alert automatically and without counting as a Get Mean!
action. However, they will suffer the -1 for being Pinned The target of a Shoot action must roll a 3 dice
or the -2 for Suppressed during that first Fight. Survive test (X)
Weapons with a number for Range cannot be Shoot wins: HIT – the difference in number of
used in a Fight. successes is the potential damage.
Anything between one cube and the weapon’s Shoot doubles: HIT – the difference in number of
listed Range in cubes is called combat range. successes is the potential damage. In addition,
Beyond that, up to twice the number listed, is the target suffers -1 Aggression.
called long range.
Work out the effects of the Aggression loss on the Throw Grenade (Short Action)
target. If all the loss has been used in reducing the
A model must have a grenade with a Range number (not
target to Suppressed then no damage is caused. If
F) to take this action.
however, the target is reduced to Suppressed and there
is still a reduction in Aggression left over then each The target must be within the maximum range of the
extra step causes 1 potential damage. weapon used to take this action.
For example, if an Enraged model is tripled then it Throw Grenade targets a cube and requires area LOS.
loses 3 Aggression. This reduces it to Alert then Pinned
then Suppressed with no points left over. No damage is
caused.
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When an enemy model takes any action that begins or
Throw Grenade is a 3 dice Shoot test (1) ends within Area LOS of the overwatching model then
they may attempt to react.
Shoot modifiers:
Roll the following test to see if the model reacts quickly
• -1 if Indirect weapon at combat range enough in the tumult of battle.
• -2 if Indirect weapon at long range
Note that any number of overwatching models may
Throw Grenade succeeds: HIT – the grenade attempt to interrupt each enemy action, but that you
lands in the target cube. must declare all of those that will try before you roll
for any of them. Roll for and resolve each overwatching
Throw Grenade fails: MISS – at combat range the model one at a time in an order chosen by the owning
grenade scatters one cube in a random direction. player.
At long range the grenade scatters twice. Roll
separately for each scatter. An overwatching model does not have to interrupt an
enemy, and if there are several that could then it is
always their owning player’s choice as to which ones, if
any, make the attempt.
This action resolves where a thrown grenade ends up.
What happens when it goes off in that cube depends on
what type of grenade it is. See pages 77 to 78 for details Overwatch is a 3 dice 6+ test (1)
of the different types and their effects. Overwatch fails: remove the Overwatch counter.
Overwatch succeeds: take the model’s Overwatch
action after the target has completed their action.
Grenades are reliable and carefully built Discard the Overwatch counter.
weapons that only explode when triggered.
They do not detonate when the model carrying Overwatch doubles: take the model’s Overwatch
one dies or drops one to pick up something action before or after the target has completed
different. their action. Discard the Overwatch counter.
The Judwan are a calm, peaceful race, each one following the ancient Mu’shen’wan path to spiritual enlightenment.
A staggeringly large number of them are healers, using a mixture of dazzling technology and ancient medicine to
care for those with whom they share the galaxy, but never asking for reward or recompense.
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Card Play Once the booby trap has been resolved, the model that was
interrupted may continue with their Turn provided that
Cards are played on models in addition to actions. Each they have not been Pinned, Suppressed, Injured or Killed.
Battle Card has two possible effects which may be
different types. You must choose which one of these
effects you wish to apply when you play the card. You Change of Plans
may only ever use one of the two options when you play
a card and the action chosen defines when that card This must be allocated to a specific friendly model as
may be played. their active card for the Turn even though it affects the
enemy.
Each model can have a maximum of one Active card
played on it per Turn. There is no limit on the number of
Reactive cards. Hybrid cards count towards this limit if Distract
they are played as an Active card.
This must be allocated to a specific friendly model as
An active card can only be played during the target their active card for the Turn even though it affects an
model’s activation and must be played on the model enemy model.
it affects (unless otherwise mentioned in the notes
below). Within this limitation it can be played before or Mark the target model as activated regardless of what it
after any action taken during this activation. was doing.
All cards are single use and are discarded as soon as Surge
they have been resolved.
This must be allocated to a specific friendly model as
their active card for the Turn.
+1
Many cards give a model +1 dice to a specified test. To Twisted
use this type of cards the model must already be taking
The new mutation counter is drawn at random from the
that action. The card does not “buy” an action, it simply
remaining supply. If all the counters have been used
modifies the test required.
then the card does nothing.
Resolve the booby trap as a frag grenade that has hit its
target (so it gets the +1 modifier).
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SETTING UP
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In order to play Deadzone you need to get a number of 1. ChoosE Your Strike Team
things together. If you’ve got the boxed set then almost
all of these are included. All you will need to find for Each player should decide which of the different
yourself is an opponent. Once you’re ready, lay out the factions (Enforcers, Plague, Marauders, Rebels, etc)
battle mat between you and follow these steps. they like most. Then, using the Stat Cards from the
appropriate faction deck, each player needs to put
1. Choose Strike Teams.
together a Strike Team following the rules on page 44.
2. Prepare your Strike Team.
As long as you have the models to represent the various
3. Prepare the battlefield. soldiers and monsters on the battlefield, you can play
any combination of factions you like, including fighting
4. Determine deployment. with the same faction on both sides. It’s up to you.
5. Start the game. When both players have the models and cards needed to
play and have each chosen a Strike Team, then go to the
next step.
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• Shuffle your Battle Cards. Deal yourself 20 Cover
Battle Cards. These will form your battle deck
for this game. Place the remainder to one Once your buildings are laid out, define some cubes as
side. They will not be used in this battle. Deal cover to break up clear fire-lanes and make the board
four Battle Cards from your deck of 20 as your look more interesting. Exactly what bits of scenery you
starting hand. use to show cover does not matter.
Deployment
C D
The player who did not draw the card for deployment
now draws an unused Mission Card from his deck to
determine who deploys their models first and starts the
battle. “Friend” means that he does, while “Foe” means
his opponent begins.
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During a game, each player attempts to collect Victory Points (VPs) by completing mission goals. These vary from
mission to mission. Some focus on killing the enemy, others on holding ground or moving to new positions. As the
missions are kept secret, part of the challenge is to hide what you’re up to whilst working out what your opponent
is trying to do and counter it.
Kill
Destroy the enemy forces. Without troops they can
achieve little. This is broken down into 3 levels and is
listed as 3 separate goals. These levels are based on
the points value of each enemy trooper you kill (1-6,
7-10, 11+). Each kill earns you the VPs listed for the goal
that covers their total value. For example, if a mission
gives 1VP for 1-6 point models Killed, 2 for 7-10 point
models and 3 for 11+ point models then killing a 7 point
model earns you 2VPs. Note that in some missions you
will earn VPs for some kills and not others.
These VPs are in addition to any points you may get for
Notes:
Kill goals. Each model of the specified type that you Kill
If the Goals require any further explanation, it
earns points for both the Kill and the Kill Commander,
will be found here.
Trooper, Specialist or Leader. You earn the bonus each
time you Kill a model of the correct type. This means
that you can only earn one Kill Commander bonus per
battle (as there is only ever one in each Strike Team),
but can potentially earn the other goals multiple times
Deployment / Friend/Foe: depending on the composition of the enemy force.
The icons in this corner do not form part of
For purposes of this goal, Rare models are counted as
the mission itself – instead, they are used
Specialists and Unique models are counted as Leaders.
while setting up the game, as described on
page 38.
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Capture (X, Y or Z) Scour
Sometimes boots on the ground is the only way to get It may not be brave, but it’s got to be done. Some
things done. This is broken down into 3 goals – one for factions are abundantly supplied with every item of
each of the objectives: X-Ray, Yankee and Zulu. You equipment they might wish for, while others struggle to
capture an objective by having a model in the same cube as get by. Each time you carry an item off the board from
it, as well as having no enemy models in the same cube. your own deployment zone you earn the VPs for this
goal. The items cannot be ones you started the battle
with; they must either be ones that began the game
Control (X, Y or Z) littering the battlefield or ones that enemy models have
dropped since. See the rules for moving off the board on
Use stealth, use cunning or use brute force, but
page 27.
make sure none of the enemy gets anywhere near.
This is broken down into 3 goals – one for each of the
objectives: X-Ray, Yankee and Zulu. You control an Survive
objective by making sure two things are true at the
same time. Firstly, you must capture the objective by Sometimes just holding on can be enough. This goal is
having a model in the same cube as it when no enemy earned at the end of every Round that more than half
models are in that cube. Secondly, there must be no your Strike Team (in points) remains on the battlefield.
enemy models in any cube adjacent to the objective. If a model has moved off the board then it is no longer
When both of these are true then you have control of counts as being on the battlefield even though it did
that objective. not die. You may want to use a spare counter to track
how many Rounds you have played. If you do this, make
IMPORTANT! Note the difference between capture and sure that you do so even when Survive is not one of your
control of objectives. objectives – just to keep your opponent guessing.
Infiltrate Intel
Leave the enemy blocking force to the other teams. Your In addition to these goals, there are some items of
job is to get past them and onto your next target. This intelligence value called “intel” that are worth 1 VP each
is broken down into 3 levels and is listed as 3 separate to any faction on any mission. These can sometimes be
goals. These levels are based on the points’ value of found on the battlefield as part of the scatter of random
each trooper you exit off the board from the enemy items.
deployment zone (1-6, 7-10, 11+). Each trooper you move
off earns you the VPs listed for the goal that covers their
total value. For example, if a mission gives 1VP for 1-6
point infiltrating models, 2 for 7-10 point models and 3
for 11+ point models then moving off a 15 point model
earns you 3VPs. Note that in some missions you will
earn VPs for some infiltrators and not others. See the
rules for moving off the board on page 27.
Tracking VPs
An easy way to keep track of your VPs is to use your Mission Card as a reference point. Simply place enemy
models you kill, friendly models you infiltrate off and any other VP related counters and models around your
Mission Card so that you can count the points quickly. It’s best to use the layout shown here so you always
know where everything is and what it’s worth.
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Winning Conceding a Battle
There are a number of ways to win a game of Deadzone. There are times when everything goes wrong and
These fall into two main types: claimed and timeout. In retreating to reform is the only sensible option.
addition, players can concede or abort battles.
A player can concede the game at the start of any of his
Turns. This is usually only done as part of a campaign
when a player is worried about the losses in his force.
Claimed Victories
The player that concedes earns zero VPs for this battle
These are when one player achieves a clear victory by
regardless of his mission and any intel recovered. His
either completing his mission or wiping out his foes. To
opponent earns 10 VPs regardless.
win this way a player must claim his victory by telling
his opponent that he has won and then confirming it. He
may do so in one of two situations:
Aborting The Mission
1) When he has earned a total of 10 or more VPs.
There are times when an assigned mission is
2) When his opponent has no models left on the table, or impossible. Sometimes the reports are incorrect
the only ones left have a command value of “-”. and the enemy forces you have been assigned
to kill simply aren’t there, or the models that
When a player claims victory, pause the game to check needed to infiltrate are killed by a lucky shot right
that they have actually done so. When this is due to at the outset. In these situations you have two
wiping out the enemy it should be obvious. Otherwise, choices: concede the battle or abort the mission
the player claiming the victory reveals his Mission Card and fight on regardless. Aborting a mission looks
and his VP total is checked by both players. Remember bad, but sometimes it’s the only option.
to include any intel recovered in this total.
Conceding the mission is dealt with above. While
If they have earned 10 or more VPs then the game is this is OK in a one-off game, in a campaign it
over. If not then carry on from where you left off. gives a lot of VPs away and is not usually such a
good option.
The first player to claim a valid victory wins the game.
At the start of any of your turns you can abort
your mission if it is no longer possible. Turn over
Timeout Victories your Mission Card and show it to your opponent.
If you agree that the maximum possible VPs
All missions are time-sensitive. If you don’t complete
from the mission alone (ie ignoring intel, etc) is
your assigned tasks quickly then the strategic situation
less than 10 then you may abort the mission. If
will change and your goals may no longer be valid.
you could earn 10 or more VPs then you must
Deadzone is designed to time out games on its own. This continue with the mission or concede the game.
avoids stalemate situations where neither player can Just because it’s hard doesn’t mean that an elite
make headway on achieving their mission. The way the force commander such as you can walk away
game does this is by using the Battle Cards. from it.
At the end of a Round the number of remaining If the mission can be aborted, discard your
Battle Cards are checked. If one or both players has Mission Card and any models Killed or infiltrated
completely run out then the game is over. The mission’s to this point. You start your VP total again from
window of opportunity has been missed and the Strike zero. From now on you will earn 1 VP per enemy
Teams have been recalled by their respective High model you kill, regardless of its cost or type. This
Commands. See the Play Sequence on page 20 for more makes it very hard, or perhaps impossible to win
details. outright, but in a campaign some VPs are better
than none. Remember that you can also play for
If a game times out then both players flip over their time so a win is always possible even on aborted
Mission Cards and the total VPs are calculated. missions.
Remember to include any intel recovered in this total.
Note that you cannot get the campaign bonus
The player with the highest total wins. In the case of a for completing core mission goals as aborted
draw, the player with the highest total points (in models missions have none.
only) remaining on the tabletop when the battle ends
wins the battle. Once you abort a mission you cannot go back to it
later.
The Commander
Point Limits
When you have finished spending your points, you must
Each Strike Team has a total of 70 points to spend. You nominate a Commander for your force. This will be the
can choose to spend less than the full 70 if you wish, but model with the highest Command Total stat in the Strike
you cannot spend a single point more. Team. If two or more models have equal highest value
then you must choose between them.
Ammo 1
AP Ammo 2
Frag Grenade 3
Sentry Gun 5 Enforcers only. Requires
(packed) an Engineer to deploy.
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CAMPAIGNS
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One thing that Deadzone does well is tell a story. Strike Force
Battles feature dramatic rescues, lucky escapes and
heroic charges all the time, and the actions of individual This is your overall force of models. Think of this as
models often end up being recounted as great tales of your base camp where all the resources you have are
heroism after the game. The only downside is that these collected. You will not have everything available at
individuals have no life beyond that single mission. What once, and this more accurately reflects the realities
if you could follow these heroes in their next battle, and of combat. However, you will be able to tailor what
the one after that? Would they carry on saving the day resources you do have – at least to an extent.
or would their luck run out? Campaigns let you find out.
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Roster Sheet for the total reputation ever earned, and a separate
space for “unspent” reputation. Highest total reputation
This is a record of all the models and items available for is the usual measure of a campaign winner. Unspent
you to purchase, and those that are already part of your reputation is only used for working out what can be
Strike Force and Stores. Individual models have their bought between missions.
stats listed here along with any injuries or experience.
Clearance
Restrictions
Regardless of the outcome, each battle a Strike Force
In a campaign, each player’s initial Strike Force fights improves its standing with High Command
represents a newly-arrived unit in the battle zone. It and improves its clearance. Each clearance allows a
has limited resources and no reputation to persuade the Strike Force to remove one restriction. Note this newly
local units to help it out with supplies. A Strike Force available model or item on the back of your roster
starts with access to only a few of its faction’s possible sheet.
models and items. The others are restricted.
High Command
Reputation
The various forces that fight within the Deadzone are
This represents how well known and how respected not simply squabbling among the burning wreckage
the Strike Force is. The more missions it fulfils for the best scraps of a ruined colony. Not at all. Each
and the longer it remains at the front the better its is part of a carefully structured military hierarchy and
reputation. And, the better a reputation a Strike Force as such is operating with support and aid from higher
has, the more easily it can persuade High Command echelons of its parent “army”. High Command is the
that it should get what it wants by way of supplies and term for these upper echelons.
replacements. Reputation is “spent” between battles
to improve the Strike Force and to gain better medical
treatment for casualties. The roster sheet has a space
When you and your friends decide that you want to start
a campaign, how do you go about it? Well first there are
some questions to be answered. By going through these
you should give yourself a solid foundation onto which
you can build whatever additions you like. Campaigns
can be very individual things and are likely to change as
you go along, acquiring new aspects that you and your
gaming buddies think are cool and dropping those that
don’t suit.
How Long?
Short campaigns and those with fixed end points are best
to start with and probably best overall. As mentioned
above, success is a good recruiter when you want to run
another.
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consider running another one immediately afterwards Continue up the rankings, each player issuing a
with the same experienced Strike Forces instead of new challenge unless he is already part of one, until every
ones (or as well as new ones if you have new players Strike Force has a challenge match arranged. This
wishing to join in). It’s best to be flexible and adapt to need not be the only game either Strike Force plays
your local group. The campaign organiser should make during that period, but they must play this one or the
the final decision, but as always it’s a good idea to talk it challenged Strike Force loses the reputation.
through with the rest of the people in the campaign.
Of course, this too can be exploited and the organiser
will need to be alert to people issuing challenges and
Who Do You Fight? then not playing through no fault of the challenged
player. In these cases the reputation loss should be
The more rigid your organisation of battles in a levied on the challenger instead. If the game cannot be
campaign, the less successful you and everyone else played through no fault of either player then the penalty
will be at sticking to it. The answer is to be as freeform can be waived at the organiser’s discretion.
as you can.
Let players arrange their own games and play as A Balanced Campaign
often as they like or can within their chosen campaign
structure. The only restriction that is both easy to The Deadzone campaign system doesn’t require that
implement and helpful to use is to say that you cannot everyone play the same number of games. This will give
fight against the same opponent twice in a row. an advantage to those who fight more often, however,
the advantage will be very small.
One final thought on who you fight is challenges. The
way they work is simple. By keeping the battle size fixed at 70 points, all that
more experienced Strike Forces can bring to the table is
Using whatever means you have decided on to judge the a wider variety of models and items. More experienced
overall winner (see above), rank the Strike Forces in and improved models cost more points and so will
order. Then, let players issue one challenge per week, reduce the size of the overall force. This puts the focus
fortnight or whatever time period makes sense for your back on the player’s skill rather than the models in the
group. Strike Force itself, which is where it should be.
Starting with the lowest ranked Strike Force, let them This also means that players can join in part way
issue a challenge. Simply pick any other Strike Force through the campaign and not be at a huge disadvantage
that has not already got a challenge match in this period in a game. They will struggle to beat those who have
and issue your challenge. If they fail to fight you in that fought more battles in terms of overall reputation, but
time period then they lose 5 from their total reputation they can still join in and fight lots of games without
for cowardice. feeling overwhelmed by the veterans.
HEW Guntracks were once popular among Corporation armed forces, but when Accutek started pushing the
HSW-04 – and its hefty exclusive-use agreement – they were forgotten almost overnight. Most have now found homes
among Marauder fleets, where goblin crews treasure them for their sturdy construction and excessive firepower.
1. Choose a faction
1. Choose a Faction
Players will have a collection of models and a favourite
faction. It’s more fun if there is a mixture of different
factions in your group, but the amount of infighting
within every faction makes it perfectly reasonable to
have duplicates.
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Choosing A Mission For A Campaign Battle
There is an important distinction between Draw a Mission Card at random from your faction deck.
cleared and bought. Models and items will Do this before you choose your Strike Team, not after.
often be on your cleared list long before you You may not refuse this mission.
actually buy one of them for your Strike Force.
This is far more realistic for a military unit in a combat
This simply means that you have done enough
zone than being allowed to pick and choose, and would
to persuade High Command that you are worth
be preferable for one-off battles too if it were not for
trusting with such important and limited
the practicalities of gaming. Most people work out
resources. It doesn’t mean that they have any to
their armies before they turn up for a game, and so
give you yet. You still have to spend the points
drawing a random mission in front of your opponent is
to buy a model or item before it is added to the
a simple and quick way of getting straight into a game.
Strike Force or Stores section.
However, in a campaign many players will be looking
for something more realistic and immersive, hence the
change.
6. Spend reputation.
Situation Reputation earned
7. Resolve casualties.
One reputation per VP
8. Check roster is fully updated. Earn any VPs for mission earned up to a maximum
of 10.
9. Add fresh recruits.
Achieve any core mission
+2 reputation.
goals (see page 42).
1. Return Items to stores Win the battle. +2 reputation.
Included a mercenary in
If any models are carrying items at the end of a battle, -3 reputation.
your force.
add them to your Stores. This includes those you took to
battle and never used, those you have found and those
you have taken off the bodies of the enemy. As long as
one of your models is carrying it at the end of the battle,
you put it into your Stores.
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Each situation applies only once. The maximum possible New Ability
reputation earned from a single battle is 14. The
minimum is zero. The model is sent for training and learns a new ability.
Mark them absent for the next battle while they train.
Add the reputation earned to both the total reputation
and unspent reputation areas of the Strike Force’s You may choose an ability from the following lists.
roster sheet. The total reputation only ever goes up, Which list you can choose from depends on your current
whilst the unspent reputation rises and falls as it is rank.
earned and spent. A model may only have each ability once.
Keeping track of who Killed what is most easily done Ability Notes
when the kills are made during a battle. Simply make a
Agile
check mark next to the model’s entry on the roster and
tidy it all up at the end, in this step. AP1 Only affects Fight attacks.
BOOM!
Each model has a rank and all models start at rank 1.
Brawler
When they collect enough experience to equal the next
rank above them then they go up one level. For example, Discipline
a rank 3 model would need to collect 4 experience to Engineer + Beast The extra engineering equipment
advance to rank 4. When a model advances in rank means that the model no longer
reduce their experience by an amount equal to that has room to carry more.
new rank. A model can only advance by one rank after Fast
a battle. If they have enough experience to advance Glide
again then it is saved until after the next battle. These
Irresistible
experiences take time to assimilate.
Knockback Only affects Fight attacks.
Note that a model cannot advance after a battle in which Marksman Cannot take this if they already
they were Killed or Injured. Only models that survive a have the Sniper ability.
battle unscathed or are already on the roster can gain Medic + Beast The extra medical equipment
ranks (and therefore advancements) after a battle. means that the model no longer
However, experience earned is still marked on the has room to carry more.
roster and can be used after they have healed. Really Tough Must have the Tough ability
already. Really Tough replaces it.
When a model advances in rank you may roll one dice on Resourceful
the advancement table to see how they improve.
Scavenger
If you roll this result and have already increased all Cost in
Upgrade Notes
three combat stats plus Command then treat it as a roll reputation
of 7 and take a Veteran Dice instead.
1 Clearance 4
Increases in Shoot, Fight and Survive stats make the Cannot buy
number drop by 1. So, a 6+ becomes a 5+, a 5+ becomes Buy item Item cost
restricted items
a 4+, and so on.
Cannot recruit
Recruit model Model cost
restricted models.
Veteran Dice Emergency
1 per model
Hardened veterans have learned how to survive in the medical aid
harsh realities of combat and know all manner of subtle
Resurrect model 3 per model
tricks. These are represented by Veteran Dice.
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7. Resolve Casualties 8. Check Roster Is Updated
Models that were Killed during the battle are removed Ensure that Injured and dead models are noted
from the roster unless you bought a resurrect model correctly, experience has been counted and all other
upgrade for them. You need to buy one such upgrade updates and upgrades noted. Check your opponent
per model and may choose to resurrect some and not has done likewise. It’s easy to miss a detail as there’s
others. If you want to resurrect a model you must do so a lot going on, especially with more experienced Strike
immediately after the battle in which they were Killed. Forces in the middle of a campaign. Take the time to
If you cannot afford to pay at that time they are removed check now, while the battle is still fresh and you can
from the roster permanently. both remember what happened.
Experience
New Guy?
Absernt?
Vet. Dice
Rank
Cost
Name Model Type Overwatch Abilities Weapons and equipment
Item Quantity In Strike Team? Cost Item Quantity In Strike Team? Cost
Rupert
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REFERENCE
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58 - REFERENCE
Rupert Coles (order #5245731)
The Plague is not really a disease at all. Although it
spreads like an infection and wipes out populations
like the most virulent of biohazards, it is in fact an alien The Lu-Fin Exiles
mutagen. Whether this is intended as a weapon, some Under the earth of New Czechia, in specially
form of self-defence or simply as a means to keep the developed laboratories the scientists of the
rats down is unknown. Ongoing research still struggles Lu-Fin Conglomerate are doomed to spend
with both the identity of the aliens responsible as well the rest of their lives analysing the materials
as their purpose. collected from suspected Plague outbreaks.
What is known is that certain areas of space have Locked down under miles of elaborate
been seeded with a series of readily recognisable safeguards to ensure no outbreak can result
alien artefacts. These are sometimes robust and from their investigations, these exiles are
impenetrable, whilst at other times they allow locked in to a programme of experiments on
themselves to be easily opened. Huge penalties the recovered corpses and any alien hardware
are levied on anyone hiding knowledge of their thought connected. Their research has afforded
whereabouts, and given their lethality most citizens the Corporation a better understanding of how
are more than happy to alert the nearest Corporation to best combat the Plague on the battlefield
outpost when one is found. They are swiftly recovered with a few biological tricks of their own.
and contained in a secure unit with the best precautions Beyond the dissection of the “hows”, the
available. Sadly this is seldom sufficient. Surgeon Generals are concerned with the
When the artefact is eventually cracked open, anyone “whys” – why the Plague were designed, breed
in the immediate proximity not wearing at least level 7 or evolved. It has been theorised that the
biohazard protection is immediately infected with the creation of the various mutated hosts is the
mutagen. This initial stage has a very low mortality rate intended effect. These savage, ultraviolent
as it is key to the Plague spreading. Most of those within killers have no compassion, no fear, and
a few metres will be turned into Stage 1s. These are yet retain most of their problem solving
the focus of each outbreak, and tracking them down is capabilities. The Stage 3s are for the most part
key to containing it. Until they have all been destroyed infertile, and so after a while a race infected by
the Plague will continue to spread. As individuals they the Plague will die out. Many are killed outright
are powerful and cunning commanders. All of their by the disease, others are killed by the infected
previous character and skills have been overwhelmed members of their own society. Those infected
as thoroughly as their physical form has been. This have no way of reproducing other than by
has been replaced with an innate tactical cunning that infection. As long as a Primary Infection Source
makes them natural commanders. They are dangerous – one of the “Plague Devices” remains active,
foes in combat too, but they are not just beasts. the Plague will not stop.
These rapidly disperse, slaughtering any they At first, the Lu-Fin exiles thought the primary
can find as they spread out, each carving its own purpose of the Stage 3s seems to be to spread
dominion among the civilian population. Whilst they the disease beyond the principal infection site,
attack indiscriminately, not all of their victims die. A as they retain the ability to utilise technology
percentage are themselves infected and these mutate and indeed, appear to be driven to spread away
into Stage 2 creatures. These creatures lose most from their infection site. But the infection’s
of their higher functions and serve as the premier characteristics are inherently self-limiting.
warriors of the outbreak. They are devastating in Could this be to protect the creators of the
close combat. Plague? The leading, current theory is that
extinction of intelligent races through sheer
Those who survive the rampages of the Stage 2s may havoc rather than direct pathogen mortality is
themselves be mutated into Stage 3s. As the mutagen the ultimate aim of the Plague.
spreads from its source it is diluted yet further,
the potency is reduced, and the Stage 3s are more
recognisably what they were originally. Not all survive
the transformation, though those that do can be left
with shadows and fragments of their previous character
and skills. This allows the Stage 3s to perform many
of the support tasks for the outbreak, using weapons
and operating technology so that the Plague as a whole
may even move between planets. Even though they are
individually far less dangerous than the earlier stages
in terms of raw combat potential, these residual skills
and intelligence can make them very dangerous for
those attempting to contain an outbreak.
These days, the Marauders are famed mercenaries Within the confines of the Deadzone the Marauders have
and are some of the most professional soldiers known yet one more ace up their sleeves – they are naturally
to the Corporation. They are regularly hired both by immune to the Plague.
and against Human forces and take a great deal of
professional pride in being apolitical. Most Marauder
units will be uniformed and uniformly equipped with
state-of-the-art weaponry and support equipment. They
are drilled in modern tactical doctrine and can be relied
upon to undertake any mission with practised skill.
Beast
The model cannot pick up, carry or use items. All of its
weapons and equipment are either natural or have been
grafted on permanently by skilled bio-technicians.
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Blast
Blast effect is a 3 dice 4+ test (X).
Blast weapons create a massive overpressure shock
wave when they explode, fire gravitic pulses that throw • +1 if the attack was a Hit.
targets about, or use other alien technologies that • +2 if the weapon is a Shockwave.
produce similar effects. However, they do not contain Models caught in the explosion roll a 3 dice
shrapnel and so are primarily for moving targets, not Survival test (X).
killing them. They are, in effect, Frag weapons without
• +1 if the model is in a cover cube.
the damage.
• +2 if the Blast was centred in an adjacent
A weapon with this ability ignores the normal result cube.
details of a Shoot or Blaze Away action. All that matters Draw or Blast wins: target is Pinned*. If the
for Blast weapons is whether the result was a hit or a model is in the same cube as the Blast then
miss. In either case, roll a new test to resolve the attack. they are thrown one cube in a random direction.
This may result in further damage from being
Work out where the weapon strikes/lands and centre smashed into a wall or blown off a roof (see
the effects on that cube. Every adjacent cube on the below).
same or higher level is affected by the Blast as long
as there is a clear route to it. A “clear route” exists to Blast doubles: target is Pinned*. If the model is in
a cube if a size 1 model with a jump pack could move the same cube as the Blast then they are thrown
there from the starting cube.” one cube in a random direction. If the model is in
an adjacent cube then they are thrown one cube
Roll one test for the success of the Blast regardless directly away from the centre of the effect. To
of how many potential target models are in the area. work out where “directly away” is, draw a straight
Roll a separate test for each potential target model and line from the centre of the effect to the target and
compare this to the Blast total. beyond. The first new cube the line enters is the
one the model is thrown into. This may result in
further damage from being smashed into a wall
or blown off a roof (see below).
Blast weapons will not scatter on a miss
unless the action used to deliver them Survival wins: target is Pinned*.
specifically says so, eg Throw. Other attacks
will miss the exact point that was aimed at, Survival doubles: no effect.
but will land sufficiently close to still be in the
target cube.
Slammed Into Walls and Falling
From Heights
If a model is thrown into a wall that
blocks its movement to a different cube
The Kraaw are unparalleled guerrilla fighters, it takes a new 3 dice 5+ vs Survival roll
and enemies of the Rebellion have come to fear but remains in the original cube. The
their swift, unexpected attacks from high vantage survival roll gets +1 dice if they started
points – so much so that the winged aliens have in an adjacent cube to the grenade.
had to adapt their tactics to maintain the element
of surprise. Kraaw Warriors have recently set Falling damage is 3 dice 5+ vs Survival,
aside their traditional Stingcasters in favour +2 dice per level after the first. In both
of a wrist-mounted grav-blaster, retuned and these cases the results are as follows:
overcharged to produce dissonant grav-pulses.
Damage wins: the model is Pinned*, plus
While this renders the the difference in successes is potential
weapon completely damage.
non-lethal, the Kraaw have
Survival wins: the model is Pinned*, but
still found a deadly use for it.
suffers no damage.
They will unleash a fusillade of
blaster fire from on high, sending If a model lands on or is thrown into
their enemies sprawling or pulling another model then both models should
them out of cover, before swooping roll for damage. Roll separately for each
in to claim their kills at close using the modifiers for the moving model.
range with their Talon
Blades.
*Pinned pins the target unless it is already
Suppressed in which case it stays Suppressed.
Following an extended underground skirmish on Dotha Epsilon, Enforcer units requested more specialist close-
quarters equipment. Less than a cycle later, Rhode Industries pulled its CQD Shield from general circulation…
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Engineer
Frag damage is a 3 dice 4+ test (X).
The model is experienced with tripwires and mines and
so cannot have a Booby Trap card played on him. • +1 if the attack was a Hit.
• +2 if the weapon is a Massive Frag.
In addition, the Engineer can set up and take down Models caught in the explosion roll a 3 dice
Deployable weapons (see Deployable). Survival test (X).
If a Strike Team contains one or more models with this • +1 if the model is in a cover cube.
ability as well as any Deployable weapons then the • +2 if the explosion was centred in an
weapons may be set up or packed at the start of a battle adjacent cube.
as the player chooses. If they are set up at the start then Draw or Frag wins: target is Pinned* and hit
they may only be positioned in a cube that one of the by shrapnel. The difference in successes is the
Engineer models could have deployed in himself. potential damage. If the model is in the same
cube as the Frag then the blast throws them one
cube in a random direction. This may result in
Fast further damage from being smashed into a wall
or blown off a roof (see the box).
Sprint is a short action for this model.
Frag doubles: target is Pinned* and hit by
shrapnel. The difference in successes is the
Firestorm potential damage. If the model is in the same
cube as the Frag then they are thrown one cube in
The weapon gets +2 dice to Blaze Away actions in
a random direction. If the model is in an adjacent
addition to any other modifiers that may apply.
cube then they are thrown one cube directly away
from the centre of the effect. This may result in
further damage from being smashed into a wall
Frag or blown off a roof (see the box).
Frag weapons explode with both blast and Survival wins: target is Pinned* as abovebut
fragmentation effects. The effects of the blast are unharmed.
included in the rules below.
Survival doubles: no effect.
A weapon with this ability ignores the normal result
details of a Shoot or Blaze Away action. All that matters
for Frag weapons is whether the result was a hit or
a miss. In either case, roll a new test to resolve the Slammed Into Walls And Falling
damage of the explosion. From Heights
Work out where the weapon strikes/lands and centre If a model is thrown into a wall that blocks
the effects on the explosion on that cube. Every adjacent its movement to a different cube it takes a
cube on the same or higher level is affected by the Frag new 3 dice 5+ vs Survival roll but remains
as long as there is a clear route to it. in the original cube. The survival roll gets
+1 dice if they started in an adjacent cube
to the grenade.
Frag weapons will not scatter on a miss unless
Falling damage is 3 dice 5+ vs Survival, +2
the action used to deliver them specifically
dice per level after the first. In both these
says so, eg Throw. Other attacks will miss the
cases the results are as follows:
exact point that was aimed at, but will land
sufficiently close to still be in the target cube Damage wins: the model is Pinned*, plus
the difference in successes is potential
damage.
Roll one test for the success of the Frag regardless of
Survival wins: the model is Pinned*, but
how many potential target models are in the area. Roll suffers no damage.
a separate test for each potential target model and
compare this to the Frag total. If a model lands on or is thrown into
another model then both models should
roll for damage. Roll separately for each
using the modifiers for the moving model.
Glide Each weapon the Gun Crazy model carries may only
be used once per Turn. Each target model may only be
The model may drop any number of levels in a single attacked once per Turn.
Move or Sprint action without harm. This may be done
as a deliberate movement or as the result of being Continue to roll a dice as above after each attack until
blasted out of a position. In either case they glide to the you either run out of weapons, run out of targets or you
ground unharmed by the drop and land on their feet. For roll a 1–4.
every level they drop they may move one cube sideways
(orthogonally or diagonally) relative to their original
position. Hover
A model with this ability floats in the air and never
settles. This has two effects.
Gun Crazy
Firstly, the model may rise or fall by one level when
A model with this ability always fires their weapons
performing a Sprint. It never needs handholds to climb
using this rule. Shoot and Blaze Away are long actions
up/down. You must be able to place the model in the
for this model. If you wish to use any weapons, start by
new position.
taking a single Shoot or Blaze Away action as normal.
After this has been resolved, roll a single dice: Secondly, the model is particularly vulnerable to Blasts
and will roll -1 dice when resisting their effects.
Roll Result
your opponent chooses an unused weapon. Irresistible
They must then use this weapon to attack a
1-2 If the target of this weapon has the Tough ability then
valid target of their choice, from any side. The
model’s Turn now ends. it is treated as having +1 Armour instead. If it has the
Really Tough ability then it is treated as having +2
everything is obscured by gun smoke. The Armour instead. The AP of the weapon’s attack will
3-4
model’s Turn ends. reduce this total target AP as usual. For example, if an
Choose an unused weapon and make a Shoot AP2 Irresistible weapon does 3 potential damage to an
5-8 Armour 1, Really Tough target then the target’s effective
or Blaze Away action as appropriate.
Armour level is 3
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It Burns! MarksMan
When a weapon with this ability hits its target work out The model gets +1 dice to Shoot actions in addition to
the damage as usual. If the model survives the attack any other modifiers that may apply.
it is also set on fire. Roll a new test immediately for the
fire damage.
Massive Frag
The fire rolls a 3 dice 4+ test (X). Treat this as a Frag weapon with a +2 modifier for the
explosion effects. See page 69 for the Frag rules.
The target rolls a 3 dice Survival test (X).
To work out where “directly away” is, continue a point On a roll of 5-8 the owner of the active model chooses
LOS from the firer to the target and into the first new the model’s actions like normal.
cube beyond the one the target is standing in. If there
is any choice, the firer may decide. If the attacker and
target are in the same cube then the attacker chooses
which adjacent cube to knock the target into.
Limited Range
The weapon cannot be used beyond combat range. For
example, a Range 4 weapon cannot be fired at a target
further than 4 cubes away.
Mind Storm is a 3 dice 5+ (X) psychic test. There Passion succeeds: the target model’s activation
are no modifiers. marker is removed. The model may be used again
this Round ªwaiving the normal restriction for
Compare the total number of successes to find acting once per round).
the outcome:
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Rampage Resourceful
When a model with this ability is Injured by an attack, Once per battle this model can redo a single normal test
but not Killed, it goes crazy. In its blood frenzy it may after he has seen the result. How it turned out the first
even attack its friends. Follow this process: time was how he the model imagined it would go, but he
is Resourceful. If there’s a way to get better odds then
The model’s Aggression changes to Enraged and cannot he’ll find it.
be reduced.
The dice for the test are rolled again with all the
You can choose when to activate this model, but not modifiers that applied the first time. This includes any
exactly what it does. cards that were played. If the test is opposed then both
players roll again. Whether the results of this second
Roll one dice at the start of the model’s activation.
test are better or worse than the first, they are what
On a roll of 1-2 the opposing player may control the actually happens.
model’s actions for this Turn. This can include attacking
the active model’s friends. This counts as an activation
for the active model’s side, not the player who is Scavenger
actually controlling it.
The model may carry up to 3 items instead of the normal
On a roll of 3-6 the owner of the active model chooses limit of 1. In addition, the model is an experienced
the model’s actions like normal. explorer of rubbish tips and debris fields and will never
set off a booby trap. You may not play a Booby Trap card
On a roll of 7-8 the owner of the active model chooses on this model.
the model’s actions like normal. In addition, the model
counts as Fast for this Turn if it did not already have this
ability. Scout
The model sneaks ahead of his comrades to scout out
Rapid Fire the battlefield. At the start of a game this model can be
placed anywhere in the deployment areas described on
The weapon may not Shoot, it may only Blaze Away. page 38.
Really Tough
The model ignores 2 points of potential damage per
successful attack against it.
A model with the Sentry ability gets +2 dice for Providing this modifier does not count as an action
Overwatch tests. for the Spotter and works regardless of whether the
Spotter has been activated or not this Round.
If a model has this ability then they get the free
Overwatch counter at the start of the Round in addition
to any other action(s) they may choose to take during Stranded
their Turn.
The model has been separated from its comrades and is
trying to make its way back to safety.
Shockwave
At the start of the battle, a model with this ability is
When a weapon with this ability is used against a set up by the owning player as if it were a Scout for the
target, resolve the attack as usual. Unlike normal Blast opposing side. This will place them on the “wrong” side
weapons, the Shockwave effect is in addition to the of the battlefield.
normal attack, not instead of it.
If the model can leave the table via their own Strike
Once the attack has been resolved, roll a Blast effect Team’s deployment area then they earn an additional +2
with a +2 modifier. See page 67 for the Blast rules. VPs regardless of the mission.
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Tactician
The model is able to take Command
actions. Each model in the Strike Team
with this ability adds +1 to the Strike Team’s
Command Pool. If this model is Killed,
immediately reduce their Strike Team’s
Command Pool, by 1. For the full Command
action rules see page 22.
Teleport
A model with this ability may choose a
Teleport action in addition to the normal
options.
Tough
The model ignores 1 point of potential
damage per successful attack against it.
Toxic
A model struck by a Toxic weapon is treated
as if it had Vulnerable. This ability is ignored
by models with the Construct ability.
Volatile
A weapon with this ability includes a tank of
highly Volatile fuel.
VULNERABLE
A model with this ability is never Injured.
Any damage that gets through the model’s
armour will kill them.
Weight Of Fire
The model gets +1 dice to Blaze Away actions
in addition to any other modifiers that may
apply.
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Energy Shield (x) : (X)+1 points Holo-Sight : 3 points
Energy shields are designed to absorb the A holo-sight makes an Aim action +2 to
energy of incoming attacks, whether this Shoot instead of the normal +1.
is from particle weapons or kinetic energy
devices. The number in brackets after the The view of the world through a holo-sight
name is the level of defence provided. is enhanced by computer to include the
likely impact point of the weapon’s shots.
When a model wearing this item suffers potential This allows the user to fine tune their aim before giving
damage, roll a number of dice equal to the number in away their position, and makes the first shot far more
brackets. A roll of 8 rolls up as usual. deadly.
For each 6+ you roll, one potential damage is absorbed
by the shield. However, the shields are new technology
and are somewhat unreliable. If you roll more 1s than
successes then the incoming energy overwhelms the Intel
shield’s ability to buffer the surge of power and it is
destroyed. Any successes in that roll will still reduce Intel is One-use.
the potential damage as normal, but the shield will
Intel represents valuable information
never work again.
on the enemy forces. It could take many
forms, though some form of data storage
device is the most common.
Frag Grenade : 3 points
When a piece of intel is picked up by a model,
A frag grenade is Range 3, Limited Range,
immediately remove the counter from the board and
Frag, One-use. place it next to the Strike Team’s Mission Card. It is
Frag grenades are the standard type worth +1 VP regardless of the Strike Team’s mission.
of grenade, exploding in a shower of The item is not being carried by the model. Instead,
deadly fragments and stunning blast a the data has been transmitted back to High Command
few seconds after the pin is pulled. They
come in a wide variety of shapes and sizes, where it can be properly analysed.
though their game effect is always the
same.
Jump Packs: 1 point
Use the Throw Grenade action to work out
which cube the frag grenade ends up in. It is important to understand that jump packs are not
full flight suits. After many studies, most militaries
See the rules on the Frag ability on page 69 for how to decided that the huge weight of fuel required for
work out the damage caused. sustained flight would be better allocated to more
ammunition and bigger guns. Jump packs enhance the
user’s range of movement, but do not allow them to fly.
Glue Grenade : 3 points
A model equipped with a jump pack can:
A glue grenade is Range 3, Limited Range, One-use.
• Move up or down levels without needing a wall
Glue grenades are not harmful, being designed for law to climb.
enforcement to capture and contain rioters rather than • Jump over solid walls on the same level.
armies to kill opponents on a battlefield. However, it • Jump over gaps in the floor of the same level (up
does take time to get free of their gooey strands. to one cube wide).
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The recognised forms of the Plague creatures are
only the tip of the iceberg when it comes to the vast
Types Of Mutation
numbers of mutant possibilities. Constantly shifting and There are several types of common mutation among the
reforming limbs and organs make minor changes in the Plague. Not all are useful.
infected victim’s body. Some are useful, many are not.
In fact, all Plague creatures are unique when examined
closely. It’s just that you very rarely get close enough to Acid Bite
tell them apart without getting killed first.
Model gains Range F, AP2 weapon.
To include some of this variety in Deadzone we include
mutation counters. These modify the normal stats of a Instead of venom, this mutant has evolved
recognised Plague model as defined below. the ability to inject acidic bile into its
victims. This has the helpful side effect
of burning through armour that would
Allocating Mutations normally protect its wearer from a mere bite.
Vestigial Wings
Model gains Glide.
Wasting Muscles
Model gains Vulnerable.
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“They think they can sell us mining rights then close the whole system? Put up a blockade, and turn us away? The
smeltheads. Way I see it, they’ve spoiled the agreement, so all bets are off. Forget mining. We’re going to take it all…”