Blaster - Volume 4
Blaster - Volume 4
Greg Horton
 electi-studio.com
DESIGN + L AYOUT
Greg Horton
 COVER ARTIST
 Aedel Fakhrie
 artstation.com/aedel
CONTRIBUTORS
Mike Hutchinson
                                                       | VOL.4
 Ash Barker
 Joseph A. McCullough
 Sean Sutter
 Joseph McGuire
       SIGN-UP
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       at blaster-mag.com
Last Days: Zombie Apocalypse, Last Days: Seasons and Last Days:
Seasons are © Ash Barker 2022
All rights reserved. Brutl! Tank Arena, This Is Not A Test Logo,
the World’s End Publishing Logo, and any places, things, and
character names and their distinctive likenesses, or artwork and
photography created specifically for This Is Not a Test are © 2022
of World’s End Publishing, LLC.
PAGE     14
BRUTL! Tank Arena
Joey McGuire
PAGE     44
SLUDGE NATIONS
Sean Sutter
PAGE     82
GASLANDS: LEGACY PT II
Mike Hutchinson
PAGE     96
DEATHSHIP ONE
Joseph A. McCullough
LETTER FROM THE EDITOR
                         YOU SHOULD CALL
                         IT “SLUDGE RULES”
                         We are all so pleased that you loved SLUDGE and we echo your desire for it to live
on well after BLASTER. But I wanted to slow down for a second and remind you that
we’re just getting started. BLASTER represents the collaboration and freedom our
game designers experience from working together. It creates the soil in which to
grow ideas like SLUDGE, and we need your support to keep creating games of this
caliber. That support needs to be holistic. When 2000 AD launched it didn’t set out to
create one title, and if it had we wouldn’t have Judge Dredd, we would have Dan Dare.
If you love SLUDGE you must love BLASTER. You can’t effectively separate them.
SLUDGE, Last Days: Legends, and the conclusion to Gaslands: Legacy. These are the
direct result of that collaboration and freedom we stand for. So buckle up.
BRUTL! Tank Arena is a shining excuse to find a huge tank model to customize
and fight against your friends. Best part? No pile of shame, you only need to
customize a single model and read the rules to play. All you need is friends. Hey
and if you don’t, we have you covered with Joseph A. McCullough’s Deathship One
a beautifully stylized solo sci-fi/horror game. You will lead a squad of soldiers in a
race to escape room after room of hellish alien torment designed to kill each and
Thank you for supporting us and we’ll see you again in Vol. 05.
                         EDITOR
                         Greg Horton
                   LEGENDS
L AST DAY S : ZOMBIE A P O C A LY PSE
                                                                ASH
                                                                BARKER
                                                                ABOUT
                                                                LAST DAYS: ZOMBIE APOCALYPSE
                                                                OSPREY GAMES
                                                                WHERE TO BU Y- IN
                                                                FACEBOOK .COM/L A STDAYSZ A
    4                                   |   B L A S T E R   V O L U M E   4
LAST DAYS: LEGENDS
There are a great many folk heroes and villains in our modern society. Names      USING LEGENDS
we recognize no matter what the context as being representative of one trait      IN YOUR GAMES
or another. Sometimes someone so embodies their role or path in life that         Using the Legends rules is a great way to have
they slip into legend and take on larger-than-life attributes.                    exciting random encounters with powerful
The Zombie Apocalypse is a time like no other, but that hasn’t stopped people     characters during a normal or Seasons Campaign.
from being people and assigning a near mythological oral history to the lives     If they are used, it should be agreed upon at the
and actions of extraordinary people that have emerged during this time.           start of the campaign and all players will have
Sometimes someone so embodies a philosophy or way of looking at the world         access to them during their games, rolling to see
that the campfire re-telling of their exploits can spread across the land even    before each Encounter if one or more appears.
without the modern technologies that can so viralize information today.
What’s more, this spoken transmission will expand and embellish things
even further. Usually the truth is a far-cry from what actually happened. But
sometimes, these people really did exist. Sometimes these legends are true.
                                                                                 L A S T   D A Y S   :   L E G E N D S        |       5
INTRODUCTION
What follows are rules for including three Legendary characters      Likewise, Groups that become fat and affluent may attract the
in your games of Last Days. These rules are compatible with the      attention of the bitter Waitress, so mistreated in her life that
modern game setting and both the core Rulebook and Seasons           she has come to embody the mercenary and selfish acts that
Supplements. Some modifications may need to be made for              were enacted on her. She now finds herself inflicting them on
them to be included in a Timelines or Evolutions game should         the world around her for her own gain.
the setting shift. Players should feel free to alter the equipment   Finally, there is the Mechanic. This passionless survivor
of the Legends appropriately to fit their campaigns.                 embodies the practical adaptation of those that put training
The rules presented here are for three very different                and skills as the most prized assets in this new world. A Refuge
Characters, each one following an alignment that so embodies         may find itself with both a renovation and a great many new
the many Groups in the Zombie Apocalypse. If these people had        skills after a visit from this brilliant wanderer.
names, they are lost to the telling and re-telling of the campfire   If you decide to open the doors to Legends, they can make
stories that have spread their status and deeds across the land      even the most mundane of supply runs different and exciting.
without the need for modern communication. They may not              They’re dangerous and powerful in the extreme, so be careful if
even be a single person, but instead a whole series of people        you decide to get in their way.
whose acts have come to typify larger than life characters that
                                                                     Using Legends in your games–Using the Legends rules is a
now dot a world that has been turned upside down.
                                                                     great way to have exciting random encounters with powerful
There is the noble Lucha who appears when a Group has lost           characters during a normal or Seasons Campaign. If they are
all hope and things seem the darkest like a vengeful spirit.         used, it should be agreed upon at the start of the campaign and
Protecting the innocent and defending the suffering, this            all players will have access to them during their games, rolling
unstoppable tower of a man stands resolute in defense of the         to see before each Encounter if one or more appears.
helpless.
DESIGNER’S NOTE
I have always loved the larger than life figures that sometimes
pop in and out of Zombie Movies. When the incredibly talented
Arthur Asa (@Cromsferatu) did the art for the original release
of Last Days a few of the wonderful Character Studies really
jumped off the page. Bringing these vivid personalities that
were now stuck in my imagination to life on the game table was
something I had hoped to do for some time and BLASTER has
given me the perfect venue for it. I’m really excited about the
new dynamic of these Legends and I think they embody the
different values of the various Groups in the last days in a way
that continues to drive home that it’s not just about surviving,
but HOW you survive that counts.
Legends are always considered to roll a 6       If the Legends rules are being used,           Each Legend will have rules for who they
for any Courage Checks they are required        prior to each Game and beginning with          will target and how they will act. Follow
to make.                                        the player with the lower Group Rating,        these instructions instead of deciding
                                                each Leader must roll once for each            on their Action Point use or how they
SEEN IT ALL                                     Legend to see if their Group has caught        operate in the CQC or Shooting Phases.
Legends never gain Experience.                  their attention if any of the following        They will always act before any other
                                                criteria apply. Stop rolling if a Legend is    models in the Action Phase, fight first
LEGENDARY FORTITUDE                             summoned by a player. The other Player         in the CQC Phase and fire first in the
Never make Injury Table rolls for Legends       will no longer roll for that particular        Shooting Phase. This does not count as
if they are taken out of action. Legends        Legend to arrive, but may attract one of       the activation of a player, so the person
never die.                                      the other two!                                 with initiative in that Phase will go after
                                                                                               the Legends are resolved. If two Legends
A L WAY S R E A D Y                             SUDDEN ARRIVAL                                 are present in the same encounter, Roll
Legends never make Ammo Checks or               Each Legend will have their own rules for      Off to see which one activates first.
generate Ammo Tokens. They generate             being placed in the Encounter.
                                                                                               RIVALS
Noise as normal.
                                                                                               If a Legend has a Rival, they will seek
                                                                                               them as the primary target for their
                                                                                               Actions and Attacks, whether they are
                                                                                               the closest Character or not. If their Rival
                                                                                               exits the Encounter or is taken out of
                                                                                               action, they will revert to their normal
                                                                                               targeting rules.
8      |     B L A S T E R    V O L U M E   4
LEGEND ARRIVAL
                                                The Luchador
                                                If two or more Characters in the Group have two or more Conditions checked,
                                                the Lucha will appear during the next game on a 6+. Add one to this roll if
                                                three or more Characters meet this condition and two to this roll of four or
                                                more Characters meet this Condition.
 The Waitress
 If a Group has twenty or more saved Scavenge Points in their Stash, the Waitress
 will appear during the next game on a 6+. Add one to this roll if the Group has
 thirty or more Scavenge Points and add two if they have forty or more
                                                The Mechanic
                                                If a Group has a character with a Master Skill, the Mechanic will appear on a
                                                6+. Add one to this roll if there are two Master Skills assigned to Characters in
                                                the Group and two to the roll if there are three or more Master Skills.
                                                                                   L A S T   D A Y S   :   L E G E N D S       |    9
L A S T DAY S: L E GE N D S
THE LEGENDS
THE LUCHADOR
An imposing and gregarious figure, the Luchador never removes his mask,
but his smiling eyes and mouth put at ease those he meets despite his
strange appearance. Stories have traveled hundreds of miles of this odd but
gentle giant of a man appearing as the odds seemed their worst, carrying
those thought to be lost away from danger and helping to set right the
balance of a community on the edge of collapse. He never stays, begging
off any attempts to get him to join the Group with a laugh, wave and
explanation that there is far more left to do out in the world for him to be
able to rest in one place.
DEPLOYMENT
The first time a member of the Group which summoned the Lucha is
taken out of action, do not remove the model. Instead, place it on its
side or mark it as incapacitated, then place the Luchador model in
contact with them after the attack is resolved, not in contact with any
other models. Even if it is not the Action Phase, immediately activate the
Lucha as if it were the Action Phase, interrupting the normal sequence of
selecting models to shoot or fight. When this is complete, the Lucha will
then immediately shoot or fight in CQC, depending on what Phase he was
summoned in.
The Luchador will always target the closest enemy model to the fallen
Group Member that summoned them using the following preferences -
Selfish, Zombie or Neutral. They will never target Selfless models, unless
that model attacks them, at which point it is treated as Selfish for the
remainder of the Encounter. If the model is within 6” of the fallen Group
Member, the Lucha will spend AP to make Move and Run actions, using
the Bull Charge rule below. If not, he will move to Cover in relation to the
target if possible, remaining within 6” of the fallen character and fire his
Pump Shotgun in the Shooting Phase.
 THE LUCHADOR
   AP         CQC         FA         S        E         DC          I          C
    5          6          3          5          7          8          4          5
 Equipment: Pump Shotgun, Club
 Rival: The Waitress is undermining all of the Luchador’s good work, turning
 people against each other and making them shut down from helping those in
 need. If she is here she has to be stopped.
SPECIAL RULES
S AV I O R                                                 BULL CHARGE                                             SPINEBUSTER
If the Luchador has not been taken out of action at        After completing a move that results in the Lucha       All Shooting and CQC attacks made by the Lucha
the end of the Encounter, you may add or subtract          being in contact with their Target for the turn,        have the Lobo 3 rule.
1 from the Injury Roll of the model who summoned           immediately make a shooting attack using the
them during the Post Game.                                 Pump Shotgun against them. Use the Lucha’s CQC
                                                                                                                   HELPING HAND
                                                           stat instead of FA stat for making this attack roll
                                                           and ignore the rules for not being able to fire while
                                                                                                                   If the Lucha is not out of action at the end of the
                                                           engaged in CQC.
                                                                                                                   encounter, they may be assigned 3 Jobs by the
                                                                                                                   leader during the Post Game. They do not require
                                                                                                                   any food, water or shelter in exchange for this help,
                                                                                                                   they have plenty of their own.
                                                                                                         L A S T   D A Y S      :   L E G E N D S            |        1 1
THE WAITRESS
Life can be the worst kind of instructor for some. The stories say the
Waitress wasn’t always cruel and self-serving. In fact, before the collapse
of the Zombie Apocalypse she had cheerfully made her way through life
trying to help others. But what the end taught her was that there is no help
coming. She saw people descend and turn on each other, feeding off of
what they could snatch and steal and leaving others to their fate. Her heart
broke as she was let down again and again. She lost people who tried to
help others, she lost family. She resolved that only fools helped. If you were
going to give it was because you were going to get something. It was the
only thing that made sense any more. That was what she learned and that
was what she was going to teach everyone else as well.
DEPLOYMENT
During the Menace Phase of the first turn of the game after moving all
Zombies, place the Waitress within 2” of the most central Supply Token
in the Encounter. If these are carried by a model (such as a Zombie) place
her in cover from this model if possible.
 THE WAITRESS
      AP       CQC        FA          S        E          DC          I         C
      7         3          5          3          5           8          4         5
 Equipment: Magnum, Knife
 Rival: The Mechanic always seems to be after valuable stuff...if he’s here it
 means there’s something valuable the Waitress can get her hands on.
SPECIAL RULES
HOT COFFEE COMING THROUGH                                   BET ON THE WINNING TEAM                                   NOSE FOR RICHES
The Waitress only ever pays 2 AP to disengage,              At the beginning of the Menace Phase, if the Group        If the Waitress exits the table with a Supply Token,
regardless of how many hostile models she is in             not affiliated to the Waitress is currently carrying or   make three rolls to see what it contains and keep
contact with.                                               has exited the Encounter with more Supply Tokens,         them all.
STEADY HANDS                                                roll 1D6. On a 5+, the Waitress changes sides. She        DOES IT FOR THE TIPS
                                                            will now attempt to exit the opposite board edge,
All the Waitress’ Shooting Attacks have the Lobo 3          but will continue to attack her Rival if they are         After inventorying Supply Tokens and updating
                                                            present. The Waitress can change sides multiple           the Group’s Stash, the Waitress leaves with half
Trait.
                                                            times per Encounter.                                      the Scavenge Points the group now has, total. She
                                                                                                                      doesn’t ask, so you don’t have the option not to pay
                                                                                                                      her.
1 2        |         B L A S T E R          V O L U M E       4
THE MECHANIC
To a hammer, everything begins to look like a nail. The stories about the
mechanic tell of a self-taught and self-reliant man of few words and fewer
friends. The apocalypse suited such a man just fine, until he began to
realize that the foolishness of others was going to set back the world into a
new dark age if he did not do something. Watching people die from simple,
preventable things like drinking untreated water or infections that could
easily have been controlled grimly reminded him that knowledge wasn’t
free. It had value. It needed to be guarded. And, it awarded power.
DEPLOYMENT
During the Action Phase, the Mechanic will always attempt to move
towards the model currently carrying his special Supply Token using
Move action, but he will not Run. He will disengage to do so if required. If
possible, he will interact with it to pick it up. Once in possession of it he
will return to the board edge of the Group with whom he is affiliated and
attempt to leave as quickly as possible. He will always target a Zombie in
CQC if he has multiple options, but will target the closest hostile model
otherwise, regardless of its alignment. If there are multiple models of the
same distance, he will target the one he has the best chance of hitting,
followed by the best chance of taking out of action. If all these are the
same, the player affiliated with him may pick.
 THE MECHANIC
    AP        CQC         FA          S        E         DC           I        C
    6           4          5          4          5          8          5         4
 Equipment: Semi-Automatic Pistol, Club
 Rival: The Lucha’s need to put people first has left whole buildings burning
 full of knowledge or medicine and things the world needs to rebuild. His
 people-first attitude puts the skills and practicalities of survival at risk and he
 must be stopped!
SPECIAL RULES
PRECISION                                                   HERE, TRY THIS!                                      FOUND IT!
The Shooting and CQC Attacks made by the                    If a Group Member is making an Intelligence Test     The Mechanic will Run if he is in possession of his
Mechanic all have the Lobo 2 trait.                         within 6” of The Mechanic, reduce the TN by 2.       Special Supply Token. If a friendly Character picks
                                                                                                                 it up instead, he will move towards them each turn
                                                                                                                 instead and will measure the closest Target from the
WATCH ME WORK                                               LIGHT FOOTED
                                                                                                                 model carrying this Token instead. If the Token exits
                                                                                                                 the Table, the Mechanic will attempt to exit from the
Any Group Member within 6” and Line of Sight to             The Mechanic only pays 1 AP to Climb or Move
                                                                                                                 same point.
the Mechanic when he takes a Zombie out of Action           Through Difficult Terrain.
earns the 1 Experience he would normally gain for
doing so instead. If multiple models are eligible,
they all earn it.
                                                                                                       L A S T   D A Y S     :   L E G E N D S            |       1 3
                     BRUTL! TANK ARENA
THE GA ME OF J U NK YA R D TA NK FIGHTS
                                          JOEY
                                          MCGUIRE
                                          ABOUT
                                          BRUTL! TANK ARENA
                                          M O R E F R O M T H E A U T H O R A T:
                                          WORLDSENDPUBLISHING.COM
BRUTL! Tank Arena                                                           Getting Started
Welcome to BRUTL! Tank Arena In       Specially cobbled together stadi-     To play BRUTL! Tank Arena all you need is
this mini-wargame, you take on        ums made of scrap and garbage         the following:
the particularly important job of     are used to house semi-legal tank     ʣ   One big and clanky tank for each
keeping a large and highly unre-      fights where bored blue-collar            player.
liable tank going just long enough    workers bet their beer money on
                                                                            ʣ   A table space. We recommend a space
to blow up another large and high-    the outcome. Engineering teams            roughly 48” square.
ly unreliable tank. Don’t worry.      build their tanks using whatever
                                                                            ʣ   Terrain to place about the board. We
The tank is remotely driven and       they can find and push them into
                                                                                recommend a mix of large pieces and
maintained by little scrapper bots,   the arena in the hopes of making          patches of rough ground. Shipping
so no one gets hurt. Don’t think      a little scratch to fund the next         containers are perfect and easily avail-
the job is easy, though. These        fight. Authorities turn a blind eye       able.
tanks have been cobbled together      as the casualty counts tend to be     ʣ   Six-sided dice (We recommend 8 be
from the leftovers of industrial      low, no one cares if a junkyard           visually distinct from the rest).
scrapyards. Their engines are not     arena ends up with a few extra
                                                                            ʣ   A measuring device marked in inches.
top-rate. They’re slow and extra      craters in it, and frankly, the
clanky and pack all the subtlety of   fights are highly entertaining. So,   ʣ   A tank sheet for each player. *
a sledgehammer.                       grab your wrench and rivet gun
                                                                            ʣ   A turning template. *
                                      and get to work.
   This is all done for spectacle,
                                                                            ʣ   A Doom Deck for each player. *
glory, and a little bit of profit.
                                                                            ʣ   An Upgrade Deck (Depending on
                                                                                scenario) *
CORE RULES
Game Concepts
Dice                                                                Firing Point
BRUTL! Tank Arena uses the humble D6, with high results             Before play starts, you must designate your tank’s firing
being better. Sometimes, you will be able to roll multiple D6.      point. Unless otherwise stated, this will be the center of your
In these cases, you may choose between any of the rolled            tank’s movable turret. Do not worry if your turret is not in
results.                                                            the center of the tank, as we adjust for this later. When mea-
Rolls of 6, called Criticals, are considered special. Criticals
                                                                    suring any distance from your tank, always measure from
will always have a positive effect, which vary depending on
                                                                    the tank’s firing point. In fact, we recommend you mark this
individual rules.
                                                                    spot on the tank for quick reference.
    Occasionally, a D3 is called for. To get this result, roll a
D6. A score of 1-2 counts as a 1, 3-4 counts as a 2, and 5-6           Because of the large variety of tank shapes and sizes,
counts as a 3.                                                      turret placements, gun positions, etc., we measure from the
                                                                    firing point to keep things fair and universal.
Stat Tests
When your tank needs to perform an action that isn’t au-            Line of Sight
tomatic, they will need to test against a stat. Stat tests are      BRUTL! Tank Arena uses true line of sight as much as pos-
mostly used for things like shooting and putting out fires.         sible. When checking line of sight, draw an imaginary line
To take a stat test, roll a D6. If the result equals or exceeds     between your tank’s firing point and any part of the target
the relevant stat, then the test is successful. Otherwise, the      tank. As long as that line crosses any part of the enemy tank,
result fails.                                                       then your tank has line of sight.
     The actual size of your tank does matter somewhat, and it should
be roughly the same size as your opponent’s tank. The pictures in
this book show 28mm scale tanks, but any scale will work with the
rules. You may just need to adjust measurements if using larger or
smaller tanks. We recommend trying to get tank models that have a
nice rectangular shape and are as close to 6” long X 4” wide as you
can, but there is a good amount of wiggle room.
Each tank has a set of statistics that represents its in-game ability to move about, shoot, survive being
shot at, and generally muck about. Generally, lower stats are good and higher stats are bad.
18    |   BLASTER VOLUME 4
     Game mechanics
     Action Dice                                                     Major and Minor Actions
     After setting up your tank, but before the first turn, each     Besides Difficulty, actions are also listed as either a major
     player rolls their Action Dice. Each player starts with 8D6     or minor action. Major actions represent a significant
     Action Dice, though this number can change during play.         time investment for the tank and allow your opponent
     Once Action Dice are rolled, they are placed to the side        time to react, while minor actions are less time intensive.
     with the results visible. The results shown on the Action       When a player uses a major action with their tank, play
     Dice represent how effective each tank and its crew will        passes to an enemy player once the action is resolved. The
     be for the following turn. The higher results rolled, the       other player may then take an action, and so on. Minor
     more actions a tank can take.                                   actions do not cause play to pass unless the player uses
                                                                     two minor actions (of any sort) in a row. If this happens,
                                                                     play passes the same way.
     Gaining and Losing Action Dice
                                                                        Passing play in this way makes battle more dynamic,
     Should a rule cause a player to lose available Action Dice,
                                                                     with players having a chance to react to whatever nefari-
     one opponent may choose which of the available dice are
                                                                     ous schemes their opponents are planning.
     removed. If a player would gain Action Dice, he rolls the
     new dice and adds them to his available ones.
                                                                     Running Out of Action Dice
     Taking Actions                                                  Eventually you will run out of Action Dice. When this
                                                                     happens, your tank takes no actions during its next subse-
     The tanks used in BRUTL! Tank Arena are ponderous and
                                                                     quent activation, but you reroll your Action Dice to pre-
     slow. Their controller and crew must plan out their move-
                                                                     pare for your next activation. It’s important for players to
     ments with foresight and care. This challenge is repre-
                                                                     determine when they will run of Action Dice, lest they get
     sented by assigning each action type a Difficulty. When
                                                                     caught off guard.
     a player wishes to take an action, they may take one or
ty   more available Action Dice from their pool, and use them
     to meet the required Difficulty for the action. Multiple
     dice can be added together to help take an action with a
     harder Difficulty. A full list of actions and their Difficul-
     ties are listed below.
TANK MOVEMENT
Arena tanks are a bit faster than traditional military             spending the requisite actions. When a tank turns, its
tanks. When moving they may trundle, which is a short              turret will rotate along with it.
move as the tank gets up to speed or moves cautiously.
However, if they really want to kick the pig into action             For example
they can blitz to move at a faster pace. Regardless of
                                                                     If a tank turns 180 degrees, its turret will end up
how fast they are moving, tanks may only travel in a
                                                                     pointing in the opposite direction it started in.
straight line, either forward or backward. Tanks reduce
their movement distance for an action by 2” if they
move through any type of difficult terrain or rough                Tank Contact
ground. Tanks are not impeded by low pieces of linear
                                                                   It is perfectly legal for a tank to come into contact with
terrain like walls and fences, as they simply smash
                                                                   another tank. Most of the time, their speed is negligible
through them, so may move through them without pen-
                                                                   for damage purposes. Should a tank touch any part of
alty.
                                                                   another tank while moving, it may either immediately
                                                                   stop and forfeit any remaining movement, or may elect
Turning                                                            to push the tank in its way. If advanced rules are being
                                                                   used, a tank may also elect to ram.
Tanks are large and bulky, and turning them is a bit of
a process. Tanks pivot on their centers in increments of               At no time are tanks locked together, and either tank
45 degrees. A turning template is included in the back             is free to move away.
of the rules for ease of play, but it is not required. To
pivot a tank, simply place the turning template along
                                                                   Pushing
the rear of the tank and flip the vehicle as depicted in
the picture on the template.                                       If a tank moves into contact with another tank and
                                                                   wishes to push, both tanks make an opposed stat test
  Game Designer Note:                                              using their Skill stat. The pushing tank adds +1D6 to
                                                                   their test if they blitzed before moving into contact
  If for some reason you do not have a turning tem-                with the other tank. If the pushing tank wins, the
  plate or it is not available, you can simply use your            pushed tank is moved D3” in a straight line in the direc-
  best judgment to pivot your tank up to the distance              tion the pushing tank was moving, or D6” if the pushing
  allowed. It’s assumed there will be some human error             tank blitzed as described earlier. If the pushed tank
  in the mix and ultimately this will not dramatically             wins, both tanks stay where they are. When a push oc-
  affect the chaos that is BRUTL! Tank Arena if players            curs, keep the original orientation of both tanks intact.
  do not abuse it.
                                                                      If a tank is pushed into a large piece of terrain or a
                                                                   table edge, all movement immediately stops when the
Turret Rotation                                                    terrain piece or table edge is reached, and the pushed
The main of advantage of turreted tanks is that they               tank suffers no further effects. It is possible for tanks
can bring their guns to bear without repositioning.                to be pushed into Boom Boxes, Loot Crates, and other
Tank turrets may freely spin up to 360 degrees by                  special scenario terrain pieces. These small items do
                                                                   not stop the push.
COMB AT
Shooting
           The main armament of a tank is its cannon. These can-
           nons are dedicated tank destroyers and may only target
           other tanks unless otherwise stipulated by scenario or
Cannons    advanced rules. To fire a main gun, it first must have line
           of sight and line of fire to its target.
           Checking Range
           After declaring fire, but before resolving the attack, you
           must check range. Tank cannons have a range of 24”, and
           an attack against a target farther away than this automat-
           ically fails. Remember to measure from your tank’s firing
           point to any part of the target tank. If the range is equal
           to or less than 24”, then the attack may continue
           Obscured
           Tanks are rather large, but crafty crews can use terrain to
           block incoming fire. When determining line of sight, if an
           imaginary line drawn between the attacker’s firing point
           and any part of the target tank would cross any piece of
           significant terrain, then the target counts as obscured.
           Note that line of fire is not used to determining if a tank is
           obscured.
  Scrap Tanks
  When thinking of an arena tank, you must put aside any notion of military efficiency or practicality. These
  are not the tanks dreamt up by science fiction authors that fly about the battlefield on anti-gravity skirts or
  are piloted by almost-human intelligences. A scrap tank is a bodge job. Tons of surplus armor are pulled from
  whatever ship or outdated military vehicle is being dismantled that day and reworked into the semblance of a
  tank shape. An over-charged engine with a high-output power plant is then placed within. The interior of the
  tank is cramped and poorly lit, with the driver area and access panels (the only place humans may need to get
  into) the only places of comfort. The last and most important part of the tank are the guns. The main cannons
  are military surplus pulled from a multitude of sources. While these guns can fire many types of ammunition,
  depending on the rules of the match being played, most are solid slugs with limited explosive capability to
  prevent collateral damage from getting out of hand. In terms of final appearance, a scrap tank can be painted
  in a team’s colors or remain as rusty as the day it was thrown together. Top teams that field multiple tanks may
  have a common uniform of sorts, but given that any match will leave a tank potentially devastated, little time
  is spent or making them pretty.
Doom Cards                                                     Secondary Guns
Each player needs their own Doom Deck to draw from.            Most, if not all tanks, feature secondary guns of some
These cards represent temporary and permanent effects          type. Tanks are especially vulnerable to infantry as-
of damage to a tank’s systems. A player draws a Doom           saults and so heavy machine guns and lighter rapid-fir-
Card each time their tank takes 3 or more damage from          ing cannons are mounted to discourage such assaults.
a single hit, after accounting for damage reduction. Ad-       Such weapons are useless against the heavy armor of
ditionally, if an attacker rolls a Critical to-hit, they may   enemy tanks, but there are sometimes things other than
force their target to draw a Doom Card.                        tanks to contend with in the arenas.
   The effects of Doom Cards are applied immediately              To fire its secondary guns, a tank must have line of
once they are drawn. If the effects are temporary, the         sight and a legal target. Note that to keep things simple,
card is then discarded and placed on the bottom of the         secondary guns have a much-abbreviated firing process.
player’s Doom Card deck. If the effects are permanent,
keep the card next to the player’s Tank Sheet as a re-
minder.
On Fire
Certain game rules may cause a tank to catch on fire,
such as Doom Cards. This does not generally bother
the tank, but the poor scrapper bots inside can suffer
and a fire that burns too long can damage important
systems. A tank’s crew may use the Extinguish Fire
action to try to put out a fire. However, if a tank ends
its activation on fire, you must roll an immediate Skill
test. If the test is passed, the fire goes out. If not, roll
on the following table.
 D6 Roll Result
                  The tank suffers one damage to its
       1          Damage Points, and the fire goes out.
Targeting
Secondary guns may only shoot at infantry
models and immobile scenario targets like
Boom Boxes and Loot Crates. They cannot
target enemy tanks since they cannot harm                                  Effects on Target
them. If such items are in line of sight and within range of           If an infantry model is hit, they are automatically killed
the secondary gun, they can automatically be targeted.                 and removed from play. Loot Crates and Boom Boxes are
All secondary guns have a maximum range of 16” and use also destroyed if hit, but have additional rules when de-
the tank ‘s Shoot stat when firing. As with firing from the stroyed that are described in the Scenario section.
Once you have decided to fire, complete the following Arena is played on 48””x 48” area, or as close to this size
Spend any number of Action Dice that in total meet or                     As mentioned earlier, cargo container models are rela-
exceed the Difficulty of the attack.                                   tively cheap to acquire. They can be used singly or stacked
                                                                       together to form quick and dirty blocking terrain.
26        |    BLASTER VOLUME 4
   BRU T L! TA N K A R E NA
SCEN A RIOS
Beginner’s Blitz
(2-4 Players)
Beginner’s Blitz is a simple battle where the last tank stand-      »Going First
ing wins, making it a great scenario for first-time players.
                                                                     All players roll a D6, with the highest scoring going
                                                                     first. Play proceeds in the order of results, from highest
»Setup                                                               to lowest.
28     |    BLASTER VOLUME 4
Bomb-tastic Bash
(2-4 Players)
BRUTL! Tank Arena is all about keeping things interesting         »Going First
and to many fans that means more explosions. Sometimes
                                                                   All players roll a D6, with the highest scoring going
called “A Boom with a View”, this match has the tanks
                                                                   first. Play proceeds in the order of results, from highest
dealing with the presence of Boom Boxes, large crates of
                                                                   to lowest.
explosives just waiting to be blown up. Controllers and their
teams tend to hate these matches as they leave the tanks a
little worse for wear, but arenas give a high portion of ticket   »Special Scenario Rules
sales back to the crews, so it’s a win-win for everyone.
                                                                   Boom Boxes – See Special Scenario Rules for how to
                                                                   place and use Boom Boxes. Place 2 Boom Boxes for each
»Setup                                                             player.
»Deployment
  All players roll a D6, with the highest scoring placing
  their tank first, touching any part of a board edge of
  their choice. If there is one other player, they must de-
  ploy their tank touching any part of the opposing board
  edge. If there are two to three remaining players, take
  turns placing each player’s tank along a separate board
  edge, deploying in order of dice results, until all tanks
  are placed.
Set up the arena on a 48”x48” board with a large piece position until they travel past the center terrain piece,
of terrain in the center that should completely block no short cuts allowed.
  line of sight. The remaining terrain should be placed to      Promise of Violence – Before a tank can finish each
  form a loop around the center.                                lap, they must deal at least six points of damage to
                                                                the enemy tank’s armor, divided up among all facings.
                                                                They may complete the lap by movement, but it does not
»Deployment
                                                                count as fully complete until they do enough damage.
  Both players should roll a D6, with the highest scoring
  placing their tank first. Both tanks are placed on the
  same board edge. One player on the far edge, but not         »Victory Conditions
  quite touching the corner, and the other player on the        The first tank to return to their starting position is the
  opposite edge, also not quite touching the corner. These      winner. If the game is called before one tank has re-
  are considered the starting positions.                        turned to its starting position, the player that came clos-
                                                                est to returning to their starting position is the winner.
»Going First
  Both players roll a D6, with the highest scoring going
  first. Play proceeds in the order of results, from highest
  to lowest.
Prize Fight
(2- 4 Players)
Many arenas like to spice the action up a little bit by deploy-   »Going First
ing special Loot Crates on the field. When rolled over by a
                                                                   All players roll a D6, with the highest scoring going
tank, these crates release special electronic prize codes that
                                                                   first. Play proceeds in the order of results, from highest
can dramatically improve a tank’s performance. All tanks
                                                                   to lowest.
have these coded embedded, but they are only allowed under
certain conditions. Both controllers and crowds love the
surprise of a particularly good grab.                             »Special Scenario Rules
                                                                   Loot Crates – Give each player a Loot Crate token or a
»Setup                                                             suitable crate model if one is available, and take turns
                                                                   placing them on the table. See Special Scenario Rules
  Set up the arena on a 48”x48” board with a large
                                                                   for how to place and use Loot Crates.
  piece of terrain in the center that should completely
  block line of sight. Additional terrain should be placed
  around the board, with its placement agreed upon by             »Victory Conditions
  the players.
                                                                   The last tank standing wins. If the game is called with
                                                                   multiple surviving tanks, the player with the most re-
»Deployment                                                        maining Damage Points is the winner.
»Deployment
     All players roll a D6, with the highest scoring placing
     their tank first, touching any part of a board edge of
     their choice. If there is one other player, they must de-
     ploy their tank touching any part of the opposing board
     edge. If there are two to three remaining players, take
     turns placing each player’s tank along a separate board
     edge, deploying in order of dice results, until all tanks
     are placed.
32     |   BLASTER VOLUME 4
Scenario
Special Rules
Boom Boxes
Not all objects on the battlefield are
useful. To up the fun factor, arena
officials sometimes place boxes of
live ordnance on the field. These
are easily avoided, but may explode
unexpectedly or even be shot at on
purpose.
tion and suffer no penalties when moving through rough you may immediately draw a card from the Upgrade Deck.
terrain, though they must move around all other types of You may play this card immediately or hold onto it for
terrain. A player may only have one active fixer bot at a later use, but you may only play cards from the Upgrade
time.                                                           Deck during your tank’s activation. Once a card from the
                                                                Upgrade Deck has been used, discard it by placing it on
     Each time a player activates their tank activates, their
                                                                the bottom of the deck.
active fixer bot may also move 3”. The player may also
take additional Call Fixer Bot actions to allow the fixer       Attacking Loot Crates
bot to move an additional 6”.                                   Loot crates may be shot at as described under the Shoot-
Fixer Bot Repairs                                               ing rules for shooting secondary guns at immobile
                                                                scenario targets. This is generally done to deny an enemy
If a fixer bot makes it into contact with their assigned
                                                                tank the chance to get them.
tank, roll a Skill stat test. If the test fails, nothing hap-
pens. If the test is successful, the fixer bot may either       Replacing Loot Crates
repair two damage to any one armor facing, or discard           Once Loot Crates are destroyed, they are removed from
a single Doom Card of the player’s choice. If the stat          the table. However, they are immediately replaced as
test was passed with a Critical, the player may do both         soon as there are no tanks within 8” of the spot where
instead. Regardless of the result of the test, remove the       the Loot Crate was deployed.
fixer bot from play.
Loot Crates
Audiences love randomness and sudden swings of fate,
and arena officials were happy to oblige by installing
Loot Crates. Loot Crates are special activation codes
34     |   BLASTER VOLUME 4
BRU T L! TA N K A R E NA
 Scrap structures, wrecked vehicles, con-                         The Pink Demoness has just finished a blitz move,
 crete barriers                                        5
                                                                  moving 6”, and coming into contact with an enemy tank.
                                                                  Since she moved at least 3” she may initiate a ram. Both
 Tanks traps, concrete barriers, small
 scrap walls                                           3          tanks roll their Skill stat, but the Pink Demoness adds +1
                                                                  to the result. The Pink Demoness succeeds, but her
  enemy fails. She does not take damage as a result. She
  hit the enemy in their rear facing, so her opponent takes
  D3 damage, with armor reduction subtracted from the
  roll. Note that since this is treated as normal damage,
  the defender will always take a point of damage, even
  if armor reduction would reduce the amount to zero
  or less. The Pink Demoness may also elect to push the
  rammed tank D6” in a straight line in the direction it
  was moving before the ram.
Treacherous Terrain
Each battle tank arena possesses its own quirks that are as      Oil Slick
much as an opponent as the tanks that fight within them.         This is a pool of black sludge about a foot deep. Tanks treat
Arenas built around factories may contain large piles of         these as difficult terrain, reducing movement by 2” if they
scrap or pools of flammable oil. Others that were built          cross them. Additionally, they may be set alight. An oil
upon dump sites may be full of radioactive waste or worse.       slick ignites if a tank is attacked while touching it, or if it
The following rules do not give specific descriptions for        is targeted by secondary weapons; assume such an attack
size or shape of each terrain feature. Players are free to       automatically succeeds. While alight, any tank that touch-
choose the size of the following terrain features, or assign     es the oil slick must roll a Skill test or catch fire.
these rules to appropriate terrain inside their arenas.
Exercise caution!                                                Radiation Leak
                                                                 This is a pile of barrels holding spent nuclear waste or
Acid Pool
                                                                 another area with high levels of radioactivity. Tanks treat
A pool of acid or other corrosive material left deliberately     these as difficult terrain, reducing movement by 2” if they
or accidently on the floor of the arena. Tanks treat these       cross them. Additionally, tanks lose an Action Dice any
as difficult terrain, reducing movement by 2” if they cross      time they come within 3” of this terrain piece, down to
them. Any time a tank enters an acid pool it must pass an        a minimum of zero, as the poor scrapper bot’s internal
immediate Skill test or automatically suffer D3 damage           components are damaged by the radiation. If players want
to its front armor facing which is not reduced by damage         to have places of higher radiation, increase the Action Dice
reduction.                                                       loss to D3.
A PPENDIX
Tank name                                   Controller name
                                                                                                   ACTION table
                                                                                                   NAME                             Type     Difficulty
       FIRE ARCS
                                                                                         Armor Reduction:
                                                                                         Reduce the amount of damage dealt by the number in the first
                                                                                         box crossed off.
              FRONT
                                                                                         A hit will always do a minimum of 1 damage to armor, regard-
                                                                                         less of armor reduction.
                      RIGHT
       LEFT
                                                                                         Doom Cards:
                                                                                         Draw a Doom Card every time the tank receives 3 or more dam-
                                          REAR Armor facing                              age in a single hit, or if an opponent chooses to make you after
              REAR
                                          2 2 2 2 1 1 1 1                                they roll a Critical to-hit.
       FIRE ARCS
                                                                                         Armor Reduction:
                                                                                         Reduce the amount of damage dealt by the number in the first
                                                                                         box crossed off.
              FRONT
                                                                                         A hit will always do a minimum of 1 damage to armor, regard-
                                                                                         less of armor reduction.
                      RIGHT
       LEFT
                                                                                         Doom Cards:
                                                                                         Draw a Doom Card every time the tank receives 3 or more dam-
                                          REAR Armor facing                              age in a single hit, or if an opponent chooses to make you after
              REAR
                                          2 2 2 2 1 1 1 1                                they roll a Critical to-hit.
Doom Deck
                                                                                         A Doom Card deck contains a single copy of each permanent card and three copies of
                                                                                         each instant card. Permanent cards are kept next to your Tank Sheet until the end of
                                                                                         the game or until fixed by the Field Repair action, while instant cards are discarded
                                                                                         to the bottom of the deck after use.
                                                                                                                        Bellringer
                                                                                                                        (Instant)
Cracked Turret
                              Cracked Cannon                                              Loss of Scrapper                                           Fire!!! (Instant)
Ring (Permanent)                                            Thrown Track                                                Immediately lose D3
                              Barrel (Permanent)                                          Bot Crew
                                                            (Permanent)                                                 available Action Dice,       Your tank catches fire.
When using the Turn                                                                       (Permanent)
                              Attacks with your main                                                                    to a minimum of 0.           Additionally lose D3
Turret action, the turret                                   Increase the Difficulty of
                              cannon suffer a -1 to-hit                                   Reduce your Action Dice       Additionally, during your    available Action Dice, to a
may only swivel 45                                          the Trundle action by 1.
                              penalty.                                                    stat by 1.                    next activation, you may     minimum of 0.
degrees instead of 90.
                                                                                                                        only take a single minor
                                                                                                                        action.
                                                                                                                        Bellringer
Compromised Hull                                                                                                        (Instant)
                                                            Auto-Loader                   Bent Machine Guns
(Permanent)                                                                                                                                          Fire!!! (Instant)
                              Damaged Steering              Malfunction                   (Permanent)                   Immediately lose D3
Affects the facing hit by     (Permanent)                   (Permanent)                                                 available Action Dice,       Your tank catches fire.
the attack. Reduce the                                                                    Your tank cannot shoot its    to a minimum of 0.           Additionally lose D3
                              Increase the Difficulty of    Increase the Difficulty of    secondary guns.
Armor Reduction in all                                                                                                  Additionally, during your    available Action Dice, to a
                              the Turn action 1.            the Quick Cannon Shot
remaining check boxes                                                                                                   next activation, you may     minimum of 0.
                                                            action by 1.
by 1.                                                                                                                   only take a single minor
                                                                                                                        action.
Erratic Steering
(Permanent)                                                                                                                                          Partial Ammo
                                                                                                                                                     Explosion
When using the turn                                         Reduced Cannon
                              Bent Track                                                  Damaged Power                 Rough Reset                  (Instant)
action, you must declare                                    Velocity
                              (Permanent)                                                 Plant (Permanent)             (Instant)
you are turning left or                                     (Permanent)                                                                              Suffer D3 damage to a
right and then pass a         Reduce your Move stat                                       Increase the Difficulty of    Lose all available Action    randomly determined
                                                            Reduce the range of your
Skill test. If passed, you    by 1.                                                       the Blitz action by 1.        Dice.                        facing of your tank, which
                                                            main cannon to 16”.
may turn as normal. On                                                                                                                               is not reduced by armor
a failure, you turn the                                                                                                                              reduction.
opposite direction instead.
Bellringer
                                                                                          Partial Ammo
(Instant)
                                                                                          Explosion
                              Fire!!! (Instant)
Immediately lose D3                                         Rough Reset                   (Instant)
available Action Dice,        Your tank catches fire.       (Instant)
                                                                                          Suffer D3 damage to a
to a minimum of 0.            Additionally lose D3
                                                            Lose all available Action     randomly determined
Additionally, during your     available Action Dice, to a
                                                            Dice.                         facing of your tank, which
next activation, you may      minimum of 0.
                                                                                          is not reduced by armor
only take a single minor
                                                                                          reduction.
action.
UPGRADE Deck
                                                                                        If your tank makes physical contact with a Loot Crate, you may immediately draw
                                                                                        a card from the Upgrade Deck. You may play this card immediately or hold onto it
                                                                                        for later use, but you may only play cards from the Upgrade Deck during your tank’s
                                                                                        activation. Once a card from the Upgrade Deck has been used, discard it by placing it on
                                                                                        the bottom of the deck.
                            ROTATE Tank
                                                                                                        RO
                                                                                                           T   AT
                                                                                                                   E
       TURN TEMPLATE
                                                                                                                        Ta
                                                                                                                          kn
TOKENS
BOOM BOXeS
LOOT CRATES
          ON FIRE
BRUTL
Over the years there have been many tank leagues found          seaboard of the United States, with occasional forays into
all over the world. On the East Coast of the United States,     Canada and Mexico. It is the most successful league still
tank fighting is dominated by BRUTL, one of the premiere        operating, running ten arenas and hundreds of registered
leagues of the sport. Its origins began decades ago, when       professional teams and several amateur circuits. Given
an eccentric billionaire named Wallace Strathmore start-        its dominance, BRUTL sets the standards for rules of play,
ed a tank fighting league in the state of Maryland, taking      team contract standards, and commercial licensing for
advantage of the city of Baltimore’s industrious shipping       merchandising and match broadcasts. As they say, “If
port. Dubbed the Baltimore Regional Tank-Fighting Asso-         you’re going to watch a tank fight, make it BRUTL!”.
ciation, it was built around the crane yards and drydocks
where teams could use the facilities at night. Several
arenas were built in Maryland and as far north as parts
of Canada as the league expanded. However, the league
came close to folding as they failed to penetrate south-
ern markets and crowd tastes started changing to less
violent pastimes. To protect the sport, Strathmore cut a
deal with the majority owner of the Ultimate Tank-Fight-
ing League, an up-and-coming league with arenas as far
south as Florida. Both leagues were folded into each
other and consolidated under the Baltimore Regional
Ultimate Tank-Fighting League moniker, or BRUTL for
short. Today, BRUTL expands on the reach of its prede-
cessors and holds matches up and down the eastern
                                                                                                 ROTATE Tank
                                                                                                                   RO
                                                                                                                   TAT
                                                                                                                        E
                                                                                                                         Ta
                                                                                                                            nk
                                                             SEAN
                                                             SUTTER
                                                             ABOUT
                                                             M E TA L K I N G S T U D I O
M O R E AT
                                                             M E TA L K I N G S T U D I O.CO M
The world tree is rotting and the nine hells are bleeding into our own. We have
plunged into a poisoned dark age, and the verdant lands of our forefathers
have become a decaying nightmare. Black storms blot out the sun and churn
the dying earth into sludge. Vast tracts of land break apart to form island
Otherworldly fungal growths spread deadly spores, and great clouds of poison
scour and distort the world. Distant memories of the time before claw at the
Great armies languish in the land like locusts. They greedily consume the
now scarce resources. Barons, dukes, and princes gather warriors to conquer
what they can as they conduct bitter warfare to settle ancient grudges. The
cruel wars of men compound the nightmare. Death would be a small mercy,
but for fear or hate, the warriors will not yield. The latent magic of the world
tree spurs cycles of endless violence. The great exposed roots of the world tree
will heal any wound at a price, and men have turned to the dark practice of
harvesting its vital fragments. When forced into a wound the root bursts to
life, feeding off the host but also sustaining him. The excruciating process is
a horror of its own, yet the promise of revenge sends bitter hearts down this
dark path.
Decaying structures of reality crumble. Dark worlds beyond our own merge
into the sludge mire of the present age. Rumors of evil creatures and strange
men spread, but whatever new horrors may emerge, relentless armies of
damned men yet march to war. Once peaceful peoples are caught between
spreading fungal horrors and the incursion of evil warlords. Even the free men
have turned to violence. Grim corruption has taken hold of all things. Nothing
pure remains.
                                                                                   SLUDGE   |   45
Introduction
Greetings Sojourner,
Thus we return to the nightmare realms of sludge. In this volume of blaster we will
explore some of the nations found in the western branchways. As a miniature agnostic
game, sludge is always balanced against each player’s personal agency as a creative
storyteller. The core units presented in sludge war represent the “universal” troop types
found throughout the world of sludge. The rules found in sludge nations dive deeper into
some of the stranger unit types that exist in that doomed world.
  Ultimately, even though there is a fair offering of lore in this supplement, it is crafted
under the expectation that you will shape these rules into your own vision of the sludge
world. The Basilisk Empire is arguably the most powerful nation that exists in this “Doom
Age of Black Powder.” But the basilisk also represents an imperial archetype that players
can adopt and adapt to the vision they hold for their own army. These new units are
balanced for competitive play, but that doesn’t mean they have to look the way I describe
them. You are free to “reskin” the horrible machines, cursed magicians, and cunning
weapons of war as you see fit.
  This supplement steers the sludge ship away from the realms of anachronism and
directly into weird doom fantasy. One of my favorite moments during play-testing
included seeing a smoldering land crawler nearly torn to shreds by a mutated giant.
Then the tank blasted its arcane engines into overdrive and smashed headlong into the
beast, churning it into gore. There was also the time I saw an imperial army siege the
fortifications of the noble free-peoples. Lines of free longbowmen rained arrows from the
sky while their sacred icon continued to raise their unyielding warriors from the fields
of gore to continue their valiant defense. But despite their grit, the inexorable imperials
flowed over their fortifications like an unstoppable tide.
It is my intention to send you further down doomed paths into this world of self-
consuming destruction. I have all kinds of absurd ideas that I’m super excited to deliver,
and blaster has been a wonderful vehicle and excuse to do just that. I am really delighted
that you have chosen to explore the decaying branchways with me. If you don’t see the
unit types you have been daydreaming about, please feel free to start wishlisting on the
sludge wargame Facebook group! sludge is a creative wargame for creative wargamers.
Your friend,
                                                    Sludge Nations
                                                    The world of sludge is vast and each player’s interpretation of
                                                    the setting is a valid iteration in the decaying multiverse. The
                                                    Nation Factions described here will represent both existing
                                                    nations and archetypes found across the dying world. For what
                                                    it’s worth, these factions are primarily focused on the western
                                                    branchways inhabited by mankind and don’t represent the full
                                                    breadth of the sludge world.
https://blacksitestudio.com/sludge/                                                                 SLUDGE      |   47
SLU D GE NAT IONS
48     |   BLASTER VOLUME 3
and with each conquest the empire grew in power. Though the       annals of history. Imperial armies are a mixture of both
Basilisk’s might was unmatched, the bloated imperial state        professional soldiers and slave-like conscripts hailing from the
was not without its dangerous flaws. The massive nation was       sprawling vastness of its unknowable borders. The unending
plagued with internal strife. Rival lords vied for supremacy      imperialist wars are powered by conquest and iron governance.
in a complicated political network. Strange alliances with        It is common for lone kingdoms to be swiftly overwhelmed by
mysterious Arcanist guilds shaped precarious treaties and         expeditionary forces. All military resistance is swept aside
sacred oaths. Sinister doom cults infected the populous. Greedy   and the local lords are replaced by imperial agents. Ultimately,
dukes sent their personal armies deep into unknown lands to       the imperial armies will pass onward, leaving the kingdom
subjugate and devour everything in their path.                    to persist under the new administration.The peasants of that
  Perhaps none except the Basilisk Emperor himself knew the       rural kingdom will live as before, except their sons and the
true scale of the empire. The empire continued to gorge itself    bounty of their land is sent as tribute to the ravenous Basilisk.
on the decaying world as it became inextricably entangled in
the roots of the world tree, Yggdrasil. High upon the cyclopian
spires of the Imperial Capital, Konrad III, The Basilisk
Emperor, sat enthroned at the center of groveling kings and
whispering sorcerers. He became the unknowable center of
the colossal imperial war machine. He became the brooding
heart of greed that obsessed over what more could be devoured.
Exploiting dark magic, he traded his humanity for an eternal
life consumed by an insatiable hunger for conquest.
  The Basilisk Empire has become a grim monolith in the
                                                                                                                    SLUDGE       |    49
Imperial Special Units
Imperialist battalions may include the following special units in addition to
those found in the core rules.
Imperial Artificer
    One of the strongest elements of the imperial model was the adoption of those it conquers. When the Basilisk consumed the
industrial city of Cinder Forge and the secretive Machine College in 345ce, it claimed one of its greatest jewels. The Artificers are the
sons of imperial genius. By imperial decree, the Machine College was forced to receive Arcanist overseers. The proud machinists were
initially enraged, but the adversarial relationship was short lived. The tireless minds of these academic masters quickly embraced
one another. New and wondrous technologies were born from the powerful collaboration.
I M P E R I A L A R T I F I C E R | H E RO
        SPEED               BRUTA LITY            CU NNING              FA ITH              A RCA NA              DEFENSE                WOU NDS
4 1 2 2 0 6 2
   Imperial armies featured troops from vast and varied lands,            Imperial Zouaves are line infantry regiments consisting of
and the Imperial Zouaves are one of the most striking units in            between three and five 40mm bases of soldiers at 10 points each.
the empire. The first Zouave units were assembled by the Basilisk         Imperial Zouaves are elite line infantry and their inclusion in a
Emperor himself during his conquests in the eastern battle planes.        battalion does not open the option to include an elite unit.
They combined Eastern martial traditions with new lightning
tactics and quickly gained renown for their speed and discipline.
 I M P E R I A L Z O UAV E S | L I N E I N FA N T RY R E G I M E N T
      SPEED            BRUTA LITY          CU NNING                 FA ITH               A RCA NA            DEFENSE           WOU NDS
4 1 1 1 0 5 3
Musket volley and bayonets.                                                  The regimental standard and musician upgrades may both
                                                                             be equipped to the same figure.
                                                                             Veterans | 10 points
                                                                             Hold Position becomes a Short Order.
                                                                             Musician | 5 points
                                                                             Gain the Regimental Song free order.
                                                                                                                           SLUDGE        |   51
                                                           Imperial Conscripts
I M P E R I A L C O N S C R I P T S | L I N E I N FA N T RY R E G I M E N T
     SPEED         BRUTA LITY      CU NNING         FA ITH               A RCA NA             DEFENSE               WOU NDS
3 1 0 0 0 5 4
    The Imperial Crawler must be the most fearsome creation of                        hateful bursts of burning lead into their foes. The monstrous
the age. These mechanical titans came thundering forth from the                       Imperial Crawler is a beast from the Age of Myth reborn.
billowing fires of Cinder Forge. These heavily armored weapons                        Imperial Crawlers are a single large machine at 60 points.
of war are the offspring of ancient arcane secrets bred with the                      Imperial Crawlers are an elite unit choice.
machinist’s enigmatic imagination. Specially trained Arcanist
crews stoke enchanted engines while ingenious artificers unleash
 I M P E R I A L C R AW L E R | E L I T E M A C H I N E U N I T
        SPEED              BRUTA LITY              CU NNING                 FA ITH                   A RCA NA             DEFENSE                WOU NDS
3 1 1 1 0 7 6
                                                                                         Troop Transport
                                                                                         During deployment, the controlling player may deploy one unit with
                                                                                         a maximum of 9 wounds inside the crawler. During the crawler’s
                                                                                         activation it may deploy the unit completely within 3” of itself for a
                                                                                         short order. If the crawler is destroyed while the unit is inside, place
                                                                                         the figures within 3” of the crawler and each figure suffers d3 wounds.
                                                                                         Machines and Cavalry units may not be deployed inside the crawler.
BURN DISMEMBER
Wounds caused by this weapon do not generate gore. Each damage roll of 6 deals 2 wounds instead of 1.
SHOCK
Designer’s Notes: The model tanks used during playtesting fit on a 4” or 100mm round base. These machines drop gore when wounded just like everything else. When
they take damage, the gore could be from wounded crew members or maybe the gore is black smoke and wreckage. Either way, it adds to the chaos of the battlefield.
                                                                                                                                             SLUDGE        |   53
Rocket Battery
     Rockets are an ancient technology that were successfully weaponized by artificers in recent
years. Highly mobile teams of specially trained units may rush into position, take aim, and lay
down withering explosive barrages against their enemies.
     Rocket teams are particularly effective in regions where field guns are too cumbersome to
operate. Rockets can be fired from the decks of Arcships, the high ridges of mountain crags, and the
deep mud of no-man’s-land with equal efficacy.
Rocket batteries are artillery units consisting of between one and three 40mm bases of soldiers
at 20 points each.
 RO C K E T B AT T E RY | A R T I L L E RY U N I T
       SPEED               BRUTA LITY               CU NNING            FA ITH              A RCA NA               DEFENSE                 WOU NDS
3 1 1 1 0 5 2
Dangerous Ordinance
Rocket Salvo TN rolls of 10 grant +2 burst instead of +1 but the unit
suffers 1 wound. On Rocket Salvo TN rolls of 1 this unit suffers 2
wounds and the attack fails as normal.
 RO C K E T S A LVO
                                                                                                         +2, DAZE and
                                           Ranged             24         7             3
                                                                                                           SHOCK 4
SHOCK DAZE
Units that suffer wounds from a weapon with the                                  Each damage roll of 6 causes the DAZE status. Dazed units suffer -1 on
SHOCK special rule increase the TN of their nerve                                tests during their next activation, then the status is removed. Units can
test by the SHOCK value.                                                         suffer from multiple daze effects at once for greater negative modifiers.
54     |   BLASTER VOLUME 3
SLUDGE   |   55
SLU D GE NAT IONS
56     |   BLASTER VOLUME 3
  Through a complex mixture of military might and political
leverage, the Chimera continued to grow in power throughout
the west. With a professional standing army at the ready and a
fleet of mythic arcships available to impose ironclad blockades
at a whim, Chimeran emissaries negotiated trade agreements,
treaties, and alliances that established what amounted to
vassal kingdoms at best and brutal colonial holdings at worst.
For many of these remote planes, the choice was to starve to
death or to simply bow before the Chimera. However, as the
endless wars continued to rage, these minor lands became the
stage for titanic clashes between the venerable Chimera and the
ravenous Basilisk. Still, even though the Chimera had arrived
as a conqueror to these lands, it also brought a semblance of
prosperity in a doomed world. And many of these colonies and
vassals rose to the challenge to fight alongside the royal armies
in service of their beloved and terrible monarch.
                                                                    SLUDGE   |   57
Royalist Special Units
Royalist battalions may include the following special units in addition
to those found in the core rules.
Royal Magician
     The court of the Chimera Throne is an extremely complicated show
of careful pageantry and deadly posturing. Unlike the dark sorcerers
found throughout the branchways, the royal magicians are aristocratic
officers of the arcane. Over the centuries, the royal Chimeric Academy has
developed a path into the arcane completely unique to their order. Royal
Magicians loath to degrade themselves by entering the battlefield but, as
loyal servants to the Chimera Throne, they do as they are bidden.
Royal magicians are a single figure at 30 points.
 ROYA L M A G I C I A N | H E RO
        SPEED              BRUTA LITY              CU NNING               FA ITH              A RCA NA                 DEFENSE              WOU NDS
4 1 1 0 2 6 2
Mount
Royal Magicians may be mounted for free. Increase to speed 6.
Mounted magicians may only have one bodyguard.
 P S YC H I C
 M U TAT I O N S                           Short              Sorcery               LOS                5           -            Target unit suffers DAZE.
DAZE
Each damage roll of 6 causes the DAZE status. Dazed units suffer -1 on tests
during their next activation, then the status is removed. Units can suffer
from multiple daze effects at once for greater negative modifiers.
58      |     BLASTER VOLUME 3
Royal Marines
 ROYA L M A R I N E S | L I N E I N FA N T RY R E G I M E N T
      SPEED            BRUTA LITY           CU NNING              FA ITH               A RCA NA              DEFENSE     WOU NDS
3 1 2 1 0 5 3
                                                                           Raiders | 10 points
                                                                           Gain +1 Brutality.
                                                                           Rifles | 5 points
                                                                           Musket volley becomes range 14.
                                                                                                                       SLUDGE   |   59
Royal Hussars
     While there is a general sense of rivalry between the Marines and the other branches of the Royal Military, the Hussars have
earned the respect of even the most hardened Marine veterans. This light cavalry unit was originally composed of ostentatious
volunteers with a vain reputation for bravado. During the winter of 425ce, when the 4th and 6th Marines were locked in a bitter
campaign against the Death Templar, the all-volunteer 2nd Royal Hussars stayed by their side through the ice storms and harsh
deprivation. The Hussars held fast even after the winter had claimed nearly half their number and all of their horses. During the
final battles of the campaign, the 2nd Hussars showed valor and charged on foot by the Marines’ side. In the end, the 2nd Hussars
earned battle honors when they famously stormed the southernmost tower of the Iron Minarets to slay the dark sorcerer and his
retinue of bloodthirsty crusaders.
Royal Hussars are light cavalry consisting of between three and six figures at 5 points each.
 ROYA L H U S S A R S | L I G H T C AVA L RY
       SPEED           BRUTA LITY           CU NNING            FA ITH               A RCA NA              DEFENSE               WOU NDS
5 2 0 1 0 5 1
60     |   BLASTER VOLUME 3
Battle Kite (Elite)
    The Chimera Throne is an ancient monarchy that holds the largest known fleet
of Arcships in the world and it has maintained an extremely close alliance with
the Arcanist Navigator guilds for many centuries. The Arcanists who have aligned
themselves with the Chimera Throne have enjoyed unique access to various ancient
Arcship technologies. As a result, the Chimera Throne is one of the few nations to
develop new flying machines in the Age of Decay. Battle Kites are small, short range
airships that provide remarkable mobility. These machines serve as excellent scouts,
invaluable transports throughout the tangled land, and have even been adapted for use
as tactical bombers.
Battle Kits are a single large flying machine at 30 points. Battle Kites are an elite
unit choice.
 B AT T L E K I T E | E L I T E M A C H I N E U N I T
       SPEED                BRUTA LITY               CU NNING                  FA ITH                   A RCA NA               DEFENSE                WOU NDS
7 0 1 1 0 5 5
                                                                                           Troop Transport
                                                                                           During deployment, the controlling player may deploy a unit with a
                                                                                           maximum of 9 wounds inside the Battle Kite. During the kite’s activation
                                                                                           it may deploy the unit completely within 3” of the center of the kite as
                                                                                           a short order. If the kite is destroyed while the unit is inside, place the
                                                                                           unit within 3” of the center of the kite and each figure suffers d3 wounds.
                                                                                           Machines and Cavalry units may not be deployed inside the kite.
DISMEMBER SHOCK
Each damage roll of 6 deals 2 wounds instead of 1.                                         Units that suffer wounds from a weapon with the
                                                                                           SHOCK special rule increase the TN of their nerve
                                                                                           test by the SHOCK value.
Designer’s Notes: Airships are amazing. The battle kite is an arcane machine            to model them however you wish. They could be dragons for all I care. But my
that would be analogous to some kind of helicopter in our world. They aren’t very       imagination is some kind of ornithopter.
big and they aren’t really what we think of as kites. You are obviously welcome
                                                                                                                                                  SLUDGE       |       61
Mortar Teams
     The Royal Marines are famous for taking advantage of their air superiority to make daring attacks behind enemy lines.
However, these tactics often lead to engagements in terrain that limits the effectiveness of traditional artillery. In response, the royal
armory developed smaller light mortars that could be deployed from Kites alongside combat marines. These light artillery units first
saw widespread use in the campaign to reclaim the Gorgon Archipelago.
Mortar teams are artillery units consisting of between one and three 40mm bases of soldiers at 20 points each.
 M O R TA R T E A M S | A R T I L L E RY U N I T
        SPEED             BRUTA LITY              CU NNING         FA ITH               A RCA NA              DEFENSE                WOU NDS
3 1 1 1 0 5 2
                                                                            Dangerous Ordinance
Extra Crew | 5 points
                                                                            Light Mortar TN rolls of 10 grant +2 burst instead of +1 but the unit
The whole unit gains +1 wound and +1 Speed for 5 points.
                                                                            suffers 1
                                                                            wound. On Light Mortar TN rolls of 1 this unit suffers 2 wounds and the
                                                                            attack fails as normal.
 L I G H T M O R TA R
                                                                                                   +2, SHOCK 2 and
                                         Ranged            18      7              3
                                                                                                     DISMEMBER
DISMEMBER SHOCK
Each damage roll of 6 deals 2 wounds instead of 1.                          Units that suffer wounds from a weapon with the
                                                                            SHOCK special rule increase the TN of their nerve
                                                                            test by the SHOCK value.
62     |     BLASTER VOLUME 3
SLUDGE   |   63
SLU D GE NAT IONS
64     |   BLASTER VOLUME 3
   Passionate arguments and savage accusations echoed in
the smoky hall where the elders of the six remaining tribes were
gathered. The roar finally subsided when Mokosa’s eldest son
took the floor. He held his father’s carefully folded banner in
his hands. A quiet murmur spread through the gathering as
the legendary object was unfurled. The emblem of a massive
golden eagle was once again displayed before the assembled
tribes. Mokosa’s son was the first to pledge the oath and soon
all six remaining tribes were unified under the Roc Coalition.
Each tribe maintained their independence, but their might was
joined in brotherhood against a common enemy. On that fateful
day, Mokosa’s son became the First Among Equals. What
followed was a legendary clash between the merciless Basilisk
Empire and the proud Roc Coalition.
                                                                   SLUDGE   |   65
Free Peoples Special Units
Free Peoples battalions may include the following special units
in addition to those found in the core rules.
In myths and legends, the Knights of the Realm were heroes Knights of the Realm are a special commander unit consisting of 5
who protected the land against the forces of evil. In the 4th individually based figures at 40 points.
century, the Knights of the Realm became a powerful symbol                           Knights of the Realm replace the free battalion commander. If the
of tribal unity and noble purpose. Each champion is appointed                        Knights of the Realm unit is destroyed all units in their battalion
by the elders from the assembled warrior clans in accordance                         gain one stress.
with tradition. These knights are extremely powerful warriors
who assume this mantle of authority with grim reverence. It is
vital among the free people to celebrate their traditions, and it
is a point of pride that they are led by a council of their finest
warriors rather than a single individual.
 K N I G H T S O F T H E R E A L M | H E RO I C C O M M A N D E R U N I T
         SPEED            BRUTA LITY             CU NNING                   FA ITH                 A RCA NA             DEFENSE                  WOU NDS
4 2 2 2 0 7 2
The Knights of the Ream gain one additional figure. All friendly units                  Ceramic War Blades
gain +2 Faith while within 15” of this figure.
                                                                                        This unit’s Knightly Arms gain DISMEMBER. Each damage roll of 6
Mounts | Exchange                                                                       deals 2 wounds instead of 1.
The Knights of the Realm may be mounted for free. Increase to speed 6                   Command Abilities
but reduce the unit size by 2 figures.
                                                                                        The Knights of the Realm have the following abilities.
 I N S PI R E
                                                                                                                       Remove 4 gore from within range or
                              Short          Special, Cunning              10”               5              -
                                                                                                                        Remove 1 stress from the target.
 WA RC RY
                                                                    Self or ally                                       Target gains +1 Burst on next combat
                              Short          Special, Cunning                                5              -
                                                                     within 5”                                                         order.
 BASTION
                                                                                                                       This unit gains +1 on endurance saves
                              Short          Special, Cunning             Self               5              -
                                                                                                                             until its next activation.
 MART YRDOM
                                                                                                                       Remove one figure from this unit. All
                              Short          Special, Cunning             Self                -             -
                                                                                                                         allies within LOS lose one stress.
 GO AT T H EM
                                                                                                                        Target gains +2 Speed on their next
                              Short          Special, Cunning              5”                5              -
                                                                                                                                   charge order.
 H ERO I C S PEEC H
                                                                                                                        Remove 3 stress tokens from within
                              Long           Special, Cunning              10”               5              -
                                                                                                                                      range.
66      |       BLASTER VOLUME 3
Longbowmen
    Many minor kingdoms had very limited access to black
powder and had difficulty bringing the full might of the musket
to bear. However, in the face of this disparity the proud free
peoples train harder and exercise extreme discipline with
traditional longbows. The longbow is a powerful weapon in able
hands, but mastery of the longbow is a lifelong pursuit. Arrayed
on the field with their colorful banners, noble regiments of
longbowmen are a living relic of a lost age. Enemy commanders
have been known to view these units as powerless primitives. But
it is a mistake they rarely have an opportunity to make twice.
Longbowmen are line infantry regiments consisting of between
three and six 40mm bases of soldiers at 10 points each.
 L O N G B OW M E N | L I N E I N FA N T RY R E G I M E N T
        SPEED                 BRUTA LITY            CU NNING                 FA ITH                  A RCA NA           DEFENSE             WOU NDS
3 1 1 1 0 5 3
EQUIPMENT
OPTIONAL UPGRADES
Musician | 5 points
Gain the Regimental Song free order.
BLEED
                                                                                                                                        SLUDGE       |   67
Heavy Infantry
 H E AV Y I N FA N T RY | L I N E I N FA N T RY R E G I M E N T
        SPEED               BRUTA LITY         CU NNING           FA ITH                 A RCA NA            DEFENSE             WOU NDS
3 2 1 1 0 5 3
Pole weapons                                                          Heavy Infantry may choose from the following upgrades.
                                                                      Full Armor | 10 points
                                                                      Gain +1 Defense.
                                                                      Musician | 5 points
                                                                      Gain the Regimental Song free order.
68     |     BLASTER VOLUME 3
Men-at-Arms
    There are many martial traditions among the free peoples.                        Men-at-Arms consist of between four and eight figures at 5
Men-at-Arms are a class of free soldiers who have chosen a life                      points each. Full units of eight Men-at-Arms add an elite unit
of battle. They are travelers who lend their strength to warring                     choice to your battalion as if they were line infantry.
clans according to need. They have developed a unique martial
culture and usually fight in loose skirmishing formations. They
are a complicated group of mercenary-like warriors who are
often preoccupied with notions of honor and personal glory.
 M E N - AT - A R M S | S K I R M I S H E R S
       SPEED              BRUTA LITY              CU NNING                   FA ITH                   A RCA NA         DEFENSE               WOU NDS
3 1 1 1 0 6 1
H E AV Y W E A P O N Close - 6 2 +3
                                                                                                                                         SLUDGE      |     69
Sacred Icon (Elite)
     The free peoples have remained free by their stern                            hands. Other free nations may gather around ancient idols,
determination and unyielding sense of independence. The central                    cryptic relics, or even an anointed princess. The traditions are
pillar of their ironclad identity is often personified by a sacred                 vast and varied, but the power of these sacred symbols to inspire
symbol. For example, the Roc Coalition is pledged under the                        free people is undeniable.
ancient banner of Mokosa. When Roc warriors look upon this                            Sacred Icons are a single figure at 30 points. The Sacred
golden standard they are filled with overwhelming pride, and                       Icon may be mounted on a 25-60mm base. The Sacred Icon is
they will fight like demons to protect their banner from enemy                     an elite unit choice.
 SAC R E D I C O N | E L I T E
        SPEED             BRUTA LITY             CU NNING                 FA ITH                  A RCA NA              DEFENSE                WOU NDS
3 0 0 2 0 7 3
                                                                                      Sacred Abilities
OPTIONAL UPGRADES
                                                                                      The Sacred Icon has the following abilities.
 R I G H T EO US FU RY
                                                                                                                    Target friendly unit may gain one
                              Long                Prayer                  10               5               -
                                                                                                                    stress to perform the combat long order.
70     |     BLASTER VOLUME 3
SLU D GE NAT IONS
72     |   BLASTER VOLUME 3
Manticore ideology to become homicidal revenge cults. Over the          Manticore cults have become a consistent feature of the
following decade, the First Manticore crusade was crushed by the     decaying world. The endless bitter wars waged by heartless
imperial legions. The Witchfinder General was executed and his       rulers create fertile soil for the Manticore’s Venom to sow
writings were outlawed by imperial decree. Despite the Basilisk      its poisonous seeds. As narcissistic rulers abandon their
Emperor’s fathomless capacity for violence, militant Manticore       humanity to bask in dark immortality, their people’s lost souls
cults remained a major player in the balance of power across the     hunger for revenge. Terror and nihilism consume countless
western branchways.                                                  souls, and the promise of the Manticore’s primal justice is a
   The prominence and might of various Manticore cults wax           precious temptation. A shared hate-filled nightmare burns
and wane following the tide of human suffering. However,             like a wildfire in the dry tinder of human suffering. The savage
some of these cults have become powerful assets to enterprising      thoughts of the Manticore gnaw at the root of the mind. Visions
warlords looking to leverage the fanatical might of a violent        of the Manticore percolate through humanity’s lived horrors to
faith. The Arcanists of Divinity were among the most powerful        manifest as new cults, and blood-soaked crusades against the
factions formed in the dissolution of the first crusade.             pillars of civilization have become a perennial tragedy. At the
Accordingly, they were mercilessly hunted and their remnants         center of these virulent crusades stands the dark governance
were exiled on the desolate Keth Planes. Keth had become             of a destroyer. The shadow of the Manticore is cast upon
synonymous with a civil war that was as brutal and unrelenting       every mind in these dark days, and the imminent madness it
as its hellish landscape. It was under these harsh conditions that   promises lurks just beyond sight.
the Arcanists of Divinity made an alliance with the Northern
Keth Sultanate. The Sultan was as artfully deceitful as the
Arcanist cult, and their alliance was balanced on a razor edge.
The exact depth of Manticore corruption in the Keth Sultanate
is a matter of debate, but the brutal efficacy of this alliance
is undeniable. This murderous regime launched a fanatical
crusade with renewed vigor. And against The Sultan Divine
the bitter nations of Keth were cast into unplumbed depths of
abyssal war.
                                                                                                                       SLUDGE      |    73
Cultist Special Units
Cultist battalions may include the following special units in addition to those
found in the core rules.
 P R I E ST O F T H E M A N T I C O R E | H E RO
     SPEED            BRUTA LITY          CU NNING       FA ITH    A RCA NA         DEFENSE              WOU NDS
4 1 1 0 2 6 2
Mount
Priest may be mounted for free. Increase to speed 6. Mounted priests
may only have one bodyguard.
SIGN OF DOOM Long Sorcery 12 6 - All units within range gain 1 stress.
DAZE
74     |     BLASTER VOLUME 3
Cultist Throngs
    The Manticore cults gather howling mobs to tear down their earthly masters. Blood will run in the streets and fire will consume
fertile lands wherever these raving throngs pass. They have become like plague-born swarms. As the rioters spread destruction,
the rioting mass only grows larger and more fervent. They are both the result of the disease and the disease itself. The Manticore’s
devotees suffer from unending nightmares that whisper dark secrets into their fragile minds. Following these dreams, the cultists
obsessively assemble and stockpile poison gas grenades. These bombs are a concoction of heaving dread that damages the mind and
soul as much as the body.
    Cultist Throngs are line infantry regiments consisting of between three and six 40mm bases of soldiers at 10 points each.
  C U LT I ST T H RO N G S | L I N E I N FA N T RY R E G I M E N T
         SPEED               BRUTA LITY            CU NNING                FA ITH               A RCA NA              DEFENSE                WOU NDS
3 0 0 1 1 5 4
                                                                                    Irregular
                                                                                    When this unit fails a nerve test, it suffers stress wounds when its total
                                                                                    stress is equal to or greater than their wound characteristic. Normally,
                                                                                    the total must be greater than the wound characteristic to inflict stress
                                                                                    wounds.
DAZE
                                                                                                                                         SLUDGE       |    75
                                                                            Zealots
                                                                               The teachings of the Manticore cults transform devotees’ minds
                                                                            and bodies into living weapons. Violent zealots are fanatical creatures.
                                                                            They are both heralds who spread the Manticore’s thought poison and
                                                                            assassins who embody the Manticore’s venom. They are the Manticore’s
                                                                            carefully perfected tools. It is believed that Manticore Zealots are
                                                                            already widely spread throughout the branchways as spies. These
                                                                            agents quietly infect others long before their respective cult emerges
                                                                            in force. In one instant they are subtle agents and in the next they are
                                                                            rabid attack dogs. And the change from a sleeper agent to a savage
                                                                            killer is only a matter of their master’s dark thought.
 Z E A L O T S | SK I R M I SH E R S
        SPEED              BRUTA LITY               CU NNING                  FA ITH               A RCA NA              DEFENSE                WOU NDS
4 2 1 1 1 5 1
 H I D D EN P O I S O N
 G R EN A D ES                Ranged            8               7                2                         +1, DAZE
DAZE
Each damage roll of 6 causes the DAZE status. Dazed units suffer -1 on
tests during theirnext activation, then the status is removed. Units can
suffer from multiple daze effects at once for greater negative modifiers.
76     |      BLASTER VOLUME 3
Crusaders (Elite)
     Many knightly orders are insular warrior cultures that exist separate from society and already exhibit many cult-like tendencies.
It is reasonable to believe that the corrupting tendrils of the Manticore have infiltrated every aspect of society. But there is undeniable
certainty that the savage crusades launched by once respected knightly orders are intimately linked to the Manticore’s sinister goals.
Crusaders are a diabolic hybrid between the unyielding savagery of the zealot and the unmatched combat prowess of the noble knight.
Crusaders consist of between three and six figures at 15 points each. Crusaders are an elite unit choice.
  C R USA DE R S | E L I T E SK I R M I SH E R S
        SPEED              BRUTA LITY               CU NNING        FA ITH               A RCA NA              DEFENSE                  WOU NDS
4 2 1 2 1 6 2
EQUIPMENT
                                                                              Fanatics | 5 points
                                                                              The whole unit gains Fanatical for 5 points. Gain +1 on combat orders
Knightly Arms                                                                 for each stress on this unit instead of the usual -1.
The whole unit may be mounted to gain +1 speed, but the maximum
unit size is reduced to four figures.
SPECIAL SKILLS
Tough
Gain +1 on endurance saves.
Noble
Failed nerve tests that would cause wounds only
remove one figure.
Fury
During this unit’s activation, it may gain one stress
to perform the combat long order as a free action.
Saint
     As the pillars of reality decay, the nine hells bled together in          their virulent congregations. They promise that the saints of old
a maddening tangle. Daily life was dominated by ever-present                   would soon be reincarnated. These saints would not be reborn as
dread. Heavy black clouds drifted through immense branches                     the faithful healers they were in life, but in their second coming,
that stretch across the darkened sky. Nations of men scratched                 they would be vengeful destroyers. They would be man-eating
out their bitter existence on brutal tracks of bleak land. The                 demons and instruments of divine justice.
Manticore’s poisonous religions found fertile grounds in the                   Saints are a single large figure at 45 points each. The saint’s
hearts of beleaguered peoples. The priests pulled prophetic                    base should be between 50mm and 80mm.
visions from ever-churning nightmares to deliver grim hope to
 S A I N T | H E RO
       SPEED              BRUTA LITY                CU NNING             FA ITH               A RCA NA              DEFENSE                 WOU NDS
3 2 1 0 1 6 5
      Fanatical
      Gain +1 on combat orders for each stress on this unit instead of
      the usual -1.
      Fury
      During this unit’s activation, it may gain one stress to perform
      the combat long order as a free action.
78     |   BLASTER VOLUME 3
SLU D GE WA R
SLUDG E N ATIONS
A PPENDIX
 I M P E R I A L I ST U N I T S
                   NA ME                SPEED   BRUTA LITY   CU NNING   FA ITH   A RCA NA   DEFENSE   WOU NDS
I M PER I A L A R T I FI C ER 4 1 2 2 0 6 2
I M PER I A L ZO UAV ES 4 1 1 1 0 5 3
I M PER I A L CO N S C R I P T S 3 1 0 0 0 5 4
I M PER I A L C R AW L ER (EL I T E) 3 1 1 1 0 7 6
RO C K E T B AT T ERY 3 1 1 1 0 5 2
 ROYA L I ST U N I T S
                   NA ME                SPEED   BRUTA LITY   CU NNING   FA ITH   A RCA NA   DEFENSE   WOU NDS
ROYA L M AG I C I A N 4 1 1 0 2 6 2
ROYA L M A R I N ES 3 1 2 1 0 5 3
ROYA L H US S A R S 5 2 0 1 0 5 1
B AT T L E K I T E (EL I T E) 7 0 1 1 0 5 5
M O R TA R T E A M S 3 1 1 1 0 5 2
                                          4         2           2         2         0          7         2
 KNIGHTS OF THE REALM
 LO N G B OW M EN
                                          3         1           1         1         0          5         3
 H E AV Y I N FA N T RY
                                          3         2           1         1         0          5         3
 M EN -AT-A R M S
                                          3         1           1         1         0          6         1
                                          3         0           0         2         0          7         3
 S AC R ED I CO N (EL I T E)
 C U LT I ST U N I T S
                   NA ME                SPEED   BRUTA LITY   CU NNING   FA ITH   A RCA NA   DEFENSE   WOU NDS
PR I ES T O F T H E M A N T I CO R E 4 1 1 0 2 6 2
CU LT I S T T H RO N GS 3 0 0 1 1 5 4
ZE A LOT S 4 2 1 1 1 5 1
C RUS A D ER S (EL I T E) 4 2 1 2 1 6 2
SAINT 3 2 1 0 1 6 5
80        |     BLASTER VOLUME 3
 WEAPONS
                        NA ME               TY PE          R A NGE             TN            BURST     DA M AGE OR EFFECT
B AYO N E T S Close - 7 3 +2
C ROS S B OW VO L L E Y Ranged 14 7 3 +1
H E AV Y W E A P O N Close - 6 2 +3
M US K E T S Ranged 12 6 1 +2
Special Rules
BLEED                                           DISMEMBER
Each damage roll of 6 generates one             Each damage roll of 6 deals 2 wounds
additional gore.                                instead of 1.
BURN SHOCK
Wounds caused by this weapon do not             Units that suffer wounds from a weapon
generate gore.                                  with the SHOCK special rule increase the
                                                TN of their nerve test by the SHOCK value.
DAZE
                                                                                                                   SLUDGE        |   81
                    GASLANDS: LEGACY (PT.2)
GET R E A DY TO SNA P S OME TEMPL ATES
                                              MIKE
                                              HUTCHINSON
                                              ABOUT
                                              GASL ANDS: REFUELLED
                                              C O R E R U L E S A V A I L A B L E AT
                                              GA SL ANDS.COM
                                             10560
   10499 New Martian Way | District 10, Mars
                                                     The Story So Far…
                                                                                            pulled the
                                                     Rutherford Inc. just unceremoniously
                                                                     Earth-side factories,   including the
                                                     plug on all its
                                                                                           assets, it is
                                                     one you worked at. To protect their
                                                     standard practice to liquidate all
                                                                                         the unwanted                          HELPFUL LINKS
                                                                                          ot demolition
                                                     facilities. Unfortunately, the nanob
                                                                        e for this task appea  r to                             Vehicle Generator:
                                                     systems responsibl
                                                                                      e of microscopic                          gaslands.com/legacy
                                                     have gone rogue, and now a plagu
                                                                                        thing within 1000
                                                     machines are bent on turning every                                         Legacy Dash boards:
                                                     miles to digital slag.                                                     gaslands.com/legacy/
                                                                                                                                dash boards
                                                                                           les you were able
                                                     Fleeing the bugs in whatever vehic
                                                              from  the factory lot  in  the  moments you had
                                                                                                                                Legacy Templates:
                                                     to loot
                                                                                 appea r to  have stumbled                                              lates
                                                     to make your escape, you                                                   gaslands.com/legacy/temp
                                                           s some  kind of cland estin e facility belonging
                                                     acros
                                                     to the GeneSys Corp.                                                          Your scientists were so
                                                                                                                                   preoccupied with whether
                                                                                         g about, they seem
                                                      From the looks of the gear layin                                             or not they could, they
                                                                                           shit, but from
                                                      to be up to some pretty high-tech                                            didn’t stop to think if they
                                                                       mutat ed semi-  mecha nical dinosaurs
                                                      the looks of the                                                              should.
                                                                                             e the nanobot
                                                      you just escaped, you have to assum
                                                                    actually  alrea dy  made  it this far,
                                                      infection has                                                                 Ian Malcolm
                                                                                          racing virtually
                                                      which is bananas, as you’ve been                                              Jurassic Park (1993)
                                                      flat out.
                                                       What is this?
                                                                                                            ign with
                                                       If you have BLAST ER Volum e 3: start your campa
                                                                                                      volum e when
                                                       Chapt er 1 and proce ed to Chapt er 6 in this
                                                                                                        e 3: no proble m!
                                                       instru cted. If you don’t have BLAST ER Volum
RUTHERFORD,INC
                                                                                                         n, create some
                                                       Read throug h the ‘Legac y Rules Recap’ sectio
                                                                                                      action at Chapt er 6.
                                                        new legacy teams , and jump right into the
                                                                                                      reveal ed in the first
                                                        You’ll miss out on some of the story that is
                                                                                                           of the madd est
                                                        five chapt ers, but you are still guara nteed five
                                                        games of Gaslan ds you’ve ever played!
                                                                                                                                              G A SL A N D S:   LEGACY   |   83
Legacy Rules Recap
Gaslands: Legacy is a narrative campaign for Gaslands featuring a number
of new ‘legacy’ style mechanics to ensure that whatever is done cannot be
undone.
The following rules changes were all introduced over the course of the first five
chapters of the Gaslands: Legacy campaign, available in BLASTER Volume 3.
There are summarised here for convenience, and in case you are encountering
Gaslands: Legacy for the first time in this volume. (If the latter is the case, of
course I hope that by reading this you’ll be tempted to pick up Vol. 3 too).                                                                   Vehicle By: Carlos Pandiella
                                                        R U L E S C H A N G E :                                R U L E S C H A N G E :
R U L E S C H A N G E :
84          |          BLASTER   VOLUME     3
R U L E S C H A N G E :
                                                                                R U L E S C H A N G E :
If this vehicle causes 6 or more hits in a single Attack Step, before Evades,   A hull box with an ‘!’ written in it is referred to as a ‘corroded hull
the controller of this vehicle gains 1 Audience Vote.                           box’, but otherwise functions as a normal hull box during play.
Live Fast                                                                       When asked to check their team’s ‘Total Corrosion’ value, a player
During this vehicle’s activation, if this vehicle begins the Wipeout Step       must add up the total number of corroded hull boxes on all their
with more Hazard Tokens than Hull Points, this vehicle’s controller gains 1     vehicles.
Audience Vote.
                                                                                 R U L E S C H A N G E :
All unspent audience votes are lost between games in this campaign.
                                                                                Junkyard Cybernetics
  R U L E S C H A N G E :
                                                                                Whenever a rule instructs you to ‘roll one template improvement’,
Team Ratings                                                                    roll a D6 and consult the following table:
Each vehicle you generate will have a listed ‘Vehicle Rating’.
Each player's ‘Team Rating’ is the sum of the Vehicle Ratings in their team.
 R U L E S C H A N G E :
                                                                                           D6          Template Improvement
                                                                                                                     G A SL A N D S:   LEGACY        |    85
 NEW SLIDE EXIT POINTS                                                             R U L E S C H A N G E :
 As template improvements can add new slide exit points, two                      Turret Mounting
 new rules apply during this campaign:                                            Change the Turret Mounting upgrade to the following:
           1.       If a new slide exit point is added to one of the short        Turret Mounting (Upgrade): When adding this upgrade to this vehicle, select a
                    edges of a template, then during a slide action using         weapon attached to this vehicle. This upgrade costs twice the cost of the selected
                     that slide exit point, the player controlling the active     weapon. The selected weapon gains a 360-degree Arc of Fire.
                     vehicle may choose which direction to face the
                     vehicle in at the end of the slide, (as with sliding off a
                                                                                  R U L E S C H A N G E :
                     straight in regular Gaslands).
                                                                                  Team Handicaps
            2.       Vehicles may not place a template with a slide exit
                                                                                  Before the start of each game, each player should compare their current
                     point touching their starting position. This means
                                                                                  Team Rating to the player with the highest Team Rating. If there is a
                     that if you add a new slide exit point to the short
                                                                                   difference in rating, the player with the lower Team Rating begins the
                     starting edge of the Medium Straight template it
                                                                                   game with the following bonus:
                     cannot be placed (so don’t do that).
R U L E S C H A N G E :
86           |          BLASTER       VOLUME       3
                                                                                                           Diorama By: Dick Vigil
R U L E S C H A N G E :
                                                                   pointing in the direction indicated by the arrow on the lower
Unpredictable Performance
                                                                   template. (The arrow on the upper template may face in
Whenever a rule instructs players to ‘combine two                  either direction).
templates’, they must roll two D6, and select two different
                                                                   Once the two templates are glued or taped in place, remove
templates, one template that has a permitted gear equal to
                                                                   (cut off) any part of the lower template beyond its dotted
the first dice roll, and another template that has a permitted
                                                                   line that isn’t concealed under the upper template.
gear equal to the second dice roll. If either dice rolls is a 6,
that dice may be used to choose any template.                      The combined templates permanently form a single
                                                                   movement template for the rest of the campaign.
Once the two templates are selected, they must be
combined by permanently affixed one to the other, such             Once combined, either set of visible permitted gear icons
that the short starting edge of one template (the ‘upper may be used and any slide exit points may be used (including
template’) is placed exactly in line with (and centred on) the those on the ‘flip-side’ of the templates).
                                                                                                           G A SL A N D S:   LEGACY   |   87
                                                            Chapter 6: Tech Support
                                                               Read out the “The Story So Far”, and then read this
                                                               section out:
88   |   BLASTER   VOLUME   3
                                                          ‘Post Game’ section.
       Stop reading now. At the end of the game, read the
POST GAME
Tech Suppor t
After this game, read the following aloud:
As you suspected, this area is not abandoned. The two technicians you bundled into your
vehicles seem really on-edge. Dr. Short is stubbornly silent, but her assistant Brock is more
forthcoming.
                                                                                           it
“The park had been mothballed for decades until Rutherford paid GeneSys to quietly spin
back up again. I really couldn’t guess who first had the batshit idea to attempt to weaponise
the paleo-regenesis process, but it turns out to work pretty damn well. We’ve been building
prototype ‘sauruses here for about 6 years and if it wasn’t for this ham-fisted nano-demolition
over at the Rutherford logistics facility, we’d be getting our bonuses in about 4 months. This
cross-contamination is going to set us back years if we can’t reset it.”
                                                                                                  it’s a
Dr. Short speaks unexpectedly, sounding distant: “The guys call them ‘Killsaurus’. I suppose
term of affection.”
                                                                                            Brock
Weaponised dinosaurs? You can’t resist asking: “These ‘sauruses’ ... are they … pilotable?”
eyes you suspiciously: “Sure. They are intended as crewed war-machin   es. But, don’t get any
                                                                                                  are
ideas, the human-inter face is still way off. Short of some kind of nano-grafting miracle, they
still non-operable as piloted vehicles.”
You realise the cold-blooded monsters you fled from earlier were BUILT with weapons mounted
on them. You had assumed it was a nano-bot mutation.
 “Listen, that Rutherford paycheck is as good as gone if we can’t quarantine or cleanse a sample
 before this new swarm of nanobots turns them into something we can’t undo. They’ve gone
 rogue, but I think we can salvage them: will you guys help us get to the reset button?”
                                                                                             G A SL A N D S:   LEGACY   |   89
       Chapter 7:
       Looting the Command Codes
                You enter the vast GeneSys hanger through
                one of its many massive hanger doors. It is
                festooned with technical equipment, snaked
                with power cables and dotted with forklifts.
                This is the heart of the Killsaurus
                programme. As you zoom down the central
                thoroughfare, you start to notice the regular
                organisation of tall bays and electrified pens
                that betray its purpose.
           Scenario 7:
           Looting The Command Codes
           Play the Automated Salvage scenario, adding the
           following special rules:
S C E N A R I O R U L E :
Snatch S C E N A R I O R U L E :
90          |         BLASTER     VOLUME       3
                                                                                          S C E N A R I O R U L E :
S C E N A R I O R U L E :
POST GAME
                                                                                                                                          G A SL A N D S:      LEGACY   |   91
                                                                                     When it activates, the Truckasaurus counts as being in the same current
Chapter 8: The Killsaurus Factory                                                    Gear as the current Gear Phase. When activating the Truckasaurus, the
     If a player has noted that they ‘have the command                               controlling player must select from the templates available to that player
                                                      the
     codes’ then that player must unlock a clue using                                (including their damaged and new templates).
     code ‘COUNTDOWN’ and read it aloud.
                                                                                                                                                              ,
                                                        the                          If the Truckasaurus is involved in a collision outside of its activation
     Otherwise, if no player has noted that they ‘have                                                                                                         is
     command codes’ then the player with the highest
                                                      total                          it always declares a Smash Attack reaction. When the Truckasaurus
                                                                                                                                                                    as
     corrosion (roll off if tied) must unlock a clue using                           attacked or is involved in a collision outside of its activation, it counts
     the code ‘ROADBLOCK’ and read it aloud.
                                                                                     being in Gear 3.
Scenario: The Killsaurus Factory                                                     The Truckasaurus may not leave the play area. If the Truckasaurus final
                                                                                                                                                          t at
                                                                                     position would overlap the edge of the table, interrupt the movemen
Play ‘Truckasaurus’, but be sure to use a large toy dinosaur for the
                                                                                     that point. Do not resolve a collision with the table edge.
Truckasaurus. During this scenario, the following special rules apply:
 S C E N A R I O R U L E :
                                                                                       S C E N A R I O R U L E :
Killsaurus Lives
                                                                                      Killsaurus Bleeds
                                                                         .
Ignore the Truckasaurus Lives special rule on p152 of Gaslands: Refuelled
                                                                                                                                                               .
                                                                                      Ignore the Truckasaurus Feeds special rule on p153 of Gaslands: Refuelled
                                                                                s’
At the start of the game, the player with Pole Position receives a ‘Killsauru
                                                                                                                                                                     Point
                                                                                      When a player causes damage to the Truckasaurus, they gain 1 Victory
token (use a spare dinosaurus toy if you have one).
                                                                                      for each point of damage caused.
At the end of every gear phase, the player with the Killsaurus token
                                                                          .
activates the Truckasaurus and then passes the Killsaurus token clockwise
                                                                         other
 The Truckasaurus activates exactly once each gear phase (even if no
 vehicles are activated).
92        |          BLASTER   VOLUME    3
 S C E N A R I O R U L E :
S C E N A R I O R U L E :
Access Codes
If a player noted that they ‘discovered the KSR access codes’ then once
                                                                       spend
during this game, when the Truckasaurus is activated, this player may
                                                                       . The
1 Audience Vote to jam the Truckasaurus for the rest of its activation
                                                                     attacks, and
jammed Truckasaurus may not target vehicles from this team with
                                                                                         team
 must declare an evade reaction when colliding with a vehicle from this
 during this activation.
S C E N A R I O R U L E :
POST GAME
3. Each player must check their team’s hull boxes: After the scenario is played, proceed to Chapter 9.
                                                                                                                                           G A SL A N D S:      LEGACY     |   93
                                                                                                                                                                even
                                                                                      At the start of every round, all wrecked vehicles may respawn for free,
     Chapter 9: Ctrl+Alt+Delete                                                       if their controller has other vehicles in play.
         Seated in a jumble of wires and slime, in the saddle
         of a prehistoric bio-mech, you feel a surge of hope.
                                                         halt
         Here is where you take a stand. You will either                               S C E N A R I O R U L E :
         this madness or be overwhelmed by this grey nano-
         plague. Get to the radio towers. Broadcast the                               Game End
          shutdow n override signal. Pray it works.
                                                                                                                                                           game
                                                                                      Ignore the ‘Game End’ rules on page 141 of Gaslands: Refuelled. This
     Scenario: Ctrl+Alt+Delete                                                        does not end until one player has 3 Victory Points, at which point the game
      S C E N A R I O R U L E :
                                                                                        S C E N A R I O R U L E :
     Nanobot Override Beacons
                                                                                      Command Codes
                                                                           not note
     Whenever a player is required to note a new terrain piece, they may
                                                                                                                                                             have
                                                                                       If one player has the command codes, all the other players that don’t
     a piece of terrain within double range of any of their vehicles.
                                                                                       the command codes require 4 VP to win this scenario, instead of 3 VP.
S C E N A R I O R U L E :
94       |          BLASTER          VOLUME   3
                                                                                ‘Post Game’ section.
                             Stop reading now. At the end of the game, read the
POST GAME
Ctrl+Alt+Delete:
game: the shutdown codes were broadcast: won the game: the shutdown codes were
Killsaurus. Nanopocalypse.
Conclusion A:                                                         Conclusion B:
Dawn Of The Killsaurus                                                Nanopocalypse
   As you push the ‘transmit’ button, the world                          TRANSMISSION ABORTED. SHUTDOW N THREAT
   freezes in place. The swirling, chaotic                               CONTAINED. AREA PHX-0345 ERASURE PROCEEDING.
   nano-soup suddenly calcifies into a demented                          EXPECTED STERILISATION IN T-23H. REPORT
   tableau of otherworldly scupltures, familiar                          COMPILING… COMPRESSING... UPLOADING… COMPLETE.
   but indescribable. The rampage of the rogue
                                                                         RECEIPT ACKNOWLEDGED. STAND BY FOR NEW
   nanobots from the Rutherford facility seems
                                                                         DIRECTIVE.
   to have been halted. This part of the world
   will just have to die of some other horror
                                                                          DOWNLOA DING… RECEIPT ACKNOWLEDGED. NEW
   instead.
                                                                          DIRECTIVE RECEIVED. UPDATING DESIGNATION:
                                                                          COUNTER-TERRORIST STRIKE UNIT KSR-039001.
   From your vantage point atop your Killsaurus,
                                                                          UPDATING OPERATING PROTOCOL: SEARCH AND
   you can’t help feeling something is only
                                                                          DESTROY. ACQUIRING TARGET COORDINATES.
   beginning. In the command of this engine of
                                                                          EXECUTE.
   destruction, a person might do something
   great, or something terrible. You feel as if
                                                                      The campaign ends. The player with the highest total number of
   you could take Mars on single-handedly, or
   build a terrible wasteland empire of your                          corroded hull boxes across all their vehicles is the winner of this
    own.                                                              Gaslands: Legacy campaign. If there is a tie, the tied player with
    WIDE SHOT OF A MECHANISED DINOSAUR                                the highest number of victories is the winner of the campaign.
    SILHOUETTED BY THE SETTING SUN
The campaign ends. The player with the lowest total number of
corroded hull boxes across all their vehicles is the winner of this
Gaslands: Legacy campaign. If there is a tie, the tied player with
the highest number of victories is the winner of the campaign.
                                                                          RAGE OF THE KILLSAURUS
                                                                           If you wish to play one more
                                                                           game, Play ‘Arena of Death’
                                                                           with the final teams from this
                                                                           campaign.
                                      JOSEPH
                                      A. MCCULLOUGH
                                      ABOUT
                                      DEATHSHIP ONE
                                      Deathship One is a solo or co-operative
                                      miniatures game in which the player controls
                                      a small squad of warriors attempting to
                                      fight their way through an alien death trap.
                                      It’s designed to be fast and fun and to use a
                                      minimum of miniatures and terrain. It’s also
                                      designed to be limited. The whole game
                                      consists of 5 scenarios or ‘rooms’. The order
                                      of those rooms can change from game-to-
                                      game, but you always play all five, assuming
                                      you live that long.
WELCOME TO DEATHSHIP ONE
Welcome to Deathship One. Better listen up, because the
truth is, you probably won’t live long. You see, you’ve been
                                                               INTRODUCTION
brought here to die. I don’t know why. Maybe it’s a test or    Deathship One is a solo or co-operative miniatures game
experiment to measure the capability of warriors from          in which the player controls a small squad of warriors
your planet. Maybe it’s just entertainment, like a circus or   attempting to fight their way through an alien death trap.
gameshow. Or maybe this is punishment, a personal pur-         It’s designed to be fast and fun and to use a minimum of
gatory for you sins. Now, I don’t mean to bring you down. I    miniatures and terrain. It’s also designed to be limited.
just don’t want to fill you with any false hopes either.       The whole game consists of 5 scenarios or ‘rooms’. The or-
                                                               der of those rooms can change from game-to-game, but
     On the other side of that door is a room, and beyond
                                                               you always play all five, assuming you live that long.
that another, and another, and another. In fact, there are
five rooms in total. Each of those rooms is designed to          The first part of this booklet explains how to assemble
kill you in different ways. Traps, monsters, automated         your squad. There are three squads available: low-tech,
weapons systems, you name it. No, I can’t tell you what        middle-tech, and hi-tech. This means you can play the
the next room looks like, even if I wanted to. It changes      game using miniatures from any setting or time-period.
every time. The rooms shift around you see. But you’ve         So, if you want to try the game with Greek hoplites, or US
got one chance. You’ve got to fight your way through all       Marines from the Vietnam War, or power armoured space
five rooms. In the unlikely event you survive, you get to go   commandos, you can. In fact, why not try all three and see
home.                                                          which group lives the longest?
     So, it’s that simple. You fight your way through, you       The second part contains the rules you need to play
survive. You might even find a few things to help you on       the game. These have been purposely kept as simple as
the way. Seriously though, make your peace before you          possible, so that you can jump in and start playing quickly,
open that door, because once you do, there’s going to be       and so there isn’t too much to remember that might slow
no time for praying…                                           down the action.
                             SET-UP
                             To begin, the player should roll on the ‘Random Room
                             Table’ found in the next section. This will tell the player
                             which room they will attempt to cross first. Each room
                             has a complete set of instructions on how to arrange the
                             terrain, including placement of walls and asset tokens,
                             where to start the members of the squad, and where to
                             place alien menaces.
dice and gets a ‘1’ and a ‘4’. Since neither die scored a The soldier’s shoot stat is (2) 7+, so they roll two dice
hit, the low-tech warrior has been hit instead. The low- needing an 7 or higher to score hits. The soldier rolls the
tech warrior compares his highest die result, the ‘4’ to two dice and gets a ‘2’ and ‘9’. The 2 misses, but the 9
the Rieger’s damage track, which shows that 6 damage scores a hit. Since the hit is an odd number, the slathek
has been inflicted. The low-tech warrior must subtract is knocked down.
      this damage from his Health Stat. So, a fully Health low-
      tech warrior would drop from Health 12 down to Health               Example 2
      6. If it suffers 6 more damage, he will be killed. The two
                                                                          A high-tech soldier is shooting a drekyl. The soldier’s
      models should now be separated.
                                                                          shoot stat is (2) 6+. The soldier rolls the two dice and
      Let’s say, instead, the warrior had rolled a ‘7’ and an             gets a ‘7’ and an ‘8’. Normally, an 8 would be a kill
      ‘8’. Both of which are hits. Since the hit was an even              result, however, since the drekyl is armoured, it is only
      number, the warrior has scored a kill and the rieger is             knocked down. Thankfully, the soldier scored two hits,
      removed from the table. The 7 in this instance is wasted.           and since the drekyl was knocked down by the first,
      However, if the soldier had rolled two ‘7’s, then it would          the 7, which would normally just cause a knock-down
      have scored two knockdown results, which would also                 result, kills it.
      kill the Rieger, as the first hit would knock it down, and
      the second, which would normally knock it down, kills
      it, since it is already knocked down.
ASSET CARDS
There are fourteen total asset cards, including
some duplicates. A player should draw four
at the start of a game and then another one
whenever an asset token is recovered. Each
card states when it can be used and what ef-
fect it has. Alternatively, any Asset Card may be
discarded after any room to restore 2 points of
lost Health to a soldier (that is still alive!).
AND THE GAME        has failed and the game has been lost. If any soldiers
                    managed to make it through the exit, however, then the
                    game continues.
                      The player should now roll for a second room. The player
                    should continue playing through rooms until all five have
                    been completed. If the player manages to get any figures
                    through the exit of the fifth room, these soldiers are
                    immediately transported to their normal time and space,
                    and the game has been won!
ALIEN MENACES
This game feature 3 varieties of alien
menace which are detailed here.
               RIEGER
               Tall, gangly humanoids, rieger feature shark-like heads, completely dominated by a
               mouth filled with hundreds of jagged teeth. These creatures like to grasp onto prey
               with their long arms, and hooked, four-fingered claws, and then deliver a killing bite.
               While their emaciated form looks frail, Rieger are immensely strong and tough.
                 Rieger                                              Movement: 7”
                   Damage Track
                   Fight Roll      1     2    3     4     5     6     7      8     9
                   Damage          12    9    8     6     4     2     1      1     1-W
                When a Slathek is knocked down, a second knock-down result has no effect. They may
              only be killed by achieving a kill result on the dice.
               Slathek                                                     Movement: 5”
                 Damage Track
                 Fight Roll       1     2     3      4     5     6     7     8      9
                 Damage           7     6     5      5     4     3     3     3      3
                 Special: Knocked down results while already knocked down have no effect.
Drekyl                                                                          Movement: 5”
 Damage Track
 Fight Roll      1       2          3           4         5        6        7      8          9
 Damage          4       4          3           3         2        2        1      1          1
                      9 – 10      Room Epsilon
                                                                                                                           ALPHA
ROOM ALPHA                                                                                                ASSET
This room is a 2.5 x 2.5’ square. One corner is designated as
the squad entry door. The exit door is one corner away. All                   5
soldiers must be placed within 4” of the entry. The room is         REIGERS                                       DREKYL
divided into 4 sections, each 7.5” wide by 2.5’ long. The sec-
tions are separated by three walls, each 2’ long. Each wall
is flush against one table edge, leaving a 6” gap between it
and the opposite edge of the table. The middle wall starts                          SLATHEK       SLATHEK
against the opposite side of the room from the entry and
exit door. The other two walls start flush against the same
side. These walls will potentially slide across the room
during the game.
alien was standing in the gap between this wall and the              5            Move Wall 2, place 2 drekyl in a random
                                                                                  table corner.
edge of the table, it is squashed and killed, remove it from
                                                                     6            Move Wall 3, place 2 rieger in a random
the table. If a soldier is standing in that gap, it immediately                   table corner.
suffers d10 damage. If it survives, roll randomly to see             7            Place 2 slethek in front of the exit doorway.
which side of the wall it ends up on, and move it the
minimum amount required to get it there.                             8            Place 1 drekyl in front of the entry doorway.
                                                                                                                          BETA
This room is 3' long, but only 1.5' wide. Place an entry door                          ASSET
                                                                                    REIGER              REIGER
in the centre of one short wall, and the exit door in the                                                        DREKYL
centre of the other. Place two rows of six columns running                                    SLATHEK
the length of the room. Each row of columns should be
6” away from one of the long walls. The first column in
each line should be 6” from the short wall containing
the entrance, the next 6” further, and so on, until the last                  SLATHEK
column is flush with the wall containing the exit door.
                                                                                                                 DREKYL
                                                                        REIGER ASSET REIGER
  Place two asset tokens on the table, each adjacent to
the centre point of one long wall.
                                                                Room Beta Event Table
  Place two Rieger and one slathek next to each asset
                                                                Die Roll       Result
token. Place one drekyl in each corner of the table
adjacent to the exit edge.                                          1          No Event
  During the event phase of each turn, select one random            2          No Event
column from each row. Every soldier with 6” of that
column is hit by a mild electric shock that does 1 point            3          Place a slethek in front of the exit.
of damage. Aliens are immune to this damage. Then roll
                                                                    4          Place a rieger next to a random column.
once on the Room Beta Event Table.
Place all of the soldiers within 3” of the entry door. 5 Place a rieger next to a random column.
                                                                                                                                   GAMMA
This room is 3' long, but only 1.5' wide. Place an entry
                                                                                         ASSET
door in one corner of one short wall. Place the exit                           SLATHEK            SLATHEK
  Place a one rieger and two slathek next to each asset      one, they will immediately take damage the next time the
token. Place two drekyl in front of the exit doorway.        disc moves. Discs block all line of sight through them, but
                                                             not from two figures that are both touching the disc.
  During the Event Phase each turn, starting with the
disc closest to the edge containing the entry door, move       After moving the discs, roll once on the Room Gamma
each disc 6” in a random direction. If this moves a disc     Event Table.
into contact with a table edge, or another disc, generate      Place all of the soldiers within 3” of the entry door.
a new random direction that moves it out of contact and
continue its move. If a disc moves onto, or into contact
with, a soldier, that soldier must roll a die. The soldier        Room Gamma Event Table
takes damage equal to the amount rolled on the die,               Die Roll    Result
divided by 3, rounded up to a maximum of 3 (so a roll
of 1 would be 1 damage, a roll of 10 would be 3 damage).              1       No Event
                                                                                                                   DELTA
This room is a 2.5 x 2.5’ square. One corner contains
the squad entry door; the diagonally opposite corner
                                                                                   ???                  ???
contains the exit door. The table is split into four equal
                                                                                 2x ALIENS            2x ALIENS
sections by a ‘+’ section of walls placed in the centre
of the table. This cross should leave 6” of room to pass
between each of the sections.
  Place one ‘sentry gun’ in the corner of each part of the                                   SENTRY
                                                                                   ???        GUNS      ???
‘+’, so that there is one gun in each of the four sections. In
                                                                                 2x ALIENS            2x ALIENS
each event phase, these guns will fire at the closest soldier
in line of sight, as though it were a drekyl (use their stat
card). These guns can be targeted by shooting attacks. Any
shooting attack against them that scores a ‘10’ on a die,
destroys them. Any other result has no effect. Alternatively,
any soldier that moves into contact with a gun automat-
ically attacks it. The soldier should roll its Fight dice as     Room Gamma Event Table
normal but must score a 10 to destroy the gun. The soldier       Die Roll   Result
does not take any damage if it fails this attack.                           Place an asset token in a random corner of the
                                                                     1      table. This can happen a maximum of 3 times
  Place 2 randomly determined aliens in the centre of each                  in the room, then treat this as No Event.
determine one end of the ‘+’. This end is suddenly blocked          3       Place a slethek in a random table corner.
by a wall (so the clear 6” is filled by a wall), making move-
                                                                    4       Place a rieger in a random table corner.
ment between those two sections impossible. If a figure is
standing in this area, roll randomly to see which side they         5       Place two rieger in a random table corner.
end up on and move them the minimum required distance
to do so. During all subsequent Event Phases, remove this           6       Place a slethek in a random table corner.
wall and roll again. This can place the wall back where it          7       Place two slethek in a random table corner.
was or blocking one of the other three ends of the ‘+’. After
this is done, roll on the Room Delta Event Table.                   8       Place a drekyl in a random table corner.
Place all of the soldiers within 3” of the entry door. 9 Place a drekyl in a random table corner.
                                                                                                                   EPSILON
ROOM EPSILON
This room is a 2.5 x 2.5’ square. One corner contains the
entry doorway. The corner diagonally opposite contains                    DREKYL
the exit door. This corner is a completely walled off 1 x 1’                                                 3
                                                                 3x REIGER                         SLATHEK
square. Note that three 6” sections of this wall should be
removable – the two sections that touch the perimeter
wall of the room, and the middle 6” that form the corner
pointing into the rest of the room.
Solider 1                         Solider 6
Name:                             Name:
Soldier Type:                     Soldier Type:
FIGHT:          Current HEALTH:   FIGHT:                Current HEALTH:
Shoot:          Health:           Shoot:                Health:
Notes:                            Notes:
Solider 2                         Solider 7
Name:                             Name:
Soldier Type:                     Soldier Type:
FIGHT:          Current HEALTH:   FIGHT:                Current HEALTH:
Shoot:          Health:           Shoot:                Health:
Notes:                            Notes:
Solider 3                         Solider 8
Name:                             Name:
Soldier Type:                     Soldier Type:
FIGHT:          Current HEALTH:   FIGHT:                Current HEALTH:
Shoot:          Health:           Shoot:                Health:
Notes:                            Notes:
Solider 4                         Solider 9
Name:                             Name:
Soldier Type:                     Soldier Type:
FIGHT:          Current HEALTH:   FIGHT:                Current HEALTH:
Shoot:          Health:           Shoot:                Health:
Notes:                            Notes:
Solider 5                         Solider 10
Name:                             Name:
Soldier Type:                     Soldier Type:
FIGHT:          Current HEALTH:   FIGHT:                Current HEALTH:
Shoot:          Health:           Shoot:                Health:
Notes:                            Notes:
                               QUICK RELOAD/                        NOT QUITE
      HAND                      CLEARANCE                                                              FULL AUTO
                                                                      DEAD
     OF FATE                   If you have a special weap-                                            You may play this card
                                                                  You may play this card            whenever a soldier makes
                                on that either runs out of
You may play this card any                                         whenever a soldier is              a shooting attack. This
                                ammo or jams, you may
time you roll one or more                                         reduced to 0 Health or            soldier can make two shoot
                                play this card. This solder
dice. You may re-roll any                                        less. That soldier instead         actions but does not get a
                                may take a shoot action
         one die.                                               remains on the table with 1                move action.
                               during their next activation
                                                                     Heath remaining.
                                       as normal.
                                                                      HEALING                             HEALING
      HAND
                                      SPRINT                            KIT                                 KIT
     OF FATE
                                 You may play this card           You may play this card              You may play this card
You may play this card any       whenever you move a             during any soldier’s acti-          during any soldier’s acti-
time you roll one or more      soldier. Move that figure an      vation. That soldier must           vation. That soldier must
dice. You may re-roll any                extra 3”.              sacrifice either its Move or        sacrifice either its Move or
         one die.                                               Shoot Action but regains up         Shoot Action but regains up
                                                                     to 5 lost Health.                   to 5 lost Health.
                                                                 MIRACULOUS                              TAKE IT
   HEAD SHOT                          CLEAVE                           DODGE                             WITH ME
  You may play this card         You may play this card
                                                                  You may play this card
  whenever an alien is            whenever an alien is                                                You may play this card
                                                                 whenever a soldier takes
knocked down by a shoot-        knocked down in a fight.                                             during any soldier’s acti-
                                                                 damage from a shooting
ing attack. Treat the result    Treat the result as killed                                           vation. That soldier must
                                                                attack. The soldier manag-
     as killed instead.                  instead.                                                   sacrifice either its Move or
                                                                 es to dodge the shot and
                                                                                                    Shoot Action but regains up
                                                                     takes 0 damage.
                                                                                                         to 5 lost Health.
                                                                             Damage Track
Damage Track
                                                                             Fight
Fight                                                                                       1   2   3   4   5   6   7   8      9
               1        2   3   4       5       6       7       8        9   Roll
Roll
                                                                             Damage         7   6   5   5   4   3   3   3      3
Damage         12       9   8   6       4       2       1       1        1
    DREKYL                                                      MOVMENT
                                                                        5"
  Damage Track
  Fight
                    1   2   3   4   5       6       7       8       9
  Roll
Damage 4 4 3 3 2 2 1 1 1
Roll 1 2 3 4 5 6 7 8 9
Damage 5 5 4 3 3 2 1 1 0
  Special: Armoured
                  Last Days: Legends
ACKNOWLEDGMENTS   WRITTEN AND DESIGNED BY
                                                                                                M I N I AT U R E PA I N T I N G & P H O T O G R A P H Y
                                                                                                Sean Sutter
                  Ash Barker                                                                    P L AY T E S T I N G
                                                                                                Will Von Doome, Matthew Ajifu, Linus “Laketide”
                  MODELS                                                                        Sjöström, Malev da Shinobi, M.T. Nielsen. On discord:
                  Temple of the West                                                            drake, General Wessles, holo,Quil[Imperial Kingdom
                  templewest.co                                                                 of Lavael], Wayne_Robert
                  M I N I AT U R E PA I N T I N G , T E R R A I N A N D P H O T O G R A P H Y
                  Kyle Gibson                                                                   B AT T L E S C R I B E L I S T B U I L D E R
                                                                                                M.T. Nielsen
                  ART BY ART BY
                  Arthur Asa                                                                    TERR AIN
                  © Osprey Publishing Ltd                                                       Black Site Studios
                                                                                                blacksitestudio.com
                                                                                                Firedragon Games
                  BRUTL! Tank Arena                                                             firedragongames.co.uk
                  VEHICLES                                                                      Renedra
                  Ramshackle Games                                                              renedra.co.uk
                  ramshacklegames.co.uk
                                                                                                Tablewar
                  Electi Studio                                                                 tablewar.com/collections/fatmats
                  electi-studio.com/brutl
                                                                                                and some scratch builds by Sean Sutter
                  T E R R A I N A N D M AT S
                  Printable Scenery                                                             M E TA L B L A S T E D D U R I N G D E V E L O P M E N T
                  printablescenery.com                                                          Brand of Sacrifice, Electric Wizard, Fleshgod
                                                                                                Apocalypse, Green Lung, Skeleton Witch, Mammoth
                  Ironheart Artisans                                                            Weed Wizard Bastard, Humanity’s Last Breath,
                  ironheartartisons.com                                                         Sunnata, Forming the Void, Year of the Cobra
                                                                                                (wrongly called “Year of the Serpent” in Vol.3)
                  Black Site Studios
                  blacksitestudio.com
                                                                                                Deathship One
                  Sludge Nations
                                                                                                I L L U S T R AT I O N S
                  ADDITIONAL COPY EDITING
                                                                                                Barrett Stanley
                  Wayne Canepa
                                                                                                M I N I AT U R E PA I N T I N G A N D P H O T O G R A P H Y
                                                                                                Mike Hutchinson
                  I L L U S T R AT I O N
                  Sean Sutter | @sean_sutter_art
                                                                                                M I N I AT U R E S
                  relicblade.com/shop
                                                                                                Heresy Miniatures
                                                                                                heresyminiatures.com
                  M I N I AT U R E S
                  Perry Miniatures
                  perry-miniatures.com
                                                                                                Dead Earth Games
                                                                                                deadearth.co.uk