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Renegade Scout

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100% found this document useful (1 vote)
2K views209 pages

Renegade Scout

Uploaded by

Doven Wolf
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 209

Renegade Scout Page 1 of 209 V 2.

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TABLE OF CONTENTS
WELCOME TO RENEGADE SCOUT 5
SUPPORTING THE GAME 8
LICENSING 9
MINIATURES GAMING - NOT WAR GAMING 10
WHERE DO I START? 11
TERMS AND CONVENTIONS 12
DICE 14
CHARACTERS AND TROOPS 16
BOOK 1 RULES OF BATTLE 18
THE TURN SEQUENCE 19
MOVEMENT 21
SPECIAL MOVEMENT CASES 23
SQUAD COHERENCY 24
STANDING WATCH 25
SHELTERING 26
FIRE COMBAT PHASE 27
CLOSE COMBAT PHASE 34
RESOLVING DAMAGE 36
MORALE 38
THE CHAIN OF COMMAND 40
WYRD POWERS 42
WEAPONS AND GEAR 49
VEHICLES 61
STARTER SCENARIO 72
The Khobayn insurrection 72
BOOK 2 CREATING THE SCENARIO 74

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MULTIPLE WAYS TO PLAY 75


PLAYING WITH A GAME MASTER 76
THE BATTLE MAKER 79
CREATING A SCENARIO 81
VICTORY POINTS 84
BATTLE SCENARIOS 86
THE OBJECTIVE BATTLE 92
INFILTRATION GAMES 97
BOOK 3 ARMY BUILDING 99
A BIG UNIVERSE FULL OF FIRE 100
TROOPS, ALIENS AND CRITTERS 105
TYPICAL VEHICLES 127
THE ARMY BUILDER 132
ARMY ALLIANCES 144
THE POINTS SYSTEM 146
BOOK 4 SIDE RULES 150
PROBLEM SOLVING 151
OFF MAP SUPPORT 158
AERIAL SUPPORT 160
OPEN FORMATIONS 162
FORWARD TROOPS 162
JUMP TROOPS 163
CAVALRY 164
PACKS 166
FIRE TEAMS 167
GUN CREWS 169
STRANGE TERRAIN 171

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STRANGE WORLDS 175


BOOK 5 PERSISTENT GAMING 178
PERSISTENT GAMING 179
SIMPLE CAMPAIGNS 180
PROGRESSION 184
A FEW BROTHERS LEFT 188
SKILLS 190
BOOK 6 APPENDICES 192
GAME MODES 193
SOLO GAMING 195
COMMAND DECISIONS 198
SELECTING MINIATURES 200
ALTERNATIVES TO MINIATURES 203
SECOND EDITION DESIGNER NOTES 205
FIRST EDITION DESIGNER NOTES 206
CHANGE LOG 209

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WELCOME TO
RENEGADE SCOUT
ITS A ROLL UNDER SYSTEM!
Grab your favorite miniatures, a suitable beverage and
your favorite guitar album.
Old school miniatures games used all
The frontier isn’t going to scout itself, right? manner of dice mechanics:
Some rolls were meant to be high, some
were meant to be low, some were opposed
A VERY OLD GAME rolls, some were against target numbers and
so forth.
Renegade Scout is inspired in part by the
We have opted to streamline and make
original 1987 “gothic science ction” rules
everything a roll-under system:
and takes heavy inspiration from them in
both techniques and substance. All dice rolls are compared to a number,
usually representing the ability of a
combatant or performance of a weapon and
It attempts to recapture the golden age of
a roll equal or below the number is a
science ction gaming:
success.
An age where we were more concerned with
nding a cool new miniature than we were
In the odd case where something functions
with min-maxing the perfect army list or
di erently, the rules will explain how to
arguing about the “meta”.
proceed.
Usually this is a case where only rolling a
A BRAND NEW GAME speci c number does anything or where the
roll is compared to a result on a table.
However, this is not simply a rewrite of what
has come before: SECOND EDITION
It’s a brand new game, featuring ideas and
concepts from the 30 years of gaming that
This second edition of the rules includes
have gone by since.
material that was originally released in
expansion packs, new rules and options,
Everything you see in this book was general improvements and reorganization.
designed from scratch:
Where old concepts remain, you will nd
Much of the text remains the same as the
they have been touched up, cleaned up and
original edition but countless tweaks,
reworded to be simpler and more
adjustments and improvements have been
straightforward.
made.
Make sure to carefully read through the book
In some ways, this might be viewed as a to notice any changes and tweaks.
di erent evolutionary branch.
In other ways, it’s a new system that stands
on its own in the market place.

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UNIFIED SPACE
Ground scale is highly abstracted: Weapon
ranges are mapped to roughly 1” = 10 yards
The game comes with its own setting of but was ultimately selected for the purpose
military space opera: Uni ed Space. of varied and satisfying game play, as well
tting on a gaming table.
This is a fully edged setting o ering
species, background, weapons and other A turn is only a few moments in most cases.
details, allowing you to get started in a Your entire battle is unlikely to take more
complete game experience. than a couple of minutes in real time.

It is also heavily based on popular science HOW TO CONTRIBUTE


ction archetypes, making it very easy to
adapt the provided units to your favorite
science ction setting or a world of your own With a game as sprawling as this, it’s almost
make. inevitable that there will be some particular
combination of powers, weapons or
Independent sci- gamers are a notoriously creatures that ends up not quite working like
creative lot and we hope the material it’s intended to.
provided will help you realize your ideas.
If you have questions, feel a rule is unclear or
WHAT WE ASSUME ABOUT YOU have a really really awesome idea you’d like
to tell me about, you can reach me at
nordicweaselgames@icloud.com or by
We assume you are a level-headed individual checking out the blog at https://
who is interested in the spirit of the game, nordicweasel.posthaven.com/
rather than petty competition.
If you nd an error or believe a rule could be
We assume you understand the explained more clearly, please let me know.
fundamentals of how tabletop gaming works,
how dice are rolled etc. GUILTY PARTIES

We assume your goal is to have a fun story


unfold on the table. All design by Ivan Sorensen.

We do NOT assume you own thousands of Countless people have provided ideas,
brilliantly painted miniatures already. suggestions and insights in the rules. There
In fact, you may well just be starting out with are too many to mention but the success of
your rst few squads. this edition is in part thanks to you all.

QUESTIONS OF SCALE Miniatures photography by a legion of fans


and friends over the years.
Some background text by Traci Morrissette.
While intended for 15mm and 25+mm scale A special thank you to Jason, Bill and Javier
gures, you can play these rules with any for helping iron everything out over the years.
gures you enjoy. Record sheet by Jason.
Cover image originally from hubblesite.org
Each gure represents one character.

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THE DISCLAIMER INSPIRATIONS

While Renegade Scout is fundamentally a The mechanics of Renegade Scout are of


silly game about space soldiers, it would do course inspired by the classic Warhammer
us well to always remember that real war 40K editions: Rogue Trader, 2nd edition and
comes with grave consequences and great Necromunda as well as both editions of
sacri ces. May those who came before rest Space Marine.
in peace so those who come after can live in Elements have then crept in from just about
peace. everything I’ve played and enjoyed like
Warzone, Stargrunt 2, Laserburn and 5150.
Nordic Weasel Games believes gaming is for
everybody, regardless of experience, age, The Uni ed Space setting is a jumble of just
gender identity or any other categories. about everything I’ve ever thought was cool
in science ction media:

Traveller, Trigun, Star Trek, Dune,


Warhammer, Mass E ect, Borderlands,
Quake 2 and much more.

If you are looking for musical inspiration


while setting up your armies, here’s some
albums that gets me in the “space battle”
mood:
Slough Feg - Traveller
Bolt Thrower - Realm of Chaos
Fear Factory - Obsolete
The Sword - Warp Riders
Miseration - The Mirroring shadow

Video game soundtracks and music from:

Mass E ect series


Red Alert
Hired Guns
Turrican series
Alien Breed series
Unreal Tournament series

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SUPPORTING THE GAME


The second edition has been provided as an update for everyone who purchased the original
game. This helps avoid splitting up the fanbase, as well as reward people who bought the
game when it was just released.
Of course, the work involved in both updating it and responding to player feedback,
corrections and suggestions all takes time.
Several fans very generously donated to make this update happen.

If you are a long-term fan downloading this new version, once you have read through it all,
please consider either making a donation through PayPal at nordicweaselgames@icloud.com
or contributing to Patreon at https://www.patreon.com/nordicweasel
I’d like to produce supporting content for the new edition, as well as esh out the setting more,
but that requires me being able to spend time doing that instead of writing other material to
sell.

If monetary support is not in the cards for you, please consider posting photos of your armies
and games on blogs or social media, reviewing the game on the Wargame Vault store page etc.
Independent tabletop gaming is a perilous endeavor and every little thing helps.
Finally, if you would like to contribute more directly, I am always looking for cool photos of your
painted armies and terrain, feedback on quirky rules, help adjusting points values and so forth.
The game is as good as I can make it. With your help, it can be even better.

Peace and love

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Ivan Sorensen

LICENSING
By purchasing this game you have permission to do any of the following:

* You may print copies strictly for personal use through a commercial printing service.

* You may create a personal back up copy in private, non-shared cloud storage or similar.

* You may create player aids, reference sheets or handouts and publicize them online or
hand them out at conventions, club or store games, provided they do not replace the
need to purchase the rulebook and are not sold.

* Included reference sheets may be printed commercially and handed out at conventions,
clubs, store games and so forth.

* You may produce non-commercial fan art, miniatures conversions, short stories etc.
and distribute it online in any form you like.

* You may create conversion rules, troop pro les and similar for a range of miniatures and
upload, publish or sell them freely or commercially.
They may be labelled as “For use with Renegade Scout”, must specify in the product
description that they are not endorsed by Nordic Weasel Games (unless an appropriate
agreement has been made) and the product must be “in good taste” (no war atrocities,
political agitation, sexual violence or similar content)

* You may NOT distribute the rules in any form, except as described above, including
uploading the rules to a forum, online folder or similar for sharing.

For more extensive publications, including campaign settings or extensive scenario packs,
please contact me to work out an agreement.

nordicweaselgames@icloud.com

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MINIATURES GAMING -
NOT WAR GAMING
I want to take a moment to explain why I try These are not really war games, but they are
to use the terms miniatures gaming and not de nitely miniatures games.
war gaming.
This may seem semantic, but I believe it is Once we take a step back from straight-up
worth drawing a distinction. military actions, I think you will agree there’s
a whole wide world of scenarios you can put
A war game by de nition is about war: together.
Platoons of troops ghting over this or that
tactical objective in the context of military And of course, nothing stops you from still
action. playing out a military action.
And hey, an awful lot of science ction Heck, as we discussed, it may be your
gaming is exactly that. preferred way to play. That’s the beauty of it.
You might even have bought Renegade
Scout for that speci c purpose and be The point of all these semantics is this:
perfectly happy.
If so, good on you. You can play out literally anything using
these rules so grab some miniatures and see
However, I think it is limiting us a little bit by what happens.
taking that to be the only thing we can do on There’s a lot to miniatures gaming and you
the table top. may be surprised what you nd.

If I am setting up a heist scenario where the


space pirates are going to get the stash,
before the enforcers show up,
that’s de nitely not a war game.
An in ltration team moving to
assassinate an enemy warlord
takes place during a war, but
doesn’t really t the de nitions
of a war game either does it?
A tentacle alien hunting down a
starship crew? Trade deal gone
bad? A range war between rival
space colonists?

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WHERE DO I START?
To get you started read through all the combat rules. Double-check on anything you’re not sure
about. Make sure you’ve absorbed the basics of what order things happen in and what actions
you can take at any given time.

Go to the starter scenario at the end of the combat rules, get some miniatures o the shelf that
look close enough to what you need and play through it once or twice. Go back and read the
rules again, checking for things you missed or did wrong.

Once you are ready to delve into the game as a whole, you can proceed in a lot of ways.
Look through the di erent creatures that exist in the setting and nd some you like then get to
gaming:

* Create a scenario about a space bank heist gone wrong.

* Create a story line and get a campaign started.

* Play a crazy battle using the Strange Worlds rules and with monsters roaming the battle
eld.

* Start a Persistent Game league.

* Build armies using the Army Builder and then play through the provided scenarios.

There are a lot of ways to play the game and we’ve worked hard to provide as many options for
you as possible. You will no doubt create things that were never anticipated.

Rules questions

You are always welcome to contact the author at nordicweaselgames@icloud.com for


questions and clari cations.

The rules are generally written to be interpreted in a fairly literal manner. In most cases, a
careful reading of the section in question should reveal the intended answer. If it does not,
consider what ts the situation and general spirit of the game. An interpretation that “breaks”
the game or scenario should generally be held to be wrong.
If there is a con ict between a rule applied to a speci c scenario and the general game system,
the scenario mechanics should be given preference.

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TERMS AND CONVENTIONS

PLAYER Dice rolls relating to the scenario can be


rolled by either player.

When the rules refer to a “Player” doing


OPTIONAL
anything, it always refers to the player
controlling the gure in question.
We include several optional rules in the
game. These help you customize the game
Example:
to your liking.
If a rule says the player may re-roll a
firing die, the decision is made by the Note that the main game is not written with
player controlling the firing figure. the assumption that the advanced rules must
be used. Much of the content is provided for
the help in setting up scenarios.
CHARACTER / FIGURE
If the scenario has a Game Master (GM),
they usually determine which options are
We use the terms character and gure used. In a pick-up game, the players must
interchangeably to refer to a single miniature agree on the inclusion of any optional rules.
model.
MEASUREMENTS
When the rules refer to a character or gure
choosing to do something, the decision is
always made by the controlling player. All measurements are given in inches.
If your miniature gures are actually doing The measurements are intended for 15mm
things on their own, we suggest switching and 25+mm gures and we do not suggest
away from miniatures containing lead. adjusting measurements between scales.

MAY / MUST Players using metric can multiply by 2.5 to


obtain a decent gure in centimeters.

If the rules say you may do something, you For slightly quicker math, multiply by 2
can opt not to do so. (smaller table) or 3 (larger table) instead.
If the rules say you must do something, you Players using smaller gures and wanting to
cannot choose not to. play on a little table might simply convert
distances 1 to 1 (so 8” becomes 8
WHO ROLLS WHAT? centimeter).

Typically players roll all dice pertaining to


their own gures, such as shooting rolls and
armor saves.

Rolls to in ict damage on a gure are


typically rolled by the opposing player.

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PRE MEASURING The rules assume that a human-sized gure


has a base no bigger than roughly 1” across.

By default, players may pre-measure all


POSITIONING FIGURES NEAR TERRAIN
moves, shots and distances.

Players may agree to not permit this. When placing a gure at the edge of a terrain
If so, a player must commit to a move or feature, such as the corner of a building,
shot before measuring to see if they made it. players should declare verbally if the gure is
Moves that are short must still move as far intended to be exposed (and thus able to re
as they are able to, potentially stranding and be red upon) or hidden (and thus out of
them in the open, while shots out of range sight).
will miss with no e ect.
This is a good habit that tends to reduce
BASE CONTACT confusion during the game by quite a lot.

When mounted on typical bases, two gures


are in base contact when the bases are
touching.

Note that in some cases the physical nature


of a gure may prohibit actual contact due to
protruding weapons.
If so, players will have to verbally
acknowledge when a move would bring the
gure into contact.

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DICE

D6 The raised point is the direction, while the


number on the die is the distance in inches.

Simple six-sided dice. Scatter dice should always be rolled as close


You will want a bunch of these as they are to the point of origin as possible.
used for most game purposes. For example if a mortar shell scatters, roll the
When the rules instruct you to roll 2D6, they dice right next to the original aiming point.
are added together to obtain a score from
2-12.

D4

Used infrequently, this is a pyramid-shaped


die with 4 sides.
If you don’t have one (or don’t like how they
roll) you could roll a D6 and simply re-roll any
result of a 5 or 6.

D10

These are ten sided dice, popular with many


role playing games. They are often used as Example:
“Percentile dice” (D100) for some game- The direction is straight right (3 o
tables and functions. clock) and the distance is 4 inches.

To roll D100 roll two D10’s with one counting


as the “tens” and the other counting as the DIE RE-ROLLS
“ones”. A roll of 00 is 100.
Often a rule will permit you to re-roll a die.
The author always uses the darker colored
die as the “tens” but you could simply use This means picking up the die and rolling it
the die that falls the furthest to the left. again. The original score is completely
ignored for all purposes and the new roll
In the event a rule asks for a single D10 to be replaces it.
rolled, a 0 is always read as a 10. Unless stated otherwise, you can’t re-roll a
die more than once.
SCATTER DIE

When the rules ask you to roll a Scatter Die


roll a D10.

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MODIFIERS “NATURAL” / “UNMODIFIED”

Dice rolls are often modi ed. When the game mentions a Natural or
Roll as normal, then apply any modi ers to Unmodi ed roll, it means that the number
the score. was rolled on the physical die before any
modi ers were applied.
A re-rolled die only counts the nal roll.
Example:
If I roll 1D6+2 and roll a 3, the final
score is a 5. Example:
If I roll 2D6+2 and the dice score a 4 Rolling a 5 and a 6, then adding a +1
and a 5, my final score is an 11. modifier gives a score of a 12.
Rolling a pair of 6’s is a Natural 12.

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CHARACTERS AND TROOPS


To determine how a starship pilot, an army commando and a massive, shrieking space monster
can interact with each other, we need some numerical values.

We call these Ability Scores. They are similar to what role players tend to call “stats”.
Suggested abbreviations have been provided in the table.

Ability Abbreviation Function Typical human


Movement Mo Tabletop move in inches 4
Melee Skill MeS Skill in hand to hand ghting 3
Shooting Skill ShS Skill in ranged combat 3
Power Po Used to determine melee damage 3
Defense De Resilience to injury 3
Wound Points WP How many times you can be injured 1
before collapsing
Observation Ob Battle eld awareness 3
Attack Dice AtD Number of close combat attacks 1
Leader Skill LeS Morale and discipline 7
Intellect In Intelligence and education 7
Cool Under Fire CUF Ability to stay calm 7
Wyrd Power Wyrd Mystical talent and resilience 7

ABILITY SCORE TESTS GAME MASTERING ON THE FLY

To Test the Leader Skill, Intellect, Cool Ability Score Tests can often be used to
Under Fire or Wyrd Power for a gure, roll determine if a given gure can do something
2D6. they want to attempt.
Depending on the test, you usually have to
roll equal or below the score to succeed. Any number of actions could be imagined:
In some cases, rolling equal to the score will Interrogating prisoners, getting information
fail, the rules will inform you in each case. out of colonists, searching a ruined building
or picking a lock.
Power, Defense and Observation can be
tested in the same manner, by rolling 1D6. Don’t be afraid to get creative either:

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If your scenario involves a big monster PERSONALITIES


rampaging across the battle eld and one of
the players asks if they can throw some
ration packs to the beast to pacify it, an Any gure that operates on its own is a
Ability Test is a great way to handle it. Personality.

Pick a suitable Ability, then make the roll. If a gure begins the game as a Personality,
If the odds are pretty “out there”, apply a it will remain so for the duration of the battle.
penalty of -1 or -2 to the score.
Personalities can join Squads temporarily
but this does not negate their status.
Mixed Units
Occasionally a Unit may have gures with Personalities are usually rated in Levels,
di erent Ability Score values. with each Level indicating that one of their
Any test made by an individual gure, such Ability Scores are improved by a single
as ring a weapon, always uses the value of point.
the gure in question.
SQUADS
If the entire Unit is testing for Leader Skill or
Cool Under Fire, use the highest value in
the Unit. Most infantry gures are organized into
Note that if gures must test Leader Skill or Squads of gures.
Cool Under Fire individually, they must use There’s no xed size but from 4-10 is typical.
their own value. If in doubt, organize your troops in Squads
of 6.

SIZE The members of a Squad will usually share


the same pro le, though this is not required.
We assign a Size category to all gures, to A Squad will always have a leader gure.
help moderate how they interact near each This may simply be one of the troopers but
other. may have an improved pro le.

This ranges from 1 to 3. Squad members must remain within 2” of


each to be Coherent.
This is explained in more detail later.
Size Examples
1 Human sized. UNIT
Most infantry
2 Large creatures. The term Unit refers to any tactical entity in
Light vehicles and walkers. the game.
3 Medium or heavy tank. This can be a single Personality, a Vehicle,
Giant creature. a Squad or a Gun Crew.

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BOOK 1
RULES OF BATTLE

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THE TURN SEQUENCE


The game is played in a series of turns.
Casualties
Each turn is broken into 6 Phases: If the Commander is missing or slain,
substitute with the rst available gure o
this list:
* Priority
* Movement Commander - 2IC - Any Personality - Any
* Fire Combat Squad leader - Any gure.
* Close Combat
* Wyrd EACH PHASE
* Rallying

Within each Phase, the players will alternate


ESTABLISH PRIORITY acting with one Unit at a time.

During the Priority Phase, you establish The player with Priority goes rst, selecting
which side has Priority this turn. any of their Units that has not yet acted in
this Phase.
In each Priority Phase, each player will roll
1D6 and add the the Intellect score of their Once the Unit has nished any actions it is
Commander. This is the Priority score of capable of taking, the other player selects
your side. one of their Units and so forth.

If you are playing a scenario that has one Units unable to act in the Phase at all
side on the grand o ensive add +1 to their cannot be selected.
Priority score. (For example a Unit with no ranged attacks
In an ambush type of scenario add +2. could not be selected in the Fire Combat
Phase).
The higher Priority total will have the
advantage and may act rst in each Phase You cannot pass when it is your turn to
of the turn. select a Unit or declare that a Unit does not
act.
In the event of a draw, re-roll in turn 1, You may declare that you intend to act with
otherwise the side that lost Priority last turn no further Units this Phase but once
gains it this turn. declared, you cannot take any further
actions.

In the event one player has substantially


fewer Units to act, they may be done
quickly.
The other player simply nishes with their
remaining Units in any order they like.

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TURN END
Example:
In the Fire Combat Phase, I have 3
squads to activate (Able, Baker and
When the turn has nished, check to see if Charlie) while my opponent has 1 squad
you have reached the end of the game. and a vehicle.

You might have agreed to play until one side I have Priority, so I pick Able squad to
fire at the enemy vehicle, since it
is reduced to a certain gure count, for a set seems to be the greatest threat.
number of turns or real life hours.
They do some damage but don’t destroy
If the game has not ended, start another turn it.
and roll for Priority. My opponent picks their vehicle to shoot
back and opts to fire at Baker squad,
ADVANCING THE CLOCK since they have not acted yet.

Now it’s my turn.


Baker squad also has a line of sight to
If you are playing a scenario where the vehicle but since it’s already
something will happen after a particular acted, it’d be more useful for me to
number of turns (reinforcements, artillery re, shoot at the enemy infantry, so I can
the end of the universe), it takes place at the thin out the ranks before they attack
me.
end of the game turn after Rallying has been
done. I opt to have Charlie squad fire on
their infantry, killing a few.
All resulting e ects are resolved and any
Next, my opponent fires back at Charlie.
arriving miniatures are placed before the new
turn begins. Finally Baker takes their shot at the
vehicle.
If you need to correlate game turns to real-
life time measurements, 1D6 minutes per
turn tends to work well.

Realistically, the action that takes place in


one game turn would only take a few
seconds, however our miniature soldiers can
move and ght every turn as we need them
to.
A real-life re ght tends to involve a lot of
keeping your head down and doing relatively
little.

1D6 minutes allows us to bake in some of


that downtime, without requiring us to spend
turns where troops do nothing at all.

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MOVEMENT
During the Movement Phase players take Figures CANNOT move through other gures
turns moving their Units. at any time, except if explicitly allowed by
the rules.
When it is your turn, select any Unit capable
of moving and carry out its movement. Figures in a Unit may move at di erent
speeds, but will all count as the same
Movement in the game is NOT considered to general action.
be simultaneous under any circumstances:
When a Unit has nished its movement, it is Figures in base contact with an enemy are
assumed to now occupy its position for all limited in their movement options. See the
rules purposes, before the next Unit begins STUCK AND ENGAGED section below.
to move.
Example:
This may seem a bit odd when you think My squad Moves Cautiously.
about it, but it makes the game much I might want a heavy weapons trooper to
remain in place to fire, however I could
simpler to play. not have some figures Run and others
Move Cautiously.
MOVEMENT OPTIONS
MOVING CAUTIOUSLY
When a Unit moves it may opt to move in
one of three ways: When Moving Cautiously, each gure may
move up to their Movement Score in inches.
* Move Cautiously
The Unit can Shelter if it ends its movement
* Run within or directly behind concealing terrain.
Sheltering is discussed in its own rules
* Charge section, but allows a Unit to take a defensive
stance to reduce incoming re.
GENERAL MOVEMENT CONCEPTS
The Unit is eligible to re in the Fire Combat
Phase if it does not Shelter.
Unless speci cally stated otherwise, you are Wyrd Powers may be used.
not required to move and are not required to
It cannot enter Close Combat.
move a particular distance.
For example a gure with Movement 4
moving at double speed could move
anywhere from 0 to 8 inches if desired.

Figures can turn as often as desired while


moving.

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RUN
If gures begin the turn in base contact but
neither side Charged, they are Engaged.
When Running, each gure may move up to
TWICE their Movement score in inches.
When a Unit moves, it may not Run while
any Unit member is Engaged.
Once the Unit has nished moving, it may
If the Unit Moves Cautiously, the Engaged
take no further actions:
gures can move normally but may not Fire
or perform any other actions this turn.
*It cannot re in the Fire Combat Phase.
*It cannot enter Close Combat (but can SIZE EXCEPTION
defend itself if attacked).
*It cannot Shelter.
*It MAY however use Wyrd Powers if it has Figures of larger Size can always move
them. away from a smaller Size opponent when
Moving Cautiously, whether they are Stuck
CHARGE or Engaged, and may re normally
afterwards.

When Charging, the Unit moves at TWICE The larger gure cannot Run or Charge a
their Movement Score in inches, attempting di erent target however.
to get into Close Combat.
Example:
When moving Charging gures, begin with Squad Able is Moving Cautiously.
the gure closest to enemies and then work They have a Movement of 4” so each
your way backwards. figure could move from 0 to 4 inches as
Each gure must move towards the closest I want.
enemy gure, though gures already in base Then they are free to fire, use powers
contact with an opponent may be ignored at or do whatever else I need of them.
the discretion of the charging player.
Squad Baker is going to Run.
They can move from 0 to 8 inches, but
Charging gures cannot re in the Fire even if some figures in the Squad didn’t
Combat Phase and cannot Shelter. They move at all, they would all count as
may use Wyrd Powers if available. Running.
Of course, I would still have to mind
the Coherency rules, so the Squad
STUCK AND ENGAGED doesn’t become broken up.

Squad Charlie is going to Charge.


Any gure that Charged or is in base contact I start with the figure closest to the
enemy and move them up to 8 inches,
with an enemy that Charged this turn is trying to reach base contact.
Stuck and cannot move during the Then I move the second-closest figure in
Movement Phase. the same fashion.
If the first figure made base contact, I
don’t have to try and engage that enemy
The rest of the Unit may Move Cautiously figure, I could move past to attack
or Charge in future turns but cannot Run someone behind them.
while a Unit member is Stuck.

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SPECIAL MOVEMENT CASES


PINNED OR BROKEN CROSSING OBSTACLES

Pinned troops may not move at all, but can Crossing an Obstacle such as a wall or
ght (though at a penalty). barricade always costs half the full
Movement allowance of a gure.
Broken troops in cover will remain in place
and Shelter. MOVEMENT MODIFIERS
If a Broken Unit is in the open, they will ee
2D6” away from the enemy, towards the
nearest cover. Some rules may modify the Movement
score of a gure up or down.
The Unit can take no other actions.
These modi ers are applied to the base
Movement score, which is then doubled
DIFFICULT TERRAIN when Running / Charging.

When moving within Di cult Terrain, all Example:


distances are doubled. If I have a base Movement of 4” and an
ability grants me +1 Movement, I would
move 5” on a Cautious Move and 10” on a
Example: Run or Charge Move.
If you need to move 1.5” through rubble,
you would deduct 3” from your remaining
movement allowance. Modi ers that explicitly apply to Run /
Charge moves are applied after doubling.

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Renegade Scout Page 24 of 209 V 2.06

SQUAD COHERENCY
BASICS LOSING COHERENCY

To function as a Squad, each gure of a Unit A Squad may lose Coherency, typically due
must remain within 2” of another gure in the to casualties. If it does not intend to move
same Unit, forming a cohesive mass. other than gures turning in place, it may
remain outside Coherency.
An easy way to verify this is to draw an
imaginary chain between each gure in the If it moves and does not establish valid
Squad: Coherency any isolated gures now form an
independent unit for the rest of the game
If you can “connect the dots” between every and must immediately make a Break test.
gure in the Squad and no gap between two
gures was more than 2” long, the Squad is
Coherent.

OPEN FORMATION

Some Squads have the ability to ght in an


Open Formation.

This allows gures to separate up to 4” at all


times, instead of the customary 2”.

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STANDING WATCH
Optional Rule
When carrying out Watch re, roll to hit and
This option serves to grant the game a far resolve the attack as normal re but at a -1
more military kind of feel, though some
Hit penalty.
players may also nd it slows down
gameplay or results in a less heroic
experience. EXCEPTIONS

BASICS Non Lethal Area weapons, thrown


Grenades and Indirect Fire cannot be used.
When a Unit is selected to Move Cautiously
Figures on Watch must re if:
and before any gures in the Unit are moved,
any gures can be set on Watch.
Watching gures cannot be moved but may * The Unit is selected to re in the Fire
turn to face in any direction desired. Combat Phase.

The Unit must not be Pinned. * The Unit is red upon.


For every gure ring on the Unit, at
least one gure must return re.
FIRING ON WATCH

During the game turn, a Watching gure


may re when one of the following events
occur:

* When an enemy Unit in sight is


selected to move.

* When an enemy Unit ends a move in


sight, regardless of movement mode.

* After an enemy in sight has red.

If multiple gures are on Watch when a


qualifying event occurs, the player must
select which gures will re before rolling
and all selected must re at the qualifying
target.
Figures ring could be from separate
Squads.

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Renegade Scout Page 26 of 209 V 2.06

SHELTERING
BASICS You may re at any Sheltering gure within
this range, provided they are otherwise
visible.
Keeping your head down is generally a good
tactic to keep it attached to your body.
Using the rules in this chapter, you’ll be able When a Squad res, make a single Spotting
to advance under cover, delaying your roll but each rer adds their individual
assault to the last possible minute. Observation score to the roll to determine if
they can Spot the target.
HOW IT WORKS Gun Crews use the best Observation score
in the Unit.

If a Unit Moves Cautiously and ends its


move within or directly behind a terrain Personalities and Spotting
feature, without being in an uninterrupted All Spotting attempts against a Personality
are rolled at -1.
line of sight from any enemies, it may declare
it is Sheltering.
The Unit may mark any gures as being on ROOT THEM OUT
Watch if that rule is used.
Sheltering provides no protection from
This will prevent the Unit from ring being Charged.
weapons but allows it to take advantage of Once any attacker makes base contact, the
defensive terrain.
Sheltering status is removed.

RESTRICTIONS
CLEAR LINE OF FIRE

Cavalry, Vehicles and Size 3 gures cannot


If any gure in the target Unit is visible with
Shelter.
no interfering terrain features at all, it may be
red upon with no dice roll.
FIRING AT SHELTERING UNITS
END OF STATUS
To target a Sheltering Unit, you must make
a Spotting roll. The Sheltering Unit remains protected until
Each Unit may roll to Spot once before any of its gures are engaged in Close
selecting what targets it wishes to re upon. Combat or the Unit is activated again.

Roll 2D6 and add the Observation score of You may want to place a small marker by the
the rer. gures to remind you.
This is the Spotting Range. Note that being Spotted by die roll does not
remove Shelter status.

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FIRE COMBAT PHASE


BASICS
Example:
If all 3 laser rifles are at close range
Units Moving Cautiously may re ranged and need the same roll to hit, I could
weapons during the Fire Combat Phase. just roll all 3 dice at the same time.

If I kill 2 guys, my opponent then


The player with Priority starts by selecting removes the 2 closest guys to my squad.
one of their Units, then play alternates
between the two players until all troops have
red. SLOW WEAPONS
When a Unit is selected, each gure may re
in turn. If a weapon is marked as Slow, a gure may
only re if they remained stationary, but see
COMBAT BASICS Weapon Teams below.

Units that Run or Charge cannot re Slow


A gure may not re if it:
weapons at all.
Units Moving Cautiously may do so, but
*Ran (but see Hip Fire below) or Charged. only if the gure in question remained
stationary.
*Is Broken. Some gures in a Squad may remain in
place to re, while others move.
*Is currently in base contact with an enemy
of equal or greater Size.
Note that turning in place is NOT considered
to be movement for infantry and cavalry
Infantry gures may re a single weapon they gures.
are carrying.
Each member of a Squad could select a
di erent weapon if desired. Weapon teams
Slow weapons are generally meant to be
RESOLUTION ORDER operated by a team of two, to help carry
it into position, set up for ring and
unload ammunition.
When a Squad or Vehicle res, you may
resolve the ring in any order you like.
A Slow weapon with an Assistant may
re after moving this turn at a -1 Hit
Example: penalty.
My Squad has 3 laser rifles and a rocket
launcher.
I can resolve these shots in any order I To count as an Assistant, a member of
like. the same Squad must be in base contact
during the Fire Combat Phase and may
It is common to group similar shots together not re any weapons themselves.
and roll them at the same time.

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Renegade Scout Page 28 of 209 V 2.06

CHOOSING A TARGET VISIBILITY

When a Unit res, it may freely target the No gure may re through another gure
closest visible enemy Squad and the closest (friend or foe) but gures may re over the
visible enemy Vehicle. heads of any gure of a lower Size class.
Gun Crews and isolated Personalities are
treated as Squads for targeting purposes Lines of sight into “soft” terrain such as
forest and bushland are limited to 2”.
Units with multiple weapons may split their If the line of sight crosses more than 2” of
weapons re between the two targets. such terrain, the target is not visible.

When ring at Squads, you do not target LIGHT COVER


speci c gures in the Squad.
Simply declare that you are ring at the A gure receives the bene ts of Light Cover
Squad as a whole. if they are within or directly behind a terrain
feature that would obscure them, such as
foliage, tall grass or forest terrain.
Distant targeting
Engaging more distant targets requires a
sense of tactical awareness, which is di cult If a gure is partially obscured by a terrain
when someone is trying to kill you. feature but they are more than 1” away from
the feature, they also receive Light Cover.
To select a more distant target, roll 2D6. If
the roll is equal or below the Cool Under HEAVY COVER
Fire score of the Unit, it may do so. If the roll
fails, it must select one of the targets
normally allowed. A gure receives the bene ts of Heavy
Cover if they are inside or within 1” of a
A Squad or Gun Crew with a Personality
terrain feature that partially obscures them
within 2” may use the Cool Under Fire score
of the Personality, representing the character from sight and the feature is one that would
directing re. provide protection from direct re, such as a
wall, rubble, the corner of a building or
similar.
TARGETING PERSONALITIES
RANGE
Personalities cannot be targeted separately
if they are within 2” of a friendly Squad.
All weapons have two Range bands:
Instead, they are considered part of the
Short and Long.
Squad and are at risk if it is red upon.
Depending on the weapon, bonuses or
penalties to hit may apply at each Range.
If a Personality is on their own, they may be
red upon, if they are one of the two closest
If the distance to the target exceeds the
Units to the rer.
Long Range, the shot will miss
automatically.

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GUN SLINGING To hit the target, you must roll EQUAL OR


UNDER your Shooting Skill.

A gure with more than 1 Attack Die may


Shooting Skill is modi ed as follows:
re one shot per Attack Die if using a Pistol
weapon.
Situation Hit Modi er
Other weapons are too heavy to use in this
Target in Light Cover -1
fashion and receive only a single shot,
Target in Heavy Cover -2
regardless of Attack Dice.
Firer is Pinned -2
Target moved 10+” last
ROLLING TO HIT Movement Phase -1
Target is Size 3 +1

For each gure ring, roll a D6 to hit.

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Regardless of Shooting Skill and modi ers, In the event two gures seem to be exactly
a 1 is always a hit while a 6 is always a miss. the same distance from the rer and the
di erence matters (such as a heavy weapons
Shots that miss typically have no e ect. They trooper), roll a die with a 1-3 indicating the
may have gone wide, impacted on a piece of left-most gure and a 4-6 indicating the
terrain or the rer failed to ever get a clear right-most gure.
shot.
Personalities within 2” of a Squad are
Proceed to the Resolving Damage section considered part of the Squad and can be hit
of the rules to learn how damage works in if they happen to be the closest gure.
the game.
BLAST WEAPONS
ASSIGN HITS
Weapons producing an explosion, shrapnel
When ring at a Squad, the closest gure to or a sphere of energy are called Blast
the rer is struck rst. If gures are in weapons.
di erent degrees of cover, assign the hit to
the closest gure in the least amount of Select a target point on the ground within
cover. sight and roll to hit.
Note that a hit modi er for Cover is NOT
When rolling a batch of shots at the same applied.
time, don’t worry too much about guring
out which exact enemy is closest to which If you hit, the weapon produces an area of
rer. Just eye-ball it, it should be ne. e ect based on the weapon pro le, radiating
in every direction from the target gure.
All gures within this area of e ect are
struck.

Example:
A shell with a 1.5” area of effect would
affect every target within 1.5” of the
impact point.

Note that this is measured from the center of


the impact point.

A failed Hit roll has no e ect at all:


We assume the shell explodes in mid air or
detonates harmlessly near the target.

Targets that are in hard cover, such as


behind a wall or similar position receive a
Cover Saving Throw of 1-2 on 1D6.
This is in addition to any regular armor
saving throws that may be permitted.

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THROWN GRENADES Persistent e ects

Throwing a grenade is done in place of ring Some Field weapons remain in place, such
another weapon. as smoke or gas clouds.
Since grenade lobbing requires some
covering re to be possible, a Squad cannot At the start of each subsequent Movement
have more than two gures throw grenades Phase roll a D6 for each Persistent e ect.
in one Phase.

1 Remove it immediately.
Grenades can be thrown up to 8” and
2-5 Remain in place.
generally produces a Blast. 6 Move according to Scatter roll.

They do not have Range modi ers, though


INDIRECT FIRE
some grenades may su er a Hit penalty due
to being poorly balanced or heavy.
Some weapons are capable of ring in a high
NON LETHAL AREA WEAPONS trajectory, lobbing shells over intervening
terrain (and troops!).
Indirect re functions in a way similar to non
Some ordnance is intended to produce a lethal weapons.
eld e ect, such as a cloud of smoke.
Use the procedure below:
These are targeted at any point within sight
and range and use a slightly di erent
The target point must be visible to the rer or
process:
to a gure friendly to the rer (allowing a
forward Unit to act as spotters).
Select a target point, then roll a Scatter die.
Move the target point the indicated number
Make a Scatter roll and move the target
of inches in the direction.
point in the indicated direction, exactly as
For a thrown projectile, move half the
you would for a Non Lethal weapon.
distance instead.

Note that as these types of ordnance are Reduce the Scatter distance by the
often highly a ected by wind direction and Shooting Skill of the attacker.
atmospheric conditions, Shooting Skill is
NOT a factor in their deployment. Once the location of the target point has
been established, resolve the damage
Resolve or place the e ect at the nal against anything under the template similar
location. to a Blast weapon (including saving throws
for cover).
Note that this system may only ever be used
by non-lethal ordnance.

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Sheltering troops and incoming re

It is possible for Units that are Sheltering to


be struck by indirect re (accidentally or on
purpose.
If so, you must roll a 1-3 for each gure to be
a ected.
On a 4 or higher, the gure avoided the
shrapnel and blast force by hugging the dirt.

This is in place of the normal Blast weapon


saving throw for cover.

SUSTAINED FIRE WEAPONS

Some weapons are capable of Sustained


Fire.
When red, such a weapon receives 3 shots
instead of 1, all of which must be directed
against the same target Unit.

Ammo Jam
If two or more of the ring dice roll a natural
6, the weapon su ers an Ammo Jam.
If the target Unit is in range, do not roll to Hit
A Jammed weapon cannot be red until it normally.
has been cleared. Instead, the Unit takes 1D6 Hits
This takes one Fire Combat Phase and the automatically regardless of the rers
gure cannot re any other weapon while Shooting Skill, cover or other factors.
doing so.

Figures that are unable to re for any reason These hits are always distributed to the
are also unable to clear a Jam. closest gures in the target Unit but no
individual gure can take more than one hit
per Size point.
FLAME WEAPONS
Example:
If firing a flame thrower at a single
Weapons indicated as Flame weapons Size 1 figure (an infantry man) the
project a burst or stream of chemicals grunt could only be hit once.
towards the target. If firing it at a tank (Size 3) up to 3
While incendiary chemicals are most hits could be inflicted.
common, acid or toxin based weapons are
possible.

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FIRING INTO CLOSE COMBAT


2 of the grunts are within 12” (Short
Range for their rifles).
1 is within 24” (Long Range).
To re into a Close Combat requires a test 1 is beyond 24” (Out of Range).
of nerve: 1 has no line of sight to anything.

As a result, I will have 3 of my


Roll 2D6. soldiers firing this Phase.
If the score is equal or below the rer’s Cool
Under Fire score, the shot is permitted. My Shooting Skill is a 3, which means
I’d need to roll a 3 or lower to hit.
Otherwise, they hesitate and do not re. The targets are standing within some low
They cannot select another target. bushes, which we count as Light Cover.
As a result, I will have to roll a 2 or
lower.
If a 1 is rolled on the Hit roll, you may select
which target is struck, otherwise each hit is The soldier firing at Long Range has no
randomized between the target gures using other modifiers, so I roll the die and
any suitable die roll. score a 4: A miss!

Next, I roll for the two soldiers at


Di erent sizes Short Range where my weapon grants me a
+1 bonus.
I roll a 1 and a 3: Two hits!
When randomizing, count each combatant
as a number of gures equal to its Size.
Example:
Squad Baker throws a grenade at the
Example: enemy.
A Size 2 robot is fighting 2 humans
(Size 1) in close combat. As grenades are Blast weapons, I roll to
I shoot into the fight. hit normally and succeed.
Since my grenade has a 2” Blast effect,
Since the robot counts as 2 figures, I I measure 2” in every direction from the
roll a D4, with a 1 or 2 striking either center of the target figure.
human and a 3-4 striking the robot
In total, 3 figures are partially within
the Blast area, meaning I inflict a hit
If a Size 3 gure is in contact with only Size on each of those specific figures.
1 enemies, hits are not randomized (though
you must still test your nerve).
Example:
In a multi player game, you can of course re Squad Charlie unleashes their two Flame
projectors on two different targets: A
at Close Combats not involving your own Squad of enemy infantry and an enemy
troops. No Cool Under Fire test is required! combat walker.

COMBAT EXAMPLES There’s no hit roll required. Instead, I


roll 1D6 for each target.

Against the infantry, I roll a 4 meaning


Example: the 4 closest figures within range take
Squad Able is opening up on a bunch of a hit.
alien scum menacing them. Against the walker, I also roll a 4, but
since its a single figure, it cannot
First, I check the range to the targets. take more hits than its Size (2).
So I resolve 2 hits against it.

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CLOSE COMBAT PHASE


THE CLOSE COMBAT PHASE The combatant may allocate hits to more
than one target, if they are in contact with
multiple opponents.
In the Close Combat Phase, players will
take it in turns to resolve one gure at a time. Two weapons

The player with Priority begins by selecting


one of their gures in base contact with an A combatant with 2 Melee weapons or
enemy. Pistols may roll one additional die.
Once that combat has been resolved, the
other player selects a gure that remains in If multiple hits are in icted, at least one hit
contact with opposing forces and it is must be in icted with each weapon.
resolved. The player can choose which weapon to use
for any additional hits.
Continue alternating selecting gures,
resolving combats until none remain in
Example:
contact. A figure with 2 Attack Dice is fighting
with a pistol and a sword.
When a combat is resolved, the selected 3 dice are rolled, scoring a 1, 2 and 4.
gure makes and assigns their attacks. The figure has Melee Skill 4.
When a large combat is happening, you may Since some of the dice rolled below the
want to mark gures that have been selected Melee Skill, a hit is inflicted. The 1
already. No gure can be selected more than grants an extra hit for a total of 2.
once in the Phase. This means one hit is resolved with the
sword and one with the pistol. If a
third hit had been scored, it could have
RESOLVE ATTACKS been with either weapon.

A combatant rolls a number of D6 equal to


their Attack Dice.

If one or more dice score equal or below


Melee Skill, a single hit is in icted.

Every natural 1 on the dice in icts an


additional hit.

Resolve all hits immediately against any


opponent in contact using any Pistol or
Melee weapon carried.

Pinned troops count as -1 to Melee Skill.

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Weapon usage FINISHING MOVES

If a gure carries multiple weapons usable in After a combatant has resolved all hits, if
Melee, you must select which 2 weapons they have no opponents in contact they may
are used. move up to 2” in any direction.

A gure lacking a Melee or Pistol weapon This move may enter contact with a new
can make unarmed attacks at Impact 3, with enemy, but this gure cannot be selected a
0 Armor Penetration. second time during the same Phase.
Aliens, machines and creatures often have
natural or built-in weapons listed as part of FIGHTING MULTIPLE OPPONENTS
their rules.
If a single gure is facing multiple opponents,
Figures using a Melee weapon will strike they may distribute any hits scored among
with the Impact of the weapon or their own them as they see t.
Power rating, whichever is greater.
Each opponent (assuming they survive) will
Attackers with 5+ Power may increase the attack normally when they are selected
Armor Penetration of a Melee weapon by during the Phase.
1.

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RESOLVING DAMAGE
Whenever a gure su ers a hit from any In reality, if a mortar shell goes o 2 meters
source, it is resolved in three steps: from where you are standing, you are likely
to be in a sorry state even if you do survive.
STEP 1 - ROLL FOR INJURY But in fantasy reality, you might just have
been dramatically thrown to the ground
because it makes the game more dramatic.
Not every strike is fatal and many blows will
result in scrapes, gashes or minor wounds. STEP 2 - ROLL FOR ARMOR

To determine if a blow in icted any serious


injury, compare the Impact of the strike to If damage is in icted and the target is
the Defense of the target. wearing any protective gear, they may roll to
de ect the attack.

If Impact exceeds Defense, a D6 roll of 1-4 Roll 1D6 and try to score the Armor Rating
is required to in ict damage.
of the gure or lower, to negate the hit.
If Impact is equal to Defense, a D6 roll of Armor Ratings depend on the type of
1-3 is required to in ict damage. protection worn.

If Impact is lower than Defense, a D6 roll of Some weapons are particularly good at
1-2 is required to in ict damage. penetrating body armor.
Subtract the Armor Penetration of the
No hope weapon from the Armor Rating before
rolling.

Shooting at a tank with a ri e is unlikely to Note that if the Armor Rating is reduced to
do much of anything. 0 in this fashion, the armor has no e ect at
If Defense exceeds Impact by 4 or more, all. The weapon is simply too powerful.
there is no hope of in icting any damage at Conversely, if the Armor Rating is 6 or
all.
higher after applying Armor Penetration, the
target takes no damage.
What does it mean?

The Heroic Save


Surely you can’t take a laser blast to the Personality gures are often possessed of
chest and just keep going, can you? an unusual degree of luck.
A Personality gure may always attempt a
A failed injury roll typically means the target saving throw, even if their armor would be
was only clipped or grazed by the bolt, the negated by the Armor Penetration rating of
heavy weapon shot impacted the ground the weapon or they have no armor.
near them and they were dramatically
knocked down for a second, before getting This Heroic Save succeeds on a roll of a 1.
back up movie-style, the sword blow gave It may only be attempted if the gure has no
them a gash across the arm but it only made other means of attempting a saving throw
against a particular attack.
them angrier and so forth.

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Constant Armor
Example:
A tank with Defense 8 is taking fire.
Some Armor is Constant.
This means it ignores all modi ers to Armor Any weapon with Impact 4 or lower would
Rating. have no effect at all (Defense exceeds
Impact by 4+ invokes the No Hope rule)
Other saving throws Any weapon with Impact 5, 6 or 7 would
do damage on a 1-2.

Troops may receive a saving throw from Any weapon with Impact 8 would do damage
sources other than physical armor. These on a 1-3.
work in a similar fashion but are not modi ed And if I manage to scrounge up some
by Armor Penetration. super space gun with Impact 9 or 10,
we’d inflict damage on a 1-4.
STEP 3 - SUBTRACT WOUND POINTS
Example:
A big hulking armor suit has an Armor
If the target has only a single Wound Point, Rating of 6.
they become a casualty and should be
removed from the table. If struck by a weapon with AP 0, I
wouldn’t even have to roll. Armor saves
have no automatic failure rule, so even
If they had multiple Wound Points, reduce if I roll a 6, it is still a success.
them by the Damage value of the weapon.
This is often a die roll. If struck by a weapon with AP 2, I’d
Track any Wound Points lost. When the nal have to roll a 4 or lower to save (6
minus 2 is 4).
point is lost, the gure becomes a casualty.
If struck by a weapon with AP 6, it’d
In the interest of heroic play, no penalties are blow right through the suit and no save
would be possible (as there is also no
applied for loss of Wound Points. automatic success rule for saves).

Example:
A squad of infantry is taking fire.
They have Defense 3 and Armor 2 and are
struck by two rifle hits and a heavy
laser.

The rifles are Impact 3, so a roll of


1-3 will inflict injury.
Since the rifles have Armor Penetration
0, any injury is then deflected on an
Armor roll of 1-2.

The heavy laser is Impact 5.


Since this is higher than the targets
Defense, a roll of 1-4 will injure.
If the target is injured, the Armor
Penetration of 3 will completely negate
the Armor save (we would have to roll a
-1 or lower on a D6, which is
impossible)

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MORALE
When casualties mount, troops must take HOW TO TEST
Morale tests to determine if they stick it out
or not.
Knowing what troops can be relied upon to Roll 2D6 and compare to the Leader Skill of
hold the line on their own is a vital skill for the Squad.
any commander. If the Squad is led by a gure with higher
Leader Skill, you use the higher value.
WHEN IS A TEST REQUIRED?
If a Personality is within 2”, they are
considered to be personally leading the
At the end of the Fire Combat Phase, any Squad and apply their Leader Skill if it is
Squad or Gun Crew that took casualties higher, but are then a ected by any failed
must take a Pin test. rolls.
If the Unit is within 8” of visible enemy
forces, it must instead take a Break test. RESULTS

At the end of the Close Combat Phase, any


Squad or Gun Crew that took casualties If the roll is equal or below the Leader Skill
must take a Break test, even if already of the Squad, it is una ected.
Pinned.
It is possible for two Units to both have to If the roll exceeds Leader Skill, the Unit is
take Break tests at the end of a Close Pinned if failing a Pin test and Broken if
Combat Phase, which could result in both failing a Break test.
retreating.
Pinned
Broken Units are not subject to additional
tests.
If the Unit is in the open, they will withdraw
1D6” towards the closest cover that takes
Casualties taken during the Wyrd Phase them away from visible enemies.
force a Pin test if the Unit did not already
test to avoid being Pinned or Broken. During the following game turn, the Unit is
unable to move, cannot set Watch and
Both Pin and Break tests are considered to su ers a -2 penalty to all ranged attacks and
be Morale tests for the purpose of all special Spotting attempts.
rules, bene ts and immunities.
If engaged in close combat, the Unit may
Vehicles ght at a -1 penalty to Melee Skill.
Vehicles do not take Morale tests, but
dismounted vehicle crews do.

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Broken RALLYING

The Unit panics. If it is in the open or within Pinned gures recover automatically in the
12” of enemy forces it immediately ees Rallying Phase of the FOLLOWING turn.
2D6” directly away from the source of
casualties. Broken Units must roll to Rally.
Any gures in base contact with an enemy During the Rallying Phase, roll 2D6 and
su ers 1 automatic hit from each enemy compare to the Leader Skill of the Squad.
gure in contact. Two Units breaking at the
same time do not in ict hits on each other.
The order you make the Rallying rolls
typically will not matter, but if in doubt,
During each Movement Phase, the Unit will proceed using the same alternating system
ee 2D6” towards the closest cover that you use in other Phases.
takes them away from visible enemies.
If the roll is equal or below, the Squad
Once they reach cover, they will Shelter and recovers and can act normally from this point
can take no further actions. on, otherwise it remains Broken and may
If the Unit is in cover and not within 12” of attempt to Rally the following turn.
enemies when it breaks, it will remain in
place and Shelter.
Special cases
If a Charging enemy makes contact, after all In some cases, a Unit may be permitted a
bonus Rallying attempt. This may be taken
charging gures have moved, the Unit will
exactly as above and will restore the Unit
ee 2D6” immediately causing any gure in
from being Pinned or Broken.
contact to su er automatic hits as described
above.
PERSONALITIES AND MORALE

Personalities do not generally test Morale


while on their own.

If a Unit becomes Pinned or Broken, any


Personality within 2” will become Pinned or
Broken as well.

OTHER SOURCES OF MORALE TESTS

Some rules may force a Morale test for


reasons other than casualties su ered.
A common example is breaking Coherency.

Any such Morale tests are in addition to any


test forced by casualties.

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THE CHAIN OF COMMAND

FORCE COMMANDER SECOND IN COMMAND

Organized forces will typically have someone If your force includes 5 Squads of infantry or
in overall command. more, you may appoint a gure as the 2IC
(2nd in Command).
In a military out t, this will be the highest
ranking o cer, in a corporate Merc team it
may be a corporate overseer while a criminal 2IC leadership radius
gang will have a boss.
2IC have a Command Radius of 6”.
When setting up your forces on the table, if
Any troops within this distance may use the
you have 3 or more Squads of infantry in Leader Skill of the 2IC for any check they
your force, select one gure to be your have to make.
Commander.
Once selected, the same gure remains in
the role for the rest of the battle. There is no risk of panic if a 2IC is lost.

SQUAD LEADERS
Commander leadership radius

The Commander has a Command Radius All Squads will have a leader gure.
of 12”.
Often, this is simply one of the regular
This means any troops within this distance troopers and will use the same pro le as the
may use the Leader Skill of the rest of the Squad, but you might have
Commander whenever they are making a Squads led by a hardened veteran with a
Leader Skill test. superior pro le (or a bu oon with an inferior
one).

It’s all over! When testing Morale, always use the


Leader Skill of a surviving Squad Leader,
If the Commander is slain, a wave of panic even if it happens to be worse than the
may spread through your forces. regular troopers.

At the end of the Phase, all friendly Squads If the entire Squad must test Cool Under
and Gun Crews within 12” must make a Fire, use the Squad Leader’s value as well.
Break test, even if they did not take any Individual gures testing Cool Under Fire
casualties that turn. must rely on themselves.

No particular penalty applies if the Squad


Leader is slain.

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RALLYING POINT

A scenario may dictate a Rallying Point.

This may be a speci c character (such as the


gnarled old senior sergeant or the
charismatic rebel champion), a piece of
equipment (like a banner) or even a location
(such as a defensible position to the rear of
your front line).

When rolling to Rally, troops within 12” of


the Rallying Point may re-roll a failed
attempt.

If the re-roll scores a double 6 however, the


Unit is removed from play, revealed as the
craven cowards they truly were!

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WYRD POWERS
USING PASSIVE POWERS
Its a big strange universe (or even multiverse)
and many worlds are brimming with strange
forces: Magic, The Flow, psionic abilities, Powers marked as Passive apply a bonus or
whatever you want to call it, we use the bene t to the Caster and require no further
catch-all term Wyrd Powers. attention, dice rolls or rules.
They are not subject to Interference or other
A gure capable of using Wyrd Powers is external factors, unless a rule speci cally
known as a Caster. states so.

CASTER LEVELS USING ACTIVE POWERS

All Casters have a Mastery Level from 1-4, Active Powers are used in the Wyrd Phase
determining how talented they are. of the game.
The player with Priority begins by
A Master Level of 1 might suggest a rookie attempting to cast one Power, then you
or someone with natural talent but no formal alternate between the players.
training, while a 4 would indicate a true
master of the arts. Each Caster may attempt to use each of
their Powers once during the Phase, one at
DETERMINING POWERS a time but cannot attempt the same Power
twice in one Phase.

When setting up the game, for every


THE WYRD TEST
Mastery Level, a Caster rolls once on the
Wyrd power table to determine their
Powers. Any repeat roll is taken as the next
available Power on the table. To use a Power, roll 2D6 and compare to the
Once you have made all of your rolls for a Wyrd Power score of the Caster.
Caster, you may discard a single result and If the roll is equal or lower, the Power
roll again. The new power is taken in place of succeeds, otherwise it fails and nothing
the discarded option, even if it is less happens.
satisfactory.

Casters are limited in their mental reserves.


Some results are permanent bonuses, while
most are Powers that can be cast during Each successful use of a Power imposes 1
combat. point of Strain.
When rolling to use a Power, add your
If you are playing in a game environment current total of Strain to the die roll.
where you use the same characters, the set
of Powers should be retained for each When the Wyrd Phase ends, remove 2
battle. points of Strain from each Caster.
You can use a small die to track Strain.

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INTERFERENCE Powers do not a ect Vehicles unless stated


explicitly or the Power in icts conventional
damage.
Casters can Interfere with the abilities of an
opposing Caster if they are within 18”. WYRD SAVES
A Caster can only perform Interference
once per Phase.
Some gures have wards or protections
After an enemy uses a Power successfully, against etheric powers.
declare your intention to Interfere and roll
2D6. This works like an Armor Save but is not
The roll must be lower than the die roll used subject to any dice roll modi ers.
to activate the Power and prevents it from
working. Simply roll the value or lower on 1D6 to
avoid the attack. An area attack would still
a ect other gures normally.
Interference in icts 1 Strain on the
Interfering Caster if they succeed.
POWER BURST
RESOLVING POWERS
A natural roll of a double 1 when Casting
means no Strain is su ered and the Power
The Power table speci es which powers cannot be prevented by Interference or a
require a line of sight.
Wyrd Save from any source.

Ray powers are drawn in a straight line,


A double 1 when Interfering will Shut Down
striking the rst gure in their path.
the opposing Caster for the rest of the
Beam powers are drawn in a straight line,
current Wyrd Phase.
a ecting every gure in the path.
This prevents any further use of Powers and
Both are blocked by any terrain feature or
immediately cancels any of their active
striking a Vehicle.
Powers.
All e ects of a Power are resolved
immediately before the next player proceeds
with attempting to use a Power.

Powers listed as having a Duration lasts


until the beginning of the next Wyrd Phase
unless stated otherwise.

Powers that in ict Wounds directly are not


subject to Armor saves.
Powers that have an Impact value can be
de ected by Armor using the normal rules.

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CORRUPTION

If any roll to cast a Power or Interfere is


12+, the Caster has su ered an unexpected
set back.

Roll 2D6 on the table below:


10 Physical feedback
Roll Result
Energy manifests all around the Caster as a
2-5 Stunned curtain of ame.
The Caster is wracked by pangs of agony. All gures within 6” are struck with Impact 4
Accumulate +2 Strain. and Armor Penetration 1.

6-7 Physical injury 11 Glimpsed eternity

Intense pains accompanied by bleeding The Caster stares directly into the web of
wounds. in nities, grasping the truth of reality.
The Caster loses 1 Wound Point. The Caster becomes permanently insane
and is removed from play.
8 Mental feedback
12 Become the path
The Caster’s mind overloads.
The mystical realm overlaps with the real
Accumulate +5 Strain.
world brie y.
Everything ( gures, terrain etc.) within 3” of
9 Energy leak
the Caster evaporates and is permanently
Raw energy saturates the battle eld. gone.
Caster subtracts 1 Wound Point and every The Caster will never be seen again.
other Caster on the table must roll on this
table.

Example:
We each have a Caster with 2 powers to use.
I have Priority, so I go first, casting Fire Storm.
I roll 2D6, scoring a 5 which is well under my Wyrd Power of 8. I now have 1 Strain.

My opponent activates one of their powers.

I now activate my second power, rolling an 8, but due to the +1 from Strain, I fail
to use it.
I do not increase my Strain since the power didn’t work.

My opponent uses their second power and we wrap up, removing 2 Strain from each
Caster.
Unless I suffer a Corruption roll, I should be able to avoid Strain building up over
several turns.

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D100 POWER TABLE

Roll Power Range LOS required? Notes


1 Fire storm 24” No Duration
A sphere of re emerges at the target point, with a 2” diameter.
Anyone in the area is hit with Impact 4, Armor Penetration 1.
2 Warp shift 18” Yes Instant
A Squad or Personality is teleported 2D6” in any direction. Roll before selecting destination.
3 Lightning burst 18” Ray Instant
Target is struck with Impact 5, Armor Penetration 3.
If target is slain, the nearest gure (regardless of side) within 6” is struck.
Up to 3 gures can be slain in total.
4-5 Black out 24” No Duration
2” Blast. Within e ect, no weapons can be red and all equipment that require active
use ceases to function. For example a scanner would cease to work but body armor
would continue working.
6-7 Choke 18” Yes Instant
Roll 1D6. If roll exceeds Defense, target loses 1 Wound Point and rolls again.
Keep rolling until the target resists or dies.
8-9 Push 24” Yes Instant
Target Size 1 gure is moved 6” in any direction.
10 Shift Self Caster - Instant
Caster may teleport to any location within 3D6”.
11-12 Detection 24” No Instant
All Sheltering enemies within range are Spotted.
13-14 Prediction Caster - Duration
Caster may re-roll all combat dice rolls and Wyrd Interference (but not Casting) rolls.
15 Bio-restoration Caster - Duration
For each Wound Point lost, roll 1-4 on 1D6 to negate it.
16 Ride the wind 3” No Duration
Target (or Caster) may move at double Movement rates and re twice.
17-18 Flame burst 12” Beam Instant
All targets are struck with Impact 4, Armor Penetration 1.
Forces a Break test if any casualties are in icted.
19 Iron sphere 3” No Duration
Receive an Armor 3 Constant shield, which can be rolled in addition to any existing
Armor worn. Increase Defense by +1.
20 Extinguish life 18” Yes Instant
2” Blast. Each target must roll 2D6 against Wyrd Power.
Su er 1 Wound for every point failed by.
21-22 Fortress of will Caster - Duration
Receive a Wyrd Save equal to Mastery Level.

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23 Con agration Caster No Instant


Every gure (regardless of side) within 9” is struck with Impact 3.
Roll 2D6. If score is above Casters Wyrd Power, Caster su ers 1 Wound Point and
Power is applied again to every target within 9” of the Caster.
Continue until Caster succeeds or dies.
24 The spirit is sin 24” Ray Instant
Roll 1D6 three times. Each die scoring equal or below the targets Power in icts 1
Wound Point.
25-26 Protective aura Caster - Duration
Caster and all gures within 6” receive a Wyrd Save of 2.
27 Bio-Feedback Caster - Duration
Receive Armor 2 Constant in addition to any existing Armor.
In Close Combat, any hit that is saved in this fashion in icts a Wound Point on the
attacker. Only Wyrd Saves apply to these Wounds.
28 Force bolt 24” Ray Instant
In ict 1D3 hits on target with Impact 4. Armor Penetration 1.
Target is pushed back 1” per hit if Size 1.
29 Wyrd Challenge 24” Yes Instant
Caster target only. Roll 1D6 per Mastery Level of target.
Every 1 in icts a Wound that bypasses Wyrd Saves.
30 Etheric storm Caster - Duration
All enemy shooting passing within 9” of Caster is -2 to hit.
31-32 Shock wave 9” Ray Instant
Target is struck as per Flame weapon. Impact 5. Armor Penetration 3.
33 Mental assault 12” No Instant
Caster may engage target in Close Combat immediately, rolling attacks as normal and
striking rst. If the target in icts a Wound on the Caster, the e ect ends and the Caster takes
+1 Strain but loses no actual Wound Points.
34-35 Etheric fury 18” No Duration
2” Blast. All Size 1 gures in area of e ect are blown 1D6” in a random direction.
Area cannot be entered while active.
36 Mystic sight 12” Yes Instant
Target gure may re a non-Slow weapon immediately.
Caster must be able to see both rer and intended target. Only rer must be within 12”.
37-38 Prediction of woe 24” Yes Duration
All hits taken by target receive +1 Impact and +1 Armor Penetration.
39-40 Split second sight Caster - Duration
All friends within 9” receive +1 Armor.
41-42 Instill con dence 36” No Duration
Unit receives +1 to Melee Skill and Shooting Skill.
43 Mind bolt 18” Ray Instant
Size 1 or 2 target is knocked 1D6+1” directly away.
If they collide with anything, both gures su er an Impact 4 hit.
44 Etheric pulse 18” Beam Instant
All targets are struck with Impact 5. Armor Penetration 1. Penetrates through terrain features.

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45 Crush 18” Yes Instant


Roll 1D6 twice and pick the highest.
For each point the die exceeds the targets Power, the target su ers an Impact 4 hit.
46 Wave of pain 4D6” Beam Instant
The wave is 2.5” wide and moves 4D6” in a direction of choice, passing through terrain.
Targets roll 1D6 and su er 1 Wound Point for each point they exceed their Defense.
47-48 Bolster 24” No Instant
All Broken and Pinned friendly Units within range may attempt to Rally.
49 Portal to nowhere 18” Yes Instant
Target must roll equal or below Observation on 1D6 or disappear for the rest of the
battle. The target is unharmed long-term if you play a campaign.
50 Frenzy 18” Yes Duration
Target Unit increases Defense and Attack Dice by +1.
51-52 Mesmerize 9” Yes Duration
Target must roll a 1-2 on 1D6 or be unable to act.
In Close Combat, the Target counts as Melee Skill 1 and rolls only 1 Attack Die.
53-54 Terrorize 18” Yes Instant
Target Unit must take a Break test.
55-56 Mind whispers 12” Yes Instant
The target immediately res a random carried non-Slow weapon at the closest gure to them.
57 Dome of power Caster - Duration
Erects a dome of power 3” diameter which is centered on the Caster.
No gure, projectile or Wyrd Power can cross the dome in either direction.
58-59 Weaken the body 18” No Duration
Target Unit is -2 to Movement and -1 to Attack Dice (to a minimum of 1)
60 Vital theft 18” Yes Instant
In ict an Impact 6, Armor Penetration 3 hit.
If a Wound Point is lost, the Caster gains a temporary Wound Point.
61-62 Sight of ages 18” No Duration
Target Unit may re-roll 6’s when ring and ghting Close Combat.
63-64 Jinx 24” Yes Instant
Jam a weapon of choice on target gure. Takes one Fire Combat Phase to clear.
65-66 Guidance 24” Yes Duration
Target Unit ignores Cover when Firing.
67 Cure the wicked 36” No Instant
Select one friendly and one enemy gure within range.
Both must have lost Wound Points. Each gure heal 1 Wound Point.
This ability does NOT cause Strain.
68-69 Mending gesture 6” No Instant
Target regains 1 Wound Point.
70-71 Physical prowess PASSIVE
Caster increases Move by +2 and Observation by +1.

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72-73 Etheric might PASSIVE


Caster increases Power and Defense by +1. Increase Wound Points by 1.
74-75 Wyrd honed re exes PASSIVE
Caster increases Attack Dice by +1 and Melee Skill by +1.
76-77 Split second actions PASSIVE
Caster may re a pistol twice per Fire Combat Phase.
78-79 Limitless reserves PASSIVE
Caster does not su er Strain.
If this is the only Power a Caster has, they gain +1 Wound Point.
80-81 Machine whisper 36” No Instant
Clear a jammed, jinxed or otherwise malfunctioned weapon or piece of equipment.
82-83 Entropic eld PASSIVE
Caster’s attacks increase Armor Penetration by 1 if the target is within 12”.
All attacks against Caster reduce Armor Penetration by 1 (to a minimum of 0).
84 Mind plague 12” Yes Instant
Target gure rolls 2D6 against Cool Under Fire.
If the roll is higher, the gure is slain and the next-closest gure (regardless of side)
must test. Continue testing until a gure resists.
85-86 Familiar PASSIVE
Caster can Spot Sheltering gures within 12”. +1 Melee Skill.
87 Time sti e Caster - Instant
Caster’s side gains Priority next turn.
88-89 Float the wind PASSIVE
Caster may ignore terrain penalties.
90-91 Shimmering image PASSIVE
All re against Caster is -1 to Shooting Skill in addition to other penalties.
92 Blade of venom Caster - Instant
All gures (regardless of side) within 4” must roll 1D6.
If the die exceeds their Toughness (or is a 6) they lose a Wound Point.
93-94 Mimic Caster - Instant
Replace Mimic with a Power just cast by another Caster on the battle eld.
95-96 Endure the re PASSIVE
Caster adds +1 to physical Armor Rating and gains +2 Wound Points.
97-98 Rallying sign 12” No Instant
All Pinned friendly Units in range recover immediately.
99-100 Eyes like the falcon PASSIVE
Caster only misses ranged attacks on the roll of a 6.
Observation +3.

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WEAPONS AND GEAR


BASICS WEAPONS TECHNOLOGY

This chapter provides rules and statistics for Firearms technology in the game setting
the weaponry available in the game. ranges from simple projectile weapons using
The weapons are intended to provide a chemical propellant to assorted energy
broad overview of common ordnance, not an weapons.
exhaustive list of every military implement
ever produced. Generally, infantry weapons are easy to use
and built to be simple to repair in the eld.
Crafty players can use this selection as a Far more powerful and destructive weapons
springboard to building their own equipment, exist in the universe, but they are often
tting their particular miniatures collection. expensive, unreliable or require extensive
maintenance.
This list is intended to serve most The sort of armed groups that roam the
conventional gure collections. Fringes tend to prefer a less powerful
As such, it is aimed at relatively mundane weapon, if it is one that they can keep
weapon types with the intention of supplied with ammunition and in working
expanding the armory at a later date. condition.

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ALIEN WEAPONRY A Precursor slug ri e may re slivers of


hyper-velocity ammunition, organically grown
from a bio-plas ammo block, while the
Each species employs its own types of Converted equivalent res brutal metal darts
weaponry from the elegant designs of the in ragged bursts but as far as the game rules
Precursors to the crude implements of the are concerned both are still slug ri es.
Converted.
While the exact design mechanisms vary You should absolutely feel free to rename
tremendously, the fundamental principles weapons when building forces, as long as
tend not to. you explain to your opponent what
everything really is.

WEAPON PROFILES

Weapons are rated according to the following pro le

Range Indicated as Short and Long Range respectively.


Hit Modi ers Shooting Skill modi ers for Short and Long Range.
Impact Compared to Defense to determine injury rolls.
Damage Amount of Wound Points lost to a hit.
Armor Penetration (AP) Penalty to Armor ratings.

WEAPON TRAITS

Many weapons have traits that further de ne their performance.


Note that a few traits are included to help you build new weapons and are not used in the core
rules.

Balanced Every 1 on the close combat dice allows a single hit to be resolved with +1 AP.
Bulky If moving and ring, Short range is halved. Long range is una ected.
Cool Down Any hit roll of a natural 6 requires the weapon to cool down for 1 turn (maximum).
No actions are required and the gure may re another weapon while cooling down
Flame The weapon uses the Flame rules.
Hail +1 Shooting Skill vs targets in Cover.
Haywire A vehicle struck will su er a Critical Hit automatically.
Roll 1D10 minus 2 to determine the Critical, treating a result of 0 or -1 as no damage.
Indirect The weapon uses the Indirect Fire rules.
Launcher The weapon can re any grenade type carried. Use the range of the weapon, instead of
the grenade range. Grenade hit modi ers are not applied when launched.
Mounted Only usable by Gun Crew or vehicle. All Mounted weapons are Slow.
One Shot Can only be used once.
Pistol Usable in Close Combat.
Ri e If rer is stationary and ring from cover, increase Long Range by +4”.
Selectable Can choose either re-mode listed.
If player does not specify, the rst pro le is used.
Slow Cannot move and re in the same turn, unless aided by an assistant.
Sustained Fire The weapon uses the Sustained Fire rules.
Two-handed The weapon cannot be used with another weapon in close combat.
Volley Two shots per Phase. Both shots must be against the same target.
Weak Count target Armor as +1.

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WEAPON PROFILES

Auto cannon
Rapid ring cannon in calibers from 20mm to 40mm are popular vehicle mounted weapons,
suitable for engaging both heavy infantry and light enemy vehicles.

Weapon Range Hit Impact DamageAP Notes Cost

20mm AC 20 / 40 +0 / +0 5 1 2 Sustained Fire Mounted 12


30mm AC 20 / 50 +0 / +0 6 1D3 3 Sustained Fire Mounted 18
40mm AC 20 / 60 +0 / +0 7 1D4 3 Sustained Fire Mounted 25

Slug weapons
Conventional projectile weapons using a chemical propellant.
While often not the most e ective of weapons, the low industrial base required for manufacture
has made these weapons ubiquitous.

Weapon Range Hit Impact DamageAP Notes Cost

Slug pistol 6 / 12 +2 / +0 3 1 0 Pistol 1


Slug ri e 12 / 24 +1 / +0 3 1 0 Ri e 2
Auto slugger 15 / 30 +0 / +0 4 1 1 Sustained Fire 5
Slug cannon 20 / 60 +0 / +0 6 1D3 3 Mounted 15
Auto slug cannon 20 / 40 +0 / +0 5 1 2 Sustained Fire Mounted 12

Laser weapons
A catch-all for weapons relying on a focused beam of energy, laser type weapons form the
mainstay of many military forces across space.

Weapon Range Hit Impact DamageAP Notes Cost

Laser pistol 8 / 16 +0 / +0 3 1 1 Pistol 1


Laser ri e 15 / 30 +0 / +0 3 1 1 Ri e 2
Auto laser 20 / 40 +0 / +0 4 1 2 Sustained Fire 8
Heavy laser 20 / 50 +0 / +0 5 1 3 Slow 8
Laser cannon 20 / 75 +0 / +0 6 1D3 4 Mounted 20
Pulse laser 20 / 60 +0 / +0 6 1 3 Mounted Sustained Fire 20

Blaster weapons
Blasters re bolts of super-heated matter, creating a loud snapping sound as the impacted
matter is torn apart.
They are brutal weapons, favored for close quarter ghting.

Weapon Range Hit Impact DamageAP Notes Cost

Blaster pistol 4/8 +1 / +0 4 1 1 Pistol 2


Blaster ri e 8 / 16 +1 / +0 4 1 1 Ri e 3
Auto blaster 10 / 20 +1 / +0 5 1 2 Sustained Fire 8
Heavy blaster 15 / 30 +0 / +0 6 1 3 Slow 10
Blaster cannon 20 / 40 +0 / +0 7 1D3 4 Mounted 25

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Shard weapons
Originally of Precursor design, Shard technology has spread throughout the universe due to the
high rates of re.
The weapon uses a gravity reaction eld to propel razor-sharp splinters at high velocities.

Weapon Range Hit Impact DamageAP Notes Cost

Shard pistol 6 / 10 +0 / +0 3 1 0 Hail Pistol 1


Shard ri e 12 / 20 +1 / +0 3 1 0 Hail Ri e 2
Shard repeater 15 / 25 +1 / +0 4 1 1 Sustained Fire Hail 8
Shard auto-cannon 20 / 40 +0 / +0 5 1 2 Sustained Fire Slow 15
Hail Mounted
Scrap weapons
Fringe-colonies tend to have a very low basis of manufacture and relies heavily on local
improvisations and adapted pre-fabricated “colony weapons”.
These rearms tend to be crude but functional.

Weapon Range Hit Impact DamageAP Notes Cost

Scrap pistol 4 / 12 +1 / +0 3 1 0 Pistol 0.5


Scrap ri e 8 / 24 +1 / +0 3 1 0 Ri e 1
Rattle gun 10 / 30 +1 / +0 4 1 1 Sustained Fire 6
Shotgun 4 / 12 +1 / -1 4 1 1 Hail 1

Dart weapons
A class of weapon popular with hunters, assassins and some alien species.
Dart guns re arrows or bolts made from hyper-dense compounds, intended to shatter solid
materials when they strike.
The weapons are relatively quiet, but long range accuracy is often lacking.

Weapon Range Hit Impact DamageAP Notes Cost

Dart pistol 8 / 12 +0 / -1 4 1 1 Pistol 2


Dart carbine 10 / 18 +0 / -1 4 1 1 - 2
Dart ri e 16 / 24 +0 / -1 4 1 2 Bulky Ri e 2

Gauss weapons
The pinnacle of personal rearms technology, gauss weapons use a magnetic eld to
accelerate particles to exceptional velocities.
The combination of near-in nite ammunition supply and devastating impact makes them
unsurpassed in battle, but at a very high price-tag with many teething reliability issues.

Weapon Range Hit Impact DamageAP Notes Cost

Gauss pistol 8 / 16 +0 / +0 4 1 1 Cool Down Pistol 3


Gauss ri e 15 / 30 +0 / +0 4 1 1 Cool Down Ri e 4
Gauss repeater 20 / 40 +0 / +0 5 1 2 Sustained Fire Cool Down 12
Gauss auto-cannon 25 / 50 +0 / +0 6 1 3 Sustained Fire 15
Mounted Cool Down

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Primitive weapons
On some worlds, technology regresses below what Unity deems a “time-compatible state”.
Anything from black powder to muscle-powered primitive weapons rules such worlds.

Weapon Range Hit Impact DamageAP Notes Cost

Primitive pistol 4/8 +0 / -1 3 1 0 Slow Pistol 0/1


Primitive ri e 8 / 16 +0 / -1 3 1 0 Slow 0/1
Bow 8 / 16 +0 / -1 3 1 0 Weak 0/1

Launchers
The only thing better than throwing a grenade at someone is launching it at them.
Launchers come in all manner of forms and designs, from manually loaded to magazine-fed
smart-guns but all serve the same fundamental role.

Weapon Range Hit Impact DamageAP Notes Cost

Grenade launcher 8 / 16 +0 / +0 - - - Launcher 6+


Rocket launcher 20 / 60 +0 / +0 - - - Launcher Slow 15 +
Attached launcher 6 / 12 +0 / +0 - - - Launcher 4+
Auto Launcher 12 / 24 +0 / +0 - - - Launcher Mounted 20 +
Sustained Fire

Any Launcher weapon must be tted with ordnance.


Any thrown grenade is also available in launched form but ammunition is not interchangeable.

Mortars
The humble mortar has remained a standard of low level warfare for nearly 3000 years and little
seems about to change.
A simple tube-design that ings high explosive shells in an arc, ideal for bombarding enemy
trenches.

Weapon Range Hit Impact DamageAP Notes Cost

Light 20 / 40 - 4 1 1 Indirect 15
Mounted 2” Blast
Heavy 20 / 60 - 5 1 2 Indirect 25
Mounted 2” Blast

Flame weapons
While of limited use on a battle eld, bug-hunters and salvage crews tend to appreciate the on-
demand application of ame.
Military-grade ame throwers use various chemical compounds as fuel, but devices can be
improvised fairly readily.

Weapon Range Hit Impact DamageAP Notes Cost

Flame Projector 9” - 4 1 1 Flame 8


Under barrel amer 6” - 4 1 1 Flame One Shot 3

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Fusion weapons
A highly concentrated blast of energy, capable of turning the most heavily armored target into
molten slag, fusion guns are valuable for close assault work, though the weight and limited
range precludes standard issue.

Weapon Range Hit Impact DamageAP Notes Cost

Fusion ri e 6 / 12 +1 / +0 8 1D3 4 - 14
Heavy fusion gun 9 /18 +0 / +0 8 1D6 5 1” Blast Slow 20
Fusion cannon 12 / 24 +0 / +0 9 1D10 6 2” Blast Mounted 35

Plasma weapons
Projects a rapid hail of searing blue bolts, the massive energy requirements rapidly deplete even
state-of-the-art power cells unless hooked up to a vehicle power supply.

Weapon Range Hit Impact DamageAP Notes Cost

Plasma ri e 15 / 20 +1 / -1 5 1 2 Sustained Fire Cool down 8


Heavy plasma gun 15 / 30 +0 / +0 6 1D3 3 Sustained Fire Cool down 25
Slow
Plasma cannon 15 / 30 +0 / +0 7 1D4 4 Sustained Fire Mounted 35

Main guns
Tank armaments come in a bewildering array of options from chemical propellant to magnetic
coil but are typically tted with a range of ammunition types.
As tank warfare tends to be a somewhat rare occurrence, armored ghting vehicles often spend
most of their time acting as infantry support.

Weapon Range Hit Impact DamageAP Notes Cost

Main gun 20 / 72 +0 / +0 - - - Mounted 10 +


AP Shell - - 4 1 1 Mounted 3” Blast +10
AT Shell - - 8 1D10 5 Mounted +20
Plasma Shell - - 6 1D6 2 Mounted 1.5” Blast +20

Main guns may be tted with any of the above ammunition types and may select which to re each turn.

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Grenades
Portable grenades provide an excellent supplement to infantry repower.
While designs vary tremendously, most are activated through a simple mechanism and then
initiate a count-down timer before detonating.
Di erent types are usually color-coded to avoid confusion in the heat of battle.

Weapon Range Hit Impact DamageAP Notes Cost

Frag 8” +0 3 1 1 Grenade 2” Blast 2


Penetrator 8” -1 6 1D6 3 Grenade 4
Jinx 8” -1 - - - Grenade Haywire 5
Fog 8” +0 - - - Grenade 2” Blast. 2
Non Lethal Area E ect.
Blocks all lines of sight.
Shard 8” +0 2 1 0 Grenade 3” Blast 2
Cling-Fire 8” +0 4 1D3 1 Grenade 1” Blast 3

Melee weapons
While swords aren’t typically associated with modern warfare, this isn’t a rational universe.
Heavily armored assault troops can often punch through a defensive line, while boarding crews
have to limit their repower to avoid breaching the hull.
Many adventurers will claim they nd a sword to be hopefully antique and pointless, but few
would go without one.

Weapon Range Hit Impact DamageAP Notes Cost

Unarmed - - 3 1 0 Melee -
Blade - - 4 1 0 Melee 1
Tech blade - - 4 1 2 Melee 3
Power blade - - 5 1 1 Melee 3
Ripper st - - 8 1D3 5 Melee 8
Fencing blade - - 4 1 1 Melee Balanced 3
Breaching axe - - 5 1D3 2 Melee Two-handed 4
Brutal weapon - - 4 1 2 Melee Two-handed 2
Storm claws - - 6 1 3 Melee 5

Armor
Body armor tends to take the form of light-weight materials that dissipate heat and provide
instant-hardening to disperse bullet and shrapnel impact.
Heavier suits incorporate rigid plates to provide further protection but weight typically remains
minimal.

Armor suit Rating Cost Notes


Primitive 1 1 Increase to 2 vs weapons with 0 AP.
Light 2 2 -
Scout 2 3 +1 to Spotting rolls. -1 to enemy Spotting rolls.
Combat 3 3 -
Drop trooper 3 4 All falling distances reduced by 3”.
Heavy 4 5 -
Assault 5 10 -
Breach 6 16 Can carry Mounted weapon but remains Slow
Cannot Shelter. AP above 4 is reduced to 4.

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PERSONAL EQUIPMENT

This list encompasses the wide range of items that are in service with military forces,
mercenary groups, freelance crews and so forth.
Squad members carrying equipment may be given 1 item and cannot take any item marked as
Restricted.
Personality gures can carry up to 3 items of equipment and may take Restricted items.

Ammo Pack Drones


Cost 3 Cost 10
Single-Use item. User or any Squad member The user can launch a drone instead of ring
may ignore a weapon Malfunction. a weapon in the Fire Combat Phase. Place
a marker or suitable gure anywhere within
Assault Attachment 12”.
Cost 3 Drones cannot move but can perform a
Spotting Check every turn, counting as
Fitted to a non-Pistol rearm. Allows the Observation 3.
weapon to be used in Melee with Impact 4, Additionally, the gure controlling the drone
AP 1. may use its position to spot for o -map
artillery re or similar purposes.
Boarding Shield
Cost 2 Drones can be red at from Short Range
only. Roll to hit with a -2 penalty, ignoring
+1 Armor rating in Close Combat.
Cover. Any hit will destroy the drone.
3 drones are carried.
Booster Drugs
Restricted Cost 10
Grav Mount
Single-Use item. Use in the Movement Cost 5
Phase.
Fit to a weapon. Ignore the Slow Trait.
When activated, the user receives +2
Movement, +1 Power, +1 Defense, +1 Havoc Emitter
Attack Dice. Restricted Cost 10
The e ect lasts until a Wound Point is lost.
No e ect on Soulless. Converted do not All opposing gures within 8” count as -1 to
receive the Movement increase. Melee Skill and Shooting Skill.

Command Relay Heirloom Blade


Restricted Cost 5 Restricted Cost 5

Can only be given to a Commander or 2IC. Melee weapon. Impact 5. AP 3.


Add +3” to their command radius. Can be wielded two-handed, granting +1
Attack Die.
Damper Field
Restricted Cost 5
If the wearer is hit by Blast or Flame
weapons, reduce Impact by 1 and count AP
as 0.

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Jammers Psi-Nulli er
Cost 5 Restricted Cost 5
Single-Use item. Usable during any Phase. Any Wyrd Power targeted within 3” of the
When used, all enemy communications are wearer is nulli ed on a D6 roll of 1-3. Nulli ed
severed for the rest of the current game turn. powers have no e ect on any target.
This prevents all calls for o -map re This a ects friendly powers as well and
support. All Drones currently launched are a ects all powers used by the wearer
destroyed. regardless of target.

Jump Assist Gear Range Finder


Cost 10 Cost 3
The wearer may leap up to 8” in a straight Must be tted to a non-Pistol weapon.
line, instead of moving normally. The jump Increase Long Range by +3”.
can clear obstacles up to double their own
height in the process. To jump on top of Reinforced Armor
things, subtract the height of the jump from Cost 3
the length.
If landing in contact with an enemy, the Must be tted to a suit of armor. +1 Armor
wearer will ght Close Combat normally. rating against Pistol and Melee attacks.
Otherwise they may re a Pistol but cannot
take any other actions. Sharp Shooter Modi cations
Cost 5
Med-Kit Can be tted to any ranged weapon that is
Cost 5 not a Pistol, Slow or Mounted.
Must be carried by a Squad member. When ring only a single shot, add +1 to AP
Whenever a member of the Squad becomes and +4” to Long Range.
a casualty from causes other than Close
Combat roll 1D6. On a 1, the gure is Shimmer Suit
restored to 1 Wound Point. Restricted Cost 10
All shooting at the wearer is -1 to Hit.
Phase Shift Device
Restricted Cost 10 Short Range Warp
SIngle-Use item. When the wearer would Restricted Cost 15
lose all of their Wound Points roll 1D6: Instead of moving normally, the wearer may
1-5 The wearer is teleported by a Scatter teleport. Select a point visible to them, place
roll and takes no damage from the hit. If the the gure there and then move them
location is inside an obstacle, place them in according to a Scatter roll. Place the gure
the closest viable position. as close to the indicated nal location as
6 The device fails to activate. possible.
If the gure arrives in contact with an enemy,
Psi-Booster they will ght normal Close Combat.
Restricted Cost 8 Wyrd Caster Otherwise, they may re a Pistol but can
Single-Use item. take no other actions.
Wearer removes 3 points of Strain.
Smart Sight
Cost 5
Must be tted to a ranged weapon. All re is
+1 to Hit. Ignore all rapid movement
penalties when shooting.

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Sniper Sight Stim Pack


Cost 3 Restricted Cost 5
Must be tted to a non-Pistol, non-Slow Single-Use item. Use in the Fire Combat
weapon. All re is +1 to Hit. Phase instead of ring.
The user or a gure within 1” regains 1
Snoopers Wound Point lost in the current battle.
Cost 5 If the location of a casualty sustained in the
last turn can be reached, roll 1-3 on 1D6 to
The user or Squad they are part of may re-
revive them with 1 Wound Point. A failed roll
roll 1’s on the dice when rolling to Spot. does not count as using up the Stim Pack
but the casualty is beyond recovery.
Stealth Gear
Cost 5 Upgraded Sidearm
If the wearer Shelters, all hostile Spotting Restricted Cost 3
attempts are rolled at a -3 penalty. Must be tted to a Pistol. Increase Long
Range +3”. Increase AP +1.

PERSONAL ENHANCEMENTS

Enhancements accounts for a wide range of additions, ranging from genetic upgrade programs
to cybernetic enhancements or replacement body parts.
For cybernetic troops such as Soulless or Converted, they represent superior-performance
modules being installed.

Personalities may have up to 1 Enhancement per Wound Point. A gure cannot receive
multiple of the same Enhancement.

Bio-Claws Cost 8
Hunter-Killer Cost 10
Melee weapon. Impact 5. AP 3.
The rst Melee attack each Phase may be +2 Attack Dice.
re-rolled if it misses.
Reviver-Module Cost 15
Bionic Limbs Cost 10
+2 Wound points.
+1 Movement. +1 Power.
Survivor-Enhancement Cost 12
Cyber-Vision Cost 10
+1 Defense. +1 Wound Point.
+3 Observation. +1 Shooting Skill.
System-Boost Cost 10
Faculties Upgrade Cost 8
+1 Power. +1 Defense.
+1 Intelligence. +1 Leader Skill.
Wired Re exes Cost 8
Gene-Modding Cost 10
+1 Melee Skill. +1 Cool Under Fire.
When Running or Charging, the user moves
at triple Movement speed.

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SPECIAL ISSUE ORDNANCE

Special ordnance grenades are di cult to manufacture, expensive or so dangerous they are
not issued to ordinary troopers.
Points costs are provided, however they can also be generated randomly if you want to spice
up a scenario.
A roll gives the recipient 2 individual grenades. Once both have been thrown, no more are
available during that battle.

These weapons all follow the Grenade rules.


They have a Range of 8” and no Hit modi er, except as noted.

1-10 Tangle Field 2” Blast Non Lethal Area Cost 5


The a ected area is impassable until the end of the following game turn, then becomes
Di cult Ground for the remainder of the game.
11-19 Stasis 2” Blast Non Lethal Area Cost 20
Area e ect is frozen and unable to move, act or be interacted with while e ect lasts.
20-29 Breaching Charge Cost 5
Must be placed against a target structure or vehicle.
Impact 8. Damage 1D6. AP 5.
30-40 Fire Storm 2” Blast Cost 10
Impact 6. Damage 1D3. AP 3.
41-48 Plasma Charge 1” Blast Cost 10
Impact 9. Damage 1D10. AP 6.
49-54 Dimensional Collapsor 1.5” Blast Cost 50
After placing the target point, make a Scatter roll to determine the nal location.
All terrain and structures within the area of e ect are reduced to dust.
Vehicles su er 1D10 Damage.
Figures must roll 1D6 and score below their Observation or su er 1D6 Damage.
55-67 Drone Grenade Cost 10
Select a target Unit in range, put a marker by the target gure, then move the marker
according to a Scatter roll. This is the launch location of the drone.

It immediately moves 3” directly towards the intended target and will move 6” at the beginning
of each subsequent Movement Phase, continuing to home in on the intended target Unit.
The drone can y over intervening terrain and Units.

When it comes within 1” of any gure in the target Unit, it detonates with a 2” Blast. Impact 5.
AP 2.
The drone can be red at within Short Range. A Hit roll at -2 will disable it.

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68-81 Spider Mine Cost 10


Spider Mines are not thrown but placed on the ground in contact with the user.
It immediately moves 1D6” towards the nearest enemy gure.
At the beginning of each Movement Phase, it will move 1D6”, always moving towards the
closest enemy at that time.

When it approaches within 1” of an enemy, it will detonate with a 2” Blast. Impact 5. AP 2.

The spider can be red at within Short Range. A Hit roll at -2 will disable it.
82-93 Swarm Grenade 3” Blast Cost 10
Use the Scatter die to determine where the grenade lands, but move the impact point only half
the rolled distance.
At the end of the following Movement Phase, everything within 3” of the target point is
covered in micro-explosives.
Any attempt to move within the area sustains one hit for every point of Size.

Impact is 3 + Size. AP is equal to Size.

The swarm remains for the rest of the battle.


94-100 Flare Grenade 2” Blast Cost 15
Impact 6. 1D6 Damage. AP 2.
Increase to Impact 8, AP 3 versus vehicle, robot and cyborg targets.

All gun sights, scanners, detection and aiming devices within the blast e ect are rendered
inoperable for the rest of the battle.

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VEHICLES
While Renegade Scout is primarily a game cannibalization of captured and wrecked
about low level infantry actions, there’s a vehicles, the result is ghting forces often
wealth of amazing miniature kits available for elding vehicles that barely resemble their
all manner of tanks, hover-craft and walkers. original models any longer.

This chapter o ers up rules for using What they still have in common is that
vehicles in your battles. Fringe-space military vehicles tend to be
extremely rugged, partially due to the alloys
These rules aren’t intended to be dreadfully used in their construction and partially due to
realistic. standard implementation of active damage
The distances portrayed by a typical gaming mitigation systems.
table would be point blank distance in an
armored engagement. The rules presented below represents the
Rather, these rules strive to portray vehicles reality of armored warfare in Fringe Space,
the way we see them in science ction which will be somewhat di erent from the
media: Dangerous behemoths that can make readers expectations from real-life warfare.
(or break) a battle plan, but not invincible
doomsday weapons. VEHICLE BASICS

VEHICLES IN FRINGE SPACE


Each Vehicle is treated as a Unit in their own
right, which includes any crew members.
Vehicle manufacturing in civilized regions is
incredibly advanced, allowing vehicles to be Vehicles do not test Morale, unlike other
mass produced to speci cations that can be troops.
changed on the y to t the end users needs. We assume that at the close quarters our
games take place in, the crew will put their
Many state-of-the-art vehicles feature faith in the armor plating of the hull and stick
exchangeable modules that can allow a it out.
vehicle to be recon gured in the eld,
without requiring a repair depot. They are not a ected by Wyrd Powers
unless the power in icts direct damage
The vehicles seeing combat out on the similar to a weapons strike.
Fringes however are often several steps
behind the curve. A variety of outdated
They act in the same Phases as your other
designs tends to lter through commercial
troops.
and illicit channels, governments unload
yesterday’s tank design as military aid and
improvised combat vehicles abound. Light vehicles are Size 2. All other vehicles
Combined with the di culties in actually are Size 3.
supplying an expeditionary force, resulting in

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VEHICLE PROFILES

Vehicles use a similar pro le to other troops, though it is simpli ed somewhat.

All Vehicles have the following pro le:

Ability score Function


Movement Tabletop movement in inches
Defense Resilience to injury
Wound Points The amount of damage it takes to wreck the hull.

For the following Ability scores, use the values of the crew:

Ability score Function


Shooting Skill Use the value of each individual Gunner.
Observation Commanders value +1 or Driver +0.
Leader Skill Commander if present. Otherwise Driver.
Intellect Use the value of the crew member performing the task.
Cool Under Fire Use the value of each crew member individually.
Typically, crew pass all CUF tests.
Wyrd Power Use the value of each crew member individually. This is rarely used.

Robots and similar humanoid vehicles that are able to engage in close combat will have the
following scores as well:

Ability score Function


Melee Skill Fighting ability in close combat.
Power Ability to overpower enemies.
Attack Dice Number of close combat attacks.

Some vehicles have additional classi cations that must be considered in the game rules. These
are Light vehicles (fast, lightly armored vehicles) and Walkers (anything with legs).
Each section of the rules below will note any special that apply to these vehicle types. If no
special notes are listed, all normal rules apply.

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CREW POSITIONS

Each crew member can perform one task at a time, such as commanding the vehicle, driving,
ring a gun or using vehicle-mounted equipment.

All crew are cross-trained on their own vehicle and may take over a position.
If switching positions, a crew member cannot perform either function for one turn.
Non-vehicle crew gures cannot take over crew positions, unless a scenario or troop special
rule allows them to do so.

Crew reduce their Leader Skill and Cool Under Fire by 1 if they are more than 2” from their
vehicle.

VEHICLE MOVEMENT

VEHICLE MOVEMENT
Light vehicles and Walkers may turn twice
as often.
Vehicles move in a similar manner to other
gures:
When Moving Quickly, Light Vehicles turn
by making a Slide Turn.
Move Cautiously - Hold the front of the model in place and then
Move up to normal speed. “swing” the rear until the vehicle is in the
desired position.
Move Quickly (Run for Walkers) -
Move up to double speed.
OTHER VEHICLE ACTIONS
Light vehicles may move up to triple speed.

Charge (Walkers only) - Vehicles cannot Shelter.


Move up to double speed to engage in close
combat.
A vehicle may place the non-driver crew of
individual weapon systems on Watch while
Note that vehicles of any kind may freely moving.
move away from enemies that have engaged Light vehicles, Walkers and vehicles with
them in close combat. only a single crew member must be
stationary to go on Watch.
VEHICLE TURNING
Vehicles may Spot for Sheltering troops.
Non-Light vehicles turn in place at any point Select a crew member and roll as normal.
during their movement. Unless done by a commander in a turret or
Simply spin the vehicle around its center an exposed crew member on an open-
until it is facing in the desired direction and topped vehicle, the roll is at a -2 penalty.
continue moving.
A vehicle can turn twice when Moving
Cautiously and once when Moving Quickly.

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VEHICLE OVERRUNS
The vehicle with the highest Defense score
may roll 1D6. On a 1-3, an additional Wound
While Moving Cautiously, Size 3 vehicles point is in icted on the weaker vehicle.
will push aside any Size 1 gure they
If Defense scores are equal, both vehicles
contact. Light vehicles may only do so to roll for damage.
friendly gures.
VEHICLES AND TERRAIN
Light vehicles Moving Quickly will push
aside any Size 1 gure contacted from either
side. If a vehicle contacts a terrain piece such as a
boulder or building while Moving
Size 3 vehicles Moving Quickly will cause Cautiously, it must halt.
any Size 1 gure contacted to roll 1D6.
On a 6, the gure is rammed or run over and A vehicle contacting a terrain feature while
loses 1 Wound point without an Armor roll. Moving Quickly is assumed to have
On any other roll, the gure leaps aside. Rammed the feature. Treat the feature as
having a Defense value of 6 (wood), 8
A moving vehicle can only attempt to over- (stone) or 10 (forti cation) for vehicle damage
run each gure once during a given move. purposes.
Any additional rolls to get out of the way are
automatically successful. Moving a ground vehicle into Di cult
Ground requires a Bog Check.
If a vehicle Moving Quickly contacts a Size
2 gure, the gure is pushed aside and both Roll 1D6 (tracked) or 2D6 (wheeled).
gure and vehicle su ers 1 Wound point of If either die is a 5-6, the vehicle must halt
damage with no Armor roll. and cannot move any further this Movement
A Light vehicle must come to a halt after Phase.
doing so.
Light vehicles moving at half Cautious
These rules apply to Walkers unless a speed and walkers at any speed do not test
Charge action is taken, in which case the for Bogging down.
Walker must Charge as an infantry gure
would, engaging in regular close combat. LIGHT VEHICLES AND CRASHING

RAMMING
A Light vehicle contacting a Size 3 gure or
any terrain feature while Moving Quickly will
If a vehicle Moving Cautiously contacts crash.
another vehicle as part of its movement, it
must halt. The vehicle is ung 1D6” in a random
direction and take 1D3 Wound Points of
If a vehicle Moving Quickly contacts another damage automatically.
vehicle, a Ram takes place. Any passengers and crew are ung 2” in a
Each vehicle halts and su ers 1 Wound random direction and su er an Impact 4 hit.
point of damage automatically. The vehicle can be re-crewed.

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TRANSPORTS CREW DISEMBARKING

Infantry (but not cavalry) may embark on a Vehicle crew members may disembark and
transport by moving into contact with a re-embark their vehicle similar to transported
hatch or entry point. troops.
Open-topped vehicles can be boarded
simply by contacting the hull within 1” of the A crew member cannot perform crew
passenger compartment. functions on the turn they embark.

Figures can disembark from a vehicle at any Crewing an alien or foreign type of vehicle
time. requires an Intellect test on 2D6 for each
Place each gure within 1” of a door or crew. One attempt is permitted each game
hatch. turn with a successful roll allowing that crew
Disembarking gures count as Moving gure to operate the vehicle.
Cautiously and cannot move any further but
can act normally normally. GRAV VEHICLES

You cannot disembark directly into Close


Vehicles that move by hovering may ignore
Combat.
all terrain features and gures on the ground
Attempting to do so would simply get you
as they move.
hacked to pieces as you try to climb down.
For combat purposes, hover vehicles are
assumed to be placed 2” above the
underlying terrain feature.

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ATTACKING FROM VEHICLES

FIRING FROM VEHICLES PASSENGER FIRE

A vehicle Moving Cautiously or remaining Some vehicles feature ring ports allowing
halted may re any crewed weapon. transported gures to re a personal
Light vehicle drivers may re a forward- ring weapon. Such re is limited to Short Range
hull-mounted weapon. only and may be conducted only while
Walker pilots may re up to 2 weapon Moving Cautiously.
systems if they do not move or one weapon
while moving. Crew on an open-topped vehicle may re
Other drivers cannot re weapons. personal weapons if they do not perform any
crew function, but cannot re Slow
Vehicles Moving Quickly may re only a weapons.
single weapon and must do so at a -2 Hit If the vehicle is Moving Quickly, Light
penalty. vehicle passengers re at a -1 Hit penalty,
other types are not permitted to re.
Note that vehicles always ignore the Slow
Trait on weapons. WALKERS IN CLOSE COMBAT

Weapon arcs of re should be based on the A Walker that has Charged or been
actual vehicle model. Pintle or turret
Charged will ght in close combat, similar to
mounted weapons can generally be red in
any other gure. The Walker may move
any direction while sponson mounts may be
limited to a 180 or 90 degree swivel. away unless engaging a Size 3 creature or
Hull mounted weapons unable to swivel can another Walker.
only be gured straight ahead.
Walkers cannot Charge while engaged in
Vehicles with Linked weapons re as a close combat.
single conventional weapon of the type, but
in icts 2 hits on infantry targets for every LIGHT VEHICLE SWIPE
successful hit roll. Against vehicles, they
function as explained in the Engaging
A Light vehicle that moves within 1” of an
Vehicles section of the rules.
infantry gure may attempt to Swipe them.

Roll 1D6 for each gure with a 1 in icting a


hit with any Melee or Pistol weapon carried.
Only a single die is rolled regardless of troop
pro les.

If the driver is hit, a Cool Under Fire test is


required to prevent the vehicle from
crashing.

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ENGAGING VEHICLES

FIRING AT VEHICLES DAMAGE FACTORS

When ring at vehicles, the rer has a choice Vehicles reduces their Defense score by 1 if
of target options: struck from the ank and 2 if struck in the
Aiming at the vehicle itself or aiming at rear.
exposed crew (including an exposed vehicle Walkers use the full Defense score for the
commander (if present). anks and are -2 from the rear.
Light vehicles always use the standard
Aiming at the vehicle Defense score regardless of the origin of the
The rer may always target the vehicle itself. shot.
A +1 Hit bonus applies against Size 3
vehicles.
Vehicles and Blast damage
If a Blast weapon is red directly at a
vehicle, it is always aimed at the vehicle.
Aiming at exposed crew If the vehicle has any exposed crew, the
Exposed crew may be targeted at Short crew gure closest to the rer is struck as
weapon range only. A -1 Hit penalty applies well, due to the spray of shrapnel.
against the crew of a Light vehicle or -2
against regular vehicles. If a vehicle is caught in a Blast nearby, but
not aimed directly at the vehicle, resolve a
single hit against the vehicle. The attack is
Resolve hits on exposed crew normally.
always resolved against the hull of the
If a Light vehicle driver is struck, a Cool vehicle and will in ict a maximum of 1 point
Under Fire test is required on 2D6 to avoid of Damage.
crashing. If the driver is slain, the vehicle
crashes automatically. Indirect re Blast weapons are assumed to
be airbursts and will strike all exposed crew
ASSAULTING VEHICLES gures, as well as the hull of the vehicle.

Infantry may assault a vehicle by moving into Vehicles and Flame weapons
contact. Unlike normal close combat, this Any Flame weapon that strikes a vehicle will
can be done by Moving Cautiously or in ict 1 hit per point of Size, resolved against
Charging. Vehicles cannot be assaulted if the hull of the vehicle.
Additionally, resolve 1 hit against the closest
they are Moving Quickly.
exposed crew member.

A gure assaulting a vehicle rolls to hit and


resolves damage normally using the
Linked weapons
standard close combat rules.
Linked weapons will tend to strike the same
An assaulting gure may instead wedge a area, limiting the amount of damage that can
grenade into the tracks: This in icts a single be done to vulnerable systems.
automatic hit with any grenade type carried. A hit from a Linked weapon in icts single hit
Resolve the hit with +1 to Impact. No Blast but if the weapon in icts random damage
e ect takes place. points, roll twice and pick the better score.

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HIT LOCATION
Example:
If a weapon inflicts 1D6 damage points, When a vehicle is struck, roll 1D6 on the
a strike from a linked version would table below to determine what part of the
roll 1D6 twice and pick the higher die
to determine the amount of damage points vehicle was struck.
inflicted. Note that this does not apply to Light
Vehicles where all hits are assumed to be
against the hull.

D6 Location
1 Weak point
2-4 Hull hit
5-6 Mobility hit

Weak point
The shot has struck near a potential aw in
the construction. Make a 1D6 test against
the UNMODIFIED Shooting Skill of the rer.
If they roll equal or below, the vehicle counts
as a -2 penalty to both Defense and Armor
for resolving the shot.
If the attack would in ict a random amount
of damage points, increase the amount by
+1.
Attacks in icting only a single point of
damage do not increase the amount.

A failed roll to exploit the weak point means


the shot is simply resolved as normal.

Hull hit
Resolve the hit normally.

Mobility hit
Resolve the hit with the vehicle counting as
-1 to Defense and Armor.
If the attacking weapon in icts only 1 point
of damage, the vehicle su ers reduced
mobility: It can no longer Move Quickly or
Charge.
If the attacking weapon would in ict 2+
points of damage, only a single point is
applied but the vehicle is immobilized.

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CRITICAL HITS
For the purpose of all Critical hit results,
transported gures are considered to be part
Whenever a vehicle loses Wound Points for of the crew.
any reason, roll a number of D6 equal to the
number of points lost from the strike or WRECKING A VEHICLE
incident: If any of the dice score a 1, Critical
damage has resulted.
Roll a single D10 on the Critical damage
Once a vehicle has been reduced to 0
table below.
Wound Points, it is Wrecked and ceases to
function. If a vehicle is Wrecked by close
Roll Critical Hit assault, all attackers must back o 2”.
1 Mobility hit
Vehicle can no longer Move Quickly or Charge.
Crew and passengers each su er an Impact
2 Gun hit 3 hit and must disembark from the wreckage
A random weapon is -1 to Hit. immediately.
3 Engine out Note that if the vehicle was Wrecked by
The vehicle can move normally next turn and is then shooting, the Unit ring cannot target the
immobilized.
disembarking crew with any remaining
4 Mobility kill weapons.
The vehicle is immobilized immediately.
5 Gun kill REPAIRING DAMAGE
A weapon is knocked out.
Roll 1D6: On a 1-3, the attacker picks, otherwise select
at random. If at least 2 crew members are disembarked
6 Crew slain and in contact with the vehicle, you can
A random crew member is killed. attempt to assess the damage sustained.
7 Hull damage
Defense is lowered by 1. Roll a D6 for every Critical Hit su ered:
8 Systems kill Every 1 indicates it is repairable in the eld.
The vehicle grinds to a halt and is unable to do
anything for the rest of the game. In future turns, you can make an Intellect
9 Burning check for the crew to repair any Critical Hit
The vehicle is on re. that is repairable.
Every crew member must roll 2D6 against their Cool
Under Fire.
Rolling over Intellect indicates that repairs
Any that roll equal or above will bail out immediately. are taking longer than expected, but you can
continue trying each turn if you like.
If any crew members stay, roll a D6 and try to score
equal or below the number of crew to put out the re.
If this fails, the remaining crew bails out and the vehicle Vehicles that were Wrecked (0 Wound
is wrecked. Points), which burned out or which exploded
10 Explosion
cannot be xed.
Each crew member bails out fast enough if they roll a 1
on 1D6 (1-3 for Light vehicle). It requires 2 crew gures to attempt a repair
The vehicle goes up in ames and any crew that failed and the gures must be in contact with the
to bail is slain.
vehicle to evaluate or e ect repairs.
All gures within 1” take an Impact 3 hit.

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VEHICLE UPGRADES

Grav Vehicle Cost +20


Vehicles may be tted with upgrades or
modi cations to better suit a speci c role or Not applicable to Walkers.
function. The vehicle moves by hovering and ignores
terrain.
Battle Screens Cost +5 Reduce Defense by 1.

Light vehicles only. Improved Protection Cost +10


Non-Blast, non-Flame weapons re from the
front 90 degrees of the vehicle are de ected Increase Armor rating by 1.
on a D6 roll of 1-2. Roll per hit. When Moving Quickly, the vehicle only
moves at 1.5 times normal rate.
Crash Damper Cost +5
Multi-Vector Engines Cost +5
Vehicle with exposed crew only.
Crew leaping or thrown from the vehicle may Grav vehicle only.
roll 1D6. On a 1-2, they land safely and take The vehicle can be turned to face in any
no damage. direction before moving. This does not count
as a turn.
Cyber-Vehicle Cost +15 (mil)
Cost +5 (civ) Neural Link Cost +5 per

The vehicle is completely AI controlled and Applies to a speci c crew member. The crew
has no crew. Damage e ects that would member can perform two crew functions
a ect the crew do not a ect it. each turn such as ring two separate
weapons or moving and ring a weapon.
Military AI is considered to be Intellect 7,
Walker pilots can move and re two weapon
Shooting Skill 4. systems.
Civilian AI is Intellect 8.
The link can be disengaged in the movement
A Cyber-Vehicle may replace one, some or phase, allowing the crew member to
all crew positions. disembark normally. If rolling for any type of
emergency disembark, linked crew must roll
Fine-Tuned Balance Cost +5 twice and take the worse result.
Light vehicle only.
When moving, the vehicle may turn one Recon Pack Cost +10
additional time. Light vehicle only.
When performing a Slide Turn, the driver When friendly troops within 18” attempt to
may choose to drift 1D3” in the direction Spot Sheltering troops that are within line of
originally travelled before continuing to move sight of the vehicle, they may roll 3D6,
in the new direction. dropping the lowest die.
Frag Screens Cost +10 Rough Terrain Upgrades Cost +5
Exposed crew that are struck by Blast or When Moving Cautiously, the vehicle only
Flame weapons reduce their Damage and Bogs Down when rolling a 6.
AP scores by 1 each.

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Sheltered Crew Compartment Cost +5 Track Guards Cost +10


Any hit or injury to a crew member is Tracked vehicle only.
negated on a D6 roll of 1-2. If the vehicle su ers a Mobility Hit or Mobility
Can be applied to the crew positions, Kill damage result 1-3 on 1D6 to negate the
transport bay or both. e ects of the hit.

Targeting Computer Cost +20


Weapons with the Mounted Trait re at +1
to Hit.
Not compatible with Cyber-Vehicle.

Targeting Designator Cost +10


Light vehicle only.
The vehicle must be stationary and cannot
re. Select a target in sight.
For the rest of the turn, all friendly re from
weapons with the Mounted Trait receives a
+1 Hit bonus against the designated target.

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STARTER SCENARIO
The Khobayn insurrection
As the forces mirror each other perfectly, you
The colony of Khobayn is torn by violence. may declare either side to be loyalists,
What began as an uprising against the insurrectionists or agents on behalf of other
corporate sponsors of the colony has turned corporate or alien overlords.
into furious ghting over whether the world
should remain part of Unity or attempt to
The small game size is meant to help
secure independence. Yet more factions are
facilitate playing without getting
agitating for causes of their own.
overwhelmed, as well as acting like a starting
point for collecting and painting armies.
Normally local army detachments or
corporate forces would help contain such
rebellion, however even the defense forces What you need
are split in their loyalties with troops following
Each side needs 11 miniatures.
charismatic leaders.
Additionally you will need suitable gaming
terrain.
This scenario depicts just one encounter
between rival army forces and is intended as The battle is easily playable on a 2x2 feet
a starter scenario to help learn the game. table, though 3x3 is more comfortable.

The Forces
Each player receives identical forces.
The Personality for loyalists is Sergeant Novokhelic.
The Personality for insurrectionists is Sergeant Haiv “Growls”.

1 Personality - Sergeant.
Mo MeS ShS Po De WP Ob AtD LeS In CUF Wyrd
4 4 4 3 3 1 4 1 8 7 8 6
Armed with Laser pistol tted with a Smart Sight and Tech blade.
Carries Frag grenades.

Combat armor.

1st Squad
Mo MeS ShS Po De WP Ob AtD LeS In CUF Wyrd
4 3 3 3 3 1 3 1 7 7 7 6
Corporal armed with Laser pistol and Tech blade.
3 troopers armed with Laser ri es.
1 trooper armed with Auto laser.

All wear Combat armor.

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2nd Squad
Mo MeS ShS Po De WP Ob AtD LeS In CUF Wyrd
4 3 3 3 3 1 3 1 7 7 7 6

Corporal armed with Laser ri e.


2 troopers armed with Laser ri es.
1 trooper armed with Laser pistol and Flame projector.
1 trooper armed with Laser pistol and Grenade launcher (loaded with Frag grenades)

All wear Combat armor.

Weapon Range Hit Impact Damage AP Notes


Laser pistol 8 / 16 0/0 3 1 1 Pistol
Laser ri e 15 / 30 0/0 3 1 1 Ri e
Auto laser 20 / 40 0/0 4 1 2 Sustained re
Flame projector 9 - 4 1 1 Flame
Grenade launcher 8 / 16 0/0 - - - Launcher
Frag grenade 8 0 3 1 1 Grenade. 2” blast
Techblade - - 4 1 2 Melee

Smart Sight +1 Hit bonus.


Combat Armor Armor 3.

Deployment Game objectives


Place terrain all over the table in any way you The game lasts for 5 turns.
see t. Try to have a couple of larger pieces At the end of it tally up how many gures
such as buildings, as well as a number of were killed on each side.
smaller things. Boulders, crates, walls and
similar all make great cover. If one side lost 2+ gures more than the
other, they have lost the battle.
Put a marker on each side of the table, 18” If the kill numbers are only 1 apart, the battle
apart. The two sides set up behind these is a draw.
markers. Randomly determine which player
sets up on which side, then simply take turns
placing one of your squads or your Beginner notes
personality gure. For your rst battle, we suggest you ignore
the rules for Sheltering and Setting Watch.

This scenario can easily be replayed by


adding additional rules or troops, such as a
vehicle, a Wyrd caster, a second Personality
or an additional Squad.

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BOOK 2
CREATING THE SCENARIO

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MULTIPLE WAYS TO PLAY

A UNIVERSE OF CHOICES THE BATTLE MAKER

Renegade Scout is a game that can be This o ers a set of simple tables to establish
played in a number of di erent ways. a background for why your forces are
This chapter is here to help you gure out ghting and what is going on. It can be used
what works best for you, as well as to help create a quick scenario or used to
encourage you to try some things you may provide context for a Battle Scenario or
never have considered. Objective Battle.

THE PLAIN OLD SHOOT OUT BATTLE SCENARIOS

A miniatures game does not have to be any The book includes a set of ready-to-play
more complicated than “I painted these guys scenarios where each side will ght to
and now we are going to have them ght”. achieve the same objectives.
These scenarios use a variety of subtle
Set up your troops 18-24 inches apart and tweaks to keep your experience fresh and
play a battle until one side is obviously can be used both for pick-up games and for
defeated or all of your troops have been slain campaign play.
or have run away.
They are also a great way to get started with
A CUSTOM SCENARIO creating your own scenarios, by applying a
tweak or twist to an existing scenario.

You may opt to create a scenario to play THE OBJECTIVE BATTLE


through, outlining the victory conditions,
special rules and so forth.
This can work when using troops built using A more detailed system aimed at pick-up
the Army Builder included in the rules or any games and competitions, the Objective
forces you would like to put together. Battle o ers randomized objectives, allowing
you to replay the battle multiple times
In some cases, a scenario will specify the without having the same experience.
troops to use while others can be played
with any forces you like.

Custom scenarios do not require a Game


Master though it is common. The next
chapter discusses the responsibilities of the
Game Master.

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PLAYING WITH A GAME MASTER

THE ROLE OF THE GAME MASTER JUDGEMENT CALLS

Usually a Game Master (GM for short) is As a neutral/third party, it’s assumed that if
associated with role playing games, however there’s a question or di cult situation, the
miniatures gaming can bene t greatly from GM handles it.
the practice as well.
That can range from determining if a
Depending on the scenario and play style, particularly tricky shot is possible, how to
the GM may range from a neutral observer proceed with an unclear rule or deciding if a
and facilitator to setting up the game. player can do something crazy they just
came up with and if so, how it is going to
You might even have a game where the work on the table.
players are all on the same side, ghting
“bad guys” controlled by the GM. It is imperative that the GM is fair when
doing this as groups have a way of deposing
Some GM’s like to run narrative campaigns, an unfair or biased GM.
with the action resolved on the table top,
others enjoy building a competitive scenario Make sure you’ve understood the
for the two sides to engage in. fundamental concepts behind the rules well
and you should be able to resolve most
FACILITATING THE GAME situations on the y. A test against a suitable
Ability score is usually a decent way of
resolving an unexpected question, but be
At its most basic, the GM is there to help the wary of letting everything come down to a
game ow. This often means being well read roll or crafty players who want to short-
on the game rules, setting up the terrain and circuit the entire scenario through a single
victory conditions and doing the general roll.
prep-work needed.
If multiple things are all interfering with each
In some cases, the GM may select the forces other, try resolving them one at a time, in
that will be used. strict order and usually you’ll come to an
answer.
Having a free hand in preparing the table If two abilities, events or powers trigger at
gives you a great chance to establish a the same time and you must know which
theme. takes precedent, roll o randomly.
Even if the battle is a fairly straight-forward
meeting engagement, if you set up a number
of buildings along one edge of the table and
then populate the rest in trees, foliage and
plant life, it’ll help get the imagination going
almost immediately.

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NUDGING THE ODDS Try to avoid making this force too powerful
(unless of course the goal is for the players
to set aside their di erences and gang up on
If the scenario is proceeding and it looks like you). The aim is to spice up a scenario, not
one side is about to get trounced, you’ll have to “win” the battle.
to decide how to proceed.
Each third party should be assigned an
Some groups will prefer to simply let things objective and even if it is secret, the troops
play out. After all, if one player was a good should act in a logical fashion that the
commander, they earned their victory and players can predict. Don’t be afraid to role
you don’t want to take that away. play a little when commanding such forces.
A space dinosaur wants to eat as many
However, if it turns out your scenario made troopers as possible without getting hurt,
one side far too weak, you might want to while a war party of nomad separatists want
interfere. to left alone and will re on anyone that
seems to threaten them.
Adding some reinforcement troops can help.
In many cases, you can take some of the SPRINGING THE SURPRISE
casualties and have them come back from
the table edge.
You might allow the weaker side some Unexpected elements and complications is
supporting mortar re or let them unveil a another bene t of a GM setting up the
secret weapon. scenario.
Maybe part of the battle eld is mined,
Try to be subtle however, you don’t want the maybe there’s a leak of corrosive chemicals,
players to feel like the game is simply maybe it is getting dark, maybe a massive
decided on a whim. EMP burst knocks out all communications in
turn 3, the possibilities are endless.
To avoid problems, try to build a “bonus
option” into your scenario for each side that When creating surprises, evaluate carefully
can be invoked if things are a bit too one- how it will in uence the forces.
sided. That way, you don’t have to look If you suddenly limit ranged repower due to
anything up on the y. You can get the a heavy, toxic fog, it’ll make a close combat
players buy-in by stating that there is a army far more powerful.
chance of reinforcements arriving during the This can be a problem, unless it was
battle (for example). factored into the scenario design.

THIRD PARTY TROOPS Any such event should be keyed to a trigger,


such as a gure moving into a particular
area, ring at (or near) a speci c feature, a
Having neutral troops controlled by the GM turn limit or something else.
can be a fun way of spicing up a scenario.
Try to avoid events that in ict unavoidable
Whether they are locals, intent on defending damage. Unless the players have a lot of
their turf, a rampaging monster or a sinister spare troops, having half a squad blown
third force with an agenda, if done well, it away by a mine eld or a just-discovered
can give the players a unique challenge. sentry gun is rarely that much fun.

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Try to limit your scenarios to 1-3 “factors”.


HOW MUCH IS TOO MUCH ? A good rule of thumb is to have one “factor”
the players are aware of when the game
begins and 1 or 2 that become evident later.
So you have your scenario.

Each side has an objective, but the objective


Example:
will change mid-mission, the left corridor is Before the game starts, I tell the
actually full of slowly expanding corrosive players that the tunnel system used to
gases, there’s an angry dinosaur hiding in the house canisters of corrosive gas and
woods, the Unity captain is a cyborg they might be unstable.
assassin in disguise and unknown to the
I also have a monster hidden in the
rebels, one of their weapons was supplied jungle on the other side of the board.
with faulty ammunition and…. If someone moves within 12”, they will
hear the roars and shrieks of the beast.
Slow down.

If the scenario gets too complicated, it’ll be


di cult to run. Worse, it’ll likely not work very
well for your players.
Most people don’t want to feel like they have
no say in the events on the table and if every
decision results in some unpredictable
disaster, they are likely to stop caring about
the outcome.

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THE BATTLE MAKER


Sometimes you just want a quick idea to get Some of the results you obtain will provide
a battle going. The Battle Maker helps to you with unique things to try and
establish that. accomplish, others will play out much like a
Simply make a few quick dice rolls and you conventional stand-up ght but with more
will have the keywords needed to put avor behind it.
together a simple narrative battle.
If you select your armies before rolling on
Players who want a more systematic this table, you may nd you have to tweak
approach should use the Objective Battle the results a little bit. Be creative and ready
system in the following chapter, which to improvise a little bit.
provides your force with speci c and clear
mission objectives.

Story table Involved parties

Roll It is a time of Roll Parties are

1-7 Lasting peace 1-35 Professional military


8-17 Relative calm 36-65 Irregular or paramilitary forces
18-30 Unrest 66-85 Criminal elements
31-47 Border strife 86-100 Adventurers and explorers
48-65 Escalating hostilities
66-80 Open warfare
81-92 Long term warfare
93-100 Permanent war

Location Battle focus

Roll We are on a Roll We are here to

1-15 Agricultural world 1-15 Secure the area


16-25 Barren desert world 16-25 Search for something
26-30 Frozen snow ball 26-35 Rescue something
31-45 Temperate world 36-45 Destroy something
46-55 Overgrown jungle world 46-60 Capture something
56-70 Overpopulated world 61-75 In ict casualties
71-80 Research outpost 76-85 Kill someone
81-85 Airless rock 86-95 Defend the area
86-90 Space station 96-100 Get out of here
91-100 Deep within a megacity

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If you need to know who, what or where the target is, you can use the add-on tables below for
a quick answer.

Target is: Person Item Location

1 Military leader Computer Bridge


2 Scientist Research data Weapons depot
3 Political gure Prototype weapon Bunker
4 Defector Cache of valuables Supply cache
5 Enemy spy Ancient artifact Mineral resource cache
6 Arch rival Spy satellite Medical facility

Example:
We are going to do a battle, but as GM, I don’t have anything prepared in advance.

I decide to use the Battle Maker from the rulebook and roll the following results:

Border Strife - Parties are Professional military.

Okay, so we know that we’re probably somewhere that isn’t the heart of civilization.
Conflicts have been going on for a while, but is probably fairly low intensity, so
that suggests to me infantry forces with light vehicle support, not platoons of
battle tanks.

Location is a Frozen Snow Ball, which means I’ll have to be crafty with my terrain
collection.
Where did I put those snow-covered trees left-over from the holidays?

I decide I’ll do a battle focus for each side separately.


Looking at my miniatures collection, we are going to do Unity military against the
Precursors, so this is probably a disputed colony on the border of Unity space.

Unity gets “Destroy Something” so I roll for a location and get Bridge.
The Precursors roll “Defend the Area” so that fits pretty well.
I tell the players that a Precursor raiding force is trying to capture a Unity “black
site” research facility, building some sort of super weapon.
The forward elements of the raid has secured the only bridge into the facility but
have to hold it as desperate defenders launch a suicide mission to blow it up.

Voila. Instant scenario in 4 minutes. Now I have time to get some tea and figure out
if I want to add some special rules for troopers struggling through the snow.

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CREATING A SCENARIO

COMING UP WITH AN IDEA SUBTLE TWEAKS

The rst step in scenario building is to sit The best scenarios are often the most
and have a mug of tea. simple. Using the options presented in this
book, simply take an existing scenario and
Maybe you are the sort who is simply make a few changes to it.
over owing with cool gaming ideas. If so, The Battle Scenarios chapter provides
cool! Pick one of them and go for it. If not, several scenarios that are ripe for
then it’s time to have a think. modi cation, whether adding supporting
Any time we have people in a sci- context weapons, a special circumstance that a ects
shooting at each other, it’s potentially a the battle or a side objective to pursue.
gaming idea:
You may even create the scenario with no
Heists, ambushes, raids, assassination special rules at all, but involving speci c
attempts, patrols, commando ops, last forces that will be interesting to play or which
stands, almost anything is possible. Don’t will t the story you have in mind.
feel bogged down by having to create a
military scenario either. SETTING UP THE FORCES
Criminals, pirates, adventurers and assorted
scum-bags can make outstanding miniatures
gaming fodder as well. If you are preparing the troops that will ght
in your scenario, you should consider a few
factors:
IF IN DOUBT, STEAL!

Obviously, the two sides need to be about


If ideas aren’t forthcoming, then it’s time to equally likely to win though this doesn’t
do what all great writers do: Borrow from always mean they will be equal in strength: A
someone else. Crack open a novel, watch a badly outnumbered force that only needs to
movie or television show or play a video survive for a few turns can have as much
game. chance of winning as their enemies do, after
Odds are there are tons of ideas that are all.
ready to be adapted to the tabletop.
When selecting troops, consider how long
Science ction is of course the easiest but you want the game to run, as well as the
you can often bene t from using more players skill level. Beginning players should
diverse sources. War movies, spy thrillers have smaller forces with relatively few
and gangster novels can all give you ideas special rules, while veterans can easily
which will seem fresh and novel, once you’ve handle a big army comprising 2 or 3 di erent
given them a coat of sci- paint. species of troops.

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It’s ne if one side is strong (or weak) in a This can be determined through a speci c
particular type of unit, such as a vehicle “You win if you do this” objective or through
heavy force with only a bit of infantry, but try the counting of victory points, whether using
to make sure each player has at least one the system provided in the rulebook or
Personality, a Squad or two and (if used) a assigning points to speci c on-table tasks
Vehicle or two. achieved.
Ideally, your forces should feel cohesive in
some manner, like they could be a unit Concrete objectives tend to work better with
actually sent to accomplish a mission. a limiting factor, such as a turn limit. If the
If there are odd or unusual elements in the scenario can run as long as desired, there is
army, then the story behind the scenario a tendency for players to ignore the
should explain that. objectives and focus on killing the enemy
instead, reasoning that they can always go
You may prepare a scenario to be played about securing the objectives afterwards.
with any forces the players would like to use.
If so you should evaluate whether certain SIDE EFFECTS
units are required (or prohibited), whether to
t with the story for the scenario or to ensure
a decent level of challenge. Are there any circumstances that will impact
While some games, such as commando the ability of the troops? Is it dark? Swampy
raids, will bene t from custom picked forces, ground? Unstable terrain? Do the troops
in most cases you get a better game if the hate their enemies bitterly?
players try to build forces without knowing Be careful not to go overboard and be very
the scenario they will be playing. careful with e ects that either reinforce a
strength of an army or further diminish a aw.
OBJECTIVES As an example if one force consists entirely
of slow-moving infantry, covering the entire
table in thick mud that halves all move
The scenario should explain to the players speeds could make the game grind to a halt.
what they are trying to achieve. This may be
fairly open-ended and given in the manner of When creating a scenario, consider adding
military orders. If the game is a meeting one special rule or condition to make the
engagement between two infantry patrols, battle interesting or memorable. If you want
the objective may be given as “engage more special rules, consider assigning one to
enemy forces and drive them o , with each army as well, for a total of three. This
minimal losses”. The player or GM may then can be an army wide rule or a rule applying
evaluate how well they achieved that goal, to a speci c character or unit.
instead of using a clearcut win / lose
condition. Make sure any added features will actually
In such a game, it is entirely possible for matter:
both sides to claim victory, especially if their If a forest terrain feature is lled with hostile
objectives were not directly at odds with alien lifeforms, but the feature is placed on
each other. This is perfectly ne. the sides of the table far from any objectives,
it is unlikely to be a factor during the battle.
Typically though, a more clearly de ned
objective will make for a more satisfying
game, especially if the players want a bit of
friendly competition.

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SURPRISES
*Make sure that each side can deal with the
If you are going to run the scenario as a GM, threats the other side can present.
you might want to hide a surprise or two.
Strange creatures that burst out, unexpected *Try to avoid victory revolving around a single
side objectives that can be discovered and gure surviving.
so forth.
As discussed in the chapter on Game *Make sure troops that must reach a
Mastering, unexpected events should be destination can actually do so in a normal
pretty limited. game.
Remember they probably won’t be able to
Having a single surprise on the table is advance every game turn.
typically ne for a fun game. More than two
tends to make the game feel too random and *Neither side should be able to win in the
unpredictable. rst turn of the battle.

CHECK YOUR WORK *Make sure the players can’t win through
some obvious cheap tactic.
When you are done and it all looks good,
make sure to double-check everything:

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VICTORY POINTS
DESTRUCTION
Several Battle Scenarios and the Objective
Battle system use Victory Points to
Note that a Unit does not have to be
establish a winner.
destroyed by the opposing side to award
You may also enjoy using this system for a
Victory Points.
simple “line them up and shoot it out” game.
Units that ee the battle eld award half
Victory Points (rounded down).
VICTORY POINTS PER UNIT
Personalities are counted as destroyed if
Each army has a total value of 100 Victory they are killed.
Points. Squads and Gun Crews must have all
Tally up the number of Units (Squads, gures slain.
Personalities, Vehicles, Gun Crews) and Vehicles must be Wrecked, have all crew
divide 100 by the number. slain or have burnt out or exploded.
This number, rounded down, is the Victory
Point value of any Unit that is completely MULTI PLAYER BATTLES
destroyed during the battle.
If a battle is between 3 (or more!) sides,
At the end of the battle, tally up the Victory Victory Points for a destroyed Squad,
Points earned by each side and add any Vehicle or Gun Crew is split evenly (rounded
bonuses for achieving possible objectives. down) between each opposing player.

A nal Victory Point total within 10 points of Personalities award their Victory Points
each other is a draw. entirely to the player that scored the nal hit.
Beating your opponent by 11+ points is a
win. Example:
I am playing a 3 player battle. My Units
are worth 15 Victory Points each.
If a Unit was destroyed, each of my two
Example: opponents would receive 7 Victory Points
I bring 2 Personalities, 3 Squads and 2 (15 / 2 is 7.5 rounded down to 7).
Vehicles for a total of 7 Units.
As such, each Unit is worth 14 Victory
Points (100 / 7 is 14.3, rounded down to
14) if destroyed.
If during the battle, 3 of my Units were
destroyed, my opponent would receive 42
Victory Points.

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SIDE OBJECTIVES MEGA BATTLES

The following Side Objectives are used in If a battle is so big you have more than 100
any game that uses Victory Points unless Units on your side, simply double the base
the players agree otherwise. Victory Point total to 200 and double all
scenario and Side Objective rewards.

First blood +5 VP Also congratulations on getting so many


The rst side to eliminate an opposing troops painted!
Personality.

Scratched the paint +1 VP per


Per Wound Point in icted on enemy vehicles
that were not destroyed.

O ensive tactics +5 VP
First player to engage in close combat

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BATTLE SCENARIOS
This chapter provides a number of scenarios The directions given below provide the
well suited for military forces facing each baseline for Battle Scenarios, though several
other. They are intended for use with the scenarios will indicate that they modify these
points system, though you could use them rules in some fashion.
with forces assembled in any other way as
well. Many scenarios use the Victory Point
system, so make sure you understand how
Each scenario is intended to present an that works. Battle Scenarios assume the
interesting tactical challenge, as well as Side Objectives are being used, though you
providing you with the tools for a fun may agree to omit them for simplicity.
afternoon or evening of battle.

Note that the Assault scenario is intended to Developers note:


be played with an attacker about 1.5 times The scenarios are written speci cally to be
very simple. This both helps facilitate getting
the strength of the defender. The rest are
started quicker by making the scenarios less
intended to be played with forces that are di cult to play, but also allows you to build
about equal in power. upon by adding your own factors.
Once you have played a given scenario a
If you wish to select a scenario at random, couple of times, feel free to experiment by
use the table below: adding o table support elements, anking
moves, more detailed objectives or similar.

D100 Scenario
GAME SIZE
1-15 Tactical control
16-25 Escalation
26-40 Skirmish For very small forces, objectives can become
41-50 Fighting patrol di cult to achieve and the game will typically
51-65 Breaking point just focus on shooting the opposing side.
66-80 Confrontation Forces with 3 Units per side or smaller will
81-90 Area denial often bene t from not having speci c
91-100 Assault* mission objectives.

* Note that the Assault scenario requires BATTLE LENGTH


uneven armies. If you roll this when using The default game length is 5 turns when
pre-built forces of equal strength, you will playing a scenario.
either have to assign the attacker more
forces or roll again.

Alternatively you may opt to play through


each in turn to experience as much variety
as possible. If so, you might even fashion
them into a small campaign using the rules
for Persistent Gaming found in this book.

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THE TABLE Roll 1D6 each, re-rolling ties, with the higher
score choosing to deploy rst or second. In
most cases, deploying second grants an
A battle space of 3x3 feet (36” on each side) advantage as you can react to the enemy
will work ne for most small battles. forces being placed.
For a larger a air or using 28mm gures, you
will probably want more space. The player going rst picks one half of their
Many dining room tables come in around 3x5 forces and sets them up behind the dead
feet which will work just ne. ground marker. Squads must set up in
Coherency, but otherwise troops can be
Except for the Assault scenario, battles are placed as desired.
fought from the wide ends of the table, The player going second then sets up half of
giving each player space to maneuver. their forces.
The rst player sets up their remaining
Assign one of the players randomly to one of forces.
the wide table edges (roll a D6 with 1-3 being Finally the second player sets up their
the closest or ip a coin) with the other remaining forces.
player assigned to the opposing side.

If you prefer a more competitive spirit, you Forward Troops


may have one player set up the terrain and Units with the Forward Troops special rule
may deploy using it, if the scenario rules
let the other player choose their table edge.
permit it.
You might also let each player roll a die with Each scenario will state clearly if this option
the higher score picking the side they would is available. If it is not, such troops must
like to set up from. deploy using the standard game rules.

DEPLOYING FOR BATTLE

The scenario will dictate the amount of dead


ground between the two forces, typically
24”. Put a small marker on each side of the
table, 24” apart.
Forces can be set up anywhere behind these
markers.

Not all scenarios begin with all troops on the


table. If so, select the forces that will begin
the game on the table and put the rest to
one side.

Divide the starting forces into two groups,


containing roughly the same number of
Units.
Each Personality, Squad, Gun Crew and
Vehicle counts as a Unit.

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Tactical Control Escalation

Introduction:
Two forces engage each other in a tactically Alternate deployment
important location, trying to secure and hold Extended game length
Victory points
the area as part of the overall operations in
the region.
Introduction:
The battle eld: A chance encounter leads to additional
Place an objective marker in the center of troops being funneled in as the battle erupts.
the table, exactly in the middle of the dead
ground. The battle eld:
Then place another objective on each side, Each player selects 1 Personality, 1 Squad
exactly 12” from the center left and right. and 1 Vehicle from their force to deploy
initially. Deploy them at the same time.
It is recommended to slightly relocate the The remaining forces are split into two evenly
terrain to make sure the markers are in, on or sized groups (by Unit count). At the
adjacent to a terrain feature that looks beginning of turn 2, each player may select
interesting. Alternatively, you may add a few one of the groups. Troops in that group will
barrels, crates or similar to make it visually arrive from the players table edge.
distinctive.
The second group arrives in turn 3.
An objective is held if an infantry gure is
within 3” and no opposing forces are within This game is played for 6 turns.
3”. If both sides have gures within 3”, the
objective is contested.
Victory:
The battle is resolved based on victory
Victory: points earned.
At the conclusion of the battle, if one side
holds two or more objectives, they win the
battle.
If neither side holds two objectives, play one
additional game turn.
If neither side holds two objectives after the
additional turn, the game concludes in a
draw.

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Skirmish Breaking Point

Victory points Forward troops


Forward troops Jump troops
Extended game length
Introduction:
Two forces engage each other with the goal Introduction:
of in icting the most damage possible. Some battles are decided by which side
refuses to back down.
The battle eld:
Set up using the default deployment rules. The battle eld:
Both players may utilize Forward Troops. Set up the battle eld normally.
Both sides may deploy any Forward Troops
Victory: and Jump Troops they have available.
The battle is resolved based on victory
points earned. Victory:
Each army will have a break point equal to
50% of their Unit count, rounded up.
Fighting Patrol
Once this number of Units have been
Introduction: destroyed or ed the table, the army is
Both sides are trying to sweep the battle eld broken and the player loses.
to obtain vital intel and deny it to the enemy. If both armies break in the same game turn
or neither side has broken after turn 6, the
The battle eld: battle is a draw.
Set up the battle eld as normal.
After all terrain has been placed but before
table edges are assigned, players should
take it in turns placing objective markers until
a total of 9 have been placed.
Objectives should be spread fairly evenly
and no closer than 6” apart.

Victory:
To claim an objective an infantry gure must
nish the movement phase within 1” while no
enemy gures are within 3” of the marker.
Vehicles cannot claim objectives but can
deny them to the opposing side.
Once an objective has been claimed, it is
removed from the table.

The side that claims the most objectives


wins the battle.

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Confrontation Area Denial

Extended game length Alternate deployment


Victory points
Introduction:
Introduction: Both sides are trying to push back the
An aimed strike at disabling key elements of enemy force and secure wide parts of the
the opposing force. battle eld.

The battle eld: The battle eld:


Set up the battle eld normally. Divide the table into four quarters. Rather
While setting up, each player should than deploying from the long table edges,
nominate one Squad to be their the players set up in opposing quarters of
commanders personal guard. The two do not the table.
have to be set up together. A player is assigned to a table edge as
normal, but may then choose which of the
Victory: two halves to set up within.
The battle is determined by Victory Points. The other player is assigned to the diagonal
Killing the enemy commander awards 5 opposite corner.
additional victory points. Forces deploy in normal order and may not
Each member of the enemy commanders set up within 6” of the center of the table or
guard that has been killed awards 1 18” of an opposing gure.
additional victory point.
Victory:
The battle lasts for 6 turns. Victory is determined by holding table
quarters. A quarter is held if only one side
has troops within it. If a Unit straddles more
than one quarter, it is counted as being in the
one closer to the players starting table side
and deployment square.

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The defender may select which table side


they would prefer. Mark o a third of the
Assault table as the defenders deployment area,
then mark 24” of dead ground.
The attackers set up their entire force, minus
Alternate deployment any Jump Troops or Forward Troops.
Extended game length Once all attacking forces are set up, the
Forward troops defender sets up their forces.
Jump troops
Note that the defender cannot use the
Introduction: special deployment option for Forward
Regardless of how much out anking and Troops or Jump Troops.
maneuvering you do, in the end a
determined assault tends to be the solution. Victory:
The game is fought for 6 turns.
The battle eld:
For this battle, the players deploy from the At the end of the battle, if the attackers have
short table edges. more troops (counting vehicle Wound points
One player is designated as the defender and individual infantry gures) in the
while the other is the attacker. You may defenders deployment zone than the
agree or determine randomly. defenders do, they win the battle.

The attacking force should be stronger than


the defenders. If using points values, give the
attacker 1.5 times the points allowance of
the defender.

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THE OBJECTIVE BATTLE

ASSEMBLE YOUR ARMIES This is a matter of preference, however as


Renegade Scout lacks a dedicated
miniatures line, players should take a few
For the purpose of these rules, we refer to minutes to clarify what each unit is and what
the forces a player controls as their army heavy weapons it is equipped with.
even if in the story it may be nothing of the Of course for groups that play together
sort. regularly, this is generally not needed due to
Corporate security teams, colonial familiarity.
exploration teams and space pirate gangs
may look nothing like a military force, but for DETERMINE GAME OPTIONS
simplicity they are all an “army”.

If using the Army Builder, it is common to


assemble your army in advance. Many * The players should agree if they wish
players enjoy the idea of painting up a new to use speci c game modes,
unit to showcase on the table or to try and Command Decisions etc.
outwit their opponent with a clever list. They are used if both players agree.

In general, players should agree on the


context for the battle in advance: Which * Agree if any optional rules or house
forces are ghting, where and why. rules are going to be used.
This doesn’t have to be complicated or Make sure everyone understands
require a lot of work. how any changes work.

Example:
I’ve been painting up Precursors so how * Review terrain features. If there is any
about they’re raiding a Unity colony to really interesting or unusual terrain
obtain some artifact that was buried pieces on the table that gures could
there. end up moving into or through, take a
moment to discuss how they will
work in the game.
That gives us a perfectly ne starting point to
work from. Now we know who is ghting, we
have a narrative reason behind it and we
even have a basic idea of what the terrain
ought to look like.

Some players prefer army list details to be


kept secret during the game, except when
things are revealed because a gure uses an
ability or weapon.

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SETTING UP THE TERRAIN By default, missions are known to both sides


(representing anything from spying to code
breaking to tactical predictions computers).
The table needs to be populated in terrain. If you prefer a bit more cloak-and-dagger,
As a rule of thumb every square foot of table consider either of the following options:
should have one large or 2-3 smaller features
in it.
Secrecy
Missions are kept secret until the game is
You may take turns placing features until the
over.
above rule is ful lled, simply cooperate
organically or you may have one player (or a Cracking the codes
neutral party) set up all the terrain. Missions are kept secret for the rst two
In a “home game” the host typically sets up turns of the game.
the terrain in advance.
To determine your mission, each player
A large feature might be a hill, forested area writes down one mission type they want to
or building. A small feature might be a avoid and one mission type they will
couple of trees or rocks, oil drums, craters or prioritize.
similar.
Each player will roll 1D6 on the table below
The game will always look better if you have to determine the mission they will play.
a theme to it. As an example if your
If you roll the mission that is avoided, replace
collection includes ruined buildings and tree
it with the priority choice.
features, put the ruined buildings on one side
of the table to resemble a city and the forest
and bush terrain on the other to represent Example:
the wilderness outside city limits. You don’t want to play Combat Sweep and
pick Infiltration as your Priority.
If the roll indicates a Combat Sweep,
If you have a particularly large and you’d play Infiltration instead.
impressive feature, avoid putting it along the
edges where it will tend to not a ect the
Note that the Storm and Hold the Ground
game much.
missions work best if the locations are
clearly marked in some fashion, such as a
DETERMINING YOUR MISSION marker or a suitable bit of terrain.
If the players agree, a suitable piece can be
moved into place such as a bunker for a
The next step is to determine the mission
you will be undertaking. Storm mission.

Note that this step is taken after building


your forces, requiring players to make
exible armies that can undertake a variety
of missions.
Some players prefer the idea of assembling a
force to tackle a speci c mission instead.
If both players agree, determine your
missions before you build your armies.

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Roll Mission Clari cations


1 In ltration *In a campaign game, only damage or losses
At the end of the game you must have a sustained in the current battle are counted.
qualifying Unit in the enemy deployment
zone. *Fire teams count as Infantry Squads.
A Unit quali es if it is an infantry Squad with Swarms and Gun Crew do NOT.
50% or more of its original strength
remaining or a Vehicle with no permanent *Personalities cannot claim the In ltration
damage from critical hits and no more than 3 objective and do not award bonus points for
Wound Points lost. Combat Sweep.
Awards +20 VP.
2 Storm *Big creatures count as a Squad if they have
The objective is in the exact center of the 5+ Wound Points. They count as a Squad
table. At the end of the game you must have below 50% strength if they are below 50%
any troops within 3” of the center points, remaining Wound Points.
while no enemy gures are within 3”.
Awards +20 VP. *The Storm and Hold the Ground objectives
3 Combat Sweep can be claimed by any gures.
Each enemy infantry Squad completely
destroyed or enemy Vehicle destroyed/ *When selecting the Hold the Ground
neutralized (all crew dead or immobilized+all objectives, select randomly from suitable
weapons lost) awards +5 VP. features in the dead ground rst. If you only
4 Elimination have 3 such features, make a habit of not
If the enemy commander is killed, award putting them in either players deployment
+20 VP. zone if you can help it.
If the enemy commander survives but lost If you have less than 3 buildings / hills, select
Wound Points, award +5 VP. any tting terrain feature to ll in.
5 Decisive Strike
Every enemy Vehicle destroyed or
neutralized (all crew dead or immobilized+all
weapons lost) awards +10 VP.
Every enemy Personality slain awards +10
VP.
6 Hold the Ground
Select 3 hills or buildings on the table. Select
randomly if more than 3 exist. For
each feature you have troops on at the end
of the game, with no enemies on the
feature, award +10 VP.
If a weapon with Impact 6+ / Impact 5 and
Sustained Fire / the Mounted trait is on the
feature, award +5 VP extra.

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DEPLOYING FOR BATTLE Units can be placed anywhere within the


valid deployment area or, if Forward Troops,
anywhere valid for their deployment method.
Once the missions have been determined,
the armies are set up.
Frequently one player will run out of troops
to deploy before the other.
Step 1
When it is your turn to deploy, you may
select any previously deployed Unit in your
Divide the table into two halves and
army and set them up again. The new
determine randomly which side player 1 will location must be a legal location.
set up on. The other player will deploy from
the opposing side.

Note that all four sides of the table should be Forward Troops
used unless your table is very narrow (less
than 30” for example) so you have an even These Units set up anywhere, restricted by
chance of playing along the short or the long the following conditions:
edges.
* Not in the enemy deployment zone.

The two sides must deploy 24” apart from * Not within 12” of opposing forces.
each other.
Measure out a 24” killing ground in the * Must be within a terrain feature if they
middle of the table, with equal space on deploy in sight of any enemy forces.
each side to set up.
Note that while Forward Troops may not be
deployed within 12” of opposing forces when
Troops cannot be set up within 6” of each
they are placed on the table, an enemy Unit
side of the table. could be placed within this range. This can
result if you deploy Forward Troops very
Step 2 close to the enemy deployment zone.

Set aside any troops that will deploy as Note that a Forward Troop Unit may opt to
Forward Troops or Jump Troops (if the simply deploy in the original deployment
players have agreed to use these rules). zone after all, representing the troops
scouting ahead then falling back to rejoin the
Additionally each player may opt to set aside main force.
1 Unit out of every 3 remaining to arrive as a Any Units may opt not to use the Forward
follow up wave in turn 2. Troop rule and instead join the second wave.

Step 3

Tally up the number of Units each player


now has remaining.
The player with the larger count will start
setting up rst, then the players alternate
placing a Unit until all troops have been set
up.

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Step 4
Example:
I have earned a total of 17 VP and
Any Units set aside for the second wave will completed my mission, which isn’t
arrive at the start of turn 2, moving on to the included in the 17 points. My opponent
has earned 41 VP.
table from the edge. If we agree to a ceasefire, we will both
count as having earned 17 VP.
Any Units marked for Jump Troop
deployment must have their turn of arrival
written down. They will then deploy using the Uncertain length
rules in the Renegade Scout rulebook. Play 4 turns. At the end of turn 4 roll 1D6. On
a 1-2 the game ends there.
You may at this stage opt to forego Jump At the end of turn 5, the game ends on a 1-3.
deployment and assign the Unit to the At the end of turn 6 the
second wave instead. game ends on a 1-4.
Once committed to an arrival turn, Jump Turn 7 is always the nal turn.
Troops cannot cancel the Jump and cannot
change the arrival turn except if they are The nal push
delayed as per the rulebook. Play 4 turns. At the end of turn 4, if either
player wishes to continue proceed to play
turn 5.
PLAYING THE GAME At the end of turn 5, if both players wish to
continue proceed to play turn 6.
The sixth turn is always nal.
Begin the game as normal and play, just like
you would play any other battle.
Troops that are moved o the table top ESTABLISHING VICTORY
cannot return during the game.
The game is resolved using the Victory
ENDING THE GAME Point system, including Side Objectives.

The battle is played for a xed number of


turns. Roll 1D6 and consult the table below.

Roll Turns
1-2 4
3-4 5
5-6 6

The players may agree to end the game in


advance (mutual cease re), but such a
conclusion is always treated as a draw.
In a league or campaign, both missions are
considered to have failed and each player is
awarded only the VP earned by the player
with the lowest total.

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INFILTRATION GAMES
SETTING UP AN INFILTRATION GAME TURN SEQUENCE

In ltration scenarios involve one side trying Instead of taking turns acting, during
to accomplish a mission without notice, In ltration turns, the In ltrating player
typically retrieving something or delivering always acts with all available gures each
something (explosives being a popular Phase, then the Defenders act with all
choice) at a heavily guarded facility. available gures.

One side will be the In ltrators while the SNEAKING


other will be the Defenders.
These scenarios work best with a small
attacking force, typically just a Squad or Until the alarm has been raised, the
two. In ltrators will be Sneaking.
While Sneaking, gures can Move
THE INFILTRATORS Cautiously only.

In ltrators can ignore Di cult Terrain as


The In ltrators operate as individual gures, they move, as they are assumed to have
even if they were selected as Squads. studied the site layout carefully as well as
carry various tools for traversal.
SENTRIES AND GUARDS
MOVING SENTRIES

The Defenders will have a number of


soldiers available. Each Sentry is treated as a Unit of one
These should be standard troopers with a gure.
ri e and light armor. Make a Scatter roll to determine what
For a starting game, assign 8 and then adjust direction they move each turn. They will
the numbers a bit depending on the size and move half the distance rolled.
terrain density of your table.
Sentries will not enter Di cult Terrain,
The actual force of the Defenders will wait cross Obstacles or leave the table.
o map playing cards in their barracks. Instead they will halt for the turn upon
The force should be about equal size to the reaching the feature.
In ltrators. Guards remain in place and do not move.

Assign a quarter of the selected soldiers as Facing does not matter for Sentries or
Guards, the rest will be Sentries. Guards. They’re assumed to sweep the area
Deploy them throughout the area except around them as they patrol.
within 6” of the table edges.
Once deployed, Guards do not move, while
Sentries will move through the area.

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THE SWEEP SOUNDING THE ALARM

At the end of the Movement Phase, the The alarm is raised if a gure is spotted
Defenders conduct a sweep. during the sweep.
Each Sentry and Guard NOT in close Firing any weapon also raises the alarm at
combat that has a line of sight to an the end of the Fire Combat Phase, as does
In ltrator will roll 1D6 + Observation to any attempt at using a Wyrd Power on a
establish their sweep distance in inches. Sentry or Guard, that does not result in
them being knocked out.
In ltrators within this distance and line of
sight are spotted, resulting in the alarm being When the alarm is raised, nish the current
raised. In ltrators that are in sight but Phase. If any Close Combats have been
beyond the sweep distance are assumed to initiated, move to the Close Combat phase
be hidden in the shadows (or using optical and resolve them, then begin a new game
camou age equipment). turn with the In ltrators having Priority
automatically.
Figures within light cover or behind hard Not that you do NOT nish the entire game
cover reduce the sweep distance by 2 turn normally.
inches. Figures directly behind hard cover
reduce the sweep distance by 4 inches. REINFORCEMENTS

CAUGHT UNAWARES
The Defenders forces will arrive from their
table edge one Unit per turn, in any order the
Sentries and Guards are subject to a -1 Defending player prefers.
penalty to their Attack rating. If the Defender has a large amount of Units
All hits made against Sentries / Guards arriving as reinforcements (say 5 or more)
receive +1 Impact. Close Combat attacks have them arrive 2 at a time.
also receive +1 AP.
This penalty is removed when the alarm is
raised.

KNOCKING OUT SENTRIES

If a Sentry is Charged, roll 1D6.


If the roll is equal or below the number of
attackers, the Sentry cries out before he is
attacked and the alarm is raised.

If the attackers fail to kill the Sentry in a


single round of Close Combat, the alarm is
likewise raised.
Since Sentries ght with 1 less Attack Die,
they are often unable to attack at all.

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BOOK 3
ARMY BUILDING

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A BIG UNIVERSE FULL OF FIRE


UNITY This would change when a research team led
by visionary scientist Haruka Lee made a
conceptual breakthrough in how we
A united, coherent, galaxy-spanning understood time and space.
government encompassing all of humanity The resulting device was able to create a link
and countless aliens granted human status. that brought disparate points of space
Unity means many things to many people: Its together and allow a vessel to traverse the
armies and eets safeguard worlds from gap between them.
pirates and invaders, it represents the
greatest trade network in the galaxy, it This acted as the prototype for the Svensen
represents the uncompromising st of law drive, which now powers star travel
and regulation. throughout most of civilized space and
For most however, it is simply a fact of life. beyond.
The backdrop to existence that makes A ship mounted with one of these drives can
everything function. scan for and then “tunnel” through a so-
called weak point of space, arriving at a
Originally founded with a broad charter of remote destination at an approximate rate of
“Defending the interests of humanity at large 3 days per light year.
and in detail” Unity functions as government,
military and culture. The behemoth These weak points occur naturally
bureaucracy determines everything from throughout space, though their origins are
standardized spelling of words to regulations unknown. Most star-faring races maintain
on imports of canned sh, with varying tunnel stations which can force a stable
degrees of e ciency. weak point at a speci c location.

While most Unity citizens are humans, In desperation, a ship’s drive is powerful
countless aliens have been granted human enough to “tear” a weak point but this can
status whether by treaty or individual have unpredictable e ects. The ship will
application. Combined with visitors, emerge at its destination days, weeks or
diplomats, trade delegations and old- even years later.
fashioned tourism, Unity worlds can often
seem quite cosmopolitan and colorful.
THE CORE WORLDS

FASTER THAN LIGHT TRAVEL


The heart of Unity is home to the Core
worlds: Pinnacles of human achievement,
In eons past, Humanity was a secluded brimming with technology, convenience and
species limited to Earth and the immediate population.
surroundings in our solar system. Life on a Core world is predictable, safe and
While advances in travel allowed for dull. Undergo schooling to maximize your
specialized trips to the moon, and probes potential as a citizen, then ll out forms until
sent to nearby planets, Humanity was still you nd a job you qualify for or get shu ed
small sh in an equally small sh bowl. where the Bureaucracy needs you to be.

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Guarded by vast eets and with enforcers As a result, Fringe worlds are home to almost
and agents ever vigilant for intruders and anything imaginable. From alien colonies to
rebels, it is one of the safest places in the human separatist groups, tech-zealot
universe. temples stand next to corporate mining sites
and illegal research facilities.
Unfortunately, life in the Core can also be
unbearable. The bureaucracy needed to Some worlds on the Fringe are relatively
sustain a galaxy-spanning civilization is vast civilized, usually subsidized by a galactic
beyond understanding and as a result, basic corporation or protected by a major power,
existence can be sti ing and prohibitive. while others are lawless war zones where
Likewise, in the e orts to ensure stability, the you live as long as your ammunition lasts.
bureaucracy tends to crack down severely
on threats to its existence or social TRADE ON THE FRINGE
movements seen as undermining its
foundations.
While Unity enforces a common monetary
THE FRINGE OF SPACE system, on the Fringes, counterfeiting is so
rife and independent rulers, communities
and petty warlords have attempted to
On the outskirts of the galaxy, beyond the introduce so many local currencies that
edge of Unity lies the Fringe. anything signi cant is traded in barter.

A series of worlds in contested space, the Free traders, scavengers and salvage teams
Fringe is home to virtually everyone you can usually carry a sizable amount of gadgets,
imagine. Each of the major galactic powers trade goods and technology in various states
attempts to colonize worlds here, many of of repair, which can be traded for desired
which are just as quick to declare goods.
independence and rebel. Warlords and
pirates proclaim independent empires. Formal merchant organizations tend to have
Invaders seek to secure new territory. complex systems of commerce and
Drifters, outlaws and adventurers prowl the exchange rates to ensure consistent trades
shipping lanes looking for riches, excitement from virtually any commodity to another. This
or just a place to disappear. ensures that if the merchant needs to
convert vegetables to plasma ri e power
While Unity claims nominal control over cells, the exchange goes according to
much of the Fringe, e orts to actually approved rates.
enforce that control have been di cult. As
direct, galactic war between major powers is As piracy is endemic, most commercial
ruinously expensive and destabilizing, the entities also employ considerable armed
Fringe serves as an avenue for territorial forces, whether mercenaries, private
ambitions where warfare is acceptable, militaries or forces made available as military
without interfering with trade agreements. aid from a major power.
The Fringe has also become a pressure valve
where troublesome individuals and groups
can be sent to “seek their fortunes”,
preferably some place far away from home.

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THE PRECURSORS THE SOULLESS

The ancient species known to humans as the Of unknown origin, the Soulless are an
Precursors are a highly re ned and entirely robotic species. Each shell house a
technologically advanced species that fragment of the communal network, capable
advocates for strong trade links with other of operating independently for periods of
species. They have also been instrumental in time before reconnecting back to the
uplifting e orts, bringing promising species network for assimilation of information and
on to the galactic stage. experiences.

A foresighted species with a long tradition of While nominally non-hostile, the Soulless
experimentation in psionic prediction and operate according to long-term planning
engineering, the Precursors in recent years known only to the calculations of the
have been rapidly expanding their military network. This can lead them into unexpected
e orts in preparation for some great threat. alliances or confrontations with little warning,
While generally allied to and friendly with all in the pursuit of their overall cultural aims.
Unity, armed expeditions and exiled war
bands are an increasingly common sight in THE CONVERTED
Fringe space, pursuing clandestine and
inscrutable objectives.
Generally regarded as the greatest threat to
THE K’ERIN civilized species, the Converted originate
from the far edges of space. While the origin
is not known (and communication with the
The K’Erin empire is one of the prime military Converted rarely amount to more than
powers in existence, with a strong emphasis surrender demands followed by artillery re
on personal bravery, military excellence and and ground assault) the menace of the
aggression. species is indisputable.
Often dismissed as expansionist brutes, the
K’Erin tend to view extended peace as an Converted forces will strike at any world
undesirable social ill. As such, invasion containing sentient humanoids in an attempt
forces, semi-sanctioned pirate groups and to secure not only material resources but
well-armed colonist forces are a common new shells for their civilization. All Converted
sight in Fringe space, constantly contesting originate from slain or captured sentient
planetary rulership. species, implanted with cybernetic
enhancements and control circuitry.
Many colonies are under K’Erin dominion,
obtaining protection and military aid in return This makes war a grueling contest of attrition
for raw materials. as each friendly casualty potentially adds
another soldier to the ranks of the enemy.
It is theorized that an “origin species” must
exist as the original hosts for the Converted,
but no such evidence has ever been
uncovered.

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OTHER POWERS Typically, for a technological or scienti c


advance to be proli c in Fringe space it
needs to be robust, easy to maintain and
While the above are the primary galactic easy to repair.
powers, a wide range of other star faring
species exist, from the mysterious Engineers Communications locally can be done
and enigmatic lizard-like Swift to the uplifted through radio or satellite networks, while o -
Feral created by Unity scientists. world or deep space communication is done
through Tunnel Speakers. These allow data
Many of these hold dominion over several to be broadcast through weak points in
worlds and exist in various states of space, at a speed of roughly 1 day per light
diplomatic, mercantile and military relations year of distance.
with each other.
Medical technology is generally advanced. In
THE HUMAN CONDITION a major city or starport, most traumatic
injuries can be cured if the victim can be
brought to a care facility quickly enough.
Being a human in this world is to be one of
Diseases are rare, due to a mixture of
uncountable billions. Unity enforces an
genetic upgrades and extensive medical
“optimized standard culture” providing a set
supplies.
of guiding values of productivity, loyalty and
cooperation, though all worlds experience
degrees of cultural drift. In Fringe space, As a result, lifespan for a human averages
cultures can be wildly divergent, though around 115 years, at least outside Fringe
fundamental Unity values are hard to space.
extinguish.
WARFARE IN FRINGE SPACE
As visual appearance is not mandated by
Unity cultural guidelines, human groups can Warfare on the Fringe can take a wide range
look quite diverse. Hair colors are often of forms, from warlord rivalries to colonists
bright and clothing choices vary from the fending o pirates and military interventions
practical to the wildly amboyant. by major (and minor) powers.

Genetic optimization is available and while Countless mercenary units operate in Fringe
the likes of animal features and organic space, o ering their services for pay. It is not
wings is reserved for the wealthiest, having uncommon for two units to ght each other,
your eyes adjusted to a bright purple with only to be working together on a future
naturally growing green hair is only a matter contract. As a result, most mercenary units
of a few Unity Credits. maintain reasonable codes of conduct in
regards to each other.
TECHNOLOGY ON THE FRINGE
Each of the galactic powers maintains a
Fringe worlds vary a great deal in terms of military presence in the region, whether to
technological sophistication. Some worlds safeguard interests and resources, carry out
exist on a barely industrial level while many o ensive operations or patrol for pirates and
have high degrees of technology available. Converted incursions.

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Sympathetic local colonies are often granted As such, warfare tends to take a very
military aid to ensure or entice them towards provincial nature with many campaigns being
future cooperation, resulting in a great range fought by forces no larger than a regiment.
of military equipment being available. It is not at all unusual for a colonial defense
force to consist of only a couple of platoons
The costs of moving large amounts of men with a few heavily modi ed out-dated
and material can be prohibitively expensive military vehicles for support.
and many worlds are very sparsely
populated.

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TROOPS, ALIENS AND CRITTERS


There are a near in nite number of creatures, WYRD POWERS
critters and troop types that could be
imagined in space.
We don’t have near-in nite pages to work Each Species has an entry noting how it
with though, but this chapter should give you functions in regards to casting Wyrd
a good selection to work with. Many of these Powers.
species are major power players in Fringe You can of course ignore this if you do not
space, others are seen occasionally and take any Casters (or opt not to play them to
some are quite unique. begin with).

SPECIAL RULES PERSONALITIES

Having troop / species speci c rules can add For simplicity, pre-built Personalities can be
a lot of character to the game, though too assigned a Level from 1 to 12.
many will tend to bog things down. For each Level, simply raise any one of their
Ability Scores by 1 point.
As a compromise, every troop type has a
single special mechanic that applies to them.
POINTS COST
While you are starting out, you can ignore
these but we do encourage using them. For easy reference, the base cost for a single
gure is listed in the pro le.
If you play a force with a number of di erent This cost is modi ed by -2 for Gun and -3 for
alien species, you might need to make a vehicle crews.
cheat-sheet so you don’t forget which gure
has what skill.

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HUMANS

Humanity has spread far and wide, o ering a


bewildering array of civilizations, petty RELATIONS
efdoms and edgling polities.

As humans have proven remarkably skilled at Humans can be found working with almost
adapting to hostile environments, combined anybody in the galaxy in some way, shape or
with a concerted colonization e ort by Unity, form.
you can nd settlements almost anywhere While no human would willingly work with
you go. the Converted or the Horde, their methods of
assimilation often mean human troops can
WYRD POWERS be found in their employ.

In both cases, reversion to baseline human


While psionic talent is a somewhat recent norm is impossible:
development in human evolution, many The Converted implants cannot be safely
humans exhibit degrees of Wyrd Power. removed, while exposure to the Horde leads
to genetic degeneration in short order.
Casters are typically level 1-3, but 4th level is
possible. Unity as an institution will pursue military
alliances when it is practical.
Due to the concentration required, Casters The Soulless, Precursors and Manipulators
cannot use any Active Powers while they are common alliances, while the K’Erin have
have joined a Squad. been battle brothers as often as they have
Some templates have additional e ects on been bitter rivals.
Wyrd Power. These are noted below.

STARPORT SCUM
Anywhere money changes hands, you nd the Scum: Lowlifes, crooks and wannabe-pirates
who are looking for a quick buck and none too concerned how they earn it.

Some form criminal gangs or protection rackets, others hire out for equally petty crooks with a
bit more coin.

PROFILE Cost 5
Movement 4 Power 3 Observation 2 Intellect 6
Melee Skill 2 Defense 3 Attack Dice 1 Cool Under Fire 5
Shooting Skill 2 Wound Points 1 Leader Skill 6 Wyrd Power 5

Disposable:
Nobody hires Scum because they are valuable assets and most scummers know this.
Consequently, they have no interest in sticking around if the going gets too rough.

Scummer Squads must remove 1 gure every time they fail a Pin or Break test.
The gure can be selected by the controlling player.

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COLONIAL MILITIA
While every human world is under the protection of the Unity armed forces, worlds must be
able to defend themselves.
Smaller worlds that don’t merit a permanent military presence will tend to form their own
militias, both to fend o invaders and pirates as well as suppress bellicose wildlife.

PROFILE Cost 7
Movement 4 Power 3 Observation 3 Intellect 6
Melee Skill 2 Defense 3 Attack Dice 1 Cool Under Fire 7
Shooting Skill 3 Wound Points 1 Leader Skill 7 Wyrd Power 5

Home turf:
When rolling to Spot Sheltering Militia Units, subtract 1 from the die roll.

UNITY GRUNTS
When the going gets tough, the Grunts go in.
Unity’s armed forces are well equipped and reasonably well trained for the wide range of battle
situations they nd themselves in.
Whether it is invading an alien world, repelling an attack, hunting down bandits or quelling
uprisings, they’ve seen it all.

PROFILE Cost 10
Movement 4 Power 3 Observation 3 Intellect 7
Melee Skill 3 Defense 3 Attack Dice 1 Cool Under Fire 7
Shooting Skill 3 Wound Points 1 Leader Skill 7 Wyrd Power 6

“YES SIR!”:
The low-ranking o cers of the Unity armed forces are infamous for their “motivational”
speeches.
Unity Squads may count any Unity Personality as a 2IC when Rallying.

ZEALOTS
While Unity has a selection of approved religions, curated for maximum harmony, all manner of
beliefs grow in unregulated space.
Many are peaceful but cults and fanatic adherents are very common.

PROFILE Cost 7
Movement 4 Power 3 Observation 2 Intellect 6
Melee Skill 3 Defense 4 Attack Dice 1 Cool Under Fire 8
Shooting Skill 2 Wound Points 1 Leader Skill 7 Wyrd Power 6

True believers:
Zealots automatically pass all Morale tests in the rst two turns of the game.

Wyrd Powers:
Zealot Casters can cause a psionic burst once per battle, allowing them to attempt to cast the
same Power twice in one turn. However, whenever a Zealot rolls a 10+ on the Casting roll,
they su er an additional point of Strain.

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PSYCHOS
Life on the Fringe-worlds can be fraught with chaos and confusion.
Most endure it, some fail, some prosper and a disturbing number nd that the incessant
violence and devastation speaks to something deep inside them.

Prone to violent outbursts, loud engine-noises and garish fashion, Psychos are a fact of life on
many worlds.

PROFILE Cost 6
Movement 4 Power 3 Observation 3 Intellect 5
Melee Skill 4 Defense 3 Attack Dice 1 Cool Under Fire 8
Shooting Skill 2 Wound Points 1 Leader Skill 7 Wyrd Power 7

I JUST WANT TO TALK TO YOU:


When selecting a Psycho Unit in the Movement Phase, roll 2D6.
If the roll is above the Cool Under Fire rating, the Unit must Charge the closest visible enemy.

Wyrd Powers:
Psychos are not bothered by noise. In fact, they seem to thrive on it.
Psycho Casters can be part of a Squad without any problem.

ENFORCERS
Once a settled world reaches a certain level of population or wealth, it is required to comply
with Unity laws and regulations.
Permanently deploying a few platoons of Enforcers tends to help remind the locals of the fact.
These hand-picked individuals receive substantial genetic enhancement to ensure their
e ciency (and loyalty)

PROFILE Cost 17
Movement 5 Power 4 Observation 4 Intellect 7
Melee Skill 4 Defense 3 Attack Dice 1 Cool Under Fire 8
Shooting Skill 4 Wound Points 1 Leader Skill 8 Wyrd Power 5

I am the law:
Enforcers and any friendly human Unit within 6” of an Enforcer Personality may re-roll any
score of 11 or 12 when making Leader Skill or Cool Under Fire tests.

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MERC’S
Mercenary work is a steady paycheck on the Fringe-worlds, whether its for corporate dirty jobs,
planetary governments wanting a bit of extra muscle or providing security for the super-rich.
While quality varies greatly, the major Merc groups tend to be extremely professional.

PROFILE Cost 12
Movement 4 Power 3 Observation 3 Intellect 7
Melee Skill 3 Defense 3 Attack Dice 1 Cool Under Fire 8
Shooting Skill 3 Wound Points 1 Leader Skill 8 Wyrd Power 5

Hardened pro’s:
When rolling to Spot Sheltering troops, Merc’s may re-roll any 1’s on the dice.

NOMADS
On many worlds, colonization attempts fail.
Sometimes the world can’t sustain life, sometimes external threats wipe it out but in a number
of cases, the colonists decide to “go native” and take to the hills.
Such groups often become extremely defensive of their new-found freedom and react very
poorly to continued colonization waves.

PROFILE Cost 8
Movement 5 Power 3 Observation 3 Intellect 6
Melee Skill 2 Defense 3 Attack Dice 1 Cool Under Fire 6
Shooting Skill 3 Wound Points 1 Leader Skill 6 Wyrd Power 5

Hidden paths:
Nomads never su er Di cult Terrain penalties.

STALKERS
The result of a bio-weapons project gone awry, the bio-form known as Stalkers have a sinister
reputation.
If not for their blue skin and tendency to be slightly out of phase with time-space continuity,
they would pass for humans quite well.

They tend to live in isolated groups though some seek service with a range of employers,
clandestine or otherwise.

PROFILE Cost 12
Movement 4 Power 3 Observation 4 Intellect 7
Melee Skill 3 Defense 3 Attack Dice 1 Cool Under Fire 6
Shooting Skill 3 Wound Points 1 Leader Skill 7 Wyrd Power 6

Spatial shift:
When Stalkers Move Cautiously, they can ignore any and all terrain between themselves and
their destination, up to and including solid walls.

Wyrd Powers:
Stalkers cannot have a Caster Level above 2.

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FIELD AGENTS
The hardened elite of the Unity operatives, Field Agents are granted wide-ranging legal powers
to tackle the myriad threats to continued stability, security and prosperity.
Agents can be found dealing with anything from rebellions and sedition to slave traders and
alien invasion forces.

PROFILE Cost 22
Movement 4 Power 3 Observation 4 Intellect 8
Melee Skill 4 Defense 3 Attack Dice 2 Cool Under Fire 8
Shooting Skill 4 Wound Points 2 Leader Skill 8 Wyrd Power 7

Formulate counter-strategy:
When testing Morale, Cool Under Fire or Intellect, you may re-roll a single 6 on the dice.

MUTANTS
Whether due to science experiments gone wrong, unexpected environmental conditions or
hyper-pollution, some worlds are home to substantial mutant populations.
These wretches are usually herded o to live in lthy slums, making them somewhat irate and
prone to uprisings.

PROFILE Cost 7
Movement 4 Power 3 Observation 2 Intellect 6
Melee Skill 2 Defense 4 Attack Dice 1 Cool Under Fire 6
Shooting Skill 2 Wound Points 1 Leader Skill 6 Wyrd Power 7

Wretched mob:
Mutants with at least two other Mutants within 3” may re-roll 6’s on Firing and Combat dice.

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ALIENS

Space is full of life, sometimes surprisingly We can safely assume that alien languages
so. are near incomprehensible to human
observers, making wide-spread use of semi-
The alien species listed in this section are psych-conducting translators mandatory for
considered major species. trade and diplomacy.
The exact de nition of this term depends on
the source, but typically means “A species For example, words in the Precursor
that controls multiple planetary systems and language change meaning not only based on
has an independent space travel ability”. in ection, tone and volume but also the
ambient temperature and the amount of
The names for most species is the Unity oxygen the speaker has just inhaled.
designation. These terms are occasionally
considered derogatory but are in common In face of such challenges, simply saying
usage. “Precursor” works well enough.

HULKERS
Hulkers are somewhat unique in that they are technically not aliens, having derived from human
gene-manipulation projects.
However, since they are no longer capable of reproduction with un-modi ed humans, they are
often treated as such, often to the resentment of the less dense of the breed.

Hulkers are heavily muscled, brutish individuals prone to great bouts of rage.
Their skin tone tends towards a blue or green tint.

PROFILE Cost 18
Movement 4 Power 5 Observation 2 Intellect 5
Melee Skill 4 Defense 4 Attack Dice 1 Cool Under Fire 8
Shooting Skill 3 Wound Points 2 Leader Skill 7 Wyrd Power 6

Rage: Relations:
Hulker Personalities never take Morale Tests. Hulkers tend to distrust most species, but
Hulker Squads do not test the rst time they lose frequently hire out as mercenaries.
a gure during a battle.
Suitable miniatures:
Wyrd Powers:
Burly humanoids with hugely exaggerated
Hulkers cannot be Casters under any muscles and features.
circumstances.

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K’ERIN
A war-like species obsessed with honor and battle prowess, the K’Erin are in near-constant
low-intensity con ict with the rest of the space.
They frequently appoint themselves as “protectors” of minor species or splinter colonies,
presumably as an excuse to ght more.

PROFILE Cost 13
Movement 4 Power 4 Observation 3 Intellect 7
Melee Skill 4 Defense 4 Attack Dice 1 Cool Under Fire 7
Shooting Skill 3 Wound Points 1 Leader Skill 8 Wyrd Power 5

Martial upbringing: Relations:


When Pinned, K’Erin are only -1 to Hit rolls. K’Erin refuse to have anything to do with the
Horde or Converted and tend to view the Slavers
Wyrd Powers: very dimly.
Any small, isolated polity may end up appointed
No special rules apply. as a K’Erin protectorate.

The K’Erin tend to get along with Feral very well.

Suitable miniatures:
Rugged looking humanoids.
Interpretations can range from highly human-
looking with odd faces to hulking beasts.

PRECURSORS
A highly re ned species of remarkably human-looking demeanor.
Precursors are often mystical in nature, taking great stock in cosmic prophecies.
They are widely suspected of manipulating cosmic events in some un-explainable fashion.

PROFILE Cost 12
Movement 5 Power 3 Observation 5 Intellect 8
Melee Skill 3 Defense 3 Attack Dice 1 Cool Under Fire 8
Shooting Skill 3 Wound Points 1 Leader Skill 7 Wyrd Power 8

Attuned to The All: Relations:


Precursor Casters may re-roll the Wyrd Power The Precursors will go to almost any length to
test once per game turn. defeat the Horde, whenever it erupts.
They are fond of The Swift and get along with
Wyrd Powers: Manipulators and Engineers very well.
When generating Powers, generate one Power Independent worlds of various species are
more than the Caster Level, then discard one. sometimes permitted to enter Precursor polities
For example a Level 3 Caster would generate 4 as an a liate member.
powers and then pick 3.
Suitable miniatures:
This is instead of the standard method where you
would generate 3 Powers, then choose to re-roll Graceful looking humanoid gures work here. Try
one of them without knowing what you’ll get to nd gures with exotic or organic looking
instead. weaponry and wargear.

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CONVERTED
A brutal cyborg species that propagates itself by harvesting organic species and “converting”
them.
Utterly merciless, they are a potential threat to every sentient species in the galaxy.

PROFILE Cost 13
Movement 4 Power 4 Observation 3 Intellect 7
Melee Skill 3 Defense 4 Attack Dice 1 Cool Under Fire 7
Shooting Skill 3 Wound Points 1 Leader Skill 7 Wyrd Power 6

Bolted-on armaments: Relations:


Converted can re Slow weapons while moving, Nobody will willingly ally with the Converted, but
but must roll a natural 1 to hit with any such shot. due to their methods of “acquisition” members of
Their weapons cannot be disarmed or destroyed other species can be found among their ranks
by external abilities and do not bene t from an once they have been upgraded and implanted
assistant. with control mechanisms.
Only the Horde and Soulless are immune to
Wyrd Powers: conversion.
No Casters above Level 2 are possible. Suitable miniatures:
Converted do not su er Corruption rolls on a
12+. Instead, simply apply +1 Strain. Zombie-like cyborg gures. You will likely have to
modify gures (dare we say “convert”?)

SOULLESS
The Soulless are a networked AI species, inhabiting humanoid robot shells.
Their calculating manner makes them appear untrustworthy, but they have been rm allies in
the ght against galactic-threat-level incursions.

PROFILE Cost 15
Movement 4 Power 3 Observation 5 Intellect 9
Melee Skill 3 Defense 4 Attack Dice 1 Cool Under Fire 7
Shooting Skill 4 Wound Points 1 Leader Skill 7 Wyrd Power 6

Robotic: Suitable miniatures:


Soulless are completely incapable of using Wyrd Robots through and through.
powers and cannot be a ected by them in any You can get away with using fully enclosed
way. armored human gures, since the Soulless often
inhabit exo-suits.
Relations:
The Soulless base their decisions on pragmatism
rather than individual likes and dislikes.
For unknown reasons, they will go to almost any
length to destroy Converted incursions.

They rarely a liate with The Horde, due to the


political fallout such a decision would entail.

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THE HORDE
A threat creeping out from the darkness between worlds, the Horde is like a crawling wave of
destruction.
Possessing genetic manipulation technology and a ery zeal, the twisted remnants of captured
bio-matter surges forward to reclaim the galaxy in their cosmic crusade.

PROFILE Cost 11
Movement 4 Power 3 Observation 3 Intellect 7
Melee Skill 3 Defense 3 Attack Dice 2 Cool Under Fire 7
Shooting Skill 3 Wound Points 1 Leader Skill 7 Wyrd Power 7

Foul beyond measure: Relations:


All non-Horde gures within 9” of a Horde Exposure to the Horde leads to insanity, mutation
member count their Leader Skill and Cool and degeneration. No species would endure this
Under Fire as being 1 point lower than it actually willingly.
is.
Suitable miniatures:
Wyrd Powers:
Scary mutants or composite creatures, bedecked
When using a Power, select any Horde gure with (un)holy symbols.
within 8”.
All targets, ranges etc. are determined from the
selected gure.
This includes the target becoming the Caster for
“Caster-range” powers.

THE SWARM
Their origins unknown, the “Swarm” is a menace to all space-travelers.
Fast, agile and utterly deadly at close quarters, these fanged and clawed horrors infest space
stations and caverns and seem to be able to survive in hibernation for decades before waking
up to slaughter and shred.

PROFILE Cost 15
Movement 6 Power 5 Observation 5 Intellect 7
Melee Skill 5 Defense 4 Attack Dice 3 Cool Under Fire 9
Shooting Skill 3 Wound Points 1 Leader Skill 7 Wyrd Power 6

Mindless killers: Relations:


While the Ability Scores are calculated as normal, The Swarm has no concept of “peaceful
The Swarm passes all Leader Skill and Cool interaction”.
Under Fire tests automatically, while generally Any and all contacts lead to immediate violence.
being unable to take any action requiring an
Intellect test. Suitable miniatures:
Movie-style “Xenos” though man-sized killer
They never use tools or weapons of any kind.
bugs work ne too.
Their natural claws strike with Power 5, AP 3.

Wyrd Powers:
No special rules apply.

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THE SWIFT
The Swift is a species of physically slight lizard people, living in a tribal caste system.
Their every living moment is subject to an intense ritual structure, often propelling them into
strange travels and con icts with other species.

PROFILE Cost 10
Movement 5 Power 3 Observation 5 Intellect 6
Melee Skill 2 Defense 3 Attack Dice 1 Cool Under Fire 8
Shooting Skill 3 Wound Points 1 Leader Skill 7 Wyrd Power 7

Wisdom in ritual: Relations:


Swift may negate any Wyrd Power a ecting The Swift will work alongside other species if the
them on a D6 roll of 1-2. prophecies suggest they should.
They tend to feel comfortable around Precursors,
Wyrd Powers: Humans and K’Erin.
When the Wyrd Phase ends, roll a D6 for each Suitable miniatures:
Caster. On a 1, they remove all Strain.
Any small, humanoid lizard or amphibian gures.
May or may not have vestigial wings.

SKULKERS
A species of humanoid rodents, the Skulkers are often mistaken for gene-mods or uplifted
animals but have evolved independently, though their ease at adapting to human living
conditions have garnered much scienti c interest.

PROFILE Cost 11
Movement 6 Power 3 Observation 3 Intellect 7
Melee Skill 3 Defense 3 Attack Dice 1 Cool Under Fire 7
Shooting Skill 3 Wound Points 1 Leader Skill 7 Wyrd Power 6

Slippery: Relations:
When Moving Cautiously, Skulkers su er no Skulkers are mercenary in the extreme. They
terrain penalties, can cross Obstacles up to their won’t deal with the Horde or the Converted
own height at no cost and ignore all risks from (largely for reasons of personal safety) but have
dangerous or unstable terrain. few qualms otherwise, as long as they get paid.
They tend to co-exist well with Humans and
Wyrd Powers: Feral.
No special rules apply. Suitable miniatures:
If you can nd rodent-human hybrid gures, use
those, otherwise be prepared to do some
conversion work.

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FERAL
“Feral” is a catch-all term for human-animal hybrids, created through various uplift programs.
The practice has been discouraged since, but some planets have a signi cant population of
such gene-mods.
The animal part is almost always a predator of some sort, for military purposes.

PROFILE Cost 11
Movement 5 Power 4 Observation 3 Intellect 7
Melee Skill 3 Defense 3 Attack Dice 1 Cool Under Fire 7
Shooting Skill 3 Wound Points 1 Leader Skill 7 Wyrd Power 6

Pack mentality: Relations:


Feral tend to stick together, due to the cool Feral tend to get along with Skulkers and K’Erin
reception they often get in human society. well.
Any Squad with 5 or more remaining members It’s not unknown for a Feral colony to petition to
adds +1 to Leader Skill. join the Precursors.

Wyrd Powers: Suitable miniatures:


No special rules apply. Any half-animal hybrid types will work here.
Some conversion work may be needed.

SLAVERS
“Slaver” is the least hateful name applied to this clone species.
Short, grey-skinned and with oddly oversized heads, they raid and capture live specimens to be
inducted in their brain washed workforce.
They seem to be genuinely sad when a colony refuses their o er.

PROFILE Cost 11
Movement 4 Power 2 Observation 3 Intellect 8
Melee Skill 3 Defense 3 Attack Dice 1 Cool Under Fire 9
Shooting Skill 3 Wound Points 1 Leader Skill 8 Wyrd Power 6

Sneaky: Relations:
When Sheltering, reduce all enemy Spotting Slavers have a terrible reputation throughout the
rolls by 1. galaxy and while trade happens regularly, few
would willingly cooperate with them militarily,
Wyrd Powers: unless the only alternative is to face down a
Horde invasion.
Casters cannot exceed Level 3.
Unfortunately, as the Slavers seem to be working
towards overcoming the Horde, the alternative
often is to face down an imminent Horde
invasion.

Suitable miniatures:
Short humanoids with grayish skin and large
heads. Classical “grays”.

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HAKSHAN
Tall and clad in brightly colored suits of armor, the Hakshan are a technologically advanced
species that have recently arrived from the depths of space between galaxies.
They appear to be searching from something vital to their culture and are engaging in trade and
military expeditions with great fervor to obtain it.

PROFILE Cost 11
Movement 4 Power 3 Observation 3 Intellect 8
Melee Skill 3 Defense 3 Attack Dice 1 Cool Under Fire 7
Shooting Skill 4 Wound Points 1 Leader Skill 7 Wyrd Power 5

The quest: Relations:


When positioned on any type of scenario Driven by a great cause, the Hakshan will work
objective, Hakshan may re-roll 6’s when shooting short-term with anyone that furthers their
and count as +1 to Leader Skill. immediate goals.
They tend to feel uncomfortable around war-like
Wyrd Powers: species such as the K’Erin.
Casters cannot exceed Level 1. Hakshan and Soulless very rarely nd themselves
in open con ict with each other.

Suitable miniatures:
Humanoids in fully enclosing armored suits. Try to
select gures with a graceful, high-tech look.
Paint in bright but not garish schemes.

THE MANY
An o -shoot of humanity that became isolated during the Procyon Wars.
When contact was re-established, the colonist experiments with psionic engineering had given
birth to a completely independent species lacking any concept of individual identity.

PROFILE Cost 11
Movement 4 Power 3 Observation 4 Intellect 8
Melee Skill 3 Defense 3 Attack Dice 1 Cool Under Fire 7
Shooting Skill 3 Wound Points 1 Leader Skill 7 Wyrd Power 8

Clone mind: Relations:


All Morale tests are taken using the highest Many Due to their clone-mind, The Many have a di cult
Leader Skill on the table. time interacting with non-psychic species and
prefer avoiding them.
Wyrd Powers: For their part, “un-evolved” species tend to nd
exposure to The Many highly distressing.
The Many are never subject to Strain.
Precursors and Manipulators tend to do just ne,
Suitable miniatures: while the Soulless don’t even register the
Any human gures painted very pale and with the discomfort.
exact same features.
The mere sight of The Many sends Slaver
expeditions into a furious rage.

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MANIPULATORS
Often initially disturbing due to their squid-like tentacled appearance, the Manipulators are
eager sellers of high-tech equipment and manufactured goods.
They are also renowned for having involvement in almost everything that goes on in the galaxy,
courtesy of an extensive intelligence network, exceptional wealth and a ruthless sense of
competition.

PROFILE Cost 10
Movement 4 Power 2 Observation 3 Intellect 10
Melee Skill 2 Defense 3 Attack Dice 2 Cool Under Fire 6
Shooting Skill 3 Wound Points 1 Leader Skill 8 Wyrd Power 6

Dislike of personal combat: Relations:


Manipulators are +2 to Cool Under Fire while The Manipulators have long alliances with
within a terrain feature. Humanity, the Precursors and the K’Erin while
They are -1 to Leader Skill if they are within 12” also often acting as an intermediary to The Many.
of a visible enemy.
In the short term, almost any species can nd
Wyrd Powers: itself aiding the Manipulators, whether for coin or
because it just, conveniently, turned out that way.
No special rules apply.
Suitable miniatures:
Any creepy-crawly tentacle aliens you can nd.
You may have to do some conversions.

ENGINEERS
A humanoid species of modest stature, the Engineers wear protective suits at all times due to
their unique biology.
They are highly skilled with technology, seeming to understand hardware on an almost intimate
level.
Due to their generally non-aggressive nature and lack of xenophobia, they are popular hired
hands.

PROFILE Cost 10
Movement 5 Power 2 Observation 4 Intellect 8
Melee Skill 3 Defense 3 Attack Dice 1 Cool Under Fire 7
Shooting Skill 3 Wound Points 1 Leader Skill 7 Wyrd Power 6

Tech a nity: Relations:


Equipment wielded by an Engineer will never jam, Engineers will hire out to almost anyone that will
malfunction or otherwise su er a fault. o er them money and access to tech.
Abilities and Powers that in ict malfunction can They nd Soulless to be extremely enjoyable
be negated on a D6 roll of 1-3. company.
Engineers are terri ed of the Converted.
Wyrd Powers:
Suitable miniatures:
Engineers only remove 1 Strain per game turn,
not the usual 2. Any fairly slender humanoids in all-enclosing suits
will do.

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THE NIRN
A species of short, stocky humanoids, the Nirn home-world was destroyed in a cataclysmic disaster that
caused massive destruction throughout their solar system.
While many have ed, the survivors have become expert asteroid miners in their attempts to scrape out a
living in the remnants of their home system.

PROFILE Cost 12
Movement 3 Power 3 Observation 3 Intellect 7
Melee Skill 3 Defense 4 Attack Dice 1 Cool Under Fire 8
Shooting Skill 3 Wound Points 1 Leader Skill 7 Wyrd Power 6

Steady movement: hire out as the whim strikes them. They have an
unexplained dislike of the Manipulators and will
Nirn do not experience any movement reductions only cooperate with them if facing the Horde or
for bad going when Moving Cautiously, as they the Converted.
simply push their way through rubble and They seem to appreciate the company of the
undergrowth. Soulless.
Belligerent: Suitable miniatures:
When ghting non-Nirn intelligent species, the Any “Space dwarf” miniatures will work just ne.
Nirn add +1 to their Cool Under Fire scores.
This does not apply to non-organic or semi-
organic foes such as androids, Soulless or the
Converted.

Wyrd Powers:
No special rules apply.

Relations:
Nirn are famously di cult to get along with,
though adventurers, corsairs and mercenaries do

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ANIMALS AND MONSTERS

BASICS Only one Morale test is taken per game turn.

Animals and assorted critters can do Roll 2D6.


wonders to spice up a scenario, whether If the score exceeds the Leader Skill, the
used as objectives, randomly wandering animal ees from the battle eld and can be
curiosities or a rampaging monster threat. removed.

ANIMAL MORALE TESTS


If the scenario involves hunting a particular
creature, it will ee 2D6” towards the nearest
Animals and monsters take Morale tests at table edge each turn, attacking anything in
the end of the rst phase they lose Wound its path.
Points.

HORSE
Horses originated on Earth but through extensive genetic modi cation programs, they have
been adapted to a variety of environments.
Due to their versatility, they are quite common on lower tech-level colonies, supplementing
conventional vehicles for transportation and work.

The Horse of the present era is far tougher, able to survive on a wider range of feed and much
more environmentally resilient than its ancient forebears

PROFILE
Movement 8” Power 3 Observation 3 Intellect 5
Melee Skill 3 Defense 3 Attack Dice 1 Cool Under Fire 5
Shooting Skill 0 Wound Points 1 Leader Skill 5 Wyrd Power 5

Military training: Natural Attack:


Horses can be combat trained though not all are. Hooves Impact 3 AP 0

ROCK LIZARD
Over-sized lizards with a maw full of teeth, these creatures have spread far and wide due to ill-
advised attempts of domestication.
They are a persistent threat on any dry, arid world.

PROFILE
Movement 6” Power 4 Observation 2 Intellect 3
Melee Skill 4 Defense 3 Attack Dice 2 Cool Under Fire 6
Shooting Skill 0 Wound Points 1 Leader Skill 5 Wyrd Power 5

Lizard hide: Natural Attack:


Armor rating 2. Fangs Impact 4 AP 2

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GENE-DOG
Humanity’s best friend. With several upgrades for environmental adaption, they can go almost
anywhere.

PROFILE
Movement 6” Power 3 Observation 6 Intellect 5
Melee Skill 3 Defense 3 Attack Dice 1 Cool Under Fire 5
Shooting Skill 0 Wound Points 1 Leader Skill 5 Wyrd Power 5

Loyal: Natural Attack:


Gene-Dogs typically accompany a speci c Bite Impact 4 AP 0
Personality and will pass all Leader Skill and
Cool Under Fire checks while that Personality is
on the table.

SAND RUNNER
A man-sized bipedal reptile of unusual intelligence.
Sand Runners are edible and occasionally herded for food, but also make valuable cavalry
mounts on arid worlds.

PROFILE
Movement 7” Power 4 Observation 2 Intellect 5
Melee Skill 4 Defense 4 Attack Dice 2 Cool Under Fire 6
Shooting Skill 0 Wound Points 1 Leader Skill 5 Wyrd Power 5

Mount: Natural Attack:


All Sand Runners are battle-trained if used as Claws Impact 4 AP 1
cavalry mounts.

VOID RIPPERS
Space-borne critters popularly stated to consist only of a digestive system, a set of razor-sharp
fangs and a vile attitude.
They are common in asteroid clusters, being a common threat to miners.

PROFILE
Movement 5” Power 3 Observation 3 Intellect 3
Melee Skill 3 Defense 3 Attack Dice 3 Cool Under Fire 6
Shooting Skill 0 Wound Points 3 Leader Skill 5 Wyrd Power 6

Swarm: Natural Attack:


Rippers use the rules for Swarms. As they y, Fangs Impact 3 AP 1
they su er no terrain limitations or inhibitions of
any kind.

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FLOATER-BLASTER
A harmless looking jelly-creature that drifts slowly through the air.
Filled with highly ammable compressed gas.

PROFILE
Movement 1D6” Power 0 Observation 0 Intellect 1
Melee Skill 0 Defense 2 Attack Dice 0 Cool Under Fire 1
Shooting Skill 0 Wound Points 1 Leader Skill 1 Wyrd Power 1

Hover Hover Boom: Natural Attack:


At the beginning of the game, determine the wind None.
direction by rolling a Scatter die.
At the beginning of each Movement Phase, each
Floater-Blaster will move 1D6” in that direction.

If a gun shot passes within 1”, roll 1D6: On a 1-2,


the Floater-Blaster explodes, striking everything
within 2” with Impact 5, AP 1.

KRORG
These scaly, bear-like creatures could probably make excellent draft animals, provided they
didn’t y into a furious rage when within a mile of a non-Krorg lifeform.

PROFILE
Movement 6” Power 5 Observation 4 Intellect 4
Melee Skill 5 Defense 5 Attack Dice 3 Cool Under Fire 9
Shooting Skill 0 Wound Points 3 Leader Skill 9 Wyrd Power 5

Fury: Natural Attack:


Krorg always move towards the nearest living Claws Impact 5 AP 2
thing as quickly as possible.
They absolutely, positively cannot be controlled
or in uenced in any fashion or through any
methods (Wyrd, Technological or otherwise).

Their scaly hide has an Armor rating of 3.

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VOID GHOST
These apparitions tend to show up on ships if lingering too long in hyper-space, such as during
drive-failure.
They tend to take the form of ghostly versions of the crew, past and present.

PROFILE
Movement 2” Power 0 Observation 0 Intellect 0
Melee Skill 0 Defense 0 Attack Dice 0 Cool Under Fire 0
Shooting Skill 0 Wound Points 0 Leader Skill 0 Wyrd Power 0

Apparitions: Natural Attack:


Each Void Ghost will move 2” towards the None whatsoever.
nearest living thing in sight and then follow it
around.
They are completely impervious to attack, cannot
be interacted with in any fashion and can move
straight through solid obstacles.

All living creatures within 2” must reduce their


Movement speed by 2”.
A surrounded creature that is reduced to 0
Movement in this fashion passes out from fear
and is removed from play.

SQUID-HEAD
These sinister aliens tend to avoid direct sun light whenever possible.
They seem to operate in two modes: Terrifying ambushers or highly civilized sellers of
information.
Scientists debate whether the two represent di erent stages of evolution.

PROFILE
Movement 3” Power 3 Observation 6 Intellect 8
Melee Skill 3 Defense 5 Attack Dice 2 Cool Under Fire 8
Shooting Skill 0 Wound Points 1 Leader Skill 8 Wyrd Power 10

Stalkers: Natural Attack:


If Squid-Heads are present on the battle eld, any As described above.
terrain feature could be infested. Their attacks have no e ect on robots (such as
The rst time a gure enters any feature, roll a D6. the Soulless).
On a 1, they are immediately attacked by a
hidden Squid-Head. Place the gure in Close
Combat.

Any gure su ering a hit from a Squid-Head


must roll 2D6 against their Cool Under Fire.
If the roll is higher, they fall under control of the
Squid-Head and will ght to defend it from harm.

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GLOWIES
Strange little orbs of energy. They produce an intense light that frequently changes in color.
They are quite curious and will “check out” things that intrigue them, but they do not otherwise
interact.
They are often assumed to belong in another dimension.

PROFILE
Movement 3” Power 0 Observation 0 Intellect 0
Melee Skill 0 Defense 0 Attack Dice 0 Cool Under Fire 0
Shooting Skill 0 Wound Points 0 Leader Skill 0 Wyrd Power 0

Extra-Dimensional fun ball: Natural Attack:


At the end of each Movement Phase, make a None known.
Scatter roll for each Glowie and move it
accordingly.
They can y over terrain features but will move
around buildings and similar.

Due to the bright lights, they project a sphere


extending 1” in every direction that blocks all
lines of sight.

They cannot be harmed, manipulated or


otherwise a ected in any way.

THE FEARS
Thin, skeletal bodies of a humanoid origin, which doesn’t seem to correspond to any known
species.
They blanket everything around them in a silencing eld and employ psionic wave attacks to
terrify their prey.
It’s presumed that they derive nourishment from emotional impulses.

PROFILE
Movement 4” Power 2 Observation 4 Intellect 8
Melee Skill 2 Defense 3 Attack Dice 1 Cool Under Fire 10
Shooting Skill 0 Wound Points 2 Leader Skill 8 Wyrd Power 10

Fear Wave: At the end of the Fire Combat Phase, any Unit
within 8” must roll 2D6.
Fears will always move towards the biggest
If the roll exceeds the Cool Under Fire score, the
concentration of sentient beings, trying to end
Unit Breaks immediately, as if it had failed a
each move within 8” of at least one living
Break test.
creature.
This is in addition to any Morale test already
required due to casualties.

Natural attack:
Fists Impact 2 AP 0

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BRUTE LIZARD
Oversized lizards seem to be endemic to many jungle-worlds.
Whether they have fangs, horns or simply trample everything in their path, they are a menace to
adventurers, criminals and armies alike.

PROFILE
Movement 6” Power 7 Observation 2 Intellect 2
Melee Skill 4 Defense 7 Attack Dice 5 Cool Under Fire 9
Shooting Skill 0 Wound Points 10 Leader Skill 9 Wyrd Power 2

Hulking brute: Natural attack:


Brute Lizards have a natural Armor rating of 3. Bite/Stomp Impact 7 AP 3
When Charging, the target must roll 2D6.
If the roll is higher than their Cool Under Fire
score, they lose 1 Attack Die in the Close
Combat Phase.

GIGA-RACHNID
Oversized insect life is not uncommon on primordial worlds.
Oversized insect life that grows to the same of tanks is thankfully less common.
Note that “less common” does not mean unknown.

PROFILE
Movement 6” Power 6 Observation 4 Intellect 2
Melee Skill 4 Defense 8 Attack Dice 5 Cool Under Fire 9
Shooting Skill 0 Wound Points 12 Leader Skill 9 Wyrd Power 2

Hardened shell: Natural attack:


The creature has an Armor rating of 4. Bite Impact 6 AP 3
Size 3

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DIMENSIONAL HORROR
Nobody knows exactly what exists in other dimensions, but from the creatures that seep
through on occasion when a hyper-space rift is open too long, nobody is in a hurry to nd out
either.
Dimensional Horrors can take almost any imaginable shape and con guration of abilities.

PROFILE
Movement 5” Power 5 Observation 6 Intellect 10
Melee Skill 5 Defense 5 Attack Dice 4 Cool Under Fire 10
Shooting Skill 0 Wound Points 5 Leader Skill 10 Wyrd Power 10

Hell spawn: Natural attack:


Any gure activating within 8” and sight must roll Touch Impact 5
2D6. Ignores physical Armor but Wyrd Saves apply.
If the roll is over their Cool Under Fire, the gure
is -1 to Movement, Melee Skill and Shooting
Skill this turn.

The creature has an Armor rating of 3, which is


una ected by Armor Penetration modi ers.

The creature also has a Wyrd Save on a roll of


1-2.
If it fails to save against a Wyrd attack with an
Impact value, it is wounded automatically,
regardless of the Impact rating.

Almost any combination of abilities can be


manifested.
Roll 3 times on the Wyrd Powers table if you do
not have time to create a custom creature.

Horrors do not test to use their powers, are not


subject to Interference and su er no Strain.
They simply use each power in turn, during the
Wyrd Phase.

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TYPICAL VEHICLES
INTRODUCTION Pilots act as drivers but can re a pair of
weapon systems as well.

This section provides pro les for a number of


WEAPON MOUNTS
standard vehicle designs.
Rather than viewing them as speci c
designs, such as a Centurion tank, they Each vehicle has two mount numbers.
represent typical classes of vehicle. The rst number is the total number of
mount points.
Hence, a light tank might be a rugged but The second is the number of those points
conventional human-produced export model that can accommodate a weapon with the
or a high-tech hover vehicle, but the Mounted Trait.
fundamentals won’t change too much.
Example:
CREW 3/1 would indicate 3 weapons total, of
which 1 could be Mounted.
This entry lists the maximum number of crew
the vehicle can typically house. Any vehicle with at least 2 weapon mount
points may also add one additional un-
Typical positions is a driver, a commander
crewed Auto Slugger or Auto Laser, which
and any number of gunners. can be red by an existing crew member.
Walkers have a single crew position:
The pilot.

CIV CAR

A typical street car, good for a get-away or the 9 hour commute downtown in the mega-city,
less good for a re ght.

Movement Defense Wound Points Armor Weapon mounts Crew Transport Cost
16” Wheel 5 6 2 0/0 1 3 30

CIV UTILITY

A heavier vehicle intended for o -road work, cargo hauling and similar.
Often popular with militia types.

Movement Defense Wound Points Armor Weapon mounts Crew Transport Cost
12” Wheel 6 6 2 1/0 2 6 40

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UTILITY WALKER

A typical cargo lifter. Usually able to perform a number of di erent construction functions.
Often press-ganged into paramilitary service.

Movement Defense Wound Points Armor Weapon mounts Crew Transport Cost
6” Walker 6 6 2 2/0 1 0 40

Melee Skill Attack Dice Melee Impact Melee AP


3 2 4 1

ARMORED CAR

Popular for scouting as well as rapid response in urban environments, rugged, armor-plated
ghting vehicles are also a low-cost solution to someone who wants a tank but can’t a ord a
tank.

Movement Defense Wound Points Armor Weapon mounts Crew Transport Cost
14” Wheel 6 8 3 2/0 2 0 50

APC

A wide variety of troop transports are in service across the galaxy.


Many older models see extensive service through surplus sales and military aid provided to
sympathetic governments.

Movement Defense Wound Points Armor Weapon mounts Crew Transport Cost
12” Track 6 8 3 2/0 3 10 60

LIGHT TANK

Vehicles in this class are typically designed for scout duties, though some are popular low-cost
export models.

Movement Defense Wound Points Armor Weapon mounts Crew Transport Cost
10” Track 6 10 4 2/1 5 0 100

MEDIUM TANK

Medium class tanks are not a popular category for new designs. Instead, many are obsolescent
but still functional heavy tanks that have fallen behind the tech curve or light tanks that have
been up-gunned and up-armored.

Movement Defense Wound Points Armor Weapon mounts Crew Transport Cost
8” Track 7 12 5 3/1 5 0 135

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HEAVY TANK

The state of the art in tank design, heavy tanks rely on brute strength to smash through enemy
positions.
Tank formations are expensive to begin with, even before factoring in the cost of transporting
them across worlds.

Movement Defense Wound Points Armor Weapon mounts Crew Transport Cost
6” Track 8 14 5 3/1 5 0 150

WALKERS
The vehicles below are all considered to be Walkers in the game rules.

LIGHT WALKER

Purpose-built walker vehicles, often assigned to scouting and light hunter-killer roles.

Movement Defense Wound Points Armor Weapon mounts Crew Transport Cost
9” Walker 6 6 3 3/0 1 0 50

Melee Skill Attack Dice Melee Impact Melee AP


3 2 6 3

HEAVY WALKER

Heavy combat walkers are popular infantry support choices, as they can go wherever the
infantry needs to go.

Movement Defense Wound Points Armor Weapon mounts Crew Transport Cost
6” Walker 7 8 4 2/1 1 0 75

Melee Skill Attack Dice Melee Impact Melee AP


4 4 8 5

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LIGHT VEHICLES
The vehicles below are all considered to be Light vehicles in the game rules.
Note that no Transport rating is given.
Light Vehicles that do not use all of their Crew slots may employ them for Transport duties.
Due to the limited size, this is typically limited to carting around Personality models.

BIKE

A typical ground-based motorcycle, common in civilian use and popular with many bandit
gangs and motor-nomad tribes.

Movement Defense Wound Points Armor Weapon mounts Crew Cost


14” Wheel 3 3 1 0/0 1 15

ASSAULT BIKE

Heavy bike favored by military forces, featuring strong engines, armor plating and a gun mount.

Movement Defense Wound Points Armor Weapon mounts Crew Cost


12” Wheel 4 3 2 1/0 1 25

FRONTIER TRIKE

A rugged three-wheeler capable of traversing rough terrain with ease.

Movement Defense Wound Points Armor Weapon mounts Crew Cost


12” Wheel 5 4 1 1/0 2 30

MILITARY TRIKE

Popular in the Katarkis system, these three-wheeled vehicles o er a side-car mounted gun
platform, making them extremely e ective for hit-and-run warfare.

Movement Defense Wound Points Armor Weapon mounts Crew Cost


10” Wheel 5 4 2 2/1 2 40

FRONTIER BUGGY

A light-weight four-wheeler capable of carrying a single rider through most terrain features.

Movement Defense Wound Points Armor Weapon mounts Crew Cost


8” Wheel 5 4 1 0/0 1 25

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TACTICAL CARRIER

A cramped, open-topped vehicle capable of being con gured into a dozen di erent roles.
Most models are tracked.

Movement Defense Wound Points Armor Weapon mounts Crew Cost


8” Wheel 6 6 3 1/1 4 40

If a weapon with the Mounted Trait is tted, Crew is reduced to 2 positions.

SPEEDER BIKE

Anti-grav bikes are extremely popular with people who enjoy speed and surprise over such
things like crew safety and crash survival statistics.

Movement Defense Wound Points Armor Weapon mounts Crew Cost


15” Grav 3 3 1 1/0 1 30

GRAV GUN PLATFORM

Slower and heavy, models like the Coral Snake o er a compromise between the utility of a
speeder bike and the repower of a military trike.

Movement Defense Wound Points Armor Weapon mounts Crew Cost


14” Grav 4 4 2 2/1 2 45

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THE ARMY BUILDER


INTRODUCTION ARMY COMPOSITION

The Army Builder is used to construct a force Armies consist of any number of Sections.
using a points system.
It is well suited to pick-up games where you
want relatively equal forces. It also allows Each Section consists of 1 Personality and
players to construct their force in advance, from 1-3 Squads.
as well as act as a guideline for collecting For every Squad, up to 1 support element
and painting your forces. can be included.
This may be a Gun Crew, vehicle or another
It is meant to produce forces that are Squad.
relatively typical of colonial, para-military,
corporate, mercenary and expeditionary In addition to the above numbers, a single
forces in Fringe space. additional Personality may be included.
Note that some troop types are best suited
to small skirmish actions with only a couple
Example:
of squads on each side. For a very small game, I create a
Section of 1 Personality and 1 Squad. I
The Army Builder can be used in two ways: can add a second Personality if I would
like.
If you are preparing a pick-up game, each For a medium sized game, I select a
player should bring forces that are created Personality and 3 Squads to form the
only using the Army Builder. bulk of the Section, then add 3 Support
elements. I choose a Gun Crew and 2
The Army Builder does not include every Vehicles.
option and item in the book, both to avoid Finally I add a second Personality.
potential balancing issues and to keep the
game simpler. Players should agree on whether their forces
may be composed of multiple species /
If you are creating a scenario, you may still troop types or are restricted to only one. For
enjoy beginning with the Army Builder as a a pick-up game, it is recommended to use
baseline, then making any changes and only a single species or troop type (such as
adjustments you want. all Colonial Militia or all Precursors).
The points costs are all compatible with the
general points value tables provided in this TROOP NOTES
rulebook, allowing full compatibility.

Over time, Army Builder options will be Field Agents and Stalkers cannot be taken as
expanded based on player input. Squads, Gun Crews or vehicle crews. They
operate only as Personality gures.

The points cost table below may list NA for


certain choices. If so, that choice is not
available.

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SQUADS

To build a Squad simply follow each of the steps below.

SELECT BASE TYPE


Select the base troop type you want to use.
In most cases, all troops in the army are of the same type.

Each troop type is associated with a speci c Tech Base, which determines their basic
weaponry.
A Squad always consists of 5 gures.
The listed cost does not include any weaponry or equipment.

Troop Tech Base Squad (5) Gun Crew (3) Vehicle crew (1)

Colonial Militia Slug weapons 35 points 15 points 4


Enforcers Slug weapons 85 points 45 points 14
Mercs Laser weapons 60 points 30 points 9
Mutants Scrap weapons 30 points NA NA
Nomads Scrap weapons 40 points NA NA
Psychos Slug weapons 30 points 12 points 3
Starport Scum Slug weapons 25 points NA NA
Unity Grunts Laser weapons 50 points 24 points 7
Zealots Scrap weapons 35 points 15 points 4

Converted Blaster weapons 65 points 33 points 10


Engineers Laser weapons 50 points 24 points 7
Feral Slug weapons 55 points 27 points 8
K’Erin Blaster weapons 65 points 33 points 10
Hakshan Gauss weapons 55 points 27 points 8
The Horde Blaster weapons 55 points 27 points 8
Hulkers Slug weapons 90 points NA NA
Manipulators Laser weapons 50 points 24 points 7
The Many Laser weapons 55 points 27 points 8
Nirn Laser weapons 60 points 30 points 9
Precursors Shard weapons 60 points 30 points 8
Skulkers Dart weapons 55 points 27 points 8
Slavers Shard weapons 55 points 27 points 8
Soulless Gauss weapons 75 points 39 points 12
Swarm NA 75 points NA NA
The Swift Dart weapons 50 points 24 points NA

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SELECT SQUAD TYPE


Select the type of troops you want to eld.
This determines the base armaments and what options are available to them.
Each Squad may select di erent options if desired.
“Tech Base ri e” or “Tech Base pistol” indicates the weapon is dictated by the Tech Base.

Note that not all troops may select all types.


Consult the table below. A Y indicates the squad type may be selected. A - indicates it may
not.

Troop Ri e AssaultSupport Scout Heavy Warband Brood

Colonial militia Y Y Y Y - - -
Enforcers Y Y Y - - - -
Mercs Y Y Y Y Y - -
Mutants - Y - - - Y -
Nomads - - - Y - Y -
Psychos - Y - - - Y -
Starport scum - - - - - Y -
Unity grunts Y Y Y Y Y - -
Zealots Y Y - - - Y -

Converted Y Y Y Y Y - -
Engineers Y - Y Y Y - -
Feral Y Y Y Y Y Y -
K’Erin Y Y Y Y Y - -
Hakshan Y Y Y Y Y - -
The Horde - Y Y Y - Y -
Hulkers - Y - - - Y -
Manipulators Y - Y - Y - -
The Many Y Y Y Y Y - -
Nirn Y Y Y Y Y - -
Precursors Y Y Y Y Y - -
Skulkers Y Y Y Y - Y -
Slavers Y Y Y Y Y - -
Soulless Y Y Y Y Y - -
Swarm - - - - - - Y
The Swift Y Y Y Y - Y -

Ri e
5 gures with Tech Base ri e.
1 gure may be given a Heavy weapon.
1 gure may be given a Special weapon.
1 gure may swap ri e for Tech Base pistol and be given an Assault weapon.

The squad may be equipped with Basic Grenades.

The squad must be given Light (10 points) or Combat Armor (20 points).

The squad may be Jump Troops (25 points)

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Assault
5 gures with Tech Base pistol.
Any may be given an Assault weapon.
1 gure may be given a Special weapon.

The squad may be equipped with Basic and Assault Grenades.

The squad must be given Light (10 points) or Combat Armor (20 points).

They may be given the Open Formation ability (5 points)

The squad may be Jump Troops (25 points)

Support
3 gures with Tech Base ri e.
2 gures must be given a Heavy weapon. If a second Heavy weapon is selected, +5 points
must be paid.

The squad must be given Light (10 points) or Combat Armor (20 points).

Scout
4 gures with choice of Tech Base ri e or pistol.
1 gure with Tech Base ri e.
1 gure may be given a Special weapon.

The squad may be equipped with Basic Grenades.

The squad must be given Light (10 points) or Scout Armor (15 points).

Scout squads must be given the Open Formation ability (5 points).


They may be deployed as Forward Troops (15 points)

Heavy
5 gures with Tech Base ri e.
1 gure may swap ri e for Tech Base pistol and be given an Assault weapon.
2 gures may be given an Assault or Special weapon.

The squad may be equipped with Basic Grenades.

The squad must be equipped with Heavy (35 points) or Assault (70 points) armor.

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Warband
5 gures with choice of Tech Base ri e or pistol or Shotgun (1 point).
2 gures may be given an Assault weapon.
1 gure may be given a Special weapon.

The squad may be equipped with Basic Grenades.

The squad must be equipped with Primitive (5 points) or Light (10 points) armor.

Brood
5 gures with no weaponry or armor, except those that are built-in to the troop type (such as
claws or natural armor plating).

They may be deployed as Forward Troops (15 points)

Tech Base ri es and pistols


Slug Pistol 1 point
Slug Ri e 2 points
Laser Pistol 1 point
Laser Ri e 2 points
Blaster Pistol 2 points
Blaster Ri e 3 points
Shard Pistol 1 points
Shard Ri e 2 points
Scrap Pistol 0.5 points
Scrap Ri e 1 point
Dart Pistol 2 points
Dart Ri e / Carbine 2 points
Gauss Pistol 3 points
Gauss Ri e 4 points

Special weapon options


Shotgun 1 point
Flame Projector 8 points
Grenade Launcher* 6 points +
Fusion Ri e 14 points
Plasma Ri e 8 points

Assault weapon options


Blade 1 point
Tech Blade 3 points
Power Blade 3 points
Storm Claws 5 points
Breaching Axe 4 points

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Heavy weapon options


Auto Slugger 5 points Slug Tech only
Auto Laser 8 points Laser Tech only
Heavy Laser 8 points Laser Tech only
Auto Blaster 8 points Blaster Tech only
Shard Repeater 8 points Shard Tech only
Rattle Gun 6 points Scrap Tech only
Gauss Repeater 12 points Gauss Tech only
Rocket Launcher* 15 points +
Heavy Fusion Gun 20 points
Heavy Plasma Gun 25 points

Launcher ammo
Any Grenade Launcher or Rocket Launcher must be tted with ammo for the listed cost per
gun.
Frag grenades 2 points
Fog grenades 2 points
Penetrator grenades 4 points
Shard grenades (rocket only) 2 points

Basic grenade options (Squad)


Frag grenades 10 points
Fog grenades 10 points
Penetrator grenades 20 points

Assault grenade options (Squad)


Jinx grenades 25 points
Shard grenades 10 points
Cling-Fire grenades 15 points

FINALIZE DESIGN
Check over your choices and make sure they what you intended and no mistakes were made.
Then simply add up the various points values to arrive at the nal cost of the Squad. It is now
ready to take the eld.

Example:
I want to build a Unity Grunt rifle squad to get my army started (50 points).
The Tech Base is Laser weapons, so the squad starts out with Laser rifles (+10).
I want lots of firepower (literally) so I take a Flame projector (+8) as my Special
weapon and a Heavy laser (+8) as my Heavy weapon.

Finally, I opt for Combat armor (+15).

The final value of the squad is 91 points.

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BUILDING PERSONALITIES

CHOOSE BASIC TYPE


The starting pro le is always the baseline for the troop type. Note that some troop types are
only available as Personalities.

Troop types Alien species


Colonial militia 7 Converted 13
Enforcer 17 Engineer 10
Field agent 22 Feral 11
Merc 12 K’Erin 13
Mutant 6 Hakshan 11
Nomad 8 Horde 15
Psycho 6 Manipulator 10
Stalker 12 Many 11
Starport scum 5 Nirn 12
Unity grunts 10 Precursor 12
Zealot 7 Skulker 11
Slaver 11
Soulless 15
Swarm 15
Swift 10

SELECT CLASS
Each class of Personality comes with speci c bonuses, which are applied to the basic
character pro le.
Wyrd characters must also be given a Mastery level at the indicated cost.

Class Cost Mastery Cost


Expert +13 Level 1 +10
Hero +29 Level 2 +20
O cer +23 Level 3 +35
Wyrd +20 Level 4 +50

Mo MeS ShS Po De WP Ob AtD LeS In CUF Wyrd

Expert - +1 +1 - - - +1 - - +1 - -
Hero +1 +1 +1 - - +1 +1 +1 +1 +1 +1 -
O cer - - - - - +1 +1 - +2 - +2 -
Wyrd - - - - - +1 +1 - - +1 - +2

Wyrd casters may have an additional cost or limitations applied, based on base type.
If the table below lists a cost, it must be paid for any Wyrd caster.

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Species Cost Notes


Precursor +5 -
Horde +5 -
Swift +2 -
The Many +5 -
Engineers -2 -
Stalker - Max level 2
Hulker - Prohibited
Converted - Max level 2
Soulless - Prohibited
Slavers - Max level 3
Hakshan - Max level 1

SELECT WEAPONS AND EQUIPMENT

Personalities are assumed to have access to a wide range of equipment and are thus not
limited to the technology options of the force in question.

A Personality may be given 1 Assault weapon plus 1 Assault or Ri e weapon.


Each gure may select one type of Armor, any number of Grenade types and up to 3
Equipment items.

Assault weapons
Laser pistol 1 point
Blaster pistol 2 points
Shard pistol 1 point
Gauss pistol 3 points
Blade 1 point
Tech blade 3 points
Fencing blade 3 points
Ripper st 8 points
Storm claws 5 points

Ri es
Laser ri e 2 points
Blaster ri e 3 points
Shard ri e 2 points
Gauss ri e 4 points

Armor
Light 2 points
Combat 4 points
Heavy 7 points

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Grenades
Frag grenades 2 points
Penetrator grenades 4 points
Jinx grenades 5 points
Fog grenades 2 points

Equipment
Booster drugs 10 points Damper eld 5 points
Command relay 5 points
Shimmer suit 10 points
Stealth gear 5 points

THE CHAIN OF COMMAND

A force with 3 or more Squads will always have a Commander. Simply select any Personality.
If the force has 5 or more Squads, select a second Personality to be the 2IC.

No additional points are paid for these upgrades.

GUN CREWS

SELECT BASE TYPE


Select the type of troop you would like to use.
Use the Gun Crew column of the troop cost table above. A Gun Crew is always 3 gures.

SELECT MAIN WEAPON


The crew must man a Mounted weapon. This can be a weapon suitable to their Tech Base or
one of the weapons listed below. Note that some support weapons are in universal usage
across the galaxy even if they belong to a speci c Tech Base, therefore these weapons can be
used by any force.

Crew weapons
Slug cannon 15 points Slug Tech only
Pulse laser 20 points Laser Tech only
Blaster cannon 25 points Blaster Tech only
Shard auto-cannon 15 points Shard Tech only
20mm auto-cannon 12 points
30mm auto-cannon 18 points
Laser cannon 20 points
Gauss auto-cannon 15 points
Light mortar 15 points
Heavy mortar 25 points
Fusion cannon 35 points
Plasma cannon 35 points

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SELECT SIDE WEAPONS


Any crew gure may be given a Tech Base pistol or ri e, using the lists and costs in the
infantry Squad section. Crew members may be unarmed if desired.

SELECT EQUIPMENT
The crew must be given Light (+6) or Combat Armor (+12).
1 crew member with a ri e may be given a Sniper Sight (+3)

VEHICLES

SELECT HULL TYPE


No troop type / hull restrictions currently exist. Take note of the amount of crew and weapon
mount points available to the selected hull.

Hull Cost Crew Mounts Mobility / Type


Armored car 50 points 2 2/0 Wheel / Track
APC 60 points 3 2/0 Wheel / Track
Light tank 100 points 5 2/1 Track
Medium tank 135 points 5 3/1 Track
Heavy tank 150 points 5 3/1 Track
Light walker 50 points 1 3/0 Walker
Heavy walker 75 points 1 2/1 Walker
Bike 15 points 1 0/0 Light
Assault bike 25 points 1 1/0 Light
Frontier trike 30 points 2 1/0 Light
Military trike 40 points 2 2/1 Light

What if my model really does not t?


You may have a vehicle kit you would like to use but it absolutely does not t into the
categories. Maybe you’ve scared up a beefy vehicle that is de nitely a heavy tank but on legs,
or you have a vehicle with too many weapons.
If so, make reasonable adjustments and get your opponent to agree. If you are playing a pick-
up game, it is generally considered the norm to only use units that can be built using the Army
Builder.

SELECT CREW
Any crew gures are added using the cost in the troop type table above.
Note that the listed cost must be paid for each crew member.

Any crew may be given a Tech Base appropriate Pistol. One crew may be given a Tech Base
appropriate Ri e. These weapons may be used by exposed crew or when performing
dismounted duties.
The crew may be given Light armor (2 points per gure)

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Crew weapons
Slug Pistol 1 point
Slug Ri e 2 points
Laser Pistol 1 point
Laser Ri e 2 points
Blaster Pistol 2 points
Blaster Ri e 3 points
Shard Pistol 1 points
Shard Ri e 2 points
Scrap Pistol 0.5 points
Scrap Ri e 1 point
Dart Pistol 2 points
Dart Ri e / Carbine 2 points
Gauss Pistol 3 points
Gauss Ri e 4 points

SELECT WEAPONS
Each vehicle has a Weapon Mount score given as two numbers.
The rst number is the total number of weapons the vehicle may be tted with, the second is
the number of those weapons that may have the Mounted Trait.

Example:
2 / 0 would allow two weapons to be fitted, but neither could be Mounted.
3 / 1 would allow one Mounted and two other weapons or three other weapons to be
fitted.

A Linked weapon costs double the normal cost and occupies a single weapon slot. The
weapon selected cannot have the Mounted Trait.
Any weapon may be Hull Mounted, limiting it to a 90 degree arc of re.

Note that vehicle weapons do not have to correlate to troop Tech Base limitations.

Regular weapons Cost Cost


Regular Hull
Auto slugger 5 4
Auto laser 8 7
Heavy laser 8 7
Auto blaster 8 7
Heavy blaster 10 9
Rocket launcher 15 + 13 +
Frag +2 +2
Penetrator +4 +4
Fog +2 +2
Heavy fusion gun 20 18
Heavy plasma gun 25 22

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Mounted weapons Cost Cost


Regular Hull
20mm auto-cannon 12 11
30mm auto-cannon 18 16
40mm auto-cannon 25 22
Laser cannon 20 18
Pulse laser 20 18
Blaster cannon 25 22
Auto launcher 20 + 18 +
Frag +2 +2
Penetrator +4 +4
Fog +2 +2
Heavy mortar 25 22
Fusion cannon 35 31
Plasma cannon 35 31
Main gun 10 + 9+
+AP +10 +10
+AT +20 +20
+Plasma +20 +20

Vehicles with 2 or more Mount Points may add an external weapon from the list below.
Pintle-mounted weapons can be red by an existing crew member, but they have to expose
themselves through a hatch to do so. The player should specify which crew position is
positioned to re the weapon.
Remote-controlled weapons can be red by any existing crew member from any position.
In both cases, ring the weapon happens in place of performing normal crew roles.

Regular weapons Cost


Auto slugger - Pintle 3
Auto slugger - Remote 6
Auto laser - Pintle 6
Auto laser - Remote 10

VEHICLE MODIFICATIONS
A vehicle may be tted with up to two modi cations, paid at the cost indicated.

Modi cation Cost Limitations


Grav vehicle +20 Non-Walker only
Recon pack +10 Light only
Rough terrain upgrades +5 -
Sheltered crew compartment +5 -
Targeting computer +20 -
Track guards +10 Tracked only

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ARMY ALLIANCES
This chapter o ers guidelines on how the various species and armies tend to get along.
Following these guidelines will be helpful for pick-up games as well as maintaining the avor of
the setting.

Of course a custom scenario could envision almost any idea you can think of, such as mind-
controlled troops, alien in ltration units, desperate alliances and so forth.

ALLIED FORCES IN THE ARMY BUILDER

If using the Army Builder, each section must be comprised of a single troop type.

Example:
If building an allied force of Precursor and Feral troops, I’d need to build two
Sections. The first Section contains all my Precursor troops and the second Section
includes all my Feral troops.

Mercenaries
Troops with the Mercenary tag can be taken in a force composed of di erent troop types.
Only a single Squad may be taken, none of the sections selected may be of the same troop
type and the Squad must be taken as a support element in the section.

Example:
When building a Precursor Section, I could include a single Engineer Squad as
Mercenaries, but only if my force does not contain any Engineer Sections.
I could not include both an Engineer and a Feral Mercenary Squad, regardless of the
army size.

Advisors
Troops with the Advisor tag can be taken in a force composed of di erent troop types.
Only a single Personality may be taken and they cannot be assigned to a section of the same
troop type.
Unlike Mercenaries, Advisors can be taken in a force that includes other sections of the same
troop type. They occupy a normal Personality slot.

Example:
I could attach a Precursor Advisor to my Feral Section, even if I have a Precursor
Section in my force.

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Menace
Troops with the Menace tag cannot ght alongside other forces under any circumstances. They
cannot include Mercenary or Advisor forces and all sections must belong to the same troop
type.

Starport scum Mercenary - -


Colonial militia - - -
Unity grunts - - -
Psychos Mercenary - -
Zealots Mercenary - -
Enforcers Mercenary Advisor -
Enforcers may be taken as Mercenaries or Advisors for human forces only.
Merc’s Mercenary Advisor -
Nomads Mercenary - -
Stalkers - Advisor -
Field agents - Advisor -
Mutants Mercenary - -

Hulkers Mercenary - -
K’Erin Mercenary Advisor -
Precursors - Advisor -
Converted - - Menace
Soulless - - -
The Horde - - Menace
The Swarm - - Menace
The Swift - - -
Skulkers Mercenary - -
Feral Mercenary - -
Slavers - - -
Hakshan - - -
The Many - - -
Manipulators - Advisor -
Engineers Mercenary Advisor -
The Nirn - - -

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THE POINTS SYSTEM


The points system can be used to build your own troops outside what the Army Builder will
allow, as well as modify units constructed using that system.
It can also be used as a way to gauge the cost of your own creations: Simply nd the weapon
or creature that your design is closest to and then adjust the points score accordingly.
The initial points values are not based on a secret formula.

Updating costs
Points systems are a perpetual work in progress.
If you nd that a given troop type, item or combination is a little too good or too weak, contact
us at nordicweaselgames@icloud.com and help us improve it.

BASE POINTS COST


The listed cost is per infantry gure. Subtract 2 points per gure for gun crews.
Subtract 3 points per gure for vehicle crews.

INDIVIDUAL AND UPGRADED FIGURES


Troop types
Colonial militia 7
Enforcer 15 Any Personality gure pays the normal
Field agent 20 gure cost +5 points.
Merc 12
Mutant 7 To upgrade the troop pro le of a gure,
Nomad 8 determine the total number of upgrades
Psycho 6 (each score can only be updated once). This
Stalker 12 is the Level of the gure. Consult below for
Starport scum 5 the cost per Level.
Unity grunts 10
Zealot 7
Level 1-4 +2 each
Level 5-8 +3 each
Level 9-12 +4 each
Alien species
Converted 13
Engineer 10
Feral 11 Example:
K’erin 13 A figure with 5 upgraded ability scores
is Level 5 and would pay 5 x 3 points
Hakshan 11 extra (for a total of +15).
Horde 12
Hulker 16
Manipulator 10 WYRD POWERS
Many 11
Nirn 12 Add a xed total based on the Mastery of
Precursor 12 the character.
Skulker 11 Mastery 1 +10
Slaver 11 Mastery 2 +20
Soulless 14 Mastery 3 +35
Swarm 15 Mastery 4 +50
Swift 10

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Certain species have an additional modi er Scrap pistol 0.5


that must be added to Wyrd casters. Scrap ri e 1
Rattle gun 6
Shotgun 1
Precursor +5 Dart pistol 2
Horde +5 Dart carbine 2
Swift +2 Dart ri e 2
Many +5 Gauss pistol 3
Engineer -2 Gauss ri e 4
Gauss repeater 12 H
Flame projector 8
SPECIAL CASES Under barrel amer 3
Any special cases must be paid per gure. Fusion ri e 14
Heavy fusion gun 20 H
Grenade launcher 6 L
Open formation +1 per gure. Rocket launcher 15 H L
Squads only. Attached launcher 4 L
Forward troops +3 per gure Plasma ri e 8
Jump troops +5 per gure Heavy plasma gun 25 H
Cavalry- Horse +3 per gure
+5 trained for combat
- Sand-runner +6 per gure Primitive weapons
Gene dog +6. Max 1 per gure. These weapons have a cost of 0 if carried as
the only ranged weapon, 1 point if carried in
addition to another weapon.
INFANTRY WEAPONS
Every weapon carried by a gure must be Primitive pistol 0/1
paid for. Primitive ri e 0/1
Weapons marked with H are considered Bow 0/1
“Heavy Weapons”.
A Squad with more than one Heavy Weapon
must pay +5 points per additional Heavy Melee
they carry. Blade 1
Tech blade 3
Any Launcher weapon (marked with an L) Power blade 3
must be out tted with grenades. Pay for Ripper st 8
each grenade type. Fencing blade 3
Breaching axe 4
Slug pistol 1 Brutal weapon 2
Slug ri e 2 Storm claws 5
Auto slugger 5 H
Laser pistol 1
Laser ri e 2 Armor
Auto laser 8 H Primitive armor 1
Heavy laser 8 H Light armor 2
Blaster pistol 2 Scout armor 3
Blaster ri e 3 Combat armor 3
Auto blaster 8 H Drop trooper armor 4
Heavy blaster 10 H Heavy armor 5
Shard pistol 1 Assault armor 10
Shard ri e 2 Breach armor 16
Shard repeater 8

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MOUNTED WEAPONS SPECIAL GRENADES


These weapons can be equipped only to gun These can only be used by a Personality
crews or vehicles. gure.
To build a gun crew pay for the weapon, 3 The user receives 2 grenades per battle.
crew gures (at normal infantry cost -2) and
any armor or personal items carried.
Breaching charge 5
Dimensional collapsor 50
Slug cannon 15 Drone grenade 10
Auto slug cannon 12 Fire storm 10
Laser cannon 20 Flare 15
Pulse laser 20 Plasma charge 10
Blaster cannon 25 Spider mine 10
Shard auto cannon 15 Stasis 20
Gauss auto cannon 15 Swarm 10
Light mortar 15 Tangle eld 5
Heavy mortar 25
Fusion cannon 35
20mm auto cannon 12 PERSONAL EQUIPMENT
30mm auto cannon 18 Items marked with R are Restricted and can
40mm auto cannon 25
be issued only to Personalities, not Squad
Auto launcher 20 L
members.
Plasma cannon 35

Ammo pack 3
Main Gun Assault attachment 3
Gun crew or vehicle only. Boarding shield 2
Main guns must pay for the base value, plus Booster drugs 10 R
the cost of each type of shell available. Command relay 5 R
Main gun 10 + Damper eld 5 R
AP +10 Drones 10
AT +20 Grav mount 5
Plasma +20 Havoc emitter 10 R
Heirloom blade 5 R
Jammers 5
GRENADES Jump assist gear 10
Med-kit 5
Paying provides enough grenades for an Phase shift device 10 R
entire battle. Psi-booster 8 R
Figures with launcher type weapons must Psi-nulli er 5 R
buy grenades separately for throwing and for Range nder 3
their launcher. Reinforced armor 3
Sharp shooter mods 5
Frag 2 Shimmer suit 10 R
Penetrator 4 Short range warp 15 R
Jinx 5 Smart sight 5
Fog 2 Sniper sight 3
Shard 2 Snoopers 5
Cling re 3 Stealth gear 5
Stim pack 5 R
Upgraded sidearm 3 R

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ENHANCEMENTS
Heavy tank 150
Personalities can have up to 1 Light walker 50
enhancement per Wound Point. Heavy walker 75
Bike 15
Bio-claws 8 Assault bike 25
Bionic limbs 10 Frontier trike 30
Cyber vision 10 Military trike 40
Faculties upgrade 8 Frontier buggy 25
Gene-modding 10 Tactical carrier 40
Hunter-killer 10 Speeder bike 30
Reviver-module 15 Grav gun platform 45
Survivor-enhancement 12
System-boost 10
Wired re exes 8 Vehicle modi cations
Battle screens 5
SKILLS Crash damper 5
Cyber vehicle - Mil 15
Note that Rogue Talent cannot be Cyber vehicle - Civ 5
purchased. Fine-tuned balance 5
Frag screens 10
Brawl 5 Grav vehicle 20
Bruiser 5 Improved protection 10
Careful aim 10 Multi-vector engines 5
Dodge 8 Neural link 5 per
Grit 5 Recon pack 10
Heavy 5 Rough terrain up. 5
Independent 8 Sheltered crew co. 5
In ltrate 5 Targeting computer 20
Iron will 8 Targeting designator 10
Keen shot 5 Track guards 10
Kill shot 5
Lucky 5
Medic 5
Overpower 5
Rapid re 5
Scan 5
Stoic 8
Support 10
Tough 5

VEHICLES
The price is without crew. Crew cost the
same as an infantry gure -3.
Civilian car 30
Civilian utility 40
Utility walker 40
Armored car 50
APC 60
Light tank 100
Medium tank 135

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BOOK 4
SIDE RULES

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PROBLEM SOLVING

HOW TO USE THIS SECTION? BREACHING

This chapter is here to help you gure out all Doors that are locked or barricaded must be
manner of situations as they emerge on the broken down.
table.
Give the door a Defense rating from 3 (plain,
In particular, this chapter serves as a “trouble wooden door) to 6 (steel or comparable
shooting” guide for scenarios and unusual material).
situations. Doors have a single Wound Point, two if
We suggest if you are about to Game Master they have been barricaded or reinforced.
a scenario, you read this section carefully.
A gure that moves within 2” of a door may
This entire section should be viewed as re at it, in icting a single automatic hit with
optional, as any given rule may not t a any gun carried. Sustained Fire or other
particular scenario. multiple-shot mechanics are ignored.

Doing stu in general A gure that moves into contact may strike a
door once with any Melee weapon carried,
In order to perform most actions suggested again hitting automatically.
here, a Cautious Move is required.
Any grenade can be placed against the door
Characters performing various actions by a gure in contact. Do not resolve the
cannot generally re or use Wyrd Powers in Blast e ect in this case.
the same turn.
Once destroyed, the door can be traversed
BARRICADING ENTRANCES with no penalty and cannot be barricaded
again.
A door can be locked from the inside simply
by moving into contact with it. CAPTURED EQUIPMENT
A gure that spends a turn in contact with a
door can attempt to barricade it. If an item is particularly alien, unfamiliar or a
Roll 2D6 and attempt to score equal or prototype, a 2D6 roll equal or under Intellect
below the gures Intellect. is required to use it for the rst time.
A second gure can help build the barricade, One attempt is permitted per turn in the
adding a +1 bonus to Intellect. Movement Phase with a double 6 breaking
or damaging the item.
Once barricaded, the door cannot simply be Once the roll has succeeded, the gure can
unlocked with the key and will have an use the item normally and can instruct
additional Wound Point if a Breach is another gure in contact how to use it.
attempted.
A barricade can be cleared from the inside.
This is automatic but takes a full turn.

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CLASH OF PERSONALITIES
Roll 2D6 to establish communications,
If two characters are having a dispute, requiring a roll of 10 or lower.
compare their Cool Under Fire ratings.
If the area is subject to jamming, the
A character in a higher position of authority opposing player rolls a D6 each turn to
establish the strength of the jamming.
may substitute their Leader Skill, if desired.

Subtract that from 10 to determine the target


Each character then rolls 1D6 and deducts
number that turn.
from their opponents rating, represent the
strength of their argument, evidence and
convictions. Example:
If I roll a 2 for jamming, my enemy
would have to roll an 8 or lower to
If either side is now beaten by 2+ points, establish contact.
they win.
If one side is beaten by 1, reduce their Cool
Under Fire and Leader Skill by 1 and have CONFINED SPACES
both players roll again.
All reductions only last for the duration of the A con ned space is any space not big
clash. enough to fully accommodate a Blast e ect.

CLIMBING Corridors and narrow rooms often trigger this


e ect.
Unless a surface is deemed unclimbable, a
gure may climb up or down terrain features Increase the Impact and Armor Penetration
at their normal movement speed. of the weapon by 1.
Lasting e ects, such as gas clouds do not
Only Cautious Moves are possible, a gure evaporate in a con ned space. Ignore any
cannot Run or Charge as part of a climb and die roll that would indicate this.
is not able to re any weapons or perform
other actions in the same game turn. When throwing grenades in a con ned
space, things can get quite dangerous.
It is highly recommended that gures are
only permitted to climb if they can reach a If a throw misses, roll 1D6 and measure that
surface the gure can actually stand on. many inches from the thrower to the target.
The grenade will explode centered on that
COMMS impact point.

This both increases the chance of still


Communications require a dice roll if
striking the target and of blowing yourself up.
characters are using unfamiliar equipment
(such as a captured radio), trying to reach a
recipient that was not planned in advance or
have to contend with jamming.

If using captured equipment, see the rules


for that rst.

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CONSTRUCTING THINGS Increase Observation by 1 if the recipient


has reason to be suspicious and reduce it by
Large construction projects such as bridges 1 if they have no personal stake in the
or forti cations are generally outside the outcome.
scope of the rules (unless you have some
sort of super-technology available) If the die is equal to the modi ed
A fun scenario might revolve around a Observation score, the character hesitates
scientist putting together a super-weapon or for a turn. The deception can be attempted
nding a way to poison the alien invaders again the following turn.
however.
If the die is higher, the character buys into
Establish a Complexity for the project, the story. The GM or players will have to
typically from 2-4. If in doubt, roll 1D3+1 (or determine for how long.
a D4 and re-roll if its a 1). 1D3+1 turns is usually reasonable.

One person can lead the project. If the die is lower, the character is not buying
Each turn, they roll 2D6 against their it (and on a natural 1 might turn hostile or call
Intellect, trying to score equal or under. for help).
Each success reduces the Complexity by 1.
DESTROYING THINGS
If the person has help (or abundant
resources) increase their Intellect by +1. In most cases, simply assign a Defense and
If resources are extremely starved, raise the Wound Points to anything that needs
initial Complexity by 1. breaking.
Simple wood is given a Defense of 3 while
When Complexity reaches 0, the project is metal constructions should have a 5-6.
nished. Futuristic materials designed speci cally to
A double 6 on the roll increases Complexity withstand military repower rate a 7-8.
by +2.
A double 1 reduces it by 1 as normal and Wound Points should be based on relative
allows a second roll in the same turn. size.
As a very rough rule of thumb, assign 1
DECEPTION AND PERSUASION Wound Point per square inch of ground
occupied, but you may modify that up or
down as needed.
If a character is trying to lie, blu or
otherwise talk someone into something, you
If a scenario revolves around destroying
will need to evaluate their odds of doing so.
something, ensure the attacking force has
weapons capable of actually doing so in a
Assuming the cover story is not completely
reasonable time.
absurd, the recipient rolls a D6 and
compares to their Observation rating.
Attacks at Short Range typically hit a larger-
than-man-sized obstacle automatically. At
Long Range, make normal hit rolls with a +1
bonus for being a large target.

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ENTANGLEMENT Beyond that, no save is permitted.

If a character has become tangled in If a character is struck by any attack while


something: A trap, wreckage, swampy within 1” of an edge, they may fall:
ground, alien spider web etc. they may be Roll 1D6 with a 1 causing them to tumble
stuck. down.

When exposed to the threat, roll a D6: Jumping down is just a deliberate fall.
If the die is below the characters Reduce the distance fallen by 2” and resolve
Observation score, they manage to avoid damage as normal. A jump of more than 3”
becoming entangled. requires a Cool Under Fire test or the gure
refuses.
If the roll is equal, they are partially
entangled. Any fall long enough to in ict a hit of any
If it is higher, they are fully entangled. Impact will stun the character, making them
unable to act for the rest of the turn.
While partially or fully entangled, you can
take no actions other than move 1” and try FEARSOME
to struggle free.
If the move takes you clear of the area, you Some combatants, creatures or characters
are free. may inspire dread in their enemies.

To struggle free, roll a D6. When selecting a gure to ght in Close


If the roll is below your Power, you tear free Combat, if any opponent in contact is
completely. Fearsome, the gure must roll 2D6 and
If the roll is equal, you go from fully to attempt to score equal or below their Cool
partially entangled or from partial to free. Under Fire score.
Figures that fail to do so cannot score more
A natural 6 not only fails but causes you to than 1 hit when making their close combat
be fully entangled if you were only partial. attacks, no matter how lucky the dice roll is.

A friend in contact can help free you: Some combatants may be immune to
Use the higher Power score. If the two are Fearsome enemies, whether in general or a
equal, add +1. speci c enemy.

The GM must determine the e ects of being In campaigns, a victorious battle typically
entangled. Typically the character is unable makes the survivors immune.
to move or attack.

FALLING

Falling more than 2” in icts a hit with an


Impact equal to the distance fallen.

The character may take an Armor save if the


fall is 5” or less.

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GATHERING UP TROOPERS If an opponent moves within their


Observation score in inches from a feature,
A Squad Leader may attempt to absorb left- any hidden Units must be placed on the
table.
over troopers into their Squad, usually to
gather up remnants or to reorganize in the
eld. If the player opts not to place a Unit at that
time, it’s assumed to have slipped away and
This is done in the Movement Phase before will play no part in the battle.
or after the squad moves.
Typically, hidden troop scenarios are best run
Roll 2D6 against the Leader Skill of the using a GM.
Squad Leader. Each player should be informed if hidden
If the roll is equal or below, you may select troops are present, but the game is usually
more fun if you don’t tell them how many or
up to 3 gures within Coherency distance.
which troops.
They are now considered to be part of the
Squad for the rest of the battle.
HANDLING ITEMS
If the Squad is Pinned or Broken, it remains
so. Handling items the size of a ri e or smaller
Figures from a Pinned or Broken Squad can takes 1” of movement.
be gathered up and will have their status Handling items the size of an infantry heavy
removed. weapon takes 2” of movement.

HIDDEN TROOPS This cost allows you to pick up an item o


the ground, hand o an item to someone
else or place the item carefully.
If a scenario has one side camou aging
themselves before a battle, it’s usually best
handled by not placing the gures on the Items can be dropped on the ground at no
board. cost.

Instead, use a map to indicate who is where. Taking an item from a casualty increases the
cost by 1” due to the need to search
pockets, cut straps and similar.
Each Unit must be assigned to a speci c
Retrieving a weapon or item o a casualty
terrain feature and must be indicated to be
requires a D6 roll. On a 5-6, the item is
IN or BY the feature.
damaged and unusable.

At the start of any turn, the controlling player


may declare that any hidden Unit is
emerging.

Units that are IN a feature are then set up


completely within the feature.
Units that are BY a feature are placed so
every gure is partially within 1” of the
feature.

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HOSTILE ENVIRONMENTS A natural roll of 2 (double 1’s) will raise Cool


Under Fire by a point, while a double 6 will
If the environment you are ghting in is cause the subject to crack immediately.
hostile, we tend to assume all troops are
wearing sealed suits to protect them from Characters that are particularly fanatical or
vacuum, gas, toxins or whatever the problem have received psionic shielding can re-roll if
is. either of the dice score a 6.

Such suits have auto-repair facilities, but RECOVERING CASUALTIES


with the power of weaponry in use, troopers
must be ready to apply emergency patches. Dead, wounded or unconscious gures can
be dragged by any gure in contact with
To account for this, whenever a gure makes them.
an Armor save, roll 1D6 immediately:
Simply move the casualty gure alongside
On a 6, the suit is breached. Mark the gure the the gure dragging them.
in some fashion.
In the next game turn, the gure must remain A single gure can only Move Cautiously
stationary and take no other actions while while moving a casualty, while two gures
repairing the breach. cooperating can Run.

If it is unable to do so (for example by being A gure of greater Size than the person
attacked in Close Combat) 1 Wound Point being dragged can Run as well.
is lost.
REINFORCEMENTS
INTERROGATIONS
If reinforcing troops are scheduled to arrive
If you are trying to get information out of in a speci c turn, roll a D6 at the end of the
someone, you have to reduce their Cool indicated turn.
Under Fire rating to 0.
On a 6, the troops are delayed and must test
Each turn of interrogation, the subject rolls again in the following turn.
2D6. On any other roll, they arrive as planned.
If the roll is lower than their Cool Under Fire,
they resist this turn. Some scenarios may have reinforcements
If the roll is equal, reduce Cool Under Fire that are not tied to a speci c turn.
by 1 point. These arrive only on a roll of 1-2 and can be
If the roll is higher, reduce it by 1D4. diced for at the end of every turn.

Once Cool Under Fire is reduced to 0, the


subject cracks and will give up the
information to the best of their knowledge.

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SEARCHING Note that if the killing blow in icted more


points of damage than the target had Wound
Searching an area requires a 1D6 roll under Points remaining, they cannot be captured
the Observation score of the searcher. as their injuries are too grievous.

TERROR
A single gure can search a 4”x4” area in
one turn.
If it’s particularly cluttered or dense, reduce If subjected to mind-shattering fears, roll
the search area to 2”x2”. 2D6.
Figures rolling under their Cool Under Fire
When multiple characters search, use the score are una ected and will not have to test
single best Observation score +1. again this battle.

SPECIALIST EQUIPMENT Figures rolling equal resist this turn, but must
test again in a future turn, if the threat
remains.
Any task that normally requires specialized
or purpose-built equipment to perform is
going to require improvisation if you lack the Figures rolling higher are treated as if they
proper tools. had failed a Break test.

A 2D6 roll under Intellect is required to This can cause individual gures to abandon
improvise. their Squad.
If so, they become a new, independent
Be reasonable though. Some tools are Squad for the remainder of the game.
simply too advanced or too important to
improvise. A creature that causes Terror typically does
so within a 9” area of e ect, but requires line
TAKING PRISONERS of sight.

If you intend to capture a live prisoner, you


must announce this when engaging them in
Close Combat.

When the target is reduced to 0 Wound


Points, roll 1D6.
A roll of a 1-3 allows you to capture the
character alive, while a 4-6 indicates they
took no damage and will continue ghting as
normal. Reset them to 1 Wound Point.
Fanatics require a roll of a 1 to capture.

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OFF MAP SUPPORT


FIRE AVAILABILITY
Any gure can attempt to call in re.
They must be stationary and performing no
When creating a scenario, the possibility of
other actions.
o map re support should be examined
carefully.
To be successful, roll 2D6 and attempt to
Remember, we are (usually) playing a score under your Leader Skill.
skirmish battle and available support should Personalities can roll equal or under the
be on a pretty modest scale: better of their Leader Skill and Intellect.
A platoon of 3-4 Squads is unlikely to have
entire batteries of heavy artillery on stand-by.
A failed roll means no re is forthcoming but
Support is likely to be less in a meeting you can try again next turn.
engagement than a prepared battle. A success means all available mortars will
re on your command.
If you want to introduce a random factor, you Select a target point in sight of the gure
can roll a D6 on the table below. calling in the re.

ARRIVAL
Situation Support
Patrol 1 Once called, mortar re arrives at the
Meeting engagement 1-2 beginning of each subsequent game turn.
Open battle 1-3
Raid 1-2
Determined push 1-4 Any gure may use the same procedure to
Assault 1-5 call it on a new target point.

If you want to stop the barrage or shift the


If support is available, it is generally
target point up to 6” in any direction, use the
assumed to a single mortar team, located o
same procedure but add +1 to your Leader
the edge of the board.
Skill.
If you are playing a particularly large game,
you might roll one support die for every 4
FIRE FOR EFFECT
Squads or Vehicles you are elding.

For each mortar, repeat the same die roll. Each mortar res one round per turn
If the roll falls within the range on the table (representing multiple shells red at the
(f.x. 1-3 for an open battle) the mortar is general vicinity).
Heavy, otherwise it is Light.
For each mortar ring, roll a Scatter die near
Pro les will be as per the normal weapon the target point and resolve a Blast e ect
tables, but range can be ignored for o - where it lands.
board re. AMMO SHORT
CALLING FOR SUPPORT

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Once a mortar team has red 3 rounds, it will Example


Our scenario has an army force moving in
automatically “switch o ” for 1 game turn. to root out some colonial rebels.
After being “switched o ” for 1 turn, the We decide that the rebels won’t have
mortar team is reloaded and can be called fire support available, while the army
again for another 3 rounds. troops might.

Since we’ll be advancing on a defensive


position, we rate it as a Determined
Push, but decide to roll twice, as the
battle is the culmination of a fairly
lengthy campaign.

I need to roll a 1-4 to get support,


with the dice turning up a 3 and a 5:
One mortar team.

I’ll then roll again with a 1-4 giving


me a heavy mortar while a 5-6 would give
me a light mortar team.

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AERIAL SUPPORT

SUPPORT AVAILABILITY CALLING IT IN

Air support tends to come in two forms: Any gure can attempt to call in air support.
Aerial (or hover) vehicles arriving to provide They must be stationary and performing no
re support or to get troops out of there. other actions.

We use the term Air Asset to indicate one


aerial unit, whether it is a plane, helicopter or To be successful, roll 2D6 and attempt to
futuristic equipment. score under your Leader Skill.
Each Air Asset should be designated as Personalities can roll equal or under the
Gun, Evac or Dual Role.
better of their Leader Skill and Intellect.

Air Assets
Gun Assets are used to provide supporting A failed roll means no help is forthcoming but
re. Evac Assets are used to get troops out you can try again next turn.
of the battle area. Dual Role Assets can A success means support is coming and will
perform both roles as needed. arrive at the end of the following turn. If
multiple Assets are available, select one
If you wish to determine availability Asset per call.
randomly, pick the closest situation and roll
1D6. ARRIVAL
If you roll within the range presented below,
support is available.
When the support arrives, select a point
along your own or any neutral table edge.
Situation Support This is the arrival point.
Patrol Not possible
Meeting engagement 1 In the next Movement Phase, move in a
Open battle 1-2 straight line until you reach the intended
Raid 1 destination, without passing over or within 2”
Determined push 1-3 of any enemy Units.
Assault 1-4
We use this restriction as an abstraction to
Evac support is only available if the mission account for local ground re endangering the
calls for it, otherwise the support will be Gun vehicle.
support.
If Evac support is used, a second D6 roll of
1-3 indicates it is Dual Role.

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COUNTER MEASURES EVAC

After reaching the destination, the opposing If an Evac Asset is not driven o , it may
player may roll 3D6. evacuate any Size 1 gures within 2” of the
destination point, then depart safely.
If the roll is equal or below than the distance
from the enemy table edge to the vehicle, the
Air Asset is driven o by ground re located Figures within 1” of an enemy cannot be
beyond the table edge. evac’ed.

Move to any point on a neutral or friendly Evac’ed gures are simply returned from the
table edge and attempt another run next table safely and cannot return to the battle.
turn.

If one of the dice is a 6, the vehicle took a The evac mission can be called again once.
hit. Track this.
If the Asset takes two or more hits during DUAL ROLE
the battle, it’s driven o permanently.
Dual Role support performs both an evac
GUN RUN mission and a gun run at the same time.

Gun Assets may re any of its weapon Dual Role air assets have 2 / 0 weapon
systems during the Fire Combat Phase. mounts and re with a Shooting Skill of 4.
Dedicated support vehicles have 4 / 2
weapon mounts and may re all of its
weaponry.
Resolve shots with a Shooting Skill of 4.

Once the gun run is nished, the Air Asset


leaves and must be successfully called again
if it is to perform another run.

Only two runs can be performed per battle.

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OPEN FORMATIONS
WHAT IS OPEN FORMATION? OPEN FORMATION ON THE TABLE

Some troops are able to ght in a far more Only Squads may have the Open Formation
dispersed manner, whether due to superior ability.
communications technology or specialized A Squad with the ability may separate its
training. gures by up to 4” and still be considered
Coherent.
This is common among recon troops who They can be led by a Personality within 4”
must navigate di cult terrain as well as instead of the customer 2”.
assault troops trying to minimize casualties
from area weapons as they engage.

FORWARD TROOPS
WHAT ARE FORWARD TROOPS?
When placed, Forward Troops can be
Often known as scouts, in ltrators, guerrillas placed anywhere on the table that is at least
or commandos, Forward Troops are Units 12” away from any enemy gures and either
that can be set up to interfere with, intercept out of sight or within a terrain feature.
and generally cause trouble for enemy Forward Troops placed within the players
forces. normal deployment area may be in sight of
enemy gures.
DEPLOYING
Any Forward Troops that are not deployed
may opt to arrive from the players table edge
When setting up, Forward Troops are not
during the rst turn instead.
set up normally.

Instead, once both sides have placed all their Delayed troops
gures, set up any Forward Troops. Note that Forward Troops do not
If both sides have them available, select circumvent any restrictions on the initial
randomly who sets up rst and then number of troops that can be set up.
alternate placing one Unit.

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JUMP TROOPS

WHAT ARE JUMP TROOPS? DEPLOYING INTO BATTLE

Jump Troops are any forces capable of Jump Troops are not set up at the beginning
deploying unexpectedly to the battle eld. of the game.
Instead, they must be timed to arrive during
Typically, they may land using jump jets, a particular game turn from turn 2 onwards.
antigrav modules or high-tech versions of If multiple Units are available, they can be
the old fashioned parachute. scheduled for di erent turns.
Particularly high tech battle elds may even When the end of the indicated turn has
have teleporters, “beaming” troops directly arrived, roll a D6 for each Unit.
into action.
On any roll of 1-5, the Unit arrives as
For convenience, we use the same term for expected.
other methods of “instant arrival” such as On a 6, it is delayed and will roll again next
creatures bursting out of tunnels, emerging turn. If the Unit is delayed two turns in a row,
from cloaking or phasing into our reality from it becomes unavailable and will not take part
another dimension altogether! in the current battle
Position the Unit anywhere on the table that
is not within 12” of enemy gures.

ACTIONS ON ARRIVAL

When eligible, the troops arrive at the end of


the turn. They can act normally beginning
with the following game turn.

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CAVALRY

WHAT ARE CAVALRY? CAVALRY FIRING

Any gure that rides into battle on the back Cavalry gures can re normally.
of another creature of animal-level We assume they are carrying weapons
intelligence is considered to be Cavalry. modi ed speci cally for mounted use or that
they dismount brie y to re.
Cavalry are traditionally horse-mounted but
anything from lizards to living crystal To account for the less stable platform,
crawlers could be imagined. Cavalry cannot take advantage of assistants
We assume that any mount used on a for Slow weapons or gain any bene t of the
futuristic battle eld has been updated with Ri e Trait.
genetic or cybernetic modi cations, allowing
them to withstand considerable damage.
TAKING FIRE

ORGANIZATION
When ring upon Cavalry, roll to hit normally.
Roll against the higher Defense value of the
Both Personalities or Squads may be
rider and mount. Always use the Armor
formed as Cavalry.
value of the rider.
Cavalry always have the Open Formation
ability regardless of their equipment or other If the rider is slain, remove the entire gure
factors. from play.

Cavalry cannot be formed into Gun Crews, Cavalry do not test to Hit the Dirt in
Fire Teams or Packs. Skirmish Mode games.
If Cavalry would be Pinned for any reason,
MOVING CAVALRY
the Unit must either dismount immediately
and become Pinned or remain mounted and
Cavalry always move at the Movement rate Break.
of the mount.
Cavalry gures have the same movement CLOSE COMBAT
options as other troops except they cannot
Shelter due to their size.
In Close Combat, the rider will ght as
normal.
Cavalry are considered Size 2 and can
If the mount is trained for combat, add its
therefore move away from base contact with
Attack Dice to the rider. All hits are resolved
Size 1 gures (such as most infantry).
using the riders weapons as normal.

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DISMOUNTING

Any Cavalry gure may dismount in the


Movement Phase.
This takes a full normal move, meaning the
gure cannot move any further if Moving
Cautiously.

A dismounting gure could Run or Charge


their normal Movement distance (instead of
double).

Once dismounted, the gure ghts as


infantry the rest of the game and cannot
remount. A special scenario might permit
mounts to be left in place and remounted
later.

Squads are not required to dismount at the


same time, though you will generally want to
do so.

OTHER ACTIONS

For all other game purposes, the Ability


Scores of the rider are used.

The mount cannot perform any individual


actions, unless a rule speci cally permits it
to do so.

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PACKS
WHAT ARE PACKS?
Any Blast or Flame weapon will in ict 2 hits
on a Pack.
A Pack is a single base with multiple gures
on it, representing a group of creatures
treated as a single entity on the table, CLOSE COMBAT
typically smaller beasts.
Packs will not voluntarily leave Close
MOVING SWARMS Combat and will prohibit any Size 1 gure
from leaving Close Combat except through
Packs move as a single gure, following all being Broken.
normal Movement rules.
MORALE
SWARM SQUADS
Packs test Morale when reduced to a single
A Squad may consist of a number of Packs. Wound Point. A failed test causes the Pack
to be removed from play as a casualty as the
If so, they must remain within Coherency of
remaining creatures scatter.
each other and cannot be in an Open
Formation.
The Unit as a whole does not test Morale
otherwise and all sources of Morale tests
FIRING WITH SWARMS other than the above case are ignored. For
example, no Wyrd power will force a Morale
If a Pack has a ranged attack, it may re test.
normally, the same as any other gure. It
res as a single gure. OTHER TASKS

TAKING FIRE For all other game purposes, a Pack is


considered to be a single gure.
Packs are targeted normally and are treated
as a single gure with multiple Wound
Points.

A single weapons hit cannot in ict more than


2 Wound Points on a Pack, even if it would
normally cause 3+ points of Damage.

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FIRE TEAMS

WHAT ARE FIRE TEAMS?


Example:
A Fire Team with 3 Laser rifles and a
Similar to a Pack, a Fire Team is a collection Fusion rifle could either fire the
Fusion rifle or the Laser rifles, but
of gures acting as a single entity on the not both in the same Phase.
gaming table. If firing the Laser rifles, a +1 Hit
bonus would apply.
Some armies could use Fire Teams as a way
to represent large numbers of soldiers When rolling to Spot Sheltering troops, add
without having to individually move each +1 to the distance.
gure.
You might also have miniatures already TAKING FIRE
based on teams and simply prefer using this
approach.
Resolve attacks against Fire Teams
The Fire Team has 2-4 individual gures on normally.
a single stand.
Any Blast or Flame weapon will in ict 2 hits
MOVING FIRE TEAMS on a Fire Team.
A single weapons hit cannot in ict more than
2 Wound Points worth of damage on the
Fire Teams move as if they were a normal
Team.
gure for all intents and purposes.

CLOSE COMBAT
FIRE TEAMS IN SQUADS

Fire Teams ght as a single gure in Close


A Squad may be comprised of several Fire
Combat.
Teams.

The Team may leave Close Combat without


They will function using all normal rules for
penalty, if opposed by a single Size 1 gure
Squads, including being able to adopt an
but are Stuck/Engaged normally if opposed
Open Formation if eligible.
by a Size 2-3 gure or two more more Size 1
gures.
FIRING WITH FIRE TEAMS
MORALE
A Fire Team may have multiple weapons.
When it res, it must select a single weapons
system to use. A Squad made of Fire Teams tests Morale
If two or more of the weapon is carried, similar to any other Squad.
make a single attack roll with a +1 Hit bonus.

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OTHER TASKS

Treat the Fire Team as a single gure for


most game purposes.

BUILDING FIRE TEAMS

Fire Teams must be comprised of gures


with identical Ability Scores, except for a
potential Squad Leader.

Ability Scores are as per the pro le of


the rank and le troopers except:

Wound Points and Attack Dice:


1 per gure making up the Team,
regardless of pro les.

Leader Skill and Intellect:


Use squad leader’s if di erent.

The Fire Team has access to any


weapon carried by any gure in the
team.
Remember only ONE weapon may be
red per turn, but carrying two or more
identical weapons adds a +1 Hit
bonus.

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GUN CREWS

WHAT ARE GUN CREWS? FIRING WITH GUN CREWS

Weapons with the Mounted Trait are When ring the Crewed weapon, no gure
manned by a crew of 3 gures. may re any other weapon carried and the
crew must be stationary.
Realistically, most support weapons have at
least a loader or ammo carrier, but for A Crew may always opt to re any other
simplicity, we assume this role is handled in weapons they have in place of their team
the background without us having to worry weapon, but cannot do both.
about it.
TAKING FIRE
One of the crew gures is the Gunner, the
others are Loaders. All must have identical
pro les. The weapon itself cannot be red upon
The weapon is always considered to be part deliberately. Any attacks must be directed
of the Gunner gure, even if it happens to a against the Crew, treating them similar to an
separate model. infantry Unit.

Gun Crews always operate on their own, If the Gunner is slain, the weapon may be
each weapon forming an independent “picked up” by removing any Loader gure
Squad. within 2” instead.

MOVING GUN CREWS CLOSE COMBAT

Crews cannot Run while carrying their Crews will ght normally in Close Combat.
weapon. If they Charge, they must abandon
the weapon. ABANDONING THE WEAPON

To move the Crew, move the gures as A Crew may opt to abandon their weapon.
normal, maintaining Coherency as normal. A If the weapon model is part of the Gunner
Crew cannot use an Open Formation, even gure, you may have to use a replacement
if they are part of a troop type that has the gure.
ability.
Once abandoned, the weapon is lost and
If the weapon is a separate model, simply cannot be manned again.
place it in base contact with the Gunner A GM may permit this for a scenario.
after moving.

The Crew cannot re the Mounted weapon


if they moved this turn.

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CREW LOSSES

If the Crew is reduced to a single gure it


may no longer move without abandoning the
gun.

Crews cannot act as replacements for a


weapon they did not begin the game
manning and other gures cannot ll in
missing Crew positions, except by GM
agreement or scenario special rules.

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STRANGE TERRAIN

INFINITE POSSIBILITIES 6-10 Gripper Forest


A forest or jungle of vegetation.
Odd and absurd terrain pieces are a staple of
Any infantry or cavalry gure entering or
fantastical science ction television, making
beginning a move within a Gripper Forest must
them prime material to incorporate into the roll 1D6:
gaming table.
If the roll is equal to their Power, they must treat
The following list can serve as an the forest as Di cult Ground.
introduction, a way to spice up a scenario or
as a starting point for your own imagination. If the roll is higher, they are stuck and can take no
actions except Wyrd Powers this turn.
You can place these features anywhere in the A 6 is not an automatic failure, so particularly
battle area, but interesting features should strong gures can move unhindered.
not be placed at the edge of the table where
it’s unlikely to play a role in the game. 11-15 Phase Rocks
Entries are numbered so you can simply roll
Large chunks of rock that seems to shift spatially.
a D100 if you prefer. Scientists are uncertain what causes this.

Placing these features is often best done by At the end of each game turn, each Phase Rock
a GM or as part of the scenario, to ensure is moved in accordance with a Scatter roll.
they are placed in areas that will be tactically
interesting (or enough of a bother to make If it merges with another terrain feature, both are
destroyed in a spectacular (but harmless) ash of
the scenario memorable).
colors. If a rock emerges in a place occupied by
For pick-up games, place features before gures, each gure is subject to a Scatter roll.
table edges are assigned.
16-20 Nano Swarm
1-5 Sinking Ground
An ominous swarm of rampaging nano-
Circular areas of ground that suddenly, machines, like a nightmarish locust cloud.
instantaneously swallows up anything on it.
The Swarm is circular with a 2” diameter.
At the end of each Movement Phase tally up the At the end of each game turn, it moves by a
total Size points of all gures on a given area of Scatter roll. If it contacts the edge of the table, it
Sinking Ground then roll 2D10 and add the vanishes.
scores together.
It will disintegrate any terrain feature or gure it
If the combined score is equal or below the comes into contact with, causing instant
combined Size points, it opens up and every destruction.
gure is swallowed up, never to be seen again. Personality gures may roll 1D6, escaping harm
on a roll of a 1.

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21-25 Psy-Growth Use small decorative crystals and scatter a


bunch of them.
A parasitic plant-form that feeds o psionic
energies. If left unattended, Psy-Growths can Whenever a gure shoots, roll a D6 for every
envelop entire cities in short order. Crystal within 2” of the path of the shot (including
rer and target).
Each Growth begins as a square, 1” on each
side. On a 1, it shatters, striking everyone within 2”
with Impact 3.
At the beginning of the Wyrd Phase, the side that Strangely, Crystals do not set each other o .
is closest to a life form will extend 1” towards the
life form, stretching the Growth area. 36-40 Energy Crystals
Using string or small beads to mark the area Large translucent crystals with an interior glow.
covered is recommended. Nearly priceless as an energy source.

The Growth is harmless, does not inhabit Energy Crystals allow Casters within 1” to
movement and provides Light Cover. remove 1 point of Strain at the start of the Wyrd
Phase.
Figures within 1” of the Growth are completely
immune to Wyrd Powers and cannot cast any 41-45 Dead Forest
Powers. If a Caster is within 1” of the Growth, all
The remnants of past nuclear or chemical
Strain is lost and all active powers are cancelled.
warfare, these withered remains of ecology seem
to harbor the whispers of ancient atrocities.
All powers active on a gure or location within 1”
of the Growth are cancelled immediately.
Dead Forest provides Light Cover, but all troops
within must reduce their Leader Skill and Cool
26-30 Ripper Plants
Under Fire by 1 point each.
These aggressive plants will lash out with razor-
edged leaves and stalks, ripping and tearing 46-50 Drain-Weeds
through solid steel with ease.
Tangling, grass-like lifeforms that live by
Each Ripper should be clearly marked with a extracting body heat from organic life forms.
distinct plant model.
If any gure moves within 3”, roll a D6: Weeds are not represented on the table.
Instead, the rst time a terrain feature is entered
On a 1, the Ripper becomes inactive and will not by an infantry or cavalry gure, roll a D6.
act for the rest of the game.
On any other roll, the gure takes a hit with On a 6, the feature is full of Drain-Weeds and the
Impact equal to the die roll. gure loses a Wound Point immediately.
Armor Penetration is 2.
No creature will willingly enter the feature after
this. Note that completely robotic individuals
The gure is immediately knocked backwards
(such as the Soulless) are una ected, as are fully
until they are at least 3” away and cannot move
enclosed vehicles.
any further this turn.

Rippers are strong enough to even push vehicles.

31-35 Shatter Crystals


Crystalline growths of considerable value.
Unfortunately loud noises tend to make them
shatter explosively.

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51-55 Crawling Forest To hold the wreck, an infantry or cavalry gure


must be within 2” and no enemies must be any
Mark an area of forest terrain as normal. closer.
At the end of each turn make a Scatter roll and
move the terrain feature the indicated distance 66-70 Old Mine eld
and direction.
The forest will halt upon contact with a table Divide the table up in 12 x 12 inch squares.
edge.
At the start of each game turn roll a D10 for each
Figures within the feature do NOT move with it, square:
they are left where they stand. On a 1 the square is mined. Each gure that
moves within the area from now on must roll a
The forest can envelop other terrain features as it D6: A 1 trips a mine, exploding with the e ects of
moves but causes no damage or displacement. a Frag Grenade (2”, Impact 3, AP 1)
A squad only triggers a single mine per turn,
56-60 Haze Fields regardless of how many 1’s they roll when
moving.
Mark out three or four roughly spherical areas a
few inches in diameter.
On a 10 the square is de nitely free of mines. Do
At the end of each turn make a single Scatter roll
not check it again in the future.
and move every eld as indicated.
It’s entirely possible for troops to have moved
A eld that contacts the table edge disperses and
through the mine elds without triggering any
is removed.
mines, only to realize their retreat path is now
dangerous.
The elds block line of sight regardless of
technological assistance or alien abilities.
71-75 Hypno-Weeds
Any gure within 2” of the edge of a eld counts
as having an Observation score of 1 for all game At the start of the second turn, randomly select a
purposes. Figures within a eld can move terrain feature that is shrouded in the Hypno-
normally but cannot re, even on targets within Weeds.
the same eld.
Any gure that ends a move within 3” of the
61-65 Crashed Probe Weeds must roll 1D6.
If they roll OVER their Observation score, they
A small space vessel has crashed somewhere on
are una ected. Otherwise the gure is trans xed
the battle eld.
and can take no actions next turn. If engaged in
Place a suitable model, then scatter wreckage
melee they will make no attacks of their own.
and craters liberally around the area.
A friend in contact can drag a victim away while
For the rst two turns of the game, the wreckage
Moving Cautiously.
is too hot to approach within 1”.
Otherwise the poor fool will stand there for the
rest of the battle.
From turn 3 onwards, the rst time a non-vehicle
Figures struck by any attack or damage source
gure approaches within 6” of the wreck a D6 is
will shake o the e ect during the following turn,
rolled.
but must test again if they remain in range at the
On a 1-3 the probe is just so much scrap.
end of their next move.
If playing for Victory Points, holding it at the end
of the game is worth 10 additional Victory
Points.

On a 4-6 it contains something of vital


importance. Both sides ignore all prior objectives.
Whoever holds the wreck wins the battle.

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76-80 It’s the Glorb! 86-90 Inferno


A bubbling mass of strange, alien matter that An area of the battle eld is burning.
seems impervious to any attempts at in icting Mark a square area 3” x 3”.
damage upon it. Best you can do is stay clear. At the end of each game turn roll a D6.
On a 1-2 the re expands 1” on a random side of
Place any suitably gooey looking item on the the square.
table, roughly 2” across. The Glorb rolls on the
table below at the end of every game turn. The inferno is impassable, provides Light Cover
when red through and troops that are enveloped
1- Move according to a Scatter roll. in it su er an Impact 3 AP 1 hit at the start of
2- Expand 1” diameter. each Movement Phase.
3- Move 6” directly towards the closest non-
vehicle gure. 91-95 Tactical Locations
4- Remain in place.
At the end of turns 2, 3 and 4 of the battle select
5- Place a new Glorb, 2” in diameter in the
one random terrain feature on the table, using
center of the current, then make a Scatter roll
any appropriate die.
for both.
6- Expand 1” diameter, then move according to
If playing for Victory Points, these three features
a Scatter roll.
become worth 5 Victory Points if held at the end
Anything that the Glorb moves on to is stuck in
of the battle. A feature is held by being the only
the goo and unable to act.
player to have troops in or on the feature.
All Wyrd e ects are nulli ed upon contact.
A vehicle that is partially contacted must move
If you are not playing for Victory Points, the
away during the next Movement Phase or be
objectives grant +1 Leadership and Cool Under
incapacitated as well.
Fire to troops currently occupying them.
The Glorb can be red over, but any troops
96-100 Hidden Cache
enveloped in it are immune to re.
Mark 4 spots on the table.
81-85 Unstable Structures The rst time a non-vehicle gure reaches each
spot roll 1D6:
When any building on the table is entered for the
rst time, roll 1D6. On a 1-2 they have found a hidden cache of
On a 1 the building is unstable. prototype equipment.
At the end of each game turn, starting with the Select one weapon carried by the Unit. For the
current, roll 1D6 for each unstable structure and rest of the battle, the weapon receives +1 to Hit,
track the scores rolled. +1 Impact, +1 AP.
Add +1 to the roll if any weapon with Impact 5+
was red at or by gures in, under or on the
structure.

Once the total has reached 9+ the building


collapses.
Any gure in, under or on the structure must
make an unmodi ed Armor save or be
destroyed. Vehicles are not harmed but ground
vehicles will be immobilized in the rubble.

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STRANGE WORLDS
A SKY FULL OF THINGS 11-15 Time glitches
Time ows strangely on this world, speeding up
In a near-in nite universe, all manner of and slowing down with no rhyme or reason.
interesting worlds exist, many of which defy
our contemporary understanding of reality. If playing to a turn limit or the scenario involves
events happening on speci c turn counts, roll a
D6 at the end of each full game turn:
If you fancy a challenge, try playing a battle On a 1, the turn did not count for the passage of
on one of those worlds or use them as an time, while on a 6, it counts as two turns.
inspiration for your own games.
Numbers have been added to allow rolling a 16-20 Atmospheric disturbances
D100 for a random result.
The atmosphere is full of odd substances,
glittering and sparkling in the sun light.
1-5 Ghost world
Whatever happened here, the psionic echoes At the beginning of each game turn, roll 4D6 and
from millions of dead lurk just out of sight. add the scores up.
Soldiers report voices on the comms network This is the maximum visibility for the turn.
and scouts see things that are nowhere to be No attacks, powers or abilities can be used at a
found upon investigation. range greater than that.

When each Unit acts for the rst time each turn, 21-25 Jinx
it must roll 2D6. A tall mountain near the battle area seems to
If you roll above their Cool Under Fire score, have a disrupting e ect on technology.
Melee Skill and Shooting Skill are both reduced
by 1 for the duration of this turn. Unless ring a primitive weapon, such as a bow,
any gure that shoots must roll a separately
6-10 Out of phase colored D6 alongside any Hit dice.
Anything physical on the planet has a tendency
to shift around, as if the entire planet was If this die scores a 6, the weapon is locked up
attempting to perform a teleport jump and solid and cannot be used for the rest of the
stuttering. battle.
Scientists protest that this is impossible.
26-30 Rejuvenating
At the beginning of each game turn, before any Micro-organisms in the atmosphere accelerate
actions are taken, select a random Unit from healing processes. It even works on machinery!
each army and make a Scatter roll.
Move every gure in the Unit according to the Whenever anything loses a Wound Point,
Scatter roll. whether it is a gure, vehicle or structure, roll a
D6 for each Wound Point lost.
Figures emerging inside solid objects are On a 1-2, the Wound Point is not lost.
annihilated.

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31-35 Null zone 51-55 Lively Battle Space


Casters report a strange, persistent echo that At the start of turns 2, 4 and 6 roll up a random
builds up in their minds. feature from the Strange Terrain tables and
Whether its an active jamming signal or an place it on the table.
unexplained quirk of psi-physics, its inhibiting
their abilities. If no instructions are given for placement, put a
marker in the center of the table then make 3
Casters do not remove Strain automatically consecutive Scatter rolls and move it
during the battle. accordingly.
Instead at the end of the Wyrd Phase, roll 1D6 When a feature is placed, shift any gures out of
per point of Strain, removing a point for each the way as the new feature is revealed/bursts out
score of 1. of the ground/de-cloaks etc.

36-40 Wyrd infused 56-60 Unstable World


This world is over owing with Psi-energy, causing At the beginning of turn 3 roll a new Strange
even relatively minor talents to burst with barely Worlds factor and apply it from that point
containable energy. onwards.

When Casting Wyrd Powers, roll 3D6 and use 61-65 Desolate Fields
the two lowest dice but su er Corruption if any
two of the three dice score a 6. Absolutely nothing lives on this world.
Replace all vegetation features with rocks,
41-45 Gravity ux boulders or similar. Water features should be
replaced with craters and depressions.
Due to the Flexo-Dense elements in the planetary
crust, gravity is rather unstable. No wild life can be encountered during battles.
No weather patterns exist of any kind.
When Units move, instead of their normal
Movement speed, they move 1D6” + half their 66-70 Abyssal Cracks
normal Movement rate.
The crack begins at the center of the table.
Double this as normal when Running and
At the end of the rst game turn make a Scatter
Charging.
roll and extend the crack in the direction and
distance roll.
46-50 Doomed world
At the end of each subsequent turn make a new
This world is done for. Soon, it will be enveloped Scatter roll and continue extending the crack
by an expanding sun, obliterated by a are or from its last end point.
sucked into a black hole.
Consequently, nobody wants to stick around The crack is 2” wide and can be represented with
here. string or any other suitable object.
Any gure caught under the crack must roll an
Starting with turn 4, roll a D6 at the end of each Armor save and FAIL to jump aside. Move such
game turn. gures to the closest safe point.
Figures that pass their Armor save plummets to
On a 1, the battle eld is obliterated, causing the their doom.
game to end in a draw and all forces present on
the table to be annihilated. Vehicles escape if they move away in the
following Movement Phase.
In a campaign, all such losses are permanent. Otherwise they too fall to their doom.
Players may agree to end the battle beforehand,
so everyone can get to their shuttles. The crack can be red across but cannot be
crossed by ground movement.

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70-75 Chaotic Weather 91-95 Inexorable Tide


Roll a D6 at the beginning of each game turn. On Mark one of the neutral table edges with a Tide
a 1-2 the weather is calm. marker.
Otherwise the following limitations apply: At the start of each turn, roll 1D3 and move the
marker that many inches towards the opposite
table edge.
* No Air Assets can operate or be called.
* Jump Troops cannot operate. The marker represents the advancing tide of
* All forms of ight are impossible. liquid.
* Grav vehicles are reduced to half speed. Infantry and cavalry in the liquid but within 6” of
the marker can move at half pace. Vehicles can
move normally.
76-80 Dense Gloom
Any gure in the liquid but more than 6” from the
Due to the impenetrable darkness the following
e ects apply” tide marker sinks or swamps and is lost for the
rest of the battle.

* No ranged attacks are possible over 12” 96-100 Thick Sludge


(infantry and cavalry target) or 15” (vehicle target). The entire battle area is covered in a thick,
All troops are -1 to their Cool Under Fire scores. reeking sludge that inhibits movement, jams up
* All rolls to spot Sheltering troops are at -2. equipment and generally makes life awful.

All moves are reduced by 1” for infantry, 2” for


81-85 Heavy Interference
cavalry or 4” for ground vehicles. This penalty is
No long range communications is possible at all applied to the nal move after any potential
during the battle. doubling for Running has taken place.
This prevents all attempts at radio, calling o -
map support and even telepathic or Wyrd Any gure that moves and res will Jam their
communication methods. weapon if any hit die scores a natural 6. It takes
one Fire Combat Phase to clear a Jammed
Command Radius for all Commanders and 2IC weapon.
is cut in half.
Terrain features are not covered by sludge.
86-90 Meteor Bombardment Any gure in or on a terrain feature is safe from
both the movement and Jamming e ects.
At the end of each game turn, a chunk of rubble
Figures in contact with a low wall can re over it
falls from the sky.
without su ering the Jamming e ects.
Put a marker in the center of the table and make
a Scatter roll, but double the distance rolled. The
chunk lands there striking everything within 2”
with Impact 6, 1D3 Damage AP 2. Vehicles are
struck on their hull at -2 Defense and ignoring
any Armor Save completely.

Place a rock or boulder at the impact point,


moving any survivors out of the way.

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BOOK 5
PERSISTENT GAMING

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PERSISTENT GAMING
THE ONE OFF GAME THE PERSISTENT GAME

Most miniatures games are what we would A Persistent Game is one where the results
call a One O Game. The two forces are of one battle a ects your force going
assembled, do battle and then you move on. forward, whether through the accumulation
of experience or the accumulation of War
This type of game is well suited for people Fortune.
who enjoy playing pick up games or
experimenting with di erent forces. While Persistent Games are often played as
a campaign, they can just as easily be used
THE CAMPAIGN without a connecting narrative, allowing
players to play against wildly disparate
forces and still get the enjoyment of a
Campaign play is simply a series of games progression system.
connected by an over-arching story.
Between games, a player might swap out all
Many campaigns are simply narrative in of their army except for one beloved
nature, playing a number of games and character or a player might have multiple
deciding on how each battle a ects the story armies they switch between, tracking
you are going through. progression for each.

The next chapter will discuss ways to COMBINING IT ALL


manage a campaign and build a narrative
with easy tools.
For the ultimate gaming experience, a
Campaign can also be a Persistent Game.
This grants you both the advantage of a cool
story unfolding as you play, as well as the
thrill of troops gaining experience and
becoming more hardened.
This sort of game allows you to sample the
most engrossing experiences that miniatures
gaming can o er you, though it does involve
a greater deal of commitment.

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SIMPLE CAMPAIGNS

SETTING THE NARRATIVE In the rst scenario, you might pit the
colonial defenders against the Converted
The key to a good campaign is a narrative onslaught, while the second scenario sees a
tying it together: K’Erin assault force trying to in ltrate the
Converted supply depot.
What armies are ghting? Why are they
ghting each other? NEXT STEPS
What are they trying to achieve?
A simple way to run a campaign is to play
This doesn’t have to mean writing out your out the rst battle.
own space version of War and Peace. Once you have determined how things went,
examine who came the closest to achieving
“The Converted are attacking an isolated their mission goals.
colony, but nd that the K’Erin have declared They are the winner as far as the campaign is
it a protectorate” is more than plenty. concerned.

Now we know what forces we might nd Next, the winner writes down or declares two
(Converted, Colonial Militia and K’Erin), we possible courses of action for the campaign,
know what our terrain might look like and we while the loser declares one.
might even think of a few fun scenarios to These don’t have to be tied to their speci c
set up. force: Instead they should be the most
obvious, logical (or exciting!) ways things
FORCE CONSISTENCY could develop.

If the colonists barely held o the Converted


The narrative of the campaign will inform assault, the Colonist player might declare:
what armies are present, though creative
“Either the K’Erin launch a spoiling attack to
players might nd excuses to eld the odd
extra gure. relieve the barricades or the colonists will fall
back to fortify within the city proper”.
If you just painted up a Precursor character,
maybe they sent an observer to tag along The Converted player declares:
with the K’Erin? Of course mercenary and “The Converted will try to in ltrate through
renegade troops can show up almost the old sewer systems”.
anywhere, ghting for either side. Doesn’t matter if you have a map that says
“old sewer system” on it. There is one now!
In some campaigns, you may use literally the
same force from battle to battle. Number the options from 1 to 3 and simply
Likewise, you might skip around roll a die. Whatever you roll is what is going
dramatically. to happen next! If the battle was a draw,
nominate 1 option each and roll.

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GAINING THE UPPER HAND


The winner of the last battle (the former
underdogs) nominates two outcomes while
Once 3 battles have been fought, the the loser nominates one, then roll randomly.
campaign has developed enough that either
side can gain the upper hand.
Example:
To do this, you must have won 3 battles After the Converted win the underdog
battle, the player declares that option
more than your opponent (or won a set 1 will be the Converted starting a
number determined beforehand. 4-6 is a large-scale bombardment of the city to
good number) reduce it to rubble, while option 2 is
that the Converted bring in a large
contingent of mercenary forces.
Once this happens, the next battle is the
Decisive Moment. The Colonist player declares that option
3 will be that the Precursors interfere
This should be a suitably dramatic scenario. in the war with an expeditionary force
to contain Converted aggression.
Roll a D6:
On a 1-2, the losing side is the active party in
the scenario, launching a desperate attack or The last stand
raid.
If the winning side wins the Decisive
On a 3-6, the winning side is the active party,
Moment as well, the campaign will have one
launching the vital assault or killing blow.
last battle in it.
Consider making this scenario a bit more
epic: The losing side gets to declare this last
Bring more troops than you normally would, battle:
paint up a new squad or two, bring a hero or Maybe you want to try and evacuate to the
two loaded for bear or make sure that you shuttles or you want a last-minute raid on the
each pick the Personality your opponent enemy camp. It could be a literal last stand
hates the most, so they can duel. as you sell yourselves dearly.

This is where the campaign could be Go nuts and be creative but this battle
decided, so make sure it feels that way when CANNOT be narrated so as to win the
you are playing. campaign.
You are beaten and are trying to end it on
your own terms.
Reset the clock
If the underdogs win here, they have pulled
When the campaign is over, shake hands
back from the brink.
and chat about the best moments you had.
Reset the “Victory clock” for both sides and
Maybe you’ll be itching for a follow up.
take a step back to evaluate the campaign.
Maybe the campaign decided some critical
aspect in your version of the universe.
This is a good time to consider ending it.
Maybe it’s just time to have a mug of tea (or
If you want to continue, you MUST introduce
a beer).
a new story element to the campaign.

This works like the normal system above:

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BATTLE OUTCOMES CAMPAIGN EVENTS

It’s often more satisfying to avoid tying While players (or a Game Master) can
negative army consequences to campaign introduce all manner of events and side
battles, since it is easy to fall into a death plots, a little bit of randomness can add
spiral where one player gets an some spice to a campaign.
insurmountable disadvantage and is unable
to catch up. Every so often, simply roll 1D100 on the
That doesn’t mean you can’t re ect the table below and decide how to narrate the
ongoing war in your games. results.

An often better solution is to have it re ected We have not assigned speci c rules to the
in your army selections. e ects, as they can di er tremendously
Did you lose a lot of vehicles in a battle? between forces.
Take few (or no) vehicles in the following
encounter to represent supplies being Some interpretation may be needed:
stretched short.
A Soulless commander would never betray
Have you captured the enemy weapons his kind, but maybe they were
depot? reprogrammed by an enemy elite team.
Out t your squads with a couple of extra The Swarm don’t use vehicles so they can’t
heavy weapons next time to show that. run out of fuel, but they might have
sustained a mass allergic reaction to the
You can even institute this with the same atmosphere slowing them down.
approach as the “next game” system: Be creative.
The victorious player states two
consequences while the loser states one, If your campaign has multiple players, it’s
though we nd in many cases you can
common for a Game Master or campaign
simply chat about it and come up with
organizer to roll for events every so often,
something neat.
then interpret the results for their speci c
campaign.
If the players are on the same page, you can
even self-manage it, selecting armies that t
Once per week is great for a busy campaign,
the current tactical and narrative situation.
while once per half-month or month might
work better for a slow-moving campaign.
This can often give you a far more uid and
realistic campaign than long lists of tables
You will have to decide how dramatic you
and “If this then that” results and modi ers.
want these events to be:
Some groups will enjoy the chaos and
unpredictability, while others will prefer just a
little bit of spice.

Events written as “Army” apply to one of the


forces. Pick the most appropriate based on
your campaign or assign the event at
random.

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Roll Event
1-5 Army gains bold new leader
6-10 Army brings in new allies
11-15 Vital character turns traitor
16-20 Army gains intel advantage
21-25 Army gains unexpected reinforcements
26-30 Army loses allies
31-35 Army is running low on supplies
36-40 Both sides wonder if cost is too high
41-45 Unusual or unexpected battle ground
46-50 Manpower running low on both sides
51-55 Weapon of mass destruction employed
56-60 Lull in the ghting
61-65 Army su ers morale problems
66-70 Weather is hindering combat operations
71-75 O -world military action
76-80 Third party enters con ict
81-85 Nature of ghting changes
86-90 Proto-type weapon introduced
91-95 Rivalries and hatreds become entrenched
96-100 Army has radical change of strategy

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PROGRESSION

INTRODUCTION THE ROSTER

When playing a Persistent Game, you must


This section o ers rules to help you run a keep a roster of Units.
force in a Persistent game.
The force can be built using any method: The
Army Builder, the Points Cost tables or Any Unit that has earned at least 1
simply selecting gures you like. Experience Point must be listed on your
roster.
This system is typically used in a “league” The roster must also list the current “load-
setting where the starting rules are de ned out” for the Unit, including all weapon
(for example 500 points using the Army selections.
Builder).
You may nd that index cards make
PLAY STYLE - COMMITTED VS OPEN excellent roster cards.
In an Open Persistent Game, players are free
to make any force they want. You could play LOAD-OUTS
a Soulless army in one battle, then swap to During a Persistent Game, the number of
Unity troops the next battle. gures, weapon types, equipment and other
Each time you play, troops may accumulate options selected for a given Unit must be
experience and any veteran forces will be noted down. These make up its load-out.
usable when you opt to use that force.
When selected for a battle, a Unit must be
taken as is with the current load-out.
In a Committed Persistent Game, players
must select a speci c army type to play. If The rules below o er ways the load-out may
for example you select Precursors, you must be changed as you play.
use a Precursor force each time.
You are still able to select a brand new force The load-out includes all factors applicable
each time you play, but the broad force type to the Unit: Weapons, equipment, upgrade
must remain the same. options such as Jump Troop capability,
Skills, number of gures in the Unit, Wyrd
If a player opts to change forces in a level and powers etc.
Committed game, all experienced troops are
lost.

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LEAGUES
The Enemy Commander award is awarded
When playing with multiple people, a league to a Personality gure that delivers the fatal
is a fun way to experience the game. blow.
A league might last for a set period of
calendar time, during which everyone plays
as many games as they like, or it may be a 2 ExP Ability increase By limits
regimented thing where players are matched Any ability score may be increased by +1.
up according to a schedule and play a xed Leader Skill, Cool Under Fire, Intellect and
number of battles. Wyrd Power may be increased twice, all
others may be increased only once.
A knock-out tournament at the end of the
league is a fun way to resolve things: Match
everyone up in pairs with the loser being 3 ExP Skill acquisition Max 3
eliminated and keep doing so until you have Any Skill from the Skill chapter may be
a single winner left. selected, except Rogue Talent.

Once the league is over, all progression is


reset to zero. If playing in a league, it is 1 ExP Re-equip No limit
recommended that league forces are not A brand new load-out may be selected.
used in non-league games and vice versa.

5 ExP Wyrd training Max 3


EXPERIENCE AND PROGRESSION Mastery Level may be increased by +1 to a
maximum of 4. Generate a new power.
As you play battles, your gures are awarded
Experience Points (ExP). These must be
tracked on a roster. 1 ExP Wyrd power No limit
Roll two new Wyrd powers. You may replace
one existing power with one of the new
Casualties are assumed to be a mixture of powers OR you may retain your current
knocked out, lost or wounded, as well as powers and discard both rolls.
fresh troopers being brought into the force.
As such, once ExP have been earned by a
Unit, they are not lost. 6 ExP Wyrd potential
A non-Wyrd Personality becomes a Level 1
Note that upgrades purchased with ExP do Caster. Generate two powers and pick one
NOT count towards the points value of the to use.
Unit.
All species or troop limitations on Wyrd
powers, capability and levels apply as
Personality experience normal.
Personality gures receive experience points
during any battle where they did not become
a casualty.

Fighting in a battle 1 ExP


Commander and you won 1 ExP
Enemy Commander eliminated 1 ExP

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Unit experience Example:


Squads, Gun Crews and Vehicles earn every A Support Squad is changed to a Scout
time they nish a battle with at least one Squad and has new weapons and gear
selected that matches a Scout Squad. It
surviving member. Note that the survival of may not retain any Support Squad
the vehicle itself is irrelevant: Veteran crews options.
abandon damaged or wrecked vehicles
frequently.

Fighting in a battle 1 ExP 2 ExP Hardened leader Max 4


Crack team 1 ExP The Squad/Gun Crew leader or vehicle
commander may upgrade any one ability
score by +1.
The Crack team is awarded to a Unit of
choice, in any game where you elded 3 or
more Squads, Gun Crews or vehicles. Recon guring forces
Once a Unit has earned ExP, the current
Each upgrade lists the maximum number of con guration (weapons, equipment,
times it may be selected for any given Unit. upgrades, skills etc.) must be written down.
Each thing the Unit has is considered to be a
Factor, whether it is a weapon, piece of
3 ExP Specialist Max 2 equipment, Skill, ability, upgrade etc.
One gure may be given one of the following
Skills: After each battle the Unit participates in,
Scan. Medic. Careful Aim. Brawl. Rapid Fire. including the one in which it earns the rst
ExP, one change may be performed on each
If a Unit receives this option twice, two Unit.
separate gures and Skills must be selected. If using the Army Builder, each change must
be permitted under the Army Builder rules.

3 ExP Leader Skill Max 1 A change can be:


All gures in the Unit increase their Leader
Skill by +1. * Removing a Factor (for example
removing a heavy weapon)

3 ExP Cool Under Fire Max 1 * Adding a Factor (for example adding
All gures in the Unit increase their Cool grenades to a Squad)
Under Fire score by +1.
* Replacing a Factor with a similar
choice (for example removing a
weapon and adding a di erent
3 ExP Retraining No limit. weapon)
Squads only.
The Squad may be recon gured to a * Adding or removing a gure to a
di erent type in the Army Builder and Squad.
immediately reselect a new load-out
according to the new type.
Alternatively the Squad may remain the Note that Wyrd levels and powers cannot be
same type and select a new load-out from changed using this process.
scratch.
Either option does not a ect earned ExP or
upgrades.

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WAR FORTUNE
Strategic approach Pre-battle
You may select which table edge to deploy
War Fortune functions as a measure of the from.
players achievements. If both players select this option, the points
War Fortune is accumulated by the player are refunded and a roll is made normally.
and not tied to a speci c army. Even if you
swap armies, you retain all Fortune points
until you spend them. This applies regardless Mission priority Pre-battle
of whether you are playing an Open or When rolling for a Battle scenario, you may
Committed game. select the scenario to be played.
If both players select this option, the points
You accumulate 2 points of War Fortune are refunded and a roll is made normally.
every game you play.
Tally up the results of your games as well.
Every 3 victories and every 3 defeats, earn 1 Special ordnance Pre-battle
point of War Fortune. Roll on the Special Issue Ordnance table in
the equipment chapter. A Personality of
War Fortune can be spent as follows. Once your choice receives 2 grenades of the
spent, a point is gone. indicated type.
Each option indicates when it may be used.
For pre-battle options, each player writes
down any desired expenditures on paper,
then reveal them to each other. Flexible orders Pre-battle
If playing an Objective Battle, you may select
Each option can be selected only once for a the exact objective you wish to play.
given battle.

Rest and re t Post-battle


A Unit may change up to 3 Factors.

Military cooperation Post-battle


A single Unit of a di erent troop type (such
as adding a Precursor Squad to a K’Erin
force) can be added to your army roster. It
must still obey normal Army Builder
limitations on the number of Units.

Tactical nesse Mid-battle


Add two Command Decisions to your pool.

Support priority Pre-battle


All dice for o -table support, air support and
random troop arrivals may be re-rolled
during the battle.

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A FEW BROTHERS LEFT

A DIFFERENT APPROACH
Use of the Skills & Traits system is highly
recommended.
In this style of game, you follow a single
Roll up 3 Skills, select 2 of them and assign
squad try to make it through a set number of
them to gures of your choice.
encounters, as their numbers are dwindling
from battle losses.
ENEMY FORCES
This is ideally suited to a short campaign of
2-4 battles with a story line to push you The points value of enemy forces is a
along. percentage of the elite squad, as indicted on
the table to the left.
A good mini campaign might look like this: Note that enemy points values are based on
the original value of the elite squad, not their
current state after casualties.
First battle: 100%
The squad ghts its way to the objective.
SQUAD SURVIVAL
Second battle: 100%
The raid on the objective. For this campaign, we use a simpli ed
system of casualty accounting.
Third battle: 125% Each gure that is removed as a casualty
Ex ltrate through enemy lines. rolls a D6 post-game:

Fourth battle: 125% On a 1-3, they were just knocked out or


Fight o pursuit while waiting for evac. suppressed and are ne.
On any other roll, they are dead or too badly
wounded to keep going and are removed
This campaigns works great as a solo from your roster.
adventure or with another player controlling
the bad guys, though you could each use A Personality gure instead loses 1 Wound
your own elite unit, if you prefer. Point for the rest of the campaign. If this was
their last Wound Point, roll as normal.
SELECTING A SQUAD
You can consolidate equipment and
You can select any out t you like. weapons after each battle, allowing you to
keep your support weaponry operational,
We suggest you only use a single Squad for even if the gunner becomes a casualty.
this campaign, possibly adding a single
Personality to lead them.

While this type of campaign is well suited to


an elite unit, you could just as well follow a
plain unit of grunts as they survive a week in
hell.

It is strongly encouraged to name your


troopers, at the very least with a nick-name.

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THE FORWARD EDGE

Instead of the normal Experience system,


after each battle, select an Ability Score to
increase.

It is increased by +1 for every member of the


Squad.

Each Ability Score can only be raised once,


meaning at the start of the fourth battle, you
will have gained increases in three of your
Ability Scores.

If you have a Personality, they improve in


the same fashion but may select a di erent
Ability Score to increase.

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SKILLS
WHAT ARE SKILLS?
Specialists:
Characters and troops may have all manner Roll 2 more Skills and assign them to 2
of abilities beyond their regular combat Squad members of choice.
training. If possible, the selected troopers must be in
di erent Squads.
Whether the result of genetic adjustments, Note that only the selected trooper gets the
specialized training, natural talent or even Skill, not the entire Squad.
special equipment, they allow the gure to
do something outside the norm of the Make sure your Specialists are identi able in
conventional game rules. some fashion, whether through a unique
pose or other detail.
HOW ARE THEY ACQUIRED?
PERSISTENT GAMING
Skills can be used in a number of ways.
Each Skill has a points value listed. You can If you use the same forces again, you may
also roll D100 to select at random or obtain opt to retain the Skills you rolled.
them during play in a Persistent game. This is recommended.
If you want to use them in a random game, If you don’t use the campaign rules provided
we suggest the following: in this booklet, simply re-roll the Skill when
the gure becomes a casualty.
Personality:
Roll 2 Skills, select 1 of them and assign it to You may of course retire a given Personality
any Personality of choice. or Specialist and roll a new one.

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THE SKILL TABLE

1-5 Lucky When struck by a weapon in icting multiple Wounds, only a single
Wound is sustained, unless the random roll rolls the maximum possible
(f.x. 6 on 1D6)
6-10 Scan When rolling to Spot, roll 3 dice and pick the best 2.
11-15 Medic When a gure becomes a casualty within 4”, roll a 1 to restore them to 1
Wound Point immediately.
Does not work if Medic or casualty is in Close Combat.
16-20 In ltrate Ignore Di cult Terrain and is not subject to any terrain hazards.
21-25 Support Each turn, select one friend within 6” and sight.
They add +1 to Melee Skill, Shooting Skill and Intellect.
26-30 Overpower In Close Combat, enemy Melee Skill is reduced by 2.
31-35 Keen Shot Re-roll 6s when Shooting.
36-40 Careful Aim Ignore 1 point of Hit penalties when Shooting.
41-45 Heavy May re Slow weapons when Moving Cautiously, but at -1 to Hit.
46-50 Bruiser +1 Power.
51-55 Rogue Talent Become Level 1 Wyrd Caster, even if species does not normally permit.
Generate a Power randomly.
56-60 Independent Increase Movement by +2”.
If a Squad member, the gure also becomes a Personality.
61-65 Grit Increase Wound Points by 1.
66-70 Tough Increase Armor rating by 1.
71-75 Kill Shot +1 to weapon Impact when shooting.
76-80 Stoic Personality will pass all Cool Under Fire checks.
Squad gets +1 to Leader Skill and Cool Under Fire.
81-85 Brawler Increase Attack Dice by 1.
86-90 Iron Will Hostile Wyrd Powers a ecting the gure may be ignored on a D6 roll of
1-2. Other gures in an area of e ect are still a ected normally.
91-95 Dodge -1 Shooting Skill when targeting this gure.
96-100 Rapid re When Shooting, roll one additional attack at -1 to Hit.

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BOOK 6
APPENDICES

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GAME MODES
We o er two additional ways to play the SKIRMISH MODE
game. Skirmish mode adds additional detail
for small games with only a handful of
gures, while Platoon mode is intended for In this game mode, each gure moves and
bigger games where the full level of detail ghts individually. You can still build your
may be excessive. army out of Squads, but when set up on the
table every gure is considered a Unit of
Select the game mode that works the best their own, regardless of which Squad they
for what you want and don’t be afraid to originated from.
change things up or combine things as
needed. In such a game, players usually only have
Other game modes are possible and may be 8-10 gures in total.
provided in future expansions.
This mode is perfect for gang ghts,
SQUAD MODE (DEFAULT) character-driven encounters and commando
raids.

This is the standard way to play the game The following rules adjustments apply:
described throughout the rules.
No changes apply here. * No Coherency
As every gure operates independently, there
are no Coherency rules applied.

* Hip ring
A gure may Run and re non-Slow
weapons, but will hit only on a natural roll of
a 1.

* Aimed shots
An infantry gure that remains stationary and
is not ring a Slow or Sustained Fire
weapon may re-roll if the initial hit die roll is a
6. Cavalry cannot bene t from this rule.

* Target selection
A rer may select one of the two closest
visible enemy gures to re upon.

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* Low on ammo In a campaign game, being Winged has no


When ring a non-Sustained Fire weapon, if long term e ects, even if the gure is
the nal ring roll is an unmodi ed 6, the knocked out.
shooter is low on ammunition. The weapon
cannot be used until it is reloaded. * Morale
Reloading takes a Fire Combat Phase and Morale is tested when a gure within 4”
prevents any other activities. Any action that becomes a casualty.
prevents shooting (such as close combat)
will also prevent reloading. PLATOON MODE

A gure may reload all weapons carried in


one turn. Platoon mode battles are fought with forces
assembled normally, but are subject to the
* Hit the dirt following rules modi cations:
A gure struck by a ranged attack must roll
2D6 against their Cool Under Fire if they * Targeting
survive. All re from a Unit must be directed at the
If the roll is higher, the gure will Hit the Dirt: same target Unit. Figures that cannot see,
Figures within 2” of cover or concealment reach or a ect the target do not re (they are
will move 2” to break line of sight or improve helping pass ammunition or just keeping
their level of cover. their heads down).
If no such position is within 2”, the gure
remains in place. * Firing into close combat
You cannot re into a close combat, unless
The gure recovers at the end of next turns the enemy is Size 3 and all friendly gures
Fire Combat Phase and can take no actions are Size 1.
until then.
If engaged in Close Combat, the gure * Standing Watch
recovers immediately. Watch must be set for an entire Unit at
Note that Cavalry are not subject to this rule. once.

* Glancing blows (optional rule)


A gure reduced to 0 Wound Points does
not automatically become a casualty. Roll
1D6.
On a 3-6, remove the gure as a casualty.
On a 1-2, the gure was Winged and may
continue ghting as if they had 1 Wound
Point remaining.
The gure is -1 to Movement, Melee Skill
and Shooting Skill for the duration of the
battle.

A gure that is Winged twice is knocked


unconscious and removed from the table.

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SOLO GAMING
BASICS Roll 1D3 and form the NPF into that many
groups. Divide the available Units as evenly
Solo gaming is fundamentally playing a as possible between the groups, then assign
miniatures game with only a single player, each to a random third of their table edge.
controlling both sides.
Each group will generally try to advance and
Some people play solo, due to a lack of a ght together, remaining no more than 3”-6”
regular opponent or to play a setting or apart.
period others are not interested in, others do
it as a di erent type of gaming experience Example:
from their regular game. If you have a table The NPF has 3 Squads of infantry, 2
that you can leave set up for an extended Personalities and a Vehicle.
period of time, having a solo battle to tinker
with every evening is an excellent pastime. They end up forming 3 groups, so I
assign a Squad to each group, then 2 of
the groups get a Personality while the
Mechanics for solo gaming can also be used third will be accompanied by the
to play cooperatively, where the players are vehicle.
on the same side.
This can be a fun change of pace and is If the NPF Units do not split up evenly,
great to introduce players to miniatures randomly select one of the groups to receive
gaming, as well as people who don’t enjoy the left over troops.
competitive styles of gameplay.
Try to form each group out of reasonably
Players should note that this chapter only compatible troops, so they make sense.
provides a set of tools to use, they are not a
full “programmed” or “arti cial intelligence”
DEFENSIVE TACTICS
system.
You will still need to make decisions for the
Non Player Force (NPF) as the game If the NPF is on the defensive, they will
progresses. typically remain on their third of the table.
Forces will move to occupy defensive
DEPLOYMENT positions where they can re on attackers,
while receiving the best possible cover.
Assault troops will either Shelter in cover or
Set up the forces as you normally would remain out of sight but near friendly troops.
though it’s often recommended to set up
your troops rst, then deploy the NPF rather
If an enemy enters a defended terrain
than alternating.
feature, the assault troops will move to
attack them.
NPF will attempt to set up in cover or out of
sight where possible.
The NPF will attack to recapture lost ground,
but will not advance on your positions
otherwise.

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OFFENSIVE TACTICS RISK ASSESSMENT

An advance should always be focused on a If trying to evaluate what move to make from
target: two equally reasonable options, simply
Whether a formal objective or simply a determine at random using a D6.
central terrain feature. A 1-3 signi es the rst option and a 4-6
signi es the latter.
The NPF will try to advance on the target
every turn, providing re as they go. If you want to, you can bias the roll by having
one action happen on a 1-4 and the other on
Where possible advances will be made a 5-6.
through cover, using terrain to avoid re. This often works well in cases where one
Open ground will be crossed at a run. action is far more dangerous, has a higher
potential reward, is directly tied to the overall
Roughly a third of the total force will be used mission etc.
to provide long-range re, preferably from
cover. THE BIG PICTURE

If the target is reached, a close assault will


If you are at a loss as to what the NPF would
be mounted if possible, while the supporting
do, take a step back and ask yourself what
force is moved up.
their objectives are in the battle.
ORDER OF ACTIONS
You can of course build a bit of character
into that decision making as well.
The NPF will generally activate Units closest
to enemy (your) forces rst, then work their Usually, once you refocus on what they are
way backwards. actually trying to achieve, you can determine
very easily what they would try to do, then
However, if a Unit is in a unique position of begin implementing that plan.
danger, such as suddenly nding an enemy
heavy weapon in its ank, it should receive JUST AS I PREDICTED
priority attention and activate rst.
The big aw of solo gaming is of course that
TARGET SELECTION you know the enemy plan!

Typically, most Units will simply re at the To some extent, this isn’t often a problem. In
closest targets, though if an available target a conventional game, after turn 2 or so, you
presents a far greater threat, it should be will usually have gured out what your
targeted rst and foremost. opponent is trying to do and be working to
prevent it.

Of course, just because you know what the


plan is, doesn’t mean your troops will pass
their Morale checks!

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A BIT OF CHARACTER

One of the advantages of playing solo (or


same-side) is that you can role play a bit
more, without worrying about making a sub-
optimal choice.

This is excellent for fantastical gaming,


where the combatants may not have human-
like attitudes and approaches at all.

Some solo gamers will use the solo


approaches for both sides, allowing you to
inject some character into both of them and
then see how the game unfolds.

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COMMAND DECISIONS

INTRODUCTION DECISION POINTS

While many qualities are required to prevail


on a battle eld, two in particular can turn a At the beginning of each turn, each player
tight engagement to a victory: receives 2 Decision Points.
Intuition and preparation. These accumulate from turn to turn and can
be saved up as long as desired.
Intuitively knowing when to push just a little
bit harder and advance preparations paying If you are playing a particularly large battle
o at the right time can save the day… with a lot of troops, you may want to raise
assuming the enemy did not get you rst. the number to 3 or even 4 points per turn.

Command Decisions represent those If you have multiple players on each side, it
moments when a leader in the eld seizes on is recommended to award 1 point per player.
an opportunity, exploits an enemy split Conversely, in a game with only a couple
second hesitation or inspires the troops to gures each, try awarding only 1 Point per
push themselves just a little bit harder. turn.
USES
WHEN TO USE THIS OPTION

Decision Points can be spent to achieve


This system is well suited to players who like any of the following options.
having a “resource management” aspect to Each option is used at a speci c time and
their game play or if you want to emphasize costs 1 Decision Point.
the role of your troops leadership and
command structure more.
Each Decision can be applied only to
speci c types of gures and no single gure
On the other hand, you may not enjoy having
may have more than one Decision applied to
to track a separate resource or ddling with
it during a game turn.
a mechanic that exists somewhat separate
from the action at the table.
If so, we recommend skipping Command
Decisions or at least trying them in a smaller
game before committing to the idea.

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Redeploy! Get back up!


When a Squad moves, the selected gure A Broken Unit that failed to Rally may re-roll
may move an additional 4”. the dice or a Pinned Unit may make a
Rallying roll to recover.

Rapid re!
When a Squad res, one gure may re Tough it out!
twice. When a weapons hit on a Personality gure
results in multiple damage points su ered,
reduce the amount by 1.
Get in there!
When it is your turn to select a gure in the
Close Combat Phase, a gure in a Squad Emergency repairs!
may make a normal move and immediately When a weapons hit on a vehicle results in
ght if it brings them into contact with an multiple damage points su ered, reduce the
enemy. amount by 1.

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SELECTING MINIATURES
FINDING FIGURES TO MATCH THE PROXY

Finding miniatures for science ction gaming In games with o cial miniatures lines, a
isn’t a big challenge in itself. Finding common term is the “Proxy”: A miniature
miniatures that will t a particular universe used in place of something else.
can be a much bigger challenge however.
When there’s no o cial miniatures range, the
The units, species and creatures in term isn’t as meaningful but if you are just
Renegade Scout are speci cally intended to getting started, don’t let anyone convince
mimic many popular archetypes from you proxying is a bad word.
television, lm, video games and tabletop
gaming properties. As an example the Manipulators are
described as tentacle creatures, but if you
One of the advantages of the rules not being really want to put one on the table and grab
tied to a speci c line of gures is that you a creepy wizard miniature, who is to say you
can use your own imagination. are wrong?
Take the K’Erin for example.
As long as the players agree, your troops can
In the author’s minds eye, they look look like whatever you want them to.
somewhat like the Turian from Mass E ect,
while other gamers view them as Star Trek 6 MM
Klingons or Warhammer 40K Orks.
6mm scale is often referred to as “micro-
Use this to your advantage:
armor”.
With careful selection and creative paint jobs
A bit of a niche scale in science ction
you can bring almost any troop type to life
miniatures gaming, it’s often correlated with
on your table.
massed tank battles, infantry mounted in
teams and enormous war machines.
CONCERNS
However, there is a persistent (and growing)
When looking for miniatures to use, there are interest in 6mm skirmish gaming with
a few things to keep in mind: individual gures mounted on pennies or
similar circular bases.
How wide is the range of gures? Does it
have all the weapons, troop types etc. that The big advantage of 6mm gaming (other
you will want down the road? than cost) is that you can build entire cities
Does it have vehicles available? If not, is (or war-torn rubble heaps) on the table top
there another range that will t? and it’ll look fantastic.
Does it t the style (and scale!) of your
friends’ armies or your existing collection?

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It’s also an economic scale to play in. There is a wealth of gaming terrain available
You can get a collection of infantry, tanks in this scale as well, ranging from the
and machines for very cheap, making it easy fantastical to the historical to the oddly tting
to see something on the internet and decide space gothic.
to add it to your collection.
The main drawback is the high cost of
The biggest challenge is that telling gures, especially when vehicles are
individual gures apart can be tricky. concerned as well as the amount of space
This can often be solved with clever marking required to eld them on the table. However
of bases, or by simply keeping squads pretty with a game like Renegade Scout you do not
uniform throughout. need hundreds of gures to play, allowing
you to start small and work your way up.
15 MM
OTHER SCALES

15mm has become a mainstay of science


ction gaming, o ering a huge array of There are as many scales as there are people
infantry (both human and alien), tanks and selling miniatures, including things such as
equipment. It is also supported by a good 3mm, 10mm and more.
number of companies producing scenery for
the scale (or easily adaptable to it). These can be poorly suited to skirmish
gaming (3mm) or have fairly limited options
Prices for platoon-level gaming are very for futuristic games (10mm, 20mm) but by all
a ordable and you can t a lot of toys on means keep an open mind. There is some
your table without feeling boxed in. nice stu out there.
As most miniatures ranges are not tied to
speci c rule sets, you can also nd a lot of Don’t neglect to investigate gures “out of
wonderful gures that you won’t see in other scale”:
scales. A 15mm battle suit might make a good
remote-controlled robot in 28mm while the
15mm infantry paints up great, without same battle suit becomes a towering battle
taking days to nish and some ranges have walker in 6mm scale.
an astounding amount of detail to them. Likewise, space ship miniatures ranges often
have ghter models that can make good
25-32 MM ying drones for land-based gaming.

Finally, no space gamer should neglect


The grandfather of futuristic gaming, most of historical miniatures ranges. Cold War and
the big commercial war game rules use this modern day gures, painted in creative
scale, known variously as 25mm, 28mm, uniform colors can make outstanding “low
“heroic” 28mm or 32mm. tech” militia forces for example.

These gures are large, highly detailed and Many natural terrain pieces can be used in
look extremely striking when painted well. other scales. Model trees are often too small
With many plastic kits on the market, they compared to an infantry gure but a tree
can also be converted easily, o ering a intended for 28mm will look much better
chance for very unique looking armies. next to 15mm gures. Hills, boulders etc. are
all very easy to use as well.

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will of course have to get your gaming group


ADAPTING TROOPS to go along with anything you create.

The second option is to adapt the pro les


Often, we will use gures that were intended from the original game into Renegade Scout
for a speci c game or setting. You can terms. This can be done through a formula or
approach that in a number of ways. simply by eye-balling what they ought to be
If you are not worried about using the and working from there.
“original” setting or game world, simply use If using troops that originated in certain
them like any other gures you have. mainstream grim-dark science-fantasy rules,
you can of course convert pro les pretty
If you want to use the original setting or directly.
universe, while employing the Renegade
Scout game rules, you can do so in two
ways:
First you may simply “translate” everything
into the equivalent Renegade Scout terms.
Look at the troop and weapon pro les and
go with whatever ts the best.
This may require writing a custom addition to
the Army Builder to t with the setting in
question. You might also create any custom
pro les and weapons you need, though you

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ALTERNATIVES TO MINIATURES
AREN’T MINIATURES THE POINT? PRINT YOUR OWN

The idea of playing a miniatures game An ever-increasing number of “print your


without miniatures may strike people like a own” paper miniatures are available on the
strange choice but it is more common than internet. While these tend to be aimed at role
you might think. players, there’s a good variety of soldier
types available too.
Maybe you are new to this whole thing and
you’d like to try things out rst, before Most versions simply fold up as a triangular
spending a lot of money. paper stand and provide you with a more
Maybe you are a fantasy or historical player three dimensional look as well.
wanting to get in a bit of sci- gaming on the
side. THE MINDS EYE
Maybe you are waiting for your miniatures to
arrive in the mail but you need to play now.
Maybe you just like being di erent. If you are a role player, there’s of course the
solution gamers have used since the rst
time anyone ever rolled a D20 to kill an orc in
CUTTING OUT CARD
a 10 foot room: Just keep it all in your head.

A simple solution is to cut out squares or If you enjoy roleplaying and simply use
circles of fairly sti card board, roughly 1” Renegade Scout to handle combat, this can
across and then mark them in some fashion. work surprisingly well if you keep distances
in intervals of 4” (one “move”)
In a smaller game, it’s not too tricky to
remember that “3” is the grenade launcher
trooper or you can write the soldiers name Example:
Okay, as you bust down the door, you see
on the counter. For Squads, an abbreviation
three guards inside.
to show the weapon carried can work pretty One of them is right next to Jane’s
well. character, the other two are 3 moves
across the room by the other door.
Of course you will miss out on any three
dimensional aspects, so a bit of common
sense is needed for things like line of sight. You can sketch out character positioning on
paper or simply keep it all open-ended.
For things such as area of e ect weapons,
If you print out pictures of various soldiers or
you’ll just have to hand wave it a bit.
equipment and attach them to cardboard,
Most explosions can be said to strike 1D3
then laminate it, you could have a pretty
members of a squad, add +1 if they are
durable “army” that can be transported in a
particularly bunched up.
small plastic bag.

This method tends to be problematic if you


are gaming outdoors on a breezy day.

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SECOND EDITION DESIGNER NOTES


“The ticket to the future is always open”
Vash the Stampede - Trigun.

The goal of the second edition was to make the game smoother and easier to play, expand the material
in the book (and replace some parts with cooler, better parts) and most of all make the game easier to
just get on the table after you’d read the book.

Having a starter scenario, an army builder to knock out some fairly balanced forces and easy-to-use
scenarios to get you started should all help make the game much more hands-on.
Veteran players will notice that some sections were removed, such as the hobby sections (which I’d like
to redo and expand upon) and the conversion notes (mostly from me getting worried they might get the
game into trouble).

There were of course a thousand more things that could have been done, but almost every change runs
into the question of whether it will take the game too far away from its roots. As such, it’s been a bit of
balancing act to make the good as cool as possible, without alienating the fans who told me what they
liked about the rules. I’ve considered everything from switch the base dice to D8’s, merging the impact/
armor throw into one and having squads carry out all of their actions when selected instead of in phases,
but in the end, they all felt like too radical changes.

Still, there were countless tiny tweaks to make, as well as moving whole sections of content into the
main game rules where it certainly belongs now. I’ve tried to rely as much as possible on feedback,
reviews and emails I’ve received to guide me in the process, without losing my own vision of what the
game ought to be.

I hope this version will be the de nitive science ction game for quite a while. I’ve also seen the interest
in Uni ed Space as a setting increasing, which opens up the possibilities for the future.
More than anything else, this update was really about making the game a platform for future
developments. Whether it’s giant robot warfare, detailed skirmish warband rules or any of a million other
ideas, I think the game is robust enough to embrace them.

I hope you enjoy what I have created. The passion and love of the fans are burned into the foundations.

Peace and Love.


Ivan Sorensen.

Andrew Preval (Order #39530796)


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Renegade Scout Page 206 of 209 V 2.06

FIRST EDITION DESIGNER NOTES


Few games loom larger in my consciousness The mechanics themselves had to remain
than the original Rogue Trader. recognizable but the details didn’t have to be the
same.
It not only represents the moment when sci- As long as the original promise I’d made, That
gaming made it big, but it also represents a play- you’d be able to take your original characters and
style of story-driven gaming that have mostly units and use them in the game, was kept I could
been supplanted by competitive, points-driven look at creating what would be a more modern
contests. and smart design.
A lot of fan projects have tried to recapture the
spirit, many of them quite good. With that in mind, everything else began to fall
I took a shot at it myself with Clash on the Fringe into place: A new turn sequence, a consistent
but ultimately, I always felt like there was room for dice mechanic, a more dramatic close combat
taking another shot at it. system, psionic rules and so forth.
Each component of the new system has just
So after some time talking about “the project that enough familiar elements that it feels “right”, but
will de nitely not happen” I announced that it was are put together without a lot of the stodgy
happening: disregard for comfort that discourages players
We were going to retro-clone Rogue Trader. from engaging with the system.

Frantic work ensued along with many long The rst step was the turn sequence.
conversations with people and a playable While things like cards were considered, I felt it
product was presented to the world: would be a step too far, so an alternating
A blow-by-blow recreation (mostly) of the original sequence would be the order of the day.
rule set, with everything rewritten and renamed At rst, I experimented with simply having each
and relabelled in a way that was (I hoped) cleaner unit go through the turn sequence in turn, but in
and easier to understand. the end, maintaining the familiar phases and
simply alternating within each worked well.
Turns out that was the wrong way to go. Incidentally, this isn’t very far from how Space
See, I had always intended to avoid the problem Marine and Adeptus Titanicus worked.
many “retro-clone” gaming communities
encounter: That of slavishly copying what had The result was a game that has a de nite
gone before, without actually comprehending structure to it, while permitting reactions and
WHY it had been good. counter-moves to take place organically.

Play tester feedback largely agreed: The troop pro le changed a few times, as I
This was a faithful recreation, even a superior one worked on it but in the end, I opted to stay with
in execution but there wasn’t much point. the original pro le for compatibility purposes.
It didn’t feel like the triumphant revival it was Some of the original values, like Cool, had served
intended to: It felt like a dinosaur propped up to very little purpose, so I tried to give them more
look alive. functions in the rules, while Initiative was
changed to Observation to avoid having 4
So back to the notepads and co ee mugs I went. di erent abilities that all related to close combat.

The answer was of course obvious: You will notice when reviewing the various troop
What had made Rogue Trader cool as an types and creatures that the pro les are a lot
experience was it’s open-ended nature: more modest.
The feeling you could do anything you wanted, While the combat engine is pretty deadly as it is,
supported by a book full of odd and cool things, everyone has stories of this or that hero stomping
many of which seemed barely relevant to a all over the entire opposing army.
miniatures game at all.

Andrew Preval (Order #39530796)


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Renegade Scout Page 207 of 209 V 2.06

Scaling down what a “typical” hero looks like Close combat can feel a little quirky until you get
would serve that purpose just ne. A side e ect is the hang of it.
that it let me put in a “build your own hero” At various points, I pondered simply following the
option, allowing more customized characters lead for recent editions of 40K and letting two
without worrying if it’d break the game units just roll all of their attack dice against the
completely. other side.
The lack of easy access to “unmodi ed” saving In the end, I stuck with the “Duel” format for two
throws is for much the same reason. Your heroes reasons:
should stay alive through clever play, rather than First, it just feels better to me: A series of
because they can soak up half a battalion’s worth desperate brawls and struggles rather than a
of repower. coordinated, viking-style melee.
Second, I felt very strongly that close combat
Movement rules never changed much, other than attacks should never “carry over” to any gure
stream-lining and rationalizing things. you are not engaged with, in order to maintain the
Abandoning the original Hiding rules for the balance between close combat and missile
Shelter mechanic came late in development, but troops.
was such a step up in ease of play that I kicked Fighting “man to man” was the easiest way of
myself for not thinking of it sooner. doing this.

Combat has cleaned up a lot of the rough edges. You’ll notice that Strength changed its purpose
The new Sustained Fire mechanic is less exciting quite a bit, becoming a tie-breaker for initiative
but an awful lot faster than the original “Following instead of being the basis for melee attacks.
Fire” system and the Blast weapon rule hails I always felt that technologically advanced
largely from 3rd edition 40K (my least favorite weaponry would not rely substantially on the
edition otherwise). strength of the wielder, but that had the e ect it
I tried multiple incarnations of a template-free did in Rogue Trader: There was no bene t to
solution to speed up play, but always ran into the being strong at all.
same two problems: This approach also means that a big, tough
Players would bunch up their gures in a way that monster can be rather scary. If you don’t charge
looked silly and the strange feeling of targeting it, it will get the rst swing.
one unit and completely missing the unit right Many monster and demon pro les in the original
next to them. game have low weapon skills but high strengths,
making them pretty harmless in the game. They
Both are problems that can be solved, but the should be a lot scarier to face down now.
resulting patchwork ended up being more ddly
than just having the templates to begin with. The “Wyrd” phase borrows a lot from more recent
editions of the game, though perceptive readers
The observant player will notice that reaction re/ will no doubt recognize many of the powers as
overwatch vanished from the stage 1 draft. being somewhat familiar.
It is my belief that such rules primarily originated Wherever possible, I scaled powers down and
due to the artifacts of playing an “IGOUGO” turn tried to include as many “utility” powers as I
sequence. wanted.
In an alternating sequence, there is far less need They are unbalanced on purpose. Con agration
for them to exist and in play-testing, players for example is a potential battle winner but the
exercised the option very rarely. really good ones typically require the Caster to
Removing it also gives a little bit of a boost to stick their neck out.
close combat troops, who can have a rather Plastering their position with Cling-Fire grenades
rough time crossing the battle eld as it is. is recommended.
Players who are insistent on this kind of thing can
easily re-insert it, should they feel the need but I I know “magic systems” are popular with players
suggest you play without it a few times rst. You and many will prefer a more in-depth system. It is
might be surprised! not impossible that an alternate “Magic duel”
system will be created in the future, but I felt the
core rules should put Powers in a supporting role.

Andrew Preval (Order #39530796)


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Renegade Scout Page 208 of 209 V 2.06

A simpler system that’s easy to grasp helps A modest-but-nice gaming table with modest-
reinforce that. but-nice miniatures on it will do more to immerse
you than me writing another 40 pages of drivel.
The Morale and Vehicle systems are mostly
variations of our Rogue Trader house rules over In the end then, there it is:
the years. A big, burly game. In fact, the biggest game I’ve
It’s worth noting that most of the weapons ever done.
included in these rules do a LOT less damage per Probably also the most impossible task I have
hit, than their original counterparts. ever done.
This is intentional, to keep vehicles ticking around
a bit longer. What you do with it is entirely up to you.
The fact that it’s a little bit easier to succeed in
the Wound roll against tough targets o sets this a My sincere hope is that it makes you go and do
little, but the result tends to be that engaging an something you haven’t done before, whether it’s
enemy tank is a bit more of a slug-fest. buying gures in a scale you haven’t considered,
Not dreadfully realistic perhaps, but a lot more build a ruined building, write a scenario or just
satisfying when you’ve spent all week painting up grab something on the shelf and “go for it”.
a model tank.
Science Fiction miniatures gaming is far bigger
There’s a lot of additional content within these than you or I could ever possibly imagine.
pages: Let’s explore it together.
Skills, strange terrain, two di erent ways to run
campaigns and a lot more.
I wanted the book to be the sort of grab-bag that
just spews ideas at you.
This is also why I opted to include more, but
shorter tables, rather than a couple D100 ones.
If there’s demand, any of these tables can of
course be expanded with more events, more
terrain, more gadgets, more skills and so forth.

Finally, I wanted to do something I usually never


do:
I wanted to write an introductory gaming book.
Now, I doubt anyone brand new to miniatures
gaming will pick up this book.
After all, you have to go online to nd it and have
to already know what you are looking for.
But knowing what miniatures gaming is, is not the
same as being an accomplished miniatures
gamer.
How many of you have put half-painted (or un-
painted) gures on the board?
Did your last table consist of CD cases and beer
cans for terrain?

Does the idea of painting and building terrain


seem di cult and insurmountable?
I wanted to try and dispel those thoughts a little
bit. Hence why you get a few hobby sections in
the back.
Story-driven gaming relies heavily on immersion:

Andrew Preval (Order #39530796)


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Renegade Scout Page 209 of 209 V 2.06

CHANGE LOG
2.07
Tables in army building section now have grey-line formatting.
Coherency works a little di erently now.
2.06
Mounted weapons are now automatically Slow.
Table of contents redone. Should work better now.
Close combat wordings tweaked slightly to clarify unarmed damage and hits in icted.
2.05
Points costs for armor, some troop types modi ed.
Hull mounted guns are now accounted for in the army builder.
2.04
Bulky weapon trait had been missed on accident. Now included.
Damper elds are now in the army builder for personalities.
2.03
Allocating hits section amended to read “When ring at a Squad, the closest gure to the rer is struck
rst. If gures are in di erent degrees of cover, assign the hit to the closest gure in the least amount of
cover.”
2.02
Sentries made more vulnerable. Sentry alarm timing clari ed. Assorted small typos xed. Thanks to a
keen-eyed player, In ltration missions are no longer hidden on the table of contents…
2.01
Remote mount and pintle mount “machine gun” type options added to the army builder for vehicles.
Clari ed break tests and close combat.
2.00
Release version.

Andrew Preval (Order #39530796)


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