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DeadzoneSecondEdition v1.3

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0% found this document useful (0 votes)
41 views9 pages

DeadzoneSecondEdition v1.3

Uploaded by

allen roldan
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
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Thankyou! Peter (Universal Head)
v1.3
Feb 2020

Game: DEADZONE SECOND EDITION


Publisher: Mantic Games (2016)

Page 1: Rules summary front


Page 2: Rules summary back
Page 3: Abilities reference front
Page 4: Abilities reference back
Page 5: Play reference x2

Print on card (ensure you are printing at 100% scale) laminate and trim to size.

These sheets are intended only for the personal use of existing owners of the game for additional reference. Universal
Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not benefit financially
from these player aids. Artwork from the original game is copyrighted by the publisher and used without permission.
This PDF may not be re-posted online, sold or used in any way except for personal use.

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for your next project, visit universalhead.com The Esoteric Order of Gamers
DICE TESTS You may spend a single Move result per activation, A model that starts its activation pinned (lying down)
either before the model takes any actions, after a short must choose STAND UP as its first action.
Dice tests tell you how many dice to roll, the target number action, or after a long action. It may be used on models
A model that is not pinned, and is in the same cube as
SETUP (a number or relevant stat), and the number of successes that have already taken a MOVE or SPRINT action.
one or more unpinned enemy models, may only choose
required (in brackets). (X) means that both players must
Shoot FIGHT or MOVE actions.
1. Choose mission roll simultaneously and whoever rolls the most number of
successes wins the test. The active model takes a free SHOOT action.
Choose a mission from the rulebook.
If an action offers a choice between 2 or more stats to roll
You may spend a single Shoot result per activation, MOVE (SHORT ACTION)
2. Select strike teams either before the model takes any actions, after a short The model can move a number of cubes up to its
against for a test, decide which one to use before rolling dice.
Each player chooses a faction. Purchase your strike team with action, or after a long action. It may be used on models first Speed value, or reposition itself within the cube
a number of points allocated by the mission or agreed upon by If a model has a value of ‘–’ for the required stat, it may not that have already taken a SHOOT action. it is currently in. Each move must be into an adjacent
both players (typically 100-300). choose to perform that action. If a model with a stat of ‘–’ cube, and diagonal movement is permitted.
Fight
Leader (L): the commanders of a faction. must use that value for a test, then regardless of modifiers
it rolls no dice and counts as making 0 successes. The active model takes a free FIGHT action. Positioning and cube capacity
Trooper (T): the normal rank and file.
You may spend a single Fight result per activation, A model’s exact placement within a cube is very important:
Specialist (S): models with unusual weapons, training or Attempting a test either before the model takes any actions, after a short you can place a model wherever you like, including partly over
equipment. 1. Take the number of dice specified. action, or after a long action. It may be used on models the grid lines, but the centre of a model’s base always defines
Character (C): a named individual. Apply any required modifiers: modifiers always add or that have already taken a FIGHT action. which cube it is in.
Vehicle (V): mechanised support units. subtract from the number of dice to be rolled. If they ever Splat! The edge of the board is a solid wall that blocks all movement.
You must take 1 and only 1 Leader. You may take any number reduce the number of dice to 0 or less, you cannot make
Activate your army’s special ability. Army special Models can only move off the board if specifically allowed
of Troops; 1 Specialist for each Troop taken; 1 Vehicle for the roll, and you count as rolling 0 successes for the test.
abilities do not count towards any other restriction on by the mission and only then from specified cubes. If so, the
every 3 Troops taken; and up to 1 Character (check to see that 2. Roll all the dice at once. actions per turn unless noted otherwise. model may leave the board as part of a MOVE or SPRINT action
your character will work for your faction). For the purposes of (moving to a cube ‘beyond’ the battlemap). A model that
3. Read each dice separately. If you have equaled or beaten Unless otherwise specified, you may spend a single
scoring objectives, a Character is a Specialist (and a Leader if leaves the battlefield cannot return during the current game.
the stat or target number, you have scored a success. If not, Splat! result per activation. Abilities that require this
it is acting as the strike team’s leader).
that dice is a failure. Each dice that shows an 8 counts as result will indicate when you may spend the dice. The Each cube has a maximum capacity of 4 size
Equip your models with different weapons and items if desired. 1 success and allows you to then roll an extra dice. You can strike team’s Leader determines what the Splat! does; worth of models from a single faction (with a total
A model’s entry specifies which categories and sub-categories keep rolling additional dice until you roll other than an 8. even if they die or are removed from the game, Splat! capacity of 8).
of weapons it may select from. Unless marked otherwise, each results can still be spent in the same way.
4. Add up the number of successes to find your total and When moving into a cube already containing models, you
new weapon replaces a default weapon.
determine the test outcome as described in the action. cannot move another model out of the way unless there is
A model may purchase only 1 ranged weapon upgrade and 1 2. TAKE TURNS nowhere else you could place your moving model in that cube.
melee weapon upgrade. Additionally, each hardpoint may hold GAME ROUND The player currently taking their turn has the initiative. On If you must move a model, move friendly models before enemy
a single weapon system (these do not replace default weapons). your turn you normally activate a single model: ones and only make the minimum adjustment required. The
Gameplay is a series of rounds made up of alternating player owning player always decides on a model’s exact position when
The rarity of items limits how many you can take to a battle, 1. Choose 1 model that has not yet been activated this round.
turns. Each model may act once in each round and while it needs to change position for any reason and no models can
depending on the point size of your team. Weapons and items
doing so it is the active model. When all models on the 2. Take 1 long action, or up to 2 short actions. ever be removed from a cube by models entering this way.
with a VP value add that value to the VPs that are awarded to
battlefield have been activated, the round is over. 3. Mark it with an activation marker.
your opponent for killing that model. Moving into and away from enemies
1. ROLL COMMAND Do nothing: You can choose to do nothing with a model. If a model moves into a cube containing an enemy model,
3. Set up the battlefield
You still mark it as activated and your turn ends. deliberately or otherwise, it must fight it immediately. This
Set up the 8x8 gridded battlemap and place scenery on it. Each player rolls their 3 command dice simultaneously.
Where possible, align building edges with the grid and leave does not count as an additional action. If there is more than
Then, starting with the player with initiative, you may perform Pass: If you have fewer models left to activate than your
no 3x3 cube area on the grid completely free of scenery. 1 enemy model in the cube, the moving model only needs to
one reroll of as many of your dice as you choose. If you reroll opponent, you may choose to pass the initiative back to your
fight one model and may choose which. After the FIGHT action
any dice you must keep the new result(s). opponent without activating anything. If all your models have
A series of cubes piled directly on top of one another is called is resolved, the MOVE action ends.
been activated you must pass; the other player retains the
a stack, with the lowest level numbered level 1, the first level If less than half of your strike team (by model count) remains initiative for the remainder of the round and takes consecutive If a model is in a cube containing an enemy model and wants
up level 2 and so on. on the battlefield you lose the ability to reroll command. turns until all models have been activated. to leave, an enemy model in that cube chosen by the opposing
5. Place objectives and items Set your command dice results beside your battlemap edge. player may fight the model before it moves. The moving model
Command Dice: Some results give a model an extra MOVE,
Each mission dictates the location of objectives. If there is You can spend as many as you like during a turn (discard must roll a SURVIVE test (it cannot roll a FIGHT test). If the
SHOOT, or FIGHT action. These free actions do not count as
scenery in the marked spaces, place the objectives on or each spent dice), but a model may have only one of either the model is not killed or pinned it may continue its movement.
one of the model’s limit of 2 short actions or 1 long action.
inside it, and always on the highest level of the stack. MOVE, SHOOT or FIGHT results spent on it during its activation. Terrain
Any dice not spent by the end of the round are discarded.
Shuffle the item counters facedown. One player takes a single END OF ROUND To move into an adjacent cube, the shortest orthogonal path
counter at a time without looking at it. The other player rolls 2 Command dice symbols between the cubes must not be completely blocked by scenery.
dice (one for a random column and another for a random row) When all models have been marked as activated: Any cube face you wish to cut across must have enough empty
+1 Model
for the grid reference where each counter is placed facedown. After you have finished your model’s activation, activate 1. Award the appropriate VPs to any player who has the only space for the model to fit over, under, or through. The smallest
If the location contains a stack, place the counter on its a second model that has not yet been activated. model(s) present in an objective cube (count each objective gap a model can squeeze through is based on their size:
highest level; a single cube may contain more than 1 item. If once, not once per model in the cube). Objective cubes can
a dice roll places a counter in either player’s deployment zone, You may only spend one +1 Model result per turn. score every round so long as the conditions are met. Gap Type Models that fit
discard that counter. Stop placing counters when you have Unless specified otherwise, you may only activate a
maximum of 2 models per turn before you must return 2. Each player count their VPs to see if either has won the Blocked 100% of the cube face None
placed a total of 8 (including those you had to discard).
the initiative to your opponent. battle. Small Gap approx. 25% of the cube face size 1 only
Recon and Deploy 3. If the battle is not over, remove the activation markers from Medium Gap approx. 50% of the cube face size 1-2
Dice
Both players roll a 5 dice Recon test (X). On a tie, roll again. all models and start a new round.
Add 1 dice to any SHOOT, FIGHT or SURVIVE test. Large Gap approx. 75% of the cube face size 1-3
The winner of the test chooses the starting player. The starting You may spend a Dice result whenever you make one of The player who finished activating their models first this round
player chooses a deployment zone and places their models these tests, including during your opponent’s turn. You starts the next round with the initiative (and takes the first turn). When making a diagonal move, trace the shortest orthogonal
anywhere within it, and has initiative for the first turn. Non- may spend any number of these results on a single test, route to the destination. If there is more than one route,
vehicle models can be deployed on any level. Vehicles must but must decide how many before dice are rolled. ACTIONS choose one, then check that each cube face it would be
be deployed on level 1 (ground level). The other player then necessary to cross is either empty or has a suitable space to
deploys all of their models in their deployment zone. Move A model may only perform each type of action once in a turn.
pass through. If it does, the move can go ahead.
The active model takes a free MOVE action. The move Extra actions granted by command dice do not count towards
5. Start the game is restricted to 1 cube, regardless of the model’s Speed, this limit and may result in duplicate actions for the same All of the cubes on the level immediately above and below the
The starting player takes the first turn. but otherwise follows the normal rules. model in a turn. cube a model is in are considered adjacent.
Models can climb or descend scenery to move between cubes FIGHT (LONG ACTION) Total damage to the model (including previous damage): FALLING
using a MOVE action, including diagonally up or diagonally 0 damage:
A model that begins its turn in the same cube as an enemy
down. To climb up a level, there must be scenery to climb, Model is undamaged. If a model falls or jumps down more than 1 cube it makes a
model may choose to fight it.
it must be in a suitable position along the route of the 3 dice SURVIVE test (X). Gravity rolls a 3 dice 5+ test (X) with
movement, and it must reach up to the destination cube. A model that moves (deliberately or otherwise) into a cube 1 or more damage, but not more than the model’s size: +1 dice per cube the model falls/jumps.
containing an enemy automatically initiates a fight, without The model is injured: mark it with damage counters equal
Models may scramble up and over small obstacles and up or to the actual damage caused. Draw or model has more successes: Model is pinned.
it counting as an action. If there is more than one enemy
down all but the smoothest walls. Always lean towards allowing Gravity has more successes: Model is pinned, and the
model in a cube the active model chooses which it will fight. More damage than the model’s size:
difficult or unusual movement; settle disputes with a dice roll. difference in number of successes is the potential damage
Only weapons with range RF may be used in a FIGHT. The model is dead and removed from the game.
to the model.
SPRINT (LONG ACTION) A model with more than one RF weapon must choose which
Directly Away
The model can move up to its second Speed value in cubes. to use before any dice are rolled. ITEMS
A number of weapon effects move a target directly away from
Otherwise, follow the normal MOVE action rules. This action The player making the FIGHT action rolls a 3 dice FIGHT test the attacker or explosion. If the attacker and target are in the
cannot be taken if the active model begins its activation in the (X). same cube, the attacker chooses which adjacent cube to move Picking Up and Carrying Items
same cube as an enemy model. the target into. Models can pick up and carry 1 item at a time. When a model
The target may choose to fight back: roll a 3 dice FIGHT test moves into a cube containing an item, but no enemy models,
SHOOT (SHORT ACTION) (X) or evade: roll a 3 dice SURVIVE test (X). Otherwise, use normal LOS between attacker and target to they may choose to pick the item up. This does not count as
SHOOT targets a single model; other models in the same or A model with a Fight stat of ‘–’ may not choose to roll a FIGHT work out where the model moves. Continue the LOS from the an action.
intervening cubes are unaffected unless specified by a weapon test when targeted by a FIGHT action. If such a model is forced attacker through the target and into the first new cube beyond
the one the target is standing in. If there is any choice, the This applies whatever the cause of the movement. In addition,
characteristic. You may not target a friendly model, or a model to initiate a FIGHT action then it counts as rolling 0 successes.
attacker may decide. if a model spends a MOVE action repositioning within the same
in the same cube as the active model, unless specified by a
Compare the total number of successes each player rolled: cube, they may also pick up an item in that cube.
weapon or model ability.
Draw, or SURVIVE test has more successes: no effect. PINNED If there is more than 1 item in a cube, the moving model must
SHOOT cannot be taken if the active model is in the same
FIGHT test has more successes: the difference in number of
choose which to pick up. They can only pick up one at a time.
cube as an enemy model (unless specified otherwise). A model that is pinned is placed on its side. A model that starts
successes is the potential damage to the losing model. its activation pinned must choose STAND UP as its first action. Item counters begin the game facedown, so their type is
The model must be equipped with a ranged weapon with a
unknown. Picking up an item allows a player to turn it over
Range (R) in cubes. Weapons with range RF may only be used A pinned model that is attacked in a FIGHT action stands up
Dice Modifiers for FIGHT and SURVIVE tests and look at what it is. Once an item has been revealed, it
in a fight. The target must be within the maximum range of automatically without counting this as an action. The attacker
+1 dice: the model moved into this cube this action stays faceup for the rest of the game even if it is dropped or
the weapon, and in the shooting model’s line of sight (LOS). gains +1 for fighting a pinned enemy for this FIGHT action.
swapped late (unless specified otherwise).
To work out distance between 2 models, count the horizontal +1 dice: any friendly models are in the same cube
distance in cubes to the target, then count the difference (max +1 dice, not +1 dice per friendly model) SCATTER If the model picks up an item they may choose to keep it,
drop it or destroy it. If they already have one, and pick up a
between the heights of the models in levels. The higher +1 dice: opponent is injured Scatter (random movement of models or items) is usually new item, they may choose which to keep and which to drop/
number is the range. Never count the cube you are shooting +1 dice: the model is a larger size than its opponent worked out with a single dice roll. Use the scatter diagram destroy.
from and always count the one the target is in. and move the model or item 1 cube in the indicated direction.
+1 dice: the opposing model is pinned. An item that is dropped is placed in the same cube, faceup.
If the target is beyond the firing weapon’s maximum range, Agree on which cubes correspond to each numbered location
the target cannot be shot and the SHOOT action is not taken. before rolling. An item that is destroyed is removed from the game.
SPECIAL ACTION (SHORT)
To check LOS, take a model’s eye view to check if it can see the Scatter is always worked out initially on the same level. Then, Dead models
This catch-all action is required for some mission actions and
target model (the entire playing piece including its base). If if the model or item scatters into a cube that has no floor, it If a model dies, only the items it was carrying which are
some abilities.
you can see at least part of the model the shot is allowed. If falls until it lands on something. marked with a (+) symbol are dropped. Such items usually
you can’t see the model at all you do not have LOS and may STAND UP (SHORT) If a cube has a partial floor, such as a half-width walkway or have corresponding item counters which should be placed
not take the action. A pinned model must choose STAND UP as its first action of a floor with a trapdoor, roll to see if the model or item has faceup in the same cube. Items listed as part of the default
its activation, if it acts at all. Its owner positions the model landed on it or fallen past. Roll 1 dice: equipment of a model are removed from play.
Shooting
The shooter rolls a 3 dice SHOOT test (X). The target rolls a 3 standing up, anywhere in the same cube. 1-4 = the model or item misses the walkway and Swapping items between models
dice SURVIVE test (X). Compare the total number of successes If a pinned model stands up in a cube containing an enemy continues to fall. If a model could normally pick up an item, they can choose to
each player rolled: model, it is immediately attacked. The opposing player 5+ = it lands on the walkway. swap an item with a friendly model in the same cube instead.
Draw, or target has more successes: attack misses. chooses one of the enemy models in that cube to fight the This is done as a part of the model’s MOVE action.
active model. In this way, a model or item may scatter into another cube on
Shooter has more successes: the difference in number of the same level, or fall into a lower level. Nothing ever scatters The active model gives an item they are currently carrying to
successes is the potential damage to the target model. The model standing up must roll a SURVIVE test: it cannot upward. the other model. If this other model cannot carry more items
choose to fight back. than it already has then they must either exchange one with
Firing for Effect If the scatter movement is completely blocked by solid walls, the active model or drop one.
Models using a weapon with Rapid Fire may choose to Fire for DAMAGE the model or item bounces back into the original cube.
Effect. The active model must declare whether they are Firing Only the active model spends a MOVE action in order to swap
Items can always fit in a cube. If a model scatters into a cube items. The other model can be already activated or yet to have
for Effect (with their SHOOT action) before rolling any dice. A model is always in one of 3 damage states:
that it cannot fit into due to size limitations (cube capacity), its turn when the swap takes place.
The shooter rolls a 3 dice SHOOT test (X). The target rolls a 3 Undamaged: the initial state of a model at deployment. it must remain in the original cube (if on the same level) or
dice SURVIVE test (X). Compare the total number of successes Injured: the model continues to fight, suffering negative scatter again from that cube (if it has already fallen to a lower
level).
WINNING
each player rolled: modifiers in a few tests but otherwise acting as normal.
Draw, or target has more successes: attack has no effect. Models that fall or are thrown into walls may take damage (see There are 2 ways to win:
Dead: the model is removed from the game.
the rules for whatever caused the scatter). 1. Wipe out your opponent: You win if the enemy has no
Shooter has more successes: target model is pinned.
Resolving damage models left on the battlefield at the end of a round.
Dice Modifiers for SHOOT and FIRE FOR EFFECT tests
Successful attacks (and events such as falling or being SLAMMED INTO WALLS 2. Earning Victory Points (VPs): Each mission description
slammed into a wall) generate potential damage:
+2 dice: Clear Shot Completely unobstructed view to the If a model is thrown into a wall that blocks its movement into a tells you how many VPs are needed to win, and how to earn
whole of the target model (including the base). 1. Reduce the target model’s Armour by the AP different cube it makes a 3 dice SURVIVE test (X) and remains them. If you have that many VPs or more at the end of a
ability of the attack, down to a minimum of 0. in the original cube. The wall rolls a 3 dice 5+ test (X). round you win. If both players surpass this total in the same
-2 dice: Friendly Fire Any friendly models (from the round, the player with the highest number of VPs wins.
same strike team) in the target cube. 2. Subtract the target model’s remaining Armour (if any) Draw or model has more successes: Model is unharmed.
from the potential damage to determine actual damage. On a tie, play continues until one player has at least 1 VP
+1 dice: High Ground On a higher level than the target. Wall has more successes: Model is pinned and the more than their opponent at the end of a round. Track VPs
+1 dice: Firing for Effect Firing for Effect with a Rapid 3. Add this actual damage to any previously sustained damage difference in number of successes is the potential damage with VP counters; the running total of each side’s VPs is not
Fire weapon. and compare it to the model’s size: to the model. a secret.
FRAG (N) INDIRECT (N) LIFE SUPPORT
When a Frag explodes roll a (N) dice 4+ test (X) for the Indirect weapons can shoot at models within LOS, or they can If this model is injured (but not killed) by an attack, the model
strength of the attack. Models in the target cube must roll a 3 choose to shoot at targets they cannot see. When using an is immediately returned to an undamaged state. This happens
dice SURVIVE test (X). Roll once for the attack and separately Indirect weapon, SHOOT becomes a long action. automatically, does not cost an action, but only works once
for each target model’s survival roll. per game.
ABILITIES Choose a target cube. The weapon cannot target anything
Draw or target has more successes: within 2 cubes of the shooter, regardless of its normal range. Life Support cannot be used to resurrect models that have
AGILE Attack misses or fails to cause any harm. You do not need LOS to an enemy model, though both the been killed outright by a single attack. It only works on the
After this model takes a MOVE or SPRINT action it may Frag has more successes: shooting model and the target cube must be visible when model itself and cannot be used on nearby models.
additionally move up or down 1 level in the same stack for free The difference in number of successes is the potential damage. viewed from directly above.
LOADER
(following normal movement rules). If the firing model has LOS to an enemy model in the
Whatever the results, all surviving models in the target cube If this model is in the same cube as a friendly model, the
APX are thrown 1 cube in a random direction and then pinned. target cube, roll a 3 dice SHOOT test (1), with no modifiers Loader can remove a reload counter from that model by taking
permitted (not even from command dice). a SPECIAL action.
Attacks by this model or weapon ignore a number of points of
FRENZY (N)
armour equal to the number after the AP. AP is cumulative: if If the firing model does not have LOS to an enemy model
Up to (N) FIGHT dice that fail during a test may be rerolled LOGISTICS
more than one AP modifier applies, modify the armour by their within the target cube, roll a 3 dice SHOOT test (2), with no
total before working out damage. once. This also applies to additional dice gained by rolling an 8. modifiers permitted (not even from command dice). After the Recon & Deploy step of set-up, if this model is the
leader of the strike team, you may move one item one cube
Frenzy is cumulative; if more than one Frenzy modifier applies, Success for either test means that the shot has landed in the
BEAST after resolving any Recon dice effects, and prior to taking
total the (N) value from each source to find the total number target cube. Failure requires a scatter roll to determine which
The model cannot pick up, carry or use items. the first turn. You may not move the item into any player’s
of failed dice the model may reroll. cube the shot explodes in. An inaccurate shot scatters onto deployment zone.
BLAST GLIDE the highest level of the stack it scatters onto.
This weapon does no direct damage. If the attack is a hit, MEDIC
This model may drop any number of levels without harm, by When an Indirect shot explodes it may injure or kill models
all models in the cube except the target are thrown 1 cube A Medic can heal a single injured model in the same cube
choice or as the result of being blasted out of a position. in the same cube. Roll a (N) dice 4+ test (X) for the strength
directly away from the target model and pinned. The target (which could be the Medic himself) by taking a SPECIAL
It glides to the ground unharmed by the drop and lands on its of the attack. Models in the cube must roll a 3 dice SURVIVE
model is thrown 1 cube in a random direction and pinned. action. No test is required. 1 damage counter is removed per
feet. In addition, for every level dropped it may move 1 cube test (X). Roll once for the attack and separately for each target
use of this ability. This ability only heals living models, and
If the attack is a miss, all models in the target cube are sideways, relative to its original position. model’s survival roll.
cannot repair Constructs or Vehicles.
pinned. Draw or SURVIVE has more successes:
GRENADE Attack misses or fails to cause any harm. NON-COMBATANT
BOOM! (N) All grenades are thrown using a SHOOT action. Choose a target This model may not use any weapon and must choose to use
A model with this ability that is killed explodes. The model cube. You do not need LOS to an enemy model, though if you Indirect has more successes: SURVIVE if targeted by a FIGHT.
may choose to trigger the explosion as a SPECIAL action. do not have LOS then both the shooting model and the target The difference in number of successes is the potential damage.
cube must be visible when viewed by the throwing player from ONE-USE
When the model explodes, treat it as a Frag (N) explosion in Whatever the results, all surviving models in the target cube
that cube, where (N) is the value of BOOM! directly above. are thrown 1 cube in a random direction and then pinned. This item or weapon may be used only once during a game.

CONSTRUCT Roll a 3 dice SHOOT test (1), with no modifiers. Success PSYCHIC
INVIGORATE
means the grenade has landed in that cube. Failure requires a This model has one or more weapons listed with the Psychic
This model is artificial, is immune to certain abilities and can This weapon may target friendly units, and units in the same
scatter roll to determine in which cube the grenade detonates. weapon characteristic. These abilities are another weapon that
never be pinned. If hit by an attack that has effects in addition cube as the active model. The firing model rolls a 3 dice
to pinning, such as Blast, those additional effects still apply. An inaccurate grenade scatters onto the same or lower level SHOOT test (2) with no modifiers. If successful, the target the model can use: they have a Range characteristic, are used
(never up). A grenade that scatters into a wall or solid object model removes an activation token. in SHOOT or FIGHT tests just like other weapons, and receive
COVERING FIRE bounces off that object and stays in the original target cube. the same modifiers as standard SHOOT or FIGHT tests. A
This model gains +1 dice when Firing for Effect with a Rapid IT BURNS! Psychic weapon does not need LOS to its target.
Fire weapon. HAMMERFIST DROP ARMOUR This weapon attacks every model in same cube as the primary
RAMPAGE
This model starts the battle off the table and is called in using target, regardless of which side they are on or whether they are
DEADEYE a SPECIAL action by a model in the same strike team that is visible to the shooter. When this model is damaged but not killed, for the remainder
This model increases the Range stat of any ranged weapons it already on the table. of the game, whenever the model’s owner chooses to activate
uses by 1. Rapid Fire weapons are unaffected. Choose 1 visible model as the primary target and roll for the it, they must roll 1 dice:
When called in, place the Hammerfist model in any empty attack with no modifiers. Roll SURVIVE separately for each
ENGINEER cube on the table (at the top level if there is a stack). Roll a model in the target cube and compare each individually to the 1-2: The opposing player may control the model’s actions for
3 dice 4+ test (X) for the strength of the force of the model’s attack roll. Whatever the result (even a miss) all models in the this turn, including attacking the active model’s friends.
If the engineer reveals a Booby Trap item, the engineer’s
entry. Models in all adjacent cubes must roll a 3 dice SURVIVE target cube are set on fire (mark them with a flame counter). Neither side may claim the +1 modifier for additional
activation ends immediately. The Booby Trap does not explode
test (X). Roll once for the attack and separately for each target friends in a FIGHT. This model’s actions count as an
but is instead defused and discarded.
If a model is on fire when it is activated, its first action must activation for the active model’s side, not for the side
model’s survival roll.
Some items can only be used by engineers. be a free SPECIAL action to attempt to put out the fire (this that actually controlled it.
Draw or SURVIVE has more successes: does not count towards its normal action limit this activation):
EXPERIMENTAL Attack misses or fails to cause any harm. 3-6: The owner of the active model may act with it as normal.
When this weapon is used to make a SHOOT action, roll a dice The fire/flames roll a 3 dice 4+ test (X). The target rolls a 3
Hammerfist has more successes: dice SURVIVE test (X). 7-8: The owner of the active model may act with the model as
and apply the ability to the attack: The target model is thrown 1 cube directly away from the normal. In addition, the model may move 1 cube before
1-2: Blast Hammerfist model and is pinned. The Hammerfist model is Draw or SURVIVE has more successes: it takes its normal actions, as if the owner had played a
then marked as activated. The target puts out the flames before they do any real damage. command dice MOVE result on it.
3-4: Knockback
The model may continue with any remaining actions as normal.
5-6: Weight of Fire (2) For the rest of the game, the model with Hammerfist Drop While under the effect of result 1-2, the model does not count
Armour counts as having a Jump Pack. Fire/flames has more successes: as a member of any strike team in play for purposes of the
7: AP3 The target manages to put out the flames and is no longer on maximum size count of a cube, and may move into cubes
8: Ominous Hum: The owning model gains the BOOM! (1) HEAVY fire, but suffers potential damage equal to the difference in containing members of its strike team (and initiate fights
ability until the end of the game, and rolls again on The weapon is cumbersome and takes time to use, so SHOOT total successes, resolved at AP1. The model’s activation ends against them). The model may still have items and abilities
this table. This effect is cumulative: The value of counts as a long action. In addition, all FIGHT rolls for a model immediately. played on it by members of its original strike team (eg, Medic
BOOM! increases by 1 each time an 8 is rolled. carrying a Heavy weapon are at an additional -1 dice. or Medkits).
KNOCKBACK
FIRE CONTROL HORDE When this weapon or model hits its target it knocks it back This may result in a cube becoming more crowded than it is
When this model takes a SHOOT action it can use 2 weapons When this model is in a fight it gets the +1 modifier for having into a different cube. Resolve the attack as normal, then normally allowed, or overstacked. When a model starts their
instead of 1. Each weapon may choose the same or a different friendly models in the cube as usual. In addition, it receives move the target 1 cube directly away from the attacker. If the activation in an overstacked cube and is free to choose their
target. Declare the targets of both weapons before rolling any an extra +1 for each friendly model in the same cube (not knocked-back model’s route is blocked by a wall, the model is action, they must use move out of that cube before they do
attack dice. counting itself) that also has Horde. slammed into it. anything else.
RAPID FIRE STUN VOLATILE JUMP PACK
A model using this weapon may Fire for Effect when making a This weapon does not cause actual damage. If this weapon This weapon includes a tank of highly volatile fuel. If a model A model equipped with a jump pack is not pinned by
SHOOT action. scores any potential damage however, the target model is carrying a weapon with this ability takes damage or is saved falling and takes no damage if it falls. In addition, the
immediately marked as activated. from injury by its armour, roll a dice. On a roll of 2-8 the fuel model can:
REMOTE is safe.
A model with this ability acts under remote control. As long SUPPRESSION • Move up or down levels without needing a wall to climb.
as a friendly Engineer is within 3 cubes when the model is This weapon SHOOTS as normal. In addition, any models On a roll of 1 the fuel tank ruptures and sets the model on • Jump over solid walls on the same level.
activated, the Remote model acts normally. If this is not the (from either side) in the target cube are pinned, regardless of fire: see the It Burns! ability. The Volatile weapon may not be
fired for the rest of the game. • Jump over gaps in the floor of the same level (up to 1 cube
case, the Remote idles on the spot. whether any damage was done by the shot. wide), provided it has enough movement to do so.
SCAVENGER TACTICIAN (N) VULNERABLE
This model is never injured; any actual damage the model MEDI-PACK (+)
This model may carry up to 3 items instead of the normal limit When rolling command at the start of a round, add (N)
takes kills it instantly. One-use. May only be used on living models, and cannot
of 1. In addition, the model never sets off a Booby Trap. If command dice to the roll if the Tactician is still on the
repair Constructs or Vehicles. A model with a Medi-Pack
they reveal a Booby Trap item, the Scavenger’s activation ends battlefield. WEIGHT OF FIRE (N) may use it on themselves or any other 1 living model in
immediately; but the Booby Trap does not explode – instead it
You can only apply the Tactician ability of 1 model in your (N) number of SHOOT dice that fail may be rerolled once. This the same cube as long as no enemy models are in that cube.
is dismantled and discarded.
strike team. Having more than 1 Tactician in a team provides also applies to any additional dice gained by rolling an 8.
Using a Medi-Pack is a SPECIAL action for the model carrying
SCOUT no benefit beyond having a replacement if one is killed.
Weight of Fire is cumulative: add together the (N) values of it, does not require a dice roll and immediately removes 1
After deployment, before the first turn of the first round, this TAG multiple Weight of Fire modifiers. damage marker. Discard the Medi-Pack after use.
model may make 1 free SPRINT action. If both sides have
A model with a Tag rifle can spend a SPECIAL action to mark
Scouts the player with initiative moves all their Scouts first. MONO-WHEEL SCOUT BIKE
an enemy model as a target. For the remainder of this round, ITEMS
A Scout may not enter a cube containing another model during all shots made against that target by any models with Tag Riding this bike counts as carrying it as an item. While the
this pre-battle movement. rifles receive +1 dice. This is not cumulative; a model may AMMO (+) bike is being ridden, the model has the Vehicle ability and its
only receive a maximum of +1 dice from a target being tagged One-use. A model carrying Ammo may use it when it Speed changes to 1-5.
SHIELD GENERATOR (N) and there is no benefit to tagging a model multiple times in a makes a normal SHOOT action to add a +1 dice modifier
This is a larger version of the Energy Shield (N) item and SENTRY GUN (+)
single round. for that action.
works the same way. However instead of covering a single The Sentry Gun is both an item and a model and can be
model, a Shield Generator provides protection for every model, TELEPORT AP AMMO (+) carried by any model like any other item.
friend or foe, in the same cube. A model with this ability may teleport as a SPECIAL action. One-use. A model carrying AP Ammo may use it when it Only an Engineer can change the Sentry Gun from an item to
Teleport moves the model up to 2 cubes in any direction makes a normal SHOOT action to add a +1 dice modifier a model (emplacing), and back again (packing). He does not
If a model is protected by more than 1 Energy Shield/Shield
without the need for there to be an unobstructed route for that action, and any actual damage is resolved with the need to be carrying the Sentry Gun item to emplace it.
Generator then all apply. Roll for each separately and reduce
between them. If the teleporting model ends this move in the AP1 characteristic (cumulative with any other AP that applies
the potential damage by the total number of successes. Emplacing or packing up a Sentry Gun is a SPECIAL action.
same cube as an enemy model then they will fight as if it had to the attack).
SLOW RELOAD moved into the cube normally. Emplacing a Sentry Gun does not count as the gun’s action for
BOOBY TRAPS that round. Once emplaced, a Sentry Gun cannot move or be
When this weapon fires, mark the model with a reload counter. TOUGH
If a model reveals the Booby Trap icon when picking up moved in any way until an Engineer packs it again.
That weapon cannot shoot again until the counter is removed.
The model ignores 1 point of potential damage per attack an item, resolve it as though a Frag (3) explosion has As a model it has this profile:
Removing the counter requires a SPECIAL action by the model (including from events such as falling or slamming into walls). detonated in the model’s cube.
carrying it (or by a model with the Loader ability. If a model This is calculated before armour is taken into account and Sentry Gun
has other weapons then this penalty only applies when using cannot be countered by any AP value of the attack. DEFENDER SHIELD (+) - pts / 0 VPs Construct, Vulnerable
the weapon with Slow Reload. The model gains +1 Armour. In addition, all size 1 or 2 S 4+ | F - | Sv 5+
TOXIC
SMOKESCREEN friendly models in the same cube also gain +1 Armour. Speed - | Armour 0 | Size 1
A model struck by a Toxic weapon is never injured; any actual
This model is equipped with smoke generating or mini-grenade damage the model takes kills it. Toxic never affects models Each model can only benefit from a single Defender Shield Heavy Rifle: R8, Weight of Fire (1)
deploying devices that are enough to produce a one-use with either the Construct or Vehicle ability. bonus at a time. Weapon Options: Small Arms
smokescreen. Campaign Ability Options: Ranged
TOXIC SMOKESCREEN ENERGY SHIELD (N) (+)
Once during a game, at the start of any one of its turns, the Once during a game, at the start of any one of its turns, When a model wearing this item suffers potential A Sentry Gun gets 1 SHOOT action in every round. It cannot
model may place a smokescreen. The effect is identical to this model may fill its cube with toxic smoke. The effect is damage, make an (N) dice 6+ test. have any command dice spent on it.
a smoke grenade going off in the model’s cube. Placing a identical to a smoke grenade going off in the model’s cube
smokescreen is not an action and may be done even if there with the added bonus of the smoke being Toxic. For each success, 1 potential damage is absorbed by the If a Sentry Gun is destroyed, the model reverts to an item, and
are enemy models in the same cube. shield; but if you roll more 1s than successes the shield is may not be emplaced again this game.
As long as a model remains in the smoke-filled cube it is destroyed. Any successes in that roll will still reduce the
If the model moves away, the smokescreen remains in the treated as having the Vulnerable ability. Models immune to SMOKE GRENADE (+)
potential damage as normal, but the shield will not work again
cube it was deployed in. It disperses in the same way as a Toxic are immune to the toxic effects of a Toxic Smokescreen. during this game. One-use, R3 grenades. No damage is caused to models
smoke grenade. A model leaving a cube with a smokescreen Models that are already Vulnerable suffer no additional effects. in the target cube. The smoke-filled cube blocks all
must still take a breaking away test to exit the cube if enemy Adjacent cubes are not affected by the Toxic effect. If a model is protected by more than 1 Energy Shield/Shield
LOS, including to and from models inside it; however it
models occupy it (the opposing model is assumed to be Generator then all apply. Roll for each separately and reduce
Placing a Toxic Smokescreen is not an action and may be done does not block LOS to the cube itself.
close enough to see/smell/ feel/hear its enemy, despite the the potential damage by the total number of successes.
smokescreen). even if there are enemy models in the same cube. If the model Any SHOOT attacks that trace a LOS through a cube adjacent
moves away, the smokescreen remains in the cube it was FRAG GRENADE (+) to a smoke-filled cube suffer a -1 dice modifier (regardless of
SNIPER SCOPE deployed in. It disperses in the same way as a smoke grenade. One-use, R3, Frag (3) grenade. how cubes they cross).
This weapon adds +2 dice to SHOOT actions in addition to any
other applicable modifiers. A weapon with Sniper Scope may VEHICLE HOLO-SIGHT At the end of each round roll 1 dice per smoke-filled cube:
not benefit from the +1 dice of a Holo-Sight. Vehicles can only change level by moving up or down a ramp, 1-4 = the smoke in that cube remains in place; 5-8 = the
This model adds a +1 modifier to its SHOOT actions.
and they may not climb up or down walls. A vehicle cannot smoke dissipates and is removed.
A Holo-Sight cannot be used with Indirect weapons.
SOLID pick up, carry, or use items.
This model is not affected by weapon effects that move their A weapon with Sniper Scope may not benefit from the STUN GRENADE (+)
A vehicle is not affected by the movement effects of One-use, R3 grenades. No damage is caused to models
target to a new cube, such as the Blast of a grenade or a +1 dice from a Holo-Sight.
explosions or attacks such as Knockback or Blast. It cannot in the target cube, but all models in the affected cube
Knockback. In addition, the model is never pinned.
be moved into another cube by any attack. However, it still INTEL are marked as activated.
STRATEGIST suffers damage from these types of attack as normal. When an Intel item is picked up by a model,
If this model is the leader of the strike team, you may reroll 1 When a vehicle is destroyed it is left in place on the battlefield immediately exchange it for a 1 VP counter and add THERMAL MINES (+)
failed dice in your Recon test. and is treated as part of the battlefield’s terrain. it to the player’s total. Then discard the Intel item. One-use, RF, AP3 weapons.
MOVE (SHORT ACTION) MOVE (SHORT ACTION)
The model can move cubes up to its first Speed value, or The model can move cubes up to its first Speed value, or
reposition itself within its cube. A model moving into a cube reposition itself within its cube. A model moving into a cube
GAME ROUND containing an enemy model must fight it immediately. GAME ROUND containing an enemy model must fight it immediately.
1. ROLL COMMAND If a model is in a cube with an enemy model and wishes to 1. ROLL COMMAND If a model is in a cube with an enemy model and wishes to
leave, one of the enemy models may fight it. The moving leave, one of the enemy models may fight it. The moving
Each player rolls 3 command dice simultaneously. model must roll a SURVIVE test. If the model is not killed or Each player rolls 3 command dice simultaneously. model must roll a SURVIVE test. If the model is not killed or
You may perform 1 reroll of as many of your dice as you pinned it may continue its movement. You may perform 1 reroll of as many of your dice as you pinned it may continue its movement.
choose. If less than half of your strike team remains on the choose. If less than half of your strike team remains on the
battlefield you cannot reroll command. SPRINT (LONG ACTION) battlefield you cannot reroll command. SPRINT (LONG ACTION)
Spend as many results as you like during a turn (discard The model can move up to its second Speed value in cubes. Spend as many results as you like during a turn (discard The model can move up to its second Speed value in cubes.
each spent dice, and any left at the end of a round), but This action cannot be taken if the active model begins its each spent dice, and any left at the end of a round), but This action cannot be taken if the active model begins its
a model may have only one of either the MOVE, SHOOT or activation in the same cube as an enemy model. a model may have only one of either the MOVE, SHOOT or activation in the same cube as an enemy model.
FIGHT results spent on it during its activation. FIGHT results spent on it during its activation.
SHOOT (SHORT ACTION) SHOOT (SHORT ACTION)
+1 Model +1 Model
SHOOT targets a single enemy model not in the same cube. SHOOT targets a single enemy model not in the same cube.
After you have finished your model’s activation, SHOOT cannot be taken if the active model is in the same After you have finished your model’s activation, SHOOT cannot be taken if the active model is in the same
activate a second as yet unactivated model. cube as an enemy model. activate a second as yet unactivated model. cube as an enemy model.
You may only spend one +1 Model result per turn. You may only spend one +1 Model result per turn.
Shooter: 3 dice SHOOT (X). Target: 3 dice SURVIVE (X): Shooter: 3 dice SHOOT (X). Target: 3 dice SURVIVE (X):
Dice Dice
Draw, or target has more successes: attack misses. Draw, or target has more successes: attack misses.
Add 1 dice to any SHOOT, FIGHT or SURVIVE test. Shooter has more successes: the difference in number of Add 1 dice to any SHOOT, FIGHT or SURVIVE test. Shooter has more successes: the difference in number of
You may spend any number of Dice results whenever successes is the potential damage to the target model. You may spend any number of Dice results whenever successes is the potential damage to the target model.
you test, including during your opponent’s turn. you test, including during your opponent’s turn.
Fire for Effect: Shooter: 3 dice SHOOT (X). Fire for Effect: Shooter: 3 dice SHOOT (X).
Move Target: 3 dice SURVIVE (X): Move Target: 3 dice SURVIVE (X):
Active model takes a free MOVE action up to 1 cube. Active model takes a free MOVE action up to 1 cube.
Draw, or target has more successes: attack has no effect. Draw, or target has more successes: attack has no effect.
You may spend 1 Move result per activation, even on You may spend 1 Move result per activation, even on
Shooter has more successes: target model is pinned. Shooter has more successes: target model is pinned.
models that have already made a MOVE or SPRINT. models that have already made a MOVE or SPRINT.
Shoot Dice Modifiers for SHOOT and FIRING FOR EFFECT tests Shoot Dice Modifiers for SHOOT and FIRING FOR EFFECT tests
Active model takes a free SHOOT action. +2: unobstructed view of the whole target and base Active model takes a free SHOOT action. +2: unobstructed view of the whole target and base
You may spend 1 Shoot result per activation, even -2: any friendly models in the target cube You may spend 1 Shoot result per activation, even -2: any friendly models in the target cube
on models that have already taken a SHOOT action. +1: on a higher level than the target on models that have already taken a SHOOT action. +1: on a higher level than the target
Fight +1: Firing for Effect with a Rapid Fire weapon Fight +1: Firing for Effect with a Rapid Fire weapon
Active model takes a free FIGHT action. Active model takes a free FIGHT action.
You may spend 1 Fight result per activation, even FIGHT (LONG ACTION) You may spend 1 Fight result per activation, even FIGHT (LONG ACTION)
on models that have already taken a FIGHT action. A model that begins its turn in the same cube as an enemy on models that have already taken a FIGHT action. A model that begins its turn in the same cube as an enemy
Splat! model may choose to fight it. Splat! model may choose to fight it.
Activate your army’s special ability. You may usually Shooter: 3 dice FIGHT (X). Target may fight back: 3 dice Activate your army’s special ability. You may usually Shooter: 3 dice FIGHT (X). Target may fight back: 3 dice
only spend a single Splat! result per activation. FIGHT (X) or evade: 3 dice SURVIVE (X): only spend a single Splat! result per activation. FIGHT (X) or evade: 3 dice SURVIVE (X):
Draw, or SURVIVE test has more successes: no effect. Draw, or SURVIVE test has more successes: no effect.
2. TAKE TURNS FIGHT test has more successes: the difference in number 2. TAKE TURNS FIGHT test has more successes: the difference in number
The player currently taking their turn has the initiative. On of successes is the potential damage to the losing model. The player currently taking their turn has the initiative. On of successes is the potential damage to the losing model.
your turn you normally activate a single model. Choose 1 your turn you normally activate a single model. Choose 1
model that hasn’t been activated this round, take 1 long Dice Modifiers for FIGHT and SURVIVE tests model that hasn’t been activated this round, take 1 long Dice Modifiers for FIGHT and SURVIVE tests
action, or up to 2 short actions (or do nothing or pass) then +1: the model moved into this cube this action action, or up to 2 short actions (or do nothing or pass) then +1: the model moved into this cube this action
mark it with an activation marker. +1: any friendly models are in the same cube mark it with an activation marker. +1: any friendly models are in the same cube
+1: opponent is injured +1: opponent is injured
END OF ROUND +1: the model is a larger size than its opponent END OF ROUND +1: the model is a larger size than its opponent
When all models have been marked as activated: +1: the opposing model is pinned. When all models have been marked as activated: +1: the opposing model is pinned.
1. Award VPs to any player with the only model(s) in an 1. Award VPs to any player with the only model(s) in an
objective cube. SPECIAL ACTION (SHORT) objective cube. SPECIAL ACTION (SHORT)
2. Count VPs to see if either has won the battle. STAND UP (SHORT) 2. Count VPs to see if either has won the battle. STAND UP (SHORT)
3. Remove activation markers from all models. A pinned model standing up in a cube containing an enemy 3. Remove activation markers from all models. A pinned model standing up in a cube containing an enemy
The player who finished activating their models first starts model is immediately attacked. The model standing up must The player who finished activating their models first starts model is immediately attacked. The model standing up must
the next round with the initiative and takes the first turn. roll a SURVIVE test: it cannot choose to fight back. the next round with the initiative and takes the first turn. roll a SURVIVE test: it cannot choose to fight back.

ACTIONS DAMAGE ACTIONS DAMAGE


A model may only perform each type of action once per turn. 1. Reduce target’s Armour by the AP ability of the attack. A model may only perform each type of action once per turn. 1. Reduce target’s Armour by the AP ability of the attack.

Extra MOVE, SHOOT, or FIGHT actions from command dice 2. Subtract target’s remaining Armour (if any) from the Extra MOVE, SHOOT, or FIGHT actions from command dice 2. Subtract target’s remaining Armour (if any) from the
do not count as one of the model’s limit of actions. potential damage to find actual damage. do not count as one of the model’s limit of actions. potential damage to find actual damage.
A model that starts its activation pinned (lying down) 3. Add actual damage to any previously sustained damage: A model that starts its activation pinned (lying down) 3. Add actual damage to any previously sustained damage:
must choose STAND UP as its first action. 0 damage: Undamaged. must choose STAND UP as its first action. 0 damage: Undamaged.
A model that is not pinned, and is in the same cube as 1+ damage, up to model’s size: Injured: mark with A model that is not pinned, and is in the same cube as 1+ damage, up to model’s size: Injured: mark with
one or more unpinned enemy models, may only choose damage counters equal to the actual damage caused. one or more unpinned enemy models, may only choose damage counters equal to the actual damage caused.
FIGHT or MOVE actions. More damage than model’s size: Dead. FIGHT or MOVE actions. More damage than model’s size: Dead.
ENFORCERS
WEAPONS
Weapon Points VPs Range AP Abilities Type
Pistol* 0 0 R3 - Small Arms
Laser Rifle 2 0 R6 - Rapid Fire Small Arms
Incinerator 4 0 R2 - Volatile, It Burns! Light (Assault)
Heavy (Assault)
Burst Laser 4 0 R8 - Weight of Fire (1), Suppression Light (Automatic),
Heavy (Automatic)
Thermal Rifle 7 1 R3 AP2 Light (Assault)
Fusion Gun 6 1 R4 - Heavy, Frag (3) Light (Assault)
Missile Launcher 8 1 R8 AP5 Heavy Light (Explosive)
Sniper Rifle 12 1 R10 - Heavy, Sniper Scope Light (Sniper)
Double-Barrelled 3 0 R6 - Weight of Fire (1), Rapid Fire Heavy (Automatic)
Laser Rifle (Dominator)
Energy Gauntlet 3 0 RF - Knockback Light (Melee)
Tag Rifle 8 0 R6 - Tag Recon
Combat Shotgun 1 0 R2 - Knockback Small Arms
Wristblade 5 0 RF AP1 Light (Melee)
Equalizer 10 1 R12 AP4 Walker (Lance)
(Genling 88) **
Electro-Shock - - RF - Knockback -
Assault Flamer 6 1 R2 - Volatile, It Burns! Walker (Assault)
Chainsaw 5 0 RF AP1 Walker (Melee)

* Weapon does not replace a default weapon


** Weapon uses two hardpoints

ITEMS
Item Points Rarity
Ammo 2 Common
AP Ammo 4 Rare
Defender Shield 5 Rare
Frag Grenade 6 Common
Holo Sight 8 Rare
Medi-Pack 5 Common
Sentry Gun 8 Rare
Smoke Grenade 3 Common
Thermal Mines 4 Rare
Mono-Wheel Scout Bike 12 Unique

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