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Cobalt 2 by Rory Naismith and Bob Naismith Version 8.

0 dated 7 Jan 2004


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The Cobalt Tactical Matrix

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The Cobalt-1 Tactical Matrix is a way for two players to arrange and play a campaign. A campaign set up using
the Tactical Matrix consists of at least three games, and will always end up with a definite winner and a definite
loser.
What is the Tactical Matrix?
The Tactical Matrix looks like a grid of nine squares, three up, three across. The bottom edge is player A's
victory line; the right hand edge is player B's victory line. Every square on the grid is coded to give the details
of an engagement, which are decided on beforehand. The 'flashpoint' is the marker that tells you which battle is
currently being fought. There can only ever be one flashpoint, and it always starts off in the top left square of
the grid; consequently, the game detailed in that square will always be the first one to be played.
How does the Tactical Matrix work?
After setting up the grid for your campaign, place the flashpoint in the top left square of the grid. Play the game
that is described there. If player A wins, move the flashpoint one square down towards player A's victory line at
the bottom of the grid. If player B wins, move the flashpoint one square to the right, in the direction of his
victory line. After moving the flashpoint, play the battle that is described in the new square. A draw in any
battle means that that game must be replayed, though the set-up of the table will be changed (see the Battle
Code section below).
The Tactical Matrix should be designed either by a neutral third party or by both players working together.
Forces in Tactical Matrix Campaigns
Both players must choose their own armies at the start of every Tactical Matrix Campaign. In most cases, these
initial forces must be of the same points value, although a player with a higher general quotient really should
give an advantage to a lower-level player; we suggest an increment of at least 1000 points per level of
difference. Aside from this, there are no restrictions on what troops can be included in a Tactical Matrix force
aside from those given in the Cobalt-1 rulebook. However, it is a good idea to keep the character and flavour of
the campaign to be played in mind. For instance, if your Tactical Matrix simulates a struggle involving
hardened but depleted veterans attempting to smash an escape route through enemy lines, then it makes sense
for the player representing the veterans to choose a small but very tough force.
Ideally, these forces should be kept the same from game to game. After all, in real life no commander has the
luxury of being able to pick and choose a new army after every engagement. Instead, you receive a smaller
number of points after every battle to replace casualties and, if you're doing well, represent reinforcements.
After winning a battle, the winner receives 25% of the points value of the army that played the last game; the
loser receives just 10%. It is strongly suggested that these extra points be spent firstly on replacing casualties.
You may also use these points to buy bionic parts and new equipment for characters and other units if you wish.
Note that the rules for gaining experience also apply to a Tactical Matrix campaign game. If you draw in a
game, then both sides gain 10% reinforcements before they replay that battle.
Example: Commander 'Diamant' Darck of the Nanotitans cadre begins a Tactical Matrix campaign with a force
of 20000 points. He wins his first game, and so gains another 5000 points worth of troops. Unfortunately, he
lost 3000 points of casualties in the battle, so the points value of his force for the second game will be 22000
points. If he were to lose the second game quite crushingly, taking 7500 points of casualties, then he would gain
2200 points after the battle as he started off the second game with 22000 points of troops. Thus, at the end of
the second game, Darck would have 16700 points worth of veterans under him.
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The Battle Code


Every square on the grid will contain a code giving details of the battle that is to be fought out. The parts of this
code and what they mean are listed below:
1. MAP: A different map for every Tactical Matrix square should be designed. This will show how scenery is to
be set up for the game in question. A second part of the code gives details of deployment and the positioning of
any necessary objectives.
For the purposes of creating a Battle Code, every map has a letter assigned to it, which is written in the lower
case. This is the first part of the Battle Code.
Every code will also tell you where on the map to set up that players forces. This will consist of one or more
points around the edge of the map. Models may set up within 8 of this point. If a side has two or more points
available for setup, then at least one unit or character MUST be placed at each point. The side whose setup
point is underlined must place his forces first.
The battle code will also contain a letter telling you which map to use should the game have to be played again
after the first engagement end in an inconclusive draw. Use all the identical details from the battle code for this
second game.
2. VICTORY CONDITIONS: You may choose to have either one victory condition, which one side must try
and achieve; or two conditions, one applying to each side. If you play with one victory condition, then if that is
achieved then the side which does so is the winner regardless of losses. If both players have a victory condition,
then fulfilling that condition should grant a bonus number of victory points. We suggest that to represent this,
you multiply that side's total of victory points scored from inflicting casualties by 1.5. For instance, a force
which inflicts 1500 points of casualties on the enemy and manages to achieve its victory condition has a grand
total of 2250 victory points. Note that for calculating how many points the enemy receives in reinforcements
the basic unmodified number is used. If both sides have victory conditions but fail to fulfil them, then reckon
victory on casualties inflicted.
In the Battle Code, the victory conditions are given by letters. If just one condition is being used, then give that
capital followed by A and D (Attacker and Defender) to show which side must try to achieve that condition;
that is, if you were playing an Ambush, one player would be the ambusher and one player would be ambushed
as dictated by A[ttacker] and D[efender]. In some cases, one side may not have a victory condition of its own;
they must try to stop the enemy from fulfilling his. If both sides have victory conditions to achieve, just write
the capital letter for each force (always put player A first).
A selection of possible victory conditions are given below:

A.
SEIZE: The player with this victory condition must occupy a specified point of scenery somewhere on
the board. It counts as occupied if there is a friendly model in good order within 6" of the objective AND there
are no nearer enemy troops. The objective will be specified in the battle code. If there is no limit on the duration
of the game, then as soon as this victory condition is fulfilled that side wins. Otherwise, it counts as fulfilled if
the objective is occupied at the end of the game.

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B.
TERMINATION: The player with this victory condition must kill the enemy side's commander to
succeed.

C.
RESCUE: The player with this victory condition must reach an individual or object somewhere on the
table. Both players might be going for the same object, or else one side may be able to try and destroy the
object before the enemy arrives. The object can be picked up by any friendly unit (or, if special rules specify,
by any unit on the table) that comes into base contact with it, and if taken back into that player's deployment
area counts as 'secured'; that side has automatically achieved its victory condition. If the object is not 'secured',
then when the model carrying the object is killed or beaten in close combat it is dropped and can be picked up
again. The position of the object will be given in the battle code. An interesting adaptation may be to have an
object that moves about the table randomly.
D.
RECONNAISSANCE: The player with this victory condition must gain as much information about the
enemy dispositions as possible. He achieves this victory condition if he manages to get any of his troops in
good order within 6" of 75% of all enemy troops at any point during the game.

E.
RAID: The player with this victory condition has to destroy two or more pieces of scenery representing
supplies or important buildings. Each piece of scenery should have a set level of wounds they can sustain
assigned; the lower the number of wounds, the more of them there should be. A typical example would be three
pieces of scenery each capable of sustaining 4 wounds. On the other hand, any unit or character which spends
three actions in contact with the piece of scenery and is not disturbed automatically destroys it. All pieces of
scenery assigned as targets must be destroyed for the victory condition to be fulfilled. These objectives will be
specified in the battle code.

F.
BREAKTHROUGH: The player with this victory condition must get at least two UNITS (i.e., not
characters) of at least five models into the enemy deployment area to succeed.
G.
AMBUSH: The player with this victory condition has managed to lure the enemy into a trap, and must
destroy enough of them to make the effort worth it. If the ambushing player manages to score casualties
amounting to 33% of the enemy's initial points value he wins; if he fails to do so he loses. This scenario should
always let the ambushing player move first and give him superior deployment; for instance, he might be able to
set up in two smaller deployment areas on either side of the enemy's deployment area down the middle of the
table.

H.
PURSUIT: The player with this victory condition is attempting to prevent the other side from escaping
his clutches. Special deployment rules are be used, with the pursuing player setting up on the table so as to limit
the other's flight (e.g., on both edges whilst the hunted player must escape in a gap left between). The pursued
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player must get at least two UNITS (i.e., not characters) with at least five models to the opposite board edge
(one unit if playing down the length of the table) to win.

I.
MANHUNT: The player with this victory condition is obliged to seek some sort of object. There should
be at least four pieces of scenery on the table nominated as potential hiding places of the item in question.
These must be placed outside both players' deployment areas, and are specified in the battle code. Each is
revealed when a trooper of the hunting player comes into base contact; one must be randomly chosen to
represent the genuine object, and when this is found the victory condition is met.

J.
COMPETITIVE MANHUNT: As above, except both sides must try and find the object; the first to do
so wins. In the battle code, no more information is needed than this letter as both sides will be pursuing exactly
the same objective. The objectives will be listed for player A, but both sides will be going for them.

K.
SLAUGHTERFEST: Kill them all! There are no other victory conditions other than to inflict as many
casualties on the enemy as possible. No other information need be given in the Battle Code on victory
conditions apart from the letter K.
3. ENVIRONMENT: Make a note of the sort of environment the battle takes place in. For the Battle Code, a
number has been assigned in Roman numerals to every condition. Numbers I to vi are the conditions Soft,
Vegetated, Low Friction, Vacuum, Noxious and Poisonous from p.13 of the Cobalt-1 rulebook. If more than
one condition applies, then put them in brackets. Not every battle has to be affected by the environment. A few
possibilities other than the Ground and Atmosphere possibilities included in the Cobalt-1 rulebook are given
below:

vii.
NIGHT: The game takes place in darkness. No-one may fire at a distance of over 8". Also, no-one may
see the enemy to charge at further than 8" away.
viii. LIQUID SURFACE: The floor of the board is liquid; the game may be taking place in a marsh or
flooded area. All creatures lose 2" movement. Any weapons which use blast markers must add +1 to their
Solution when firing as the water limits their effectiveness.

ix.
EXTREME TEMPERATURE: It is extremely hot or cold, making any actions draining and difficult.
Any creatures not used to the climate reduce their Speed by one.

x.
WINDY: High winds blast the battlefield, rendering shooting difficult. All firing suffers an extra +1 to
the Solution at up to 10"; any shots over 10" suffer +2 to their Solution. All distances in deviation are doubled
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and will automatically be in a pre-set direction representing the wind direction. Any weapons which rely upon
gasses or clouds (such as smoke grenades) have no effect.

xi.
CREEPY-CRAWLIES: Insects and other small creatures swarm across the board, making life difficult
for troops trying to fight. Make a fate Solution when each troop takes its first action in a turn; if it fails, then it
must miss that action dealing with the creepy-crawlies.

xii.
INFECTIOUS: Dangerous spores or viruses cover the surface, making any injury especially dangerous.
All hits inflict an extra wound.

xiii. BRIGHT: There is an especially bright, glaring light covering the board. Nominate one board edge (not
either deployment area) as the direction the light is coming from. All troops facing that direction must halve the
normal ranges of their weapons. Any troops facing that direction add +1 to their Solution in close combat.
xiv. HOLLOW SURFACE: The surface on which the game takes place is only thin and relatively weak;
beneath lies a yawning abyss. Any weapons which cause a damaging explosion using a blast marker leave that
marker in position for the rest of the game; they have knocked a hole in that place, which cannot be moved
over. Also, any troops who take a wound from a weapon with an explosion-causing blast marker must take an
immediate Fate Solution in addition to any normal damage: if they fail they fall into the abyss below! Any who
pass are automatically moved to the edge of the blast marker directly away from the direction of the shot.

xv.
LOW GRAVITY: There is much less gravity in this area than most troops are accustomed to. All
creatures can add +2" to their movement. However, since it is harder to keep control when moving fast, running
and charging still takes place at the usual movement rate. All ranges for grenades are increased by +3".
xvi. HIGH GRAVITY: Gravity is much stronger here than is usually the case, making every action very
laborious and draining. No model may double their movement when running or charging.
4. SPECIAL RULES: These are conditions unique to the game in question. They may relate to the deployment
or running of the game, or to the objectives; for example, it may be that only half of one side's troops begin the
game on the board and the rest only arrive later on. Special rules allow these games to be tailored to individual
circumstances, showing the unusual effects that so often apply. You are not obliged to use special rules at all,
but if you choose to do so then make sure they do not imbalance the game. Experience and caution are always
the best guides.
5. DURATION: How long does the game last? Normally, five or six turns is average, although you may choose
to play for longer (or shorter) in some cases. It is also possible to play without a definite time limit; you might
simply go on until one side gives in, is mostly dead or in flight, or one side fulfils their victory conditions.
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If the number of turns in the battle code box is 0, carry on playing until one side achieves its victory conditions.
Finish when one side fulfils its victory conditions.
Expanding the Tactical Matrix Campaign
The system presented above is intended to allow you to set up entertaining campaigns that can be played fairly
quickly and easily, since you need not work out all the details for every game as it happens.
However, it is up to you to breathe life into the games that are played in a Tactical Matrix Campaign. Whilst it
is quite acceptable to simply play them as they are, without any further elaboration or background added, it is
far more entertaining and enthralling to weave a story around the campaign and the games. As you play, the
story of the campaign unfolds. Each game presents an opportunity to carry on the story; the players can consult
together on how to proceed and can discuss amongst themselves what has happened. You may choose to
incorporate some of these changes into each game as you play, reflecting them with the altered makeup of both
sides' forces. It may be helpful to actually write all the background for each game beforehand, since this will
make special rules easier to understand in context. However, it can be equally interesting to create a situation
from the unusual conditions and rules given without spoiling the surprise already. In this way, each time you
use a Tactical Matrix Campaign, it will be different, even if you use the same campaign.
After you have played a few Tactical Matrix Campaigns, you may decide to change it a little bit. One
possibility is simply to make it bigger: what about a grid of 16 or even 25 squares instead of 9? This would
allow for a much larger, longer campaign. Alternatively, you may decide to create a differently shaped grid,
perhaps of three squares horizontally by four vertically; this could allow for (in this case) player B being more
experienced and having a higher general quotient. If both players have equal experience, you could choose to
let one begin the campaign with a larger force than the other.
Below is a sample Tactical Matrix Campaign, complete with maps, to show you how they work. We have
created a background for the campaign as a whole and for the first game, but we leave the rest to you.
Escape from Kaaos V: A Sample Tactical Matrix Campaign
Kaaos V lies in a sparsely settled area, left more or less to its own devices until recently by the corporate
governments that dominated surrounding systems. That all changed, however, when a few of the nave
inhabitants started showing some of the dull blue rocks they had found to the travellers and traders who
occasionally arrived. Axumite! Men have killed to get even a few pounds of pure Axumite, for it is perhaps the
most powerful and efficient fuel known in human space. Vast ships and power generators can run on the tiniest
amount, and devastating weapons of war can be created using it.
Soon Kaaos V was besieged by rampant prospectors, who came in with spaceships and mining equipment to
look for the Axumite ore veins that would make them rich. Terrified, the primitive, tribal inhabitants retreated
deep into the forests, deserts and mountains hoping to escape the plague of steel-gilt locusts that had invaded
their home. But not all of them proved so passive. In spite of the age-old peaceful customs that had existed on
Kaaos V for centuries, a small team plucked up the courage to steal into one of the prospector's camps one night
and steal a spaceship, whilst its owners slept off their quadruple strength Royal Eagle Whisky. After working
out how to engage the autopilot system, the escapees made it out of the system and into the infinite night.
A few weeks later they were picked up by a roving patrol from the Cobalt Mercenary N'Ree class ship Neptune.
The Cobalt Mercenaries reacted swiftly to what was told them, and a strike force was gathered to go to Kaaos V
and expel the prospectors before superior forces could move in to stabilise the situation for good. Since only a
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few disorganised miners and desperadoes were expected, only a small force was sent, led by Major Imtiaz of
the Panjit's Predators cadre. Imtiaz and his men, bringing back the fugitives from Kaaos V, quickly won the
support of the natives and set about evicting the prospectors. The mission looked to be well on the way to
completion when a fleet of military ships appeared in orbit, bearing the insignia of Comtech: one of the largest,
most ambitious nearby corporations. Word had reached their directors of the Axumite on Kaaos V, and they
had decided to send their own armies to take control. The syndicate of corporate executives in charge of the
expedition learnt of the Cobalt presence of the planet, but the value of the Axumite was such that these
interlopers were regarded as merely one more obstacle to be overcome; the order was sent to exterminate them,
to leave no trace for anyone to incriminate Comtech with.
Major Imtiaz and his men found their task suddenly grown dangerous and difficult. Their ship was soon
destroyed by a Comtech air strike, and the whole planet was infested with the corporation's technicians,
geologists and robots, not to mention a large military presence. Captain Flavius Celestine, a veteran officer in
the Comtech armies highly regarded for his callousness and attention to detail, was appointed to hunt down the
Cobalt strike force using whatever means were necessary. But Imtiaz was not about to lay down his arms and
pray for mercy from Celestine and his avaricious employers; he knew that the only hope for him, his men and
the people of Kaaos V lay in escape somehow, and in bringing word of what was happening to the Cobalt
Mercenaries.
This campaign pits player A as Major Imtiaz with his Cobalt Mercenaries against player B, whose forces
represent the human Security Troops under Captain Celestine. Both have 12,500 points to spend at the start of
the campaign.
The first game takes place at night in a technicians' settlement constructed by Comtech. Major Imtiaz has
decided not to let the enemy have it all his own way, and instead of quietly slinking into the wilderness as might
be expected, he has instead launched a counter-attack against the enemy in the dead of night. Both are seeking
an important set of maps and supply information left by one of the technicians somewhere on the board; with
this, Imtiaz would have a much better idea of where the ships necessary for his escape might be found.
Celestine, hearing of the panic and stupidity that forced the frightened technicians out of their beds when they
heard gunfire in the middle of the night, has swooped into the field boiling with rage, intent on recovering the
maps before Imtiaz. Unfortunately, neither side is acquainted with the settlement, and they must carry out a
desperate search under enemy fire.
CAMPAIGN SPECIAL RULES:
1: The objectives in this raid represent dumps of fuel, ammunition and other essential supplies. Each objective
has four wounds.
2: The Comnet forces are attempting to rescue a robotic spy carrying vital information which may lead to
victory. This robot is very small and agile, so much so that it cannot actually be harmed. However, neither will
it attack anyone or take any aggressive action whatsoever. It has a Speed of 5, an Initiative of 5 and a
Movement of 5". Whenever its action comes up, the robot will move in a random direction chosen in the
following way: player A selects a letter from A to M (not I) and player B selects a number from 0 to 11. Both
reveal their choice, and then using the deployment points on the map count from the letter chosen by player A
the number of spaces chosen by player B. For instance, if player A chose C and player B chose 6, then the robot
would move towards point J.

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3: Part of the Comnet force has got behind during a disordered march away from their defeat at enemy hands.
The Comnet player may only deploy 50% of his force at the start of the game; the other 50% can be placed in
his deployment area at the start of the second turn.

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The Horla

The greatest horrors do not lie in the shadows, on far-off planets and in noisome caverns. They dwell within the
mind of man; fear and hatred create them. What crouches beneath the child's bed or threatens lonely travellers
on darkened streets is the most fearsome.
Every day, billions of human souls go through rigours of sorrow, pain and terror; the wars and troubles of the
many human worlds forge countless tales of anguish. These woes accumulate, pulsing and quickening beyond
the bounds of mortal sight, growing in strength as mankind grows in numbers and violence. It is this immense
reserve of spent emotion, scarring the collective psyche of the human race and rendered even larger by the
effects of the Great Meld, that has given such untold strength to the Horla. They live off human fear.
Some of the few academics - including members of the Cobalt Mercenaries - to study these entities believe that
the Horla have always been, and are an essential part of humankind's persona and racial history; they are the
age-old monsters and demons that frightened and tempted a few unfortunates in the benighted past. The great
paucity of information of mankind's early history having been lost, this is only speculation. However, what is
known is that the Horla are beings which feed off and may have been spawned by the expended emotional
energies of humans.
A few particularly desperate and unhinged humans, seeking something more exhilarating than their bleak
regular lives, respond to the sensed presence of the Horla by actively courting them. These secretive cults
convince themselves that they enjoy the favour of spirits or demons, which offer them untold power and
forbidden knowledge. But whilst the Horla may use their considerable psionic strength to grant temporary
boons to these misguided fanatics, they always guide their worshippers towards an eventual and horrific
destruction.

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Normally, the Horla exist in a non-material state, and appear to be able to move more or less at will across
space in this condition. They are capable, though, of assuming tangible form, and are drawn to particularly
strong outpourings of fear like sharks to warm blood, where their strength becomes great enough for them to
appear in physical form. Battlefields and especially corrupt and violent cities are increasingly preyed upon by
'demons' and 'spectres' as some call them, and in striking directly at humans the Horla aim to kill and feed off
the fresh, plentiful spirit of their victims. To do this, they create weird, nightmarish beings - referred to as
'Maleficia' - which confront and terrify the unfortunate humans. Although these creatures are ferocious and
horrific to behold, the Horla's grasp on the material world is weak, and the Maleficia they create are unable to
sustain large amounts of damage before being destroyed. But these Maleficia mean nothing to the Horla
themselves; they are little more than conjuring tricks and tools to frighten men, and can be easily recreated and
tailor made to suit the cultural and personal conditioning of the human targets.
The Horla themselves appear as tall, robed figures, beautiful and yet somehow strangely disturbing. They have
no faces or real bodies, looking more like well-chiselled statues than living beings, and move like clouds of
mist, impervious to the bounds of walls and the effects of weapons. That is not to say that the Horla are
invincible. Those with psionic powers are able to challenge them directly, though they are formidable
opponents. Also, whilst the Horla are impervious to nearly all regular human weaponry, it is extremely draining
and difficult for them to inflict corporeal damage on a human. Most unusual of all is the peculiar weakness the
Horla have to the weakest individuals facing them; it is as though their terror had become so magnified and
intense as to break through to whatever lies beyond, becoming a deadly threat to the Horla rather than
prospective sustenance. Even the comparatively feeble attacks of the weakest amongst their enemies may prove
fatal, temporarily banishing the Horla from the physical world.
Although it is humans who have apparently created and sustain the Horla, other races are not immune to their
depredations. Knowledge is sketchy, but it appears that the Ar-Men and the Palansi have both been confronted
by the Horla. The panic and terror inspired by the Abhor has brought the Horla into contact with that most
inhuman and insidious of species, too. It is still rare for the Horla to target non-human races, since they find it
far more difficult to arouse and feed off the emotional energies needed to survive. But it is not impossible for
them to do so, and with their power increasing cases of non-human attack are becoming more common.
In facing the Horla, mankind is confronted with an enemy unlike any it has faced before. It may even be stated
that the Horla are not even an alien enemy; they represent an embodiment of all the terror and hatred men have
inflicted on each other for millennia, and stem not from any distant star system but from the darkness created by
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humanity itself. Until humans learn to overcome these dangers, the Horla can only become a greater danger,
tormenting and terrorising yet more unsuspecting humans across the galaxy.

Game Rules: Horla are created in the same way as other characters for Cobalt. They require all the
characteristics and abilities common to other characters, although they may never have extra armour or
Leadership. They may not, however, have any Advantages or Disadvantages except one psionic Advantage. All
Horla are wielders; they must be bought powers appropriately. Horla may never use any equipment or weapons
except for the special items listed below. No Horla may have a killed level of wounds of greater than 4; their tie
to this world is tenacious even in a non-material state. To represent their various other benefits, the Horla cost
an extra 150 points on top of everything else.
The Horla have an especial affinity with psionic energies and powers; they may automatically move the Flux
Marker up to 2" in any direction when they have an action. However, only the Horla with the highest Intellect
can do this; if two or more Horla have the same Intellect, then the one with the highest Initiative is the one
responsible for moving the Flux Marker.
The Horla and Damage: The model of the Horla which is placed upon the tabletop is not a substantial entity;
it is a shade, an image - almost a ghost - which cannot touch or be touched by other troops, at least under
normal circumstances. As such, enemies may not harm the Horla with normal weapons and close combat
attacks; and neither may the Horla attack regular troops in close combat. It must rely on psionicsmostly. It is
possible for a Horla to temporarily assume material form and so physically attack enemies, but this is draining
and dangerous, for the Horla becomes exposed to the threats posed by the material world (i.e., all regular
shooting and attacks take full effect). To become solid requires the Horla first to use its psionic powers
correctly; if this is successful, then it becomes solid for its next two actions, reverting back to immaterial form
immediately after taking its second action.
Horla suffer wounds from psionic attacks, attacks from Animi and a few other sources. Once a Horla is reduced
to Injured level, it must make a Morale check as usual. If this is failed, the Horla does not panic and run;
instead, it vanishes. Make a Rally check as usual for the Horla in the normal way; if this is successful they
reappear at exactly the same point from which they disappeared. Wounds remain at 'Injured' level. If a Horla
disappears, any Maleficia dependent on them also vanish.
The Horla and Animi: In a sense, the model of the Horla represents both its 'real self' and its 'netherspace self'
too; unlike other wielders, who must use a second model to represent their netherspace self, the Horla uses just
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the one. As such, the Horla is susceptible to the direct attacks of other Animi as well as to the psionic attacks of
other wielders; a Horla is also fully capable of attacking (and killing) Animi in close combat. The Horla have a
natural resistance to the ranged fire of Animi; all shots at them in netherspace must add 2 to their solution.
Mythical Weakness: A common thread in human legends is that of the weakest defeating the strongest. It
almost seems to be that there is some weird force which gives the underdog an almost unbeatable power when
facing the ultimate foe
To represent this force - which the Horla, being manifestations of mankind's violence and fear, are particularly
susceptible - the Horla have a special weakness to the weakest enemy model: the 'legendary hero'. The weakest
model is the one which costs least points WITH weapons and equipment added on. If several models (members
of the same unit, for instance) have identical points costs, then select one at random. There can only ever be one
legendary hero in the enemy force, and if that model is destroyed then the next cheapest model becomes the
legendary hero and so on.
All attacks - whether shooting or in close combat - cause double damage against the Horla, and are able to
affect it whether it is solid or not. However, no legendary hero ever won his spurs by plugging away at the
enemy from afar; this rule only comes into effect when the legendary hero is within 12" of the Horla.
Sample Horla: Mephistophiles: Solution = 2, Attacks = 2, Range = 1, Move = 6", Speed = 6, Initiative = 7,
Wound Profile = 2/4, Morale = 4, Rally Range = 3, Intellect = 3, Force of Will = -1. Points cost: 1530. Psionic
Advantage: Resistant.
Horla Equipment: As a rule, the Horla do not carry equipment. However, there are one or two rare and
unusual items that they have been witnessed using in the past.
SCYTHE OF DUNSINANE: In several engagements, humans and Cobalt Mercenaries have witnessed this
item in the use of the Horla. It is named after the planet on which it wrought most slaughter; Dunsinane was
eventually abandoned by its defenders who retreated to a more secure perimeter. This long, cruel bladed scythe
is said to scream and cackle as it tastes the blood of enemies. So strong is its bloodlust that even material troops
are susceptible to its attacks. RULES: A Horla carrying the Scythe of Dunsinane is able to attack enemy
models in close combat for one action per turn. Note that these enemies are still not allowed to strike back. The
Horla using the Scythe may also reduce its innate close combat Solution by 1. Points cost: 300. RARE.
HORLA ONLY.
JADE PENDANT: The Jade Pendant has been observed hanging from the necks of the Horla. In contrast to
the dark, dull formation of their forms, the Pendant shines dazzlingly with a deeper, more inscrutable power.
The Pendant appears to lend increased energy to the Maleficia under the control of its wearer. RULES: The
Maleficia of a Horla carrying the Jade Pendant have 3 wounds instead of 2. Points cost: 500. RARE. HORLA
ONLY.
RING OF AHURA: It is said that the Ring of Ahura was made on old earth and dedicated by some ancient,
long forgotten society to its dark gods. Those who have got close enough to see the Ring closely report that it is
beautifully crafted of gold and covered with intricate carvings of men and demons. Unfortunately for the many
human scholars who would kill for just a moment's look at the Ring for themselves, it stays firmly upon the
ghostly fingers of the Horla, who use its ancient strength to augment their psionic abilities. RULES: A Horla
which has the Ring of Ahura is able to use its psionic powers once more per turn than is normally allowed.
Points cost: 200. RARE. HORLA ONLY.
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NIDHOGG: Nidhogg is the name that the troops of Asgard II applied to a serpent that was seen coiled about
the arms of one of the Horla attacking them. This snake would occasionally leap forth at its master's bidding
and snap ferociously at nearby enemies. None have ever seen a creature like Niddhog before; it is black as night
when on its master's arm, but bursts into a scintillating array of colours when it attacks, becoming real and solid
for a moment as it does so. RULES: Niddhog functions as a ranged weapon for the Horla, able to leap out and
bite enemies nearby. It has a maximum range of 8" and is 'fired' with a Solution of 3, 2 Attacks and a Range of
1. Niddhog may only be 'fired' twice per turn, and making Niddhog do this counts as a use of a normal action.
Niddhog may be used against both regular troops and Animi. Points cost: 400. RARE. HORLA ONLY.
Maleficia: The nightmares temporarily summoned by the Horla are not bought with points; they must be
summoned by each Horla on an individual basis. Summoning a Maleficium requires a successful use of psionic
power on the Horla's part; all Horla can do this. No Horla may ever have more than two Maleficia at any one
time, although if one is killed it may be replaced. Maleficia are summoned after a successful use of psionics by
the Horla; all Horla may also begin the game with one Maleficium in existence already, however. Newly
summoned Maleficia appear in base contact with the summoning Horla, and MUST always remain within 12"
of that Horla. All Maleficia have a single wounds value of 2; this is their killed level.
A Maleficium can take whatever form you like, but it must be something suitably horrific and terrifying! A few
suggestions are given below. When a new Maleficia is summoned, randomly choose a set of statistics from the
table below:
1. Solution = 1, Attacks = 1, Range = 1, Move = 7", Speed = 6, Initiative = 5.
Model Suggestions: Insectoid creature, Giant spider, Black hound, Huge bat
2. Solution = 0, Attacks = 2, Range = 1, Move = 2", Speed = 2, Initiative = 2, Armour +2.
Model Suggestions: Bluebeard, Enormous walking hand with sword, Evil knight
3. Solution = 3, Attacks = 1, Range = 2, Move = 6", Speed = 6, Initiative = 5, Armour +1.
Model Suggestions: Demon, Cloaked figure with knife, Giant serpent
4. Solution = 6, Attacks = 1, Range = 4, Move = 5", Speed = 7, Initiative = 7.
Model Suggestions: Devil woman, Walking skeleton, Horrific head with gnashing teeth on legs
5. Solution = 4, Attacks = 4, Range = 1, Move = 4", Speed = 5, Initiative = 8.
Model Suggestions: Many-armed humanoid, Spiky blob, Great cat
6. Solution = 3, Attacks = 2, Range = 1, Move = 3", Speed = 3, Initiative = 6, Armour +3.
Model Suggestions: Shuffling mound of filth, Metal man, Wall of metal covered in bodies
Horla Armies: Players are allowed to field armies of the Horla in the same way as other races.
For most games (and for all tournament games), Horla armies are represented primarily by human worshippers.
These are chosen from the 'Human Ganger List' in the Cobalt-1 rulebook as normal, although if both players are
in agreement and this is not a tournament game then an alternative, more personalised list for these worshippers
may be used. These worshippers will often wear robes, headbands or some other sort of distinguishing uniform;
many are part of large organisations with substantial resources. However, just as many are simple folk or
clandestine warriors indistinguishable from other soldiers or rebels.

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The Horla may be chosen by this force to fight with them. Every Horla-worshipping force is entitled to ONE
Horla as standard (although they need not even take this if they wish); any or all legendary level characters
normally allowed can be used for more Horla.
There are two alternatives to this general Horla army:
1. An all Horla army, consisting simply of a small number of Horla and their Maleficia, could be created. This
formidable force ought to be faced by an enemy with lots of wielders, and is really only suitable for special
scenarios.
2. An all human army which is actually trying to summon a Horla during the game. This could be the basis for
an entire scenario, with the enemy attempting to halt the summoning ritual before it goes ahead. It would be a
good idea in this case to nominate at least one 'caster' model, who must stay immobile in an exact spot whilst
making the incantations necessary to summon the Horla. If he remains completely untouched by the fourth turn
of the game, then the Horla (or even several Horla?) appears; this will either make things very hard for the
enemy, who are probably in pretty dire straits anyway from not being able to harm the caster; or else could end
the scenario immediately, perhaps leading on to another game against the Horla itself in a campaign.
You could also have the human force fight as normal, except allow a wielder in the human force to try and
summon the Horla. This would be a very tricky operation in the midst of a battle. It would require a successful
use of psionic powers, with the Solution increased by +5 if the wielder attempts the summoning immediately.
However, every 2 enemy models KILLED or 3 models PANICKED reduces that modifier by 1, so that (for
instance) a force which had killed 4 enemy models (-2) and panicked 9 (-3) would take the summoning solution
without any modifiers.

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Aliens in Cobalt
Below are rules and descriptions for a number of alien races that you can use in games of Cobalt. These
creatures cannot be picked in the same way as other troops to be used in a regular army; they are monsters and
animals, with little if any concept of sides and objectives. Either they should constitute a whole side on their
own, operated by one player against the other, or else they should be controlled by a third party in a battle
between two regular forces. They are best used in friendly or campaign games. In a competition game, aliens
may not be used.
Particularly large and terrifying creatures cause the enemy to shudder and squirm in their presence especially
when someone orders them to try and run up to these opponents in close combat. Beings which have this effect
are Horrific and all enemies wishin to charge them in close combat must make a morale check; if this is failed,
they do not panic but may not charge the enemy and spend this action quaking and staring in wide-eyed terror
at the foe. Also, if the Horrific enemy comes within 6 of the enemy (including when they charge) they must
make a morale check then, too; if this check is failed, however, they panic as normal. Note that the Large Abhor
in the Cobalt-1 rulebook is Horrific.
All aliens run a risk of panicking when they reach injured level. However, they can never rally. Also, unless
stated otherwise, assume that all aliens need to breathe as normal.

Vacuum Roach: The Vacuum Roach is a huge and voracious parasitic creature that has evolved to live
and function easily in deep space. It is indigenous to the Eretrys Asteroid Field, where all space traffic must
now be accompanied by heavy escort in order to escape serious attack. Dozens of other places have been
colonised by them across human space and beyond, and they now represent a major hazard for unwary
travellers.
The materials which are used to construct spacecraft and other large pieces of machinery - especially metals are the prey of the Vacuum Roach. These are consumed by the Roach quickly and thoroughly, and if a Roach
manages to latch itself on to the outside of a ship or to somehow get onto an industrialised world, serious
damage soon results.
Physically, Vacuum Roaches are very large, four-legged (though the front two 'legs' are more long, wickedly
sharp claws used also for propulsion) beasts, with an enormous mouth ringed with fierce teeth. Extracts from
the high-durability metals consumed by the Vacuum Roach go to make its skin, claws and teeth extremely
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tough and strong, able to resist most attacks and cope with the rigours of deep space in which they must survive
for months or even years before finding a suitable target. Roaches have fleshy growths on their hind legs that
open up and assist them to move effectively in a zero-gravity environment. Thanks to the protection provided
by their skin, Vacuum Roaches are more than capable of passing through the atmosphere surrounding planetary
bodies, and although it is impossible for them to get back into space, many land by accident or design on rich,
industrialised worlds where they are able to wreak havoc.
Game Rules: Solution = 1, Attacks = 2, Range = 1, Move = 7", Speed = 6, Initiative = 6, Wound Profile = 6/8,
Morale = 6. Armour gives +3 against enemy Solutions. Points cost = 2000. Vacuum Roaches are Horrific.
Vacuum Roaches do not breathe, so are immune to attacks based on inhaling gases.
Behaviour: A Vacuum Roach will attempt to find and eat any large metallic items on the battlefield, such as
spacecraft, vehicles or industrial machinery. The largest item of this type in sight will be its target, and the
Roach will then move on to the next. If it comes into contact with any such feature, then it will spend six full
actions consuming it (remove the feature after this time). Any creatures which block its path to these features
will be attacked. If nothing is available for the Vacuum Roach to consume, it will instead direct itself against
the nearest troops.
One Vacuum Roach is almost a match for a squad of average humans on its own; an interesting scenario might
involve one player defending one or more objectives from the Roach, with no other enemies involved. A larger
game could be set aboard a spacecraft, with the crew desperately fighting off any Roaches from penetrating
deep within the ship; in addition to any Roaches on the table at the start of the game, more might appear at
random as they gnaw their way through the outer hull, possibly causing adverse conditions due to loss of
gravity, lighting or life-support systems. Alternatively, a Vacuum Roach could be inserted into a regular twoplayer game as a challenge to both sides and a menace to their pursuit of victory. If either side kills the vacuum
roach, they earn a bonus 2000 victory points.

Shufflers: This is the affectionate name spacers apply to the curious, hairy little aliens that originate on
Kai Hsian III. Once, this large but thinly settled planet became the hub of a short lived trading boom, as every
child in civilised human space became delirious with the thought of owning a Shuffler. There was immense
competition to supply enough Shufflers to parents desperate to please their offspring. In order to milk the
hugely inflated prices that resulted from the stampede to acquire Shufflers, traders resorted to smuggling,
robbery and worse to get as many of the furry little things onto the market as possible, and Kai Hsian III itself
became nothing more than a great Shuffler breeding centre.
2However, the craze could not last, and in some cases it took only a few weeks for planetary authorities, parents
and children alike to lose interest in Shufflers. Alone, they are wont to pine, whimper and shuffle about
morosely, eventually dying and setting off a fearful odour as glands burst inside them. In company, they scuttle
about together, communicate with each other in an amusing language of whoops and gasps, and breed.
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Shufflers breed very fast, and although two Shufflers are necessary to mate, there are no separate sexes. Since
gestation takes only a week and litters consist of up to two dozen Shufflers, hapless owners soon found
themselves faced with a horrific surplus of Shufflers. Few complaints were heard when measures were taken to
eradicate the troublesome creatures, and now they are banned on most civilised worlds. Nevertheless, many had
not the heart to send their Shufflers off to the slaughter, and some of the creatures were released, others
escaped, and now there are many herds of Shufflers adapted to survive in their new homes.
Shufflers are small and friendly creatures, which actually look like a pale, rather wrinkly and veiny blob with
six stubby legs, an almost round mouth almost on their belly, and a single eye on the end of a short stalk.
However, this unassuming body is always covered by a large and dense coat of fur; a virtually endless variety
of colours is known, from basic browns and greys through to vibrant yellows, purples and even stripes and
patches. This coat is smooth at birth, but soon grows extremely long and often becomes matted, so that fully
grown Shufflers appear to be little more than balls of fluff that hover and swish about on the floor. Elderly
Shufflers often take to whistling and chirping to themselves as they waddle slowly about.
Game Rules: Shufflers do not have a set of statistics except for a Move of 5", a Speed of 4, one Wound and an
Initiative of 4. They simply cannot fight and would run away given half the chance. Shufflers will very rarely
be encountered alone; an average herd consists of 6-12 individuals which will always remain within 1" of each
other. Herds of Shufflers do not block line of sight, but models may not be fired at over the heads of Shufflers;
the Shufflers themselves must be destroyed first. If a Shuffler is shot or attacked in close combat then it dies
and leaves a horrific odour; all organic troops within 8" of the body must add +1 to all Solutions for the rest of
the game. Models equipped with Bio-suits and non-organic beings do not suffer from this effect.
To destroy a Shuffler in close combat requires only the expenditure of one action when in contact with the
Shuffler; it offers no resistance other than an alarmed whistle. Should a Shuffler be destroyed, its surviving
fellows will Run in their next action directly away from the unit which killed their companion before resuming
their normal behaviour (see below). No-one gets any victory points from killing Shufflers; who could be proud
of slaughtering balls of chirruping fur?
Behaviour: Herds of Shufflers will not usually form a vital part of a game. They are more of a nuisance than
anything else, serving to hinder players and dampen their gung-ho instincts. Shufflers will act like curious and
excitable puppies, moving about at the normal rate towards the nearest unit, then to the unit nearest it and so on.
If they reach a stage where the nearest unit is one they have already been to, they will move to the nearest one
they have not made contact with. They make no distinction between sides.

Cerebroids: Named after their disturbing physical similarity to human brains, Cerebroids are weird and
rare aliens that possess many strange features. They have no sensory organs whatsoever, relying instead upon a
kind of psionic second sight. Nor do they have any mode of propulsion save a highly developed telekinetic
ability which they use only to propel themselves about.

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Cerebroids normally feed off small animals which they paralyse with a mental assault and then draw nearer so
as to absorb them inside the permeable, transparent membrane that surrounds them. Victims are consumed in
the acidic juices within.
Psionic activity draws Cerebroids like moths to a flame; for some reason the brains of those with psionic ability
are especially attractive meals to their taste. Although the attacks of Cerebroids are individually rather weak
and easily shrugged off by most races, when they assemble in groups Cerebroids can constitute a deadly threat.
In spite of their potent psionic capabilities, Cerebroids do not appear to show any considerable intelligence.
They are vulnerable to physical attacks, and die almost instantly if their membrane is pierced. As might be
expected, Cerebroids do everything in their power to avert this, deflecting enemy shots and blades just enough
to miss them.
Several human and Palansi groups have conducted research into Cerebroids to try and determine their
evolution, structure and possible organisation. Tests have been inconclusive, although there are suggestions that
the Cerebroids represent a step down from an earlier - and presumably far more intelligent - race. What has
become of such a race and their clearly highly advanced technology is a question that occupies the minds of
many.
Game Rules: Solution = 6, Attacks = 1, Range = 1, Move = 6", Speed = 4, Initiative = 4, Wound Profile = ,
Morale = 4. Armour from psionic defences gives +1 to enemy Solution. Points cost = 280. Note that as
Cerebroids move above the ground they never need to reduce their movement or suffer any other penalties for
passing over terrain. If a model is being attacked by three or more Cerebroids in close combat, then they must
add one to their Solution to represent the increasing potency of the Cerebroids' combined mental assaults. Every
Cerebroid over three adds an extra one to the enemy's Solution. If a model is killed in close combat by
Cerebroids, then remove them from the game; they spend the rest of their time consuming their unfortunate
victim's brain unless another model uses a psionic power, in which case they become the target of the
Cerebroids, who will immediately start to move towards the new victim. Cerebroids do not breathe or see as
other beings do, so are immune to any attacks or effects which are based on sight or inhalation.
Behaviour: At the start of a game which involves Cerebroids, there will be between one and three on the board
(choose randomly) at different points, which will be noted in the setting up rules for that scenario. The
Cerebroids will move towards the nearest unit or character from their starting point changing to the next nearest
unit either if shot at or after coming within 6" of the target unit. Note that they will move towards the nearest
model, not necessarily the nearest in sight. When any model on the table uses a psionic power within 8" of a
Cerebroid, then that Cerebroid moves straight away to attack the enemy, charging as it does so. It will also send
a signal to any other Cerebroids on the table, so that all of them currently on the board converge on the hapless
target whether they can see it or not, running and charging all the way regardless of other models. Worse, more
Cerebroids will appear from off the board (from a random entry point, unless otherwise stated in special rules
for that scenario) in reply to the other's call; at the start of every turn beginning after the first Cerebroid is
aroused, zero to three more will appear. To determine how many, the controlling player secretly assigns zero to
three to any of the numbers from 1 to 4; his opponent then chooses a number from 1 to 4 to find out how many
enter the game that turn. All of these will also make for the other Cerebroids' current target.
Needless to say, Cerebroids present a dangerous threat to anyone using psionics. They should not be used if
there are no models with psionic powers in the game, as they would serve little purpose. An entire scenario
could be created out of the efforts of a group of psionic-using characters and their friends to evade an attack by
masses of Cerebroids, perhaps awakened on some bleak and isolated planet.
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Vrezhnecz's Panther: It was on the harsh and deadly world of Leontius that famed biologist Anton
Vrezhnecz discovered what has come to be known as Vrezhnecz's Panther. The Panther physically resembles a
large earth cat in its build, but its skin and head are reptilian. Although the Panther is dangerous enough thanks
to its sheer speed, strength and ferocity, its greatest weapon is its ability to go invisible for short periods of
time. Used for hunting prey, this power has attracted much research into the Panther's metabolism. Vrezhnecz's
Panther has also been illegally captured and removed from Leontius many times over the years and taken all
over human space. Some merely took it as a curiosity, or else as the centrepiece for some entrepreneur's private
zoo. Others removed them to use against their enemies, for the Panther is remarkably adaptable and resilient to
changes in environment; it is just as ready to hunt men and women in a bustling city as it is to chase beasts in a
jungle, and has proved totally impossible to tame. A few extremely important planets and compounds are
guarded by Panthers transplanted into the surrounding area. The Palansi have also shown an interest in
Vrezhnecz's Panther, and several of their expeditions have been detected around Leontius.
Game Rules: Solution = 0, Attacks = 1, Range = 1, Move = 7", Speed = 8, Initiative = 8, Wound Profile = 2/5,
Morale = 6. Points cost = 1330. A Vrezhnecz's Panther can spend up to four consecutive actions invisible.
Before it can again go invisible, the Panther must spend at least two actions in its normal state. The player
controlling the Panther must declare at which point it is going invisible, and then removes the model from the
table and keeps track of its movement on a sketch map of the battlefield. This change must be declared at the
start of a pulse in which the Panther has an action, and that pulse counts as the first it spends invisible. If the
Panther attacks any troops in close combat whilst invisible, then it gains an extra Attack and its opponent must
add +1 to all of its Solutions in defence.
A Vrezhnecz's Panther's invisibility is powerful but not foolproof; devices that help aid vision (such as bionic
eyes, Amboscopes and the like) do not allow the enemy to see it, but powers or items which detect living beings
or mental activity do reveal it; place the model back onto the table whilst it is within line of sight of any
character equipped with this item. Only the model equipped with this item may see the Panther to attack,
however. Vrezhneczs Panther is Horrific.
Behaviour: Vrezhnecz's Panther is first and foremost a deadly hunter; the controlling player should always
keep this idea at heart when moving it and deciding on its actions. It will not move randomly like other, less
intelligent aliens, and after choosing a target will stick with it until making a kill. In choosing a target it will
select the nearest and visibly weakest model in sight, going for the weakest-seeming first. Note that the
apparently weak models (i.e., those without armour, great size or large weapons) need not always be genuinely
feeble.

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Movement will be stealthy and cautious, designed to approach the target with least risk and chance of detection.
The Panther will go invisible either when about to attack or when threatened - that is, when it is shot at, is
defeated in close combat or suffers a wound.
Vrezhnecz's Panther can be well-used as a deadly opponent for any forces. There will be few enemies who can
match up to it in close combat, and its invisibility offers effective protection against ranged attacks. The Panther
is perhaps a little too powerful and deadly to be introduced as an extra feature in normal games; it should be
used as part of a scenario on its own, perhaps with players having to kill it or with two sides competing to
capture it.

Minomen: Minomen - or Minotaur Men - come originally from the planet Monomachos III, which has
climatic conditions similar to those of ancient earth. Thus, it is unsurprising that the Minomen have evolved in a
broadly similar way, and physically they resemble large, well-muscled humans with very dark skin. However,
the main difference can be seen with their heads, which are large and bull-like with small eyes and large horns
very much like those of the Minotaur of ancient legend.
In spite of their basic physical similarity to mankind, Minomen do not possess anything like the mental capacity
of humans. In evolutionary terms, they are only just at the level of using tools and beginning to communicate
with grunts and bellows; Minomen are notoriously loud and boisterous, totally without fear as humans know
the term. They also have great difficulty in accepting the use of any weapon more complicated than fists or at
most a big rock; both are more than enough to smash the skulls and limbs of most beings.
Humans first encountered Minomen several centuries ago, and since then have tried many times to use their
strength and aggression to their advantage. Many more developed worlds and the Cobalt Mercenaries anxiously
try to block such interference, citing the destruction of the Turaki Corporation at the hands of the Ar-Men.
Nevertheless, groups of Minomen have been removed from Monomachos III and implanted elsewhere; some of
these groups have flourished, reproducing and becoming numerous. As they are not yet at the level of
understanding the concept of 'friend' and 'enemy' their use in a military context is still fairly limited.
Game Rules: Solution = 4, Attacks = 1, Range = 2, Move = 5", Initiative = 3, Speed = 3, Wound Profile = 4/6,
Cohesion = 3", Morale = 3. Thick skin gives +1 to enemy Solutions. Points cost = 495. All Minomen units have
the special ability Battle Cry.
Behaviour: Minomen will always run towards the nearest models in sight, breaking into a charge when near
enough. They will then attack these models until they are all killed or panic and run. After this, the Minomen
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will run at and assault the next nearest unit regardless of its allegiance, carrying on in this way throughout the
game. They will always be found in units, typically of 6-12.
During games, Minomen could represent a third party 'wildcard' force, out to get both sides and hampering their
regular battle plan. It would be a shock for both players in an apparently regular game if a band of enraged
Minomen suddenly emerged from a seemingly abandoned cave when any model comes within 10". One force
may be daring enough to have brought a small force of Minomen along, and risk lining them up alongside their
own men in the hope that they will attack the right troops. Alternatively, large numbers of Minomen could be
besieging a smaller force of technologically advanced warriors such as Cobalt Mercenaries, Ygrainne or
Palansi, who would have to fight their way out or survive against long odds until help arrives.

Deathweaver Spiders: As the so-called Deathweaver Spiders have no known origin, it is believed
that they represent the horrible result of some hideous experiment gone wrong. It is possible, as some allege,
that they have been created by the Palansi to harass humans. Whatever their source, Deathweaver Spiders have
spread insidiously all over human space and beyond. These huge and ferocious arachnids are able to endure
vacuum and astounding extremes of temperature; there are many reports of them surviving long space journeys
clinging to the outside of ships. Deathweavers to prey on humans and similar-sized creatures in particular,
stalking and then slowly eating them. Their name comes from the vast and intricate webs they spin. These
dense, clinging structures are built anywhere dark, quiet and warm, where the Spider can drag its victims and
cocoon them before feasting; the cavernous, infrequently-visited bowels of energy reactors on ships and on the
surface are a favourite haunt.
The most deadly thing about Deathweavers is their insight into humans as a form of prey. In the same way as
other predatory creatures know and predict the actions of their habitual victims, so Deathweaver spiders have to
some extent mastered the reactions of men. They know that eating through wires or damaging machinery will
sooner or later bring some sort of reaction; they have even been known to copy human uses of some
technological devices to attract attention. One or two sources claim that Deathweavers mimic human screams.
Most importantly, the Deathweavers have absolutely no fear of humans.
Game Rules: Solution = 1, Attacks = 2, Range = 1, Move = 6", Initiative = 6, Speed = 6, Wound Profile = 4/6,
Morale = 3. Armour gives +2 against enemy Solutions. Points cost = 1000. If the Deathweaver is reduced to
Injured level and is not within its web then it will automatically 'panic' and leave the table in the same way as
other panicking troops. If it is within its web then it will never panic; also, all other models fighting in the web
can only see to shoot up to 6", must reduce their move by 1" and may not run (charges are carried out at normal
move rate, too). The Deathweaver also reduces its own Solution by one when fighting in close combat in its
web. Deathweaver Spiders are Horrific.
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Any model which is panicked and lies within charging/running distance of a Deathweaver will be singled out
and charged in the Spider's next action; the target is automatically overtaken and cocooned; remove it from the
game (though a rescue mission may be undertaken if a campaign is being played and the controlling player
wishes to do so). When charging in this way, the Spider will not break from combat with other models, but will
not be concerned by any other nearby enemy troops.

Behaviour: Like Vrezhnecz's Panther, Deathweaver Spiders are consummate predators. They will choose to
attack what looks like the weakest model in sight, opting for one that is nearer if given a choice. They will also
go for humans if possible, though other races will suffice if men are not available. When fighting in its web, a
Deathweaver naturally feels threatened, and will assume the defensive, trying to utilise every possible
advantage and attacking any enemy in sight, going for the nearest ones first. Although single Deathweavers
may be found, they often operate in groups sharing a single large web; up to six may operate from the same
web, but move and fight as individuals.
Deathweavers are tailor made for special scenarios. Players may begin by simply having to face one Spider in a
usual game; a dangerous hazard, which can become all the more meaningful if it captures any troops. Rescue
missions to try and retrieve comrades or special items from inside their webs would make for very exciting
scenarios. The extent of the web can be dictated by the scenario; in many cases it would be at least as large as
the tabletop. Ideally special terrain would be made to represent the web; always the board should be very
densely covered, and a system of tunnels or passages would be good. To heighten the tension of any games
fought inside the web, a series of counters could be placed on the table at the start of the game, and all of them
moved like spiders. However, some or even many of them would just be decoys, which could only be revealed
when troops came within 6" of them.

Shadow Walker: The Shadow Walker is a rare and very dangerous being that inhabits Netherspace. It
exists by draining and destroying the minds of those with a presence in Netherspace that is, wielders. Race
and personality matter not to them; they see only the potential sustenance that the mind in question can provide
for them. They roam Netherspace, and are drawn towards the use of psionics like sharks to fresh blood.
Wielders able to see Shadow Walkers say they are tall and spindly, with silvery-blue skin covered in lumps.
They exude a truly alien presence, and possess wickedly sharp claws that are able to rip through the souls of
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wanderers in Netherspace. Although the Shadow Walkers are cunning and intelligent enough to outwit most
other beings in Netherspace, their thought patterns are beyond the ken of all others; they pursue their own
agenda entirely, and have no concern for the lives and affairs of those they slaughter in Netherspace. Where
Shadow Walkers go and what they do in Netherspace other than hunt down wielders is a mystery and perhaps
best left that way.
No-one has yet ever succeeded in taking control of a Shadow Walker. Few, in fact, acknowledge their
existence; it is a creature of myths and nightmares, recognised only by a few highly experienced wielders.
Game Rules: Solution = 1, Attacks = 2, Range = 1, Move = 7, Initiative = 7, Speed = 7, Wound Profile = 2/3.
Armour gives +2 against enemy attacks. Points cost = 1000. The Shadow Walker exists only in Netherspace; it
has no real presence at all, and exists only by feeding off the minds of wielders. It can only see and be seen by
animi; it can also only attack and be attacked by animi. Unlike other aliens, a Shadow Walker will never panic.
When the Shadow Walker is used, it is placed alongside the Flux Marker at the start of the game.
Behaviour: The Shadow Walker is there to terrify wielders and their animi; it is very tough and deadly, able to
take on and defeat most other individuals in close combat. Naturally, the Shadow Walker which lives off the
minds of wielders will make for the nearest animus with all haste, only redirecting its attack towards the next
nearest animus if it kills the initial target or is reduced to injured level by that model. When it appears, animi
will have to watch out!
Shadow Walkers will make using psionics very dangerous indeed; they should be used sparingly, since wielders
will most likely suffer gravely at their hands.

Wyrm: The ever-richer and more fashion-conscious elements of human society crave new and gorgeous
materials; Wyrm teeth are the latest craze to sweep the wealthiest worlds across human space. These teeth are
as hard as diamond and whiter than the purest ivory; men and women everywhere crave them, and are willing
to pay truly outrageous sums for the smallest piece.
The difficulty in this situation comes from the fact that Wyrms are both rare and extremely dangerous. They are
huge and scaly carnivores, standing about five times as high as a man. As one might expect, they have many
razor-sharp teeth. Wyrms live on only a few warm, verdant worlds on the fringe of human space known as the
Oliphaneth Belt, long ignored save by a small number of biologists and travellers. They saw the Wyrm as only
an awesome curiosity, and are horrified at the Wyrm teeth trade sweeping the galaxy. Heavily armed bands of
poachers come to the Oliphaneth Belt more and more frequently, usually consisting of little more than
enthusiastic pirates, mercenaries and bounty hunters looking for an easy path to success. However, more than
a few succumb to the very creatures they come out to pursue, underestimating its strength and ferocity. Still
others fall victim to the equally trigger-happy defenders, hired by the desperate guardians of the Oliphaneth
Belt to keep the Wyrms safe.
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Game Rules: Solution = 5, Attacks = 2, Range = 3, Move = 6, Initiative = 5, Speed = 5, Wound Profile =
9/11, Morale = 5. Armour gives +1 against enemy attacks. Points cost = 2250. Wyrms are Horrific.
Behaviour: The Wyrm is a voracious eater, which will move towards the nearest organic model and attack it
until either it is eaten or it reduces the Wyrm to injured level. After this, it will move to attack the next nearest
organic model.
In the same way as some other large and dangerous aliens, the Wyrm is great to use in a scenario. One player
would take control of the Wyrm, whilst the other would represent a party of big game hunters, scientists or
simply desperadoes trying to get at the Wyrms teeth. An interesting possibility is that a third player takes
control of a group of game keepers appointed to watch over the Wyrms and see off any poachers. Whether the
Wyrms know this, however, is a different story entrely! The Wyrm is perhaps a bit too tough to simply be
thrown into a normal game, and should give just about any player a major challenge.

To Download other Parts of these rules and to see the miniatures that accompany them please visit:
http://www.westwindproductions.co.uk/
http://www.oldgloryminiatures.com/
http://www.westwind1.co.uk/

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Copyright 2004 by Rory Naismith and Bob Naismith

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