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Gears of War: Judgment: Survival

A co-operative game for 1-4 players


By
Eli Silver

Introduction: This game is based on the GOW: Judgment survival mode. Players
must work together to survive wave after wave of enemies. There are some
differences. There is no ammo tracker or anything, so Cole does not throw ammo
boxes. Instead, he has frag grenades. Also, the Locust are trying to kill all the
COGs, instead of destroying an E-Hole or generator. I tried to stick as close to the
original game as possible.

Components: You will need;


1. The cards
2. These rules
3. A lot of d6 (about 12 20)

Setup: Take the Boundary cards, and place six of them in a row. Next to that,
place the other seven in a column. It should from a 6x7 grid thing. Based on the
map, place barriers and walls. All COGs start on the bottom row, anywhere they
want. Take the Locust cards and remove the cards for wave one, and shuffle them
together. Place the unused cards to the side. Each COG needs a d6 to represent
their HP. It starts on six.

Play: All the COGs go first. Each COG gets two actions. The actions are move,
attack, or use special.

Move: To move, you can move two spaces orthogonally, not diagonally. You
may move through other COGs, but may not end your turn on them. You
may not move through locusts or walls. COGs may not move past the
farthest barrier.

Attack: You may shoot at or melee a locust within range of one of your
weapons. They must be in Line of Sight. They are in LOS if you can see
them orthogonally with out another locust or wall blocking the way. If both
conditions are met, you may attack. Follow these steps.
1. Roll as many dice as your weapons power is.
2. For each dice rolled that equals the accuracy of the weapon, deal that
weapons damage to the locust.
3. Repeat.
If the locust attack you, follow these same rules.

Special: Each COG has a different special. You may only use these once per
two turns. The special abilities are listed later.
After all COGs go, each locust moves one space forward, and then attacks if able.
If another locust is in front of them, they cannot move forward. If a wall is in
front of them, they will move sideways if able. If a barrier is in front of them, they
will attack it. Follow the same rules as regular attacking. If the locust are at the
end of the map, they will start heading for the nearest COG.

AI: If you are playing with less than four people, so there are leftover COGs, they
still play, and are controlled by an AI. All they do is shoot if in range of one of
their weapons (they will all ways use the most powerful available), or move if not.
To move, They will head toward the nearest barrier that is under attack. Once no
more locusts are at that barrier, they will head to the next one. If a barrier is
destroyed, they will fall back to the nearest barrier. If all barriers are destroyed,
they will attack the biggest threat.

Dodging: If you are shot at or a Grenade is thrown at you, you may attempt to
dodge. Roll 4 d6. If any one of them is a 6, you dodge. Move to an adjacent
empty space. If you fail, you are still hurt. You must be adjacent to an empty
space to do this.

Dying: If you are killed, you must wait for one turn, and then you can re-spawn
on any of the bottom row spaces. Your team has ten lives. If you die, you take
one of the lives. If you run out of lives and need to re-spawn, you cannot.

Winning and Losing: COGs lose if they are all killed and no lives are left. COGs
win if they survive all waves.

Special Abilities (COG and Locust)


Name Use When to use (for locusts)
Climb Can move through or onto walls. If in front of a wall and needs
to move.
Frag Grenade Power 6/ Accuracy 4,5,6/ Damage 2/ Range 2 If it is shot at and a COG is
within range. Only once.
Spot Grenade Targets a 3x3 square. +2 accuracy for COGs -
shooting all enemies within that square.
Range 3
Stim Grenade +3 HP to COGs on the target space, +2 HP to -
all adjacent COGs. Range 3
Turret Power 5/ Accuracy 4,5,6/ Damage 2/ Range 2 -
HP 3 only one at a time.
Dash Move three spaces. If it is in or going into LOS of a
COG. Only once.
Dig Cannot attack or be attacked for three turns. If it lost half of its life.
Can move through barriers. Once it comes
back up, +1 Damage and Power for one turn.
Heal All locusts within two areas of Kantus gain +2 If a locust in range of its
HP each turn for two turns. All damage dealt healing has lost half of its life.
to those locust is reduced by two. Kantus
cannot attack while doing this.
Kamikaze Roll 8 d6. For each 5 or 6, deal 2 damage to If it is next to a COG.
all COGs and barriers adjacent to explosion.
Rage Rager cannot use weapon. Instead, it gets +3 If it lost half of its health. Only
to melee attacks, and +5 HP for 3 turns. After once.
three turns, it is back to normal. Lose the +5
HP. HP cannot go below 1.
Rear Up Can spit acid for three turns, cannot move. If it is stuck behind a locust.

Scream All COGs within 1 space, adjacent and If it is right next to a COG.
diagonally, cannot move or attack for 1 turn. Only once.
Spin Shield If it moves into an area with a COG, the COG If a COG is right next to it, if it
is killed. Causes 2 Damage to barriers. Cannot is attacking a barrier and a
use the fail. COG is shotting at it.

Weapons (COG and Locust)


Name Power Accuracy Damage Range Notes
Blow Torch - - - 1

Breech Shot 5 5,6 2 4 -

Booshka 6 2,3,4,5,6 3 3 Deal an extra two


damage to all adjacent
spaces.

Frag Grenade 5 3,4,5,6 3 3 -

Gnasher Shotgun 5 4,5,6 2 1 -

Lancer Assault Rifle 4 5,6 1 2 +2 to melee attacks.


Marzka 4 4,5,6 2 5 -

Sawed-off Shotgun 7 3,4,5,6 3 1 Only one attack with


this weapon per turn.

Snub Pistol 3 4,5,6 1 3 -

Spot Grenade - - - 3 Targets a 3x3 square.


+2 accuracy to all
attacks against locust
in that area.

Stim Grenade - - - 3 +3 HP to COGs in the


target area. +2 HP to
GOGs in adjacent
areas.

Just so everyone knows, these are the boundary cards.

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