Professional Documents
Culture Documents
wasteland!
three New scenarios,
16 new creatures and robots,
A new warband, and rules
for Johnny Atomic!
This is Not a Test
Acknowledgements Legal
Rules Written and Concept by Produced by World’s End Publishing
Joseph McGuire All rights reserved. This Is Not A Test Logo, the World’s End
Publishing Logo, and any places, things, and character names
Cover Art and their distinctive likenesses, or artwork and photography
Dario Jelusic created specifically for this book are ™ and © 2014 of World’s End
Publishing, LLC. No part of this publication may be reproduced,
Interior Art stored in a retrieval system, or transmitted in any form or by any
Zack Dolan, Dario Jelusic, Erick Webb means, electronic, electrical, chemical, mechanical, optical,
photocopying, recording, or otherwise without prior permission of
Graphic Design and Layout World’s End Publishing.
Dave Taylor Miniatures This work is a fiction and parody. No reference to real physical
locations, events, persons living or deceased is intended.
Photography
The models used in the photographs of this book, not specifically
Dave Taylor Miniatures
the © or ™ of World’s End Publishing, LLC, are used with
Editing and Rules Review permission by their manufacturers, where possible, and no
challenge is made to their ownership and rights. Illustrations by
Matthew Caron, JD Dibrell, Dave Taylor Miniatures, Chris Layfield,
Joakim Olofson and John Newman are used with permission and
Chad Mastbergen, Evan Siefring, Cory Szabo
no challenge is made to ownership or rights.
Miniature Painting
Contact us at:
Jeremy Bernhardt, Steve Dake, Fernando Enterprises, Jay Griffiths,
joey@worldsendpublishing.com
Al Hayden, Dakota Howard, Joseph McGuire, John Newman,
Nicholas Pasche, Daniel Siegenthaler, Greg Zuniga or
Miniatures Used World’s End Publishing, LLC
P.O. Box 938
Bombshell Miniatures, Cold War Miniatures, Copplestone
Gambrills, MD 21054 USA
Castings, EM4 Miniatures, Eureka Miniatures, Old Crow
Miniatures, Ramshackle Games, Rattrap Productions, Reaper Find us online at:
Miniatures, Rebel Minis, Victoria Miniatures, Wargames Foundry,
www.worldsendpublishing.com
Warlord Games, World’s End Publishing
www.facebook.com/TNTGame
Terrain Construction
Piracy kills small business. Please do not post or distribute this
Cigar Box Battle Mats, Homebrew Worlds, Joseph McGuire,
book on any website, torrent, file retrieval service, or anywhere
Plast Craft Games, Secret Weapon Tablescapes
else online. The wasteland is harsh, please be kind.
Terrain Painting
Homebrew Worlds, Joseph McGuire
2
Introduction
So why does this matter? It matters because, in an already crowded industry, there was room for This Is Not a Test.
There was room for an old-school warband game in a world of flash and distraction, where building the warband
itself is half the fun and the mechanics are well executed, even if not new-fangled.
Thank you to all the backers of This Is Not a Test for trusting in my version of the post-apocalypse. I vow to keep This
Is Not a Test going for years to come. New material, new miniatures, and more wasteland insanity is just around the
corner. As Johnny Atomic says, “Stay tuned!”
- Joey McGuire
President & Head Janitor
World’s End Publishing
Contents
INTRODUCTION 3
NEW SCENARIOS 4
Staking A Claim 4
Worms Of The Wastes 6
REMNANT WARBANDS - BENT, BUT NOT BROKEN 8
JOHNNY ATOMIC, VOICE OF THE WASTELAND 10
Freelancer Wasteland DJ 11
ROBOT RAMPAGE 12
B-HO1DR 12
Scrapper Robot 13
Depend-o-Hulk 13
TANK-R 14
Mister Couteau 14
Vendo 15
MONSTER OF THE WEEK 16
Thulle 16
Eye Slug 16
Brain-Zed 17
Rock Worm 17
Drop Bear 18
Vendo 18
Grizzly Snake 19
RetrO 19
Starbeak 20
Pistola Plant 20
SOLO SCENARIO 22
Rad Zombies Must Die, Again! 22
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This is Not a Test
Staking a Claim
Background The Board
The ruins of the Last Americans have sat for more than a The board should have five areas of difficult terrain
century and most have been picked clean by scavengers representing possible areas to be claimed by the warbands.
many times over. Of course, much remains hidden or These should be spread evenly throughout the board. They
inaccessible; guarded by dangerous creatures and should each be at least 5" in diameter and no closer than
environmental hazards. Of these, the scourge of radiation 6" to each other. Additionally, one further difficult terrain
is the most prolific and insidious. Undetectable without piece should be placed in the exact center of the board
specialized equipment, radiation is a silent and invisible to represent a particularly choice claim. For aesthetics it
killer that keeps sections of the wastes nearly pristine. Over would be best if these terrain pieces were ruins or other
the years, as radioactive isotopes decay, the intensity of man-made creations. The rest of the board should have a
radiation will lessen. Former hot zones will turn cool. This is mix of terrain to provide cover and block line-of-sight.
a slow process, but many wasteland factions monitor these
areas waiting for the day they can be exploited. Though Mission
mostly safe, radioactive decay can be a somewhat random
process, leaving many dangerous spots still active within In this scenario, the warbands are racing to stake as many
these supposed benign zones. Once declared harmless, claims before their enemies can.
the various factions will enter the former rad zone and
stake their claim. In the early stages, small warbands will
Victory Points
enter and mark small areas such as buildings, ground
Action VPs
lots, and other landmarks. In time, more resources will be
brought in and the claims will be officially recognized by the Wounding an enemy model or taking one Out-of-Action 1
settlements, trade groups, the Preservers, and the more Each Claim held at End of Game 2
civilized groups; raiders and outcasts are always a wild card Holding Center Claim at End of Game 5
in this respect. Naturally, claim jumping is common and
expected, if not outright tolerated.
4
Deployment Zone wasteland encounter was being used, but do not
5
This is Not a Test
6
Harmonic Oscillator – This potent piece of lost-tech Conclusion
7
This is Not a Test
Remnant Warbands – Bent, Not Broken
“The plan was solid. Little ‘berg of a settlement, Outcasts
maybe 20 guards on watch at one time, easy
pickings. But then the damn muties had to ruin Even the strongest and hardest fall and when the wasteland
it all. The plan was simple. Watch for a couple of wrecks all you have, these guys quickly devolve into
nights, wait for the guard change, have the mutie survival of the fittest. When opportunity strikes, they will
shaman ping the watchtower guard with one of his take advantage and when it does not they knock out teeth
so-called mind bullets, and then we rush the gates. until they pass out, then start a new gang of opportunists.
But things didn’t go as planned. The Slit Throats Sometimes, a warband member may outgrow his station
are the toughest raiders around, and we are always and that will also turn him into an outcast. That usually
ready. The muties blew the whole thing. Their shaman isn’t an easy thing and frequently not wise, but they can
managed to fry his own brain and the ferals rushed sometimes survive long enough to join with other outcasts.
the gates too early and were Swiss-cheesed by the The Outcast warband can only be comprised of members
settlers. Now here were are. The Slit Throats and of Mutants, Raiders, and Tribals.
what’s left of the muties on the run. I don’t know why
we even let them tag along, but we need the muscle. Create Your Warband
The peacekeepers are on our trail and once the
wounded get back on their feet, we mean to turn this Once decided, create the warband using the following steps:
little operation around.”
Choose a Leader - Forming a Warband from the scraps
- One-Eyed Snake, Slit Throat Bandit King of humanity can be a tumultuous thing. You need a
strong leader and they must be supported by some
Building the Warband others in the warband or risk being overthrown. Start by
The wastelands are ever the harsh mistress and seems selecting the leader for your Warband, you can select
to want to tear down any civilization when groups try to any of the Leader types from allowed warbands.
cobble one together. She is indiscriminate to those who
seek refuge as a group or those who are out to dominate,
eventually the wasteland strikes and often it is brutal.
Those who survive are forced to flee the destroyed
communities and find ways to regroup, often disparate
groups who once struggled against each other now find
themselves making partnerships to forge new alliances and
to build new communities together.
There are some groups that don’t mix, not like oil and
water…more like gasoline and fire. As a result, we have
essentially two new warband types comprised of Survivors,
those looking to create a civilized society of mutual benefit,
and the Outcasts, those who are looking to build strength
to dominate.
Survivors
These previously peaceable wastelanders strived to
create an environment where people could thrive together
and potentially rebuild what was lost. Or maybe not,
maybe the wasteland has driven them to vengeance. The
Survivor warband can only be comprised of members of
Caravanners, Peacekeepers, Mutants, and Preservers.
8
Choose Elites - A player must take one elite from the Acquiring Relics and Lost-Tech
Choose Rank and File - These are the bulk of the Special Rules
warband and the player can select as many as they
want. The number of rank and file members from a Those that survive the apocalyptic fall are often accosted
warband other than the leader’s base warband cannot by opportunists, succumb to the wilds, or are eaten by
be more than twice the number of warband members cannibals. As such, these Remnant groups are battered
from the leader’s base warband. and bruised to say the least. The player must roll on the
following tables to determine how damaged the warband
Choose Specialists - The specialists of a warband is at the start. As the Remnants need a strong leader, the
provide support to the warband with heavy and/or leader is not affected by these special rules when creating
specialized weapons. The player can add one support the warband.
member for every three models in the warband
(among all types). Unlike leaders and elites, there is no First, since these models have experienced some time
maximum number of specialists a player can take. While in the wastes, the player must roll a D10 on the following
there is no maximum number of specialists allowed, the table to determine the number of models who are suffering
total number from any one base warband (other than in from injuries after wandering the wastes.
the leader’s warband) cannot exceed twice the count of
the leader, elites, and specialists. Number of Affected Models
D10 Result 6-7 3
Freelancers - Because the warband is fractured and
1 4* 8 2
the relationships are strained, the warband cannot hire
any freelancers at initial creation. After the warband 2-3 4 9 1
has survived an encounter together, they may hire 4-5 3* 10 0
freelancers normallly. * One of the affected models must be an elite or specialist.
Warband Size Second, the player selects the affected models and
subsequently roll a D10 for the survival effect on the
Warbands are small, mobile patrols and are not armies following table. Sometimes models may have a growth
on the march. Warbands may never exceed more than experience while in the wastelands, so the result could
20 models in size. actually be a boon. All survival effects are as described in
the main rulebook (see the Injury Table). If the model gets
Models Choose Skills “Multiple Issues”, the player must roll twice on the below
The models in the warband select skills as outlined in the table for that model, duplicate results are simply ignored.
This Is Not A Test rulebook.
Survival Effect
Models Choose Mutations D10 Effect D10 Effect
If a model in the warband gets mutations, they are selected 1 Multiple Issues 6 Banged Up
as outlined in the This Is Not A Test rulebook. 2 Weak Hands 7 Flashbacks
3 Bum Leg 8 Brave
Choose Detriments 4 Dumb 9 +2 XP
For models that can select detriments, select them as 5 Coward 10 Advancement!
outlined in the This Is Not A Test rule book.
Finalize the Warband
Equip the Warband
Now is the time to finish everything. Players should give
Even though the survivors have made it out with what they their models names and come up with a threatening
could carry, the warband may be equipped as outlined in moniker for their warband. Then, think of a back story. The
the This Is Not A Test rulebook. tale of how your remnants came together must surely be
stunner and can frame a game’s narrative.
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This is Not a Test
Johnny Atomic, Voice of the Wasteland
Johnny Atomic is a man of many names: Voice of the
Wasteland, Lead DJ of Old Line Radio, Thunderpunch, He
Who Talks A lot, Mutant-Friend, and many more. Johnny’s
actual history is a bit of legend mixed with tall tales and not
even the most learned Preserver academics can pinpoint
when he first arrived in the Tri-State Wasteland. Rumors
about his origins are numerous as they are rampant.
Some think he is a mutant, a survivor of Pre-Fall America,
and others argue he is either a secret robot or android. By
all appearances, he is a human of about middle age. His
attire is a mix of Rockabilly styling with a Mad Max flair.
He is known to be gregarious, gracious to a fault, and he
managed to ingratiate himself with all the major wasteland
movers and shakers. Only the most despicable outcasts
can be counted among his enemies - though in a hostile
wasteland, this is actually a fair number of people. Johnny
travels the wasteland far and wide and plays music and
news from the Old Line Radio Mobile Unit 1. How these
broadcasts are able to bypass the Scatter Dust that blocks
other transmission is a secret he simply will not reveal. To
get a scoop, Johnny is not afraid of getting his hands dirty
and will embed himself with anyone he likes, tthough they
better be cool cats when he is around. When embedded
Johnny reports the warbands exploits, however briefly, and
this can do miracles for a warband’s reputation. Johnny can
give any group their 15 minutes of wasteland frame. But of
course this never lasts for long and Johnny has to move on.
Johnny Atomic waits for no man, woman, or mutant!
10
Wasteland DJ Freelancer Title Type Defense Wounds
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Robot Rampage
Robots are an ever present danger in the Tri-State Robot and the B-H01DR only cost 2 BS for upkeep
Wasteland, albeit an uncommon one. The following instead of the normal 3. Additionally, as long as all
robots are new freelancers that may be taken by any players agree, one robot from this list may be taken
warband. They follow all freelancer rules as described in as an Elite choice instead of a freelancer, though each
the This Is Not a Test rulebook. However, the Scrapper player may only take one such robot.
Before the Great Fall, the Eye-Bot was a popular robot. B-HO1DR Robot 6 (8) 1
Unfortunately, the classic version of the Eye-Bot was built Move Melee Ranged Strength Mettle
and designed for heavy construction, a task for which it
5 4 4 5 5
was ill-suited. While it was perfectly engineered for said
work, its AI became bored and this led to repeated trouble Accessible Skillsets Marksmanship, Melee,
and various workplace incidents. The original design and Quickness
company quantified these mishaps as mere hijinks. Only so Special Abilities May choose any one skill from the
many Eye-Bots were made and these were quietly retired, above skills lists. This model cannot
the prize possession of robot enthusiasts who could wear armor, but has an Armor Bonus
afford them. A few years before the Great Fall, Goldman (+2), which is included in their
profile. May be given a flamethrower
Dynamics, a competitor of the original Eye-Bot company,
for +15 BS. May have the Integral
hired the Eye-Bot designer to build a new version of the general ability for free.
robot, dubbed the B-H01DR. Instead of repetitive manual
labor, the B-H01DR’s AI was tasked to industrial security, a Barter Cost 35 + Equipment (30 BS Max)
task it seemed to enjoy. Industrial saboteurs, eco-terrorists, Hover – This model has the ability to float above the
and rabble rousers all over the country soon learned, to ground. When moving, this model may ignore rough and
their detriment, the delight the B-H01DR seemed to take linear terrain up to 1" tall and takes no damage from
in punishing trespassers. In the wasteland today, while falling. It can travel up linear obstacles using normal
the original Eye-Bot can be found in isolated places. The movement, but must remain within 1" of a surface at all
B-H01DR is much more likely to be seen. times (it cannot fly). When malfunctioning, this model
counts as prone and must stand up to hover again;
while prone it may not move at all.
12
Kickstart The Wasteland
Scrapper Robot Depend-o-Hulk
Scrappers are really not one complete robot, but an As one of the most common robots in the wasteland,
amalgamation of several, at least the working parts anyway. Depend-o-Bots are one of the most frequently customized.
Unlike the more ubiquitous junk-bots, scrappers are in even One such modified creation is the Depend-o-Hulk. First built
worse shape and made from less desirable components. by a renegade Preserver Savant obsessed with making the
Scrappers can be a motley lot and most are given only robot a walking tripod, the original has since been copied
basic close combat weapons. They are not complex and others have been seen on rare occasions. The hulk is
robots and are only meant to hopefully charge in the right a stock Depend-o-Bot from the waist up, but waist down
direction and eviscerate the enemy with one of their rusty the normal bipedal legs have been replaced with three
melee weapons. Should the scrapper fall in battle, it can large actuated legs. This greatly increases the profile of the
be brought back to a semblance of working order with very robot, making it much more fearsome.
little welding and some good luck.
Title Type Defense Wounds
Title Type Defense Wounds Depend-O-Hulk Robot 6 (8) 2*
Scrapper Robot Robot 6 (8) 1
Move Melee Ranged Strength Mettle
Move Melee Ranged Strength Mettle 5 5 5 5 5
5 5 3 6 5 Accessible Skillsets Brawn, Melee, and Survival
Accessible Skillsets Brawn, Melee, and Survival Special Abilities May choose any two skills from the
Special Abilities This model cannot wear armor, but above skills lists; both skills cannot
has an Armor Bonus (+2), which is be taken from the same list, and
included in their profile. May have has the Large and Ungainly general
the Integral general ability for free. abilities. Also, the model cannot
Scrap-Bot, Welded Together wear armor, but has an Armor Bonus
(+2), which is included in their
Barter Cost 35 + Equipment (30 BS Max)
profile. May have the Integral general
ability for free.
Scrap-Bot – When this model malfunctions it does not
gain the normal +2 on the Intelligence test to fix itself. Barter Cost 65 + Equipment (30 BS Max)
*Extra wound for Large already incorporated into profile.
Welded Together – Anytime this model rolls on the
Survival Table, upgrade the result by one step. For
example, a Severely Wounded becomes Seriously
Wounded, Seriously Wounded becomes Banged-Up,
and so forth. Note a fumble will still result in death and
Close Call is not upgraded to a Lucky Break.
13
This is Not a Test
14
Kickstart The Wasteland
Vendo Photo Credits and Links
The Vending Machine from the Future!!!! Occasionally a Thanks to the following wastelanders and sellers for letting
rogue Vendo from the wasteland can be brought back us borrow their creations:
on-line by intrepid engineers and pressed into service by
the warband. While requiring some work to keep its wares Depend-o-Hulk was built and Painted by Dakota Howard.
fully stocked, Vendo can be a great profit driver for the Legs are from Warlord Games. Top bits are the Depend-o-
warband’s activities. Sadly, when brought back online, the Bot from World’s End Publishing.
robot will immediately dump its supply of spoiled sodas http://www.warlordgames.com/
and will insist on using its can dispenser by the strict
manufacturer’s guidelines, denying the warband a neat can https://worldsendpublishing.com
cannon.
Vendo was converted and painted by Al Hayden from an Old
Title Type Defense Wounds Crow Models vending machine.
Vendo Robot 6 (8) 1 http://ravenfeast.deviantart.com/art/VENDO-133005176
Move Melee Ranged Strength Mettle http://www.oldcrowmodels.co.uk/index.htm
5 5 5 5 5
Scrapper Robot was painted by Jay Griffiths. Model is
Accessible Skillsets Marksmanship, Melee, and Survival
Jeeves, Clockwork Robot from Reaper Miniatures.
Special Abilities Starts with the Haggler skill and may
choose one other skills from the https://www.reapermini.com/
above skills lists. Also, the model
cannot wear armor, but has an Armor
Bonus (+2), which is included in their
profile. May have the Integral general
ability for free. Vendor.
Barter Cost 50 + Equipment (30 BS Max)
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This is Not a Test
Monster of the Week
The wasteland just got a little more dangerous. The
following wonderful creatures are just waiting to ruin your
warband’s day. Rather than offering additional charts and
tables, these creatures can be substituted for any other
creature in the main This Is Not a Test rulebook of the
appropriate classification level.
Thulle
Thulle, which rhymes Julie, are a particularly loathsome
beast that dwells in open areas of the wasteland, especially
along old roads and highways. For reasons unknown, they
seem to prefer to reside in abandoned vehicles and their
nests can often be found in the hollowed out shells of
rusted vans and trucks. The Thulle is a four-legged creature
with a horizontal main body upon which grows a large fleshy
cylindrical torso than ends is a pair of protruding eyes and
large gnashing teeth. Around this head is a ring of flesh
tentacles, six in total, that are used to both ensnare their
prey and to make whip-like attacks. Despite its odd shape,
the Thulle is quite lithe and more than one wastelander
has learned, to their detriment, that the creature is hard
to outrun.
16
Brain-Zeds
Move Melee Ranged Strength Mettle Move Melee Ranged Strength Mettle
6 5 0 5 5 5 6 4 6 6
Skills and Mutations None Skills and Mutations Burrow and Flurry of Blows,
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This is Not a Test
Drop Bear
Drop bears were once fictional creatures joked about by
Australians to fool gullible tourists. However, in the Tri-State
Wasteland, the joke has long since passed being funny.
Believed to be the result of experimentation by the Pre-Fall
federal government, the genes of imported koala bears
were twisted until something new and highly aggressive
emerged. In the aftermath of the Great Fall, these test
subjects escaped government control and fled into the
wastes, where they bred with the mutant creatures. Over
time different strains of koala creatures emerged, but drop
bears are the most common. Living in packs among the
tops of ruins or trees, drop bears wait until prey comes
close and they attack by surprise, literally by dropping
from their perches. Under an onslaught of razor sharp
claws and teeth, not to mention a certain dark adorability,
their victims are quickly shredded to meat ribbons. Lucky
wastelanders who can stave off the creature’s attacks for a
time will get a respite, as the creatures will flee if a struggle
takes more than a few minutes, for they hate to remain on
the ground for any length of time.
The Vending Machine from the Future!!!! The ultimate in Drop Bear Mutant Animal 6 1
enabled, ambulatory, autonomous marketing and retail Move Melee Ranged Strength Mettle
devices! No more skulking in niches or lurking in disused
5 4 0 5 5
corridors, Vendo will proactively seek and sell your
products to an excited audience! There will be no place to Skills and Mutations Flurry of Blows
hide from your product message ever again! Special Abilities Strip the Flesh, The Drop
“You want a soda,” it insisted pleasantly enough. A quartet Equipment Natural Weapons
of large manipulators on flexiarms slithered out of two pairs Classification Nuisance
of ports mounted on either side of its boxy frame.
Strip the Flesh – This model gains +1 STR in combat
“Now.” against models without a Melee Armor Bonus.
Name Type Defense Wounds The Drop – Drop bears are deployed into high areas, at
least 2" or one level above the wasteland floor. They
Vendo Robot 6 (8) 2
will remain here until a non-drop bear comes within 5".
Move Melee Ranged Strength Mettle If this happens, during the wasteland creature turn,
they will charge the model from above. On the turn they
5 5 5 5 6
charge, they receive a +2 to their Melee test. On any
Skills and Mutations N/A other turn, they receive a -1 to their Melee test from
Special Abilities Armor Bonus (+2), Can Cannon, being on the ground. After 3 turns, any drop bears in
Flexiarms, Machine Hide, and Vender combat will automatically flee. Simply remove them
Equipment Light Weapon from the game and no free attacks may be made against
Classification Deadly
them for fleeing.
18
Kickstart The Wasteland
Retr0
It is some matter of debate among wasteland academics
regarding the origins of the so-called Retr0 robot. As a
result of its simplistic design, some believe that it was
perhaps one of the first robots ever built. Others believe
the robot was a later build with a purposefully throwback
design meant to emulate a bygone era. For sure, the Retr0
is one the least complicated robots, so much so that its
operating system prevents any upgrades, attachments,
or change to the robot. It is and will forever be, Retr0.
So far no warband has been able to successfully capture
and repurpose the robot as attempts to access the
relies upon its own bulk to crush its prey. More unusually, it robot’s interior will cause it to explode. It is unknown if
will also grab targets with its bear mouth and then toss its the designers considered this a bug or feature. In the
victim for some distance. Some wasteland hunters jokingly wasteland, Retr0s wander about in small packs attacking
say the grizzly snake likes its meals tenderized. anything they come across.
Move Melee Ranged Strength Mettle Move Melee Ranged Strength Mettle
6 6 0 8 5 4 5 0 5 4
Skills and Mutations Flurry of Blows and Tosser Skills and Mutations None
Special Abilities Chimeric, Huge, The Toss Special Abilities Armor Bonus (+2), Explosive,
Flexiarms, Oblivious
Equipment Natural Weapons
Equipment Light Weapon
Classification Deadly
Classification Dangerous
Chimeric – Models taken out of action by this model’s
natural weapons must test for mutation as if they their Flexiarms – Retr0’s light weapon has the Integral rule
DEF has reached zero as a result of radiation, i.e. roll and a Melee Range of 2".
a D10 and on a Fumble they gain a random detriment,
Explosive – If Retr0 is taken out of action, all models
while on a Critical they gain a random Hidden Mutation.
within 3" must pass an Agility test or suffer a Strength 6
Either result changes the model’s type to Mutant.
hit as it explodes. Place any survivors prone outside the
The Toss – On the first successful close combat hit of area of effect.
each turn, this model will attempt to use the Tosser
Oblivious – Automatically passes all Will tests.
skill; all secondary attacks will resolve using the model’s
natural weapons. Retr0 can be purchased at Brigade Games.
19
This is Not a Test
20
Kickstart The Wasteland
Miniature Links Reaper Miniatures – Bones Great Worm
http://shop.ramshacklegames.co.uk/
21
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22
Zombie lords are more than a mere nuisance and the Scenario Rules
23
This is Not a Test
has already activated, simply choose the next model, but no closer than 12” to the leader. Additionally,
available zombie to move. This chit ignores quadrants place two Elite Zombies within two inches of the zombie
and you may also select any model with support lord. The zombie lord gets their own chit in the Zombie
weapon you control to be the target. For the purposes Bag and their profile is included below. The zombie lord
of this chit, sniper rifles also count as support always gets 2 AP each time they activate and note they
weapons. Zombies hate head shots! do not have the Zombie special rule. For example they
can be made to take Morale and Grazed tests.
Activate the closest zombie to the last warband
member to shoot or make a melee attack - This will The zombie lord has a certain order of operations. Each
be the closest zombie of either type. If the closest activation they will do the following:
zombie has already activated, simply choose the next
available zombie to move. This chit ignores quadrants. 1. The zombie lord does not have the Zombie special
Simply draw another chit if for some reason you rule. That means they gain 2 AP each turn, they take all
cannot meet the parameters of this chit. For instance, Morale tests, etc.
if no model has yet to fire a weapon. 2. They will make a close combat attack if in base
Once your warband has activated all members, you contact with an enemy model. If in contact with multiple
need not pull any more chits from the Zombie Bag. members of your warband, they will target the model
Instead just activate all remaining zombies using the worth the most BS. They will attempt to use the Flurry of
normal Creatures of the Wastes rules found in the main Blows skill if able.
TNT rulebook. Once the zombies are done, place all the 3. They will always attempt to charge the closest
chits back into the bag; ready for the next turn. member of your warband if within 5”. If no target is
Zombie Nests – Rad zombies tend to appear at certain available, they will move instead.
predictable spots. At the start of the game, deploy three 4. If they move, they will move towards the member
rad zombies and 1 elite zombie within 6 inches of each of your warband worth the most BS within 12” with a
nest; spread them out as evenly as possible. Starting preference for your leader.
with the second turn and beyond, zombie are spawned
at the end of every turn. For each nest, roll a D10. On a 5. If they cannot reach into base contact with any model
1-5 generate D3 rad zombies; on a 6-10 generate 1 elite of your warband by spending only 1 AP, they will move
zombie. Place any new zombies within 3” of the nest. once, and the attempt to the Puppet Master psychic
When an Elite Zombie is generated, determine the extra power instead. They will target the closest member
power by rolling on the Elite Zombie Power table. of your warband and will either make them charge and
attack another member of your warband or make a
Nests are notoriously tough to clear and need to be ranged attack in the same manner. Make the Will test
physically destroyed. In order to do so, a model must for this power as normal, except ignore any Fumbles.
spend 1 AP and pass a Strength test (STR/TN 10); once The zombie lord will never take damage for using
two such tests have been passed the nest is destroyed. psychic powers. Since this is ranged attack, all firing
These tests need not be consecutive, and only the modifiers apply to the Will test.
model that passes the final test for each nest counts as
destroying it. Note that this is a desperate scenario, so Zombie Rules – Zombies in this scenario are directly
models are allowed to attempt to destroy the nest even under the control of the zombie lord. As such, they enter
if in base contact with a zombie. into initiative order. Whenever play passes, consult the
Zombie Bag to see if any zombies activate. Zombies
Zombie Population - There is a maximum number of do not take Activation tests, they automatically get 1
zombies than can be on the board at one time. The AP each turn. They may only move, attack in melee, or
number is double the amount of members of your charge. Zombies will always move towards the closest
warband. For determining this number, elite zombies non-zombie model with 12 inches, charging whenever
count as two zombies. You check for zombie population possible. Zombies will never attempt to leave combat or
before generating new zombies. If there are too many push another model out of combat. A zombie will only
zombies, simply do not generate any new ones. If you activate once per game turn. It is recommend to mark
need to generate just a few zombies to bring their them with a token to indicate they have activated. Rad
numbers back up, but have more nests than needed Zombies have the profile from the main TNT rulebook
zombies, simply randomly determine which nest they and Elite Zombies profiles are below.
will spawn at.
The Zombie Lord - Once all three zombie nests are Conclusion
destroyed, you have driven the zombie lord into the The game lasts until the zombie lord is killed or the
open. Place them in the same quadrant as your leader warband leaves the table, whichever happens first.
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Rewards Performance Rewards
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This is Not a Test
Rad Zombie Puppet Master – The zombie lord has the insidious
ability to control the minds of its enemies. Treat this as
Name Type Defense Wounds a 12" ranged attack. If successful, the target must pass
Rad Zombie Mutant 7 1 a Will test (MET/TN 10). Success means the attack has
failed, but the target suffers a -1 to its next Activation
Move Melee Ranged Strength Mettle
test as the target shakes off its befuddlement. If failed,
5 4 0 5 4 the target may be made to make an immediate out of
Skills and Mutations Quick Charge sequence move or attack (ranged or melee) action, as
Special Abilities Oblivious, Zombie if it had spent 1 AP doing so. The model may be made
to go into base contact with an enemy model or forced
Equipment Natural Weapons
to walk into dangerous terrain. If an attack is made, all
Classification Nuisance normal rules apply. This ability does not count as the
target’s activation for this turn and control of the model
Oblivious – Automatically passes all Will tests.
never changes.
Zombie – Receives 1 AP instead of 2 on their activation.
May use the Quick Charge skill even though no Design Notes
Activation test is taken.
This scenario is designed for 600-800 BS warbands.
Elite Zombie Warbands of greater value may have a bit of an advantage.
Name Type Defense Wounds To compensate for this, it is recommended to make the
following changes.
Elite Zombie Mutant 7 (8) 1
800-1000 BS – When generating and activating rad zombies
Move Melee Ranged Strength Mettle
add 1 to all such rolls. So D3 zombies, would change to
5 6 3 6 5 D3+1 for both the number generated and the number
Skills and Mutations Quick Charge and Extra Ability activated. Elite zombie numbers remain the same.
Special Abilities Armor Bonus (+1), Oblivious, Zombie
1000+ BS - When generating and activating rad zombies
Equipment Natural Weapons add 1 to all such rolls. So D3 zombies, would change to
Classification Dangerous D3+1 for both the number generated and the number
activated. Additionally, when generating or activating 1 elite
Oblivious – Automatically passes all Will tests. zombie, generate or activate 2 instead.
Zombie – Receives 1 AP instead of 2 on their activation.
May use the Quick Charge skill even though no Survivor Mode
Activation test is taken.
No matter the warband level, this scenario can be made
ELITE ZOMBIE POWERS much harder! If all players in a campaign agree, this
scenario can be played on Survivor Mode. If so, individual
D10 Result
models can gain up to 10 EXP instead of the normal limit of
1-2 Irradiator – Has the Radioactive mutation. 5. However, if this option is taken, zombies that activated
3-4 Burner – Natural weapons have the Flammable early in the game turn due to chit activation will go again
weapon ability. when the remaining zombies that have not gone activate.
5-6 Melter – Has the Caustic Blood mutation. So in effect these zombie models will go twice in a single
7-8 Tanker – Has an Armor Bonus (+2). turn.
9-10 Player chooses result. Helpful Hints
Zombie Lord Finally, to help you on your way, here are some top tips:
Name Type Defense Wounds - When deploying zombies, put them as far away from
Zombie Lord Mutant 7 (8) 3 your models as you can in the back of the nest, up to
the max 3".
Move Melee Ranged Strength Mettle
5 7 0 6 7 - If multiple zombies are going to charge, choose the
Skills and Mutations Fearful Reputation, Flurry of Blows, order most advantageous to you. Zombies are not
Puppet Master thinking tactically.
Special Abilities Armor Bonus (+1) - When a chit makes you activate a zombie, choose the
Equipment Natural Weapons least offensive zombie you can. If a chit says activate D3
Classification Deadly rad zombies in quadrant 4, there is no requirement they
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Kickstart The Wasteland
be closest to your models or even next to each other. - Remember you can break nests even in close combat.
Any rad zombies in that quadrant will do. The same goes You may have to sacrifice your rank and files to do this,
for elites. that’s okay.
- Keep moving. This cannot be said enough. Zombies - Keep your leader alive. You need them to help take on
will slow you down, keep some warband members going the zombie lord.
towards the nests. Clearing one early will reduce the
number of zombies coming at you. - If you have extra BS, you can gear up for the scenario.
Hand-to-hand weapons are necessary. Guns will jam
- Stick together as much as you can, especially for and you will not have time to clear them. Melee relics
smaller warbands. The zombies will get out of control are gold.
and solo models are doomed to be swamped.
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This is Not a Test
Rad Zombies Must Die, Again – The chits!
Activate D3 Activate D3 Activate D3 Activate D3
Rad Zombies in Rad Zombies in Rad Zombies in Rad Zombies in
Quadrant 1 Quadrant 2 Quadrant 3 Quadrant 4
Activate the
Zombie Lord
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