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Kickstart the

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

Kickstart The Wasteland


The material in this book is dedicated purely to the fans of This Is Not a Test. When I launched the Kickstarter, the
assumption was an end result of around $5,000. In fact I told Dave Taylor, who did the wonderful graphics for the
campaign, that I had created stretch goals up to the $9,500 level, and then only as a lark. We very quickly beat the
benchmark in a few hours. In fact, we funded in under an hour. Some of our fans in the UK and Europe complained
about our launch time because they had to stay up to be among the first pledges. Since we did not have early bird
specials, they had no additional incentive to do so - they just wanted to be able to say they were first. Soon, we had
backers from across multiple continents and the race was on. I made up stretch goals on the spot and still they
were crushed! Ultimately, we raised $43,607 with 558 backers; not including a few stragglers I may have added later.

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

3
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

Kickstart The Wasteland


place radiation zones. Instead, roll a D10 the first time
Players deploy along opposing table edges. Their models each potential claim is entered by any model. On a
may deploy anywhere up to 6" from their selected board fumble, the terrain piece will count as a radiation zone
edge, but may not initially set up in any terrain piece that and tests for intensity and strength, etc., will need to be
can be claimed. Players may roll off to see who deploys made; ignore all other dice results. Do not roll for the
first. For more than two players use additional table edges center claim as this will always be safe.
or try to get an even distribution so models do not start too
near each other. Players will roll for initiative as normal. Conclusion
Special Rules The game will last for 8 turns or until one warband retreats,
which ever happens first. The warband with the most VP is
Claiming Rough Areas – Each area of difficult terrain the winner.
set up at the beginning of the game is a possible claim
that can be staked. To make a claim, a warband simply Rewards
has to move a single model into the terrain piece and
expend a single AP. Each warband should mark this The winning warband may redraw up to two cards from
claim with a unique token or marker to show ownership. the Wasteland Deck when determining income after a
Once a claim has been staked, the warband does not campaign game. This is described further under Income in
need to keep a model in the terrain piece, their token the Campaigns section of the This Is Not a Test rulebook.
remains in place. However, should a model of an Additionally, each warband gains D10 BS for each claim
opposing warband enter the terrain piece it may spend they hold.
an AP to stake their claim, in which case their new
To determine the Experience Points earned for this
marker is placed and the original marker is discarded. It
scenario, consult the following table:
is possible that claims can change hands multiple times
this way. If models from two or more warbands end
STAKING A CLAIM EXPERIENCE POINTS
up occupying the same claim, then no claim is made.
Instead at the end of the game, the BS value of all Activity XPs
models within the claim is tallied and the warband with Wounding an enemy model or taking one Out-of-Action 1
the highest total is awarded the claim. Participating in current scenario 2
Hot Zone Gone Cold – Spots of radiation remain within Model Staked a Claim, which held until End of Game 2
the supposed “cold” zone. Treat as if the Radioactive Winning warband leader 2

5
This is Not a Test

Worms of the Wastes


The small shantytown of Pernicious Hope has gone quiet, Victory Points
which is somewhat common for many small wasteland
settlements. Scouts report no activity within the town itself, Action VPs
which indicates it could have been sacked by an unknown Wounding an enemy model or taking one Out-of-Action 1
attacker or abandoned by its occupants. Rumor suggests
Wounding a Rock Worm or taking one Out-of-Action 1
that the town’s leader found something interesting out in
the wastes, but what is was is unknown. Perhaps this item’s Possession of the Harmonic Oscillator at End of Game 4
presence is tied to the town’s fate? Time to investigate.
Deployment
The Board
Players deploy along opposing board edges. Players should
The table represents a small town of about six shanties, roll of to see who will deploy first. Models with Reconnoiter
or other buildings or ruins that are available. These should may use this ability, but models with Ranger may not.
be placed in the center and spread out evenly throughout Instead they may make a free move action as if they had
the board. The shanties can be of any size, but 3"x3" is the Reconnoiter. Players will roll for initiative as normal.
ideal. It is better to keep them smaller so they can be kept
6" apart and 8" from any table edge, but these distances Special Rules
can be adjusted down. From there, place scatter terrain
Shanties – The shanties must be searched to find the
evenly about to provide cover and to block line of sight.
source of the shaking. Each shanty is unlocked, but
Mission it costs 1 AP to either go through a door or through
a window. Once a model enters a shanty, that player
Rival warbands arrive to investigate the strange fate of the should roll a D10. Add a +1 to that roll for each prior
town. Two things are immediately noticed. First, no bodies, shanty that player’s warband has unsuccessfully
it is as if someone has just picked up the town’s citizens searched. On a 10, the Harmonic Oscillator has been
and left. Second, a strange hum permeates the town, discovered. This test may only be attempted once per
though its source is not immediately obvious. The humming shanty. This test will automatically be found in the last
is a strong indicator of a strange creature or perhaps a shanty if all such searches have failed.
piece of Lost-Tech. Chances are, either is worth a fair
amount of BS, so it’s in the warband’s best interest to find
the source first.

6
Harmonic Oscillator – This potent piece of lost-tech Conclusion

Kickstart The Wasteland


was originally designed to help with mining operations.
Whilst mobile, it is rather heavy. A model in possession The game will last 8 turns or until one warband retreats,
of the relic moves at half-speed. They may attempt whichever comes first. The remaining warband or one with
to take a Strength test (STR/TN10) to move at their the most VP after 8 turns is the winner.
normal rate. This may only be tried once per turn and
does not cost any AP. While the oscillator remains Rewards
on, it may be used as a direction weapon and counts
as a Thunder Gun from the main TNT rulebook. The The winning warband may redraw up to two cards from
controlling model may choose to turn it off, but if they the Wasteland Deck when determining income after a
do, it cannot be switched back on. If turned off, all Rock campaign game. This is described further under Income in
Worms (excluding those in base contact with another the Campaigns section of the This Is Not a Test rulebook.
model) must pass a Morale test or they will immediately Additionally, each warband gains D10 BS for Rock Worm
burrow away for good. For victory and experience point they actually kill. The warband that claimed the Harmonic
purposes, this does not count as killing them or taking Oscillator gains 25 BS.
them out of action.
To determine the Experience Points earned for this
The harmonic oscillator can be represented by any piece
scenario, consult the following table:
of generic tech item you may have lying around. The
author used the Starship Generator from the Reaper
WORMS OF THE WASTES EXPERIENCE POINTS
Bones line.
Activity XPs
Rock Worms – The Harmonic Oscillator has riled up Wounding an enemy model or taking one Out-of-Action 1
the local worm population. Rock Worms have the stats
Wounding a Rock Worm or taking one Out-of-Action 1
listed in their Monster of the Week entry, and otherwise
follow all Creatures of the Wastes rules from the main Participating in current scenario 2
book. At the end of each turn, roll a D10. On a 2+ (6+ if Model in possession of Harmonic Oscillator 2
Harmonic Oscillator has been turned off) deploy a single at End of Game
Rock Worm within 6" of a randomly determined shanty. Winning warband leader 2
Repeat this once each turn until there are 6 worms on
the table, from this point on do not roll any longer even
if the total drops below 6.

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.

Remnant warbands are a mishmash of the main warbands


in the book. A Remnant warband follows all rules in the
main This Is Not a Test book, plus you need to decide if you
are playing a Survivor or Outcast Remnant warband.

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

Kickstart The Wasteland


same warband as the leader. The warband cannot have
more than one elite from the same warband unless it Remnants acquire relics and lost-tech in the same way as
is from the same warband as the leader. The warband other warbands and therefore use the rules in the This Is
cannot have more than three elites total. Not A Test rulebook.

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.

9
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!

Johnny Atomic is a Legend of the Wastes and cannot be


purchased or hired under the normal rules. Instead, he
counts as a 150 BS advantage, as described in the Fighting Play it Cool – If a warband joined by Johnny initiates
Between Uneven Warbands section of the This Is Not a Test hostilities, i.e. the first to make any type of attack
rulebook. Players are also at liberty to find other ways to before any of their opponents, his controlling warband
field Johnny, but that is for all players to agree on. automatically loses 2 Victory Points.
Johnny uses the rules below and cannot be given any other He Noticed Me! – Any enemy model Johnny puts out of
weapons and equipment. That’s just how he rolls. Johnny can action gains 1 extra Experience Point after the battle.
only be used once per warband per campaign and Johnny can
be used by any warband, he does not play favorites. Master of Ceremonies – The range of Johnny’s
Motivator skill is 12" instead of 6".
Title Type Defense Wounds
Johnny on the Spot – All rank and file members of a
Johnny Atomic Human 7 3 warband joined by Johnny will each earn 4 Experience
Move Melee Ranged Strength Mettle
Points, instead of just 2, for participating in the current
scenario. The number of Experience Points for meeting
5 6 6 6 7 scenario objectives, wound enemy models, etc., are
Skills Bold, Motivator unaffected.
Special Abilities Play It Cool, He Noticed Me!, Master
of Ceremonies, Johnny on the Spot, Johnny Doesn’t Die in the End – Johnny may roll a D10
Johnny Doesn’t Die in the End and a D6 when making Defense rolls and may choose
either result. Should Johnny go out-of-action, remove
Equipment Assault Rifle, Battle Force Field, Gas
Mask, Masterwork Light Weapon, his model from the game. He cannot be looted. Johnny
and Pre-Fall Ammo also never has to roll on the Survival Table for any
reason. If part of a campaign, Johnny is always available
Barter Cost 150
to be hired.

10
Wasteland DJ Freelancer Title Type Defense Wounds

Kickstart The Wasteland


Johnny Atomic is famous far and wide and his style is the Wasteland DJ Human 6 1
envy of many. With the understanding that he cannot be Move Melee Ranged Strength Mettle
everywhere at once, Johnny allows his most loyal fans to
5 4 5 5 6
copy his signature looks for a cut of their profits and for the
latest gossip they pick up. No one would ever confuse the Accessible Skillsets Leadership, Tenacity, and Survival
lookalikes for the real thing, but these so-called wasteland Special Abilities Boom Mic, Man on the Street
DJ’s work the trade routes hoping to make some scrip and Barter Cost 50 + Equipment (25 BS Max)
maybe get an on-air shout out from the man himself. To
increase the chances of this happening, the braver DJ’s Boom Mic - Starts with the Motivator skill. The range of
will accompany warbands into the wastes. The DJ locally the skill is 9" instead of 6".
broadcasts the warband’s exploits, with a favorable spin
of course. Man on the Street - The player may nominate one rank
and file member of their warband before each game. If
The Wasteland DJ counts as a freelancer and follows all the this model earns the warband any Victory Points during
freelancer rules. They may be hired by any warband. the game, that model gains two extra Experience Points.

11
This is Not a Test

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.

B-H01DR Title Type Defense Wounds

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

TANK-R Mister Couteau


A rare robot, the TANK-R was designed as a heavy security A domestic robot, the Mister Couteau was built and sold
robot deployed to protect civilian infrastructure that was as a “Metal Master Supreme of Extreme Cuisine.” While
deemed important to national defense, but not important perhaps a bit blustery, the sales pitch was accurate and the
enough to utilize military robot assets. Despite being robot was quite capable of using its multiple arms to create
second-line, the TANK-R still possesses many useful amazing culinary delights, assuming its temperamental
features, including a stabilized mobility system, usually AI was functioning. A key failure of its systems caused it
multiple limbs or treads, and a heavier than normal to sometimes view pets and its human masters as exotic
armament. In the wasteland, the Preservation Movement food ingredients, which it would then serve at dinner with
has placed a high priority on recovery of TANK-R robots and an exquisite marinade. Today, this failure is now considered
any warband equipping one should be forewarned. a feature as the Mister Couteau robot is quite a fierce
melee combatant and, when properly restrained, makes an
Title Type Defense Wounds excellent chef de wasteland cuisine.
TANK-R Robot 7 (9) 2*
Title Type Defense Wounds
Move Melee Ranged Strength Mettle Mister Couteau Robot 6 (8) 1
5 4 4 5 5
Move Melee Ranged Strength Mettle
Accessible Skillsets Marksmanship and Survival
5 7 2 6 5
Special Abilities Starts with the Trekker skill and
Accessible Skillsets Brawn, Melee, and Quickness
the Large, Up-Armed, and Ungainly
general abilities. The model cannot Special Abilities Starts with the Against All Odds and
wear armor, but has an Armor Bonus Flurry of Blows skills. This model
(+2), which is included in their cannot wear armor, but has an Armor
profile. May have the Integral general Bonus (+2), which is included in their
ability for free. profile. May have the Integral general
ability for free. Camp Cook.
Barter Cost 75 + Equipment (40 BS Max)
Barter Cost 50 + Equipment (30 BS Max)
*Extra wound for Large already incorporated into profile.
Camp Cook – If this model takes a model out of
action in melee combat, the player does not have
to pay upkeep for this model during the next end of
game sequence.

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)

Vendor – At the end of each game, roll a D10. On a


2-10 the warband may add that much BS to their
inventory. On a fumble, they must roll a D10 and lose
that much instead.

15
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.

Stay safe out there!

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.

Name Type Defense Wounds Eye Slugs


Thulle Mutant Animal 6 3
A truly bizarre mutant creature, the eye slug is an
Move Melee Ranged Strength Mettle amorphous pile of goo with a giant cyclopean eye at its
top and a single tentacle stalk protruding from its rear. This
7 5 0 6 5
stalk ends in an orifice filled with sharp teeth, which only
Skills and Mutations Grasping Tentacles, Long Arms, further highlights the slug’s strange form. Eye slugs prefer
and Flurry of Blows warm and damp places, so can be found in swamps and
Special Abilities Large (General Ability) in flooded ruins. Though opportunistic omnivores, they
Equipment Deadly prefer live prey and hunt is mall packs. While not particular
Classification Deadly
powerful combatants, the slugs will attempt to bring down
larger creatures by using their most distinctive trait: the
The Thulle can be purchased from Bombshell Miniatures. ability to shoot lasers out of their large eyes. How they
produce these beams is a mystery.

Name Type Defense Wounds


Eye Slug Mutant Animal 6 1

Move Melee Ranged Strength Mettle


5 4 4 5 5
Skills and Mutations Blob Form
Special Abilities Laser Eyes
Equipment Natural Weapons
Classification Dangerous

Laser Eyes – Treat as a ranged attack with a range of 8",


a Strength of 6, and the Laser weapon ability.

Eye Slugs can be bought at Bombshell Miniatures.

16
Brain-Zeds

Kickstart The Wasteland


Often confused with rad zombies due to their awkward
shamble, disheveled clothes, and general zombie-like
appearance, brain-zeds are in fact normal wastelanders
who have been taken over by a special form of mutant
fungus. This fungus grows in irradiated places and is a
particular problem for scavengers digging through Hot
Zones that have grown cold. The brain-zed cannot seem to
afflict mutants, so its victims are always human or animals,
though it will attack any creature that comes too close.
Brain-Zeds take over the body of their victim and slowly
spread fungal growths throughout the body. The victim’s
exterior takes on strange bulges around its head, where the
fungus nests, and they slowly lose all sense of their former
selves. The changes brought on the fungus also increase
the strength and durability of its form and they are no
longer bothered by silly notions like “dying” or “pain”.

Name Type Defense Wounds


Brain-Zed Human Fungus 7 1

Move Melee Ranged Strength Mettle


5 5 0 5 5
Skills and Mutations None
Special Abilities Oblivious
Equipment Light Weapon
worms will generally leave quickly as they hate the sunlight,
Classification Nuisance
but may hesitate if easy prey is nearby or if they hear
Oblivious – Automatically passes all Will tests. certain vibrations that indicate the presence of a meal.

Name Type Defense Wounds Name Type Defense Wounds

Brain-Zed Dog Fungus 6 1 Rock Worm Mutant Animal 6 (7) 2

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,

Special Abilities Oblivious Special Abilities Armor Bonus (+1), Large,


and Oblivious
Equipment Natural Weapons
Equipment Natural Weapons and Slimy Spit
Classification Nuisance
Classification Deadly
Oblivious – Automatically passes all Will tests.
Oblivious – Automatically passes all Will tests.
Brain Zeds can be bought at Brigade Games.
Slimy Spit – The mutant has the rather unpleasant
Rock Worms ability to vomit a slimy mixture from its mouth. While not
inherently dangerous, this mixture smells terrible and
An unusual sight in the wasteland, rock worms are natural congeals and clings to the target. Treat this as a ranged
predators of underground creatures. Because of this, they attack that uses the flame template. When used, all
rarely come to the surface and have a natural aversion to models under the template, friend and foe, must pass
light. The rock worm is a long cylindrical creature with a an Agility test. On a success, they avoid the mess and
tail at one end and a large mouth full of sharp teeth at the are not affected. On a failure, they are officially slimed;
other. The rock worm is able to spit disgusting slime and they suffer a -1 to all dice rolls for the rest of the game
uses this ability to track its main food source, the gnash due to the congealing gunk hardening and from the
worm. That the rock worm is a predator of another, more distracting stench. Multiple failures are cumulative.
well-known predator, should warn one of the ferocity of rock
worms when on the hunt. Luckily, once on the surface, rock Rock Worms can be purchased at Reaper Miniatures.

17
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.

Vendo Name Type Defense Wounds

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.

Can-Cannon – Treat as armed with a grenade launcher Grizzly Snake


that has a range of only 12”. Its can grenades have
The grizzly snake is a chimeric mutant and clearly the result
a Strength of 6 and have the Poison and Small Blast
of genetic recombining by Pre-Fall scientists. Whether it
special rules.
was meant to be so dangerous or grow to such titanic
Flexiarms – Vendo’s light weapon has the Integral rule proportions is unknown. Primarily in the form of a giant
and a Melee Range of 2”. snake that can rear up to the height of a two-story building,
the grizzly snake has the fearsome visage of a large grizzly
Vender – At the end of each game, the warband that bear instead of a traditional snake head. Because of this,
killed the Vendo bot gains 2D10 BS for free. the snake lacks the capacity to produce venom and instead

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.

Name Type Defense Wounds Name Type Defense Wounds


Grizzly Snake Mutant Animal 6 3 Retr0 Robot 6 (8) 1

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

Starbeak Pistola Plant


A strange mutant plant that is thought to be native to the The unoriginally named pistola plant is another common
Wild Highlands, but has since spread further, the starbeak plant found in the Wild Highlands. Its large stem contains
is a large flowering plant with five brightly colored petals only one very large leaf with a single stamen tube
and a toughened beak at is center. While immobile, the protruding from its center. This tube, which gives the plant
starbeak as the ability to extend its long tongue to capture its moniker, is capable of shooting a poisonous seed spike
prey that gets too close. a tremendous distances. It is assumed that the seed spike
will take root in any victim it kills and grow into another
Name Type Defense Wounds pistola plant.
Starbeak Mutant Plant 6 1
Name Type Defense Wounds
Move Melee Ranged Strength Mettle Pistola Plant Mutant Plant 6 1
0 6 0 5 5
Move Melee Ranged Strength Mettle
Skills and Mutations Flurry of Blows
0 4 4 5 5
Special Abilities Immobile, Oblivious, Tongue Lash
Skills and Mutations Flurry of Blows
Equipment Natural Weapons
Special Abilities Immobile, Oblivious, Stamen Tube
Classification Nuisance
Equipment Natural Weapons
Immobile – The starbeak cannot move under any Classification Nuisance
circumstances and cannot be pushed out of combat,
thrown, etc. Immobile – The pistola plant cannot move under any
circumstances and cannot be pushed out of combat,
Oblivious – Automatically passes all Will tests. thrown, etc.
Tongue Lash - Treat as a ranged attack with a range of Oblivious – Automatically passes all Will tests.
5". A model hit by the tongue has been lashed. During
its activation the starbeak will spend 1 AP and take an Stamen Tube – Treat as a ranged attack with a range of
opposed Strength test against the lashed model. On a 10" and the Poison special rule.
success, the starbeak will drag the lashed model into
base contact. On a failure, the model still counts as
lashed but is not moved. A model can attempt to free
themselves by taking a Strength test (STR/TN 10). This
costs 1 AP to attempt. A starbeak may only have one
model lashed at a time.

Starbeak can be bought at Ramshackle Games.

20
Kickstart The Wasteland
Miniature Links Reaper Miniatures – Bones Great Worm

Below are the links to the sellers whose miniatures we https://www.reapermini.com/


used. We have actually included the names of the specific
Brigade Games – Robot Type II
products as well. A big thanks to those wonderful retailers.
Go give them some money. Vendo is a conversion used http://brigadegames.3dcartstores.com/
with permission.
Vendo was built by Al Hayden. Vending Machine part from
Bombshell Miniatures – Thulle and Eye Slug Old Crow Models
http://store.bombshellminis.com/ http://ravenfeast.deviantart.com/art/VENDO-133005176
Ramshackle Games – Mutant Plant Spitting Orchid and http://www.oldcrowmodels.co.uk/index.htm
Mutant Plant Snapping Flower

http://shop.ramshacklegames.co.uk/

21
This is Not a Test

Rad Zombies Must Die, Again – A Solo Scenario


This scenario has been specifically designed for solo Background
play. Instead of facing off against a living and breathing
opponent, you will play against a zombie lord. Not for the A warband can make a good living killing rad zombies.
weak of heart, this scenario will test the mettle of your The wasteland gets a little safer and everyone gets paid.
warband, but it is a great way to level up for campaign play Win-win, as they say. Zombie hunting is considered a low
when an opponent is not available. However, this scenario risk endeavor as long as they are not too numerous and
should only be played once per player during the campaign, other warbands do not get involved. Sometimes, though,
as zombie lords are a rarity, and you should let the other the zombies get a little restless and a whole lot more
campaign players know you are doing so. This is to make dangerous. The impetus for this excitement is the so-called
them aware should they want to have a go, but to also zombie lord.
explain how your warband got mysteriously better
Zombie lords can be mistaken for a common rad zombie,
between games!
though their movements are purposeful, their clothes
Needless to say, as a solo game, there is nothing to less disheveled, and their eyes are filled with a malign
stop a player from fudging rolls and being a cheating git, intelligence. Zombie lords are part of the greater mystery
but we have found that This Is Not a Test players to be of the rad zombie itself, in that no one really knows why
ethically-minded citizens of the wastelands, and not ones or how they exist. What is known is that they are deadly
who would do such base things. So play fair and may the enough by themselves, but they also maintain a type of
wasteland spirits be merciful. psychic control over the lesser zombies. Zombie lords can
direct the actions of lesser zombies, making them attack
Finally, this is a hard scenario. It is not recommend that you certain targets for instance. Worse yet, they appear to have
play this scenario until your warband has a total value of at some way to cause rad zombies to mutate. This strange
least 600 BS. Anything less and you are going to struggle. power causes divergent zombie types that are faster,
stronger, or tougher.

22
Zombie lords are more than a mere nuisance and the Scenario Rules

Kickstart The Wasteland


bounties on them are of a magnitude higher than for
normal zombies. The danger of a zombie lord means that Not Dead Yet – Your warband is nothing if not motivated,
few warbands are willing to take them on and their blessed more so than the undead. Each game turn, your
natural rarity makes it unlikely that two warbands will come warband always starts with Initiative.
across one another hunting them. Still the risk of discovery
Zombie Control – The zombie lord’s control over the
is real. Warbands hunting the zombie lord have to get in
zombies is represented by a series of chits, which are
and find them as fast as possible, lest their rivals claim
included with this scenario. Cut out the individual chits
their quarry first. Of course, this is not easy task and the
and place them in a bag or other holder that allows you
risk can often be greater than the reward!
draw them out blindly. We will refer to this container as
The Board the Zombie Bag. As the player starts with initiative, they
will start first every turn. When initiative passes, pull a
This scenario is played on a 3’x3’ board that needs to chit from the Zombie Bag and follow the instructions.
be divided into four quadrants, each being 1.5’ square. After this is done, play passes back to you.
Mark the quadrants 1 through 4. At the center of three of
quadrants, a zombie nest should be placed. This nest can Chit Types
be a small ruin about 2” to 3” in diameter or you can use Activate D3 Rad Zombies – This may be any rad
the markers available from the Wasteland Essentials 1 zombies in that quadrant; this does not include elite
product. Each quadrant then should have at least two to zombies. If you run out of zombies to activate or there
three pieces of terrain to both block line of sight and make are no available rad zombies, then play passes back
moving between quadrants a little difficult. Since this is a to you.
solo scenario, terrain can be done to taste.
Activate 1 Elite Zombie – This may be any elite zombie
Mission in the quadrant. If there are no elite zombies in the
quadrant or none that have not already activate, play
The mission is not so simple and you only have a limited
passes back to you. .
timeframe to achieve your objective. You can make money
by killing zombies and, more importantly, by destroying Activate the closest zombie to a member of your
the zombie nests. Only by doing the latter can you drive warband with elite rank – This will be the closest
the zombie lord into the open. If you can end their reign of zombie of either type. If the closest zombie has
terror, the payout will be much sweeter. already activated, simply choose the next available
zombie to move. This chit ignores quadrants and
Deployment you may also select any elite model you control to be
the target.
Your warband members are deployed into the quadrant
without a zombie nest, touching either of the half-board Activate the closest zombie to a member of your
edges. The Ranger skill cannot be used in this scenario as warband with a support weapon – This will be the
there has been no time to complete reconnaissance. closest zombie of either type. If the closest zombie

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.

24
Rewards Performance Rewards

Kickstart The Wasteland


Playing Rad Zombies Must Die, Again counts as a normal Depending on how well you performed, you may claim the
scenario. So the player draws from the Wasteland Deck, following rewards:
checks for injuries, models gain experience, make Rarity
Rolls, etc. This happens even if the player voluntarily leaves Destroyed 1 Zombie Nest - May redraw 1 card from the
the table. Wasteland Deck and gain a +1 bonus to your Rarity Roll.
Your leader also gains +2 EXP.
To determine the Experience Points earned for this
scenario, which are cumulative with each other, consult the Destroyed 2 Zombie Nests - May redraw 2 cards from
following table: the Wasteland Deck and gain a +2 bonus to your Rarity
roll. Your leader also gains +3 EXP.
RAD ZOMBIES MUST DIE, AGAIN! EXPERIENCE POINT TABLE
Destroyed 3 Zombie Nests - May redraw 2 cards from
Activity XPs the Wasteland Deck and gain a +3 bonus to your rarity
Taking a rad zombie out-of-action 1 roll, and your leader gains +4 EXP.
Participating in current scenario 2
Destroyed 3 Zombie Nests and Killed the Zombie Lord
Destroying a zombie nest 2 - May redraw 2 cards from the Wasteland Deck. You
Taking an elite zombie out-of-action 2 may also forgo the Rarity Roll and may instead purchase
Taking the zombie lord out-of-action 4 a single relic of any level. Your leader also gains 5 EXP,
and for the next D3 games counts as having the Fearful
Note that a model can only gain a maximum of 5 EXP total Reputation skill. If they already have the skill the TN is 12
for killing zombies. instead of 10, as such is the baddassery of your leader!

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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

26
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 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 an Activate an Activate an Activate an


Elite Zombie in Elite Zombie in Elite Zombie in Elite Zombie in
Quadrant 1 Quadrant 2 Quadrant 3 Quadrant 4

Activate an Activate an Activate an Activate an


Elite Zombie in Elite Zombie in Elite Zombie in Elite Zombie in
Quadrant 1 Quadrant 2 Quadrant 3 Quadrant 4

Activate the Activate the Activate the Activate the


closest zombie to closest zombie to closest zombie to closest zombie
to a member of
a member of your the last warband the last warband your warband
warband with member to member to attack with a support
Elite rank shoot in melee weapon

Activate the Activate the Activate the Activate the


closest zombie to closest zombie to closest zombie to closest zombie
to a member of
a member of your the last warband the last warband your warband
warband with member to member to attack with a support
Elite rank shoot in melee weapon

Activate the
Zombie Lord

MAKING THE CHITS


To make the chits
you can follow these
simple steps:
• Roughly cut out
each column of chits
from this page.
• Fold along the dotted
lines, and glue the
two sides together.
• Cut around each circle
to create your chits.

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