You are on page 1of 125

Core Rulebook

Turbo-Charged 20mm Miniatures Game


Michael Curry (order #4886323) 6
Visit our website at AberrantGames.com

Michael Curry (order #4886323) 6


Warlands
Core
Rulebook

© Aberrant 2011, All Rights Reserved.

Michael Curry (order #4886323) 6


Contents
Warlands 7 Flyers Ramming 25
THE RULES 9 Vehicle Special Maneuvers 26
MODELS 9 Bootlegger Reverse 26
Pedestrians 9 Droppin’ Back 26
Special Characters 10 Emergency Braking 26
Special Character – Rules 11 Ramming 26
Walkers 11 Pushing Through 28
Vehicles 12 Nudging 28
Characteristics 13 Drifting 29
PLAYING THE GAME 14 Running Over Pedestrians 29
Game Levels 14 TERRAIN 30
Initiative Test 15 COMBAT 31
Cool Test 15 Vehicle Combat 31
Control Test 15 Pedestrian Combat 31
Out of Control 16 General Rules of Combat 31
Set-Up 16 Line of Sight and Cover 31
THE ROUND 17 Choosing a Target 32
Round Order 17 Shooting 32
Vehicle Activation 17 Measuring Range 32
Pedestrian / Walker Activation 18 Critical Successes and Failures 32
MOVEMENT 19 Close Range 32
Pedestrians 19 Firing Arcs 32
Walkers Only 19 Rate of Fire 33
Vehicles 19 Jammed Weapons 33
Speed 19 Rules of Combat - Vehicles Only 33
Movement and Turning 19 Who Shoots the Weapon 33
Compulsory Directional Movement 20 Firing from a Moving Vehicle 34
Acceleration and Deceleration 20 Vehicle vs. Vehicle Assaults 34
Stationary to Slow 20 Pedestrian Only Rules of Combat 34
Reversing 20 Called Shots 34
Moving Off the Table 20 Pedestrian Close Combat Assaults 35
Passengers 21 Charging 35
Hitchin’ a Ride 21 WEAPONS 36
Disembarking – Passengers 21 Vehicle Mounted Weapons 36
Disembarking – Vehicle Crew 22 Small Arms 36
Bailing Out 22 Light Weapons 36
Taking Over Abandoned Vehicles 23 DAMAGE 37
Crashing 23 Devastating Damage Table 37
Off-Road 24 Out of Gas 38
Open 24 Critical Hits 38
Bikes Only 24 Blast Effects and Template Weapons 38
Jinking 24 Drillin’ 39
Fragile 24 Wrecks 39
Defensive Shot 25 Morale 39
Flyers Only 25 Mission – Convoy 40
Altitude 25 Car Trouble 41
Blast Templates 25 MAC’S BODY SHOP 43

Michael Curry (order #4886323) 6


How to use Mac’s Body Shop 44 Truck Stop 100
Building a Vehicle from Scratch 44 LONERS 101
Step 1. Chassis Selection 44 Loner 101
Step 2. Engine Selection 45 The Stranger 102
Step 3. Tire Selection 45 NOMADS 104
Step 4. Equip your Vehicle 45 Nomad Special Rules 105
Step 5. Crew Selection 46 Nomad Pedestrians 105
Step 6. Total Cost 46 Nomad Leader 105
Customizing an Aberrant Named Vehicle 46 Nomad Champion 106
MAC’S CLASSIC SHOWROOM 47 Nomad Hero 107
Chassis Options 47 Nomad Boss 108
Engine Options 53 Nomad Militia 109
Tire Options 56 Nomad Scrapmech 110
MAC’S CUSTOM SHOP 57 Smash and Grab 110
Armory 62 Nomad Vehicles 111
Vehicle Mounted Weapons 62 Nomad Command Vehicle 111
Small Arms 66 Nomad Transport Truck 112
Light Weapons 70 Nomad Biker 113
Ammunition 71 LOTEKS 114
Weapon Accessories 71 Lotek Special Rules 115
Personal Equipment 73 Lotek Pedestrians 115
A Good Night’s Sleep 73 Lotek Leader 115
WARLANDS FORCE PROFILE 75 Lotek Champion 116
How to Create Your Force 75 Lotek Hero 117
Vehicle and Pedestrian Profiles 76 Lotek Boss 118
WARRIORS OF THE WASTELANDS 78 Lotek Raiders 119
Pedestrians 78 Lotek Scrapmech 120
Leader 78 Lotek Vehicles 121
Champion 79 Lotek Command Vehicle 121
Hero 80 Lotek Chuck Wagon 122
Boss 81 Food Truck 123
Warrior 82 Lotek Raider Biker 124
RPG Team 83
Mortar Team 84
Scrapmech 85
Molers 86
Basic Driver 87
Pro Driver 87
Basic Gunner 87
Pro Gunner 87
Vehicles 88
Weasel Command Vehicle 88
Weasel Scout Class Buggy 89
Utility Truck 90
Rattler Gun Truck 91
Sand Surfers 92
Maxwell V8 Interceptor 94
Valiant WS 96
Gyrocopter 98
Biker 99

Michael Curry (order #4886323) 6


WARLANDS
Core Rulebook
Written By: Tony Kenealy

Additional Material: Simon Mackenzie

Editor-in-Chief: Jane Kenealy

Layout: Tony Kenealy

Warlands Original Concept and Design: Simon Mackenzie


Warlands Original Development: Tony Kenealy, Simon Mackenzie, Rene Lafargue,

Illustrations: Dmitry Sergeev, Joe Slucher


Photography: Tony Kenealy, Harry Coit
Logo: Keith Curtis
Additional Artwork: Michael Griffith

Miniatures Sculpting:
Brady Bugge, Harry Coit, Daniel Joyce, Clint Staples, Dave Summers, Jason Wiebe
Miniatures Painting:
Kirk ‘Ironblood’ Brownell, Harry Coit, Jason Nichols

Playtesters:
Bryan Borgman, Jon Colon, Billy Cory, Robert Dennis, Greg Edwards, Brandon Fair, Tony Kenealy,
Tory Keveles, Rene Lafargue, Simon Mackenzie, Joseph Markese, Craig Mcrae, Devan Moorman,
Nicholas K. Nicholls, Zac Pauga, Rob Rolnicki, Sherman Sanders, Joel Shepersky, Tim Spangler,
Colen Stapleton, Heath “Bear” Vaden, Mark Watkins, Jamie Williams, Peter Zabytko

Acknowledgements:
Special thanks to Bryan Borgman, Harry Coit, Mike and the crew at Ironwind Metals, and all the
players who supported us and waited for us to give birth to this book.

© Copyright 2011, All Rights Reserved. This material is protected under the copyright laws of the United States of Ameri-
ca. No part of the material or artwork contained herein may be reproduced, stored in a retrieval system, or transmitted in
any form or by any means, electronic, mechanical, photocopying or otherwise, without the prior permission of Aberrant.
Aberrant and the Aberrant logo, Warlands and the Warlands logo are registered trademarks owned by Aberrant.
All trademarks, including all places, names, character names, things and their distinctive likenesses, are the property of
Aberrant.
This product is a work of fiction. Any similarity to persons, living or dead, organizations, or to actual companies, products
or events, is purely coincidental.
version 1.1

Michael Curry (order #4886323) 6


7

Warlands
Warlands - a twisted shell of a world; with thousands of miles of dust- covered plains, shattered
coastlines and drowned cities. A world where death and disease walk the desolate city streets of long
abandoned towns and cities, where mutant raids are the norm, cannibalism for many is the key to
survival, and brother fights brother for the last scraps of a fading civilization.

No one can seem to remember exactly how it started or indeed how it ended. But it did…

The feared global pandemic came as accusations flew, fingers were pointed, politicians talked, and
bombs fell. Wars raged as the cries of fanatics mingled with the screams of the dying. The cities,
already ravaged by plague, had dead piled high in the streets and rumors of the dead walking spread
across the world.

Now, decades later, the global community is no more. Instead, local communities and roving gangs
hack out a life in the desolation; some clinging to the old ways while others willingly embrace this new
world. Fights between communities are common, and allegiances are made to be broken. There are
no rules, it’s kill or be killed; there is no compromise.

Many cling to a hope that things could get better. Some communities have tried to bring a sense of
order to their existence, with leaders to make rules and the strong to enforce them. Others yearn for
that sense of order and will bow down to any vestige of government regardless of how small or inef-
fective it may be. The fledgling United Free States is one such attempt to bring back the old world and
to take control of what little is left, but they have a long way to go. Those who follow the UFC are few,
but they are growing in numbers.

The military of the old world is long gone, lost in the chaos that brought the world to its knees, but
some cling to the notion that it is their right and their duty to bring order to the chaos regardless of
whether it is wanted or not. The Blackwood Mercenaries, remnants of a military might that no longer
exists, are one such group, but no one takes then seriously. Not yet…

For every attempt to bring order and control there are many that maintain their right to do whatever
they choose. These gangs are the dominant denizens of the wastelands that roam the highways in
their road machines, scavenging for whatever they can find or taking what they need from others.
There are no rules, and death and destruction are their chosen method of survival.

Others have managed to make some kind of a living out of the desolation; people such as Mac and
his crew that have gathered together the biggest collection of goods since the long lost days of the
shopping mall. A one-stop shop for all your vehicular needs, Mac’s rules are law, and inside his com-
pound beware all those who break that law.

Whereas Mac deals with everything a road warrior could need, others like Wacked-out Willy have
specialized their stock. Second only to Mac’s, Wacked-out Willy has the largest assortment of weap-
ons you can buy, but don’t be surprised if you get more than you bargained for when dealing with
Willy, he is nowhere near as honorable as Mac and would shoot his own mother if there was a profit
in it.

Scattered around the wastelands are also various trading posts, where those that have something
to trade can barter for supplies. If you have what others want then you can trade for the things you

Michael Curry (order #4886323) 6


8
need, that’s if you can keep hold of your goods long enough to get them there.

In a world where the man driving next to you is just as likely to run you off the road for your spare
tire, there are places where the competitive nature of humanity can still be expressed. The desire to
race, the excitement of the chase, and the thrill of winning is still alive even in these days of desola-
tion. Founded in the ruined city of Lost Vegas, the city of sin has kept its old world reputation. Through
the crumbling streets and derelict buildings of a bygone age, contestants race to win the coveted title
of Death Race Champion, and more importantly the supply of gasoline that comes with the win. Many
have tried and many have died. Although there is no longer any currency, betting will be brisk with
all manner of items up for wager. Slavery is rife and human trafficking is a common practice, many
slaves finding their way to the vice dens that have grown up around the decaying streets of Vegas.
The Death Race has been growing in popularity and there are always people willing to put everything,
including their life on the line for the thrill of racing.

So while the old cities crumble and decay, populated by the dead, diseased and dying, the survivors
cruise the blacktop in their machines of speed and destruction. Survival depends on keeping your
machine running so these remnants of the human race seek just one thing - the black gold, the
“guzzoline”!

Warlands is a full throttle, cinematic, action game set in the post-apocalyptic landscape of a near-
future Earth.

Have you got the ability to survive in the Warlands? Buckle up and enjoy the ride!

Michael Curry (order #4886323) 6


9

The Rules
Dice A 4’x 4’ can be used for larger games, but to really
You will need at least 2 six-sided (d6) and 1 ten- get the most out of your force, it is best to add a 2’
sided dice (d10) to play Warlands. x 4’ section for each additional level above Patrol.
This enables you to get the most out of your vehi-
Occasionally, you may need to roll a d3; to do this cles and opens up additional tactical possibilities.
use a d6 and refer to the table below.
MODELS
D3 Results Table Warlands uses 20 mm scale miniature models cre-
D6 Roll D3 Result ated and produced by Aberrant.
1-2 1 The models are divided into these main catego-
ries:
3-4 2
5-6 3 Pedestrians: human models that are on
foot.
To calculate random direction use the Random
Direction Template. Walkers: large creatures, and mobile models
When rolling for random direction (such as the di- that are not wheeled or tracked.
rection a wrecked vehicle will travel) roll 1d6 and
use the Random Direction Template provided. Vehicles: there are seven different classifica-
Place the ‘1’ at the direction the model is facing tions of vehicles: bikes, buggies, cars, trucks,
and use the number rolled to determine the direc- big-rigs, armor and flyers. Most of these are
tion. wheeled, with the exception of armor, which
When positioning a vehicle for random direction, can be tracked. Flyers are models that fly as
vehicles should be pivoted from the rear of the ve- their main mode of movement. (Flyers may
hicle. also have wheels, but for game purposes
If you do not have a Random Direction Template, these will be still considered to be flyers)
you may use a Deviation Dice to determine ran-
dom direction, but this must be agreed on by all
players at the start of the game.
Pedestrians
There are specific rules that apply to Pedestrians
only. Pedestrians may seem insignificant against
To calculate deviation, use a Deviation Dice (a
the killing machines of the wastelands, but do not
clear 6-sided dice that contains another dice dis-
underestimate their ability to wreak carnage and
playing arrows to indicate direction - sold exclu-
fulfill their own objectives.
sively by Aberrant)
If you do not have a Deviation Dice, you may use
Pedestrians have to be organized into units un-
the Random Direction Template to determine de-
less their profile states they are an Independent
viation, but this must be agreed on by all players
Character or the Rule of 10 applies (see below).
at the start of the game.
The pedestrians’ profile shows the minimum and
maximum unit size allowed plus any variations or
Playing Area additional models that may be purchased. When
Any table may be used to play the game, but we purchasing models for your force, players have to
recommend: buy the minimum number for that unit.

• 4’ x 4’ table for Patrol size game
• 6’ x 4’ or larger for Skirmish and beyond. The rule of 10: if a player is fielding less than 10
pedestrians, they may operate as Independent

Michael Curry (order #4886323) 6


10

Characters or as units, or a combination of both. If they command by their use of strategy, skill, com-
more than 10 are fielded, they must be formed into bat prowess or just sheer cunning.
units as per their profiles. This rule does not apply
to Patrol level games (see Game Levels). Leader: Every force has one and this is the
one they all follow.
When activating pedestrians, if they are Indepen-
dent Characters or unit members acting as Inde- Champions: Rising up through the ranks,
pendent Characters (due to the rule of 10 being they often have a small band of followers and
applied), up to 4 models of the same type can acti- may be seen as a threat to the leader.
vate in each activation. When operating as a unit,
only 1 unit can be activated in each activation. Heroes: Veteran of numerous conflicts, they
know how to survive and have honed their
Pedestrians in units have to stay within 1” of each skills over many years.
other. If a model becomes separated from its unit,
it can perform no other action on its unit’s activa- Boss: A willing follower of orders and a loy-
tion apart from movement until it gets back in unit al member of the force. A Boss would nev-
coherency. er dream of overthrowing the Leader even
though they often have their own supporters
If a pedestrian unit is to be carried in a vehicle then in the force.
the whole unit must be carried in that vehicle. Also,
the whole unit must embark, disembark or bail out Loners: Guns for hire. Every camp has a tale
at the same time. of the stranger who drove in out of the sunset,
saying little and asking for nothing in return,
If a pedestrian unit is reduced to below its mini- yet saves them from a fate worse than death.
mum unit value, then it must join up with another Those tales are exaggerated and most Loners
unit. If there is not another unit to join with, they will quite happily slit the throat of those they
must join with a pedestrian (acting as an Indepen- offer to help for a couple of gallons of guzzo-
dent Characters) or a Special Character to form a line. There are those with honor, but they are
unit. If there is no unit, Independent Character or a rare breed amongst the cut-throats and mu-
Special Character available, the unit must move tant scum that make up these mercenaries.
towards the nearest friendly vehicle capable of
carrying them as passengers. The vehicle has to Special Characters can be added to your force fol-
stop to pick them up. lowing the restrictions listed in the game level sec-
tion (see Game Level). Special Characters follow
Special Characters - Leaders, Champions, all the pedestrian rules, but there are specific rules
Heroes, Boss and Loners: that apply to only special characters.
In the world of Warlands, there is no such thing
as just getting by. Special Characters are forged When building your force, Special Characters can
in the heat of battle and the grit and grime of the be attached to a vehicle as crew, such as a driver
road. These men and women stand above those or gunner. The points’ cost for the Special Charac-
ter is added to the points’ cost of the vehicle.

Special Characters will act as individuals when


used as pedestrians unless the level of game
being played determines otherwise (see Game
Level) or if their own special rules do not allow it
(see Special Character - Special Rules). Special
Characters do not count in the calculations for the
Rule of 10.

Michael Curry (order #4886323) 6


11

Special Characters - Special Rules: Heroes:


If a Hero is on a bike, he can still act as an indi-
Leader: vidual and does not have to be in a unit with other
If a Leader is present in your force and is killed, a bikes.
Champion will take his place. If there is no Cham-
pion in your force, you must take a cool test (us- Boss:
ing the highest CL in your force). If the cool test A pedestrian Boss will always be attached to a unit
is failed, your force will retreat, all models scat- and never operates as an individual.
tering (upon activation) towards the closest table
edge. Your force will still fight with any enemy they A Boss can be on a bike, but must be accompa-
encounter and will still take shots where possible. nied by a pillion passenger and must have at least
This applies to the loss of the original Leader and 4 other bikes in the unit.
any subsequent model that takes over the role of
Leader in the force. A Boss will never be a pillion passenger, but will
If there is a Boss present after the retreat has be- always be the driver.
gun, at the beginning of any subsequent round the
Boss can roll a cool test to see if he can rally the Loners:
force. If the cool test is successful, your force will A pedestrian Loner will always work as an indi-
no longer retreat, they will fight until they have vic- vidual and never be attached to a unit.
tory (dependent on the mission objective) or die
trying. A Loner can be the driver of their own vehicle, but
will never be the gunner for another vehicle.
If using a Leader, he can be placed in a command
vehicle. When not in a vehicle, he can either act If a Loner is in a vehicle, that vehicle must always
as an individual or be attached to a unit of pedes- have a Weapon Firing System installed to enable
trians. the Loner to fire the weapons.

Champions: A Loner will never be a pillion passenger, but will


If a Champion is on a bike, he always has to be always be the driver.
part of a unit of at least 2 other bikes.
If a force is reduced to 20% of its starting points’
If you have lost 80% of your starting force in points value, a Loner will cut his losses and run. If the
and the Leader in your force is still alive, your Loner is in a vehicle, for each subsequent acti-
Champion MUST challenge the leader for control. vation, the vehicle will move the maximum for its
Roll a cool test for the Leader and a cool test for speed level towards the nearest table edge, accel-
the Champion. If the Leader wins the cool test, the erating 1 speed level at the end of each activation.
challenge has failed. The Champion has lost face If the Loner is on foot, he will move the maximum
and is removed from the table. If the Champion distance towards the nearest table edge until he
wins the roll, the Leader has been removed from leaves the table. He will continue to defend him-
power and is removed from the table. If the rolls self, firing his weapons at any valid target, but still
are equal, there is a stalemate and the balance of moving towards the nearest table edge. Once he
power remains as it is. leaves the table, the Loner will not return to the
A Champion can only make one challenge per game.
game.
If either the Champion or the Leader was the driv- Walkers
er of a vehicle at the time of the challenge and is A Walker is a model that is either a non-human
removed from play, the vehicle will remain in play creature that walks on two or more legs, or a me-
as Stationary until another crewmember or pas- chanical vehicle that moves by walking and not
senger takes over. by using wheels or tracks.

Michael Curry (order #4886323) 6


12
change its classification to a bike; it is always a
For example: Hannibal and his gang of Huns car.
travel the wastelands on the back of large ar-
mored elephants. The elephants would be classi- Vehicle rules apply to all Vehicles unless stated
fied as Walkers. otherwise. There are also specific rules that apply
to certain classifications of Vehicle only such as
Most Pedestrian rules apply to Walkers, but some Bikes or Flyers.
do not. There are also specific rules that apply to
Walkers only. If a Pedestrian rule does not apply Bikes:
to a Walker, it will be clearly noted. The ‘Bike’ classification covers wheeled vehicles
(primarily bikes and trikes) along with more un-
For example: Hannibal’s Elephant would not be usual Warlands’ vehicles such as Sand Surfers.
‘Hitchin’ a Ride’ on the side of a truck.
Bikes follow all Vehicle rules unless stated other-
Vehicles wise. There are also specific rules that apply to
There are various different classifications of Bikes only.
vehicle. A vehicle’s classification is noted in its
profile. The vehicle classification does not change Flyers:
even if its construction changes during the course The ‘Flyer’ classification covers vehicles with a
of a game. primary mode of travel in the air, from a small
one-man gyrocopter to a large helicopter. A flyer
For example: a car that loses 2 wheels does not does not have to be mechanical; it can also be a
living creature as long as its primary mode
of travel is in the air.

Flyers follow all Vehicle rules unless


stated otherwise. There are also specific
rules that apply to Flyers only.

Vehicle Crews:
To operate a vehicle requires a minimum
crew, such as a driver or perhaps a driver
and a gunner. To be a driver, the crew-
member must be in the driver’s position.
To be a gunner, the crewmember must be
in the gunner’s position to be able to fire
the gunner’s weapon.

A gunner can only fire the gunner’s weap-


on during that activation; he cannot fire a
personal weapon as well.

If one of the vehicle’s crew is killed dur-


ing the game then another passenger,
crewmember, or a pedestrian entering the
vehicle can take over that position.
If a pedestrian gets into a vehicle, that
model is then classified as a passenger
unless it takes over a crewmember posi-
tion.

Michael Curry (order #4886323) 6


13
The result of losing a crew member depends on
the crew member that is lost. CL (Cool): this is how cool and levelheaded
If the driver is killed, the vehicle will go out of con- a model is, and how fast it reacts to the vio-
trol (see Out Of Control). lent and changing environment of Warlands.
If the gunner is killed, the gun he was in control AM (Armor): a player must roll equal or
of can no longer be fired. However, a passenger above a model’s armor to damage it.
or other crewmember can take over the gunner
position. The new gunner must declare he is tak- Vehicles Only:
ing over the gunner position and can do so during
the vehicle’s next activation. Speed: the level of speed at which the ve-
hicle can move.
Vehicle Passengers: A vehicle must move the minimum inches
When a pedestrian is riding in or on a vehicle, it indicated for its speed level and can move
is considered to be a passenger and NOT part of anywhere up to the maximum indicated.
the vehicle crew. 45° Turns: a vehicle is allowed to make only
so many turns per activation.
If a vehicle profile includes the option of purchas- This value indicates how many turns it may
ing additional passengers then these are not con- take, dependent on the speed level it is
sidered to be part of the crew and are treated like traveling. In the profile, it notes the turns
passengers for all rules unless they specifically as 45° but they can be any angle up to 45°
take up the position of a vacant crewmember. If this value is marked as N/A, the vehicle is
allowed unlimited turns.
Characteristics CMV (Compulsory Move): this is the dis-
All models in Warlands have a set of character- tance in inches a vehicle MUST move in a
istics. These characteristics determine the skill straight line at the beginning of its activation
level of a model and shows the player how that and between each turn it makes.
model performs in the game (how it reacts to cer- AP (Armor Penetration): some vehicles
tain situations, how well it fights etc.) have an AP that works primarily the same
way as it does for a weapon.
MV (Move): how far in inches that model Unless specifically stated by a particular
moves on the tabletop. piece of hardware, a vehicle will only benefit
All vehicles have different speed levels and from its AP if it rams or is rammed from the
must move the minimum stated distance de- front.
pendent on the speed level it is traveling.
RC (Ranged Combat): how good a model is
at shooting.
Roll 2d6 and add RC to hit an enemy model.
CC (Close Combat): how good a model is at
close combat.
To make a close combat assault, roll 2d6 and
add CC to hit an enemy model.
TN (Target Number): this represents how
hard it is to hit that model.
Attacking models must roll equal or over
their target’s TN before they can damage it in
ranged or close combat.
DM (Damage): this is how much damage a
model can take.
Once it has reached 0 it is considered de-
stroyed.

Michael Curry (order #4886323) 6


14

PLAYING THE GAME Special Character limits:


• Leader 0-1*
Warlands’ games are played with a specific mis- • Champions 0-2*
sion for each player or team. The objective may • Heroes 0-4
be as simple as ambushing your opponents or • Boss 0+
something more complex such as capturing a • Loners 0-2
rival gang leader. Alternatives may include a fuel * Force must contain at least 1 Leader or 1
or resource raid, or even a daring rescue mission. Champion
The possibilities are endless!
Battle 250-750 points
Official Warlands’ missions will be published by All pedestrian models have to be organized into
Aberrant although players are encouraged to units regardless of whether the player is fielding
develop their own. 10 or less pedestrians.
Champions must be attached to units although
Game Levels Leaders, Loners and Heroes may still act as In-
All missions should be played at one of the fol- dependent Characters.
lowing game levels. These levels determine the Bikers must be formed into minimum units of 3
total points’ value allowed for each side as well models.
special rules for model types.
Special Characters - Up to 25% of total points
Patrol 0-150 points may be spent
In Patrol games, players may decide not to use
pedestrian models at all, but all players should Special Character limits:
agree on this before the game is started. If pe- • Leader 1
destrians are chosen, the Rule of 10 will not ap- • Champions 1-3
ply. They do not have to be organized into units • Heroes 0-5
and can activate as individuals. • Boss 0+
• Loners 0-3
Special Characters - up to 40% of total points
may be spent War 750+ points
All pedestrian models have to be organized into
Special Character limits: units regardless of whether the player is fielding
• Leader 0-1 10 or less pedestrians.
• Champions 0-1 A Leader must be attached to a pedestrian unit
• Heroes 0-2 (minimum unit size) that will form his personal
• Boss 0-3 guard. This unit can be carried in a vehicle with
• Loners 0-1 the Leader or can remain on foot.
Champions must be attached to units.
Units must be fielded up to their maximum allow-
Skirmish 150-250 points ance (except the Leader’s personal guard).
In Skirmish level games, the Rule of 10 applies. If Only Heroes and Loners may operate as Inde-
the player is fielding 10 or less pedestrians, they pendent Characters.
do not have to be organized into units and may Bikers must be formed into minimum units of 3
operate as Independent Characters. If more than models.
10 are fielded, they must be formed into units as Flyers that cost less than 50 points must be
per their profiles. Special Characters do not count formed into units of 3 or more models.
towards the Rule of 10.
Special Characters - Up to 25% of total points
Special Characters - up to 30% of total points may be spent
may be spent

Michael Curry (order #4886323) 6


15
Control Test
Special Character limits: Certain situations in Warlands require models to
• Leader 1-2 take a control test.
• Champions 1-4 To take a control test, a player must roll the TN or
• Heroes 0-6 over on 2d6 plus the CL value of the driver.
• Boss 0+
• Loners 0-4 Speed affects the TN required for vehicles. Any
vehicles required to take a control test should
Initiative Test consult the following table to determine the TN
Before play begins and at the start of each round, needed.
all players must roll an initiative test to determine
who will set up or go first. Roll 2d6 and add the Control Test TN Table
highest Cool (CL) value from your models on the Speed TN
table.
Slow 8
The player with the highest number wins the
initiative test. He does not have to activate first Cruising 10
and may nominate another player to do so. He Fast 12
may also choose the model that his opponent
activates, as long as it meets the standard round When to take a Control Test:
rules for activation. If he chooses not to activate • When a vehicle is rammed or hit by an-
first, he automatically activates last. other vehicle.
• When a vehicle hits an immovable object.
When to take an Initiative Test: • When moving over certain types of terrain.
• Before set-up to determine who places • During certain weather conditions.
first. • When a vehicle makes certain special
• At the beginning of every round to deter- maneuvers.
mine which player has the initiative and • When a vehicle is within the area effect of
activates first. an explosion or template weapon. How-
• When pedestrians are attempting to dodge ever, if the vehicle is Stationary it does not
vehicles. need to take a control test.
Only the player who controls the pedes- • When a driver is attempting to shoot with a
trian is required to roll. They must roll a hand weapon while driving.
Target Number (TN) of 10 or over on 2d6 If the driver is attempting to shoot with a
plus their CL value. hand weapon that has a ROF greater then
1, they will need to take a control test for
Cool Test each shot. However if the vehicle is Sta-
Certain situations in Warlands require models to tionary, the driver does not need to take a
take a cool test. control test.
To take a cool test, a player must roll a TN of 10
or over on 2d6 plus the CL value of the model. If the control test fails, the vehicle goes out
of control and the player must roll on the Out of
When to take a Cool Test: Control Table.
• When pedestrians want to target an en-
emy model that is not the closest viable
target.
• When using the morale rule (see Morale)

Michael Curry (order #4886323) 6


16
Out of Control roll on the Out of Control table as stated above.
In certain situations, you may be asked to roll on At the beginning of the next activation, the pas-
the Out of Control Table. senger or gunner has successfully taken control
Roll 1d10 and follow the results on the table be- of the vehicle and it may move as usual.
low. If no passenger or gunner declares it is taking
control of the vehicle, the vehicle will remain out
Out of Control Table of control.
D10 Roll Result
At the beginning of each round, all out of control
1 Roll on the Devastating Damage vehicles must move before any others, regard-
Table less of speed. The vehicle will automatically
2-3 Immediately turns 45° to left move its minimum allowable speed in inches per
4-5 Skid activation, decreasing one speed level per round.
6 In a Spin For each round that the vehicle is out of control,
7 Continues in a straight line roll 1d10 at the beginning of its activation and fol-
low the instructions before continuing compulsory
8-9 Immediately turns 45° to right
movement. This does not include vehicles that
10 Spin Out were out of control the previous round and a pas-
senger or gunner has declared it is taking over
Skid: control of that vehicle; in this instance, the vehicle
Roll 1d6 and move 2” in the corresponding direc- activates as usual for its speed level.
tion.
1-2 = 45°Right After determining the result of going Out of Con-
3-4 = Straight trol, the vehicle’s activation is over.
5-6 = 45°Left

In a Spin:
Set-Up
After rolling for the initiative test to determine
Move 1d6” in a random direction.
which player sets up first, players choose a table
edge and place their models within 5” of that
Spin Out:
edge in alternating order.
Move 1d6” in a random direction.
In a game with more than two players, they must
Repeat once per speed level (Slow = 1 roll;
start at least 24” away from each other.
Cruising = 2 rolls; Fast = 3 rolls)

When to Roll on the Out of Control Table:


• Player has failed a control test.
• Driver is dead.
• When a vehicle without the Off-Road ca-
pability has moved onto Rough terrain.

If its driver is killed, the vehicle immediately


becomes out of control and the player must roll
on the Out of Control Table. A vehicle without a
driver will remain out of control until it is either
destroyed or another model takes the wheel.
A passenger or gunner may take control of an
out of control vehicle by declaring that it is taking
over, but it cannot take control until the following
activation after the declaration. The vehicle will
remain out of control for that activation and must

Michael Curry (order #4886323) 6


17

THE ROUND between remaining players. Players drop out of


the phase when they have no qualifying activa-
Warlands is played in rounds; each round is tions for that phase.
made up of a number of activations in which play- No player can start activating their Phase 2
ers activate their models. Once all models have models until all models that qualify for Phase 1
been activated, a new round begins. are complete. Even if a player has no models
to activate in Phase 1, he still has to wait until
Round Order Phase 1 is completed before activating his Phase
Model activation alternates between players in 2 models.
both phases.
For example: Jack has two vehicles traveling at
Phase 1: Vehicles moving at Fast or Cruis- Fast speed and two traveling at Cruising. Jason
ing speed - activate vehicles moving at Fast has two vehicles traveling at Fast speed. Jason
speed before vehicles at Cruising speed. wins the initiative test and opts to move first. He
Phase 2: Pedestrian; Walkers; Slow vehi- activates one of his Fast vehicles. Jack then acti-
cles; Stationary vehicles. vates the first of his Fast vehicles. Jason has only
one more vehicle so he activates it. His activation
At the beginning of each round, players take an in Phase 1 is now over until Phase 2 starts. Jack
initiative test with the winner activating a model has 3 vehicles left. He must activate the Fast
first or choosing whom else will activate first. This vehicle first, followed by his two vehicles traveling
applies even if a player with only slower vehicles at Cruising speed. Phase 1 is now completed and
or pedestrians wins the initiative test - he has so play moves on to Phase 2.
nothing to move in Phase 1, but can still nomi-
nate himself to go first so that he would activate In Phase 2, players activate their remaining mod-
first in Phase 2. els in the same player order as in Phase 1, al-
ternating back and forth between players until all
At the beginning of the game, it is assumed all models are activated. Models must be activated
vehicles are traveling at Cruising speed unless in the following order: Pedestrians, Walkers, Slow
otherwise stated by the mission. The vehicle’s moving vehicles and finally Stationary vehicles.
starting speed for the activation determines in
which phase it activates. Vehicle Activation – Sequence of Events

Players may choose which models activate within Step 1. Can perform any vehicle action
the relevant speed levels regardless of how far (movement / shooting / ramming, etc)
in inches they actually moved the previous acti- except change its speed level.
vation. In Phase 1 of a round, each player ac- During a vehicle’s activation it may move,
tivates a model, alternating back and forth until perform special maneuvers and attack en-
everything moving at Fast and Cruising speeds emy models. It may do this in any order it
has been activated. Players must activate their chooses as long as all rules criteria are met,
vehicles traveling at Fast speed before they can such as compulsory move, etc.
activate Cruising vehicles. If none of their ve- A vehicle can only be activated once per
hicles are moving at Fast speed, they can acti- round.
vate vehicles traveling at Cruising speed even
if other players still have Fast-moving vehicles. Step 2. Vehicle may accelerate or deceler-
Once all the models of all players moving at Fast ate.
and Cruising speeds have activated, Phase 1 is When a vehicle accelerates or deceler-
finished for this round. ates, it is considered to be at the new speed
level as soon as it is declared for all further
If players have an uneven number of qualifying actions against that vehicle (being targeted,
models to activate in a phase, play still alternates rammed etc.)

Michael Curry (order #4886323) 6


18
Pedestrian / Walker Activation – Sequence of Jack’s second pedestrian has a good shot at an
Events approaching bike, but will get a better chance
Pedestrian activation is performed in four steps. with an aimed shot so in Step 1, it aims. Because
These steps must be performed in the order it aimed in Step 1, Step 2 is skipped and it takes
listed. If a player is forced to miss a step, or a shot (or shots depending on the weapon’s
chooses to miss a step, it cannot be returned to ROF.) It is still in cover so Jack decides not to
in that activation. move it in Step 4. Jack’s third pedestrian, when
activated, was in base-to-base contact with an-
Step 1. Shoot ranged weapons or Aim a other enemy pedestrian so Steps 1, 2 and 3 are
ranged weapon. skipped and the player rolls for the close combat
Step 2. Move. If model aimed in Step 1, it assault in Step 4.
cannot move and must go straight to Step 3. Jack’s fourth pedestrian can see an enemy pe-
Step 3. Shoot ranged weapons. destrian within move range so it decides that a
Step 4. Move or Close Combat Assault (if close combat assault is a good way to go. First,
in base-to-base contact with another pedes- in Step 1, it can shoot so it does so, trying to take
trian). out the enemy pedestrian without requiring a
close combat assault. It rolls to fire, but misses.
Pedestrian / Walker actions are subject to the fol- In Step 2, it moves into base-to-base contact
lowing rules: with the enemy pedestrian. It misses out in Step
3 because it is now in base-to-base contact and
• It is not compulsory to perform all four steps therefore considered to be in close combat with a
in an activation, but those not taken are lost. charging bonus. The close combat is resolved in
• When shooting, a model may fire as many Step 4.
times as its weapon’s Rate of Fire
(ROF)
• A close combat assault must be pre-
ceded by a move action unless already
in base-to-base contact upon activation.
Therefore, if a model chooses to move
into close combat, it must omit Step 3.
• Upon activation, if a pedestrian is in
base-to-base contact with another pe-
destrian, it is considered to be in close
combat, and no other action except
close combat can be taken. (Steps 1, 2,
and 3 are omitted)

For example: Jack has four pedestrian


models to activate this phase. He activates
his first pedestrian. He wants to move it to
cover, but sees that it needs to move twice
to do so. If in Step 1, the pedestrian takes
an aimed shot, it cannot move in Step 2 and
will not be able to reach the desired cover.
So in Step 1, Jack decides to shoot twice
(as its weapon has an ROF of 2). In Step 2,
after the shots, it moves towards the cover. It
still cannot reach cover in this move, but can
shoot again, so in Step 3, it takes another 2
shots. It can now move into cover in Step 4.

Michael Curry (order #4886323) 6


19

MOVEMENT out of the game.

Walkers Only
Pedestrians
Pedestrians may move up to their move allow- Combat Run
ance (MV) as noted in their profile. If a model Upon activation, a Walker may move up to 3x its
ends in base-to-base contact after making a MV.
move, it is considered to be in close combat and It may do no other actions during that activation,
receives the charging bonus (see Charging.) but this speedy maneuver allows walkers to keep
pace with and keep in range of even the fastest
Pedestrians may attempt to dodge a vehicle vehicles!
(NOT Bikes) that is going to run them down by
passing an initiative test at TN 10. If success-
ful, place the model within 1” of the side of the
dodged vehicle (player may choose which side of Vehicles
the vehicle to place his model). If failed, and the
pedestrian does not have armor, it is a casualty Speed
and removed from the game. If the pedestrian There are up to four different speed levels for
is equipped with armor, it will receive the armor most vehicles. Listed below are examples of
save according to the armor profile. speed settings for a car and a bike.

A pedestrian may attempt to dodge a bike that is Car


going to run them down by passing an initiative
test at TN 8. If successful, place the model within SPEED MV 45° CMV TN AM DM
1” of the side of the dodged bike (player may Turns
choose which side of the bike to place his model). Stationary 0 0 0 6
If failed, the pedestrian will take 1d6 damage, Slow 1-4 4 1” 8
but if the pedestrian has armor, it will receive the 6 8
Cruising 5-10 3 3” 10
armor save according to the armor profile which
may negate any damage taken. Fast 11-16 3 4” 12

Pedestrians may enter vehicles traveling at Sta- Bike


tionary or Slow speed for no penalty. They must
be within 1” of the vehicle to enter. If a pedestrian SPEED MV 45° CMV TN AM DM
enters a vehicle that has vacant crew member Turns
slots (a driver or gunner position is vacant) then Stationary 0 - 0 9
the player must declare that the pedestrian is
Slow 1-5 0 0 11
taking up that position at the time of entering the 5 2
vehicle. If there is no declaration at the time of Cruising 6-10 N/A 0.5” 13
entering the vehicle, the player can make the Fast 11-15 N/A 3” 14
declaration during that vehicle’s activation, but
the pedestrian does not take over the vacant po- Movement and Turning
sition until the vehicle activates again. Vehicle movement must be measured from the
front to the front of the vehicle.
Pedestrians may exit from vehicles traveling at
Stationary or Slow speed (see Disembarking) For example: a truck moves 6” in a straight line.
Pedestrians may exit from a vehicle at higher At the end of its move the front of the truck must
speeds (see Bailing Out) be 6” from the point that it started its move.

If a pedestrian leaves the table, it is considered A vehicle must move the minimum distance for its

Michael Curry (order #4886323) 6


20
speed during its activation. The new speed level takes effect immediately for
all future actions against the vehicle. The decla-
For example: using the above example speed ration of a speed change must be made at the
settings, a car moving at Cruising speed must end of the vehicle’s activation and must be made
move a minimum of 5”, but can move up to 10” before ANY other vehicle is activated.
and may make one, two, or three ‘up to 45°’
turns. For example: a buggy is traveling at Cruising
speed. After completing its actions, the buggy
The CMV is the distance that a vehicle must can accelerate to Fast or decelerate to Slow.
make between each turn including the distance
that must be traveled before making its first turn. Stationary to Slow
Vehicles that are Stationary cannot declare ac-
For example: using the above example speed celeration at the end of the activation upon which
settings, a car moving at Cruising speed must they stopped, but at the beginning of their next
move a minimum of 3” in a straight line before activation, they may automatically start at Slow
making each ‘up to 45°’ turn. if they choose. This occurs outside of the regular
acceleration / deceleration sequence and is con-
The turns are noted on the profile as 45° but sidered a free action.
they can be any angle up to 45°
If the value is marked as N/A, the vehicle is al- Reversing
lowed unlimited turns. All vehicles are able to reverse except vehicles
classifies as Bikes (including the Sand Surfers)
When turning, vehicles should be pivoted from and those classified as Flyers. Those that can
the rear of the vehicle after the compulsory move reverse may only do so when they are moving at
has been made. Slow speed. The player may move his model for-
ward and backwards in the same activation with
Bikes may take any facing at Stationary speed, no penalty. A vehicle may make all its moves in
unless noted otherwise in their profile. an activation in reverse, but if the model is being
declared as accelerating, it must be declared as
Compulsory Directional Movement moving forward before it accelerates to the new
When a vehicle is forced to go out of control or speed level.
make compulsory directional turns, these turns
do not count towards the vehicle’s turn limit if ap- For example: a car is moving at Slow speed and
plicable. needs to reverse out of a potential collision situ-
ation. The car profile shows that a move of 4” is
For example: Bruiser’s Weasel Buggy rams into allowed so the car reverses for 2”, makes a 45º
a Rebel Rouser’s Utility Truck. After the result turn (allowed as the CMV at Slow for this car is
of the ram is calculated, both Bruiser and the only 1”) and then moves forward 2”
Rebel Rouser are Stationary. The Rebel Rouser
was forced to change direction after the ram took Moving Off the Table
place. The Rebel Rouser is then able to activate, If a vehicle traveling at Slow speed leaves the
and his designated number of turns is not affect- table, it must miss a complete round before re-
ed by the turn he has just been forced to make as entering the game at the same table edge and at
a result of the ram. the same speed as it previously exited.

Acceleration and Deceleration If a vehicle traveling at Cruising speed leaves the


A vehicle may accelerate or decelerate by one table, it must miss 2 complete rounds before re-
speed level per activation during the accelera- entering the game at a table edge adjacent to the
tion or deceleration phase (see Vehicle Special one it previously exited. It will return at Cruising
Maneuvers for exceptions). speed.

Michael Curry (order #4886323) 6


21
If a vehicle traveling at Fast speed leaves the Disembarking - Passengers
table, it must miss 3 complete rounds before re- Passengers may exit a vehicle during Phase 2 of
entering the game at any table edge. It will return a round. (see Disembarking – Vehicle Crew)
at Fast speed.
Passengers may disembark from a Stationary or
When a vehicle re-enters the game, the model Slow-moving vehicle without risk to themselves
must be placed at its chosen point on the relevant and are then placed within 1” of the vehicle they
table edge at the beginning of the round upon have exited. If the vehicle is traveling faster than
which it is entering. It will then activate in the Slow speed, the passengers are considered to be
standard activation order. It can be targeted once ‘Bailing Out’ rather than making an orderly disem-
it has been placed on the table edge. barkation.

Passengers Passengers disembarking from an open vehicle


Some vehicles can take passengers in addition may activate as usual and there is no penalty for
to the crew. The amount of additional passengers exiting the vehicle. Models that are disembarking
allowed is noted in the vehicle’s profile. from a closed vehicle such as an armored per-
sonnel carrier are restricted to only move or shoot
Passengers may fire their weapons during acti- actions.
vation, but all personal weapons are considered
to have a Rate of Fire (ROF) of 1 while they are If a passenger fired during the vehicle’s activation
in the vehicle, no matter what the value on the phase, during Phase 2 they may only disembark
weapon’s regular profile. or bail out, and then make a single move – no
other action is allowed.
If they have fired in the vehicle activation phase,
during Phase 2, they may only disembark or bail For example: during Phase 2, a Utility truck is
out, and then make a single move – no other ac- carrying two additional passengers. The two pas-
tion is allowed. sengers want to disembark (remember the pas-
senger included in the vehicle profile as part of
Hitchin’ a Ride (Does NOT apply to Walkers) the initial points’ cost is deemed to be crew and
For speed of entry into a battle, many pedestrian is not an eligible passenger unless the mission
units hitch a ride by clinging to the side of ve- profile allows it.) The vehicle is traveling at Slow
hicles. A player may have as many models hitch speed so the two passengers can disembark with
a ride as can be lined up against the side of a no penalty. One of the passengers fired during
vehicle; model bases may not protrude in front Phase 1 so can only make a single move; the
or behind the vehicle. Pedestrians cannot hitch a other passenger did not fire during Phase 1 so is
ride on vehicles classified as Bikes. able to activate normally.

Pedestrians ‘Hitchin’ a Ride’ are classi-


fied as passengers on that vehicle and
are deemed to be in the open with re-
spect to being damaged by blast effect
weapons. They do not count towards the
passenger count on the vehicle profile,
and are additional to any passengers
legally carried within the vehicle. This
means that a vehicle can exceed its
number of passengers when carrying the
excess as passengers ‘Hitchin’ a Ride’.
All other rules for passengers apply.

Michael Curry (order #4886323) 6


22
Disembarking – Vehicle Crew When passengers want to exit a vehicle moving
A driver cannot get out of a moving vehicle as he at Cruising or Fast speed, they may only do this
will remain with the vehicle trying to maintain con- during their activation unless bailing out to avoid
trol until the vehicle has come to a complete stop. a crash (see above). Passengers and crew that
attempt to bail out may be placed within 1” of
A driver may get out of a Stationary vehicle when the vehicle before the compulsory wreck move-
that vehicle activates during the round. ment is made. At Cruising speed, they take 1d6
If a vehicle becomes Stationary during a round, damage; at Fast, they take 2d6. Survivors will
the driver cannot disembark until the next round become pedestrians and operate as Independent
when the stationary vehicle activates during Characters once they have bailed out unless they
Phase 2. After disembarking, the driver follows are part of a unit.
the rules for pedestrian movement.
For example: a Utility truck is traveling at Cruis-
For example: Driller is sitting in his Stationary ve- ing speed, but goes out of control and is heading
hicle. All around him, other cars and pedestrians towards a brick wall. The truck is carrying two
activate: Fast and Cruising vehicles, then pedes- passengers in addition to its crew. One passen-
trians, followed by walkers and then Slow vehi- ger decides to bail out as it can take the 1d6 of
cles. Then it is time for the Stationary vehicles to damage without dying whereas the other passen-
activate and Driller can now exit his vehicle and ger does not want to take the risk. The passenger
activate the same as other pedestrians. that is bailing out is placed within 1” of the ve-
hicle. The compulsory movement for the vehicle
A gunner can disembark (and Bail-Out) using the is worked out and the resulting crash damage is
same rules as passengers. When a gunner is calculated. The vehicle’s damage gauge is now
out of its vehicle, he becomes a pedestrian and at 0 and the vehicle destroyed. The crew and the
activates under the pedestrian rules. remaining passenger are casualties of the crash.
A driver or gunner will act as an Independent
Character when they are out of their vehicle. When a vehicle suffers damage and reaches 0
DM, any models that are still inside the vehicle
Bailing Out including passengers and crew are considered
There are certain situations when passengers are casualties and are removed from the table. They
able to bail out of a vehicle (NOT the driver as it do NOT have the option of bailing out.
will remain with the vehicle while it is moving):
For example: a missile hits a car that is carrying
• When a vehicle is about to crash one passenger in addition to its crew and its dam-
• When a vehicle is about to be rammed age gauge is reduced to zero. The passenger
• Passengers want to exit a vehicle that is does not get the opportunity to bail out so it is a
moving at Cruising or Fast speed. casualty of the vehicle reaching 0 damage and is
killed along with the crew.
When a vehicle is about to crash or be rammed,
its passengers have a chance to bail out before If a vehicle survives a crash or a ram, any models
the results of the impact are calculated. Passen- still inside the vehicle at the time of impact are
gers and crew members that attempt to bail out considered uninjured unless other effects occur.
may be placed within 1” of the vehicle before the
compulsory wreck movement is made. At Slow Passengers and crew in Flyers cannot bail out
speed, they automatically make it; at Cruising, and are automatically considered casualties
they take 1d6 damage; at Fast, they take 2d6. unless their profile dictates otherwise or special
Survivors will become pedestrians and oper- equipment has been purchased.
ate as Independent Characters once they have
bailed out unless they are part of a unit.

Michael Curry (order #4886323) 6


23
Taking Over Abandoned or Unoccupied trapped and it explodes, destroying the vehicle
Vehicles and the pedestrian attempting to take control. All
There are times during a game when a vehicle on models within 3” suffer 4d6 damage. The vehicle
the table is operational (it still has damage points is now a wreck.
remaining) but it has been abandoned or its crew
has been killed. It would be a shame to leave it Rolling Double 6:
sitting there, stationary in the middle of the battle- If you roll a double 6 when your model is attempt-
field with its weapons just waiting to be used! ing to take control of a vehicle, friend or foe, that
vehicle may activate during the current round
Any pedestrian can attempt to take control of a (when Stationary vehicles activate.) You do not
vehicle which has been abandoned. To be able have to wait until the next round to activate the
to take over a vehicle, the pedestrian must be newly-controlled vehicle.
within 1” of the vehicle by the time he gets
to Step 4 of the pedestrian activation. He
can still perform any actions allowed in
Steps 1 to 3, but during Step 4, the only
action available is to attempt to take con-
trol of the vehicle. The vehicle must be
Stationary for the pedestrian to attempt to
take control.

When attempting to take control, the pe-


destrian must take a control test at TN 10.
If he passes the control test then it has
control of the vehicle. The vehicle cannot
activate until the next round, but once it
does, it follows all rules for a vehicle that
is Stationary. Once the pedestrian has
taken control, he is classified as the driver
of that vehicle and as such is a part of the
vehicle crew. It continues to use his own
character profile for all characteristics
such as RC, CC, CL and personal DM
and AM.

Rolling Double 1:
If you roll a double 1 when your model is
attempting to take control of a friendly
vehicle (a vehicle that you controlled
at the beginning of the game) then the
vehicle has failed to start and you must
make another attempt to take control dur-
ing the next round. The control attempt must be Crashing
made during the pedestrian sequence and not Vehicles will crash if they hit wrecks, buildings
the vehicle activation sequence. or other immovable objects. After crash damage
has been resolved, roll 1d6 on the random direc-
If the vehicle your model is attempting to take tion template and place the vehicle facing in that
control of is NOT a friendly vehicle (a vehicle direction.
you did not control at the beginning of the game)
and you roll a double 1, the vehicle was booby If a vehicle crashes into an immovable object, it

Michael Curry (order #4886323) 6


24
comes to an immediate stop, and collision dam- Bikes Only
age is then calculated as follows: vehicles mov- The ‘Bike’ classification covers wheeled vehicles
ing at Slow speed receive 1d6 damage; vehicles mainly bikes and trikes along with more unusual
moving at Cruising or Fast speed takes 4d6 AP2 Warlands’ vehicles such as Sand Surfers.
damage. Bikes follow all the Vehicle rules, but also have
rules that only apply to them.
For example: a buggy crashes into a concrete
post - an immovable object. The buggy is travel- Activation: It is possible to activate more than
ing at Fast speed so takes 4D6 AP2 damage. one bike per activation, but check its profile for
The buggy’s armor is 6 and a 3, 5, 1 and 4 are details.
rolled on the 4d6. The buggy takes 2 points of
damage (1 for the 5 and 1 for the 4) and rolls 1d6 Compulsory Moves: Bikes do not have to make
on the random direction template to see which a compulsory move before making their first ‘up
direction the buggy is facing. to 45°’ turn, but they do have to make the com-
pulsory move before making a second turn.
If a vehicle crashes into a wreck, calculate the
damage as if rammed, using the wreck’s AM Wrecks: Bikes do not become wrecks. Once
value and the speed of the ramming vehicle destroyed, they are immediately removed from
(see Ramming.) No further damage is done to the table.
the wreck, but it will be pushed out of the way
so move it 1d6” in a random direction after the Facing: When Stationary, bikes may change their
impact has been resolved which may result in facing with no penalty.
further crashes.
Jinking: When activating, bikes can ‘Jink’ (move
If a vehicle crashes into a building, damage cal- sideways left or right ½” up to twice per activa-
culation is dependent on the construction material tion.)
of the building (see Terrain)
For example: Jack activates one of his bikes.
Off-Road Unfortunately, there is a Rattler gun truck im-
Vehicles that are designated ‘Off-Road’ can move mediately in front of him. Luckily, the bike can
without penalty on terrain designated as ‘Cross- perform Jinking when moving so Jack moves the
Country’. bike forward 1” (the distance to the Rattler) and
then jinks sideways ½” to move to the side of it
The ‘Off-Road’ designation may be given to to avoid a collision. After finishing his compulsory
vehicles after adding qualifying items from Mac’s move, Jack performs a turn to move the bike
Body Shop. Certain vehicles produced by Aber- away from the Rattler.
rant do not have the ‘Off-Road’ capability in their
profile and are not able to be upgraded to this by Fragile: Bikes cannot ram, and if they get
purchasing items from Mac’s Body Shop. rammed, it is almost certain destruction for them.
Bikes give only 1d6 damage when rammed what-
Open ever their speed or the armor of the rammer. If a
Some vehicles may be designated as ‘Open’. bike survives a ram, place the bike to the side of
This means that the crew and in most instances, the rammer so it can continue its move.
any passengers it carries, are exposed to the ele- If a devastating damage hit is scored, do not roll
ments. Buggies and bikes are always considered on the Devastating Damage Table; instead, the
to be open unless specifically stated otherwise in bike takes one additional point of damage.
their profile. Open vehicles that are hit by a tem- If a bike hits a pedestrian and the pedestrian fails
plate weapon suffer -2 to their AM. Pedestrians to dodge, the pedestrian will take 1d6 damage
are always considered open! and the bike must make a control test.

Michael Curry (order #4886323) 6


25
For example: if a pedestrian is hit by a bike and Altitude: Flyers can operate at two different
fails its initiative test, the pedestrian takes 1d6 heights: High and Low altitude.
damage and the bike must make a control test.
Flyers always start the game at Low altitude.
Defensive Shot: When about to be rammed, if a
bike has a passenger, he may fire his small arms Flyers can opt to change altitude at the end of
weapon once at the attacking vehicle. This is an their activation or they can change speed; they
automatic hit. Regular damage is calculated us- cannot change both.
ing the weapon’s profile.
If the flyer is at High altitude, small arms weapons
For example: a bike is about to be rammed by a cannot be used against vehicles or other models
Utility truck. The bike’s passenger has a revolver on the ground or at other flyers traveling at Low
with Power 1d6. The defensive shot automati- altitude, but they can be used against other flyers
cally hits so no roll is required. The player rolls at High altitude. Likewise, models at ground level
1d6 damage dice against the rammer and does or Low altitude cannot fire at flyers at High alti-
1 point of damage. The ramming vehicle survives tude.
and the ram is performed as usual (See Ram-
ming). Any terrain piece higher than 4” will block move-
ment for a flyer at Low altitude. A flyer at High
Flyers Only altitude can move across terrain at any height.
The ‘Flyer’ classification covers vehicles with a
primary mode of travel in the air, from a small Blast Templates: If there is an explosion on the
one-man gyrocopter to a large helicopter. A flyer ground and the flyer is at Low altitude and within
does not have to be mechanical; it can also be the blast template area, it will take regular dam-
a living creature as long as its primary mode of age. If it is at High altitude, it is unaffected by the
travel is in the air. blast.
Flyers follow all the Vehicle rules unless it is spe-
cifically stated that a rule does not apply to flyers. Flyers Ramming: Flyers can be rammed or can
There are also rules that only apply to them. ram other flyers. They cannot be rammed by
ground-based ve-
hicles. A flyer can-
not ram a ground-
based vehicle, but
if they crash to the
ground and hit a
ground-based ve-
hicle as they crash,
the damage is
calculated with the
flyer as the ram-
ming vehicle.

Michael Curry (order #4886323) 6


26
Vehicle Special Maneuvers another vehicle following behind, a ram will occur.
During their activation, vehicles can make special The vehicle performing the Droppin’ Back maneu-
maneuvers. There is no limit to how many special ver is the ramming vehicle and for the purpose of
maneuvers a vehicle can perform, but each ma- the ram, it is deemed to be traveling at 1 speed
neuver will have its own criteria and special rules. level below its current speed level. Even though
the vehicle Droppin’ Back hits with the rear of its
Bootlegger Reverse (Does not apply to Flyers) vehicle, the ram is not considered to be hit from
A bootlegger reverse allows a vehicle to turn the rear due to the direction the vehicle is travel-
more than 45° at any one time. To perform a ing.
bootlegger reverse, a vehicle must be moving This maneuver may only be attempted once per
at Cruising speed or higher, and pass a control activation and can be used as the compulsory
test against a base TN of 14 minus the number move (CMV) at the beginning of the activation.
of unused turns. The player must use a minimum If the player decides to do this, the vehicle must
of one unused turn, but may use all he has avail- drop back at least as far as the required CMV.
able. This reduces the TN, thereby reducing the
risk of the maneuver. For example: Ethan’s Maxwell is running side by
side with a member from the Cannibal Rats gang.
For example: a Weasel buggy traveling at Cruis- Upon activation, Ethan cannot bring his Mis-
ing speed could reduce the TN from 14 down to sile Launcher to bear on the Cannibal Rat so he
a minimum of 11 by using from one to three turns performs a Droppin’ Back maneuver, moving 4”
allowed for that activation. backwards. Now the Cannibal Rat is in his sights!

For vehicles that have N/A as the number of Emergency Braking


turns in their profile, a base TN 13 must be used; Emergency braking is performed as part of a
it cannot be reduced by the number of unused vehicle’s movement. A vehicle may usually decel-
turns. erate a single speed level per activation. Using
emergency braking, a vehicle may decelerate
The regular minimum movement distance before from any speed level down to any other speed
turning must be satisfied. Turns used to reduce level. Emergency braking requires a control test
the TN are lost and may not be used again in that against a base TN of 10 to reduce a vehicle’s
round. If the vehicle is traveling at Fast speed, speed level by two levels (For example: from Fast
the base TN for the control test is increased to speed to Slow speed).
16. If further braking is desired (For example: from
If the control test is successful, the vehicle is Fast speed to Stationary) the control test TN is
rotated in place to face any direction, and may increased to 12. If the control test is successful,
continue its movement at the same speed level. the vehicle shifts to the desired speed level. If the
Any turns committed to the maneuver are lost control test fails, the vehicle must roll on the Out
and only excess turns not committed to the ma- of Control Table. If the vehicle has not already
neuver can be used to continue its movement. If moved the minimum distance for the new speed
the player fails the control test, they must imme- level, it must do so before the end of its activa-
diately roll on the Out of Control Table. tion.

Droppin’ Back Ramming


On a successful control test, a vehicle may brake If a vehicle moves into contact with another
and drop back in a straight line up to 4” (mea- model, it has rammed it.
sured from the back of the vehicle) and then
continue with its movement in a forward direction If the vehicle’s AM is double that of the other
at the same speed level. vehicle, the other model is destroyed with no
damage to the ramming vehicle, no matter what
If while performing this maneuver, the vehicle hits its speed.

Michael Curry (order #4886323) 6


27

To calculate damage, use the following:

• Damage by ramming vehicle to


rammed vehicle = 1d6 + 1d6 for
every point of AM over the target’s
AM. + speed bonus (see Speed
bonus)
• Damage by rammed vehicle to
ramming vehicle = 1d6 for every
point of AM over the target’s AM.
+ speed bonus if not rammed from
the rear (see Speed bonus) If this
total calculates to 0, the rammed
vehicle always rolls 1d6.

Speed bonus is calculated by the speed


of the ramming vehicle at the time of the
ram.

• Slow = +1d6
• Cruising = +2d6
• Fast = +4d6

Additional +1d 6 damage is caused to


both vehicles if the ramming vehicle is
using Nitro.

For example: a Utility truck rams a Wea-


sel buggy from the side. The truck is trav- If a vehicle is rammed from behind, the rammed
eling at Fast speed and the Weasel is traveling at vehicle must move d3” in the direction it is fac-
Cruising. ing and the ramming vehicle will move 1” for-
The Utility truck rolls the following damage: 1d6 + ward. The rammed vehicle is always moved first
1d6 (AM value of the truck is 7, AM value of the and this can cause a second ram. The ramming
Weasel is 6, so the trucks gets 1d6 for 1 point of vehicle will come to an immediate stop (after
armor above the Weasel’s) + 4d6 (speed bonus moving 1” forward) but the rammed vehicle will
at Fast) = 6d6 total. reduce its speed level by 1 and can activate as
The Weasel rolls the following damage: 0d6 usual in the round, if applicable. Vehicles that are
(AM value is less than the truck’s AM value so hit from the rear only do half damage (rounding
no damage dice for AM are rolled) + 2d6 (speed up) to the rammer; the rammed vehicle still takes
bonus for Cruising) = 2d6 total. full damage.

If the ramming vehicle hits from the front, both ve- Both players must make a control test when in-
hicles are considered to be brought immediately volved in a ram.
to a stop by the impact.
If a vehicle has to make a compulsory move as
If the vehicle is rammed from the side, both ve- the result of a failed control test, and in a direc-
hicles will move d3” in the direction the ramming tion where it is already touching another vehicle,
vehicle was traveling and then come to an imme- it is considered to be a second ram.
diate stop.
After the damage has been calculated, both

Michael Curry (order #4886323) 6


28
players must roll for random direction to see the through vehicle will be reduced again at the end
final facing of their vehicles. If a vehicle goes out of the activation.
of control due to a failed control test, there is no
need to roll for random direction. If the ramming For example: a Utility truck has destroyed and
vehicle is able to push through, there is no need pushed through a Weasel buggy. As a result of
to roll for random direction. If when rolling for the the first push through, at the end of the activa-
random direction, a vehicle hits another vehicle, it tion the Utility truck would have its speed level
is considered a second ram and damage must be reduced by 1. After pushing through, the Utility
calculated before moving on. truck rams and destroys another Weasel buggy
and once again pushes through. At the end of
A ram is considered to be the end of a model’s its activation, the Utility truck will have its speed
turn with no further actions taken including level reduced by 2.
changing its speed.

Pushing Through
If a vehicle destroys its target in a ram, it may
push through if it is of a higher AM value than
the model it just destroyed. After the ram action
has been completed, the vehicle may continue
its activation, finishing off any further actions or
movement it may have. At the end of its activa-
tion, the vehicle’s speed is automatically lowered
by one level.
The destroyed vehicle is considered pushed out
of the way by the attacker’s momentum.
To determine the fate of the destroyed vehicle
see Wrecks. Nudging
If the wreck remains within 2” of the attacker and If a vehicle is moving parallel to another vehicle,
is located within the 90° front arc, it blocks its has moved its CMV value for its speed level, and
movement. If the wreck is further away, additional is no more than 1” apart from another vehicle, it
crashes may occur. may attempt to nudge the other vehicle. Damage
is 2d6 plus an additional d6 for every AM point
For example: a truck has rammed a Weasel above the other vehicle’s AM. Both players must
buggy and destroyed the buggy. The truck has also make a control test with TN 10, but if there
5” left on its movement and still has another shot is a vehicle with a higher AM, that vehicle may
allowed with a ROF weapon of 2. The truck’s AM subtract the AM difference from the TN of their
value is higher than the buggy’s so the truck can control test, and it is added to the TN their op-
push through. The player who controls the buggy ponent’s control test. If the control test is failed,
rolls for random direction and distance, and immediately roll on the Out of Control Table.
moves the wrecked buggy 4” in the direction de-
termined. The buggy is more than 2” away from For example: a truck with an AM of 8 nudges a
the truck so the trucks moves a further 5”, fires its buggy with an AM of 6 and does 4d6 damage.
last shot and then is forced to reduce speed by The buggy has to make a control test at TN 12,
one level from Fast to Cruising. The truck cannot while the truck who initiated the nudge has to
accelerate or decelerate at the end of its activa- make a control test at TN 8.
tion as its speed level has been determined by
pushing through. If a vehicle which has been nudged or was per-
forming a nudge goes out of control as a result of
If a second push through occurs as the result a failed control test and then makes contact with
of a second ram, the speed level of the pushing another vehicle, then it is considered a ram and

Michael Curry (order #4886323) 6


29
the result should be worked out using the ram- and removed from the game. If the pedestrian
ming rules. After performing a nudge and surviv- is equipped with armor, it will receive the armor
ing without going out of control, the vehicle can save according to the armor profile.
continue with its activation at the same speed
level. For example: a Rattler gun truck is about to run
into three pedestrians. Each pedestrian has a
To perform a second nudge, the vehicle must CL value of 4. The player controlling the pedes-
move its CMV value for its speed level before at- trians rolls 2d6 and adds the relevant CL values
tempting to nudge again. for each pedestrian. The first roll is a 9 (2 + 3 +
4CL.) This pedestrian has failed to leap out of the
Drifting (Does not apply to Bikes or Flyers) way and is not wearing any armor so is crushed
Drifting is a sideways movement up to your CMV as the Rattler runs over it. The second roll is a
value with up to a 45° turn. The vehicle must 15 (5 + 6 + 4CL) and this pedestrian makes a
have enough turns at its speed level to do this, spectacular leap and is placed within 1” of the
and all regular turning rules still apply, but the Rattler gun truck. The third roll is an 8 (2 + 2 +
vehicle should be pivoted from the front and not 4CL.) This pedestrian has also failed to get out of
from the rear as in a regular turn. the way, but luckily is wearing armor that carries
a save of 5+. The player rolls 1d6 and gets a 5
A compulsory move and a successful control test and is saved! The pedestrian has managed to
must be made before attempting drifting. If the avoid being crushed and is placed within 1” of the
control test is failed, the player must immediately Rattler.
roll on the Out of Control Table.

When drifting the vehicle, make the sideways


move first and then pivot up to 45°. If the drifting
vehicle makes contact with another vehicle when
moving sideways, it is considered to be a ram
and the vehicle forfeits its ‘up to 45° turn’. If the
vehicle moved less than 1” in its sideways move-
ment before it made contact with another vehicle
then the maneuver is considered a nudge and not
drifting and should be resolved according to the
rules of Nudging.

When drifting is performed, one of the turns is


used up out of the turn allowance for the speed
level the vehicle is traveling even if a turn of up to
45° is not performed.

Running Over Pedestrians (Does not apply to


Walkers)
The easiest way to get rid of those pesky pe-
destrians is to drive right into them! However,
pedestrians may attempt to dodge a vehicle
(NOT Bikes) that is going to run them down by
passing an initiative test at TN 10. If success-
ful, place the model within 1” of the side of the
dodged vehicle (player may choose which side of
the vehicle to place his model). If failed, and the
pedestrian does not have armor, it is a casualty

Michael Curry (order #4886323) 6


30

TERRAIN Impassable (Cliffs, mountains, lakes, deep riv-


ers, oceans)
No model may move on or over these types of
There are many different types of terrain to use
terrain unless they are a flyer. Models that move
for your games. You can build your own scenic
onto impassable terrain are considered casualties
terrain or simply use pieces of paper cut into the
and removed from play.
desired shape to represent the varying battle-
Rocky outcrops and cliffs should be treated as
fields of Warlands. Listed below are different
immovable objects when involved in vehicle im-
types, each with different effects. Players must
pacts.
mark and agree on what terrain is in effect before
the game starts.
Immovable Objects
An immovable object is considered to be a per-
Flat (roads, towns, flat baked earth)
manent structure, man-made or natural, that
All models may move normally.
would be impossible to move without heavy lifting
equipment.
Cross-Country (desert, countryside)
This would include, but is not limited to: very
Pedestrians, walkers and off-road vehicles may
large rocks, extra large trees, and concrete pillars
move normally. Other vehicles can move up to
such as freeway overpass supports.
Cruising speed.
If a vehicle hits into an immovable object, it
If a non off-road vehicle traveling at Fast speed
comes to an immediate stop, and collision dam-
moves onto cross-country terrain, its speed level
age is then calculated as follows: vehicles mov-
immediately drops to Cruising. If it has already
ing at Slow speed receive 1d6 damage; vehicles
moved over its movement distance allowance for
moving at Cruising or Fast speed takes 4d6 AP2
Cruising, it must take a control test with TN 12 for
damage.
its original Fast speed.
Buildings
Rough (rocky, uneven terrain, woodland, shallow
There are many different types of buildings and
rivers)
building materials out there in the wastelands
Off-road vehicles may move at Slow speed, but
from shanty towns made of scrap wood, card-
other vehicles cannot travel on rough terrain. Pe-
board, and even rags, to metal structures and
destrians and walkers may move normally.
even concrete fortresses. All of these building
materials can take damage and can be driven
If an off-road vehicle traveling at Cruising or
through if the damage it has taken is enough to
Fast speed moves onto rough terrain, its speed
weaken it. All buildings should be given an AM
level immediately drops to Slow. If it has already
and a DM value dependent on the material used
moved over its movement distance allowance for
in construction. This should be agreed upon at
Slow, it must make a control test with the TN for
the start of the game.
their original speed.
If a non off-road vehicle moves onto rough ter-
rain, it immediately goes out of control and must Construction AM DM Crash
roll on the Out Of Control Table. If it is not de- Material Damage
stroyed after going out of control, the vehicle’s Paper, cardboard, 0 0 0d6
speed level is now Stationary and it is effectively rags
stuck in the rough terrain. A vehicle that is Sta- Wood 4 4 1d6
tionary and unable to move on its own can be Metal 6 6 2d6
pushed or pulled out of the rough terrain by any Brick 7 7 3d6 AP1
off-road vehicle that has a higher AM value.
Concrete 8 8 4d6 AP2

Michael Curry (order #4886323) 6


31
If a vehicle hits a building which does has 0 DM COMBAT
then the vehicle will be able to drive through the
rubble of the ruined building, but they will need
There are two types of combat – vehicle and
to make a control test. Buildings made of paper,
pedestrian:
cardboard or rags can always be driven through.
If a vehicle hits a building with 1 or more DM left
Vehicle Combat
then it is considered that the vehicle has crashed
A vehicle may make an attack at any time during
into the building and will take damage according
Step 1 of its activation (see Vehicle Activation –
to the Crash Damage value in the chart above.
Sequence of Events)
It may move, shoot, move, shoot and then even
Buildings can be targeted with range weapons in
ram if it has enough movement left and of course,
the same way other models can be targeted (see
it can only shoot as many times as its weapon’s
Combat). Buildings always have TN 7. (for dam-
Rate of Fire (ROF) allows.
age calculation, see Damage)
A vehicle may shoot at any time during its move
- to do so, pause its movement and take your
shot. Combat must be completely resolved before
continuing with movement or other actions as the
results of combat may change your plans. Your
vehicle could even be caught in a blast or be hit
by a spinning wreck!

For example: a Weasel buggy traveling at Cruis-


ing speed could choose to fire its first shot as it
activates, move its 2” compulsory move, make
a 45º turn, move 5” forward, fire its second shot,
make another 45º turn and move another 5”.
Wrecks
Pedestrian Combat
A vehicle that has 0 DM is considered a wreck
Pedestrian combat is governed by the rules as-
and remains on the table as an obstacle (see
sociated with turn actions and movement (see
Damage - Wrecks)
Pedestrian / Walker Activation – Sequence of
Events)
Other Objects
There are many other objects strewn around the
For example: a pedestrian with a weapon with an
wastelands such as metal gas canisters, wooden
ROF of 2 can shoot twice in Step 1 of its activa-
crates, and all other kinds of trash just randomly
tion and twice more during Step 3.
deposited. These kinds of objects will not usu-
ally cause any problems to vehicles and can be
driven through. General Rules of Combat
If you have a pile of objects such as a stack of oil
drums or a pile of wooden boxes and you want Line of Sight and Cover
to make these into a more solid piece of scenery, A model must have a clear line of sight before it
then allocate AM, DM and Crash Damage values can be targeted. Buildings, wrecks and natural
using the buildings chart above as a guideline. cover such as rocky outcrops or hills can obscure
line of sight. If there are no obstructions between
the model and its target, it has a clear line of
sight.

Michael Curry (order #4886323) 6


32
To calculate cover: from the edge of the firing model’s base. As with
Able to see 25% or less of the target: the attacker vehicles, if any part of the target model is inside
receives a –2 penalty to its RC. the range of the weapon then it is deemed to be
Able to see up to 50% of the target: the attacker in range.
receives a –1 penalty to its RC.
Able to see over 50% of the target: the vehicle is Shots that fall short are automatically considered
not considered to be in cover. misses and no dice have to be rolled, unless they
are blast template weapons that will deviate (see
Choosing a Target Blast Effects and Template Weapons.)
Vehicles may attack any target within range, al-
though pedestrians must fire on the closest viable Critical Successes and Failures
target unless they have successfully passed a A roll of a double six is a critical hit and is always
cool test (see Cool Test.) considered a success. It causes a roll on the
Devastating Damage Table (see Critical Hits.)
Shooting A roll of double one (snake eyes!) is always a
Each model has a Target Number (TN) which critical failure and the weapon is considered
is how easy or difficult it is to hit when shot by jammed.
a ranged weapon. A player trying to
shoot a model with a ranged attack
must roll equal or above this number
on 2d6, adding their RC ability, and
adding or subtracting any applicable
modifiers. A vehicle may fire at any
point during its movement.

For example: a Weasel buggy is fir-


ing at a Utility truck traveling at Fast
speed. The player must roll 2d6 + 3
(RC of gunner) and roll over 10 or
more to score a hit.

Pedestrians have the ability to make a


single aimed shot as part of their Phase 2 activa- Close Range
tion. To do this, they must take an aim action in A model that attacks a target within 2” of itself
Step 1 and then take a shooting action in Step 3. receives a bonus of +2 to its RC.
They cannot move in Step 2. An aimed shot adds
+2 to RC, but only 1 shooting action can be made Firing Arcs
during that activation (the weapon’s ROF still ap- Vehicle mounted weapons have a 90° front or
plies to the shooting action, but they cannot make rear facing arc. Turrets generally have a 360°
more than 1 shooting action.) field of fire with no penalties unless stated in their
profile. Vehicle side mounted weapons have a
Measuring Range 90° side arc, (front or rear facing) depending on
Players must declare shots before measuring. the facing of the weapon.

For vehicles, range should be measured from Drivers have 90° side arc and are considered to
the edge of the firing vehicle. If any part of the be on the left-hand side. Those wanting to set
target is inside the range of the weapon then it is their games in Europe or other countries that
deemed to be in range. drive on the right must declare this before the
game starts.
For pedestrians, range should be measured

Michael Curry (order #4886323) 6


33

Gunners have 180° front arc based


on the direction of the vehicle. Play-
ers may choose to have a rear facing
gunner on a vehicle and he will have a
180° rear arc.

Passengers have 180° side arc.

Certain weapons, especially those


that are vehicle mounted, may have
different firing arcs so always refer
to the weapons’ profile. If nothing is
noted, then the rules above arcs are
considered in play.

Pedestrians have a 180° arc based on


their front facing.

Rate of Fire
All weapons have a Rate of Fire
(ROF). A weapon’s ROF determines
how many times it may fire during
vehicle activation or how many times
the weapon can be fired in Step 1 (if
not aiming) or Step 3 of the pedestrian
activation phase. A vehicle armed with
weapons with a multiple rate of fire
may call a shot at any point during its
move. Pedestrian weapons do not need to be un-
jammed as an action, as it is considered that
For example: a Weasel buggy has a Spud auto- there is time to un-jam between activations.
gun with a ROF of 2. This weapon can be fired Bladed weapons such as knives, axes, swords,
twice in that vehicle’s activation, but is still gov- etc. do not jam on a roll of double 1.
erned by the rules of shooting.
A pedestrian carrying a weapon with ROF 2 may Rules of Combat - Vehicles Only
choose to fire that weapon twice in Step 1 if it did
not aim, and then shoot twice during Step 3.
Who Shoots the Weapon
For weapons that are carried by a model in a
Jammed Weapons
vehicle, such as the Rocket Launcher or Spud
A passenger or gunner may un-jam a weapon on
Autogun on the Weasel Buggy, the model holding
a vehicle’s activation by rolling 4+ on 1d6. If suc-
the weapon fires the gun. If that model is killed
cessful, the weapon can be used on the vehicle’s
then the gun can no longer be fired unless an-
next activation; if failed, they may try again to
other model takes up that position.
un-jam the weapon on that vehicle’s next activa-
tion. A passenger or gunner cannot attempt to
un-jam a jammed weapon during the activation For weapons that are mounted onto the body of
that the weapon became jammed; a roll to un- a vehicle (NOT on a turret) a gunner is required
jam a weapon can only be made on the next and to fire them unless a weapon firing system has
subsequent activations if necessary. been purchased which allows the driver to fire the
weapon if there is no gunner present.

Michael Curry (order #4886323) 6


34
For weapons that are mounted onto a turret, a of 1d6+1. As the bike is within 1” of the buggy,
gunner is required to fire them. A weapon firing the bike gets an additional 1d10 to potentially
system cannot be used for turret-mounted weap- do another point of damage. It is deemed that
ons. the bike is so close to the vehicle that it gets an
extra swing at the vehicle at close range and can
For the Aberrant produced vehicles that include a potentially inflict more damage.
gunner in the profile, the gunner must be used to
fire the weapon. If the gunner is killed, the weap-
on cannot be fired unless another model
takes the place of the gunner. If there is
no gunner listed in the vehicle profile, the
driver can fire the weapon (it is assumed
the vehicle has a weapon firing system)

Firing from a Moving Vehicle


Passengers may shoot from a vehicle
during that vehicle’s activation.

If the driver chooses to make an attack


and is traveling at Cruising speed or
higher, he must make a control test imme-
diately after shooting is completed.

Gunners are usually attached to a specific


weapon on a vehicle and cannot fire other
weapons except from the one associated
with that vehicle.

If passengers have fired in the vehicle


activation phase, during Phase 2 they
may only disembark or bail out, and then
make a single move – no other action is
allowed.

Vehicle vs. Vehicle Assaults


Passengers and crew in vehicles that are
within 1” of another vehicle may perform
an assault with non-mounted small arms.
Pedestrian Only Rules of Combat
For example: A passenger carrying a rifle could
take a point-blank range shot at a vehicle less Called Shots
than an 1” away or could even swing an axe at it. A called shot can only be performed by pedestri-
ans and occurs when a specific point on a vehicle
Vehicle assaults happen in the same way as is targeted. Only the following points are allowed:
shooting from a vehicle, but the attacker receives driver, gunner, specific passenger, tire, and fuel
an additional d10 for damage on a successful hit. tank. The player must declare the called shot
before rolling to hit.
For example: a bike has driven alongside a Wea-
sel buggy and is within 1” when its rider swings A called shot may only be made with small arms
an axe at the buggy. The axe has a Power rating or a weapon fitted with a laser sight.

Michael Curry (order #4886323) 6


35
the defender’s TN, he has hit his opponent and
To take a called shot: damage is carried out as usual. If the defender
• A pedestrian must declare an aim as its survives, he may immediately make a retaliatory
first action. There is no bonus to its RC for attack, if he is able. If the attacker survives and
the aim. the defender does not, the attacker may make a
• The second action must be the called shot single 2” move. Once completed, the combat is
performed in Step 3 (Step 2 is skipped.) over.
• Roll to hit, but add 2 to required TN. If both models survive, they remain in base-to-
• If shooting a driver, gunner or specific pas- base contact. When either pedestrian next ac-
senger, they must be visible to the shooter. tivates, they can perform no other action other
• Vehicle drivers can only be targeted from than a close combat assault.
the front arc.
For example: a pedestrian moved into base-to-
To calculate the effect of a successful called shot: base contact with another pedestrian in Step 2 of
• Having successfully hit a driver, gunner its activation. The pedestrian has a CC value of
or specific passenger, roll for damage as 3 and his opponent has a TN of 10. The attack-
usual. ing player rolls 2d6 + 3 + 1 (charging bonus - see
Charging) and rolls a total of 11. He has an axe
For example: the driver of a car cannot be shot which has a Power rating of 1d6 + 1. The player
from the rear, as it would not be visible through rolls 1d6 and rolls a 5, and adds +1 to make it a
the car’s infrastructure such as the seat. If the 6. The opponent’s AM is 4 so the attacker has
shooter is standing in the driver’s front arc, then done 1point of damage to his opponent, killing
the driver will be visible. It is possible however, to him, and he is removed from the table. The at-
shoot at a passenger in a closed vehicle if they tacker survived and can now make a 2” move. If
are shooting out of a window. If they can see you, the opponent was wearing armor, he would get
you can see them! a save bonus as stated in the armor’s profile. If
both pedestrians had survived, they would remain
• On a successful called shot on a tire, the in base-to-base contact and upon either pedes-
tire is now damaged and the vehicle must trian’s activation, only a close combat assault
make a control test when attempting to would be permitted.
make any future turns. If the vehicle has
purchased equipment that protects its Charging
tires, that protection is effective from called When a pedestrian model ends its move in base-
shots and negates any damage. to-base contact with another model, it is consid-
• Having successfully hit a fuel tank, at the ered to be in close combat and gets a charging
start of each subsequent round, the player bonus of +1 to its CC.
must roll 1d6. On 5-6, his vehicle runs
out of gas (see Out of Gas)

If a critical hit is rolled on a called shot, the


player makes a critical damage roll. The result
rolled can be adjusted on the Devastating Dam-
age Table by up to + or – 1 or the original rolled
result can be taken.

Pedestrian Close Combat Assaults


A pedestrian has to be in base-to-base contact
with another pedestrian to declare a close com-
bat assault. The attacker rolls 2d6 + any bo-
nuses and adds his CC. If he rolls equal or over

Michael Curry (order #4886323) 6


36

WEAPONS Personal Weapons


Everyone in Warlands carries some form of
Each weapon has a profile that tells you how it personal weapon. For some it may be a knife, for
performs in the game. The profiles can be found others a .50 Cal rifle.
in the Armory in Mac’s Body Shop or the spe-
cific model profiles in Warlands Force Profiles. Small Arms
Small arms are small infantry weapons carried
Range: the effective range the weapon can fire by an individual. In Warlands, this is limited to
in inches. revolvers, pistols, SMGs, shotguns, assault rifles,
Weapons that are close combat only, can only be rifles, bladed weapons, and hand-held explosive
used if the models are in base-to-base contact. devices.
Weapons that have a range in inches and are
marked as close combat can be used in both. Assault Rifle
Power: this is how many damage dice are rolled Automatic Pistol
to see how much damage is done to the target it Axe
has hit. Bow
Rate of Fire (ROF): a weapon’s ROF determines Crossbow
how many times it may fire during vehicle activa- Fire Bombs
tion or how many times the weapon can be fired Grenades
in Step 1 (if not aiming) and Step 3 of the pedes- Knife
trian activation phase. Limpet Mine
The ROF also applies to the number of times it Molotovs
can be used in a vehicle assault. If there is no Power Claw
ROF value (such a melee weapons) then the Revolver
weapon can only be used for one single attack in Rifle
each activation. Shotgun
Armor Penetration (AP): when rolling for dam- SMG (personal)
age, the model’s armor is reduced by the AP
value of the weapon. Light Weapons
Light weapons are of a heavier caliber, but are
Vehicle Mounted Weapons still man-portable and include machineguns, gre-
These weapons can be mounted on a vehicle nade launchers, missile launchers, and mortars.
(see Vehicle Mounted Weapons in Mac’s Body
Shop). They cannot be carried by an individual. .50 Cal Rifle
Gas Bomb
Defender MKI Mortar
Defender MKII Personal Missile Launcher
Defense Tubes Personal Rocket Launcher
Flamethrower RPG
Grapple Gun Spud Autogun
LMG
Mini-Gun
Missile Launcher
SMG (vehicle mounted)
Stinger Tubes
Twin Mini-Gun
Twin Missile Launcher
Twin Spud Autocannons

Michael Curry (order #4886323) 6


37

DAMAGE age. With this roll, he has done 3 points of dam-


age and gets to roll on the Devastating Damage
To calculate damage, the player rolls the amount Table, as one of his scores was 10 or more.
of dice shown for the Power value of the weapon
he is using. The score of each dice is taken Devastating Damage Table
independently, except on the roll of a natural 6 1 KABOOOOOM!!! Vehicle explodes.
or 10 (a 6 on a d6 or a 10 on a d10). Each time All models within 3” suffer 4d6 damage.
a natural 6 or 10 is rolled, roll that dice again, 2 Driver takes 1 point of damage.
adding the additional roll to the original in order
3 On fire. At the beginning of each
to find the final score. Continue rolling 6s and 10s
subsequent round, roll 1d6. On a 5 or 6,
until the final score is reached. For each dice (or
the vehicle explodes.
run of dice) that scores equal or over the target’s
All models within 3” suffer 4d6 damage.
AM, one point of damage is done. Most weapons
roll multiple dice so it is possible to score multiple 4 Ruptured fuel line.
points of damage on a model with one shot. At the start of each subsequent round, roll
1d6. On a 5 or 6, the vehicle runs out of
For example: a Spud autogun has 4d6 Power gas; reduce speed by one level per
value so 4d6 is rolled to calculate damage. The activation until Stationary.
player rolls a 2, 4, 5, and 6. He rolls the 6 again 5 A randomly determined weapon or crew
and gets a 3. His damage scores from this roll member (not driver) is hit.
are 2, 4, 5, and 9 (6 + 3). The target vehicle’s AM Once determined, the weapon is
is 6 and the Spud autogun has an AP of 2, so he destroyed or the crewmember takes 1
needs a 4 or more to do a point of damage. With point of damage.
this roll, he has done 3 points of damage. 6 Tire damage.
Vehicle must make a control roll when
Models firing at vehicles and scoring 10 or over attempting a turn.
on their damage dice have done devastating 7 Falling to pieces.
damage to the target as well as their regular Reduce armor by 1 (cumulative).
damage. They need to roll 1d10 on the table be- 8 Axle damage.
low for additional damage results. Reduce number of turns by 1 for all
speeds. (cumulative to a minimum of 1)
For example: a Spud autogun has 4d6 Power
9 Engine damage.
value so 4d6 is rolled to calculate damage. The
Lowers maximum speed by one level for
player rolls a 2, 4, 5, and 6. He rolls the 6 again
the rest of the game.
and gets a 4. His damage scores from this roll
are 2, 4, 5, and 10 (6 + 4). The target vehicle’s 10 Lucky escape.
AM is 6 and the Spud autogun has an AP of 2,
so he needs a 4 or more to do a point of dam- Note: If a model has already sustained a specific
devastating damage result and it is not cumula-
tive, if that number is rolled again, the vehicle
takes the next highest numbered result instead.

Rolls on the Devastating Damage Table are not


only the result of being shot at, they can be called
upon as the result of other forms of damage or
events such as going out of control. This is noted
under the specific rules for those events.

If multiple results call for multiple rolls on the Dev-


astating Damage Table, each one must be rolled

Michael Curry (order #4886323) 6


38
separately, and each result dealt with before If a weapon that uses a template misses its
making the next roll. target, roll for deviation. Roll 2d6 to determine
distance traveled, and roll 1d6 using the random
Once a vehicle has reached 0 DM it is considered direction template to determine direction (or 1d6
to be a wreck (see Wrecks). Damage for vehicles plus a Deviation Dice.)
is always based on the AM of the vehicle, not the
passenger’s, unless a called shot has been made The point for calculation of deviation is as follows:
on a specific passenger or crewmember.
• For vehicle mounted blast effect weapons
Out of Gas (weapons that are actually mounted on
When a vehicle has received an Out of Gas re- the bodywork of the vehicle) that are not
sult, the following applies: physically held by a gunner or passenger,
deviation is measured from the target.
• The vehicle automatically slows by 1 • For all other vehicle weapons that are held
speed level per activation (slowing down to by a gunner or passenger (including turret
Stationary), starting on the activation that mounted weapons) deviation is measured
had the Out of Gas result. from the center of the attacking vehicle
• Because it is automatically slowing, the and NOT the target.
vehicle cannot accelerate or decelerate as • For blast effect weapons fired by pedestri-
usual during an activation as the decelera- ans (when not in or on a vehicle) deviation
tion is automatic. is measured from the target.
• While slowing down, the vehicle may per-
form all regular moves and actions. When hit by a blast template, a vehicle must
• The vehicle can still perform an emergen- make a control test and if it fails, it will go out of
cy brake special maneuver. control.
• While Stationary, the vehicle’s crew may
use their weapons. When hitting an open vehicle with a blast effect
• Its points’ value is still valid as it is not con- weapon, the passengers and crew are also hit.
sidered a casualty. If hitting a vehicle which has an open passenger
• The Stationary vehicle is not removed from compartment such as the utility truck, all pas-
the game, but if hit by another vehicle, sengers in the rear truck bed will also be hit. Roll
calculate damage as for a ram (see Ram- the damage dice and calculate the damage. The
ming) damage dice for the weapon are rolled collective-
ly against all the passengers affected.
Critical Hits
If a model rolled a critical hit (double 6) when For example: if there are 5 passengers affected
shooting, it automatically rolls once on the Dev- by the blast effect template and the weapon had
astating Damage Table. After any results are ap- a damage dice total of 4d6, you only roll 4d6 NOT
plied, roll for damage. Pedestrians do not receive 4d6 for each passenger.
armor saves on a critical hit.
To assign damage to passengers and crew, if
Blast Effects and Template Weapons applicable, you must calculate which damage
Weapons such as missiles and RPGs are called dice will do damage to the passengers and which
template weapons as they have an area of effect dice will not. If the blast effect weapon has an AP
that may affect more than one model. The tem- value, the value counts against all the passen-
plate should be centered on the target vehicle. All gers’ AM values. If there are multiple AM values
models under the template are hit and take dam- for the passengers, the AM value only applies to
age. If a model is less than 50% covered by the that specific passenger
template, roll only half the required dice, rounding
up, to calculate damage. For example: Mad Dog Murray has an AM 5

Michael Curry (order #4886323) 6


39
value and the two other passengers in the vehicle going to use the Drillin’ ability before he rolls any
have AM 4. To do damage to Mad Dog Murray, dice. He rolls a 5 and a 3, a hit at TN 7. He did
you will need a 5+ on the damage dice with an not roll a double so the Drillin’ ability has worked
AP 0 weapon, but only a 4 to do damage to the and the gun is not out of ammo. The damage
other passengers. dice on an SMG is 3d6 so he rolls double the
damage dice, 6d6, due to the successful hit using
Calculate the successful hits against the passen- the Drillin’ ability.
gers and allocate the damage. Damage must be
applied to each model up to the maximum, killing Wrecks
that model before moving onto the next. When a vehicle reaches 0 DM, it crashes and
burns! Use the random direction template (or
For example: an RPG hits a Utility truck carrying roll a Deviation Dice) and roll 1d6” per speed
3 passengers in the back and has done 2 points level above Stationary to see where it ends up.
of damage against the passengers (damage for The vehicle will roll over any models of equal or
the Utility truck has already been calculated.) The smaller size that are in its path doing damage as
player controlling the passengers can choose it goes. This is considered a hit, and regular ram
where to apply the damage. Two of the passen- damage occurs based on the wrecked vehicle’s
gers can take 1 point of damage, and the third original speed.
can take 2. The player may choose to allocate Wrecked vehicles are left on the table and be-
1 point of damage on each of the single point come new obstacles and/or cover. If a vehicle hits
models thereby removing them from the game, or a wreck, it takes damage as a ram based on the
place 2 points on the model that can take 2 points vehicle’s original AM and the speed of the vehicle
of damage. He cannot place 1 point of damage hitting it. No further damage is done to the wreck,
on the 2 damage point model and 1 point on one but it will be pushed out of the way. Move the
of the single point models. wreck 1d6 in a random direction using the ran-
dom direction template after the impact has been
If hitting a vehicle with a blast effect weapon and resolved. This may result in further crashes!
the vehicle has a manned open turret, then the
gunner manning the turret will be hit as if they Morale
were a passenger traveling in an open vehicle. If all players agree, they may use the following
If the vehicle has a closed turret, like the Rattler, morale rule: once a player’s force has fallen be-
then the gunner is not in the open and will not be low 50% of its starting point value, he must make
affected by the blast. a cool test at the beginning of the next round.
If failed, his force immediately retreats from the
Drillin’ table.
Certain weapons have the Drillin’ ability. This
means the shooter may use the
weapon on full automatic!
The player must declare before
shooting that they are going to
use the Drillin’ capability. Roll to
hit; if you roll a double, the weap-
on is out of ammo for the rest of
the game; on a successful hit,
roll double the amount of dam-
age dice for the weapon.

For example: Mad Dog Murray is


shooting an SMG needing a TN
7 to hit. He declares that he is

Michael Curry (order #4886323) 6


40

MISSION on the first activation. After the defender has


moved, the attacker may choose to enter from
Convoy is an example mission that can be either or both sides. At this time, the attacker will
played with 2 players on a 6’ x 4’ table. We also place all his vehicles within 4” of the table edge,
encourage players to design their own missions. but no closer than 18” from the nearest of the
defender’s vehicles. The attacker may choose
Convoy for his vehicles to be at either Cruising or Fast
“Breaker, breaker, we’ve got some locals with speed.
hardware at our front door. Get those hammers Regular turn sequences begin on the second
down!” turn.

Players: 2 (1 defender + 1 attacker) Special Rules:


To capture a supply truck, the attacker must stop
the truck.
Game Length:
There must be a Stationary friendly vehicle (not
The game ends when all the supplies have left
bike) within 4” to transfer the supplies to.
the table or have been destroyed.
Each supply truck carries 1 unit of supplies. All
See Victory Conditions to determine the winner.
vehicles can carry ½ unit of supplies except for
trucks which can carry 1 unit.
Table Size: 6’x 4’ with one central highway span-
The attacker’s vehicle must be Stationary for 1
ning the length of the table.
activation in order for the supplies to be trans-
ferred
Force Size/Composition:
A supply truck cannot be captured if it has been
Patrol or Skirmish games only.
blown up as the supplies have been destroyed.
In addition to its force selected by using the
The defender can attempt to steal back the sup-
points’ allowance decided for the game, the
plies following the same rules to attack the en-
defender has 3 Utility trucks that are laden with
emy vehicle carrying the stolen supplies.
goods, food, weapons, and fuel.
Each truck has one additional crew member
Victory Conditions:
armed with an assault rifle in addition to the regu-
The attacker wins if he successfully escapes with
lar Utility truck load out. These models are ‘free’
more supplies than are left with the defender.
and are not taken out of the points’ allowance for
The defender wins if he successfully leaves the
the game.
table with more supplies than the attacker.
The attacker’s force contains only models select-
If each player has the same amount of supplies –
ed by using the points’ allowance for the game.
it is a draw.
If all the supplies are destroyed - nobody wins.
Objectives:
The defender must get his supply
trucks across the length of the table
from one short edge to the other.
The attacker attempts to capture the
supply trucks, transferring the supplies
to any of the vehicles in his force (not
bikes) and escape off any table edge.

Set-Up:
The defender enters from the short
table edge at Cruising speed and must
move all his vehicles onto the table. No
acceleration is allowed for the defender

Michael Curry (order #4886323) 6


41

Car Trouble
The noise from the engine was not so much a roar, more of a grinding of metal on metal. The smell
of burnt rubber filled the compartment as the shot-up tires churned between the blacktop and the
dented rims. The Maxwell was a mess. The glass on the side windows had broken a long time ago,
but now even the plates used to replace them were scratched and twisted. The reinforced windshield
was spattered with blood, remnants of a Lotek that got too close, and the hood mounted twin mini-
gun was just a twisted mass of smoking metal.

The Stranger struggled to keep his car on the road. His real name was long forgotten, in a world
where the past is meaningless, the future is a dim hope, and the only thing that matters is today. He
was lucky to be alive and so was his partner, Max who was curled up behind the driver’s chair. The
dog appeared to be asleep, but the tell-tale sign of movement in his tail and the glint behind half-
closed eyes showed that he was still alert. They had managed to survive the Lotek ambush, but only
just. He should have known better than to drive into a derelict truck stop without checking it out first.
Such a momentary lapse of judgment can cost you your life.

Although they had escaped with their lives, the Maxwell had not come out of it so well. The damage
could be fixed, but it would need to be done soon. Killing the Loteks who ambushed them has given
them some time, but not much. Limping along the road like this, the Stranger knew they were a sitting
target, just waiting to be attacked. There was only one place in these parts where he knew he could
get everything he needed - Mac’s Body Shop. All he needed to do was to get there.

The lights in the distance were a welcome sight. As the struggling Maxwell came over the brow of a
hill, down in the valley was the sprawling compound of warehouses and workshops that was known
as Mac’s. The Stranger turned off onto the approach road where a large sign spelled out a welcome
to everyone who planned to visit Mac’s.

‘Welcome to Mac’s. Come on in and trade. All are welcome.’

Underneath were the words:

‘Warning - Leave your differences outside. In here Mac makes the rules. Draw a weapon and it will
be the last thing you do.’

It was a chilling reminder that Mac and his crew took no crap from anyone. Mac’s was a combat
free zone; strictly enforced by Mac and his boys. Many people had tested the rules, but they only did
it once.

The Maxwell crawled slowly up to the gate. Surrounding the complex, a large forbidding wall of
metal sheets and girders stretched out on either side. The gate itself was an old bus covered with
metal sheets that had been driven across the entrance, blocking any way in. Patches of white and
blue paint could be seen amongst the rust and dents that adorned any visible bodywork. At each side
of the entrance and at various intervals around the length of the wall were turrets mounted with a se-
lection of heavy weapons that ranged from flamethrowers to twin mini-guns.

“At least I know they have twin mini-guns,” the Stranger smiled grimly, as he brought the Maxwell to
a metal-crunching stop in front of the gate.

Michael Curry (order #4886323) 6


42
Suddenly, a loud voice echoed around the valley as if was coming from all around him, although in
reality it was being channeled through a number of battered speakers hanging from the wall.

“Do you agree to abide by Mac’s rules?”

“Yeh, I agree.”

The Stranger stepped out of the car. Max jumped through the broken window to stand at the side of
his master, growling deep in his throat.

“Easy, Max” said the Stranger softly, as he put a warning hand on the dog’s head.
The bus rolled noisily aside and five men stepped forward, heavily armed and all with weapons
raised.

“Take it easy, boys. That’s no way to treat a famous guest.”

The voice came from a tall man as he stepped out from behind the bus. Not just tall, he was big all
over, his bulk fitting his height at about 300 pounds, unusual in these days when food was scarce.

“I wondered when we would get to see you here. The famous, or should I say infamous, Stranger.
We’ve heard a lot about you and your furry friend there. Quite a name you’ve made for yourself.
You’re nearly as famous as I am.” Mac laughed a deep throaty chuckle.

He turned towards the Maxwell.

“Looks like you’ve had a bit of trouble. A full refit, if I’m not mistaken? I am sure we can make your
beauty as good as new; maybe even better.”

“Thanks” said the Stranger.

“A man of few words, I see. As I am a man of many; I am sure we will get on well. OK boys; take her
inside while we talk business”

Mac turned and walked back into the compound.

The Stranger had heard about Mac too. The rumor is he has the bodies placed in a pit out the back,
beyond the fence so the scavengers can feast on the carcasses.

Definitely not a guy to cross, he thought, as he followed him into the legendary Mac’s Body Shop.

Michael Curry (order #4886323) 6


43

Welcome to Mac’s, the one-stop-shop for all your vehicular needs; making sure you’re the one out
there spreading the carnage rather than taking it.

We’ve been out there scouring the wastelands searching for stuff so we can get together our list of
products, and believe me it’s huge. There’s everything you need to give you the edge out there in the
Warlands so come on in and get trading!

Michael Curry (order #4886323) 6


44
How to use Mac’s Body Shop • Step 5. Crew Selection: Select your ve-
hicle crew
In Mac’s Body Shop you will find everything you • Step 6. Total Cost: Total up the points
need to customize your vehicles: adding extras to used for your vehicle.
your existing vehicles, purchasing equipment for
your vehicle crews, or even creating a whole new Step 1. Chassis Selection
vehicle from scratch! In Mac’s Classic Showroom, there are various
chassis listed. Each chassis has the following
We have four warehouses to choose from: profile showing what options you have to build
your new vehicle.
• Mac’s Classic Showroom – This contains
all the components to build new vehicles • Points Cost: This is the points’ cost for
to your own specifications, including differ- selecting that chassis for the basis of your
ent chassis designs as well as a choice of new vehicle.
engines and tires. • Description: A description of the chassis.
• Mac’s Custom Shop – Here you will find • Model Type: This shows what type of
all the cool stuff to customize your vehicles model the chassis will produce.
from fuel tanks and armor to spikes and For example: “Vehicle / Car” will produce
cattle-bars. These items may cost struc- a vehicle which has all the characteristics
ture points on your vehicle. of a car. Any rules for a Vehicle or a Car
• Armory – In the armory you will find a will apply to this chassis.
wide range of defensive and offensive • Structure: This is the number of struc-
weapons, including vehicle-mounted and ture points that can be spent to provide
personal weapons as well as weapon ac- equipment and/or weapons for the chas-
cessories and ammunition. Each item will sis. These can be spent in the Armory or
have a profile that includes a description, Mac’s Custom Shop. The total number of
the points’ cost of the item, the number of structures used by equipment loaded onto
structure points required, and any limita- the vehicle cannot exceed the number of
tions or restrictions. structure points listed for the chassis.
• Personal Equipment – These items are • Vehicle Options: This lists any specific
for personal use of vehicle crew and pas- options that apply to this chassis.
sengers. They do not require structure For example: a Car chassis may have the
points, but will have a points’ cost and pos- option of carrying passengers in the rear
sible limitations and/or restrictions. seats. At any point in the game the vehicle
can stop and pick up passengers. If there
Building a Vehicle from Scratch was no option given for carrying pas-
sengers in the rear seats of this chassis,
• Step 1. Chassis Selection: Choose a then this option is not available during the
chassis from the Mac’s Classic Showroom game.
• Step 2. Engine Selection: Select an en- • Minimum Crew: This is the minimum
gine for your vehicle from the options listed number of crew that must be allocated to
for your selected chassis. the vehicle at the start of the game. Any
• Step 3. Tire Selection: Select a set of crew casualties that result in the vehicle
tires for your vehicle from the options listed not operating at its minimum crew level
for your selected chassis. does not mean that the vehicle cannot be
• Step 4. Equip your Vehicle: Add weap- used any more. The functions of the miss-
ons and equipment from the Armory and/ ing crew member can be either taken over
or Mac’s Custom Shop up to the maximum by another crew member or by a passen-
structure points listed for your selected ger. (See Vehicle Crew rules)
chassis. • Turns: A vehicle is allowed to make only

Michael Curry (order #4886323) 6


45
so many 45° turns per activation. This • Speed Level: This shows the speed levels
value indicates how many it may take de- that can be achieved by this engine.
pending on the speed it is travelling. If this • Move (MV): How far in inches this engine
value is marked N/A, the vehicle is allowed can move your vehicle on the tabletop for
unlimited turns. each speed level.
• Compulsory Move (CMV): This is the dis- • Engine Special Rules: This lists any spe-
tance in inches the vehicle MUST move in cial rules that will apply to this engine.
a straight line at the beginning of its activa-
tion and between each turn it makes. Step 3. Tire Selection
• Target Number (TN): This represents Now for the tires! In Mac’s Classic Showroom, we
how difficult it is to hit this model when have a great selection of tires. See Tire Options
travelling at the stated speed level. Attack- in the chassis profile to find out which ones can
ing models must roll equal or over their be used on your new vehicle.
target’s TN before they can damage it in Each tire option will have the following profile:
range or close combat.
• Armor (AM): A player must roll equal or • Points Cost: This is the points’ cost for
above a model’s AM value to damage it. selecting these tires for your new vehicle.
• Damage (DM): This is how much damage • Tire Tag #: The tag # of the tires – check
a model can take. if it is listed as an option to be used with
• Weapon Mount Points: This locates the your chosen chassis.
only points on the selected chassis where • Description: A description of the tires.
weapons can be mounted. Not all or even • Off-Road: If these tires give the vehicle
any weapon mounts have to be used. the off-road capability, then the vehicle
Often, it may not be possible to use all the gets the Off-Road classification attached
weapon mounts due to limited structure to its Model Type.
points. Each weapon mount can be fitted For example: Vehicle / Car / Off-Road
with either a single or twin weapon mount- • Tire Special Rules: This lists any special
ing bracket, but the structure points listed rules that will apply to this tire option.
for that bracket must be paid from your
structure points’ total. Step 4. Equip your Vehicle
• Engine Options: This lists the tag num- Now you have your basic vehicle, it’s time to
bers of the engines that can be used with add equipment and weapons to bring your killing
this chassis. machine to life. You can select items from Mac’s
• Tire Options: These are the tag numbers Custom Shop as well as the Armory. All items use
of the tire options that can be fitted to this structure points. There are no restrictions on how
chassis. many choices you can make from each section,
but you must adhere to any limitations or restric-
Step 2. Engine Selection tions listed on the profile of your selected chassis
Now you are ready to choose which engine goes or specific item.
into your vehicle. The engines available for your
chassis are listed in the chassis profile under For example: Buggies are restricted to front and
Engine Options. side mounted weapons and cannot have roof
Each engine will have the following profile: mounted weapons. If Cattle-Bars are fitted, a
Front Ram or Plow Ram cannot also be fitted.
• Points Cost: This is the points’ cost for
selecting this engine for your new vehicle.
• Engine Tag #: This is the tag # of the en-
gine - check if it is listed as an option to be
used with your chosen chassis.
• Description: A description of the engine.

Michael Curry (order #4886323) 6


46
Step 5. Crew Selection engine, the tires, all equipment and weapons
Your new vehicle is nearly ready for the open added to the vehicle along with the points for your
road, but before you can use it, you need to get selected crew. This is the points’ cost that must
your crew together. be added to the points’ total for your force at the
start of a game.
See Warriors of the Wastelands in Warlands
Force Profiles for crew member profiles. Special Customizing an Aberrant Named
Characters can be used as crew members (see Vehicle
Special Characters - Leaders, Champions,
Heroes, Boss and Loners) If you are using Mac’s Body Shop to add more
equipment to an existing Aberrant named vehicle,
The Minimum Crew details are listed in the chas- you can use Mac’s Custom Shop to supplement
sis profile. To start using a vehicle in a game, it the listed equipment up to the structure points
must have the minimum number of crew mem- available. Certain models may have restrictions
bers assigned to it. If this minimum requirement on the equipment selection which will be listed in
is not met then the vehicle cannot be fielded in a the vehicle profile.
game. Damage taken by the crew during a game
does not eliminate the vehicle from the game, but The points’ cost of any item selected is added to
it will limit the roles played by the crew. the total points’ cost of the vehicle. Any item that
costs 0 structure points can be added without
For example: a buggy has a minimum crew affecting the structure points available, but its
requirement of 1 driver and 1 gunner. During a points’ cost must still be added to the total vehicle
game, the driver is killed. If the buggy is still oper- points’ cost.
able then it can continue to be used if the gun-
ner or a passenger takes the role of driver. If the Aberrant vehicle profiles already list the Load-Out
gunner becomes the driver, he cannot continue to options, if applicable, for the vehicle’s weapons.
fulfill the role of gunner as well. If a Load-Out is listed then spare structure points
cannot be used to add weapons from the Armory.
Step 6. Total Cost If the Load-Out on the vehicle profile is listed
Once you have completed Steps 1-5 for building as ‘None’, any available structure points can be
your vehicle, you get to Mac’s favorite part - the used to add items from the Armory as well as
cost! Total up the points’ cost for the chassis, the selecting items from Mac’s Custom Shop.

Michael Curry (order #4886323) 6


47

Mac’s Classic Showroom The Bug


She’s built for your average middle of the road
Chassis Options family, not that we see many of them these
These are the chassis that are available from days. Nothin’ fancy, just a basic model. You
Mac’s Classic Showroom. To build a vehicle from can’t go far wrong with this beauty.
scratch, select one of the chassis listed depend-
ing on the sort of vehicle you wish to build. Points Cost: 2-door = 8 points; 3-door / hatch-
back = 10 points; 4-door = 12 points
• The Bug Description: A reliable basic car. This chassis
• The Cruiser can be used to build any small to mid-size car.
• The Beast The bodywork is not heavily armored, but the
• The Wind Wagon possibilities for weapons’ mounting are good.
• Desert Warrior Buggy Model Type: Vehicle / Car
• The Dune Destroyer Structure: 3 points
• Truck Vehicle Options: All versions can carry up to 3
• Rugged Raider passengers: 1 in the front and 2 in the rear.
• Monster Truck Minimum Crew Details: 1 Driver
• Small Bike Weapon Mount Points:
• Street Cruiser
• Off-Road Special Description Number Available
2 3-door 4
door / hatch door
back
Hood mount / front 2 2 2
facing
Roof mount / any facing 1 1 1
Rear mount / rear facing 1 0 1
Right side mount / rear 1 1 2
or front facing
Left side mount / rear or 1 1 2
front facing

Turns / Compulsory Moves / Target Number


/ Armor / Damage:

SPEED 45° CMV TN AM DM


Turns
Stationary 0 0 6
Slow 2 2” 8
7 5
Cruising 4 3” 10
Fast 3 3” 12

Engine Options: ET1 or ET2


Tire Options: TT1, TT2 or TT3

Michael Curry (order #4886323) 6


48

The Cruiser The Beast


If you want more of a handful, you should try So you like your vehicles fast and dangerous?
this baby. She’s big, offers much more protec- If that’s your pleasure then you should take a
tion, and the options for weapons are fantastic. look at this sweetheart. She’s got the curves to
make people take notice, but she can still pack
Points Cost: 2-door = 14 points; 4-door = 16 a punch and give you what you need, when
points you need it.
Description: This is a full size sedan car with
Points Cost: 2-door = 16 points; 3-door /
much greater protection, but not so maneuver-
hatchback = 18 points; 4-door = 20 points
able. This chassis is for large cars like those
Description: Fast, sleek and sporty. This chas-
big old cars back in the day. Less technology,
sis can be used to build muscle cars as well as
but more heavily armored than your basic mod-
high performance sports versions of the smaller
el with more options for weapons mounting.
cars like a hot hatchback or a rally car.
Model Type: Vehicle / Car
Model Type: Vehicle / Car
Structure: 4 points
Structure: 4 points
Vehicle Options: Can carry up to 4 passen-
Vehicle Options: 2-door can carry 1 passen-
gers: 1 in the front passenger seat and 3 in the
ger in the front only (no rear seat); 4-door and
rear.
3-door / hatchbacks can carry 1 passenger in
Minimum Crew Details: 1 Driver
the front and up to 2 passengers in the rear.
Weapon Mount Points:
Minimum Crew Details: 1 Driver
Weapon Mount Points:
Description Number
Available Description Number Available
2-door 4-door 2 3-door 4
Hood mount / front facing 3 3 door / hatch door
Roof mount / any facing 2 2 back
Rear mount / rear facing 2 2 Hood mount / front 2 2 2
Right side mount / rear or 1 2 facing
front facing Roof mount / any facing 1 1 1
Left side mount / rear or 1 2 Rear mount / rear facing 1 0 1
front facing Right side mount / rear 1 1 2
or front facing
Turns / Compulsory Moves / Target Number Left side mount / rear or 1 1 2
/ Armor / Damage: front facing

Turns / Compulsory Moves / Target Number /


SPEED 45° CMV TN AM DM Armor / Damage:
Turns
SPEED 45° CMV TN AM DM
Stationary 0 0 6 Turns
Slow 1 3” 8 Stationary 0 0 6
8 8
Cruising 3 3” 10 Slow 2 2” 8
Fast 3 3” 12 7 8
Cruising 4 2” 11
Engine Options: ET1, ET2, ET3 or ET4
Fast 3 3” 13
Tire Options: TT1, TT2 or TT3 Engine Options: ET1, ET3, ET4 or ET5
Tire Options: TT1, TT2 or TT3

Michael Curry (order #4886323) 6


49

The Wind Wagon Desert Warrior Buggy


If you like the feel of the wind in your hair then There’s not much blacktop left out there so you
this is the chassis for you. are going to want something that can ride that
rough terrain when you need to get out into the
Points Cost: 2-door = 16 points wastelands.
Description: Fast, sporty and topless. This
chassis is for building all convertibles. Points Cost: One-seater = 6 points; Two-seat-
Model Type: Vehicle / Car / Open er = 8 points
Structure: 4 points Description: Rugged off-road vehicle, good
Vehicle Options: Can only carry 1 passenger for you guys who want to build your own. This
in the front and 1 in the back. chassis can be used to build any standard
Minimum Crew Details: 1 Driver buggy.
Weapon Mount Points: Model Type: Vehicle / Buggy / Open
Structure: 3 points
Description Number Vehicle Options: Only the two-seater version
Available can carry 1 passenger.
Hood mount / front facing 2 Minimum Crew Details: 1 Driver, (1 Gunner
Optional)
Roof mount / any facing 0
Weapon Mount Points:
Rear mount / rear facing 1
Right side mount / rear or front 1 Description Number
facing Available
Left side mount / rear or front 1 One- Two-
facing seater seater
Hood mount / front facing 2 2
Turns / Compulsory Moves / Target Number
/ Armor / Damage: Roof mount / any facing 0 0
Rear mount / rear facing 1 1
SPEED 45° CMV TN AM DM Right side mount / rear or 1 1
Turns front facing
Left side mount / rear or 1 1
Stationary 0 0 6
front facing
Slow 2 2” 8
7 8
Cruising 4 2” 11 Turns / Compulsory Moves / Target Number
Fast 3 3” 13 / Armor / Damage:

Engine Options: ET1, ET3, ET4 or ET5 SPEED 45° CMV TN AM DM


Tire Options: TT1, TT2 or TT3 Turns
Stationary 0 0 8
Slow 3 1” 10
6 5
Cruising 4 2” 12
Fast 3 3” 13

Engine Options: ET1, ET2 or ET3


Tire Options: TT1, TT2, TT3, TT4 or TT5

Michael Curry (order #4886323) 6


50

The Dune Destroyer Truck


So you want to go off-road, but you want some- Scavenging for stuff is all well and good, but
thing that is going to be a bit more than your how do you get it back home? Your buggy may
basic frame on wheels. This deluxe buggy is be great off road, but when you grab a crate of
just the thing for that trek deep into the waste- cans from that abandoned store where are you
lands; even those army dudes like this one. going to put it? This here’s the vehicle for you;
good protection and great for carrying round all
Points Cost: One-seater = 10 points; Two- your spoils as well as any comrades you meet
seater = 12 points along the way.
Description: A rugged off-road vehicle that
copes with any terrain you can throw at it. Ride Points Cost: 10 points
those mounds and dunes with ease in this Description: A good workhorse and a great
baby. This chassis can be used to build any chassis for hauling all your equipment and
buggy larger than the standard. force members.
Model Type: Vehicle / Buggy / Open Model Type: Vehicle / Truck
Structure: 4 points Structure: 1 point
Vehicle Options: Only the two-seater version Vehicle Options: Can carry 1 passenger in the
can carry 1 passenger. front and up to 4 passengers in the rear.
Minimum Crew Details: 1 Driver, (1 Gunner Minimum Crew Details: 1 Driver
Optional) Weapon Mount Points:
Weapon Mount Points:
Description Number
Description Number Available
Available Hood mount / front facing 2
One- Two- Roof mount on cab roof only / any 1
seater seater facing
Hood mount / front facing 2 2 Rear mount / rear facing 1
Roof mount / any facing 0 0 Right side mount / rear or front 1
Rear mount / rear facing 2 2 facing
Right side mount / rear or 1 1 Left side mount / rear or front 1
front facing facing
Left side mount / rear or 1 1
front facing Turns / Compulsory Moves / Target Number
/ Armor / Damage:
Turns / Compulsory Moves / Target Number
/ Armor / Damage: SPEED 45° CMV TN AM DM
Turns
SPEED 45° CMV TN AM DM Stationary 0 0 7
Turns
Slow 2 2” 8
Stationary 0 0 8 7 5
Cruising 4 3” 9
Slow 3 1” 10 Fast 3 4” 10
7 6
Cruising 4 2” 12
Fast 3 3” 13 Engine Options: ET1 or ET2
Tire Options: TT1, TT2, TT3, TT4 or TT5
Engine Options: ET1, ET3 or ET5
Tire Options: TT1, TT2, TT3, TT4 or TT5

Michael Curry (order #4886323) 6


51

Rugged Raider Monster Truck


If a basic truck chassis isn’t for you then maybe This beauty is a real monster of the road. She’s
you need this one. Same benefits as the basic built tough, and may be heavy with all that ar-
truck, but it can take more of a beating. mor, but she’ll certainly keep you safe.

Points Cost: 16 points Points Cost: 20 points


Description: A good workhorse like the basic Description: A monster truck chassis for all
truck, but this chassis is built to withstand a lot you fans of the over-sized truck. This chassis
more punishment. It can be used to build any can be used to build any extra large truck.
truck. Model Type: Vehicle / Truck
Model Type: Vehicle / Truck Structure: 4 points
Structure: 2 points Vehicle Options: Can carry 1 passenger in the
Vehicle Options: Can carry 1 passenger in the front and up to 4 passengers in the rear.
front and up to 4 passengers in the rear. Minimum Crew Details: 1 Driver
Minimum Crew Details: 1 Driver Weapon Mount Points:
Weapon Mount Points:
Description Number
Description Number Available
Available Hood mount / front facing 2
Hood mount / front facing 2 Roof mount on cab roof only / any 2
Roof mount on cab roof only / any 1 facing
facing Rear mount / rear facing 2
Rear mount / rear facing 1 Right side mount / rear or front 1
Right side mount / rear or front 1 facing
facing Left side mount / rear or front 1
Left side mount / rear or front 1 facing
facing
Turns / Compulsory Moves / Target Number
Turns / Compulsory Moves / Target Number / Armor / Damage:
/ Armor / Damage:
SPEED 45° CMV TN AM DM
SPEED 45° CMV TN AM DM Turns
Turns Stationary 0 0 6
Stationary 0 0 7 Slow 1 3” 8
Slow 2 2” 8 8 8
7 7
Cruising 3 3” 10
Cruising 4 3” 9 Fast 3 3” 12
Fast 3 4” 10
Engine Options: ET1, ET3 or ET4
Engine Options: ET1 or ET2 Tire Options: TT1, TT2, TT3, TT4 or TT5
Tire Options: TT1, TT2, TT3, TT4 or TT5

Michael Curry (order #4886323) 6


52

Small Bike Street Cruiser


If your preference is for two wheels, I can help You like two wheels, but prefer a real big bike?
you there too. A bike can go places that other This one’s for you! Enough power to get you
vehicles can’t and that can sometimes be a out of trouble and built big enough to even take
life saver. Not much to this one, just your basic a small weapon on the front.
bike chassis, but she’s good.
Points Cost: 8 points
Points Cost: 4 points Description: A bigger bike chassis for those
Description: A small bike chassis, nothing who like their bikes big. This chassis can be
fancy. It can be used to build any small stan- used to build an old school cruiser or even a
dard bike. street racer.
Model Type: Vehicle / Bike / Open Model Type: Vehicle / Bike / Open
Structure: 0 points Structure: 1 point
Vehicle Options: Can carry 1 pillion passen- Vehicle Options: Can carry 1 pillion passen-
ger. ger.
Minimum Crew Details: 1 Driver Minimum Crew Details: 1 Driver
Weapon Mount Points: None Weapon Mount Points:

Turns / Compulsory Moves / Target Number Description Number


/ Armor / Damage: Available
Front mount / front facing 1
SPEED 45° CMV TN AM DM Roof mount on cab roof only / any 0
Turns facing
Stationary 0 0 9 Rear mount / rear facing 0
Slow N/A 0 10 Right side mount / front facing 1
5 2
Cruising N/A 0.5” 12 Left side mount / front 1
facing
Fast N/A 1” 14
Turns / Compulsory Moves / Target Number
Engine Options: ET6 or ET7
/ Armor / Damage:
Tire Options: TT1, TT2, TT3 or TT4

SPEED 45° CMV TN AM DM


Turns
Stationary 0 0 9
Slow N/A 0 10
5 2
Cruising N/A 0.5” 12
Fast N/A 1” 14

Engine Options: ET6, ET7, ET8 or ET9


Tire Options: TT1, TT2, or TT3

Michael Curry (order #4886323) 6


53

Off-Road Special Reliable Rick’s 4-Cylinder


All bikes will go off road, but this one’s ‘special- Engine Tag: ET1
ly built for when the going gets tough. This one’s named after one of my old mechan-
ics, an ace with engines. Could make anything
Points Cost: 6 points work could Reliable Rick. Got caught one day
Description: An off-road trail bike chassis. Built out in the wastelands by a gang of LoTeks.
for really tough terrain. Smashed him up real bad; stripped him of ev-
Model Type: Vehicle / Bike / Open erything and left him to die in the blazing sun.
Structure: 0 points Still, you won’t get a more solid engine than
Vehicle Options: None – cannot have a pillion this one; Rick would have been proud of it.
passenger.
Minimum Crew Details: 1 Driver Points Cost: 0 points
Weapon Mount Points: None Description: A small 4-cylinder engine. This is
a basic engine; not fast, but it’s reliable and will
Turns / Compulsory Moves / Target Number keep going through almost anything.
/ Armor / Damage: Engine Special Rules: Ignores the first roll of
‘Engine Damage’ on the Devastating Damage
SPEED 45° CMV TN AM DM Table. All subsequent rolls of the same result
Turns will be counted.
Speed MV (inches)
Stationary 0 0 9
Stationary 0
Slow N/A 0 10
4 2 Slow 1-4
Cruising N/A 0.5” 12
Cruising 5-10
Fast N/A 1” 14 Fast 11-14
Engine Options: ET6, ET10 or ET11
Tire Options: TT1, TT2, TT3, TT4 or TT5 The Mule
Engine Tag: ET2
Simple, but effective. This engine is reliable,
but strong, hardworking and can give the power
you need. It’s not fast, but is still a touch faster
than Reliable Rick’s 4-cylinder.
Engine Options
Points Cost: 4 points
Description: A 4-cylinder engine. It’s got more
Car, Truck and Buggy Engines: power than the basic engine and is slower
These are the engines available to be installed to move through the speed levels, but with a
into any of the car, truck or buggy chassis. The faster top speed.
engines available to be used with your selected Engine Special Rules: Ignores the first roll of
chassis will be shown in the Engine Options ‘Engine Damage’ on the Devastating Damage
section of its chassis profile. Table. All subsequent rolls of the same result
will be counted.
• Reliable Rick’s 4-Cylinder, Engine Tag: Speed MV (inches)
ET1
Stationary 0
• The Mule, Engine Tag: ET2
• The V6 Warrior, Engine Tag: ET3 Slow 1-4
• The Buffalo, Engine Tag: ET4 Cruising 5-9
• The Lightning Bolt, Engine Tag: ET5 Fast 10-15

Michael Curry (order #4886323) 6


54

The V6 Warrior The Lightning Bolt


Engine Tag: ET3 Engine Tag: ET5
A favorite with a lot of my customers. It takes a Want your vehicle to move like a bolt of light-
bit longer to move through the speed levels, but ning then this is the engine for you. A variant of
has got the power when you need it most. the engine in the ever-popular Maxwell, this is
definitely one to keep you ahead of your rivals!
Points Cost: 6 points
Points Cost: 10 points
Description: A V6 engine. Smaller in size and
Description: A V8 engine built for a muscle car
more compact than the 4-cylinder engines
engine, fast and strong, but volatile and tem-
which makes it ideal for buggies or smaller
peramental.
chassis vehicles to get that extra power. It’s
Engine Special Rules: If you roll ‘Engine
definitely got the power even if it’s a bit slower
Damage’ on the Devastating Damage Table,
to pick up speed, but when it gets going, it goes
take the damage as specified, and then roll a
well.
d6 at the start of every subsequent activation.
Engine Special Rules: None
If you roll a 1, your engine has locked up and
will reduce speed by 1 level per activation until
Speed MV (inches) stationary.
Stationary 0 Speed MV (inches)
Slow 1-4 Stationary 0
Cruising 5-12 Slow 1-5
Fast 13-16 Cruising 6-12
Fast 13-22

The Buffalo Bike Engines:


Engine Tag: ET4 This is a list of engines available to be installed
This is definitely a good choice for those con- on a bike chassis. The engines available to be
sidering buying the bigger chassis vehicles. It used with your selected chassis will be shown in
has the power to pull those big beasts just like the Engine Options section of its chassis profile.
her namesake.
• The Runabout, Engine Tag: ET6
Points Cost: 6 points • The Pony, Engine Tag: ET7
Description: A V8 engine. Larger and more • The Smooth Operator, Engine Tag: ET8
powerful than the V6, it’s faster to move • The Comet, Engine Tag: ET9
through the speed levels, but achieves the • The Wanderer, Engine Tag: ET10
same top speed. • The Dune Roller, Engine Tag: ET11
Engine Special Rules: None

Speed MV (inches)
Stationary 0
Slow 1-4
Cruising 5-11
Fast 12-16

Michael Curry (order #4886323) 6


55

The Runabout The Smooth Operator


Engine Tag: ET6 Engine Tag: ET8
In days gone by, this one would have been If you like your bike with power and a smooth
popular with people who just want to get about ride then this engine is for you.
safely and reliably. Not for you speed freaks,
but it does the job. Points Cost: 6 points
Description: A V-twin engine; ideal for a street
Points Cost: 0 points cruiser or racer.
Description: A small 50cc engine; used for Engine Special Rules: None
scooters, mopeds and small bikes.
Engine Special Rules: None Speed MV (inches)
Stationary 0
Speed MV (inches) Slow 1-6
Stationary 0 Cruising 7-15
Slow 1-5 Fast 16-20
Cruising 6-10
Fast 11-15

The Pony The Comet


Engine Tag: ET7 Engine Tag: ET9
A very popular engine for our bike chassis be- This is the equivalent of our Lightning Bolt
cause it is easily maintained. With more power car engine, but for two wheels. You get three
than the basic small bike engine, the Pony has things with this engine: speed, speed and more
better acceleration and a higher top speed. speed.

Points Cost: 4 points Points Cost: 8 points


Description: A 250cc engine. More power and Description: This engine is built for speed!
very reliable. Engine Special Rules: None
Engine Special Rules: None

Speed MV (inches) Speed MV (inches)


Stationary 0 Stationary 0
Slow 1-6 Slow 1-6
Cruising 7-12 Cruising 7-15
Fast 13-18 Fast 16-22

Michael Curry (order #4886323) 6


56

Tire Options
The Wanderer
Engine Tag: ET10 This section lists the different tire selections that
For those who want to take their two wheels are available to install on your Warlands vehicle.
off-road. Once you have your selected the chassis and
engine for your vehicle, now it’s time to choose
Points Cost: 2 points the tires. The tires available to be used with your
Description: Built specifically for off-road selected chassis will be shown in the Tire Op-
bikes; compact, but still packs a punch. tions section of its chassis profile.
Engine Special Rules: None All the tire options are available in car, truck,
buggy and bike variations.
Speed MV (inches)
Stationary 0 • House Tires, Tire Tag: TT1
Slow 1-6 • Blacktop Racer Tires, Tire Tag: TT2
Cruising 7-12 • All-Weather Tires, Tire Tag: TT3
• Off-Road Rebel Tires, Tire Tag: TT4
Fast 12-16
• Off-Road Gripper Tires, Tire Tag: TT5

House Tires
Tire Tag: TT1
Definitely nothing fancy, just cheap and cheer-
ful. I’m not saying they’re no good, but you gets
what you pay for.

Points Cost: 0 points


Description: This is the basic everyday tire.
The Dune Roller They do not have off-road capability and give
Engine Tag: ET11 no special advantages.
For those who want to take their two wheels Off Road: No
off-road - and still go fast! Tire Special Rules: None

Points Cost: 6 points


Description: Built specifically for off-road
bikes, but with that extra something and a high
top speed to get you out danger. Blacktop Racer Tires
Engine Special Rules: None Tire Tag: TT2
If you want more grip on the old blacktop then
Speed MV (inches) this is the one for you. These things stick to the
Stationary 0 road like fly-paper.
Slow 1-6
Points Cost: 2 points
Cruising 7-14
Description: Gives more grip than the house
Fast 14-20
tires. Not much good off-road, but work well on
the blacktop.
Off-Road: No
Tire Special Rules: When traveling on terrain
classified as ‘Flat’ add +1 to the result of the
dice rolled for a control test.

Michael Curry (order #4886323) 6


57

Mac’s Custom Shop


All-Weather Tires
Tire Tag: TT3 Take a look around; you won’t find much in the
Better than your basic tire especially if you way of luxuries, but you will find some invaluable
get caught in the unpredictable weather of the items for your continued survival out there on the
wastelands. They don’t work so well when it’s highways of death and danger.
dry, but in the rain or snow, you will be happy
you took the time to fit these babies. The following items can be used to equip your
Points Cost: 4 points newly built vehicle or to supplement an existing
Description: Specifically created for wet and vehicle.
snowy conditions. They don’t work so good in
dry conditions so you may want to switch them To use an item, you must have the structure
out if there is no chance of rain. points available for that item. The structure points
Off Road: No available are listed in the chassis profile for your
Tire Special Rules: When traveling on terrain vehicle. For each item fitted, deduct the structure
classified as ‘Flat’ and the weather conditions points’ cost for that item from those available. Not
are classified as ‘Wet’ add +1 to the dice rolled all items of equipment take up structure points; if
for a control test. no structure points are listed then this item can
be purchased, paying only the cost in points.
Off-Road Rebel Tires
Tire Tag: TT4 For example: the Wind Wagon has 4 Structure
When you have these babies fitted, there’s no Points available. You select 1 x Additional Fuel
trouble trail-blazing your way across the waste- Tank. This costs 1 Structure Point, which leaves
lands! you with up to 3 Structure Points still available to
use.
Points Cost: 6 points
Description: Basic off-road tires. All items of equipment have a points cost which is
Off Road: Yes listed in its profile. This cost is added to the points
Tire Special Rules: When traveling on terrain cost of the vehicle which is used to calculate the
classified as ‘Cross-country’ your vehicle can total points cost to use that vehicle in your force.
move normally without any restrictions. When (see Step 6)
traveling on terrain classified as ‘Rough’ your
vehicle can only move at Slow speed. For example: player selects 1 x Additional Fuel
Tank which costs 3 Points.
Off-Road Gripper Tires Wind Wagon + V6 Warrior Engine + Blacktop
Tire Tag: TT5 Racer Tires + Additional Fuel Tank =
For those times you need more grip to go 16 + 6 + 2 + 3 = 27 Points Cost so far.
where you want to go.
Not every item listed can be used by all vehicle
Points Cost: 8 points
types. See Vehicle Use Restrictions in the
Description: Extra control for off-road
equipment profile.
Off Road: Yes
Tire Special Rules: When traveling on terrain
classified as ‘Cross-country’ your vehicle can
move normally without any restrictions. When
traveling on terrain classified as ‘Rough’ your
vehicle can only move at Slow speed. When
traveling across terrain classified as ‘Cross-
country’ or ‘Rough’ add +1 to the dice rolled for
any control test.

Michael Curry (order #4886323) 6


58

Ablative Armor Caltrop Dropper


Always worth taking along some extra protec- Next time you are being chased, drop some of
tion and this is just the thing. The best sheet these babies and watch those guys spin out of
metal your money can buy. It may be a bit control.
rusty, but it will do the job. Just weld it on and
drive away. Points Cost: 2 points.
Description: Weapons as old as the wheel
Points Cost: 3 points itself: small iron spikes, welded together and
Description: Bits of metal welded to the side ejected from a hopper mounted on a rear
of your vehicle, it’s as simple as that. Although mount point of your vehicle that will cut through
it’s not major protection, ablative armor can be any tires that run over them.
the difference between serious damage and no Special Rules:
damage at all. Caltrops may be released as a free action at
Special Rules: any time.
Ignore first damaging hit. Damage is not taken When released, the results are as follows de-
for the first hit that would do damage to the pendent on the speed of your vehicle:
vehicle, and all damage for that first hit is ne- Slow = released Caltrops will drop to the
gated. After this, the Ablative Armor has been ground
destroyed (or just fallen off!) For all future hits Cruising = D6” + 1” backwards
to the vehicle, damage is taken as normal. Fast = 1d6” + 2” backwards.
Structure Points Cost: 0 points The Caltrops will remain in play as a 1” x 2”
Vehicle Use Restrictions: None item on the ground. Any vehicle in the path
of the Caltrops when they are dropped takes
Additional Fuel Tank 1d6 damage and must make a control roll. If
You know it can happen… you’re making a they fail the control roll, they will immediately
quick getaway when your engine splutters and Spin Out and move 1d6” in a random direction;
dies. With this baby, you won’t run out of gas repeat once per speed level – Slow = 1 roll;
again! Cruising = 2 rolls; Fast = 3 rolls.
Any vehicle that drives over the Caltrops on the
Points Cost: 3 points ground will suffer tire damage and must make a
Description: Running out of fuel can be a control roll when attempting any future turns.
negative to your health so an additional fuel Structure Points Cost: 1 point
tank will give you that extra insurance. Vehicle Use Restrictions:
Special Rules: Can only be added to vehicles that have a Rear
If you roll a 4 (ruptured fuel line) on the Devas- Mount Point.
tating Damage Table, there is no effect. Can only be used once unless multiple Cal-
If you roll a 5 on the Devastating Damage trops are purchased. Structure must be paid for
Table, the effect is ‘On Fire’ (INSTEAD OF the each Caltrop Dropper purchased and you must
result listed on the Devastating Damage Table.) have enough Rear Mount Points to install them.
At the beginning of each round roll 1d6 and on
a 5 or 6, the vehicle explodes.
If the vehicle explodes for any reason, the blast
radius is d3 + 2 inches with 4d6 damage to
anyone in the blast radius.
Structure Points Cost: 1 point
Vehicle Use Restrictions:
Not to be added to vehicles with the classifica-
tion of ‘Bike.’

Michael Curry (order #4886323) 6


59

Cattle Bars Fire Extinguisher


Get these steel bars welded to the front of your We’ve all been there, cruising along and then
vehicle and watch those pedestrians fly! you smell burning. This little baby is ideal for
those annoying little fires.
Points Cost: 3 points
Description: Welding steel bars to the front Points Cost: 1 point
of your vehicle gives that extra strength when Description: A simple fire extinguisher; noth-
ramming other vehicles. ing fancy just point and shoot!
Special Rules: Special Rules:
+1d6 damage from front arc during rams Puts out fire on a d6 roll of a 5 or 6.
+1 AM for rams only If you roll a 1 on the d6 roll, the Fire Extinguish-
Structure Points Cost: 1 point er has expired and cannot be used for the rest
Vehicle Use Restrictions: of the game.
Cannot be added to vehicles with the classifi- Structure Points Cost: 0 points
cation of ‘Bike.’ Vehicle Use Restrictions: None
Cannot be used if a Front Ram or Plow Ram is
fitted to the vehicle.

Fire Control System Front Ram


Smoke is billowing from your engine! Great for This beauty is a cross between cattle bars and
hiding from your enemy, not so good for your spikes. Deadly when ramming anything that’s
wheels. This has a built-in chemical suppres- in your way.
sion system; highly efficient for dealing with big
flames. Points Cost: 5 points
Description: A large metal plate with spikes
Points Cost: 2 points welded to the front of your vehicle. Can be
Description: At the first sign of flames, the Fire decorated with skulls and other trophies.
Control System kicks in and suppresses the Special Rules:
fire. Effective, but limited, don’t get caught with AP1, +2d6 damage from front arc during rams
your engine on fire too often as your Fire Con- +1 AM for rams only
trol System may run out of chemicals just at the Structure Points Cost: 1 point
point when you need it. Vehicle Use Restrictions:
Special Rules: Cannot be added to vehicles with the classifica-
Puts out fire on a d6 roll of a 4, 5 or 6. tion of ‘Bike.’
If you roll a 1 on the d6 roll, the Fire Control Cannot be used if Cattle Bars or Plow Ram is
System has expired and cannot be used for the fitted to the vehicle.
rest of the game.
Structure Points Cost: 1 point
Vehicle Use Restrictions:
Cannot be added to vehicles with the classifica-
tion of ‘Bike.’

Michael Curry (order #4886323) 6


60

Nitro Oil Slick Dropper


This injects nitrous oxide into your vehicle’s Oil is precious these days, but sometimes you
engine. It burns more gas, but increases the just have to do something to get away so if you
combustion and shoots you forward in a huge can spare some of that black gold then an Oil
burst of speed. Slick Dropper is just what you need.

Points Cost: 2 points Points Cost: 4 points


Description: A sudden burst of speed can Description: A small container mounted on the
make a difference to either catching up or get- rear of your vehicle that, when activated will
ting free, but there’s often a price to pay as it’s release an oil slick behind it.
not that reliable. Not all Nitro is effective, some- Special Rules:
times it works, and sometimes it doesn’t. An oil slick may be released as a free action at
Special Rules: any time.
1d10” additional movement in a straight line. When released, the position of the oil slick is
Player may declare use at any time, even dur- dependent on the speed of your vehicle:
ing opponent’s activation. Slow = oil slick drops to the ground immedi-
On the result of a 1, roll on the Devastating ately behind your vehicle.
Damage Table and follow the instructions. Cruising = d6” + 2” backwards
If the vehicle hits anything while traveling under Fast = 1d6” + 3” backwards.
Nitro, it is considered going at Fast speed. The oil slick will remain in play in that position
Structure Points Cost: 0 points as a 2” diameter token for the remainder of the
Vehicle Use Restrictions: One use per game game.
only. Any model in the path of the oil slick when it is
released must immediately make a control roll
with a –2 penalty.
Any model that subsequently drives over the oil
slick must immediately roll on the Out of Con-
trol Table.
Structure Points Cost: 1 point
Vehicle Use Restrictions:
Can only be added to vehicles that have a
Rear Mount Point.
Can only be used once unless multiple Oil Slick
Droppers are purchased. Structure must be
paid for each Oil Slick Dropper purchased and
you must have enough Rear Mount Points to
install them.

Michael Curry (order #4886323) 6


61

Plow Ram Tombstone


Ever been driving along when you hit a road- What could be better than protection from the
block? With this marvel of modern day welding, rear when you are being chased? Fit a tomb-
you can just crash straight through it! stone and watch it swallow up the damage from
your pursuers. And as a final assault, release it
Points Cost: 6 points and watch it smash them all to hell!
Description: A wedge of sheet metal welded
to the front of your vehicle. Ideal for plowing Points Cost: 8 points
straight through just about anything. Description: A simple slab of metal connected
Special Rules: to the rear of a vehicle offering protection from
Front arc only damage to the rear, including weapons fire as
AP3 +2d6DM +1AM from front arc well as rams. Once deployed, it turns into a
Structure Points Cost: 1 point smashing ball of destruction as it is released
Vehicle Use Restrictions: into the path of your pursuers.
Cannot be added to vehicles with the classifica- Special Rules:
tion of ‘Bike.’ The Tombstone has its own Armor and Dam-
Cannot be used if Cattle Bars or Front Ram is age profile: AM: 7 DM: 6 when attacked from
fitted to the vehicle. the rear.
When the Tombstone is in place, the vehicle’s
maximum speed is Cruising.
Roll Cage If the Tombstone is in place and the vehicle is
The roads are certainly not what they used to
rammed from the rear, an additional 2d6 dam-
be! Even the best drivers won’t miss all those
age is done to the rammer who must then pass
potholes so with this roll cage installed, give
a control test at –1 for each speed level above
yourself a better chance of survival.
Slow.
The Tombstone may be released as a free ac-
Points Cost: Buggies = 3 points; Cars and
tion at any time.
Trucks = 4 points
When released, the Tombstone will travel
Description: A metal frame welded to your
straight backwards with a 1” wide area as fol-
vehicle to give it more strength.
lows dependent on the speed of your vehicle:
Special Rules: Vehicle gains +1 damage
Slow = Tombstone drops to the ground immedi-
Structure Points Cost: 1 point
ately behind your vehicle.
Vehicle Use Restrictions:
Cruising = D6” + 1” backwards.
Cannot be added to vehicles with the classifica-
Any model in the path of the Tombstone takes
tion of ‘Bike.’
2d10 damage and must make a control roll.
When shooting at the Tombstone, if a roll on
Spikes the Devastating Damage Table is required (a
Get your vehicle heavily customized. We cover critical hit or 10 on a damage roll), the Tomb-
it with weld-on spikes, and barb and razor wire stone takes 1 additional point of damage in-
– just deadly to pedestrians as well as other stead of rolling on the table.
vehicles. Structure Points Cost: 1 point
Points Cost: 3 points Vehicle Use Restrictions:
Description: Turn your vehicle into a death Cannot be added to vehicles with the classifica-
machine with spikes and wire welded all over it. tion of ‘Bike.’
Special Rules: Additional 1d6 damage when
ramming another vehicle or when being
rammed.
Structure Points Cost: 1 point
Vehicle Use Restrictions: None

Michael Curry (order #4886323) 6


62

Armory
Truck Bed Cover
Carrying troops into battle in the back of a truck The rules say ‘kill or be killed’ and this is where
is a great way to get them there, but they are you get to load up with all the stuff to do the kill-
vulnerable. Adding a truck bed cover adds an ing!
extra level of protection.

Points Cost: Hard Cover = 8 points; Soft Vehicle Mounted Weapons


Cover = 4 points Each weapon profile lists the points cost for one
Description: Offers protection to any passen- weapon, the structure cost to mount that weapon,
ger riding in the back of a truck. There are 2 and where the weapon can be mounted on your
versions of the truck bed cover: a hard cover, vehicle. The range, power, ROF and AP as ap-
usually a metal or wooden shell; and a soft plicable is also listed along with any special rules
cover, usually a canvas covered frame. that apply.
Special Rules:
Removes the ‘Open’ classification from the ve- Defender MKI
hicle for passengers traveling in the rear truck The Defender range of products is nothing
bed and adds to the AM and DM value of the more than a large bore shotgun rigged to the
vehicle: front of your vehicle, but it works!
Hard Cover: AM +2; DM +2; Soft Cover: AM
+1; DM +1 Points Cost: 2 points
Structure Points Cost: 1 point Description: The Defender MKI is a defensive
Vehicle Use Restrictions: weapon that is triggered when the car is either
Can only be added to vehicles with the classifi- rammed or assaulted in the front arc.
cation of ‘Truck.’ Weapon Mount Point Restrictions: Front only
Structure Points Cost: 1 point
Wheel Guards
You may have the best vehicle, but if someone Weapon Profile:
takes out your tires, you are just another wreck Range: 3” Power: 1d6 damage to models
on the great highway of life. Protect those tires that attempt to ram or assault from the front
and fit our hand-made wheel guards, each one arc.
lovingly welded to your vehicle. Special Rules: Automatic hit.

Points Cost: 2 points


Description: Provides your vehicle with pro-
tection against Called Shots and Devastating
Damage on the tires.
Special Rules:
Ignore the ‘tire damage’ result on the Devastat-
ing Damage Table.
Called Shots cannot be made against tires with
Wheel Guards.
Structure Points Cost: 0 points
Vehicle Use Restrictions: None

Michael Curry (order #4886323) 6


63

Defender MKII Flamethrower


The newest in the Defender line charges from Just open up this baby and watch them burn.
your engine and works like a tazer. It does no
visible damage to your attacker, but plays hell Points Cost: 5 points
with their electrics. Description: A fuel tank, a piece of tubing and
a nozzle - that’s all there is to this, but it is most
Points Cost: 3 points
effective, especially against pedestrians and
Description: A new addition to the Defender
open vehicles.
line of weapons. It discharges an electrical
Weapon Mount Points Allowed: Turret only
charge that affects the target vehicle.
Structure Points Cost: 1 point
Weapon Mount Points Allowed: Front only
Structure Points Cost: 1 point
Weapon Profile:
Range: 6” Power: 2d10 ROF: 1
Weapon Profile:
Special Rules:
Range: 3”
Roll 2d6. On a roll of double 1, the Flame-
Special Rules:
thrower is out of fuel.
Player must pass a cool test to use it.
Any model touched by the 6” long stream of
Can be fired at vehicles in front arc as per
fire from the Flamethrower is considered hit.
regular shooting rules.
(measure a 6” straight line from the front of
Can be used during opponent’s activation if
the weapon – this is the stream of fire)
your vehicle is going to be rammed from the
If a vehicle suffering from a ruptured fuel
front arc.
tank is hit by the Flamethrower, the vehicle
Target vehicle’s speed is reduced by 1 level.
will explode causing 4d6 damage to all mod-
Roll to hit as normal.
els within 3”.
Driver has to make a control test after use.
Any vehicle hit by the Flamethrower is on
One use per round.
fire. At the beginning of each round, roll a d6.
On a 5 or 6, the vehicle explodes causing
Defense Tubes 4d6 damage to all models within 3”. On a 1
Letting your enemy get too close can be the or 2, the fire goes out.
last thing you do. Add defense tubes to the side For any pedestrian that is hit by a Flame-
or rear of your vehicle and when they get too thrower and survives, at the beginning of
close – just let rip! each round roll a d6. On a 5 or 6, the pe-
destrian takes another point of damage. On
Points Cost: 3 points a 1 or 2, the fire goes out. While on fire, the
Description: Small tubes that mount on the pedestrian cannot fire its weapon and will
side or rear of your vehicle and can arc ex- move randomly until either dead or the fire
plosive ammunition out to the side or to the goes out.
rear. Not very accurate, but helps to keep your If a Flamethrower hits an open vehicle, any
enemies at a distance. passenger or crew that are exposed are
Weapon Mount Points Allowed: Side / Rear considered hit.
Structure Points Cost: 1 point

Weapon Profile:
Range: 8” Power: 2d6 Blast: 3” ROF: 1
Special Rules:
90° arc dependent on mounted position.
Automatically deviates 1d6 on a successful
hit.
Automatically deviates 2d6 on a miss.

Michael Curry (order #4886323) 6


64

Grapple Gun LMG


Need to get in close? Enjoy a spot of vehicle More range, more power than the SMG and
fishing? Well, this one is for you. Fire this little armor penetration too! What’s not to like about
baby and reel ‘em in. the LMG?

Points Cost: 1 point Points Cost: 5 points


Description: Actually more of a grapple and Description: The LMG, or Light Machine Gun
winch as when it hits the target vehicle, the is, ironically enough, heavier than her little
metal cable attached to the grapple can be sister, the SMG. More all round power, more
winched in, drawing the vehicle towards the range and with armor penetration as well.
target. Makes an ideal turret mounted weapon.
Weapon Mount Points Allowed: Front only Weapon Mount Points Allowed: Front / Roof /
Structure Points Cost: 1 point Turret / Side / Rear
Structure Points Cost: 1 point
Weapon Profile:
Range: 8” ROF: 1 Weapon Profile:
Special Rules: Range: 16” Power: 4d6 ROF: 2 AP: 2
Make a control roll to attach grapple to target Special Rules:
vehicle. Once attached, the two vehicles are Can be mounted on a Bike
assumed to be going the same speed. The
following activation after the grapple is at-
tached, the attacker may ‘reel in’ and either
plant bombs or put boarders onto the target
vehicle. Once the action has been carried
out, the player may release the grapple com-
pletely, or just loosen the line, fall back up to Mini-Gun
4”, and let his vehicle be towed along. This is one of Mac’s favorite weapons. Attach
If the vehicle stays attached and is being this baby to the front of your car and you can
towed, it travels at the towing vehicle’s cur- tear your way through anything. Comes in a
rent speed and is assumed to follow it ex- twin version as well.
actly with no rolls needing to be made.
If the towing vehicle is destroyed, the towed Points Cost: 6 points
model must immediately make a control roll Description: A powerful gun that fires with a
to release the cable. If failed, it goes out ROF of 3 and can penetrate armor. Works well
of control. If the towed vehicle is a Bike or as a front mounted weapon as well as roof
Sand Surfer, it is automatically destroyed mounted.
and removed from play. Weapon Mount Points Allowed: Front / Roof
When a vehicle is being towed by another Structure Points Cost: 1 point
vehicle that is traveling at a speed level
higher than the towed vehicle can travel, use Weapon Profile:
the TN of the towing vehicle and add 1 to get Range: 12” Power: 4d6 ROF: 3 AP: 1
the TN of the towed vehicle. Special Rules: None
If the towing vehicle has weapons that can
shoot at the towed vehicle under standard
activation rules, they get the +2 bonus for
close range shooting even if the towed ve-
hicle is more than 2” behind.

Michael Curry (order #4886323) 6


65

Missile Launcher Stinger Tubes


Long range, high power and a blast to go with We’ve all seen the military grade missiles fired
it, great fun to use! from tubes; well, these are our homemade ver-
sions. Not that accurate, but they still pack a
Points Cost: 5 points punch when they hit.
Description: Simply a missile launcher. Bigger
than the shoulder mounted Rocket Launcher Points Cost: 4 points
with longer range and a larger blast area. Description: A home-made version of the mili-
Weapon Mount Points Allowed: Front / Roof tary grenade rocket launcher.
/ Turret Weapon Mount Points Allowed: Front / Roof
Structure Points Cost: 1 point / Turret
Structure Points Cost: 1 point
Weapon Profile:
Range: 18” Power: 4d10 Blast: 3” ROF: 1 Weapon Profile:
AP: 2 Range: 20” Power: 2d10 Blast: 3” ROF: 1
Special Rules: None AP: 1
Special Rules:
Inaccurate – target vehicles moving at Fast
speed receive +2 to their TN.

SMG (vehicle mounted) Twin Mini-Gun


The little sister to the LMG, but still with a bite. The twin version of the single mini-gun that
Works well as a front or rear mounted weapon gives better armor penetration due to the con-
and is small enough to be counted as a per- centrated fire.
sonal weapon. One of the few weapons that
can be side mounted. Points Cost: 12 points
Description: The twin version of the mini-gun.
Points Cost: 4 points Same range, power and ROF, but the concen-
Description: A small machine gun, light and trated fire of the twin guns penetrates deeper
portable and can be used on full automatic us- into your target.
ing the Drillin’ ability. Weapon Mount Points Allowed: Front / Roof
Weapon Mount Points Allowed: Front / Rear / Turret
/ Roof / Turret / Side Structure Points Cost: 2 points
Structure Points Cost: 1 point
Weapon Profile:
Weapon Profile: Range: 12” Power: 4d6 ROF: 3 AP: 3
Range: 7” Power: 3d6 ROF: 2 Special Rules:
Special Rules: Must purchase a Weapon Link System to
Can be mounted on a Bike use the Twin Mini-Gun.
Drillin’ Twin weapon, but only roll once to hit for
(Also available as Small Arms) each ROF.

Michael Curry (order #4886323) 6


66

Personal Weapons
Twin Missile Launcher Everyone in Warlands carries some form of
Everyone likes a big explosion and this is big! personal weapon. For some it may be a knife, for
Same range and power as the single version, others a heavy .50 Cal Rifle. You will find all types
but with a bigger blast radius. of personal weapons in this section to equip your
army.
Points Cost: 10 points
Description: A double-barreled Missile
Small Arms
Launcher with a bigger blast radius.
These are small infantry weapons carried by an
Weapon Mount Points Allowed: Front / Roof
individual.
/ Turret
Structure Points Cost: 2 points Assault Rifle
Designed and built with lightness and durability
Weapon Profile: in mind, the assault rifle was promoted as the
Range: 18” Power: 4d10 Blast: 4” ROF: 1 future of all rifles. Reliable, fast shooting and
AP: 2 effective.
Special Rules:
Must purchase a Weapon Link System to Points Cost: 4 points
use the Twin Missile Launcher. Description: Durable and light. A good all
Twin weapon, but only roll once to hit for round reliable weapon common in the military
each ROF. forces.

Weapon Profile:
Range: 12” Power: 2d6 ROF: 2 AP: 1
Special Rules: None
Twin Spud Autocannons
One of the most popular weapons in the Ar-
mory. It’s the Spud autogun, but as a twin
mounted autocannon; she’s a beauty!

Points Cost: 8 points


Description: A double-barrelled Spud Autocan-
nons
Weapon Mount Points Allowed: Front / Roof
/ Turret
Structure Points Cost: 2 points

Weapon Profile:
Range: 18” Power: 4d6 ROF: 1 AP: 2
Special Rules:
Must purchase a Weapon Link System to
use the Twin Spud Autocannons.
If enemy model is hit, roll 4d6 for damage,
calculate the result, and then double it.

Michael Curry (order #4886323) 6


67

Axe Crossbow
Always good to have around when you need to Arrows not your style? Try bolts instead. Closer
chop wood, but don’t under-estimate the beauty range than the bow, but it will tear through ar-
and deadly nature of the good old axe. mor like a knife through butter.

Points Cost: 1 point Points Cost: 2 points


Description: An ordinary household axe, but a Description: Smaller than a Bow, with less
deadly weapon in the right hands. range, and uses bolts instead of arrows.

Weapon Profile: Weapon Profile:


Range: Close Combat only Power: 1d6+1 Range: 10” Power: 1d6 ROF: 1 AP: 2
Special Rules: None Special Rules: None

Automatic Pistol Fire Bombs


Everyone needs a second weapon and you These beauties are great for setting other
can’t go far wrong with an accurate automatic vehicles on fire; just throw one of these as they
pistol. Easily concealed, but deadly when used, pass by and watch them burn.
especially up close and personal.
Points Cost: 1 point
Points Cost: 3 points Description: Small hand-held incendiary de-
Description: A small, light and accurate auto- vices with a concentrated burn; great against
matic weapon. Ideal for close combat when you pedestrians and vehicles.
need a quick, easy to fire weapon.
Weapon Profile:
Weapon Profile: Range: 3” Power: 1d10 ROF: 1
Range: Close Combat 5” Power: 1d6 Special Rules: Once hit, any vehicle or
ROF: 2 Walker continues to burn. Roll 1d6 at the be-
Special Rules: None ginning of every round it is on fire. On the roll
of 1-2, it automatically takes 1 point of dam-
age; on a roll of 3-6, the fire is extinguished.

Bow Grenades
Before there was gunpowder and guns, there Everyone likes an explosion and with these in
were bows and arrows. They may be simple, your arsenal, you guarantee you are going to
but they still work. join the battle with a bang.
Points Cost: 4 points Points Cost: 2 points
Description: Just a bow and arrows, but with Description: Small hand-held explosive de-
devastating results. vices with a blast radius.
Weapon Profile: Weapon Profile:
Range: 14” Power: 1d6 ROF: 1 AP: 1 Range: 4” Power: 1d10 ROF: 1
Special Rules: None Blast: 2” AP: 1

Michael Curry (order #4886323) 6


68

Knife Molotovs
Everyone out there should have a knife either Recycling those old glass bottles is always
for personal protection or just hacking up road- a good idea; you never know when you may
kill. No jams, doesn’t need reloading and as need to fill one up and set the world on fire.
long as you keep it sharp, it will look after you.
Points Cost: 1 point
Points Cost: 1 point Description: Glass bottles filled with a flam-
Description: We have a great selection of mable liquid and a rag as a fuse. Light the fuse
knives. From kitchen knives to Bowie knives; all and throw.
sharp and ready to go. Weapon Profile:
Range: 3” Power: 3d6 Blast: 1”
Weapon Profile: AP: 2 (against pedestrians ONLY)
Range: Close Combat only Power: 1d6 Special Rules:
Special Rules: None On a critical failure, explodes in your hand!
1” blast centered on the model.
Automatically deviates using the following
rules: on a hit, 1d3” but player can adjust
Limpet Mine by up to 1”; on a miss, deviates 1d6”. Use
Plant one of these babies on a vehicle and then deviation template for direction.
stand back and watch them blow. Limpet Mines Burning – if a model takes damage, it is
are not always reliable, but when they work, considered to be burning.
they work well! At the beginning of each round roll 2d6 for
damage. If the model takes damage, roll
Points Cost: 1 point for each Mine again at the beginning of next round. If no
Description: A small metal cylinder that attach- damage is taken, it is considered that the
es to a vehicle chassis, and will hopefully blow mixture has burned out.
up and cause a lot of damage. Cannot be dropped from a vehicle at High
altitude
Weapon Profile:
Range: 0” Power: See Special Rules ROF:
1
Special Rules:
Can be deployed when your vehicle is at-
tached to another vehicle by a Grapple Gun
and you are reeled in to that vehicle.
Can be used by a bike passenger if within 1”
of another vehicle.
Roll 1d6 for damage immediately when
used. 1-2, Limpet Mine fails to explode; 3-4,
does 1 point damage; 5, does d3 damage; 6,
does d6 damage.
Damage ignores all armor.

Michael Curry (order #4886323) 6


69

Mortar Rifle
Place the mortar on the ground, turn it to face Whoever or whatever you are hunting, this rifle
your enemy and start lobbing mortars into the is a great weapon to have by your side.
air.
Points Cost: 2 points
Points Cost: 4 points Description: A basic hunting rifle; single shot,
Description: A small tube, hand-carried, that but penetrates armor well.
stands on the ground to be fired. The mortar
is specifically made for lobbing its ammunition Weapon Profile:
into the air so it lands on top of your enemy. Range: 14” Power: 1d6 ROF: 1 AP: 1
Special Rules: None

Weapon Profile:
Range: 16” Power: 2d10 Blast: 3”
ROF: Fires every other turn unless Loader
present Shotgun
Special Rules: A good old-fashioned shotgun. Deadly at close
90° Front Arc. Facing on the ground can be range, it blasts through anything you point it at!
changed if the crew gives up its MV. If be-
ing carried in the rear truck bed of a vehicle, Points Cost: 2 points
it is considered secured in place and has a Description: A regular shotgun; great at close
fixed arc (either rear or front) and cannot be range for ripping through pedestrians, but just
changed. as effective against vehicles that come too
Automatically deviates 1d3 on a successful close.
hit.
Automatically deviates 2d6 on a miss. Weapon Profile:
Range: Close Combat 6” Power: 3d6
ROF: 1
Revolver Special Rules: None
Everybody’s favorite hand weapon. If you have
the credits, then you can walk out of here with
this one.

Points Cost: 1 point SMG (personal)


Description: A regular revolver. A favorite weapon for those who like their
weapons loud and automatic
Weapon Profile:
Range: Close Combat 6” Power: 1d6 Points Cost: 4 points
ROF: 1 Description: The SMG is a great weapon for
Special Rules: None those people without much skill at ranged com-
bat. Just put it on full automatic and drill those
bullets.

Weapon Profile:
Range: 7” Power: 3d6 ROF: 2
Special Rules:
Drillin’
(Available as Vehicle Mounted Weapon)

Michael Curry (order #4886323) 6


70

Light Weapons Personal Rocket Launcher


These are a heavier caliber, but are still man- Similar to the personal missile launcher, but
portable. fires rockets that have a more concentrated
blast radius and can deal more damage.
.50 Cal Rifle Points Cost: 7 points
You need to have strength to carry this; one of Description: A shoulder mounted Rocket
the best military grade rifles out there. It has Launcher.
come in various models over the years, but
whatever the design, when you need power Weapon Profile:
and range then the “50” is the weapon for you. Range: 14” Power: 4d10 Blast: 2” ROF: 1
Special Rules: Fires every other activation
Points Cost: 5 points unless Loader present.
Description: The .50 Cal is a heavy weapon
and a favorite amongst snipers. It’s a power-
ful rifle with a long range and a great armor RPG
penetration. Good against vehicles and deadly Just lob these grenades and see them blow! It’ll
against people. There is not much chance of be just raining men!
surviving a hit from a .50 Cal even if you are
wearing armor. Points Cost: 4 points
Description: Like the Personal Rocket
Weapon Profile: Launcher, but this one shoots grenades.
Range: 26” Power: 1d10 ROF: 2 AP: 3
Special Rules: Ignores Ablative Armor and Weapon Profile:
any armor worn by pedestrians. Range: 12” Power: 2d10 Blast: 2”
ROF: See Special Rules
Special Rules: Fires every other activation
Personal Missile Launcher unless Loader present.
A small shoulder mounted missile launcher with
good range, but it works better when you have
someone to help load it. Spud Autogun
One of the most popular weapons to be devel-
Points Cost: 6 points oped out in the wastelands. Simple to use and
Description: A hand-held Missile Launcher; powerful.
smaller than its vehicle-mounted cousin.
Points Cost: 4 points
Weapon Profile: Description: The Spud Autogun was devel-
Range: 14” Power: 2d10 Blast: 3” oped in the wastelands. With its better than
ROF: See Special Rules average range, great power and armor pene-
Special Rules: Fires every other activation tration as well as the ability to be fired twice per
unless Loader present. activation, many people will opt for this weapon
over some of the more conventional ones.

Weapon Profile:
Range: 16” Power: 4d6 ROF: 2 AP: 2
Special Rules: None

Michael Curry (order #4886323) 6


71

Ammunition Weapon Accessories


All weapons come with enough ammunition for This section contains accessories for all weap-
a game. This section includes extra ammunition ons, including personal weapons and those
(used for clearing jammed weapons) as well as mounted on your vehicle.
specialized ammo for the weapons listed.
Laser Sight
Armor Piercing Rounds You may be the best shot in the Warlands, but
So your enemy thinks he’s safe behind his even the best need a little help sometimes.
walls of steel! Well, with these little beauties, he Compliments of our dear departed, but not
couldn’t be more wrong! forgotten, military!
Points Cost: 1 point (See Special Rules)
Points Cost: 1 point / 3 points (See Special Description: A high-end, military grade laser
Rules) sight. Shoot your weapon with accuracy a
Description: Armor penetrating ammunition. marksman would be proud of. A must for all you
snipers.
Weapon Profile: +1AP to selected weapon’s
profile. Weapon Profile: Add +1 to the result of dice
Special Rules: rolled to hit a target.
Can be used with the following personal Structure Points Cost: 0 points
weapons for 1 point per weapon: Assault Special Rules:
Rifle, Rifle, SMG or Spud Autogun. Can be fitted on the following personal weap-
Can be used with the following vehicle ons: .50 Cal Rifle, Assault Rifle, or Rifle.
mounted weapons for 3 points per weapon: Called shots can be made using a weapon fit-
LMG, Mini-Gun, SMG, Twin Mini-Gun, Twin ted with a laser sight.
Spud Autocannons.
Roof Mounted Turret for Gunner
Whatever direction the assault comes from,
Extra Ammo your gunner will always be ready to return fire.
You line up your shot, you squeeze the trig-
ger… and nothing happens! Extra ammo can Points Cost: Single weapon = 2 points; Twin
be the difference between survival and death. weapon = 4 points (See Special Rules)
You all know you’re gonna need it! Description: Enables a single or a twin weap-
on to be mounted on a Turret and fired by a
Points Cost: 1 point per weapon single gunner.
Description: Always good to know you have Weapon Profile: Gives 360° firing arc for
extra ammunition for your weapons, both per- the weapon mounted on the Turret.
sonal and those mounted on your vehicle. Structure Points Cost: 1 point (Points Cost
for any weapons mounted on the Turret must
Weapon Profile: None still be paid)
Special Rules: Special Rules:
Limited to 1 per weapon. Weapons can only be fired if gunner present.
When weapons Jam, player can choose to Can only be used with vehicle mounted
use extra ammo to clear Jam immediately weapons.
instead of rolling 1d6. When weapon is un- Cannot be used on buggies, bikes or any
jammed, it can be used on the next activa- vehicles that do not have a Roof Mount
tion. available.
Once used, all subsequent Jam results ap- Can be mounted in the rear bed of a truck if
ply. that truck has the vehicle option for carrying
passengers.

Michael Curry (order #4886323) 6


72

Targeting Computer Weapon Link System


Tired of not being able to hit those fast mov- This is the extra part that makes those twin
ing targets? Get a little help with something we weapons work together.
‘rescued’ from the military.
Points Cost: 5 points
Points Cost: 4 points Description: A Weapon Link System must be
Description: A high tech military grade tar- fitted for the first twin weapon system. It en-
geting computer that can be fitted to all turret ables the twin weapon to fire at the same time.
mounted weapons. Makes shooting more ac-
curate. Weapon Profile: None
Structure Points Cost: 0 points
Weapon Profile: Special Rules:
+2 to the result of the dice rolled to hit a For each additional weapon (single or twin)
target. added to a vehicle that already has a twin
Does not receive the additional close range weapon fitted, an additional Link System
bonus if applicable. must be purchased. Only 1 additional Link
Structure Points Cost: 1 point System is required even if the additional
Special Rules: weapon is a twin.
Can only be used on a turret mounted weap- If the twin weapon system or additional
ons. weapons have an ROF greater than 1, the
Twin weapons need to pay the points cost second shot is taken at –1 RC; the third shot
for Targeting Computer only once as both is taken at –2 RC.
weapons in a twin weapon fire at the same If a gunner is used in the vehicle, the RC
target. modifications are ignored while the gunner is
operating the weapon.

Weapon Firing System


Give your driver the ability to shoot when he is
driving solo.

Points Cost: Single weapon = 4 points; Twin


weapon = 8 points
Description: When a Weapon Firing System
is fitted, the driver of a vehicle is able to fire the
weapon without a gunner being present.

Weapon Profile: None


Structure Points Cost: 0 points
Special Rules:
Can only be used with vehicle mounted
weapons.
Cannot be used for turret mounted weapons.
If a gunner is present, he will fire the weap-
on. If the gunner is killed, the driver can then
fire the weapon himself upon activation.

Michael Curry (order #4886323) 6


73

Personal Equipment
This section contains personal equipment other
than weapons. Personal equipment can be used
by any human member of your force including
drivers, gunners and pedestrians.

Body Armor
When the bullets are flying, what happens if
you don’t make it to cover? Give yourself a
chance and get some personal protection.
Hand welded by my skilled workers just for you.

Raider Body Armor Blaster Body Armor


Points Cost: 1 point per model. Points Cost: 2 points per model
Description: Basic armor for pedestrians or Description: More than just stuff stuck to
vehicle crews. Nothing special, just impro- your clothes, this is a piece of clothing to
vised padding added on to your clothes to wear that gives that extra level of protection.
help stop those bullets.

Equipment Profile: Saves on 1d6 roll of Equipment Profile: Saves on a 1d6 roll of
5+ 4+
Structure Points Cost: 0 points Structure Points Cost: 0 points
Special Rules: Special Rules:
On a successful roll, model takes no dam- On a successful roll, model takes no dam-
age. age.
Must make individual save roll for each hit. Must make individual save roll for each hit.

A Good Night’s Sleep


Hank awoke to the deep roar of an engine close by. Immediately alert, he reached out for his loaded
shotgun ready beside him. Swinging his legs over the side of the bed, he darted to the window and
peered outside.

He couldn’t see anyone, but he could definitely hear them. The car lot was empty except for the
two rusty car wrecks that were there when he crawled into the derelict motel the previous night. Hank
listened carefully, trying to pinpoint the location of the noise. He moved to the rear window next to the
grime covered bath where he could hear the engine more clearly. There was someone out there driv-
ing around. He knew he had to do something; his girl was parked back there, hidden away in a large
shed. Hank cursed silently; he knew he should never have stayed here. The prospect of a bed, albeit
a bed in a room that has not seen a maid for many years, was too good to pass up. He had spent too
many nights sleeping behind the wheel and just for once, he had wanted a bed.

Grabbing his pack, Hank moved carefully over to the door. He was about to open it a crack when he
heard the crunch of gravel underneath booted feet coming from the other side. Keeping hidden, Hank
slid to the side of the broken window to see a leather clad man walking towards the door. He was

Michael Curry (order #4886323) 6


74
wearing goggles, with one of the lenses broken. He was also carrying a large rifle and Hank could
see a shotgun slung over each shoulder. A second man was walking away past the rows of doors to
the left of the room where Hank had chosen to rest his head.

He had no idea how many more of them were out there and Hank realized he might have no choice
but to act, and act soon. Peering through the grimy peephole in the door, he put one hand on the door
handle and held the shotgun with the other. He waited until the man was close, only about five feet
away from the door; turning the handle, he yanked the door open and in one fluid movement brought
the shotgun to bear and fired.

The blast echoed around the parking lot, the man’s chest exploding as the shotgun blast tore
through his body. He fell to the ground, but Hank was already turning his shotgun towards the second
man. He fired again, but this time only managed a glancing blow on the man’s left arm. Hank dived to
the ground, grabbing the knife that was in his belt and sent it spinning towards his enemy.

The knife was more accurate, spinning through the air and hitting its target in the throat. As the man
fell backwards, Hank was on his feet in an instant, re-loading the shotgun and then running to grab
the knife from where it had lodged in the man’s throat. As he ran to the end of the row of rooms, he
could hear the engine roar getting louder as a buggy came into view around the corner.

There were two people in the buggy. A driver wearing what looked like an old army jacket and a bat-
tered top hat; the other man was on the back wielding a large spud autogun. Hank didn’t stop to think;
he fired the shotgun at the man on the back who fell straight off the buggy into a bloody heap on the
ground. Hank then leapt into the front of the buggy, ramming the knife into the driver’s head and then
throwing him out of his seat. Grabbing the wheel, Hank spun it around, turning the buggy a 180° back
towards the rear of the motel.

A second buggy was parked round the back, but there was no-one in sight. Hank stopped outside
the large shed where his girl was parked. It was time to hit the road before anyone else arrived. The
sound of a shotgun could be heard for miles around; he had been lucky so far and the last thing he
needed was the rest of the gang to turn up.

Hank raced into the shed and pulled the tarp off the car that was parked there. Jumping into the
driver’s seat, he started the engine and pushed the pedal to the floor. Tires screeched as the car
raced out of the shed. Intent on his escape, Hank saw nothing until it was too late.

As the Rattler ploughed into its side, Hank’s car rolled over and over, metal shredding metal as
pieces flew in all directions. Hank bounced around inside like a ball on a pinball table; he felt his arm
break as he fell from the roof to the floor as the car made yet another rotation.

The car finally came to a halt with its driver crumpled upside down in the front. Hank couldn’t feel
the fingers on his right arm as everything was numb. He looked out of the window at a world turned
upside down. The smell of gasoline was strong as he struggled to unfold himself and crawl out of the
car. His vision blurred as blood streamed down his face, Hank got a hand outside the car and put it
down into a puddle of gasoline.

The engine sparked one last time as the car exploded with a ball of flame reaching high into the air.
There would be no salvage for anyone from this wreck.

Michael Curry (order #4886323) 6


75

Warlands Force Profiles


Amongst the devastation, gangs of survivors ride the highways in their metal machines and scattered
communities are protected with the barrel of a gun. These remnants that are left are the future of hu-
manity, and the heart, soul and darkness of the Warlands.

These are the profiles to create a force to play any mission at any game level in Warlands. The pro-
files come in four sections: Warriors of the Wastelands, Loners, Nomads, and Loteks.

How to Create Your Force

When building a force, you can choose to play Nomads, Loteks, or the generic Warriors of the Waste-
lands.
Nomads and Loteks come with their own special rules as well as specific profiles that can only be
used by their particular force.
Warriors of the Wastelands can be played as a force, but can also be added to either Loteks or No-
mads and played under the special rules that apply to that force.
Regardless of how many Warriors of the Wastelands are included in a force, even if only one Nomad
or Lotek is used, that force must be classified as a Nomad or Lotek force.
Nomads and Loteks cannot be used in any other force but their own.

For example: If you were building a Lotek force, you could select a unit of Lotek Raiders, and also
add a Maxwell from the Warriors of the Wastelands. The Maxwell would use its own profile, but Lotek
special rules would apply.
You could not choose to add Nomad Militia to your Lotek force.

There is no inherent loyalty in Warlands! All forces are up for attacking each other. Lotek forces will
attack other Lotek forces as Nomad forces will attack other Nomads. Truces between forces are not
unheard of, but are scarce and unreliable (see Alliances in Special Rules)

When building your force, you must follow the rules for the game level you have selected (see Game
Level).

Each force section will contain the following information:

• Special Rules: These rules must be applied to that force. Warriors of the Wastelands do not
have special rules.
• Pedestrians: All the pedestrian options that can be selected for this force.
• Vehicles: Vehicle options that can only be selected for use with this specific force.

Michael Curry (order #4886323) 6


76
Vehicle and Pedestrian Profiles

All vehicles and pedestrians have a profile that lists the relevant information needed to play that
model.

Pedestrian Profiles

Included are:
Name: The name of the model plus the number of models allowed in a force.
For example: if the number is 0+ it means that you do not have to have any of this model; 1+ would
mean you must have at least 1 of this model in your force.
Sometimes, the number allowed in the force is restricted by the game level being played (see Game
Level in the Rules)
Cost: This is the points’ cost to use this model in your force.
Model Characteristics: These determine the skill level of a model and how it performs in the game
(see Characteristics in the Rules)
Model Type: This is the classification of the model for rules purposes.
For example: ‘Pedestrian’ means that this model complies with all the pedestrian rules unless other-
wise stated in the profile.
Gear: Any equipment that the model uses as part of the standard points’ cost. It is followed by the
profiles for that equipment.
Options: Any additional options that may be purchased to use with this model.
Special Rules: Any special rules that apply to this model.

Vehicle Profiles for Aberrant Named Vehicles

Included are:
Name: The name of the model plus the number of models allowed in a force.
For example: if the number is 0+ it means that you do not have to have any of this model; 1+ would
mean you must have at least 1 of this model in your force.
Cost: This is the points’ cost to use this model in your force.
Vehicle Characteristics: These determine how the vehicle performs in the game including speed
levels and turns.
Model Type: This is the classification of the model for rules purposes.
For example: Vehicle / Bike; Off-Road / Open, means that this model complies with all the vehicle
rules as well as any rules specified for Bikes, off-road and open vehicles unless otherwise stated in
the profile.
Structure: How many structure points are available to add items from the Body Shop.
If a Load-Out is listed then spare structure points cannot be used to add weapons from the Armory.
If the Load-Out on the vehicle profile is listed as ‘None’, any available structure points can be used to
add items from the Armory as well as selecting items from Mac’s Custom Shop.
Load-Out: This section lists the weapons the vehicle is equipped with as standard. ‘None’ means
there are no weapons as standard.
If there are options listed to swap out original load-out weapons, and you select from these options,
you may incur additional points’ cost and use of structure points. These will be noted in the options
listed.
Vehicle Options: Any options that can be applied to the vehicle such as carrying a passenger or
changing out a weapon.
Vehicle Special Rules: Any special rules that apply to this vehicle.
Crew: The number of crew for the model as standard. The points’ cost for the crew is included in the

Michael Curry (order #4886323) 6


77
cost of the vehicle.
Crew Characteristics: These determine the skill level of a model and how it performs in the game. If
there are multiple crew options that require different characteristics, these will also be listed.
Gear: Any equipment that the crew uses as part of the standard points’ cost. It is followed by the pro-
files for that equipment.
Crew Options: Any additional options that may be purchased for use by the crew. All options will
specify the cost for having that option.
Crew Special Rules: Any special rules that apply to the crew.

Profiles for Custom-Built Vehicles


Vehicles built using the vehicle customization rules in Mac’s Body Shop have profiles determined by
the selections made to create that model.
They are classified as vehicles from the Warriors of the Wastelands section and are available to be
used by Lotek, Nomad or Warriors of the Wasteland forces.

Michael Curry (order #4886323) 6


78

Warriors of the Wastelands


The Warlands are littered with small communities and roaming gangs that live and survive on a day-
to-day basis; begging or stealing for anything they need to survive. Although they do not have the
savagery of the Loteks or the bartering skills of the Nomads, they can still pose a threat to anyone
who gets in their way.

Pedestrians

Leader Cost: 9 points

MV RC CC TN DM CL AM
3 5 4 10 3 7 5

Model Type: Pedestrian


Gear: Knife, Automatic Pistol, Fire Bombs, Blaster Body Armor

Automatic Pistol Knife


Range: Close Combat 5” Power: 1d6 ROF: 2 Range: Close Combat Only Power: 1d6

Fire Bombs Blaster Body Armor


Range: 3” Power: 1d10 ROF: 1 Equipment Profile: Saves on a 1d6 roll of 4+
Special Rules: Once hit, any vehicle or Walker Special Rules:
continues to burn. Roll 1d6 at the beginning On a successful roll, model takes no damage.
of every round it is on fire. On the roll of 1-2, it Must make individual save roll for each hit.
automatically takes 1 point of damage; on a roll
of 3-6, the fire is extinguished.

Options:
May select any 1 weapon from the Personal Weapons section of the Armory in Mac’s Body
Shop at no additional points’ cost.

Special Rules:
Independent Character – May be attached to a unit or can be used to replace a member of a
vehicle crew.

Michael Curry (order #4886323) 6


79

Champion Cost: 8 points

MV RC CC TN DM CL AM
3 5 4 10 2 6 5

Model Type: Pedestrian


Gear: Automatic Pistol, Knife, Fire Bombs, Raider Body Armor

Automatic Pistol Knife


Range: Close Combat 5” Power: 1d6 ROF: 2 Range: Close Combat Only Power: 1d6

Fire Bombs Raider Body Armor


Range: 3” Power: 1d10 ROF: 1 Equipment Profile: Saves on 1d6 roll of 5+
Special Rules: Once hit, any vehicle or Walker Special Rules:
continues to burn. Roll 1d6 at the beginning On a successful roll, model takes no damage.
of every round it is on fire. On the roll of 1-2, it Must make individual save roll for each hit.
automatically takes 1 point of damage; on a roll
of 3-6, the fire is extinguished.

Options:
May select any 1 weapon from the Personal Weapons section of the Armory in Mac’s Body
Shop at no additional points’ cost.
May exchange Fire Bombs for Grenades for additional 1 point.
May upgrade Raider Body Armor to Blaster Body Armor for additional 1 point.
May purchase a Bike for additional 4 points, but must be accompanied by 2 other Bikes as a unit.

Special Rules:
Independent Character – May be attached to a unit or can be used to replace a member of a
vehicle crew.

Michael Curry (order #4886323) 6


80

Hero Cost: 7 points

MV RC CC TN DM CL AM
3 4 4 10 2 6 4

Model Type: Pedestrian


Gear: Automatic Pistol, Knife, Raider Body Armor

Automatic Pistol Knife


Range: Close Combat 5” Power: 1d6 ROF: 2 Range: Close Combat Only Power: 1d6

Raider Body Armor


Equipment Profile: Saves on 1d6 roll of 5+
Special Rules:
On a successful roll, model takes no damage.
Must make individual save roll for each hit.

Options:
May select any 1 weapon from the Personal Weapons section of the Armory in Mac’s Body
Shop at no additional points’ cost.
May purchase Fire Bombs for additional 1 point.
May purchase Grenades for additional 2 points.
May upgrade Raider Body Armor to Blaster Body Armor for additional 1 point.
May purchase a Bike for additional 4 points and can continue to act as an Independent Charac-
ter.

Special Rules:
Independent Character – May be attached to a unit or can be used to replace a member of a
vehicle crew.

Michael Curry (order #4886323) 6


81

Boss Cost: 6 points

MV RC CC TN DM CL AM
3 4 4 10 2 5 4

Model Type: Pedestrian


Gear: Automatic Pistol, Knife

Automatic Pistol Knife


Range: Close Combat 5” Power: 1d6 ROF: 2 Range: Close Combat Only Power: 1d6

Options:
May select any 1 weapon from the Personal Weapons section of the Armory in Mac’s Body
Shop at no additional points’ cost.
May purchase Fire Bombs for additional 1 point.
May purchase Grenades for additional 2 points.
May purchase Raider Body Armor for additional 1 point.
May purchase Blaster Body Armor for additional 2 points.

Special Rules:
A Boss must always be attached to a unit unless he is used to replace a member of a vehicle
crew.
A Boss can be on a Bike, but must be accompanied by a pillion passenger and must have at
least 4 other Bikes in the unit (See Biker)
If the Boss is on a Bike, he is equipped with the gear as shown in Biker Boss profile.
Boss won’t be Bitch – Biker Boss will never ride pillion – he always drives!

Michael Curry (order #4886323) 6


82

Warrior: 0+ Cost: 3 points each

MV RC CC TN DM CL AM
3 3 4 10 1 4 4

Model Type: Pedestrian / Unit


Gear: Rifle, Knife

Rifle Knife
Range: 14” Power: 1d6 ROF: 1 AP: 1 Range: Close Combat Only Power: 1d6

Options:
Individual models may exchange the Rifle for a Shotgun or an SMG at no additional points’ cost.
May purchase Fire Bombs for additional 6 points per unit.
May purchase Grenades for additional 12 points per unit.
May purchase Raider Body Armor for additional 6 points per unit.

Special Rules:
Unit – minimum unit size is 4; maximum unit size is 10.

Michael Curry (order #4886323) 6


83

RPG Team: 0+ Cost: 7 points

MV RC CC TN DM CL AM
3 3 2 10 1 4 4

Model Type: Pedestrian / Unit


The RPG Team is a special unit of 1 Gunner and 1 Loader

Gear:
Gunner – RPG, Automatic Pistol
Loader – Automatic Pistol

Automatic Pistol RPG


Range: Close Combat 5” Power: 1d6 ROF: 2 Range: 12” Power: 2d10 Blast: 2”
ROF: see Special Rules
Special Rules:
Fires every other activation unless Loader
present.

Special Rules:
If the Gunner dies, the Loader is considered to have picked up the weapon and may continue to
use it. If only 1 model in the team is alive, the weapon can only fire every other round.

Michael Curry (order #4886323) 6


84

Mortar Team: 0+ Cost: 7 points

MV RC CC TN DM CL AM
3 3 2 10 1 4 4

Model Type: Pedestrian / Unit


The Mortar Team is a special unit of 1 Gunner and 1 Loader

Gear:
Gunner – Mortar, Automatic Pistol
Loader – Automatic Pistol

Automatic Pistol Mortar


Range: Close Combat 5” Power: 1d6 ROF: 2 Range: 16” Power: 2d10 Blast: 3”
ROF: Fires every other turn unless Loader
present
Special Rules:
90° Front Arc. Facing on the ground can be
changed if the crew gives up its MV. If be-
ing carried in the rear truck bed of a vehicle,
it is considered secured in place and has a
fixed arc (either rear or front) and cannot be
changed.
Automatically deviates 1d3 on a successful
hit.
Automatically deviates 2d6 on a miss.

Special Rules: If the Gunner dies, the Loader is considered to have picked up the weapon and
may continue to use it. If only 1 model in the team is alive, the weapon can only fire every other
round.

Michael Curry (order #4886323) 6


85

Scrapmech: 0-3 Cost: 20 points


Remnants of an industrial past that no longer exists, these power loaders are now equipped as
weapons of destruction that can rip apart an enemy vehicle.

MV RC CC TN DM CL AM
4 3 4 10 4 3 6

Model Type: Pedestrian / Walker


Gear: Mini-Gun, Power Claw

Mini-Gun Power Claw


Range: 12” Power: 4d6 ROF: 3 AP: 1 Description: Mechanical claw used for heavy
lifting
Range: Close Combat only Power: 3d6 AP: 2

Special Rules:
Armored Body – the model receives a 6+ save for each point of damage taken.
Assault Move – in step 4 of the pedestrian activation sequence, the model can move up to its
MV allowance and then may make a close combat assault on a vehicle or pedestrian.
Combat Run – upon activation, the model may choose to move 3 times its MV allowance, but
must forfeit any other actions that activation.

Michael Curry (order #4886323) 6


86

Molers: 0-9 Cost: 7 points


Just because someone is small does not mean to say they are not dangerous. To join the ranks of
the Molers requires the skill to tunnel a way through the earth and emerge, shotgun in hand to blast
away at anyone unfortunate enough to be in their sights. Before anyone has even realized they are
there, they disappear down their holes ready to appear in a different location.

MV RC CC TN DM CL AM
3 3 3 10 1 4 4

Model Type: Pedestrian


Gear: Scoped Rifle, Knife

Knife Scoped Rifle


Range: Close Combat only Power: 1d6 Range: 14” Power: 1d6 ROF: 1 AP: 1
Special Rules: +1RC at ranges over 4”, -1RC
at 4” or under.

Options:
May exchange Scoped Rifle for a Shotgun at no additional points’ cost.
May add Armor Piercing Rounds to the Scoped Rifle for additional 1 point.
May purchase Raider Body Armor for additional 1 point.

Special Rules:
Movement – Molers may move underground via a network of tunnels and can appear anywhere
on the board.
At the beginning of the game, the Molers are not deployed. They can only activate for the first
time in the pedestrian sequence of Phase 2 during the second round as it is considered that
they are digging tunnels during Round 1.
Upon first activation, place the model anywhere on the table, and move 1d6” in a random direc-
tion to determine where the Moler will appear. Place a Moler Hole marker at that point on the
table. Moler Holes remain on the board and can be used again with no deviation. This includes
enemy Moler Holes as Molers will use any tunnel available.
Once in play Molers can only either move or shoot on the turn they appear.
For subsequent activations, Molers can either move on the table as a pedestrian or go under-
ground and use a tunnel.
To use a tunnel, remove model from the table and miss the following activation. After missing
an activation, place the Moler on the table at an existing Moler Hole, or at another location and
move 1d6” in a random direction to determine where the Moler appears out of the new hole.
Molers do not have to remain in unit cohesion when in play, but must activate together unless
the Rule of 10 is in effect in which case they can operate as Independent Characters.

Michael Curry (order #4886323) 6


87

Basic Driver: 0+ Cost: 2 points


This profile can be used as a crew member for a vehicle built in Mac’s Body Shop unless a Special
Character is being used instead.

MV RC CC TN DM CL AM
3 3 3 10 1 4 4
Gear: Automatic Pistol, Knife

Automatic Pistol Knife


Range: Close Combat 5” Power: 1d6 ROF: 2 Range: Close Combat Only Power: 1d6

Pro Driver: 0+ Cost: 6 points


This profile can be used as a crew member for a vehicle built in Mac’s Body Shop unless a Special
Character is being used instead.

MV RC CC TN DM CL AM
3 4 4 10 1 5 4
Gear: Automatic Pistol, Knife

Automatic Pistol Knife


Range: Close Combat 5” Power: 1d6 ROF: 2 Range: Close Combat Only Power: 1d6

Basic Gunner: 0+ Cost: 2 points


This profile can be used as a crew member for a vehicle built in Mac’s Body Shop unless a Special
Character is being used instead.

MV RC CC TN DM CL AM
3 4 3 10 1 3 4
Gear: Automatic Pistol, Knife

Automatic Pistol Knife


Range: Close Combat 5” Power: 1d6 ROF: 2 Range: Close Combat Only Power: 1d6

Pro Gunner: 0+ Cost: 6 points


This profile can be used as a crew member for a vehicle built in Mac’s Body Shop unless a Special
Character is being used instead.

MV RC CC TN DM CL AM
3 5 3 10 1 4 4
Gear: Automatic Pistol, Knife

Automatic Pistol Knife


Range: Close Combat 5” Power: 1d6 ROF: 2 Range: Close Combat Only Power: 1d6

Michael Curry (order #4886323) 6


88

Vehicles
Weasel Command Vehicle: 0-1 Cost: 35 points

Weasel Command Vehicle


SPEED MV (inches) 45° Turns CMV TN AM DM
Stationary 0 0 0 8
Slow 1-4 3 1” 10 7 5
Cruising 5-12 4 2” 12
Fast 13-16 3 3” 13

Model Type: Vehicle / Buggy; Off-Road / Open


Structure: 3 points
Load-Out: 1 mounted LMG, .50 Cal Rifle

LMG .50 Cal Rifle


Range: 16” Power: 4d6 ROF: 2 AP: 2 Range: 26” Power: 1d10 ROF: 2 AP: 2
Special Rules: Ignores Ablative Armor and
any armor worn by pedestrians

Vehicle Special Rules:


Comes equipped with Front Ram, Ablative Armor and Nitro at no additional cost.

Crew: 1 Leader, Champion, or Boss, 1 Driver and 1 Gunner


Driver
MV RC CC TN DM CL AM
3 2 3 10 1 5 4
Gear: Automatic Pistol, Knife
Gunner
MV RC CC TN DM CL AM
3 4 3 10 1 4 4
Gear: SMG, Automatic Pistol, Knife

SMG Automatic Pistol


Range: 7” Power: 3d6 ROF: 2 Range: Close Combat 5” Power: 1d6 ROF: 2
Special Rules: Drillin’

Knife
Range: Close Combat Only Power: 1d6

Crew Special Rules:


The Leader, Champion or Boss must be equipped with the .50 Cal Rifle.
If he is killed, the .50 Cal Rifle can be picked up and used by another passenger or pedestrian
following the standard rules.

Michael Curry (order #4886323) 6


89

Weasel Scout Class Buggy: 0+ Cost: 22 points


The most popular vehicle in the wastelands; a single-seat buggy, but with room to have a gunner on
the back.

Weasel Scout Class Buggy


SPEED MV (inches) 45° Turns CMV TN AM DM
Stationary 0 0 0 8
Slow 1-4 3 1” 10 6 5
Cruising 5-12 4 2” 12
Fast 13-16 3 3” 13

Model Type: Vehicle / Buggy; Off-Road / Open


Structure: 3 points
Load-Out: 1 Spud Autogun.

Spud Autogun
Range: 16” Power: 4d6 ROF: 2 AP: 2

Vehicle Options:
May replace Spud Autogun with Rocket Launcher for additional 3 points.
May add Nitro for additional 2 points (does not count against Structure)
May add Ablative Armor for additional 3 points (does not count against Structure)

Crew: 1 Driver and 1 Gunner.

MV RC CC TN DM CL AM
3 3 3 10 1 4 4
Gear:
Driver – Automatic Pistol
Gunner – Automatic Pistol

Automatic Pistol
Range: Close Combat 5” Power: 1d6 ROF: 2

Michael Curry (order #4886323) 6


90

Utility Truck: 0+ Cost: 16 points

Utility Truck
SPEED MV (inches) 45° Turns CMV TN AM DM
Stationary 0 0 0 7
Slow 1-4 2 2” 8 7 5
Cruising 5-10 4 3” 9
Fast 11-14 3 4” 10

Model Type: Vehicle / Truck


Structure: 1 point
Load-Out: None

Vehicle Options:
May add Ablative Armor for additional 3 points (does not count against Structure)
May add Nitro for additional 2 points (does not count against Structure)
May add RPG Team (rear truck bed) for additional 7 points.
May add Mortar Team (rear truck bed) for additional 7 points.
May add rear mounted Defense Tubes for 3 additional points (does not count against Structure)
May add side mounted Defense Tubes for 6 additional points (does not count against Structure)
If purchased side mounted, an individual launcher is mounted on left and right side of the ve-
hicle.

Vehicle Special Rules:


Ram Damage AP 2 (front only)
Up to four pedestrians or 1 RPG Team or 1 Mortar Team may be carried in the rear truck bed.
Models in the rear truck bed are considered to be open.

Crew: 1 Driver and 1 Gunner.

MV RC CC TN DM CL AM
3 3 3 10 1 4 4
Gear:
Driver – Automatic Pistol
Gunner – Shotgun

Automatic Pistol Shotgun


Range: Close Combat 5” Power: 1d6 ROF: 2 Range: Close Combat 6” Power: 3d6 ROF: 1

Michael Curry (order #4886323) 6


91

Rattler Gun Truck: 0-2 Cost: 28 points

Rattler Gun Truck


SPEED MV (inches) 45° Turns CMV TN AM DM
Stationary 0 0 0 7
Slow 1-4 2 2” 8 7 6
Cruising 5-10 4 3” 9
Fast 11-14 3 4” 10

Model Type: Vehicle / Truck


Structure: 2 points
Load-Out: Turret Mounted Twin Spud Autocannons plus Weapon Link System

Turret Mounted Twin Spud Autocannons Weapon Link System


Range: 18” Power: 4d6 ROF: 1 AP: 2 Weapon Profile: None
Special Rules: If enemy model is hit, roll 4d6 Special Rules: If the twin weapon system or
for damage, calculate the result, and then additional weapons have an ROF greater than
double it. 1, the second shot is taken at –1 RC; the third
shot is taken at –2 RC.
If a gunner is used in the vehicle, the RC
modifications are ignored while the gunner is
operating the weapon.

Vehicle Special Rules:


Up to four models may be carried in the rear.
Ram Damage AP 2 (front only)
Ram Upgrade +3 points AP3 AM 9(from front arc)

Crew: 1 Driver and 1 Gunner

MV RC CC TN DM CL AM
3 3 3 10 1 4 4
Gear:
Driver – Automatic Pistol
Gunner – Automatic Pistol

Automatic Pistol
Range: Close Combat 5” Power: 1d6 ROF: 2

Michael Curry (order #4886323) 6


92

Sand Surfers: 0+ Cost: 6 points

Sand Surfer
SPEED MV (inches) 45° Turns CMV TN AM DM
Stationary 0 0 0 10
Slow 1-4 3 1” 12 4 2
Cruising 5-10 6 1” 14
Fast N/A N/A N/A N/A

Model Type: Vehicle / Bike; Off-Road / Open


Structure: 1 point
Load-Out: Grapple Gun

Michael Curry (order #4886323) 6


93

Grapple Gun
Range: 8” ROF: 1
Special Rules:
Make a control roll to attach grapple to target vehicle. Once attached, the two vehicles are as-
sumed to be going the same speed. The following activation after the grapple is attached, the
attacker may ‘reel in’ and either plant bombs or put boarders onto the target vehicle. Once the
action has been carried out, the player may release the grapple completely, or just loosen the
line, fall back up to 4”, and let his vehicle be towed along.
If the vehicle stays attached and is being towed, it travels at the towing vehicle’s current speed
and is assumed to follow it exactly with no rolls needing to be made.
If the towing vehicle is destroyed, the towed model must immediately make a control roll to re-
lease the cable. If failed, it goes out of control. If the towed vehicle is a Bike or Sand Surfer, it is
automatically destroyed and removed from play.
When a vehicle is being towed by another vehicle that is traveling at a speed level higher than
the towed vehicle can travel, use the TN of the towing vehicle and add 1 to get the TN of the
towed vehicle.
If the towing vehicle has weapons that can shoot at the towed vehicle under standard activation
rules, they get the +2 bonus for close range shooting even if the towed vehicle is more than 2”
behind.

Vehicle Options:
May add Limpet Mines for additional 1 point each.

Vehicle Special Rules:


Towed - may start game being towed by a friendly vehicle.

Crew: 1 Sailor and 1 Gunner

MV RC CC TN DM CL AM
3 3 3 10 1 5 4

Gear:
Sailor – Automatic Pistol
Gunner – Bow

Automatic Pistol Bow


Range: Close Combat 5” Power: 1d6 ROF: 2 Range: 14” Power: 1d6 ROF: 1 AP: 1

Michael Curry (order #4886323) 6


94

Maxwell V8 Interceptor: 0-1 per 250 points Cost: 32 points

Maxwell V8 Interceptor
SPEED MV (inches) 45° Turns CMV TN AM DM
Stationary 0 0 0 6
Slow 1-5 2 2” 8 7 8
Cruising 6-12 4 2” 11
Fast 13-22 3 3” 13

Model Type: Vehicle / Car


Structure: 4 points
Load-Out: Choose 0 to 1 Load-Out Option

Load-Out Options:
#1 1 Missile Launcher for additional 5 points
#2 1 Mini-Gun for additional 6 points
#3 1 Twin Missile Launcher plus Link System for additional 15 points
#4 1 Twin Mini-Gun plus Link System for additional 17 points
#5 1 Twin Missile Launcher, 1 Mini-Gun plus 2 Link Systems for additional 26 points
#6 1 Twin Mini-Gun, 1 Missile Launcher plus 2 Link Systems for additional 27 points
#7 1 Twin Mini-Gun, 1 Twin Missile Launcher plus 2 Link Systems for additional 32 points

Mini-Gun Twin Mini-Gun


Structure Points Cost: 1 point Structure Points Cost: 2 points
Range: 12” Power: 4d6 ROF: 3 AP: 1 Range: 12” Power: 4d6 ROF: 3 AP: 3
Special Rules:
Twin weapon, but only roll once to hit for each
ROF

Missile Launcher Twin Missile Launcher


Structure Points Cost: 1 point Structure Points Cost: 2 points
Range: 18” Power: 4d10 Blast: 3” ROF: 1 Range: 18” Power: 4d10 Blast: 4” ROF: 1
AP: 2 AP: 2
Special Rules:
Twin weapon, but only roll once to hit for each
ROF

Weapon Link System


Weapon Profile: None
Structure Points Cost: 0 points
Special Rules:
If the twin weapon system or additional weapons have an ROF greater than 1, the second shot
is taken at –1 RC; the third shot is taken at –2 RC.

Michael Curry (order #4886323) 6


95

Vehicle Special Rules:


Comes equipped with Weapon Firing System at no additional cost so that Driver may fire
weapon.
Ram Damage AP 1 (front only)
Driver receives 4+ save against damage, including a result on the Devastating Damage Table
that causes him to take damage.
Boost – 5” move in a straight line. Roll 1d6 when used. On an odd number result, Boost can no
longer be used; on a 1, the engine has also been damaged and the Maxwell’s maximum speed
is now Cruising.
Additional Fuel Tank – If you roll a 4 (ruptured fuel line) on the Devastating Damage Table,
there is no effect.
If you roll a 5 on the Devastating Damage Table, the effect is ‘On Fire’ (INSTEAD OF the result
listed on the Devastating Damage Table)
At the beginning of each round roll 1d6 and on a 5 or 6, the vehicle explodes.
If the vehicle explodes for any reason, the blast radius is d3 + 2 inches with 4d6 damage to any-
one in the blast radius.

Crew: 1 Driver

MV RC CC TN DM CL AM
3 4 4 10 1 5 4

Gear: Automatic Pistol

Automatic Pistol
Range: Close Combat 5” Power: 1d6 ROF: 2

Michael Curry (order #4886323) 6


96

Valiant WS: 0-1 per 250 points Cost: 38 points

Valiant WS Tombstone
SPEED MV (inches) 45° Turns CMV TN AM DM AM DM
Stationary 0 0 0 6
Slow 1-4 1 3” 8 8 8 7 6
Cruising 5-11 3 3” 10
Fast 12-16 3 3” 12

Model Type: Vehicle / Car


Structure: 3 points
Load-Out: Choose 0 to 1 Load-Out Option

Load-Out Options:
#1 1 Missile Launcher for additional 5 points
#2 1 Mini-Gun for additional 6 points
#3 1 Twin Missile Launcher plus Link System for additional 15 points
#4 1 Twin Mini-Gun plus Link System for additional 17 points
#5 1 Twin Missile Launcher, 1 Mini-Gun plus 2 Link Systems for additional 26 points
#6 1 Twin Mini-Gun, 1 Missile Launcher plus 2 Link Systems for additional 27 points

Mini-Gun Twin Mini-Gun


Structure Points Cost: 1 point Structure Points Cost: 2 points
Range: 12” Power: 4d6 ROF: 3 AP: 1 Range: 12” Power: 4d6 ROF: 3 AP: 3
Special Rules:
Twin weapon, but only roll once to hit for each
ROF

Missile Launcher Twin Missile Launcher


Structure Points Cost: 1 point Structure Points Cost: 2 points
Range: 18” Power: 4d10 Blast: 3” ROF: 1 Range: 18” Power: 4d10 Blast: 4” ROF: 1
AP: 2 AP: 2
Special Rules:
Twin weapon, but only roll once to hit for each
ROF

Weapon Link System


Weapon Profile: None
Structure Points Cost: 0 points
Special Rules:
If the twin weapon system or additional weapons have an ROF greater than 1, the second shot
is taken at –1 RC; the third shot is taken at –2 RC.

Michael Curry (order #4886323) 6


97

Vehicle Options:
Comes equipped with Weapon Firing System so that Driver may fire weapon if the Gunner is
killed.
Comes equipped with Tombstone at no additional cost.
One Passenger or Gunner may be carried armed with an Automatic Pistol for an additional 3
points.

Tombstone
Special Rules:
The Tombstone has its own Armor and Damage profile: AM: 7 DM: 6 when attacked from the
rear.
When the Tombstone is in place, the vehicle’s maximum speed is Cruising.
If the Tombstone is in place and the vehicle is rammed from the rear, an additional 2d6 damage
is done to the rammer who must then pass a control test at –1 for each speed level above Slow.
The Tombstone may be released as a free action at any time.
When released, the Tombstone will travel straight backwards with a 1” wide area as follows de-
pendent on the speed of your vehicle:
Slow = Tombstone drops to the ground immediately behind your vehicle.
Cruising = D6” + 1” backwards.
Any model in the path of the Tombstone takes 2d10 damage and must make a control roll.
When shooting at the Tombstone, if a roll on the Devastating Damage Table is required (a criti-
cal hit or 10 on a damage roll), the Tombstone takes 1 additional point of damage instead of
rolling on the table.

Vehicle Special Rules:


Ram Damage AP 2 (front only)
Driver and Passenger receive 4+ save against damage, including a result on the Devastating
Damage Table that causes the Driver or Passenger to take damage.
Push Through – the Valiant may perform a Push Through if rammed from the front, or it hits a
stopped vehicle with its front and the AM of the other vehicle is equal or under the Valiant’s AM.

Crew: - 1 Driver (plus 1 Passenger or 1 Gunner if purchased)

MV RC CC TN DM CL AM
3 4 4 10 1 5 4
Gear:
Driver – Automatic Pistol
Passenger/Gunner – Automatic Pistol

Automatic Pistol
Range: Close Combat 5” Power: 1d6 ROF: 2

Crew Options:
Passenger or Gunner may purchase a Rifle for additional 2 points.
Passenger or Gunner may purchase a Shotgun for additional 2 points.

Michael Curry (order #4886323) 6


98

Gyrocopter: 0-4 Cost: 16 points

Gyrocopter
SPEED MV (inches) 45° Turns CMV TN AM DM
Stationary 0 N/A 0 9
Slow 1-6 3 2” 11 5 2
Cruising 7-12 6 1” 12
Fast 13-18 4 3” 14
Model Type: Vehicle / Flyer / Open
Structure: 0
Load-Out: Molotovs, Gas Bomb

Molotovs Gas Bomb


Range: 3” Power: 3d6 Blast: 1” Description: High pressure gas cylinder
AP: 2 (against pedestrians ONLY) Range: 2” Power: 3d10 Blast: 3” AP: 2
Special Rules: Special Rules:
On a critical failure, explodes in your hand! 1” blast Once per game.
centered on the model. Can be dropped at High or Low altitude.
Automatically deviates using the following rules:
on a hit, 1d3” but player can adjust by up to 1”; on
a miss, deviates 1d6”. Use deviation template for
direction.
Burning – if a model takes damage, it is consid-
ered to be burning.
At the beginning of each round roll 2d6 for dam-
age. If the model takes damage, roll again at the
beginning of next round. If no damage is taken, it is
considered that the mixture has burned out.
Cannot be dropped from a vehicle at High altitude.

Vehicle Special Rules:


Dropping Your Load – drop 1d6 plus 1 Molotovs. Select a target point and all Molotovs deviate
1d6” from target even on a hit.
After Dropping Your Load, any doubles rolled on a to hit roll means the vehicle has run out of
Molotovs.
Only use once per game.

Crew: 1 Driver

MV RC CC TN DM CL AM
3 3 3 10 1 4 4
Gear: Automatic Pistol, Assault Rifle

Automatic Pistol Assault Rifle


Range: Close Combat 5” Power: 1d6 ROF: 2 Range: 12” Power: 2d6 ROF: 2 AP: 1

Michael Curry (order #4886323) 6


99

Biker: 0+ Cost: 8 points


Biker
SPEED MV (inches) 45° Turns CMV TN AM DM
Stationary 0 0 0 9
Slow 1-6 N/A 0 10 5 2
Cruising 7-15 N/A 0.5” 12
Fast 16-22 N/A 1” 14
Model Type: Vehicle / Bike; Off-Road Open
Structure: 0
Load Out: None

Vehicle Options:
May have 1 Warrior as a pillion passenger for additional 2 points.

Vehicle Special Rules:


Up to 3 Bikes may activate in a turn unless Biker Boss is present.

Crew: – 1 Biker
Biker
MV RC CC TN DM CL AM
3 3 4 10 1 4 4
Gear: Automatic Pistol, Shotgun, Axe

Automatic Pistol Shotgun


Range: Close Combat 5” Power: 1d6 ROF: 2 Range: Close Combat 6” Power: 3d6 ROF: 1

Axe Knife
Range: Close Combat only Power: 1d6+1 Range: Close Combat Only Power: 1d6

Crew Options:
May upgrade 1 in every 5 Bikers to a Biker Boss for additional 4 points.
Biker Boss
MV RC CC TN DM CL AM
3 4 4 10 2 5 4
Gear: Shotgun, Knife

Options
May purchase Rifle for 2 additional points.

Biker Boss Special Rules:


A Biker Boss must be accompanied by a pillion passenger and must have at least 4 other bikes
in the unit.
Biker Gang – up to 5 Bikes may activate with the Biker Boss if they are within 12” of the Biker
Boss.
Boss won’t be Bitch – Biker Boss will never ride pillion – he always drives!

Michael Curry (order #4886323) 6


100

Truck Stop
The truck bounced over the gullies in the road; the gasoline cans crashing together in the back.

“I can’t see them? Where are they? Have we lost them?” Gus yelled as he wildly tried to search
through the window at the road behind.

“How would I know, you’re the one who’s looking. I’m driving not looking around. That’s your job!”
Jack screamed back, fighting with the wheel and trying to keep the truck on the road.

“I can hear them, but I can’t… no, wait, here they come. Get us out of here!” Gus was frantic as he
tried to grab the wheel.

“Get off, you moron. Get the shotgun; leave me to drive!”

They could both hear the yells of the Lotek gang as they raced over the hill behind them. Three,
then four, then six buggies screamed into view.

Jack threw the wheel to the left as the ground erupted in an explosion of dirt narrowly missing their
truck. Swerving off the road and onto open ground, Jack fought to keep the truck moving. The metal
gasoline barrels in the rear truck bed crashed against each other, their contents sloshing around.

Suddenly, a Lotek buggy drew alongside, the mohawked driver screaming at them as the gun-
ner on the back, a long haired Lotek wearing leather shorts and shoulder pads aimed his Spud gun.
Instinctively, Gus leaned out as far as he could and opened up with the shotgun. The buggy swerved
away violently with the driver slumped against the wheel, his Mohawk awash with blood. The truck
jolted as another blast narrowly missed them and Gus fought desperately to hold on as he struggled
to get back into his seat. Bullets bounced off the bodywork as the remaining buggies moved in for the
kill.

Something warm and wet hit the side of his face, as Gus turned and saw Jack slumped at the
wheel, a gaping hole through the side of his head. He frantically tried to grab the wheel, but the truck
was too far out of control and crashed to a jarring halt in a ditch.

Gus scrambled to get out of the truck, dropping the shotgun in his panic. He fell out of the door and
onto the dusty ground just as a buggy screeched to a halt beside to him. He felt someone grab the
back of his neck and drag his head up.

“Well, boys, we got ourselves a live one here. Fresh meat on the menu tonight!”

Michael Curry (order #4886323) 6


101

LONERS
Life on the road is a lonely existence for those that choose not to rely for their survival on a group
or gang, but trust instead on their own skills. Over the years, legends have grown up around these
people; stories spreading from community to community, traveler to traveler, until these individuals
have become more than just a passing stranger, but heroes that will come to help in a time of need.
But legends can be deceptive.

Loners are just mercenaries who will offer their services to the highest bidder. If you have something
they need then you can get their help and they will be loyal while you are willing to pay their high
price.
When building your force, you may hire a Loner, but you must still follow the restrictions specific to the
game level you have selected (see Game Level)
If you select a Loner for your Lotek or Nomad force, they are not subject to the Special Rules for that
force.
For example: if you select a Loner for your Lotek force, his weapons do not suffer from the Neglect
special rule that applies to other weapons in the Lotek force.

Loner: 0+ Cost: 12 points


This is the profile for a generic Loner.
MV RC CC TN DM CL AM
4 6 6 12 5 8 6
Model Type: Pedestrian / Loner
Gear: Knife, Automatic Pistol, Fire Bombs, Blaster Body Armor

Automatic Pistol Knife


Range: Close Combat 5” Power: 1d6 ROF: 2 Range: Close Combat Only Power: 1d6

Fire Bombs Blaster Body Armor


Range: 3” Power: 1d10 ROF: 1 Equipment Profile: Saves on a 1d6 roll
Special Rules: of 4+
Once hit, any vehicle or Walker continues to burn. Special Rules:
Roll 1d6 at the beginning of every round it is on On a successful roll, model takes no
fire. On the roll of 1-2, it automatically takes 1 damage.
point of damage; on a roll of 3-6, the fire is extin- Must make individual save roll for each
guished. hit.

Options:
May select any 1 weapon from the Personal Weapons section of the Armory in Mac’s Body
Shop at no additional points cost.
May select a second weapon from the Personal Weapons section of the Armory in Mac’s
Body Shop at 50% discount on points cost (rounding down).

Special Rules
Independent Character – May be attached to a unit or can be used to replace a member of a
vehicle crew.

Michael Curry (order #4886323) 6


102

The Stranger and his dog, Max: 0-1 Cost: 46 points


Not much is known about the Stranger, but there are many stories. Some say he was a soldier in
the final war; others say he was a lawman before everything ended; but only one person knows the
truth and he’s not talking.

MV RC CC TN DM CL AM
4 6 6 12 5 8 6
Model Type: Pedestrian / Loner
Gear: Knife, Automatic Pistol, Shotgun, Blaster Body Armor

Automatic Pistol Knife


Range: Close Combat 5” Power: 1d6 ROF: 2 Range: Close Combat Only Power: 1d6

Shotgun Blaster Body Armor


Range: Close Combat 6” Power: 3d6 ROF: 1 Equipment Profile: Saves on a 1d6 roll of 4+
Special Rules:
On a successful roll, model takes no damage.
Must make individual save roll for each hit.

Michael Curry (order #4886323) 6


103

Options:
May select any 1 weapon from the Personal Weapons section of the Armory in Mac’s Body
Shop at no additional points cost.
May select a second weapon from the Personal Weapons section of the Armory in Mac’s
Body Shop at 50% discount on points cost (rounding down).

Special Rules:
The Stranger is always accompanied by his dog, Max.
The Stranger always drives a Maxwell V8 Interceptor with Load-Out Option #2.
If the dog, Max is killed, the Stranger will continue without him.

Max the Dog


MV RC CC TN DM CL AM
5 0 5 10 3 6 2

Model Type: Pedestrian


Gear: Teeth and Claws

Teeth and Claws


Description: Razor sharp teeth and claws that are used to defend his master.
Range: Close Combat Against Pedestrians Only Power: 3d6 AP: 2

Special Rules:
Max always accompanies the Stranger.
Max activates at the same time as the Stranger.
Max must stay within 5” of the Stranger or inside the same vehicle.
If the Stranger is killed, it is assumed that Max has run off, never to be seen again.
Protect – Max will always protect the Stranger.
If a pedestrian moves into close combat with the Stranger, Max will attack him. Before the pe-
destrian rolls his close combat roll, move Max into close combat even if he has already acti-
vated. Max rolls 2d6 +CC as standard. If the pedestrian survives Max’ attack, he can only make
his attack roll against Max and not the Stranger. However, the Stranger can make a retaliatory
attack. At the end of close combat, all survivors remain in close combat.
If the Stranger attacks another pedestrian in close combat, Max will leap in and attack with him.
If the pedestrian survives the close combat attack by the Stranger, move Max into close com-
bat. Max will attack before any retaliatory attack is made. Max rolls 2d6 +CC as standard. If the
pedestrian survives Max’ attack, he can then only make his attack roll against Max and not the
Stranger. At the end of close combat, all survivors remain in close combat.

Michael Curry (order #4886323) 6


104

NOMADS

Not everyone in the Warlands has gone back to the basics of savagery and chaos; some have tried to
retain remnants of civilization. This is not an easy task in a world where civilization has been crushed,
but Nomads are made up of hardy men, women and children who have learnt to survive by working
together in the harsh unforgiving environment of the wastelands. Nomads form small communities
that rarely stay in one place for long. Intent on scavenging what they can, they set up camps to act
as staging grounds for forays into the local area to search for supplies, and to harvest scrap metal to
keep their vehicles moving.

Each group of Nomads is different yet they all live by the same principles. They prefer to have struc-
ture and order in their everyday lives; electing a leader and taking orders from those they have put
in a position of authority. They cling to these ways of the old world in the belief that creating a power
structure will keep them safe and eventually lead to a better place for them to live.

Nomads also have rudimentary laws and to enforce those laws there are the Nomad Militia. The Mi-
litia acts as law enforcement in Nomad communities, dealing out punishment to anyone who breaks
the law or puts the Nomad camp at risk. They also protect the community from outside threats as they
are always on their guard against intruders. Nomad camps are not the friendliest of places, but if they
admit you into their community and you are willing to work and abide by their laws, it can be a haven
for a Loner looking for a place to stay awhile.

Michael Curry (order #4886323) 6


105
Nomad Special Rules
• Alliances – If there is more than 1 Nomad force in the game and they are playing as an alli-
ance (not attacking each other), at the beginning of each round, each Nomad player should
roll 1d10. On a roll of a 10, the alliance will break and all Nomad forces will be targets for each
other.
• Leadership – A Nomad Champion will never challenge the leader regardless of how much of
the starting force is lost.
A Nomad Champion will only take over as a leader of the force if the original leader has been
killed.
• Barter – Nomads are excellent traders and negotiators. When hiring Loners, they always aim
to get the best deal.
If a Nomad player chooses one or more Loners when building their force, he must negotiate
the points’ cost for one of the Loners. Roll 1d6 and consult the following table:

D6 Roll Result
1 No Show. The Loner is insulted. He still takes your money, but just don’t show up for
the battle! Pay the points, but the Loner cannot be used in the game.
2-3 No luck. Points’ cost stays the same.
4 Save 10% (round up) on the cost of Loner
5 Save 20% (round up) on the cost of Loner
6 Save 25% (round up) on the cost of Loner

Nomad Pedestrians
Nomad Leader Cost: 10 points

MV RC CC TN DM CL AM
3 6 5 10 3 7 5
Model Type: Pedestrian
Gear: Knife, Automatic Pistol, Blaster Body Armor

Automatic Pistol Knife


Range: Close Combat, 5” Power: 1d6 ROF: 2 Range: Close Combat Only Power: 1d6

Blaster Body Armor


Equipment Profile: Saves on a 1d6 roll of 4+
Special Rules:
On a successful roll, model takes no damage.
Must make individual save roll for each hit.

Options:
May select any 1 weapon from the Personal Weapons section of the Armory in Mac’s Body
Shop at no additional points’ cost.
May purchase Fire Bombs for additional 1 point.

Special Rules:
Independent Character – May be attached to a unit or can be used to replace a member of a
vehicle crew.

Michael Curry (order #4886323) 6


106

Nomad Champion Cost: 9 points

MV RC CC TN DM CL AM
3 6 5 10 2 6 5

Model Type: Pedestrian


Gear: Automatic Pistol, Knife, Fire Bombs, Raider Body Armor

Automatic Pistol Knife


Range: Close Combat 5” Power: 1d6 ROF: 2 Range: Close Combat Only Power: 1d6

Fire Bombs Raider Body Armor


Range: 3” Power: 1d10 ROF: 1 Equipment Profile: Saves on 1d6 roll of 5+
Special Rules: Special Rules:
Once hit, any vehicle or Walker continues to On a successful roll, model takes no damage.
burn. Roll 1d6 at the beginning of every round Must make individual save roll for each hit.
it is on fire. On the roll of 1-2, it automatically
takes 1 point of damage; on a roll of 3-6, the
fire is extinguished.

Options:
May select any 1 weapon from the Personal Weapons section of the Armory in Mac’s Body
Shop at no additional points’ cost.
May exchange Fire Bombs for Grenades for additional 1 point.
May upgrade Raider Body Armor to Blaster Body Armor for additional 1 point.
May purchase a Bike for additional 4 points, but must be accompanied by 2 other Bikes as a
unit.

Special Rules:
Independent Character – May be attached to a unit or can be used to replace a member of a
vehicle crew.

Michael Curry (order #4886323) 6


107

Nomad Hero Cost: 8 points

MV RC CC TN DM CL AM
3 5 4 10 2 6 4

Model Type: Pedestrian


Gear: Automatic Pistol, Knife, Raider Body Armor

Automatic Pistol Knife


Range: Close Combat 5” Power: 1d6 ROF: 2 Range: Close Combat Only Power: 1d6

Raider Body Armor


Equipment Profile: Saves on 1d6 roll of 5+
Special Rules:
On a successful roll, model takes no damage.
Must make individual save roll for each hit.

Options:
May select any 1 weapon from the Personal Weapons section of the Armory in Mac’s Body
Shop at no additional points’ cost.
May purchase Fire Bombs for additional 1 point.
May purchase Grenades for additional 2 points.
May upgrade Raider Body Armor to Blaster Body Armor for additional 1 point.
May purchase a Bike for additional 4 points and can continue to act as an Independent Charac-
ter.

Special Rules:
Independent Character – May be attached to a unit or can be used to replace a member of a
vehicle crew.

Michael Curry (order #4886323) 6


108

Nomad Boss Cost: 7 points

MV RC CC TN DM CL AM
3 4 3 10 1 5 4

Model Type: Pedestrian


Gear: Automatic Pistol, Knife

Knife
Automatic Pistol Range: Close Combat Only Power: 1d6
Range: Close Combat 5” Power: 1d6 ROF: 2

Options:
May select any 1 weapon from the Personal Weapons section of the Armory in Mac’s Body
Shop at no additional points’ cost.
May purchase Fire Bombs for additional 1 point.
May purchase Grenades for additional 2 points.
May purchase Raider Body Armor for additional 1 point.
May purchase Blaster Body Armor for additional 2 points.

Special Rules:
A Nomad Boss must always be attached to a unit unless he is used to replace a member of a
vehicle crew.
A Nomad Boss can be on a bike, but must be accompanied by a pillion passenger and must
have at least 4 other bikes in the unit (See Nomad Biker)
A Nomad Boss will never be a pillion passenger, but will always be the driver.

Michael Curry (order #4886323) 6


109

Nomad Militia: 0+ Cost: 4 points each

MV RC CC TN DM CL AM
3 3 3 10 1 3 4
Model Type: Pedestrian / Unit
Gear: Crossbow, Axe

Crossbow Axe
Range: 10” Power: 1d6 ROF: 1 AP: 2 Range: Close Combat only Power: 1d6+1

Options:
Individual models may exchange Crossbows for Rifles for no additional cost.
Individual models may exchange Crossbows for Bows for additional 2 points per model.
May purchase Fire Bombs for additional 6 points per unit.
Nomad Militia may add 1 Nomad Boss per unit for additional 7 points.

Special Rules:
Units – minimum unit size is 4; maximum unit size is 14

Michael Curry (order #4886323) 6


110

Nomad Scrapmech: 0-6 Cost: 20 points

MV RC CC TN DM CL AM
4 3 4 10 4 3 6

Model Type: Pedestrian / Walker


Gear: Mini-Gun, Power Claw

Mini-Gun Power Claw


Range: 12” Power: 4d6 ROF: 3 AP: 1 Description: Mechanical claw used for heavy
lifting
Range: Close Combat only Power: 3d6 AP: 2

Special Rules:
Armored Body – the model receives a 6+ save for each point of damage taken.
Assault Move – in step 4 of the pedestrian activation sequence, the model can move up to its
MV allowance and then may make a close combat assault on a vehicle or pedestrian.
Combat Run – upon activation, the model may choose to move 3 times its MV allowance, but
must forfeit any other actions that activation.

Smash and Grab


Jake peered through the dust as his car skidded to a halt on the desert road. He couldn’t see a
thing, but he knew there was something out there, something big. He had seen it as he came over the
brow of the hill, and had braked hard to avoid a collision with the dark shadow in the road.

Although the dust was starting to settle, he still couldn’t see anything. Thinking he could hear the
scraping of metal off to his left, he reached down to restart the stalled engine. At that moment, the
side of his car was peeled away like a tin can. He caught a passing glimpse of a large metal claw as
it ripped the bodywork off the side of his vehicle like tearing paper off a parcel. Beside the car stood a
huge metal machine, its powerful claw preparing to smash again into the metal shell of his car. Inside
the metal frame, Jake could see the figure of a man. Through all the grease and grime, he also saw a
smile that would stay with him for the rest of his very short life.

The smell of hydraulic fluid assaulted his nostrils as Jake scrambled for his gun. The grind of metal
gears cut through the air as the barrel of a mini-gun faced off against Jake’s small automatic pistol.
It was no contest as a barrage of bullets ripped into the driver’s compartment in a burst of blood and
metal.

Michael Curry (order #4886323) 6


111

Nomad Vehicles
Nomad Command Vehicle: 0-1 Cost: 35 points

Nomad Command Vehicle


SPEED MV (inches) 45° Turns CMV TN AM DM
Stationary 0 0 0 8
Slow 1-4 3 1” 10 7 5
Cruising 5-12 4 2” 12
Fast 13-16 3 3” 13
Model Type: Vehicle / Buggy; Off-Road / Open
Structure: 3 points
Load-Out: 1 mounted LMG, .50 Cal Rifle

LMG .50 Cal Rifle


Range: 16” Power: 4d6 ROF: 2 AP: 2 Range: 26” Power: 1d10 ROF: 2 AP: 2
Special Rules:
Ignores Ablative Armor and any armor worn by
pedestrians

Vehicle Special Rules:


Comes equipped with Front Ram, Ablative Armor and Nitro at no additional cost.

Crew: 1 Nomad Leader, Champion or Boss, 1 Nomad Driver and 1 Nomad Gunner
Nomad Driver
MV RC CC TN DM CL AM
3 3 3 10 1 5 4
Gear: Automatic Pistol, Knife
Nomad Gunner
MV RC CC TN DM CL AM
3 3 3 10 1 4 4
Gear: SMG, Automatic Pistol, Knife

SMG Automatic Pistol


Range: 7” Power: 3d6 ROF: 2 Range: Close Combat 5” Power: 1d6 ROF: 2
Special Rules:
Drillin’

Knife
Range: Close Combat Only Power: 1d6

Crew Special Rules:


The Nomad Leader, Champion or Boss must be equipped with the .50 Cal Rifle.
If he is killed, the .50 Cal Rifle can be picked up and used by another passenger or pedestrian
following the standard rules.

Michael Curry (order #4886323) 6


112

Nomad Transport Truck: 0+ Cost: 32 points


Nomads travel the Warlands looking for anything they can use or sell. They need a way to transport
all their stuff and the Nomad Transport Truck is the ideal vehicle for hauling anything and every-
thing.
Nomad Transport Truck
SPEED MV (inches) 45° Turns CMV TN AM DM
Stationary 0 0 0 7
Slow 1-4 2 2” 8 9 6
Cruising 5-10 4 3” 9
Fast 11-14 3 4” 10
Model Type: Vehicle / Truck
Structure: 1 point
Load-Out: Roof Mounted Turret for Gunner fitted with LMG

LMG Roof Mounted Turret for Gunner


Range: 16” Power: 4d6 ROF: 2 AP: 2 Weapon Profile: Gives 360° firing arc for the
Special Rules: None weapon mounted on the Turret.
Special Rules:
Weapon can only be fired if gunner present.

Vehicle Options:
May upgrade the LMG for a Flamethrower for no additional points’ cost.
May add Ablative Armor for additional 3 points (does not count against Structure)
May add Nitro for additional 2 points (does not count against Structure)
May add RPG Team (rear truck bed) for additional 7 points.
May add Mortar Team (rear truck bed) for additional 7 points.
May add rear mounted Defense Tubes for 3 additional points (does not count against Structure)
May add side mounted Defense Tubes for 6 additional points (does not count against Structure)

Vehicle Special Rules:


Ram Damage AP 2 (front only)
Up to eight pedestrians may be carried in the rear truck bed. 1 RPG Team or 1 Mortar Team
may take the place of 4 pedestrians.
Rear Truck Bed has a Hard Cover. AM and DM bonus are already added to the profile values.

Crew: 1 Driver and 1 Gunner.


MV RC CC TN DM CL AM
3 3 3 10 1 5 4
Gear:
Driver – Automatic Pistol
Gunner – Automatic Pistol

Automatic Pistol
Range: Close Combat 5” Power: 1d6 ROF: 2

Michael Curry (order #4886323) 6


113

Nomad Biker: 0+ Cost: 8 points

Nomad Biker
SPEED MV (inches) 45° Turns CMV TN AM DM
Stationary 0 0 0 9
Slow 1-6 N/A 0 10 5 2
Cruising 7-15 N/A 0.5” 12
Fast 16-22 N/A 1” 14
Model Type: Vehicle / Bike; Off-Road / Open
Structure: 0
Load Out: None

Vehicle Options:
May have 1 Nomad as a pillion passenger for an additional 2 points.

Vehicle Special Rules:


Up to 3 Bikes may activate in a turn unless Nomad Biker Boss is present

Crew : 1 Nomad Biker, 1 Nomad Pillion Passenger (if purchased)


MV RC CC TN DM CL AM
3 3 3 10 1 4 4
Gear:
Biker: Shotgun, Axe
Pillion Passenger: Shotgun, Axe

Axe Raider Body Armor


Range: Close Combat only Power: 1d6+1 Equipment Profile: Saves on 1d6 roll of 5+
Special Rules:
Shotgun On a successful roll, model takes no damage.
Range: Close Combat 6” Power: 3d6 ROF: 1 Must make individual save roll for each hit.

Crew Options:
May upgrade 1 in every 5 Nomad Bikers to a Nomad Biker Boss for an additional 4 points.
May purchase Rifle for 2 additional points.

Nomad Biker Boss


MV RC CC TN DM CL AM
3 4 3 10 1 5 4
Gear: Shotgun, Axe, Raider Body Armor
Nomad Biker Boss Special Rules:
A Biker Boss must be accompanied by a pillion passenger and must have at least 4 other bikes
in the unit.
Nomad Biker Gang – up to 5 Bikes may activate with the Nomad Biker Boss if they are within
12” of the Nomad Biker Boss.
Boss won’t be Bitch – Nomad Biker Boss will never ride pillion – he always drives!

Michael Curry (order #4886323) 6


114

LOTEKS

The scream of a Lotek strikes fear into the heart of any traveler on the savage roadways of the War-
lands as Lotek gangs cruise the blacktop looking for easy prey. They never trade, they only steal,
and if you don’t give up what you have and if you are very lucky, they will kill you without a second
thought. Your worst nightmare will be if they throw you in their food wagon like a piece of meat to be
savored later. Loteks turned to cannibalism long ago as an easy way of getting food.

Loteks are unruly and have no respect for authority. They only follow their leader as long as the
leader is doing well, but will not hesitate to switch allegiances. It is so easy for them to slit the throat
of one leader and move on to the next. Challenges for leadership are common and Champions will of-
ten rise through the ranks to take over as leader although any new leader has to prove himself before
being accepted.

Loteks just love their weapons as much as they love using them to kill. However, you will never see
a Lotek stripping down a rifle, cleaning it and putting it back together again. To a Lotek, if a weapon
works, they use it; if it doesn’t, they toss it and steal another.

Always on the move, Loteks never form communities, something that is abhorrent to them as vestiges
of a past long gone. They only stay in one place long enough to strip the place bare and to get a good
hardy meal from any residents that cross their path. They abide by no laws other than the laws of
survival. For them, it is kill or be killed, nothing more, nothing less.

Michael Curry (order #4886323) 6


115
Lotek gangs rarely form an alliance. If they ever do, it is tenuous and easily broken. They remain long
enough to complete a specific goal, but are then just as likely to turn on their partners and try to kill
them. Loteks are all about looking after themselves and they let nothing get in their way.

Lotek Special Rules

• Neglect – When rolling to hit, Lotek weapons jam on the roll of a double. They are still consid-
ered to have hit if they make the target number, but the weapon is now considered useless. This
does not include bows, crossbows, the grapple gun, or bladed weapons.
• Ferocious – If a Lotek is attacked in close combat and survives, he may automatically make
a retaliatory attack as standard. However, if the opponent is killed in that retaliatory attack, the
Lotek may then move up to 2” and attack another opponent even though it is not his activation.
• Alliances – If there is more than 1 Lotek force in the game and they are playing as an alliance
(not attacking each other), at the beginning of each round, each Lotek player should roll 1d6.
On a roll of a 6, the alliance will break and all Lotek forces will be targets for each other.

Lotek Pedestrians
Lotek Leader Cost: 9 points
MV RC CC TN DM CL AM
3 6 5 10 3 7 5

Model Type: Pedestrian


Gear: Crossbow, Axe, Fire Bombs, Blaster Body Armor

Crossbow Axe
Range: 10” Power: 1d6 ROF: 1 AP: 2 Range: Close Combat only Power: 1d6+1

Fire Bombs Blaster Body Armor


Range: 3” Power: 1d10 ROF: 1 Equipment Profile: Saves on a 1d6 roll of 4+
Special Rules: Special Rules:
Once hit, any vehicle or Walker continues to On a successful roll, model takes no damage.
burn. Roll 1d6 at the beginning of every round Must make individual save roll for each hit.
it is on fire. On the roll of 1-2, it automatically
takes 1 point of damage; on a roll of 3-6, the
fire is extinguished.

Options:
May select any 1 weapon from the Personal Weapons section of the Armory in Mac’s Body
Shop at no additional points’ cost.
May purchase a Bike for 4 additional points.

Special Rules:
Independent Character – May be attached to a unit or can be used to replace a member of a
vehicle crew.

Michael Curry (order #4886323) 6


116

Lotek Champion Cost: 8 points

MV RC CC TN DM CL AM
3 6 5 10 2 6 5

Model Type: Pedestrian


Gear: Crossbow, Axe, Fire Bombs, Raider Body Armor

Crossbow Axe
Range: 10” Power: 1d6 ROF: 1 AP: 2 Range: Close Combat only Power: 1d6+1

Fire Bombs Raider Body Armor


Range: 3” Power: 1d10 ROF: 1 Equipment Profile: Saves on 1d6 roll of 5+
Special Rules: Special Rules:
Once hit, any vehicle or Walker continues to On a successful roll, model takes no damage.
burn. Roll 1d6 at the beginning of every round Must make individual save roll for each hit.
it is on fire. On the roll of 1-2, it automatically
takes 1 point of damage; on a roll of 3-6, the
fire is extinguished.

Options:
May select any 1 weapon from the Personal Weapons section of the Armory in Mac’s Body
Shop at no additional points’ cost.
May exchange Fire Bombs for Grenades for additional 1 point.
May upgrade Raider Body Armor to Blaster Body Armor for additional 1 point.
May purchase a Bike for additional 4 points, but must be accompanied by 2 other Bikes as a
unit.

Special Rules:
Independent Character – May be attached to a unit or can be used to replace a member of a
vehicle crew.

Michael Curry (order #4886323) 6


117

Lotek Hero Cost: 7 points

MV RC CC TN DM CL AM
3 5 5 10 2 6 4

Model Type: Pedestrian


Gear: Crossbow, Axe, Raider Body Armor

Crossbow Axe
Range: 10” Power: 1d6 ROF: 1 AP: 2 Range: Close Combat only Power: 1d6+1

Raider Body Armor


Equipment Profile: Saves on 1d6 roll of 5+
Special Rules:
On a successful roll, model takes no damage.
Must make individual save roll for each hit.

Options:
May select any 1 weapon from the Personal Weapons section of the Armory in Mac’s Body
Shop at no additional points’ cost.
May purchase Fire Bombs for additional 1 point.
May purchase Grenades for additional 2 points.
May upgrade Raider Body Armor to Blaster Body Armor for additional 1 point.
May purchase a Bike for additional 4 points and can continue to act as an Independent Charac-
ter.

Special Rules:
Independent Character – May be attached to a unit or can be used to replace a member of a
vehicle crew.

Michael Curry (order #4886323) 6


118

Lotek Boss Cost: 8 points

MV RC CC TN DM CL AM
3 4 4 10 2 5 5

Model Type: Pedestrian


Gear: Crossbow, Axe,

Axe
Crossbow Range: Close Combat only Power: 1d6+1
Range: 10” Power: 1d6 ROF: 1 AP: 2

Options:
May select any 1 weapon from the Personal Weapons section of the Armory in Mac’s Body
Shop at no additional points’ cost.
May purchase Fire Bombs for additional 1 point.
May purchase Grenades for additional 2 points.
May purchase Raider Body Armor for additional 1 point.
May purchase Blaster Body Armor for additional 2 points.

Special Rules:
A Lotek Boss must always be attached to a unit unless he is used to replace a member of a
vehicle crew.
A Lotek Boss can be on a Bike, but must be accompanied by a pillion passenger and must have
at least 4 other Bikes in the unit (See Lotek Raider Biker)
If the Lotek Boss is on a Bike, he is equipped with the gear as shown in Lotek Biker Boss profile.
Boss won’t be Bitch – Lotek Biker Boss will never ride pillion – he always drives!

Michael Curry (order #4886323) 6


119

Lotek Raiders: 0+ Cost: 4 points each


MV RC CC TN DM CL AM
3 3 5 10 2 4 4
Model Type: Pedestrian / Unit
Gear: Crossbow, Axe, Fire Bombs, Raider Body Armor

Crossbow Axe
Range: 10” Power: 1d6 ROF: 1 AP: 2 Range: Close Combat only Power: 1d6+1

Fire Bombs Raider Body Armor


Range: 3” Power: 1d10 ROF: 1 Equipment Profile: Saves on 1d6 roll of 5+
Special Rules: Once hit, any vehicle or Walk- Special Rules:
er continues to burn. Roll 1d6 at the beginning On a successful roll, model takes no damage.
of every round it is on fire. On the roll of 1-2, Must make individual save roll for each hit.
it automatically takes 1 point of damage; on a
roll of 3-6, the fire is extinguished.
Options:
Individual models may purchase Rifles for additional 2 points per model.
Individual models may purchase Shotguns for additional 2 points per model.
Lotek Raiders may add 1 Lotek Boss per unit for additional 7 points.
Special Rules:
Units – minimum unit size is 4, the maximum unit size is 10.

Michael Curry (order #4886323) 6


120

Lotek Scrapmech: 0-3 Cost: 20 points

MV RC CC TN DM CL AM
4 3 4 10 4 3 6

Model Type: Pedestrian / Walker


Gear: Mini-Gun, Power Claw

Power Claw
Mini-Gun Description: Mechanical claw used for heavy
Range: 12” Power: 4d6 ROF: 3 AP: 1 lifting
Range: Close Combat only Power: 3d6 AP: 2

Special Rules:
Armored Body – the model receives a 6+ save for each point of damage taken.
Assault Move – in step 4 of the pedestrian activation sequence, the model can move up to its
MV allowance and then may make a close combat assault on a vehicle or pedestrian.
Combat Run – upon activation, the model may choose to move 3 times its MV allowance, but
must forfeit any other actions that activation.

Michael Curry (order #4886323) 6


121

Lotek Vehicles
Lotek Command Vehicle: 0-1 Cost: 35 points
Lotek Command Vehicle
SPEED MV (inches) 45° Turns CMV TN AM DM
Stationary 0 0 0 8
Slow 1-4 3 1” 10 7 5
Cruising 5-12 4 2” 12
Fast 13-16 3 3” 13
Model Type: Vehicle / Buggy; Off-Road / Open
Structure: 3 points
Load-Out: 1 mounted LMG, .50 Cal Rifle

LMG .50 Cal Rifle


Range: 16” Power: 4d6 ROF: 2 AP: 2 Range: 26” Power: 1d10 ROF: 2 AP: 2
Special Rules: Ignores Ablative Armor and
any armor worn by pedestrians.

Vehicle Special Rules:


Comes equipped with Front Ram, Ablative Armor and Nitro at no additional cost.

Crew: 1 Lotek Leader, Champion or Boss, 1 Lotek Driver and 1 Lotek Gunner

Driver
MV RC CC TN DM CL AM
3 3 3 10 1 5 4
Gear: Automatic Pistol, Knife

Gunner
MV RC CC TN DM CL AM
3 4 3 10 1 4 4
Gear: SMG, Automatic Pistol, Knife

Automatic Pistol SMG


Range: Close Combat 5” Power: 1d6 ROF: 2 Range: 7” Power: 3d6 ROF: 2
Special Rules:
Knife Drillin’
Range: Close Combat Only Power: 1d6

Crew Special Rules:


The Lotek Leader, Champion or Boss must be equipped with the .50 Cal Rifle.
If he is killed, the .50 Cal Rifle can be picked up and used by another passenger or pedestrian
following the standard rules.

Michael Curry (order #4886323) 6


122

Lotek Chuck Wagon: 0+ Cost: 30 points


Loteks are ruthless and do not take prisoners. Being captured by a Lotek gang means that once
you are placed in the chuck wagon, it is only a matter of time before you are on the dinner table!

Lotek Food Wagon


SPEED MV (inches) 45° Turns CMV TN AM DM
Stationary 0 0 0 7
Slow 1-4 2 2” 8 9 6
Cruising 5-10 4 3” 9
Fast 11-14 3 4” 10
Model Type: Vehicle / Truck
Structure: 1 point
Load-Out: Roof Mounted Turret for Gunner fitted with Flamethrower

Flamethrower
Range: 6” Power: 2d10 ROF: 1
Special Rules:
Roll 2d6. On a roll of double 1, the Flamethrower is out of fuel.
Any model touched by the 6” long stream of fire from the Flamethrower is considered hit (mea-
sure a 6” straight line from the front of the weapon – this is the stream of fire)
If a vehicle suffering from a ruptured fuel tank is hit by the Flamethrower, the vehicle will explode
causing 4d6 damage to all models within 3”.
Any vehicle hit by the Flamethrower is on fire. At the beginning of each round, roll a d6. On a 5
or 6, the vehicle explodes causing 4d6 damage to all models within 3”. On a 1 or 2, the fire goes
out.
For any pedestrian that is hit by a Flamethrower and survives, at the beginning of each round
roll a d6. On a 5 or 6, the pedestrian takes another point of damage. On a 1 or 2, the fire goes
out. While on fire, the pedestrian cannot fire its weapon and will move randomly until either
dead or the fire goes out.
If a Flamethrower hits an open vehicle, any passenger or crew that are exposed are considered
hit.

Roof Mounted Turret for Gunner


Weapon Profile: Gives 360° firing arc for the weapon mounted on the Turret.
Special Rules:
Weapons can only be fired if gunner present.

Vehicle Options:
May add Ablative Armor for additional 3 points (does not count against Structure)
May add Nitro for additional 2 points (does not count against Structure)
May add RPG Team (rear truck bed) for additional 7 points.
May add Mortar Team (rear truck bed) for additional 7 points.
May add rear mounted Defense Tubes for 3 additional points (does not count against Structure)
May add side mounted Defense Tubes for 6 additional points (does not count against Structure)

Michael Curry (order #4886323) 6


123

Vehicle Special Rules:


Ram Damage AP 2 (front only)
Up to eight pedestrians may be carried in the rear truck bed. 1 RPG Team or 1 Mortar Team
may take the place of 4 pedestrians.
Rear Truck Bed has a Hard Cover. AM and DM Bonus are already added to the profile values.
Crew: 1 Driver and 1 Gunner.
MV RC CC TN DM CL AM
3 3 3 10 1 5 4
Gear:
Driver – Automatic Pistol
Gunner – Shotgun

Automatic Pistol Shotgun


Range: Close Combat 5” Power: 1d6 ROF: 2 Range: Close Combat 6” Power: 3d6 ROF: 1

Food Truck
Gus felt a pounding in his head as he opened his eyes. Where the hell was he? It was pitch black
and he couldn’t see a thing. Reaching up, he touched the back of his head and his hand came away
wet. He struggled to sit up, trying to remember how he got here. As the mists started to clear, he re-
membered the ambush. The Loteks had been everywhere. They had been trying to escape and then
Jack…he cursed as he remembered the hole in Jack’s head. That’s when they had crashed and the
Loteks…he shook his head; he remembered nothing after that.

Trying to stand up, Gus found his ankles were bound with rusty metal shackles connected by a
large chain. And that was when the smell hit him! A disgusting, cloying, gut-renching stench that made
his stomach churn. Resisting the urge to throw-up, and now with an urgent need to find out where he
was, Gus reached out to feel around him. His fingers cautiously searched the shadows until he they
came up against what felt like human flesh. It was a hand...

“Who’s there? Where are we?” His voice was low as he tugged at the limp fingers.

With one movement, the hand came toward him suddenly, and he realized that was all it was – a
hand! Shock and horror washed over him as he tossed the body part away into the darkness. At that
same moment, light drove the darkness away as a door suddenly opened behind him, and for the first
time Gus could see the full horror that surrounded him.

Hanging from chains or just slumped in heaps on the floor, rotting corpses were everywhere. Some
were missing body parts; others had slices of flesh missing; all were oozing with maggots.

“So boys, what we gonna choose for tonight? A nice steak or a good stew; we could even do a bar-
becue as we have plenty of ribs! My turn to cook so name your choice!”

The figure in the doorway turned and Gus could see he wore a heavily stained apron.

“Hey, we’ve got a live one here – we could even do sushi!”

Michael Curry (order #4886323) 6


124

Lotek Raider Biker: 0+ Cost: 8 points

Lotek Raider Biker


SPEED MV (inches) 45° Turns CMV TN AM DM
Stationary 0 0 0 9
Slow 01-6 N/A 0 10 5 2
Cruising 7-15 N/A 0.5” 12
Fast 16-22 N/A 1” 14

Model Type: Vehicle / Bike; Off-Road / Open


Structure: 0
Load Out: None

Vehicle Options:
May have 1 Lotek Raider as a pillion passenger for an additional 2 points.

Vehicle Special Rules:


Up to 3 Bikes may activate in a turn unless Lotek Biker Boss is present.

Crew: 1 Lotek Raider Biker


Lotek Raider Biker
MV RC CC TN DM CL AM
3 3 5 10 2 4 4
Gear: Automatic Pistol, Shotgun, Axe

Automatic Pistol Shotgun


Range: Close Combat 5” Power: 1d6 ROF: 2 Range: Close Combat 6” Power: 3d6 ROF: 1

Axe
Range: Close Combat only Power: 1d6+1

Crew Options:
May upgrade 1 in every 5 Lotek Raider Bikers to a Lotek Biker Boss for an additional 4 points.

Lotek Biker Boss

MV RC CC TN DM CL AM
3 4 4 10 2 5 5
Gear: Crossbow, Axe, Fire Bombs, Raider Body Armor

Michael Curry (order #4886323) 6


125

Crossbow Axe
Range: 10” Power: 1d6 ROF: 1 AP: 2 Range: Close Combat only Power: 1d6+1

Fire Bombs Raider Body Armor


Range: 3” Power: 1d10 ROF: 1 Equipment Profile: Saves on 1d6 roll of 5+
Special Rules: Special Rules:
Once hit, any vehicle or Walker continues to On a successful roll, model takes no damage.
burn. Roll 1d6 at the beginning of every round Must make individual save roll for each hit.
it is on fire. On the roll of 1-2, it automatically
takes 1 point of damage; on a roll of 3-6, the
fire is extinguished.

Lotek Biker Boss Options:


May purchase Rifle for 2 additional points.
May purchase Shotgun for 2 additional points.

Lotek Biker Boss Special Rules:


A Lotek Biker Boss must be accompanied by a Lotek Raider pillion passenger and must have at
least 4 other bikes in the unit.
Lotek Raider Biker Gang – up to 5 Bikes may activate with the Lotek Biker Boss if they are
within 12” of the Lotek Biker Boss.
Boss won’t be Bitch – Lotek Biker Boss will never ride pillion – he always drives!

Michael Curry (order #4886323) 6

You might also like