Professional Documents
Culture Documents
TURBO EDITION
RULE BOOK 1
Contents
Creator’s Notes 3
Introduction 4
The Factions of Bot War 11
Playing the Game 26
It’s a hobby too 27
The Rules 30
Game Requirements 31
Understanding the Dice 31
Understanding the Stat Card 32
Game Turn 34
Power Up Phase 35
Activation Phase 35
End of Turn Phase 36
Activations 36
Movement 36
Ranged Attack 36
Close Attack 38
Disengaging 39
Terrain, Cover and Line of Sight 41
Super Abilities 44
Adrenaline 47
Platoons and Squadrons 47
Model Classification 49
Special Rules 50
Upgrades 28
ADVANCED RULES 61
Alt Forms 62
Understanding the Alt Form stat card 63
Terrain features 64
Scenarios 66
2
Creator’s Notes
Bot War is set in an alternative reality Earth that mirrors our own
Earth quite closely. It is in some ways a historical fantasy game,
meaning that the time setting for this game is 1985. As an aging
adult now, the 80’s was an awesome time to be a kid. Sure, the
Cold War was in full swing and mantra of “greed is good” was
echoing in every corporate boardroom. However, it was also a
time of Saturday morning cartoons, comic books, bright colours,
awesome toys, skateboarding and great music. This game seeks to
capture some of the good and bad of the 80’s.
This is not to say that complexity is not there. It is, it just comes
from playing the game and being able to see the larger picture in
the mechanics. There are many synergies and secrets in Bot War to
discover. Some models work very well with others and can create
powerful “set plays” in the game. Other models can specifically
counter these synergies. All of this can be discovered by playing
the game.
3
Introduction
For the last 40 years the Democracy had been the dominant power
on Earth. Early in its reign the Democracy was a nation that inspired
all other nations. Its citizens had a vision, and their values brought
out what was best in humanity. The nation held up freedom as a
pillar of humanity’s very existence, and as a result the Democracy’s
empire had expanded to encompass most of the globe. At least
this is this is how it used to be, but like all empires before it, the
inevitable happened.
This was never more prevalent than in the seats of political power.
Here the corruption coalesced and festered, coiling slowly around
society like the body of a giant boa constrictor. And like a giant boa
constrictor when people started to realise something wasn’t right, it
was already too late.
4
Slowly, the admiration other nations felt towards the Democracy
turned into fear as the very breath of freedom was squeezed
out. Only the equally corrupted Red Star Nations opposed the
Democracy and the two nations formed a global stalemate based
on a “mutual destruction” scenario. The world was divided. The
larger portion belonging to the Democracy and its allies, the lesser
in the iron grip of the Red Star Nations.
The Atlantican
invasion
forces were
technologically
superior to
anything the
surface forces
could possibly
hope to muster. Atlantican vehicles could operate equally well
underwater as they could on dry land, making lightning strikes on
coastal cities almost impossible to predict.
5
Democracy government and millions of people being enslaved by
the Atlanticans as a result.
Towards the end of 1981, things looked all but over for the
Democracy. The military had fragmented into a mix of guerrilla
forces supplemented by citizen militia, and a terrible malady had
descended on to the population which sapped the very soul of the
remaining defenders. As King Gills himself marched towards the
makeshift capital, the citizen militia braced themselves for the final
battle. It would be death for certain, but many thought it better to
die defending their home than in the slave pits of Atlantica.
This hasty alliance spelled doom for King Gills. Unable to combat
the Bot threat, the Atlantican forces were literally smashed to
pieces. By New Years Eve of 1982 the Atlanticans were in full
retreat. Thousands of mermen died in what became a total route
6
from the surface territories. In a
month, the last of the retreating
Atlanticans disappeared beneath
the waves. Gone as fast as they
had arrived.
Here they maintained their power and the cult legitimised itself into
Snake Corporation, a vile global corporation that traffics primarily
in black market technologies and slaves. Snake Corp deals in
anything that will bring them more power and with that, eventual
world domination. They have no limits when it comes to achieving
this goal.
7
The Valiants once existed in a spiritual
universe. They possessed no physical
bodies but instead consisted of powerful
strings of code held together within a
consciousness. This code was organised
and sustained by the One, a supreme
being of infinite power. Of all the Valiant
codes, the most powerful was called
Galaxy.
At the breach point of real space, the Valiants received strong metal
bodies with which to house their codes, as well as a ship with which
to easily traverse the physical realm. During this journey disaster
struck, and their ship collided with the prison, severing the ship
in several places. The largest part of the ship crashed into the
Democracy lines which heralded the alliance. The other parts were
scattered throughout the solar system.
8
The prison itself crashed months earlier as King Gills invasion was
in its very first week. The prison crashing deep into a Democracy
forest. What happened to the prison and the rebel Valiants inside
can only be pieced together through scattered reports and the
Valiants own investigations.
9
a giant Bot body. The Deceiver then downloaded its code into the
makeshift body and proceeded to destroy everything in sight. Only
one person escaped alive, and only then by extraordinary chance.
The Deceiver then freed all its imprisoned comrades, releasing their
codes directly into the ether. This caused the very atmosphere to
be polluted with their malevolent code. Using the materials from
the destroyed laboratory, the Deceiver then created a hellish Bot
factory, manufacturing new physical bodies in accordance with the
specifications embedded within each of the disembodied Deceiver
codes. The Deceivers, now possessing powerful physical bodies of
their own, soon discovered that Ducal and other Valiants were on
Earth and battles erupted between the two factions. Thus, began
the Bot War which has raged almost 3 years. The struggle has now
expanded globally, and additional factions have become embroiled
in the seemingly endless conflict.
10
The Factions of Bot War
Democracy
The Democracy has managed to hold their own using age old
guerrilla tactics re-established during the First Atlantican War.
Small elite teams of infantry backed up by powerful vehicles
operating covertly, sabotaging enemy infrastructure and removing
key personnel. For more difficult missions they also have Special
Branch, an elite unit of heroes led by billionaire son Max Starr.
Using vehicles modified with Bot technology, Special Branch is
more than a match for even the greatest Bot threat.
11
Atlantica
12
Valiants
13
C.O.I.L.S
14
Snake Corp also has many sub-contractors such as the Baronial
Terrorist States who often work as a separate militant arm of Snake
Corp on their own. Dealing in black market Bot technology and
slaves, Snake Corp have created weaponry far superior to what
the Earth knew prior to the Bots arrival. This even includes Bots of
their very own.
15
Infesters
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Trashers
18
Beastlords
One of the four gods was destroyed utterly in these battles. A third
chose to flee and hide, leaving the remaining two. The remaining
two gods were evenly matched. They eventually decided on a
truce and the Earth was split into two territories. The names of
these two gods are still well known. Destroyer, god of earth and
Leviathan, god of water.
These two gods inflicted much pain and suffering upon early
humanity. So much so that the cries of the enslaved reached into
other realms. These cries were answered by the One, who sent
19
100 powerful new creations called Beastlords to defend humanity
and destroy the two remaining gods.
20
Overlords
The Overlords are an alien race from outer space. They are
compulsive and habitual gamblers and the passion for every
Overlord are the arena games. These games, that take place on
their home planet, are gladiatorial
battles fought by monsters bred
and trained by the Overlords
themselves.
Gorg delights in using the Bot War to hone the skills of his latest
progeny and is sure that upon his return to his home planet he will
be hailed as the greatest Overlord in history.
21
Red Star Nations
Things changed for the nation when a vat of “Green Ooze” was
discovered by the Red Star special forces team. Red Star scientists
immediately started experiments on the ooze and discovered its
mutating properties were particularly suited for combining metal
with organic flesh. Thus, the Red Star Cybernetic legions were
born. This arm of the Red Star military combined the power and
22
strength of metal with the ingenuity of humanity. While the Red
Star cyborgs successfully blunted the Shark Warrior attacks, it was
the creation of the Dinoborgs that changed the tide of the battle.
23
Deceivers
25
Playing the Game
Bot War is primarily a game for 2 or more players. To play, each
player first chooses what faction they would like to use.
Additional faction models and stat cards are available at
www.tradersgalaxy.com.au
Before a game of Bot War, both players agree to the points’ level
that they would like to play. Looking at the stat cards in this starter
set you will see that each model has a points’ level assigned to
it. These points are a guide to help create even battles between
players. A recommended sized battle for Bot War is 80 points
worth of models per side, however, you can of course have larger
or smaller battles. An 80-point battle will have typically 5 to 10
models per side and will take just under an hour to play once you
know the rules.
26
Once you have your selected force, it is time to select a scenario.
The scenarios are located towards the back of this rulebook. Once
selected, follow the scenario instructions to set up the board and
begin the game.
Bot War is played on a 3ft x 3ft board with several terrain pieces of
varying size scattered throughout. Depending on how dedicated
you are, the board and terrain can be as simple as a kitchen
table with some books or blocks scattered, or it can be a lavishly
modelled game board with a custom-built miniature city. Bot War
is an 8mm scale game. This means that the human sized models
are approximately 8mm high. For reference, this scale is close to
Z scale when referring to model railways. This scale shows how
gigantic the Bots are in comparison to humans. The Bots power is
to be feared!
27
For some models you may also need certain tools such as a Pin
Vice Drill Set, Files or a Hobby Knife to help clean and assemble
the models (particularly for tin alloy models). These are also
available in hobby stores or on the Traders Galaxy webstore.
Warning - these tools do require adult supervision.
Bot War also has a strong community of players and hobbyists with
which to share your paint work or most recent game highlights.
Additional Bot War models, stat cards and background can also be
found at - www.tradersgalaxy.com.au
28
29
The Rules
30
Game Requirements
Bot War uses custom dice and pink cubes to resolve game actions.
The dice meanings are listed below.
Purple = Attack dice – Used for Ranged Attacks and Close Attacks
Black = Critical dice – Used for Close Attack, Terrain shielding and
other in game effects.
31
Understanding the Stat Card
32
1. Faction symbol
2. Model name
3. Points cost to add this model to your force
4. What Super Ability your Bot has, or what Infantry type your
model is
5. How many Energy Cubes this model will add to your pool
6. Strategy Rating of your model
7. How fast in inches your model will move around the board
8. How many purple attack dice your model will roll for Ranged
Attacks
9. How many purple attack dice your model will roll for Close
Attacks
10. How many red shield dice your model will roll to Shield against
attacks
11. How much Damage your model can take before its destroyed
12. The Special Rules that your model can perform
33
Game Turn
There are 3 phases of the game that make up 1 Game Turn. These
are - the Power Up phase, the Activation phase, and the End of Turn
phase. These 3 phases are repeated for as many turns as the game
requires (Usually a maximum of 8)
34
Power Up Phase
Activation Phase
Activations
Movement
• Moving costs 1 Energy Cube to perform.
• Measuring from the front of the models’ base, the move must
be completed with the final position of the models’ base being
fully inside the maximum movement distance permitted for the
activation.
• A model may not move through intervening models or terrain,
unless otherwise stated.
Ranged Attack
36
Short and Long Ranged Attacks
If the distance between the base of the model using the Ranged
Attack and the base of the target is 10” or less, it is a “short”
Ranged Attack. If the target is over 10” it is a “long” Ranged Attack.
For a long-Ranged Attack, Power Boosting cannot be used, and
1 Ranged Attack dice is subtracted from the Ranged Attack dice
listed on the models’ stat card.
Declare target
1. Determine range (within maximum range or whether short or
long ranged)
2. Select the dice required –
• Attacker selects Ranged Attack dice based on the amount
listed on their own stat card (removing 1 dice if long range).
• Defender selects Shields dice based on the amount listed on
their own stat card (adding extra dice for Obscure or Terrain if
the option is available).
5. Attacker and defender declare if Power Boosting (if option is
available)
6. Attacker rolls Ranged Attack dice and calculates number of
hits.
7. Defender rolls Shield dice and calculates number of deflected
shots
8. Subtract the number of deflected shots from the number of hits
to determine the amount of damage points.
9. Mark down the amount of damage taken remaining on the
target model (if any)
10. If damage taken is equal to or exceeding the remaining
damage listed on the target models stat card, the model is
destroyed.
37
Close Attack
38
Disengaging
40
Terrain, Cover and Line of Sight
Terrain
Line of Sight
All Line of Sight is determined from the eye level of the model that
is activating.
Take Cover!
When assessing Line of Sight for a Ranged Attack, and the targeted
model has 50% or more of its body obscured behind terrain
or other models, it will receive an additional Critical dice when
shielding against those Ranged Attacks.
41
Buildings
There are many types of buildings in Bot War. Buildings can give
distinct advantages to certain models but can also be dangerous.
Buildings are classified into 2 kinds, based on size. The profiles for
these are listed below -
Infantry may enter and exit buildings via a doorway on the terrain
feature by simply moving into base to base contact with a visible
door. Once inside a building, Infantry receive the following
benefits -
42
Bots and Buildings
Bots may not enter buildings. Bots activating their Air Support
Super Ability may land on a building. Doing so will cause 2 Critical
dice worth of damage to the building. At the start of every turn
that a Bot remains on top of a building, an additional Critical dice
worth of damage to the building will be caused. Use a D10 dice to
keep track of damage on the building.
Bots may move off the building simply by jumping down with no
penalty to the movement allowance.
Collapsed Buildings
43
Super Abilities
Once combined:
• All damage taken on each model prior to combining remains in
place.
• All Special Rules for the individual bots making up the
Combiner are ignored.
• All damage against the combined model is randomised
between the 5 individual models making up its parts using a
D6*. (*rerolling any 6’s)
For all combined stats except damage, use the Core Combiners’
stats with the following additions:
• Ranged Attack – Add 1 Critical Dice (short ranged only)
• Close Attack – Add 2 extra Critical Dice (for a total of 3!)
• Shields – Add 3 additional Shield Dice
Living Weapon (2 Energy Cubes) – The model may only use this
Super Ability if within 2” of a friendly model. Once activated,
remove the model and declare which friendly model within 2” is
now strengthened by the model’s power by placing the activating
model on the stat card of the friendly model. The friendly model
immediately has their Ranged Attacks stat replaced by the
activating models’ Ranged Attack stat for as long as the Living
Weapon Super Ability is in play.
48
Model Classification
49
Special Rules
Many models in Bot War have Special Rules. The Special Rules
themselves explain how they are to be used in game as there are
many different types.
Blast – If a model with this rule damages the target, all other
models, friend or foe, within a 2” radius of the target takes 1
automatic point of damage. This additional damage cannot be
shielded. All models including combined models and models
using the Firepower Super Ability should be included in the area of
affect as individual models.
Combat Mace – Close Attacks from a model with this rule causes
the target to roll 1 less Shield dice.
50
Combat Scimitar – A model with this rule may reroll up to 2 attack
dice in Close Attack. Both must be rerolled together at the same
time. A reroll cannot be rerolled.
Clones – This rule allows the model to have clones of itself. Clones
must be marked as clones and use the appropriate Clone stat card.
If more than 1 model has this rule in a force then all members of
the army must have an equal number of clones each at the start
of the game, or none can be taken. If an original model that has
been cloned is destroyed and removed from play, all the destroyed
models’ clones are also removed from play. All Clones also have
the Resurrection Special Rule.
Dedicated Flyer – A model with this rule must travel its full
movement each activation but can triple its move whenever it
requires. The model can move over any terrain but cannot end
its move on impassable terrain. If the model can’t move for any
reason, it is automatically destroyed at the end of its activation.
Models with this rule do not require Line of Sight to the target,
however if there is no Line of Sight to target, all Ranged Attacks will
count as long range (regardless of how close to target they are).
The maximum Ranged Attack for a dedicated flyer is 15”.
Flame Thrower – The target model loses any Obscure and Terrain
dice when shielding this attack at Close Range.
Force Field – When Power Boosting Shields this model may grant
3 free extra Shield dice to 1 model (or itself) within 10”. Once per
game only.
Focus Fire – Models with this rule may choose Power Boost as
many extra dice as there are friendly models with Focus Fire within
2” (Up to a maximum of 2 dice). For example: A Snake Troopers
Platoon has a Snake Troopers Section and a Snake Troopers Squad
within 2”. This means they can Power Boost 3 Ranged Attack dice.
1 boost of their own and 2 boosts from the two other models.
Energy Cubes must be paid per boost as normal. Focus Fire is for
Ranged Attacks only.
Heavy Calibre Gun –A model with this rule rolls 6 Ranged Attack
52
dice for short Ranged Attacks only. When using this Special Rule,
if 3 matching results of any denomination (Example: 3 blanks) are
rolled, the model with this Special Rule takes 1 damage point and
must use its normal Ranged Attack stat for the rest of the game.
Host – This model may carry up to 4 models with the Symbiote
special rule – (*see Symbiote Special Rule).
Iron Skin – Against Ranged Attacks, this model may reroll a single
Shield dice per turn.
Inventor – At the start of the game, roll a shield dice. On the result
of a 2, the model has the Magnetic Disruption Gun special rule for
the remainder of the game. On the result of a 1, the model has
the Disorientate special rule for the remainder of the game. On
the result of a blank, the model has the Uneasy Ally rule for the
remainder of the game.
Loose Circuit – This model is not quite right in the head. Roll an
Attack dice at the start of each turn. Whatever number is rolled
add this to the models Strategy Rating that turn. If a blank is rolled,
take 1 automatic Damage point and the Strategy Rating remains as
per stat card.
Loyal Until Death – A model with this rule may have damage
transferred to it instead of the intended target if within 2” of the
53
intended target. This rule is always followed by the name of
another model.
Example: Battlestar has Loyal until Death – General Duke. This
means that if General Duke takes damage and Battlestar is within
2” of General Duke, the owning player can elect to transfer those
damage points to Battlestar instead of taking them on General
Duke. You may not transfer partial damage. All or no damage from
a single attack must be transferred.
Lucky – Model may reroll 2 Shield dice per turn. This can be 2 dice
in a single roll or 1 dice each in 2 separate rolls.
54
Pugilist – This model may reroll 1 Close Attack dice per turn.
Rank and File – Models with this rule take double damage from
the Blast Special rule.
Repair – Special Activation (1 Energy Cube). When in base to base
contact with another friendly model it can repair 1 Shield dice
worth of damage. It cannot repair itself or Combined Bots.
Sonic Boom – When using its Super Ability, this model causes 1
automatic point of damage to an enemy model within 10” at the
end of its Super Ability move. This damage cannot be shielded.
Surge – If a model with this rule damages the target with a regular
Ranged Attack, the damaged target takes 1 additional damage that
cannot be shielded for each Energy Cube they still have remaining
on their stat card pool.
Superior Being – Models with this rule only require a single energy
cube to maintain their Super Ability.
Teleport – When using its Super Ability, the model may use their
move to be placed anywhere on the battlefield. All other Super
Ability rules apply as normal.
Uneasy Allies – This model can receive Energy Cubes from the
pool, however, must always be allocated their full Energy Cube
allowance in Power Up phase and cannot share. They can receive
more Energy Cubes than their allowance if available.
Weapons Overload – Once per game this model may triple its
Ranged Attack dice for a cost of 3 Energy Cubes and 5 Damage
points. Power Boosting is not allowed on this attack.
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Upgrades
58
Human Snack – Overlords Only – 3 points – One use only.
Consume to repair 1 damage point.
Cold Logic – Red Star Nations Only – 1 point – This model may be
voluntarily destroyed at the start of any Power Up Phase to receive
5 free Energy cubes that can be distributed to the pool as normal.
60
Advanced Rules
61
Author’s Note
These rules can be used as an option for your Bot War games.
You can pick and choose to incorporate different advanced rules
into your games. However, note that the Alt Form stat cards are
not balanced or compatible with regular Bot War stat cards. This
means that if you choose to use Alt Forms then only Alt Form stat
cards should be used by all models.
Alt Forms
Some Bots have the ability to morph into a different form. These
forms may have added benefits in certain situations. The ability to
use an Alt Form replaces all Super Abilities in the main rules.
62
Understanding the Alt Form stat card
1. Model Name
2. Faction
3. Points cost to add to your force
4. Maximum Ranged Attack range
5. How many Energy Cubes this model adds to your pool
6. Strategy Rating
7. Movement in inches
8. How many Ranged Attack dice this model will roll
9. How many Close Attack dice this model will roll
10. How many Shields dice this model will roll
11. How much Damage this model can take before its destroyed
12. The Special rules this model has
13. The form the model is in
63
Terrain features
In Bot War there are some terrain features that can have in game
effects. It is not necessary to use these rules; however, they offer a
more immersive and fun gaming experience.
Lamp Post – If a Bot finishes its move within 1” of a lamp post it will
gain the Combat Mace Special Rule for the remainder of that turn.
If the Combat Mace is used in a Close Attack, remove the lamp
post from the table.
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65
Scenarios
It is always recommended to play a scenario for your Bot War games.
There are 11 scenarios in this book but you can of course make up your
own. Note: The scenario maps and terrain layouts are just a guide and it
is not necessary to make the table set ups exactly as per the maps.
Deployment: Each player rolls a D6. The player with the highest
roll chooses a side. The other player automatically has the opposite
side. Models are deployed within 5” of their table edge in ascending
Strategy Rating order.
Winning the game: The winner is the force that has collected the most
victory points over the course of the game unless this force has been
entirely eliminated. In which case the force who eliminates the entire
opposing force is the winner.
66
67
Scenario 2: Ruby Crystals
Deployment: Each player rolls a D6. The player with the highest
roll chooses a side. The other player automatically has the
opposite side. Models are deployed within 5” of their table edge
in ascending Strategy Rating order.
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69
Scenario 3: Control the Space Portal
Deployment: Each player rolls a D6. The player with the highest
roll chooses a side. The other player automatically has the
opposite side. Models are deployed up to 8” onto their own board
edge in Strategy Rating order.
Special Rules: The Space Portal is a “C” shaped wall like terrain
piece approximately 80mm high x 250mm in diameter.
The Space Portal is placed in the exact middle of the table with the
rear of the Space Portal 5” from a side table edge. The entrance to
the Space Portal faces the centre of the board. Other terrain may
be placed by mutual agreement around the rest of the board.
After the end of turn 6, roll a D6. On the roll of a 6 the Space Portal
activates and all models inside are removed from play. Repeat this
at the end of turn 7 as well.
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Scenario 4: Assassinate
Deployment: Each player rolls a D6. The player with the highest
roll chooses a side. The other player automatically has the
opposite side. Opposite board edges. Models are deployed up to
5” onto their own board edge in strategy rating order.
At the end of the game receive 5 Victory points for destroying the
selected model in the opposing side. Receive 5 Victory points if
the select model in your own force survives.
Winning the game: The winner is the player with the most victory
points after 8 turns.
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Scenario 5: Protect the Cargo
Deployment: Each player rolls a D6. The player with the highest
roll chooses a side. The other player automatically has the
opposite side. Models are deployed up to 5” onto their own board
edge in strategy rating order.
Special Rules: Before the game starts each player rolls a D6. The
player with the highest roll chooses one model that does not have
either the Air Support Super Ability or Dedicated Flyer Special
Rule in their force to carry the cargo. Represent the cargo with a
marker, token or strange piece of modelled tech. This must be
placed beside the model in base to base contact or on its base.
This model must get the cargo to the opponents’ board edge.
While carrying the cargo, the model may not use their Super Ability
and may not give it to another model. If the carrying model is
destroyed, the cargo is left where the model was removed from the
table and another model (friend or foe) may pick it up by ending
its move on the cargo. If the opposing force picks it up, they must
then move towards their opponents’ board edge in the as per the
mission objective below.
Mission Objectives: The force that contains the model with the
cargo must get that model to the opponents’ board edge.
The force without the cargo must stop the model with the cargo
getting to its board edge.
Winning the Game: Once either side has reached the opposing
board edge with the cargo remove the carrying model from play
and add 10 victory points to that side’s total.
Additional
• 1 victory point for each model destroyed with 4 damage or
under on their stat card.
• 2 victory points for each model destroyed with 5-6 damage on
their stat card.
• 4 victory points for each model destroyed with 7 damage or
over on their stat card.
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Scenario 6: Escalation
At the start of each turn after the first, if players still have models on
the table, they roll a D6 for each group still not on the board. On
the roll of a 2 or 3 the group is deployed with their bases touching
the left table edge. On the roll of a 4 or 5 the group is deployed
with their bases touching the right table edge. On the roll of a
6 the group is deployed with the bases touching the opponents’
table edge. On the roll of a 1 they are not deployed and the player
may try again at the start of the next turn.
Winning the game: For each entire group destroyed you gain 5
victory points.
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Scenario 7: One Shall Stand
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Scenario 8: Control the City
Deployment: Each player rolls a D6. The player with the highest
roll chooses a side. The other player automatically has the
opposite side. Models are deployed with bases touching their own
board edge in Strategy Rating order.
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Scenario 9: “Rescue” the Civilians
Deployment: Each player rolls a D6. The player with the highest
roll chooses a side. The other player automatically has the
opposite side. Models are deployed with bases touching their own
board edge in Strategy Rating order.
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Scenario 10: Doomsday Device!
Deployment: Each player rolls a D6. The player with the highest
roll chooses a side. The other player automatically has the
opposite side. Opposite board edges. Models are deployed up to
5” onto their own board edge in strategy rating order.
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Scenario 11: Triple Play (Solo Scenario)
86
• Henchmen Bots will always move towards the closest enemy
model it can see. Should another enemy reveal itself or the
henchmen movement reveal another enemy Bot that’s closer,
then the henchmen Bots will immediately turn its attention to
the new enemy.
• Models still activate in Strategy Rating order
• You will roll all enemy Bot attacks and shields as per the enemy
Bots stat cards.
• Your force will be selected from 60 points of models.
Mission Objectives:
• Defeating 1 boss and controlling 1 objective = Novice
• Defeating 2 bosses and controlling 2 objectives = Formidable
• Defeating 3 bosses and controlling all 3 objectives = Master
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Scenario 12: Green Energy!
Deployment: Each player rolls a D6. The player with the highest
roll chooses a side. The other player automatically has the
opposite side. Models are deployed up to 10” onto their own
board edge in strategy rating order.
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Mission Objectives: Destroy the opposing force.
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Scenario 13: Red Energy!
Deployment: Each player rolls a D6. The player with the highest
roll chooses a side. The other player automatically has the
opposite side. Models are deployed up to 10” onto their own
board edge in strategy rating order.
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Scenario 14: Cleanse the City!
Deployment: Each player rolls a D6. The player with the highest
roll chooses a side. The other player automatically has the
opposite side. Models are deployed up to 15” onto their own
board edge in strategy rating order.
92
Winning the game: Victory Points
93
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Written by:
Anthony Mallett © 2021
www.tradersgalaxy.com.au
Copyright Disclaimer: Any names,
characters, models and stories in
this rule book are from the author’s
imagination and are inspired by
multiple sources. Any reference to
actual names, characters, models and
stories not the property of Traders
Galaxy is purely coincidental.
96 SKU 8872633600016