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TACTIX

UNIVERSAL WARGAME RULES

BY PAULT STEVENSON & THE MILTON BATTLEGROUNDS GAME CLUB


First Edition (2019)
All art by Bradley K. McDevitt and J.E. Shields
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Chapter 1: THE BASICS
AUTOMATIC WIN!
If your opponent(s) has no models on the table, for any reason, you immediately
win the game regardless of game objectives.

BASE TO BASE (B2B)


When two models have their bases touching (or are in actual physical contact)
they are considered “base to base” (B2B).

BATTLEFIELD EDGE
This term refers to the table edge you will be playing from. A table (battlefield)
will have 4 “battlefield edges” (each side of the table). A player usually has an
entire side or one of the corners as their “battlefield edge”.

ASSAULT
ASSAULT is one of three scores that define every model in the game. ASSAULT
determines all aspects of offensive and defense Actions in close combat.

“CAN”, “MAY” and “MUST”


If a rule states a model “can” or “may” do something it is up to the player to use
that rule each time. A rule that is defined by “must” has to be used each and every
time it applies.

DICE
All dice in this game are standard and have six-sides. “3D6” means three of these
dice.

DISTANCES
All distances in this game are classified as close, short, medium, long or far.
B2B = Physically touching (usually bases)
Close distance = up to 6”
Short distance = over 6” and up to 12”
Medium distance = over 12” and up to 24”
Long distance = over 24” and up to 48”
Far distance = over 48 inches
When determining distance between models measure from the center of the model to
the center of the other model.

INCHES
All measurements (ranges and movement) in TACTIX are measured in inches and used
throughout the rules as this symbol “ .

KILL MARKERS
Sometimes the game will require you to remove one of your models and replace
with a “kill marker”. Simply take the model from the battlefield and put a marker
where it was, showing the model’s fallen location.

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MULTI-PLAYER GAMES
Games that have more than two sides are simple to play. When a model fails a roll
for an extra Action on its activation any opponent can attempt to steal. If more
than one opponent is wishing to steal the Action, they roll off to see who gets the
stolen Action. Multi-player games also have special deployment rules (see
Deployment, later).

NEEDED TO PLAY
-A collection of miniatures (preferably painted, slacker).
-An “activation token” for each model in your Warband.
-A battlefield to play on with terrain (minimum 3 feet x 3 feet).
-At least 6 dice per player.
-Measuring tape (in inches).
-Your Warband’s rules and stats (designed later in this book).
-Possibly templates by LITKO Game Accessories (see Attack Design, later)

OFF THE “TABLE”


If for any reason any part of a model is taken off the battlefield, voluntary or
not, it is considered Out of Action!

QUALITY
QUALITY is one of three scores that define every model in the game. Everything
the model does that isn’t based on attack or defense is determined by QUALITY.
More importantly, QUALITY determines how many extra Actions a model can attempt
when it activates. A roll of 6 always fails on a QUALITY roll and a roll of 1
always succeeds, regardless of any modifiers to the roll.

PLAYER & SIDE


When the rules refer to a “player” or a “side” in the game, it is usually
interchangeable and intended to represent one side of game between multiple
sides.

POINTS
Every model in the game is worth a certain number of Points. Points are what
determine how effective a model generally is in a game. The higher the Point
value of a model, the more effective it is but also the greater cost it has to add to
your Warband.

REROLLS
Rerolls are always voluntary (unless ruled otherwise with the word “must”
reroll). Rerolls will continue to be rerolled until there are no more rerolls
available.

SCALE & TIME


Each inch in the game represents a “real” distance of under 2 meters. Players
finish their turns in 12 seconds of “real” time.

SHOOT
SHOOT is one of three scores that define every model in the game. SHOOT
determines all aspects of offensive and defense Actions in ranged combat.

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SIZE (Base’s longest Point)
Normal: Up to a 32mm base or less – no special Trait.
Large: 33mm to 50mm base - model must have the Large Trait.
Huge: 51mm to 100mm base – model must have the Huge Trait.
Giant: 101mm to 150mm base – model must have the Giant Trait.
Gargantuan: 151mm to 200mm base - model must have the Gargantuan Trait.
Colossal: 201mm to 400mm base - model must have the Colossal Trait.
Titanic: 401mm base or more - model must have the Titanic Trait.

TESTS
Each of a model’s three stats (ASSAULT, SHOOT and QUALITY) can be rolled for
various reasons in the game. This is as simple as rolling one (or many) dice and
adding the relevant score to the dice roll and trying to score higher than 6. So a
roll of 7 or more means the roll succeeds. If you have to roll multiple dice (to
avoid the Effects of a Hazard) each dice rolled is a separate test and the dice
results are not added together.

TURNS
A “turn” is over when the current player has finished activating the models in
his or her Warband. The next player now starts their turn.

WARBAND
Your Warband is your collection of models that you will be using in a game of
TACTIX. The larger your collection of models, the more selection you will have
when building a Warband. Very rarely do you get to use all the models of a large
collection in a single game, but some people are kind of nutty when it comes to
big games!

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Chapter 2: Game setup & START
POINT VALUES
Decide on a point value for the game. This point value will determine how many
Points of models you can play with. This is usually determined by how much time
you have to play a game (see Time to Play, below). Every model in your Warband
will have a Point value derived from its ASSAULT, SHOOT, QUALITY, Traits and
Attacks. If a game is going to be 400 Points, the models in your Warband cannot
total over 400 Points combined. (See Model Design much later.)
Build your Warband before taking other steps.

TIME TO PLAY
For every half hour of game time allotted, the game can be up to 400 points. These
points are then divided up by how many sides there are. So, a game with an hour
time limit has a total of 800 Points. If there are two sides (you and your
opponent), each side has 400 Points to build their Warbands with.
Campaign games have alternate rules for time limits. For every fraction of 10
models (all sides) in the game the time limit is 20 minutes. So, a campaign game
with 9 models lasts 20 minutes while a game with 25 models has a time limit of 60
minutes.

SET THE TABLE UP


Each player takes turns placing one piece of terrain at least 3” from the
battlefield border. When a player places a piece of terrain, roll 2D6 and add the
numbers together. If the total rolled is under the number of pieces of terrain
currently placed on the battlefield, stop placing terrain.
Of course if your game club, game store or non-partial friend has set up a table
already, you don’t need to go through this step.

ROLL OBJECTIVES
Each player rolls a die and consults the table below to determine their
objectives. Objective are not secret.
1-2 – Have more Points of models within 6” of the center of the battlefield than
your opponent(s) at the game’s end.
3-4 – Have more Points of models in a single enemy’s deployment zone than they
have at the game’s end.
5-6 – By game’s end, have more Points of models still in the game than your
opponent(s).
Sudden Death Option
If you and your opponent(s) agree, each player can nominate one model in their
Warband. If this model is removed from play for any reason, you immediately lose
the game!

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DEPLOYMENT
In a two sided game, each side will have the opposite battlefield edge to deploy
from (either table sides or corners). In a three sided game, one side will have a
table side as their battlefield edge and the other two sides will have the
opposite table corners as their respective battlefield edges. In a four sided
game, each table corner is a battlefield edge for one of the sides. If there are
more sides than four, you’re going to have to get creative with deployment areas
and battlefield edges and it is up to you and your opponents to determine this.
Now, each side rolls a die and each side picks which battlefield edge they will
start from in order of highest roll to lowest. Each side rolls 3D6 and totals the
dice results. This is the number of inches you can place your models onto the
battlefield from your battlefield edge. This is your “deployment zone”. No model
can be placed past this distance (unless they have a special Trait). You and your
opponent(s) will probably have different distances to place your models in your
deployment zone as you have to roll your deployment distance separately.
Starting with the side who rolled highest to determine battlefield edge, players
alternate placing their models within their respective deployment zones.
If for any reason you can’t deploy a model, it will can use a move Action on your
first turn from your battlefield edge of the table.

WHO GOES FIRST?


The side who finishes placing their models first can activate his models first.
Models with the Infiltration Trait do not count towards this total.

GAME END
The game ends immediately after the determined amount of time (see Time to Play,
above). Objectives are determined and a winner is declared.

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CHAPTER 3: HOW TO PLAY
ACTIVATING A MODEL
When you activate a model, select a model that doesn’t have an activation token on
it. You can take always take one automatic Action with this model (unless the
rules state otherwise) and end its activation by placing an activation token
beside (or on) it after resolving that Action.
But before taking any Action(s) you must decide how many Actions you want this
model to attempt this activation. You can attempt up to 2 more Actions after the
first (for a total of 3 possible Actions) with a single model, but attempting to
take more than one Action comes at a risk.
For each extra Action you want for a model you must test QUALITY for each extra
Action the model will attempt. To test your model’s QUALITY, roll a die for each
extra Action attempted. Add the model’s QUALITY for each roll. For every result
of 7+ you have another Action to use with that model. For each result of 6 or less,
your opponent will steal that Action and you lose it.
Some Actions require more than one actions to attempt. Please see The Actions
below.
Once you have resolved all your Actions with a model, place an activation token
beside (on on) that model. You may place an activation token beside a model
without taking any Actions, forfeiting its activation effectively.

STEALING THE ACTION


For every extra Action attempt that fails, your opponent can immediately
activate one model with a single Action (group activations cannot be used with
stolen Actions. See Group Activation below) as long as that model doesn’t have an
activation token on it. This is called a “steal” as in “stealing the Action”. It
occurs before anything else happens. Once the enemy model has taken its stolen
Action it cannot steal another Action until the end of the turn. You must place an
“activation token” beside it to show it can’t steal another Action until the end
of this side’s turn.

GROUP ACTIVATION
When a model with the Leader Trait activates he may activate other allied models
around it at the same time. Models within (the model’s Leader Trait level) x2
inches of the “leader” may be nominated to activate with the same number of
Actions that the leader has for its activation. Usually this is done because the
“leader” model has a better QUALITY than the other models and can make the rolls
for extra Actions easier. Group activation can be done with a stolen action.
Please note there can only be a model with the Leader Trait for every 5 models in
your Warband (to a minimum of 1).

ENDING A TURN
Once a side has finished activating all their models (with activation tokens on
all of them) that side’s turn is over. You must remove all activation tokens from
the battlefield before starting the next player’s turn.

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THE ACTIONS
Attack (1 Action) – Make an attack (see attacks later).
Attack, Aimed (2 Actions) – Make a ranged attack but you
can add a damage dice if the attack hits.
Attack, Power (2 Actions) – Make a B2B attack but you can
add a damage dice if the attack hits.
Free Attack** (0 Actions) – Do NOT place an activation
token on this model for taking this action. Make a B2B
attack on an enemy model that voluntarily leaves B2B
contact with your model without taking the Withdraw
Action.
Maneuver (1 Action) – Interact with the battlefield in
some manner: open a door, search a chest, climb a
ladder. Most times this requires a QUALITY roll.
Move (1 Action) – Move your model across the
battlefield. Any non-vehicle model can go prone (or get
up from prone) at any point of this movement. See
movement later.
Recover (1 Action) – Many situations cause your model to
take a recover Action and you have to take this Action
before taking any other Actions.
Use Effect (1 Action) – If the model has the Effect User
Trait, it can attempt to use an Effect. Each Action
allocated can increase the power of the Effect (up to the
level of the Effect User Trait).
Withdraw (2 Actions) – Take one move safely away from
any enemy models your model is in B2B contact with
avoiding all Free Attacks.
**This Action is done during an opponent’s activation.

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MOVEMENT
When a model takes the Move Action it can make a single move, moving a certain
number of inches across the battlefield. When measuring distance moved, measure
from the center of the model’s start position to the center of the model’s end
position. Normally this is a short distance of 6” but there are many ways models
can move further or less.

DIFFICULT TERRAIN
Any terrain you and your opponent agree on can be considered “difficult”. This
could be rubble, up hills, swampy areas, deep water, stairs, dense trees and the
like. All regular movement with a Move Action stops when a model reaches the
edge of difficult terrain and the model must use another Move Action to start to
cross it. Difficult terrain makes movement across it shorter by half distance.
Normally, this means models will move only 3” over difficult terrain. Many
Traits help models moving across difficult terrain or ignore it completely.
Climbing vertically and swimming are always considered difficult terrain
movement. Climbing or swimming can be risky in Campaign play and may require
the use of a Maneuver and Hazard rolls.
Note that difficult terrain doesn’t “stack” and a model can only be affected by
difficult terrain rules once, regardless of the multiple sources.

VEHICLE MOVEMENT
Vehicles can change their facing before and after a move Action, but their
movement during the Action must be in a straight line, dead ahead and without
any turns. A vehicle’s face is important to maintain due to attacks that may
target the vehicle. If the vehicle’s movement touches an enemy model’s base, that
model must make 2 dice a Hazard roll (see Hazards later).
If the vehicle is larger than the model, it passes over the model (if it has enough
movement distance left to do so) or ends its movement Action. If the vehicle is
the same size or smaller than the model, it immediately ends its move Action and
must make a 1 die Hazard roll, or a 2 dice Hazard for hitting larger models.

EMBARKING VEHICLES
Any model that’s a passenger on/in another model capable of transport (see the
Transport Trait) can leave it as part of a move Action as if moving over difficult
terrain. A model can embark on a friendly vehicle capable of transport as part of
a move Action that brings the model into B2B contact with the vehicle.

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ATTACKING
When making an attack Action (either B2B or ranged) you will roll one die for the
attack and you are looking roll equal or above a determined number by comparing
your ASSAULT (in B2B) or SHOOT (ranged attack) to your target’s ASSAULT (in B2B) or
SHOOT (ranged attack).

FIGURING RANGED ATTACKS


TACTIX uses “true” line of sight for ranged attacks and a model must be able to see
about 25% of a target to attack it. Distances for attacks are always measured from
the center of model’s base to the target’s center of base. If you and your opponent
cannot decide if a target is in sight, roll 1 die and a roll of 4+ it can be
targeted.
Remember, if you can see a target then it must be able to see you as well.

BUT I CAN SEE A TARGET’S (WING, WEAPON, TAIL…)


If that’s all you can see on a target then you can’t take the shot. Be real. Pick
another target or do something else with your Action(s).

ATTACK RANGE
If a target is past the range of a ranged attack, you must reroll all successful
attack rolls to hit the target.

HOW TO ATTACK
Step One: Add your target’s ASSAULT (for B2B attacks) or SHOOT (for ranged attacks)
to 4.
Step Two: Subtract your model’s ASSAULT (B2B attack) or SHOOT (ranged attack) from
this number. Now roll the die.
Step thee: Compare your dice roll to this number. If you rolled equal or higher
than the number (or rolled a 6) you have hit your target! If you rolled under this
number (or rolled a 1) you have missed your attack.

ATTACK RESULTS
If your attack hits, you must now determine what happens to the target. You will
make a damage roll compared to the target’s resistance roll. Both of these rolls
will usually use multiple dice to determine final results.
Step One: For damage - start with 1 die (automatically) and add any damage dice
for the attack rules or situation. Roll the dice and add all the results together.
Step Two: For target resistance - start with 1 die (automatically) and add any
resistance dice for Traits or situation. Roll these dice and add the results
together.
Step Three: Compare the two the results from the damage dice and resistance dice.
If the rolls are tied, or the resistance roll is greater than the total damage roll,
the target has survived the attack somehow, someway. If the damage roll total is
higher, you must determine what happens to the target.

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Damage Roll is higher (RECOIL):
The target is pushed directly away from the attacking model 3”. If this was a B2B
attack, the attacking model can immediately move 3” towards the target and
provokes no Free Attacks while doing this.
Damage Roll is 2x the resistance (KNOCKED PRONE or STUNNED):
The target is pushed directly away from the attacking model 3”. If this was a B2B
attack, the attacking model can immediately move 3” towards the target and
provokes no Free Attacks while doing this. A non-vehicle target is also knocked
prone. A vehicle target is stunned and must take a recover Action on its next
activation. If the target was already prone (or stunned) this attack takes them
Out of Action!!
Damage Roll is 3x the resistance (OUT OF ACTION!):
The target is Out of Action! Remove it from the game (kill marker may be used).
Damage Roll is 4x the resistance (MASSACRE!!!):
The target is removed from the game in a spectacular or horrific way (kill marker
may be used) and may cause nearby allied models to make Morale rolls (see Morale).

DAMAGE/RESISTANCE MODIFIERS
Target is in cover (ranged attacks only): +1 Resistance die
Attacking a vehicle’s “front arc”: +1 Resistance die
Target is in heavy cover (ranged attacks only): +2 Resistance
dice
Target is at least 6” below attacker (ranged attacks only): +1
Damage die
Target is smaller (B2B attacks only): +1 Damage die
Target is outnumbered in B2B: +1 Damage die
Attacking a vehicle’s “rear arc”: +1 Damage die
Target is prone: +2 Damage dice

BUT I’M ALREADY PRONE/STUNNED


If for any reason a model that is prone or stunned suffers another prone or
stunned result, from any source, it is immediately Out of Action!

BUT I CAN’T MOVE BACK


If your model recoils back into another non-vehicle model, it stops moving when
it touches that model’s base and goes prone. If your model cannot move because of
impassable terrain or a vehicle in its recoil path, it is knocked prone and must
also make a 1 die Hazard roll.

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MORALE
While the gamers are casually enjoying the game being played, the poor models are
in a life and death struggle for battlefield supremacy! Sometimes during the
chaos of battle a model will become rattled and break from combat. Even the
bravest of warriors can see the value in living to fight another day.

WHEN TO ROLL MORALE


-When a model with the Leader Trait is removed from play within 6” of an allied
model.
-When B2B attacking, or being B2B attacked by an enemy model with the Terror
Trait.
-When being B2B attacked by an enemy model with the Fear Trait.
-When a friendly model within 6” suffers a Massacre!!!
- (Campaign games only) When a Warband is reduced to half its starting number of
models. Roll for EACH remaining model.
Sometimes a situation will call for multiple Morale rolls from a single model.

HOW TO MAKE A MORALE ROLL


To make a Morale roll 1 die and add the model’s QUALITY. If the total roll is 6 or
less, the model will buckle to fear, confusion and chaos.

FAILING MORALE
When a model fails a Morale roll it immediately rolls 2D6 and falls back that
many inches from the source of the Morale roll and towards its battlefield edge.
If this takes the model off the battlefield (even partially) it is Out of Action!

BUT I CAN’T MOVE!


If for any reason a model falling back from a failed Morale roll cannot move, it
falls prone instead. If a model is prone when it fails a Morale roll and it cannot
move, it is Out of Action!

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HAZARDS
Sometimes there are dangerous situations outside the normal hack and slash,
shoot and fire of the game. Dangerous terrain (quicksand, lava, rapids and
rockslides), weird happenings (cursed areas, fire rain, gas leaks, radiation) and
sometimes a model’s Traits can cause Hazards.
When a model is subjected to a Hazard, it tests its QUALITY and rolls a die adding
its QUALITY to the roll and attempts to score higher than 6 (seven or more).
Sometimes a model will have to roll more dice depending on the severity and
danger of the situation.

FAILING THE HAZARD ROLL(S)


If the model fails one of the Hazard rolls it is knocked prone. If it fails two or
more of the rolls it is Out of Action! Remember, a model that is already prone and
fails a Hazard roll is Out of Action!

SAMPLE HAZARDS
Drowning
First activation drowning is a 1 dice Hazard but increase the dice by one at the
start of each activation drowning, after the first.
Exposed to the Void
2 dice Hazard each activation.
Falling (or failing a climb roll)
-Less distance than the model’s height: No Hazard is rolled.
-Equal distance to the model’s height: 1 dice Hazard.
-Greater distance than the model’s height: 2 dice Hazard.
-Greater distance than 2x the models’ height: 3 dice Hazard.
Fire & Heat (rolled at the start of each activation)
Lava: 3 dice Hazard
Gasoline Fire: 2 dice Hazard
Bonfire: 1 dice Hazard
Toxic Gas
1 dice Hazard at the start of each activation in the gas.
Water Pressure
2 dice Hazard at the start of each activation.

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CHAPTER 4: MODEL DESIGN
Here is where you will create all the varied models in your Warband. Weapons and
attacks that models are armed with are designed separately before being factored
in to the model’s final Point cost. A model cannot have an ASSAULT, SHOOT or
QUALITY higher than 6 and must have at least 1 in each of these scores. A model
will always cost a minimum of 1 point regardless of Traits or Attacks.
The formula for designing a model’s Point value is:

(10 + Total of Traits and Attacks) x (ASSAULT+SHOOT+QUALITY)


Divided by 100 (always round up)
DESIGN EXAMPLES
The most basic model of all time with an ASSAULT 1, SHOOT 1, QUALITY 1 with no
Traits and a 1 damage dice attack (automatic) has a final cost of 1 Point.
10 x 3 = 30
30/100 = 0.3 (round up to 1)
An “average” solider on any battlefield will have an ASSAULT 2, SHOOT 2, QUALITY
2 with about 100 points in Attacks and Traits and come to 7 Points.
110 x 6 = 660
660/100 = 6.6 (round up to 7)
Alternatively, an elite model with an ASSAULT 3, Shoot 3, QUALITY of 3, and 200
Points of Traits and Attacks has a final cost of 19 Points:
210 x 9 = 1890
1890/100 = 18.9 (round up to 19)
A monstrous model designed for destroying things in B2B might have ASSAULT 4,
SHOOT 1, QUALITY 3 and 500 Points of Traits and Attacks that costs 41 Points.
510 x 8 = 4080
4080/100 = 40.8 (round up to 41)

UNBOUND TACTICS BENCHMARKS


ASSAULT SHOOT QUALITY
1 Timid, weak Clumsy, inaccurate Unsure, distracted
2 Trained, average Trained, average Ready, prepared
3 Aggressive, savage Accurate, steady Elite
4 Heroic, frenzied Heroic, sniper-elite Hero
5 Legendary, warlord Legendary, unerring Legend
6 Epic, devastating Epic, perfection Epic

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DAMAGE AND RESISTANCE RATINGS
When designing your Warband and determining how effective a model’s damage and
resistance will be in the game you can use the following guidelines.

DAMAGE
1 die Unarmed attacks/light close combat weapons
2 dice Martial Arts attacks/Stand close combat weapons/Light Side Arms
3 dice Heavy close combat weapons/Standard firearms/Heavy Side Arms
4 dice Power close combat weapons/Heavy firearms/Light support weapons
5 dice Vehicle close combat weapons/Vehicle weapons/Support weapons
6 dice Heavy vehicle weapons/Heavy support weapons
7 dice Mass destruction attacks/Orbital weapons
8 dice Apocalyptic attacks

RESISTANCE
1 die Unarmored/Brittle/Vulnerable
2 dice Light armor/Tough hide/Some natural protection/Light vehicle
3 dice Medium or power armor/Armored hide/Medium vehicle
4 dice Heavy or tactical armor/Unnatural protection/Industrial vehicle
5 dice Armored Vehicle/Supernatural protection
6 dice Heaviest armored vehicle/Unstoppable war beasts

GUIDELINES TO MODEL DESIGN (IMPORTANT)


It is highly recommended that you take your model designs to an unbiased third
party to edit. We all have visions of how our models and Warbands perform
perfectly on the battlefield against all possible situations. When we’re all
designing our models with this sentiment, you can see why models and Warbands
are designed with emotion and not logic or balance. This leads to silly designs,
unbalanced games and less fun for everyone.
It is natural that if you design an “unstoppable juggernaut” then your opponents
won’t take long in designing their own to compete with your monstrosity on the
table. Soon enough that’s all the game will boil down to, one or two models a side
that have more rules to them than you can remember in a game. Don’t let it happen.
An unbiased third party could be a Club Organizer, a Campaign Master or another
player familiar with TACTIX. Allow them to logically review and revise your
designs and try to accept their reasoning and sense. Go back and make some
changes (if needed) and work to making a balanced, fun and competitive Warband to
play and enjoy in victory and defeat!
Another way is for one person to design ALL the Warbands based on each player’s
ideas and creativity. Whatever way you decide to go, make sure everyone is
understanding why restraint is just as important as enthusiasm with model
design.
Usually guidelines like this are ignored by gamers because they aren’t “official”
and just advice. Don’t fall for that train of thought. You have been warned.

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TRAITS
Traits are the special rules a model may possess. This allows a model to have a
huge variety of qualities and definition. A model with a shield may have the
Block Trait while an insectoid model may have the Hive Mind Trait. There is no
limit to how many Traits a model may have. The number in (brackets) beside a
Trait’s name is the value of that Trait for model design calculations.

TRAIT LEVELS
Not all Traits are equal and some are measured by levels. Each level taken by a
model increases that Trait’s effectiveness and its value for design calculation.
Agile (5) – Only the first move Action Block (10) – This Trait allows the
in a model’s activation over model to have one enemy model reroll
difficult terrain is reduced in all successful attacks against this
distance, all other move Actions are model each turn.
not reduced.
Block, Expert (30) – All successful
Amphibious (5) – The model doesn’t attacks against a model with this
suffer “water-based” Hazards and can Trait must be rerolled.
operate in and out of water. This
trait doesn’t affect water movement Boost (10) – For one turn each game
in any way. this model can increase its ASSAULT,
SHOOT and QUALITY by 1.
Armored (*) – (Level) Each level in
this Trait adds one resistance die Burrowing (10) – By spending one
when this model rolls against Action a model can begin to burrow at
damage. The cost for this Trait is speeds one distance less (normally a
8 x (level x level) distance of 3”) than its regular
ground movement (minimum 5”). When
Artificial (20) – All Hazards rolled burrowing, the model cannot be
by a model with this Trait are targeted in any way but it cannot
reduced by one die. All failed Morale target or use Traits on any models in
rolls can be rerolled. any way.
Artillerist (10) – A model with this Chosen One (30) – At the beginning of
Trait doesn’t reroll attacks with the the game select the enemy model worth
Indirect rule if it has no allied the most Points (or pick one if there
models that can see the target. is a tie). This model and any enemy
model with this Trait are the only
Assassin (30) – Any attack rolls made models that can score an Out of
by a model with this trait that result Action! or Massacre!!! result against a
in the target being prone, take the model with this Trait in combat.
target Out of Action!! Only one model in your Warband can
Backstab (10) – If you have an allied have this Trait.
model in B2B with your target you can Climber (5) – A model with this Trait
reroll all failed attack rolls can reroll failed Quality rolls
against that target. attempting to climb with the
Berserker (-10) – The model with this Maneuver Action.
Trait must always roll 2 dice when Clinging (15) – This model succeeds
activating for extra Actions and on all climbing rolls automatically
never less. If the model ever fails and doesn’t make a roll. Also, this
both dice rolls when activating, it model’s movement isn’t reduced in
loses this Trait for the rest of the distance when climbing.
game.

19
Clumsy (-5) – A model with this Trait Deepstrike (25) – This Traits allows a
must reroll successful Maneuver model to deploy anywhere on the
rolls. battlefield that is further than 12”
from and enemy model.
Colossal (22) - (Size)
Difficult Target (25) – All successful
Combat Master (25) – In B2B combat, a ranged attacks against a model with
model with this Trait can reroll any this Trait must be rerolled.
attacks against enemy models.
Dim Witted (-15) – A model with this
Comical (-5) – All (successful or Trait must reroll one successful
failed) attacks against this model QUALITY dice result when attempting
must be rerolled. extra Actions.
Conviction (10) – A model with this Drunkard (-20) – After each
Trait cannot be forced to leave the activation by a model with this
battlefield in any way and must be Trait, roll 1 dice. If the result is a
taken Out of Action! or Massacred!!! to 6 or over the model’s QUALITY, the
be removed from play. This model model falls prone.
negates any movement that would take
it off the battlefield at the border of Easy Target (-25) - All failed ranged
the battlefield. attacks against a model with this
Trait can be rerolled.
Counter Attack (15) – This Trait
allows a model once per turn to Effect Resistance (15) - A model with
immediately make an attack against a this Trait that is targeted by an
model that successfully attacked it enemy effect can roll one dice per
in B2B, but didn’t remove it play. effect level affecting it. Lower the
effect level by one for each roll
Coward (-10) – This Trait causes the equal or under the model’s QUALITY.
model to reroll successful Morale
rolls. Effect User (20) – (Level) Each level in
this Trait allows a model to use 1
Damage Aura (12) – (Level) Enemy Action to manifest an Effect.
models in B2B with a model having (Maximum level of 3)
this Trait suffer an immediate level
1 Hazard (per level) on each of their Elite (15) – If a model with this Trait
activations. attacks another model that worth less
Points than it, it can reroll all
Danger Sense (30) – A model with this failed rolls.
Trait can immediately make a move
Action when an enemy tries to attack Elusive (15) – A model with this Trait
it once per turn. can use the Withdraw Action using
only 1 Action to do so, and not 2
Darkvision (5) – A model with this Actions.
Trait ignores the effects of a Night
Fight campaign event. Encourage (10) – Allied models within
12” to a model with this Trait can use
Deathwail (30) – This Trait allows a this model’s QUALITY score when
model to take an Action to wail. This making Morale rolls.
wail has a blast (level in inches)
centered on the model. Any enemy
models within the blast must make an
immediate Morale roll.

20
Entangle (30) – A model with this Flying (25) – This Trait allows a
Trait can make a special ranged model’s movement to pass over any
attack at 18”. If the model hits its exterior terrain or enemy models.
target that model must roll 1d6, the
result is the number of Recover Forcefield (15) – A model with this
Actions the model must take before Trait can negate one successful
any other Actions. attack against it. When it does so the
model must take the Recover Action
Evade & Counter (20) – When a model before it can use this Trait again.
with this Trait is attacked at range
and the attack misses, this model may Fragile (-20) – A model with this
immediately take an attack Action Trait that loses combat and must
against the model that missed it, if recoil or go prone rolls 1 dice. On a
the model is within range of the 1 they are taken Out of Action!
attacker. Only once per an enemy Gadgets (30) – (Level) This Trait
attack action. allows the model to temporarily have
Fanatic (25) – A model with this Trait other Traits for any one activation.
is immune to Fear Traits and Terror A temporary Trait cannot have a cost
Traits and gains Advantage on B2B greater than 20. Each level of this
attack rolls against enemy models Trait is how many times per game this
with the Fear or Terror Traits. Trait can be used. Traits remain in
play for the rest of game if normally
Fast (20) – A model with this Trait so. (Maximum level of 3)
moves at 12” per move Action.
Gangup (10) – A model with this Trait
Faster (40) – A model with this Trait can reroll failed attack rolls if they
moves at 24” per move Action. outnumber an enemy in B2B by at least
3 models to 1.
Fastest (60) - A model with this Trait
moves at 48” per move Action. Gargantuan (20) – (Size)
Fear (20) – A model with this Trait Giant (18) – (Size)
causes enemy models to make a Morale
roll right after it attacks them in Giant Slayer (10) – This model can
B2B and this model is immune to the reroll failed ASSAULT rolls in B2B
Fear Trait and treats the Terror combat against enemy models that are
Trait as if it was Fear. bigger than it is.

Fearless (30) – A model with this Gloating (5) – This Trait allows the
Trait doesn’t make Morale rolls. model to spend one Action to gloat as
long as it can see one enemy model
Fire Into Melee (10) – A model with that is prone. The gloating model
this Trait negates any bonus gains one reroll it can use later in
resistance dice a target may have for the game.
cover for being in B2B with an allied
model. Greedy (5) – A model with this Trait
can reroll failed ASSAULT rolls
Flare (20) – This Trait allows the against any enemy model that is
model to take an attack Action and worth more Points than it. Also, this
target one enemy model who must make model must use any movement Actions
an immediate 3 dice Hazard roll. For to get into B2B with the most
each dice that fail no damage dice are expensive enemy model.
rolled, instead the target considers
all models in the game to have the
Invisible Trait for a number of turns
equal to the failed results.

21
Green (-15) – If a model with this Immortal (5) – A model with this Trait
Trait is outside the radius of an is immune to Massacre!!! results of
allied model with the Leader Trait, any source. Massacre!!! results are
it must reroll all successful attack always treated as Out of Action! with
rolls. this Trait.
Hardened (10) – A model with this Immovable (15) – A model with this
trait can reroll all failed Morale Trait cannot suffer a recoil result
rolls. in ASSAULT.
Hard Target (10) – If a model with this Incorporeal (30) – All “normal”
Trait is in cover it gains an attacks against a model with this
additional resistance die against Trait lose 2 Damage dice (to a
ranged attacks. minimum of 0). Also, this model
ignores walls and intervening
Hard to Kill (25) – When a model with terrain that block movement.
this Trait suffers an Out of Action!
or Massacre!!! result, roll 1 dice. On Infiltrate (15) – A model with this
a 6 the model is still in play. Trait can deploy 3D6 further into the
battlefield than their regular
Hatred (5) – A model with this Trait deployment. This is done after all
can select one enemy model at the other non-infiltrating models are
beginning of the game. All B2B deployed.
attacks given and taken by this model
against the selected model can be Insane (-15) – A model with this Trait
rerolled. must roll a dice after it has
determined how many Actions it has.
Hero/Villain (50) – You may reroll On a 1, your opponent controls this
all failed rolls made by a model with model’s Actions.
this Trait.
Insignificant (10) – If an enemy model
Hive Mind (10) – This Trait allows a wishes to attack a model with this
model to benefit from another allied Trait but could use its Action to
model with the Hive Queen Trait if attack another enemy model (without
within range. the Trait) it must do so instead.
Hive Queen (20) - (Level) All allied Interpose (20) – A model with this
models that have the Hive Mind Trait Trait can swap places with an allied
and are within (level x 2”) of a model model that is being attacked but that
with this Trait can use this model’s model must be within close distance
QUALITY. (Maximum level of 6) (6”) away. This model takes the attack
Holy (10) – A model with this Trait is and makes the ASSAULT roll instead of
immune to Fear caused by enemy the initial target. This can only be
models with the Supernatural or done once per turn.
Undead Traits and can reroll all Intimidation (10) – A target who fails
failed attacks against those targets. a resistance roll against a model
Huge (16) – (Size) with this Trait must reroll all
successful dice rolls on its next
Icky (5) – Failed ranged attacks activation.
against a model with this Trait must
be rerolled while successful B2B Invisible (30) – Any successful B2B
attacks against it must be rerolled. attacks against a model with this
Trait must be rerolled and ranged
attacks must be rerolled twice.

22
Large (14) – (Size) Mimic (15) - This Trait allows a model
to copy the Traits of other models.
Lead From Front (15) – As long as a This model uses an Action to attempt
model with this Trait is the closest to mimic one model within 12”. Roll a
model you have to an enemy model, it die and add your SHOOT against this
can reroll all failed QUALITY rolls. model’s SHOOT and die roll and if you
Leader (10) – (Level) A model with this win, one Trait (your choice) the
Trait can have allied models activate target model has is copied and your
with it. See Group Activations in the model gains the Trait until the
Activation section earlier. (Maximum target model can roll a 6 on 1 dice at
level of 5) the start of its activation.

Light Source (10) – A model with this Mind Control (30) – A model with this
Trait allows any allied models Trait can use an action to target an
within 6” to ignore the effects of a enemy model within 12” with no
Night Fight campaign event. activation tokens on it. Make a
special attack roll but instead of
Lightning Reflexes (25) – This model using ASSAULT or SHOOT, use the two
can reroll failed dice results when models’ QUALITY for the attack roll.
rolling for extra Actions. If you “hit” you may activate that
model with 1 Action and then place an
Love Interest (5) – At the beginning of activation token beside it. This
a game a model with this Trait picks Trait is not a ranged attack.
an enemy model closest to its Point
value. These two models cannot Mindless (-5) – A model with this
attack each other for the entire game Trait can never have more than 2
for any reason. Only one model in Actions on its activation.
your Warband can have this Trait.
Mob (10) – A model with this Trait can
Lucky (10) – (Level) The model with reroll attack rolls if it is within 3”
this Trait has one reroll per game of other allied models with this
that can be used to reroll one dice Trait.
only. Each level allows another
reroll per game. (Maximum level of 3) Mook (-15) – Any prone results scored
in combat against a model with this
Marksman (25) – Any ranged attack Trait are treated as Out of Action!
rolls a model with this Trait can be instead.
rerolled.
Mounted (15) – The first movement
Martial Arts (20) – Any B2B combat during an activation by a model with
results of recoil scored by a model this Trait is increased by one
with this Trait on an enemy model are distance (usually 12”). Also, the
improved to recoil AND prone. model gains a bonus damage dice
against non-mounted targets.
Mastermind (20) – A model with this
Trait allows all allied models Oblivious (-5) – This Trait means the
within 18” to reroll their activation model can only make range attacks
dice on the model’s first activation against the closest enemy model.
roll for the game. This model must be capable of ranged
attacks to take this Trait.
Medic (15) – When a model with this
Trait activates, one allied model Opportunist (10) – When a model with
within 3” that is prone can get up. this Trait attacks an enemy model
that is prone it reroll failed attack
rolls against that target.

23
Poison (15) – When a model with this Rabble (5) – A model with this Trait
Trait causes a model to recoil or go can reroll failed Morale rolls if 3 or
prone due to an attack roll, that more allied models are within 6” of
model must make a 1 dice Hazard roll it.
at the start of their next activation.
Rash (-10) – A model with this Trait
Power Absorption (30) - This Trait must use any movement to move
allows a model to negate and copy the towards the closest enemy model.
Traits of other models. This model
uses an Action to attempt a Power Ravenous (-10) – A model with this
Absorption to one model within 9”. Trait must use its Actions to move
Roll to hit this target at range and towards and attack the closest enemy
if you hit, one Trait (your choice) the model that is prone.
target model has is lost and your Reactive (5) – This Trait allows a
model gains the Trait until the model to use up to two failed enemy
target model can roll a 6 on 1 dice at extra Action results, thereby
the start of its activation. stealing two Actions instead of the
Power Negate (20) – This Trait allows normally limited 1 Action.
a model to negate and copy the Traits Reactive Damage (12) – Whenever a
of other models. This model uses an model with this Trait recoils, is
Action to attempt a Power Absorption knocked prone, is Out of Action! or
to one model within 9”. Roll to hit Massacre!!!, all enemy models within
this target at range and if you hit, 6” must make a 1 die Hazard roll.
one Trait (your choice) the target
model has is lost until the target Reckless (-15) - A model with this
model can roll a 6 on 1 dice at the Trait can never roll for a single
start of its activation. extra action and if it want an extra
action it must roll for both extra
Power Up (15) – A model with this actions.
Trait can save its Actions to add dice
to a pool of damage dice. Each saved Recurring (15) – When a model with
Action adds one damage dice to the this Trait is Out of Action!, place a
pool. Once the damage dice are spent kill marker where it was. A model is
on a successful attack, they are gone considered “out of Action” for
for the game unless the model saves objectives and Morale purposes if it
future Actions. is still represented by a kill marker.
Roll one die when this model
Premonitions (20) – Roll 2d6 at the “activates” on a 6, the model returns
start of the game for a model with to the game standing where the kill
this Trait. The result is a number of marker was with no actions for this
bonus resistance dice the model can turn. A Massacre!!! result still
use against enemy attacks. When a die removes the model from play.
is used this way it is removed from
the dice pool for the remained of the Regeneration (25) – When a model with
game. this Trait is Out of Action!, place a
kill marker where it was. A model is
Puny (-10) – Any prone results scored considered “out of Action” for
in a B2B attack on an enemy model by a objectives and Morale purposes if it
model with this Trait are reduced to is still represented by a kill marker.
just recoil instead. When the model next activates, roll 1
Quick (10) – This Trait allows a model die and on a 4+ place it back on the
to make one move Action during its battlefield prone (or stunned if a
activation at 9’ instead of 6”. vehicle). A Massacre!!! result still
removes this model from play.

24
Respawn (20) – Models with this Trait Steady (10) – Whenever a model with
can return to battle after they have this Trait suffers a recoil or prone
been removed from the game! Before result, roll 1 dice on a 6 the result
you activate your first model roll 1 is negated.
die. On a 6, return this model to the
battlefield anywhere in your Strong (5) – (Level) Enemy models
deployment zone and not in B2B with suffering a recoil resulting from
an enemy model. The model can take attacks by a model with this Trait
no Actions this turn. move back an additional 3” per Trait
level. The model can only follow up
Savage (-10) – A model with this Trait 3” regardless of how far the target
must take a Recover Action after it recoils.
has removed an enemy model from play
for any reason. This represents Stunt Driver (20) – (Vehicle only) A
trophy taking, war calling and the model with this Trait can ignore
like. difficult terrain and reroll all
failed Hazard rolls.
See Invisible (3) – A model with this
Trait can see targets with the Supernatural (30) – Models with this
Invisible Trait and suffers no Trait can reroll failed Morale rolls,
penalties against those targets. reroll failed Hazard rolls and if the
model has the Fear or Terror trait,
Shield Breaker (5) – A model with this enemy models making Morale rolls
Trait ignores Block and Block, against those Traits must reroll
Expert Traits on enemy models. successful rolls.
Shield Wall (10) – As long as a model Super Speed (75) – This Trait allows a
with this Trait is within 3” of an model to move anywhere on the
allied model with this Trait, all battlefield when it moves but it must
successful attacks against the model stop its movement for normal reasons
must be rerolled. (terrain, enemy models and so on). It
can still only safely leave B2B enemy
Slow (-10) – A model with this Trait contact with a Withdraw Action first.
can take a maximum of 1 move Action
during its activation, regardless of Super Heavy (20) – (Level) This Trait
how many Actions it has. allows a model to suffer multiple
results that would remove it from
Slow Reflexes (-15) – All Hazards play before it actually is removed
increase their dice by 1 against a from play. Each level allows the
model with this Trait. model to ignore one Out of Action! Or
Sniper (10) - When making an Aimed Massacre!!! result. It takes two
Attack Action, a model with this levels of this Trait to ignore one
Trait increases the weapon’s range Massacre!!! result against the model.
distance by 12”. (Maximum level of 3)

Sprinter (15) – If a model with this Swarm (25) – A model with this Trait
Trait only moves on its activation gains +2 resistance dice against all
and takes no other Actions each move non-blast attacks against it. Blast
action distance is increased by 3”. attacks against this model gain +2
damage dice.
Steadfast (5) – A model with this Trait
only falls back 1D6 inches instead of Swimming (3) – A model with this Trait
2D6 inches when it fails a Morale doesn’t have its move distance
roll. reduced when in water.

25
Swing Line (10) - A model with this Timid (-20) – A model with this Trait
Trait can ignore intervening terrain considers all enemy models without
and enemy models when it moves (like the fear Trait to have the Fear Trait.
the flying Trait), but the model must
start its move within 6” distance of a Titanic (24) – (Size)
vertical surface (like a wall) taller Tough (15) – When a model with this
than it. Trait suffers an Out of Action!
Tactics (15) – (Level) Your Warband can result, roll 1 dice. On a 6 the model
reroll one die each game per level of is still in play but prone.
a model with this Trait. Only one Trample (10) – A model with this Trait
model in your Warband can have this can move over enemy models like a
Trait. vehicle (see the Movement section
Target Specialist (10) – A model with earlier).
this Trait can select one enemy model Transport (12) – This Trait allows a
at the beginning of the game. All model to carry other models and they
attacks by this model against the can embark and disembark from this
selected model gain +1 damage die. model. A large model can transport 3
Telekinesis (24) – (Ranged) A model normal sized models. A huge model
with this Trait can make a can transport 6 normal sized models.
Telekinetic attack within 18”. The A giant model can transport 9 normal
attacking model rolls 3 dice and sized models. A gargantuan model can
tests QUALITY. For every success, you transport 12 normal sized models. A
can move the target model close 6” colossal model can transport 15
(ending in any facing you wish if the normal sized models. A titanic model
target is a vehicle). You cannot move can transport 18 normal sized models.
the target off the battlefield with Large models can be transported, but
this Trait or “straight up into the they take up the space for 6 normal
air”. If the target is larger than this sized models.
model, it can only roll 2 dice to make Traps (20) – A model with this Trait
the tests. can use an Action to lay traps. Until
Teleport (100) - This Trait allows a the model’s next activation all enemy
model to move anywhere on the models that activate or move within
battlefield when it moves. It can 9” of the model must make an
still only safely leave B2B enemy immediate 1 die Hazard roll.
contact with a Withdraw Action first. Trick Shot (10) – A model with this
(Terrain) Specialist (10) – A model Trait gains +1 damage die against
with this Trait gains +1 resistance targets in cover.
die in its chosen (terrain) and Undead (15) – A model this this Trait
ignores difficult terrain in is immune to Fear and any Morale
(terrain). This terrain isn’t changed rolls for Massacre!!! results on
between games and stays consistent allied models. Hazards are all one
through campaigns and tournaments. dice less effective against this
Terror (24) - A model with this Trait model.
causes enemy models to make a Morale
roll right after it attacks them in
B2B or before the enemy model attacks
them in B2B.

26
Unreliable Trait (*) – Pick any one Weather Control (25) – A model with
Trait the model already has when this Trait can spend an Action to
buying this Trait. The Trait works command the weather, hampering all
exactly the same, but you must roll a enemy models within short distance
die when using the Trait. On a roll (12”) to it. When the model does this,
of 1-3 the Trait doesn’t work and if all enemy movement in the radius is
the Trait required an Action, that reduced by half.
Action is wasted. The final Point
cost of a Trait, with this Trait added Were (10) – For one turn, once per
to it, is 1/2 (rounded up). game, a model with this Trait can
lower its QUALITY by 1 to gain +1
Unruly (-5) – A model with this Trait ASSAULT and +1 damage die to B2B
cannot be activated as part of a group attacks.
activation. A Warband with model(s)
having this Trait must include at Whatever! (30) – A model with this
least one other model with the Leader Trait can ignore one failed Morale
Trait. result or one enemy attack result or
one Hazard result per game.
Vampire (25) - A model this this Trait
is immune to Fear and any Morale Will of Iron (15) – When a model with
rolls for Massacre!!! results on this Trait is taken Out of Action! it
allied models. Hazards are all one can immediately take 1 Action before
dice less effective against this being removed from the battlefield.
model. In addition, when this model Will of the Gods (35) – Only one model
removes an enemy model in B2B it can in a Warband can have this Trait. It
take an unused Action to drink its allows your Warband to continue
blood. The vampire now has +1 damage playing for 5 minutes after the game
die to B2B damage rolls for the rest has ended in a victory for your
of game. This Trait cannot be opponent, giving you a chance to
combined with the Undead Trait. change the result.
Vehicle (3) – Vehicles use vehicle X-Ray Vision (15) – This Trait allows
movement rules which are slightly a model to draw line of sight to any
different than other models. enemy model regardless of
Vehicles cannot be knocked prone and intervening terrain, including
are instead stunned when “knocked solid walls. This means the model can
prone”. make attacks against “unseen” models
normally out of line of sight but the
target is considered in “heavy”
cover.

27
ATTACK DESIGN
You want your model to have special B2B weapons (like a laser sword) or ranged
weapons (like assault rifles) or offensive mystical power (like lightning bolts)
then you will need to design the attacks a model is armed with.
The number in the (brackets) beside the attack rule is the value used to when
calculating the model’s final Point value. Most attacks should be shown somehow
on the model with appropriate weapons and such.
The minimum value for an attack regardless of attack rules is 1.

BASE DAMAGE DICE COST


The attack’s bonus damage dice cost is equal to 8 x (the number of damage dice x
the number of damage dice).
+1 dice = 8 Points
+2 dice = 32 Points
+3 dice = 72 Points
+4 dice = 128 Points
+5 dice = 200 Points
+6 dice = 288 Points
+7 dice = 392 Points

YOUR OWN ARMORY


It is strongly advised that you keep a list of all attacks designed by you and
your regular opponents to make a personal armory all can use and refer to.
Affliction (25) – (Ranged) The attack’s Burst Fire (30) – When making an
damage dice are converted into Attack Action with this attack you
Hazard dice that are rolled by the can attack twice and at different
target if the attack hits. targets. These attacks must be at the
same target.
AP (Varies) – (Level) This attack
reduces a target’s Armor Trait by the Blast, Flamer (25/40) – The attack
attack’s level in AP. The cost is the uses the Small or Large Teardrop
(level x level) x 5. Template by LITKO Game Accessories.
Place the blast marker so the narrow
Blast (10) – (Level) – The attack has a edge is touching the attacking
1” radius template per level. So a model’s base. Lay the remainder of
Blast 3 attack has a 3” blast radius. the blast marker over models on the
Place the blast marker anywhere in tabletop keeping the narrow end
line of sight of the attacking model. touching the edge of the attacking
Determine the range to that Point. model’s base. Make a SHOOT attack
Make an ASSAULT roll with all roll against any models (friend or
modifiers for an attack to that Point. foe) under, or partially under the
Any models (friend or foe) under, or blast area.
partially under the blast area from
that Point are hit by the attack. Crewed (-15) – It takes 2 allied, B2B
(Maximum level of 6) models to use this attack, though
only one of the models has to take
Actions to attack with it.

28
Decaying (40) – A target knocked Seeking (10) – Targets from this
prone or stunned by this attack must attack reduce any bonus resistance
reroll all successful attack rolls dice from cover by 1 die.
and QUALITY rolls for the rest of the
game. Slow (-15) – This attack requires an
additional Action to use (so aimed or
Ghost Slayer (3) – This attack can power attacks take 3 Actions).
ignores the penalties that Traits
provide against “normal” attacks and Stunning (15) – This weapon can never
attacks. score a Massacre!!! result. A target
suffering a recoil or prone result
Full Auto (45) – When making an Attack from this attack has no automatic
Action with this attack you can Action on its net turn, but can still
attack three times and at different attempt to roll for up to 2 additional
targets. Actions.
Indirect (20) – The attack can make Sweeping (15) – This attack allows a
attacks without line of sight to a model to make one attack against each
target but you must reroll successful target that are in B2B with the
attacks if there are no allied models attacking model. You must reroll all
that can see the target. successful attack rolls with this
attack.
Light (10) – This attack can be used to
make an Attack during a Move Action Twin Linked (20) - When making an
but all successful attacks must be Attack Action with this attack you
rerolled. can attack twice but these attacks
must be at the same target.
Low Impact (-20) – Targets of this
attack roll an extra resistance die. ATTACK EXAMPLES
One Shot (-30) – The attack can only Mechano-Fist (133 Points)
be used once per battle. +4 Damage dice, AP 2, Slow
Punishing (25) – If this attack causes Vehicle Rotary Cannon (147 Points)
a target to recoil, you can chose to +3 Damage dice, Full Auto, Medium
make the target recoil and go prone Range
instead.
Magic Greatsword (35 Points)
Range, Close (5) – 6” range. +2 Damage dice, Ghost Slayer
Range, Short (15) – 12” range. Light Pistol (13 Points)
+1 Damage dice, Low Impact, Light,
Range, Medium (30) – 24” range. Short Range
Range, Long (50) – 48” range. Storm Hammer (133 Points)
Range, Far (75) – 48+” range. +4 Damage dice, AP 1, Slow, Stunning

Reach (10) – The attack is considered Taser (62 Points)


B2B up to 6”. +2 Damage dice, Short Range,
Stunning
Reach, Long (20) – The attack is
considered B2B up to 12”. Whip (47 Points)
+2 Damage dice, Low Impact, Reach
Scoped (10) – When making an Aimed Long, Stunning
Attack Action with this attack,
increase the attack’s distance by Tank Super-Gun (275 Points)
half. +5 Damage dice, AP 2, Blast 2, Long
Range, Slow

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Chapter 5: EFFECTS
Effects are magic spells, psychic manifestation, marital arts powers or any other
supernatural ability that a model might have and know. A model knows a number
of Effects equal to the level of their Effect User Trait. These Effects are
selected when the model is bought and added to a Warband and will stay the same
throughout a campaign.

USING EFFECTS
An Effect is used by using Actions to manifest the Effect (restricted on the level
of the Effect User Trait). You test QUALITY for each Action spent using an Effect.
Each success rolled when manifesting the Effect increases the strength and power
of the Effect. All Effects have unlimited range (unless noted otherwise) but are
restricted by a model’s line of sight.
Bless (Bless Effects are NOT added together)
1 success: Provide a +1 bonus to all rolls an allied model makes until the end of
its next activation.
2 successes: Provide a +2 bonus to all rolls an allied model makes until the end
of its next activation.
3 successes: Provide a +3 bonus to all rolls an allied model makes until the end
of its next activation.
Curse (Curse Effects are NOT added together)
1 success: Inflict a -1 penalty to all rolls an enemy model makes until the end of
its next activation.
2 successes: Inflict a -2 penalty to all rolls an enemy model makes until the end
of its next activation.
3 successes: Inflict a -3 penalty to all rolls an enemy model makes until the end
of its next activation.
Heal
1 success: Bring one “removed” model back into the game who has a kill marker
within 6” to this model. The returned model cannot be worth more Points than 1/4
of this model’s point value.
2 successes: Bring one “removed” model back into the game who has a kill marker
within 12” to this model. The returned model cannot be worth more Points than
1/3 of this model’s point value.
3 successes: Bring one “removed” model back into the game who has a kill marker
within 24” to this model. The returned model cannot be worth more Points than
1/2 of this model’s point value.

Rebuke
1 success: One enemy model must make a morale roll with a +1 to the roll. No Trait
can modify or negate this Morale roll.
2 successes: One enemy model must make a morale roll. No Trait can modify or
negate this Morale roll.
3 successes: One enemy model must make a morale roll with a -1 to the roll. No
Trait can modify or negate this Morale roll.

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Summon (You can have 1 summoned model in play per “summoner”)
1 success: Bring one model into the game. The model cannot be worth more Points
than 1/4 this model’s point value. The summoned model cannot be placed anywhere
within 6” of an enemy model and has no actions this turn.
2 successes: Bring one model into the game. The model cannot be worth more
Points than 1/3 this model’s point value. The summoned model cannot be placed
anywhere within 6” of an enemy model and has no actions this turn.
3 successes: Bring one model into the game. The model cannot be worth more
Points than 1/2 this model’s point value. The summoned model cannot be placed
anywhere within 6” of an enemy model and has no actions this turn.
Telelocate
1 success: Move this model to anywhere on the battlefield within 6” of its
current position and not in B2B with an enemy model. It can still only safely
leave B2B enemy contact with a Withdraw Action first.
2 successes: Move this model to anywhere on the battlefield within 12” of its
current position and not in B2B with an enemy model. It can still only safely
leave B2B enemy contact with a Withdraw Action first.
3 successes: Move this model to anywhere on the battlefield within 18” of its
current position and not in B2B with an enemy model. It can still only safely
leave B2B enemy contact with a Withdraw Action first.
Telelocate, Other
1 success: Move one allied model within 12” to anywhere on the battlefield
within 6” of its current position and not in B2B with an enemy model. It can still
only safely leave B2B enemy contact with a Withdraw Action first.
2 successes: Move one allied model within 18” to anywhere on the battlefield
within 12” of its current position and not in B2B with an enemy model. It can
still only safely leave B2B enemy contact with a Withdraw Action first.
3 successes: Move one allied model within 24” to anywhere on the battlefield
within 18” of its current position and not in B2B with an enemy model. It can
still only safely leave B2B enemy contact with a Withdraw Action first.
Transfix
1 success: One enemy model loses one Action on its next activation.
2 successes: One enemy model loses two Actions on its next activation.
3 successes: One enemy model loses three Actions on its next activation.

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Chapter 6: CAMPAIGN PLAY
Perhaps the most advanced and rewarding war gaming experience is playing in an
extended campaign with several recurring opponents throughout. Alliances,
grudges and momentous memories await those willing to take the time and effort
to organize and commit to a campaign. Make sure you have a way to separate and
identify your models, as they will change over the course of a campaign. It is a
good idea to name each of the models in your Warband for extra character.

THE CM
The Campaign Master (CM) is an arbitrary person who organizes and plans out the
campaign. The CM is also responsible for deciding if Maneuvers are needed, the
lethal aspects of Hazards and can even add and control neutral party models in
certain games that may have become involved in the different Warbands’ plans.
The CM will determine how many secondary objectives are present in a game and
where they are located on the battlefield. Needless to say a CM must be unbiased
and fair throughout the campaign and all the games played.

MANEUVERS
Maneuvers are special “success or fail” rolls that a model takes during its
activation in campaign play. The most common Maneuver is climbing and this
Maneuver could be used in regular game play if both sides agree. Other Maneuvers
can include things like disarming a bomb, searching for a secret objective or
even swimming across very deep water. All Maneuvers require a QUALITY test to
successfully complete. Maneuvers are always rolled as part of a model’s Action(s)
where success isn’t certain. Maneuvers can also be hazardous and make result in
Hazard roll if failed. This will be determined by the CM
If the Maneuver fails normally nothing happens but if the Maneuver was
hazardous a failed attempt results in an immediate Hazard roll with the number
of dice rolled determined by the CM (depending on the Hazard).
Maneuvers make a game more deep and involved. Things like picking a locked door
or cracking a computer code are all things that could be done as Maneuver rolls
as part of a model’s Action(s) and to lead to victory.

SETTING UP A CAMPAIGN
A campaign starts with 2 or more players dedicating themselves to meeting
regularly to play TACTIX with a third-party CM agreeing to organize the
campaign. Players can play games against any other participant in the campaign
at any time. Of course all participants should have an appropriate Warband of
models and all should have a place to meet and play regularly.
A short campaign is played with a Warband of 30 Points and is played to the first
player to reach 20 Victory Points.
A moderate campaign is played with a Warband of 60 Points and is played to the
first player to reach 30 Victory Points.
A long campaign is played with a Warband of 90 Points and is played to the first
player to reach 40 Victory Points.

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WARBAND ALIGNMENT
All Warbands have an alignment. Alignments are Good, Neutral and Evil. If a
player can’t decide on an alignment then it is assumed their Warband is Neutral.
Warbands of opposing alignments that are playing score an extra Victory Point
when then win a game. The benefit of playing a Neutral Warband is that if an
opponent wins the game, they don’t score a bonus Victory Point.

SECONDARY OBJECTIVES
The CM can place down 1, 2 or 3 secondary objectives during a game depending on
whether a campaign is short, moderate or long respectively. The CM doesn’t have
to place secondary objectives down and can manage the flow of the campaign by
these secondary objectives. A secondary objective is worth 1 Victory Point if it
is found by a Warband.
Secondary objectives should be placed in interesting and important areas of the
battlefield (usually areas avoided in regular game play). The CM should try to be
fair in the placement of secondary objectives not favoring one Warband or the
other with the placement of these markers.
When a model ends their movement on a secondary objective marker, they must take
a Maneuver Action to search for the secondary objective and make a QUALITY test
to find it. They can spend as many activations/Actions to do this but rest
assured that the other Warband(s) will be just as eager to remove the model
searching for the objective and search for it themselves. Once the secondary
objective is found the Warband immediately scores 1 Victory Point.

CAMPAIGN EVENTS
Before deployment each campaign game, roll 1 dice and consult the Events Table
below.
(1) Betrayed: Each player picks a model in their Warband as the potential
“traitor”. Each time this model is activated and no Actions are rolled, roll 1
dice. On a 1 or 10 the model is now in the control of your opponent for the rest of
the game. If the model is still in play at the end of the game, it counts as removed
from play.
(2) Strange Terrain: Each player picks on piece of terrain to have a strange
characteristic. Roll the characteristic for each piece selected on the table
below.
(3-4) Night Fight: Roll 3D10 at the start of the game. That is how far (in inches)
any model in this game can target an enemy model.
(5) Harsh Weather: All ranges for attacks are reduced by one distance and all
movement is reduced by one distance (to a minimum of 3”).
(6) The Return: One model in each Warband that would be out of play this game can
be set up with the Warband as normal.

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Strange Terrain:
Confusing (1): Any model moving over this terrain must roll a dice and on an odd
result your opponent decides your movement.
Haunted (2): Any model attempting to move over this terrain must immediately
make a Morale roll.
Bloody (3-4): All attack rolls made within 1” or on this terrain can reroll failed
rolls.
Protected (5): All models within 1” or on this terrain add +1 resistance die.
Courageous (6): Any model within 1” or on this terrain can reroll any Morale
roll.

GRUDGES
After the first Warband has earned enough Victory Points to make it half-way to
the campaign’s end, grudges can come into play. Anytime between games after this
time a Warband can announce a campaign-wide grudge against another Warband. To
qualify for declaring a grudge, a Warband must have lost at least two games to the
Warband in question. A single Warband can only declare one grudge during the
entire campaign, though a single Warband can have many grudges declared against
it.
A Warband earns 1 bonus Victory Point when it ends a game against a Warband it
has a grudge with, regardless of win or loss.

AFTERMATH
After a game Victory Points are totaled, Out of Action! and Massacred!!! models are
accounted for, rewards may be gained and models could be improved. Winning a
game is worth 2 Victory Points to the victorious Warband and this is added to any
secondary objectives found. Each player involved in the game must go through
all the aftermath steps before playing their next campaign game. Follow each
aftermath step in order starting with Injuries & Death.

INJURIES & DEATH


Models that were Out of Action! or Massacred!!! during game play must roll to see
what has happened to them now. This is a QUALITY test (with a -1 to the roll if the
model was Massacred!!!). If the roll is failed the model must roll on the table
below.
1: The model is slain/destroyed and is replaced with the same model but loses all
Fate Points and Improvements! This new model must now roll on the Injury Table.
2-3: The model takes an injury (roll 1 dice and check the Injury Table).
4-6: The model misses the next game.
Injury Table
1: The model suffers a permanent -1 to QUALITY (maximum 0).
2: The model suffers a permanent -1 to ASSAULT (minimum 0).
3: The model suffers a permanent -1 to SHOOT (minimum 0).
4-6: The model misses the next game.

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FATE POINTS & IMPROVEMENT
Now, models earn and spend Fate Points. Every game that a model survives until
the end (not removed from play) earns it 1 Fate Point. You must be accurate when
keeping track of your models’ Fate Points. Fate Points are saved up until a
model’s owner wishes to spend them to increase the abilities of the model.
Remember that if a model is removed from play it doesn’t gain a Fate Point for that
game. Once Fate Points are spent they are gone for good.
SPEND A NUMBEROF FATE POINTS EQUAL TO THREE TIMES THE [CURRENT SCORE] IN
ASSAULT, SHOOT OR QUALITY TO RAISE THAT SCORE BY 1 (max 6).

REWARDS
Each Warband can now determine if there were any campaign rewards earned by
their efforts during the game. These rewards are immediately applied to the
Warband in question. Roll one dice and consult the table below. The Warband that
lost the game makes the roll at -1.
1-2: The Warband finds nothing!
3: The Warband earns 1 Fate Point (added to any one model)!
4: The Warband earns 1 Victory Point!
5: The Warband finds a piece of Gear!
6: The Warband now owns 1 Territory!

GEAR & TERRITORY


Exotic Gear and vital Territory are things that can be found during a campaign –
or stolen. If your reward results in either Gear or Territory, and your opponent
has gained that reward from a previous game, you steal that Gear or Territory
from them instead of choosing one. If they have more than one available, you get
to decide which is taken, not the player losing the Gear or Territory. Otherwise
you chose the respective Gear or Territory from the ones still available. Only
one piece of specific Gear or Territory (like Healing) is available each campaign.
Gear is something that must be noted on a single model as soon as it is found and
only that model in question can benefit from the Gear. Some Gear takes an Action
to use in game and is noted in its description. (Important) Gear and Territory
cannot be used on the same model in your Warband.
Competence
Gear –Once a game the model gains a +1 to all QUALITY rolls for this activation
and the next activation.
Examples: Potion of Heroism, Information Tablet, Multi-tool Kit, Enhancement
Drugs
Territory – Once a game, at the beginning of its activation, any one model in your
Warband gains a +1 to all QUALITY rolls for this activation and the next
activation.
Examples: Training Facility, Mystic Temple, Gym, Barracks
Learning
Gear: The model automatically gains extra 1 Fate Point at the end of any game it
is still in play.
Examples: Instruction Guide, Experience Potion, Tutor Drone, Guiding Stone
Territory: At the end of a game, any one model in your Warband, which is still in
play, gains 1 extra Fate Point.
Examples: School, Mage College, Monastery, Neural Net Complex

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Empowering
Gear: Once a game the model gains +1 to attack rolls for this activation and the
next activation.
Examples: ASSAULT Drugs, Medallion of Rage, Demonic Possession, War Blessing
Territory: Once a game any one model in your Warband gains +1 to attack rolls for
this activation and the next activation.
Examples: War Shrine, Arena, Dojo, Assassin Guild
Healing
Gear: The model can ignore the first time it is taken Out of Action! or Massacred!!!
Examples: Curing Potion, Medical Nanites, Ring of Regeneration
Territory: At the end of the game return any one model that has been removed from
play back on the battlefield. It no longer counts as removed from the game.
Examples: Hospital, Mercy Chapel, Rejuvenation Bank

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