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At the end of the last century it had come. They software and all the connections to the
called it the information super highway. They said it weren't one of the Corps, you were nothin§'. "
was the future. A means of communicating with
anyone anywhere. A place where people could The Corps built cities within the existing
meet and talk. Where colour, creed and physical Secure havens for its workers. Everything
appearance meant nothing. A new means of passing needed was inside the company walls.
information immediately anywhere in the world. shops, leisure halls. There was no need to
The newspaper, television and computer lf you have a business meeting then you linked
corporations jumped at the chance to exploit this the Net and had a Video conference. Life was
new medium. Life was good. For those inside.

Where had it all gone wrong? Outside it was different.

It was supposed to have been something for


everyone, but in the interest of profit had led to a
society of have and have-nots. Too few companies
ended up with the lions share. Any smaller ones
attempting to muscle in were swallowed up by
hostile take-overs. These huge corporations
controlled all the information, and fed it to the
populace as they pleased. Always from their own
perspective. Always in their own interests. The

worlds millions were ignorant of this. They just
believed what they read, believed what they saw.
Not suspecting that the images and text before Now everyone outside the Corps has a
them had been manipulated. The Corporations their Tuf, and it must be protected at all
created scandals to remove public figures from anyone crosses the line then they m
power. Without these figureheads the populace had no price, for they have entered the COMBA§,
one else to turn to but the Corporations. They had the
power. They provided you with everything you
needed. A job, a secure home, food, clothing,
hardware,
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ffifrMEWrefrW§
INTRODUCTION
total their scores. When you roll a 4 sided dice you
read the score by looking at the number resting
against the table. This will be the same on all three
sides.

r:Miniatures Qurcr RereReruce Sneer


The Quick Reference Sheet is a double sided piece
i,,&d6,4xd8) Dice
of card which contains all the important rules you
{rlränd temPlates
,Reference Sheets may need to refer to during a game. This saves you
having to flick through the rulebook when you forget
guide a rule. You will find the more you play the game, the
and walls less you will have to refer to it.

Rosren Sneer
round, game rules, and a three Part Fill this sheet out before you begin playing your
gn. Have at least one read through the game. You can then refer to it during the game to
be{ore playing your first game. remind you of your fighters quality or what skills
they have.

box contains Corporate Troopers, a Street Serrtnc uP THE GAME


and Robots. The miniatures should be cut, What you need now is a firm flat surface. A kitchen
from their position with a sharp modelling or dining table will be perfect. You can cover this
. They can then be assembled by snapping the with a suitably coloured blanket if you have one.
or gluing them together. They can then be Obviously a green, grey or brown blanket would
to the base. Before doing this check out look more realistic than one of granny's nice pink
uad and gang lists in the mini-campaign book. flowery ones. lf a suitable table can't be found then
to play these games then the miniatures you can always play on the floor, but do watch out
to be fitted with the correct weapons. For for cats, dogs or people with large heavy feet, as
tails check out the getting started they can quickly lay waste to any great battle plans
snap them on, you can always glue you may have.
date when you have decided what
want your miniatures to carry. The Next you need to provide your miniatures with
ready for the game. cover. Something to hide behind so they don't get
shot to bits in the first turn. We have included some
card buildings to get you stafted but the more cover
the better the game. Hills and craters can be
recreated by placing books or a clean ashtray under
the blanket. Buildings can be made f rom
nd some dice that you are unfamiliar with. polystyrene, cardboard, cork tiles or building bricks.
are 4 sided, 6 sided and 8 sided dice. Vegetation can be made from lichen from your local
model shop. Now grab a retractable metal tape
measure, one each if you have them, and you're
ready to play.

Page 4
t
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l.
THE RULES
OncausATroN
Gnoups
Figures can be placed into the following groups: qualities but it is recommended that
1. Squads quality per group to begin with.
2. Gangs Quality is applied in two different ways:
3. lndividuals The Quality Bonus and the Number
Points.
Gnoup 1 - Souaos
a Squads must always have a leader and a Qunlrv Boruus
Subleader at the start of a game. The Quality Bonus is added to
O Squads can be of any quality. Combat and Reaction Tests. The
a Squads must have a minimum of 2 figures. applied to all.

Gnoup 2 - Garucs Elite Quality +2


a Gangs must have a gang leader at the start of Veteran Quality +1
a game. Average Quality 0
a Gangs may not have Subleaders. Green Quality -1
a Gangs can be of any quality.
a Gangs must have a minimum of 4 figures. NuMeeR oF AcnoN Porrurs
The number of action points (AP) is
Garuc LeeoeRs the figure's quality.
t All rules that apply to Group Leaders also
apply to gang leaders. Quality of Figure No. of Action
a Gang Leaders have 1 reroll per game. Per turn
a Gang Leaders must have the highest quality Elite Quality 7
within a gang. Veteran Quality 6
a Other gang members may have the same Average Quality 6
quality as the gang leader. Green Quality 5
For example: lf the gang leader is veteran
quality other members of the gang may be Renous
up to veteran quality. a Powerful figures such as Heroes and
t Gang Leaders have a toughness of B. Leaders have one or more rerolls. This
represents their luck or ability to stay
Gnoup 3 - lr'rorvrouals Your can elect to reroll your own dice roll
Heroes are one of many different types of force your opponents to reroll one of
individuals. e.g. an opponents Hit or Wound
Heroes a A reroll must be taken immediately
I Heroes are always elite quality.
a
initial dice roll has been made.
a Heroes always operate in single figure groups
a
For each reroll, a single dice may
a Heroes have a toughness of 9. The result of the reroll is final and
a Heroes automatically remove reactions at the rerolls can be taken to change
beginning of each turn. (But can still only use dice roll.
3 action points in the coming turn.)
a Heroes receive B action points at the For Example: A Gang Leader is in
beginning of each turn. with a Trooper. The Gang Leader has
I Heroes receive 5 rerolls per game. 6 on his Attack dice giving him a total
Trooper has rolled 5, 3 and 1 on his
Quaurv giving him a totalof 9. The Gang Leader
Quality is impoftant because if affects a figure's ability his reroll to change one of his Attack dice
to shoot, fight in close combat, pass reaction tests, one of the Trooper's. The Gang Leader
and the number of actions a figure may take during force the Trooper reroll the dice with
a turn. An elite figure for example will be more The Trooper rerolls the dice and gets
successful in these situations than a green quality giving a new total of I (4+3+1=8).
figure. Groups can combine figures of different close combat is now a draw.

Page 5
TURN SEQUENCE
1. GonnpuLSoRY Aclotts
2. ReacloN TEST
3. lrutnnlve
4. Acroru
Acrotts
iorv actions must be made first such as A rout move is a compulsory action.
i rout reactions or robot malfunctions A routing figure may per{orm no other actions.
Any figures leaving the table may not return.
lf a routing figure is engaged in close combat they
Tesrs are automatically removed from play as a casualty.
are taken as a result of shooting or A Rout reaction replaces a Panic reaction

:.,butferingfrom a reaction such as panic For Example: During the Compulsory Action Phase
§t test to remove the reaction. the figure must be moved 20cms towards the
lmay only be removed bY taking a nearest table edge, by the most direct route. No
other actions are permissible while he has a Rout
reaction will allow a figure to act reaction.
they can only use 3 action Points
Pnrurc
on counter face down as a reminder All figures suffering from panic only have 3 action
re only has 3 actions Points for the points for each turn.
Panicking figures suffer an additional -1 to all Hit
only have one reaction at anY time. rolls.
Any figures suffering from panic may not initiate
close combat.
routing will move 20cms towards the Panicking figures suffer an additional -2 to their
table edge. Attack score in close combat.

Page 6 ;

t-
-Jr'

REACTION TEST

Mernoo Queurv Moolrlens


a Roll 2 D6 -1 Green
a Add any Reaction & Quality 0 Average
Modifiers +1 Veteran
a score
Total the +2 Elite

Rencnoru Moornens Pnrutc


-2 of
lf the figure is the lastliving member j All figures suffering from panic only have
the group who is alive(excludes 3 action points this turn.
individuals such as heroes). O Panicking figures suffer an additional -1 to
-1 alive
lf less than half the group are all hit rolls.
(round number of figuresdown). a Any figures suffering from panic may not
-'1 rout
lf already suffering from a initiate close combat.
reaction. i Panicking figures suffer an additional -2 to
-1 lf engaged in close combat. their Attack score in close combat.
+1 lf in base to base with a Group leader
or Subleader. Rour
+1 Subleader.
The figure is a I Any figure routing will move 20cms towards
+2 Leader.
The figure is a Group the nearest table edge.
a Any figures leaving the table may not
return.
Resulr t A routing figure may perlorm no other
8+ OK actions.
7-5 Panic O lf a routing figure is engaged in close
4 or less Rout combat it is automatically removed from
play as a casualty.
I A rout move is a compulsory action

Page 7
'f'--
leader figures. lf their Leader and Subleader is
ATIVE
killed then they lose group coherency.
rolls:
group out of grouP coherencY. 4. Aclotts
group in grouP coherencY.
Every figure uses a set number of action points
hero who is alive and not suffering
each turn, depending on their quality. Elite's get 7,
a reaction. Veterans and Average 6 and Green 5. Action
points may be used to perform various actions such
+2tor each Group leader who is alive
as moving and shooting. Each figures actions must
not suffering from a reaction.
be completed before starting on the next figure'
+1 for each Subleader who is alive and
inq from a reaction. For Example: Crossing an obstacle costs 3 action
th the highest score has the choice ol points. Alt 3 action points are used at once. A figure
r second. may not stop while crossing an obstacle to perlorm
of a draw, the player with the highest a different action such as shooting. The original
score wins. action must be completed before another action is
take turns to activate one group each, started.
r groups have been activated.
Moventterur
ERENCY
effectively a group must be able to
Drrrtcut-t TeRRntru

. lf members of the grouP become Difficult terrain is crossable, at double the normal
it then becomes difficult for the group to action point rate. So the harder an area is to cross,
the more action points will be required.
a team. Once this haPPens the group
Examples of difficult terrain are:-
ability to fight as a cohesive
must Areas of rubble or rubbish, wadeable water, marshes,
simulate this effect, all figures
control range of a leader figure' The bogs and sand.
are 15cm for GrouP leaders and
rs. OssilcLes
p leader is used to check group An obstacle is any object that requires you to climb
. lf the Group leader is killed then a up, over or around. lf you decide to go over it, it will
can be used to check group coherency' take 3 Action Points to do so.
hout leaders or Subleaders are always Examples of obstacles are:-
as not having grouP coherencY. Walls, heaPs of rubble, ladders.

members of the grouP out of grouP 'Dnop Dowt't'


lose 1 AP for the duration Figures that have 'Dropped Down' are keeping as
the turn. low to the ground as possible to make the best use
Example: An average quality figure normally of any available cover' Hence presenting
6AP's but if he goes out of the leaders control the smallest target possible' While 'Dropped
the group witt be out of coherency and all Down' all shots at the figure have an additional -1 to
witt only have SAP's for this turn' Hit. When a figure drops down they remain
dropped down until they perform another movement
Ururrs action.
its enable a group to remain in contact at
Groups with comm units are treated as if CoMear Surs
in group coherencY. TheY do not Because of the bulk of a combat suit, movement is
in within the control range of their reduced by 1cm. For example. move up to 4cm = 1AP'

Page 8
;§t1lr:r,i1.:il
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ACTIONS

NuMaen or Acrtoru Polurs pen Gaue Tunru


Green 5 Action Points
Average and Veteran 6 Action Points
Elite 7 Action Points
Heroes 8 Action Points

AII figures in a group out of coherency lose 1AP each turn.

Moveuerur
Turn up to 90o 0 Action Points
Move up to 5cm 1 Action Point
Move up to 4cms in a Combat Suit 1 Action Point
Turn 91o to 18oo 1 Action Point
Move up to Scm through
difficult terrain 2 Action Points

Coruser Acnorus
lnitiate close combat 1 Action Point
Fire 1 shot 1 Action Point
Fire burst of shots 2 Action Points
Fire 1 shot with a heavy weapon 2 Action Points
Fire burst of shots with a heavy weapon 3 Action Points
Take 1 aimed shot 5 Action Points
Oppoftunity Fire 5 Action Points

GeneRal Aclotts
Open/Close door 1 Action Point
Pick up 1 item 1 Action Point
Crossing Obstacle 3 Action Points
Drop Down 1 Action Point

ExRnaple oF PLAY
The Squad of 5 Average Troopers, led by an Elite Leader are sweeping through a gang's furt. They
three Gangers ahead, taking cover behind a wall. They move to intercept. Trooper 1 turns left
(OAP), moves Scms (2AP's), and turns right 90 deg. (0AP). He now has line of sight on one
Gangers, so he fires a burst ot shots at him (2AP's). He rolls his shooting di
scores a hit, unf ortunately only wounding him. The Ganger in a state of panic cowers
wall making himsell a much harder target. The Trooper moves 4cms behind the cover of a
and uses his last remaining AP to drop down, making himself a harder target. The
decides to move into a position to shoot at the other Gangers who will be easier targets.
Tcms across some rubble (ditticult terrain AP's). He is in position on the corner of a chain
and has a clear tine of sight to one of the unwounded Gangers. He takes a shot (1AP) and
the fence is only providing him with soft cover, and with no better cover nearby, he
down in order to make himself a harder target (1AP). The third Trooper is within Scms of the
so he moves Scms (2AP's), and initiates hand to hand combat with one of the Gangers (1AP).
in a draw, so he initiates a second round of hand to hand combat (lAP). This he wins, so
another Acms (IAP) into base to base contact with the second Ganger, and uses his last
to initiate a round of hand to hand combat with him (|AP). He emerges the victor. The
his elite quality will give him a better chance of hitting the panicking Ganger. He moves 4cms
to tire (lAP's) and takes an aimed shot (5AP's) killing the Ganger. Because he's Elite he
instead of 6, so he uses his remaining Action Point to move a further Acms behind better

f
Page 9
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-f

SHOOTING

Rules Bunsr Frne

sh line of sight to the target. When a shooter wishes to fire two or more shots,
ing player states the number of they may decide to fire a 'Burst' of shots. The
;.lllll§l1;;$1l§tl§ts and targets according to weapon advantage of this action is that the shooter may fire
:...§, l;§tiili as many times as his weapon will allow, in one
game turn, (see rate's of fire) at a cost of only two
sl§lli:'li,li§h§'lumber of shots aimed at each target
Wpl;ll':i.rr:lll:t lii§ be specified before any dice are rolled. Action points.
tl:i:l;:,i:uoil,ui::t:.ffi§§fue to I'l lv target
Lu the is Imeasured.
tcrl gEL l§ l rt,a§ur uu'
ir,li.l:r1ir:iiirlr:r,rr:,,r:l[§91:'§lu
n g p laye r makes the app rop riate For Example: A Ganger with an autopistolcould fire
*li§]§§,,ffi:t:bhooti
of Hit rolls. a burst of 3 shots which only cost 2 Action points.
Hit roll is successful then the shooting Where as if the shots had been fired individually it
makes a Wound roll. would have cost 3 Action points.
Wound roll is successfulthen the figure
from play as a casualty. The disadvantage of firing a burst of shots is that no
other actions may be pedormed in between shooting.
The shooter must fire the whole burst before they
has a different rate of fire. The rate go on to perform another action.
the number of times a weapon
in any one turn. Porrur Burur Rnruce
has a rate of fire of 4 while a shotgun When firing at point blank range, the shooter adds
of fire of 1. So a machine pistol may the point blank range modifier only. The short
times in a single turn, while a shotgun range modifier has been taken into account for
once. firing at point blank range.
ing, shots may be used up by firing
firing a burst of shots or a mixture of the For Example: A squad of troopers are hiding in a
ruined building. To get a better shot a ganger moves
up to the side of the building. She is now less than
the total number of shots may not Scms away from a trooper. The ganger is average
the weapon's rate of fire in any one turn. quality and so needs a 4+ to hit (+2 to hit at point
blank range).
'xample: A Corporate Guard with amachine
fires one shot (1AP) at a nearby Ganger and Frelo or FtRe
him. He then moves to the next corner (2AP) Every figure has an arc of 1BOdeg. to the front.
ires a burst of shots (2AP) at another group of They cannot fire at any targets outside this arc.
. Because the Corporate Guard has (See the diagram below).
fired one shot he only has 3 shots left
the seclnd group of Gangers.

*
Page 10
Å-
Opponrururv Flne Coven Mootnens
At the start of a group's activation a player may -1 Soft Cover
-2 Medium Cover
place any member of the group on 'Opportunity
-3 Hard Cover
Fire'. Figures on opportunity fire must pefform any
remaining action first. They may fire a burst of shots
-4 Extra Hard Cover
at any time during an opponent group's activation
providing the enemy targeted performs an action in Soft cover represents such items as
the firer's line of sight. A figure loses it's opportunity fences or light foliage.
fire at the beginning of the next turn, if it is shot and Medium cover represents such items
hit, or after the figure shoots. foliage or wooden fences.
For Example: A Trooper with Opportunity fire is Hard cover represents such items as
waiting in an alleyway. During the turn a Ganger brick buildings or walls.
runs across the alleyway to take cover behind the Extra hard cover represents such items
other building. The Trooper must open fire. He kills and other prepared defences.
the Ganger with the first shot. The Trooper has
used his Opportunity fire even though he has 2 Toucnness
shots left with his assault rifle. The Opportunity Fire Toughness represents a mixture of a
counter is then removed.(See Diagrams below) to avoid being hit and when hit their
damage.
Lrne or Srcxr
To establish line of sight the player must be able to
7+ Basic Figure
draw a straight line from the shooter to the target
8+ Gang Leader
with no interruption.
9+ Hero
It 50"/" or more of the target's base is visible, line of Annrtoun
sight can still be drawn. To lessen the chance of being wounded
Line of sight can still be drawn if more than half the is advisable to wear some form of
figure is visible e.g. if the figure is standing behind -1 Primitive Armour
a small bush. -1 Ablative Armour
Heew Weaporus -2 Flak Jacket
Heavy weapons are much more bulky than small
-3 Combat Suit
arms. They take more time to aim and fire. To Combat Suit
represent this problem heavy weapons cost 2 Because of the bulk of a combat suit,
Action Points to fire a single shot and 3 Action reduced by 1cm to 4cms per Action Point.
Points to Burst fire.
Raruce Moornens
Woutto Mootnens
Armour is less effective at very short
Goven because weapons have much more energy
A target will be much more difficult to kill if it is using are able to penetrate armour much more
some form of terrain as cover. Therefore modifiers When close up it is also easier for the shool
are applied to the 'Wound Roll' to take this into find a weak spot to aim at. To represent thi
account. shooter gains a bonus when making Wound
+1 Shooter at Point Blank Range.
Opportunity Fire Diagram 1. Opportunity Fire Diagram 2.

ffid
Page 11
:

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Fur Jacrer
Kevlar shell, ceramic
plates with integral
trauma pads.

Pnrurrve Annnoun
Studded leather/
modified sporls
protection

Page 12
-1.i

SHOOTING
To Hr (Tne Hr Rolr-)
a Roll 1D6 (for each shot) total the score, then add or subtract
any hit or quality modifiers applicable. This is called the 'Hit Roll'.
a A score of 6 or more is needed to hit the target.
a Any 1's rolled are automatic misses.
a Any 6's rolled are automatic hits.
a lf the Hit Roll is successful, then make a 'Wound' roll.

Hrr Moorrrens QualtrY MoolrleR


-1 Target has' Dropped Down' -1 Green
-1 Shooter suffering from Panic 0 Average
+1 Short Range +1 Veteran
+2 Aimed Shot +2 Elite
+2 Point Blank Range

To Wour.ro (Tne WouND RoLL)


a Roll the weapon's damage dice.
a Add or Subtract any Wound modifiers
a Total the score. This is the Wound score.
a lf the Wound score is equal to or more than the target's toughness
then the target is removed from play as a casualty.
a lf the Wound score is one to three points less than the target's toughness then the
target is given a panic reaction.

Wouruo Moornens

Cover Modifiers Armour Modifiers Toughness


-1 Soft Cover -1 Primitive Armour 7+ Basic Figure
-2 Medium Cover -1 Ablative Armour B+ Gang Leader
-3 Hard Cover -2 FIak Jacket 9+ Hero
-4 Extra Hard Cover -3 Combat Suit

Raruce Mootnen +1 Shooter at Point Blank Range.

Exanaple or Puv
Two Troopers, 1 average and 1 veteran are shooting at an average Ganger (Toughness 7) in
armour who is dropped down behind a bush. The average Trooper has a clear line of sight to the
Ganger. He is armed with an auto pistol. So he uses 2 Action Points to burst fire at the Ganger.
setected his target and stated his number of shots, he measures the range 25cms, so he
range. He fires his full rate of tire (3 shots), so he rolls 3D6 (the Hit Roll). He rolls a 2, 3
is an automatic hit so that dice is put to the side. He now adds his modifiers. The only one
the -1 for the target being dropped down. This reduces his other dice rolls to a 1 and a 2 both
has scored t hit. He now rolls 2D6 damage dice, a 6 and a 2. A total of 8, -1 for the target in
-1 for the target having primitive armour, giving a Wound score of 6. He does not kill him,
score is only 1 point less than his toughness, therefore a panic counter is placed next to
Trooper has 3 Action Points left, however he has used his full rate of tire for this turn so has
remaining, therefore he uses his remaining 3 Actions Points to move into a better position.
targets the same Ganger with his assault rifle, and decides to take an aimed shot. He
range, Scms. He rolls 1D6 and gets 4. He now adds and subtracts his modifiers, +7 veteran,
range, +2 aimed shot, -1 target has dropped down. A total Hit score of 7. He's scored a
rolls 3D6 damage dice a 1, 3 and a 5 a total of 9, -l for the target being in soft cover, -l for
primitive armo.tr. A wound score of 7. Equal to the figures toughness. The Ganger is deäj
removed from play.

:
Page 13
'd:. \ /-

#{Jr_

WEAPON STATS

Nenne RoF Dent Porrur Snonr Lotrtc Pornrs

Snaall Anus
Light Pistol 2D6 2D4 3 12 40 2
Medium Pistol 2D6 2D6 3 15 50 5
Heavy Pistol 2D6 2DB 3 15 50 7
Autopistol. 3D6 2D6 3 20 60 8
lntegrated Grenade 1D6 3D8 3 10 20 nla
Launcher
Machine Pistol 4D6 2D6 3 20 70 o
Shotgun 1D6 3D6 3 10 20 3
Auto Shotgun 2D6 3D8 3 10 20 B
Assault Rifle 3D6 3D6 3 25 BO 16

Helvv Wenporus
Autocannon 3D6 3D8 5 25 125 32
Machine Gun 5D6 3D6 5 25 100 32
Recoiless Rifle 1D6 4D8 5 30 150 16

Derturot'rs
RoF: Rate of Fire, the maximum number of shots that may be fired in one turn.
Dam: Damage dice, the number and type of damage dice needed.
Point: Maximum point blank range (all ranges in cm)
Short: Maximum short range (all ranges in cm)
Long: Maximum long range (all ranges in cm)

*
The auto pistol includes an integrated grenade launcher. A total of three shots may be fired from the
autopistol and integrated grenade launcher in one turn. This may be three shots from the autopistol
or two shots from the auto pistol and one shot from the integrated grenade launcher.
The integrated launcher only fires a shaped high explosive charge. These charges or 'grenades' are
not as powerful as fragmentation grenades and only effect a single target.

i\
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f,olarg shell lnldor


push in nlu rholls rs required

Heaug e bghl Pistols

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CLOSE COMBAT

(Txe Arrncx Roll) dice. This represents the effect of a charge by


is initiated immediately a figure makes the initiator of the close combat.
base contact with an enemy figure and Wouruprruc (Tne WouND RoLL)
Action Point to initiate close combat.
a The winner may now make a Wound roll
against the loser.
a lf the Wound score is equal or more than the
target's toughness then the target is removed
from play as a casualty.
a lf the Wound score is one or two points less
than the target's toughness the target is given
a rout reaction.
a lf the loser is forced to fight another round of
combat while suffering from a rout reaction then
the loser should be automatically removed from
play.
a lf the Wound score is three or four points less
other actions are possible once close than target's toughness then the target is given
t has been initiated. (Once in close a panic reaction.
you must either kill your opponent or
.)
Two Hnruo Weaporus
than one round of close combat may be O Figures may use two hand weapons in close
a turn. Once in base to base contact combat. The bonus for the first weapon is used
may continue to use one Action Point as normal. The bonus for the second weapon
a round of close combat. is only an additional +1D4 to the Attack roll and
an additional +1 for the Wound roll.
: An average quality figure with 6
!'i could initiate six rounds of close For Example: ln addition to his 2DG attack dice a figure
t.§ they began their activation in base to with 2 swords has an Attack bonus of lDO for the sword
with an enemy figure. + 1D4 for a second hand weapon, and a Wound bonus
ent after the first one gains an of +3 (+2 for the sword and +1 for a second hand
Attack dice. weapon).
make their Attack rolls.
is the one with the highest Attack score. Lenvrruo Close CoMsar
have an equal Attack score the a Figures wishing to leave close combat voluntarily
is treated as having no effect. must immediately take a Reaction Test (This is
Ittie- first round of close combat, the attacker done out of the normal turn sequence) before
gains an additional 1D6 Attack leaving close combat.
CLOSE COMBAT
Tne Arrncr Rolt-
I Botfr players roll their Attack Dice Attack Dice
O Add or subtract any Attack or Quality modifiers Basic Figure 2D6 Attack Dice
O Totalthe score Gang Leader 2D8 Attack Dice
O This is the Attack score Hero 2D8 + 1D6 Attack Dice
I The player with the highest attack score wins
e lf both sides have an equal attack score the
combat is treated as having no effect.
+1DG Attack Dice for each opponent after the first.
+1DG Attack Dice for initiating the first round of close combat (first round only).
Attack Modifiers Quality Modifiers
-2 Figure suffering from Panic -1 Green
+1D4 Dagger/Club 0 Average
+1D4 Any Pistol +1 Veteran
+1D4 2nd Hand Weapon +2 Elite
+1D6 Sword
+1 D6 Axe

Tne WoultD RoLL


a The winner of the combat rolls the Wound dice.
a Add any Wound modifiers.
a Total the score.
a This is the Wound score.
a lf the score is equal to or greater than the opponent's toughness then
he is removed from play as a casualty.
a lf the score is 1 or 2 points less than the opponent's toughness then
the opponent is given a rout reaction.
a lf the score is 3 or 4 points less than the opponent's toughness then
the opponent is given a panic reaction.

Wound Dice Wound Modifiers Toughness Armour


Basic Figure 2D6 Wound Dice +1 2nd Hand Weapon 7+ Basic Figure -1 Primitive Armour
Gang Leader 2D8 Wound Dice +1 Dagger/Club 8+ Gang Leader -1 Ablative Armour
Hero 2D8 Wound Dice +1 Any Pistol 9+ Hero -2 Flak Jacket
+2 Sword -3 Combat suit
+3 Axe
Exanaple oF PLAY
A Veteran Gang Leader has chosen to attack the Trooper's Squad Leader with his dagger.
advantage when it comes to close combat. He gets 2D8 attack and wound dice
Troopers 2D6, 1D6 for initiating the combat, plus 1D4 for the dagger. Also he still hasn't
yet this game if the worse should happen. The Trooper Leader is l3cms away, so the Gang
3 Action Points to get into base to base contact with him, his 4th AP is used to initiate
He rolts a 5 and a 4 on the 2D8's, a 3 on the D6, and a2 on the D4. This gives atotal of 14.
quatity modifier, +1 for veteran. This gives an attack score of 15lor the Gang Leader. The
2D6 attack dice and 1D4 for his autopistol. He rolls a 6, a 4, and a 1 lor a total of 11. He adds
modifier, +1 for veteran. This gives the Trooper an attack score of 12. The Gang Leader
round ol combat. He now makes a Wound Roll. He rolls 2DB Wound dice and rolls a 5,
total of 8. He then adds a Wound Modifier ol +1 for his dagger. This gives him a Wound score
Trooper is wearing a combat suit (3), so the Wound score drops to 6 (9-3=6). The Trooper's
so this is not enough to kill him, but it is within 1, so he gets a rout reaction. A rout
nert b the Trooper. The Gang Leader has lAP left, he uses fhrb to inititate another round of
time the Trooper has a rout reaction so the Gang Leader automatically wins the round of
and the Trooper is removed from play.

Page 17
E FoR Tnnowltto n GReruaoe PnoceouRE FoR FInlruc A MlsstLE LnurucneR
3 Action Points to prime and throw a I lt costs 3 Action Points to fire a missile launcher.
a Select the target point for the missile.
the target point for the grenade O Place the centre of the template over
centre of the template over the target point. the target point.
a Roll 1D8.
§core of 1-6 the grenade has deviated in a On a score of 1-6 the missile has deviated in
ri*ection shown on the temPlate. the direction shown on the template.
r.§§i$l§oeviation dice a Roll 2 Deviation dice.
priämplate is moved the distance in cms
1!,§ Oy ttre template. Deviation Dice Quality
2D4 cms Elite
Quality 2DG cms Veteran/Average
Elite 2D8 cms Green
Veteran/Average
Green a The missile cannot deviate by more than half
the distance fired.
cannot deviate by more than half the a On a score of 7-8 the template remains where
placed.
of 7-B the template remains where
Mrsste Laurucnen

Gneruaoes Cost 20 points for a missile launcher and 1

high explosive missile.


2 points per fragmentation grenade. 3 points for each additional high
Point n/a. Short n/a. Long 1Scms explosive missile.
5cms 1 points for each smoke missile.
Range Point n/a. Short 15-30cm. Long 150cm.
RoF 1 per turn.
The missile launcher is a Heavy weapon.
figure that is 50% or more under the template The missile Launcher cannot fire at targets less
takes an automatic 4DG Wound roll. than 1Scms away
Each figure that is less than 50% under the
template takes an automatic 2D6 Wound roll. Hron ExplostvE (HE) Mlssle
Apply any wound modifiers as normal. a The HE missile uses a Scm template.
a Each ligure that is 50% or more under the template
Gneruloes takes an automatic 4D6 Wound roll.
a Each figure that is less than 50% under the
1 points per smoke grenade. template takes an automatic 2D6 Wound roll.
Point n/a. Short n/a. Long 15cms
a Apply any wound modifiers as normal.
5cms
Snaore Mlsste
I The smoke missile uses a 7.5cm template.
Suore Gneruloes a In the initiative phase of each turn after the
of sight can be drawn through a smoke missile was fired, roll 1D8.
On a score of 1-6 the missile has drifted in the
through smoke is treated as difficult direction shown by 'tD8cm.
a On score of 7-8 the template is removed. The
inside or on the edge of a smoke smoke has dissipated.
: template may only target enemy a No line of sight can be drawn through a smoke
if they are at point blank range. missile.
initiative phase of each turn after the
o Moving through smoke is treated as difficult
was thrown roll 1D8. terrain.
of 1-6 the smoke has drifted in the
a Figures inside or on the edge of a smoke missile
shown by 1D8cm. template may only target enemy figures if
of 7-8 the smoke as dissiPated, they are at point blank range.
template is removed.
I

MACHINES

Machines cover a wide variety of types from Most machines have complex automatic I
simple robotic cleaning units to the most systems that allow them to target
sohphisticated humanoid replicants. The rules opponents at the same time.
presented here should provide a basic a To represent this a machine may fire
instruction in the use of machines. More weapons at the same time. To do this
detailed rules will appear in a future 4AP's and will enable the machine to
supplement. all of its weapons. This is known as
o Machines always operate as single figure burst fire. A machine may a
groups. weapons individually at the normal
a Machines are always average quality. a Machines with minor damage may
a Machines are immune from rout and panic and on the battlefield by Techs.
so do not need to take Reaction tests. damage has a difficulty level of 1
a Add 1D6 to the initiative score for each said it was easy! Machines that ha
machine that has not been destroyed, has not critical damage may not be repai
exploded or is currently shutdown. battlefield.
a Machines are much more resistant to damage During repair, a machine may do
than even the toughest human. To represent machine may perform no actions whi
this when a machine is wounded (damaged) it is attempting to repair it.
is not removed from play as a casualty.
lnstead a check is made on the Machine
Damage table.

F
Page 19
1
I
Mecntue Dnuace TneLe
,iim'i[l,,Wound is scored the machine is not removed from play but the level of damage is checked:-
*§ill.ll:il.ll:,,i9,llilii:iil.ll.

r§§::r!&,iiÅ
§1!§§1§Vound score is equal to or between 0 to
a Add an additional +1 to the Wound score if the
#i greater than the machine's toughness, machine has already suffered major damage.
äh;rl:ttie machine has suffered minor damage. a Add an additional +2 to the Wound score if the
ftffir$,i/ound score is 4 or 5 points greater than machine has already suffered critical damage.
Floll 1D6 and refer to the Damage table.
ry;§? §iil;Måchine's toughness, then the machine
,:..i.l',i,tll:1hå§;iilffered major damage.
r.rl,Ör.tl,,rll'flt&le:,1ilound score is 6 or more points greater
:.;,.l':j;ffi;rthe machine's toughness, then the
has suffered critical damage.
-1 from the score if the machine has
repair function. lf this gives a Wound
than the machine's toughness, the
is not damaged

$:1rc,' Dannace Tnele


rr,:ir;ll;ltt:rl.l:
-3 Hardware
l:l::l.::li:li::i:rir:l 1

;&.;i.t;; 4-5 Power


I 6 Software
Dauece Tvpe

Mnuon Dluace
determined limb has received minor The machine's power unit has suffered major damage.
It costs 1 extra AP to perform any action The machine may only use half its normal number
is limb. of Action Points.

Danaace Cnmcnl Deunce


randomly determined limb has received major The machine's power unit has been critically damaged
. The limb will only work on a 1D6 roll of 5 resulting in an Explosion. The machine's power
The roll is made at the beginning of each turn' unit and ammunition explode in spectacular style.
limb does not work then apply the appropriate All models within 5cm of the machine receive an
damage effect for the duration of the turn. automatic 3DB wound. The machine is removed
from play.
Dxrrtace
ndomly determined limb has been Sorrwene
Mnon Dnuace
equipment or weapons are destroyed. The machine's memory units have been damaged.
combat Attack and Wound Modifiers The machine will treat all other models as enemy
by 1D6 to a minimum of 1D6. groups. The machine will attack the nearest group.

ment actions cost double the normal Malon Darulce


of AP. Turning uP to 90deg. now The machine's CPU has shut down. The machine
1AP. lf both legs are destroYed, the may do nothing until it rolls a 6 on a D6 in the
hine may not move. compulsory action phase.

CRmc+ Dauece
The machine's CPU has been destroyed. The
machine can do nothing and is removed from play'
power unit has suffered minor damage'
power surge randomlY destroYs one
:ipiece of equipment.

I
Page 20 I

t
rl

Porrurs Cosr

Huuaru Cosr Mrsste Wenporus Cosr


Green Quality o Light Pistol 2
Average Quality 7 Medium Pistol 5
Veteran Quality 13 Heavy Pistol 7
Elite Quality 20 Autopistol 8
Machine Pistol I
Leader Status +7 Shotgun 3
Sub Leader Status +3 Autoshotgun 8
Gang Leader Status +15 Assault Rifle 16
Tech (TS 1) +3 Recoilless Rifle 16
Tech (TS 2) +b Machine Gun 32
Tech (TS 3) +9 Autocannon 32
Hero 70 Missile Launcher 20

Anuoun Cosr HE Missile 3


Primitive Armour Smoke Missile 1

Ablative Armour J
Flak Jacket 6 Fragmentation Grenade 2
Combat Suit I Smoke Grenade 1

Hnruo Wenporus Cosr MrscellaruEous Cosrs


Dagger 1
Comm Unit 3
Sword 2 (Every member of the group must have
Club I
unit)
Axe o

Page 21
r!rr:ä rirrilå,ia :..u: :llir.rl .:i
;la:ilii ili. &l'rll"
-s

{
This mini-campaign is designed to assist you in getting used to the rules gradually. The campaign is split i;i {qir;

§"
l

games, the outcome of each one affects your next game.


This campaign utilises all the types of miniatures provided with the game. The members of the Rippers r:,ri*''
are hard nosed mid-tech cyberpunks intent on saving their turf. The Troopers of the Bionetica
company men, in the job purely for the action and the money.
Part 1 and 2, eases you into the Core Rules. You can play this as many times as you like until you are
,? the basic concept of how the rules work. This shouldn't take more than a couple of games for most. trrii.':irti:r'1.:tö

Part 3 completes the campaign with machines entering the fray.


åi':tir:&s
Experienced wargamers should be able to play the entire campaign with no problems whatsoever. ii,lli:llrri§§:

COMBAT ZONE
Bacxcnouruo
Things were looking pretty bad for the Rippers, Ryjak, the gang leader had always ensured the Rippers rose
any threat they faced. However nothing that had taken place in the past could prepare the gang for the
that now confronted them. The rumours had been spreading for some time that the Bionetica
the move, and now there was real evidence of it. Placards had been placed through half of the
informing them of the imminent Corps Expansion Project. A new Street Tiger Enforcer would be put on
in two days time to eradicate any stragglers. Their Tud was under threat and they had to do something
Their weapons and defences were not up to defending against a new Enforcer. To meet that menace
have to fight fire with fire. They had to get their own machines, AND FAST.

Tue Pmru
The Rippers had heard that a damaged Enforcer had been left in an old Bionetica R & D Warehouse. lt
collection and repair later in the week. All they had to do was grab it first.
A group was organised to go and get it, while the remaining gangers stayed behind to prepare their de
approach to the warehouse was fairly easy.They'd broken this far into the Corps many times before.
breaking into a secure building was a little bit more complicated. One gang was sent to the security building
the alarms, and cause a diversion. While the Troopers were distracted, the second gang would make their
get the Enforcer. They were taking along Hard Drive, Wingnut and Nancy their best Techs to patch into the rnachlt
voice recognition chips, and activate it. That way it could easily be taken back to their Turf where they could,get it's;
weapons back on-line, and get it onto their defensive positions in time to take on the Mark ll Street Tiger. '.
:å%ffi
i ,t':b
;;.ra:.! ril§'rr'd:l 'rri ,r: 'llt.i:i{ i

TECHNOLOGY TESTS AND TECHS


SPECIAL RULES
roduced some special rules involving Techs and Technology Tests. These are only brief rules for use
More detailed rules will appear in the next supplement.

tests are taken when difficult technological For example: Accessing a security code on a bank vault
st be done. Such as breaking an access is more difficult than repairing a broken comm unit'
to a security door or repairing a damaged Therefore in this case the security code might be given
ne. The only individuals capable of dealing with a difficulty level of 20 and the comm unit a difficulty
problems are Techs. level of 7.
Techs are able to take Technology tests. ln order to be successful the Tech must roll equal or
above the difficulty level of the task.

Tech has a skill modifier (TS) which is TECHNOLOGY TEST


to the Technology rolls. This represents [..t lt costs 2AP to take a Technology test.
individual level of skill. These are detailed in ('er Roll 2D6
rce list of the relevant games.
be Group 3 lndividuals.
(rA Total the score
f?Å Add Technology modifiers and Tech's skill modifier
Moorrrens
modifiers will generally dePend fr} This is the Technology score.
lf the Technology score is equal or greater then
: ts the right equipment available or is it the Difficulty level then the task has been
see properly. These will all affect the successf ul ly comPleted.
of success.
For example: An average quality Tech (TS +2) is
Tech is suffering from a Panic reaction they attempting to break a security code on a prison door.
ive a -2 to any TechnologY rolls. The security code has a difficulty level of 11+. The
Tech uses 2AP and takes a Technology Test. She rolls
Levels 2DO and gets 4 and 5. She adds her TS modifier (+2)
bchnology test is given a difficulty level which gives a total of 11. She has successfully broken
ing upon its complexity. the security code on the door and is able to escape.

|.

;
t
''a

OPERATION SECURITY STRIKE

Sergeant O'Connell was one of the few members of the squad who enjoyed the Deadman's Shift. He
things when they were quiet, and they couldn't get much quieter than this. The security systems
had been moved to a Level 2 building closer to the centre of the Corps. The new Mark ll Street
Enforcement machines were state of the ar1, and the Corps were taking no chances. This sort of tech
on the open market. Well they were welcome to it on Level 2. All he had to worry about was a few
a damaged Avenger awaiting collection, nobody would be interested in them. e',...,,...'...',']

He stood in the Observation Dome and surveyed the sprawling city that lay in darkness in front of him:" lt,
looked peaceful at night, nothing like the nightmare that existed among the streets at daytime. He liked.to in
what it must have been like before the Corps Takeover. His grandmother had told him stories of the go$l'§l§
when everyone lived in houses with gardens which their owners tended at weekends. She had told hii irlj
had to travel miles away from the house to get to work, by car or train. He stood there imagining what it,ml
been like travelling through the countryside every day of the week to work.
Suddenly O'Connell was jolted out of his dream by a noise. lt sounded like it came from the main
He called the watchroom to alert the other members of the squad, all he got was static. He headed
location of the noise cursing his luck. So much for a quiet night.

Forces
Txe Rrppen's SrReer Garuc Bronence ConponarE TRooPERS
2 Gangs each consisting of 4 gangers and 1 Gang 2 Squads each consisting of 2 Troopers, 1
Leader. Every gang member is of average quality and 1 Subleader. Every Trooper is of aver
has a knife or a club and primitive armour. quality, has a club and Flak Jacket.

Garuc1-ZrplocK'sBoYS Souno 1 - Parnol Unr Alpna-9


Name Gang Status Weapon Name Rank Weapon
Ziplock Gang Leader Assault Rifle O'Connell Leader Assault R
Klingfilm Ganger Auto Shotgun Yarnez Subleader Assault R
Psycho Ganger Auto Pistol & Sword Staples Trooper Auto Pi
Velcro Ganger Assault Rifle Wyler Trooper Auto
Ringer Ganger Auto Pistol

Gnruc 2-Tne Wannrons Souao 2 - Pnrnol Ururr Alpna-12


Name Gang Status Weapon Name Rank Weapon
Jade Gang Leader Assault Rifle Anderson Leader Assault
Dog Ganger Auto Shotgun Cooper Subleader Assault
Fury Ganger Auto Pistol & Sword Rives Trooper
Zed Ganger Auto Pistol Zukovik Trooper
lce Ganger Auto Pistol

t-
1'
DEPLOYMENT

Og.recnves
TRICKS AND TACTICS
Warrior's gangs are attempting to reach The tactics for both sides are the same. Try and keep
building in order to shut down the alarm group coherency in the early stages in order to give
and his gang attempt to steal the you the best chance of winning the initiative. Get into
Before they reached the Security building a position to cover the entrances and place a couple of
intercepted by two Corp patrol units. The your troopers or gangers on opportunity fire. Then get
must secure the building. ln order to give into a good defensive position within the building to
to shut down the alarm. cover as much of it as possible. lf you fail to do this you
must go for it and storm the building it is all or nothing.
rE TROOPERS Don't forget you only have 10 turns to achieve your
has been spotted heading for the Security objective. By then there must be no living member of
O'Connell realises that if this is their main the enemy inside that building. Good luck.
they must be trying to disable the alarm.
st be stopped at allcosts.

should be played over 11 game turns.

CONDITIONS

reet Gang must be in possesion of the


to achieve this they must have at least
inside the Security Building at the
game turn. No living Troopers may be
ty Building with them.

TRoopeRs
Troopers must be in possesion of the
. To achieve this they must have at
inside the Security Building at the
th game turn. No living Gangers may be
urity Building with them.

Page 26
r
+
l
ROBOT ROBBERY

Legion checked his watch. lt was nearly time to make their move. Ryjak had placed a lot of
shoulders, and he wasn't about to let him down. He looked over his shoulder, everyone was ready and
time. As they entered the development labs they heard the gunfire from the other gangs e
security building. Legion knew Ziplock and Warrior would do all they could to give him the time he needed to
this operation, and he was going to need all the time he could get. Hard Drive, Wing Nut and Nancy were th
his best Techs, but they'd need all their concentration to get the machine back on-line. Any distractions would
them more time, and worse still if either of these guys went down, they could take the whole operation with

Fonces
Tne RlppeR'S Stneet Garuc Blorurrlcn ConponerE TRooPERS
Tech.
1 Gang consisting of 3 Gangers, 1 Gang Leader and 1 2 Squads each consisting of 2 Troopers, 1 Leader
Techs
1 Gang consisting of 3 Gangers, 1 Gang Leader and 2 1 Subleader
Every gang member is of average quality has a knife Every Trooper is of average quality has a
or club and primitive armour. Flak Jackets.

Garuc - Lecror.ts Cnew Souao 1 Parnol Uur - Alpua 14


Name Gang Status Weapon Name Rank Weapon
Legion Gang Leader Assault Rifle Sherman Leader Assault R
Pinky Ganger Auto Shotgun Raad Subleader Assault R
Trax Ganger Auto Pistol & Sword Tyzak Trooper Auto Pistol
Warrior Ganger Assault Rifle Szymanski Trooper Auto Pistol?
Wing Nut Tech (+2) Auto Pistol
Hard Drive Tech (+2) Auto Pistol

GaNc 2 - Bruv's Boosren Bovs


Name Gang Status Weapon
Billy Gang Leader Assault Rifle
Meat Ganger Auto Shotgun
Snake Ganger Assault Rifle
Basik Ganger Auto Pistol & Sword
Nancy Tech (+2) Auto Pistol
vorce . The person in base to
of the Troopers depends on the base contact always has control. lf that person is
lthe previous game. killed, then the next person in base to base contact
won they deploy in area A. with the Enforcer whether Trooper or Ganger will take
lost they deploy in area B. control.

THe CvaenrEcH AvENGER 500 Eruroncen


The Enforcer is damaged, once activated it will only be
t get Hard Drive, Wingnut and Nancy into able to move. lt cannot peform any other actions.
to activate the Enforcer. He then has to get The Enforcer has toughness of 11.
out of gates C or D and back to his Turf.
VICTORY CONDITIONS
PORATE TNOOPENS
Street Gang are after the damaged Enforcer. lt Srneer Garuo
not be allowed to fall into their hands. Although To Win the Street Gang must exit with the Enforcer at
it could easily be repaired. Gates C or D (shown on map) within 10 turns.

Trnae ConpoRrrE TRooPERS


should be played over 10 turns To Win The Troopers must prevent the Gang getting
the Enforcer off the table within 10 turns.
RULES
TRICKS AND TACTICS
THE ENFORCER
Enforcer requires a Technology roll by a
Srneer Gnmcs
roll has a difficulty level of 11+ (See Cover Hard Drive, Wing Nut and Nancy, they are
on Tech's and Technology Tests for rules valuable gangers. lf they are killed it is game over!
rolls). Secure an escape route as soon as possible.
must be in base to base contact with a
all times to move. ConponnrE TRooPERS
or Trooper Leader or Tech will be able to Try to get into a position to cover allthe exits. lt will be
and retain their normal number of easier to contain the gangs inside the building rather
than wait for them to come out.
r, Subleader or Trooper attempting to Try and get line of sight on the guy with the Enforcer.
::Enforcer will only have the use of half his lf you get him you can slow down their escape.
points.

Page 28
FINAL ASSAULT

Ryjak surveyed the scene. They'd worked hard preparing their defences against the final Corporate push.
needed now was for Legion to arrive with the new Enforcer. He'd spared some of his Gangers to find some
to get the old Sentinal working if Legion failed his mission. At least they'd have something in position
Corps arrive. All he had to do now was wait. Whatever the outcome the Corps would not get his Turf without
hell of a fight.

FORCES
Tne RrppeR STREET Garuc
3 Gangs each consisting of 4 Gangers and 1 Gang Leader.
Every gang member is of average quality has a knife or club and primitive armour.

Garuc1-Rvuar&Cnoues Garuc2-TnuruoER'sGANG
Name Gang Status Weapon Name Gang Status
Ryjak Gang Leader Assault Rifle Thunder Gang Leader Assault
Spidge Ganger Auto Shotgun Pueblo Ganger Auto
Drexler Ganger Assault Rifle Napalm Ganger Assault Ri
Damage Ganger Auto Pistol & Sword Mack Ganger Auto Pistol
Bypass Ganger Auto Pistol Jawa Ganger Auto Pistol

Garuc3-TneBovz
Name Gang Status Weapon
Greaser Gang Leader Assault Rifle
Fox Ganger Auto Shotgun
Slicer Ganger Assault Rifle
Anthrax Ganger Auto Pistol & Sword
Nightmare Ganger Auto Pistol
EruroRcens
the gangs won the second scenario they will have a Cybertech Avenger 500 Enforcer. lf the
gangs lost the second scenario they will have a Sentinal Type 37 Enforcer.

CveenrecH AvENGER 500 Eruroncen


Close Combat EquiPment WeaPons Toughness
Attack Dice 3DO N/A Recoilless Rifle 11

Wound Dice 3D6 N/A Machine Gun

Serunmel Tvpe 37 EnroRcen


Action Points Close Combat Equipment Weapons Toughness
6 Attack Dice 2D8 N/A Assault Rifle 10
Wound Dice 2D8 N/A Recoilless Rifle

I
-l
:

'''f,*
BIONETICA ASSAULT SECTION
2 Standard Corp Tactical Squads each consisting of 1 Leader, 1 Subleader and 2 Troopers.
1 Tech Squad consisting of a Tech Leader and Tech Subleader.
All Troopers are of average quality have clubs, comm units and Flak Jackets.

Souno 1 - TacncAL UNrr At-ptn - 24 Souao 2 - TncrtcAL UNIT BEr


Name Rank Weapon Name Rank
Steel Leader Assault Rifle Force Leader Assault
Bates Subleader Assault Rifle Armstrong Subleader Assault
Taak Trooper Auto Pistol Hoffman Trooper Auto
Worfin Trooper Auto Pistol Whymark Trooper Auto

Tecns
Name Rank Weapon
Evans Leader Tech (+2) Auto Pistoland Sword
Barlick Subleader Tech (+2) Auto Pistoland Sword

Srneer Trcen ll Eruroncen


Action Points Close Combat Equipment Weapons Toughness
B Attack Dice 3DB Auto Repair Autocannon 12
Wound Dice System Machine Gun
3D8 Missile Launcher
(4 HE Missiles).

Deplovnaerur Oa.Jecrve
The Street Gang deploys in area A. This is straight fight to the death. The
The Corporate Troopers deploy in area B. when one side has lost 75% of their total

ffiffiffiffi&w
a#ffi8
':§l
Force Lists.
you've played through the mini campaign you are ready to create your own battles and forces. The
provide an easy way of compiling and balancing your gangs or squads. Just select your gangers
and total up the points. Use these lists as guidelines, but feel free to experiment with your own

Gangs
Street gang must have between 4 and 8 figures.
Street gang must have a gang leader who has the best quality within the gang (See Rulebook P5).
gang leader add +1spts to the selected figure.
gang member may have a maximum of one grenade.
Street gang may equip one ganger with a heavy weapon. The ganger must be of at least average
All other gangers must be equipped with small arms.
than 2 gangers can be elite quality (including the gang leader).
gangs cannot use comm units or combat suits.

Elite Quality Ganger, primitive armour, autopistol, sword 33pts


Elite Quality Ganger, primitive armour, autoshotgun, medium pistol, knife 37pts
Veteran Quality Ganger, primitive armour, autocannon, club 49pts
Veteran Quality Ganger, primitive armour, autopistol, knife 25pts
Veteran Quality Ganger, primitive armour, assault rifle, knife 33pts
Average Quality Ganger, primitive armour, autopistol, club 19pts
Average Quality Gangel primitive armour, assault rifle, knife 27pls
Average Quality Ganger, primitive armour, autoshotgun, club 19pts
Green Quality Ganger, medium pistol, knife 9pts
Green Quality Ganger, shotgun, club Tpts

Trooper Squads
Trooper squad must have between 3 and 6 figures.
Trooper. squad must have a squad leader and a sub leader.
a squad leader add +7pts to the selected figure.
a sub leader add +3pts to the selected figure.
Each squad member may have a maximum of one grenade.
Each Trooper squad may equip one squad member with a heavy weapon. The squad member must be of
at least average quality. Other squad members must be equipped with small arms.
a No more than 2 squad members may be elite quality.
,a lf comm
ts are Elite Quality Trooper, combat Suit, assault rifle, knife 46pts
then all Elite Quality Trooper, combat Suit, autopistol, knife 38pts
rs of Veteran Quality Trooper, flak jacket, autopistol, knife 28pts
squad Veteran Quality Trooper, flak jacket, assault rifle, knife 36pts
be Veteran Quality Trooper, flak jacket, autocannon, knife 52pts
Average Quality Trooper, flak jacket, autopistol, knife 22pls
Average Quality Trooper, flak jacket, assault rifle, knife 30pts
Average Quality Trooper, flak jacket, autocannon, knife 46pts
Green Quality Trooper, flak jacket, autopistol, knife 18pts
Green Quality Trooper, ablative jacket, autopistol, knife 1Spts

Coming Soon
Boxed Sets of Troopers and Gangers.
Heavy Weapons Teams for Gangs and Corporations including Flame-Throwers, Auto-Cannons,
Missile-Launchers, Recoilless Rifles, and Machine Guns.
Troopers in flak jackets.
Zone Battle-Book A- great companion book featuring rules for setting up and running campaigns,
, extra robot and tech rules, security systems, sentry guns, on-table casualties and medics, new skills
for corporates and gangers, buying equipment, and force lists for new gangs and corporations.

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