Professional Documents
Culture Documents
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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.
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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.
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.
Page 4
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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.
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 ;
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REACTION TEST
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.
Page 8
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ACTIONS
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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SHOOTING
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
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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
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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.
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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
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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.
Wouruo Moornens
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
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WEAPON STATS
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.
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CLOSE COMBAT
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
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:-
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§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
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.
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
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Porrurs Cosr
Ablative Armour J
Flak Jacket 6 Fragmentation Grenade 2
Combat Suit I Smoke Grenade 1
Page 21
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This mini-campaign is designed to assist you in getting used to the rules gradually. The campaign is split i;i {qir;
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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. '.
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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.
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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.
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.
CONDITIONS
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
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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.
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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.
I
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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.
Tecns
Name Rank Weapon
Evans Leader Tech (+2) Auto Pistoland Sword
Barlick Subleader Tech (+2) Auto Pistoland Sword
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
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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.
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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