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CS1 Ruleset – 07/06/2017 Beta 2.

Ratings Abilities......................................... 15
CONTENTS Faction Abilities......................................... 16
Setting up a game ........................................... 3 Generic Abilities ........................................ 16
Maintenance Phase..................................... 4 Actions .......................................................... 18
Initiative Phase ............................................ 4 Movement Actions ................................... 18
Main Phase.................................................. 4 Dodges and Repositions........................ 20
The Commercial Break ................................ 4 Intercept ............................................... 21
Game Terms .................................................... 5 Jumping & Falling .................................. 21
Measurements ............................................ 5 Combat Actions......................................... 22
Within.......................................................... 5 Melee Attack ............................................. 22
Line of sight ................................................. 5 Reorientation ........................................ 23
Static Markers ............................................. 5 Ranged Attack ........................................... 24
Active Model ............................................... 6 Shooting into Combat ........................... 26
Target Model............................................... 6 Damage ......................................................... 27
Friendly Model ............................................ 6 Damage & Hit Points ................................. 27
Enemy Model .............................................. 6 Damage & Armour .................................... 27
Auras ........................................................... 6 Damage from Jumping & Falling ............... 28
Engagement ................................................ 7 Ancillary Rules ............................................... 29
Combat Pool................................................ 7 Conditions ................................................. 29
Margin of Success (MoS)............................. 8 Fear ........................................................... 29
The Playing Area ......................................... 8 Grenades ................................................... 30
Stat Cards ........................................................ 9 Template Weapons ................................... 31
Header......................................................... 9 Terrain........................................................... 32
Movement (Mv) .......................................... 9 Patrols ........................................................... 34
Firearms (Fa) ............................................... 9 Purchasing a Patrol ................................... 34
Melee (Me) ............................................... 10 Threat Level .............................................. 34
Evade (Ev).................................................. 10 Leaders...................................................... 34
Fear (Fr) ..................................................... 10 Named Units ............................................. 35
Hit Points (HP) ........................................... 11 Agents ....................................................... 35
Armour (Arm) ............................................ 11 Equipment................................................. 36
Weapon Chart ........................................... 11 Armour .................................................. 36
Innate, Ratings, and Faction Abilities ........ 11 Weapons ............................................... 36
RATINGS POINTS & Ratings Pool ................... 12 Equipment Items....................................... 36
The Bullet Tax............................................ 12 Combat Drugs ........................................... 37
Kill Count ................................................... 12 Scenarios ....................................................... 38
Multiple Hits! ............................................ 12 Deployment .............................................. 38
Abilities ......................................................... 13 Scenario Deployment type ....................... 38
Innate Abilities .......................................... 13 Slaughter House (MDK) ............................ 40

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Quadrant Search (Tactical)........................ 41 Denizen stat cards..................................... 44


Prime Time TV (Tactical) ........................... 42 Denizen Phase........................................... 44
Rescue Mission (Tactical) .......................... 43 Melee Denizens ........................................ 44
Denizens of Cannibal Sector 1 (Optional Rules) Ranged Denizens....................................... 45
...................................................................... 44

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SETTING UP A GAME
To play a standard scenario of CS1 follow the steps detailed:

1. Announce factions
2. Determine Cred limit for patrols
3. Determine scenario
4. Define and Place terrain
5. Purchase and announce patrols, set Ratings Pools
6. Determine deployment type
7. Deploy patrols

Announce Factions. Players declare which faction they intend to play during this game. This will
suggest an immediate narrative for your game. For example, Shivers vs. Carrien could be a scheduled
cleansing of the Kill Zone next to the Sector Wall.

Determine Cred limit for patrols. Players agree on the Cred limit for their Patrols. Players then build
their Patrols (see “Patrols” on pXX) to the agreed limit and no more.

STYLE OF GAME CREDS


STARTER BOX SET 75-100
DEMO GAME 90-105
STANDARD GAME 150+

Determine Scenario. Roll 1D10 to determine which scenario will be used during the game and
establish the primary objective (see “Roll for Scenario” on pXX).

Define and Place Terrain. The standard board size is 3' x 3'. Players discuss the terrain they intend to
use during the game and agree on how the terrain should be placed. Terrain should be defined at
this stage – i.e., which pieces of terrain are impassable, climbable, elevated, etc. (see “Terrain” on
pXX).

We recommend that you fill between one third and one half of the table with terrain to judge the
amount required. This is then placed in a mutually agreeable fashion which compliments the
scenario. Once both players are happy, move onto the next step.

Purchase and announce patrols. Players purchase their Patrols using Creds. Once this is done,
players announce their Patrol and any Equipment purchased to their opponent. Players then set
their starting Ratings Pools to the value of which is listed on their selected leader’s Stat Card.

Determine deployment type. Roll 1D10 to determine which scenario deployment type will be used
during this game (see “Deployment” on pXX).

Deploy Patrols. Players deploy their Patrols as detailed in the deployment type, above. When
deploying a Patrol, no model may be placed on a Level it could not normally access, e.g., a Shiver
Dogeybone may not be placed on a Level that is only accessible by Climbable Terrain. The game then
begins.

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Game Turn
1. Maintenance Phase
2. Initiative Phase
3. Main Phase
4. Commercial Break

Maintenance Phase
Some effects and conditions in CS1 may last longer than one turn. It is during this phase that players
resolve any ongoing effects and apply damage from them.

Initiative Phase
Roll 2d10 and combine the results, adding any bonuses; the winner becomes the Active Player. Re-
roll if the totals are drawn.

Main Phase
The Active Player chooses one of their models to activate. That model completes all of its Actions,
plus it may activate any of its Abilities. Play then passes to their opponent who becomes the Active
Player and activates one of their models likewise.

If at any time, the Active Player has twice as many models still to activate as their opponent, they
must activate a second model before play is returned to their opponent.

When one player has activated all of their models, their opponent becomes Active Player until their
remaining models have been activated. Once all models on both sides have been activated, the Main
Phase ends.

The Commercial Break


In gaming terms the Commercial Break is the end of Turn. Once both players have activated all of
their models the Game Turn ends. Before moving onto the next turn players will check scenario
Victory Conditions and work out any Victory Points scored.

Some scenarios may require players to roll to see if the game continues, it is during this step that roll
is made after Victory points have been worked out.

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GAME TERMS
Measurements
All measurements in SLA CS1 are done in inches, use any suitable measuring device to check
distances and ranges. When players need to check range/distance all measurements are done from
the edge of a models base. Players are free to check the distances and measurements at any point
during the game and pre-measuring is allowed.

Within
A model is considered ‘within’ a distance when any part of its base is within the given distance. That
is, the whole base does not have to be inside the distance to be considered ‘within’.

Line of sight
Every model has a 180° arc of sight to their front – this is their peripheral vision. A model determines
Line of Sight using this front arc. For a model to be able to draw line of sight to a target it must meet
the following conditions:

- The Target must be within the Active Model’s front arc


- The Active Model must be able to see any part of the target model’s body (head, torso, or
limbs)

Line of Sight may be drawn through other models as long as that model does not completely obscure
the target model, the same applies to pieces of terrain. CS1 uses true line of sight so if you are
unsure if your model has line of sight get down and look to see what your model can see.

A model is considered to have 360° line of sight to any model it is Engaged with (see “Engagement”
on pXX).

Picture:
Picture:
line of sight using arc, also to model
Line of sight to obscured model
obscured by intervening terrain

Static Markers
Some scenarios require players to place objective markers that will not move during the game.
These are regarded as Static Markers. This also applies to markers placed in game such as Scrap
Mines available to Scav Scroungers or the Aid Station available to Shiver Medics. Static Markers
typically never move from their initial position and the models which place them may move away
once the Static Marker is on the board.

It doesn’t matter how these markers are represented, as long as both players agree on what is being
used. As a guide, SLA Industries recommend a 30mm token to represent such markers.

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You might want to use other markers to signify other in-game effects, which are not considered
Static Markers – e.g., to signify that a model has activated in this Game Turn or that the model has
been set on fire!

Active Model
The model that the Active Player has currently chosen to activate is nominated to be the Active
Model. There are specific bonuses available for the Active Model during Combat Actions.

If an out-of-sequence action takes place, such as a Ranged Attack by a model performing Over
Watch, the model executing this action temporarily becomes the Active Model for the purposes of
that action – i.e., Active Model Ranged Attack bonuses now apply to this model instead. The role of
Active Model is then transferred back to the Active Player’s model after the out-of-sequence action
has been resolved.

Target Model
Any model which is the target of a weapon or an effect. There are specific bonuses available for the
Target Model in Combat Actions. A Target Model may be a Friendly or Enemy Model.

Friendly Model
Some abilities may allow a model to target another Friendly Model within range, or possess an Aura
that affects Friendly Models. A Friendly Model is a model on the same side as the Active Model. The
model itself is classed as a Friendly Model for the purpose of Auras and other effects. In some cases,
a Friendly Model may end up being the Target Model in a Combat Action – e.g., when shooting at an
Engaged Enemy Model.

Enemy Model
As opposed to a Friendly Model, an Enemy Model is a model on a belonging to a non-cooperative
faction to the Active Model.

Auras
Some models possess abilities that affect that model, as well as Friendly or Enemy Models within a
certain distance. This is defined as an Aura. Auras are measured from the Active Model’s base. Any
model whose base is within the Aura may be affected. Auras do not require Line of Sight unless
stated in the ability’s description. To see if a model is affected by an Aura, measure from the Active
Model’s base to the Target Model’s base.

Picture:
models, exuding, within, and outside of,
an Aura

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Engagement
In order to make a Melee Attack a model must be Engaged. Models in base-to-base contact are
considered to be Engaged and are free to make Melee Attacks against each other. If it not possible
to physically place a model in base-to-base contact, due to obstacles and terrain, place the model as
close as possible so both players know the models are Engaged.

Should a model need to make base-to-base contact and there is physically no space to stand the
model, then move the Target Model to accommodate the Active Model. For example, when a model
is performing a Hindered Charge up a ladder (see “Movement Actions” on pXX), with the Target
Model standing at the top, the Target Model would be moved back enough for the Active Model to
be placed at the top of the ladder.

Picture:
Picture:
Engaged base-to-base
moving to accommodate
and Engaged over an obstacle

Combat Pool
In both Melee and Ranged Attacks players form a Combat Pool, which comprises of a number of
dice, to determine the outcome the fight. A player’s Combat Pool always starts with 2D10. Players
will then add and subtract dice to this Combat Pool as outlined in their respective rules (see “Combat
Actions” on pXX).

No matter how many dice a player has in their Combat Pool they will always pick the two highest
results to apply to their outcome.

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Margin of Success (MoS)


Melee and Ranged Attacks require players to make an opposed dice roll using their respective
Combat Pools. The MoS is the amount a player has beaten their opponent’s roll after adding
modifiers.

The MoS calculated gives us an indication of the kind of Review being received from the viewers.
This is particularly important later when dealing Weapon Damage (see “Damage” on pX) and gaining
Ratings Points (see “Ratings Points & Ratings Pool” on pXX).

MOS REVIEW
0-4 Mediocre
5-9 Solid
10-14 Compelling
15+ Stunning

For example, Brad rolls 2D10 and gets a 4 and 5. Mark rolls 2D10 and gets a 2 and a 3. Brad has
scored 9 whilst Mark has scored only 5 meaning Brad has beaten Mark by 4. Brad’s MoS is therefore
4. This rates as a Mediocre Review from the Viewers.

The Playing Area


The board or area where you play the game is recommended to be 3' x 3' for standard games
(“Scenarios” on pXX). Models may not move, or be moved out of this area unless specified in a
scenario.

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STAT CARDS

SHIVER MEDIC Pts: nn


Threat Level: Medium EAS: 1

Mv Fa Me Ev Fr
4 2 1 1 0

WEAPON RNG DMG


BROWBEATER 18” 3
NIGHTSTICK Me 2

Armour Hit Points


 
Example Stat Card (front)

Header
The top section of the card lists the type of the model, the Cost in Creds, the Threat Level of the
model, and the EAS (Equipment Access System Level). The Header will also note of the model is a
Leader. If the Stat Card represents a Leader, their card will have a Ratings Pool value

For more on these terms refer to “Patrols” on pXX.

Movement (Mv)
Movement is the basic amount of distance a model may move during an Advance action (see
“Movement Actions” on pXX). The value is given in inches. Some examples of movement are:

0 Static Immobilised vehicle


3 Slow Scav
4 Average Shiver, Civilian
6 Fast Carrien

Firearms (Fa)
This represents the model’s training in ballistic weapons, including grenades and template weapons.
This is used during a Ranged Attack (see “Ranged Attack” on pXX). A higher Firearms (Fa) stat means
a model will potentially be able to make that deadly shot.

0 Untrained Civilian of Mort City


1 Basic Gang Thug
2 Trained and experienced Shiver
3 Skilled with extensive SLA Operative
experienced.
4 Elite Contract Killer

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Melee (Me)
This represents the model’s training in close combat. This is used during a Melee Attack (see “Melee
Attack” on pXX). A higher Melee (Me) stat means a model is more capable in making viscous or
precise strikes, with more lethal consequences. A model’s sheer size can also influence their Melee
(Me) stat, for instance when a 190Kg slab of muscle slams into you it’s going to hurt!

0 Untrained Civilian of Mort City


1 Basic training or naturally Gang Thug
dangerous
2 Trained or naturally
vicious
3 Experienced or a hulking
beast
4 Specialist or giant animal

Evade (Ev)
Evade (Ev) represents a number of things in the world of SLA CS1. Its core function is to show how
good a model is at avoiding incoming fire. A model’s Evade (Ev) value can represent how nimble it is
or how well it adapts to its surroundings while under fire. During a Ranged Attack, it is used as a
modifier to the Target Model’s roll (see “Ranged Attack” on pXX).

0 Unaware Civilian
1 Self-aware and cautious, Shiver
may have basic training
in firearms
2 Agile and experienced Carrien
under fire
3 Very nimble and/or
aware of surroundings
due to long combat
experience
4 Some sort of sixth sense

Fear (Fr)
A model’s Fear stat represents two elements in SLA CS1. Firstly, it is the unbridled terror a model
causes to other models on the board, and, secondly how resilient a model is to fear itself. Models
will use their Fear (Fr) stat when affected by Fear (see “Fear” on pXX).

0 Civilians and house pets Stray dog, shiver


1 Spooky Butcher boy, Scav
2 Intimidating Mutant Carrien
3 Truly unnerving
4 Monstrosity Digger

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Hit Points (HP)


Hit Points represent how much physical damage a model can take before succumbing to the harsh
reality of Cannibal Sector 1 and becoming its latest casualty. Damage from attacks, falling and other
effects is applied to Hit Points (see “Jumping & Falling” on pXX). In some cases, the damage can be
mitigated by wearing Armour (see “Damage & Armour” on pXX).

Armour (Arm)
Armour comes in all shapes and sizes ranging from power assisted combat suits to a car tyre
strapped across someone’s shoulder. It could mean the difference between life and death in
Cannibal Sector 1. Whatever your armour looks like, it does the job of protecting the wearer from
damage (see “Damage & Armour” on pXX).

Most models in SLA CS1 have an Armour value listed on their Stat Card alongside their Hit Points.

0 Unarmoured
1 Ad-hoc
2 Bodyblocker
3 HARD Armour

Weapon Chart
The Weapon Chart lists any weapons the model carries. Included in the weapon chart are their
names, operational ranges (Rng) and base damage values (Dmg).

Range (Rng)
The Range will be one of three values:
 A distance in inches - e.g., 18" - used when determining a viable target for a Ranged Attack
(see “Ranged Attack” on pXX)
 ‘T’ - signifying a Template weapon (see “Template Weapons” on pXX)
 ‘Me’ – signifying that the weapon may only be used against an Engaged target during a
Melee Attack (see “Melee Attack” on pXX)

Only a Range shown in inches may be increased by equipment or Abilities. For example, a Scope will
increase the range of a Browbeater, but not a SLA 10-10 Bully Boy Shotgun as the latter is Rng ‘T’.

Damage (Dmg)
In both Ranged and Melee Attacks, a model may suffer damage from an Enemy Model’s weapon.
The Dmg stat in the Weapon Chart is the base damage a weapon inflicts upon a successful hit. This is
modified by the Dmg Bonus depending on the MoS of an attack (see “Damage” on pXX).

WEAPON RNG DMG


BROWBEATER 18” 3
NIGHTSTICK Me 2
Example Weapon Chart

Innate, Ratings, and Faction Abilities


A model’s Stat Card may have one or more Innate Abilities and/or Ratings Abilities listed.
Additionally, a model has access to its faction’s Faction Abilities, which are described on a Faction
Card. All models also have access to Generic Abilities, which are described later in these rules (see
“Generic Abilities” on pXX). The use of Abilities is described in “Abilities” on pXX.

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RATINGS POINTS & RATINGS POOL


Everything that happens in the World of Progress is watched. With biochips, spy cameras and Roving
News reporters everywhere, even the confines of CS1 are no exception. Behind the scenes, forces
are at work influencing the flow of battle to boost ratings by appeasing the bloodthirsty masses.

To represent TV Ratings in SLA CS1, players can acquire Ratings Points (RPs). Each player has a
running total of RPs which they track during the course of the game - this is their Ratings Pool. RPs
can go a long way to bring you success and victory.

Your RPs are initially set by the value listed on your faction’s Leader card (see “Stat Cards” on p8 &
“Patrols” on pXX), using the Ratings Pool value in the card’s Header. There are a number of ways to
acquire RPs during the game, but most will be as a result of a Ranged or Melee Attack.

For each full 5 points of the MoS from an attack, a player will be bumped up a Review band. The final
Review will determine how many RPs are generated. The number of RPs can be found on the table
below. These points are immediately added to the winning player’s Ratings Pool. Note that the RPs
generated are different for the type of Attack (see “Bullet Tax & Playing the Crowd” below).

It is possible that a player will take part in a combat where they are defending and cannot strike back
- e.g., they are the target of a Ranged Combat. In these situations the model can be considered to be
executing a deft defensive manoeuvre and thus will still generate Ratings Points from the Review.

MOS 0-4 5-9 10-14 15+


REVIEW Mediocre Solid Compelling Stunning
RPS (MELEE) 0 1 2 3
RPS (RANGED) 0 0 1 2

The Bullet Tax


Firearms are a common sight in the world of progress but using firearms comes at a cost. SLA
Industries imposes a heavy tax on all ammunition purchased by any of its operatives. SLA Industries
has such a strangle-hold on the market that even ammunition used by non-operatives has probably
been purchased from SLA at some point down the line. Either way bullets aren’t cheap.

Another problem with firearms is that firefights can make for poor viewing. Recent polls show that
the masses would rather see their favourite Operative have their head smashed in by a hockey stick
instead of being picked off by lurking sniper. In others words, it doesn’t make good TV.

The Bullet Tax in CS1 is represented by generating fewer Ratings Points for a Ranged Attack, than for
a Melee Attack with an equal Review.

Kill Count
An action that results in an Enemy Model being removed from the game generates the active player
1 RP. If, as a result of a jump or a fall, any model is removed from play, 1 RP is generated for the
opposing player.

Multiple Hits!
Some weapons or Abilities can hit multiple targets – e.g., grenades, template weapons and weapons
with Rapid Fire. In all cases, keep track of the Review generated from each Target Model that is hit -
the Active Player will receive the RPs corresponding to the highest of these.
For example, if a grenade hits two models and generates a Stunning Review and a Compelling
Review, the Active Player will receive 2 RPs for the Stunning Review.

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Abilities
Field Medic Pack
This model is equipped with BOOPA Med Kits and is considered
to have enough med kits to last the duration of the game.

Ratings Abilities
Aid Station Cost: 2
Activate this ability to place a marker within 3” of this model, this
marker remains in play until the end of the game and may not be
moved. Any friendly model that is within 3” of this marker at the
beginning of the maintenance phase heals (2) hit points.

Example Stat Card (rear)

ABILITIES
Abilities are the skills a model possesses which may be used to overcome the adversity readily faced
in Cannibal Sector 1. There are two different flavours of Ability: Innate Ability and Ratings Ability.
Additionally, Faction Abilities extend the set of Innate and Ratings Abilities available to a model
dependent on it belonging to a certain faction. Generic Abilities are available to any model in a game
of SLA CS1.

Unless specified, Abilities with the same name do not stack. For example, a model may not Rapid
Fire twice to get a third shot!

Innate Abilities
Innate Abilities are considered always active, such that they do not require any Action or Ratings
Points to activate. These Abilities may come in the form of an Aura, in which case any model within
that Aura is potentially affected by that ability.

These Abilities may be referred to directly, or may be tied to, say, a Ratings Ability. For example, the
Shiver Sergeant’s Fire At Will ability grants the target model Rapid Fire – while Rapid Fire is free to
use, Fire At Will still requires the expenditure of 2 Ratings Points.

Armour Piercing
If the target model is NOT suffering the Unarmoured condition this model does +1 damage to any
damage it causes

Berserk
This model gains +2 to both their Movement (Mv) and Melee (Me) stats.

Concealed Position
If this model Forfeits its Movement action it gains a +2 to their Evade (Ev) stat. This bonus lasts until
the Maintenance Phase.

Crowd Pleaser
This model earns double Ratings Points when making an Action. Should they lose the opposed roll,
their opponent gains the normal Ratings Points.

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Cumbersome
A model equipped with this weapon does not gain the Charge bonus in Melee.

Determined
The model is immune to the Stunned condition.

Elite (Melee) and Elite (Ranged)


Once per turn when this model makes a combat test (specified as Melee or Ranged) it may re-roll
one D10 in its Combat Pool.

Enraged
At the beginning of this model’s activation it must declare a Charge Movement Action against any
opponent in range.

Fearless
The model is immune to the effects of Fear.

Frenzy
Once per turn activate this ability when declaring a Melee Action. If this attack hits it may
immediately make a second attack against the same target. If this model charged it may only claim
the charging bonus for the first attack.

Hard to wound
When applying damage, after working out armour reduction the model takes HALF of the remaining
damage, rounding up.

Hard to Damage
When applying damage, HALF the damage, rounding up before working out the armour reduction.

Juggernaut
This model ignores the penalties for difficult terrain, and cannot scale climbable terrain.

Leaping Charge
During a Charge, if this model begins at a higher Level than the target model then this model earns
double Ratings Points during the activation. Should they lose an opposed roll, their opponent gains
the normal Ratings Points.

Man stopper
When this model declares an attack against a model with the Unarmoured condition, this model
does +1 damage should it gain a Margin of Success.

Rapid Fire
When this model activates and declares a Ranged Attack it makes an additional Ranged Combat
Action. Models making this second shot may not “Aim”; other normal modifiers apply

Regenerates (x)
This model is treated as having an Armour of (x) higher than its current value. Unlike Armour this is
never reduced, so if the model is Unarmoured it will still reduce damage as if wearing (x) points of
Armour. For all other purposes (e.g. Flechette Rounds) they continue to count as Unarmoured.

Rending

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When this model makes a melee attack it does +1 point of damage for every 10 MoS in its combat
result. Add this to the total damage cause by the melee attack

Scout
This model may deploy anywhere within the owning players’ half of the table. Scouting models may
not be deployed within 6” of an enemy model.

Sector Affinity
This model ignores difficult terrain movement penalties in the Cannibal Sectors.

Self-contained
This model cannot be poisoned and is immune to poison.

Sniper
When this model declares a Shooting Action against target that is on a lower height level, this model
gains a +2 modifier to their Ranged Combat result.

Suppressing
Should this model gain a Margin of Success on a Ranged Attack then the Target model suffers the
Stunned condition. This ability may not be used in conjunction with Rapid Fire.

Sustained Fire
When this model activates and declares a Ranged Attack it makes an additional Ranged Combat
Action. If this second shot hits, once resolved this model may immediately spend 2 Ratings Points to
make a third shot at the same target. Models making this second or third shot may not “Aim”; other
normal modifiers apply.

Terror
This models fear radius is increased to 12”.

Ratings Abilities
Ratings Points (see on “Ratings Points & Ratings Pool” pXX) may be spent to activate some additional
effects. They may be spent at any point during a model’s activation and do not require use of an
Action (see on p). To spend Ratings Points, declare you are doing so and remove them from your
Ratings Pool.

A player may spend Ratings Points to activate their model’s Ratings Abilities. Ratings Abilities have a
Cost showing how many Ratings Points it will cost to activate that ability. The Ratings Ability may
specify when the ability is activated. During a Ranged or Melee Combat an ability must be activated
before any damage results are applied.

Any number of Ratings Points may be spent at one time. Unless the Ratings Ability’s description
states otherwise, an ability may be used multiple times. Additionally, a model may use different
Ratings Abilities as long as there are sufficient Ratings Points to do so.

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Faction Abilities
Factions may have Abilities, Ratings Abilities, and Special Rules which are applied to models in the
Faction. These can be found on the Faction Card. For some Factions, these apply to all models,
although, in other Factions, access may be restricted to certain models. For example, the Carrien
Faction Abilities apply to the Carrien Alpha and Carrien models, but do not apply to any Mutant
Carrien.

FACTION ABILITIES: CARRIEN


Ratings Abilities
Ragdoll * Cost: 1
Activate this ability when declaring a melee attack. If successful
after resolving the effects of the attack the target enemy model is
immediately re-positioned (1”).
Slap Shot * Cost: 2
Activate this ability when declaring a melee attack. If successful
after resolving the effects of the attack the target enemy model is
immediately knocked down.

* - only applied to: Carrien Alpha; Carrien

Example Carrien Faction Card (front)

Generic Abilities
There are a number of Generic Abilities available for all models to use. These work in the same way
as Ratings Abilities. A model may use any of the following during its Activation:

Adrenaline (Cost: 1 to 3)
When declaring a Run Movement Action this model may spend 1 to 3 Ratings Points. For every point
the model adds 1” to its total Movement after all other movement modifiers have been applied.

Ambush (Cost: 2)
A model uses one Action and 3 RPs to set up an Ambush. A model in this state has an Intercept range
of 3" (see “Intercept” on pXX).

If the model then makes an Intercept action, it may make an out-of-sequence Melee Attack against
the Active Model. To represent the surprise of being ambushed, this Melee Attack receives the
Charge bonus.

During the attack, the ambushing model temporarily becomes the Active Model for the sake of
Melee Attack bonuses. After this combat has been resolved, the ambushed model again becomes
the Active Model. If it is alive after the ambush and still has Actions to use, it may continue with its
activation, including making any eligible Melee Attacks!

The model loses its Ambush status when it:


- makes an Intercept move
- chooses to make any other Action
- becomes Engaged
- takes damage
- becomes Burning, Knocked Down, or Stunned

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Over Watch (Cost: 2)


A model can use an Action and spend 3 RPs to go into Over Watch. The model will now lay in wait for
an Enemy Model to move into line of sight. The model in Over Watch will then be able to make an
out-of-sequence Ranged Attack against this Enemy Model.

During the attack, the shooting model temporarily becomes the Active Model for the sake of Ranged
Attack bonuses. The attack may have all the normal modifiers applied, except the Aiming bonus.
After this Ranged Attack has been resolved, the Active Model continues its activation. The firing
model loses its Over Watch status.

If the Target Model has emerged from behind intervening terrain/models and/or cover it will receive
a bonus (see “Ranged Attack” on pXX).

The model loses its Over Watch status when it:


- makes a Ranged Attack
- chooses to make any other Action
- becomes Engaged
- takes damage
- becomes Burning, Knocked Down, or Stunned

Modify (Cost: 1 to 3)
Immediately before rolling the dice in their Combat Pool, this model may spend 1 to 3 Ratings
Points. For every point the model adds +1 to the Combat Pool result after all other movement
modifiers have been applied.

Scramble (Cost: 1)
At any point during a model’s activation, it may spend 2 RPs to Scramble. If this model is in base
contact with a piece of Climbable Terrain, it may scale 1 Level as if it had spent an Action to do so.
For example, this Ability can be activated during a Run or Advance action to change Levels.

Scramble may not be combined with a Movement Action to scale more than 1 Level, nor may it be
used in combination with any Ability or Equipment that allows it to scale more than 1 Level.

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ACTIONS
When activated, every model may usually complete actions such as move, engage the enemy, stand
up or interact with the environment. Typically, a model has 2 Actions, which can be spent however
the Active Player chooses.

The types of actions are:

 Movement Action. A model may make a Movement Action which allows the model to move
up to their Movement (Mv) value, stand up, charge into combat, etc. A model may only
make one Movement Action per activation. Some Movement Actions require 2 Actions to
complete - e.g., Run.
 Combat Action. Either a Ranged or Melee Attack:
o Ranged Attack. A model can make one Ranged Attack with any non-melee weapon
on its Stat Card. Ranged Attacks typically cost 1 Action. Some models may make a
second Ranged Attack, if they have an appropriate Ability.
o Melee Attack. A model can make one Melee Attack with any weapon on its Stat
Card. Melee Attacks typically cost 1 Action. Some models may make a second Melee
Attack, if they have an appropriate Ability.
 Interaction. In some scenarios, a model may be required to interact with an object in order
to achieve objectives. If this is the case, the player may declare they are using an Action to
interact with an object as per the scenario rules. This Interaction will be instead of a Combat
Action.

Movement Actions
A model may use one or more Actions to complete a single Movement Action. It does not need to
expend all of the movement associated with the Movement Action, but once it completes the
movement, it may not make another.

The model’s Movement Action must be executed before any other Action is taken, unless a special
rule allows it to do so.

When making a Movement Action, a model may not move through another model’s base whether it
be a Friendly or Enemy Model’s base. A model may not end its movement on top of another model’s
base. If a model’s movement ends with it on top of another model’s base, move the model back
along its line of movement, until it is no longer on top of the other model’s base. These guidelines
also apply to Dodges and Repositions.

The following Movement Actions are available:

 Advance
 Run
 Charge
 Hindered Charge
 Break-off
 Climb
 Forfeit
 Stand Up
 Stop, Drop, and Roll

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Advance. Models may spend 1 Action to move their basic Movement (Mv) stat, in inches. During this
move, a model is free to end its movement facing in any direction. A model may not move through
another model’s base or end its movement on top of another model. If a model activates, but only
pivots to change the direction it is facing, this counts as an Advance.

If Engaged, a model may choose to Advance to pivot and/or manoeuver into a favourable position.
Should it choose to do so, it may not leave base-to-base contact with the model(s) it is currently
Engaging. A model wishing to disengage should instead use the Break-off Action, below.

Any gap in the terrain (see “Terrain” on pXX) that is smaller than the Active Model’s base may be
crossed as a part of the movement. To complete a jump, a model must have sufficient space on
either side of the gap for its base to fit without over-hanging. The model cannot finish its move
overhanging a gap.

Run. Models may spend 2 Actions to complete an Advance action with a +3" additional move.

Charge. Models may spend 2 Actions to make a Run move which will take them into base-to-base
contact with a Target Model. The rules for being Engaged will apply (see “Engagement” on pX). The
charging model must then initiate Melee Combat against the Target Model.

In order to complete a charge action, the charging model must have Line of Sight to the Target
Model and be in range to reach base-to-base contact. The charging model must move as directly as
possible towards the Target Model to reach any part of the target’s base. However, a charging
model may move around Impassable terrain features and any terrain that it may not normally be
allowed to move across.

A model may Charge over terrain features but it will take the normal movement modifiers as per the
terrain rules (see “Terrain” on pXX). A charging model may not charge up Climbable Terrain.

For any reason, if the charging model cannot reach base-to-base contact with the Target Model, the
charge has failed. The charging model loses its action and does not move further. This does not
include obstacles that prevent physical base-to-base contact (see “Engagement” on pX).

Hindered Charge. Clever use of terrain features may affect the outcome of a combat. Being in a
good defensive position can be the difference between life and death.

If the Active Model charges a Target Model, which is behind an obstacle that would give it cover
from Ranged Attacks, it will be able to use this cover defensively. To represent this, the Active Model
may still spend 2 Actions to make a Run movement and initiate a Melee Attack, but will lose all
charging bonuses. Similarly, if the Active Model has to change Levels to complete the charge move –
e.g., using a ladder – this counts as a Hindered Charge.

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Break Off. At the beginning of its activation, if the Active Model is already Engaged by one or more
Enemy Models, it may attempt to make a Break Off move. A model that makes a Break Off move
may declare it to be an Advance or Run action, but it may not declare a Charge against another
model.

As soon as a model’s Movement Action takes it out of base-to-base contact, the Enemy Model(s) it
was engaged with make a free, out-of-sequence Melee Attack against the Active Model. This attack
is made as soon as the Active Player declares they are making a Break Off move, any Melee Combat
modifiers that are applicable at this point are used and the disengaging model adds its Evade (Ev)
stat to the dice roll instead of its Melee (Me) stat.

Should the model making the Break Off move generate a Margin of Success, it does not cause any
damage or generate any Ratings Points, as it is busy evading. If the model loses the combat then it
will apply damage, but no longer be considered Engaged. It may then continue with its activation.
Models that move out of engagement due to a Dodge or Reposition (see “Dodges and Repositions”
below) do not trigger this free attack.

Climb. Every Level costs one Movement Action to ascend or descend. A model must start its
Activation in base contact with the piece of terrain it wishes to climb. There must be enough space
at the end of its move to stand the model on or it cannot climb the piece of terrain. If the space is
occupied by an Enemy Model, that model is moved back enough to allow the climbing model to
stand and both models are then placed so that they are Engaged. If the space is occupied by a
Friendly Model, this model must move before any attempt can be made to climb to that space.

If the Climbable terrain is two Levels or greater and it is not be possible to place the model at each
Level, make a note that the Climbing model has climbed a Level. The model must spend a Movement
Action in its next activation to climb a further Level until it can be placed.

Terrain features such as ramps and stairs do not require a model to climb and may be traversed
using the standard movement rules without penalty. These must be designated while setting up a
game (see “Setting up a game” on pXX).

Forfeit. A model may forfeit its Movement Action to claim a bonus in a subsequent Action - e.g., the
Ranged Attack bonus for aiming.

Stand Up. A Knocked Down model may spend 1 Action to get back to its feet. If it does so, it may not
make any further Movement Action. Models that are Knocked Down cannot perform any other
Action until they Stand Up.

Stop, Drop & Roll. A model which is Burning (see “Conditions” on pXX) may spend 1 Action put out
the flames. This action will immediately remove the Burning Condition.

Dodges and Repositions


In some circumstances, such as a result of an Ability, a model may Dodge or be required to
Reposition. A Dodge or Reposition can be in any direction and allows any change in facing. It is not
affected by terrain. It is not considered a Movement Action. A model that is Knocked Down cannot
Dodge.

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Intercept
If at any point during a model’s Movement Action it moves within 1" of an Enemy Model, which is
not itself Engaged, the Enemy Model may declare an Intercept. The Active Model immediately stops
its movement and the intercepting model makes a free, out-of-sequence Movement Action to take it
into base-to-base contact with the Active Model. The Active Model’s Movement Action then ends
and the model cannot move any further - both models are now Engaged.

If a model is intercepted whilst executing a Charge, its movement is stopped as above. It may now
initiate a Melee Combat with the intercepting model instead of the original target. All Melee Combat
modifiers are used.

A model that begins its activation 1" or less away from an Enemy Model, and moves out of the 1"
Intercept range, does not trigger an Intercept move. If it moves back within 1" range of that model,
or any other Enemy Model, it triggers the Intercept ability as normal.

Jumping & Falling


A model that is currently on elevated terrain may jump or be compelled to fall. The effects are the
same whether the action was wilful or not! Place the falling model as close to the point of falling on
the nearest piece of terrain below. Damage is taken based on the height of the elevation (see
“Damage from Jumping & Falling” on pXX).

This immediately ends the model’s Movement action.

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Combat Actions
Before or after Active Model has completed its Movement Action, it may elect to take a Combat
Action. A Combat Action can either be a Ranged Attack or a Melee Attack.

Melee Attack
Melee is the most bloody and brutal element of SLA CS1. It is also the most likely to result in Ratings
Points being awarded. Players use the following steps to resolve a melee combat:

1. The Active Player declares a Melee Attack


2. Players agree which models are Engaged in the combat
3. Players involved in the combat check for applicable bonuses and assign dice to their Combat
Pool
4. Players involved in the combat make an opposed roll using dice from the Combat Pool, take
the two highest values, add them and apply any further applicable bonuses
5. The player with the highest total works out their Margin of Success.
6. Any Ratings Points earned at this stage are immediately added to the winning player’s
Ratings Pool (see “Ratings Points & Ratings Pool” on pXX). As with Ranged Attacks, Ratings
Points can be gained by either player participating in the opposed roll
7. Damage is calculated (see “Damage” on pXX). Damage and any subsequent effects are then
applied

In order to declare a Melee Attack, a model must use a suitable melee weapon – there is typically at
least one melee weapon listed on the model’s Stat Card. Secondly, the model declaring a Melee
Attack must be Engaged - this might be the result of a Charge action.

Players then check which models are Engaged in the combat. Although a model can only make one
Melee Attack per activation, it may contribute to multiple Melee Attacks while it remains Engaged.

Once combatants are established, players form their Combat Pools. A model making a Melee Attack
begins with 2D10 in their combat pool. More dice may be added to the Combat Pool due to Abilities
or by meeting the following conditions:

Active Model bonuses for Melee Attacks


- Charge. A model that conducted a Charge adds a + 2 Modifier to its result.
- Prone Opponent. Conducting a Melee Attack against a Knocked Down model adds +2 to the
Active Model’s result.
- Friendly Assists. Each additional Friendly Model engaged with the target Enemy Model adds a
+1D10 to the Active Model’s Combat Pool.
- Rear Attack. A model that Engaged their opponent without their base being within the target
model’s Line of Sight for its entire activation adds a + 2 Modifier to its result. A model already
Engaged does not gain this bonus.
Target Model bonuses for Melee Attacks
- Enemy Assists. Each additional Enemy Model engaged with the Active Player’s model adds
+1D10 to the Target Model’s Combat Pool.

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Both players then roll the dice from their Combat Pool. Players add their respective model’s Melee
(Me) value, and any other bonuses, to the sum of the two highest results.

The winner is the model that scores the highest combined total. Successful Melee Attacks will cause
damage to the other model as described in “Damage” on pXX. It is important to note that, unlike a
Ranged Attack, either the Active or Target model involved in the Melee Attack will do damage to
their opponent even if they did not initiate the Melee Attack.

In an example, Brad’s Carrien and Sarah’s Shiver Sergeant are Engaged. Brad activates the Carrien
and declares an attack. Both players assign 2D10 to their Combat Pool. Brad rolls 5 and 8 and he
adds his model’s Melee (Me) value of 2 to the result, for a combined total of 15. Sarah’s Shiver
Sergeant rolls a double 6 and adds the model’s Melee (Me) value of 1 to the result giving a total of
13.

The Carrien has won with a MoS of 2! Damage will be calculated and applied to the Shiver –
however, the attack only gains a Mediocre Review, so generates no Ratings Points for Brad.

In another example, Brad has decided he wants that Shiver dead. Brad’s Carrien Alpha activates and
charges Sarah’s beleaguered Shiver Sergeant. The Shiver Sergeant is now Engaged with two models
from the Active Player’s Patrol! Brad and Sarah begin with 2D10 in their respective Combat Pools.
Brad will get +1D10 due to a Friendly Assist. Brad rolls 5, 6 and 9 and adds his model’s Melee (Me)
value of 3 and the additional +2 bonus for the Charge, for a combined total of 20. Sarah’s Shiver
Sergeant rolls a 3 and 7, adding the model’s Melee (Me) value of 3, to give a total of only 13.

The Carrien Alpha has won with a MoS of 7! The Alpha get +1 Damage Bonus and the attack received
a Compelling Review which generates 1 Ratings Point for Brad, which is immediately added to his
Ratings Pool. Sarah now applies the damage to his losing model.

Reorientation
Should a model win a Melee and find itself no longer Engaged, it may pivot to face any direction the
owning player wishes.

Picture: Picture:
ngaging from the rear arc reorienting after melee

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Ranged Attack
Ranged combat is deadly. SLA Industries manufactures a superb range of firepower and ammunition
which makes it easy to incapacitate and kill. However, Polls have shown that prolonged gun battles
do not draw the same ratings as a brutal melee and that collateral damage is much higher. Plus, you
can never be sure that your shot will be a guaranteed kill in the same way as an intimate melee.

Conducting a Ranged Attack is very much like conducting a Melee Attack and follows the steps
below

1. The Active Player declares a Ranged Attack after determining that the target is within range.
2. Players check Line of Sight and agree on what cover will affect the shot.
3. Players involved in the combat check for applicable bonuses and assign dice to their Combat
Pool.
4. Players involved in the combat make an opposed roll using dice from the Combat Pool, take
the two highest values, add them and apply any further applicable bonuses.
5. The player with the highest total works out their Margin of Success.
6. Any Ratings Points earned at this stage are immediately added to the winning player’s
Ratings Pool (see “Ratings Points & Ratings Pool” on pXX).
7. As with Melee Attacks, Ratings Points can be gained by either player participating in the
opposed roll.
8. Damage is calculated (see “Damage” on pXX). Damage and any subsequent effects are then
applied. Unlike Melee Attacks, if the winner of the opposed roll was the Target, no damage
is applied.

In order to declare a Ranged Attack, a model must be in possession of a ranged weapon - this will be
listed on the model’s Stat Card. Secondly, the model declaring a Ranged Attack must not be
Engaged. Finally, the model must be within range of the Target Model and have Line of Sight. If all of
these parameters are met, the player may execute a Ranged Attack.

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To make a Ranged Attack, the Active Player makes an opposed Ranged Attack versus the Target
Model’s player. To do so, players firstly each form their Combat Pool. A model making a Ranged
Attack begins with 2D10 in their combat pool. More dice may be added to the Combat Pool due to
Abilities or by meeting the following conditions:

Active Model bonuses for Range Attacks


- Aiming*. A model that forfeited its Movement Action may add a +2 modifier to their result.
- Close Range. A model firing at a target that is 6" or less is considered close range and adds
+1D10 to the Active Model’s Combat Pool.
- Large Target. If the Active Player executes a Ranged Attack at a Large Target they add +1D10 to
their Combat Pool. If a Target Model is Large it will be noted on its Stat Card.
*- Aiming bonus cannot be used when firing a Template weapon, or when firing in Over Watch.
Target Model bonuses for Range Attacks
- Intervening Model or Terrain. If Line of Sight is drawn through another model, or is obscured by
terrain, but the target is not within 1" and so cannot claim cover, add +1D10 to the Target Model’s
Combat Pool. Only apply this modifier once regardless of the amount of intervening
terrain/models
obscuring the shot - however, it may be stacked with the bonus for cover, if the Target Model is
also in cover.
- In Cover. A Target Model benefiting from cover while under fire adds +1D10 to its Combat Pool
(see “Terrain” on pXX).
- Emerging from Cover. If the Ranged Attack is an out-of-sequence reaction shot, as can happen
with a model performing Over Watch, and the Target Model (i.e., the target of the out-of-
sequence Ranged Attack) started its activation behind intervening terrain/models and/or cover,
the model adds +1D10 to its Combat Pool

Both players roll the dice from their Combat Pool. Players add their respective model’s stat value,
and any other bonuses, to the sum of the two highest results. The model taking the shot will add its
Firearms (Fa) stat, whilst the defending model will add its Evade (Ev) stat.

If the model conducting the Ranged Attack wins – i.e., the Active Player gets an MoS of 1 or more -
then the successful Ranged Attack will cause damage to the Enemy Model (see “Damage” on pXX).

Should the Active Model fail to generate a Margin of Success, the shot is considered a miss and no
further action is taken. Unlike with a Melee Attack, if the Target Model wins the opposed roll they do
not get to strike back - they are too busy ducking and dodging! However, the winner can still
generate Ratings Points, as dodging shots may still impress the crowds.

In one example, Sarah sees Brad’s Carrien Patrol bearing down upon him through the cover strewn
streets. On activating a Shiver, Sarah measures the range from the Shiver to the lead Carrien. It’s
within range, so Sarah declares a Ranged Attack. As Sarah’s Shiver has not moved, Sarah also
declares that she will forfeit the Shiver’s Movement Action to receive the bonus for Aiming. There’s
plenty of intervening terrain, so Brad will get +1D10 to his Combat Pool. Sarah then rolls 6 and 8,
adding the model’s Firearms (Fa) value of 2 and a bonus +2 for aiming for a total of 18. Brad rolls a 2,
3 and 9, selects the highest two dice and adds the Carrien’s Evade (Ev) value of 2 for a total of 14.

The Shiver has won with a MoS of 4. This gains a Mediocre Review with the TV watching public and
no Ratings Points are earned. In fact, no Damage Bonus is added either, so the base weapon damage
is used and the Carrien will have to take the hit.

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Shooting into Combat


When making a Ranged Attack at a Target Model that is Engaged with a Friendly Model, there is a
chance you could hit the friendly! After the attack has been declared, randomly determine which
Engaged model the shot hits. Once this is determined, work out the shot as normal. Once the shot
has been declared there is no going back!

If, at the point of declaring a ranged shot, a Ratings Ability is used by the Active Model, and the shot
now hits a target that the Ability cannot affect - e.g., flechette round versus an armoured target - the
Ratings Ability is cancelled and the effects are not applied. The Ratings Points used for the ability are
still spent, however - it’s a risky business firing at friends!

Use the following steps when shooting at an Engaged model:


1. The Active Player declares a Ranged Attack against an Enemy Model engaged with a Friendly
Model. Follow the normal rules for targeting the Enemy Model.
2. Randomly determine which model is hit. If a model engaged in the melee combat is
completely out of Line of Sight of the firing model, do not count this
3. model.
4. Once the target has been determined, work out any modifiers that come into play for the
shot against this model.

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DAMAGE
When making either a Ranged or Melee Attack, the winner of the opposed roll works out the
Damage Bonus, and Review given by the viewers, based upon their Margin of Success. The Review is
important because it is an indicator of how the attack has been judged by the viewers and this will
determine Rating Points gained by the attack.

MOS 0-4 5-9 10-14 15+


REVIEW Mediocre Solid Compelling Stunning
DMG BONUS 0 +1 +2 +3

For example, following a Melee Attack with a Nightstick, the winning model has an MoS of 11, which
is a Compelling attack giving +2 Damage Bonus! The Nightstick Dmg stat is 3 and the bonus adds a
further 2. The losing model now applies 5 Damage Points to their Armour and/or Hit Points.

Damage & Hit Points


Every model has a number of Hit Points which are noted on their Stat Card. When a model takes
damage they will first check if they have enough Armour Points to soak up some or all of the inflicted
Damage Points before reducing their Hit Points. When a model has no Hit Points remaining, it is
removed from play due to being incapacitated or killed.

Some damage is specifically applied to Hit Points. Where this is the case, Damage Points are applied
directly against Hit Points regardless of the presence of Armour Points. This will be stated on the
rules for the effect.

For example, a previously injured and Unarmoured Shiver has 3 Hit Points remaining. The Shiver
suffers 4 Damage Points from a Scav Scrounger’s Bully Boy shotgun. This will remove all of the
Shivers remaining Hit Points, taking it out of the game.

Damage & Armour


Damage taken by a model is first reduced by the models current Armour value, to a minimum value
of zero.

Every time a model takes a hit and its Armour absorbs any damage it will lose one Armour Point
regardless of the amount of damage soaked. This means that a model will reduce their Armour
Points by 1 whether they are hit for one, two or twenty Damage Points.

Once all Armour Points have been removed the model is classed as Unarmoured (see “Conditions”
on pXX). If the model is Unarmoured, Damage Points are applied directly to Hit Points.

For example, a Shiver has 2 Armour Points and 5 Hit Points. The Shiver suffers 4 Damage Points. The
Shiver Armour absorbs 2 points of this damage and the owning player marks the remaining 2
Damage Points off the Hit Points, leaving the Shiver with 3 Hit Points. They then reduce the Armour
by 1 point. Later, the same Shiver is struck for 3 Damage Points. This time the Shiver’s Armour soaks
up 1 Damage Point (the current Armour value) and the owning player reduces its Hit Points by 2,
leaving the Shiver with only 1 Hit Point remaining. They then reduce the Armour Points by 1 meaning
that the badly injured Shiver is now Unarmoured!

In another Example, a Shiver Dogeybone starts the turn with 5 Hit Points and 4 Armour Points. The
Dogeybone is hit during the turn and suffers 4 Damage Points. Its current Armour can absorb up to 4
Damage Points, so no damage is applied to its Hit Points. However, its Armour Points are reduced by

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1. The next time this Dogeybone takes a hit, its Armour will be capable of absorbing only 3 Damage
Points.

Damage from Jumping & Falling


A model that jumps or falls from elevated terrain (see “Jumping & Falling” on pXX) take Damage
Points based on the difference in height between the terrain they on which they started and the one
which they jump/fall to. Damage taken in this way ignores Armour Points and is applied directly to
Hit Points.

Consult the following chart to see what damage a model takes:

Level difference 1 2 3 4+
Damage 0 2 4 Instant death

If a model is pushed over an edge by an action, such as a Reposition, then it will fall. After damage
has been applied, if any, the falling model immediately suffers the Knock Down condition (see
“Conditions” on PXX). A model that has willingly jumped, as part of a Movement Action, has
prepared for the fall and does not suffer the Knock Down condition.

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ANCILLARY RULES
Conditions
Burning. A model set on fire is classed as Burning. A model that is Burning takes 2 Damage Points,
which do not ignore Armour, in the Maintenance Phase. The fire then goes out and this condition is
removed. Whilst suffering from the Burning condition a model’s base Movement is halved. A model
may put itself out by forfeiting its Movement Action to Stop, Drop & Roll, the condition is then
immediately removed.

Bleeding. A model suffering from this condition suffers 1 Damage Point, which ignore Armour, in the
Maintenance Phase. When the model next activates the condition is removed. Whilst suffering from
this condition the model may not use an Action to activate any equipment cards, nor may it activate
Equipment in the Maintenance Phase. A model may have this condition removed by a Friendly
Model using an appropriate Ability or Equipment – e.g., Med Kit.

Knocked Down. A model suffering this condition is prone and cannot move. It may not Dodge,
although it may be Repositioned as normal. A Knocked Down model may not initiate a Ranged or
Melee Attack, although it may defend itself as normal if attacked. To remove this condition, a model
must use an Action to Stand Up (see “Movement Actions” on pXX).

Poisoned. A model suffering from this condition suffers 1 Damage Point, which ignore Armour, in
the Maintenance Phase. This condition may be removed by some Abilities or Equipment – e.g., Med
Kit.

Stunned. A model suffering this condition loses 1 Action during its next activation. Remove this
condition in the subsequent Maintenance Phase.

Unarmoured. A model that has no Armour Points is considered Unarmoured. If a model’s armour is
repaired, or it gains new armour, then it is no longer classed as Unarmoured. Some models do not
have armour on their Stat Card, in this case they will start the game Unarmoured.

Unconscious. The model becomes Knocked Down and has its Actions reduced to 0. If an opponent’s
model becomes Engaged, the Unconscious model is removed from play.

Fear
Every model in SLA CS1 has a Fear (Fr) stat, but not every model causes fear. If two models are
within 6" of each other, have Line of Sight, and initiate either a Ranged or Melee Attack, both players
check the Fear rating on their model. If there is difference between the models Fear ratings then this
difference is subtracted from the dice roll of the model with the lower Fear (Fr) value.

In one example, a Shiver with a Fear (Fr) stat of 0 is charged by a Mutant Carrien with a Fear (Fr) stat
of 2. Both players follow the steps for a Melee Attack and work out modifiers as normal, the Shiver
receives a -2 penalty to her roll due to the Fear caused by the Mutant Carrien.

In another example, the Shiver is 4" away from the Mutant Carrien and declares a Ranged Attack.
However, because the Shiver is within 6" of the Mutant Carrien she is affected by its Fear. The Shiver
receives a -2 penalty to its ranged Attack test, but otherwise the Ranged Attack roll is worked out as
normal. If the Shiver has been standing 8" away from the Mutant Carrien, she would not be affected
by its Fear and the test would be conducted using all the normal modifiers.

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Grenades
An appropriately equipped model may elect to throw a grenade as their Shooting Action.

Place a 3” blast marker anywhere within the grenade’s range. The centre of the blast marker can be
no further than the specified range.

The distance a grenade can be thrown mostly depends on how strong a model is. To represent this
in CS1 the models base size will affect how far a grenade can be thrown. Consult the below chart to
see how far the throwing model may throw its grenade.

BASE SIZE GRENADE RANGE


30MM 8”
40MM 10”
50MM+ 12”

Once the Blast Template has been placed every model (friend or foe) that is within the template may
be hit by the grenade. These all then become Target Models.

The 3" template is then removed, unless specified in the rules for the grenade. The Active Model
makes a Ranged Combat test adding only its Firearms (Fa) stat. This becomes the Opposed Number
for the Target Models.

Each Target Model tests against the Opposed Number, making a Ranged Attack roll and adding only
their Evade (Ev) value. With the exception of the Firearms (Fa) and Evade (Ev) values, the normal
modifiers for Ranged Attack rolls are not applied. This means no model can aim, claim cover, etc.,
during a grenade attack.

Every Target Model which fails to beat the Opposed Number is hit by the grenade and suffers the
effects listed on the grenade’s equipment card. Should a Target Model gain a Margin of Success,
then it has managed to dodge the grenade attack and it is not affected.

The RPs are calculated as described in “Multiple Hits!” on pXX.

Some grenades, such as the DA240 Gas Riot grenade, have an ongoing effect which will be stated in
the grenade’s description. In this case, the 3" blast template remains in play until beginning of the
next Maintenance Phase when it is removed. Any model within the 3" template will suffer the
effects of the grenade.

Should a blast template be placed so it hits an Engaged model then this is considered to be shooting
into a melee (see “Shooting into Combat” on pXX). In this situation, all models Engaged with the
model within the blast template are hit, regardless of whether they are within the template, or not.

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In an example, Sarah’s Shiver sees the opportunity to throw a DA71 frag grenade at a pack two of
Brad’s Carrien. Sarah declares the Shiver is throwing a frag grenade and measures the distance – the
model can throw the grenade 8" due to the Shiver being on a 30mm base. Sarah is able to place the
3" blast template so that both Carrien are within the circumference.

Both players must now test to see if any of the Carrien are hit. Sarah rolls 2D10 and rolls a 5 and 8,
adding the Firearms (Fa) stat of 3 to the result for an Opposed Number total of 16. Brad rolls 6 and 4,
he adds the Carrien’s Evade (Ev) stat of 2 to the total of 12. Brad now rolls for the second Carrien and
rolls a 10 and a 6, he again adds the Evade (Ev) stat of 2 for a total of 18. The first Carrien has failed
to beat Sarah’s result and is hit by the grenade with a MoS of 4, the second Carrien has managed to
escape the blast and does not take any damage.

“You always were an asshole……”


Sometimes there’s just no way out. A model equipped with a frag grenade may detonate it in melee
in an effort to take themselves and the enemy out.

To pull off such a desperate move, the following criteria must be met:
 The model must be equipped with a frag grenade.
 The model must have been reduced to its last Hit Point.
 The model must begin its activation engaged by one or more Enemy Model

If the above is met, the model may forfeit both of its Actions to detonate the grenade. Centre the
blast template over the centre of the models base and then resolve the damage as per the normal
rules for grenades. When this action is completed, the Active Player earns an additional RP.

Template Weapons
Some weapons such as flame throwers and shotguns are short ranged but cover a wider area when
fired. These weapons will have the letter ‘T’ on the Stat Card instead of a range value in inches. If this
is the case, use the standard CS1 weapon template. Place the small end of the template so it touches
the firing models base, any model within the template is potentially hit by the ranged attack. This
template must be placed so it touches at least one Enemy Model’s base, if this is done and it also
touches a Friendly Models base then conduct the ranged attack as per normal against the Friendly
Model, but discount any Ratings Points earned against the Friendly model during this attack.

Using a template weapon, it is possible to hit multiple models with one shot. If this is the case, the
Active Model makes a single ranged attack roll of 2D10 and adds its Firearms (Fa) stat and any other
relevant modifiers – this becomes the Opposed Number. For each model within the template, make
a ranged attack roll versus this Opposed Number. Models making this test roll 2D10 and add their
Evade (Ev) stat.

All Ranged Attack modifiers, with the exception of aiming, may be used whilst making an attack with
a template weapon. However if the weapon being used is a Flame Thrower targets hit by the
template cannot claim cover or intervening terrain bonuses.

Any model that beats the firing models result is not hit by the shot. Any model that fails to roll higher
than the firing models result is hit by the shot and suffers damage as normal.

If the Active Player declares a template ranged attack into a piece of terrain that has multiple levels
they must declare which level the shot is to be placed up to a range of +/-2 levels. Place the
template on the designated level using the normal rules for template weapons stated above, only
models on the designated height level are hit by the template.

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TERRAIN
As part of the pre-game sequence players must define terrain on the board, agreeing the
classification of each piece. Terrain can be classified in a number of ways:

Open terrain. This terrain does not effect a model’s movement in any way. Terrain features such as
doorways, stairs and ladders are classed as Open.

Difficult Terrain. This may be rubble choked streets, shallow water or some other unsavoury
substances that your model wishes to navigate. Moving through difficult terrain slows the
movement of models. When a model moves through difficult terrain, reduce their maximum
Movement for the turn by 2". Should they may move through multiple distinct areas of difficult
terrain in one Movement Action, they will only apply the penalty once.

For example, as a Shiver stalks silently through a sewage collection pool to outflank the Scav
Marauder, they move at 2”, rather than the usual 4”.

Picture:
moving over multiple patches of difficult
terrain

Impassable Terrain. Thick walls and large pieces of terrain, greater than twice the model’s base in
height, that cannot be climbed or moved through can be classed as Impassable. A model cannot
move through or over impassable terrain.

Obstacles. Barriers, fences, window frames, and other small pieces of scattered terrain up to the
model’s base in width. These will provide cover, but should they be small enough may not hinder
movement. Should the obstacle be up to the model’s base size in height, then it can be crossed with
ease. An obstacle between 1 and 2 times the model’s base in height will count as Difficult Terrain
and incur the Movement penalty, above. Obstacles greater than twice the model’s base in height
count as Impassable Terrain.

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Picture:
Picture:
obstacles affecting differently based
obstacles affecting models
models in different ways

Cover. Any piece of terrain that obscures Line of Sight to a model in any way during a ranged attack
from the attacking model will give that model the benefit of cover. A model must be within 1” of
that piece of terrain to claim cover.

Climbable. Players agree on which pieces of terrain can be climbed by a model. It may be that some
walls have enough hand holds for a model climb the surface or there may be a ladder attached to
the wall which a model may use. It may be that the terrain pieces available clearly do not have such
features, in which case, players may designate that any point of a vertical surface may be climbed.

Elevated. This covers buildings, rooftops, rocky outcrops, etc., where the elevation is at a greater
height than the majority of the table.

When setting up (see “Setting up a game” on pXX) players must agree to which Level each piece of
elevated terrain belongs. We recommend that every 3" in vertical height is designated a Level. For
example, a two-storey ruined building that has floor levels every 3" which a model may stand on.
The ground floor would be Level 0, the first floor would be Level 1 and the second floor Level 2. If
models can stand on the roof, then the roof would be Level 3

Players undoubtedly have a variety of terrain in their collection which will come in many different
shapes and sizes. Please apply the guidelines on designating Levels as appropriate to what you have
available.

Gaps. Some terrain pieces will feature holes in the floor or gaps between walk ways. Any gap that is
smaller than the Active Model’s base may be moved over by a model as part of a Movement Action.
To complete a jump, a model must have sufficient space on either side of the gap for its base to fit
without over-hanging. A model may jump or fall from an elevated terrain and might take damage
dependent on the number of Levels (see “Damage from Jumping & Falling” on pXX).

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PATROLS
SLA CS1 is a skirmish level game which uses a small number of combatants, doing battle over a set
objective. In these rules, each player’s collection of models is referred to as a Patrol.

As a part of the pre-game sequence, players are free to choose what faction they play and what
models are in their Patrol. Typically, this might be done a good amount of time before the game, but
changes are permitted after the terrain has been set up (see “Setting up a game” on pXX). The
following rules are used to guide players on building that Patrol.

Purchasing a Patrol
In the World of Progress, everything comes at a price - even flesh. Mr Slayer has a business to run
and successful business means being cost effective. Players use Creds to hire their Patrols and
purchase Equipment before a game. Here at SLA Industries, we recommend players purchase Patrols
direct from us at a discount price and we suggest that Patrols should range from 90 to 150 Creds for
a standard Patrol. Players are free to use more Creds but must be warned about higher interest rates
for such loans.

When building a roster players use Creds to determine what models and Equipment they can
purchase. Each model and equipment card will have a Cred value listed on it. If players agree to a
game with a limit of 150 Creds then purchases may not go over this value. Players are free to
purchase whatever model they like, as long as they can afford it and they follow the guidelines for
Threat Levels.

Threat Level
Every unit type in SLA CS1 is assigned a Threat Level, this level is an indicator on how dangerous SLA
Industries consider a unit to be. The Threat Level also describes the rarity of a model. Depending on
the Threat Level, multiples of the same model may be restricted. You may still have other, different
models at the same Threat Level, as long as they also abide to the same restriction.

The Threat Level is based on a three tier system:

TL:High. These are the most dangerous inhabitants of Cannibal Sector 1. They are most commonly
the leaders of a Patrol, or are the most elite troops available to a faction. They are also the rarest
and, as such, acquiring their services is costly. Models that are classified as TL:High may only be
taken once in a Patrol.

TL:Medium. Every faction has its experienced troops and enforcers who have seen battle and have
gotten the T-shirt. These units form the hard core of any Patrol. A model that is TL:Medium may be
taken no more than twice in a Patrol roster.

TL:Low. SLA Industries considers anything rated as TL:Low to be either low risk or unclassified. It is a
dangerous policy that has led to many Shiver Patrols walking into certain doom. A TL:Low unit
typically represents the soldier class of any faction, but units that are too difficult to classify are
sometimes incorrectly rated as TL:Low. A model with a TL:Low may be taken any number of times in
a Patrol roster.

Leaders
Each Patrol must have a leader. Someone has to sort out pay or decide who gets the tasty rump to
eat. A Patrol must have one Leader type model and may only take one unit classed as a Leader.
Leader units will be designated on the model’s Stat Card for every faction. Some Leader units may
also be Named Units.

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Named Units
In the world of SLA CS1, life is all about the Ratings. With every TV show, certain characters draw far
more attention to themselves and thus become celebrities. Whether it be a hero or a villain, a
Named Unit distinguishes itself from the crowd.

Named Units have acquired their own style of combat and equipment over time, so they may not be
given additional Equipment and cannot purchase equipment from the SLA equipment list. If a
Named Unit is designated as a Leader, it may be chosen as the Patrol’s Leader in the same manner
as any other Leader Unit. A Named Unit may not be duplicated in a roster regardless of its Threat
Level.

Agents
There are many characters and personalities in the world of SLA CS:1 ranging from the operatives of
SLA industries to the deadly Manchines. These characters get regular coverage in the combat zone
and many are considered heroes and celebrities while some fit the role of nefarious villains, either
way it makes good viewing. These individuals are not necessarily aligned to a specific faction they
could be a wandering Ebon searching the ruins of CS:1 for valuable glyphs or a SLA operative working
alongside a Shiver patrol tasked with bringing in a dangerous offender. The very same SLA operative
could be spotted the following week at the scene of a Scav raid.
The following rules allow players to purchase and use these characters in a standard game of
CS:1. When players are building their patrols along with the normal restrictions for purchasing
models each patrol has what we refer to as a “Solo” slot. A solo slot may be filled with a model
purchased from the Agent list as long as that particular Agent will work for the player’s faction.
An Agent stat card will list what factions the model can and cannot be purchased for and in many
ways will have all the stats and information that is contained on any other stat card in the game. A
patrol may only ever have one Agent at a time.
During a game of CS:1 players may purchase agents as part of their patrols with the following rules
and restrictions in place.
 Agents do not count as friendly models and may not be effected by friendly abilities and
ratings abilities. For example the Shiver Sgts “Fire at will” ability.

 Agents CAN be affected by abilities and ratings abilities from enemy models.
 Agents generate ratings points as per the normal rules for the active player.

 An Agent that is named cannot purchase additional equipment from the equipment
deck.
 Agents are affected by Ebb powers from both friendly and enemy models.

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Equipment
Most of the factions in SLA have access to certain types of equipment, weapons, grenades, combat
drugs, etc. For games purposes the following rules cover a faction’s ability to access such equipment
during game. To represent what each model in a game of CS:1 can access we consult the models
Equipment Access System level or commonly known as the EAS level. Each model will have an EAS
level listed on its stat card.

Equipment is purchased before the game when players are selecting their Patrols. Like a models stat
card each piece of equipment has a stat card which will show how many Creds the piece costs to
purchase, what EAS level is required and what equipment slot the piece of will use. The individual
description on the card will state when and how a piece of equipment is used.

A model’s EAS level dictates what level equipment they have access to and how many pieces they
can carry. For example a Scav with EAS Level 2 clearance can access items up to level 2 and may
carry two items. This number also represent the level of armour and weapons this model may
purchase alongside any other equipment. The following chart applies:

EAS Level Equipment Clearance


0 Level 0 items only and may carry 1 item.
1 Level 1 equipment and may carry 1 item.
2 Up to Level 2 equipment and may carry 2 items
3 Up to level 3 equipment and may carry 3 items.

Some equipment cards are one-use only and must be discarded after use, it will state if the
equipment is one use only in the item’s description text.

Equipment is broken into different categories these being Armour, Weapons, Items and Combat
Drugs. The following sections will address each section and how they interact with your models.

Armour
A model will usually have an armour value listed on its stat card as most of the inhabitants of CS:1
have learned to protect themselves in one way or another, this represents the standard armour the
model is equipped with. Some models have a sufficient EAS level and may purchase other armour
types that its EAS level will allow. A model may only carry one type of armour so if it does purchase
another type of armour from the equipment list this will replace its old armour stat.

Weapons
Most stat cards in SLA CS1 list a models weapons, these are usually a ranged weapon and a melee
weapon although some have two ranged or some just have one of a certain type for example the
Lesser Carrien carries only a single melee weapon. This represents the models proficiency in combat
with such weapons and the type of weapons it is allowed to use in game. A model may upgrade its
weapon depending on its EAS level with the following restriction. A model may only replace its
weapon with a weapon of the same type, for example a melee weapon may only be replaced with a
melee weapon and the same for ranged weapons. A model may not carry more than one type of
weapon unless its stat card originally had two of the same type listed.

Equipment Items
Equipment falling under this category will be listed as Item. The restrictions from the models EAS
level come into play here and a model may only carry the amount of items allowed by its EAS level.
For example a SLA operative with SLA clearance three may carry three Items of up to EAS level 3.
(See the above chart)

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Combat Drugs

Combat drugs are used daily by many of the inhabitants of CS:1. Combat drugs follow the same
rules as other items in that they have a cred cost and an EAS level. However combat drugs do not
take up any item slot and a model is not restricted to the amount it may carry. A models EAS level
will represent the level of Combat Drugs it can purchase but not the amount it can carry. In essence
a model is allowed to carry as many combat drugs as it wishes as long as you have the creds to pay
for them.

Equipment Example:
Doris is playing Scavs and is currently building her patrol and feels that she is lacking a model that
can take the fight to the enemy. She takes a Scav Marauder who has an EAS level of 2. Doris
decides the Marauder has enough armour but she does however want a Scout helmet and upgrades
the Marauders armour slot with the Scout Helmet card. She then upgrades the Marauders combat
Knife with a GASH Chain Axe and leaves it with its GA50 Assault rifle.

Finally Doris gives the Marauder a Boopa Compressed Air Syringe and Drug injection system (CASDIS)
and 2 doses of Kick Start combat drugs and 1 dose of Rush.

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SCENARIOS
In SLA CS1, a typical game between two players will be based on one of the standard scenarios.
These scenarios are detailed in this section of the rule book. The scenarios have been designed to
allow players to test their Patrols against their opponent’s in a balanced and interesting way.

When setting up a game (see “Setting up a game” on pXX), the players should roll for deployment
type and roll for the scenario after the terrain has been placed and the Patrols have been
announced.

Each scenario is one of two broad types, which determine the primary objective. The type is stated
in the scenario’s description. In either case, a draw in victory conditions for the primary objective is
typically resolved by comparing the RP totals at the end of the game, as the secondary objective.
Scenario descriptions will give details on the primary and secondary victory conditions to be used.

The type definitions are:

Tactical
These give each player an equal opportunity to claim victory by securing Victory Points (VPs)
throughout the game. The scenario description will detail the ways to earn VPs during play.

Murder Death Kill (MDK)


Some scenarios use Creds to determine the primary objective winner. For example, in Slaughter
House players are awarded the Creds value of models killed, with the player who has claimed the
most Creds by the end of the game winning. Equipment cost of each model’s initial load-out is added
to this total, even if the piece of equipment has been used and discarded or given to another model.

For example, a model that is worth 8 Creds, plus an additional 2 Creds worth of equipment, awards
10 Creds to the opponent for the kill. If that model’s equipment had been a frag grenade, but it had
already been used prior to being scalped, the cost of the grenade would still be counted in the total.

Deployment
There are four different ways that players may be able to deploy their Patrols. These are each
represented in this book by a deployment map. Despite being different, there are several elements
of the board that will remain the same. The board will always have a centre line extending across the
board, dividing it into two equal halves. This line does not necessarily need to be physically marked
on the playing area. The centre line will be marked on the deployment map for reference.

Once the centre line is established, each player will be designated a table half and a deployment
zone. Players may only deploy their Patrols in their own deployment zone. Some models may be
allowed to deploy outside of this deployment zone but never in the opponent’s half of the table.

Some scenarios may require you to establish table quarters. To do this, simply divide the table into
four equal areas. Assuming that you are using a standard 3' x 3' board, these areas will be 18" x 18"
squares.

Scenario Deployment type


There are four different ways players may be able to deploy their patrols these are represented in
this book by the deployment maps. Despite being different there are several elements of the board
that will remain the same.

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Each board will always have a centre line; this is a line that goes across the board (not necessarily
marked) which divides the board into two equal halves. The centre line will be marked on the
deployment map for you as reference.

Once the centreline is established each player will have a table half and a deployment zone. Players
may only deploy their patrols in their own deployment zone, some models may be allowed to deploy
outside of this deployment zone but never in the opponent’s half of the table.

Some scenarios may require you to establish table quarters. To do this simply divide the table into
four equal 18” by 18” squares.

Deployment type
To determine the scenario deployment type one player rolls 1D10, the result is then applied to the
table below which will determine which deployment type is used.

1-3 Corner Pocket


4-6 Head on
7-9 Flanking
10 Choose one of the above, or roll again

Corner Pocket Head On

9”

9”

Flanking
18”
9”

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Roll for Scenario


Once deployment type has been established one player rolls 1D10 to determine which scenario will
be used as the primary objective (Note at this stage in the beta test only two are available, more will
follow) the result is then applied to the table below which will determine which scenario is used.

1,2 Slaughter House


3,4 Quadrant search
5,6 Prime Time TV
7,8 Rescue Mission
9,10 Choose one of the above, or roll again

Slaughter House (MDK)


Deployment:
Players roll 2D10, the highest chooses which side of the board to deploy in. This player then deploys
all of their patrol models. The other player then deploys all their models in the opposite deployment
zone. Models may use any deployment abilities such as Scout, etc.

Primary Objective:
Mark the centre of the board with a suitable static marker (see “Static Markers ” on pX). In this
scenario, a model may only claim Creds from a kill if the Active Model claiming the kill is within 9" of
the centre marker. The Target Model, if killed, does not have to be within 9" of the centre marker to
give away Creds. Models that are killed as a result of falling damage, or damage from conditions
such as poisoned, will award Creds to the opponent regardless of their position on the board.

9”
18”

18”

Game Length:
This scenario last for 6 turns. At the end of turn 6 the player who activated the last model rolls
1D10, if the result is 6+ play a 7th turn if not the game ends.

Victory Conditions:
The player who ends the game having claimed the most Creds is the winner. Should both players
have an equal number of Creds then the scenario is a tie and players will refer to Ratings Points as
the tie breaker.

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Quadrant Search (Tactical)


Deployment:
Players roll 2D10; the highest chooses which side of the board to deploy in. This player then deploys
all of their patrol models. The other player then deploys all their models in the opposite deployment
zone. Models may use any deployment special rules such as scout etc.

Primary Objective:
Divide the board into quarters and place a suitable static marker (see “Static Markers ” on p5) in the
centre of each quadrant. Place a 5th marker in the centre of the board. These markers begin the
game neutral, to claim a marker a player must move a model into base-to-base with the marker and
spend an Action to interact with it. Once claimed the marker belongs to the claiming faction and
remains so until either the game ends or a model from the enemy faction claims it in the same
manner. A marker cannot be claimed if a model from the enemy faction is also in base-to-base
contact with the marker.

Secondary Objective
Given a tie in VPs, the player’s RP totals, at the end of the game, will determine a winner.

Game Length:
This scenario last for 6 turns. At the end of turn 6 the player who activated the last model rolls
1D10, if the result is 6+ play a 7th turn if not the game ends.

Victory Conditions
At the end of the game award a VP to each player for each marker they have claimed for their
faction. Neutral markers do not award VP’s. If both players earn the same amount of VP’s at the
end of the game then the player with the most RT points wins.

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Prime Time TV (Tactical)


Deployment:
Players roll 2D10, the highest chooses which side of the board to deploy in. This player then deploys
all of their patrol models. The other player then deploys all their models in the opposite deployment
zone. Models may use any deployment special rules such as scout but may never use this ability to
deploy inside the scoring zone etc.

Primary Objective:
Before the game mark out an area in the centre of the board 9" x 9", this represents an area where
Prime Time television cameras are rolling. At the end of each turn, at the end of the Commercial
Break phase, the players work out how many Creds each model is worth within the 9" x 9" box. The
player with the most Creds inside the box earns a VP.

Secondary Objective:
Given a tie in VPs, the player’s RP totals, at the end of the game, will determine a winner.

9”

18” 9”

18”

Game Length:
This scenario last for 6 turns. At the end of turn 6 the player who activated the last model rolls
1D10, if the result is 6+ play a 7th turn if not the game ends.

Victory Conditions:
At the end of the game the player who has earned the most VP’s wins the game. If both players
earn the same amount of VP’s at the end of the game then the player with the most RT points wins.

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Rescue Mission (Tactical)


Deployment:
Players roll 2D10, the highest chooses which side of the board to deploy in. This player then deploys
all of their patrol models. The other player then deploys all their models in the opposite deployment
zone. Models may use any deployment special rules such as scout but may not use this ability to
deploy within 8” of the objective marker etc.

Primary Objective:
Place a marker in the centre of the board, this could represent a downed agent or a fresh tasty
corpse, depending on what tickles your fancy. From the beginning of turn 2 onwards, a model may
move into base-to-base contact with this marker and use an Action it to pick it up. The marker then
remains in base-to-base contact with this carrier.

When a player gains possession of the marker they are given 1 VP. If they lose possession of the
marker, they lose that VP.

Once a model has become the carrier, it may act as normal. However, whilst in possession of the
marker, the carrier may never move more than its base movement, under any circumstances. A
carrier model may drop the marker in the Maintenance Phase, if it so wishes. If the carrier is killed,
leave the marker in the exact spot it was when the carrier was removed from the table.

A model that completes a successful Melee Attack against the carrier model, may elect for forego all
damage and effects of the Melee Attack and instead snatch the marker from target.

Secondary Objective:
Given a tie in VPs, the player’s RP totals, at the end of the game, will determine a winner.

Game Length:
This scenario last for 6 turns. At the end of turn 6 the player who activated the last model rolls
1D10, if the result is 6+ play a 7th turn if not the game ends.

Victory Conditions:
At the end of the game the player who has the marker possessed by one of their models wins the
game. If no model possess the marker the game is a draw and the player with the most RT points
wins.

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DENIZENS OF CANNIBAL SECTOR 1 (OPTIONAL RULES)

Players can if they wish play CS:1 using the following rules which allow players to feature the many
dangerous inhabitants of CS:1 in their games, we refer to this as using the Denizen deck.
In a game that uses the Denizen deck players create a deck of cards which becomes the Denizen
deck, this deck must contain at least 15 cards but has no limit on the maximum number of cards
used. The Denizen deck may contain any stat card from any faction from CS:1 and also any of the
special Denizen cards available. Both players should agree on the deck size and what cards go into
the deck.

Once players have created the deck shuffle it and commence playing your game scenario as normal
however use the following extra rules during play.

Denizen stat cards


Each Denizen has its own stat card which similar to other stat cards in the game will list the Denizens
stats, hit points, armour and weapons. Denizens do not use ratings abilities but may have passive
abilities which are used as normal. A Denizens stat card will also have a behaviour type listed which
will determine how the Denizen interacts with the game.

Like all other models in the game Denizens have two action points per activation.

Denizen Phase
If using these rules player will now have an extra phase during their turn called the Denizen phase.
The Denizen phase takes place after both players have finished activating their models but before
the Commercial Break phase.

On the first turn of the game at the beginning of the Denizen phase both players roll off and the
highest scorer draws the top card from the Denizen deck, this will be the first Denizen to enter play.
The Denizen then enters play from a randomly chosen board edge which is not either players
deployment zone, the player who drew the card decides where on the board edge the Denizen is
placed.

Once a Denizen is deployed it uses the following rules to determine its actions. A Denizen will have a
behaviour type listed on its stat card, this will either be ranged or melee. It represents the Denizens
style of combat and how it stalks its prey on the battlefield.

Melee Denizens
A melee Denizen will seek to close the distance with its prey and get stuck into melee combat. If at
the start of its activation a Melee Denizen can declare a charge action against a model then it will do
so and it will charge the nearest model. All the normal rules for charging apply to the Denizen as it
would to any other model in the game.

If the Denizen cannot declare a charge against a model it will make a run action towards the nearest
model to it whether it has line of sight or not. This move will follow the most direct path as possible,
the Denizen will move over difficult terrain features but will move around obstructions.

If a Melee Denizen begins its activation engaged in combat it will continue to fight as normal and
spend its actions to fight in melee. A melee Denizen will never break off from being engaged.

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CS1 Ruleset – 07/06/2017 Beta 2.4

Ranged Denizens
Ranged Denizens prefer to use their ranged arsenal to destroy their prey. At the start of the
Denizens activation check to see if it can make a ranged attack against any available targets. The
ranged Denizen will target the closest model to it unless there is another model available to shoot at
which is easier to hit for example a model not stood in cover. If there is a valid target the Denizen
will forfeit its move action and make an Aim action, it will then make a ranged attack.

If there is no valid target at the start of its activation the Denizen will make a move action towards
the nearest model to it. It will end its movement facing this model and then spend its second action
to go into Overwatch following all the normal rules for Overwatch. (Note this Overwatch action is
free to use unlike the standard Overwatch rules)

If the model ends it movement facing a solid object such as a brick wall it cannot see over then
rotate the Denizen so its line of sight is not blocked and then ends its activation.
The Denizen will remain in Overwatch until its next activation or it shoots at a valid target.

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