You are on page 1of 4

Mutant (STRIKE with disadvantage)

PLASTIC BASTARDS
Hateful (+damage vs down or broken guys)
Armoured (+tough)
This world was glorious once but now it has fallen to ruin,
Brutal (+damage in melee)
insurrection and disrepair. Bands of warriors fight over the
Dead-Eye (+damage at range)
shattered remnants in search of freedom, glory and profit.
Hoarding (first ammo token spent is free)
Mechanical (Spend ammo to re-draw a card)
This is a miniatures storytelling game. To play, you’ll need to build
Bound (Pick a guy; they have ++tough when this guy is within 2”)
between 3 and 6 horrible little guys out of whatever bits you have
Mounted (MOVE 6”, can’t use stairs or ladders)
to hand. Don’t worry too much about planning the gang before you
Undying (RECOVER to Standing or Stand Up from down, can’t
build them; make them first and then work out what they do.
discard cards to make extra actions)
Heavily Armoured (++tough, all MOVE actions at -2”)
You’ll also need a standard deck of playing cards, jokers removed.

WEAPONS
MAKING YOUR GANG OF WEIRDOS Each guy can carry up to two weapons. Carrying two of the same
You get 40 points to spend on your gang. Generally: the more type gives advantage on attacks.
guys you have in your gang, the less good each one will be.
Choose one of your guys to be your Leader. MELEE
Knife/Boots/Gauntlets - Make STRIKE actions (free)
MOTIVATION Blade/Cudgel/Axe - +damage (1pt)
Pick one and note it down - this determines your trump suit. On Spear/Shield/Staff - melee defend w. Advantage (1pt)
their go your Leader can make any friend they can see perform
the listed Bonus action if you discard a card from your hand. GUNS
Pistol/Revolver/Carbine - +damage, Advantage 2” or under (1pt)
Deranged notions of HONOUR ♠ Rifle/Launcher/Cannon - +damage, Advantage 12” or over (2pt)
Knights, soldiers, alien manhunters
Bonus: AIM or STRIKE MODIFICATIONS
A weapon can have up to 3 mods. Each costs 1 point.
The favour of fallen GODS ♥
Cults, pilgrims, heretics, paladins Fancy or Long (advantage over 12”)
Bonus: RECOVER or STRIKE Heavy or Big (+ damage)
High-tech or Alien (++ damage, +1 ammo to use)
CASH or cash equivalent ♦ Auto- or Chain- (may go full auto)
Mercenaries, corporate agents, bounty hunters Scatter (draw vs another guy within 3” of target)
Bonus: DISENGAGE or SHOOT Explosive (as above but 6” of target, +1 ammo to use)

HUNGER and strife ♣


Beasts, bandits, rebels, iconoclasts
Bonus: MOVE or SHOVE

KINDS OF GUY
GRUNT (just your regular kind of guy) 5 points
+Tough

SNEAK (fragile experts) 4 points


Advantage on Attack

BRUISER (massive bastards) 6 points


++Tough, Disadvantage when shot at

WRETCH (scrawny little buggers) 4 points


Advantage when shot at

ABILITIES
You can buy up to 3 abilities for each guy. Each costs 1 point; no
two guys can have the same set of abilities, and you can’t buy the
same one more than once per guy. (Some abilities list action types
in CAPITAL LETTERS. You can do each for free on your turn if
you have the ability.)

Hefty (SHOVE)
Cackling (pull enemy 2”)
Hard-bitten (RECOVER)
Trigger-Happy (SHOOT with disadvantage)
Mad (MOVE toward enemy you can see)
Craven (MOVE away from enemy you can see)
Shifty (MOVE to where no enemies can see you)
SETUP AND SCENARIO PLAY ORDER

Get a 2’x2’ space and put little buildings and stuff in it. (If you don’t TURNS AND GOES
have little buildings, use books or whatever.) Set up your guys Each turn, take a hand of 3 cards each, +1 card if half of more of
however makes sense in opposing corners. your guys are dead. Each player draws a card and highest (or
trump) gets first go.
Each player draws 2 objectives and places tokens for them on the
board - towards the middle of the table is more exciting. Answer On your go, pick a guy of yours who hasn’t acted yet - they can
the following: perform one MAJOR and one MINOR action. Then your opponent
does the same for their guys. When everyone’s guys have acted,
- Whose territory is this? Is it anyone’s? discard your hands, draw a new hand, and begin a new turn.
- Why is this area important?
- What do I want to do to the objectives? MAJOR ACTIONS
- What don’t I want you to do to the objectives? SHOOT - Spend an ammo token. Shoot a gun at a guy within line
of sight but not in contact with you or your mates.
Form the narrative and the stakes of your fight. Work out what STRIKE - Attack a guy in contact with you using a melee weapon.
each objective is in the fiction and what your goals are. If an MINOR - Perform any MINOR ACTION.
objective doesn’t fit or you don’t have the miniature for it, redraw
or pick a new one. MINOR ACTIONS
MOVE - Move 4” OR if in contact with an enemy Disengage 2”.
A-2: TREASURE. Owned by your opponent. Carry it off your AIM - Gain advantage on your next SHOOT action.
corner of the board. Disadvantage to defend while you’re carrying RECOVER - Go from Broken to Down, or Down to standing.
it cause it’s heavy and they want it back. SHOVE - Move guy in contact 2”, may follow

3: ASSET. (Valuable? Strategic? Sacred?) STRIKE, target +tough. ENDING THE GAME
If it’s BROKEN or DEAD you’ve sabotaged it. At the end of turn 5, draw a card. If it’s 7 or higher, the game ends
- otherwise, play for another turn, and then the game ends.
4: TERRITORY. (Valuable? Strategic? Sacred?) Have more guys
within 2” of it at the end of the game than your opponent does to Did you satisfy the goals you declared at the start of the fight?
control it. You’ve won (for what it’s worth). Work out what happened and set
up the next game accordingly. Like: if my guys stole all your relics,
5: VICTIM. (Assassinate? Extract?) Place a Wretch on the table. maybe now I’m setting up a new church and you want to ambush
They move along with anyone in contact but can’t otherwise make the first sermon.
actions. Kill, abduct or protect them.

6: ALLY. (Prisoner? Informant? Innocent?) As Victim but they’re


under your control once you rescue them, and they have a knife.

7: RELIC. (Tech? Magic? Holy?) While you carry it, your attacks
gain +damage. If you draw a King on your go, the relic breaks.

8: EXPLOSIVE. (Red barrel? Bomb?) SHOOT it. If it’s BROKEN or


DEAD it blows up: attack everyone within [card draw]”.

9: AMMO DUMP. +3 ammo tokens. Or blow it up as EXPLOSIVE.

10: GUN EMPLACEMENT. Gun worth 3 points, doesn’t use ammo


tokens to fire (but must spend them to go full auto).

J: HAZARD. Draw another card to see what’s within the hazardous


area. If you end your turn within 2” of it, draw on the Hit chart and
downgrade with +Tough as normal.

Q: VEHICLE. (Steal it? Show it off?) Get in and drive it around 6”


as a MOVE action; everyone inside is in cover. Can be shot at as
EXPLOSIVE, target +tough.

K: MONSTER. Make a guy worth 8 points. Either player can


activate it once a round instead of activating one of their guys.
First player to kill it gets a trophy and associated honour.
RULES FOR KILLING EACH OTHER HIT CHART
Draw a card and consult. For each +damage you have, shift up
one result. For each +tough the target has, shift down one result. If
FIGHTING
you draw a King, target is DEAD regardless of +tough.
To do fighting, attacker and defender draw cards: if attacker draws
or is higher, draw a hit card (see below).
K, Q, J DEAD. Take the model off the battlefield.
10-9 Target is PUSHED and BROKEN.
If you have Advantage, draw 2 cards and play either; if your
8-7 Target is BROKEN.
opponent has Advantage, they draw 2 instead. These criteria
6-5 Target is PUSHED and goes DOWN.
cancel each other out, i.e. your gun grants you advantage over
4-3 Target is DOWN.
12”, and shooting a target over 12” gives the target advantage, so
2-A Target is PUSHED.
if your target is over 12” you both draw one card.

BROKEN.
YOU HAVE ADVANTAGE IF...
Lay the guy face-down. Broken guys can’t take actions aside from
You’re higher up than the target
RECOVER. They defend in melee with disadvantage. If a Broken
You land on top of the target
guy is Broken again or knocked down, they’re DEAD.
You aimed this turn
Your equipment/abilities say you do
DOWN.
Lay the guy face-up. All movement is halved until they spend a
YOUR OPPONENT HAS ADVANTAGE IF...
RECOVER action to stand up. If a guy is downed again when
At least half their body is obscured by terrain or other models
they’re already down, they’re BROKEN.
Your equipment/abilities say you have disadvantage
You go full-auto
PUSHED
(Shoot) They’re under 2” away
SHOOT: Draw a card. Target moves half card value away from
(Shoot) They’re over 12” away
attacker, towards cover, or both if possible. K/Q/J = 6”
STRIKE: As SHOVE.
TRUMP SUITS
If you resolve an action by drawing a card with your trump suit on
it, you automatically win - unless the opponent also draws a trump OTHER STUFF
card, in which case the higher card wins. INVENTING RULES AND THE GAMESMASTER
PLASTIC BASTARDS is not a complete game - you need to fill in
YOUR HAND the gaps yourself. Combine objectives, change the numbers,
You can only discard once per go. invent new rules, try weird scenarios. Don’t worry about it being
Discard a card to make another Minor action. balanced - you’re telling a story about your guys, not trying to beat
Discard a card to trigger your Leader’s special ability. each other at chess.
Discard a face card to make another Major action.
As such you should have a gamesmaster present, or if you can’t
AMMO find a gamesmaster, just try to be cool. That way if a situation
You begin the game with 5 ammo tokens. If you kill a guy in comes up I haven’t done rules for, they (or you, if you’re cool) can
melee, take an ammo token off your opponent. Spend one every adjudicate some quick rules for it. They can also help set up the
time you make a SHOOT action. scenario so each side can have a good time.

You can spend a token to go full-auto if your weapon allows you CAMPAIGN PLAY
to, then make another attack action at Disadvantage. Replace dead guys with new guys worth the same points, or
model injuries on dead guys and narrate a miraculous recovery. Or
just play with fewer guys next time.

When you play a game, spend 3 points on a new thing for a guy
(as long as you model it on). You can save up and buy more guys
instead if you want. If you stole something cool during the battle,
gain 5 points instead.
TRENCH PILGRIMS

Grubby remnants of a once-great military. Making a tour of historic


battlefields (or what they reckon are historic battlefields) and
re-enacting great conflicts with anyone nearby.

Fighting for deranged notions of HONOUR (Spades)

LORD CHALK
Last scion of the Great Warlords, or so he claims
Leader (AIM or STRIKE)
Sneak 4
Heavy Blade 2
Revolver 1
7

SIR CLAYE
Hot-headed upstart desperate for approval
Grunt 5
Scatter Pistol 2
Shield 1
Armoured 1
8

FATHER LOAM
Lunatic priest of Mire, the buried god of drawn-out war
Wretch 4
Flail 1
Mad 1
Cackling 1
6

SERGEANT SILT
Grumbling sharpshooter, inveterate coward
Grunt 5
Long Rifle 3
Craven 1
9

BIG PETE
Not too bright, but his heart’s in the right place
Bruiser 6
High-tech Hammer 2
Bound (Lord Chalk) 1
Armoured 1
10

You might also like