Professional Documents
Culture Documents
Greg Horton
electi-studio.com
DESIGN + L AYOUT
Greg Horton
COVER ARTIST
Aedel Fakhrie
artstation.com/aedel
CONTRIBUTORS
Mike Hutchinson
| VOL.4
Ash Barker
Joseph A. McCullough
Sean Sutter
Joseph McGuire
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Last Days: Zombie Apocalypse, Last Days: Seasons and Last Days:
Seasons are © Ash Barker 2022
All rights reserved. Brutl! Tank Arena, This Is Not A Test Logo,
the World’s End Publishing Logo, and any places, things, and
character names and their distinctive likenesses, or artwork and
photography created specifically for This Is Not a Test are © 2022
of World’s End Publishing, LLC.
PAGE 14
BRUTL! Tank Arena
Joey McGuire
PAGE 44
SLUDGE NATIONS
Sean Sutter
PAGE 82
GASLANDS: LEGACY PT II
Mike Hutchinson
PAGE 96
DEATHSHIP ONE
Joseph A. McCullough
LETTER FROM THE EDITOR
YOU SHOULD CALL
IT “SLUDGE RULES”
We are all so pleased that you loved SLUDGE and we echo your desire for it to live
on well after BLASTER. But I wanted to slow down for a second and remind you that
we’re just getting started. BLASTER represents the collaboration and freedom our
game designers experience from working together. It creates the soil in which to
grow ideas like SLUDGE, and we need your support to keep creating games of this
caliber. That support needs to be holistic. When 2000 AD launched it didn’t set out to
create one title, and if it had we wouldn’t have Judge Dredd, we would have Dan Dare.
If you love SLUDGE you must love BLASTER. You can’t effectively separate them.
SLUDGE, Last Days: Legends, and the conclusion to Gaslands: Legacy. These are the
direct result of that collaboration and freedom we stand for. So buckle up.
BRUTL! Tank Arena is a shining excuse to find a huge tank model to customize
and fight against your friends. Best part? No pile of shame, you only need to
customize a single model and read the rules to play. All you need is friends. Hey
and if you don’t, we have you covered with Joseph A. McCullough’s Deathship One
a beautifully stylized solo sci-fi/horror game. You will lead a squad of soldiers in a
race to escape room after room of hellish alien torment designed to kill each and
Thank you for supporting us and we’ll see you again in Vol. 05.
EDITOR
Greg Horton
LEGENDS
L AST DAY S : ZOMBIE A P O C A LY PSE
ASH
BARKER
ABOUT
LAST DAYS: ZOMBIE APOCALYPSE
OSPREY GAMES
WHERE TO BU Y- IN
FACEBOOK .COM/L A STDAYSZ A
4 | B L A S T E R V O L U M E 4
LAST DAYS: LEGENDS
There are a great many folk heroes and villains in our modern society. Names USING LEGENDS
we recognize no matter what the context as being representative of one trait IN YOUR GAMES
or another. Sometimes someone so embodies their role or path in life that Using the Legends rules is a great way to have
they slip into legend and take on larger-than-life attributes. exciting random encounters with powerful
The Zombie Apocalypse is a time like no other, but that hasn’t stopped people characters during a normal or Seasons Campaign.
from being people and assigning a near mythological oral history to the lives If they are used, it should be agreed upon at the
and actions of extraordinary people that have emerged during this time. start of the campaign and all players will have
Sometimes someone so embodies a philosophy or way of looking at the world access to them during their games, rolling to see
that the campfire re-telling of their exploits can spread across the land even before each Encounter if one or more appears.
without the modern technologies that can so viralize information today.
What’s more, this spoken transmission will expand and embellish things
even further. Usually the truth is a far-cry from what actually happened. But
sometimes, these people really did exist. Sometimes these legends are true.
L A S T D A Y S : L E G E N D S | 5
INTRODUCTION
What follows are rules for including three Legendary characters Likewise, Groups that become fat and affluent may attract the
in your games of Last Days. These rules are compatible with the attention of the bitter Waitress, so mistreated in her life that
modern game setting and both the core Rulebook and Seasons she has come to embody the mercenary and selfish acts that
Supplements. Some modifications may need to be made for were enacted on her. She now finds herself inflicting them on
them to be included in a Timelines or Evolutions game should the world around her for her own gain.
the setting shift. Players should feel free to alter the equipment Finally, there is the Mechanic. This passionless survivor
of the Legends appropriately to fit their campaigns. embodies the practical adaptation of those that put training
The rules presented here are for three very different and skills as the most prized assets in this new world. A Refuge
Characters, each one following an alignment that so embodies may find itself with both a renovation and a great many new
the many Groups in the Zombie Apocalypse. If these people had skills after a visit from this brilliant wanderer.
names, they are lost to the telling and re-telling of the campfire If you decide to open the doors to Legends, they can make
stories that have spread their status and deeds across the land even the most mundane of supply runs different and exciting.
without the need for modern communication. They may not They’re dangerous and powerful in the extreme, so be careful if
even be a single person, but instead a whole series of people you decide to get in their way.
whose acts have come to typify larger than life characters that
Using Legends in your games–Using the Legends rules is a
now dot a world that has been turned upside down.
great way to have exciting random encounters with powerful
There is the noble Lucha who appears when a Group has lost characters during a normal or Seasons Campaign. If they are
all hope and things seem the darkest like a vengeful spirit. used, it should be agreed upon at the start of the campaign and
Protecting the innocent and defending the suffering, this all players will have access to them during their games, rolling
unstoppable tower of a man stands resolute in defense of the to see before each Encounter if one or more appears.
helpless.
DESIGNER’S NOTE
I have always loved the larger than life figures that sometimes
pop in and out of Zombie Movies. When the incredibly talented
Arthur Asa (@Cromsferatu) did the art for the original release
of Last Days a few of the wonderful Character Studies really
jumped off the page. Bringing these vivid personalities that
were now stuck in my imagination to life on the game table was
something I had hoped to do for some time and BLASTER has
given me the perfect venue for it. I’m really excited about the
new dynamic of these Legends and I think they embody the
different values of the various Groups in the last days in a way
that continues to drive home that it’s not just about surviving,
but HOW you survive that counts.
Legends are always considered to roll a 6 If the Legends rules are being used, Each Legend will have rules for who they
for any Courage Checks they are required prior to each Game and beginning with will target and how they will act. Follow
to make. the player with the lower Group Rating, these instructions instead of deciding
each Leader must roll once for each on their Action Point use or how they
SEEN IT ALL Legend to see if their Group has caught operate in the CQC or Shooting Phases.
Legends never gain Experience. their attention if any of the following They will always act before any other
criteria apply. Stop rolling if a Legend is models in the Action Phase, fight first
LEGENDARY FORTITUDE summoned by a player. The other Player in the CQC Phase and fire first in the
Never make Injury Table rolls for Legends will no longer roll for that particular Shooting Phase. This does not count as
if they are taken out of action. Legends Legend to arrive, but may attract one of the activation of a player, so the person
never die. the other two! with initiative in that Phase will go after
the Legends are resolved. If two Legends
A L WAY S R E A D Y SUDDEN ARRIVAL are present in the same encounter, Roll
Legends never make Ammo Checks or Each Legend will have their own rules for Off to see which one activates first.
generate Ammo Tokens. They generate being placed in the Encounter.
RIVALS
Noise as normal.
If a Legend has a Rival, they will seek
them as the primary target for their
Actions and Attacks, whether they are
the closest Character or not. If their Rival
exits the Encounter or is taken out of
action, they will revert to their normal
targeting rules.
8 | B L A S T E R V O L U M E 4
LEGEND ARRIVAL
The Luchador
If two or more Characters in the Group have two or more Conditions checked,
the Lucha will appear during the next game on a 6+. Add one to this roll if
three or more Characters meet this condition and two to this roll of four or
more Characters meet this Condition.
The Waitress
If a Group has twenty or more saved Scavenge Points in their Stash, the Waitress
will appear during the next game on a 6+. Add one to this roll if the Group has
thirty or more Scavenge Points and add two if they have forty or more
The Mechanic
If a Group has a character with a Master Skill, the Mechanic will appear on a
6+. Add one to this roll if there are two Master Skills assigned to Characters in
the Group and two to the roll if there are three or more Master Skills.
L A S T D A Y S : L E G E N D S | 9
L A S T DAY S: L E GE N D S
THE LEGENDS
THE LUCHADOR
An imposing and gregarious figure, the Luchador never removes his mask,
but his smiling eyes and mouth put at ease those he meets despite his
strange appearance. Stories have traveled hundreds of miles of this odd but
gentle giant of a man appearing as the odds seemed their worst, carrying
those thought to be lost away from danger and helping to set right the
balance of a community on the edge of collapse. He never stays, begging
off any attempts to get him to join the Group with a laugh, wave and
explanation that there is far more left to do out in the world for him to be
able to rest in one place.
DEPLOYMENT
The first time a member of the Group which summoned the Lucha is
taken out of action, do not remove the model. Instead, place it on its
side or mark it as incapacitated, then place the Luchador model in
contact with them after the attack is resolved, not in contact with any
other models. Even if it is not the Action Phase, immediately activate the
Lucha as if it were the Action Phase, interrupting the normal sequence of
selecting models to shoot or fight. When this is complete, the Lucha will
then immediately shoot or fight in CQC, depending on what Phase he was
summoned in.
The Luchador will always target the closest enemy model to the fallen
Group Member that summoned them using the following preferences -
Selfish, Zombie or Neutral. They will never target Selfless models, unless
that model attacks them, at which point it is treated as Selfish for the
remainder of the Encounter. If the model is within 6” of the fallen Group
Member, the Lucha will spend AP to make Move and Run actions, using
the Bull Charge rule below. If not, he will move to Cover in relation to the
target if possible, remaining within 6” of the fallen character and fire his
Pump Shotgun in the Shooting Phase.
THE LUCHADOR
AP CQC FA S E DC I C
5 6 3 5 7 8 4 5
Equipment: Pump Shotgun, Club
Rival: The Waitress is undermining all of the Luchador’s good work, turning
people against each other and making them shut down from helping those in
need. If she is here she has to be stopped.
SPECIAL RULES
S AV I O R BULL CHARGE SPINEBUSTER
If the Luchador has not been taken out of action at After completing a move that results in the Lucha All Shooting and CQC attacks made by the Lucha
the end of the Encounter, you may add or subtract being in contact with their Target for the turn, have the Lobo 3 rule.
1 from the Injury Roll of the model who summoned immediately make a shooting attack using the
them during the Post Game. Pump Shotgun against them. Use the Lucha’s CQC
HELPING HAND
stat instead of FA stat for making this attack roll
and ignore the rules for not being able to fire while
If the Lucha is not out of action at the end of the
engaged in CQC.
encounter, they may be assigned 3 Jobs by the
leader during the Post Game. They do not require
any food, water or shelter in exchange for this help,
they have plenty of their own.
L A S T D A Y S : L E G E N D S | 1 1
THE WAITRESS
Life can be the worst kind of instructor for some. The stories say the
Waitress wasn’t always cruel and self-serving. In fact, before the collapse
of the Zombie Apocalypse she had cheerfully made her way through life
trying to help others. But what the end taught her was that there is no help
coming. She saw people descend and turn on each other, feeding off of
what they could snatch and steal and leaving others to their fate. Her heart
broke as she was let down again and again. She lost people who tried to
help others, she lost family. She resolved that only fools helped. If you were
going to give it was because you were going to get something. It was the
only thing that made sense any more. That was what she learned and that
was what she was going to teach everyone else as well.
DEPLOYMENT
During the Menace Phase of the first turn of the game after moving all
Zombies, place the Waitress within 2” of the most central Supply Token
in the Encounter. If these are carried by a model (such as a Zombie) place
her in cover from this model if possible.
THE WAITRESS
AP CQC FA S E DC I C
7 3 5 3 5 8 4 5
Equipment: Magnum, Knife
Rival: The Mechanic always seems to be after valuable stuff...if he’s here it
means there’s something valuable the Waitress can get her hands on.
SPECIAL RULES
HOT COFFEE COMING THROUGH BET ON THE WINNING TEAM NOSE FOR RICHES
The Waitress only ever pays 2 AP to disengage, At the beginning of the Menace Phase, if the Group If the Waitress exits the table with a Supply Token,
regardless of how many hostile models she is in not affiliated to the Waitress is currently carrying or make three rolls to see what it contains and keep
contact with. has exited the Encounter with more Supply Tokens, them all.
STEADY HANDS roll 1D6. On a 5+, the Waitress changes sides. She DOES IT FOR THE TIPS
will now attempt to exit the opposite board edge,
All the Waitress’ Shooting Attacks have the Lobo 3 but will continue to attack her Rival if they are After inventorying Supply Tokens and updating
present. The Waitress can change sides multiple the Group’s Stash, the Waitress leaves with half
Trait.
times per Encounter. the Scavenge Points the group now has, total. She
doesn’t ask, so you don’t have the option not to pay
her.
1 2 | B L A S T E R V O L U M E 4
THE MECHANIC
To a hammer, everything begins to look like a nail. The stories about the
mechanic tell of a self-taught and self-reliant man of few words and fewer
friends. The apocalypse suited such a man just fine, until he began to
realize that the foolishness of others was going to set back the world into a
new dark age if he did not do something. Watching people die from simple,
preventable things like drinking untreated water or infections that could
easily have been controlled grimly reminded him that knowledge wasn’t
free. It had value. It needed to be guarded. And, it awarded power.
DEPLOYMENT
During the Action Phase, the Mechanic will always attempt to move
towards the model currently carrying his special Supply Token using
Move action, but he will not Run. He will disengage to do so if required. If
possible, he will interact with it to pick it up. Once in possession of it he
will return to the board edge of the Group with whom he is affiliated and
attempt to leave as quickly as possible. He will always target a Zombie in
CQC if he has multiple options, but will target the closest hostile model
otherwise, regardless of its alignment. If there are multiple models of the
same distance, he will target the one he has the best chance of hitting,
followed by the best chance of taking out of action. If all these are the
same, the player affiliated with him may pick.
THE MECHANIC
AP CQC FA S E DC I C
6 4 5 4 5 8 5 4
Equipment: Semi-Automatic Pistol, Club
Rival: The Lucha’s need to put people first has left whole buildings burning
full of knowledge or medicine and things the world needs to rebuild. His
people-first attitude puts the skills and practicalities of survival at risk and he
must be stopped!
SPECIAL RULES
PRECISION HERE, TRY THIS! FOUND IT!
The Shooting and CQC Attacks made by the If a Group Member is making an Intelligence Test The Mechanic will Run if he is in possession of his
Mechanic all have the Lobo 2 trait. within 6” of The Mechanic, reduce the TN by 2. Special Supply Token. If a friendly Character picks
it up instead, he will move towards them each turn
instead and will measure the closest Target from the
WATCH ME WORK LIGHT FOOTED
model carrying this Token instead. If the Token exits
the Table, the Mechanic will attempt to exit from the
Any Group Member within 6” and Line of Sight to The Mechanic only pays 1 AP to Climb or Move
same point.
the Mechanic when he takes a Zombie out of Action Through Difficult Terrain.
earns the 1 Experience he would normally gain for
doing so instead. If multiple models are eligible,
they all earn it.
L A S T D A Y S : L E G E N D S | 1 3
BRUTL! TANK ARENA
THE GA ME OF J U NK YA R D TA NK FIGHTS
JOEY
MCGUIRE
ABOUT
BRUTL! TANK ARENA
M O R E F R O M T H E A U T H O R A T:
WORLDSENDPUBLISHING.COM
BRUTL! Tank Arena Getting Started
Welcome to BRUTL! Tank Arena In Specially cobbled together stadi- To play BRUTL! Tank Arena all you need is
this mini-wargame, you take on ums made of scrap and garbage the following:
the particularly important job of are used to house semi-legal tank ʣ One big and clanky tank for each
keeping a large and highly unre- fights where bored blue-collar player.
liable tank going just long enough workers bet their beer money on
ʣ A table space. We recommend a space
to blow up another large and high- the outcome. Engineering teams roughly 48” square.
ly unreliable tank. Don’t worry. build their tanks using whatever
ʣ Terrain to place about the board. We
The tank is remotely driven and they can find and push them into
recommend a mix of large pieces and
maintained by little scrapper bots, the arena in the hopes of making patches of rough ground. Shipping
so no one gets hurt. Don’t think a little scratch to fund the next containers are perfect and easily avail-
the job is easy, though. These fight. Authorities turn a blind eye able.
tanks have been cobbled together as the casualty counts tend to be ʣ Six-sided dice (We recommend 8 be
from the leftovers of industrial low, no one cares if a junkyard visually distinct from the rest).
scrapyards. Their engines are not arena ends up with a few extra
ʣ A measuring device marked in inches.
top-rate. They’re slow and extra craters in it, and frankly, the
clanky and pack all the subtlety of fights are highly entertaining. So, ʣ A tank sheet for each player. *
a sledgehammer. grab your wrench and rivet gun
ʣ A turning template. *
and get to work.
This is all done for spectacle,
ʣ A Doom Deck for each player. *
glory, and a little bit of profit.
ʣ An Upgrade Deck (Depending on
scenario) *
CORE RULES
Game Concepts
Dice Firing Point
BRUTL! Tank Arena uses the humble D6, with high results Before play starts, you must designate your tank’s firing
being better. Sometimes, you will be able to roll multiple D6. point. Unless otherwise stated, this will be the center of your
In these cases, you may choose between any of the rolled tank’s movable turret. Do not worry if your turret is not in
results. the center of the tank, as we adjust for this later. When mea-
Rolls of 6, called Criticals, are considered special. Criticals
suring any distance from your tank, always measure from
will always have a positive effect, which vary depending on
the tank’s firing point. In fact, we recommend you mark this
individual rules.
spot on the tank for quick reference.
Occasionally, a D3 is called for. To get this result, roll a
D6. A score of 1-2 counts as a 1, 3-4 counts as a 2, and 5-6 Because of the large variety of tank shapes and sizes,
counts as a 3. turret placements, gun positions, etc., we measure from the
firing point to keep things fair and universal.
Stat Tests
When your tank needs to perform an action that isn’t au- Line of Sight
tomatic, they will need to test against a stat. Stat tests are BRUTL! Tank Arena uses true line of sight as much as pos-
mostly used for things like shooting and putting out fires. sible. When checking line of sight, draw an imaginary line
To take a stat test, roll a D6. If the result equals or exceeds between your tank’s firing point and any part of the target
the relevant stat, then the test is successful. Otherwise, the tank. As long as that line crosses any part of the enemy tank,
result fails. then your tank has line of sight.
The actual size of your tank does matter somewhat, and it should
be roughly the same size as your opponent’s tank. The pictures in
this book show 28mm scale tanks, but any scale will work with the
rules. You may just need to adjust measurements if using larger or
smaller tanks. We recommend trying to get tank models that have a
nice rectangular shape and are as close to 6” long X 4” wide as you
can, but there is a good amount of wiggle room.
Each tank has a set of statistics that represents its in-game ability to move about, shoot, survive being
shot at, and generally muck about. Generally, lower stats are good and higher stats are bad.
18 | BLASTER VOLUME 4
Game mechanics
Action Dice Major and Minor Actions
After setting up your tank, but before the first turn, each Besides Difficulty, actions are also listed as either a major
player rolls their Action Dice. Each player starts with 8D6 or minor action. Major actions represent a significant
Action Dice, though this number can change during play. time investment for the tank and allow your opponent
Once Action Dice are rolled, they are placed to the side time to react, while minor actions are less time intensive.
with the results visible. The results shown on the Action When a player uses a major action with their tank, play
Dice represent how effective each tank and its crew will passes to an enemy player once the action is resolved. The
be for the following turn. The higher results rolled, the other player may then take an action, and so on. Minor
more actions a tank can take. actions do not cause play to pass unless the player uses
two minor actions (of any sort) in a row. If this happens,
play passes the same way.
Gaining and Losing Action Dice
Passing play in this way makes battle more dynamic,
Should a rule cause a player to lose available Action Dice,
with players having a chance to react to whatever nefari-
one opponent may choose which of the available dice are
ous schemes their opponents are planning.
removed. If a player would gain Action Dice, he rolls the
new dice and adds them to his available ones.
Running Out of Action Dice
Taking Actions Eventually you will run out of Action Dice. When this
happens, your tank takes no actions during its next subse-
The tanks used in BRUTL! Tank Arena are ponderous and
quent activation, but you reroll your Action Dice to pre-
slow. Their controller and crew must plan out their move-
pare for your next activation. It’s important for players to
ments with foresight and care. This challenge is repre-
determine when they will run of Action Dice, lest they get
sented by assigning each action type a Difficulty. When
caught off guard.
a player wishes to take an action, they may take one or
ty more available Action Dice from their pool, and use them
to meet the required Difficulty for the action. Multiple
dice can be added together to help take an action with a
harder Difficulty. A full list of actions and their Difficul-
ties are listed below.
TANK MOVEMENT
Arena tanks are a bit faster than traditional military spending the requisite actions. When a tank turns, its
tanks. When moving they may trundle, which is a short turret will rotate along with it.
move as the tank gets up to speed or moves cautiously.
However, if they really want to kick the pig into action For example
they can blitz to move at a faster pace. Regardless of
If a tank turns 180 degrees, its turret will end up
how fast they are moving, tanks may only travel in a
pointing in the opposite direction it started in.
straight line, either forward or backward. Tanks reduce
their movement distance for an action by 2” if they
move through any type of difficult terrain or rough Tank Contact
ground. Tanks are not impeded by low pieces of linear
It is perfectly legal for a tank to come into contact with
terrain like walls and fences, as they simply smash
another tank. Most of the time, their speed is negligible
through them, so may move through them without pen-
for damage purposes. Should a tank touch any part of
alty.
another tank while moving, it may either immediately
stop and forfeit any remaining movement, or may elect
Turning to push the tank in its way. If advanced rules are being
used, a tank may also elect to ram.
Tanks are large and bulky, and turning them is a bit of
a process. Tanks pivot on their centers in increments of At no time are tanks locked together, and either tank
45 degrees. A turning template is included in the back is free to move away.
of the rules for ease of play, but it is not required. To
pivot a tank, simply place the turning template along
Pushing
the rear of the tank and flip the vehicle as depicted in
the picture on the template. If a tank moves into contact with another tank and
wishes to push, both tanks make an opposed stat test
Game Designer Note: using their Skill stat. The pushing tank adds +1D6 to
their test if they blitzed before moving into contact
If for some reason you do not have a turning tem- with the other tank. If the pushing tank wins, the
plate or it is not available, you can simply use your pushed tank is moved D3” in a straight line in the direc-
best judgment to pivot your tank up to the distance tion the pushing tank was moving, or D6” if the pushing
allowed. It’s assumed there will be some human error tank blitzed as described earlier. If the pushed tank
in the mix and ultimately this will not dramatically wins, both tanks stay where they are. When a push oc-
affect the chaos that is BRUTL! Tank Arena if players curs, keep the original orientation of both tanks intact.
do not abuse it.
If a tank is pushed into a large piece of terrain or a
table edge, all movement immediately stops when the
Turret Rotation terrain piece or table edge is reached, and the pushed
The main of advantage of turreted tanks is that they tank suffers no further effects. It is possible for tanks
can bring their guns to bear without repositioning. to be pushed into Boom Boxes, Loot Crates, and other
Tank turrets may freely spin up to 360 degrees by special scenario terrain pieces. These small items do
not stop the push.
COMB AT
Shooting
The main armament of a tank is its cannon. These can-
nons are dedicated tank destroyers and may only target
other tanks unless otherwise stipulated by scenario or
Cannons advanced rules. To fire a main gun, it first must have line
of sight and line of fire to its target.
Checking Range
After declaring fire, but before resolving the attack, you
must check range. Tank cannons have a range of 24”, and
an attack against a target farther away than this automat-
ically fails. Remember to measure from your tank’s firing
point to any part of the target tank. If the range is equal
to or less than 24”, then the attack may continue
Obscured
Tanks are rather large, but crafty crews can use terrain to
block incoming fire. When determining line of sight, if an
imaginary line drawn between the attacker’s firing point
and any part of the target tank would cross any piece of
significant terrain, then the target counts as obscured.
Note that line of fire is not used to determining if a tank is
obscured.
Scrap Tanks
When thinking of an arena tank, you must put aside any notion of military efficiency or practicality. These
are not the tanks dreamt up by science fiction authors that fly about the battlefield on anti-gravity skirts or
are piloted by almost-human intelligences. A scrap tank is a bodge job. Tons of surplus armor are pulled from
whatever ship or outdated military vehicle is being dismantled that day and reworked into the semblance of a
tank shape. An over-charged engine with a high-output power plant is then placed within. The interior of the
tank is cramped and poorly lit, with the driver area and access panels (the only place humans may need to get
into) the only places of comfort. The last and most important part of the tank are the guns. The main cannons
are military surplus pulled from a multitude of sources. While these guns can fire many types of ammunition,
depending on the rules of the match being played, most are solid slugs with limited explosive capability to
prevent collateral damage from getting out of hand. In terms of final appearance, a scrap tank can be painted
in a team’s colors or remain as rusty as the day it was thrown together. Top teams that field multiple tanks may
have a common uniform of sorts, but given that any match will leave a tank potentially devastated, little time
is spent or making them pretty.
Doom Cards Secondary Guns
Each player needs their own Doom Deck to draw from. Most, if not all tanks, feature secondary guns of some
These cards represent temporary and permanent effects type. Tanks are especially vulnerable to infantry as-
of damage to a tank’s systems. A player draws a Doom saults and so heavy machine guns and lighter rapid-fir-
Card each time their tank takes 3 or more damage from ing cannons are mounted to discourage such assaults.
a single hit, after accounting for damage reduction. Ad- Such weapons are useless against the heavy armor of
ditionally, if an attacker rolls a Critical to-hit, they may enemy tanks, but there are sometimes things other than
force their target to draw a Doom Card. tanks to contend with in the arenas.
The effects of Doom Cards are applied immediately To fire its secondary guns, a tank must have line of
once they are drawn. If the effects are temporary, the sight and a legal target. Note that to keep things simple,
card is then discarded and placed on the bottom of the secondary guns have a much-abbreviated firing process.
player’s Doom Card deck. If the effects are permanent,
keep the card next to the player’s Tank Sheet as a re-
minder.
On Fire
Certain game rules may cause a tank to catch on fire,
such as Doom Cards. This does not generally bother
the tank, but the poor scrapper bots inside can suffer
and a fire that burns too long can damage important
systems. A tank’s crew may use the Extinguish Fire
action to try to put out a fire. However, if a tank ends
its activation on fire, you must roll an immediate Skill
test. If the test is passed, the fire goes out. If not, roll
on the following table.
D6 Roll Result
The tank suffers one damage to its
1 Damage Points, and the fire goes out.
Targeting
Secondary guns may only shoot at infantry
models and immobile scenario targets like
Boom Boxes and Loot Crates. They cannot
target enemy tanks since they cannot harm Effects on Target
them. If such items are in line of sight and within range of If an infantry model is hit, they are automatically killed
the secondary gun, they can automatically be targeted. and removed from play. Loot Crates and Boom Boxes are
All secondary guns have a maximum range of 16” and use also destroyed if hit, but have additional rules when de-
the tank ‘s Shoot stat when firing. As with firing from the stroyed that are described in the Scenario section.
Once you have decided to fire, complete the following Arena is played on 48””x 48” area, or as close to this size
Spend any number of Action Dice that in total meet or As mentioned earlier, cargo container models are rela-
exceed the Difficulty of the attack. tively cheap to acquire. They can be used singly or stacked
together to form quick and dirty blocking terrain.
26 | BLASTER VOLUME 4
BRU T L! TA N K A R E NA
SCEN A RIOS
Beginner’s Blitz
(2-4 Players)
Beginner’s Blitz is a simple battle where the last tank stand- »Going First
ing wins, making it a great scenario for first-time players.
All players roll a D6, with the highest scoring going
first. Play proceeds in the order of results, from highest
»Setup to lowest.
28 | BLASTER VOLUME 4
Bomb-tastic Bash
(2-4 Players)
BRUTL! Tank Arena is all about keeping things interesting »Going First
and to many fans that means more explosions. Sometimes
All players roll a D6, with the highest scoring going
called “A Boom with a View”, this match has the tanks
first. Play proceeds in the order of results, from highest
dealing with the presence of Boom Boxes, large crates of
to lowest.
explosives just waiting to be blown up. Controllers and their
teams tend to hate these matches as they leave the tanks a
little worse for wear, but arenas give a high portion of ticket »Special Scenario Rules
sales back to the crews, so it’s a win-win for everyone.
Boom Boxes – See Special Scenario Rules for how to
place and use Boom Boxes. Place 2 Boom Boxes for each
»Setup player.
»Deployment
All players roll a D6, with the highest scoring placing
their tank first, touching any part of a board edge of
their choice. If there is one other player, they must de-
ploy their tank touching any part of the opposing board
edge. If there are two to three remaining players, take
turns placing each player’s tank along a separate board
edge, deploying in order of dice results, until all tanks
are placed.
Set up the arena on a 48”x48” board with a large piece position until they travel past the center terrain piece,
of terrain in the center that should completely block no short cuts allowed.
line of sight. The remaining terrain should be placed to Promise of Violence – Before a tank can finish each
form a loop around the center. lap, they must deal at least six points of damage to
the enemy tank’s armor, divided up among all facings.
They may complete the lap by movement, but it does not
»Deployment
count as fully complete until they do enough damage.
Both players should roll a D6, with the highest scoring
placing their tank first. Both tanks are placed on the
same board edge. One player on the far edge, but not »Victory Conditions
quite touching the corner, and the other player on the The first tank to return to their starting position is the
opposite edge, also not quite touching the corner. These winner. If the game is called before one tank has re-
are considered the starting positions. turned to its starting position, the player that came clos-
est to returning to their starting position is the winner.
»Going First
Both players roll a D6, with the highest scoring going
first. Play proceeds in the order of results, from highest
to lowest.
Prize Fight
(2- 4 Players)
Many arenas like to spice the action up a little bit by deploy- »Going First
ing special Loot Crates on the field. When rolled over by a
All players roll a D6, with the highest scoring going
tank, these crates release special electronic prize codes that
first. Play proceeds in the order of results, from highest
can dramatically improve a tank’s performance. All tanks
to lowest.
have these coded embedded, but they are only allowed under
certain conditions. Both controllers and crowds love the
surprise of a particularly good grab. »Special Scenario Rules
Loot Crates – Give each player a Loot Crate token or a
»Setup suitable crate model if one is available, and take turns
placing them on the table. See Special Scenario Rules
Set up the arena on a 48”x48” board with a large
for how to place and use Loot Crates.
piece of terrain in the center that should completely
block line of sight. Additional terrain should be placed
around the board, with its placement agreed upon by »Victory Conditions
the players.
The last tank standing wins. If the game is called with
multiple surviving tanks, the player with the most re-
»Deployment maining Damage Points is the winner.
»Deployment
All players roll a D6, with the highest scoring placing
their tank first, touching any part of a board edge of
their choice. If there is one other player, they must de-
ploy their tank touching any part of the opposing board
edge. If there are two to three remaining players, take
turns placing each player’s tank along a separate board
edge, deploying in order of dice results, until all tanks
are placed.
32 | BLASTER VOLUME 4
Scenario
Special Rules
Boom Boxes
Not all objects on the battlefield are
useful. To up the fun factor, arena
officials sometimes place boxes of
live ordnance on the field. These
are easily avoided, but may explode
unexpectedly or even be shot at on
purpose.
tion and suffer no penalties when moving through rough you may immediately draw a card from the Upgrade Deck.
terrain, though they must move around all other types of You may play this card immediately or hold onto it for
terrain. A player may only have one active fixer bot at a later use, but you may only play cards from the Upgrade
time. Deck during your tank’s activation. Once a card from the
Upgrade Deck has been used, discard it by placing it on
Each time a player activates their tank activates, their
the bottom of the deck.
active fixer bot may also move 3”. The player may also
take additional Call Fixer Bot actions to allow the fixer Attacking Loot Crates
bot to move an additional 6”. Loot crates may be shot at as described under the Shoot-
Fixer Bot Repairs ing rules for shooting secondary guns at immobile
scenario targets. This is generally done to deny an enemy
If a fixer bot makes it into contact with their assigned
tank the chance to get them.
tank, roll a Skill stat test. If the test fails, nothing hap-
pens. If the test is successful, the fixer bot may either Replacing Loot Crates
repair two damage to any one armor facing, or discard Once Loot Crates are destroyed, they are removed from
a single Doom Card of the player’s choice. If the stat the table. However, they are immediately replaced as
test was passed with a Critical, the player may do both soon as there are no tanks within 8” of the spot where
instead. Regardless of the result of the test, remove the the Loot Crate was deployed.
fixer bot from play.
Loot Crates
Audiences love randomness and sudden swings of fate,
and arena officials were happy to oblige by installing
Loot Crates. Loot Crates are special activation codes
34 | BLASTER VOLUME 4
BRU T L! TA N K A R E NA
Scrap structures, wrecked vehicles, con- The Pink Demoness has just finished a blitz move,
crete barriers 5
moving 6”, and coming into contact with an enemy tank.
Since she moved at least 3” she may initiate a ram. Both
Tanks traps, concrete barriers, small
scrap walls 3 tanks roll their Skill stat, but the Pink Demoness adds +1
to the result. The Pink Demoness succeeds, but her
enemy fails. She does not take damage as a result. She
hit the enemy in their rear facing, so her opponent takes
D3 damage, with armor reduction subtracted from the
roll. Note that since this is treated as normal damage,
the defender will always take a point of damage, even
if armor reduction would reduce the amount to zero
or less. The Pink Demoness may also elect to push the
rammed tank D6” in a straight line in the direction it
was moving before the ram.
Treacherous Terrain
Each battle tank arena possesses its own quirks that are as Oil Slick
much as an opponent as the tanks that fight within them. This is a pool of black sludge about a foot deep. Tanks treat
Arenas built around factories may contain large piles of these as difficult terrain, reducing movement by 2” if they
scrap or pools of flammable oil. Others that were built cross them. Additionally, they may be set alight. An oil
upon dump sites may be full of radioactive waste or worse. slick ignites if a tank is attacked while touching it, or if it
The following rules do not give specific descriptions for is targeted by secondary weapons; assume such an attack
size or shape of each terrain feature. Players are free to automatically succeeds. While alight, any tank that touch-
choose the size of the following terrain features, or assign es the oil slick must roll a Skill test or catch fire.
these rules to appropriate terrain inside their arenas.
Exercise caution! Radiation Leak
This is a pile of barrels holding spent nuclear waste or
Acid Pool
another area with high levels of radioactivity. Tanks treat
A pool of acid or other corrosive material left deliberately these as difficult terrain, reducing movement by 2” if they
or accidently on the floor of the arena. Tanks treat these cross them. Additionally, tanks lose an Action Dice any
as difficult terrain, reducing movement by 2” if they cross time they come within 3” of this terrain piece, down to
them. Any time a tank enters an acid pool it must pass an a minimum of zero, as the poor scrapper bot’s internal
immediate Skill test or automatically suffer D3 damage components are damaged by the radiation. If players want
to its front armor facing which is not reduced by damage to have places of higher radiation, increase the Action Dice
reduction. loss to D3.
A PPENDIX
Tank name Controller name
ACTION table
NAME Type Difficulty
FIRE ARCS
Armor Reduction:
Reduce the amount of damage dealt by the number in the first
box crossed off.
FRONT
A hit will always do a minimum of 1 damage to armor, regard-
less of armor reduction.
RIGHT
LEFT
Doom Cards:
Draw a Doom Card every time the tank receives 3 or more dam-
REAR Armor facing age in a single hit, or if an opponent chooses to make you after
REAR
2 2 2 2 1 1 1 1 they roll a Critical to-hit.
FIRE ARCS
Armor Reduction:
Reduce the amount of damage dealt by the number in the first
box crossed off.
FRONT
A hit will always do a minimum of 1 damage to armor, regard-
less of armor reduction.
RIGHT
LEFT
Doom Cards:
Draw a Doom Card every time the tank receives 3 or more dam-
REAR Armor facing age in a single hit, or if an opponent chooses to make you after
REAR
2 2 2 2 1 1 1 1 they roll a Critical to-hit.
Doom Deck
A Doom Card deck contains a single copy of each permanent card and three copies of
each instant card. Permanent cards are kept next to your Tank Sheet until the end of
the game or until fixed by the Field Repair action, while instant cards are discarded
to the bottom of the deck after use.
Bellringer
(Instant)
Cracked Turret
Cracked Cannon Loss of Scrapper Fire!!! (Instant)
Ring (Permanent) Thrown Track Immediately lose D3
Barrel (Permanent) Bot Crew
(Permanent) available Action Dice, Your tank catches fire.
When using the Turn (Permanent)
Attacks with your main to a minimum of 0. Additionally lose D3
Turret action, the turret Increase the Difficulty of
cannon suffer a -1 to-hit Reduce your Action Dice Additionally, during your available Action Dice, to a
may only swivel 45 the Trundle action by 1.
penalty. stat by 1. next activation, you may minimum of 0.
degrees instead of 90.
only take a single minor
action.
Bellringer
Compromised Hull (Instant)
Auto-Loader Bent Machine Guns
(Permanent) Fire!!! (Instant)
Damaged Steering Malfunction (Permanent) Immediately lose D3
Affects the facing hit by (Permanent) (Permanent) available Action Dice, Your tank catches fire.
the attack. Reduce the Your tank cannot shoot its to a minimum of 0. Additionally lose D3
Increase the Difficulty of Increase the Difficulty of secondary guns.
Armor Reduction in all Additionally, during your available Action Dice, to a
the Turn action 1. the Quick Cannon Shot
remaining check boxes next activation, you may minimum of 0.
action by 1.
by 1. only take a single minor
action.
Erratic Steering
(Permanent) Partial Ammo
Explosion
When using the turn Reduced Cannon
Bent Track Damaged Power Rough Reset (Instant)
action, you must declare Velocity
(Permanent) Plant (Permanent) (Instant)
you are turning left or (Permanent) Suffer D3 damage to a
right and then pass a Reduce your Move stat Increase the Difficulty of Lose all available Action randomly determined
Reduce the range of your
Skill test. If passed, you by 1. the Blitz action by 1. Dice. facing of your tank, which
main cannon to 16”.
may turn as normal. On is not reduced by armor
a failure, you turn the reduction.
opposite direction instead.
Bellringer
Partial Ammo
(Instant)
Explosion
Fire!!! (Instant)
Immediately lose D3 Rough Reset (Instant)
available Action Dice, Your tank catches fire. (Instant)
Suffer D3 damage to a
to a minimum of 0. Additionally lose D3
Lose all available Action randomly determined
Additionally, during your available Action Dice, to a
Dice. facing of your tank, which
next activation, you may minimum of 0.
is not reduced by armor
only take a single minor
reduction.
action.
UPGRADE Deck
If your tank makes physical contact with a Loot Crate, you may immediately draw
a card from the Upgrade Deck. You may play this card immediately or hold onto it
for later use, but you may only play cards from the Upgrade Deck during your tank’s
activation. Once a card from the Upgrade Deck has been used, discard it by placing it on
the bottom of the deck.
ROTATE Tank
RO
T AT
E
TURN TEMPLATE
Ta
kn
TOKENS
BOOM BOXeS
LOOT CRATES
ON FIRE
BRUTL
Over the years there have been many tank leagues found seaboard of the United States, with occasional forays into
all over the world. On the East Coast of the United States, Canada and Mexico. It is the most successful league still
tank fighting is dominated by BRUTL, one of the premiere operating, running ten arenas and hundreds of registered
leagues of the sport. Its origins began decades ago, when professional teams and several amateur circuits. Given
an eccentric billionaire named Wallace Strathmore start- its dominance, BRUTL sets the standards for rules of play,
ed a tank fighting league in the state of Maryland, taking team contract standards, and commercial licensing for
advantage of the city of Baltimore’s industrious shipping merchandising and match broadcasts. As they say, “If
port. Dubbed the Baltimore Regional Tank-Fighting Asso- you’re going to watch a tank fight, make it BRUTL!”.
ciation, it was built around the crane yards and drydocks
where teams could use the facilities at night. Several
arenas were built in Maryland and as far north as parts
of Canada as the league expanded. However, the league
came close to folding as they failed to penetrate south-
ern markets and crowd tastes started changing to less
violent pastimes. To protect the sport, Strathmore cut a
deal with the majority owner of the Ultimate Tank-Fight-
ing League, an up-and-coming league with arenas as far
south as Florida. Both leagues were folded into each
other and consolidated under the Baltimore Regional
Ultimate Tank-Fighting League moniker, or BRUTL for
short. Today, BRUTL expands on the reach of its prede-
cessors and holds matches up and down the eastern
ROTATE Tank
RO
TAT
E
Ta
nk
SEAN
SUTTER
ABOUT
M E TA L K I N G S T U D I O
M O R E AT
M E TA L K I N G S T U D I O.CO M
The world tree is rotting and the nine hells are bleeding into our own. We have
plunged into a poisoned dark age, and the verdant lands of our forefathers
have become a decaying nightmare. Black storms blot out the sun and churn
the dying earth into sludge. Vast tracts of land break apart to form island
Otherworldly fungal growths spread deadly spores, and great clouds of poison
scour and distort the world. Distant memories of the time before claw at the
Great armies languish in the land like locusts. They greedily consume the
now scarce resources. Barons, dukes, and princes gather warriors to conquer
what they can as they conduct bitter warfare to settle ancient grudges. The
cruel wars of men compound the nightmare. Death would be a small mercy,
but for fear or hate, the warriors will not yield. The latent magic of the world
tree spurs cycles of endless violence. The great exposed roots of the world tree
will heal any wound at a price, and men have turned to the dark practice of
harvesting its vital fragments. When forced into a wound the root bursts to
life, feeding off the host but also sustaining him. The excruciating process is
a horror of its own, yet the promise of revenge sends bitter hearts down this
dark path.
Decaying structures of reality crumble. Dark worlds beyond our own merge
into the sludge mire of the present age. Rumors of evil creatures and strange
men spread, but whatever new horrors may emerge, relentless armies of
damned men yet march to war. Once peaceful peoples are caught between
spreading fungal horrors and the incursion of evil warlords. Even the free men
have turned to violence. Grim corruption has taken hold of all things. Nothing
pure remains.
SLUDGE | 45
Introduction
Greetings Sojourner,
Thus we return to the nightmare realms of sludge. In this volume of blaster we will
explore some of the nations found in the western branchways. As a miniature agnostic
game, sludge is always balanced against each player’s personal agency as a creative
storyteller. The core units presented in sludge war represent the “universal” troop types
found throughout the world of sludge. The rules found in sludge nations dive deeper into
some of the stranger unit types that exist in that doomed world.
Ultimately, even though there is a fair offering of lore in this supplement, it is crafted
under the expectation that you will shape these rules into your own vision of the sludge
world. The Basilisk Empire is arguably the most powerful nation that exists in this “Doom
Age of Black Powder.” But the basilisk also represents an imperial archetype that players
can adopt and adapt to the vision they hold for their own army. These new units are
balanced for competitive play, but that doesn’t mean they have to look the way I describe
them. You are free to “reskin” the horrible machines, cursed magicians, and cunning
weapons of war as you see fit.
This supplement steers the sludge ship away from the realms of anachronism and
directly into weird doom fantasy. One of my favorite moments during play-testing
included seeing a smoldering land crawler nearly torn to shreds by a mutated giant.
Then the tank blasted its arcane engines into overdrive and smashed headlong into the
beast, churning it into gore. There was also the time I saw an imperial army siege the
fortifications of the noble free-peoples. Lines of free longbowmen rained arrows from the
sky while their sacred icon continued to raise their unyielding warriors from the fields
of gore to continue their valiant defense. But despite their grit, the inexorable imperials
flowed over their fortifications like an unstoppable tide.
It is my intention to send you further down doomed paths into this world of self-
consuming destruction. I have all kinds of absurd ideas that I’m super excited to deliver,
and blaster has been a wonderful vehicle and excuse to do just that. I am really delighted
that you have chosen to explore the decaying branchways with me. If you don’t see the
unit types you have been daydreaming about, please feel free to start wishlisting on the
sludge wargame Facebook group! sludge is a creative wargame for creative wargamers.
Your friend,
Sludge Nations
The world of sludge is vast and each player’s interpretation of
the setting is a valid iteration in the decaying multiverse. The
Nation Factions described here will represent both existing
nations and archetypes found across the dying world. For what
it’s worth, these factions are primarily focused on the western
branchways inhabited by mankind and don’t represent the full
breadth of the sludge world.
https://blacksitestudio.com/sludge/ SLUDGE | 47
SLU D GE NAT IONS
48 | BLASTER VOLUME 3
and with each conquest the empire grew in power. Though the annals of history. Imperial armies are a mixture of both
Basilisk’s might was unmatched, the bloated imperial state professional soldiers and slave-like conscripts hailing from the
was not without its dangerous flaws. The massive nation was sprawling vastness of its unknowable borders. The unending
plagued with internal strife. Rival lords vied for supremacy imperialist wars are powered by conquest and iron governance.
in a complicated political network. Strange alliances with It is common for lone kingdoms to be swiftly overwhelmed by
mysterious Arcanist guilds shaped precarious treaties and expeditionary forces. All military resistance is swept aside
sacred oaths. Sinister doom cults infected the populous. Greedy and the local lords are replaced by imperial agents. Ultimately,
dukes sent their personal armies deep into unknown lands to the imperial armies will pass onward, leaving the kingdom
subjugate and devour everything in their path. to persist under the new administration.The peasants of that
Perhaps none except the Basilisk Emperor himself knew the rural kingdom will live as before, except their sons and the
true scale of the empire. The empire continued to gorge itself bounty of their land is sent as tribute to the ravenous Basilisk.
on the decaying world as it became inextricably entangled in
the roots of the world tree, Yggdrasil. High upon the cyclopian
spires of the Imperial Capital, Konrad III, The Basilisk
Emperor, sat enthroned at the center of groveling kings and
whispering sorcerers. He became the unknowable center of
the colossal imperial war machine. He became the brooding
heart of greed that obsessed over what more could be devoured.
Exploiting dark magic, he traded his humanity for an eternal
life consumed by an insatiable hunger for conquest.
The Basilisk Empire has become a grim monolith in the
SLUDGE | 49
Imperial Special Units
Imperialist battalions may include the following special units in addition to
those found in the core rules.
Imperial Artificer
One of the strongest elements of the imperial model was the adoption of those it conquers. When the Basilisk consumed the
industrial city of Cinder Forge and the secretive Machine College in 345ce, it claimed one of its greatest jewels. The Artificers are the
sons of imperial genius. By imperial decree, the Machine College was forced to receive Arcanist overseers. The proud machinists were
initially enraged, but the adversarial relationship was short lived. The tireless minds of these academic masters quickly embraced
one another. New and wondrous technologies were born from the powerful collaboration.
I M P E R I A L A R T I F I C E R | H E RO
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
4 1 2 2 0 6 2
Imperial armies featured troops from vast and varied lands, Imperial Zouaves are line infantry regiments consisting of
and the Imperial Zouaves are one of the most striking units in between three and five 40mm bases of soldiers at 10 points each.
the empire. The first Zouave units were assembled by the Basilisk Imperial Zouaves are elite line infantry and their inclusion in a
Emperor himself during his conquests in the eastern battle planes. battalion does not open the option to include an elite unit.
They combined Eastern martial traditions with new lightning
tactics and quickly gained renown for their speed and discipline.
I M P E R I A L Z O UAV E S | L I N E I N FA N T RY R E G I M E N T
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
4 1 1 1 0 5 3
Musket volley and bayonets. The regimental standard and musician upgrades may both
be equipped to the same figure.
Veterans | 10 points
Hold Position becomes a Short Order.
Musician | 5 points
Gain the Regimental Song free order.
SLUDGE | 51
Imperial Conscripts
I M P E R I A L C O N S C R I P T S | L I N E I N FA N T RY R E G I M E N T
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
3 1 0 0 0 5 4
The Imperial Crawler must be the most fearsome creation of hateful bursts of burning lead into their foes. The monstrous
the age. These mechanical titans came thundering forth from the Imperial Crawler is a beast from the Age of Myth reborn.
billowing fires of Cinder Forge. These heavily armored weapons Imperial Crawlers are a single large machine at 60 points.
of war are the offspring of ancient arcane secrets bred with the Imperial Crawlers are an elite unit choice.
machinist’s enigmatic imagination. Specially trained Arcanist
crews stoke enchanted engines while ingenious artificers unleash
I M P E R I A L C R AW L E R | E L I T E M A C H I N E U N I T
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
3 1 1 1 0 7 6
Troop Transport
During deployment, the controlling player may deploy one unit with
a maximum of 9 wounds inside the crawler. During the crawler’s
activation it may deploy the unit completely within 3” of itself for a
short order. If the crawler is destroyed while the unit is inside, place
the figures within 3” of the crawler and each figure suffers d3 wounds.
Machines and Cavalry units may not be deployed inside the crawler.
BURN DISMEMBER
Wounds caused by this weapon do not generate gore. Each damage roll of 6 deals 2 wounds instead of 1.
SHOCK
Designer’s Notes: The model tanks used during playtesting fit on a 4” or 100mm round base. These machines drop gore when wounded just like everything else. When
they take damage, the gore could be from wounded crew members or maybe the gore is black smoke and wreckage. Either way, it adds to the chaos of the battlefield.
SLUDGE | 53
Rocket Battery
Rockets are an ancient technology that were successfully weaponized by artificers in recent
years. Highly mobile teams of specially trained units may rush into position, take aim, and lay
down withering explosive barrages against their enemies.
Rocket teams are particularly effective in regions where field guns are too cumbersome to
operate. Rockets can be fired from the decks of Arcships, the high ridges of mountain crags, and the
deep mud of no-man’s-land with equal efficacy.
Rocket batteries are artillery units consisting of between one and three 40mm bases of soldiers
at 20 points each.
RO C K E T B AT T E RY | A R T I L L E RY U N I T
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
3 1 1 1 0 5 2
Dangerous Ordinance
Rocket Salvo TN rolls of 10 grant +2 burst instead of +1 but the unit
suffers 1 wound. On Rocket Salvo TN rolls of 1 this unit suffers 2
wounds and the attack fails as normal.
RO C K E T S A LVO
+2, DAZE and
Ranged 24 7 3
SHOCK 4
SHOCK DAZE
Units that suffer wounds from a weapon with the Each damage roll of 6 causes the DAZE status. Dazed units suffer -1 on
SHOCK special rule increase the TN of their nerve tests during their next activation, then the status is removed. Units can
test by the SHOCK value. suffer from multiple daze effects at once for greater negative modifiers.
54 | BLASTER VOLUME 3
SLUDGE | 55
SLU D GE NAT IONS
56 | BLASTER VOLUME 3
Through a complex mixture of military might and political
leverage, the Chimera continued to grow in power throughout
the west. With a professional standing army at the ready and a
fleet of mythic arcships available to impose ironclad blockades
at a whim, Chimeran emissaries negotiated trade agreements,
treaties, and alliances that established what amounted to
vassal kingdoms at best and brutal colonial holdings at worst.
For many of these remote planes, the choice was to starve to
death or to simply bow before the Chimera. However, as the
endless wars continued to rage, these minor lands became the
stage for titanic clashes between the venerable Chimera and the
ravenous Basilisk. Still, even though the Chimera had arrived
as a conqueror to these lands, it also brought a semblance of
prosperity in a doomed world. And many of these colonies and
vassals rose to the challenge to fight alongside the royal armies
in service of their beloved and terrible monarch.
SLUDGE | 57
Royalist Special Units
Royalist battalions may include the following special units in addition
to those found in the core rules.
Royal Magician
The court of the Chimera Throne is an extremely complicated show
of careful pageantry and deadly posturing. Unlike the dark sorcerers
found throughout the branchways, the royal magicians are aristocratic
officers of the arcane. Over the centuries, the royal Chimeric Academy has
developed a path into the arcane completely unique to their order. Royal
Magicians loath to degrade themselves by entering the battlefield but, as
loyal servants to the Chimera Throne, they do as they are bidden.
Royal magicians are a single figure at 30 points.
ROYA L M A G I C I A N | H E RO
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
4 1 1 0 2 6 2
Mount
Royal Magicians may be mounted for free. Increase to speed 6.
Mounted magicians may only have one bodyguard.
P S YC H I C
M U TAT I O N S Short Sorcery LOS 5 - Target unit suffers DAZE.
DAZE
Each damage roll of 6 causes the DAZE status. Dazed units suffer -1 on tests
during their next activation, then the status is removed. Units can suffer
from multiple daze effects at once for greater negative modifiers.
58 | BLASTER VOLUME 3
Royal Marines
ROYA L M A R I N E S | L I N E I N FA N T RY R E G I M E N T
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
3 1 2 1 0 5 3
Raiders | 10 points
Gain +1 Brutality.
Rifles | 5 points
Musket volley becomes range 14.
SLUDGE | 59
Royal Hussars
While there is a general sense of rivalry between the Marines and the other branches of the Royal Military, the Hussars have
earned the respect of even the most hardened Marine veterans. This light cavalry unit was originally composed of ostentatious
volunteers with a vain reputation for bravado. During the winter of 425ce, when the 4th and 6th Marines were locked in a bitter
campaign against the Death Templar, the all-volunteer 2nd Royal Hussars stayed by their side through the ice storms and harsh
deprivation. The Hussars held fast even after the winter had claimed nearly half their number and all of their horses. During the
final battles of the campaign, the 2nd Hussars showed valor and charged on foot by the Marines’ side. In the end, the 2nd Hussars
earned battle honors when they famously stormed the southernmost tower of the Iron Minarets to slay the dark sorcerer and his
retinue of bloodthirsty crusaders.
Royal Hussars are light cavalry consisting of between three and six figures at 5 points each.
ROYA L H U S S A R S | L I G H T C AVA L RY
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
5 2 0 1 0 5 1
60 | BLASTER VOLUME 3
Battle Kite (Elite)
The Chimera Throne is an ancient monarchy that holds the largest known fleet
of Arcships in the world and it has maintained an extremely close alliance with
the Arcanist Navigator guilds for many centuries. The Arcanists who have aligned
themselves with the Chimera Throne have enjoyed unique access to various ancient
Arcship technologies. As a result, the Chimera Throne is one of the few nations to
develop new flying machines in the Age of Decay. Battle Kites are small, short range
airships that provide remarkable mobility. These machines serve as excellent scouts,
invaluable transports throughout the tangled land, and have even been adapted for use
as tactical bombers.
Battle Kits are a single large flying machine at 30 points. Battle Kites are an elite
unit choice.
B AT T L E K I T E | E L I T E M A C H I N E U N I T
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
7 0 1 1 0 5 5
Troop Transport
During deployment, the controlling player may deploy a unit with a
maximum of 9 wounds inside the Battle Kite. During the kite’s activation
it may deploy the unit completely within 3” of the center of the kite as
a short order. If the kite is destroyed while the unit is inside, place the
unit within 3” of the center of the kite and each figure suffers d3 wounds.
Machines and Cavalry units may not be deployed inside the kite.
DISMEMBER SHOCK
Each damage roll of 6 deals 2 wounds instead of 1. Units that suffer wounds from a weapon with the
SHOCK special rule increase the TN of their nerve
test by the SHOCK value.
Designer’s Notes: Airships are amazing. The battle kite is an arcane machine to model them however you wish. They could be dragons for all I care. But my
that would be analogous to some kind of helicopter in our world. They aren’t very imagination is some kind of ornithopter.
big and they aren’t really what we think of as kites. You are obviously welcome
SLUDGE | 61
Mortar Teams
The Royal Marines are famous for taking advantage of their air superiority to make daring attacks behind enemy lines.
However, these tactics often lead to engagements in terrain that limits the effectiveness of traditional artillery. In response, the royal
armory developed smaller light mortars that could be deployed from Kites alongside combat marines. These light artillery units first
saw widespread use in the campaign to reclaim the Gorgon Archipelago.
Mortar teams are artillery units consisting of between one and three 40mm bases of soldiers at 20 points each.
M O R TA R T E A M S | A R T I L L E RY U N I T
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
3 1 1 1 0 5 2
Dangerous Ordinance
Extra Crew | 5 points
Light Mortar TN rolls of 10 grant +2 burst instead of +1 but the unit
The whole unit gains +1 wound and +1 Speed for 5 points.
suffers 1
wound. On Light Mortar TN rolls of 1 this unit suffers 2 wounds and the
attack fails as normal.
L I G H T M O R TA R
+2, SHOCK 2 and
Ranged 18 7 3
DISMEMBER
DISMEMBER SHOCK
Each damage roll of 6 deals 2 wounds instead of 1. Units that suffer wounds from a weapon with the
SHOCK special rule increase the TN of their nerve
test by the SHOCK value.
62 | BLASTER VOLUME 3
SLUDGE | 63
SLU D GE NAT IONS
64 | BLASTER VOLUME 3
Passionate arguments and savage accusations echoed in
the smoky hall where the elders of the six remaining tribes were
gathered. The roar finally subsided when Mokosa’s eldest son
took the floor. He held his father’s carefully folded banner in
his hands. A quiet murmur spread through the gathering as
the legendary object was unfurled. The emblem of a massive
golden eagle was once again displayed before the assembled
tribes. Mokosa’s son was the first to pledge the oath and soon
all six remaining tribes were unified under the Roc Coalition.
Each tribe maintained their independence, but their might was
joined in brotherhood against a common enemy. On that fateful
day, Mokosa’s son became the First Among Equals. What
followed was a legendary clash between the merciless Basilisk
Empire and the proud Roc Coalition.
SLUDGE | 65
Free Peoples Special Units
Free Peoples battalions may include the following special units
in addition to those found in the core rules.
In myths and legends, the Knights of the Realm were heroes Knights of the Realm are a special commander unit consisting of 5
who protected the land against the forces of evil. In the 4th individually based figures at 40 points.
century, the Knights of the Realm became a powerful symbol Knights of the Realm replace the free battalion commander. If the
of tribal unity and noble purpose. Each champion is appointed Knights of the Realm unit is destroyed all units in their battalion
by the elders from the assembled warrior clans in accordance gain one stress.
with tradition. These knights are extremely powerful warriors
who assume this mantle of authority with grim reverence. It is
vital among the free people to celebrate their traditions, and it
is a point of pride that they are led by a council of their finest
warriors rather than a single individual.
K N I G H T S O F T H E R E A L M | H E RO I C C O M M A N D E R U N I T
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
4 2 2 2 0 7 2
The Knights of the Ream gain one additional figure. All friendly units Ceramic War Blades
gain +2 Faith while within 15” of this figure.
This unit’s Knightly Arms gain DISMEMBER. Each damage roll of 6
Mounts | Exchange deals 2 wounds instead of 1.
The Knights of the Realm may be mounted for free. Increase to speed 6 Command Abilities
but reduce the unit size by 2 figures.
The Knights of the Realm have the following abilities.
I N S PI R E
Remove 4 gore from within range or
Short Special, Cunning 10” 5 -
Remove 1 stress from the target.
WA RC RY
Self or ally Target gains +1 Burst on next combat
Short Special, Cunning 5 -
within 5” order.
BASTION
This unit gains +1 on endurance saves
Short Special, Cunning Self 5 -
until its next activation.
MART YRDOM
Remove one figure from this unit. All
Short Special, Cunning Self - -
allies within LOS lose one stress.
GO AT T H EM
Target gains +2 Speed on their next
Short Special, Cunning 5” 5 -
charge order.
H ERO I C S PEEC H
Remove 3 stress tokens from within
Long Special, Cunning 10” 5 -
range.
66 | BLASTER VOLUME 3
Longbowmen
Many minor kingdoms had very limited access to black
powder and had difficulty bringing the full might of the musket
to bear. However, in the face of this disparity the proud free
peoples train harder and exercise extreme discipline with
traditional longbows. The longbow is a powerful weapon in able
hands, but mastery of the longbow is a lifelong pursuit. Arrayed
on the field with their colorful banners, noble regiments of
longbowmen are a living relic of a lost age. Enemy commanders
have been known to view these units as powerless primitives. But
it is a mistake they rarely have an opportunity to make twice.
Longbowmen are line infantry regiments consisting of between
three and six 40mm bases of soldiers at 10 points each.
L O N G B OW M E N | L I N E I N FA N T RY R E G I M E N T
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
3 1 1 1 0 5 3
EQUIPMENT
OPTIONAL UPGRADES
Musician | 5 points
Gain the Regimental Song free order.
BLEED
SLUDGE | 67
Heavy Infantry
H E AV Y I N FA N T RY | L I N E I N FA N T RY R E G I M E N T
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
3 2 1 1 0 5 3
Pole weapons Heavy Infantry may choose from the following upgrades.
Full Armor | 10 points
Gain +1 Defense.
Musician | 5 points
Gain the Regimental Song free order.
68 | BLASTER VOLUME 3
Men-at-Arms
There are many martial traditions among the free peoples. Men-at-Arms consist of between four and eight figures at 5
Men-at-Arms are a class of free soldiers who have chosen a life points each. Full units of eight Men-at-Arms add an elite unit
of battle. They are travelers who lend their strength to warring choice to your battalion as if they were line infantry.
clans according to need. They have developed a unique martial
culture and usually fight in loose skirmishing formations. They
are a complicated group of mercenary-like warriors who are
often preoccupied with notions of honor and personal glory.
M E N - AT - A R M S | S K I R M I S H E R S
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
3 1 1 1 0 6 1
H E AV Y W E A P O N Close - 6 2 +3
SLUDGE | 69
Sacred Icon (Elite)
The free peoples have remained free by their stern hands. Other free nations may gather around ancient idols,
determination and unyielding sense of independence. The central cryptic relics, or even an anointed princess. The traditions are
pillar of their ironclad identity is often personified by a sacred vast and varied, but the power of these sacred symbols to inspire
symbol. For example, the Roc Coalition is pledged under the free people is undeniable.
ancient banner of Mokosa. When Roc warriors look upon this Sacred Icons are a single figure at 30 points. The Sacred
golden standard they are filled with overwhelming pride, and Icon may be mounted on a 25-60mm base. The Sacred Icon is
they will fight like demons to protect their banner from enemy an elite unit choice.
SAC R E D I C O N | E L I T E
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
3 0 0 2 0 7 3
Sacred Abilities
OPTIONAL UPGRADES
The Sacred Icon has the following abilities.
R I G H T EO US FU RY
Target friendly unit may gain one
Long Prayer 10 5 -
stress to perform the combat long order.
70 | BLASTER VOLUME 3
SLU D GE NAT IONS
72 | BLASTER VOLUME 3
Manticore ideology to become homicidal revenge cults. Over the Manticore cults have become a consistent feature of the
following decade, the First Manticore crusade was crushed by the decaying world. The endless bitter wars waged by heartless
imperial legions. The Witchfinder General was executed and his rulers create fertile soil for the Manticore’s Venom to sow
writings were outlawed by imperial decree. Despite the Basilisk its poisonous seeds. As narcissistic rulers abandon their
Emperor’s fathomless capacity for violence, militant Manticore humanity to bask in dark immortality, their people’s lost souls
cults remained a major player in the balance of power across the hunger for revenge. Terror and nihilism consume countless
western branchways. souls, and the promise of the Manticore’s primal justice is a
The prominence and might of various Manticore cults wax precious temptation. A shared hate-filled nightmare burns
and wane following the tide of human suffering. However, like a wildfire in the dry tinder of human suffering. The savage
some of these cults have become powerful assets to enterprising thoughts of the Manticore gnaw at the root of the mind. Visions
warlords looking to leverage the fanatical might of a violent of the Manticore percolate through humanity’s lived horrors to
faith. The Arcanists of Divinity were among the most powerful manifest as new cults, and blood-soaked crusades against the
factions formed in the dissolution of the first crusade. pillars of civilization have become a perennial tragedy. At the
Accordingly, they were mercilessly hunted and their remnants center of these virulent crusades stands the dark governance
were exiled on the desolate Keth Planes. Keth had become of a destroyer. The shadow of the Manticore is cast upon
synonymous with a civil war that was as brutal and unrelenting every mind in these dark days, and the imminent madness it
as its hellish landscape. It was under these harsh conditions that promises lurks just beyond sight.
the Arcanists of Divinity made an alliance with the Northern
Keth Sultanate. The Sultan was as artfully deceitful as the
Arcanist cult, and their alliance was balanced on a razor edge.
The exact depth of Manticore corruption in the Keth Sultanate
is a matter of debate, but the brutal efficacy of this alliance
is undeniable. This murderous regime launched a fanatical
crusade with renewed vigor. And against The Sultan Divine
the bitter nations of Keth were cast into unplumbed depths of
abyssal war.
SLUDGE | 73
Cultist Special Units
Cultist battalions may include the following special units in addition to those
found in the core rules.
P R I E ST O F T H E M A N T I C O R E | H E RO
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
4 1 1 0 2 6 2
Mount
Priest may be mounted for free. Increase to speed 6. Mounted priests
may only have one bodyguard.
SIGN OF DOOM Long Sorcery 12 6 - All units within range gain 1 stress.
DAZE
74 | BLASTER VOLUME 3
Cultist Throngs
The Manticore cults gather howling mobs to tear down their earthly masters. Blood will run in the streets and fire will consume
fertile lands wherever these raving throngs pass. They have become like plague-born swarms. As the rioters spread destruction,
the rioting mass only grows larger and more fervent. They are both the result of the disease and the disease itself. The Manticore’s
devotees suffer from unending nightmares that whisper dark secrets into their fragile minds. Following these dreams, the cultists
obsessively assemble and stockpile poison gas grenades. These bombs are a concoction of heaving dread that damages the mind and
soul as much as the body.
Cultist Throngs are line infantry regiments consisting of between three and six 40mm bases of soldiers at 10 points each.
C U LT I ST T H RO N G S | L I N E I N FA N T RY R E G I M E N T
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
3 0 0 1 1 5 4
Irregular
When this unit fails a nerve test, it suffers stress wounds when its total
stress is equal to or greater than their wound characteristic. Normally,
the total must be greater than the wound characteristic to inflict stress
wounds.
DAZE
SLUDGE | 75
Zealots
The teachings of the Manticore cults transform devotees’ minds
and bodies into living weapons. Violent zealots are fanatical creatures.
They are both heralds who spread the Manticore’s thought poison and
assassins who embody the Manticore’s venom. They are the Manticore’s
carefully perfected tools. It is believed that Manticore Zealots are
already widely spread throughout the branchways as spies. These
agents quietly infect others long before their respective cult emerges
in force. In one instant they are subtle agents and in the next they are
rabid attack dogs. And the change from a sleeper agent to a savage
killer is only a matter of their master’s dark thought.
Z E A L O T S | SK I R M I SH E R S
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
4 2 1 1 1 5 1
H I D D EN P O I S O N
G R EN A D ES Ranged 8 7 2 +1, DAZE
DAZE
Each damage roll of 6 causes the DAZE status. Dazed units suffer -1 on
tests during theirnext activation, then the status is removed. Units can
suffer from multiple daze effects at once for greater negative modifiers.
76 | BLASTER VOLUME 3
Crusaders (Elite)
Many knightly orders are insular warrior cultures that exist separate from society and already exhibit many cult-like tendencies.
It is reasonable to believe that the corrupting tendrils of the Manticore have infiltrated every aspect of society. But there is undeniable
certainty that the savage crusades launched by once respected knightly orders are intimately linked to the Manticore’s sinister goals.
Crusaders are a diabolic hybrid between the unyielding savagery of the zealot and the unmatched combat prowess of the noble knight.
Crusaders consist of between three and six figures at 15 points each. Crusaders are an elite unit choice.
C R USA DE R S | E L I T E SK I R M I SH E R S
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
4 2 1 2 1 6 2
EQUIPMENT
Fanatics | 5 points
The whole unit gains Fanatical for 5 points. Gain +1 on combat orders
Knightly Arms for each stress on this unit instead of the usual -1.
The whole unit may be mounted to gain +1 speed, but the maximum
unit size is reduced to four figures.
SPECIAL SKILLS
Tough
Gain +1 on endurance saves.
Noble
Failed nerve tests that would cause wounds only
remove one figure.
Fury
During this unit’s activation, it may gain one stress
to perform the combat long order as a free action.
Saint
As the pillars of reality decay, the nine hells bled together in their virulent congregations. They promise that the saints of old
a maddening tangle. Daily life was dominated by ever-present would soon be reincarnated. These saints would not be reborn as
dread. Heavy black clouds drifted through immense branches the faithful healers they were in life, but in their second coming,
that stretch across the darkened sky. Nations of men scratched they would be vengeful destroyers. They would be man-eating
out their bitter existence on brutal tracks of bleak land. The demons and instruments of divine justice.
Manticore’s poisonous religions found fertile grounds in the Saints are a single large figure at 45 points each. The saint’s
hearts of beleaguered peoples. The priests pulled prophetic base should be between 50mm and 80mm.
visions from ever-churning nightmares to deliver grim hope to
S A I N T | H E RO
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
3 2 1 0 1 6 5
Fanatical
Gain +1 on combat orders for each stress on this unit instead of
the usual -1.
Fury
During this unit’s activation, it may gain one stress to perform
the combat long order as a free action.
78 | BLASTER VOLUME 3
SLU D GE WA R
SLUDG E N ATIONS
A PPENDIX
I M P E R I A L I ST U N I T S
NA ME SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
I M PER I A L A R T I FI C ER 4 1 2 2 0 6 2
I M PER I A L ZO UAV ES 4 1 1 1 0 5 3
I M PER I A L CO N S C R I P T S 3 1 0 0 0 5 4
I M PER I A L C R AW L ER (EL I T E) 3 1 1 1 0 7 6
RO C K E T B AT T ERY 3 1 1 1 0 5 2
ROYA L I ST U N I T S
NA ME SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
ROYA L M AG I C I A N 4 1 1 0 2 6 2
ROYA L M A R I N ES 3 1 2 1 0 5 3
ROYA L H US S A R S 5 2 0 1 0 5 1
B AT T L E K I T E (EL I T E) 7 0 1 1 0 5 5
M O R TA R T E A M S 3 1 1 1 0 5 2
4 2 2 2 0 7 2
KNIGHTS OF THE REALM
LO N G B OW M EN
3 1 1 1 0 5 3
H E AV Y I N FA N T RY
3 2 1 1 0 5 3
M EN -AT-A R M S
3 1 1 1 0 6 1
3 0 0 2 0 7 3
S AC R ED I CO N (EL I T E)
C U LT I ST U N I T S
NA ME SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
PR I ES T O F T H E M A N T I CO R E 4 1 1 0 2 6 2
CU LT I S T T H RO N GS 3 0 0 1 1 5 4
ZE A LOT S 4 2 1 1 1 5 1
C RUS A D ER S (EL I T E) 4 2 1 2 1 6 2
SAINT 3 2 1 0 1 6 5
80 | BLASTER VOLUME 3
WEAPONS
NA ME TY PE R A NGE TN BURST DA M AGE OR EFFECT
B AYO N E T S Close - 7 3 +2
C ROS S B OW VO L L E Y Ranged 14 7 3 +1
H E AV Y W E A P O N Close - 6 2 +3
M US K E T S Ranged 12 6 1 +2
Special Rules
BLEED DISMEMBER
Each damage roll of 6 generates one Each damage roll of 6 deals 2 wounds
additional gore. instead of 1.
BURN SHOCK
Wounds caused by this weapon do not Units that suffer wounds from a weapon
generate gore. with the SHOCK special rule increase the
TN of their nerve test by the SHOCK value.
DAZE
SLUDGE | 81
GASLANDS: LEGACY (PT.2)
GET R E A DY TO SNA P S OME TEMPL ATES
MIKE
HUTCHINSON
ABOUT
GASL ANDS: REFUELLED
C O R E R U L E S A V A I L A B L E AT
GA SL ANDS.COM
10560
10499 New Martian Way | District 10, Mars
The Story So Far…
pulled the
Rutherford Inc. just unceremoniously
Earth-side factories, including the
plug on all its
assets, it is
one you worked at. To protect their
standard practice to liquidate all
the unwanted HELPFUL LINKS
ot demolition
facilities. Unfortunately, the nanob
e for this task appea r to Vehicle Generator:
systems responsibl
e of microscopic gaslands.com/legacy
have gone rogue, and now a plagu
thing within 1000
machines are bent on turning every Legacy Dash boards:
miles to digital slag. gaslands.com/legacy/
dash boards
les you were able
Fleeing the bugs in whatever vehic
from the factory lot in the moments you had
Legacy Templates:
to loot
appea r to have stumbled lates
to make your escape, you gaslands.com/legacy/temp
s some kind of cland estin e facility belonging
acros
to the GeneSys Corp. Your scientists were so
preoccupied with whether
g about, they seem
From the looks of the gear layin or not they could, they
shit, but from
to be up to some pretty high-tech didn’t stop to think if they
mutat ed semi- mecha nical dinosaurs
the looks of the should.
e the nanobot
you just escaped, you have to assum
actually alrea dy made it this far,
infection has Ian Malcolm
racing virtually
which is bananas, as you’ve been Jurassic Park (1993)
flat out.
What is this?
ign with
If you have BLAST ER Volum e 3: start your campa
volum e when
Chapt er 1 and proce ed to Chapt er 6 in this
e 3: no proble m!
instru cted. If you don’t have BLAST ER Volum
RUTHERFORD,INC
n, create some
Read throug h the ‘Legac y Rules Recap’ sectio
action at Chapt er 6.
new legacy teams , and jump right into the
reveal ed in the first
You’ll miss out on some of the story that is
of the madd est
five chapt ers, but you are still guara nteed five
games of Gaslan ds you’ve ever played!
G A SL A N D S: LEGACY | 83
Legacy Rules Recap
Gaslands: Legacy is a narrative campaign for Gaslands featuring a number
of new ‘legacy’ style mechanics to ensure that whatever is done cannot be
undone.
The following rules changes were all introduced over the course of the first five
chapters of the Gaslands: Legacy campaign, available in BLASTER Volume 3.
There are summarised here for convenience, and in case you are encountering
Gaslands: Legacy for the first time in this volume. (If the latter is the case, of
course I hope that by reading this you’ll be tempted to pick up Vol. 3 too). Vehicle By: Carlos Pandiella
R U L E S C H A N G E : R U L E S C H A N G E :
R U L E S C H A N G E :
84 | BLASTER VOLUME 3
R U L E S C H A N G E :
R U L E S C H A N G E :
If this vehicle causes 6 or more hits in a single Attack Step, before Evades, A hull box with an ‘!’ written in it is referred to as a ‘corroded hull
the controller of this vehicle gains 1 Audience Vote. box’, but otherwise functions as a normal hull box during play.
Live Fast When asked to check their team’s ‘Total Corrosion’ value, a player
During this vehicle’s activation, if this vehicle begins the Wipeout Step must add up the total number of corroded hull boxes on all their
with more Hazard Tokens than Hull Points, this vehicle’s controller gains 1 vehicles.
Audience Vote.
R U L E S C H A N G E :
All unspent audience votes are lost between games in this campaign.
Junkyard Cybernetics
R U L E S C H A N G E :
Whenever a rule instructs you to ‘roll one template improvement’,
Team Ratings roll a D6 and consult the following table:
Each vehicle you generate will have a listed ‘Vehicle Rating’.
Each player's ‘Team Rating’ is the sum of the Vehicle Ratings in their team.
R U L E S C H A N G E :
D6 Template Improvement
G A SL A N D S: LEGACY | 85
NEW SLIDE EXIT POINTS R U L E S C H A N G E :
As template improvements can add new slide exit points, two Turret Mounting
new rules apply during this campaign: Change the Turret Mounting upgrade to the following:
1. If a new slide exit point is added to one of the short Turret Mounting (Upgrade): When adding this upgrade to this vehicle, select a
edges of a template, then during a slide action using weapon attached to this vehicle. This upgrade costs twice the cost of the selected
that slide exit point, the player controlling the active weapon. The selected weapon gains a 360-degree Arc of Fire.
vehicle may choose which direction to face the
vehicle in at the end of the slide, (as with sliding off a
R U L E S C H A N G E :
straight in regular Gaslands).
Team Handicaps
2. Vehicles may not place a template with a slide exit
Before the start of each game, each player should compare their current
point touching their starting position. This means
Team Rating to the player with the highest Team Rating. If there is a
that if you add a new slide exit point to the short
difference in rating, the player with the lower Team Rating begins the
starting edge of the Medium Straight template it
game with the following bonus:
cannot be placed (so don’t do that).
R U L E S C H A N G E :
86 | BLASTER VOLUME 3
Diorama By: Dick Vigil
R U L E S C H A N G E :
pointing in the direction indicated by the arrow on the lower
Unpredictable Performance
template. (The arrow on the upper template may face in
Whenever a rule instructs players to ‘combine two either direction).
templates’, they must roll two D6, and select two different
Once the two templates are glued or taped in place, remove
templates, one template that has a permitted gear equal to
(cut off) any part of the lower template beyond its dotted
the first dice roll, and another template that has a permitted
line that isn’t concealed under the upper template.
gear equal to the second dice roll. If either dice rolls is a 6,
that dice may be used to choose any template. The combined templates permanently form a single
movement template for the rest of the campaign.
Once the two templates are selected, they must be
combined by permanently affixed one to the other, such Once combined, either set of visible permitted gear icons
that the short starting edge of one template (the ‘upper may be used and any slide exit points may be used (including
template’) is placed exactly in line with (and centred on) the those on the ‘flip-side’ of the templates).
G A SL A N D S: LEGACY | 87
Chapter 6: Tech Support
Read out the “The Story So Far”, and then read this
section out:
88 | BLASTER VOLUME 3
‘Post Game’ section.
Stop reading now. At the end of the game, read the
POST GAME
Tech Suppor t
After this game, read the following aloud:
As you suspected, this area is not abandoned. The two technicians you bundled into your
vehicles seem really on-edge. Dr. Short is stubbornly silent, but her assistant Brock is more
forthcoming.
it
“The park had been mothballed for decades until Rutherford paid GeneSys to quietly spin
back up again. I really couldn’t guess who first had the batshit idea to attempt to weaponise
the paleo-regenesis process, but it turns out to work pretty damn well. We’ve been building
prototype ‘sauruses here for about 6 years and if it wasn’t for this ham-fisted nano-demolition
over at the Rutherford logistics facility, we’d be getting our bonuses in about 4 months. This
cross-contamination is going to set us back years if we can’t reset it.”
it’s a
Dr. Short speaks unexpectedly, sounding distant: “The guys call them ‘Killsaurus’. I suppose
term of affection.”
Brock
Weaponised dinosaurs? You can’t resist asking: “These ‘sauruses’ ... are they … pilotable?”
eyes you suspiciously: “Sure. They are intended as crewed war-machin es. But, don’t get any
are
ideas, the human-inter face is still way off. Short of some kind of nano-grafting miracle, they
still non-operable as piloted vehicles.”
You realise the cold-blooded monsters you fled from earlier were BUILT with weapons mounted
on them. You had assumed it was a nano-bot mutation.
“Listen, that Rutherford paycheck is as good as gone if we can’t quarantine or cleanse a sample
before this new swarm of nanobots turns them into something we can’t undo. They’ve gone
rogue, but I think we can salvage them: will you guys help us get to the reset button?”
G A SL A N D S: LEGACY | 89
Chapter 7:
Looting the Command Codes
You enter the vast GeneSys hanger through
one of its many massive hanger doors. It is
festooned with technical equipment, snaked
with power cables and dotted with forklifts.
This is the heart of the Killsaurus
programme. As you zoom down the central
thoroughfare, you start to notice the regular
organisation of tall bays and electrified pens
that betray its purpose.
Scenario 7:
Looting The Command Codes
Play the Automated Salvage scenario, adding the
following special rules:
S C E N A R I O R U L E :
Snatch S C E N A R I O R U L E :
90 | BLASTER VOLUME 3
S C E N A R I O R U L E :
S C E N A R I O R U L E :
POST GAME
G A SL A N D S: LEGACY | 91
When it activates, the Truckasaurus counts as being in the same current
Chapter 8: The Killsaurus Factory Gear as the current Gear Phase. When activating the Truckasaurus, the
If a player has noted that they ‘have the command controlling player must select from the templates available to that player
the
codes’ then that player must unlock a clue using (including their damaged and new templates).
code ‘COUNTDOWN’ and read it aloud.
,
the If the Truckasaurus is involved in a collision outside of its activation
Otherwise, if no player has noted that they ‘have is
command codes’ then the player with the highest
total it always declares a Smash Attack reaction. When the Truckasaurus
as
corrosion (roll off if tied) must unlock a clue using attacked or is involved in a collision outside of its activation, it counts
the code ‘ROADBLOCK’ and read it aloud.
being in Gear 3.
Scenario: The Killsaurus Factory The Truckasaurus may not leave the play area. If the Truckasaurus final
t at
position would overlap the edge of the table, interrupt the movemen
Play ‘Truckasaurus’, but be sure to use a large toy dinosaur for the
that point. Do not resolve a collision with the table edge.
Truckasaurus. During this scenario, the following special rules apply:
S C E N A R I O R U L E :
S C E N A R I O R U L E :
Killsaurus Lives
Killsaurus Bleeds
.
Ignore the Truckasaurus Lives special rule on p152 of Gaslands: Refuelled
.
Ignore the Truckasaurus Feeds special rule on p153 of Gaslands: Refuelled
s’
At the start of the game, the player with Pole Position receives a ‘Killsauru
Point
When a player causes damage to the Truckasaurus, they gain 1 Victory
token (use a spare dinosaurus toy if you have one).
for each point of damage caused.
At the end of every gear phase, the player with the Killsaurus token
.
activates the Truckasaurus and then passes the Killsaurus token clockwise
other
The Truckasaurus activates exactly once each gear phase (even if no
vehicles are activated).
92 | BLASTER VOLUME 3
S C E N A R I O R U L E :
S C E N A R I O R U L E :
Access Codes
If a player noted that they ‘discovered the KSR access codes’ then once
spend
during this game, when the Truckasaurus is activated, this player may
. The
1 Audience Vote to jam the Truckasaurus for the rest of its activation
attacks, and
jammed Truckasaurus may not target vehicles from this team with
team
must declare an evade reaction when colliding with a vehicle from this
during this activation.
S C E N A R I O R U L E :
POST GAME
3. Each player must check their team’s hull boxes: After the scenario is played, proceed to Chapter 9.
G A SL A N D S: LEGACY | 93
even
At the start of every round, all wrecked vehicles may respawn for free,
Chapter 9: Ctrl+Alt+Delete if their controller has other vehicles in play.
Seated in a jumble of wires and slime, in the saddle
of a prehistoric bio-mech, you feel a surge of hope.
halt
Here is where you take a stand. You will either S C E N A R I O R U L E :
this madness or be overwhelmed by this grey nano-
plague. Get to the radio towers. Broadcast the Game End
shutdow n override signal. Pray it works.
game
Ignore the ‘Game End’ rules on page 141 of Gaslands: Refuelled. This
Scenario: Ctrl+Alt+Delete does not end until one player has 3 Victory Points, at which point the game
S C E N A R I O R U L E :
S C E N A R I O R U L E :
Nanobot Override Beacons
Command Codes
not note
Whenever a player is required to note a new terrain piece, they may
have
If one player has the command codes, all the other players that don’t
a piece of terrain within double range of any of their vehicles.
the command codes require 4 VP to win this scenario, instead of 3 VP.
S C E N A R I O R U L E :
94 | BLASTER VOLUME 3
‘Post Game’ section.
Stop reading now. At the end of the game, read the
POST GAME
Ctrl+Alt+Delete:
game: the shutdown codes were broadcast: won the game: the shutdown codes were
Killsaurus. Nanopocalypse.
Conclusion A: Conclusion B:
Dawn Of The Killsaurus Nanopocalypse
As you push the ‘transmit’ button, the world TRANSMISSION ABORTED. SHUTDOW N THREAT
freezes in place. The swirling, chaotic CONTAINED. AREA PHX-0345 ERASURE PROCEEDING.
nano-soup suddenly calcifies into a demented EXPECTED STERILISATION IN T-23H. REPORT
tableau of otherworldly scupltures, familiar COMPILING… COMPRESSING... UPLOADING… COMPLETE.
but indescribable. The rampage of the rogue
RECEIPT ACKNOWLEDGED. STAND BY FOR NEW
nanobots from the Rutherford facility seems
DIRECTIVE.
to have been halted. This part of the world
will just have to die of some other horror
DOWNLOA DING… RECEIPT ACKNOWLEDGED. NEW
instead.
DIRECTIVE RECEIVED. UPDATING DESIGNATION:
COUNTER-TERRORIST STRIKE UNIT KSR-039001.
From your vantage point atop your Killsaurus,
UPDATING OPERATING PROTOCOL: SEARCH AND
you can’t help feeling something is only
DESTROY. ACQUIRING TARGET COORDINATES.
beginning. In the command of this engine of
EXECUTE.
destruction, a person might do something
great, or something terrible. You feel as if
The campaign ends. The player with the highest total number of
you could take Mars on single-handedly, or
build a terrible wasteland empire of your corroded hull boxes across all their vehicles is the winner of this
own. Gaslands: Legacy campaign. If there is a tie, the tied player with
WIDE SHOT OF A MECHANISED DINOSAUR the highest number of victories is the winner of the campaign.
SILHOUETTED BY THE SETTING SUN
The campaign ends. The player with the lowest total number of
corroded hull boxes across all their vehicles is the winner of this
Gaslands: Legacy campaign. If there is a tie, the tied player with
the highest number of victories is the winner of the campaign.
RAGE OF THE KILLSAURUS
If you wish to play one more
game, Play ‘Arena of Death’
with the final teams from this
campaign.
JOSEPH
A. MCCULLOUGH
ABOUT
DEATHSHIP ONE
Deathship One is a solo or co-operative
miniatures game in which the player controls
a small squad of warriors attempting to
fight their way through an alien death trap.
It’s designed to be fast and fun and to use a
minimum of miniatures and terrain. It’s also
designed to be limited. The whole game
consists of 5 scenarios or ‘rooms’. The order
of those rooms can change from game-to-
game, but you always play all five, assuming
you live that long.
WELCOME TO DEATHSHIP ONE
Welcome to Deathship One. Better listen up, because the
truth is, you probably won’t live long. You see, you’ve been
INTRODUCTION
brought here to die. I don’t know why. Maybe it’s a test or Deathship One is a solo or co-operative miniatures game
experiment to measure the capability of warriors from in which the player controls a small squad of warriors
your planet. Maybe it’s just entertainment, like a circus or attempting to fight their way through an alien death trap.
gameshow. Or maybe this is punishment, a personal pur- It’s designed to be fast and fun and to use a minimum of
gatory for you sins. Now, I don’t mean to bring you down. I miniatures and terrain. It’s also designed to be limited.
just don’t want to fill you with any false hopes either. The whole game consists of 5 scenarios or ‘rooms’. The or-
der of those rooms can change from game-to-game, but
On the other side of that door is a room, and beyond
you always play all five, assuming you live that long.
that another, and another, and another. In fact, there are
five rooms in total. Each of those rooms is designed to The first part of this booklet explains how to assemble
kill you in different ways. Traps, monsters, automated your squad. There are three squads available: low-tech,
weapons systems, you name it. No, I can’t tell you what middle-tech, and hi-tech. This means you can play the
the next room looks like, even if I wanted to. It changes game using miniatures from any setting or time-period.
every time. The rooms shift around you see. But you’ve So, if you want to try the game with Greek hoplites, or US
got one chance. You’ve got to fight your way through all Marines from the Vietnam War, or power armoured space
five rooms. In the unlikely event you survive, you get to go commandos, you can. In fact, why not try all three and see
home. which group lives the longest?
So, it’s that simple. You fight your way through, you The second part contains the rules you need to play
survive. You might even find a few things to help you on the game. These have been purposely kept as simple as
the way. Seriously though, make your peace before you possible, so that you can jump in and start playing quickly,
open that door, because once you do, there’s going to be and so there isn’t too much to remember that might slow
no time for praying… down the action.
SET-UP
To begin, the player should roll on the ‘Random Room
Table’ found in the next section. This will tell the player
which room they will attempt to cross first. Each room
has a complete set of instructions on how to arrange the
terrain, including placement of walls and asset tokens,
where to start the members of the squad, and where to
place alien menaces.
dice and gets a ‘1’ and a ‘4’. Since neither die scored a The soldier’s shoot stat is (2) 7+, so they roll two dice
hit, the low-tech warrior has been hit instead. The low- needing an 7 or higher to score hits. The soldier rolls the
tech warrior compares his highest die result, the ‘4’ to two dice and gets a ‘2’ and ‘9’. The 2 misses, but the 9
the Rieger’s damage track, which shows that 6 damage scores a hit. Since the hit is an odd number, the slathek
has been inflicted. The low-tech warrior must subtract is knocked down.
this damage from his Health Stat. So, a fully Health low-
tech warrior would drop from Health 12 down to Health Example 2
6. If it suffers 6 more damage, he will be killed. The two
A high-tech soldier is shooting a drekyl. The soldier’s
models should now be separated.
shoot stat is (2) 6+. The soldier rolls the two dice and
Let’s say, instead, the warrior had rolled a ‘7’ and an gets a ‘7’ and an ‘8’. Normally, an 8 would be a kill
‘8’. Both of which are hits. Since the hit was an even result, however, since the drekyl is armoured, it is only
number, the warrior has scored a kill and the rieger is knocked down. Thankfully, the soldier scored two hits,
removed from the table. The 7 in this instance is wasted. and since the drekyl was knocked down by the first,
However, if the soldier had rolled two ‘7’s, then it would the 7, which would normally just cause a knock-down
have scored two knockdown results, which would also result, kills it.
kill the Rieger, as the first hit would knock it down, and
the second, which would normally knock it down, kills
it, since it is already knocked down.
ASSET CARDS
There are fourteen total asset cards, including
some duplicates. A player should draw four
at the start of a game and then another one
whenever an asset token is recovered. Each
card states when it can be used and what ef-
fect it has. Alternatively, any Asset Card may be
discarded after any room to restore 2 points of
lost Health to a soldier (that is still alive!).
AND THE GAME has failed and the game has been lost. If any soldiers
managed to make it through the exit, however, then the
game continues.
The player should now roll for a second room. The player
should continue playing through rooms until all five have
been completed. If the player manages to get any figures
through the exit of the fifth room, these soldiers are
immediately transported to their normal time and space,
and the game has been won!
ALIEN MENACES
This game feature 3 varieties of alien
menace which are detailed here.
RIEGER
Tall, gangly humanoids, rieger feature shark-like heads, completely dominated by a
mouth filled with hundreds of jagged teeth. These creatures like to grasp onto prey
with their long arms, and hooked, four-fingered claws, and then deliver a killing bite.
While their emaciated form looks frail, Rieger are immensely strong and tough.
Rieger Movement: 7”
Damage Track
Fight Roll 1 2 3 4 5 6 7 8 9
Damage 12 9 8 6 4 2 1 1 1-W
When a Slathek is knocked down, a second knock-down result has no effect. They may
only be killed by achieving a kill result on the dice.
Slathek Movement: 5”
Damage Track
Fight Roll 1 2 3 4 5 6 7 8 9
Damage 7 6 5 5 4 3 3 3 3
Special: Knocked down results while already knocked down have no effect.
Drekyl Movement: 5”
Damage Track
Fight Roll 1 2 3 4 5 6 7 8 9
Damage 4 4 3 3 2 2 1 1 1
9 – 10 Room Epsilon
ALPHA
ROOM ALPHA ASSET
This room is a 2.5 x 2.5’ square. One corner is designated as
the squad entry door. The exit door is one corner away. All 5
soldiers must be placed within 4” of the entry. The room is REIGERS DREKYL
divided into 4 sections, each 7.5” wide by 2.5’ long. The sec-
tions are separated by three walls, each 2’ long. Each wall
is flush against one table edge, leaving a 6” gap between it
and the opposite edge of the table. The middle wall starts SLATHEK SLATHEK
against the opposite side of the room from the entry and
exit door. The other two walls start flush against the same
side. These walls will potentially slide across the room
during the game.
alien was standing in the gap between this wall and the 5 Move Wall 2, place 2 drekyl in a random
table corner.
edge of the table, it is squashed and killed, remove it from
6 Move Wall 3, place 2 rieger in a random
the table. If a soldier is standing in that gap, it immediately table corner.
suffers d10 damage. If it survives, roll randomly to see 7 Place 2 slethek in front of the exit doorway.
which side of the wall it ends up on, and move it the
minimum amount required to get it there. 8 Place 1 drekyl in front of the entry doorway.
BETA
This room is 3' long, but only 1.5' wide. Place an entry door ASSET
REIGER REIGER
in the centre of one short wall, and the exit door in the DREKYL
centre of the other. Place two rows of six columns running SLATHEK
the length of the room. Each row of columns should be
6” away from one of the long walls. The first column in
each line should be 6” from the short wall containing
the entrance, the next 6” further, and so on, until the last SLATHEK
column is flush with the wall containing the exit door.
DREKYL
REIGER ASSET REIGER
Place two asset tokens on the table, each adjacent to
the centre point of one long wall.
Room Beta Event Table
Place two Rieger and one slathek next to each asset
Die Roll Result
token. Place one drekyl in each corner of the table
adjacent to the exit edge. 1 No Event
During the event phase of each turn, select one random 2 No Event
column from each row. Every soldier with 6” of that
column is hit by a mild electric shock that does 1 point 3 Place a slethek in front of the exit.
of damage. Aliens are immune to this damage. Then roll
4 Place a rieger next to a random column.
once on the Room Beta Event Table.
Place all of the soldiers within 3” of the entry door. 5 Place a rieger next to a random column.
GAMMA
This room is 3' long, but only 1.5' wide. Place an entry
ASSET
door in one corner of one short wall. Place the exit SLATHEK SLATHEK
Place a one rieger and two slathek next to each asset one, they will immediately take damage the next time the
token. Place two drekyl in front of the exit doorway. disc moves. Discs block all line of sight through them, but
not from two figures that are both touching the disc.
During the Event Phase each turn, starting with the
disc closest to the edge containing the entry door, move After moving the discs, roll once on the Room Gamma
each disc 6” in a random direction. If this moves a disc Event Table.
into contact with a table edge, or another disc, generate Place all of the soldiers within 3” of the entry door.
a new random direction that moves it out of contact and
continue its move. If a disc moves onto, or into contact
with, a soldier, that soldier must roll a die. The soldier Room Gamma Event Table
takes damage equal to the amount rolled on the die, Die Roll Result
divided by 3, rounded up to a maximum of 3 (so a roll
of 1 would be 1 damage, a roll of 10 would be 3 damage). 1 No Event
DELTA
This room is a 2.5 x 2.5’ square. One corner contains
the squad entry door; the diagonally opposite corner
??? ???
contains the exit door. The table is split into four equal
2x ALIENS 2x ALIENS
sections by a ‘+’ section of walls placed in the centre
of the table. This cross should leave 6” of room to pass
between each of the sections.
Place one ‘sentry gun’ in the corner of each part of the SENTRY
??? GUNS ???
‘+’, so that there is one gun in each of the four sections. In
2x ALIENS 2x ALIENS
each event phase, these guns will fire at the closest soldier
in line of sight, as though it were a drekyl (use their stat
card). These guns can be targeted by shooting attacks. Any
shooting attack against them that scores a ‘10’ on a die,
destroys them. Any other result has no effect. Alternatively,
any soldier that moves into contact with a gun automat-
ically attacks it. The soldier should roll its Fight dice as Room Gamma Event Table
normal but must score a 10 to destroy the gun. The soldier Die Roll Result
does not take any damage if it fails this attack. Place an asset token in a random corner of the
1 table. This can happen a maximum of 3 times
Place 2 randomly determined aliens in the centre of each in the room, then treat this as No Event.
determine one end of the ‘+’. This end is suddenly blocked 3 Place a slethek in a random table corner.
by a wall (so the clear 6” is filled by a wall), making move-
4 Place a rieger in a random table corner.
ment between those two sections impossible. If a figure is
standing in this area, roll randomly to see which side they 5 Place two rieger in a random table corner.
end up on and move them the minimum required distance
to do so. During all subsequent Event Phases, remove this 6 Place a slethek in a random table corner.
wall and roll again. This can place the wall back where it 7 Place two slethek in a random table corner.
was or blocking one of the other three ends of the ‘+’. After
this is done, roll on the Room Delta Event Table. 8 Place a drekyl in a random table corner.
Place all of the soldiers within 3” of the entry door. 9 Place a drekyl in a random table corner.
EPSILON
ROOM EPSILON
This room is a 2.5 x 2.5’ square. One corner contains the
entry doorway. The corner diagonally opposite contains DREKYL
the exit door. This corner is a completely walled off 1 x 1’ 3
3x REIGER SLATHEK
square. Note that three 6” sections of this wall should be
removable – the two sections that touch the perimeter
wall of the room, and the middle 6” that form the corner
pointing into the rest of the room.
Solider 1 Solider 6
Name: Name:
Soldier Type: Soldier Type:
FIGHT: Current HEALTH: FIGHT: Current HEALTH:
Shoot: Health: Shoot: Health:
Notes: Notes:
Solider 2 Solider 7
Name: Name:
Soldier Type: Soldier Type:
FIGHT: Current HEALTH: FIGHT: Current HEALTH:
Shoot: Health: Shoot: Health:
Notes: Notes:
Solider 3 Solider 8
Name: Name:
Soldier Type: Soldier Type:
FIGHT: Current HEALTH: FIGHT: Current HEALTH:
Shoot: Health: Shoot: Health:
Notes: Notes:
Solider 4 Solider 9
Name: Name:
Soldier Type: Soldier Type:
FIGHT: Current HEALTH: FIGHT: Current HEALTH:
Shoot: Health: Shoot: Health:
Notes: Notes:
Solider 5 Solider 10
Name: Name:
Soldier Type: Soldier Type:
FIGHT: Current HEALTH: FIGHT: Current HEALTH:
Shoot: Health: Shoot: Health:
Notes: Notes:
QUICK RELOAD/ NOT QUITE
HAND CLEARANCE FULL AUTO
DEAD
OF FATE If you have a special weap- You may play this card
You may play this card whenever a soldier makes
on that either runs out of
You may play this card any whenever a soldier is a shooting attack. This
ammo or jams, you may
time you roll one or more reduced to 0 Health or soldier can make two shoot
play this card. This solder
dice. You may re-roll any less. That soldier instead actions but does not get a
may take a shoot action
one die. remains on the table with 1 move action.
during their next activation
Heath remaining.
as normal.
HEALING HEALING
HAND
SPRINT KIT KIT
OF FATE
You may play this card You may play this card You may play this card
You may play this card any whenever you move a during any soldier’s acti- during any soldier’s acti-
time you roll one or more soldier. Move that figure an vation. That soldier must vation. That soldier must
dice. You may re-roll any extra 3”. sacrifice either its Move or sacrifice either its Move or
one die. Shoot Action but regains up Shoot Action but regains up
to 5 lost Health. to 5 lost Health.
MIRACULOUS TAKE IT
HEAD SHOT CLEAVE DODGE WITH ME
You may play this card You may play this card
You may play this card
whenever an alien is whenever an alien is You may play this card
whenever a soldier takes
knocked down by a shoot- knocked down in a fight. during any soldier’s acti-
damage from a shooting
ing attack. Treat the result Treat the result as killed vation. That soldier must
attack. The soldier manag-
as killed instead. instead. sacrifice either its Move or
es to dodge the shot and
Shoot Action but regains up
takes 0 damage.
to 5 lost Health.
Damage Track
Damage Track
Fight
Fight 1 2 3 4 5 6 7 8 9
1 2 3 4 5 6 7 8 9 Roll
Roll
Damage 7 6 5 5 4 3 3 3 3
Damage 12 9 8 6 4 2 1 1 1
DREKYL MOVMENT
5"
Damage Track
Fight
1 2 3 4 5 6 7 8 9
Roll
Damage 4 4 3 3 2 2 1 1 1
Roll 1 2 3 4 5 6 7 8 9
Damage 5 5 4 3 3 2 1 1 0
Special: Armoured
Last Days: Legends
ACKNOWLEDGMENTS WRITTEN AND DESIGNED BY
M I N I AT U R E PA I N T I N G & P H O T O G R A P H Y
Sean Sutter
Ash Barker P L AY T E S T I N G
Will Von Doome, Matthew Ajifu, Linus “Laketide”
MODELS Sjöström, Malev da Shinobi, M.T. Nielsen. On discord:
Temple of the West drake, General Wessles, holo,Quil[Imperial Kingdom
templewest.co of Lavael], Wayne_Robert
M I N I AT U R E PA I N T I N G , T E R R A I N A N D P H O T O G R A P H Y
Kyle Gibson B AT T L E S C R I B E L I S T B U I L D E R
M.T. Nielsen
ART BY ART BY
Arthur Asa TERR AIN
© Osprey Publishing Ltd Black Site Studios
blacksitestudio.com
Firedragon Games
BRUTL! Tank Arena firedragongames.co.uk
VEHICLES Renedra
Ramshackle Games renedra.co.uk
ramshacklegames.co.uk
Tablewar
Electi Studio tablewar.com/collections/fatmats
electi-studio.com/brutl
and some scratch builds by Sean Sutter
T E R R A I N A N D M AT S
Printable Scenery M E TA L B L A S T E D D U R I N G D E V E L O P M E N T
printablescenery.com Brand of Sacrifice, Electric Wizard, Fleshgod
Apocalypse, Green Lung, Skeleton Witch, Mammoth
Ironheart Artisans Weed Wizard Bastard, Humanity’s Last Breath,
ironheartartisons.com Sunnata, Forming the Void, Year of the Cobra
(wrongly called “Year of the Serpent” in Vol.3)
Black Site Studios
blacksitestudio.com
Deathship One
Sludge Nations
I L L U S T R AT I O N S
ADDITIONAL COPY EDITING
Barrett Stanley
Wayne Canepa
M I N I AT U R E PA I N T I N G A N D P H O T O G R A P H Y
Mike Hutchinson
I L L U S T R AT I O N
Sean Sutter | @sean_sutter_art
M I N I AT U R E S
relicblade.com/shop
Heresy Miniatures
heresyminiatures.com
M I N I AT U R E S
Perry Miniatures
perry-miniatures.com
Dead Earth Games
deadearth.co.uk