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GAMES ANTHOLOGY 03 | BARKER MCCULLOUGH HUTCHINSON SUTTER MCGUIRE

EDITOR
Greg Horton
electi-studio.com

DESIGN + L AYOUT

Greg Horton
Mitchell Englendar

COVER ARTIST
Sean Sutter

CONTRIBUTORS

Mike Hutchinson

| VOL.3
Ash Barker
Joseph McCullough
Sean Sutter
Joseph McGuire

SIGN-UP
for emails and launch notifications
at blaster-mag.com

BLASTER © Ash Barker, Joey McGuire, Joe McCullough, Mike


Hutchinson, Sean Sutter and Greg Horton 2021

Last Days: Zombie Apocalypse, Last Days: Seasons and Last Days:
Seasons are © Ash Barker 2021

Rangers of Shadow Deep, Frostgrave, & Ghost Archipelago are ©


Joseph A. McCullough. All artwork included in his article are ©
Barrett Stanley.

All rights reserved. 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 © 2021 of World’s End
Publishing, LLC.

Sludge © Sean Sutter 2021

Gaslands. Gaslands: Refuelled, Gaslands: Legacy are © 2021 Mike


Hutchinson.
PAGE 06
SLUDGE WAR
Sean Sutter

PAGE 58
SHADOWGRAVE II
Joseph McCullough

PAGE 80
GASLANDS: LEGACY
Mike Hutchinson

PAGE 96
GAMMA WOLVES : RONIN
Ash Barker

PAGE 106
THE MYSTERIOUS ANOMALIES OF SITE-X
Joey McGuire
LETTER FROM THE EDITOR
BRACE
YOURSELF.
After almost a year in development we’re proud to release BLASTER Vol. 3. It goes without

saying that the last year has been insane and we hope that you are keeping your head up,

getting some games in safely, and having a little fun in this mad world. That madness has left

its mark on the BLASTER team as well. If this volume had a theme it would be insanity.

Earth gets an eviction notice from Mars, and becomes dismantled and reassembled into

a progressively more chaotic post-post-apocalyptic world in Gaslands: Legacy. Rangers of

Shadow Deep and Frostgrave are being invaded from unfathomable horrors that their heroes

can barely stand up against. Truly unpredictable anomalies plague Site X in This is Not a

Test, sending your models flying across the board into a wall, or even being shred up into

indiscernible viscera. The sanest person in this book is a mecha samurai pilot who charges

into close combat with another 100 ton mech in Gamma Wolves: Ronin. And then there’s

Sludge War.

Sludge is an incredibly rich game with grit and depth that you may not be expecting.

Sean has crafted a world that shows the deep tolls of war. Massive armies are on the march in

an unceasing conflict that shadows over humanity, and even the environment, grinding it all

down into a pulp. It’s inglorious black powder plus gaming at its finest. I’m already looking

forward to the possibility of seeing more of Sludge in BLASTER in the future!

The crazy train doesn’t stop there. I traded my secure advertising job I've invested

almost a decade into to start a creative services for games and publishing company. Thanks

to you, BLASTER is growing at an incredible rate and demanding more of my attention than

I ever thought possible. I’m looking forward to improving the quality and speed at which it’s

released. This year I’ll be actively building BLASTER as well as my own studio to support

game designers looking to create excellent new games. Check it out at electi-studio.com.

We’re looking forward to cracking through the astral veil and exploring a strange new

world with you.

EDITOR
Greg Horton
SLUDGE WAR
FA N TAS Y WA RGA MING IN A D O OM AGE OF BL AC K P OW DER

SEAN
SUTTER

ABOUT
M E TA L K I N G S T U D I O

Sean crafts compelling games in


fresh worlds like Relicblade and
Mystic Skies. Check out Sean's deeply
creative miniatures and enjoy diving
into Sludge.

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

kingdoms precariously supported by the colossal structure of the world tree.

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

mind, but the present horror remains.

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.

It i s a dark age of sludge and d oo m

SLUDGE | 7
Introduction
Greetings Sojourner,

Welcome to the decrepit nightmare-world of sludge. As a game designer I am primarily


driven to create games that I want to play, and I’ve wanted to write this game for several
years now. My imagination is actively overwhelmed by Hayao Miyazaki’s epic “Nausicaa
of the Valley of the Wind”, and I wanted to bring some flavor from that unbelievably rich
setting to my favorite hobby. It’s certainly not that I am trying to make a Nausicaa game,
but the heavy themes in that book deeply triggered my imagination, and I haven’t gotten
over it.

2020 weighed heavily on all of us. For my part, I was isolated by the cruel COVID-19
plague and scourged by intense wildfires that rendered the air unbreathable. There were
days when toxic ash rained from the sky and the sun didn’t rise. I wrote sludge in the
context of that brutal year. It is easy to imagine that a game designer's voice belongs in
the realm of entertainment for the sake of entertainment. But for better or worse, I am
a deep thinking artist type, and sludge is inextricably woven with heavy themes. Game
mechanics and lore are all pushing into grim reflections of our reality, all while explicitly
divorced from it.

The well trodden realm of blackpowder wargaming offers the opportunity to celebrate
the origins of the hobby while pushing deeper into the themes I am exploring. Historical
miniatures are intrinsically connected to gruesome historical events. The world of sludge
is a blackened doom-mirror of our own world. It is a world that is being actively destroyed
by violence and greed, yet the kings will not turn away from hate and destruction. The
heightened drama of this violent world is the central symbol we can all relate to and the
core horror that many of us love to play in. The soldiers of sludge struggle ingloriously
against forces well beyond their control.

As much as sludge is about grim themes, it is also an opportunity to build, paint, and
play a spectacular wargame. Like many of my peers, I started playing tabletop wargames
with mass battles in fantasy and sci-fi settings. However, I haven’t played many army
scale games in recent years. I designed sludge to bring regimental battles back to my
tabletop, and give myself a reason to create grim low-fantasy armies from the mind
shattering variety of amazing historical miniatures available today. Even though sludge
uses more figures than your average skirmish game, it still plays with the decisive style
you would expect from me. That’s the thing about being a game creator. I can just make
stuff exactly to my taste.

I hope this game inspires you to make awesome armies and re-engage in the creative
and cathartic hobby of wargaming. Grab those Perry Miniatures box sets you’ve been
eyeing and crank up the sludgiest doom metal you can find. Enter the doomed world of
sludge!

Your friend,

8 | BLASTER VOLUME 3
What is Sludge?
TOKENS
happily accommodated. For example,
Game effects need to be marked with tokens.
Most notable are Stress, and Gore tokens. But sludge is a guns and knights setting
sludge wargame is designed for I made extra tokens to represent command which suits feudal Japan really well.
players to build grim fantasy armies abilities, formations, and other stuff too.
using various historical miniatures. Also, I reserve the right to just make up tokens Players are welcome to base their
whenever. So stay nimble.
The rules are designed to represent a miniatures any way they like.
black powder age with emphasis on Miniatures may be attached to round
Pre-Measuring or square bases according to taste.
powerful knights and dark magic.
Generally, I like battle games without Measurements for movement and
Battle hardened line infantry will form
pre-measuring. I’m old fashioned and weapon ranges are always taken from
the backbone of your force. These
have dumb grognard tendencies. Listen. base to base. So it makes sense to use
core troops will be supported by noble
I want to leave this up to you. Does your similar bases as your opponent so
knights and strange magicians. sludge
club pre-measure? Please feel free to there aren’t too many weird advantages
is an invitation to collect and convert an
pre-measure! Are you a bunch of nerds gained through technicalities.
army from a dark ahistorical setting,
who see some value in guessing how
and a delightfully dark battle game with
many inches away something is? Then
a brutal and distinct play style. M U LT I - B A S I N G
add that level of minutia to your gaming.
This game includes multi-based figures. For
Cannons have “guess” ranges, but even
Components if you pre-measure you are still guessing
example, Line Infantry units are composed
of multiple 40mm bases each with three
To play sludge you will need the miniatures glued to the base. Even though there
against the random dice, so it works just
are three miniatures on the base, each base is
following components: fine either way. considered a single "figure."
M I N I AT U R E S

This game is an excuse to make historical If you have black powder era minis with four
fantasy armies and is designed to use 28mm
Miniatures and Basing figures to a base, these will work perfectly.
miniatures.
sludge is a skirmish wargame rule set Or if you are using miniatures based
DICE
designed to capture the imagination of individually, you can work around this
We use dice to resolve events of chance. You’ll specification by clustering single-based
need d10s and d6s. kit bashers and take advantage of the miniatures into groups.
vast array of historical figures on the
MEASURING TOOL
market. The setting is pretty flexible,
Ranges are in inches.
too. So if players wish to push their
P L AY A R E A
games deeper into fantasy or pull back
Expect to use a 4’x4’ area. 400+ point games
probably need a 4’x6’ battlefield. into a more historical setting, they are

SLUDGE | 9
SLU D GE WA R

CORE RULES

10 | BLASTER VOLUME 3
Core Rules Initiative Phase
The game is played over a series of rounds.
“The thick, uneven earth trembled as the cavalry division wheeled from the
Each round is broken down into three phases:
left. The grizzled jager sergeant gave a sharp whistle and his men shouldered
1. The Initiative Phase their rifles. Their hearts pounded in the hollow of their chests as sinister
curved sabers flashed in the cold light of the arcanist’s signal flares.”
2. Activation Phase
In the initiative phase each player rolls a d10. The player who rolls the highest
3. Nerve Phase has initiative, and may activate a unit first.

Each new round begins with a new


initiative phase. Unstoppable Momentum Respite
If both players roll the same result, The player with initiative may pass
the stakes rise even higher. Players initiative to the other player and
roll off again but the winner may remove one stress token from a unit.
activate two units before their enemy If a player has claimed unstoppable
activates. After this burst of initiative, momentum, they may remove two
play returns to each player activating stress tokens from their force and
one unit at a time until all units have pass initiative to their opponent.
activated.

SLUDGE | 11
Activation Phase “...Action is the domain of the brave. It is by their beating hearts
and the fiery breath of their lungs that days shall form into
history.”
-Excerpt from “Songs of our Fathers, the Songs of the Dead”

Players take turns activating one unit at a time until all units Order Types
have activated. When a unit activates all models within Order types govern the way an order is used and stat bonuses
that unit are activated and take the same actions or orders gained for a specific order. Orders that utilize a specific
together. The vast majority of the game is played during the statistic gain that stat as a bonus to the die roll. For example, a
activation phase, so we will also cover some basics here. ranged attack uses the cunning stat, so a unit with cunning 2
would add 2 to their skill test.
Orders OR DER TY PE STAT BONUS

Orders are the actions a unit can make during its activation.
C LO S E CO M B AT Brutality bonus.
Each activation, a unit may perform three short actions or one
long action and one short action. Actions may be performed in R A N G ED CO M B AT Cunning bonus.

any order.
S O RC ERY Arcane bonus.

PR AY ER Faith bonus.
Skill Tests
Determined by action. Special
Throughout the game units will be called on to make skill S PEC I A L actions may gain bonuses from
tests. To make a test the controlling player rolls a d10 and multiple stats.

adds any bonuses. If the sum meets or exceeds the test target
number (TN) the test is passed.

12 | BLASTER VOLUME 3
Range DETERMINE MODIFIER

Add together all bonuses from stats and other sources. Then subtract
Action ranges limit what can be targeted. Ranges are all penalties, such as stress, from the bonus. This will produce the final
modifier to the die roll.
measured in inches and are measured from base to base.
ROLL
Some actions are limited primarily by line of sight.
The controlling player rolls a d10 and adjusts the result by the modifier. If
R A NGE the result meets or exceeds the TN, the action is successful. Some actions
have levels of success and critical effects. So players should keep track of
Shows the maximum range of how much they fail or succeed by.
N U M B ER ( X ")
the action in inches.
Some actions have TN of zero, denoted by a “-” symbol, these
LO S
Actions with LOS range are only
limited by sight. actions may have their TN modified by stress. Without a stress
modifier it is impossible to fail these actions.
S EL F
Actions with range self may only
be used on the unit itself. Modifiers and bonuses always affect the die roll, not the
actual TN. Die rolls of 1 always fail and rolls of 10 always
Actions with self or ally may
S EL F O R A L LY W I T H I N X
target either the unit itself, or a succeed.
friendly unit within the range.

Rolling 1’s and 10’s


Line of Sight Tests always fail on an unmodified 1 and succeed on an
Unless stated otherwise, all actions that target other units, unmodified 10. Some actions have critical effects.
friend or foe, require Line of Sight, or LOS. Units can see in
all directions. Line of sight is limited by blocking terrain and Stress
other figures.
Units are under constant strain to maintain order and
To determine if a target is within line of sight, draw a line perform their grim duty. The horrors and chaos of the
from any part of the figure’s base to any part of the target’s battlefield will place stress tokens on units.
base. The line cannot pass through LOS blocking terrain or
Units suffer -1 on ALL tests for each stress token they have.
other units.

Free Orders
Target Number
Free orders are special actions that may only be performed
Many orders have a target number or TN. To successfully
once per round. Free actions may be performed without using
execute an order or action, the player must roll a d10 to meet
a long or short order.
or exceed the TN value. The TN always remains the same, but
there are both bonuses and penalties to the die roll.

SLUDGE | 13
SLU D GE WA R

ORDERS
Short Orders The following short orders are basic orders that all units have
access to. However, units may also have access to special short
orders listed in their unit entries. Unless otherwise noted,
short orders may be performed multiple times per activation
and in any order.

Move Steady Focus


Each figure in the unit moves up to its The unit takes a moment to regain its The unit spends extra effort on an order.
speed in inches. This movement does composure. Units performing the steady The focus short order combines with
not need to be in a straight line. Each order will likely be under stress and another order to increase the likelihood
figure must end its move within 2” of will suffer -1 on their test for each stress of success. When the unit performs a
another figure in its unit. token. test, roll an additional d10 and discard
the lower result.
Units may not move within 2” of an
enemy unit without performing a
charge order. Figures may not move
through other units.

ST E A DY | SHORT ORDER

T YP E R A NGE TN BU R ST DA M AGE OR EFFECT

P R AY E R ( FA I T H B O N U S ) Self 3 - Remove 1 stress from self or 4 gore from within 5”

Critical: On an unmodified 10 the unit may remove two stress from itself or 8 gore from within 5”.

SLUDGE | 15
Long Orders
Long orders require a coordinated effort to perform. Accordingly, units may
only perform one long order per activation. The most common long orders are
combat actions, which are detailed in the following section.

Charge Combat
“The lieutenant blew two sharp reports. That instant we The unit performs one of its close combat actions against an
were over the wall and driving headlong into the enemy enemy they are locked in combat with. Units are considered
position! The thrill and horror of that moment cannot be locked in close combat if they are within 2” of an enemy unit.
described.” -Dmitry Ivanov, who fought at the battle of If a unit in close combat fails a nerve test and suffers stress
Hetarch in 246ce wounds they must immediately move 3” directly away from
engaging enemies.
To perform a charge order, the controlling player selects a
Units that activate while locked in close combat may fight
target enemy unit. Each figure moves double its speed toward
using one of their close combat weapons as a long order. The
an enemy miniature in the target unit. The charge move
unit may focus on the close combat order to increase the
does not need to be in a straight line, and players may use the
likelihood of success. When a close combat order is executed
movement to maximize the number of figures in combat as
the unit must move up to its speed to get the maximum
they wish. If at least one figure reaches base contact with an
number of figures in base to base contact with the nearest
enemy the charge is successful and the unit may perform one
enemy while maintaining 2” coherency within its own unit.
of its close combat actions with a +1 bonus to the skill test.
If the close combat action fails, the attacking unit moves 3”
If none of the charging figures reach base contact after the
directly away from the enemy and ends its activation.
charge movement, the whole unit moves 3” directly away from
the enemy and ends its activation. Units may end up engaged in close combat with multiple
enemies. In this event the controlling player may break up the
If the close combat action is successful, each figure within 2”
combat pool into separate rolls targeting separate units. Any
of an enemy contributes it’s burst value to the combat pool
given figure’s burst value must be applied to an enemy within
and combat is resolved as normal. If the close combat action
2” of them.
fails, the charging unit moves 3” directly away from the
enemy and ends its activation. Ranged attacks may not target units locked in close combat.
Units locked in close combat may not use ranged combat
orders.
Fire
The unit performs one of its ranged combat actions against a target enemy unit. The
firing unit makes the appropriate skill test. If the action test is successful, measure
the range from each figure to any enemy figure in the target unit. Any figures with
LOS and within range of an enemy contribute their burst value to the attack pool and
combat is resolved as normal.

Hold Position

“It was that ridge to the left of those trees there. Those icy rocks were our home for
nearly a week without any word from the fort. An icy chill was deep in our bones,
but when the raiders came we were filled with fire. As commanded, we waited
until we could see the whites of their eyes. It was a horrible reality to wait. But the
moment came as promised and the fires of our muskets reaped a truly gruesome
reward. I will never forget that first day of fighting.” -Pvt. Breton of the 9th
mountain brigade.

Place a hold position token on the unit. If a unit with a hold position token is
charged, it may remove the hold position token to make either a ranged or close
combat action against the charging unit.

If the defending unit performs a ranged combat order, the test suffers a -2 penalty.
Move the charging unit then resolve the ranged combat action. If the charging unit
suffers damage and fails its nerve test the charge fails and the charging unit moves
3” directly away. Otherwise, the charging unit continues to resolve its combat action.

If the defending unit performs a close combat order, the combat orders are resolved
simultaneously and both units fight at full strength before removing casualties.

Unused hold position tokens are removed when the unit activates again.

Withdraw
Units may make a tactical withdrawal to leave close combat. Units performing a
withdraw order move double their speed directly away from the engaging enemy
unit and gain one stress.
SLUDGE | 17
Combat Actions

“At the peak, the roar of gunfire blotted out all thought. Dueling artillery thundered with
terrifying rhythm. Though men fell all around us, the mechanical precision of our well
ordered firing drill remained. I glanced to my right but I could barely see the length of
my own firing line in the smoke. The thought passed in an instant, but my hands were
ahead of my mind and already packing the grains of gunpowder into my musket. We were
unstoppable.”

-Marcus Leland of the 12th Imperial Guard

Both ranged and close combat orders use the same rules to resolve the combat.

Combat Tests
When an attack action is performed the unit makes a single skill test to see if the action is
successful. The unit rolls one d10 against the TN for the weapon they are using. If the action is
successful any miniatures within range of the target contribute their burst value to the combat
pool. If there is only a partial hit, the combat pool is reduced.

1. DETERMINE MODIFIER 3. PA RT I A L H I T S
Consider all bonuses from stats or other sources. If the skill test fails, the burst value of each figure
Subtract all penalties from things like stress. Arrive is reduced by one for each number the test fails by.
at the final modifier. If the burst is reduced to zero, the attack totally
misses the target and fails.
2. ROLL
The controlling player rolls a d10 to test against the 4. CRITICAL HITS
TN. If the modified roll meets or exceeds the TN, If the roll is an unmodified 10, the attack is a critical
the action is successful. Attack actions have levels hit and each figure gains +1 burst on that attack.
of success and critical effects.

18 | BLASTER VOLUME 3
Burst and Combat Pool Endurance Save and Remove Casualties
Burst represents the potential damage for a successful attack. The player who controls the wounded unit then makes
The modified burst value represents how destructive the endurance saving throws by rolling a d6 for each wound
actual attack was. Partial hits deal less damage, and critical suffered. Wounds are ignored on a 6+ but the gore remains in
hits deal additional damage. play.

Each figure within range contributes its modified burst value The player must then remove a figure from the unit to account
to the combat pool. The controlling player gathers a number for each unsaved wound suffered. Some figures, such as line
of d6 equal to the total combat pool. infantry, may suffer multiple wounds before being removed.
The controlling player assigns wounds to each figure and
Damage Roll wounds must completely remove a figure before damaging
the next. Figures that are wounded, but not destroyed, should
The attacking player rolls all dice in the combat pool. The
be marked with their remaining health.
damage bonus is added to each die. Each damage die total
that meets or exceeds the target’s defense value wounds the
target unit.
Destroyed Units
If a unit is completely destroyed, any friendly units that were
Damage rolls of 6 always wound and rolls of 1 always fail to
within 5” of the destroyed unit gain a stress token. Determine
wound.
which friendly units were within 5” after rolling endurance
saves but before removing figures from the destroyed unit.
Place Gore Tokens
The player who controls the wounded unit places one gore
Nerve Test
token in contact with the unit for each wound they suffer. The
The unit that suffered unsaved wounds must immediately
specific rules for placing gore are covered in more detail in
make a nerve test. Units add their faith stat as a bonus on
the following section.
nerve tests. The TN for the test is equal to the total number of
Wounds in excess of a unit’s wound capacity still generate gore!
gore tokens within 5” of the unit.

The maximum TN for a nerve test is 10.

If the test is successful, the unit may remove one stress


from themselves or up to 4 gore from within 5”. If the unit
rolls an unmodified 10 they may remove two stress or up
to 8 gore from within 5”.

If the test fails, the unit gains one stress token. After gaining
one stress, the player must check the total stress on the unit.
If the total stress on the unit is greater than the unit’s wound
characteristic, the unit immediately takes wounds equal
to the total stress without generating gore or making an
endurance save. Units that suffer wounds this way lose one
stress token.

Units only suffer stress wounds on a failed nerve test. If a


unit gains stress by seeing a friendly unit get destroyed,
they do not immediately suffer stress wounds.

Fleeing Combat
Units are considered locked in close combat if they are within
2” of an enemy unit. If a unit in close combat fails a nerve
test and suffers stress wounds they must immediately move 3”
directly away from the engaging enemy.

SLUDGE | 19
Sample Combat Activations The following is a detailed sample of gameplay. It is a little dense,
but it covers most of the core game mechanics. Take your time to
work through it to get a good understanding of the game. Unit and
weapon stats are found in the unit entries and weapon chart.

1. A unit of Imperial Line Infantry activates. It starts with 5. The defending player places 5 gore tokens in contact with
a short move order to move into line formation behind the wounded unit. They then roll 5 endurance saves.
the trench wall. Endurance rolls of 6 ignore a wound. One endurance save is
successful and the controlling player removes 4 casualties
2. The unit then performs a “fire” long order to attack
from the unit. Line infantry figures have 3 wounds each.
with a musket volley against the advancing enemy unit.
3 of the casualties remove a full base of line infantry, and
Musket volley is TN 6. The unit has cunning 1 and is in
1 wound is marked on another base of infantry. A red die
line formation for a total bonus of +2 on the order. They
marks 2 remaining health.
roll a 5 on a d10 for a total of 7. The musket volley order
is successful.

3. Each figure in the unit that is within range of the target


contributes their burst to the combat pool. Musket
volley is burst 2 and there are three line infantry figures
within range, so the combat pool is 6d6.

4. The target unit of line infantry is defense 5 and they


gain +1 defense because they are in column formation.
The attacking player rolls the combat pool and adds the
musket volley +2 damage bonus to each die individually.
The enemy unit suffers a wound for each die that meets
or exceeds their defense. 4+2=6, so any rolls of 4+ will
wound. The attack deals 5 wounds.
5. The Defender suffers one Stress

6. The wounded unit must make a nerve test because they


suffered wounds. The TN for the nerve test is 5 for the
gore and +2 because the musket volley has the SHOCK
2 special rule. The wounded unit is faith 1 and has a
banner for a +2 bonus on nerve tests. They roll a 3 and
add their bonus for a total of 5. They do not meet TN 7
and suffer 1 stress.

7. The Imperial activation ends and the Royal Marines are


quick to respond by activating the wounded unit of line
infantry. The marines declare that they will use a focus
short order and charge long order against the imperials.
4. The Attack Deals 5 Wounds

20 | BLASTER VOLUME 3
8. The attackers move double their speed toward the target 12. The imperial defenders must take a nerve test. They are
unit. Even though the trench wall prevents the figures within 5” of 8 gore so the TN is 8. The defenders roll a
from physically reaching base contact, the charge is 6, and with their faith and banner bonus they meet the
still successful because there was enough movement to TN and pass the nerve test. The imperial player then
reach base contact and barriers cannot prevent a charge removes 4 gore from within 5” of the unit that passed the
on this technicality. nerve test.

9. The attackers are using TN 7 bayonets. They are


brutality 1 and charged which grants a total of +2 on
their roll. However, because they are charging across a
barrier and have 1 stress, they also suffer -2. They will
not gain a bonus on their die roll. Because the attackers
focused on the order they will roll an additional d10 and
discard the lower result. They roll 2d10 and score a 4 and
5. The 4 is discarded. The test result is a 5.

10. The roll of 5 missed the TN of 7 by 2, so the attack is -2


burst. Bayonets are normally burst 3, but with -2 burst,
each figure will only contribute 1 burst to the combat
pool. Three line infantry figures are within 2” close
combat range. Each figure contributes their modified 12. The imperial infantry pass their nerve test and removes 4 gore within 5".

burst value to the combat pool for a total of 3d6.


13. At the end of the round the game enters the nerve phase.
11. The defending line infantry is defense 5 and bayonets
There is 4 gore within 5” of both units in this example.
are +2 damage. So die rolls of 3+ will cause wounds. The
The Royal Marines are closer to the 4 gore cluster and
attacker rolls 5, 5, 6 and deals 3 wounds. The defender
would be required to pass a TN4 nerve test. They are
places 3 gore in contact with the wounded unit and rolls
faith 1 and have a banner for a +2 bonus, but they also
3 endurance saves. The saves all fail and one full base of
have 1 stress, so their total bonus is only +1. They will
line infantry is removed.
then roll a d10 and on a 3+ they can choose to remove
the gore or leave it so that the imperials will also have to
make a nerve test.

11. One base of infantry is removed.

SLUDGE | 21
SLU D GE WA R

NERV E PH A SE

SLU D GE WA R

NERV E PH A SE

22 | BLASTER VOLUME 3
Nerve Phase
In the nerve phase, fear and panic sweep across the battlefield reaping
their dark rewards. During the nerve phase all units within 5” of
gore must pass a nerve test. Players determine the single largest
concentration of gore and randomize between equal concentrations.
The unit closest to the concentrated gore takes the first nerve test
followed by the next closest until all units required to test have done so.

As units successfully pass nerve tests they may remove gore as normal.
Which could make it easier for other units to pass their nerve tests. “Impetuous heavy infantry pressed
deeper into the enemy battle line. Iron
If the test is successful, the unit may remove one stress from
boots marched through the groaning
themselves or up to 4 gore from within 5”. If the unit rolls an
remains of friend and foe, as brave
unmodified 10 they may remove two stress or up to 8 gore from
men were churned into the soil by the
within 5”. Rolls of 1 always fail.
thunderous doom, doom, doom of
If the test fails, the unit gains one stress token. After gaining one stress, the cannon’s relentless barrage. They
the player must check the total stress on the unit. If the total stress had become an unstoppable river of
on the unit is greater than the unit’s wound characteristic, the unit destruction, and though it was the
immediately takes wounds equal to the total stress without generating red banner of the Serpent Star that
gore or making an endurance save as soldiers flee the battlefield. Units glowed in the fires of conquest, it was
that suffer wounds this way lose one stress token. the old gods, Phobos and Deimos,
that ruled that day.”
-Virett Halfhand, recalling the
siege of Indoth Plane
SLUDGE | 23
Gore Tokens

Gore is a significant presence on the battlefield. It is the physical GORE EXAMPLE

representation of chaos on the battlefield and the grim horrors A unit of line infantry takes 6 wounds. The controlling
player places 6 gore in contact with the unit, but
facing soldiers on the ground. Gore is added and removed
because there is already five gore within 2” of the unit
throughout the game. Thematically it represents a level of the gore must be placed in contact with the other gore
overall battlefield disorder that everyone has to deal with. As tokens. There is already a “4” and “1” token in contact
with each other, so when the player adds 6 gore the “4”
the battle wears on, more and more chaos can build up to is replaced with an “8” and two more “1” tokens are
put extreme stress on the combatants. When characters placed in contact with the other tokens bringing the
total gore in play to 11. The player rolls six endurance
remove gore from the field, it represents discipline and
saves and fails enough that the whole unit is destroyed,
bravery rather than actually scooping guts up out of the so the remaining figures are removed from play.
sludge. Later, a unit must take a nerve test and measures to
check if they are within 5” of the gore cluster. The “8”
Gore tokens are designed as 1” or 25mm circles representing 1, gore token is within 5”, so the value of the whole cluster
4, and 8 gore respectively. is added to the nerve test. The nerve test is TN 10 even
though there is 11 gore within range because the nerve
If there are already gore tokens within 2” of the wounded unit, test TN is never greater than 10. The unit rolls an 8 and
adds 1 for their faith and 1 for their banner. They pass
the tokens must be placed in contact with any other gore tokens
the nerve test and may remove 4 gore from within 5”.
within 2” of the unit. Once placed, gore tokens remain in that The “8” token is within range, so they replace it with
position until removed by another game effect. a “4” token.

When placing new gore tokens, always place the largest value
token (1, 4, or 8). If gore is being added to tokens within 2”, the
existing tokens should be replaced with larger values if possible.

Gore tokens that are in contact with one another count as the
total value of the connected gore tokens when determining the
nerve test TN. Even if only some of the connected tokens are
within 5”.

When game effects remove gore from play, the


player who performed the game effect may
choose any gore from within range.

24 | BLASTER VOLUME 3
SLU D GE WA R

THE DEC AY ING


WORLD

SLUDGE | 25
The Decaying World
“The decaying world is the defining feature of the age. Three world now hung in the tangled branches, roots, and canopy of
hundred years ago, the lands began to break apart. Ancient laws an unfathomably vast tree. The world was forever changed. It
forbade the practice of harvesting from the roots of the World became an endless network of unimaginable islands suspended
Tree, but the arcane potential tempted those in power too deeply. not in an ocean, but in the dizzying tangle of the world tree.
Greedy kings and merchant lords pushed deeper into the earth.
As the skies darkened and massive earth shattering storms Fragments of fertile lands, known as planes, hold infinite value
became more frequent, the prophets raised an urgent alarm. in the bid for survival. The complex network of rival clans,
At the time, the kings denied their actions had any hand in the warring states, and competing lords will go to any length to
matter. Despite countless bleak prophecies, those cruel rulers capture and claim these dwindling strips of viable land. Major
spurred the arcanist guilds to consume the heartwood of the planes lie along massive branchways and are connected through
world tree. various natural and man-made means. The wealthiest nations
bind their holdings and lash their conquests together through
The final crisis was unlike anything that could have been marvels of engineering. In the hinterlands, secret passages
predicted. The entire world broke apart. What remained could along the rootpaths are held by rugged frontiersmen and battle
be likened to a clot of dried earth held together by strands of hardened tribes. Traveling across the fragmented world is a
spindly roots. Billions were lost as the whole world crumbled treacherous undertaking, but the quest for supremacy demands
apart. Vast mountain ranges became strings of glittering it. For the purpose of major exploration and conquest, however,
snow capped stars strewn across the sky. Verdant lowlands, land bridges and hidden pathways are not enough and another
jealousy held by powerful kingdoms were splintered into method must be employed.
chains of otherworldly islands. The whole structure of the

26 | BLASTER VOLUME 3
Navigators of the Arcanist guilds built wondrous flying The dark battlefields of the sludge world are shaped by
Arcships in the lost age. These arcane vessels were crafted from complex trenchworks, massive fortresses, and cruelly
sacred heartwood. The method that created these ships lead decaying nature. Even the smallest stretch of fertile planes
directly to the physical destruction of reality, and now these are the stage for bitter fighting in a decaying world. Games of
ghosts of the age of arcanism are the only method to travel sludge will include the following terrain features.
great distances in the decaying world. Many of these ships have
cores that were built many centuries ago and have been refitted Hills and Redoubts
countless times. These air-ships are the prized possession of
Units with half or more of their figures placed on a hill may
whole kingdoms, and are both their practical and legitimate
draw line of sight over one unit and gain +1 on ranged attack
claim to rule. It is with these arcane and sacred ships that
orders. Hills and redoubts block LOS to units completely
great kingdoms are able to persist in their bitter struggle for
behind them.
supremacy.”
Redoubts have one or more steep embankments. These steep
embankments offer protection against charging units. When
a unit charges through a redoubt embankment, they suffer -1
penalty on close combat for that activation.

SLUDGE | 27
Exposed Great Roots
As the world decays the roots of the world tree are exposed. These great roots radiate arcane life energy. Units with half or
more figures touching the exposed root may perform the Regrowth long order.

Depending on the shape of the great root, it may provide the same benefits as a barrier.

A RCA NA A BILITY TY PE R A NGE TN BURST DA M AGE OR EFFECT

Recover three wounds, even returning units from the


R EG ROW T H (LO N G) Sorcery SELF 5 -
dead. Units cannot exceed original unit strength.

Barriers Forests and Thickets


TRENCHES, WALLS, HEDGES, AND FENCES
Small clusters of dead and rotting trees are defined in a
These low barriers offer some protection. Units with half or specific area and block LOS to units completely behind them.
more of their figures touching a trench or wall gain +1 defense Units with half or more of their figures inside gain +1 defense
against ranged attacks originating from the opposite side of against ranged attacks.
the barrier. Cavalry suffers -1 speed if they move through forests.
If any figures in a unit charges through a barrier, or into a
unit behind a barrier, the unit suffers -1 on their close combat
test. Barriers may make reaching base contact physically
awkward; however, barriers cannot prevent a charge based on
this technicality.

Sludge Mires and Swamps


Individual figures moving through sludge mires and swamps
suffer -1 speed.

28 | BLASTER VOLUME 3
SLU D GE WA R

B AT TA LIONS
Assembling a Battalion

“Two months on campaign left the expeditionary force in The world of sludge is a decaying apocalypse. The lands rot
tatters. The brutal Keth Planes bred hard warriors, and the under permanently darkened skies. Minor kingdoms and
Duke, who had ordered the expedition, had been a fool to rival warlords clash in bitter warfare over decrepit remains.
expect otherwise. The windswept rocks made impossible You are a proud commander tasked with raising a battalion
ground for their traditional cavalry force. But High Marshal of warriors in a desperate bid for supremacy.
Archeus was no stranger to hardship. He knew that once the Players select units from the available unit entries up to an
Arcship had delivered him and his warriors to the battle plane, agreed upon point limit with their opponent. Game sizes
he would conquer the land or be lost to history. range from small 150 point skirmishes between foraging
warbands to massive clashes between 500+ point armies.
The Keth Sultan’s war machine was driven by a bloodthirsty 350 point games offer a good standard for exciting battles.
offshoot of the arcanist guilds. The two months since the High Because players alternate activations of units, large games
Marshal’s initial victories that claimed the southern fortresses may benefit from marking available/activated units with
of Gravestone and Hidden Watch, were packed with brutal small tokens.
new lessons. But the lesson that would be key to victory was an
ancient one. Spies began to filter back into the fortress where STA N DA R D L I ST B U I L D I N G

the war council was assembled. Within a week, leaders from • Battalions are always led by one commander. The commander unit
is free.
among the Keth tribesmen would arrive. It was a cunning plan
• Players must include one unit of line infantry for each elite unit
to leverage the hate fostered by the cruel sultan. The age old
choice in their battalion.
ploy was to divide and conquer. Now, under the unmatched
• Unit sizes are limited by design, however larger games can
leadership of High Marshal Archeus, the seeds of a new accommodate larger units. Increase the unit maximum by two for
war had been sown among the tribesmen. What began as a games over 500 points.

traditional Imperial War Party had taken the deadly form of


cunning guerrilla fighters, not for pride but out of necessity.
Because one thing was true. The feared Archeus name would
not be lost to history.”

30 | BLASTER VOLUME 3
Units Units in sludge are described in unit entries. Units are
composed of multiple figures that activate together. Unit
entries have a minimum and maximum number of figures.

Unit Coherency
Miniatures within a single unit must remain within 2” of at least one other figure in the unit.

Unit Stats
Units have the following statistics:

NAME AND TYPE CUNNING DEFENSE

Names denote the specific unit entry. Units rely on their cunning to make Defense is the combination of armor
There are five unit types. The types ranged attacks and against certain and other protective traits.
are heroes, regiments, skirmishers, tests.
cavalry, and artillery. WOUNDS

FA I T H
Wounds represent each unit’s capacity
SPEED
Units rely on faith to perform prayers for physical damage.
The distance the unit travels for each and may use faith to overcome
move order. horrors.

B R U TA L I T Y ARCANA

Units rely on their brutality in close Units rely on Arcana to both cast
combat. spells and resist magic.

NA M E | T Y P E
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS

4 2 2 2 0 6 4

SLUDGE | 31
Equipment
Unit entries list which weapons the unit is equipped with.
Most weapon statistics can be found in the main weapon list.
Special weapons are listed separately.

Optional Upgrades
Some units may be upgraded to include additional equipment,
skills, or traits for a few additional points.

Special Skills
Some units have special training. Special skills may be special
orders or are simply bonus traits. Each unit can only benefit
from each named special skill once. Effects do not stack.

Special skills have the following statistics:

NAME TA R GE T N U M B E R ( T N )

Names denote the specific action. The target number is the die roll required to successfully
perform the action.
ORDER

BURST
Notes whether it is a long or short order.
Burst is the number of dice each figure contributes to the
TYPE combat pool if the attack is successful.

There are five action types in sludge. Close, Ranged, Prayer,


DAMAGE BONUS OR EFFECT
Spell, and Special Ability.
Damage bonuses are added to damage rolls. Any effects
RANGE other than damage are also noted here.

The range denotes the distance in inches.

SPECI A L SK ILL S TY PE R A NGE TN BURST DA M AGE OR EFFECT

S K I L L N A M E (S H O R T )
Remove 4 gore from within range or Remove 1 stress from
Special, Cunning 10" 5 -
the target.

S K I L L N A M E (LO N G) Special, Cunning 5" 5 - Target gains +1 on their next combat order test.

32 | BLASTER VOLUME 3
SLU D GE WA R

UNIT ENTRIES
Core Unit Entries The nations of the decaying world are innumerable and
extremely diverse. Across the western branchways alone there
are dozens of major kingdoms. These core unit entries cover
the main archetypes of units that are commonly fielded during
the age of decay. It is an era in which infantry reigns supreme
and knightly traditions are upheld.

Heroes
Heroes are key leaders and staff within a battalion. Most
heroes are accompanied by bodyguards who are equipped
with the finest arms and armor. Each bodyguard increases
wounds +1 and Knightly Arms burst by 2. Bodyguards count
as the same figure as the hero they are attached to and may be
modeled on the same base or separately. They are not removed
until the hero is destroyed.

Heroes may be modeled on a 20mm to 50mm base.

34 | BLASTER VOLUME 3
Commander
Powerful leaders are the essential key to a successful campaign. Battalions always include one, and only one, Commander for
These legends are driven to their task by the sweeping demands free. If the commander is destroyed all units in his battalion
of the age. They may be Imperial Generals, Exiled Princes, Tribal gain 1 stress token.
War Chiefs, or Mercenary Warlords. No matter their origin, the
mere presence of these champions is the spark that will set the
branchways ablaze.

C O M M A N D E R | H E RO
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS

4 2 2 2 0 6 4

COMM A ND A BILITIES TY PE R A NGE TN BURST DA M AGE OR EFFECT

I N S PI R E (S H O R T )
Remove 4 gore from within range or Remove 1 stress from
Special, Cunning 10" 5 -
the target.

WA RC RY (S H O R T ) Special, Cunning 5" 5 - Target gains +1 Burst on next combat order.

C LO S E O R D ER (S H O R T ) Special, Cunning 5" 5 - Target gains +1 on their next combat order test.

G O AT T H EM (S H O R T ) Special, Cunning 5" 5 - Target gains +2 Speed on their next charge order.

S U PERV I S ED D R I L L
(S H O R T ) Special, Cunning 5” 5 - Target gains a “Hold Position” token.

H ERO I C S PEEC H (LO N G) Special, Cunning 10” 5 - Remove 3 stress tokens from within range.

EQUIPMENT SPECIAL SKILLS

Knightly Arms Tough


Gain +1 on endurance saves.
OPTIONAL UPGRADES
Command Abilities
Bodyguards | 10 points each Inspire, Warcry, Close Order, Go at Them,
Supervised Drill, and Heroic Speech
May include up to two bodyguards for 10 points each. Each bodyguard
increases wounds +1 and Knightly Arms burst by 2. Bodyguards count
as the same figure as the commander and may be modeled on the
same base or separately. They are not removed until the commander is
destroyed.

Mount
Commander may be mounted for free. Increase to speed 6. Mounted
commanders may only have one bodyguard.

Battle Standard | 10 points


Grants +1 on nerve tests to all friendly units within 10”. The
commander himself also benefits from the glorious battle standard.

SLUDGE | 35
Arcanists

The Arcanist guilds are learned societies of practical magicians.


Their enchantments and innovations are central to modern
life. High ranking arcanists are advisors to kings, while lowly
hedge arcana is practiced in villages across the scattered planes.
Specialized soldier enchanters are often utilized in military
formations. However, these Field Arcanists are not strictly
part of the military unit they serve, but rather are loyal first
and foremost to their guild. The services they render are of the
utmost value, so their secretive ways are tolerated.

Each battalion may include up to three Arcanists at 10 points


each. All arcanists in your battalion activate at the same time,
but each arcanist performs its orders independently from the
others. Arcanists do not need to remain within range of one
another.

A R C A N I ST S | H E RO
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS

4 0 1 1 1 6 1

A RCA NE A BILITIES TY PE R A NGE TN BURST DA M AGE OR EFFECT

A R C A N E PRO T EC T I O N Self / ally Target unit gains +1 on endurance tests until the user’s next
(S H O R T ) Sorcery 5 -
within 5" activation.

EN C H A N T ED A R M S Self / ally
(S H O R T ) Sorcery 5 - Target unit gains +1 damage until the user’s next activation.
within 5"

T H U N D ER I N G R EP O R T Self / ally Target unit gains +4 SHOCK on combat actions until the
(S H O R T ) Sorcery 5 -
within 5" user’s next activation.

EQUIPMENT SPECIAL SKILLS

Muskets and Hand Weapons Tough


Gain +1 on endurance saves.

Triangulation
Arcanists gain +1 Arcana while there are three living Arcanists in your
battalion.

Arcane Abilities
Arcane Protection, Enchanted Arms, and Thundering Report

36 | BLASTER VOLUME 3
Officer

Lieutenants are a key piece of the command structure. They Officers are a single figure at 20 points.
are noble and trustworthy warriors that serve as a second in
command. Their leadership keeps the fighting men on the field
and performing their duties to the final call of fate.

O F F I C E R | H E RO
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS

4 2 1 2 0 6 2

COMM A ND A BILITIES TY PE R A NGE TN BURST DA M AGE OR EFFECT

I N S PI R E (S H O R T )
Remove 4 gore from within range or Remove 1 stress from
Special, Cunning 10" 5 -
the target.

C LO S E O R D ER (S H O R T ) Special, Cunning 5" 5 - Target gains +1 on their next combat order test.

H ERO I C S PEEC H (LO N G) Special, Cunning 10” 5 - Remove 3 stress tokens from within range.

EQUIPMENT SPECIAL SKILLS

Knightly Arms Tough


Gain +1 on endurance saves.
OPTIONAL UPGRADES
Command Abilities
Bodyguards | 10 points each Inspire, Heroic Speech, and Close Order

May include up to two bodyguards for 10 points each. Each bodyguard


increases wounds +1 and Knightly Arms burst by 2. Bodyguards count
as the same figure as the officer and may be modeled on the same base
or separately. They are not removed until the officer is destroyed.

Mount
Officers may be mounted for free. Increase to speed 6. Mounted officers
may only have one bodyguard.

SLUDGE | 37
Chaplain

Arcanism quickly replaced the ancient religions as men learned


to harness and abuse otherworldly powers. The once powerful
churches merged with Arcanist Guilds in a bid to maintain
their hold on authority. In the cascading centuries, the faithful
persisted in their devotion to serve the people to the best of their
abilities. Most devotees of the godhead have renounced violence
but find themselves embroiled in bloody conflict none-the-less.
Since the heart of the world tree cracked open, the earnest pleas
of these faithful intercessors manifest in force, and chaplains
now find themselves pressed into military service.

Chaplains are a single figure at 20 points.

C H A P L A I N | H E RO
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS

4 0 1 2 0 6 2

PR AYER A BILITIES TY PE R A NGE TN BURST DA M AGE OR EFFECT

B L ES S I N G (S H O R T )
Target may reroll one failed test until the user’s next
Prayer LOS 5 -
activation.

S AC R ED I N C EN S E (S H O R T )
Combat action tests against the target unit suffer -1 until the
Prayer 5” 5 -
user's next activation.

FA I T H F U L I N T ERC ES S O R Friendly units within range may reroll failed nerve tests
(LO N G) Prayer 12” 5 -
until the user’s next activation.

EQUIPMENT SPECIAL SKILLS

The chaplain himself does not carry weapons. Tough


Optional bodyguards are equipped with Knightly Arms. Gain +1 on endurance saves.

Prayer Abilities
OPTIONAL UPGRADES
Blessing, Sacred Incense, Faithful Intercessor

Bodyguards | 10 points each


May include up to two bodyguards for 10 points each. Each bodyguard
increases wounds +1 and Knightly Arms burst by 2. Bodyguards
count as the same figure as the chaplain and may be modeled on the
same base or separately. They are not removed until the chaplain is
destroyed.

38 | BLASTER VOLUME 3
Sorcerer
Sorcerers are the darkest aspect of arcana. They are deeply the specifics are vague at best. What is known, is that a sorcerer
mysterious folk who have tread into the forbidden realms and on the battlefield is as powerful as any artillery piece could be.
emerged eternally changed. They are marked by their time in the
depths. Their methods and abilities are less respectable than the Sorcerers are a single figure at 30 points.
Arcanists, but their power is far greater. There are rumors that a
sorcerer can specialize in disciplines rooted in other worlds, but

S O R C E R E R | H E RO
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS

4 1 1 0 2 6 2

A RCA NE A BILITIES TY PE R A NGE TN BURST DA M AGE OR EFFECT

B L AC K FO G (S H O R T )
Target unit suffers -1 on ranged combat tests until the user's
Sorcery LOS 5 -
next activation.

V I S I O N S O F D E AT H
(S H O R T ) Sorcery LOS 5 - Target unit must take a Nerve Test.

H O R RO R S O F WA R (LO N G) Sorcery LOS 6­ - Place a single 8 gore token on the battlefield.

EQUIPMENT SPECIAL SKILLS

Knightly Arms Tough


Gain +1 on endurance saves.
OPTIONAL UPGRADES
Arcane Abilities
Bodyguards | 10 points each Black Fog, Visions of Death, and Horrors of War.
May include up to two bodyguards for 10 points each. Each bodyguard
increases wounds +1 and Knightly Arms burst by 2. Bodyguards
count as the same figure as the sorcerer and may be modeled on the
same base or separately. They are not removed until the sorcerer is
destroyed.

SLUDGE | 39
Line Infantry Regiments

The infantry is the backbone of any force. Infantry regiments Formations


come in many forms. There are the famed mercenary bands of Line Infantry units gain bonuses for fighting in formation. Units of line
infantry automatically claim the bonus from a formation if the unit has
the Indoth Planes, the hardened professional Imperial Legions,
at least three figures in play and the figures are in base contact according
the guerrilla fighters from the deserts of Keth, and the intrepid to the formation type. After a move order and once per activation, line
sky raiders of the Rebel Guilds. Though their forms, traditions, infantry figures may make a half inch move directly toward another
figure in its unit in order to maintain formation.
and fighting styles may vary, the supremacy of infantry is
Units in close combat do not benefit from formations. Terrain features
universal. It is said that final victory must always come at the that make base contact impossible also make maintaining formations
point of a bayonet. impossible.

FORMING LINE
The prevailing tactics of the day are centered on formations.
Tightly drilled battle lines bring the truly monstrous power of Units in line formation gain +1 to ranged attack tests. To claim the line
formation all figures must be in base contact and form a line. Draw an
the musket to bare. The shocking force of lead shot defines the
imaginary line from any part of the base of the figure on one end of the
landscape. Though strictly drilled infantry armed with muskets line to any part of the base of the figure on the opposite end of the line.
are nearly universal, the diverse peoples of the great western That line must cross over all bases in the unit.

branchway do not have equal access to gunpowder. In regions


FORMING COLUMN
with limited gunpowder, traditional pole arms and bows are
wielded to deadly effect. Units in column formation gain +1 defense but suffer -1 burst. To claim a
column formation, all figures in the unit must be in base contact with at
least two other figures in the unit. Units that are charged while in column
Line infantry figures are represented by multiple
formation gain the +1 defense bonus during that initial round of combat,
miniatures on a single 40mm to 50mm base. Each base of but no longer benefit from column formation while locked in close
line infantry counts as a single figure. combat.

40 | BLASTER VOLUME 3
Line Infantry
Line infantry regiments consist of between three and six 40mm bases of soldiers at 10 points each.

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

The regimental standard and musician upgrades may both be equipped


Line infantry choose from the following weapon options.
to the same figure.
The whole unit must be equipped with the same weapons:
Regimental Standard | 5 points
• Musket volley and bayonets
Gain +1 on nerve tests.
• Crossbow volley and bayonets
Musician| 5 points.
• Pole weapons Gain the Regimental Song free order.

REGIMENTA L SONG TY PE R A NGE TN BURST DA M AGE OR EFFECT

R EG I M EN TA L S O N G (F R EE) Special, Faith - 5 - Remove 4 gore from within 5”

SLUDGE | 41
Skirmishers
Skirmishing units take to the field with the brutal task of breaking the
titanic power of the concentrated line infantry. They form small agile
attack groups to harass well ordered enemy battle lines, provoke premature
volleys, and capture strategic locations.

Skirmishers may draw LOS and move through figures in their own
unit. Skirmishers may be modeled on a 20mm to 30mm base.

Jagers
Jager units are both scouts and skirmishers. They are among units are commonly recruited from rugged tribal warriors and
the most diverse soldiery across the planes. Jager units are frontiersmen to take advantage of their natural expertise.
often formed as detachments from larger infantry regiments to
fulfill their vital battlefield role. Other, more specialized, scout Jagers units consist of between three and six figures at 5 points each.

J A GE R S | S K I R M I S H E R
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS

4 1 1 1 0 5 1

GO TO GROU ND TY PE R A NGE TN BURST DA M AGE OR EFFECT

G O T O G RO U N D (S H O R T )
Gain +1 Defense against ranged attacks,
Special, Cunning - - -
do not block LOS

EQUIPMENT SPECIAL SKILLS

Jager units choose either Muskets and Hand Weapons or Go to Ground


Crossbows and Hand Weapons. The whole unit must be Jagers may perform the special Go to Ground short order. If successful
the unit gains +1 defense against ranged attacks until their next
equipped with the same weapons.
activation and the unit no longer blocks line of sight.

42 | BLASTER VOLUME 3
Foot Knights

Foot Knights are the height of martial tradition. They are noble
warriors, bred and trained to the highest degree. Foot Knights
are furnished with the finest arms and armor of the age. They
don enchanted ceramic armor that can easily deflect musket shot
and wield masterfully crafted knightly weapons that can easily
cleave a man in half. They are peerless fighters bound by noble
oaths.

Foot Knights consist of between three and six figures at 10 points


each. Foot knights are an elite unit choice.

F O O T K N I G H T | E L I T E­
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS

3 2 1 2 0 7 1

EQUIPMENT SPECIAL SKILLS

Knightly Arms Tough


Gain +1 on endurance saves.
OPTIONAL UPGRADES
Noble
Muskets | 5 points Failed nerve tests that would cause wounds only remove one figure.

The whole unit gains muskets for 5pts.

SLUDGE | 43
Shock Troopers

Certain tasks require a particular type of soldier that is both


brave and brutal. They must be ready to storm enemy trenches
and crush all opposition with their bare hands. Shock Trooper
units are men of exceptional violence. At best they are equipped
with specialized equipment for overcoming enemy positions. At
worst they are suicidal brutes sent against impossible odds.

Shock Troopers consist of between three and six figures at 5 points


each. Shock Troopers are an elite unit choice.

S H O C K T RO O P E R S | E L I T E­
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS

4 2 1 1 0 6 1

EQUIPMENT SPECIAL SKILLS

Muskets and Hand Weapons Battle Hardened


Shock Troopers may use brutality instead of faith on nerve tests.
OPTIONAL UPGRADES
Assault Trooper
Grenades | 5 Points Close combat orders gain +1 burst and SHOCK 2 when this unit charges.

The whole unit gains grenades for 5pts. Attacks made by units with
grenades gain SHOCK 2 and each wound they cause places 2 gore
instead of 1.

44 | BLASTER VOLUME 3
Cavalry
In an age of infantry supremacy, highly mobile cavalry
units still fulfill a key tactical role.

Cavalry units may be modeled on traditional rectangular or


40mm bases. Cavalry units benefit from the breakaway and
rundown special rules:

B R E A K AWAY

When cavalry units charge an enemy and successfully deal


wounds to them, they may make a free move action after the
combat is resolved. Breakaway moves may not be performed
against line infantry.

RUNDOWN

If a unit in close combat with a cavalry unit fails the nerve test
and suffers wounds due to stress, those wounds are doubled.

Light Cavalry

Light cavalry is a vital lifeline while on campaign. These fleet Light Cavalry units consist of between three and six figures
footed units run constant interference, scout ahead of the main at 5 points each.
column, raid enemy positions, and forage for vital supplies.
They are at the forefront of every maneuver and maintain
communication lines across the battlefront. At the crisis point of
a battle, a keen commander can turn the tide with even a small
force of mounted warriors.

L I G H T C AVA L RY | C AVA L RY
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS

5 1 1 1 0 5 1

EQUIPMENT
OPTIONAL UPGRADES

Cavalry Sabres Light cavalry may be upgraded to the following variants:

Dragoons | 5 points
The whole unit may be upgraded to dragoons to gain muskets for 5
points.

Lancers | 5 points
The whole unit may be upgraded to lancers to gain +1 damage on the
charge for 5 points.

SLUDGE | 45
Heavy Cavalry
Heavy cavalry are battle hardened shock units. Their
equipment is generally very similar to their light
cavalry counterparts with two major exceptions.
Heavy cavalry is composed of the strongest men
and horses available, and the warriors are generally
equipped with a steel cuirasse. Combat doctrine is
their greatest defining factor. Heavy cavalry units are
applied as a finishing force to sweep the enemy from
the field. They ride in tight formation to deliver both
psychologically and physically crushing assaults.

Heavy Cavalry units consist of between three and


six figures at 10 points each. Heavy cavalry figures
should be assembled with two miniatures per base
to represent their dense fighting formations and
additional wound characteristics.

H E AV Y C AVA L RY | C AVA L RY
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS

5 1 1 1 0 6 2

EQUIPMENT
OPTIONAL UPGRADES

Cavalry Sabres Heavy cavalry may be upgraded to the following variants:

Carabiniers | 5 points
The whole unit may be upgraded to Carabiniers to gain muskets for 5
points.

Heavy Pistols | 5 points


The whole unit may be upgraded with heavy pistols to gain +1 damage
on the charge for 5 points.

46 | BLASTER VOLUME 3
Heavy Knights (Elite)

The finest arms and armor are reserved for the noble classes. Heavy Knights consist of between two and four figures at 10
These elite units of heavy knights are a deadly storm of steel. points each. Heavy Knights are an elite unit choice.
Mounted on the finest heavy steeds, they scatter their enemies
like chaff.

H E AV Y K N I G H T S | E L I T E C AVA L RY
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS

5 2 1 2 0 7 1

EQUIPMENT SPECIAL SKILLS

Knightly Arms Tough


Gain +1 on endurance saves.
OPTIONAL UPGRADES
Noble
Heavy cavalry may be upgraded to the following variants: Failed nerve tests that would cause wounds only remove one figure.

Heavy Lance | 5 points


The whole unit gains +1 damage on the charge for 5 points.

“The Black Falcon Heavy Lancers were one such mercenary unit. Unlike the knightly orders formed from among the noble
classes, these mercenaries carried several heavy pistols rather than lances as their name would suggest. They also wore relatively
inexpensive blackened mail armor. When the Black Falcons charged, they would fire their pistols at point blank range to break even
the most heavily armored targets before breaking off for the next wave of attackers. In the latter second century, common era, many
mercenary units without access to enchanted arms and armor adopted these non-traditional tactics.”

-A Brief History of Westland Cavalry Tactics by Sir. Alwin Castellan, 324 ce.

SLUDGE | 47
Artillery
The rough hewn lands of the decaying world limit the mobility their disposal while on campaign. It is known that a carefully
of major artillery batteries. Large scale deployment is deployed field gun can easily disrupt, or even shatter, enemy
generally reserved for laying siege to the countless fortresses battle lines before an engagement has even begun.
that are traded along the bloody frontiers. However, cunning
commanders usually have a selection of horse artillery at Firing a field gun requires a special process.

Firing a Field Gun


1. When making an attack with an artillery piece, choose 5. Roll damage for each hit figure individually. Damage is
a specific figure as the target. Units in close combat may done to individual figures, not the unit. For example, if a
not be selected as a target; however, it is still possible to skirmisher takes three wounds it would generate three
hit figures locked in close combat. gore, but only that single figure would be removed as a
casualty. If multiple bases of line infantry suffer wounds,
2. Guess a range and roll a d10. Add the d10 result in inches
the controlling player must consolidate the wounds to
to the guess. This is where the shot lands.
remove full bases of figures where possible but never
3. This roll replaces a normal ranged combat TN test. If the
removing more bases of figures than were directly hit by
result is a 1 the Artillery piece takes 4 wounds and the
the artillery shot.
shot fails! If the result is a 10, the artillery piece suffers 2
wounds and the attack gains +1 burst.
The artillery shot bounce distance will stop when it hits
4. Roll another d10, the shot bounces in a straight line that
specific terrain pieces. Stone walls, buildings, the defensive
many inches from where it landed. Measure from the
slope of a redoubt, trench walls, or other terrain features
front center of the artillery pieces base (or barrel of the
that look like they would specifically stop a cannon ball.
gun if the figure is not on a base) in the exact direction of
Discuss any strange features with your opponent.
the center of the target figure’s base. Any figures whose
bases are crossed by the line from where the shot landed
to where it bounced are hit by the attack.

48 | BLASTER VOLUME 3
Field Gun

F I E L D G U N | A R T I L L E RY
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS

2 0 1 1 0 7 4

EQUIPMENT SPECIAL SKILLS

Field Gun and Hand Weapons. Veteran Focus (Requires Veteran Crew)
Veteran Crew may use the focus short order to modify the bounce roll.
OPTIONAL UPGRADES
A focus shot uses two d10 for the bounce roll and discards the lower
die.

Veteran Crew | 5 points


Gain +1 wound and +1 burst on Hand Weapons and the special focus
order for 5 points.

Weapons Fighting with weapons is always a long order. When a unit


charges they may use a close type weapon, if a unit is already in
combat they may use a close type weapon as a long order.

W E A P O N S TA B L E
NA ME TY PE R A NGE TN BURST DA M AGE A ND EFFECT

K N I G H T LY A R M S Close - 6 2 +3, SHOCK 2 on Charge

C AVA L RY S A B ER S Close - 6 2 +2, SHOCK 2 on Charge

POLE WEAPONS Close - 6 3 +3

B AYO N E T S Close - 7 3 +2

HAND WEAPONS Close - 6 1 +2

M U S K E T VO L L E Y Ranged 12 6 2 +2, SHOCK 2

MUSKETS Ranged 12 6 1 +2

C RO S S B OW VO L L E Y Ranged 14 7 3 +1

C RO S S B OW S Ranged 14 7 2 +1

F I EL D G U N
Guess
Ranged - 3 +5, Bounce d10, SHOCK 4
+d10

SHOCK

Weapons with the SHOCK special rule are terrible to behold. Units that For example, a unit of line infantry suffers 3 wounds from a field gun with
suffer wounds from a weapon with the SHOCK special rule increase the TN SHOCK 4. They must take a nerve test. This is the first combat of the game, so
of their nerve test by the SHOCK value. Some weapons only cause shock there is only 3 gore from the 3 wounds suffered. The total nerve TN is 3 for the
during the activation in which the unit charged. gore plus 4 for the field gun’s shock value. The line infantry must pass a TN 7
nerve test or gain a stress token.

SLUDGE | 49
SLU D GE WA R

B AT TLE SCEN A RIOS


Battle Scenarios
Scenarios are designed to be played on Wound Based Objectives Placing Terrain
a 4’x4’ table. Games at 400+ points will Certain objectives are held by having more Terrain should be placed on the table in a
wounds within a certain distance than your mutually agreeable manner. 4-6 terrain pieces is
benefit from a full 4’x6’ table but spacing
opponent. In this case wounds are equal to the generally suitable.
for objectives may need to be shifted. unmodified wound stat on the unit entry and
The landscape is a major factor in a battle, and
each figure under your control contributes their
Scenarios are designed in two parts, there is a lot of theory and game design you
wound stat to holding the objective.
could put into placing terrain and how big each
first players roll for deployment style For example, one base of line infantry is within element should be. But I’m going to leave this
and deploy their forces. Then players range of an objective. Even though the figure has to your discretion. The game is designed for a
suffered two wounds, it counts as its full wound square table where players can deploy on any of
roll for objectives and set up the specific
characteristic value of three. the four edges and players won’t know what the
scenario. objectives are until after they deploy. So creating
a relatively balanced board is good.

Scenario Deployment
Before each game roll to determine the Skirmish Line Ragged Line
deployment style. Each player divides their force into two equal Roll for initiative. The player with initiative sets
parts. One half must contain all Jager and Light up their full force within 20” of a chosen board
1-2: Skirmish Line Cavalry units from their battalion, this is the corner. The second player deploys their force
skirmish line. The other half is your reserves. within 20” of the opposite corner.
3-6: Ragged Line
Roll for initiative. The player with initiative Roll for initiative again for the first turn.
7-10: Battle Line sets up their skirmish line within 8” of a chosen
board edge. The second player deploys their
skirmish line within 8” of the opposite board Battle Line
edge. Roll for initiative again for the first turn.
Roll for initiative. The player with initiative
Each time one of your units suffers wounds sets up their full force within 8” of their chosen
you may set aside one unit from your reserves. board edge. The second player deploys their
At the end of each round you may deploy the force within 8” of the opposite board edge.
set aside reserves. Reserves may be deployed
After the second player has deployed, the player
anywhere within 8” of your original deployment
with initiative may redeploy half the units in
board edge.
their force.

Roll for initiative again for the first turn.

SLUDGE | 51
Scenario Objectives Sacred Ground | 1-2
Roll to determine the objective of the game:
Special Rules
SACRED SITE
1-2: Sacred Ground

3-4: Let Rest the Dead Set up a sacred marker in the center of the board. The most
common sacred sites are rings of exposed great roots that
5-6: Showdown
have toppled ancient temples.
7-8: Dwindling Supplies

9-10: Fortified Positions Victory Conditions


The game ends after the fifth round. Players gain victory
points for the following:

2 points for each wound within 8” of the sacred


marker.
1 point for each surviving unit in their battalion.
5 points if their commander is still alive.
5 points if they destroyed the enemy commander.

52 | BLASTER VOLUME 3
Let Rest the Dead | 3-4 Showdown | 5-6

Special Rules Special Rules


M A S S G R AV E S STRATEGIC POINT

Place one objective in the center of the play area. Then Randomly designate three terrain pieces as Strategic
place four more objectives 10” away from the center Points. At the end of the game, a player holds a strategic
objective and directly toward each board edge. The five point if they have more wounds within 5” of the center of
objectives should form a cross in the center of the board. the terrain piece than their opponent.

At setup, place four gore on each objective. At the end of


each nerve phase place four more gore on each objective. Optional Rule
NIGHTFALL
Players earn one victory point for each gore they remove
from the mass grave objectives. Gore on mass graves may At the start of the third round each unit that would gain
not be removed during the nerve phase, but the gore does stress gains two stress instead.
contribute to the nerve tests.
Victory Conditions
Optional Rule
The game ends after the fifth round. Players gain victory
NIGHTFALL points for the following.
At the start of the third round each unit that would gain 1 point for each surviving unit in their battalion.
stress gains two stress instead. 5 points if their commander is still alive.
5 points if they destroyed the enemy commander.
Victory Conditions 5 points if they hold a strategic point at the end of
The game ends after the fifth round. Players gain victory the game.
points for the following.

1 point for each gore removed from the mass grave


objectives.
1 point for each surviving unit in their battalion.
5 points if their commander is still alive.
5 points if they destroyed the enemy commander.

SLUDGE | 53
Dwindling Supplies | 7-8 Fortified Positions | 9-10

Special Rules Special Rules


SUPPLIES STRATEGIC POINTS

Place one objective in the very center of the board and Place one terrain piece in the center of the board. The
one on either side 12” from the center perpendicular to center terrain piece is a strategic point. At the end of the
player deployment. At the end of each Nerve Phase the game, a player holds a strategic point if they have more
players gain supplies by plundering objectives. To plunder wounds within 5” of the center of the terrain piece than
an objective a player needs more wounds within 5” of an their opponent.
objective than their opponent. FORTIFICATIONS

Each objective has 3 supplies. Each time an objective is Place two fortifications on the board to either side of the
plundered its supply level is reduced by 1. Once all supplies center point. They must be placed 12” from the center
have been plundered the objective is removed from play. and perpendicular to player deployment. The player with
initiative places one unit within one fortification and the
Victory Conditions second player places one unit in the other fortification.

The game ends after the fifth round. Players gain victory Fortifications are strategic strong points. They are at least
points for the following. 6” wide and surrounded by barriers. At the end of the

1 point for each surviving unit in their battalion. game, a player holds the fortification if they have more
wounds within the fortification than their opponent.
5 points if their commander is still alive.
5 points if they destroyed the enemy commander.
Victory Conditions
5 points for each supply plundered during the game.
The game ends after the fifth round. Players gain victory
points for the following.

1 point for each surviving unit in their battalion.


5 points if their commander is still alive.
5 points if they destroyed the enemy commander.
5 points if they hold the strategic point.
10 points for each fortification they hold.

54 | BLASTER VOLUME 3
QUICK RULES REFERENCE

Initiative Phase DAMAGE

Roll off, winner activates first. • Burst combat pool. More Rules

Momentum: Whoever wins initiative after a • Roll d6s: Add damage bonus against TERRAIN

tie may activate two units before the enemy defense.


Hills: LOS over one unit and gain +1
activates. • Gore: Place Gore. ranged attacks. Units charging through
Respite: give initiative to other player, steep embankments -1 combat. Block LOS
• Endurance and Wounds: Roll d6 for
remove 1 stress. through.
each wound and ignore wound on 6+.
Remove/mark wounds. Great Roots: Long Order, Arcane TN 7.
Activation Phase • Destroyed: friendly units within 5” gain
Success: Heal 3 wounds.

SHORT ORDERS 1 stress. Barriers: +1 defense against ranged. Units

Move: Move Speed. charging across suffer -1 combat.


• Wounded unit takes nerve test.

Steady: TN3 Remove 1 stress or 4 gore. Sludge: -1 speed.


NERVE TESTS

Focus: Roll 2d10 discard lowest Thicket: +1 defense inside. Block LOS
• TN equal to Gore within 5”. Max TN 10.
through.
LONG ORDERS • Test: d10 + Faith etc.
FORMATIONS
Charge: Move 2x speed toward target and • Pass: Remove 1 stress or 4 gore. Crit: 2
use close combat action. Gain +1 on close Line: Invisible line from one end to other
stress or 8 gore.
combat test. If attack fails, fall back 3”. crosses all bases and base contact. +1 ranged
• Fail: Gain 1 stress.
orders.
Combat: Use close combat action. If attack
• Stress Wounds: If total stress is greater
fails, fall back 3”. Column: All in contact with two others. +1
than wound stat, take that many
defense and -1 burst.
Fire: Use ranged combat action. wounds and lose 1 stress. If in close

Hold Position: Gain hold position token for combat, flee 3”. ARTILLERY

use when charged. • Target Figure.

Withdraw: Disengage close combat gain 1


Nerve Phase • Guess +1d10 (1 suffer 4 wounds, 10 +1
stress. All units within 5” of gore must test. Nerve Burst but suffer 2 wounds.)
tests start with the unit closest to the largest
COMBAT ORDERS
• Bounce d10
concentration of gore and moving outward
• Determine Modifier • Hit all figures bounce line crosses.
until all units have tested.

• Roll: Rolls a d10 against TN. • Roll Damage on each figure separately.
GORE

• Partial Hits: Burst -1 for each number When a unit suffers wounds the controlling
TN missed by. player places one gore token in contact with
• Critical Hits: Natural 10, +1 burst. the unit for each wound they suffer. Tokens
may not be stacked. If there are already gore
tokens within 2” of the wounded unit, the
tokens must be placed in contact with any
other gore tokens within 2” of the unit. Once
placed, gore tokens remain in that position
until removed by another game effect.
UNIT STATISTICS
NA ME SPEED BRUTALITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS

CO M M A N D ER 4 2 2 2 0 6 4

A RC A N I S T S 4 0 1 1 1(2) 6 1

O F F I C ER 4 2 1 2 0 6 2

C H A PL A I N 4 0 1 2 0 6 2

S O RC ER ER 4 1 1 0 2 6 2

L I N E I N FA N T RY 3 1 1 1 0 5 3

JAG ER S 4 1 1 1 0 5 1

FO O T K N I G H T S 3 2 1 2 0 7 1

S H O C K T RO O PER S 4 2 1 1 0 6 1

L I G H T C AVA L RY 5 1 1 1 0 5 1

H E AV Y C AVA L RY 5 1 1 1 0 6 2

H E AV Y K N I G H T S 5 2 1 2 0 7 1

F I EL D G U N 2 0 1 1 0 7 4

WEAPONS
NA ME TYPE R A NGE TN BURST DA M AGE OR EFFECT

K N I G H T LY A R M S Close - 6 2 +3, SHOCK 2 on Charge

C AVA L RY S A B R ES Close - 6 2 +2, SHOCK 2 on Charge

POLE WEAPONS Close - 6 3 +3

B AYO N E T S Close - 7 3 +2

HAND WEAPONS Close - 6 1 +2

M U S K E T VO L L E Y Ranged 12 6 2 +2, SHOCK 2

MUSKETS Ranged 12 6 1 +2

C RO S S B OW VO L L E Y Ranged 14 7 3 +1

C RO S S B OW S Ranged 14 7 2 +1

F I EL D G U N Ranged Guess+d10 - 3 +5, Bounce d10, SHOCK 4


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heads sculpted for Sludge by Sean

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M Y THO S RU LES FOR FRO STGR AV E , GHOST A RCHIPEL AG O, A ND R A NGER S OF SH A D OW DEEP, PA RT I1

JOSEPH
MCCULLOUGH

ABOUT
RANGERS OF SHADOW DEEP

Rangers of Shadow Deep is a solo and


co-operative tabletop miniatures game, in
which players create their ranger, gather
companions, and play through a series
of missions in their fight to hold back the
darkness. If their rangers survive, they will
grow in power and ability, and be sent on
more difficult, dangerous and intricate
assignments.

C O R E R U L E S A V A I L A B L E AT
N O R T H S TA R F I G U R E S .CO M
56 | BLASTER VOLUME 3
When I was in my early teens, I was the page into the reader. It has infected anyone else. While wizards and rangers
invited to participate in a game of numerous authors, artists, and game can use these magics, they can never
Call of Cthulhu. Although I had played designers over the last century to the fully understand them, never master
role-playing games before, I had never point where it is almost impossible to them. To use these spells is always an
heard of this particular one. Well, one be a part of modern fantasy or horror act of desperation, and the grimoires
session later, I was completely hooked. fandom without being aware of his that contain them are always a curse
Not on the game, specifically, but on Cthulhu Mythos. and a blessing.
the strange, horrific fantasy that it was
Considering how important the Along with the new magic rules,
based on. Desperate to know more,
Mythos has been to my own journey as there is a host of new Lovecraftian
I discovered a series of paperbacks
a writer and game-designer, I suppose monstrosities. Some of these are there
collecting the stories of H. P. Lovecraft
it was only a matter of time before I for players to fight, others… well, fleeing
and devoured them all. They weren’t
drew directly on it for inspiration. In should always be considered an option.
easy reads, filled with unusual words,
the last issue of BLASTER, I presented Once again, I have included three new
sometimes archaic prose, and concepts
rules for bringing Sanity Rolls into your scenarios, one for each of the games.
I had never encountered. But the sheer
games of Frostgrave, Ghost Archipelago, As in last issue, these are incredibly
force of creativity released in those
and Rangers of Shadow Deep, to dangerous scenarios, probably better
stories struck me like a tidal wave.
represent what happens when heroes for higher-level warbands, and possibly
Not only did those stories fill me with
are presented with the mind-bending not ones you want to use in an ongoing
wonder, but they made me want to
horror of the Mythos. I also included campaign with your favourite wizard,
create my own stories.
a scenario for each of those games. In Heritor, or ranger. Few of the stories
That, perhaps more than anything this issue, I am presenting new rules of H. P. Lovecraft end with a happy
else, is why the works of H. P. Lovecraft for using Mythos magic in each of those protagonist…
have endured. True, much of his prose games, including a host of new spells.
lacks literary merit, and yes, there is a However, this is not the high-fantasy
strain of racism that runs through some magic normally seen in my games.
of his works, but there is also a power Instead, it is dark and treacherous
of creativity in them that seeps from magic, as dangerous to the user as

S H A D OWG R AV E | 57
SH A D OWGR AV E

M Y THOS M AG IC

58 | BLASTER VOLUME 3
Mythos Magic in Frostgrave and
Ghost Archipelago
Casting Mythos spells works differently from the normal rules figure wants to cast a Mythos Spell, they should make a Sanity
for spells presented in Frostgrave and Ghost Archipelago. For one, Roll and apply the Casting Modifier. (Die Roll + Will Stat –
a spellcaster does not have to know a spell in order to cast it. Casting Modifier). If the result is greater than 10, then the spell
Instead, these spells can be cast directly from a grimoire. In this has been successfully cast. If the result is 10 or less, then the
case, the figure must be carrying the grimoire, which takes up casting fails, the action is lost, and the figure should compare the
an item slot. Mythos spells can never be contained on a scroll, as result of their roll to the Sanity Roll Table presented in the last
they are far too complex. issue.

Wizards and wardens can learn Mythos spells if they have a Rolls to cast Mythos spells can be empowered, but a figure must
grimoire, in the same way they would normally learn a new sacrifice a full 5 points of Health for every +1 Modifier to their
spell. However, neither a wizard nor a warden can ever improve Sanity Roll.
the spell. So they will always cast it at its base level.
Otherwise, casting Mythos Spells follows the normal rules for
Unlike normal spells, Mythos spells do not have a casting spellcasting – so they require an action to cast, cannot be cast by
number. Instead, they have a Casting Modifier. Whenever a a figure in combat, etc.

Mythos Magic in Rangers


of Shadow Deep
Casting Mythos Spells works very differently from other spells A ranger may only cast the spell once per game (unless he or she
in Rangers of Shadow Deep. First of all, a figure does not have takes it multiple times or casts it from a grimoire), but failed rolls
to know the spell in order to cast it. A Mythos Spell can be cast to cast do not use up the spell. Only a successful casting counts
straight from a grimoire if the figure is carrying it. Grimoires as using the spell for the game.
take up one item slot.
A figure casting a Mythos Spell may modify their Sanity Roll by
Rangers (but not companions) may learn a Mythos spell in the sacrificing a full 5 points of Health for every +1 Modifier to their
same way they would normally learn a new spell. Sanity Roll.

Unlike normal spells, Mythos spells are not cast automatically. Otherwise, casting a Mythos Spell follows the normal rules for
Instead, the figure attempting to cast the spell must spend an spellcasting.
action, make a Sanity Roll and apply the Casting Modifier. (So
Roll + Will Stat – Casting Modifier). If the result is greater than
10, then the spell has been successfully cast. If the result is 10
or less, then the casting fails, the action is lost, and the figure
should compare the result of their roll to the Sanity Roll Table
presented in the last issue.

Non-Spellcasters and
Mythos Magic
Unlike normal magic, it is possible for a non-spellcaster in
any of the games to attempt to cast a Mythos spell. In this
case, the figure must be carrying the grimoire, not be in
combat, and spend an action. They then follow the rules
as presented above, except that they suffer an additional -3
penalty on the Sanity Roll to cast the spells, so (Roll + Will
Stat – Casting Modifer – 3).

This penalty never applies to Rangers, regardless of whether


they are spellcasters or not. With regards to Mythos spells, all
Rangers are considered spellcasters.

S H A D OWG R AV E | 59
Finding, Purchasing,
Mythos Grimoire Table
and Selling Mythos
Grimoires ROLL
T O TA L
GRIMOIRE

For the most part, Mythos grimoires are tied to specific


1–2 Sunder Idol
scenarios, and many of them will be of only limited use
outside of those scenarios. Thus there are no specific rules
3–4 Carrion Caster
for randomly finding them. That said, I have included a
random Mythos Grimoire Table just for the fun of it. In
5–6 Summon / Command Nightgaunt
Frostgrave and Ghost Archipelago, a wizard or Heritor can
attempt to purchase a Mythos Grimoire. In such a case,
7–8 Banish Aspect
they should roll once on the Mythos Grimoire Table after
each game to see what is available. Mythos Grimoires cost
600gc. A Mythos Grimoire may never be sold.
9 – 10 Summon / Command Dimensional Shambler

Rangers may never buy a Mythos grimoire, but they can


11 – 12 Lock Form / Position
turn such books they find over to their superiors if they
wish. In this case, they gain +10 XP, or two companions
13 – 14 Wound Feaster
each gain 1 Progression Point.

15 – 16 Dimensional Lock

17 – 18 Mind Warp

19 – 20 Soul Burn

60 | BLASTER VOLUME 3
SH A D OWGR AV E

M Y THOS SPELL S

S H A D OWG R AV E | 61
Mythos Spells
Included here are 10 Mythos Spells that can be used
in your games. Players shouldn’t see this list as
exhaustive and should feel free to make up their own
if it fits into a given scenario.

BANISH ASPECT DIMENSIONAL


LOCK

Mythos / Casting Modifier -4/ Line of


Mythos / Casting
Sight
Modifier -5 / Area
This spell may only be cast if the caster Effect
has an aspect of a mythos creature
No Mythos creatures
with the Multi-Aspect trait in line of
may enter the table for the
sight. Randomly select one aspect of
rest of this turn and all of
the creature, and then immediately
the next turn, regardless of any
remove all other aspects from the table.
rule that says otherwise. This spell has
At the start of the next turn, roll for the
no effect on Mythos creatures that are
creature’s multi-aspects as normal, but
already on the table.
reduce the result to 2 if it is higher than
their
2. After that, the spell ceases to have any
LOCK FORM / POSITION Sanity Roll by
effect on the creature.
3, simply by spending
Mythos / Casting Modifier -1 / Line of
3 Health. If this figure is reduced to 0
CARRION CASTER Sight
Health, they must roll on the Insanity
Mythos / Casting Modifier -3 / Area If cast upon a Mythos creature, that Survival Table after the game, no matter
Effect creature no longer counts as having how they were reduced to 0 Health.
any of the following traits: Amorphous,
This spell can only be cast if another
Dimensional Shift, or Hard to Target. SUMMON / COMMAND
spellcaster has been reduced to 0 Health DIMENSIONAL SHAMBLER

during the game. The caster may choose


M I N D WA R P
Mythos / Casting Modifier -4 / Area
one spell known by the dead spellcaster.
Effect or Line of Sight
The caster can cast this spell for the Mythos / Casting Modifier -2 / Line of
remainder of the game as though the Sight This spell can be used in two ways.
caster knew the spell at its base level First the caster can use it to summon
The target of this spell must make an
(not the level known by the deceased a dimensional shambler. Place a
immediate Sanity Check -4. This spell
spellcaster). This is true even if the caster dimensional shambler in the centre
has no effect on Mythos creatures or
is not a spellcaster. Otherwise, casting of the table, then roll one die and
anyone with the Mind Lock attribute.
this spell follows all of the normal rules. move the dimensional shambler that
SOUL BURN many inches in a random direction.
If the caster of this spell is a
This dimensional shambler is an
spellcaster, then they may choose to learn
Mythos / Casting Modifier -3 / Self Only uncontrolled creature.
this spell permanently; however, if they
do, they immediately suffer a permanent For the rest of the game, this figure Alternatively, the caster may
-1 Will. This option cannot be taken if may empower all of their Sanity Rolls, cast this spell on any dimensional
the figure is at Will +0 or less. Once including those for casting mythos shambler within line of sight. That
learned, this spell follows the same rules spells, by spending their Health on a dimensional shambler immediately
as any other spell known by the caster. 1-for-1 basis. So, a figure may increase becomes a temporary member of the
62 | BLASTER VOLUME 3
SUNDER IDOL WOUND FEASTER
warband for the rest of the turn. After
this turn, the dimensional shambler
Mythos / Casting Modifier -4 / Line of Sight Mythos / Casting Modifier -3 / Line of Sight
will return to being an uncontrolled
Most mythos idols cannot be destroyed For the rest of the game, the target
creature, unless subject to another
by conventional, or even most magical, of this spell may not be healed, nor
casting of this spell.
means. Instead, they can generally otherwise have their Health increased
SUMMON / COMMAND only be destroyed through the use of by any method. Their Health may only
N I GH T GAU N T
this spell. The caster must be within 8” go down, not up.

Mythos / Casting Modifier -3 / Area Effect and line of sight of the idol to use this

or Line of Sight spell. When casting this spell, the figure


should compare their Sanity Check to
This spell can be used in two ways.
the table below to see the results.
First the caster can use it to summon a
nightgaunt. Place a nightguant in the
centre of the table, then roll one die and
move the nightgaunt that many inches
Sunder Idol
in a random direction. This nightgaunt
SANITY
is an uncontrolled creature. CHECK
R E S U LT

Alternatively, the caster may cast


this spell on any nightgaunt within line 10 or less Spell fails. Compare Result to the Sanity Table as normal.

of sight. That nightgaunt immediately


becomes a temporary member of the
11 – 15 Idol Cracks. If the Idol is already cracked, it is destroyed.
warband for the rest of the turn. After
this turn, the nightgaunt will return to
being an uncontrolled creature, unless
16 – 18 Idol Destroyed. Remove it from the table.
subject to another casting of this spell.

Whenever an uncontrolled Idol Explodes. Remove the idol from the table. Every figure within
nightgaunt summoned by this spell wins 19+ 6” of the idol suffers a +5 Mythos magic shooting attack originating
at the idol.
a fight, one random player who does not
have a figure in the fight determines in
which direction the nightgaunt drags its
opponent.

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SH A D OWGR AV E

M Y THOS B ES TI A RY

64 | BLASTER VOLUME 3
Bhole Flying Polypous
MOVE FIGHT SHOOT ARMOUR WILL HEALTH MOVE FIGHT SHOOT ARMOUR WILL HEALTH

6 +7 +0 14 +8 32 6 +4 +0 10 +9 27

Mythos, Burrowing, Eater of the Dead, Invisible, Large, Keen Senses, Mind Lock, Mythos, Eater of the Dead, Large, Levitate, Keen Senses, Mind Lock, Multi-Aspect,
Magic Resistance (4), Powerful, Sanity Roll (-0) Sanity Roll (-4), Strong, True Sight

Found only underground, in places of absolute darkness, bholes are These incredibly dangerous creatures are also extremely difficult to
colossal worms with gigantic mouths, featuring uncountable teeth that describe. In form, they appear as gigantic, fleshy tear drops, featuring
open like the petals of a flower. No one has ever ‘seen’ a living bhole, as numerous eyes, mouths, and flapping tentacles. What makes them so
they exude a shadowy blackness that makes them functionally invisible. dangerous is that one polypous mind seems to control multiple bodies; or
The only descriptions of bholes come from a few corpses that have been perhaps, it pulls multiple versions of itself from different points in time
found in the deepest of caverns. to temporarily exists in the same space. As such, the creature is never a
‘fixed’ entity, and various versions/aspects of itself continuously flash into
It is unknown if bholes are intelligent creatures. They have certainly
and out of existence.
never made any attempt to communicate with anyone. In fact, if they are
encountered, it is generally in the attempt by the bhole to consume its prey The only slight good news for anyone unlucky enough to face a flying
in one quick swallow. polypous is that if you can kill one form of the creature, it kills them all, or
at least banishes the rest of it to some other plane of existence.

Lengian
Deep Ones (& Deep One Hybrid)
Lengians are basically small, fat humans, with short arms, short legs
MOVE FIGHT SHOOT ARMOUR WILL HEALTH
ending in hooved feet, and small curling horns sticking out of the shaggy
6 +4 +0 12 +5 14 hair on top of their heads. While they occasionally wear clothes, usually
when attempting to disguise themselves as human, more often than
Mythos, Amphibious, Sharp Claws not, they go naked. Lengians are most commonly encountered at sea,
where their black galleys, powered by undead slaves, jump between the
These humanoid creatures resemble a cross between a man and a frog or
dimensions in search of trade or booty.
fish. They feature large, bulbous eyes, extremely wide mouths, webbed
feet and hands, and smooth skin that varies in colour from grey, to green, Most Lengian vessels are captained by a Lengian necromancer.
to blue. While they vary greatly, a full-sized adult usually stands around
7 feet tall, with strong limbs, easily capable of pulling a human to pieces.
Deeps ones mostly live underwater; however, they emerge every so often
to mate with other species, producing hybrid children. These hybrid Lengian
children usually look mostly like their non-deep one parent, but slowly
MOVE FIGHT SHOOT ARMOUR WILL HEALTH
develop deep one features as they move towards adulthood.
6 +1 +0 10 +0 12
The stats given above are for a full-blood deep one (or a hybrid that has
grown into a that shape). Deep one hybrids have the same stats as soldiers
Mythos, Horns
and companions. The exact type will be specified in a given scenario.

Deep ones occasional have leaders capable of spellcasting, but again, this
would be specified in a specific scenario. Lengian Necromancer
MOVE FIGHT SHOOT ARMOUR WILL HEALTH

6 +4 +0 10 +5 22

Mythos, Horns, Mind Lock, Spellcaster

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Mad Piper Mi-Go
MOVE FIGHT SHOOT ARMOUR WILL HEALTH MOVE FIGHT SHOOT ARMOUR WILL HEALTH

6 +2 +0 10 +0 16 6 +5 +0 14 +7 18

Mythos, Hard to Target, Levitate, Maddening Noise, Magic Resistance (3), Mythos, Flying, Keen Senses, Mind Lock, Sanity Roll (-2), Strong
Summoning Song, Unaggressive, True Sight

A bit taller than humans, and much broader, the Mi-Go resemble a
These human-sized creatures resemble floating, upright squids, but horrific combination of a crab, an octopus, and a flying ant. Despite this
with tentacles coming out of their sides as well as their top. Using these insect/cephalopod/crustacean appearance, Mi-Go are actually a form of
tentacles, they hold a long horn or flute-like instrument to one of their sentient fungus, hence their other name, the Fungi from Yuggoth. Mi-Go
many mouths. The unearthly music they play is capable of shattering the are generally encountered singly or in small groups that are engaged in
sanity of all who listen, as-well-as summoning other mythos creatures to exploration or experimentation. Although highly advanced and extremely
wherever the mad piper plays. While these creatures are not specifically intelligent, they consider most other species little more than specimens to
dangerous in combat, they are extremely difficult to hit with range be experimented upon and discarded when used up.
weapons, because of the way they bob and weave through the air while
playing.

66 | BLASTER VOLUME 3
SH A D OWGR AV E

CRE ATURE
A B ILITIES

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Creature Attributes

AMPHIBIOUS H A R D T O TA R G E T MADDENING NOISE

This creature is perfectly happy on land This creature gets +4 on its Combat Roll when This creature produces an unearthly noise. All
or in the water. It automatically passes all rolling against a shooting attacks. non-Mythos figures who activate within 12”
swimming rolls, treats water as normal instead of this figure and are capable of hearing must
of rough ground, and suffers no fight penalties HORNS make a Sanity Roll (-0). Figures only have to
for being in the water. make one Sanity Roll for Maddening Noise,
If this creature moves into combat and spends
even if multiple creatures with this ability are
an action to fight as part of the same activation,
AMORPHOUS within range. Figures do not have to make this
it receives +2 Fight for that attack only.
roll if they also have to make a Sanity Roll due
This creature has no internal structure and can
to proximity to a Mythos creature.
change its shape at will. This allows it to move INVISIBLE

through any opening no matter how small.


No figure may move Into Combat with this M AG I C R E S I S TA N C E ( X )
creature, nor draw line of sight too it for any
BURROWING This creature is somewhat resistant to magic.
purpose, such as making a shooting attack or
If it takes damage from a magic source (other
This creature can move through terrain as casting a spell, unless they have some ability
than a magic weapon) it reduces the damage
though it were not there, as long as it has that allows them to see Invisible creatures.
by the specified amount. If it is called upon to
enough movement to reach the other side (it
make a Will Roll to resist a spell, it adds that
cannot end its movement inside of vertical IMMUNE TO POISON
amount to its resistance roll.
terrain). Additionally, this creature never
This creature is never counted as poisoned.
suffers any movement penalty for moving over
M U LT I - A S P E C T
rough ground. LARGE
This creature is capable of having multiple
E AT E R O F T H E D E A D This creature is very large and thus easier to versions of itself in one place at one time. At
target with shooting attacks. It suffers a -2 to the start of each turn that this creature is on
This creature likes to consume the bodies
its Combat Score when rolling against shooting the table, roll a die, divide the number by 4
of those that it kills. If a figure is reduced to
attacks. and round up. This is the number of aspects
0 Health by this creature, it receives -1 to its
of the creature that are currently on the table.
survival roll after the game. KEEN SENSES
If this is less than is currently on the table,
EXPERT CLIMBER This creature always counts as having line of remove random aspects until the new number
sight to any enemy figures within 10”. is reached. If it is more, each new aspect will
This creature suffers no movement penalty for appear 8” away in a random direction from a
climbing. L E V I TAT E random aspect that is currently on the table.
All damage done to one aspect is suffered by
F LY I N G This creature never suffers any movement
the whole creature, and if this creature is
penalty for moving over rough ground
The creature ignores all terrain and movement killed, all aspects are immediately removed
or climbing. It never suffers any damage
penalties when moving. Additionally, it never from the table. Otherwise, all aspects move
from falling, nor does it ever have to make
takes damage from falling. Flying creatures do and fight separately and may even support one
swimming rolls.
not have to make swimming rolls. another in combat.

MIND LOCK
DIMENSIONAL SHIFT MYTHOS

This creature is Immune to Mind Control and


If this creature activates within line of sight If this creature reduces a figure to 0 Health,
Suggestion.
of enemy figures, even if it is combat, roll that figure should roll on the Insanity Survival
randomly between all enemies within line Table after the game instead of its normal
of sight. Immediately move the creature Survival Table. Additionally all creatures with
the shortest distance so that it is in combat Mythos have Magic Attacks. Creatures with
with that enemy figure. It then completes its this ability never have to make Sanity Rolls.
activation as normal.
POWERFUL

This creature does x2 damage.

68 | BLASTER VOLUME 3
SANITY ROLL (X) SPELLCASTER
Summoning Song Table
Whenever a hero or warband member activates This creature is a spellcaster, though how this
within 6” and line of sight of this creature it must applies will be determined by specific scenarios.
ROLL R E S U LT
make a Sanity Roll with the specified modifier. A
specific figure only has to make one Sanity Roll UNAGGRESSIVE

1 – 12 Nothing when it activates, no matter how many creatures


If this creature is at its starting Health, the only
with this ability are visible. In such a case, use
action it will take each turn is one random move.
the worst (lowest) specified modifier of any of
It will never force combat, nor intentionally
13 – 15 Mad Piper the visible creatures.
move into combat. If it does randomly move
into another figure, move it away 1” and end
S H A R P C L AW S
Dimensional its activation. If a figure attacks it, it will fight
16
Shambler This creature does +1 damage. as normal. If the figure is ever reduced below
its starting Health, it will follow the normal
SUMMONING SONG rules for uncontrolled creatures from that point
17 Nightgaunt
onward. This attribute is immediately negated
Whenever this creature activates, roll a die and
if the creature is controlled by any external
compare it to the Summoning Song Table below.
18 source.
Gug If this results in a creature, place a creature
of this type on the table 7” away in a random
TRUE SIGHT
direction from the creature with Summoning
19 Mi-Go Song. Ignore any castings of Beauty or Invisibility
when determining the actions of this creature.
STRONG Additionally, if this figure is ever in combat with
20 Flying Polypous an Illusionary Soldier, the Illusionary Soldier is
This creature does +2 damage.
immediately removed from the table.

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SH A D OWGR AV E

SCEN A RIOS

70 | BLASTER VOLUME 3
GHO S T A RC H I PE L AG O S C E NA R IO | S OL O

MIS T-SHROUD
From the top of the hill, you can just make out the mist-shrouded Set-Up
town, nestled in a deep ravine with a river running down through
This scenario is played on a 2.5 x 2.5’ table. A river 4 – 6”
it. Based on the architecture, you suspect it’s a Drichean settlement.
wide cuts the table completely in half, though the exact
They will not be the most welcoming, perhaps, but you’ve got gold to
placement is not important. At least three bridges should
pay, and your crew is in bad need of a rest and refreshment.
cross this river. At the centre of one table edge, place a
The journey down is slow and difficult as you pick your way
large statue or idol. This is the exit edge. The rest of the
through the close packed trees that jut out at all angles from the
table should be filled with stone and wood buildings and
sloping hillside. Eventually, you find a muddy path of rough carved
other things that might be found in a small town.
steps that leads down towards the buildings.
Place all crewmembers within 3” of the centre of the table.
As you enter the town, an uneasiness settles over you. The mist
is incredibly thick here, so even the closest buildings are blurry and Place 5 treasure tokens so that they form a rough circle
indistinct. You can see shadowy forms, and hear shuffling feet, but around the centre of the table, with each token being at
everyone seems to be moving away from you. least 12” from the centre. Two tokens should be on one side
Suddenly you find yourself in the midst of the town, and the mist of the river, 3 tokens should be on the other.
lifts slightly. All around you, a gang of strange folk have gathered and
Place 3 deep one hybrids at the centre of each table edge.
are closing in with menacing intent. Ahead of you, the mist parts and
reveals a horrific idol of some fish god. The idol blocks the only exit
from the town…

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Special Rules
Any crewmember that activates within 8” of the idol
must make a Sanity Check (-0). No crewmember may Mist-shroud Event Table
exit the table while the idol stands. The idol can only be DICE
ROLL INSTRUCTION
destroyed through the use of the Sunder Idol spell. Once
the idol is destroyed, crewmembers can exit the table
Place one deep one hybrid at the centre of a random
off of the exit edge. 1–3 table edge.
Whenever a figure picks up a treasure token, roll
a die. On a 16+ that treasure token turns out to be a Place two deep one hybrids at the centre of a random
4–6 table edge.
Grimoire of Sunder Idol. Any figure may carry this
grimoire, even if they don’t have any items slots. The
grimoire may be transferred from figure to figure,
7–9 Place two deep on hybrids in front of the idol.
simply by moving the two figures into contact, as long
as neither is In Combat. If the crew has picked up 4
The idol moves, turning so it can see the crew better.
treasure tokens and not found the grimoire, then the 5th 10 – 12 Ever crewmember must make an immediate Sanity
Roll (+1)
treasure token will automatically be the grimoire, no
roll is necessary. If a figure is reduced to 0 Health while
holding the grimoire, place a marker where they fell. 13 – 15 Place a Deep One in the river by a random bridge.

Any crewmember may pick up the grimoire simply by


moving into contact with the marker.
16 – 18 Place a Deep One next to the idol
Use the stats for standard crewmen armed with a
hand weapon for all deep one hybrids.
It starts raining heavily. All line of sight is reduced to
At the end of each turn, roll on the Mist-shroud Event 19 – 20 12”, and all shooting attacks are at -2.
Table.

Treasure and Experience


Roll for treasure after the game as usual. If the player
found the Grimoire of Sunder Idol, they may keep it.
Experience is gained as normal with the following
additions:
+5 experience points for every member of the crew other than
the warden who exists the table.

+10 experience points for each deep one killed (to a maximum
of +30)

+40 experience points for destroying the idol.

Wardens can also gain bonus experience points in this


scenario.
+10 experience points if the warden exits the table.

+10 experience points if the warden attempts to cast Sunder Idol.

+20 experience points if the warden destroys the idol.

72 | BLASTER VOLUME 3
A C OM PE T I T I V E S C E NA R IO F OR F RO S T GR AV E

UN W ELCOME V ISITORS
Last night one of your hirelings reported strange lights and faint noises Place one treasure token so that it is adjacent to the
coming from one of the ruined buildings near your base. Perhaps central machine, equidistant from all player edges. If this
some young wizard has had the audacity to move into your territory, impossible, place it at a random point adjacent to the machine,
or perhaps it is one of the other creatures that roams the ruins. after the players have set-up their warbands. Each player
Either way, it is not safe to have close neighbours in the Frozen City.
should then place two additional treasure tokens following the
Gathering your warband together, you set off on a mission of eviction!
normal rules, except that each player must place one token
within 8” of the central machine.

Set-Up Place one Mi-Go on the table at a random point 6”

Place a strange alien machine in the centre of the table. This away from the central machine. Place a second Mi-Go on

can be anything up to 6” in diameter, as the exact size is not the table 6” away from the central machine, but on the exact

important. Place four smaller alien machines, up to 2” in opposite side as the first.

diameter in a ‘X’ pattern around the central machine. Each of


the smaller machines should be approximately 10” away from
the central machine. The rest of the table should be crowded
with ruins.

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Special Rules Treasure and Experience
At the end of each turn, randomly select one of the small Roll for treasure tokens after the scenario as normal (though
machines. A bolt of blue etheric energy pulses between it and the see the note about rolling for treasure tokens during the
central machine. Any figure that is standing within 2” of that small scenario in the Special Rules). Experience is gained as
machine, or the line running directly between the small machine normal with the following additions:
and the central machine, immediately suffers a +3 magic shooting +5 experience points for every warband member that exits the
attack. If this results in damage, the figure must also make a Sanity table after the flying polypous has appeared or that is still on the
table when the scenario ends.
Roll (-0). Mythos creatures are immune to the energy and never
+10 experience points for each Mi-Go killed by the warband.
suffer attacks from the machines.
+20 experience points if the warband kills the flying polypous.
The Mi-Go will not notice the warband members at first. +10 experience points if either the wizard or the apprentice suffers
For the first two turns, they will make one random move and then an attack from the etheric energy.

finish their activation. If they move into a warband member, they


will attack it, but they will not force combat. If any figure makes
any kind of attack, or casts any spell, on a Mi-Go, all Mi-Go will
follow the normal rules for uncontrolled creatures from that point
onwards. From the start of turn 3, Mi-Go follow the normal rules
for uncontrolled creatures.

At the end of any turn, if there are no Mi-Go on the


table, place a flying polypous on the table. Place it in the centre of
the table, then roll one die and move the flying polypous that many
inches in a random direction. Only one flying polypous will appear
during the game, so if it is killed, no more mythos creatures will
enter play.

Any time a treasure token is picked up for the first time


during the game, roll a die. If the result is 16+, the figure has found
a Grimoire of Banish Aspect. Remove the treasure token. This
figure may carry the grimoire even if they have no item slots. This
grimoire may be given to another figure simply by moving the two
figures into contact, provided neither are In Combat. If the figure
carrying the grimoire is killed, place a marker at the spot. Any
figure may then pick up the grimoire simply by moving into contact
with the marker. A figure that moves off the table with the grimoire
secures it for their warband. Only one grimoire may be found in
this way. After it has been found, stopping rolling.

74 | BLASTER VOLUME 3
A R A NGE R S OF SH A D OW DE E P S C E NA R IO (F OR R A NGE R S L E V E L 8+)

CUT TING - OUT OPER ATION


For nearly a week, the strange, black galley has slowly rowed down Miniatures Needed
the Nylen River, leaving death and terror in its wake. Already it has
8+ Lengians
attacked three small villages and numerous farms, slaughtering,
3+ Swamp Zombies
burning, and taking captives. The crew are like nothing that
1+ Mad piper
anyone has ever seen before, hideous, bestial creatures. The king
has dispatched a small strike force to take care of these pirates,
Set-Up
but so far they have proved elusive. Every time the soldiers of
This scenario is played on a 2.5’ by 2’ table. Most of the table
Alladore get close, the creatures flee back to the safety of their galley.
represents the deck of the black galley. The galley is 2.5’ long by
Unfortunately, Alladore’s small riverine navy has nothing that can
1.5’ wide, leaving a 3” strip of water on either side.
deal with such a vessel.
Place a mast in the exact centre of the galley. Two buildings/
However, the galley has now moved into a section of the river with rooms jut out of the deck at either end of the galley. These should
high banks, where the galley is unable to ground. The monstrous each be about 10” by 10” and about 4” from either end. Each has
crew is forced to row ashore in small boats. This has presented an one door that faces the mast.
opportunity. If a small team could attack the galley at night, while
Place 8 clue markers on the ship. One should be adjacent to the
most of its crew is ashore, then perhaps it could be cut adrift. In this
centre point of each short table edge. Four others should form
case, the swiftly flowing Nylen will quickly draw the galley away, a square around the mast. The square should be 18” to a side,
leaving the crew stranded and giving the soldiers of Alladore and the meaning each of the four clue markers should be adjacent to the
small navy their chance to wipe them out. side of the galley. Place one clue marker in the centre of each of
the rooms.
It’s a desperate and dangerous mission, which is why the king has
called upon his rangers. Place 4 lengians on the galley: 2 next to the mast and 1 in front
of the door to each of the rooms.

S H A D OWG R AV E | 75
Special Rules
The rangers begin the scenario on two The lengians on the ship will take no and cut the ropes, the rangers must first
rafts. Each raft can hold up to 4 figures. actions until one of them is attacked or a investigate the clue markers and find
Place each raft anywhere you want ranger ends an activation within line of them. However, time is against them.
beside the galley. Then select one figure sight of one of them. After this, they will If the players reach a point where they
on each raft to make a Navigation Roll follow the normal rules for uncontrolled should draw an event card, but the event
(TN16). If the roll is failed, move the raft creatures. deck is exhausted, and both ropes have
a number of inches equal to the amount not been cut, then the scenario ends.
The doors to each of the rooms are
by which the roll was failed, either The lengian crew on shore have realized
locked. They can be opened if a figure
up or down the side of the galley (roll something is amiss and return to the
adjacent to them spends an action
randomly). If this takes the raft off the galley, forcing the rangers to make
and passes a Pick Lock Roll (TN6) or
table, these figures will not participate a hasty retreat. If both ropes are cut
a Strength Roll (TN12). As soon as the
in the first turn. They must repeat the before this happens, then the rangers
door is opened, roll on the room table to
process at the start of the second turn. have successfully cut the galley free
see what is inside the room – aside from
and set it drifting down the river. The
To get up onto the galley, each figure the clue markers which will always be
lengian crew is stranded on the shore
must take a Move action and pass a there, no matter the result on the table.
and will be wiped out by Alladorean
Climbing Roll (TN8), otherwise, they
Draw an event card at the end of every forces. The rangers can now leave
remain on the raft. If a 1 is rolled on this
turn. the galley by reboarding the rafts and
climbing roll, the figure has fallen into
To win the scenario, the rangers must escaping.
the water, place them 1” away from the
raft wherever the player chooses. The find and cut both anchor ropes. The

river counts as deep water. ropes run through the ship and cannot This scenario uses a black clue marker
be seen from the outside. To discover deck and a red event deck.

Cutting Out Operation Clue Marker Table


CARD CLUE

Ace Anchor Rope. To cut the rope a figure must be adjacent to the rope, spend an action that can replace a move action, and
of Spades pass a Strength Roll (TN10).

King Anchor Rope. To cut the rope a figure must be adjacent to the rope, spend an action that can replace a move action, and
of Spades pass a Strength Roll (TN10).

Queen The figure finds a random mythos grimoire. Roll on the table. The figure may carry this grimoire for the rest of the
of Spades scenario even if they don’t have item slots available. After the scenario it takes up an item slot as normal.

Jack The figure finds a random mythos grimoire. Roll on the table. The figure may carry this grimoire for the rest of the
of Spades scenario even if they don’t have item slots available. After the scenario it takes up an item slot as normal.

The figure finds a strange dagger. This dagger does +3 damage against mythos creatures. The figure may carry it and
Ten use it, even if they don’t have item slots available and it is not a weapon they would normally carry. After the scenario,
of Spades it takes up an item slot as normal. It can be kept or turned over to the ranger’s superiors, in which case gain +5 XP, or
one companion gains 1 Progression Point.

Nine
Replace the clue marker with a treasure token.
of Spades

Eight
Just shadows. There is nothing here.
of Spaces

Seven
Just shadows. There is nothing here.
of Spades
76 | BLASTER VOLUME 3
Cutting Out Operation Room Table Challenge Level
Increase the number of lengians standing next to the mast at
DICE ROLL INSTRUCTION
the start of the game to 4. The events also contain some changes
if playing on Challenge Level.

1–5 Place a mad piper next to the clue marker.

Outcome
6 – 10 Place two lengians next to the clue marker.
Regardless of the outcome, this mission ends with the end of the
scenario. Rangers gain the following experience points:

+2XP for each lengian or swamp zombie killed.


11 – 15 Place two swamp zombies next to the clue marker.
+10XP for each mad piper killed.

+5XP for each clue marker investigated.

16 – 20 Empty, except for the clue marker. +25XP for each rope cut.

Cutting Out Operation Event Table

CARD CLUE

King
No Event. Challenge Level – place a mad piper next to the mast.
of Diamonds

Queen An Alladorean horn sounds in the dark, signaling the start of the attack. No creatures will take actions on this
of Diamonds turn.

Jack The ship lurches. Whenever a hero activates this turn, it must make a Move Roll (TN14). If it fails, it receives only
of Diamonds one action this activation.

Ten The ship lurches. Whenever a hero activates this turn, it must make a Move Roll (TN14). If it fails, it receives only
of Diamonds one action this activation.

Nine
Place a swamp zombie next to a random point on the edge of the ship.
of Diamonds

Eight Place a swamp zombie next to a random point on the edge of the ship. Challenge Level – increase to 2
of Diamonds swamp zombies.

Seven Place a swamp zombie next to a random point on the edge of the ship. Challenge Level – increase to 2
of Diamonds swamp zombies.

Six
Place a lengian next to the mast at the point closest to a hero.
of Diamonds

Five
Place a lengian next to the mast at the point closest to a hero.
of Diamonds

S H A D OWG R AV E | 77
GASLANDS: LEGACY
GET R E A DY TO SNA P S OME TEMPL ATES

MIKE
HUTCHINSON

ABOUT
GASL ANDS: REFUELLED

Gaslands is the high-octane game


of post-apocalyptic car combat from
Osprey. Modify toy cars into death-
dealing racers and roar across the
wasteland in this tabletop game for
two or more players.

C O R E R U L E S A V A I L A B L E AT
GA SL ANDS.COM
Diorama By: Joshua Parise
10560

Gaslands: Legacy
10499 New Martian Way | District 10, Mars

ds HELPFUL LINKS
Gaslands: Legacy is a narrative campaign for Gaslan
featuring a number of ‘legac y’ style mechanics
to Vehicle Generator:
e. To get gaslands.com/legacy
ensure that whatever is done cannot be undon
started: read through the ‘Starting A New Camp aign’ Legacy Dash boards:
read gaslands.com/legacy/
section and follow all instructions given. Then dash boards
readin g.
‘Chapter 1’ until you are instructed to stop
Legacy Templates:
lates
gaslands.com/legacy/temp

What You Will Need Your scientists were so


preoccupied with whether
To play this Gaslands: Legacy campaign, you’ll
need or not 
they could, they
ds, plus didn’t stop to think if they
everything that you normally need to play Gaslan should.
the following:
Ian Malcolm
• A copy of the Gaslands: Refuelled rulebook
Jurassic Park (1993)
need to
• Each player will need two toy vehicles which
trucks, (see
represent cars, performance cars, buggies or
‘Creating a Legacy Team’ below)
RUTHERFORD,INC

for each
• Each player will need a legacy dashboard card
vehicle
Legacy
• Each player will need their own printed set of
templates, (see ‘Legacy Templates, below’)
n the players,
• Three ‘corrosive pools’ terrain pieces betwee
which should be roughly Medium in diamet er.

later in the
• Some toy dinosaurs to menace the wastelanders
campaign

G A SL A N D S: LEGACY | 79
Starting A New Campaign
It is with sincere gratitude that we thank you
Read the following aloud: for your contributions, and with deep regret
The PA system overhead crackles and barks suddenly to that we announce the closure of all Earth-side
life, as a sheepish techie steps away from the nearby manufacturing and logistics facilities, with
signal box with a screwdriver. immediate effect. Automated decommissioning begins
in 3 minutes.
“...begins in 4 minutes.
Message Repeats.”
Message Repeats.
You realize that you and everyone else that works in
Dear valued employees, this refinery compound have less than five minutes to
As you have no doubt read in the minutes of the find a way out.
annual shareholders meeting, and in accordance with The nano-robots that are scheduled to disassemble
our stated 2021 mission, Rutherford Inc. are proud this facility into raw materials are supposed to
to report Mars-side production has now exceeded ignore organic matter, but you don’t want to stick
targets for all priority supply chains. The board around to put their safety protocols to the test. You
are delighted to announce this represents the can’t reach your own car in time, you’ll just have
completion of Project Remus, sixteen months ahead to grab the nearest set of wheels and try to get the
of schedule. hell out of here.
­­R U L E S C H A N G E :
­­R U L E S C H A N G E :

Rules Changes Creating a Legacy Team Important: Legacy vehicles do not use the build

With the message droning on repeat, slots rules, and may well end up with many more
This extremely self-referential rules change is you frantically dash from your items equipped than their build slots restrictions
workstation. Exiting the facility
the first of many such ‘Rules Changes’ in this
building, you spot a likely vehicle. would normally allow. However: a legacy vehicle
Gaslands: Legacy campaign. As you might expect, No time to be picky. You jump in
may never equip a single weapon or upgrade
the driver’s seat.
these change the rules of Gaslands and/or the
that would alone require more build slots than
rules of the campaign when encountered. Unless Before the start of the first game, each player
the vehicle type’s starting build slots statistic.
otherwise noted, each Rules Change applies must create a team consisting of exactly two
For example, a performance car that gets
from the point it is introduced and for the rest Legacy Vehicles.
generated with three machine guns is legal
of the campaign (and only applies during this
To create a Legacy Vehicle, visit: (even though that would take up three build
campaign).
Gaslands.com/legacy slots), but later game effects cannot cause it
‘Scenario Rules’ are just like ‘Rules Changes’, but to gain a 125mm Cannon, which requires 3
Select the vehicle type you wish to create from
they apply only during the scenario they appear build slots on its own (as the Performance Car
the drop-down list and enter the name printed
within. has only 2 starting build slots).
on the bottom of your toy car. This will generate
Note: This campaign does not use any other a set of starting stats, weapons, upgrades and
Legacy teams do not have a sponsor. All teams
campaign rules other than those listed perks for your vehicle. You must use what you get
gain audience votes in the same ways (see
here. For example, do not use the ‘Dent’ as given, you cannot change that vehicle in any
‘Gaining Audience Votes’ below).
rules from the ‘Televised Season’ campaign way prior to the first game. You must decide and
Note: If you want, you can use the legacy
system from Gaslands: Refuelled (unless you note which facing each weapon is mounted on.
vehicle generator in ‘one-off’ games. Roll
want to, of course. Your table, your rules!) If a player forgets to note a facing for a weapon
up a scenario, crack open some new cars
before the start of the next game, then it is front-
and generate stats for them. I’d recommend
­­R U L E S C H A N G E : mounted.
giving everyone three mutations (or
Permanent Changes Note: If your toy car doesn’t have a name
whatever you like) on each vehicle.
During a Gaslands: Legacy campaign, the rules printed on the bottom, you may use the
Print and fill out a legacy dashboard card for
will occasionally ask that you record something name generator in the web app. If your
each vehicle. Permanently draw in heavy black
‘permanently’. In these cases, whatever is fellow players agree, you may instead use a
lines around a number of hull boxes equal to
written may not be erased during the campaign, name of your own invention.
the vehicle’s Hull value. Download the Legacy
so use permanent ink.
Once you have created your vehicle, you may
dashboards here:
If a rule says to write temporarily, or says nothing wish to bookmark the resulting ‘vehicle link’
Gaslands.com/legacy/Dashboards
specifically, whatever is written might need to for future games. If you forget, don’t sweat
be erased again during the campaign, so use a it: as long as you put the same vehicle name
pencil, or a dry-wipe marker. When recording and choose the same vehicle type, you’ll
damage by crossing off hull points on your always get the same stats (it isn’t random
dashboard card, for example, use a pencil or a each time).
dry-wipe, as those marks are removed before the
start of each game.

Note: For the avoidance of doubt, vehicles


start each game on ‘full hull’.

G A SL A N D S: LEGACY | 81
­­R U L E S C H A N G E :
­­R U L E S C H A N G E :

Legacy Templates Gaining Audience Votes


Each team must have their own set of Legacy Templates. Print a copy of the All players may gain audience votes in the normal ways listed on page 88 of

Legacy templates on paper or card, maybe using different coloured paper the Gaslands: Refuelled rulebook and may also gain votes in the following

for each team, and write the owning team’s name on them. ways:

These legacy templates have some new elements on them, which should Televised Carnage
be ignored for now. Game effects can permanently alter these legacy If this vehicle causes 6 or more hits in a single Attack Step, before Evades,

templates , but you'll have to wait to find out how. the controller of this vehicle gains 1 Audience Vote.

Download the Gaslands: Legacy movement templates here: Live Fast


Gaslands.com/legacy/Templates During this vehicle’s activation, if this vehicle begins the Wipeout Step
with more Hazard Tokens than Hull Points, this vehicle’s controller gains 1
Audience Vote.
Using Legacy Templates
All unspent audience votes are lost between games in this campaign.
During Legacy games, when moving a vehicle, including during forced
movement, the controlling player may only ever select and place ­­R U L E S C H A N G E :
templates that belong to its team. Team Ratings
For example, if a vehicle has an altered ‘Medium’ template, and fails Each vehicle you generate will have a listed ‘Vehicle Rating’. Other rules
a flip check during a wipe out, they must use the Medium template may change this rating over the course of the campaign. Each player’s
that belongs to their team to make the flip movement, instead of the Team Rating is the sum of the Vehicle Ratings in their team.
standard Medium template.
­­R U L E S C H A N G E :
When measuring ranges, e.g. when measuring ranges for shooting,
Track Your Victories
explosion, deployment and other non-movement game effects, players
must use standard Gaslands templates, even if that template is recorded At the end of each game, the player or players that won the game must

as damaged for their team. record one victory for their team. A tracker is provided on the back of one
of the two legacy dashboard cards that make up your team.
For example, if a vehicle has an altered ‘Medium’ template, this does not
affect the range of their weapons.

­­R U L E S C H A N G E :

Unlocking a Clue
Whenever a rule instructs you ‘unlock a clue’, visit Gaslands.com/
legacy/secret and enter the code indicated in the text. You can test it
out by unlocking a clue using the code ‘TEST’.

Vehicle By: James Hall


82 | BLASTER VOLUME 3
Chapter 1: Pink Slips
Each player must create a team of exactly two legacy vehicles (see Creating SCENA RIO RULE

a Legacy Team above). Once this is done, play the Express Delivery Corrosive Pools
scenario, adding the Corrosive Pools special rule. You may wish to re-read
During setup, and when setting up a new table during this scenario, players
the opening passage of Chapter 1 aloud again at the start of the scenario to
take turns to place corrosive pools until three are in play.
set the tone.
A corrosive pool should be represented by an item of gloopy or swampy
At the end of the game, read on to the ‘Post Game’ section.
scenery roughly medium across, and counts as treacherous terrain. The
first time this game each vehicle’s movement template or final position
overlaps any corrosive pool, note that this vehicle ‘got goo on it’.

‘Post Game’ section.


Stop reading now. At the end of the game, read the

­­R U L E S C H A N G E :
POST GAME
Corrosion
Pink Slips It sounds like something has caught fire. Pulling
to a halt, you dash around to the back of your
1. If a vehicle was wrecked one or more times or vehicle. The sight that greets you is just
disqualified during the game, mark one corrosion plain odd. The paint is bubbling up, forming
geometric shapes and intricate patterns.
on it. (See ‘Rules Change: Corrosion’ below).
Close up, the noise is like an ant colony. The
corrupted patch moves and changes as you watch,
2. If a vehicle noted that it ‘got goo on it’, mark one
very slowly spreading to more of the back of
corrosion on it and erase the note. your vehicle. You reach out to touch it, then
think better of it.
3. If a player ends the game holding their own Delivery
Slip, note that the team ‘had the presence of mind Whenever a rule instructs you to ‘mark one corrosion’ on a vehicle:

to grab something valuable’. permanently write an exclamation point (‘!’) in a hull point box
on that vehicle’s dashboard card that doesn’t already have an ‘!’
4. The player with the lowest total corrosion (roll off
written in it. A hull box with an ‘!’ written in it is referred to as a
if tied) rolls one template improvement. All players
‘corroded hull box’, but otherwise functions as a normal hull box
gain the rolled template improvement. (See ‘Rules
during play.
Change: Junkyard Cybernetics’ below).
When asked to check their team’s ‘Total Corrosion’ value, a player
5. Each vehicle gains one mutation. (See ‘Rules
must add up the total number of corroded hull boxes on all their
Change: Nano Mutations’ below).
vehicles.
6. Each player calculates their new team rating.

After the scenario is played, read the remaining Rules


Changes in this chapter, and then proceed to ‘Chapter 2’.

G A SL A N D S: LEGACY | 83
Diorama By: Dick Vigil

­­R U L E S C H A N G E :
NEW SLIDE EXIT POINTS
Junkyard Cybernetics
As template improvements can add new slide exit points, two new rules
Slamming the brakes and skidding to a halt, you feel
like something has changed. You slide underneath the apply during this campaign:
vehicle to find the brake cable snaking into a shiny
relay box which appears to communicate with the wheels 1. If a new slide exit point is added to one of the short edges of a
down glowing pathways. Your face is bathed in a soft template, then during a slide action using that slide exit point,
green light. You haven’t any idea how this got here,
the player controlling the active vehicle may choose which
but it seems to be improving matters.
direction to face the vehicle in at the end of the slide, (as with
Whenever a rule instructs you to ‘roll one template improvement’, roll a D6
sliding off a straight in regular Gaslands).
and consult the following table:
2. Vehicles may not place a template with a slide exit point
touching their starting position. This means that if you add a
new slide exit point to the short starting edge of the Medium

D6 Template Improvement Straight template it cannot be placed (so don’t do that).


templates and
Select one of this team’s 
ma nen tly cro ss out one HA ZARD ( )
1 per
gear.
icon from any permit ted
templates and
Select one of this team’s
one SH IFT ( ) icon to

2-3 permanently add
any per mit ted gea r.
templates and
Select one of this team’s
new permit ted
permanently mark one
4-5 . sha de in one of the unshaded
gear (i.e
gears).
templates and
Select one of this team’s
d per haps snip out)
permanently draw (an
de exi t poi nt’ (▶ ) any where that
6 a new ‘sli selected
edg e of the
is touching an outer
templa te.

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 :

Nano-mutations Team Handicaps


Circling your vehicle to check for any other Before the start of each game, each player should compare their current
patches of corrosion, you are surprised to find Team Rating to the player with the highest Team Rating. If there is a
that someone appears to have added a machine gun
difference in rating, the player with the lower Team Rating begins the
to the front of your vehicle. You don’t recall
seeing this before you jumped into it at the game with the following bonus:
facility. Peering closer, there’s something off
about it. Like it’s a low-resolution facsimile
of a weapon. Hopping back in the driver’s seat,
you find a new red button on your steering wheel… Rating Gap Bonus
Strange.
0-5 No Bonus
Whenever a rule instructs you to ‘gain a mutation’, load the vehicle
up in the Gaslands: Legacy web app (gaslands.com/legacy), either by 6-10 +1 Audience Vote
revisiting a bookmarked ‘vehicle link’ or by re-entering the vehicle’s
11-15 +2 Audience Votes
name, and click ‘Gain Mutation’.

Note: During the campaign, you might choose to convert your 16-20 +3 Audience Votes
car model in between games as you gain mutations. Have fun Each vehicle on this team gains
with it, as vehicles can get pretty crazy in this campaign. one mutation. Then this team
21+ recalculates its Team Rating and
Once you have gained one or more mutations, you may wish to check s this table again.
bookmark the resulting ‘vehicle link’ for future games, as that link
now reflects all your vehicle’s unlocked mutations. However, don’t
sweat it: as long as you put the same vehicle name in and choose the
same vehicle type, you’ll always get the same mutations in the same
­­R U L E S C H A N G E :
order (it isn’t random each time).
Turret Mounting
If the gained mutation says ‘gain one weapon’ or ‘gain one upgrade’,
campaign, the
As vehicles can gain upgrades during the
the vehicle may gain anything from the noted list, up to any noted
upgrade doesn’t quite
wording and cost of the Turret Mounting
cost, ignoring all normal restrictions. (I.e. Electrical weapons are fair
t Mounting upgrade
work in Gaslands: Legacy. Change the Turre
game).
to the following:
Note: You will find that nano-mutations that add weapons often
g this upgrade to this
Turret Mounting (Upgrade): When addin
increase your Crew value as well. You are free to imagine that
vehicle. This upgrade
vehicle, selec t a weapon attached to this
the driver has picked up another wastelander trying to flee
on. The selec ted
costs twice the cost of the selec ted weap
the area, or that the newly mutated weapon has some kind of
weapon gains a 360-degree Arc of Fire.
automated AI targeting system. As these mutations increase a
vehicle’s crew value, rather than being the ‘extra crewmember’
upgrade, they can increase a vehicle’s crew value to any value.
Yes, you can make standard handgun attacks with these new
crewmembers.
er
Vehicle By: Jack Stov

IMPORTANT
If the gained mutation increases the vehicle’s hull value, the player
Legacy vehicles do not use the build slots rules, and may well end up
must increase the vehicle’s rating by 2 cans for each hull point.
with many more items equipped than their build slots restrictions
would normally allow. However: a legacy vehicle may never gain and If the gained mutation a mutation adds or unlocks something other
equip a weapon or upgrade that would alone require more build slots than a perk, weapon, upgrade or hull, increase the vehicle’s rating by
than the vehicle type’s starting build slots statistic. 3 points for the mutation.

If the gained mutation adds a perk, weapon or upgrade, the player


must increase the vehicle’s rating by the cost in cans of that perk,
weapon or upgrade.

G A SL A N D S: LEGACY | 85
Chapter 2: Looting the Wreckage Scenario: Looting the Wreckage
Play the Automated Salvage scenario, adding the following scenario rules:
You get about twenty minutes down the road before the
panic begins to subside. Colder and more mercurial
calculations begin to cross your mind. SCENA RIO RULE

Assuming the nanobots have done their job right, there Snatch
shouldn’t be anything of value left at the facility by
now. But what if they haven’t... There might be some • Change the scenario’s Ramshackle rule to say: ‘Once per step,
serious loot being left on the table. What if you are if a vehicle suffers damage from an enemy vehicle, the damaged
the first to realize this!? What’s the harm in taking
vehicle’s controller must place 1 Salvage Counter…’
a look? You yank the handbrake, smoke billowing from
your tyres, and burn it back towards the refinery. • Change the scenario’s Game End condition to say: ‘The game

The refinery site is a nightmarish swamp of bubbling ends at the end of any round, if only one player has vehicles in
slag and the twisted, half-digested bones of play, or after three rounds, whichever comes first.’
industrial equipment. Despite the melted and fused
vehicles and machinery, the grey goo doesn’t appear
to have eaten everything yet. There is untouched and
valuable salvage all over.

Unfortunately, you weren’t the only ones to think of


coming back to take a look.

86 | BLASTER VOLUME 3

Vehicle By: Richard Greer


Diorama By: Mike McGowan

‘Post Game’ section.


Stop reading now. At the end of the game, read the

POST GAME

Looting the Wreckage


1. If a vehicle did not ‘scarper’ (check the scenario special rules) during this game:
mark one corrosion on it.

2. The player with the lowest total corrosion (roll off if tied) rolls one template
improvement. All players gain the rolled template improvement.

3. Each vehicle gains one mutation.

4. The player(s) that won the scenario may unlock a clue using the code
‘THEFILES’, keeping the content secret from the other players.

5. Each player calculates their new team rating.

After the scenario is played, read the following rule changes and then proceed
to ‘Chapter 3’.

G A SL A N D S: LEGACY | 87
Chapter 3: Rush Hour
Before the forced shutdown, getting to and
from work at the facility always involved
the occasional run-in with the shambling
radioactive ghouls. They don’t call these the
Irradiated States of America for nothing.

However, the highway is heaving with neon-


green glowies. You’ve never seen so many in one
place. Are there more than normal? Is something
drawing them here?

You leave the highway towards the hills to the


south east, where distant buildings promise
temporary sanctuary, if you can break through
hes
the horde. Diorama By: Owen Hug

Play the ‘Zombie Bash’ scenario, adding the following scenario rules:

­­S C E N A R I O R U L E :
­­S C E N A R I O R U L E :

The Refrigerator Something’s Rotten


off if
Before the game starts, the player with the lowest total corrosion (roll
• Before the game starts, place a refrigerator (or a crate, barrel or
tied) may choose to unlock a clue using the code ‘FALLINGDOWN’, keeping
vending machine) in the centre of the table.
the content secret from the other players
• If a vehicle’s movement template or final position touches the
refrigerator, that vehicle may pick up the refrigerator. When
picked up, place the refrigerator on the vehicle’s dashboard.

• When the vehicle carrying the refrigerator is wrecked, the


vehicle’s controller must place the refrigerator into play,
touching the wreck.

Vehicle By: Jack Stover

88 | BLASTER VOLUME 3
‘Post Game’ section.
Stop reading now. At the end of the game, read the

POST GAME

Rush Hour
If a player ends the game with the refrigerator on 5. Each vehicle gains one mutation.
1.
one of their dashboards they may unlock a clue 6. The player(s) that won the scenario may unlock
using the code ‘CHILLEDHOOCH’, and read out the a clue using the code ‘SPLATTER’, keeping the
content to the other players. content secret from the other players.

2. If a vehicle did not ‘scarper’ (check the scenario 7. The player with the highest total corrosion (roll-off
special rules) during this game: mark one corrosion if tied) unlocks a clue using the code ‘IRONMAN’,
on it. keeping the content secret from the other players.

3. The player with the lowest total corrosion (roll off 8. Each player calculates their new team rating.
if tied) rolls one template improvement. All players
After the scenario is played hen proceed to ‘Chapter
gain the rolled template improvement.
4’, for which you’ll need some dinosaur toys on
4. All teams gain a new movement template called the hand...
‘Doughnut’. Each player should print a copy for their
team, and add it to their set of legacy templates.
Download it here: Gaslands.com/legacy/Doughnut

Chapter 4: Dino Park


You scramble to flee the seemingly endless hordes
of lurid green shamblers. As you bounce towards
the apparent sanctuary of the once-elegant hotel
buildings on the dusty hills ahead, you barely notice
the collapsed electrical fences. The fragments you can
see are probably 18 feet high. If this was a holiday
resort, it must have been pretty exclusive.

You approach the buildings and see the twisting bird-


necks of the GeneSys logo just moments before the
lead vehicle is smashed aside by the colossal head
of a tyrannosaurus, ropes of drool glistening in it’s
braying jaws.

The GeneSys Dino Parks closed in the early 90s. The


dinosaurs couldn’t have survived here for thirty
years unnoticed, could they? Also, you don’t remember
the dinosaurus in the old commercials having
shoulder-m ounted flamethrowers.
k Kostencki
Vehicle By: Jac
There is another earth-shaking roar, and another.
That last one came from behind you.

G A SL A N D S: LEGACY | 89
John
Vehicle By: Chris

an attack, which caused 2 or more damage to it,


Scenario: Dino Park
the creature activates. The creature is activated by
Play ‘Big Game Hunter’, but be sure to use toy dinosaurs for the the player that triggered the creature to activate. If
creatures. During this scenario, the following special rules apply: multiple creatures are triggered to activate in one
activation, the player chooses one creature to activate
and the other creatures are not activated.
­­S C E N A R I O R U L E:

• Gaslands: Refuelled Errata (p144): Add the following


Dinosaurs
special rule to all creatures:
The Creatures in this scenario have the follow special rules and
Penned In: Creatures may not leave the play area. If a
rules changes:
creature’s final position would overlap the edge of the
• During this game, creatures count as having the Up And Over table, interrupt the movement at that point. Do not
special rule (see page 71 of Gaslands: Refuelled). resolve a collision with the table edge.’

• When activating a creature, the controlling player must Gaslands: Refuelled Errata (p144): Add the following

select from the templates available to that player. special rules to all creatures:

• If a creature is involved in a collision outside of its activation, Berserk: After moving, if a creature has any vehicles
it always declares a Smash Attack reaction. within range of its turret-mounted flamethrower, it

• Gaslands: Refuelled Errata (p144): Update Giant must attack with that weapon, and must place the

Radioactive Creatures to replace ‘When attacked, they Evade template to hit the maximum number of vehicles

as if they were in Gear 3’ with ‘When a creature is attacked or possible. If multiple valid options exist, the controlling

is involved in a collision outside of its activation, it counts as player chooses. Creatures ignore the Distracted rule.

being in Gear 3.’

• Gaslands: Refuelled Errata (p144): Replace the Enraged


­­S C E N A R I O R U L E:

rule with the following:


Corrosive Drool
Enraged: Immediately after a non-creature vehicle
The first time this game that each vehicle suffers any damage from
activation in which a creature was targeted with
any creature, mark one corrosion on that vehicle.

90 | BLASTER VOLUME 3
‘Post Game’ section.
Stop reading now. At the end of the game, read the

POST GAME

Dino Park ­­R U L E S C H A N G E :

Unpredictable Performance
After this game, read the following aloud:
There is an alarmingly loud cracking noise as
There’s something very wrong with these something hard and fast impacts with the underside
dinos, (aside from the fact that extinct of your vehicle. It sounded important. Let’s hope the
lizards from the dawn of time are smashing nanobots figure it out.
holes in your Buick). They are covered in
some kind of infection. It could be a fungus, Whenever a rule instructs players to ‘combine two templates’, they must
but it looks more metallic. Are the nanobots
roll two D6, and select two different templates, one template that has a
attempting to ‘improve’ these resurrected
dinosaurs? Has something altered their permitted gear equal to the first dice roll, and another template that has a
program ming? permitted gear equal to the second dice roll. If either dice rolls is a 6, that

A rusted sign points to the GeneSys dice may be used to choose any template.
laboratories, through the main park.
Once the two templates are selected, they must be combined. One of the
1. Each vehicle gains one mutation. two templates must be permanently affixed to the other, such that the short

2. Any player that scored one or more kills during this starting edge of one template (the ‘upper template’) is placed exactly in

game must select one of their vehicles and note that line with (and centered on) the dotted line on the other template (the ‘lower

this vehicle ‘has dinosaur blood on its windshield’. template’), and pointing in the direction indicated by the arrow on the lower
template. (The arrow on the upper template may face in either direction).
3. The player with the lowest total corrosion (roll off
if tied) rolls one template improvement. All players Once the two templates are glued or taped in place, remove (cut off) any

gain the rolled template improvement. part of the lower template beyond its dotted line that isn’t concealed under
the upper template.
4. Each player must combine two templates. (See
‘Unpredic table Performance’ below). Note: If you are playing this campaign ‘virtually’, via software such as
Tabletop Simulator, you will sadly have to skip this Rule Change.
5. Each player calculates their new team rating.
The combined templates permanently form a single movement template for
After the scenario is played, read the remaining Rules
the rest of the campaign.
Changes in this chapter, and then proceed to ‘Chapter 5’.
Once combined, either set of visible permitted gear icons may be used and
any slide exit points may be used (including those on the ‘flip-side’ of the
templates).

Vehicle By: Chris Clark

G A SL A N D S: LEGACY | 91
Chapter 5: Looting The Park
As you tear across the scrubland of the main park, ­­S C E N A R I O R U L E :
ing
you see wheeling packs of mutated dinosaurs thunder
across the distant slopes. You drive into the nearby
Experimental Nano Tech
of
forest, seeking cover, and find yourself in a village
can’t First time a vehicle collects a crate this game, read the following aloud:
rundown supply dumps and maintenance sheds. You
half-
help noticing the unlooted gear peeking out from You slow imperceptibly to allow one of the gang
to
this
open crates and loose tarpaulins. It looks like lean out and scoop up the small metallic crate as
area is in active use. They might have gasoline. you drive by. “Yowks!”, she yells. “That’s hot!” The
of
device lands with a magnetic clunk on to the floor
Scenario: Looting The Park the vehicle, locking immovably into place as silver
metal.
tendrils rapidly insinuate into the surrounding
Play the ‘Scavenger Party’ scenario, adding the following A low humming begins, like something has just been
special rules electrified.

During this scenario, while a vehicle is holding a crate, that vehicle counts
­­S C E N A R I O R U L E :
as having the ‘Nano-Cloaking Device’ upgrade (see below).
Corrosive Pools
are
During setup, players take turns to place corrosive pools until three
­­R U L E S C H A N G E :
in play.
Nano-Cloaking Device
A corrosive pool should be represented by an item of gloopy or swampy
The The Nano-Cloaking Device is an upgrade with the following special rules:
scenery roughly medium across, and counts as treacherous terrain.
final position
first time this game each vehicle’s movement template or Nano-Cloaking Device: Whenever this vehicle is declared as the
overlaps any corrosive pool: note that this vehicle ‘got goo on it’. target of an attack outside of a collision: it may permanently reduce
its Hull by one (i.e. permanently fill in one hull box) to ‘cloak’ for the
remainder of the active vehicle’s activation. A cloaked vehicle may not
be targeted with attacks. The attacking vehicle may choose another
target, if one is available.
92 | BLASTER VOLUME 3
‘Post Game’ section.
Stop reading now. At the end of the game, read the

POST GAME

Looting The Park

After this game:


receives the ‘Nano-Cloaking Device’
1. If a vehicle was holding a crate at the end of the game, it permanently
upgrade and increases it’s vehicle rating by 5 points.
this game: mark one corrosion on it.
2. If a vehicle did not ‘scarper’ (check the scenario special rules) during

3. If a vehicle ‘got goo on it’, mark one corrosion on it and erase the note.

4. Each vehicle gains one mutation.


improvement. All players gain
5. The player with the lowest total corrosion (roll off if tied) rolls one template
the rolled template improvement.

6. Each player calculates their new team rating.

TO BE CONTINUED...
Get the final five scenarios in BLASTER Vol.4

Vehicle By: Carlos Pandiella


G A SL A N D S: LEGACY | 93
THE PATH OF THE RONIN
GA M M A WOLV ES EX PA NSION

ASH
BARKER

ABOUT
GAMMA WOLVES
OSPERY GAMES

Mecha pilots vie for dwindling resources


on a post-apocolyptic earth. Will you fight
for one of the few remaining governments,
become a mercenary risking it all for loot, or
make a stand for those seeking shelter at a
wilderness outpost.

L E A R N M O R E AT
FA C E B O O K .CO M/G A M M A W O LV E S
The Path of the Ronin
“Makalov sat back in his seat, his narrowed eyes taking in the He shouldn’t have bothered though, just as sure as the years pass
smoke filled compartment that was the Lucky Lamb. Around when his expiry came they’d found him in his rack, dead-cold.
him the noise of a free-station rang out comfortingly. Shouting, His place on the Ronin crew had been an important one
cursing, laughter, arguing. At the bar a pair of North Star however. A better hunter, Makalov had rarely seen. The Gremlin
recruits were attempting unsuccessfully to chat up a tall Hinode Mark IV that had been his preferred ride was still mounted with
crew-chief whose frosty gaze seemed utterly unphased by their the long Rattler .106 Anti-Material rifle that he had been so
raucous advances. A long table of Bolschev comrades were proficient at picking apart poachers and claim-jumpers with.
singing some Shelter-shanty to the tune of splintered guitar. Two The crew was out of balance. Would another Hunter fill
scrap-sellers were arguing furiously with a lean tank-baby from the role? Or should he shake up their dynamic with a bellicose
the Burg over the parts price for a particular piece of salvage. A fighter like that Machu-Pichu refugee drinking alone in the
million transactions, fights, stories, jokes and tragedies played corner who was clearly a follower of the Sword? Perhaps a
out in the busy compartment each week and today was no Guardian would add some semblance of stability and comfort
exception. to the crew. Makalov sipped his still-swill and shifted his booted
For Makalov, the difference was that today he was on the feet from under the table to atop it. His mind turned the problem
lookout for talent. It was a bit like fishing in one of the endlessly over while his eyes took in the bar full of freelance talent and
spawning protein farms the station had cultivated in a massive sized them up like livestock going to the slaughter. “
undersea trench. The teeming deep-sea fish that abounded near The life of a freelance Frame Pilot will be different
the volcanic vents were a huge source of trade for Port Reck- from those serving an Arcology. While for all intents and
ja. As the head of station security he appraised this flotsam of purposes their home Free-Station (or perhaps network
humanity the way a fish-monger might the protein nets hauled of aligned stations) acts in the same self-interest as an
up from the depths. His crew had lost a member. Orwell had Arcology (albeit on a smaller scale), they tend to have much
been one of those vat-grown as well, though he’d hid it as best he more freedom. Those Pilots in service to their government
could for fear his creators might come this far north to find him. tend to have combat dogma and training ground into them,

T H E PAT H O F T H E RO N I N | 95
forcing a certain style of engagement that develops few quirks
outside their normal doctrines and rules of engagement.
Almost the opposite, Ronin pride themselves on their
individuality. Where they come from and how they wage war can
be as diverse as the Frames that they pilot and the stations where
they have found their new homes. With renewed purpose or weary
resignation these mongrel sell-swords take to the field once more
to do battle in their mighty war machines.
When it comes to finding work, many Pilots use the term Path
to denominate amongst themselves or advertise how it is they
approach their work. The Path of the Sword for instance describes
pilots who excel at close quarters engagements, not necessarily
just with Melee weapons but also with those up-close-and-personal
Loadouts that make them dangerous if you allow them to get too
close.
Often Pilots will decorate their Frame with flashes denoting
their Path and it isn’t uncommon for station Chiefs looking for
a particular skill set to seek these out when looking for a new
independent contractor to work with their security or exploratory
forces.

Using Paths in Gamma Wolves


When initially recruiting a Pilot to a Gamma Wolves team you
can assign them a Path. This comes with additional restrictions to
what types of Loadouts they will use on their Frame, but can have
benefits and unlock new skills which will be gained automatically
as they progress in level. Paths are not tied to a Level, however, as
typically a Ronin does not feel free to set course on a particular
style of fighting until they are unshackled from their original
Arcology. The exception to this of course is that Rookie Ronin
pilots are free-born souls and it is often their dream to follow a
particular Path as a Frame Pilot for hire.
When a Pilot picks a Path, they will gain the associated
Expertise that goes along with it. This is not an Advance or Talent.
They will also take the associated Burden for that Path. So long as a
Pilot maintains their Burden they will benefit from their Expertise
for the Mission they are participating in. If the Loadouts on their
Frame or their actions in-game go against their Burden they will
lose the ability provided by that Talent during the Mission. When a
Ronin pilot advances in their Path Level they unlock the enhanced
version of their Expertise. This is cumulative with the level of
Expertise they previously had and represents the Pilot growing in
their chosen combat style as they make their way as a gun-for-hire
in the Sea of Destruction. This means the earlier a Ronin takes up
a Path in their Career, the deeper they develop this chosen style of
Frame Warfare. Each Path levels up in different ways and a Pilot
may only walk a single Path.

96 | BLASTER VOLUME 3
T H E PAT H OF T H E RON I N

PATHS

T H E PAT H O F T H E RO N I N | 97
The Path of the Hunter
Crenshaw felt the controls respond smoothly as he backed Dancer up along the curve of an ancient
concrete structure, keeping half her profile obscured as the Tiamat drone edged closer to the old
military wreck. Even as his frame slid backwards he maintained a lock on the lower left knee joint
of the old Seven-Seven excavation frame’s leg that the nano-machines had animated for this task.
“Let’s see if you can drag that thing back with only one good leg you godless monster....” he
whispered to himself as he toggled on Dancer’s HEL and burned out its ability to move.

The Hunter excels in the patient of 10” from enemy frames at all times to
dismantling of their opponents from afar. benefit from their expertise. If at the end
A well placed shot to the sensors or to of the maneuver phase an Enemy Frame is
an offensive loadout from a Hunter has within 10” they will not be able to access
crippled an enemy Frame in many an their Expertise. When the enemy is no
engagement before they have had the longer within 10” they will once again
chance to bring their systems to bare. be able to use those abilities (perhaps by
These Pilots enjoy the unseen attack successfully evading away).
and bringing down a foe with
precision engagements. They Leveling
train endlessly with more
Any Pilot that sets off on the Path of the
accurate Loadouts in order to
Hunter begins at Level 0 (regardless of
perfect these talents and leave
their Training Level otherwise). Make
behind disabled frames for their
a note each time this Pilot disables the
crews to salvage.
Sensors, Propulsion or Offensive Loadout
on an enemy Frame. These are called Hunt
Burden Marks. They require three Hunt Marks to
A Frame Pilot following this Path may progress from Level 0 to 1. They require
only crew Light and Medium Frames. In nine Hunt Marks to progress from Level
addition, their primary Loadouts may 1 to 2. They require eighteen Hunt Marks
only consist of either Rifle or Laser to progress from Level 2 to 3 which is the
Offensive Loadouts. They must maximum.
maintain a minimum distance
EXPERTISE

LEVEL 0 LEVEL 2

Scoped Nimble
A fixation on precision targeting equipment has led to this pilot Being able to fire and maneuver while maintaining a lock is a lesson
tweaking and dialing in their targeting systems. When attacking learned only in the field. This Pilot has become highly capable at
with Rifle and Laser Offensive Loadouts, this Pilot may shift the moving while keeping their targeting systems dialed in. The first
location hit on an enemy frame by 1 for free without having to Maneuver this Frame Pilot makes each game round does not count
discard a Success. This may be combined by discarding additional against the Accurate trait for Offensive Loadouts mounted on their
successes to further move the location. Frame. Further maneuvers will count against it as normal.

LEVEL 1 LEVEL 3

Precise Deadly
Careful study of different classes of frame and their weak points has Hours and hours in the field have taught this pilot how to
led to this Pilot knowing just where to land a shot. When attacking exploit every weakness or fraily on their targets. When this Pilot
with a Rifle or Laser Offensive Loadout, this Pilot may roll 2D6 when successfully causes a hit to Sensors, Propulsion or Loadouts with a
determining the location hit on an enemy frame and choose which Rifle or Laser, they may add one additional point of Damage to the
result to apply, discarding the other result. result for each Net Success.

98 | BLASTER VOLUME 3
The Path of the Sword
Andy grinned and thumbed the volume of her cockpit music higher as Ocelot took another round
to the shoulder. Drums and guitar riffs thumped in her chest as she swung the massive wedge
shaped blade left, scything through the shot-cannon the enemy Frame was tearing armour off of
her ride with. “Bet you thought that was pretty smart!...” she shouted as the other pilot jerked
their vehicle away, spooked at the loss of their close-range loadout. Bullishly she maneuvered
forward, crushing her opponent backwards as she reversed and tore the massive axe across its
sensors on the backswing. Disoriented the other frame gave ground. Grinning, she moved in for
the kill, snapping her gum as she did so.

The Swordsman believes that the only Leveling


true honourable way to vanquish a foe is
Any Pilot that embarks on the Path of the
eye to eye and blade to blade. This ethos
Sword begins at Level 0 (regardless of
of personal combat drives them to train
their Training Level otherwise). Make a
endlessly to maneuver their Frames with
note each time this Pilot disables an
absolute grace and agility and to engage
enemy Frame using a Loadout with
their foes up close in a horrific crash of
the Melee trait. These are called
metal on metal. They eschew ranged
Duel Marks. They earn 1 Duel
weaponry that is designed for stand-
marking if they disable a Frame of
off engagements and will seek to drive
a smaller size, 2 if the Frame is of
opposing crews from the field in brutal
equal size and 3 if the Frame is of a
hand-to-hand and melee combat.
larger size. They require three Duel
Marks to progress from Level 0 to 1. They
Burden require nine Duel Marks to progress from
A Frame Pilot following this Path may Level 1 to 2. They require eighteen Duel
crew any size Frame. In addition, they Marks to progress from Level 2 to 3 which
may not equip any Loadouts that do not is the maximum.
have the Secondary or Melee traits.
EXPERTISE

LEVEL 0 LEVEL 2

Brutal Parry
This Pilot’s fixation on close quarter combat leads to them A true follower of the sword not only knows how to strike a blow,
mounting larger and more savage melee loadouts to their frames. but also how to prevent one from landing. This Pilot is able to use
When attacking with any Loadout with the Melee Trait this Pilot their Melee weapon to block enemy attacks. So long as they have
adds 0.5 to the base Damage of that Loadout, before multiplying it an active Melee loadout they gain an additional Bonus Die to any
for Net Successes. Evasion tests triggered by being targeted with an enemy Melee trait
Loadout.
LEVEL 1
LEVEL 3
Riposte
The Pilot has honed their ability to turn an incoming attack into
Whirlwind
an opening. When evading an enemy attack, if this Pilot ends the Being able to maximize their strikes and timing a swordmaster
resulting Maneuver with at least one of its active Loadouts with the can engage multiple targets at once. When this Pilot activates a
Melee Trait in range of the attacking Frame, they may do a single Melee Loadout they may make an individual attack roll against
point of Damage to a random location to their attacker. every enemy frame in Lock and Range of the loadout. Each of these
Frames reacts individually and each attack is resolved individually
as well. This does not cause additional Pilot Stress.

T H E PAT H O F T H E RO N I N | 99
The Path of the Guardian
“WHAT in all the hells of this blasted planet do you think last half mile. If that boy hadn’t covered my three the last
you’re doing to my Frames, Billy?” Nona was almost a head ninety seconds I’d have been dead.” Nona’s eyes narrowed
taller than the rookie and looked fit to split him in half with but the abuse stopped. Billy’s terror gave way to elation as
the spanner she was waving around. In all fairness, Badger he felt the old pilot gnarled hands give his shoulder a quick
had seen better days. Most of the armour on its left side was squeeze as he staggered past. Alone on the deck he put a
torn away and the manipulator that had been loaded out hand on Badger’s plated leg in thanks of his own.
with his ballistic shield was missing entirely. Nona looked
fit to be tied and Billy wasn’t really sure what to say. This The Guardian seeks to preserve the fragile balance of
was his first Operation with the crew and the parade of life in the Sea of Destruction. Free Stations are beacons
expletives being hurled at him was not reassuring. Behind of hope and humanity in the cracked and broken
her, he could see Marrick’s frame being loaded back in. wastelands that make up most of the earth’s surface.
As the seals cracked and the grizzled old veteran unfolded The Guardian understands that life on such a knife
himself from the cockpit he hacked and coughed. Ansel edge is precious. They see their companions and even
rushed over to help him as he nearly fell over but he shook their Frames as under their protection and will put
the other pilot off. “Leave the lad be Nona.” he said between themselves in harms way to keep them safe.
rasps. “I took a laser hit to the seals and was leaking air the

Burden Leveling
A Frame Pilot following this Path may only crew Any Pilot that embarks on the Path of the Guardian
Medium and Large sized Frames. In addition, they begins at Level 0 (regardless of their Training Level
must equip a minimum of one Ballistic Shield and one otherwise). Make a note each time a Friendly Pilot exits
of the following Loadouts; Autocannon, Rotary Cannon the area of operations carrying a Salvage Token. These
or Rifle. If two or more friendly Frames are disabled are called Survival Marks. They require three Survival
during the course of a mission, this Pilot may no longer Marks to progress from Level 0 to 1. They require nine
access their Expertise. Survival Marks to progress from Level 1 to 2. They
require eighteen Survival Marks to progress from Level
2 to 3 which is the maximum.
EXPERTISE

LEVEL 0 LEVEL 2

Protective Territorial
Taking fire meant for others is the first instinct of the Guardian and Protecting the Crew’s crawler and the fall-back route to safety is
they will unhesistatingly put themselves between their team and imperative to a Guardian. In order to bring back the essential salvage
the enemy. If this Pilot both has and is in Lock of an enemy Frame that keeps a Free-Station operating enemy Frames must be kept from
when it attacks they may gain a Pilot Stress to reduce the number encroaching on their line of retreat. When this Pilot Snap Fires at an
of Successes in the attack roll by 1, to a minimum of 0 and will take Enemy Frame within 18” of the board edge that is in their approach
1 point of Damage to a random location on their Frame. vector, roll 1D6. On a roll of 4+, do not place a Pilot Stress on this
model.
LEVEL 1
LEVEL 3
Vigilant
Indominable
Always watchful for incoming fire, this Pilot surveys the area of
Angling their armour plating, systems and frames to best deflect
operations for incoming threats and seeks to drive them from the
incoming ordinance is practically an art form for this pilot.
battlefield with furious suppressive fire. When making Snap Fire
Whenever this Pilot’s Frame takes damage from an enemy attack
attacks with Auto-Cannon, Rotary Cannon or Rifle Loadouts, this
roll 1D6 for each point of Damage. On a 6, that damage is ignored.
Pilot may re-roll natural dice rolls of 1.
Total the remaining damage and apply it to a location as normal.

100 | BLASTER VOLUME 3


T H E PAT H O F T H E RO N I N | 101
Author’s Notes: Path of the Ronin is the first in a series of articles designed to allow Campaign Games
of Gamma Wolves to have more depth and development to the pilots that make up the crews out
working the Sea of Destruction. Look for more expansions to add variety and narrative to your games
of Gamma Wolves in future episodes of BLASTER!
102 | BLASTER VOLUME 3
T H E PAT H O F T H E RO N I N | 103
THE MYSTERIOUS ANOMALIES OF SITE-X
THIS IS NOT A TEST EX PA NSION

JOEY
MCGUIRE

ABOUT
THIS IS NOT A TEST

This is Not a Test is a campaign skirmish


wargame set in the post-nuclear wasteland
of our own world; filled with a variety of
deadly mutants, dangerous technology,
and radioactive monstrosities. Build a hard-
bitten group of Wastelanders from a huge
variety of themes to play detailed campaigns
or one-off battles.

C O R E R U L E S A V A I L A B L E AT
WORLDSENDPUBLISHING.COM
“I found it once, or really, it found me. Our party was coming His loud screams were enough for the rest of us. We broke and
back along the west branch of the Old 68. We broke camp, ran and only I made it back to town. To this day, I don’t know
heading out at noon. Bright day at first, but then a silent fog what we found out there. Whatever it was, I hope I never find
rolled in. Old Cal hurried to the front, cause raiders like to hide it again.”
in the white stuff. He didn’t get two feet when he was suddenly -Winston, Settler
catapulted into the sky. We damn near lost sight of him. He
came back down quickly though, with a loud splat. Everyone “It’s not exactly alive, I think, but, you know, it reacts to us. It
stopped. Nothing the human eye could see touched Old Cal. doesn’t want us there.”
What could do such a thing? Lee, the brave fool, creeped up a -Uncle Jack, X-Spotter
bit in Cal’s direction, and then boom, he was launched himself.

CAUTION: Weird Wasteland


Welcome to Site-X, a place of high-concept sci-fi weirdness.
This article gets the “Weird Wasteland” stamp of warning,
as things get a little strange, even by Tri-State Wasteland
standards.

THE MYSTERIOUS ANOMALIES OF SITE-X | 105


T H E M Y S T E R IOUS A NOM A L I E S OF SI T E-X

SITE-X
ESSENTI A L S

106 | BLASTER VOLUME 3


A Brief Primer on Site-X
Site-X is perhaps the strangest and most unusual place in all the wasteland. a natural result of its shifting location, Site-X can appear almost anywhere.
While the wasteland in general has many places and things that defy Indeed, those who have found it, most often do so by pure happenstance.
description, or even make a mockery of the laws of physics, but they are
Site-X proper is defined by the presence of strange phenomena known
mercifully rare or spread out. In Site-X, however, such weirdness is in
as anomalies; bizarre and unusual energy events that occur randomly
dangerous abundance.
throughout its interior. These can be literally anything, from roving mini-
The origin of Site-X is perhaps its greatest mystery. Wizened lorekeepers suns or time shifts, to areas of reverse gravity, mid-day dark spots, or other
look to the ancient particle colliders of the Last Americans as the source of freakish occurrences. The anomalies make travel within the site both
the site. They say these devices released such extreme energies that they dangerous and highly unpredictable. Many anomalies are nearly invisible,
rent holes in the very fabric of reality. Other, more unconventional types impossible to detect until it is too late. Only the cagiest of spotters can
suggest that alien visitors made a brief stop-over on Earth, and that the predict the presence of an anomaly, and the shifting terrain of the site
strange environmental anomalies are hold-overs from interactions with means the location of known anomalies can shift or change altogether. It
advanced alien technology. They claim the legendary artifacts contained should be noted that even the most innocuous of anomalies are hazardous
within Site-X are naught but the left-behind trash of these visitors. Every and should be avoided at all costs.
spotter, as Site-X veterans label themselves, has their own theory regarding
So, the question remains, why then, is Site-X such a temptation? The
its origins, but trying to stay alive always trumps solving the mystery.
simple answer is artifacts. These rare and mysterious treasures can be
The site’s mystique is only enhanced by perhaps the part of its existence found within the boundaries of Site-X and nowhere else. No one knows
that saves the most lives, its location. It cannot be found on any wasteland what their original purpose is or how to reliably use them, but they function
map, and those who know its location stay close to its borders, lest they in certain predictable ways and have been given unusual names to match
lose track of it. Though no one has ever witnessed it directly, Site-X appears their strange properties: Lifegiver, Accumulator, and Rattler, among others.
to move over time. This movement can be instantaneous, or a slow creep, Each artifact is valuable beyond measure, and rarely are duplicates of any
and makes the site almost impossible to map. While spotters can chart kind found. To bring back an artifact from the site is to prove one’s mastery
parts of it, such maps eventually become outdated as landmarks shift. A over its many dangers. So, in short, if artifacts can be found, those willing
particular rusted truck found next to a gas station one night, might be to risk the site’s hazards can be found as well.
found in an empty field the next day. Maps of the interior, even ones that
are slightly out-of-date, are great prizes to those who know their worth. As

THE MYSTERIOUS ANOMALIES OF SITE-X | 107


Site-X Essentials
To begin your Site-X adventures, your games will require the following:

X-Spot Tokens Artifact Clues


Anomalies are hidden within X-Spots. From a narrative perspective, X-Spots are An artifact clue is a term to describe an explorer becoming acclimated to the nature of
potential locations for an anomaly, but not necessarily the exact location. As Site-X. They start to notice small oddities here and there. A rush of cold air on a hot
described later, these spots can move, representing the trouble of pinning down day, indestructible water droplets, the bleak whispers of field mice, and other minor
the exact position of an anomaly and their bizarre ability to inexplicably move. Each details they would have missed before. Sometimes these clues can even be akin to
X-Spot is represented by a 1” diameter token, which are available at the end of this micro -anomalies, floating bubbles of pure blackness, a piece of grass trapped in a
supplement. time sphere, tree leaves that glow at night, and the like. Overtime these clues can be
gathered and parsed. A mind clued to the goings of Site-X may even discern hidden
The Anomaly Deck pathways that may eventually lead to an artifact.
Anomalies are truly random phenomena that can barely be understood, let alone
Artifact clues are represented by red suit cards from the Anomaly Deck. Artifact clues
predicted. We simulate this by drawing randomly from a modified deck of playing
can be represented on the table by the red cards themselves or the tokens included at
cards. To build the Anomaly Deck, all you need to do is take a deck of playing cards,
the end of these rules. Each anomaly will generate a certain number of artifact clues
remove one black suit (two through ace) and both jokers. The remaining black suit
over the course of play. When collected, these clues are gained permanently and
represent anomalies and the red suits represent artifact clues. Shuffle the deck
cannot be lost, even if the model that gathered them dies. Artifact clues are valuable.
thoroughly and place it to the side.
Alone they can be sold for profit but can also unlock a special artifact scenario.

How To Use Site-X


Site-X is a unique part of the wasteland and all players should agree
before using it in a game or campaign. Once agreed, there are two ways to
introduce Site-X into your campaigns.

Option 1 Option 2
is to simply overlay the rules over “normal” games of This Is Not a Test. In this case, Option 2 is to play Site-X specific scenarios. In this version, the warbands are aware, if
it is assumed the site has slowly crept into the local area and the warbands have not familiar, with the challenges of exploring the site. Site-X Expedition is the default
blundered into its interior. In these instances, players can use almost any appropriate scenario for exploring Site-X and can be replayed multiple times as players wish. The
scenario from the main book or other supplements with only a few modifications. final scenario X Marks the Spot is a special scenario that can only be played once
players have collected enough artifact clues to attempt to find an artifact.
When setting these games up, most TNT rules remain in play, but some
adjustments will need to be made: As part of a campaign, players can combine both ways of exploring Site-X. You could
start with normal TNT scenarios for one or two games and then transition to Site-X
First, players will need to ban certain scenarios. Most scenarios work well with the
Expedition until players have had their fill of anomalies or even tie the conclusion of
Site-X rules, but we recommend avoiding any scenario that restricts a warband to
the campaign to who gathers the most clues and/or finds an artifact first.
certain parts of the tabletop. For instance, Little Slice of Heaven from the main book is
a great example of a scenario that should be avoided, as the defending warband must Finally, players are also encouraged to develop their own unique artifacts, anomalies,
stay in the center of the board. Anomalies only work if warbands are free to move and Site-X scenarios for their campaigns. The rules presented here are just a starting
about and interact with them. point for all kinds of craziness. If you do make something unique, please post it on social
media for BLASTER or This Is Not a Test and shoot us an email at
Second, and very importantly, players should never roll for Wasteland Hazards, even
[email protected] to let wus know.
if a scenario calls for them. Using anomalies adds additional complexity and danger
to the game, and they replace the normal hazards the wasteland offers.

Third, and finally, players need to decide how many anomalies to use in their games.
Due to the variety of scenarios, providing a hard and fast number for anomalies is
rather difficult. For simple combat scenarios we recommend six anomalies, where
scenarios that are slightly more complex or rules intensive may be better with as few
as four. On average, six is a good number, but players should feel free to adjust that as
the need arises.

108 | BLASTER VOLUME 3


Site-X Rules
moving model must then resolve the anomaly. how many to draw, but must always draw at least
Anomalies
If a red card is drawn, nothing happens. Place two. Any red cards drawn count as artifact clues,
Anomalies are hidden disasters waiting to
the card at the bottom of the anomaly deck, and they are immediately added to the resolving
happen, and for the most part warbands blunder
reshuffling the deck if the player wishes. model’s warband. Should all red cards be
right into them. This is not really their fault, as
drawn, the resolving model is extremely lucky.
anomalies are notoriously hard to spot. Even if
They gain all the artifact clues and do not have to
they are noticed, the human mind may purposely Resolving Anomalies
resolve an anomaly. However, if they draw one
mask their natures for an observer. After all, When an anomaly needs to be resolved, the or more black cards, they must now suffer the
maybe the human psyche is just not ready to players will need to determine which model effects of an anomaly. Determine the anomaly
stare into the fifth dimension. is first affected by the anomaly. This is an type by consulting the below chart.
At the start of the game, X-Spot tokens should important distinction as the first model to be
RESOLVING ANOMALIES
be spread about the table. These should be affected by it gains all its artifact clues. This Black Card
Anomaly Type
model will be referred to as the resolving model. Drawn
spread out evenly, or players can take turns
The player of the revealing model can decide if Ace Meat Grinder
placing them, so their placement is deemed
fair. Thematically, it is best if they are plawced they want their model to be the resolving model Two Acid Pit

inside or touching a small piece of scatter or not. If so, they are automatically affected. Three Apparition

terrain, but this is not a requirement. However, if they wish to avoid such a fate, a Four Catapult
random model within 6” of the anomaly may be
Five Fire Burster
determined instead.
Revealing Anomalies Six Gravity Eddy
All models within this distance, including the Seven Rusher
Anomalies are discovered or revealed either
model that revealed the anomaly, are potential
Eight Shadow Jumper
directly or indirectly. Direct reveals occur when
victims. The randomization process can be any
a model purposefully moves into base contact Nine Shimmer Webs
method the players choose, but a good method
with an X-Spot token or if the token moves into Ten Switcheroo
is to assign a number to each eligible model,
contact with a model. When this happens, Jack Zone Madness
then roll a dice and use the result of the dice
resolve the anomaly immediately. Queen Gravity Maelstrom
roll. If there are fewer models than possible
Indirect contact may occur if a model moves dice results, reroll the dice if the result does not King Time Pocket
close to an X-Spot token but takes care not to correspond to a model.
touch it. There is still a chance they accidentally If only one black card was drawn, then resolve
Once the resolving model has been determined,
set off the hidden danger. Each time a model the indicated result. If multiple black cards are
resolve the anomaly. The resolving model’s
makes part of a move action within 4” of an drawn, the enemy player(s) may choose among
player will need to draw between two to six cards
X-Spot token, draw a single card from the the indicated anomalies to resolve, but still only
from the Anomaly Deck, the player may choose
Anomaly Deck. If the result is a black card, the resolve one.

THE MYSTERIOUS ANOMALIES OF SITE-X | 109


Anomaly Example: Once the anomaly is resolved, remove the X-Spot token from the board.

Spotter Joe has moved into base contact Note that many anomalies can have multiple targets beyond the resolving model.

with an anomaly, but chooses not to be its These models do not gain any artifact clues from the Anomaly Deck. But as a sort

victim if he can help it. There are four other of consolation prize, any model affected by an anomaly gains one artifact clue. This

models within 6” of Joe, for a total of five counts whether the model passed any related tests or were taken out-of-action by the

models including him. The players choose anomaly. Resolving models may also qualify for this if they were unlucky enough to

a D6 and assign the numbers 1 through 5 to draw no artifact cards. Each model may only gain one clue per anomaly in this way.

each model. They roll the dice and choose


the model whose number matched the dice
Anomaly Movement and Regeneration
result. Should the players roll a 6, they will
It is extremely important to note that anomalies are not just passive traps waiting to
reroll the dice until they get a usable result.
be sprung. They operate according to a strange logic imperceptible to mortal minds.
The result indicates Spotter Joe is off the
During the Clean-Up Phase of each turn, if an anomaly was not resolved, players draw
hook, but his friend Dave is not so lucky.
one card from the Anomaly Deck and complete the following steps. If an anomaly was
Dave’s player draws two cards from the
resolved during the prior turn, do not draw any cards and continue to the next game
Anomaly Deck, a red card and a black 5. They
turn.
would then resolve the indicated anomaly, a
Fire Burster. They resolve the attack against STEP 1
Dave and any models within range of the Carry out one of the two options below, unless there are no unrevealed X-Spots, if so,
flame template, and then remove the X-Spot then skip to Step 2.
token from the game. After that is done,
• If the drawn card is red (artifact clue), randomly determine one
Dave’s player gets to keep the artifact clue
unrevealed X-Spot token and scatter it D6” in a random direction. If
and any other affected models would gain a
it crosses over any model, resolve the anomaly against that model.
clue as well.
They count as the resolving model, do not randomly determine a
model for that purpose.

• If the drawn card is black (anomaly), randomly determine one


unrevealed X-Spot token and immediately resolve that card at that
location. Randomly determine the resolving model.

• If no models are within 6” of this X-Spot token, remove that token from
the game and continue to the next game turn.

STEP 2

If all X-Spots have been revealed, then place a new X-Spot token on the board. Place
the token in the dead center of the board and scatter it 3D10” in a random direction
to determine the anomaly’s final position. If this would cause it to be placed on a
model, place it just outside base contact with that model.

Resetting the Anomaly Deck


When cards are drawn from the Anomaly Deck, they are placed to the side once used.
Players do not need to hold onto red cards, they can simply annotate their sheet to
show their clue total. It is quite possible that players will run through the Anomaly Deck
quite quickly if they opt to draw lots of cards. Should the deck ever have less than three

cards, then reshuffle all previously drawn red and black cards into the deck.

110 | BLASTER VOLUME 3


Anomaly Types
D10 Result Remains in Play
ACID PIT
1 End of game
Found just below the surface, these pits appear to be full of a fluorescent
2-4 Four turns
green acid that is powerful enough to dissolve a human being in seconds.
5-7 Three turns
Their presence is occasionally betrayed by the green air bubbles that escape
from the boiling acid. Oddly, despite being full of what appears to be liquid, 8-10 Two Turns
once an acid pit is exposed to air its contents evaporate and disappear. It is 10 One turn
unknown if the acid only sits in certain ground pockets, is connected to an
underground reservoir, or is something else entirely.
BLOOD MADNESS

Determine the resolving model. That model, and all models within 2” of
This anomaly takes the form of a pale blue mist that floats about the site.
them, must make an Agility Test (MET/TN 10) with a -1 penalty. If they pass,
Those caught within its confines are overcomes with visions of bloodshed
they avoid the pit, and are unharmed. If they fail, they fall into the pit briefly
and are compelled to commit the basest acts of violence. Their eyes take
before they can climb out. They suffer an automatic Strength 8 hit, and are
on a blood red hue and their skin turns white. Blood madness, as this has
placed prone if they survive.
been named, is usually temporary, but sometimes people who are not
brought back to their senses disappear into the interior of Site-X, never to be
seen again.

Determine the resolving model. All models within 3”, including the resolving
model, must make an Intelligence Test (MET/TN 10) with a minus -1 penalty.
If they pass, they overcome the feelings of blind range that assail them. If
they fail, they go mad. Models affected by blood madness no longer count
as members of their original warbands, and instead follow the rules for
wasteland creatures as described on Pages 129-130 of the This Is Not a Test
rulebook. The models retain their stats and any skills they may have, but
will not make ranged attacks and will always attempt to move or charge to
attack the closest model not suffering from blood madness. These models

A P PA R I T I O N automatically pass all Will Tests and will never break or push a model out
of melee. This condition lasts until the end of the game. Any leader or elite
At first glance, an apparition appears to be an atmospheric ghost light, like
member of their former warband may attempt to reason with them if they
those seen in swamps. However, should anyone get close, it slowly morphs
are within 3” by spending 1 AP. The affected model can take an Intelligence
from a ball of light into a ghost-like replica of the person observing it. The
Test (MET/TN 10), and revert to normal if they pass. Failure has no effect other
apparition attempts to touch anyone it can, leaving acid-like burns on its
than the attempting model losing an AP.
victims. The specters are immune to damage, but eventually fade away.

Determine the resolving model. Place a 1” token or appropriate model in


base contact with them to represent the apparition. During the Clean-Up
Phase, the apparition will stay stationary if in base contact with any player-
controlled model, or will move up to 6” to attempt to get into base contact
with the closest model. Models may freely disengage from the apparition,
but it cannot be harmed by any means. At the end of the Clean-up Phase, any
model in base contact with the apparition must pass an Agility Test (MET/TN
10). If they pass, they dodge the apparition. If they fail, they suffer a -2 penalty
to Defense that lasts until the end of the game, multiple hits are cumulative.
When first revealed, roll a D10 to and consult the table below to see how long
the apparition will remain in play.

THE MYSTERIOUS ANOMALIES OF SITE-X | 111


C ATA P U LT During the Clean-Up Phase of each game turn after the turn the anomaly is
revealed, roll a D6. On a 6, remove the gravity eddy from the game.
This anomaly appears as a thin, translucent line of purple light about
2’ in length that will stretch out to touch anyone that comes close. Any
G R AV I T Y M A E L S T RO M
unfortunate touched will be launched 50 to 100 feet into the air, landing with
disastrous results. Akin to a tornado or hurricane, but made of hyper-gravitational force, the
gravity maelstrom ensnares its victims and quickly pull them towards its
Determine the resolving model. That model must make an Agility Test (MET/
central “eye.” Those unfortunates who do not escape in time are crushed
TN 10). If they pass, they dodge out of the way and are unharmed. If they
flatter than a pancake.
fail, they are thrown D6” into the air. Treat this as if the model fell from that
height, using the falling rules on Page 22 of This Is Not a Test rulebook. If the Determine the resolving model and place a 1” token in base contact with

model survives, roll for scatter and place the model Prone D10” away inches it to represent the maelstrom. Once placed, the maelstrom’s area of

in the indicated direction. effect spreads 6” in all directions from the token. Any model that comes
into contact with this token, initially or later during the game, must pass

FIRE BURSTER a Strength Test (STR/TN 10) or suffer a Strength 9 hit. If they pass the
test, or survive the hit, the mode’s owner places them 4” away from the
Only a barely detectable shimmer of heated air betrays the presence of
token in a direction of their choice. Further, any model that starts their
the dreaded fire burster. When triggered, this anomaly shoots super-
activation or moves into the maelstrom’s area of effect is immediately
heated flames in a horizontal funnel around its exterior.
moved 3” towards the center. This happens before they activate or
Determine the resolving model. Place the flame template in base contact
immediately after they enter the area, and they are free to use any
with them. The resolving model’s controlling player may choose which
remaining movement or AP after being moved in this fashion. All models
direction the template points in. The resolving model and all models
within the area of effect suffer -2 to their Movement and all ranged attacks
under the flamer template must pass an Agility Test (MET/TN10) with a -1
that draw line of sight through the area of effect suffer a -2 penalty to
penalty or suffer a Strength 8 hit that has the Flammable weapon rule.
their Strength. During the Clean-Up Phase of each game turn, except the
turn the maelstrom is first revealed, roll a D6. On a 6, remove the gravity
G R AV I T Y E D D Y
maelstrom from the game.
The least powerful of gravity anomalies, eddies are one of the rare
anomalies that are more annoying than dangerous. Within their MEAT GRINDER

boundaries, gravitational forces can rapidly increase or decrease, leaving


Absolutely worthy of its moniker, the meat grinder is the deadliest of
those caught in their grasp bouncing around as if they were on the moon,
anomalies so far discovered within Site-X. The anomaly itself is totally
or pulled to the ground and barely able to crawl due to their increased
invisible to the human eye, its presence only betrayed by the dried blood
density.
and viscera of its prior victims. Those caught in its grasp risk being
mulched beyond recognition, though a lucky few may survive with only
a few missing limbs. As a grim mercy, once the meat grinder claims a
victim, it will stop functioning for a short period of time. This gives friends
of the recently departed a chance to avoid it.

Determine the resolving model. That model must make an Agility Test
(MET/TN 10) with a -1 penalty or be immediately taken out-of-action. If
they pass, they suffer a Strength 7 hit instead. If the model survives the
hit, they are placed Prone and suffer a -1 to all dice rolls until the end of
the game due to the grievous wounds they have suffered.

Determine the resolving model and place a 1” token in base contact


with them to represent the eddy. Once placed, the eddy’s area of effect
spreads 6” in all directions from the token. When first triggered, and at the
beginning of any subsequent turn, roll a D6. On a 1-3, all models within its
area of effect suffer a -2 penalty to Movement and all ranged attacks that
draw line of sight through any part of the area of effect suffers -2 Strength.
On a 4-6, all models within the area of effect gain a +2 bonus to Movement
and all ranged attacks that draw line of sight through it gain +2 Strength.

112 | BLASTER VOLUME 3


RUSHER web is instantly ensnared. If the webbing touches only clothing the victim
may be lucky enough to wiggle out. Should the webs touch skin, however,
This time anomaly has no distinct form, but is simply a cloud of bluish-
the unfortunate person has no option to escape other than cutting away
yellow vapor. Anyone caught in its proximity suffers time dilation and
their flesh. So far, no means have been discovered to cut or break the
increased velocity. Any time the victim attempts to move, they move at
webbing once it latches on.
the maximum speed they could physically travel. Even a simple step could
launch them full speed into a wall or other obstacle. Though this effect Determine the resolving model. That model and all models within 3” must

eventually wears off, the affected person must avoid any unnecessary make an Agility Test (MET/TN 10) with a minus -1 penalty. If they pass,

movement, lest they pancake themselves against the closest solid object. they avoid the webs and are unaffected. If they fail, they are trapped in
the webs and cannot take any move actions until the end of the game
Determine the resolving model. That model must pass a Survival Test
unless they cut themselves free. A model may attempt to cut free by
(MET/TN 10) or suffer the effects of the anomaly. The model gains +3
spending 1 AP and suffering a Strength 6 hit. If they survive, they are free
bonus to their Movement stat, but each time they take a move action they
to move away when they have AP to do so.
must move the full distance in a straight line. If this movement would
cause them to collide with a piece of terrain, they are knocked Prone and
SWITCHEROO
suffer a Strength 6 hit. If they collide with another model of the same
size, both models are knocked Prone and suffer a Strength 6 hit. If the Similar in appearance to the shadow jumper, this anomaly is a patch

model they hit is larger, the larger model still suffers the hit, but may of darkness with a dark blueish hue. Additionally, a crackle of electric

make a Strength Test (STR/TN 10) to avoid being knocked Prone. If the energy will discharge from its center at random intervals. Sadly, this

model hits a board edge as a result of this effect, they move the maximum is rarely useful for determining its presence. Anyone that touches a

distance and stop immediately at the table edge. This effect lasts for switcheroo is immediately teleported away, while another person is

D3+1 turns. randomly dropped into their place. The second victim is always from
somewhere nearby, but there seems to be no discernable pattern of how

SHADOW JUMPER or why they are selected.

This anomaly is a strange patch of darkness that swallows all light. Any Determine the resolving model, designated Model 1. That model must

victim that blunders into it disappears, only to reappear somewhere close take a Strength Test (STR/TN 10). If they pass, nothing further happens.

by. This “jump” can be disorienting and dangerous depending on where If they fail, randomly determine a single member, Model 2, of an enemy

they land and who they appear next to. warband. This can be any model except that warband’s leader. Model 1
and Model 2 immediately swap places.
Determine the resolving model. That model must take a Strength Test

TIME POCKET

This anomaly has the appearance of a pale green mist in a spheroid


shape. At certain times it will pulse in and out of existence, making it easy
to wander into. Those who enter its confines become unmoored to local
time and space, for a lack of better term, either speeding up or slowing
down in an alternative quantum state. Eventually, they will realign
with our universe’s reality, but while they are stuck in that state, they
disappear and reappear randomly.

Determine the resolving model. That model must make an Agility Test
(MET/TN 10). If they pass the test, they are unaffected. If they fail, they
are trapped in time for 1D6 turns, counting the current turn as turn one.
(STR/TN 10) or be moved 3D10” in a random direction as determined Place a token to represent their position and then remove them from the
by a scatter roll. The model loses any remaining AP, but is otherwise table. While off the table, they cannot interact with the table or game
unharmed. If the distance rolled would move the model off the table or in any way. They return when the D6 timer ends, return them to their
place them on top another model, move the model the minimum distance marked position during the Clean-Up Phase. Should this model be off the
necessary so that their placement is legal. table when the game ends, they do not count as going out-of-action.

SHIMMER WEBS

This anomaly is formed of large strands of spider-like webs that are


almost impossible to see or escape from. They tend to grow near areas of
radioactivity or sources of heat, but can be found sticking to large terrain
features or inside vacant buildings anywhere. Anyone who touches the

THE MYSTERIOUS ANOMALIES OF SITE-X | 113


T H E M Y S T E R IOUS A NOM A L I E S OF SI T E-X

A DVA NCED RULES

114 | BLASTER VOLUME 3


Advanced Rules
The following rules are presented as advanced options which players may
New Freelancer
not wish to use in their games. Generally, they represent veteran abilities
The inhabitants on the periphery of Site-X are hirable for a fee. Most only
that may reduce the danger that anomalies represent. They are present
concern themselves with the site, but they may follow the warband if it
here because they are thematic to the source material that inspired Site-X.
suits them. The below freelancer follows all the normal rules for hiring and
keeping freelancers. They are most useful when heading into Site-X, but
Tossing Bolts may be retained for use during “less-anomalous” games of TNT.

Clever wastelanders can sometimes trigger an anomaly by tossing a


piece of junk of sufficient weight into its depths. Small iron industrial
X-Spotter Guide
bolts are the most common items used, as they are both readily available
Those with extensive experience with Site-X will often hire themselves
and easy to carry.
out as veteran guides. They can be found near the site and will tend to
To toss a bolt, a model must be within 8” of an unrevealed X-Spot token
stay near its borders as it moves about, as best they can anyway. Given
and spend 1 AP. Roll a D10, and on a result of 10 or higher, the model may
their chosen profession, they are cagey, paranoid, and eccentric to say
resolve the Anomaly immediately. However, the triggering model cannot
these least. For these quibbles, they are invaluable for sniffing out hidden
be the resolving model or be targeted by the anomaly’s effect, though other
anomalies and offer the best advice, and stories, about how to survive
models can be, and they gain any clues generated, instead of the resolving
within Site-X.
model. A model with any skills from the Smarts or Survival skillsets receive
a +1 bonus to this roll. There is a maximum bonus of +1, even if they have
multiple eligible skills. Title Type Defense Wounds

X-Spotter Guide Human 6 1

Move Melee Ranged Strength Mettle


New General Ability
5 4 5 5 6
Veteran Spotter – After long-term adventuring within Site-X, a few
Accessible Skillsets Marksmanship, Quickness, and Survival
spotters develop a sixth sense when it comes to avoiding anomalies. This
experience is not easily won, and only a few cagey spotters ever earn this Starts with the Veteran Spotter general ability
and may choose one skill.
distinction. Any model that gathers 7 or more clues over the course of a Here to Guide, Not to Die – Friendly models
campaign, may gain this general ability immediately for free. This does within 3” of this model, but not the model
Special Abilities themselves, receive a +1 to all stat tests
not add anything to their cost. The model receives a +1 bonus to all tests involving anomalies. However, this model
may not be chosen to be a resolving model by
related to anomalies, and a +1 bonus when rolling for tossing bolts. This +1 a player, but may still be randomly selected
to do so.
is cumulative with the bonus from having Smarts or Survival skills.
Barter Cost 45

THE MYSTERIOUS ANOMALIES OF SITE-X | 115


Artifacts
BLACK BALL
Artifacts are powerful and highly sought-after items found within Site-X.
The black ball is a small sphere with no discernable features, only a pure blackness
They are separate from relics, and are not affected by any limitations,
that seems to swallow the light around it. When thrown, the ball explodes into a small
special rules, or effects that affect relics. Only elite and leader models may spherical vortex, temporarily shunting anything caught in its grasp into an alternate
dimension. This artifact can be thrown like a grenade that has a range of 6”, uses the
use artifacts, and a warband may only ever carry one. An artifact adds 40
small blast template, and only deviates D3” instead of D6”. Any models under the
BS to the value of any model that carries it. Should a warband happen to template are removed from the game and cannot return by any means. These models
acquire a second artifact, they must sell one of them. return to their warband at the game’s end, do not need to roll for injuries, and may
participate in after-game activities (determining income, etc.). After being used, the
Black Ball will mysteriously reassemble itself, but this takes time. It may not be used
for the next D3 games.
Selling Artifacts
Artifacts may be sold at any time for 50 BS; note that this amount is ONYX FLAMER
intentionally higher than the value the artifact adds to the model carrying A large ring that can be worn like a torc, the Onyx Flamer is jet black and sheathed in
it. Once an artifact has been sold, it is permanently removed from the pale pink fire that is harmless to the touch. Despite its beauty, looking at it too long can
cause headaches. When worn, the bearer can cause black and pink flames to spring to
warband’s inventory. Should a warband try to sell an Accumulator that has life with a simple thought. Treat this as a ranged attack with a Strength of 7 that uses
been attached to a relic, they must sell the relic at the same time for its full the flamer template and has the Flammable special rule. However, instead of placing
the small end of the flamer template in base contact with the firer, it may instead be
value, plus the value of the artifact.
placed anywhere within 12” and in line of sight of the firer. Otherwise, it follows all
other rules of the flamer template. The Onyx Flamer may only be used twice per game.

Finding Artifacts
LIFEGIVER
Acquiring artifacts is a long process. After a warband acquires a total of This small cylinder is brass in color and unnaturally light in weight. It randomly
25 clues, they may then play the X Marks the Spot special scenario, which changes its metallic color, changing to silver or gold, then back to brass, at random
intervals. When its bearer is injured, it emits a green light from its top which causes the
is included in the Site-X Scenarios section. It is highly unlikely to gather the
injury to simply disappear, no matter how grievous, without even leaving a scar. A
required clues in a single game, so acquiring an artifact is usually only done model equipped with a Lifegiver gains +1 Wounds and treats any roll of Dead on the
Survival Table as a Close Call instead.
as part of a campaign.

RATTLER

This artifact is a small sphere the size of a tennis ball, with a series of concentric rings
that spin and twist around it. They move about freely and do not make any type of
contact with the central sphere, analogous to rings surrounding a planetary body.
When shaken, the rings move rapidly and cause a horrendous shriek that is painful to
nearby humans, causing adverse effects like hearing loss, nausea, dizziness, etc. The
bearer of this artifact may spend 1 AP to shake the Rattler. If they do, all models with
the Human Type within 4” must pass a Survival Test (MET/TN 10). If they pass, they
automatically lose 1 AP the next time they activate, whether that activation occurs
this turn or next turn. If they fail, they lose 2 AP instead. Non-Human models and the
bearer are not affected by the Rattler. The Rattler may only be used once per game.
Models that have lost all AP because of a Rattler should continue to make Activation
Tests for determining if Initiative passes and for other game effects.

GOLDEN LANTERN

This artifact is legendary, and the ultimate prize for most spotters. Those who claim
Artifact Types to have seen it, say it glows a pale gold light but has no other distinguishing features.
Legend says that the Golden Lantern can grant a single wish to its bearer. Only one
ACCUMULATOR
spotter has been known to possess the lantern, and he wished himself away from
The most “common” of all artifacts, these small containers contain a pale luminous Site-X, never to be seen again. However, rumors persist that the Golden Lantern
blue powder. When emptied onto a relic, the blue powder slowly pools and seeps into returned itself to the site and waits to be claimed again. A warband that finds the
the item, before disappearing entirely. Within a few minutes, the piece of technology lantern can use it once and then it is removed from their inventory. When used, the
takes on a faint blueish hue and begins to glow with eldritch light. Through some warband may gain one item or model type for free from any This Is Not a Test book
unknown means of energy conversion, the Accumulator provides the relic it is attached or supplement. If this a relic or weapon, the item is simply added to the warband’s
to with an infinite supply of power or even ammunition. To be used, the Accumulator inventory. If the player chooses a model, they may add a model of any type from any
must be attached to a relic and cannot be removed. The relic loses the Malfunction warband they choose, which immediately joins their warband. The model otherwise
Prone rule; meaning it also cannot jam. The Accumulator has no effect on relics counts as a normal model of the warband, requires upkeep, and when initially added
without the Malfunction Prone rule and cannot be used with support weapon relics. to the warband, any starting options for the model may be chosen. Even though this
Unlike other artifacts, once applied to a relic, the Accumulator counts as both an model or item is free, the value of the item or model is added to the warband total.
artifact and a relic for all rules interactions.

116 | BLASTER VOLUME 3


T H E M Y S T E R IOUS A NOM A L I E S OF SI T E-X

SCEN A RIOS

THE MYSTERIOUS ANOMALIES OF SITE-X | 117


Site-X Expedition “Last week we bumped into an old, disheveled codger swearing he
knew where the site was. Barely had enough teeth to count to three
on and smelled like raider-made grain alcohol. Yet here we are,
following him into the jaws of death. If I die, I will haunt the hell out
of everyone here.”

-Jurst, Caravan Guard

Background Deployment
What luck! Your warband stumbled onto the legendary Site-X and made it out Players deploy along opposing table edges. Players should roll off to see who
alive, though just barely. Greedy from your wild tales of supernatural danger and deploys their models first. Their models may deploy anywhere up to 6” from their
legendary artifacts, your warband’s superiors want you to return. They have made selected board edge. For more than two players use additional table edges or try to
it clear that finding artifact clues is more important than any potential casualties. get an even distribution so models do not start too near each other. Players will roll
Keep an eye out, though, it seems some unfriendly local competition may be for Initiative as normal.
thinking about doing the same.

Special Rules
The Board
ANOMALIES
The board does not require any specific set-up, but players may wish to use plentiful
scatter terrain, the better to hide X-Spot tokens in. Otherwise, set up the rest of the After setting up the warbands, place six X-Spot tokens through the board. They
board to have a nice mix of terrain to provide cover and block line-of-sight. should be spread out as evenly as possible and at least 6” from any player-
controlled model and from each other, the latter being a soft requirement
depending on table size and terrain.

Mission
R E A L LY A N O M A L O U S
In this scenario, the warbands are racing to gather up the limited supply of artifact
clues. Facing these anomalies is a risky business and players will have to decide When all X-Spot tokens have been revealed and there are none left on the board,
quickly which members of the warband are worth sacrificing before sending them instead of placing just one, place two instead. They are placed using the same rules,
into the anomalies. The warband that gathers the most clues is the winner. just repeat the process one more time.

VETERAN GUIDES

If players agree, each warband may be accompanied by a X-Spotter Guide for free,
hired by the superiors to increase the success of the expedition. They only join the

118 | BLASTER VOLUME 3


warband for this game and do not participate in any end of game activities. They may
be given up to 25 BS of equipment for free, which cannot include relics, otherwise
players may choose their equipment. They may also be given one skill of the players Site-X Expedition Experience Point Table
choice, only limited by their skillset.
Activity Points Earned

Wounding an enemy model or taking


1
Conclusion one out-of-action

The game will last for 8 turns.


Collected an artifact clue* 1

Rewards Participating in current scenario 2

The winning warband may redraw up to two cards from the Wasteland Deck when
determining income after a campaign game. This is described further under Income Winning warband leader 2
in the Campaigns section. Additionally, players earn 5 BS for each artifact clue their
warband collects.
*Only a maximum 5 EXP can be earned this way per model per game.
To determine the Experience Points earned for this scenario, which are
cumulative with each other, consult the following table:

X Marks the Spot Background


After an exhausting and deadly hunt, a warband has finally gathered enough artifact
“Holy crap, I figured it out. Look at the clues, it’s so obvious. No clues to point the way to one of the legendary artifacts of Site-X! Too bad their
thanks to you slugs. We know its nearby, so keep your eyes sharp. I’ve enemies followed them all the way. Luckily only they know where the artifact lies,
but their foes are not going to make getting it easy. Site-X might also have a say in
lost enough fodder to know that between me and that shiny trinket is a
this matter.
whole mess of invisible trouble.”

- Broken Ed, Bandit King of the Hellion Raiders The Board


The board does not require any specific set-up, but players may wish to use
plentiful scatter terrain, the better to hide X-Spot tokens in. Otherwise, set up
the rest of the board to have a nice mix of terrain to provide cover and block
line-of-sight.
NOTE: This scenario may only be placed
once a warband has collected 25 artifact
clues.

THE MYSTERIOUS ANOMALIES OF SITE-X | 119


Mission CLAIMING THE ARTIFACT

The artifact will not appear until the Meat Grinder anomaly has been resolved, this
In this scenario, one warband is trying to retrieve an artifact. However, the
is regardless of the resolving model surviving or not. Replace the X-Spot token with
opponents are trying to make the process as costly as possible. If the artifact-
the Artifact token. Any member of the attacking warband may spend 1 AP to pick up
hunting warband can get their prize off the board, they win, otherwise their
the artifact. The defending warband cannot pick up the artifact. Should a model
opponent does.
carrying the artifact be taken out-of-action, they drop the artifact and it will remain
in place until another attacker picks it up. Once in their possession, the attackers
should try to get the artifact off the board as soon as possible.
Deployment
Players deploy along opposing table edges. Players should roll off to see who
deploys their models first. Their models may deploy anywhere up to 6” from their Conclusion
selected board edge. For more than two players use additional table edges or try to
get an even distribution so models do not start too near each other. Players will roll The game will last for 8 turns or sooner if the artifact is taken off the table.
for initiative as normal.

Rewards
Special Rules The winning warband may redraw up to two cards from the Wasteland Deck when
ATTACKERS AND DEFENDERS determining income after a campaign game. This is described further under Income
in the Campaigns section. Additionally, players earn 5 BS for each artifact clue their
The warband seeking the artifact is the attacker and the opposing warband is the warband collects. Regardless of the results of the game, the attacker gains one
defender. artifact for free. Roll on the table to see which one they have earned.

ANOMALIES

After setting up the warbands, place six X-Spot tokens through the board. They D6 Result Artifact Found
should be spread out as evenly as possible and at least 6” from any player-controlled
model and from each other, the latter being a soft requirement depending on table 1 Black Ball
size and terrain. For this specific scenario, only the defender may set-up the tokens,
2 Rattler
but still must follow the latter rules for doing so.
3-4 Accumulator
HIDING THE ARTIFACT 5 Onyx Flamer
The artifact is concealed under one of the six X-Spot tokens deployed before the
6 Golden Lantern
game start, the defender must select which of the tokens it is hidden under and will
record this information before the start of the game. This special token follows all
the normal rules for anomalies, except those listed below, until it is revealed.
To determine the Experience Points earned for this scenario, which are
cumulative with each other, consult the table below.
REVEALING THE ARTIFACT

The X-Spot token with the artifact is special. First, it will not react to any model from
the defending warband. So, defending models cannot reveal it, either directly or
indirectly. Only models from the attacking warband may interact with it using the
normal anomalies rules since they have the artifact clues to determine its location.
For all game interactions, that X-Spot does not exist to the defending warband.
Because of this it is in the defender’s best interest to avoid the anomaly and not draw
undue attention that they are avoiding it, lest they tip off the attacker to its location.
Once an attacker reveals the anomaly, which will automatically happen if they move
within 4” of it or move into base contact with it, do not draw any cards from the
Anomaly Deck. There is no need as this spot will not generate any artifact clues and
will always be the Meat Grinder anomaly.

X Marks the Spot Experience Point Table


Activity Points Earned

Wounding an enemy model or taking one out-of-action 1

Collected an artifact clue* 1

Participating in current scenario 2

Winning warband leader 2

First model to possess the artifact 3

*Only a maximum 5 EXP can be earned this way per model per game.

120 | BLASTER VOLUME 3


T H E M Y S T E R IOUS A NOM A L I E S OF SI T E-X

TOK ENS

X-Spot X-Spot X-Spot X-Spot X-Spot X-Spot

Artifact Clue Artifact Clue Artifact Clue Artifact Clue Artifact Clue Artifact Clue

Artifact Aberration Gravity Eddy Gravity Maelstrom

THE MYSTERIOUS ANOMALIES OF SITE-X | 121


SLUDGE WAR THE PATH OF THE RONIN
ACKNOWLEDGMENTS ILLUSTRATION & SCRIBBLES ILLIUSTRATIONS

Sean Sutter @sean_sutter_art Sean Sutter | @sean_sutter_art


Aedel Fakhrie | @kontrolaltdelt
MINIATURES
MINIATURES & TERRAIN
Perry Miniatures by Alan and Michael Perry
perry-miniatures.com Sean Sutter | relicblade.com/shop/sci-fi-truck-stl-download
Immortal Kings | ik-minis.com
CONVERSION BITS
WHISPER | impactminiatures.com
Sculpted by Sean Sutter
Produced by blacksitestudio.com/sludge Zandris IV | z4miniatures.blogspot.com
30 Minute Missions | gundamplanet.com/30-minutes-missions.html
MINIATURE PAINTING & PHOTOGRAPHY
Death Ray Designs | deathraydesigns.com
Sean Sutter
Urban Matz | urbanmatz.com
TERRAIN & BATTLEMATS Warsenal | warsen.al
Firedragon Games | firedragongames.co.uk Kotobukiya | http://en.kotobukiya.co.jp
Renedra | renedra.co.uk
MINIATURE PAINTING AND PHOTOGRAPHY
Tablewar | tablewar.com/collections/fatmats
Ash Barker and Sean Sutter
Scratch builds by Sean Sutter

SLUDGE & DOOM BL ASTED DURING CREATION

Mammoth Storm, Year of the Serpent, Conan THE MYSTERIOUS ANAMOLIES


King Buffalo, Elder, Wayfarer, Wolves in the Throne Room
Wormwitch
OF SITE-X
MINIATURE PAINTING AND PHOTOGRAPHY

Joseph McGuire | worldsendpublishing.com


SHADOWGR AVE Dave Taylor Miniatures | davetaylorminiatures.com
ILLUSTRATIONS
Swift Brush Studios | facebook.com/SwiftBrushStudios
Barrett Stanley Tanya Brewer

MINIATURES
MINIATURES
Reaper Miniatures | reapermini.com World’s End Publishing | worldsendpublishing.com
North Star Military Figures | northstarfigures.com
TERRAIN AND BATTLE MATS
Wargames Illustrated Giants in Miniature
wargamesillustrated.net/product-category/giants-in-miniature Printable Scenery | printablescenery.com
Wargames Factory Armorcast | armorcast.com
Cigar Battle Mats | cigarboxbattle.com
MINIATURE PAINTING & PHOTOGRAPHY

Joseph A. McCullough TOKEN DESIGN

Mitchell Englander

GASL ANDS: LEGACY


ILLIUSTRATIONS

Lucas Belkowski
Peter Laycock
Sean Sutter

‘ILLEGAL BUILDS’ AND DISPL AYS

Carlos Pandiella
Chris Clark
Chris John
Dick Vigil
Jack Stover
James Hall
Joshua Parise
Mike McGowan
Owen Hughes
Richard Greer

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