1. Welcome to Armatage!
Armatage is a 2-6 player adventure game which was developed by fans of games such as D&D and
Warhammer. Set in the far future, Armatage takes place on the scorched planet Earth, just months after
an event known as “The last great solar eruption”. A combination of global warming and a solar flare
wiped out almost all forms of life on the planet.
However, man kind has managed to create a specialised type of cell known as the “Blank Genomic
template” which is capable of being the recipient of the DNA of any species on Earth, including humans.
This technology has already proved useful in the case of the Imperial Guard.
Man kind has spread among the stars and used this advancement to create plants and animals that can
survive in almost any temperature. It was to humanity’s surprise when they stumbled upon a planet
(Keplurai five) that had life just like Earth. It was also to humanity’s surprise that they had been
followed, millions of light-years by Orks.
It is your duty to survive the ruthless and destroyed Earth, in hope of a rescue fleet coming to collect you
and to make sure your enemy does not.
2. Table of contents
Table of contents for Armatage: Alpha version 0.1.0
Introduction (Page 1)
Table of contents (Page 2)
Game flow chart (Page 3)
Squads
-Squads and Squad Mechanics
-Orks
-Red Orks
-Hellfire Demons
-Imperial Guard
-Advanced Imperial Guard
-Classes Table
Squad mechanics
-Dice rolls
-Combat system
-Joining Forces
-Looting info
-Looting chart
-Weapon info
-Weapons chart
-Winning, losing and Drawing
In-game mechanics
-Tokens info
-Pre-world generation chart
-Weather generation
-Chests
-Inventory system
-Acronyms
-Blank inventory charts x 3
-Dice rolls
3. Chest Generation
Weather Generation
Pre-world Generation
Choose a Species
Choose a Class
GAME BEGINS
Roll to see who goes first
Movement Phase
Event Roll
Weather effect (if any)
Attack/Attack Roll
Damage Calculation
TURN ROTATION
Roll two D6 and refer to the ‘event’ chart
Roll two D6 and refer to the
‘Weather generation’ chart
If equipped with any weapon and it is in
use, refer to “The looting system and item
usage” page for more information.
If any damage was done to an enemy, this is the time for them
to mark it down and make changes to their “HP” stat or remove
After the attack roll, the attacked
squad may take a “saving roll”.
Please see “Combat system”
page.
It is now your opponent's turn. They then
start at their “Movement phase”.
The player with the highest result
wins. If it is a draw, reroll.
Every step before this is just
preparation for the game.
A stat boost for your Squad which comes
with additional perks.
This species will be the
species your squads will be
composed of.
Roll two D6 and refer to the “Pre-world
generation” chart.
Roll two D6 and refer to the “Pre-world
generation” chart.
Refer to the “Chests” section of this
booklet.
If a chest is to be opened, it must be done after the movement phase.
4. Information about Squads
Squads
A squad is Armatage’s basic unit. A squad can contain from one to fifteen members which is defined on the “Species” sheets. Each
player is only allowed one species, but three squads of that species. The cost of a unit is measured in points. Each player has 80 points
to spend per game.
The first time a set of three squads spawns, it is free of charge. It is important that you keep all information on a piece of paper. Failure
to do so may result in removal from the game or match.
Reading a stats chart
To begin, we will dissect a stats chart.
HP= The amount of damage a unit may take before being defeated.
Strength=The amount of attack a unit has
Speed=How far a unit may move per turn
Unit size=How many members are left in the squad
Range=How far a squad’s attack reaches
HP/m=How much HP each member has. (Will have an effect in a later update)
Immunity=The resistance to infection a squad has (Will have an effect in a later update)
Squad Mechanics
Evading roll: On your opponents turn, once they attack, you may take an evading roll. (Please see Dice roll sheet)
If there are four people playing the game at once, you have the option to team up with another player at any one time. If all players are
defeated but your squads and that of your teammate, the game can either be called a draw or be settled under neutral terms. The loot from
the game carries over to this settlement.
A squad may trade with any other squad on the map as long as the other party consents to it.
A squad Respawns after ten turns by default (with the exception of if a player has insufficient points to buy the squad). The player also has
the option to not let the squad spawn. This must be stated by the player openly and clearly as the game begins.
HP: 50
Strength: 6
Speed: 4 inch/turn
Unit Size: 10
Range: 8 inches
HP/m:6.25
Immunity: 9.5
One Ork squad
This is a stats chart
5. Terminology
Remember:
Squad=One piece
Unit=One piece
Member=A member of the unit (Shown in the stat ‘Unit size’)
Turn=One player’s beginning to turn rotation.
Round=Three turns.
Set=Nine turns.
Token roll=When a object generates, a player must roll a D6 to determine where on the map the object
generates (Please see ‘Tokens’ section)
Loot roll=When a chest is opened, a player must refer to the ‘Loot Chart’. Then, depending on the
outcome, you must refer to the corresponding charts.
Evading roll: Roll a D6, if the result is higher than 3, the attack misses.
Weather generation=One player must roll two D6. The result is the weather. The weather must be generated
after loot chests. (Please see ‘Weather generation’ and ‘loot chests’ sections.
Attacking=When a unit is in range, they may attack another unit. The ‘Strength’ value is equal to the HP one hit
can remove. From your opponent's HP. If a weapon is equipped and used, the player must take one of three
different weapon rolls before damage calculation.
Weapon rolls
Light weapon roll: Roll a D6. If the result is higher than two, the hit goes through. (Written on the chart as
‘Light’)
Mid weapon roll: Roll a D6. If the result is higher than three, the hit goes through. (Written on the chart as
‘Mid’)
Heavy weapon roll: Roll a D6. If the result is higher than four, the hit goes through. (Written on the chart as
“Heavy”)
In-game Terms And Rolls.
6. The Orks
HP: 50
Strength: 6
Speed: 4 inch/turn
Unit Size: 10
Range: 8 inches
HP/m:6.25
Immunity: 9.5
Cost: 20 points per unit, no charge to spawn the first wave in.
The Orks are the original threat to mankind. They watched as humanity took to the skies. They followed in
their footsteps and stole parts, devastated cities and grew in numbers.
Many 21st century men and women reported sightings of green, reptile-like creatures who hidden in the
sewers. Eventually, in the 23rd centaury, they made their presence known to man kind and offered their
services in exchange for the tools and materials to get to space.
It was only a matter of time before these creatures exploited the good nature of mankind and took to the
skies, as the bane of humanity’s, still following them to this day...
Additional information:
May carry any weapon.
May be blessed with Noodily Ascension.
May be blessed with Hell’s Birthright.
May be blessed with Skirmisher.
+1 loot when looting a lootable chest.
One Ork squad
7. The Red Orks
Cost: 25 points per unit, no charge to spawn the first wave in.
Before the Orks took to the skies, in the 23rd centaury, five thousand of the hardiest and most fearless Orks
signed up for the “Initiation” programme; a ghastly series of experiments in which the most harmful toxins in
the world were injected into the Orks. To the surprise of the scientists; both Ork and Human alike, every last
Ork survived the tests, growing a almost unlimited amount of strength, at the cost of their health.
Despite this, their blood boils so hot that no pathogen can survive the heat of the radioactive Exoglobin that
carries pure sulphur through their blood stream. Little can stop these terrifying creatures who will even attack
their fellow Ork brethren upon sight.
Additional information:
May carry any weapon.
May not blessed with Noodily Ascension.
May be blessed with Hell’s Birthright.
May be blessed with Skirmisher.
+2 loot when looting a lootable chest.
One Red Ork squad
HP: 35
Strength: 8
Speed: 6
inch/turn
Unit Size: 7
Range: 8 inches
HP/m: 5
Immunity: 9.8
8. The Hellfire Demons
Cost: 20 points per unit, no charge to spawn the first wave in.
Some say they are the spawn of hell, some say they are aliens from another world, but one thing is for
sure, they are fast... The Hellfire Demons can perform death-defying stunts to get to their enemy and as if it
weren’t bad enough, they can charge with a sword, said to be forged in the core of a black hole its self.
These creatures can also dive through dimensional wormholes in order to travel vast distances at a time. It is
not clear how they do this, but anyone who has been close enough to try to figure it out has met their grisly
end. Despite being articulate and skilled, they can not use weapons other than their sword.
Additional information:
May not use any weapon.
May not blessed with Noodily Ascension.
May be blessed with Hell’s Birthright.
May be blessed with Skirmisher.
+2 loot when looting a lootable chest.
One Hellfire Demons squad
HP: 40
Strength: 6
Speed: 4-12 inch/turn
Unit Size: 10
Range: 5 inches
HP/m:6.25
Immunity: 10
(Speed must be rolled for
If lower than4, then they can
move
Up to 12 inches)
9. The Imperial Guard
Cost: 15 points per unit, no charge to spawn the first wave in.
The last of mankind in its purest form. After military resources became scarce, the E.L.D.F. Had to deploy
rookies to fight on the frontline. Many members are as young as fifteen years old. After the earth was
destroyed by mankind’s ignorance, the human race spread among the stars, taking every scrap they could with
them.
A new planet known as Keplurai five was eventually found, with sustainable life, a rich, Earth-like air and
biodiversity that was incomparable to anywhere else in the universe. They became farmers, builders and
labourers for many years, but when the news that the Orks had followed them to their new home, war was
declared and the peaceful nature of the Imperial guard, once again, was challenged.
Additional information:
Random range: The range must be rolled for (If higher than
6 total, range is from 4-6, if lower than 4, then the range is
1-4 inches)
A watering hole always spawns within six inches of a
Imperial guard squad at the beginning of each game.
If a unit leaves and does not return to a watering hole for
six turns, that unit will take -1HP Damage per turn.
May use any weapon.
May be blessed with Noodily Ascension.
May be blessed with Hell’s Birthright.
May be blessed with Skirmisher.
One Imperial Guard squad
HP: 25
Strength: 5
Speed: 4 inch/turn
Unit Size: 10
Range: 4-6 inches
HP/m:5
Immunity: 2
10. The Advanced Imperial Guard
Cost: 20 points per unit, no charge to spawn the first wave in.
When the news broke out that the Orks had followed the human race to Keplurai five, fear broke out once
again. With decease and famine devastating the human race, many members of the Imperial Guard decided
to accelerate the process of evolution by allowing scientists to alter their genes.
These super soldiers are capable of surviving without water for months, survive in almost any temperature
and are even capable of flight for short periods of time when assisted with a Altimonium suit.
They are at the forefront of innovation and design and are more than willing to fight for the human race, or
die trying!
Additional information:
Each movement phase, you can have each of your
squads: Gain +2 speed boost if a 4 or higher is rolled
on a D6 (Lasts one turn only, but may be used once
per turn).
May use any weapon.
May not blessed with Noodily Ascension.
May be blessed with Hell’s Birthright.
May be blessed with Skirmisher.
Advanced Imperial Marines
HP: 55
Strength: 6
Speed: 4 inch/turn
Unit Size: 10
Range: 8 inches
HP/m:6.25
Immunity: 7
11. Classes
Skirmisher (Aka chest raiders)
+1HP
+4 Speed
+1 Range
-3 Strength
HP/m=Current HP ÷ Immunity
Information: The Skirmisher is
an elite class, specialised in
looting chests.
They are, however, considerably
weaker than other units in terms
of attack, but what they lack in
strength, they make up for in
speed.
Additional perk: Double loot.
Roll a D6, if the result is higher
than 4, you get double loot.
Hell’s Birthright
+4HP
+1 Speed
+1 Range
+5 Strength
HP/m=Current HP ÷ Immunity
Information: Give up your warriors to
the insanity of the Hellfire demons and
you may gain the ability to see through
time it self. Or go insane, that works
too.
Additional perk: Bane of existence.
(May only be activated once per game
by only one squad member you
control)
Roll a D6 once, if you roll a 5 or a 6, you
may inflict damage equal to the attack
of this squad member to one other
squad on the field.
Noodily Ascension
+5HP
+3 Speed
+3 Range
+1 Strength
HP/m=Current HP ÷ Immunity
Information: Allow the great starchy
one in the sky to take the wheel and
heal friend of foe with his saucy
goodness.
Additional perk: Infected squads may
be cured at no cost if in
range, however, they are revived with
only 3 HP.
Page 3
Before the game begins, you must pick only ONE class, for example, all of your
Units will be “Hell’s Birthright” if you chose said class.
12. Dice rolls
In Armatage, there are currently six types of rolls:
Rolling a dice
In Armatage, dice rolls work around the result of a dice and not its sum total. There are and will be a few exceptions, but
it is explained clearly what to do in these scenarios.
Pre-game roll
All players roll a D6. The players with the highest results may roll again.
Weather generation roll
One player must roll two D6. The resulting numbers are taken and NOT ADDED UP, but used to get an accurate reading
based on the prospective of the roller as to which weather will be generated.
Loot roll
Loot roll=When a chest is opened, the player that opened the chest must refer to the ‘Loot Chart’. Then, depending on
the outcome, you must refer to the following charts:
•Weapons and armour
•Food
The resulting items are then added to the inventory of the squad making base contact with the chest.
Weapon rolls
Light weapon roll: Roll a D6. If the result is higher than two, the hit goes through. (Written on the chart as ‘Light’)
Mid weapon roll: Roll a D6. If the result is higher than three, the hit goes through. (Written on the chart as ‘Mid’)
Heavy weapon roll: Roll a D6. If the result is higher than four, the hit goes through. (Written on the chart as “Heavy”)
Pre-world generation roll
All players must roll two D6. The result according to their prospective will be which things spawn on the map (Excluding
chests). Refer to the pre-world generation chart.
Evading roll
When an attack is done by a enemy squad, you always have the chance to escape without damage (With the
exception of “Heavy weapons”, which can not be avoided. In this instance, it is best to stay out of range of them.
13. Combat System Part one
The combat system in Armatage involves only three stats: Strength, HP and Range. The Strength is how
much damage a unit can do to the HP of another unit. The HP is the amount of health a unit has. The
Range is how far a unit may hit.
In order to be in range of attacking, the Range of a squad must measure from the furthest point on a
model’s base to the closest point on the target's base. If the target is out of range, you may not attack
with that unit.
You may attack and move with each unit you control independently of one another.
Weapons & Armour
Weapons and Armour can greatly enhance Range, Strength and HP. Weapons act as stat boosts for a
unit. These stat boosts only last as long as a weapon has ammo. Currently, you can not find ammo in
the game in chests or anywhere else, but it must be obtained by getting a new version of that gun.
Ammo does not carry over to other copies of the gun, as items do not stack.
Armour also acts as a temporary boost to one or more statistics, but has a durability. This must be
noted on the same page your squad stats are on as well as which squad has the armour on.
Armour always takes up four slots
Hand-to-hand weapons take up one slot
14. Evading roll
Evading roll: On your opponents turn, once they attack, you may take an evading roll. (Please see Dice roll sheet)
If there are four people playing the game at once, you have the option to team up with another player at any one time. If all players
are defeated but your squads and that of your teammate, the game can either be called a draw or be settled under neutral terms.
The loot from the game carries over to this settlement.
A squad may trade with any other squad on the map as long as the other party consents to it.
A squad Respawns after ten turns by default (with the exception of if a player has insufficient points to buy the squad). The player also
has the option to not let the squad spawn. This must be stated by the player openly and clearly as the game begins.
Joining Forces
If there are at least four people playing the game or a neutral objective, any two members may join forces to gain strength in
numbers. In order to do this, the players must:
•Make base contact with at least one other unit from the desired squad.
•Indicate this partnership openly
•Not betray a member who you are partnered with at risk of loosing their trust (Though you may do this at any time if you so desire)
You will also be able to:
•Trade with other members of the partnership when base contact is made.
Joining forces may be risky, but the advantage of being able to carry twice the items may come in handy but remember, never trust
anyone so long as a truce hasn't been made.
Remember: When a team defeats all other enemies, they can:
1. Decide the game to be a truce by the offer of a hand shake
2. Choose conditions in which the surviving units will fight to the death.
Combat System Part two
15. The looting system and item usage
Pre-world Generation
Pre-world generation is the placement of tokens which represent Bosses, Portals, Special items and Pathogens.
Looting
Looting involves rolling to see which type of loot you get. You do this by taking a loot roll. To do this: Take two D6. Roll both.
According to your prospective, whatever the result is you gain the following effect:
An item(s): You gain the item(s)
Weapons: You roll again to gain a weapon. (Refer to the Weapons and armour chart)
Food: You roll again to gain the food. (Refer to the Food Chart)
Nothing: You gain nothing.
Looting items in buildings can take extra time. During this time, you may move your other units as you usually would.
Food
Food may be consumed at the cost of the movement of your squad. Most food carries positive effects, others carry negative effects.
Remember, an item can be dropped at any time during your turn at no cost as long as it is before battle.
Weapons
Weapons act like perks with limited uses to an extent. Remember, all weapon sizes must take up the following inventory slots:
Low=one inventory slot
Mid=two inventory slots.
Heavy=four inventory slots
Once a weapon’s ammo is expended, it is dropped automatically.
Remember: Dropped items can not be picked up again.
Remember: you MUST refer to the correct chart when making a roll for loot.
16. 1 2 3 4 5 6
1
(1, 1)
WEAPON (Refer to
weapons chart)
(1, 2)
FOOD
(1, 3)
WEAPON
(Refer to weapons
chart)
(1, 4)
WEAPON
(1, 5)
WEAPON
(Refer to weapons chart)
(1, 6)
FOOD
2 (2, 1)
NOTHING
(2, 2)
WEAPON
(Refer to weapons
chart)
(2, 3)
FOOD
(2, 4)
FOOD
(2, 5)
Potion of healing
(+5 HP upon use (No HP
overflow), reduces speed
by two for two turns)
(2, 6)
Potion of resistance
(+ 5 immunity for the rest
of the game or until death)
3 (3, 1)
NOTHING
(3, 2)
NOTHING
(3, 3)
NOTHING
(3, 4)
NOTHING
(3, 5)
Potion of fatigue
(Speed -2, increases
strength by +1 for a turn)
(3, 6)
Potion of High Flight
(Doubles your range for a
turn at the cost of your
movement phase for all
squads.)
4
(4, 1)
WEAPON
(Refer to weapons
chart)
(4, 2)
250 gold
(4, 3)
500 gold
(4, 4)
1000 gold!
Lucky!
(4, 5)
Potion of insanity
(Temporarily lose control
of your units for three
turns if drank, but gives
them +3HP each)
(4, 6)
Potion of Self Hydration
Freedom from your mortal
shackles!
(An imperial marine no longer
needs to be within range of a
watering hole to live.)
5
(5, 1)
Potion of blood lust
Bane of the universe!
(Red Orks HP doubled for
two turns, then, speed
reduced for by -1 for one
turn)
(5, 2)
WEAPON X2
(Refer to weapons
chart and roll twice)
(5, 3)
FOOD X3
(Roll 3x, each roll
counts)
(5, 4)
WEAPON
(5, 5)
Water bottle
(A marine squad equipped
with this item may survive
for 10 turns away from a
watering hole)
(5, 6)
5000 gold!
Filthy and rich!
6 (6, 1)
NOTHING
(6, 2)
FOOD
(6, 3)
FOOD
(6, 4)
FOOD
(6, 5)
NOTHING
(6, 6)
NOTHING
Loot chart
Page 7
Roll to see which type of loot or item you will receive
17. 1 2 3 4 5 6
1
(1, 1)
Assault rifle (mid)
(+2 Range, +2 Strength, six uses,
must not move if used this turn.
Takes two inventory slots)
(1, 2)
Basic Pistol (light)
(+3 Strength 6x2 uses, must not
move if used this turn. Takes up
one inventory slot.)
(1, 3)
Advanced pistol (mid)
(+6 strength 6x1 uses, must not
move if used this turn. Takes up
one inventory slot)
(1, 4)
Photonic pistol (Mid)
(+9 strength, one time use, unit
must not move for two turns after
use. Stats return to normal after
use. Takes up one inventory slot.)
(1, 5)
Emergency charge (light)
(Knocks the enemy back 4
inches, one time use.)
(1, 6)
Lightning lance
(Increases the speed of one
unit by 3, may be used three
times, once per turn. Effect
wears off the turn after it was
used.)
2
(2, 1)
Sawn-off Shotgun (mid)
Old school style!
(+1 range, +2 strength, may
attack twice per turn, six uses)
(2, 2)
Briskonium Armour
(Can absorb 5 HP of damage per
turn. Can only absorb up to 65 HP
over all. Takes up four inventory
slots)
(2, 3)
Tanned leather Armour
(Can absorb 1 HP of damage per
turn. Can only absorb 15 HP
over all. Takes up four inventory
slots.)
(2, 4)
Quantonium Armour
(Can absorb 10 HP of damage
per turn. Can not be used as
armour by any species but
imperial guard.)
(2, 5)
Healer’s Armour
(+2 HP per turn. Dead squad
members are revived . -1
speed)
(2, 6)
Steel Machete
(+4 Strength, -1 speed)
3
(3, 1)
Steel Machete
(+4 Strength, -1 speed)
(3, 2)
Steel Machete
(+4 Strength, -1 speed)
(3, 3)
Boots of the Guzagar
(+3 Speed, +2 Range)
(3, 4)
Bastion’s sword
A sword that in the wrong hands,
could bring the end of days.
(+5 Strength, -10 Range)
(3, 5)
Staff of the Divine Noodle
(+4 Strength, +2 Range)
(3, 6)
Basic Pistol (light)
(+3 Strength 6x2 uses, must not
move if used this turn. Takes
up one inventory slot.)
4
(4, 1)
Rusty Machete
(+5 Strength, -1 Immunity)
(4, 2)
Basic Pistol
(+3 Strength 6x2 uses, must not
move if used this turn. Takes up
one inventory slot.)
(4, 3)
Basic Pistol
(+3 Strength 6x2 uses, must not
move if used this turn. Takes up
one inventory slot.)
(4, 4)
Half used Pistol (light)
(+3 Strength 6x1 uses, must not
move if used this turn. Takes
up one inventory slot.)
(4, 5)
Half used Pistol (light)
(+3 Strength 6x1 uses, must
not move if used this turn.
Takes up one inventory slot.)
(4, 6)
Basic Pistol (light)
(+3 Strength 6x2 uses, must not
move if used this turn. Takes
up one inventory slot.)
5
(5, 1)
Steel Machete
(+4 Strength, -1 speed)
(5, 2)
Steel Machete
(+4 Strength, -1 speed)
(5, 3)
Steel Machete
(+4 Strength, -1 speed)
(5, 4)
(5, 5)
Dreaded RPG (Heavy)
(+8 Strength, +5 Range upon
use. 1x3 shots, one shot per
turn. Must take weapons roll)
(5, 6)
Steel Machete
(+4 Strength, -1 speed)
6
(6, 1)
Steel Machete
(+4 Strength, -1 speed)
(6, 2)
Steel Machete
(+4 Strength, -1 speed)
(6, 3)
Steel Machete
(+4 Strength, -1 speed)
(6, 4)
Steel Machete
(+4 Strength, -1 speed)
(6, 5)
Steel Machete
(+4 Strength, -1 speed)
(6, 6)
Steel Machete
(+4 Strength, -1 speed)
Weapons and Armour
18. 1 2 3 4 5 6
1
(1, 1)
Twinkie
(+2 HP, +1 speed)
(1, 2)
Fried Scorpion
(-3 HP, +2 range)
(1, 3)
Despair bar
Yuck!
(-5HP, +3HP if used on a
Ork or red Ork unit.)
(1, 4)
Oil of Vitriol
(+5 HP to Hellfire Demons,
otherwise, death to a unit)
(1, 5)
Apple
(+5 HP to one unit)
(1, 6)
Apple
(+5 HP to one unit)
2
(2, 1)
Apple
(+5 HP to one unit)
(2, 2)
Apple
(+5HP to one unit)
(2, 3)
Apple
(+5HP to one unit)
(2, 4)
Apple
(+5 HP to one unit)
(2, 5)
Apple
(+5 HP to one unit)
(2, 6)
Human Brains
Disgusting!
(+1 HP, +2 speed but -1
range upon consumption)
3
(3, 1)
Fried Oilworm
Eating bugs!
(-2 HP, +1 strength. +1
immunity)
(3, 2)
Blackbeard's brew
The hardest of brews!
(+4 HP, -8 range for six
turns)
(3, 3)
Peanut butter
(+5 HP, -1 speed)
(3, 4)
Blood of war
(+10 speed, -2HP, wears off
after two turns)
(3, 5)
Stale bread
(-1 immunity. +3HP)
(3, 6)
Sludgy-D
(+5 HP to Orks and Red Orks,
-2 to all others)
4
(4, 1)
Apple
(+5 HP to one unit)
(4, 2)
Apple
(+5 HP to one unit)
(4, 3)
Golden Twinkie!
The food of gods!
(+7 HP, then +2 speed per
turn for 5 turns)
(4, 4)
Rotten flesh
(-6 HP each turn for two turns
but +5 HP for all Orks if used
on an Ork squad)
(4, 5)
Cosmic blast drink
The power of a solar system
in your hands!
(Increases range by +5,
increases strength by +15 for
two turns, then the unit
takes -18HP damage)
(4, 6)
Anti-bacterial treated orange
(-5 HP to Orks, otherwise
+2HP to all other units)
5
(5, 1)
Stale Coffee
(+5 HP, +1 immunity)
(5, 2)
Apple of darkness
(+4HP to non human
units)
(5, 3)
Ultimate cure
(The HP of all units on the
map is reset to its original
state before the game)
(5, 4)
Breath of the undead
(Upon death, a unit will be able
to Respawn instantly in the
position that they died with
original HP that a unit of that
species starts out with)
(5, 5)
Apple
(+5 HP to one unit)
(5, 6)
Apple
(+5 HP to one unit)
6
(6, 1)
Apple
(+5 HP to one unit)
(6, 2)
Apple
(+5 HP to one unit)
(6, 3)
Apple
(+5 HP to one unit)
(6, 4)
Apple
(+5 HP to one unit)
(6, 5)
Apple
(+5 HP to one unit)
(6, 6)
Apple
(+5 HP to one unit)
Food
19. Winning, losing, drawing and respawning
Winning: A player may win the game if all enemies have been defeated and lack the points to Respawn.
A player may also win if:
•They have the most points left at the end of the game.
•Their unit is the last one standing.
•By unanimous decision.
•If the game is cut short.
The game may be called a draw if:
•There is partnership between two players and they chose to call it an even game.
•In the unlikely event that all players have died and non have enough points to respawn.
You may lose if:
•You have no units and you have insufficient points to respawn some.
•The game is cut short and you have less points than everyone else.
•You have been caught cheating and are kicked out by the rest of the players.
Respawning
The cost of a unit is measured in points. Each player starts the game off with a three free squads. After that, their points
must be used to purchase new squads. By default, the respawn time for any squad is ten turns. (Remember, a turn is from
the ‘Movement phase’, to the ‘Turn rotation’ of a player). Each time a player’s unit respawns, that unit must be marked
down on a piece of paper. This helps provide information for you to make the decision of which species you will play next
game.
20. Tokens are used to represent Pathogens, Chests, Buildings and will eventually represent
Storehouses and Bosses. Every token must be accounted for and marked down on a piece of
paper. Each token must also be marked “A” “B” “C” “D” and so on. Next to which on the piece of
paper, it should be written as follows: “Token A=(Insert item A’s name here)”
Here are some stats on enemies that can be generated in “Pre-World Generation”
Oilworm
Range: 1 inch
Effect: -1HP per turn to
human units upon contact.
This effect works for five
turns.
Boss: Yuf Yuf
Strength: 5,
HP: 15
Unit Size: 1
Range: 2
Strength: 1
This is a pathogen. It acts as a
Effect and not like a creature.
The Yuf Yuf on the other hand, is
a creature. You must battle this
creature or lead it towards your
opponent.
The Yuf Yuf has
stats like a player.
To decide where a enemy spawns, you must:
Start at the centre of the map. Roll two D6 to determine which direction the Creature will spawn. If the totals
add up to any of these numbers, the Creature will move in that direction.
•North: 2, 3, 4
•South: 5, 6, 7
•East: 8, 9, 10
•West: 11, 12
You must then roll two D6 to determine how many inches in that direction the Creature will be (2-12 inches).
The token generation roll is known as a “Token roll”
Page 2
Tokens
21. 1 2 3 4 5 6
1
(1, 1)
Oilworm
Range: Two inches
Effect:-1 HP to humans per turn,
only when in range.
(1, 2)
NOTHING
(1, 3)
NOTHING
(1, 4)
NOTHING
(1, 5)
Sporus Mushroom
Range:8 inches
Effect: This organism spawns
within 8 inches of a watering
hole.
(1, 6)
NOTHNG
2
(2, 1)
Spawn watering well at centre of map,
(3x5 inches long)
(2, 2)
Spawn Rubber chicken factory
(+1HP per turn to human units when
within a 5 inch range)
(2, 3)
Spawn Ocazars Hut In centre of the map
(Contains two loot chests)
(2, 4)
Spawn Hellfire portal
For use with Hellfire Demons only,
causes health to regenerate by 3 HP
per turn when within 4 inches.
(2, 5)
Spawn Good Luck Charm
+5 speed for one turn, or +3 attack
for one turn or increase unit
capacity by +1.
(2, 6)
NOTHIN.
3
(3, 1)
NOTHING
(3, 2)
Spawn charm of keeping in centre of map. If
obstructed, charm does not spawn
Upon death, dead units will take lute to the
grave. These items can not be recovered.
(3, 3)
Spawn large body of water
Spawn 3 inch thick, 9 inch long body of
water anywhere on map excluding
(3, 4)
NOTHING
(3, 5)
Spawn Waterborne beach spiders.
(-1HP per turn for two turns .)
(3, 6)
Spawn warehouse 596
(+4 loot chests+3 Twinkies +1
canned beans (Takes 3 turns to
loot, all of your units out of
commission for this time)
4
(4, 1)
Spawn 21st century gas station 5 inches from
nearest water hole. (+1 looting chest +1 candy
bar), takes two turns to loot. Must make base
contact to loot.)
(4, 2)
NOTHING
(4, 3)
NOTHING
(4, 4)
NOTHING
(4, 5)
NOTHING
(4, 6)
NOTHING
5
(5, 1)
Spawn Potion of G-tony
Gives maxed out strength to one unit on the
field for six turns. After that, it kills that unit.
(5, 2)
Spawn Ogarian knight
In the presence of the knight, combat must
not take place for 6 turns, or else the squad
that attacked will be removed from the map.
(5, 3)
Spawn Apple Tree
Gives 4 apples per turn, decreases speed
every 10 apples by 1 speed.
(5, 4)
Boss: Spawn Crazed Yuf Yuf (in
centre of map)
Strength 5, HP 15, Unit Size 1, Range:
2, Strength 1
(5, 5)
Spawn Oil fountain 8 inches from
local landmark.
Nothing to see here.
(5, 6)
Spawn UNIT base
+5 loot boxes+4 universal
ammo clips
6
(6, 1)
NOTHING
(6, 2)
NOTHING
(6, 3)
NOTHING
(6, 4)
NOTHING
(6, 5)
NOTHING
(6, 6)
All loot chests Respawn next
turn.
Pre-world generation
Page 6
All objects on this chart require you to make a “Token roll”
22. ITEM ITEM ITEM ITEM ITEM
ITEM ITEM ITEM ITEM ITEM
ITEM ITEM ITEM ITEM ITEM
ITEM ITEM ITEM ITEM ITEM
Inventory for squad (Number)
The inventory system
The Inventory is a way of keeping track of which items your squad is carrying on their person.
The inventory system:
Has 20 slots for items.
For every six items in the inventory, the squad looses -1 speed
It must be stated clearly and loudly to all team mates when a item is being picked up or dropped.
Items in chests that are not picked up despawn instantly.
Items can be transferred from squad to squad and from player to player as long as base contact is made.
A dropped item is instantly destroyed.
Items such as potions can be used at no cost, but weapons will cause the squad to be unable to move on the turn they fired the
weapon.
23. Item acronyms
FS=Fried scorpion
A=Apple
DB=Despair Bar
OV=Oil of Vitriol
HB=Human Brains
FO=Fried Oilworm
BBB=Black Beard’s Brew
PB=Peanut Butter
BW=Blood of War
SB=Stale Bread
SD=Sludgy-D
RF=Rotten Flesh
CBD=Cosmic Blast Drink
AO=Antibacterial Orange
SC=Stale Coffee
AD=Apple of Darkness
UC=Ultimate Cure
BU=Breath of the Undead
Food
AR= Assault rifle
BP=Basic Pistol
AP=Advanced Pistol
PP=Photonic Pistol
EC=Emergency Charge
LL=Lightning Lance
SS=Sawn-off Shotgun
BA=Briskonium Armour
TLA=Tanned Leather Armour
QA=Quantonium Armour
HA=Healer’s Armour
SM=Steel Machete
BG= Boots of the Guzagar
BS=Bastion’s Sword
SDN=Staff of the Divine Noodle
RM=Rusty Machete
HUP= Half used Pistol
DRPG= Dreaded RPG
Weapons and Armour Potions and misc
CK=Charm of Keeping
PH=Potion of Healing
PF=Potion of Fatigue
PHF=Potion of High Flight
PR=Potion of Resistance
PI=Potion of Insanity
PSH=Potion of Self Healing
WB=Water Bottle
PBL=Potion of Blood lust
G=Gold
24. Unit one Unit two Unit three
HP:
HP/m
Strength:
Speed:
HP:
HP/m
Strength:
Speed:
HP:
HP/m
Strength:
Speed:
Changes in
Current Points:
Turn (Tally):
Team name:
Unit cost:
25. Unit one Unit two Unit three
HP:
HP/m
Strength:
Speed:
HP:
HP/m
Strength:
Speed:
HP:
HP/m
Strength:
Speed:
Changes in
Current Points:
Turn (Tally):
Team name:
Unit cost:
26. Unit one Unit two Unit three
HP:
HP/m
Strength:
Speed:
HP:
HP/m
Strength:
Speed:
HP:
HP/m
Strength:
Speed:
Changes in
Current Points:
Turn (Tally):
Team name:
Unit cost:
27. Unit one Unit two Unit three
HP:
HP/m
Strength:
Speed:
HP:
HP/m
Strength:
Speed:
HP:
HP/m
Strength:
Speed:
Changes in
Current Points:
Turn (Tally):
Team name:
Unit cost:
28. Unit one Unit two Unit three
HP:
HP/m
Strength:
Speed:
HP:
HP/m
Strength:
Speed:
HP:
HP/m
Strength:
Speed:
Changes in
Current Points:
Turn (Tally):
Team name:
Unit cost:
29. Unit one Unit two Unit three
HP:
HP/m
Strength:
Speed:
HP:
HP/m
Strength:
Speed:
HP:
HP/m
Strength:
Speed:
Changes in
Current Points:
Turn (Tally):
Team name:
Unit cost: