Creating your Models
What Happened? ● First, roll up a character using the Species Table, for vehicles skip to Decide Model Stats
○ Or choose from the options that best fits a model you already have
he world that we knew is now gone. What actually happened is still unknown but that doesn’t matter because
T ○ Or choose an option that best fits your faction demographic
everyone’s current goal is to survive at any cost. On that day, now known as The Awakening, stuff from legends ● Models will have no more than twospecies options
and stories, the supernatural, horror, fantastical, and the unknown all became a reality. It was just a normal day on
Earth when everything went dark, complete magical darkness, for what felt like seconds. When the darkness
abated, the world was completely different! Some people became other species, like elves, dwarves, orcs, for Species Table
example. Others transformed into some sort of mutant hybrids, others remained completely human, even stranger
some became mechanical (cyborgs, androids, or complete robots). Also, above many of the cities large spaceships ● Roll on the table at most twice to get each species option or use for inspiration
appeared in the sky and in space that contained many types of aliens.
Humanoids Fantasy Creatures Earth Creatures
ith the current state of the world in complete chaos, the world is currently in a state of anarchy with factions rising
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up everywhere trying to gain power and survive. Trust is currently not a luxury many have so every alliance is d20 \ d6 1-2 3-4 5-6
temporary at best but maybe your faction is different? Aligning with others with common goals seems to be the way
of life. Can your faction survive? What type of creatures make up your faction? What are their goals with everyone 1 Human Corporeal Undead (Vampire) Reptile (Turtle)
out for themselves and war, coups, and revolutions are happening everywhere.
2 Elf Incorporeal Undead (Ghost) Extinct (Dinosaur, Mammoth)
Factions 3 Dwarf Extraterrestrial (Alien) Avian (Bird, Bat)
ince this is a new way of life for everyone, the factions are in constant flux. They are created and destroyed
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regularly through war or politics. Before the models are built, it would be good to know more about your faction so 4 Fairy, Pixie Dragon, Kitsune Aquatic (Seal, Whale)
you have a little background and aesthetic for your models. Below are some tables to roll on for inspiration, this is
not an exhaustive list. If you have a faction and models already, just use what you like for those. 5 Orc, Ogre Kobold Amphibian (Frog)
d10 Aesthetic Political Type
6 Demigod Gargoyle Canine (Dog, Wolf)
1 Ramshackle/Rustic Anarchy
7 Giant, Cyclopes Sea Monster (Kraken, Hydra) Feline (Lion, Cat)
2 Elven or Dwarven Clan/Tribal
8 Troll Roc Insect
3 Modern/Hi-Tech/Futuristic Autocracy/Dictatorship
9 Halfling Phoenix Arachnid
4 Gothic/Greek/Roman Meritocracy
10 Gnome Unicorn, Pegasus Hippo
5 Bio-Organic Kleptocracy
11 Angel, Valkyrie Djinn, Efreeti Hoofed (Rhino)
6 Egyptian/Tombs/Temples Monarchy
12 Cyborg Elemental Ursidae (Bear)
7 Renaissance/Victorian Democracy
13 Robot Abyssal Monster (Demon) Marsupial (Kangaroo)
8 Asian Corporate
14 Android Witch (Hag, Skinwalker) Rodent (Rat, Otter)
9 Cyberpunk Communism
15 Goblin, Gremlin Chimera (Griffon) Primate (Ape, Chimp)
10 Steampunk Theocracy
16 Shapeshifter Oni Hares (Rabbit)
17 Super Human Merfolk Coral
How to Begin
18 Golem Therianthropy (Werewolf) Algae
● Decide how large of a game you would like to play
○ Standard Skirmish game is approximately 20 Points per player
○ Battle field size 22” ✕ 30” 19 Harpy Gorgon (Medusa) Fungi, Virus
● Two or more sets of standard Fantasy dice
○ d4, d6, d8, d10, d12, d20 20 Yeti, Bigfoot, Wendigo Basilisk Plant
● Markers to denote model status
● Blast and Flamer templates
○ Found online and can print as needed.
● Optional Rules:
○ Tape measure or measuring sticks for Movement and Ranges
Optional Species Percentage Calculation Pre-Req Description (Each uses 1 Action, unless stated otherwise)
Action Name DC
# Actions
● oll a d10 with the dual numbers
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● Then take that value and subtract from 100 Activate Ability No 1 Use an Ability
○ Ex: John rolled a d10 and received a 60
○ Percentages are 60 and 40 for each species
○ Assign which value fits for each species as you wish Aim/Wait No 1 +1 on the next Attack Roll and model chooses to wait for an Opportunity
Defend Yes 0 The Model’s armor, toughness, shield, or dodge
Decide Model Stats Down Yes 0 hen the model fails a Defense Roll with d4 Defense DT
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Lay the model down or mark it as Down
● ecide on how large the game will be by having each person have the same total cost
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● Use the table below to determine the Model Type and starting Dice Type (DT)
Fight Melee Yes 1 Melee Attack when models are in base to base contact
Model Type Examples ( DT) ost
C ( DC)
Dice Type Points Difficulty Interact No 1 Interact with an item. Ex: Open door, Pick up an Item
Class
Move No 1 Moves in a straight line in a single direction until obstacle or terrain
Unskilled d4 1
Opportunity Yes Aim/Wait erform a Ranged or Melee Attack when the opportunity arises
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Average d6 2 1 Requires Aim/Wait Action before usage
Skill Test Yes 1 Perform a task that would use a non-combat skill stat that could fail
Specialist/Veteran/Expert d8 4
4+
Ranged Blast Yes 2 Ranged Area Attack: Use Blast Templates 3” (d4-d8), 5” (d10-d20)
Hero/Leader/Champion d10 6
Ranged Cone Yes 2 anged Area Attack: Use a Flamer template
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Standard (Mech/Vehicle/Monster) d12 8 Range = MIN of MAX DT or Template length
Large (Mech/Vehicle/Monster) d20 12 Ranged Shoot Yes 1 Ranged Attack that is not in Melee(base to base contact) Range
Recovery Yes Down oll d4 DT
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2 If rolled value ≥ DC, model stands up with d4 DT
Else they die
Deployment Requires model to be in the Down state before usage
● Divide battlefield into number of players +1 deployment zones.
○ The extra zone is a neutral zone and cannot be used for deployment Reinforcements No 0 eploy models during the battle
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● Each player rolls a d20 to see who goes first. Highest # wins. Must deploy near (≤5”) friendly units on the battlefield
○ Winner chooses a Deployment Zone and goes first
○ Then the next players choose what is left until neutral deployment zone is left
● Deploy models one at a time anywhere in your deployment zone
● At least 1 model per player must be on the battlefield or they lose Dice Rolling Rules and Damage
● oll DT for each Action that requires a DC
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● Fail
○ DT roll < DC
How to Play ● Success
○ DT roll ≥ DC
● First player performs actions on a single model using a sentence that contains2 Actions ○ If Attack and Defend are Success
○ Alternate activations one model at a time between players ■ Use highest value as winner
○ If one side has activated all their models but the next player/s still have models to activate ○ CRIT =Rolling MAX value on a Dice, Automatic Success
■ They proceed to activate the rest of their models, then the turn ends ■ Ex: Rolling 6 on a d6
○ When an action will cause an interaction between enemy models ○ If rolls tie and notCRIT, use the Lower DT Valueas the winner
■ Roll DT to decide who goes first (re-roll ties) ■ Ex: If d6 and d4 roll a 4 each, the d4 model wins
● If area attack, alternate activations like above but only with included ○ If both model’sCRITuse highestCRITas winner
models in the current fight ● If a model fails in a Defense roll
● If using Opportunity, that player goes first automatically ○ Permanent -1 DT
● If using Additional Rules ○ If DT will be < d4 DT, model isDown
○ Use the Skill DT for the Action being used ● Use the models Line-of-Sight for all necessary Actions
■ Play out the scenario by taking turns choosing2 Actioneach until ○ If any part of a model’s primary body is blocked by an obstacle,+1 Defense Roll
● A model isDown ● Increase and Decrease DT rolls. (MIN DT = d4. MAX DT = d20)
○ When this happens lay the model down, or label asDown ○ +1 DT, Ex: d6 → d8, d12 → d20, d20 → d20
● A model retreats and LOS (line-of-sight) is lost ○ -1 DT, Ex: d10 → d8, d6 → d4, d4 →Down
○ After the resolution, continue activating the remainder of models or it’s the next player’s turn
Optional Rules
Using Stats
● Instead of 1 DT for the miniature use a DT for each stat
● For solo play, feel free to have enemies use 1 DT for everything to keep it simple
● Use the average cost, rounding up, of all the dice for the miniature cost
○ Ex: d4, d6, d10, d6 = Cost 3
● When damaged, reduce only Defense DT by -1 DT
● Difficult Terrain - Terrain labeled as difficult before the battle or obstacles ≥ model’s main body height
Combat Stats Description
Melee Close Combat Fighting
Ranged anged Combat
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Range = MAX DT ✕ 2, Ex: d12(12 ✕ 2 = 24”)
Defense Health, Armor, Resistances, Vitality, Dodge
Skill Stats Description
Move istance a model moves
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Normal Move = Max DT or until encountering Difficult Terrain
Encountering Difficult Terrain, roll DT value = Move Distance
Intel Thinking, Troubleshooting, Wits, Wisdom, Perception
Strength Physical Body Strength, Athletics, Lifting
Agility Fully Body Quickness, Acrobatics, Reflexes
Dexterity Hand-Eye Coordination, Sleight-of-Hand, Accuracy
Charisma Personality, Attractiveness, Likeability, Intimidation, Charm
Abilities
Cost
Abilities Description
Points
Acrobatics Able to traverse over terrain 2x the height of the main body of the model 4
without reducing movement
Charge When choosing to move into Melee, you can move an additional 3” 1
Fly Able to fly over the battlefield without any movement penalty regarding terrain 6
Can deploy anywhere on the field
If using this ability for an attack, spend 2 Actions on Aim/Wait and Opportunity
Sneak Able to stay hidden on the battlefield 5
Can deploy anywhere on the field
If using this ability for an attack, spend 2 Actions on Aim/Wait and Opportunity
Name Cost DT Name Cost DT
Faction Info Faction Info
Move | Move DT Melee DT Range | Ranged DT Defense DT Move | Move DT Melee DT Range | Ranged DT Defense DT
Intel DT Strength DT Agility DT Dexterity DT Charisma DT Intel DT Strength DT Agility DT Dexterity DT Charisma DT
Abilities Abilities
Name Cost DT Name Cost DT
Faction Info Faction Info
Move | Move DT Melee DT Range | Ranged DT Defense DT Move | Move DT Melee DT Range | Ranged DT Defense DT
Intel DT Strength DT Agility DT Dexterity DT Charisma DT Intel DT Strength DT Agility DT Dexterity DT Charisma DT
Abilities Abilities
Name Cost DT Name Cost DT
Faction Info Faction Info
Move | Move DT Melee DT Range | Ranged DT Defense DT Move | Move DT Melee DT Range | Ranged DT Defense DT
Intel DT Strength DT Agility DT Dexterity DT Charisma DT Intel DT Strength DT Agility DT Dexterity DT Charisma DT
Abilities Abilities