MONOLITH OpenBetaPlaytestv4 Bookmarked
MONOLITH OpenBetaPlaytestv4 Bookmarked
MINIATURES AGNOSTIC
TACTICAL COMBAT
CAMPAIGN
Created & designed by
Ben Stroud
The game provides you the structure to build procedurally generated missions and level-up
your Ghosts as part of an ongoing campaign that will end when one of the Factions (again
created by you or a friend) rises to conquest of the Monolith, or they have all been
dismantled and destroyed by you and your Ghosts.
Every Ghost is unique. Choose from a menu of weapons, talents and upgrades to suit your
miniatures and the Threats you face are made in a similar way, too; from a menu of bases,
traits and evolutions to make any enemy possible.
Missions are broken into rounds. Each round: first all models perform their Activations in
Initiative order then you reduce the Reinforcement die and spawn more Reinforcements
when it hits zero. Ghosts get three actions each turn, broken in Manoeuvre Actions and
Combat Actions, while enemies do whatever their AI behaviour tells them to do. You also
get Command Points to re-roll dice and let your Ghosts act out of turn.
To attack and damage; you're rolling polyhedral dice, with each die representing a shot, so
high rate-of-fire weapons will roll more dice, which you can spread among targets before
rolling, while high powered weapons will roll bigger dice and have static bonuses to die
rolls. The die result is simply the amount of damage you deal. Most models have some level
of damage reduction, and cover is straight-up extra damage reduction. There are plenty of
area-effect things like grenades and flamethrowers that can ignore cover completely.
MONOLITH is designed to be played solo, cooperatively or with a friend as the one who
designs all your enemies and maybe helps resolve their behaviour in the field. The game is
about adapting your strategy to a shifting smorgasbord of escalating foes and combining
your Ghosts unique abilities to steal victories in the face of overwhelming odds.
This is a free playtest kit that does not contain the full game.
The full game will publish later this year in PDF and softcover.
THE
BATTLE
FOR
MONOLITH
HAS
BEGUN
INTRODUCTION
Ben Stroud
This, however, is not the complete package
Designer // Night Phoenix Games
of MONOLITH… yet.
5
INTRODUCTION OPEN BETA PLAYTEST
6
INTRODUCTION
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OPEN BETA PLAYTEST
Generally speaking all characters you These terms will show up at various points
interact with fall into one of the following throughout this book and are fairly
categories: intuitive. Unless stated otherwise:
● All Ghosts and Followers are allies
with one another and treat all
GHOSTS Threats as enemies.
Your Ghosts are the elite characters whose ● All Threats are allies with one
every activation is controlled by the another and treat all Ghosts and
players. Their activations consist of Followers as enemies.
Actions chosen by the controlling player
and all of their abilities are determined by
the Weapons, Talents and Upgrades they CHARACTERISTICS
have, all of which cost an amount of All characters have a value in each of the
Requisition (REQ) to acquire. REQ is earned the three following characteristics:
through completing mission objectives.
8
GHOSTS
GHOSTS
MAX DASH
CLASS ARMOUR ACTIONS
PER TURN
Light 1 3
Medium 2 2
Grab a pencil and paper and create your Heavy 3 1
squad of three Ghosts.
GHOST
The process for creating each Ghost is CHARACTERISTICS
simple: start with a miniature you want to
be part of your squad then choose weapons
and talents that suit the mini, or you might HEALTH
prefer to do it the other way around if
A Ghost's Health characteristic begins at
you’re not yet sure what sort of miniatures
12.
to use and just see what you come up with.
Unless something increases their Health
characteristic a Ghost’s maximum Health
REQ will remain at 12 for the entire campaign.
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OPEN BETA PLAYTEST
UPGRADES
Most Weapons and Talents have Upgrades
that a Ghost can spend REQ on. A Ghost can
only purchase Upgrades from Weapons and
Talents they have acquired.
10
GAME RULES
GAME MISSION
ROUNDS
RULES In MONOLITH every Mission you play is a
series of Mission Rounds consisting of the
following two phases:
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OPEN BETA PLAYTEST
A Ghost may end their Activation at any Do something regarding the Mission
time. Any unused Actions are lost. Objective. For a full list of Objectives see
page 21.
Repetitive Strain
Overwatch
A Ghost may perform the same Basic Action
and use any Weapon more than once during 🔶 or 🔶🔶 (depends on Weapon)
their Activation, but cannot use the same Choose a melee or ranged Weapon and
Talent or Upgrade more than once each enter Overwatch. For full rules on
Activation. Overwatch see page 14.
Note: performing any other Action cancels
your Overwatch.
12
GAME RULES
Move means to move a number of inches Note: Threats with this Behaviour increase
up to the Threats Speed. Unless otherwise their Health characteristic by 50%
guided, a Threat will move as little as [included in profile.]
possible to fulfill activity in the command.
Hide means to gain as much Cover as
possible, and also prohibit as much line of
sight to enemies as possible, while still
fulfilling any other activity in the command.
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OPEN BETA PLAYTEST
SKIRMISHER REINFORCEMENTS
➤ Move to where you have Cover and When the Reinforcement die reaches 0 it is
threaten an enemy at the greatest range reset to its maximum value and a
possible. If the closest viable position is Reinforcement Encounter group will be
further than two moves away, don't move. placed on the table.
➤ Enter Overwatch First gather all the figures from the
Note: Threats with this Behaviour must be Reinforcement Encounter group
capable of performing a ranged attack. (determined during Mission Deployment,
pg 19). Then place these models on the
table within one move of the
Reinforcement point. For a little bit of
nuance, you should try to place them
according to their Behaviour:
Soldier: Hiding but within line of sight of an
enemy.
Stalker: Hidden, as close to an enemy as
OVERWATCH possible.
When a model ‘enters Overwatch’ it Aggressive: As close to the nearest enemy
represents them preparing a Weapon as possible.
attack to ambush the enemy. You should
Patient: Hidden, as far away from an
mark a figure in Overwatch with a token.
enemy as possible.
When a figure in Overwatch starts their
next Activation they may immediately
perform an attack with their chosen ENDING A MISSION
Weapon for free, before resolving their
A Mission ends only when there are no
Activation. Make sure to remove the
more Ghosts on the table. Ghosts are only
Overwatch token after they’ve done this.
removed from the table when:
If a figure in Overwatch performs any
● They are Eliminated
Actions or Behaviour before the start of
● They have Exited the table
their next Activation the Overwatch token is
discarded and their effort is lost. Figures are Eliminated when they take
damage equal to or greater than their
Note: Threats may enter Overwatch. If
Health (see page 18 for full rules.)
given a choice of Weapons, they always
choose the most deadly. A Ghost or Follower may Exit the table by
ending their Activation next to the Exit
point on the table.
This means that you might complete your
Objective, but all of your Ghosts might also
be Eliminated. A heavy price to pay…
14
GAME RULES
COMBAT FLYING
If any movement is listed as a Flying then
the model is able to travel any amount of
vertical distance as part of that horizontal
MOVEMENT movement, without it affecting the total
Movement is measured in inches across the horizontal movement distance.
tabletop from the edge of the model.
FALLING
VAULTING Models that Leap or are pushed off a great
Regular movement across a flat surface is height will suffer 1 damage for every full 3”
simple enough. Models can freely Vault they fall.
over terrain that is lower than the models
own height. Models wishing to move onto
or over terrain higher than the models own SOLID & AREA TERRAIN
height must Climb, Leap or Fly (described Tabletop terrain either falls into the realm
below). of ‘solid’ which is opaque and has height
enough to physically obscure a model or
‘area’ which is a marked area (such as a
LEAPING copse of trees or entire building) that can
During any movement a model is able to hold one or more models fully within its
Leap across gaps of up to half their Speed boundaries.
stat (in inches.) Models may Leap across
open gaps and, if landing on a lower
surface, may increase the horizontal A model adjacent to solid terrain that
distance they Leap by ½” for every 1” they comes between them and the attacker (or
drop. point of attack, such as a grenade) then has
Cover from that attack.
Figures may vault freely over solid terrain
CLIMBING lower than that model’s own height.
During any movement a model is able to
Climb terrain that is higher than their own.
A model within area terrain has Cover from
They use their movement to rise vertically
anyone not within that area.
up and down the side of terrain but
movement costs two inches of movement Area terrain is usually also ‘Difficult’ terrain,
for each inch of vertical distance Climbed meaning the cost of all horizontal
unless there is an obvious ladder or other movement distances are doubled. Decide if
way to Climb on the terrain. Models can end it is a rule for each piece of area terrain at
their turn partially up a vertical surface if the start of a Mission.
you’re cool with that.
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OPEN BETA PLAYTEST
COVER RANGE
Targets in Cover count as having +3 Ranges described as close, short, moderate
Armour against attacks. and long are as follows:
RANGE
LINE OF SIGHT
Close 4"
A model has line of sight to another model
Short 8"
if part of their torso can draw a straight line
to a part of the other model's torso. Moderate 16"
Weapons, head, arms and legs don’t count Long 32"
for line of sight. If you’re not sure, roll a die
for a 50% chance either way. Melee Reach
Most importantly: if model A has line of Figures are considered to be within melee
sight to model B, then model B also has line reach of other figures that are at least
of sight to model A. partially within a very small distance,
roughly equivalent to ½ the base width of
the figure. This means larger models with
‘CHOOSE A POINT’ OR ‘FIGURE’ larger bases will have a longer melee reach.
If something instructs you to “choose a ● Figures cannot perform ranged
point” or “choose a figure” then this point or attacks while they have an enemy
figure does not need to be within within melee reach of them.
line-of-sight (but may have to be within ● Figures can freely move away from
Range/a number of inches from something) enemies within melee reach of them
unless otherwise stated. without penalty.
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GAME RULES
ATTACKS GRAZES
Attacks are resolved in two stages. First the When a model’s Armour is greater than the
attacker assigns their attack dice to their maximum potential result of an attack die
targets, then they roll those dice in an the target model will still suffer 1 damage if
attempt to cause damage. All dice must be the attack die rolls its maximum value.
assigned to targets before any are rolled.
ATTACK EXAMPLES
1 | ASSIGN ATTACK DICE Ghost [G] fires their Shotgun at Threat [T],
First assign each attack die to a target who has an Armour of 2. [G] assigns their
model. 1d4+4 attack die to [T], rolls it and get a 3.
[T] is dealt 7 (3+4) damage, but only suffers
Melee attacks are able to hit a target within 5 (7-2) damage.
melee reach (½ the attacking models own
base-width.)
Ranged attacks are able to target models Threat [T] fires their HMG at Ghost [G] who
within their range value (in inches) and has an Armour of 1 but gains +3 Armour
within line of sight that are not within from Cover they have positioned
melee reach. themselves in. [T] assigns all 3d8 attack
dice to [G] and rolls them, getting a 1, 3 and
Blast or other area-effect attacks target all 6. [G] is dealt 1, 3 and 6 damage but suffers
models that are at least partially within only 3 in total as their Armour + Cover
their area, and allocate all their attack dice reduces each of the damages dealt by 3.
to each model (each rolled separately).
Threats and Followers never divide their
attack dice between targets unless stated A different Ghost [H] now fires a Pistol at a
otherwise. Ghosts may assign their attack different huge Threat we’ll call [S]. [S] has
dice among models however they wish. an Armour value of 7. Since a Pistols attack
die is d6 and its maximum result of 6
cannot be greater than the target’s Armour,
2 | ROLL & RESOLVE our Ghost’s only hope is to roll a straight ‘6’
The attacker rolls their attack dice and in order to graze this huge Threat and
applies any bonus and/or penalty modifiers cause it to suffer 1 damage.
and deals damage to the target equal to the
result of each die. Rules for applying DAMAGE DEALT VS SUFFERED
bonuses and penalties are on page 7.
Some effects cause a model to ‘suffer
The target reduces the damage dealt from damage’. This is not an attack, and is not
each die by their Armour value, then suffers reduced by Armour.
the remaining damage.
Only damage ‘dealt’ is reduced by Armour.
Damage ‘suffered’ is not.
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OPEN BETA PLAYTEST
20
MISSIONS & OPERATIONS
PLACE EXPLOSIVES
OBJECTIVES
Set-up: Place d4+3 objective markers
evenly distributed around the table, each
next to a terrain feature.
VIP EXTRACTION
Objective markers: Ghosts can spend 🔶🔶
Set-up: Place d3+1 objective markers
to remove an adjacent objective marker.
evenly distributed around the table, each in
a separate table quadrant. One secretly Minor Success: When at least half of all
hides the VIP. One hides the Package. objective markers have been removed from
the table.
Objective markers: Ghosts can spend a 🔶
to remove an adjacent objective marker and Major Success: When all objective markers
see if it hides the VIP or the Package. have been removed from the table.
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OPEN BETA PLAYTEST
Pushing forward into another Mission ▪For every Minor Success achieved during
carries the greatest risk, but also the the Operation, earn 1 REQ.
greatest reward. Your Ghosts don’t get ▪For every Major Success achieved during
much healing or uses of their the Operation, earn 2 REQ.
Talents/Upgrades back, so they’re running
▪For every time your squad pushed
on whatever they have left over from the
forward into a new Mission, earn 1 REQ.
Mission you just finished. The only limit to
the number of Missions you can attempt Note: You do not earn from Minor Success if
back-to-back is the size of your squad; you achieve a Major Success with
when all your Ghosts are Eliminated your Objectives.
Operation ends automatically. You’ll reap
all the REQ you earned from Objectives, but
2 | EARN EXP
you won’t be seeing those Ghosts again…
Ghosts earn EXP individually. All Ghosts
that that took part in the Operation and
Retiring your Ghosts ends your Operation survived earn EXP in the following ways:
and allows your Ghosts to return home
▪For every Mission they Exited this
safely, taking their hard-earned EXP (and
Operation, earn 1 EXP.
REQ) with them. However, whenever you
finish an Operation the Faction you just ▪For every Ghost in their squad that was
faced-off against will get stronger, making Eliminated this Operation, earn 1 EXP.
your next Operation against them harder.
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OPEN BETA PLAYTEST
As you spend REQ your Ghosts will get Alternatively you might want to experiment
more powerful. They will get new and by adding additional Threats to the
better Weapons, Talents and Upgrades, Encounter Groups — just going with your
making them able to tackle tougher Threats gut — to see how much harder it becomes
and go on lengthier Operations. with just one extra Trooper, for example.
However, every time you embark on an Of course Night Phoenix Games would love
Operation the Faction you face will get to hear your feedback on what excited you,
stronger as a result. At the same time, you surprised you, confused you, frustrated you
will make progress towards defeating them and what kept you playing. Letting us know
by pushing closer and closer to the heart of how you got on will ensure your name is
their organisation. The Encounter Groups included in the credits of the final version
will get larger, tougher and perhaps and help us make a game that gets more
subvert your current party strengths. people around the table chucking dice and
playing with friends.
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WEAPONS, TALENTS & UPGRADES
WEAPONS,
As a reminder:
Manoeuvre Action
Instant
UPGRADES restrictions:
● A Ghost may have a maximum of
two Weapons
● A Ghost can only have a maximum of
This is where you’ll find all the options to three Talents.
outfit your Ghosts. ● A Ghost may have any number of
This is the section that needs the most Upgrades among their Weapons and
playtesting. The REQ cost and number of Talents.
Uses of each Talent and Upgrade will ● A Ghost cannot have the same
greatly affect how powerful it can be on the Weapon or Talent more than once.
table. ● No Weapon or Talent may appear
You’ll find a blank template to build a Ghost more than twice among your entire
on page 32. roster of Ghosts.
WEAPONS
ATTACK
REQ WEAPONS ACTION RANGE SPECIAL RULES
DICE
▪Arc: Does not require line-of-sight to ▪Blazing: Figures that suffer damage
targets within half the range of the from this weapon gain the Burning
weapon. condition.
▪Pen X: Each attack die ignores X of the ▪Spread X”: Trace a line to your target.
targets Armour. All figures within X” of the line you traced
are also hit as if the attack originated
from the line you traced.
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OPEN BETA PLAYTEST
PISTOL UPGRADES
QUICK DRAW
🟦: Perform an attack with your Pistol
REQ 1 UPGRADE
GUNS AKIMBO When you attack with your Pistol, you may double the
REQ 2 UPGRADE number of attack dice you roll.
AUTORIFLE UPGRADES
BATTLE RIFLE Treat attack die rolls of 1 or 2 with this weapon as if they
were a 3 or 4 respectively when targeting figures within
REQ 1 UPGRADE further than 8” away.
COMPACT CARBINE Treat attack die rolls of 1 or 2 with this weapon as if they
were a 3 or 4 respectively when targeting figures within 8”
REQ 1 UPGRADE of you.
SHOTGUN UPGRADES
CLOSE ENCOUNTERS
You may use the Shotgun in melee.
REQ 1 UPGRADE
INCENDIARY ROUNDS 🟢: Your next two attacks with the Shotgun deal the
REQ 1 UPGRADE USES 3 Burning Condition.
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WEAPONS, TALENTS & UPGRADES
FOCUS 🟦: When you next attack with your Sniper Rifle roll two
sets of attack dice and choose either result to use. You
REQ 2 UPGRADE lose this benefit if you move.
SMART LOCK You can treat any attack dice that land on a 1, 2 or 3 as if
REQ 1 UPGRADE they were a 4 during Overwatch attacks with the HMG.
SHREDDER AMMO 🟢: When you next perform an attack with this weapon
every even numbered result on an attack die causes its
REQ 1 UPGRADE USES 3
target to suffer 1 damage, in addition to any regular
damage dealt.
ONSLAUGHT 🟢: When you next attack with your HMG double the
number of attack dice. After using this ability you cannot
REQ 2 UPGRADE USES 3
use your HMG again until you use 🔶🔶 to reload.
FLAMETHROWER UPGRADES
FLAME RETARDANT
You are immune to the Burning condition
REQ 1 UPGRADE
SPECIAL GRENADES When you use Special Grenades choose any one Grenade
REQ 1 UPGRADE USES 2 Talent and perform it’s effect, but up to 12” instead of 6”.
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OPEN BETA PLAYTEST
GRENADES
STUN GRENADES 🔶: Choose a point within 6”. All models within 2“ of the
REQ 1 TALENT USES 2 point are Stunned.
CHAFF GRENADES 🔶: Choose a point within 6” and place a marker there that
REQ 1 TALENT USES 2 represents a cloud of smoke the size of a large blast (5”)
that lasts until the end of the next round. This cloud
blocks all lines of sight but does not affect movement.
Remove the marker at the end of the next round.
GAS GRENADES 🔶: Choose a point within 6” and place a marker there that
REQ 1 TALENT USES 2 represents a cloud of toxic gas the size of a large blast
(5”) that lasts until the end of the next round. Any model
that starts their turn or moves into the cloud immediately
suffers 1d6 damage and gains the Muddled Condition.
PYRO GRENADES 🔶: Choose a point within 6” and place a marker there that
REQ 1 TALENT USES 2 represents a pool of chemical flame the size of a small
blast (5”) that lasts until the end of the next round. Any
model that starts their turn or moves into the pool
immediately suffers 1d4 damage and gains the Burning
Condition.
28
WEAPONS, TALENTS & UPGRADES
GADGETS
STUN SHOT 🟦: Choose one enemy within 4” and line of sight. That
REQ 1 TALENT USES 3 figure gains the Stunned condition.
TRANSLOCATOR
🔶: Teleport to a location within 8” and line of sight.
REQ 1 TALENT USES 2
COMBAT STIMMS
🟦: Heal 1d4+4.
REQ 1 TALENT USES 2
JET PACK
🟦🟦: Fly up to 8”
REQ 2 TALENT USES 3
ACTIVE CAMO
🟦: Gain the Invisible condition.
REQ 3 TALENT USES 3
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OPEN BETA PLAYTEST
BIO-AUGMETICS
SHOCK PULSE 🔶: All models within 4” of you suffer 1d4 damage and
REQ 1 TALENT USES 3 gain the Slowed condition.
SONIC BOOM All models you target with Shock Pulse are pushed 2”
REQ 1 UPGRADE away from you and suffer an additional 2 damage.
STILL MIND
Psi-Bolt costs 🟦 instead of 🔶
REQ 1 UPGRADE
PHASE SHIFT You can move through solid objects and impassable
REQ 1 UPGRADE terrain with Hyper-Dash.
DAMPENING FIELD 🔶🔶: You and all allies, while in 4” of you, gain +2 Armour
REQ 2 TALENT USES 3 against non-melee attacks until the start of your next
Activation
30
WEAPONS, TALENTS & UPGRADES
DRONES
MARKER DRONE 🟦🟦: Choose one enemy figure within line of sight and
REQ 1 TALENT USES 3 place a special marker on them. While marked in this way
all attack dice targeting that ignore 2 of the targets
Armour. You can only have one figure marked in this way
at a time, and marking a different figure removes the
previous mark.
STASIS FIELD 🟢: The figure marked by your Marker Drone gains the
REQ 2 UPGRADE USES 3 Stunned condition.
STRAFING RUN 🔶🔶: Choose a point you can see within 12" and trace a
straight line, 4" long, in a direction of your choice from
REQ 2 UPGRADE USES 3 that point. All models within 1” of the line are targeted
with 2d6 attack dice as if it were a ranged attack
originating from the line you traced.
SHIELD DRONE 🟦: Choose yourself or one ally within 12” of you. The
REQ 1 TALENT USES 3 chosen figure gains +3 Armour until the start of your next
Activation.
PHALANX MATRIX 🟢: All allies gain +3 Armour until the start of your next
REQ 2 UPGRADE USES 1 turn.
RESCUE DRONE 🟦: Choose yourself or one ally within 12” of you. The
REQ 1 TALENT USES 3 chosen figure heals d4 and may recover from one
conditions affecting it.
SANCTUARY PROTOCOL The figure you target with Rescue Drone cannot be dealt
damage with attacks from enemies, or perform any
REQ 2 UPGRADE Weapon attacks of their own, until the start of your next
turn.
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GHOST EXP _____ Class _____
Max Dashes __
Health ___ Armour ___ Speed ___
THREATS &
ENCOUNTER UNION TROOPER
Health 6 Armour 2 Speed 6
GROUPS Behaviour: Soldier Size: Normal
Autorifle 16” / 1d8
UNION
AUGMETICS
MILITARY SPECIALISTS* Mix of three different types:
5 x Union Troopers
UNION SNIPER
Health 6 Armour 2 Speed 6
4 x Union Troopers
1 x Trooper Specialist*
Behaviour: Skirmisher Size: Normal
Sniper Rifle 32” / 1d10 / Pen 2
3 x Union Troopers
2 x Trooper Specialist* UNION GRENADIER
Health 6 Armour 2 Speed 6
Behaviour: Soldier Size: Normal
Gren. Launcher 16” / 1d8 / Blast 3”, Arc
REINFORCEMENT
ENCOUNTER GROUPS
UNION WAR WALKER
Health 21 Armour 4 (6) Speed 4
2 x Union Troopers
1 x Union Specialist* Behaviour: Aggressive Size: Huge
Laser Cannon 16” / 1d10 / Blast 3”
Shielded: This figure has +2 Armour against
1 x War Walker
attacks targeting it in it's front-facing
180-degree arc.
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OPEN BETA PLAYTEST
THE
AUGMETICS
INFECTED ZOMBIE WRETCH
Health 4 Armour 0 Speed 4
Behaviour: Aggressive Size: Normal
CORE
Claws Melee / 2d4
ENCOUNTER GROUPS Frenzy: When this figure starts it’s
Activation with an enemy within
20 x Zombie Wretch line-of-sight it treats its Speed as double
that Activation.
15 x Zombie Wretch
3 x Hunter Zombie HUNTER ZOMBIE
Health 6 Armour 0 Speed 6
BLOAT ZOMBIE
5 x Zombie Wretch
Health 16 Armour 0 Speed 4
1 x Bloat Zombie
Behaviour: Aggressive Size: Large
Bludgeon Melee / 2d6
Frenzy: When this figure starts it’s
Activation with an enemy within
line-of-sight it treats its Speed as double
that Activation.
Grapple: Enemy figures that start their turn
adjacent to this figure gain the Slowed
condition.
Volatile: When this figure is Eliminated all
figures within 4” of it suffer d4 damage.
34
THREATS & ENCOUNTER GROUPS
XENOCRYPTID BROOD
RAVAGER BUG
Health 9 Armour 0 Speed 6
BILE SPEWER
6 x Ravager Bug
2 x Bile Spewer Health 15 Armour 2 Speed 4
Behaviour: Aggressive Size: Large
Bile Spew 8” / d8 / Spread 1”. Burning
Snaring: This figures attacks inflict the
REINFORCEMENT Slowed condition.
ENCOUNTER GROUPS
DEATH LEAPER
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OPEN BETA PLAYTEST
7 x Raiders*
1 x Blaster Brute RAIDER BULLETFREAK
Health 6 Armour 0 Speed 6
RAIDER HEADHUNTER
Health 6 Armour 0 Speed 4
REINFORCEMENT Behaviour: Skirmisher Size: Normal
ENCOUNTER GROUPS Sniper Rifle 32” / 1d10 / Pen 2
2 x Raiders*
1 x Blaster Brute BLASTER BRUTE
Health 15 Armour 2 Speed 6
BOMB DOG
Health 9 Armour 0 Speed 8
Behaviour: Aggressive Size: Normal
Teeth Melee / 2d4
Volatile: When this figure is Eliminated all
figures within 4” of it suffer d4 damage.
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MISSIONS LOG
Ghosts Ghosts
Name _____________ REQ _____ Name _____________ REQ _____
Name _____________ REQ _____ Name _____________ REQ _____
Name _____________ REQ _____ Name _____________ REQ _____
Objective Objective
_______________________________ _______________________________
Core Encounter Group Core Encounter Group
_______________________________ _______________________________
Reinforcement Encounter Group Reinforcement Encounter Group
_______________________________ _______________________________
Result Result
_______________________________ _______________________________
_______________________________ _______________________________
Ghosts Ghosts
Name _____________ REQ _____ Name _____________ REQ _____
Name _____________ REQ _____ Name _____________ REQ _____
Name _____________ REQ _____ Name _____________ REQ _____
Objective Objective
_______________________________ _______________________________
Core Encounter Group Core Encounter Group
______________________________ _______________________________
Reinforcement Encounter Group Reinforcement Encounter Group
_______________________________ _______________________________
Result Result
_______________________________ _______________________________
_______________________________ _______________________________
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