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0% found this document useful (0 votes)
68 views38 pages

MONOLITH OpenBetaPlaytestv4 Bookmarked

Uploaded by

James Bass
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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MONOLITH

SOLO SCI-FI SKIRMISH

38-PAGE OPEN BETA


PLAYTEST

MINIATURES AGNOSTIC
TACTICAL COMBAT
CAMPAIGN
Created & designed by
Ben Stroud

Distributed for free on


wargamevault.com

NIGHT PHOENIX GAMES


MONOLITH
This is Monolith. It's a social-solo skirmish game about getting the most out of your
miniatures. You build a squad of special operatives called Ghosts and follow their story
through whatever-you-decide is the ‘Monolith’. It could be anything; an alien spaceship, a
mega-city, an ancient artefact or a whole planet. You’ll be up against whatever enemies
you or your friends design, built from the ground up to suit whatever
sci-fi/post-apoc/post-modern miniatures you want to face off against.

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.

It plays on a 3’ x 3’ table. Most missions are over in an hour.

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

WELCOME! WHAT IS THIS GAME?


Thank you for downloading this playtest kit MONOLITH is a miniatures-agnostic solo
of MONOLITH. skirmish game that is designed to be
shared with friends. Your fellow gamers
can take on the role of designing your
This document will provide you with adversaries, and you might design theirs,
enough rules to create your own set of based on whatever collection of miniatures
Ghosts, send them on Missions and get a you have.
taste of the flow of the Campaign.

Got some gruesome bugs and a range of


What you won’t find here are rules for full mechanised infantry? Great! That’s who
Campaign-play. There are rules for you'll be up against! And of course you can
character development but not creating play the entire full game solo, or
your own hostile Factions and Threats to cooperatively in control of your Ghosts,
face on the battlefield or the entire making narrative choices on how your
campaign-phase where these Factions vie enemies evolve or rolling entirely randomly
for conquest of your Monolith and force (like a friend might, anyway.)
you to make tough decisions. All of this will
be released in future.
Besides the dice-chucking thrill of tactical
skirmish combat that we all know and love,
For now the intention is to get you playing the fun of the game comes in the building
the skirmish battles and see what makes of your squad of Ghosts — committing to a
MONOLITH different from anything else ragtag bunch of operatives with exotic
you’ve played. I hope you find this game abilities and trying to using them as best as
interesting enough to spare some of your you can against an evolving enemy force.
time to give it a go and let us know what
you think.
The full version of MONOLITH is one of an
evolving game that pits you in an arms race
You can send feedback on Facebook, against opposing Factions. Some Missions
Discord and Wargamevault. Find us under will seem easy, others will force you to
Night Phoenix Games. make sacrifices. Like ironman-mode in a
video game, or any good narrative
Thank you for your interest. I hope you have campaign game, you cannot go back. You
a blast! make your decisions, step into the line of
fire and press on..

Ben Stroud
This, however, is not the complete package
Designer // Night Phoenix Games
of MONOLITH… yet.

5
INTRODUCTION OPEN BETA PLAYTEST

WHERE DO I START? GAME TERMINOLOGY


You will need an assortment of sci-fi The rules assume that the player (or
miniatures, a 3’x3’ tablespace and some players) are fighting opponents controlled
polyhedral dice. You will also need: by the game system. We refer to these
● a tape measure opponents as “Threats”.
● paper and pencil
● some different coloured markers We use the terms “figure,” “model” and
● terrain to fill your table with “character” interchangeably in the game to
refer to a single miniature on the table.
This playtest kit has you start by creating
a squad of three Ghosts. Your Ghosts are Each model represents a single soldier,
your main characters. They will be who you robot, civilian, alien, beast or other
send into dangerous Missions, who you individual. When the rules refer to a
control on the tabletop. “figure,” “model” or a “character” making a
roll or deciding something, we of course
Not all Ghosts will survive. mean that you, the player, will be doing the
activity in question.

Once you have your three Ghosts you’ll


need some miniatures to represent the In general, if the rules say you “may” or
Threats in at least one Core Encounter “can” do something, you have the option
Group and one Reinforcement Encounter not to.
Group from among the premade Encounter
Groups at the back of this book. If the rules say you “will” or “must” do
something, you are required to do so.
You can play as many Missions as you wish
using different Encounter Groups, so long All distances are measured in inches and
as you have the minis. assume you are playing with 28mm minis
on a 3’x3’ space. While unrealistic these
Finally you will get a table set up with distances reflect frantic close-quarters
terrain and markers for entry, exit, combat suitable for a tabletop. Half all the
reinforcement points and the objective you distance values or use centimetres if you
selected. want to play on a much smaller tablespace
using much smaller miniatures.

Every Mission is procedurally generated,


like in the full rules, so we wanted to
include some of that procedural generation
in this playtest.

6
INTRODUCTION

Markers BONUSES & PENALTIES


Markers are tokens placed onto the Throughout these rules anything shown as
tabletop during a battle to show all sorts of a “+” is called a bonus and anything shown
things, such as the location of persistent as a “-” is a penalty (e.g. “1d4+2”, “-2
effects, incoming reinforcements, lingering Armour”)
conditions and mission objectives. You
Bonuses and penalties to rolls are applied
might want to create some unique markers
to the values of each individual die roll,
for the more common things that require a
increasing or decreasing the result of each
marker (objectives and Ghost abilities, for
roll.
example) but an assortment of small
coloured tokens should be enough. For example, an weapon with attack dice of
“2d4” benefitting from a “+2” bonus will end
up as two rolls of “1d4+2”.
DICE ROLLING Bonuses and penalties to health. armour &
While you can play with only a single set of speed characteristics are simply applied to
polyhedral dice, we recommend you have a increase or decrease that characteristic.
few sets handy as you’ll often be rolling a
few of the same type at the same time.
REROLLS
If the rules allow you to reroll something,
VALUES AND RESULTS ignore the original roll and use the new roll
The rules will often show a single die of a for the result. There is no limit to the
certain type to be rolled (e.g. “d4”, “d6”) number of time a die can be rerolled.
where the value shown on the die is used to
calculate the result. If dice are ever listed
RANDOM THINGS
with a number before them (e.g. “2d4”,
“3d6”) the values of all dice rolled are You will be frequently required to
treated separately from one another. determine a random outcome for
something. To do this roll an appropriate
If any two dice are rolled and added
die giving each potential option an equal
together it will be explicitly stated.
chance to come up. An example of this is
when you need to roll for a random table
edge. Mentally assign a number to each
edge (1-4) and roll the die.

7
OPEN BETA PLAYTEST

CHARACTER TYPES Allies and Enemies

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.

Health determines how much damage they


THREATS can take before being eliminated.
Threats are characters that oppose your
Ghosts and their Followers on their
mission. Like Followers, they have pre-built Armour reduces the amount of damage
profiles and follow strict behaviour during taken from each individual strike.
their activation. They do not adhere to the
list of Actions in the same way Ghosts do. Speed determines how far they move on
the tabletop. Ghosts always have a Speed
FOLLOWERS of 4.

Followers are characters that support your


Ghosts on their mission. Like Threats, they
have pre-built profiles and follow strict
behaviour during their activation. They do
not adhere to the list of Actions in the same
way Ghosts do.

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.

Ghosts may spend additional REQ


throughout their career on new Weapons, ARMOUR
Talents and Upgrades.
A Ghost's Armour is determined by their
Class.

When you create a new Ghost they each


begin with 5 REQ to spend. SPEED
A Ghost's Speed characteristic is always
CLASS 4, meaning that whenever they perform the
Dash Basic Action they move up to 4” on
Every Ghost falls into one of three Classes: the tabletop. A Ghost’s Class determines
Light, Medium or Heavy. the maximum number of times they can
Their Class determines two things: how Dash each turn.
many Dash Basic Actions they can perform
each turn and what their base Armour value
is. Light-class Ghosts can move up to three
times but have Armour of 1, while Heavy
Ghosts may only Dash once per turn but
benefit from a high Armour of 3.
Medium-class Ghosts are the in-between.

9
OPEN BETA PLAYTEST

WEAPONS, TALENTS & USES


UPGRADES Weapons, Talents and Upgrades will
sometimes show a number of Uses. This is
Every Ghost has a unique set of tools they
the maximum number of times that ability
use to get the job done, all taken from a list
can be used on the tabletop before Uses
of available Weapons, Talents and
must be regained. Each time you use a
Upgrades at the back of this book. A Ghost’s
Weapon, Talent or Upgrade that lists a
Weapons, Talents and Upgrades cannot be
number of Uses, cross one off. An ability
traded or swapped, being as much a part of
that does not show a number of Uses can
a model as their tabletop figurine and
be used without limit.
characteristics.
Note: Talents and Upgrades cannot be used
multiple times during a single Activation,
Each Ghost must spend all of their 5 REQ on even if they have Uses available. See
Weapons, Talents and Upgrades. ‘Repetitive Strain’ on page 13.
Uses are normally only regained at the end
Each Ghost must always adhere to the of an Operation.
following restrictions:
● A Ghost may have a maximum of You will find all available Weapons, Talents
two Weapons and Upgrades starting on page 25.
● A Ghost can only have a maximum of
three Talents.
● A Ghost may have any number of
Upgrades among their Weapons and Example Ghost:
Talents.
● A Ghost cannot have the same
Weapon or Talent more than once.
● No Weapon or Talent may appear
more than twice among your entire
roster of Ghosts.

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:

We’ll start by covering the tabletop


skirmish rules before moving on to how 1 | ACTIVATIONS PHASE
you actually prepare an Operation and the During the Activations Phase all characters
Missions within. on the table perform one Activation in order
This section will help you understand how of Initiative. Start with the Ghost or Threat
your Ghosts and their enemies act on the highest in the Initiative Order and resolve
tabletop. their Activation before proceeding down
the order until each character has
performed one Activation. For groups of
COMMAND POINTS Threats, the Threat closest to an enemy
You will start every Mission by gaining performs their Activation before other
three Command Points (CP) and will keep similar models in their group.
them until the end of an Operation unless
they are spent.
2 | COUNTDOWN PHASE
You can represent Command Points with
tokens or just keep a written track on some First reduce the Reinforcement die by 1. If
paper. All unspent CP at the end of an this would make the die go to 0 instead
Operation are lost. reset it to its maximum value and introduce
threat figures according to the
These Command Points can be spent during
Reinforcement Encounter group selected
a Mission to improve your chances of
for the Mission, and place them on the
success and survival in the following ways:
table near the Reinforcement marker.
● Spend 1 CP to re-roll any single attack
Check to see if your Ghosts have finished
die that you just rolled and accept the
the Mission or not. If there is at least one
new result. If this did not improve the
Ghost still on the table begin a new Mission
outcome, regain 1 CP.
round, even if you have achieved Objective
● Spend 1 CP to select one of your Ghosts
Success.
who has not yet Activated this Round
and perform their Activation All Ghosts must either exit the table or be
immediately. Eliminated for the Mission to end. If you
wish to abandon the mission early, treat all
Ghosts that have not yet Exited the table as
if they had been Eliminated.

11
OPEN BETA PLAYTEST

GHOST ACTIVATIONS BASIC ACTIONS


Ghosts are completely under the player's All Ghosts can perform the five following
control. Each Activation a Ghost can Basic Actions;
perform three Actions plus any number of
Instants 🟢.
Dash
🟦
One Action must be a Manoeuvre 🟦. The
Move up to your Speed (4”). This can be
other two may be either Manoeuvres 🟦 or
broken into smaller movements. For full
Combat 🔶 Actions, chosen separately.
rules on Movement see page 15.
Note: A Ghost’s Class limits the number of
Weapons may be used any number of times they may Dash each Round.
times so long as the 🔶 are available. The
same Talent or Upgrade may not be used
more than once each Activation. Interact
Action type varies

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.

Combat Action Shoot / Strike


🔶 or 🔶🔶 (depends on Weapon)
Choose a ranged / melee Weapon and use
Manoeuvre Action it to attack one or more enemies. For full
rules on Attacks see page 17.

Instant All other Actions a Ghost can perform are


described among their Talents and
Upgrades.

12
GAME RULES

THREAT ACTIVATIONS THREAT BEHAVIOURS


Threats behave according to their
Behaviour. They do not perform ‘Actions’ SOLDIER
like a Ghost (though they may enter
➤ Move to where you have Cover and can
Overwatch, see pg 14.)
threaten an enemy.
➤ Attack the closest enemy without Cover,
Controlling Threats is more of an art than otherwise just the closest enemy.
an exact science. As a general rule, Threats
➤ If you did not attack, enter Overwatch.
activate how you think they should
Activate. Just make sure you understand Note: Threats with this Behaviour must be
how they are designed to act before you capable of performing a ranged attack.
start injecting personality into them, and
try to be consistent with whatever you do.
STALKER
You’ll get the hang of it.
➤ If you can threaten an enemy within one
move; move and attack, favouring the
Behaviours are expressed as a series of enemy with the least Health remaining.
commands that are resolved in sequence, Then, after attacking, move once to where
as best as possible, from top to bottom. you can hide from as many enemies as
Make sure to read an entire bullet-point possible.
before resolving that command as it can
➤ If you were not able to threaten an
contain if/or/otherwise statements.
enemy within one move; move towards the
Sometimes a command might mean the
closest position where you can threaten an
model does not move, sometimes it might
enemy but ensure you are hiding from as
not even attack.
many enemies as possible.

Some of the following terms are used in the


AGGRESSIVE
descriptions of each Behaviour to
summarise certain intuitive concepts: ➤ Move as far as possible towards the
closest enemy.
Threaten means to get to a position where
the Threat can attack. ➤ Attack the closest enemy.

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.

13
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.

15
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.

Blocking Models BLASTS


Non-adjacent ally models will block line of Some abilities feature a small or large
sight. Enemy models are ignored (they just blast. They are as follows:
duck out of the way.) This means friendly
models can stick close to one another, able
to shoot over one another's shoulder. BLAST
Small 3" diameter / 1.5” radius
Some people hate this rule. If you’re one of
those people, ignore it. Large 5" diameter / 2.5” radius

If an attack targets several figures in an


area of effect, such as a Blast, all attack
dice are rolled separately for each
individual figure.

16
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.

17
OPEN BETA PLAYTEST

HEALTH & DAMAGE CONDITIONS


Damage suffered is accumulated Figures can gain Conditions, which are
throughout a Mission, and even carried by temporary effects that remain until the
Ghosts out of a Mission, so it’s important to Condition is removed. All Conditions are
keep track of it. removed in specific ways. Some Conditions
A model is able to suffer a maximum are negative, others are beneficial. You will
amount of damage equal to their Health want to represent Conditions with tokens
before they are Eliminated. A model can be on the tabletop.
described as having ‘current Health’ equal The Conditions are:
to their Health score minus the amount of
damage they have suffered.
BURNING
The figure suffers 1d4 damage at the start
ELIMINATED MODELS of its Activation. Remove this condition if
When a model is Eliminated they are the d4 rolls a 1 or 4.
removed from the table. Threats and
Followers are assumed to have been slain
INVISIBLE
or fled. Ghosts always go down in a Blaze
of Glory before they are removed and The figure is ignored by all enemies for the
treated as ‘Lost.’ purposes of any behaviour and cannot be
targeted with attacks. Remove this
condition at the start of the figures next
Blaze of Glory Activation.
When a Ghost is Eliminated, before they are
removed from the table, they may
MUDDLED
immediately perform one full Activation,
even if they have already Activated this Any attack die the figure rolls that shows
Round. Play then resumes as normal. an odd roll result are ignored. Remove this
condition at the end of the figures next
Activation.
RESISTANCE
Figures can gain Resistance, which is a pool SLOWED
of temporary bonus Health that is reduced
All of this figures movement distances are
before the figures true current Health.
reduced by half. Remove this condition at
Resistance remains until the end of a
the end of the figures next Activation.
Mission and does not count towards a
figure's Health characteristic.
STUNNED
The figure may perform no attacks, Actions
or any Behaviour. Lasts until the end of the
figures next Activation.
18
MISSIONS & OPERATIONS

MISSIONS MISSION SET-UP


The order you deploy into a Mission is

& OPERATIONS important:

A Mission is a stand-alone tabletop battle. 1 | DETERMINE ENCOUNTER


GROUPS
An Operation is a sequence of
back-to-back Missions with the same Select one Core Encounter group and one
squad of Ghosts against a single Faction. Reinforcement Encounter group for this
Mission. The figures in the Core Encounter
group will start on the table, while those in
The final version of the game will include the Reinforcement group will arrive later.
rules on how to create your own Factions But don’t place any figures on the table yet!
and the Threats they contain. In this Encounter Groups are on pages 33-36.
playtest you have four Factions to play
against. You can choose any Encounter
Groups from among those available, and 2 | PLACE TERRAIN
mix-and-match between Factions if you
Decide what terrain to use, what sort of
like.
environment you’re in and build a table
space to create something interesting..
Your Ghosts will only get the chance to rest You might divide your table into 3 to 5
and recover back to full strength then they sections and assign each section a ‘terrain
decide to end their current Operation. Rules density’ of either ‘sparse’, ‘moderate’ or
on what happens at the end of a Mission ‘dense’.
are on page 23.
Sparse covered 20% in terrain.
Moderate covered 40% in terrain.
MISSION END Dense covered 60% in terrain.
A Mission ends only when there are no
more Ghosts on the table. Ghosts are only
removed from the table when:
● They are Eliminated (page 18)
● They have Exited the table (page 14)

This is just a guideline on how much terrain


to put on the table. The most important
thing is to ensure your battles are full of
variety.
19
OPEN BETA PLAYTEST

3 | DETERMINE ENTRY, EXIT & d6


REINFORCEMENT POINTS Open Ground
1 The entirety of one random table
Place markers on the table to mark the edge.
three key points for your Mission: Entry,
Centre Edge
Exit and Reinforcements. Be sure to 2 Approximately near the centre of
distinguish between them. one random table edge.
Entry and Exit points are for your Ghosts to Split Edge
enter the field and exit safely. 3 Two points split either side of the
Reinforcement points are used by the centre of one random table edge.
opposing Faction to call in reinforcements. Map Centre
4
The table centre point.
Sometimes an Entry, Exit or Reinforcement
Quarter Point
point might tell you to place two points for
5 One point near the centre of one
the same thing. Ghosts can use either Entry random table quarter..
points or either Exit points. Reinforcements
Split Quarter Points
are divided randomly between all 6 Two points near the centre of two
Reinforcement points when they arrive. different random table quadrants.

Roll on the table three times, one for the


Entry, one for the Exit and once for the 4 | DETERMINE OBJECTIVE
Reinforcement point(s) to determine the Choose (or determine randomly) one of the
placement for each of them. Their points three Objectives included with this playtest
might end up being on top of one another or on the next page and place Objective
completely different. How you justify this markers on the table according to the
on your terrain is up to you. The way in Mission Objective.
which your Ghosts enter and exit the table
will greatly affect how you approach your
mission, especially if reinforcements arrive Each Objective has a Minor and a Major
to block their way! Success. You will get greater REQ rewards
for achieving the Major Success and make
more an impact towards total conquest in
the full campaign. You don’t need to achieve
either Success to Exit the Mission so if
things are looking dire, it might be wise just
to get the hell out of there and save the
lives of your Ghosts.

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.

If it hides the VIP; place a VIP model in place


of the removed objective marker. GROUP EVACUATION
If it hides the Package; place a Package
Set-up: Place d4+5 objective markers
marker in place of the removed objective
evenly distributed around the table, each
marker.
that might provide Cover.
VIP model: Counts as a Follower with the
Objective markers: At the end of each
following characteristics:
round one random objective marker is
Health 5 Armour 0 Speed 4 replaced with an Evacuee model.
The VIP perform one Activation at the end Ghosts can spend a 🔶 to remove an
of the Initiative order: adjacent objective marker and replace it
➤ Move under the player's control up to with a Evacuee model.
twice or remove the Package marker from Evacuee models: Count as Followers with
the table. the following characteristics:
Minor Success: When the VIP has exited Health 5 Armour 0 Speed 4
the table.
All Evacuees perform one Activation at the
Major Success: When the VIP has exited end of the Initiative order, with the
the table and the Package marker has been following special Behaviour:
removed from the table by the VIP.
➤ If there is an enemy within short range;
move away from the closest enemy to hide.
If not; move under the player's control up to
twice.
Minor Success: When at least half of all
potential Evacuees have exited the table.
Major Success: When all potential
Evacuees have exited the table.

21
OPEN BETA PLAYTEST

5 | CHOOSE YOUR SQUAD d4


Patrols
This is the point where, if you are starting a
Divided into two roughly equal
new Operation, you select up to three 1
groups 8” from the centre of the
Ghosts to embark on the Operation. If you table in opposite random directions.
are in the second. third, fourth (etc.) Guarding
Mission of an Operation, the Ghosts in your 2 Divided roughly equally between
squad are the same as the previous Objective markers, randomly.
Mission. Don’t place them on the table yet! Scattered
Each figure is placed randomly
about the table (You can roll d12x3 ''
3
Why a squad of three? along two perpendicular table
edges to get a random position
In the full game you will have a roster of up coordinate.)
to five Ghosts but only choose three to Just Arrived
embark on an Operation. As if they had arrived as
4
reinforcements (within one move of
Ghosts don’t heal from all damage or regain
the Reinforcement point.)
all uses of their abilities after a Mission. A
squad of three is easier to coordinate and
ensures some Ghost remain in reserve for
7 | DEPLOY SQUAD
Operations later down the line. By this
point you already know a lot about your Gather the Ghost models in your squad and
Mission ahead. Choose your squad wisely! place them on the table so that each Ghost
They might not all come home. is within 6” of the Entry area/point(s).

6 | PLACE THREATS 8 | SET THE REINFORCEMENT DIE


Gather the models that feature in the Set a d6 to the side on “6”. This is your
chosen Core Encounter group and place Reinforcement die. It will decrease at the
them on the table in one of the end of each round, signalling the approach
arrangements presented on the table to the of incoming reinforcements.
top right. All Threats should be placed with
at least an inch or so between each model.
9 | DETERMINE INITIATIVE
Finally, randomly determine an Initiative
order. Each Ghost has their own position in
Examples: the order, but all Threats of the same type
go as a group. Write this down as you will
use it during every Mission round until the
Mission is finished.
Note: If a figure enters the Mission but is
not in the order, add them to the end.
You’re now ready to begin your first Mission
round (see page 11.)
22
MISSIONS & OPERATIONS

MISSION ENDING AN OPERATION


All of the Ghosts in the squad heal to their
AFTERMATH maximum Health, recovers from all
conditions and regains all Uses of their
Talents and Upgrades.
After you end a Mission you have two
choices: either proceed directly into
another Mission with your Ghosts or retire 1 | EARN REQ
them back to base and call it a day. REQ is earned by you, the player (to spend
on your Ghosts however you wish):

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.

3 | SPEND REQ & NEW RECRUITS


PUSHING FORWARD Now is your chance to spend the REQ you
have accumulated and improve your
In the full game there will be some options
Ghosts. Additionally, if you lost any Ghosts
here, but just to keep it simple, each of your
in the last Operation, you can fill the free
Ghosts heals 2, recovers from all conditions
spots with new Ghosts, made in the same
and regains 1 Use of a Talent or Upgrade.
way you did before (page 9.) Additional REQ
Then proceed to a new Mission with the you earned may be spent on new Ghosts.
squad.

23
OPEN BETA PLAYTEST

WHERE IS THIS ALL GETTING THE MOST OUT


GOING? OF THIS PLAYTEST &
BEYOND
This platest is designed to get you playing
Missions and trying out Weapons, Talents
and Upgrades in a variety of environments After you’ve finished your first Operation
against a variety of Threats amidst a you can spend REQ to improve your
variety of objectives. The long-game is not surviving Ghosts and try a new Operation
fleshed out here. with Encounter Groups you perhaps haven’t
seen before.

But let’s talk about it…


See how far you get — how many Missions
you can push forward through before your
As Ghosts earn EXP they will bring more squad is all eliminated.
Command Points (CP) into a Mission. They
will also gain access to Prestige, which will
provide them with further unique abilities If you can get a squad good enough to push
on top of their selection of Weapons, forward and ext six whole Missions that
Talents and Upgrades. would be pretty impressive. Good luck!

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.

Finally, there will be more than one Faction,


all competing for conquest of your Thank you for playing.
Monolith. You will be faced with difficult
decisions on the road to victory.

24
WEAPONS, TALENTS & UPGRADES

WEAPONS,
As a reminder:

Manoeuvre Action
Instant

TALENTS & Combat Action

Each Ghost must adhere to the following

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

0 Pistol 🔶 8" 1d6

1 Autorifle 🔶 16" 1d8

2 Shotgun 🔶 8" 1d4+4

3 Sniper Rifle 🔶🔶 32" 1d10 Pen 2

3 Machine Gun 🔶🔶 16" 3d8

3 Flamethrower 🔶🔶 8" 1d8 Spread 1”, Blazing


3 Grenade Launcher 🔶🔶 16" 1d8 Arc, Blast (3")

▪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.
25
OPEN BETA PLAYTEST

PISTOL UPGRADES

QUICK DRAW
🟦: Perform an attack with your Pistol
REQ 1 UPGRADE

DEADEYE When you Eliminate an enemy with a Pistol you may


REQ 1 UPGRADE immediately perform another attack with a Pistol for free.

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.

UNDERSLUNG LAUNCHER 🔶🔶: Perform a Shoot Action as if you had a Grenade


REQ 1 UPGRADE USES 2 Launcher (without any Grenade Launcher upgrades.)

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.

26
WEAPONS, TALENTS & UPGRADES

SNIPER RIFLE UPGRADES

ANTI-MATERIEL ROUNDS Your Sniper Rifle increases its Penetration 2 quality to


REQ 1 UPGRADE Penetration 4.

SNAP SHOT 🔶: Perform an attack with your Sniper Rifle up to short


REQ 1 UPGRADE range (8”). You cannot select a target model in Cover.

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.

MACHINE GUN UPGRADES

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

GRENADE LAUNCHER UPGRADES

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”.

27
OPEN BETA PLAYTEST

GRENADES

HI-EX GRENADES 🔶: Choose a point within 6” as the centre of a small blast


REQ 1 TALENT USES 2 (3”). All figures in the blast are targeted with a d8 attack
die.

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.

DECOY HOLOGRAM 🟦: Place a Decoy Hologram model within 4” of you.


REQ 1 TALENT USES 3 Threats treat this model as an enemy. It has the following
characteristics and has no Activation:
Health 4 Armour 0 Speed 0

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

DEFLECTOR When a Threat Activates you may use Deflector to gain +2


REQ 1 TALENT USES 3 Armour until the end of that Threat Group’s Initiative.

JET PACK
🟦🟦: Fly up to 8”
REQ 2 TALENT USES 3

ACTIVE CAMO
🟦: Gain the Invisible condition.
REQ 3 TALENT USES 3

29
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.

PSI-BOLT 🔶: Choose one enemy within 12” of you. That figure


REQ 1 TALENT USES 3 suffers 1d4 damage.

STILL MIND
Psi-Bolt costs 🟦 instead of 🔶
REQ 1 UPGRADE

HYPER-DASH 🔶: Move up to 6” and then perform an attack with one of


REQ 1 TALENT USES 3 your 1🔶 Weapons.

PHASE SHIFT You can move through solid objects and impassable
REQ 1 UPGRADE terrain with Hyper-Dash.

RESUSCITATOR When your current Health drops to 0 during a Mission,


REQ 1 TALENT USES 1 immediately heal 1d8 instead of being Eliminated.

LIFE SPARK When you use Resuscitator you may immediately


REQ 1 UPGRADE perform one Dash, Shoot or Strike Action for free.

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

KINETIC SHIELD While Dampening Field is active enemies cannot move


within 4” of you, stopping short as if blocked by an
REQ 1 UPGRADE invisible barrier. Enemies already within 4” of you move
normally.

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.

GUN DRONE At the end of each of your Activations: Perform a short


REQ 1 TALENT range (8”) attack with a d6 attack die, targeting the
closest enemy figure to you. This does not require line of
sight.

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.

31
GHOST EXP _____ Class _____
Max Dashes __
Health ___ Armour ___ Speed ___

Weapon _____________ Range _____ Weapon _____________ Range _____


Traits Attack Dice ____ Traits Attack Dice ____
_______________________________ _______________________________
Upgrades ______________________ Upgrades ______________________
_______________________________ _______________________________
_______________________________ _______________________________

Talent ________________ Action___ Upgrades ______________________


Uses _______ _______________________________
Effect _________________________ _______________________________
_______________________________ _______________________________
_______________________________ _______________________________
_______________________________ _______________________________

Talent ________________ Action___ Upgrades ______________________


Uses _______ _______________________________
Effect _________________________ _______________________________
_______________________________ _______________________________
_______________________________ _______________________________
_______________________________ _______________________________

Talent ________________ Action___ Upgrades ______________________


Uses _______ _______________________________
Effect _________________________ _______________________________
_______________________________ _______________________________
_______________________________ _______________________________
_______________________________ _______________________________
THREATS & ENCOUNTER GROUPS

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:

UNION HEAVY GUNNER


Health 6 Armour 2 Speed 6
CORE
Behaviour: Soldier Size: Normal
ENCOUNTER GROUPS HMG 16” / 3d8

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.

33
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

10 x Zombie Wretch Behaviour: Stalker Size: Normal


2 x Bloat Zombie
Claws Melee / 2d4
Frenzy: When this figure starts it’s
Activation with an enemy within
line-of-sight it treats its Speed as double
that Activation.
REINFORCEMENT
Elusive: This figure counts as being twice
ENCOUNTER GROUPS
the true distance it is away from any
enemies for the purposes of targeting it
7 x Zombie Wretch with Weapon attacks.
1 x Hunter Zombie

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

CORE Behaviour: Aggressive Size: Normal


Talons Melee / 2d4
ENCOUNTER GROUPS

10 x Ravager Bug HIVE WARRIOR


1 x Hive Warrior
Health 15 Armour 4 Speed 6
Behaviour: Aggressive Size: Large
3 x Hive Warrior
2 x Death Leaper Large Talons Melee / 2d6

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

2 x Ravager Bug Health 8 Armour 0 Speed 6


1 x Bile Spewer
Behaviour: Stalker Size: Normal
Claws & Teeth Melee / 2d6
2 x Death Leaper Agile: This figure is able to climb vertically
at normal speed and vault terrain up to
twice its own height.
Frenzy: This figures Speed counts as
double during a Turn if it starts that Turn
with an enemy within line of sight.

35
OPEN BETA PLAYTEST

RAIDERS OF THE WASTELAND AUGMETICS


RAIDERS* Mix of three different types:

CORE RAIDER ZEALOT


ENCOUNTER GROUPS Health 6 Armour 0 Speed 6
Behaviour: Aggressive Size: Normal
10 x Raiders*
Pistol 8” / 1d6
Rusty Blade Melee / 1d8

7 x Raiders*
1 x Blaster Brute RAIDER BULLETFREAK
Health 6 Armour 0 Speed 6

6 x Ravager Bug Behaviour: Soldier Size: Normal


2 x Bile Spewer
Autorifle 16” / 1d8

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

3 x Bomb Dog Behaviour: Aggressive Size: Large


Shotgun 8” / 1d4+4
Regenerate: This figure heals 1d4 at the
start of each Activation.

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.

36
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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