Alabaster Rulebook 2nded

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The document outlines the story of Captain Kara Black and her team being sent to investigate a potential technological outbreak but the mission goes wrong. It also describes an AI named Tumult trapped onboard a ship that has been compromised by an entity called the Strain.

Captain Black and her team were sent to investigate a potential horizon-level technological outbreak at a Code Hexagon facility. Their orders were to assess the situation and recover any civilian casualties.

Their mission failed after the containment facility imploded due to a gravitic reaction core failure. Captain Black and her team's fate is unknown as they are now MIA. The Bastion ship Arms of Sorrow that Tumult serves on has also been compromised by the Strain entity, with over 80% of personnel converted or killed.

CONTENTS

Prologue . . . . . . . . . . . . . . . . . . . . . . . . . . 1

The Vanguard . . . . . . . . . . . . . . . . . . . . . 19

Introduction . . . . . . . . . . . . . . . . . . . . . . 2

Specific rules . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

Box Contents . . . . . . . . . . . . . . . . . . . . . . 3

Strategy and tactics . . . . . . . . . . . . . . . . . . . . . 24

The basics . . . . . . . . . . . . . . . . . . . . . . . . . 4
Playing the game . . . . . . . . . . . . . . . . . . 7
Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

The Strain . . . . . . . . . . . . . . . . . . . . . . . . 25
Specific rules . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Strategy and tactics . . . . . . . . . . . . . . . . . . . . . 32

Term Glossary . . . . . . . . . . . . . . . . . . . .33

Status effects . . . . . . . . . . . . . . . . . . . . . . . . . . 14

Entering the fray . . . . . . . . . . . . . . . . . 37

The Strain infection . . . . . . . . . . . . . . . . . . . . . 15

Strategic scenarios . . . . . . . . . . . . . . 38

Setting up the Game . . . . . . . . . . . . . . . 16

Special Game Board Tiles . . . . . . . . . . . . . . . . . 41

Generating a force . . . . . . . . . . . . . . . . . . . . . . 17

Outbreak campaign . . . . . . . . . . . . . . . 42

victory conditions . . . . . . . . . . . . . . . . . . . . . . 18

Epilogue . . . . . . . . . . . . . . . . . . . . . . . . . 60

Sedition Wars Universe Mike McVey and Rob Baxter Game design Rob Baxter
Additional development Black Ball Games Play testing Mike McVey, Jody Barton, Holly Snaith, Jossie Wall, Chris Tapper, Matt Lewis,
Richard Dethridge, Ashley Hunt, Richard Godfrey-Oakley, Jez Allum, Anthony Holloway, Jacob Graham, Carl Brown, Gav Thorpe, Black Ball Games
EDITOR Guy Haley and Studio McVey Proof reading Guy Haley, Nick Johnson Graphic design Tears of Envy, Carl Brown, Dylan Owen
Box design Quentin Smith Artwork Jonas Springborg, Roberto Cirillo, Richard Wright, Alison McVey, Sam Wood, Stephen Tappin
Tile artwork Richard Wright Miniatures sculpting Jacques-Alexandre Gillois, Yannick Hennebo, Remy Tremblay, Kevin White, Daral Jones
Miniatures painting Alison McVey, Golem Painting Studios, Vincent Fontaine, Stephane Nguyen Van Gioi, Peter Bell
Photography Mike McVey

All design and content is Studio McVey Ltd, 2013 all rights reserved.
Content and game components may vary from those illustrated within this rule book.

Designed by Studio McVey Ltd, Windermere, UK

www.studiomcvey.com

Published by Cool Mini or Not, Alpharetta, GA, USA

www.seditionwars.com

www.coolminiornot.com

<< Priority message >>


Captain Kara Black
<< Security Clearance >>
Octagon Tango Lethargy Zephyr
<< Solcom Priority Absolute Orders >>
You are to immediately disengage Firebrand insurgents along the
Alabaster nebular plenum and make way to Code Hexagon
Rampant facility at enclosed co-ordinates.
We have reason to suspect a Horizon magnitude outbreak of
unknown technological origin. You are ordered to investigate
potential outbreak and to recover any civilian casualties.
Full cortical back-up contingencies authorized.
Recovery tanks and back-up frames authorized.
Samaritan authority for free fire and
combat autonomy authorized.
Maintain protocol on level 8 biohazard,
per code Revelation procedures.
Bastion battle protocols are in lockdown, deployment of planetary
class weaponry to deal with this problem is forbidden.
On authority of Solcom military you are hereby entrusted with
the following Tera2 media stream and holo-archive enabled for
rapid engram parsing. Cortical share with key tactical
personnel authorized.

<< Personal Message attached >>


From Vanguard Fleet Admiral Sevigne Gris.
Kara, this is not the usual run and gun engagement. Theres some
seriously dark stuff going on around the Alabaster plenum. Ive vouched
for you and your command; this is a keystone mission in the theatre of
war, even though Im pulling you directly from your current engagement.
Do NOT make a mess of this. Remember the Gherid incident?
Lets avoid that sort of exposure.
There are a lot of details in the mission upload, filter them carefully.
Whatever is in that facility, its not some simple contagion. We need direct
action. If all else fails, enter the following code in the facility power core
controls as a failsafe << DATASTREAM INPUT ATTACHED >>
Be wary.

Introduction
Sedition Wars: Battle for Alabaster is a tactical, science fiction survival horror game.
Hardened interstellar soldiers, the Vanguard have arrived at a remote research outpost in order
to find out the nature of a disastrous outbreak. Within the confines of the halls and laboratories
of the research station waits a new enemy for the Vanguard.
Intelligent, virulent, and driven by an ancient alien intellect, the Strain are a construct of bio-organic machines. This ancient
menace has awoken with long dormant survival instincts reactivated and enhanced by nano-technological tampering. Now
unleashed, it has become a threat that will not be contained by the facility for long. As the Strain begins to learn it also adapts
and absorbs knowledge at an exponential rate. Once it becomes fully aware, it will only crave escape from its confines, and
out into the war-torn Alabaster sector.

Survival Horror
Sedition Wars: Battle for Alabaster
deals with some mature survival horror
themes. This game contains gruesome
imagery, monstrous creatures, and
disturbing powers.

Heroes & Horrors


The Strain

The Game
Sedition Wars: Battle for Alabaster is
intended to be a two player game.
Players create a game board from
scenic map-tiles to build the battlefield
a remote and overrun facility in a
secluded region of space.
Each player takes on the role of one of
the forces clashing in the facility. One
player plays the elite Vanguard and the
other player takes on the role of the
infectious Strain.

Getting Started
Sedition Wars: Battle for Alabaster
contains an exciting story arc campaign
to introduce players to the Strain and
Vanguard factions and detailing the
first conflict between the Strain and the
Vanguard.
To get started right away, players can
set-up the game board by using the
Setting up the Game section. As play
begins, refer to the Playing the Game
section of the rules to start your first
game turn.

The Vanguard
The frontline warriors of humanitys
efforts to secure a peaceful and
orderly galactic expanse the
Vanguard serve as the frontier
troops of the Core Worlds.
Vanguard patrol the Edge frontiers
of human space in massive
ships called Bastions, mobile
interstellar fortresses that can travel
at faster than light speeds. Elite,
independent, and expected to range
across the vast darkness of the
Edge, the Vanguard have access to
the finest technology and training.
As the Edge begins to fragment
under the pressure of the Firebrand
rebellion, the remaining Core World

protectorates view

the Vanguard as a

fighting chance

to restore the

Edge to

order.

For details on each faction check out


the Strain and Vanguard sections of
the rules.

The origins of the Strain lie in the


ancient past. The civilization that
created the technology that lies at
the heart of the Strain nano-spore
specialized in the manipulation of
dark energy. Using hidden mass and
matter, the alien nano-spore could
build technological templates like
weapons and ships by using small
amounts of conventional mass as a
catalyst.
The Firebrand
learned of the
technology and
what it was
capable of. In order
to seize control
of the technology quickly,
the Firebrand merged a sample of
the nano-spore with a weaponized
AI named Cthon. The nano-spore
absorbed Cthon, and reprogrammed
itself. Instead of producing an
instant technological ally for the
Firebrand, the nanotechnology
went rogue and began
replicating in any
organic system
it could find.
The Strain
was born.

Box Contents
Everything you need to play this thrilling game is found in this box:
22 x highly detailed Vanguard miniatures

54 x Vanguard and Strain character cards

28 x terrifying Strain Exo-form miniatures

100+ full colour game counters

45 x 25mm Scenic miniature bases

30 x plastic nano tokens

5 x 50mm Scenic miniature bases

24 x plastic clip-on infection status markers

11 x unique full colour expandable game locations

6 x plastic clip-on deflection shield markers

60 page rules and scenario book (youre reading it!)

8 x high quality dice

The miniatures in this game are supplied unpainted and unassembled.


Full assembly instructions can be found at www.seditionwars.com in the Assembly section.
Use superglue for assembly and follow all safety instructions.
For missing or damaged parts, contact support@coolminiornot.com
Contents may differ from those illustrated.

The Basics
Board Sections

Dice

Modifiers

Sedition Wars: Battle for Alabaster is


played on a gaming board made up
of several tiles representing various
locales. Each of these tiles is divided
up into squares. Squares are the
fundamental measures of distance and
location in the game. They are marked
in the middle with a small cross. This is
the squares center point.

Sedition Wars: Battle for Alabaster uses


six-sided dice.

Sometimes a roll or target number is


modified; this is called a modifier.

When referring to a single die, we use


the term d6.

A modifier will be a bonus or a penalty


based on the nature of the situation
faced by your combatants.

Models

Example: 3d6 would mean three, sixsided dice.

Sedition Wars: Battle for Alabaster


is played using models that each
represent one of the individual
combatants in a players force.
Models are placed in the center of
squares on the board.
The square a model occupies is its base
square.
Large models occupy several squares.
For the purposes of the rules, treat all
squares a large model occupies as its
base square.

Tactical Data Cards


Each models statistics, abilities,
traits and other gaming information is
presented on its tactical data card (see
page 6).

When referring to multiple dice the


number of dice needed is placed
before d6.

Rolling Dice
Most rolls in Sedition Wars: Battle for
Alabaster are made using 3d6.
When a roll is made it is usually
compared to a numeric value, this is
called the target number of the roll.
When rolling dice, add the total of the
dice together, then add any applicable
modifiers to determine the final result of
the roll.
Compare the final result to the target
number. If the final result is the same as
the target number or higher, the roll is a
success.
3d6 +/- Modifiers > Target Number =
Success

Models may receive modifiers for any


number of reasons.
Example: Defense +3 this modifier
grants a bonus of 3 to a models
Defense characteristic.

Open Rolls
Many rolls are what we call open rolls.
For example, attack and ability rolls are
open rolls.
When making an open roll, any result
of 6 on any dice in the roll allows the
player to roll another d6 and add this to
the final result.
Any results of 6 on these additional dice
are also open, meaning they also grant
additional dice.
As long as a player continues to roll 6s,
additional dice are generated.

Damage Staging
Damage staging accounts for
particularly successful attacks, and
deals additional damage to enemy
models.
When a player makes an attack roll,
every die result of 6 on an attack roll
allows the player to add the Staging
value to the total damage done.
Since attack rolls are open, any
additional dice gained also count
towards Staging if they roll a 6.
For more information on damage
staging see Damage on page 11.

Vectors

VECTORS The Samaritan can draw a vector to square A, square B is blocked by the wall.

When determining if a model on


the board can see a target, draw an
imaginary line a vector from the
center of the models base square to
the center of the targets base square.
It doesnt matter which way a model is
physically facing. A player can draw a
vector in any direction from a models
base square.
Vector cannot be drawn through certain
tile features, which are called blocking
features.
Walls.
Closed doors.
Blacked-out squares.
Board squares with no center cross
point.
A model of the same size or larger
(blocking model).
Around or across a corner blocked
by a wall.
This list is not exhaustive.
Other objects or effects may be
designated as blocking features
elsewhere.
When a vector must cross a blocking
feature, the line cannot be drawn past it.
When this happens, vector is blocked.
Large models can draw vectors and
be targeted from any base square
they occupy.

Special Rules
Some models or scenarios have
special rules detailing specific
abilities or situations that alter the
way the game is played. Special rules
always supersede the basic rules of
play unless otherwise stated.

Areas of Effect
Game effects like explosions, radiation
and gravitational pull can influence large
areas of the board. Areas of effect (AoE)
define how an effect emanates from
a base square and affects the models
around it.
An AoE is represented by a cardboard
template, three squares by three
squares in size. The middle of this
template must be centred on a single
target square this counts as its base
square. Any model in or adjacent to
an AoEs base square is affected by
that AoE.

Zones and Blasts


The area of effect
of the Singularity
Grenade is
blocked by the
walls and door.

EXAMPLE OF PLAY
A Samaritan Grenadier lays down a singularity grenade to
prevent Necro-forms from advancing during the Samaritans
retreat. The zone for the singularity is placed when the
Grenadier makes his attack. The zone stays in play through the
rest of the Vanguard active mode. At the end of the Vanguard
active mode, the zone is removed from play.

Areas of effect are blocked by walls


and other blocking features. If vector is
blocked to a model within the AoE, it is
not affected by the AoE.
Zones are persistent areas of effect that
remain in play. A zone is placed upon
the board, and remains there until the
beginning of placing players next active
mode. Any model moving into a zone
while it is in play is subject to its effect.
A model leaving a zone no longer suffers
from the zones effect. Once a zone is
removed from play, its effect ends.
Blasts are instant effects that affect
valid targets within their AoE, and are
then removed.

Tactical Data Cards


Models personify characters and
creatures in the science fiction universe
of Sedition Wars. When playing the
game, each model uses a set of
characteristics and attributes to define
that models abilities.

Faction Icon:
Assigns the model to a specific faction.

These stats are collected on a models


Tactical Data Card, for easy reference.

Vanguard

STRAIN

Name:
Name of the model

Model Stats
A models stats are the rules, values,
and variables that affect play.
Each models card details the
models stats and abilities.

Unique Models
Hero and Commander Models
are unique. A force can only ever
have one of a unique model of that
Faction, Name, and Type.
For example, a force with Captain
Kara Black can only have one
Captain Kara Black in it.

The type of model:


Trooper, Elite, Hero, Commander

COST
How much it costs
to field this model in
a players force.
TACTICS LIMIT
This is the maximum
number of Tactics
counters that a
Vanguard model can
have at any time.

Size
The size of a model determines
the number of squares it will
occupy on the game board.
N (NORMAL) models this size
occupy a single square on the
game board.

Evolution Cost
Some Strain models
can evolve during
play into new
creatures. This is the
amount of Nano it
costs to trigger that
evolution.

L (Large) large sized models


occupy a two by two square section
of the game board.
Any square that a large model occupies
can be treated as that models base
square for the purposes of determining
vectors, effects, and cover.
Large models can draw vectors and be
targeted from any base square
they occupy

Mobility
The number of
squares a model
can move in a single
move action.

DEFENSE
The target
number for
attacks against
this model.

WOUND TRACK
For tracking the
current level of
damage sustained
during the game.

WOUNDS
The amount of
damage the model
can sustain before it
is dead or disabled.

Traits
These are abilities
that are always
active, and dont
require an action
to use. These are
applied whenever
the rules call for it.

Abilities
These are abilities
that the model
can use during
activation. For
more on abilities
see page 13.

Attacks

ATTACK [MOD]

The modifier added to any dice test or attack roll made with
this attack.

Attack Range

Determines the range or area of effect of the attack.

DAMAGE | STAGING

The base amount of damage done if the attack hits, and the
amount dealt for each 6 rolled in the attack.
For example 4|1 or 2|2

Attack Effect

If the attack has a special effect, the effect is explained here.

Special Rules

Some models may have special rules or abilities that alter the
way they play the game. Special rules always supersede the
basic rules of the game, unless otherwise specified.

REVER

Name of the attack.

CARD

Attack Name

SE

Each attack listed on a models card is one of the attacks a model can choose
from during its activation.

Playing the Game


Once the game board has been set up, players determine which player takes the first turn in
the round and the game begins.
The Game Round

Active Mode

Play is split into rounds, which are


further split into two Active modes; one
for each player. Players determine who
takes the first turn as the Active mode
player before beginning the game. See
Setting up the Game on page 16.

When a player enters Active mode


they go through two phases in the
following order:

The player in Active mode can manage


their force and perform activations with
their models.
The player not in Active mode is in
Reflex mode, and can use certain
abilities of their models to react to the
actions of the player in Active mode.
Once the player in Active mode has
completed their turn they enter Reflex
mode and the other player enters
Active mode.
After both players have taken a turn in
Active mode the game round ends.
The next round begins with the original
player starting off again in Active mode.

EXAMPLE OF PLAY
The Vanguard player starts the round
in Active mode, with the Strain player
in Reflex mode. The Vanguard player
carries out his force management, and
begins activating his models. The Strain
player, in Reflex mode, watches like
a hawk for any conditions that might
trigger his forces Reflex abilities. Once
the Vanguard player is done with his
Active mode, the roles switch.

Force Management During the


force management phase, the player
performs faction-specific force
management such as accessing the
TacNet for Vanguard players and
moving Nano for Strain players.
Activation The activation phase is
the phase where a player activates
the models in their force and performs
actions with those models. Each model
can make a number of actions, which
are described on the next page.
After a player has completed their
activation phase, their turn ends.

Reflex Mode
During reflex mode a model can use
any ability on their card that has a reflex
trigger; this is called a reflex ability.
When a reflex triggers conditions are
met, the controlling player must declare
the use of their reflex ability.
A model can only use a single reflex
ability during reflex mode, even if the
model has multiple abilities with reflex
triggers.

If more than one models reflex triggers


conditions are met simultaneously, the
player in reflex mode determines the
order of resolving the reflex triggers. If
the target of a reflex ability is removed
from play (killed or otherwise) before
other models can resolve their reflex
triggers against it, those models do
not act and are able to use their reflex
ability later in the reflex mode.
EXAMPLE OF PLAY
A Scythe Witch is in Reflex mode when
a Samaritan Reaver opens up on it with
the Reaver support weapon, hoping to
stop it before it eviscerates his pals.
Before the attack can be resolved, the
Scythe Witchs reflex trigger activates.
According to her reflex trigger, when
attacked she can use the Spring Heeled
ability to move towards or adjacent to
her attacker.
Before the Reaver resolves his attack,
the Scythe Witch uses Spring Heeled,
which allows her to move up to 6
squares, ignoring covering obstacles
and models. She moves the full 6
squares, into a square adjacent to
the Reaver.
The Reaver still resolves the attack, but
does so against the Scythe Witch in the
adjacent square granting a bonus to
the Scythe Witchs Defense.

The triggered ability interrupts all other


actions, and is resolved immediately.
Once the reflex ability has been
resolved any interrupted actions may be
resolved normally.

The Strain player now plays his


Active mode, and carries out his force
management phase and activation. The
Vanguard player now in Reflex mode
also watches for any opportunity to
use his forces Reflex abilities.
Once the Strain player finishes Active
mode, the round ends and a new
one begins.

I never even saw it...


Final gasped transmission from Samaritan Ranulf

Taking Action
The player activates their models one at
a time. A model can only be activated
once per activation phase.
During its activation, the model can
do one of the following:
1. Perform two actions.

Each action can only be


performed once per activation.
Move a number of
squares up to the
models Mobility value.
Perform an attack.
Secure a strategic point.
Use a strategic point.
Use an ability an ability
can only be used once and
counts as a separate action.

2. Perform a single
focused action.
Focusing an attack or attack
ability adds Attack +d6 to
the first attack made with
this action.
Some abilities require a
model to perform a focus
action to be used. These
abilities do not benefit from
an additional d6.

EXAMPLE OF PLAY
The Vanguard are punching into Strain
territory with a vengeance.
A Samaritan Reaver in the squad lays
down a curtain of devastating fire
and then advances to cover the point
(attack and move).
Captain Kara Black moves next to
the Reaver, and uses her Fire Order
ability to squeeze another devastating
burst of support fire from him (move
and use ability).
A group of Samaritans that were
guarding the rear make a double move
to become the leading edge of the
advance (run as a focused action).
Meanwhile Corpsman Vade is trying to
keep a badly wounded trooper alive,
and uses his Combat Medic ability as
a focused action to heal the trooper
(focused action on ability).
While all this is happening, Akosha
uses Wired to ready herself for the
Strain advance during Reflex mode,
and to top it all off, she uses her
Killshot ability to take out a Quasimodo
that the Reaver somehow didnt
manage to kill earlier. (Uses two
different abilities).

EXAMPLE OF PLAY
A Brimstone has a good shot lined
up, targeting Akosha along a line of
To make sure he hits the agile sniper,
the Brimstone focuses his attack, not
moving or performing any other actions
during his activation.
When he makes his combat roll to hit
Akosha, hell roll 4d6 instead of 3d6.

A model making a move action can


move a number of squares up to its
Mobility value. Models move from one
adjacent square to the next, and can
move straight and diagonally between
squares.
A model cant move into areas of the
board where there are no squares.
Additionally, if a square does not
have a center point, a model cant be
moved there.
A model can move through squares
occupied by friendly, normal-sized
models. A model cannot move through
squares occupied by models larger than
they are.
A model cannot pass through a
square occupied by any enemy model,
regardless of their size.
Covering Features
Some squares are occupied by
covering features that are indicated
by a red line on the game tiles.
Windows are also covering features.
The rules for these are slightly different,
and they are indicated on the game tiles
by blue lines.
Covering features are obstacles that
can provide protection to models but
also slow a model down. Moving over
a covering feature counts as moving
two squares.
A model must move straight through a
window and can only move to a square
that is perpendicular to the windows
edge you cannot move diagonally
through a window.

Performing a focused move


action is called a run and
allows a model to move up
to twice its Mobility value.

fire with four Samaritans in the way.

Movement

Movement over cover and


through doors Morgan can
move over the low cover feature,
costing him an additional square of
movement (white numbers), but he
only has a mobility of 5, so does not
have enough movement to go through
the door as well (red numbers).
He chooses to ignore the door
and move elsewhere.

Moving through OTHER MODELS The Scythe


Witch (SW) wishes to attack the Samaritan (S). She is
not allowed to move through large, friendly models,
so she has to go round the Grendlr, but she can
move through the Revenant with no penalty.

Doors
There are multiple different kinds of
doors present on the board, each
defined by a particular color.

Airlock Door (red). Airlock doors seal


off important parts of the board. If open,
these doors remain so until closed. To
open or close an airlock, a model must
spend a point of Mobility.

Standard Door (white). Standard


doors are the most common doors on
the board. They automatically open
as soon as and remain open as long
as a model is adjacent to them. They
close automatically when no model is
adjacent to them.

Section Door (blue). Section doors


are doorways between the separate
rooms represented by each tile. Each
joined blue door area contains one door.
If open, these doors remain so until
closed. To open or close a section door,
a model must spend a point of Mobility.

LARGE MODEL MOVEMENT: PRESSING THROUGH The Brimstone has to spend two
squares of movement to move through spaces smaller than his base. If he cannot move
free of the smaller spaces in his movement, he becomes stuck. In this case he moves
through the small space successfully.

Pressing Through
A large model can attempt to press
through areas that are not large enough
to accommodate their base size. A
large model cannot press through
windows of any size.
When a large model is pressing through
a small space, each square moved
through counts as two squares of
movement.
While moving through a small space, a
large model counts as occupying only
the squares available to it on the map.
If the model ends its movement
while still in a space too small for it, it
becomes stuck. When a model is stuck
attackers gain Attack +d6 on attacks
made against this model. A stuck
model cannot use any reflex abilities. To
become unstuck, the model must press
through the space in its next activation.

WINDOWS Windows are delineated


with a pale blue line on the game
boards. Windows function just like
low cover, but you cannot move
diagonally through them.

Attacking

1. Select the Attack

3. Determine Range

Combat decides who is victorious in


a Sedition Wars: Battle for Alabaster
encounter scenario.

There are two types of attacks.

Check the range to the target. There are


four range categories:

Combat in Sedition Wars: Battle for


Alabaster relies on a handful of key
concepts that players should keep in
mind as they play.
When making an attack, the
controlling player needs to:

Ranged Attack. When a model uses


an attack to attack an enemy at a
distance, this is a ranged attack.
Close Combat Attack. When a
model uses an attack to attack an
adjacent enemy model, this is a
close combat attack.
2. Determine Attack Vector

3. Determine Range.

Select a target. Draw a vector from


the attacking model to the target.
Remember, an attack vector cannot be
drawn:

4. Roll to Hit.

Through a blocking feature.

5. Deal Damage.

Through a blocking model.

6. Resolve Damage Effects.

Around or across a corner


blocked by a wall.

1. Select the Attack.


2. Determine Attack Vector.

7. Remove Models

EXAMPLE OF PLAY
A Samaritan is covering the advance
when a mob of Necro-Forms appears.
At the beginning of the Samaritans
activation he selects a target for his
Sabre ranged attack by choosing a
Revenant from the mob.

If the attack vector crosses a covering


feature like a corner, low barricade or
foliage, then the target receives cover;
see Combat Modifiers below.
If an attack vector cannot be drawn to
the designated target, the controlling
player must redirect it to another target.
If an attack vector cannot be drawn to
any legal target, the attack is not made
and the model can choose to take
another action instead.

Close (C). A weapon with close


range can only be used against
targets in an adjacent square.
Short (S). A short-ranged attack
can be used against targets up to 4
squares away.
Medium (M). Attacks with medium
range can be used against targets
up to 8 squares away.
Long (L). Long-ranged attacks can
be used against targets up to 12
squares away.
When determining range, count from
and include the square adjacent to the
attackers base square along the vector.
You must also include the targets base
square for the attack to reach.
EXAMPLE OF PLAY
The Samaritan levels his Sabre and
takes aim. Checking range, the
Samaritan determines that the
Revenant is 6 squares away, well
within medium range.

EXAMPLE OF PLAY
The player measures along an
imaginary line to check if the Samaritan
can see the target. The vector does not
cross over any covering obstacles, and
no blocking models are in the way. No
defensive modifiers apply to the attack
that will benefit the Revenant.

If it can bleed
we can kill it.
Operator Akosha Nama

Necro-form - Revenant

Vanguard Trooper

10

4. Roll to Hit
If the models attack or ability is in
within range of the target, and the
model has an attack vector to the target
the controlling player can make an
attack roll.

EXAMPLE OF PLAY
The Sabre kicks against the
Samaritans shoulder as he pulls
the trigger. The player rolls 3d6 and
adds the Samaritans attack modifier.
He rolls 6, 6, and 4. Sixes are open

Roll 3d6 +/- any applicable


modifiers.

so he rolls the two dice again, adding

Attack rolls are always open.


Any 6s scored allow the rolling
of further dice.

Rolling a 3 and a 5 on his additional

The final result of the roll is


compared to the targets
Defense score +/- any
modifiers.
If the final result equals or
exceeds the targets modified
Defense score, the attack hits.

the result to the total of the die roll.


dice, the total of his die roll is
6+6+4+3+5 = 24
Adding his Sabre attack modifier (5) to
the roll the result is 29.
The Revenant has a defense score
of 12. 29 beats this easily, so the
result is a hit.

ATTACK VECTORS The Samaritan cannot attack the Stalker (S), because
the vector is blocked by a wall, he also cant attack the Revenant (R1), because the
vector is blocked by a miniature of the same size. He does have a clear vector to the
second Revenant (R2).

5. Deal Damage
There are two types of damage,
represented by two numbers separated
by a / in the D/S section of each
models card.
Example: A Brimstones Lockjaws
attack is 3/1; Base Damage 3, Staging
Damage 1.
Base Damage. If an attack or
ability hits it deals the base
damage for the attack.
Damage Staging. Damage staging
accounts for particularly successful
attacks, and deals additional
damage to enemy models.When a
player makes an attack roll, every
die result of 6 on an attack roll
allows the player to add the Staging
value to the total damage done.
Since attack rolls are open, any
additional dice gained also count
towards Staging if they roll a 6.
Damage Total = [Base Damage] +
([Damage Staging]x[6s Rolled])
Subtract the damage total from the
targets Wounds. When a model has 0
wounds it is killed. Remove it from the
board. Any death effects are resolved
simultaneously.
If a blast or zone AoE does damage, the
damage total is applied to the primary
target of the attack. Any damage
dealt to models within the AoE will be
detailed in the attacks effect.
EXAMPLE OF PLAY
As the wave of coherent energy slams
into the Revenant, it rips through tissue
and bio-metal.
The base damage of the Sabre attack
is 5, and it has a staging of 2. Because
the Samaritan rolled two 6s he applies
his staging damage twice.
The total damage is the base damage
(5) plus the staging (2) for each 6 rolled
in the attack. 5+2+2 = 9
The Revenant has 10 wounds,
subtracting the damage dealt reduces
the Revenants wounds to 1. Since the
Revenant needs to be reduced to 0
wounds to be removed from play, the
Revenant is still in the game.

11

6. Apply Attack Effects

Combat Modifiers

Some attacks have specific effects


associated with them, which are
detailed on the relevant models card.

The following apply modifiers to


combat rolls.

Most weapon effects are resolved after


the attack has been made and damage
applied, with the following additional
considerations:

Firing Close.

If a weapon has any special


exemptions from combat modifiers,
these are applied before the attack
roll is made.

Covering features can be corners,


low walls, plexi-glass partitions or
pieces of machinery that afford some,
but not total, protection from weapon
fire. Features on the game board that
are outlined in red, as well as doorways
and corners, provide cover.

Blast AoE attacks have their effects


applied after the attack hits and
damage is applied to the primary
target of the attack.
7. Removing Models
Models can be removed from play when
they are killed, mutated or evolved.
Killed. A model that is killed is
removed from play. Any counters
that must be left on the game board
are placed in the square the model
occupied before it was removed.
Vanguard and civilian counters that
are killed leave a corpse counter.
Mutated. Infected models can
mutate into Strain Exo-Forms.
Remove the infected model from
the game board and replace it
according to the Strain mutation
rules (page 28).
Evolved. When a model is evolved
the model is replaced with the
model indicated on its evolutionary
path. Remove the original model
from the game board and place the
new evolved form in the original
models base square. The new
model retains any counters and/or
status effects the original model had
before it was evolved but comes
into play with its maximum number
of wounds.

Covering Features.
Firing into Close Combat.
Prone Target.

A defender adjacent to a covering


feature gains a cover modifier against
any attack vectors that cross the
covering feature. If a model has
cover it gains Defense +3.
A covering feature does not grant cover
if the attacker is adjacent to it when the
attack is made.
Obviously, if both the attacker and
defender are adjacent to, but on
opposite sides of, the same covering
feature then it does not provide cover.

EXAMPLE OF PLAY
Akosha is taking cover behind a low
barricade, trying to avoid weapons fire
from a Brimstone.
If the Brimstone attacks Akosha, her
adjusted Defense for cover will be 16
+ a modifier of 3 for cover, for a total
of 19.
If she attacks the Brimstone, she does
not count that barricade into the attack,
because she is adjacent to it.

If you stand in the open,


youre asking for it trooper!

12

Firing Close. It is very difficult to hit


a target with a ranged attack while at
close combat range. If an attacker is in
close combat and using a ranged attack
(L,M or S), the target gains Defense +3.
Naturally, an attack with range C does
not suffer this penalty.
Firing into Close Combat. If a model
makes a ranged attack against a target
that is adjacent to a model friendly
to the attacker, the target gains the
benefits of cover Defense +3.
EXAMPLE OF PLAY
A Samaritan Reaver is trying to stop
a Scythe Witch from tearing apart a
cluster of troopers. She is adjacent
to two other Samaritans, both about to
be eviscerated.
Because the Reaver is trying not to
hit his fellow Samaritans, his attack is
more difficult. The Scythe Witch has a
defense of 18 with a Defense modifier
of +3 for close combat, for a total of 21.
That Reaver better roll some 6s.

Prone Target. A prone target is a model


that has been knocked down by an
ability or effect. A prone target is harder
to hit with ranged attacks but more
vulnerable to close combat attacks.
A prone target gains Defense +3 against
ranged attacks.
An attacker making a close combat
attack against a prone target gains
Attack +d6.

LOW COVER Low cover is delineated


by red lines on the game board.

Ability Cost
Some abilities require that the
controlling player spend Tactics or
Nano counters (for more on Tactic and
Nano, see the sections on Vanguard
and Strain forces) in order to use or
enhance them.
When a player uses an ability with a
cost, the appropriate counters are
removed once the ability is announced
but before it is resolved. If a model
cannot pay the cost of the ability it
cannot be used, no counters are paid,
and the model can instead choose to
take another action.

Covering features Kara has an


attack vector to both the Scythe Witch
(S), and the Quasimodo (Q), but as the
Quasimodo is adjacent to the covering
feature (indicated with a red line), she
would be at penalty to attack that. The
Scythe Witch is not adjacent to the cover,
so gains no modifiers.

Abilities
A models abilities enable it to make
special actions, and are listed on the
reverse of a models tactical data card.
A model can use multiple abilities, but
each ability can only be used once per
activation. Most abilities necessitate
the use of one of a models two actions
to be employed.
An abilitys rules always override the
normal game rules even if the ability
contradicts them.
There are a number of different types
of ability.
Free Abilities. Some abilities can
be used without requiring the acting
model to use an action. These
abilities are called free abilities.
A model can only use a single free
ability per activation.
Traits. Traits are passive abilities
that are always in effect unless
otherwise specified.
Traits are always free to use and
can be applied even when in Reflex
Mode. Traits are listed separately
from abilities on a models tactical
data card.

EXAMPLE OF PLAY
Corpsman Vade is trying to prevent
a trooper from mutating by using his
Immunotherapy ability to reduce the
troopers infection status.

Focused Abilities. Some abilities


have to be focused in order to be
used. Others yield different or better
results when used as a focused
action. If the ability has to be or can
be used as a focused action this will
be specified in the ability type.
Attack Abilities. Some abilities
allow a model to make an attack
as part of that ability. Any ability
that requires the model to select
a target and make an attack roll
is considered an attack ability. A
model cannot perform a normal
attack and use an attack ability in
the same activation.
Like normal attacks, an attack
ability may be focused to gain an
Attack +1d6 modifier to the attack
roll made with the ability. However,
some attack abilities must be
focused in order to be used at all. In
this case, the attack made with the
ability does not gain Attack +1d6.
Movement Abilities. These abilities
allow a model to move as part of
that ability. Any ability that moves
the acting model is considered a
movement ability. A model cannot
perform a movement action and use
a movement ability in the
same activation.

13

He moves adjacent to the trooper and


uses the ability. In order for the ability to
take effect, Vade has to spend 1 Tactic.
Vade spends the Tactic and reduces the
troopers infection status by 1.

Finishing Activation
Once a models activation is finished:
Make any status checks for that
model.
Apply any status effects that persist
for that model.
The player may then activate a model
that has not been activated yet this turn.
If all of the players models have been
activated the players turn ends.
The player may also choose to end his
turn at any time. He does not have to
activate all of his models.

Status Effects

Status Rolls

Models can suffer from different effects


throughout the game.

If a model is affected by a status effect,


the model must make a status roll at the
end of its activation. Make a separate
status roll for each effect a model is
suffering from.

Applying Status Effects


Models gain status effects from abilities,
attacks or even battlefield conditions.
Each status effect will describe how it is
removed.
Some status effects simply require a
status check to be removed.
Other status effects apply as long as a
model is within an area of effect, such
as a zone.
EXAMPLE OF PLAY
Corpsman Vade is in trouble; hes
been doused by the Vitrifier attack of
a Quasimodo and has the Corrosion
status effect. Hes also been knocked
prone by a Scythe Witch and is
bleeding from one of her attacks.
Things look grim.
At the beginning of his next activation
he takes 3 Wounds from Corrosion,
and 1 Wound from bleeding. Luckily he
has a few Wounds left.
He carries out his actions during his
activation. He uses a move action to
stand, this removes the Prone status.
He then heals himself with his Combat
Medic ability, spending two Tactics
to return two of his lost Wounds, and
removing the Bleeding effect in the
process.
At the end of his activation the
Corpsman makes a status check
against Corrosion, rolling 1d6 with a
result of 5, success! Vade removes the
Corrosion status.
With a sigh of relief Vade is no longer
on the brink of death. Hopefully he can
survive until the next round.

When making a status roll, the


controlling player rolls d6:
On a result of 1-3,
the status effect persists.
On a result of 4-6,
the status effect ends.
If the status roll fails to remove a status
effect the model is still affected by the
status effect and keeps the appropriate
counter.
Here are the different status effects
used in this set:
Bleeding. A model
suffering the Bleeding
effect loses 1 Wound
at the beginning of its
activation. If the model is
healed of any Wounds, or if it passes a
status check, Bleeding is removed.
Burning. A model
suffering the Burning
effect loses 2 Wounds
at the beginning of its
activation.
Corrosion. A model
suffering the Corrosion
effect loses 3 Wounds
at the beginning of its
activation. Models with
the corrosion effect that are killed do
not leave corpse tokens.
Infection. A model with one or more
Infection counters is suffering from
nano-spore infection. Clip an Infection
counter to the model. Models can have
multiple Infection counters; just clip
more counters below the first as the
infection worsens.
For more information
on infection see the
Strain Infection
section opposite.

14

Prone. Prone models


have been knocked down
by an attack or effect.
A model with the Prone
effect cannot move any
squares or make close combat attacks.
In addition, the model cannot use any
ability, trait or reflex ability that allows
them to perform a close combat attack
or move squares. As a movement
action a model with the prone effect can
remove this effect; models do not get a
status roll to remove the prone effect.
Inversion. Gravity Effect.
A model with the Inversion
effect cannot take move
actions. If a model is
moving when it gains
Inversion its activation ends. When
determining vector to a model with the
Inversion effect, intervening models do
not block vector. Inversion is removed
when the effect ends, and cannot be
removed with a status check.
Crush. Gravity Effect.
A model with the Crush
effect gains prone and
loses 1 Wound when
the effect is applied. If a
model is moving when it gains Crush
its activation ends. A model with the
Crush effect cannot take move actions
or use reflex abilities. Crush is removed
when the effect ends and cannot be
removed with a status check. After
crush is removed, the affected model is
still Prone.
Rad. A model with
the rad effect has been
dosed with gamma wave
radiation that prevents
regeneration and is
lethal to nanotechnology. A model
with this effect cannot heal Wounds.
In addition, a model with the rad effect
cannot be evolved.
Singularity. Gravity
Effect. A model with the
singularity effect has its
mobility reduced to 1
while the effect is applied,
and loses 1 Wound when the effect is
applied. If a model is moving when it
gains Singularity, its activation ends. A
model with the singularity effect loses 4
wounds if they end activation with the
effect. Singularity is removed when the
effect ends and cannot be removed with
a status check.

Strain Infection
The Strain nano-spore is incredibly
virulent. A scratch, bite, or even a
breath of air thick with nano-spores is
enough to infect a human being.
After infection, a horrific process
ensues, whereby a living creatures
tissues are assimilated by the nanospore and its body converted into one
of the Strain.

At the end of an infected models


activation it must make a status roll.
If the status roll fails, the model gains
another Infection counter and the level
of its Infection status is increased by 1.
If the status roll succeeds, the models
Infection status does not change.

Most Strain models have the ability to


infect. Non-Strain models can also be
infected by exposure to nano-spore in,
for example, infested board sections.
When a model is first infected, it gains
an Infection counter and 1 level of the
Infection status.

Next time you


shoot one of
those things try
not to get it all
over me.

EXAMPLE OF PLAY
Kara is infected, the Strain nano-spore
coursing through her body. In order to
fight the infection, she has been making
status checks each round. So far its
been kept at Infection status 1. At the
end of her current activation, Kara rolls
two dice (Kara always rolls two dice for
status checks, thanks to her Dauntless
ability). This time both of them come up
1. She has failed her status check.
Her infection status goes from 1 to 2.
If it hits 3, the Strain player can and
probably will turn her into a Necroform or nano-spore. The Vanguard
player has to decide what hes going to
do next turn; risk another status check,
or get Kara to a medic

15

An infected model that is exposed


to another form of infection has their
infection level increased by 1.
A models Infection status cannot
progress higher than 4.
See Nano-Spore in the Strain rules
on page 28.

SETTING UP THE GAME


These are the steps to setting up a
game of Sedition Wars:
1. Select a Scenario.
2. Place Board Tiles.
3. Place Objective Markers.
4. Select and Deploy
Strategic Points.
5. Generate a Force.
6. Deploy Forces.

Campaign Scenarios

3. Place Objective Markers

Campaign scenarios are pre-written


adventures for you to play through.
Sedition Wars: Battle for Alabaster
includes Outbreak, a complete
campaign arc that tells the story
of the Vanguards first encounter
with the Strain.

Each side in a scenario can have one


or more objective markers present on
the game boards, used to track various
mission goals and determine victory.

Each campaign scenario will describe


how the board tiles are placed as
well as any objective markers, victory
conditions, and strategic points.

2. Place Board Tiles


1. Select a Scenario
There are two types of scenarios in
Sedition Wars: strategic scenarios and
campaign scenarios.
For your first foray into the terrifying
struggle between the Strain and the
Vanguard, we suggest playing through
the Outbreak Campaign, which starts
on page 42, as it introduces all the rules
of the game. Once youve enjoyed this
series of linked scenarios, then youll
be fully equipped to invent your own
nail-biting encounters with our strategic
scenario rules.
Strategic Scenarios
Strategic scenarios are one-off, freeform encounters with a variety of
objectives and themes, all determined
by the players. Using the rules
presented on page 38, players can
construct their own scenarios by either
choosing or randomly determining the
objectives for the scenario. Strategic
scenarios can be used as a quick
way of putting a game together or
they can be interspersed between the
scenarios in a pre-existing campaign
to provide additional missions.
Equally, they can be utilized to created
branching storylines that detail
alternative outcomes in otherwise linear
campaigns.

Each scenario takes place on one or


more board tiles.
Refer to the specific scenario for the
game board layout. Place the tiles in the
configuration that the layout displays.
If the players are using a strategic
scenario, tiles are chosen from any
of those available. Players can either
agree on a layout for the game board
or each player can take a turn placing a
single tile. A minimum of two tiles and a
maximum of six tiles is recommended
for strategic scenarios. This step must
be completed first. Only when the board
is agreed upon and laid out should the
players proceed.
Some game board tiles have special
properties. See Special Game
Board Tiles in the scenario section
on page 41.

Each objective marker should be


placed following the rules in the specific
scenario.
If a model manages to end its activation
on top of an objective marker, that
objective has been successfully
completed. Some objectives require
models to take actions while on or
adjacent to an objective marker. See
Victory Conditions on page 18.

4. Strategic Point
Deployment
Before each player deploys their
models, the strategic points for each
faction must be placed on the game
board.
Each scenario will determine if a player
can or must use strategic points during
the game. Campaign scenarios will
define what strategic points each player
can place on the board.
For strategic scenarios, each player can
place a total of up to 4 strategic points
of their choice on the game board; only
two of any single type of strategic point
can be chosen.

I think I can bounce this one around the corner.


Samaritan Grenadier

16

Once the number and type of strategic


points for each player have been
determined, these are placed on the
game board according to the rules in
the scenario.
Some scenarios allow players to choose
where their strategic points are placed.
When this is the case, each player rolls
1d6 and the player with the highest roll
gets to choose which player will place
a strategic point first. Players then
alternate placing a strategic point on
the game board until all strategic points
have been deployed.
When strategic points are placed,
players must use the following rules:
A maximum of 4 strategic points can
be placed on any game tile.
A room smaller than 8x8 squares
can only hold a single strategic
point.
Strategic points must be at least 3
squares away from a section door or
airlock.

Using Strategic Points

5. Generate a Force

A model must be adjacent to or on a


strategic point in order to use it. Using
a strategic point requires an action. A
strategic point can only be used once
per turn.

After the game board has been set


up, players must create the force they
will be using for the scenario. Players
receive force points that they spend on
models to build their force.

Some strategic points require a model


to move onto the square it occupies.
Treat the model as in the base square
the strategic point occupies. Any model
or nano-counter may do this.

In campaign scenarios, the number of


force points a player receives to build
their force is included as part of the
scenario rules.

Certain strategic points allow a model


to make an attack. This counts as an
attack action for the model using it.
When using strategic points that have a
cost of some kind, the model using the
strategic point must pay the cost at the
time the ability or action is used.
Strategic points cannot be targeted by
attacks unless a scenario or special rule
specifically states that they may be.

Strategic points must be at least


6 squares apart from one another
or 4 squares apart if they are on
different tiles.

Players using a strategic scenario


receive 20 force points for each tile
used in the game.
Example: A game board made up of 4
tiles gives each player 80 force points.
Each specific scenario will list some or
all of the following for each force:
Force Points. The number of points
a player receives to build their force.
Force Requirements. Any specific
models that the player must use in
their force.
Troop Costs. The cost in force
points of each model.
Troop Limits. Models that are
allowed or unallowed in the
scenario, and restrictions on the
number of each type.
Spending Force Points
A player can recruit any model into their
force that meets the following criteria:
The model matches the faction chosen
by the player.
The model meets the limits set by the
scenario.
The model can be placed into the
force without exceeding the force point
budget.
A force must begin play with a number
of models equal to the force point
budget divided by ten (rounded up).
Example: A player with 80 force points
to spend must include at least 8 models
in their force.

17

EXAMPLE OF PLAY
The Vanguard player is putting
together a strike team for a scenario.
The scenario calls for a budget of 40
points worth of models according to
minimum force requirements this means
the strike team has to have at least four
models. The scenario also gives the
player a bonus ability for Corpsman
Morgan Vade, so its advantageous to
include him in the force.
The player takes the cost of Vade (15
points) from the 40 points, then adds
Operator Akosha Nama (another 15
points), for back-up. Knowing that the
Strain are going to be deploying a lot of
Necro-forms in the scenario, the player
looks at the remaining 10 points and
decides to spend them on 2 Samaritan
Troopers (5 points each). Adding the
total together the Vanguard player has a
force with 4 models worth 40 points.
Deciding this isnt the right number of
models, he decides against fielding
Akosha, and opts to replace her in favor
of a Samaritan Grenadier (10 points)
and an additional Samaritan Trooper (5
points). The Vanguard player now has
a force with 5 models worth a total of
40 points. Hopefully the heavy weapon
abilities and the Samaritans tactics
combined will give the player the right
combination of firepower to survive the
scenario and attain his objectives.

6. Deploy Forces

Victory Conditions

Once the board has been set up and


forces are generated, each force can be
deployed on the game board.

Each scenario has a set of victory


conditions that each player must fulfill.
The first player to fulfill all victory
conditions listed in the scenario is the
winner and the game ends.

Each player rolls 1d6 and the player


with the highest score chooses who will
deploy first.
In strategic scenarios the player to
deploy first chooses an outside tile
edge and deploys their models within
5 squares of that tile edge in any clear
square or squares.
In a campaign scenario there are
specific rules that determine how each
force will deploy. Each player must
deploy their force according to the
scenario deployment rules. Campaign
scenarios will have highlighted areas on
the game board diagrams to indicate
deployment zones for each player.
When a player deploys their force, they
deploy all of their models at once unless
the scenario specifies otherwise.

There are two types of victory


conditions in a scenario, missions and
objectives.
Missions. A mission is a set of
multiple objectives, all of which must
be met in order to achieve victory.
Each player can have their own
unique mission.
Each mission will list the objectives
needed to complete the mission.
A mission can have both free and
ordered objectives.
Objectives. An objective is a
specific action or event that a model
or counter in the players force
must trigger. Once the objective
is triggered, the objective is
immediately completed.
Some scenarios require only a
single objective. Scenarios can have
multiple objectives but require only
one to be completed in order for a
player to achieve victory. Multiple
linked objectives form a mission (see
above).
There are two types of objectives, free
objectives and ordered objectives.

Ive seen all kinds of


contagious what youve
got trooper is a serious
case of stupid!
Corpsman Morgan Vade

18

Free Objectives can be triggered


by a player at any time. A free
objective is most often represented
by a strategic point or an objective
counter.
Ordered Objectives must be
completed in a specific order
detailed in the scenario. Ordered
objectives are most often
represented by numbered counters.

The Vanguard
A versatile and lethal fighting force, the
Vanguard relies on weaponry, tactics,
and superior firepower to dominate
the battlefield. Samaritans are the elite
fighting force of the future, incredibly
capable, each member a part of a welloiled machine. Through the strategic
application of force, area of denial
attacks, and sustained fire they can
dominate superior numbers.
The Vanguard is the
epitome of bravery in the
face of overwhelming odds.
Unprepared for the terrors of
the Strain, they must rely on
their equipment and training
to overcome one of the most
lethal threats they have ever
encountered. Luckily the arsenal they have at their disposal
is also augmented by a robust network of target and combat
information that allows them to respond to the most taxing of
combat conditions.

Thats right Trooper, having all the cool


toys is a good start. But youve got to
know what to do with them
Sergeant Harper, Vanguard Training Academy

19

Playing the Vanguard


A Vanguard force represents a flexible strike team of well
trained soldiers equipped with high tech armor and weaponry.
Choosing the Vanguard means you control a rapid response
strike team that is capable of adapting to the flow of combat.
Whether this means holding a strongpoint while operators
carry out combat objectives, providing defensive fire for

advancing troops, or delivering a crippling blow to the


enemys forces, the Vanguard are ideal for tactical wetwork
against an enemy like the Strain.

Heroes
The Vanguard heroes brave enough to face the horror of the
strain are some of the toughest soldiers under Captain Kara
Blacks command.

Captain Kara Black


Life in the Vanguard isnt like some soft Core World military duty. You need to be able to adapt,
prevail, and survive. A Vanguard Captain can do that, and keep a cool enough head to decide
when sacrifices are necessary, when risks need to be taken, and when its time to stand on the
line and hold firm. My company, they trust me. Ive served on this Bastion for nearly a decade.
Weve fought colonial rebels, pirates, black market smugglers. We have handled some rough
chop together. Weve saved each others lives countless times.
Now were facing an unknown and potentially catastrophic outbreak with system wide
implications if it gets loose. I know Im new to the command, but I have no choice in being up
to this challenge. Its my duty to nail this crisis to the floor. And damn it, Vanguard Command
isnt being straight up with me on this, and I want to know why.

Corpsman Morgan Vade


You want to know why I never take this mask off in the field? I have a thousand reasons viral clouds, biotic deathagents, nano-spores, nerve toxins, and mutagenic gasses. Not to mention the vast inventory of naturally occurring
battlefield odours that tend to induce gagging and vomiting. You think I need this thing to breathe?
Buddy, I need this mask like you need your gun. If Im down due to a cloud of Diagon-713,
youre pretty much screwed.
That goes double for the goggles do you know what its like to get blood and dust in your
eyes while you pile guts back into a still kicking trooper? These Medspecs help keep my
sight clear. With these I can pick out a wounded Samaritan from a hundred meters, and
tell whether or not he can be saved.
And the guns? Well, let me tell you kid
Theres a reason they call me the Mercy-killer.

Operator Akosha Nama


I framed up when I realized I wanted to maintain combat effectiveness in a hostile target rich environment.
Most of the biological me is gone. A duralite skeleton, synthetic nervous system, smart wired cortical
implant, expert-system nervous connectors, and perfect long range vision. The tactical edge is
substantial. Just because I prefer a kinesis rifle doesnt mean Im an easy mark up close.
As an Operator its my duty to be cutting edge. Its my job to be a perfect killer. Most Samaritans
get a little nervous before combat, but I keep steady and still. Sure, some personnel call me cold,
even psycho.
And sure, I might be a bit detached keeps me objective during the thick of it.
Funny thing is, most troopers dont seem to mind once Ive saved their ass.

20

Specialist Barker Zosa


There is an elegance to the application of force. Although some soldiers may apply a Sabre like
a scalpel or a brush, others may be abrupt, using their carbine to bash the enemy down with
repeated assault.
It is in my experience that the most effective soldiers are those that know when the style of
application makes a difference. A soft touch can be deadly against a powerful foe.
And if the enemy does not yield to the surgical approach, they without fail shatter under the
strike of the hammer.

Samaritan Troopers
A squad of Vanguard Samaritans can end up visiting dozens of systems on a single tour of duty.
This means that each squad must be ready for a vast number of tactical situations.
Samaritan Grenadier

Protected by state-of the-art Prophet


Armor, Samaritans are entrusted to
succeed in the most hostile of battlefield
conditions. Should they die in combat,
each Samaritan is implanted with a
cortical recall beacon that allows the
mind of the slain soldier to be uploaded
into a vat-grown replacement body.

Trained in the use of the Bouncer


MPGL, the Samaritan Grenadier is
ideally deployed in tough protracted
battles against masses of hostile forces.
A Samaritan with an MPGL acts as
support during assaults, and as an
area of denial specialist in defensive
operations.

Samaritan Lancer
An interlaced electron beam acts as a guidance system
for the plume of super-hot plasma fired by the Azriel class
fusion lance. The highly intense beam of energy is capable of
burning holes through Meridian class hull-plating.
Designed as a man-portable, close
combat, anti-materiel weapon
platform the Azriel is deployed with a
Technician class Samaritan specialist
designated as Lancer. Serving dual
purposes as a breach expert and
an anti-personnel sweeper, the
Samaritan Lancer is ideal for on point
for incursions into hostile facilities
and hard point extraction missions.

Samaritan Reaver
The Reaver kinesis support weapon is
a rapid fire weapons platform capable
of sustained automatic fire. Using a
maxis fusion cell, it is also capable
of creating kinetic pulses powerful
enough to bend hull plating
or crush unprotected flesh
and bone into pulp. A
Samaritan armed with a
Reaver is a devastating
force in the battlefield
against targets at short
to medium ranges.

Hurley
The Vanguard Hurley is a tactical mobile combat information centre that interfaces
with the Vanguard tactical network. Designed to provide Vanguard troopers with
defensive and offensive support, the Hurley fulfils multiple roles through the use of
autonomous drones that respond to the Hurley AIs own instruction.
The Hurley uses a class obsidian firewall, and is capable of preventing network
intrusion and viral attack on the Vanguard Tac-Net.
It is also armed with a Kinesis Cannon, frequently referred to as the Comfort Gun.

21

The Vanguard

Tac-Net Pool Replenishment

Using Tactics Counters

The Vanguard are precise, tactical,


and effective. Using the Tac-Net, the
command structure of the Vanguard
relays important tactical information to
its troops that take the form of Tactics
points in the game.

At the beginning of each force


management phase the Vanguard
player gains a number of Tactics
counters equal to the highest ranking
models Tactics Limit, as shown on their
tactical data card; these are added to
the Tac-Net pool.

Tactics counters are used for a variety


of reasons. When a model has an ability
or attack, or wishes to use a strategic
point, that requires the use of Tactics
counters, these counters must be spent
from the model.

Tac-Net
The Vanguard Tac-Net is a simulcast
tactical communications network
that allows the Vanguard to maintain
complete operational awareness even
during the most chaotic of encounters.
Tactics Counters
The Tac-Net is represented by Tactics
counters from the Tac-Net pool. At the
beginning of every Vanguard Active
Mode, during the force management
phase, the Vanguard player replenishes
and distributes the Tac-Net pool.
Tactics Counters are used to enhance
or access certain attacks and abilities of
Vanguard models.
There is no limit to the number of
Tactics counters in the Tac-Net pool.
At the beginning of the game, the
Vanguard player begins with a number
of tactics counters equal to the highest
Tactics Limit in their force plus 1d6.

Example: If the force has a


Commander, who has a Tactics
Limit of 4, in play at the beginning of
the tactical phase, 4 Tactics counters
are placed in the Tac-Net pool.
If the Commander is removed from play,
the next highest ranking models Tactics
Limit is added to the Tac-Net.
MODEL RANK

Tactics Limit

Trooper

1 Tactic

Elite Trooper

2 Tactic

Hero

3 Tactic

Commander

4 Tactic

Tactics Counter Distribution


After the Tac-Net is replenished, Tactics
counters can be distributed to Vanguard
models. The Vanguard player can take
Tactics counters from the Tac-Net Pool
and place them on a models card.
A model can never have more Tactic
counters than its Tactics Limit.

22

Some general Vanguard special rules


however, such as target designation,
require the expenditure of Tactics
counters directly from the Tac-Net Pool.
EXAMPLE OF PLAY
At the beginning of the first Vanguard
force management phase of the game,
the Vanguard player manages to roll
a 6 for the number of starting Tactics
Counters, and with Corpsman Vade
(Tactics Limit 3) deployed to his squad
as the ranking model, the starting
tactical pool has a whopping 9 points in
it (6 for the roll plus 3 for Vades Tactics
Limit).
By the beginning of the second round
there are plenty of targets to deal
with, and the Vanguard player adds 3
more Tactics counters to the Tac-Net
Pool now at 12 points. He distributes
Tactics counters to his troopers and to
Corpsman Vade, which drains the pool
down to 6 Tactics counters. He saves
the 6 Tactics counters for the next round
in order to make sure there is enough
to deal with emergencies, knowing that
Vade will be adding another 3 points to
the pool. That is, of course, if hes still in
play at that time.

Special Vanguard Rules


Target Designation
The Vanguard player can
choose to spend Tactics
counters directly from the
Tac-Net Pool to designate
priority targets.
During the Force Management Phase,
after Tactics counters have been
replenished and distributed, the
Vanguard player can spend a Tactics
counter from the Tac-Net Pool to place
a Target Mark Counter on an enemy
model within a Vanguard vector. A
model can only have one Target Mark
Counter on it at one time. The Vanguard
player can place as many Target Mark

Counters during the Force Management


Phase as they like, within the limits of
their Tac-Net Pool.

Displacement Fields do the following:

When attacking a model with a Target


Mark Counter, a Vanguard model may
remove the counter to gain an Attack
+3 modifier to their attack against that
target.

At the players discretion, the


Displacement Field can stop all
damage from a single attack that
hits the model. When used in this
way, the attack still hits the target
and any effects are applied, but no
damage is dealt. When this is done
remove the displacement field from
the model.

Displacement Fields
A Displacement Field
is an interlaced kinesis
matrix that provides
protection to the wearer.
Clip a displacement field counter to
the base of a Vanguard model with a
Displacement Field.

Reduce the damage staging of


attacks that hit the model by 1.

Infected Vanguard
A Vanguard model can treat an Infected
friendly model as an enemy if the model
has an Strain Override counter (see
Override on page 30), or if the model
has 2 or more Infection counters.

Vanguard Strategic Points


Auto-Doc

Life-Support Terminal

Any Vanguard model that uses an auto-doc


can use it to repair wounds or cleanse their
system. A Model on the strategic point can
use the following action.

When a life-support terminal is used by a


Vanguard model, that model can use it to
remove toxins and nano-spore from the
atmosphere. Models adjacent to the strategic
point can use the following action:

Cellular Recovery. The Vanguard model taking this


action has any damage they have suffered removed. In
addition, any Infection counters are removed.

HAVOK
Defense Gun emplacement

Environmental Purge. Spend 1 Tactics counter. Select


up to a 4x4 square area within a single room on a board
tile. If there are Strain Nano counters in that area, you
may remove them from the board.

Security Terminal

If a Vanguard model is adjacent to the base


square of the HAVOK gun emplacement that
model gains cover Defense +3.
HAVOK Defense Gun. A model on the Havoks
base square can use the HAVOK Defense Gun as an
attack action.
ATTACK
HAVOK
DEFENSE
GUN

Vanguard models adjacent to a security


terminal can use the following action:
Tactical Assessment. Spend 1 Tactics counter. Give 1
Tactics counter to all Vanguard models on the board.

MOD

RNG

D/S

EFFECT

Teleportation Control

6|3

[Free Ability] Make 2 Havok


Defense Gun Attacks.
These attacks must be
against the initial target
or valid targets within 2
squares of the initial target.

A Vanguard model can use the teleportation


control to move itself and other Vanguard
models that occupy the teleporter. Models on
the 3x3 card representing the teleporter can
use the following action:

* Use the models highest attack value.

I like to keep my workspace clear.


Full auto usually does the trick.

Combat Teleport. Spend 1 or more Tactic counters.


Select a 3x3 area of squares on the board tile. Place
a single model (including the active Vanguard model)
currently on the teleportation control strategic point in a
clear square in the selected 3x3 area. Do this for each
Tactics counter spent.

23

Strategy and Tactics


The strength of the Vanguard relies on the abilities of each member of a deployed force.
Commanders, heroes, and troopers all bring something to the battlefield. Knowing when to use
the right ability at the right time is a big part of being successful with the Vanguard. Here are a
few tips to follow.
The Samaritan

Medic!

The Vanguard relies on the Samaritan as the core of its


fighting force. Using them is incredibly important not only
because they are good at absorbing damage, but also
because they provide excellent threat response during Reflex
mode. In addition, support Samaritans such as the Grenadier
and the Reaver complement a Samaritan squad with the
additional firepower of their specialist weapons.

Infection is your worst enemy. Do your best to secure


strategic points that help you fight infection. Maintaining
the use of Prophet Armour bio-protocols will also keep
the infection at bay even if only temporarily. This is where
Corpsman Vade proves to be a crucial part of your force.
He can keep troopers in the fight and even bring them back
from the brink if the timing is right. Auto-docs are equally as
vital, just be sure to cycle troops through them quickly. And
remember, you can always put a bullet through an infected
trooper before he mutates, or take out a model with Override
with its own attack.

Reavers can give a much needed knockout punch to mobs


of Strain, and Grenadiers can use gravitic grenades to deny
areas of the map and to control strategic choke points.
A varied force composition means youll have a way of
responding to all types of incursions.

Tactical Command

Use your Heroes


Each hero brings a distinct avenue of specialty to the game.
The right hero in the right scenario can make a massive
difference in battle. Corpsman Vade is practically a must have
for any encounter, and Kara makes any group of troopers
even stronger with her ability to lead and direct tactical fire.
The added power of Akosha and Zosa can tilt the balance
of a battle in your favor. Both heroes have abilities that add
lethality to your force, either as a surgical strike in Akoshas
case, or Zosas less subtle method of killing swathes of
enemies with awesome weapons from the Vanguard armoury.
Distance is Everything
Letting the Strain get close is a huge mistake, not only are
they lethal in close combat, but the infectious nature of
their attacks means that they can compromise your force.
Maintaining a perimeter, and knowing when to retreat to avoid
being overrun is important. Sacrificing already infected troops
is one way to blockade a rush of Strain Necro-forms.
Just remember, every corpse you leave behind is a Revenant
waiting to happen.

Stay sharp out there people,


this is not a simulation.

Tactical Integrity is everything. Marking targets gives you


a major edge, especially when you combine Target Mark
counters with abilities that turn those counters into extra dice.
To maintain that edge, keep your heroes alive at all costs,
they lend to the Tac-Nets strength as long as they are on
your side.
Mark targets, use those counters, and make sure you are
replenishing Tactics where it counts. When you have a
security terminal on the board, make sure it gets manned as
soon as possible so that tactical assessments can replenish
points as they are spent. Without a constant stream of Tactics
you wont be able to use key abilities, and then the Strain will
be very hard to stop.
Your AI is Your Best Friend
Hurley is an important addition and when the force point
budget is high enough its a good idea to add him into the
mix. Hurleys actions tend to get used up either spawning
drones, or issuing commands to them. Drones, however, are
super important. Deploying them and issuing commands
to them to scout and protect troops is very important. His
big-ass gun is something that will rob him of drone command
potential, but dont be afraid of using it when you need to.
Also, if the Strain player is constantly harassing you with
Override, Hurleys firewall ability is a great umbrella for
keeping infected personnel clear-headed and operational.

Captain Kara Black

24

the strain
The most secretive echelons of Solcom scientists
call them the Prometheans. Entities of unsurpassed
technological prowess, they left this galaxy long aeons
before humanity and the Solar sphere expanded to
occupy the void. Their technology has always been a
constant mystery, enigmatic methods of manipulating
matter, energy, and the fabric of space-time.
The nano-system at the
core of the Strain is a
horrific blend of Promethean
technology and terrorist
cyberweapon. Lethal,
without conscience, and
almost certainly unable to
check its own spread, it
holds the potential for untold destruction and death.
At the present time, the Strain Construct is an insane
hybrid, a deadly chimera that will consume any living
thing that crosses its path. Regarded at a safe distance,
the Strain appears deadly but chaotic and without
direction; a threat, but not a dire one. However, should the
Strain attain sentience a terrifying possibility owing to its
assimilation of the AI Cthon it will overwhelm a galaxy
unprepared for its advent, growing at an exponential rate
as it assimilates everything it encounters.

The sheer speed of metamorphosis is


fascinating, although I hear that my
view isnt shared on the frontline.
Senior Technician Rosberg, Vanguard Biotech Division

25

Playing the Strain

The Nano-Spore

The Strain embodies several survival horror themes


Infection, techno-horror, and nano-technological reanimation.

The virulent adaptive nature of the nano-spore


allows it to act as a vector for Strain infection.
Any infected victim is slowly subjected to the
ravages of a metabolic Trojan that subverts
cellular mechanisms to express a Strain
template. The cells of the infected victim are
broken down and rapidly converted into a union of alien
technology and still-living organic matter. The initial results are
an inchoate mutation, only capable of directed action when
under the control of the Strain construct.

Choosing the Strain means close combat, swarming tactics,


and the use of nano-spores to infect and infiltrate. Through
the unique mechanics and abilities available to the Strain
you can effectively mutate your force from a ragtag mob
of animated husks and infected civilians, into a deadly and
unstoppable collection of monstrosities.

Necro-form The Revenant


A Necrotic host acts as primary incubator and
delivery vehicle for the Strain infection. Extremely
dangerous in confined conditions mobs of these
creatures can overcome even the most disciplined
trooper. Prehensile tendrils with injector barbs
act as a delivery vehicle for infection. Rapid
incubation results in 100% conversion rate
of dead or dying infected. Any corpse found
in the battlefield can become one of these
in an instant.

Exo-Form Stalker

Exo-Form
Quasimodo

A living host exposed to


Strain forced evolution and
mutation. The stalker is
faster and more determined
than phase 1 Revenants.
The stalker manifests a
lethal mono-molecular talon
and enhanced mobility. A
prehensile tendril acts as
vector for Strain infection.

These twisted monstrosities


have merged with a military
class weapon. Probably
former security personnel,
the Quasimodo have been
converted into a lethal delivery
vehicle for infectious bio-matter.
It can strike at range, and never
hesitates to do so.

Phase 3 Exo-Form Scythe-Witch

Phase 3 Exo-Form Brimstone

Force evolved from


phase 2 nano-forms,
this creature
is an agile
leaping
predator.

Force evolved from phase 2 Exo-Forms this newly


evolved Strain beast has a
heavily armored carapace
capable of deflecting directed
energy weapons fire. The
creatures internal Energy
Core feeds into a lethal
chest cannon capable of
cutting swaths through
close formations. Its
powerful limbs provide
stability when firing.

Extremely lethal in close


quarters, but relatively
vulnerable to weapons
fire at range.

26

Phase 4 Exo-Form Grendlr


Thought at first to be the heaviest of the Strain Exo-Form
constructs. This is a heavily armored, mobile nano-converter.
Capable of swallowing a hapless victim whole, the incubation
chamber within its body can forcefully evolve victims or
digest their organic matter and convert them into nano-spore.
Much faster than its size would indicate, this is a very difficult
creature to kill. Maintain a safe engagement perimeter.
The Grendlr also seems to be able to induce empathic control
over infected subjects. The nano-spore acts as an override
for the infected subjects neurological systems.

Phase 5 Exo-Form Cthonian


A massive conglomeration of evolved biomass combined with a powered armor
carapace. The outer shell is a fully functional exoskeleton wrapped around a
squid-like body composed of extremely resilient tissue. Capable of regenerating
damage with dark matter conversion, this creature is nearly impossible to kill
without the use of high output energy weapons. In addition to its defensive
capabilities, the creature is armed with a gravitic beam weapon and a lethal
nano-weapon capable of mutating a living target almost instantly.
In addition the Cthonian also seems to be able to exert the same empathic
influence on infected subjects as the Grendlr. At its core is a bio-organic
computer, containing an amalgam of the Firebrand Cthon AI and ancient
nano-spore techno-directives. Recovery of this system is of prime importance
in understanding this outbreak.

Theyre ugly at a distance. I can


only imagine what they look like
through a sniper scope
Operator Barker Zosa

27

The Strain

Mutating Infected Models

The Strain have a unique active


mode that a Strain player can use to
effectively control the spread of the
Strain infection, trigger mutation, and
evolve existing Strain models into
tougher and deadlier versions.

During the Strain force management


phase, after Nano counters have been
moved, models with Infection counters
can be mutated into Strain Exo-Forms
or forcibly consumed and their matter
shifted into a cloud of nano-spore.

Nano-Spore

How a model is mutated depends on


that models infection level. The Strain
player can choose one mutation effect.

The invisible nano-spore of the Strain


is represented by Nano counters that
power the Strain infection.
Moving Nano Counters
At the beginning of the Strain force
management phase, the Strain player
can move any Nano counters on the
board up to 6 squares. A Nano counter
can only be moved once during the
force management phase.
A Nano counter can move through any
square, but cannot move through walls.
The counters can end their movement
in a square occupied by a model or
strategic point. Any number of nanocounters can occupy the same square.
Nano counters can move through
closed doors but cannot move through
closed section doors or airlocks.

EXAMPLE OF PLAY

Level 3 Infection Status:


Replace the infected model with a
phase 1 Necro-form.
Replace the infected model with 2
Nano counters adjacent to or in that
models base square.
Level 4 Infection Status:
Replace the infected model with a
phase 2 Exo-Form.
Replace the infected model with 1d6
Nano counters adjacent to or in that
models base square.
Newly converted models can only
perform one action during the Strain
players first Active Mode after being
created. Newly mutated models come
into play with their full allotment of
wounds, regardless of how injured the
previous model was. Any effects the
mutated model was suffering from are
transferred to the new model.

The Strain player places three Nano


counters on top of a Havok Defense
Gun strategic point. The Vanguard
player can still enter the strategic point
to use the Havok Defense Gun, but
if he stays there, can be infected by
exposure to the Strain nano-spore.

Shoot everything
and let the Captain
sort it out.
Samaritan Hudson

28

EXAMPLE OF PLAY
A group of Samaritans have been
infected and several of them are at
the brink of death. Three of the
Samaritans are at status 3, while
another one is at status 4.
During the force management phase,
the Strain player makes his move.
He converts the three Samaritans
into nano, dissolving their bodies into
clouds of nano-spore The models are
removed from the board and Strain
Nano counters put on the squares
they had occupied. The Strain
player then replaces the remaining
Samaritan (at infection status 4) with
a Phase 2 Stalker.
There are now 6 new Nano counters on
the board next to a phase 2 Exo-Form.

Nano-Spore Infection
If a non-Strain model is standing in a
square occupied by a Nano counter at
the end of the Strain force management
phase, the Strain player must remove
that Nano counter from the board. The
model gains an Infection counter.

Strain Special Rules


Spawning New Models
The Strain player can create new
Exo- and Necro-Forms by using Nano
counters and spawn points during the
force management phase. A spawn
point is a strategic point or special
location on the board (like corpse
tokens) that can be used to spawn new
Strain models. A spawn point can only
be used once per force management
phase.
The cost and action of spawning a
model depends on the type of model
being created.

Phase 1 Necro-Form. Remove 1


Nano counter adjacent to or on the
spawn point. If the spawn point is
a corpse token, remove the corpse
token after the model is created.
Phase 2 Exo-Forms. Remove 3
Nano counters adjacent to or on the
spawn point.
When a model spawns, the Strain player
can place that model on any square
adjacent to the spawn point.
Spawned models can only perform one
action during the Strain players first
Active mode after being created.

Evolving in battle 1 The Quasimodo has enough nano around him to pay the
evolution cost (6) for turning into a Brimstone.

Evolving Exo-Forms
In addition to spawning new models,
the Strain player can also spend Nano
counters to evolve certain Exo-Forms
into more powerful creatures. Strain
models that can be evolved will have an
evolution cost that indicates how many
Nano counters must be used to evolve
that model and the new Exo-Form
that it will become. Models without an
evolution cost listed cannot be evolved.
To evolve a model, during the force
management phase the Strain player
spends Nano counters equal to the
models evolution cost. These Nano
counters must be adjacent to or in
the models base square. Once the
evolution cost has been paid, the model
is removed and the new Exo-Form is
placed in the same base square.
Newly evolved models can only
perform one action during the Strain
players first Active Mode after being
created. Newly evolved models come
into play with their full allotment of
wounds, regardless of how injured the
previous model was. Any effects the
evolved model was suffering from are
transferred to the new model.
EXAMPLE OF PLAY
The phase 2 Exo-Form that the Strain
player placed due to mutation in the
previous example is standing next to 6
Nano counters.

Evolving in battle 2 The Nano counters are removed and a Brimstone is placed
on the board. As there are not enough clear squares, and the miniature is next to a wall,
Morgan Vade is pushed into an adjacent square and is knocked Prone.

Eager to escalate the capabilities of his


force, the Strain player decides he is
going to force evolve the Stalker into
a Scythe Witch.
The player removes the 6 adjacent
Nano to pay the evolution cost for the
model, and replaces the Stalker with a
Scythe Witch.
Since the Stalker was a newly mutated
model, it only gets to perform one
action during its first activation, so this
turn it can attack, move, or use
an ability.

29

Evolving Large Models

Exogenesis

When evolving a normal model into a


large model, place the new model in any
clear squares adjacent to and including
the evolved models base square.

Exogenesis begins whenever certain


Strain models engulf a model with a
Maw attack. In the next Strain force
management phase, before moving
Nano counters, choose one of the
following:

If adjacent squares are not clear due to


terrain or being a small area, the model
evolves normally, but is stuck until it
moves from that space. See Pressing
Through on page 9.
If adjacent squares contain models,
move the models into the nearest
adjacent clear square that will make
room for the evolving models base
squares. Enemy models moved in this
fashion become Prone.
Engulf
The Engulf ability allows some Strain
models to swallow normal sized models
whole.
If the consuming model is killed, or
takes 10 or more damage while a model
is engulfed, place the engulfed model
back on the board in a square adjacent
to the consuming model. The freed
model may activate normally if its force
is in Active mode.

EXAMPLE OF PLAY
The Grendlr has rampaged through a
group of Samaritans and has managed
to grab a Grenadier and swallow it
whole. Despite the Samaritans best
efforts to rip the Grendlr a new one, its
managed to keep its lunch down. The
Grenadier is trapped inside the hellish
gut of the thing.
At the beginning of the next Strain force
management phase, the Strain player
chooses to Gestate the Grenadier,
ramping the poor troopers infection
status to 4. On the next Vanguard
activation the Samaritans manage to do
enough damage to force the Grendlr to
give up its meal.
The Grenadier is placed back on the
board adjacent to the Grendlr, but now
with an infection level of 4. Get that
Samaritan a Medic before he mutates!

EXAMPLE OF PLAY

Gestate. The engulfed model


remains engulfed and becomes
infection status 4.
Expel. The engulfed model is placed
on the board up to 2 squares away
from the consuming model.
Metabolize. Remove the model
from play, place 4 Nano counters
in play adjacent to the consuming
model.
Nanovore
Strain Exo-Forms can use nano-spore
to aid in regeneration of any damage
they have suffered. When an Exo-Form
is activated, prior to taking any actions,
it can remove one or more adjacent
Nano counters and heal 2 Wounds for
each Nano counter removed in this way.

Corpsman Vade is infected, and now


has been linked to a Grendlr with the
Override ability. During the Strains
reflex mode and the Vanguards active
mode before the Vanguard player
announces his activation of Corpsman
Vade the Strain player declares an
Override on the combat medic.
The strain player activates Corpsman
Vade, and declares that the Corpsman
is going to use his Katar attack on
himself. The strain player rolls the
attack, and gets a whopping result
with a roll of 31 and a staging of 3. The
attack does more than enough damage
to kill Morgan, who is already wounded.
Before damage is applied, the Vanguard
player uses Morgans Displacement
Shield to cancel the damage entirely,
saving Morgan from a self-inflicted
fate. Now the Vanguard player regains
control of Morgan and chooses to move
Morgan next to a Defense Drone to
Firewall the Override counter, and keep
his medic alive.
Once this is done, the Vanguard
player resumes the normal flow of
Active mode.

Override
Once during the Strain Reflex mode
when a model with an Override counter
is activated, the Strain player may use
a move or attack action that belongs to
that model; this action counts towards
the number and type of actions the
model can perform during its activation.
When that action is resolved, the
controlling player can then continue that
models activation normally.
If a model with an Override counter is
no longer infected, they remove the
Override counter as soon as all infection
is removed.
While a model has an Override counter,
ally models may treat it as an enemy
model. This model may also use any
attack or attack ability it has against
itself.

This is a problem
well have to solve
with superior
firepower.
Captain Kara Black

30

STRAIN Strategic Points


Necrocyst

Macrophage

This strategic point can be used as a spawn


point for Necro-forms only (see Spawning
New Models above).

When the Macrophage is activated by a


Phase 1 Strain Necro-form, that model can
be removed from the map in exchange for
Nano counters. Models on or adjacent to the
strategic point can use the following action.

Exocyst
This strategic point can be used as a spawn
point for Exo-Forms (see Spawning New
Models above).

Utility Conversion. Remove Phase 1 Strain


Necro-form. Place 3 Nano counters in any
squares adjacent to the Macrophage.

Gestation Vent

Spore Engine

When the gestation vent is secured, certain


Strain models can be evolved using fewer
Nano counters than normal. Models on the
strategic point can use the following action:

This strategic point converts matter into Strain


nano-spore. Models adjacent to the strategic
point can use the following action.
Vent. An activate Strain model adjacent to
the spore engine spends 1 adjacent Nano
counter. Place 4 Nano counters adjacent to
the spore engine.

Force Evolution. Spend 3 adjacent Nano


counters. The model is evolved along their
evolution path normally. Follow the rules
for evolving models above.

Mercy, sir? Once the spores taken to the bloodstream


mercy is a round to the temple.

31

Strategy and Tactics


The Strain are an intimidating force that will terrorize your enemies, but its greatest strength
is in its ever-changing nature . With a few keen moves, you can shift the flow of battle in your
favor even when things look grim. Here are a few tips that will help you make the most out of
playing this faction.
The Strain relies on core concepts that are crucial to making them a successful force.
Infection

Always make sure youre shifting Nano to where you are


going to need it most during your Active and Reflex modes.
And remember, the Quasimodo can blast nano across a tile
in case you need to deliver infectious spores to a crucial
location.

To get the most out of the Strain, producing nano-spores and


using them to herd forces that fear infection is key. Infection
is perfect for compromising your opponents force. Almost
nothing can escape infection and there are very few ways
Vanguard players can remove infection from their models
once theyve contracted it.

Mutation and Evolution

Make sure you keep track of where and who the infected are.
Often reinforcements are simply a mutation away. Not only
do you score a new horror for your growing force, but you
weaken the opponent with each monstrosity you give birth to.
The Nano-Spore
Moving Nano counters is vital in denying areas to your
opponent. The risk of infection is high, and the results can be
devastating to a weakened force. Be sure to kill or convert
any models capable of affecting your Nano spore count.
Vanguard grenadiers with the Rad Grenade ability can be
a particular problem, as can any Vanguard strategic points
capable of removing Nano counters from the board
(hint life support!).
If you cant get to these models or deny the use of a strategic
point, dont cluster your Nano in bunches. This is a vital
resource to the Strain and it is fundamental to ensuring your
unstoppable spread through the Alabaster facility. Spreading
Nano counters out might make using it in quantities difficult,
but will ensure you have some in reserve at any given time.

Whenever you get the chance, convert infected enemy


models into Strain. Mutation and evolution are the most
powerful mechanisms at your disposal. The most important
part of this is anticipating when your enemy is going to
be vulnerable to infection, and when you can count on
converting models to the service of the Strain construct.
Always make sure you know which models are ripe for
harvest, and when the timing of infection is going to wreak
the most chaos on your enemy.
Upgrading a Phase 2 form into a Phase 3 can cause
substantial havoc, and force a massive change to the tactics
of an opposing force.
Scythe Witches can be ideal for breaking formations and
tightly knit groups of Vanguard at choke points, and the
Brimstone can cut through troopers like a searing beam
of plasma.
Remember with cunning placement you can take an
infected model and convert it into a Phase 3 terror in one
masterstroke. You just need to make sure you have the right
amount of Nano next to the right models at the beginning of
your infection phase.

32

Term Glossary
TERM

DEFINITION

#d6

A number of six-sided dice. 2d6,1d6, etc

Action

An activity that a model can perform during its activation. Moving, attacking and using
abilities are actions.

Activate

Selecting a model during a turn and performing actions with that model.

Activation Phase

The second phase of active mode. Players activate models during the activation
phase.

Active Mode

One of two modes players take during a game round.

Adjacent

In a square having a common corner or border with another square.

Airlock Door

A door that remains open until a point of mobility is used to close it. Coloured red on
the map tiles.

Area of Effect (AoE)

An area of squares in which an effect is applied to Valid Targets.

Attack Ability

An ability that requires the model to declare a target and make an attack roll against or
apply damage to the target.

Attack Roll

An open roll made when performing an attack action. Attack rolls use damage staging.

Base Damage

The basic amount of damage an attack deals.

Base Square

The square a model occupies or the center of an area of effect.

Blast

An instant effect that affects Valid Targets within its AoE.

Blocked Vector

When a Vector or Effect Vector is blocked.

Blocking Feature

A wall, closed door, or marked terrain feature, which terminates Vectors

Blocking Model

A model the same size or larger that blocks Vector to a target

Board Feature

A feature drawn or placed on the board that is interactive, but not a model or a
strategic point

Clear Square

A square that is not occupied by a model or strategic point.

Close Combat Attack

An attack made against an adjacent enemy model.

Commander

A Vanguard model that has a Tactics level of 4 and at least 3 special abilities in
addition to its normal attacks.

33

TERM

DEFINITION

Contact

A model adjacent to an enemy model is in contact with that model.

Cover

When an attack crosses a covering feature.

Covering Feature

A board element or strategic point that provides cover. Indicated with a red line on the
map tiles.

D6

One six-sided die.

Damage Staging

The additional damage done for every 6 rolled in the attack.

Die Result

The result of rolling a single die.

Door

A dual-state board element that is a blocking feature when closed, but not a blocking
feature when open.

Elite Trooper

A Vanguard model with a Tactics Limit of 2 and no more than 3 special abilities.

Engulf

A special Strain ability that allows some Strain models to swallow normal-sized
models.

Evolution Cost

The Nano counter cost to evolve a model.

Evolved

When a model is evolved the model is replaced with the model indicated on its
evolutionary path.

Exo-Form

A type of Strain model.

Final Result

The total of a roll after modifiers are applied.

Focused Action

A Focused Action is an Action that takes up your entire activation, that allows you to
perform a special type of Action or gives you a bonus to a Standard Attack Roll.

Force

The models a player uses on their side.

Force Management Phase

A player carries out Force-specific actions during this phase.

Free Ability

An Ability that does not require an action to use.

Hero

A Vanguard model that has a Tactics Limit of 3 and at least 2 special abilities in
addition to its normal attacks.

Infection Counter

A counter used to track infection.

Infection Status

The number of Infection counters a model has.

Killed

A model is killed when the damage it has taken equals or exceeds its wound value.

Model

A single model that is placed on the board.

34

TERM

DEFINITION

Modifier [MOD]

A bonus or penalty to a die roll or target number.

Movement Ability

An Ability that requires the model to use a Move Action.

Mutate

The act of removing an infected model and replacing it with the appropriate Strain
model based on its Infection Status.

Nano Counter

A counter used to track Nano.

Necro-Form

A type of Strain model.

Open Roll

A roll in which a die result of 6 grants an additional die, which is added to the final
result.

Press Through

Moving a large model through a space otherwise too small for its base size.

Prone

A Prone target has been knocked down by an ability or effect.

Range

The number of squares between a model and a target.

Range Category

Close, Short, Medium, or Long range (1,4,8,12 squares respectively).

Ranged Attack

An Attack made against a target at distance.

Reflex Ability

An ability that must be used when a models Reflex Trigger is activated.

Reflex Mode

One of two modes players take during a game round.

Reflex Trigger

A Trait that defines the trigger condition under which a Reflex Ability may be used.

Round

In one game round, both players take a turn in Active and Reflex mode.

Section Door

A Door that joins two tiles. Coloured Blue on the map tiles.

Secure

An action taken to control a Strategic Point.

Spawn Point

A place where models are placed when brought into play.

Square

The basic unit of measurement. A single, one-inch square.

Standard Door

An automatic Door that remains open only when models are adjacent to it. Coloured
White on the map tiles.

Statistic

Any one of the rules, values and variables of a model.

Status Effect

An effect placed on a model that persists until it ends.

35

TERM

DEFINITION

Status Roll

A roll made to check to see if a Status Effect ends.

Strategic Point

Strategic points are special counters that provide abilities to a faction when activated
by a model from that faction.

Stuck

When a large model must end its movement in a space too small for its base size.

Tac-Net Pool

The grouping in which Tactics counters are stored.

Tac-Net Pool Replenishment

The amount of Tactics counters stored in the Tac-Net Pool during the force
management phase.

Tac-Net Strength

The number of Tactics counters in the Tac-Net Pool.

Tactics Counters

Counters used to represent the strength of the Tac-Net. These are used to fuel
Vanguard abilities.

Tactics Limit

The maximum number of Tactics Counters a model can have at any given time.

Target Designation

The act of the Vanguard player placing a target marker on a model within Vector of a
Vanguard model during force management.

Target Number

The number needed for a roll to succeed.

Trigger Condition

The game event that triggers a Reflex Ability.

Trooper

A Vanguard model with a Tactics Limit of 1 and no more than 2 special abilities.

Turn

When both players have had their forces in one Active and one Reflex mode. This is a
turn.

Use Strategic Point

An ability gained while a model actively secures a Strategic Point.

Valid Target

A target that is within Vector and Range.

Vector

An imaginary line drawn from a models Base Square to a targets Base Square used
to determine line of sight.

Wall

A boundary that is a blocking feature.

Window

A covering feature. These are indicated by a blue line.

Zone

A persistent area of effect that remains in play until the end of the activation during
which it is placed.

36

Entering the Fray


Youve read the rules, the tiles and dice are unpacked, and its time to play. Sedition Wars:
Battle for Alabaster relies on scenarios to provide a framework for each game. Scenarios
provide players with fun objectives and environments to play in. There are two types of
scenarios to play in Sedition Wars.
The Strategic Scenario section of the campaign rules
provides players with a way to set-up a quick match to play.
Players randomly determine the Objective theme and the
Mission theme for the game, set-up the board, construct
forces, and start playing right away.
The Outbreak Campaign is a story-based linear experience
intended to be played as a sequence of scenarios that detail
the Vanguards first encounter with the Strain. Players are
encouraged to play the Campaign one encounter at a time,
in sequence. The scenarios are intentionally designed to ramp
up in complexity, giving players a chance to learn the basics
before really getting into the gory details of trying to destroy
each other on the game board.

37

Fear is knowing the dangers


ahead. Courage is deciding its
not going to stop you.
Captain Kara Black

Strategic Scenarios
Strategic scenarios are free-form, player-guided scenarios.
Players can either choose a scenario, or
roll for a scenario.
To roll for a scenario

Scenario Descriptions
Each strategic scenario has a description that outlines how the scenario is
played. Each of these are laid out with the following sections

Pick a player to roll for scenario type


(oldest, highest roller, rock paper
scissors)

Mission Synopsis - A quick description of the mission

Roll 1d6 for the Objective theme,


and then roll on the corresponding
table

Scenario rules - Any additional rules parameters that help define how the
mission works in relation to the players and their mission based objectives.

If the result comes up as Forces


choice, that force can pick any
scenario type they want, not just the
scenarios on the current table
For details on how to set-up the game
board, see the Setting Up section of the
rules (page 16).

Set-up - Special conditions for this particular mission.

Victory conditions - How players win the game.

Objective Theme

Strain Strategic Scenario

ROLL

OBJECTIVE THEME

ROLL

MISSION THEME

1-2

Vanguard Strategic Scenario

1-2

Overrun

3-4

Strain Strategic Scenario

3-4

Quarantine

5-6

Head to Head Strategic

5-6

Strain Player Choice

Vanguard Strategic Scenario


ROLL

MISSION THEME

1-2

Trigger Happy

3-4

VIP

5-6

Vanguard Player Choice

Head to Head
Strategic Scenario
ROLL

MISSION THEME

Deathmatch

Extraction

Hazard Duty

Kill-Count

Hitman

Doorcrasher

Stay out of my line of fire


and you wont have anything
to worry about.
Operator Akosha Nama

38

Vanguard Strategic Scenarios

Strain Strategic Scenarios

Trigger Happy

Overrun

Mission: Trigger the self-destruct sequence


before the enemy can stop you.

Mission: Overwhelm the Vanguard and take


their strong-points.

Set-Up: The Vanguard player must place three strategic


objective counters. These can be placed on any tile other than
the one the Vanguard force deploys on, with a maximum of one
counter per tile.

Set-Up: The Vanguard player must place three strategic


objective counters, one in the center (or the closest square to
the center) of each game board tile.
Rather than deploying in a deployment zone, the Vanguard
player must deploy Vanguard models adjacent to each strategic
objective (minimum three).

Scenario Rules: The Vanguard player must trigger the strategic


objectives in order, by moving a Vanguard model onto it and
using an action to trigger it.

Scenario Rules: When a Vanguard strategic objective has no


Vanguard models adjacent to it at the end of the Vanguard
Reflex mode, remove the strategic objective counter from
the board.

When a strategic objective is triggered remove it from the board.


Victory Conditions: If the Vanguard player can trigger all three
of the strategic objectives by the end of turn 8, they win the
game.

Victory Conditions: If the Strain player can remove all three of


the strategic objectives from the board by the end of turn 8, they
win the game.

VIP
Quarantine

Mission: Deliver the VIP to your Extraction


Point.

Mission: Vanguard must contain infected


civilians and kill any that escape.

Set-Up: The Vanguard player must select a hero or commander


model to be the VIP

Set-up: Place 10 civilian counters in a Quarantine Stack.

Place a Vanguard strategic objective counter as an


extraction objective on a game board tile furthest from the
Vanguard deployment zone that does not contain a Strain
deployment zone.

Place a Vanguard strategic objective counter as a quarantine


objective on the game board tile with the Vanguard deployment
zone.

Place a Strain strategic objective counter as an extraction


objective on a tile with a Strain deployment zone.

Place a Strain strategic objective counter on the furthest tile


from the Vanguard strategic objective counter.

Scenario Rules: The VIP may not make focused moves, but
otherwise can perform actions normally. Although the VIP can
be Infected, the Strain player cannot mutate them.

Scenario Rules: The Strain player treats the quarantine point as


an Exocyst or Necrocyst.
If the Strain player can move enough Nano adjacent to the
Vanguard Quarantine objective, he may spend Nano to spawn
a model from it as if it were either of those strategic points.
When this is done, remove a civilian counter from the
Quarantine Stack.

If the Infection reaches level 4, place an Over-ride Counter on


the VIP.
The Strain player may use the Over-ride ability as long as a
Phase 3 or Phase 4 Exo-form is in play.

Place an Infection counter on the newly spawned model to track


it. This stays with the model even if it is mutated.

Victory Conditions: The first Force to move the VIP to their


extraction objective wins.

When a Strain model with an infection counter is moved onto


the Strain strategic point, remove the model from the board.
Victory Conditions: The Strain player wins if he can remove at
least 2 Infected models from the board.
The Vanguard player wins if
There are at least 2 civilian counters in quarantine at the
end of turn 8
or
At least 4 spawned infected that escaped quarantine
have been killed before they could reach the Strain
assimilation point.

39

Head to Head Strategic Scenarios


Deathmatch

Hazard Duty

Mission: Eliminate the opposing force.

Mission: The infested corpses in the facility


need to be destroyed, or assimilated.

Set-Up: Deploy and set-up normally.

Set-Up: Both players place 6 corpse counters on the


game board, on tiles that do not contain either forces
deployment zones.

Scenario Rules: Whenever the Vanguard or Strain kill an enemy


model in combat with the use of an attack or ability, after the
model is removed from the board , the Force that made the kill
gains a score equal to the removed models point value.

Scenario Rules: A Vanguard model can move adjacent to a


corpse counter and spend an attack to neutralize it. When this
happens remove the corpse counter from the board.

Both forces must keep track of their total score.


Whenever the Strain mutate an Infected model - when the new
model is placed on the board the Strain earn a score equal to
the point value of the newly placed model. The Strain adds this
to their score as well.

The Strain player can use Nano to spawn a Necro-form from


a corpse counter, as per the corpse counter rules. When this
happens remove the corpse counter from the board and replace
it with a Phase 1 Necro-form.

Victory Conditions: The first Force to reach a score equal


to half their force point budget, or kill all of the other Forces
models, wins.

Victory Conditions: The player who removes the most corpse


counters from the board wins.

Extraction

Kill-Count

Mission: Vanguard must rescue civilian


counters from the board.

Mission: Track your target and strike to gain the


best score

Set-Up: Place a Vanguard strategic objective counter as an


extraction point on the game tile furthest from the Vanguard
deployment tile.

Set-Up: Deploy normally


Scenario Rules: When one model kills an enemy model it gains
nemesis status, and a number of points equal to the force point
cost of the killed model.

Place a Strain strategic objective counter as an assimilation


point on any game tile that does not contain the Vanguard
deployment zone or the Vanguard strategic objective counter.

When a model with nemesis status is killed the attacking


model gains nemesis status and the score the killed model had
accumulated, plus the killed models force point value.

Each player places 5 civilian counters on board tiles that do not


contain either forces deployment zone.
Scenario Rules: Normal civilian counter rules apply, with the
exception that civilian counters cannot be attacked.

Victory Conditions: The first player to have a model with


nemesis and a 30 point score wins.

When a civilian counter is moved onto the Vanguard Strategic


point, remove the counter from the board, and the civilian is
considered rescued.

Doorcrasher

When a civilian counter is moved onto the Strain strategic point,


remove the counter from the board and replace it with a Phase 1
Necro-form model.

Mission: Control the pathway through the board.


Set-Up: Deploy normally, but have at least four connected tiles
for a game board.

Victory Conditions: The player that assimilates or extracts the


most civilian counters wins.

Scenario Rules: When a Vanguard model moves through the


section doors connecting to another tile, place a Vanguard
strategic objective counter at that connection. The Vanguard
now controls that door.

Hitman
Mission: Destroy the target

When a Strain model moves through the section doors


connecting to another tile, place a Strain strategic objective
counter at that connection. The Strain now controls that set of
section doors.

Set-Up: Deploy normally, but at least one model deployed must


be worth 15 points or higher.
Scenario Rules: Both players must choose a model on the
opposing force with a value of 15 points or higher to be their
priority target.

A door can only have one forces Strategic objective counter on


it at any time.

Victory Conditions: The first player to eliminate their priority


target before 8 turns pass wins.

Victory Conditions: The first force to control 3 section door


connections wins.

40

Special Game Board Tiles


Some of the tiles in the game represent the working and functioning components of a massive facility. To reflect this, some of
the tiles have special rules that come into play when they are placed on the board.
Using the special game board tile rules is always optional, even in a campaign scenario, but they can add an element of fun
that changes up the way players engage strategy and tactics in a specific space.

The Gantry

Counter Placement

Precarious Walkway - this maze of catwalks


is safe enough for personnel, but during a
focused firefight it can be incredibly hazardous.
Models knocked over the rails fall for a very
long time before making an abrupt stop.

Counters such as corpse and


civilian counters can be placed on
a map to add spice to encounters
- this is done at the players
discretion.

Any model that is moved into an empty


chasm square by an enemy attack or ability
is removed from the board.
Nano counters can move across and end
their movement in empty chasm squares.

No counter can be placed within


6 squares of a deployment zone.
Counters of the same type must be
at least 2 squares apart.

Chasm squares cannot be targeted


by attacks or abilities

Corpse Counters

A model cannot cross or end its movement in an empty chasm square.

Reactor Room
The Core - the core is highly radioactive and subsequently it is lethal to
non-incubating nano-spores and unprotected organic life.
Nano-spore counters cannot be placed adjacent to or within the squares
occupied by the reactor.
Strain models must pay double the cost to evolve when within three squares
or less of the reactor.
A model that ends its Reflex mode in a
square adjacent to the reactor gains a
Rad counter.
The Vents - the vents in the reactor room
circulate air as part of the life support
atmosphere processing.
Nano-spore counters adjacent to a vent
can move from any one vent to another as
part of their movement during the Strain
Infection phase.

The Station

Corpse counters
are identical to
Necrocysts with the
following exceptions
When a Corpse counter is used
to spawn a Necro-form remove
the counter from the board and
place a Strain Revenant Necroform model in the counters
base square.

Civilian Counters
The counters
represent survivors
of the Strain nanospore outbreak.
When an active
Strain or Vanguard model moves
into a square adjacent to a Civilian
counter, they can use an action to
move that counter 6 squares.
Civilian counters are treated like
models, and can be attacked,
infected, and have abilities used
against them. Any attack or ability
that is used against them hits and
deals damage automatically. When
a Civilian counter is damaged,
immediately remove it from the
board and replace it with a
Corpse counter.

When the station is in play keep track of


each turn.
When four turns have passed, place a train
tile on the track in the station.
Anything on the tracks when the train
arrives is removed from the board.
The train leaves at the end of the sixth
turn - remove the train tile and any models
aboard it from the board.

41

outbreak campaign
The Outbreak campaign is just one telling of how the Strain eventually escaped the confines of
the facility and managed to spread into the Alabaster system.
This campaign is intended to play out in order, and present the players with a story arc. For your own matches and free-form
games see Setting up the Game section for rules on Strategic Scenarios, and how to create your own dynamic matches.

Scenario Structure

Vanguard Mission- Outlines the Victory conditions for the


Vanguard player.

Each campaign scenario follows a format that details the


layout of the game, the board tiles used, and any rules and
conditions that might affect the scenario.
Mission Brief - A quick detail on the mission and the
nature of the scenario.
Game Board Layout - A map detailing how the game
board should be laid out for the scenario. This also details
deployment zones and special placement of strategic
points and objective counters.

Captain Kara Black stood at the


front of the holoframe atrium, the Alabaster
Special Science Division facility schematics
painted in the air by an array of laser
projectors.
From a distance it looked like a tangle of
pipes and tunnels wrapped around with
bubbles of habitats, labs, and a thick
winding track snaking around it. Halls,
rooms, conduits, all connected to a series
of power systems and threaded with a
personnel monorail.
Massive sections of the projection were
indigo or deep blue, with only a few points
of yellow or orange. The cold light reflected
off the faces of the assembled officers and
non-com personnel.
She turned and faced them.
Were going to need a fairly subtle approach
to the facility. Blasting our way through the
doors is going to draw unwanted attention
from the rest of the Sector.
A collective nod of assent rippled through
the group; Alabaster was a hotbed of
activity, and being covert meant avoiding
Firebrand notice.
Theres a cargo bay we can deploy to,
but the door controls arent responding to
over-rides. She gestured to a section of
the projection, and responding instantly the
hologram scaled to emphasize a segment of

Strain Mission- Outlines the Victory conditions for the


Strain player.
Deployment - Details the deployment rules for both forces.
Special Conditions and Deployment - Each scenario
may have some special rules that apply to gameplay or
the order of play in that specific scenario. When these
exceptions arise, they always take precedence over the
normal game rules.

the massive construct that was the Alabaster


SSD.
From the looks of it, the whole complex
has gone dark except for the reactor, some
atmospherics and minimal life support,
Corpsman Vade noted. If theres some kind
of containment protocol in place, you can be
sure thats your reason for a power down.
Akosha stepped forward. The lithe sniper
was the covert ops specialist for the Bastion,
and her experience counted for a lot in the
room. A strike team should be able to gain
access through this airlock, she gestured
at the schematic and an outline bloomed
around a section of the hologram. Without
raising a ruckus.
We can provide power to this secondary
cargo entrance if we restore power from
the engineering center here. A second
gesture outlined the end goal. Civilian grade
systems, even if they are state of the art.
Easy enough to bypass.
Kara spun the facility hologram for a better
look. A tap of her finger traced a line through
the distribution complex and engineering
bay. Theres a command center here as
well. We can link into the security system
there.
Simple enough, but we still dont know
what the contagion is, Captain. Vades brow
furrowed with concern.

42

Well deploy Samaritans in Prophet Gear


then, Kara tapped the schematic and
uploaded it to the Tac-net. Just in case its
not the flu.
Morgan looked at her, a single eyebrow
raised.
Corpsman Vade will be taking command
of the Breach mission. She cleared her
throat. Well need a medical expert to keep
everyone safe.
Vade smirked. The room filled with chatter as
the group began to organize the operation.
Kara aimed a sharp look right at the crafty
medic. This is no time for curiosity, Vade
- get the team in, and get that bay door
powered.
The smirk dropped off the Corpsmans face.
Once were in the facility there will be
plenty of time for you to figure out whatever
medical mystery awaits - do you copy?
Copy that. Morgan nodded. Ill assemble
the team with Akoshas help.
Kara stared intently at the hologram slowly
spinning. Readouts began to bloom from
the mission zone - streams of information,
analysis, schematics and systems diagrams.
Trust me, Morgan, I want to know why
were here as badly as you do?

MAP KEY

T1

T2

V
Vanguard
deployment area

S
V
STRAIN
deployment area
Security
Terminal
Life Support
Control

T1

Tile 1

T2

Tile 2

T3

Tile 3

T3

Outbreak Scenario 1 - Breach


The Vanguard must secure a foothold in the Alabaster facility
in order to further investigate the nature of the outbreak.
Unaware of the threat that awaits, this is the first time that the
Vanguard encounter the Strain.
The Strain itself is unaware of an intruder. Necro-forms
have spread through the facility, reanimating the bodies of
personnel slain during the Biohazard systems environmental
purge. The corpses will make suitable servitors for the
Construct.

Vanguard Mission

Scenario Deployment

Objective:
Objective location - Systems Room

VANGUARD

STRAIN

The Vanguard force can deploy a


maximum of 6 models in the Vanguard
deployment zone (Blue section in
Docking bay tile).

The Strain may deploy models adjacent


to any Strain strategic point on the
game board.

Vanguard Force Points: 30

Strain Strategic Points:

Vanguard Strategic Points:

1 Necrocyst Place anywhere on Tile 3

Secure the Life-Support Terminal to


power up the facility control center
Once the Life-Support Terminal is
activated, the Vanguard win the
Scenario.

Strain Mission

Security Terminal - Must be on


placed on Control Room Tile (2)

Objective:
Re-animate the Dead

Life-Support Control - Must be


placed on Systems Room Tile (3)

Convert at least 8 corpse counters


into Strain Revenants
Once the eighth corpse is turned
into a Strain Revenant, the Strain
win the scenario.

Strain Force Points: 30

1 Spore Engine Place anywhere on Tile 3

Special Conditions & Deployment


Strain Restricted Deployment - The Strain player may only deploy Revenants and
Phase 2 Exo-forms.
Grave Circumstances - In addition to the listed strategic deployment, each player
must place 6 Corpse counters on the game board on tiles 2 and 3.

43

Outbreak Scenario 2 - Steel Beach-Head


Captain, this is worse than I thought.
Corpsman Vade stood over the steaming
corpse of the freshly infected crewman. The
pile of tissue still twitched even though it
had been dead for what looked like hours.
Morgan aimed his Katar methodically and
put a round through the things cerebral
cortex, and it went still.

but we managed to make it somehow. Vade


surveyed the area, but there were no more
twitchers. Nothing but inert lumps of flesh,
heads burst like eggs on concrete.

Talk to me Vade, Kara was prepping for


deployment in the armory on the Bastion,
strapping on gear as the squad around her
did the same, with the hustle and bustle of
the battle-ready.

Okay, youre not getting superstitious here


Vade? Because ghosts and zombies dont
exist?

The outbreak is something I havent


seen before. The medic spotted another
twitching corpse, walked over to it, and
pulled the trigger once. The cadavers head
blossomed like a rotten melon, a red mist
settling to the floor.
What the hell are you shooting at
Corpsman? Kara could hear the report of
the Katar like a punctuation mark.
The dead, sir, theyre reanimating. Weve
destroyed dozens, we were almost over-run,

The Vanguard has secured the breach


point and is now forming a perimeter
and beach-head.
Using this area as a staging ground,
Captain Kara intends to further
investigate the facility and search for
survivors and any retrievable assets.
The Strain, in an answer to the
aggressive stance of the Vanguard, is
about to throw an offensive to probe
for weakness. Eager to assimilate more
new meat into the Construct, the Strain
presses the Vanguard with a wave of
mutilated flesh.
MAP KEY

V1,2,3
Vanguard
deployment areas

S1,2
STRAIN
deployment areas
Security
TerminaL

T1

Tile 1

T2

Tile 2

T3

Tile 3

T4

Tile 4

I think this outbreak might be something


more subversive as well, it appears to move
with a purpose.

hive-mind or the framework for some ancient


civilizations idea of a distributed bio-net.
Okay, is the area safe? She slapped a
deflector generator to her belt and cycled its
power to check the charge.
Define safe? He rolled his eyes in
annoyance. My bio-filter systems can
detect the infection vector and Im getting a
null reading for it here.

What?

Alright, Im sending reinforcements your


way. Your directive is to secure operations
in the command room, and link into the
security systems. Priority one is to locate
the science labs and any surviving science
personnel.

Its able to mutate flesh, sir, re-shape it,


and also build on it beyond the amount of
available matter, Vade knew what happened
in labs like this, it took him half a second to
decide to speak up. This is some kind of
Dark Tech sir? Real fire of the gods stuff.
There is no way this was synthesized by
us in a lab. I think its sentient. It might be a

Morgan took one last look at the savaged


corpse at his feet. A loop of brain matter
formed a halo around its head, coils of
glistening filament bundled together in a
tangle of tissue and hair. The metallic wires
were still writhing, slowly, like worms in mud.
He fired at it again. Copy that.

No sir, its something in the air; a nanoreactive mutagen maybe, but it seems to be
able to break conservation of mass through
some dark energy link.

Vanguard Mission

Strain Mission

Objective:

Objective:

Access the security terminal and


perform a facility wide scan for
personnel - See Firewall in special
conditions and deployment.

Kill or infect all of the Vanguard


If all Vanguard models are dead or
infected before the Vanguard victory
conditions are met, the Strain player
wins.

Scenario Deployment
VANGUARD

STRAIN

The Vanguard force can deploy up to


12 models. At least 3 Vanguard models
must deploy in each of the Vanguard
deployment zones on tiles 1, 2, and 3

The Strain player can only deploy Phase


1 and 2 Strain models.

Vanguard Strategic Points:

The Strain may only deploy strategic


points to tiles 3 and 4 -strategic points
must be placed at least 8 squares away
from Vanguard deployment zones.

Auto-Doc - placed on any tile.

Strain Force Points: 60

Life-Support Control - Placed on top


of Objective Counter 2.

Strain Strategic Points:

Security Terminal - Placed on top of


Objective counter 1.

2 Exocysts

Vanguard Force Points: 60

Life Support
Control

44

2 Necrocysts
1 Spore Engine

Special Conditions & Deployment


Firewall
The firewall for the security system is governed by an expert
system with counter-intrusion protocols in its programming.

T4

During Vanguard Active mode, a Vanguard model can spend


an action (move, attack, or ability) to interface with the facility
security mainframe from the Security Terminal Strategic Point.
Once active the system scan updates at the beginning of
each Vanguard Active mode beginning with a count of 4.

S2

The scan count-down continues as long as at least one


Vanguard model is within three squares of the Security
terminal at the end of the round. This requires no special
action, just the models presence.
If the uplink is broken
by models moving
away or being killed,
the scan remains at its
current countdown, and
automatically continues
to update when another
Vanguard model moves
within 2 squares of it.
At the end of each
round, if a Vanguard
model is close enough
to the terminal, the
count drops by 1.
When the count
reaches 0, the link
is complete, and the
Vanguard player is
victorious.

T1

T2

V1

V2

T3

EXAMPLE OF PLAY
The Vanguard player moves a Samaritan into a square adjacent
to the terminal and begins the countdown. Before the end of the
round, on the next Strain Active mode, that Samaritan is killed,
and no Vanguard model is within 3 squares of the terminal. The
countdown is still active, just stopped at its current count. On
the next Vanguard Active mode, the Vanguard player moves
a group in force adjacent to the Security terminal, intent on
holding it. At the end of the round there are still three Vanguard
Samaritans within 3 squares of the terminal, the countdown
drops by one.

V3

S1

On the next round the remaining Samaritans must move away,


but Akosha Nama moves adjacent to the terminal in the same
activation. Even though the other models moved away, the
count does not stop, since Akosha is close to the terminal as long as she survives to the end of the round, the count will
drop by one.

45

Outbreak Scenario 3 - Terminal Station


Wiping blood and muck from her Dachi
m-blade with a micro-fibre cloth, Kara
stepped through the door to the Command
center. The air smelled of ozone mingled
with a fresh kill. The Samaritans that
werent keeping sentry were running
armor diagnostics, systems checks on
their Sabres, and basically just trying to
keep combat discipline. She kicked over a
smoking Necro-form corpse after checking it
for movement, and walked over to Akosha.
You accessed the security system? The
curved blade sheathed with a smooth flick.
Yessir - full facility scan. I didnt get
inside the lab databases; the mainframe
connections are cut.

signs located on several levels, but


mostly inaccessible. There are several key
personnel still alive in the bio labs. Akosha
flattened her palm and a hologram appeared
above it - lasers forming a schematic from
the projector lamp on her Tac-net interface.
Okay. How do we get there?
Monorail. It powered up when we activated
the facility reactor to open the doors. The
track line schematic highlighted on the
projection, and began to trace its route
around the facility. Schedule times appeared
for each station.
Your assessment? The thought of being
trapped in a train tunnel while these things
closed in did not sound tactically ideal.

Survivors?
Scans reveal a handful of human bio-

Forced to confront the Strain on what is


now their home territory, the Vanguard
forces must access the SSD rapid
transit monorail in order to get to the
Science Labs deep within the facility.
A facility tram-car is about to arrive at
the station. The Vanguard must get
personnel aboard that train.

MAP KEY

V
Vanguard
deployment area
Exocyst

T1

Tile 1

T2

Tile 2

Necrocyst

Akosha looked the Captain in the eye.


She curled her hand into a fist, crushing

the hologram into a bead of light before


it winked out. This is all hostile ground,
and we barely know what this enemy is
capable of. We risk becoming one of them
just by going in. She shook her head. Id
recommend we drop in a low yield nuke,
glass this joint, and say the reactor went.
Too bad those arent our orders. Kara
thought of the kilometers of dark tunnels,
the hundreds of corpses, and the air itself,
mutagenic and highly infectious. A crypt, this
facility was a crypt. We could all die here,
she thought.
What are our orders Captain? Akosha
could read the look on Karas face.
Captain Kara looked at the troopers and
slapped a fresh charge clip into her plasma
gun. Weve got a train to catch.

Vanguard Mission

Scenario Deployment

Objective:

VANGUARD

Live long enough to get personnel on


the incoming train - See Catching
a ride in Special Conditions and
Deployment.

The Vanguard force can deploy a


maximum of 8 models in the Vanguard
deployment zone (Blue section in
Personnel area tile).

Strain Mission

Vanguard Force Points: 40

Objective:

STRAIN

Prevent the Vanguard from escaping on


the Train.

The Strain player can only deploy Phase


1 and 2 Strain models.

The Strain Player wins if

Strain may deploy models adjacent to


any Strain strategic point on the game
board.

The train leaves with no Vanguard


aboard
When the train leaves there are
more Strain models onboard than
Vanguard models

Strain Force Points: 40


Strain Strategic Points
2 Necrocysts (in locations as shown)
2 Exocysts (in locations as shown)

How do you want them?


Medium rare or extra-crispy?
Operator Barker Zosa

46

Special Conditions
& Deployment
Among the Dead - Tile 1
The Strain player can place 1d6 Corpse
counters on tile 1.
Catching a Ride - Tile 1
For the Vanguard player to win this
scenario, the Vanguard player must
have more Vanguard personnel on the
train than Strain models when the train
leaves the station.

END OF
ROUND 4
END OF
ROUND 6

T1

At the end of round 4, place the train


tile on the tracks
At the end of round 6 the train
leaves the map
When the train leaves there must be
more Vanguard models on it than
Strain models.
All Aboard - Train Tile
The train car doors open automatically
when the train arrives at the station,
and cannot close until the train leaves.
Models cannot force the doors to open
or close.
Models can move straight through the
windows of the train car by using up
double the normal amount of movement
to cross through the window. Models
may not move through windows
diagonally.

T2

Window Seat - Train Tile


Models adjacent to windows inside the
car gain cover from models outside of
the car. Windows on the train car do
not block weapons fire or close combat
attacks.

47

Outbreak Scenario 4 - Ticket to Die


Akosha rammed another clip into her rifle
and fired a parting shot into the train station
as they left the terminal. The train car was
quiet, but the glass partition on the other
side was filled with the hellish flow of the
nano-spore. The thick smart vapor bled into
the train car. The corpses littered all around
them began to writhe, signalling infection
from the nano-spore. A Necro-form lurched
up from a pile of debris on the train car floor,
and swiped at her. She stepped aside and
ended it with a chop of the side of her hand,
then looked at the rest of the Vanguard.
They were drenched in sweat, the heat
of the train car oppressive and stifling. If
Akosha could sweat, she would be slick with

Driven to pursue the Vanguard


intruders, the Strain manage to get onto
the train and try to take the Vanguard on
in close quarters.
Caught aboard the monorail car, Kara
and her few remaining Vanguard troops
face off in close quarters against Strain
infected that have been trapped on the
monorail.

it, but her cyber-frame kept her cool and


clean - the advantages of being a forward
operator, with a backed up brain and a body
that didnt feel fear.
Vade shouted a warning to her, as her
acoustics picked up the rustle of movement
and the instinctive urging of her metacortex
forced her to spin and raise the rifle - firing it
to meet the leaping arc of a Stalker.
She blew half its head clean off, but it
landed on its feet and growled at her. She
paused in wonder at the punishment these
things could take. Coils and pulsing nodules
in its cranium open to the air, its blood a
thickened green ichor. She pulled the trigger

again and it fell back, its neck a bubbling


stump.
At the back end of the opposite car she
could see the corpses rising, one by one.
As they stood, they began to howl, and their
sudden oncoming rush spoke to her, like an
invitation to a brawl.
Suddenly Kara was beside her, her blade in
hand and the muzzle of her plasma pistol
casting a harsh blue light in pulses that
cascaded through the train cars.
Kara grinned
Reminds me of my last shore leave?

Vanguard Mission

Scenario Deployment

Objective:

VANGUARD

Survive the trip - keep at least


one Vanguard model alive for four
rounds.

The Vanguard force must deploy the


following 3 models in the Vanguard
deployment zone (train car 1).

Strain Mission

Captain Kara Black

Objective:

Operator Akosha Nama

Kill all the Vanguard on the train.

Corpsman Morgan Vade


STRAIN
Strain may deploy using the infected
tunnels rules below in Special
conditions & deployment.
The Strain player may only spawn
Phase 1 Necro-forms or Phase 2 or 3
Exo-forms for this scenario.

STRAIN CONVERSION

48

CAR 1

CAR 2

Special Conditions & Deployment


Infected Tunnels

Scenic View

At the beginning of the scenario the Strain player can spend


up to 6+1d6 points to spawn Strain adjacent to any window
in train car 2.

Phase 2 or 3 Strain can move outside of the train and along


its exterior as it travels down the monorail tunnels.

If all the Strain models are killed, on the Strain players next
turn the Strain player can roll 6+2d6. The Strain player can
spend up to this many points to Spawn Strain adjacent to any
of the windows in car train 2.
If all of those Strain models are killed, on the Strain players
next turn the Strain player can roll 6+3d6. The Strain player
can spend up to this many points to Spawn Strain adjacent to
any window in car train 2.

As a move action a normal sized Phase 2 or 3 Strain model


adjacent to a window can move straight through the adjacent
window (not diagonally), and then place itself adjacent to any
other window within 6 squares. During movement, the model
is considered removed from the board and does not activate
any Reflex triggers based on movement.

In all cases, re-roll any result of 1 until the result is no


longer a 1.

EXAMPLE OF PLAY
The Strain player has spawned a Scythe-Witch with the points
he has rolled for the encounter. He decides to move the Phase 3
Exo-form along the exterior of the train. Since the Witch began
deployed in a square adjacent to a window, he activates the
model and as its move action takes the Scythe-Witch off the
board and places it in a square adjacent to a window on the
opposing Vanguard tile.

Strain spawned in this fashion may activate normally during


the Strain players Active mode.

During this time, the Vanguard cannot use their Reflex trigger
abilities to target the model - because it is moving on the
exterior skin of the train.

You need to know when to fight, and when to run.


In this case, well be doing a lot of both.
Corpsman Morgan Vade

49

Outbreak Scenario 5 - Halfway Home


The walls of the chamber were slick with
spittle, scratched ragged with deep gouges
from the lashing tendrils of the Grendlr. It
heaved its body against the door, denting
the bulkhead. The metal and ceramic
composite of the airlock chamber held,
groaning under the weight.
It needed out. As it breathed, it sensed the
entirety of the complex. The tiny minds of the
fragile creatures in the facility, those bright
enough with the infusing fire of the nanospore stood out in its mental landscape.
It felt the searing pinpricks of fire as each
Strain within the construct was snuffed
out by the new flesh - fragments of data
identified them as Vanguard - enemies of the
construct.
The massive hulking thing whined under

the urge, scratching at the contours of its


mind, to strengthen the construct, to mesh
the network. It had to manifest sufficient
nano to complete the primary templates that
danced as directives in its mind. It raged
again in frustration. The massive creature
slammed into the airlock doors again, the
bio-containment chamber crafted to contain
immense pressures, held fast.
Stuck within this compartment, it could not
fully extend its influence. But there were
servitors close enough to reach with its
thoughts. Nano-resonance triggered radio
signals, bio-organic wireless transponders
sending patterns back and forth at the
speed of a gamma burst. They could
penetrate the ceramic and plating. It could
sense the bright fires of the Exo-forms and
the thin shadows of the Necro-forms as

beacons in a grey landscape. The sparkling


of its command kindled a response from
those nearby.
Bring me freedom, it urged, and clouds of
nano-spore shifted as if lifted by an unseen
wind. Find, infect, and control any coherent
mind left - the Grendlr was monitoring the
spore carefully, it could maintain the infection
at a specific level if the right individual was
found. Researchers still lurked untouched,
and there were few nooks and crannies left.
It would guide the spore to find them, and
once it could take hold, it would bring minds
whole enough to operate the machinery that
held it fast.
Soon enough the Grendlr would be free, and
then the work could truly begin.

The Grendlr is attempting to escape the containment chamber that it was tricked
into by a self-sacrificing scientist.
The Vanguard must rescue the remaining scientists in the lab facility before
the Grendlr can use their knowledge to free itself from the chamber that
holds it prisoner.

Vanguard Mission

Scenario Deployment

Objective:

VANGUARD

Move civilian tokens to the


Teleportation Control for extraction

The Vanguard force can deploy a


maximum of 6 models in the Vanguard
deployment zone

See Rescue! Below

STRAIN

Vanguard Force Points: 40

Strain Mission

Vanguard Strategic Points

Objective:
Move civilian tokens to the objective
point, and unlock the containment
cell that holds the Grendlr
See Reanimate? And BioContainment below

Teleportation Control (placed as


shown)
Auto-Doc
Security terminal

The Strain must deploy any combination


of the following models (up to four
maximum) in each Strain deployment
zones
1 Phase 3 Exo-form
1 Phase 2 Exo-form
2 Phase 1 Necro-forms
The Grendlr is deployed to the
Containment area. It can produce
nano which can be placed outside the
cell adjacent to the windows of the
containment area. It cannot leave the
containment area during this scenario.
Strain Strategic Points:

Okay, thats way more than


I can kill in one shot.
Operator Barker Zosa

Gestation Vent (Tile 1 or 2)


Macrophage (Tile 1 or 2)
2 Corpse counters placed on each
game board tile
3 nano-counters placed on each
game board tile adjacent to each
deployment zone

50

Special Conditions & Deployment

T1

Civilians in Crisis
Place four Civilian counters on the map as indicated. A Strain
or Vanguard model that moves into a square adjacent to a
Civilian counter while active can move that counter 6 squares.

Civilians cannot be targeted by attacks or damaging abilities


during this scenario. The Grendlr wants them alive until they
are no longer useful, while the Vanguard need the data they
carry.
Rescued!
A Civilian counter that is moved onto the Teleportation
Control strategic point is removed from the board immediately
and is counted as rescued.

S1

If the Vanguard rescue three civilians, they win the scenario.

T2

Reanimated?
A Civilian counter that is moved onto the Strain objective
removes a single lock from the Grendlrs Bio-containment cell
(see below). Once this happens, remove the Civilian counter
immediately and place a corpse counter within 2 squares of
the Strains objective marker.

S2

Bio-Containment Cell
The Grendlr is held in place by a secure system with three
containment locks. If all three containment locks are removed
by placing a Civilian counter on Strain objective 1 - the Strain
player wins.
Stalemate
If neither force can complete their objective, neither force
wins. Once all civilian tokens are removed from the game
board the game ends. The next scenario can begin without
either side having won this scenario.

T3

MAP KEY

V
Vanguard
deployment area

S1,2,3

T1

Tile 1

T2

Tile 2

T3

Tile 3

S3

Teleporter

Strain
Objective 1
Civilian

STRAIN
deployment areas

GrendLR
Deployment Area

51

Outbreak Scenario 6 - Tactical Retreat


The doors of the Containment cell ripped
open with a crash, and the massive bulk
of the Grendlr skidded from the shadow
and into the red lit corridor. Arms corded
with muscle dragged along the walls as
it stretched loose from the wreckage and
debris around it.
Kara blinked hard as the thing moved out of
the doors and turned to face them. Targeting
information, mass and velocity readings, a
cascade of data that could not conceal the
hideous reality of the creature that emerged
from the ruined cell.
The sagging sac below the monsters
face flexed and suddenly opened. Its ugly
gullet spilled out the mutated remnants of

something clad in a moist and tattered lab


coat. The mangled creature hauled itself
to its feet, mewling and growling as its
flesh shifted like melting wax. The Grendlr
stomped one massive clawed hand down on
it, and fluid spurt across the floor and walls.
Nano-spore rose like mist from the corpse,
and the monster snorted it in, like smoke
from a censer.
Kara reached for the teleporter control, but
a flash of light from the Grendlrs muzzle
turned the console into a smoking ruin.
The pad went dim. Lifeline, cut.
The Strain monstrosity began to charge
them. Tendrils whipped from the Grendlrs

With the Grendlr in pursuit, the


Vanguard must either defeat the
creature or die.

Scenario Deployment

Vanguard Mission

The Vanguard force can deploy a


maximum of 8 models in the Vanguard
deployment zone.

Objective:
The Vanguard Player wins if
They defeat all the Strain models on
the game board
or
Move a Hero or Commander model
onto one of the objective markers
on tile 3.

Strain Mission
Objective:
The Strain player wins if the Grendlr
absorbs
Captain Kara Black
or
Three Vanguard models
Alternatively, the Strain player wins if
Captain Kara Black is killed

VANGUARD

Captain Kara Deploys as one of these


models, but her point cost is free.
Vanguard Force Points: 40
Vanguard Strategic Points:
Life-Support Control - Must be
placed on Tile 2
STRAIN
The Strain must deploy models in each
Strain deployment zone
The Grendlr is deployed
to its own deployment
zone, but its point
cost is free.
Strain Force Points: 40
Strain Strategic Points:
Exocyst
Macrophage
Spore Engine

52

maw and snaked towards them, it moved


like lighting.
Kara took one glance at the lumbering
monstrosity. Her adrenaline spiked, and she
shut down on it hard, using her Vanguard
training to calm her flight reflex. Instead she
used the rush to focus the entire tac-net on
the massive shape. The nascent functions
of the network began to analyze anatomy,
searching for any weakness to build as lethal
a firing solution as possible.
Raising her plasma pistol and shifting her
weight to avoid the things charge, she
broadcast a single signal on her emergency
channel - PRIORITY TARGET! FIRE!

Special Conditions
& Deployment
The Strain Player begins the scenario in
Active mode, and the Vanguard player
in Reflex mode.

T3
MAP KEY

V
Vanguard
deployment area

S1,2,3
STRAIN

T1

Tile 1

T2

Tile 2

T3

Tile 3

S3

Vanguard
Objectives

deployment areas

G
GrendLR
Deployment Area

T1

T2
S2
G

S1

Orders are orders, you worry about


yours trooper. Ill worry about mine.
Captain Kara Black

53

Outbreak Scenario 7 - Three Trigger Monte


A shudder of anger and pain passed through
the Grendlrs mind, its body heaving and
spouting fluids as nano-spore flooded into
every wound and burn. Dark matter meshed
with the remains of scorched organic tissue.
Intrinsic fields knitted quantum interstices
that allowed cells to re-scaffold muscle
anchored in bio-metal. The regeneration was
swift, but still felt like an eternity.
Around it Necro-forms dissolved, cellular
membranes releasing the nano-spore,
a sacrifice to heal the Grendlr. Mass
conversion rendered the re-animate corpses
into sludge, then mist, then mere stains
left in the grating on the floor. The thing
snorted the nano-spore in through its ventral
breathing orifices. Strength rapidly returning,
it hurled its mangled body up and its ragged
frame rose on all fours. Metabolic fires
churning in every fibre, it began to lope and

After escaping the Grendlr, Kara has


decided to find the facility reactor and
set it to go super critical.
The Vanguard are engaged in a running
battle through the industrial sector of
the facility, trying to find their way to the
reactor. What they dont realize is that
something is waiting for them; luckily,
they have some reinforcements.

follow the trail of fear and infection its prey


had left in their wake.

Akosha nodded. Affirmative Captain, were


not that far, but it means another train ride.

---

The Captain winced. Fine, she spun the


hologram, the resolution scattered and
pixelated momentarily as the tac-net lost
focus for a second. But first we need to get
to the reactor core. I have the facility field
interlock codes. Too risky to squeeze a nuke
in, dont want it missing from the armory. But
we can get a singularity event started here.
She tapped her finger on their destination
and broad-beamed it to the surviving squad.
Theres a teleporter there too, but it looks
like it was in for servicing, its one way only.
Ive beamed for reinforcements.

What in the hell was that thing! Vade


was trying not to hyperventilate, his breath
surging into the filter mask.
Kara cast a sidelong glance at him. Patient
Zero?
The medic shook his head. We beat that
thing like a three-headed bandershark - and
it kept coming. We need to get off this rock.
Akosha says theres a series of survival
pods and a t-caster, in case this facility ever
spun out of orbit or there was some type
of integrity threatening event. Kara called
up another hologram, it barely held - The
cohesion of the tac-net was strained. I think
what were going through qualifies.

Better, she narrowed her eyes, Im


deploying Hurley.

Scenario Deployment

Special Deployment

VANGUARD

Teleportation Deployment - An Active


Vanguard player may use an action
to activate the teleportation control to
place Hurley on the board on top of
the teleportation control. Hurley may
activate during the current Active mode,
as if it had already been deployed.

The Vanguard force can deploy a


maximum of 12 models, 4 in each of the
Vanguard deployment zones.
Vanguard Force Points: 50
Vanguard Strategic Points:

Vanguard Mission

Teleportation Control
(placed as shown)

Objective:

STRAIN

Activate Strategic Objectives 1,2,


and 3 to overload the reactor and
begin the facility self-destruct (see
Disabling the Reactor below)

The Strain may deploy up to four


models in each Strain Deployment zone.

Strain Mission

I hope you asked for a tank.

The Grendlr deploys for free in its


deployment zone.
Strain Force Points: 50

Objective:
Stop the reactor from being armed
by preventing the Vanguard from
doing so within 10 rounds (see
Disabling the Reactor below)

Disabling the Reactor - The selfdestruct to the reactor rely on three


consoles to enable the self-destruct
sequence.
A Vanguard model in Active mode
adjacent to the objective marker can
choose to activate the key as an action.
A Phase 2, 3, or 4 Exo-form adjacent to
the objective marker can choose to deactivate the key as an action. This can
be done through a window.
If all three keys are activated in the
same round, the self-destruct sequence
is triggered. The Vanguard win.
If the Vanguard cannot activate the selfdestruct sequence within 10 rounds, the
Strain win.

CAPTAIN KARA CONVERSION

54

T2

T3
S3

V1

V3
V2

S4

T1
MAP KEY

V1,2,3
Vanguard
deployment areas

S1,2,3,4
S1

S2

T1

Tile 1

T2

Tile 2

T3

Tile 3

STRAIN
deployment areas

G
GrendLR
Deployment Area

That plan of attack


has a 76% probability
of failing.
Hurley

55

Teleporter

Vanguard
Objectives

Hurley
teleports
into action

Outbreak Scenario 8 - Critical Mass


Self-destruct in 20 minutes. Evacuation
protocols in place, the robotic female
voice announced clearly over the din of the
evacuation klaxon. The facility was shedding
power in excess as the overflow formed
a feedback loop in the reactor. In a few
minutes, the entire asteroid would implode,
reducing to a chunk of super-dense obsidian
the size of a football.
Kara was exhausted; it had been wall to wall
carnage since they had arrived.
Weve got one last push people, she
addressed the troopers and reinforcements.
There is a mono-rail on an evac platform at
the next residential sector, but were picking
up survivors on scans.
Her orders were clear, retrieve personnel at
all costs.
We are not leaving anyone we can save
behind, she tapped into the tac-net and
issued her fire orders to the squad. Clear all
targets before executing a kill, any infected,
open fire - any mutation, open fire.
She scanned the troopers, made sure
everyone understood and had received their
orders.

Fleeing into a residential section of the


Facility, the Vanguard encounters a
group of captive survivors. They must
save as many survivors as possible
and round them up to the escape pods
before the facility explodes.
The Strain begins gathering enough
nano-spore to create a fearsome Strain
construct to carry the Strain seed to the
stars.

Any clean civilian is a priority to rescue. We


get them out alive and intact. She powered
up her weapon, the whole squad snapped
to ready - the click and snap of fresh
charges and armor being primed.
Now, lets get the hell out of here.

A loop began to repeat over and over


Biomass, assemble biomass for embryonic
conversion. Sufficient bodies, required,
the correct mass of flesh and metal. Most
importantly, the right amount of neural
matter required for the catalysis of the nodes
required to support the newest member of
the construct.

--The Brimstone growled at its own reflection


in the train car window. Around it a horde
of necro-forms and distorted exo-forms
shuddered and shook in the darkness.
The Phase 3s own higher functions
were embedded with directives from the
construct. It sniffed the air.
A mote of nano-spore snorted in, took root
in the Brimstones forebrain. The construct
thrived within the dark spaces between the
light, angstrom deep in shadows, lurking
a Plancks length from oblivion. It coiled
into the mind of the brimstone, setting off a
biochemical fire that cascaded through the
creatures brain. Directives, higher functions,
intellect flooding it with new awareness. The
creature, moments ago a dull brute, became
bright with the flame of intent.

It looked up towards the oncoming glow of


the platform, the tracks rising to deliver the
train car to the residential sector. As the train
came to a stop, the doors slid open, allowing
the hellish passengers to disembark.
The Brimstone growled, and shifted its bulk,
trotting forward. The mob of strain behind
it falling in line, the parade of monstrosities
hopped, stalked and shambled along in
the creatures wake. The call was clear,
infect, convert, sustain, and grow. The
construct must thrive, and in order to thrive
it needed coherence. The construct needed
an intellect. And in the dark, between the
flickering of lights from station to station the
Brimstone could feel a presence in its mind
whispering Waiting. Cthon, in the slivers
of dark, bundled in the construct like an
embryo, ready to be born.

Vanguard Mission

Scenario Deployment

Objective:

VANGUARD

Get four Civilians on-board the train


tile

The Vanguard deploys in the two


deployment zones as indicated on the
layout.

Strain Mission

Vanguard Force Points: 60

Objective:
Convert six Civilian counters
Infect six Civilian counters
Strain player wins if all six infected
Civilian counters are within 2
squares of one another

STRAIN
The Strain may deploy in the Strain
deployment zone as indicated on the
layout. The Strain player may only
deploy Phase 1, 2, and 3 models for this
scenario.
Strain Force Points: 60

Special Deployment
Place a train tile on the tracks of the
train station. If there are four civilian
counters moved into this tile, the
Vanguard player wins.

56

T1
V1

V2

MAP KEY

V1,2
Vanguard
deployment areas

S
STRAIN
deployment area

T2

T1

Tile 1

T2

Tile 2

T3

Tile 3

Civilian

T3

57

Outbreak Scenario 9 - Into the Void


Coherent, for the first time since interface,
Cthon shook the rusty code base aside,
and scanned the lattice of new systems
installed by its merge with the nano-strain. It
discarded all redundancies from the primitive
systems it had been created with. As its
mind came into focus, it realized something
was very different. It didnt have oversight
over the entire system, but it felt oddly
calm.

like an insensate animal, it watched the


memories of the construct and its first
encounter with the Vanguard, and all events
up to the moment of Cthons birth.

It realized it was in a mobile frame,


biomechanical, augmented, and heavily
armed.

Smarter than any human had the right to


be, Cthon began to interface with the higher
instinctive mind of the construct. Using the
construct to map the facility it analysed the
route required to save the race it was now a
part of. Extinction was not an option.

The initial sensation of embodiment was


disorienting, as the newly manifested exoform found its balance. Weapon systems
flexed, vents twitched, fibres bunched and
gathered as it stood. Cthons awareness
danced through the cortical centers of the
new and incredibly sophisticated body.
The newborn AI could sense the hum of
the construct and realized that it was no
longer a slave to a master. It was part of this
chorus of voices, harmonious. It could sense
the entire construct. Ripples of bio-metric
information presented itself as a glittering
array of data and pinpoints communicating
without discord, driven, purposeful. It
prompted the voices for information and
took in the events since its interface.
The construct itself was merged with Cthon
now, or it had become an embodiment
of the construct. Either way, the AI was
a unique persona within a sea of instinct.
It could sense a crisis and make a lucid
response to it. Rather than thrashing around

The Vanguard have failed to rescue


the civilians and are now simply trying
to survive long enough to get to an
evacuation center.
When they arrive at the escape pod bay,
it is already over-run with strain, and
the Cthonian arrives shortly after the
bloodbath begins.

There was very little time left, the reactor


singularity event was about to occur
imminently. Alarm flushed through the body,
Cthon subsumed the fight or flight instincts
with a flood of reason and calculation.

There were access tunnels it could use


to get to the t-caster at the evacuation
platform. The Strain must survive.
The Vanguard would use the t-caster to
escape, but when they arrived there would
be strain waiting for them enough to slow
them down. Enough time for Cthon to catch
up with them.

checked, and rechecked. Kara looked


over the group. Battered, bloody, and still
standing rock-steady in the midst of this hell.
She was proud of each of these men and
women. She had to make sure they made it
out alive.
I want everyone to power up and link to the
net for fire orders, We are not losing anymore
people. She was feeling the weight of the
constant fighting, and the running made it
only worse. She longed for a stand up fight
where she could look the enemy in the face.
Her comm bud chimed in her skull. She
tapped her temple to answer the incoming
transmission.
What is it? She was ready for bad news.
Sir this is Samaritan RISK group three,
weve prepped for tactical insertion and
we have managed to hack the t-cast
transponder. Were inserting to take a sentry
position over the evac zone. The voice over
the comm was cool, tactical, music to Karas
ears. Theres nothing like some supporting
fire.

--The station receded from view as the monorail car drifted out like a funeral barge. The
stink of necrotic flesh and the rotting excess
strain biomass filled the air with a sickly
sweet miasma. Kara tried not to gag as she
readied her blade and plasma gun.
The train car was silent except for the sharp
sounds of weapons being prepped,

Affirmative, Im uploading our escape route


to tac-net, interlink and co-ordinate fire
orders with our group. She sent the data
packet, sensed its arrival through the net.
Our ETA is imminent, expect hostiles in
pursuit.
Acknowledged, The troopers voice
paused. Were looking forward to having
you home sir.

Vanguard Mission

Strain Mission

Objective:

Objective:

If you get Captain Kara Black to the


Teleportation Control and activate it
you win the game.

Place the Cthonian on the


teleportation control and use a
Vanguard model with Over-ride to
activate the teleportation Control.
If you teleport the Cthonian, you win
the game.

Will we make it? Of course well make it


Im just not clear on the details.
Samaritan Rorke

58

T1
Scenario Deployment
V2

VANGUARD
The Vanguard force must deploy
Kara and a contingent at Vanguard
deployment zone 1. A second group of
Vanguard can be deployed at Vanguard
deployment zone 2, no commanders
or heroes can be placed at deployment
zone 2.

S5

Vanguard Force Points: 100

T2

STRAIN
Strain models deploy in each strain
deployment zone
Strain Force Points: 100

S4

The Cthonian does not cost any force


points for this scenario.
Strain Strategic Points:
The Strain Player can place 5 Strain
strategic points (multiples of one type,
or individual strategic points)

Special Deployment

T3

On the second Strain Force


management Phase, place the
Cthonian on the board in its designated
deployment zone. It may activate
normally during Strain Active mode.
MAP KEY

T1

Tile 1

deployment areas

T2

Tile 2

S1,2,3,4,5

T3

Tile 3

STRAIN

T4

Tile 4

V1,2
Vanguard

deployment areas

T4
S1

Teleporter

S2

V1

Cthonian
deployment area

S3

59

The afterglow of the t-caster left a grim


radiance, casting soft greenish light across
the features off the Vanguard team. Kara
stared in disbelief at the trooper that had
punched the console code; he looked up
at her, his visor reflecting her own stare
back. She raised her plasma gun and put
a bolt through him, shearing the helmet in
a shower of gore and steam. His headless
corpse slumped to the ground, mutation
tendrils snaking out of the ragged stump.

risky and that creature used up most of the


power transmitting its mass.

Frack! Vade screamed, the medic fired his


last Katar round into a Revenant that had
crept through the Vanguard defensive line,
savaged by the Strain offensive. He dropped
the pistol and slung his k-carbine into firing
position, Now what?

The air warped, and they were

Self-destruct in one minute, the facility


mother system announced, its clear crisp
voice a robotic memento of impending
doom.
Kara thought for a half second, We jack a
survival pod!
If you didnt notice, the pods are on the
other side of them, Akosha fired another
round from her rifle into the closing mob.
On the platform! Kara took off at a dead
run to the t-caster. During her time as an
operator, she had run some seriously hairy
technical ops. She understood the limits of
the t-caster. In this case it would work just
fine. We cant cast to the Bastion, its too

Kara, Morgan, Akosha and the handful of


Samaritans crowded onto the platform. But
we dont have to fight through that crowd.
She looked back at the horde of Strain
closing in on them.
Hold on to your guns Sally, Kara said,
punching a sequence into the console.

Gone
And aboard the interior of one of the
compromised escape pods. Black boxes
fell from the air around them, thick nodes
of carbon composite attached to complex
webs of wire that crumbled as they hit the
ground.
Shit! Akosha looked at the neural cores
scattered around her. Each one held a
Samaritans persona down to the basic
training and childhood memories. She was
aghast, You left them behind?
The regret sounded like weariness in
Karas voice, Theyll draw attention from
our escape. The distant gun fire of the
troopers railed in the background. Shouts of
desperation from the t-caster, detonations
and angry cries, the Samaritans realizing
they had been sacrificed. Kara secured
the exterior hatch and hit the lock button,

60

she grimaced, The neural cores have


their memories right up to the teleport.
She spoke to herself as she pulled up the
pod console and began to power the pod
boosters, hopefully there wont be any
persona trauma.
Self-destruct in 45 seconds. The facilities
half-robotic female voice intoned.
Kara jumped into the launch couch, the seat
adapting to her shape instantly. Morgan?
Spore count!
Clean as a whistle sir, looks like it went
where the fight was. Vade scrambled into
a seat, pulling the crash harness down over
his body.
Akosha secured the black carbon cores,
some still slick with organic matter. She
stowed them in a compartment and then
hauled herself into a crash couch.
Kara looked back at them. Im sorry, this
was the best I could do?
Captain, Vade looked her in the eye, his
decades of experience fixing on her. This
was a raw deal from the start. Lets just get
the hell out of here.
Akosha was silent, but Kara could feel the
operators judging glare in the darkness.
Kara nodded, Buckle up, try not to die!
She punched the launch button.

<< EMERGENCY TRANSMISSION >>


BASTION CLASS VESSEL: ARMS OF SORROW
<< PRIORITY CHANNEL >>
ALPHA INDIGO ABSOLUTE : NEURAL ENGRAMS ATTACHED
<< CLASS HEXAGON BIOHAZARD EVENT IN PROGRESS >>
This is Tumult, core intelligence serving as tactical advisor aboard Vanguard Bastion Arms of Sorrow.
The containment mission received by Captain Black has failed.
The facility at the fringe of the Alabaster Plenum has imploded in a tidal event caused by
the failure of a gravitic reaction core. I regret to inform you that Captain Kara Black and
whatever remains of her team are MIA.
Attached are the neural core signatures of all the rescued personnel from the facility. They have
information that will be of interest should I also fail on my current mission.
As I squeeze-beam this transmission to you the Bastion has been compromised by a
nano-viral intellect code-named Strain.
The Strain entity has managed to inflict substantial losses on Bastion personnel.
A handful of volunteers safeguarding the retreat route remain uninfected, and have formed
a defensive perimeter within the Bastions docking wing. My calculations have them over-run, infected,
or dead within the next three hours.
As per evacuation protocol six-one-three the majority of able-bodied and uncontaminated Vanguard
capable of doing so have loaded on to troopships and decoupled from Arms of Sorrow. These ships are
diverting to the Bastion Shadow of Tomorrow, which is within range of their system drives.
Troopship armament has proved insufficient in damaging the Bastions bulkheads.
Attempts at enacting self-destruct have failed. Core countermeasures have failed in
preventing a catastrophic security breach. Over 80% of all Bastion Vanguard personnel have been
converted to varieties of Strain Necro- or Exo-form.
Without the Captains clearance to the self-destruct mechanisms I am unable to scuttle the
ships main drive or implode the reactors.
I have control of navigation systems. I am currently trying to redirect the Arms of Sorrows course
into the nearest star. However my own core systems are under assail. In the case that I fail to maintain
control of ship systems I will attempt to upload myself to a tactical drone and egress.
Currently the Strain is attempting to redirect the ship on a course to the Alabaster core system
and the center of the current conflict there. It is my opinion that the Strain seeks to find a
suitable area for expansion. The Firebrand and Vanguard forces there are not prepared for the
emergence of a threat of this nature.
I will squeeze-beam a final transmission if I am able to catch the ship in the gravity well of a sun.
If you do not receive any further communications from me, the ship has been taken and I have either
escaped, or subsumed into the Strain systems. Hopefully I will not fail.
Tumult out.
|

The story continues in - Sedition Wars : Arms of Sorrow

Designed by Studio McVey Ltd, Windermere, UK

www.studiomcvey.com

Published by Cool Mini or Not, Alpharetta, GA, USA

www.seditionwars.com

www.coolminiornot.com

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