Alabaster Rulebook 2nded
Alabaster Rulebook 2nded
Alabaster Rulebook 2nded
Prologue . . . . . . . . . . . . . . . . . . . . . . . . . . 1
The Vanguard . . . . . . . . . . . . . . . . . . . . . 19
Introduction . . . . . . . . . . . . . . . . . . . . . . 2
Specific rules . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Box Contents . . . . . . . . . . . . . . . . . . . . . . 3
The basics . . . . . . . . . . . . . . . . . . . . . . . . . 4
Playing the game . . . . . . . . . . . . . . . . . . 7
Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
The Strain . . . . . . . . . . . . . . . . . . . . . . . . 25
Specific rules . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Strategy and tactics . . . . . . . . . . . . . . . . . . . . . 32
Status effects . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Strategic scenarios . . . . . . . . . . . . . . 38
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.
www.studiomcvey.com
www.seditionwars.com
www.coolminiornot.com
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.
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.
Box Contents
Everything you need to play this thrilling game is found in this box:
22 x highly detailed Vanguard miniatures
The Basics
Board Sections
Dice
Modifiers
Models
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
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.
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.
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.
Faction Icon:
Assigns the model to a specific faction.
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.
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.
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
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
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
CARD
Attack Name
SE
Each attack listed on a models card is one of the attacks a model can choose
from during its activation.
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.
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.
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.
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.
Movement
Doors
There are multiple different kinds of
doors present on the board, each
defined by a particular color.
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.
Attacking
3. Determine Range
3. Determine Range.
4. Roll to Hit.
5. Deal Damage.
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.
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
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
Combat Modifiers
Firing Close.
Covering Features.
Firing into Close Combat.
Prone Target.
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.
12
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.
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.
13
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
14
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.
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
Campaign Scenarios
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.
16
5. Generate a 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
18
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.
19
Heroes
The Vanguard heroes brave enough to face the horror of the
strain are some of the toughest soldiers under Captain Kara
Blacks command.
20
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
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
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.
Tactics Limit
Trooper
1 Tactic
Elite Trooper
2 Tactic
Hero
3 Tactic
Commander
4 Tactic
22
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.
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.
Life-Support Terminal
HAVOK
Defense Gun emplacement
Security Terminal
MOD
RNG
D/S
EFFECT
Teleportation Control
6|3
23
Medic!
Tactical Command
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.
25
The Nano-Spore
Exo-Form Stalker
Exo-Form
Quasimodo
26
27
The Strain
Nano-Spore
EXAMPLE OF PLAY
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.
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.
29
Exogenesis
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
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
Macrophage
Exocyst
This strategic point can be used as a spawn
point for Exo-Forms (see Spawning New
Models above).
Gestation Vent
Spore Engine
31
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.
32
Term Glossary
TERM
DEFINITION
#d6
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
Adjacent
Airlock Door
A door that remains open until a point of mobility is used to close it. Coloured red on
the map tiles.
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
Base Square
Blast
Blocked Vector
Blocking Feature
Blocking Model
Board Feature
A feature drawn or placed on the board that is interactive, but not a model or a
strategic point
Clear Square
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
Cover
Covering Feature
A board element or strategic point that provides cover. Indicated with a red line on the
map tiles.
D6
Damage Staging
Die Result
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
Evolved
When a model is evolved the model is replaced with the model indicated on its
evolutionary path.
Exo-Form
Final Result
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
Free Ability
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
Infection Status
Killed
A model is killed when the damage it has taken equals or exceeds its wound value.
Model
34
TERM
DEFINITION
Modifier [MOD]
Movement Ability
Mutate
The act of removing an infected model and replacing it with the appropriate Strain
model based on its Infection Status.
Nano Counter
Necro-Form
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
Range
Range Category
Ranged Attack
Reflex Ability
Reflex Mode
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
Spawn Point
Square
Standard Door
An automatic Door that remains open only when models are adjacent to it. Coloured
White on the map tiles.
Statistic
Status Effect
35
TERM
DEFINITION
Status Roll
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 amount of Tactics counters stored in the Tac-Net Pool during the force
management phase.
Tac-Net Strength
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
Trigger Condition
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.
Valid Target
Vector
An imaginary line drawn from a models Base Square to a targets Base Square used
to determine line of sight.
Wall
Window
Zone
A persistent area of effect that remains in play until the end of the activation during
which it is placed.
36
37
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
Scenario rules - Any additional rules parameters that help define how the
mission works in relation to the players and their mission based objectives.
Objective Theme
ROLL
OBJECTIVE THEME
ROLL
MISSION THEME
1-2
1-2
Overrun
3-4
3-4
Quarantine
5-6
5-6
MISSION THEME
1-2
Trigger Happy
3-4
VIP
5-6
Head to Head
Strategic Scenario
ROLL
MISSION THEME
Deathmatch
Extraction
Hazard Duty
Kill-Count
Hitman
Doorcrasher
38
Trigger Happy
Overrun
VIP
Quarantine
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.
39
Hazard Duty
Extraction
Kill-Count
Doorcrasher
Hitman
Mission: Destroy the target
40
The Gantry
Counter Placement
Corpse Counters
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.
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
42
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
Vanguard Mission
Scenario Deployment
Objective:
Objective location - Systems Room
VANGUARD
STRAIN
Strain Mission
Objective:
Re-animate the Dead
43
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
What?
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:
Scenario Deployment
VANGUARD
STRAIN
2 Exocysts
Life Support
Control
44
2 Necrocysts
1 Spore Engine
T4
S2
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
45
Survivors?
Scans reveal a handful of human bio-
MAP KEY
V
Vanguard
deployment area
Exocyst
T1
Tile 1
T2
Tile 2
Necrocyst
Vanguard Mission
Scenario Deployment
Objective:
VANGUARD
Strain Mission
Objective:
STRAIN
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
T2
47
Vanguard Mission
Scenario Deployment
Objective:
VANGUARD
Strain Mission
Objective:
STRAIN CONVERSION
48
CAR 1
CAR 2
Scenic View
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.
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.
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.
49
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
STRAIN
Strain Mission
Objective:
Move civilian tokens to the objective
point, and unlock the containment
cell that holds the Grendlr
See Reanimate? And BioContainment below
50
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.
S1
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
Scenario Deployment
Vanguard Mission
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
52
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
53
---
Scenario Deployment
Special Deployment
VANGUARD
Vanguard Mission
Teleportation Control
(placed as shown)
Objective:
STRAIN
Strain Mission
Objective:
Stop the reactor from being armed
by preventing the Vanguard from
doing so within 10 rounds (see
Disabling the Reactor below)
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
55
Teleporter
Vanguard
Objectives
Hurley
teleports
into action
Vanguard Mission
Scenario Deployment
Objective:
VANGUARD
Strain Mission
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
--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,
Vanguard Mission
Strain Mission
Objective:
Objective:
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
T2
STRAIN
Strain models deploy in each strain
deployment zone
Strain Force Points: 100
S4
Special Deployment
T3
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
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
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