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SKULLCORE Digital

Killwager is a tabletop wargame that uses miniatures to represent soldiers, drones, and combat vehicles. It provides standardized rules for matched play using scenarios drawn from mission cards. The document outlines key terms related to units, movement, line of sight, and performing actions. Players take turns performing measures with their models, which involve moving, shooting, or interacting with the environment and enemy units. Measures have costs in a resource called flow. The rules aim to provide a tactical real-time gameplay experience.

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JM
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100% found this document useful (2 votes)
2K views19 pages

SKULLCORE Digital

Killwager is a tabletop wargame that uses miniatures to represent soldiers, drones, and combat vehicles. It provides standardized rules for matched play using scenarios drawn from mission cards. The document outlines key terms related to units, movement, line of sight, and performing actions. Players take turns performing measures with their models, which involve moving, shooting, or interacting with the environment and enemy units. Measures have costs in a resource called flow. The rules aim to provide a tactical real-time gameplay experience.

Uploaded by

JM
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 19

1

STANDARDIZED MATCHED PLAY RULES FOR KILLWAGER


2
CONTENTS [0.0] SKULLCORE

5 [0.0] SKULLCORE INTRODUCTION [0.0] WHAT THE F**K IS THIS? [0.1] WE SUGGEST YOU....
6 [1.0] KEY TERMS KILLWAGER: SKULLCORE is an incredibly Use this ruleset and the KILLWAGER ELEMENTS
tactical real time tabletop game using badass document to create a Squad and then play in
8 [2.0] PERFORMANCES the ENDMEET Game Mode. Drawing cards to
miniatures. It takes place in a desperate near
12 [3.0] OPERATIONS future setting and can easily be played in a determine your Mission. Cards are available at
Modern Day setting. www.killwager.com for download or purchase.
14 OPERATION TIMELINE
KILLWAGER: SKULLCORE uses this document OR
15 [4.0] FOG OF WAR and online supplements to provide players
Use this ruleset to play any of the Engagements
16 [5.0] COMMANDS with their squads of soldiers and rules to play
from the KILLWAGER Seasonal Content.
unique scenarios.
17 [6.0] MOVEMENT OR
It is intended to be the “Matched Play”
18 [7.0] COMBAT standard for KILLWAGER. Create a Squad using the Seasonal Content
Armory and do any combination of the above.
19 [8.0] LETHALITY Want to take it further? Grab the Core Rules
and Seasonal Content. These are available at [0.2] WHAT YOU NEED TO PLAY
20 [9.0] WEAPONS / PROTECTION www.killwager.com
• This Document
21 [10.0] STATES Core Rules will introduce some SUPER
HARDCORE gameplay and the Seasonal • Some Miniatures to represent your Forces
22 [11.0] ADVANCED RULES
Content lets you look at that sweet, sweet
• 3 D10 (Ten sided dice)
24 [12.0] 3RD PARTY MODELS armory and equip all your Models to your
heart’s Content. • One D4 per Model (Four sided dice)
25 EXAMPLE GAME
We also provide a list of Forces to create squads • Some way to mark States (We suggest
26 FORCES for your games in the KILLWAGER ELEMENTS tokens for Taking Fire, Stunned, Critical)
30 QUICK REFERENCE document available at www.killwager.com
• 2x2Ft Board
We provide some example Elements
in this document. • Terrain for your Board

VISIT
WWW.KILLWAGER.COM
FOR MODELS, RULES, CARDS, AND MORE!

4 5
[1.0] KEY TERMS

[1.1] MODELS AND MINIATURES [1.7] MEASURING DISTANCES [1.10] FLANKING [1.11] FLOW

Players will use miniatures to represent three When measuring distance between Models, If a Model first gains line of sight to an enemy Flow represents the timing and preparation of
different types of units in KILLWAGER always measure the closest distance possible Model during a performance and can draw Models. Each Model may store up to four Flow
using the Model’s bases as the starting points a line from the center of its own base to a part Which it spends to Perform Measures. Measures
[1.2] PAX for the measurement. of the enemy Model’s base that is in their Rear are the actions a Model uses to influence the game.
Arc, without that line passing through any
PAX represent individual Soldiers on 25mm bases. [1.8] TERRAIN other part of the enemy Model’s base, they are MEASURE COST
[1.3] DRONES considered Flanking their opponent. Flanking
Terrain is any kind of scenery three
will have additional rules.
dimensional or two dimensional that decorate AUTOMATIC, DIRECT,
Drones represent AI controlled autonomous AND TRAINED MEASURES
1 Flow
your gaming Table. We provide some rules for
combat units. They are on 25mm bases.
interacting with it but it’s best discussed with
[1.4] INTERDICTION SUITES your opponent. TECHNICAL MEASURES 2 Flow

Interdiction suites represent large manned or AI [1.9] LINE OF SIGHT FREE MEASURES 0 Flow
controlled direct action combat suites. They are
Models can only see things when they are
mounted on 55mm bases.
in their line of sight. A Model’s line of sight is
[1.5] BASES a 180° half circle drawn across the middle
of the base and generally facing forward.
Miniatures should sit on bases. We recommend We recommend either marking two lines on
25mm bases for all PAX and 55mm for opposite sides of the Model’s base or using the
interdiction suites. Model’s shoulders to determine this. A Model
must draw a straight line to whatever it is trying
[1.6] BASE TO BASE to gain line of sight to. If this is another Model
Base to base means the Model’s base is physically it must be able to see either the physical Model
touching another base. Whether it is a computer or the base of the Model.
console or an enemy combatant.
The half circle facing the opposite way is
considered the Model’s Rear Arc. EXAMPLE
Model B cannot draw a line from the center
of its Base to any part of the back half of the
Target and does not get a bonus for Flanking.

Model A can draw a line from the center of


its Base to the back half of Model C and will
get a bonus for Flanking.

6 7
[2.0] PERFORMANCES

Players will alternate Performing with Models. TIMING SEQUENCE [2.3] REACTIVE MEASURES [2.6] PREFERRED RANGE
Performing is how Models are moved about the
table and interact with one another...violently. 1 Performing Player announces which When a Model is not actively Performing it Some Measures have a Preferred Range that
Models will be Performing.
may Perform one Reactive Measure. These indicates a distance the Measure is best Performed
[2.1] PERFORMING 2 Other Player Performs Commands
if applicable.
Measures may be performed whenever the in. If a Target is outside of a Measure’s Preferred
inactive Model is Targeted by a Performing Range the Difficulty is Very Hard.
A Player may Perform with up to two Models Non-Targeted Measures are declared
Enemy Model’s Measure or gains Line of Sight
3 and go into effect in this order
during a Performance. Their Measures occur at the Automatic > Direct > Trained > Technical to a Performing Enemy Model. [2.7] DIFFICULTY
same Timing Steps.
Reactive Measures to Movement The default Difficulty is “Easy”. Refer to the chart
4 Reactive Measures will mention RM or Reactive
are Declared.
Measure in their description. below for required dice results.
Targeted Measures are declared and
EXAMPLE 5 go into effect in this order Direct >
Trained/Technical [2.4] PREPARING Difficulty may be further modified by Modifiers.
Model A and Model B are Performing. They
both declare Combat Movement. 6 Reactive Measures to Targeted Measure Players will always roll against the hardest Difficulty.
are Declared. A Model may Prepare instead of Performing
When the first Timing Step is reached their Non Conflict Roll Targeted Measures
(any other measures). This causes it to gain two
7 Flow. A Model Preparing may have Reactive
controlling Player may move the Models are Rolled for and apply effects. C CLOSE 0-8 INCHES
following rules for Combat Movement. Conflict Rolls are Rolled for and Measures declared against it.
8 apply effects. M MEDIUM >8-18 INCHES
Models may not Prepare in the
Lowvis Models lose the Contact State
9 Execution Phase. L LONG >18-32 INCHES
if applicable.
[2.2] MEASURES
[2.5] TARGETED MEASURES VL VERY LONG >32+ INCHES
When Models Perform they may choose from a
list of Measures to Perform. A Model may always NOTE Targeted Measures are any Measure that
Perform up to one Automatic Measure and one If a Model is moving and an Enemy Model target another Model or point on the board.
Direct or Trained Measure. Or they may Perform gains Line of Sight to it, it must stop moving They will always require one or more D10 to
one Technical Measure. until all Measures’ effects are applied. Unless be rolled.
it isn’t the target of a Reactive Measure. This
Measures go into effect at different steps in a Anytime a Measure requires a D10 to be
may result in the Model being unable to
Performance called a Timing Sequence. rolled the Measure is only successful if the
continue to move any further if applicable.
number on the dice rolled is equal to or
higher than the Difficulty required.

Different Targeted Measures may Target


different types of Targets. For Example,
Fire can target Hostiles or Contacts while
Deployed Fire can only Target Hostiles.

8 9
[2.0] PERFORMANCES

0 2 4 6 8 10 EXAMPLE PERFORMANCE
AUTOMATIC VERY EASY EASY HARD VERY HARD IMPOSSIBLE • Player one announces they will Perform • Player one now announces their Targeted
with Model A. Measure Fire! targeting Model B with
Model A.
• Model A is a Hostile. Player two
announces Model B will Perform the • This is a Conflict Roll.
[2.8] ACING [2.9] CONFLICT ROLLS Command to Lean Out. They are able to
do this since Model A is a Hostile. • Both Players roll their D10 looking to beat
When a D10 roll result is 3 or higher than the Conflict Rolls occur when a Model is their difficulty. Model A aces while Model
Measure Difficulty, the Measure is considered Performing a Targeted Measure, and is itself • Model B Spends one Flow and is moved B is unsuccessful.
Aced. Acing a Measure may have other being Targeted by another Model. one inch.
(spectacular) effects. • Model A finishes its movement.
If a Targeted Measure Aces it cancels the • Player one Now announces Model A
Targeted Model’s Targeted Measures. will Perform a Combat Move Measure. It • Model B suffers Lethality.
If both rolls are Aced, the Model Performing at Moves one inch before Model B gains Line
a higher Difficulty has its Measures canceled of Sight to it. It must stop its Move.

If they are the same difficulty neither • Player two now announces their Reactive
are canceled. Measure of Fire! Targeting Model A with
Model B.

10 11
[3.0] OPERATIONS

[3.0] CONTROLLING AN OPERATION [3.3] MANEUVERS [3.7] ENGAGING! [3.11] ENDING AN OPERATION

A session of KILLWAGER is called an Operation. A Maneuver has two Phases the Operational When a Model sends an Enemy Model AN OPERATION ENDS WHEN ALL MODELS
Players will alternate Performing throughout an Phase and the Execution Phase. A Maneuver Critical the Controlling Player may then ARE CRITICAL, OR EXFILTRATED.
Operation. An Operation consists of a number of ends after the Execution Phase is completed. choose to immediately Force the Execution
Maneuvers. The Maneuver counter starts at 0 and Use a die or marker to count the number Phase and Perform first in it. Nothing CRITICAL MODELS LEFT ON THE BOARD
increases by 1 after an Execution Phase ends. of Maneuvers. happens if both players fulfill this condition. AT THE END OF AN OPERATION ARE
COUNTED AS KILLED.
[3.1] INSERTION [3.4] OPERATIONAL PHASE [3.8] EXECUTION PHASE

To determine which player goes first in the first At the beginning of an Operational Phase all In the Execution Phase, each Player only
Operational Phase simply compare each player’s Models regain two Flow. Performs once. After this, the Execution
Insertion Value. Phase ends and the number of Maneuvers
Each Player will then alternate Performing with is counted up. A new Maneuver then begins
Each player’s Squad has an Insertion Value. The up to two Models until the Execution Phase is with the Players once again entering the
default Insertion Value is 4 but it may be modified entered, ending the Operational Phase. Operational Phase.
during Squad Hiring.
The player who Performed last in the Execution
[3.9] EXECUTION AND OBEJCTIVES
The player with the highest Insertion Value will Phase Performs first in the Operational Phase.
choose their Avenue of Approach first and will Any Objective Related Measures may ONLY
also Perform first in the first Operational Phase [3.5] FORCING THE EXECUTION PHASE be Performed in the Execution Phase.
of the game.
Before or after Performing with one of their
[3.10] BATTLE DRILLS
In the event both players have the same Insertion Models, a Player may choose to Force the
Value players should each roll a D10 (rerolling Execution Phase. When a Player chooses to enter the Execution
ties). The player with the higher roll then acts first they may conduct a Battle Drill instead of
[3.6] BATTLEFIELD INITIATIVE TEST Performing normally.
as described above.
When a player has chosen to Force the
[3.2] AVENUE OF APPROACH
Execution, both players roll one D10. If a BATTLE DRILLS
An Avenue of Approach is chosen during the Players Models all have Line of Sight to one
2 Models may Perform as Normal. Their
Insertion Step before the game begins. An another or are within 4in of one another that ALPHA Measures are Free.
Avenue of Approach is an edge of the table Player rolls an extra D10 for their Battlefield
Perform normally with up to 2 models,
you are playing on. If you win the Insertion roll Initiative Test. BRAVO then Perform normally with up to 2
different Models.
you may choose a board edge. Your opponent
The player with the highest result can then
then may choose any other board edge as their
choose to either remain in the Operational
Avenue of Approach.
Phase or to enter the Execution Phase A
tie results in both Players staying in the
Operational Phase.

If choosing to enter the Execution Phase, they


then Perform first in the Execution Phase.

12 13
OPERATION TIMELINE [4.0] FOG OF WAR

1. INSERTION In KILLWAGER most of the battlefield will [4.1] CONTACTS, VISIBILITY


• The player who wins the Insertion chooses be unknown or part of the Fog of War. AND HOSTILES
their Avenue of Approach and may
Perform first in the first Operational Phase.
2. BEGIN OPERATIONAL PHASE This means some information is Hidden.
Hidden information is not revealed to your
All Models (unless noted) start the game as
Contacts and all information about them is Hidden.
• Player’s Models gain 2 Flow each if opponent until it is Revealed.
• The other player chooses their they are on the Board. Models not on When an Enemy Model gains Line of Sight to a
Avenue of Approach. the Board have 4 Flow. Revealed information must be presented Contact the Player who owns the Contact must
on the table or shown to the other player. announce whether their Contact is LOWVIS or HIVIS.
• The player who won the Insertion Any Player may ask to see any Revealed
Performs first and may Perform with up information at any time. Information may also If they are HIVIS they become a “Hostile” and
to two Models. be Available. must reveal all information about the Model
before Reactive Measures are declared.
• The other player then Performs with Available information is anything that would
up to two Models. influence a Conflict Roll with another Model If they are LOWVIS they remain a Contact.
3. THE EXECUTION PHASE • The Players continue Performing as
or otherwise influence an Enemy Model.
A LOWVIS Model becomes a Hostile when
• The player who Performs first either above until the Execution Phase is Available information is revealed only during making a Targeted Measure or when a
Performs as normal, or utilizes a Battle Drill. forced. The Player who makes the the instance in which it influences something. Performance ends and they are still in Line of
choice to enter the Execution Phase After the Performance the information is Sight of an Enemy Model.
• The second Player then performs as normal. then Performs first. hidden again.
Models may never reenter the Contact
• After the second Player has Performed the State unless noted.
Execution Phase ends. EXAMPLE AVAILABLE INFORMATION

4. A NEW OPERATIONAL Weapon Lethality


NOTE
PHASE BEGINS Modifiers to a Conflict Roll We suggest you use alternate Models for
your Models when they are in the Contact
• Players count up the number Weapon Damage Types
State. Like our Civilian Model Range.
of Maneuvers. Switching to the actual gun toting badass
• Zero Hour Effects come into play. when you’re spotted.

• The player who Performed second Or you can use a Marker or some sort of
in the previous Execution Phase now base attachment. These are provided at
Performs first. www.killwager.com

• The Operational Phase continues as


in step 2 above, followed by another
Execution Phase as in step 3. This
continues until the end of the Operation.

• An Operation ends when all Models


are Critical or Exfiltrated.

14 15
[5.0] COMMANDS [6.0] MOVEMENT

[5.1] COMMANDS There are several Measures that allow Models [6.2] BOOSTING
to move varying distances.
When a Performing Player first announces they Certain equipment may allow a Model to Boost.
will Perform with a Model in the Hostile State EXAMPLE Whenever a Measure allows a Model to move During a Full Move, Jump, or Sprint Measure
their Opponent may Perform one of the following Model A is a Hostile and does not have Line it may rotate up to 360° in place before this Model may move an additional (X) inches,
Measures with one of their Models: of Sight to Model B. Model A announces starting its Movement. indicating its Boost value.
their Performance. Model B Spends a Flow It is important to note that as soon as a
Model Performs a Leanout Measure. [6.3] FALLING
to Perform a Leanout Measure now gaining Performing Model gains Line of Sight to an
OR Line of Sight to Model A. Enemy Model during a Full Move, Sprint, or Models can fall by ending their Movement in
Combat Move Measure it must stop and wait mid-air or on a vertical surface. They are placed
Model in the Contact State may Perform a Model B will now be able to Perform a
for any Reactive Measures to be resolved directly below their last location touching the
Combat Move. Reactive Measure against Model A when it
before continuing its Movement. table. If the distance they fell was over 3in they
moves out of cover.
become Injured. If it was over 5in they
NOTE This occurs before the Enemy Model Performs. A Model does not continue Moving if it become Critical.
Models cannot Perform a Measure from Commands enters the Critical State.
if they have Line of Sight to an Enemy Model. [6.4] WALL RUNNING
[6.1] MOVING OVER OBJECTS
If a Model has the Wall Running ability they may
If a piece of Terrain or Object is taller than move vertically and horizontally as long as their
half the Models height it must spend its base can fit on the surface. They may not end
remaining Movement to be placed onto the their Performance on a vertical surface.
other side of it.
[6.5] DRAGGING
Be flexible with this, but realize that objects
and walls can impede movement in a Anytime a Model Performs a Full Move, Leanout, or
tactical way. Combat Move and comes into contact with a Critical
Model it may place the Critical Model in Base to
Base with itself at the end of its Performance.
SUGGESTION
We suggest using a separate Base or
Marker during a Lean Out Measure to
maintain the Model’s original position.

16 17
[7.0] COMBAT [8.0] LETHALITY

[7.1] CONCEALMENT [7.2] TARGETING A POINT ON THE When a Model Performs a Measure which [8.1] LETHALITY RESULTS
TABLE applies Lethality follow the rules below:
When targeting a Model with a Measure a Player Injured -The Injured Model immediately makes an
must draw Line of Sight. Refer to the chart below to Some Measures may allow a Model to target When a Model suffers Lethality first determine Injury Check, requiring 4+ on a D10 roll. If it fails,
determine Concealment. “A point on the table”. In this case place a the Lethality to be applied. Generally the base it goes Critical. If it succeeds it must spend 1 Flow
25mm marker in Line of Sight of the Model. Lethality is included on a Weapon Profile. to Dip!.
Concealment is determined by how much of a
This is the “point on the table”.
Targeted Model is visible to the Model Targeting it. Next compare the Lethality to the Target Model’s Severely Injured -The Severly Injured Model
A Model is considered Concealed when intervening A point on the table is always Hard to Target. Protection level using the following chart: immediately makes an Injury Check, requiring
Terrain obscures over 75% of the Model. 8+ on a D10 roll. If it fails, it goes Critical. If it
When Targeting a point on the table there must LETHALITY ATTEMPT
succeeds it must spend 1 Flow to Dip!.
Always agree with your opponent on what terrain be a Hostile within 2in of it.
offers Concealment. LESS THAN PROTECTION Model must Dip! Critical -This Model cannot Perform and has no
[7.3] FACEOFFS Line of Sight.
EQUAL TO PROTECTION Injured
Models that end a Full Move within 1in of NOTE Some rules/Missions may use Medical
an Enemy Model are in a Faceoff. For each Attention. This means Critical if using SKULLCORE.
Model in a Faceoff the Player will roll a D10. HIGHER THAN PROTECTION Severely Injured
[8.2] DIP!
The Model with the highest roll (rerolling ties) 2 LEVELS OR HIGHER At the end of a Performance in which a Model
Critical
may choose to end the Faceoff by moving 1in THAN PROTECTION
was Targeted or affected by a Measure that
Don’t be weird. away or by sending the Enemy Model it is in causes Lethality it may spend a Flow to Move up
a Faceoff with Critical. Move the result down one on the chart if the
Give your opponent to 1in. It cannot end this Movement closer to an
Measure is Aced.
Concealment. Enemy Model.
Interdiction Suites may never be sent Critical in
this way except by other Interdiction Suites. Move the result down two on the chart if the
Model applying Lethality is Flanking its Target. [8.3] WEAPON/PROTECTION LEVELS

Weapon Lethality and Protection levels are as follows:

NONE
EXAMPLE
CONCEALMENT Light Lethality vs Light Protection. VERY LIGHT

LIGHT
Targeting Model Aces.
Measures Targeting this Model
CONCEALED MEDIUM
are Hard.
The Target is Injured then becomes
Severely Injured due to the Targeting HEAVY
Measures Targeting this Model are Model Acing its Measure. VERY HEAVY
Very Hard.
HUNKERED A Concealed Target becomes
Hunkered when it is touching
the intervening Terrain and not
Performing a Targeted Measure.

18 19
[9.0] WEAPONS/PROTECTION [10.0] STATES

[9.1] WEAPON/PROTECTION PROFILES [9.2] EXPLOSIVES During a game of KILLWAGER Models may [10.1] CRITICAL
find themselves in one of the following states at
Weapons in KILLWAGER will have certain profiles Some weapons may list Explosive in their some point during the game. We suggest you This Model cannot Perform and has no Line of Sight.
to represent their Lethality and usage. Lethality. When an Explosive Weapon is used use something to mark these States. It may be Searched, and Kill Confirmed. Removing
in a Measure, follow these steps instead of it as Killed.
A Weapons Profile will have several elements to it, applying Lethality as normal.
usually the lethality level of the weapon followed [10.2] TAKING FIRE
by any special rules. Protection Profiles follows a If Targeting an Interdiction Suite or Terrain
similar Profile layout. apply the Weapons Full Lethality. Difficulty for this Model’s Measures are one Step
Harder. This will stack with other Modifiers.
EQUIPMENT LAYOUT
If not, apply Medium Lethality to the Target.
Example - Model is Taking Fire and Stunned. Very
ASSAULT RIFLE
Light Lethality After the above is applied, all Models within Hard goes to Impossible (+10).
Rapid FIre
3in of the Target Model or point on the Board
may Juke. If they end the Juke Measure less A Model leaves Taking Fire after the Performance
Heavy Protection
PIG SUITE Breaching than 3in away from the Target Model or point in which it entered Taking Fire.
on the Board they suffer Light Lethality. This is
[10.3] STUNNED
These profiles are sometimes shown in a charted called the Blast Lethality.
depiction, such as the following two examples: All Measures are Very Hard for a Stunned Model
Explosives may only be used if they affect a
Hostile. This is important for Measures that A Stunned Model leaves Stunned after the
NAME The name of the Weapon allow a Model to Target a point on the Board. Performance in which it was Stunned ends.
[9.3] DEPLOYABLE WEAPONS
LETHALITY The level of Lethality applied.
Deployable Weapons must use the Deploy
Any further rules the Weapon Measure to be placed onto the board. If they
SPECIAL RULES may have. are Explosive they may be Triggered at the
beginning or end of any Performance. Resolve
an Explosion as if the Weapon itself was a
NAME The name of the Protection
point on the Board. They will apply their Full
Lethality rather than their Blast Lethality of Light.
PROTECTION The level of Protection applied. They are removed when suffering any Lethality.

Deployed Weapons may only be Deployed


Any further rules the Protection
SPECIAL RULES once Per Operation.
may have.

Deployed Weapons use a 25mm


Base or Model.

20 21
[11.0] ADVANCED RULES

[11.1] INFILTRATING/EXFILTRATING [11.3] DATA ATTACKS [11.4] SMOKE [11.7] BREACHING

To enter the Board Models must Infiltrate. To Exit Data Attacks are a Technical Measure any Models may Perform the Smoke Out Measure Models with this rule may Perform the Breaching
the Board they must Exfiltrate. Model with a Data Spike may Perform. if they have the Special Rule Smoke. If they Measure. This allow them to move through Terrain.
are successful they may place a Smoke Token We suggest players agree on what is Breachable.
Unless noted all Models must Infiltrate the Board Data Attacks do not require Line of Sight. on the Target Spot. Any Model within 3in of
using a Combat Move from their Avenue of a Smoke Token is considered Hunkered Very We like to play that all Models may Breach doors
Approach. (Infiltrate/this/infiltration moves etc.) is Depending on their Target they incur and windows. Models with the Breaching Special
different effects. Hard to Target 8+. Any Model within 3in of a
measured from the Board’s Edge. Smoke Token treats their Targets as Hunkered rule may Breach more surfaces. As in walking your
DATA ATTACK Very Hard to Target 8+ big badass in huge armor through the wall.
A Model may Exfiltrate when it successfully
Performs a Full Move or Combat Move that ends This Measure requires a Data Spike and After the Performance remove the Smoke Token. [11.8] DOGS
with it touching its Avenue of Approach. Remove it Ignores Line of Sight. Choose an Enemy Hostile
from the game. [11.5] INTERDICTION SUITES Anytime a Model with a Dog Performs it may
or a Friendly Model.
Release a Dog before declaring Measures.
A Model may Drag a Model with it when Exfiltrating, If there is a Non Critical Enemy Model with Interdiction Suites must be on 55mm Bases
counting them as Kidnapped if they are an Enemy Dogs are represented by a 25mm Base.
a Data Spike both Players must roll a D10. If
Model. Remove both Models from the game. Interdiction Suites cannot enter Taking Fire or Dip!
the Data Attack Player rolls lower than their When Released a Dog is placed in base to base
opponent they may not Perform the Data Attack. Interdiction Suites are always Hostiles with an Enemy Model within 6in. If there are no
[11.2] PULL OUT CONDITIONS
eligible Models it is not placed.
If successful apply one of the following effects Interdiction Suites cannot Perform Objective
When a Player enters Pull Out Conditions they
to the Target: Related Measures and cannot be Dragged The Dog may be Targeted by Reactive Measures and
cannot use Battle Drills.
is removed if Lethality is applied. It is Hard to target.
Players will enter Pull Out Conditions based on the [11.6] TAGGING
A chosen Friendly Model Models with a Dog in base to base cannot
Scenario they are playing and its specific rules. UNFRIEND regains the Contact State if
outside of Enemy Line of Sight. Models may become Tagged due to Measures Perform Juke or Dip!
NOTE This is different from Core and Hardcore. or other Effects. The duration of the Tag is the
A chosen Enemy Model enters Performance in which the Model was Tagged. If a Dog survives until the end of the Performance
PORNJAM Taking Fire or is Tagged. it enters into a Faceoff with the model it is in base
Some weapons like Smart Rifles may benefit
A chosen Enemy AI, Drone, from Tagged. to base with.
GEOPAGES or Interdiction Suite
becomes Stunned. At the end of the Faceoff even if the Dog won it is
removed from the game.

A Model may only release their Dog


once per Operation.

22 23
[12.0] 3RD PARTY MODELS EXAMPLE GAME

3rd Party Models are non-player models which [12.1] PASSIVE GAME SET UP
will be featured in some games of KILLWAGER. IMPORTANT NOTES
These Models are divided between Passive and After they gain line of sight to any Hostile For this example game you will need four Models Each Model has four Flow
Violent. They use the same Lethality and States as they become “Panicked”. During their next split into two Squads of two HIVIS Models.
Player controlled Models but do not have Flow. Performance they will Full Move towards the Models all start the Game as Contacts
3rd Party Models will reveal Contacts as Hostiles nearest board edge being removed from the Each Player should take control of one Squad.
game when they reach it. Models lose the Contact State when Line of
following the Fog of War Rules. Both Squads have the default Insertion Value Sight is gained if they are HIVIS
They Perform at the beginning of an Operational [12.2] VIOLENT of four so they will need to roll a D10 each to
determine who Performs first. Commands allow a Model to Perform the
Phase before Players Perform. All 3rd Party Lean Out Measure before a Hostile Enemy
Violent 3rd Party Models will always React
Models Perform at this time.
with a Fire Measure when gaining Line of Sight MISSION Model Performs, or a Contact to Perform a
Combat Move Measure.
to a Player controlled Model.
KILL EM ALL BABY
During their Performance they will Perform a
Full Move Towards the nearest Hostile and Fire +1 Operational Status
at them. If the Model does not have a Weapon per Enemy Model in the Critical State
it will attempt to enter into a Faceoff instead of
-1 Operational Status
Firing. Juking if unable to reach a Faceoff.
per Friendly Model in the Critical State
[12.3] CROWDS
The Player with the most Operational Status at
Crowds behave as Passive Models but the end of the Operation Wins.
are instead placed onto 40mm bases and
will block Line of Sight. When targeted SQUADS
by Measures causing Lethality they are
Each Model will have Light Protection and
replaced by two Passive Models within 1in
a Light Lethality Weapon.
of the 40mm base.
They are HIVIS
[12.4] ANGRY MOBS

Angry Mobs behave as Violent Models but BOARD


use Crowd Rules. They have Light Lethality
You can use any size Board. Remember
weapons. When targeted by Lethality causing
that Models must Infiltrate using a Combat
Measures they are replaced by one Model
Movement Measure.
within 1in of the 40mm base armed with a
Light Lethality Weapon.

24 25
FORCES There are several ways to build your squad. For more options please download the
Elements and Seasonal Content Documents available at www.KILLWAGER.com.

HARLOW KINETIC SOLUTIONS MANTICOR


WAR IS A RACKET FROM RUSSIA WITH LEAD
ASSAULT TEAM INSERT TEAM
Harlow Kinetic Solutions was founded the late Primary Element [2 Models] Primary Element [2 Models] Manticor teams are highly diversified skillsets
20th century in South Africa. Hardened troopers Secondary Element [1 Model] Secondary Element [1 Model] mixed with brute firepower. Featuring cross
that have been contracted to train local forces training and ubiquitous gear to the extent that
and also to use the full arsenal which is at their Light Protection Light Protection each member can perform another’s role. Their
disposal. HKS fights in a multitude of ways from a HEAVY ASSAULT RIFLE AIRBURST RIFLE current engagement systems in orbit have led
small number highly trained advisors to squads of [Light Lethality] to a preference of close quarters battle and
[Light Lethality]
mixed local recruits and trained mercenaries. Airburst: Deployed Fire ignores Concealment deniable assets.
Pen: Target’s injury checks are one step harder
BOOST(2): +2” to Full Move, Jump
Grenades or Sprint Measures
HARLOW BONUSES MANTICOR BONUSES
PADDED: Medium Protection against Explosives BREACHING: May perform Breaching Measure
Medium Threat Level Squad Medium Threat Level Squad
PISTOL: 2d10 in Faceoff but may only send
Assault Team Models ignore Blast Lethality opponent Critical Insert Teams may use Full Move to Infiltrate
BREACHER
Heavy Element [1 Model]
“BIG LOAD”
Secondary Element [1 Model] Heavy Protection
LMG
Light Protection
[Light Lethality]
DMR Cyclic: Deployed Fire Lethality is one Step
Higher - May Perform Suppressing Fire Measure
[Light Lethality]
Pen: Target’s injury checks are one step harder BREACHING: May perform Breaching Measure
Optics: Deployed Fire ignores Concealment
DISPOSABLE LAUNCHER
COORDINATOR
[Very Heavy Explosive]
Expendable: One use per game Secondary Element [1 Model]
Readied: Deployed Fire only Light Protection
AIRBURST RIFLE
“GRENADE MAN” [Light Lethality]
Secondary Element [1 Model] Airburst: Deployed Fire ignores Concealment
Pocket Drones: May spend 2 Flow before
Light Protection Performing to change an Enemy Contact
to a Hostile.
HEAVY ASSAULT RIFLE
[Light Lethality]
Pen: Target’s injury checks are one step harder
GRENADE LAUNCHER
[Medium Explosive]
Readied: Deployed Fire only
26 27
28 29
MEASURE DIFFICULTIES

QUICK REFERENCE 0 2 4 6 8 10
AUTOMATIC VERY EASY EASY HARD VERY HARD IMPOSSIBLE

DIFFICULTY MODIFIERS CONFLICT ROLLS EXPLOSIVES MODEL STATES

Conflict rolls occur when a Model is Performing a Targeted DIRECT IMPACT If Targeting an Interdiction Suite or This Model cannot Perform, does not
Target is Concealed HARD Terrain apply the Weapons Full Lethality.
Measure, but is being Targeted by another Model who is block Line of Sight, and may be Kill
Performing a Targeted Measure. FULL LETHALITY If not, apply Medium Lethality to the Target. CRITICAL Confirmed and Searched.
Target is Hunkered VERY HARD
After the above is applied, all Models
It has no Line of Sight.
If a Targeted Measure Aces its attempt it cancels the Targeted within 3in of the Target Model or Point
Target is Flanking Model VERY HARD Model’s Targeted Measures. BLAST on the Table may Juke. If they end the KILLED Remove this Model as Killed.
LIGHT LETHALITY Juke Measure less than 3in away from
Target is outside PR VERY HARD the Target Model or Point on the Table
If both Models Ace their rolls, the Aced roll at a higher they suffer Light Lethality.
Difficulty Level Measure is cancelled. STUNNED
Model is Stunned VERY HARD A Stunned Model is only Stunned for the
LETHALITY ATTEMPT Performance in which it was Stunned.
Model is Taking Fire ONE STEP HARDER Rolls are then resolved in order of distance All Measures are Very Hard for a Stunned Model.
from the Source to Target. LESS THAN PROTECTION Model must Dip! TAKING FIRE
PERFORMING When multiple Models are in a Conflict Roll any Ace against another All Attempts for this Model are one Step Harder. This
Model will cancel that Models’ Measures even if they are against a Injured (4+ or become Critical) will stack with other Modifiers. Example - Model is
For a Model to influence the battlefield it must Perform. When a EQUAL TO PROTECTION
different Model than the Model which has Aced its Measure. If 4+ must Dip! Taking Fire and Stunned. Very Hard goes to Impossible.
Model Performs it may declare Measures and have Measures A Model leaves Taking Fire after the Performance in
Severely Injured which it entered Taking Fire.
declared against it. The results of these declarations are called HIGHER THAN PROTECTION (8+ or become Critical)
CONCEALMENT BONUSES If 8+ must Dip!
a “Performance.” A Model may always Perform up to one
HARD - Gains Concealment 2 LEVELS OR HIGHER THAN
Automatic Measure and one Direct or Trained Measure. CONCEALED when 75% Obscured by Terrain Critical
PROTECTION LETHALITY AND PROTECTION LEVELS
and touching that Terrain.
Or they may Perform one Technical Measure.
VERY HARD - A Concealed NONE
MEASURE TYPE target becomes Hunkered Move the result down one on the chart if the
when it is touching the terrain Measure is Aced. VERY LIGHT
HUNKERED that is providing Concealment
AUTOMATIC 1 FLOW
and it is not Performing a
Targeted Measure.
Move the result down two on the chart if the LIGHT
Model applying Lethality is Flanking its Target.
DIRECT 1 FLOW MEDIUM
TIMING SEQUENCE VISIBILITY HEAVY
TRAINED Performing Player announces which Hivis Models lose the Contact State
1 FLOW 1
MEASURES Models will be Performing. HIVIS immediately when Line of Sight is gained to VERY HEAVY
them from an Enemy Model.
Other Player Performs Commands
TECHNICAL 2 Lowvis Models lose the Contact State at
2 FLOW if applicable.
MEASURES the end of a Performance if an Enemy has
LOWVIS Line of Sight to them or they Performed a
Non-Targeted Measures are declared
Targeted Measure.
3 and go into effect in this order:
Automatic > Direct > Trained > Technical
PREFERRED RANGES
Reactive Measures to Movement
4
C CLOSE 0-8 INCHES are Declared.
Targeted Measures are declared and
M MEDIUM >8-18 INCHES 5 go into effect in this order:
Direct > Trained/Technical
L LONG >18-32 INCHES
Reactive Measures to Targeted Measure
6 are Declared.
VL VERY LONG >32+ INCHES
Non Conflict Roll Targeted Measures
7 are Rolled for and apply effects
Conflict Rolls are Rolled for and
8 apply effects
Lowvis Models lose the Contact State
9 if applicable

30 31
MODELS MAY PERFORM: ALL MEASURES COST 1 FLOW
OR ONE TECHNICAL MEASURE ALL TECHNICAL MEASURES COST 2 FLOW

AND / OR

Move this Model up to 4in total. Announce weapon to be used. DEPLOYED FIRE Announce weapon to be Move this Model up to 8
FULL MOVEMENT FIRE If targeting a Contact roll used. Roll Two dice for this SPRINT MOVEMENT inches in a straight line.
If Performed with the Fire TECHNICAL
AUTOMATIC REACTIVE MEASURE only one Dice Measure, discarding the TECHNICAL
Targeted Measure its PR TARGETED: HOSTILE, Measures Targeting this Model
TRAINED lowest roll. If successful,
becomes Close. If targeting a Hostile roll two POINT ON BOARD
follow the rules for are Hard.
PR: MEDIUM - LONG
TARGETED: HOSTILE/ Dice discarding the Lowest applying Lethality.
CONTACT
If successful follow rules
Move this Model up to 2 inches PR: CLOSE-MEDIUM
for applying Lethality Place Deployable Weapon
OBJECTIVE MEASURE
COMBAT MOVEMENT (MAY ONLY BE PERFORMED IN THE EXECUTION PHASE)
in a straight line forwards or DEPLOY in Base to Base with
AUTOMATIC
backwards or left or right. TECHNICAL Model. If thrown place it Secure unsecured Hardpoint.
within 3in and line of sight.
A Model may Tag a Search or Destroy Hardpoint.
TAGGING Hostile in Line of Sight with
If a Model is within 1in of a this Measure. The chosen Search Hardpoint or Critical
Piece of terrain it may perform REACTIVE MEASURE
Hostile becomes Tagged INTERACT Model in Base to Base.
this Measure. It may immediately DIRECT
for the duration This Measure requires a TECHNICAL
move up to two inches through of the Performance. Data Spike and Ignores Gain Intel when Searching
BREACH the terrain it just breached. Line of Sight. Model or Hardpoint.
AUTOMATIC Doors, gates, etc. Choose an Enemy Hostile Kill Confirm Critical Model in
This Measure requires the When Performing this Model or a Friendly Model. Base to Base. Killing the Model.
Breaching Special Rule to Measure the Model A chosen Friendly Model
Breach other types of Terrain. Performing it becomes regains the Contact State
JUKE Hard to Target.
REACTIVE MEASURE DATA ATTACK if outside of Enemy Line
TRAINED If Lethality is not Applied of Sight.
TECHNICAL
Move this Model 1 inch in any to it, it may move 2in OR
direction then return it at the end instead of Dip! at the end
of the Performance. of a Performance. A chosen Enemy Model
LEAN OUT
If it did not Perform the Fire enters Taking Fire or
MOVEMENT is Tagged.
AUTOMATIC Measure it cannot be targeted
by Reactive Measures from SUPRESSING FIRE Any Hostile PAX within 1
TRAINED
A chosen Enemy AI,
Models that did not have Line of inch of the targeted point Drone, or Interdiction Suite
Sight to it before the Movement. enters Taking Fire becomes Stunned.
TARGETED: POINT
ON BOARD Requires a weapon profile
PR: CLOSE - MEDIUM capable of Rapid Fire.

Place a 25mm Token within


4in and in Line of Sight
of this Model. Resolve an
Explosion on this Token
FRAG before Conflict Rolls are
TRAINED Rolled for and Resolved.
(REQUIRES GRENADE This Measure MUST affect
WEAPON) at least one Hostile.
This Measure is canceled
if the Performing Model
is Targeted by the
Fire Measure.

Place a Smoke Marker


within 4in and Line of Sight
SMOKE OUT of this Model
DIRECT If the Smoke Special Rule is
part of a Weapon it may be
placed within 18in.

When performing a
JUMP jumping Measure a Model
may move 2in either
TRAINED
vertically or horizontally,
or 1in both ways.
32 33
PRODUCED BY ENEMY SPOTTED STUDIOS
Visit www.KILLWAGER.com for more info and current products. 35
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