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BLKOUT Core Rules

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0% found this document useful (0 votes)
1K views16 pages

BLKOUT Core Rules

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/ 16

PRINT AT HOME EDITION

A GAME BY ENEMY SPOTTED STUDIOS


[0.0] INTRODUCTION 1
[1.0] KEY CONCEPTS 2
[2.0] BEFORE YOU PLAY 3
[3.0] GAME SETUP 4
[4.0] GAME ROUNDS 4
[5.0] ACTIVATING A UNIT 5
[6.0] MOVEMENT 5
[7.0] COMBAT 6
[8.0] REACTIONS 7
[9.0] STATUS TOKENS 7
[10.0] ADDITIONAL RULES 8
SCENARIOS 10
QUICK REFERENCE 14
THANK YOU 15

[0.0] INTRODUCTION [0.1] FUTURE CONFLICT


BLKOUT immerses Players in a high-lethality liberal environment, where Step into the year 2110, where conflict has evolved into a relentless,
every decision can be a matter of life or death. In this unforgiving multi-dimensional struggle. It’s a world where warfare transcends the
setting, you’ll find yourself faced with the toughest choices at the physical realm or extends into cyberspace, delivering blows as impactful
most inopportune moments. Success will depend on your mastery of as any rifle round. In this era, success hinges on mastering multi-domain
positioning, clever use of cover, or the ability to outmaneuver or outfight operations, requiring impeccable coordination or communication at every
your opponents. level to achieve objectives.
BLKOUT is set on the colony planet of ABLM, a place of profound BLKOUT wholeheartedly embraces this reality with Data Attacks, Combat
significance as humanity’s first or last colony planet. ABLM is a world AI, or massive armored units called Dusters.
teetering on the brink, struggling under the weight of oppressive state
powers or fractured factions. It represents the last flicker of hope for Dive deeper into the BLKOUT universe! Visit www.blkoutgame.
countless colonists seeking a better future. com to explore a wealth of scenarios, access digital force downloads,
or uncover the backstory of ABLM.

1
[1.0] KEY CONCEPTS Specialists are additional Models in a Unit that are not Grunts. Specialists
have access to Different Weapons or rules outlined in their “Specialist”
[1.1] MODEL section, in addition to the general information on the Unit Card. If a
In BLKOUT, Model refers to any miniature used in the game. Models are Specialist shares certain rules with the Unit Card but with varying values,
grouped into Units, which can consist of one or more Models. Units are such as a different Skill, the Specialist’s rules will take precedence over the
represented by Unit Cards that will include all of their Rules. rules on the Unit Card.

[1.1.1] MODEL TYPES For clarity, use different looking Models for each Specialist. If a Specialist
is Destroyed or removed from play, their special abilities can no longer be
Infantry Models should be mounted on 25mm or 1” Bases. Dusters are large, used in the Unit.
bipedal combat Units on 40-60mm Bases. Vehicles do not use a Base.

[1.2] TABLE This example Unit will have four Models total. Two Grunts or two
Specialists. With one Specialist having a Data Spike or one with a
The Table is the space in which Players will play BLKOUT on. BLKOUT is
Grenade Launcher.
versatile in Table size. For skirmishes, a 2x2ft table is recommended, while
3x3ft to 4x4ft suits larger Games.

[1.3] TERRAIN
Terrain in BLKOUT is depicted by 2D or 3D scenery pieces. Before starting a
HFR-6771 DH93745
064567

Game, Players should agree on the nature or effects of the Terrain. HARLOW CONTROL TEAM 1

More rules for Terrain are found at [10.4].


[1.4] TOKENS
One Unit may be Activated after this
Unit without spending a Commor Point. 6
Tokens represent statuses, effects, or reminders in the game. Some
Tokens are required to be 25mm or 1” in size or distances are SPECIALIST 1: Data Spike
measured from the Token’s edge. Other Tokens are simply reminders or 7
may be represented any way a Player decides. SPECIALIST 2: Grenade Launcher
GRENADE LAUNCHER | 24”/2
Blast (1)
[1.5] D10
A D10 is a 10-sided die that generates a number from 1-10.

HARLOW 1ST REACTION FORCE


[1.6] BURN CARDS SCAN TO CHECK
FOR UNIT UPDATES
6
BURN CARDS are special one-time use cards from a shared deck of eight, 4
used by all Players. 3 4 1/6

[1.7] CONTROL DIAL 2

CONTROL TEAM
The Control Dial shows how many Commor Points a player currently has. 1 184562993-122
AOIFME-4332

A Player may have a maximum of 3 Commor Points at any given time or


may use a Control Dial to track them. Commor Points may be spent on: 5
FAL-32C | 24”/1
CQB
Adding an additional D10 during Initiative [3.2]
Battle Drills [1.9] / [5.0]
Chain Activating a Unit [5.0]
[1.9] FORCE DOCUMENT
[1.8] UNIT CARDS
A Force Document contains all of the following information about a Force.
Unit Cards contain all of the following information about a Unit or the Models
that are in it: Force Name

1. Unit Name: This is the Name of the Unit. Force Armory: The selection of Weapons or abilities available to Models in
the Force.
2. Movement Value: Every Model in the Unit uses this number to determine
how far it may Move in inches. Force Battle Drills: Special abilities Units from the Force may use
when Activating.
3. Combat Loads: Filled Triangles in a corner of a Unit Card represent how
many special Actions or Weapons from the Armory a Grunt from the Unit
may use. Players should mark one of these Combat Loads each time the BATTLE DRILLS
Stims: Models in this Unit gain +2 Movement for their Activation.
SPECIAL RULES
Cyclic: This Model may make one Shoot or Ready
Unit uses the Armory to show that it has been spent. Assaulters: Models in this Unit cannot be Targeted by Overwatch
Action after Shooting.
Heavy: +1 Shot if this Model did not Move
when making a Full Move.

4. Skill: This represents each Model’s level of training. Players will compare Chaff: Place a Smoke Token (Chaff) within 6” of a Model in this Unit Sustained (X): Target must roll X Armor D10
before Activating. Chaff Smoke Tokens Dissipate on a 10+ after marking Damage. Each Failed D10 applies
the Weapons Damage to the Target.
D10 rolled in a Skill Check [2.3] to this number. CQB: This Weapon ignores Cover when Targeting
Models in half of its Range.

5. Number of Grunts in the Unit: How many Grunt Models are in the Unit.
FORCE RULE
6. Special Rules: This section lists any Special Rules the Unit has. If a Special Harlow First Reaction Force Units gain +2 Movement
when Sprinting.
Rule has white Boxes next to it, it is a limited use Special Rule. The Player ARMORY
must mark a box when the Unit uses that Rule. HEAD | 16”/4
Blast (1)
MICRO LAUNCHER | 4-16”/2
7. Specialist: The number of Specialist Models a Unit has. Blast (1), Heavy
FRAG LAUNCHER | 24”/1

[1.8.1] GRUNTS or SPECIALISTS Sustained (2), CQB


BOOST Squat

Grunts are Models that only use the information available on the Unit
2 Model gains Sq uat (4)
SCAN TO CHECK
FOR UNIT UPDATES

Card. They may use Armory abilities or Weapons.


[2.0] BEFORE YOU PLAY [2.2] Area of Effect
Area of Effect is used to determine when a Model can “see” another Model,
[2.1] THINGS TO KNOW
or how much of that Model can be seen.
The following items are not a comprehensive need to know list, but may A Model has Area of Effect to another Model or Token when an imaginary,
be different from other wargames you have played in the past.
unobstructed straight line can be drawn from any point on the Model or
[2.1.1] BASE-TO-BASE its Base to any point on the other Model or its Base, or Token.
Models will oftentimes sit on small disks, called Bases. A Model is in Base- [2.2.1] COVER
to-Base when its Base is touching another Model or its Base. Bases may
A Model or Token has Cover from another Model if Terrain blocks the
never overlap or sit on top of one another.
view of more than half of the Model or Token.
[2.1.2] MEASURING DISTANCES
[2.2.3] VERTICAL COMBAT
In BLKOUT, distances are measured in inches. Players can measure
Models placed on Terrain that is at least 3” tall will gain Cover from Models
distances at anytime. For a Model on a Base, measure from the Base’s edge.
below them. It’s important that Players communicate about vertical Terrain
For a Vehicle Model, measure from the edge of the Model or its Weapons. or how it will impact the Game.
[2.1.3] WITHIN or FULLY WITHIN
[2.3] SKILL CHECK
Within means any amount of the Model or its Base is within the distance.
Fully within me a ns the e ntir e Mod e l or its Ba se a r e within the d ista nc e . Certain Actions Models may take in the Game require the controlling
Player to make a Skill Check, rolling two D10. The results of these D10
will be compared to the Skill on the Models Unit Card.
Each D10 that rolls equal to or higher than the Model’s Skill is a Success.
If at least one D10 is a Success, the Skill Check has Passed.
Any D10 that rolls less than the Model’s Skill is a Failure or if no
Successes are rolled, the Skill Check is Failed.
[2.3.1] ADJUSTING SKILL CHECKS
• Skill Checks can be modified by adding or subtracting D10 in accordance
with Special Rules, but the roll must always be at least one D10.
• Players never roll more than one D10 for a Hard Skill Check.

EXAMPLE: Skill 6 Roll


ACED!
Any D10 that rolls equal to a 10 is considered
an Ace or will count as two Successes.

3
[3.0] GAME SETUP
1. Pick a Game size: When starting a Game, you or your opponent will first
decide on the size of the Game. The size of the Game is determined by the
number of Groups each Player will control.
Each Group is made up of 3 Units.
1 Group: This is for a small Game, played on a 2x2ft to 3x3ft table.
2 Groups: A medium-sized Game on a 3x3ft table.
3 Groups: A large-scale battle on a 4x4ft table.
Once Players have decided on a Game Size, they will select a Force to use in
the Game or construct their Groups.
2. Pick a Scenario: Players need to choose a Scenario. You can find these on
the BLKOUT website or in products you’ve bought. [3.1] DEPLOYMENT EDGE
Scenarios will tell you how to set up the A Deployment Edge is a straight side of the Table, going from one corner
Game, any Special Rules associated with them, or how. Scenarios to the one next to it. If the Scenario doesn’t say where to start, Players
represent situations or combat operations. can roll for Initiative. The winner picks their Deployment Edge first, or
3. Arrange the Terrain: Players will place their Terrain on the Table. the other Player takes the opposite side. A Player’s Models will enter the
Game from their Deployment Edge.
4. Set Control: Every Player starts the Game with their Control Dial set to 3.
5. Draw BURN CARDS: Each Player should draw 3 BURN CARDS from a [3.2] INITIATIVE
shared deck of 8. To determine Initiative Players will roll a D10 each with the Player who rolls
6. Finish Setting Up: Players will complete any setup instructions specified by the higher number winning the Initiative.
the Scenario, then choose Deployment Edges. If Players tie they will reroll.
A Player may spend a Commor Point to add an additional D10 to their
Initiative roll taking the highest result between all D10.
After choosing Deployment Edges, Players will begin the first Round.
Players may choose to either be secretive about their additional D10, or to
openly announce how many they will be rolling.

[4.0] GAME ROUNDS [4.2] ACTIVE PLAYER


A Round consists of two phases: the Operations or the Execution. The Active Player will always Activate a Unit first.
Players are required to follow these steps in order.

[4.3] EXECUTION
[4.1] OPERATIONS
3. Check Coherency: Each Player should measure the distance between
1. Pick Up: Players will pick up all Activation Markers or Status Tokens
Models in their Units. If a Model in a Unit is more than 8” away from
from Units
another Model in its Unit, it is out of Coherency, the Unit gains a
or Models.
Pinned Marker.
2. Determine Initiative: Using the rules from [3.2], Players will roll for
4. Activations: After checking for Coherency Players will take turns
Initiative. The winner becomes the Active Player.
activating Units, starting with the Active Player activating one Unit
first. The Execution ends once both Players have activated all of their
Units. After the Execution ends, a new Round will begin.

[4.4] PINNED MARKER


Models in a Unit with a Pinned Marker can’t Reposition during their
Activation but are allowed to make an Action.
The Pinned Marker is removed after the Unit’s Activation is done.

4
[5.0] ACTIVATING A UNIT [6.0] MOVEMENT
Activating a Unit allows a Player to Move their Models or Destroy To Move a Model, measure the intended distance from the Model’s
the Enemy! Base. Then, Move the Model, making sure its Base does not go beyond
the measured distance or it does not pass through Enemy Models,
• Units with an Activation Marker
Vehicles, or Terrain. When a Model is able to Move, it may either perform
cannot Activate.
a Full Move up to its full Movement Value or a Half Move up to half of its
• Units with all of their Models Destroyed Movement Value.
cannot Activate.
[6.1] OBSTACLES
Follow these steps to Activate a Unit:
1. The Active Player may spend a Commor Point to allow the Activating Unit to Terrain that is 1” tall or shorter is called
an Obstacle.
benefit from a Battle Drill available to its Force for the Activation.
An Infantry Model may Move over an Obstacle by reducing their total
2. Reposition: After Battle Drills are declared, all Models in the Activating
Movement by 2”.
Unit may Reposition. When a Model is allowed to Reposition it may Move.
If the Unit is not yet on the Table it will instead Insert. [6.2] GOING UP OR DOWN
[5.1] INSERTING Models can Move up or down using things like stairs or ladders. The
Model must end its Movement with their Base fully flat on a surface.
If an undestroyed Unit starts its Activation off the Table, it must Insert
instead of Reposition. [6.3] LEANING OUT
To Insert each Model in the Unit must Move onto the Table, measuring its If an Infantry Model was not already Leaning Out it may choose to Lean
Movement from their Player’s Deployment edge. Out instead of Moving or after a Half Move.
Place a 25mm Duck Out Marker in Base-to-Base with the Model’s Base.
[5.2] ACTIONS
Shoot: The Model may Shoot a target. [7.1] Players may remove Duck Out Markers from their Models after rolling
for Initiative with the Active Player removing them first. Duck Out
Ready: The Model gets a Ready Token. (Ready Tokens allow the Model Markers are removed before the Model Moves or when it comes into
to make a Reaction [8.0]) Contact with an Enemy Model.
Sprint: The Model may make a Full Move. Players may use whatever Markers they’d like as long as it is 25mm or
When making Actions, Enemy Models may React to the Active they can agree on the height of it or how it affects Area of Effect.
Models. Reactions are covered under [8.0]. [6.3.1] Duck Out or Area of Effect
The Model may use the Marker for Area of Effect or measurements,
3. Actions: Once every Model has Repositioned or Inserted, each Model must
with other Models treating the Marker as the Model for Area of Effect or
make one Action each. Resolve them one at a time.
measurements if they do not have Area of Effect to the Model itself.
4. Activation Marker: After all Active Models have finished their Actions, place [6.3.1] Duck Out or SHOOTING
an Activation Marker on the Unit to show it has Activated for this Round. An
Activation Marker can be any item that Players choose to show that a Unit If an Enemy Model has Area of Effect to only the Marker or not the actual
has already been Activated. Model, the Model has Cover against the Enemy Model.
5. Chain Activation: After Activating a Unit, the Active Player may spend a [6.4] Squat (X)
Commor Point to immediately Activate another Unit. They may do this as
many times as they have Commor Points to spend. If they do not choose to Models with Squat(X) can use a Full Move to be placed anywhere within
do this, the other Player becomes the Active Player or may Activate a Unit. (X)” horizontally, or (X)” vertically without passing through Terrain.
Players should talk through making a Squat or agree that the Model
is placed within, not fully within the measurement. This allows for
maximum flexibility.

LEANING OUT

B
A

• Model A only has Area of Effect to


Model B’s Duck Out Marker or not
Model B.

5 • This means Model B has Cover


from Model A.
[7.0] COMBAT [7.4] ARMOR (X/Y+)
A Model may make an Armor Check when it suffers Damage from an
[7.1] SHOOTING STEPS
Action. Armor is denoted by X/Y. To make an Armor Check, a Player will roll
When your Model makes a Shoot Action follow these steps: X D10s, or each die roll resulting in Y or higher will negate one point of the
1. Select one of the Weapons your Model has. Damage suffered.

2. Pick a Model that your Shooting Model has Area of Effect to or is within [7.5] CQC
the Weapon’s Range.
After an Activation ends, any Infantry Model in Base-to-Base with an Enemy
3. Confirm if the Target Model is in Cover. Infantry Model will engage in Close Quarters Combat (CQC). If there are
4. Roll a Skill Check, adding a D10 if the Target is not in Cover or multiple Models that can engage, the Active Player selects one of their
Models or an Enemy Model they’re in Base-to-Base with to start CQC.
subtracting a D10 if the Target is in Cover. (D10 in a Shooting Skill
Check are called Shots.) Both Models will make a Skill Check with each Success applying one
5. Count the Successful Shots. For each Success, the Target suffers Damage Damage to the other Model in CQC with no Armor Check allowed. Both
equal to the Weapon’s Damage. (Yes! Shots that Ace by rolling a 10 apply Models will roll their Skill Check simultaneously, with the Model that rolls
double the Weapons Damage!) more Successes applying their Damage first. If a Model is Destroyed, it
will not apply Damage. If Players roll an equal number of Successes, the
[7.2] SUFFERING DAMAGE Player that rolls the highest number on a D10 will win. In the event of a tie,
Players will reroll.
Some Models have circles on their cards. These are Damage Tracks. For
every Damage your Model suffers, you mark one circle. When all circles When a Model is Destroyed in CQC the CQC ends or Players will resolve
are filled up, your Model is Destroyed or removed from the Game. Models the next CQC.
without these circles are Destroyed when they suffer at least one Damage.
[7.6] EXPLOSIVES
[7.3] WEAPONS Explosive Weapons, like grenades, include the Blast(X) Special Rule.
Every Weapon in BLKOUT has a Weapon Profile containing: Explosive Weapons may not be used to Target Infantry Models with
Shooting. Instead they will follow these rules:
Name: Name of the Weapon
HOW TO SHOOT EXPLOSIVES:
Range: The distance a Model cannot Target a Model past.
1. When Shooting with an Explosive Weapon you may place a Blast
Damage: The Damage each Successful Marker (25mm) where your Model has Area of Effect to it. This Marker
Shot applies to the Target of the Weapon. has to be flat or stable on the Table or Terrain, so it shouldn’t be
Special Rules: Additional requirements or effects for Shooting. hanging off an edge or floating above anything.
2. The Model may then Shoot this Marker rolling a Shooting Skill Check
without adding or subtracting D10 for Cover.
3. Any Infantry Models that are within the “X” distance of the Marker
EXAMPLE
in inches will suffer 1 Damage per Success in the Shooting Action.
Name: Shrike Missile This is called the Blast Damage. Remove the Blast Marker after the
Range: 24” Shooting Action is complete.
Damage: 2
4. Players should agree on which Models will suffer Blast Damage. The
Special Rules: Ignores Cover designers suggest the Blast Marker should have Area of Effect to the
Model, so no blasting them through the walls unless the Players agree
to it!
Important: Only use the Blast Damage. Don’t add the Weapon’s Damage or
any Special Rules it might have.

THROWING GRENADES THROUGH WINDOWS?


Players may agree that it would make sense for a Model to place the
Marker for an Explosive Weapon outside of a Models Area of Effect.

EXPLOSIVE EXAMPLE

1
X”

6
[8.0] REACTIONS [8.3] OVERWATCH REACTION
Any Model may gain an Engaged Token to Shoot an Enemy Model when it
[8.1] MAKING REACTIONS finishes a Full Movement or Action in their Area of Effect.
A Model in a Unit that has not Activated
yet or Models with a Ready Token may [8.4] JUKE REACTION
make Reactions. When Targeted by Shooting, an Infantry Model may gain an Engaged Token
Models with an Engaged Token [9.1] cannot to gain Cover from the Shooting Model.
make Reactions.

[8.2] RETURN FIRE REACTION


A single Model may gain an Engaged Token to Shoot an Enemy Model
when it makes a Shooting Action. Both Models will roll their Skill Check at
the same time, with the Model that rolls more Successes applying their
Damage first. If a Model is Destroyed, its Shooting will not apply Damage.
If Players roll an equal number of Successes, the Player that rolls the EXAMPLE
highest number on a D10 will win. In the event of a tie, Players will reroll.
1. Model A begins a Shoot Action Targeting
REMEMBER! Model B.

A D10 that rolls a 10 in a Skill Check is an Ace or counts as two Successes! 2. Model C gains an Engaged Token to make the
Return Fire Reaction or Shoot Model A.
3. Model A or C roll their Skill Check at the
same time.
4. Model A or C have a Skill of 6. Model A rolls
one Success, Model C rolls 0.
5. Model B suffers one Damage but passes its
Armor Check to survive.
B 6. Model B may now gain an Engaged Token to
Shoot Model A using the Overwatch Reaction
since Model A finished its Action in Model B’s
Area of Effect.

[9.0] STATUS TOKENS


Each Model can have one kind of Status Token at a time. If a Model gets REPRESENTING TOKENS
an Engaged Token, it will replace any Ready Token it has. The BLKOUT Team offers Token packs for gameplay. Our provided
All Status Tokens are removed from all Models during step 1 of Operations. Token Pack contains green or red chevrons. Typically, we use the
green chevron to indicate ‘Ready’ or the red chevron to signify
[9.1] ENGAGED TOKEN ‘Engaged’. For color blind players, a chevron pointed towards the model
A Model that has an Engaged Token cannot make Reactions or Actions. can indicate ‘Engaged’, while one pointed away can represent ‘Ready’.

Models gain Engaged Tokens by making Reactions.

[9.2] READY TOKEN


Models may gain a Ready Token by making the Ready Action during their
Activation. Ready Tokens allow a Model to make a Reaction even if they
have already Activated.

YOU HAVE LEARNED ALL YOU NEED TO PLAY


7
[10.0] ADDITIONAL RULES [10.2.1] MOVING VEHICLES
When Moving a Vehicle it may only Move in a straight line. A Vehicle may
[10.1] DATA ATTACKS
spend 2” of its Movement to rotate in place up to 90 degrees.
Models equipped with a Data Spike can make a Data Attack Action. This
RUN THEM OVER!
Action requires a Skill Check.
Vehicles may Move through Enemy Infantry Models but not end their
If Successful, the Player has the choice to either:
Movement on them. When doing so, the Infantry Model must Pass a
Give an Enemy Unit a Pinned Marker. Skill Check or be Destroyed. If the Infantry Model is Destroyed it may be
removed or the Vehicle may be placed where the Model used to be.
Remove a Pinned Marker from a Unit.
[10.2.2] DESTROYING VEHICLES
[10.2] VEHICLES
Vehicles have two Damage Tracks: Chassis or Mobility. When Targeted,
VEHICLE SPECIAL RULES the shooter can choose which Track they are Targeting.
• Vehicles don’t use Bases. If a Vehicle’s Mobility is Destroyed, it can’t Move. If its Chassis Damage
Track fills up, the vehicle is Destroyed.
• When Vehicles Shoot, their Area of Effect is determined from the
Weapon locations on the Model. Though Destroyed, Players can opt to keep the Vehicle on the Table as Terrain.
• When making a Shoot Action, a Vehicle can Shoot each of its Weapons If a Unit is Embarked when a Vehicle is Destroyed they must be placed
once in separate Shoot Actions. These will be resolved one after another. within 2” of it or gain a Pinned Marker.

• Vehicles can’t make Reactions. EXPLODES!


If a Vehicle is Destroyed by a Weapon with the “Blast” special rule, it doesn’t
just break down, it Explodes. This results in the Vehicle being removed from
Designer’s Note the Table or all Units Embarked being Destroyed as well.

Vehicle Movement is significantly influenced by Terrain. Since we [10.2.3] TRANSPORT


don’t have a visual of your Terrain, a lot of the decision-making is Vehicles with the Special Rule Transport(X) may have up to (X) number of
left to you or your opponent. For instance, whether your truck can Infantry Models Embarked outside of them.
drive over a barricade or fit through a gap is for you both to decide.
The key aspect with Vehicles is to ensure clear understoring [10.2.4] EMBARKING
among all players. A Unit may Embark outside of a Vehicle when all of its Models begin
their Activation within 2” of the Vehicle. When Embarking they are
removed from the Game or count as Embarked outside the Vehicle, their
Activation will end.
[10.2.5] DISEMBARKING
A Unit may Disembark from a Vehicle by beginning their Activation
Embarked outside a Vehicle or using their Reposition Movement to place
all Models in the Unit within 2” of the Vehicle.

[10.3] DUSTERS [10.3.3] DESTROYING DUSTERS


Dusters are the universal nickname for the massive armored combat Dusters have two Damage tracks: Mobility or Chassis.
Units deployed by nation states in times of war. Dusters are an incredibly When Shooting at a Duster, the Shooting Models Player can Target either the
rare resource on ABLM but perfect for its environment. Where developed
Mobility or the Chassis. The Mobility is always Hard to Shoot (Roll one D10).
roads are few, or Terrain is treacherous.
A Duster is considered Destroyed when their Damage Track in either the
Dusters combine the combat prowess of a main battle tank with the Mobility or Chassis track is full.
maneuverability of an infantry platoon. They are oftentimes attached to
Units on a mission by mission basis or only in the largest of Conflicts.

[10.3.1] DUSTER RULES


Dusters are Vehicles that when rotating in place may rotate up to DUSTER ARCS
360 degrees.

[10.3.2] DUSTER SPECIAL RULES FRONT


Fight!: Dusters can enter into CQC with
other Dusters.
REAR
Juke!: Dusters may make the Juke Reaction.
Weak Points: Dusters have a front or rear Arc. A Duster suffers +1
Damage from Models that are in their rear arc.

8
[10.4] TERRAIN [10.8] SKIRMISH MODE
BLKOUT offers rules for Structures or suggests Players openly discuss Skirmish offers a smaller, more intimate form of BLKOUT.
other Terrain or how it might impact the Game.
Force Limitation: Players can only use one Infantry Unit for their Group.
Structures: Structures are buildings or areas with clear boundaries that Model Activation: Instead of Activating an entire Unit, Players Activate
Models might enter into. individual Models.
Cover: Models outside a Structure have Cover when targeted by Models
Special rules that typically apply to Models within a Unit now apply to each
outside the Structure. Model on its own.
Area of Effect: Models outside of a Structure cannot draw Area of Effect
Coherency: All Models in Skirmish Mode are always in Coherency, regardless of
through the Structure to Models outside of the Structure. their position.
[10.5] POINTS OF INTEREST or HARDPOINTS [10.9] LARGER GAMES
In certain Game Scenarios, Players are tasked with placing 25mm For larger games, Players can use these Rules to make the Game faster:
Markers labeled as Points of Interest or Hardpoints on the Table. Activation: A Player will go through the Activation Steps for every Model they
It’s important to note that these Markers will not impact Area of Effect in control, not just one Unit. They are still required to Reposition every Model
the Game. before Actions.
Models are not allowed to end their Movement with any part of their Base Battle Drills: Rules for Battle Drills will apply to all Units during a
resting on top of these Markers. Players Activation.

[10.7] SMOKE
Smoke is represented by a Smoke, or a Light Smoke Token.
Area of Effect or Smoke: Models cannot draw Area of Effect through the
area within 3” of the Smoke Token.
Models within 3” of the Smoke Token are considered in Cover or treat
their Targets as in Cover.
Smoke Dissipation: Before determining Initiative, a Player rolls one D10
for each Smoke Token on the Table.
On a roll of 6 or higher, the respective Smoke Token is removed from
the Game.
Light Smoke: If the Smoke Token is not removed, the Player who originally
placed it must replace it with a Light Smoke Token. This Light Smoke
Token may be placed within 1 inch of the original Smoke Token’s location
before the Smoke Token is removed.
All Light Smoke Tokens are removed from the Game before determining
Initiative with no roll required.

3”

9
SCENARIO
DOCKYARD ASSAULT
Table Size: 2’x2’ SPECIAL RULES
Hardpoints: 2 KEY TERRAIN
Points of Interest: 2 As an Action a Model may secure a Hardpoint while in Base-to-Base with
it. When a Hardpoint is Secured it is removed from the Game.
DETERMINING DEPLOYMENT EDGES
A Player with one or more Hardpoints Secured may roll an additional
Players will roll for Initiative to determine Deployment Edges. The Player D10 for Initiative.
who wins can also choose to be either the Defender or the Attacker. The
outside JOB
other Player will be the other option.
The Attacker may choose to spend a Commor Point when Inserting a Unit
SETTING UP THE SCENARIO to place the Unit up to 4” onto the Table before Activating them.
Place 2x Points of Interest 6” from the non Deployment Edge Table edges,
or 12” from a Deployment Edge.
A shipment of military hardware or luxury goods is being transported from high
If playing on a Table larger than 2x2ft add 6” for each additional foot orbit, or opposition forces have decided they’re taking it for themselves. A bundle of
past 2x2ft. cash or veiled threats mean that not every supply container has what the manifest
Players will alternate placing one Hardpoint each. They must be at least 6” claims. When the shipment arrives, hidden forces strike, throwing the dockyards into
from a Point of Interest, Table Edge, or the other Hardpoint. disarray, moving quickly to secure their prize. Authority forces scramble to engage, but
will they react in time to stop the hijacking of the delivery?
HOW TO WIN
Players gain an Jump Point for:
• Destroying an Enemy Unit
• Locking Down more Points of Interest than their opponent.
- A Player has a Point of Interest Locked Down when a Model under their
Control has Area of Effect to it or is within 4” of it with no Enemy Models
within 6” of it.
After rolling for Initiative in a Round, Players should Check their number
of Jump Points. If a Player has 2 or more Jump Points than their
opponent they immediately win or the Game ends.
The Game will end after five Rounds. The Player with the most Overrun
Points wins.

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SCENARIO
SERVER DEFENSE
Table Size: 2’x2’ SPECIAL RULES
Hardpoints: 2 KEY TERRAIN
Points of Interest: 3 As an Action a Model may secure a Hardpoint while in Base-to-Base with
it. The Player should remove it from the Game.
DETERMINING DEPLOYMENT EDGES
A Player with one or more Hardpoints Secured may roll an additional D10
Players will roll for Initiative to determine Deployment Edges. The Player for Initiative, or spend the Hardpoint to ignore one Enemy Model that
who wins can choose to be either the Defender or the Attacker. The other would be preventing them from Locking Down a Point of Interest when
Player will be the other option. measuring Jump Points.
SETTING UP THE SCENARIO ALERTED
Place 3x Points of Interest 6” from the non Deployment Edge Table edge, The Defender may choose to spend a Commor Point when Inserting a Unit
or each other, or 12” from a Deployment Edge. to place the Unit up to 4” onto the Table before Activating them.
If playing on a Table larger than 2x2ft add 6” for each additional foot
past 2x2ft. Data Warfare has become a staple on ABLM, with combat hackers or infiltration
Players will alternate placing one Hardpoint each. They must be at least 6” protocols becoming valuable assets for any force to have. Inexperienced cyber
from a Point of Interest, Table Edge, or the other Hardpoint. warriors often run afoul of the advanced security systems set up by major powers,
or even veteran hackers sometimes find themselves alerting an enemy before the
HOW TO WIN assault begins. Unfortunately for these assaulters, their specialist isn’t as talented as
Players gain an Jump Point for: they claimed, making this smash or grab a bit more difficult.

• Destroying an Enemy Unit


• A Player will gain an Jump Point per Round they have a Point of
Interest Locked Down. Players will keep Jump Points earned this way
between Rounds.
- A Player has a Point of Interest Locked Down when a Model under their
Control has Area of Effect to it or is within 4” of it with no Enemy Models
within 6” of it.
- Players may Destroy a Point of Interest by applying 3 Successes to it in
one Shoot Action. Destroyed Points of Interest cannot be Locked Down.
After rolling for Initiative in a Round, Players should check their number
of Jump Points. If a Player has 3 or more Jump Points than their
opponent they immediately win.
The Game will end after five Rounds. The Player with the most Overrun
Points wins.

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SCENARIO
HVT EVAC
Table Size: 2’x2’ SPECIAL RULES
Hardpoints: 2 COME WITH ME!
Points of Interest: 4 After measuring Jump Points an Infantry Model in Base-to-Base with a
Point of Interest may gain an Engaged Token to move both the Model or
DETERMINING DEPLOYMENT EDGES the Point of Interest up to 2”. A Point of Interest may only be Moved once
Before the Game begins Players will roll Initiative with the losing Player per Operations.
choosing their Deployment Edge first. DRONE SWARMS
SETTING UP THE SCENARIO Models may Secure a Hardpoint by spending their Action while in Base-to-
Base with it. The Player should remove it from the Game.
Place 4x Points of Interest, one in the center of each quadrant of the Table.
A Player may spend a Secured Hardpoint to place a 25mm Token
Players will alternate placing one Hardpoint each. They must be at least 6”
anywhere on the Table. All Infantry within 2” must make a Skill Check or
from a Point of Interest, Table Edge, or the other Hardpoint.
suffer Damage 2 before removing it.
HOW TO WIN
Players gain an Jump Point for: A group of executives decided to go planetside to see local assets in person, with
• Destroying an Enemy Unit grave consequences. The locals, fed up with the authoritarian boot on their necks, took
out the luxury aircar or now there is a scramble to recover them before opposing
• Locking down more Points of Interest than their opponent forces capture them or extract any useful data they can. The circling drones
- A Player has a Point of Interest Locked Down when a Model under their overhead promise that someone, somewhere, is watching, though whether the drones
Control has Area of Effect to it or is within 4” of it with no Enemy Models are just for reconnaissance remains to be seen.
within 6” of it.
After rolling for Initiative in a Round, Players should Check their number
of Jump Points. If a Player has 2 or more Jump Points than their
opponent they immediately win.
The Game will end after five Rounds. The Player with the most Overrun
Points wins.

12
SCENARIO
ZERO DAY
Table Size: 3’x3’ SPECIAL RULES
Hardpoints: 0 JACKED IN
Points of Interest: 4 Only a Model with a Data Spike may Secure a Point of Interest. A Grunt may
Secure a Point of Interest but must use one of their Units Combat Loads.
DETERMINING DEPLOYMENT EDGES
DROP IN
Before the Game begins Players will roll Initiative with the losing Player
choosing their Deployment Edge first. A Player who has Secured two Points of Interest may, instead of Activating,
spend 3 Commor Points to place a Duster Unit of their choice within 4 inches
SETTING UP THE SCENARIO of their Deployment Edge. This Duster Unit will receive an Activation Marker,
be added to their Group, or come under their control.
Place 4x Points of Interest, one in the center of each quadrant of the Table.

HOW TO WIN Some more enterprising individuals have realized that data attacks or remote
Players gain an Jump Point for: breaching is a real threat to the security of their assets. These operatives keep their
• Destroying an Enemy Unit information or security protocols analog, requiring an operator to physically jack
into a hardpoint to access the files. While this deters many of the low level gangs,
• Securing more Points of Interest sometimes it’s worth the effort to physically obtain the information, or a ‘Data
- Models may secure a Point of Interest by spending their Action while Recovery’ team has been dispatched to extract the information their patron desires.
in Base-to-Base with it.
- A Player may Secure a Point of Interest another Player has already
Secured. This will cause it to become unsecured for the other Player.
After rolling for Initiative in a Round, Players should Check their number
of Jump Points. If a Player has 2 or more Jump Points than their
opponent they immediately win.
The Game will end after five Rounds. The Player with the most Overrun
Points wins.

13
REFERENCE
GAME SETUP REACTIONS
1. Choose Game Size, build Force Models that haven’t Activated yet, or Models with a Ready Token may gain
an Engaged Token to make a Reaction.
2. Pick Scenario
1. Overwatch: Shoot an Enemy Model after it ends a Full Move or Action in
3. Setup Table
Area of Effect.
4. Set Control to 3 or draw 3 Burncards
2. Return Fire: One Model may Shoot an Enemy Model when it makes a
per Player
Shooting Action in its Area of Effect Both models roll their Shooting at
5. Choose Deployment Edges the same time with the Model that rolls more Successes applying their
6. Begin first Round Damage first. If this Destroys the Enemy Model they apply no Damage.
• If Models roll an equal number of Successes the Player with the highest
ROUNDS roll wins. Still tied? Reroll the dice.
1. Operations 3. Juke: When Targeted by Shooting a Model gain an Engaged Token count
• Remove all Ready, or Engaged Tokens. Remove Activation Markers. as in Cover from the Shooting Model.
• Initiative: Players will roll one D10 each rerolling ties. The highest TOKENS or MARKERS
rolling Player becomes the Active Player. Players may spend a
Commor Point to add a D10 to this roll. 1. Pinned Marker

2. Execution • Units with a Pinned Marker cannot Reposition during their Activation.
Remove the Marker after the Activation.
• Players measure Coherency.
2. Ready Token
• Active Player Activates a Unit.
• Models with a Ready Token may make Reactions even if they
• Execution ends or a new Round begins after both Players have
already Activated.
activated all of their Units.
3. Engaged Tokens
3. Activation
• Models with an Engaged Token cannot make Actions or Reactions.
• Choose Battle Drill
• All Models in the Unit may Reposition COVER
- Full Move up to Movement Value 1. Cover: A Model or Token has Cover from another Model if Terrain blocks
the view of more than half of the Model or Token.
- Half Move up to half of the Movement Value
- Duck Out instead of Moving, or after Half Move
• All Models in the Unit must make one Action.
- Shoot: Target Enemy or Shoot them
- Ready: Gain a Ready Token
- Sprint: Full Move the Model.
• Unit gains Activation Marker
- Player may spend Commor Point to activate another Unit.
- If they don’t, the other Player Activates.

SHOOTING
1. Pick Target or Weapon to use. Target must be in Area of Effect or
Weapons Range.
2. Determine if the Model is in Cover.
3. Roll a Skill Check, adding a D10 if the Target is not in Cover or
subtracting a D10 if the Target is in Cover. (D10 in a Shooting Skill Check
are called Shots.)
4. Each Success applies the Weapons Damage.
5. Target must make Armor Check.
• Roll # of D10 equal to the first number in Armor, each D10 that rolls
equal to or higher than the second number reduces Damage by one.

14
THANK YOU
We want to express heartfelt gratitude to everyone who contributed to
bringing this universe to life. What initially began as a pure passion project
has gradually transformed into a fully-fledged storyline or universe,
complete with its own characters, outside jokes, or fan favorites.
We’d like to extend a special thank you to our dedicated playtesting
groups. Despite the evolving rules in the background, you persevered,
grinding through game after game. Your input, expertise, or time were
invaluable in shaping our project.
A huge shoutout goes to the entire ESS Team, covering everything from
packing to product design or warehouse management. Without your
exceptional work or collaborative efforts, this game wouldn’t exist, let
alone be available in places like Australia or Europe. Our growth has
been remarkable, or we’re committed to continuing this journey.
Thank you all!

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