we have issues! publishing fertile, mn 56540zynvaded.com/files/rulesbook_e1a_final.pdf · no...
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We Have Issues! Publishing
3317 361st Street
Fertile, MN 56540
www.zynvaded.com
We Have Issues! Publishing
3317 361st Street
Fertile, MN 56540
www.zynvaded.com
2
ZynVaded! ™ Evo
“Conquering the world, one inch at a time”
Creditz
We Have Issues! Publishing
John Vogel
Chad Obenauer
Chad Mauch
Justin Nyland
ZynVaded!™ Evo
Created by John Vogel.
Rules Development/Playtesting/Creative Input
John Vogel, Chad Obenauer, Chad Mauch, Kevin Deany,
Amanda Akerman, Joseph Wolz, Ryndel Vogel, Steve
Maul, Collyn Dahl, Ty Jones, Leanna Jones, Justin Nyland,
Danny Zimmerman & Shaun Rezac
2
ZynVaded! ™ Evo
“Conquering the world, one inch at a time”
Creditz
We Have Issues! Publishing
John Vogel
Chad Obenauer
Chad Mauch
Justin Nyland
ZynVaded!™ Evo
Created by John Vogel.
Rules Development/Playtesting/Creative Input
John Vogel, Chad Obenauer, Chad Mauch, Kevin Deany,
Amanda Akerman, Joseph Wolz, Ryndel Vogel, Steve
Maul, Collyn Dahl, Ty Jones, Leanna Jones, Justin Nyland,
Danny Zimmerman & Shaun Rezac
Found Itemz Chart (Cont.)
(One-Time Use Items)
(Roll 1D10)
6: Med Kit
The model may erase up to 3 BP circles. Uses 1
ACT.
7: Speed Boost
Model may move up to 3 extra inches during 1
Move Action. Uses no ACT.
8: Grenade (8)
The model has
1 Grenade.
See the rules for Grenade. Uses 1 ACT.
9: Adrenalin Shot
Once this model marks the last BP circle it may
take 1 additional Attack Action before the model is
removed. Uses no ACT.
10: Shield
This Item stops 1 Damage, and is then immediate-
ly discarded. Uses no ACT. 31
Grenade RNG ROA PRC CST
8” 1D 6 1
Found Itemz Chart (Cont.)
(One-Time Use Items)
(Roll 1D10)
6: Med Kit
The model may erase up to 3 BP circles. Uses 1
ACT.
7: Speed Boost
Model may move up to 3 extra inches during 1
Move Action. Uses no ACT.
8: Grenade (8)
The model has
1 Grenade.
See the rules for Grenade. Uses 1 ACT.
9: Adrenalin Shot
Once this model marks the last BP circle it may
take 1 additional Attack Action before the model is
removed. Uses no ACT.
10: Shield
This Item stops 1 Damage, and is then immediate-
ly discarded. Uses no ACT. 31
Grenade RNG ROA PRC CST
8” 1D 6 1
30
Found Itemz Chart
(One-Time Use Itemz)
(Roll 1D10)
1: Extra Magazine
The model may erase up to 5 Ammo circles for any
Pistol, Rifle or Gun. Uses 1 ACT.
2: Med Kit
The model may erase up to 3 BP circles. Uses 1
ACT.
3: Adrenalin Shot
Once this model marks the last BP circle it may
take 1 additional Attack Action before the model is
removed. Uses no ACT.
4: Grenade (8)
The model has
1 Grenade.
See the rules for Grenade. Uses 1 ACT.
5: Extra Magazine
The model may erase up to 5 Ammo circles for any
Pistol, Rifle or Gun. Uses 1 ACT.
3
Miniatures Creation/Prototype Casting
John Vogel.
Ver. 3.0 Rules Layout/Editing
John Vogel, Chad Obenauer, Chad Mauch
Special Thanks
Travis Ramsaur & Cool Mini or Not
Troy and Kim Doerner from Cosplay Deviants
But most of all:
A huge thanks to our family and friends who have been
cool enough to support our long hours toiling away on
this project and so many others!
PRODUCED BY WE HAVE ISSUES! PUBLISHING
© The copyright in all text, artwork and images herein, unless marked otherwise, are the property of We Have Issues! Publishing 2015. All Rights Reserved.
The We Have Issues! Publishing logo, We Have Issues! Publishing, ZynVaded! EVO, Mini-Pulatorz, Shadowcorpz, Roughneck, Dracolich, Komabai, Deadman, Hoax, Charmed Angel, Inksmith, Other characters, and all associated marks, names, characters, illustrations and
images from the ZynVaded! EVO Universe are either ®, TM and/or © We Have Issues! Publishing 2005-2016, where applicable registered in the US and other countries around
the world, All Rights Reserved. No insects, alien or otherwise, were harmed during the production of ZynVaded! Evo.
30
Found Itemz Chart
(One-Time Use Itemz)
(Roll 1D10)
1: Extra Magazine
The model may erase up to 5 Ammo circles for any
Pistol, Rifle or Gun. Uses 1 ACT.
2: Med Kit
The model may erase up to 3 BP circles. Uses 1
ACT.
3: Adrenalin Shot
Once this model marks the last BP circle it may
take 1 additional Attack Action before the model is
removed. Uses no ACT.
4: Grenade (8)
The model has
1 Grenade.
See the rules for Grenade. Uses 1 ACT.
5: Extra Magazine
The model may erase up to 5 Ammo circles for any
Pistol, Rifle or Gun. Uses 1 ACT.
3
Miniatures Creation/Prototype Casting
John Vogel.
Ver. 3.0 Rules Layout/Editing
John Vogel, Chad Obenauer, Chad Mauch
Special Thanks
Travis Ramsaur & Cool Mini or Not
Troy and Kim Doerner from Cosplay Deviants
But most of all:
A huge thanks to our family and friends who have been
cool enough to support our long hours toiling away on
this project and so many others!
PRODUCED BY WE HAVE ISSUES! PUBLISHING
© The copyright in all text, artwork and images herein, unless marked otherwise, are the property of We Have Issues! Publishing 2015. All Rights Reserved.
The We Have Issues! Publishing logo, We Have Issues! Publishing, ZynVaded! EVO, Mini-Pulatorz, Shadowcorpz, Roughneck, Dracolich, Komabai, Deadman, Hoax, Charmed Angel, Inksmith, Other characters, and all associated marks, names, characters, illustrations and
images from the ZynVaded! EVO Universe are either ®, TM and/or © We Have Issues! Publishing 2005-2016, where applicable registered in the US and other countries around
the world, All Rights Reserved. No insects, alien or otherwise, were harmed during the production of ZynVaded! Evo.
Grenade RNG ROA PRC CST
8” 1D 6 1
Grenade RNG ROA PRC CST
8” 1D 6 1
4
The World of ZynVaded! ™
ZynVaded!™ is a 1/1 scale miniatures game unlike any
you’ve likely seen before, because you literally fight battles
on a table top (or desktop, or countertop, or wherever) set
in our own world! In it, you assume the role of an inches-
high, insectile race, or their enemies, waging war on our
planet. The battles are fought on one cluttered surface at a
time, and since there is no need to buy any outside terrain
for this, or any other ZynVaded!™-based game, any items
around your home can represent the obstacles the different
Factionz face. Besides each other, of course…
The Factionz
The Zyn
The Zyn are an inches-high, insec-
tile alien race determined to conquer as many
worlds as they can. They sent a probe to Earth
to investigate the resources available, and to gather infor-
mation on indigenous life. The probe crash landed, and
29
model receiving the Item, and it costs 1 ACT. One-use
Itemz can be written down on the model’s Stat Sheet in the
Special Abilitiez section or on the back. Once the model
has completed the Evolution process, erase all the EVO
circles. They can now be used to Evolve again.
Evolution Chart
(Roll 1D10)
1: Roll on “Found Itemz Chart”
2-3: +1 SPD
4-5: +1 MCA
6-7: +1 RCA
8-9: +1 AGL
10: +1 ACT
4
The World of ZynVaded! ™
ZynVaded!™ is a 1/1 scale miniatures game unlike any
you’ve likely seen before, because you literally fight battles
on a table top (or desktop, or countertop, or wherever) set
in our own world! In it, you assume the role of an inches-
high, insectile race, or their enemies, waging war on our
planet. The battles are fought on one cluttered surface at a
time, and since there is no need to buy any outside terrain
for this, or any other ZynVaded!™-based game, any items
around your home can represent the obstacles the different
Factionz face. Besides each other, of course…
The Factionz
The Zyn
The Zyn are an inches-high, insec-
tile alien race determined to conquer as many
worlds as they can. They sent a probe to Earth
to investigate the resources available, and to gather infor-
mation on indigenous life. The probe crash landed, and
was damaged upon impact. As it was programmed to do,
29
model receiving the Item, and it costs 1 ACT. One-use
Itemz can be written down on the model’s Stat Sheet in the
Special Abilitiez section or on the back. Once the model
has completed the Evolution process, erase all the EVO
circles. They can now be used to Evolve again.
Evolution Chart
(Roll 1D10)
1: Roll on “Found Itemz Chart”
2-3: +1 SPD
4-5: +1 MCA
6-7: +1 RCA
8-9: +1 AGL
10: +1 ACT
Sav’m
Kyll’al
Sav’m
Kyll’al
28
Model Evolution
During the course of your battles, your models will have the
chance to improve their stats or gain single-use items or
abilities.
When your model takes an enemy model out-of-action,
completes an Objective or is still alive at the end of a game,
mark one of the EVO circles located on the Stat Sheet. As
soon as all 3 circles are marked it immediately Evolves.
The player now gets to roll 1D10 on the Evolution Chart
(See next page) for that model. Once a stat is rolled for,
you mark one of the circles beside the original stat value.
For each circle marked, you add +1 to that stat each time
you make a roll with that stat going forward. If you roll on
the chart for a stat that is already maxed-out, you can make
a roll on the Found Itemz Chart instead, using 1D10 (See
next page). All Itemz found on this chart cost 1 ACT to use,
unless otherwise stated. Itemz may be given to other mod-
els in the player’s force during the next game, but the mod-
el giving the Item must be in base-to-base contact with the
5
the probe explored the area, sending still images back to
the Zyn. It discovered many primitive life forms that ap-
peared to be made out of metals or plastics, and were simi-
lar in size to the Zyn. When the report was received back
on their home world, the Zyn monarch decided that Earth
would be easy to invade and take over. The one thing that
the Zyn did not know was that the probe had actually land-
ed on a gamers’ table and had accidentally scanned some
miniatures that were being used in a game! When the Zyn
invasion force arrived on Earth, they were halted upon see-
ing humans' actual size. The Zyn cannot return to their
home world with what few supplies remain on their ships,
so they have decided to establish a makeshift headquarters
in the basement of a Chinese restaurant while they try to
replenish their resources. The bulk of the operation is head-
ed by the Zyn who wish to continue as planned, calling
themselves the Kyll’al, and their plan is to return home to
inform the monarch and return with more forces and better
weapons. Some of the Zyn do not wish to start a war, espe-
cially one that looks to be near-impossible to win, and
would prefer to stay and remain undiscovered. They have
formed a splinter faction to try to stop the impending inva-
sion, calling themselves the Sav’m. There is a constant bat-
tle between these Factionz for control of their fleet, and
most humans don't even know it.
28
Model Evolution
During the course of your battles, your models will have the
chance to improve their stats or gain single-use items or
abilities.
When your model takes an enemy model out-of-action,
completes an Objective or is still alive at the end of a game,
mark one of the EVO circles located on the Stat Sheet. As
soon as all 3 circles are marked it immediately Evolves.
The player now gets to roll 1D10 on the Evolution Chart
(See next page) for that model. Once a stat is rolled for,
you mark one of the circles beside the original stat value.
For each circle marked, you add +1 to that stat each time
you make a roll with that stat going forward. If you roll on
the chart for a stat that is already maxed-out, you can make
a roll on the Found Itemz Chart instead, using 1D10 (See
next page). All Itemz found on this chart cost 1 ACT to use,
unless otherwise stated. Itemz may be given to other mod-
els in the player’s force during the next game, but the mod-
el giving the Item must be in base-to-base contact with the
5
the probe explored the area, sending still images back to
the Zyn. It discovered many primitive life forms that ap-
peared to be made out of metals or plastics, and were simi-
lar in size to the Zyn. When the report was received back
on their home world, the Zyn monarch decided that Earth
would be easy to invade and take over. The one thing that
the Zyn did not know was that the probe had actually land-
ed on a gamers’ table and had accidentally scanned some
miniatures that were being used in a game! When the Zyn
invasion force arrived on Earth, they were halted upon see-
ing humans' actual size. The Zyn cannot return to their
home world with what few supplies remain on their ships,
so they have decided to establish a makeshift headquarters
in the basement of a Chinese restaurant while they try to
replenish their resources. The bulk of the operation is head-
ed by the Zyn who wish to continue as planned, calling
themselves the Kyll’al, and their plan is to return home to
inform the monarch and return with more forces and better
weapons. Some of the Zyn do not wish to start a war, espe-
cially one that looks to be near-impossible to win, and
would prefer to stay and remain undiscovered. They have
formed a splinter faction to try to stop the impending inva-
sion, calling themselves the Sav’m. There is a constant bat-
tle between these Factionz for control of their fleet, and
most humans don't even know it.
SPD MCA RCA AGL EXO ACT
6 6 6 1 3 1 1 2
SPD MCA RCA AGL EXO ACT
6 6 6 1 3 1 1 2
6
The Terra
The Terra are the mutated insects native to
Earth. Upon their arrival on our planet, the
Zyn began using Earth bugs as cheap labor.
They were made to be beasts of burden,
used for carrying weapons and equipment for
their new masters. Over time, the insects
were exposed to the odd radiation given off
by the Zyn's ships and machinery, which started to force
their evolution. It started with an increase in intelligence,
and developed from there into a physical change. They
started to walk upright on 2-4 legs, grew opposable thumbs
and began to develop their own crude tools. Once they
evolved to the point where they could think clearly for them-
selves, they started to plan their escape from servitude to
the Zyn. The Terra started by stashing odds and ends,
making hidden caches of old weapons, armor and other
necessary equipment. Much of it was damaged or outdat-
ed, so it wasn't often missed, and if anyone asked the
whereabouts of a missing item, the Terra played dumb. The
Zyn, not realizing how intelligent their underlings had be-
come, dismissed any losses as being due to the Terra's
diminished intellect. By the time they realized their mistake,
Once all players have taken their Turnz the Round is over.
Begin a new Round.
Ending the Game
In the case of a one-off game, the first player to meet their
Missionz Objective wins. If no one meets their Objective,
then the last model standing wins. In a campaign or tourna-
ment, victory will still be determined based upon the above
mentioned parameters, but the total number of earned
Pointz at the end will decide the winner. See Missionz
section for individual Missionz as well as full details on
Campaignz.
6
The Terra
The Terra are the mutated insects native to
Earth. Upon their arrival on our planet, the
Zyn began using Earth bugs as cheap labor.
They were made to be beasts of burden,
used for carrying weapons and equipment for
their new masters. Over time, the insects
were exposed to the odd radiation given off
by the Zyn's ships and machinery, which started to force
their evolution. It started with an increase in intelligence,
and developed from there into a physical change. They
started to walk upright on 2-4 legs, grew opposable thumbs
and began to develop their own crude tools. Once they
evolved to the point where they could think clearly for them-
selves, they started to plan their escape from servitude to
the Zyn. The Terra started by stashing odds and ends,
making hidden caches of old weapons, armor and other
necessary equipment. Much of it was damaged or outdat-
ed, so it wasn't often missed, and if anyone asked the
whereabouts of a missing item, the Terra played dumb. The
Zyn, not realizing how intelligent their underlings had be-
come, dismissed any losses as being due to the Terra's
diminished intellect. By the time they realized their mistake,
Once all players have taken their Turnz the Round is over.
Begin a new Round.
Ending the Game
In the case of a one-off game, the first player to meet their
Missionz Objective wins. If no one meets their Objective,
then the last model standing wins. In a campaign or tourna-
ment, victory will still be determined based upon the above
mentioned parameters, but the total number of earned
Pointz at the end will decide the winner. See Missionz
section for individual Missionz as well as full details on
Campaignz.
27
27
26
make a Melee attack, adding +1 MCA and +1 PRC.
They must have Line of Sight (LOS) to their target,
with no obstacles more than an inch in height between
the models. The model must move in a straight line to
the target, and must move at least 2”. Models cannot
make a Shoot Action before or after a Charge Action
unless a Special Ability or Talent allows it.
Models can use almost any combination of the 5 Actionz
as their ACTs allow for. For example, they can Move up to
their full SPD then Shoot; Shoot and then Move up to their
full SPD; Charge and then Melee; etc. They may not, how-
ever, use a Shoot Action before or after a Charge Action
unless a Special Ability or Talent allows it.
Once Player A has no more models left to activate, their
Turn is over. The next player, Player B, now takes their
Turn. You may also choose to end your Turn whenever
you are finished, even if you have ACTs left on models.
Player B Turn
On Player B’s Turn, they follow the same directions as
Player A above, as do any other players that may be in-
volved in the game (Player C, Player D, etc.).
7
it was far too late. The Terra began a mass uprising in
unison, using the Zyn's own communication network to or-
ganize behind their backs. Once it began, it was brutal and
swift, and the losses to both sides were staggering, espe-
cially considering how crude most of the Terra's equipment
was. While most of the Terra escaped, there are pockets of
them still under Zyn control around the world. The Terra
have created a formidable force to contest the Zyn's claim
on Earth, and they won't stop fighting until every last invad-
er is gone.
The Zed-Bugz
The Zed-Bugz started out life as ordinary
Zyn and Terra warriors. At some point,
they were killed by, or in proximity to,
standard Earth pesticides. The chemicals
react oddly to the unique physiologies of
both species, causing the dead bodies of
both to reanimate in a zombie-like state. A rare few ex-
posed to the chemicals don't completely die, but instead go
to the very edge and gain the ability to wield dark, death
magicz. They become enslaved to the pesticide's effects,
and must continue to inhale or ingest them to keep alive,
utilizing respiration systems or feeding tubes to do so.
26
make a Melee attack, adding +1 MCA and +1 PRC.
They must have Line of Sight (LOS) to their target,
with no obstacles more than an inch in height between
the models. The model must move in a straight line to
the target, and must move at least 2”. Models cannot
make a Shoot Action before or after a Charge Action
unless a Special Ability or Talent allows it.
Models can use almost any combination of the 5 Actionz
as their ACTs allow for. For example, they can Move up to
their full SPD then Shoot; Shoot and then Move up to their
full SPD; Charge and then Melee; etc. They may not, how-
ever, use a Shoot Action before or after a Charge Action
unless a Special Ability or Talent allows it.
Once Player A has no more models left to activate, their
Turn is over. The next player, Player B, now takes their
Turn. You may also choose to end your Turn whenever
you are finished, even if you have ACTs left on models.
Player B Turn
On Player B’s Turn, they follow the same directions as
Player A above, as do any other players that may be in-
volved in the game (Player C, Player D, etc.).
7
it was far too late. The Terra began a mass uprising in
unison, using the Zyn's own communication network to or-
ganize behind their backs. Once it began, it was brutal and
swift, and the losses to both sides were staggering, espe-
cially considering how crude most of the Terra's equipment
was. While most of the Terra escaped, there are pockets of
them still under Zyn control around the world. The Terra
have created a formidable force to contest the Zyn's claim
on Earth, and they won't stop fighting until every last invad-
er is gone.
The Zed-Bugz
The Zed-Bugz started out life as ordinary
Zyn and Terra warriors. At some point,
they were killed by, or in proximity to,
standard Earth pesticides. The chemicals
react oddly to the unique physiologies of
both species, causing the dead bodies of
both to reanimate in a zombie-like state. A rare few ex-
posed to the chemicals don't completely die, but instead go
to the very edge and gain the ability to wield dark, death
magicz. They become enslaved to the pesticide's effects,
and must continue to inhale or ingest them to keep alive,
utilizing respiration systems or feeding tubes to do so.
The Mercz
Because of their drive for individuality, the
Mercz have varied histories with no direct,
shared backstory. They do, however, share
one common trait; the need to be free of
whatever rigid guidelines their former Fac-
tionz held to, so that they can forge their own destinies with
the help of like-minded individuals.
The Mercz
Because of their drive for individuality, the
Mercz have varied histories with no direct,
shared backstory. They do, however, share
one common trait; the need to be free of
whatever rigid guidelines their former Fac-
tionz held to, so that they can forge their own destinies with
the help of like-minded individuals.
25
8
8
25
objects that are the models height or lower without any
penalty.
Climb: The model can Climb any object, so long as the
model that’s attempting to Climb has enough ACT and
SPD to reach a level surface for the model to rest its
base on. If a model Charges as part of a Climb, the
model doesn’t receive the +1 MCA bonus for the
Charge, but does still receive the +1 PRC.
Shoot: Spend the amount of ACT listed in the CST stat,
found on the Weaponz stat line, to fire the weapon you
choose. You must declare your shot first, and then
measure for RNG. If you do not have sufficient RNG,
the ACT is spent regardless, and an Ammo circle must
be marked. If in RNG, roll 1D10 and add that to your
RCA stat. If you match, or beat, your target’s AGL, you
score a hit.
Melee: Spend the amount of ACT listed in the CST stat to
attack with the Melee weapon you choose. Check that
you have RNG, then roll 1D10 and add to your MCA
stat. If you match, or beat, your targets AGL, you score
a hit.
Charge: A Charge costs 2 ACT, and adds 2” to your SPD
stat. If a model Charges an enemy model, they may
objects that are the models height or lower without any
penalty.
Climb: The model can Climb any object, so long as the
model that’s attempting to Climb has enough ACT and
SPD to reach a level surface for the model to rest its
base on. If a model Charges as part of a Climb, the
model doesn’t receive the +1 MCA bonus for the
Charge, but does still receive the +1 PRC.
Shoot: Spend the amount of ACT listed in the CST stat,
found on the Weaponz stat line, to fire the weapon you
choose. You must declare your shot first, and then
measure for RNG. If you do not have sufficient RNG,
the ACT is spent regardless, and an Ammo circle must
be marked. If in RNG, roll 1D10 and add that to your
RCA stat. If you match, or beat, your target’s AGL, you
score a hit.
Melee: Spend the amount of ACT listed in the CST stat to
attack with the Melee weapon you choose. Check that
you have RNG, then roll 1D10 and add to your MCA
stat. If you match, or beat, your targets AGL, you score
a hit.
Charge: A Charge costs 2 ACT, and adds 2” to your SPD
stat. If a model Charges an enemy model, they may
24
all teams are deployed. Players should be deployed no
closer to an enemy Team than 12” if possible, depending
on your battlefield/mission parameters.
Order of Turnz
At the beginning of each Round, roll for Initiative. Do this
by rolling 1D10 and adding your Leadership bonuses, if
any. This is your Initiative score. The player with the high-
est score goes first. In the case of a tie (or ties), the players
will reroll the die.
Player A Turn
On Player A’s turn, they choose a model to activate. The
activated model then uses their allotted ACTs to perform
Actionz, until they have no more ACTs to spend or the
player chooses to stop.
Once the model has completed their Actionz, Player A
chooses another model to activate until all models have
been activated. A model may only activate once per turn,
unless a Talent or Special Ability allows for it.
The Actionz available to the models are listed below:
Move: The model can move up to its SPD in inches for
each Move Action taken. Models can move over/through
Getting Started
Anatomy of a
Stat Sheet
Before we begin, let’s
take a look at the lay-
out of the Stat
Sheets:
1: Faction Symbol.
This shows which
team this model plays
for. Mercz play for all
Factionz, unless oth-
erwise noted.
2: Function or Name.
This area will show
what job the model
performs, such as
Sergeant, Heavy
Gunner or Sniper. In
the case of Mercz,
this will often be the
name they use.
24
all teams are deployed. Players should be deployed no
closer to an enemy Team than 12” if possible, depending
on your battlefield/mission parameters.
Order of Turnz
At the beginning of each Round, roll for Initiative. Do this
by rolling 1D10 and adding your Leadership bonuses, if
any. This is your Initiative score. The player with the high-
est score goes first. In the case of a tie (or ties), the players
will reroll the die.
Player A Turn
On Player A’s turn, they choose a model to activate. The
activated model then uses their allotted ACTs to perform
Actionz, until they have no more ACTs to spend or the
player chooses to stop.
Once the model has completed their Actionz, Player A
chooses another model to activate until all models have
been activated. A model may only activate once per turn,
unless a Talent or Special Ability allows for it.
The Actionz available to the models are listed below:
Move: The model can move up to its SPD in inches for
each Move Action taken. Models can move over/through
Getting Started
Anatomy of a
Stat Sheet
Before we begin, let’s
take a look at the lay-
out of the Stat
Sheets:
1: Faction Symbol.
This shows which
team this model plays
for. Mercz play for all
Factionz, unless oth-
erwise noted.
2: Function or Name.
This area will show
what job the model
performs, such as
Sergeant, Heavy
Gunner or Sniper. In
the case of Mercz,
this will often be the
name they use. 9
9
10
Anatomy of a Stat Sheet (Cont.)
3: Team Slot/Model Type. This shows what position on the
team the model can fill; Leader, Support or Scout. Some
models can fill multiple positions, and it is up to their player
to decide before the game which position they will take.
Other models can’t fill in any of these positions, in which
case they may only be used as a fourth member of the
team. Additionally, this area shows what type of model this
counts as; Living, Mechanical, Non-Living, etc., as well as
base size: Small, Medium, Large, etc..
4: Body Pointz (BP) Track. This area shows how many
Body Pointz (BP) your model will start the game with. For
each Damage this model takes, you mark off one of these
circles.
5: Talentz. This shows the name of the models Talent,
their once-per-game use Special Ability, as well as the
circle you mark once the model has used their Talent.
6: EVO Track. This area is where you chart your models
advancement during a campaign. See Model Evolution
section for full details.
7: Stat Line. This shows the models SPD, MCA, RCA,
AGL, EXO and ACT stat values, as well as the available
23
battlefield to inches-tall aliens. This should go without say-
ing, but please make sure that the area you choose is ap-
proved by its owner. Your coworker doesn’t want to come
back from lunch to find their cubicle overrun with your epic
struggle for resource renewal! Trust me on this one!
That being said, choose any location you feel comfortable
with playing. Just starting out, we recommend an area
about 3’ x 3’ to get your feet wet. We’ve play tested on a
variety of surfaces like desks, kitchen countertops, and
even an x-ray machine. Any flat surface with as little or as
heavy “clutter” (terrain) as you want will work for a battle-
field.
Feel free to use anything for the battlefield terrain. That’s
the beauty of the game! Some options: die-cast cars, pop
cans, building blocks, paper tubes, and if you want some-
thing more realistic you can use any 28mm scale war-game
terrain you have sitting around. Once all terrain is set each
player may rearrange one object.
Deployment
Each player rolls 1D10, the player with the highest roll will
deploy first. Players deploy their models in a 5” x 5” zone
on the edge of their playing area. Once that player is done
the player with the next highest roll deploys, and so on until
10
Anatomy of a Stat Sheet (Cont.)
3: Team Slot/Model Type. This shows what position on the
team the model can fill; Leader, Support or Scout. Some
models can fill multiple positions, and it is up to their player
to decide before the game which position they will take.
Other models can’t fill in any of these positions, in which
case they may only be used as a fourth member of the
team. Additionally, this area shows what type of model this
counts as; Living, Mechanical, Non-Living, etc., as well as
base size: Small, Medium, Large, etc..
4: Body Pointz (BP) Track. This area shows how many
Body Pointz (BP) your model will start the game with. For
each Damage this model takes, you mark off one of these
circles.
5: Talentz. This shows the name of the models Talent,
their once-per-game use Special Ability, as well as the
circle you mark once the model has used their Talent.
6: EVO Track. This area is where you chart your models
advancement during a campaign. See Model Evolution
section for full details.
7: Stat Line. This shows the models SPD, MCA, RCA,
AGL, EXO and ACT stat values, as well as the available
23
battlefield to inches-tall aliens. This should go without say-
ing, but please make sure that the area you choose is ap-
proved by its owner. Your coworker doesn’t want to come
back from lunch to find their cubicle overrun with your epic
struggle for resource renewal! Trust me on this one!
That being said, choose any location you feel comfortable
with playing. Just starting out, we recommend an area
about 3’ x 3’ to get your feet wet. We’ve play tested on a
variety of surfaces like desks, kitchen countertops, and
even an x-ray machine. Any flat surface with as little or as
heavy “clutter” (terrain) as you want will work for a battle-
field.
Feel free to use anything for the battlefield terrain. That’s
the beauty of the game! Some options: die-cast cars, pop
cans, building blocks, paper tubes, and if you want some-
thing more realistic you can use any 28mm scale war-game
terrain you have sitting around. Once all terrain is set each
player may rearrange one object.
Deployment
Each player rolls 1D10, the player with the highest roll will
deploy first. Players deploy their models in a 5” x 5” zone
on the edge of their playing area. Once that player is done
the player with the next highest roll deploys, and so on until
22
conquests against seemingly impossible odds.
Terra: The Earth’s own evolved insect population that
are leading the movement to get the entire Zyn Em-
pire off of our planet.
Zed-Bugz: The fallen soldiers of war that have come
back to feast on the living through their contact with
Earth pesticides.
Mercz are characters that have been swayed
by the influence of pop-culture to reach beyond
their assigned positions within their respective
Factionz. They have a special role to play on
the team and can be played in one of two ways; First, as
long as both sides agree, a Merc may be added onto each
team as a fourth model. Second, a Merc may be chosen to
fulfill one of the team slots (Leader, Support or Scout) if
they are able to. Not every Mercz model has a slot it may
fill on a team, but those that do have it listed below their
name on their Stat Sheet.
Battlefield Location
Before the game starts, players must choose where the
battle will take place, keeping in mind that ANY surface is a
11
Anatomy of a Stat Sheet (Cont.)
EVO upgrade circles located beside each stat. See Model
Evolution section for full details on EVO.
8: Weapon Stats. This shows the models weapon stats like
RNG, ROA, PRC and CST.
9: Ammo Track. This area shows how much Ammo your
model will start the game with for each weapon that re-
quires it. For each Shoot Action this model takes with the
chosen weapon, you mark off one of these circles.
10: Special Abilitiez. This shows the Special Abilitiez as-
signed to this model, as well as a brief description of what
they do for the model.
11: Weaponz. This area shows any special rules assigned
to this models weapons, as well as a brief description of
what they do.
12: Talentz. This shows the name of the models Talent,
their once-per-game use Special Ability, as well as a de-
scription of the Talent and its effects.
22
conquests against seemingly impossible odds.
Terra: The Earth’s own evolved insect population that
are leading the movement to get the entire Zyn Em-
pire off of our planet.
Zed-Bugz: The fallen soldiers of war that have come
back to feast on the living through their contact with
Earth pesticides.
Mercz are characters that have been swayed
by the influence of pop-culture to reach beyond
their assigned positions within their respective
Factionz. They have a special role to play on
the team and can be played in one of two ways; First, as
long as both sides agree, a Merc may be added onto each
team as a fourth model. Second, a Merc may be chosen to
fulfill one of the team slots (Leader, Support or Scout) if
they are able to. Not every Mercz model has a slot it may
fill on a team, but those that do have it listed below their
name on their Stat Sheet.
Battlefield Location
Before the game starts, players must choose where the
battle will take place, keeping in mind that ANY surface is a
11
Anatomy of a Stat Sheet (Cont.)
EVO upgrade circles located beside each stat. See Model
Evolution section for full details on EVO.
8: Weapon Stats. This shows the models weapon stats like
RNG, ROA, PRC and CST.
9: Ammo Track. This area shows how much Ammo your
model will start the game with for each weapon that re-
quires it. For each Shoot Action this model takes with the
chosen weapon, you mark off one of these circles.
10: Special Abilitiez. This shows the Special Abilitiez as-
signed to this model, as well as a brief description of what
they do for the model.
11: Weaponz. This area shows any special rules assigned
to this models weapons, as well as a brief description of
what they do.
12: Talentz. This shows the name of the models Talent,
their once-per-game use Special Ability, as well as a de-
scription of the Talent and its effects.
12
Key Termz
Models
Body Pointz (BP): Body Pointz (BP) show how many hits
a model can take before it is removed from play. BP is
tracked on the top of the models Stat Sheet, and as
Damage is taken, the circles are marked, one BP circle
for each Damage.
Speed (SPD): Speed (SPD) is the number of inches a
model may move with each Move Action. Each Move
Action costs 1 ACT.
Melee Combat Ability (MCA): Melee Combat Ability
(MCA) represents the model’s skill with close-combat
attacks. The player rolls a D10 and adds that to their
MCA. If the combined number is equal to or greater
than your opponents AGL, you successfully hit your
target. If you roll less than your opponents AGL, it is
counted as a miss.
Ranged Combat Ability (RCA): Ranged Combat Ability
(RCA) represents the model’s skill with Ranged Com-
bat attacks. The player rolls a D10 and adds that to
their RCA. If the combined number is equal to or great-
er than your opponents AGL stat, you successfully hit
21
resolves any dice rolls or effects from Special Abilitiez or
Talentz.
Team Building
A team is typically built of three models, each fulfilling one
of three slots. So your team will have a Leader, a Support
and a Scout. Each model’s stat sheet says which slot they
can fill. Team models come from the choices available to
each Faction.
There are currently 4 Factionz in the ZynVaded universe,
with more on the way:
Kyll’al Sav’m Terra Zed-Bugz
Kyll’al: The more militant members of the Zyn Empire,
bent on conquering the universe regardless of the
costs to their species.
Sav’m: The members of the Zyn who would rather not
engage in resource wasting, interplanetary con-
12
Key Termz
Models
Body Pointz (BP): Body Pointz (BP) show how many hits
a model can take before it is removed from play. BP is
tracked on the top of the models Stat Sheet, and as
Damage is taken, the circles are marked, one BP circle
for each Damage.
Speed (SPD): Speed (SPD) is the number of inches a
model may move with each Move Action. Each Move
Action costs 1 ACT.
Melee Combat Ability (MCA): Melee Combat Ability
(MCA) represents the model’s skill with close-combat
attacks. The player rolls a D10 and adds that to their
MCA. If the combined number is equal to or greater
than your opponents AGL, you successfully hit your
target. If you roll less than your opponents AGL, it is
counted as a miss.
Ranged Combat Ability (RCA): Ranged Combat Ability
(RCA) represents the model’s skill with Ranged Com-
bat attacks. The player rolls a D10 and adds that to
their RCA. If the combined number is equal to or great-
er than your opponents AGL stat, you successfully hit
21
resolves any dice rolls or effects from Special Abilitiez or
Talentz.
Team Building
A team is typically built of three models, each fulfilling one
of three slots. So your team will have a Leader, a Support
and a Scout. Each model’s stat sheet says which slot they
can fill. Team models come from the choices available to
each Faction.
There are currently 4 Factionz in the ZynVaded universe,
with more on the way:
Kyll’al Sav’m Terra Zed-Bugz
Kyll’al: The more militant members of the Zyn Empire,
bent on conquering the universe regardless of the
costs to their species.
Sav’m: The members of the Zyn who would rather not
engage in resource wasting, interplanetary con-
20
weapon. The model may, however, Move or make a Shoot
Action with another weapon if it has any ACT left. Weap-
ons that Auto Miss are considered cleared at the begin-
ning of the models next turn, and they may use that weap-
on as normal.
Auto Hitz/miss: Melee Actionz
If a player rolls a 10 to hit with a Melee Action, they score
an Auto Hit, regardless of their targets AGL stat, and auto-
matically pass the PRC roll for that Melee Action. Accord-
ingly, if a player rolls a 1 on the die to hit with a Melee Ac-
tion, they Auto Miss regardless of their targets AGL stat.
Round
A Round consists of all players’ Turnz, and begins with all
players rolling 1D10 for Initiative. The player with the high-
est roll is the First Player for that Round and starts their
Turn first. The next highest rolling player goes next, and it
continues like this until the last player has finished their
Turn. Once all Turnz are complete, a new Round is start-
ed.
Turnz
Turnz are a single player’s portion of the Round. During the
Turn, the player uses all of their models’ Actions, and
13
your target. If you roll less than your opponents AGL,
you fail to score a hit.
Agility (AGL): Agility (AGL) represents the model’s ability
to avoid an enemy’s Shoot or Melee Actionz.
Exoskeleton (EXO): Exoskeleton (EXO) represents the
model’s ability to absorb/deflect hits before taking Dam-
age.
Action Points (ACT): Each model has an assigned num-
ber of Action Points (ACT). These mark how many
Actionz per turn can be performed by the model. The
cost of each Action varies depending on the Action or
the weapon/item used. Once all of your team’s models
are out of ACTs, your turn is over, and it goes to the
next team.
Special Abilities (SpAb): This area shows any abilities
and skills that the model may possess beyond their nor-
mal stats, and varies greatly from model to model.
Weaponz
Type: = Melee = Ranged
Range (RNG): Range (RNG) is the distance in inches that
a weapon may be used to make either a Shoot or Melee
Action.
20
weapon. The model may, however, Move or make a Shoot
Action with another weapon if it has any ACT left. Weap-
ons that Auto Miss are considered cleared at the begin-
ning of the models next turn, and they may use that weap-
on as normal.
Auto Hitz/miss: Melee Actionz
If a player rolls a 10 to hit with a Melee Action, they score
an Auto Hit, regardless of their targets AGL stat, and auto-
matically pass the PRC roll for that Melee Action. Accord-
ingly, if a player rolls a 1 on the die to hit with a Melee Ac-
tion, they Auto Miss regardless of their targets AGL stat.
Round
A Round consists of all players’ Turnz, and begins with all
players rolling 1D10 for Initiative. The player with the high-
est roll is the First Player for that Round and starts their
Turn first. The next highest rolling player goes next, and it
continues like this until the last player has finished their
Turn. Once all Turnz are complete, a new Round is start-
ed.
Turnz
Turnz are a single player’s portion of the Round. During the
Turn, the player uses all of their models’ Actions, and
13
your target. If you roll less than your opponents AGL,
you fail to score a hit.
Agility (AGL): Agility (AGL) represents the model’s ability
to avoid an enemy’s Shoot or Melee Actionz.
Exoskeleton (EXO): Exoskeleton (EXO) represents the
model’s ability to absorb/deflect hits before taking Dam-
age.
Action Points (ACT): Each model has an assigned num-
ber of Action Points (ACT). These mark how many
Actionz per turn can be performed by the model. The
cost of each Action varies depending on the Action or
the weapon/item used. Once all of your team’s models
are out of ACTs, your turn is over, and it goes to the
next team.
Special Abilities (SpAb): This area shows any abilities
and skills that the model may possess beyond their nor-
mal stats, and varies greatly from model to model.
Weaponz
Type: = Melee = Ranged
Range (RNG): Range (RNG) is the distance in inches that
a weapon may be used to make either a Shoot or Melee
Action.
14
Rate of Attack (ROA): Rate of Attack (ROA) is the num-
ber of dice you roll for each Shoot or Melee Action. For
example; if a weapon shows a ROA of 3D, for each attack
you make with that weapon you roll 3 dice, one at a time
not all at once. Each die counts as its own attack and is
resolved as such, and is not combined with the others, so it
is possible to score 3 hits with this one attack.
Piercing (PRC): Piercing (PRC) is the number you add to
a D10 roll to see if you cause Damage to a model. Once a
hit is scored with either a Shoot or Melee Action, roll a
D10 and add the weapons PRC. If the number is greater
than the targets EXO stat, then Damage is taken by the
target equal to the amount caused by the weapon used.
Most weapons only cause 1 Damage, but any weapons
that cause more Damage will have it listed in the Weapons
section of their Stat Sheet.
Cost (CST): Cost (CST) shows how many ACT are need-
ed to use the weapon listed during a Shoot or Melee Ac-
tion. Most weapons use only 1 ACT, but some heavier or
more specialized weapons require 2 ACT.
Ammo: The empty circles beside the weapon stat bar
show how many shots are available for each ranged weap-
on. Each time a Shoot Action is made, mark off one
19
Task Master: This allows the model to grant one of their
team 1 extra ACT. This action must be used on the turn it
was granted, during the receiving models turn. Mark Task
Master as used.
Once the Talent has been used, mark the circle on the Stat
Sheet above the Ammo slots. It cannot be used again until
the models next game.
Damage
Damage is the result of successful PRC rolls after success-
ful Attack Actionz. Each point of Damage is taken off of
your models total Body Pointz (BP). Once a model is out
of BP, they are removed from the game, unless a Talent or
Special Ability allows otherwise. Weapons only cause 1
Damage, unless listed otherwise on their Stat Sheet.
Auto Hitz/miss: Shoot Actionz
If a player rolls a 10 to hit with a Shoot Action, they score
an Auto Hit, regardless of their targets AGL stat, and auto-
matically pass the PRC roll for that Shoot Action. Accord-
ingly, if a player rolls a 1 on the die to hit with a Shoot Ac-
tion, they Auto Miss and that shot fails. Any unrolled shots
in the ROA (2nd, 3rd, etc.) are lost. If you Auto Miss, the
model cannot make any further Shoot Actions with that
14
Rate of Attack (ROA): Rate of Attack (ROA) is the num-
ber of dice you roll for each Shoot or Melee Action. For
example; if a weapon shows a ROA of 3D, for each attack
you make with that weapon you roll 3 dice, one at a time
not all at once. Each die counts as its own attack and is
resolved as such, and is not combined with the others, so it
is possible to score 3 hits with this one attack.
Piercing (PRC): Piercing (PRC) is the number you add to
a D10 roll to see if you cause Damage to a model. Once a
hit is scored with either a Shoot or Melee Action, roll a
D10 and add the weapons PRC. If the number is greater
than the targets EXO stat, then Damage is taken by the
target equal to the amount caused by the weapon used.
Most weapons only cause 1 Damage, but any weapons
that cause more Damage will have it listed in the Weapons
section of their Stat Sheet.
Cost (CST): Cost (CST) shows how many ACT are need-
ed to use the weapon listed during a Shoot or Melee Ac-
tion. Most weapons use only 1 ACT, but some heavier or
more specialized weapons require 2 ACT.
Ammo: The empty circles beside the weapon stat bar
show how many shots are available for each ranged weap-
on. Each time a Shoot Action is made, mark off one
19
Task Master: This allows the model to grant one of their
team 1 extra ACT. This action must be used on the turn it
was granted, during the receiving models turn. Mark Task
Master as used.
Once the Talent has been used, mark the circle on the Stat
Sheet above the Ammo slots. It cannot be used again until
the models next game.
Damage
Damage is the result of successful PRC rolls after success-
ful Attack Actionz. Each point of Damage is taken off of
your models total Body Pointz (BP). Once a model is out
of BP, they are removed from the game, unless a Talent or
Special Ability allows otherwise. Weapons only cause 1
Damage, unless listed otherwise on their Stat Sheet.
Auto Hitz/miss: Shoot Actionz
If a player rolls a 10 to hit with a Shoot Action, they score
an Auto Hit, regardless of their targets AGL stat, and auto-
matically pass the PRC roll for that Shoot Action. Accord-
ingly, if a player rolls a 1 on the die to hit with a Shoot Ac-
tion, they Auto Miss and that shot fails. Any unrolled shots
in the ROA (2nd, 3rd, etc.) are lost. If you Auto Miss, the
model cannot make any further Shoot Actions with that
18
a target number of 8, you missed by 3. This is the number
of inches the Grenade travels.
Stray
Stray is how you determine the random
direction and distance (D&D) something will
go. For a Stray, roll 1D10; the direction the
tip of the die is pointing is the direction the
Stray item will be placed. The distance is
determined by the number on the die. Once
D&D are determined, measure that distance from the origin
point, such as the target of a failed Shoot Action, in the
rolled direction. This is now the Stray items new location.
Swarm
If 2 or more models from the same team are in Melee com-
bat with the same opposing model, they gain +1 to their
MCA and PRC roll for every additional friendly model in
that combat.
Talentz
Talentz are one-use per game abilities/items that the mod-
el always starts the game with. They are listed on the Stat
Sheet at the bottom. See example below:
15
Ammo circle. In the case of a weapon with a higher ROA
(3D, 2D, etc.) it only counts as 1 Ammo spent for the Ac-
tion, regardless of how many shots are taken during that
single Shoot Action. Once all Ammo circles are filled, the
weapon is out of Ammo. Some Missionz or Scenarioz
involve finding Ammo stashes, and are the only way to re-
load a weapon. Ammo stashes are universal to all weap-
ons with Pistol, Rifle and Gun in their name, but Rocket
Launchers, Cannons or other heavy weapons cannot be
reloaded.
Burst Weaponz (BWX)
Some models are equipped with Burst Weapons (BWX).
The player must declare they are using this weapon to at-
tack and who their target is. Then the player rolls as normal
for a Shoot Action, unless they’re using a Grenade or a
weapon with Special Abilitiez that govern otherwise.
Burst Weaponz ignore any bonuses granted for Cover. If
the Shoot Action misses, the Burst Weapon will Stray
(see Stray rules) from the landing point. If the Shoot Ac-
tion succeeds, the player makes a PRC roll against the
target model, and any models within X inches of the target
model. X is equal to the number next to the BW stat in pa-
renthesis.
18
a target number of 8, you missed by 3. This is the number
of inches the Grenade travels.
Stray
Stray is how you determine the random
direction and distance (D&D) something will
go. For a Stray, roll 1D10; the direction the
tip of the die is pointing is the direction the
Stray item will be placed. The distance is
determined by the number on the die. Once
D&D are determined, measure that distance from the origin
point, such as the target of a failed Shoot Action, in the
rolled direction. This is now the Stray items new location.
Swarm
If 2 or more models from the same team are in Melee com-
bat with the same opposing model, they gain +1 to their
MCA and PRC roll for every additional friendly model in
that combat.
Talentz
Talentz are one-use per game abilities/items that the mod-
el always starts the game with. They are listed on the Stat
Sheet at the bottom. See example below:
15
Ammo circle. In the case of a weapon with a higher ROA
(3D, 2D, etc.) it only counts as 1 Ammo spent for the Ac-
tion, regardless of how many shots are taken during that
single Shoot Action. Once all Ammo circles are filled, the
weapon is out of Ammo. Some Missionz or Scenarioz
involve finding Ammo stashes, and are the only way to re-
load a weapon. Ammo stashes are universal to all weap-
ons with Pistol, Rifle and Gun in their name, but Rocket
Launchers, Cannons or other heavy weapons cannot be
reloaded.
Burst Weaponz (BWX)
Some models are equipped with Burst Weapons (BWX).
The player must declare they are using this weapon to at-
tack and who their target is. Then the player rolls as normal
for a Shoot Action, unless they’re using a Grenade or a
weapon with Special Abilitiez that govern otherwise.
Burst Weaponz ignore any bonuses granted for Cover. If
the Shoot Action misses, the Burst Weapon will Stray
(see Stray rules) from the landing point. If the Shoot Ac-
tion succeeds, the player makes a PRC roll against the
target model, and any models within X inches of the target
model. X is equal to the number next to the BW stat in pa-
renthesis.
16
Cover
Cover is provided by whatever is handy on the play area to
hide behind. If any portion of a model’s base is behind an
object, and within a 1” of that object, it counts as having
Cover and gives the model a +1 to AGL against Shoot
Actions. Cover does not apply to Melee Actions.
Facing
The models can sense 360 degrees, due to highly evolved
internal antennae. There is no front or back arc to the mod-
els.
Line of Sight (LOS)
Line of Sight (LOS) is your ability to see a target. If you
can draw a straight line to any portion of a models body/
torso (not a stray arm or weapon sticking out) it counts as a
valid target.
Modelz in Melee
A model is in Melee when within the RNG of an enemy’s
Melee weapon. Models gain Cover against Shoot Actionz
and can’t use ranged weapons while in Melee combat, un-
less a Special Ability or Talent allows for this. A model
may spend 1 ACT and move up to 3” directly away from an
17
enemy to Break-Away from Melee combat.
Special Abilitiez (SpAbz)
Special Abilitiez (SpAbz) are what make a model or
weapon unique. They are listed below the models weapons
stats. See examples below:
Fortify: Model gains an additional +1 to AGL while in Cov-
er.
Leadership (X): While this model is in play you get a +X to
your Initiative roll. X is the number next to the SpAbz.
Grenade (X)
Shoot Actions with Grenades use the following rules; be-
fore the die is rolled, choose a location for the Grenade to
land within the RNG listed for it. Next, the player rolls 1D10,
using the number listed beside the Grenade (X) in paren-
thesis as the target number for the Shoot Action. For ex-
ample, a Grenade (8) would have 8 as the target number
for the Action. If the player equals or beats the target num-
ber, the Grenade lands where intended and all effects are
applied. If the number rolled is less than the target number,
the Grenade moves the direction the top of the die is point-
ing. The distance it moves depends on how far off from the
target number you were; For example, if you roll a 5 against
16
Cover
Cover is provided by whatever is handy on the play area to
hide behind. If any portion of a model’s base is behind an
object, and within a 1” of that object, it counts as having
Cover and gives the model a +1 to AGL against Shoot
Actions. Cover does not apply to Melee Actions.
Facing
The models can sense 360 degrees, due to highly evolved
internal antennae. There is no front or back arc to the mod-
els.
Line of Sight (LOS)
Line of Sight (LOS) is your ability to see a target. If you
can draw a straight line to any portion of a models body/
torso (not a stray arm or weapon sticking out) it counts as a
valid target.
Modelz in Melee
A model is in Melee when within the RNG of an enemy’s
Melee weapon. Models gain Cover against Shoot Actionz
and can’t use ranged weapons while in Melee combat, un-
less a Special Ability or Talent allows for this. A model
may spend 1 ACT and move up to 3” directly away from an
17
enemy to Break-Away from Melee combat.
Special Abilitiez (SpAbz)
Special Abilitiez (SpAbz) are what make a model or
weapon unique. They are listed below the models weapons
stats. See examples below:
Fortify: Model gains an additional +1 to AGL while in Cov-
er.
Leadership (X): While this model is in play you get a +X to
your Initiative roll. X is the number next to the SpAbz.
Grenade (X)
Shoot Actions with Grenades use the following rules; be-
fore the die is rolled, choose a location for the Grenade to
land within the RNG listed for it. Next, the player rolls 1D10,
using the number listed beside the Grenade (X) in paren-
thesis as the target number for the Shoot Action. For ex-
ample, a Grenade (8) would have 8 as the target number
for the Action. If the player equals or beats the target num-
ber, the Grenade lands where intended and all effects are
applied. If the number rolled is less than the target number,
the Grenade moves the direction the top of the die is point-
ing. The distance it moves depends on how far off from the
target number you were; For example, if you roll a 5 against