Finally did some amateur videos which was way outside my comfort zone.
Saturday, April 15, 2017
While we are rapidly approaching the release date for the rulebook (Yay!), we have here our sixth and final Sneak Peek featuring none other than us, 350 years from now! That’s right, True Humans are the fittest survivors of our species who are bravely fighting to stay alive in a world gone mad. We’ve also listed The Purge Faction of human zealots hell bent on killing off every mutie on the planet. And we’ve added ALL of the Champion Traits in the book.
True Human – Survivors of the Triple Helix event who were not mutated or killed are known as True Humans or TruMans in common parlance. True Humans have evolved over the years in order to survive the horrors of Earth, and as such are the strongest, smartest, and fittest paragons of Homo sapiens. Amongst the pro-TruMan rhetoric of the Purge, True Humans have been scientifically renamed Homo Sapiens Invictus. The True Human Lifeform Trait confers the following:
- Aptitude – True Humans may use Alpha User Gear. Once per Game, this model may re-roll a failed Gear Check.
- Survival Instinct – Whenever this model has a Defense Check result that is exactly equal to the opposing model’s Attack Check result, this model will win the contest by 1 point. This will result in a missed Attack from the opposing model.
· Just Won’t Die – True Humans have a Wound Threshold of 5+. It takes 3 Shocked results in the same Turn to cause an automatic Wound on this model.
Almost from the Beginning of TruManity’s recovery from the Triple Helix Event and subsequent holocaust, there has been a stark resistance, nigh fervent hatred, of any and all Mutantkind. The chief archivists of the Architech lodges disagree on whether it was the Ancient text called Malleus Malficarum, the Hammer of Witches, or its rival script, Mein Kampf that was the Holy Word for the True Humans identifying themselves as specist bigots collectively known as The Purge.
This Faction is a schism to the more open-minded Architechs group who see TruMan and NuMan on a more equal footing. The Purge preaches ‘Death to the Mutant’ as a pre-emptive defense against what in earlier times was the literal extermination of the Human Race. They hold that Earth is now an actual Purgatory, and that only when the Mutant is exterminated will the world return to its former glory.
A Purge Crew is led by an Inquisitor (Commander), its Prefects (Veterans), and the ranks are filled by Zealots (Troopers). The Purge will stop at nothing to eradicate any Mutant they encounter, and take great pleasure in finding and using weapons of the Ancients in this task.
Rival Faction: Gamma Lords
Faction Feature: Righteous Zeal! - As long as there is a single Mutant enemy model in play, all Broken members of this Crew automatically Steady at the start of the next SitRep Phase.
Only True Human models may access Champion Traits.
Athlete (S) – When making Terrain and Falling Checks this model gains a +1 CBT Rating bonus per level of this Trait. This model’s Encumbrance limit is increased by +1 point irrespective of level.
5 SP/5 EXP/5 EXP
Crushing Blow - When making Close combat Attacks with a Close combat Weapon, this model’s Weapon gains the Impact Gear Trait.
Gunsmith - This Trait allows a model armed with a Longarm or Sidearm to immediately re-roll a single failed Weapon Gear Check Once per Turn.
Hack & Slash - When executing a Charge Action this model may add +4” to his Charge Move distance. It may not use this if subject to the Heavy Trait. This model may not use this extra Charge Movement to enter Difficult Ground.
Hawkeye - This model never suffers from any Long Range penalty when executing a Take Aim Action with a Ranged Weapon.
Myrmidon - This warrior is trained to fight several enemies at once in melee combat. This model uses its full CBT Rating when Engaged with Multiple Opponents in Close combat. It is also Immune (Panic from Outnumbered Checks).
Paragon - This model embodies a superior ability in one particular attribute that exceeds those of its peers.
When this Trait is first taken the Player must choose one of its three Ratings that will be noted after this Trait in parenthesis. For example, if the Player chose Combat he would list it as Paragon (CBT) on the Crew Manifest.
Once per Game this model may add a +3 Rating bonus to any Check that is made with his chosen Rating. This bonus may be added after the Check result has been determined. This Trait may only be taken once by a model.
Stubborn – When Broken this model automatically stops fleeing during the Recovery step of the next SitRep Phase as if it had been the target of a Steady Action. It may be Ordered an Action normally later that Turn in the Orders Phase. This Trait does not confer the Move component of a Steady Action.
Targeteer - Whenever this model executes a Take Aim Ranged combat Action it may re-roll its Attack Check result Once per Turn.
Weapon Expert - Choose a Weapon Category from the list below. This model gains a +1 CBT Rating and Base Damage bonus when using a Weapon from that group. This counts on Ranged Attacks for Ranged Weapons and both Attack and Defense Checks for Close combat Weapons.
Include the Weapon category in parenthesis next to Weapon Expert on the Crew Manifest.
- Archery (Includes Bow, Hand Crossbow, and Crossbow)
- Bludgeons (Includes Bludgeon, Great Bludgeon, Flail, and Great Flail)
- Cleavers (Includes Cleaver & Great Cleaver)
- Kung Fu (Kung Fu)
- Longarms (All types)
- Sidearms (All types except Hand Crossbow)
- Swords (Sword & Great Sword)
- Thrown (All with the Thrown Trait, whether used in Close or Ranged combat)
THE PURGE FACTION TRAITS
All Out Attack - Throwing his entire body into the effort, this warrior trades a balanced defense for an overbearing strike.
This Trait may be used when this model executes a Stand & Fight Action, and it gains a +3 CBT bonus for its Attacks.
However, if a Defender’s Defense Check result exceeds this model’s Attack Check result by any amount, it triggers a Counter-Attack.
Fanatic - The model with this Trait is a crazed fanatic for its cause, whatever that might be. So resolute is his mind that he ignores even the most terrifying of circumstances.
This model is Immune (Panic).
For TruManity! – When executing a Charge Action this model gains +3 to its Weapon Reach in Close combat.
Friday, April 7, 2017
Example of Building a Scrapper Crew
Before Players can start a game of Scrappers, each needs to ‘build’ or ‘recruit’ his Scrapper Crew. This is a step by step process that is done for each miniature on the Crew. All of the Game statistics for each model are written down on the Crew Manifest.
For this example of Crew building, Phil will start with a general theme of a Freelancer Crew that was recently formed by their leader Anton Jaeger. (Naming your models and giving your Crew its own backstory or theme enhances the overall Player experience).
Consulting the Crew Organization Table, Phil sees that his Crew must have a minimum of 3 models and no more than 15. He also must have 1 Commander and can have 0-2 Veterans and any number of Troopers. So, armed with his starting pool of 750 Supply Points, Phil starts assembling his force.
Choose a Faction
Phil chooses to make a Freelancer Scrapper Crew led by Anton Jaeger his Commander. He likes the idea of a team that goes after high value relics of the past that may not have much practical function but that will fetch a high price, such as Ancient art or cultural effects. He decides to call his band ‘The Reliquarians’. This thematic backstory does nothing mechanically, but enhances the experience as Phil rounds out the members on his Crew.
The Freelancer Faction gives Phil an extra Veteran model he can recruit, so now his Crew could have up 0- 3 Veteran models to start. Phil will also be able to start the Campaign with 0-2 Scarce pieces of Gear.
Choose Model Types & Lifeforms
Starting with his Commander, Phil decides he will build Anton as a True Human Lifeform. He notes this on his Manifest. After he finishes purchasing Anton’s Ratings, Traits, and Gear he will then move on to his next model of choice and go through the same steps for each model until he runs out of Supply Points. If he doesn’t use his entire starting SP allowance, then the remaining points go into his Crew’s bank of unspent SP’s.
Anton’s Ratings, Traits, & Gear
Next Phil will buy Anton’s Ratings. He wants a capable Commander in all three areas. Since this model is a Commander his Maximum Rating to start is 6. Phil buys a 5 Combat Rating for 15 SP, a 6 Command Rating for 18 SP, and a 5 Constitution Rating for 13 SP. Anton’s Ratings are filled in on the Crew Manifest as CBT 5, CMD 6, CON 5 for a combined total of 46 SP’s that are subtracted from his 750 total.
Next up are Jaeger’s Trait options. As the Commander of the Reliquarians, Anton Jaeger automatically gets the Commander Trait for free, but it does take up one of his 3 Trait Slots. Phil wants to buy a couple of Traits for Anton, and since he is a True Human those Traits can come from the Core and Champion Trait lists. As the Crew is a Freelancer Faction, Phil may also choose from the Freelancer Faction Trait list for Anton.
After reviewing the available Traits, Phil buys Weapon Expert (Longarms) for 15 SP’s and Dauntless+1 for 5 SP’s. This uses up all of Anton Jaeger’s Starting Trait Slots. In subsequent Games, Phil will be able to use any of Anton’s Experience Points to buy up higher Ratings and/or Traits.
Finally, Phil looks at the model he picked for Anton and buys the Gear he’ll need to survive the dangers of the Omega Zones. The figurine has a longarm rifle of some type, a sword, and some kind of body armor. Phil buys Anton a Tac-Suit for protection at 20 SP, a Sword for 5 SP and an Assault Rifle for 40 SP. The model does not have any type of head gear other than a cloth beret, so Phil cannot buy Anton a Helmet because that would break the What You See Is What You Get rule. Phil also buys a piece of Scarce Gear for Anton in the form of Extra Ammo for 15 SP.
Adding all of the Supply Points up for Anton Jaeger, Phil will subtract 146 SP from his 750, leaving 604 SP to buy his remaining Crew. Phil checks the Encumbrance limit Anton has of 5 and compares it to the Gear he purchased. The Tac-Suit (1), Sword (1), Assault Rifle (1), and Extra Ammo (1) all add up to 4 pieces of Gear. This leaves Anton with 1 remaining Encumbrance to use for either carrying Scrap during a Game or for another piece of Gear acquired later in the Campaign.
Wash, Rinse, Repeat
Now that his mandatory Commander model has been purchased and logged on his Crew Manifest, Phil will move on to his next model. He decides to recruit his Crew’s first Veteran and chooses the Mutant (Bruiser) Lifeform Type. He names this model Hank the Tank and buys his Ratings. Since this is a Veteran model type the starting Maximum Rating is 5. So, Phil buys Hank a CBT 5, CMD 4, CON 5 Ratings Profile for a total of 36 SP.
Next Phil consults the Core, Mutation, and Freelancers Trait lists to see what Traits he can buy for Hank. He wants to capitalize on Hank’s ability to have Mutations and buys him the Gammahide+1 and Brute Mutation Traits for a total of 25 SP.
For Gear, Phil uses his second Scarce Gear feature from his Freelancer Faction and buys a Machinegun for Hank the Tank. He then adds a Scrap Metal Armor, a Great Cleaver, and a Helmet for a total of 110 SP.
Phil adds up Hank’s Ratings, Traits, and Gear costs which total 171 SP. Subtracting this from Phil’s 604 remaining SP brings the new remainder to 433 SP.
Phil looks at the Gear on Hank and totals up the Encumbrance. The Scrap Metal Armor and Machinegun are Heavy and count as 2 pieces of Gear each. However, since the Bruiser Mutant Genotype allows Hank to negate the Heavy and Fatigue Traits on his Gear, those two items will only count as one Encumbrance each. Since the Helmet Gear is Light it does not count as a piece of Gear for determining Encumbrance. Hank the Tank’s total Encumbrance is 3 out of a maximum of 6 leaving him plenty of room to carry Scrap Tokens.
Phil has two models built for his Scrapper Crew and 433 Supply Points remaining. He must have a minimum of 3 models on his starting Crew, but experience has taught him he should have a good number of additional bodies to help with his Rout Check threshold and also to be able to grab as much Scrap as possible to sell later for more Crew and Gear.
Keeping numbers in mind, Phil opts to just buy some Troopers instead of maxing out his available Veterans. He wants a fairly standard build for these Troopers since he will be able to tailor their Ratings and Traits between Games with Experience Points. This will also allow him to adapt his Crew to fight his friends’ Crews once they reveal what their guys can do in the first Game of the Campaign.
He wants to make a couple of Synthetic (Worker) models to carry more Scrap Tokens than the rest, and then one or two additional Troopers to round out his Crew. Phil’s Freelancer Crew can have any mix of each Lifeform Type limited only by the sub-type restrictions.
He takes 2 Synthetic (Worker) Trooper models with CBT 3, CMD 2, CON 4 for 16 SP. He gives them both the Mobility Upgrade (Roller) Structural Traits for 15 SP apiece. He then buys them each a Submachinegun and Piece Metal Armor for 40 SP each. Each model costs 71 SP. He names the two Synthetics Cargobot-X2 and Cargobot-X43.
Subtracting both from his remaining balance, Phil sees he has 291 SP to use for his last models. He wants to start the Game with 7 members on his Crew so he divides the remaining 291 by 3 and gets 97 SP to spend on each one.
He decides to make these rank and file TruMans. He gives them a CBT 4, CMD 3, CON 4 Ratings Profile for 22 SP each. He buys them the Marksman+1 Core Trait for 5 SP each. Finally Phil equips them each with a Tac-Suit, Helmet, Knife, Gas Mask, Ruck Sack, and Submachinegun for a total per model of 68 SP. Adding this up for all 3 models brings the total to 285 SP. He names them Bruce Was’ton, Dane of Vol, and Gritz Hammond. Since their Tac-Suits and SMG’s are the only Gear that isn’t Light, each Trooper has an Encumbrance of 2 leaving room for a couple of Scrap Tokens each.
Phil adds up all of the spent Supply Points on his Crew and totals 744 Supply Points. Phil writes down 6 SP on his Manifest to use later and his Reliquarians look like this:
Anton Jaeger, True Human Commander
Ratings: CBT 5/CMD 6/CON 5 ARM 3
Traits: Commander, Weapon Expert (Longarms), Dauntless+1
Gear: Tac-Suit, Assault Rifle, Sword, Extra Ammo
Hank the Tank, Mutant (Bruiser) Veteran
Ratings: CBT 5/CMD 4/CON 5 ARM 4
Traits: Brute, Gammahide+1
Gear: Scrap Metal Armor, Machinegun, Great Cleaver, Helmet
Cargobot-X2, Synthetic (Worker) Trooper
Ratings: CBT 3/CMD 2/CON 4 ARM 2
Traits: Mobility Upgrade (Roller)
Gear: Piece Metal Armor, Submachinegun
Cargobot-X43, Synthetic (Worker) Trooper
Ratings: CBT 3/CMD 2/CON 4 ARM 2
Traits: Mobility Upgrade (Roller)
Gear: Piece Metal Armor, Submachinegun
Bruce Was’ton, True Human Trooper
Ratings: CBT 4/CMD 3/CON 4 ARM 3
Gear: Tac-Suit, Helmet, Gas Mask, Knife, Ruck Sack, Submachinegun
Dane of Vol, True Human Trooper
Ratings: CBT 4/CMD 3/CON 4 ARM 3
Gear: Tac-Suit, Helmet, Gas Mask, Knife, Ruck Sack, Submachinegun
Gritz Hammond, True Human Trooper
Ratings: CBT 4/CMD 3/CON 4 ARM 3
Gear: Tac-Suit, Helmet, Gas Mask, Knife, Ruck Sack, Submachinegun
Saturday, April 1, 2017
As we count down to release day, the overwhelming response to our latest Sneak Peek poll was that y’all wanna see the goodies you can equip your Crew with to lay down the hurt when they scrum with other Crews. So here it is in all its gory glory!
Gear is the composite term that summarizes the Weapons, Armor, and Equipment carried by the members of your Crew. This section will detail the important points of different types of Gear and the rules for using these instruments of war in your games.
Helmet – This head armor ranges in style, substance, and function. Any type of head adornment shown on the model may be used for this Gear.
Leathers – Perhaps the most common garb in the Zones is an assortment of leather clothing or light armor reinforcements to ordinary clothing collectively referred to as Leathers.
Piece Metal – This armor is a collection or hodgepodge of different metal, ceramic, or Plast-Iron pieces cobbled together to provide some increased measure of protection.
Scrap Metal – This improvised heavy armor is an assortment of Plast-Iron scraps and various metals and fabrics used to provide greater protection at the cost of comfort.
Shield – This device is worn on one appendage and is useful in providing protection against most muscle powered Weapons.
Tac-Suit – This armor is primarily made from high density ballistic fabrics and impact resistant plates. It comes in many configurations and is most commonly used by the more successful Scrapper Crews.
Blast Shield – Made from Plast-Iron sheeting this shield can resist greater damage from attacks than mundane equivalents.
Combat Armor – The manufacture of this armor is a closely held secret of the Architechs. The suit is made of multiple Plast-Iron carapace pieces over a ballistic cloth body sleeve.
Battle Armor – The mainline protection for precursor ground troops this is a heavier full carapace armor system with sealed life support body sleeve.
Bonded Hull – Reserved for war and security robots this defensive system is impervious to most forms of attack.
Force Shield – This wrist mounted protection generates a round shield of force that deflects and absorbs damage.
Intruder-Suit – Designed for infiltration and sabotage missions, this battle suit has advanced holographic and thermal camouflage projectors that confuse and disrupt all manner of detection methods.
Powered Armor – This is Battle Armor that has been enhanced with a fully powered bio-feedback exoskeleton that increases the wearer’s strength and endurance allowing for thicker armor to be added.
Skin-Suit – Used primarily as vacuum and hostile environment life support, these form fitting suits provide basic protection from physical harm as well.
War-Shell – The ultimate development in personal protection, this battlesuit dominates any battlefield. Completely covered in reinforced Plast-Iron carapace, bonded on the molecular level, and powered by an advanced bio-feedback exoskeleton around its fusion powered core, few enemies can stop this technological Titan.
Bludgeon - Blunt force trauma Weapon or tool such as a mace, large wrench, chain, or hammer.
Cleaver – Heavy edged cutting or chopping implement such as an axe, scimitar, or machete.
Great Bludgeon, Cleaver, or Sword – These are two-handed versions of their respective single-handed namesakes.
Grinder – This covers any chainsaw, buzz-blade, or other high speed hand-held device that grinds through flesh and metal alike.
Knife – A Scrapper’s best friend. Don’t go into a Zone without one.
Spear – A sharp blade fixed to a two-handed length of stick.
Sword – The King of Weapons, this covers all varieties of cut and thrust double edged blades between two to four feet in length.
Assault Rifle – A rifle designed for full or semi-automatic bursts, this longarm is prized among most Crews.
Auto-Pistol – The staple small arm of the Zones, this Sidearm fires medium caliber rounds reloading semi-automatically.
Auto-Shotgun – This combat shotgun fires like a semi-automatic rifle without having to manually chamber the next round.
Boomsticks – A favorite ballistic Weapon of the Sons of Entropy, these are contact detonation explosives strapped to a light javelin or similar stick used to throw the device at short range.
Bow – One of the oldest weapons crafted by Ancient Man, this quiet, versatile weapon can be surprisingly lethal in the hands of a trained archer.
Crossbow – This represents all low-tech archery weapons firing from a stock with a bow across the front providing propulsion for the quarrel or bolt.
Hand Crossbow – A smaller version of the crossbow, this is small enough to be fired with one hand or from a wrist mount.
Revolver – These are medium caliber revolving chamber pistols that are manually loaded.
Rifle – This category covers most self-loading rifled longarms.
Submachinegun – This is a compact firearm used for close quarters’ engagements. It’s abbreviated as SMG.
Flamethrower – A favorite of The Purge, this device fires a stream of flaming death that immolates anything or anyone in its path.
Grenade Launcher – This gun fires 10mm grenades in a semi-automatic fashion. It includes Concussion, Fragmentation, and Smoke grenade types which may be chosen prior to the declaration of a Ranged combat Action. Buying this Weapon grants enough Grenades to use in each Game without need to repurchase.
Grenade – A small hand-held device that detonates upon impact or by timer to release its effect in all directions. This may also be projected from a Grenade Launcher. Buying Grenades by themselves grants enough to use in each Game without need to repurchase.
- Concussion – Flashbang shock and awe effects.
- EMP – Designed to knock out electronic systems this version is very effective against Synthetics.
- Fragmentation – Made to hurl shrapnel in all directions.
- Prismatic – Smoke enhanced with reflective particles that disrupt laser fire.
- Smoke – Billows obfuscating gas through the air in any color.
Machinegun – This is the man-portable version of a machinegun used for squad support or to create a beaten zone of fire to discourage enemy activity.
Rocket Launcher – While there are many variations of this device the basic principle is a tube that fires an explosive projectile.
Sniper Rifle – This gun is a large caliber Longarm capable of hitting targets up to a mile or more.
Blaster Cannon, Pistol, and Rifle – Using a focused beam of hypersonic energy this Weapon strips flesh from bone and shatters inorganic materials. Each type varies in its range, rate of fire, and damage output.
Bonded Blade – This blade’s edge has been bonded on the molecular level to provide superior sharpness.
Devastator Pistol – The beam from this gun causes horrendous destruction to flesh and circuits alike. It is rightly feared by those who covet its power.
Energy Baton – This bludgeon is wreathed in a powerful energy field that amplifies its lethality in combat.
Fusion Rifle – The ultimate in man-portable combat arms, this gun creates a fusion reaction that is channeled down the barrel to incinerate its target with the heat of a sun.
Gauss Pistol, Rifle, and Submachinegun – This family of guns fire a small caliber high velocity round with an armor piercing core by using a magnetic field to accelerate the bullet and impart spin.
Gravity Gauntlet – A gravity enhancer has been incorporated into this battle gauntlet to increase the force of its strikes.
Laser Cannon, Pistol, and Rifle – These Weapons all utilize a power cell to concentrate light energy into a destructive beam.
Some versions of this Weapon family use x-ray laser technology to bypass traditional laser defenses.
Plasma Flamer – Replacing liquid fuel with super-heated plasma, this ‘flamethrower’ sprays a highly destructive inferno that consumes anything it hits.
Climbing Rig - This is a general term for any combination of devices and rope that assists in climbing sheer surfaces. The model with this Gear should have some kind of rope and/or harness modeled on the figure proper.
When making Terrain Checks for the Climb Action this model gains a +3 CBT Rating bonus.
Extra Rations - Nothing improves a Scrapper’s morale and fitness like an abundance of good quality food or a full fuel cell, depending on how they swing.
Extra Rations must be purchased for all models in a Crew. If this has been done, then this Crew’s Player gains one extra Break that can be used Once per Game.
Extra Rations only work for one game at a Supply Point cost of 5 points per model in the Crew. They can only be purchased if the Crew does not have any at that time and may not be purchased in multiples.
5 SP/each model
Gas Mask - This piece of Gear comes in many forms and is useful in filtering out dangerous fumes and gases.
A model using this Gear gains a +3 CON Rating bonus when making a Resistance Check against an Attack bearing the Gas Source Trait.
Ruck Sack - Scrappers tend to use some fashion of backpack, bag, or satchel to carry their extra food, equipment, and loot. The Ruck Sack represents these various items. Some form of back pack, large sack, or satchel must be modeled on the miniature for this Gear to be purchased.
A model with a Ruck Sack increases its Encumbrance limit by +1 piece of Gear.
Tactical Harness - A model with a Tactical Harness increases his Encumbrance allowance by +1 piece of Gear and gets a +1CBT Rating bonus on any Terrain Check for the Climb Action.
Tool Kit – A Tool Kit grants a +1 CMD Rating bonus to any Gear Check this model makes.
Comm Unit – A Commander model with a Comm Unit can extend its Command Radius to anywhere on the tabletop for any of its Crew members who also have purchased this Gear. All conditions for using a Command Radius still apply, they just have increased range.
Extra Ammo - Running out of ammunition is never a good thing. Scrappers sent on special missions often take greater than normal amounts of ammo to compensate for a lack of access to their normal supply chain.
A model can use its Extra Ammo to automatically pass a Weapon Gear Check for a Longarm or Sidearm. This is usable only Once per Game and must be purchased between games as normal. A model may only have one piece of Extra Ammo Gear at one time.
Hot-Suit – Designed to protect its wearer from the worst radiation, chemical, or biological attack this suit grants the model the Immune (Gas, Poison, Radiation) Trait.
Laser Sight - A Laser Sight is purchased for a Sidearm or Longarm. It grants a +1 bonus to the user’s CBT Rating when making Ranged combat Attacks at up to Effective Range for the Weapon.
Scope - A model may purchase a Scope for any Longarm he has, as long as the Scope is modeled on the Longarm.
When executing a Take Aim Action with a Scope, this model may use his Weapon’s Effective Range or 20” whichever is farther, for determining the Long Range penalty of CBT/2.
Auto-Doc – One of the greatest pieces of surviving Ancient technology, an Automatic Doctor is a self-contained, non-networked robotic physician capsule that will diagnose and treat any organic lifeform placed within.
This Gear is part of the Crew’s Stash and may only be used by True Human models.
In the After Action Report the Auto-Doc aids in healing injured members of the Crew. When making the Random Check on the Trauma Table, this Artifact lets the Wounded model’s Player roll 2d10 and take the result of his choosing. This may not be re-rolled by any means.
Auto-Fac – The Holy Grail of Ancient tech is the Automated Factory, or Auto-Fac. This automaton can replicate any item imagined by turning ordinary matter into compatible supplies.
A Crew will add this Artifact to its Crew Stash. Once per After Action Report, before any Scarce Gear Checks are made or Scrap Tokens are sold, the Crew’s Commander appoints one model from the Crew to make a Gear Check. The opposed roll Difficulty is based on the Artifact’s Condition.
If the Gear Check is passed then the Crew may either have Extra Rations for all members in the next Game, or may generate Extra Ammo to give to a number of models equal to the Condition of the Artifact. Good Condition produces 3 Extra Ammo Gear pieces that the Player may either put in the Crew’s Stash or assign to its members that can use it. An Auto-Fac in Fair Condition produces 2 Extra Ammo Gear, and one in Poor Condition only produces 1. This type of Extra Ammo will apply to any type of Ranged Weapon whether Common, Scarce, or Artifact.
Bio-Scanner – When attempting to Detect enemy models in Ambush, this model’s Detection range is 3x its CBT Rating in inches. This does not increase if the enemy in Ambush is a Synthetic Lifeform.
Crash-Pack – When this model is first Wounded during a Game, this Artifact triggers and the model ignores the Wounded result turning it into a No Effect result instead. If the model ends the Game without being further Wounded, it will still need to make a Trauma Check in the After Action Report. One use only. Non-Android Alpha User only.
Grav-Compactor – Used in Ancient times as a rapid method of sanitation containment, this hand held device uses a high gravity field to attract any debris or personnel to its shielded micro-singularity.
As its Action, a model with this Artifact may Move up to 3” and throw the device to any open spot not occupied by models or Terrain that is within a number of inches equal to the model’s base CON Rating. Or it may throw the device first and then Move up to 3”.
Once this has been done, the controlling Player places a 1” diameter Grav Token on the desired spot within Range. All models within 3” of the Grav Token are immediately moved into base contact with the Token. This is in a straight line by the most direct route. If any other models are already in contact with the Grav Token and there is no clear direct route to the Token, then move the models into base contact. This does not allow them to become Engaged as they are pinned together by the high gravity field.
Any Active models in that area lose their Action Token and all models drawn into the field are subject to the Heavy Trait while trapped within this area.
The effect of this device may persist in subsequent Turns based on the condition of the Artifact. In the SitRep Phase of the next Turn, after any Rout Checks have been made, the Players make a Random Check. If this Artifact’s condition is Good then the Random Check result must be 7+ for this effect to stop. If the condition is Fair the result of 5+ will end this effect. And if the condition of this item is Poor then a 3+ result will end the effect.
If the effect persists after this Random Check, then the Players will need to repeat this every Turn until the effect ends.
In subsequent Turns if this effect persists, any Ready models within the area of effect may be Ordered an Action Token, but may only use it to execute a Move Action to get out of the field in a straight line directly away from the Grav Token, as if fleeing from a source of Panic.
Any models that Move within the area of effect are immediately moved to the Grav Token as described above.
This Artifact is a single use item and is removed from the model’s Gear once used.
No-Rad Dose – This is an anti-radiation serum which removes all RADS from one model’s entry on the Crew Manifest. May be used at any time. One use only. Non-Synthetic models only.
Rad-Scanner – A model equipped with this Gear will detect a Radiation Event prior to it being triggered. This allows the model to make both Players re-roll the Event. If it is another Radiation Event, then that must be used normally.
Stim Dose – This medical stimulant energizes the user and allows them to return to the fight temporarily.
If a model has this Artifact and is Ready, then it may use this dose to Order an Action Token to itself. This is removed from the Crew Manifest once used.