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7TV - 2e Apocalypse - HybOei

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0% found this document useful (0 votes)
700 views168 pages

7TV - 2e Apocalypse - HybOei

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/ 168

APOCALYPSE

DIRECTOR'S
GUIDE

BOOK ONE
CONTENTS
WELCOME TO THe PLEASE STAND BY... 4 TURN SEQUENCE 12

DIRECTOR’S GUIDE
Welcome to the end of the world 4 1. The countdown phase 13
So what is 7TV? 4 2. The action phase 14
3. The end phase 26
THE BASICS 6
What you will need to play 6 ATTACKS 28
Why a new box? 6 Weapon effects 29

In this first volume find out what THE PROFILE 8 SPECIAL EFFECTS 32
it takes to be a pulse-pounding Statistics 8 Combat 32
7TV director. Knowledge 33
PLOT POINTS 9 Physical 34
You will be able to direct the action Plot point gains summary 9 Traits 35
with the core rules that explain your Unexplained 36
cast’s strengths and weaknesses and STATISTIC TESTS 10 Vehicle 36
how to face your opponents in Wheelman 37
thrilling battles. SIDES & PLAYERS 10
GEAR 38
Learn about Statuses (and how to STATUSES 1O Drawing gear cards 38
avoid them!) and the different types Dominated 11 Using gear 38
of ATTACKS and SPECIAL EFFECTS On Fire 11
your cast members may use. Stunned 11 MUTATIONS 39
Weakened 11 Drawing mutation cards 39
Also discover the essential GEAR and Using mutations 39
hideous MUTATIONS you can include THE INITIATIVE ROLL 12
to ensure you survive the apocalypse! Stealing the scene 12 QUICK REFERENCE 40
PLEASE STAND BY

PLEASE STAND BY...


7TV:Apocalypse is a tabletop wargame inspired by the many apocalyptic spectacles of
television and cinema! Fight across the tabletop at the end of the world to try and carve
out a new home – or revel in the chaos of the end of days!

7TV:Apocalypse allows play in any genre of apocalyptic WELCOME TO THE END OF THE WORLD SO WHAT IS 7TV?
game you wish. You can chase your enemies across a 7TV:Apocalypse is designed for cinematic style skirmish
desert with giant ants from the atomic age, or try to games. If you love an old dystopian television show or IT’S A WARGAME
outrun mohican-sporting marauders for the last drops post-apocalyptic film and wish you could realize it on You’ll need an opponent, miniature models, dice, rules
of guzzoline. the tabletop – well, now you can! and somewhere to play on. You choose your cast and set
up your models, and your opponent will do the same.
Or maybe you want to face the zombie hordes in any Using the same rules and mechanics as the 2nd edition Select the profile and gear or mutation cards you need
number of undead holocausts from the black and 7TV: Inch High Spy-Fi rules, 7TV:Apocalypse are stand and get playing. It’s quick and simple and a lot of fun.
white classics to the modern award-winning franchises alone and are intended to allow players to run games
they have spawned? within the many worlds of the post-apocalyptic genre. IT’S A METAGAME
7TV is a game about making a TV programme or a
You can fight for the very souls of mankind as angels Players can control a disparate group of survivors, a film. Your models are your cast and you have a ratings
or demons on Judgement Day. Or escape the virus- zombie horde, alien invaders, marauding gangs, the number to allow you to choose your models. Models are
ravaged City from your bio-engineered nemesis. mutated offspring of the apocalypse or angels and demons either Stars, Co-Stars or Extras. The games you play are
Perhaps you have imagined some future dystopia ruled battling for control of the world! The rules and profiles are called episodes. Your cast doesn’t get killed if you lose
by the machines, simians or alien overlords – and want designed to be as generic as possible, allowing you to – they get axed. There’s a countdown until the credits
to break the chains of their oppressive regime? field whatever type of themed cast you wish. roll and all the random events are TV or movie themed.

All this and more is possible with 7TV:Apocalypse, Along the way, we offer some advice on re-creating worlds Does this make a great difference? No and yes. No,
providing hours of play across many genres. in the aftermath of certain types of apocalypse and the because you can just play the game like any other
most suitable cast members that should be used. wargame – choose your models and fight battles. Yes,
because you can play the game quite tongue-in-cheek
or take it all fairly seriously (but never too seriously).
The fact that the game is buried inside a movie or TV
show gives it a whole different feel, and we love it; it
plays right into the genre we’re re-creating.

3
PLEASE STAND BY

IT’S A LOVE OF APOCALYTPIC TV AND MOVIES Plus there are action movies like Red Dawn and I Am
At Crooked Dice we love both the cult and mainstream TV Legend, the slightly doom-laden movies of the 1970s 7TV 2ND EDITION
and movies within this particular genre, whether they are and 1980s like Damnation Alley, The Omega Man, The 7TV 2nd Edition rules allow you to create casts
just plain silly or designed to be taken deadly seriously. Logan’s Run, Escape From New York, The Terminator from almost any kind of movie or TV show you can
Budgets often vary but there are similar tropes to be and Cherry 2000, and even video games like the Fallout imagine – what’s in your head is the only limit. The
found across the whole gamut of different types of post- series and The Last of Us. rules have a multitude of generic Star, Co-Star and
apocalypse world, often sticking to certain established Extra options to choose from, so if you’ve seen it
conventions or turning concepts on their heads. Post-apocalyptic brings us mutants, despotic madmen, on TV, in a movie or have woken up at 4am with a
car chases, killer robots, leather clad heroes, hordes of brilliant idea, you can do it. From rebelling against
IT’S APOCALYPTIC undead and virus-crazed cultists. All of which are too alien invaders or avoiding gasoline-obsessed crazies,
This genre is a mixture of horror, action, near future and good not to include in this version of 7TV. to battling the undead or overcoming the perils of a
science fiction. The uncertainty of the future has often nuclear wasteland – go for it!
been captured by filmmakers of the day from the fears BUT WHAT IS 7TV?
of the atomic bomb in the B-Movies of the 1950s to the In 7TV: Inch High Spy-Fi we created a fictional TV And that… is 7TV. So grab some models, put on your
paranoia of Cold War invasion exemplified in the classic studio, now defunct, who brought the world an epic battered leather motorcycle jacket, settle down with a
Invasion of the Body Snatchers. Other movies have been catalogue of cult TV in the 1960s and 1970s – nice glass of rad-free water and get playing!
satire or social comment such as Romero’s Night of The 7TV Studios.
Living Dead.
They were the brainchild of Sidney Barron – an
Post-apocalyptic is perhaps epitomised by: the original independent TV producer who hit on a formula to
Mad Max trilogy and the more recent Mad Max: Fury both shock and entertain. After Barron mysteriously
Road; the zombie movies of George Romero and his disappeared from his Monaco yacht, his son Michael
imitators; the Planet of the Apes movies and TV show; led the charge into the age of the video nasty,
the 1970s Survivors and its 2008 remake; and more producing cheap slasher and monster flicks to
modern TV shows like The Walking Dead, The 100 titillate new audiences.
and Falling Skies.

4
THE BASICS

THE BASICS
WHAT YOU WILL NEED TO PLAY WHY A NEW BOX? COMMON TERMS
This booklet is one of three rulebooks contained in this The same basic 7TV 2nd Edition rules are here, so As our rules are based on film and TV action, 7TV
new version of the 7TV boxed game. This set contains: the game is still the same fun it always was but we’ve renames several commonly used game terms to better
re-themed this boxed set to reflect a slightly grittier reflect the setting, for example:
• Director’s Guide contains the main skirmish rules genre, the world of post-apocalyptic TV and movies.
• Producer’s Guide assists you in building your casts • The models that comprise your side are collectively
and creating a ratings-winning production of 7TV There are new profile cards, vehicle rules, gear, called a cast
• Stuntman’s Guide contains the vehicle combat rules mutation and vehicle mod cards to use and a whole • Your cast is made up of Stars, Co-Stars and Extras
• A deck of 119 profile cards raft of new special effects that more adequately reflect • Any abilities your models may possess are known as
• A deck of 11 unit cards the improvements that have been made. special effects
• A deck of 45 countdown cards • Stars and Co-Stars have unique special effects
• A deck of 20 gear cards THE GAME’S THE THING called star qualities
• A deck of 20 mutation cards 7TV is meant to be fun, even though it’s a competitive • The relative value of your models and your cast is
• A deck of 36 vehicle mod cards game where you are attempting to tactically get one measured in ratings
• 5 vehicle profile cards over on your opponent. If you’re winning, try to win • The games you play are called episodes
• 20 plot point counters with grace and if you’re losing, try to learn from your • The player who is taking the current turn is on-screen
• 27 tokens for marking statuses and objectives loss. Don’t gloat, cheat or take advantage of a new
• 1 blast, vehicle turn and flamethrower template player. These behaviours will just make it less likely DICE ROLLS
• 1 pewter Maguffin token people will want to play another game with you. 7TV die rolls are made using standard six-sided dice.
• 6 six-sided dice These are referred to as D6s. Sometimes you’ll just roll
• 3 skid dice If you’re not sure of a rule, by all means look it up. If one die (1D6) and that’s your number (initiative rolls use
• 1 crash die you can’t find it, move on and just roll a die to resolve 1D6). Sometimes you’ll roll 2 or more dice (2D6, 3D6,
the problem. After the game take your time and look it etc.) and add the results. There might be modifiers to the
Now all you’ll need to play 7TV is some suitable up again. Next time you’ll remember it. If you disagree totals rolled; in this case just adjust the total accordingly
models and some willing players! Get going! with any of our rules and your opponent agrees, use a (2D6+1 means roll two dice add them together then add
different rule. one). If you need to roll D3, simply roll 1D6 and count
1-2 as a 1, 3-4 as a 2 and 5-6 as a 3

5
THE BASICS

EXTRA DICE BASE SIZES FRONT AND BACK


You may sometimes roll extra dice under certain Models usually come on bases for stability; the size of All models are considered to have front and back
circumstances. Most often this will happen when you base can sometimes be important. The actual shape zones, each of 180 degrees, with the dividing line
are making an attack or defending against an attack of the base isn’t important so bases can be square, as shown.
(see page 20). There is no limit to the number of extra round, hexagonal, etc. (we like round bases, though).
dice you can gain. If you get extra dice from multiple Bases are divided into the following size categories:
sources then all these extra dice are thrown together
with the one dice you start with. • Small 20mm FRONT
• Medium 25-32mm
BACK
Your final result is scored as follows: • Large 40-50mm
• Massive 60+mm
• The result of your HIGHEST die
• +1 for each remaining die which scores a 4, 5 or 6 You may wish to give your vehicles bases but this Models cannot normally attack or charge models that
isn’t actually required – the rules use the size and are wholly in their back zone. Models who are in both
EXAMPLE: An Everyman Co-Star is making a strike the obvious front, sides and back of the model as the zones are considered to be in a model’s front zone.
roll to try to take out an advancing Marauder Pyro. reference points.
The Co-Star is about to roll 1D6 plus two extra REROLLS
dice. The dice roll 2, 4 and 5. The final score is 6: If you reroll any die, you must accept the second roll.
The highest die (5) plus +1 (for the 4) plus nothing You are not allowed to roll it again for any reason.
(for the 2). Is it going to be enough?

6
THE PROFILE

THE PROFILE
Each model has a profile – a PROFILE NAME TYPE MIND
The name of the model. Star, Co-Star or Extra. The mental prowess of a model.
list of their abilities and attacks
– which determine exactly BODY
what it can do during a game. FIGHT The physical strength of a model. High
How good the model is at Body equals better Fight attacks.
making attacks at close range
Everything you need to know about SPIRIT
(e.g. a punch or kick).
a model’s profile is listed on their A model’s courage, staying power and
leadership abilities.
profile card. SHOOT
How good the model is
at making ranged attacks

STATISTICS (e.g. with a pistol).


SPECIAL EFFECTS
Most models have six statistics each DEFENCE These allow the model to do all kinds of
A combination of agility, size useful things during a game. Each special
with a numerical rating:
and natural toughness. effect listed here is fully explained on the
back of the card.
• Fight STAR QUALITY
• Shoot Each Star and Co-Star profile
lists a star quality. A model can
• Defence ATTACKS
use its star quality up to once
• Mind Most models have at least one attack.
per turn, before or after any
This section details:
• Body action it performs, as a free
• Spirit action. To use a star quality, a
• TYPE - There will be one of two
player must immediately pay
symbols here, depending on whether
the listed plot point (aka ✪) the attack is a fight attack
Fight, Shoot, Body, Mind and Spirit cost (see page 9), as given (fist symbol) or shoot attack
normally range from 1 to 6, with on the star quality entry. (target symbol).
6 being the best. A statistic of 0 • ATTACK - The name of the attack
is possible and means ‘does not (or weapon).
apply’. As an example, an average RATINGS HEALTH GENRE(S) • RANGE - The maximum range in
A number which represents the From 1 and up. The genre of each inches you can make an attack with
human Survivior would have a 3 in
effectiveness and value of the Stars normally have model determines this weapon, measured from the
all of these statistics. attacker to the target model.
model in the game. 3, Co-Stars 2 and if it can join your
Extras 1. When a cast or not. Models • STRIKE - The number you add to
Defence is around 8 for a standard model’s Health is from a Programme your dice roll when you make an
reduced to 0 it is Guide will have their attack. The higher the better.
human Extra, 9 for a Co-Star and
removed from play. cast’s symbol here • EFFECTS - Any special rules the
10 for a Star. weapon may have.
instead.

8
PLOT POINTS

PLOT POINTS
Plot points are generated each turn according to the models you have in play at that moment. You use your plot points to
activate your models, enhance combat, use some of their special effects and gear, and recover from debilitating statuses.

Players can also use plot points to increase the chance


of any of their models making an important roll, or to PLOT POINT GAINS SUMMARY
increase their chance of avoiding an incoming attack.
INITIATIVE ROLL
Players will have to make tough choices on how they • ✪ to each side for each tied initiative roll
use their limited number of plot points. Activate more • ✪✪ to the side which loses the initiative roll
models, or activate fewer models but have those models
act more effectively? Should you use your plot points to COUNTDOWN PHASE
power gear or to recover from disabling statuses? • ✪✪ to the side on screen if the face down card is a
finale card
Players carry forward plot points from one turn to the • ✪✪ to each side if you choose to turn over 2 cards
next, and there is no limit to the number of plot points
a player can have at any one time. ACTION PHASE
• ½ ✪ for each Extra in your cast (round up)
Keep a pile of available plot points off-table within • ✪ for each Co-Star in your cast
reach. When you gain plot points take them from the • ✪✪ for each Star in your cast
pile unless otherwise indicated. When plot points are • ✪✪ per starting Health of that model whenever an
spent they normally go back to the pile unless the rules opposing Star or Co-Star is reduced to 0 Health
say otherwise. If the pile runs out, find more counters
or pennies to use – the pile is meant to be a limitless
resource. Small glass beads to use as plot point tokens
are available from Crooked Dice, but you can use
anything similar, small and identical.

In the rules plot points are shown using the symbol ✪.

9
STATISTIC TESTS, SIDES & PLAYERS AND STATUSES

Statistic Tests SIDES & PLAYERS Statuses


Sometimes a model might need to make a statistic test 7TV works best with two sides fighting each other, each Statuses have a detrimental impact on the models
to see if it can accomplish something, for example, to controlled by one or more players. that are suffering from them. Models can gain various
use a particular special effect. debilitating conditions while still remaining in play –
We find games with three or four sides, while possible, these are known as statuses and are tracked with the
Roll 1D6. The test is passed if the roll equals or inevitably end up being unfair on one player who can status tokens provided in this starter set. Note that
exceeds the target number in the Statistic Test table. suffer attacks from two sides at once. If you have more knocked down is not a status.
Extra dice can be purchased using ✪ before the test is than one side you will have to make some adjustments
taken. Note: to pass a test with a statistic of 1 you will to various rules. • Models get a -1 modifier to their strike and defence
need to add at least one extra die. rolls for each status they have.
The rest of the rules have been written assuming the • Players can spend any amount of ✪ in the action
STATISTIC TEST TABLE game is being played with two sides, each controlled phase to remove one status from one model for
Statistic Value 1 2 3 4 5 6+ by one player – the terms ‘side’ and ‘player’ mean the each ✪ spent.
same thing. • Models can only have each status once. If they
Target Number 7+ 6+ 5+ 4+ 3+ 2+
gain the same status while they already have it,
they keep that status and lose 1 Health.
Initiative, strike and defence rolls (see page 20) are not
statistic tests. Place the appropriate status token next to the affected
model to track the effects during play.
EXAMPLE: A Bones needs to pass a Mind statistic
test to use their Healer special effect. The model’s
Mind is 3, so a 5 or more must be rolled. The cast
cannot afford to lose “Nine Lives” Jackson, so
the player elects to use ✪ to add an extra dice to
the roll. The dice come up 4 and 4, so the test is
passed! (4 +1 for the additional 4 for a total of 5).

OPPOSED STATISTIC TEST


Sometimes two models may be locked in a struggle
of wits, dexterity or good old brawn. When a rule calls
upon you to make an opposed statistic check with
another model, then both models roll 1D6 and add the
appropriate statistic value to the result. The model with
the highest total wins the contest.

10
STATUSES

DOMINATED ON FIRE STUNNED


Dominated models might be charmed, Models On Fire are somewhere between Stunned models are temporarily knocked
hypnotized, seduced or brainwashed. having a flaming sleeve and being a out and are quite incapable of defending
No matter how it comes about, Dominated raging inferno. Regardless, being On Fire themselves. Stunned models are immediately
models now fully believe their former is a distraction, and definitely should not be ignored. knocked down, cannot be allocated any ✪ in the action
enemies are their friends and vice versa. phase or make any attacks (including free attacks).
If this status is not removed by the end phase, an On
Models with this status count as being in play on the Fire model might suffer wounds or death from the Models with the Stunned status are disadvantaged,
side that dominated them. For all intents and purposes flames. Models who are On Fire always count as being and never get to roll any dice when defending against
the model has switched sides. disadvantaged. an attack. Simply use their Defence statistic with any
applicable modifiers.
Their new player can activate them and otherwise spend If this status is not removed you must roll 2D6 for each
their ✪ on them in the same way as any other member model still On Fire. Models who recover from this status are still
of their own cast. knocked down.
If this roll is equal or higher than the model’s Defence
The Dominated model’s original owner can spend ✪ to statistic the model will lose 1 Health immediately.
remove this status in the action phase only if they have WEAKENED
one or more of their models in base contact with the If this model has one or more Health remaining, your A Weakened model is fatigued, entangled,
Dominated model. opponent can move the affected model up to 3” in dazed or suffered minor damage. As such
a direction of their choice. The model will stop if it they only get 1 action when they are
Models who lose this status can be allocated ✪ by their contacts another model’s base or a solid obstacle (like a activated, but can otherwise act as normal.
original player and can activate in the same turn. wall, building or vehicle). Robot and Vehicle models are
never moved in this way when they are On Fire.

11
THE INITIATIVE ROLL & TURN SEQUENCE

THE INITIATIVE ROLL TURN SEQUENCE


An initiative roll is used to determine the Episodes of 7TV are divided into turns, each
order of play. further divided into phases.
STEALING THE SCENE
It is made once only, before an episode’s first turn. Unless Once per game, each player may steal the scene and TURN
specified differently in an episode's set up instructions, can take another turn immediately. In one turn:
both sides should roll 1D6 and add the highest Mind
statistic of any model in their cast on the playing area. The decision costs nothing, but choose your timing • Only a single side gets to act.
carefully as it may be the difference between victory • The side taking the current turn is on-screen.
If the result is a tie, both sides immediately gain ✪ and and defeat.
should roll again. Further ties will result in additional PHASES
✪ gains and further rerolls. The side which wins the A player must declare their intent in the end phase – The side completes phases one to three of their turn:
initiative roll gets the first turn and is the first on-screen see the rules for the end phase on page 26. The order
from now on. of play now changes and the player may make another COUNTDOWN PHASE
turn. Turn over one or two countdown cards as normal.
The side which fails to win the episode’s first turn
initiative immediately gains ✪✪. However, the player stealing the scene only gains ✪ ACTION PHASE
in the action phase for their Stars and Co-Stars, not
their whole cast (see the rules for plot points, page 9).
3 END PHASE
If the top card on the countdown deck is a finale card
then no player can steal the scene for the remainder of Then play passes to the other side, which is now on-
the episode. So pick your moment! screen and takes their turn in the same manner.

EXAMPLE: The Raiders have just taken their turn The game proceeds until one side wins the episode
and the episode is at a critical moment. The Raider (see the Producer's Guide, page 39 for more details
player decides to steal the scene and turn the tide on victory conditions).
of the battle. His side will take another turn before
play passes back to the other side.

12
THE COUNTDOWN PHASE

THE COUNTDOWN PHASE


Your episode must be finished before the nightly news, or the big film needs to be done in time to catch the last bus!
Your programme or movie has been allocated a budget (most likely wildly over-spent) and a transmission or performance
time. It’s up to you to tell the story to its conclusion while keeping the audience on the edges of their seats.

The countdown is an indicator of how much time is Separate the Act One, Act Two and Finale cards and
left to play your episode, and when it reaches zero the THE COUNTDOWN DECK shuffle each pile. Deal the required number of Finale
episode will end. You can gain more ✪ if you accelerate Countdown cards are used to track how many turns of cards face down in a convenient spot. Add the indicated
the countdown, allowing you to activate more models or play remain. Each one also details a random event or number of Act Two cards on top of the Finale cards,
make your actions more effective but that will give you opportunity which you or your opponent may be able then the same number of Act One cards on top of these.
less time to play out your episode. The choice is yours! to take advantage of during play. The number of cards Place all the unused countdown cards to one side.
in the countdown deck is dependent on the table size
In this phase the on-screen player will turn over one or you’re playing on. USING THE COUNTDOWN DECK
more countdown cards and play a countdown event. The At the start of the countdown phase, if the face
countdown deck is comprised of three parts, mirroring THE SIZE OF YOUR PLAYING AREA down card is a red Finale card, the side on-screen
the three acts that constitute the average finished We find games of 7TV are best played on a 4x4 feet immediately gains ✪✪. Some effects take place
televised episode. Players will work through the deck playing area. This allows room to manoeuvre before immediately while some remain in play for the whole
until it is exhausted and then the episode will end. models get into long ranged shooting ranges with each turn. At the end of the turn, place this countdown card
These parts, and the order in the deck in which they other. But you can play on sizes bigger and smaller on the flipped pile.
will be encountered, are: if you wish – a larger size will favour shooting and
vehicle combat, a smaller size (down to 2 feet square) In the countdown phase of each side’s first turn, the
• ACT ONE: In the first act, the focus is about moving will favour hand to hand combat. Find the longest on-screen player gets to flip over one card and play the
your cast members into position. These cards mainly dimension of the table area you are playing on and effect on the card. On subsequent turns a player can
deal with movement and other incidental events. consult the table below. choose to flip over one or two cards. If two cards are
• ACT TWO: In the second act, the action is beginning flipped, then all sides immediately gain ✪✪ and the
to heat up. Cards from this act mainly focus on Table Finale Act Two Act One player on-screen plays the effect on the last card flipped.
Total
attacking the opposing cast. Size Cards Cards Cards
• FINALE: By the finale, things are red hot. Anything 2-3 feet 5 5 5 15 ENDING THE COUNTDOWN
can happen in the last few minutes of an episode. 4 feet 6 6 6 18 If there are no cards remaining in the countdown deck
Finale cards can really let the cat out of the bag! 5+ feet 7 7 7 21 after the effect on the card has been resolved, the
episode will finish at the end of this turn.

13
THE ACTION PHASE

THE ACTION PHASE


At the start of the action phase the on-screen player will gain ✪ according to the number and types of models
they have in play in their cast. Then they can activate as many models as they wish, one at a time.

GAIN PLOT POINTS ✪ ACTIVATE MODELS REMOVING STATUSES


The side on-screen gains ✪ according to the models The side on-screen can choose to activate any number Before or after activating a model the on-screen player
they currently have in play. Models are in play if they of models, one at a time. A model cannot activate if: can choose to pay ✪ to remove one status from one
are on the playing area and acting on your side (see model in their cast. They can do this as many times
the section explaining in play and removed from play • They have already activated this turn as they like, in any order, between any activations they
on page 24). Models who are Stunned or have other • They have the Stunned or Dominated statuses make in this phase. Players can remove statuses even
statuses are still counted as being in play. Dominated if they do not activate any models.
models are in play, but on the opposing side, so you do Activating a model costs ✪, which is returned to the
not gain ✪ for these models. Gain ✪ as follows: unused ✪ pile. Once a model has been activated it can
normally take up to two actions – see page 16. MOVING TO THE END PHASE
• Each Extra in play + ½ ✪ (round up) Once the on-screen player has finished activating models
• Each Co-Star in play +✪ and removing statuses, proceed to the end phase.
• Each Star in play + ✪✪

You do not gain ✪ for Extras in your cast on any turns


in which you are stealing the scene (see page 12), or if
your cast is axed. See the section on determining if your
cast is axed on page 26.

EXAMPLE: The cast on-screen has one Star, one


Co-Star and five Extra models in play. They will
gain ✪✪✪ for the Extras (2 ½ rounded up), ✪ for
the Co-Star and ✪✪ for the Star, for a total of 6✪.

14
THE ACTION PHASE

MODELS WITH THE LEADER SPECIAL EFFECT MODELS WITH THE UNIT LEADER SPECIAL EFFECT
When a model with the Leader special effect is Some models are organised into small units under the
activated, you can immediately choose a number of command of a specified model with the Unit Leader
friendly models within 6” equal to the value of the special effect. The unit leader and unit can activate as
Leader special effect. The Leader special effect may one, sacrificing tactical flexibility for efficient activation.
restrict which models can be activated. These models
can be activated for free after the leader model, in Choose any number of models in this unit within 6”
any order you choose. Models cannot be chosen if: who have not activated this turn. Pay ✪. All these
models can activate this turn. You can use this special
• They have already activated this turn effect only once per turn.
• They have the Stunned or Dominated statuses
Models more than 6” away from the unit leader, and
Models activated by another model’s Leader special models in the unit you choose not to activate are not
effect cannot themselves use any of their own Leader included in these activations. Any or all models in a
or Unit Leader special effects in the same turn. unit can be activated individually as normal.

EXAMPLE: An Overlord with the Leader 2 special EXAMPLE: A Grunt unit prepares to tackle some
effect urgently needs to advance his Marauders intruders. The unit is composed of a Grunt Leader
into an enemy camp. When this model is activated, (with the Unit Leader special effect) and four
his player can choose to activate two models within Grunt models all within 6” of the Leader. Their
6”. These models will activate after the Overlord. player pays ✪. All five models including the unit
“Move along or you’re toast!” leader can now activate, one at a time.

15
THE ACTION PHASE

ACTIONS
A model which can activate may now take up to MOVE ACTIONS SPECIAL ACTIONS
two actions. Unused actions are lost. A model making a move action can change the direction Some actions or special effects require a small amount
it is facing (see page 17) or move across the tabletop. of time to take effect, but don’t fit into either of the
Once a player has taken all the actions with a model Most models can take two move actions during their above categories. Examples include aiming a shoot
they intend to take, they must activate another model, activation by using both their actions. weapon, using the Medic special ability or picking up
remove a status or end the action phase and move onto an objective token (see Producer's Guide, page 36).
the end phase. The following actions count as one of These are all covered by special actions.
your two actions per activation: STRIKE ACTIONS
A model making a strike action can either make a shoot
• MOVE attack with a ranged weapon, or make a fight attack FREE ACTIONS
• STRIKE with a melee weapon, fist or any other weapon they are Free actions never count against the maximum of two
• SPECIAL equipped with. You cannot normally make both shoot actions you can take during your activation, so you can
and fight attacks in the same activation. move, shoot and take a free action for example. Making
And this one does not count towards that limit: a statistic test, using a star quality or gear are examples
of free actions. A model can take more than one free
• FREE action during its activation.

16
Move Actions

MOVE ACTIONS
Each move action will allow a model to move up CHARGE ATTACKS OBSTACLES
to 6” across clear ground, unless that model has A model which ends its first move action within fight Obstacles can slow down models and make for a
the Move special effect which gives a different range of one or more opposing models can make an tactically challenging place to do battle. Examples
move value. immediate charge attack as a free action. A charge is include walls, hedges and ditches. Obstacles are
a fight attack with any weapon the moving model has typically only about 1” deep or high. Normal sized
Models can take two move actions during their on their profile that has the range to reach the target doors are obstacles to Large and Massive models, and
activation unless otherwise noted. model. Resolve the charge attack before taking any windows count as obstacles to all models.
further actions with this model.
Some special effects such as Fly allow other forms of If the height or depth of the obstacle is not greater than
movement. Such moves are also 6” per move action, Models cannot make a charge attack if the target model the model’s height then the model can move across it
unless otherwise noted. was in the moving model’s back zone at the start of as normal.
their move action. Models can only make one charge
Models cannot move through opposing models, walls, attack per turn. If the obstacle’s height or depth is greater than the
buildings or vehicles. There must be enough space model’s height, the model must additionally pass a
for a model to move its base between these battlefield EXAMPLE: A Feral Kid uses her first move action to Body statistic test. If the test is passed the model can
obstructions or the moving model cannot move past. rush a patrolling Hazmat Trooper who’s getting too complete its movement. If the test is failed the model
Models can move through the bases of friendly models close. She moves 4” and ends in base contact. As ends its movement on the near side of the obstacle.
if there is room for the moving model’s base to be the Hazmat Trooper is in her fight range she gets to
placed on the other side. make a charge attack against him as a free action. Models intending to cross an obstacle can only spend
After the strike roll is made, the Feral Kid can still one of their actions moving this turn. A model can never
use her second action to do something if desired. cross an obstacle using their second move action.
FACING
Models can end each move action facing any direction EXAMPLE: Two Beastmen are chasing after an
they like. A model must use a move action to change DOORS AND WINDOWS escaped prisoner, who’s just made it over a low
the direction it is facing. All doors are assumed to be normal sized unless perimeter wall. The wall is 3” away from the first
otherwise stated. Small and medium based models can Beastman, so he can move his full move rate of
move through these doors without penalty. Specify any 6” and be placed over the wall, but cannot move
larger sized doors on the playing area before play begins. further. The second Beastman is lagging behind and
Models can move through these doors without penalty if is 7” from the wall. His first move action takes him
their base is equal or smaller than the width of the door. to within 1” of the wall, but he is not allowed to
Otherwise the door is treated as an obstacle. spend a second action to get over the wall. So, he
uses his second action to move adjacent to the wall.

17
Move Actions

ROUGH GROUND CLIMBING HIGH WALLS AND CLIFFS


Rough ground is any part of the playing area where When your playing area has vertical features like a These ascents and descents are the most tricky, as there
the going is bad or broken. Rough ground can occur half-built tower block, crumbling cliff, or warehouse are no ideal handholds. Models ascend and descend as
in small or large patches. Examples of rough ground with an upper storey you will need to divide it into per ladders, but in addition to using a move action, they
are swamp, bog, mud, dense woods, boulders, broken vertical levels, each between 2” and 4” in height. must pass a Body statistic test. If this test is failed, the
ground, soft sand, scree, steep (but not vertical) slopes Models can climb (up or down) between levels using model still expends the action but will not move.
and shallow water. their actions, and sometimes by making a Body statistic
test, depending on the nature of the climb involved.
All movement through rough ground costs 2" of FALLS
movement allowance for every 1" travelled. Models can choose to drop from an edge to a lower
STAIRS level, or can fall through the result of an injury, or by
Models climbing via stairs simply use a move action to being pushed by another model. A model which survives a
move horizontally as normal and will gain or lose height successful strike while climbing a ladder, wall, cliff etc.
5.45 according to the horizontal distance they travel. No must pass an immediate Body statistic test or they will fall.
Radland Races other rules apply for movement on stairs.
starring Harvey Gorman Place the falling model on the lowest level below the
The Canyonball Run point where they fell. Roll 1D6 for each level a model
by FREDDIE BRIEFEDDER LADDERS AND ELEVATORS falls and total the result. If the result is equal or greater
Boss Vegas promises water for life Models climbing via ladders and elevators must use a than the model’s Defence statistic they suffer -1 Health
for the first Racer to reach Arizona
move action to ascend or descend one level if they are and are knocked down.
Bay by braving the entire length
of the Grand Canyon: 300 miles of immediately adjacent to the ladder or in the elevator. This
crumbling cliffs, flash floods, savage action cannot be combined with horizontal movement. After you resolve the fall, the model’s activation finishes.
Tucson Raiders and of course their
fellow competitors. EXAMPLE: A Scrounger is surrounded by advancing EXAMPLE: Zed the Cultist falls three levels into a
Rick Rascally ....... HARVEY GORMAN Fungoids high on a gantry. She can try to fight it out fetid pool. Lucky? Hardly. 3D6 is rolled for a fall of
Dirk Decent .................. CHRIS REEVE (unlikely!), jump down (ouch!) or climb down the 3 levels with a result of 10. This is more than Zed’s
Colorado Beatle . RICHARD STARKEY
Tucson Raider .......... PETE DIAMOND adjacent metal ladder. Since she’s adjacent to the Defence of 8 and he is removed as a casualty, no
ladder she can use her two move actions to descend longer caring that he’s also knocked down.
Producer FREDDIE BRIEFEDDER
Director SAUL PAXLEY two levels to the ground floor, remaining in base
contact with the ladder at the end of this movement.

18
Move Actions

SWIMMING PUSHING MODELS


All models are assumed to be able to swim, but Models suffer all the effects of a successful free strike Certain attacks and special effects can push models,
movement through water is slow going. Each 1” actually immediately. This includes losing Health or gaining literally moving them out of the way. When a model is
moved costs 2” of movement. Models cannot spend two statuses. Models using a second action to move away pushed, move it the indicated distance directly away
actions moving through water in the same turn. from an opposing model and who gain the Weakened or from the pushing model. If there is no room to move the
Stunned statuses do not get to complete their movement. pushed model this distance, move it as far as you can.
Once all free strikes have been determined, the moving A pushed model also needs to pass a Body statistic test
FREE STRIKES model can complete their move, if they are able to. or it will be knocked down.
Models that use their move action to move out of
the fight range of one or more opposing models will EXAMPLE: A Marauder needs to get across the table Pushed and pushing models never suffer free strikes
suffer one free strike from each such opposing model. and must disengage from a drunken Savage to do so. as a result of push movement. Models can never be
These free strikes take place as soon as the activating As soon as she leaves base contact, the Savage gets pushed off the table.
model moves out of each opponent’s fight range. Each to make a free strike. It succeeds and the Marauder
model eligible to make a free strike must choose one gains the Stunned status. She is now knocked down EXAMPLE: A mounted Marshal gallops straight
of their fight attacks, which has the required range and loses all remaining actions this turn. towards some Cultists. At the end of her move
to the moving model. Moving models always count as action, she can use her Horsepower special effect to
disadvantaged (see page 22) against a free strike, and push any opposing models within 2” up to 2”. The
will not get a Shield bonus to their Defence. KNOCKED DOWN Marshal player can push all affected models in any
Models can be knocked down as a result of attacks, order she likes, directly away. Each pushed model
Models can only suffer free strikes when moving in their special effects or scenario conditions. At the end of any must now make a Body test or be knocked down.
player’s own action phase, never during their opponent’s of its move actions, a model can be knocked down if
turn. Stunned and knocked down models can never its player chooses to. Knocked down models are placed
make free strikes. lying down on the table. While knocked down, a model
cannot make fight attacks and can only move 2” with
An opposing model’s fight range is noted in the attacks each move action spent. When drawing line of sight to,
section of their profile. This is normally base contact or from, a knocked down model, use the closest part of
(0”), but some fight attacks have a range listed, which the knocked down model’s head or body.
allow free strikes to be made at greater distances.
Models can free strike any number of models in one Knocked down models count as disadvantaged (see
turn, but can only strike each model once. page 22) when defending against strikes. A knocked
down model can use a move action to stand up.
Knocked down models do not block line of sight.

19
Strike Actions

STRIKE ACTIONS
If the attack passes through 3” or more of woodland or
Models can use strike actions to make shooting 1. DECLARE A TARGET hedge terrain then the line of sight is blocked and the
and fight attacks. These can disable and remove When an attack is declared, you must declare the target attack cannot be made. If the target is in base contact
enemy models during an episode, and are of that attack. A target is any model or vehicle. You with hard or soft cover and any part of the line of sight
generally essential for victory. cannot target an area of ground, building or item of to that model or its base is blocked by that cover then
scenery unless the attack uses a template – either the the target gains the appropriate cover benefit (see
Models cannot take strike actions if they are knocked 3” or 5” blast templates or the flamethrower template. defence roll modifiers on page 21).
down or have the Stunned status. Models cannot make
shoot strikes if they are in fight range of an opposing Attacks which do not use a template will affect only
model. Fight attacks are typically short range attacks the target model. Attacks which do use a template will 3. DETERMINE THE RANGE
which strike an opponent with a melee weapon (or even affect all models whose bases (or part of the model if a Each attack has a range listed in inches. If the attack
a fist, or a rugby tackle). Shoot attacks rely on projectile vehicle) are under the template area. Attempt a strike does not use a template then the distance between
or beam weapons to hit from a distance. against each target model, one at a time. the attacking model and the target must be within the
listed range of the attack or the attack will miss and
When a model uses a strike action, choose one attack the strike action is considered spent. If the attack does
listed on its profile, which will indicate if it is a fight or 2. DETERMINE LINE OF SIGHT use a template and the distance to the target model is
shoot attack. Models cannot make both fight and shoot The target must be partially visible to the attacking greater than the listed range then place the template
attacks during their activation, and cannot normally model. If the target is a model then part of that model’s with its centre on the line between attacker and target,
spend more than one action on shoot strikes in the head or body must be visible to the attacker. Any part of at the listed range of the attack. Any models under the
same activation. the target model’s base (or the model if it has no base) template are targeted by the strike.
must be in the front 180 degrees of the attacking model
Note that it is possible to combine fight and shoot – models cannot normally make attacks against targets When measuring distance, use the closest part of the
attacks in the same turn by playing countdown or gear which are behind them. If you’re in doubt, roll 1D6. On attacker’s base and the closest part of the target or its
cards (see page 38). the roll of 4+ you can make the attack. base if it has one.

Here are the steps in making a strike action: Models may obscure target models with equal-sized or EXAMPLE: A Scout is lining up a shot against
smaller bases that are behind them, if a direct line from some cannibalistic Ghouls. Ghoul A is behind the
1. Declare a target the attacker passes over the intervening model’s base bases of the Ghoul in front and cannot be targeted.
2. Determine line of sight to reach the target. Models with larger bases are not Ghoul B, although behind the corner of a building,
3. Determine the range hidden behind models with smaller bases. is partially visible and can be targeted.
4. Defender makes a defence roll
5. Attacker makes a strike roll
6. If attacker is successful, determine attack effects

20
Strike Actions

DEFENCE AND STRIKE ROLLS DEFENCE ROLL MODIFIERS


A strike can now be made against the target(s). This is Calculate the defence roll as follows:
a roll of one or more dice made by both the defender STATUSES
and the attacker which encompasses both hitting and A. THE DEFENDING MODEL’S DEFENCE STATISTIC Each status a defending model has means their
damaging a target. It is slightly abstracted for speed You always start with the Defence statistic of the performance is compromised and they are likely to
of play: defending model. be easier to hit. A defending model gains -1 to their
Defence for each status they have.
• The defender makes a defence roll B. ANY MODIFIERS WHICH APPLY
• The attacker makes a strike roll Add or subtract any of the following modifiers (see SOFT COVER
• If strike roll equals or exceeds the defence roll then pages 21 and 22): Soft cover is any terrain which obscures a model but
the effects of the weapon or attack are applied which does not significantly prevent an attack physically
• Per defender status -1 getting through it. Examples of soft cover would be
• Defender in soft cover +1 smoke, darkness, areas of light woodland, hedges or
4. DEFENDER MAKES A DEFENCE ROLL (shoot attacks only) bushes. A model in, or in base contact with, soft cover
• Defender in hard cover/ +2 gains +1 Defence from shoot attacks only. A defending
THE DEFENCE ROLL behind an obstacle model behind soft cover is disadvantaged.
The defending player must first determine how difficult
it will be to strike their model. In the heat of battle, C. AN INITIAL 1D6 HARD COVER AND OBSTACLES
conditions are always changing and an easy strike or Models can always roll 1D6 to add to their defence roll, Hard cover is any terrain which both obscures a model
shot one moment can be all but impossible the next as unless they have the Stunned status. Stunned models and allows a decent degree of physical protection
battle is joined. do not roll any dice in steps C and D. against an attack. Examples of hard cover would be
a wall, building, or vehicle. A model in, or in base
D. EXTRA DICE contact with, hard cover gains +2 Defence from shoot
Unless their model is disadvantaged (see page 22), the attacks only. A defending model behind hard cover is
defending player can spend any amount of ✪ to add +1 disadvantaged.
extra die for each point spent.
Models can make a fight attack over an obstacle as
E. ROLL THE DICE AND FIND YOUR TOTAL DEFENCE ROLL long as both models are adjacent to the obstacle,
Roll all the dice and pick the single highest die. Add and the distance between them is no greater than 1”
+1 to this number for each additional 4 or more you or the listed attack range, whichever is larger. The
manage to roll. Add this number to the Defence statistic defending model in this case gains +2 Defence and is
and the modifiers to get the defence roll. disadvantaged, as per hard cover.

21
Strike Actions

EXAMPLE 1: Doktor Eks is trying to get the mutant DISADVANTAGED DEFENDERS ON FIRE
DNA samples to the safety of the waiting helicopter Defending models are disadvantaged when their combat Models on fire have more immediate concerns, so
when an opposing Grunt charges in and swings his readiness is less than optimal. Defending models are always count as being disadvantaged.
rifle butt at him. Eks’ controlling player needs him disadvantaged while they are:
to stay alive to win the game, so decides to use ✪✪ DEFENDING AGAINST A CHARGE ATTACK
to augment his defence roll. 3D6 are rolled (one • Knocked down The impetus of a charge attack means defending models
initial D6, plus 2D6 for ✪✪ spent). The dice roll 2, • Stunned are often caught unawares, so are disadvantaged.
4 and 5. The 5 is added to Eks’ Defence of 8, and • On Fire
a further +1 for the roll of 4 is added for a total of • Defending against a charge attack DEFENDING AGAINST A FREE STRIKE
8+5+1, or 14. Not bad, but will it be enough? • Defending against a free strike Models attempting to get away from other models are
• Defending against an attack from the rear putting more effort into moving than actively protecting
EXAMPLE 2: The Survivors are closing in on the • Defending in hard or soft cover themselves.
notorious Rosifura Scavenger gang. A Survivor • Defending behind an obstacle
behind a wall is shot at by one of the gang. The • Inside a crashed vehicle DEFENDING AGAINST AN ATTACK FROM THE REAR
Survivor’s defence roll will be 8 (her Defence) Defending models cannot protect themselves
+2 (hard cover from the wall) + 1D6. The Survivor Disadvantaged models cannot add extra dice to their rolls properly against attacks they cannot see, and so are
can’t add extra dice as she’s behind a wall and skip step 4 of the defence roll process, although they disadvantaged against attacks made by models wholly
(defending in hard cover). The die may still gain the initial 1D6 in step C. in their back zone.
rolls a 1 for a total defence roll
of 11. The unfortunate Survivor KNOCKED DOWN DEFENDING IN HARD OR SOFT COVER
needs to keep her head down! Knocked down models do not have the full range of OR BEHIND AN OBSTACLE
movement while on the ground, so find it harder to Models in hard or soft cover or behind an obstacle gain
defend themselves. See page 19 for more details on a bonus to their defence roll but count as disadvantaged
Knocked down models. as they are relying on the cover to protect them.

STUNNED INSIDE A CRASHED VEHICLE


Stunned models are in an even worse situation than Models in a crashed vehicle may be hanging from their
knocked down models, having to rely almost solely on seatbelts, focussed on escaping or trapped in some way,
their natural toughness to avoid suffering the effects so therefore count as disadvantaged.
of a strike.

22
Strike Actions

5. ATTACKER MAKES A STRIKE ROLL


THE STRIKE ROLL STRIKE ROLL MODIFIERS ON FIRE
The attacking player must now attempt to equal or Models on fire have more immediate concerns, so
exceed the defence roll in order to make an effective STATUSES always count as being disadvantaged.
strike. Calculate the strike roll as follows: Each status an attacking model has means their
performance is compromised and their attacks will SHOOT ATTACKS: RISKY SHOTS
A. THE STRIKE NUMBER OF THE ATTACK be less accurate. An attacking model gains -1 to their Models can make shoot attacks against other models who
You always start with the Strike number of the attack Strike number for each status they have. are themselves engaged in battle with other models. A
being used. This is given on the model’s profile card. target model is considered engaged if it has one or more
AIMED SHOT opposing models in the fight range of any of its fight
B. ANY MODIFIERS WHICH APPLY Models spending a special action in the same turn can attacks, or if any opposing models have the target model
Add or subtract any of the following modifiers: aim, which allows shoot attacks to gain +1 to their in the fight range of any of their fight attacks.
Strike number for this shot only. If weapons which use a
• Per attacker status -1 template are aimed, all strike rolls made against models A shot against an engaged model is possible, but risky,
• Aimed shot +1 under the template gain this bonus. as combatants are constantly moving around and a clear
shot is very difficult to make. When a shoot attack is
C. AN INITIAL 1D6 DISADVANTAGED ATTACKERS declared and the target model is found to be engaged,
Attacking models get to roll 1D6 to add to their strike roll. Attacking models are disadvantaged when their combat the attacking model counts as disadvantaged. If the
readiness is less than optimal. Attacking models are strike misses, then randomly choose one other model
D. EXTRA DICE disadvantaged while they are: from either side in fight range of the original target
The attacking player can spend any amount of ✪ to add model. The chosen model now counts as if it was the
+1 extra die for each point spent. • Knocked down target of a successful strike by the attacking model.
• On Fire
E. ROLL THE DICE AND FIND YOUR TOTAL STRIKE ROLL • Attacking with a Risky Shot INSIDE A CRASHED VEHICLE
Roll all the dice and pick the single highest die. Add • Inside a crashed vehicle Models in a crashed vehicle may be hanging from their
+1 to this number for each additional 4 or more you seatbelts, focussed on escaping or trapped in some way,
manage to roll. Add this number to the Strike number KNOCKED DOWN so therefore count as disadvantaged.
and the modifiers to get the strike roll. Knocked down models do not have the full range of
movement while on the ground, so find it hard to make
a competent Shoot attack and impossible to make a
Fight attack. See page 19 for more details on Knocked
down models.

23
Strike Actions

6. IF ATTACKER IS SUCCESSFUL, IN PLAY AND REMOVED FROM PLAY


Models are in play when they are on the table. It does
not matter if they are knocked down, have one or more
If a strike roll equals or exceeds the defence roll the statuses or have lost any Health. Models in play count
target model will immediately lose 1 Health, unless the towards gaining ✪ in the action phase, and when
attack effects state a different amount of Health is to determining if a cast has been axed or not.
be lost.
When a model is removed from play it is taken off the
Place a Wound token next to the affected table and placed to the side. Models can be removed
model or mark off the target model’s Health from play as a result of attacks (usually being reduced
on its profile card.Target models not reduced to 0 Health), episode conditions or other special rules
to 0 Health at this point will also suffer any
other effects as listed on the attack’s profile. Models which are removed from play do not contribute
toward the cast’s ✪ in the action phase.
Models reduced to 0 Health are immediately removed
from play. If you remove an opposing Star or Co-Star When a cast has more models removed from play than it
model from play you immediately gain an amount of has in play, that cast is considered axed in the player’s
✪ equal to that model’s starting Health. next end phase (see page 26).

24
SPECIAL & FREE Actions

SPECIAL & FrEE Actions


SpEcial Actions FREE Actions STAR QUALITIES
Special actions allow models to do more complex Free actions don’t use up any of the activating Each Star and Co-Star profile lists a star quality. To use
tasks when they activate. model’s actions for the turn. a star quality, a player must immediately pay the listed
✪ cost, as given on the star quality entry.
AIMING Models can use any number of free actions during their
Models who spend a special action to aim get +1 to activation, either before or after any other action. EXITING A VEHICLE
their strike roll for the next shoot attack they make in A model can exit a vehicle (see Stuntman's Guide,
the same action phase. MAKING A CHARGE ATTACK page 7) at the end of its player’s action phase as a free
A model which ends its first move action within fight action. Models cannot exit a vehicle if they entered it in
USING A SPECIAL EFFECT range of one or more opposing models can make an the same turn.
Some special effects will state that they require a immediate charge attack as a free action (see page 17).
special action to be used.
USING GEAR
CLAIMING AN OBJECTIVE TOKEN Stars, Co-Stars and models with the Gear special effect
When a model comes into base contact with an can use a free action to use any gear in the player’s gear
objective token, they must use a special action to pick pool. There may be a ✪ cost for using some gear.
it up (see Producer's Guide, page 36). Vehicles cannot
pick up objective tokens.

25
THE END PHASE

3 THE END PHASE


In the end phase the player on-screen will do the following, in the order indicated.

A. DETERMINE IF YOUR CAST IS AXED B. DEAL WITH YOUR MODELS


The player on-screen must now determine if their cast If your cast is axed you must make a Spirit test using
has been axed. Your cast is considered to be axed if the Spirit statistic of any Star or Co-Star you have in
it has more models removed from play than models in play. If you do not have a Star or Co-Star in play, the If this status is not removed you must roll 2D6 for
play. The return of models to play for any reason could test is counted as failed. If the test is passed, there is each model still On Fire. If this roll is equal or higher
cause a previously axed cast to no longer be axed. no effect. If the test is failed, you must remove from than the model’s Defence statistic the model will lose
play 1D6 of your models from the game immediately. 1 Health immediately.

Once your cast has been axed, in the action phase you For more details see the On Fire status rules on page 11.
10.30 no longer gain ✪ for the Extras in your cast.
Highway To Hell
starring Mike Douglas C. CHOOSE TO STEAL THE SCENE
Sucker Town Once per episode, each player can attempt to steal
by GRANT JEFFRIES the scene and take the initiative in their end phase, in
Stone finds that New York isn't what
effect to take another turn immediately after the one
it was. The City That Never Sleeps
has been overrun by a clan of vam- they have just had (see page 12).
pires led by the charismatic ganglord
Lazarus. Only a handful of blocks The player may make another turn. However, in the next
north of 110th Street remains free turn the player only gains ✪ for their Stars and Co-Star
of the bloodsucking Nightwalkers,
models in the action phase, not their whole cast.
thanks to the halfblood Bathsheba
Brown and her 'street angels'. But the
uneasy stalemate between the living
and the undead can't last forever.
Fr. Jonah Stone .......... MIKE DOUGLAS
Bathsheba Brown .... TAMMY DOBSON
Lazarus ................................. ROG HILL
Mama Mia ....................... ROSIE CASH
Fly Renfield ........... ANTONIO FERGUS
Producer LARS GLENN
Director BEN HARVETT

26
Attacks

ATTACKS
This section details all the common attack types available to models.

Attacks listed on a model’s profile card come with EXAMPLE: A cast comprises six marauders and a
pre-calculated Strike values. Many profiles also have marauder boss making up a marauder mob unit. The
unique attacks, which are either not widely available, profile gives a choice of either a pneumatic weapon
are specific to certain cultures, or require dedicated or a crossbow for their shoot attack. Before play
training to use. Such attacks are only available to the begins, the player decides to have an equal split of
models that have them listed as part of their profiles. three marauders armed with pneumatic weapons
and three with crossbows. The player chooses her
Vehicles make either collision attacks (see Stuntman's marauder boss to carry a pneumatic weapon.
Guide, page 16) or via a ranged attack purchased as a
vehicle mod (see Stuntman's Guide, page 22). Once in play, the marauder mob unit can only
attack with their chosen weapons, individual
If customising your Stars and Co-Stars (see Producer's models may not switch between pneumatic weapon
Guide, page 33), your models may use any attack in and crossbow. All models can still make a hand
these tables, if they meet the requirements. weapon fight attack.

All successful attacks will cause the target model -1 HAND WEAPON ATTACKS
Health, unless the weapon special rules state otherwise. The hand weapon fight attack covers anything sharp,
spiked, bladed or pointy a model might have in their hard.
Some models have multiple attacks listed on their This can include a sword, knife, dagger, hand axe etc.
profile. If these attacks have ‘or’ stated, then each
model can have only one of these attacks, although
models in the same unit can each be equipped with
different attacks from this selection.

28
Attacks

WEAPON EFFECTS
0 Health Flamethrower Template soon as any opposing model moves within 1” of the
On a successful strike, the target loses no Health, Place the small point of the cone against the shooting centre of the marker, then remove the marker.
but may still be subject to other effects as noted. model’s base, and make sure the entire cone template
is in the shooting model’s front 180 degree arc. Roll Push X”
-1D3 / -1D6 Health separately to strike all models under this template. The target of the attack can be pushed this distance
On a successful strike, the target loses this amount away (see page 19). The attacking model can elect to
of Health. Fumble move forwards to remain into base contact.
If you roll a 1 on any Strike die, this model drops their
2 Shots Molotov Cocktail at their feet and the device explodes. SCATTER
This model can make two attacks with this weapon, If in, or on a vehicle, any driver or passengers must pass If your strike misses, roll the skid die. On a brake result
if they use a shoot action for each attack. a Body statistic or are immediately Stunned. your opponent chooses the direction and rolls 1D6 to
determine the distance the attack misses by. Apply the
Blast 3”/5” Knockdown distance and direction of any other non-brake result as
This template can be placed over an area of the table A successful strike knocks the target model down. shown on the die face.
as well as a model or vehicle. Roll separately to strike
each model under this template. On Fire / Stunned / Weakened Thrown
A successful strike confers the noted status to the The range of this shoot attack equals twice the
Crash target model (see page 11). attacker’s Body statistic.
This attack also requires you to roll the crash dice.
Pintle Mount Timer
Deadly Pintle mounted weapons only have a limited arc of fire. The player controlling this model can trigger this attack
The attacker gains one extra die to their strike roll Place the small point of the cone against the shooting at the start of any of their action phases.
when making this attack. model’s weapon. Shoot attacks may only
target opponents within the cone. Unreliable
Fixed If two or more strike dice score a 1 this strike has no
Fixed weapons only have a limited arc of fire. Shoot Placed effect.
attacks may only target opponents within the width This attack is left lying on the ground for the opposition
of your vehicle model. to trigger when they stumble into it. When this attack is Unwieldy
made, do not make a strike roll. Instead, place a marker This attack cannot be used if the model has moved
in base contact with the attacking model to show where this turn. If this attack is made, the model cannot then
the attack has been positioned. Make a strike roll as move this turn.

29
Attacks

ADVANCED SHOOT ATTACKS BASIC SHOOT ATTACKS


Weapon Range Strike = Special Weapon Range Strike = Special
Laser Pistol 12” Shoot +3 2 Shots, Deadly Bolas Thrown Shoot +4 0 Health + Weakened

Laser Rifle 24” Shoot +3 Deadly Bolas, Stun Thrown Shoot +5 0 Health + Stunned

Stun Pistol 12” Shoot +4 0 Health + Stunned, 2 Shots Bolas, Electric Thrown Shoot +5 + Weakened

Stun Rifle 24” Shoot +4 0 Health + Stunned Elephant Gun 8” Shoot +5


Flare Gun 8” Shoot +3 + On Fire

BASIC FIGHT ATTACKS Harpoon Gun 12” Shoot +3 Deadly

Weapon Range Strike = Special Molotov Cocktail Thrown Shoot +3 Fumble, Blast 3” + On Fire

Brawl 0” Fight + Body 0 Health + Weakened Net 4” Shoot +5 0 Health + Weakened

Bike Chain 1” Fight + Body 0 Health + Stunned Pistol 12” Shoot +3 2 Shots

Chainsaw 0” Fight + Body +2 Deadly, Unwieldy Rifle 24” Shoot +3

Club / Cosh 0” Fight + Body +1 0 Health + Stunned Self-Loading Rifle 24” Shoot+3 2 Shots

Flaming Torch 0” Fight + Body +1 0 Health + On Fire Shotgun 8” Shoot +4

Garrotte 0” Fight + Body 0 Health vs Robot Shotgun, Sawn-off 6” Shoot +4 Blast 3”

Hand Weapon 0” Fight + Body Throwing Knife Thrown Shoot +3 2 Shots

2 Handed Weapon 0” Fight + Body +2 Cannot be used with Shield special effect Spear Thrown Shoot +3

Martial Arts 0” Fight + Body +1 User must have the Survivor genre
Spear/Trident 1” Fight + Body Thrown
Whip 2” Fight + Body +1 0 Health, Weakened. Unwieldy
Shield Bash 0” Fight + Body 0 Health, Push 1”

30
Attacks

HEAVY SHOOT ATTACKS Primitive SHOOT ATTACKS


Weapon Range Strike = Special Weapon Range Strike = Special
–1D6 Health + Blast 3” vs Robot/Vehicle Bow 24” Shoot +2
Bazooka 24” Shoot +6
models, Unwieldy
Crossbow 24” Shoot +4 Unwieldy
Heavy Machine Gun 24” Shoot +4 Blast 5”, Unwieldy. Cannot aim Explosive Lance 8” Shoot +2 Thrown, Blast 3”, Unwieldy
Mortar 12-24” Shoot +4 Blast 5”, + Knockdown, Unwieldy Matchlock Pistol 8” Shoot +3 Unreliable, Unwieldy
Musket 16” Shoot +3 Unreliable, Unwieldy

Military SHOOT ATTACKS Sling 12” Shoot +3 2 Shots


Pneumatic Weapon 12” Shoot +2 2 Shots
Weapon Range Strike = Special
Flamethrower 5” Shoot +4 Flamethrower Template, + On Fire VEHICLE SHOOT ATTACKS
Grenade Thrown Shoot +4 Scatter, Blast 3” Weapon Range Strike = Special
Scatter, Blast 3”, 0 Health + Machine Gun 16” Shoot +4 Blast 3”. Can be Fixed or Pintle Mount.
Grenade, Electrical Thrown Shoot +3
Weakened, Deadly vs Robot Pneumatic Weapon 12” Shoot +3 2 Shots. Pintle Mount.
Grenade, Stun Thrown Shoot +4 Scatter, Blast 3” + Stunned Flamethrower 12” Shoot +4 Flamethrower Template, + On Fire
High Calibre Pistol 12” Shoot +4 2 Shots Rockets 24” Shoot +6 Blast 3”, -1D3 Health, Unreliable
High Calibre Rifle 24” Shoot +4 Harpoon 18” Shoot +3 Push 2”. Fixed or Pintle Mount.

High Explosive Placed +10 Blast 5”, –1D6 Health + Knockdown, Timer

SMG 16” Shoot +3 Blast 3”. Cannot aim

31
Special Effects

SPECIAL EFFECTS
Special effects are additional rules used for some
models. Each special effect details a new rule, or COMBAT
an amendment to an existing rule.
Aware Parry
Models with a special effect benefit from these rules, This model can make fight attacks all round (360°) This model never suffers from free strikes. You can also
which states exactly when the special effect can be used, and never counts as having been attacked in the rear. make your opponent reroll one die when you are the
and how. The rules of a special effect always supersede The model loses this special effect while Stunned. target of a fight attack.
any other rules. There are six special effect categories:
Dodge Shield
• COMBAT – natural and learned martial abilities as When defending against a fight attack, this model gains This model gains +1 Defence against attacks from the
well as hand-to-hand and ranged attacks. +1 extra die if they are not behind an obstacle. front. As this bonus is already included in the statistics
of the provided 7TV:Apocalypse profiles, against rear
• KNOWLEDGE – The mind is also a dangerous Expert attacks you must subtract -1 Defence. Models with this
weapon. From leading troops effectively to creating (SPECIFY ONE ATTACK) special effect also gain the shield bash attack:
powerful inventions, having a genius in your cast When making a strike roll with this attack, for each
can be a great advantage. 5+ you roll you can choose to reroll one other die. Type Weapon Range Strike Special
Fight Shield Bash 0” Body +3 0 Health
• PHYSICAL – Brute force, stamina, agility and Fight Back + Push 1”
dexterity are always useful in battle. Once per turn, after this model has been the target of
a fight attack, it can make a fight attack against that Snap Shot
• TRAITS – These special effects cover all manner of model, if that model is in range of that attack. This model can make one shoot attack each turn as a
defining physical and mental characteristics. free action with -2 to the strike roll. Snap shots cannot
Follow Up be aimed. A snap shot counts as this model’s shoot
• UNEXPLAINED – creatures born from the bomb or After this model makes a fight attack, they can move attack for the turn, so unless the model has a weapon
from beyond the veil come with many strange powers. up to 2” as a free action if no opposing models have with the 2 Shots effect, this model cannot make
this model in their fight range. Models can only make another shoot attack this turn.
• VEHICLE – Keep your motor running, you are Follow Up moves in your turn, and never in vehicles.
heading for the highway.

• WHEELMAN – If you are going survive the white line


nightmare, then you are going to have able to know
how to handle a vehicle in the dark future.

32
Special Effects

KNOWLEDGE
Gear Pack Mentality Unit Leader
This model adds one additional gear card to the player’s Place the 5” blast template anywhere on the table. (SPECIFY UNIT TYPE)
gear pool. Count the number of (specify Extra type) models whose Choose any number of models in this unit within 6”
bases are at least partially under the template who have who have not activated this turn. Pay ✪. All these
Healer not activated this turn. Pay ✪. All these models can models can activate this turn. You can use this special
Special Action. If this model passes a Mind test one activate this turn. You can use this special effect only effect only once per turn.
friendly model in base contact can recover 1 lost Health once per turn.
up to its starting value. This effect does not work on
Inhuman, Robot or Vehicle models. Repair
Special Action. If this model passes a Mind test one
Hypnotise friendly stationary Robot or Vehicle model in base
Special Action. Choose any non-Robot Extra with no contact can recover 1 lost Health.
more than 1 Health within 4”. That model gains the
Dominated status immediately. Only one model can Sneaky
be hypnotised at any one time by this model. This model can be set up anywhere on the table, as
long as it is no further than 12” from another friendly
Leader X non-Sneaky model. Sneaky models are placed after all
When this model activates choose X friendly models other models. Opposing models cannot make strikes
within 6” who have not activated this turn. Chosen against a model with this special effect in their first
models can activate this turn for free but cannot use turn of an episode.
their own Leader or Unit Leader special effects this turn.
Tactics
Military Training When this model is activated, choose up to two friendly
When this model makes a strike, it can choose to Extra models within 6”. Each of these models can
add +1 to its strike roll for every ✪ spent on extra immediately move up to 2” as free actions.
dice, instead of getting the extra dice.

33
Special Effects

PHYSICAL
Aquatic Immune (Fire) Move X”
This model can move through water as if it was This model never loses Health when struck by any This model travels X” with a single move action.
clear ground. attack that confers the On Fire status, and can never
gain the On Fire status. Mutation
Block This model adds one additional mutation card to the
Opposing non-vehicle models moving to within 1” of this Immune (Radiation) player’s mutation pool.
model must either end their movement or move into base This model is never affected by the Irradiated special effect.
contact with the blocking model. Models cannot block if Roar
they are knocked down, or are Stunned or On Fire. Infection Special Action. Centre the 5” blast template over this
For each enemy model you reduce to 0 Health you may model. Opposing models under this template failing a
Climb return one zombie model removed from play, back into play. Spirit test are pushed away from this model the minimum
This model can climb any surface as though it is on a distance required to move them clear of the template.
ladder. If it falls, count the fall as though it was from Jump
two levels less. If this model falls two levels or less it Special Action. Move this model up to 5” away. Any Small
can continue its activation after the fall. opposing models that this model moves over may make This model can move through the bases of opposing
a free strike. Models can only Jump once per turn. models. Models on bases less than 25mm and less than
Fly 20mm or more high (or long) automatically gain this
When this model makes a move action it never incurs Large special effect for free – it is not optional. This model
movement penalties for rough ground or obstacles. Opponents gain one extra die when making a strike gains +1 Defence - this is already factored into the
Flyers can move over other models but must end each against a Large model. Large models gain +1 Health – provided profiles in this set.
move action clear of the bases of any other models. this should be factored into NEW profiles. Models on
bases 40-50mm and between 40-60mm high (or long) Sure Footed
Hard automatically gain this special effect for free – it is This model cannot be knocked down, unless they gain
Roll 1D6 if this model receives the Stunned or Weakened not optional. the Stunned status. This model treats rough ground as
statuses. On a roll of 4+ this model does not gain that clear ground.
status. You can add extra dice to this roll using ✪. Massive
Opponents gain two extra dice when making a strike
Hide against a Massive model. Massive models gain +2
If this model has a cover bonus from soft cover, hard Health – this should be factored into NEW profiles.
cover or obstacles, then models making shoot attacks Models on bases 50-60mm and between 60mm or more
against this model automatically miss if the distance high (or long) automatically gain this special effect for
to the target is more than half the attack’s range. free – it is not optional. Massive models are truly huge.

34
Special Effects

TRAITS
Bodyguard Four Eyes Sidekick
When a model within 2” of this model is targeted by This model has impaired vision. This model cannot (SPECIFY ONE FRIENDLY MODEL TO BE BOSS)
any strike, you can choose to have this model targeted add extra dice when making a shoot attack. If this When the specified boss model is activated, this model
instead if this model is a legal target. model makes a successful shoot attack you gain ✪ can activate for free if it is within 6”. A boss model can
immediately. only have one sidekick and models activated in this way
Brave cannot use their own Sidekick or Leader abilities this turn.
This model is never affected by Fearsome models and Inhuman
counts its strike rolls as +1 against these models. This model cannot recover Health using the Healer When specifying the boss: Sidekick Stars must choose a
special effect. In the player’s end phase, this model friendly Star; Sidekick Co-Stars must choose a friendly
Charmer can automatically remove one of its statuses. Star or Co-Star; and Sidekick Extras may choose any
Free action. Choose any non-Robot Extra with no more friendly model.
than 1 Health within 4” of this model. That model Loner
gains the Weakened status immediately if they don’t This model can activate for free if it is more than Slow
already have it. 6” from any other model. This model can never This model cannot spend more than one action moving
have the Leader or Unit Leader special effects. in any turn.
Clumsy
This model cannot add extra dice when making a fight Lucky Soft
attack. If this model makes a successful fight attack This model can reroll any one dice they roll, once per turn. This model cannot add extra dice when making a
you gain ✪ immediately. defence roll. Gain ✪ immediately each time this model
Robot successfully defends against a strike.
Coward This model is never affected by Fearsome models or
If this model passes a Spirit statistic test you must reroll by the Irradiated special effect. Thick
all dice rolled. If you fail this second Spirit test you gain If you pass a Mind statistic test you must reroll all
✪ immediately. You cannot choose this special effect for Screamer dice rolled. If you fail this second Mind test you gain
models that also have the Brave special effect. This model can activate without ✪ if there are one ✪ immediately.
or more opposing models within 6”. This model can
Fearsome never have the Leader or Unit Leader special effects. Unique
Models making a fight attack against this model must pass You can only have one model with this profile name in
a Spirit test or must count their Strike number as half your cast. Named models from the Programme Guides
(round up) against this model until the end of the turn. are also automatically Unique even if this special effect
isn’t listed on their profile.

35
Special Effects

UNEXPLAINED VEHICLE
Unexplained special effects represent great powers
mostly unknown to science. To use an Unexplained Invulnerable ✪ Fast & Furious
special effect the player controlling the model in This model can ignore any strike it has just suffered if Once per action, this vehicle may ignore any Brake
question must immediately pay ✪. it can roll 4+ on 1D6. This special effect can be used result on a skid dice.
during an opponent’s turn. You can add extra dice to
Energy Blast ✪ this roll. Manoeuvrable
Special Action. This model can make one Energy Blast This vehicle may roll two fewer skid dice per
attack. It can make up to two such attacks each turn Irradiated ✪ manoeuvre. However, this vehicle cannot reverse.
by paying the action and ✪ cost twice. This attack is All non-waster models in base contact gain the
subject to the normal strike roll modifiers. Weakened status. Muscle Car
Opponents must reroll their highest strike die when
Type Weapon Range Strike Special Regenerate ✪ targeting this vehicle with a fight attack.
Special Energy Blast 12” Mind +5 Knockdown Roll 1D6. On the roll of 4+ one point of Health is
recovered, up to this model’s starting Health value. Open
Intangible ✪ This special effect can be used only once per turn. You If this vehicle is hit by a strike, roll 1D6. On a 1-3
This model cannot make strikes if it uses this special can add extra dice to this roll. You can never reroll or apply the effects against the vehicle, on 4-6 apply
effect this turn. This model ignores terrain, obstacles, change the results of these rolls by any means. the effects against the driver or a passenger. Template
scenery and models with the Block special effect when weapons apply their effects to the vehicle and driver
it moves this turn. and passenger.

Camouflaged ✪ Smooth Ride


This model becomes camouflaged for the turn. While This model ignores rough ground and small obstacles.
camouflaged, models can move through other models
and are not affected by the Block special effect. Superior Handling
Once per action, this vehicle may ignore any Brake or
Targets struck by a Camouflaged model count as being Skid 4” result on a skid dice.
attacked in the rear. After any strike roll, a Camouflaged
model becomes visible and loses the benefits of this Vehicle
special effect. Vehicles can never gain the Dominated, Stunned or
Weakened statuses, or be knocked down. This model is
never affected by Fearsome models or by the Irradiated
special effect.

36
Special Effects

WHEELMAN
Wheelman special effects are essential to survive the
chaos of vehicle combat. Stars and Co-Stars have access Hood Surfer Ride-along
to a range of these effects but must pay ✪ each time This model may add +1 to Body statistic tests when This model can enter a vehicle even if it has met its
they choose any effect to use. Extras use their effects at attempting to board vehicles, or avoiding falls. full Capacity.
no cost - unless a ✪ cost is stated e.g. Stuntman ✪.
Jury Rig Shake Off
Axel Rod Pass a Mind test and return 1 lost Health to the vehicle Once per action, this model can ignore one skid die
When this model makes a vehicle strike roll, for each model you are currently travelling in. Passenger models only. result. Driver only.
5+ you roll, you can choose to reroll one other die.
Driver only. Off Roader Shotgun!
This model can ignore rough ground. Driver only. This model may reroll one strike die when fighting
Born To Be Wild inside vehicles.
When driving a motorcycle, this model may use its Oversteer
Defence statistic rather than the vehicle’s. This model can roll one fewer skid die per manoeuvre. Stuntman ✪
Driver only. Following a successful strike, remove one mod card
Crash Test Dummy from your opponent’s vehicle. Driver only.
This model’s vehicle may reroll any armour rolls.
Driver only.

Drive-by
This model does not suffer the -1 modifier for shooting
from or at a moving vehicle.

Drift
Once per action, this model can reduce the distance of
any skid result on the skid die by 2”. Driver only.

High Roller
This model may pay ✪ to ignore any mods lost when
rolling crash dice. Each mod saved costs ✪.

37
Gear

GEAR
The technology left behind from the World Before is much sought after by the denizens of the wastes. Objects are
scavenged and scrounged from the deserted cities or stolen from abandoned bunkers. These are often passed down
from one generation to another or form the basis of new creations designed to help in the daily grind of survival.

Before you begin playing any 7TV:Apocalypse episode In any order, each cast should draw TWICE this number You can play a gear effect at the relevant point in the
you need to determine which gear you’ve managed of gear cards without looking. Select half of these gear turn according to the card. Playing a gear card is a
to scrounge, create or scavenge from the wasteland. cards to keep and discard the remainder. Each player’s free action.
Shuffle the gear deck and place it close to hand. gear can be used by any model in their cast eligible to
use them (see Using Gear). Simply choose a gear card and the model using it.
DRAWING GEAR CARDS Apply the effects of the card then discard it.

Each cast should determine the number of gear cards in


Using GEAR You can play more than one gear card, but you must
their gear pool depending on their genre: During play any Stars, Co-Stars or Extras with the fully resolve the effects of one before resolving the
Gear special effect can play any of the gear you have effects of the next.
• Each Star or Co-Star from the Militia, Raiding, remaining in your gear pool if the requirement on the
Science or Survival genre you have in your cast adds cards is met. Each card lists its rules for play. These gear cards do not prevent the model making
one gear card to your gear pool. their usual number of fight or shoot attacks. In effect
• Each model with the Gear special effect adds one the attack gained from the gear is free.
gear card to your gear pool.

PLAY
Some gear is limited to a specific
time in the turn or episode when
they can be used.

COST EFFECT
The number of ✪ points required to The benefits and
use the gear ranging from Free (0✪) rules of the gear.
to ✪✪✪.
STRIKE
RANGE Weapons only. The
Weapons only. The maximum range
Strike number used
at which you can target an opposing
for this attack.
model.

38
Mutations

Mutations
Radiation, weird science, blessings and curses can all be a cause of mutation in this brave new world.
Some bestow deformities others strange gifts, but all give an advantage over your fellow survivors –
so use them wisely.

Before you begin playing any 7TV:Apocalypse episode In any order, each cast should draw TWICE this number You can play a mutation effect at the relevant point in
you need to determine which mutations you’ve suffered of mutation cards without looking. Select half of these the turn according to the card. Playing a mutation card
from the wasteland or the pits of hell. Shuffle the mutation cards to keep and discard the remainder. Each is a free action.
mutation deck and place it close to hand. player’s mutation can be used by any model in their
cast eligible to use them (see Using Mutations). Simply choose a mutation card and the model using it.
DRAWING MUTATION CARDS Apply the effects of the card then discard it.

Each cast should determine the number of mutation


Using MUTATIONS You can play more than one mutation card, but you
cards in their mutation pool depending on their genre: During play any Stars and Co-Stars, and Extras must fully resolve the effects of one before resolving
with the Mutation special effect can play any of the the effects of the next.
• Each Star or Co-Star from the Science, Savage, mutations you have remaining in your mutation pool if
Uncanny and Waster genres you have in your cast the requirement on the cards is met. Each card lists These mutation cards do not prevent the model
adds one mutation card to your mutation pool. its rules for play. making their usual number of fight or shoot attacks. In
• Each model with the Mutation special effect adds effect the attack gained from the mutation is free.
one mutation card to your mutation pool.

PLAY
Some mutations are limited to a
specific time in the turn or episode
when they can be used.

COST EFFECT
The number of ✪ points required The benefits and rules
to use the mutation ranging from of the mutation.
Free (0✪) to ✪✪✪.
STRIKE
RANGE Weapons only. The
Weapons only. The maximum
Strike number used
range at which you can target
for this attack.
an opposing model.

39
PLOT POINTS ✪ TURN SEQUENCE STRIKE ACTIONS STATUSES
GAIN PLOT POINTS 1. COUNTDOWN PHASE DEFENCE ROLL • ✪ to remove in the action phase
• Advance countdown • Defence statistic + modifiers • Additional same status =
THE INITIATIVE ROLL • Gain plot points + D6 + extra dice –1 Health instead.
• ✪ to each side for each tied initiative roll
• ✪✪ to the side which loses the initiative roll 2. ACTION PHASE DEFENCE ROLL MODIFIERS
• Gain plot points • Per status –1 Dominated
COUNTDOWN PHASE • Activate models • Soft cover +1 • Model part of
• ✪✪ if the face down card is a finale card • Remove status • Hard cover/obstacle +2 opposing cast.
• ✪✪ to each side if you choose to turn over 2 cards
ACTIONS DISADVANTAGED DEFENDERS On Fire
ACTION PHASE You cannot make both fight and (NO EXTRA DICE) • Roll 2D6 in end
• ½ ✪ for each Extra in your cast (round up) shoot strikes, or take more than one • Knocked down phase, –1 Health
• ✪ for each Co-Star in your cast shoot action in the same activation. • Stunned if > Def
• ✪✪ for each Star in your cast • On Fire • Models On Fire
• ✪ per starting Health of that model whenever an MOVE • vs a charge attack can be moved
opposing Star or Co-Star is reduced to 0 Health Each move action equals 6” • vs a free strike up to 3” by
across clear ground. Move special • vs attacked from the rear opponent.
SPEND PLOT POINTS To: effect may allow more... or less. • In hard or soft cover
• activate one model • Behind an obstacle Stunned
• buy extra dice for a defence roll STRIKE • Inside a crashed vehicle • Knocked down
• buy extra dice for a strike roll • Fight • Cannot activate.
• use some special effects, gear or mutations • Shoot STRIKE ROLLS • Def roll = base
• remove statuses • Strike number + modifiers def, no dice.
SPECIAL + D6 + extra dice
Players carry forward plot points from one turn to • Aim Weakened
the next, and there is no limit to the number of plot • Use a special effect STRIKE ROLL MODIFIERS • Only one action
points a player can have at any one time. • Per status –1 when activated.
FREE • Aimed shot +1
STATISTIC TEST TABLE • Use Gear/Mutation
• Charge attack DISADVANTAGED ATTACKERS

QUICK
Statistic
1 2 3 4 5 6+ • Use a star quality (NO EXTRA DICE)
Value
• Knocked down
3. END PHASE
REFERENCE
Target • On Fire
7+ 6+ 5+ 4+ 3+ 2+
Number • Is your cast axed? • Attacking with a Risky Shot
• Models On Fire • Inside a crashed vehicle
• Steal the scene?

1 | 1218
APOCALYPSE
PRODUCER'S
GUIDE

BOOK TWO
CONTENTS BEHIND THE SCENES 3 CUSTOMISING YOUR STARS AND CO-STARS 33

END OF THE WORLD BUILDING 5 PLAYING 7TV EPISODES 34


A brief history of the end times 5 The Prologue 35
How the world ends 6 The Feature 38
The Epilogue 39
DEVELOPMENT HELL 10
In this second volume, find out Planet of the Fungoids 11 EPISODES 40
what it takes to be a ratings- Radland Racers 14 The Battle 40
winning 7TV producer. Highway to Hell 18 The Escape 40
The Race 41
We take you BEHIND THE SCENES CAST CREATION 21 The Hit 41
of 7TV Studios and explore some END Casts 21 The Steal 42
OF THE WORLD BUILDING ideas to Ratings 21 The Ambush 42
make your post-apocalyptic show a What you can include in open casting 22 The Chase 43
hit. Plus we raid the 7TV archives and Genres 23 Demolition Derby 44
take a look at three shows stuck in
DEVELOPMENT HELL that you could CASTING CALL 24 APPENDIX 45
use as settings for your games. Stars 24 Profiles by genre 45
Co-Stars 25
Also learn how to BUILD A CAST Extras 26
from the 100 different Stars, Co-
Stars and Extras available. And
discover how to easily customise
STARS AND CO-STARS to prepare
them for the role of their lives.

And finally, get the cameras rolling


with rules on how to play 7TV
EPISODES, with eight games for
you to sample.
BEHIND THE SCENES

BEHIND THE SCENES


The largely forgotten 7TV Studios ploughed it’s own furrow through the television schedules.
Through the sixties and seventies, the flamboyant tycoon Sydney Barron produced high-gloss action
and fantasy shows in the UK. But his son, Michael, later took the studio down a darker path...

Even prior to the mysterious death of his TV mogul Studio of the Dead Road Warrior
father, Michael Barron already had eyes on the big By the mid-70s, a definite sub-genre had begun to Michael was also one of the pioneers of the post-
prize – America! emerge from the Barron oeuvre. Starting with the apocalyptic genre in the late 1970s and early 80s
seminal Invasion of the Dead, the zombie flicks struck a and produced many such straight to video classics as
The then twenty-something media brat was eager to chord with the public, and Barron was quick to respond The Highway Warrior quintet, Cyborg Armageddon,
prove himself as a producer in his own right. Recognising with a steady torrent of shambling undead offerings. Mutant on a Motorcycle, Asteroid Strike and the barely
the same restless ambition of his younger self, Barron Characterised by black humour, thinly veiled political remembered TV movie Bugzilla.
Senior gave Michael carte blanche to do whatever he allegory and, of course, scenes of censor-baiting terror,
needed to crack America once and for all. Who knows if the zombie series would prove to be Barron’s greatest Indeed, the finest examples of his efforts have become
he suspected just how far his prodigal son would go? success story, and its ultimate undoing. semi-cult classics and have transferred to the DVD
market quite well, gracing the shelves of many a dollar
Route 666 Movie-goers of the time were pressed into their seats and pound store.
Given free reign, the younger Barron applied himself by such offerings as the desperate strangers fleeing The
to the task with all the zeal of a missionary journeying Walking Plague, the post-apocalyptic Zombieville, USA, Network Nightmares
into heathen lands. His youth proved to be an and the tense psychological drama of The Last House Barron’s movies enjoyed considerable success. So much
advantage, as he soaked up American culture and On Earth. so, that he used them to bankroll a new venture, hoping
trends like a sponge, but it was his instinctive eye to outshine his father’s achievements and break into the
for what would sell to a Vietnam-weary, post-Summer The casting of relative unknowns, the bucking of certain US TV market.
of Love generation which made 7TV Studios a near- heretofore sacrosanct plot elements (The hero is – gasp
instant money-making machine. – black! Nobody survives!) and the eye-popping make- Many in Hollywood considered it folly, but Michael
up and effects proved to be a winning formula for the was determined to transfer some of the movie magic
Fresh thrillers and outright horror pictures like The studio, who continued to strain their audience’s nerves to the small screen and break into the networks. From
Psychotics, If You Go Into The Woods and Deathroute – and the patience of censors around the world. his production office in downtown Los Angeles, Barron
caught the eye and imagination of an audience with an developed a number of shows for different markets
increasingly dark taste in movies. including Planet of the Fungoids, Radland Racers and
the horror serial Highway to Hell.

4
BEHIND THE SCENES

Planet of the Fungoids was a cheap win for the studio, However, Michael’s bloody reputation was about to
importing an existing British show called Fruiting Bodies catch up with him…
(which had never been broadcast due to a lawsuit brought
by the Royal Horticultural Society) and then renaming and Death to the video nasty!
re-editing and recreating a new title sequence for a US Eventually matters came to a head with the now
audience. Viewers were gripped by the relentless fight for infamous Zombie Drill Eaters in the early 1980s. The
survival in a world overrun by plant zombies. advent of the video cassette market, and with it the
so-called video-nasty in the United Kingdom, had
With strong themes of body horror and societal put the low-budget horror genre on a collision course
breakdown, the uncertainty of knowing which regular with authorities both in the U.S. and Britain and, with
characters would make it to the next episode was unfortunate timing, Zombie Drill Eaters proved to be the
occasionally leavened by moments of light humour straw that broke the camel’s back.
bordering on slapstick.
And so the story of 7TV Studios came to an end,
Radland Racers was an instant hit for the teen market, perhaps fittingly, in a savage orgy of blood-letting, albeit BARRON PICTURES PRESENT

known for its creative casting, dodgy model work but a metaphorical one at the hands of the popular press. IF YOU GO
most of all the signature vehicles and epic car chases. DOWN TO
While it reused cars and footage from Barron’s Highway By today’s standards, we might view the zombie and THE WOODS
Warrior film series, much of the action was shot in the post-apocalyptic offerings as mild, even camp, but they
Bonneville Salt Flats – the desolate landscapes perfect were for their time on the absolute edge of western
for editing endless car chases as well as capturing the cinema, responsible for some of the most memorable
feel of the nuclear wastelands. scenes of the 70s and 80s.

Highway to Hell pushed the boundaries of TV horror Like the unnamed cop of The Walking Plague
with a weekly diet of vampires, fallen angels and handcuffed to a moaning undead perp; or the sole
Satanism in a world gone literally to Hell after the survivor of The Last House On Earth staggering out
election of a demonically-possessed president. With into the blessed morning sun, only for the shadow of a
a tough-as-nails avenging priest as both central hero clawed hand to fall across her face. Equally, which of us
and host, the show made use of Barron’s slush pile can truly forget the BMX chase at the end of Highway BARRON PICTURES PRESENTS A 7TV PRODUCTION A HENRY
YOUNGER PICTURE JUNE COLLINS RALPH GATES
“IF YOU GO DOWN TO THE WOODS” MUSIC BY BERNARD

of unmade horror scripts by stitching them together Warriors VI: The Quest for Gasoline or that famous line
JAMES SCREENPLAY BY JORGE ROMEO
DIRECTED BY HENRY YOUNGER PRODUCED
BY MICHAEL BARRON EXECUTIVE PRODUCER DISTRIBUTED BY BARNA ARTISTS
SYDNEY BARRON FILMED IN TECHNICOLOR
STEREO WHERE AVAILABLE

into an anthology road series dripping with blood and ‘See you – soon’ in Cyborg Armageddon? The outrage
guaranteed to incite moral outrage. may have faded, but the nightmares endure.

5
END OF THE WORLD BUILDING

END OF THE WORLD BUILDING


Every producer wants a hit. But the range of possible post-apocalyptic realities is only limited by the imagination
of the coffee-fuelled creatives in your writers’ room. So what kind of apocalypse are you going to bring to the screen?

A BRIEF HISTORY OF THE END TIMES


The many fictional inspirations for 7TV:Apocalypse span
thousands of years – from the days during and after a
zombie outbreak to the near future after the Bomb and
further to the far-flung future where our planet is hardly The end of the world is usually followed by a number
recognizable and ruled over by bestial overlords! of ‘classic’ stages, whether it comes from nuclear fire, AFTERMATH
viral outbreak or invasion by killer vegetables. So first The Great Panic has been and gone, the world as it
To help you navigate your way through the many post- off, we explore some possible timelines that your casts was is over and those left have to survive as best they
apocalyptic worlds, and tell your outbreaks from your might be trying to survive. can. Yet many familiar trappings of society remain.
end of days, we take you on a whistle-stop tour through Supermarkets and pharmacies have only been partially
the wastelands and hopefully provide some ideas on looted and camping and clothing stores still have some
developing your own settings and casts. items of use. Most armouries are still well stocked and
large buildings like shopping malls or prison complexes
offer some security and sanctuary.

Highways are lined with abandoned vehicles, tanks


half full, and desolate gas stations still offer precious
fuel. Ordinary buildings still stand and the flora and
fauna has only just begun to encroach upon what is
left. The only thing the world lacks is people and any
sort of social order, meaning that the only law left is
the law of survival…

6
END OF THE WORLD BUILDING

GENERATION ZERO DARK AGES HOW THE WORLD ENDS


Years, even decades have passed. The world is very Huddled around fires at night, the elders still speak of
different. Abandoned cities are now ruinous canyons, a bygone age of wonders, before the Flash, when Man The end of the world comes in many shapes and sizes
reclaimed by nature, and little of value remains. ruled the world with blazing lights and full bellies, but and has been explored in the written word and on
The few structures that still stand are often home to few truly believe such fairy tales. screen time and again. So if your production is going
various animals or once-human creatures lying in wait to be a blockbuster, you need to decide how your post-
for the unwary. The occasional skeletal ruin juts from the landscape apocalyptic world was born.
and twisted metal hints at what came before, but no
The remnants of technology need constant maintenance one really bothers with what is left, unless they fashion We have compiled some of the most common causes
or have been adapted to alternate fuels by the few who shelter or weapons from the scrap. Blacksmiths and of planet wide annihilation seen on screen. Any canny
still understand such things, and their skills reach a small foundries have begun to produce black powder producer should be able to expand upon them – or mix
higher price than a tank of the black gold. weapons, aided by alchemists who dabble with various them together – to create a post-apocalyptic world never
ingredients. Most people are born, live and die in the before seen by audiences!
A good blade or bow is often more reliable than a same village or outpost, protected by their lords from
firearm. Yet some of the rubble and debris has been the brigands and warlords that plague the wastelands. The profiles provided in 7TV:Apocalypse (italicised below)
turned into new structures, areas have been fortified cater for all post-apocalyptic sub-genres, but we have
with walls and fences, and new leaders have risen Some hardy souls venture forth, travelling in provided a few suggestions to help shape your casts.
to lead proud communities of hardened survivors or caravans for trade purposes or seeking out
operate as nomadic gangs who raid and bully the more some of the mystical places mentioned in
settled people, taking whatever they need. stories. For tales are told of underground
cities that light up at night, of treasure
There are also those who wander the ravaged land, troves of ancient weapons that can
offering their services in return for supplies, trading kill many people at a time, monsters
in scavenged items or working to ensure that the and mechanical men who wander the
communities stay in touch. Civilization of a sort exists, land and of objects of wonder worth
but people still huddle together in fear of the unknown… their weight in gold…

7
END OF THE WORLD BUILDING

ALIEN INVASION BIOLOGICAL DISASTER ASTEROID STRIKE


They came, they saw – and they conquered! The Just because we can, doesn’t mean we should. Some No one knew what was coming, or maybe those that did
human race might be enslaved and under the yoke of Utopian Architect may have played God once too often said nothing and looked to their own survival. Now the
uncanny Aliens from another world. Small pockets of or accidentally created a virus or Abomination they sky is no longer the same and the cold is more intense
resistance fight back, with Grizzled Veterans striking couldn’t control. The changes it wrought were fast and than it has ever been. Millions died overnight but
against the otherworldly aggressors and their monstrous furious and now the infected skulk in the shadows away somehow some people survived the blast of the natural
servants in the ruins of Earth’s empty cities. Or perhaps from the sun, seeking to devour the Old World. disasters that changed the face of the planet forever…
falling meteors have brought alien spores that blinded
humanity or transformed the living into the undead. With most of the population gone, small pockets of Emerging from bunkers deep underground or remote
humanity have become Scroungers and Scavengers, mountain shelters is an Egghead or Authority Figure
Maybe the invaders have stripped our world of resources, eking out what they can from the scraps of the Old from the military or scientific community, while a
leaving behind a wasteland with remnants of their World. The virus may change much of the population, rag-tag group of Survivors, who met as Everyman
technology for survivors to fight over. Or the invasion may perhaps bringing the dead back to life as Zombies, passengers on a train, aircraft or cruise ship, awaken to
be ‘home grown’, with animal or plant life such as the or accessing our most primal instincts to transform a world unrecognisable from what they left behind.
Fungoids spreading infection to reclaim the Earth. the meekest into violent killers looking to spread their
disease or feast upon flesh. Of course, survival can warp the strongest minds, with
There are many who still survive, few in number bands of Cultists or Marauders, or even cannibalistic
perhaps but ready to fight and restore humanity. There Humanity prevails in small groups; scattered, crowding tribes who’ve breached the bounds of civilization.
are those who survive led by Natural Leaders – strong, around the strong such as a Living Weapon or
charismatic individuals who command remnants of Rebellious Youth or Terminal Crazy. From all walks of
the military, the police or just plain survivors who life, they are united in one goal – the desire to survive.
have some skills or bitter experience to spur them on.
And then there are always those opportunists who are Perhaps a True Believer or Mutant Leader leads a
willing to ally with an enemy Overlord to seize power band who punish and hunt down those who remain
for themselves. untouched. Or a monstrous Alpha Predator commands a
pack of corrupted creatures with just enough smarts or
low cunning to make it to the next meal.

8
END OF THE WORLD BUILDING

JUDGEMENT DAY NUCLEAR ARMAGEDDON RISE OF THE MACHINES


There is no more room left in Hell. Fell creatures now First came the sirens and then the blinding light. Whole Machines were designed to free mankind. Artificial
walk the Earth, hunting the living and locked in an populations wiped out in an instant. In the aftermath, intelligences, warriors immune from atomic, biological
eternal war for domination of mankind. Perhaps they are those left found nothing but chaos as society collapsed. and chemical warfare, the Servobots and Synthetics
Fiends or Vampires, passing on the strain that is their The Old World was gone; buried beneath a blanket of were tireless mechanical servants built to meet our
curse. Or demonic spirits that now possess the bodies of ash and the first snows of a nuclear winter… every need… until one day, they decided that humanity
unfortunates – the Damned that seek to do battle with was weak and flawed and no longer fit to be their
the few good souls such as the Outcast and the Blessed Those who could took to the roads, headed out into the master. The rebellion was swift and efficient.
who have been sent to protect humanity. wastelands, scavenging for food, supplies and the juice
– the black gold – which kept their vehicles moving. Perhaps they used the arsenals of the world to consume
As nations crumble, ordinary people are forced to endure Bandits and Bikers now cruise the highways revelling in humanity in a conflagration of fire, deploying an endless
diabolic torments. Many seek refuge in heavily fortified the white line nightmare. construction line of Killbots and Warmachines to mop
cities and former government facilities, drawn by the up the survivors. Or maybe the machines imprisoned an
faith of True Believers or legends of a chainsaw-wielding Or perhaps they rode out the firestorm, safe in shelters unknowing mankind in a virtual reality world, watched
Reluctant Guardian. Away from population centres, or high up in space, ready to return at some point in over by sinister Spybots, keeping humanity content and
communities huddle in shanty towns and settlements the future and reclaim the planet. But how many years helpless as they ravage the planet’s resources to fuel
that now resemble something from the Old West. have passed since the apocalypse? What will returning their city-sized machines.
astronauts find after their journeys? Will another species
Out in the wastelands, Marshals, Monster Hunters like the Simians rise to conquer the Earth? Or will Yet, amidst the debris
and Living Weapons ply their trade, working to restore Beastmen, the mutated offspring of the apocalypse, and detritus of fallen
the balance. Up against them are the corrupted, both establish their own dominion? humanity, there are
human and the cursed – twisted beings such as Savages those who resist.
or herds of Zombies, now unable to rest in peace. There are those who wander the wastelands like nomads Ultimate Survivors and the
– Rangers, Scouts and Wasteland Wanderers living next steps of humanity such
off the corpse of the Old World, or Marauders preying as the Next Gen join forces
upon communities of survivors. Most of the Wasters with renegade cyborgs like the
are crazy, suffering from some form of madness, be Mean Machine and fight back,
they cannibalistic Ghouls, fanatical Cultists or tribes offering resistance to the
of Mutants. But there are worse creatures out in the dominion of the insidious
wastes, such as Irradiated Insects or Freaks of Nature – eight-bit overseers!
mutated versions of what went before…

9
Development
Hell
To illustrate the possibilities of the
post-apocalyptic settings we have
dug out these production notes
from the desk of Michael Barron,
detailing three shows that made it
through development hell!
These notes can be used to fast-
track your own hit shows using the
outlined characters and episode ideas.
Suggested profiles are marked in
italics.

The shows illustrate three (very


different types of) post-apocalyptic
formats that cater for a range of player
preferences – from grim survival horror
to fast and furious carmaggedon to
monster of the week serials.

• Planet of the Fungoids


• Radland Racers
• Highway to Hell

10
Development Hell

PLANET OF THE FUNGOIDS


PITCH PRODUCTION NOTES
Mother Earth is intent on surviving the apocalypse too This is a classic gritty survivor-driven post-apocalyptic • Jimmy is a paramilitary conspiracy theorist with
and has found a fertile resource in the rotting corpses setting with a twist on the old zombie tradition and access to weaponry who has long been preparing for
of the dead. Animated by some unknown hive mind, touching on the growing environmental concerns of World War Three and was slightly disappointed that
these plant zombies (aka fungoids) look to spread their the time. Originally filmed for the UK 7TV channel as the enemy, when they struck, turned out to be quite
spores and germinate a new green and pleasant land. ‘Fruiting Bodies’ but never broadcast, the series was literally home-grown rather than ‘Johnny Foreigner’.
Along the way a rag-tag band meet other survivors, repackaged for US audiences, with a new title – Despite his bluster he is worryingly well-armed and
some of whom join them, while others have different ‘Planet of the Fungoids’. ‘up for a scrap’ (Grizzled Veteran).
philosophies of how to prosper in this strange new
world. The mortality rate is high. • Frank is an accident-prone man-child with a knack
CASTING for getting into and out of death-defying situations.
Our heroes are a small group of ordinary people who When not falling through holes in the floor of
survived the initial outbreak: abandoned buildings or accidentally blowing up the
5.45 survivors’ garden shed, this walking disaster area
Planet of the Fungoids • De facto leader Tom is a self-sufficient farmer who is remarkably lucky when evading the vegetable
starring Dick Briars gave up a soul-destroying desk job to get back to menace, often clinging precariously to cliff-top
Writhing Damp nature, but avoided falling victim to the Nutrein vehicles or making an improvised escape through
by BOB HOUSE exposure thanks to his ‘grow your own’ philosophy. nightmarish city streets on roller skates (Everyman).
Trapped in the city by shambling fun-
goid herds, the survivors take refuge Losing his wife soon after the fungoid herds
in a shabby townhouse. But their pe- converged on his suburban smallholding, Tom uses • Fletch is an habitual petty criminal and former
culiar new landlord has some rather his ingenuity and resourcefulness to keep his fellow inmate at Her Majesty’s Pleasure. Though outwardly
strange habits. What happened to the survivors equipped to face this strange new world cynical and always looking to make himself as
two young men in the top flat, and
(Natural Leader). comfortable as possible in the hellish world of the
why does the cat keep hissing at the
reclusive spinster’s door? fungoids, he has a soft heart and always looks out
• Margo is Tom’s largely ill-prepared and stuck-up for his mates. An expert thief and smooth talking
Thomas ......................... DICK BRIARS
Margo .......................... PENNY KEITH neighbour who had the good fortune to live next door con artist, he takes particular delight in getting
Frank ..................... MIKE CROWFOOT to him when the outbreak claimed her long-suffering one over bullies and pompous authoritarians
Digby ........................ LEON FOSSITER husband. Convinced that ‘the authorities will soon (Scrounger).
Ms James ................ FRANCIS TOWER
have this unpleasantness under control’, she manages
Producer MALCOLM DAVID to somehow look on the bright side in the face of the
Director DUDLEY TERRANCE
unstoppable fungoid invasion (True Believer).

11
Development Hell

12
Development Hell

SYNOPSIS: PLANET OF THE FUNGOIDS


The vegans were the first to die. of the Fruiting died quickly enough, their corpses to the scale of the disaster, and were riven by fungoid
disappearing beneath a lush, verdant mound of fungal outbreaks within their own ranks. People fled the
It was supposed to be the food of the future, a matter. Most of them. swarming cities for the dubious safety of the countryside.
wonderstuff that would feed the world. Cultivated from
agaricus cryptosporus, a rare cousin of the humble The cause of the global sickness was no longer a This is England’s green unpleasant land. A landscape
edible mushroom, Nutrein was heralded as a protein- mystery. Nutrein, the food of the future, had adapted, of vast, shambling fungal herds, of cities abandoned to a
rich meat substitute that could be grown anywhere with mutated, evolved. It had found a new environment in voracious Nature, of hardy but desperate human survivors
minimal need for soil, sunlight or water. The developers which to flourish and bear fruit. Man. fighting for survival in a world no longer their own.
and patent holders, food giant Incorporated Organics,
claimed that with suitable flavourings and texturing But the horror didn’t end with the first wave of Fruiting. This is the Planet of the Fungoids.
it would replace beef, chicken, fish, fruit and all Incredibly, the corpses of some unfortunates proved
vegetables. At a fraction of the cost of other vegetarian excellent hosts for the mutating vegetable life, growing
food products, and with a growth cycle of mere weeks microfilament tendrils to replace dead nerves, pulsing
from spore to fruiting body, it was soon a staple of fronds of sap in place of clotted veins and arteries,
every meal in the land, from school time snacks to tough fibrous stems to replace damaged muscle, 7.30
Sunday roasts. skin and bone. Lurching, shambling, these mycelial Planet of the Fungoids
mockeries of men and women, these fungoids, rose starring Dick Briars
Then people started to get ill. Nobody connected it from the mass grave mounds of the dead to prey on Unjust Desserts
with Nutrein at first, putting it down to a freak flu people, pets, livestock and wildlife alike. They moved by DOUGIE STONE
outbreak. One person in ten was hospitalised with the with primitive, singular purpose, gathering into vast The survivors’ seemingly idyllic
mystery sickness, stretching the medical services to unstoppable herds, seeking to supplant the animal life at the Retreat is threatened by
the Sunshine Army, a warlike group
breaking point. Then those that were the first to be kingdom with the vegetable.
based in an old dessert factory. When
admitted seemed to stabilise and even begin to slowly their leader, the dictatorial CJ, takes
recover. They were hastily released for convalescence Schools, factories and offices closed. A curfew was Margo prisoner, Tom, Jimmy and the
back with their families, to free up beds for fresh imposed, followed by roadblocks, mandatory blood tests others take the fight to him.
patients. and secretive quarantine camps in remote, heavily guarded Thomas ......................... DICK BRIARS
locations. But Nutrein had been too successful, too Margo .......................... PENNY KEITH
Frank ..................... MIKE CROWFOOT
And then it rained. And people on every street, in widely consumed; the Fruiting outbreaks continued. After
CJ ............................... JOHN BURRON
every town, began to… sprout. Tenacious fungal the first infested aeroplanes crashed and overwhelmed Doc ............................. JOHN HORSEY
shoots emerging from their mouths, ripe bulbous fruits passenger ferries ran aground, the borders were closed
Producer MALCOLM DAVID
blossoming on their flesh, their entire bodies swiftly and all air and sea ports were shut down indefinitely. Director BOB PENNANT
engulfed by a rapid, terrible vegetable growth that burst The government declared martial law, then went silent.
from their abdomens. For the most part, the victims Police and military services proved wholly inadequate

13
Development Hell

RADLAND RACES
PITCH CASTING
A vehicle-based action-adventure, following the An ever-changing ensemble cast filled with outrageous When the Brigand’s dazzling smile isn’t enough
exploits of colourful madcap driving teams as they guest stars, either as allies or enemies! to get them out of trouble, mild-mannered Bunny
race across post-nuclear wastelands in their signature transforms into his superheroic alter ego, Captain
vehicles working for, or foiling the plans of, the • The Stunt Rider – a wandering spirit, the death- Catastrophe (Mondo Muto).
scheming Boss Vegas! defying Stunt Rider can be found performing at
market fairs and grand celebrations alike, jumping • Filmore & Clive – Bare-knuckle brawler Filmore
impossibly wide canyons and rad-swamps on his Manco (Living Weapon) doesn’t want to fight, but
PRODUCTION NOTES custom bike in return for bed and a meal, or a cash it’s the only way he knows how to make a living,
Pitched to Barron as something for the teen market, prize. A popular figure among common people, even if that puts him up against some pretty tough
this concept drew on the popular chase movies in the he has been known to fight for the downtrodden opponents, and not all of them human. Fortunately
tradition of The Great Race, Bullitt and the French against oppressive, overwhelming forces, sometimes he knows that he can rely on his partner and co-
Connection. It was a light-hearted look at the end of seemingly perishing in the fight, only to appear on the driver Clive (Terminal Crazy), an orang-utan with a
the world intended for syndicated Saturday morning or road hale and hearty days later (Wasteland Wanderer). devastating right hook.
Saturday evening slot and featured broad characters,
scenery chewing villains (the screen test footage of Jack • The Fruit Loops – Humanoid animal mutants, • Gwayne Lord – Sophisticated, single-minded and
Palahniuk as Boss Vegas has to be seen to be believed) mutated humans, or simply four lunatics in funny utterly ruthless, Gwayne Lord (Bad Lieutenant)
and most importantly lots of car chases and collisions! animal suits, this bizarre quartet’s true nature is a is the black sheep of his family, having killed his
mystery. When not lurking in their lopsided funhouse own father and stolen his top-secret invention,
in the heart of the old abandoned Wonder World the indestructible armoured semi dubbed TITAN.
theme park, they race around in their personalised Inside this invincible eighteen-wheeler, Gwayne is
buggies, over hill and highway, making up a mess of all but unstoppable, smashing lesser vehicles into
fun. None who have ventured into Wonder World in scrap wherever he goes. His only weakness is his
pursuit have ever returned (Beastmen). sheer overconfidence and unwillingness to resist a
challenge to his ego.
• Bunny & the Brigand – The handsome Brigand
(Scrounger) is a legend across the Radland for
his skills as a driver, his boyish charm and his
luxuriant mustache. With his portly pal Bunny in the
passenger seat they have an unmatched reputation
for winning races and transporting certain ‘high-end
goods’ from A to B in record time.

14
Development Hell

SYNOPSIS: RADLAND RACES


The Lastwar lasted hardly any time at all. It didn’t But surprisingly, this was not the end of the world. Loners and lunatics declare themselves lords of all
need to. Once the first missiles were in the air, Far from it. Whether through luck, act of God or some they survey, fortifying long abandoned shopping malls
everything pretty much ran according to schedule. unknown outside force, a small percentage of humanity and sports stadiums into their own personal post-
survived the nuclear Armageddon. Vast regions of the cataclysmic castles, hoarding precious stockpiles
Major cities disappeared in clouds of nuclear dust, Earth were radioactive hellholes, entire continents and of gasoline, drugs and ammunition. Lone lawmen
pre-emptive strikes and retaliatory launches passed oceans reshaped by the cataclysm, leaving civilisation wander the Radland dispensing their individual
each other in the skies and delivered their payloads in ruins and transforming once-commonplace resources interpretations of justice to a world gone mad, while
of megadeath entirely as planned by the men in the into precious commodities worth killing for, but itinerant road warriors sell their services to whichever
bunkers, and the supercomputers that ran the systems somehow isolated pockets of mankind endured. beleaguered settlement can give them a bed, a meal
for them when they were among the first to die. or tank of gas.
Decades later, societies very different from those that
once flourished across the face of the Oldworld have The greatest, most wonderful, most terrible place in
5.45 risen from the ashes of destruction. It is a hard, brutal the new world is Apocalopolis, a glittering, belching,
age, where strength, ruthlessness and resources are thundering mobile city, crawling across the Radland
Radland Races king. The weak, the gentle and the poor suffer and die. as it greedily harvests all before it; gas, food, water,
starring Jameel Farr
Democracy is a fairy tale, justice a bad joke, and the slaves. Both pleasure-palace and pirate landship,
Furry Road
by DC MONTANA only laws are the laws of the new world: Take what you both factory and fortress, Apocalopolis draws as many
When one of the Racers kills a pow- can, Kill who you must, Run from the rest. people eagerly into its orbit as it sends others fleeing
erful warlord’s son in a brawl at the before its earth-shaking tank tracks.
World’s Edge Diner, they must all flee The peoples of the new world are as varied and strange as
his avenging motorized army. Their
their environment. Scavengers make hellish treks across And the greatest spectacles in this hard new age are
only hope is to reach the safety of Rap-
id City in time, but they must first pass the radioactive badlands, transporting valuable cargoes the Radland Races; insane thousand-mile contests of
through the Wild Kingdoms, home to of food, medicine and clean water in their lumbering man and machine, with a king’s ransom in precious
hostile tribes of mutant animals. gas-guzzling armoured megatrucks, fighting off starving resources the prize, courtesy of the capricious Boss
The Blue Baron ......... JAMEEL FARR mutant warbands, cunning mongrels and avaricious Vegas, mayor of Apocalopolis. Only the desperate,
Freak ............................ ED CASSIDY
Fright ..................... DANIEL DEVITO scav gangs eager for plunder. Barbaric warlords live the prideful or the insane enter their vehicles into the
Voice (Pet President Mittens) in decadent quasi-mediaeval splendour, taking their Races, and only the lucky survive.
................ CAROL SHANNING pick of the local produce and the cowed farmers,
Voice (Bear in the Air)
......................... DAWS VALET ruling with an iron fist in a studded leather glove. Traveling
carnivals parade their mutant freakshows and bawdy
Producer LARS GLENN
Director LLEWELLYN JOHNS entertainments to people who only dimly remember a
world of small screens and movie houses.

16
Development Hell

17
18
Development Hell

HIGHWAY TO HELL
PITCH PRODUCTION NOTES
This anthology series takes place in a ‘Hell on Earth’ Aimed at late night audiences, Barron hoped to push the • John Atticus – this ex-con with steel-hard skin
where America is facing its End of Days. Each episode boundaries set by the censors with satanic themes and provides muscle and machine guns in the fight
of this road trip across a cursed country starts with gore. Transferring some elements of the horror movies to against the demonic forces Stone encounters
grim preacher Father Jonah Stone pulling up outside the small screen, the endless road concept would also (Monster Hunter).
the setting in a black Impala to continue his odyssey of allow the show to explore all manner of supernatural
modern horror… tropes – werewolves, vampires, demons and countless • Colonel George Newell – this resourceful military
monsters of the week drawn from American folklore. man claims he is the last astronaut. His smarts,
traps and peculiar immunity to the undead make
him a useful ally (Authority Figure).
10.45
CASTING
Highway to Hell Stone teams up with the guest hero of each episode as • Bathsheba Brown – every kind of cool, this karate
starring Mike Douglas they encounter the horrors and heroes of a hellish world: kicking halfblood agent proves that not all vampires
Hell to the Chief need to be staked (Outcast)!
by DENNIS SPINNER
• Jonah Stone – Tough but troubled priest in a
Stone and Earth-angel Daniel are on
a mission to Washington DC, a night- black Impala and a trunk full of demon-whuppin’
marish hellscape under the sway of the weapons. Trying to regain his lost faith and right
demonic Anti-President himself and wrongs (Reluctant Guardian).
his Disciples of the Watch. A deal with
the renegade demon Rakshuzu gets
them as far as the ruins of the Penta-
• Daniel – this Earthbound angel and ultra goody-
gon where they discover a crazed Air goody was stripped of his wings. Armed only with his
Force General intent on scouring the flaming sword, healing touch and an air of despair,
Earth clean with atomic fire. Daniel acts as Stone’s conscience (Fallen Angel).
Fr. Jonah Stone ......... MIKE DOUGLAS
Daniel ................................ KEIR DALI • Rakshuzu – Stone would leave this renegade double-
Rakshuzu ...................... LINDA BLARE
Gen. Mack D Nife .. SPURLING HAYDEN
crossing demon by the roadside, if it weren’t for his
Secret Service Demon .. DREW ROBINSON promise to the mother of the child it now possesses
(Fiend).
Producer LARS GLENN
Director TOBY HOPPER

19
Development Hell

SYNOPSIS: HIGHWAY TO HELL


It was the dawn of the new millennium, a time of promise and possibilities. And leading the way to
that brighter day was the brand new president. Young, handsome, charming. The son of a diplomat 10.45
and a multi-millionaire businessman in his own right.
Highway to Hell
starring Mike Douglas
But when he leaned in toward the cameras during his Supernatural bloodsuckers slipped quietly into fearful
Last Spaceman On Earth
inaugural address to the nation, millions of American apartment complexes and biblical abominations laid
by DICKIE MACKIESON
viewers saw his eyes roll over, as black as the abyss. waste to entire towns. Colonel George Newell of NASA,
Heard his voice, guttural and strange, making sounds has fortified the now-abandoned
not meant for the human throat, chanting verses not Society fragmented and collapsed. Communities Cape Canaveral and wages a lonely
heard since before the Flood. There was confusion and became isolated and tribal, suspicious of outsiders one-man war against the insane, in-
fectious Unclean hordes massing be-
then screaming on the White House lawn, and then the bringing some fresh hell. Within their fortified walls, yond the barbed wire.
screens cut to an emergency broadcast. some people maintained a semblance of normality, of
Fr. Jonah Stone .......... MIKE DOUGLAS
justice and a life worth living. Others made dreadful Col. Newell ............ CHUCK HOUSTON
The changes were felt immediately the world over. pacts with the horrors beyond their boundaries, buying Brother Malthus .............. TONY ZERBE
Strange communication blackouts, inexplicably eerie their fleeting safety in return for certain… sacrifices. Voice of PERCY ................... DOUG RAIN
Unclean Plague-bearer ..... JOCK CALVIN
electronic voice phenomena on the airwaves, disrupted
weather patterns and earth tremors. Famine in The chaos birthed strange factions who warred, preyed Producer LARS GLENN
Director DONALD WEISS
farmland, new strains of long-extinct diseases erupting on and crusaded against one another; the Unclean, the
spontaneously, mass livestock stillbirths, newborn babes Pre-Rapturites, the Nightwalkers, the Disciples of the
with curious abnormalities. In defiance of the calendar, Watch.
days seemed shorter, nights longer.
This is the reign of the Anti-President.
The first riots happened the day after the President’s The age of Revelations, of Judgment
address, the first state secessions the day after that. and End Times. This is Hell on Earth.
Mass suicides within the week. Cities burned, highways
choked, some towns just… disappeared.

During those long nights, in the fire and the madness,


things stirred. Entities once considered foolish folklore
or childish bogeymen, the stuff of old-time religion,
became stark, terrifying reality. Creatures of the
darkness stalked the streets. Demonically possessed
citizens performed foul rites on suburban porches.

20
CAST CREATION

CAST CREATION
You and your opponent will each have to create a cast of equal ratings, which includes the models, vehicles and equipment your cast is
equipped with. Casts can be simply and quickly built using the profile cards.

CASTS RATINGS OPEN CASTING OR PROGRAMME GUIDE CASTS


Usually, 7TV casts are affiliated to either the side of the The ratings of your cast indicate how popular your You need to choose which method you are going to use
heroes or villains. In this post-apocalyptic version of TV show is – more ratings equals more Stars, Co-Stars, to make your cast. We supply two:
the game, casts tend to be much less clearly defined. Extras, gear and vehicles.
Survival is the main motivator, leading to people Open casting allows you to choose from twelve Stars
carrying out actions that may appear to be ‘heroic’ but You will find the ratings value in the bottom left of each and Co-Stars and all the Extras available according to
may also be considered ‘villainous’ by others – killing profile card. A starter cast might be 20 ratings, a small your affiliation and the genres of your Stars and Co-
someone for a can of beans may mean you live for cast 30 ratings, a standard cast 50 ratings, and an epic Stars. This book contains all the open casting profiles
another day but is morally a bit suspect! cast might have 100 ratings. The larger the ratings, the you need to make a 7TV:Apocalypse cast.
longer your episode will take to play. Whatever size of
We are therefore leaving it up to the players to define cast you choose to play, choose models up to this amount Our Programme Guides detail numerous casts, complete
their characters by their deeds. It is possible to create – you cannot go over this limit, even by a single rating. with unique Stars, Co-Stars and Extras, exactly as they
a mixed cast of characters who venture forth into the appeared on-screen. Choose one Programme Guide cast
Wastes with only one shared goal – survival! Often, and select all your models from the options presented.
two parties want the same supplies or one of them has
taken something that belongs to the other. In a post-
apocalyptic world, it is possible for any group to find
itself at odds with any other.

21
CAST CREATION

WHAT YOU CAN INCLUDE IN OPEN CASTING


Casts are fairly versatile – you can have a cast of EXTRAS
nothing but Stars, or one containing mainly Extras in The greatest strength of Extras is the fact that you can
vehicles. A cast must have at least one Star or Co-Star, field them in great numbers as, compared to Stars and
and you can include more if you like. Your choice of Co-Stars, you can hire a lot more for the same ratings.
Star(s) and Co-Star(s) will determine which Extras you Extras are your cast’s faceless workers, and each one is
can utilize, so choose carefully. Bearing in mind this usually quite specialised.
requirement, a cast may contain:
Some Extras are available to purchase in units – see
STARS the unit cards for details of units and the models you
Your Stars are the most capable models in your cast, can choose to include in them. Any models available to
whether they excel in leading other models, fighting, purchase in units can also be purchased individually.
shooting, or are just great at getting the job done on
their own. Stars cost the most ratings, but each brings a VEHICLES
unique star quality to each episode they are in, and can If you feel the need for speed, include some vehicles.
be quite hard to eliminate. Each Star will allow certain Vehicles are available as a series of templates in this
Extras to be included in your cast. boxed set or can be modified using the Vehicle Mods
rules (see Stuntman’s Guide, page 22).
CO-STARS
Co-Stars cost fewer ratings than a Star, and have Each Star and Co-Star in your cast allows you to choose
correspondingly less impressive capabilities, but they certain types of Extras and vehicles. A Grunt Leader
are still powerful models, no matter their abilities. Co- will gravitate to bringing Grunt Extras in a heavy former
Stars are ideal for leading small forces, or for backing military vehicle, while a Wasteland Wanderer will more
up your Stars. Each Co-Star will allow certain Extras to likely bring along a group of Feral Kids or Survivors and
be included in your cast. drive a medium sized car built for speed. Choosing your
Stars and Co-Stars wisely will allow your cast to include
a suitable range of Extra models or vehicles.

22
CAST CREATION

GENRES
Each Star, Co-Star and Extra profile lists their genres. SAVAGERY SURVIVAL
These are broad categories, so for example the Savages There are those who have come to reject the ways of Thrown into a new world of horror and survival, groups
genre includes the Cultist or Marauder Extras. To the Old World, blaming it for the current desperate of people gather together for protection, attempting
field either of those types of Extras, or a Cultist Coven situation, brutal cultists who seek to erase all traces of to scrounge to survive, living off the corpse of the Old
unit, you need to have a Star or Co-Star in your cast the past or are happy to work to keep the world pure. World. Many eke out a living as farmers, mine workers, or
who also has those genres listed on their profile. The Lost and alone, many children of the Wastes are cast just doing the best they can with whatever talents they
7TV:Apocalypse rules support the following genres: adrift or abandoned by their parents, forced to survive have and equipment they can trade for or scavenge.
in the wild and feral regions. Degenerate, desperate
MILITIA but still human creatures roam the badlands or set up UNCANNY
These are people with some form of military style communities in the wilds, seeking the ‘long pig’ that Throughout history, there are tales of things that go
training. They are usually better-armed and drilled in sustains them. bump in the night or that visit us from beyond. Are they
tactics and warfare but are few in number. They are alien conquerors come to enslave our world? Or are they
often remnants of the old order or servants of those SCIENCE perhaps supernatural creatures from above or below
who would impose their will on others, forming an elite Old World thinkers or those who still have access to – come to fight for the very soul of humanity come
amongst their less able brethren. Perhaps they were more advanced technology. Perhaps they survived deep judgement day?
once part of an invasion force or the muscle for an underground in laboratories, working on experiments
organisation that sought to survive The End. beyond the ken and morality of normal man, thinking WASTERS
themselves gods. Or they were enslaved and put to work Out in the wastelands, all manner of flora and fauna
RAIDING to maintain the technology of a bygone era, lorded over await the unwary – animals and insects whose bodies
When the world fell apart, many took to the roads and the by terrifying corporate officials or their own technology have become twisted or enlarged. There are also the
wastelands to avoid the cataclysm. They became nomads, gone rogue. Whatever their origin, such unfettered transformed – those people who have become warped
raiders, wandering from settlement to settlement, preying scientific exploration may have created boons to or changed, occasionally to their benefit but more often
upon the weak and taking whatever they need. They mankind or horrors beyond imagining. quite horrifically. The lost, the infected and the creatures
revel in the fear they cause but are largely held together of unlife wander this region, preying upon those they
as a group by the authority of their leader. can catch, hunted by some but feared by many more.

MILITIA RAIDING SAVAGERY SCIENCE SURVIVAL UNCANNY WASTERS

23
Casting Call

CASTING CALL
Each profile offers different special effect and MONSTER HUNTER f 10 RATINGS TERMINAL CRAZY f 10 RATINGS
attack options to choose from when building your Some hunt what lurks in the dark, driven by a higher Many were sent insane by the bleak future of the
cast. There are 12 Star and 12 Co-Star profiles calling or a generous bounty. Steeped in ancient lore, apocalypse. Others embraced the anarchy of the new
and over 90 Extras to choose from. hard-fought experience or simple old-fashioned revenge, world order without fear or a plan. Some simply found
these relentless survivors use this knowledge to pursue their place in the madness. Such individuals revel in
Full details are provided on the profile cards, but we their prey from this world to the next. the chaos, attracting those of a like, if broken, mind.
have summarised the descriptions and ratings costs
below. The appendix also lists all profiles with genre in NATURAL LEADER f 10 RATINGS ULTIMATE SURVIVOR f 10 RATINGS
one quick-to-read table. Some are born great, some have greatness thrust upon Some prepared for the apocalypse, honing skills and
them by the end of the world. This individual has building a place to hold out. Some were already living

STARS demonstrated a natural ability to lead, even if it is done outside society and did not mourn its passing. Some
unwillingly and sometimes without compromise. of these survivors are happy to help those in need, but
others are intent on maintaining their solitary way of life
ABOMINATION f 10 RATINGS NEXT GEN f 10 RATINGS at any cost.
Spawned from some unholy union, this diabolical being Boffins may have created the perfect soldier to survive
may be from the pits of hell or a bio-engineered beast. the apocalypse. Or perhaps the Event triggered some UTOPIAN ARCHITECT f 10 RATINGS
It may be a misunderstood monster aiding the lost and freak evolutionary change. Or maybe their gifts are even Many warned about the end of the world, some might
desperate, or perhaps it is Old Nick himself wandering mystical in nature? Whatever the cause, this individual even have engineered it. Perhaps an insane politician
the wastelands in search of souls... has strange and formidable powers. or a fringe scientist – the architect now plans to rebuild
this new world from the ashes of the old – one designed
LIVING WEAPON f 10 RATINGS OVERLORD f 10 RATINGS in their own utopian image – be that for good or ill.
Be it elite military training, Zen mastery or superior To rule the dark future requires an uncompromising
technology, these individuals know how to fight to mind. Whether they are an unyielding authoritarian, a WASTELAND WANDERER f 10 RATINGS
survive. Their actions may rally the oppressed or lead nihilist leader or a sociopath without laws to constrain Few can walk the wastelands alone and survive. Those
those willing to fight by their side. them, their word is law. who do are left emotionally and physically scarred, but
their bravery often acts as a rallying point for survivors…
MEAN MACHINE f 10 RATINGS RELUCTANT GUARDIAN f 10 RATINGS before they disappear on the long walk again.
A fusion of man and machine, this star may be a cyborg The End of Days chooses the unlikeliest of champions.
built to protect humanity – or a rogue war machine Whether they like it or not, these guardians of good
intent on completing its programming – to wipe and evil are on a mission for a greater power, to either
mankind out! But be certain; it absolutely will not stop. defend humanity from the armies of darkness, or to lead
them in the Last Stand… groovy.

24
Casting Call

Co-STARS
ALPHA PREDATOR f 5 RATINGS FREAK OF NATURE f 5 RATINGS REBELLIOUS YOUTH f 6 RATINGS
Perhaps a remarkable or mutated animal or an Towering over the battlefield come 50-foot tall women, Whether they are a family member or a fellow survivor
unstoppable psychopath, this monster has cleaved its rampaging apes or city-crushing lizards. These colossal with special skills, this kid needs both protection and a
way through kin and enemies alike to try and reach the creatures may have been transformed by the atomic guiding hand in order to become something more.
top of its food chain. fallout, exposed to otherworldly energies or may be
rogue experiments escaped from a mad scientist’s lab. TRUE BELIEVER f 6 RATINGS
AUTHORITY FIGURE f 6 RATINGS A person of faith can prove invaluable when morale
Folks naturally look to leaders in times of trouble. GRIZZLED VETERAN f 6 RATINGS starts to fall. But some are also corrupted by their new-
Former police officers, government officials or Combat experience stays with you forever, so these found power, and these demagogues prefer to prey on
emergency services personnel often come to the fore in war-torn heroes can keep the team one step ahead the fears of their congregation to build power through
survivor groups. of wasters and help maintain discipline amongst mob rule.
inexperienced survivors.
BAD LIEUTENANT f 6 RATINGS
Not everyone wants the top job. Some are happy to MONDO MUTO f 6 RATINGS
take the spoils without the hassle if they can enjoy These mighty warriors have tremendous strength. Some
their sadistic or sickening peccadillos. Others may be may lead bands of freedom-fighters while others are
draconian in their methods, believing that only adhering loyal, roaring sidekicks in barbaric post-apocalyptic
to strict rules will keep those in their boss’s charge alive. lands – but all bring much needed muscle to a cast.

EGGHEAD f 6 RATINGS OUTCAST f 6 RATINGS


Perhaps a former scientist, doctor, savvy academic or Exiled from their own kind, these beings may be cast out
maybe even the only mechanic in a thousand irradiated from the heavens or even banished from the pit. They are
miles – their smarts are just as useful in surviving the now forced to walk the Earth trying to find the right path
apocalypse as a good weapon. that will redeem them in the eyes of a higher power.

EVERYMAN f 6 RATINGS SCROUNGER f 6 RATINGS


Thanks to the end of the world, even the most From all walks of life the scrounger may be a former
unassuming cookie-baking soccer mom or hapless shop addict, salesman or a beguiling charmer, but they
assistant can find their true calling and become an all- have the knack of finding vital supplies, information
star zombie killer or flip-out into a psycho monster! and contacts that help keep a group on their feet or
out of trouble.

25
Casting Call

EXTRAS
Extras provide options to expand the effectiveness of
your cast. Extras are available to any casts, as long as BABY DRIVER f 2 RATINGS BLESSED f 3 RATINGS
you apply the genre rules. These learner drivers have already mastered a few slick When Hell reigns on Earth, a heavenly host is needed to
moves behind the wheel – and survived long enough to drive them back to the abyss – these holy foot soldiers
ALIEN SHOCKTROOPER f 3 RATINGS take their vehicles into battle. answer the call to battle.
More heavily armed and armoured than standard aliens,
these elite soldiers lead the invasion, or crush any signs BANDIT f 3 RATINGS BLOATER ZOMBIE f 2 RATINGS
of rebellion! These hit-and-run merchants are experienced combat Bloaters are fat and extremely sickly-looking zombies.
drivers, willing to risk life and limb behind the wheel. They lurch about unsteadily, their wounds weeping
ALIEN TROOPER f 2 RATINGS strange fluids from their swollen insides.
Be they inquisitive greys, martial brutes or emotionally BEASTMAN f 2 RATINGS
challenged war machines, aliens come in many and Whether they are the result of savagery, super-science BONES f 1 RATING
varied forms. or sorcery, these anthropomorphic creatures – be they Few healers survived the Event, so their skills are highly
intelligent primates, cockroaches or lizards – are the coveted. However, many are charlatans – snake-oil
ALIEN WAR LEADER f 3 RATINGS next step in the evolutionary chain. salesman and ‘wise women’ who may kill you as often
At the head of an otherworldly visitation is often a wise as they cure you!
leader or brutal warlord. They may be galactic explorers BEASTMAN ELDER f 3 RATINGS
or have designs on Earth’s water, cows or simply on Armed with half-learned customs or knowledge of the BRAIN f 1 RATING
hollowing out the planet and fitting it with motors. old times, the elders help drive their flock into a raging Highly valued, these men and women hold the last
fervour to drive out invaders. secrets of the Old World. They make generators run and
ALIEN WAR PRIEST f 3 RATINGS the lights come on and understand digital watches. Just
Armed with weird religions and ancient weapons, these BIKER f 2 RATINGS OR 5 FOR 3 models don’t rely on them when the shooting starts.
interstellar zealots help drive their troops into a spiritual For these biker dudes the Club is everything - a home
fervour during battle. and support system both, a family that protects and BULLITT f 3 RATINGS
provides. And heaven help those who seek to mess with Faster than a speeding bullet? This trigger-happy driver
ANIMAL COMPANION f 2 RATINGS their hog or the family. has a deep love of guns and gasoline and can stick to
Loyalty in the wastelands is hard to come by. So the the tarmac better than most.
bond between human and animal is often unbreakable – BIKER BOSS f 3 RATINGS
be they a mangy cross-bred canine, personable primate At the front of every bike convoy is the road hog. Perhaps
or undefined cartoon creature. more ruthless, brutal or simply decked in more suspect
military paraphernalia than their leather-clad brothers
and sisters, there is no doubt who was born to be wild.

26
Casting Call

BURROWER f 2 RATINGS CULTIST f 2 RATINGS DOOMSDAY PREPPER f 3 RATINGS


These mutated worms can grow to over two metres Nothing brings out the crazies like the end of the world. They told you so! Ridiculously over-prepared but wholly
in length. Armed with powerful muscles for travelling Cultists worship anyone or anything that promises them untested, these smug survivors were often a little quirky
underground and several rows of teeth, these monsters salvation. before the bombs fell, so lord knows what the end of
prey on the unwary, bursting up from beneath their feet the world has done to them.
and dragging them into the earth to feed upon. CULTIST FANATIC f 2 RATINGS
Whipped into a frenzy through adulation or religious FALLEN ANGEL f 4 RATINGS
CRAWLER ZOMBIE f 1 or 2 RATINGS FOR 3 models intolerance, these freakish flagellants seek to punish When Hell reigns on Earth, a heavenly host is needed to
These undead horrors drag themselves along by the unbelievers in the name of their lord. drive them back to the abyss – so these holy avengers
whatever remaining limbs have yet to rot away. While lead the blessed into battle.
slow and largely ineffective, they can sneak up on the CULTIST LEADER f 3 RATINGS
unwary and give them a nasty chomp! Holding sway over their fervent followers through FERAL KID f 1 or 2 RATINGS FOR 3 models
willpower and fear, a cult leader can whip his flock When the apocalypse took their parents, countless
CREEPER f 2 RATINGS into a frenzy to strike down anyone who disagrees with children were left alone. The few who survived were
The Event has changed the world forever. Springing their doctrine or who objects to being sacrificed to the forced to rely on their primal instincts, often regressing
from the cursed earth, these carnivorous plants Church of the Bomb. to a feral state – more animal than human.
germinate at a prestigious rate and their group mind
makes them relentless opponents. DAMNED f 3 RATINGS
When Hell was full, it is said some twisted souls
CREEPER HOUND f 1 RATING returned to the Earth by possessing the sinful to join
Faster than their lumbering vegetable brethren, these the legion of the damned or simply re-enact the diabolic
smaller saplings resemble man’s best friend. deeds that sent them there!

CREEPER LASHER f 2 or 5 RATINGS FOR 3 models DEATH WORM f 10 RATINGS


Towering above other creepers, the Lasher strikes with a Reports from the Brazilian rainforests,
whipping vine that blinds opponents. Mongolian steppes, Nevada deserts
and even the New York subway all
CREEPER SEED POD f 1 RATING tell of these giant, slithering,
Blown by the wind, these malignant pods sense animal subterranean worms.
life approaching and hatch into lumbering creepers.

27
Casting Call

FIEND f 4 RATINGS FUNGOID f 1 or 2 RATINGS FOR 3 models GRUNT f 2 RATINGS


Whatever gate opened to Hell also allowed these Mother Earth is intent on surviving the apocalypse too Jarheads, ground pounders or town militia are useful
diabolic horrors to claw their way back into the realm of and has found a fertile resource in the rotting corpses of additions to any survivor group, handy in a firefight and
man to defile the innocent and command the armies of the dead. Animated by some unknown hive mind, these useful to train others in the art of war.
darkness for the four horsemen. plant zombies look to spread their spores and germinate
a new green and pleasant land. GRUNT HEAVY TEAM f 7 RATINGS
FLUKE f 2 RATINGS To face more substantial threats, troops can be
Mutations from the fallout have created ‘flukes’ of GHOUL f 2 RATINGS bolstered with support weaponry to literally get more
nature. Whether these hybrids have adapted to their new Some may appear totally human, others may have bang for your buck.
harsh environment or been warped by nuclear, chemical degenerated into a more hideous state, living in cave
or infernal exposure – all are looking for their next meal… systems or beneath ground, yet they all share a common GRUNT LEADER f 3 RATINGS
feature – a desire to feast upon human flesh. Acts as a guiding hand or brutal overseer of the best
FLUKE MAMA f 4 RATINGS of the troops, keeping them in line and ready to fight,
Deep in a sewer, cave or nestled beneath the sand sits GIANT BUG f 1 RATING constantly training and cajoling as required.
the fluke mama – ruling her nest of grotesque brood Radiation, experimentation or simply evolution left
which protect her with unrestrained ferocity. unchecked by mankind’s fall from grace, these scuttling GUNNER f 2 RATINGS
infestations are now as big as dogs with an often The presence of heavy support on your vehicles can
FLUKE SHAMBLER f 1 or 2 RATINGS FOR 3 models poisonous bite that will stop most prey in its tracks. make the difference to both assault and defence
Humans bitten by a fluke bite quickly mutate into operations for your trigger-happy minions.
these mindless monstrosities. They shamble around GIANT RAT f 1 RATING
the perimeter of a fluke den Altered by the consequences of life after The End, these HAZMAT COMMANDER f 4 RATINGS
alerting against intruders vermin have developed into grotesquely large versions of Leading reconnaissance into the wastelands takes a
with a bone-chilling their ancestors, with a low cunning that enables them to brave soul. But nerves of steel and a rubber suit are all
chattering of their seek out food supplies for themselves and the pack. this commander needs.
exposed teeth.
HAZMAT FLAMER f 3 RATINGS
Sometimes the only means to deal with an outbreak,
hostile lifeform or a marauding bio-hazard is to cleanse
it with fire.

29
Casting Call

HAZMAT TROOPER f 3 RATINGS MAN IN BLACK f 4 RATINGS MERCHANT f 2 RATINGS


Protected denizens from the shelters or returning Seen at alleged alien landing sites or zombie outbreaks, They may not offer the best prices but are always
members of a mission in space, these troopers are safe these dark-suited, Ray-Ban wearing spooks are believed looking to trade and know where they can find
from the toxic nature of the apocalypse, just as long as to work for a deniable arm of the emergency government customers for pretty much anything.
their gear is intact. who ensure the truth is never made public.
MONGREL f 2 RATINGS
IRRADIATED INSECT f 4 RATINGS MARAUDER f 2 or 5 RATINGS FOR 3 models Quite literally the fusion of two breeds, many believe
Where once there were tiny creatures beneath the notice Roaming the wastelands, these anarchic gangs of this canine-like brute is the mix of former household pet
of man, the Event has transformed the most simple marauders hunt down survivors – often pursuing them and a flawed lab experiment or diabolic intervention.
lifeforms! Now the wastelands are filled with giant for miles in a motley collection of ramshackle vehicles.
ants, cockroaches as large as small cars and irradiated MUTANT f 3 RATINGS
scorpions that can cut a man in two! MARAUDER BOSS f 3 RATINGS Whether they were spawned from the virus, or the bomb
Their mohicans are bigger and their chaps are skimpier. that followed to try and contain it, these horrors come in
JOYRIDER f 2 RATINGS Only the most insane and brutal marauders rise to lead all shapes and sizes. They exact their pain and rage on
Born to the road, these wild boys care for nothing but a gang. anyone, or anything, they find.
guzzoline and the glory of a death on the furious roads
of the wastelands. MARAUDER PYRO f 3 RATINGS MUTANT BRUTE f 4 RATINGS
When things heat up, blaze away with this heavy weapon Brutes are bigger and tougher than their mutated kin.
KID f 1 or 2 RATINGS FOR 3 models to clear your enemies. Also popular at team barbecues.
Scared and often a liability, children in dangerous MUTANT LEADER f 4 RATINGS
situations can prove to be surprisingly motivational to MARSHAL f 5 RATINGs The mutant leader offers a society of a sort to the
adults charged with protecting them. These mounted lawmen travel the wastelands on twisted children of The Event, directing their collective
horseback, leading posses of their fellows, offering justice strength against the hated ‘normals’.
KILLBOT f 5 RATINGs and protection in return for shelter, supplies and gear.
These hulking metal skeletons are often crudely MUTT f 1 RATING
disguised as humans but each one absolutely will not MECHANIC f 2 RATINGS Man’s best friend. These animals are good when backed
stop until its programmed target has been terminated. There’s no call-out service in the apocalypse, so if you into a corner, protecting their owners from trouble or
break down in the middle of a herd of zombies, or while warning them of impending danger.
being hunted by savages, you had better hope you have
someone who knows their way around an engine.

30
Casting Call

PACKMASTER f 2 RATINGS RAD ZOMBIE f 2 RATINGS SCAVENGER f 3 RATINGS


It’s a brave soul that tries to tame a mutt or mongrel, What’s worse than a flesh-eating zombie? An irradiated Resources are scarce and a group will need every scrap
but a few have the skill to train these creatures to hunt flesh-eating zombie! they can find to stay alive: food, water, ammo and any
and provide protection for them. working tech. Scavengers will scour the wastelands and
RAGER ZOMBIE f 2 RATINGS bring back whatever they can carry.
PETROLHEAD f 3 RATINGS It is believed that these are infected humans who have
Leading his boys to war on the bonnet of a souped-up yet to turn to zombies but have been driven mad by the SCAVENGER BOSS f 4 RATINGS
car is all this speed-freak desires! transformation. Faster than the shambling undead, you’d These brave souls venture out into the cities or wastes,
best improve your cardio if you want to out run them. leading a party to try and bring back vital supplies.
PLAGUE BEARER f 2 RATINGS
Perhaps unaware of the onset of their condition, or RANGER f 4 RATINGS SCOUT f 4 RATINGS
maybe released as a wolf in sheep’s clothing into an Travelling the wastelands on horseback, offering a better Grizzled outriders provide vital reconnaissance for a
enemy camp, this deadly incubator can devastate vantage point for scouting and to cleave the head off group. They may be former mountain rescue team, ex-
opponents by spreading virulent infection. no-good wasters! special forces or a deranged band of survivalist hunters
who just want to hear you squeal!
PREACHER f 2 RATINGS ROAD AGENT f 4 RATINGS
A person of faith can prove vital when morale starts to A real white line nightmare, this seasoned combat driver SENTINEL f 4 RATINGs
fall, although they may need to rethink their attitude to is skilled in running his enemies off the road. Clad in a heavy duty survival suit and aided by servo-
the dead now they have risen. assisted ‘muscle’, these are the enforcers called in to deal
SAVAGE f 2 RATINGS with those who cause problems for their corporate masters.
Some remote communities have devolved into savagery,
losing almost all vestiges of humanity. Now they prey on SERVOBOT f 3 RATINGS
any they can capture, some for sport, but mainly for food... This handy multi-armed utility robot is ideal for working
in hazardous conditions, providing medical support or
SAVAGE CHIEF f 3 RATINGS simply helping around the bunker as a personal butler.
The savage chief may be the strongest or most cunning of
her tribe, commanding them through fear and violence. SIMIAN ELDER f 2 RATINGS
Guarding secrets of the past, these are the most
SAVAGE SHAMAN f 2 RATINGS intelligent of the evolved primates. They indulge
Claiming they can commune with the dead earth or in scientific pursuits and historical studies, whilst
draw power from the black oil, a shaman practices maintaining the credo of their kind.
bizarre and bloody rites.

31
Casting Call

SIMIAN HORSEMAN f 4 RATINGS TANK ZOMBIE f 3 RATINGS WILD ONe f 2 RATINGS


On horseback, these aggressive gorillas provide a fast Tanks are huge zombies, looking like grotesquely These plucky teenagers lead packs of feral kids – their grit
response when hunting down slaves or driving off enlarged humans. It is unknown how these creatures and cunning protecting those in their charge at all costs.
attackers. come into being, but luckily they seem to be scarce
amongst the undead. WRECKER f 3 RATINGS
SIMIAN LEADER f 3 RATINGS As part of a raider crew, this angle-grinder wielding
These evolved primates are becoming increasingly TRUCKER f 3 RATINGS aggressor is charged with ripping apart vehicles to bring
organised, guided by those of their number who have Keep on truckin’ with this wily old king of the road. home precious parts to help pimp your rides.
exhibited the resilience or brutal nature to command. Never happier than driving a sixteen wheeler, the
trucker will keep you eastbound and down. ZOMBIE f 1 or 2 RATINGS FOR 3 models
SIMIAN f 2 RATINGS Zeds, the undead, sickos, zuvembie, biters, the walking
Whether aggressive gorillas or more passive chimps, VAMPIRE f 4 RATINGS dead – zombies have plenty of names and come in all
these primates make up the majority of the population, Cherubic children, resplendent gentleman, feral beasts shapes and sizes, but none of them will stop until they
fiercely loyal to their leaders and willing to obey orders. or withered old leeches. They may stalk the last person have eaten your flesh and turned you into one of their own!
on Earth, worship naughty vampire gods or have
SPYBOT f 3 RATINGS enslaved mankind to be one giant food bank – but they ZOMBIE DOG f 1 RATING
These nosy drones are great for spying on your enemies. all intend to live forever off human blood. Nothing is immune to zombification and these former
pets are now after more than bones to chew on!
SURVIVOR f 2 or 5 RATINGS FOR 3 models VETTE f 4 RATINGS
An ordinary man or woman, ill-equipped to deal with the This veteran driver will keep your vehicle rolling and
horror facing them. Still, they may survive... for a while. fighting when other less experienced wheelmen would
leave a smoking ruin by the roadside.
SURVIVOR LEADER f 3 RATINGS
Those who have come to terms with their brutal new VIP f 0 RATING
world often prove themselves the best leaders amongst Whether they are members of the local ruling elite or
survivors. survivors from the Old World, these people are worth
something to someone, and must be protected at all costs.
SYNTHETIC f 3 RATINGS
Marvels of human engineering, these are artificial WARMACHINE f 7 RATING
people designed to undertake a number of roles, Practically a mobile weapons platform, this giant robotic
from servants and playthings of humanity to warriors hunter killer lumbers across the wastelands crushing
intended to carry the fight to the enemy. everything in its path.

32
CUSTOMISING YOUR STARS AND CO-STARS

Customising your Stars and Co-StarS


Although we provide 24 Stars and Co-Stars, you don’t have to buy them ‘off the peg’. You can
customise them to create the hero or villain you’ve always dreamt of, or to match a model that you
already own. Simply follow the steps below, and apply the modifiers to that Star or Co-Star’s ratings.

Choose a Star or Co-Star Adjust Genres Adjust Attacks


Pick the Star or Co-Star which is the closest to the final Swap up to 1 listed Genre
result you’re after. Ratings +1 Swap up to 1 attack for another
for another FREE
attack from the same category1
Ratings are for each instance of a change.
Adjust Special Effects Add up to 1 new attack1 Ratings +1

Adjust Statistics Swap 1–2 special effects for


another special effect from any
• No Stars or Co-Stars can take heavy shoot attacks,
FREE or the shield bash attack (unless they have the
Adjust 1–2 statistics by +1 Ratings +1 category where the model has 1+
special effects in Shield special effect).
Adjust 1–2 statistics by –1 Ratings –1 • Only Stars and Co-Stars with the Militia or Raiding
Swap 1–2 special effects for any genres can take military shoot attacks.
• Models cannot adjust Health. Ratings +1 • Only Stars and Co-Stars with the Science or
other special effect
• For each +1 Defence increase, adjust the model’s Uncanny genre can take advanced shoot attacks.
ratings by 2. Add 1–2 special effects from any • The following attacks have an additional Ratings
• If the model does not already have the Move special category the model already has 1+ Ratings +1 cost, if you swapped or added any of the following
effect, count its Move as a statistic with a rating of special effects attacks:
6. If it does have the Move special effect, count its
Move as the rating in brackets. Remove up to 1 special effect Ratings –1 Laser Pistol, Laser Rifle,
Ratings +1
Elephant Gun, High Explosive
• If the final Move statistic is greater or less then 6,
gain the Move special effect, noting the new Move
rate, i.e. Move 5”

1 Calculate the Strike number of the new attack according to the attack tables in the Director’s Guide (see pages 30–31).

33
PLAYING 7TV:APOCALYPSE EPISODES

PLAYING 7TV:APOCALYPSE EPISODES


Games of 7TV:Apocalypse are called episodes, just like This will allow you six to ten models in your cast, and An episode recreates just one part of a show or movie.
a television show or a cult movie. Before playing an will take inexperienced players about two hours to The playing area represents the set. The objectives are
episode both sides will pick their casts (you may want play, or half that if you know what you’re doing. For what each player is trying to achieve to advance the
to use the same cast for more than one episode) up to a medium-sized game you might want to choose 50 story and allow further episodes to present themselves
a ratings value both you and your opponent can agree ratings, and for a full-on cinematic production go for further down the line. An episode is divided into
on. A typical starting game is best played with 25 75-100 ratings, but be prepared to spend several hours before, during and after segments: the Prologue;
ratings per cast. on an episode of this magnitude. Feature; and Epilogue.

34
PLAYING 7TV:APOCALYPSE EPISODES

THE PROLOGUE
Size oF YOUR Playing area Determine your Episode
7TV:Apocalypse is designed to be played on a Alternatively you can create your own episode, either One player should roll 1D6 and consult the table
playing area 4 feet by 4 feet. This allows a degree of from your own fevered imaginations or using a Crooked below to see which episode is to be played. If players
manoeuvring and long-range shooting before opposing Dice cast as a starting point. Or maybe there’s a specifically want to play one episode, just skip the die
models get to grips in melee. A smaller playing area particularly brilliant bit of a TV show or film you want to roll and play that episode. Or you may choose to swap
will emphasise short-range fight attacks, while a large play out. Follow this sequence when preparing for play. for vehicle only episodes instead.
playing area will take longer to play. Given their fairly
rapid speed, it is recommended that you use at least a • Determine the episode 1D6 Episode Vehicle Only Episodes
4 feet square board when using vehicles. • Place objective tokens 1 The Battle Demolition Derby
• Place the maguffin (optional) 2 The Escape The Chase
For episodes on a smaller playing area, consider • Determine start locations 3 The Race
halving the distances given for placing objective • Place models on the playing area (in order) 4 The Ambush
tokens (page 36) and start locations (page 37) to • Create the countdown deck 5 The Hit
ensure no one player has an unfair advantage. Apply • Create each player’s gear and mutation pools 6 The Steal
your own common sense and creativity to achieve the • Roll for initiative
ultimate goal: a satisfying game for both players. The rules for each episode are detailed on pages 40-44.

During the prologue, players determine which episode


they will play. We provide six episodes suitable Determine the attacker
for any cast size. As 7TV:Apocalypse also provides
rules for vehicle combat you will find two additional
episodes aimed to recreate classic car chases and or Both players should roll 1D6 and add the highest Mind
a demolition derby from your favourite movies or TV statistic of any model in their cast. The player with
shows. To concentrate on the high-octane action, the highest result can choose to be the attacker or the
these are best enjoyed without additional foot defender. This is important as it might influence where
models, so we recommend only including vehicles a player’s models can start.
and crews in these episodes.

35
PLAYING 7TV:APOCALYPSE EPISODES

Objective Tokens
There are 5 objective tokens. Each episode uses THE MAGUFFIN
these tokens to represent items of value, which can Some episodes feature the maguffin – the item the
be collected during the episode. Maybe the objective whole episode centres around. It might be food
tokens represent scavenged items, or parts of the codes supplies, an urgently needed machine part or the last
to enter the abandoned shelter complex that both sides case of 7TV Cola™. Getting the maguffin is of critical
are trying to recover items from within. Try to take as importance to everyone!
many as you can, and prevent your opponent from doing
the same. They will gain you victory points at the end If the maguffin is being used then it will be listed in the
of an episode, and a Star or Co-Star taking one will win director’s cut section of each episode. Some episodes
their side some much needed ✪. may have special rules covering how the maguffin can be
claimed, used or passed between models, so read this
The defender places the first token then players before the episode begins. Then just replace the objective
alternate placing them until they are all placed. Tokens token furthest from any models with the maguffin token.
cannot be placed within 12” of any playing area edge,
or within 6” of another token. Ideally, tokens will be The maguffin counts as a normal objective token apart
placed so that it is equally challenging for either side from the following:
to reach them and players may wish to discuss episode-
specific rules for placing them. For example, where • The player whose side gains it can add one random
one cast is composed of much faster moving models, piece of gear from the unused cards to their gear pool
they would have a distinct advantage if the tokens were • The maguffin is worth 1D6 victory points at the end
equidistant from each cast. of the game

Any foot model can collect objective tokens. Vehicles If you enjoy more narrative play, then the maguffin adds
cannot pick up objective tokens. When a foot model some extra tone to your games. The list below, divided
comes into base contact with a token, they can use a by genre, suggests some maguffin ideas that may help
special action to pick it up. The player whose model picks theme your games – but feel free to make up your own!
it up should place it off the playing area but close to hand.

Any Star or Co-Star collecting an objective token will


gain their side ✪✪ immediately.

36
PLAYING 7TV:APOCALYPSE EPISODES

MILITIA Survival CAST START LOCATIONS Create the Countdown Deck


• Bunker Access Card • Last Box of Twinkies Some episodes state where each cast will begin. This See Director’s Guide (page 13) for details on how
• Ceremonial Weapon • Map to Dryland/ is usually close to one playing area edge or corner, with to create the countdown deck you will use for your
• Dog Tags Sanctuary/Oil Refinery the opposing cast setting up likewise on the opposite episode. Place the deck somewhere within the reach of
• Medal Case • Musical Box edge or in the opposite corner. If an episode states cast both players.
• Nuclear Launch Codes • Postman’s Uniform start location, use the following rules:
• President’s Brain • Sheriff’s Hat
• Tomato Plant • The defending player chooses one playing area Create your GEAR Pool
RAIDING edge. The attacking player automatically gets the See Director’s Guide (page 38) for details on how to
• Breeding Stock Uncanny opposite playing area edge. create gear pools for each side.
• Dinky-Dee Dog Food • Alien Egg • Each side’s start location is an area from the back
• Hair Product / Make-Up • Book of the Dead of their playing area edge up to 10” forwards from
• Haynes Manual • Chosen Child that edge. CREATE YOUR MUTATIONS POOL
• Guzzoline • Hard Drive • Models are set up in the order below, anywhere in See Director’s Guide (page 39) for details on how to
• Luxury Leather Chaps • Last Project Blueprints their side’s start location. create mutation pools for each side.
• Seven Holy Daggers • Models can be placed anywhere in the start
Savagery • Shard of Asteroid location, but remember that models from the same
• Animal Head on a Pole unit are usually best placed together, and some ROLL FOR INITIATIVE
• Child’s Doll Wasters other models might be better placed near to each Action! Both sides should roll for initiative as described
• Recipe Book • Animated Limb other. in the Director’s Guide (page 12). The episode has now
• Shamanic Fetishes • Blood Bags started!
• Totem of the Before Time • Brains Placing models on the playing area
• Warped Vinyl Record • Canned Pudding Players place their models on the playing area in their
• Geiger Counter start locations in this order:
SCIENCE • Mutated Flora
• Bot Motherboard • Smart Rat 1. The defending player places their non-Sneaky models
• Clone Embryos 2. The attacking player places their non-Sneaky models
• Molecular Bonded Shell 3. The defending player places their Sneaky models
• Satellite Uplink 4. The attacking player places their Sneaky models
• Temporal Displacer
• Virus Cure For details on the Sneaky special effect, see page 33 of
the Director’s Guide.

37
PLAYING 7TV:APOCALYPSE EPISODES

THE FEATURE
You’re ready to go. Players will begin the episode And… Action! Victory Points
with the first initiative roll of the game. Each episode Initiative is determined normally for all episodes Victory points (VPs) are used to determine the winner of
detailed on pages 40-44 follows a standard format, unless noted here. Players normally each roll 1D6 an episode. The rules for victory points are given in this
which contains the basic information you need to set up and reroll ties. section, and if the episode uses any additional rules for
and play the episode in question: gaining VPs this will be detailed here.
Special Rules
Synopsis If an episode uses any special rules these will be noted DIRECTOR’S CUT
This is the outline of the episode, detailing what’s going in this section. If you want a different way to play an episode, use this
on in the episode and giving general details on what optional section. If the maguffin (see page 36) is used
each side is meant to be doing during the game. End Credits in the episode, it will be listed here.
All episodes end when one player has no models left
START LOCATION in play, or when there are no countdown cards left.
All the episodes in this book are designed to be played You can find any other conditions that would end an
on an area at least 4 feet by 4 feet. If there are any episode here.
additional rules on how to set up or where to place
objective tokens this will be given here.

38
PLAYING 7TV:APOCALYPSE EPISODES

THE EPILOGUE
Games of 7TV:Apocalypse come to an end when one of
the following occurs: Levels of Victory
Clearly you should know just how well you have beaten
• One player has no models in play your opponents – have you just grazed through at great
• There are no countdown cards remaining on the cost to yourself or is your victory decisive and crushing
pile after any end phase to your enemy’s morale and ability to wage war on you?
• The end conditions of the episode you are playing
are reached Subtract the lower VP total from the higher and consult
the table below.
Now is the time for you and your opponent to add up your
victory points to see who came out top in the episode. Victory Point Difference Level of Victory
0-1 Draw

Victory Points 2-3


4-5
Minor Victory
Decisive Victory
Victory points (VPs) are a numerical score of how well
you did during a 7TV:Apocalypse episode. Each side 6-7 Crushing Victory
should consult the table below and add up all the VPs 8+ Epic Victory
they are entitled to.

Victory Condition Notes VPs Gained


Enemy has no models in play Do not also gain VP for axing the opponent cast +2
Enemy cast is axed +1
Each objective token held +1
Each enemy Star or Co-Star removed from play +1
Episode special victory conditions Varies by episode + varies
Each enemy Star or Co-Star with one or more statuses +1
The player who removes the most vehicle mods +1
‘Owning’ an enemy vehicle See Stuntman’s Guide page 19 +1
You hold the maguffin +1D6

39
PLAYING 7TV:APOCALYPSE EPISODES

THE BATTLE THE ESCAPE


Synopsis Synopsis And… Action!
An out-and-out fight, normally the major turning point One cast has been discovered scavenging amongst the Determine initiative as normal.
in or the climax of a film. Whether it is the conflict that buildings in enemy territory. Whether they’re discovered
begins it all or the final scene in which the enemy base while trying to slip through a screen of sentries or Special Rules
is stormed, nothing will be the same after this battle. attempting to infiltrate a food store, their plan has A model in the escaping cast can move off the playing
failed and the only course of action left is to fight and area edge of their chosen escape route. Models doing
START LOCATION evade capture. so are considered to have escaped, and do not count
Both sides set up their models according to the cast as removed from play when determining axed tests.
start locations rules on page 37. START LOCATION Vehicles may exit the playing area in this episode.
The escaping cast are the defenders. Both sides set up
And… Action! their models according to the cast start locations rules on Victory Points
Determine initiative as normal. page 37. The defenders must escape off any playing area If the defenders manage to escape with half their
edge in the attackers’ start location area to escape. models or more they gain +2 VP. If the attackers
Special Rules manage to prevent this they gain +2 VP. The defenders
Models within 6” of an objective token can each reroll do not gain VP for removing attacking Stars or Co-Stars
one die every turn. from play. Instead they gain +1 VP for each Star and
10.45 Co-Star that manages to escape.
Victory Points Highway to Hell
Use the standard victory point rules starring Mike Douglas DIRECTOR’S CUT
to determine the winner of this episode. Howling Wilderness The defenders start with the maguffin in their
by GRANT JEFFREY possession – they do get the gear but don’t get any
DIRECTOR’S CUT The seemingly idyllic community
of Absolom Springs hides a terrible
extra ✪ for having it!
For a different scenario add in the maguffin. secret, known only to the fanatical
Pastor Bill Faust and his loyal Pre- If the side with the maguffin loses a model, roll 1D6.
Rapturites.. On the roll of 5+ replace the removed model with the
Fr. Jonah Stone .......... MIKE DOUGLAS maguffin token, showing that it has been dropped (Yes,
John Atticus ........... RICK ROUNDTREE it gets passed around in the heat of the action!). The
Pastor Bill Faust .. HAROLD HOLBROOK
defenders don’t get the VP for their Stars and Co-Stars
Manitou ............... ANDRÉ ROUSIMMOFF
Pre-Rapturite ................ KATHLEEN BATES escaping. If the attackers don’t claim the maguffin
during play then the defenders are assumed to have it
Producer BEN HARVETT
Director RICHARD MODA at the end of the episode.

40
PLAYING 7TV:APOCALYPSE EPISODES

THE RACE THE HIT


Synopsis Synopsis Victory Points
Both casts are attempting to reach the goal before One cast is seeking to assassinate or defeat a member Use the standard victory point rules to determine the
the other cast can claim it. To compound matters, the of the opposing cast. Whether it is a personal vendetta winner of this episode. In addition, the defenders gain
location is highly unstable, either the roof is threatening or a deal to gain more food or gear, they mean to +2 VP if the VIP is still alive, while the attackers gain
to collapse or the whole area is about to be destroyed at confront and defeat their enemy at all costs. +2 VP if they remove the VIP from play.
any moment.
START LOCATION DIRECTOR’S CUT
START LOCATION Both sides set up their models according to the cast Instead of gaining the free VIP model, the attacker
Both sides set up their models according to the cast start locations rules on page 37. secretly chooses any opposing model to be the target
start locations rules on page 37. of the hit and writes the chosen model down and
And… Action! keeps it hidden. Reveal the chosen model at the end
And… Action! Determine initiative as normal. of the turn that they are reduced to 0 Health or the
Determine initiative as normal. game ends. If this model has been removed from play
Special Rules the attacker gains VP equal to that model’s starting
Special Rules The defending side gains one free VIP Extra to add to Health. If the model is still in play the defender gains
Players gain ✪✪✪✪ if they choose to turn over two their cast, if they don’t already have one. This model is this amount of VP.
countdown cards. the target of the hit.

Victory Points
Use the standard victory point rules to determine the
winner of this episode.

DIRECTOR’S CUT
If two countdown cards are turned over and then an
objective token is taken in the same turn, roll 1D6.
This roll cannot be rerolled or altered in any way. On
the roll of 5+ discard the objective token and take the
maguffin instead. Once the maguffin has been found,
stop making these rolls.

41
PLAYING 7TV:APOCALYPSE EPISODES

THE STEAL THE AMBUSH


Synopsis Synopsis
One cast is attempting to steal a consignment of A friendly model in play can take the maguffin by using Whether it is a planned ambush or a chance encounter,
essential survival supplies that is being transported by a special action if it hasn’t already been passed to this minor skirmish takes either one or both casts by
the opposing cast. another model in the same turn. If any model carrying complete surprise.
the maguffin is reduced to 0 Health replace their model
START LOCATION with the maguffin token. START LOCATION
Both sides set up their models according to the cast Both sides set up their models according to the cast
start locations rules on page 37. Victory Points start locations rules on page 37.
Use the standard victory point rules to determine the
And… Action! winner of this episode. And… Action!
Determine initiative as normal. The attacking side automatically wins the initiative.
DIRECTOR’S CUT
Special Rules Each side has infiltrated the other. When a player steals Special Rules
After gear has been chosen, the defender should draw the scene (see Director’s Guide, page 12), nominate an The defender cannot use any Leader or Unit Leader
4 gear cards and choose one to be the maguffin. The opposing Extra model with no more than 1 Health. That special effects during their first turn.
gear/maguffin is given to one model, and it should be model counts as being in play in your cast for the rest
made clear who has it. Only this model can use the gear of the episode. Victory Points
represented by the maguffin, and then only if they are Use the standard victory point rules to determine the
able to use gear at all. winner of this episode.

DIRECTOR’S CUT
Add in the maguffin. If one side has it and the other
doesn’t then the side which doesn’t have it becomes more
determined and can reroll one die in each of their turns.

42
PLAYING 7TV:APOCALYPSE EPISODES

THE CHASE
Synopsis THE ENDLESS HIGHWAY Victory Points
East Bound and Down! Drivers may be transporting a This episode abstracts the playing area to try and If the defenders manage to escape with half their
valuable cargo – be that a baby elephant or a tanker full recreate an endless highway for an epic chase sequence. vehicle models or more they gain +2 VP. If the attackers
of guzzoline – or simply trying to pass through enemy manage to prevent this they gain +2 VP. The defenders
territory. Whatever the reason, your opponents are hot Mark out a continuous route, ideally around all four do not gain VP for removing attacking Stars or Co-Stars
on your tail and plan to stop you, so try to reach your edges of the playing area, or perhaps a classic ‘figure from play. Instead they gain +1 VP for each vehicle that
destination at any cost! 8’ track by placing objective tokens at least 12” apart. manages to escape. In addition:
The route can contain any number of bends to represent
START LOCATION canyons or mountain roads. Objective tokens remain in Victory Condition VPs Gained
We recommend a minimum of 4 feet by 4 feet playing play for the entire episode. They may not be collected by Each lap completed by the
area. The cast transporting the cargo are the defenders. any model and do not gain victory points for either side. +1
defender ‘cargo’ vehicle
Each defender vehicle
Attackers set up three checkpoints (see below) behind Objective tokens represent the checkpoints that all +1
destroyed by the attacker
the defenders. vehicles must pass through to maintain the chase.
Vehicles must pass within 6” of each checkpoint along
And… Action! the route to have completed a ‘lap’.
Determine initiative as normal.
Once the cargo vehicle has completed three laps of
Special Rules the route the defenders are considered to have safely
Only vehicles and their crews should be used in this returned to friendly territory and escaped. They do not
episode. The defender’s largest vehicle is carrying count as removed from play when determining axed
the cargo. tests. Vehicles may exit the playing area in this episode.

Neither player is allowed to steal the scene in After the end of both players’ first turns, any vehicle
this episode. model that falls further than three checkpoints behind
the defender’s cargo vehicle is removed from play.

Also remove any vehicle mod caltrops, mine or sump


dump markers from the playing area, once they fall
further than three checkpoints behind the defender’s
cargo vehicle.

43
PLAYING 7TV:APOCALYPSE EPISODES

DEMOLITION DERBY
Synopsis Special Rules Victory Points
The end of the world will be televised. For your Only vehicles and their crews should be used in this
entertainment, drivers perform tricks and mangle their episode. No vehicle may take the mine vehicle mod in Use the standard victory point rules to determine the
opponents in a deadly arena... and only the most skilled this episode. Draw this card from the deck and keep it winner of this episode. In addition:
or craziest road warriors survive! close to hand.
Victory Condition VPs Gained
START LOCATION MOTOR MAGUFFIN Each enemy vehicle removed from play +1
We recommend a minimum of a 4 feet by 4 feet playing Demolition Derby producers have added some spice for
For each handbrake manoeuvre OR
area. Both sides set up their models according to the their viewers. Objective tokens may provide plot point
chicken run attack a driver successfully +1
cast start locations rules on page 37. Include at least rewards or… they may be landmines!
passes
six obstacles on the playing area. Objectives tokens
must be placed within 2” of these obstacles. When a vehicle comes into contact with an objective
token, roll the skid dice. On a BRAKE roll, collect 1D3
And… Action! plot points. On any other roll, the token is a landmine –
Determine initiative as normal. immediately resolve a strike using the mine vehicle mod
card. Then remove the objective token from play.

44
Appendix

APPENDIX
PROFILES BY GENRES

MODEL TYPE RATINGS MILITIA RAIDING SAVAGERY SCIENCE SURVIVAL UNCANNY WASTERS
Abomination Star 10 4 4
Living Weapon Star 10 4 4 4
Mean Machine Star 10 4 4
Monster Hunter Star 10 4 4
Natural Leader Star 10 4 4 4
Next Gen Star 10 4 4
Overlord Star 10 4 4 4
Reluctant Guardian Star 10 4 4
Terminal Crazy Star 10 4 4
Ultimate Survivor Star 10 4 4 4
Utopian Architect Star 10 4 4 4
Wasteland Wanderer Star 10 4 4 4
Alpha Predator Co-Star 5 4 4
Authority Figure Co-Star 6 4 4
Bad Lieutenant Co-Star 6 4 4
Egghead Co-Star 6 4 4
Everyman Co-Star 5 4
Freak Of Nature Co-Star 5 4 4
Grizzled Veteran Co-Star 6 4 4
Mondo Muto Co-Star 6 4 4
Outcast Co-Star 6 4 4
Rebellious Youth Co-Star 6 4 4
Scrounger Co-Star 6 4 4
True Believer Co-Star 5 4 4

45
Appendix

MODEL TYPE RATINGS MILITIA RAIDING SAVAGERY SCIENCE SURVIVAL UNCANNY WASTERS
Alien Shocktrooper Extra 3 4
Alien Trooper Extra 2 4
Alien War Leader Extra 3 4
Alien War Priest Extra 3 4
Animal Companion Extra 2 4 4 4 4 4 4
Baby Driver Extra 2 4 4 4 4 4
Bandit Extra 3 4 4 4 4 4
Beastman Extra 2 4 4 4
Beastman Elder Extra 3 4 4 4
Biker Extra 2 or 5 ratings for 3 models 4 4 4
Biker Boss Extra 3 4 4 4
Blessed Extra 3 4 4
Bloater Zombie Extra 2 4
Bones Extra 1 4 4 4
Brain Extra 1 4 4 4
Bullitt Extra 3 4 4 4 4 4
Burrower Extra 2 4
Crawler Zombie Extra 1 or 2 ratings for 3 models 4
Creeper Extra 2 4 4
Creeper Hound Extra 1 4 4
Creeper Lasher Extra 2 or 5 ratings for 3 models 4 4
Creeper Seed Pod Extra 1 4 4
Cult Leader Extra 3 4 4
Cultist Extra 2 4 4
Cultist Fanatic Extra 2 4 4
Damned Extra 3 4
Death Worm Extra 10 4
Doomsday Prepper Extra 3 4
Fallen Angel Extra 4 4 4
Feral Kid Extra 1 or 2 ratings for 3 models 4 4
Fiend Extra 4 4
Fluke Extra 2 4

46
Appendix

MODEL TYPE RATINGS MILITIA RAIDING SAVAGERY SCIENCE SURVIVAL UNCANNY WASTERS
Fluke Mama Extra 4 4
Fluke Shambler Extra 1 or 2 ratings for 3 models 4
Fungoid Extra 1 or 2 ratings for 3 models 4 4
Ghoul Extra 2 4 4
Giant Bug Extra 2 4 4
Giant Rat Extra 1 4
Grunt Extra 2 4
Grunt Leader Extra 3 4
Grunt Heavy Team Extra 7 4
Gunner Extra 2 4 4 4 4 4
Hazmat Commander Extra 4 4
Hazmat Flamer Extra 3 4
Hazmat Trooper Extra 3 4
Irradiated Insect Extra 4 4 4
Joyrider Extra 2 4 4 4 4
Kid Extra 1 or 2 ratings for 3 models 4 4 4 4
Killbot Extra 5 4
Man In Black Extra 4 4 4
Marauder Extra 2 or 5 ratings for 3 models 4 4 4 4 4
Marauder Boss Extra 3 4 4 4 4 4
Marauder Pyro Extra 3 4 4 4 4 4
Marshal Extra 5 4 4 4
Mechanic Extra 2 4 4 4 4 4
Merchant Extra 2 4 4 4 4 4
Mongrel Extra 2 4 4 4 4
Mutant Extra 3 4 4 4
Mutant Brute Extra 4 4 4 4
Mutant Leader Extra 4 4 4 4
Mutt Extra 1 4 4 4 4 4 4
Packmaster Extra 2 4 4 4 4 4 4
Patient Zero Extra 2 4 4
Petrolhead Extra 3 4

47
Appendix

MODEL TYPE RATINGS MILITIA RAIDING SAVAGERY SCIENCE SURVIVAL UNCANNY WASTERS
Preacher Extra 2 4 4
Rad Zombie Extra 2 4
Rager Zombie Extra 2 4 4
Ranger Extra 4 4 4 4
Road Agent Extra 4 4 4 4 4 4 4
Savage Extra 2 4 4
Savage Chief Extra 3 4 4
Savage Shaman Extra 2 4 4
Scavenger Boss Extra 4 4 4 4
Scavenger Extra 3 4 4 4
Scout Extra 4 4 4 4 4 4
Sentinel Extra 4 4 4
Servobot Extra 3 4 4
Simian Extra 2 4
Simian Elder Extra 2 4
Simian Horseman Extra 4 4
Simian Leader Extra 3 4
Spybot Extra 3 4 4
Survivor Extra 2 or 5 ratings for 3 models 4 4 4 4 4
Survivor Leader Extra 3 4 4 4 4 4
Synthetic Extra 3 4 4
Tank Zombie Extra 3 4
Trucker Extra 3 4 4 4 4 4
Vampire Extra 4 4
Vette Extra 4 4 4 4 4
VIP Extra 0 4 4 4 4 4 4
Warmachine Extra 7 4 4
Wild One Extra 2 4 4
Wrecker Extra 3 4 4
Zombie Extra 1 or 2 ratings for 3 models 4
Zombie Dog Extra 1 4

48
APOCALYPSE
STUNTMAN's
GUIDE

BOOK THREE
CONTENTS
WELCOME TO THe GET YOUR MOTOR RUNNING... 3 Manouvering a vehicle 12

STUNTMAN's GUIDE
Vehicles in 7TV:Apocalypse 3 Making a manouvre 12
Man vs machine 3 Skid and crash dice results 14
Select your driver 3 Skidding into other vehicles 14
Common terms 4 The skid dice 14
Modelling vehicles 4 The crash die 14
Statuses 4 Obstacles 15
Disadvantaged drivers 4 Hitting an obstacle 15
Strike actions 16
In this third volume we dive into VEHICLE TYPES 6 Attacking with vehicles 16
the high-octane world of the stunt Vehicle template 6 Types of attack 16
driver and engage in full-contact Collision attacks 16
vehicle combat! HEAD OUT ON THE HIGHWAY 7 Vehicle armour tests 17
Vehicles in your cast 7 Wrecked vehicles 19
Start up your engines and we will Vehicle activation 7 Vehicle special attacks 20
show you how to MANOEUVRE around Vehicle placement 7 Vehicle shoot attacks 20
the streets of a deserted city in a Entering a vehicle 7 Passenger fight attacks 21
terrifying death race or outrun mutant Exiting a vehicle 7 Vehicles vs foot models 21
raiders across a blasted wasteland.
ACTIONS 8 VEHICLE MODS 22
Learn how to avoid SKIDS, CRASHES Activating models within vehicles 8 Mod slots 22
and OBSTACLES or how to survive Move actions 9 Mod weapons 22
chassis-crunching COLLISIONS! Moving a vehicle 9
Velocity 9 QUICK REFERENCE 24
Race and board enemy vehicles as you Getting into gear 9
fight for control of the highways! Moving fast or slow? 9
Coming to a stop 9
Finally, explore how to build your Emergency stop 10
own post-apocalyptic vehicles with Reversing 10
over 30 vehicle MODS! Back and forth 10
Rough ground 10
Get your motor running...

GET YOUR MOTOR RUNNING...


Crossing the dead earth is a dangerous business. Travelling by vehicle gives you protection
from the environment, raiders and predators – so vehicles are valuable assets.

VEHICLES IN 7TV:Apocalypse MAN VS MACHINE SELECT YOUR DRIVER


No post-apocalyptic game would be complete without For simplicity and speed, you will recognise the same While this chapter deals with how vehicles interact with
the white-line nightmare of duelling biker gangs or an mechanics used for strike actions (see page 20) to each other and their environment, no matter how sweet
armoured bus fleeing from a zombie horde. battle with vehicles. However, in vehicle combat it is your ride, it’s just a hunk of tin without a driver. So
a mix of man and machine that are used to determine your driver’s wits and skills are vital if you are going to
7TV:Apocalypse allows you to build and arm your own combat outcomes. In simple terms, imagine the driver survive.
vehicles and engage in fast and furious vehicle combat. is using their vehicle as a weapon:
We are trying to capture the essence of the great Many models can drive a vehicle, but you will find
cinematic car chases and battles. • A driver’s actions are used to determine how well that some are much better than others. Make sure you
they can control the vehicle, when it will move or if pick the right member of your cast for the job – ideally
As such we are aiming for high-octane action, rather than it will attack another vehicle. profiles with special effects from the Wheelman family –
real world authenticity. So movement and combat are • But when calculating any strike you should always or you may find yourself quickly run off the road.
slightly abstracted to fit into the existing UGOIGO system. use the vehicle statistics.

Using vehicles is entirely optional, so you don't have to


include them in your cast if you feel they are not a good
fit for your games. But you have total flexibility to mix
games with skirmish, and vehicle combat; or play just
with vehicles if you wish.

Compatibility with 7TV


In the 7TV: Inch High Spy-Fi, vehicles are essentially
used for deployment. However, if you wish to include
full vehicle combat these rules are fully compatible.
Agree with your opponent on what parts of these rules
you plan to integrate before play begins. Wheelman
special effects can be added to 7TV profiles by using
the Customising your Stars and Co-Stars rules.

3
Get your motor running...

COMMON TERMS VEHICLE SIZE vs VEHICLE TYPE STATUSES


For clarity in this section, the term ‘foot model’ is used The final size of the model isn’t important, as the Vehicles can never gain the Dominated, Stunned or
where it is important to differentiate between a model vehicle type will dictate the size ‘in game’ to calculate Weakened statuses or be knocked down.
moving on two (or more) legs and a vehicle model – on any effects.
two or more wheels. However, crew models can still suffer statuses as noted
OCCUPANT FACING & LINE OF SIGHT in the Directors Guide (page 11). Crew models cannot
Often vehicle occupants will not be modelled into your take strike actions if they have the Stunned status.
MODELLING VEHICLES toys. So when determining the front and back facing of
The variety of model cars and kits can vary, depending an occupant, or line of sight, use the position of a driver
on your scale preferences and manufacturer – and any or passenger on the vehicle template card. DISADVANTAGED DRIVERS
kit-bashing you may have done to help your vehicle The driver of a vehicle can be disadvantaged, but
survive the wastelands. Half the fun of vehicle combat However, occupants inside vehicles have a more limited vehicles cannot. Check on the table below to see in
is modelling crazy conveyances! viewpoint and targeting options: which circumstances drivers are disadvantaged against
all types of attack.
However, that does mean that there may be a difference • The driver and front passenger can only see out of
between the model you present on the tabletop the front windscreen and side window Description Disadvantaged?
and some of the more exact positioning required to • Rear passengers can only see out of the side window A driver is constantly checking
determine combat effects. and rear window. Attacked mirrors and suffers no
• Occupants on the 'outside' of a vehicle e.g. a truck from the penalties for being attacked No
BASING VEHICLES flatbed or big rig, have the standard 180 degree rear in the rear by a foot or vehicle
model.
Some players choose to base their vehicle models. The view depending on facing.
actual shape of the base isn’t important so bases can Defending The metal shell of a vehicle
be square, round, hexagonal, etc. When measuring However, there may be some occasions where this against provides greater security for
No
a charge the driver against a foot model
distance between vehicles, or when fitting through gaps is inappropriate. For example, on bigger models
attack charging a parked vehicle.
or over terrain, always use the physical model rather representing trucks and big rigs, there may be room to
than the base. place actual models of the crew. A stationary vehicle is a
sitting target; a vehicle
reversing requires extra
FRONT AND BACK In these cases agree with your opponent before play Parked or
attention. Both driver and
Just like foot models, vehicle models are considered to begins if you are using the actual model position or the reversing Yes
vehicle are considered
have front and back zones, each of 180 degrees, with vehicle template to determine facing, line of sight and vehicles
disadvantaged defending
the dividing line as shown in the Director's Guide (see positioning for blast templates. against vehicle attacks but
page 6). not foot models.

4
VEHICLE TYPES

VEHICLE TYPES
To represent the baseline vehicles in all their decaying post-apocalyptic patchwork glory, there are five different vehicle types.

Bike RESTRICTED ACCESS?


Motorcycles, trikes, even BMX bikes; can go anywhere There are no restrictions to the number or type of
fast but offer no real protection. vehicles you can include in your cast beyond the rating
limits for your games.
Buggy
Dune buggies, sprint cars and hot rods; small, speedy, However, some casts have limited access to profiles with
but offer a bare minimum in defence. Wheelman special effects that are highly recommended
to survive vehicle combat!
Racer
Sedans, muscle car, station wagons; all provide good
speed and performance and bodywork.

Truck
Pick-ups, vans, ambulances; slow but offer plenty of
room for passengers and are better armoured than
smaller vehicles.

Big Rig
Multi-wheeled rigs, school buses; large vehicles
often articulated to pull trailers or tankers
offering lots of occupancy.

5
VEHICLE TEMPLATE

VEHICLE TEMPLATE
HEALTH VEHICLE TYPE
The notches (or gaps) in the
Health bar denote the amount
HEALTH BUGGY 3 RATINGS
MODS Either Bike, Buggy, Racer,
Truck or Big Rig.
of damage a vehicle can sustain
before it is wrecked. MODS
You may place your mod
ARMOUR cards here.
The chance that the natural
structure of the vehicle can absorb All the potential mods
a strike, negating the effects. available to the vehicle type
MOVE are listed on the reverse of
The distance a vehicle can travel the vehicle template. Mod
using a driver’s single move action. locations are:
• HOOD – bumper, grill and
DEFENCE
lights.
A combination of size, chassis, build
quality and natural toughness. • ENGINE – the throbbing
heart of your vehicle.
CAPACITY
The maximum number of small DRIVER • BODY – the metal shell
and medium based models that protecting passengers.
can be transported with the vehicle
• CHASSIS – the frame,
when it makes its movement. EFFECTS
These are shown as grey circles MOVE ARMOUR suspension and bones of
ATTACK RANGE STRIKE ATTACKER DEFENDER PARKED SLOW your vehicle.
on the template. One is marked
for your driver; all other slots are
18 6+ Head On 0” +10 -1 Health -1 Health • TRUNK – useful for
considered passengers. storage like a blanket,
Rear End 0” +10 -1 Health -1 Health
DEFENCE CAPACITY spare wheel or a heavy
SPECIAL EFFECTS (Rear of card) +10
Side Swipe 0” - -1 Health, Skid FAST REVERSE machine gun!
These are some of the basic
attributes common to vehicles. Each
8 2 T-Bone 0” +9 -1 Health -1 Health, Crash RATINGS
special effect listed here is fully The base vehicle cost that
explained on the reverse of the card. represents the value of the
vehicle in the game. You must
pay this rating cost to have
ATTACKS - All vehicles have at least three basic attacks. This Attack box details: VELOCITY the model in play. A vehicle’s
Mark your vehicle's ratings will increase if you
• TYPE – This will show • RANGE – The maximum • STRIKE – The number • EFFECTS – the Health
current state of velocity
the vehicle collision range in inches you can you add to your dice loss to both attacker add vehicle mods.
on this grid.
attack symbol (a make an attack with roll when you make an and defender plus
steering wheel). this vehicle, measured attack. The higher the any special rules the
from the attacker to the better. vehicle attack may
• ATTACK – The name of
target model. inflict.
the attack.

6
HEAD OUT ON THE HIGHWAY

HEAD OUT ON THE HIGHWAY


VEHICLES IN YOUR CAST ENTERING A VEHICLE DRIVER OR PASSENGER?
Vehicles do not count towards the number of ✪ gained in On entering a vehicle, you must place the model in
the action phase, nor towards the number of models in PARKED VEHICLES either the driver or passenger position on the vehicle
your cast when calculating if your cast has been axed. Vehicles are generally assumed to be in constant profile card:
motion. Foot models can never enter moving vehicles.
EXAMPLE: A cast comprises 14 models plus Therefore, if any model wishes to enter or exit a vehicle, • Driver – a model placed in the driver position will
3 vehicles. This cast will be considered axed when the vehicle must be parked (see Velocity on page 9). use their actions to move or attack with the vehicle.
8 non-vehicle models have been removed from Only medium sized models with a Mind score of 2+
play, leaving 6 on the table, even if all three Vehicles are always considered parked in the first turn are able to drive vehicles.
vehicles are still in-play. of an episode, unless otherwise stated in the episode’s • Passenger – a model placed in any of the other
special rules. Capacity slots can generally only perform shoot
Models in a vehicle, as driver or passengers, during the actions from within the vehicle (if the model has a
action phase do count as being in play for the purposes When a driver has parked his vehicle he is considered ranged attack). If your vehicle has been modified
of determining the number of ✪ a player gains. disadvantaged, so cannot add any extra dice to defence with a weapon, then you will sometimes require a
rolls, for himself or his vehicle. passenger to fire the weapon.
• Both models can perform special actions to operate
VEHICLE ACTIVATION Only Small or Medium models can enter vehicles. Large vehicle mods – the appropriate model is listed on
Vehicles are free to activate as long as there is one and Massive models cannot be transported in vehicles. the card.
driver model in the driver position.
A foot model can occupy a vehicle by using a move Models can change between different Capacity slots by
However a vehicle itself takes no actions. The driver action if it is adjacent to a parked vehicle. spending a special action.
occupying a vehicle always controls its actions.
If the vehicle has not equalled its Capacity then the foot
model is transferred from the playing area and placed EXITING A VEHICLE
VEHICLE PLACEMENT on the appropriate vehicle profile card. Models inside A foot model can exit a parked vehicle at the end of its
Vehicle models are placed with the rest of your cast. a vehicle are now transported with the vehicle when it player’s action phase as a free action. Models cannot
Any of your models can begin an episode inside any moves. exit a vehicle if they entered it in the same turn. Models
of your vehicles, as long as it does not exceed the exiting a vehicle are placed adjacent to that vehicle, or
vehicle’s Capacity. at the closest point otherwise.

7
Actions

ACTIONS
ACTIVATING MODELS WITHIN VEHICLES MOVE ACTIONS SPECIAL ACTIONS
Models within vehicles activate as normal – each gaining A driver spends an action to move their vehicle. Some actions or special effects require a small amount of
two actions – but these may be restricted due to the time to take effect, but don’t fit into either of the above
confines of the vehicle. The following actions count as STRIKE ACTIONS categories. Examples include using certain vehicle mods
one of your two actions per activation within a vehicle: If appropriately armed, a driver model may make a (see page 22) or moving between capacity slots.
ranged attack by spending a shoot action.
• Move – driver only FREE ACTIONS
• Strike – driver and passenger Passengers can make a strike action to make a shoot Free actions never count against the maximum of two
• Special – driver and passenger attack with a ranged weapon, or with a vehicle mounted actions you can take during your activation, so you can
weapon obtained through a vehicle mod (see page 22). move, shoot and take a free action for example.
And this one does not count towards that limit:
Making a manoeuvre or using a gear card are examples of
• Free – driver and passenger free actions. Models can take more than one free action
during their activation.

8
Move Actions

MOVE ACTIONS
EXAMPLE: Tony Diablo is sitting in his parked
MOVING A VEHICLE GETTING INTO GEAR racer (Move 16") and sees Maxine speeding off. He
Each move action spent by the driver will allow the A non-moving vehicle is parked. It can move from that decides to give chase, using both actions to move
vehicle to move a number of inches up to its Move state to slow, fast or reverse with no difficulty. the vehicle forwards. His custom Hellfire Special
statistic. Vehicles cannot move through opposing leaps into motion, moving the full 32” along the
vehicles, walls or buildings. There must be enough space highway. The vehicle’s velocity is fast throughout
for a modelled vehicle to move between buildings or MOVING SLOW OR FAST? both actions and it ends the turn marked as fast.
vehicles or the vehicle cannot move past. It is important to declare how far a driver is intending
to move a vehicle at the start of the activation. This is EXAMPLE: Ms Lovely Day rolls her truck (Move
because a manoeuvre carried out after 2" of movement 14") carefully forward with one action, travelling
VELOCITY will still be judged to be happening at fast velocity if the only 3". She then uses a second action to unload
Vehicles do not move in a stop-start fashion like a person total intended movement is more than the Move statistic. her shotgun into a nearby marauder and finally uses
on foot and it is important to keep track of the vehicle’s a Nitro mod to make a further free 6" move action.
velocity. All vehicles can be in one of four states: If a vehicle moves forwards a number of inches equal The truck has travelled 9" in total and is considered
to or less than its Move statistic in a turn, its velocity to be moving slow.
• Parked is considered to be slow. This will include any distance
• Slow travelled as a result of skid die.
• Fast COMING TO A STOP
• Reverse If a vehicle moves forwards a total distance of more than There are a few ways for a moving vehicle to come to
its Move statistic in a turn, its Velocity is considered a stop and they don't all involve colliding with traffic-
For example, if your road warrior has her foot to the to be fast. This will include any distance travelled as a calming measures.
floor for several turns, her V8 is going to be moving fast result of skid die.
throughout. Similarly, if her racer spent one turn racing • If a vehicle starts the turn with fast or slow velocity,
along at top speed, it’s going to be difficult to spend the EXAMPLE: Maxine pays one plot point to activate it can spend one move action to move a minimum
first action of the next turn whizzing backwards in reverse. and runs across the parking lot, ending the action of half its Move statistic in inches and then come to
Not to mention that it’s tougher to make that 180 degree by jumping into her racer (Move 16"). She has one a stop. The vehicle is considered slow while moving
turn at high speed than if you’re obeying the speed limit. remaining action and chooses to use it as a move for that action and parked at the end of that action.
action on the vehicle, taking off down the road and • If a vehicle starts the turn in reverse, it can spend
Velocity therefore applies throughout the vehicle’s moving 12” this turn. The vehicle’s velocity is slow one move action to move a minimum of one quarter
movement and is noted at the end of the turn. The throughout the second action and it ends the turn of its Move statistic in inches and then come to a
vehicle begins the next turn in the same state.This is marked as slow. stop. The vehicle is considered parked at the end of
different to the movement of models on foot so we’ll that action.
illustrate with examples as we go.

9
Move Actions

• If a vehicle starts the turn parked and then spends EXAMPLE: Maxine crests a hill and sees that some EXAMPLE: In the previous turn, the marauder queen,
one action to move less than half of its Move mutants have dragged an abandoned tanker across Gargantua, slammed her big rig into Ms Lovely Day's
statistic, the vehicle can either be considered the road in front of her (3” away). As she is moving truck in a head-on collision, leaving both vehicles
parked or slow at the end of that action - the choice fast at the beginning of the turn, Maxine would parked and facing each other. Our oil-smeared hero
is made by the driver. have to travel at least 8” before coming to halt uses her first action to reverse her truck 7" and grinds
– which means she will collide with the tanker if the gears frantically, trying to get it into first so that
she doesn’t have her wits about her! Maxine slams she can make a getaway. Unable to move forwards
EMERGENCY STOP on her brakes for an emergency stop! She rolls again in the mere seconds available, she elects
As a free action, a driver may attempt to come to an two skid dice: a Brake and a Skid 6" result. Her instead to blast her shotgun at the big rig's cab,
immediate halt regardless of the vehicle's velocity: opponent picks the Skid 6" result and sees where hoping to give Gargantua some more scars.
she ends up.
• Roll one skid die if moving slow or in reverse;
• Roll two skid dice if moving fast. ROUGH GROUND
REVERSING Rough ground is any area of the playing area where
Take the worst single result from the dice rolled, decided A vehicle can move from parked to reverse with no the going is bad or broken. Rough ground can occur
by the opponent, if necessary. difficulty. While reversing the vehicle's movement in small or large patches. Examples of rough ground
distance is limited to half of the vehicle's Move statistic are swamp, bog, mud, dense woods, ditches, boulders,
If they roll a Brake result, the vehicle comes to a per action. broken ground, soft sand, scree and steep (but not
shuddering halt. If they roll a skid result, apply the skid vertical) slopes.
result on the die (see skid and dice results, page 14). A While reversing a driver is considered disadvantaged and
vehicle making an emergency stop is considered parked suffers -1 to vehicle attacks. All movement through rough ground costs 2" of
and the driver’s activation immediately ends – even if movement allowance for every 1" travelled.
they have actions remaining.
BACK AND FORTH EXAMPLE: CJ Mustang opens up the throttle of his
EXAMPLE: Tony Diablo needs to refuel and decides A vehicle cannot move both forwards and backwards bike and speeds towards a nearby expanse of mud.
to pull up at a gas station. He started the turn within the same turn. So, a vehicle which reverses a few He reaches the edge of the rough ground with 5"
moving fast so spends his first action of the turn inches for the first action cannot then move forwards in left of his allowance from his first action and so
moving 9" up to the pump and parks. Now all he the second action. This is purely to discourage drivers moves 2.5" into the mud. With his second action,
needs to do with his second action is to straighten from repeatedly reversing and slamming forwards again - he crosses the remaining 3.5" of mud (using 7"
his mirror shades and make sure his hair isn't out- the Apocalypse is more exciting than five minutes in the of his movement allowance) and then races off on
of-place. bumper cars! more secure terrain, travelling a further 11".

10
Manoeuvering a vehicle

MANOEUVRING A VEHICLE
MAKING A MANOEUVRE
Every time a vehicle’s front zone A manoeuvre is always measured from Manoeuvres are free actions, so you Drivers can make a risk-free manoeuvre
changes its facing, it is classed a centre line through the midpoint of may make multiple manoeuvres in your in the first 2" of movement from parked
as a manoeuvre. the vehicle, front to back. activation but they will get progressively to slow/fast/reverse.
more difficult.

Follow these simple steps when making a manoeuvre:


Centre the blast template over your vehicle. Keeping the template steady, rotate the vehicle to face its new direction. The final facing of the vehicle will
Make sure the tip of the cone is pointing in the determine the difficulty of the manoeuvre. The three manoeuvres are marked on the template:
same direction the vehicle is currently facing.

N
EA

EA

EA
UR

UR

UR
SY

SY

SY
T

T
T

T
SY

SY

SY
UR

UR

UR
EA

EA

EA
N

N
N
EA

UR
SY

HAR HAR HAR


T

D TU TURN D TU TURN D TU TURN


T

SY

HARD HARD HARD


UR

RN RN RN
EA
N

HAR
D TU TURN
RN HARD

Easy Hard Handbrake


If a vehicle rotates so that the Once a vehicle rotates so If the vehicle rotates
centre line stays within the first that its new position enters the more than 90 degrees
arc (roughly 45 degrees from next arc (between 45 and 90 from where it started, that
the initial direction), it is degrees), it is classed is considered to be
classed as an Easy turn. as a Hard turn. a Handbrake turn.

12
Manoeuvering a vehicle

3 Roll a number of skid dice depending on the MAKING MULTIPLE MANOEUVRES


difficulty of the manoeuvre and the speed your The first manoeuvre within a move action is made
vehicle is travelling. according to the chart above. However, for the second

• Apply any modifiers from vehicle or


and every subsequent manoeuvre a driver takes within a
move action, you must roll an additional skid die.
4"
wheelman special effects or vehicle mods.
• Also remember to also roll additional skid dice Number of manoeuvre Number of
if you have already made a manoeuvre in this in this action extra skid dice
action (see “Multiple Manoeuvres” below).
2nd 1

SKID DICE ROLLED 3rd 2


Manoeuvre From
Slow Fast
4th 3
C
Parked

URN
YT
Easy 0 0 2
EAS

EAS
YT
URN
EXAMPLE: Pursued by raiders, Maxine enters a canyon, HAR
D TU
RN

Hard 0 1 3 declaring that she intends to travel at her racer's full 16"
8"
HARD
TURN

Handbrake 0 2 4 with her first action and then the full 16" with her second B
action (A). She is therefore considered to be travelling at
Before any skid dice are rolled, a driver can a fast Velocity throughout both actions.
4 deduct one skid die from the total pool for a
manoeuvre for each plot point they spend. Within her first action, Maxine travels 8" to the canyon's
bend (B). Placing the blast template over the vehicle's
5 Roll the total pool of skid dice and apply the single
worst result from the dice rolled. Your opponent
centre line, she rotates the racer to the new position.
Fortunately, she doesn't have to rotate it very far and it's
can make that decision if it is not clear which an Easy turn. That requires her to roll two skid dice but
die is worst. Consult the results on the skid dice she spends a plot point to remove one of those and just
and reposition your vehicle in its new location. rolls a single skid die. It's a BRAKE result.

6 A vehicle successfully negotiating a manoeuvre Maxine must pass a Mind test but fails (C). Her racer
continues to move the remaining number of had 8" remaining for this action but that is now halved
inches up to its Move statistic in this direction to 4". The raiders are gaining! Luckily she has one
until another manoeuvre is made to change its action remaining.
direction again. A

13
Manoeuvering a vehicle

SKID & CRASH DICE RESULTS


The more difficult a manoeuvre, the more skid
dice you will need to roll and the higher the The Skid Die The Crash Die
chance you may lose control. The skid die is marked with four different symbols to The crash die is marked with six different symbols to
determine the outcome of losing control of your vehicle. determine the outcome of crashing your vehicle. You
When rolling multiple skid dice always take the worst may never use plot points to remove crash die.
result. Your opponent has the final word on which is the The arrow symbol will show the direction and the
worst result. distance the vehicle is now forced to travel. The face Roll Result
with the 6” with the skull and crossbones indicates that Remove one driver or passenger
A bad result on a skid die may also trigger you must also apply the result of the crash dice. model from play.
a crash. So, if you roll the face with the 6”
with skull and crossbones on the skid die, Deduct any movement from a skid from the vehicle’s Remove two vehicle mods. If your
you must then roll the crash die. remaining Move in this action. vehicle has no modifications, roll again.

Roll Result Remove three vehicle mods. If your


SKIDDING INTO OTHER VEHICLES Pass a Mind test or halve the vehicle’s
vehicle has no modifications, roll again.
If a skid forces you into contact with another vehicle, remaining move in this action.
treat this is a Collision attack (see page 16) and resolve The vehicle loses one Health.
this immediately after any crash die that might be
Move the vehicle 4” in the direction shown.
rolled. This collision is considered a free attack and
does not count toward your one vehicle attack per turn. The vehicle loses two Health.
Move the vehicle 6” in the direction shown.

The vehicle loses three Health.


Move the vehicle 6” in the direction shown.
Driver and passengers disadvantaged.
Roll the crash die.
After rolling any crash die, drivers may instead choose
to lose one mod for each point of Health lost - if they
have them. Players must make this choice before
making Armour checks. Vehicles may then attempt an
Armour check to avoid losing Health. Armour checks are
made for each point of Health lost.

14
Manoeuvering a vehicle

OBSTACLES
Fast moving vehicles and stationary objects never EXAMPLE: Wyatt speeds between two buildings on EXAMPLE: An enemy Road Agent has forced Hot
get on and are best avoided. his bike and sees a pile of boxes (medium obstacle) Rod Houlihan’s buggy into a 6” skid and through
blocking the alleyway. Deciding to just grit his teeth a fence. Connecting with the large obstacle means
But there are times when a driver can’t react quickly and plough on through, he is forced to roll the skid he is forced to roll the crash die – which results in
enough, or they may simply want the thrill of driving die – which results in a 4” skid. -2 Health.
through a shower of stuffed animals.
Measuring from the point of impact with the Houlihan decides to sacrifice one of his buggy’s
obstacle, the direction of the skid forces the bike mods to negate one point of Health, but risks an
HITTING AN OBSTACLE into one of the buildings! This contact with a Armour test for the other. His buggy has an Armour
If your vehicle comes into contact with an obstacle – Massive obstacle requires Wyatt to roll the crash test of 6+, but as he only rolls a 2, his buggy still
either deliberately or from a skid – then consult the die and he rolls -1 Health. As the obstacle he hit loses one point of Health.
Obstacle Collision table below. was Massive he also deducts a further -1 Health
and -1 mod. That’s a total of -2 Health and -1 mod!
Obstacle
Scenery example Result 5.45
size Rather than wreck his bike (which only has 1 Radland Races
Medium Scatter terrain, boxes, oil Health and no Armour), Wyatt chooses to sacrifice starring Susan Anthony
Roll skid die.
(25-32mm) drums, junk piles two of his bike mods to negate the -2 Health. But Apocalopolis Now!
Large Large vehicles, small he still needs to lose one more mod due to the size by DENNIS SPINNER
Roll crash die.
(40-50mm) shacks, fences of the obstacle, so removes his precious nitro! His The ruthless Boss Vegas has his eyes
bike is battered, but he lives to fight another day. set on the precious gasoline reserves
Roll crash die
Massive of Oilent Green. But the desperately
Buildings, walls + -1 Health or outgunned inhabitants of the tiny
(Over 60mm)
-1 mod loss community have enlisted the help of a
few brave – or greedy – Racers to join
After rolling any crash die following an obstacle them in a near-suicidal stand against
collision, drivers may instead choose to lose one mod the approaching fortress city.
for each point of Health lost - if they have them. Players Calamity Crackshot .. SUSAN ANTHONY
Lips Half-pint .................. MIKE DUNN
must make this choice before making Armour checks.
Boss Vegas ............. JACK PALAHNIUK
Oil Can Larry ... HAROLD D STANTON
After colliding with obstacles, vehicles may attempt an
Producer VERITY NEWMAN
Armour check to avoid losing Health. Armour checks are Director CAM DOUGFIELD
made for each point of Health lost.

15
STRIKE ACTIONS

STRIKE ACTIONS
ATTACKING WITH VEHICLES TYPES OF ATTACK COLLISION ATTACKS
A vehicle’s crew can use a variety of strike actions to Collision attacks occur when a driver strikes another Drivers may only make one collision attack per turn,
disable and remove enemy models during an episode, vehicle with their own, using a combination of driver unless they connect with another vehicle through loss of
so are essential for victory. and machine to run their opponent off the road. control from a skid.

For simplicity and speed, we have used the same Shoot attacks rely on projectile weapons to hit a vehicle A vehicle which moves to come into contact with one
mechanics used for strike actions detailed in the from a distance (see page 20). These will always be or more opposing vehicles must make an immediate
Director's Guide (page 20). made by crew models (driver or passenger) either from collision attack as a free action. Resolve the strike
a ranged weapon the model is armed with, or from a before taking any further actions with the vehicle
1. Declare a target. weapon mounted on the vehicle from a vehicle mod model.
(see page 22) and this shoot attack will be listed on the
2. Determine line of sight. mod card. Also note that you must occupy the correct IMPACT AREA
Unlike foot models, vehicles moving in reverse can position in the vehicle to make the attack e.g. driver or The type of collision attack is determined by checking
make a collision attack in the rear 180 degrees of passenger. the impact area - shown in the diagram below.
the attacking model
EXAMPLE: Max’s vehicle has the flamethrower VEHICLE ATTACK TABLE
3. Determine the range. vehicle mod. This is mounted on the trunk of the Consult the vehicle's profile card's central attacks table
The fight range of all vehicle attacks is 0”. vehicle and requires a passenger to fire it, so Max detailing the types of collision attack that are available
cannot use a shoot action to fire as he is the driver to that vehicle. Each vehicle has different effects, for
4. Defender vehicle makes a defence roll. and rides alone. Later he picks up Cherry. Now example a Buggy's attacks are:
Always use the vehicle’s defence. that he carries a passenger, Cherry can operate the
weapon with fiery abandon. EFFECTS
5. Attacker vehicle makes a strike roll. ATTACK RANGE STRIKE ATTACKER DEFENDER
Always use the attacking vehicle’s strike. A driver cannot make both collision and shoot attacks Head On 0” +10 -1 Health -1 Health
during their activation, and cannot normally spend more
Rear End 0” +10 -1 Health -1 Health
6. If the attacker is successful, determine attack than one action on shoot strikes in the same activation.
effects. Side Swipe 0” +10 - -1 Health, Skid
T-Bone 0” +9 -1 Health -1 Health, Crash

16
STRIKE ACTIONS

COLLISION ATTACK MODIFIERS In Head On collisions, both vehicles come to an


Add or subtract any of the following modifiers that apply immediate stop. The defender isn’t pushed aside and
to the collision attack. the attacker’s move action is ended. In all other cases,
if the attacking vehicle's path is clear after the collision,
• Vehicle in reverse -1 it may carry on moving if it has any distance left to
• Vehicle has carried out -1 travel. Otherwise, that move action is ended.
HEAD ON a manoeuvre this turn
• Vehicle is fast +1 SHUNTING MODELS
In some situations it can be advantageous for vehicles
to shunt other models, moving them out of the way. A
RESOLVING COLLISION ATTACKS gentle nudge can mean options for damaging the enemy
Unlike melee combat, two fast-moving metal objects vehicle are limited, but it may help to clear a path – or
colliding may well cause damage to both parties. better yet force an opponent to lose control.
Following a successful collision attack, work out
damage to both vehicles as described in the effects A vehicle which starts a move in contact with an
T-BONE columns of the attacking vehicle's profile attacks. opposing vehicle can make a shunt. The model
performing the shunt (the attacker) must be of at least
Some attack effects require players to roll a further skid equal size to the model being shunted (the defender).
or crash die. Resolve these results immediately.
Both drivers must make an opposed Mind test and
Drivers may instead choose to lose one mod for each apply the following modifiers:
point of Health lost as a result of a collision attack - if
REAR END they have them. Players must make this choice before • Defending vehicle is parked -2
making Armour checks. • Defending vehicle is smaller -1

Vehicles may then attempt an Armour check to avoid If the defending driver loses, they must roll a skid
losing Health. Armour checks are made for each point die. If they roll a BRAKE symbol they are shunted
of Health lost. 2” directly away from the shunting model. Any other
results on the skid die are treated as normal.

KEY
SIDESWIPE Attacker Defender Impact area

17
STRIKE ACTIONS

VEHICLE ARMOUR TESTS


If there is no room to move the shunted vehicle this If a vehicle is the target of a successful strike roll or EXAMPLE: With damaged sustained, CJ must now
distance, move it as far as you can. receives obstacle damage, then make an Armour test for determine if the attacks also affect any occupants
the vehicle. Simply roll 1D6 and get equal or higher to – namely him! So CJ will also suffer -2 Health if he
Shunted and shunting models never suffer free strikes the Armour number for the vehicle. rolls 5+ on 1D6. But CJ has the luck of the devil,
as a result of shunt movement. Models can never be and passes the check with a roll of 4.
shunted off the table. If this test succeeds you can discount the effects of that
strike. Roll for each point of Health lost. You cannot use DAMAGE TO CREWS FROM BLAST ATTACKS
EXAMPLE: Following a bungled T-Bone attack, ✪ to gain extra dice for this roll. If a vehicle suffer damages from a Blast attack, then each
Snowman’s big rig is brought to a standstill, but he occupant of the vehicle will also suffer the same effects on
begins his second action in contact with Paignton EXAMPLE: CJ Mustang’s racer has been struck by the 1D6 roll of 5+. The defender rolls for this check.
Blaise’s racer. Paignton’s racer is Large, one size an enemy’s tail machine gun and suffers a potential
smaller than the big rig (Massive), so she suffers a loss of -3 Health. His racer’s Armour will protect REMOVING MODS
-1 modifier to the opposed Mind test…which she him on a roll of 6+. He rolls three dice for each Some attacks will result in the vehicle losing some of its
fails. Rolling a BRAKE on the skid die, her racer is point of potential Health to be lost… and rolls 6, 3 precious mods. Other models are able to strip vehicles
moved 2” directly away from the big rig. and 2. He passes one Armour test so only loses two for vital parts. The player who removes the most from
Health. his opponent at the end of the episode gains +1 victory
EXAMPLE: Two battling racers are pursuing each points (see Producer’s Guide, page 38).
other through an abandoned factory. Cherry is hot DAMAGE TO VEHICLES
on the tail of Slipstream Steve having rear-ended If the Armour test is failed a vehicle will suffer the Unless otherwise noted, the owner of the vehicle
him last turn. effects of the strike. Deduct the appropriate Health chooses which mod card to remove and hands it to
from the vehicle profile card. his opponent. These mods cannot be used for the
With the two vehicles still in contact in his turn, remainder of the game, but are kept by the attacking
Steve’s attack options are limited, so he decides DAMAGE TO CREWS players in a ‘scrap pile’ away from the playing area until
to try and shunt Cherry away. Slamming on his If a vehicle suffer damage, then one random occupant the game ends.
anchors, he forces and wins the opposed Mind test. of the vehicle will also suffer the same effects on the
1D6 roll of 5+. The defender rolls for this check. Any mods lost through obstacle damage are
Cherry rolls the skid die and rolling a 6” skid immediately placed on a discard pile and cannot be
careering off course, but only travels 4” before claimed by either player.
colliding with a factory wall… looks like she’ll be
rolling a crash die again!

18
STRIKE ACTIONS

WRECKED VEHICLES DRIVERLESS VEHICLES


If a vehicle is reduced to 0 Health it is considered It is possible that a vehicle will be left without a driver
wrecked. If it has any remaining movement then move if all models are lost in combat but the vehicle still has
it that distance in a straight line. Resolve any further remaining Health. If this is the case, then resolve the
collisions with obstacles, foot models or other vehicles fate of this rogue vehicle in the end phase.
immediately.
As the vehicle is now careening out of control, first roll
All occupants of the wrecked vehicle will immediately 1D6 and move the vehicle straight ahead that many
lose 1 Health and gain the Stunned status. Place all inches. Then roll the skid die and apply the effects. If
occupants of the vehicle adjacent to the vehicle. the vehicle remains in play, then it will remain in this
spot and is considered parked.
Vehicle models reduced to 0 Health are not removed
from play. They remain on the table as scrap for others Vehicles without a driver or crew are considered fair
to scavenge or even to be made operational once more game for those on foot or able to leap aboard. Any
by passing models with the Repair special effect. vehicle which still has Health left may be restarted and
brought back into the action or stolen.
EXPLODING VEHICLES
When a vehicle is wrecked, roll 1D6. On the roll of ‘Owning’ an enemy vehicle
a 6, or if the vehicle already has the On Fire status, The new ‘owner’ must enter the vehicle and pass a Mind
the vehicle will explode. All models within 3” must stat test before attempting to activate. If the player
immediately defend themselves against a +6 strike owns the car at the end of the game or the driver model
roll, which will cause the loss of 1 Health if the strike exits the playing area with it, they gain +1 victory point.
roll succeeds. Extra dice cannot be added to these
strike rolls.

19
SPECIAL Vehicle ATTACKS

SPECIAL VEHICLE ATTACKS VEHICLE SHOOT ATTACKS


When firing from a vehicle, apply the standard facing
CHICKEN RUN ATTACK OBJECTS IN MOTION rules for ‘front and back’ on page 4 for drivers and
This is a dangerous manoeuvre that pits the wits of two Shoot attacks from a moving vehicle suffer a -1 strike passengers. So models cannot normally attack models
drivers against one another as they hurtle head on, to roll modifier. Shoot attacks where the target is a moving that are wholly in their back zone. A model must use a
see who will pull away at the last minute. vehicle, or a model inside or on top of a moving vehicle, move action to change the direction it is facing.
also suffer a -1 strike roll modifier. However, these
A vehicle (the attacker) that ends its second move penalties are not cumulative. A vehicle is moving if its Unlike foot models, models inside vehicles can make
action in contact with the front zone of an enemy Velocity is reverse, slow or fast. Shoot strikes if their vehicle is in fight range of an
vehicle (the defender), can make an immediate chicken opposing vehicle or model.
run attack as a free action. EXAMPLE: A Tucson Raider lies flat atop a butte,
squinting through the sights of a captured rifle. Where a model is in a vehicle equipped with mods that
The drivers of both vehicles must make an opposed Below, an unsuspecting RadWagon potters along enable Shoot attacks, that model can use one action
Mind statistic test, adding any modifiers from special a canyon road. The raider is going to suffer a -1 each turn to shoot with the vehicle's weapon. A vehicle
effects or vehicle mods. strike roll modifier for the moving target ... must have at least one occupant in the correct firing
position to make a Shoot attack. A model cannot make
The winner of the test is unaffected and continues their EXAMPLE: Rick Rascally is speeding after Calamity one Shoot attack with a personal weapon and another
move. However, the loser must immediately roll both Crackshot, one hand on the wheel and the other with a vehicle weapon in the same turn.
skid and crash dice, moving the vehicle at least the blazing away with a pistol at the rear of Calamity's
minimum necessary to leave a clear route for the victor. vehicle. Because at least one vehicle is moving SHOOTING INTO VEHICLES
(they both are, in fact), he suffers a -1 penalty. Vehicles other than Bikes are considered to be hard cover
If the result is a draw, then both vehicles are involved in (see Director's Guide, page 21) and therefore allow a
a head on attack (see page 16)! SHOOTING FROM VEHICLES decent degree of physical protection against an attack.
When a model makes Shoot attacks from vehicles, A model inside, or in base contact with a vehicle, gains
use the model’s position on the template to determine +2 Defence from shoot and template attacks. However,
facing and line of sight. a defending model inside a vehicle is disadvantaged, so
may not add extra dice to their Defence rolls.

BLAST TEMPLATE ATTACKS


When making an attack with the 3”, 5” blast or
flamethrower template place the blast template over the
vehicle model centred on the point targeted.

20
PASSENGER FIGHT ATTACKS

PASSENGER FIGHT ATTACKS FIGHTING ON VEHICLES VEHICLES VS FOOT MODELS


Enemy models may fight on top of, or inside vehicles if When a model joins another vehicle, they must specify If a vehicle moves through the bases of foot models
there is a spare Capacity slot. which Capacity slot they are occupying and whether then these models will be subject to a Head On strike.
they are on the vehicle or inside the vehicle. As the
Due to the dangers of a careening vehicle or cramped model of your vehicle may not quite match your However, before resolving a strike, foot models are
conditions, all models fighting on or inside a vehicle are template, we suggest you agree with your opponent allowed to make a Body statistic test to leap aside. If
considered disadvantaged. before play starts as to where any fighting on vehicles successful, then they are pushed the minimum distance
may take place. to get them out of the way of the vehicle.
BOARDING OTHER VEHICLES
Models travelling in vehicles can choose to board Once a model successfully boards an enemy vehicle If the model fails, then resolve as a standard strike.
another moving vehicle if they are within 2” and the they are subject to the same rules for fight and shoot However vehicles take no damage as the attacker
vehicle has a spare Capacity slot. Models with the Ride- attacks from, and shooting into, vehicles (see page 20). against foot models. In addition, the attacking vehicle
along special effect can ignore the maximum Capacity. They may also suffer any effects from an attack to the may roll one extra die (plus any modifiers from special
vehicle just like the rest of the crew. effects) to the strike value.
In addition, foot models may attempt to leap onto
vehicles from any stationary objects such as buildings Any model that suffers a successful strike on top of a EXAMPLE: Machine Gun Moe is trying to run down
or rocky ledges. Leaping models must be within 2” of moving vehicle must make an immediate Body statistic Junior the mutant in his truck. He moves through
the vehicle and the vehicle must have a spare Capacity test. If they fail, the model falls from the vehicle. Place the base of the mutant, who gets to make a Body
slot. Leaping models are still subject to the same rules them face down 2” from the vehicle. They suffer an statistic test to leap aside. Failing with a roll of 2,
for falls (see Director's Guide, page 18) and must make immediate +10 Strike and are knocked down. the truck and mutant connect!
a Defence test before taking the test detailed below.
Push effects from models fighting inside vehicles Junior makes his defence roll (Defence 8 + 1D6
Models attempting to board a vehicle must spend a should be ignored unless the vehicle's sides are open. for a total of 13). The truck’s attack roll is a Head
move action to leap between the two and pass a Body On strike +9 + 1D6 and an extra die. Moe rolls a 6
statistic test to land safely. If they fail, the model DAMAGING THE VEHICLE and a 4 for a total attack of 16. Junior suffers -1D3
bounces off the vehicle to the ground. They suffer an Boarding models may attempt to damage the enemy Health. Moe only rolls a 1, but that’s still enough to
immediate +10 Strike and are knocked down. vehicle. When making fight or shoot attacks against the remove poor Junior from play!
vehicle, the driver is considered disadvantaged, but may
still make an Armour test. If a strike is successful, the Any surviving foot models hit by a vehicle also suffer a
attacker may choose for one vehicle mod to be removed Push 3”, Knockdown and Stunned status.
instead of the effects of their attack.

21
VEHICLE MODS

VEHICLE Mods
With vehicle mods you can pimp the five basic vehicles, building your rides to
prepare them for races, car chases and to survive the white-line nightmare.

With the mods deck you can enhance the basic five Before play begins, take the card from the mod deck Some mods are only available to certain vehicle types,
vehicle templates with 36 different upgrades to match and keep it next to your vehicle template, so you so always check the back of the vehicle profile card
your favourite on-screen rides, or to simply build the can easily refer to any rules or changes to the base before purchasing a mod to ensure it is allowed.
ultimate car to survive the wastelands. statistics of your vehicle e.g. Move, Defence, Armour
and Capacity. Note that mods are not unique - multiple Almost all mods take one slot per location - but some
There are a wide range of weapons, engine upgrades vehicles on both sides can have the same mod. require two. The maximum number of mod slots your
and hull defences to choose from. You can purchase vehicle may have per location is shown by the white
any mod listed on the back of the vehicle profile card by circles on the rear of the template card. These slots
paying the listed rating cost. Add the mod cost to your MOD SLOTS represent the space available for upgrades on the
base rating to find your total vehicle ratings and add Each vehicle type allows for a different type, and vehicle - not a cost limit for ratings.
this to the overall cost of your cast. number of mods, per location:

There is no limit to the amount of ratings you can spend • Body MOD WEAPONS
on mods, beyond those set by the size of your games • Chassis Each mod weapon will specify which crew member is
(see Producer's Guide, page 34). • Engine required to operate it – either driver or passenger. The
• Hood number of mods with shoot strikes that a vehicle make take
• Trunk is limited by the crew Capacity of the vehicle to operate
these weapons – regardless of the mod slots available.
POSITION RATINGS
The area on the vehicle in EXAMPLE: Cavey is a real gun bunny. His buggy
The cost of the
which the mod has been made. already has a pneumatic weapon vehicle mod fired
mod to your cast.
by his single passenger, his brother Rocky. He
CREW EFFECT has extra mod slots left in the Body of his vehicle
The crew member required to spend The benefits and
and would love to add a harpoon launcher, but he
an action to use the mod. rules of the mod.
doesn’t have another passenger slot in the vehicle’s
Capacity to fire it. With no means to increase the
STRIKE
RANGE Weapons only. The Capacity on his buggy either, Cavey decides to
Weapons only. The maximum range trade it in for a roomier racer.
Strike number used
at which you can target an opposing
for this attack.
model.

22
CLOSING CREDITS
john campbell, Agreave, Matthew D. Liguori, Lester David Dalrymple, Matt, Benjamin, Serge Lecler, brian wilk,
7TV APOCALYPSE ThankS TO OUR BACKERS Birch, Brad Parks, Martin Nichol, Paul M. M. D. Jacobus, Maddie Pursey, William Fraser, Jason Owen, Jon Finn, Joseph
by Karl Perrotton, Helena Nash & Wayne Bollands These rules and miniatures would not have been possible Dave Hickman, Andrew Roy Thorpe, Paul Stubbs, Pablo E Blake, Bernie Lin, mtatarko, trevor chadwick, Quendil,
without the contributions of our Kickstarter backers. A Fernández, Christian Nord, Vincent Vlieghe, David Sheff, grendhal, Gerald Smith, Paul Kelly, Richard Cowen, Crowe,
Additional material by Morgan Nash, John Savage,
massive thank you to you all! Jörg Cas, drporter, stewart weir, Terry Bermingham, Dennis Miguel Angel Alonso Dos Santos, Pete Atack, stephen
Matt Slade and Beau Schultz
M, Dirk Kurewitz, Bertrand Mullon, Tim Stringer, Adam stewart, Carl, Lauren Buatois, Patrick, Popidus, Tebo,
Photography by Kevin Dallimore Simon Quinton, Koen, mmacgregor, Peter J, matt wildsmith, Rodgers, Jeremy Thomas, Jeremy Mahieu, Albert James Michael Blair, Lee Mark Upton, Chris Smith, David Wood,
Cover Art and Illustrations by Stéphane Enjolras Christopher Flux, Ivor Evans, Lord GreyWolf, Chris O’Toole, barr, Dan, Justin Nelissen, Mark Turner, Lazy Gun, Matt Rafael Roca, Axel Müller-Heyn, Brad Kane, Antonio, Mikhail
Kieron Mulholland, Xavier Engels, Jorge Robles, Jon Hickson, Lucas, Paintybeard, Jenny Owen, SeaJaySee, Matt Strange, Benetskiy, Siygess, Peachy, David Bird, Darren Wadland,
Vehicle illustrations by Wayne Peters
Dan, Bad Squiddo Games, Matthew, Wayne Bollands, Mike, michel buchon, James Peers, Ben Stones, Big Fat Fred, Too miguel gillis, Guest 1143863979, Peter, Jason Thomas,
Design and layout by Karl Perrotton David Kirlin, Jean-Sebastien Cote, Christopher Murphy, Beaucoup, Naff101, Narzoth, trajan1310, David Thomas, Matt Finch, Matthew Beresford, Paul Norris, Alex Bagosy,
Raul Ortiz Abion, Steve Weidner, Adam Hughes, Paul Oyvind Wiestad, Joseph Lawson, John Charles Betts, Beau Nigel Sharpe, John Doyle, Geoff Gray, Neil Gerlach, Chris
Playtesting by: Matt Slade, Matt Wildsmith, Beau Schultz, Smith, John, The Collector, Steven Charlton, Chris Harris, Schultz, Dave Goodchild, The Phalanx Consortium, Owen Meyer, Gabriel Ramirez, Colin Snelgrove, Michael, Chris
James Aldridge, Richard Parnell, Chris Evans, Jur, Mike Elliott, Rebis, Taketoshi Kumazaki, Dominique Locatelli, Poli, John Hodson, martin klagenberg, Simon Wyatt, Above
Jorge Robles, Eric Olsen, Simon Quinton, Michael Wilkins,
Jones, David C White, Johnny Augustus Vespillo Newman, John Austin, Jonathan Goodwins, Larry Noyes, Matthew the Fray Miniatures, Vincent Arebalo, Gavin McDonald,
John Savage, James Aldridge, Christopher Flux, Matthew El_Schniz, Jefferson Powers, Peter Wright, Evo Von Himmel, Whiteman, Joe Le Cheminant, Erika - Ninja Cowgirl of Quek Xiongwei, Sebastian Reid, Jelle Meersman, Neil, Peter
Lilley, Shaun Pike, Kieron Mulholland, Bruce Laing, Mike Christian Schmal, Wellender, AJ, Mike Marshall, Eric Brimstone, Shaun Pike, Paul Dowsland, Andrew Cook, Peter Dronfield, James McWee, David B Clegg, Alistair Smith, paul
Jarvis, Peter James, Mike Watson, Benny Woolley, Dave Ackermann, Guest 872566354, Duncan Ludlow, Tom aka Chatfield, Eric Dewinter, Terry Silverthorn, Adrian Bodor, anson, Lindsay Fraser Webster, Karl Tebbutt, S. Alexander
“Original Timmy”, Jason Mirosavich, Leon Mallett, Stuart Kevin Schwarz, mathew freitas, matthew justice, Michael Gentry, Jeremy Holley, Kilt_n_Filth, Eric Jackson, Jon Glass,
King, Gavin McDonald, Karl Tebbutt, Matt Moran
Phillips, Tony Yates, Robert McIntyre, Jason Thompson, Nicholson, Uwe Schumacher, Guest 975590955, Mark Matt, Hugh G Rection, Anders Stafberg, Jake, Robert Rydlo,
Paul Davison, Matthew Lilley, Chris Gibson, Alan Hall, Widd, nameless1, Jhonny Therus, Pete Bodman, Kanedable, Thomas Walker, Mark Cunningham, Art Wallace, Geoffroy
Sculpting by Ernst Veingart, Andrew May, Iain Colwell, Carl Packham, Sam Dale, James Brooks, ENelson, Ian Broonkah, Robert Affection, Daniel Watkins, David Dupont, Neil Bishop, Douglas Templeton, Brendan Reeves,
Jens Beckmann, Shane Hoyle, Mark Evans, Pedro Navarro, Gregory, Richard Hieron, Brad Thornton, Mike Jarvis, Peter Gibbings, Margaret Lasater, Ryan Finkenbinder, Timothy Bryan Zielinski, Paul baker, Miniature Building Authority,
Baldwin, Robyn Jamie Stott, Mike Watson, E.J. Blaauw, Mullen, Dan Garcia, Paul Leach, Sonny Bundgaard, Joseph Inc., John Duxbury, Michael Patrick Dugan, Laurence J.
George Fairlamb, Paul Smith, Ian Mountain, Giacomo
David Brown, George Breslin, Alistair, Alasdair Coutts, John Zipprich, Barzam, David Leppink, Damon Richardson, Zane Cornford, Bob Munsil, Finn Newick, Takapa, Tim Chant,
Pantalone, Kev White, Paolo Fabiani, Phil Page, Michael Savage, The_Minsk, Scott Snowden-James, Richard Holden, Johnson, Tobiaskarr, Bryan Scott, Mark Evans, Stefanie Scott “KillaMini’s” Myers, Simon rogers, Mike Davey, Pelan,
Anderson, John Pickford and Steve McGuire. Richard Coulson, Iain Smedley, James Van Horn, Finbar Stork, Helen Gibbon, Jason Scott, Nigel Cook, Darkspi, Mark Niibl, Jonathan Sieders, Lexxman, james Renteria, Lostpict
De Toms-Scott, Sean Donnelly, Nigel Jones, Simon Clarke, J. Muir, Sean Anderson, Ilkka Tuomioja, Aaron, Anthony Lord High Undertaker of Valoria, Robin Lee Chadwick, Sam
Mark Wright, George Fyvie, Bruce Laing, unseen Giraffe, Meekings, Andrew Walker, Justin Unsworth, James Belle, Davey, Matt White, Jose Pastor, Jamie Gemmell, Christopher
Painting by: Jon Atter, Simon Bradley, Mystic Spirals,
Janet Clark, Stephen Cochrane, Steven Aldan, Alex Bell, Philip Jefferson, Blax The Kleric, Oliver Paun, kustenjaeger, Sheets, John Paul Grayson, Paul Davies, Jason Shell, Brian
Mik Hollands and Andrew Taylor. Bernd, Guest 223095008, Trevor Houston, Michael Gellar, R3d3y3Knight, Gerard van Druten, Don Walton, Jonathan, Urso, Oscar Quintana, William Corlett
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Casting by Griffin Moulds, Model Display Products Fitzpatrick, Jeffrey James Smith, Peter Collins, Ivicek, BD, Prêtre, David S, Neil Kenny, Daniel Comeau, anoseda,
NickyB, R Stalter, Art Kenney, George Chambers, Kirsten Chris Lupton, Craig Turnbull, PopeBug, Sapper Joe,
and Ainsty Castings
Hill, Andy Bascombe, Cameron Smith, John Sanchez, Capt. Dan, Rodney J Kelly, Gary Powell, Michael Cassidy,
Erik Melnichenko, Jose Vasquez, Nigel Wood, Raymond D Kelly, yvonmukluk, Christian Ladleif, Richard Panek,
Published by Crooked Dice Game Design Studio Saunders, Mike Hobbs, Matthew James Barlow, C. Kettering, Peter Evanko, Robert, Mantiev, Charles Lister, Paul Ede,
ISBN 978-1-9993729-0-3 Mike Welch, Gabriel Mann, Matt Gregory, Mohrdredd, steve Gregory Smith, David Hixon, Matt, Jonathan Turner, Dave
weekes, Captain Y, Graeme Rigg, Venjack, Ron Carnegie, M, Justin Plimmer, Timothy Link, Chris Nasipak, Adrian,
© This edition published 2019
VEHICLES NEVER... VELOCITY MAKING A MANOEUVRE
• Count towards the number of • Declare how far a driver is
✪ gained in the action phase. intending to move a vehicle at
• Gain the Dominated, Stunned the start of the activation.

RN

RN

RN
EA

EA

EA
SY

SY

SY
TU

TU

TU
TU

TU

TU
SY

SY

SY
or Weakened statuses or be • Remember to track your

RN

RN

RN
EA

EA

EA
HAR HAR HAR
D TU TURN D TU TURN D TU TURN
knocked down. vehicle’s Velocity between turns. RN HARD RN HARD RN HARD

ACTIVATIon PARKED
Vehicles are free to activate as long • A non-moving vehicle is parked.
as there is one driver model in the • Disadvantaged.
driver position. • Move from that state to slow, fast EASY HARD HANDBRAKE
or reverse with no difficulty.
However a vehicle itself takes no
actions. The driver occupying a SLOW COLLISION ATTACK MODIFIERS MANOEUVRES
vehicle always controls its actions. • Moves forwards equal to or less • Vehicle in reverse -1
SKID DICE ROLLED
than its Move in a turn, including • Vehicle has carried out -1
Manoeuvre From
Models within vehicles activate as any distance from skid die. a manoeuvre this turn Slow Fast
normal – each gaining two actions: • Vehicle is fast +1 Parked
FAST Easy 0 0 2
• Move – driver only • Moves forwards more than its SHOOTING INTO VEHICLES Hard 0 1 3
• Strike – driver and passenger Move in a turn, including any • A model inside, or in base Handbrake 0 2 4
• Special – driver and passenger distance from skid die. contact with a vehicle, gains
• Free – driver and passenger +2 Defence from shoot and MULTIPLE MANOEUVRES
REVERSE template attacks. Number of manoeuvre Number of
VEHICLES VS FOOT • ½ Move per action. • Defending model inside a in this action extra skid dice
• First, defender can pass Body • Disadvantaged and suffer -1 to vehicle is disadvantaged
2nd 1
statistic roll to jump aside vehicle attacks.
• If failed - defender suffers a Skid Dice 3rd 2
Head On strike from vehicle EMERGENCY STOP • Before any skid dice are rolled, 4th 3
• Vehicle takes no damage vs foot • Free action a driver can deduct one skid
models and may roll one extra die • Roll one skid die if moving slow die from the total pool for a OBSTACLE COLLISIONS
(plus modifiers) to the strike value or in reverse; manoeuvre for each ✪ spent.
Obstacle size Result
• Foot models also suffer a • Roll two skid dice if moving fast. • Roll the total pool of skid dice
Push 3”, Knockdown and • Take the worst single result from and apply the single worst result Medium (25-32mm) Roll skid die.
Stunned the dice rolled. from the dice rolled Large (40-50mm) Roll crash die.
• Brake result ends activation. Roll crash die
Massive (Over 60mm) + -1 Health or

VEHICLE QUICK REFERENCE


-1 mod loss
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR2 13 September 2020 © Crooked Dice Game Design Studio 2020
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Version GR1 10 April 2020 © Crooked Dice Game Design Studio 2020
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Version GR1 10 April 2020 © Crooked Dice Game Design Studio 2020
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Version GR1 10 April 2020 © Crooked Dice Game Design Studio 2020
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Version 1.0 22 April 2018 © Crooked Dice Game Design Studio 2018
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Version 1.0 22 April 2018 © Crooked Dice Game Design Studio 2018
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Version 1.0 22 April 2018 © Crooked Dice Game Design Studio 2018
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Version GR1 10 April 2020 © Crooked Dice Game Design Studio 2020
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Version GR1 10 April 2020 © Crooked Dice Game Design Studio 2020
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Version GR1 10 April 2020 © Crooked Dice Game Design Studio 2020
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Version GR1 10 April 2020 © Crooked Dice Game Design Studio 2020
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Version GR1 10 April 2020 © Crooked Dice Game Design Studio 2020
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Version GR1 10 April 2020 © Crooked Dice Game Design Studio 2020
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Version GR1 10 April 2020 © Crooked Dice Game Design Studio 2020
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Version GR1 10 April 2020 © Crooked Dice Game Design Studio 2020
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Version GR1 10 April 2020 © Crooked Dice Game Design Studio 2020
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Version GR1 10 April 2020 © Crooked Dice Game Design Studio 2020
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EA

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HAR N HAR
D TU TUR D TU TURN
RN HARD RN HARD

Version GR1 10 April 2020 © Crooked Dice Game Design Studio 2020

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