7TV - 2e Apocalypse - HybOei
7TV - 2e Apocalypse - HybOei
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
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
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
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.
9
STATISTIC TESTS, SIDES & PLAYERS AND STATUSES
10
STATUSES
11
THE INITIATIVE ROLL & TURN SEQUENCE
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 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
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
18
Move Actions
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
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.
22
Strike Actions
23
Strike Actions
24
SPECIAL & FREE Actions
25
THE END PHASE
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
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
Weapon Range Strike = Special Molotov Cocktail Thrown Shoot +3 Fumble, Blast 3” + On Fire
Bike Chain 1” Fight + Body 0 Health + Stunned Pistol 12” Shoot +3 2 Shots
Club / Cosh 0” Fight + Body +1 0 Health + Stunned Self-Loading Rifle 24” 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
High Explosive Placed +10 Blast 5”, –1D6 Health + Knockdown, Timer
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.
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.
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.
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.
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
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
6
END OF THE WORLD BUILDING
7
END OF THE WORLD BUILDING
8
END OF THE WORLD BUILDING
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.
10
Development Hell
11
Development Hell
12
Development Hell
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
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
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.
21
CAST CREATION
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.
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.
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
27
Casting Call
29
Casting Call
30
Casting Call
31
Casting Call
32
CUSTOMISING YOUR STARS AND CO-STARS
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
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.
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.
36
PLAYING 7TV:APOCALYPSE EPISODES
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
39
PLAYING 7TV:APOCALYPSE EPISODES
40
PLAYING 7TV:APOCALYPSE EPISODES
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
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.
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...
3
Get your motor running...
4
VEHICLE TYPES
VEHICLE TYPES
To represent the baseline vehicles in all their decaying post-apocalyptic patchwork glory, there are five different vehicle types.
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
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.
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
SY
RN RN RN
EA
N
HAR
D TU TURN
RN HARD
12
Manoeuvering a vehicle
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
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
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
18
STRIKE ACTIONS
19
SPECIAL Vehicle ATTACKS
20
PASSENGER FIGHT ATTACKS
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
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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,
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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
Smiffus, Kevin Jones, Jason Duncum, Justin Salmon, Daryl Mercpancake, Ben Counsell, Scott McGaffin, William De
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
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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N
EA
EA
UR
UR
SY
SY
T
T
T
T
SY
SY
UR
UR
EA
EA
N
N
HAR N HAR
D TU TUR D TU TURN
RN HARD RN HARD
Version GR1 10 April 2020 © Crooked Dice Game Design Studio 2020