Beruflich Dokumente
Kultur Dokumente
Dead Earth
Post Apocalyptic Tabletop Skirmish Wargame
Rich Chappell
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Contents
Types of Game
Setting Up
The Turn Sequence
Actions
Movement
Difficult Terrain
Combined Moves
Moving Into Cover
Corners/Windows/Doors etc.
Hiding
Incidental Cover
Jumping (or falling) from Heights
Drop Attacks
Moving Past Enemies
Shooting
Shooting from an elevated position
Jammin
Unjammin
Scoring Damage/Save Rolls
Basic Ranged Weapons
Grenades
Dropping a Grenade
Alternate Fire Modes
Shotguns
Assault Rifles, Light Machine Guns (LMGs)
and Submachine Guns (SMGs)
Fighting/Hand-to-Hand
Engaged
Dual Attacks
Basic Melee (hand to hand) Weapons
Fighting Multiple Opponents
Holding
Pushing
Knocked Out
Recovery/Bleeding Out
Out of Action
Shooting a Knocked Out Gang Member
Finishing Off
Carrying Knocked Out Allies (Or Enemies)
DOGS
Guard
Dragging
Event Cards
Winning and Losing the Game
Individual (Points) Games
Loot
Territory
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maybe building up in peoples blood over years and years, every time they ate and drank. Or
microchips released the toxin - my Grandmother said they used to line the children up at school
and inject them telling, the parents it was an immunisation. No one ever even asked what
against. They put their arms out, cheerfully, received their death switch injection smiling, got
told they were brave and given a lollipop. Then when the day came, someone flicked a switch,
and 97% of everyone on this Island dropped dead. I guess someone forgot to test the obscurer
blood types for immunity.
I dont like to think of myself as a leader, but I suppose I am. You dont live as long as I have
without learning a thing or two about staying alive. How to fight, how to shoot, and most of all
how to hide: from the gangs, from the looters, from the Sollusfrom the Night
We keep moving, my Family and me. Most folks do. The cities, London, Birmingham, Liverpool,
Manchester: they were all nuked, I guess 3% of the population of those places was still a risk in
someones eyes: they existed as ghost towns for a while, but eventually people crawled back,
the lure of tonnes of tinned food, of petrol, of weapons, of technology, proving too much. They
are warzones now: London a crumbling, ashen police state in parts, under the fist of those crazy young men in black suits who think they are the Government and call themselves The State,
criss-crossed by Gang warfare elsewhere. They call the streets around the Thames New Venice.
I dont know where old Venice was. I guess it didnt survive.
Liverpool has a population of nearly a thousand, I hear, run by gangs who charge a fortune to
enter to anyone trying to find passage to Ireland or elsewhere on the Junkers, the great, lurching rust buckets that use every last drop of petrol we syphon from the hundreds of thousands
of permanently parked cars, bumper to bumper on motorways, skeletons in the seats...I cant
imagine what it would have been like to be a driver in one of those cars, or worse, a passenger,
when everyone around you just...stops functioning. Birmingham, they call The Rag Market. It
fits. Most of the other big towns and Cities are too dangerous for people to live in. I wouldnt
step foot in Mutantchester for all the tea in a Costco.
We move around the countryside, from place to place, taking what we need, trading, and, more
than anything else: fighting. Because everybody knows that theres only so many tins. Theres
only so many cigarettes. Theres only so many bullets.
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Types of Game
There are essentially two ways to get out there and start surviving: individual (pointed) games
and Campaigns. Youre probably itching to get started so well talk about individual games first,
but things really get interesting when you embark on Campaign play. Dont worry now cos Ill
be sure to fill you in on all the details regarding that particular wasps nest later on. Lets get
you going with the basics.
Setting Up
So, the first thing youre going to need if youre going to survive five minutes out here is a Gang.
I call mine my Family, and theres a good reason for that, and it isnt just that I dont have no
other family left alive. The second things youll need is weapons. I aint even sure which of
those is the more important. People, by and large, are much the same to start off with. Maybe
some are a little faster, a little stronger: well, thats useful, and a little specialist knowledge or
command of medicine is useful too. Other than that, the difference between one Gang member
and another is more often than not the weapon in his or her hand, until they get out there and
start learning at any rate.
Youll want a gang of 5-10 members, by and large, although the exactitudes of that well discuss
at length later: there are two gangs detailed and ready for use on pages 51 and 56 and
all the info youll need to create your own from scratch over on page 49. For the purpose of
instructing you here, Ill be talking about my Family (see page 51 for further details), me and
four others: they are armed with shotguns, pistols, assault rifles, and various knives, adapted
weapons and homemade explosives. We take what we can.
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The State
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Actions
On the whole, each of your Gang may make 2 Actions on each phase, with your Leader usually
able to make three. A Gang member can complete Actions in any order.
To make an Action, the controlling player should first verbally announce what Action is being
taken, so that the enemy may attempt to interrupt or counter in specific ways. People are
sneaky like that.
Actions which can be made are:
Move: your Gang member may move as many inches as their Speed allows, applying any modifiers for difficult terrain. See further details below.
Aim: your Gang member may take some time to line up a shot, using one of its actions to Aim
prior to shooting, which makes it more likely they will hit their target, allowing them to add 1 to
the score on the dice they have rolled To Hit their target as explained in the Shooting section.
Shoot: your Gang member may fire any ranged weapon he or she is equipped with. See further
details below.
Hide: You remember how I told you its important to learn to hide? Well it is. If you dont want
your Gang returned to you stripped bare of anything valuable and bleeding, you better teach
them to Hide in cover. If a Gang member is near (i.e. their base is in contact with) suitable cover
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Society
Since the effective end of the
world and fall of civilisation,
there have been several changes
already in the way that people try
to live. First there was, of course,
widespread panic, then came
hoarding, then came an attempt
at organisation, and then came
what we have now. Most people in the F-UK live in one of two
ways: in a Settlement or Township under the protection of The
State, The Guild, The Queen of
the South, other individual Gangs
or smaller factions or alternately, they adopt the itinerant Gang
lifestyle.
Special Actions
Orders: a Gangs leader, such as yours truly, I suppose, may use an Action to give an order to
any of his Gang who are either within 12 and line-of-sight or within 6 if not: representing
the giving of an order either by signalling or verbally.Leaders have more Actions than all other
Gang members, usually having three, although it is possible for them to have even more than
that if they are experienced. They may use only one Action per turn to give an Order. To give an
Order successfully the Leader must roll 2D6 and score equal to or under their Skill amount. If
the score is above the Leaders skill, the Gang member has not successfully received the Order
they have either not seen/heard the communication, or it they have otherwise been unable
to perform the Action Ordered. The Leader may make a 2nd or third attempt to give the Order
if the Order is unsuccessful, but may only give one successful Order per turn
By giving this Order your Gang Leader allows the Gang member they are ordering to perform an
EXTRA Action. This Action is performed immediately, as part of the Leaders phase, and occurs
regardless of whether the Gang member has Acted during a phase of their own or not.
E.g. I use one Action to move forward 6 (my maximum speed) to the edge of a building. I then
declare myself Hidden to make the most of the cover the building edge provides, a second Action. I have enemies in my line of sight, but they are far off and my chances to hit are therefore
relatively low. Reggie is much close to the enemy. Having 3 Actions, I can then give an Order to
my boy Reggie, to fire on the enemy, assuming that I can either see him to give the signal or he
is close enough that I can simply tell himI roll a 5, which is below my Skill of 7, and as such the
Order is successful. Reggie then shoots as if it were his own Phase. If he has not acted already,
he may still act as normal on his own Phase of the turn, potentially allowing him to Shoot twice
more.
Healing: Only Medics can do this one (thats why its called Special). Youll want a Medic in
your gang as soon as you can get one. Ezra, the Medic in my Gang, has proved his worth a
thousand times, patching me and the others up after a sticky situation and getting us back on
our feet. The Medic may attempt to use their healing ability to revive a Knocked Out ally. They
must be in contact with the ally to attempt this (i.e. their base must be touching the Knocked
Out figure). The attempt, whether successful or not, is one of the Medics Actions. To attempt
to heal an ally, roll 2D6. If the number is equal to, or less than, the Medics Skill score, the ally
is healed, and may be stood back up.Ezras skill is 6, and his speed is 6: so if Reggie has taken
a hit on his Phase of the turn, and Ezra is less than 6
away, Ezra can use one action to move into contact with
Reggie, and another to attempt to Heal him during Ezras
phase. If Ezra scores a 6 or less, Reggie jumps right back
up. If Reggie had been shot PRIOR to using his own Phase
of the turn, he may still do so, having been successfully
Healed during Ezras phase.
Finishing off: To despatch an unconscious enemy your
Gang member has to be in contact with the Knocked Out
enemy and have an available Action. See Finishing Off
Knocked Out enemies.
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Movement
A Gang member may move an equal amount of inches to their SPEED unless they need to move
over Difficult Terrain. As Moving requires one Action, most Gang members will normally be able
to move up to twice per turn. Turning does not slow your Gang member at all, and in fact, if
they wish to turn to face another direction they can do so without expending an Action point.
When your Gang member finishes their movement for the phase, take care to face their front in
the direction you wish them to be looking, as they are only considered to be able to see anything within a 180 degree arc of their front. (This is easier to achieve with square based miniature than those on round bases, however, apply the rule of thumb that the figure is looking in
the direction the head of the model is looking in).
Difficult Terrain
There are types of terrain which will slow down your guys movements. Below is a chart showing how many inches the characters speed for that Action is reduced by i.e. Ezra, with a SPEED
of six wishes to move towards the enemy. There is a fence in the way. We can see from the
table below that leaping any object below Ezras height reduces his speed by 2 inches. Ezra can
therefore move a total of 4 additional inches, either side of the object, in addition to leaping
it. If he has already moved 4 inches or more prior to reaching (i.e. being able to make contact
with) the fence, he cannot jump it in that action, and must either wait where he is, or use another action.
Terrain Type
Low wall or fence (vaulting)
High wall or fence (climbing)
Hill or ramp up
Steep hill or ramp up
Ladder
Shallow Water
Deep Water
Bog/Marsh
Penalty to speed
2
4
1
2
2 (note this is a penalty for the vertical
movement, and therefore in addition to any
horizontal distance covered by the ladder)
each inch across counts as two inches moved
Impassable
each inch across accounts as three inches
moved
As it may be a matter of some debate whether a wall is low or high, a rule of thumb should be
whether or not the wall is taller than your Gang member. If it is, its High.
Combined Moves
If a player wishes to, they may of course use both a Gang members ACTIONS to MOVE. In this
case, they are permitted to measure the total distance, i.e. twice the characters SPEED, before
deducting any penalties for terrain. Therefore, if we take the above example again, if Ezra is 5
inches from the fence, but he is using two ACTIONS to move, he may move a total of 10 inches
in addition to leaping the fence five inches to it, over it, and five inches after it.
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Corners/Windows/Doors etc.
Your Gang member may take up a position in cover where they are effectively completely
invisible to the enemy from which they would be able to lean out or over to take pot-shots at
the enemy, for example, behind the corner of a building, through a window which the Gang
member is standing to the side of, or at the end of a wall or fence. The Gang member in cover
may take a shot around the corner without using a movement Action, to represent leaning out
or around an object however, this means they have made themselves visible and can be shot
at. In this case, the modifier is for the enemy shooter to their to hit roll is +3. See the diagram
on page 16 for an example of this.
Say an enemy, one of the Red Claw savages, has taken cover next to a window opposite Reggie
and Ezra on the last turn. It is now Reggies phase, but he cannot see the savage, and so uses
both his Actions to Wait-and-Watch. The savage then takes their phase and fires on Ezra. Reggie
has the opportunity to use his WAW to interrupt the shot, but chooses not to, knowing that as
the Savage has fired and therefore made themselves visible to Ezra, Ezra can fire back on them
in his phase. When Ezras phase comes around, he needs to score 3 more To Hit the savage than
if the savage were not in cover.
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To move through a door does not require the use of an Action, your Gang member will barge
through it or kick it open as part of their movement. IF however, your Gang member wishes to
close the door behind them, potentially blocking line of sight to him from an enemy shooter,
deduct 1 from their allowed movement to account for the time taken to close the door.
Gang members can also climb through windows, assuming the window is large enough that the
gang member would feasibly be able to do so, and that they can reach it (if there is any debate
as to whether a window is large enough to climb through, settle it by rolling a dice each with
the high scorer getting the final say). If the window is on the ground storey of a building and
between approximately the waist height and full standing height of the Gang member, they
may clamber through it at a cost of deducting 1 from their total movement that action. If the
window is higher than this, but no more than 1/2 an inch higher, they may pull themselves up
through the window at a cost of 4 to their movement. This also goes for climbing or pulling
oneself up onto a ledge or other surface, and is the same penalty as climbing over a high wall.
If an ally is positioned above the Gang member on that ledge or surface, they may assist by
pulling the Gang member up an extra 1/2 of an inch, meaning that the Gang member can climb
1 inch above their total height with assistance of this kind, however, to do so is at a cost of an
entire Action for the climbing Gang member. Once up, the Gang member should be placed on
any side of, but in base to base contact with, their ally.
Similarly, Gang members may give each other a bunk up, allowing them to access any ledge or
similar up to the combined height of the two characters or 2 inches whichever is the greater.
The assisting Gang member must be level with the ledge they may not move to achieve this
as it is not their phase. Receiving a bunk up also requires the use of 1 Action.
Hiding
Any figure which is in Cover as described above may use
one of their actions to Hide. This represents making the
best use of the available cover, ducking down or finding
some vegetation or other object to obscure you from
the enemy view. A figure Hiding adds a further +1 to the
required To Hit score of anyone shooting at them. Place
a Hidden counter next to the figure to indicate this. Like
cover, the effect of Hiding only works when the cover interrupts the line of sight of the shooter. In the above example, if the Red Claw savage had been
hiding, the modifier for Ezra to shoot with would then be +4: +3 for the cover itself, and +1 for
the fact the target is Hidden.
Incidental Cover
It will often occur that whilst neither you or your target are deliberately in cover, i.e. in base
contact with cover, there is an object or objects in between you and your target. In this instance, try to look along the eye line of the Gang member. If the target is partially obscured but
they can see half or more than half of the target, there is a penalty to hit of +1, if they can see
less than half of the target, the penalty is +2, if they can see less than 25%, for example just the
head, the penalty is +3. If the Gang member is in base to base contact with cover, but there
is incidental cover which may offer greater cover, always allow the GREATER amount of cover,
whichever that is.
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Drop Attacks
If a Gang member is above an enemy, within 2 of them horizontally, and there is no obstacle
blocking their movement, they may jump downwards to attack the enemy. This is most likely to
occur when the attacking player is standing on a ledge or roof of a building. To execute a Drop
Attack, the Gang member must use an Action and successfully roll lower than their Skill level. If
they do so, they have initiated a melee attack and may add 3 to their score, accounting for the
force of the blow and the fact that the enemy is taken by surprise. If the roll against their Skill
is Unsuccessful, they are treated as having fallen as detailed above, and must roll against their
Toughness in exactly the same way.
Shooting
A gang member armed with a ranged weapon may shoot at any target which he can see. To
see a target, your Gang member must have line-of-sight to the target. The easiest way to establish whether or not a Gang member has line of sight to his target is to try and bring your own
eye in line with that of the figure, and see whether, realistically, a man standing in the position
of the firing figure would be able to see a man standing in the position of the target. There are
a couple of important principles to remember here: you may be using figures which are posed
in a crouch, and as a result of this, they cannot be seen over a wall or fence. UNLESS that figure
has a hidden marker, he should be considered to be standing, just as any other figure. You
should also remember that, on the whole, people look forwards, and so the line of sight of the
gang members should be considered to be within a 180 degree arc in front of their front facing.
On most occasions, this is not particularly relevant, as to change the facing of a Gang member
does not require an Action, and thus is essentially a free move, however, were the character to
have a weapon which fires more than once per action, they can only fire within this 180 degree
arc of the first shot. It is also an important principle when a character is using WAW, as they can
only do so in one fixed direction - a figure in WAW is not able to change their facing without
using a Move action, and thus looking away and losing their Wait and Watch bonus. Figures in
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WAW may only fire at targets within 180 degrees of their front facing.
Once you have declared your intention for your Gang member to shoot, nominate the target
and measure the distance between them. Always measure from the edge of the base to the
edge of the base so there should be no doubt as to whether a target is in range or not. Distance
and range is important, as all weapons are more or less effective dependent on the range. Lets
have a look at how that might affect your shooting right now with the Shotgun as an example.
Shotguns are pretty much the most common weapon across the Dead Earth, at least for the
Gangs without political affiliation or financial support of some kind, as ammunition is the easiest to manufacture.
Short Range
Distance To Hit
0-3
6
SM
-3
Medium Range
Distance To Hit
SM
3-6
7
-3
Long Range
Distance To Hit
6-9
8
SM
-2
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In the above diagram, Gang member a has moved to one side of a window in a wall which is
taller than all Gang members and therefore completely blocks line of sight through it. Here, the
window allows Gang member a line of sight, and therefore may freely fire, on Gang member
c, who can also achieve line of sight to Gang member a and can return fire, but receives a +3
To Hit modifier due to the cover. Gang member b cannot see Gang member a and cannot fire
upon them UNLESS his Phase occurs AFTER Gang member as, and Gang member a has fired
upon him. In doing so he has leant out of cover to make a line-of-sight between the two. Gang
member b can therefore fire on Gang member a just as Gang member c can, receiving the
same +3 modifier. Note, Gang member a does not reveal himself to b simply by firing on c, as
he would not have to lean out to do so, as the line of sight already exists.
Were a hiding in addition to being in cover, as the savage in the previous example was, the
modifier To Hit would be +4.
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Jammin
The weapons we find across the dead earth are OLD, and prone to jamming. Whenever any
player rolls To Hit and rolls a double 1, the weapon does not fire at all but jams, and may not
fire again unless successfully un-jammed. Place a Jammed marker next to the player.
Unjammin
To attempt to Un-jam a weapon uses an Action and also requires a successful roll against the
Gang members Skill on 2D6. On a score of equal to or less than their Skill, the weapon is unjammed and can be used as normal from now on. On the score of a double 6 the attempt to unjam the weapon results in your Gang member breaking it completely. The firearm is no longer
usable in this or any future game. Bummer, huh?
nus and is unable to hide, and that Drexyl is less than 6 from the Savage. Consulting the table
on the next page, we can see that as he is armed with an Assault Rifle, at less than 6 Drexyl
requires a roll of 6 or more to score a Hit.
If Drexyl rolls a 12 the difference between the required roll and that scored is a pretty hefty 6,
meaning we deduct 6 from the savages Toughness to make a required Save Roll of 4. We then
also deduct the SM. We can see on the Assault Rifle stats that at the achieved range, this is -3.
We therefore need to deduct a further 3 from the Savages To Save roll. This comes to 1. This,
of course, cannot be scored on 2D6 - or any other number of dice! The only chance the Savage
has is to roll a double 1, which is ALWAYS a save. Although highly unlikely, this represents the
chance of a complete fluke - in this example it may be that the shot is perfectly on target but
passes straight through the Savage, failing by complete chance to hit any vital organs. In all
likelihood, however, the Savage is Knocked Out and almost dead. Drexyl was close to the Savage
- who had no cover - so this modifier represents that he is much more likely to Knock Out the
enemy, perhaps scoring a shot right in the back of the head.
Lets consider how different circumstances could have been were the situation different by returning to our previous example on Shooting, where Ezra required a 12 To Hit the Savage. Lets
assume that Ezra has Aimed his shot and actually rolled a 12, the +1 to this score from Aiming
giving him a score of 13. Therefore the difference between the required To Hit score and the
actual achieved score is 1. This is the first modifier we deduct, representing how good the shot
was - given the distance and the amount of Cover, it is hardly surprising that Ezras shot, even
when aimed, has not caused a greater modifier to be achieved, it was simply very unlikely that
Ezra would get a clean shot on his target.
The savage has a Toughness of 10, which we then deduct that 1 from and the Save Modifier
(SM) of the Shotgun, which at this range is -2 to establish the savages required Save Roll. This
would mean the player would now need to roll less than 7 on 2D6 to save their Gang Member
from being Knocked Out.
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Short Range
Range To Hit Sm
0-3
5
0-4
6
-1
Medium Range
Range To Hit Sm
3-6
6
4-8
7
-1
Long Range
Range To Hit Sm
6-9
7
8-12
8
-
Cost
4pts
5pts
0-4
-2
4-8
-1
8-12
6pt
0-3
0-3
0-3
6
6
5
-1
-1
-3
3-6
3-6
3-6
7
7
6
-1
-1
-2
6-12
6-9
6-9
8
8
7
-1
-1
-1
5pts
4pts
10pts
0-4
-3
4-8
-2
8-12
-1
12pts
0-4
-1
0-8
-1
8-12
4pts
0-6
0-6
0-4
0-4
0-6
0-6
0-4
6
6
6
6
6
6
8
-2
-3
-4
-3
-3
-2
-4
6-12
6-12
4-8
4-8
6-12
6-12
4-8
6
7
7
7
5
5
9
-1
-2
-3
-2
-2
-2
-4
12-18
12-18
8-12
8-12
12-18
12-18
-
7
8
8
8
7
7
-
-1
-2
-1
-1
-2
-
10pts
15pts
15pts
11pts
15pts
15pts
5pts
0-3
-4
3-6
-3
15pts
4-8
-4
8-12
-4
20pts
4-8
-4
8-12
-4
25pts
0-4
-5
4-8
-4
8-12
-3
20pts
Weapons marked with an Asterisk* have an alternate fire mode, which can be used only by
skilled Gang members who have acquired the ability via the Talent tree.
Weapons marked with~ have additional special rules, see below:
The Flame Thrower can be fired at as many targets as the player wishes within range of the
Gang member armed with it, within 180 degrees of the direction the firer is facing. The Flame
Thrower may therefore be aimed at numerous enemies, however, after the first, each subsequent target is harder to hit by 1, so if a Flame Thrower is fired at close range at 3 targets, a 4+
is required to hit the 1st, a 5+ to hit the 2nd and a 6+ to hit the third. Good news, Flame Thrower fans - Flame Throwers do NOT jam on the roll of a double 1 to hit. Slightly less good news
instead they explode. The user is automatically hit and suffers a -4 save Modifier. Also, the
Flame Thrower is destroyed.
Both RPGs and Missile Launchers always require 2 Actions to fire, due to the frequency and
relative complexity of reloading compared to other firearms.
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Grenades
A Gang members who is equipped with Grenades may
elect to throw a Grenade as an Action, similar to shooting. Unlike other items, Grenades must be purchased
per use, that is to say, it costs 5pts PER Grenade, each
of which may be used only once. Characters may carry
3 Grenades unless otherwise stated.
Firstly, roll to hit. If the score you roll is equal to or above the UNMODIFIED (i.e. before any
cover is taken into account) required to hit roll, then the Grenade has landed exactly as aimed.
Anyone within the area of effect of the Grenade is therefore at risk of being harmed. Standard
Grenades have an area of effect of three inches: so anyone within three inches of the point the
Grenade lands at and explodes can potentially be hit. If there is any cover in between the point
where the Grenade landed and a Gang member, then they are only hit if the To Hit roll was
sufficient to hit them with this modifier applied.
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Lets say Reggie is chucking a standard Frag Grenade at a bunch of 3 Savages. He aims at the
centre of the group, 7 inches away, and rolls a ten - exactly what he needs To Hit at that range.
Two of the savages, however, have cover between them and the point of explosion, one is behind a high wall and the other behind a tree. So whilst the Savage in the open must now make a
save roll, Reggie would have required an 11 to hit the Savage behind the tree and a 12 to hit the
Savage behind the wall.
The unfortunate savage then makes a Save Roll. Because the score required was exactly met,
the Save Roll is not modified for accuracy, but only by the SM of the Grenade, which is -4. The
Savage in the open, having a Toughness of 10, therefore needs to roll a 6 or less to save. Had
Reggie rolled a 12, the Savage behind the wall would have been in this position, requiring a 6,
where as the savage behind the tree would have suffered a further -1, and therefore requiring
5 or less, and the unfortunate Savage in the open would require a 4 or less not to be Knocked
Out.
If, when throwing the Grenade, the To Hit roll is failed, then we must find out what happens to
the errant Grenade. First, establish which direction it has deviated in randomly - you can use
either a spinner or a dice with directional arrows (sometimes called Artillery Dice) to establish
this, or even a bottle or pencil. Then roll a D6 - on the roll of a one treat the grenade as having
landed in base contact with the thrower, otherwise add 3 and measure that number of inches
rolled from the point initially aimed at in the direction established. This is where the Grenade
ends up, having been mis-thrown, bounced or rolled. If the Grenade would have come into contact with a wall or other fixed cover, it rests there. If there are any Gang members from either
side within the area of effect (in this case 3 inches) then they have been hit. There is no To Save
modifier for accuracy in these circumstances - only for the SM value of the Grenade. If there
is cover in between the point of explosion and a Gang member, then they can add the amount
which the cover usually effects a To Hit roll to their To Save roll. So, if an errant Grenade rolls
within 3 inches of Ezra, but on the other side of a low wall, Ezra may use the cover of the wall
to deduct 1 from his required To Save roll.
Dropping a Grenade
If your intended target is directly, or nearly directly (within 1horizontally) below you, you may
drop a Grenade on them, which is substantially easier than throwing one, so add 3 to the To
Hit roll scored. If you somehow still Miss, however, the Grenade goes off at your feet. This is
inadvisable. Also remember that the blast radius of a Grenade should be considered to be in all
directions, and as such it would be unwise in the extreme to drop one LESS than 3, as the blast
radius will also include your own Gang member.
Shotguns
Shotguns have two barrels which can be fired individually or simultaneously. Firing both barrels
simultaneously makes aiming wildly inaccurate and as such should only be attempted by Shotgun Experts! Firing both barrels simultaneously DOUBLES the Save Modifier, but also increases
Page | 21
Crossbows
Cross-bows can be fitted to fire explosive bolts by Crossbow
Specialists. These are aimed and fired like normal crossbow bolts,
but have an area of effect like Grenades. Explosive crossbow
bolts can be aimed at people, trees, walls and other free standing
objects. They cannot be aimed at the ground, as the angle would generally be too acute. If a Hit is scored with an explosive crossbow bolt, it hits
anyone within 2 of the target, with no accuracy modifier to their save
roll, but a -1D6 modifier for the damage caused. Misses do not explode.
Explosive bolts, like Grenades, cost 5pts PER USE. As such it will be necessary to keep a tally of how many a Gang member has.
Assault Rifles, Light Machine Guns (LMGs) and Submachine Guns (SMGs)
In addition to firing single shots, these automatic weapons can also fire in bursts. To fire a burst,
the Gang member must have acquired the appropriate Talent on their Talent Tree.
The shooting Gang member nominates the target as usual and declares how many shots they
are taking. If they wish to fire 2 shots (i.e. one extra) then the To Hit roll required for both shots
is increased by +2. For each additional shot fired, increase this by one further. So, if the To Hit
roll is normally 6, for 2 shots it would be 8 per shot, for 3 shots 9 per shot and so on.
e.g. Drexyl fires his Assault Rifle at a Savage at medium range. He require a 7 to hit. If he chooses to fire two shots, this in increased to 9, if he wishes to fire a burst of 3 shots, each of these
requires a 10 to hit. If he wishes, he could fire an additional 4 shots, 5 in total, but each would
require a roll of 12, the highest possible score, To Hit.
Note that this therefore also reduces the amount by which Drexyl can reduce his targets Save
Roll required, as his inaccurate shooting means he is far less likely to hit a vital spot, and by
increasing the To Hit roll he requires, he also decreases the potential difference between the
required roll and the achieved roll.
Fighting/Hand-to-Hand
If your gang member is in base to base contact with an Enemy, they may engage them in good
old fashioned fisticuffs - although if they have to really use their fists because they do not have
a weapon, this is perhaps an ill-advised method of attack, as unlike in ranged combat, your
opponent will attempt to defend and counter attack when in hand to hand. As such, both play22 | Page
ers roll 2D6 and add any modifier for the hand to hand weapon they are using, the Attacking
player adding their Attack Modifier, whilst the defending player adds their Parry Modifier. The
Attacking player also adds 1 to their score for initiating the combat and striking the first blow. If
the totals are the same, then the fight continues and the two Gang members remain Engaged.
If the attacking Gang members total score is higher than the defender, then they have scored
a Hit, and the defending player must make a Save Roll. As with ranged combat, first deduct the
difference between the required and achieved scores, the required score, in this case, being the
total the defender rolled including modifiers, and then also deduct any SM modifier.
If the defending player wins the round of hand to hand combat, they have a choice, they may
either fight back, attempting to score a Hit on their opponent, or disengage from the combat.
To disengage, they move 1 directly away from their attacker. Its worth bearing in mind, that
if the defender has not taken their Phase yet, doing so may allow them two very close range
shots when they do, rather than attempting to counter and score a hit, which if unsuccessful,
leaves them engaged in hand to hand.
Should the defender wish to counter, both players roll again, only this time, the roles are
reversed and the +1 goes to the Gang member now not defending, but counter-attacking,
who therefore also use the Attack Modifier whilst the other Gang member now adds the Parry
Modifier. Counter-attacking is risky, and if the Defenders score beats the Counter Attackers
score, he scores a hit: there may only ever be one Counter Attack in a combat, once the Counter Attack takes place, whoever scores higher inflicts a Hit on their opponent.
Tiede counter-attacks result in neither side taking a hit but remaining engaged.
Lets have a look at a couple of hand to hand weapons so you get the idea:
Combat Knife
Saw Edged Sword
Attack Modifier
+1
+3
Parry Modifier
+2
Save Modifier
-1
Lets imagine a Savage armed with the Saw Edged Sword has attacked poor Ezra, who only has
a combat knife. They both roll 2D6 To Hit. Ezra rolls a 5 and the Savage rolls a 4. They then add
the modifier for their weapons, Ezwra adding nothing for the combat knife as it isnt designed
to parry, and the Savage adding 4, the Attack Modifier of the weapon and a further +1 for
attacking, making a total of 8. The Savage has scored a hit. Having scored 3 more than Ezra in
total, that 3 is deducted from Ezras Toughness to determine the number he requires to make
his save roll, along with a further deduction of -1 from the Saw Edged Swords Save Modifier. As
Ezra has a Toughness of 10, this means he has to roll a 6 or less to save himself from harm.
Now, lets say that Ezra had rolled a 9 - the fight has unexpectedly turned in his favour. He may
now choose to either counter attack or disengage. Ezra is poorly equipped for melee combat,
and so even though he would benefit from a +2 in the counter attack (the +1 Attack Modifier
for his knife and +1 for being the attacker) he chooses instead to disengage, as if he loses the
Counter Attack a hit will be scored against him. With his phase in hand he has a far better
chance of despatching his foe by waiting and using his shotgun.
Page | 23
Engaged
If your Gang member is in base to base contact with an enemy they are considered Engaged
in hand to hand combat. If the enemy has attacked them on a preceding turn or phase, it may
be that the figure your Gang member starts their turn Engaged. If this is the case they have
only two choices: to fight, as explained above or to attempt to disengage from the combat.
Attempting to disengage from a fight is not a simple matter of walking away, they must dodge
the attacks and grappling of the enemy as they do so. To attempt to disengage roll 2D6 and add
the Gang members Speed. The enemy rolls 2D6 and adds any hand to hand Attack modifier. If
the Gang member attempting to disengage scores higher, they are successful, and may move up
to 3 away from their assailant. If the enemy scores higher, they have scored a hit against the
fleeing Gang member, just as if he had attacked him, deducting any difference between the two
scores from the defenders required Save Roll in addition to any Save Modifier associated with
the weapon. If the fleeing Gang member is not Knocked Down then they may continue to flee
and move 3 away.
Dual Attacks
Its not unheard of for some Gangs, particularly savages, to take to battle fielding no ranged
weaponry and two hand to hand weapons. In such circumstances, the Gang member, when
attacking, has the option of attacking once separately with each weapon, or, if they have the
pre-requisite Melee Expert trait, combining the two bonuses into one attack. Either option
requires the use of only one Action.
eg. A Red Claw savage who has the Melee Expert trait is armed with a Combat Knife in each
hand. He uses one action to Move, in doing so coming into base to base contact with Reggie.
He can then use his remaining action to either attack Reggie twice, adding the Knifes +1 Attack
Modifier to his result on each occasion, or use both knives to attack simultaneously, combining
the Attack Modifiers and thus adding 2. Knowing that Reggie also carries a Combat Knife, the
Savage is best to gain any advantage he can, combining the attacks. As the Combat Knife has
no Save Modifier, if the Savage wins, he only gains the advantage from the difference between
the two rolls. Were he armed with weapons with Save Modifiers, these would also be added
together and the total subtracted from the Save Roll required by Reggie. A Dual Wielding defender may, similarly, choose to attempt to Parry with each weapon separately or, if they have
the Touche trait attempt to Parry with both weapons simultaneously. To attempt to Parry with
each weapon individually, the Defender should roll at the same time as the Attacker as usual,
but add only the modifier of the weapon with which they are defending. If they score the same
or higher than their opponent, play continues as usual, however, if they score lower, they may
re-roll applying any Parry modifier from their other equipped weapon.
Weapons which are marked 2h require two hands to use, and therefore cannot be dual-wielded, additionally, some weapons can be used single handed, but benefit from the greater control
and accuracy afforded when used two handed.
24 | Page
Attack Modifier
+1
+1
+2
+2
+2
+4
+3
+2 if used 2 handed,
+1 if dual wielded
+3 if used 2 handed,
+2 if dual wielded
+2
+1
+2
+4
+4
+3 if used 2 handed,
+2 if dual wielded
+1
+2
+1
-
Parry
Modifier
+1
+3
+1
-1
+2
-
Save Modifier
Cost
None
-2
-1
-2
-3
-2
-1
-1
Free
4pts
6pts
9pts
8pts
9pts
9pts
3pts
+2
-2
10pts
+4
+1
+1
-1
+1
+1
-1
-1
-2
-3
-4
-3
9pts
4pts
7pts
12pts
13pts
10pts
+4
Special*
Special*
+5
-1
6pts
4pts
3pts
10pts
*Whips and chains give no bonus when parrying, however, if the defensive roll is successful, the
attacking player is disarmed and may not receive any bonuses from their hand to hand weapons until no longer engaged.
~Small shields count as +1 cover from ranged weapons, Riot shields as +2, when the target is
being shot from the front.
# if a double 1 is rolled whilst attacking with a chainsaw there has been a chain jam. The
weapon is jammed just as a ranged weapon and must be unjammed to use. The character can
neither attack nor defend with the weapon until this is done. If, on an attempt to unjam the
chainsaw, the player again rolls a double one, they have caused themselves an injury and must
make a save roll at Toughness -4.
Equivalency: across the Dead Earth we often improvise and almost anything can be used as a
melee weapon. If your Gang members are equipped with tools or sports equipment treat them
as equivalent to one of the weapons listed. A Club can act for most blunt instruments, and a
sword for sharpened or adapted weapons.
Page | 25
Holding
On winning a round of combat, the Attacker may choose to hold the Defender still rather than
inflict a hit themselves. Doing this reduces the held defenders ability to avoid punches or shots
from other enemies and as such effectively reduces their Toughness from any other attack by 3
for the duration they are held, i.e. until the Defender attacks their attacker and wins or draws,
the Attacker is shot or attacked and harmed by someone else, or the attacker wishes to make
another action, at which point they must let go.
Pushing
If the hand to hand combat has taken place whilst EITHER combatant is 1 or less from a ledge or
edge, the winning combatant may elect to push the loser of that ledge rather than plunge their
weapon home. The loser then falls to the ground. As such the losers Save Roll is modified by
the number on the dice by which they were beaten, and 1 for each inch they fell. E.g. A Savage
attacking Ezra with a machete rolls a 7, whilst Ezra rolls a 5. Rather than plunging the Machete
home, the Savage knocks Ezra from the ledge. The distance to the ground is measured, and is 6
inches. Ezras Toughness is 10, which is then reduced by the 1 by which he was beaten in combat, and a further 6 for the height of the fall, meaning he must roll 3 or less.
Knocked Out
If as character is shot or harmed in hand to hand combat, they are Knocked Out. They can take
no further part in the game unless they Recover or a Medic reaches and heals them, or they are
revived using a Stim Pack (see Rare Items).
Recovery/Bleeding Out
If a Gang member is Knocked Out when they would otherwise take their phase, roll 2D6. On the
roll of a double 1, they have recovered, may stand back up, and continue the game, able to act
from the FOLLOWING turn onwards. On the roll of a double 6, however, their wound has bled
too severely for them to recover, and they are immediately Out Of Action.
Out of Action
If a Gang member is Out Of Action they play no further part in this game. In an individual game
they are considered Dead. In a Campaign game, they are unable to carry on, but may recover
before the next game(see Death is not Always the End, page 35).
must add 1 to the required To Hit score at either Medium or Long range, though no modifier is
applied at Close range. Its worth noting that shooting someone and knocking them out can effect line of sight, especially if they were behind a wall or a fence, and you should check whether or not you can see the Knocked Out Gang member before trying to shoot them again. The
Knocked Out guy, conversely, can of course, do nothing to defend themselves, and they must
deduct an additional 3 from their Toughness for any Save roll they must make.
Finishing Off
It is simplicity in itself to kill someone who is already knocked out. A well aimed kick to the
head or a quick slit of the throat takes no time at all. To despatch a Knocked Out foe for the
rest of the game in this way, the Gang member must simply have sufficient skill to do so. Your
Gang member must be in contact with the Knocked Out enemy and have an available Action,
then both players roll 2D6, with the Attacker adding their Skill to the score rolled. If the attacker
scores higher, then the enemy is Out Of Action. If the defender scores higher, then the attacker has made a mess of the job, slipping or missing, or the defender is tough as old boots and
survives, to remain Knocked Out.
DOGS
Some Gangs keep dogs as fighting, scouting or retrieving animals.
I dare say some just keep them as pets too, although youre
unlikely to hear any Gang member admit to that.
Dogs have several uses, they can Guard people or objects, retrieve
Loot, drag k/od Gang members, and, of course attack the enemy.
Theyre useless with guns though, so its generally a waste of time
arming them.
For the sake of the turn sequence, a Dog is treated as any other Gang member, and similarly,
Dogs have two actions. However, getting a Dog to do exactly as you wish is even harder than
getting Reggie to do anything before midday. For a Dog to complete any Action, it must first
pass its obedience test this is essentially a Skill test, in that the player must roll BELOW the
Dogs obedience value for it to then carry out its Action. Dogs move and attack in melee much
Page | 27
as Gang members do, although a Dog has its own Attack and Dodge (equivalent to Parry)
scores as it carries no weapon. Similarly, Dogs can pick up and carry Loot in the same manner as
a human Gang member. HOWEVER, as the Dogs mouth is also its primary weapon, a Dog cannot Attack whilst carrying Loot, it must drop it first (this does not require the use of an Action,
but the Loot counter must be moved out of contact, to the side, of the Dog). Most Dogs cannot
Hide, although some can learn this Talent, and Dogs do not WAW but Guard.
Dogs cannot receive an Order from the Gang Leader to allow them a third Action. They are
essentially always under orders.
Adding a Dog to your Gang costs 20 pts.
Guard
Ordering a Dog to Guard uses both its Actions, but still requires only one obedience roll. A Dog
can be given instructions to Guard a specific person, place or item. If a Dog is guarding a specific
place, for example a building, it will remain at the location ordered and attack any enemy which
comes within 6 of the Dog. The Dog does this immediately, regardless of turn sequence, and
interrupts the enemies turn. A Guarding Dog may always move AND attack. If ordered to Guard
a person, the Dog acts in the same way, but on each subsequent turn it makes no other Action
other than to move to within 6 of that person if they have moved. It does not have to roll for
obedience again, however, and completes this automatically. A Guarding Dog will not leave a
KOd Gang member if they are Guarding them under any circumstances, but MAY be given a
new order to attempt to drag the KOd Gang member only.
Dragging
A Dog may be ordered to drag any unconscious gang member, friend or foe. If they pass their
obedience test, they drag the knocked out Gang member at half the Dogs usual speed.
Dog
28 | Page
Toughness
7
Obedience
8
Speed
7
Attack
+3
Dodge
+1
Points
20
Event Cards
Remember these cards which you picked up at the beginning of your turn? Well, they arent
just there for show, so lets see what they do now. You pick up three at the beginning of your
first turn, as does your opponent, and then pick up another at the beginning of each subsequent turn. You may have UP TO 3 cards placed face down on the table at any time. These cards
are IN PLAY. This means that at any time you may turn the card over, Activating it, and enacting
the consequences as detailed, and then returning the used card to the bottom of the deck.
If you have more than 3 cards, you may keep the excess in your hand - they are not IN PLAY
(placed on the table) and cannot be Activated. At the beginning of each turn, after taking a new
card from the deck, you may replace any card In Play with one from your hand, however, the
card you are replacing is then discarded to the bottom of the deck, you may not place it back in
your hand.
You can Activate any card In Play at any time, and as such you can Activate all cards In Play
during a single turn if you wish, you still then only pick up one new card at the beginning of the
next turn.
Each card has a name, which briefly describes the effect it has on the game. The full details of
the effect of each card type are listed alphabetically below.
Blank - This card has no effect. Whilst it is face down, of course, your opponent does not know
that.
Booby Trap - One of your Gang has cunningly set a trap - a rock placed over a doorframe
perhaps, or even timed explosives. Activate this card when an Enemy passes through a doorway
or window or between two objects within 6 of one another (for example trees, or an alleyway
between buildings) which has already been passed through by any one of your Gang, at any
point in the game so far. The Enemy is Hit on a 7 or above, and their Save Roll is at -2.
Distraction - Play as an enemy states their intention to fire. They become distracted and their
shot is an automatic miss.
Page | 29
Dummy - Your Gang member has cunningly fashioned a substitute of himself - perhaps his hat
on the end of a mop - to make the enemy believe that he is in one place when he has actually
departed for another. Play this card when one of your Gang who is in cover is Hit by an enemy.
Your Gang member is no longer there, and the bullet instead strikes Mr. Moppy. Your Gang
member has already moved unseen and you may place him anywhere up to 12 away from his
perceived location, but only if he can be placed somewhere which is not in LOS of ANY ENEMY.
Any Hit scored against him is disregarded.
Flesh Wound - Disregard a failed Save Roll and roll it again.
Fluke - Play when you have missed a shot and there is another enemy within 6 of your intended target. The shot hits them instead.
Four Leaf Clover Roll 2D6 and set them aside. You may use this roll to replace any other
roll you make in the game.
Heroism - When one of your Gang members would have otherwise been hit by a ranged
weapon, an ally within 6 runs and leaps in front of them, blocking the shot and being hit
instead. Move the ally into base to base contact with the targeted Gang member and apply the
consequences of the shot to them instead.
Information Error - Reconnaissance reports were incorrect and the Loot is not where it was
believed to be. Pick up a Loot counter and move it 2D6 inches in a randomly determined direction (use an artillery or scatter dice to determine the direction, or spin a pen or pencil). The loot
cannot leave the play area, so if the dice roll determines it would have done so, move it instead
to the edge of the plat area nearest the point determined.
Initiative Steal When the other player has won the Initiative, steal it back!
Look Out! A Gang member either standing in any building or in base to base contact with
a building is either hit by falling masonry or falls into a hole caused by collapsing floor-boards.
They must make an Save Roll at a SM of -2 to avoid being Knocked Out or Killed.
If played on a character within inch of a ledge they fall and must apply the appropriate modifier, and should be placed on the ground below their starting position.
Lucky Shot - Disregard a failed To Hit roll and roll it again.
Medic! - Move your Medic up to 12 straight towards a downed Friendly Gang member, unrestricted by terrain penalty and regardless of whether or not the Medic has taken their Phase
this turn. Note: If this brings the Medic into contact with the downed Friendly Gang member
the Medics next Action MUST be an attempt to heal the Friendly Gang member they have
moved to.
Miscommunication - Play when the opposing Gang leader gives an Order. Roll a D6, and have
the ordered Gang member carry out the following instead of the intended order:
1-2 Do nothing
3-4 Retreat at full speed directly away from the nearest enemy
30 | Page
Initiative
On all Turns subsequent to the first Turn, which player may Act first is not decided entirely
randomly, but according to which of the Gangs has the Initiative. Each player rolls 2d6 and adds
one point for any enemy Out of Action or Knocked Out. The Gang with the higher total score
has the Initiative and acts first. If playing with more than two players, the player who scores the
2nd highest goes second, and so on. Re-roll any draws.
Loot
Currency
This is what Gangs spend most of their time doing: looting.
That is, searching for anything useful and laying claim to it.
Trouble is, as the years go by, theres only so much out there The Universally accepted currento claim, and someone else nearly always lays claim to it too. cy across the F-UK is the Point.
Points were initially issued as RaBefore starting the game cut out the Loot tokens at the back tion Points by the State, as they
of the book. Choose whether to play for 3, 5 or 7 objective sought to control the remnants of
markers (or, heck, any other number really) and then place the old Capital and surrounding
the tokens face down. Shuffle them or jumble them up so
areas. After some semblance of
nobody knows which tokens are in play, as the Loot tokens order was established there but
have values varying between 5 and 50 pts. Take it in turns to The State ran into other challengpick one, making sure not to look at the side with the value es, Points started being awarded
on it, and place it on the battlefield.
at different rates based on behaviour and loyalty, and then as
The objective of loot games is simply to gather loot worth
payment for Gang members or
more in Points than the other Gang. To gather loot, figures Trade Unionists killed. Points so
must move into base to base contact with the Loot marker became the de facto currency,
thus collecting it. The player controlling that gang member each one essentially a promise
may then look at the base of the marker to see how much it of rations signed by the Head of
is worth. If they so wish, they can share this information with State. The Trade Union now issue
the opposing Gang. If they so wish, they could lie about it
their own Points, as The State retoo. They then need to RETURN to their Start Zone with the fuse to deal with them, but both
marker, which travels with that Gang member. Gang mem- forms are widely considered legal
bers are free to drop off Loot in their Start Zone and return tender by most residents of the
to the battle, or simply remain in the Start Zone and take
F-UK.
no further part in proceedings. If a Gang member carrying
a marker is either Knocked Out or Out of Action then the
marker remains where it was at the time the carrier stopped
moving, and can be collected in the usual fashion, by any Gang member from either Gang. Similarly, a Gang member may drop their Loot at any time in any place, and it may then be picked
up by any other Gang member, friend or foe.
In addition to the Points collected in this way, across all game types, Points are awarded for
OOAs (note, not for Knocked Outs, if someone remains Knocked Out when the game ends, they
are still considered Knocked Out and NOT OOA). These Points are paid by The State, which is
a bunch of crazy idiots who think that they are the Government. Not surprisingly, they dont
much approve of the way we go about things about here, and therefore every Gang member
has a bounty on their head. The State dont seem to care who this is paid to. Putting an enemy
Out Of Action is worth 5 Points, and 2 are paid for putting a Dog Out of Action.
This can be doubled by looting a fallen enemy of their ID or identifying personal belongings
and thus verifying the kill- once you have Knocked Out a Gang member if any of your guys
can move into contact with them and Finish Them Off, thus putting them Out Of Action as
described previously, they can also take an additional 5 credits for looting that Gang members
Id and/or personal belongings. Putting an enemy who is Knocked Out Out Of Action with ranged
fire therefore acquires you just 5 Points.
32 | Page
Loot games end either when all Loot counters have been returned to either of the Start Zones,
all of one Gang is OOA or Knocked Out, or all of one Gang is within their Start Zone and their
Leader - the player, declares them to be retreating home. If a Gang retreats, the other Gang can
take any remaining Loot counters immediately unless they have no Gang members who are not
currently KO or OOA. Games end as soon as any of these events occur, regardless of whether
this is mid-turn or even halfway through a phase.
Once the game has ended, add up the scores for all Loot counters found and Points for OOAs
and Finishes. The Gang with the highest score wins! To the victor, the spoils. It is, of course,
possible that the winning Gang will have suffered greater losses than the losing team, but
thats how some Leaders run their Gangs. Not me, you understand, were a family after all.
Territory
Capture and Occupy Games
Gangs often fight each other for control of specific areas of strategic interest or importance. For
a while back, my Family controlled the entire town centre of a place called Bedford or Medford
or something - anyway, posting sentries around the place whilst the rest of us stripped the
shopping centres and rich peoples houses of anything of value was way more effective than
having to move camp every day. There arent many gold mines like that around anymore, but if
youre lucky youll come across one. If youre unlucky, youll have to fight for it.
Territory fights are either for control of a number of Objectives, or for one specific building. In
the first instance, Capture Games, choose how many objectives you and your opponent will
fight over and then take it in turns to designate areas on the battlefield as these strategic points
- usually buildings, ammo dumps or other resources - and place one of the Objective markers
in the centre of this point. Then decide how many turns the Gangs will fight over. Gangs will
generally only ever fight over territory during the daytime, The Night is too dangerous, and
by the time night falls your Gang members will want to either be dug in or retreating back to
their camp - so its important to set a limit. 6 turns works well for 3 objectives, longer will be
required for more. When both players Gangs have completed all their Actions at the end of the
last turn, see who is in control of the most Objectives. To be in control of an Objective you must
Page | 33
have a Gang member within 3 of the Objective marker and no enemy Gang members must
be within 3 inches of that marker. If members of both Gangs are within 3 of a marker, no one
scores any points for it. If both Gangs are in control of the same number of Objectives, or none
control any, then count the any points for kills to determine who wins, otherwise, the player
with the most Objectives wins 25pts per Objective.
The other type of territory game is the Occupy game. In this game, the sole objective is to take
and retain possession of a specific building. The building, it may be somewhere useful as a
base, somewhere where good loot is known to be, or even a traders stall, should be placed an
equal distance between the two start zones. The winner is quite simply the Gang that has the
most living members WITHIN the building at the end of a determined number of terms. Again,
6 should do the trick. If the building does not have a clearly defined inside and outside, simply
place an Objective marker somewhere in the building and treat the victory conditions as described above. In an Occupy Game, the winner scores 50pts in addition to any scored for OOAs.
Grudge Matches
In a Grudge match the two Gangs are set solely on the utter destruction of the other, and play
continues until one Gang is either eradicated or their Leader makes the decision to retreat. The
Leader may retire individual Gang members from the game by moving them into their Start
Zone and declaring that they are returning to base - whilst this serves no purpose in individual
Games, it may be worth considering to save a valued colleague in Campaign Grudge Matches.
Campaigns
Campaigns are the heart of Across the Dead Earth. They tell a story with your Gang over a
series of interconnected battles. Your Gang is a persistent, customisable and fully personal one
to you and you alone - as they gain talents and upgrades in between battles or lose and gain
comrades. Even if you start a Campaign with one of the pre-defined Gangs on page 51, by the
end of the campaign, that Gang might be unrecognisable. You can, of course, create an entirely
original Gang to fight a Campaign with (see page 49).
There are a number of ways to play a Campaign, and I will, of course, go through them all, but
there are a number of elements common to most or all, so lets cover them first:
can be a heart breaking affair, and if both players agree, its not a bad idea to let each Gang
start the Campaign with one resurrection vial. This is strongly recommended at least for your
first campaign.
Note: Permanent Injuries are persistent and accumulative, so if a character is OOA in three
consecutive battles, and each time rolls a 9 on this chart, their Toughness would be reduced by
a total of three, one for each time.
Adam
Leader, Skill: 7
50
Shotgun, Pistol, Knife, Grenade
Commander, Walkie Talkie, Rough House
(12)
(6)
Pistol
Shotgun
0-4
0-3
6
5
0
+2 / 0
Medium Range
SM
-1
-3
Range To Hit
4-8
3-6
7
6
Long Range
SM
Range To Hit
SM
-1
-2
8-12
6-9
-1
8
7
Name, Class and Equipment should all be fairly self-explanatory. In the sections for Toughness
and Speed youll note that my current values for both are recorded, with space for this to be
crossed out and amended should they change due to upgrade or injury. There are then spaces to allow you to quickly record the total modifiers to apply when attempting to hit when
shooting and when attacking in melee gained from equipment and talent. Because I have the
Rough House Talent and a knife, this reads Total Attack Modifier +2. Theres plenty of room
for this and the other Modifier sections to be updated later. Following this, for ease of reference, Ive added on the stats for the two guns I carry. The Gang Points space only appears on
your Leaders Stat Card, as the Points for the Gang are pooled together and looked after by the
Leader, this is just somewhere to record any you have left over, after youve decided what to do
with all the Loot.
36 | Page
Upgrading your Gangs Talents: Each Gang member can be assigned a Class. This can
either be done when Creating your Gang or in between battles, in what we refer to as Down
Time, during a Campaign. If youre using the pre-determined Gangs, youll notice that a lot of
Gang members are already assigned a Class, and well talk more about the specifics of Classes
later on. What you need to know right now is that during Down Time in between Campaign
battles, you can train a Grunt in any Class. The costs are as follows:
Leader 25pts - each Gang must field a Leader and may only field one Leader
Medic 15pts
All other classes 10pts
Any Gang member who already belongs to a class may upgrade their Talents by purchasing a
Talent from the next Tier of their classes Talent Tree. There are several Tiers within each Talent
Tree, Talents associated with Tier 1 being applied as soon as your Gang member acquires a
class. Following that, any Gang member may purchase ONE talent upgrade each in each Down
Time. You may only purchase a Talent of a Tier equal to or one Tier above your current level.
Lets look at the Leader Talent tree on page 76 as an example. By being a Leader I automatically acquire the Leader Talent on Tier 1, this is what gives me my extra Action each phase and
the ability to give orders, not to mention my Toughness! After the first battle of a Campaign, I
come back with plenty of Loot and can upgrade my Talents. I have no choice which to go for, as
the next Tier on the Talent tree includes only one Talent: the walkie-talkie upgrade. I purchase
this, and head back out onto the battlefield. Huzzah! I am victorious once again and return with
enough Loot to swim in. This time, I can upgrade to one of the Talents on Tier 3 - I cannot have
both even though I can afford it, as to train takes time. I have the choice of the Rough Houser
or Strategist Talents. I choose Strategist, because Im a clever one, and head out to fight again.
Returning after the next battle, with yet more spoils, I now have a choice of either acquiring the
other Tier 3 Talent, Rough Houser, or upgrading to the Master of Strategy Talent, from Tier 4
of the tree. Note that these are my only two upgrade options, as although Crack Shot is also a
Tier 4 Talent, it is an upgrade of Rough Houser, and thus if I want that Talent, I need to purchase
Rough House this time, and then Crack Shot next time.
Whilst I have been upgrading my Talents, I have also unlocked the ability to use a variety of
Rare Items, many of which have a Tier requirement.
Yobs cannot have a Class assigned until they have matured and trained to become Grunts, and
they have their own progression, described on page 84.
38 | Page
Shopping!
In between battles, theres nothing more I like to do with my Down Time than to do a little
shopping! Travelling Traders are rife across the Dead Earth - they are also nearly always armed
to the teeth and well defended. Not that it would really be in any Gangs interest to attempt to
murder or jack a Trader anyway, as word soon gets around, particularly now theyve organised
themselves into a Guild, and you kill one, youre more than likely going to starve to death the
next week when you cant find anyone to sell you anything to eat because youve been black
listed. Anyway, killing Travelling Traders is not an option. Shopping is: you can shop during
each Down Time, using the Points youve acquired. You are ALWAYS able to buy, for any Gang
member, any of the items listed under Basic Melee Weapons and/or Basic Ranged Weapons,
as listed previously- as these are always kept in stock by any Travelling Trader.. In all likelihood,
you kitted out your Gang with these when you set up anyway, but you might need to replace
destroyed weapons or kit out a new Gang member (Editor: or perhaps, in reality, youve simply
bought some new models which you wish to swap out for our old ones, and they have different
equipment on them. Although what a physical model is actually equipped with on the model
shouldnt stop you from imagining they are equipped differently, its aesthetically pleasing and
much easier to remember if they do. If not, its important that youre clear with any opponent
before the game what a model/Gang member is actually equipped with for use in game). You
are also permitted to purchase any number of single use items such as Grenades (although you
may not be able to carry them all into battle)
The more exciting aspect of running into a Travelling Trader are the Rare Items and upgrades
which he might have for sale. There are a great many rare and unusual items which you will
come across whilst dealing with Travelling Traders. Although dealing with Traders is done individually during the Down Time between battles, and each Players Gang will not be offered the
same Rare Items, just so everyone knows no-one is trying to swizzle one another, its best to
carry out any trade with the other player(s) present, or at least with witnesses. Firstly, establish
how many rare items the trader has to offer, by rolling a D6. Then deal that many cards from
the (carefully shuffled) Rare Items deck of cards. You may, but are under no obligation, to buy
any item dealt. Each player should return the cards to the deck and shuffle again before the
next player is dealt their cards.
Page | 39
Rare Items
Price and Effect
Traders arent supermarkets. Theyre human, and haggling is a part of their livelihood. As such
all the rare items listed below have not one but three prices, the best price, the standard price,
and the worst price, these are listed below as the three numbers next to the item name - best,
standard, worst . Which of these you are offered depends on your Leaders bargaining skill. For
each purchase you wish to make, roll 2D6. If the score is BELOW your Leaders skill value, the
item is available for the best price, if the score is equal to your Leaders skill value, the item is
available for the standard price, if the score is higher than your Leaders skill value, then the
item is available only for the worst price. If you purchase an item, make a note of it on the
Gang members Stat Card, its effects are permanent unless stated otherwise. Rare Items often
require a certain amount of Talent to use, and indeed some traders will not even sell goods to
Gang members they think green or unworthy of their goods. These items will be marked with a
TIER requirement, usually between 1 and 5. A character must have learned a Talent of that Tier
to be able to purchase, equip and use the Rare Item. For more information on Talent Trees and
Tiers, see page 75. In most cases only 1 of any item is offered for sale. Exceptions are noted.
BULLET PROOF VEST 10-15-20 Tier 2
Increase the Characters Toughness by 1 until they are Knocked Down, at which point the vest
becomes unusable. Repaired for free in each down time.
CAMOUFLAGE 20-30-40
The Gang member receives an additional +1 cover bonus when Hiding.
CLIMBING ROPE 4-6-8
A length of rope with a grappling hook on the end, which if equipped allows a Gang Member to
climb the sides of buildings or up onto ledges at a rate of 3 per Action up to a total of 6.
CONTRACT 5-10-15
Killing (putting Out of Action) any and all enemies in the next battle (only) grants a reward not
only of the usual Points but additionally the amount paid for the contract (i.e either 5, 10 or
15).
EVENT CARD 10-15-20
Take an Event card from the deck at random. You may use this as normal in the next Battle.
FLASH-BANG GRENADE 3-5-7 Tier 1
Flash bang grenades are thrown exactly as grenades, however, they automatically hit all characters within the area of effect. All characters caught within that Area of Effect may not act when
they would otherwise next have a Phase (either on this turn or the next) having been temporarily blinded and deafened.
40 | Page
FREE GIFT
Buy any of the other items drawn, get another draw of your choice at the same time, FREE! No
other items available from this Trader? Bummer...
GAS MASK 5-10-15
Someone wearing a gas mask is not affected by gas.
GAS GRENADE 3-5-7 Tier 1
A gas grenade is thrown like a normal Grenade, however, it hits and effects everyone within
the Area of Effect regardless of cover - they get no To Save roll. Once Gassed, each individual
effected may make 1 less Action per turn for D6 turns. Any number of Gas Grenades is available
when this card is dealt, all at the same price.
GUN REPAIR KIT 5-10-15
The Gang member may automatically repair a jammed weapon without passing a Skill Roll
(uses 1 Action).
GUN STOCKS, VARIOUS 10-12-20 Tier 3
Attach the improved gun stock to a specific weapon to improve the comfort of use and therefore accuracy. Add a +1 to all To Hit rolls with this weapon.
INTENSIVE TRAINING 10-15-20
Any one Gang member may take 2 talents from their talent tree during this period of Down
Time, instead of just one.
LASER SIGHTS 10-15-20 Tier 3
Work exactly the same as REFLECTIVE SIGHTS but add the modifier at Close and Medium Range.
NAIL GRENADE 3-5-7 Tier 1
A nail grenade works precisely the same as a normal Grenade except the random nature of the
amount of damage caused means they carry a Save Modifier of -1D6. Any number of Nail Grenades is available when this card is dealt, all at the same price.
OPTICAL SIGHTS 15-20-25 Tier 4
Work as other SIGHTS but add the +1 modifier at all Ranges.
Page | 41
This military grade body armour used to also be commonly supplied to armed police and is
therefore standard issue to State Squads. Which, of course, means that theres plenty of it for
sale from traders and Gangs who have had run-ins with The State. +1 to Toughness.
PRICE GUIDE 20-30-40
Equipable by the Gang leader only. AFTER this purchase, the Gang leader always pays Best Price
for any items from Travelling Traders.
REFLECTIVE SIGHTS, rifles, assault rifles, shotguns, pistols, SMGs 5-10-15 Tier 2
Upgrading the sights of any of these weapons to Reflective Sights gives a permanent +1 To Hit
modifier at close range.
RESURRECTION VIAL 30-40-50 Tier 1
This sure does what it says on the tin! If your Gang member was killed in battle and you were
unfortunate enough to roll a 2 in the post battle down time, revive them with this pseudo-scientifically proven mug of black gung which smells like the blue Danish cheese we found in a deli
in London which had been there for the last dozen decades. However, it does appear to bring
Gang members back to life with no side effects, which is pretty darn handy! This should be
given to your Medic but can be used on ANY Gang member during Down Time. Each vial can be
used once and only one is offered per card dealt.
SHOTGUN x 2 BARREL ADAPTATION 20-25-30 Tier 4
2 Barrels not good enough for you? How about four? Upgrade any shotgun to a Scatter Gun,
42 | Page
Short Range
Range To Hit
0-3
Medium Range
SM
-6
Range To Hit
3-6
SM
-7
Long Range
Range To Hit
SM
Upgrade Only
THE FOREST-KIN
Not everyone across the Dead Earth
necessarily felt that the Last War was
such a bad thing, and some soon disappeared into the wilds, which were
themselves beginning to reclaim and
conquer the fallen cities of 20th century civilisation, to live in woods and
marshlands.
Campaign Types
44 | Page
You can play for one ultimate Goal, or equally, you can start a Campaign with the agreement
that when either Gang achieves any of the Goal types, the Campaign is won.
1. Territorial Goal: A territory within the mapped area is specifically valuable: usually a town, a
factory, an un-looted supermarket. The Goal of the Campaign is to Control this specific Territory. Pick a suitable Territory on the map and mark it as the Goal.
2. Control: Once all the Territories are controlled by one Gang or the other, the Gang with the
most Territories under their Control wins.
3. Complete Control: The Goal of the Gangs is to capture the other Gangs Base.
Before each game, one or other of the Gang leaders chooses one of the territories to fight
over. For the first Game of the Campaign roll 2D6 each and the higher scorer chooses any
Territory which borders their Base Territory in which to do battle. If you wish to, you can decide
a specific type of battle for each Territory, but generally this is randomised as follows: the
winner of the previous roll rolls 1D6. On the roll of a 1-2 the battle is a Loot game. On a 3 it is
a Rare Loot game. On a 4 it is a Capture game, a 5 an occupy game and on a 6 it is a Grudge
game. The winner of that game then has Control of that Territory, which you can mark on the
map either by placing a coloured Counter of the Territory, or by colouring it in or writing on the
map - note that if you use either of these methods, you may have to erase any marking later if
the Territory changes hands. The winner then chooses another Territory in which to do battle,
choosing any Territory which borders any Territory they control (in this case either their base
Territory or the Territory they have just captured). Note that a Gang cannot choose to do battle
for a Territorial Goal or the enemy Gangs base unless they control Territories linking this Territory to their own base:
In this Complete Control Campaign, on a simple geometric map, the Objective for each Gang
is to capture the others base Territory. Two battles have been fought. The Family won the
Dice roll to decide where the first battle should take place, and chose Territory 6 - they had
no choice as this is the only Territory they border. They lost the battle, and therefore the Red
Claw control Territory 6 and also chose where to do battle next. Although they now had control of Territory 6, which borders the Family base, they cannot attack it straight away. First they
must create a passage
of controlled territories
from their base to the
Familys.
Page | 45
They therefore choose to do battle in Territory 3, winning again. If the Red Claw now take control of Territory 1 or 2, their base will be linked by a passage to the Family base. They chose to
Battle in Territory 2, however, they are this time defeated by the Family.
The Family now have
control of Territory 2 as
well as their base. Due
to the way the borders
lie on this map, they may
now choose to do battle
in any Territory - except
the enemy base, as they
do not have a clear passage. If The Family can retake control of Territories
3 and 6, they can then
attack the Red Claw base.
This works similarly for
Territorial Goal Campaigns. Lets use the
same map but assume that Territory 4 has been designated the Territorial Goal. Although both
Gangs control bordering Territories, neither can chose to do battle in the Territorial Goal, as
they do not have clear passage. The Family would need to take control of Territory 6 and the
Red Claw Territory 2 prior to being able to choose to do battle for the Territorial Goal. If the
family re-take Territory 6 and then chose to battle for the Territorial Goal, but lose that battle,
the Red Claw take the Territorial Goal, but cannot win the Campaign until a passage is secured
to their base, either by controlling Territory 2 or both 3 and 1.
Defending the Gang Base
In Complete Control games, when attacking a Gangs base the game does not have a randomised objective but is a battle to the death like a Grudge match. In these circumstances,
however, the Gang defending do not have to begin the game in a Start Zone, but may begin
set up anywhere on the playing area. Suitable Terrain should also be used to represent a base,
which will have been designed to be defended. This can make taking a Gang Base an incredibly
difficult proposition.
1. Scrub or wasteland with little remarkable, perhaps a few trees or rock formations
2. Woodland, mainly covered in trees with perhaps a shack or river
3. Village. A few buildings, usually villages will also be surrounded by trees.
4. Town. Mainly buildings.
5. City: the entire playing area should be covered in buildings, possibly abandoned
Narrative Campaigns
A Narrative Campaign more literally tells a story. A Campaign of this type will consist of a number of inter-related Games which may take on the form of battles of the type we have discussed
previously, or of more story-lead scenarios. See the Narrative Campaign Skylar which tells the
story of how the Scout came to be a member of my family on www.deadearth.co.uk which will
also, in future, feature further narrative campaigns as well as guidance of how to create your
own.
Page | 47
Ah, Wester, a smouldering heap of industrial wreckage shrouded in dense smog. Who would
have thought a town that no-one ever heard of would have attracted a nuke? Stands to reason,
therefore, that there was something worth destroying in Wester, and therefore, possibly, just
possibly, something worth salvaging. Just try to ignore the ticks on your radiation counter as we
go in...
As you can see from the...ahem...map which Skylar, my dear Scout, has provided for us above,
the areas around the strategically beneficial town of Wester have become the temporary home
not just of our good selves but also to that band of savages, the Red Claw. We need to take
Wester, and find out whats there. Whatever it is, its worth points and points keep my Family
alive. Doubtless the Red Claw are thinking approximately the same thing, that or they know
what Im thinking and they just want to kill us, I dont call them Savages for nothing. Prior to
heading out onto the battlefield, youll notice that each of the ten territories has been given a
description and a number - its entirely up to you if you want to follow the Terrain descriptions,
but its important to note that the town of Wester itself falls entirely within Territory 4, and
therefore a Gang must control Territory 4 to attack Wester.
Theres absolutely no reason why you cant use the same map for Control and Complete Control games as well.
48 | Page
Gangs
Putting together your own band of brave and intrepid adventurers, like my lot, or scurvy,
ruthless scumbags and mercenaries like the Red Claw, is one of the true joys to be had across
the Dead Earth. Using the Classes provided and the weapons charts, anyone can put together a
truly unique Gang, or, adapt one of the pre-existing Gangs to suit your purposes. Theres a few
ways you can put together a Gang:
Firstly, you can just pick one of those listed below. Youre going to want to do this for your first
few Games and/or Campaigns to figure out which weapons and classes work best for you.
Secondly you can mix and match and adapt the Gangs below. In addition to the complete
Gangs, youll find a bunch of Stats below for Mercenaries. A good way to put together your first
gang would be to take some of the Gang members youve worked with previously and mix them
up with some Mercs. Remember, you can change the Gang members names, back stories, classes - be creative. One thing you will have to bear in mind before you go to crazy is that when
youre playing against someone else theyre most likely going to want to think there was a fair
shot of them winning, and therefore youll want to balance the points values of your Gang.
Both my Family and the Red Claw have the a similar Points value and are balanced, in their way
(although very different in combat style - my Family are sensible folk who know how to stay out
of trouble and pick the enemy off from range, where as some of those Red Claw scumbags are
absolutely deadly if you let them get too near you!) and unless you wish to deliberately give
one Gang an advantage, it makes sense to balance the two sides, at least in Campaign games,
and thats why we allocate everything a points value.
Thirdly, you can start from scratch, and after a while you are definitely going to want to do this,
let me tell you.
The recommended Points Value for Gangs is 350 to 400pts. Less will mean you can field fewer
members or it will take a longer period to upgrade them, whilst more is not advised for beginners.
Creating your Own Gang and Characters
To do this, start with deciding how many Gang members you want. Each Grunt, that is to say
a basic adult, costs 25 points which includes a knife( A knife! Big Whoop). Then simply use the
talent trees and weapon charts to personalise your Gang. Youre going to need a Leader as
you can see from the Talent Tree for Leaders over on page 76, the Leader Class costs a further 25 points. He or she is going to need more than just a knife to get by, so choose him some
weapons from either the Ranged list on page 19, the Melee list on page 25, or better still:
both. Each comes with its own points value. You may choose any weapons from the Basic lists.
To make your character more individual, you might want to add some specific character traits.
General traits, that is, those which are available to character of ANY class, can be found on
page 74, whilst specific Talents can be found in the Talent Tree which youve already looked
at. Again, these all carry their own points values. With Talent Trees its important to remember
that you cant just apply any Talent you like, as the way in which they are acquired is hierarchical. Starting at the Tier 1, and going down, a character may only be given a Talent if it is pointed
to by an arrow emanating from a Talent they already have. That is to say that as a Leader, I must
Page | 49
acquire the Talent Walkie Talkie before I can then choose any other Talent. To equip your Leader
with the Talent Rough-Houser, therefore, you must equip them first with Walkie-Talkie, and one
cannot then apply the Talent Master of Strategy without first equipping the Talent Strategist, as
it is from this Talent that Master of Strategy emanates. As you can see, equipping Talents soon
costs a great deal of Points, and thats just your leader! You need a whole Gang to go with him.
This is why it is usual for most Gangs to start with Gang members who have a Class assigned but
not many further Talents beyond.
Now that you have a Leader for your Gang it is entirely up to you how many other members are
added, so long as the total number does not exceed the Leaders Skill level (which is likely to be
7).
To create the rest of your Gang, go through the same basic process: start with a Grunt (25pts),
add weapons (ranged on page page 19, melee page page 25), general traits (page page
74) and then a Class and any Talents from that classes Talent Tree (pages page 74 to page
83).
An interesting, but perhaps laborious way of building your gang is through a Campaign, or
series of Campaigns, where both Gangs start with 4 or 5 Grunts or Yobs. No Talents, no decent
equipment. This way, you will truly have to build from scratch, whereas the Gangs here have
cheated a little in that they are already well versed in their Talents when you take control.
Speaking of cheating, youll notice that both My Family and the Red Claw - but particularly the
Red Claw, have in their possession Rare Items. Theres no reason why you and your opponent
shouldnt similarly cheat in this manner if you wish however, its absolutely vital that you agree
to do so before putting any Gangs on the battle field, and its also a good idea to put a limit on
how many Rare Items a Gang can field (otherwise they simply wouldnt be that rare, would
they?) It is recommended that each Gang may choose NO MORE than 1 Rare Item for each
complete 100pts in the agreed limit, so a Gang of the recommended Points Value would ordinarily have no more than 3 Rare Items.
50 | Page
Adams Family
Name
Class
Gang Points
Equipment
Talents
Toughness (Original) Modified
Speed (Original) Modified
Total To Hit Modifier
(from talents and equip)
Total Attack / Parry Modifier
Short Range
Weapon
Range To Hit
Pistol
Shotgun
0-4
0-3
6
5
Adam
Leader, Skill: 7
Shotgun, Pistol, Knife
Leader, Walkie Talkie, Rough Houser
(12)
(6)
0
+2 / 0
Medium Range
SM
-1
-3
Range To Hit
4-8
3-6
7
6
Long Range
SM
Range To Hit
SM
-1
-2
8-12
6-9
-1
8
7
Pts: Grunt 25+Leader 25+Walkie Talkie 10+ Rough House 10+Shotgun+Pistol 5=85pts
This is me: the person thats been guiding you through this chaos and introducing you to the
dead earth. I was born somewhere here in England, 42 years ago. Most people dont know
how old they are around here. Others refer to themselves as 28 summers or 32 winters but
that dont mean much in a world where seasons can last for hours or years. On the whole Ive
always been moving. I grew up in a family that moved around, sometimes trading and most
times fighting. As you may have gathered I listened to my Grandmother a lot. That is largely
due to the relatively premature deaths of my parents and the scarcity of electricity with which
to power MP3 players. A few years back someone traded me a wind-up device which, for a
fair amount of sweat work, provides enough juice to power up most phones, tablets and other
devices we can find - cept those stupid ones with the fruit on the back that have to have a different charger which no one ever can find or trade. Anyways, thinking about it I maybe learned
a lot more from my Grandmother not having earphones in all the time.
My parents? I told you, they died young. That happens more often than not,
and there isnt any point getting sentimental about it.
Some point or other there wasnt much of a Gang left, and those what
were older than me decided to stay on at a wind farm in Norfolk. I
wished them all the luck in the world but so far as I could see planting
yourself makes you a sitting duck, so I headed off across the dead earth.
Page | 51
Name
Class
Gang Points
Equipment
Talents
Toughness (Original) Modified
Speed (Original) Modified
Total To Hit Modifier
(from talents and equip)
Total Attack / Parry Modifier
Short Range
Weapon
Range To Hit
Shotgun
0-3
Ezra
Medic, Skill: 6
Shotgun, Short-sword
Medic, Physician Heal Thyself!
(10)
(6)
0
+2 / +1
Medium Range
SM
-3
Range To Hit
3-6
SM
-2
Long Range
Range To Hit
6-9
SM
-1
52 | Page
Name
Class
Gang Points
Equipment
Talents
Toughness (Original) Modified
Speed (Original) Modified
Total To Hit Modifier
(from talents and equip)
Total Attack / Parry Modifier
Short Range
Weapon
Range To Hit
Assault
Rifle*
0-6
Drexyl
Sharpshooter, Skill: 6
Assault Rifle+Reflective Sights, Knife
Sharphooter, Head Shot
(10)
(6)
+1 Close and Medium range (treats Long
as Medium)
+1 / 0
Medium Range
Long Range
SM
Range To Hit
SM
Range To Hit
SM
-3
6-12
-2
12-18
-1
Page | 53
Name
Class
Gang Points
Equipment
Reggie
Assault, Skill: 7
Talents
Toughness (Original) Modified
Speed (Original) Modified
Total To Hit Modifier
(from talents and equip)
Total Attack / Parry Modifier
Short Range
Weapon
Range To Hit
Assault
Rifle*
Pistol
Long Range
SM
Range To Hit
SM
Range To Hit
SM
0-6
-3
6-12
-2
12-18
-1
0-4
-1
4-8
-1
8-12
Pts: Grunt 25+ Assault 10+Pistol 5 + Assault Rifle 15+Grenade 5+Assault Rifle
Specialist 10+ Charge 5+ Grenadier 20+ Skilled 15 =110pts
Reggies still just a kid, really. His family are traders over in the Fens whom
we picked up some weapons from a couple of years back. Reggie spent
hours watching Drexyl testing the sights on his Assault Rifle on their
range. A couple of days later, Drexyl told me the boy had
been shadowing us ever since we left. I didnt think he was
old enough to live the kind of lifestyle we lead, and so I set
out to find wherever he was camping one night and tell him
to vamoose. When I tracked him down to a campfire which he
seemed to have lit using some dirt and hope, he grinned at me
ear-to-ear and threw me a rucksack of ammo and moonshine he
had taken from a bunch of raiders who had also been tracking
us, and who were by then sinking slowly into the wetlands, their hats
bobbing up and down in the centre of pools of ripples. He figured this
would impress me. Hes been at my side ever since.
54 | Page
Name
Class
Gang Points
Equipment
Talents
Toughness (Original) Modified
Speed (Original) Modified
Total To Hit Modifier
(from talents and equip)
Total Attack / Parry Modifier
Short Range
Weapon
Range To Hit
Pistol
0-4
Skylar
Scout, Skill: 6
Pistol, Assassins Blade, Grenade
Scout, Slippery
(10)
(6)
0
+1 / 0
Medium Range
SM
-1
Range To Hit
4-8
Long Range
SM
Range To Hit
-1
8-12
SM
Pts: Grunt 25+ Scout 10+Pistol 5+ Grenade 5 +Assassins Blade 4 + Slippery 5 = 54pts
Skylar was always going to have a hard life growing up in this world as girl with a pretty face.
She got real good at hiding, and when that failed, escaping, with no qualms whatsoever about
leaving anyone who crossed her with a wide red smile in her wake.
Im glad as hell that whatever the boys in
my family might be, none of them is either
discourteous or stupid enough to think to try
and treat Skylar the way it seems most folk
prior to us running into her, by and large, had
in the past. Ill leave that there, as I know that
Skylar wants to tell you that story for herself.
Gang total points 85, 61, 75, 110, 54 = 385
Page | 55
Pistol
SMG*
0-4
0-4
6
6
Ronnie
Leader, Skill: 7
SMG, Pistol, Short Sword, Grenade
Leader,
(12)
(6)
0
+2 / +1
Medium Range
SM
-1
-4
Range To Hit
4-8
4-8
7
7
Long Range
SM
Range To Hit
SM
-1
-3
8-12
8-12
-2
8
8
Grunt 25+ Leader 25+SMG 15+ Pistol 5+ Grenade 5 + Short Sword 6 =81pts
Thats enough from that stupid old man Adam. You want to end up
running errands for old women and rescuing skinny girls from traders, go ahead and sign up with that regular philanthropist over
there. You want adventure, glory and the coolest guns on this
island, follow me. My names Ronnie, but until youve proven
yourself you can call me Sir. The Red Claw are the best, and
were the best because we pull no punches. This is survival,
but who ever said survival cant be fun?
56 | Page
Name
Class
Gang Points
Equipment
Talents
Toughness (Original) Modified
Speed (Original) Modified
Total To Hit Modifier
(from talents and equip)
Total Attack / Parry Modifier
Short Range
Weapon
Range To Hit
Shotgun*
0-3
Shay-man + McHeed
Medic, Skill: 6
Shotgun, Knife, Gas Mask
Medic, Physician Heal Thyself
(10)
(6)
0
+1 / 0
Medium Range
SM
-3
Range To Hit
3-6
SM
Long Range
Range To Hit
-2
6-9
SM
-1
Page | 57
Name
Class
Gang Points
Equipment
Talents
Toughness (Original) Modified
Speed (Original) Modified
Total To Hit Modifier
(from talents and equip)
Total Attack / Parry Modifier
Short Range
Weapon
Range To Hit
RPG~
Fatboy
Heavy, Skill: 6
RPG, Knife
Heavy, Launcher Specialist
(10) 11
(6)
0
+1 / 0
Medium Range
SM
Range To Hit
4-8
Long Range
SM
Range To Hit
SM
-4
8-12
-4
58 | Page
Name
Class
Gang Points
Equipment
Talents
Toughness (Original) Modified
Speed (Original) Modified
Total To Hit Modifier
(from talents and equip)
Total Attack / Parry Modifier
Short Range
Weapon
Range To Hit
Scattergun*
0-3
Topper
Assault, Skill: 6
Scattergun, knife
Assault
(10)
(6)
0
+2 / 0
Medium Range
SM
-6
Range To Hit
3-6
SM
-7
Long Range
Range To Hit
SM
Page | 59
Name
Class
Gang Points
Equipment
Talents
Toughness (Original) Modified
Speed (Original) Modified
Total To Hit Modifier
(from talents and equip)
Total Attack / Parry Modifier
Short Range
Weapon
Range To Hit
Pyro
Skill: 6
Flamethrower, knife
(10)
(6)
0
+1 / 0
Medium Range
SM
Flame
0-3
4
-4
Thrower~
Grunt 25+Flamethrower 15=40pts
Range To Hit
3-6
SM
-3
Long Range
Range To Hit
SM
Pyro is Toppers brother and they share a lot in common, although you wouldnt know it the
way they argue: mainly over which is the superior of their two deadly weapons. Pyro isnt
the sharpest tool in the box, but then he doesnt need to be, as its very rare
anyone ever gets close enough to him to take advantage of his dim witted
nature.
60 | Page
Name
Class
Gang Points
Equipment
Talents
Toughness (Original) Modified
Speed (Original) Modified
Total To Hit Modifier
(from talents and equip)
Total Attack / Parry Modifier
Short Range
Weapon
Range To Hit
Shrimp
Scout, Skill: 6
Pistol, Axe (2H), Grenade
Scout
(10)
(6)
0
+4 / -1
Medium Range
SM
Range To Hit
SM
Pistol
0-4
6
-1
4-8
7
-1
Grunt 25+Scout 10+Pistol 5+Grenade 5+Axe 12=57
Long Range
Range To Hit
8-12
SM
Page | 61
FURTHER GANGS
Numerous further Gangs are listed at www.deadearth.co.uk and, of course, you can create your
own. Here are some further examples you may wish to employ.
Jesters State IAO Squad
Jester leads a typical IAO squad.
Name
Class
Gang Points
Jester
Leader, Skill 7
Equipment
Talents
Toughness (Original) Modified
Speed (Original) Modified
Total To Hit Modifier
(from talents and equip)
Total Attack / Parry Modifier
Short Range
Weapon
Range To Hit
SMG*
0-4
SM
-4
Range To Hit
4-8
Long Range
SM
Range To Hit
SM
-3
8-12
-2
Grunt 25 + Leader 25 + SMG 15 + Body Armour 25 + Grenade 5 + Gas Grenade 5 + Optical Sights
20 + Gun Stocks 12 =132
Cpt. Jester Jackson is a ruthless career soldier who is loyal to the State totally, at least so
long as she serves as a means to his ends. His disdain for human life is legendary and there are
even rumours that he has had a hand in the deaths of superiors in an effort to expedite his rise
through the ranks.
His call sign a shortening of Deathjester, the name by which he was known as a Grunt
doesnt come from any love of one-liners or witty repartee, but from the smile Jester breaks
into when he watches his enemies dispatched, no matter how cruelly or bloodily.
62 | Page
Name
Class
Gang Points
Equipment
Squint
Medic, Skill (6) 7
Talents
Toughness (Original) Modified
Speed (Original) Modified
Total To Hit Modifier
(from talents and equip)
Total Attack / Parry Modifier
Short Range
Weapon
Range To Hit
Assault
Rifle*
0-6
Long Range
SM
Range To Hit
SM
Range To Hit
SM
-3
6-12
-2
12-18
-1
Grunt 25+Medic 15+ Body Armour 25 + Assault Rifle 15 + Physician Heal Thyself 5+ Adrenalin
Shot 10+ The Good Docter 15 = 110
Squint is an exceptionally talented and intelligent young Dr. who uniquely amongst the Choobies of New Venices underground, descendants of the legendary Seven Sisters those who
remained hidden underneath the war torn world for decades - saw the opportunity for learning, and was spotted by State officials, soon graduating from his scholarship as a Dr. Being so
low born, though, Squint could command no respect amongst the strictly hierarchical families
of New Venice and the State, and so joined an IAO squad to become a man of rank. Squint is
focused and single minded, knowing that to obey orders is to raise his status in this world.
Name
Class
Gang Points
Siwoc
Scout, Skill 6
Equipment
Talents
Toughness (Original) Modified
Speed (Original) Modified
Total To Hit Modifier
(from talents and equip)
Total Attack / Parry Modifier
Short Range
Weapon
Range To Hit
SMG*
Pistol
0-4
0-4
6
6
SM
-4
-1
Range To Hit
4-8
4-8
7
7
Long Range
SM
Range To Hit
SM
-3
-1
8-12
8-12
-2
-
8
8
Page | 63
Skelch
Sharpshooter, Skill 6
Equipment
Talents
Toughness (Original) Modified
Speed (Original) Modified
Total To Hit Modifier
(from talents and equip)
Total Attack / Parry Modifier
Short Range
Weapon
Range To Hit
Sniper
Rifle
0-6
Long Range
SM
Range To Hit
SM
Range To Hit
SM
-2
6-12
-2
12-18
-2
64 | Page
Name
Class
Gang Points
Yoshi
Assault, Skill 6
Equipment
Talents
Toughness (Original) Modified
Speed (Original) Modified
Total To Hit Modifier
(from talents and equip)
Total Attack / Parry Modifier
Short Range
Weapon
Range To Hit
Assault
Rifle*
0-6
Long Range
SM
Range To Hit
SM
Range To Hit
SM
-3
6-12
-2
12-18
-1
Grunt 25 + Assault 10 + Body Armour 25 + Assault Rifle 15+ Stimpack 15 = Grenade 5 + Loyal 10
= 105
Yoshi is on a one man war to rid the F-UK of Gangs and bandits, having witnessed the death of
his close family in a Gang raid as a youth. The State protected and raised Yoshi, instilling in him
and almost religious fervour and hatred for the Trade Guild, non-aligned towns and most of
all, the Savages. Yoshi also despises the Inquisition, seeing them as questioning the might and
authority of the Head of State.
Now a family man himself, Yoshi would stop at nothing to defend New Venice, seeing it as his
home and castle, and the world which protects both he and his family.
Gang Total 132+110+142+125+105=614
Page | 65
Barnabus
Leader, Skill (7) 8
Equipment
Talents
Toughness (Original) Modified
Speed (Original) Modified
Total To Hit Modifier
(from talents and equip)
Total Attack / Parry Modifier
Short Range
Weapon
Range To Hit
Shotgun*
0-3
SM
-3
Range To Hit
3-6
SM
-2
Long Range
Range To Hit
6-9
SM
-1
Grunt 25+Leader 25+ Shotgun 10 + Laser Sights 15 + Walkie-Talkie 10+ Strategist 10 =95
Born in the relative safety of a City, Barnabus was raised in the Engineers Guild but always had
a desire to see more of the world outside and a perhaps dangerous desire for adventure. Surprising his parents and the other City elders, Barnabus proved a talented and tactical military
thinker, and the City now rely upon him to return regularly with metal treasures.
66 | Page
Name
Class
Gang Points
Daisy
Heavy, Skill 6
Equipment
Talents
Toughness (Original) Modified
Speed (Original) Modified
Total To Hit Modifier
(from talents and equip)
Total Attack / Parry Modifier
Short Range
Weapon
Range To Hit
RPG~
+1 / 0
Medium Range
SM
Range To Hit
4-8
Long Range
SM
Range To Hit
SM
-4
8-12
-4
Rifle
0-6
Watt
Medic, Skill 6
Rifle, Hammer (eq to club)
Medic, Physician Heal Thyself
(10)
(6)
+1 / 0
Medium Range
Long Range
SM
Range To Hit
SM
Range To Hit
-2
6-12
-1
12-18
SM
theory, but is a practical man, and thinks nothing of defending himself, balancing the life of an
enemy against his own superior intellect and deducing that the human race will benefit more
from his staying alive than anyone else.
Name
Class
Gang Points
Equipment
Talents
Toughness (Original) Modified
Speed (Original) Modified
Total To Hit Modifier
(from talents and equip)
Total Attack / Parry Modifier
Short Range
Weapon
Range To Hit
Shotgun*
0-3
Tricky
Scout, Skill 6
Shotgun, Baseball bat (eq to club)
Scout, Loyal
(10)
(6)
+1 / 0
Medium Range
SM
-3
Range To Hit
3-6
SM
Long Range
Range To Hit
-2
6-9
SM
-1
Chinny
Sharpshooter, Skill 6
Equipment
Talents
Toughness (Original) Modified
Speed (Original) Modified
Total To Hit Modifier
(from talents and equip)
Total Attack / Parry Modifier
Short Range
Weapon
Range To Hit
Sniper
Rifle
0-6
Long Range
SM
Range To Hit
SM
Range To Hit
SM
-2
6-12
-2
12-18
-2
The unfortunately, but accurately, named Chinny has defended the gates and walls of Birmingham since before Daisy was born, and his eyes are yet to fail him. The City now secure, Chinny
sets out with the FES to win honour in her name and, like Watt, dreams of returning the UK to
civilisation with Birmingham the jewel in the crown and new capital.
Watts Airship The Vikings Crow
Any member of the Engineers Guild F.E.S may travel in Watts experimental helium balloon.
Designed as an exploratory aid, The VC can travel at height at a pace quicker than travelling by
foot over ground but at a speed which allows the user to easily reconnoiter the surrounding
area for valuable and rare loot most often more helium to keep her up!
The Vikings Crow carries only a single passenger but is equipped with the highest powered
scope the Engineers have found, making its single mounted rifle deadly even from heights. Daisy also enjoys dropping grenades from the cockpit (an old motorcycle sidecar) when she (rarely)
is allowed to pilot the craft.
The cockpit of the VC provide the pilot cover of 2.
The Vikings Crow has a Speed of 16, a Toughness (should she be targeted rather than her pilot)
of 13, and is equipped with a Sniper Rifle with Optical Sights. Grenades may be dropped from
the VC, giving the Gang member a +3 to hit any target within a 3 radius and below the VC.
Due to the difficulty of controlling The Vikings Crow, Movement costs 2 Actions.
Should The Vikings Crow be targeted and damage is scored she crashes. Roll a scatter die for
the direction she falls in and move her 1d6+4 in that direction. The pilot suffers a penalty to
their Save Roll equal to that roll, whilst anybody in the path of the crashing airship must also
take a Save roll and suffers the D6 rolled as negative modifier.
150 pts
Gang total: 95 + 73 + 58 + 58 + 83=367 (without airship)
+ 150 = 517 with airship
Page | 69
Mercenaries
You can use Mercenaries to make a new Gang, but you can also introduce them to a Campaign
as you go along. During Down Time you can hire a mercenary to fight in your next battle. To
establish which Mercenaries, if any, are available, roll a D6:
1 Crimson
2 Felix
3-4 The Twins
5 Kevin
6 Hans
Mercenary fees are established by haggling, in the same way as Rare
Item costs from Travelling Traders. Mercenaries may also consider joining
your Gang permanently, if they are available to Hire, you can also try and
convince them to join your Gang permanently. Roll a D6, on a 6, they will
join your Gang at the cost of their Points Value. If you have previously
hired the Mercenary during this Campaign and they were NOT killed, add
1 to the score on the dice for each battle they have fought for you and
not been killed.
Name
Class
Gang Points
Crimson
Sharpshooter, Skill 6
Equipment
Talents
Toughness (Original) Modified
Speed (Original) Modified
Total To Hit Modifier
(from talents and equip)
Total Attack / Parry Modifier
Short Range
Weapon
Range To Hit
Sniper
0-6
Rifle
Points value: 90
Long Range
SM
Range To Hit
SM
Range To Hit
SM
-2
6-12
-2
12-18
-2
To hire: 15-20-25
Crimson is a woman you can trust to the ends of the Earth, so long as its you whos paying her.
If its not, keep a wide birth, not that thatll necessarily do you a great deal of good given that
she could hit the pimple off the end of your nose from 500 yards away with that sniper rifle of
70 | Page
hers. Nobody knows a lot about where Crimson came from, she doesnt let anyone get close
enough, in any sense of the word - and if you think shes trying to get close to you be careful
for a knife in your back. A lot of men have made that mistake, so dont ever go thinking that
because she smiled at you your some kind of exception. Crimson only cares about herself and
the next haul of loot. Oh, and maybe her precious rifle, I swear Ive heard her whisper to that
thing...
Name
Class
Gang Points
Equipment
Felix
Medic, Skill 7
Talents
Toughness (Original) Modified
Speed (Original) Modified
Total To Hit Modifier
(from talents and equip)
Total Attack / Parry Modifier
Short Range
Weapon
Range To Hit
Shotgun*
0-3
Points value: 120
SM
-3
Range To Hit
3-6
SM
-2
Long Range
Range To Hit
6-9
SM
-1
To Hire: 20-30-40
Felix is without a doubt one of the finest and most skilled medics walking the Dead Earth. He
may be getting on a bit now, and you can tell by his white hair and spectacles, but if you call for
him, hell be there in a flash and set you right up again. But dont think of Felix as a philanthropist, hes motivate by money and money alone. As such, Felix doesnt see any value in denying
himself future business, and when working as a mercenary will not Finish Off a Knocked Out
enemy - after all, they might be willing to pay for his services at the end of the battle.
Note: A Gang may make use of Felix surgical talents either during the Down Time when he is
hired OR during the Down Time immediately after he has taken part in battle.
Page | 71
Name
Class
Gang Points
Equipment
Talents
Toughness (Original) Modified
Speed (Original) Modified
Total To Hit Modifier
(from talents and equip)
Total Attack / Parry Modifier
Short Range
Weapon
Range To Hit
Shotgun*
0-3
SM
-3
Range To Hit
Assault
Rifle*
0-6
+3 / +1
Medium Range
Name
Class
Gang Points
Equipment
Talents
Toughness (Original) Modified
Total To Hit Modifier
(from talents and equip)
Total Attack / Parry Modifier
Short Range
Weapon
Aysha
Assault, Skill 6
Range To Hit
3-6
SM
-2
Long Range
Range To Hit
6-9
SM
-1
Nisha
Assault, Skill 6
Assault Rifle, Short Sword
Assault, Charge, Assault Rifle Specialist
(10)
(6)
+3 / +1
Medium Range
Long Range
SM
Range To Hit
SM
Range To Hit
SM
-3
6-12
-2
12-18
-1
135 Points
To hire: 35-45-55
Aysha and Nisha are twin sisters who have grown up never letting the other out of their sight,
and it works. Aysha covers the foreground whilst Nisha keeps an eye open further away, and
they make a deadly duo. Knowing that they need no-one else to survive but one another, they
work as Mercenaries and only ever work together. As smart as they are tough, it is not possible to outflank the Twins, and as such no modifiers are ever applied for attacking either of the
twins from behind, either in hand to hand or with silenced weapons.
Aysha and Nisha must always remain within 3 of each other, however, which does make them
vulnerable to area weapons, and if either is knocked out, the other will ALWAYS attempt to pick
up her fallen sister and carry her to either a friendly medic or the Start zone.
72 | Page
Name
Class
Gang Points
Kevin
Scout, Skill 6
Equipment
Talents
Toughness (Original) Modified
Speed (Original) Modified
Total To Hit Modifier
(from talents and equip)
Total Attack / Parry Modifier
Short Range
Weapon
Range To Hit
Rifle
80 Points
0-6
Rifle, Knife, Grenade (x2), Smoke Grenade, Gas Grenade, Flash Bang Grenade
Scout, Slippery, Loud
(10)
(6)
+1 / 0
Medium Range
Long Range
SM
Range To Hit
SM
Range To Hit
-2
6-12
-1
12-18
SM
To Hire: 10-15-20
Kevin gives the impression of a studious, quiet and shy type, hiring himself as a Scout and
generally to be found stirring a coffee rather than a whisky in the bar, whilst he pours over old
chemistry books. On the battlefield this interest manifests itself in an obsession with explosives
and other chemical weapons. I dont know whether Kevin is a mercenary by choice or whether his awkward manner and strange obsession has simply prevented him from settling down.
Theres something in Kevins eyes close to ecstasy when those Grenades go off, and he scampers away to safety...
Name
Class
Gang Points
Equipment
Talents
Toughness (Original) Modified
Speed (Original) Modified
Total To Hit Modifier
(from talents and equip)
Total Attack / Parry Modifier
Short Range
Weapon
Range To Hit
Hand
Canon
Assault
Rifle*
Hans
Leader, Skill (7) 8
Assault Rifle, Hand Canon, Knife
Walkie Talkie, Strategist
(12)
(6)
+1 / 0
Medium Range
SM
Range To Hit
SM
Long Range
Range To Hit
SM
0-3
-3
3-6
-2
3-9
-1
0-6
-3
6-12
-2
12-18
-1
Page | 73
Dual Wield 2: The Gang member can dual wield SMG pistols, Hand Canons and other single
handed weapons. Must have Dual Wield 1.
5 pts
Melee: This character may attack with 2 hand to hand weapons simultaneously.
10pts
74 | Page
Sexy/Witty/Charming: This character is able to manipulate others due to certain personality, or even physical aspects, allowing them to distract or dissuade them from acting against
them. Use of this ability requires an Action, and is against one specific enemy within 12. On
the successful pass of a Skill roll, the enemy may not attack this character this Turn.
10 pts
Jack of all Trades: This character may acquire Talents from any Talent tree, however, they
may not acquire any Talents from the next tier of ANY tree unless they have acquired the Talents from the previous tier across ALL Classes.
No cost
Lucky: This character was simply born lucky. They may make one re-roll per game. The re-roll
can be for anything shooting, saving, a skill roll etc. but the dice roll MUST involve this character either acting or being acted upon.
20 pts
Smart: This one is a real switched on cookie. On a successful Skill roll this character is unaffected by Dummy, Booby Trap or Trip Wire. Take a test against their skill as soon as one of these
cards is played against the character, if they pass, the card has no effect, as the character has
noticed the trap or deceit, and taken action to avoid it.
15 pts
Page | 75
Leader
Tier 1
Leader: 3 Actions
May Give Orders
Toughness 12, Skill 7
25 Points
Tier 2
Tier 3
Tier 4
Tier 5
Hard as nails : The Leader gains a
permanent +1 to their Toughness
25 Points
Tier 6
Tier 7
76 | Page
Medic
Tier 1
Tier 2
Tier 3
Tier 4
Tier 5
Surgeon: May heal 1 minor injury
during each Down Time
20 Points
Tier 6
Page | 77
Sharpshooter
Tier 1
Tier 2
Tier 3
Tier 4
Tier 5
Tier 6
78 | Page
Skilled: Receives a
permanent +1 to Skill
15 Points
Controlled Breathing:
Aiming increase the To
Hit bonus by +2, not the
usual +1
25 Points
Assault
Tier 1
Tier 2
Tier 3
Tier 4
Tier 5
Shotgun Specialist:
May use the Shotgun Alternate Fire Mode
10 Points
Tier 6
Tier 7
Scout
Tier 1
Tier 2
Tier 3
Tier 4
Tier 5
Tier 6
80 | Page
Heavy
Tier 1
Tier 2
Tier 3
Tier 4
Tier 5
Tier 6
Skilled: Receives a
permanent +1 to
Skill
15 Points
Page | 81
Scrapper
Tier 1
Tier 2
Tier 3
Tier 4
Aggressive: Receives a
further +1 when attacking in
melee
15 Points
Skilled: Recieves a
permanent +1 to
Skill
15 Points
Tier 5
Deadly Skill: Re-roll any failed
melee attack
25 Points
Tier 6
82 | Page
Dogs
Tier 1
Loyal: +1 to Obedience
10 Points
Tier 2
Tier 3
Guard Dog: +2 in
melee when guarding
15 Points
Tier 4
Kill: +1 When
attacking
10 Points
Tier 5
Mans Best Friend: A further +1 (total +2) to
obedience
25 Points
Page | 83
Yob Upgrades
A Yob may increase any their basic stats by 1 after each battle in which they were not put OOA
for no cost until they reach the level of a Grunt, i.e. Speed 6 Toughness 10 Skill 6 at which point
they may be given a class and upgraded as any other Grunt.
84 | Page
Page | 85
A Campaign of Campaigns
There is, of course, no reason why once a Campaign has ended you should retire your Gang and
start afresh. If you and your opponent wish, you may tie together any number of Campaigns.
However, the financial and territorial advantage of controlling an entire Town, City or area of
the Countryside would likely place the Gang controlling it at too much of an advantage, and so
the Campaign should be recorded as a Win for that Gang but serve them no further advantage.
It may also be the case that one Gang is healthy, fit and armed to the teeth at the end of a Campaign and the other is full of Grunts armed with nothing more than a bad attitude and some
pluck. If one player wishes to retain their Gang into another Campaign and the other wishes to
start again, count up the points value in total of the continuing Gang and allow the new Gang
to be recruited up to 75% of that value.
86 | Page
Page | 87
A Post Apocalyptic Skirmish Wargame: Three generations on from The Last War, pockets of
humanity roam the ghost towns and ruins of civilisation, looting and fighting for profit, glory
and their very lives Across the Dead Earth.
Assemble your Gang of deadly warriors and embark on campaigns to upgrade your characters
and their equipment from game to game, building a persistent and truly personalised Gang,
honed to your style of play, destroying your enemies as you go and carving out your survival
Across the Dead Earth.
88 | Page