BLKOUT Impact Digital SmallFile-1
BLKOUT Impact Digital SmallFile-1
1
2 3
2 3
CREDITS CONTENTS
Design and Development: Simon Vazquez; Enemy Spotted Studios INTRODUCTION 1
Story: Simon Vazquez; Zack ‘Zenny’ Nielson; Charlie Vaquero FLEET ASSETS 9
Rules: Enemy Spotted Studios; Simon Vazquez; Robert Verwers UN THIRD BATTALION 23
Editing: Simon Vazquez; Zack ‘Zenny’ Nielson; Charlie Vaquero; Enemy Spotted Studios TASK FORCE BOONE 27
Art Direction: Enemy Spotted Studios; Simon Vazquez; Zack ‘Zenny’ Nielson IMPACT SCENARIO RULES 33
Scenario Writer: Noah Packard SCENARIOS 37
Cover: Randy Renninger
Illustration: Marc Lee
Graphic Design and Layout: Randy Renninger
Proofreading: Jacob Ruoss; Liam Robertson
4 5
EARTH SINCE 2032
Following the 2032 Declaration by the UN, with a requisite MOS who were willing achieved significant success, creating a more to aid in the invasion of China. These forces
where the organization ‘voluntarily’ took to relocate to Mars, alongside up to ten hospitable environment for human habitation. were largely in advisory roles, but direct
over ABOL colonization efforts with the members of their immediate family. The The United Martian Protectorate was
action efforts were taken to recover Chinese
LEAP Act, the US government, alongside the men and women of the American military established in 2041, its burgeoning population
scientists and technology, including schematics
other Five Eyes Nations and other major US stepped up, and by 2038, over 350,000 composed of much of humanity’s best
for the fabled Yōulíng wǔ zhě stealth cloaks.
allies, began to focus on the development US service members and their families and brightest, and it showed. Technology
Spiriting these assets back to Mars, further
of Mars terraforming efforts. It was noted had settled on Mars, operating as advanced at a prodigious rate, with the orbital
developments on its systems were made,
that the advances in technology on Mars defense forces both on the ground and in shipyards utilizing the materials recovered
though that “perfect” stealth tech remained
and the mining colonies in the Main Asteroid orbit, as well as working on farms, mines, from both Mars and the Asteroid Belt to
elusive, with prototypes not satisfying the
Belt would be valuable testing grounds and other vital industries, developing pump out a fleet of warships and colony
requirements laid out by UMP authorities.
for equipment and technology that could infrastructure of the newly claimed vessels. Planetside, advances in hydroponics By 2058, members of the Federation of
eventually be sent to ABOL. Martian territory. allowed for greater yields of crops, and a Republics (South Korea, United Kingdom,
Terraforming technology had been under By 2041, the US was in a position to begin steady stream of qualified citizens allowed for Canada, Australia, Japan, New Zealand,
development by DARPA, along with other transporting US citizens to Mars, having expansions both civic and military. Mexico) had been allowed to join the
government and private contractor firms, established multiple facilities and bases In 2046, the first of the UMP dreadnoughts
colonization efforts on Mars under the
since the mid-nineties, with US Strategic to allow for a sudden influx of people. had its hull laid down in the Deimos shipyard.
stipulation that their colonists follow the same
Command recognizing that climate change However, this escape to Mars was not The USS Spruance was the first of the
criteria as the US efforts, and that at least
was inevitable and would greatly affect any open to just any person residing in the US. Spruance-class assault ships. These ships
15% of their combat arms forces were to
future conflicts. The technology had come serve in the Protectorate Military.
The screening criteria to be selected for the were, ostensibly, meant for defensive
a long way, and in test environments, the operations, but between the batteries of rail For the following twelve years, Mars
initial spots were intense. Anyone over the age
advanced equipment showed great promise cannons, launch bays, and drop assault tubes, flourished. However, there were inklings of
of 50 was immediately disqualified, pending
in developing a livable atmosphere and it was clear they were meant to be used as malcontent and signs of a brewing conflict
waivers, as were any citizens with the majority
vegetation in repeatable experiments. planetary assault vessels. While these ships on the horizon. The UN had been hard at
of hereditary diseases that would be an issue
In the spring of 2025, this technology was on what was essentially a new colony world. wouldn’t be available until around 2056, five work building its third wave of ships, but UMP
secretly launched into orbit around Mars, Further candidates were weeded out following were already on order, forming the backbone intelligence assets had ascertained this new
with specialized domes quickly hotboxing a mental health screener looking for antisocial of the UMP fleet for decades to come. Further fleet was heavily armed and armored, and
the terraforming technology, showing or disruptive personalities, with emphasis ships of the line including carriers, cruisers, included major assets acquired from Harlow
that it could be done for real to those who placed on candidates who scored high on destroyers, and frigates would round out the Kinetic Solutions. Furthermore, the UMP
mattered. The general public greeted the teamwork, stability in the face of adversity, capabilities of the UMPN. had not received any beamed transmissions
heavily censored images with acclaim, and and flexibility. Family units with these traits from the colonists on ABOL, something the
UN advocates back on Earth protested these
some began to question if the LEAP mission were emphasized, as were couples who could administration and population had long been
designs, claiming that they felt it ignored and
was necessary at all. bear children. While many Americans failed to expecting and greatly looking forward to.
threatened the sovereign authority of the UN
meet these criteria, they were not disqualified,
By 2034, over 20% of Mars had been on ABOL. They loudly and publicly reminded In response, UMP training exercises began
simply being moved to the back of the queue
terraformed into livable space, with the UMP that all vessels built to be part of the to move closer to Earth’s orbit, with rumors
until spots were available.
breathable air and a water cycle that LEAP project were not to be armed beyond of conscription and call-ups by the UN and
allowed for both potable water as well as By 2044, Mars now hosted close to 2.5 point defense, any chance that they could. its allies spreading wildly across Mars.
crop growth. Back on Earth, billionaires million Americans, while allied nations had also UMP representatives handwaved these Relations between the two superpowers had
vied for bread made from ‘Martian been allowed to establish smaller enclaves complaints away, noting that their LEAP Act begun to sour, and UMP vessels often found
Wheat’ or a steak from the Olympus and uplift their own citizens and cultures. vessels were compliant with the regulations, their movements shadowed by their UN
Mons Animal Husbandry Facilities. These Many of the new arrivals were subject to and these were solely for the defense of counterparts when working in near-Earth orbit.
bidding wars were in turn immediately gene therapy to help them adapt to the low Martian interests, noting that the UN had Despite the signs, the UMP was caught flat-
dumped back into the program, funding gravity on Mars, as well as to combat space been rumored to arm their LEAP Act vessels footed in 2072 when the ‘Third Wave’ left its
its own success. sickness and new viruses and bacteria with far heavier armaments than promised. anchorage and began firing on the planet below
already propagating among the emerging
At the same time, the US military had Martian forces would see their first combat in with a full atomic arsenal. The sudden nuclear
civilization. The terraforming process had
begun an uplift of any service members 2048, with former US SOCOM units deploying holocaust horrified observers, and stunned
1 2
1 2
UMP ship captains were slow to react when military, weakened by political unrest and
UN ships turned their fire upon them. infighting, that could have easily been swept
aside by the superior forces of Mars. Instead,
As Earth burned and local UMPN forces
UMP forces would find themselves in a
were shattered, the UN fleet boosted out
drawn-out conflict with a peer force, causing
of orbit, driving directly towards Mars. With
instability and conditions back on Mars that
their easy victories, many UN leaders believed
would foment rebellion and allow the New Men
their warfleet would roll over the remaining
to properly stage their coup.
Martian forces in Sol before pushing on to
ABOL and beyond. However, UN espionage Another decade passed, and the UMP
and intelligence assets had been hard- continued to pump out ships and train
pressed to gain access to the highly selective troops, ostensibly on a war footing. Outside
Martian colony and assumed that the UMP of the professional military forces, however,
Naval forces were outdated or were severely most of the conscript soldiers viewed their
lacking in training and experience. All of these mandatory service as little more than a chore
assumptions would be incorrect. that was required—good for society and
military readiness but not particularly fun or
For the next three years, the UMP would wage
glamorous. Life was good, and nothing seemed
a brutal extinction campaign against the UN
to indicate that would change.
throughout the Sol System. Time and time
again, the largely all-volunteer forces would win In 2087, two stealth ships arrived on the
the last thing Prime Minister John Walters a pathfinder element would need to be
the day, taking no quarter as payment for what edges of the Solar System bearing dire news
wanted circulating while he was campaigning sent ahead of the main fleet, allowing for
their adversaries had done. Valuable vacuum from ABOL. Fifteen years prior, the UN had
was an accusation of warmongering. reconnaissance, sabotage, and disruption of
and ship-to-ship fighting techniques would betrayed Captain Alwin and the crew of the
the UN forces prior to Boone proper’s arrival.
be pioneered and improved upon during this Armstrong. The commanders of the Stalkers Unfortunately for Walters, someone in
time, paid for in the blood of Martian service Hercules Mulligan and Nathaniel Hale both the UMP government cared less about his The pathfinder element was the 1st ABOL
members. By 2075, the UMPN had eliminated stated that the UN had fired first, using reelection chances and far more about Reconnaissance and Tactics Squadron
the last dregs of the UN in-system but opted both nuclear and conventional weaponry to exacting revenge. Footage of the destruction (ABOLRATS). This team would consist of
not to press on to ABOL. Three years of hard effectively destroy the majority of the colony of the Armstrong and her sister ships, demolition experts, surveillance teams,
fighting in the black, of funerals, of families fleets. Both ships had orders not to engage, recorded by the two stealth ships, was leaked EWAR specialists, intelligence analysts, and
never recovering the bodies of their loved and due to the suspected assassination of to the press, and soon the video was being MJSOC direct action forces. The group was
ones from the cold vacuum of space weighed Admiral Carson, had been unable to assist broadcast on repeat on every station. The officially sanctioned by the UMP government
heavily upon the souls of the Martian people, Alwin during the massacre. public outcry was electric, and a rather novel to disable ABOLian installations, conduct
and there was no popular will to continue the sight occurred outside 2177 Olympus Mons reconnaissance on potential attack vectors,
The UMP government deliberated at length as
conflict. Technological advances meant that, in Avenue: pro-war protests, demanding that the and generally sow chaos among UN forces
to how to proceed on the matters presented.
theory, the warfleet led by the Spruance could Protectorate retaliate. and the population ahead of Task Force
The attack had been fifteen years ago, by a
get to ABOL in a decade, but for now, the UMP Boone, who would be arriving two years after
force that no longer held power in a capacity Walters had no choice but to accede to the
government and generals were content to lick the ‘Calico Jacks’ as they were colloquially
that could threaten Martian independence. demands of the people. Planning for a heavily
their wounds and look to see what could be referred to by members of the squadron.
Was it worth going to war with a faction they reinforced strike force was put in motion.
done to eventually rehabilitate Earth. now knew very little about and was believed Task Force Boone, as it eventually came to be 1st Squadron was stationed on both the Hale
In later years, this “wisdom” would be heavily to have been steadily developing, with no known, was activated in 2089. As planning and the third of the Mulligan-class stalkers,
critiqued by historians as a major catalyst for meaningful intelligence? The government continued, it quickly became apparent that the William J. Donovan. Both stealth vessels
the Martian Civil War and the toppling of the leaned towards suppressing the reports, any information the Martians had on ABOL had been refitted with the best armor and
United Martian Protectorate in place of the planning to keep the Martian military in- would be heavily outdated by several decades, weaponry available, as well as the brand-new
Martian Hegemony, led by the vaunted New system, much to the chagrin of many of their and while fleet makeup and unit selection metallic hydrogen drives which were capable
Men. Had the UMP pushed on to ABOL, they top generals and strategists. There was also could be made on Mars, planning would likely of reaching speeds that could cut travel time
would have found an unprepared Authority an election quickly approaching in 2088, and have to occur once in-system. Furthermore, between Sol and Proxima Centauri down
3 4
3 4
to just five years. Both vessels were also The Calico Jacks quickly realized that the and the ABOLRATS would attach a specialist or Dusters arrived in the larger Conger assault
equipped with the more comfortable and far Authority would be a tough nut to crack, two to these JACKAL teams when conducting torpedoes, immediately wreaking havoc on
less carcinogenic CryoStasis 2.0 systems, identifying The Harp Space Elevator as a vital sabotage against the LeBlanc void yards, both the Janus forces and the UN Reserve
refined from the original Espendoza design piece of infrastructure and marking it as a operated by the privately owned Mobius Heavy forces drafted to defend the station.
which had been linked to increases in both primary target for the main Boone assault. Industries, or against P3 mining operations Boone’s firepower and Dusters were
lung and esophageal cancers among the The ABOLRATS also learned of Project Twin located throughout the ABOL system. extremely effective in the close confines of
original crews that used them. Moons, a grave concern considering the Having left in 2098, Task Force Boone the space station, driving the forces of the
Martians lacked any sort of super-soldier mustered on the edge of Proxima Centauri in UN before them, taking the heavy weapons
Departing on June 6, 2096, the RATS would
program of their own, with recovered combat early 2103, following the pathfinder homing batteries within the first two hours of the
arrive on the edges of the Proxima Centauri
footage showing how effective these warrior beacons that allowed the fleet to slip into assault. The capture of the guns allowed for
system in 2101, immediately taking a
women were. Of particular note to the RATS the system undetected. The fleet was a the second phase of Operation Reclamation
remote lookout station under their control
was how little of the Authority military on massive undertaking: seven Spruance-class to commence. The Mulligan positioned itself
after eliminating the Janus forces aboard.
ABOL appeared to be effectively hardened assault ships formed the spine of the assault in high orbit, launching multiple high-yield Ares
The EWAR specialists were able to quickly
against an EMP strike. Using all this recovered fleet, each containing an upsized battalion nuclear warheads over ABOL, the explosions
piggyback the systems and artfully insert
information, the analysts aboard the two of Boone ‘Drop Troops’ and reconnaissance calculated to cause the maximum amount of
backdoor access to classified files, as well as
stealth vessels began to plan Operation elements, including the 7/13th Drop Brigade, EMP damage possible. Ethron, San Cristo, and
the massive amount of Authority propaganda
Reclamation, the strategy to free ABOL from colloquially known as the ‘Unlucky Few’ due to other ABOL cities suddenly found themselves
presented to civilians.
this new “Authority.” a training incident while en route to ABOL. in a nuclear blackout, the now darkened skies
Contact was successfully made with the lit by the burning contrails of M1137D Orbital
Additional fleet elements included four
Headless, a resistance group led by James Drop Vehicles and MEC-76C ‘Basan’ gunships
Alwin-class escort carriers, each of which
Vasquez who had been flagged as a potential deployed by the remaining two assault ships.
carried a complement of 96 F8I ‘Peregrine’
asset due to his strong links to the CIA. His interceptors, as well as six Olympus Mons- Across the planet, aircraft were knocked out,
forces were also deemed to be experienced class cruisers, eight Carson-class destroyers, and from tunnels and redoubts strategically
veterans in the conflicts against the Authority, and twenty corvettes and frigates of various placed to cause the maximum amount of
classifications. Finally, the newly refitted damage, Headless forces poured forth,
Hercules Mulligan rounded out the 50-ship attacking politicians, important infrastructure,
fleet now creeping towards ABOL. and generally jamming up transportation
routes to prevent reinforcements from
On April 20th, 2104, Task Force Boone, having
making it up to The Harp. Boone forces on
managed to evade detection by Authority
the ground managed to secure many of the
picket elements, came around the dark side of
anti-ship and targeting arrays, significantly
Pollux, catching much of the Authority fleet at
hampering the planetside orbital defenses.
anchor. The main assault force drove towards
The Harp, rail cannons blazing. Within minutes, However, Boone had underestimated the
multiple Authority vessels were burning, tenacity and resolve of Authority forces,
Peregrine fighters zipping between scaffolding who were fighting for their new home. While
and flak shells, firing anti-ship torpedoes at Boone’s initial objectives were achieved at a
vessels in high orbit. rapid pace, the forces aboard The Harp found
themselves bouncing off the bulwark being
The Spruance and four of her sister ships
established by the rapidly arriving forces
powered into high orbit, rail cannons
of Harlow’s 1st Assault Brigade, including
thundering, hammering broadside after
Duster and Interdiction Suite support, as
broadside into The Harp and docked
well as the tactical deployment of ten UTG
Authority vessels. Boone Void forces were
Kill Squads led by some of the top Handlers
launched towards The Harp in their Moray
serving the Authority, including Alicia Jones
boarding torpedoes, while RAZORBACK
and Robert Rath. These kill squads were
combat inorganics and Mattis Combat
5 6
5 6
four paired UTG units alongside eight Golem lower levels, while two other companies mass grave. The incident was noted as the limited to largely defensive operations until
combat inorganic units, and they carved a repelled counterattack after counterattack Malovar Massacre, and Van de Merwe was reinforcements could arrive in six months.
bloody swath through Boone forces holding from Harlow-supported Reserve units. In the enemy number one for Task Force Boone, who Both sides had acquitted themselves well, with
the hangars and gun decks. open-air spaces and orbital hab blocks located placed a $25,000,000 bounty on his head. both forces unable to truly find an edge on the
in The Harp, Boone and Authority forces Casualty figures for the Authority and her other. Authority forces would lead desperate
One of these kill squads, Gemini, was
fought house to house, street to street, relying allies were just as horrific. Among the UN recruitment drives, even resorting to press-
purported to have wiped out two platoons of
on Interdiction Suites or combat inorganics reserves, forces aboard The Harp were ganging individuals to reinforce depleted
Boone as well as two Dusters before losing
for heavy firepower. While both forces did close to 48%, and were even higher for the units, while Harlow and RAID teams were held
contact with Authority forces while responding
have armored elements, they were of little use units guarding the initial beachheads. Janus in reserve, Authority military leaders loath
to a call for aid from a Janus company. Their
currently, and many Boone soldiers found out Security casualties were total, with less than to waste such valuable assets in grinding
bodies alongside the massacred Janus forces
quickly how deadly the UTG skirmishers could a hundred of their number making it out of attrition warfare. Blacklisted elements such as
were recovered during a patrol by Harlow
be when they would close in for assaults. The Harp or other facilities. This included their SABRA were reactivated and afforded access
forces, corpses brutalized and showing both
energy weapon burns as well as wounds By D-Day +3, Boone had managed to extend executive officer, Michael Hawke, who was to Authority armories and coffers, with mixed
matching nanoblades and gravity mauls. their lines to the near center of The Harp, cut down ignominiously, crushed by a Harlow results, as the core of many of these wayside
Combat footage recovered from both a UTG battling for control of the power generators Duster attempting to dodge a rocket strike. units were no longer available.
helmet and a Janus gun cam showed three that ran the station, as well as the elevator Harlow forces took approximately 25% Meanwhile, Boone forces were concentrated
individuals taking the kill squad apart while stalks that allowed for supplies to be moved casualties, with 15% of those being killed on The Harp, while the planetside forces were
taking damage that should have killed them up or down the sprawling space elevator. in action, while the UTG program was supplied via ODVs and fast mover support.
twice over. Authority forces were unable to However, a critical lack of Duster support particularly hard hit, losing 36% of their active Forces on The Harp had settled into static
identify the attackers, with their size pointing meant that the offensive soon bogged down, operators, with a painful 27% of these forces warfare, not wanting to risk weakening any
towards Chimera and Manticor, but the grace and a sort of no man’s land occurred on floors killed or rendered combat ineffective, including points in the line and risk a full collapse.
and technology of the combatants pointed to between the two forces. all of Gemini Kill Squad. Ground forces operated out of defensive
another source. The ongoing fleet battle meant that Duster redoubts, hitting reinforcement convoys
Fleet losses were much more favorable to the
Despite setbacks and other combat losses, by repair facilities for Boone forces were largely and supply depots in raids reminiscent of
UMP, with only a single Spruance assault ship
the end of the first day, Boone had managed unavailable until D-Day +8, when the fleets the LRDG of North African fame during
damaged enough that they were forced to be
to drive about a third of the way down The finally disengaged. Casualties among the the Second World War. Headless forces
scuttled. One carrier was lost, alongside an
Harp, but reinforcing fleet elements had forces assaulting The Harp were painfully also supported Boone, with JACKAL units
Olympus Mons cruiser and three destroyers,
forced many of the ships operating as orbital high, with a 31% casualty rate by the end of infiltrating Authority lines, assassinating high-
as well as at least eight frigates. Authority
artillery back into the fight. While the Authority D-Day +10, which saw the cessation of heavy value targets, and sabotaging vital logistic
losses were much higher, losing twenty five
in the intervening years had largely ignored combat and the settling of the new status networks. They found themselves playing a
vessels, but many more badly damaged
heavy capital ships that could go toe-to-toe quo. Boone forces dropped into ABOL fared game of cat and mouse with an emboldened
vessels were able to escape ABOL’s orbit and
with a Spruance or Olympus Mons-class even worse, with a 44% casualty rate, with Transvaal, who operated as a paramilitary
flee to other shipyards throughout the system.
vessel, they had a large number of small, well- 22% of the forces killed or rendered combat group, rooting out Boone sympathizers and
Curiously, no P3 vessels were present at the
armed ships such as the Sovereignty-class ineffective. These forces had been expecting conducting counterinsurgency operations
battle, perhaps a sign of their increasing strain
cutter and enhancements to the Salvation- resupply and armored support once the space against the Headless.
against the yoke of the Authority, or perhaps
class destroyers that boasted a thrust-to- elevator was taken, as Boone did not have the simply concerned with their own assets in
mass ratio of ships twice their size. These heavy lift capacity to get tanks and armored other parts of the system.
smaller vessels could easily swarm the larger vehicles onto the surface with any speed or
vessels, drowning them in bombers and close- quantity. Some of these forces would hold out, While hostility would continue indefinitely,
range cannon fusillades that could, in time, establishing footholds planetside supported by the all-out warfare had burned through both
cause even the heaviest armor to buckle. Headless elements, but many would be cut off fighting forces relatively quickly, forcing both
and cut down, including one noteworthy incident sides to retire and lick their wounds, waiting
On D-Day +1, a massed assault of Boone for the other to make a mistake. Boone held
where Harlow Transvaal assault elements led
Dusters managed to break through a weak the LeBlanc void yards, allowing for a level
by Captain Quinton ‘Trig’ Van de Merwe gunned
point in the Authority lines, allowing for three of repair and refitting that otherwise might
down 175 surrendered Boone drop troops and
companies of Boone forces to flood to the not have been possible, but Boone would be
their allies, burying the forces in an unmarked
7 8
7 8
The battle for orbital
supremacy above ABOL
9 10
9 10
United Martian Protectorate Navy Boone Fleet Assets
11 12
11 12
Authority Navy UN Fleet Assets
‘Resplendent’
Class Destroyer
‘Sovereignty’
Class Corvette
13 14
13 14
Janus Fleet Assets
15 16
15 16
Harlow Fleet Assets
C/E-500 ‘Star-Trotter’
Heavy Lander
Other Craft
Single Occupant Orbital
Insertion Pod
(SOOIP) ‘Coffin’
17 18
17 18
P3 (ORK) Fleet Assets
19 20
19 20
FACTIONS
21 22
UN
THIRD
BATTALION
23 24
23 24
AUTHORITY
UN THIRD BATTALION
The UN 3rd Battalion has a storied history The year 2103 also saw the rollout of the 3RD BATTALION Led by veterans of the Yellow Riots and the
that is almost as old as humanity on ABOL ‘Pointman’ combat inorganics—a project TACTICS ensuing counterinsurgency efforts against
itself. One of the three core battalions long in the works that operated as a bridge rebels such as Irina Gupta’s ALM and the
established in the aftermath of the Authority’s between the ‘Springbok’ inorganics and the The 3rd Battalion, ostensibly, is one of many Headless, the 3rd Battalion excels at the
arrival on ABOL, they largely operated in highly advanced ‘Golem’ inorganics utilized by Authority Reserve Battalions. However, due to close-quarters combined-arms warfare that
and around Ethron, often being deployed RAID units. These new Pointmen were heavily their experience and rigorous training cycles, the arrived alongside Task Force Boone on ABOL.
to intercede when a Killwager or conflict armored and utilized rudimentary shield 3rd ARB is equipped with the newest ‘Archer’ Heavy explosives and data warfare are the
between corporate forces got out of hand. technology to protect their attached reserve Kinetic Suite and the cutting-edge G-2102 reserves’ bread and butter, and 3rd Battalion
infantry support. smart rifle, as well as advanced body armor. AT operators are surgeons when it comes to
However, the 3rd Battalion elevated
During the assault by Task Force Boone, Their abilities are further supplemented by the precision employment of their weapons.
themselves during the Yellow Riots, being
used as the Authority’s mailed fist, crushing the 3rd Battalion was one of the few units the newly deployed Pointmen as well as the The 3rd Battalion would take heavy losses
the resistance and restoring order to Ethron. able to effectively engage the invaders. revamped Interdiction Suite known as the during the Invasion of ABOL but would
The 3rd Battalion conducted extended urban Their cutting-edge kinetic suites and EWAR ‘Peacemaker’. Now an independently operating quickly see its ranks replenished. Flooded by
operations throughout the city, developing and capabilities acted as an anchor for the far drone, its heavy cannon and missile launcher volunteers from other units and the general
refining counterinsurgency tactics that would more inexperienced standard Authority bring another level of firepower to the 3rd population, the people of ABOL were eager to
be taught to students at the Ethron Military Peacekeeper forces stationed aboard The Battalion’s operational capabilities. During the extract a measure of vengeance against the
Academy for years to come. Harp. During the Battle for The Harp, the 3rd Battle for The Harp, the Peacemaker proved Martian interlopers.
Battalion was led by one of the last remaining to be a capable countermeasure to Task Force
While ostensibly still a reserve unit filled with Boone’s Razorback combat inorganics.
veterans of the Yellow Riots, Lieutenant
‘draftees’, the 3rd Battalion soon began to
Colonel Hernan Dimetrescu, who applied his
accept only reservists who volunteered for a
experience fighting in and around Ethron to
second tour of duty. Harlow Kinetic Advisors
great effect.
were embedded with the unit, and when the
3rd Battalion wasn’t conducting intense The 3rd Battalion was instrumental in
training operations, they were broken up stopping the Boone assault on D-Day +2, with
into company-sized units, operating as rapid well-trained AT gunners knocking out Duster
reaction forces across the planet. after Duster until they ran out of rounds. Their
efforts managed to delay the Boone assault
Following the Chimera assault on Fort Hope
for multiple hours and were responsible for
in 2103, the 3rd Battalion was reconstituted
destroying at least twenty Boone Dusters
as a full battalion element and deployed to The
before being forced to retreat.
Harp. Authority military leaders were forced
to acknowledge that Janus Security forces
and the company-sized element of Harlow
operators were not sufficient to effectively
defend the installation.
25 26
25 26
TASK
FORCE
BOONE
27 28
27 28
TASK FORCE
BOONE
Task Force Boone is an Expeditionary Brigade every grunt was counting down to the assault TASK FORCE BOONE firepower. The standard-issue weapon for
Combat Team deployed by the United Martian with a mix of anticipation and dread. TACTICS infantry is the M7 assault rifle, a highly versatile,
Protectorate to enact regime change on Experts in void warfare, the Martian fleet had magnetic rail-accelerated firearm capable of
ABOL following the revelation of the Authority’s Task Force Boone, a US-led brigade-sized force firing both solid slugs and energy projectiles.
a distinct advantage over the Authority fleet, based on Mars, is renowned for its mastery of
betrayal of the colony fleets. Employing and it showed. While Authority captains were Designed for zero-gravity environments, the M7
substantial fleet assets, the men and women void tactics and ship-to-ship combat. Central features a recoil-dampening system, enhanced
experts in skirmish and interdiction tactics, to their operations are Razorback combat
of Task Force Boone are some of the best and they had no experience to draw from when targeting optics, and a compact frame for
brightest the Martian military has to offer. inorganics—advanced, heavily armored, maneuverability in tight spaces, making it ideal
fighting ships of the line, and the punishing and AI-enhanced robotic units designed for
learning curve that came with it. Sixty percent for both shipboard engagements and open void
The Martians were no strangers to fighting both offensive and defensive roles in space
of the Authority fleet losses came in the skirmishes. It also has integrated smart-link
UN forces, with many of their senior leadership environments. The Task Force relies on a
first few chaotic hours of the assault, where technology, allowing it to interface directly with
having served in the First UN-Mars War, as well highly coordinated approach, integrating
inexperienced captains failed to adapt to the the Razorback combat inorganics and other
as the final conflicts on Earth, and felt they still their specialized units: the Void Assault Team,
new war and died as a result. battlefield systems.
had scores to settle with the UN. Major General trained in boarding actions and zero-gravity
Alonso Williams was the overall commander of Boone ground elements deployed with boarding engagements, and Recon Force, experts in Complementing the M7 is the Basilone Kinetic
the task force, with UMP naval assets under torpedoes and assault craft, their advanced scouting enemy positions and providing real- Suite, a sophisticated modular weapon system
the control of Admiral Alyana Ridgeway aboard technology and fire superiority driving both time intelligence. mounted on the Razorback inorganics and
her flagship, the UMNS Leahy. Ground elements Janus Security teams and conscript reserve larger combat platforms. This suite combines a
were led by Brigadier General Carlos Velazquez Utilizing combined arms strategies, they range of devastating kinetic weaponry, including
forces off the orbital guns, eventually turning seamlessly blend firepower from manned
and were split into the planetary assault force them on the Authority fleet. hyper-velocity gauss cannons, mass drivers, and
and the void assault force. units, Razorbacks, and orbital strikes to smart missile pods, all optimized for delivering
Despite their training and the advantage of overwhelm their adversaries, exploiting both maximum impact in the vacuum of space.
The fleet departed in 2098, with non-essential surprise, however, many members of Task the vastness of space and the confines of The Basilone Suite features advanced target-
personnel kept frozen in cryo-sleep. Company- Force Boone had underestimated the tenacity ship interiors. Their ability to deliver precise, tracking algorithms and AI-guided munitions that
sized elements rotated through ‘active’ service, of the men and women of ABOL fighting to hold overwhelming force makes them a formidable can adapt mid-flight, ensuring high precision even
being awakened for three-month cycles to The Harp, and the assault found itself bogging opponent in void warfare, with a reputation for at extreme ranges. Together, these weapons
practice their close-quarters tactics and down despite the arrival of Dusters and decisive, swift victories. give Task Force Boone the firepower necessary
marksmanship. When the task force arrived in- additional forces. Task Force Boone’s arsenal is tailored for the to dominate in both boarding operations and
system, having been guided in undetected by the
On The Harp, Boone Void Assault Teams unique challenges of void warfare, focusing larger ship-to-ship engagements.
heroic efforts of the 1st ABOLRATS pathfinders,
all forces were awakened from cryo. (VAT) found themselves confronted by UN on precision, adaptability, and overwhelming
RAID Alpha kill squads, often with disastrous
Planning for Operation Reclamation had begun results, as the supersoldiers were more than
in earnest, and every day, Boone troops ran a match for even the toughest of the Martian
exercise after exercise to ensure the plan forces. Meanwhile, the recon teams planetside
would go off without a hitch. In their downtime, struggled to drive back the rapid reaction
Boone soldiers were expected to study the elements of Harlow 1st Battalion around vital
culture and topography of ABOL, including infrastructure points. By D-Day +3, it was clear
music, pop culture, and history that had that Boone would be unable to achieve all their
occurred after leaving the Sol system. objectives and were forced to settle into a
Three months prior to the assault, advance constant low-level conflict with ABOL forces,
teams were deployed, embedding themselves with no end in sight.
with Headless indigenous assets. Daily updates
were sent to the fleet via tight-beam relays, and
29 30
29 30
31 32
31 32
STRATEGIC ASSETS SMOKE ORDNANCE
Welcome to the Impact Scenarios
The IMPACT Campaign introduces large- Follow the rules for ordnance, but instead of
scale warfare unprecedented on Abol. Some applying damage, place a Smoke Token. Then,
We have ten scenarios prepared, and this guide scenarios allow the use of Strategic Assets place another Smoke Token within 6 inches of
provides key advice before you begin. Scenarios to enhance immersion, representing powerful the first before removing the original marker.
1-5 are designed to be played in sequence, with To get started with weapons fired from afar, capable of altering
Scenarios 1-5, you will
the winner gaining burn cards along the way. You
need the following
the battlefield. SMART ROUNDS
can either keep or spend these cards; however, Once per round, a player may use a strategic
- A 3x3 board with sufficient Place a 25mm marker within the LOS of the
spending a burn card means it will not count asset, up to the maximum number of times
terrain to depict urban combat. model taking the action, and roll 1D10 using
toward your final total. At the end of the campaign, allowed by a scenario. To do so, a model must
- Markers for Points of Interest the model’s skill to determine a success. If the
the player with the most cards wins. The first (POIs) and Hardpoints. use its action to call one in. D10 does not roll a success, the other player
five scenarios represent Boone’s assault, where
- Models, including a may move it up to 2”.
Boone acts as the attacker, and the UN Reserve
serves as the defender.
Handler and three Infantry
Units. Scenarios 4 and 5 MACRO ROUNDS
Once placed:
also require a Duster, and
Scenario 5 allows for an Place a 25mm marker within the line of sight - All models within 1 inch of the marker suffer 1
additional Infantry Unit. (LOS) of the model taking the action, and damage with AP(2) (armor checks allowed).
make a skill check. On a success, the marker - All models within 2 inches of the marker suffer
remains in place. On a failure, the other player 1 damage (armor checks allowed).
may move it up to 4”.
Once placed:
LOITERING MUNITION
- All models within 1 inch of the marker suffer 2 Target any vehicle on the table using the line of
Consider deploying the Harlow Assault damage (armor checks allowed). sight of the model taking the action, and make
Team to support your UN Reserve, or - All models within 3 inches of the marker suffer a skill check using the model’s skill to determine
perhaps Banak to help Boone exact 1 damage (armor checks allowed). successes. Apply 2 damage to the vehicle for
revenge on the Authority. After resolving the damage, place a light each success (armor checks allowed).
The remaining five scenarios are smoke token in base-to-base contact with
standalone and offer more narrative- the original marker and remove the original ROUGH TERRAIN
driven experiences, each featuring unique marker, representing the smoke and dust
Certain parts of the battlefield are full of
board sizes and unit compositions. These from the explosion.
debris and rubble.
scenarios are intended to be more
about storytelling rather than achieving Models entering rough terrain/buildings may
balanced outcomes. not make sprint actions until they leave the
terrain/building. Models with the Jump special
To set up the board for each scenario, rule ignore rough terrain.
proceed step-by-step: place terrain
first, followed by Points of Interest, then
Hardpoints. The final step is to either
deploy your models or prepare for their
insertion onto the board.
33 34
33 34
AUTO TURRETS FRONT LINE DUSTERS VEHICLE DAMAGE
Auto Turrets are represented by auto turret The Front Line Duster rules are designed IMPACT introduces a simplified approach to
models. They will always target player models to showcase the full power of Dusters and vehicle damage, enabling players to engage
using Overwatch in response to movements integrate them more effectively into BLKOUT. in larger-scale battles without having to track
or actions and receive an Engaged Token Previously, Dusters either dominated specific damage on cards. Whenever a vehicle suffers
afterward. If they are the only model capable areas of the battlefield or were limited in their damage, instead of tracking it on a card, roll a
of doing so they will return fire against a player use due to their weapons and abilities. Players D10 for each damage suffered and apply the
model. Destroying an Auto Turret does not are encouraged to use the Front Line Duster result from the damage chart below:
count as a unit destroyed for scoring. rules instead of the Duster rules found in the
BLKOUT core rulebook. These updated rules
offer smoother gameplay and allow for more 1–2 Nothing happens.
interaction between players.
MOBILITY HIT | The vehicle
Movement: 3–5 gains a pinned marker if it does
not have one.
Dusters do not need to spend movement to
rotate in place during a movement. They do DAMAGED | The vehicle gains a
not have to move in straight lines. 6–10
damage marker.
Combat: A vehicle is destroyed when it accumulates
When a Duster ends its reposition in base- two damage markers.
to-base contact with one or more infantry
models, roll a D10 for each infantry model.
Explosions:
If the result is equal to or higher than the
Duster’s skill, destroy that model. This will A vehicle will explode if a blast weapon inflicts
occur before reactions to its movement. two damage results in a single shooting
action. All models embarked on the vehicle
Dusters may make the Overwatch and Return
are destroyed.
Fire reactions against other vehicles, using
one of their weapons.
Dusters may make one Shooting Action
per Activation.
A model may only apply damage to a dusters
mobility if the Dusters base is fully visible to
the attacking model.
Combat Loads:
Dusters have several combat loads that use the
Duster Armory instead of their Force Armory.
When using a combat load weapon, the Duster
must replace one of its Shooting Actions with a
weapon from the Duster Armory.
35 36
35 36
SCENARIO 1 HOT DROP
DEPLOYMENT
Before the game begins, each player rolls
Deployed in their MK. 5-80 Moray boarding Forces 1D10, rerolling if they roll the same result.
torpedoes, Task Force Boone Void Assault Each player should have: The player with the higher result chooses
Troops have penetrated various levels of whether they are the attacker or defender.
- 1x Handler
The Harp and are fighting to establish The attacker places all their models within
- 1x Non-AI Infantry Unit
footholds aboard the sprawling space 8” of the center of the table. They cannot be
elevator. However, Authority Peacekeeper Table Size placed higher than 2” from the board.
units and Janus Security wouldn’t be swept 3’x3’ Before models are deployed, the defender
aside so easily. declares which table edge they are
Hardpoints
Task Force Boone assault forces have starting from.
2
made explosive contact with Authority The defender will start with half their force on
forces, attempting to drive them from Points of Interest the board, rounding up, 4” from any table edge.
the orbital defense cannons and knock 0 The rest of the models may move onto the
out the point-defense weapon systems table from any board edge when they activate.
that pose a threat to the heavier How to Win
boarding torpedoes containing heavy - A player gains one point per enemy The attacker will activate first during the
model destroyed. first round.
armor and Duster support. Operation
- A player gains one point for
Reclamation hangs on a knife’s edge, controlling a quadrant (having only
and it’s up to the intrepid Boone their units in it) at the end of rounds SPECIAL RULES
operators to seize the day. 3 and 5.
- The game ends after round 5, and Skirmish: Players use skirmish rules, activating
the player with the most points wins. individual models as if they were units.
Quadrants: Players divide the table into four
Campaign Reward equally sized quadrants and track their positions.
The victor may draw a random
Hardpoints: Before the game begins, players
BURNCARD for the next game.
alternate placing one hardpoint each. Hardpoints
are 25mm markers that may not be placed
within 6” of a table edge or another hardpoint.
These hardpoints are auto turrets.
Last Stand: Players may spend a control point
to allow two non-handler models to activate at
the same time. Only one model of the players
choice will receive an activation marker.
37 38
37 38
SCENARIO 2 CUTTING COMMS
DEPLOYMENT SPECIAL RULES
Before the game begins, each player rolls Points of Interest: The defender will place 3
1D10, rerolling if they roll the same result. points of interest 8” from their deployment
While Boone Void Assault elements Forces The player with the higher result chooses edge and at least 6” from each other. These
battled aboard The Harp, the stealth Each player should have: whether they are the attacker or defender. points of interest have the following profile:
ship Hercules Mulligan managed to - 1x Handler The attacker places all their models within
position herself over ABOL, launching a
- 2x Infantry Units 8” of the center of the table. They cannot be
spread of nuclear warheads intended
placed higher than 2” from the board.
to maximize the damage of the EMP Table Size
effect, creating a near-total blackout 3’x3’ Before models are deployed, the defender
planetside. MEC-76C ‘Basan’ Dropships declares which table edge they are
and M1137D ‘Skystreak’ Orbital Hardpoints starting from.
Deployment Vehicles immediately 2
The defender will start with half their force on
launched from the remaining assault Points of Interest the board, rounding up, 4” from any table edge.
ships, pinpricks of blazing light against The rest of the models may move onto the
3
the night sky. table from any board edge when they activate.
Boone Recon forces immediately How to Win
The attacker will activate first during the
dropped on ABOL following the - A player gains one point per enemy
unit destroyed. first round.
blackout, seizing upon the chaos and
- The defender gains two points for
destruction that was widespread each point of interest that is not The defender has access to two auto
across the planet. Their targets destroyed by the end of round 5. turrets, which may be placed within 4” of a
were primarily the ruggedized - The attacker gains one point for point of interest. They will only target the
communication arrays and the heavy each point of interest destroyed by attackers’ models.
surface-to-orbit mass drivers—one of the end of round 5.
- The game ends after round 5, and Strategic Assets: The attacker gains access
the few remaining threats to the fleet
the player with the most points wins. to one strategic asset.
in orbit. On the back foot, the Authority
musters what forces it can, trusting
its soldiers to hold the line against the Campaign Reward
invaders. Should communication go The victor may draw a random
down, the odds of holding The Harp BURNCARD for the next game.
drop drastically.
39 40
39 40
SCENARIO 3 CHASING CHAOS
DEPLOYMENT
Before the game begins, each player rolls
1D10. The player with the higher roll
Task Force Boone elements had been Forces chooses whether they are the Attacker or
in-system long before the attack, the 1st Each player should have: Defender and picks a side of the table as their
ABOLRATS having developed extensive - 1x Handler Deployment Edge. The other player must use
support elements through James
- 3x Infantry Units the opposite edge. Defenders place their
Vasquez and the Headless. These
units within 4” of their Deployment Edge. The
‘Pathfinder’ elements were attached Table Size Attacker’s models must use their Reposition
to Jackal kill teams and were tasked 3’x3’ action to move onto the board from their
with disrupting vital infrastructure and
Points of Interest deployment edge.
eliminating key HVTs vital to the defense
of ABOL. However, they weren’t the 4 The Attacker will activate first during the
only hunters in town, and some of the first round.
How to Win
operations went south quickly.
- A player gains 1 point for each enemy
Boone Pathfinder and Headhunter unit destroyed. SPECIAL RULES
units were deployed to ABOL prior to - The Attacker gains 1 point for each HVT HVT (High-Value Target): Players alternate
the assault on The Harp, conducting killed, and 2 points for each HVT captured.
placing two 25mm markers within 6” of the
reconnaissance on enemy assets and - The Defender gains 3 points per
HVT captured. center of the board. When a player gets
training alongside Jackal commandos to within line of sight (LOS) and 6” of the marker,
cause the maximum amount of chaos - The game ends after round 5, and the
player with the most points wins. it is revealed. When revealing a marker, roll
and damage at the start of the attack. 1D10. On a 6+, it is a HVT. When revealed,
Prearranged signals led to ambushes place a HVT model within 2” of the marker
and assassinations, and as the blackout Campaign Reward
and remove the marker. The HVT will be
rolled across ABOL, the Martian forces The victor may draw a random assigned to the unit that revealed them and
engaged reinforcement elements in an BURNCARD for the next game. will activate when that unit activates. The HVT
attempt to aid their comrades far above is considered part of that unit.
them aboard The Harp. Other forces,
including those of Chimera, joined in on If an HVT reaches a player’s deployment
the action, attacking both sides and edge, they are removed from the game and
slinking back into the shadows once their considered captured by that player.
objectives had been achieved. If no HVT is revealed by the first three markers,
the final 25mm marker becomes the HVT.
Hired Killer: If a marker fails to reveal an HVT,
place a Hired Killer within 2” of the marker
and remove the marker. The Hired Killer will
use 3rd party rules, reacting with overwatch
and returning fire if it’s the only model capable
of doing so. After all players finish activating
their units, any Hired Killer without an Engaged
token will move towards the nearest player
model and target it with a shooting action.
41 42
41 42
SCENARIO 4 HEATING UP
DEPLOYMENT
Before the game begins, each player rolls
1D10, rerolling if they get the same result.
D-Day +1: Boone forces, backed by Forces The player with the higher roll chooses
their newly arrived Duster and armored Each player should have: whether they are the Attacker or Defender
support, drive a wedge into Authority - 1x Handler and picks a side of the table as their
forces, the heavy assault units causing
- 3x Infantry Units Deployment Edge. The Attacker places their
UN Peacekeeper forces to break and
- 1x Duster models within 4” of their Deployment Edge.
flee before them, taking heavy losses
The other player uses the opposite edge and
as Boone drives deep into The Harp. Table Size places their models within 4” of it.
Authority forces led by the Harlow 3’x3’
1st Reaction engage in a fighting The Attacker will activate first during the
withdrawal, awaiting reinforcements Points of Interest first round.
coming up The Harp. 2
Task Force Boone has established itself How to Win SPECIAL RULES
on The Harp, holding much of the upper - A player gains 1 point for each enemy Points of Interest: Place 2 Points of Interest,
levels and gun bays. Mattis Dusters unit destroyed. one in the center of each quadrant nearest
manage to break through the stubbornly - A player gains 1 point for controlling a to the Defender’s Deployment Edge. Infantry
resisting Authority Peacekeepers, quadrant (having only their units in it) at
the start of rounds 3 and 5. models targeted by shooting attacks from
allowing Boone forces to flood into lower further than 8” away while within 4” of a POI may
levels. The combat is close-quarters - The game ends after round 5, and the
player with the most points wins. only be attacked by 1D10. This includes the POI.
and frenetic, with neither side taking
- The Attacker gains 2 points for each
prisoners. The Authority looks heavily POI destroyed.
outmatched, and only the quick arrival
- The Defender gains 1 point for each POI
of RAID Force Alpha and the Harlow not destroyed at the end of the game.
1st Reaction appear to hold back the
bloodthirsty Martians. Campaign Reward
The victor may draw a random
BURNCARD for the next game.
43 44
43 44
SCENARIO 5 ALL-OUT WAR
DEPLOYMENT
Before the game begins, each player rolls
1D10, rerolling if they get the same result.
By D-Day +2, both Boone and Authority Forces The player with the higher roll chooses
forces were primed for an all-out brawl, Each player should have: whether they are the Attacker or Defender
as Boone tried to capture the power - 1x Handler and picks a side of the table as their
generators that supplied energy to
- 4x Infantry Units Deployment Edge. The Attacker places their
most of the station. These facilities were
- 1x Duster models within 4” of their Deployment Edge.
nestled in the various habitation blocks
The other player uses the opposite edge and
and green spaces aboard The Harp, Table Size places their models within 4” of it.
and entire neighborhoods were reduced 3’x3’
to rubble as Duster battled Duster, Each player selects two pieces of terrain to be
and Boone forces engaged Authority Hardpoints considered Rough Terrain.
Interdiction Suites with drone strikes and 2 The Attacker will activate first during the
massed machine-gun fire. first round.
Points of Interest
Boone orbital elements had sustained 2
greater damage than anticipated as SPECIAL RULES
more of the Authority fleet surged in, How to Win
limiting the amount of available resupply - A player gains 1 point for each enemy Points of Interest: Place 2 POIs, 12” from the
unit destroyed. table edge and 12” apart to form a “Center
and reinforcement as the fighting aboard
The Harp reached its zenith. Both - A player gains 1 point per Point of Line.” At the beginning of rounds 3 and 5, the
Interest under their control (Line of Sight POIs move 6” in a direction determined by rolling
sides fought house to house, street to to the POI and within 4” of it, with no
street, with some defensive redoubts enemy models within 6”). 1D10: 1-5 moves toward the Attacker’s edge;
changing hands multiple times over the - A player gains 1 BURNCARD for each 6-10 moves toward the Defender’s edge.
course of the day. Should Boone take the POI under their control at the end of turns
3, 4, and 5. Hardpoints: Players alternate placing one
generators, The Harp is as good as lost— Hardpoint each, represented by 25mm
and ABOL with it. - The game ends after round 5, and the
player with the most points wins. markers. Hardpoints may not be placed within 6”
of a table edge or another hardpoint.
Campaign End Drone Swarms: A model in base-to-base
The player with the most BURNCARDS contact with a Hardpoint may spend its action
wins the campaign. to call in a drone swarm. Remove the Hardpoint
after doing so. Drone Swarm: Place a 25mm
marker anywhere on the table. Models within
2 inches of the marker must make an Armor
Check, suffering 1 damage per D10 that fails.
Strategic Assets: Both sides have access to
two strategic assets.
45 46
45 46
SCENARIO 6 DECISIVE AMBUSH
DEPLOYMENT
Before the game begins, each player rolls
1D10. The player with the higher roll chooses
By D-Day +10, intense combat had Forces whether they are the Attacker or Defender.
largely ceased aboard The Harp and Attacker:
planetside, with Boone having taken The Defender (Ambushed Force) sets up
- 3x Infantry Units
significant amounts of territory. A sort within 8” of the center of the board.
Defender:
of ‘No Man’s Land’ had appeared on The The Attacker (Ambushing Force) sets up on
Harp, as well as on ABOL where Boone - 1x Handler
two opposite sides of the board, 4” from the
and Authority lines met. Both sides sent - 1x Infantry Units
board edge.
out sporadic patrols, sometimes with Table Size
disastrous results.
3’x3’ SPECIAL RULES
In No Man’s Land, a well-placed ambush
was one of the most likely ways to be Hardpoints Surprise Attack: The Attacker gains initiative
killed. Often, ambushers would set up 2 on Turn 1.
brutal kill zones, driving their enemies Victory Conditions Escape Routes: The Defender designates two
onto their guns. The outmatched - A player gains 1 point for each enemy opposite board corners as escape zones (3”x3”).
defenders often found themselves trying unit destroyed. Models ending their activation in the zone count
to fight their way out of an assault, with - The Defender earns 2 points for each as escaped and are removed from the game.
survival being chalked up as a victory. unit that escapes through the designated
Over time, combatants would establish escape zones. Hardpoints: Players alternate, placing one
multiple avenues of escape, leaving every Hardpoint each. Hardpoints are 25mm markers
man for himself. and may not be placed within 6” of a table
edge or another hardpoint. These hardpoints
represent auto turrets and will treat both sides
as enemies.
47 48
47 48
SCENARIO 7 DATA BREACH
DEPLOYMENT
Before the game begins, each player rolls
1D10, rerolling if they get the same result.
Aboard The Harp, data warfare had Forces The player with the higher roll chooses
become a vital part of the ongoing Each player should have: whether they are the Attacker or Defender
low-intensity fighting. The aftereffects of - 1x Handler and picks a side of the table as their
sustained combat and concerns about
- 3x Infantry Units Deployment Edge. The Attacker places their
data interception had greatly reduced
models within 4” of their Deployment Edge.
the ability of local forces to communicate Table Size The other player uses the opposite edge and
large data packets. Local hard lines soon 3’x3’ places their models within 4” of it.
became spots of combat, with the sender
having to defend their upload or download Hardpoints Place a POI at the center of the battlefield.
while the enemy force attempted to take 2 Both players may attempt to secure the POI.
the vital data for themselves. Points of Interest
Local commanders had been forced 1 SPECIAL RULES
to rely on old-school methods of data Hacking Action: As their action, a model
uploads, including accessing increasingly Victory Conditions
within 3” of the POI and within line of sight can
rare ruggedized hard links or simply - Earn 3 points for having a model with the
data at the end of the game. attempt a hacking action. Make a skill check. On
utilizing runners. This data often included a success, the model is now carrying the data,
local patrol schedules, casualty figures, and no other models may hack the POI while the
supply requests, and overall theater model is carrying the data.
commands that would be disastrous
if they fell into the wrong hands. As a Data Corruption: If a model carrying the data
result, data retrieval missions went from is destroyed, the POI resets, and players must
milk runs to highly contested combats, re-hack it to regain the data.
fighting over an opportunity to steal the
opposition’s plans.
49 50
49 50
SCENARIO 8 GOT TO GO
DEPLOYMENT
Before the game begins, each player rolls
1D10, rerolling if they get the same result.
Boone Headhunter elements Forces The player with the higher roll chooses
continued to operate behind enemy Each player should have: whether they are the Attacker or Defender
lines, serving alongside Jackal forces - 1x Handler and picks a side of the table as their
as well as less savory elements. These
- 2x Infantry Units Deployment Edge. The Attacker places their
covert teams often targeted Authority
models within 4” of their Deployment Edge.
leadership as well as Military-Industrial Table Size The Defender uses the opposite edge and
Complex executives in a bid to find a 3’x3’ places their models within 4” of it.
chink in the Authority’s armor. Using
protected safe houses, enhanced Hardpoints Safe House: When Setting up the Terrain,
interrogation techniques were used 2 place one small building in the middle of the
with increasing frequency. How to Win board with an HVT and 1x of the Defenders
A local safe house has been unit inside. Place 2x Auto Turrets within 4” of
- Attackers win if they Kill the HVT
compromised, and enemy units are the building. These will target the attacker’s
- Defenders win if they capture the HVT
inbound, utilizing local support in a bid units only.
- The game ends after round 5, and if
to capture or kill the compromised the HVT has not been captured yet, the Attacker Assets: Place 1x unit of 4 Hired
asset. The defenders have a short Attacker wins.
Killers 8” away from the Safe House; these
window to extract their captive, and it’s models are under the Attacker’s control.
going to take a heavy dose of bullets Hired Killers can not benefit from force special
and a splash of luck to extract cleanly. rules or battle drills.
The Attacker will activate first during the
first round.
SPECIAL RULES
HVT (High-Value Target):
If an HVT reaches the defender’s deployment
edge, they are removed from the game and
considered captured by that player.
The HVT will be assigned to the unit that started
in the building with them and will activate when
that unit activates. The HVT is considered part
of that unit.
51 52
51 52
SCENARIO 9 A NEW FORM OF WAR
DEPLOYMENT
Before the game begins, each player rolls
1D10, rerolling if they get the same result.
In the isolated north of ABOL, the once- Forces The player with the higher roll chooses
pervasive ash storms have subsided, Each player should have: whether they are the Attacker or Defender
revealing structures that were not - 4x Dusters and picks a side of the table as their
placed on ABOL by any human. A lone
- (Players may replace up to one Duster Deployment Edge. The Attacker places their
emergency beacon broadcasts codes with two Ordnance assets.) models within 4” of their Deployment Edge.
almost 100 years out of date, and
Table Size The other player uses the opposite edge and
the major powers of ABOL launch a
4’x4’ places their models within 4” of it.
Duster assault on the remote site. The
potential technology and artifacts could
change the tide of war on ABOL and the
Points of Interest SPECIAL RULES
3
wider galaxy. Place two Points of Interest 18” from the
Conditions in the northern parts How to Win Defender’s Board Edge; they must be 24” apart.
of ABOL are still largely hostile to - A player gains 1 point per enemy unit Then, place the final POI 12” from the middle of
destroyed. the Attacker’s board edge.
unarmored infantry, and while the ash
storms have abated, thick clouds still - A player gains 1 point for controlling
each POI at the start of rounds 3 and
choke the air, threatening to foul up the 5. A Point of interest is controlled when
delicate engines of aircraft. As a result, a player is the only player with a duster
within 6” of it.
Dusters have been dropped nearby and
engage in protracted battles around
the survey site, desperate to control
this potential goldmine of technology
and history.
53 54
53 54
SCENARIO 10 LOST AND FOUND
DEPLOYMENT
Before the game begins, each player rolls
1D10, rerolling if they get the same result.
While Dusters can be considered the Forces The player with the higher roll chooses
princes of battle, they are not invincible, Attacker: whether they are the Attacker or Defender
and well-placed HEAD or ATGM missiles
- 1x Handler and picks a side of the table as their
are more than enough to knock such a
Defender: Deployment Edge. The Attacker places their
mech out of action. A Duster cockpit is
- 1x Infantry Units models within 4” of their Deployment Edge.
heavily armored, and it generally requires
The other player uses the opposite edge and
a near-direct hit to kill the handler inside. Table Size places their models within 4” of it.
As such, a handler may find themselves 2’x2’
on foot, potentially cut off from support
and being hunted by vengeful troops How to Win SPECIAL RULES
of the force they were just attacking. - The Attacker wins if they begin an Skirmish: Players use Skirmish rules, activating
Injured and alone, it is up to the handler to activation within 2” of the defender’s
deployment zone. individual models as if they were units.
escape back to their lines.
- The Defender wins if they kill the Hired Killers: Within 8” from the center of the
Cut off and hunted by the enemy, Attacker’s Handler.
board, players alternate placing 4 Hired Killers.
a handler finds themselves on the
run, desperate to escape the ever- After both sides have activated, Hired Killers will
encroaching noose and return to friendly move toward and shoot at the closest model, as
forces. They have no support and long as they do not have an engaged token. They
can only rely on themselves and their always make shooting reactions, targeting player
equipment to win the day. They’ve faced models with overwatch, and return fire if they
stiff odds before, but never something are the only model capable of doing so.
quite like this.
55 56
55 56
57 58
57 58
59
59