Skip to content

Survivors — Demo Crew

Survivors 147 pts
Local Leader Champion, Leader 40 pts
S4
P5
E5
C6
I6
A5
L3
H
Perks: Inspirational, Natural Leader, Survivalist
WeaponTypeRangeTestTraitsCritical
Sawn-off ShotgunRifle8"4PCQB, Storm (+2)Maim
Officer's SwordMelee4SFastPierce
Specialist (Medic) Champion 20 pts
S3
P5
E4
C5
I6
A4
L2
H
Perks: Medic, Survivalist
WeaponTypeRangeTestTraitsCritical
Hand WeaponMelee3SFast
Security Guard ×2 Grunt 22 pts each
S3
P4
E3
C3
I4
A1
L3
H
Perks: Survivalist
WeaponTypeRangeTestTraitsCritical
Hunting RifleRifle22"3PAim (+1)Pierce
Swatter ×2 Grunt 21 pts each
S4
P3
E5
C3
I3
A4
L2
H
Perks: Survivalist
WeaponTypeRangeTestTraitsCritical
Pipe RevolverPistol12"3AAim (+1), CQBPierce
Baseball BatMelee3SWind UpSuppress (1)
Perks
Natural LeaderFriendlies in Control Area may use your Intelligence.RB 108
InspirationalIncrease Control Area by 2".RB 106
SurvivalistWhen Suffering Harm from an attack, a nearby Friendly with no Harm (within 3") may Suffer it instead.RB 109
MedicPatch Up: Recover 3 Harm (self or Friendly within 1").RB 107
Weapon Traits
CQBCannot target models beyond Effective Range.Folio pg. 132
Storm (+X)Add X Bonus Dice if target is within half Effective Range.Folio pg. 133
FastMake up to two Attack Actions with this weapon per Turn.Folio pg. 132
Aim (+X)Take Fatigue to add X Bonus Dice to the attack pool.Folio pg. 132
Wind UpGain 2 Bonus Dice (instead of 1) when moving into Engagement this Turn.Folio pg. 133
Critical Effects
MaimTarget suffers 1 Harm.Folio pg. 130
PierceTarget's Endurance treated as 1 lower (min 1).Folio pg. 130
Suppress (X)Opponent rolls X dice; any above target's Intelligence → target Suffers 1 Fatigue.Folio pg. 131

Round Structure

The game lasts 4 Rounds. Each Round:

  1. Player with Initiative Token activates first.
  2. Players alternate activating one non-Exhausted model at a time.
  3. Each model takes one or more Actions per Turn.
  4. Continue until all models have activated.
  5. End of Round: remove all Fatigue tokens; first player to Pass takes the Initiative Token; advance Round tracker.

Each Action costs 1 Fatigue. A model with 2 Fatigue is Exhausted.

Actions

Unengaged
Get MovingMove up to 8" (or 12" if Hurrying — take extra Fatigue).
Open FireMake a Ranged Attack.
Patch UpRecover 2 Harm from yourself.
Engaged
BrawlMake a Melee Attack.
Back OffMove up to 3" to leave Engagement.

Models cannot take the same Action twice in one Turn (except with the Fast weapon trait).

Making an Attack

Ranged

  • Target must be Visible — trace line to any part of the model.
  • Wide Open (all parts visible): +1 Bonus Die.
  • Outside Effective Range: attack is Unlucky (no Luck dice, no Bonus Dice).
  • +1 Bonus Die per Harm on target.

Melee

  • +1 Bonus Die if moved into Engagement this Turn.
  • +1 Bonus Die per Harm on target.
  • +1 Bonus Die per other Friendly Engaged with target.

Damage

Compare total Hits to the target's Endurance (E):

HitsResult
Less than E1 Harm
Equal to E or more1 Injury + 1 Harm
Double E or moreIncapacitated

Harm Limit: 3 (or 4 with Power Armor / Burly). Harm beyond the limit → 1 Injury.

Injury: mark one H circle. When all H circles are filled, model is removed from the battlefield. Grunts have 1 circle — one Injury takes them out.

Dice

  1. Create Pool: dice count from the test notation (e.g. the "4" in "4S"), replacing up to L with Luck dice.
  2. Add Bonus Dice (Wide Open, Aim, etc.).
  3. Roll: each die ≤ Test stat = Hit; all others = Dud.
  4. Remove Duds.
  5. Fortune Smiles: each remaining Luck Die → roll 1 extra die.
  6. Count Hits. Trigger Critical Effect if any Luck Die remains.

Fatigue

Taking Fatigue: most Actions add 1 Fatigue token to the model.

Exhausted: 2 Fatigue tokens → model cannot be activated this Round.

Recovering Fatigue: all tokens removed at the end of each Round.