DAMN! A D6 TTRPG/Wargame
By DB Spitzer 2024
Published through
SHADOWCRAFTED
THE WORLD OF DAMN!
DAMN RPG: Core Rules
Scenarios
Known Factions
Vehicles, Beasts, & More
DAMN! A world of endless battles, where strange beasts roam, vast gangs clash, and armies rise and fall. This is a fractured realm of scattered islands, each more enigmatic than the last. Here, people from across the multiverse—different times, parallel dimensions, and alien realities—find themselves stranded on unfamiliar shores. Drawn together by necessity or ambition, these strangers form squads, gangs, armies, and even empires to survive the chaos.
No one knows why they are here, nor the origins of the beasts that stalk the skies, seas, and land. Equally puzzling are the settlements scattered across these islands—villages, roads, farms, and ruins, bearing scars of past battles yet inhabited by people who claim to have lived there for generations. New islands, creatures, and people appear without warning, adding layers of unpredictability to this chaotic world.
The islands themselves are bound to a peculiar logic: each reflects a specific slice of time between the 1900s and Y2K. Architecture, technology, vehicles, and even weapons are frozen in the era of their origin. An island bearing 1930s design will feature matching electronics, vehicles, and cultural artifacts. This creates a patchwork of aesthetics and anachronisms across the archipelago.
Amid this discordant reality, groups form around shared cultural themes or ideologies. Entire islands may be dedicated to bizarre or nostalgic concepts—a gang dressed as Marx Brothers comedians, a town modeled after Steamboat Willie, or an army of zealous European football hooligans. War machines and tools of destruction are just as bizarre: spider-legged tanks, crystalline artillery, and nightmarish airplanes are common sights.
The randomness of this world ensures that small nations can emerge overnight, only to fall prey to swarms of beasts or warring factions. In a land shaped by conflict and mystery, survival demands strategy, strength, and the will to adapt to the unpredictable.
THE WORLD OF DAMN!
Setting Premise
A chaotic world of battle-scarred islands where people, creatures, and objects from across time, worlds, and realities appear randomly. These islands are a patchwork of cultures, technology, and eras, primarily between 1900 and Y2K, but warped by the strange nature of the world.
Tone
The tone is surreal and grim, with touches of absurdity and the uncanny. Themes of survival, cultural clashing, and the unknown dominate.
Gameplay Focus
Players will navigate this unpredictable world, forming alliances, battling enemies, and uncovering mysteries. They can lead gangs, command armies, or forge empires amidst the chaos—or simply survive the ever-changing dangers.
Multiversal Displacement
Individuals and groups are pulled from their realities without explanation. The randomness means characters might hail from parallel Earths, alternate histories, or wildly different worlds.
Dynamic Environment
The islands shift and change. New landmasses, people, and beasts appear unpredictably. An island might be lush farmland one day and a volcanic wasteland the next.
Technology by Era
Each island’s design, culture, and tools reflect a specific slice of the 1900–Y2K, a hundred year period. This creates fascinating contrasts between regions (e.g., a gang of 1920s mobsters versus WWII-era soldiers).
Cultural Groups
Factions often form around shared cultural ideas or nostalgic symbols from their home worlds. These groups range from serious (militarized empires) to absurd (a cult worshiping early cartoons).
Monstrous Elements
Strange beasts, from mutated animals to entirely alien creatures, roam the land, sea, and sky. Their origins are as mysterious as the world itself, hinting at deeper cosmic forces.
Geography
The islands vary wildly in size and biomes, from sprawling jungles to urban wastelands. They are often remnants of worlds or realities that have been torn apart and placed here.
Shifting Nature
Islands can appear or vanish at random. Sometimes, they fuse or overlap, creating bizarre landscapes.
DAMN RPG: Core Rules
DAMN is a dynamic tabletop role-playing game where players control squads, gangs, armies, or even entire empires of strange and powerful beasts, humans, and machines. The game is centered around using dice (D6) to resolve combat and actions based on key attributes.
Attributes
The following attributes are used to define units and creatures within the game:
Damage (D): Represents the damage dealt by the unit or creature. Roll the number of dice equal to the unit’s Damage (D) rating and count the number of successful results.
Armor (A): Represents the defensive capability of the unit or creature. Roll the number of dice equal to the unit’s Armor (A) rating and count the number of successful results to resist incoming damage.
Movement (M): Represents the speed or distance a unit or creature can move. For each point of Movement (M), a unit can move 3” per point per turn, but movement may be modified by terrain or abilities.
Notoriety (N): Represents the fame, rank, or notoriety of a unit or beast. This affects how likely the unit is to be targeted by enemies and influences leadership abilities. Your Health(H) is equal to twice your notoriety.
Basic Combat & Action
Attack Rolls
Roll a number of dice equal to the attacking unit’s Damage (D) stat. Each roll of 4, 5, or 6 is considered a success.
The target unit rolls defense by using its Armor (A) stat. For each success in the defense roll, reduce the damage dealt by 1 point.
Damage Calculation:
Subtract successful defense rolls from the total number of successful attack rolls to determine the damage dealt.
Damage is applied directly to the target’s Health (H), which is a fixed value determined by the creature or unit’s stat block. Health (H) is equal to twice the Notoriety (N) score.
Movement
Movement is measured in inches (or equivalent units). For every point of Movement (M), the unit can move up to 6” per turn, unless modified by terrain or abilities.
Terrain may slow or hinder movement (e.g., Water Terrain reduces movement for non-aquatic creatures).
Flying units move freely, but cannot land on impassable terrain unless specified by abilities.
Environment &
Terrain Modifiers
Rough Terrain (e.g., Swamps, Mud):
Movement (M) is reduced by 1” for each point of Rough Terrain encountered.
Water Terrain (e.g., Rivers, Lakes):
Non-aquatic creatures suffer a Movement (M) penalty of 2” when crossing water. Aquatic creatures are unaffected by this terrain type.
Flying
Flying creatures can move over terrain without penalty but cannot land on obstacles unless specified by their abilities.
Mountains
Units in mountainous terrain gain +2 Armor (A) due to the natural resilience of the environment.
Flying units do not suffer penalties in mountainous terrain but may have restrictions on landing.
Forests
Stealth Bonus: Units with stealth-based abilities gain +2 Notoriety (N) when in forest terrain.
Restricted Movement: Larger units lose 2” of Movement (M) when moving through dense forests.
Status Effects
Poisoned
Effect: A poisoned unit suffers 1D Damage (D) at the beginning of each of its turns. This continues until the poison is neutralized (either by healing, cleansing abilities, or after 3 turns).
Stacking: Poison effects do not stack. Multiple sources of poison refresh the duration but do not increase the damage.
Stunned
Effect: A stunned unit loses all Movement (M) and cannot take any actions on its next turn.
Cumulative Effects: If stunned multiple times, only the longest duration of the stun applies.
Burning
Effect: A unit on fire suffers 2D Damage (D) at the start of each of its turns. The fire lasts for 2 turns unless extinguished.
Extinguishing: Fire can be extinguished by entering water terrain, using a healing item, or specific abilities.
Special Abilities and Passive Effects
Fury
Allies within a 6” radius gain +1 Damage (D) and +1 Armor (A) for one turn. This bonus applies to both ranged and melee combat.
A unit with Fury may also move +2” during the turn the ability is triggered.
Poison Strike
The target suffers Poisoned status and loses 1D Damage (D) for 2 turns.
If the poison is not neutralized, the unit will suffer continuous damage each turn.
Stoneform
Passive: The Earthshaker gains +2 Armor (A) when in mountainous terrain.
Activated: Once per game, Stoneform grants a unit an additional 2D Armor (A) for 2 turns.
Notoriety (N) Effects
Higher Notoriety
Target Priority: Higher notoriety units are more likely to be targeted. Enemies gain +1 Damage (D) when attacking high Notoriety (N) units.
Leadership: Units with high Notoriety (N) provide leadership bonuses, granting nearby allies +1 Damage (D) and +1 Armor (A).
Lower Notoriety
Stealth: Units with lower Notoriety (N) are less likely to be targeted, gaining +1 to Armor (A) and +1 to Movement (M) when trying to escape or reposition.
Sneak Attack: Units with lower Notoriety (N) gain +1D Damage (D) when attacking from a hidden or concealed position.
Resurrection and Death Mechanics
Death
A unit with 0 Health (H) is considered slain and can no longer act, move, or take actions. Slain units are removed from play until resurrected or healed.
Phoenix Rebirth/Medic
A Phoenix or similar resurrection creature can revive once per game, bringing it back with half its full Health (H).
The Phoenix/medic is incapacitated for one turn after revival but can act normally starting the following turn.
Area of Effect Abilities
Targeting AoE
AoE abilities affect all enemies in a specified radius (usually 2×2” or 3×3”). The affected units are subject to the ability’s effects unless they are immune to it.
Damage Resistance: Units affected by AoE attacks may resist the effects by passing an Armor (A) check. For each success, the damage is reduced by 1.
Effects on Allies
AoE abilities can also affect allies if the ability description does not specify “enemy-only”. When allies are affected, the damage or negative effect is halved (rounded down).
Combat Turn Structure
Initiative
The combat order is determined by Notoriety (N). Units with higher Notoriety (N) act first, followed by lower Notoriety (N) units. In case of a tie, roll a D6 to determine who acts first.
Player Turn
Movement Phase: The unit may move up to its Movement (M) stat in inches or tiles, modified by terrain or abilities.
Action Phase: The unit may take an action, such as an attack, ability activation, or using an item. Each unit can only perform one action per turn unless specified otherwise by abilities.
End Phase: Resolve any status effects or conditions (such as Poison or Burning) that need to occur at the end of the turn.
Each character/unit has four attributes represented as dice pools (D6):
Damage (D): Your offensive power. Roll your dice pool; each 4, 5, or 6 is a success (total = hits dealt).
Armor (A): Your defense/resistance. Roll your dice pool; each 4, 5, or 6 is a success (total = hits blocked).
Movement (M): Your speed and mobility. Roll your dice pool; sum up the dice results for your movement in inches.
Movement Conversion: 6” per point of Movement rolled per round.
Notoriety (N): Represents rank, level, and ability to inspire or control others. Functions as hit dice for scaling. Health(H) starts at twice your Notoriety.
Team Building
Teams are created using Build Points (BP).
Each unit costs a specific amount of BP based on its stats and role.
The maximum stats for any unit are:
Damage: 10
Armor: 10
Movement: 5
Notoriety: 5
Team Sizes:
Solo: 8 BP
Squad: 80 BP
Gang: 350 BP
Army: 1,000 BP
Nation: 2,000 BP
Empire: 3,000 BP
Combat Units
| Type | D | A | M | N | BP | Size | Notes |
| HQ | 5 | 5 | 0 | 5 | 15 | 3”x3” | Can lead 5–15 soldiers. |
| Tank | 6 | 5 | 2 | 2 | 15 | 2”x2” | Requires 2 soldiers. |
| Artillery | 8 | 2 | 0 | 2 | 12 | 2”x2” | 2”x2” AoE damage. |
| Heavy Cavalry | 4 | 4 | 4 | 3 | 12 | 2” | |
| Light Cavalry | 3 | 5 | 5 | 2 | 12 | 2” | |
| Armored Trans. | 0 | 5 | 3 | 2 | 10 | 2” | Land or sea, not both. |
| Veterans | 3 | 3 | 1 | 2 | 8 | 1” | Elite infantry unit. |
| Infantry | 2 | 2 | 1 | 1 | 6 | 1” | Basic soldier unit. |
Beast Units
| Type | D | A | M | N | BP | Size | Notes |
| Large Beasts | 7 | 3 | 2 | 3 | 15 | 2”x2” | Land or sea, not both. |
| Medium Beasts | 3 | 3 | 3 | 1 | 10 | 2” | |
| Beasts | 2 | 2 | 2 | 2 | 8 | 1” |
Specialized Units
| Type | D | A | M | N | BP | Size | Notes |
| Air Assault | 4 | 3 | 5 | 3 | 15 | 2”x3” | 2”x2” AoE damage. |
| Leader | 3 | 5 | 2 | 5 | 15 | 1” | Inspires nearby units. |
Themes
Squad Themes add character and bonuses to your team. Roll 5D6 twice or pick two themes. Each theme modifies your team’s stats as follows:
| Theme | Stat Modifiers |
| Apocalyptic | +1D / -1A / +1M / -1N |
| Bug Hunters | +1D / +1A / -1M / -1N |
| Cats | -1A / +1M |
| Dogs | +1D / -1A |
| Ecological Warriors | -1D / +1A |
| Fish | -1D / +1A / +1M / -1N |
| Gas and Gas Masks | +2D / -1A / -1N |
| Horses | -2A / +2M |
| Ice | +1D / +1A / -1M / -1A |
| Junkyard | +2A / -2M |
| Knives | +1D / -1A |
| Lancers | +1D / -1A / -1M / +1N |
| Mountain | +1A / -1M |
| Night | +1D / -1M |
| Ocean | -2A / +2N |
| Punching | +1D / -1A |
| Quickness | -1A / +1M |
| Reptiles | +1A / -1N |
| Sun | -1A / -1M / +2N |
| Terror | +1D / +1A / -1M / -1N |
| Understanding | -1D / -1A / +2N |
| War | +1D / +1A / -1M / |
| Xenos | +1A / +1M / -2N |
| Zealots | +1D / -1A / -1M / +1N |
Morality Checks
Morality Checks determine how soldiers, squads, or beasts react under extreme stress, such as witnessing overwhelming losses, encountering terrifying foes, or experiencing devastating setbacks.
Trigger Events:
A Morality Check is required in situations like:
Losing more than 50% of a squad or group in a single turn.
Facing an enemy with significantly higher Notoriety than their own.
Being ambushed or overwhelmed (outnumbered 2:1 or worse).
Suffering a critical defeat (e.g., a failed objective, leader loss).
Encountering a beast or vehicle with a special ability that induces fear.
Mechanics:
- Initiating a Morality Check:
Each affected squad, soldier, or beast rolls a number of dice equal to their Notoriety (N). - Difficulty Target:
The GM sets a Difficulty (3 to 6), based on the severity of the trigger. The number of successes required depends on the situation:- Mild Stress: 1 Success (e.g., light losses or minor disadvantages).
- Moderate Stress: 2 Successes (e.g., ambushes, moderate losses).
- Severe Stress: 3 Successes (e.g., leader killed, massive losses).
- Modifiers:
Add or subtract dice based on the scenario:
- +1 Die: If a Leader is present or providing direct support.
- +1 Die: If the unit has a thematic bonus (e.g., zealots in a desperate fight).
- -1 Die: If morale-boosting items (flags, symbols) are destroyed or captured.
- -2 Dice: When facing a beast or foe with a Terror or fear-inducing effect.
- Outcomes:
- Pass (Required Successes Achieved): The unit remains composed and continues acting normally.
- Fail (Fewer Successes): Roll on the Morality Failure Table.
Morality Failure Table:
On a failure, roll 1d6 to determine the result:
| Roll | Result | Effect |
| 1 | Panic | The unit immediately flees 6” + Movement (M) in a random direction. |
| 2-3 | Disarray | The unit cannot act offensively for 1 turn (no attacks, limited movement to cover). |
| 4-5 | Hesitation | The unit acts with a penalty (-1D/-1A/-1M) for 1 turn. |
| 6 | Steeled Resolve | The unit unexpectedly regains composure, gaining +1D for the next action. |
Group Cohesion Rules
Cohesion represents how well a squad, gang, or larger group operates together. It affects combat efficiency, morale, and the ability to coordinate under pressure.
Cohesion Score
Each group has a Cohesion Score based on the Notoriety (N) of its leader and the similarity of its units.
Base Cohesion:
Leader’s Notoriety (N) + 1 per 3 units of the same type/theme.
Add +1 for each shared Theme among units.
Cohesion Thresholds:
High Cohesion (10+): Units coordinate seamlessly.
Gain +1 to attack rolls when working together.
Reduce movement penalties for difficult terrain.
Medium Cohesion (5–9): Standard operation. No bonuses or penalties.
Low Cohesion (<5): Disorganized.
Units cannot combine attacks.
Must pass a Morale Check each round to avoid hesitation (-1 action).
Cohesion Breaks
Cohesion can drop mid-combat due to:
Leader Down: Immediate -3 to Cohesion Score.
Theme Clash: If units with opposing Themes are forced to work together, reduce Cohesion by -1 per clash (e.g., Cats vs. Dogs).
Isolation: Units 12” or more from their group lose 1 Cohesion per turn until regrouped.
Rebuilding Cohesion
After combat, groups can regain lost cohesion by:
Rallying: Leader spends a turn rallying the group, rolling their Notoriety (N). Each success restores 1 Cohesion.
Victory: Winning a combat restores +3 Cohesion automatically.
Rest & Resupply: A rest period of at least 8 hours restores full Cohesion.
Optional Rule: Group Traits
Groups with strong cohesion can develop unique Traits that reflect their unity. For example:
Iron Will: Ignore the first failed Morale Check per combat.
Swarm Tactics: Gain +2 Movement (M) when units are within 6” of each other.
Intimidating Reputation: Enemies must pass a Morale Check before engaging the group
COMBAT RULES
1. Resource Management
Ammo:
Certain units (e.g., Artillery, Tanks) require ammo to attack.
Each attack reduces an ammo pool.
Resupply actions or areas can restore ammo.
Units without ammo can only perform basic melee attacks.
Supplies:
Teams require food, fuel, or other resources. Without them:
Movement (M) is halved.
Units lose 1 point of Notoriety (N) per day.
2. Unit Customization
Allow players to customize units further with perks or upgrades.
Example Perks (Cost in BP):
Sharpshooter (3 BP): +1 Damage (D) at long range.
Heavy Plating (5 BP): +2 Armor (A), -1 Move (M).
Scout (2 BP): Double the unit’s movement through difficult terrain.
3. Terrain and Environment
Rules for interacting with the world can deepen strategy and add immersion.
Terrain Types:
Forest: Grants +1 Armor (A) against ranged attacks.
Urban: Units gain cover (+1 Armor (A)), but movement is halved.
Water: Only amphibious units or naval units can move.
Hazards:
Add environmental dangers like collapsing buildings, toxic gas clouds, or weather effects (e.g., storms reduce visibility).
4. Command & Leadership
Expand the role of leaders or HQ units with specific commands that enhance gameplay:
Command Actions: Leaders can issue 1 command per turn instead of attacking.
Rally: Restore 1 Notoriety (N) to a nearby unit.
Coordinate: Two units within 6” may act simultaneously, combining attacks.
Push Forward: Add +1 Movement (M) to all units within a 12” radius.
5. Advanced Combat Rules
To add depth, consider these advanced mechanics:
Critical Hits:
Rolling all 6s on an attack roll deals an additional +1 damage per die.
Overkill:
Excess damage from an attack spills over to nearby units (within 2”).
Flanking Bonus:
Units attacking an enemy from behind or the side gain +1 Damage (D).
Suppression:
If a unit takes more than 50% of its Notoriety (N) in one attack, it becomes suppressed:
Loses 1 action next turn.
6. Experience and Progression
Allow units and leaders to grow stronger through gameplay.
Gaining XP:
Units earn XP by defeating enemies or completing objectives.
Solo Units: 1 XP per kill.
Squads: Share 2 XP per kill among members.
Leaders: Gain 3 XP for achieving objectives.
Leveling Up:
Spend XP to upgrade stats:
+1 Damage (D), Armor (A), Movement (M), or Notoriety (N): Costs 5 XP.
Gain a Perk: Costs 10 XP.
7. Victory Conditions
Define clear victory conditions for battles and campaigns.
Battle Victory:
Eliminate the opposing force.
Capture key objectives (e.g., hold a position for 3 rounds).
Campaign Victory:
Control a majority of islands in a region.
Eliminate the enemy HQ.
Achieve a specific narrative goal (e.g., rescue an NPC).
8. Faction Relationships
For campaigns, include mechanics to manage alliances, rivalries, and betrayals.
Reputation Tracker:
Track how factions perceive each other. Actions like assisting or attacking other groups shift reputation.
Allied (8–10): Share resources, coordinate attacks.
Neutral (4–7): No effect.
Hostile (0–3): Engage on sight.
Diplomatic Actions:
Players can spend actions or resources to:
Improve relationships with another faction.
Sabotage rival factions.
9. Random Events
Keep things unpredictable with random events that occur during combat or downtime.
Examples:
Sudden Beast Attack: A large creature appears and disrupts both sides.
Island Shift: The battlefield terrain changes mid-combat.
Mutiny: Units with low Cohesion or morale may disobey orders.
10. Player-Driven Narrative
Include flexible narrative tools to let players shape the story:
Faction Objectives:
Each faction or group can have secret or open objectives (e.g., secure rare technology, protect a VIP, or gain control of a resource).
Player-Driven Flashbacks:
Players can spend a resource (e.g., “Narrative Tokens”) to introduce a useful item, ally, or piece of intel tied to their backstory.
Combat Examples
Example 1: Basic Combat
Scenario:
Two squads are fighting in a field with sparse cover. One squad, led by Captain Corbin, consists of 4 Infantry (each with 2D Damage, 2A Armor, 1M Movement). The opposing squad is led by Vlad the Lancer, with 2 Light Cavalry (each with 3D Damage, 5A Armor, 5M Movement) and 2 Infantry.
Turn 1. Initiative Roll:
Captain Corbin has Notoriety (N) of 4.
Vlad the Lancer has Notoriety (N) of 6.
Vlad the Lancer acts first due to a higher Notoriety.
Movement Phase (Vlad’s Turn):
Vlad moves his Light Cavalry 5 inches (their Movement (M) is 5), positioning them near a small hill to gain cover. The Cavalry has no terrain penalty here.
Action Phase (Vlad’s Turn):
Vlad the Lancer orders his Light Cavalry to charge at one of Captain Corbin’s Infantry.
Attack Roll (Light Cavalry):
The Light Cavalry rolls 3D for Damage (D). Let’s say the result is 4, 3, 6 (two successes).
Captain Corbin’s Infantry rolls 2D for Armor (A). The result is 5 and 1 (one success).
Damage dealt = 2 (total successes from Cavalry) – 1 (success from Infantry Armor) = 1 damage.
The Infantry now has 1 Health remaining.
End Phase:
No status effects are in play for Vlad’s squad.
Turn 2:
Initiative Roll:
Captain Corbin now rolls a 4, and Vlad rolls a 5, so Vlad the Lancer acts again.
Movement Phase (Captain Corbin’s Turn):
Captain Corbin’s Infantry with Movement (M) of 1 can only move 1 inch this turn.
One of Corbin’s Infantry moves forward while the other remains near a small patch of trees.
Action Phase (Captain Corbin’s Turn):
Captain Corbin’s Infantry attacks Vlad’s Light Cavalry that just damaged him.
Attack Roll (Corbin’s Infantry):
The Infantry rolls 2D for Damage (D). The result is 4 and 2 (one success).
Vlad’s Cavalry Armor (5A): Rolls 5D for Armor (A). The result is 6, 3, 5, 1, and 4 (4 successes).
Damage dealt = 1 (success from Infantry) – 4 (successes from Cavalry Armor) = 0 damage. The attack misses!
Example 2: Terrain Modifiers and Special Abilities
Scenario:
The battle takes place in a Mountainous area. Griselda, a Mountain Warrior with the Stoneform ability, leads a squad of Vets. She faces off against a Serpent Beast with a Poisoned Strike ability in a forested area.
Griselda’s Stats:
Griselda: 5D Damage, 6A Armor, 4M Movement, 7N Notoriety
Stoneform Ability (Passive): +2 Armor when in mountainous terrain.
Vets: 3D Damage, 3A Armor, 2M Movement, 3 N Notoriety
Serpent Beast’s Stats:
Serpent Beast: 7D Damage, 3A Armor, 2M Movement, 4N Notoriety
Poisoned Strike Ability:
Units hit by this attack are poisoned.
Turn 1:
Initiative Roll:
Griselda rolls a 6 for Notoriety (N), and the Serpent Beast rolls a 4. Griselda acts first.
Movement Phase (Griselda’s Turn):
Griselda moves her Vets 2 inches up a mountain slope, gaining the benefits of Stoneform
(+2 Armor). Griselda moves 4 inches up the slope.
Action Phase (Griselda’s Turn):
Griselda attacks the Serpent Beast with her Vets.
Attack Roll (Griselda’s Vets):
Vets roll 3D for Damage (D). The result is 5, 3, and 6 (all successes).
Serpent Beast’s Armor (3A): Rolls 3D for Armor (A). The result is 6, 2, and 1 (1 success).
Damage dealt = 3 (successes from Vets) – 1 (success from Serpent Beast’s Armor) = 2 damage. Serpent Beast now has 8 Health.
End Phase:
No status effects trigger for Griselda’s squad.
Turn 2:
Initiative Roll:
The Serpent Beast rolls a 4, and Griselda rolls a 7.
Griselda acts again.
Movement Phase (Serpent Beast’s Turn):
The Serpent Beast moves 2 inches forward toward Griselda’s squad.
Action Phase (Serpent Beast’s Turn):
Serpent Beast uses its Poisoned Strike to attack Griselda’s Vets.
Attack Roll (Serpent Beast):
Serpent Beast rolls 7D for Damage (D). The result is 6, 5, 3, 1, 4, 6, and 2 (5 successes).
Griselda’s Vets Armor (3A): Rolls 3D for Armor (A). The result is 3, 2, and 4 (2 successes). Damage dealt = 5 (successes from Serpent Beast) – 2 (successes from Vets Armor) = 3 damage.
Vets lose 3 Health, one of them is knocked out. The Vets squad now has 2 remaining.
Status Effect:
Poisoned effect is applied to the Vets unit. They will take 1D damage at the start of each of their turns for the next 3 turns unless the poison is neutralized.
Example 3: Status Effects (Poisoned & Burning)
Scenario:
Briar the Inferno, a Fire Elemental, has set the battlefield ablaze. The Doom Knights are caught in the flames. The Doom Knight Captain is in the middle of the fire, and they must deal with both Poisoned and Burning statuses.
Doom Knight Stats:
Doom Knight Captain: 4D Damage, 5A Armor, 3M Movement, 4N Notoriety
Burning: Each turn, they suffer 2D damage.
Briar the Inferno Stats:
Briar the Inferno: 6D Damage, 4A Armor, 4M Movement, 7N Notoriety
Fire Breath Ability: Deals 3D damage in a 2×2” radius, causing Burning status on all affected units.
Turn 1:
Initiative Roll:
Briar the Inferno rolls a 7 for Notoriety (N), and the Doom Knight Captain rolls a 4.
Briar the Inferno goes first.
Movement Phase (Briar’s Turn):
Briar the Inferno moves 4 inches forward, staying near the battlefield’s center where flames are spreading.
Action Phase (Briar’s Turn):
Briar the Inferno activates Fire Breath in a 2×2 area. The Doom Knight Captain is within range and is hit by the attack.
Attack Roll (Briar the Inferno):
Fire Breath rolls 6D for Damage (D). The result is 4, 6, 2, 3, 1, and 5 (4 successes).
Doom Knight Captain’s Armor (5A): Rolls 5D for Armor (A). The result is 6, 5, 4, 2, and 3
Scenarios
Scenario Play Example: Battle for the Lost Village
Setting: The battle takes place on a small island, where a militaristic faction led by General Arden (a human commander) and their squad of Veterans must protect a village from a swarm of beasts led by the Serpent Beast and its commander, The Widow’s Woe. The village is located near a cliffside with a winding path that leads into a forest. Both factions have limited cover, and the terrain is rocky with trees and sparse buildings scattered around.
Players:
Player 1 (James) is playing General Arden, the leader of the human squad.
Player 2 (Maria) is playing The Widow’s Woe, the leader of the beasts.
Player 3 (Sara) is playing Captain Ezra, a veteran under General Arden’s command.
Player 4 (Tim) is playing The Serpent Beast, a large creature under the command of The Widow’s Woe.
The Game Begins!
Narrator (GM): The sun sets over the dense forest. The air is thick with the tension of an impending battle. A small village lies in the valley below, guarded by General Arden and his squad of Veterans. In the distance, the rumble of an approaching Serpent Beast grows louder, as The Widow’s Woe leads her creatures to lay siege to the village. You can hear the whispers of the wind, the rustling of leaves, and the eerie screech of the creatures emerging from the forest.
In-Character Dialogue
General Arden (James): (Looking out from a rocky ledge, scanning the approaching forest line)
“Alright, men, stay sharp. We’re not just protecting this village — we’re securing a safe haven for all of us. If the beasts get through, we might as well be signing our own death warrants. Captain Ezra, ready your squad and get them into position. We need to hold the high ground.”
Captain Ezra (Sara): (Nods, adjusting her helmet as she looks over her squad of Vets)
“Understood, General. We’ll set up behind the wall by the village square. That’ll give us good cover for any ground assault. Should we prepare for air support or just hold our positions?”
General Arden (James): (Pauses, thinking)
“Hold tight for now. The last thing we need is for our firepower to be wasted. We’ll wait until we know exactly where they strike first.”
Narrator (GM): You all see movement in the distance, shadows creeping through the trees. The Serpent Beast, massive and coiling through the underbrush, emerges first, with The Widow’s Woe trailing behind, urging her beasts forward.
Out-of-Character Dialogue (Mechanics)
Maria (The Widow’s Woe): (Flipping through her character sheet and checking stats)
“Alright, The Widow’s Woe has 7D for damage and 4A for armor. The Serpent Beast has 7D damage and 3A armor, and they can move 3 inches. I’ll start by moving the Serpent Beast and The Widow’s Woe into position to charge.”
Tim (Serpent Beast):
“Okay, so The Serpent Beast will move 3 inches forward and attack the Veterans near the wall. I’ll roll 7D for damage, and I’m hoping to cause some serious chaos. Just need to get close enough first.”
James (General Arden): (Scanning the battlefield with an eye on the beast)
“I’m ready to react. If you’re moving towards my squad, I’ll set up my Veterans to cover the approach. Don’t think the Serpent Beast will have an easy time getting to us!”
In-Character Dialogue (Combat Phase)
The Widow’s Woe (Maria): (In a low, raspy voice, shouting to her beasts)
“Move! Tear them apart! The village shall burn!”
(She raises her arm and gestures to her beasts as they charge forward.)
Narrator (GM): The Serpent Beast slithers forward, massive coils crashing into the ground. The ground shakes as it gets closer to the Veterans’ position. You can see its fangs glisten in the fading sunlight. The Widow’s Woe follows behind, watching carefully.
Combat Rolls (Mechanics)
GM: Let’s resolve the Serpent Beast’s attack.
Tim (Serpent Beast): “I roll 7D for damage, hoping to hit the Veterans behind the wall. Here we go!”
Tim: (Rolls dice)
“5, 6, 2, 4, 3, 1, 6… That’s 5 successes!”
GM: General Arden, your Veterans have 3A armor. They roll for defense.
Sara (Veterans): (Rolls for armor defense)
“Okay, 3D for armor… I got 4, 2, 3. That’s 2 successes.”
GM: The Serpent Beast deals 5 damage. Your Veterans block 2 of it, so the Veterans take 3 damage in total.
Sara (Veterans): (Flipping through her sheet)
“That brings one of my Veterans down to 2 Health, and the others are still standing strong.”
Out-of-Character Dialogue (Strategizing)
James (General Arden):
“Alright, let’s push them back! I’ll use the terrain to my advantage. If I’m going to hold the line, I need to start thinking about where to position my troops. The Serpent Beast is a big threat, so I’ll move Captain Ezra’s squad closer to flank them.”
Maria (The Widow’s Woe):
“You’re not going to have much luck with that! I still have more beasts coming your way, and The Serpent Beast will tear through your wall if it needs to.”
James (General Arden):
“We’ll see about that, won’t we?”
In-Character Dialogue (Turn Continuation)
General Arden (James): (Shouting commands to his troops)
“Captain Ezra, now! Get in position and lay down suppressive fire! Don’t let them break our line!”
Captain Ezra (Sara): (Nods and signals the squad to move into position)
“On your mark!”
(The Veterans adjust their stance, readying their rifles and preparing to return fire.)
Narrator (GM): As the Veterans prepare their positions, the Serpent Beast lets out a low growl and coils around the nearest tree, ready to strike again.
Final Phase (Aftermath)
GM: The round ends, and the battlefield is filled with tension. The Veterans and Serpent Beast have clashed fiercely, with some casualties on both sides. The Widow’s Woe has yet to fully engage, and General Arden’s strategy has given his forces a temporary upper hand. But the beasts outnumber the humans, and reinforcements are on the way.
Maria (The Widow’s Woe):
“Alright, I’ll call in more beasts to overwhelm your position. It’s only a matter of time before you’re outnumbered.”
James (General Arden):
“We’ll see who runs out of time first.”
Out-of-Character Dialogue (Wrap-Up)
Tim (Serpent Beast):
“I think we’re in a good position to try for a flank next round, especially if the Widow’s Woe keeps pushing forward.”
Sara (Veterans):
“I agree. We’ll have to focus on countering their attacks and use the wall for cover. Maybe even fall back and regroup before things get worse.”
James (General Arden):
“It’s all about the strategy, right? I’ll need to keep my eyes on the Serpent Beast and adjust our formation.”
Narrator (GM): The battle is at a stalemate for now, but with each passing moment, the outcome will hinge on tactics, dice rolls, and the will of the players. The stakes are high as the fate of the village rests in your hands. Will General Arden hold the line, or will The Widow’s Woe and her beasts bring the village to its knees?
This example showcases how the DAMN RPG system works in a roleplaying context, with players using dice rolls to resolve combat, managing their resources, and keeping in-character dialogue flowing to enhance the narrative. Both in-character actions and out-of-character mechanics are integrated to create a fluid and dynamic gameplay experience.
Scenario 1:
Beast on the Loose
Objective: Stop a rampaging beast from destroying a newly discovered village.
Setup: The battlefield consists of a small island village with buildings, farmland, and a forested area.
A Large Beast (7D/3A/2M/3N) is randomly moving across the map, attacking anything it encounters.
The village is protected by a local militia (3 Infantry units).
Players must either:
Protect the village and subdue the beast.
Exploit the chaos to loot the village before the beast destroys it.
Special Rules:
The beast rolls its Movement (M) dice each round to determine its random path.
Buildings have 5 Notoriety (N) and crumble if destroyed. If the beast destroys more than half the village, it triggers a morale collapse in the militia (-3 Cohesion).
Scenario 2:
Capture the Relic
Objective: Secure a mysterious artifact on a contested island.
Setup:
The artifact is located in the center of the map inside a ruined bunker. Two other factions (controlled by the GM) are also vying for the artifact:
Gang of Zealots: High damage and cohesion.
Squad of Bug Hunters: Balanced stats with AoE capabilities.
The battlefield includes dense jungle terrain and abandoned vehicles.
Player Roles:
Players can claim the artifact for their faction.
Form temporary alliances with one of the rival groups. Sabotage the artifact to prevent others from claiming it.
Special Rules:
The Artifact: Grants +2 Notoriety (N) and +1 Damage (D) to the unit carrying it. However, the unit’s Movement (M) is halved due to its weight.
Traps: The bunker is rigged with landmines. Units must pass an Armor (A) check to avoid taking 2 damage when entering.
Scenario 3:
Siege of Steelcliff
Objective: Defend your HQ from an attacking army.
Setup: Players start with their HQ (5D/5A/0M/5N) placed at the center of the map.
The enemy army consists of:
2 Heavy Cavalry Units
1 Artillery Unit
3 Infantry Units
The battlefield includes trenches, barricades, and a fortified hill.
Player Roles:
Defend the HQ at all costs.
Use traps, environmental advantages, and teamwork to outlast the attackers.
Special Rules:
Fortifications: Units inside trenches or barricades gain +2 Armor (A) but cannot move.
Artillery Bombardment: The enemy’s artillery targets the HQ each turn unless destroyed. Roll 8D for the attack, dealing AoE damage to adjacent units.
Scenario 4:
Skybound Showdown
Objective: Defeat an airborne assault team targeting your transport convoy.
Setup: Players control an Armored Transport (0D/5A/3M/2N) and its escort squad.
The enemy consists of: 2 Air Assault Units (4D/3A/5M/3N) with AoE damage.1 Light Cavalry Unit on the ground.
The battlefield is a narrow canyon with cliffs and an elevated ridge.
Player Roles:
Protect the convoy and destroy the air units.each the end of the canyon within 6 rounds to escape reinforcements.
Special Rules:
Air Units: Cannot be attacked by ground units unless they have ranged weapons.
Convoy Movement: The Armored Transport must move each turn, rolling its Movement (M). If blocked, it stops and loses 1 Notoriety (N).
Scenario 5:
The Island That Shouldn’t Be
Objective: Investigate a newly formed island with strange anomalies.
Setup: The island has a mix of 1920s-style architecture and bizarre organic growths. Unusual creatures (Med Beasts, Large Beasts) roam the area.
A mysterious gang of Xenos-themed units (3D/3A/2M/3N) is already exploring.
Player Roles:
Secure resources or valuable tech from the island.Avoid or eliminate hostile forces. Uncover the origin of the island.
Special Rules:
Anomalies: Each turn, roll a d6 to determine a random effect:
1.Gravity distortion (halves all
Movement (M)).
2. Sudden beast appearance.
3. Healing spores (+1 Notoriety (N) to nearby units).
4. Reality shift (rearrange terrain).
5. Explosion (deal 3 damage to all units within 4”).
6. No effect.
Scenario 6:
Gangland Showdown
Objective: Defend your turf from a rival gang in a chaotic urban brawl.
Setup: The battlefield is a dense cityscape with alleys, rooftops, and abandoned cars.
Players start with 1 HQ and a small gang (350 BP).
The enemy gang includes similar-sized units and a Leader (3D/5A/2M/5N).
Player Roles:
Defend your HQ while eliminating the rival gang.
Use vehicles, rooftops, and other urban features for strategic advantages.
Special Rules:
Ambush Points: Hidden traps or snipers can attack any unit moving through certain zones.
Vehicle Combat: Both gangs have access to light vehicles, adding +1 Movement (M) and +1 Damage (D).
Scenario 7:
Battle for the Iron Fortress
Objective: Storm or defend a heavily fortified fortress located on a mountain pass.
Setup: The fortress is surrounded by rough terrain and rocky cliffs. The defending army (enemy) has fortified positions inside the fortress, including heavy artillery, sniper nests, and a Leader. The attacking force consists of multiple squads and vehicles, including a Tank, Artillery, and Heavy Cavalry units.
Player Roles: Attackers must break through the defenses, eliminate enemy leadership, or capture the fortress. Defenders must hold out until reinforcements arrive or destroy the attacking force.
Special Rules:
Fortifications: Defenders have +2 Armor (A) in the fortress. The walls are indestructible unless the attacking force destroys key weak points.
Siege Weapons: Attackers can use artillery or siege weapons to target the fortress (damage depends on roll results).
Reinforcements: Every 3 rounds, roll to determine if reinforcements arrive for either side.
Leadership Target: The Leader inside the fortress is key. If defeated, defenders lose +1 Notoriety (N) per turn and suffer -1 Armor (A) on all units.
Scenario 8:
The Great Harvest
Objective: Harvest resources from a new island while fending off hostile forces.
Setup: A newly discovered island is rich with natural resources: rare minerals, food, and bio-engineered crops.
Multiple factions (up to 3 players or NPC factions) are vying for control of the island’s resources.
The island includes several key areas (mines, farms, and research facilities) that need to be secured to gather resources.
Player Roles:
Players must secure key resource points, protect their workers, and fend off rivals.
Teams can choose to ally with others temporarily or sabotage one another to seize the resources for their faction.
Special Rules:
Resource Gathering: Players roll for resource collection each round at key points (like mines or farms). Roll against the Movement (M) stat to successfully gather resources.
Sabotage: Players can send units to sabotage an enemy resource point. This can destroy the resource or make it unusable for 2 turns.
Wildlife Threats: Beasts may appear on the island, targeting the players’ resource points or blocking movement. These beasts may be used by any faction as a weapon or neutralized by players.
Supplies: Resources are limited. Each faction must manage food and fuel to keep their units functioning. Without supplies, units lose 1 Movement (M) each turn.
Scenario 9:
March to the Capital
Objective: Launch a full-scale assault on a heavily defended capital city or defend it from an invading force.
Setup: The capital city is a sprawling urban environment with multiple districts (commercial, industrial, residential).
The defending faction holds fortified positions within the city, including anti-air defenses, sniper towers, and armored barricades.
The attacking force is massive, with armies of infantry, vehicles, and Beasts advancing towards the city gates.
Player Roles:
The attacking faction must breach the capital’s defenses and destroy key infrastructure or kill the Leader.
The defending faction must hold key districts, repel waves of attackers, and maintain the Notoriety (N) of the capital.
Special Rules:
City Terrain: Urban areas offer cover (+1 Armor (A)), but also restrict movement. Players must carefully navigate city streets and buildings.
Civilians: Civilians are scattered across the city. Players may choose to protect them (for Notoriety (N) gain) or ignore them. Attacking civilians causes a morale loss for attackers or defenders (-2 Cohesion).
Supply Lines: Attacking forces must control supply routes to keep the siege going. If a supply line is cut off, attacking forces lose 1 Movement (M) per turn.
Defensive Structures: Defenders have access to artillery, anti-aircraft guns, and traps scattered throughout the city. Attackers must neutralize these before advancing.
Scenario 10:
War of the Tides
Objective: Conquer or defend a coastal city from naval invasion.
Setup: The city sits on a strategically important coast with large docks, naval fortifications, and vast beaches.The defenders control the city’s defenses, including coastal artillery and ships.The attackers have a fleet of Armored Transports, Artillery, and Air Assault Units.
Player Roles:
The attackers must use naval forces and air support to breach the coastal defenses and land on the beach.
The defenders must hold off the invaders and prevent them from taking the city’s vital structures.
Special Rules:
Naval Combat: The attackers can deploy Armored Transports to land infantry and Heavy Cavalry units, but they must move them carefully to avoid coastal artillery (each round, defenders roll to target these units).
Air Assault: Airborne units (e.g., Air Assault Units) have a clear advantage over ground forces but are vulnerable to anti-aircraft fire.
Tidal Waves: Every 3 turns, a massive tidal wave strikes the beach, washing away units and structures (roll 8D for damage). Defenders must secure higher ground to avoid this.
Harbor Control: Attackers can attempt to take control of the harbor, allowing them to dock and disembark additional units each round.
Scenario 11:
Empire’s Fall
Objective: Defend your empire’s territory against a rebellious faction bent on revolution.
Setup: The empire is vast, spanning several islands. The capital island is rich in resources and technology, but is now under threat from an insurgent faction.
The defending forces (Empire) have multiple cities, but the insurgents are attacking key outposts and rallying local populations to their cause.
Multiple fronts of battle, including land, sea, and air, will require coordination.
Player Roles: The insurgents must conduct guerilla warfare, weakening the empire’s control and rallying local forces to their cause. The empire must suppress uprisings, defend key locations, and restore order.
Special Rules:
Revolutionary Influence: Insurgent forces gain +1 Notoriety (N) each round they hold a city or outpost. If they hold 3 cities for 5 rounds, the rebellion becomes a full-scale war.
Guerilla Tactics: The insurgents may use unconventional tactics, like ambushes or sabotage, to disrupt the empire’s supply lines.
Imperial Command: The empire can issue commands to their armies (e.g., reinforcement waves, civilian conscription) to bolster their forces. These commands cost Notoriety (N) to use and require the HQ to be active.
Morale and Loyalty: As the battle rages on, both sides will see their Cohesion affected. If the empire loses too many cities, the remaining forces may retreat in disarray (-3 Cohesion).
Scenario 12:
The Cataclysmic War
Objective: Engage in a multi-front war with factions vying for control over the cataclysmic forces threatening the world.
Setup: A large and unstable island holds an ancient facility capable of unleashing devastating powers (e.g., energy, biological, or supernatural).Several factions, including mercenaries, local militias, and former empires, are racing to control the facility.Players start in different parts of the island, but all must eventually converge on the facility to control it.
Player Roles:Control strategic objectives, defeat rival factions, and prevent the cataclysmic weapon from falling into the wrong hands. Explore the island, battle powerful creatures, and race to activate or disable the facility.
Special Rules:
Tension Builds: Every 5 rounds, roll for an escalating environmental hazard (e.g., earthquakes, radiation leaks, or energy surges).
The Facility: The facility is locked behind a series of complex puzzles, traps, and powerful defenses that require cooperation or cleverness to bypass.
Desperate Alliances: Factions can temporarily ally to defeat a common enemy, but alliances are unstable. Betrayals are a risk.These larger-scale scenarios can accommodate massive battles, intricate strategies, and complex objectives. They involve multiple factions, resource management, and tactical decision-making, creating immersive and challenging environments for your players.
Known Factions
1. The Clockwork Dominion
Leader: General Evelyn “The Gear” Lockhart
Damage (D): 6D
Armor (A): 5A
Movement (M): 4M
Notoriety (N): 6N
Abilities:
Precision Strike: Once per game, Lockhart can designate an enemy unit as a target for a precision strike. This allows all her forces to ignore the enemy’s Armor (A) for that turn.
Iron Colossus (Passive): The Iron Colossus grants +1 Notoriety (N) every round it’s in play, and its massive size gives it an additional +1 Damage (D) and +1 Armor (A).
2. The Eternal Jungle
Leader: Shamaness Tala of the Wild Roots
Damage (D): 4D
Armor (A): 3A
Movement (M): 6M
Notoriety (N): 5N
Abilities:
Nature’s Wrath: Once per game, Tala can summon a Beast to fight for her. The summoned creature is fully under her control and has +2 Damage (D) and +2 Armor (A) for one round.
Wild Sympathy (Passive): Tala’s connection to nature grants her +1 Damage (D) for every Beast unit she controls on the battlefield.
3. The Dominion of the Unseen
Leader: Infiltrator Lord “Shade” Vex
Damage (D): 5D
Armor (A): 3A
Movement (M): 7M
Notoriety (N): 5N
Abilities:
Cloak of Shadows: Once per game, Vex can make his entire squad invisible for one turn, making them immune to attacks and giving them the ability to ignore Armor (A) of their targets for that turn.
Master of Deception (Passive): Vex’s tactical brilliance grants him +1 Movement (M) and +1 Damage (D) when performing hit-and-run tactics or when engaging in ambushes.
4. The Legion of War Eternal
Leader: Commander Magnus Ironfist
Damage (D): 6D
Armor (A): 7A
Movement (M): 4M
Notoriety (N): 7N
Abilities:
Iron Will: Once per game, Magnus can rally his troops with an unbreakable will, granting all friendly units within a 3” radius +1 to all rolls and +1 Armor (A) for one turn.
Unyielding Force (Passive): Ironfist’s presence boosts his soldiers’ resistance, granting +1 Armor (A) to all units under his command while he’s on the battlefield.
5. The Wild Riders
Leader: Khan Gorm of the Iron Hoof Tribe
Damage (D): 5D
Armor (A): 4A
Movement (M): 8M
Notoriety (N): 6N
Abilities:
Unstoppable Charge: Once per game, Gorm can declare a charge with all his cavalry, allowing them to move double their Movement (M) and gain +2 Damage (D) against any enemy they collide with.
The Khan’s Call (Passive): Gorm’s war-hardened spirit grants his cavalry +1 Movement (M) and +1 Damage (D) when charging into combat.
6. The Children of the Void
Leader: The Voidcaller, Seraphis the Herald
Damage (D): 5D
Armor (A): 4A
Movement (M): 5M
Notoriety (N): 8N
Abilities:
Madness of the Void: Once per game, Seraphis can unleash a wave of psychic influence that causes all enemy units within a 6” radius to roll to resist or suffer psychic damage. A failed roll causes the unit to be temporarily controlled by Seraphis’s will for 1 turn.
Voidspawn (Passive): Seraphis’s influence over the void grants him the ability to summon Xenos or Mutated units into play, boosting his forces by +1 Damage (D) and +1 Armor (A) whenever these units are present on the field.
7. The Steel Syndicate
Leader: Boss “Ironclaw” Vito Falcone
Theme: Crime syndicates, mercenaries, and heavy industry.
Damage (D): 5D
Armor (A): 6A
Movement (M): 5M
Notoriety (N): 7N
Abilities:
Iron Grip: Once per game, Vito can force all enemy units within a 3” radius to re-roll their Damage (D) rolls, forcing them to take the lower result.
Syndicate Power (Passive): Vito’s mercenaries gain +1 Damage (D) and +1 Armor (A) when fighting in close quarters, as his gang thrives in street combat.
8. The Nomads of the Sand Sea
Leader: Sultan Qamar al-Daesh
Theme: Desert-dwelling, caravan-based, and sand magic.
Damage (D): 4D
Armor (A): 5A
Movement (M): 7M
Notoriety (N): 6N
Abilities:
Sands of Time: Once per game, Qamar can use his sand magic to create a sandstorm. This reduces all enemies’ Movement (M) by 2 and increases his forces’ Armor (A) by 1 for one turn.
Caravan Resilience (Passive): All mounted or light cavalry units gain +1 Armor (A) and +1 Damage (D) while moving through desert terrain.
9. The Warborn Colossus
Leader: Titan King Trogax the Mountain-Shaker
Theme: Giant warriors, brute strength, and seismic forces.
Damage (D): 8D
Armor (A): 8A
Movement (M): 4M
Notoriety (N): 9N
Abilities:
Earthquake (Passive): Trogax can create an earthquake once per game, causing all enemies within a 6” radius to suffer -2 Armor (A) for one turn as the ground shifts beneath them.
Rising Fury: When Trogax takes damage, he gains +2 Damage (D) for one turn as he grows enraged, mimicking the might of the mountains.
10. The Mechanized Knights
Leader: Sir Ferris “The Silver Lance” Darnhelm
Theme: Knightly orders, mechanized warfare, and honor-bound leaders.
Damage (D): 7D
Armor (A): 6A
Movement (M): 5M
Notoriety (N): 7N
Abilities:
Silver Charge: Once per game, Sir Ferris can call a Silver Charge, granting all mounted or mechanized cavalry units a +2 Damage (D) bonus for one round.
Knightly Honor (Passive): All units under Ferris’s command gain +1 Armor (A) when fighting against enemies with a lower Notoriety (N), representing his honor in battle.
11. The Tyrant of the Abyss
Leader: Queen Azura the Drowned
Theme: Water-dwelling creatures, dark sorcery, and sea-based dominion.
Damage (D): 6D
Armor (A): 5A
Movement (M): 6M
Notoriety (N): 8N
Abilities:
Tidal Wrath: Once per game, Azura can summon a tidal wave that sweeps through the battlefield, pushing all enemies within 6” back by 3” and dealing 2D Damage (D).
Call of the Deep (Passive): All aquatic or sea creatures gain +1 Damage (D) and +1 Movement (M) when fighting near bodies of water.
12. The Ironclad Raiders
Leader: Captain Thorne Blackwind
Theme: Pirate fleets, naval combat, and treasure hunting.
Damage (D): 7D
Armor (A): 4A
Movement (M): 5M (on water), 3M (on land)
Notoriety (N): 6N
Abilities:
Shipwrecked Fury: Once per game, Thorne can call for a pirate raid, giving all his naval units +2 Damage (D) for one turn when fighting near water or docks.
Plunder (Passive): Thorne’s raiders can steal 1D from an enemy’s Notoriety (N) after defeating them in battle, representing his crew’s ruthless pillaging tactics.
13. The Blightborn Covenant
Leader: Archmage Morthal, Lord of Decay
Theme: Necromancy, disease, and corruption.
Damage (D): 5D
Armor (A): 4A
Movement (M): 4M
Notoriety (N): 7N
Abilities:
Plaguebringer: Once per game, Morthal can unleash a Plague Cloud, causing all enemies within a 3” radius to suffer -1 Armor (A) and take 1D Damage (D) each turn they remain within the cloud.
Death’s Embrace (Passive): All undead or corrupted units gain +1 Armor (A) and +1 Damage (D) when near Morthal or any necromantic artifact.
14. The Vanguard of the Unbroken Sky
Leader: Sky Marshal Tyrix Talonheart
Theme: Aerial combat, advanced technology, and sky battles.
Damage (D): 6D
Armor (A): 5A
Movement (M): 8M (in air), 3M (on land)
Notoriety (N): 7N
Abilities:
Aerial Dominance: Once per game, Tyrix can call for a skystrike, causing all aerial units to gain +2 Damage (D) and +1 Movement (M) for one turn.
Talon’s Reach (Passive): All aerial or flying units gain +1 Armor (A) and +1 Damage (D) when they are above a certain height, symbolizing Tyrix’s mastery of the skies.
15. The Fleshforge Legion
Leader: Commander Varek Ironflesh
Theme: Cybernetic enhancements, genetic engineering, and biological warfare.
Damage (D): 6D
Armor (A): 7A
Movement (M): 5M
Notoriety (N): 6N
Abilities:
Bio-Enhancement: Once per game, Varek can grant all cybernetic or augmented units +2 Damage (D) and +2 Armor (A) for one round.
Fleshforge (Passive): Any cybernetic or augmented unit that kills an enemy unit gains +1 Damage (D) and +1 Armor (A) for the rest of the battle.
16. The Flame of the Fallen Kingdom
Leader: Empress Illya the Inferno
Theme: Fire, rebirth, and royal bloodlines.
Damage (D): 7D
Armor (A): 5A
Movement (M): 5M
Notoriety (N): 8N
Abilities:
Inferno’s Wrath: Once per game, Illya can call down a blazing firestorm on any target area, dealing 3D Damage (D) to all enemy units within the zone and igniting them for 1 additional round of Damage (D).
Royal Flame (Passive): All fire-based or infernal units gain +1 Damage (D) and +1 Armor (A) when in Illya’s presence, as she embodies the eternal flame of her fallen kingdom.
Vehicles, Beasts, & More
Vehicles
1. The Iron Leviathan
Vehicle: Titan-Class Assault Tank
Theme: Heavy industry, brute force, and siege warfare.
Damage (D): 8D
Armor (A): 9A
Movement (M): 3M
Notoriety (N): 7N
Abilities:
Ground Shaker: Once per game, the tank can perform a seismic shockwave attack, causing all enemies within a 4” radius to suffer 2D Damage (D) and -1 Armor (A) for one round.
Heavy Armor (Passive): The Iron Leviathan’s Armor (A) is increased by +1 against ranged attacks, representing its nearly impenetrable hull.
2. The Scalding Phoenix
Vehicle: Flame-Winged Fighter Jet
Theme: Fire-based warfare, speed, and aerial superiority.
Damage (D): 7D
Armor (A): 5A
Movement (M): 10M
Notoriety (N): 6N
Abilities:
Flame Dive: Once per game, the fighter can dive at incredible speed to bomb an area, causing 3D Damage (D) to all units within a 2×2” area.
Blazing Tail (Passive): Any enemy that ends its turn within 2” of the Phoenix suffers 1D Damage (D) from the fiery afterburn.
3. The Dreadnought of the Deep
Vehicle: Kraken-Class Submarine
Theme: Underwater warfare, stealth, and lurking predators.
Damage (D): 6D
Armor (A): 7A
Movement (M): 4M (underwater)
Notoriety (N): 8N
Abilities:
Ambush (Passive): The Dreadnought can stay submerged until it strikes. It gains +2 Damage (D) when attacking from underwater, as it catches enemies off guard.
Tsunami Wave: Once per game, the Kraken can create a wave that forces enemies in a 4” radius to move 3” away and suffer 2D Damage (D).
4. The Stormrider
Vehicle: Hover-Combat Bike
Theme: Fast and agile, using high-tech hovercrafts for swift attacks.
Damage (D): 4D
Armor (A): 4A
Movement (M): 8M
Notoriety (N): 5N
Abilities:
Lightning Speed: Once per game, the Stormrider can perform a dash, moving up to 12” in a straight line, ignoring terrain obstacles and gaining +1 Damage (D) for any attack made after the dash.
Agile Assault (Passive): When this vehicle moves, it can make a free ranged or melee attack on an enemy within 2” of its path.
5. The Thunderstrike
Vehicle: Artillery Cannon
Theme: Long-range bombardment, area denial, and devastating artillery.
Damage (D): 9D
Armor (A): 6A
Movement (M): 2M
Notoriety (N): 6N
Abilities:
Explosive Barrage: Once per game, the Thunderstrike can fire a devastating shell, hitting a 3×3” area and dealing 4D Damage (D) to all units within.
Long Reach (Passive): The Thunderstrike ignores terrain penalties when attacking at long range and gains +1 Damage (D) for shots taken over 6” away.
6. The Sky Tyrant
Vehicle: Stealth Bomber
Theme: High-tech espionage, bombings, and precision strikes.
Damage (D): 6D
Armor (A): 5A
Movement (M): 6M
Notoriety (N): 7N
Abilities:
Stealth Mode (Passive): The Sky Tyrant can remain hidden for one round, granting it invisibility and preventing attacks on it until it strikes.
Precision Bombing: Once per game, it can drop a targeted bomb on a 2×2” area, causing 3D Damage (D) and forcing enemies to re-roll their Armor (A).
7. The Frostbeast
Vehicle: Frozen Tank Destroyer
Theme: Cold-based warfare, ice and frost, slow but deadly.
Damage (D): 7D
Armor (A): 8A
Movement (M): 3M
Notoriety (N): 6N
Abilities:
Frost Cannon: Once per game, the tank can unleash a blizzard that reduces all enemies in a 3” radius to -1 Movement (M) for the next round.
Frozen Core (Passive): Any enemy that attacks the Frostbeast with melee weapons suffers 1D Damage (D) as it retaliates with icy spikes.
8. The Steel Horse
Vehicle: Mecha Warhorse
Theme: Mechanized cavalry, heavy-hitting charges, and shock tactics.
Damage (D): 6D
Armor (A): 5A
Movement (M): 7M
Notoriety (N): 6N
Abilities:
Galloping Charge: Once per game, the Steel Horse can perform a charge, gaining +2 Damage (D) and +2 Movement (M) for one round as it tramples enemies.
Mounted Resilience (Passive): The Steel Horse gains +1 Armor (A) when fighting alongside any cavalry or mounted units.
9. The Warship of the Sky
Vehicle: Battleship-Class Airship
Theme: Naval warfare meets the sky, massive bombers, and artillery platforms.
Damage (D): 8D
Armor (A): 7A
Movement (M): 4M (in the air)
Notoriety (N): 8N
Abilities:
Aerial Bombardment: Once per game, the airship can fire a massive bomb dealing 4D Damage (D) over a 4×4” area.
Sky Fortress (Passive): The Warship of the Sky can defend itself by deploying anti-air turrets, which automatically hit any flying enemy within 3” with 2D Damage (D).
10. The Tombcrusher
Vehicle: Necrotic Siege Beast
Theme: Necromancy, death, and biological siege engines.
Damage (D): 9D
Armor (A): 6A
Movement (M): 4M
Notoriety (N): 7N
Abilities:
Corpse Wave: Once per game, the Tombcrusher can summon an army of the dead to fight for it. All undead units within a 4” radius are summoned to fight under the Tombcrusher’s control for one turn.
Rotten Shell (Passive): Enemies attacking the Tombcrusher with ranged attacks suffer -1 Damage (D) due to the toxic aura emanating from the vehicle.
Examples of
DAMN Vehicles
| Vehicle Name | Damage (D) | Armor (A) | Movement (M) | Notoriety (N) |
| Titan-Class Assault Tank | 8D | 9A | 3M | 7N |
| Flame-Winged Fighter Jet | 7D | 5A | 10M | 6N |
| Kraken-Class Submarine | 6D | 7A | 4M | 8N |
| Hover-Combat Bike | 4D | 4A | 8M | 5N |
| Artillery Cannon | 9D | 6A | 2M | 6N |
| Stealth Bomber | 6D | 5A | 6M | 7N |
| Frozen Tank Destroyer | 7D | 8A | 3M | 6N |
11. The Scorched Wyrm
Vehicle: Dragon-Class Flame Tank
Theme: Fire-based warfare, dragon-inspired designs, and overwhelming destruction.
Damage (D): 7D
Armor (A): 6A
Movement (M): 4M
Notoriety (N): 8N
Abilities:
Flame Breath: Once per game, the Scorched Wyrm can unleash a fireball breath attack, dealing 3D Damage (D) in a 3×3” area in front of it.
Dragon’s Fury (Passive): Whenever the Scorched Wyrm takes damage, it retaliates with a fire burst, dealing 1D Damage (D) to all enemies within 2” of it.
12. The Sky Reaver
Vehicle: Reaver-Class Stealth Fighter
Theme: Advanced stealth technology, high-speed precision strikes.
Damage (D): 6D
Armor (A): 5A
Movement (M): 9M
Notoriety (N): 7N
Abilities:
Stealth Strike: Once per game, the Sky Reaver can become invisible for one turn, allowing it to make an attack with +2 Damage (D) while hidden.
Afterburner (Passive): The Sky Reaver can ignore terrain penalties and gain +1 Movement (M) whenever it flies over enemy units.
13. The Craghammer
Vehicle: Rock-Layered Siege Tank
Theme: Heavy artillery, geological warfare, and unrelenting bombardment.
Damage (D): 8D
Armor (A): 8A
Movement (M): 3M
Notoriety (N): 6N
Abilities:
Earth Shatter: Once per game, the Craghammer can fire a massive seismic shot that causes 4D Damage (D) and stuns all enemies in a 3” radius for one turn.
Mountain Form (Passive): The Craghammer’s Armor (A) increases by +2 when near terrain or structures, as it blends into the environment and becomes harder to damage.
14. The Hand of God
Vehicle: Solar Orbital Beam
Theme: Solar-powered weaponry, orbital bombardment, and futuristic energy weapons.
Damage (D): 9D
Armor (A): 5A
Movement (M): 0M (stationary)
Notoriety (N): 9N
Abilities:
Solar Barrage: Once per game, the HoG can target an area up to 12” away and fire a laser blast, dealing 5D Damage (D) to all units within a 4×4” area.
Solar Overload (Passive): When the HoG fires, it shocks all units in a 1” radius, causing 1D Damage (D) to any units near it.
15. The Hammer of Gaia
Vehicle: Nature-Based Mechanical Beast
Theme: Earth, nature, and defensive fortress warfare.
Damage (D): 6D
Armor (A): 7A
Movement (M): 4M
Notoriety (N): 5N
Abilities:
Nature’s Wrath: Once per game, the Hammer of Gaia can slam the ground, sending roots and vines into the battlefield, reducing enemies’ Movement (M) by 3” and causing 2D Damage (D).
Regenerative Core (Passive): Once per turn, the Hammer of Gaia can heal 1D Damage (D) due to its connection with the natural world.
16. The Ghost Wave
Vehicle: Spectral Ghost Ship
Theme: Undead, spectral, and ethereal warfare on the seas.
Damage (D): 5D
Armor (A): 6A
Movement (M): 4M (water only)
Notoriety (N): 8N
Abilities:
Haunting Presence: Once per game, the Ghost Wave can pass through terrain or obstacles, becoming ethereal for one turn and allowing it to ignore enemy Armor (A).
Phantom Crew (Passive): When the Ghost Wave is within 3” of undead units, it gains +1 Damage (D) for every undead unit present.
17. The Devourer
Vehicle: Bioengineered Siege Beast
Theme: Biological warfare, monstrous creatures, and unrelenting siege tactics.
Damage (D): 8D
Armor (A): 7A
Movement (M): 5M
Notoriety (N): 7N
Abilities:
Bio-Cannon: Once per game, the Devourer can fire a bio-plasma burst, dealing 4D Damage (D) and reducing the target’s Armor (A) by 1 for one turn.
Flesh Consuming (Passive): The Devourer heals 1D Damage (D) for every enemy unit it destroys in melee combat, feeding off its foes.
18. The Storm Surge
Vehicle: Electric Mech War Machine
Theme: Electrical power, mech suits, and lightning-based weaponry.
Damage (D): 7D
Armor (A): 5A
Movement (M): 6M
Notoriety (N): 6N
Abilities:
Thunderstrike: Once per game, the Storm Surge can release a lightning strike, dealing 3D Damage (D) to all enemy units within 3” of it.
Static Field (Passive): All enemies within 2” of the Storm Surge suffer -1 Armor (A) due to the electrical field surrounding it.
19. The Crimson Vortex
Vehicle: Advanced Flying Assault Tank
Theme: Advanced technology, air-ground hybrid warfare, and devastating aerial bombardments.
Damage (D): 6D
Armor (A): 5A
Movement (M): 8M (flying)
Notoriety (N): 7N
Abilities:
Vortex Strike: Once per game, the Crimson Vortex can deploy a gravity bomb that creates a vortex, pulling in all enemy units within 3” and dealing 3D Damage (D).
Hover Shield (Passive): While flying, the Crimson Vortex gains +1 Armor (A), representing its advanced anti-gravity tech.
20. The Vile Serpent
Vehicle: Poisonous Bio-Tank
Theme: Poisonous warfare, biological toxins, and serpentine design.
Damage (D): 6D
Armor (A): 5A
Movement (M): 5M
Notoriety (N): 6N
Abilities:
Toxic Spit: Once per game, the Vile Serpent can spit poison at a target, causing 2D Damage (D) and poisoning them, reducing their Movement (M) by 2” for two turns.
Venomous Aura (Passive): Any unit that ends its turn within 3” of the Vile Serpent takes 1D Damage (D) from its toxic fumes.
Examples of Vehicles
| Vehicle Name | Damage (D) | Armor (A) | Movement (M) | Notoriety (N) |
| Dragon-Class Flame Tank | 7D | 6A | 4M | 8N |
| Reaver-Class Stealth Fighter | 6D | 5A | 9M | 7N |
| Rock-Layered Siege Tank | 8D | 8A | 3M | 6N |
| Solar Orbital Beam | 9D | 5A | 0M | 9N |
| Nature-Based Mechanical Beast | 6D | 7A | 4M | 5N |
| Spectral Ghost Ship | 5D | 6A | 4M | 8N |
Beasts of Note
1. The Thunderbeast
Beast: Lightning-infused Titan Beast
Theme: Electrical energy, storms, and overwhelming power.
Damage (D): 8D
Armor (A): 7A
Movement (M): 6M
Notoriety (N): 9N
Abilities:
Thunderclap: Once per game, the Thunderbeast can release a shockwave that deals 3D Damage (D) to all enemies within 4” and stuns them for one turn.
Electric Aura (Passive): Any enemy within 2” of the Thunderbeast suffers 1D Damage (D) due to the constant electrical charge surrounding it.
2. The Bloodfang
Beast: Werewolf Beast
Theme: Cursed, ferocious, and relentless.
Damage (D): 6D
Armor (A): 5A
Movement (M): 8M
Notoriety (N): 7N
Abilities:
Ravage: Once per game, the Bloodfang can perform a devastating leap, making a 6” charge and gaining +2 Damage (D) for one attack.
Lunar Fury (Passive): During nighttime or in dark terrain, the Bloodfang gains +1 Damage (D) and +1 Armor (A).
3. The Abyssal Serpent
Beast: Gigantic Underwater Serpent
Theme: Sea monster, deep abyssal hunter.
Damage (D): 7D
Armor (A): 6A
Movement (M): 5M (water only)
Notoriety (N): 8N
Abilities:
Venomous Strike: Once per game, the Abyssal Serpent can bite and poison an enemy, causing 3D Damage (D) and reducing their Movement (M) by 3” for one round.
Deep Dive (Passive): The Serpent can submerge and move 3” through any water terrain without taking Damage (D) from attacks.
4. The Inferno Hound
Beast: Fire-breathing Hellhound
Theme: Demonic, fire-wielding beast of terror.
Damage (D): 6D
Armor (A): 5A
Movement (M): 7M
Notoriety (N): 6N
Abilities:
Fire Breath: Once per game, the Inferno Hound can breathe fire, causing 4D Damage (D) in a 3×3” area in front of it.
Hellish Charge (Passive): When the Inferno Hound moves, it deals 1D Damage (D) to any enemies it moves past in melee range.
5. The Frostbear
Beast: Frost-Wielding Bear
Theme: Ice and cold, overwhelming strength, and resilience.
Damage (D): 6D
Armor (A): 8A
Movement (M): 5M
Notoriety (N): 7N
Abilities:
Chilling Roar: Once per game, the Frostbear can let out a freezing roar, reducing all enemies within a 3” radius to -2 Movement (M) for one round.
Icy Fur (Passive): The Frostbear gains +1 Armor (A) whenever it is attacked by a melee or ranged weapon that deals fire-based damage.
6. The Earthshaker
Beast: Titanic Rock-Eating Behemoth
Theme: Earthquake-producing, mountainous beast.
Damage (D): 9D
Armor (A): 8A
Movement (M): 4M
Notoriety (N): 8N
Abilities:
Seismic Slam: Once per game, the Earthshaker can slam the ground, causing all enemies within 4” to be knocked prone and take 3D Damage (D).
Rockskin (Passive): The Earthshaker gains +2 Armor (A) while standing on rocky terrain or structures.
7. The Vengeful Phoenix
Beast: Flaming Immortal Bird
Theme: Fire and rebirth, coming back stronger.
Damage (D): 7D
Armor (A): 6A
Movement (M): 8M
Notoriety (N): 7N
Abilities:
Phoenix Rebirth: Once per game, when the Phoenix is killed, it will immediately reborn from its ashes with half of its full Health and deal 2D Damage (D) to enemies within 3” of where it was slain.
Flame Wings (Passive): The Phoenix can deal fire damage to any enemy it flies over, causing 1D Damage (D) for each enemy unit it passes.
8. The Night Stalker
Beast: Stealthy Shadow Panther
Theme: Stealth, speed, and assassinations.
Damage (D): 6D
Armor (A): 4A
Movement (M): 10M
Notoriety (N): 6N
Abilities:
Shadow Strike: Once per game, the Night Stalker can make a silent attack, gaining +2 Damage (D) and ignoring Armor (A) for that attack.
Night Vision (Passive): The Night Stalker can see through concealment and invisibility while in dark or shadowed areas.
9. The Stonehide Mammoth
Beast: Ancient Mammoth with Rock-like Skin
Theme: Massive size, resilience, and earth-shaking strength.
Damage (D): 8D
Armor (A): 9A
Movement (M): 4M
Notoriety (N): 7N
Abilities:
Earthquake Stomp: Once per game, the Stonehide Mammoth can stomp the ground, causing 2D Damage (D) and stunning all enemies within 3” for one turn.
Stoneform (Passive): The Mammoth gains +1 Armor (A) for every adjacent earth or rock terrain.
10. The Solar Lion
Beast: Golden Radiant Lion
Theme: Sun, light, and pride.
Damage (D): 7D
Armor (A): 6A
Movement (M): 7M
Notoriety (N): 6N
Abilities:
Solar Roar: Once per game, the Solar Lion can emit a blinding roar, causing all enemies within 3” to lose their action for one round.
Sunlight Aura (Passive): While in sunlight, the Solar Lion gains +1 Damage (D) and Armor (A) for each turn it remains in bright light.
11. The Moonfang Wolf
Beast: Lunar-empowered Wolf
Theme: Night, the hunt, and the moon’s power.
Damage (D): 5D
Armor (A): 5A
Movement (M): 9M
Notoriety (N): 5N
Abilities:
Lunar Howl: Once per game, the Moonfang Wolf can howl to rally its allies, increasing their Damage (D) by 1 for one turn.
Night Hunter (Passive): The Moonfang Wolf gains +2 Movement (M) and +1 Damage (D) at night or in low-light conditions.
12. The Stonewing Gryphon
Beast: Flying Beast with Stone Wings
Theme: Hybrid of earth and sky, powerful aerial attacks.
Damage (D): 7D
Armor (A): 6A
Movement (M): 8M (flying)
Notoriety (N): 6N
Abilities:
Stone Plummet: Once per game, the Gryphon can dive to the ground, causing 4D Damage (D) in a 3×3” area as it lands with immense force.
Stone Wings (Passive): While flying, the Gryphon’s Armor (A) increases by +2
Weapons
Pistol
Damage: 2D
Armor Penetration: 1D
Range: 6″ (Short range)
Point Cost: 4 points
Description: A standard semi-automatic handgun. It’s effective at close range but not powerful at distance. Ideal for personal defense.
Special: Can be used in a quick reaction action to defend against melee attacks.
Rifle
Damage: 4D
Armor Penetration: 2D
Range: 12″ (Medium range)
Point Cost: 8 points
Description: A reliable, long-range firearm with decent stopping power.
Special: Can make a precise shot. When taking a shot from long range (8″ or more), gain +1 success to damage.
Shotgun
Damage: 6D (Area Effect)
Armor Penetration: 1D
Range: 4″ (Close range)
Point Cost: 10 points
Description: A wide-spreading blast that hits multiple targets in close range.
Special: When attacking a group of enemies in close proximity, roll for additional targets within 1″ of the original target.
Grenades
Damage: 5D (Area Effect)
Armor Penetration: 2D
Range: 10″ (Thrown range)
Point Cost: 6 points
Description: Throwable explosives with a significant blast radius. Can damage multiple enemies.
Special: Upon impact, deal damage to all targets in a 2″ radius. Armor can reduce the damage.
Flamethrower
Damage: 7D
Armor Penetration: 1D
Range: 5″ (Short range)
Point Cost: 12 points
Description: A high-intensity fire weapon that can deal damage over time.
Special: Targets hit must make a resistance roll to avoid being burned, taking 1D damage per round until they take cover or extinguish the fire.
Rocket Launcher
Damage: 10D (Area Effect)
Armor Penetration: 3D
Range: 18″ (Long range)
Point Cost: 20 points
Description: A heavy weapon designed for anti-tank or large beast attacks.
Special: Direct hit on a vehicle or large beast can cause an instant destruction roll.
Armor
Light Armor
Armor Value: 3A
Point Cost: 6 points
Description: Light body armor providing minimal protection. Common among scouts and lighter troops.
Special: Reduces incoming damage from basic attacks by 3. Doesn’t slow down movement.
Heavy Armor
Armor Value: 5A
Point Cost: 12 points
Description: Full-body armor that offers substantial protection but limits mobility.
Special: Reduces incoming damage from all sources by 5. Movement is reduced by 1″ per turn.
Power Armor
Armor Value: 7A
Point Cost: 18 points
Description: High-tech suit designed for maximum protection and enhanced strength.
Special: Provides significant resistance to all damage and grants +1M (Movement). Use of heavy weapons becomes more efficient.
Misc. Vehicles
Light Armored Transport
Armor Value: 3A
Movement: 4″ (Land or Sea)
Point Cost: 12 points
Description: A lightly armored transport vehicle, capable of carrying troops.
Special: Can carry up to 4 soldiers. Troops inside are protected from ranged fire but cannot attack while inside.
Tank
Armor Value: 6A
Movement: 2″ (Land)
Point Cost: 20 points
Description: A heavily armored and armed tank with formidable firepower.
Special: Deals 8D damage in close combat, and its treads allow it to flatten or push aside obstacles in its path.
Artillery
Armor Value: 2A
Movement: 1″ (Land)
Point Cost: 18 points
Description: Long-range artillery for bombarding enemy positions.
Special: Deals 8D damage in a 2×2″ area. Must stay stationary to fire.
Special Equipment
Medkit/Phoenix Potion
Effect: Heals 2D damage
Point Cost: 4 points
Description: A portable medical kit for field use.
Special: Can be used once per game to heal 2D worth of damage to one friendly unit. Cannot heal critical injuries or special conditions.
Smoke Grenade
Effect: Blocks line of sight within 3″
Point Cost: 3 points
Description: A grenade that creates a thick smoke screen to obscure vision.
Special: Blocks sight, causing all ranged attacks to miss against units within the smoke.
Combat Knife
Damage: 1D
Armor Penetration: 0D
Point Cost: 2 points
Description: A small but effective weapon for close combat.
Special: Allows a swift melee attack. Can be used to silently take out enemies in stealth mode if they have 3 or fewer health.
Jetpack
Movement: +4″ (Vertical movement only)
Point Cost: 10 points
Description: A compact jet propulsion device for short bursts of vertical movement.
Special: Allows vertical movement up to 4″. Great for reaching higher ground or avoiding melee attacks.
Energy Shield
Armor Value: 4A (Temporary Shield)
Point Cost: 8 points
Description: An energy shield that can absorb incoming damage for a limited time.
Special: The shield lasts for 1 round, and blocks 4D damage from all sources. After use, it must recharge.
Beast Weapons and Armor
Venomous Bite (Beast Only)
Damage: 5D (Poison)
Point Cost: 12 points
Description: A venomous bite that deals ongoing damage.
Special: Targets hit by the bite must pass a resistance roll to avoid being poisoned and taking 1D damage per turn until cured.
Claws
Damage: 3D
Point Cost: 8 points
Description: Sharp claws for melee combat.
Special: Increases the chance to strike first in melee combat, granting +1M for all melee attacks.
Tough Hide
Armor Value: 5A
Point Cost: 10 points
Description: Natural armor that protects against most attacks.
Special: Reduces incoming damage by 5, but makes it harder to move, reducing speed by 1″.
Weapons Table
| Weapon | Damage | Armor Penetration | Range | PC | Special Effects |
| Pistol | 2D | 1D | 6″ Short | 8 | Quick reaction defense against melee attacks |
| Rifle | 4D | 2D | 12″ Med | 8 | +1 success on long-range attacks (8″ or more) |
| Shotgun | 6D Area | 1D | 4″ Close | 10 | Deals damage to multiple targets in close proximity |
| Grenades | 5D Area | 2D | 10″ Thrown | 6 | Deals area damage in 2″ radius |
| Flame thrower | 7D | 1D | 5″ Short | 12 | Deals ongoing burn damage until extinguished |
| Rocket Launcher | 10D Area | 3D | 18″ Long | 20 | Instant destruction on vehicles or large beasts |
Armor Table
| Armor | Armor Value | Move | PC | Special Effects |
| Light Armor | 3A | – | 6 | Reduces incoming damage by 3, no movement penalty |
| Heavy Armor | 5A | -1″ | 6 | Reduces incoming damage by 5, movement penalty of 1″ |
| Power Armor | 7A | +1M | 6 | Reduces damage by 7, +1 Movement, improves heavy weapon use |
Vehicles
| Vehicle | Armor Value | Movement | PC | Special Effects |
| Light Armored Transport | 3A | 4″ Land or Sea | 12 | Carries up to 4 soldiers, protects troops inside from ranged fire |
| Tank | 6A | 2″ Land | 20 | Deals 8D damage in close combat, flattens obstacles |
| Artillery | 2A | 1″Land | 18 | Deals 8D damage in 2×2″ area, must stay stationary to fire |
Special Equipment
| Equipment | Effect | PC | Special Effects |
| Medkit | Heals 2D damage | 4 | Heals 2D damage to one friendly unit once per game |
| Smoke Grenade | Blocks line of sight within 3″ | 3 | Blocks ranged attacks and vision for all units within the smoke |
| Combat Knife | 1D damage | 2 | Swift melee attack, used in stealth to silently take out enemies |
| Jetpack | +4″ Vertical movement | 10 | Allows vertical movement up to 4″, useful for higher ground or escapes |
| Energy Shield | 4A (Temporary Shield) | 8 points | Absorbs 4D damage for 1 round, after which it recharges |
Beast Weapons and Armor
| Beast Equipment | Damage | Armor Value | PC | Special Effects |
| Venomous Bite | 5D (Poison) | – | 12 | Targets must pass resistance to avoid poison damage (1D per round) |
| Claws | 3D | – | 8 | Increases melee strike chance, adds +1M for all melee attacks |
| Tough Hide | – | 5A | 10 | Reduces incoming damage by 5, movement penalty of 1″ |
Soldier Types
| Soldier Type | DAMN | Gear | PC | Special Abilities |
| HQ Officer | 5D / 5A / 0M / 5N | Pistol, Light Armor | 15 | Command Aura: Grants +1D to all friendly units within 6″ for 1 round |
| Tank Crew | 6D / 5A / 2M / 2N | Tank, Heavy Armor, Communication Kit | 18 | Tank Driver: Can operate and repair any tank unit |
| Artillery Specialist | 8D / 2A / 0M / 2N | Artillery, Light Armor | 16 | Bombard: Can deal 8D damage in a 2×2″ area with artillery strikes |
| Heavy Infantry | 4D / 4A / 4M / 3N | Rifle, Heavy Armor, Grenades | 14 | Fortified Defense: +2A when in defensive positions (cover) |
| Light Infantry | 2D / 2A / 1M / 1N | Rifle, Light Armor | 8 | Rapid Fire: Can make 2 attacks in the same turn (split damage) |
| Veteran Soldier | 3D / 3A / 1M / 2N | Rifle, Medium Armor | 10 | Tactical Advantage: Re-roll any failed attack once per battle |
| Special Forces | 4D / 3A / 5M / 3N | SMG, Light Armor, Grenades | 12 | Stealth: May move without triggering enemy attacks in line of sight |
| Sniper | 5D / 2A / 0M / 3N | Sniper Rifle, Light Armor | 12 | Long Range Strike: +1D damage on attacks over 8″ |
| Assault Trooper | 4D / 3A / 4M / 2N | Assault Rifle, Medium Armor | 11 | Charge: Double movement when charging an enemy (must be in melee range) |
| Medic | 3D / 2A / 3M / 4N | Medkit, Light Armor | 9 | Healing Touch: Heals 2D damage to a friendly unit once per round |
| Engineer | 2D / 3A / 3M / 2N | Tools, Light Armor | 8 | Construction: Can fortify defensive positions (add 2A to cover) |
| Scout | 3D / 2A / 5M / 2N | SMG, Light Armor, Binoculars | 9 | Recon: Can reveal enemy units within 8″ of their position |
| Heavy Weapons Expert | 5D / 3A / 2M / 2N | Rocket Launcher, Heavy Armor | 14 | Explosive Ordinance: Can use area-of-effect weapons (Grenades/Rockets) |
| Lancer | 3D / 4A / 5M / 1N | Spear, Light Armor | 10 | Charge: +1M during a charge and deals +1D damage during melee |
| Air Assault Soldier | 4D / 3A / 5M / 3N | Jetpack, SMG, Light Armor | 16 points | Aerial Attack: Can bypass terrain and attack from above (ignores cover) |
| Beast Rider | 4D / 3A / 4M / 3N | Beast, Spear, Light Armor | 15 points | Beast Companion: Uses beast abilities in combat (claws, bite, etc.) Can ride and heal all Beasts. |
| Marine | 5D / 3A / 3M / 3N | Rifle, Medium Armor, Grenades | 12 points | Suppressive Fire: Causes enemy units to suffer -1M when within 6″ |
| Xeno Hunter | 4D / 2A / 4M / 2N | Alien Blaster, Light Armor | 11 points | Alien Resistance: +1A against non-human creatures |
| Zealot | 5D / 2A / 3M / 4N | Blade, Heavy Armor | 13 points | Righteous Fury: +1D when attacking enemy leaders or high-ranking units |
Key to Abilities
Command Aura: HQ Officers provide a morale boost to nearby units, making them more effective in battle. This bonus applies only once per round.
Tank Driver: Tank crews can repair tanks and operate them effectively. This special ability lets them recover 1D damage to tanks each turn.
Bombard: Artillery specialists can attack large areas, dealing heavy damage. The area of attack is 2×2″ with no armor or defense.
Fortified Defense: Heavy Infantry excels in defense, taking reduced damage when they are in defensive positions such as behind cover.
Rapid Fire: Light Infantry units can double their output by making two attacks in a single turn, albeit with a split damage roll.
Tactical Advantage: Veterans can assess the battlefield and adapt, rerolling failed attacks once per battle to maximize their combat efficiency.
Stealth: Special Forces can move without triggering attacks from enemy units, effectively staying hidden until they strike.
Long Range Strike: Snipers are masters of precision, dealing extra damage on long-range shots that exceed 8″.
Charge: Assault Troopers can charge their enemies, doubling their movement speed and adding additional damage when attacking in melee range.
Healing Touch: Phoenix/Medics can heal wounded units during battle, restoring 2D of damage to a friendly unit.
Construction: Engineers can build defensive structures to protect their side, adding 2A to any unit behind their barricades.
Recon: Scouts can reveal enemy units hidden within a specific range, giving a tactical advantage to their team.
Explosive Ordinance: Heavy Weapons Experts are skilled in handling explosives, especially in area-of-effect scenarios.
Aerial Attack: Air Assault Soldiers can move above obstacles and bypass cover, making them a powerful addition to any army.
Beast Companion: Beast Riders can use their mounted creatures to attack and utilize unique animal abilities in combat.
Suppression Fire: Marines suppress enemy movement, forcing nearby enemy units to suffer reduced movement when under fire.
Alien Resistance: Xeno Hunters are particularly effective against alien or non-human creatures, gaining combat advantage against them.
Righteous Fury: Zealots fight with unwavering resolve and increase their damage output when facing enemy leaders or elite units.
Q&A
Q: If you don’t have a GM who sets up terrain, Beasts, Etc?
A: Each player takes turns setting up the battle, placing terrain, beasts, etc.
Q: How do I get miniatures for the game?
A: Use miniatures from other games, kit bash some 1/56 scale models, use toy cars, bits from O scale train decor, or what ever you think looks cool.
Thank you for buying this game, it means a lot.
-DB Spitzer
