Your First Game

Two squads fight through the dead levels of a collapsing arcology, where a wired connection is sacred and going wireless is heresy. This page teaches you one full game from nothing. It covers only what you need and links to the full rules for the rest. Grab a friend and some dice.

What You Need

Print the Quick Reference The Quick Reference fits the whole game (stats, actions, combat, the hostile table) onto two pages. Open it on a phone or print it (Ctrl+P / Cmd+P) and keep it at the table while you play.

The Game in 60 Seconds

Dice Tiers (DT) Every attribute is a tier: 2d4, 2d6, 2d8, 2d10, 2d12. You always roll two dice of that size and add them. A +1 DT bumps you up one size, a -1 DT drops you down one. In a contest, both sides roll and add: highest total wins. On a tie, the smaller dice win (a 2d6 beats a 2d8); on the same size, reroll. (Full breakdown: Core Mechanics.)

Players alternate pulling activation tokens from a bag. The side you draw activates one model: it takes a Move and an Action, in either order, moving up to its Move in inches. To attack, roll your Combat against the target's Defense: win, and you roll the weapon's damage (full rules in Attack Resolution; a maxed damage die opens a Critical Hit).

The only Actions you need today: Attack, Move Again, Interact (use a marker within 1"), Search (a Loot Marker within 1"), Interrogate (a Coworker within 1"), and Disengage (leave melee safely). See the Rulebook for the rest.

Pick Your Squad

Hand one squad to each player. Both cost 60 subs (12 per model) and are ready to field. Want to build your own next time? Use the Squad Builder. Every weapon and piece of armor lives in Weapons & Armor.

Compliance TeamBrawler: hits hard up close
Boss 12 subs
HP 16Move 4"Com 2d8Def 2d6Wit 2d6
Needle Gun (d4 Toxic, Ranged, +1 vs wounded), Shiv (d4 Toxic, Melee, +1 vs wounded), Flak Wrap (armor 1)
Brute 12 subs
HP 14Move 3"Com 2d8Def 2d6Wit 2d4
Sword (d6+1 Bladed, Melee), Mesh Wrap (armor 1). Can wear Heavy armor
Zealot 12 subs
HP 12Move 5"Com 2d8Def 2d4Wit 2d6
Injector (d6 Toxic, Melee), Knife (d4 Bladed, Melee). +1 DT vs 2+ enemies, melee only
Veteran 12 subs
HP 13Move 4"Com 2d6Def 2d6Wit 2d6
Pistol (d4 Projectile, Ranged), Shiv (d4 Toxic, Melee, +1 vs wounded), Lining (armor 1). Tougher when hurt
Gunner 12 subs
HP 14Move 4"Com 2d8Def 2d6Wit 2d4
Laser (d6 Energy, Ranged, +1 DT if it did not move), Knife (d4 Bladed, Melee), Medium armor
Recovery CrewSkirmisher: speed, guns, and a sharp interrogator
Boss 12 subs
HP 16Move 4"Com 2d8Def 2d6Wit 2d6
Needle Gun (d4 Toxic, Ranged, +1 vs wounded), Shiv (d4 Toxic, Melee, +1 vs wounded), Flak Wrap (armor 1)
Scout 12 subs
HP 12Move 6"Com 2d6Def 2d4Wit 2d8
Arc Pistol (d4 Static, Ranged, no fumbles), Light Vest (armor 1). Free Disengage
Gunner 12 subs
HP 14Move 4"Com 2d8Def 2d6Wit 2d4
Laser (d6 Energy, Ranged, +1 DT if it did not move), Knife (d4 Bladed, Melee), Medium armor
Agent 12 subs
HP 14Move 4"Com 2d4Def 2d6Wit 2d8
Pistol (d4 Projectile, Ranged), Sword (d6 Bladed, Melee). Re-roll failed Wits tests
Veteran 12 subs
HP 13Move 4"Com 2d6Def 2d6Wit 2d6
Pistol (d4 Projectile, Ranged), Shiv (d4 Toxic, Melee, +1 vs wounded), Lining (armor 1). Tougher when hurt

The Mission: Extraction

Briefing A data-slate surfaced in a dead drop near Junction Null. Both crews got the tip. The data-slate holds Department records worth more than anyone here earns in a cycle.

The data-slate sits at the center of the board. A model within 1" spends an Interact to pick it up. While carrying it, that model moves at half Move (round down) and cannot Disengage; an Engaged model cannot pick it up. If the carrier goes Out of Action or Flee, the data-slate drops where it stood (or at the board edge if it fled off the table), and any model can grab it again with Interact. The Feral Crews ignore the data-slate. (Engaged, Flee and Out of Action are defined in the Rulebook.)

Victory: carry the data-slate off your own deployment edge. If neither side extracts it by game end, the side holding it wins; if no one holds it, the side with the most surviving models wins (tie: the Defender). The winner gains +1 Lead, and whoever holds the data-slate at the win gains +1 Merit.

Set Up the Board

A full game sets up using the Campaign tables (deployment, loot, coworkers, hostile timing). For your first game, use this fixed, simple version. The randomized setup lives in the Campaign rules and the Scenario generator.

  1. Lay terrain across the 2 foot by 2 foot table (see the note below the map).
  2. Decide sides. With no campaign record yet, flip a coin: one player is the Aggressor, the other the Defender.
  3. Boss roll-off. Both players roll their Boss's Wits. The winner is First Player for the rest of setup.
  4. Place the markers. The Defender puts the objective (the data-slate) at the center, lays 4 Loot Markers in an even line across the board through the center, and places three Coworkers (Data Clerk) within 3" of the center.
  5. Deploy. First Player picks a table edge; the other takes the opposite edge. Starting with the Second Player, alternate placing one model at a time within your own edge.
  6. First draw. First Player draws the first activation token. Set the Feral Crews aside: their first wave arrives at the start of Round 2.
6"6"12"12"18"18"1234AggressorDefenderCoworker zone5"5"5"5"3"
Extraction. Deploy along the top (Aggressor) and bottom (Defender) edges. The data-slate objective (gold bullseye) sits at the center, inside the Coworkers' 3" zone. The four Loot Markers (1 to 4) run evenly across the centerline. The Feral Crews spawn on a random side edge (here, the left) in two waves.

Open this exact mission in the Scenario generator

Keep open lanes under 12" Arrange terrain so no clear line of sight runs longer than 12" across open ground. That keeps models in cover and stops the game from collapsing into a shoot-out across an empty table. If you have a clear line of sight from one edge to the other, add more scenery in between.

The Coworker

Three terrified Department workers (Coworkers: Data Clerks) huddle within 3" of the objective. They mostly wait it out: their group takes its own token draw and usually does nothing. They give you two things to do. A model within 1" of the data-slate spends an Interact to grab it. A model within 1" of a Coworker spends an Interrogate. A model takes one Action per activation, but your squad can do both across the game: these are not either/or.

Coworkers: Data Clerk 3 (one group), within 3" of center
HP 10Move 5"Com 2d4Def 2d6Wit 2d8
Stun Gun (d4 Energy, Ranged). A nervous civilian: mostly hides, fights only if cornered.

How they act. The Coworkers are one group with their own token. When you draw it, roll once and the whole group does the same thing.

d6 No line of sight Has line of sight Engaged
1 to 4 Wait Wait Wait
5 Cooperate Cooperate Cooperate
6 Patrol Patrol Flee

Grab the data-slate

Spend an Interact on the objective and run it home: the fastest path to the win.

Interrogate

Spend an Interrogate on a Coworker: roll your Wits (+1 DT if the Coworker is wounded) against their Wits 2d8. Succeed and the Coworker is removed from the board, secrets pulled loose. The Recovery Crew's high Wits makes it good at this; the Compliance Team would rather just grab and go.

You do not need the Coworker to win. But interrogating them is how a campaign begins: secrets become Evidence, and Evidence opens the arcology's worst doors. None of that is tracked in a one-off game. The Campaign rules start from there.

Loot

Four Loot Markers run across the middle of the board, the data-slate among them. A model within 1" of one (and not Engaged) can spend a Search: roll Wits vs 2d6. Succeed, remove the marker, and roll a d20 on the Search table for what you find: subs, a random weapon, a grenade or consumable, or campaign Evidence and Leads. In a one-off game the subs and campaign rewards are just bragging rights, but a grenade or consumable you can use on the spot. (Full table: Search.)

The Enemy: Feral Crews

Once-human workers gone feral: their skin stained green over generations of drinking the coolant that leaks from the cooling systems above (water is subscription-only). They are an uncontrolled third side, ignoring your objectives and attacking whoever is closest. They hit in two waves: three Gunners in Round 2, then their Boss in Round 4. (Full faction: Feral Crews.)

Gunner Round 2 (Normal): 3 of them
HP 10Move 4"Com 2d6Def 2d6Wit 2d4
Slug Gun (d6 Projectile, Ranged)
Boss Round 4 (Elite): 1, the scarred leader
HP 14Move 4"Com 2d10Def 2d6Wit 2d6
Crush Fist (d10 Blunt, Melee)

How they act. Each wave arrives at the start of its round on a random board edge that neither player deployed on, as close to the center as that edge allows. A wave is one group with its own token in the bag: when you draw it, roll once on the table below and every model in the group does the same thing, acting on the closest target first. Remove a Crew model when it goes Out of Action.

d6 No line of sight Has line of sight Engaged
1 to 4 Patrol Attack Attack
5 Patrol Mob Up Mob Up
6 Regroup Attack Frenzy

The full hostile rules and the other five factions are in the Rulebook.

Play Your First Turn

Each round, in order:

  1. Corporate Blessings. Roll a d8 three times and apply the results (Rulebook).
  2. Reinforcements. If a Feral Crews wave is due (Round 2, then Round 4), place each one on a random unused edge and add its tokens.
  3. Fill the bag. One token per model or group still in play.
  4. Draw and activate. Pull tokens one at a time; the side you draw activates one model (a Move and an Action, in either order). Hostile and Coworker groups act on their AI table (Spawning Hostiles).
  5. End of round. When the bag is empty, the round ends. From Round 5, roll a d6 to see if the game stops (Round 5: 3+, Round 6: 2+; Round 7 ends automatically).

The example below jumps to Round 2, after the Feral Crews arrive (Round 1 is mostly maneuvering toward the center).

Your activation: Brute (Compliance Team)
  1. Move. The Brute moves its full 3" toward the center, ending next to a Feral Crews Gunner.
  2. Attack. Brute Combat 2d8 against the Gunner's Defense 2d6. You roll 11 (5 and 6); the Gunner rolls 8 (4 and 4). 11 beats 8: hit.
  3. Damage. The Sword deals d6+1. You roll a 4, for 5. The Gunner has no armor and 10 Health: it drops to 5, wounded.
Hostile activation: Feral Crews You draw a Feral Crews token. Roll the behavior (d6): you get a 2, and with line of sight that means Attack. A second Gunner, a few inches back, fires its Slug Gun at the Brute. Gunner Combat 2d6 (8, from 4 and 4) against Brute Defense 2d6 (7, from 3 and 4). 8 beats 7: hit. The Slug Gun deals d6; you roll 3, and the Brute's armor 1 leaves 2 damage. The Brute drops to 12 Health and fights on.
Heresy Tempted to call for a wireless uplink to speed this up? Don't. Wireless is heresy down here, and it draws things worse than the Crews. Stay wired.

Who wins? Play on until the game ends (somewhere in Rounds 5 to 7). The winner is whoever carries the data-slate off their own deployment edge, or holds it when time runs out (see The Mission above). String games together and each result feeds a campaign, which builds toward its own Campaign Victory.

Where Next

You played your first game. Tell us how it went (two minutes, no account). It genuinely shapes the game. Ready for more?

Full Rules
Criticals, broadcast powers, every action and weapon. Read the rulebook
Quick Reference
The whole game on two pages, made to print. Open the Quick Reference
Squad Builder
Spend your 60 subs your own way. Build a squad
Scenarios
Twelve missions and a generator. Browse scenarios