RULES TRANSPARENCY / DEVELOPMENT NOTES

Change Log

The design is being tested in public. This ledger explains what has changed and what is still provisional, without replacing the latest Field Manual.

Personal campaign points · v2.4

Removed the old 426, 452 and 478-point mission ceilings. Every player now starts with a personal 400-point allowance; completed missions add their actual earned requisition immediately, up to the absolute 500-point maximum. The Army Builder, Play Mode and Campaign Journal all use one shared campaign record. Updated the downloadable manual and mission sheet.

Five-mission campaign economy · v2.3

New 400-to-500-point requisition progression, even-priced faction-specific units and upgrades, optional third and fourth Core squads, +14 Deadshot Sniper, survivor-based Veteran Sixes, separate campaign records, clear-army controls and fair crossover opponent matching. All prices and progression are public playtest values.

Learning and player tools

Added a guided Start Playing page, clearer homepage journeys, a faction comparison, searchable manual, accessible equipment guidance and a local campaign journal. The rules and point costs are unchanged.

The cryptids take the field

Added a dedicated Bestiary with eleven 15-Wound creature cards. Cryptids now act immediately upon arrival; unengaged creatures target the player who loses a D6 roll-off. Engagement locks a creature into its current combat.

Field Gambits and revised Overcharge

Renamed Stratagems to Field Gambits and Look Out, Sir! to Bodyguard's Oath. Overcharge is restricted to HQ and Elite fighters, with D3 backlash for every missed attack die.

Army construction and battlefield events

Changed to a 500-point standard force with 500 points as the hard ceiling, alongside a captain, retinue and three compulsory mixed infantry squads. Added six faction doctrines, eighteen starting-city bonuses and the radiation storm or cryptid event system.

First public playtesting framework

Established D6 hit, wound, save and damage resolution; formation activation tokens; a D20 Rule of Cool; a 36-inch battlefield; objectives; and four linked campaign scenarios.

Still being tested: Equipment points balance, unresolved low-tier Rule of Cool outcomes, detailed injuries, XP upgrades and campaign outcomes. See the live Field Manual before a game.

Version 2.0 (public playtest): 500-point force limits, complete default kits, prepared variants, two-command Officer network, Captain abilities, The Scattered, improved PDFs and reviewed legacy-roster conversions. Experimental rules remain subject to physical playtesting.

10 NOVEMBER 2026 · RULES 2.2

Distinctive fighters and named companies

Two Core squads are compulsory in every force, while Skirmishers and other specialists are optional. Every faction’s Elite, Skirmisher and Heavy now has a more distinctive profile, with unique specialist rules and revised playtest points. Communion Veilstriders move 7 inches and may teleport at the end of each turn from round two under Uncloak restrictions. The four-Wound Shatterbound tests for instability each round. Scattered Mutual Aid replaces the terrain-based charge bonus; scenery blocks sight but grants no generic cover modifier. The Radiation Storm remains an environmental event.

Captains and all four individual Officers gain six faction-specific equipment builds and more choices. Players can freely name each character and army, roll a lore-friendly suggestion using the dice button. Printable rosters and JSON exports contain fighter rules; the six faction chronicles explain every troop’s lore and battlefield function. The downloadable Field Manual now includes the new abilities.

09 NOVEMBER 2026 · RULES 2.1

Defended objectives, precision fire and cryptid trophies

Player forces now have a 25-model limit, 0–2 Core, Elite, Skirmisher and Heavy formations, and a fixed Captain plus four Officers. Officers attach to one Core or Elite squad only. Skirmishers gain one fragile +8-point Sniper loadout per patrol, with Precision and Expert Hider.

Natural 1s always fail and cannot be rerolled; natural 6s to Hit add +1 Damage. Misses into an allied melee strike a random friendly combatant. Every destroyed Heavy explodes for D3 Wounds within 3 inches. Three points of interest begin with three mutants apiece. Cryptids arrive as round-two events, gain Enraged at half Wounds, and now grant damage-based campaign dice plus a unique corpse trophy. The Builder, Play Mode, Bestiary, Armoury, Field Manual and Campaign Journal use these rules. All profiles and points remain experimental.