Lost World PDF
Lost World PDF
Lost World PDF
By Nathan Russell
When Professor Lindenbrock returned to Germany from his journey deep below the world he
brought with him tales of astonishing science with a remarkable origin. Not long after Professor
Challenger shared similar tales of a world apart from our own. These expeditions sparked the
imaginations of not just the scientific community and general populace but also the powers of
both Industry and Politics. It inspired in many a certain inclination to know and have more. It was
not long before expeditions, both privately and publicly funded set out for the Lost World that lay
in the immense caverns deep at the earth’s core. Entire nations mobilized in an effort to claim for
themselves a foothold in the vast Interior Continent, unaware of the dangers that their footfalls
would awaken, the enemies they would make, or the hazards they would thrust their loyal soldiers
into. So began the Conquest of the Lost World!
Conquest of the Lost World is a miniatures wargame of heroic battles in a land forgotten by time.
Colonial powers and captains of industry alike have raised forces to make the dangerous journey to the
earth’s core in search of scientific marvels, exploitable workforces and natural resources. In games of
Conquest of the Lost World you become the commander of a small military force and make the vital
decisions that will lead you to victory over your rivals, whether they are mercenaries, native warriors,
lost Roman Legionnaires, colonial military expeditions or worse!
Game design: Nathan Russell
Conquest of the Lost World
© Nathan Russell, 2010
Visit www.PerilPlanet.com for more great games
~ 1 ~
FIGURES & UNITS
Figures are described by their type, stats, Monsters: are the large beasts, monstrous
attributes and weapons. aliens, and strange animals that might
accompany a force. Elephants, dinosaurs,
Type is the kind of combatant a figure is. mechanical wonders, alien beasts and the like
They might be Infantry, Cavalry, are covered by this kind of unit. Monsters
Monster, Vehicle or Gun. usually operate on their own though may
Stats are a figure’s basic abilities. They occasionally become the mount for a character
are Shoot, Fight, Defense, Armor, Body, or even the platform for a mobile gun crew.
Mind and Pluck
Attributes are special abilities that a Units & Facing: units do not have a “facing” but
figure or unit might have. individual models do. A figure can only “see” to
Weapons are defined by their Range, its front 180o arc.
Rate, Damage and Traits (which are
special abilities). Vehicles: trucks, boats and contraptions can be
handled in one of two ways. The default
Figures are organized into units of 10 infantry, assumption is that the vehicle and crew are
5‐10 cavalry, 1‐3 monsters, 1 vehicle or 1 gun considered a single figure. If you wish you can
and crew. Some figures have the “Hero” crew the vehicle with other infantry or heroes.
attribute and can operate as an individual (a In this case, use the Shoot, Fight, Mind and
unit of 1) or join a unit of the same type Pluck values of the figures that crew the vehicle.
(infantry heroes can join infantry; cavalry When a vehicle crew member is injured by an
heroes can join cavalry units, etc. attack, remember to apply the effects to the
appropriate figure. This option will likely make
Infantry: are the soldiers, infantry men and vehicles far more reliable and increase their
warriors of an army or expedition. Infantry are chance of survival on the battlefields of the Lost
organized into units of 10 figures. World.
Cavalry: are the horsemen, beast riders,
hussars, penny‐farthing dragoons and other
mounted troops of a force. Mounted troops and
cavalry are organised into units of 5 – 10
figures.
Vehicles: are the automobiles, landships,
walking machines, dirigibles and other
mechanical conveyances that support and
transport a force. Vehicles always operate
independently, as single‐figure units.
Gun crews: are the artillery pieces, support
weapons and large guns that forces often bring
with them. They consist of a single gun model
and 3‐5 crew members. While you might place
several gun crews together in the form of a
battery, they always operate and are treated as
individual units. Crew members must remain
within 2” of their gun in order to fire or move it.
~ 2 ~
BUILDING YOUR FORCE
What you include in your force is entirely up to The tiers that each unit type sits at depend on
you, your model collection and the kind of the background of your force. Typical European
scenario you are engaging in. As a general rule forces will likely have plenty of infantry and
troop units should be the predominant part of cavalry, supported by a few vehicles and guns,
any force, making up about half of all the units while more advanced powers might have a lot
you field. Characters, vehicles, gun crews and more vehicles and even monsters (in the form
creatures can then contribute the other half of of steam‐powered beasts). Primitive cultures,
your force. This is only a guide, however, as you or those powers without a lot of industry will
might find that some forces have very powerful have a predominance of infantry and/or
troops or very poor characters, vehicles or cavalry, supported by strange prehistoric
guns. creatures or the rare artillery piece.
~ 3 ~
TESTS & CHECKS
Tests and Checks are used to determine how successful a figure is at a variety of actions.
gives you the Target Number that you need to
TESTS roll equal to or over on a d6 to succeed at the
Tests: when a figure attempts an action that action.
directly affects another figure (such as shooting Example: A British Rifleman shoots at a
at them) you perform a Test. A Test compares a Troglodyte Warrior. The Rifleman’s Shoot stat is
stat belonging to the acting figure (such as a 2 and the Warrior’s Defense stat is 3. Subtracting
shooter) with a stat belonging to the defending 3 from 2 gives a result of ‐1. We find the “‐1”
figure (such as the target). Subtract the result on the Test chart and see that the Rifleman
defending figure’s stat from the acting figure’s will need to roll a “4+” (a 4, 5 or 6) in order to hit
stat and consult the following chart. The column the Warrior.
Example: Professor Longbottom encounters a
CHECKS horrifying lizard and must make a Pluck check to
avoid running away in fright. The Professor’s
Checks: when no‐one but the acting figure or
Pluck is 3, which gives a Difference of “+1” (3 – 2
unit will be affected by the outcome of an action
= 1). This means that the Professor’s player will
(such as seeing if the figure will get scared and
need to roll “4+” to succeed. Two dice are rolled
run away) a check is used. Checks use the Test
scoring a 3 and a 5. Only one die succeeded so
chart above and are always made against a
this is a “partial success”.
“difficulty” of 2 (so you subtract 2 from the stat
being checked). Roll 2d6 and compare each If an instruction indicates that a unit makes a
with the Target Number. If both dice are equal check, you make a single roll and apply the
to or greater than the Target Number, the result to all figures in the unit. If the instruction
action succeeds. If only one of the dice is equal is for figures to make a check, all figures make a
to or more than the Target Number, the action separate roll and apply the results individually.
is only partially successful. If neither die is Most of the time you will make a single check
equal to or more than the Target Number, the for the entire unit.
action has failed.
~ 4 ~
PLAYING THE GAME
SETTING UP YOUR GAME MOVE PHASE
Games of Conquest of the Lost World should be Player 1 moves their figures, and then Player 2
played with scenarios and missions, where each moves their figures.
player has a specific objective. For a quick set‐
up, though, place each player’s force on Infantry may move up to 6” in any direction.
opposite edges of a table at least 24” apart.
Cavalry may move up to 12” in any
direction.
TURN SEQUENCE
Steam‐powered infantry move d6” and
1. Initiative steam‐powered cavalry move 2d6”.
2. Move phase
3. Shoot phase Monsters move 6+d6” in any direction.
4. Charge phase
Vehicles move either 1d6” (Lumbering),
5. Combat phase
6+d6” (Slow), or 6+2d6” (Fast). Turning up
6. End phase
to 90o costs a number of inches equal to the
vehicles Turn rating.
INITIATIVE
Guns can move up to 6” in any direction, but
Both players roll 1d6. The high roller chooses will be unable to fire in the Shoot Phase.
whether they will be Player 1 or Player 2 this They can turn in place and still fire.
turn. If players roll the same number then a
random event occurs (find the doubles rolled Coherency: all figures in a unit must remain
on the Random Event chart) and the player that within 6” of the unit leader. Gun crews must
went second last turn goes first this turn. also remain with 2” of their weapon.
Difficult Terrain: woods, rough ground, steep
hills, swamps, shallow waterways and similar
Double Random Event features cost 2” of movement for every inch
Earthquake – figures in buildings are moved through.
1
hit by Damage 2 falling debris.
Darkness – all shooting suffers an Obstacles: fences, ditches, low walls and other
2
additional ‐1 penalty. obstacles no taller (or deeper) than the figure
Fog – shooting attacks made at more and less than 1” across cost 1” of movement to
3 than 10” suffer an additional ‐1 move over.
modifier.
Terrifying roar – all units must pass Jumping: units can leap across gaps, crevasses,
4 pits and other deep obstacles that are up to 2”
a Pluck check or become disordered
Downpour – gunpowder weapons wide. The unit makes a Body check.
5
cannot fire this turn.
Success – move the unit to the far side of the
Swarm – each player picks an enemy
obstacle and they may continue moving, if
6 unit and inflicts d6 hits (Damage 2)
they have any movement left.
against them.
Partial – the unit makes it across the gap but
must end its movement.
Fail – the unit cannot jump and remains on
the starting side of the gap. Their move ends.
~ 5 ~
SHOOT PHASE Allocate hits: every die that scored a hit is
placed next to a figure in the target unit. Place
Player 1 shoots with their figures, and then them one at a time, from closest enemy figure to
Player 2 shoots. furthest, until all figures have been allocated a
die, or you run out of dice. If there are
Figures shoot at units, not individual figures. remaining dice, you can allocate them to any
Shooters must be able to see at least one figure figure(s) in the target unit.
in the target unit.
Only visible figures can be allocated hits. If
Declare: identify which unit is shooting and some figures in a unit are behind obstacles or
who (or what) their target is. other blocking terrain, they are not valid
targets.
Line Of Sight: figures must be able to draw an
uninterrupted line to a figure in the enemy unit. Determine damage: each hit might wound a
Friendly figures (even those in the same unit) target. Use the Test chart to compare the
block line of sight. A figure in base contact with attacker’s weapon Damage with the defender’s
an obstacle (such as a wall) or with another Armor. Roll one die for each hit caused. Any that
friendly figure may shoot through it without meet or exceed the Target Number are wounds.
penalty. This means you can rank your figures Most figures can only take one wound before
up to fire in two lines. being removed from play.
Range: measure the distance between each Check for disorder: if the target unit lost at
firing figure and the closest visible figure in the least half their current wounds from this
target unit. Figures that have a target within shooting action, they become disordered. For
range of their weapon may fire. example, if a unit of 6 infantry lost 3 models,
they would be disordered. Likewise, a monster
Determine target number: compare the with 4 wounds will become disordered if it lost
shooting unit’s Shoot stat with the target unit’s two or more wounds.
Defense stat using the Test chart.
Roll dice: roll a number of dice equal to (the
number of shooting figures x the weapon’s
Rate). Any dice equal to or over the Target
Number are hits.
You may have to roll separately for heroes or
other figures with different Shoot stats or
equipment.
Modifiers: some circumstances will affect the
final result of a die roll. Apply these modifiers to
the Shoot stat before comparing to the Target
Number.
Modifier + / ‐
Target more than 10” away ‐1
Target obscured / in cover ‐1
Target is small ‐1
Target is large +1
Target less than 3” away +1
~ 6 ~
CHARGE PHASE COMBAT PHASE
Player one makes any charge moves they wish, Player one chooses the order in which combats
and then Player two makes any charge moves. are fought.
Declare charges: a unit that did not shoot Units with one or more figures in base contact
during the Shoot Phase may attempt to charge are considered engaged in a combat. Multiple
an enemy unit. Declare the target of their units may be engaged in the one combat. Only
charge. The charging unit must have at least one combatants in base contact with an enemy
model that can see a figure in the target unit. A figure get to fight. Attackers in contact with
unit can only charge one enemy unit. figures from more than one enemy unit can
choose which they attack.
Guns and their crew cannot make charges,
though they can be charged. Reach: some weapons have a trait called reach.
A model armed with a reach weapon can attack
Pluck: some units need to pass a Pluck check in through a friendly figure they are in base
order to successfully charge an enemy. contact with. The figure attacked through must
be in base contact with an enemy figure. No
Infantry must make a pluck check when
more than one attacker may strike through any
charging Cavalry and Monsters.
friendly model at a time. In this way figures can
Cavalry must make a Pluck check when fight in “ranks”.
charging Monsters.
Initiative: units fight in order, based on their
Vehicles must make a Pluck check when type. Monsters fight first, then Cavalry, followed
charging Infantry. by Infantry, Vehicles and finally Guns.
If the check passes, move the unit (as described
below). If the unit partially succeeds they Initiative Order
become disordered but may still charge. If the Monsters
check fails the unit may not move. Cavalry
Infantry
Move: move each figure up to 6”, attempting to
Vehicles
get them into base contact with an enemy
Guns
figure. Terrain affects this movement as normal.
Only figures in base contact with an enemy can
Figures of the same type fight simultaneously,
fight.
meaning they can kill each other.
A unit that is charged can use its own charge
Remember that only figures in base contact
action to move additional figures into contact
with an enemy get to fight. It is likely that units
with their enemy. Figures already in base
lower down the initiative order will not get to
contact with an enemy cannot move.
strike back.
Determine target number: compare the
attacking unit’s Fight stat with the defender’s
Defense stat using the Test chart. This will give
you the Target Number to hit the enemy.
Roll dice: roll a number of dice equal to (the
number of figures fighting x their weapon’s
Rate). If no weapon is specified, they are
equipped with hand weapons (Rate 1). Any dice
equal to or greater than the Target Number are
hits.
~ 7 ~
You may have to roll separately for heroes or Resolve combat: when all units have had a
figures with different Combat stats or chance to be the attacker, resolve the combat.
equipment. The side that caused the most wounds wins the
combat.
Modifiers: some circumstances will affect the
final result of a die roll. Apply these modifiers to If both sides cause the same number of wounds,
the roll, before comparing to the Target the unit or side with the most models remaining
Number. wins. If there is still a tie, both units are
considered to have lost.
The loser is pushed back 1d6” directly away
Modifier + / ‐
from the winner. If fighting more than one unit
Attacker on higher ground +1 they are moved directly away from the biggest
Attacker has 2 hand weapons +1 enemy unit, or (if the enemy are of equal sizes)
Attacker failed Pluck check ‐1 the unit that caused the most wounds.
Target in defended position ‐1
Target in fortified position ‐2 The losing unit is disordered.
If the pushed back unit comes into contact with
Allocate hits: each hit is applied to a target. a terrain feature they cannot move through, or
Place the dice next to the targeted figures. an enemy unit, or another (unresolved) combat
Remember, only figures in base contact with an they are destroyed. Remove the figures from
attacker can be struck. the table.
Determine damage: each hit might cause a If the pushed back unit comes into contact with
wound on the target unit. Use the Test chart to a friendly unit (that is not engaged in combat),
compare the attacker’s weapon Damage with they are destroyed. The unit they moved into
the defender’s Armor stat. Roll one die for each must immediately make a Pluck check.
hit caused. Any dice that meet or exceed the
Target Number are wounds. Most figures can Success – there is no effect.
only take one wound before being removed
from play. The defending player chooses which Partial – the unit becomes disordered.
figures to remove but only figures in base
Fail – the unit immediately flees.
contact with an attacker can be casualties.
Next combat: when a combat is resolved Player
Attackers can cause more wounds than there
1 can choose the next combat to fight. This
are targets. Extra wounds still count for combat
continues until all combats have been fought
resolution.
and resolved.
Figures without weapons do damage equal to
their Body stat. END PHASE
Continue combat: units involved in a combat This is a general “clean up” phase. Make sure all
continue to fight. Casualties are removed as units are at least 1” apart and disordered units
they are caused, unless units of the same type have markers. Check to see if either player has
are fighting – in simultaneous combat even reached their victory conditions.
casualties get to fight before being removed.
Then move back to Initiative.
~ 8 ~
PLUCK, LEADERSHIP AND MORALE
Pluck checks are always made per unit, not for
each figure in a unit. If a hero has joined the RALLY
unit, use whatever Pluck value is highest
A disordered unit makes a Pluck check during
(usually the hero’s, but not always). If a hero
the Move phase of a turn.
has joined a unit they become the leader.
Otherwise, every unit has a leader figure. This Success ‐ the unit removes all disordered
leader forms a reference point for the unit. A markers and can move normally.
unit of one figure is always its own leader. If a
unit leader is killed or otherwise removed from Partial ‐ the unit removes all disordered
play the unit immediately becomes disordered. markers but cannot move.
Modifiers: some circumstances will affect the Fail – the unit remains disordered and
final result of a Pluck check. Apply these cannot move.
modifiers to the roll of each die, before
comparing them to the Target Number. A unit without a leader that passes or partially
passes their Pluck check can nominate a new
figure as leader.
DISORDERED
A unit that loses a combat, takes a lot of COHERENCY
casualties from shooting, flees, or loses their
leader will become disordered. Use a counter or Figures in units must remain within 6” of the
other marker to indicate a unit that is unit leader. A unit that is out of coherency must
disordered. A unit suffers a ‐1 penalty to all use its move action to move back into
Tests and Checks, for every disordered marker coherency. Figures that are more than 6” from
it has. Always apply this modifier before the unit leader cannot shoot or charge.
checking the test chart.
FEAR
In addition, a unit suffers a ‐1 penalty to its
movement rate for every disordered marker it Some units cause fear. You must make a Pluck
has. test when you wish to charge a fear causing
unit, no matter what type of unit it is. Some fear
FLEEING causing units are scarier than others. These
have a modifier (1, 2, etc) that is applied as a
A unit that is forced to flee must move 2d6” penalty to a charging unit’s Pluck check, like
toward the closest board edge. This distance is other modifiers.
not modified by terrain features or disordered
markers. The unit does not have to move in a Also, a unit’s fear modifier counts as “wounds
straight line and can in fact weave between caused” when determining who wins a combat.
units, but must take the most direct route to the That means that a Tyrannosaurus Rex with a
table edge. If a unit moves off the table, it is Fear (2) counts as having caused two additional
destroyed. When it finishes moving it is wounds.
disordered.
~ 9 ~
VEHICLES
Vehicles operate like all other units, with the
following exceptions; RAMS AND COLLISIONS
A vehicle can attempt to ram an enemy unit
MOVEMENT during the Charge phase. Ramming is different
to charging, as the vehicle is not trying to
Vehicles move like other units but cannot pass engage the target in combat, so much as run
through forests and other dense terrain, and them over or injure them. Ramming an enemy
cannot jump. A vehicle’s movement value unit requires a Pluck check;
depends on whether it is Lumbering, Slow or
Fast. Succeed ‐ the vehicle moves as normal,
up to 6”.
Lumbering: very large, heavy or slow
vehicles are lumbering. They move d6”. Partial ‐ the vehicle moves as normal,
up to 6”, but is disordered.
Slow: most vehicles struggle to keep up with
cavalry overland and in the terrain Fail ‐ the vehicle cannot move this
commonly encountered in the lost world. phase.
Slow vehicles move d6+6”.
Infantry and cavalry moved through can choose
Fast: small, light or equipped with powerful to move out of the way. Roll a die for each figure
engines, fast vehicles are rare. They move – on a 4 or higher they get out of the way.
2d6+6”.
Figures in a unit that are hit by a ram take a hit
Turning: for every turn of up to 90o that a with a damage value equal to the vehicle’s Body
vehicle makes, it costs a number of inches of stat. The vehicle also takes a hit with a damage
movement equal to the vehicle’s Turn score. A equal to the Body stat of one figure in the
vehicle “spins” on the spot when making a turn. rammed unit.
If there is not enough space for the figure to
spin in this manner, it cannot turn. If ramming infantry and cavalry, the vehicle
moves “through” the unit until its movement is
Example: A truck has a move of 10 inches and up. A ramming vehicle must stop when it makes
a Turn score of 2. It moves forward 3” then contact with a gun, monster or another vehicle.
turns to get past a copse of trees. The turn is
90o or less and therefore costs 2” of Example: a vehicle (Body 4) rams a unit of
movement. The truck now has 5” of movement infantry (body 2). Three of the infantry fail to
remaining. get out of the way and each take a Damage 4
hit. The vehicle takes a Damage 2 hit as it
drives over the infantry.
SHOOTING
Vehicles can fire all of their weapons if they
move 6” or less. If they move more than 6” they
can fire one weapon. If they move more than
12” they cannot fire any weapons.
A vehicle equipped with weapons will have
them mounted in one of several ways. A
weapon can be fixed, sponson, turret or pintle.
Fixed: these weapons cannot be moved.
They can only shoot in the direction they are
pointing.
~ 10 ~
Sponson: these weapons can swivel TRANSPORTS
backward and forward 180o.
Some vehicles have the Transport trait. Such
Turret: a turret turns through 360o and such vehicles can carry one unit of infantry. An
a weapon can fire in any direction. infantry unit that moves into contact with a
Pintle: such weapons are “added” to a vehicles door, hatch or other access point can
vehicle and a crew member must fire them. “mount” the vehicle. Remove the unit from the
You must forfeit a vehicle’s move or the table (or put them in the vehicle, if the model
firing of one other weapon in order to fire a allows).
pintle weapon. A unit can dismount at the start of its
movement phase. Simply move the unit as
ATTACKING VEHICLES normal, measuring their movement from the
edge of the vehicle’s access point. An infantry
Unless stated otherwise, all vehicles are large unit can dismount and move, even if the vehicle
targets. Vehicles can be seen over or past other has moved this turn. A unit cannot mount and
units and by figures in the same unit. Figures dismount a vehicle in the same move phase.
receive a +1 bonus to their Shoot or Fight test
when attacking large targets. Destroyed transports: if a unit is in a vehicle
when it is destroyed, every figure must
A vehicle that is destroyed should be left on the immediately make a Defense test. This test is
table as an obstacle. Turn the model on its side, modified by the weapon used to destroy the
place cotton wool on it to represent smoke, or vehicle. Any surviving figures are placed within
mark it in some other way to indicate it has 1” of the edge of the destroyed vehicle.
been destroyed. A destroyed vehicle will usually
count as impassible terrain.
~ 11 ~
ATTRIBUTES
An attribute is a special ability, quality or talent cannot gain the benefit of cover – they are
that a unit has. Units with such abilities can considered to be above all terrain features.
“break the rules” in some way or another.
A flying unit remains flying until the next Move
phase, at which point you may choose to
CLIMBING continue flying or become grounded.
Some units are equipped with ropes and
specialist climbing gear, while others have more HERO
amazing abilities that allow them to climb. Units
with this attribute can move up and down Every army has one or more brave, noble or
vertical surfaces without penalty, as if it were bold figures to inspire, lead or pay the troops. A
open terrain. Hero is always an infantry, cavalry or monster
unit of 1 figure.
FEAR (X) Heroes can operate independently, or join a
unit of the same type. A hero must be joined to a
The unit is frightening or terrifying in some unit before the game begins and must remain
way. The fear attribute has a rank (in brackets) with the unit for the entire battle.
from 0 to 5 that indicates how terrifying it is.
Enemy units must pass a Pluck check to charge Heroes tend to be better than the average
Fear causing units. The rating in brackets acts trooper. You may increase any one stat by one
as a negative modifier to this Pluck check. point.
If a unit must already make a Pluck check to Every hero also has a special ability. This ability
charge the fear causing unit (infantry charging a can be used once in the battle. Roll or choose;
monster, for example) the Fear rating modifies
this check. D6 Special Ability
Tally Ho! Play during Move phase. Any
Fear causing units get to add their Fear rating 1 one unit within 6” immediately moves
as a bonus to any fear check they make. d6” (following all movement rules).
Stand firm! Play at any time. Any one
FEARLESS 2 unit within 6” removes d6 disordered
markers.
A Fearless unit is incredibly brave or foolhardy. To arms! Play during Combat phase.
Fearless units never have to make Pluck checks 3 Any one unit within 6” may re‐roll failed
to charge an enemy (they are considered to attack roll.
succeed at any such check). Charge! Play during Charge phase. Any
4
one unit within 6” may charge 6+d6”.
Hold! Play at any time. Any one unit
FLY 5 within 6” that must flee does not.
Instead they become disordered.
The unit has the ability to fly. At the start of the
On my command! Play in initiative
Move phase choose whether the unit is
6 phase. You roll 2d6 and choose which to
grounded or flying. A grounded unit moves as
use after seeing your opponent’s roll.
normal. A flying unit moves at its normal speed,
but may pass over friendly or enemy figures
and all terrain features without penalty. A flying LEAPING
unit may not end its move on or interspersed
with another unit. A flying unit can only charge Units with the leaping ability can spring across
and be charged by other flying units. A flying wide gaps with ease. Leaping units will
unit is visible to all units on the board and automatically succeed at any Body check made
to jump across a gap.
~ 12 ~
NOT ALIVE PASSENGERS
A unit that is Not Alive is most likely a Some vehicles have the ability to transport
mechanical automaton, magical creation or troops. A vehicle with this attribute can carry a
undead abomination. Not Alive units are single infantry unit and any joined characters.
immune to Fear and never have to make Pluck
checks – they are considered to automatically PATHFINDER
pass any such check.
The unit is adept at moving through the rough
Not Alive units can still become disordered,
terrain that is so common in the lost world.
such a state indicating jammed cogs, confused
programming, or general disruption to the unit.
Disordered markers are removed by a rally
action in the Move phase, as normal. Do not
make a Pluck check – the Not Alive unit
removes all disordered markers but cannot
move this turn.
~ 13 ~
UNITS
Following are several example units to get you TRUCK
started. Work with your opponents to describe
your own forces. A large, durable vehicle suitable for carrying
cargo or transporting troops.
Gather your miniature figures and divide them
into units. Decide what “types” they are and Shoot Fight Defense Armor Body Mind Pluck
whether they a well trained, green or veterans. 2 2 2 3 2 2 2
The following examples will work for infantry,
cavalry or gun crews. ARMORED CAR
A lightly armed and armored vehicle.
RECRUITS
Shoot Fight Defense Armor Body Mind Pluck
Green, untried troops, perhaps with a little 2 2 3 4 2 2 2
basic training.
Shoot Fight Defense Armor Body Mind Pluck TANK
1 1 1 2 2 2 1
A heavily armed and armoured vehicle.
~ 14 ~