TNT-GoingItAlone - BETA Solo Rules
TNT-GoingItAlone - BETA Solo Rules
TNT-GoingItAlone - BETA Solo Rules
IT ALONE
Solo Wargaming Rules for TNT
Beta
t
Playtes
Edition
This is
not a test
This is Not a Test
GOING IT ALONE
SOLO WARGAMING RULES FOR TNT
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Acknowledgements Introduction
Introduction
Original TNT Rules Written and Concept by Welcome to Going It Alone, a free guide to playing This Is
Joseph McGuire Not a test without a human opponent. Right now there is
a want, and practically a need, for good solo wargaming.
AI Solo Rules by Roger Pennarun, the majority author of these rules, has
Roger Pennarun and Michael James really created thoughtful and intelligent solo play rules that
Cover Artist can be as complex or simple as you want your artificial
Big Ban Studios opponent to be. I really want to thank him for his hard
work. My role in their creation of these rules is limited to
Other Artists mild tinkering and having some professional polish put on
Matt Weaver them. I feel that positively about them. That being said, this
Graphic Design, Layout, and Photography ruleset is ever evolving and your feedback and comments
Dave Taylor Miniatures and Caleb Wycoff are requested. So please have fun out there and stay safe.
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Creating An AI Warband
This document was created to play against a warband using the model D10". If the model is within 2" of cover, move
an AI system. This is done by either following flow charts their deployment point to that position of cover. Continue
and/or guidelines. This allows for solo play, cooperative play selecting models and deploying them until all models from
or even having an AI play with other players in a multiplayer the warband have been deployed.
scenario. At times players may need to use some common
sense to playout an AI’s turn. Choosing which AI models activate
A warband must be created normally by a player. Basic For each member in the AI-controlled warband, create a
selections are recommended and it is best not to over token with their name on it. Either flip the tokens face down
equip a model with weapons or special rules. The more so the names cannot be seen or place them in a container
basic the model, the easier it will play on the board. and mix them around. A player then selects a single token.
Whichever name is selected is the model that will activate.
Deploying an AI-controlled warband Set the revealed tokens aside until all models have been
activated. Once a new turn begins, reset the tokens.
The player controlled warbands set up and deploy as
normal following the deployment section in the selected It is recommended to add the Model Type Behavior
scenario. Once all player controlled warbands have Modifier (Found at the very end of this document) to each
been deployed, the AI controlled warband then deploys. token of each AI model. This will make more sense later on.
Following the scenarios deployment rules, determine the
center of the AI’s deployment zone(s). Place a model in For example, a caravan guard has a model type behavior
the center of one of its deployment zones and scatter modifier: -2. You would then note down ‘-2’ on the token
that represents the model.
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Behavior/Action Table
Two ways to play *If there are multiple models who fit the description of the target,
the AI model will target the closest of those types. If an AI model
Players can choose to play the AI in two different ways. uses a template/blast weapon, the selected enemy target will
always be the one that causes the most enemy models to be hit if
They can either follow a strict flow chart or they can follow
they can reach them with the AP they have.
some basic guidelines and choose what the AI model does
for its turn. Both can be used during a scenario. If an Objective action is rolled, the model will focus
on the mission at hand. They will do whatever is best
How Activated Models Function to obtain victory points from the scenario’s mission
First, determine how many AP the model will get by description. (Lead a cargo animal off the table towards
performing an Activation Test as normal. Once a model is the closest table edge, collect water, etc.). However,
activated, a player should do the following: sometimes there can be more than one objective. If
there is multiple objectives then follow the Objective
1. Roll two D10s. The first D10 will determine the Target Choice Table:
model’s type of Behavior and the second D10 will
determine the model’s type of Action. Objective Target Choice Table
D6 Roll Objective*
2. When the D10 is rolled for the behavior, you must
then look up the Model Type Behavior Modifier (Found 1 Closest
at the very end of this document) that will be added to 2 Most enemies within 5"
the die result. For example (D10 result of 8 -2 =6).
3 Least enemies within 5"
3. Once the Behavior and Action is determined, use the 4 Least allies within 5"
following chart to determine which Behavior/Action Flow 5 No models from either side within 5"
Chart or Behavior & Action Guidelines (Located at the
end of the document) to follow. 6 Highest VP value
4. It is up to the players whether to control the AI with *If the main mission of the scenario is to take models out of
action, roll on the Enemy Target Choice Table.
the Behavior/Action Flow Chart or Behavior & Action
Guidelines. 6. Complete the model’s activation by following the
chosen Behavior/Action Flow Chart or Behavior & Action
5. Roll a D6. Depending on what type of Action is rolled
Guidelines.
will determine the model’s Target.
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AI Activation Sequence Reviewed
• Select randomly which AI model activates
Example of an AI model’s turn and the second D10 (8) will be an Objective action.
This will be a Reserved/Objective result.
1. A player selects a random AI model to activate.
Which turns out to be a Raider Wrecker. 6. Since the action is Objective, the D6(3) result is
consulted on the Objective Target Choice Table. If
2. A player rolls a mettle test to determine how many the action would have resulted in either Defensive or
AP the AI model has this turn. Offensive, the D6(3) roll would have been consulted
on the Enemy Target Choice Table instead. In this
3. A player rolls two separate D10s and a D6. The
example, the D6(3) would become an Objective Target
results are: D10 = 3, D10 = 8, D6 = 3.
Choice: Least enemies within 5”.
4. The AI model’s Model Type Behavior Modifier is
7. Now that the Behavior, Action and Target of the AI
added to the result of the behavior D10. The new
model is known, it is up to the player to either follow
result of the behavior die would be:
the correct Behavior/Action Flow Chart or follow the
3 (D10 result) + 2 (Model Type Behavior Modifier of Behavior & Action Guidelines to play the AI model’s
the Raider Wrecker) = 5 turn. In this example, the player would follow the
Behavior/Action Flow Chart of Reserved/Objective or
5. Looking at the Behavior/Action Chart, the first D10 the Reserved Behavior & Objective Action Guidelines.
(a 3 modified to a 5) will become a Reserved behavior
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Behavior/Action Guidelines AGGRESSIVE BEHAVIOR
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MODEL TYPE BEHAVIOR MODIFIERS
Caravaners PRESERVERS
Model Title Roll Modifier Model Title Roll Modifier
Big Lug +1 Arbitrator -2
Caravan Guard -2 Excavator +1
Caravan Runner +1 Heal-o-Matic -3
Caravaner Lieutenant -2 Lord Reclaimer -2
Caravaner/Defender -1 Lorekeeper -2
Local Emissary Varies Reclaimer -2
Lugger +1 Savant -2
Tracker -2 Seeker -1
Trade Master -2 Semi-Autonomous Drone -1
Tech-Bearer -2
Mutants Wreck-It-Bot 0
Model Title Roll Modifier
Abomination* +3 TRIBALS
Alpha Mutant* -2 Model Title Roll Modifier
Dominant (Feral Mutant)* +1 Berserker* +3
Dominant (Mutant)* 0 Chronicler -2
Feral Mutant* +1 Great Shaman* -1
Mondo* +1 Lesser Shaman* 0
Mutant* -1 Tribal -1
Mutant Emissary -2 Tribal Champion -2
Mutant Gunner* -2 Tribal Representative -3
Omega Mutant* -2 Tribal Scout -1
Psychic* 0 Tribal Warrior* +1
Psychic Lord* -1 Warbeast* +3
* Mutant Outcast warbands gain +1 to their modifiers. War Leader -2
Warbringer -2
RAIDERS *Totem Tribals gain additional modifiers:
Model Title Roll Modifier • Laughing Crow = No modifiers
• Hungry Wolf = +1 to modifiers
Bandit King -2
• Diamondback = -1 to modifiers
Broiler +2
Brute +2
Fire Bug +4
Maniac +4
Mongrel +4
Mutant Raider 0
Raider 0
Raider Champion -2
Scrap-Taker -2
Warlord +1
Wrecker +2
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Peace Keepers Renegade Reclaimers
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CAUTIOUS DEFENSIVE
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Behavior/Action Charts
CAUTIOUS OFFENSIVE
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CAUTIOUS OBJECTIVE
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Behavior/Action Charts
RESERVED DEFENSIVE
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RESERVED OFFENSIVE
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Behavior/Action Charts
RESERVED OBJECTIVE
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AGGRESSIVE DEFENSIVE
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Behavior/Action Charts
AGGRESSIVE OFFENSIVE
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AGGRESSIVE OBJECTIVE
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Behavior/Action Charts
RECKLESS DEFENSIVE
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RECKLESS OFFENSIVE
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Behavior/Action Charts
RECKLESS OBJECTIVE
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