Gamma Wolves Playtest V0.7 June 2019: Armoured Combat Under A Nuclear Sun
Gamma Wolves Playtest V0.7 June 2019: Armoured Combat Under A Nuclear Sun
Gamma Wolves Playtest V0.7 June 2019: Armoured Combat Under A Nuclear Sun
7 June 2019
INDEX
Introduction
- Earth 2291
- Gamma Wolves
- Arcologies
- Free-Stations
- Contact Markers
- Dice
- Play Area
- Tokens
Game Definitions
- D6
- Roll-Off
- Re-Rolls
- Tests
- Frame Size
- Arcs
- Line of Sight
- Measuring
- Contact
- Lock
- Stress
- Attributes
- Pilot Levels
- Materiel
- Loadout
- Loadout Frames
Playing a Game
- Deploy Contacts and Frames
- Determine Initiative
- Maneuver Phase
- Gunner Phase
- Cool-down Phase
- Check War-Clock
Missions
- Salvage Yard
- Hunting Grounds
- Trial by Combat
- Loading Zone
Playing a Campaign
- Determine Arcology
- The Crawler
- Select a Mission
- Inventory Salvage
- Frame re-fits
- Pilot Experience
- Free-Station Visits
Earth - 2291
Mankind has been constant in its abuse of the earth since the first steam engines rumbled to life
at the dawn of the industrial age. Centuries later, the surface of the planet has been stripped of
what once made the planet a cradle, nurturing thousands of species for millions of years.
Wars, plagues (both natural and man-made) and simple neglect have stripped the very
atmosphere away, exposing the surface of the world to the cruel and uncaring sun. Other areas
are locked in seemingly endless nuclear winter as particulate from past conflicts linger over
them.
Everywhere, across the globe, there is radiation. The surface of the world is bombarded from
within and without and can no longer support all but the the hardiest of life. The seas are
blackened and crusted atrocities of pollution and heavy minerals, devoid of living things. Land
bridges of sediment link once distant continents and the world can now be walked from one end
to the other.
The only safety is in the Arcologies. These great cobbled-together hives are where the survivors
of past nations live on in the shadowy imitation of former glories.
Out in the wastelands between these beacons of life roam the outriders of these societies.
Teams, gangs, squads or warbands, each Arcology’s culture colours the traditions and fighting
styles of the men and women who must venture outside the safety of their sealed environments.
They are sent to hunt for salvageable tech, power sources or anything else that will help them
continue to eek-out their lives at the edge of oblivion.
Colourful slang gives these brave or desperate souls many names, but the most popular one for
these roving packs is 'Gamma Wolves’; so-called for their tactics under an unforgiving nuclear
sun.
Frame Technology
Mankind’s technological reach as always excelled in the realm of warfare. The final End-Wars
between east and west, north and south had pushed this even further as manpower began to
become an issue and machines became more common than people.
This led to the development of single-pilot combat vehicles in more and more varied designs.
Every nation had names and specialties in the science behind building them but the accepted
contemporary description for them is simply Frames. Today they little resembled the organized
militaries of the old world. Instead, they are cobbled together and maintained with whatever can
be found or manufactured in this age. Now each Frame reflects the personality of its Arcology,
or Pilot more than its original design.
A Frame allows a pilot to both survive in the radiation soaked ruins into which they must venture
and to fight to seize the resources of the past once there. Adaptable hard points allow for the
fast swapping of loadouts and mean a pilot could hit the ground with whatever was needed to
accomplish the mission ahead of them. A typical group of Frame pilots will be sent into the
wastes in a Support Crawler of some type. These moving workshops allow them to resupply
their more nimble frames and to enter into remote locations the Crawler itself is too vulnerable
GAMMA WOLVES PLAYTEST V0.7 June 2019
or ponderous to explore. Both the pilots and their crew-chiefs can find themselves living aboard
the Crawler for months on end during these missions and must come to rely upon what they can
find and maintain on their mobile-base.
All Frames are roughly classed into three distinct sizes; Light, Medium and Heavy.
Light Frames tend to be closer to large suits of powered armour. They enclose the Pilot in a
hard-case with fully functioning life support systems. They can range from two to three meters in
height (8-12 feet) and are mostly bipedal or jet propelled.
Medium Frames can range from larger exo-skeletal suits to full-cockpit vehicles in which the
pilot will be seated or mounted into a control station. Their propulsion systems can come in
almost any variety and their shapes can range from tracked war-machines, multi-limbed crab or
spider-like walkers, or toad-like bipeds with heavy upper bodies arrayed with guns. They
typically range from three to four meters in height (12-16 feet).
Heavy Frames can take a variety of forms and are not always necessarily the tallest assets on
the battlefield. Often they are wide and squat if multi-limbed or tracked. They sport a variety of
weapon systems and with thick all-around armour and trade maneuverability for durability. They
can range in height from the same as a Medium frame to much taller (5+ meters or 20 feet) if
bipedal or jet-propelled.
Independent Stations
Even in the lawlessness of an earth abandoned by humanity, outposts of civilization exist. Many
teams have been thankful for a neutral station emerging on the Crawler’s sensors as they run
low on supplies like water, food or power.
Independent stations act as a neutral-zone for Teams of all different Arcologies. While that
means pilots don’t mount their Frames and go openly to war they often compete in other ways
through pit-fighting, races and other forms of frontier-sport. Even the most hard-line Arcologies
often have their pilots sneak into these bases for a bit of R&R and they are busy beacons of life
in the grim Sea of Destruction that covers most of the Earth.
These stations will often have their own Gamma Wolves who operate as local security or
salvage operators. It takes a hard and fearless pilot to face life as a Ronin and quite often these
teams are renegades whose former Arcological allegiance has been put aside for a life on their
own terms.
Gamma Wolves is a game for mecha-modeling and miniature wargaming enthusiasts. You will
assemble a team of 3-5 single-pilot fighting machines called Frames from your favourite models
of any range using simple design rules. You can then battle it out in the wastes of an Earth
destroyed by humanity. The game focuses on two parts, enjoying the process of designing your
mecha and then taking on an opponent in a head-to-head fight between Crews. The design
system uses a footprint format of standardized bases that you simply fill-in with your favourite
robots. You should feel free to adapt the scale of the game to whatever fits your model collection
GAMMA WOLVES PLAYTEST V0.7 June 2019
the best. The standard base-sizes allow the game to work fluidly regardless of what types of
models you end up wanting to base your Frames upon.
FRAMES
Gamma Wolves is a game all about giant robots and the enjoyment that comes from modelling
them. Being able to put your collection of cool mecha on the table and play a game with them
was the intent with this Rulebook. For this reason the game relies primarily on base-size to
determine the class of your Frame and how you model it is entirely up to you. There are three
key things to remember when creating the Frames for your Gamma Wolves Crew;
- Your Propulsion method should be obvious to your opponent. If your Frame has legs, use Bi-
Pedal propulsion. If it’s Multi-Limbed or Tracked; use that. How the Frame moves around
determines a lot about how it behaves on the battlefield and so it is helpful for what your
opponent sees to be what they get (WYSIWYG!).
- Likewise any Loadouts should be obvious to your opponent and if they aren’t, make an effort
to point out what-is-what when the Frame gets into Active Lock so they are aware of what
they’re facing. Remember that you don’t have to explain the Loadouts of a Frame until it’s
revealed, but make sure you answer any questions your opponent might have once his
sensors have locked on.
- A Frame should always have a Name. You don’t have to come up with a really interesting
name for it, but it will help differentiate it from others of the same size in your Crew and also
enhance its coolness factor by x10000.
CONTACT MARKERS
At the beginning of an Engagement a Frame may not be visible to the enemy and is instead
deployed as a Contact Marker. A Contact Marker can be a Base of the same size as the Frame
being deployed to the Battlefield and is marked with Arcs in the same way. This marker is
considered to have a volume the same width as the base itself and as tall as the model it is
meant to represent. When a Frame is later sighted by the enemy (either during deployment or
during a game) it is immediately replaced with the appropriate model in the same orientation as
the Contact Marker that has been revealed. It is easiest just to place the model down on the
Contact Marker and remove it later when the Frame subsequently moves away.
DICE
Games of Gamma Wolves use six-sided dice to resolve tests and other effects both during and
after a game. About a dozen per-player should be all that is needed.
PLAY AREA
An engagement in Gamma Wolves takes place in a relatively close environment. No Crew has
the resources for a long-range engagement and the Crawler is far too valuable to risk revealing
on enemy sensors by firing weapons at a distance. In order to mask their operations the Crews
will (by habit) be keeping a low profile and conflicts typically erupt in the Sea of Destruction
when two Crews out on a retrieval mission encounter each other abruptly.
Games of Gamma Wolves will use a recommended play area of 4x4’ (120x120cm). For those
intrepid players that wish to create their own Missions or run large participation games
however this can be grown or made smaller as desired. Simply scale down or increase
deployment conditions appropriately for the mission being played.
The first is a Frame card. This can be used to track damage and consult your Reactor, Weight
Limit, Perks and Loadouts during the course of a game.
The second is a Pilot Card which should detail the Name, Endurance , Skill Levels and other
Talents they may have acquired in a Campaign.
It is very useful to cut out and laminate several of each Frame Card, or simply cover their
Damage Box area with some clear tape. You can then use Dry-Wipe markers to mark and
quickly remove information that you need to track during a game.
With Pilot cards, filling in them out in pencil will also allow you to adjust any values you need to
track during the course of a Campaign.
As mentioned before, these Cards are available to photocopy later on in this same book and
will also be available for download in the Game Resources section of the Osprey Games
website.
It is also highly likely that intrepid hobbyists may create flashier or even more functional cards
in the future, so look through community sites or ask on Social Media what else may now be
available!
TOKENS
Tokens are useful for tracking battlefield information for both players during the course of a
game. Gamma Wolves will use two types of tokens to track information about the status of
your Frames and another type to represent Salvage or other Mission items on the Battlefield.
Pilot Stress Tokens track how much a pilot has been pushed during a turn. In most games you
should never need more than 12 of these per player, as Pilot Endurance parallels Pilot Value
which is the main commodity used to determine the Crew Size for a game. Anything can be
used to track this, but try to keep to cool colours like green or blue to differentiate Pilot Stress
from the second type of Token needed.
Reactor Stress Tokens track the limits of how hard a Frame can be pushed in combat and also
how much it can be maneuvered during a turn (as the faster it moves the more power it
consumes). Some Loadouts also stress a Frame’s reactor and this limits how available for use
they are as well. The bigger a Frame the more robust a reactor it tends to have.
Mission Tokens represent everything from Valuable Salvage to lost Crew members of allied
Gamma Wolf teams stranded in the Sea of Destruction. It can be extremely rewarding to model
Mission-Specific tokens for each game type, but you can just as easily use a simple acrylic
token or base for this purpose instead. Regardless of type, Mission tokens are represented by
40mm (roughly 1.5”) circular token.
Game Definitions
D6’s
Gamma Wolves uses the shorthand D6 to describe rolling one six sided die. In cases where
more than one die is rolled, you may see the a number indicating how many to roll (2D6, 3D6,
etc). This may also include a positive or negative modifier (+1D6 or -3D6) to indicate if you are
adding or subtracting that many dice from a roll.
In rare cases the game may also ask you to roll a D3. This is done by simply rolling 1D6 and
halving the result, rounding up (1 or 2 = 1, 3 or 4 = 2, 5 or 6 = 3).
ROLL-OFF
This is a simple method for determining which player performs a task during a game. Both
players roll 1D6, re-rolling ties. Whoever rolls higher is the winner of the Roll-Off and performs
the action as described.
RE-ROLLS
If the game specifies a die may be re-rolled as part of a Test it is done so after determining the
results of the initial roll but before determining the overall results. The specified dice are picked
up and rolled again. The new result is now applied. A die that has been Re-Rolled may not be
Re-Rolled again by that player. In any situation where the opponent forces Re-Rolls of
Successes, these will take place after the Re-Rolls for Failures.
TESTS
Tests are the standard method used in Gamma Wolves to determine success or failure of an
action, whether opposed or not. Regardless of the type of Test, they are all performed the
same way.
The Pilot engaging in the test will create a Dice Pool equal to 3D6 and then add or subtract any
positive or negative modifiers to the pool. They will then roll the Dice Pool and consult the
appropriate Skill to determine how many Successes they receive.
Eg. A Pilot is making a Gunnery Test during a game to shoot another Frame. They build their
Dice Pool of 3D6 plus the bonus dice available to the Loadout they are firing. In this case the
Loadout is an Autocannon (+3D6). 6D6 are rolled resulting in 1,1,3,4,5,5. Checking the Pilot’s
Gunnery Skill they require a 4,5 or 6 to succeed in their Test, so 3 Successes are generated.
Certain conditions can apply a modifier to a Test. Whenever a modifier is applied, apply it to
the Dice Roll, not the Skill of the Pilot.
Regardless of any modifiers to the Test Roll, a natural roll of 1 is always a Failure and a natural
Roll of 6 is alway a Success.
In the case of an Unopposed Test apply the effects for the number of Successes as described
by the rules. These Successes become Net Successes and are used to determine what
happens next.
Some tests are Opposed. Most often this is when another Pilot is attempting to prevent or
evade the action of the one currently Active.
When a test is Opposed the Target of the action being taken will also perform the appropriate
Test to attempt to cancel or offset some of the Successes the acting Pilot has generated. For
each Success the Opposing pilot generates, reduce the Success level of the acting Pilot by
one. If zero Successes are achieved, typically the action fails.
Eg. The acting Pilot in our Previous example generated three Successes in their Gunnery Test
while targeting an enemy Frame. When they declared an Active Lock on the other Pilot that
Pilot declared they would attempt to Evade. After the Gunnery Test is made, that Pilot may
now make a Maneuvering test to try to reduce the impact of the attack. They generate their
dice pool of 3D6 and add any modifiers to the pool appropriate to their situation (in this case
there are none). They roll their Dice Pool which results in a 2,3 and 6. Comparing this to their
Maneuver Skill of 3+ they generate two successes. This reduces the number of Successes of
the acting Pilot to 1. They will then determine the location and level of damage based on
these Net Successes.
The most important things to remember about Tests are the rules of natural 1’s and 6’s and
that you always start with 3D6 and then modify the Dice Pool based on what type of Test of the
Pilot is performing.
FRAME SIZE
The combat and survival Frames of today are a far-cry from their original designs before the
world fell. Where you might have seen the same Frame mass-produced by a nation for service
in its military or various industries a hundred years previous, today they are unique and motley
mutts. The general aesthetic and propulsion preferences for Frames is typically based on the
Arcology that has deployed it.
The most important defining feature of a Frame is its size, which determines its displacement
on the battlefield (base size) as well as how far it can maneuver or evade, how much damage it
can take and also the weight it can bear in Loadouts. Base size is a spectrum and should fit
with most model collections. The best advice is to have your group discuss just what you’d like
to use in terms of scale be consistent inside your own Campaign. Larger Mecha (1/144) toys
will look great on the table against models in the same scale but may look odd facing
wargaming miniatures. For future reference Wargaming Scale will refer to anything using 28mm
Miniatures and Model Toy Scale will refer to anything using the larger toy kits popular around
the world. Just be consistent in your own group and the game will function fine.
Small Frames are mounted on a 1.5” to 2” (or roughly 40mm to 50mm) bases. They are highly
maneuverable and have the unique benefit of always being able to evade as they are in part
powered but the motions of the Pilot inside them. While they are quick and agile they are also
proportionally fragile and unable to bear a large number of Loadouts.
Medium Frames are mounted on a 3” to 4” (or roughly 75mm to 100mm) base. This fairly
standard frame size offers a good balance between protection and mobility and can mount
fairly robust selection of offensive Loadouts. It’s reactor is fairly powerful and it can also
support more weight than a Small Frame.
Large Frames are mounted on a 5” to 6” (or roughly 125mm to 150mm) base. These Frames
sacrifice mobility and evasion for the ability to soak up damage and carry a deadly array of
offensive and defensive Loadouts. It has a heavy Reactor which can be necessary to power
some of its more energy hungry weapons.
Each Frame type offers advantages and disadvantages and some Arcologies will prefer certain
classes over others.
ARCS
Frames, even the Small ones, are still much larger and less agile than the Pilots inside of them.
How easy it is to move in a particular direction and how offensive Loadouts can be targeted will
all be determined by the facing of a Frame on the Battlefield. The base of every Frame should
be marked with 4 cardinal points called Vectors.
Front
Left Right
Back
These are Front, Back, Left and Right. Each of these is used to centre a 90* quadrant. Vectors
are also used to determine movement in a given direction as well as how vulnerable a Frame is
to attack by other pilots whose Frames are primarily targeting them from that angle.
Lock is determined by the Front and Back facings of the Frame. The front 180* of the base,
projected forward is typically where a Frame can ‘See’ and will effect its ability Lock on another
Frame.
All Rear Arcs are considered to be the Rear Facing of a Frame. This rear 180* of the base is
typically the ‘Blind Spot’ on a Frame and they are more vulnerable to attack from this direction.
These arc marking will be used to determine movement of a Frame when it Maneuvers and
Evades. They will also be used to determine how vulnerable they are to attack when targeted
from the side or rear and where their Loadouts can target the enemy in response.
LINE OF SIGHT
Frames in Gamma Wolves use sophisticated Sensor systems to detect enemy targets on the
Battlefield and even if they cannot exactly identify what the Contact is they will know
something is present and maneuvering on the Battlefield.
When discussing Line of Sight in Gamma Wolves this term refers to whether-or-not a Frame
can physically draw a line from anywhere on itself to another Frame on the Battlefield. This is
done by drawing an imaginary line from any part of the base or model of one Frame to any part
of the base or model of the other.
If this line can be drawn then both Frames are considered to have Line of Sight to each other.
Line of Sight is used to determine three things in Gamma Wolves; sighting Contacts, Lock and
Vulnerability.
MEASURING
All Measurements in Gamma Wolves are in inches (though Millimetres are sometimes given as
a reference for things like Base Size). Due to the sophisticated sensor suites of Frames, any
distance can be measured by either player at any time.
CONTACTS
A Contact is a Frame whose exact nature is yet to be determined by the enemy Crew. When a
a Frame is deployed to the Game Table and no Enemy Frames currently deployed to the Area
of Operations can draw Line of Sight to it, place a Contact Marker instead.
If a Contact Marker ever performs a Gunnery or Evade Action enemy sensors will immediately
be able to pick up its full profile as its reactor spikes and weapons systems light-up. Replace
the Contact Marker with the Frame it represents.
Contact Markers may Maneuver without revealing their nature but will be immediately revealed
if they ever enter Line of Sight of a Hostile Frame.
LOCK
Lock is a term meant to represent whether or not an Offensive Loadout is able to track and
engage a hostile Frame on the Battlefield. A Frame has Lock on another Frame if it both has
Line of Sight to that Frame and it is also in its Front 180* Arc.
If these criteria are satisfied it is considered to have Lock on the other Frame.
STRESS
Piloting a Frame in the most favourable of conditions is a highly technical task. In combat, it is
an intense and high-pressure assault on the senses and can stretch both Pilot and Frame to its
limits very quickly as the action begins to heat up and multiple engagements begin to resolve
between the Crews’ various Frames.
Stress is a catch-all term for the pressure put on both Pilots and Reactors. As discussed earlier
with Tokens these will be tracked visually on the battlefield in order for all players to be aware
of the current Stress level of the various units participating in the engagement.
Pilot Stress will accrue whenever the Pilot of a Frame is activated to deploy an offensive
Loadout, Evade or try to Manage the Reactor on their Frame. A Pilot may accumulate as much
Stress as their Endurance attribute, based on their Pilot Level.
Reactor Stress will accrue whenever a Frame Maneuvers or deploys certain Loadouts which
draw their energy directly from the Frame itself rather than carrying their own separate
ammunitions. It can also accumulate because of damage to the Frame itself and also from
certain types of incoming ordinance deployed by hostile Frames. A Frame may accumulate as
much Reactor Stress as their Reactor attribute.
When a Frame or Pilot reaches maximum Stress on their Reactor or Endurance they may no
longer be chosen to do anything which requires those two resources for the remainder of the
turn and are considered either Redlined or Exhausted.
As discussed previously, the accrual of these conditions should be marked with different
coloured Tokens, placed next to the Frame during a game.
ATTRIBUTES
Attributes are fixed values on either a Frame or Pilot’s card which govern their abilities in a
given area. The most common two Attributes which will be referred to in Gamma Wolves are
Endurance (Pilots) and Reactor (Frames).
SKILLS
Skills make up the various competencies of a Pilot and are initially determined by their Level
when recruited to a Gamma Wolves Crew. The lower the value of a Skill, the better it is.
Whenever a Pilot takes a Test they are comparing their dice rolls to the various Skill Values on
their Pilot Card.
Certain conditions can modify the Skill Test of a Pilot for the duration of an engagement or Test,
such as a Target being in Lock to their Side or Rear Arc or being Injured. Whenever this is the
case, you modify the result of the Dice being rolled, not the Skill itself.
Example: A Rookie Pilot has a Gunnery Skill of 5+. This means during a Gunnery Test they need to roll
a 5 or 6 to generate a Success. A Veteran Pilot has a Gunnery Skill of 3+, meaning it is significantly
more likely that they generate a Success when engaging in a Gunnery Test.
Rookie Pilots are the most inexperienced members of a Crew. They are often given Light
Frames to pilot as the risk and cost to repair them is far less than for larger classes of Frame.
They have a Value of 2.
Trained Pilots are the most common member of any Gamma Wolves Crew. Their experience
allows them to manage almost any size Frame to good effect and often form the spearhead for
a given Mission. They have a Value of 3.
Veteran Pilots are the experienced old-hands of the Sea of Destruction. These Pilots will often
be the leaders of a Gamma Wolves Crew and their abilities will make them effective at piloting
any size Frame to good effect. They have a Value of 4.
Pilot Value is used to determine how many Pilots a Crew can deploy into a Mission. The usual
size for a game of Gamma Wolves is 12 Pilot Value (or PV for short).
A Player may also nominate a Pilot of any Experience Level to be an Ace. An Ace receives a
bonus to their Endurance as well as to a single Skill of the players choosing, as detailed later
and also increases their Pilot Value by 1. Typically, a Gamma Wolves Crew may only ever
contain a single Ace.
MATERIEL
Materiel represents the available assets of a Gamma Wolves Crew within their Crawler. In game
terms, it is the resource with which your purchase Offensive and Technical Loadouts for your
Frames. A typical game of Gamma Wolves will operate on a budget of 500 Materiel. Frames
themselves have no Materiel cost but the cost of Loadouts will increase depending upon the
Size of Frame they are being equipped to.
LOADOUTS
The term Loadout is shorthand for anything attached to a Frame in enhance both its offensive
or technical Battlefield presence. In simple terms, they are the weapons, armour, technical
systems or other attachments that the Pilots and Crew Chief back at the Crawler will mount to
a Frame for it to employ in combat during Missions.
How many Loadouts a Frame may attach and how much Materiel they cost to deploy will be
determined by its Size.
Whether or not you’re playing your first game of Gamma Wolves or you and your Gaming
Group is about to embark on a Campaign into the Sea of Destruction assembling a Gamma
Wolves Crew Will typically follow the same process.
SELECT AN ARCOLOGY
In Gamma Wolves, every Crew belongs to one of the few remaining Arcologies that are islands
of hope in the Sea of Destruction. These last bastions of Humanity will shape how the Crew
operates and each one will have its preferences for both the way it enlists and deploys Pilots
and the Frames that they will be fighting in. Their unique technologies and jealously guarded
secrets may also give certain tactical advantages for a Player to exploit when they purchase
Loadouts or embark on a Mission.
Who your Crew holds allegiance to will determine a great deal going forward, so consider your
Arcology carefully before proceeding to the next step.
Your cultural biases will extend into both Pilot Recruitment and Frame Design. Each one has
their own values and preferences for their Militaries and in the manufacturing and design of
these fighting machines.
Each Arcology will have three key features; Initial Pilot Availability, Frame Preference and
Propulsion Types. Each one will also have an Arcology Quirk which may give an additional
attribute, restrictions or other special rule for Crew composition.
Initial Pilot Availability is the minimum and maximum number of Pilots of any given
Experience Level that the Crew may recruit when it is initially being formed. Values may be
limited or required as indicated for that Arcology. Remember that a Crawler can house a
maximum of eight Pilots at any given time in a Campaign. Once a campaign is underway these
restrictions are ignored unless a Crew is forced to disband and reform.
Frame Preference is the minimum and maximum number of Frames of any given Size that a
Crew may deploy in a Mission. It is worth noting that each Crawler may house a maximum of six
Frames at any given time during a Campaign, though they may be piloted by different
individuals during each mission. These restrictions apply across all Frames in a Team’s Crawler
and when deploying them to the battlefield.
Propulsion Types are the different locomotive and load-bearing systems and technologies
available to a given Arcology. Some types of systems give better maneuverability than others
and some are better able to bear the Weight of Loadouts. Some Arcologies simply do not have
access to certain types of Technology, so bear this in mind when selecting the affiliation of the
Crew.
North-Star
Built upon decades of expansion of the remnants of the last American/Canadian government
installation, North-Star proclaims itself a bastion of freedom in a world on the edge of extinction.
The reality is that the Arcology is little better than a slave-state of haves and have nots. Many of
the youth jump at the chance for an escape, even if that means only the illusion of freedom
piloting one of their many Frames. This makes the rookie mortality rate very high and this large
archeology sees very few Pilots live long enough to become veterans. Those that are are often
bitter and disillusioned and many eventually choose the life of a Freelancer after having their fill
of death.
North-Star Teams
Initial Pilot Availability 0-1 Veteran Pilot 0-2 Trained Pilots 1+ Rookie Pilots
Frame Preferences 0-1 Heavy Frames 0-6 Medium Frames 0-2 Light Frames
Frame is also in Lock of the Active Frame they receive +1 to the Evasion Roll and the Rookie
Frame automatically takes a single point of Damage to a random Location as they are used as a
distraction.
Hinode (Hih-noe-day)
Powered by the geo-thermal energy of the molten core of Mt Fujii, Hinode (Sunrise) is the
smallest of the major Arcologies but possibly the most progressive. Though locked for the last
decade under the crawling movement of a huge nuclear ash cloud, their ready access to heat
has allowed Hinode to build vast agricultural bays into the sides of the mountain. This has given
them massive trade advantages as the ability to produce food in this cursed-earth is priceless.
The raging winter that surrounds them has been both blessing and curse as it has protected
them from those wishing to steal what they have. Their name stems from their belief in a better
tomorrow and that ultimately the raging and remorseless sun will once again shine on their
people.
Hinode Teams
Initial Pilot Availability 1+ Veteran Pilots 0+Trained Pilots 1-* Rookie Pilots
Frame Preferences 0-2 Heavy Frames 0-6 Medium Frames 0-2 Light Frames
Arcology Quirk - Masters and Apprentices - A Hinode Crew must include one Rookie Pilot for
each Veteran or Trained Pilot in the Crew when it is created and each Rookie must be
associated with a particular Veteran or Trained Pilot. Both must pilot the same Size of Frame but
need not have the same Loadouts. When the Rookie performs a Gunnery, Evasion or Maneuver
Test while their Master has Lock to them, they receive a +1 to the results of the Test Roll. This
bonus is lost during a Campaign if the Rookie achieves the same Training Level as their Master,
at which time the relationship ends.
Bolschev (Bowl-shev)
Strength in adversity has long been the creed of the people of eastern Europe and Asia and
they have needed it to survive as long as they have. The Arcology of Bolschev is more a
warren, stretching hundreds of miles beneath the major cities that once crowned what is now a
wasteland of minarets and rotting cinderblock public housing. Practical and dependable, if
fatalistic, their technology focuses on reliability rather than finesse. The Bolschev armed-forces
are all volunteer with a set term of service and most of the population considers it an honor to
be part of the greater-good of the Arcology.
Bolschev Teams
Arcology Quirk - Redlining - Once each Game Round during either the Maneuvering or Gunnery
Phase a Bolshev Pilot may Stress their Reactor even if it is already at maximum. If it does so
the Frame takes a single point of Damage to the Body as its cooling systems fail and internal
components suffer damage.
The Burg
The Burg was once a sprawling mass of divided peoples with class and race separating them.
The atrocities brought about in the End Wars brought what was once the birthplace of mankind
to near extinction. enclaves of fleeing scientists from dozens of former nations found sanctuary
at this most southern part of the African continent in an attempt to save mankind from itself.
What was once considered illegal in the extreme was now feverishly researched as the mostly
unshielded populations withered and died on the poisoned ground. Genetic manipulation,
cloning and artificial birthing techniques allowed The Burg to rise from the ashes of the old
world. More resistant to radiation and able to process toxins that would kill the average person,
the people of The Burg seem almost alien to outsiders. Their Arcology’s only real issue is that
they have been engineered with a built-in lifespan of only twenty years, meaning that veteran
pilots in their ranks are rare. Without this betrayal at the hand of their ancient engineers they
most likely would be the dominant society on this new Earth.
Initial Pilot Availability 0-1 Veteran Pilots 0+ Trained Pilots 0-1 Rookie Pilots
Frame Preferences 0-2 Heavy Frames 0-4 Medium Frames 0-2 Light Frames
The Tiamat Array was created to save Humanity from itself. An orbiting ring of small solar-
powered and networked hives would house a host of nano-robotic workers whose sole design-
purpose was to restore the atmosphere of the planet to pre-industrial conditions while
automatically reproducing themselves through salvaging orbital detritus. This hopeful pre-war
project did not account for the insanity that Humanity was to unleash in the coming centuries.
Entirely overwhelmed by the damage caused by nuclear EMPs, mass-extinction volcanic
eruptions and other catastrophic planetary events the Array’s protocols have been subverted
from their original intent and have evolved to encompass the new world they look down upon
from the sky.
Having consumed all the available salvage in the atmosphere in an effort to enlarge and
enhance the array, the nano-machines have begun to descend to the surface. Their networked
intelligence and ability to interface with technology they encounter on the surface has led to
these ‘Ghost Crews’ silently activating abandoned vehicles on the same scale as Crawlers and
GAMMA WOLVES PLAYTEST V0.7 June 2019
filling them with old-tech and Frames to collect it with. While not an Arcology or Pilots in a living
sense, these Ghosts of technology nonetheless roam the Sea of Destruction with the same
common goal as any other Gamma Wolves Crew; Salvage what they can and return it to their
home.
Ghosts of Tiamat
Teams
Frame Preferences 0-2 Heavy Frames 0-4 Medium Frames 0-2 Light Frames
Ronin
As the security forces for an Independent Station, a Ronin team has to make-due without the full
resources of an Arcology at their disposal. That being said, this team are hardened killers one-
and-all, used to a frontier life and often on the run from something. While almost always
outnumbered it is very rarely that they will be outgunned or outsmarted. Some of the most
legendary Gamma Wolves now call outposts like Machu Pichu, Alert Station, Pripyat Carnival or
The Mogh home.
Ronin Teams
Initial Pilot Availability 2+ Veteran Pilots 0-2 Trained Pilots 0-2 Rookie Pilots
Frame Preferences 0-2 Heavy Frames 0-4 Medium Frames 0-2 Light Frames
With your Arcology Selected you may now decide how many Pilots you wish to deploy into the
Area of Operations from the Crew’s Crawler. A Gamma Wolves Crew will never risk their entire
Operational Strength on a single mission if they can avoid it and so the maximum number of
Pilot Levels that may be enlisted will be the same on each side.
In a standard game of Gamma Wolves each player will be able to deploy 12PV (Pilot Value) of
Pilots on a Mission.
Each Crew may also, if the player wishes, nominate a single Pilot to be an Ace. This pilot can
be of any Experience Level and can represent everything from a hoary Vet to a hotshot Rookie
up-and-coming through the ranks. The player should make a note on that Pilot’s Card that they
are an Ace and improve their Endurance and one other Skill of their choice by 1. This Pilot’s
Value is also increased by 1.
A Rookie Ace would therefore have a Value of 3, a Trained Ace a Value of 4 and a Veteran Ace a
Value of 5.
Each time you select a Pilot you should give them a name and then copy down their Attributes
and Skills on their Pilot Card. If their Arcology provides any unique Quirks it is useful to mark
these down as well. Talents and Injuries will be accumulated during a Campaign.
Advances mark the number of times a Pilot must Advance during a Campaign before they
reach a new Experience Level.
Experience Endurance Maneuver Skill Gunnery Skill Technical Skill Pilot Value
Rookie 2 5+ 5+ 5+ 2
Quirks: EXP.
Talents:
Injuries: O/O/O
Advances: O/O/O
GAMMA WOLVES PLAYTEST V0.7 June 2019
Experience Endurance Maneuver Skill Gunnery Skill Technical Skill Pilot Value
Trained 3 4+ 4+ 4+ 3
Quirks: EXP.
Talents:
Injuries: O/O/O
Advances: O/O/O
Experience Endurance Maneuver Skill Gunnery Skill Technical Skill Pilot Value
Veteran 4 3+ 3+ 3+ 4
Quirks: EXP.
Talents:
Injuries: O/O/O
Advances: O/O/O
Frame Technology is what allows humanity to survive outside the Arcologies and salvage the
necessary Old-Tech to allow their societies to function and prosper. Each of your Pilots must
now be assigned to a Frame.
In a one-off game of Gamma Wolves you must select a single Frame for each Pilot in your
12PV Crew, no more and no less! These must fall inside the restrictions and requirements for
your Arcology.
At the outset of a Gamma Wolves Campaign a Crawler will house six Frames. These must be
selected now and you will most likely have a different number of Frames to Pilots. This is
perfectly acceptable as Frames will become damaged during a Campaign and need to be re-
fitted and repaired between missions. It may well be that you may leave a damaged Frame
back at the Crawler and deploy an undamaged one instead between games.
Frames of different sizes do both have any additional costs except as required by having
special Propulsion and may be freely selected from any sizes allowed or required by your home
Arcology.
(1) Sensors (2) Hardpoint (3-5) Body (06) Propulsion Total Weight
Special Rules: Light Frames receive +1 to Evade Test dice rolls and may Evade one additional
(1) Sensors (2) Hardpoint (3-5) Body (06) Propulsion Total Weight
L:
R:
Secondary Loadout Bonus Dice Damage Effective Range Traits
(1) Sensors (2) Hardpoint (3-5) Body (06) Propulsion Total Weight
L:
R:
L:
R:
Technical Loadouts Propulsion Type Encumberance
Special Rules: Heavy Frames suffer -1 to the dice rolls for all Evade tests.
When you a select a Frame you must also determine its Propulsion types. Some Propulsion
Types will give various new abilities but will also have an additional Material Cost which will
come from your 500 Materiel budget for Loadouts. This represents the additional maintenance
these types of Propulsion will require in the field and also the additional benefits they may
provide.
For your first Gamma Wolves Crew it is highly recommended you let the models do the work of
selecting size, propulsion and Loadouts. If you’ve got a really cool model that you’re excited to
build, paint and put on the battlefield then you will be much more satisfied with the experience.
Once you’ve had some time playing the game you can get to work kit bashing your perfect
elite crew of killers. In the beginning it can be much easier to simply let the models you like
determine what you bring to the game.
Remember the general rules for selecting models to represent your Frames. It should be
obvious to you and your opponent what the Propulsion and Loadouts are on a given model.
Jet This Frame does not halve the distance traveled for Light 20
Maneuvering or Evading in its side or Rear arcs. It ignores Medium 30
Movement reductions for Broken Terrain unless its Propulsion Heavy 50
is Critically Damaged.
Once you’ve selected a Frame for each Pilot, or filled the 6 Frames to fully load all the bays in
your Crawler for a Campaign you are ready to begin attaching Loadouts.
LOADOUT FRAMES
GAMMA WOLVES PLAYTEST V0.7 June 2019
Frame Loadouts are both offensive weapon systems and defensive or Technical equipment
that will give the Pilots inside them the ability to react to and combat enemy assets on the
Battlefield. How you equip each Frame after its Size and its Propulsion mode are selected will
have an impact on how it performs on the Battlefield. As was advised earlier it can be easiest
for you first few games to allow your model collection to determine what your Frames are
equipped with and get a feel for playing the game. Once you’re comfortable play you can dive
deeper into designing the perfect elite fighting machine with which to dominate your foes.
You will have a budget in any given Mission of 500 Materiel to purchase the Frames and their
Loadouts. That may mean that between missions you will want to upgrade or downgrade
certain Technical Loadouts or buy things like Ablative Armour to fill in your last few points of
Materiel. This is perfectly acceptable. Your Materiel budget represents the limited resources of
the Crawler and your Crew Chief demanding a certain level of restraint in deploying assets to
each mission.
There is one additional consideration to make when loading out your Frames and that is the
Weight Tolerance on your Frames. Each Size of Frame is designed to be able to carry only so
much additional load.
You are not required to spend all 500 Materiel as often trying to do so will result in overloaded
Frames, but you may no spend more!
Weight Tolerance is the measure of what amount of weight the Frame can carry and perform
optimally. It will move its normal speed at this value and under and no additional stress will be
placed on its reactor. You can purchase and load out more Weight on a Frame if you wish but
there will be additional penalties if you double or even triple the Weight allowance of a Frame.
If the Total Weight of Loadouts on a Frame is equal-to or under that of the Weight Tolerance on
a Frame, there is no additional impact on it.
If it is more than the Weight Tolerance of a Frame but less than Twice its Weight Tolerance, it is
Encumbered for -2” reduction to its Speed Characteristic. This is an important distinction to a
movement reduction as it will also impact how far it can Evade.
If it is twice the Weight Tolerance of a Frame but less than Triple its Weight Tolerance, in
additional to being Encumbered, increase its Reactor Stress by 1 at the start of each Maneuver
Phase before either player nominates a Frame to activate. If the Reactor was fully Stressed
when this happened apply 1 Damage to the Frame’s Body.
A Frame may never carry more than Triple its Weight Tolerance. Any action that would cause it
to do so automatically fails.
Each Size of Frame will have its own Loadout chart. This Chart will provide you with all the
information you need to deploy a Loadout to a given Frame. Once you’ve selected a Loadout
you should copy down its information on Frame’s Card. Offensive Loadouts may be mounted
any number of times up to the number of Hardpoints on a Frame. Remember, only Loadouts
with the Secondary System Trait can be mounted on Secondary Hardpoints.
GAMMA WOLVES PLAYTEST V0.7 June 2019
You will notice that some Loadouts, particularly Primary and Secondary Weapon Systems,
will have a Left or Right tag. While this may not be strictly imitated by the model that is
deploying this Loadout it is simply a handy way of differentiating which system is which for
the purposes of Damage during a Mission. If a Frame is modeled in a way which Left or Right
doesn’t entirely accurately describe, simply explain which system is which before each
Mission to your opponent.
GAMMA WOLVES PLAYTEST V0.7 June 2019
OFFENSIVE LOADOUTS
Every Frame will be equipped with a variety of weapon systems with which to defend itself
while on Missions. The Hardpoint systems on Frames mean that they can be freely switched to
adapt to new conditions and enemies, unlike propulsion systems, and so chan be different
every time a Pilot deploys in them.
Every Frame must be equipped with at least ONE Offensive Loadout with which to defend
itself.
Effective Range - This is range, in inches, at which the Loadout is most effective. If inside or
outside this range all Bonus Dice halved when employing it. This is always described in two
separate values, a minimum range followed by a maximum range.
Weight - This value is added to the Total Weight of the Frame each time this Loadout is
mounted to a Frame.
Traits - These special rules govern the unique properties a Weapon System may have and
should be read carefully before you decide to mount a Loadout to any given Frame.
Materiel Cost - The cost in Material that this Loadout adds to a Frame each time it is
mounted. Note this down on the Frame’s card.
Every Weapon System loaded to a Frame is done so because of the unique offensive potential
it can offer on the battlefield. Familiarizing yourself with the potential of these weapons will help
you to better equip your Frames for combat.
Accurate - Re-Roll failed Gunnery Tests if this Frame did not Maneuver or Evade this turn.
Artillery - This Loadout may only be mounted on Heavy Frames. May not be activated if the
Frame moved during the Maneuver step or Evaded during this same Gunnery Phase.
Barrier (x) - This Loadout usually takes the form of a massive shield or other mobile cover
which the Frame deploys to ward off incoming attacks. While being attacked in either its Front
or the Side into which this Loadout is mounted (Left or Right) this Loadout will absorb damage
up to the the value of (x). Draw a number of damage circles on the Frame sheet equal to (x)
next to the name of this Loadout. Do not roll for Location when attacking this Frame in either
the Front or mounted-side until (x) damage has been marked on the Loadout with this Trait.
This Loadout may also be activated as a Melee Weapon unless it is disabled by taking (x)
Damage. If this Loadout is taken twice, do not double the number of boxes. Instead the
amount of Damage the Barrier can absorb is increased to 1.5 times the (x) value, rounded
down (so a Large Frame with a Ballistic Shield could absorb 15 Damage to the front or either
side).
Beam - Beam weapons inflict a spear of incredible damage with pinpoint accuracy. When
determining Damage in a Gunnery Attack, after determining Hit Location and spending any
successes to adjust aim, but before totalling Damage, reduce the number of Net Successes to
a maximum of one for each Loadout participating in the action. This would mean that in a
linked Action, reduce the number of Net Successes to a maximum of two.
Blast (x) - When this weapon inflicts Damage, inflict 1 additional damage to the body on this
Frame and any other Frames (Friendly or enemy) within the (X”) value of the original target
(measured Base to Base).
Energy - This Loadout causes additional Stress to the Reactor of its target either through
drastically increasing the temperature of the Frame or by electro-magnetics that assault the
internal systems when it damages its target. If this Loadout cases any Damage to its target,
also Stress its Reactor by one. If its Reactor is already at maximum, apply an additional point
of Damage to its Body after the Damage from the attack itself is resolved.
Frag - This Loadout projects a huge cloud of shrapnel in an ever expanding cone. This makes
it incredibly hard to dodge at Effective range. While each individual projectile is relatively
harmless, a massive kinetic impact is created by thousands of them pummeling the target.
When attacking with a Loadout with this Trait at Effective range, the target is -1 to all Evade
Dice Rolls. Outside Effective Range, this weapon loses -0.5 to its base Damage.
Indirect - This Loadout may be activated to fire at a target out of Line of Sight, but inside Front
Arc. This target must be a Frame and not a Contact Marker. When making the Gunnery Test for
a Loadout when it is fired indirectly it is always considered to be outside Effective range. When
fired indirectly it may only select targets in its front 90* arc, instead of the normal 180*.
GAMMA WOLVES PLAYTEST V0.7 June 2019
Limited (x) - During each Engagement this Loadout may only be activated a limited number of
times, referred to as a Salvo. How many times is determined by the Frame size it is being
attached to. Each time this Loadout is activated, reduce the Total Weight of the Frame by 5 for
the rest of the Mission.
Melee: When activating with this Loadout to attack an enemy Frame, it uses the Pilot’s
Maneuvering skill instead of the Gunnery Skill for it’s Test. This Loadout may not be activated
for use outside of its Effective Range. When determining Snap Fire, a Frame with a Melee Trait
Loadout may determine Snap Fire from either the starting or ending position of a Maneuver by
an enemy Frame. If the Target Frame does not declare an Evade and this Frame is not Snap
Firing, the attacking Player may select the Location hit instead of rolling.
Stressful - Stress the Reactor of a Frame each time one of these Loadouts is used in a
Gunnery action. If a Reactor cannot be stressed instead inflict 1 Damage to the body of the
Frame activating this Loadout.
Technical Loadouts
Technical Loadouts are a catch-all term for anything mounted to a Frame that does not require
a Hardpoint. These additional systems, armour or other pieces of Equipment will typically be
how a player spends the remainder of their budget of Materiel after they have fully equipped
their Frames with Offensive Loadouts. Some players will like to take the same Technical
Loadouts from Mission to Mission, but some will tinker with these Loadouts in particular every
time they play.
During a Campaign there will often be Old-Tech Offensive and and Technical Loadouts that are
discovered while on Missions. These unique pieces of Equipment fall into the same categories
as their more standard counterparts and will typically be equipped to a Frame in the same way.
Your Crawler is considered to have an ample supply of these normal Technical Loadouts, or the
crew-chief is able to manufacture or repair them quickly enough that they are always available
each mission if you wish to deploy them. They add Weight and Materiel Cost to your Frames
just like Offensive Loadouts. It can be useful to Loadout all the Weapon Systems on the
Frames in the Crew you are deploying prior to adding Technical Loadouts, then seeing what of
your Material Budget remains for additional refits.
Unless noted in its description, each Technical Loadout may be purchased only once.
Ejection System This Frame now includes a saviour system for quickly 1 10
removing the Pilot from the Battlefield. If using the
optional rules for Bailing Out described later, you may
place the pilot anywhere within 12” of the Frame instead
of the normal base contact when they exit. If this puts
them off the edge of the Area of Operations, they
automatically succeed in escaping to the Crawler.
GAMMA WOLVES PLAYTEST V0.7 June 2019
Energy Shielding The Frame has had additional layers of thermal and 2 15
energy shielding either applied outside or inside to resist
incoming energy attacks by absorbing the brunt of the
effects. Ignore the additional Stress to Reactors when
this Frame is targeted by Energy Weapons for the first
time each Mission.
Fuel Reserves This Frame has been equipped with additional Fuel 2 20
reserves to allow it to perform for extended periods away
from the Crawler. For each Frame in a Crew with this
Loadout add 3 to the War Clock for that Player.
Heat Sink Heavy-duty Heat Sinks have been built into the Reactor 1 10
housing for this Frame. The weight is worth the additional
cooling that the Frame receives, especially on Heavy
Frames. Add +1 Success to Technical Tests during the
Cooldown Phase.
Now that you’ve selected a Gamma Wolves Crew and the Frames for them to Pilot (either for a
one-off Game or after having Re-fit your Frames after a Campaign game), you’re ready to set
up the table and play a game.
The Area of Operations of a Mission can dictate a lot about the terrain a Crew will encounter
and what types of challenges they may be met with while combatting other forces during an
encounter. The Sea of Destruction is littered with the ruins of ancient destroyed cities, old
industrial complexes and the battlefields of wars long forgotten. All of these sites are rich with
potential salvage and form the main battlegrounds for Arcology Crawlers and their crews.
The battlefield for Gamma Wolves is largely made up ruined buildings or industrial terrain,
broken rock and dead vegetation. This can vary from hot and blasted to frozen and ice
drenched depending where on the globe you wish to depict your campaign taking place. You
may even wish to include strange toxic forms of life or vegetation growing in this new work if
you want to set the game in more temperate zones. A good collection of suitably apocalyptic
terrain is required as the game will be more interesting if the two Crews need to maneuver to
engage each other and earn Line of Sight rather than just pound each other’s Frames with
guns from the get-go. Consider the size of your Frame models when building your terrain
collection and a good rule of thumb is that at least 2-3 pieces of Terrain should be able to
block Line of Sight to the larges Frame in your collection.
It is for good reason that Neutral Stations are primarily located well away from these areas of
conflict and it will be a considerable journey out to these areas from any safe port of call.
Before each Mission you and your opponent must first determine what type of Area of
Operation your conflict occurs in. You will set up the Area of Operation before determining
Deployment Zones normally, so try to spread it evenly across the gaming area.
1 Open Wasteland - The Crews have encountered The Terrain is primarily open with very
a salvage opportunity out in one of the vast little cover between the opposing Crews.
stretches of open terrain that may once have No more than 3 pieces of Terrain may be
been a sea-bed or other body of water, tundra placed in the Area of Operation and none
or other largely uninhabited area. may be more than 3” tall. These should
primarily represent gently rolling hills or
other raised areas of terrain or areas of
broken ground that will impede
movement. Place the first in the centre of
the table and each following piece not
within 3” of another.
2-3 Broken Wasteland - The Crews are picking their Set up 6 to 9 pieces of Terrain in the Area
way through largely rough terrain with large of Operation with at least half of them
spires of broken rock. This area may have been being Impassable Terrain able to block
inhabited once. Line of Sight to the largest Frame in your
collection. Place the first in the centre of
the table and each following piece not
within 3” of another.
GAMMA WOLVES PLAYTEST V0.7 June 2019
4-5 Urban Wasteland - The ruins of this part of the Set up 6 to 9 pieces of Terrain in the Area
Wasteland once formed a major population of Operation with at least half of them
centre. The rotting carcasses of Buildings loom being areas of Broken Ground that will
all around and even the areas between them are impede movement. The other half should
filled with spilled out junk, making it hard to be Impassable destroyed structures in
maneuver. various states of collapse. Place the first
in the centre of the table and each
following piece not within 3” of another.
Players should Roll-Off and alternate setting up Battlefield Terrain from the appropriate
selection available. Remember that the Approach Vector for each team has yet to be
determined so Terrain should be spread out evenly across the Battlefield.
Open Terrain is any battlefield surface that is clear of obstructions. Frames move over this
terrain without impediment. This includes inclines such as hills and other slopes that area easily
moved across.
Broken Terrain is the savage and uneven detritus that litters the Sea of Destruction. It will
reduce the movement of Frames on the Battlefield as described in the Maneuver Phase.
Impassable Terrain is any solid structure that a Frame cannot simply pass through, or a huge
vertical drop. These typically represent spires of rock and ruined buildings. A Frame may not
move through or overlap Impassable Terrain.
Once the terrain and game area has been set up, Roll-Off. The winner places a Mission Marker
which represents Salvage within 6” of the centre of the A/O. Each player then takes two more
Mission Markers (also representing valuable Salvage). These must be placed within 14” of the
centre of the A/O, not within 6” of another Mission Marker.
If you are playing a Mission it may dictate alternative modes of setting up terrain or Mission
Tokens. These will supersede the general setup rules. Once you’ve assembled your crew of
Pilots and Frames and set up the Area of Operations, the Mission can begin.
1 - Initiative
2 - Maneuver Phase
3 - Gunnery Phase
4 - Cool-Down Phase
5 - Check War Clock
Both Players Roll-Off. The Winner may choose which table edge their Crew will use as the
approach vector. This edge will form their deployment and retreat edge and is the shortest
route back to their Crawler. The other player will deploy on the opposite edge. This edge will
form their deployment zone and the shortest route for retreat to their Crawler.
Beginning with player that won the Roll-Off, each player will select one Frame to deploy as a
Contact Marker (not model) within 8” of their Deployment edge. This represents the build-up as
Frames approach the battlefield and appear on the other crew’s Sensors. While the pilots know
something is there, they need to gain a lock on the enemy to actually identify any details about
it apart from size. When a player deploys a Contact Marker they must note which Frame it
represents and cannot later change this information. For this reason it can be useful to number
Contact Markers for later reference.
This means the first Frame deployed to the Battlefield will always be a Contact Marker as there
are no other Frames on the Battlefield to determine what it is.
If a Player wishes they may deploy a Frame instead of a Contact marker, if that Frame is in Line
of Sight of an enemy Contact. The enemy Contact is then revealed as it has now been
identified during deployment.
The players will alternate setting up Frames until all are deployed. This may result in some
Frames and some Contact Markers being on the Battlefield as they gain Line of Sight to each
other during Deployment and others remain hidden by the terrain in the area of operations.
DETERMINE INITIATIVE
Any Frame Pilot, regardless of how experienced, knows that deception is the name-of-the-
`game in Frame battle. Your opponent needs to be unaware of your plans until it’s too late and
keeping them guessing will give you the edge in a fight. For this reason the advantage will
always go to the pilot that can keep themselves hitting and running throughout an
engagement. It also means that as the battle continues the outnumbered Crew will become
slightly more agile as they only need to co-ordinate a smaller team.
At the start of each Game Round both players will count the number of Frames they have with
Line of Sight to an enemy Frame. The player with the least number of Frames able to draw Line
of Sight to the enemy is considered to have the Initiative for this Game Round. In the case of a
tie, Roll-Off. The winner is considered to have the Initiative.
During the Maneuver Phase pilots put the emphasis on moving their Frames around the
Battlefield. Being able to gain better position, obscure their Frames so as not to be as
vulnerable to enemy fire, or to put the enemy into a more vulnerable position will be the goal as
pilots jockey for better Battlefield positions against the rival Crew.
Pass - At the beginning of this Phase each player counts the number of functioning Frames it has on
the Battlefield. The player with the lower number generates a number of Passes equal to the
difference. These can be used to pass being Active Player back to the Reactive Player without
activating a Frame or ending their Maneuver Phase.
1) Beginning with the player that has Initiative for the Game Round, each player will take turns
selections a single Frame or Contact Marker to activate. They become the Active Player. Stress
the Chosen Frame’s Reactor by 1.
2) Based on the current Speed of the Frame, determine the number of Turns the Frame is
eligible to make. This is equal to the current Speed of the Frame divided by 2 and rounded up.
Remember that Weight on a Frame may effect its Speed, as can maneuvering through Broken
Ground. These turns may be made at any time and may be combined to make larger turns.
Each Turn allows a Frame to rotate up to 45* on its Center. Turns may not be partially made
and saved for later.
3) The Active Frame may then Maneuver up to its Speed. Frames may move at full speed
anywhere in its front 90* arc, maintaining its current facing. To move in the side or rear arcs, a
Frame moves at 1/2 Speed. It must therefore spend 2” of movement for every 1” of actual
distance traveled if it wishes to move in it’s side or rear arcs.
When a Frame begins a Maneuver it may only split its movement between a maximum of two
Arcs for that Maneuver, which must be adjacent.
Example: A Frame may make movement in its Front and Left arcs during a Maneuver, or Back and
Right arcs. These arcs are adjacent and therefore available for a Frame to move into during a
Maneuver. This prevents Frames from moving back to their starting positions during a Maneuver and
‘moving in place’ to simply push their Reactors.
GAMMA WOLVES PLAYTEST V0.7 June 2019
A Frame which is Activated in this Phase must travel a minimum of 1” during a Maneuver to
count as having Activated. Frames may not Maneuver in place and all Maneuvers trigger Snap
Fire.
Drops: A Frame which maneuvers off of a vertical edge may drop to a lower level at no additional
Speed cost. Place the Frame at the bottom of the drop with the far edge of its base now in contact (or
directly below) the edge of the drop. You may not measure the distance of a Drop prior to moving the
Frame.
A Frame my Drop up to half its Height in distance without suffering any damage. A Frame will suffer 1
point of Damage to its Propulsion for each increment (rounding up) of half its height that it falls. If a
Frame drops twice its Height or more during a Drop, the Pilot also suffers a point of Injury.
Discuss what terrain may result in a Drop with your opponent when setting up the Area of Operations.
4) Once the Frame has Maneuvered the Reactive Player may select to Snap Fire with any
Frames that now have Line of Sight and Lock on the Maneuvering Frame in its new position by
placing a Stress on their Pilots. The Active Player will receive automatically Evade without
placing Stress on the Pilot. This Evade Test will be compared to all Gunnery Tests made
against the Frame. At the end of this Evade, they may not Move the Frame any additional
distance.
The Reactive Player is not Obligated to perform Snap Fire and may opt to simply not React.
Snap Fire - Reacting to a Frame moving at speed while also focusing on piloting ones own Frame is
far more difficult than waiting for the right moment to strike All Snap Fire Gunnery Tests are considered
to be outside Effective Range.
All Pilots attempting to Snap Fire at the Active Player’s Frame will roll their Gunnery Tests at the same
time. The Active players Frame will make a Single Evade test and compare it to all incoming fire.
Pilots Snap-Firing may not trade success to adjust the Location of Damage if they successfully engage
the Active Frame.
5) Once the Active Player has Maneuvered their Frame and any Snap Fire is resolved, the
Reactive Player becomes the Active Player and will select a Frame to Maneuver, following the
same Process.
The same Frame may be selected to Maneuver more than once per Phase, but not until each
other Frame in the Team has Maneuvered or opted that they will not activate that Phase.
Opting not to Maneuver is not an activation however, it simply ‘skips that Frame’ for the
purposes of returning to others to Maneuver. Once a Frame has nominated not to Activate in
the Maneuver Phase, it may no longer be selected to Maneuver that Game Round. A Frame
must be able to have Reactor Stress placed on it in order to execute a Maneuver.
If only one Frame remains eligible to Maneuver, it may continue to do so as long as Stress may
still be placed on it.
If a Player does not wish to Maneuver any more Frames and has no Passes to hand being
Active Player to the Reactive Player, they may end their Maneuver Phase. The other Player then
remains Active until they also no longer wish to Maneuver Frames, at which point the Phase
ends.
Claiming Salvage - If a Frame is within 1” of a Mission Token that is defined as being Salvage when it
is chosen to Maneuver by the Active Player, they may load the Salvage aboard their Frame instead of
Maneuvering. Stress their Reactor as normal. Using magnetic grapples, kinetic lifters or auxiliary
manipulator arms the Pilot hauls the Salvage Marker ‘aboard’. This will count as activating and the
Frame will trigger Snap Fire and may not Evade.
Immediately increase the Total Weight of the Frame by 10. This can immediately effect its
Encumberance. Frames may carry a number of Salvage Tokens at any given time based on their Size.
Light Frames may carry one, Medium Frames may carry two and Heavy Frames may carry up to three.
If a Frame is disabled during the course of a Mission, the owner of the Frame must immediately place
any Salvage it is carrying in base contact with the Frame model. These markers may not overlap.
A Frame carrying a Salvage Token may also drop it instead of Maneuvering. Stress their reactor as
normal. This will trigger Snap Fire as normal and they may not evade. Place any number of Salvage
Tokens from the Frame into base contact, not in impassable terrain.
Leaving the Area of Operation - When Maneuvering a Frame treats all board edges that are not their
Approach Vector to be impassable Terrain. They may not Maneuver in that direction and most move
elsewhere. If a Frame Maneuvers so that its Base overlaps the edge of their Approach Vector for that
Mission they may remove the Frame from the Battlefield. The Pilot returns to base along with any
Salvage it may be carrying. When a Frame exits the Battlefield, immediately reduce that player’s War
Clock by the amount of Stress on its Reactor when it left the Area of Operations.
Broken Terrain - If a Frame maneuvers or intends to maneuver through any Terrain element that is
considered ‘Broken’, it’s Speed is reduced by 1” before determining Turns or Movement when
Maneuvering or Evading, unless its propulsion type or a Talent allows it to ignore this rule.
GAMMA WOLVES PLAYTEST V0.7 June 2019
During the Gunnery Phase Frame Pilots will engage each other with their Offensive Loadouts in
an effort to destroy the enemy’s Frames and drive them from the Area of Operations.
Pass - At the beginning of this Phase each player counts the number of functioning Frames it has on
the Battlefield. The player with the lower number generates a number of Passes equal to the
difference. These can be used to pass being Active Player back to the Reactive Player without
activating a Frame or ending their Gunnery Phase.
Starting with the player with Initiative, Crews will take turns selecting a single Frame whose
Pilot can still be Stressed. They become the Active Player. Place a Pilot Stress Token on the
Frame.
The Pilot will then engage one of the enemy with their Frame’s weapons systems using the
following procedure;
1) Select a single Offensive Loadout to activate. This must be a Loadout that has not
activated yet this Phase. The pilot MAY select a Loadout that Snap Fired in the Maneuver
Phase.
2) Check Line of Sight, Lock and Measure range to Enemy Frames. Any Enemy Frames in
Line of Sight and Lock may be chosen to be a Target. Remember that there is no maximum
range for weapon systems in Gamma Wolves unless they have the Melee trait.
3) Declare a Target.
4) The enemy Frame may then Declare if it will Evade. If it does so, it must place a Pilot Stress
on Target. The Gunnery Test will then be Opposed.
The Dice Pool for a Gunnery Test is always 3, plus the Offensive Loadout’s Bonus Dice.
If the Target is in Effective Range of the Loadout, add the full number of Bonus Dice to the Dice Pool.
If the Target is inside or outside Effective Range, add half the number of Bonus Dice, rounding down,
to the Dice Pool.
Eg. Outside Effective range an Offensive Loadout with 3 Bonus Dice would add 1. A Loadout that
adds 1 Bonus Dice would add 0, etc.
Linking Weapon Systems - If a Pilot wishes they may link up to two Offensive Loadouts of the same
type into the same Gunnery Test. If they do so, BOTH Offensive Loadouts count as having been
activated during this Phase and may not be activated again. Add the Bonus Dice for BOTH Loadouts
to the Test and then resolve it as a single action.
If firing outside Effective range, you may add the Bonus Dice BEFORE rounding down, which may
result in dice being saved.
6) Determine the Gunnery Skill of the Pilot, Attack Vector and whether or not they Target is
Vulnerable.
The Gunnery Skill of a Pilot will be noted on their Card. Unless playing a Campaign Game where Skills
can increase and decrease, or if the Pilot is Wounded this skill will be based on their Experience Level.
The Attack Vector is the Direction from which the Active Frame is approaching the Target Frame. This
will modify the Dice Rolls of a Gunnery Test depending on the angle of attack.
If the majority of the Active Frame is in either 90* Side Arc of the Target Frame, add +1 to
Gunnery Test Rolls.
If the majority of the Active Frame is in the 90* Rear Arc of the Target Frame, add +2 to the
Gunnery Test Rolls.
Terrain offers some protection from incoming ordinance, but the size of Frames means they do not
receive a huge benefit from cover unless they are obscured entirely. A Frame in the open however is in
trouble as its large profile allows the enemy’s sophisticated targeting equipment to lock onto it fully.
If the Active Frame can drawl Line of Sight completely in a corridor from the left and right sides of its
base to the left and right sides of the target Frame, then the Target is considered Vulnerable. If any
Terrain (including Broken Terrain) or other Frames interrupt this corridor then this bonus is not received.
Note that this most likely means the Active Frame is Vulnerable as well!
7) Roll Dice in the Dice Pool and apply Modifiers for Attack Vector and Vulnerable.
Remember that an unmodified 6 is always a Success and an unmodified 1 is always a failure.
Apply any Re-Rolls and determine final results.
9) If the Target is Evading, they may now make their Evade Test. Determine the Dice Pool, roll
Dice and add any Modifiers for Frame Size or Injuries. Remember that an unmodified roll of 6 is
always a Success and a unmodified 1 is always a failure.
The Target Frame uses the Pilot’s Maneuvering Skill for Evade Tests. Unless playing in a Campaign
where Skills can increase over time, Pilots will have a Maneuver Skill based on their Training Level.
10) Reduce the number of Successes in the Active Frame’s Gunnery Test by by the number of
Successes in the Target Frame’s Evade Test. You now have your total number of Net
Successes.
Regardless of Frame Size, the way in which Hit Location is determined is the same.
1. Sensors
2. Loadouts (If more than one is mounted on the Frame, roll Again, 1-3 Primary, 4-6 Secondary. If L/R
load outs are still mounted, roll Again, 1-3 Left, 4-6 Right)
3. Body
4. Body
5. Body
6. Propulsion
A Pilot may correct their aim after rolling for Location by spending Net Successes. For each Net
Success spent they may modify either the initial or subsequent D6 roll up or down by 1. They may not
correct their roll if this would take their Net Successes to 0.
If a Subsequent D6 roll for Loadout location takes the hit to the location of a Loadout already disabled
or that does not exist because the Hardpoint was left empty, apply the hit to the Body instead.
The amount of Damage done by a Weapons System is equal to the number of Net Successes
remaining in an attack, after any are used to modify Hit Location, multiplied by the Damage of the
Offensive Loadout being used.
Mark off a number of Damage Boxes on the Frame equal to the mount of Damage inflicted. If a
Location is Critically Damaged (all boxes filled in) and there is still Damage that is unapplied, apply it to
the Body of the Frame. If the Body of the Frame is Critically Damaged, apply it to the Pilot instead. Fill
in an Injury Box for each point of Damage inflicted.
Critical Damage will occur when a Location is completely compromised by Damage. Depending upon
the Location of the Damage various problems can occur with a Frame.
Sensors - If this Location is Critically Damaged the Pilot will need to rely on conventual vision systems
to maneuver their Frame and employ its Weapon Systems. The Frame may no longer use the Indirect
Trait on any Offensive Loadouts and incurs a -1 penalty to Dice Rolls when making Gunnery Tests.
Hardpoints - If a Hardpoint is Critically Damaged by an attack it will cease to Function for the
remainder of the Mission and may no longer be Activated. In addition, roll 1D6. On a roll of 1 the
ammunition of the Loadout detonates. This Frame takes 1 point of Damage to the Body as if hit by the
Blast Loadout Trait. This will be Blast (1”) for Light Frames, (2”) for Medium Frames and (3”) for Large
Frames.
Propulsion - If the Propulsion of a Frame is Critically Damaged it reduces its Speed to 25% of its
current Value, rounding down. This can take its Speed to 0”, at which point it may no longer Maneuver,
Turn or Evade. If it was Evading during this Attack Sequence however, it make make that final Evasion
Movement at the resolution of the Attack.
Body - If the Body of a Frame is Critically Damaged all further Damage to this location will be applied
to the Pilot in the form of Injuries. In addition, the Toxic Soup of the outside environment begins to spill
into the Frame. The Pilot suffers 1 point of Damage at the end of the Cool Down Phase.
In addition, when the Body of a Frame becomes Critically Damaged roll 1D6 and add the number of
Stress currently on the Frame’s Reactor, plus any additional Damage that breached the body from this
Gunnery Test and were applied as Injuries. On a total roll of 11+ the Reactor of the Frame detonates.
Place any Mission Tokens currently carried in base-contact with the Frame, then remove it form the
table as destroyed. Frames destroyed in this way may not be salvaged by either side after the Mission.
The Pilot automatically succumb to injury and will have to add +2 to any Injury Roll they make in a
Campaign. Reduce the owning Player’s War Clock by the amount of Stress on the Frame when it is
removed.
Injuries - A Pilot may suffer up to three Injuries before slipping into Unconsciousness and possibly
dying from their injuries. For each Injury they have suffered, they will incur a -1 Penalty to any Gunnery,
Maneuver or Technical Tests they make. Once a Pilot suffers three Injuries, any subsequent Damage
will cause them to pass out and their Frame will go Inert. It will drop any Mission Tokens it is carrying. It
remains on the Battlefield but may no longer be targeted by Offensive Loadouts. It is treated for all
intents and purposes as a piece of Terrain from now on.
Inert - In the Cool-Down Phase, remove all Reactor Stress from an Inert Frame and reduce the
controlling player’s War Clock by that same amount.
In Campaign Games, a Pilot that succumbs to Injuries will need to make an Injury Roll in the Post-
Game Sequence.
GAMMA WOLVES PLAYTEST V0.7 June 2019
13) Once Damage has been applied, the Target Frame may immediately Maneuver at half its
Speed Value, rounding down. It may turn as normal during this Maneuver, but must make at
least 2” of actual movement for every 45* that it pivots.
14) The Active Player passes play to the Reactive Player. They may now select a Frame to
Activate.
In this way both Players will take turns Activating or Passsing with Frames and applying Pilot
Stress.
If one Player wishes to no longer Activate Frames or does not have any Frames that can be
Stressed or Offensive Loadouts that have not yet been activated, the other Player remains
Active Player. They will continue activating Frames until they also have no Pilots that can be
Stressed, no remaining Offensive Loadouts unactivated or they also no longer wish to activate
in this Phase, at which point the Phase ends.
The Cool-Down Phase represents the momentary lulls in combat where Pilots check the
condition of their Frames and are able to gather their wits for the next engagement. Starting
with the player with Initiative, each player will enact the following procedure for all Frames
remaining in their Crew. They become the Active Player for the duration of both steps.
1) Manage Reactor - Each Frame still active during the Cool-Down Phase will make a Test
using their Technical Skill in any order the Active Player wishes.
The Dice Pool for this Technical Test is always 3. The test receives a number of Bonus Successes
dependent upon the Size of the Frame to represent the more robust management systems of larger
vehicles.
Small Frames receive +1 Success.
Medium Frames receive +2 Successes.
Large Frames Receive +3 Successes.
The Frame uses the Pilot’s Technical Skill for Manage Reactor Tests. Unless playing in a Campaign
where Skills can increase over time, Pilots will have a Maneuver Skill based on their Training Level.
If a Pilot still has available Endurance they may add one Pilot Stress to generate one AUTOMATIC
SUCCESS for each Stress they may still place on the Pilot. No dice need to be rolled to generate this
Success and it is added to the Net Successes for the Test.
Roll the Dice Pool. Each roll equal or higher than the Technical Skill of the Pilot generates one Success.
For each Net Success the Pilot may remove 1 Reactor Stress from the Frame. For each Reactor Stress
removed from the Frame in this manner, reduce the War Clock for that Player’s Crew by the same
amount.
GAMMA WOLVES PLAYTEST V0.7 June 2019
2) Pilot Focuses - Each Frame removes all Pilot Stress as they collect themselves, take a
breath and prepare for the next engagement. Once the Active Player has performed these two
steps for all Frames in their Crew, they pass their turn and the other player becomes Active and
performs them for all of theirs. Once all Players have performed their Cool-Down steps, the
Phase ends.
CHECK WAR-CLOCK
In Gamma Wolves the War-Clock and its management can be the key to victory. Frames
operating away from their Crawler are on a clock for both clean air and fuel even when running
at minimum power and simply scavenging for resources and Old Tech.
When systems are brought fully online and weapons and active sensors start to hunt, a Frame
will drastically increase its consumption of available fuel. Combat Missions always run the risk
of Pilots not having the reserves to return to their transport during a protracted engagement
and the Crew will disengage when their War-Clock hits zero.
Removing Reactor Stress is the primary way in which a player’s War-Clock is reduced. Each
time a Reactor Stress Token is removed from a Frame it also reduces that player’s War-Clock.
The amount of time on a War-Clock is dictated by the Mission being played. If playing for the
first time or unspecified by the Mission, a Player’s War-Clock is set to 40 at the beginning
of the game.
Starting with the Player with Initiative for the turn, players will check their War-Clocks.
If a Player’s War-Clock is at zero their Frames are forced to disengage or risk being stranded
outside their Crawler’s retrieval range in the Sea of Destruction. Any Frames carrying Salvage
Tokens on a Crew that disengaged must immediately make a Maneuver Test. For each Net
Success they may continue to carry one Salvage Token. For each Salvage Token they are
unable to continue carrying, they drop them in base contact, as close to the centre of the
Battlefield as possible, and are then removed from the Area of Operations.
If both Players War-Clocks hit zero in the same Game Round, both sides will disengage. If
there is only one Player with Active Frames on the Battlefield at the end of the Game Round,
the Mission ends.
Unless specified by a Mission, the Crew that retrieves the most Salvage Tokens from the Area
of Operation is considered to be the victor.
If a player still has Active Frames on the Battlefield at the end of a Mission and there are
unsecured Salvage Tokens or Mission Tokens on the Battlefield, they are considered to be
controlling them for the purposes victory and in a campaign may claim any benefits and
rewards for securing them.
Any disabled enemy Frames in the Area of Operation are considered to be Secured by the
other Crew if they still have Frames active in the A/O when the game ends. This has no impact
on Victory in a normal game but in Campaigns will mean they can be striped for Parts.
If both players secured the same amount of Salvage Tokens the game will end in a draw.
MISSIONS
The Sea of Destruction is full of myths, stories, tall-tales and legends. Memory of what nations,
cities and cultures that once populated the ravaged landscape have faded into stories passed
down over generations in the markets of Free Stations or the Arcologies that soldier on with
some version of civilization.
The new folklore of the world is brought back by the teams sent out to explore it. The Crews of
the Arcologies or Ronin of the Free-Stations will tell of ruined monuments that still reach up to
the poisoned sky. Faded signs or ossified foliage give some clue as to the full and vibrant world
that was killed over the centuries.
They will also tell of their clashes with the forces of the other Arcologies. Famous Crews will
become legends of the wastes and the names of their Frames and Pilots told in the mess-halls
or around the workstations of those who will quite likely spend their entire lives inside the
massive survival bunkers that are mankind’s new home.
What did they fight for? What had they found? Every Mission will tell the story of one of these
encounters and give clear goals for the forces involved.
Salvage Yard
Rust-marked rubble stretches as far as sensors can scan. That rust is a good sign, it means
there are ferrous objects buried just below the surface or half-submerged in the endless ash
that has calcified around them, protecting them from the acidic rains. If the Crews are lucky,
some part of this massive yard of scrap may have scientific or military applications. Whatever
created it, it is valuable enough that two forces have converged on it at the same time and will
fight to the finish for the ability to drag what they can back to their Crawlers.
Setting Up
Set up the Area of Operations for this Mission using the standard steps for playing a game of
Gamma Wolves. No additional terrain or Tokens are required. Deploy Frames as normal.
Special Rules
This Mission will end when one or both Crews have their War-Clocks expire, or one Crew no
longer has active Frames in the Area of Operations. The Crew which retrieved or secured the
most Salvage Tokens at the end of the Mission is the Winner. Any other result is a Draw.
There is an old adage amongst the less scrupulous Crews in the Sea of Destruction; ‘Never do
work someone else will do for you.’
Some Crews will focus more time and attention on hunting for their Rivals than they will on
searching for salvage itself. The logic is that it is far easier to hunt the hunters than it is to
search for the best locations to salvage for oneself. Many a Crew has found an otherwise
peaceful Salvage Mission suddenly erupt in violence as they come under siege from a
Marauding enemy team looking to take what they have.
Setting Up
Roll-Off. The Winner may decide who is the Attacker and who is the Defender for this Mission.
The Attacker will be attempting to steal the Salvage already acquired by the Defender. The
Defender will be attempting to extricate themselves from the Area of Operations and return to
their Crawler.
Set up the Area of Operations following the normal steps for Terrain Placement. Place the
central Salvage Token as normal. After this is done, the Attacker will take all four remaining
Salvage Tokens and hold on to them until after Deployment.
Deploy Frames using the normal procedure. The Attacker may deploy their Contact Markers
within 8” of either side of the Area of Operations in addition to their Approach Vector, up to the
centre line of the table. This represents their forces launching a net to trap the other team.
Once this is done, reveal any Frames on the Defender’s Crew that are still Contact Markers.
This represents the prior observation of the Attackers team identifying their targets before
launching their assault.
The Attacker will then place the four remaining Salvage Tokens on the Defender’s Frames, up
to the maximum number for their Size. A Light Frame may carry one, a Medium Frame two and
a Heavy Frame up to three.
Special Rules
For this Mission the Defender considers the Attacker’s Approach Vector as the side of the
board from which their Frames can Retreat with Salvage. The Attacker considers the
Defender’s Approach Vector as the one from which they may Retreat with Salvage. Neither
Crew may retreat from their own Approach Vector in this Mission.
The Defender Pilots exiting the Area of Operations with a Salvage Token considered it a
Mission Objective in addition to any other Experience earned.
The Attacker Pilots causing an enemy Frame carrying Salvage to go Inert or be destroyed
consider it a Mission Objective in addition to any other Experience earned.
Sometimes Salvage of unimaginable value will appear on the Crawler’s sensors. Faint energy
signatures or residual magnetic or heavy-mineral signifiers can mean that a near-intact piece of
Old-Tech is somewhere out there in the rubble. Like the proverbial months to a flame, the
Crews will rush to identity and retrieve such and battles over such valuable objects are
common in the Sea of Destruction.
The Desperate race for such an awesome discovery will cause reckless behaviour amongst
Gamma Wolf crews however and it is often that Frames are so heavily damaged from the
fighting in such missions that one side or the other is forced to retreat to their home-base for
refit and resupply.
Setting Up
Set up the Area of Operations as normal. The Central Salvage Token in this Mission is a
massive piece of near-intact Old-Tech which is incalculably valuable. Only set up two additional
Salvage Tokens for this mission, instead of the normal four.
Special Rules
The central Salvage Token for this Mission is called The Relic. It is a massive chunk of old-tech
and incredibly valuable. As it is so huge, it increases the Total Weight of a Frame by 30 when
claimed during the Mission.
Retrieving or Securing the Relic is considered a Mission Objective, in addition to also being a
Salvage Token for the purposes of Experience.
The Mission will end when one Crew’s War-Clock reaches zero, or all Active Frames have
exited the Area of Operation.
The Relic counts as three Salvage Tokens for the purpose of determining who is the Winner at
the end of the Mission and three rolls will be made for inventorying it for Old-Tech and Parts
during the post-game sequence of a Campaign.
UNIVERSAL FRAME CARDS - Simply fill in any Damage Circles not being used by the
Frame you are creating.
GAMMA WOLVES PLAYTEST V0.7 June 2019
L&M/H
L/M/H
L&M/H
L&M/H
L/M/H
L&M/H
L/M/H
______________________ O O O O O O O O/ ______________________
OOOO/OOOOOO
Hardpoint Location Roll: 1-3 Primary, 4-6 Secondary, 1-3 Left, 4-6 Right. Any hits to empty
locations transferred to the Body.
L&M/H
L/M/H
L&M/H
L&M/H
L/M/H
L&M/H
L/M/H
______________________ O O O O O O O O/ ______________________
OOOO/OOOOOO
Hardpoint Location Roll: 1-3 Primary, 4-6 Secondary, 1-3 Left, 4-6 Right. Any hits to empty
locations transferred to the Body.