KSP v1.3
KSP v1.3
OU R A IN
IN
R S
E A
Contents 37. system crash
5. The Basics 38. rules
6. Converting to KSP 46. crew names
8. Create a crew 48. narcotics
9. Names 52. play examples
10. Special 54. glitches
Crewmembers 55. hostiles
12. stats 74. campaign setting
14. Feats & Flaws 80. set up table
16. CyberMods 81. Loot
20. Mutations 82. wanted level
22. Equipment and 84. conditions
Armor 86. scenarios
24. Drones 110. campaign rules
26. weapons 112. Antiquities
30. Cy_AMMO 113. injury
32. States and 114. crew roster
properties
118. standees
34. programmes
120. quick reference
4
Forbidden Psalm> Kill Sample Process
is a 28mm miniatures agnostic game. You can
use any miniatures you already own, or build
custom minis for this game.
Costs of items
All costs are in creds in KSP.
6
Armor
To convert armor from CY_BORG, take the
average result on the Armor Dice table and
round down. For example, light armor has
d2 damage reduction in CY_BORG. In KSP this
translates to 1.
1. Select 5 models.
2. Assign each model a Name & Handle pg. 9.
3. Select 2 Special crewmembers pg. 10.
4. Allocate Stats pg. 12.
5. Roll a Flaw for each model pg. 14.
6. Roll a Feat for each model pg. 15.
7. You may roll 1 CyberMod pg. 16 or
1 Mutation pg. 20 for each crewmember .
8. Spend 1000 creds on equipment.
Names 1D100
1. B90 26. Kelvin 51. Amber 76. Nurse
2. Anderson 27. Foster 52. Pryce 77. Delacourt
3. Knute 28. Nexus 53. Ava 78. Benny
4. Dyson 29. Audran 54. Crow 79. Melina
5. Cassandra 30. Madeline 55. Everest 80. Quaid
6. Klez 31. Plavalaguna 56. Tudyk 81. Cypher
7. Slammer 32. Ash 57. Book 82. Moss
8. Zeus 33. Cartier 58. Sinclair 83. Asimov
9. Anonymous 34. Deckard 59. 9 84. Replicant
10. Knife 35. Section 60. Smith 85. Spider
11. Blind 36. Hecaton 61. Orian 86. Wasabi
12. White 37. Smith 62. Brazil 87. Morton
13. 13 38. Snow 63. Plissken 88. Rocco
14. Shirow 39. Crash 64. Case 89. Lovelace
15. Sapper 40. Jeter 65. Burn 90. MSX
16. Hamada 41. Sarah 66. Angelo 91. 61021
17. Motoko 42. Kovacs 67. 01001011 92. Punx
18. Nice 43. Kei 68. Jert 93. Cloud
19. Rain 44. 8624 69. Override 94. Morrow
20. Screwhead 45. Anna 70. Dallas 95. Bones
21. Saint 46. Otomo 71. Julian 96. Clock
22. Blake 47. Esper 72. Faron 97. Joyce
23. Murkage 48. West 73. Johnson 98. Caliban
24. Murdoch 49. Vienna 74. Spike 99. A19
25. Sherman 50. Max 75. Kawamoto 100. x
Handle Roll 1D4 for table and 1D20 for name. Do this
twice and combine the results.
A 1. Dog
B C 1.
D
Mycotox
1. Cypher 1. December
2. November 2. Sword 2. Yellow 2. Grave
3. Red 3. Jockey 3. City 3. Cypher
4. Blue 4. Space 4. Over 4. Ram
5. Neo 5. Coffin 5. Stim 5. Replicant
6. Cowboy 6. Cobra 6. Edge 6. Ice
7. Night 7. Sim 7. Razor 7. Ride
8. Dex 8. Nine 8. Mirror 8. Con
9. Fence 9. Chip 9. Fist 9. Canda
10. Kill 10. Data 10. Latency 10. Discord
11. 20 11. Error 11. Lag 11. Sense
12. Grind 12. Sample 12. 13 12. Blind
13. Cloud 13. Blade 13. Syntax 13. Jacker
14. Robo 14. 45 14. Process 14. Compile
15. Dread 15. App 15. Security 15. Corp
16. Synth 16. Bidy 16. Domain 16. V
17. Clip 17. K 17. Drive 17. Cop
18. Delete 18. Rain 18. Street 18. Dark
19. Flash 19. Lurk 19. Tag 19. Horse
20. Host 20. Root 20. Punk 20. Trojan
SPECIAL CrewmemberS
Each crew can select 2 Special crewmembers at a cost of 100
creds each. If they ever die, a new Special crewmember can be
recruited from the list provided here between Scenarios. Special
crewmembers do not give up their starting equipment unless they
die. They can be equipped with other equipment. After selection,
assign stats and roll for Flaws and Feats as normal.
HAcker
Gains two free Programmes, one selectable and one at random.
Disconnected
Immune to all Programmes and cannot use Programmes or gear
with the Cyber keyword. Gains free Ancient Rifle and one Mag.
Proxy
Fights via a free Proxy Robot (pg. 24).
Can never die, and replaces their proxy if it is destroyed for free.
Can be deployed as normal if they decide to.
Counter-HAcker
Gains free Circuit-Level Gateway CyberMod, free Disconnect
Programme and one other random free Programme.
10
Drone Operator
Gains free Military Drone that is equipped with a heavy pistol
and a Drone Control Unit. Drone replaced for free each Scenario.
Ex-Corpsec
Gains free Heavy Pistol, Tazer, and Corp-Sec Body Armor.
Prawn
Gains free Arc Rifle and +1 Strength.
Old School
Gains free Katana, Butch Feat, and one other Feat.
Cyber Vampire
As an action can target a model with a CyberMod within 1
inch and disable the CyberMod. This model heals 1D4, and the
CyberMod is considered Broken.
Doc
Gains free Adrenaline Shot and Trauma Kit
each Scenario.
Phoenix
Starts every scenario with C9 explosive.
STATS
To generate each crewmember's
stats, take one of the following
stat lines:
AGILITY
Used for Movement and Agility-based attacks.
Knowledge
Used for Hacking and pushing buttons.
PRESENCE
Used for Ranged attacks and Guts tests.
STRENGTH
Used for carrying capacity and Strength-based attacks.
TOUGHNESS
Used for Health and saves against bio-weapons.
12
HEALTH
Health Points = HP
HP = Toughness + 8
When crewmembers reach 0 HP they
are Downed. If they take any damage
after being Downed they are killed.
A
NEW Kinetic Recharge
Up to 4 hours charge* from
one shake of your wrist
DEFEND YOURSELF
10.Hidden Carry - 100 creds + cost of weapon
User installs one weapon with both the Ranged and Cyber
keywords. Weapon otherwise acts as normal, but doesn’t count
towards equipment limit.
11.Tazer Hands -250 creds
NE User installs a Tazer in their hand. Instead of reloading after
use, the Tazer is recharged as long as the model moves 3 inches
M W between uses.
18
D S On success heal 1D4 instead of being Downed.
When a crewmember uses a
CyberMod and Fumbles, they should
roll on the below table. This
replaces any other Fumble effect they
may incur.
MALFUNCT1ONS
1. Crewmember must pass a
Toughness test. On failure
8. CyberMod is Disabled and
unusable for rest of
they become an UN-MET and Scenario.
become hostile to the crew. 9. Crewmember panics and
They are considered dead for must immediately make
crew composition. a Guts check.
2. Crewmember must pass a 10. CyberMod stops
Presence test or all working but
CyberMods installed stop can be fixed with a
working and they gain the Knowledge test.
Technophobe Flaw. 11. Self-replicating!
3. CyberMod explodes and is User gains a new
destroyed, crewmember rolls CyberMod for free.
a random Injury (pg. 113). 12. CyberMod gains
4. CyberMod overloads and deals the Flawed
1D6 damage to the user. status.
5. Servos explode and
crewmember gains the
Bleeding condition.
6. CyberMod breaks and must be
repaired between Scenarios
at the cost of 100 creds.
7. CyberMod discharges power
and user becomes Dazed.
CyberMod cannot be used for
rest of Scenario.
Mut a t i o n s is a l l a r o u nd.
lungs
Che mical death
r a our
c k y
p o i s o n s
MPalansma d e bo d i e s i n f ected
Warped ay.
oundsbiny this dec
tic comp
our food and wate
r.
Whenever 1. X-ray
Effect: Crewmember can
instructed to target models that are
during the game, behind 1 inch or less
thick terrain with ranged
you should roll weapons.
on this table Drawback:-3 to attack
models in line of sight.
and apply the
result to your
crewmember. You
2. Xeno
Effect: Blood is replaced
may randomly with acid. Whenever
crewmember takes damage,
roll for a any model within 1 inch
takes 1 damage that
Mutation or ignores armor.
CyberMod at crew Drawback: Cannot be healed
by Trauma Kits.
creation.
5. Croc
Effect: Gains a bite
9. Cat Eyes
Effect: Ignores
Darkness condition.
Drawback:-6 to attack
models with a torch.
10. Boneitis
Effect: Totally fine.
attack [(Strength, 1d6)
Drawback:If crewmember
and 1 Natural Armor that
stacks with Armor. ever Fumbles any
Drawback: Cannot use toughness test they are
hacking Programmes. immediately killed.
EQUIPMENT
1. Adrenaline Shot 50 Creds Increase model’s Strength by +1.
Can be used to end Poisoned state.
Model suffers -1 to all Knowledge
tests. Effects last until end of
Scenario.
22
ARMOR
1. Home Made
Straps of
leather, rubber
and metal.
Armor Value: 1
Cost: Free
Special: User
suffers -1 Agility
5. Soft
Plates
Will stop a knife
but not a bullet.
Armor Value: 1
vs ranged, 3 vs
melee.
8. Augmented
Helmet
Provides
greater degree
of tactical
information and
cat gifs straight
Cost: 300 creds to your eyes.
2. Corp-Sec Armor Value: 1
Standard issue 6. Plate Cost: 200 creds
private military Carrier Special: as Bike
grade. For when you want Helmet, and
Armor Value: 1 to walk through a also provides a
Cost: 200 creds hail of bullets. heads up display
Armor Value: 3 granting +1
3. Bike Cost: 500 creds to shoot with
Helmet Special: User weapons with
Highly customised suffers -3 to all Cyber keyword.
by each rider. Agility tests but Keyword: Cyber
Armor Value: 0 movement remains
Cost: 50 creds the same. 9. Reactive
Special: Wearer Will respond to
is immune to 7. Exo Critical threats.
Dazed. Skeleton Armor Value: 1
Standard issue Cost: 300 creds
4. Grounded private military Special: Wearer
Wires run in and grade. ignores Critical
out, providing Armor Value: 2 hits.
protection from Cost: 1500 creds Keyword: Cyber
electrical Special: Strength
attacks. stat +3. 10. Vengeance
Armor Value: 2 Keyword: Cyber You warned them.
Cost: 300 creds Armor Value: 2
Special: Wearer Cost: 500 creds
is immune to stun Special: When
effect. hit with a melee
weapon, attacker
takes 1D4 damage.
When a model activates a Drone or an AI Drone
activates, it can:
• Move 6 inches.
• Perform an action granted by a special ability.
PROXY
ROBOT
DRONES All Drones can be purchased
between Scenarios.
[100 creds]
Allows a model to control a
friendly Drone.
while
while(true) (true){{
/* wait for sensor update of 1 file descriptor for 1000 ms (1 second) */
.... poll_ret = px4_poll(fds, 1, 1000);
int
..
ififif(fds[0].revents
(fds[0].revents&&
(fds[0].revents &POLLIN)
POLLIN){{{ Sensor switch 1}
POLLIN)
/*/*obtained
obtaineddata
datafor
forthe
thefirst
firstfile
filedescriptor
descriptor*/*/
struct sensor_combined_s raw; target lock [true]
/* copy sensors raw data into local buffer */
orb_copy(ORB_ID(sensor_combined), sensor_sub_fd, &raw);
PX4_INFO(“Accelerometer:\t%8.4f\t%8.4f\t%8.4f
PX4_INFO(“Accelerometer:\t%8.4f\t%8.4f\t%8.4f”,”,
(double)raw.accelerometer_m_s2[0],
(double)raw.accelerometer_m_s2[0],
(double)raw.accelerometer_m_s2[1],
(double)raw.accelerometer_m_s2[2]);Kill Switch Engage
(double)raw.accelerometer_m_s2[2]);
countdown(5)
26
WEAPONS
Weapon Name [Damage][Special Condition] [Modifier][Cost]
One-Handed Ranged
Revolver [D6] [Ranged, Reload 5] [Presence][100C]
Smart Pistol [D6] [Ranged, Cyber, Reload 6] [Presence][110C]
Heavy Pistol [D8] [Ranged, Cyber, Reload 4] [Strength][120C]
Tazer [-] [Non-lethal, Ranged 6, Reload] [Agility][100C]
Two-Handed Ranged
Ancient Rifle [D8] [AF2, Ranged, Jam, Reload 5] [Presence][200C]
Sawed-off [D8] [Explode, Ranged 6, Reload 2] [Presence][150C]
Smart Rifle [D8] [AF2, Ranged 15, Cyber, Reload 4] [Presence][250C]
SMartG [D6] [AF2, Ranged, Cyber, Reload 4] [Presence][225C]
Pulse Rifle* [D10] [AF3, Ranged 15, Cyber, Reload 5] [Presence][300C]
Arc Gun [2D10] [Bulky, Ranged, Cyber, Reload, Explode, AP] [Strength][500C]
Guided Rifle** [2D10][Jam, Ranged 24, Cyber, Reload] [Presence][600C]
Cyber Crossbow [1D10][Ranged, Cyber, Reload] [Presence][250C]
One-Handed Melee
Knife [D4] [Thrown] [Agility] [50C]
Baton [D4] [Critical Causes Dazed] [Strength] [50C]
Steel Pipe [D4] [Counts as Makeshift Weapon][Strength] [Free]
MonoSword [D8][AP] [Agility] [200C]
Broken Bottle[D4][***] [Agility] [Free]
Power Tool [D6][Bulky, Cyber] [Strength] [150C]
Stun Baton [-][Non-lethal] [Strength] [100C]
Fists [1] [Strength] [Free]
Two-Handed Melee
Katana [D10] [Agility] [200C]
Consumables
Molotov [D6] [Burn, Explode] [Thrown] [Agility] [50C]
Smoke Grenade [-] [Smoke, Template, Thrown] [Agility] [50C]
TearGas Grenade[-][Gas, Template, Thrown] [Agility] [60C]
Homemade [D6][Explode, Thrown] [Strength] [20C]
Grenade [D8][Explode, Called Shot, Thrown] [Agility] [50C]
Stun Grenade [-][Non-lethal, Thrown] [Agility][50C]
C9**** [1D10][Explode, Thrown] [Presence][90C]
ΑΩ Bomb [Destroys the whole world, kills everyone] [Knowledge][99KC]
* Can be loaded with a Consumable in addition to ammo which can be fired up to 12 inches.
**When used with a Smart link or Augmented Helmet does not need line of sight to target.
*** Criticals cause bleeding. Fumbling with this weapon hurts the model using it. Whisky
bottles can be turned into Broken Bottle with an action.
**** As an action can be placed on a piece of terrain smaller than six inches by six inches to
remove it from play.
Special Offers
FLAMETHROWER
[D6] [Explode, Ranged 6, Burn, Reload 3][Toughness][400C]
CYBERSWORD
[D8] [Cyber, Reload, Two Handed][Agility or Knowledge][300C]
CyberSwords can have Cy_Ammo fitted into their blades. When using
Cy_Ammo with CyberSword you can apply the effects of Cy_Ammo to any
successful hit. Doing so expends the Cy_Ammo. For example: using Tazer
Ammo rounds in the CyberSword changes its attack to Non-lethal.
RESTRAINTS
[-] [Restrain][Agility][100C]
WEAPoNS
9-10 Smart Pistol
11-13 Heavy Pistol
14-19 Tazer
20-21 Ancient Rifle
22-24 Sawed-off
25-26 Smart Rifle
26-28 SMartG
29 Pulse Rifle
30 Arc Gun
31 Guided Rifle
32 Flamethrower
32-34 Cyber Crossbow
35-40 Knife
41-46 Baton
47-52 Steel Pipe
53-54 MonoSword
55 CyberSword
56-60 Broken Bottle
61-68 Power Tool
69-74 Stun Baton
75-76 Katana
77-80 Molotov
81-82 Smoke Grenade
83-85 TearGas Grenade
86-90 NOTHING
91-93 Grenande
94-96 Stun Grenade
97 C9
98-99 Restraints
100 Reroll and find
both
AMMO
Type Shots Per Stack Cost in Creds
1. Revolver 5 30
D12 2. Smart Pistol 6 40
3. Fuel Tank 3 60
4. Heavy Pistol 4 40
5. Tazer 1 10
6. Ancient Rifle 5 40
7. Sawed-off 2 30
8. Smart Rifle 4 50
9. Pulse Rifle 5 40
10. Arc Gun 1 60
11. Guided Rifle 3 50
12. Cyber Crossbow 5 20
CY_AMMO
Any weapon with the keyword Cyber can be
loaded with a single round of CY_AMMO.
EM ROUND
All equipment with the Cyber keyword stops
working for 2 rounds. Guns cannot be used,
50C Per Round.
EMo ROUND
Model hit starts listening to emo music and cries,
their make-up runs, and they suffer -3 to any
ranged attacks for the rest of the Scenario.
BIO ROUND
Targeted model must pass a Toughness test or
become Diseased. If targeted model Fumbles a
Toughness test they gain a random Mutation.
NANO ROUND
Nanobots target 1 random piece of equipment,
weapon, or armor of targeted model, who must
pass an Agility test. On failure the equipment,
weapon, or armor is lost forever.
GRAVITY ROUND
User can target a spot on the ground. On a
successful hit all models within 6 inches of this
spot must make a Strength test or be moved
there. If they collide with an item, intervening
terrain, or another model being sucked in they
suffer 2 damage.
MORPHINE ROUND
On successful hit a Downed model stands back up
and gains 1HP.
STATES, PROPERTIES,
Called Shot - Before rolling
to hit you may, instead of
using the grenade as normal,
32
JAM - On Fumble, instead Reload (X) - As above but
of dropping this weapon it can be fired X number of
jams. To fix a Jam, models times before needing to be
may as an action attempt to reloaded.
pass an Agility test. If
this test is also Fumbled Smoke - Obscures vision
the gun breaks and becomes for purposes of line of
a makeshift weapon. sight. Models must make a
Toughness test whenever
Non-lethal - Targeted model they activate in or enter
must pass a Toughness test smoke. On failure they
or be Stunned. suffer 1 damage.
Programme Entry
Name - Name of Programme.
Target - What this programme can target.
Effect - What happens on a succesful Knowledge test.
Failure Effect - What happens on a failed Knowledge test.
1.Panic 3.Disconnect
Target - Any model within 12 Target - Any item, weapon or
inches. other with Cyber keyword.
Effect - Target must make a Effect - Piece of equipment
Guts check. is turned off for rest of
Failure Effect - User of Scenario and its benefits are
Programme must make a Guts lost.
check. Failure Effect - Cannot
use Programme for rest of
2.Pacifist Scenario.
Target - Any weapon with
Reload and Cyber keywords. 4.Discharge
Effect - Weapon unloads its Target - Target carrying any
ammo, ammo is lost. item with Cyber keyword.
Failure Effect - No negative Effect - Target model must
effect. make a Toughness test or
become Dazed.
Failure Effect - User is
instead Dazed.
34
5.TICK TICK BOOM 9.Overcharge
Target - Any weapon with the Target - Target weapon with
Explode keyword Cyber keyword
Effect - Targeted model must Effect - Next attack with
pass a Knowledge test. On weapon is considered to have EM
failure the weapon explodes, AMMO (pg. 31).
dealing its damage to the Failure Effect - No effect.
weapon’s carrier.
Failure Effect - User 10.Insult to injury
overexerts themselves and Target - Target with any
suffers 1 damage that ignores injury.
armor. Effect - Target takes 1D4
damage.
6.Misfire Failure Effect - No effect.
Target - Target carrying any
Ranged weapon with Cyber 11.VPN
keyword. Target - Targets model with
Effect - Nearest model to this Programme, no roll
target makes an Agility test, required and is always active.
on a failure they are hit with Effect - Makes all equipment
the targeted weapon and suffer carried immune to Programmes
its damage. for rest of Scenario.
Failure Effect - No effect. Failure Effect - No effect.
fumbl e. BAD N
EWS BEARS
cRItICaL .
38
Activating a Model
When you select a model to activate, it can
perform a movement and then an action. Each
model gets a single activation per round. If
a model wishes to move, it must move before
it performs an action. If it has performed
an action its activation ends.
Synthetic
Actions:
• Make a ranged attack.
Meat
• Make a melee attack.
• Use a piece of equipment or a Feat.
• Use a Programme, Mutation, or CyberMod.
• Pick up or drop any number of items on
the ground or on dead/Downed models
within 1 inch of you.
• Drag a Downed model within 1 inch.
• Interact with Loot or Scenario items
within 1 inch of you.
• Make a second move as an action.
Deployment
Before the first round of the game, roll
Initiative to determine who places a model first.
Alternate players, placing a model one at a time
until all models are on the board. Models must be
placed within 6 inches of a board edge or based on
Scenario rules.
Initiative
Roll a D20. The player with the highest number
selects a model to activate first.
Making Tests
All tests, unless specified otherwise, are DR12.
This means you roll a D20, add the relevant
modifiers, and check the result. If the result is
at least a 12, you pass.
40
Movement
Models can move a number of inches equal to their
Agility + 5.
Melee Attacks
To perform a close combat attack your model
must be within 1 inch of another model. Pick
one weapon.
Make a DR12 test using the appropriate
modifier as determined by the weapon (see
page 19).
42
Ranged Attacks
Maximum range is 12 inches.
To perform a ranged attack your model must
be able to see at least part of the target
model. Models in close combat cannot make
ranged attacks. Models in close combat are
-3 to hit with ranged weapons.
BANG
BanG
Damage
When you successfully hit with a weapon you
roll the weapon's damage dice.
Leaving Combat
Models within 1 inch are in combat.
Dragging Models
Models can drag/drop Downed, dead or
restrained models as an action. Dragging
halves movement speed, and models dragging
can only take move actions. Models require at
least +1 Strength to drag another model.
44
GUTS
When a model rolls for GUTS they make a Presence
test. On failure they flee the fight, immediately
moving their maximum towards the nearest board edge.
Casualties
When a model's HP is equal to or less than 0 it is
considered Downed.
48
THE COOK
‘Look, I don’t mess with that sh*t. You want it, you go buy it
from the creepy-a** cook.’ - fence
Models can buy Narcotics from the
cybernetically-enhanced Cook between
Scenarios. A twisted mockery of a person,
what remains of their original head is now
just a skull on an extended servo arm.
4. Vertigo 35C
Effect: -3 to hit the model with ranged weapons.
Narcotics
D12
. a dea and mus
th sa t
ve.
Incident Report (play example)
Two officers encountered strong resistance in Sector 13. Two
discontents identified as Burn and Sinclair where seen operating
in the area. Drone footage of the instance showed them engage in
several illegal acts and clearly killing both enforcers. As such,
they should be treated as armed and dangerous, and should be
killed on sight.
Burn and Sinclair are working for -V-. They came to Sector
13 to pick up intel for a future job. On arrival they were met
with 2 Enforcers.
52
Now that the player-controlled models have all
gone, the Enforcers get a turn. The model
targeted by Sinclair lose its activation,
so does nothing. The other model moves 2d6 inches
towards the nearest model (Burn) and
makes an attack if it ends up within 1 inch of Burn.
It rolls a 10 for its move, and gets within 1
inch of Burn. It then makes a melee attack
against DR12. It rolls a 13 and hits, dealing
damage with its Baton which is enough to Down Burn.
54
After all
models have
been activated
by all players,
Hostiles are
then activated.
Hostiles
If there is more
than 1 Hostile
to activate,
randomise them
with a die roll.
To determine
Hostile actions,
follow the
flow diagram
overleaf.
Start Here
Check Can Hostile see Hostile
Hostile's a model that is NO does
special not the same nothing.
rules. type as it?
YES
YES Is Hostile within 1 inch of
model it can see?
NO
YES
Does the Hostile have a YES
Ranged attack?
NO
NO YES
Hostile ends
its activation.
Immediately attacks as
per the close combat
rules. Randomise if
there is more than 1
model within 1 inch.
If its Ranged attack
has keyword Reload,
does it have Ammo?
NO YES
NO YES
If a Hostile can
see more than
a single model
Hostiles with only it always goes
Ranged attacks: if towards/targets
in close combat make the closer
unarmed attacks that model. On a tie,
deal 1D4 damage, roll a die to
unless profile determine which
states otherwise. way it moves/who
it targets.
Hostile GUTS Hostiles make all
If a Hostile is
Critically hit it tests at DR12 with no
makes a GUTS check. modifiers unless
Roll 2D6. If above specified. This
its GUTS it flees the includes if they are
attacked or targeted
field, moving 2D6
by any Programmes.
inches per round
until it leaves the This is also the same
field or is killed, for all abilities
If Hostile’s GUTS are unless otherwise
‘-’ they ignore GUTS specified. Hostiles
rules. do not prioritise
Downed models unless
otherwise stated.
Hostile Profiles
• HP - Health. When a Hostile reaches 0HP it is dead.
• GUTS - If rolled above, when Hostile makes GUTS check
it begins to flee as per GUTS rules.
• Attack - Given as a type i.e. claws, slam, or other
followed by the damage it deals on a succesful hit.
• Armor - How much the Hostile reduces damage by.
• Special - Special attacks or features.
58
Hostiles and Fumbles
If a Hostile rolls a 1 they drop their weapon,
any (things like claws are not dropped). If a
Hostile has no weapon it takes its action to
pick up any dropped weapons.
Looting Hostiles
Any items carried by Hostiles can be picked up
as an action.
1 CYBER 1 2 1 25mm
RATS
2-7 ENFORCER see Enforcer table pg. 61
8-9 UN-MET 1D6 1D8 1D4 25mm
60
Maintaining the status quo is serious business.
Enforcers are offered cutting-edge equipment
to deal with those daring to ask for more.
1-5 Drones 2 3 2
6-10 Grunts 1 2 2
11-13 Officer 1 1 1
14-17 Camera Drone 2 3 2
18-19 Swat Team 1 1 1
20+ 209 Mech 1 1 1
Art By @denungeherrholm
ENFORCER DRONE
[HP:5] [GUTS:-]
[Ranged:Smart Pistol:1d6/Melee:Stun Baton]
[Armor:1][Keyword:Cyber]
ENFORCER GRUNT
[HP:8] [GUTS:8]
[Ranged:Smart Pistol:1d6/Melee:Stun Baton]
[Armor:2]
62
ENFORCER OFFICER
[HP:9] [GUTS:10]
[Ranged:Heavy Pistol:1d8/Melee:Stun Baton] [Armor:2]
Camera Drone
[HP:7] [GUTS:-][-][Armor:1][Keyword:Cyber]
SWAT TEAM
[HP:9] [GUTS:10]
[Ranged:Smart Rifle:1D8/Melee:Baton:1D4][Armor:3]
209 Mech
[HP:40] [GUTS:-]
[Ranged:Gatling Cannon 1D8:/Melee:Crushing Blow 1D8]
[Armor:5][Keyword:Cyber]
]
:10
U TS
][G
P :9
[H
66
Special: Whenever deploying a Ganger roll
to determine what gang they are from below.
Any other Gangers deployed in a Scenario are
always from the same gang unless otherwise
stated. All Gangers have HP9 and Guts 10.
1.Negligence Facade
Ranged Attack:Heavy Pistol 1D8
Melee Attack: Knife 1D4
Special: Whenever you attack a member of the Negligence
Facade roll a D6. On an even number they were not
really there, the attack fails and the ganger is moved
1D6 in a random direction.
Armor:1
What do they want: To take over.
3.resonance cascade
Ranged Attack:-
Melee Attack: Crowbar [1D8][Strength]
Special:
Armor:3
What do they want: They never speak, so no one knows.
4.troglodytes
Ranged Attack:Revolver D6
Melee Attack: Knife D4
Special: Immune to all Programmes.
Armor:1
What do they want: To take us back to a time before
technology ruled our lives.
[HP:10] [GUTS:-]
[Ranged:Smart
Pistol:1d6/
Melee:Enhanced Fists
1D4] [Armor:3]
[Keyword:Cyber]
Special: When an
UN-MET makes a melee
attack it auto-hits
any model with any
CyberMods. Models
hit in this way
must make a Presence
test. On failure
they must roll on
the Malfunctions
table (pg. 19).
THE
U N - M E T
68
NANOINFESTED
[HP:11] [GUTS:-]
[Melee:Nano 1D4/1D8 to
models with CyberMods]
[Armor:2]
Special: If a
Nanoinfested ever
hits a model with a
CyberMods they must
roll on the
Malfunction table.
When a
Nanoinfested dies,
roll a D6. On 4+
they spill forth
Nanoswarms that
look for a new
host. Place a
token to mark the
swarm.
Nanoswarm
[HP:-] [GUTS:-]
[Infect] [Armor:-]
RAD GHOUL
[HP:12] [GUTS:10][Melee:SLAM 1D6]
[Armor:2]
70
WASHER BOT C19
[HP:15] [GUTS:-]
[Melee:Aggressive Cleaning:1D8]
[Armor:2][Keyword:Cyber]
A T
CY _R
[HP:3][GUTS:3][Bite 2][Armor:-]
MUTANT
[HP:3d6] [GUTS:10]
[see special]
[Armor:2]
Attack 1d6
1. Claws [1d8]
2. Rusty Knife [1d4]
3, Mandible [1d6]
4. Stomach
Eversion [2D4]
5. Tentacle [1D4]
6. Bone Spur [1D8]
Mutation 1d4
1. Callous-
Increase Armor by 1.
2. Regen-
Heals 1HP per round.
3. Bile Sacks-
Deals an additional
1D4 damage on hits.
4. Fungal Growths-
On a hit with any
attack model hit
must pass Toughness
test or become
diseased.
Thou shall not sin with the metallic gods.
Thou shall not give into electric sin.
Thou shall mend ones flesh with growth hormone x-34d.
Honour the flesh over the machine.
[HP:11] [GUTS:10]
[Ranged: Hand Made Rifle 1D8.
Melee: Surgeon Knife 1D4]
[Armor:2]
x-34d
Works as a narcotic, pg. 49.
Effect: crewmember gains
+2 to one random stat
permanently.
Downside: When taken model
most make a Knowledge test.
On failure they become a
member of the cult and
are lost forever.
CULT
OF the
FLESH
THE CAMPAIGN
Scenarios are designed to be played over a
max of 6 rounds, unless stated otherwise.
At the end of the 6 rounds your crew gets
tired, will be dead, or will be chased off
by Enforcers.
74
Reading Scenarios
Introduction: Flavour text.
Goal: What you are here to do.
Reward: What you will get for completing the
Scenario objectives.
Setup and Loot: How to set up the table.
Deployment: Where you place your models before the
game starts.
Threats: What Hostiles are present.
Solo Play: How to play the Scenario solo.
Coop: How to play the Scenario with friends.
End Game: How the game ends.
Sections marked with the RPG symbol
are for flavour text and
RPG
for use if you wish to
run Kill Sample Process
as an RPG.
A CITY of Billions
The immortal few live in glass towers.
profit's being made on our backs
They Enforce norms
Sell you false dreams
Steal your future
It is time to burn it all
-V-
CY_
The city is dying. Nothing will bring it
back. Its festering heart still beats.
Maybe it’s time to end it.
-V- is watching.
-V-
So little is known about the entity
codenamed -V-, but what is certain is
those that can work out what -V- wants
earn themselves plenty of creds.
It simply said:
80
l o O T
When a model is within 1 inch of a Loot marker they
can search it by rolling a Presence DR10 test. On
failure the Loot marker remains. On success remove the
Loot marker and roll on the table below. On Fumble
they cut their hand on broken glass and take 1 damage
that ignores armor.
1. 100 creds
30
2. Random stack of Ammo pg.
k for Fla met hro wer
3. 1 fuel tan
4. A virtual hug
5. 200 creds
6. 300 creds
7. 1 Random CY_Ammo pg. 31
8. 1 Random Weapon pg. 29
dodgy usb
9. 1 Random Programme on a
10. Cyber Sword pg. 28
od (installed after
11. 1 coupon for a free CyberM
Scenario)
12. A random armor pg. 23
13. 500 creds
ace hostile! it attacks)
14. A Hostile Nano Rat (pl
ne Control
15. 1 random Drone and Dro
16. 600 creds
112
17. 1 random Antiquity pg.
pie ce of equ ipm ent pg. 22
18. A random
both results
19. Roll twice and take
20. Pick one item
WANTED
In this connected age the
Enforcers track significant
sources of trouble.
A crew generates a Wanted Level for
undertaking activity that undermines
the status quo.
2. NanoSwarms. 7. Ecoterrorism
At the end of each round At the start of the
roll a D6. Scenario all models
On 1, any model with make a Toughness test.
a CyberMod must make On failure they gain a
a Toughness test. On Mutation (pg. 20).
failure they roll a
Malfunction (pg. 19). 8. Air Quality Advisory
Models without Air
3. Machine God. Filters who are Downed
On round 3 the Machine suffer -3 to their death
God appears on a random save roll at the end of
board edge. this Scenario.
4. Auto-Correct 9. Heatwave
You cannot use Glitches All movement is reduced
this scenario. by 1 inch.
84
Darkness:
Models without an LED
torch or other source of
light and not within 6
inches of another model
with a source of light take
-6 to all rolls. Models in
Darkness cannot
target or be
targeted by
ranged
attacks.
Partial Darkness:
As above but only
suffer a -3 to rolls and
range of light sources
extends to 9 inches.
1. Dog eat dog world
‘Look, it’s simple, my supply often falls off the back
of a van and, well, on this occasion it needs a little
help. Do this for me and it will earn you a pretty
decent pay out, and you can keep everything I don’t
want.’ - Fence
Goal
Deliver the weapons cache boxes from the supply van.
Reward
For each crate brought back Fence pays 300 creds.
Deployment
Versus and Coop - Players select a board edge based
on initiative and place models within 3 inches of
their board edge. In Solo Play you may place models in
either deployment zone.
Threats
Each crate is guarded by a rival gang member. Roll
to see what gang has beat you to the scene (pg. 66)
and place 1 member of this gang within 1 inch of each
crate. On round 3, two Officer Drones appear on a
random table edge.
Solo Play
Place 3 supply crates and 3 gangers.
COOP Play
Place 2 extra gangers within 1 inch of the van.
86
3 inches
player deployment zone
18 inches
VAN
3 inches
24 inches
Crates
Take up 1 equipment slot. A model may pick one up as
an action. When they do, roll a D6. On 4+ they are
one the crates Fence wants.
RPG
When the players arrive read:
You hear someone shout ‘Put the money in
the bag.’ A gunshot rings out and you watch
the driver of the van fall. A rival Gang
beat you to it. If you want the cash you are
going to have to fight for it.
2. All oF my neurons are Functioning smoothly
What the Doc does exists in a legal grey area, neither fully in breach of the laws
of CY_ nor fully sanctioned either. He remains above board enough to advertise his
services without drawing the attention of the Enforcers. What WOULD draw their
attention, however, would be installing illegal mods in a cyborg, mods that allow
them to pass for human. And this is where you come in. Doc will pay you well to
hunt and kill such a cyborg before the Enforcers learn what he did.
Goal
Find and decommission the Cyborg or bring it in!
Reward
1 free CyberMod for the crew that kills the Cyborg or 500 creds for
bringing it back alive.
Deployment
Versus and Coop - Players select a board edge based on initiative,
and place models within 3 inches of their board edge. In Solo Play
you may place models in either deployment zone.
Threats
On round 2 and 4, one Enforcer unit per player, based on crew Wanted
Level, is spawned on a random board edge [Enforcers table pg. 61].
Solo Play
Place only 2 civilians.
COOP Play
Enforcers show up on round three.
88
3 inches
player deployment zone
18 inches
Civilians
3 inches
24 inches
Civilian
[HP8] [Fists:1][Morale:6][Armor:1]
When civilians act, they move 1D6 towards the nearest
board edge. If movement takes them off of board, they
leave the table.
CYBORG
[HP12] [Slam:1D6][Morale:-][Armor:3]
If restrained, will not break free and can be dragged
off the table.
RPG
When the players arrive read:
When you arrive you see a number of
civilians who meet the description of who
you are looking for. You need to work out
who is the Cyborg you were sent to deal with
and quick, because you are sure you can hear
Enforcer sirens in the distance.
3. My Heart is no good
Cook is one creepy mother, and everyone knows you
don’t cross them. Well, everyone but the Cult of the
Flesh. Turns out they stole a shipment of something
Cook would very much like back. Do this and you will
get in their good books, for whatever that is worth.
Goal
Bring back the shipment marked VV 375-kilobase.
DO NOT DROP IT!
Reward
For bringing back the correct crate earn 500 creds.
Cook pays 100 creds per dead Cult of Flesh member.
Deployment
Versus and Coop - Players select a board edge based
on initiative, and place models within 3 inches of
their board edge. In Solo Play you may place models in
either deployment zone.
90
3 inches
player deployment zone
BOX BOX
18 inches
BOX
BOX BOX
3 inches
24 inches
Threats
Each crate is guarded by one member of the Cult of
the Flesh. On round 3, two more cult members show up
on a random table edge.
Solo Play
No other Cult members show up this Scenario.
COOP Play
Two Cult members show up on rounds 2 and 4.
RPG
When the players arrive read:
Pushing into the warehouse, you see figures
with guns as desperately put together as
their clothes. Their flesh bulges and moves
like liquid as they turn to face you. The
Cult of the Flesh members raise their
weapons and dive for cover.
4. With your silence you vote for oppression
You woke up with a data chip in your lap. Written in
crude handwriting, it reads ‘PLAY ME.’ Against better
judgement you insert it into your reader.
Goal
Enter the region known as GO and destroy the datahubs.
Reward
For each datahub destroyed, 300 creds will appear in
your account.
Deployment
Versus and Coop - Players select a board edge based
on initiative, and place models within 3 inches of
their board edge. In Solo Play you may place models in
either deployment zone.
Threats
For each crew taking part, place 2 Nanoinfested within
2 inches of a datahub. On round 6 The Machine God
appears on a random board edge.
Solo Play
See above.
COOP Play
For each crew taking part place 3 Nanoinfested within
2 inches of a datahub.
92
3 inches
player deployment zone
18 inches
DATAHUBS
3 inches
24 inches
DATAHUBS
HP20 ARM 2
As an action model can place C9 Explosive on datahub,
and when the C9 explodes it destroys the datahub.
G0
G0 is a nuclear hellscape of a place. Do
not roll for conditions for this Scenario.
Instead, the conditions Nanoswarms and
Ecoterrorism are both in effect.
RPG
When the players arrive read:
The air tastes of metal. This part of CY_ used
to be a lot nicer than it is today. But that was
before, and this is now. You see the datahubs
that are somehow still operating, and shuffling
amongst them are the twisted bodies of those
who fell foul of the Nanoswarms littering this
scarred region.
5. There is a Problem
‘Word on the street is there is a hit out on you lot,
you’ve been upsetting the right/wrong people.’ - Fence
Goal
Escape the trap.
Reward
You get to live.
Deployment
Versus and Coop - Players select a player deployment
zone based on initiative and place models in a 6 inch
by 6 inch area. In Solo Play you may place models in
either deployment zone.
Threats
Across the board, on either side of the tracks, are
3 Gangers (roll on page 66 to determine which gang
has shown up) for a total of 6 gangers. On turn 3,
Enforcers based on crew Wanted Levels (pg. 61) appear
in a random player deployment zone at the start of the
hostile phase.
Solo Play
Place only 2 Gangers on either side of the tracks.
COOP Play
Enforcers arrive on turn 2.
Game Ends when all crewmembers are dead or off of the board. .
94
3 inches
player
deployment
zone
18 inches
Gangers
Gangers
TRACKS
player
deployment
3 inches
zone
Trains
Each round there is a 50% chance a train speeds
through the station. Roll a D4, on 2+ a train appears
at the end of the round. Any model on the tracks must
make an Agility test to duck under the train. On
failure they drop to 0HP. Downed models on the tracks
are killed if another train passes over them.
RPG
When the players arrive read:
You arrive to meet your connection for your
latest pay day, but something feels off. A
gun shot rings out and people scatter. It is
a trap and you are going to have to fight
your way out.
6. MIND IS WILLING>SOUL REMAINS
Is there nothing better than taking a hit of Numbout,
hooking up to an alternative world where the sky is clear
and kicking back and watching the clouds, right? Well, at
one of Cook’s best-selling locals most thought so too. Until
there was a slight hiccup in the simulation, or more likely
Cook mislabelled some Numbout, that turned the punters into
mindless killers. Cook would quite like this mess resolved.
Goal
Kill all the UN-MET in the Cafe.
Reward
3 free Narcotics of your choice for the crew that
kills most UN-MET. For each UN-MET killed, crew also
earns 300 creds.
Deployment
Versus and Coop - Players select a board edge based
on initiative and place models within 3 inches of
their board edge. In Solo Play you may place models in
either deployment zone.
Threats
3 UN-MET per player should be setup within 6 inches
of the server and equally spaced apart. On round four
Enforcers based on crews’ Wanted Level appear on a
random board edge as per rules on page 61.
Solo Play
As above.
COOP Play
Enforces show up on round 2.
96
3 inches
player deployment zone
18 inches
Server
3 inches
24 inches
UN-MET
Unlike the UN-MET on page 68 these are also infected
with a new cyber drug created by Cook. When within
1 inch of them, a model can make an Agility test if
they have an Adrenaline Shot to try and break them
out of their condition. If they apply the Adrenaline
roll a D4, on a result of 3+ the UN-MET is cured and
they become a non-hostile civilian and attempt to
leave the table. This does not count as killing them
for rewards.
RPG
When the players arrive read:
With VR headsets still fixed onto their faces, the people
Cook told you to deal with all turn to you as you enter the
cafe, a sinister sight made worse by the flickering red glow
coming from the central server.
7. Have you ever been for sale
When you are down on your luck, when nothing is going right, Stop and Droptm
boxes are the solution you need.
Goal
Collect as many spare parts as you can before the
cleaner bots get to them.
Reward
For each spare part collected gain 200 creds from Doc.
Deployment
Versus and Coop - Players select a board edge based
on initiative and place models within 3 inches of
their board edge. In Solo Play you may place models in
either deployment zone.
Threats
2 WASHER BOT C19 should be placed within 2 inches of
the Stop and Drop box. When killed they can be looted
for 1 random spare part. In addition, any placed spare
part piles have 3 Cyber Rats within 1 inch of them.
Solo Play
Only place 1 pile of spare parts.
COOP Play
Place 4 piles of spare parts.
98
3 inches
player deployment zone
18 inches
24 inches
Spare Parts
Each spare part takes up 1 equipment slot.
RPG
When the players arrive read:
Most people call them put-down boxes. And
the task ahead of you is certainly gruesome!
But Doc will pay well for “spare parts” you
bring back. But you have competition, as the
rats are already feasting away.
8. <<fileref_“Kill Sample Process”>>
<<Data_heist_working_title.exe>>
<<load_data>><<Quest Scenario, Data Entry Dan Palfrey>>
Some mad gang hacker has figured out a way to crash Gravf
Mellberg Tosk’s secure data vault, and they want you to test
the tech. Only catch is you have to jack into the net and
physically retrieve the valuable data packets yourself. The
modified cyberdeck will project you and your team as avatars
into the network. You’ll need to fight your way through
hostile ICE, so make sure you’re strapped. And watch out for
the Black ICE – if they get you, they’ll fry your brain to
cinders.
Goal
Hack the Nodes
Reward
Pick your patron:
Negligence Facade – hack the data nodes and retrieve the data
packets, each packet retrieved earns you 150 creds.
Troglodytes – destroy the data nodes, each one destroyed
earns you 80 creds.
Deployment
All crews begin play off the board in ‘processing.’ While in
processing, models may not activate or be interacted with/
affected in any way except to enter the board via the I/O
port or to escape by jacking out. Once jacked out they take
no further part in the Scenario, but are considered to have
escaped safely. On their turn models can enter the I/O port
and are placed anywhere within the 5 inch area marked out,
and may then take their turn as normal. Models on the board
may exit through the I/O port by ending their movement on
the 5 inch area and taking an action which moves them to
‘processing.’
100
= data node
3 inches
To hack a Node,
models within 1
inch must pass
a Knowledge
test. Once
hacked, models
are considered
18 inches
to have a
Data Packet
equipped.
I/O Port Data Packets
do not take
up equipment
slots.
Data Nodes have
10HP and can
3 inches
only be damaged
by melee
attacks.
24 inches
Threats
Models on the board are virtual avatars of themselves. They
act normally except that movement is based on Knowledge,
not Agility. When they are reduced to 0 health they accrue
1d3 bugs and are immediately sent to ‘processing’ where
they recover all their lost health. Models with bugs must
test against Toughness when they enter the board via the I/O
port; on failure they roll on the System Crash table (pg.
37) and remove all their bugs. Models on the board with bugs
at the end of the game count as being taken out of action so
must test for survival. At the end of each round, a random
hostile [pg. 59] spawns from a random Data Node. These are
digital copies of hostiles. Hostiles prioritise models with
Data Packets over closer models.
RPG
When the players arrive read:
You hurtle through the gatebreaker connection at the
speed of thought, crashing through the I/O port and
arriving in a digital landscape of flashing 1s and
0s. Cascading codestreams coalesce into hardlight
walls and bright swirling data nodes are visible at
the edges of the virtual vault.
9. replicate, mutate, divide, survive
THEY WANTED MORE EFFICIENT WORKERS/THEIR EXPERIMENTS
LED TO THE CREATION OF THE FIRST MUTANTS/THEY WATCH
THEM STILL/IT IS TIME TO EXPOSE THEM FOR WHAT THEY
DID/IT IS TIME TO LIGHT THIS FUSE. -V-
Goal
Enter the toxic industrials and install nodes on the
cctv cameras so that -V- can live stream what they
have done. Leave 1 Mutant alive.
Reward
For each node connected, -V- pays 200 creds, but only
if 1 Mutant is left alive.
Deployment
Versus and Coop - Players select a board edge based
on initiative and place models within 3 inches of
their board edge. In Solo Play you may place models in
either deployment zone.
Threats
For each crew taking part, place a Mutant within 6
inches of a CCTV.
Solo Play
See above.
COOP Play
For each crew taking part, place 3 Mutants.
GAME ENDS When all nodes are placed or all models leave the board.
102
3 inches
player deployment zone
CCTV CCTV
18 inches
CCTV
CCTV CCTV
3 inches
24 inches
CCTV nodes
Each model can carry a Node without taking up an
equipment slot. Placing a Node requires a Knowledge
test. On Fumble the Node is lost. All models start
with 1 Node.
Nodes can be given to another model as an action.
RPG
When the players arrive read:
Shuffling below the CCTV cameras -V- sent you
to tamper with, you see the shifting forms of
those that have been mutated by the actions of
T.G.Labs. This is the chance you have to gain
the evidence that the mutants did not just
happen but are a product of those who care for
profit over people.
10. bite size lies are much easier to swallow
A number of people have come to Doc reporting issues
with CyberMods of an unusual nature. He managed to
track the issue to an AI Billboard that was designed
to track people and deliver them targeted ads. Doc has
asked you to go shut the billboard down. But maybe
there are others who want the AI from the billboard
for themselves?
Goal
Destroy or collect the billboard AI.
Reward
Doc will pay the crew that destroys the billboard 400
creds. Fence will pay 600 creds if you instead bring
back the AI CPU.
Deployment
Versus and Coop - Players select a board edge based
on initiative and place models within 3 inches of
their board edge. In Solo Play you may place models in
either deployment zone.
Threats
2 UN-MET per player should be placed within 6 inches
of the billboard and equally spaced apart. On round
4, Enforcers based on crews’ Wanted Level appear on a
random board edge as per rules on page 61.
Solo Play
As above.
COOP Play
Enforces show up on round 2.
18 inches
BillBoard
3 inches
24 inches
BILLBOARD
When a model with any CyberMods gets within 3 inches of the
billboard they must make a Presence test. This test is also
repeated if they activate within 3 inches of the billboard. On
failure they roll on the Malfunction table on page 19.
RPG
When the players arrive read:
As you approach the billboard, obnoxious adverts begin to assault
your eyes. You push them out as best you can and see those less
able already having succumbed to its bombardment. They look set
to defend it. Whether you are here to destroy it or take the AI
CPU for profit you should be quick: sirens are drawing closer.
RES
106
SIST
11. want to watch the world burn for what it has done
IT IS TIME TO LEVEL THE FIELD/TO BRING THOSE ABOVE
DOWN TO OUR LEVEL/IT IS TIME TO BURN THIS WORLD SO
THAT A NEW MIGHT RISE FROM ITS ASHES. -V-
-V- wants you to go into the G0 one more time and retrieve a virus
they can use to bring down the system that underpins all financial
interactions in CY_. Doing so will give them the power to end the
world as you know it. Whether that means a new one can be born or
simply bring a close to something that should have ended a long time
ago, -V- believes it is the right thing to do. Do you agree?
Goal
Download the virus and get out.
Reward
Give the virus to -V- to end things or sell it to
Fence for 4000 creds.
Deployment
Versus and Coop - Players select a player deployment
zone based on initiative and place models in a 6 inch
by 6 inch area. In Solo Play you may place models in
either deployment zone.
Threats
Within 1 inch of the central datahub place the Machine
God. Place 1 Rad Ghoul within 1 inch of each other
datacentre. At the start of each Hostile phase roll
on page 59 to determine what and how many hostiles
appear.
Solo Play
As above but use Solo Play table on page 59.
COOP Play
As above but use Coop Play table on page 59.
Game Ends when a Crewmember with the virus leaves the board.
108
3 inches
player deployment zone
18 inches
3 inches
24 inches
Datacenters
A model within 1 inch can make a Knowledge test. On
failure a random Hostile appears on a random board
edge. On Fumble the Model takes 1D10 damage. On
success they roll 1D6 and on a result of a 6 they get
the virus. Once the virus is found, other datacentres
can be searched as per loot rules on page 81.
Datacentres can be searched multiple times.
RPG
When the players arrive read:
This is it: time to get the virus that -V- has
been after all this time. Time to decide: do
you bring this system down or profit from your
spoils? A choice you will have to make once you
deal with the amalgamation of flesh and machine
that stands in your way.
CAMP
If you are playing a full campaign mode you should take the
following actions after each Scenario.
1. Each crew with at least one living member gets paid 400 creds
for taking part.
2. Roll death saves (DR6 Toughness test) for all models Downed at
the end of the Scenario. On failure model dies. On success roll an
injury, on critical success they recover with no injury.
You can also pay the Doc 100 creds to auto-pass a death save and
avoid rolling an injury.
4. You can sell items to Fence. He pays half the cost of weapons,
equipment and armor. Programmes cannot be sold.
5. Increase the crew’s Wanted Level [pg. 82] by 1. You can also lower
your crew’s Wanted Level by 1 level for each 100 creds you spend.
rOStER
Crew XP
Credits
Wanted Level
Programme: _____________/________________________________________________
Programme: _____________/________________________________________________
Modification: _____________/___________________________/Condition_________
Modification: _____________/___________________________/Condition_________
Modification: _____________/___________________________/Condition_________
Equipment _______________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
Name: ______________________ Handle: _________________ HP:______ ARM:_____
Special Crew Type:__________________________________________Bugs__________
Programme: _____________/________________________________________________
Programme: _____________/________________________________________________
Modification: _____________/___________________________/Condition_________
Modification: _____________/___________________________/Condition_________
Modification: _____________/___________________________/Condition_________
Equipment _______________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
Equipment _______________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
Equipment _______________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
Name: ______________________ Handle: _________________ HP:______ ARM:_____
Agility:________ Flaw: ___________________________________________________
Knowledge:______ Feat: ___________________________________________________
Presence:_______ Injury: ______________________/__________________________
Strength:_______ Mutation _____________________/__________________________
Toughness:______ Mutation _____________________/__________________________
Equipment _______________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
Campaign Notes
All tests are DR12,
Setup unless specified.
1. Pick a Scenario
You roll a D20, add
2. Set up Board
3. Determine Conditions relevant modifiers, and
4. Deployment check the result. If you
5. Roll for Initiative reach at least a 12, you
pass. Rolls of 20 are a
Critical and rolls of 1
Each Game Round are a Fumble.
1. Determine Initiative.
2. Players alternate
activating a single model. Combat
3. Activate Hostiles, if any Models within 1 inch are
in play. in combat. Ranged attacks
4. End game round. have a max range of 12”.
1. Check range.
2. Check if cover is
Activating applied.
Pick a model. 3. Check which stat the
It can move & perform an weapon uses and add
action. the relevant modifier
Performing an action ends the to the roll.
model’s activation. 4. Roll attacks (models
in melee both roll
at the same time and
Actions: apply the results).
• Make a ranged attack. 5. Successful hits apply
• Make a melee attack. damage.
• Use equipment or Feats. 6. Mark off any ammo
• Use a Programme. used.
• Pick up and/or drop any 7. If models are at 0hp
number of items off the they are Downed,
ground or dead/downed place them face down.
models within 1”. Hostiles at 0hp are
• Interact with Loot or dead, place them face
Scenario items within 1”.
• Make a second move. down.
Movement Glitches
Spend these once and only
Models can move their Agility +5
once per Scenario at any
inches.
time, including after a
Climbing halves your speed.
roll for the following
Models can jump gaps 3 inches or
effects.
less by passing an Agility test.
Maximum Effort: deal
Failing causes injury.
maximum damage with an
attack.
Leaving Combat Déja Vu: reroll any dice,
1. The opponent rolls Agility yours or someone else’s.
against DR12. Insurance: remove a
2. On success your model does Downed model from play,
not move. it auto-passes its death
3. On failure your model moves. save.
4. If opponent Fumbles you can META: cancel one Critical
move and take an action. or Fumble.
5. On a Critical, opponent makes Connected: reroll on the
an attack against you. Loot table (pg. 81).
Dues Ex Machina:
automatically pass
GUTS one test i.e. jumping,
When a model rolls for GUTS make morale, or combat.
a Presence test.
On failure they flee the fight.
On success they act as normal. Hostiles
See flow chart on pg. 56.
Models must make a GUTS test
when they:
• are Critically hit. Post Scenario
• strike a Downed enemy. 1. Receive 400 creds.
2. Roll death saves.
3. Roll for injuries.
4. Sell and buy items.
Programmes 5. Increase Wanted Level.
Max range 12”. 6. Gain and spend XP.
Knowledge based. 7. Hire new members.
On failure mark a Bug. 8. Reallocate equipment.
On Fumble roll on System Crash
table (pg. 37).
Art Credits
Art on page 10, 11, 19, 112, 114, 116 by Duncan Hall @agrimdarkerworld
Forbidden Psalm: Kill Sample Process is an independent production by Kevin Rahman and is not
affiliated with Ockult Örtmästare Games or Stockholm Kartell. It is published under the MÖRK
BORG Third Party License.
Forbidden Psalm is published under the terms outlined in the MÖRK BORG third party license
https://morkborg.com/license/
KSP operates under the same third party license as CY_BÖRG. This license allows anyone to make
stuff for Forbidden Psalm and either publish it for free or sell it: If you adhere to these terms you
are allowed to publish free or commercial material based upon and/or declaring compatibility
with Forbidden Psalm without express permission from KRD designs.
The mechanics and game rules of KSP may be reused and referenced freely.
Specific art and text from this books may not be reused or translated, unless you have explicit
permission, some art is made from public domain art and is open to be reused. Please ask if you
are unsure.
Your product cannot use the KRD design logo unless you have KRD designs explicit permission.
You’re not allowed to give the impression that this is an official KRD designs product or that we
endorse or sponsor you in any way unless we’ve made special arrangements with you.
For those who came to this game
for a good time, and to forgot
the issues of our world, please
stop reading here.
-v-
A Miniatures
Game of
Death
Hacking
Body Horror
& Late Stage
capitalism
Forbidden Psalm:
Kill Sample Process
is a standalone
miniatures game
inspired by and
compatible with
cY_BÖRg .