TITANFALLZ — drop infantry, giant walkers, and a dead colony that got up again. A mashup of BLASTER vol. 7 - Arsenal (d10 tactics, d6 attack/defense pools, MCVs, Ingress drops) and ZOMBICIDE (noise, priority targeting, spawns, survivor skills), with all the wall-running, rodeo, and titanfall nonsense we could bolt on without breaking either parent. Player vs. player skirmish. 2 players. ~90 minutes. 3'×3' table.


1. The Pitch

The Rykiel Expanse died once already — the Synther War burned it to slag. It is dying a second time. A panocyte refinery on the moon Icarus has gone dark, and the dead are walking the mining caverns in numbers nobody budgeted for. Two rival contract forces are on site to secure the last live panocyte tank. Neither is willing to leave it to the other. Neither was told about the zombies.

You are a Pilot with a Titan in the hangar and a fireteam of mercs on the ground. Somewhere out there, something is eating your infantry.

The game is two fights at once:

  • Pilot vs. Pilot — score the objective, finish the contract, get paid.
  • Everyone vs. the Horde — the dead do not care about your contract.

You win by scoring Victory Points. You lose by feeding the horde.


2. What You Need

  • This ruleset, a 3'×3' table, terrain covering about a third of it.
  • 8d6 and 1d10 per player (matches Arsenal exactly).
  • Tokens: Activated, Knocked Down, Downed, Burn, Rodeo, Sure Thing (one per Infantry model — a coin, bead, or spare die each), Target Marker (4–6 per player), Noise Markers (6–8 small numbered tokens, a d6 on each is ideal), Ammo Cache.
  • Models per player:
    • 1 Titan (100 mm / 75 mm round base)
    • 1 Pilot (32 mm base)
    • 5–10 Infantry (25/32 mm bases)
    • Zombie models — see §11. You can start with as few as 12 and recycle them.
  • No grid, no tiles, no zones. Just terrain and a tape measure.
Model agnostic

Any 28–35 mm sci-fi infantry work as pilots and grunts. Titans are whatever giant robot you own. Zombies are zombies. Nobody is checking your receipts, least of all the dead.


3. Design DNA — What Came From Where

MechanicSourceNotes
Tactics test (1d10 + Tactics vs. TN)ArsenalUsed for everything that is not shooting
Attack dice by target type (4/6 dice)ArsenalKept exactly
Defense rolls, Cover, Pierce, PushbackArsenalKept exactly
Downed → KIA in UpkeepArsenalNow also the Horde's food
Ingress Phase (drop reinforcements)ArsenalBecomes the Titanfall / Redrop Phase
MCV chassis, components, critical conditionsArsenalBecomes the Titan
Pilot mount/dismount, Null stateArsenalBecomes Embark / Disembark / Auto-Titan
Noise & noise-priority movementZombicideThe horde is a heat-seeking missile for gunfire
Spawn cards & priority targetZombicideResolved in the Horde Phase, not the Action Phase
Survivor skillsZombicideBecome Pilot Perks, earned with Kills
Sure Thing (one auto-success per Infantry)NewAnti-fumble valve for Arsenal's harsh d10 tests
Wall-run, rodeo, drop shield, ejectTitanfallNew, see §10

4. Measuring, Line of Sight, and Darkness

Measuring is in inches, base to base, at any time. Pre-measure freely.

Line of Sight (LoS) is eye-level, same as Arsenal: any solid part of the target's body. Antennae, barrels, and backpacks do not count. LoS is mutual and ignores facing.

There are no zones. Everything that would have asked "which zone?" instead asks "how far away?" — measured from the model, the Noise Marker, or the spawn point.

Darkness. A model standing in an area with no light source (interior, unlit tunnel, unpowered corridor) is in the Dark. Shooting at or from a model in the Dark is at TN 6+ instead of the weapon's normal TN. Models both in the Dark see each other normally. A model carrying a Floodlight marker lights a 6" radius around itself and removes Darkness for models inside that radius.


5. Model Profiles

5.1 Infantry

ModelTypeSpdDefArmTacWeaponsAbilities
FreelancerGrunt55+11Combat Rifle—
RiflemanSpecialist65+22Combat Rifle, GrenadeHits from this model also place a Knocked Down token
MarksmanSpecialist64+23Combat RifleIf it has not attacked this round, one free attack at any time
RampartSpecialist54+22Pistol, GrenadeDeploy Shield Wall: 5" template, counts as Heavy Cover, until removed
Trauma MedicSpecialist65+13SMGCombat Stims: remove Downed tokens from Infantry within 3"
Heavy WeaponsSpecialist55+22Warthog, HM LauncherSlammer: Ammo 3, requires a friendly spotter with LoS
Field EngineerSpecialist44+33Pistol, Sticky GrenadeLaser Guidance: call one orbital ordnance
InfiltratorSpecialist63+13SMG, Sticky GrenadeAttacks targeting this model roll only 3 dice
Forward ObserverSpecialist74+23SMG, Smoke GrenadeUnits deployed within 8" gain +1 cover die until activated
SniperSpecialist65+13Anti-Materiel RifleOnce per round: 1 damage to any model in LoS, Limited Range
HackerSpecialist64+24SMG, Bouncy GrenadeSignal Jammer: 8" no-ordnance/no-drop bubble until removed (Tactics 12)
Field MechanicSpecialist63+24Pistol, GrenadeRepair: within 3" of a friendly Titan, remove 1 starred critical condition

5.2 Pilots

PilotTh.SpdDefArmTacWeaponAbility
Green355+22Auto PistolGrapple: place anywhere it can balance within LoS and 10"
Experienced564+23SMGGrapple: as above, or mount a Null Titan within 10"
Veteran863+24Combat RifleGrapple + Wall-Run (§10.1)

All Pilots carry a Data Knife (Range 1", TN 3+, Damage 1, Melee, Pierce) and have the VIP keyword — if your Pilot is KIA, the game ends and you lose.

Pilot Exposure. A Pilot is only at risk when it is actually exposed. At the end of every round, roll for each Pilot that is not inside a Titan and not in base contact with a friendly model:

SituationRisk roll
In the open, within 12" of a horde model1–2 on 1d6 — Pilot is KIA
In the open, no horde within 12"1 on 1d6 — Pilot is KIA
In cover or base contact with a friendly modelNo roll

The Pilot's own Sure Thing cannot be spent on this roll. A Pilot that is Downed when it would roll is KIA automatically.

House rule candidate

The exposure numbers above are a first pass — the earlier flat 4%-per-round version never actually killed anyone in testing. Expect to tune these after your own playtests. The intent is that the Pilot is only in danger when you leave it out in the open, not that it dies to a random background roll.

5.3 Weapons

WeaponRngAoETNDmgAmmoKeywords
Combat Rifle24"—41—Anti: Infantry
SMG10"—41—Anti: Infantry, Limited Range
Warthog MG24"—31—Devastating Effect
Anti-Materiel Rifle36"—52—Anti: Titan, Anti: Explosive
HM Launcher10"2"52—Pushback, Bounce 1, Limited Range
Auto Pistol16"—41—Reroll, Limited Range
Pistol16"—41——
Grenade8"2"52—Throw, Bounce 1, Limited Range
Sticky Grenade8"1"43—Throw, Devastating Effect, Limited Range
Bouncy Grenade8"1"52—Throw, Bounce 2, Devastating Effect, Limited Range
Smoke Grenade8"2"—0—Bounce 1, Limited Range
Basic Melee1"—31—Melee

6. Attack Dice, Defense, and Damage

Attack dice by matchup (Arsenal, unchanged):

Attacker ↓ / Defender →InfantryTitan
Infantry44
Titan46

Hits are any die ≥ the weapon's TN. Defense: roll one d6 per hit against the defender's Def (plus cover dice). Each success cancels a hit.

Cover: Light +1 die, Heavy +2 dice. Obscured by 50%+ = cover.

Damage: each unblocked hit delivers the weapon's Damage to Armor. Damage is not multiplied by hit count — one unblocked hit is enough to apply the full Damage value. When accumulated damage exceeds Armor, the model is Downed.

Horde models do not roll defense. See §11.

Keywords are identical to BLASTER vol. 7 - Arsenal §Keywords: Anti, Beam, Bounce, Burn, Charge, Coordinated, Devastating Effect, Engaged, Limited Range, Pierce, Pushback, Reroll, Smoke, Surge, plus the Titan-specific ones in §7.4.


7. Titans (the MCV Slot)

7.1 Chassis

ChassisSpdArmFeel
Vanguard811Generalist. The Ogre.
Phalanx613Slow wall. The Legion.
Blitz108Glass rocket. The Northstar.

7.2 Build

  1. Choose a Chassis.
  2. Choose Pilot Experience: Green (+0 actions, +2 Armor) / Experienced (+1 action) / Veteran (+2 actions, one primary weapon + one equipment only).
  3. Integrated Component (one), Sidearm (one), Shields (one) — sets the Titan's Def.
  4. Two unique primary weapons.
  5. Three unique pieces of Equipment.
  6. The Pilot's Tactics stat is the Titan's Tactics stat.

The Titan's armor is tracked with a die on its card. When damage exceeds Armor, roll on the Critical Conditions table (§7.5) — same table, same starred entries, same Field Mechanic repair.

7.3 Titan Weapons

Use the Arsenal MCV weapon table verbatim — Gauss Cannon, Incendiary Displacer, Frag Grenade Launcher, HV-LI Missile Launcher, OC-55, LB-5 Death Adder, LASR Armament, EM-C Net Launcher, IR Missile Pod, Mounted LMG, and the sidearms. Two additions:

WeaponTh.RngAoETNDmgAmmoKeywords
Arc Tool31"—32—Melee, Anti: Titan, Stun: place 1 Knocked Down on any hit
Cluster Pod624"2"522Explosive, Devastating Effect, Anti: Horde

7.4 Titan-Only Keywords

  • Anti: Horde — add 2 attack dice when targeting a Horde model.
  • Stun — every unblocked hit also places a Knocked Down token.
  • Titanfall (X) — a Titan arrives by orbital drop. See §9.
  • Embark / Disembark — same as Arsenal's Pilot Mount / Pilot Dismount, Tactics 6.
  • Null — an empty Titan. Any Pilot may mount it. This is now also how the horde gets a Titan (§11.5).
  • Auto-Titan — an embodied AI in a Null Titan. See §10.6.

7.5 Critical Conditions

Roll 1d10, subtract 1 per existing critical condition. Same table as Arsenal (Weapon Malfunction, Motor Overload, Combat Subsystem Corruption, Immobilized, Ejection Malfunction, Core Compromised, Big Boom, Flatline) with one rewrite:

Ejection Malfunction (6–5): Place the Pilot 12" away with a Knocked Down token, and the Titan gains the Null keyword. If it was already Null, the Pilot is KIA.

Core Compromised (4–3): self-destruct armed. At the end of the round, everything within 10" takes 4 hits, Damage 3, Pushback 4, Devastating Effect. The horde takes this damage too — and the explosion is a Noise 4 event.


8. The Round

StepNameWho acts
1InitiativeBoth roll 1d10 + highest available Tactics
2Action PhaseAlternate activating one model each
3Horde PhaseThe zombies move, attack, and spawn
4UpkeepConditions, burns, Downs → KIA
5Titanfall / RedropAlternating deployment from reserve

8.1 Initiative

Both players roll 1d10. Higher wins and may pass initiative to the other player. On a tie, the player who lost the last round wins. Roll off on round one.

8.2 Action Phase

Alternate activating one model at a time. Each model gets two actions. Pilots add actions to their Titan's activation (Green +0 / Experienced +1 / Veteran +2). No action may be taken twice in one activation. A player may pass; after passing they activate nothing more this phase.

Actions: Move, Jump, Climb, Get Up, Ranged Attack, Throw, Melee Attack, Change Weapon, Interact, Equipment, Skill/Perk, Sure Thing (§8.2.1), plus the Titanfall extras in §10.

Noise is a cost of doing business. Every action that makes noise places or raises a Noise Marker (see §11.2):

ActionNoise
Combat Rifle / SMG / Pistol fire1
Warthog / Mounted LMG2
Titan primary weapon fire3
Any Explosive keyword (grenades, launchers, Cluster Pod)3
Titan moving1
Titanfall, orbital ordnance, self-destruct4
Melee, Interact, Sneak-move0

8.2.1 Sure Thing — the automatic action

Every Infantry model gets one Sure Thing per game. It is not an extra action — it is a guaranteed success applied to one action that model takes.

How it works: when an Infantry model declares an action that would require a roll (a Tactics test, an attack, a defense), its controller may declare Sure Thing before rolling. That action automatically succeeds. No dice are rolled.

What "succeeds" means, by action type:

ActionSure Thing result
Tactics test (Interact, Climb, Disengage, repair, hack)Passes at its required TN, whatever that TN is
Ranged / Melee / Throw attackThe attack generates the maximum number of hits the dice pool allows (all attack dice hit)
Defense rollAll hits are cancelled for that one attack
Move / Jump / Climb / Get UpThe action completes; no fall test, no fall damage

Limits — all other rules still apply:

  • Once per model, once per game. Mark it on the model's card or lay a Sure Thing token beside it. Spent is spent.
  • One action only. A Sure Thing cannot cover a whole activation, a Perk, or a free action granted by another rule.
  • Legality is checked first. You must have LoS, range, and a legal target before declaring it. Sure Thing guarantees success, not permission — it cannot shoot through a wall, reach past a weapon's range, or target something you cannot see.
  • The defender still rolls unless the Sure Thing was spent on defense. An automatic attack still lets the target take defense dice (cover and all) — it just cannot miss.
  • Horde models are exempt. They have no Sure Thing, no rolls, and no mercy.
  • Titans and Pilots are exempt. This is an Infantry mechanic — the grunts get one moment each.
  • Noise is unchanged. A Sure Thing rifle shot is still Noise 1. A guaranteed grenade is still Noise 3. The horde does not care how confident you were.
  • Downed Infantry cannot use it. A model that is Downed cannot act, so it cannot spend a Sure Thing. If it is never spent, it is lost.
Why this belongs here

Arsenal's Tactics test is a cruel little mechanic — a 1 always fails, so a Veteran Specialist can still fumble a Tactics 6 door. Zombicide's survivors get to grow and cheat a little. Sure Thing is the cheat: one guaranteed moment per grunt, per game. It makes your Freelancers feel like they matter, it rewards saving it for the right action, and it creates a nasty little bluff — your opponent never knows who still has theirs.

8.3 Upkeep

  1. Resolve all Upkeep abilities and conditions simultaneously. Burn tokens deal 1 damage each, then remove one.
  2. Remove all Downed models and count them as KIA.
  3. Noise decays: every Noise Marker on the table drops by 1 level; markers at 0 are removed.

8.4 Titanfall / Redrop

Starting with the initiative holder, alternate deploying from reserve:

  • Infantry: max 5 friendly infantry on the table (Downed models and Pilots don't count). Deploy within 6" of a friendly model, out of enemy LoS, or in your deployment zone.
  • Titan: deploy within 8" of a friendly Specialist, base must fit. Any models where it lands are KIA. After it lands, every Infantry model within 2" (friend or foe) takes a Tactics 9 test or gains Knocked Down. Titanfall is a Noise 4 event.
  • Spawn points do not move, but the horde does — and it spawns in the Horde Phase, not here. Your drops and their drops are not friends.

9. Combat Procedure

  1. Declare — action, weapon, target.
  2. Confirm — LoS, cover (50%+), range. Beyond range: half attack dice, rounded down.
  3. Attack — roll dice per the matchup table, add bonuses.
  4. Defense — defender rolls one d6 per hit against Def + cover dice. Each success cancels a hit.
  5. Resolve — unblocked hit delivers Damage to Armor. Exceeding Armor = Downed; for Titans, roll Critical Conditions.

Shooting into a melee: all engaged models take a Tactics 6 test. Failures take the damage. The horde is not consulted.

AoE: target a model (roll one set, then everyone within radius defends with +2 dice) or place a Marker within range (roll 4 dice, everyone within radius defends with +1 die).


10. Pilot Antics

10.1 Wall-Run

A Pilot (Veteran, or any Pilot with the Jump Kit perk) may spend a Move action to wall-run: move in a straight line along the face of a wall or terrain piece up to Speed + 3", ignoring the ground under it, and ending on a surface it can balance on. Cannot wall-run over a gap wider than 3". Wall-running makes Noise 0 — the horde does not hear feet on walls.

10.2 Grapple

Place the Pilot anywhere it can balance within LoS and 10". This is a Move action and cannot end in base contact with an enemy model unless the Pilot immediately makes a melee attack (see 10.3).

10.3 Rodeo

A Pilot in base contact with an enemy Titan (not Null, not a horde Titan) may spend an action to Rodeo. Place a Rodeo marker on the Titan.

  • While rodeoed, the Titan cannot target the rodeoing Pilot with its own weapons, and may not Embark/Disembark.
  • Battery pull: at the end of the rodeoing Pilot's next activation, the Titan loses 2 Armor (or takes 1 Critical Condition on a roll of 1 on a d6). The Pilot then drops off within 3".
  • The Titan's answer: the Titan may spend an action to shake — the Pilot takes a Tactics 8 test or is thrown 6" and Knocked Down.
  • Horde rodeo: a horde model in base contact with a Titan may climb on it. See §11.5.

10.4 Drop Shield

A Titan may spend an action to project a Drop Shield: a 4" bubble around its base that counts as Heavy Cover for everything inside it. It lasts until the start of the Titan's next activation. While the shield is up, the Titan cannot attack.

10.5 Eject

When a Titan is Downed or its self-destruct is armed, the Pilot may Eject (Tactics 6). Success: place the Pilot 12" away, with a Knocked Down token, and the Titan becomes Null. Failure: the Pilot is KIA. Ejecting is Noise 3.

10.6 Auto-Titan

A Null Titan may be given an Auto-Titan order by any Pilot within LoS: the Titan activates as its own model, with 2 actions and no Pilot bonuses, using only its sidearm and its last-used primary weapon. It moves toward the nearest enemy model and attacks. It cannot use Perks, cannot be repaired, and cannot be given an order within 6" of a horde model (the AI is not stupid).

10.7 Pilot Perks (Earned, Zombicide-Style)

This is where Zombicide lives inside TitanfallZ. Every model has a Kill Track: mark one box for each enemy model it KIA's, and one for each horde model it destroys.

KillsUnlock
1Pick one Perk from the list below
3Pick a second Perk
5Pick a third Perk

Perks are not spent like Arsenal abilities — they are permanent for that model for the game. A model may never have the same Perk twice. Pilots may take any Perk; Infantry may take only Perks marked (I).

PerkEffect
+1 ActionOne extra action per activation.
+1 die: Ranged+1 attack die with ranged attacks.
+1 die: Melee+1 attack die with melee attacks.
All-OutOnce per activation, roll double attack dice; any 1s rolled hit you instead.
BlitzMove up to 12" to within 6" of an enemy model, then gain a free Ranged action.
BloodlustMove up to 12" into base contact with an enemy, then gain a free Melee action.
ChargeFree move up to 12" into base contact, then a free melee attack.
Combat ReflexesWhen horde models spawn within 6" of you, immediately make a free attack against them.
Dreadnought: WalkerIgnore all Wounds from Walker-type horde models.
Escalation: Ranged+1 die per consecutive Ranged action this activation. Lost on any other action.
Field Medic (I)Once per activation: move up to 12", then heal 1 Downed token from a model within 6" of the destination.
Full AutoSubstitute your Ranged dice with the number of horde models within 6" of the target.
Hit & RunAfter killing at least one model, free Move action.
Jump KitGain Wall-Run (10.1).
LuckyOnce per activation, reroll all dice from one roll.
Low ProfileCannot be hit by friendly fire or AoE from friendly weapons.
SlipperyEnemy models must spend 1 extra inch of movement to reach base contact with you.
Steady AimIf you did not move this activation, +1 Defense die.
Why perks instead of Arsenal's fixed skills?

Arsenal gives each Specialist a fixed ability. Zombicide gives Survivors a growing list. TitanfallZ keeps the fixed abilities and lets models grow — which is exactly the "my grunt just became a hero" feeling Zombicide's Adrenaline track creates, without adding a whole XP economy to a 90-minute skirmish.

Perks reset every game — unless you are playing a campaign

In a one-shot skirmish, Perks are earned fresh and forgotten at the final bell. If you want them to stick, add the Campaign Module (§17), which bolts a Mordheim-style roster, an Adrenaline track, and Titanfall's Core Abilities on top of everything above. Nothing in §1–§16 changes; the campaign is a layer, not a rewrite.


11. The Horde

The horde is not a player. It has no activation in the Action Phase and no Tactics. It has numbers, noise, and appetite.

11.1 Horde Model Types

TypeSpdArmHits to KillSpecial
Walker411Nothing. There are so many.
Runner811Moves twice per Horde Phase.
Fatty432Ignores Knocked Down. Cannot be pushed.
Brute663Armored: attacks against it roll 1 fewer die.
Titan-Zed8105See §11.5. A Titan chassis the horde got to first.

Horde models never roll defense. An attack that scores at least one hit against a horde model kills it (or removes one Hit from a multi-hit type). This makes your guns feel exactly as good as they should, and makes ammo the real problem.

11.2 Noise

Noise is tracked with Noise Markers — one small token per loud spot, with a d6 sitting on it as a level counter (1–6).

Placing noise. When a model makes noise, place a Noise Marker at the firing model's base (or raise the level of a marker already within 3" of it, max 6). Noise is a place on the table, not a property of a region: two Titans firing from the same doorway stack onto one marker; the same Titan firing twice from 10" apart leaves two.

Decay. In the Upkeep Phase, every Noise Marker drops 1 level. Markers at 0 are removed. Noise never lasts more than a round or two.

The horde follows the loudest marker. Each horde model moves toward the Noise Marker with the highest level. Ties: the marker nearest to that horde model. No markers at all: it moves toward the nearest visible model, and if there is none, it stands still and sways.

This is the whole game

Your Titan's guns are Noise 3. Your rifle is Noise 1. A quiet knife is Noise 0. Every round you choose between killing the other player and not being found by the horde. That choice is TitanfallZ — and because the noise is a physical token, you can see exactly where the dead are going.

11.3 The Horde Phase

Resolve in this order:

  1. Rush. Each horde model moves toward the loudest Noise Marker. Walkers move Speed, Runners move Speed twice. A horde model that reaches base contact with a model stops and is Engaged.
  2. Attack. Each Engaged horde model attacks the model it is touching. Roll 1d6 per horde model within 3" of that model against the defender's Def. Each success deals 1 damage. No TN, no attack dice — the horde does not miss, it just arrives.
  3. Spawn. Draw horde cards equal to the number of active spawn points (§11.4).

11.4 Spawning

Place 3 spawn points before deployment — one in each table corner area (your deployment corner, theirs, and a neutral one). A spawn point is a fixed 3" diameter spot; it does not move. During the Spawn step, draw one Horde Card per spawn point:

CardSpawns
Shamble3 Walkers within 3" of the spawn point
Pack2 Runners
Heavy1 Fatty + 1 Walker
Crowd1d6 Walkers
Armored1 Brute
Surge2 Walkers at every spawn point
SilenceNothing spawns. Everyone exhales.
The Floor Moves1d6 Walkers within 6" of the loudest Noise Marker instead of a spawn point

Spawn cap: maximum 18 horde models on the table at once. If a spawn would exceed the cap, the card is discarded and that spawn point is blocked until the horde drops below 12. A blocked spawn point still counts for drawing cards.

Deployment safety: horde models never spawn within 6" of a Titan or within 4" of a Pilot. If a spawn point is inside that radius, the models are placed on the far edge of the protected bubble instead.

11.5 Titan-Zed

When a Titan is destroyed by horde damage (not by an enemy player), roll 1d6:

  • 4+ — the Titan is dead. Place a wreck (Light Cover).
  • 1–3 — the horde gets inside it. Place a Titan-Zed on the wreck: Armor 10, 5 Hits, Speed 8, attacks as a Titan (4 dice vs. Infantry, 6 vs. Titans, TN 4+, Damage 2), and it places a Noise 3 marker on itself every Horde Phase.

Titan-Zed is not controlled by anyone. It moves toward the loudest Noise Marker like everything else — except its own marker, which it ignores (a thing cannot follow itself). It can be destroyed — and when it is, every horde model within 6" is removed (the horde loses interest in the loud thing that stopped being loud) and the killing model's player scores 3 VP.

A Pilot may Rodeo a Titan-Zed. It cannot be battery-pulled — instead, a Pilot in base contact may spend an action on an Interact, Tactics 12 test to plant a charge. On success, the Titan-Zed is destroyed at the end of the round (with the usual 6" horde removal), and the Pilot must Eject.

A Pilot may Rodeo a Titan-Zed. It cannot be battery-pulled — instead, a Pilot in base contact may spend an action on an Interact, Tactics 12 test to plant a charge. On success, the Titan-Zed is destroyed at the end of the round (with the usual 6" horde removal), and the Pilot must Eject.


12. Scoring

Victory Points (VP) are scored immediately, and tracked on a shared sheet.

EventVP
Kill an enemy Freelancer2
Kill an enemy Specialist2
Destroy an enemy Titan5
Kill an enemy PilotGame ends — you lose
Destroy a Titan-Zed3
Destroy 10 horde models (per 10, cumulative)1
Hold the Panocyte Tank at end of round2
Complete your Contract (scenario objective)3

The game ends when either player reaches 10 VP, when a Pilot is KIA, or at the end of round 6 — whichever comes first. Highest VP wins. Tie: the player with fewer models on the table wins (the horde respects restraint).

12.1 The Panocyte Tank

Place one Panocyte Tank marker in the center of the table. A model within 1" may Interact (Tactics 6) to take it. A carrier's Speed is reduced by 3 (Titans are unaffected). A carrier that takes damage drops it in place. The horde ignores the tank — it wants meat, not fuel.

12.2 Contracts (pick one before deployment)

ContractObjective
ExtractionGet the Panocyte Tank to your deployment zone
ExterminationDestroy 3 horde models per round for 4 rounds (any player's kills count — the horde does not care who is shooting)
SabotageDestroy the enemy Titan's core (Critical Condition "Core Compromised" counts)
HeadhunterKill 3 enemy Specialists

13. The Scenarios

13.1 THE DARK REFINERY (starter)

3'×3' table, dense industrial terrain. 3 spawn points. Standard deployment, alternating terrain placement. Panocyte Tank in the center. Play 6 rounds. First to 10 VP.

13.2 TITANFALL AT THE SPRAWL

Deploy no Titans on the table at the start. Both Titans begin in reserve and may only enter via the Titanfall / Redrop Phase. Infantry deploy normally. The first Titan to land gains a free attack action immediately (it lands on something — roll a d6: on a 1, it lands on a horde model and destroys it, scoring 1 VP for the horde kill). Spawn cap drops to 14 — the streets are narrow.

13.3 THE STOREHOUSE (Arsenal's scenario, zombified)

Create a wall bisecting the table 1' from one edge, with two 8"-wide doors. Panocyte crates inside. Four security turrets (OC-55 stat block, Armor 5, Def 5+) fire at the end of the Action Phase at the closest visible target — including horde models. A turret reduced to 0 Armor can be hacked (Interact, Tactics 9) and fights for you, ignoring your models.

New rule: every turret shot is Noise 3. The horde comes to the guns.

13.4 LAST DROP

One player deploys first, in the center, with their Titan. The other player deploys anywhere on the table edges, in reserve, and enters via Titanfall. Spawn cap 18. The center player scores 1 VP per round survived. The edge player scores normally. 5 rounds.

13.5 THE VEIL

Derelict station. The table starts in the Dark except within 6" of each deployment area. All ranged attacks at or from a model in the Dark are TN 6+. Horde spawns are drawn face down and revealed only when a model has LoS to the spawn point. The horde does not need light. You do.


14. Quick Reference

Round: Initiative (1d10) → Action Phase (2 actions each, alternate) → Horde Phase (rush, attack, spawn) → Upkeep (burns, Downs→KIA, noise −1) → Titanfall/Redrop.

Attack dice: Inf→Inf 4, Inf→Titan 4, Titan→Inf 4, Titan→Titan 6.

Defense: d6 per hit vs. Def. Cover +1/+2.

Damage: one unblocked hit = full Damage. Exceed Armor = Downed (Titan: roll Crit).

Tactics tests: 1d10 + Tac vs. TN. A 1 always fails. Easy 6, Medium 9, Hard 12, Impossible 15.

Sure Thing: each Infantry model has one. Spend before rolling to auto-succeed one action (test passes, attack scores max hits, or defense cancels all hits). Legality checked first; defender still rolls; once per game.

Noise: rifle 1, MG 2, Titan gun 3, explosive 3, Titan move 1, Titanfall 4, melee 0. Place or raise a Noise Marker within 3"; every marker drops 1 level per round.

Horde: moves to the highest Noise Marker, attacks engaged models with 1d6 per horde model within 3", spawns on cards at fixed spawn points, cap 18, never defends.

Perks: 1 kill = 1 perk, 3 = 2, 5 = 3.

VP: grunt 2, specialist 2, Titan 5, Titan-Zed 3, per 10 horde 1, tank/round 2, contract 3. Game ends at 10 VP. Pilot dead = you lose.

Pilot risk: only when outside a Titan and not touching a friendly model. Horde within 12": 1–2 on 1d6 = KIA. No horde nearby: 1 on 1d6 = KIA. In cover or in base contact: no roll.

Campaign (optional, §16): Adrenaline persists (1/survival, 1/enemy Infantry KIA, 2/Titan, 2/contract). Ranks at 3 / 6 / 10 / 15. Titan Core at 6 charge. Burn Cards bought with VP. KIA models roll 1d6: 6 walk it off, 4–5 scarred, 2–3 serious, 1 gone.


15. Designer's Notes — Why These Choices

Why keep Arsenal's d10? Because the Tactics test is the thing that makes Arsenal feel like a contract game — you are always rolling to see whether your professional plan survives contact with reality. Zombicide has no equivalent, and bolting one on would have made the horde feel like a second player.

Why noise markers instead of zones? Zones were the one piece of Zombicide that fought the tape measure. A Noise Marker answers the same question — "where are the dead going?" — but it sits on the table as a physical, decaying object. It also reads better on a skirmish board: you can see the horde turn toward a Titan's gunfire, and you can see the marker fade if nobody shoots for a round. No grid, no tiles, no conversion.

Why don't horde models roll defense? Because the fantasy is volume. Arsenal's defense rolls are for professionals with shields and training. Zombicide's zombies die in droves. Making the horde defenseless means a Titan's 6 dice feel like a Titan's 6 dice — and it means the only thing stopping you from shooting is ammo and noise, which are far more interesting constraints than a die roll.

Why the Pilot-death loss condition? It is the single most TitanfallZ thing in the game. In Titanfall, losing your Pilot is the end of that match. Here, your Titan can be shredded, your infantry can be eaten, and you can still win — but your Pilot is one bad Tactics test from ending it all. It makes the battlefield feel like it has a you in it.

Why Titan-Zed? Because the horde needed a boss, and the game already had a boss-shaped hole where the MCV used to be. It also gives players a reason to kill Titans carefully — letting the horde finish your opponent's Titan is usually worse than finishing it yourself. Usually.

What was deliberately not ported: Zombicide's card economy (search, inventory, equipment decks). It would have doubled the components and turned a skirmish into a looting game. Arsenal's Threat-buy already covers "what did you bring?" — and the Perk track covers "what did you become?"

Why both one-shot and campaign? Because they are not competing designs — they are the same design at two time scales. A one-shot skirmish needs Perks that reset, or you spend an hour on bookkeeping for a 90-minute game. A campaign needs Perks that don't reset, or every battle feels like the first. The Campaign Module (§16) is a layer, not a fork: same dice, same profiles, same horde, same noise. What changes is only whether the sheet goes in the bin at the end of the night. Mordheim taught us that a roster is a story; Zombicide taught us that an Adrenaline track is the cheapest way to make a grunt feel like somebody. Titanfall taught us that a Core is a resource you earn by being good — which is exactly what an Adrenaline track already is, just with a bigger gun at the end of it.

Why Sure Thing? Arsenal's d10 is swingy on purpose — a 1 always fails, and a grunt with Tactics 1 fails most things. Sure Thing is the pressure valve: one guaranteed moment per Infantry model, per game. It costs nothing to add (one token each), it makes Freelancers worth deploying, and it introduces a bluff, because your opponent never knows who still has one. It is also the cheapest possible fix for the classic skirmish frustration of losing a game to a fumbled door test.


16. The Campaign Module — The Long Burn

Everything in §1–§15 is a complete one-shot skirmish. This section is optional, and it changes nothing above it. Turn it on when you and your opponent want to keep playing the same crew across a linked run of games.

The model is Mordheim: a persistent roster that gets better, gets hurt, and occasionally dies for good. The fuel is Zombicide's Adrenaline track. The payoff is Titanfall's Core abilities.

16.1 The Roster

Each player keeps a Roster Sheet between games. A roster holds:

FieldNotes
Operation nameFrom the Arsenal name generator, or your own
ClientPick one Arsenal corporate perk; it applies every game
PilotName, rank, Adrenaline level, XP, injuries
TitanChassis, loadout, Core charge at game start, permanent damage
Infantry5–12 models. Each has a name, type, XP, and Perks
ThreatStarting Threat, plus everything earned

A roster starts at 70 Threat (Arsenal's standard), built normally per §5 and §7.

16.2 Adrenaline — the persistent track

This is the Zombicide 2e track, adapted. Every model on the roster has an Adrenaline value. It does not reset between games.

Earning Adrenaline. At the end of each battle:

EventAP
Survived the battle (not KIA)1
KIA'd an enemy Infantry model1
Destroyed a horde model1 per 3 models
Destroyed an enemy Titan2
Held the Panocyte Tank at game end1
Completed the Contract2

Spending Adrenaline. AP is spent between games, not during. Thresholds:

APRankUnlocks
0–2Grunt—
3–5SpecialistPick 1 permanent Perk (§10.7)
6–9VeteranPick a 2nd Perk; +1 to one stat (Spd, Arm, or Tac)
10–14ElitePick a 3rd Perk; may take a Specialist ability from another type
15+RegeneratedSee §16.6

Perks bought this way are permanent and do not expire. A model may never hold the same Perk twice.

The difficulty ratchet

Adrenaline is not free power. Every time your crew's total Adrenaline crosses a multiple of 10, add +1 to every Horde Card's spawn count for all future games in the campaign. The dead notice when you get good.

16.3 Titan Core Abilities

Straight from the video game: each Titan chassis charges a Core and unloads it.

Charging. A Titan's Core starts each battle at 0 charge. It gains 1 charge for each of the following:

  • Each enemy model it KIA's (Infantry or Titan)
  • Each time it takes a Critical Condition
  • +1 at the start of round 3 (the reactor warms up)

Firing. At 6 charge, the Core is ready. Spend it during the Titan's activation as a free action. After firing, charge resets to 0.

ChassisCoreEffect
VanguardBurst CoreThe Titan's next 3 attacks this activation roll double attack dice.
PhalanxShield CoreRestore all Armor; gain +3 Defense dice until the start of your next activation.
BlitzDash CoreFree move up to Speed ×2 in any direction, ignoring terrain under 2"; may end engaged.

Campaign-only Cores (unlocked by Titan XP, see §16.4):

CoreUnlockEffect
Laser CoreTitan reaches VeteranBeam attack: draw a 24" line; every model on it takes 4 hits, Damage 3, Pierce 2. Ignores cover.
Flame CoreTitan reaches Veteran8" cone; every model inside takes 3 hits, Damage 2, Burn 2.
Smart CoreTitan reaches EliteUntil end of activation, every ranged attack auto-hits (no attack roll) — but every shot is Noise 3.
Sword CoreTitan reaches EliteFree melee attack with 8 dice, Damage 3, Pierce 3, Pushback 2.
Salvo CoreTitan reaches Elite6 rockets, resolved as 6 separate attacks of 3 dice, Damage 2, against any targets in LoS.
Why Cores fit this game

The Core is the one Titanfall mechanic that maps perfectly onto a skirmish round structure: it's a resource you build by doing your job and cash in at the right moment. It also gives the Titan a second reason to seek combat, which competes with the noise problem — firing your Core is loud, and the horde is listening.

16.4 Titan Experience

Titans level separately from their Pilots. Track Titan XP:

Titan XPRankGains
0Green—
3Experienced+1 action; may swap one weapon between games
6VeteranUnlock one campaign Core (§16.3); +1 Armor
10EliteUnlock a second Core; may carry 2 sidearms

16.5 Burn Cards

Titanfall's Burn Cards were single-use favours, slotted before a match and burned for one life. Here they are single-use, one-game bonuses you slot before deployment and discard after use.

Buying them. After each battle, a player may spend 1 Victory Point (from that battle's total) to draw 2 Burn Cards and keep 1. You may hold at most 3 Burn Cards in your deck at a time.

Using them. Before deployment, slot up to 2 Burn Cards. Each may be burned once during that battle, at the moment its trigger occurs.

The full deck is 24 cards. Each card lists its type — Pilot, Titan, Ord, Intel, or Time — so you can build themed draws if you prefer, or shuffle all 24 together.

#Burn CardTypeBurn to…
1Amped WeaponPilotOne model's weapon gains +1 attack die for the whole battle
2Spare TitanTitanDeploy a second Titan in the Titanfall Phase, once. It is Null and must be Auto-Titan'd
3Adrenaline TransfusionPilotOne model gains +1 action this battle
4Ghost SquadPilotOne Infantry model cannot be targeted by ranged attacks until it attacks
5Map HackIntelReveal all spawn points and the top Horde Card before deployment
6Personal Alarm SystemOrdPlace 3 free Noise 1 markers anywhere before the first round
7Spectre CamoPilotOne Infantry model counts as a horde model to the horde for one round (it walks past you)
8Reserve OgreTitanYour Titan arrives with 3 Core charge already banked
9Amped OrdnanceOrdOne model's grenade/launcher attacks gain +1 Damage for the battle
10Smuggled StimulantPilotOne model's Speed +3 for the whole battle
11Prosthetic LegsPilotOne model ignores terrain under 1" when moving, for the battle
12Aural ImplantIntelBefore deployment, place a marker on one enemy model. It is revealed for the entire battle (no hiding, no camo)
13Packet SnifferIntelAt the start of each Horde Phase, you may look at the top Horde Card before it is drawn
14Echo VisionIntelIgnore Darkness for all your models this battle
15Bottomless FragsOrdOne model's Grenade has unlimited Ammo this battle
16Surplus SatchelsOrdOne model may place 2 extra Target Markers this battle
17Amped Titan WeaponTitanOne Titan primary weapon gains +1 attack die and Pierce 1 for the battle
18Turbo EngineTitanYour Titan's Speed +2 for the battle; Dash-type movement ignores terrain under 2"
19Titan SalvageTimeIf your Titan is destroyed this battle, it returns at the start of the next round with 4 Armor and no Crits
20Thin the RanksTimeAt the start of round 1, remove 3 horde models from the table (anywhere)
21Fast LearnerTimeOne model gains 2 Adrenaline instead of 1 from this battle's awards
22Decisive ActionTimeYou win Initiative in round 1 automatically, and may not pass it
23Reserve StryderTitanDeploy a Blitz-chassis Null Titan in the Titanfall Phase (Auto-Titan only). Carries a sidearm only
24Adrenaline Transfusion (Amped)PilotOne model gains +2 actions this battle. Rare — if drawn, you may keep it and draw another card

Rarity. Cards 1–8 are Common. Cards 9–18 are Uncommon. Cards 19–24 are Rare. When drawing 2 and keeping 1, you may not keep two Rare cards from the same draw.

Card-count sanity

Eight of these were in the original draft. The other sixteen fill the gaps the first list left: nothing there touched ordnance, intel, or time, and nothing gave you a way to speed up Adrenaline or survive a Titan loss. Each of the five types now has at least three cards, so a themed draw is always possible.

Why Burn Cards and not just more Perks

Perks are what a model becomes. Burn Cards are what a contract buys you — one-shot favours from a fixer. They give you a reason to spend VP on something other than winning the current game, which is exactly the Mordheim tension: do I bank the win, or invest in the next one?

16.6 Injuries, Death, and Regeneration

After each battle, roll for every model that was KIA during the game (not merely Downed at the end):

1d6Result
6Walked it off. The model survives with no injury.
4–5Scarred. Survives; roll once on the Injury Table.
2–3Serious injury. Roll twice on the Injury Table.
1KIA permanently. Remove the model from the roster.

Injury Table (1d6):

RollInjuryEffect
1Lost limb−1 Speed permanently
2Shaken−1 Tactics permanently
3Cracked plate−1 Armor permanently
4Nerve damageCannot use Sure Thing next battle
5Shell shockMust pass Tactics 6 at the start of each battle or begin Knocked Down
6Hardened+1 Tactics permanently

Pilot death. If the Pilot is KIA, the roster loses its Pilot. You must hire a new one at Green rank with 0 Adrenaline. The Titan, Infantry, Perks, and Burn Cards all survive. The campaign continues — you just start over in the cockpit.

Titan destruction. A destroyed Titan is not lost. It returns next battle at Green with one permanent Critical Condition from the table (reroll 1s). At three permanent conditions, the Titan is scrapped and must be rebuilt at the original Threat cost.

16.7 Regeneration — the prestige loop

A model that reaches 15 Adrenaline may Regenerate. This is Titanfall's prestige system, and it is entirely optional.

What happens: the model's Adrenaline resets to 0. It loses all Perks bought with AP. It gains the Regenerated keyword permanently.

What you get: pick one of the following, permanently:

Regeneration GiftEffect
Gen-2 Reflexes+1 action, permanently
Gen-2 OpticsReroll one defense die per attack, permanently
Gen-2 Frame+2 Armor, permanently
Gen-2 UplinkYour Titan starts each battle with 2 Core charge

You may Regenerate again at 15 AP for a second gift. No model may hold the same gift twice, and no model may hold more than three gifts.

Regeneration is a trap, and that is the point

Resetting to 0 means a Regenerated model is weaker than a Veteran for several games. The gifts are strong, but you are trading tempo now for power later. That is a real Mordheim decision, and it should feel like one.

16.8 Running a Campaign

Structure. A campaign is 5 linked battles (a "Tour"), played on the scenarios in §13 in any order. Each player's roster carries over. After battle 5, total the VP earned across the whole Tour.

Between battles:

  1. Roll for KIA models (§16.6).
  2. Award Adrenaline (§16.2).
  3. Spend Adrenaline on Perks and rank-ups.
  4. Award Titan XP (§16.4).
  5. Buy Burn Cards with unspent VP (§16.5).
  6. Adjust Threat: rosters may grow by up to +10 Threat per battle, paid from a shared campaign pool of 50.

The campaign ends when one player has won 3 battles outright, or when all 5 are played. The winner is the player with the most Tour VP.

16.9 Campaign Scenarios

These use the §13 layouts. Add the following:

ScenarioCampaign twist
The Dark RefinerySpawn cap rises by 1 for every 10 Adrenaline in either roster
Titanfall at the SprawlBoth Titans arrive with 2 Core charge (the drop heats the reactor)
The StorehouseTurrets can be hacked permanently; a hacked turret joins your roster as a free model for one battle
Last DropThe center player's roster gains +1 Adrenaline on survival
The VeilModels KIA in the Dark roll on the Injury Table at −1

16.10 The One-Shot Rule

None of §16 is required. If you sit down for a single game, ignore all of it: Perks are earned fresh per §10.7, no Adrenaline persists, no Cores unless you want them, no Burn Cards, no injuries.

The campaign is the same game, played again. That is the whole point — the skirmish is the chassis, and the campaign is what you bolt on when you want the crew to mean something.



TITANFALLZ v1.0 — written for the Mainframe. Playtest it, break it, tell me what broke.

Built with LogoFlowershow