TitanfallZ
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.
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
| Mechanic | Source | Notes |
|---|---|---|
| Tactics test (1d10 + Tactics vs. TN) | Arsenal | Used for everything that is not shooting |
| Attack dice by target type (4/6 dice) | Arsenal | Kept exactly |
| Defense rolls, Cover, Pierce, Pushback | Arsenal | Kept exactly |
| Downed → KIA in Upkeep | Arsenal | Now also the Horde's food |
| Ingress Phase (drop reinforcements) | Arsenal | Becomes the Titanfall / Redrop Phase |
| MCV chassis, components, critical conditions | Arsenal | Becomes the Titan |
| Pilot mount/dismount, Null state | Arsenal | Becomes Embark / Disembark / Auto-Titan |
| Noise & noise-priority movement | Zombicide | The horde is a heat-seeking missile for gunfire |
| Spawn cards & priority target | Zombicide | Resolved in the Horde Phase, not the Action Phase |
| Survivor skills | Zombicide | Become Pilot Perks, earned with Kills |
| Sure Thing (one auto-success per Infantry) | New | Anti-fumble valve for Arsenal's harsh d10 tests |
| Wall-run, rodeo, drop shield, eject | Titanfall | New, 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
| Model | Type | Spd | Def | Arm | Tac | Weapons | Abilities |
|---|---|---|---|---|---|---|---|
| Freelancer | Grunt | 5 | 5+ | 1 | 1 | Combat Rifle | — |
| Rifleman | Specialist | 6 | 5+ | 2 | 2 | Combat Rifle, Grenade | Hits from this model also place a Knocked Down token |
| Marksman | Specialist | 6 | 4+ | 2 | 3 | Combat Rifle | If it has not attacked this round, one free attack at any time |
| Rampart | Specialist | 5 | 4+ | 2 | 2 | Pistol, Grenade | Deploy Shield Wall: 5" template, counts as Heavy Cover, until removed |
| Trauma Medic | Specialist | 6 | 5+ | 1 | 3 | SMG | Combat Stims: remove Downed tokens from Infantry within 3" |
| Heavy Weapons | Specialist | 5 | 5+ | 2 | 2 | Warthog, HM Launcher | Slammer: Ammo 3, requires a friendly spotter with LoS |
| Field Engineer | Specialist | 4 | 4+ | 3 | 3 | Pistol, Sticky Grenade | Laser Guidance: call one orbital ordnance |
| Infiltrator | Specialist | 6 | 3+ | 1 | 3 | SMG, Sticky Grenade | Attacks targeting this model roll only 3 dice |
| Forward Observer | Specialist | 7 | 4+ | 2 | 3 | SMG, Smoke Grenade | Units deployed within 8" gain +1 cover die until activated |
| Sniper | Specialist | 6 | 5+ | 1 | 3 | Anti-Materiel Rifle | Once per round: 1 damage to any model in LoS, Limited Range |
| Hacker | Specialist | 6 | 4+ | 2 | 4 | SMG, Bouncy Grenade | Signal Jammer: 8" no-ordnance/no-drop bubble until removed (Tactics 12) |
| Field Mechanic | Specialist | 6 | 3+ | 2 | 4 | Pistol, Grenade | Repair: within 3" of a friendly Titan, remove 1 starred critical condition |
5.2 Pilots
| Pilot | Th. | Spd | Def | Arm | Tac | Weapon | Ability |
|---|---|---|---|---|---|---|---|
| Green | 3 | 5 | 5+ | 2 | 2 | Auto Pistol | Grapple: place anywhere it can balance within LoS and 10" |
| Experienced | 5 | 6 | 4+ | 2 | 3 | SMG | Grapple: as above, or mount a Null Titan within 10" |
| Veteran | 8 | 6 | 3+ | 2 | 4 | Combat Rifle | Grapple + 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:
| Situation | Risk roll |
|---|---|
| In the open, within 12" of a horde model | 1–2 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 model | No 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.
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
| Weapon | Rng | AoE | TN | Dmg | Ammo | Keywords |
|---|---|---|---|---|---|---|
| Combat Rifle | 24" | — | 4 | 1 | — | Anti: Infantry |
| SMG | 10" | — | 4 | 1 | — | Anti: Infantry, Limited Range |
| Warthog MG | 24" | — | 3 | 1 | — | Devastating Effect |
| Anti-Materiel Rifle | 36" | — | 5 | 2 | — | Anti: Titan, Anti: Explosive |
| HM Launcher | 10" | 2" | 5 | 2 | — | Pushback, Bounce 1, Limited Range |
| Auto Pistol | 16" | — | 4 | 1 | — | Reroll, Limited Range |
| Pistol | 16" | — | 4 | 1 | — | — |
| Grenade | 8" | 2" | 5 | 2 | — | Throw, Bounce 1, Limited Range |
| Sticky Grenade | 8" | 1" | 4 | 3 | — | Throw, Devastating Effect, Limited Range |
| Bouncy Grenade | 8" | 1" | 5 | 2 | — | Throw, Bounce 2, Devastating Effect, Limited Range |
| Smoke Grenade | 8" | 2" | — | 0 | — | Bounce 1, Limited Range |
| Basic Melee | 1" | — | 3 | 1 | — | Melee |
6. Attack Dice, Defense, and Damage
Attack dice by matchup (Arsenal, unchanged):
| Attacker ↓ / Defender → | Infantry | Titan |
|---|---|---|
| Infantry | 4 | 4 |
| Titan | 4 | 6 |
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
| Chassis | Spd | Arm | Feel |
|---|---|---|---|
| Vanguard | 8 | 11 | Generalist. The Ogre. |
| Phalanx | 6 | 13 | Slow wall. The Legion. |
| Blitz | 10 | 8 | Glass rocket. The Northstar. |
7.2 Build
- Choose a Chassis.
- Choose Pilot Experience: Green (+0 actions, +2 Armor) / Experienced (+1 action) / Veteran (+2 actions, one primary weapon + one equipment only).
- Integrated Component (one), Sidearm (one), Shields (one) — sets the Titan's Def.
- Two unique primary weapons.
- Three unique pieces of Equipment.
- 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:
| Weapon | Th. | Rng | AoE | TN | Dmg | Ammo | Keywords |
|---|---|---|---|---|---|---|---|
| Arc Tool | 3 | 1" | — | 3 | 2 | — | Melee, Anti: Titan, Stun: place 1 Knocked Down on any hit |
| Cluster Pod | 6 | 24" | 2" | 5 | 2 | 2 | Explosive, 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
| Step | Name | Who acts |
|---|---|---|
| 1 | Initiative | Both roll 1d10 + highest available Tactics |
| 2 | Action Phase | Alternate activating one model each |
| 3 | Horde Phase | The zombies move, attack, and spawn |
| 4 | Upkeep | Conditions, burns, Downs → KIA |
| 5 | Titanfall / Redrop | Alternating 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):
| Action | Noise |
|---|---|
| Combat Rifle / SMG / Pistol fire | 1 |
| Warthog / Mounted LMG | 2 |
| Titan primary weapon fire | 3 |
| Any Explosive keyword (grenades, launchers, Cluster Pod) | 3 |
| Titan moving | 1 |
| Titanfall, orbital ordnance, self-destruct | 4 |
| Melee, Interact, Sneak-move | 0 |
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:
| Action | Sure Thing result |
|---|---|
| Tactics test (Interact, Climb, Disengage, repair, hack) | Passes at its required TN, whatever that TN is |
| Ranged / Melee / Throw attack | The attack generates the maximum number of hits the dice pool allows (all attack dice hit) |
| Defense roll | All hits are cancelled for that one attack |
| Move / Jump / Climb / Get Up | The 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.
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
- Resolve all Upkeep abilities and conditions simultaneously. Burn tokens deal 1 damage each, then remove one.
- Remove all Downed models and count them as KIA.
- 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
- Declare — action, weapon, target.
- Confirm — LoS, cover (50%+), range. Beyond range: half attack dice, rounded down.
- Attack — roll dice per the matchup table, add bonuses.
- Defense — defender rolls one d6 per hit against Def + cover dice. Each success cancels a hit.
- 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.
| Kills | Unlock |
|---|---|
| 1 | Pick one Perk from the list below |
| 3 | Pick a second Perk |
| 5 | Pick 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).
| Perk | Effect |
|---|---|
| +1 Action | One extra action per activation. |
| +1 die: Ranged | +1 attack die with ranged attacks. |
| +1 die: Melee | +1 attack die with melee attacks. |
| All-Out | Once per activation, roll double attack dice; any 1s rolled hit you instead. |
| Blitz | Move up to 12" to within 6" of an enemy model, then gain a free Ranged action. |
| Bloodlust | Move up to 12" into base contact with an enemy, then gain a free Melee action. |
| Charge | Free move up to 12" into base contact, then a free melee attack. |
| Combat Reflexes | When horde models spawn within 6" of you, immediately make a free attack against them. |
| Dreadnought: Walker | Ignore 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 Auto | Substitute your Ranged dice with the number of horde models within 6" of the target. |
| Hit & Run | After killing at least one model, free Move action. |
| Jump Kit | Gain Wall-Run (10.1). |
| Lucky | Once per activation, reroll all dice from one roll. |
| Low Profile | Cannot be hit by friendly fire or AoE from friendly weapons. |
| Slippery | Enemy models must spend 1 extra inch of movement to reach base contact with you. |
| Steady Aim | If you did not move this activation, +1 Defense die. |
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.
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
| Type | Spd | Arm | Hits to Kill | Special |
|---|---|---|---|---|
| Walker | 4 | 1 | 1 | Nothing. There are so many. |
| Runner | 8 | 1 | 1 | Moves twice per Horde Phase. |
| Fatty | 4 | 3 | 2 | Ignores Knocked Down. Cannot be pushed. |
| Brute | 6 | 6 | 3 | Armored: attacks against it roll 1 fewer die. |
| Titan-Zed | 8 | 10 | 5 | See §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.
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:
- 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.
- 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.
- 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:
| Card | Spawns |
|---|---|
| Shamble | 3 Walkers within 3" of the spawn point |
| Pack | 2 Runners |
| Heavy | 1 Fatty + 1 Walker |
| Crowd | 1d6 Walkers |
| Armored | 1 Brute |
| Surge | 2 Walkers at every spawn point |
| Silence | Nothing spawns. Everyone exhales. |
| The Floor Moves | 1d6 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.
| Event | VP |
|---|---|
| Kill an enemy Freelancer | 2 |
| Kill an enemy Specialist | 2 |
| Destroy an enemy Titan | 5 |
| Kill an enemy Pilot | Game ends — you lose |
| Destroy a Titan-Zed | 3 |
| Destroy 10 horde models (per 10, cumulative) | 1 |
| Hold the Panocyte Tank at end of round | 2 |
| 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)
| Contract | Objective |
|---|---|
| Extraction | Get the Panocyte Tank to your deployment zone |
| Extermination | Destroy 3 horde models per round for 4 rounds (any player's kills count — the horde does not care who is shooting) |
| Sabotage | Destroy the enemy Titan's core (Critical Condition "Core Compromised" counts) |
| Headhunter | Kill 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:
| Field | Notes |
|---|---|
| Operation name | From the Arsenal name generator, or your own |
| Client | Pick one Arsenal corporate perk; it applies every game |
| Pilot | Name, rank, Adrenaline level, XP, injuries |
| Titan | Chassis, loadout, Core charge at game start, permanent damage |
| Infantry | 5–12 models. Each has a name, type, XP, and Perks |
| Threat | Starting 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:
| Event | AP |
|---|---|
| Survived the battle (not KIA) | 1 |
| KIA'd an enemy Infantry model | 1 |
| Destroyed a horde model | 1 per 3 models |
| Destroyed an enemy Titan | 2 |
| Held the Panocyte Tank at game end | 1 |
| Completed the Contract | 2 |
Spending Adrenaline. AP is spent between games, not during. Thresholds:
| AP | Rank | Unlocks |
|---|---|---|
| 0–2 | Grunt | — |
| 3–5 | Specialist | Pick 1 permanent Perk (§10.7) |
| 6–9 | Veteran | Pick a 2nd Perk; +1 to one stat (Spd, Arm, or Tac) |
| 10–14 | Elite | Pick a 3rd Perk; may take a Specialist ability from another type |
| 15+ | Regenerated | See §16.6 |
Perks bought this way are permanent and do not expire. A model may never hold the same Perk twice.
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.
| Chassis | Core | Effect |
|---|---|---|
| Vanguard | Burst Core | The Titan's next 3 attacks this activation roll double attack dice. |
| Phalanx | Shield Core | Restore all Armor; gain +3 Defense dice until the start of your next activation. |
| Blitz | Dash Core | Free 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):
| Core | Unlock | Effect |
|---|---|---|
| Laser Core | Titan reaches Veteran | Beam attack: draw a 24" line; every model on it takes 4 hits, Damage 3, Pierce 2. Ignores cover. |
| Flame Core | Titan reaches Veteran | 8" cone; every model inside takes 3 hits, Damage 2, Burn 2. |
| Smart Core | Titan reaches Elite | Until end of activation, every ranged attack auto-hits (no attack roll) — but every shot is Noise 3. |
| Sword Core | Titan reaches Elite | Free melee attack with 8 dice, Damage 3, Pierce 3, Pushback 2. |
| Salvo Core | Titan reaches Elite | 6 rockets, resolved as 6 separate attacks of 3 dice, Damage 2, against any targets in LoS. |
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 XP | Rank | Gains |
|---|---|---|
| 0 | Green | — |
| 3 | Experienced | +1 action; may swap one weapon between games |
| 6 | Veteran | Unlock one campaign Core (§16.3); +1 Armor |
| 10 | Elite | Unlock 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 Card | Type | Burn to… |
|---|---|---|---|
| 1 | Amped Weapon | Pilot | One model's weapon gains +1 attack die for the whole battle |
| 2 | Spare Titan | Titan | Deploy a second Titan in the Titanfall Phase, once. It is Null and must be Auto-Titan'd |
| 3 | Adrenaline Transfusion | Pilot | One model gains +1 action this battle |
| 4 | Ghost Squad | Pilot | One Infantry model cannot be targeted by ranged attacks until it attacks |
| 5 | Map Hack | Intel | Reveal all spawn points and the top Horde Card before deployment |
| 6 | Personal Alarm System | Ord | Place 3 free Noise 1 markers anywhere before the first round |
| 7 | Spectre Camo | Pilot | One Infantry model counts as a horde model to the horde for one round (it walks past you) |
| 8 | Reserve Ogre | Titan | Your Titan arrives with 3 Core charge already banked |
| 9 | Amped Ordnance | Ord | One model's grenade/launcher attacks gain +1 Damage for the battle |
| 10 | Smuggled Stimulant | Pilot | One model's Speed +3 for the whole battle |
| 11 | Prosthetic Legs | Pilot | One model ignores terrain under 1" when moving, for the battle |
| 12 | Aural Implant | Intel | Before deployment, place a marker on one enemy model. It is revealed for the entire battle (no hiding, no camo) |
| 13 | Packet Sniffer | Intel | At the start of each Horde Phase, you may look at the top Horde Card before it is drawn |
| 14 | Echo Vision | Intel | Ignore Darkness for all your models this battle |
| 15 | Bottomless Frags | Ord | One model's Grenade has unlimited Ammo this battle |
| 16 | Surplus Satchels | Ord | One model may place 2 extra Target Markers this battle |
| 17 | Amped Titan Weapon | Titan | One Titan primary weapon gains +1 attack die and Pierce 1 for the battle |
| 18 | Turbo Engine | Titan | Your Titan's Speed +2 for the battle; Dash-type movement ignores terrain under 2" |
| 19 | Titan Salvage | Time | If your Titan is destroyed this battle, it returns at the start of the next round with 4 Armor and no Crits |
| 20 | Thin the Ranks | Time | At the start of round 1, remove 3 horde models from the table (anywhere) |
| 21 | Fast Learner | Time | One model gains 2 Adrenaline instead of 1 from this battle's awards |
| 22 | Decisive Action | Time | You win Initiative in round 1 automatically, and may not pass it |
| 23 | Reserve Stryder | Titan | Deploy a Blitz-chassis Null Titan in the Titanfall Phase (Auto-Titan only). Carries a sidearm only |
| 24 | Adrenaline Transfusion (Amped) | Pilot | One 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.
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.
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):
| 1d6 | Result |
|---|---|
| 6 | Walked it off. The model survives with no injury. |
| 4–5 | Scarred. Survives; roll once on the Injury Table. |
| 2–3 | Serious injury. Roll twice on the Injury Table. |
| 1 | KIA permanently. Remove the model from the roster. |
Injury Table (1d6):
| Roll | Injury | Effect |
|---|---|---|
| 1 | Lost limb | −1 Speed permanently |
| 2 | Shaken | −1 Tactics permanently |
| 3 | Cracked plate | −1 Armor permanently |
| 4 | Nerve damage | Cannot use Sure Thing next battle |
| 5 | Shell shock | Must pass Tactics 6 at the start of each battle or begin Knocked Down |
| 6 | Hardened | +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 Gift | Effect |
|---|---|
| Gen-2 Reflexes | +1 action, permanently |
| Gen-2 Optics | Reroll one defense die per attack, permanently |
| Gen-2 Frame | +2 Armor, permanently |
| Gen-2 Uplink | Your 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.
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:
- Roll for KIA models (§16.6).
- Award Adrenaline (§16.2).
- Spend Adrenaline on Perks and rank-ups.
- Award Titan XP (§16.4).
- Buy Burn Cards with unspent VP (§16.5).
- 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:
| Scenario | Campaign twist |
|---|---|
| The Dark Refinery | Spawn cap rises by 1 for every 10 Adrenaline in either roster |
| Titanfall at the Sprawl | Both Titans arrive with 2 Core charge (the drop heats the reactor) |
| The Storehouse | Turrets can be hacked permanently; a hacked turret joins your roster as a free model for one battle |
| Last Drop | The center player's roster gains +1 Adrenaline on survival |
| The Veil | Models 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.
17. Related Notes
- BLASTER vol. 7 - Arsenal — parent ruleset: core combat, MCVs, Ingress
- ZOMBICIDE — parent ruleset: noise, spawns, skills
- Zombicide 2nd Edition Skills Reference Sheet — full perk inspiration list
- SLASHERCIDE, a Zombiecide hack — sibling hack, same design instincts
- XENOCIDE PROJECT — sibling hack, if you want your horde to be xenomorphs instead
- Zombicide 2nd Edition Rule Changes & FAQ — priority order and Dark Zone rules referenced above
TITANFALLZ v1.0 — written for the Mainframe. Playtest it, break it, tell me what broke.