This Is Not A Test: Difference between revisions

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''Added in the Wasteland Companion''
''Added in the Wasteland Companion''


The Rogue Reclaimers are a breakaway from the Preservers that believe only they have the authority to use pre-Fall tech, and are willing to kill anyone else who has it. As a whole, they are a pretty one-dimensional warband. Rogues feel more like a sub-faction than their own unique force. Instead of the Reclaimer's usual diverse access to tech, they just equip most of the warband in Power Armor.. even if certain rookies get the salvaged or depowered models held together by duct tape. That Depowered Power Armor can save your ass, though, since it's not subject to the usual breakdown rules and immune to EMP attacks. Once per campaign, Rogues can choose to run the Snipe Hunt scenario and the winner will automatically find a suit of Powered Armor. Make sure you're that winner.
The Rogue Reclaimers are a breakaway from the Preservers that believe only they have the authority to use pre-Fall tech, and are willing to kill anyone else who has it. As a whole, they are a pretty one-dimensional warband. Rogues feel more like a sub-faction than their own unique force. Instead of the Reclaimer's usual diverse access to tech, they just equip most of the warband in Power Armor.. even if certain rookies get the salvaged models held together by duct tape.
Contrary to the previous editor, you cannot have Depowered Armor in a renegade reclaimed list. Once per campaign, Rogues can choose to run the Snipe Hunt scenario and the winner will automatically find a suit of Powered Armor. Make sure you're that winner.


===Robots===
===Robots===

Revision as of 14:37, 24 December 2020

This is Not a Test (AKA TNT or TiNaT) is a minis-agnostic, skirmish-level post-apocalyptic wargame by Dave Taylor and Joseph McGuire. Not to be confused with Joseph McCullough, author of Frostgrave. It's got a basic setting sketched out in the main rulebook, but almost non-one uses it. It's mostly popular because the rules are reasonably balanced, and the factions have just enough flexibility to let you use models from essentially any post-apocalyptic or grimdark SF universe and get playing without having to spend a week home-brewing stuff. There is a free version of the rules and several scenarios available - check the links section.

Think Necromunda meets Mad Max meets Fallout, and thus Awesome.

How It Plays

TNT is a pretty standard skirmish game, with warbands of ~5-20 models. Rolls are a simple D10, plus the relevant stat, vs. a target number (usually 10). Skills are handled a little oddly - tests are listed both by type (Survival, Agility, Strength, etc) and by the relevant Stat and target number. Most tests are taken against a model's Mettle, a kitchen-sink stat which is also used to determine the number of actions a model gets, its bravery under fire, how resistant it is to radiation, etc.

Materials

TNT uses D10s, both for standard rolls and as scatter dice. It uses the same standard flame/3"/5" templates as 3e-6e Warhammer 40k, which are printed in the free "Wasteland Essentials" supplement if you don't happen to have some lying around already. In campaigns, the GM will also need at least one standard deck of playing cards with the jokers. This deck is not reshuffled until it's exhausted, so it's best to just use a dedicated deck and keep the cards you've already drawn face-up on the bottom when you put it back in the box.

Initiative

Initiative is a hybrid of IGo-UGo and alternating activation. The player with initiative picks a model and rolls against the its Mettle stat. If you pass you get 2 actions with that mini and can choose another model once you're done. If you fail you get only one action and your opponent gets to roll initiative for one if their minis. A natural "1" on the Activation roll causes any Relics on the model to stop working until you spend actions to fix them, and certain skills give bonuses if you roll a natural 10. Once one player runs out of models, the other one keeps playing until they've activated all their own models (though they'll still need to roll to see how many actions they get). Some skills give bonuses or penalties to activation rolls, and a couple of the status effects can also affect your activation chances.

Certain weapons and skills also give bonus actions: for example, burst-fire guns allow you to take a bonus shot if you use all your actions for the turn on shooting, and Charging gives you bonus melee attack actions. You get the bonus regardless of how many actions you've rolled, so choosing the right gear can mitigate some of the problems with poor-Mettle troops. See the Tactics page for more.

Combat

Combat is pretty standard. Notably, however, while shooting players only mark whether or not a shot has hit its target. Once the player uses up all their actions and is ready to pass Initiative (or they hit the same model in close combat), the player rolls to-wound for all of their ranged hits at once. Then they pass play to their opponent. Melee combat is resolved immediately, rolling to-wound after every round of combat. Basically, you're forced to guess how many hits you need to inflict on an enemy unless you want to shove a chainsaw down his throat.

Equipment and Relics

Armor: Armors give a bonus to your Defense stat rather than allowing you to straight-up gaff off damage the way it usually works in Warhammer-derived games. They generally have different bonuses in melee and ranged combat (with melee bonuses being more common and cheaper), and armor bonuses don't stack. Armor price varies with the number of Wounds the owner has, which can rapidly inflate your Warband Rating in a campaign if your Power Armored guy suddenly gains a Wound. Fortunately you don't have to cough up any extra cash unless you want to trade around armor within the warband. Powered armor is incredibly useful, and can optionally be upgraded with everything from a one-shot jetpack to stowage that cancels your Upkeep costs.

Weapons: Split between "Primitive" and standard gear. Equipping models with primitive weapons gives a bonus to certain warbands, but it's otherwise meaningless. The 2016/18 rules updates revamped some of the special rules and added quite a bit more gear.

Relics: These are the left-over ubertech from before the Fall of the Last Americans/WWIII/The Coof killed everyone. Most warbands have very strict limits on how many Relics they can take. Individual models are limited to two Relics, no duplicates are allowed, and the warband as a whole can only field three per game. You can keep any extras in the Armory and choose which to take on a given mission otherwise. That said, many models get "free" Relics that don't count against either the no-dupes rule or the warband limits as a whole. See below for notes on Relics in a campaign. There's also a note in the rulebook giving you an exemption on WYSIWYG rules - you can field any "laser" or other generic high-tech rifle with the rules for a standard Assault/Hunting rifle as long as you keep it straight with your opponents.

Note: These rules are often one of the first things house-ruled away if you're proxying an actual SF setting like Infinity, Kill Team, or Necromunda. The simplest way is to remove the cap on Relics per-warband and the Malfunction Prone rule, then bump up the points cost of Relics by 15% to compensate

Campaigns/Leveling Up

As with most campaign-based skirmish games, TNT works best with a game-master and at least three players. Campaigns also work best in "seasons" of ~10-20 games per player, with a winner declared at the end of the season. The overall campaign flow will be very familiar to anyone who's played Mordheim or Necromunda. Build a warband to a set points limit. Roll up and fight a battle, roll for injuries on anyone taken out-of-action, and send your survivors out to scavenge for cash and gear. Rinse and repeat. The endgame scavenging is handled with a deck of cards; scouts and certain scenario objectives let you make re-draws. Each face card has a mini-mission for the model who draws it, many of which involve winning a round of combat against a set enemy skill or a Mettle roll. Winning can get you some very cool stuff or fistfuls of cash. Losing nets either nothing at all, or some kind of penalty. Models can also ignore the adventure/skill tests and just take a smaller flat cash payout.

The EXP system is also pretty basic, but players can spend EXP to buy off injuries, Detriments, and some negative special rules rather than burning it all on advances. Unlike most skirmish games, Freelancers can earn advances without dramatically affecting their price. So you're actually better-off continuing to pay your Bounty Hunter if he levels up.

There are no official rules for Settlements or Territory at this time. The pseudo-official house-rules and homebrew scenario supplement (because of course this kind of game has one) adds in some basic settlement building that was blatantly ripped-off from Fallout.

Relics in Campaigns

Most warbands can only start with two Relics. In the future, you'll need to roll against a Rarity chart to find more. Some of the really good stuff is hard to find without the right Skills, or the bonuses from winning certain scenarios. In particular, good armor and heavy weapons are extremely scarce - it's a lot easier to scrounge up the cash for a couple more grunts two games down the line than hope to strike gold and score some powered armor. So if you want a plasma cannon or that sweet-ass Aliens Power Loader, buy it now and worry about lasguns later. EMP or Plasma grenades and a standard grenade launcher are also an excellent investment if you know someone's taking Preservers or Robots. It's also worth noting that any Relics you own have an Upkeep cost just like your troopers. Stockpiling stuff you can't use can be dangerous in the mid-game.

Mutations, Hidden Mutations, Upgrades, Detriments, and Abilities

This can get a little confusing; there's a lot of overlap between all of the categories and what you need to represent on the models. Physical Mutations, Upgrades, and Detriments are assigned based on the model itself. Got three arms? Guess what mutation you're getting. They tend to be more powerful, and generally cost or give back more points than the random Hidden ones. Hidden Mutations, Upgrades, and Detriments are rolled randomly, but don't need to be modeled. They usually give an interesting special rule or a small bonus/penalty to the character. Remember to roll Detriments before you gear up - you really, really don't want to wind up with a Frenzied, Whithered-leg Gimp charging around packing a flamethrower and no chainsaw.

Models can pick up Mutations in-play if they hang around in Rad-zones too long, and the Mutant and Robot warbands can also buy some of them instead of standard Skills or Advances.

Factions and Warbands

Each faction is built around common Post-apocalyptic tropes, with options that let you slew it towards several different universes depending on how you build out the warband and arm your troops. Players have hard limits on some types of model, and soft caps on others. See the Tactics page for more on individual warbands.

Leaders: Most factions have two different leader options available - one is generally more combat-oriented but has a limited Skill list, and the other has access to more skills or unique out-of game abilities. Your choice of leaders can also unlock unique warband members or change the availability of other models. Most Leaders start with three skills, one of which is often pre-selected or unique to the leader, as well as various special abilities.

Elites: There is a hard cap of three Elite models per warband. They often include some sort of junior leader, more-powerful combat specialists, and (again) models with unique out-of-game or post-game rules. Elites typically start with two skill slots, one or both of which are fixed. Which Elites you choose will have a major influence on the feel and play-style of your warband.

Rank and File: Your basic grunts. One is usually a reasonably competent generalist trooper, and the others will include some kind of cheap conscripts or melee option. "Rag-tag" models have limits on the amount of wargear you can buy at creation, but you can buy it off later in the campaign with EXP.

Specialists: Soft-capped at one per every three other models in the warband. Includes stuff like heavy weapons troopers, scouts, etc. "The Wasteland Companion" gives each warband an additional Specialist, which is described in their Tactics articles (see the link at the bottom of the page).

Caravanners

Examples: Ash Wasters and Guilders from Necromunda. The Postmen. Caravan guilds from Fallout.

The Caravans that ply the Wastes between settlements. Unlike most other factions, this only has one leader option (the Master Trader) and no special unlockable troops. The 'vanners can, however, choose to field some of the Elites from other factions. The 'Vanners are otherwise simple, but flexible.

Raiders

Examples: Khans and other Raider gangs from Fallout and Borderlands. Literally everyone in Fist of the North Star. Lord Humungous from Mad Max 2. Goliaths and Khorne Cultists.

They're your standard leather-clad assholes with a fondness for other people's stuff. Raiders are strong in close combat, with access to some very nasty melee specialists, suicide bombers, and discounted flamethrowers. No medics, though...

Mutants

Examples: Genestealer Cults, Scavvies, the Slummers in Total Recall. From Fallout, the Super Mutants, civilized Ghouls, and (according to the Enclave) pretty much anyone but them in the Wastes.

The poor scabby bastards whose folks got too close to fallout and toxic waste. Instead of choosing a leader, Mutants choose the "Down-Winder" or "Outcast" warband types. Down-Winders prefer to live and interact with other residents of the Wasteland, while Outcasts embrace their status as "Children of the Atom", and see themselves as distinct from baseline Humans. Mutant rank-and-file troops start with a Mutation, effectively giving most of them a free skill right from the start. They also have excellent access to psychic powers.

Peacekeepers

Examples: The NCR and Caesar's Legion from Fallout. The Judges from 2000AD. Enforcers/Arbites from Necromunda, as well as (potentially) Cawdors or Redemptionists. Zone Security in STALKER. Work well to proxy any regular military, Planetary Defense Forces, or police remnants in other games.

Peacekeepers are the mercenary remnants of government and law enforcement in the Wastes. They work closely with the Caravans and Settlers, keep the "tame" Muties in line, and keep Raiders and ferals out of everyone's hair. Warbands led by Road Marshals get access to cyborg wardogs and specialized dog-handlers, while Hanging Judges unlock suicide-bombing Sacrificial Lambs, AKA Penal Troopers.

Preservers

Examples: Brotherhood, Followers of the Apocalypse, and the Enclave from Fallout. Pretty much any monastic or militant tech-hoarding groups in other settings. Work well for proxying Spyrers or Inquisition in Necromunda, and AdMech and Sisters in Kill Team.

The Preservers, or Order of St. Horowitz, worship and attempt to hoard the technological remains of the pre-Apocalypse world. The Preservers seek to maintain tech and ensure it is used responsibly. Reclaimers want to keep it out of the hands of anyone who might mis-use it, which of course means "anyone but themselves", though in a standard warband the Lorekeepers keep them on a short leash. Both subfactions get mass access to Relics and Power Armor. Depending on the Leader and Elite selections, you can either go for a small, elite power-armored force or a more-flexible selection of utility artifacts and robots. The additional relics, robots, and Powered Armor customization rules in the supplements dramatically expand their options. Unfortunately, all those expensive Relics mean you're usually short on models, and a few botched Activation rolls or a well-placed EMP grenade can cripple your warband at a critical moment.

Rogue Reclaimers

Added in the Wasteland Companion

The Rogue Reclaimers are a breakaway from the Preservers that believe only they have the authority to use pre-Fall tech, and are willing to kill anyone else who has it. As a whole, they are a pretty one-dimensional warband. Rogues feel more like a sub-faction than their own unique force. Instead of the Reclaimer's usual diverse access to tech, they just equip most of the warband in Power Armor.. even if certain rookies get the salvaged models held together by duct tape. Contrary to the previous editor, you cannot have Depowered Armor in a renegade reclaimed list. Once per campaign, Rogues can choose to run the Snipe Hunt scenario and the winner will automatically find a suit of Powered Armor. Make sure you're that winner.

Robots

Added in Absolutely Dangerous

Examples: The Institute, Mariposa, and other remnant military bases (Fallout).

Bands of abandoned Robots gathered around either an automated command/repair node called a Custodian, or a body-jumping Post-Human AI shard. Robot warbands are more varied than Preservers, but even weaker against EMP weapons and bad activation rolls since every model is subject to Malfunctions. They also start the game with very good Defense. As the campaign moves on, however, they will have difficulty upgrading their equipment effectively.

Settlers

Added in the Wasteland Companion

Examples: Negan's Boys in The Walking Dead. Generic, low-quality militia troops and mobs of civilians. Followers of the Apocalypse and ordinary people everywhere.

These poor smegheads are just trying to survive in the Wastes, and cover anyone the Bandidos in a cowboy or Samurai flick would screw with. Settlers have hordes of poorly-equipped, poorly-trained civilians with some effective Elites and Specialists. Settlement Leaders (the "generalist" Leader option) are the combat leaders of groups trying to build a more democratic society, and get better Medic and Relic access. Militant Leaders are dictators personally leading an expedition, with some decent infantry troopers to stiffen their lines.

Tribals

Examples: Ratskins and Chaos Cultists in Necromunda. The Children in Mad Max 3.

Societies that have regressed to a more primitive tech level, with shamanistic beliefs and a high incidence of psychic powers. In TNT, the Tribals control the largest source of pure water in the Wasteland. They guard it extremely jealously, and tend to shun outsiders.

Totem Tribals

Added in The Wasteland Companion

A sub-faction of Tribals. Totemists must include Shamans. They zealously avoid Relics but gain special Skills, cult troops, and Psychic powers. They also gain an Initiative bonus when enough models are equipped with Primitive weapons.

Robots

Added with Absolutely Dangerous. Robots use a special "Upgrade" table instead of the Mutations tables, with the same mix of standard ("Physical") ones that have to be modeled, and Hidden Upgrades that don't need to be WYSIWYG but are randomly-rolled.

Mutant Cannibals

Released as a stand-alone supplement.

This warband is based heavily on the Hillbilly clans from slasher flicks like "The Hills Have Eyes" and "The Texas Chainsaw Massacre", but also works well to represent a Genestealer Cult. Or Chaos and Skaven, for that matter. They have a unique play-style, with a focus on knocking out and stealing models for later consumption, manipulating enemy Morale, and siccing the terrain/critters on enemies. Most models start cheap and can select Detriments to get even cheaper, which results in a vicious swarm of under-equipped degenerates led by a few terrifying mutants and psychopaths.

Freelancers

Mercenary specialists willing to work for anyone with cash. Freelancers are limited by your overall Warband Rating, can't use Relics, and cost extra Upkeep between games. They're the only way for most warbands to get access to certain skills and Special Rules, so choose carefully.

Supplements

There was a major update to the core rulebook in 2016, which is included in the current printings. Look for the "compact" special rule in the weapons section to see if yours is the correct version. The current Errata/FAQ document is on the Facebook page and the back of the Wasteland Companion rather than the hilariously outdated one on World's End's main site. See the Supplements sub-page for more. With that said, the Halloween scenarios and Wasteland Essentials are free, while the Wasteland Companion is very strongly recommended.

Related Games

"Reality's Edge" - uses the same combat engine, heavily-modified for a cyberpunk setting.

Sub-pages

External Links

  • The official site. Has downloadable rules and some minis. The game may be minis-agnostic, but who doesn't love a giant mutant turkey?
  • Link to the Demo rules download page
  • Nickel City Stories Guerilla Miniature Games did a series of TNT campaign videos. Note that the Let's Play and the first season of games predate the 2016 rules update, and Ash isn't particularly good at remembering rules in the first place. Take the LP and the general tactical commentary with a grain of salt.