Raskoll3000 Junkyard Armada expansion pack
A Wargame of Scavenger Fleets in the Gutter
A Note from the Designer:
Greetings, Warlord!
This isn't a game for the soft-handed. This is Junkyard Armada, a wargame born from the grit and grime of the Raskoll3000 universe. Your fleet isn't some shiny, factory-made showpiece; it's a testament to your will to survive, cobbled together from the scavenged tech of a forgotten age. Get your hands dirty, and prove your clan is the one that owns the Gutter.
A Glimpse of the Red Planet
The dust on my visor was the color of blood and rust. We were deep in the Belt, far from the Gutter and the suffocating madness of the Dead Earth, when the ping came in. My Scout, a jerry-rigged beauty named the Rustling Dervish, had found it. A Mars Directorate convoy, a fat Junk Hauler flanked by two Vandals, moving like clockwork. They were on a "reclamation" mission," which meant they were stealing from us, the rightful owners of this void.
"Hold your fire, Kael," Jax’s voice crackled over the comms. "Their patrol drones are different. Sleeker. Too fast."
He was right. Two specks detached from the convoy. Not Junk-Hawks. These were something else entirely. They moved with a chilling, inhuman grace, executing turns that no human pilot could survive. AI Scout Ships. The Moonmen’s tech, repurposed by Mars. A cold shudder ran down my spine. The Mars Directorate had always been a force of brute strength and simple tactics. This was something new. Something intelligent.
"They're coming for us," I whispered.
Jax’s laugh was a dry rattle. "Let 'em. We've got the asteroids on our side. And their fancy toys don't know the Belt like we do."
We dived into the asteroid field, the Dervish weaving between a thousand silent, spinning mountains of rock and ice. The AI Scouts followed, their pursuit a perfect, relentless calculation. But they didn't know the blind spots, the narrow passages, or the places where a Nomad could disappear. This wasn't a battle of muscle; it was a battle of wits. The old world's cold logic against a scavenger's desperate cunning.
1. Game Overview
Raskoll3000: Junkyard Armada is a tactical wargame for 2-4 players. Command a rag-tag fleet of battle-wagons and Junk-Hawks, fighting for control of the Gutter. Outmaneuver your rival clans in the stratosphere above the ruined Earth and claim the scraps that will ensure your survival.
2. What You Need to Play
Fleet Models
Crafted from the discarded relics of the old world (washing-up bottles, cardboard tubes, bottle caps, polystyrene blocks, etc.). Your skill in salvaging is your first weapon.
The Gutter
Your playing area. Any flat surface will do. The more junk you scatter on it, the better it feels.
Game Materials
* Measuring Tool: A tape measure or ruler (metric recommended)
* Dice: A handful of six-sided dice (D6) for combat
* Scrap Tokens: Coins, bottle caps, or paper slips to mark damage, objectives, or special effects
* Fleet Sheets: A printed or drawn sheet to track your ships' stats and weapons
* Orbital Hazard Deck: A deck of cards with random in-game effects
* Tactical Scraps Deck: A deck of cards with special abilities for you to use
* Optional: A printed Hazard/Scrap Reference Sheet (if not using cards)
3. The Clans of the Gutter
Before the game, each player can choose a faction. Each faction provides a specific bonus that must be declared and agreed upon by all players.
* The Moonmen: Once per battle, during its activation, one ship may reroll all failed to-hit rolls for one shooting attack.
* Mars Directorate: Once per battle, one ship's weapons deal maximum damage (no rolling) for one attack.
* Outer Belt Nomads: At the start of the game, one ship gains the Plasma-Welded Plating upgrade for free.
* Gutter Pirates: +2 to Boarding Action rolls made by your ships.
4. Fleet Building
Before the game, each player builds a fleet up to an agreed Salvage Point Limit (e.g., 100 points). Each vessel costs a certain number of points based on its size, armor, and firepower.
| Vessel | Size Guide (model length) | Salvage Points | Hull Points | Move (cm) |
|---|---|---|---|---|
| Dreadnought | 25+ cm | 50 | 15 | 6 |
| Junk Hauler | 20+ cm | 40 | 10 | 8 |
| Warlord | 15–20 cm | 30 | 8 | 10 |
| Vandal | 10–15 cm | 20 | 5 | 12 |
| Gutter Runner | Up to 10 cm | 10 | 3 | 15 |
| Scout | Up to 8 cm | 8 | 2 | 20 |
5. Specialized Faction Vessels
Each faction can use a specialized vessel that replaces a standard Junk-Hawk Swarm from a Junk Hauler.
| Faction | Specialized Vessel | Salvage Points | Hull Points | Move (cm) | Guns (D6) | Special |
|---|---|---|---|---|---|---|
| Moonmen | 'Ghost' Bomber | 8 | 1 | 20 | 1 | Ignore the first hit they take from a Junk Laser. |
| Mars Directorate | 'Bulwark' Bomber | 10 | 2 | 15 | 1 | Their hits deal 2 damage to terrain. |
| Outer Belt Nomads | 'Reclaimer' Bomber | 7 | 1 | 20 | 1 | If they destroy a ship, they may draw one Tactical Scrap. |
| Gutter Pirates | 'Smuggler' Bomber | 8 | 1 | 25 | 0 | Do not have a gun. Instead, they can drop a Salvage Token at their destination. |
6. New Weapon Systems
These new weapons can be selected during the fleet-building phase, just like the standard Junk Laser and Scrap Cannon.
For All Factions
* Scavenged Railgun: Range: 40cm, To Hit: 6+, Damage: 3. A slow, difficult-to-aim but devastating long-range weapon.
* Grappling Hook Launcher: Range: 10cm, To Hit: 4+, Damage: 0. On a hit, the target ship cannot move for its next turn.
Faction-Specific Weapons
* Moonmen: 'Ghost' Plasma Cutter: Range: 15cm, To Hit: 3+, Damage: 1. Highly accurate but cannot attack ships in a Debris Cloud or behind cover.
* Mars Directorate: Incendiary Launcher: Range: 25cm, To Hit: 5+, Damage: 1. On a hit, the target takes an additional 1 damage at the start of its next turn.
* Outer Belt Nomads: Harvester Drone: Range:** 5cm, To Hit: 4+, Damage: 0. On a hit, the attacking player immediately gains 1 Scrap Token.
* Gutter Pirates: Salvage Torpedo: Range: 20cm, To Hit: 5+, Damage: 2. On a hit, the attacking player gains 1 Scrap Token.
7. The Scrapyard Showdown
Deployment
Deploy your fleets in a designated area, at least 60 cm apart. Ships deploy within 30cm of their edge and more than 10cm from battlefield edges.
Terrain
Place large Raskoll Wrecks and Debris Clouds to create a treacherous battlefield.
Initiative
Roll a D6. The highest roll chooses whether to go first or second.
Tactical Scraps
Each player draws three Tactical Scraps to form their starting hand.
8. Turn Sequence
Each turn is divided into five distinct phases:
* Orbital Hazard Phase: The first player draws one card from the Orbital Hazard Deck and resolves its effect immediately.
* Command Phase: Both players secretly plan their movement orders for the turn.
* Movement Phase: Each vessel may move up to its speed in cm. A vessel may make a single turn of up to 90 degrees at any point during its movement.
* Combat Phase: Players alternate firing with one vessel at a time, starting with the first player's smallest vessel.
* To Hit: For each of the firing vessel's guns, roll one D6. A roll of 4+ is a hit.
* Damage: The target vessel loses one Hull Point for each successful hit.
* Critical Hit: A natural roll of 6 on a to-hit roll is a critical hit, causing 2 damage instead of 1.
* End Phase: Ships at 0 Hull Points are immediately removed. Players can play one Tactical Scrap per turn. Check for victory conditions.
9. Special Rules & Actions
* Debris Cover: If a vessel is more than 50% hidden behind terrain, attackers get a -1 penalty to their to-hit rolls.
* Boarding Actions: If a vessel's model ends its movement touching an enemy vessel, both players roll a D6. The winner captures the enemy vessel, which is now part of their fleet.
* Junk-Hawk Swarms: A Junk-Hawk Swarm must be launched from a Junk Hauler. It can move and attack in the same turn it is launched.
* Panic & Morale: When a ship loses ≥50% of max Hull Points from any source in one game turn, roll d6:
* 1-2: Ship must move directly away from enemies next turn.
* 3-4: Ship cannot shoot next turn.
* 5-6: No effect, crew holds firm.
* Squadron Formations: Ships within 10cm of each other can form squadrons, sharing one activation and gaining +1 to hit for each ship firing at the same target.
10. New Missions
These missions can be chosen by mutual agreement before a game, replacing the standard victory conditions.
Mission 1: The Convoy
One player must escort a convoy of neutral freighters across the board while the other tries to destroy them.
* Setup: The Defender places three neutral Hauler vessels (Hull 5, Move 8cm, no weapons) in a line within their deployment zone. The Attacker deploys as normal on the opposite side of the board.
* Victory: The Defender wins if two or more Haulers reach the opposite side of the board. The Attacker wins if they destroy all three Haulers.
* Special Rules: The Haulers move 8cm per turn directly towards the opposite board edge and cannot be controlled by either player.
Mission 2: Dreadnought Duel
A high-stakes duel between two colossal "ship of the line" vessels, with supporting ships for each side.
* Setup: Both players must include a Dreadnought in their fleets. Their remaining Salvage Points are used for supporting ships.
* Victory: The game ends when one player's Dreadnought is destroyed. The player whose Dreadnought is still in play wins.
* Special Rules: All other victory conditions are ignored. This is a game of pure attrition.
Mission 3: The Reconnaissance Mission
Both players must use their Scouts to gather intelligence on key locations on the map.
* Setup: Place three Data Core tokens around the center of the board. Neither player can deploy within 20 cm of a Data Core.
* Victory: The game ends after 6 turns. The player who has touched the most Data Cores with their Scouts wins. In a tie, the player who has the most surviving Scout vessels wins.
* Special Rules: Only Scout vessels can collect Data Cores. All other ships can fight, but they do not contribute to the objective. A Scout can only carry one Data Core at a time.
11. Card Decks
Tactical Scraps Deck
Each player holds 6; play 1 per turn in the Command Phase. Discard after use.
* Flanking Maneuver: One ship may immediately move again up to half speed.
* Full Power: Add +2cm movement to one ship this turn.
* Focus Fire: Two ships combine their attack against one target (roll 2 dice).
* Reinforced Bulkhead: Ignore 1 hit.
* Torpedo Spread: One ship rolls 2 dice for its attack instead of 1.
* Evasive Pattern: Opponent rolls -1 on attack against one ship.
* Emergency Repairs: Restore 1 Hull Point to one damaged ship.
* Overwatch: Choose one ship; it fires immediately if an enemy enters range.
* Decoy Beacon: Redirect one attack to another target ship.
* Asteroid Drift: Move one piece of terrain up to 3cm.
* Reactor Boost: Ship may move double speed this turn, but takes 1 damage.
* Coordinated Strike: Add +1 to all attacks this turn.
* Afterburner Burst: Ship ignores turning penalties.
* Long-Range Volley: Ship may fire at 18cm instead of 12cm this turn.
* Silent Running: Opponent must re-roll a successful hit.
* Jury-Rig Shields: Cancel the effect of one Random Event on one ship.
* Ambush Vector: Deploy one reserve ship within 6cm of an enemy.
* Target Lock: One ship re-rolls a missed attack.
* Salvage Run: Gain 1 extra card from the discard pile.
* Last Stand: Destroyed ship explodes; roll 1D6, on 4–6 deal 1 damage to all within 3cm.
Orbital Hazard Deck
1 is revealed at the end of each turn, affecting all ships in play.
* Solar Flare: All ships roll -1 to attacks this turn.
* Meteor Swarm: Each ship rolls 1D6; on a 1 it suffers 1 damage.
* Engine Failure: A random ship cannot move this turn.
* Pirate Ambush: Place 1 scavenger ship in the center of the board, hostile to all.
* Reactor Overload: A random ship must roll 1D6; on a 1 it explodes.
* Communications Jam: No Tactic Cards may be played this turn.
* Gravity Well: All ships move -2cm this turn.
* Hull Breach: One random ship takes 1 damage.
* Asteroid Impact: Move a piece of terrain 6cm randomly; ships in path roll for damage.
* Distress Signal: Roll 1D6; on 5–6 a neutral freighter enters play (objective).
* EMP Wave: All ships cannot fire this turn.
* Fuel Shortage: A random player loses one ship’s movement completely this turn.
* Magnetic Storm: Ships roll 1D6; on 1–2 they cannot turn this turn.
* System Malfunction: Opponent chooses one ship; it skips the next phase.
* Sabotage! One ship of choice loses 1 card from their hand.
* Derelict Found: Place a wreck marker; the nearest ship may board to draw 1 free card.
* Warp Rift: One ship is randomly displaced 2D6cm in a random direction.
* Radiation Burst: Roll 1D6 for each crewed ship; on a 1 it takes 1 damage.
* Drifting Minefield: Place 3 mines; ships passing within 2cm roll for damage.
* Peace Envoy: A random player may negotiate; their next attack must be skipped.
12. Victory Conditions
You are the victor if:
* The enemy fleet is completely destroyed, or
* You hold the most objectives at the end of an agreed-upon number of turns.
13. Designer's Notes
Junkyard Armada was designed to capture the desperate, improvised feel of post-apocalyptic space combat while keeping the rules accessible and the action fast-paced. The emphasis on building models from actual junk isn't just thematic—it reflects the core philosophy that in the world of Raskoll3000, everything has value, and survival depends on making the most of what you can scavenge.
Every rule was chosen to support the narrative of desperate scavenger clans fighting over the debris of a dead civilization. The random hazards ensure no two battles play the same way, while the Tactical Scraps give players agency to create dramatic moments and clutch victories.
Most importantly, this is a game about telling stories. Whether your fleet limps home with battle scars and hard-won salvage, or dies gloriously in the void, every game should feel like another chapter in your clan's struggle to survive in the Gutter.
Now get out there and prove your clan has what it takes to own the debris fields. The void is waiting, and it shows no mercy to the weak.
> "The Gutter rewards those who fight smart – not just those who fight hard." > – Jax, Outer Belt Nomads
>
Glory to the Survivors. Death to the Weak. Long Live the Gutter.
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