Play the Game: Game 3 - Full Thrackdown

Your third game
of Thrackdown

You know the rules.Now build the warband you want.

Expand to 200 Thracks, add gear and weapon upgrades, use weapon proficiencies, and bring a Juggernaut if your faction allows it.

Then take your finished warband into Mission 3: Reactor Meltdown, where you’ll play with the full Thrackdown rules for the first time.

TONIGHT: your Game 2 warband, Quickstart Guide, Full Faction Rules, Starter Armoury, Mission 3: Reactor Meltdown, Warband Builder

Step 01: Warband Building

Expand to 200 Thracks

Take the warband you used in Game 2 and expand it to around 200 Thracks. Recruit another fighter, upgrade weapons, add gear or reshape the roster if you want to try something different.

From Game 3 onwards, you are using the full warband-building rules. The Starter Armoury gives you a quick selection of weapons for this game, while the Warband Builder includes the wider catalogue if you want more choice.

The usual warband rules still apply: include at least one Leader, field at least as many Core fighters as Specialists, and take no more than one Juggernaut if your faction has access to one.

Gear

Equipment slots unlock. Add medkits, tools, chems, armour, grenades and other useful equipment to individual fighters.

Guns

Weapon upgrades unlock. Replace starting weapons with better or more specialised options from the armoury.

0–1

Juggernauts are now allowed. You may include one if your faction has access to them, but expect them to take up a significant part of your 200-Thrack budget.

Armoury

The full armoury opens. You now have access to gear, weapon upgrades and a much wider range of equipment when building your warband.

Gear spotlight

The Pocket Rocket

The Pocket Rocket is a one-shot launcher with the Blast and Catastrophic Traits.

On an unmodified 1 to hit, the weapon fails. The wielder and every model within 2" suffer 1 Damage instead.

It is powerful, risky and a good example of why weapon Traits matter once the full armoury is in play.

SidearmBlast (2")CatastrophicOne-Shot
RNG
8"
ATK
1
DMG
2
New in play: Weapon Proficiencies

Every fighter lists the weapon classes they are proficient with. They can still use weapons outside those proficiencies, but unfamiliar weapons give them -1 ACC.

So yes, your Prophet can carry the rocket launcher. He just fires it at -1 ACC because he has no idea what he is doing with it. Give fighters weapons they know how to use, or take the penalty and see what happens.

Need the Faction Rules?

Your 200-Thrack warband is built from the full faction rules and fighter profiles. Get the six-faction PDF sent to your inbox.

Get the Full Faction Rules Free. Delivered by email.
Step 02: Mission 3

Reactor Meltdown

A derelict energy station is failing, and both warbands have arrived before everyone sensible has cleared out. There is salvage to recover, but the Reactor is becoming more dangerous with every round.

Setup: Use a 30" x 24" battlefield with a dense industrial layout. Pipes, machinery and catwalks all work well. Place a large Reactor in the centre of the table.

Before choosing table edges, players alternate placing the 4 Loot Crates, two each. Each crate must be more than 5" from every other crate, every table edge and the Reactor.

Roll off for table edges. The winner chooses an edge and their opponent takes the opposite one. Players then alternate deploying fighters within 3" of their own edge, starting with the winner of the roll-off.

Bring your full warband.

The game lasts 8 rounds, or until the Reactor blows. As the Reactor fails, its hazards can reach fighters anywhere on the battlefield.

Battlefield: 30" x 24"Not to scale
DEPLOY A: 3" DEPLOY B: 3"
Reactor Core Loot Crate Terrain Deployment

Suggested table setup with example crate placement. Use plenty of industrial terrain and blocked routes around the Reactor.

Two Successful Interact Tests

Unbolt the Core

The Core requires two successful Interact actions to free. A fighter can only attempt one of these tests per activation.

Heavy

Carry the Core

Once freed, the Core is Heavy and its carrier moves only 3" per Move action. Protect the carrier or pass the Core between fighters to keep it moving.

Momentum spotlight

Grit and Reward

Holding the Core at the start of a round grants +1 Momentum. Spend 1 Momentum to ignore a single hazard effect on one model; Critical Reactor Failure cannot be ignored this way.

The Meltdown Table: Roll 1D6 at the start of every round from round 2 onwards
1–2: Steam VentThe player with the most Momentum chooses a terrain piece. If tied, the player with Initiative chooses. Every model within 2" of that terrain piece gains 1 Nerve Token.
3–4: Toxic LeakPlace a 3" template over the Reactor, determine a random direction, then move it 2D6" that way. Leave the template in place. A fighter suffers 1 Damage when it enters the Leak or starts its activation inside it, once per activation per Leak. Each later Toxic Leak adds another template.
5–6: Reactor FlareEvery model within 6" of the Reactor rolls a D6. On a 1–3, that model suffers 1 Damage and gains 1 Nerve Token.
Critical Reactor Failure

The third time Reactor Flare is rolled, the Reactor detonates instead.

Every model within 6+D6" suffers 3 Damage, then the game ends immediately.

3 VP
Hold the Reactor Core

Controlled by your warband at the end of the battle.

1 VP
Per Loot Crate carried

Carried by one of your fighters at the end of the battle.

8
Rounds, at most

The battle ends earlier if Critical Reactor Failure occurs.

Step 03: Campaign Play

The post-battle sequence

This is where individual battles start turning into a campaign. Log the game in the Warband Builder, then work through the post-battle sequence in order. Your fighters can gain XP, collect income, suffer injuries and spend what the warband earned.

Experience

Earn your stripes

Each fighter can earn 1 XP from each of five sources, once per battle: taking part, Downing an enemy, taking one Out Cold, completing the mission task, and being named Standout Fighter, which your opponent picks and only one fighter per game can claim. Every 5 XP buys an advance: +1 to a stat, once per stat, or a new weapon proficiency, so that rocket launcher finally stops being a mystery.

Income

Count the take

Every warband collects 10 Thracks for taking part, plus D6 per Loot Crate held at the end of the game. If your warband had the lower rating, the underdog bonus adds another D6.

Income is resolved before injuries, so you have money available if somebody needs treatment. This is also when you roll on the Junk Table (below).

Injuries

Count the cost

Any fighter taken Out Cold rolls a Recovery D6. On a 3+ they recover normally. On a 2, they suffer a Minor Injury until the end of the next game. On a 1, roll on the Serious Injury table, where results range from permanent stat penalties to death.

A Back Alley Doctor can treat one fighter per post-battle sequence: 10 Thracks to reroll the injury, or 20 Thracks to downgrade a Serious Injury to Minor.

The Trader

Spend it badly

Visit a Neutral Bazaar, flag down a Scavver Caravan, or call in a Faction Contact. Each offers a different selection of Common, Uncommon and occasionally Rare equipment.

Buy new gear, upgrade weapons or sell unwanted equipment for half its value. Once you are finished, the Warband Builder updates the roster and battle log.

During Income

Someone always brings something home

During Income, roll once on the Warband Builder’s D66 Junk Table and add the result to your stash.

Some finds are genuinely useful. Others are things a fighter apparently decided were worth carrying home. Either way, they are yours now.

Here are a few examples:

Spare Shoelace
Frayed, filthy, and somehow stronger than most factory parts still left in the wastes.
Once per game: when a Crude weapon would break, roll a D6. On a 4+ it doesn’t.
Fluffy Dice
Swinging from belts, guns, and dashboards since before the world ended. Lucky? Maybe.
Start of game: roll a D6. On a 5+, begin with +1 Momentum.
Tinfoil Helmet
A crumpled crown of shiny scraps, keeping out brain-worms, psychic waves, and bad ideas. Or so the wearer swears.
Always: this model is immune to any attempt to influence, dominate, or "control" their mind.
Step 04: Next Steps

You've played full Thrackdown

You've learned the core rules, brought your faction's full rules online, built out a 200-Thrack warband and completed all three introductory missions. From here, where the warband goes is up to you. A few well-trodden roads out of the reactor district:

Keep the story going

Run the campaign

Keep logging battles in the Warband Builder as your fighters gain XP, suffer injuries, collect junk and pick up new equipment. Continue with the same warband and see what it becomes over a longer campaign.

Continue your campaign
Replay the ladder

Replay the missions with full warbands

Loot & Scoot and Hostage Grab play differently with full rules and complete warbands. Replay them and see how much changes now that every fighter has access to their full abilities and equipment.

Back to Game 1
Invent your own

Try more scenarios

Create your own scenarios by starting with an objective, adding a complication and giving both warbands a reason to move. Or use the Scenario Generator when you want something ready to play.

Open the Scenario Generator
Try another banner

Muster another faction

Try a different faction and see how the same rules feel with a completely different warband. It is also a good way to learn what your usual opponents can do.

Browse the factions
After the battle

Played Reactor Meltdown?

Playtest feedback

Tell us how the full game held up, including the armoury, weapon proficiencies, the Meltdown Table and the post-battle sequence.

Game 3 is especially useful for feedback because all of the main systems are now in play.

Tell us how your game went
Keep the story going

Start or continue your campaign in the Warband Builder. Log the battle, spend XP, collect income and any Junk Table finds, resolve injuries and visit the Trader.

Open the Warband Builder
Shape the game

Share your warband, post battle reports and discuss the rules with other players in the Discord. Feedback from the Open Alpha is used when reviewing future updates.

Join the Thrackdown Discord

Welcome to Nova Eden

You’ve now played all three introductory games, used the full rules and built a complete warband. There is probably something questionable in your stash already.

From here, you can start a campaign, keep developing the same fighters, try different scenarios or begin again with another faction.

Quickstart Battle
4 fighters, core rules, Loot & Scoot
Full Rules Battle
150 Thracks, full faction rules, Hostage Grab
Full Thrackdown
200 Thracks, gear, upgrades, campaigns
You are here