New to Thrackdown, or tabletop wargaming altogether? Start here. You'll play with just four fighters a side, a stripped-back version of the rules, and the introductory Loot & Scoot mission. No warband building, upgrades, or faction rules to worry about yet. Just grab some miniatures, some D6s, and learn Thrackdown one turn at a time.
Everything on this list is either free, already in your house, or standing half-painted on a shelf waiting for a purpose.
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The free Quick Start Rules (PDF)
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A handful of D6 dice
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A tape measure in inches
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4 miniatures per side, any range, any game
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A 30" x 24" table full of scatter terrain: ruins, walls, pipes
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4 Loot Crates plus counters for Nerve and Momentum (coins, beads, dice)
Thrackdown is miniature agnostic, so field whatever looks the part. As a rule of thumb, base size hints at toughness: 25mm bases suit 1 to 2 HP fighters, 28 to 32mm suit around 3 HP, and 40mm suits 4 HP bruisers.
Step 02
Muster four fighters
For your first game, pick a faction and use its four-fighter Starter Roster: a Leader, two Core fighters, and one Specialist. There is no list building or equipment purchasing yet; every warband arrives ready to play.
The fighter cards below are intentionally simplified for Game One: use the stats, weapons and rules exactly as shown. Additional faction rules, upgrades and advanced weapon traits are introduced later.
Iron Pact Starter Roster
Disciplined survivalists bound by oath and order, with the firepower to enforce both.
Leader
Line Marshal
5M
+1ACC
4DEF
+1FHT
4HP
Rattlegun15" · 1 ATK · 1 DMG
Slugger8" · 1 ATK · 1 DMG · Sidearm
KnifeMelee · 1 DMG
Designate Killzone (Action). Place a Killzone marker at a point within Line of Sight; the Killzone extends 3" from the marker. Once per activation, an Iron Pact fighter shooting an enemy inside it may reroll one failed hit roll. A hit from the reroll cannot cause Damage but still applies Nerve Tokens and Critical effects. Only one Killzone at a time; placing a new one removes the previous marker.
Coordinated Fire. Once per round, after this model hits with a ranged attack, a friendly model within 5" gains +1 ACC on its next shooting attack this round.
Core
Oathman
5M
+1ACC
4DEF
+1FHT
3HP
Scrap Repeater15" · 1 ATK · 1 DMG
Slugger8" · 1 ATK · 1 DMG · Sidearm
KnifeMelee · 1 DMG
Shield Brothers. While within 3" of another friendly Iron Pact model, this model may reroll failed Nerve Tests.
Core
Greenbrace
6M
0ACC
3DEF
0FHT
2HP
Zipgun15" · 1 ATK · 1 DMG
Pipe Gun8" · 1 ATK · 1 DMG · Sidearm
Alley CutterMelee · 1 DMG
Untested. If this model begins its activation more than 5" from any friendly fighter that is not Downed, it must take a Nerve Test, even with no Nerve Tokens. It still takes Nerve Tests normally when required.
Specialist
Bulwark Gunner
5M
+1ACC
4DEF
0FHT
3HP
Heavy Slug Spitter20" · 3 ATK · 1 DMG
KnifeMelee · 1 DMG
Braced Position. If this model does not move during its activation, it gains +1 DEF until the start of its next activation.
The legacy of fleshcrafting and uncontrolled mutation. Warped, unstable, and still changing.
Leader
Rendfather
6M
+1ACC
4DEF
+2FHT
4HP
Bile Spit2" · 1 ATK · 0 DMG · Sidearm
Crit: causes +1 Damage.
Predatory TalonsMelee · 2 DMG
If this model moves into engagement, it gains +1 FHT until the end of the round.
Predator Unleashed (once per game). During its activation, this model may perform one additional free Fight action, even if it has already fought this activation.
Frenzy Aura. Friendly Splice models that start their activation within 3" of this model gain +1 FHT during that activation.
Core
Graftkin
5M
+1ACC
4DEF
+1FHT
3HP
Spine Spitter8" · 1 ATK · 1 DMG · Sidearm
Sinew RippersMelee · 1 DMG
On a win by 2 or more, the target suffers +1 Damage.
Core
Twitcher Drone
6M
0ACC
3DEF
+1FHT
2HP
Raking ClawsMelee · 1 DMG
On a win by 2 or more, the target gains 1 additional Nerve Token.
Scuttle. This model ignores vertical movement penalties when climbing.
Expendable. This model does not generate Nerve Tokens for allies when Downed.
Specialist
Ribshrieker
5M
0ACC
4DEF
+1FHT
3HP
Screamer Nodule6" · 1 ATK · 0 DMG · Sidearm
Raking ClawsMelee · 1 DMG
On a win by 2 or more, the target gains 1 additional Nerve Token.
Dread Resonance. Enemy models within 5" suffer -1 to Nerve Tests.
Marrowquake (Action). Once per activation, this model may unleash a concussive shriek: all enemy models within 3" gain 1 Nerve Token.
Gene-wrought aristocrats, perfected killers, and the thralls who die in their shadow.
Leader
Veil Ascendant
6M
+2ACC
4DEF
+3FHT
4HP
Bloodlash Pistol8" · 1 ATK · 1 DMG · Sidearm
Crit: the target Bleeds: 1 Damage at the end of each of its activations until it or an ally within 1" passes a Stabilise action.
Duelist's BladeMelee · 2 DMG
Predator's Flow. When this model Downs an enemy in melee, it may be placed anywhere within 2" of that model.
Aura of Supremacy. Enemy models within 5" suffer -1 to Nerve Tests.
Core
Thrall
5M
0ACC
3DEF
0FHT
1HP
Thumbbuster6" · 1 ATK · 1 DMG · Sidearm
Alley CutterMelee · 1 DMG
Disposable. This model does not cause nearby allies to gain a Nerve Token when Downed.
Insignificant. This model cannot generate Momentum.
Core
Veilbound Retainer
5M
+1ACC
4DEF
0FHT
3HP
Bloodlash Rifle15" · 1 ATK · 1 DMG
Crit: the target Bleeds: 1 Damage at the end of each of its activations until it or an ally within 1" passes a Stabilise action.
KnifeMelee · 1 DMG
Bodyguard to the Veil. Once per round, when the Veil Ascendant or Veilblade Initiate within 3" is hit by a ranged attack, this model may swap places with it and suffer the effects of the hit instead.
Specialist
Veilblade Initiate
6M
+1ACC
4DEF
+2FHT
3HP
Bloodlash Pistol8" · 1 ATK · 1 DMG · Sidearm
Crit: the target Bleeds: 1 Damage at the end of each of its activations until it or an ally within 1" passes a Stabilise action.
Iron KissMelee · 1 DMG
Dancer's Step. After winning a melee combat, this model may move 1".
Jealous Rivalry. If the Veil Ascendant is within 3", this model suffers -1 FHT.
Once tools of others, now architects of their own survival and destiny.
Leader
Proto-Prime
5M
+2ACC
4DEF
+1FHT
4HP
Sawtooth Rifle12" · 2 ATK · 1 DMG
KnifeMelee · 1 DMG
Priority Target (Action). Designate one visible enemy model within 15" as the Priority Target. All friendly Null Protocol models may reroll results of 1 on ranged attack rolls against that target this round.
Command Relay. After this model finishes its activation, you may immediately activate one other friendly model within 5" that has not yet activated this round, before the opposing player activates.
Core
Freeborn Trooper
5M
+1ACC
4DEF
+1FHT
3HP
Scrap Repeater15" · 1 ATK · 1 DMG
UnarmedMelee · 1 DMG
Unarmed attacks suffer -1 to Fight rolls.
Fault-Tolerant Systems. Each time this model would gain a Nerve Token, roll a D6. On a 6+, the token is ignored.
Adaptive Fireline. If another friendly Null Protocol model has already made a ranged attack against the same target this round, this model gains +1 ACC when shooting that target.
Core
Skirmark Unit
6M
0ACC
3DEF
0FHT
3HP
Crank Blaster10" · 2 ATK · 1 DMG
UnarmedMelee · 1 DMG
Unarmed attacks suffer -1 to Fight rolls.
Mobility Directive. After making a ranged attack, this model may immediately move up to 2".
Evasive Frame. If this model moved this turn, ranged attacks targeting it suffer a -1 ACC modifier.
Specialist
Nullblade Operative
6M
+1ACC
3DEF
+2FHT
3HP
Throwing Knives6" · 1 ATK · 1 DMG · Sidearm
KnifeMelee · 1 DMG
Subroutine Cloak. If this model begins its activation out of Line of Sight of all enemy models, it gains +1 ACC and +1 FHT for this activation.
Leap Directive. This model gains +1 to Jump tests when jumping gaps or down levels.
Fanatical believers, disciplined and utterly devoted, waiting for His return.
Leader
Prophet of the Regent
5M
+1ACC
4DEF
+2FHT
4HP
Slugger8" · 1 ATK · 1 DMG · Sidearm
Varr's TestamentMelee · 2 DMG
On a win, one friendly model within 6" may immediately remove 1 Nerve Token.
Firebrand (Action). Choose a visible enemy model within 10". That model must immediately take a Nerve Test.
Sermon of Firecall. For the purposes of Nerve Tests, friendly Ashen Covenant models within 5" count as having 1 fewer Nerve Token.
Fanatical Presence. Friendly Ashen Covenant models that begin their activation within 5" gain +1 M for that activation.
Core
Cinderguard
5M
+1ACC
4DEF
0FHT
3HP
Scrap Repeater15" · 1 ATK · 1 DMG
Alley CutterMelee · 1 DMG
Disciplined Volley. If an enemy has already been targeted by a friendly shooting attack this round, this model gains +1 ACC when rolling to hit against it.
Core
Knight-Militant
5M
+1ACC
4DEF
+1FHT
3HP
Slugger8" · 1 ATK · 1 DMG · Sidearm
Gut RipperMelee · 1 DMG
On a win with a natural 6 on the Fight die, the target Bleeds: 1 Damage at the end of each of its activations until it or an ally within 1" passes a Stabilise action.
or
Blessed MaulMelee · 1 DMG
On a win, the target gains 1 additional Nerve Token.
Shield of the Covenant. This model never counts as Exposed. Once per round, it may reduce damage from a Fight action by 1, to a minimum of 1.
Specialist
Flame Deacon
5M
+1ACC
4DEF
+1FHT
3HP
Censer-Pike (ranged)6" · 1 ATK · 1 DMG
Crit: the target Burns: 1 Damage at the end of each of its activations until it or an ally within 1" passes a Stabilise action.
Censer-Pike (melee)2" · 1 DMG
On a win, roll a D6: on a 5+ the target Burns: 1 Damage at the end of each of its activations until it or an ally within 1" passes a Stabilise action.
Aura of Immolation. Enemy models within 3" of this model count as Exposed: +1 ACC for ranged attacks against them.
Flameward. This model ignores the effects of Burning.
Backdraft. If this model suffers damage from a melee attack, roll a D6. On a 6, the attacker starts Burning.
Nomadic looters, tinkerers, and traders living off the bones of the old world.
Leader
Clade Boss
5M
+1ACC
4DEF
+2FHT
4HP
Revolver10" · 1 ATK · 2 DMG · Sidearm
Crank AxeMelee · 2 DMG
Scrap Brawler. When this model wins a Fight, the enemy gains 1 additional Nerve Token. Then remove 1 Nerve Token from this model or a friendly model within 3".
Boss Swagger. Friendly models within 5" gain +1 to Nerve Tests.
Fastest Gun. When this model uses Snap Fire, it does not suffer the -1 ACC modifier.
Core
Gutter Rat
6M
0ACC
3DEF
0FHT
2HP
Pipe Gun8" · 1 ATK · 1 DMG · Sidearm
Alley CutterMelee · 1 DMG
Street Scuttler. This model ignores movement penalties from rough terrain and gains +1 to tests when jumping gaps or dropping down levels.
Rat's Reflexes. Once per round, when this model is targeted by a ranged attack, it may move 1" before the attack is resolved.
Core
Scrap Jack
5M
+1ACC
4DEF
+1FHT
3HP
Rust Rifle12" · 1 ATK · 1 DMG
Alley CutterMelee · 1 DMG
Scrap Armour. Each time this model would suffer Damage from a ranged attack, roll a D6. On a 6, reduce that Damage by 1.
Heavy Lifter. After performing an Interact action, this model may move 1". Handy for grabbing loot.
Specialist
Gearhead
5M
0ACC
4DEF
0FHT
3HP
Scrap Repeater15" · 1 ATK · 1 DMG
Bolt HammerMelee · 1 DMG
Jury-Rigged Boost (Action). Choose a friendly model within 3". The next time that model hits with a ranged attack this round, add 1 to the result when rolling on the Impact Table. The strain shows: on a natural 1 to hit, the shooter takes 1 Damage.
The full core engine: stats, actions, shooting, melee, and injuries
Nerve Tokens and Nerve Tests
Momentum and the core Surges
Weapon Critical Effects
Special rules on melee weapons
Sidearm, the one weapon trait kept, so pistol fighters caught in melee can still shoot
Crits, melee special rules, and Sidearm stay in because they are where the fun lives.
Left out for now
Faction rules and faction Surges
Faction traits
All other weapon traits such as Crude, One-Use, and Inaccurate
Upgrades, gear, and equipment
Tonight is about learning how fighters move, shoot, panic, and push their luck. The flavour arrives in game two.
Step 03 · The Scenario
Loot and Scoot
A scavenger cache was just uncovered in a crumbling sector, half-buried under rubble, marked with warning glyphs, and surrounded by hazards. Two rival warbands showed up at the same time. Now it's a free-for-all to grab the loot and get out alive.
Setup: lay out a 30" x 24" battlefield crowded with scatter ruins, walls, and pipes. Place 4 Loot Crates in a diamond around the centre, each 6" from the middle of the table. Roll off for table edges: the winner picks an edge and their opponent takes the one directly across. Players then alternate deploying fighters within 3" of their own edge, starting with the winner of the roll off.
The game lasts 6 rounds. Players alternate activating one fighter at a time, two actions each, until every model has gone, then a new round begins.
Battlefield · 30" x 24"Not to scale
Loot CrateTerrainDeployment
Suggested table setup. Scatter your own ruins however the wasteland provides; aim for 40 to 50% coverage.
Interact 3+
Grab Loot
Spend an action in base contact with a Loot Crate and roll 3+ to pick it up. Each fighter can carry only one crate at a time.
Free action
Pass Loot
A carrier in base contact with an ally may hand the crate over as a free action. Loot relay is a legitimate strategy.
On going down
Drop Loot
If a carrier is reduced to 0 HP and downed, the crate drops at their feet, right where the enemy can take it.
Warning · Boom Traps
Some of that loot is rigged. When a fighter attempts to grab a token that has not yet been picked up and rolls a natural 1, the loot explodes: every model within 3" suffers 1 Damage and a Nerve Token, and the token is removed from play. Warning glyphs exist for a reason.
1 VP
Per Loot Crate carried
Held by a model at the end of the game. Grabbing it is not enough; keep it on your fighter.
No two games play out the same, but your first round will probably teach you these four lessons in roughly this order.
Position first
Early activations are about movement. Double-Move a Core fighter toward a Loot Crate, hugging cover the whole way. Standing in the open is how fighters end up as scenery.
Earn Momentum
Charge into contact, leap a gap, sprint flat out, and your warband's shared Momentum Pool starts to fill. Success is not required. Daring is.
Spread fear
Your first shots will hand out Nerve Tokens even when they fail to wound, and a natural 6 rattles the target no matter what. Watch what happens when a shaken fighter fails their Nerve Test and freezes mid-plan.
Spend at the perfect moment
A reroll on the grab that matters. An extra action to scoot away with the loot. Your first well-timed Surge is the moment Thrackdown clicks.
Step 05
Advice from the ruins
Terrain is the third playerCrowd the table. 40 to 50% coverage is the aim. A bare battlefield turns Thrackdown into a shooting gallery and nobody survives long enough to learn anything.
Don't hoard MomentumThe pool caps at 3, so a full pool earns you nothing. Spend it, refill it, spend it again.
Fear beats bulletsYou do not need to down a fighter to stop them. Two or three Nerve Tokens on the enemy's loot carrier can end their plan without a single wound.
Scoot means scootThe mission is in the name. Once you have a crate, think about passing it back down a chain of fighters. Heroic last stands are for game two.
Survived? Prove it.
Loot and Scoot was the warm-up. Game two hands you 150 Thracks, a roster you build yourself, your faction's own rules and Momentum Surges, and a hostage who needs "rescuing". Weapon traits come along for the ride too. Try not to roll a 1.