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THE TOME OF
TRIDLINS
Version 2
Based on original concept by
Gil Harrison and Curtis Fell
Written and illustrated by
Curtis Fell
Additional writing by
Andy Hoare, Gil Harrison,Johnny Frandsen, Nelly Hicking, Andrew W, Alan D Fox,
Gareth 'Gadge' Harvey, Any Hoare,  and Sam Horsburgh
Core development
Duncan Morris Metcalf, Thor Bennet, Sam Horsburgh, Gil Harrison, Ginga Lord and
Curtis Fell
Game testing
Simon Proctor, Duncan Morris Metcalf, Thor Bennet, Sam Horsburgh, Gil Harrison,
Curtis Fell, Ginga Lord, Johnny Frandsen, Morten Wifstrand, Dennis Tullin, and Daniel
Andersen 
AGE RECOMMENDATION
Nuclear Renaissance and The Tome of Tridlins are suggested for mature gamers, as
some of the content may confuse youngsters or offend their parents. This book
contains images of a graphic nature. We would advise no children under the age of 14
play this game. There is no offensive language used, but some of the ideas may be a
bit too much for the less advanced kid to deal with healthily, plus there are some
pretty gory images. Even if  our child is over 14, its best that you read these rules
before letting them have a go.
Copyright 2013 Ramshackle Games. All rights reserved.
Permission given to copy for personal use.
1
CONTENTS
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CONTENTS
PLAYING CAMPAIGNS 
NEW RULES AND ERRATA
HIT TABLES
WEAPONS
OPTIONAL CAMPAIGN RULES
LEVELLING UP
GANGS TYPES
BONEYARD GANGS
BEAST PACKS
BEAST SPECIAL RULES
BIKER GANGS
BORING MACHINES
HOVER BOARDERS
UNIT SPECIAL RULES
MILITARY FORCES
ZOMBIES
MUTANTIE MEN AND WOMEN
MUTATIONS
ABILITIES
BARD UPGRADES
COMBAT ABILITIES
DRIVING SKILLS
HANDICAPS
MOVEMENT ABILITIES
PHYSICAL TRAITS
PROFESSIONS
PSYCHOLOGICAL TRAITS
SHOOTING SKILLS
UNARMED COMBAT SKILLS
ARMOUR
EQUIPMENT
FOOD ITEMS
RANGED WEAPON ADD-ONS
AMMUNITION TYPES
TECHNO TRIDLINS
VEHICLE UPGRADES 
ROBOTS
SCENARIOS
GANG ROSTERS
TO HIT TABLES
RECOVERY TABLE
DESTROYED VEHICLE 
COVER BONUS CHART
WEAPONS TABLE
INDEX
2
PLAYING CAMPAIGNS
STARTING A CAMPAIGN
Most players will want to develop their gang.  Playing
a campaign lets you do this, as each gang earns
Campaign Points to spend on new members and
skills. Players are free to choose a normal gang at
650 points to begin their campaign with. 
MAKING A CAMPAIGN GANG
When making a gang to use in a campaign, players
must spend all 650 points or as close to this as they
can get. They may retain up to 30 points in their
stash. Any other points remaining are lost.
RUNNING A CAMPAIGN
To play a campaign, players must all agree to start.
There are several problems that should be
considered when starting, and several solutions that
can be used. 
The main problem  with running a campaign is
commitment from the players. If players live in the
same house and have a gaming table, then games
can easily be played by mutual agreement on the
house board. These campaigns tend to have few
players, maybe 2 or 3. Having this kind of set-up
means games can be easily organised and a
campaign can be played with the minimum of fuss.
However, if the opposite is true, and players live a
distance apart, no table is handy and life pressures
get in the way, this can mean that players may not
end up playing the same amount of games each. 
The other and most usual situation for games like this
to be played is by clubs who meet regularly and so
can rely on enough members to have at least one
game a week.
These different levels of commitment require slightly
different kinds of campaign to get the most fun. This
book presents the rules for playing what can be
called a Standard Open Campaign,but there are also
Narrative campaigns and Map based campaigns.
Standard Open campaigns can be played with any
number of players, and each player can be absent
from a session or more without affecting the other
players. This is the best kind of campaign for clubs or
people who live distant from each other and want
more casual gaming.
Map based campaigns work well with clubs or
dedicated gaming groups. The campaign is divided
into campaign turns, where each player takes over a
section of the map. Games are fought to work out
who gains control of any disputed territory, after
which a new campaign turn is played. This requires
players to actually show up to agreed games and so
requires a higher level of commitment than a
Standard Open campaign. 
Narrative Campaigns are far more closed and require
more work from the organiser. They involve a series
of games with discreet outcomes. This kind of
campaign requires the most commitment from
players, but equally can be played as a short
sequence of few games.
STANDARD OPEN CAMPAIGNS
Standard open campaigns are the easiest kind to
work. Any number of players can be involved, with
players playing as many or as few games as they
choose. Individual games may be played with any
number of players all with different gang points
ratings.
Players should agree on a time span for a standard
campaign. This can be a specified number of weeks,
sessions or a maximum Gang Points level to achieve.
When the agreed end point is reached, players work
out how many Campaign Points they have and a
winner is declared.
CAMPAIGN GAME SEQUENCE
When all players are ready to have a game, the
player with the lowest Campaign Points is elected to
choose a Scenario to play. Obviously, if there are
several players with equal scores then roll off to see
who chooses.The scenario win conditions are read
out and players forces are setup on the board.
After the game, each player will gain more points to
spend on their gang. This amount varies dependent
on how well they performed, how much loot they
stole and any scenario specific bonuses.
Players must also roll on the Recovery table for any
injured characters or destroyed vehicles.
Once the income has been worked out and added to
the gang points total and any reductions made from
deaths or lost vehicles, players should work out how
many Campaign Points they have.
SCENARIOS
The usual way to play Nuclear Renaissance is to
simply setup the gangs and then go hell for leather,
shooting the spit out of each other and razzing
around the board, until there is no opposition left.
However, this can get a bit stale and so the scenario
rules are provided to give some variation to play.
Players then work out their new gang points by doing
the after game sequence, and play proceeds in this
manner with players getting more experienced gangs.
In the scenarios section of this book are the setup
rules for games. There are four basic variant types of
game that can be played. Each type has a big list of
special rules and win conditions. These are Gang
War, Rescue the MacGuffin, Road Race and Dunger
Hunt.
6
INCOME
Each player gains new income after each game. The
players may spend the points in any way they
choose that is allowed by the gang they are playing.
Each player may roll the number of dice indicated
after a game. Add the score of all the dice together
and gain that many points. The quantity of dice rolled
is dependent on the outcome of the game played.
The winning player gets eight D10 to roll, the losers
six D10 and any players who draw gain seven D10
income each.
Win
Draw
Lose
8 x D10
7 x D10
6 x D10
LOOT
Loot that is carried off the board or in a gang’s
possession after the game earns extra income.
Each character captured earns 1 Loot Token and
each vehicle earns 2 Loot Tokens. 
To capture a vehicle it must have been driven off the
board by one of your characters or have one of your
characters driving it at the end of the game. It must
have no uninjured enemies on board.
There are three ways to capture a character. They
can be manacled, they can be driven off the board by
one of your gang in a vehicle you own or they can be
injured and in a vehicle you own at the end of the
game.
After the game, all characters and vehicles are
returned to their owner.
You also gain 1 Loot Token for each piece of
equipment you Loot during the game. Equipment on
a character or vehicle you capture is not counted,
and must be returned to their owning player along
with the model. Therefore, if you want the Loot token
for an item, you must loot it in game.
LOOT TOKENS
Loot Tokens may be exchanged for extra income.
Each Loot Token is worth +2 points. However, a
player may instead elect to exchange some or all
their Loot Tokens for extra dice when they roll for
income. 3 Loot Tokens may be exchanged for 1 extra
D10.  Each 3 Loot Tokens spent in this way add an
extra D10 to the income roll.
WEAKLING BONUS
Add up the Total Points of all gangs who played the
game. Divide this by the number of gangs. This is the
Weakling Threshold.  Any gang who's Total Points is
less than the Weakling Threshold gets a bonus. For
every 10 points their gang is under the Weakling
Threshold they gain D10 earnings. This is rounded
down for any decimal numbers.
However to claim this bonus they must have
performed one on the following actions before the
game ended:
Healed a character
Removed 3 shock tokens with a Bard
Fixed a vehicle
Injured a character or damaged a vehicle with a
ranged attack
Fought a character or vehicle in Close Combat
This is to stop unscrupulous players from just turning
up then leaving simply to gain the bonus.
WIPEOUT BONUS
A gang may roll an extra D10 income if they injure all
the characters in an opposing gang.
REROLLS
Every player may reroll one dice each time they
perform their after game procedure. Players may not
store up rerolls.
CAMPAIGN POINTS
Campaign points show how well you are doing
against the other players. They can be noted down in
the Campaign Results Sheet.
Players get 1 point for a loss, 2 for a draw and 3 for a
win. Add 1 Campaign Point for every 100 points the
gang is worth, rounding down.
Win
Draw
Lose
Each 100 Gang Points
3
2
1
1
RECOVERY
If a vehicles is damaged or a character is injured, then roll once on the following table and apply the result to their
profile. Any changes are permanent, although they may be mitigated or ignored if the correct abilities are applied.
7
NEW RULES AND ERRATA
NEW “TO HIT” TABLES
A new result has been added to the “to hit” table. Its
called “Smear of Juices” and represents a hit so
powerful that it vapourises or maims the target so
badly that they cannot be treated by a field medic,
and must wait for more comprehensive after battle
attention. 
If a character target loses by 10 or more then they
suffer the “Smear of Juices” and may not be healed
by a character with the Medic skill during a game.
Some abilities, such as Extra Life will effect the
“Smear of Juices” result, and these exceptional rules
will be noted in the ability description. The new table
can be seen on the facing page.
EXPLOSION MARKER SMALLER THAN VEHICLE
Large vehicles can cause giant fireballs when they
are destroyed. The worst result on the Destroyed
Vehicles Chart says to place the 10cm radius
explosion template  over the vehicle. However,
sometimes the template is pretty much smaller than
the size of the vehicle that is exploding. In these
cases, its better to measure 10cm from the edge of
the vehicle to see if other models are caught in the
blast.
ATTACKING VEHICLES AND CREW
This is just a clarification of whats what when fighting
with vehicles and crew. 
If attacking a vehicle, use the character attacker’s
combat verses the vehicles swerve.  
The character attacking can nominate to attack the
vehicle or any crew not in an armoured crew space.
The vehicle  owner can nominate who on the vehicle
is fighting the attacker.
If the attacker uses a weapon with the Tin Opener
special rule then they may attack upgrades on the
vehicle. In this case they only need to beat the
vehicle’s score by 6 or more. If Tin Opener is used to
destroy an enclosed crew space, then the attacker
may nominate the crew as a target in further attacks.
Remember again that the vehicle owner can
nominate who from the crew is fighting.
ATTACKING ARMOURED SUITS
Its worth making a quick review of armoured suits in
the game. A character riding a vehicle that has legs
and an enclosed crew compartment is effectively
wearing robot body armour. This gives rise to
confusion as to how to resolve combats.
If an enemy attacks a vehicle armoured suit, like
Gilgamesh, the suit uses the driver's swerve and
looks at the vehicle damage part of the chart if it
loses.
If Gilgamesh is attacking, he uses his combat score,
with the powered weapon and all other bonuses
added in as normal.  Again use the vehicle part of
the chart if he loses.
Gilgamesh can of course open the hatch and strike
with his bare hands, but why would he?
The driver in a powered suit is an extreme example
of the walker vehicle rules. It may seem a bit
confusing, but has to be that way to fit the open
ended design system. If you hit a walker, the driver is
attempting to manoeuvre a huge lump of metal, so
uses his swerve. If the driver is attacking, then he
has already spent his time, and Action Points,
manoeuvrering the vehicle into the right place to use
his weapons, so attacks with his Combat skill. I hope
this is clear!
Don't forget, if Gilgamesh is being attacked by a
powered weapon in combat, the attacker gets to use
the truck stopper roll too! Very nasty.
RAM ONCE
Each vehicle may only declare a single ram each
turn. The movement ends when the Ram is seen to
be possible. Move the Vehicle into contact with the
model being Rammed. 
The vehicle may then move again after the ram is
resolved by the driver spending remaining Action
Points. This is assuming it survives the Ram of
course.
A Ram may be declared against multiple models if
this seems feasible. The vehicle must end its move in
contact with all the models it is Ramming.
TIN OPENER
The Tin Opener rule may now be used to target any
Vehicle Upgrade. As stated in the rules, if the
character beats the vehicle by more than 5 then a
single Vehicle Upgrade is damaged instead. Tin
Opener may not be used against the Armour Vehicle
Upgrade.
REPAIRING DAMAGED VEHICLES
Players must now repair each damaged vehicle
upgrade and the vehicle separately.
In the core rules its stated that when a Mechanic
repairs a vehicle, all the damaged parts are repaired
at the same time. Now players must repair each part
separately. If a vehicle suffers a result of “write off” or
“destroyed” on the Damaged Vehicle Chart, then
these must be repaired independently from any other
parts that are damaged.
BARDS FUMBLE
The Bard ability now has a bad consequence added
when the character fumbles tests to see if they
succeed with the ability. If the player rolls a fumble,
that is a natural 1 on the dice, then friendly models in
range will take a Shock token rather than Losing one.
This is to bring it in line with the other specialist
abilities of Medic and Mechanic.
COVER BONUS
The cover bonus from different armour and cover
stacks with each other.
10
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