Unlike other companies, World’s End Publishing believes an informed customer is happy customer; a happy customer is a repeat customer. With that in mind, the below sections include excerpts taken directly from the rulebook. Various rules are features, so you know a little about This Is Not a Test before you buy. Note that the following a truncated and the full rules will include much more detail. Also, TNT is still a work in progress and changes may appear in the final rules.
This is Not a Test uses 10-sided dice, referred to as D10 in the rules, and occasionally standard six-sided dice, labeled D6.
Two types of dice roll mechanics resolve all actions: Opposed and Stat tests.
Opposed tests are used for resolving direct actions between figures, mainly close combat. Both players roll a D10 and add the appropriate stat and any applicable modifiers. The highest score wins. Ties always go to the defender.
Stat tests are used when a figure is trying to accomplish an action, usually something unopposed by an enemy model. Examples include opening a locked door or climbing a ledge. The player rolls a D10, adds the relevant stat and any applicable modifiers, and checks to see if he rolled equal to or higher than the required Target Number (TN). The TN is specified by the type of action, as are the results of success or failure. Unless otherwise specified, all stat tests have a TN of 10. Specific types of tests are discussed further under stats.
Additionally, several dice conventions are used.
Critical Hit: A natural roll of 10 on the D10 indicates a lucky bonus. Should a Critical be scored the player may roll a D6 and add the result to their original D10 roll.
Fumble: A natural roll of 1 is always bad, but does not result in any penalties. However, 1s cause additional problems, such as weapon failure or ammo depletion, which are described later in the relevant sections.
D3 – Some rules require the roll of a D3. To get a result roll a D6, where a score of 1 to 2 = 1, 3 to 4 = 2, and 5 to 6 = 3. Rolling a D3 never results in a Critical or Fumble.
Scatter – Scattering means to determine a random direction, usually to represent a misplaced grenade or errant entity. To determine this direction simply roll a scatter die, or if that is unavailable, roll D10 and use the direction the top of the die is pointing, or some other agreed upon method.
Rerolling Dice – Some abilities allow players the opportunity to reroll their dice in the event they are unhappy with the first result. The second result cannot be rerolled even if it is worse. You may not reroll a reroll!
Name: This basic name of the model for rules purposes. If it is your model, give it a super spiffy name so you can brag about them later in song and saga.
Type: This is what kind of creature a model is. This will be further discussed in the Special Rules section.
Move (MOV): How far a figure moves in inches per activation.
Melee (MEL): How well a figure fights in close combat.
Ranged (RNG): How well a figure can fire a gun or other distance-based weapon.
Strength (STR): The ability to damage opponents in melee and complete tasks involving brawn.
Defense (DEF): A figure’s overall toughness, including any armor or special defensive abilities.
Wounds (WDS): This is the amount of hits a model can take before going out-of-action. Wounds are noted as “O” on the stat chart; each “O” symbol indicates one wound.
Mettle (MET): A catch-all stat to represent a model’s overall reliability, intelligence, courage, and nimbleness.
Sample Stat Chart:
Marksmanship, Melee, and Survival
Stats and Tests
As discussed under Dice and Mechanics, certain situations may require a model to take an unopposed test, which will almost always use one of its stats. The rules will describe when such tests are to be taken. These tests can be modified further by other skills and abilities the model may possess.
Types of Tests (stat used in parenthesis)
Activation (Mettle) – Determines how many actions a model gets per turn.
Agility (Mettle) – Climbing, jumping or otherwise physically dodging hazards.
Intelligence (Mettle) – Solving puzzles, negotiating, interacting with technology.
Ranged (Ranged) – Determining if a model hits when shooting.
Strength (Strength) – Breaking down doors, escaping entanglements, heavy pulling or lifting
Survival (Mettle) – Resisting the effects of poison, disease, negative status effects, and various other wasteland hazards.
Will (Mettle) – Morale, resisting and using psychic powers or other matters of internal fortitude.
Initiative Phase: Each Player rolls a D10 and adds any scenario-specific modifiers to the roll. The highest score activates first in the turn. Ties should be rerolled until there is a winner. Initiative order is determined each turn. Players attempt to activate as many of their figures as possible before initiative passes to his opponent, who will then try to activate as many their figures before initiative passes on to the next player, or back to the opponent.
Activation Phase: Figures activate by making an activation roll. Actions are performed by spending Action Points (AP). Unless modified by special abilities, all figures receive one or two AP per turn.
Continue this phase, passing initiative from player to player, until all figures on both sides have activated.
Clean-up Phase: Resolve any end-of-turn effects; remove any statuses that no longer apply.
Activation Test – TN 10
A game turn is broken up into a series of initiative rounds where players try to activate their forces one at a time and perform one or more actions before trying to activate another figure. The player with initiative chooses a figure that has not yet been activated during this game turn. The player then attempts an activation test against a TN of 10. If successful, the player may use its full AP (normally 2 unless otherwise modified by special rules). After the figure has used all its AP, the player may choose another figure to activate, until all his figures have been activated or he fails an activation test. Failing the activation test means the figure may only use 1 AP and play passes to the opponent at the end of the figure’s action. Note that players are not allowed to voluntary pass play. They must always nominate a model to activate when it is their turn as long as they still have unactivated models.
After all figures on the side have been activated, and before play passes to the opposing side, the results of wounds caused by ranged attacks are determined.
The game turn continues until all figures on both sides have rolled for activation and completed their actions. If a player has more models to activate, but their opponent does not, they continue to
take activations tests to see how many Action Points their models get, but play no longer passes between players in the event of a failure. That player just continues on with the turn until all models have activated.
Figures may perform one of the following actions per AP spent. The same action can be used multiple times in a turn as long as the figure has AP remaining unless specifically prohibited from repeating the action.
1 AP Actions
Move: The figure may move up to its Move stat in inches. The figure may drop to the ground (go prone) for free at any point in its movement.
Stand: If prone, the figure may stand up.
Ranged Attack: A figure can fire one of its weapons, but only once unless given the ability to fire multiple times by a weapon or special ability.
Un-jam Weapon: The figure may remove one Jammed Token.
Close Combat Attack: If within melee range of an enemy, the figure may make one melee attack.
Concentrate: If the figure makes a ranged or melee attack immediately after using the concentrate action, it gains a +2 bonus to his combat roll.
Use Ability: The figure may use any special ability assuming all requirements of the ability are met. AP cost varies depending on the specific ability.
Climb: If next to an appropriate terrain feature, the figure may climb up or over it at the cost of 1 inch per AP spent.
Charge: The figure may make a normal move action followed immediately by a free close combat attack against any enemy in melee range. A model may only charge once in a game turn.
Miscellaneous Action: Figures may take an action not covered under any of the above, such as breaking down a door, accessing a computer terminal, or barricading a window. Most of these actions will require a stat test. Note that there should be a general consensus among the players that such an act is possible.
Switch Weapons: Models may only use so many weapons. This is covered fully under Carrying Capacity in the Armory Section. Models may use 1 AP to draw, drop or put away weapons they are carrying. Paying the 1 Action Point combines the act of stowing the original weapon and then drawing the new one.
Special AP Actions
Hold: At the beginning of its activation, the figure may sacrifice all unspent AP. During any subsequent enemy activation, the holding figure may interrupt the active figure’s action with its own. It may take any action requiring 1 AP, after which activation reverts back to the original figure. Any ranged attack by the holding figure may only be to its front 180-degree arc.
Interrupting actions may be taking immediately after an enemy model declares an action, such as moving in reaction to a charge, or may be taken in the middle of an enemy’s action, such as when a figure moves from cover to cover.
For example, if an enemy model declares a move action and intends to move its full 5 inches. After it moves 3 inches, a holding model may make a ranged attack action when the moving model has moved just 3 inches. A holding model may wish to do this as the moving model is now longer protected by cover, or may be about to move out of view. A holding model may not interrupt another holding model. This is slightly unfair, but removes unnecessary complexity from multiple models interrupting each other in a catastrophic chain of interruptions.
During its activation, a figure may move up to its Move stat in inches. It may make multiple moves as long as it has the AP to do so. The figure may turn or change facing as desired during its move.
When moving through difficult terrain (like water, swamp, and woods) figures move at half their Move stat. Figures may cross linear terrain (like fencing, crates, and ruined walls) up to 1 inch in height, but it costs 2 inches of movement to do so. Anything taller needs to be climbed.
Figures may drop to the ground at any point in their movement. This is a free action and does not cost AP. Figures move at half Move when prone.
Models may attempt a jump during any move action. Models may not gain extra distance from jumping, unless they have a special rule that allows them to do so, but may leap over small obstacles or hazards. A model may cross a 1-inch gap (or less) without penalty or stat test. Such a space is small enough that their natural stride will carry them over.
Wider jumps are possible, but more difficult. Any such jump will require an Agility test and players should agree whether or not the jump is possible. Use common sense. Should a model fail to clear a large gap, they will fall, possible taking damage as described below in the Climbing rules, and will end up prone at the bottom whether they survive or not.
Figures may climb any surface that is greater than 1 inch high. Figures move 1 inch* of vertical height per AP. If a figure spends more than one AP to climb, it must pass an Agility or Strength test (player’s choice) at the end of its activation (or at the end of the climb) or fall. If the figure falls, it takes an automatic hit equal to 4 plus 1 for every 1 inch of vertical height the model falls. For example, a model slips and falls 3 inches. It must take a Strength 7 hit (4 + 3 inches of height). To determine wounds, an opposing player and the falling model’s player each make an opposed test, using the falling’s model Defense and against the Strength of the hit. If the opposing player wins, the falling model loses a wound or goes out-of-action.
*Note that building height is not universal. One building might have 2 inches between levels and another may have 2.5 or even 3 inches. As a general consensus, a model should be able to spend 2 AP to climb up a single building story. The rule of 1 inch per AP is not hard and fast and players should modify it to meet the needs of their terrain.
Ranged test (TN 10)
By spending 1 AP to make a ranged combat action a figure may fire at any enemy that it can see and that is within range of its weapon. Figures are assumed to have a 360-degree field of view unless the figures is using the Hold action. Remember, unless allowed by a special rule or weapon ability, models may only make one ranged combat action per activation.
To make a ranged attack roll a D10 and add the figure’s Ranged stat and all applicable modifiers. All modifiers are cumulative. If the attacker’s score is great than or equal to TN 10, the attack is successful. A successful attack only means that the target might have been damaged or wounded. Casualties are determined at the end of the activation before initiative passes to another player. See Determining Casualties below.
Line of Sight
All targets of ranged attacks must be legal, meaning they can be seen by the shooter. Legal targets are within range of the attacker’s weapon and within line of sight. Both friendly and enemy models block line of sight. Models without the Large special ability do not block line of sight to Large models (this rule is discussed later).
Shooting: D10 + Ranged + modifiers => 10
Attacker is using suppressive fire
Attacker is concentrating
Attacker moved or stood up from the prone position this turn
Target used two move actions this turn
Target is in light cover
Target is prone and more than 6 inches away from attacker
Target is in heavy cover
It is important to note firefights are chaotic affairs, and it’s not always obvious when your target has been hit, wounded, or even killed. Additionally, all shooting in any given Activation Phase happens simultaneously. To represent this confusing mayhem, all hits scored within a single player’s
Activation Phase (not just an individual figure’s activation) should be resolved immediately prior to initiative passing to the opponent, but not before. Some players find it helpful to use tokens to mark shots that hit with various weapons as they are scored. This keeps the activating player from knowing the results of their models’ shooting until after the firing is complete, preventing a player from simply shooting until a model goes down and then moving to the next target. Players will have to decide whether to risk depending on a single hit or multiple hits to put an enemy down. Models may receive multiple hits and may or may not survive them. Any additional hits on a model that is taken out-of-action are wasted. Such is the price to guarantee their doom.
It is useful to have a handful of markers or even dice on hand to place next to models to note the number and strength of shots which hit them. As results are usually determined fairly quickly the battlefield should not end up needlessly littered with ugly counters.
Opposed Test – Weapon Strength vs. Defense
On a successful hit, the attacker rolls to wound the defender. This is an opposed test between the attacker’s Strength stat and the target’s Defense stat. If the attacker’s roll is higher than the defender’s, the defender is wounded or out-of-action.
If the attack roll hits the target but fails to take it out-of-action (whether wounding a multiple-wound figure or failing to beat its Defense), the target must pass a Will test or move to cover, moving up to 6 inches to reach such cover if necessary. If no cover is available, the defender will go prone in place instead. A grazed model may voluntarily move 6 inches toward cover without taking a Will test.
Some weapons can fire multiple shots during the same activation, as indicated in their description. A model may fire one or more shots at a single target or spread out their fire. Models firing multiple shots may target additional figures within 3 inches of the original target. When a model fires multiple shots, it must target the closet models within 3 inches of its original target (friend or foe) in sequence. It may not skip intervening models to hit targets farther away.
Firing into Melee
Normally, people will not fire into a swirling group of combatants for fear of hitting a friend. Sometimes, though, the best option is to shoot at the group, hope for the best and see what happens. All hits from ranged attacks fired at a group of figures in close combat are randomized amongst any and all figures in melee. Simply determine all hits, and then roll for wounding results as described under Determining Casualties.
Example: Deadly Dirk fires his submachine gun at a melee between his friend Dirty Bob and three zombies. For each attack, Dirk’s player rolls 1D10 and counts off the hits. Dirk assigns Bob the numbers 1-2, the three zombies get 3-4, 5-6 and 7-8. Re-roll 9 and 10.
Figures may fire wildly at enemy figures with the intention of keeping their heads down rather than actually trying to wound them. Figures attempting suppressive fire must declare it before firing. Suppressive fire follows all the normal rules for ranged combat actions, except the attacker receives a +3 firing modifier to its Ranged stat, and all hits are treated as grazes (see above). However, any Critical Hit rolled while using suppression fire will roll to wound instead of counting as a graze. Sometimes people get lucky, or not, depending on your point of view. It is important to note that suppressive fire and the concentration action cannot be used in the same action. A model may not “aim” while firing wildly.
Figures hiding behind obstacles or basically making themselves smaller may benefit from the protection of cover. There are two types of cover: Light and Heavy. Light cover includes wooden fences, wood barricades, tall grass, hedges, and similar features. Basically light cover is things that block line of sight and make it harder to see a target, but might not actually stop a bullet. Heavy Cover includes buildings, vehicles, brick walls, metal barricades, large rocks, and more substantial tabletop items, things that probably will stop a bullet. Models shooting at each other inside a building both count as in Light Cover. Furniture does not stop bullets, nor do most interior walls, but they do make it harder to hit the target.
A figure shooting at any target in light cover suffers a -1 firing modifier to its Ranged stat; heavy cover imposes a -2 modifier. Cover bonuses do not stack, only the best one counts, so you can’t get both modifiers for the couch behind the old Chevy.
Whenever a figure making a ranged attack action rolls a 1 on any to-hit roll, it receives one or more “Jammed” tokens. A “Jammed” token indicates the figure’s ammo clip has emptied or the weapon has malfunctioned in some way. A weapon’s Reliability stat determines how many “Jammed” tokens are received in this case. Place the appropriate number of “Jammed” tokens next to the figure. The weapon cannot be fired again until all token are removed. A figure may remove one token for each AP it spends to reload, clear, or repair the weapon.
Opposed Test – Melee vs. Melee
Most close combats will be initiated after a charge move. Note that models may charge through difficult terrain, but may not charge models that are out of line of sight (around corners, for example). Charging does not have a minimum distance. Charging is not just running fast, but rather the attempt to initiate close combat. Models may use the concentrate action on the turn they charge.
A figure may make a close combat attack action against an enemy within melee range for 1 AP. The attacker may make additional attacks for 1 AP. Defense is “free” – a figure doesn’t need to spend AP to defend itself.
To make a melee attack, roll a D10 and add the figure’s Melee stat and any applicable modifiers. The target rolls a D10 and adds its Melee stat. All modifiers are cumulative.
Opposed Test – Melee vs. Melee
Model is using two one-handed melee weapons
Defender is prone
Attacker is concentrating
For each additional friendly figure in contact with enemy
Model has higher ground
Defender is behind cover
If the attacker wins (total higher than the defender), the target is hit. If the attacker loses, the defender may move the attacker back one inch anywhere within the attacker’s rear 180-degree arc or stay locked in combat (defender’s choice). An attacker may also choose to push the opponent back if the attacker wins, but fails to take the opponent out-of-action. Should a model be prevented from being pushed back, perhaps due to an obstacle, they remain locked in combat as they have nowhere to go. A model can be pushed over an edge or into another dangerous situation. If the result is a tie, the figures stay locked in base contact, but no hit is scored.
An attacker who wins a close combat, but does not kill its opponent, may cross over a linear obstacle (such as a wall) or to climb up to the opponent’s level if lower. The attacker is essentially using the impetus of its attack to come to grips with the foe.
Opposed Test – Strength vs. Defense
On a hit, the attacker rolls to wound the defender. The attacker rolls a D10 and adds its weapon’s Strength against the defender’s D10 roll plus their Defense stat. If the attacker’s total is higher than the defender’s, the defender is wounded and/or put out-of-action. Remember, a Fumble is always an automatic failure, for either being wounded or defending against a wound.
Figures that are wounded in melee must pass a Morale test (see Morale section).
Important: Unlike shooting, casualties for close combat are determined immediately, even if multiple figures can attack the same model. Melee is a deadly and decisive affair; who’s dead and who’s alive is easy to determine.
Concentrating in Melee
Figures in melee that concentrate may add a +2 to their to-hit roll. Note that models may not concentrate twice in the same turn, no matter how many AP they have.
Disengaging from Melee
A figure in base contact with an enemy may attempt to disengage but must pass an Agility test or Strength test (player’s choice) to do so successfully. Failure means the figure forfeits an Action Point. Success means it may move with no repercussions from the enemy in base contact.
Note that a model attempting to disengage in a melee with multiple opponents only has to take the Strength test or Agility test once, but the figure receives a -1 penalty for each opponent after the first.
Morale Test (TN 10)
Certain situations may make figures rethink their continued participation in the fight; this is represented by testing a figure’s morale. Figures test morale under the following circumstances:
Whenever it is wounded in melee but not put out-of-action.
If the designated leader of its force goes out-of-action within 12 inches and in line of sight.
When its side is reduced to 50 percent of its original starting size.
When its side is reduced to 25 percent of its original starting size.
When prompted by a special ability.
Morale tests, a type of Will test, are made immediately when any of the above situations apply. Figures can be forced to make multiple Morale tests in a turn. A Morale test is a Will test against TN 10, unless modified by other rules or special abilities.
If the test is passed the figure believes that victory is still achievable and there is no other effect. Failure means the figure’s nerve has broken and it must make an immediate move action towards its board edge, ending in cover if possible. If a figure is forced to leave melee because of a failed Morale test, each enemy model in base contact may make a free, out-of-sequence attack against it.
If a figure falls back as a result of a failed Morale test and crosses its board edge, it must immediately make another Morale test. Failure means the figure is removed from play.
Any fumble rolled while making a Morale test is a dramatic failure. The model’s nerve breaks completely and it flees from the battlefield in abject terror. Remove the model from play. The model counts as going out-of-action and must test for injury at the end of the game. Assume that the figure was hounded by the enemy across the wastes or jeered for cowardice by its fellow warriors.