Injurius Games: Complete Collection (PDF)
Injurius Games: Complete Collection (PDF)
Injurius Games: Complete Collection (PDF)
Injurius Games: Complete Collection (PDF)
Injurius Games: Complete Collection (PDF)
Injurius Games: Complete Collection (PDF)
Injurius Games: Complete Collection (PDF)
Injurius Games: Complete Collection (PDF)
Injurius Games: Complete Collection (PDF)
Injurius Games: Complete Collection (PDF)
Injurius Games: Complete Collection (PDF)
Injurius Games: Complete Collection (PDF)
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Injurius Games: Complete Collection (PDF)

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The Entire Injurius Games Collection, at a Discount!

Injurius Games is a small-scale skirmish wargame designed to bring explosive gladiatorial action to the tabletop, while remaining accessible to new wargamers and veterans alike. Injurius Games is also flexible in terms of game size and duration. Games can range from small engagements where two players each control a single squad, to epic free-for-all battles where eight players fight for glory. Each player controls a squad of gladiators from their choice of factions, including:

  • Legionnaires - The squad against which all other squads are measured. These power-armoured elites are well-protected, armed to the teeth, and drilled to unmatched heights of discipline.
  • Mecks - Fearsome war machines, built specifically for combat. These soulless automatons have modular weapons and can shrug off weaker attacks while having systems knocked out by stronger ones, making playing them very different than their organic opponents. 
  • Space Orx - Brutal combatants who are never happier than when in the thick of combat. They may have primitive equipment and more direct tactics, but their brute strength and sheer tenacity allow them to overpower more “sophisticated” opponents.
  • Ratz - Swift and tricky fighters, armed with cobbled-together weapons. Their equipment is crudely made and prone to malfunction, but they counter this by bringing more squad members (and more weapons) than most other teams.
  • Phaze Spiders from the 5th Dimension - Tricky, mobile opponents who excel at outmaneuvering their opponents and destroying them at close range. They lack long-range weapons or the Orx raw physical combat power, but have formidable psychic powers and can skitter over terrain.
  • Reaction Marines - Barely trained soldiers in second-rate armour, individually weaker than most other squads, but with numbers that allow them to attack from unexpected angles and catch their enemies in crossfires. They also carry a range of deadly indirect and zone fire weapons.

Although squads start out identical, they get a chance to shine as part of Injurius Games’ detailed campaign system. Over the course of multiple campaign matches, players’ models change and evolve as they accumulate new skills and equipment, or suffer debilitating injuries. While some upgrades are simple increases to a model’s existing capabilities, others can open up entirely new tactical options. Examples of these upgrades are back-up grenade launchers, jump jets, or even psychic powers.

Although Injurius Games uses the same d12 System as Red Shirt Games’ other products, there are a few differences. The largest one is the campaign system, but another is the powerful defences offered by power armor. Where models in other d12 System games may change stances or try to camouflage themselves to avoid attacks, Injurius Games gladiators rely on energy shields, thick plating, and ablative armor to keep them fighting.

Along with the rules needed to play the game, this purchase includes:

·         Unit Record Sheets

·         Quick reference sheets

·         Counters

·         A few custom scenarios

·         Artwork to decorate your arena

The d12 System

Injurius Games uses the same core d12 System as many other Red Shirt Games products, which is designed to be easy to learn while rewarding careful tactical thinking by each player. A few highlights of the system are included below:

·       Ease of Entry: d12 System games are easy and affordable to start playing, requiring only a rulebook, a deck of standard playing cards, a play area marked into three- or six-inch squares, a few d12s, and between five and ten models or toy soldiers per player.

·       Grid-Based Measuring: The d12 System measures all distances in “zones”, three- or six-inch squares that make measuring quick and easy, without the need for tape measures.

·       Unpredictable, Card-Based Initiative: Instead of players taking turns activating their whole squad, or alternating activating single models, the d12 System uses a randomized, card-based system to determine initiative. Players can never be certain which model will activate next, and must be willing to adapt their plans on the fly, as any good soldier learns to do.

·       Dynamic Movement: Movement in the d12 System is flexible, with models able to move or attack first, or even take their attack partway through their movement. This creates more dynamic battles where models can better take advantage of both cover and careless opponents.

·       True Line of Sight: The d12 System uses true line of sight, rewarding players who make good use of terrain and cover to keep their models safe.

·       Opportunity Fire: Models in the d12 System are able to sacrifice their combat action to go on opportunity fire, allowing them to make an attack at any time on another player’s turn. This is perfect for laying an ambush or firing at an enemy when he breaks cover to make his own attack.

·       Injury Effects: Models in the d12 System have a variable number of hit points and can usually survive multiple attacks. However, their combat performance degrades as wounds pile up and injuries take their toll.

·       Power Ups: The battlefield can hide any number of surprises, and the d12 System represents these with “power ups”. Throughout each game, power ups will appear in random zones. The first model to enter one of these zones receives the power up, which can be a minor or major boon, or a concealed hazard.