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The 

Glowing 

Dead

A spooky new scenario  

for Halloween 

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2

This is Not a Test

“I ain’t crazy and I ain’t no murderer. I swear it was 
skeletons that killed Hank and the boys. They glowed 
green, a sickly glow, and the only sound they made was 
the soft scrape of their bones jangling together. They 
came at us slow at first, but then starting moving fast, 
their boney hands raised to tear us limb from limb. I 
broke ranks and ran. I ran and ran and the only thing 
that followed me was my friend’s screams.” 

---Harold Hausen, Settler

Background

During the final battles of the End War, all manner of terrible 
nuclear, biological, and chemical weapons were unleashed. 
They created the wasteland, a perfect breeding ground for 
numerous unique and bizarre creatures. One such creature, 
is the newly discovered glow bones. Glow bones are the 
skeletal remains of humans and animals reanimated by a 
rare fungus. In the dark, they radiate a sickly fluorescent 
green color and haunt places of death looking for the living 
to kill. 
A colony of glow bones has been awakened by the battle of 
two warbands fighting over the right to loot an old church. 
Little did the warbands know that the struggle for loot 
will instead become one for survival.  If the warbands can 
shelter in the old church, perhaps they can survive long 
enough until daybreak, when the glow bones become inert 
in the rays of the sun. 

The Board

Place a large terrain piece at the center of the board. This 
could be the church, but any thematic terrain piece will 
do. The terrain piece should have an accessible interior 
and should be at least 8" x 8" in size, with a maximum 

recommended size of 12" x 12". It should be big enough to 
allow multiple models inside with several access points. 
The terrain is assumed to be ramshackle enough to allow 
easy entry. Models must enter the terrain from a visible 
window or door, otherwise there is no restrictions for 
entering.
The rest of the board should contain other scenery pieces 
to block line of sight and provide cover to attacking forces. 
Thematically, crypts and gravestones would be appropriate 
for the scenario.

Mission

Both warbands are fighting for survival and possession of 
the church. The warband with the most Victory Points at 
the end of the game is the winner.

VICTORY POINTS

Action

VPs

Wounding an Enemy Warband Member or Taking One 

Out-of-Action*

1

For Every 3 Glow Bones Taken Out of Action

1

Each Model Within Church At the End of Game

1

First Warband To Get a Model Into the Church

1

Having the Most Models in the Church During the 

Clean Up Phase**

2

*This does not include glow bones. 
**This is calculated every game turn.

Deployment

Players deploy along opposing table edges. Players should 
roll off to see who deploys their models first. Their models 
must deploy touching the board edge. For more than two 

The Glowing Dead

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3

players use additional table edges or try to get an even 
distribution so models do not start too near each other. 
Players will roll for Initiative as normal. Deploy five glow 
bones for each player, they will start 6" away from the 
church spreading them out to cover as much space as 
possible.  Additionally, place three glow bones within the 
church.

Special Rules

The Numerous Dead – During the Clean Up Phase 
of each turn, excluding the first game turn, D3 glow 
bones will be set-up on the board for each player. It 
is preferable that each player set- up their group of 
glow bones to inconvenience another player. However, 
certain restrictions apply:

• Each board edge may only have one group of glow 
bones.
• Glow bones must be placed touching that board 
edge, but this maybe anywhere along that board 
edge..
• Glow bones cannot be set-up within 4" of a player 
controlled model.

Under a Pale Moon – The Night Ambush rules are in 
effect. These rules can be found under the Fighting 
Between Uneven Warbands
 section of the main TNT 
rulebook.

Conclusion

The game lasts for 5 + D3 turns or until only one warband 
remains on the board. Do not roll the D3 for game length 
until the Clean Up Phase for turn 5. Players do not know 
how long the game will last, so must plan appropriately.

Rewards 

The winning warband may redraw up to two cards from 
the Wasteland Deck when determining income after a 
campaign game. This is described further under Income in 
the Campaigns section. Additionally, the winner receives an 
amount of Barter Scrip equal to triple the VP they earned, 
the losing player gets double the amount.
To determine the Experience Points earned for this 
scenario, which are cumulative with each other, consult the 
following table:

THE GLOWING DEAD EXPERIENCE POINTS

Activity

XPs

Wounding an enemy model or taking one out-of-action*

1

Killing three or more glow bones**

1

Participating in current scenario

2

Being the church at the end of the game 

2

Winning warband leader 

2

*Does not include glow bones. 
**This can be earned multiple times. 

Glow Bones

Glow bones are created when a certain rare sentient fungus 
comes into contact with skeleton remains. It grafts itself 
to the bones at a cellular level and forms new connections 
between the bones with fungal ligaments. After this 
process is complete, the skeleton arises and attacks any 
living creature it comes into contact with. This way new 
skeletal remains are created and the fungus can perpetuate 
itself. Glow bones quite literally glow in the dark and attack 
with swipes of whatever appendages they possess. On 
its own, a single glow bone is hardly dangerous. But when 
encountered singly, glow bones can overwhelm foes both 
by their numbers. Worse yet, should a glow bones be 
destroyed, there is a chance the fungus will simply pull 
itself together, though this is luckily infrequent.

Name

Type

Defense

Wounds

Glow Bones

Fungus

6

1

Move

Melee

Ranged

Strength

Mettle

5

4

0

5

5

Skills and Mutations

None

Special Abilities

Glowing, Oblivious, and Pull Yourself 
Together

Equipment

Natural Weapons

Classification

Dangerous

Glowing – When this model is targeted by ranged 
attacks, ignore any penalties or restrictions caused by 
night fighting or any rules that limit visibility.

Oblivious - Automatically passes all Will Tests. 

Pull Yourself Together – When this model is taken out-
of-action, remove it from play, but mark its location with 
a token or marker. During the Clean Up Phase of each 
turn, roll a D6 for the token. On a natural “6”, replace 
the token with a Glow Bones model; afterwards remove 
any tokens that “don’t get back up.”

The Glowing Dead  scenario

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4

This is Not a Test

Acknowledgements and Legal

A special thanks A Wargames Atlantic for giving us permission 
to use their fun skeletons for this scenario and to Black Site 
Studio for making the great church featured in the scenery 

pictures.
They can be found at:
wargamesatlantic.com  and blacksitestudio.com
Produced by World’s End Publishing.
All rights reserved. This Is Not A Test Logo, the World’s End 

Publishing Logo, and any places, things, and character names 

and their distinctive likenesses, or artwork and photography 
created specifically for this book are ™ and © 2019 of World’s 
End Publishing, LLC. No part of this publication may be 

reproduced, stored in a retrieval system, or transmitted in 

any form or by any means, electronic, electrical, chemical, 
mechanical, optical, photocopying, recording, or otherwise 
without prior permission of World’s End Publishing. 
This work is a fiction and parody. No reference to real physical 

locations, events, persons living or deceased is intended.

The models used in the photographs of this book, not 
specifically the © or ™ of World’s End Publishing, LLC, are used 
with permission by their manufacturers, where possible, and no 

challenge is made to their ownership and rights. 
Scenario written and photography by Joseph McGuire.  

Layout by Dave Taylor Miniatures. 
Contact us at:
joey@worldsendpublishing.com
or
World’s End Publishing, LLC 

P.O. Box 938 
Gambrills, MD 21054 USA
Find us online at:
www.worldsendpublishing.com
www.facebook.com/TNTGame
Piracy kills small business. Please do not post or distribute this 

book on any website, torrent, file retrieval service, or anywhere 
else online. The wasteland is harsh, please be kind.

Making Glow Bones

This scenario is designed with the idea that 28mm skeleton 
models are cheap and plentiful. The skeletons featured 
in the pictures accompanying this scenario are from 
the Wargames Atlantic Skeleton Infantry Box. By cutting 
weapons from hands and some creative posing, I was able 
to make 24 Glow Bones from my box. The box makes a total 
of 32, but I was happy enough to build the skeletons that 
came mostly preassembled and left the rest on the sprue 
for future projects.
Once assembled, the Glow Bones are pretty easy to paint. 
You will need the following colors:

White Primer (Any suitable brand will work) 
Vallejo Fluorescent Yellow (VFY) 
Vallejo Fluorescent Green (VFG) 
Citadel Biel-Tan Green (CBG)

1. Prime your skeletons white. You want good coverage as 
the fluorescent paints from Vallejo are a bit translucent and 
will reveal any missed spots.

2. Paint the entire model in a thin layer of VFG. I used an 
air brush for this step so as to not lose any details on the 
models.
3. Wash the model in CBG. Take your time and don’t go 
heavy handed. You don’t want to leave dark stains from the 
wash pooling as this will kind of ruin the effect we are going 
for.
4. Drybrush the skeleton a 50/50 mix of VFG and VFY. This 
is a fairly subtle step to add depth. You will want to drybrush 
from the top down for the best effect. 
5. Drybrush the skeleton with pure VFY. Go as heavy 
or as light as you like. I find that since the VFY is fairly 

translucent, it’s better to go heavy.
As a final step you can drybrush just a tiny bit of white on 
the most raised edges just to give a little more definition, 
but you can also stop if you are happy with them. 
Finally, base the model to your preference and the model is 
ready to terrorize the tabletop.