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In The Heart of Africa (19th Century Africa) Rules (PDF - Digital Version)

By Chris Peers
$15.00



This is a downloadable and printable PDF file for your licensed use only. You will need Adobe Reader version 10 or later.
In The Heart Of Africa is a set of fast-play wargames rules for the period of exploration and imperial conquest in tropical Africa. Chronologically this corresponds roughly to the second half of the 19th century, while geographically it covers the region between the Zambezi River in the south, and the edge of the Sahara Desert in the north – the classic “Darkest Africa” of the explorers.
The rulebook contains several basic army lists and a campaign system. 48 Pages
(c) This book is owned and published by the Iron Ivan Games division of Sinister Laboratories, a joint venture between Rattrap Productions LLC and Brigade Games and Hobby LLP.
In The Heart Of Africa is a set of fast-play wargames rules for the period of exploration and imperial conquest in tropical Africa. Chronologically this corresponds roughly to the second half of the 19th century, while geographically it covers the region between the Zambezi River in the south, and the edge of the Sahara Desert in the north – the classic “Darkest Africa” of the explorers.
The rulebook contains several basic army lists and a campaign system. 48 Pages
(c) This book is owned and published by the Iron Ivan Games division of Sinister Laboratories, a joint venture between Rattrap Productions LLC and Brigade Games and Hobby LLP.
In The Heart of Africa (19th Century Africa) Army Lists (PDF - Digital Version)

By Chris Peers
$10.00



This is a downloadable and printable PDF file for your licensed use only. You will need Adobe Reader version 10 or later.
In The Heart Of Africa Army Lists is a collection of army lists for the period of exploration and imperial conquest in tropical Africa outlined in the rulebook In the Heart of Africa. Chronologically this corresponds roughly to the second half of the 19th century, while geographically it covers the region between the Zambezi River in the south, and the edge of the Sahara Desert in the north – the classic “Darkest Africa” of the explorers. A list of the armies within:
Part One: The East Africans
Masai
Nandi, Kikuyu, Chaga & Nyaturu
Kamba
Baganda
Banyoro
Bahima
Ngoni
HeHe
Northern Herdsmen
Ruga Ruga
Kavirondo
Part Two: The Central Africans
Azande
Jungle Cannibals
Pygmies
Congo Archers
Southern Congo Kingdoms
Elephant Hunters
Bena Riamba
Ovambo
West Coast Chiefdoms
Generic Villagers
Part Three: The Invaders
Arabs and Swahilis
Zanzibari Regular Army
Turkish Slavers
Bornu & Adamawa
Portuguese Settlers and Prazeiros
Egyptians White Explorers
Part Four: The Conquerers
Naval Landing Party (1875 - 1899)
French Colonial (1883 - 1899)
Portuguese Colonial (1885 - 1899)
German Colonial (1885 - 1899)
Belgian Colonial (1886 - 1899)
British Colonial (1888 - 1899)
This book is published by Sinister Laboratories, a joint venture between Rattrap Productions LLC and Brigade Games & Hobby Supply, LLP.
In The Heart Of Africa Army Lists is a collection of army lists for the period of exploration and imperial conquest in tropical Africa outlined in the rulebook In the Heart of Africa. Chronologically this corresponds roughly to the second half of the 19th century, while geographically it covers the region between the Zambezi River in the south, and the edge of the Sahara Desert in the north – the classic “Darkest Africa” of the explorers. A list of the armies within:
Part One: The East Africans
Masai
Nandi, Kikuyu, Chaga & Nyaturu
Kamba
Baganda
Banyoro
Bahima
Ngoni
HeHe
Northern Herdsmen
Ruga Ruga
Kavirondo
Part Two: The Central Africans
Azande
Jungle Cannibals
Pygmies
Congo Archers
Southern Congo Kingdoms
Elephant Hunters
Bena Riamba
Ovambo
West Coast Chiefdoms
Generic Villagers
Part Three: The Invaders
Arabs and Swahilis
Zanzibari Regular Army
Turkish Slavers
Bornu & Adamawa
Portuguese Settlers and Prazeiros
Egyptians White Explorers
Part Four: The Conquerers
Naval Landing Party (1875 - 1899)
French Colonial (1883 - 1899)
Portuguese Colonial (1885 - 1899)
German Colonial (1885 - 1899)
Belgian Colonial (1886 - 1899)
British Colonial (1888 - 1899)
This book is published by Sinister Laboratories, a joint venture between Rattrap Productions LLC and Brigade Games & Hobby Supply, LLP.
Drug War Z Skirmish Wargaming Rules (cartels, policia, DEA, zombies) (PDF - Digital Version)

Wargaming rules for skirmish warfare among the drug cartels, policia, DEA and zombies.
The setting for DrugWarZ is time-period agnostic and could be any time from the 1980s through today. The weapons are generic enough that you don’t have to worry about what type of sub-machine gun a mercenary is carrying, you just have to know it is an SMG. Same holds true for vehicles. A 1980s Toyota pick-up technical or a modern Ford Ranger with mounted machine guns will play exactly the same. And since we are not attempting to realistically
portray everything (there are zombies, for crissake!), keeping things a little generic allows you to use the models you want.The
heyday of the drug cartel wars feels, to me, like it was the 1980s.
Miami cops in flashy clothes and fast cars getting into shootouts with
drug runners and their bosses. You knew who the good guys were (with the
exception of the occasional corrupt cop storyline) and you knew who the
bad guys were. Of course, the war on drugs continues each decade, a
little different from the previous. Now we see government-sanctioned
contractors going into countries and taking out targets, typically
fueled by dark money and shady characters with their own agendas. Throw
an out-of-control drug, some nefarious scientists looking to find short
cuts, and bodies that won’t go down because they need the drug and you have a formula for mayhem and chaos. Just the way I like a good zombie game.
The zombies in DrugWarZ are designed to be “AI-driven” so that each player can control their own force and the zombies can cause havoc with both. But a player is more than welcome to control the zombies instead. It will make them a bit more intelligent, in that the player can cut off escape routes or attack easier targets but they are still just zombies and will still go down with some well placed shots/blows to the head. Don’t debate the logic of zombie actions if a player is running them. Just treat them as any other faction in the game. Finally, the model build section does not have a breakdown by faction. You can make a Rambo-style policia captain as well as a marksman Cartel boss or martial arts-master DEA agent. You will see some suggestions in the Faction section on how you could build your teams, but you can choose to completely ignore it and go your own way. Also, be sure to add some drawbacks. They make the game more interesting and give you more points to make that hero the way you want.
Welcome again to DrugWarZ be sure to keep your head on a swivel since you never know where the next RUSH zombie might appear from.
--Richard Johnson, February 2021.
(c) 2021. This book is owned and published by Sinister Laboratories, a joint venture between Rattrap Productions LLC and Brigade Games and Hobby LLP.
At Close Quarters - Modern and post-war wargaming rules - PDF (Digital Version)

By Chris Peers
$15.00



This is a downloadable and printable PDF file for your licensed use only. You will need Adobe Reader version 10 or later.
The 3rd edition of "At Close Quarters" is a modern and post-war set of wargaming rules. This is a set of rules designed for fast, enjoyable modern skirmish wargames. By "skirmish" we mean a game representing combat at the small unit level, in which one figure on the table represents one real man. In most cases each player will control only a small number of figures - a section, or at most a platoon, per side. Nevertheless we realize that gamers are always going to want to increase their figure collections, and so we have tried to ensure that the rules allow playable games with somewhat larger forces, including a limited number of armoured vehicles. Figures move (subject to certain restraints) and fight as individuals, but for command and morale purposes the basic element of play is the section or platoon-sized unit, which will vary in size according to the quality of your troops.
This book is published by Sinister Laboratories, a joint venture between Rattrap Productions LLC and Brigade Games & Hobby Supply, LLP.