COFFIN CANYON
WHAT THIS GAME IS
Coffin Canyon is a skirmish game about bad ground, bad choices, and things that do not stay dead.
It is set in a poisoned canyon where industry, monsters, and desperate people collide.
Victory comes from pressure, positioning, and knowing when to run — not from perfect plans.
This is a game of escalation.
CORE PHILOSOPHY
Coffin Canyon is built around a few simple ideas:
• Power always comes with consequences
• Terrain matters more than statistics
• Violence leaves marks
• The battlefield remembers what happened
Nothing in Coffin Canyon is clean.
Nothing is permanent.
Nothing is safe.
FAST, UNEVEN, AND DANGEROUS
Coffin Canyon is designed to be:
• Fast to learn
• Quick to play
• Uneven by intent
Not all units are equal.
Not all terrain is fair.
Not all fights should be finished.
If a fight feels like it is going badly, it probably is.
THE DEATH SPIRAL
Coffin Canyon uses a death spiral system.
As models take damage, they become less effective.
• Quality goes down
• Actions become riskier
• Morale becomes fragile
There are no heroic last stands guaranteed by the rules.
Survival is a choice players must make early.
PLAYER AGENCY OVER OPTIMIZATION
Coffin Canyon rewards:
• Positioning
• Timing
• Risk assessment
• Knowing when to retreat
It does not reward:
• Perfect list building
• Static gunlines
• Passive play
If you stand still too long, the Canyon will notice.
THE ROLE OF THE GAME WARDEN (OPTIONAL)
Coffin Canyon does not require a Game Warden.
Some games will include one.
Some will not.
When present, the Game Warden’s role is:
• Escalation
• Consequence
• Rules judgements
• Atmosphere
• Running NPC units
They do not override rules.
They do not “balance” the game.
They reveal what the Canyon has been waiting to do.
WHAT THE RULES ASSUME
The rules assume:
• Players agree on terrain intent during setup
• Scenarios define objectives and pressure
• Ambiguity is resolved quickly and fairly
If a situation is unclear:
• Follow the scenario
• Then follow the terrain
• Then roll a die and move on
Momentum matters more than precision.
ONE FINAL TRUTH
Coffin Canyon is not about winning clean.
It is about getting out alive, stealing everything not nailed down, or hunting for monster mort. (Depending on your Faction, of course.)
CORE MECHANIC
QUALITY, DICE, AND SUCCESS
Everything in Coffin Canyon flows from a single value: Quality.
Quality represents training, toughness, nerve, and luck — all at once.
When Quality drops, everything becomes harder.
QUALITY
Every model has a Quality value, usually between 1 and 6.
Quality is used for:
• Attacks
• Morale
• Special abilities
• Environmental tests
Quality is not static.
It goes down as the model takes damage or suffers pressure.
Examples of Unit Quality
This is a rough guideline of how we see Quality:
- Q1 - A basic trained human / small monster / civilian
- Q2 - A veteran military unit / a human sized monster
- Q3 - An elite unit / a large monster / a hard to kill beast
- Q4 - An leader unit / low hero / big or powerful monster
- Q5 - A high hero / very large or mystically powerful monster
- Q6 - An epic supernatural kaiji, titan, or super heavy mechanical unit like a metal tank
THE QUALITY DIE POOL
When a model attempts an action that requires a roll:
• Roll a number of d6 equal to the model’s current Quality
SUCCESS
Each die showing:
• 4, 5, or 6 counts as 1 Success
After rolling:
• 1 or more Successes: The action succeeds
• 0 Successes: The action fails
Some rules care about the number of Successes.
Others only care whether at least one Success was rolled.
The rule will always tell you which.
DEFENSE
Defense represents how hard a model is to harm through positioning, cover, armor, or skill.
Defense is a passive value.
When an attack is made:
Roll Quality dice and count Successes.
Compare total Successes to the target’s Defense.
Results:
If Successes are equal to or less than Defense, the attack does not deal damage.
If Successes exceed Defense, the attack hits.
Each Success beyond Defense deals 1 damage, unless stated otherwise.
Some rules modify this process:
Cover grants +1 Defense against ranged attacks.
Pierce reduces Defense for that attack.
Dodge cancels a Success after rolling.
Natural Six effects may override Defense, as noted in their rules.
Defense never applies to:
Terrain damage
Automatic damage
Environmental effects
Unless a rule explicitly says otherwise.
LUCKY BREAK (Universal Rule)
If a unit rolls ALL SIXES on a Quality roll, it immediately gains one Lucky Break.
A Lucky Break:
Must be used immediately
Cannot be saved or transferred
Does not stack with itself
May only be gained once per activation
When a Lucky Break is gained, choose one of the following effects:
• Quick Step – Make a free Half Move
• Shake It Off – Remove 1 Pin or Condition
• Deadeye – Gain +1 die to the next roll made this activation
• Get It Done – Perform a free Interact action
NATURAL SIXES
If an attack roll includes at least one natural 6:
And the attack hits, it deals at least 1 damage, even if total Successes only barely exceed Defense.
This rule never applies if the attack does not hit.
LUCKY BREAK
If a model rolls all sixes on a Quality roll, it gains a Lucky Break.
A Lucky Break:
Must be used immediately
Does not deal damage
Cannot modify an attack’s damage
May only be gained once per activation
When a Lucky Break is gained, choose one:
Quick Step — Make a free Half Move
Shake It Off — Remove 1 Pin or Condition
Deadeye — Gain +1 die on the next roll this activation
Get It Done — Perform a free Interact action
CHOOSING SIX-BASED EFFECTS
A single roll may only resolve one six-based bonus:
Either the Natural Six minimum damage rule
Or a Lucky Break
Or a Critical-triggered ability
Never more than one.
CLARIFICATIONS
Lucky Breaks may not be used to perform an Attack action.
If multiple Quality rolls are made during a single activation, only the first Lucky Break may be resolved.
Heroes, Leaders, and Rabble all follow these rules unless an ability explicitly states otherwise.
Situation
Attacker: Q2
Roll: 6, 6
Target: Defense 4
This roll qualifies for two different 6-based effects:
Natural Six = minimum success
ALL SIXES = Lucky Break
But per your rules:
A single roll may only resolve ONE effect triggered by a 6.
So the player must choose.
Option 1: Choose the Natural Six Effect (Minimum Success)
The attacker chooses to resolve the natural 6 = one success rule.
Even though Defense is 4, one success still applies.
Result:
1 success
That translates into 1 damage (or whatever your “one success” effect is: damage, Pin, etc.)
👉 Damage dealt: 1
Option 2: Choose Lucky Break
The attacker instead triggers Lucky Break
They choose one Lucky Break option:
Half Move
Remove 1 Pin
+1 die to next roll
Free Interact
No automatic success is applied, because Lucky Break replaces other 6-based effects.
👉 Damage dealt: 0
But they gain position, tempo, or setup instead.
Final Answer
A Q2 unit rolling two 6s against Defense 4 deals either 1 damage or 0 damage, depending on the player’s choice.
1 damage if they choose the natural six minimum success
0 damage if they choose Lucky Break
Never both.
CRITICAL FAILURE (all ones)
A Critical Failure occurs when:
A model rolls all 1s on a Quality roll
(For example: Q1 rolling a 1, Q3 rolling 1-1-1)
Critical Failure represents panic, collapse, or catastrophic error.
Effects:
If the rule or situation lists a Critical Failure effect, resolve it.
If no Critical Failure effect is listed:
The action fails normally.
The model becomes Shaken.
Critical Failure does not deal damage by default unless the rule explicitly states it.
Terrain, abilities, and scenarios often define specific Critical Failure consequences.
MODIFIERS
Some abilities, terrain, or effects modify rolls.
Common modifiers include:
• +1 die
• –1 die
• Re-roll a die
• Discard the highest die
• Discard the lowest die
Unless a rule says otherwise:
• Dice modifiers stack
• The Success range does not change
In Coffin Canyon, success is always 4+.
The dice pool is what changes.
LOSING QUALITY
Quality is reduced when a model:
• Takes damage
• Suffers morale effects
• Endures certain terrain or environmental hazards
As Quality drops:
• Success becomes less likely
• Failure becomes more common
• Retreat becomes a survival tactic
This is intentional.
WHY THIS MATTERS
Coffin Canyon does not reward perfect plans.
It rewards:
• Acting early
• Pressing advantage
• Knowing when to disengage
Every roll carries risk.
Every loss compounds.
QUICK REMINDER
• Quality is the number of d6 you roll
• Every 4, 5, or 6 is a Success
• Most actions succeed on 1+ Successes
• Some actions scale with total Successes
TRACKING QUALITY
Quality is the most important value in Coffin Canyon.
It represents a model’s effectiveness, nerve, and ability to keep going under pressure.
Because Quality changes frequently during play, it must be tracked clearly and visibly on the table.
THE QUALITY DIE
After a unit is "hurt" the model should have one d6 placed beside it showing its current Quality.
The number facing up is the model’s current Quality
This die is a tracker only
It is never rolled
When a model loses Quality, rotate the die to the new value immediately.
PLACEMENT
The Quality die should be placed consistently for all models.
Recommended placement:
Directly behind the model’s base
Or touching the rear edge of the base
Players should agree on placement during setup to avoid confusion in dense terrain.
QUALITY CHANGES
When a model loses Quality from any source:
Damage
Morale effects
Terrain
Abilities
Rotate the Quality die as soon as the loss is resolved.
Quality loss is immediate and permanent unless a rule explicitly restores it.
QUALITY 0
When a model’s Quality is reduced to 0:
Remove the model from play immediately
Remove its Quality die
Resolve any death, terrain, or escalation effects caused by its removal
Models do not remain on the table at Quality 0.
QUALITY CAP
Quality is capped at 6.
No model may begin play with a Quality higher than 6
Abilities that increase Quality may not raise it above 6 unless explicitly stated
This cap exists to preserve clarity and consistency in tracking.
QUALITY DICE VS ROLLING DICE
The Quality die:
Tracks current Quality
Is not part of the dice pool
Is never picked up to roll
When a model takes an action:
Roll a number of dice equal to its current Quality
Use separate dice from the Quality tracker
Using different-colored dice for tracking and rolling is recommended.
DESIGN NOTE (PLAYER-FACING)
You should be able to tell how close a model is to collapse at a glance.
If you ever need to ask, “What Quality is that model on?”
Something has been tracked incorrectly.
TURN STRUCTURE
ACTIVATIONS & FLOW OF PLAY
Coffin Canyon is played using alternating activations.
Rounds exist to organize time and effects, but momentum comes from who acts first and who reacts.
THE FIRST ACTIVATION
At the start of the game, determine which side activates first.
• Monster Factions always activate first
• If both sides are Monsters, roll 1d6 — highest result chooses
This advantage represents the Canyon favoring monsters and the unnatural pressure they bring to the battlefield.
Once determined, first activation does not change unless a rule or scenario says otherwise.
ALTERNATING ACTIVATIONS
Players take turns activating one model at a time.
• One player activates a model
• Then the opposing player activates a model
• Continue alternating until all models have activated
Once a model has activated, it may not activate again that round unless a rule explicitly allows it.
WHAT A ROUND IS
A round is completed when all models on both sides have activated once.
Rounds are used to:
• Track ongoing effects
• Resolve terrain escalation
• Advance scenario timing
Rounds do not represent fixed time or turns in the traditional sense.
ACTIVATING A MODEL
When a model activates, it may perform two Actions.
Actions may be:
• Two different actions
• The same action twice
Unless a rule says otherwise, actions may be taken in any order.
Once both actions are resolved, the activation ends.
COMMON ACTIONS
Common actions include:
• Move
• Attack
• Interact
• Befriend
• Repair
• Use a special ability
Specific actions and restrictions are detailed in later sections.
MOVEMENT
When a model moves:
• Measure from the model’s base
• Terrain affects movement as described in the Terrain Rules
• A model may move up to its Movement value per Move action
Movement may be split by other actions unless a rule forbids it.
ATTACKING
Attacking is an action.
• A model may make a Melee or Ranged attack
• Attacks require Line of Sight unless stated otherwise
• Attacks use the Quality system
Combat details are covered in the Combat section.
REACTIONS (LIMITED)
Some abilities allow Reactions outside a model’s activation.
Reactions are:
• Rare
• Explicitly listed
• Triggered by specific conditions
If a rule does not say it is a Reaction, it is not.
END OF ROUND
After all models have activated:
• Resolve end-of-round effects
• Check terrain escalation (Burning, Unstable collapse, etc.)
• Resolve ongoing conditions
Then begin the next round.
No new initiative roll is made.
DESIGN INTENT
• Monsters press the attack
• Humans react, reposition, and survive
• The battlefield evolves even if players hesitate
Coffin Canyon does not reward waiting.
LINE OF SIGHT & COVER
Coffin Canyon uses simple, intent-based Line of Sight.
If a model can reasonably see a target, it can act on it.
Precision geometry is not required.
Clarity and momentum matter more.
LINE OF SIGHT (LoS)
A model has Line of Sight to a target if:
• There is a clear, believable line between them
• Solid terrain does not block that line
If players can agree the model can see the target, it has Line of Sight.
If there is doubt, the Line of Sight is blocked.
WHAT BLOCKS LINE OF SIGHT
The following block Line of Sight completely:
• Solid walls
• Cliff faces
• Large rock formations
• Buildings with intact walls
• Scenario-defined blockers
If a model is fully hidden behind a solid object, it cannot be targeted.
WHAT DOES NOT BLOCK LINE OF SIGHT
The following do not block Line of Sight unless a scenario says otherwise:
• Fences
• Railings
• Windows
• Rubble piles
• Boardwalks
• Light vegetation
These may provide Cover, but they do not prevent attacks.
ELEVATION & LINE OF SIGHT
Elevation does not override Line of Sight blocking terrain.
Being higher does not allow models to see “over” solid walls or cliffs.
High ground is positional, not absolute.
COVER
Cover represents partial obstruction, not protection.
Some terrain provides Cover.
COVER EFFECT
• Cover grants +1 Defense against ranged attacks
• Cover does not stack
• Cover never applies to melee attacks
If a model is partially obscured but still visible, it likely has Cover.
LOSING COVER
A model does not gain Cover if:
• It is in Burning terrain
• It is Exposed by an ability or effect
• The attack originates from within the same terrain piece
Cover only applies when the obstruction is between attacker and target.
COVER & TERRAIN TRAITS
Some Terrain Traits modify or negate Cover:
• Burning: No Cover
• Hazardous: Cover applies normally
• Choking: Cover applies normally
• Unstable: Cover may be lost if the terrain collapses
Terrain Traits are always resolved after Line of Sight is determined.
FAST RESOLUTION RULE
If players cannot quickly agree on Line of Sight or Cover:
• The shot does not happen
• Or the target gains Cover
Choose the option that keeps the game moving.
DESIGN INTENT
• Line of Sight should be obvious
• Cover should be simple
• Disputes should be rare and brief
The Canyon is dangerous enough without arguments.
MOVEMENT & POSITIONING
Movement decides fights in Coffin Canyon.
Where you stand matters more than how hard you hit.
MOVEMENT VALUE
Each model has a Movement value, measured in inches.
When a model takes a Move action:
• It may move up to its full Movement value
• Measure from the model’s base
• Movement may be split by other actions unless a rule forbids it
OPEN TERRAIN
Open terrain has no effect on movement.
• Models move freely
• No penalties apply
Most of the table should be open terrain.
DIFFICULT TERRAIN
Some terrain slows movement.
Examples include rubble, steep slopes, deep mud, or thick debris.
Effect:
• Movement through Difficult terrain is halved
• Round down
Unless a rule says otherwise, Difficult terrain does not stack with other movement penalties.
IMPASSABLE TERRAIN
Some terrain cannot be entered.
Examples include solid cliff faces, intact walls, deep chasms, or sealed structures.
Effect:
• Models may not move into or through Impassable terrain
• Models may not end movement inside it
Impassable terrain blocks Line of Sight if it is solid.
MOVING THROUGH MODELS
Models may not move through enemy models.
Models may move through friendly models if:
• There is sufficient physical space
• The movement ends clear of overlapping bases
Models may never end movement overlapping another model.
ENGAGEMENT & PROXIMITY
Models are considered engaged when within melee range of an enemy model.
• Engaged models may still move
• Leaving engagement may provoke effects if a rule says so
There is no universal “lock-in” unless an ability creates one.
Melee PRESSURE
Being engaged is dangerous and distracting.
While a model is engaged with one or more enemy models:
It suffers –1 die on ranged attacks
It may not gain Cover from terrain
This penalty does not apply to melee attacks.
Some abilities may increase, ignore, or replace these effects.
CLIMBING & VERTICAL MOVEMENT
Vertical movement is allowed if it makes sense on the terrain.
• Measure vertical movement normally
• Terrain may require a Move action to climb
• Some terrain may be Impassable vertically
Unstable terrain may cause falls, as described in the Terrain Rules.
MOVEMENT & TERRAIN TRAITS
Terrain Traits may add risk or consequence to movement.
Common interactions include:
• Hazardous: Quality test when entering or passing through
• Unstable: Risk when ending movement
• Choking: Fog condition while activating
• Burning: Automatic damage
Resolve movement first, then terrain effects.
POSITIONING MATTERS
Good positioning provides:
• Better Lines of Sight
• Access to Cover
• Control of objectives
• Escape routes
Poor positioning invites:
• Surrounding
• Terrain escalation
• Morale collapse
DESIGN INTENT
• Movement should be fluid
• Terrain should force choices
• Standing still should feel dangerous
If a model survives long enough, it was probably moving.
COMBAT
ATTACKS & DAMAGE
Combat in Coffin Canyon is fast, brutal, and unforgiving.
Most fights are decided by position, pressure, and timing — not endurance.
MAKING AN ATTACK
Attacking is an Action.
When a model attacks:
• Choose a valid target
• Check Line of Sight (if required)
• Roll dice using the Quality system
Attacks may be Melee or Ranged, depending on the weapon or ability.
MELEE ATTACKS
Melee attacks represent close combat, grappling, and brutal exchanges.
Requirements:
• The target must be within melee range
• Line of Sight is not required
Resolution:
• Roll Quality dice
• Each 4, 5, or 6 is a Success
Most melee attacks succeed on 1+ Success unless stated otherwise.
RANGED ATTACKS
Ranged attacks represent firearms, thrown weapons, and devices.
Requirements:
• Line of Sight to the target
• Target must be within weapon range
Resolution:
• Roll Quality dice
• Apply Cover if applicable
• Count Successes
DEFENSE
Defense represents a model’s ability to avoid or mitigate attacks.
Defense is passive.
• Defense modifies the attacker’s roll or outcome
• Cover provides +1 Defense against ranged attacks
• Some abilities modify Defense directly
Defense never applies to terrain damage or environmental effects unless stated.
DAMAGE
When an attack deals damage:
• The target loses Quality
• Each point of damage reduces Quality by 1
Quality loss represents injury, shock, and exhaustion.
There is no separate health stat.
DAMAGE & CONSEQUENCES
As Quality is reduced:
• Attacks become less reliable
• Movement and actions grow riskier
• Morale becomes fragile
This creates the death spiral at the heart of Coffin Canyon.
WOUNDED & DESTROYED
When a model’s Quality reaches certain thresholds:
• Effects may trigger (Wounded, Grunt, Broken, etc.)
• These effects are listed on the model’s unit card
When a model’s Quality is reduced to 0:
• The model is removed from play
• It may leave behind terrain effects (Tainted, Hazardous, etc.)
Death leaves marks.
MULTIPLE SUCCESSES
Some attacks or abilities care about how many Successes are rolled.
Common uses include:
• Increased damage
• Additional effects
• Triggering special abilities
If an attack only requires 1 Success, extra Successes are ignored unless stated.
AUTOMATIC DAMAGE
Automatic damage is not an attack.
Examples include:
Burning terrain
Poison
Impact
Traps
Thyr fallout
Certain abilities
Automatic damage:
Reduces Quality normally
Ignores Defense
Ignores Armored
Ignores Cover
Automatic damage is only reduced or prevented if a rule explicitly says so.
Terrain damage is always automatic.
FRIENDLY FIRE & COLLATERAL
Coffin Canyon assumes danger is everywhere.
• Some effects may harm friendly models
• Explosions and terrain escalation do not discriminate
• If a rule causes collateral damage, it applies
Be careful where you stand.
DESIGN INTENT
• Combat should resolve quickly
• Damage should matter immediately
• Prolonged fights are a warning sign
If a model is still standing late in a fight, something has gone wrong — or very right.
MORALE
SHAKEN, PANIC, AND BREAKING
Morale represents fear, hesitation, and the moment when survival overrides orders.
Coffin Canyon is not a game of fearless soldiers.
It is a game of people and monsters pushed too far.
WHEN MORALE MATTERS
Morale is tested when a model:
• Witnesses nearby destruction
• Enters terrifying or Tainted terrain
• Suffers sudden losses
• Is targeted by fear-based abilities
• Is isolated or overwhelmed
Morale tests are always called out by the rule or situation.
TESTING MORALE
To test Morale:
• Roll a number of d6 equal to the model’s current Quality
• Each roll of 4, 5, or 6 counts as a Success
Results:
• 1 or more Successes: The model holds
• 0 Successes: The model fails
Some situations escalate failure into worse outcomes.
SHAKEN
Shaken represents hesitation, fear, or loss of footing.
A Shaken model:
• Suffers –1 die on all rolls
• Cannot take certain actions (as listed on the unit card)
Shaken is a temporary state.
Removing Shaken:
• Automatically removed at the end of the model’s next activation
• Or removed by abilities that calm, rally, or steady
PANICKED
Panicked represents full loss of control.
A Panicked model:
• Immediately moves away from the source of fear, if possible
• Loses 1 Action on its next activation
• Suffers –1 die on all rolls
If movement is not possible, the model becomes Shaken instead.
CASCADING FEAR
Fear spreads.
When a model:
• Is destroyed
• Panics
• Suffers a horrific effect
Nearby Grunt or low-Quality models may be required to test Morale, as defined by the scenario or ability.
Violence leaves ripples.
MONSTERS & MORALE
Monsters interact with Morale differently.
• Some monsters ignore Morale entirely
• Some gain bonuses when enemies fail Morale
• Some become more dangerous as fear spreads
Monster Morale rules are listed on their unit cards.
TERRAIN & MORALE
Terrain can force Morale tests.
Common examples include:
• Entering Tainted terrain
• Triggering Haunted terrain
• Being caught in Burning terrain
• Witnessing Overburn fallout
Terrain does not care who you are.
RECOVERING COMPOSURE
Morale is not permanent damage.
Models recover Morale through:
• Time
• Distance
• Successful actions
• Abilities that restore confidence
Survival often means pulling back.
DESIGN INTENT
• Morale creates momentum
• Fear punishes overextension
• Retreat is a valid tactic
Coffin Canyon is not about standing firm.
It is about knowing when you cannot.
UNIT TYPES
FRAILTY, ROLE, AND SCALE
Not all models in Coffin Canyon are meant to survive the same way.
Unit Types describe how a model behaves under pressure, how it interacts with terrain, and how it changes the flow of the fight.
They do not replace stats.
They explain what kind of threat this model represents.
UNIT TYPES OVERVIEW
Each model has one or more Unit Types listed on its unit card.
Unit Types may affect:
• Morale tests
• Terrain interaction
• Ability triggers
• Scenario effects
If a Unit Type grants a bonus or penalty, it is always listed here or on the unit card.
GRunt
Identity: Breaks easily.
Grunt models represent standard troops, lower level monsters and fragile specialists.
Effects:
• More likely to suffer Critical Failure when a rule calls one out
• More affected by Tainted and Haunted terrain
• More likely to Panic when Morale fails
Grunt models are quick, clever, or numerous — but not durable.
BRUTE
Identity: Hard to stop.
Brutes represent heavily armored troops, large creatures, and shock units.
Effects:
• Less affected by Morale (as listed on the unit card)
• May ignore certain terrain penalties
• Often slower or less flexible
Brutes hold ground others cannot.
MYSTIC
Identity: Touched by forces they barely control.
Mystics represent witches, channelers, cultists, and those who interact directly with Thyr, Haunts, or rites.
Effects:
• Often interact uniquely with Tainted, Sacred, or Haunted terrain
• May trigger additional effects when Morale is tested
• Frequently risk backlash or escalation
Mystics trade reliability for power.
SHOOTER
Identity: Dangerous at range.
Shooters represent trained marksmen, gunners, and ranged specialists.
Effects:
• Often gain bonuses when firing from Cover
• May suffer penalties when engaged in melee
• Frequently interact with Line of Sight rules
Shooters control space, not ground.
CAVALRY
Identity: Speed is survival.
Cavalry represent mounted units, riders, vehicles, and fast-moving platforms.
Effects:
• Often gain bonuses when moving before attacking
• May suffer penalties in tight or cluttered terrain
• Frequently interact with Difficult and Unstable terrain
Cavalry win by momentum.
SPECIALIST
Identity: Does one thing very well.
Specialists represent medics, engineers, trappers, handlers, and technical experts.
Effects:
• Gain bonuses when performing specific actions
• Often fragile outside their role
• Frequently interact with objectives, terrain, or devices
Specialists shape the battlefield without dominating it.
LEADER
Identity: Others move when you move.
Leaders represent officers, captains, bosses, and commanders.
Effects:
• Nearby friendly models may:
– Re-roll 1 die on Morale tests
– Ignore one Shaken result per round
• If a Leader is removed, nearby friendly models may immediately test Morale (scenario-defined)
Leaders create cohesion — and targets.
HERO
Identity: Named. Exceptional. Unfair.
Heroes are standout individuals whose presence warps the fight.
Effects:
• Heroes may use a limited special benefit, such as:
– Re-rolling a die
– Ignoring damage once per game
– Automatically passing a Morale test once per game
Exact Hero benefits are always listed on the unit card.
Heroes are not balanced.
They are problems.
TITAN
Identity: Bigger than the fight.
Titans represent massive creatures, war machines, or towering constructs.
Effects:
• May re-roll one failed Quality test caused by terrain per round
• Cause terrain damage through movement or attacks
• Rarely affected by Morale
Titans reshape the battlefield simply by acting.
TITAN — Additional Rules
When a Titan attacks or deliberately damages a terrain feature or building:
The Titan must test Quality.
Results:
Pass: No effect
Fail: The Titan suffers 1 damage
Critical Failure: The Titan suffers 1 damage and the terrain escalates
Buildings and large terrain features may have:
Defense (usually 2–4)
Quality (usually 3–6)
Destroying a building often:
Creates Unstable or Hazardous terrain
Triggers escalation
Leaves dangerous ruins behind
Titans reshape the battlefield — but doing so is never safe.
UNIT TYPES & TERRAIN
Terrain Traits often reference Unit Types.
Examples:
• Grunt models fear Tainted ground
• Mystics interact dangerously with Haunted terrain
• Shooters benefit from Cover and clear LoS
• Cavalry struggle in tight ruins
• Brutes ignore hazards others fear
Always resolve terrain effects after checking Unit Type.
MULTIPLE UNIT TYPES
Many models have more than one Unit Type.
When this happens:
• Apply all relevant effects
• If effects conflict, the unit card takes precedence
Hybrid units are rare — and dangerous.
DESIGN INTENT
• Unit Types create asymmetry
• Roles matter more than raw stats
• Heroes and Titans should feel disruptive
Coffin Canyon is not balanced by symmetry.
It is balanced by consequence.
ABILITIES
ACTION TYPES & SPECIAL RULES
Abilities are what make units feel different.
They bend the core rules, but they do not replace them.
If an ability contradicts a core rule, the ability wins.
WHAT AN ABILITY IS
An Ability is a special rule listed on a unit’s card.
Abilities may:
• Modify actions
• Trigger reactions
• Alter terrain
• Affect Morale
• Break normal limits
Abilities are always explicit.
If it is not written on the card, the unit cannot do it.
ABILITY TIMING
Every ability specifies when it may be used.
Common timing windows include:
• During the unit’s activation
• As an Action
• As a Reaction
• At the start of a round
• At the end of a round
• When a specific condition is met
If timing is not listed, the ability is used during the unit’s activation.
TIMING DEFINITIONS
An Activation occurs when a model is chosen to act and completes its two Actions.
Once per Activation abilities refresh each time the model activates.
Once per Round abilities refresh at the start of a new round, regardless of activation order.
Once per Game abilities may only be used a single time during the entire game.
If an ability does not list a limit, it may be used whenever its timing allows.
ACTION TYPES
Some abilities require an Action to use.
When an ability is an Action:
• It counts as one of the model’s two Actions
• It follows all normal action rules
• It may not be used if the model cannot take Actions
Action abilities are deliberate and costly.
REACTIONS
Some abilities are marked as Reactions.
Reactions:
• Occur outside the unit’s activation
• Trigger only when their condition is met
• May be used even if the model has already activated
Reactions are rare and powerful.
If an ability is not explicitly labeled a Reaction, it is not one.
PASSIVE ABILITIES
Some abilities are always in effect.
Passive abilities:
• Require no Actions
• Require no rolls unless stated
• Modify how the unit interacts with rules
Passive abilities are always “on” unless suppressed by another rule.
LIMITED USE ABILITIES
Some abilities may only be used a limited number of times.
Limits may include:
• Once per activation
• Once per round
• Once per game
• Requires a resource (such as Thyr, ammo, or positioning)
If an ability has a limit, it is always listed.
ABILITIES & DICE
When an ability requires a roll:
• Roll Quality dice as normal
• Each 4, 5, or 6 is a Success
Abilities may:
• Require a minimum number of Successes
• Scale based on total Successes
• Trigger additional effects on high results
If no roll is listed, the ability resolves automatically.
ABILITIES & TERRAIN
Many abilities interact with terrain.
Common interactions include:
• Creating or removing Terrain Traits
• Ignoring terrain penalties
• Triggering traps or hazards
• Exploiting Burning, Tainted, or Haunted ground
Terrain changes caused by abilities are visible and persistent unless stated otherwise.
ABILITIES & MORALE
Abilities may:
• Force Morale tests
• Modify Morale rolls
• Ignore Morale effects
• Trigger fear cascades
If an ability causes Morale loss, it always specifies the consequence.
STACKING & CONFLICTS
When multiple abilities apply:
• Apply all effects unless they directly conflict
• If two effects contradict each other, the unit card takes precedence
• If still unclear, resolve in the simplest way and continue play
Momentum matters more than precision.
ABILITY DESIGN RULES (PLAYER-FACING)
• Abilities should be used decisively
• Abilities often escalate the battlefield
• Abilities rarely solve problems cleanly
Using an ability is a choice.
The consequences are part of the cost.
IMPORTANT REMINDER
Abilities do not make units safe.
They make them interesting.
SPECIAL ABILITIES
GENERAL RULES FOR ABILITIES
Special Abilities define what makes units in Coffin Canyon unique.
They bend the core rules, but they do not replace them.
If an ability contradicts a core rule, the ability takes precedence.
WHAT AN ABILITY IS
An Ability is a special rule listed on a model’s unit card.
Abilities may:
• Modify actions
• Trigger reactions
• Change movement or positioning
• Alter combat outcomes
• Interact with terrain, Morale, or Thyr
If an ability is not written on the unit card, the model does not have it.
ABILITY TYPES
Each ability lists how it is used.
• Passive — Always in effect
• Main Action — Uses one of the model’s Actions
• Reactive — Triggered outside the model’s activation
If an ability is not labeled, it is considered Passive.
(X) NOTATION
If an ability shows (X), X is a number that defines how strong, large, or far the ability’s effect is.
X always modifies the specific effect described by the ability.
Examples:
• Fear(2) — Enemy models within 2 inches suffer the Fear effect
• Impact(1) — Deal 1 automatic hit when charging
• Blast(3") — Affect all models within a 3-inch radius
X does not represent dice rolled or Successes unless the ability explicitly says so.
If an ability uses X in a different way, that usage is always written in the ability text.
DICE MODIFIERS
If an ability grants a bonus or penalty to dice:
• Modify the dice pool before rolling
• Bonuses and penalties stack unless stated otherwise
Abilities do not change what counts as a Success.
A Success is always 4, 5, or 6.
STACKING RULES
Unless an ability explicitly says otherwise:
• Abilities do not stack with themselves
• Effects from different abilities may stack
If two abilities conflict, the unit card takes precedence.
MEASUREMENT LANGUAGE
Distances are always measured base-to-base.
Definitions:
• Within X" — Measure from the edge of the model’s base
• Adjacent — Bases are touching
If terrain makes base contact unclear, use intent and move on.
CRITICAL SUCCESSES
A roll of 6 is a Critical Success.
• A Critical Success counts as 1 normal Success
• Criticals only have extra effects if a model has an ability that triggers on Criticals
If a model does not have a Critical-triggered ability, a 6 has no additional effect.
CRITICAL LIMIT
A model may benefit from only one Critical-damage ability per attack.
Exception:
• Heroes may benefit from two Critical-damage abilities per attack
• This exception must be explicitly listed and paid for on the unit card
This limit prevents runaway damage spikes.
EXCESS SUCCESSES
Some abilities allow excess Successes to be converted into effects.
Unless stated otherwise:
• Excess Successes are ignored
• Conversions are optional
• Conversions may carry risk or penalty
Power always has a cost.
ABILITIES & ACTION ECONOMY
• Passive abilities require no Actions
• Main Action abilities consume one Action
• Reactive abilities do not consume Actions unless stated
A model may never use more than two Actions during its activation.
ABILITIES & TERRAIN
Abilities may:
• Create terrain effects
• Modify existing Terrain Traits
• Ignore or worsen terrain consequences
Terrain changes caused by abilities are visible and persistent unless stated otherwise.
ABILITIES & MORALE
Abilities may:
• Force Morale tests
• Modify Morale rolls
• Ignore Morale effects
• Escalate fear or panic
If an ability affects Morale, it always specifies how.
RESOLVING DISPUTES
If an ability interaction is unclear:
• Use the simplest interpretation
• Resolve the effect
• Continue play
Coffin Canyon values momentum over perfection.
DESIGN INTENT
Abilities are not safety nets.
They are levers.
Pulling one should change the battlefield — for better or worse.
CAMPAIGNS IN COFFIN CANYON
A Campaign is a series of linked scenarios fought over the broken regions of Coffin Canyon.
Factions quarrel over boomtown ruins, poisoned rivers, feral biomes, industrial scars, and storm-ridden badlands—each battle reshaping the land itself.
Coffin Canyon is not a neutral battlefield.
It is an injured place, and every action leaves a mark.
THE CANYON AND THE GREEN STORM
The Canyon was torn open by reckless mining and Thyr extraction.
Rivers were poisoned, soil corrupted, and the air fractured. These wounds culminated in the Green Storm Catastrophe—toxic storms, spore-clouds, and harmonic backlash that still surge across the land.
The Canyon did not heal.
Instead, it entered a cycle of States—environmental conditions that define what can survive, what resources exist, and how difficult it is for men and monsters to endure.
A Campaign tracks these changes.
TERRITORIES
A Territory represents a defined region of Coffin Canyon.
Examples include:
A boomtown ruin or mining settlement
A canyon pass or river stretch
A feral biome or industrial scar
A storm-dominated badland
Each Territory always exists in one Canyon State.
CANYON STATES
Canyon States are environmental conditions, not just ownership.
They define terrain, storms, morale, and resource flow.
POISONED (Default State)
The Canyon’s baseline condition after the Catastrophe.
Environment
Green Storms of toxic air, spore clouds, and corrosive rain
Water and soil frequently poisoned (not constantly)
Food grown here is tainted unless treated
Terrain
Sickly green haze
Warped trees and blistered stone
Leaking Thyr crystals
Corroded ruins and half-buried machinery
Effects
Humans suffer attrition, fatigue, or morale penalties over time
Monsters are less affected; some thrive
Automat function normally
Poisoned land is not dead.
It is hostile.
LAWLESS (Shine Riders)
Chaos reigns, not nature.
Terrain
Casino Chapels
Adobe tower cantinas
Wooden standees of Shine anti-heroes
Fortress hideouts
Stilt towns and rope bridges
Wrecked vehicles everywhere
Plant Life
Cleared, trampled, or burned back
Few large growths survive
Crops exist only in guarded pockets
Monsters
Hunted, sold, eaten, or driven off
Fewer monsters appear, but those that do are desperate
Effects
Ambushes and vertical movement favored
Human violence replaces environmental danger
Storms still occur, but unpredictably
In Lawless land, the Canyon isn’t dangerous.
The people are.
HAUNTED (Bloodless)
Memory made physical.
Terrain
Ruins spawn Haunts
Rotter gangs roam freely
Graveyards, broken churches, abandoned towns
Halloween Golems, striped gourds, dead orchards
Perpetual twilight or endless night
Effects
Haunts may appear from terrain
Beasts avoid Haunted regions
Automat are unaffected
Manlings suffer morale penalties and fear effects
The dead are not resting.
They are organizing.
STRANGEWILD (Beasts)
Nature unchained and wrong.
Terrain
Thick bramble vines collapse buildings
Flesh-eating plants flourish
Bone graveyards and predator dens
Sinkholes, thickets, living roots
Storms
Green Storms manifest as spore winds and biological surges
Less toxic, more invasive
Effects
Humans suffer movement and visibility penalties
Beasts gain mobility and ambush advantages
Structures degrade rapidly
The land hunts.
Not out of malice — out of hunger.
EXALTED (Crow Queen)
Regal territory of sacred domination.
Terrain
Black Obelisk Nodes (power web anchors)
Bone arches and crown-shaped ruins
Hanging cages (monsters and men)
Banners, standards, ritual platforms
Storms
Green Storms are controlled and ceremonial
Veiled zones radiate from Obelisks
Effects
Monsters act in coordination
Manlings are hunted or enslaved
Destroying Obelisks weakens the State
This land has been raised above human concern.
RUSTED (Automat Dominance)
Dead industry becomes geography.
Terrain
Rust-red rock formations
Seized engines fused into the earth
Iron growths and toxic trees
Rivers run oxide-red
Effects
Humans suffer respiratory and equipment degradation
Food is scarce; water is metallic
Automat operate efficiently
Beasts avoid prolonged exposure
The Canyon corrodes everything equally.
LIBERATED (Liberty Corps)
Freedom imposed.
Terrain
Graded roads and switchbacks
Control pylons and spotlights
Barricades, prefab walls
Patriotic banners and painted towns
Effects
Monsters weakened, rare, or unable to breathe the air
Thyr crystals do not grow
Storms suppressed or redirected
Liberated land is clean.
And very quiet.
EXTRACTED (Monsterology)
The Canyon processed.
Terrain
Open-pit mines and boreholes
Bone piles sorted by specimen
Broken labs and glass tanks
Occasional Victorian fortress-palaces
Abandoned paperwork and tagging systems
Effects
Resources are scarce but valuable
Monsters are mutilated, hybridized, or escaped failures
Storm activity reduced but unstable
Nothing grows because everything useful is gone.
HELD (Monster Rangers)
Balance enforced, not owned.
Terrain
Dolmens, lithics, ley markers
Stabilized ley lines
Thyr crystals monitored, not harvested
Patrol trails and ward stones
Effects
Fewer storms
Monsters contained, not erased
Land is tense but survivable
The Canyon is not safe.
But it is kept.
STATE SHIFTS
After each scenario:
Total Victory Points
The faction with the most VP is the Dominant Influence
If appropriate, the Territory shifts State
What a Shift Looks Like
Terrain added or removed
Storm behavior changes
Resource availability changes
Some States resist change.
Some victories only damage a State rather than replace it.
CAMPAIGN FLOW
Choose a Territory and note its State
Play a Scenario
Count Victory Points
Apply State Shift (if any)
Resolve Death & Restocking
Update Resources
Proceed to the next scenario
DEATH & RESTOCKING
Coffin Canyon is lethal.
Most characters will die.
After each scenario, a faction gains Income:
Victory Points: 100 credits per VP
Thyr Crystals: 50 credits per crystal sold
Income is added to the Faction Budget.
Restocking
Replace dead units at base cost
Equipment and recruits may cost more or less depending on Territory State
No long injury trees by default — death is the consequence
RESOURCES & BASE COSTS
(Base prices before State modifiers)
Coal – 10
Feed – 5
Food – 6
Water – 2
Weapons – 8
Spare Parts – 6
Monster Bait – 5
Pocket Snacks – 4
Special / Majik Gear – 12+
STATE MODIFIERS (Examples)
Liberated:
Feed costs ½
Monster Bait costs ×2
Strangewild:
Monster Bait costs ½
Food costs ×2
Rusted:
Spare Parts cost ½
Water costs ×2
Extracted:
Special Gear costs ×2
Weapons cost ½
Held:
No modifier, but storms reduced
FRIENDLY TERRITORIES
If a faction fights in a Territory aligned with their State:
Reinforcement costs reduced by 1 credit per unit
One free basic resource after the battle
Optional scenario advantages (cover, deployment, intel)
ENDING A CAMPAIGN
A Campaign ends when one faction controls ⅔ or more of all Territories.
The Canyon does not recover.
It simply remembers who broke it last.
SPECIAL ABILITIES
A. DEPLOYMENT & TIMING
Deployment and Timing abilities control when and how models enter the fight.
They define ambushes, reinforcements, and who gets the first brutal moment.
AMBUSH — Passive
This model may deploy Hidden.
• Place the model normally during deployment, but mark it as Hidden
• A Hidden model is not placed on the table, or is placed with a marker, as agreed before the game
Reveal:
• The model may reveal itself at any time
• When revealed, it gains First Strike in melee against its first target
Ambush rewards patience and positioning.
FIRST STRIKE — Passive
If this model is the first model to attack in melee this round:
• Add +1 die to that melee attack
This bonus also applies if the model reveals from Hidden this round.
First Strike represents initiative, surprise, and brutality.
SPAWN — Passive / Scenario
This model does not begin play on the table.
Instead:
• It enters play from a defined spawn point
• At a defined round, or
• When a defined trigger occurs
Spawn conditions are always defined by the scenario or unit card.
Spawned models activate normally when they enter play.
DELAYED ENTRY — Passive
This model may be held in reserve during deployment.
• The controlling player may choose to bring it into play at the start of any round
• The model enters from a table edge or location defined by the scenario
Delayed Entry represents caution, coordination, or late arrival.
REDEPLOY — Passive
After deployment but before the first activation:
• This model may be repositioned up to X inches
• X is listed on the unit card
Redeploy cannot place the model into Impassable terrain or in base contact with enemies.
SCOUT — Passive
After all forces are deployed:
• This model may make a free Move
• This move may not end in base contact with an enemy model
Scout movement happens before the first activation of the game.
DESIGN NOTES
Deployment abilities:
• Shape the opening moments
• Reward foresight
• Create early pressure
They do not guarantee safety.
An ambush revealed too early is still an ambush wasted.
SPECIAL ABILITIES
B. MOVEMENT & POSITIONING
Movement abilities control space, momentum, and control.
They determine who dictates the flow of the fight — and who gets trapped when the Canyon turns hostile.
CLIMBER — Passive
This model ignores penalties for vertical movement.
• Treat vertical movement as normal movement
• May climb, descend, or traverse elevation without penalty
Climber does not allow movement through Impassable terrain.
BERSERK — Passive
At the start of this model’s activation:
• It must move as directly as possible toward the nearest visible enemy model, if able
While Berserk:
• Gain +1 die on melee attacks
• Cannot take Interact actions
Berserk ends if no enemy is visible.
DISENGAGE — Main Action
This model may leave base contact with enemy models without penalty.
• Move normally after disengaging
• Does not trigger enemy reactions unless stated otherwise
Disengage represents tactical withdrawal, not retreat.
FAST — Passive
Once per activation, this model may choose one:
• Move an additional +2 inches, or
• Disengage without penalty
Fast models thrive on momentum.
GRAPPLE — Main Action
Make a melee attack.
On a successful hit:
• Pull the target 3 inches toward this model
• The target cannot move during its next activation
Grapple represents restraint, hauling, or violent control.
RUNNER — Passive
If this model makes no attacks during its activation:
• It may immediately make an additional Move at the end of that activation
Runner rewards repositioning over aggression.
MOBILE COVER — Passive
Friendly models adjacent to this model:
• Gain +1 Defense against ranged attacks
Mobile Cover does not stack with terrain Cover.
MOBILE DYNAMO — Main Action
This model may tow or reposition a Dynamo or Device.
• The Dynamo or Device must be within range defined on the unit card
• The repositioned object may not be placed in Impassable terrain
Moving power is dangerous.
MOBILE CELL BLOCK — Passive
This model may transport Arrested or Captured models.
• Captured models move with this model
• If this model is destroyed, all transported models are immediately released
Prisoners always create risk.
STAMPEDE — Passive
When this model moves:
• It may pass through smaller models
Each model passed through must:
• Test Morale, or
• Be pushed 1 inch aside by the controlling player
Stampede represents mass, panic, and crushing force.
IMMOBILE — Passive
This model cannot move.
• It may still attack, defend, and use abilities
• It may be repositioned only by scenario rules or special abilities
Immobile models shape the battlefield by existing.
DESIGN NOTES
Movement abilities:
• Reward aggression and timing
• Punish hesitation
• Create zones of control
In Coffin Canyon, standing still is rarely neutral.
SPECIAL ABILITIES
C. OFFENSE & DAMAGE MODIFIERS
Offensive abilities turn pressure into damage.
They reward aggression, positioning, and timing — and they escalate fights quickly.
AIM — Main Action
This model sacrifices movement to line up a shot.
• This model may not Move this activation
• Gain +1 die on its next ranged attack this activation
A model cannot Move and Aim in the same activation.
BACKSTAB — Passive
When attacking a target that is already engaged with another friendly model:
• Deal +1 damage on a successful hit
Backstab rewards flanking and coordinated attacks.
BRUTAL BLOW — Passive
On a successful melee hit:
• Deal +1 damage
Simple. Direct. Violent.
BLOOD IN THE AIR — Passive
When any model within 4 inches is reduced to 0 Quality:
• This model gains +1 die on its next attack
This bonus is cleared after the attack is resolved.
Violence attracts violence.
CORRODE — Passive
On a successful melee hit:
If the target is mechanical or has the Mechan flag:
• Deal 1 automatic damage in addition to normal damage
Otherwise, if the target has metal equipment:
• Choose one:
– Permanently remove 1 weapon property, or
– Permanently reduce Defense by 1 (minimum 0)
Natural weapons and non-metallic armor are unaffected.
Corroded equipment may be repaired using the Repair ability.
DEADEYE — Once Per Game
Once per game, this model may:
• Re-roll all failed dice on a single ranged attack
Use when the shot must count.
FURIOUS — Passive
If this model has lost any Quality:
• Gain +1 die on its next melee attack
This bonus is cleared after the attack is resolved.
Pain sharpens focus.
IMPACT(X) — Passive
When this model charges into melee (moving at least 3 inches into contact):
• Deal X automatic hits before rolling attack dice
Impact represents mass, momentum, and collision.
Press the advantage — Passive
When this model successfully hits with an attack:
It may convert 1 excess Success into:
+1 damage, or
+2 inches of movement after the action
Restrictions:
This ability may not be used if the model’s Quality is 2 or less.
A model that Presses the Advantage:
Suffers –1 die on its next Action
Press the Advantage may only be used once per activation.
PIERCE — Passive
This attack:
• Ignores 1 point of Defense
Pierce does not stack with itself.
PANIC FIRE — Reactive
When this model is targeted by a melee attack:
• Immediately make a ranged attack at –1 die
After resolving the attack:
• This model must test Morale
Panic Fire may only be used once per round.
PINNING SHOT — Passive
On a successful hit:
• The target cannot move during its next activation
Pinning does not stack or extend if applied multiple times.
POISON — Passive
On a successful hit:
• Deal 1 damage at the end of the target’s next activation
Poison damage ignores Defense.
BLAST(X) — Passive
This attack affects an area with a radius of X inches.
• Roll separately for each model within the blast area
• Cover applies as normal unless stated otherwise
Explosions do not discriminate.
RELENTLESS — Reactive
If this model destroys an enemy in melee:
• It may immediately move 2 inches
Relentless rewards momentum.
SONIC — Passive
This attack:
• Ignores Cover bonuses
• Can affect targets normally immune to physical damage
Sonic attacks may cause additional effects such as Deafening or Disorientation, as defined by the scenario.
VENGEFUL — Passive
Each time this model loses one or more Quality from an enemy attack:
• Gain +1 die on its next attack
This bonus:
• Stacks if Quality is lost multiple times before attacking
• Applies to one attack only
• Is cleared immediately after the attack is resolved
Rage builds quickly — and burns out just as fast.
DESIGN NOTES
Offensive abilities should:
• End fights quickly
• Reward positioning
• Punish overconfidence
If damage is escalating, the system is working.
SPECIAL ABILITIES
D. DEFENSE, SURVIVAL & CONTROL
Defensive abilities keep models alive — or delay the inevitable.
They mitigate damage, control enemies, and buy time in a fight that is otherwise brutal and fast.
ARMORED(X) — Passive
Armored reduces damage after a hit; it does not make a model harder to hit.
• Reduce damage taken by X (minimum 0)
Armored does not reduce damage from terrain or environmental effects unless stated.
DODGE — Passive
Once per activation, when this model is targeted by an attack:
• Cancel 1 Success from that attack
Dodge cannot be used while Shaken.
SHIELD WALL — Passive
While this model is adjacent to at least one friendly model with Shield Wall:
• Gain +1 Defense
Shield Wall does not apply against Blast attacks.
HARDENED — Passive
This model is difficult to break.
• Ignore the first Shaken result each round
Additional Shaken effects apply normally.
STEADFAST — Passive
When this model fails a Morale test:
• Treat the result as a normal failure, not Panic
Steadfast does not prevent Morale tests — only escalation.
TAKE COVER — Reactive
When this model is targeted by a ranged attack:
• Immediately move up to 2 inches toward Cover, if possible
• Gain Cover for this attack
Take Cover may only be used once per round.
SUPPRESS — Main Action
Make a ranged attack.
On a successful hit:
• The target suffers –1 die on its next Action
Suppress represents fire meant to pin, not kill.
GRIT — Passive
Once per game, when this model would be reduced to 0 Quality:
• Reduce it to 1 Quality instead
This does not prevent terrain effects or follow-up damage.
UNYIELDING — Passive
This model cannot be pushed, pulled, or repositioned by enemy abilities unless stated otherwise.
Unyielding does not prevent voluntary movement.
GUARD — Passive
When an adjacent friendly model is targeted by a melee attack:
• This model may become the target instead
Guard represents interception, sacrifice, and loyalty.
LOCKDOWN — Passive
Enemy models engaged with this model:
• Cannot Disengage
• Cannot make free movement granted by abilities
Lockdown ends if this model becomes Shaken or is moved.
DESIGN NOTES
Defensive abilities:
• Extend survival, not invincibility
• Control enemy options
• Shape where fights happen
In Coffin Canyon, defense buys time, not safety.
SPECIAL ABILITIES
E. MORALE, FEAR & PSYCHOLOGICAL CONTROL
Fear is as lethal as any weapon in Coffin Canyon.
Morale abilities break formations, trigger retreats, and turn small losses into disasters.
FEAR(X) — Passive
Enemy models within X inches of this model:
• Suffer –1 die on Morale tests
Fear does not stack with itself.
If multiple Fear sources overlap, use the highest value.
TERROR — Passive
When an enemy model first becomes engaged with this model:
• That model must immediately test Morale
If the test is failed, the model becomes Shaken.
Terror only triggers once per enemy model per round.
DREAD AURA — Passive
Enemy models within X inches of this model:
• Suffer –1 die on all Morale tests
• Cannot ignore Shaken results
Dread Aura represents sustained psychological pressure.
INTIMIDATE — Main Action
Choose one enemy model within X inches and Line of Sight.
• That model must immediately test Morale
On a failure:
• The model becomes Shaken
Intimidate has no effect on Titans unless stated otherwise.
RALLY — Main Action
Choose one friendly model within X inches.
• Remove Shaken
• That model gains +1 die on its next Morale test
Rally cannot be used on Panicked models unless stated.
TERRIFYING PRESENCE — Passive
When this model reduces an enemy to 0 Quality:
• All enemy models within 4 inches must test Morale
Violence echoes.
UNNERVING — Passive
Enemy models engaged with this model:
• Suffer –1 die on all attacks
Unnerving represents distraction, horror, or disorientation.
PANIC WAVE — Reactive
When an enemy model within X inches Panics or is destroyed:
• Choose one additional enemy model within X inches
• That model must immediately test Morale
Panic spreads faster than bullets.
FEARLESS — Passive
This model ignores all effects of:
• Fear
• Terror
• Dread Aura
Fearless does not prevent Morale tests caused by damage or terrain.
COWARDICE — Passive
Enemy models that fail Morale tests within X inches of this model:
• Immediately suffer –1 additional die on their next Action
Cowardice punishes weakness.
DESIGN NOTES
Morale abilities:
• Turn positioning into pressure
• Reward decisive kills
• Punish clustered units
A unit that loses its nerve rarely survives the next round.
SPECIAL ABILITIES
F. TERRAIN & ENVIRONMENTAL EFFECTS
Terrain abilities change the battlefield.
They leave marks, create danger, and force movement.
Terrain altered by abilities is real, visible, and persistent unless stated otherwise.
CREATE HAZARD — Main Action
Choose a point or terrain feature within X inches.
• That area gains the Hazardous Terrain Trait
The size and duration of the Hazard are listed on the unit card.
IGNITE — Main Action
Choose a flammable terrain feature or object within X inches.
• That terrain gains the Burning Terrain Trait
Fire spreads and escalates as defined in the Terrain Rules.
SMOKE SCREEN — Main Action
Place a smoke marker within X inches.
• The area becomes Choking terrain
• The effect lasts until the end of the next round unless stated otherwise
Smoke blocks clarity, not Line of Sight.
COLLAPSE — Main Action
Target an Unstable terrain feature within X inches.
• The terrain immediately collapses
Models affected by the collapse resolve damage and movement as defined by the Unstable Terrain rules.
TAINT GROUND — Passive
When this model destroys an enemy or performs a ritual action:
• The terrain within X inches becomes Tainted
Tainted terrain may escalate into Haunted terrain if ignored or abused.
HAUNTED WAKE — Passive
When this model moves:
• Terrain it passes through becomes Haunted until the end of the round
This ability represents lingering spiritual disturbance.
PURIFY — Main Action
Choose a terrain feature within X inches.
• Remove one Terrain Trait from that feature
• Haunted terrain becomes Tainted instead of being fully removed
Purification is slow and incomplete.
SACRILEGE — Passive
While this model is within Sacred terrain:
• Enemy models suffer –1 die on Morale tests
Sacrilege represents defilement and spiritual offense.
TERRAIN ADAPTATION — Passive
Choose one Terrain Trait when this model is deployed.
• This model ignores penalties from that Terrain Trait
Terrain Adaptation does not negate damage or escalation unless stated.
UNSTABLE FOOTING — Passive
Enemy models that end movement adjacent to this model:
• Must test Quality or become Shaken
The ground itself seems to resist them.
DESIGN NOTES
Terrain abilities should:
• Force movement
• Create zones of denial
• Escalate over time
If the battlefield looks the same at the end of the game as it did at the start, something went wrong.
SPECIAL ABILITIES
G. THYR, RITUALS & OVERBURN
Thyr is monster residue made useful.
It is unstable, dangerous, and never meant to power machines or people for long.
Using it always risks escalation.
THYR USE (GENERAL)
Some abilities require or generate Thyr.
• Thyr is represented by physical crystals on the table
• Thyr may be placed on terrain, objectives, or devices
• Thyr may be picked up, spent, or returned as defined by the ability
Thyr is not abstract.
If it matters, it should be visible.
THYRBURN — Main Action
This model deliberately overfeeds Thyr into a device, weapon, or system.
Requirements:
• The model must be in base contact with a Thyr-powered device or machine
• A Thyr crystal must be taken from the table and placed onto the device
Effect:
• Immediately gain the listed Thyrburn benefit
• Resolve the Thyrburn Fallout at the end of the round
A device may only be Thyrburned once per game.
THYRBURN BENEFITS (COMMON)
Unless otherwise stated, a Thyrburn grants one of the following for this round only:
• +2 dice on one chosen action
• +3 inches of Movement
• +2 Quality until the end of the round
The exact benefit is chosen by the controlling player.
Power comes first.
THYRBURN FALLOUT
At the end of the round, roll 2d6 and consult the Thyrburn Fallout table.
Fallout always resolves, even if the device is destroyed.
Some results may affect:
• The device
• Nearby models
• Terrain
• The controlling model
The Canyon always takes something back.
RITUAL — Main Action
This model performs a deliberate Thyr-based ritual.
Requirements:
• The model must be a Mystic or have a Ritual ability
• The model must be within Sacred, Tainted, or Haunted terrain
• The ritual may require Thyr crystals, as listed
Effect:
• Resolve the ritual’s listed effect
• Ritual effects often alter terrain, Morale, or escalation
Rituals are slow and visible.
They invite interruption.
BACKLASH — Passive
When a Thyr-based ability rolls 0 Successes:
• The model immediately suffers 1 damage, or
• The surrounding terrain becomes Tainted (controller’s choice)
Backlash represents spiritual recoil.
HAUNTED ENGINE — Passive
When this model uses Thyrburn or a Ritual:
• Place a Haunt adjacent to the device or terrain feature
Haunts act immediately at the end of the round.
Power attracts attention.
CRYSTAL FEED — Passive
This model may carry one additional Thyr crystal beyond normal limits.
If this model is destroyed:
• All carried Thyr crystals drop onto the table
Crystal hoarding is dangerous.
SACRIFICIAL OVERLOAD — Once Per Game
This model may ignore the results of a single Thyrburn Fallout roll.
If it does:
• The device is Destroyed at the end of the round
• All terrain within 3 inches becomes Hazardous
Some power is not meant to be contained.
PURGE THYR — Main Action
Choose a device or terrain feature within X inches.
• Remove all Thyr crystals from it
• Remove one Terrain Trait caused by Thyr
Purging Thyr is safe.
Leaving it alone is not.
DESIGN NOTES
Thyr abilities should:
• Be tempting
• Be dangerous
• Leave scars
If Thyr feels safe, it is being used wrong.
TERRAIN RULES
THE BATTLEFIELD FIGHTS BACK
Terrain in Coffin Canyon is not decoration.
It blocks, harms, corrupts, burns, collapses, and remembers what happened.
Ignoring terrain is the fastest way to lose models.
CORE TERRAIN PRINCIPLES
• Terrain is agreed upon during setup
• Terrain intent matters more than exact geometry
• Terrain effects are visible and persistent
• Terrain escalates as the battle continues
If a terrain piece has a Trait, it should be clearly marked or remembered by all players.
TERRAIN CATEGORIES
All terrain falls into one or more of the following categories:
• Open
• Difficult
• Impassable
• Trait-bearing terrain
A terrain piece may have multiple Traits.
OPEN TERRAIN
Open terrain has no special effects.
• No movement penalty
• No tests required
Most of the table should be Open terrain.
DIFFICULT TERRAIN
Difficult terrain slows movement.
Examples include rubble, steep slopes, deep mud, debris, or wreckage.
Effect:
• Movement through Difficult terrain is halved
• Round down
Difficult terrain penalties do not stack unless stated.
IMPASSABLE TERRAIN
Impassable terrain cannot be entered.
Examples include solid walls, sheer cliffs, deep chasms, sealed structures, or massive machinery.
Effect:
• Models may not move into or through Impassable terrain
• Models may not end movement inside it
Impassable terrain blocks Line of Sight if solid.
TERRAIN TRAITS
Terrain Traits add danger, pressure, and escalation.
Traits are resolved after movement unless stated otherwise.
HAZARDOUS
Identity: It hurts to be here.
Examples include spikes, acid pools, barbed growths, exposed machinery, or unstable slag.
Effect:
When a model moves into or through Hazardous terrain:
• Test Quality
Results:
• Pass (1+ Success): No effect
• Fail (0 Successes): Lose 1 Quality
• Critical Failure: Lose 1 Quality and become Shaken
A model only tests Hazardous terrain once per activation.
UNSTABLE
Identity: The ground may give way.
Examples include damaged buildings, rotten walkways, collapsing ruins, or mine tunnels.
Effect:
When a model ends movement in Unstable terrain:
• Test Quality
Results:
• Pass: No effect
• Fail: The model falls or shifts — suffer 1 damage
• Critical Failure: The terrain collapses
If terrain collapses:
• All models affected suffer 1–2 damage (scenario or terrain defined)
• Models may fall multiple levels if applicable
Unstable terrain may become Impassable after collapse.
CHOKING
Identity: The air itself is hostile.
Examples include smoke, gas, fog, fumes, dust clouds, or spores.
Effect:
While a model activates in Choking terrain:
• Suffer –1 die on all actions
Models with gas masks or sealed systems ignore this penalty.
Choking terrain does not block Line of Sight.
BURNING
Identity: Act fast or burn.
Burning terrain is usually created during play.
Effect:
When a model starts or ends an activation in Burning terrain:
• Suffer 1 automatic damage
Burning terrain:
• Provides no Cover
• May spread or escalate as defined by the scenario
Burning terrain often becomes Hazardous or Unstable afterward.
TAINTED
Identity: Violence lingers.
Tainted terrain forms where monsters die, units are butchered, or Thyr is mishandled.
Effect:
When a Grunt model enters Tainted terrain:
• Test Morale
Mystics may interact with Tainted terrain in dangerous ways.
Tainted terrain may escalate into Haunted terrain if ignored or abused.
HAUNTED
Identity: The past is active.
Haunted terrain represents places where death refuses to rest.
Effect:
When a model enters or activates in Haunted terrain:
• Roll 1d6
On a 1–2:
• A Haunt appears adjacent to the terrain or model
Haunts act at the end of the round.
Haunted terrain is never safe.
SACRED
Identity: Old powers watch.
Sacred terrain includes temples, shrines, Tzul ruins, and consecrated sites.
Effect:
• Some monsters gain +1 die while within Sacred terrain
• Sacrilege or corruption here often escalates consequences
Sacred terrain is often both powerful and dangerous.
TAINT → HAUNT ESCALATION
If Tainted terrain:
• Is Overburned
• Is used for Rituals repeatedly
• Persists for multiple rounds
The Game Warden or scenario may convert it into Haunted terrain.
Violence ignored becomes memory.
Memory becomes agency.
TERRAIN & UNIT TYPES
Terrain often interacts with Unit Types:
• Grunt models suffer more from Tainted and Haunted ground
• Brutes may ignore minor hazards
• Mystics risk backlash
• Shooters rely on Cover
• Cavalry struggle in tight or Unstable terrain
• Titans reshape terrain by acting
Always apply Unit Type effects after resolving terrain.
RESOLVING DISPUTES
If terrain effects are unclear:
• Choose the interpretation that creates risk
• Resolve it quickly
• Continue play
The Canyon favors momentum.
DESIGN INTENT
Terrain should:
• Force movement
• Break formations
• Create evolving danger
• Remember what happened
If the battlefield looks the same at the end of the game as it did at the start, something went wrong.
OBJECTIVES & INTERACTABLES
WHY YOU’RE REALLY HERE
Coffin Canyon is not won by killing alone.
Objectives force movement, create conflict, and draw factions into dangerous ground.
Interactables turn terrain into opportunity — or disaster.
OBJECTIVES (CORE CONCEPT)
An Objective is any location, item, or condition that advances a scenario.
Objectives may represent:
• Thyr crystals
• Machines or Dynamos
• Sacred or Haunted sites
• Civilians, prisoners, or cargo
• Strategic positions
Objectives are always defined by the scenario.
INTERACT ACTION
Interacting with an Objective usually requires an Interact action.
Unless stated otherwise:
• The model must be adjacent to the Objective
• The model must spend one Main Action
• The model must not be Shaken
Some Interactions require a roll, resource, or specific Unit Type.
COMMON INTERACTION TYPES
Examples of common interactions include:
• Claiming an Objective
• Activating or disabling a device
• Picking up or depositing Thyr
• Freeing or capturing a model
• Sabotaging terrain or machinery
The scenario defines what an Interaction does and when it matters.
OBJECTIVE CONTROL
Unless stated otherwise:
• An Objective is controlled by the last player to successfully Interact with it
• Control is maintained until another model Interacts with it
• Some Objectives may be contested
Control is visible and should be clearly marked.
CARRYING OBJECTIVES
Some Objectives may be carried.
Examples include Thyr crystals, cargo, relics, or captives.
Rules:
• A model carrying an Objective is marked
• Carried Objectives move with the model
• If the carrier is destroyed, the Objective drops at that location
Some Objectives impose penalties while carried, as defined by the scenario.
THYR AS AN OBJECTIVE
Thyr is often both a resource and a goal.
Common Thyr interactions include:
• Extracting Thyr from terrain or devices
• Transporting Thyr across the table
• Feeding Thyr into machines
• Purging or destroying Thyr
Thyr is always represented physically on the table.
If it matters, it should be visible.
DEVICES & DYNAMOS
Some Objectives are Devices or Dynamos.
These may:
• Power terrain or some specific unit abilities
• Control gates, lights, or machines
• Enable Overburn or Thyrburn
• Escalate if damaged or misused
Devices often have their own rules and failure conditions.
CONTESTED OBJECTIVES
If multiple models are adjacent to an Objective:
• The Objective is contested
• No control changes hands unless an Interaction succeeds
Some scenarios define alternate contest rules.
OBJECTIVES & UNIT TYPES
Certain Unit Types interact differently with Objectives:
• Specialists often gain bonuses when Interacting
• Mystics may alter or corrupt Objectives
• Leaders may control Objectives more effectively
• Brutes may destroy Objectives instead of claiming them
• Cavalry excel at extraction and transport
Any exceptions are listed on the unit card or scenario.
OBJECTIVE ESCALATION
Objectives may escalate over time.
Examples include:
• Machines overheating
• Sacred sites becoming Haunted
• Civilians panicking
• Thyr becoming unstable
Escalation is defined by the scenario or the Game Warden.
Ignoring Objectives often makes them worse.
OPTIONAL: THE GAME WARDEN
Some games include a Game Warden.
When present, the Game Warden may:
• Trigger Objective escalation
• Introduce complications
• Control neutral models or hazards
The Game Warden does not override player agency or core rules.
DESIGN INTENT
Objectives should:
• Force movement
• Create risk
• Encourage interaction with terrain
• Punish passive play
If players can ignore Objectives and still win, the scenario needs work.
SCENARIOS & GAME MODES
HOW GAMES BEGIN — AND END
Scenarios define why the fight is happening, where pressure builds, and when the game ends.
Coffin Canyon is not a “last model standing” game by default.
Survival, extraction, corruption, and collapse matter more than body count.
WHAT A SCENARIO IS
A Scenario defines:
• Objectives
• Deployment zones
• Victory conditions
• Escalation rules
• Special terrain or faction rules
Every game should use a scenario.
SCENARIO SETUP
Unless a scenario says otherwise:
Build the table and agree on terrain Traits
Place Objectives
Determine deployment zones
Deploy forces
Monster Factions activate first
Scenarios may modify or override any of these steps.
VICTORY CONDITIONS
Victory is determined by the scenario.
Common victory conditions include:
• Extracting Objectives
• Controlling key terrain
• Delivering or destroying Thyr
• Surviving a set number of rounds
• Preventing escalation
Some scenarios allow partial victories or draws.
Winning clean is rare.
GAME LENGTH
Most games last 4–6 rounds.
A scenario may:
• End automatically after a set round
• Trigger an end condition
• Escalate until one side withdraws or collapses
If the game reaches its final round, finish the round fully.
ESCALATION
Scenarios should escalate.
Common escalation tools include:
• Terrain spreading (Fire, Collapse, Haunting)
• Reinforcements or Spawns
• Increasing Morale pressure
• Objective instability
If nothing changes by Round 3, escalation should begin.
WITHDRAWAL & CONCESSION
Withdrawing is allowed.
A player may voluntarily withdraw when:
• Objectives are lost
• Forces are broken
• Survival is no longer viable
Withdrawing may still score victory points or narrative outcomes, as defined by the scenario.
Knowing when to leave is skill.
GAME MODES
Scenarios may be grouped into game modes.
SKIRMISH
• Small forces
• Tight objectives
• Fast escalation
Ideal for learning the rules.
EXTRACTION
• Objectives must be carried off the table
• Cavalry and Specialists shine
• Pressure increases rapidly
Most Coffin Canyon games fall here.
HOLDOUT
• One side defends
• The other applies constant pressure
• Terrain escalation is aggressive
Victory often means surviving, not winning.
HUNT
• One side tracks or pursues
• Monsters excel
• Fear and terrain matter more than firepower
Hunts end suddenly.
RITUAL / CORRUPTION
• Mystics and Thyr dominate
• Sacred and Haunted terrain matter
• Escalation is inevitable
Stopping the ritual may cost everything.
MULTI-FACTION GAMES
Coffin Canyon supports more than two factions.
In multi-faction games:
• Turn order still alternates one model at a time
• Objectives may be contested by multiple sides
• Alliances are temporary and unenforced
The Canyon does not care who started it.
OPTIONAL: GAME WARDEN SCENARIOS
Some scenarios include a Game Warden.
When present, the Game Warden may:
• Trigger escalation events
• Control neutral threats or Haunts
• Introduce complications tied to terrain or Thyr
The Game Warden does not “win.”
They make survival harder.
NARRATIVE CONTINUITY
Scenarios may link together.
Common carry-over effects include:
• Lost or gained resources
• Persistent injuries
• Corrupted terrain
• Faction consequences
Coffin Canyon remembers what you did.
DESIGN INTENT
Scenarios should:
• Force movement
• Reward risk
• Punish hesitation
• Change the battlefield
If a scenario feels safe, it is unfinished.