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Assault Publishing 2015

ASSAULT PUBLISHING
PROUDLY PRESENTS

HEROIC FANTASY MINIATURE WARGAME


by Marcin Gerkowicz

Version: 1.1 (07.XI.2016)

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Heroic Ballads miniature game

Author
Marcin Gerkowicz

Illustrator
ukasz Marko

Proof-reader
Ignacy Kurowski

Publisher
Assault Publishing Marcin Gerkowicz
rodkowa 1/16
20-015 Lublin
Poland
tel. +48 606 254334
Copyright Assault Publishing Marcin Gerkowicz 2014. All Rights Reserved. This ruleset may be used for free
for any non-commercial purpose.

ISBN 978-83-933513-4-3

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Index
Introduction....................................................................................................................................... 5

The idea behind the game................................................................................................................... 5


Honourable payment............................................................................................................................. 5
Dice and markers................................................................................................................................... 5
The show must go on!........................................................................................................................... 5
Line of Sight............................................................................................................................................. 5
Measuring................................................................................................................................................. 5
Unit parameters...................................................................................................................................... 5
Tests........................................................................................................................................................... 6
Unit cards................................................................................................................................................. 6
Unit types................................................................................................................................................. 6
The
The
The
The

Heroes (also covers the Villains)....................................................................................................................7


Henchmen.............................................................................................................................................................7
Swarms..................................................................................................................................................................7
Monsters................................................................................................................................................................7

The turn............................................................................................................................................. 8

Activation counters................................................................................................................................. 8
Turn sequence........................................................................................................................................ 8
Beginning phase...................................................................................................................................... 8
Action phase............................................................................................................................................ 9
Order of activation......................................................................................................................................................9
Activation procedure..................................................................................................................................................9

Available actions................................................................................................................................... 10
Movement actions......................................................................................................................................................10
Static actions...............................................................................................................................................................11

Additional rules.............................................................................................................................. 12

Lady Fortune.......................................................................................................................................... 12
Critical hits............................................................................................................................................. 12
Falling down........................................................................................................................................... 12
Terrain.................................................................................................................................................... 12
Traps........................................................................................................................................................ 13
Breaking down doors.......................................................................................................................... 13
Common Manual Skills tests.............................................................................................................. 13
The ballad!............................................................................................................................................. 13

Unit & Weapon special rules......................................................................................................14


Starting the game!.......................................................................................................................... 16

Scenarios................................................................................................................................................. 16
Quick start.............................................................................................................................................. 16
Creating the Heroes............................................................................................................................. 17
Classes..................................................................................................................................................... 17
Inventory................................................................................................................................................ 17
Equipment list........................................................................................................................................ 19
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Standard items............................................................................................................................................................19
Magic items..................................................................................................................................................................20

Items table.............................................................................................................................................. 22

Magic................................................................................................................................................. 23

Magic lores............................................................................................................................................. 23
Wizard Lore........................................................................................................................................... 24
Basic spells..................................................................................................................................................................24
Advanced spells.........................................................................................................................................................24

Cleric Lore.............................................................................................................................................. 25
Basic spells..................................................................................................................................................................25
Advanced spells.........................................................................................................................................................25

Bestiary............................................................................................................................................. 26

Humans................................................................................................................................................... 26
Elves......................................................................................................................................................... 27
Dwarves.................................................................................................................................................. 28
Halflings.................................................................................................................................................. 28
Dark Elves.............................................................................................................................................. 29
Forbidden spells (count as Advanced spells):....................................................................................................30

Greenskins.............................................................................................................................................. 31
Undead.................................................................................................................................................... 32
Necromancy spells:.............................................................................................................................. 34
Basic spells..................................................................................................................................................................34
Advanced spells.........................................................................................................................................................34

Ratmen.................................................................................................................................................... 36
Dungeon creatures............................................................................................................................... 37

Our creative friends...................................................................................................................... 39

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INTRODUCTION
The idea behind the game
Heroic Ballads is a narrative tabletop miniature game set in a generic fantasy setting. It focuses on
scenarios played using unequal forces, with one player leading a group of Heroes and the second
commanding hordes of evil creatures as the Master of the Dungeon.
My main inspiration were role-playing games of the 1980s, which is why the ruleset may be used for
any classical fantasy setting/universe. If you have ideas for a scenarios, optional rules or bestiary entries
(or even whole races!), please share them on the Assault Publishing forum.

Honourable payment
This game, a side project made with the help of a few volunteers, is and will always be available for free. If
you enjoy playing it, please make a donation to either Richard Holden's Wargames and Walking
(http://wargamesandwalking.blogspot.com/)
or
Polish
Wielka
Orkiestra
witecznej
Pomocy
(http://www.wosp.org.pl/).

Dice and markers


To play Heroic Ballads, you will need a couple of D6 dice in two different colours, as well as red, blue
and green markers (e.g. glass counters) to be used as Activation counters. Some additional markers can
be useful, but they are not necessary.

The show must go on!


Heroic Ballads was designed to be as quick, fun, and cool as possible. If the players face a situation not
covered by the rules, they should choose the most sensible solution, and if they cannot agree on one,
we recommend rolling a die to settle the matter. Anyway, stay away from rule-lawyering!

Line of Sight
Line of sight is blocked by other units and by certain types of terrain. Models can see all round.

Measuring
All distances in the game are measured in inches and from base to base. Before the game, players
should agree whether pre-measurement is possible or not. If they do not make any agreements, premeasurement is possible by default.

Unit parameters
Every unit is described using the parameters listed above.

Type (T)
Each unit belongs to one of the four categories: Heroes, Henchmen, Swarms, or Monsters.

Speed (S)
Speed shows how far the unit may move (in inches) during one Move action.

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Combat Skill (CS)


Combat Skill demonstrates how well the unit fights in close combat.

Ballistic Skill (BS)


Ballistic Skill represents the unit's prowess in using ranged weapons.

Manual Skills (MS)


Manual Skills show how well the unit deals with tasks that require precision, such as opening locks,
operating complicated machinery, and so on.

Bravery (B)
Bravery represents the courage of the units members.

Initiative (I)
Initiative is used to determine the order of activation. Units with higher Initiative are activated before
those with lower Initiative.

Defence (D)
Defence shows how difficult it is to harm the unit.

Special rules/notes
Some units have special rules, which are described in the Unit & Weapons Special Rules section or in
the Bestiary.
Below you can see a sample unit entry from the Bestiary.
Orc warriors (unit of 6)
T

CS

BS

MS

Henchmen

Special rules/notes

Tests
To pass a test, roll a number of D6 equal to the value of the tested parameter. Each roll of 4+ is a
success, and each 6 allows you to roll one additional D6 (this also applies to 6s from the additional
rolls). If the number of successes is equal to or higher than the test's difficulty, the test is passed.

Unit cards
Before starting a battle, it is recommended to print and fill in unit cards. To make the game faster, put
the cards in front of yourself, arrange them according to unit's Initiative, and place their respective
Activation counters on them. When a unit is destroyed, simply turn its card to the other side, and if it
remains in the player's unit pool, put the minis on the card.
Additionally, unit cards may be used for any necessary notes.

Unit types
In Heroic Ballads, the player's forces range from a few to a few dozen of units, all of which belong to
one of the following Types: Heroes, Henchmen, Swarms, and Monsters.

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The Heroes (also covers the Villains)


Heroes are individual models representing the main characters of your ballad. Each of them starts the
turn with 3 Activation counters. Usually, a hero equipped with no more than one Heavy item (e.g.
heavy armour, two-handed weapon) has 3 green counters, a Hero with two Heavy items has 1 blue and
2 green counters, and a Hero with three or more Heavy items has 2 blue and 1 green counter.
In melee combat as well as shooting, Heroes are wounded on a roll of 6. For every wound received by
a Hero, replace one green or blue counter with a red one. A Hero with 3 red counters is killed or
gravely wounded and cannot fight anymore remove the model from play.
For simplicity, throughout this ruleset we used the term Hero, but remember that the Villains follow
all the rules for Heroes.

The Henchmen
Henchmen are lesser creatures which fight in groups ranging from 3 to 12 models. They have to stay no
more than 1" from each other and no more than 6" from the furthest model in the group. Each group is
counted as a single unit, and all models belonging to it are activated together, have to make the same
action, share a single Activation counter pool, etc. All tests are made for the whole group.
What is more, every two models in a unit increase the Combat Skill and Ballistic Skill of the unit by 1
(e.g. two or three models have +1, four and five have +2, and so on) their strength is in numbers!
Normally, a group of Henchmen has 2 green counters, although there might be exceptions (see the
unit's special notes).
In melee combat as well as shooting, Henchmen are wounded on a roll of 3+. When a unit of
Henchmen suffers a wound, do not replace a green/blue counter with a red one, but instead remove a
single model (chosen by the unit's owner).
Henchmen cannot take any additional items; all bonuses from their starting equipment have already
been added to their profiles.

The Swarms
Swarms are represented by a single base with a lot of small creatures, such as bats, rats or snakes. In
most cases, they have only 1 green counter (unless noted otherwise in the units entry).
In melee combat as well as shooting, Swarms are wounded on a roll of 4+. For a swarm to be scattered,
it has to be wounded 3 times in a single attack, otherwise the attack has no effect whatsoever.
Being composed of dozens of small creatures, which can easily crawl through any cracks and gaps,
Swarms may pass through closed doors, hatches, etc. (both locked and unlocked).
Additionally, swarms cannot make any counteractions.

The Monsters
Monsters are big individual models, ranging in size from bigger humanoids such as ogres to epic beasts
such as dragons. They all follow the rules for Heroes, but cannot use any items and are wounded on 5+
instead of a 6.

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THE TURN
Activation counters
As stated above, at the start of each turn every unit is assigned a specific number of green, blue, and/or
red Activation counters. Green counters may be used either for static actions (e.g. shooting a bow, using
a special item) or for movement actions (e.g. walking or jumping). Blue counters may be used for static
actions only. Red counters represent received wounds and cannot be used at all (healthy heroes can do
much more than those who barely stand).

Turn sequence
Every game turn has just two phases:
Beginning phase,
Action phase.

Beginning phase
At the start of the Beginning phase, replenish all used Activation counters. Remember that they can
never exceed the numbers given above.
Additionally, the defending player gets a number of Spawning Points stated in the description of the
currently played scenario and may spend them to spawn more units. A newly spawned unit is placed
within 3" of a Creature Entry Point chosen by the Master of the Dungeon, but only if there is no enemy
within Line of Sight OR within 12".
Usually, the unit costs are as follows:
units of weak Henchmen (goblins, peasants, zombies, etc.) cost 1 Spawning Point,
Swarms cost 3 Spawning Points,
units of average Henchmen (barbarians, orcs, skeletons, etc.) cost 3 Spawning Points,
units of powerful Henchmen (wights, elite guards, etc.) cost 5 Spawning Points,
Monsters cost 6 Spawning Points,
Heroes (or rather villains) cost 7 Spawning Points.
The Master of the Dungeon may spawn double-sized units of weak and average henchmen (i.e. those
without the Elite special rule), but has to pay double for them. What is more, the players may change
the number of models in the units by +/- 1 to add extra variety.
Note: if the players agree that some units are more or less useful in the game, they may adjust their cost
accordingly.

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Action phase
Order of activation
The players activate their units starting from those with highest Initiative, regardless of who commands
them. If several units from opposing sides have the same Initiative, the activation of these units is
alternate starting from player who commands Heroes (or Villains, depending on the scenario).

Activation procedure
The procedure of activation is as follows:
1. Choose a single unit with the highest Initiative (see above) which has not yet been activated in
this turn. Each unit can be activated only once during a single turn.
2. Choose one action from the list below. To perform an action, the active unit must have the
required number of Activation counters (given in the action's description). Remember that red
counters cannot be used at all!
3. Perform the action according to its description, then remove the required number of Activation
counters.
4. After the action is performed, your opponent may make a counteraction, which is resolved
immediately after the active unit's action. To do so, the opposing player selects his or her own
unit which has the active unit within Line of Sight and either has not been activated in this turn
yet or has been left with one Activation counter. The selected unit can perform one of the
single-counteractions (the Activation counter is removed as normal). Each unit can perform only
one counteraction per turn. It is not possible to counter a counteraction.
There is one exception to these rules: shooting at charging units (see the Charge action section).
5. If the active unit has any green or blue Activation counters left, start from point 2. Otherwise, its
activation is finished start from point 1. Alternatively, if the active unit has only 1 green/blue
Activation counter left, you may choose to end its activation, leaving that counter for any
possible counter-actions.
When the last unit (i.e. the one with lowest Initiative) finishes its activation, the Action phase ends.

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Available actions
Movement actions
Move (1 green counter)
The unit moves up to its Speed value, making any number of turns.

Jump (1 green counter)


The unit makes a jump in a straight line, covering a distance of up to Speed-D3" (but no less than 1").

Sprint (2 green counters)


The unit moves up to its tripled Speed value, but in a straight line only.

Long jump (2 green counter)


The unit moves up to its Speed value and no less than 2", then makes a jump in straight line, covering a
distance of up to Speed+D3" (no less than 1"). If for some reason the unit cannot make a 2" move before
jumping, it performs a Jump action instead (however, it still uses 2 green counters).

Climb (1 green counter)


The unit climbs up to its halved Speed value (rounding up).

Jump down (1 green counter)


The unit jumps down up to 2". If the height is greater, the unit falls down (see below). Monsters may
jump down up to 6".

Charge! (1 green counter)


Select the target of the charge: an enemy unit within Line of Sight and the charging unit's normal Move
distance. However, you can choose from the two closest possible targets only. Before the charging unit
is moved, the enemy may decide to perform a special counteraction: Shooting at a charging unit
(described at the end of this section).
After all counteractions (if any) are performed, move the charging unit into base-to-base contact with the
target (Charge! action is the only situation when this is allowed). Arrange the miniatures from both units
so that as many models as possible are base-to-base with the enemy.
Next, for each unit, the player controlling it rolls a number of D6 equal to the units Combat Skill and
Defence using differently coloured dice for each parameter. The rolls are successful on 4+ (in some
cases, 6s count as critical hits see the Additional Rules chapter). For both units, calculate the difference
between that unit's successful Defence rolls and the successful Combat Skill rolls of its enemy this
difference equals the number of successful hits. Roll a D6 for each successful hit to determine the
damage done to the unit. Heroes receive a single wound on a 6, Monsters on 5+, Swarms on 4+ (see
Swarms special rules), and Henchmen on 3+ (each wound kills a single Henchman).
Once the wounds received by both units are resolved, the unit which suffered more hits (both
successful and unsuccessful) falls back D6" in a straight line from the enemy and the combat is finished.
In the case of a draw, both units fall back D3" from each other. Note that this move may cause the units
to fall down.
After a Charge! action, the charging unit cannot perform any other actions and its activation ends. The
only exception is the Advance 'sub-action' described below.
Advance
The victorious unit may advance if it has any green counters left. The unit pursuits the retreating unit
and a second round of combat is resolved immediately (as described above). Advancing costs one green
counter. The unit can advance only once after each successful charge.
If after the first round of combat the beaten unit has nowhere to fall back (e.g. its path is blocked), in
the second round the victor gets +2 to CS.
Shooting at charging units
When the active unit attempts to charge an enemy, all enemy units within Line of Sight and range may
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perform a Shoot action targeting the attacking unit. This action costs one blue or green counter.
However, unlike other counteractions, shooting at charging units is resolved before moving the
attacking unit.
If the charging unit belongs to the Henchmen type and loses one or more models, it has to pass a
difficulty 2 Bravery test to continue the charge; if the test is failed, the charge is cancelled and the unit
does nothing. Monsters, Swarms and Heroes do not need to pass this test.

Static actions
Do nothing (1 blue/green counter)
The unit does nothing important; its members chat, pick their noses, and wait for further instructions.

Shoot (1 blue/green counter)


Nominate a target: a single enemy unit within weapons range and Line of Sight. Similarly to the Charge!
action, it is possible to from the two closest available targets only. The player controlling the shooting
unit rolls a number of D6 equal to its Ballistic Skill. The opponent rolls a number of D6 equal to the
targeted units Defence, adding the following modifiers:
+1 if the target is more than 6" away from the shooter,
+2 if the target is more than 12" away from the shooter (not cumulative with the modifier above),
+1 if the target is in soft cover,
+2 if the target is in hard cover.
The rolls are successful on 4+, and in some cases 6s are Critical hits (see below). Calculate the
difference between the target's successful Defence rolls and the shooter's successful Ballistic Skill rolls
this is the number of successful hits. Roll a D6 for each successful hit to determine the damage done to
the unit. Heroes receive a single wound on 6, Monsters on 5+, Swarms on 4+ (see Swarms special
rules), and Henchmen on 3+ (each wound kills a single Henchman).
Note that Heroes can kill several Henchmen with one Shoot action they can shoot fast enough and/or
know some shooting tricks!
Each unit can shoot only once per turn, either as an action or a counteraction, unless allowed by a
special rule.

Open/close (1 blue/green counter)


The unit opens or closes unlocked door/hatch.

Unlock/lock (1 blue/green counter)


Doors may be locked/unlocked by passing a Manual Skills test against the lock difficulty given in the
scenario's description (treasure chests are usually more difficult to open than doors of city houses).

Unlock/lock with a key (1 blue/green counter)


Doors may be locked/unlocked with a proper key without any test. Note that in a good scenario such a
key is hidden in the deepest part of the dungeon!

Cast a Basic spell (1 blue/green counter)


The unit casts a Basic spell. It requires passing an Arcane Skill test against the difficulty of the chosen
spell. Detailed rules for magic can be found in a later chapter.

Cast an Advanced spell (2 blue/green counters)


The unit casts an Advanced spell. It requires passing an Arcane Skill test against the difficulty of the
chosen spell. Detailed rules for magic can be found in a later chapter.

Special actions (varied)


Special actions are described in scenarios.

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ADDITIONAL RULES
Lady Fortune
When rolling to wound an enemy, each result of 1 is always a miss and each result of 6 is a success,
regardless of the modifiers.

Critical hits
If a Hero rolls a 6 when fighting Henchmen or shooting at them, one model from the targeted unit is
automatically killed no damage roll is required. Such an attack cannot be blocked or avoided in any
way (the hero kills that poor henchman in an especially nasty, quick and effective way). All damage
rolls for the remaining hits are made as normal.
For the sake of resolving the whole round of combat, Critical hits count are treated just like all other
hits.

Falling down
If a Hero or a Monster falls down, roll a D6 for every 2" it falls down (or 1" if you are using 20mm
models or smaller). For each 4+ result, the unit suffers one wound. The players may decide that falling
down on certain terrains kills the character automatically (e.g. falling into a pool of lava).
If a unit of Henchmen or a Swarm falls down, it is automatically killed. If only a number of models from
the unit fall down, the rest remain on the table.

Terrain
Some terrain types may slow down movement, block Line of Sight, or provide cover. Players should
agree on the rules of each terrain piece before starting the game.

Difficult terrain
When a unit crosses difficult terrain (e.g. swamp, deep snow), its movement distance is halved.

Impassable terrain
Units cannot move through impassable terrain at all, unless they have the Flying special rule.

Line of Sight Effect


The terrain blocks Line of Sight.

Cover
Terrain may provide soft cover (e.g. bushes, tall grass) or hard cover (e.g. wooden barricades, stone
walls), both of which affect shooting.

Special
Players are encouraged to create their own terrain types. However, remember to clearly define their
rules before the game.

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Traps
At the beginning of the game, the Master of the Dungeon may place traps on the table (marking their location
with e.g. small counters). If an enemy unit moves within 2" from a trap, it is activated and that unit is
affected. A trap is counted as a missile attack with BS 7 resolve it as a standard Shoot action described
above.
An enemy unit may attempt to disable a trap by moving into contact with it and passing a Manual Skills test
with Difficulty 4. If the test is successful, the trap is removed from play. However, if the unit fails the test, the
trap is activated and the unit suffers a shooting attack with BS 10 (instead of the standard BS 7).

Breaking down doors


Units may attempt to destroy normal doors by charging them and engaging them in close combat. The
doors are counted as having CS 0 and Defence 5. If the door suffers 5 wounds, it is destroyed (its easier to
find the key...). The unit cannot attack the door if it is engaged in close combat with another unit. Swarms
cannot break down doors the creatures are just too small.

Common Manual Skills tests


Below you can find some of the most
Unlocking chests
Unlocking doors
Operating simple machines
Operating complicated machines
Disabling the trap

common Manual Skills tests:


Difficulty 4
Difficulty 3
Difficulty 3
Difficulty 4
Difficulty 4

The ballad!
After an especially good game, the players should compose a ballad or a poem about the adventure
and share it with the others!

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UNIT & WEAPON SPECIAL RULES


Animal
Animals cannot perform the following actions: Open/close, Unlock/lock. Unlock/lock with a key. Additionally,
some spells do not affect Animals.

Blast!
The missile/magical attacks are resolved not only against the targeted unit, but also against all units (friend or
foe) within 3". If the targeted unit consists of more than one model, the attack affects units within 3" of each
model belonging to the targeted unit.

Bloodsucker
Every time a creature with this special rule eliminates a unit, it may heal one wound (replace one red
counter with a green/blue one).

Elite
Henchmen with this rule get +1 CS and +1 BS for each additional model in the unit (apart from the first one)
instead of the standard 2 models.

Fear!
A unit which does not cause fear has to pass a Bravery test with Difficulty 2 when it attempts to charge a
Fear-causing enemy. If the test is failed, the charging units stops 1" from enemy.

Flying
Flying creatures may move over obstacles and other units, but cannot finish movement over them.
Additionally, these units do not suffer wounds for falling down.

Heavy
Hero carrying 1 or 2 Heavy items has 1 blue counter and 2 green ones. Hero carrying 3 or more Heavy
items has 2 blue counters and 1 green one.

Incompetent
Henchmen with this rule get +1 CS and +1 BS for each 3 additional models in the unit instead of the standard
2 models.

Powerful hit
Units with this special rule get +1 to all damage rolls, both in melee combat and shooting. Weapons with this
special rule grant the same bonus either in melee combat or for shooting, depending on the weapon's type.

Regeneration
When the Monster is wounded, roll a D6 in the next Beginning phase; on a result of 6, the it heals one of its
wounds (replace one red counter with a green/blue one).

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STARTING THE GAME!


During the game, one player leads a group of brave Heroes, who venture out to a perilous place (a
cemetery, dungeon, ancient temple, wild forest, etc.) in order to complete their quest. The opponent, on
the other hand, becomes the Master of the Dungeon, who commands hordes of evil creatures which try
to stop the Heroes. Alternatively, the roles can be swapped, with one player taking command of a band
of powerful Villains, and the second acting as the Defender of the Realm, who leads groups of peasants,
militia, and knights defending their homes.

Scenarios
Heroic Ballads uses a Create-your-own scenario system. You can recreate classic fantasy quests, invent
your own, or simply explore dungeons, caves or castles. We plan to make a scenario repository on the
Assault Publishing website for you to use and expand.

Quick start
In order to quickly prepare a game, we recommend following these steps:
1. Agree on the goal of the scenario. For example, the Heroes might have to kill a powerful Villain
or Monster, recover a treasure or an artefact, rescue a prisoner, or simply survive an onslaught
of evil creatures. As for the Villains, their goal might be to plunder and burn a village,
assassinate a benevolent leader, seize a castle, or abduct a princess.
2. The Master of the Dungeon sets up the battlefield using terrain pieces from the players'
collections. Try to choose a setting appropriate for the chosen scenario (typical ones are of
course dungeons, caves, cursed forests, etc.) and make the table look as cool as possible. Do not
forget to set traps and create some exceptionally dangerous spots. However, be careful not to
overdo this: avoid creating too many points which might be too easy to defend; try to provide at
least 3 Hero Entry Points and a number of paths to the quest's objectives. In addition to the
terrain pieces, place 10-20 Creature Entry Points on the table: these can be dark dens, huts,
cemeteries, inter-dimensional portals, or anything else which the players find fitting.
3. In the meantime, the Hero player creates his/her fellowship using the Bestiary and the Creating
the Heroes chapters. Some Henchmen may be added, but preferably in limited numbers (after
all, this is a game about heroes!) and only in well-grounded situations, e.g. when the good forces
represent a prince and his retinue.
4. Agree on all aspects concerning special actions: where and when are they performed, how
many green or blue counters they require, which tests are to be taken and what are their
effects. Avoid too complicated special actions, as they will slow down the game.
Additionally, agree on the status of doors (which can be opened normally, which are locked,
magical, etc.), the location of any keys, and similar aspects concerning all other special objects
on the table.
5. Choose which creatures from your miniatures collection will be available to the Master of the
Dungeon. In addition to Henchmen, Swarms and Monsters, the Master of the Dungeon can also
create some Heroes (or rather Villains), but in a very limited number, to be used as 'Bosses'.
Note that killed Henchmen and Swarms return to the pool, but Monsters and Heroes/Villains do
not. Additionally, agree on the number of Spawning Points added in each turn as well as on
their maximum amount. For a band of 6 Heroes fighting their way through a mildly dangerous
area (by their standard, at least), the recommended amount of additional Spawning Points given
per turn is 4D3 and the maximum amount is 12 (preventing the Master of the Dungeon from
flooding the table after waiting a few turns). Remember that the balance depends mostly on
your attitude, and that easy victories are rarely satisfying!
6. The Master of the Dungeon places up to 1/3 of the models under his or her control on the table.
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7.

The other player places all the Heroes within 3" of any Hero Entry Point (or points, if the player
decides to divide the fellowship). Now you are ready to begin the adventure!

Creating the Heroes


To create a Hero (or a Villain), follow the procedure below:
1. Choose the Hero's race from the Bestiary.
2. Choose the character's class, modify his/her characteristic and note any special rules.
3. Select items carried by the Hero. Make sure you check the table on page 22 to see which items
that particular class may use.

Classes
Below you can find eight basic Hero classes along with the permanent parameter modifiers and special
rules for each class. Please note that some classes are not available to all races, while some of the races
have their own, special classes. For details, see the Bestiary.
Warrior
Paladin
Barbarian
Archer
Ranger
Thief
Wizard
Cleric

+2 CS, +1 BS, +1 B
+2 CS, +1 B, Basic magic user (Arcane Skill 3, Cleric lore)
+3 CS, +2 B
+3 BS
+1 BS, +2 MS, Basic magic user (Arcane Skill 3, Wizard lore)
+1 BS, +5 MS
-1 CS, -1 BS, +1MS, Expert magic user (Arcane Skill 7, Wizard lore)
-1 BS, +1 MS Expert magic user (Arcane Skill 6, Cleric lore)

Inventory
Each Hero may choose up to 4 items selected from the lists below. What is more, each Hero may carry
only one melee weapon, one missile weapon, one shield and one set of armour whatever the items are
standard or magical ones.
We assume that each Hero carries a one-handed melee weapon and is wearing normal clothes which
do not affect the game and therefore do not count towards the aforementioned limit. However, if the
player chooses some other melee weapon for the Hero, it replaces the starting weapon and takes up
one of the slots for items.
Some items cannot be used by certain classes for details, see the table below.
In most cases, the given equipment cannot be changed during the game we assume that Heroes are
attached to their fine-crafted weapons and armour and will not simply discard them. However, in some
scenarios the Heroes might be able to gain additional items or exchange a carried item for a found one
(e.g. they find a crate of magical potions which allows each character to add one bottle to his or her
inventory, or the goal of the scenario is to acquire an ancient magic weapon). In such situations, the
equipment can be changed by performing an action which costs one blue or green counter. If the
character swaps one piece of equipment for another, the discarded item cannot be retrieved.
Additionally, one use items free one item slot after they are used.

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Assault Publishing 2015

Equipment list
Standard items
Great weapon (halberd, two handed sword or axe)
Melee weapon. Powerful hit, Heavy. Great weapons cannot be combined with shields.

Dual weapons
Melee weapon. The model gets +1 to CS, but cannot carry a shield.

Spear
Melee weapon. When the model is charged by an enemy, it gets +1 to CS in the subsequent combat.

Bow
Missile weapon, range 18".

Crossbow
Missile weapon, range 12". Powerful hit.

Sling
Missile weapon, range 12". The user gets +1 to BS.

Throwing knives
Missile weapon, range 6". The user gets +3 to BS.
(We assume that the Hero carries enough knives to last for the whole battle; they still count as a single
item.)

Javelins
Missile weapon, range 12". Add +1 to all damage rolls when performing a Shoot action.
(We assume that the Hero carries enough javelins to last for the whole battle; they still count as a single
item.)

Shield
Shield. User gets +1 to Defence.

Siege shield/pavise
Shield. User gets +3 to Defence, but only against shooting attacks. Heavy.

Light armour
Armour. User gets +1 to Defence.

Heavy armour
Armour. User gets +2 to Defence. Heavy.

Rope
Mundane item. Allows the user to climb up or down up to 4".

Holy symbol
Mundane item. Allows Clerics and Paladins to cast the spells.

Spellbook
Mundane item. Allows Wizards to cast Advanced spells. Heavy.

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Heroic Ballads miniature game

Magic items
The magic items, in addition to their special effects, follow the rules for normal items of the same type.
In most cases, a Hero can carry no more than 2 magic items, and these items have to belong to different
categories (e.g. a weapon and a suit of armour, but not two weapons).

Shadow Blade
In melee combat, the enemy gets -1 to Defence.

Flaming Sword
The user gets +1 to all damage rolls in close combat.

Hydra's Tongue (melee weapon)


When fighting Henchmen, all successful hits are doubled.

Blade of Honour
When fighting an enemy Hero in close combat, both sides ignore the effects of all spells (e.g. Curse or
Blessing) and magic items (magic weapons count as standard ones).

Swords of Fury
Counts as having a second weapon. When rolling to hit in close combat, the user may re-roll any 1s.

Reaper's Scythe
Counts as a great weapon. The user causes Fear.

Axe of Darkness
In melee combat, the user may decide that the enemy unit uses its Bravery instead of Defence.

Orcbane
The user causes Fear in all Greenskins.

Artemis' Bow
Counts as a bow. If the user inflicts at least one wound on a Monster, it is automatically killed.

Dragon Bow
Counts as a bow. The user may shoot at two enemy units in one Shoot action with halved BS.

Knives of Revenge
Count as throwing knives. The user may re-roll any failed damage rolls.

Crossbow of Thunder
Counts as a crossbow. Blast!

Shield of Deflection
Counts as a shield. When being shot at or targeted with spells which count as shooting attacks, the user
gets +2 to Defence.

Holy Armour
User gets +2 to Defence.

Shield of Lightning
Counts as a shield. When making Defence rolls in close combat, for every 1 rolled by the user the
enemy unit suffers an additional hit, which is resolved as normal.

Dragon Staff
The user may cast the Fireball spell even if he or she is not a magic user (no Arcane Skill test
required). Roll a D6 after each use; on a score of 1-2, Dragon Staff cannot be used anymore.

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Assault Publishing 2015

Crown of Leadership
All friendly Henchmen within 12" of the user get +1 to CS, BS and Bravery.

Mercury's Sandals
The user may double his/her sprint and long jump distances.

Amulet of Bravery
The user automatically passes all Bravery tests.

Gloves of Dispersion
The user gets +2 to Defence against all spell effects.

Cursed Mirror
In close combat the user may swap his or her CS value with the CS value of the enemy unit.

Gem of Mirages
All friendly units within 6" of the user may add +2 to their Defence when being shot at.

Unbeliever's Diamond
The difficulty of all enemy spells cast at the user is increased by 1.

Scroll of Chronos
One use only. Using the Scroll of Chronos is a special action which costs 1 blue counter. When used,
the current turn immediately ends.

Staff of Power
Can be used only by Magic users. When casting a spell, the user may decide to get +2 to Arcane Skill,
but if he or she rolls 3 or more 1s, the spellcaster suffers one wound and the spell fails.

Healing Potion
One use only. All wounds suffered by the user are healed exchange all red counters for blue or green
ones, depending on the starting set.

Potion of Strength
The Hero gets +3 to all damage rolls in this turn.

Gem of Immortality
One use only. The hero cannot be wounded or killed during the entire turn, but at its end suffers one
wound.

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Heroic Ballads miniature game

Items table
Item

Class
Warrior

Paladin

Barbarian

Archer

Ranger

Thief

Wizard

Cleric

Great weapon

Second weapon

Spear

Bow

Crossbow

Sling

Throwing knives

Javelins

Shield

Light armour

Heavy armour

Siege shield / pavise

Rope

Holy symbol

Spellbook

Other (potions, staffs etc.)

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Assault Publishing 2015

MAGIC
Magic is a staple of fantasy fiction, and Heroic Ballads are no exception: during your adventures, you
will meet plenty of wizards, magical creatures and artefacts!

Magic lores
In the game, all spells are divided into lores consisting of 3 Basic and 7 Advanced spells.
Every spellcaster is either a Basic magic user (who can use only Basic spells) or an Expert magic user
(who may use all spells from the chosen lore).
As you mentioned in the Classes section, magic users have an additional parameter called Arcane skill.
To cast a spell, the magic user has to pass an Arcane Skill test against the difficulty of the chosen spell.
Casting a Basic spell uses 1 activation counter (blue or green), while casting an Advanced spell uses 2
activation counters (blue and/or green). Furthermore, to cast an Advanced spell, the character has to
carry a Spellbook.

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Heroic Ballads miniature game

Wizard Lore
Basic spells
Sixth Sense (difficulty 1)
May be cast on the spellcaster or a friendly unit within 6". The affected unit may charge an enemy
which is not in its Line of Sight. Lasts until the end of the next turn.

Dispel (difficulty 2)
May be cast on the spellcaster or any unit within 12". Effects of all enemy spells currently affecting the
target are cancelled on result of 4+ on D6. Alternatively, Dispel may be cast as a counter-action
immediately after the enemy successfully casts a spell. If Dispel is successful, the spell is cancelled
before it takes effect.

Basic Levitation (difficulty 2)


May be cast on the spellcaster or a friendly unit within 6". The unit doubles its jump/long jump range.
In addition, the unit is not harmed when falling down, unless it lands on a terrain piece which
automatically kills all units falling down on it. Lasts until the end of the next turn.

Advanced spells
Magic Missile (difficulty 2)
Counts as a shooting attack with a range of 18" and BS 5.

Aura of Darkness (difficulty 2)


The spellcaster and all friendly units within 6" cause Fear. Lasts until the end of the next turn.

Wings of Mercury (difficulty 3)


May be cast on the spellcaster or a friendly unit within 6". The unit doubles its Speed during its next
activation.

Fireball (difficulty 3)
Counts as a shooting attack with range of 18", BS 6 and Blast! rule.

Advanced Levitation (difficulty 4)


The spellcaster and all friendly units within 6" may double the jump/long jump range. In addition, the
unit is not harmed when falling down, unless it lands on a terrain piece which automatically kills all
units falling down on it. Last until the end of the next turn.

Teleportation (difficulty 4)
The spellcaster can immediately move to any point within Line of Sight and 18" (excluding impassable
terrain).

Magical Storm (difficulty 5)


Counts as a shooting attack with BS 6 and +1 to the damage roll which affects all enemy units within 12"
and Line of Sight.

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Assault Publishing 2015

Cleric Lore
Basic spells
Blessing (difficulty 1)
May be cast on any friendly unit within 12" of the spellcaster. The unit gets 3 re-rolls of any dice. Lasts
until the end of the next turn.

Healing (difficulty 2)
May be cast on the spellcaster or a friendly Hero/Monster within 6". One of the wounds suffered by the
targeted unit is healed swap a red counter for a blue or green one, depending on the starting set.

Holy Strength (difficulty 2)


May be cast on the spellcaster or any friendly unit within 6". The unit counts its blue counters as green
ones. Lasts until the end of the next turn.

Advanced spells
Sanctuary (difficulty 3)
The spellcaster cannot become the target of Charge! actions, Shoot actions or spells which count as
shooting attacks,

Curse (difficulty 3)
May be cast on any enemy unit within 18". Target unit has to re-roll all successful damage rolls. Lasts
until the end of the next turn.

Protection (difficulty 3)
All enemy spells targeting the spellcaster or any friendly unit within 6" get +2 to their difficulty. Lasts
until the end of the next turn.

Speed of Gods (difficulty 3)


May be cast on the spellcaster or any friendly unit within 6". Target unit gets additional two green
counters to be used during the current turn. If the spell is cast on a unit other than the spellcaster, that
unit is activated immediately after the spellcaster.

Aura of Deflection (difficulty 3)


All friendly units within 6" of the spellcaster get +4 to Defence when being shot at (including spells
which count as a shooting attack). Lasts until the end of the next turn.

Advanced Healing (difficulty 4)


The spellcaster and each friendly Hero or Monster within 6" may heal one wound replace one red
counter belonging to each of the affected units with a blue or green one, depending on the starting set.

Holy Flames (difficulty 4)


All enemy units within 12" of the caster which engage in melee combat after this spell is cast
automatically get 3 additional hits (roll to damage as normal). Lasts until the end of the next turn.

Demons of the Soul (difficulty 4)


May be cast on a single enemy unit within 12"of the spellcaster. The targeted unit automatically suffers
2D6-Bravery hits. Make a damage roll as normal. Does not affect Undead, Demons, Monsters and
Animals.

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Heroic Ballads miniature game

BESTIARY
In the Bestiary, you will find the most common fantasy races and monsters. Bear in mind that the list is
not closed rules for additional creatures will be published on the Assault Publishing website, and we
encourage you to create your own units (and, of course, share them with others on our forum!).

Humans
Available classes: all
Human hero
T

CS

BS

MS

Hero

Special rules/notes
Knights (unit of 4)
T

CS

BS

MS

Henchmen

Special rules/notes

Elite

Militia (unit of 6)
T

CS

BS

MS

Henchmen

Special rules/notes
Archers / crossbowmen (unit of 6)
T

CS

BS

MS

Henchmen

Special rules/notes

Bows or crossbows (the whole unit must be equipped with weapons of a single
type).

Peasants (unit of 6)
T

CS

BS

MS

Henchmen

Special rules/notes

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Incompetent.

Assault Publishing 2015

Elves
Available classes: all

Skilled magicians
Elven magic users get +1 AS.

Skilled archers
All Elven units get +1 BS when using bows.
Elven hero
T

CS

BS

MS

Hero

Special rules/notes
Elven guards (unit of 4)
T

CS

BS

MS

Henchmen

Special rules/notes

Elite, bows

Elven militia (unit of 6)


T

CS

BS

MS

Henchmen

Special rules/notes
Elven archers (unit of 6)
T

CS

BS

MS

Henchmen

Special rules/notes

Bows

Elven citizens (unit of 6)


T

CS

BS

MS

Henchmen

Special rules/notes

Bows

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Heroic Ballads miniature game

Dwarves
Available classes: warrior, berserker (counts as barbarian), archer, ranger, thief.

Slow, but steady


Dwarven Heroes always have one blue and two green counters, no matter how many Heavy items they
carry.
Dwarven hero
T

CS

BS

MS

Hero

Special rules/notes
Dwarven guard (unit of 4)
T

CS

BS

MS

Henchmen

Special rules/notes

Elite

Dwarven warriors (unit of 6)


T

CS

BS

MS

Henchmen

Special rules/notes

Crossbows

Halflings
Available classes: warrior, archer, ranger, thief, cleric.
Halfling hero
T

CS

BS

MS

Hero

Special rules/notes
Halfling mob (unit of 6)
T

CS

BS

MS

Henchmen

Special rules/notes

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Incompetent, slings

Assault Publishing 2015

Dark Elves
Available classes: warrior, archer, ranger, wizard

Skilled magicians
Dark Elven magic users get +1 AS.

Skilled crossbowmen
All Dark Elven units get +1 BS when using crossbows.

Dark magic
Dark Elven magic users may use 3 additional Forbidden spells listed below.
Dark Elven hero
T

CS

BS

MS

Hero

Special rules/notes
Black guard (unit of 4)
T

CS

BS

MS

Henchmen

Special rules/notes

Elite

Dark Elven militia (unit of 6)


T

CS

BS

MS

Henchmen

Special rules/notes
Dark Elven crossbowmen (unit of 6)
T

CS

BS

MS

Henchmen

Special rules/notes

Crossbows

Dark Elven citizens (unit of 6)


T

CS

BS

MS

Henchmen

Special rules/notes

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Heroic Ballads miniature game

Forbidden spells (count as Advanced spells):


Infernal Hatred (difficulty 3)
May be cast on the spellcaster or any friendly unit within 6". Target unit may re-roll any failed rolls in
melee combat. Lasts until the end of the next turn.

Ghost Arrows (difficulty 4)


May be cast on any friendly unit within 6" of the spellcaster and equipped with a missile weapon. The
targeted unit may immediatelly make a Shoot action with doubled BS. This action is not counted as an
activation and does not use any Activation counters.

Soulstealer (difficulty 6)
May be cast on an enemy magic user within 12" of the spellcaster. The target automatically suffers 3 hits
which wound on 2+.

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Assault Publishing 2015

Greenskins
Available classes: warrior, barbarian, archer, shaman (counts as cleric), thief (Goblin hero only).
Orc hero
T

CS

BS

MS

Hero

Special rules/notes
Goblin hero
T

CS

BS

MS

Hero

Special rules/notes
Orc warriors (unit of 6)
T

CS

BS

MS

Henchmen

Special rules/notes
Orc archers (unit of 6)
T

CS

BS

MS

Henchmen

Special rules/notes

Bows

Goblin warriors (unit of 6)


T

CS

BS

MS

Henchmen

Special rules/notes

Incompetent

Goblin archers (unit of 6)


T

CS

BS

MS

Henchmen

Special rules/notes

Incompetent, bows.

Ogre
T

CS

BS

MS

Monster

Special rules/notes

Powerful hit

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Heroic Ballads miniature game

Undead
Available classes: undead Heroes cannot choose any classes. Lord of the Undead and Vampire can use
the item from all categories, Undead hero cannot use ranged weapons.

Fearless
Undead units automatically pass all Bravery tests.
Lord of the Undead
T

CS

BS

MS

Hero

Special rules/notes

Fear!
Advanced magic user (Arcane skills 7, uses Wizard lore and Necromancy)

Vampire
T

CS

BS

MS

Hero

Special rules/notes

Fear! Bloodsucker.
Advanced magic user (Arcane skills 5, uses Necromancy only)

Undead hero
T

CS

BS

MS

Hero

Special rules/notes

Fear!

Wights (unit of 4)
T

CS

BS

MS

Henchmen

Special rules/notes

Elite, Fear!

Skeleton warriors (unit of 6)


T

CS

BS

MS

Henchmen

Special rules/notes

Fear!

Skeleton archers / crossbowmen (unit of 6)


T

CS

BS

MS

henchmen

Special rules/notes

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Fear!

Assault Publishing 2015


Zombies (unit of 6)
T

CS

BS

MS

henchmen

Special rules/notes

Fear!, Incompetent

Ghouls (unit of 6)
T

CS

BS

MS

henchmen

Special rules/notes

Fear!
Ghouls are alive, and thus are not Fearless.

Shadow host
T

CS

BS

MS

Swarm

5*

Special rules/notes

Fear!
*Get -1 Defence when targeted by magic weapons or spells.

Bone monster
T

CS

BS

MS

Monster

Special rules/notes

Fear!

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Heroic Ballads miniature game

Necromancy spells:
Basic spells
Terror (difficulty 2)
All enemy units within 12" from the spellcaster get -1 Bravery. Lasts until the end of the next turn.

Hellish Whispers (difficulty 3)


May be cast on any enemy unit within 12". The target has to pass a difficulty 4 Bravery test or must
make a Movement action chosen by the player controlling the spell caster. The action does not use any
activation counters.

Raise the Dead (difficulty 3)


May be cast on the spellcaster or any friendly Undead unit within 6". The unit regains 1 wound (in case
of Heroes and Monsters) or adds D3 models (in case of Henchmen but cannot exceed the starting
number).

Advanced spells
Shadows (difficulty 3)
May be cast on the spellcaster or any friendly Undead unit within 12". Target unit may move through
solid terrain pieces but cannot move through other units nor finish its movement inside solid objects.
Lasts until the end of the next turn.

Flaming Skull (difficulty 3)


Draw an 18-long straight line from the caster. All units (friend or foe) through which that line passes
suffer a shooting attack with BS 5.

Power of the Underworld (difficulty 3)


All undead units within 12" from the spellcaster get an additional green counter which can be used once
only to make a counteraction. Lasts until the end of the next turn.

Drain life (difficulty 4)


May be cast on a single enemy unit within Line of Sight. On the result 4+ on D6 the target automatically
loses a single wound/model (depending on the unit type). The spellcaster may regain one wound.

Wind of Decay (difficulty 4)


Every enemy unit within 18" from the spellcaster suffers a shooting attack with BS 5.

Ghostly guardians (difficulty 4)


May be cast on the spellcaster or any friendly unit within 6". The target gets +1 CS and Defence.

Summon undead (difficulty 4)


Place an undead Henchmen unit from the pool within 12" of the spellcaster. If the spell is used to
summon an Elite unit, its difficulty is increased to 5. The newly summoned unit gets a standard set of
counters and may be activated in this turn.

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Assault Publishing 2015

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Heroic Ballads miniature game

Ratmen
Available classes: warrior, barbarian, archer, ranger, thief, wizard.

Strength in numbers
Ratmen units add +1 to Bravery for each friendly Ratmen unit within 6" (up to a maximum bonus of 5).
Ratmen hero
T

CS

BS

MS

Hero

Special rules/notes
Ratmen nest guards (unit of 6)
T

CS

BS

MS

Henchmen

Special rules/notes

Elite

Ratmen mob
T

CS

BS

MS

Henchmen

Special rules/notes
Ratmen slingers
T

CS

BS

MS

Henchmen

Special rules/notes

Slings

Slaves
T

CS

BS

MS

Henchmen

Special rules/notes

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Incompetent, slings.

Assault Publishing 2015

Dungeon creatures
Bats
T

CS

BS

MS

Swarm

Special rules/notes

Animals, flying

Giant bat
T

CS

BS

MS

Swarm

Special rules/notes

Animals, flying, bloodsucker

Rats
T

CS

BS

MS

Swarm

Special rules/notes

Animals

Giant lizards (unit of 6)


T

CS

BS

MS

Henchmen

Special rules/notes

Animals

Fire lizards (unit of 6)


T

CS

BS

MS

Henchmen

Special rules/notes

Animals
Spit fire: counts as a missile weapon with a range of 12"

Jabberwocky
T

CS

BS

MS

Monster

Special rules/notes

Powerful hit

Beholder
T

CS

BS

MS

Monster

Special rules/notes

Fear!, Flying, Magic user (Arcane skill 8, uses Wizard lore and Cleric lore)

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Heroic Ballads miniature game


Dragon
T

CS

BS

MS

Monster

Special rules/notes

Fear!, Flying unit. Powerful hit


Breathe fire: counts as a missile weapon with a range of 6" and Blast! rule.

Troll
T

CS

BS

MS

Monster

Special rules/notes

Regeneration

Air elemental
T

CS

BS

MS

Monster

Special rules/notes

Regeneration

Water elemental
T

CS

BS

MS

Monster

Special rules/notes

Regeneration

Fire elemental
T

CS

BS

MS

Monster

Special rules/notes

Regeneration
Breathe fire: counts as a missile weapon with a range of 6" and Blast! rule.

Earth elemental
T

CS

BS

MS

Monster

10

Special rules/notes

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Regeneration

Assault Publishing 2015

OUR CREATIVE FRIENDS


Ignacy Kurowski
Translator and long-time wargaming enthusiasts, cooperating with Assault Publishing since its very
beginning. Since 2009 he has been running a Polish-language website TheNode.pl dedicated to less
known wargames, both historical and fantasy. Recently, he is making his first forays into rules writing.

ukasz Marko (Markotny Studio - www.markotny.com)


Architect & illustrator, has been drawing since early childhood. Among other works, he is the author of:
short comic forms for 3rd anthology editon for Forum Obywatelskiego Rozwoju fundation,
illustrations for "PMC 2640" rulebook released by Assault Publishing,
illustrations for "Doppelganger" comic by Dave McCluskey,
"Dark Priest" comic short episodes.

Richard Holden
Richard began the Wargames and walking blog whilst he was ill a few years ago as a place to discuss
his two main hobbies of war gaming and walking battle fields and museums and other historic places.
Now he uses it as a platform for his fund raising for the Royal British Legion, a charity that supports
injured service personnel and their families, and honours the memories of those that have fallen in the
service of their country. It also tries to ensure that people never forget the losses suffered by all in
warfare. Luckily, Richard is very lucky in gaining support from some of the great wargaming
companies.

Version: 1.1 (07.XI.2016)

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Heroic Ballads miniature game

ISBN 978-83-933513-4-3

Page 40/40

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