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Broadsword

Adventures
Savage Tales of Fantasy

A Tabletop Adventure Game

Broadsword
Adventures
Savage Tales of Fantasy

by
Richard A. Johnson
Cover and Illustrations by
Kim Allman

© Copyright 2008 Rattrap Productions LLC
www.rattrapproductions.com
www.pulp-heroes.com

.. 21 Initiative and Turn Sequence...... 34 The Weapon Chart................ 17 High Priest (Grade 3)............ 27 Levels............................................................................... 55 Character Creation................................. 18 Captain of the Temple Guard (Grade 2).............................................................................................................................................. 37 Combat and Flying............................................... 20 Dice and Mechanics....................... 57 Character Stat Chart.................................... 40 Combat Results........................................................ 6 Base........................................ 47 Preparing the Spell............................................ 23 Hero Points and Special Abilities........................................ 30 Movement with Flyers........................................................................................................................................................................................... 8 Chieftain (Grade 3).................................................................................................................... 49 Holding a Spell...................... 56 Model Grades.................................................................................. 8 Hero (Grade 2)........................... 7 Barbarians........... 9 Court Astrologer (Grade 3)............ 16 Retainer (Grade 1)........... 8 Beserker (Grade 1)....................................................... 21 Hero Points........ 18 Initiate (Grade 1)......... Table of Contents Introduction... 21 List of Actions.......................................................... 46 Spells and Actions................ 20 Tribal Chieftain (Grade 3).......................................... 33 Combat. 20 Basics of the Game........ 11 Captain of the Guard (Grade 2).......................................................................... 19 Savages............................................. 38 Improvising an Attack.................. 22 Hero Points and Measurement............................................. 8 Shaman Apprentice (Grade 2)...................................... 8 Warlord (Grade 3). 6 Character Abilities.... 58 .. 22 Hero Points and Combat........................................................................................................ 54 Artifacts...................... 20 Headman (Grade 3)............................ 30 Falling........................................................................................................................................... 9 Warrior (Grade 1)..................... 52 Test of WIlls......... 9 Civilized Peoples........................................................................... 50 Maintaining a Spell..... 12 Minor Noble (Grade 2)............................................................................... 6 Virtues and Flaws.................................................................................................... 16 Squire (Grade 1)........ 44 Arcana.......... 19 Arcana for the Priesthood..................................................................... 15 City Guard (Grade 1).................................................... 48 Casting the Spell............................................ 15 Observer (Grade 1)............................................................................ 41 Panic................................... 26 Terrain Effects..................................... 29 Flight........... 17 Priesthood......................................................... 18 Patron (Grade 1)............ 36 Close Combat.................................................. 25 Movement................ 6 Wound Level................. 51 Dispelling.... 43 Yield..... 9 Arcana for Barbarians........................ 7 Character Archetypes........................................... 18 Prelate (Grade 3).. 18 Acolyte (Grade 2).......................... 5 Location.................................... 18 Temple Guard (Grade 1).............. 7 Hero or Villain......................................................... 21 Stat Test................ 6 DR........ 20 Stat Line........................................ 28 Climbing............. 19 Knatterling (Grade 1)................................................................................ 24 Starting Hero Points........ 32 Improvised Movement......................................... 9 Defender of the City (Grade 3)...................... 39 Armor and Shields............................... 35 Ranged Combat............. 16 Arcana for the Civilied Peoples................................ 19 Zealot (Grade 1)..................................................... 45 Willpower.......... 9 Scout (Grade 1)..................................................................... 10 Major Noble (Grade 3)................................................ 41 Damage from Combat................. 8 Shaman (Grade 3).............. 20 Witch Doctor (Grade 3)......................................................................

. Mighty Warrior (Grade 2)...... 84 Combat Skills......... 83 Smoke Dancer (Grade 2)..................................................... 82 Blank Hero/Villain Sheets.................................................. 72 On “Certain” Death............. 120 Encounter Markers as Events............... 79 Curse of the Black Skull................................................................................................................................ 91 Creature Drawbacks............................................................ 81 Squad Rules................. 76 Scenarios............................................................................................................................................................................................................................................................................................................ 89 Creatures.................................................. 115 The Map/Game Board............... 117 Encounter Markers as Clues/Bonuses........................... 76 Replacing/Adding Characters. 61 Extreme Climate................................................................. 94 Creature Special Abilities.... 81 Appendix 1: Thieves....... 64 Planning the Campaign... 83 Old Mother (Grade 2)....................... 91 Creature Close Combat.............................. 82 The Characters....... 80 “By the Seven Sons of Myrdall!”..................................... 66 Advancing through the Ranks........................................................ 82 Hordes of Minion Markers.......... 86 Mounts.................. 84 Tribal Warrior (Grade 1)....... 83 Tribal Hunter (Grade 1)................. 89 Creature Stat Charts................................................................ 65 Chapters.................................................. 101 The Gamemaster.............. 81 Hordes of Minions.................. 85 Other Skills .................. 59 Special Rules........................................................... 84 Arcana for Barbarians....... 82 ......................................... 81 Appendix 2: Playing with Bigger Forces...................... 81 Sample Characters......................... 68 Heroic Experience................................................................................. 71 Archetype Improvement........................... 85 Knowledge Skills............................................... 88 Heroic Horse......... 73 Reputation Experience......... 76 Purchasing Scenario-Specific Equip.................................. 65 Ending Campaigns.......................... 98 Scenario Building.. 113 Victory Conditions.......... 81 Slavers of the Zhunaweh Coast............................................................. 71 Permanant Injuries....................... 70 Archetype Advancement....................................... 63 Going on Campaign...................................................... 84 Special Abilities................................................................................... 115 Encounter Markers as Traps.................. 76 Rescue from the Ungeheuer........................................................ 60 Terrain Modifiers........................... 90 Creature Abilities....... 115 Encounter Markers................................................... 86 Animals and Creatures............................. 62 Campaign Rules. 89 Animal Handling.......................................................................... 85 Virtues and Flaws....... 104 The Plot.....................

Broadsword Adventures: Savage Tales of Fantasy 4 .

players can use their preference when playing. require a special mention here. from scratchbuilt to store-bought. This stand-alone. A few. a scenario is picked or designed and players take the figures that are appropriate for it. this game would not have made it to where it is today. the games can be played without them. And if miniatures are just not your thing. What do we mean by Narrative Adventure? A Narrative Adventure game is one in which the player takes on the role of one to a handful of heroes or villains. the space required is minimal. Narrative Adventure game is designed to provide all the rules necessary to play sword and sorcery action. like a board game. And even the 3D terrain can be replaced with simple 2 dimensional maps. The scenarios in the book are designed to fit on a space no larger than a small kitchen table. A Narrative Adventure game is about the story and not the battle. From cardboard cut- outs to board game pieces to paper chits. And. but the character archetypes provided are not tied specifically to this world. Players should play their characters as they are supposed to act and not do what it takes to win. EAN 978-0-9789241-7-1 ISBN 0-9789241-7-7 5 . criticsms. Broadsword Adventures: Savage Tales of Fantasy Introduction Welcome to the world of Broadsword Adventures: Savage Tales of Fantasy. when the game begins. just 2 ft. Without their help. What You Need The game is illustrated with lots of miniatures on 3D terrain. They are: Jim “Grunt the Barbarian” Stuht and Ryan “Master of Misdirected Magic” Flessing. comments. though. For this I thank them. leaving them in the foul clutches of the villain. But rather than players setting up point values for each side. Then. Welcome to the world of Tauren and get ready for some Broadsword Adventures! Acknowledgements Many people helped with ideas. Some basic background is provided on a few areas of the world of Tauren. It’s more exciting to have the hero drop the idol and race to save his friends than for him to race off the board. they seek to solve puzzles and avoid traps all the while battling each other or a game master. and playtesting along the way. The barbarians presented here would be equally at home in a historical setting or another fantasy world. But whereas some miniature games can be daunting from the sheer number of figures required. Broadsword Adventures can be played with as little as one figure per player. by 2 ft. Broadsword Adventures: Savage Tales of Fantasy © Copyright 2008 by Rattrap Productions LLC.

together with any bonuses or penalties that or penalties are added together in an attempt to roll equal to apply.A very difficult action. Since the Blade (BD): The model’s ability in hand-to-hand combat. Grades are explained -2 --. not overly intelligent can still possess great mental resilience. a Grade 2 would be a sidekick. If it is less than 10. and so needs to pass a stat Guts (GT): The bravery of a model.e. the test is failed. wagon after crashing through a window Brains (BR): A measure of mental fortitude. starting with the model with the highest DODGE stat. Example: John’s model is attempting to leap onto a moving wagon from a room in the tavern. Ties are rolled Speed (SP): The distance that a model can move in one off until there is an order of Initiative among all the players. leaping onto a horse after would be a hero.Broadsword Adventures: Savage Tales of Fantasy BASICS OF THE GAME Dice and Mechanics Stat Test This game uses only the 10-sided die (d10) for game mechanics. i. DODGE is the most appropriate stat to use. Like Hero Points. is not possible. A model that is score. The player rolls a d10 and adds the a d10 roll plus an attribute value— along with any bonuses appropriate stat. than 10. or an unopposed roll or stat test in which case this is called a stat test. modifier of -2 is applied.A difficult action. i.A heroic action.e. action in inches. The test is successful if the total is equal to or more or more than 10. John’s model fails the test. the stats associated with that location are apply modifiers as shown below as long as the desired action reduced. and the crashing through a window Grade 1 would be the nameless soldier. players should use the Stat Test and takes wounds. It is used in skill -3 --. further in the section on Magic. A Grade 3 model -1 --. In those cases. The player with the highest Initiative can choose to activate any model on his team. jumping through a window Grade: The model’s level in game terms. in which a character wishes to perform an action that is not covered by specific Each of a model’s stats is tied to a hit location. the players take turns moving their models in the order of 6 . In the course of a game a model might need to determine A roll is either an opposed roll during which players try to out. result is lower than a 10. The stronger the model the more damage it can cause. i. the effects described at the end of the row are applied. regardless of the model’s DODGE Willpower (WP): A model’s mental fortitude. John rolls a 5. Had John Bow (BO): The model’s ability with thrown or fired rolled a 9 or more. Willpower can be spent and is discussed Then. passing a BRAWN test. for example a model with wounds to the arms will is in the realm of the possible. for a total of 6. In ranged combat. leaping onto a moving wagon tests and some additional tests. Stat Line During a game many situations may arise.e.Not a normal action. going to be more difficult to hit. weapons. after crashing through a window and attacking the driver Brawn (BW): Represents a model’s physical strength. leaping onto a moving more fully under Character Creation (see page 20). Wanting your model to push suffer a reduction to both its Blade and Musket stats. models with faster reflexes are The turn begins with each player rolling a d10 for Initiative. The down a castle wall and thinking this can be accomplished by current stat is the one showing in the first unmarked box. but not overly difficult. As a model rules.e. the model would have passed. Dodge (DG): The quickness with which a model reacts to a Initiative and Turn Sequence situation. score each other. The player who rolls highest has the Initiative. It is used to determine test. When the last box is crossed off. whether an action is successful based on a particular stat. -0 --. so the model’s whether a model panics at the first sign of trouble or stands DODGE of 3 is added to the roll of a d10 and a difficulty their ground against overwhelming odds. i.

opponent’s ranged combat attack. at any point during its movement to use the Wait action. Once the DODGE 4 and one exception. Wait: Models that wait are holding their action in reserve until If Pete moved his DODGE 3 model first. a player can re-roll a die. If more than one player wishes to use Hero Points on the same The charging model receives a +2 modifier to their BLADE action. Move: The normal movement of the model. If Pete had moved his DODGE opposing models. use Wait to interrupt an opposing model’s DODGE 3 models have activated. Prone models have their BLADE stat Run: Allows a model to move at SPEED + 3”. move at least 2” in order to gain the Charge bonus. models with DODGE scores of 4 and 2. A model cannot. then play would move a later part of the turn in an attempt to counter the actions of to Mark’s DODGE 3 model. hits cannot combat. This makes them -2 to be hit in ranged combat. to hit. etc. There is no modifier to hit. untying a horse. such as using a special ability. until all players with Models can perform one action upon their activation unless a models on Wait have gone. of Hero Points. A model must notes how many they wish to use (on paper. with a d6. then Pete will move one of his models. For 2 points SPEED -2” (minimum of 1” of movement). which can be used during the course of the game to change their die rolls. A model can attempt to gain an additional 1” by taking a BRAWN At the beginning of the game each player receives a number Stat Test. Models on Wait must take an special ability allows them additional. which is Prone: Models that are prone are crouching or lying down represented by SPEED in the model’s stat line. Close Combat: This is the normal attack when a model is Hero Points and Measurement already within weapon range of a target. Broadsword Adventures: Savage Tales of Fantasy Initiative. Players can only change their own die both hands (bows and crossbows) can only Move at their rolls. The shot can be taken at any point during the Move normally be moved from one part of the body to another action. The exceptionis that you can stop an opposing model activate. A player can move any die Move & Missle Fire: A combined Move and Missile Fire roll up or down by as many points as they have remaining action. Models also cannot pick up items down or after being prone. This movement halved (rounding up). List of actions the player with the higher Initiative goes first. Models with ranged weapons that require the use of using hero points). There is no modifier Hero points can be used to affect a measurement. followed by the next highest Initiative and so forth. etc. Both then add their points to their scores as normal. the DODGE 2 models will action. must be in a straight line and it cannot be through terrain that hinders or slows movement.). Jump: Assumed to be a standing jump. The model in an attempt to make the smallest target possible for an moves its SPEED stat in inches. with Mark since he has the Initiative. action before the end of the turn. 7 . starting with the player with Initiative. or check Encounter Markers. Example: If Pete wins initiative and has two models–one with a Cast/Maintain Spell: A model casting or maintaining a spell DODGE of 3 and the other with a DODGE of 2—Mark (with must spend at least one action to do so. The waiting model can perform an action 2 model first. If two or more players activate models on Wait at the same time. followed by Mike moving his DODGE 4 model. all models can jump Hero Points up to 1” for every 2 points (round up) of BRAWN. they cannot change an opponent’s die roll. and Mike has otherwise. but the player must abide by the Missile Fire: A normal aimed shot taken by models with a results of the second roll. ranged combat weapon. Charge: A combined Move and Close Combat attack action. lighting a fuse. actions already listed. each player announces their intention and secretly and Weapon Strength for that action only. The player with Initiative will always have one of Use Ability: This action refers to anything unrelated to the their models act first at each DODGE level. then he would get to move his DODGE 3 before at any time before the end of the turn. Models cannot combine this Stand: An action used by models to get up after being knocked with a Missile Fire action. For example. Models doing this have a -5 modifier in ranged (the one exception being the location of a wound. unless the spells states the second highest Initiative roll) has the same.

If both players wish to add points during measure each and every building. with a d6. players down which puts him in the Level 2 range). Players receive 5 Hero Points a sheer drop-off on one side. then both should note secretly how many values to scenics and terrain according to what works for the they wish to use (on paper. The use of levels allows players to build reasonable terrain but. Grade at Level 4 (should a model fall off into the chasm) without 1 models receive no Hero Points. at the same time. Movement 2 Models move across normal ground at their SPEED score. a player can increase the Weapon Strength (WS) of a weapon or the Defensive Rating Levels (DR) for a specific location (combat is discussed later in the The way Broadsword Adventures handles height. whether it book). 8 . Two simple guidelines to follow for all (the addition of this 1” or more does not require the model to terrain effects are: 1) If movement is halved through a type take a BRAWN stat test if using a Jump action). so players should remember that as the game progresses. These Hero Points can be having to build a mountain pass that is 12” high.Broadsword Adventures: Savage Tales of Fantasy for each Hero Point expended. If a player wanted The number of Hero Points each player receives is tied to the to use terrain to represent a dangerous mountain pass with Grades of the models they use. cliff. For example. etc. Starting Hero Points still include the dangers of extreme height. and these points may be used 3 by any Grade. Below are four different or Defensive Rating. If Hero Points are used to increase a Weapon Strength is climbing or flying. SPEED is always rounded up and 2) If movement penalties are applied (such as -1” movement) then a model’s Hero Points and Combat movement will never be reduced below 1”. and the last Lion Guard is on are encouraged to come up with their own terrain effects for Level 0 or the Ground Level. he could state that the path is for each Grade 3 and Grade 2 model in their group. etc. used by any model in the player’s group. Additional Hero Points may be given for other factors or Special Abilities as well. the points must be added before wound levels and their approximate height. 1. 2. For each Hero Point expended. Players do not have to location is rolled. Players can use Hero Points from one model to access Level 4 = above 12” the Special Ability of another unless inicated otherwise. of terrain. they will get 15 Hero Points. or add 1” to a Jump or Move action the start of the game. simply assign the same action. a player can add 1” to the movement. is by Levels. their starting SPEED will start to decrease. 2. and 1. 0 Terrain Effects With so many different types of terrain and each player Phaecia is on Level 3. The list below gives an example of relative heights. one Lion Guard is on Level 2 (he is about halfway modifying the difficulty of terrain in their own way.) and reveal them game. As the model takes wounds to the Legs location. if a player has models with Grades of 3. not just the Grades 2 and 3 models. Level 0 = Ground level Hero Points and Special Abilities Level 1 = 1” to 4” There are some Special Abilities (see Special Abilities page 65) Level 2 = above 4” to 8” that require the use of a Hero Point in order to access the Level 3 = above 8” to 12” ability. All terrain effects should be announced prior to range of their weapon.

it does not change Levels and it travels no more than half (rounded up) its Maximum SPEED. If the model is still in the air. No game can model every possible action that a player may This will prevent players from having to hold their models in want to take with a model due to the nature of a fantasy the air to take measurements. 9 . If there item that allows them. it moves half its SPEED stat in the attempts to regain control of the descent. or rolling under tables. pass a DODGE test or be placed Prone. These model can hover (minimum SPEED 0”). regardless cliff would be Level 4. Climbing Level 1 = WS 3. If the test Levels. but no more than 6”. or Close (sword fighting. move. they are considered to have slipped Level 4 = WS 10. else the model drops three Levels (see Falling below). whereas running two Levels. then he would suffer a WS 8 hit to two locations. A flying model that hits the ground due to a failed test must or a thrown spear or knife). he would still suffer wounds as though he wings. and land in the same turn if Level or more. then the model can are all examples of improvised movements. one location It takes a model two actions to climb up each Level. The model must also and bludgeoning with heavy objects). brawling. movement. fell three levels. or they have was a ledge at Level 2. the model moves its SPEED. A model must move its minimum SPEED value or other than on foot. Swinging on a tapestry. therefore some rules need to be laid out for “improvised movement. the pass Level 0 and the chasm Level 4. Improvised movement requires a BRAWN or DODGE Stat Test. a model must pass a DODGE test Level 3 = WS 8. one location each Level above Level 1. A model can attempt to change their height by instance. Broadsword Adventures: Savage Tales of Fantasy If players are using both high objects and deep objects. The appropriate to the Level they started the turn at. but is considered Prone at the end of this movement. Any model that falls from the top of the cliff into the chasm. Models that fall do so straight down and do not get horizontal would take the equivalent of two Level 4 falls. direction it would have traveled. two locations and fallen and will take the appropriate Falling damage (see below). for movement. such as by—sliding down a banister. bows and crossbows. game. it must pass a DODGE is passed. depending on whether the movement relies primarily A flying model can change one Level with no loss in horizontal on the model’s arms or legs. but must pass a DODGE test or else fall three across a clothesline would require a DODGE test.” Movement with Flyers Each flying model has a minimum and maximum SPEED Sometimes a player may want to move a model in some way value. of whether their fall is interrupted by an intervening object. If they fail. If the swinging on a tapestry or rope. a spell that simulates it. For Level 2 = WS 6. choose to remain stationary or move any distance up to its Maximum SPEED. All measurements are made from the Ground Level with Improvised Movement appropriate modifiers added for the Flying model’s height. then count Levels in both directions. test at the beginning of its next turn or lose its action as it If the model fails the test. the model takes Falling damage. two locations before moving. take damage per the Falling rules below. COMBAT Combat is either Ranged (use of slings. Example: If Volmak the Nimble is scaling a tower wall to reach Flight the great Jewel of Mök and he slips and falls just as he reaches Models can choose to fly as their action if they have an Level 3. If this would result in a fall of 1 A model can take off. for Falling example a mountain pass with a steep cliff on one side and a Models that fall and hit a solid object will take damage drop off on another. should require a BRAWN test.

-. -. Pikes can attack through the bases of friendly models of the same size. -. -. chair legs. -. -. Pike 2-3” -1 BW+2 -. -. -. 12” +1 5 22” +1 5 34” 0 4 Special Rules: Requires two hands to use. Cannot use shield or wield a second weapon. If successful. This includes heavy logs. Crossbow. -. -. -. represents a range band: Close Combat. Short -. -. -. then the defender must fail a BRAWN stat test. -. -. 12” +1 4 20” +1 4 26” -1 4 Special Rules: Requires two hands to use. -. -. -. -. Polearm 2” -1/0 BW+3 -. disarm. -. -- Special Rules: A pike can only be used if the target is between 2 to 3 inches away. -. -- Special Rules: The player using the whip must declare entangle. Short. 10 . 2” 0 3 -. Medium. -- Special Rules: Requires two hands to use. Model cannot Move and Fire with this weapon. Long -. -. -. Cannot use shield or wield a second weapon. -. or wound. the polearm-armed model has a -1 penalty. -. etc. the defending model is considered prone. -. -. -. -. -. If a model is in base contact with a polearm- wielding model. the attacker must first score a hit in combat. -. -- Special Rules: Javelins and spears can be thrown up to a short distance. -. -. Cannot use shield or wield a second weapon. -. -. -. -. In order to entangle. the Bullwhip has dashes under the Close Table I: Weapon Chart Weapon Close Combat Short Medium Long Range TH WS Range TH WS Range TH WS Range TH WS Fist 0” 0 BW -. -- Special Rules: None Improvised 1” 0 BW+1 3” -2 BW -. -. These can also be thrown for a short distance. -. -. -. -. fireplace pokers. -. Sling -. -. Javelin/Spear 2” 0 BW+2 BW+4 -1 BW+1 -. -. -. Light -. -. If a weapon The Weapon Chart below is broken down into four major has a dash in any of the columns. -. -. -. Bullwhip -. -- Special Rules: None Bow. In order to disarm the attacker must first score a hit. Crossbow. -. -. A model equipped with this cannot use a shield or wield a second weapon. -- Special Rules: Polearms require two hands to use. -. then the defender must fail a DODGE stat test. If the target is closer than 2”. -. TH. These weapons also work best outside base to base contact. -. Club 1” +1 BW+2 -. -. -- Special Rules: An improvised weapon is anything heavy that can be used in close combat. Cannot use shield or wield a second weapon. A model with a polearm can use a shield but cannot wield a second weapon. -.Broadsword Adventures: Savage Tales of Fantasy The Weapon Chart statistics for each weapon: Range. Cannot use shield or wield a second weapon. -. -. -- Special Rules: None 2-Handed Blade 1” -1 BW+4 -. the pike cannot be used. -. there is no penalty. This weapon requires two hands to use. and Long. If the models are not in base contact. -- Special Rules: None Long Blade 1” +2 BW+2 -. Each of these columns is in turn split into three For example. 14” +1 6 24” +1 6 38” 0 6 Special Rules: Requires two hands to use. -. the defending model has dropped whatever it is carrying. -. -. -. -. Bow. This weapon requires one full action spent reloading between shots. and WS. it means it cannot be used columns (separated by a dark rule line). -. -. -. 10” +1 4 16” +1 4 24” -1 3 Special Rules: Requires two hands to use. -. Each column at that range. -- Special Rules: None Short Blade 0” +1 BW+1 BW+2 0 BW+1 -. If successful. -. Heavy -. -. 6” +1 4 10” 0 3 -.

may be thrown by the model using them. if the Lion Guard on Level 2 if he made a Ranged number is a +. etc. then it is easier to hit at that range. not the intended distance. The are harder to hit in ranged combat. Javelins. along with any than 6” but less than 9” is –1 to be hit. but still gains the -2 to be hit for being obscured. A Wait action that interrupts adds his DODGE stat along with any bonuses or penalties. She would not receive The second column is TH—your “To Hit” bonus. it is considered to be in the shadow of terrain and is –2 to be hit by ranged attacks. Lion Guard B Heftig is firing his sling at the Lion Guard. Cover least 9” but less than 12”. the model no longer has access to it unless it is recovered. except the head.). and at Long Range is -1. Phaecia is on Level 3. If the model is in base contact with the terrain. Lion Guard B is not in base contact.any bonuses + d10 result) against Thrown Weapons (Defender’s DODGE stat +/. determine wounds. Broadsword Adventures: Savage Tales of Fantasy Combat heading. A Short Bow at Short Range is +1 to not more than 1 level 2 hit. but must make a GUTS check as if he were (see Panic page 17). WS is Weapon Strength. This means that when a model gets into Height Differences base contact with a model using a bullwhip. Heftig Cover Lion Guard A If the defending model is obscured by terrain. meaning any target outside of Close Combat and up to and including 10” would be at Short Range. the defender is not hit. A model that moves more attacker rolls a d10 and adds his BOW stat. if it is a -. A short more than 2 levels higher receive an additional –1 to be hit. Lion Guard A is in base contact with the rocks so he gains +2 DR as well as -2 to be hit. Add or a cover bonus from the 3 subtract the shown number to your chance to hit. If the weapon is thrown. 11 . then the shot is a miss. If a model moves at bonuses or penalties he may have (such as TH bonuses. Some weapons. If a model moves or Movement Modifiers. and Spears. the whip can no Models more than 1 level above their opponent are considered longer be used. The higher the Weapon Strength the 0 easier it is to wound and the greater chance for multiple wounds (see Combat Results page 16).any bonuses + d10 result). from the previous range band up to bonus since the pole would provide no real cover). obscured by terrain (as long as such terrain can obscure the shot—a model standing on a wooden pole would not get the Range is the distance. If the attacker rolls higher. then it also receives a Defensive Rating bonus—for ranged attacks only—of +2 to all body locations. This is the strength of the Lion Guard on Level weapon and is compared to a model’s Defensive Rating to 0 as she is more than 2 Levels above him. Models and including the shown number for that range band. such as Short Blades. it is –2 to be hit. If the defender rolls higher. bow has a short range of 10”. (Attacker’s BOW stat +/. below her. a Move action always measures the distance covered. Target Movement Modifiers Ranged Combat Models that move more than 6” in the turn they are shot at Ranged combat is resolved on an opposed die roll. She would be at -3 to be hit by the Finally. If the result is a tie. The defender rolls a d10 and 12” or more it is –3 to be hit. a hit is scored (see Combat Results page 16). Combat attack as he is then it is more difficult.

A model that is able to push a defender back.Broadsword Adventures: Savage Tales of Fantasy Models may take duplicate versions of these weapons so that Charging one can be thrown and the other used for Close Combat. the two models make test. Move a counter-charging model 2” with any bonuses or penalties he might have. the defender is not hit. a hit is scored (see Combat Results If an attacking model ties or wins in Close Combat. the City Guard will be an opposed BRAWN roll. If the model attempting to leave able to strike at him before he attacks. together model has moved. An attacking model with a Long Blade has a Range of 1”. The counter-charging model receives the charge bonus. so it does not need to be in base contact in 1” order to attack. and adds his BLADE stat. then it does not receive the charge bonus.any bonuses + d10 result) against counter-charged. and then the charging model is moved into base contact. Goran survives the attack and wishes to strike the guardsman on his activation. then it shoves off its opponent add his BLADE stat or weapon To Hit bonus to his roll. Ties are awarded to the model trying to prevent the Breaking Off. If the attacker did not move 2” before being (Attacker’s BLADE stat +/. Because his Breaking off from Close Combat long blade only has a range of 1” and the spear has a range of 2”. (Defender’s BLADE stat +/. If the defender rolls higher. the defending model back 1” for every 2 points its BRAWN If the result is a tie. and can move its full SPEED. The defending model GUTS check as if he were (see Panic below). A withdrawing model moves up to its SPEED Attacker rolls a d10. If a model has been attacked by a model at a range that is Lion Guard longer than the reach of its weapon and wishes to attack 1” Goran back on its activation it must first pass a BLADE stat test to move in closer. A model must begin at least 2” from duplicates. is attacked by a City Guard wielding a spear from 2” away. Close Combat weapons have a not count as a charge and no attack is made). towards the attacker. Some weapons have a longer reach. If he fails the away from their opponent. A Range of 0” means the model must be in base contact with the opposing model to use it. its opponent in order to receive the +2 bonus. it can still move closer to attack but will be subject to a free attack by its opponent. Range in inches.any bonuses + d10 result) Pushback If the attacker rolls higher. Models in Close Combat with an enemy can attempt to break he must first pass a BLADE test to close the distance. This is compared with the after the charge has been declared but before the charging Defender’s d10 roll. or counter-charge or they will lose their Close Combat is resolved on an opposed die roll. If the model loses the roll. A charging model receives a +2 bonus to hit and to Weapon but the equivalent amount of points must be spent on the Strength when it charges. can then Range move back into Close Combat if the player chooses (this does In the Weapon Chart above. together with directly away from the enemy model. This movement is done any bonuses or penalties that apply. then the two remain locked in close. it can force below). Waiting models must withdraw from combat. To do this. plus the Defender’s BLADE stat. Goran will not be able to Close Combat scores higher. The Wait status. but must make a exceeds the defending model’s BRAWN. Example: Goran. If the model fails the BLADE test. Missle Fire (before the charging Close Combat model reaches them). The model that is the subject of the free attack gets 1” no BLADE or weapon bonuses for this roll. then the shot is a miss. but still chooses to close the distance. wielding a long blade. 12 . is moved in any direction in the attacking model’s 180° front facing.

each of the model. If the model is a -2 penalty to his roll. the opposing model can make a single Close Combat attack at an additional +2 Weapon Strength. and the opponent. But. The last model attempting to attack is made when using a Fighting Withdrawal. however. unless the model. On his activation. Broadsword Adventures: Savage Tales of Fantasy A model that breaks off from Close Combat may not use its able to make multiple Close Combat attacks. because Grimmor is making a Fighting Withdrawal. a model can one opponent. No remains in the Close Combat. Flee A player can choose to simply move from Close Combat without making an opposed BRAWN roll. Guard currently only has a SPEED of 1” and would normally not be able to move that distance. Example: Grimmor the Heartless (SPEED 5) is out in the open Example: Volmak and Rodak are in Close Combat with Lord and engaged in Close Combat with a wounded City Guard Graudürn. its subsequent Close Combat outcome is resolved before the next attack is made. but the attacker receives model is capable of making multiple attacks. Close Combat with Multiple Opponents Disarm A model can be engaged in Close Combat with more than Rather than simply wounding their opponent. Fighting Withdrawal To make a Fighting Withdrawal. into a more defendable position. Rodak may leave the Close Combat and move normally. Combat proceeds as normal. If a single model is in Close Combat with multiple opponents it receives a -1 penalty to its BRAWN test for each opposing If multiple models are attacking a single model. then a model may break off from combat without opposing model is moved back into base-to-base contact even penalties or checks. provided at least one friendly model if the movement would exceed the model’s SPEED score. The fleeing model does not get its BLADE or Weapon TH bonuses added to its die roll. If a player utilizes this option. Rodak’s player declares that his model is breaking off (SPEED 1). attackers gains a +1 bonus to their attack roll. the model moves half its Withdrawal and Multiple Friendly Combatants SPEED rounded down (minimum of 1”) in any direction If multiple models are in Close Combat with the same that does not take it through an enemy model’s base. break off from combat must test as normal. If the defending model is hit. a model facing multiple declare that they are attempting to Disarm the opposing opponents can attack only one of them at a time. each attack and movement to charge into a new combat. He would be able to move 2”. A model that flees from Close Combat may not use its movement to charge into a new combat. then the 13 . he would have to Withdrawal. He sees more guards approaching and wishes to get combat. the City make a BRAWN check or Flee. the City Guard can move that far. He chooses to use a Fighting If Volmak wanted to break off combat later.

This move keeps the now wounded guard in combat and prevents additional models from ganging up on Goran. or Turnabout) when he rules for Yield below). The defending player moves the attacking model 1” in any direction in the attacking model’s 180° rear facing. which can be useful if the attacker is in danger of being forced into a bad situation. The model then subtracts points from their BLADE score and adds them to their Weapon Strength. 14 . or draw them toward a more advantageous position. some models will be listed away from support or objectives. The Lion Guard must in Close Combat. or the defender is standing in the way of an objective. -Killing Stroke Goran is in Close Combat with a Lion Guard. it is disarmed. Example: Drawback -Pushback This is the same as Pushback from the previous page except that a Weapon Trained model does not need to have its BRAWN 2 points higher in order to Move a model 1”. A Lion Guard he is fighting. player that chooses Killing Stroke must declare this before the attack. or they may choose Killing Stroke. but also attacking player moves his model 1” in any direction in that to force them back. Close Combat Outcomes—Attacker wins by 5+ The attacking player can choose one from the following A model that has been disarmed can be asked to Yield (see outcomes (Pushback. they put all from the hallway to his right. This is different from by spending an ability point (see Character Creation page a Fighting Withdrawal as the attacker can also wound the defender. learning to not only wound their opponent. he chooses to Draw Back after winning against the finesse and simply trying to cleave through their opponent. The defending model is then moved combat. wins the opposed Close Combat roll by 5 or more. Lion Guard Goran Close Combat Outcome —Defender wins by 5+ -Repulse The attacker is beaten back by the defender with Weapon Trained. This is useful for drawing enemies Under the Character Archetypes. 1” Lion Guard -Turnabout Goran The attacker and defender trade places. switch places with them in the heat of model’s 180° rear facing. follow back into base contact. along with any wound passes. it is assumed to have recovered its weapon by snatching they may cause. The models are no longer considered Goran moves back 1” to the entrance behind him. In order to prevent multiple opponents their strength into one final blow. 20). who stands his ground. Weapon Trained -Draw Back Certain archetypes have trained in Close Combat for many The attacker tricks the defender into following up. back into close combat. Models that have this designation can choose to use the If the defender fails this test. If the defender following outcomes in Close Combat. A model can subtract as many points from their BLADE as they currently have. The years. Draw Back. or into a choke point where as Weapon Trained. The defending model does not suffer any damage regardless of outcome.Broadsword Adventures: Savage Tales of Fantasy defender takes a BLADE Stat Test (there is no armor save). but the BLADE score cannot be reduced below 1. it from the air or off the ground. others may become Weapon Trained the attacker can avoid being mobbed. More guards approach When a model chooses to make a Killing Stroke. The character is forgoing ganging up on him.

activation as a result. If the model is successful. there might be times in the game when a model wants to throw a tankard or kick a bench at an Their positions are now reversed. he can push the model into the gaping hole. if a model on the Ground A player can combine an Improvised Attack with a Move (at shoots at a model flying at Level 2. For instance. If unsuccessful. If Goran can then force the Lion Guard opponent. with the Level. Goran A flyer may charge any other flyer within one Level. or simply back with his next attack. Flying models are -1 to be hit for every two Levels they are above their attacker. as the object is at least Level 2 in height. pull the rug out from under his feet. “Look behind you!” A model can do any or all of these by making an improvised attack. the improvised attack is unsuccessful and nothing happens. then it falls per the Movement with Flyers rules above. want to pull the rug out from under an enemy. if you damage from the fall. “What’s Models flying at Levels 1 or 2 can use scenery for cover as long that?” you would both use the BRAINS stat. If the defender’s roll is higher. it must win a comparative BRAWN test each turn in order to Lion Guard maintain a grip on the flyer. the defender misses his next as the object is at least Level 4 in height. This represents their lack of sustained flying abilities. Close Combat and Flying Flyers that charge a model on the ground are no longer considered in flight (unless they have a special ability that allows them to make attacks against ground targets and Lion Guard remain in the air). If the same flying model was at Level 4. Broadsword Adventures: Savage Tales of Fantasy Example: Turnabout penalty. but to confuse an enemy by yelling. For example. Each player then rolls a d10 and adds the appropriate stat. Models flying at Levels 3 or 4 can use scenery for cover as long If the attacker’s total is higher. 15 . you would use the BRAWN stat while your opponent would use his Ranged Combat and Flying DODGE stat. determine what stat you and your must pass a DODGE test or be placed Prone as well as taking opponent will use in an opposed roll. A model attempting to leap onto a flying model must beat the flyer in a comparative DODGE test. they are basically hanging on to the flyer or trying to strike as they pass by. or rise from Prone. it would receive a -1 half the model’s SPEED). confuse him by shouting. Then. COMBAT AND FLYING Models wounded while in flight automatically drop one First declare what the attack is going to be. the model falls Goran and takes the appropriate falling damage for that level. receive Guard at the edge of the pit. IMPROVISING AN ATTACK Like Improvised Movement. Characters able to charge flyers by leaping off higher objects or When he wins combat. he chooses Turnabout in order to put the Lion who have an ability that allows them to reach the flyer. If the attacking model does not move its minimum distance. -2 to their attack. the modifier would be -2. then it consensus of other players. Goran is being driven back toward a bottomless pit by a Lion Guard. If the model is at Level 1 when it is wounded.

Lothor attacks and rolls a 7 +1 (his attack is three or more times the Defensive Rating. as his BRAWN is not higher. in turn. even if the wound would normally cross off multiple boxes. On his next activation he can move 2” (half his SPEED) and then COMBAT RESULTS toss Lothor 3”. then three BLADE score rounded down) for a total of 8. It then chooses the higher result and discards the other (though which die represents the shield If a model has a BRAWN that is at least 2 higher than its should be stated before the dice are rolled. In addition to being moved. If the result is equal to or more than 10. rounded than the Weapon Strength. 6 + 0 (his BLADE score reduced to 0 for holding Lothor off the ground) for a total score of 6. Damage from Combat Models that are held off the ground can attempt to break free When a model is hit in combat. If adds the difference between Defensive Rating and Weapon the attacker wounds an opponent and the opponent fails a Strength to the roll. If an Failure below). A model thrown 4” would suffer (through a window or over a railing. Roderick rolls a boxes are crossed off.Broadsword Adventures: Savage Tales of Fantasy Thrown Models A Thrown model takes a hit to a random location at WS1 for A player may want to have a model throw an opponent’s model each 2” the model is thrown. the damage is not transferred to the Prone. on its next action and then throw ability. differentiation between a small wooden shield and a large metal shield. If the Weapon Strength of the 3) held over his head. the rolls 2 d10 whenever it is attacked (either Close Combat thrown model is placed Prone. rounded down. GUTS 6) has Lothor (BLADE two boxes are crossed off. as it does not have location is compared with the Weapon Strength (WS) of the leverage to use its full strength. determine the location. Location. could not throw Roderick at Shields are slightly different than armor. Lothor the Rat has a BRAWN of 3. Only models that a WS2 hit. A model with a shield all. have a higher BRAWN than their opponent. where he is placed to the Torso. see The Dismal opponent it can lift the opposing model off the ground. The model does not roll the second die if it attacker lifts a model off the ground it can move up to half is the one attacking. etc. unless specified otherwise by a special its SPEED. GUTS check. Roderick could throw Lothor 3” (1” + (5-3)”). If the Weapon Strength equals or exceeds the Defensive Rating. any additional hits to that location are transferred 8) dropping the hapless Lothor to the ground. or have a special ability that allows it. Lothor wins and wounds Roderick. the defender archetype will show whether it has access to armor. If successful. a model thrown 8” would suffer a WS4 hit. but its opponent will have a BLADE score of 0. one box is crossed off in that location on A held model can also attack the model holding it. instead of doing damage. Once all boxes have been crossed off either the Arms or Legs Roderick rolls a 2 for his GUTS check and fails (2 + GUTS 6 = location. then Example: Roderick (BLADE 4. A model that has Head +2 DR could be considered to have a helmet. If the Weapon Strength is twice the Defensive Rating. the model is released and placed prone on the then the damage is prevented. Lothor. The the defender’s model sheet. natural armor plating. the defender rolls a d10 and down. However. the attacker rolls a d10 to by making a comparative BRAWN test with their opponent. or simply a thick Example: Roderick the Blacksmith has a BRAWN of 5 and skull. the attack. can throw an opposing model. In order Armor and Shields to throw a model. etc). or Ranged Combat). Each attack. The Defensive Rating (DR) of that but the held model will have -1 modifier. the player makes a normal Close Combat Armor is handled abstractly in Broadsword Adventures. All shields will be treated the same and there is no the opposing model. Example: Roderick (SPEED 4) lifts Lothor off the ground. If the Defensive Rating is higher attacker’s BLADE score will be reduced by half. ground. 16 . which is moved back 1” + the difference in BRAWN between the is listed as +X DR (Defensive Rating) to a specific Wound models. Torso if at least one box is available to cross off in an Arm or Leg location.

it can no longer be asked to Yield of panic described below. The then it will attempt to flee the board if it fails subsequent Critical Hit has an additional +2 Weapon Strength for that GUTS tests due to wounds. or whose BRAWN stat -1 would equal 0. the model must pass a GUTS stat test or broken. Models can try to regain consciousness by yield or die. This is Close Combat and a BOW test if they are making a ranged repeated each turn until the model either leaves the board or attack. the model being asked to Yield takes GUTS stat test. the Each time a model is wounded in combat it must take a model may act normally. it must still Flee. the model Unconscious. If the model fails then it loses a point of If a player rolls a natural 10 on the d10 when attacking WILLPOWER. Once a model has no WILLPOWER left. If the model fails. it must be of equal or consciousness. score would now be 2. If it passes. lost all the boxes regained consciousness. The Model would now boxes would be crossed off (WS8 is 2X the DR4). then the hit is considered a Critical Hit. rolling a d10 and adding their last unmarked BRAWN stat -1. the If the same model was hit with a second attack of WS8. If the model is in Close Combat. then they suffer the effects a GUTS test. In order for it can spend a WILLPOWER point to immediately regain a model to demand a defender Yield. If a model is defending in Close Combat with a shield rallies itself. this). but can take advantage of If a model rolls a natural 1 on a d10 when attacking. and it must be within 3” of the model it wants to have Yield. 17 . another model. or the weapon they are using has its next activation. At the beginning of pass a BLADE or BOW test. Broadsword Adventures: Savage Tales of Fantasy Example: Damage If the above model was hit in the Arms location with a WS5 attack. it must have at least a WS4 attack. higher Grade level. At that point. Models make a BLADE test if they are attacking in continue fleeing for the remainder of that turn also. making it subject to a free strike from its opponent. This means that for its next attack only. or suffer the effects of a poison are rendered There comes a time when even the bravest and strongest must unconscious. an attacking model can demand it Yield. This model’s BLADE have a BLADE 3. or has only one box left in its Head BRAWN score. It must use its full SPEED The Dismal Failure in the direction of the entry zone. then they must pass a BLADE test or the shield has been shattered. If the total is equal to or more than 10 the model has If a model has been disarmed in combat. Further hits to that location will again render model must spend an action to bind the vanquished model. The model that has Yielded remains on the board but can take no actions unless a friendly model moves into base contact Panic with it and spends an action to release it. it has surrendered to its opponent and the victorious consciousness. If a model fails the test. Once Models that regain consciousness must take an immediate these conditions are met. If it the model Unconscious is used as the current stat on regaining fails. Unconscious Some models that lose their last box in either the Head or Yield Torso region. available action the model must move towards its entry zone (or a predetermined exit point). The final marked box that rendered as the character has determined to continue on or Flee. and they roll a 1 on their shield die. The Critical Hit GUTS stat test. it must cover to cower or avoid being shot at. two additional player would cross off one box on that location. are and Torso location (except Grade 1 models as they start with considered to have a BRAWN of 1. Models that do not have an unmarked in its Arms location.

the spell they would add the 3 to the result. etc. the difference is 3. so the more it must be cast using an Incrementing Test. any of these actions. or on their Magic in Broadsword Adventures is challenging to cast and next activation roll again. then the is simply lost. the spell is cast. If a model is interrupted while attempting to prepare. This movement can take place before or after the action. If the total is still less than 10. The model would need to spend a point of WILLPOWER to prepare it or it would have to wait a turn so that it could add Arcana is separated into two groups: Spells. If a model is wounded while holding a spell. suffer the effects. When the player rolls the d10. If it is 10 or higher. If a model that is holding or higher. If the model fails. The more difficult a spell. If a model has the player rolls less than 10. which have +2 to the roll. can perform no other action during the turn in which any of these actions are performed. This stat Casting the Spell is also used for maintaining the effects of a Once the spell has been successfully prepared. A caster that is player rolls a d10 and adds the difference between the Spell holding a spell can take no other action except to move up to Difficulty and the model’s BRAINS score. the Holding a spell harder it will be to prepare. the difference would be -1. a player can choose not immediately take effect. then record the sum of the first two numbers and Spells and actions add it to successive rolls. to cast can take no other actions while the and Dispelling are all actions. points that are spent. A player can spend a WILLPOWER Point to automatically cast the spell. Holding.Broadsword Adventures: Savage Tales of Fantasy If a model fails to prepare a spell. but it is also similar to Hero Points in that it can be spent to boost Magic tests. but when successful. then it gets no save score and on the next activation rolls again. The priests and sorcerers that delve in Example: If a model had a BRAINS of 2 (due to wounds. against spells that require a WILLPOWER This roll is added to the result of the previous test and immediately suffer the maximum roll. the spell is effect of the spell. model must take a WILLPOWER test. Maintaining. caster as the center point and all models. spell or resisting some spells. a spell is attacked. the player rolls a it will be to keep a spell in effect or resist d10 and if a 10 is rolled. the BRAINS of 6. the spell must be started over. A spellcaster can The first Incrementing Test is rolled on the same turn the spell Move up to half its SPEED (minimum 1”) while performing is successfully prepared. If the result is 10 half of its SPEED (minimum 1”). the to hold the spell for a more opportune time. A model attempting Preparing. a spell does Once an Incrementing Test has succeeded. the spell is prepared. If successful. A spellcaster Incrementing test is in progress.) the magical arts spend all their time plumbing its depths and and the difficulty of the spell was 3. he records the no WILLPOWER left. including the caster. Casting. cast. it does not get its BLADE or weapon TH bonuses added to its d10 roll unless it gives up the spell to Example: If the Spell has a difficulty of 3 and the model has a defend itself. If one cast by an opponent. and Artifacts which are items that are imbued with some magical ability. difficulty ratings and must be prepared and cast. it The WILLPOWER stat resembles a normal stat like BRAINS is interrupted and must begin again. have very little time for anything else. It is referred to as Arcana. the more difficult In an Incrementing Test. And once prepared. Preparing the Spell Each spell has a Difficulty. difficult to control. 18 . if a model fails its first WILLPOWER attempt and is struck in combat before it can activate again. but add +2 to the roll. it is very powerful. if the total is 10 or higher. they can spend a Arcana WILLPOWER point to automatically prepare it. In order to prepare a spell. the spell goes off with the spell is prepared. For example.

If a model with Arcane Studies is within WILLPOWER points. The model that loses. 19 . pass a WILLPOWER or BRAINS test for most items in order to use them. If the model attempting their effects are permanant (the Healing Balm does not wear to dispel scores higher. In order to dispel. These Artifacts cannot be purchased. and the difficulty rating of the spell. it can spend an action for Test of Wills. presented in the Character Archetypes section has access to cease immediately. then it must immediately Both models roll a d10 and add their current WILLPOWER pass a BRAWN test or lose another point of WILLPOWER. they must pass thing they are taught by their masters is how to test the will a WILLPOWER Stat Test. adds WILPOWER Artifacts cannot be dispelled and unless otherwise stated. Dispelling Any model with the Special Ability Arcane Studies can attempt Artifacts do not have a difficulty rating and their effects are to dispel another caster’s spell. If the model has been spending of their opponent. if players are A player cannot spend WILLPOWER points to automatically taking part in a campaign. new Artifacts may be introduced in the scenarios. except for any physical damage caused. total. the player rolls a d10 and adds the model’s WILLPOWER. If the model 6” of another model. though there are some that may require this. An Artifact refers to any item of magical ability. but a few can be taken by other archetypes. this stat will be lower. fails the WILLPOWER Stat Test. however. artifacts to stay with the character from one game to the next. loses a point of WILLPOWER. any character to a death-dealing staff of untold power. A player can spend a WILLPOWER Point to automatically maintain a spell (this must be declared before the Artifacts WILLPOWER Stat Test). Broadsword Adventures: Savage Tales of Fantasy Maintaining a Spell Test of Wills A spell remains in effect until the next time the casting model Any succesful sorcerer able must possess a strong will. groups. the spell’s effects cease immediately. it receives In addition to the Artifacts presented under the specific +2 to the die roll. This can range from a simple Healing Balm that will cure wounds to a Models can choose to end spells before they activate. The first activates. Spellcasters also add their Grade level. Each group effects of the spell. but cannot dispel the effects of immediate unless indicated otherwise. If a player wishes to maintain a spell. His opponent rolls a d10. some Artifacts. Model’s do not need to an Artifact. off after a certain time). Most are reserved for the spell casters and their apprentices. the gamemaster may allow these dispel or to prevent a model from dispelling. If it is two Grades higher it receives +3. If a model is one Grade higher than its opponent.

destroying all who stood before them. they invariably turn to squabbling amongst themselves. when the gods of Tauren still walked continued to push. other gods. they resort to taking what they can tents to see the gleaming mail of the Ibyssian ranks lined up from the villages and towns around them or unwary travelers on the hill above them. Meanwhile. fortified cities and standing armies were unheard of and the Blood flowed from high mountain temples like the melting small towns and farming villages were no match for a large snows. the Lion Guard Thousands of years ago. greedy and bloodthirsty than their people. When enough prisoners could organized force. And the leaders. Blame was the mountains. He gave them the strength to fight routes. the elite Lion Guard. While they were once men. the Ungeheuer beseeched Mök to help them. that fell victim to the dark whispers of Mök. then. they found themselves fighting on all fronts. stiffened their ranks. raids by rival groups weakened the Ungeheuer. Ungeheuer fell in waves on the well-disciplined shield wall of the Lion Guard. Marching out from the Over the millenia the Ungeheuer have grown even more city of Ibyssia. but never again could they not occur. the Ungeheuer began to feud amongst back. Disorganized. In people had grown accustomed to. there was a tribe that lived in the shadows of the enemies fell from the cliff’s edge to the rocks below. Mök around major communities and forts at important trade answered their prayers. Even as they entered the camp. not be taken to satisfy him. invariably. they were even pushed out The people began clamoring for war. over the water and surrounding lands to hide the approach of until finally blood is shed and their number is reduced. the Ungeheuer emerged from their what they need to survive. particularly wealthy target. The far-flung towns banded together and built walls When the Ungeheuer were near collapse as a people. but in the process he twisted their minds and bodies. The Ibyssians wavered. If more than that number gather in one Dividing Sea. In some places. the Ungeheuer began sacrificing their own kin. They stormed down from the mountains killing and In desperation.Broadsword Adventures: Savage Tales of Fantasy Rescue from the Ungeheuer At first the going was slow. It took years for the people of Tauren to unite against this threat. All the land they grabbed in seven years was nearly gone within two years. They stopped only when the last of their among men. they were casting out the priests of the After this defeat. Early and total victories were replaced by long. were eager to oblige. Mök demanded more. the that stray too close to their lairs. 20 . but with each step the Ungeheuer Introduction gave more. over other men. the army. The Priests of Tehy brought forth terrible storms place. their great size and strength could hold back passed from one leader to the next. Soon. more of the foothills that had been thier ancestral homes. The easy pickings that the incapable of thoughts greater than their own base instincts.000 hardened veterans. Seven years after the first attacks began. a party will be formed to track them down and elminate them. Since they have no society and little to no skills in acquiring When the clouds cleared. they were now brutish giants drawn out battles and sieges. This was a time when Their priests sacrificed all the slaves that they still retained. Though open warfare did the advance of the men of Tauren. called the Ungeheuer. the free people of Tauren launched their first offensive. disappeared. venture forth to the plains below where the great numbers of men could overwhelm them. but still brutal. fractured. They believed his lies of their superiority This was the beginning of the end of the Ungeheuer threat. themselves. mountains. If they linger too long in one area or if they strike at a then began pushing their foes back. They exist almost solely in the mountains in small struck a larger force of Ungeheuer on a cliff over-looking the bands of two or three. 2.

Bipedal Creatures if players wish to replace them with creatures of their own. Encounter Markers This scenario uses nine Encounter Markers. If you are not using specific Encounter Cards. Landowner’s Daughter: If this marker is found in any hallway. It will take two actions to cut the ropes by any model in base contact with her or one action by each of two models in base contact with her. As this is not an all Civilized Peoples party. Battered Shield: Tossed in amongst a pile of refuse is a battered but useable shield. However. With their purses much lighter than they would like. It will have numerous side rooms and alcoves. Kurze (Grade 2 Civiled Peoples Captain of the Guard). as well as two Grade 1 City Guard. She will not fight nor take any other action as she is far too terrified to take any direction. There should be one large room at the back of the cave and a single entrance on the opposite side of the board from the large room. There should also be lots of rubble piles and stalagmites breaking up line of sight within the tunnels and rooms. If Unconscious. She has been knocked unconscious and bound with stout ropes. The village is not a wealthy one so they have not been able to atract the services of many interested parties. No Encounter Marker may be placed closer than 3” from any board edge and no closer than 3” from any other marker. due to its weakened condition. it can use this one. then they can take two Grade 2 models and two Grade 1 models. These should be placed randomly about the board with most located in the rooms and alcoves of the cave. Broadsword Adventures: Savage Tales of Fantasy Scenario and Victory Conditions A pair of Ungeheuer have raided a small farming community and taken the daughter of a prominent landowner. They will also get 10 Heroic Experience points with which to add upgrades to their models. even if that would place her near another Encounter Marker. you can assign each of the events below to a card from a standard playing card deck. The Ungeheuer are Large. The Ungeheuer begin the game in the large room at the back of the cave. The Villains will have two Ungeheuer. Game Board The 24” x 24” game board will represent the cave of the Ungeheuer. 21 . it will shatter on a 1 or 2 instead of just a 1 like a normal shield. The characters will need to locate the landowner’s daughter within the cave of the Ungeheuer and exit the board with her and at least one other model. she can be carried (even by Kurze) at -2 SPEED (minimum of 1” movement). Heftig and Kurze. However. the Heroes do not get Shield Wall. a model in base contact must pass a BRAINS test. two companions of the Black Company mercenaries happend to be passing through when they heard of the town’s plight. To wake her up. If she is awake she will move with any friendly model the player assigns her to. They will have the help of two members of the local town guard. Characters The Heroes will have Heftig (Grade 2 Barbarian Hero). the Landowner’s Daughter should be placed in the closest room or alcove within line of sight of the marker. If a model does not have a shield. If the players with to use their own heroes. The Heroes will begin the game at the board edge that represents the entrance to the cave. they agree to find the Ungeheuer and rescue the captured woman.

the pit is a Level 1 pit. It’s obvious from the cracked bones that he was also a quick meal. This is the same as the Relic of the same name and along with the usual healing properties. It moves at its SPEED score and does not run. The model must pass a DODGE test or suffer a WS4 hit to a random location. Triggering the Alarm: Once the alarm is triggered. They will not attack the Landowner’s Daughter and move past her to attack one of the Heroes. Due to the damp walls. then that result is recorded and at the beginning of the next turn the d10 is rolled again. the skulls come crashing down. 22 . If the sum of the previous result and the new one are 10. you notice a small ceramic jar. From the runes on the outside you can tell that this is a Healing Balm (obviously unused by the last owner). all attempts to climb are at -1 to the DODGE score. They will always attack the closest model and will continue to attack that model until it is dead or Unconscious at which point it will move on to the next closest model. There will be an Incrementing Test at the beginning of the second turn. then the Heroes get 10 Reputation Experience points to spend. the player should roll a d10. If this Encounter is triggered all models within 3” of the marker must pass a DODGE test or fall into the watery pit below. Only equipment can be purchased and no Grade 1 models can be added to the party. A model that triggers this Encounter must pass a BRAINS test to realize the skulls are precariously balanced. players can spend Reputation Experience points before the start. If it is not. Hidden Pit: An underground stream has created a sink hole at this spot. awakening his companion. If the result is 10. It’s either a warning or simply the remains from many meals. This continues until the sum totals 10. If it is being played as a stand-alone scenario. This would count as Triggering the Alarm (see below). All line of sight is limited to just 6” unless the models have an alternative light source.Broadsword Adventures: Savage Tales of Fantasy Medicinal Balm: The remains of the last person to cross the Ungeheuer lie piled up here. then the event is triggered. If they fail. Falling Rocks: The roof in this section of the cave is weak and ready to fall. both Ungeheuer will move to attack. This would count as Triggering the Alarm (see Special Rules below). one of the Ungeheuer moves on the most direct route to the entrance of the cave and then back to the back room. The water breaks the fall and is only a few feet deep so no damage is caused. This would count as Triggering the Alarm (see Special Rules below). Nothing: The last three Encounter Markers are nothing. If any model other than the Landowner’s Daughter is within his line of sight during the move. then the sum is recorded and a d10 is rolled at the beginning of the next turn and its result added to the two previous ones. then the event is triggered. Reputation Experience: If this scenario is being played as part of a campaign. on a 1-5. Once the event is triggered. This would count as Triggering the Alarm (see Special Rules below). Darkened Cave: The Ungeheuer have no problem seeing in the dark so there is no light coming into the cave. If the result is not 10. he will let out a bellow. If this Encounter is triggered. The Incrementing Test involves rolling a d10. Special Rules The Ungeheuer: The Ungeheuer are drowsy having gorged themselves on stolen livestock. Carefully examining the remains. if applied to an Unconscious model will immediately awaken them and allow them to take an immediate action. Cascade of Skulls: A pile of skulls is stacked up here. However. the vibrations have caused a partial collapse of the roof. Even the slightest vibration of a character walking below could trigger it.

-. -. Speed=5 SP=5 SP=4 SP=3 SP=1 1” movement Skills: Weapon Trained. -. Weapon Trained Close Combat Short Medium Long Weapon Range TH WS Range TH WS Range TH WS Range TH WS Fist -. -. -. -. -. -- Short Blade 0” +1 BN+1 BN+2 0 BN+1 -. -. -. -. -. Savvy Close Combat Short Medium Long Weapon Range TH WS Range TH WS Range TH WS Range TH WS Fist 0” 0 BW -. -- Short Blade 0” +1 BN+1 BN+2 0 BN+1 -. -. Speed=5 SP=5 SP=4 SP=2 SP=1 1” movement Skills: Stalwart Defender. -- Sling -. -. -. -. -. -. -. -. Broadsword Adventures Savage Tales of Fantasy Name: Heftig Class: Barbarian Hero (Grade 2) Willpower (3) rrr Location (Die Roll) Base DR Wound Level Head (1) Brain=2 5 BR=2 BR=1 Killed Torso (2-5) Brawn=3 4 BN=4 BN=4 BN=2 Unconscious Guts=7 GT=7 GT=7 GT=6 Arms (6-8) Bow=2 4 BW=2 BW=2 BW=1 BW=1 Attack BD-1 Blade=4 BD=5 BD=4 BD=4 BD=2 Cannot Carry Legs (9-10) Dodge=3 4 DG=4 DG=4 DG=3 DG=2 Crawl Only. -. -. -. -. -. -. -. 6” +1 4 10” 0 3 -. -. -. -. -. -- . -- Long Blade 1” +2 BN+2 -. -. -. -- Broadsword Adventures Savage Tales of Fantasy Name: Kurze Class: Captain of the Guard (Grade 2) Willpower (3) rrr Location (Die Roll) Base DR Wound Level Head (1) Brain=3 5 BR=3 BR=1 Killed Torso (2-5) Brawn=3 5 BN=4 BN=3 BN=2 Unconscious Guts=7 GT=7 GT=6 GT=5 Arms (6-8) Bow=3 3 BW=4 BW=3 BW=3 BW=2 Attack BD-1 Blade=4 BD=4 BD=3 BD=3 BD=1 Cannot Carry Legs (9-10) Dodge=3 3 DG=3 DG=2 DG=2 DG=1 Crawl Only.

-. -. -. -. -. -- Spear 2” 0 BN+2 BN+4 -1 BN+1 . -. 1” movement Speed=5 SP=5 SP=1 Skills: Shield: Roll 2d10 when defending Close Combat Short Medium Long Weapon Range TH WS Range TH WS Range TH WS Range TH WS Fist 0” 0 BN -. -. 1” movement Speed=5 SP=5 SP=1 Skills: Shield: Roll 2d10 when defending Close Combat Short Medium Long Weapon Range TH WS Range TH WS Range TH WS Range TH WS Fist 0” 0 BN -. -. -. -- Spear 2” 0 BN+2 BN+4 -1 BN+1 Broadsword Adventures Savage Tales of Fantasy Name: Class: City Guard (Grade 1) Willpower (2) rr Location (Die Roll) Base DR Wound Level Head (1) Brain=2 3 BR=2 Killed Torso (2-5) Brawn=3 3 BN=3 Killed Guts=5 GT=6 Arms (6-8) Bow=3 3 BW=3 BW=1 Attack BD -1. Cannot Carry Blade=3 BD=3 BD=1 Legs (9-10) Dodge=3 3 DG=3 DG=1 Crawl Only. -. Cannot Carry Blade=3 BD=3 BD=1 Legs (9-10) Dodge=3 3 DG=3 DG=1 Crawl Only. -. -. -. Broadsword Adventures Savage Tales of Fantasy Name: Class: City Guard (Grade 1) Willpower (2) rr Location (Die Roll) Base DR Wound Level Head (1) Brain=2 3 BR=2 Killed Torso (2-5) Brawn=3 3 BN=3 Killed Guts=5 GT=6 Arms (6-8) Bow=3 3 BW=3 BW=1 Attack BD -1. -.

-. -. -- Broadsword Adventures Savage Tales of Fantasy Ungeheuer #2 (Large Biped) Location Base DR Wound Level Head (1) Brains=2 5 BR=2 Killed Torso (2-5) Brawn=6 5 BN=6 BN=5 BN=4 BN=3 Killed Guts=6 GT=6 GT=5 GT=4 GT=3 Arms (6-8) Bow=2 5 BW=2 BW=1 BW=1 BW=1 BW=1 Blade=3 BD=4 BD=4 BD=3 BD=2 BD=1 Legs (9-10) Dodge=3 5 DG=3 DG=2 DG=1 DG=1 DG=1 Speed=6 SP=6 SP=5 SP=4 SP=3 SP=2 Close Combat Short Medium Long Weapon Range TH WS Range TH WS Range TH WS Range TH WS Fist 0” 0 BN -. -. -. -. -. -- Club 1” +1 BN+2 -. -- Club 1” +1 BN+2 -. -. -. -. -- . -. -. -. -. -. -. -. Broadsword Adventures Savage Tales of Fantasy Ungeheuer #1 (Large Biped) Location Base DR Wound Level Head (1) Brains=2 5 BR=2 Killed Torso (2-5) Brawn=6 5 BN=6 BN=5 BN=4 BN=3 Killed Guts=6 GT=6 GT=5 GT=4 GT=3 Arms (6-8) Bow=2 5 BW=2 BW=1 BW=1 BW=1 BW=1 Blade=3 BD=4 BD=4 BD=3 BD=2 BD=1 Legs (9-10) Dodge=3 5 DG=3 DG=2 DG=1 DG=1 DG=1 Speed=6 SP=6 SP=5 SP=4 SP=3 SP=2 Close Combat Short Medium Long Weapon Range TH WS Range TH WS Range TH WS Range TH WS Fist 0” 0 BN -.

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