You are on page 1of 21

Characteristics

In Carnage at Grenzburg, every model has the following characteristics:

Speed (SPD) – The maximum distance in inches that the model may move when taking a move action.
Also, SPD measures the general agility and initiative of the model.

Combat (CMB) – Combat describes the ability of the model to attack in close combat (and the number in
brackets refers to the ranged combat ability of the model, RC).

Defense (DEF) – Describes the ability of the model to defend itself in close combat and from ranged
combat attacks. A model with high defense may be extremely agile or very resilient to opponent’s
attacks or some mixture of both.

Strength (STR) – Strength describes how powerful and devastating the model’s attacks are.

Endurance (END) – Describes the ability of the model to withstand physical pain. It may also be used to
evaluate the model’s resistance to poison and some magic effects.

Will (WIL) – Describes the psychological strength of the model, as well as its willingness to act in
combat.

Primary Attacks (PA) – The maximum number of primary attacks that the model can make per
activation/reaction.

Combat (CMB), Defense (DEF), Strength (STR) and Endurance (END) may never be reduced
below 1. If speed (SPD) is reduced to 0 (it may never be reduced below 0), the model may not move or
react and automatically fails any SPD tests. If will (WIL) is reduced to 0 (it may never be reduced below
0), the model may not activate and automatically fails any WIL tests. Primary attacks (PA) may never be
reduced below 1.

Characteristic Tests

Whenever this ruleset refers to a characteristic test (except Will and PA), the player (named
“controlling player” for the rest of the ruleset), controlling the model to whom the test refers, rolls an 8-
sided die (1d8) and compares the result of the die to the respective characteristic of the model. If the
die value is smaller or equal to the model’s characteristic, the model has passed the test. If the die value
is greater than the model’s characteristic, then the model has failed the test. Will tests are resolved in
exactly the same way, except the controlling player needs to toll 1d12. There are no PA tests.

Turn Sequence
General Overview
A game (or a scenario) in Carnage at Grenzburg is divided into rounds. In each round, each
player activates sequentially the models he or she controls. Once a player has activated all models
controlled by him/her, the player passes the turn to the next player. The round ends once all models
have activated. Then, a new round begins.

Order of the players

Unless a scenario specifies the order of the players, players may choose to decide the order in
which they activate in each round at the beginning of the game or at beginning of each round (in case
the players prefer a more random order in each round). To do so, the players roll 1d8 each. The player
who has the highest score is first and the order of the rest of the players is decided accordingly. As will
become obvious later in this ruleset, the order of the players may not be followed within the round but,
in case at some point during the game the next player needs to be decided, the players should refer to
the order, defined at the beginning of the round.

Action POINTS

Once the players have decided the general order of activation, the first player begins to activate
the models he/she controls. Each model has two action points for activation (certain special rules, skills
and effects may modify this number. Action points may be spent on actions as detailed later in the
ruleset.

Activations

To activate a model, a player whose turn it is and who controls the model (referred to as the
“active player” from now on) points at the model and declares that he/she is activating it. Then, the
player may spend action points, that the model has, on actions. It is useful to mark this in some way. For
example, at the beginning of the round, each player may place some sort of token next to each model
and whenever a model is activated, this token will be removed. Once a player has finished activating a
model, he/she proceeds to activating another model and so on until all models he or she controls have
been activated. Then the players turn ends and the next player’s turn begins.

Reactions

Whenever the active player declares that he/she will be activating a certain model under his/her
control and assigns actions, from the active player’s pool of actions, but before these actions have been
spent, any of the other players may declare that he/she would like to react with one or more models.
Each model may react only once per a round (certain special rules and skills may amend this rule). Only
models, within WIL range (the WIL of the reacting model) of the model that is about to be activated by
the active player, are eligible for reaction. To react, a model needs to pass a SPD test for each reactive
action it wishes to undertake. A reacting model may not undertake more than its SPD/2 (rounded down)
reactive actions when reacting. For each successful test, the model receives one action (note that this
action is not from the pool of actions of any player) that may be spent before the active player activates
his/her nominated model. A non-active player may attempt to react with several models at the same
point of the game – they all need to be within their respective ranges from the model that is about to be
activated and have to pass their respective SPD tests. If several of the non-active players want to react at
the same time, the order of the reactions is determined by the proximity of the models to the about-to-
be-activated model of the active player (first the closest model attempts to react, then the next closest
model, etc.). Once all reaction rolls have been made and all the reactions have been spent, the turn
passes back to the active player and he/she continues his/her turn until he/she has activated all models
under his/her control.

Losing the initiative

As you read through the ruleset, you will notice that almost anything that a model performs
when activating and spending actions has the potential of passing the turn to the next player. This
dynamic ensures that players need to make a careful judgement about how much to use a single model
or a group of models before they potentially end up passing the turn to the next player. Note that when
reacting, if a model ends up rolling an outcome that would pass the turn to the next player, this means
that the reacting player may not react with any more models at that point in the round. In other words,
any further reactions for the models of the reactive player, before the active player activates his/her
intended model, are lost.

Movement

A model may spend a single action to move up to its SPD. It may move in a straight or curved
line, unless otherwise specified by the rules. A model may not spend more than 2 actions to move in this
way, unless some special rule or skill allows it.

Running

A model counts as running if it spends 2 or more actions to move and its move does not bring
the model in contact with an enemy model. A model may run only if there are no enemy models within
8” of it at the beginning of its activation/reaction. A running model may move in a straight or curved
line, unless otherwise specified by the rules.

Hiding

A model may choose to hide during its activation by spending 0 actions to do so. A model may
hide if it is located (after or before moving) behind a low wall, pile of debris or in a similar position
where the model could, potentially, hide itself. The active player needs to declare that the model is
hiding and needs to indicate it in some way (e. g. by placing a counter or a token next to it).
A model that has ran, has been pushed back, knocked down or stunned may not hide during its
subsequent activation. A model may not hide as a reaction.
A model may stay hidden for several rounds and move around while being hidden. As long as it
is not spotted by any enemy models, the model remains hidden. A hidden model cannot be shot at, cast
spells/prayers at or charged.
A hidden model that shoots, casts a spell/prayer or charges is no longer hidden.
An enemy model detects any hidden models (they do not count as being hidden) if they are
within a radius equal to or less than the enemy model’s WIL.

Climbing
A model may spend 1 or 2 actions to climb up or down. To do so, the model needs to be in
contact with the surface it will climb. The model does not need to make climb tests for surfaces that are
up to half its SPD tall, rounded up – it climbs these surfaces automatically.
To climb up to its SPD up or down a surface, the model spends an action and rolls 1d8. On a roll
of 3+ the model has climbed up to its SPD up or down the surface. A model may not spend more than 2
actions to climb up or down unless a special rule or skill allows it to do so. If a model is climbing up and
fails at least one climbing roll, it remains at its initial position, as if it did not climb that turn. If a model is
climbing down and fails at least one climbing roll, it falls down and suffers falling damage. The damage is
equal to 1d2 hits at strength equal to the total height of the fall in inches. If a model is climbing up or
down and rolls 1 on any of its climbing tests, not only does it fail to climb (and potentially suffers
damage) but the turn passes to the next player. Any additional actions, allocated to the model that
rolled an 8 on the SPD test, are lost.

Jumping
A model may jump over any gap, up to the models SPD long, by spending a single action.
A model may jump down from any height, by spending 0 actions, but needs to pass a SPD test
for each 2” of height jumped this way. If at least one test fails, the model takes damage in the same way
as in the case of failing a climbing roll while climbing down. If at least one test results in a roll of 8, the
turn passes to the next player. Any additional actions, allocated to the model that rolled an 8 on the SPD
test, are lost.

Shooting

A model may shoot once per a round, unless a special rule or skill allows the model to shoot
more times. To do so, the controlling player spends one action of the activated/reacting model to shoot.
The nominated target must always be the closest visible enemy model, unless the shooting model is
standing at 4” or more height above the ground. A model may not shoot while there is an enemy model,
adjacent to it. A model may not shoot at an enemy model, engaged in close

combat with a friendly model (friendly to the shooting model).


To see if a shot hits its target, a shooting model applies any relevant modifiers to its RC and any
relevant modifiers to the target model’s DEF. Then the shooting model takes the difference between the
modified RC and modified DEF and consult the following table.

Modified RC – Modified DEF Table


Modified RC – modified DEF <=-3 -2 -1 0 1 >=2

Minimum necessary roll to 8+ 7+ 6+ 5+ 4+ 3+


hit the intended target

Outcomes, when the 1-3 1-2 1-2 1 1 -


shooter misses the target
and the turn passes to the
next player
The second row (from bottom to top) of the table shows the necessary roll on 1d8 for the
shooting model to hit its target, given the difference (second row from top to bottom) between the
modified RC and the modified DEF. The bottom row shows the values of the to-hit row when the
shooting model not only misses its target but the turn passes to the next player. Even if the shooting
model has extra actions to spend, the turn passes to the next player and these allocated actions are lost.
The relevant RC modifiers are as follows:

-1 RC if the target is more than 1/2 maximum range away


-1 RC if the target is behind cover
-1 RC if attacker moved right before shooting
-1 RC if shooting as a reaction
-2 RC if shooting at a knocked down or stunned model
+1 RC if shooting from a hidden position
+1 RC if precision shot

Target, more than ½ maximum range away:


Each ranged weapon has a maximum range. If the target is outside this range, the shot misses
automatically. If the target is farther than ½ maximum range of the ranged weapon but closer than the
maximum range, the shooting model suffers a -1RC modifier.

Cover:
Any model, that is behind a wall, a column or a pile of debris, and only a fraction of it is in the
line of sight of the shooting model, counts as being in cover. Models, shooting at models in cover, suffer
a -1RC modifier.

Move before shooting:


If the shooting model moved prior to shooting, it suffers -1RC modifier.

Shooting as a reaction:
If the shooting model shoots as a reaction, it suffers -1RC modifier.

Shooting at a KD or ST model:
IF the shooting model shoots at a knocked down or stunned model, the shooting model suffers
-2 RC modifier.

Shooting from hiding:


If he shooing model was hidden from the target, prior to taking the shot, it gets a +1RC modifier.

Precision shot:
The controlling player may spend a second action, in addition to the one spent on shooting, to
make the shooting model make a precision shot. In that case, the shooting model gets +1RC modifier.

Once the shooting model hits its target, the shooting model rolls for damage. To do so, the
player, controlling the shooting model, applies any relevant modifiers to the strength of the shooting
weapon and any relevant modifiers to the endurance of the target model and rolls 1d12. The controlling
model then consults the following table:
Strength - Endurance

<=-2 -1 0 +1 +2 >=+3
PB 1-5 1-4 1-4 1-3 1-2 -

KD 6-9 5-8 5-8 4-7 3-5 1-3


ST 10-12 9-11 9-10 8-9 6-8 4-7

OOA - 12 11-12 10-12 9-12 8-12

Given the difference between the strength of the shooting weapon and the endurance of the
target, the range in which the d12 roll falls points at whether the target model is pushed back (PB),
knocked down (KD), stunned (ST) or out of action (OOA).

Push Back

If a model is pushed back, it moves 2” in a direction, directly opposite to the source of the push
back result (shooting model, close combat attacker, etc.). This may cause the model to fall and suffer
damage as described in the rules for a failed climbing roll when climbing down. A pushed back model
may be pushed in contact with one or more standing (not knocked down and not stunned) enemy
models. If that happens, each adjacent enemy model gets a free attack at the pushed back model. These
attacks do not count as reactions for the enemy models. If a model is pushed back but has no space to
go to, it becomes knocked down instead. If a model is pushed back while engaged with multiple
opponents, these opponents do not get free attacks. A model that has caused another model to be
pushed back through a close combat attack, may immediately move and re-engage the pushed back
model. This follow-up happens at the expense of no extra actions. If the model that caused the
pushback is engaged with another enemy, it may not follow-up.

Knocked Down

A model that is knocked down has been brought to the ground and will have a harder time
fighting. A model that is knocked down may not shoot, or attack in close combat until it stands up. A
knocked down opponent may cast spells or prayers at +2 difficulty (casting spells or prayers is explained
in the MAGIC & PRAYERS section of this ruleset). To stand up, the model needs to spend one action and
this may be done as either an activation or a reaction. All close combat attacks at a knocked down
opponent are at +2 CMB for the attacking models. If an attack against a knocked down model (ranged or
close combat) results in a “Pushed Back” result, the knocked down model remains knocked down. If an
attack against a knocked down model (ranged or close combat) results in a “Knocked Down” result, the
knocked down model becomes stunned. If an attack against a knocked down model (ranged or close
combat) results in a “Stunned” result, the knocked down model is taken out of action instead. In
addition, a knocked down model may parry with a -2 modifier to the parry roll (parry is explained in the
CLOSE COMBAT section of this ruleset). Additionally, a knocked down model may use a shield block but
a successful shield block only adds +1 END (shield block is explained in the CLOSE COMBAT section of
this ruleset).
Stunned

A stunned model is very vulnerable to enemy attacks. A stunned model may not shoot, cast
spells/prayers, or make close combat attacks. A stunned model may spend one action to become
knocked down. This may be done as an activation or a reaction. However, a stunned model will have to
spend three actions to stand up within the same activation/reaction. All close combat attacks at a
stunned model hit automatically and are at +1 STR. If an attack against a stunned model (ranged or close
combat) results in a “Pushed Back” result, the model remains stunned. If an attack against a stunned
model (ranged or close combat) results in a “Knocked Down” or “Stunned” result, the stunned model is
taken out of action instead. A stunned model may not parry or use a shield block while stunned.

Out of Action

If a model is taken out of action, it is removed from the battlefield. It may no longer participate
in the battle/scenario. Certain spells or other effects may return some models to the battlefield, so a
player with such options/ abilities at his/her disposal should mark the location where the model was
taken out of action. Models taken out of action need to be rolled for by the controlling player for injuries
at the end of the game.

Close Combat

Two or more models, controlled by different players and whose bases are touching, count as
being engaged in close combat (also, being adjacent). A model, that is engaged in close combat with an
enemy model, may spend an action as an activation or a reaction to make a single close combat attack at
that enemy model. If the model is engaged with multiple enemy models, the attacking model always
attacks the standing models first, before attacking knocked down or stunned models (models tend to
address the immediate danger first). A model may make up to as many attacks as the number of primary
attacks on its profile, as long as its number of available actions allows this (some special rules may give
the model extra attacks or may change the number of actions necessary to be spent on them). When
making an attack, a model spends one or more actions from the ones allocated to the model. Having
spent an action, the attacking model applies any relevant modifiers to its CMB and any relevant
modifiers are applied to the defending model’s DEF. Then, the modified CMB of the attacker and the
modified DEF of the defender are compared:
- If the modified CMB of the attacking model is less than the modified DEF of the defending
model, the attacking model’s attack succeeds on a roll of 6+ on 1d8. On a roll of 1 or 2 on 1d8,
the attacker not only misses, but the turn passes to the next player.
- If the modified CMB of the attacking model is equal to the modified DEF of the defending model,
the attacking model’s attack succeeds on a roll of 5+ on 1d8. On a roll of 1 on 1d8, the attacker
not only misses, but the turn passes to the next player.
- If the modified CMB of the attacking model is greater than the modified DEF of the defending
model, the attacking model’s attack succeeds on a roll of 4+ on 1d8. On a roll of 1 on 1d8, the
attacker not only misses, but the turn passes to the next player.
- If the modified CMB of the attacking model is two times or more the modified DEF of the
defending model, the attacking model’s attack succeeds on a roll of 3+ on 1d8.
If an effect would make the roll to hit in close combat even less likely than 6+, in order to assess on
what roll the turn passes to the next player, refer to the to-hit table in the SHOOTING section. Whenever
a model has rolled for attacks and at least one result means that the turn passes to the next player, the
attacking model resolves any successful hits first, and then the turn passes. Any actions, beyond the
attacks, that have been allocated to the model, are lost.
These rolls of d8 dice are referred to as the attack rolls.
The relevant CMB and DEF modifiers in close combat are as follows:
-1 CMB and -1 DEF for each adjacent enemy model beyond the first
+2 CMB if charging from a hidden position
+2 CMB if defending model is knocked down; defending model is automatically hit if stunned.
-1 DEF to defending model if attacking model uses a precision strike
-2 CMB if attacking a model with fear and failing the will test
-2 DEF if attacked by a model with fear and failing the will test
-1 on the attack roll if attacking with an “off-hand” weapon
Fighting multiple opponents:
A model, engaged in close combat with multiple opponents, suffers a -1 penalty to both its CMB
and DEF for each adjacent enemy model beyond the first. So, a model engaged with 3 enemy models
will have its CMB and DEF reduced by a modifier of -2 each.
Charging from a hidden position:
A model, charging from a hidden position, gets +2 CMB to all its subsequent attacks (charging is
detailed further in this section of the ruleset).
Attacking a knocked down or stunned model:
Any close combat attacks at a knocked down model are at +2 CMB modifier. Any close combat
attacks at a stunned model hit automatically.
Precision strike:
A model may spend an extra action when making a close combat attack to make it more precise.
If the model does, its target gets a -1 DEF modifier.
Attacking a model with fear:
When a model is making a close combat attack against a model with fear, the attacking model needs to
take a will test. If the test is failed, the attacking model gets a -2 CMB modifier on all its close combat
attacks against the model with fear. If the test is passed, the modifier does not apply (fear tests are
detailed in the PSYCHOLOGY section of this ruleset).

Being attacked by a model with fear:


When a model is attacked by a model with fear, the defending model needs to take a will test. If
the test is failed, the defending model suffers a -2 DEF modifier from all the attacks of the attacking
model with fear. If the test is passed, the modifier does not apply (fear tests are detailed in the
PSYCHOLOGY section of this ruleset).
Making an attack with an “off-hand” weapon:
If a model is armed with two weapons (e.g. a sword and an axe), one of them is nominated as
the main-hand weapon (the weapon with which all primary attacks are made) and the other is
nominated as the off-hand weapon (the weapon with which up to one off-hand attack may be made,
unless otherwise specified by the rules). Any attacks with an off-hand weapon suffer a -1 modifier on the
attack roll. This penalty may be modified by special rules and skills.
Damage
For each attack that has successfully hit its intended target, the attacking model needs to make a
damage roll in order to assess the extent of the damage of the attack. To do so, the player, controlling
the attacking model, applies any relevant STR modifiers to the attacking model’s STR and any relevant
END modifiers to the defending model’s END. Then, the player, controlling the attacking model, takes
the difference between the modified STR of the attacker and the modified END of the defender, rolls
1d12 for each successful attack, and consults the following table:
Strength – Endurance

<=-2 -1 0 +1 +2 >=+3
PB 1-5 1-4 1-4 1-3 1-2 -

KD 6-9 5-8 5-8 4-7 3-5 1-3


ST 10-12 9-11 9-10 8-9 6-8 4-7

OOA - 12 11-12 10-12 9-12 8-12

Given the difference between the strength of the attack and the endurance of the target, the
range in which the d12 roll falls points at whether the target model is pushed back (PB), knocked down
(KD), stunned (ST) or out of action (OOA). In the case of multiple attacks against a single model,
performed by a single model, take the highest result in terms of both magnitude and effect.
Secondary Attacks
A model may make up to the number of primary attacks per activation/reaction, given that it has
enough actions from activation/reaction. However, sometimes models have what we refer to as
“secondary attacks”. Examples of secondary attacks are attacks from an off-hand weapon, extra attacks
from special skills, extra attacks from mutations, etc. Generally, unless specified otherwise, a secondary
attack requires a single action to be spent for the attack to be made, just like a primary attack (certain
rules and skills may modify this).
Charging
A model counts as charging if after moving (but not if the model is moved by some other effect),
the model is brought in contact with one or more enemy models. This move has to be in a straight line,
regardless how far the model moves in order to charge. A model that charges gets a bonus action that
can only be spent on an attack. Hence, a model with one action that spends it to move in contact with
an enemy model immediately gets one extra action (not from the pool of actions) for an attack against
the charged enemy. A model with two actions may charge for one action an enemy that is up to the
charging model’s SPD away and then make up to two attacks or the model may charge for two actions
an enemy that is up to twice the charging model’s SPD away and make a single attack, etc. A model may
not spend more than two actions to move while charging, unless a special rule or skill allows the model
to do so (note that charging is not considered running).
Parry
A player, controlling a model, armed with a weapon with the Parry special rule, may choose that
the model will attempt to parry a single attack, made against him/her, each time that an opponent
attacks him/her in close combat (ranged attacks may not be parried). To do so, the controlling player
may choose to roll 1d8 after the attacking model has rolled to hit but before rolling for damage. The
parrying model has to attempt to parry the most successful attack (the one with the highest roll on 1d8).
The parrying model successfully parries if its parry roll results in a number greater than the roll of the
most successful attack. If a model is armed with two weapons with the Parry special rule, the model may
parry successfully if the parry roll equals or exceeds the number of the most successful attack. If a model
is armed with a weapon with the Parry special rule and a buckler, the model parries successfully if the
parry roll equals or exceeds the number of the most successful attack and, in addition, may re-roll once
a failed parry roll. Remember that a knocked down model may parry but gets a -2 modifier to the parry
roll. A stunned model may not parry. Attacks at STR twice or more the strength on profile of the
defending model may not be parried.
Shield Block
A model, armed with a shield, may attempt to block the attack from an attacking enemy (ranged
or close combat). To do so, after the attacking enemy has rolled to hit but before rolling for damage, the
defending model makes a roll on 1d12. On a roll of 9+, the defending model may add +2 END for the
purpose of the subsequent damage rolls. Remember that a knocked down model gets only +1 END if
successfully rolling for a shield block. A stunned model may not use a shield block.
Leaving combat
A model may move out of close combat. The model spends actions the same way it would spend
actions to move, except it may move up to twice its SPD (if it moves more than its SPD in distance, it
needs to spend 2 actions). Any models, that the model was engaged in close combat with, may
immediately make a single primary attack at it. If any of those attacks result in knocked down, stunned
or out of action, the model becomes knocked down, stunned or out of action, respectively, and fails to
leave the close combat engagement. Knocked down and stunned models need to stand up first in order
to attempt to leave combat.

Psychology
Rout Test
At the beginning of each round, if a warband has 25% or more of its models taken out of action,
the controlling player must make a rout test. To do so, the player takes a WIL test, using the WIL of the
leader of the warband. If the leader is knocked down or stunned, the will test is taken with the WIL of
the hero with the next highest WIL in the waband. If all other heroes are knocked down or stunned, the
WIL test is taken with the WIL of the model with the next highest WIL in the waband. If the WIL test is
passed, the round continues as normal. If the test is failed, the warband routs and leaves the field. The
scenario/game is over for this warband.
Panic
Whenever a model is taken out of action, any friendly model within 3” of this event has to pass a
WIL test. If any model fails this test, it immediately moves 2x its SPD directly away from the place where
the model was taken out of action. This may result in falling off or leaving combat. If that is the case,
apply the rules, relevant in those cases. Any activations that have been assigned to the fleeing model are
wasted.
Fear
Some creatures have the Fear trait. Whenever a creature with Fear attacks, its intended target
needs to pass a WIL test. If the target fails the WIL test, the target suffers a -2 DEF modifier for all attacks
made at it by the creature with Fear. Whenever a creature with Fear is attacked, the attacker need to
pass a WIL test. If the attacker fails the WIL test, the attacker suffers a -2 CMB modifier for all attacks
made by it against the creature with Fear.
Rage
Sometimes a model will be susceptible to rage. If a model is subject to rage, it doubles the
number of attacks it can make, for the duration of the rage (the extra attacks from rage do not need
extra actions to be spent on them – instead, each action spent on a close combat attack results in two
attacks). A model that is subject to rage and within charge distance from an opponent always attempts
to charge with the maximum attacks possible, hence, the controlling player must always allocate the
highest possible number of actions and must always aim to charge the closest available enemy with the
highest possible number of available attacks. A model that is subject to rage is immune to the effects of
Fear, Panic, Outnumbered and other effects that require will tests. In addition, when making close
combat attacks, the model passes the turn on a roll of 1 more than specified in the CLOSE COMBAT
section (e.g. if the model would pass the turn on a roll of 1, it passes the turn on a roll of 1 or 2 instead;
if the model passes the turn on a roll of 1 or 2, it passes the turn on a roll of 1,2 or 3; if the model does
not pass turn on any roll, it passes the turn or a roll of 1, etc.). A model that is subject to rage is no
longer subject to rage if it gets knocked down or stunned.
Hatred
If a model engages an enemy that it hates, the attacking model may re-roll once failed attack
rolls.
Stupidity
A model that is subject to stupidity needs to pass a WIL test for every action it intends to spend.
For each failed test, the model may spend one less action.
Commands

Any hero may issue orders to a group of henchmen and /or heroes. To do so, the hero may
spend one action (not as a reaction). Then, the hero chooses which command to issue. The possible
commands are as follows:

i. Regroup – Up to 3 models within the commanding model’s WIL (not including the
commanding model) may regroup. To do so, the active player may spend a number of actions, not
greater than 2, as if activating a single model (use the lowest SPD among the regrouping models).
However, these activations may be spent only on movement actions for the purpose of bringing the 3
models closer to each other. These models may not activate any further during the current round (they
count as having activated and their allocated actions are wasted).
ii. March – Up to 3 models within the commanding model’s WIL (not including the commanding
model) and within 6” of each other may move together. To do so, the active player may spend a number
of actions, not greater than 2, as if activating a single model (use the lowest SPD among the marching
models). However, these actions may be spent only on movement actions for the purpose of moving the
marching models in a given direction together. These models may not activate any further during the
current round (they count as having activated and their allocated actions are wasted).

iii. Concentrate fire – Up to 3 models within a commanding model’s WIL (not including the
commanding model) and within 6” of each other may shoot together. To do so, the active player spends
a number of actions, not greater than 2, as if activating a single model (use the lowest SPD among the
shooting models). However, these actions may be spent only on shooting and/or reloading. Special skills
may not be used when concentrating fire. These models may not activate any further during the current
round (they count as having activated and their allocated actions are wasted).

iv. Group charge – Up to 3 models within a commanding model’s WIL (not including the
commanding model) and within 6” of each other may charge together. To do so, the active player may
spend a number of actions, not greater than 2, as if activating a single model (use the lowest SPD among
the charging models). However, these actions may be spent only on charging and potential additional
close combat attacks. These models may not activate any further during the current round (they count
as having activated and their allocated actions are wasted).

Weapons & Equipment


Close combat weapons

Dagger:
Strength bonus: none
Special rules: Small blade
Small blade – Attacks, made with this weapon, give the opponent +1 DEF, for the purpose of
determining whether the attacks with this weapon have hit.

Club/Mace/Warhammer:
Strength bonus: none
Special Rules: Concussive
Concussive – If an attack with this weapon results in a knocked down or stunned outcome, the
knocked down/stunned model may use only up to its SPD – 1 actions on its next activation and may not
react until the end of the next round.

Axe:
Strength bonus: none
Special Rules: Armor piercing
Armor piercing – A model, attacked with this weapon, suffers -1 DEF if it wears armor. If other effects
would remove the DEF bonus from armor anyway, disregard this rule.

Sword:
Strength bonus: none
Special rules: Parry
Parry – refer to Parry in the Close Combat section.

Spear:
Strength bonus: none
Special rules: Unwieldy, First Strike
Unwieldy – A model armed with this weapon may only carry a shield or a buckler in its off-hand.
First Strike – Whenever a model armed with this weapon is charged while being unengaged, it gets
one reaction that may only be used for an attack against the charging model. This rule applies even if the
reacting model has already reacted during the current round.

Morning Star:
Strength Bonus: +1 STR, when charging only.
Special Rules: Chain weapon, Heavy
Heavy – A model, armed with this weapon, may only use a shield in its off-hand.
Chain weapon – Attacks with this weapon may not be parried and successful shield blocks against
attacks from this weapon provide 1 less END than they would.

Flail:
Strength Bonus: +2 STR, when charging only.
Special Rules: Chain weapon, Two-handed
Two-handed – A model, armed with this weapon, may not use any other weapon or shield/buckler in
its off-hand.
Chain weapon – Attacks with this weapon may not be parried and successful shield blocks against
attacks from this weapon provide 1 less END than they would.

Halberd:
Strength bonus: +1 Strength
Special rules: Two-handed, Slow
Two-handed – A model, armed with this weapon, may not use any other weapon or shield/buckler in
its off-hand.
Slow – A model, armed with this weapon, may not make free primary attacks at enemies, leaving
combat.

Great weapon (great sword, great axe, etc.):


Strength bonus: +2 Strength
Special Rules: Two-handed, Cumbersome, Slow
Two-handed – A model, armed with this weapon, may not use any other weapon or shield/buckler in
its off-hand.
Cumbersome – Whenever a model armed with this weapon activates while being engaged, all
adjacent enemy models, not engaged with any other models, may roll for up to 1 reaction each.
Successful reactions may only be used for an attack against the activating model. This rule applies even if
the reacting models have already reacted during the current round.
Slow – A model, armed with this weapon, may not make free primary attacks at enemies, leaving
combat.

Ranged Weapons

Short Bow:
Weapon Strength = 3
Maximum Range = 18”
Special rules – none

Bow:
Weapon Strength = 3
Maximum Range = 24”
Special rules – none

Long Bow:
Weapon Strength = 3
Maximum Range = 36”
Special rules – none

Crossbow:
Weapon Strength = 4
Maximum Range = 30”
Special rules – Reload
Reload – Once you fire with this weapon, you need to spend 1 action to reload it.

Throwing Knives:
Weapon Strength = As user’s Strength
Maximum Range = 6”
Special rules – Light weapon
Light weapon – a model does not suffer a -1 RC penalty for moving before shooting with this weapon.

Thunder Powder Weapons


Pistol:
Weapon Strength = 4
Maximum Range = 8”
Special Rules = Reload
Reload – Once you fire with this weapon, you need to spend 2 actions to reload it.

Handgun:
Weapon Strength = 5
Maximum Range = 28”
Special Rules = Reload
Reload – Once you fire with this weapon, you need to spend 2 actions to reload it.

Blunderbuss:
Weapon Strength = 3
Maximum Range = 14”
Special Rules = One Shot, Shotgun
One Shot – this weapon may be shot only once per scenario.
Shotgun – When shot, this weapon hits everyone under the comet-like template. No need for to-hit
rolls.

Long rifle:
Weapon Strength = 5
Maximum Range = 48”
Special Rules = Reload, Sniper
Reload – Once you fire with this weapon, you need to spend 2 actions to reload it.
Sniper – A shot, made with this weapon, gets an extra +1 BS if it were a precision shot.

Armor

We will first discuss the concept of armor piercing in this section. Some types of armor (light
armor, heavy armor etc.) give a bonus to the DEF of their user. However, 1 of this bonus is negated for
each point of STR of an attack, exceeding 3. For example, a model, wearing heavy armor, naturally gets
+2 DEF but this bonus is reduced to +1 DEF if an attack at STR = 4 is made against that model. If the
armor piercing effect exceeds the DEF bonus from armor, the excess armor piercing does not decrease
the remaining DEF of the model. Thus, an attack at STR = 6 against a model with light armor will only
negate the DEF bonus from the light armor and will not subtract additional 2 points of DEF from the DEF
of the defending model. Having specified that, here are the types of protective equipment that models
may use:

Light armor:
DEF bonus = +1
Special rules = none

Heavy armor:
DEF bonus = +2
Special rules = Limited Mobility
Limited Mobility – A model equipped with this item suffers -1 SPD when moving, running, jumping, or
climbing.
Buckler:
DEF bonus = none
Special Rules = Parry

Shield:
DEF bonus = none
Special Rules = Shield Block

Helmet:
DEF bonus = none
Special Rules – Stunned Save
Stun Save – If a model, wearing a helmet, is going to be stunned, it may make a 7+ save on 1d8. If the
save is successful, the model is knocked down instead.

Other Equipment

Rope and hook - A model, equipped with this item, may re-roll failed SPD tests when climbing up or
down.

Poison and drugs:

Drugs and poison, once purchased, may be used only once per battle/scenario and they only last
for the duration of one battle/scenario. You may not poison thunder powder weapons and may use a
single vile of poison on a single weapon only. A single vile of a drug may be used on a single model only,
at any point during the battle/scenario.

Putrid Aconitum – A weapon, poisoned with this type of poison, will automatically stun its
target on a roll of 8 to hit. This ignores the endurance of the defender. The attacker may still roll for
damage to see if the defender is taken out of action, instead.

Blood blossom – A weapon, poisoned with this type of poison, will count as having +1 STR to its
attacks if the defending model wears no armor (light, heavy or dwarf).

Goblin Concoction – A model, who has drunk a vial of this potion at the beginning the
scenario/battle, will be subject to rage. This potion does not affect Undead and Demonic creatures. At
the end of the battle, roll 1d8. On a roll of 1, the model becomes stupid.

Sanguine Elixir – A model, who has used this potion at the beginning of the scenario/battle, will
get +1 SPD and +1 STR for the remainder of the battle. This potion does not affect Undead and Demonic
creatures. After the battle, roll 1d8. On a roll of 1, the model becomes addicted and has to use the
sanguine balm every battle or the model will leave your warband.

Stonebark Extract – A model, who has used this potion at the beginning of the scenario/battle,
will get +1 END for the remainder of the battle. This potion does not affect Undead and Demonic
creatures. After the battle, roll 1d8. On a roll of 1, the model becomes poisoned by the extract and loses
permanently 1 point of END. If this reduces its endurance to 0, the model is dead.
Holy Water – A vial of holy water is a potent weapon against undead and demonic creatures. It can be
thrown at a range equal to twice the strength of the model throwing the vial. If it hits its intended
target, as long as it is an undead or a demonic creature, it inflicts a STR = 5 hit. No armor bonuses or
shield blocks are allowed. Undead and demonic creatures may not use holy water. Throwing the vial
takes 1 action.

Elven Cloak – This item may not be used by dwarfs. A model shooting at a model, wearing an elven
cloak, suffers a -1 RC penalty.

Serrated Arrows – Serrated arrows may be used when shooting with any kind of bow. DEF bonus from
light armor is ignored and a successful shield block by the target adds only +1 END, if the target is shot at
by a model armed with a bow and serrated arrows.

Garlic – A model equipped with this item is not a preferred target for a vampire. Whenever a vampire
wants to charge a model, carrying garlic, the vampire needs to successfully pass a WIL test.

Net – A model, armed with a net, may throw it at a target, no further than 8”. The model, throwing the
net, uses its RC as if making a ranged attack. If successful, the target needs to take a STR test or becomes
knocked down immediately. If the target fails the STR test, it needs to make the test every time it
attempts to stand up from being knocked down. If it fails, it remains knocked down. If it passes at least
once, the target does not need to test any more. Throwing the net requires 1 action and the net is lost
afterwards.

Dwarf Brew – A warband may drink a barrel of dwarf beer at the beginning of a scenario/battle. Each
model becomes immune to fear for the remainder of the battle. The barrel is lost afterwards. Dwarf
beer may not be used by undead and demonic creatures.

Tome of Magic – This item may be used only by models, capable of casting spells (but not prayers). If a
model is equipped with this item, it may learn one extra spell from its respective spell list.

Sacred Tome – a corrupt cleric, equipped with a sacred tome, adds +1 to any casting rolls he makes.

Holy(Unholy) Relic – A model, equipped with this items, automatically passes the first WIL test it is
required to take in a scenario/battle. This does not apply to activations/reactions.

Torch - a model, equipped with this item, detects hidden models within 2x its SPD range.

Alchemist’s Powder – A model, armed with a thunder powder weapon and equipped with this item,
makes ranged attacks at +1 STR when shooting with thunder powder weapons.

Cure of the Valkyrie – A model, who has drunk a vial of this liquid before the scenario/battle, will be
immune to poison for the remainder of the scenario/battle.

Magic & Prayers


Some models have the ability to cast spells or prayer. Spells and prayers are different in the
sense that some models are affected differently by spells and in another way by prayers. However, both
are cast in a similar manner. Whenever a model wants to cast a spell or a prayer, it may use 1 action to
generate a single 1d8 casting die. In this way, the model may use up to 2 actions to generate up to 2d8
casting dice. Then, the player, controlling the model casting the spell/prayer, rolls the casting dice. If
their sum is equal or greater than the difficulty of the spell/prayer, the spell/prayer is cast successfully
and its effect takes place.
A model may not cast more than 1 spell or prayer per activation/reaction (but may cast up to 2
spells/prayers per round – one as an activation and another as a reaction).
A model counts as having failed to cast a spell/prayer by x if the sum of the casting dice is x less
than the difficulty of the spell/prayer. If a model fails to cast a spell/prayer by 5 or more, the turn passes
to the next player.
Most models, capable of casting spells/prayers, start the game, knowing one or
more spells/prayers. Whenever these models spend experience to advance, if they roll a skill on their
advancement roll, they may choose a new spell/prayer instead (look at the post-game sequence
section).

Post-Scenario Sequence

After each scenario, the players need to go through a post-scenario sequence. During this
sequence, the players check what injuries the models of their respective warbands have sustained, what
experience and reputation the models and warbands have acquired and spend the reputation on
training the models, acquiring new equipment and hiring new models to the warband. Hence, a post-
game sequence proceeds in the following manner:

1. Injuries – each player rolls on the injury charts of the henchmen and heroes, controlled by him
or her, that have been taken out of action during the scenario.
2. Experience – each player allocates experience to the members of his/her warband according to
the rules, described in the scenario.
3. Exploration – each player rolls on the exploration chart to see what loot his/her warband has
found during the scenario.
4. Training – each player may spend points of experience to train the heroes and henchmen in
his/her warband.
5. Hiring – each player may spend gold to hire new models (heroes and/or henchmen) to his/her
warband.
6. Buying equipment – each player may spend gold to buy new equipment for his/her warband.
Then, each player allocates any existing equipment to his/her warband members.

Once this sequence is complete, the players are ready to field their warbands on the tabletop for yet
another battle.

Injuries
Each model that has been taken out of action has to roll on the injuries chart after the scenario
in which the model was taken out of action.
If the model is a henchman, roll 1d12. On a roll of 5+, the henchman survives and may
participate in the next scenario/battle. On a roll below 5, the henchman is dead and all its equipment is
lost. Remove the model from the warband.
If the model, taken out of action, is a hero, roll 1d12 and consult the following results:
On a roll of 1 or 2: The hero is dead and all its equipment is lost.
On a roll of 3: The hero has suffered a serious permanent injury. Roll 1d8:
- On a roll of 1 or 2: The model has its END reduced by 1, permanently.
- On a roll of 3 or 4: The model has its STR reduced by 1, permanently.
- On a roll of 5 or 6: The model has its SPD reduced by 1, permanently.
- On a roll of 7 or 8: The model has its WIL reduced by 1, permanently.
On a roll of 4: The hero has suffered a serious permanent injury. Roll 1d8:
- On a roll of 1 or 2: The model has its CMB reduced by 1, permanently.
- On a roll of 3 or 4: The model has its RC reduced by 1, permanently.
- On a roll of 5 or 6: The model has its DEF reduced by 1, permanently.
- On a roll of 7 or 8: The model has to miss the next 3 scenarios.
On a roll of 5: The hero has suffered a serious temporary injury. Roll 1d8:
- On a roll of 1 or 2: The model has its END reduced by 1 until the end of the next scenario.
- On a roll of 3 or 4: The model has its STR reduced by 1 until the end of the next scenario.
- On a roll of 5 or 6: The model has its SPD reduced by 1 until the end of the next scenario.
- On a roll of 7 or 8: The model has its WIL reduced by 1 until the end of the next scenario.
On a roll of 6: The hero has suffered a serious temporary injury. Roll 1d8:
- On a roll of 1 or 2: The model has its CMB reduced by 1 until the end of the next scenario.
- On a roll of 3 or 4: The model has its RC reduced by 1 until the end of the next scenario.
- On a roll of 5 or 6: The model has its DEF reduced by 1 until the end of the next scenario.
- On a roll of 7 or 8: The model has to miss the next 1 scenario.
On a roll of 7, 8, 9, or 10: The model recovers fully. No permanent or temporary injuries have been
inflicted on the model.
On a roll of 11: The model becomes immune to fear.
On a roll of 12: The model gains +1 experience bonus, in addition to any other experience, earned during
the scenario.
Experience
Most scenarios should specify who earns experience during the scenario and how much.
However, here are some general guidelines with respect to the allocation of experience:
Each model that survives the scenario (hero or henchman) gains 1 experience.
Each hero that took a model out action gains 1 experience for each model that the hero took out of
action.
The hero, leader of the winning warband, gains 1 experince.
Any captured objective, completed missions, collected special items, should grant the model that
captured/completed/collected them +1 experience.
Exploration
At the end of the scenario, each warband explores the ruins of Grenzburg, searching for treasure
and loot. Each player rolls a number of d8, equal to the number of heroes in his/her warband who
survived (were not taken out of action). The sum of the dice results shows the total number of gold
coins found during the exploration. In addition, any results on this exploration roll that are two-of-a-
kind, three-of-a-kind, four-of-a-kind, five-of-a-kind or six-of-a-kind, provide the warband with additional
loot. Whenever there are multiple dice with the same result on the exploration roll, always take the
largest number of repeated values (e.g. if you rolled 2 fives and 3 ones, only the 3 ones provide you with
extra loot). The following list explains what extra loot the warband finds, depending on the repeated
results on the exploration roll:
11 – Puddle
The warband finds 1d8 extra gold coins on the bottom of a puddle.
22 – Ruined House
Roll 1d8. On a roll of 6 or less, the warband finds a cask of dwarf brew. On a roll of 7 or 8, the
warband finds a vial of Putrid Aconitum.
33 – Corpse
An undead warband gets a free zombie. Roll 1d8. On a roll of 1-4, the warband finds a club; on a
roll of 5-6, the warband finds a sword; on a roll of 7-8, the warband finds a bow.
44 – Broken Cart
Roll 1d8: on a roll of 1-3, the warband finds 1d8 gold coins; on a roll of 4-6, the warband finds a
rope and a hook; on a roll of 7-8, the warband finds a torch.
55 – Civilian Survivor
Roll 1d8: on a roll of 1-4 nothing happens; on a roll of 5 or more, you get to roll one extra
exploration die.
66 – Ruined Shrine
Roll 1d8: on a roll of 7 or 8, you find a holy(unholy) relic. Otherwise, you do not find anything
useful.
77 – Hidden Basement
Roll 1d8: on a roll of 5 or 6, the warband finds a sword and a spear; on a roll of 7 or 8, the
warband finds 2d8 extra gold coins.
88 – Shady Street
Roll 1d8: on a roll of 6, 7 or 8, you find 2 corpses – proceed as if you have rolled 33 twice; on a
roll of 5 or less, you find traces of corpses but nothing useful.
111
222
333
444
555
666
777
888
1111
2222
3333
4444
5555
6666
7777
8888
11111
22222
33333
44444
55555
66666
77777
88888

You might also like