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Characteristics

In Doom and Gloom, every model has


the following characteristics: Primary Attacks (PA) – The maximum number
of primary attacks that the model can make per
Speed (SPD) – The maximum distance in inches activation/reaction.
that the model may move when taking a move
action. Also, SPD measures the general agility Combat (CMB), Defense (DEF), Strength
and initiative of the model. (STR) and Endurance (END) may never be
reduced below 1. If speed (SPD) is reduced to 0
Combat (CMB) – Combat describes the ability of (it may never be reduced below 0), the model
the model to attack in close combat (and the may not move or react and automatically fails
number in brackets refers to the ranged combat any SPD tests. If will (WIL) is reduced to 0 (it
ability of the model, RC). may never be reduced below 0), the model may
not activate and automatically fails any WIL
Defense (DEF) – Describes the ability of the tests. Primary attacks (PA) may never be
model to defend itself in close combat and from reduced below 1.
ranged combat attacks. A model with high
defense may be extremely agile or very resilient Characteristic Tests
to opponent’s attacks or some mixture of both.
Whenever this ruleset refers to a
Strength (STR) – Strength describes how characteristic test (except Will and PA), the
powerful and devastating the model’s attacks player (named “controlling player” for the rest
are. of the ruleset), controlling the model to whom
the test refers, rolls an 8-sided die (1d8) and
Endurance (END) – Describes the ability of the compares the result of the die to the respective
model to withstand physical pain. It may also be characteristic of the model. If the die value is
used to evaluate the model’s resistance to smaller or equal to the model’s characteristic,
poison and some magic effects. the model has passed the test. If the die value is
greater than the model’s characteristic, then
Will (WIL) – Describes the psychological the model has failed the test. Will tests are
strength of the model, as well as its willingness resolved in exactly the same way, except the
to act in combat. controlling player needs to roll 1d12. There are
no PA tests.

Turn Sequence

A game (or scenario) in Doom and Unless a scenario specifies the order of
Gloom is divided into rounds. In each round, the players, players may choose to decide the
each player activates sequentially the models order in which they activate in each round at
he or she controls. Once a player has activated the beginning of the game or at beginning of
all models controlled by him/her, the player each round (in case the players prefer a more
passes the turn to the next player. The round random order in each round). To do so, the
ends once all models have activated. Then, a players roll 1d8 each. The player who has the
new round begins. 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 “Buying” the turn
game the next player needs to be decided, the
players should refer to the order, defined at the Alternatively, whenever the active
beginning of the round. player activates a model and rolls 2 or more
Once the order of the players has been failures, the reactive player may choose, instead
decided, the first player becomes “the active of spending the failures on reactions, to “buy”
player”. The active player nominates one of the turn at the cost of two reactions (the
his/her models and rolls 1,2 or 3d12. Each d12, reactive player does not need to roll for
that results in a value below or equal to the reactions – he/she simply declares that he/she
nominated model’s WIL, gives one action to the uses the two activation failures of the active
model. Each action may be spent in a number of player to start his/her own turn). In the case of
ways detailed in the following sections. After 1 action and 2 failures by the active player, if
that, the active player nominates another the reactive player decides to “buy” the turn,
model and so on, until all the active player’s the active player may still spend his/her action
models have been activated. Then the next on the chosen model. After that, the reactive
player becomes the active player. player becomes the active player and his/her
turn begins. In the case of 3 failures by the
Reactions active player, the reactive player may choose to
“buy” the turn and roll for up to one reaction,
Each failure on the activation roll (the as long as he/she has models to react with
1,2 or 3d12 roll detailed in the previous (remember, each model may react only once
paragraph) may be used by the opposing each round). Hence, a player’s turn continues
players to react. The opponent with a model, either until he/she has activated all of his/her
closest to the model with a failed activation roll, models or until another player “buys” it and
may react (if that player has no models that then the same happens to the new active player
may react, then the next player, with a model, and so on until all players have activated all of
closest to the model with a failed activation roll, their models (note that not all models may have
may react, and so on). The reacting player reacted). Then, the round ends.
(referred to as the “reactive player” from now A note on activations/reactions – A
on) chooses a model that will react and model may activate only once per round. A
allocates the reactions to it (it need not be the model may react only once per round.
closest model). A model may react only once in
a round. To do so, the player, controlling the Alternative Activation
reacting model, rolls up to as many d8 as the
number of reactions (the number of failed
Instead of rolling for activation, the
activations by the active player). Each die that
active player may decide to use alternative
shows a results equal or less than the SPD of
the reacting model counts as an action that may activation as long as there are no enemy models
be used by the reacting model, preceding any within 12” of the activating model. The
actions by the model, chosen by the active alternative activation does not require rolling of
player (the model, that has failed some of its any activation dice. Instead, the activating
activation rolls). After the reactive player has model receives automatically 2 actions but they
finished reacting, the turn passes to the active may only be spent on movement, running,
player, who continues with his/her turn until hiding, climbing and jumping.
he/she has activated all his/her models.
Movement

A model may spend a single action to An enemy model detects any hidden
move up to its SPD. It may move in a straight or models (they do not count as being hidden) if
curved line, unless otherwise specified by the they are within a radius equal to or less than
rules. A model may not spend more than 2 the enemy model’s SPD.
actions to move in this way, unless some special
rule or skill allows it. Climbing

Running A model may spend 1 or 2 actions to


A model counts as running if it spends 2 climb up or down. To do so, the model needs to
or more actions to move and its move does not be in contact with the surface it will climb. The
bring the model in contact with an enemy model does not need to make climb tests for
model. A model may run only if there are no surfaces that are up to half its SPD tall, rounded
enemy models within 8” of it at the beginning up.
of its activation/reaction. A running model may To climb up to its SPD up or down a
move in a straight or curved line, unless surface, the model spends an action and rolls
otherwise specified by the rules. 1d8. On a roll of 3+ the model has climbed up to
its SPD up or down the surface. If the model
wants to climb up to twice its SPD, it needs to
Hiding pass two such rolls. If a model is climbing up
A model may choose to hide during its and fails at least one climbing roll, it remains at
activation by spending 0 actions to do so. A its initial position, as if it did not climb that turn.
model may hide if it is located (after or before If a model is climbing down and fails at least
moving) behind a low wall, pile of debris or in a one climbing roll, it falls down and suffers falling
similar position where the model could, damage. The damage is equal to 1d2 hits at
potentially, hide itself. The active player needs strength equal to the total height of the fall in
to declare that the model is hiding and needs to inches.
indicate it in some way (e. g. by placing a
counter or a token next to it). Jumping
A model that has ran, has been pushed
back, knocked down or stunned may not hide A model may jump over any gap, up to
during its subsequent activation. A model may the models SPD long, by spending a single
not hide as a reaction. action.
A model may stay hidden for several A model may jump down from any
rounds and move around while being hidden. height, by spending 0 actions, but needs to pass
As long as it is not spotted by any enemy a SPD test for each 2” of height jumped this
models, the model remains hidden. A hidden way. If at least one test fails, the model takes
model cannot be shot at, cast spells/prayers at damage in the same way as in the case of failing
or charged. a climbing roll while climbing down.
A hidden model that shoots, casts a
spell/prayer or charges is no longer hidden.

Shooting
combat with a friendly model (friendly to the
A model may shoot once per a round, shooting model).
unless a special rule or skill allows the model to To see if a shot hits its target, a
shoot more times. To do so, the controlling shooting model applies any relevant modifiers
player spends one action of the to its RC and any relevant modifiers to the
activated/reacting model to shoot. The target model’s DEF. Then the shooting model
nominated target must always be the closest takes the difference between the modified RC
visible enemy model, unless the shooting model and modified DEF, rolls 1d8, and consult the
is standing at 4” or more height above the following table.
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

Modified RC – Modified DEF

<=-3 -2 -1 0 1 >=2
8+ 7+ 6+ 5+ 4+ 3+

Any model, that is behind a wall, a


The bottom row of the table shows the column or a pile of debris, and only a fraction of
necessary roll on 1d8 to for the shooting model it is in the line of sight of the shooting model,
to hit its target, given the difference (second counts as being in cover. Models, shooting at
row) between the modified RC of the shooting models in cover, suffer a -1RC modifier.
model and the modified DEF of the defending
model. The relevant RC modifiers are as follows:
Move before shooting:
-1 RC if the target is more than 1/2 maximum If the shooting model moved prior to
range away shooting, it suffers -1RC modifier.
-1 RC if the target is behind cover
-1 RC if attacker moved right before shooting Shooting as a reaction:
-1 RC if shooting as a reaction If the shooting model shoots as a
-2 RC if shooting at a knocked down or stunned reaction, it suffers -1RC modifier.
model
+1 RC if shooting from a hidden position Shooting at a KD or ST model:
+1 RC if precision shot IF the shooting model shoots at a
knocked down or stunned model, the shooting
Target, more than ½ maximum range away: model suffers -2 RC modifier.
Each ranged weapon has a maximum
range. If the target is outside this range, the Shooting from hiding:
shot misses automatically. If the target is If he shooing model was hidden from
farther than ½ maximum range of the ranged the target, prior to taking the shot, it gets a
weapon but closer than the maximum range, +1RC modifier.
the shooting model suffers a -1RC modifier.
Precision shot:
Cover:
The controlling player may spend a player, controlling the shooting model, applies
second action, in addition to the one spent on any relevant modifiers to the strength of the
shooting, to make the shooting model make a shooting weapon and any relevant modifiers to
precision shot. In that case, the shooting model the endurance of the target model and rolls
gets +1RC modifier. 1d12. The controlling model then consults the
following table:
Once the shooting model hits its target, the
shooting model rolls for damage. To do so, the

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 pushed back through a close combat attack,
strength of the shooting weapon and the may immediately move and re-engage the
endurance of the target, the range in which the pushed back model. This follow-up happens at
d12 roll falls points at whether the target model the expense of no extra actions. If the model
is pushed back (PB), knocked down (KD), that cause the pushback is engaged with
stunned (ST) or out of action (OOA). another enemy, it may not follow-up.

Push Back Knocked Down

If a model is pushed back, it moves 2” in A model that is knocked down has been
a direction, nominated by the controlling brought to the ground and will have a harder
player. This may cause the model to fall and time fighting. A model that is knocked down
suffer damage as described in the rules for a may not shoot, or attack in close combat until it
failed climbing roll when climbing down. A stands up. A knocked down opponent may cast
pushed back model may be pushed in contact spells or prayers at +2 difficulty (casting spells or
with one or more standing (not knocked down prayers is explained in the MAGIC & PRAYERS
and not stunned) enemy models. If that section of this ruleset). To stand up, the model
happens, each adjacent enemy model gets a needs to spend one action and this may be
free attack at the pushed back model. These done as either an activation or a reaction. All
attacks do not count as reactions for the enemy close combat attacks at a knocked down
models and are always primary attacks (primary opponent are at +2 CMB for the attacking
attacks are explained in the CLOSE COMBAT models. If an attack against a knocked down
section of this ruleset). If a model is pushed model (ranged or close combat) results in a
back but has no space to go to, it becomes “Pushed Back” result, the knocked down model
knocked down instead. If a model is pushed remains knocked down. If an attack against a
back while engaged with multiple opponents, knocked down model (ranged or close combat)
these opponents do not get free attacks. A results in a “Knocked Down” result, the knocked
model that has caused another model to be down model becomes stunned. If an attack
against a knocked down model (ranged or close model hit automatically and are at +1 STR. If an
combat) results in a “Stunned” result, the attack against a stunned model (ranged or close
knocked down model is taken out of action combat) results in a “Pushed Back” result, the
instead. In addition, a knocked down model model remains stunned. If an attack against a
may parry with a -2 modifier to the parry roll stunned model (ranged or close combat) results
(parry is explained in the CLOSE COMBAT in a “Knocked Down” or “Stunned” result, the
section of this ruleset). Additionally, a knocked stunned model is taken out of action instead. A
down model may use a shield block but a stunned model may not parry or use a shield
successful shield block adds 1 less END (shield block while stunned.
block is explained in the CLOSE COMBAT section
of this ruleset). Out of Action

Stunned If a model is taken out of action, it is


removed from the battlefield. It may no longer
A stunned model is very vulnerable to participate in the battle/scenario. Certain spells
enemy attacks. A stunned model may not shoot, or other effects may return some models, taken
cast spells/prayers, or make close combat out of action, to the battlefield, so a player with
attacks. A stunned model may spend one action such options/ abilities at his/her disposal should
to become knocked down. This may be done as mark the location where the model was taken
an activation or a reaction. Hence, a stunned out of action. Models taken out of action need
model may spend two actions to stand up (one to be rolled for by the controlling player for
action to become knocked down and another to injuries at the end of the game.
stand up). All close combat attacks at a stunned

Close Combat

model applies any relevant modifiers to its CMB


Two or more models, controlled by and any relevant modifiers are applied to the
different players and whose bases are touching, defending model’s DEF. Then, the modified
count as being engaged in close combat (also, CMB of the attacker and the modified DEF of
being adjacent). A model, that is engaged in the defender are compared:
close combat with an enemy model, may spend
- If the modified CMB of the attacking
an action as an activation or a reaction to make
a single close combat attack at that enemy model is less than the modified DEF of
the defending model, the attacking
model. If the model is engaged with multiple
enemy models, the attacking model always model’s attack succeeds on a roll of 6+
on 1d8.
attacks the standing models first, before
attacking knocked down or stunned models - If the modified CMB of the attacking
model is equal to the modified DEF of
(models tend to address the immediate danger
first). A model may make up to as many attacks the defending model, the attacking
model’s attack succeeds on a roll of 5+
as the number of primary attacks on its profile,
as long as its number of available actions allows on 1d8.
- If the modified CMB of the attacking
this (an exception to this rule are secondary
attacks, detailed later in this chapter of the model is greater than the modified DEF
of the defending model, the attacking
ruleset). Having spent an action, the attacking
model’s attack succeeds on a roll of 4+ Precision strike:
on 1d8.
- If the modified CMB of the attacking A model may spend an extra action
when making a close combat attack to make it
model is two times or more the
modified DEF of the defending model, more precise. If the model does, its target gets
a -1 DEF modifier.
the attacking model’s attack succeeds
on a roll of 3+ on 1d8. Attacking a model with fear:
The relevant CMB and DEF modifiers in close When a model is making a close combat
combat are as follows: attack against a model with fear, the attacking
model needs to take a will test. If the test is
-1 CMB and -1 DEF for each adjacent enemy
model beyond the first failed, the attacking model gets a -2 CMB
modifier on all its close combat attacks against
+2 CMB if charging from a hidden position the model with fear. If the test is passed, the
modifier does not apply (fear tests are detailed
+2 CMB if defending model is knocked down; in the PSYCHOLOGY section of this ruleset).
defending model is automatically hit if stunned.
Being attacked by a model with fear:
-1 DEF to defending model if attacking model
uses a precision strike When a model is attacked by a model
with fear, the defending model needs to take a
-2 CMB if attacking a model with fear and failing will test. If the test is failed, the defending
the will test model suffers a -2 DEF modifier from all the
-2 DEF if attacked by a model with fear and attacks of the attacking model with fear. If the
failing the will test test is passed, the modifier does not apply (fear
tests are detailed in the PSYCHOLOGY section of
-2 on the attack roll if attacking with an “off- this ruleset).
hand” weapon
Making an attack with an “off-hand” weapon:
Fighting multiple opponents:
If a model is armed with two weapons
A model, engaged in close combat with (e.g. a sword and an axe), one of them is
multiple opponents, suffers a -1 penalty to both nominated as the main-hand weapon (the
its CMB and DEF for each adjacent enemy weapon with which all primary attacks are
model beyond the first. So, a model engaged made) and the other is nominated as the off-
with 3 enemy models will have its CMB and DEF hand weapon (the weapon with which up to
reduced by a modifier of -2 each. one off-hand attack may be made, unless
Charging from a hidden position: otherwise specified by the rules). Any attacks
with an off-hand weapon suffer a -2 modifier on
A model, charging from a hidden the attack roll (additional details on the off-
position, gets +2 CMB to all its subsequent hand attacks are detailed in the Secondary
attacks (charging is detailed further in this Attacks section of this chapter of the ruleset).
section of the ruleset). This penalty may be modified by special rules
and skills.
Attacking a knocked down or stunned model:
Damage
Any close combat attacks at a knocked
down model are at +2 CMB modifier. Any close For each attack that has successfully hit
combat attacks at a stunned model hit its intended target, the attacking model needs
automatically. 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:

Given the difference between the A model counts as charging if after a


strength of the attack and the endurance of the move action, the model is brought in contact
target, the range in which the d12 roll falls with one or more enemy models. This move has
points at whether the target model is pushed to be in a straight line, regardless how far the
back (PB), knocked down (KD), stunned (ST) or model moves in order to charge. A model that
out of action (OOA). In the case of multiple charges gets a bonus action that can only be
attacks against a single model, performed by a spent on an attack action. Hence, a model with
single model, take the highest result in terms of one action that spends it to move in contact
both magnitude and effect. with an enemy model immediately gets one
extra action (no rolls necessary) for an attack
Secondary Attacks
against the charged enemy. A model with two
A model may make up to the number of actions may charge for one action an enemy
primary attacks per activation/reaction, given that is up to the charging model’s SPD away and
that it has enough actions from then make up to two attacks (assuming that the
activations/reactions. However, sometimes model has no extra actions for secondary
models have what we refer to as “secondary attacks) or the model may charge for two
attacks”. Examples of secondary attacks are actions an enemy that is up to twice the
attacks from an off-hand weapon, extra attacks charging model’s SPD away and make a single
from special skills, extra attacks from mutations, attack (assuming that the model has no extra
etc. Generally, unless specified that an attack is actions for secondary attacks) etc. A model may
a secondary attack, it should be considered a not spend more than 2 actions to move when
primary attack. A secondary attack requires a charging, unless a special rule or skill allows the
single action to be spent for the attack to be model to do so.
made, just like a primary attack. However,
whenever a model rolls for Strength - Endurance
activations/reactions and gets one or more
results that are not just smaller or equal to its <=-2 -1 0 +1 +2 >=+3
will, but are smaller or equal to half its will
PB 1-5 1-4 1-4 1-3 1-2 -
rounded up, the model gets an extra action for
each such result, in addition to the action the KD 6-9 5-8 5-8 4-7 3-5 1-3
model would normally get. However, these
extra actions can only be used for secondary ST 10-12 9-11 9-10 8-9 6-8 4-7
attacks. OOA - 12 11-12 10-12 9-12 8-12
Charging
Parry
A player, controlling a model, armed A model, armed with a shield, may
with a weapon with the Parry special rule, may attempt to block the attack from an attacking
choose that the model will attempt to parry a enemy (ranged or close combat). To do so, after
single attack, made against him/her, each time the attacking enemy has rolled to hit but before
that an opponent attacks him/her. To do so, the rolling for damage, the defending model makes
controlling player may choose to roll 1d8 after a roll on 1d12. On a roll of 9+, the defending
the attacking model has rolled to hit but before model may add +2 END for the purpose of the
rolling for damage. The parrying model has to subsequent damage rolls. Remember that a
attempt to parry the most successful attack (the knocked down model gets only +1 END if
one with the highest roll on 1d8). The parrying successfully rolling for a shield block. A stunned
model successfully parries if its parry roll results model may not use a shield block.
in a number greater than the roll of the most
Leaving combat
successful attack. If a model is armed with two
weapons with the Parry special rule, the model A model may move out of close
may parry successfully if the parry roll equals or combat. The model spends actions the same
exceeds the number of the most successful way it would spend actions to move, except it
attack. If a model is armed with a weapon with may move up to twice its SPD (if it moves more
the Parry special rule and a buckler, the model than its SPD in distance, it needs to spend 2
parries successfully if the parry roll equals or actions). Any models, that the model was
exceeds the number of the most successful engaged in close combat with, may immediately
attack and, in addition, may re-roll once a failed make a single primary attack at it. These attacks
parry roll. Remember that a knocked down do not count as reactions. If any of those
model may parry but gets a -2 modifier to the attacks result in knocked down, stunned or out
parry roll. A stunned model may not parry. of action, the model becomes knocked down,
Attacks at STR twice or more the strength on stunned or out of action, respectively, and fails
profile of the defending model may not be to leave the close combat engagement.
parried.
Shield Block

Psychology
Rout Test Fear
At the beginning of each round, if a Some creatures have the Fear trait.
warband has 25% or more of its models taken Whenever a creature with Fear attacks, its
out of action, the controlling player must make intended target needs to pass a will test. If the
a rout test. To do so, the player takes a will test, target fails the will test, the target suffers a -2
using the will of the leader of the warband. If DEF modifier for all attacks made at it by the
the leader is knocked down or stunned, the will creature with Fear. Whenever a creature with
test is taken with the will of the hero with the Fear is attacked, the attacker need to pass a will
next highest will in the waband. If all other test. If the attacker fails the will test, the
heroes are knocked down or stunned, the will attacker suffers a -2 CMB modifier for all attacks
test is taken with the will of the model with the made by it against the creature with Fear.
next highest will in the waband. If the will test is
Rage
passed, the round continues as normal. If the
test is failed, the warband routs and leaves the Sometimes a model will be susceptible
field. The scenario/game is over for this to rage. If a model is subject to rage, it adds one
warband. extra primary attack to the maximum number
of primary attacks and one extra secondary A model that is subject to rage is no longer
attack to each type of secondary attacks it can subject to rage if it gets knocked down or
make, for the duration of the rage (the models stunned.
still needs to spend actions to take advantage of
Hatred
these extra attacks). A model that is subject to
rage and within charge distance from an If a model attacks an enemy that it
opponent always attempts to charge with the hates, the attacking model may re-roll once
maximum attacks possible, hence, the failed attack rolls.
controlling player must always roll 3d12 for
activation and must always aim to charge the Stupidity
closest available enemy with the highest A model under the effect of stupidity
possible number of available attacks. A model re-rolls once any successful activation rolls. The
that is subject to rage is immune to the effects result of the re-roll counts.
of Fear and other effects that require WIL tests.

Commands

Any hero may issue orders to a group of be spent only on movement actions for the
henchmen and /or heroes. To do so, the hero purpose of moving the marching models in a
may spend one action (not as a reaction). Then, given direction together.
the hero chooses which command to issue. The
possible commands are as follows: iii. Concentrate fire – Up to 3 models, at
least one of which is within a commanding
model’s WIL (not including the commanding
i. Regroup – Up to 3 models within the model) and within 6” of each other may shoot
commanding model’s WIL (not including the together. To do so, the active player may roll up
commanding model) may regroup. To do so, the to 3d12 as if activating a single model (use the
active player may roll up to 3d12 as if activating lowest WIL among the shooting models). Each
a single model (use the lowest WIL among the successful activation counts as an action for
regrouping models). Each successful activation each of the shooting models. However, these
counts as an action for each of the regrouping actions may be spent only on shooting and/or
models. However, these activations may be reloading. Special skills may not be used when
spent only on movement actions for the concentrating fire.
purpose of bringing the 3 models closer to each
other. iv. Group charge – Up to 3 models, at
ii. March – Up to 3 models, at least one least one of which is within a commanding
model’s WIL (not including the commanding
of which is within the commanding model’s WIL
model) and within 6” of each other may charge
(not including the commanding model) and
together. To do so, the active player may roll up
within 6” of each other may move together. To to 3d12 as if activating a single model (use the
do so, the active player may roll up to 3d12 as if lowest WIL among the charging models). Each
activating a single model (use the lowest WIL successful activation counts as an action for
among the marching models). Each successful each of the charging models. However, these
activation counts as an action for each of the actions may be spent only on charging and
marching models. However, these actions may potential additional close combat attacks.
Weapons & Equipment
Close combat weapons it gets one reaction that may only be used for
an attack against the charging model. This
Dagger: attack resolves before the attacking model
Strength bonus – none makes any attacks. This rule applies even if the
Special rules – Small blade reacting model has already reacted during the
Small blade – Attacks, made with this current round.
weapon, give the opponent +1 DEF, for the
purpose of determining whether the attacks Morning Star:
with this weapon have hit. Strength Bonus – +1 STR, when charging only.
Special Rules – Chain weapon, Heavy
Club/Mace/Warhammer: Heavy – A model, armed with this weapon,
Strength bonus – none may only use a shield in its off-hand.
Special Rules – Concussive Chain weapon – Attacks with this weapon
Concussive – If an attack with this weapon may not be parried and successful shield blocks
results in a knocked down or stunned outcome, against attacks, made with this weapon,
the knocked down/stunned model may roll only provide 1 less bonus END than normal.
up to 2d12 on its next activation and may not
react until the end of the next round. Flail:
Strength Bonus – +2 STR, when charging only.
Axe: Special Rules – Chain weapon, Two-handed
Strength bonus – none Two-handed – A model, armed with this
Special Rules – Armor piercing weapon, may not use any other weapon or
Armor piercing – A model, attacked with this shield/buckler in its off-hand.
weapon, suffers -1 DEF if it wears armor. If Chain weapon – Attacks with this weapon
other effects would remove the DEF bonus from may not be parried and successful shield blocks
armor anyway, disregard this rule. against attacks, made with this weapon,
provide 1 less bonus END than normal.
Sword:
Strength bonus – none Halberd:
Special rules – Parry Strength bonus – +1 Strength
Parry – refer to Parry in the Close Combat Special rules – Two-handed, Slow
section. Two-handed – A model, armed with this
weapon, may not use any other weapon or
Spear: shield/buckler in its off-hand.
Strength bonus – none Slow – A model, armed with this weapon, may
Special rules – Unwieldy, First Strike not make free primary attacks at enemies,
Unwieldy – A model armed with this weapon leaving combat.
may only carry a shield or a buckler in its off-
hand. Great weapon (great sword, great axe,
First Strike – Whenever a model armed with etc.):
this weapon is charged while being unengaged, Strength bonus – +2 Strength
Special Rules – Two-handed, Cumbersome, Light weapon – a model does not suffer a -1
Slow RC penalty for moving before shooting with this
Two-handed – A model, armed with this weapon.
weapon, may not use any other weapon or
shield/buckler in its off-hand. Thunder Powder Weapons
Cumbersome – Whenever a model armed
with this weapon activates while being Pistol:
engaged, all adjacent enemy models, not Weapon Strength = 4
engaged with any other models, may roll for up Maximum Range = 8”
to 1 reaction each. Successful reactions may Special Rules = Reload
only be used for an attack against the activating Reload – Once you fire with this weapon, you
model. This rule applies even if the reacting need to spend 2 actions to reload it.
models have already reacted during the current
round. This rule does not apply when the model Handgun:
armed with this weapon is charging. Weapon Strength = 5
Slow – A model, armed with this weapon, may Maximum Range = 28”
not make free primary attacks at enemies, Special Rules = Reload
leaving combat Reload – Once you fire with this weapon, you
need to spend 2 actions to reload it.
Ranged Weapons
Blunderbuss:
Short Bow: Weapon Strength = 3
Weapon Strength = 3 Maximum Range = 14”
Maximum Range = 18” Special Rules = One Shot, Shotgun
Special rules – none One Shot – this weapon may be shot only
once per scenario.
Bow: Shotgun – When shot, this weapon hits
Weapon Strength = 3 everyone under the comet-like template. No
Maximum Range = 24” need for to-hit rolls.
Special rules – none
Long rifle:
Long Bow: Weapon Strength = 5
Weapon Strength = 3 Maximum Range = 48”
Maximum Range = 36” Special Rules = Reload, Sniper
Special rules – none Reload – Once you fire with this weapon, you
need to spend 2 actions to reload it.
Crossbow: Sniper – A shot, made with this weapon, gets
Weapon Strength = 4 an extra +1 BS if it were a precision shot.
Maximum Range = 30”
Special rules – Reload Armor
Reload – Once you fire with this weapon, you
need to spend 1 action to reload it. We will first discuss the concept of
armor piercing in this section. Some types of
Throwing Knives: armor (light armor, heavy armor etc.) give a
Weapon Strength = As user’s Strength bonus to the DEF of their user. However, 1 of
Maximum Range = 6” this bonus is negated for each point of STR of an
Special rules – Light weapon 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 Rope and hook - A model, equipped with this
STR = 4 is made against that model. If the armor item, may re-roll failed SPD tests when climbing
piercing effect exceeds the DEF bonus from up or down.
armor, the excess armor piercing does not
decrease the remaining DEF of the model. Thus, Poison and drugs:
an attack at STR = 6 against a model with light
armor will only negate the DEF bonus from the Drugs and poison, once purchased, may
light armor and will not subtract additional 2 be used only once per battle/scenario and they
points of DEF from the DEF of the defending only last for the duration of one battle/scenario.
model. Having specified that, here are the types You may not poison thunder powder weapons
of protective equipment that models may use: and may use a single vile of poison on a single
weapon only. A single vile of a drug may be
Light armor: used on a single model only, at any point during
DEF bonus = +1 the battle/scenario.
Special rules = none
Putrid Aconitum – A weapon, poisoned
Heavy armor: with this type of poison, will automatically stun
DEF bonus = +2 its target on a roll of 8 to hit. This ignores the
Special rules = Limited Mobility endurance of the defender. The attacker may
Limited Mobility – A model equipped with still roll for damage to see if the defender is
this item suffers -1 SPD. taken out of action, instead.

Dwarf heavy armor: Blood blossom – A weapon, poisoned


DEF bonus = +3 with this type of poison, will count as having +1
Special Rules = Limited Mobility STR to its attacks if the defending model wears
Limited Mobility – A model equipped with no armor (light, heavy or dwarf).
this item suffers -1 SPD.
Goblin Concoction – A model, who has
Buckler: drunk a vial of this potion at the beginning the
DEF bonus = none scenario/battle, will be subject to rage. This
Special Rules = Parry potion does not affect Undead and Demonic
creatures. At the end of the battle, roll 1d8. On
Shield: a roll of 1, the model becomes stupid.
DEF bonus = none
Special Rules = Shield Block Sanguine Elixir – A model, who has
used this potion at the beginning of the
Helmet: scenario/battle, will get +1 SPD and +1 STR for
DEF bonus = none the remainder of the battle. This potion does
Special Rules – Stunned Save not affect Undead and Demonic creatures. After
Stunned Save – If a model, wearing a the battle, roll 1d8. On a roll of 1, the model
helmet, is going to be stunned, it may make a becomes addicted and has to use the sanguine
7+ save on 1d8. If the save is successful, the balm every battle or the model will leave your
model is knocked down instead. warband.

Other Equipment 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 it remains knocked down. If it passes at least
the battle, roll 1d8. On a roll of 1, the model once, the target does not need to test any
becomes poisoned by the extract and loses more. Throwing the net requires 1 action and
permanently 1 point of END. If this reduces its the net is lost afterwards.
endurance to 0, the model is dead.
Dwarf Brew – A warband may drink a barrel of
Holy Water – A vial of holy water is a potent dwarf beer at the beginning of a
weapon against undead and demonic creatures. scenario/battle. Each model becomes immune
It can be thrown at a range equal to twice the to fear for the remainder of the battle. The
strength of the model throwing the vial. If it hits barrel is lost afterwards. Dwarf beer may not be
its intended target, as long as it is an undead or used by undead and demonic creatures.
a demonic creature, it inflicts a STR = 5 hit. No
armor bonuses or shield blocks are allowed. Tome of Magic – This item may be used only by
Undead and demonic creatures may not use models, capable of casting spells (but not
holy water. Throwing the vial takes 1 action. prayers). If a model is equipped with this item,
it may learn one extra spell from its respective
Elven Cloak – This item may not be used by spell list.
dwarfs. A model shooting at a model, wearing
an elven cloak, suffers a -1 RC penalty. Sacred Tome – a corrupt cleric, equipped with a
Serrated Arrows – Serrated arrows may be sacred tome, adds +1 to any casting rolls he
used when shooting with any kind of bow. DEF makes.
bonus from light armor is ignored and a
successful shield block by the target adds only Holy(Unholy) Relic – A model, equipped with
+1 END, if the target is shot at by a model this items, automatically passes the first WIL
armed with a bow and serrated arrows. test it is required to take in a scenario/battle.
This does not apply to activations/reactions.
Garlic – A model equipped with this item is not
a preferred target for a vampire. Whenever a Torch - a model, equipped with this item,
vampire wants to charge a model, carrying detects hidden models within 2x its SPD range.
garlic, the vampire needs to successfully pass a
WIL test. Alchemist’s Powder – A model, armed with a
thunder powder weapon and equipped with
Net – A model, armed with a net, may throw it this item, makes ranged attacks at +1 STR when
at a target, no further than 8”. The model, shooting with thunder powder weapons.
throwing the net, uses its RC as if making a
ranged attack. If successful, the target needs to Cure of the Valkyrie – A model, who has drunk
take a STR test or becomes knocked down a vial of this liquid before the scenario/battle,
immediately. If the target fails the STR test, it will be immune to poison for the remainder of
needs to make the test every time it attempts the scenario/battle.
to stand up from being knocked down. If it fails,

Magic & Prayers


Some models have the ability to cast player, controlling the model casting the
spells or prayer. Spells and prayers are different spell/prayer, rolls the casting dice. If their sum
in the sense that some models are affected is equal or greater than the difficulty of the
differently by spells and in another way by spell/prayer, the spell/prayer is cast successfully
prayers. However, both are cast in a similar and its effect takes place.
manner. Whenever a model wants to cast a Most models, capable of casting
spell or a prayer, it may use 1 action to generate spells/prayers, start the game, knowing one or
a single 1d8 casting die. In this way, the model more spells/prayers. Whenever these models
may use up to 3 actions to generate up to 3d8 spend experience to advance, if they roll a skill
casting dice. A model may not cast more than 1 on their advancement roll, they may choose a
spell or prayer per activation/reaction (but may new spell/prayer instead (look at the post-game
cast up to 2 spells/prayers – one as an sequence section).
activation and another as a reaction). Then, the

Post-Scenario Sequence

After each scenario, the players need to 5. Hiring – each player may spend gold to
go through a post-scenario sequence. During hire new models (heroes and/or
this sequence, the players check what injuries henchmen) to his/her warband.
the models of their respective warbands have 6. Buying equipment – each player may
sustained, what experience and reputation the spend gold to buy new equipment for
models and warbands have acquired and spend his/her warband. Then, each player
the reputation on training the models, acquiring allocates any existing equipment to
new equipment and hiring new models to the his/her warband members.
warband. Hence, a post-game sequence
Once this sequence is complete, the players are
proceeds in the following manner:
ready to field their warbands on the tabletop
1. Injuries – each player rolls on the injury for yet another battle.
charts of the henchmen and heroes,
Injuries
controlled by him or her, that have
been taken out of action during the Each model that has been taken out of
scenario. action has to roll on the injuries chart after the
2. Experience – each player allocates scenario in which the model was taken out of
experience to the members of his/her action.
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.

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