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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, used for making ranged attacks).

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.

Vitality Points (VP) – The maximum number of wounds that a model can sustain before dying.

Combat (CMB), its ranged component (RC), 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. If vitality points (VP) are reduced to 0 (or less) the model is
taken out of action and has to roll of injuries at the end of the scenario.

Characteristic Tests

Whenever this ruleset refers to a characteristic test (except Will, VP 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 roll 2d6. There are no PA or VP tests.

Turn Sequence
General Overview

A game (or a scenario) in Carnage at Grenzburg is divided into rounds. Each round consists of
three phases: order phase, action phase and end phase. In the order phase, players roll for the general
order of players, as detailed later in this section, and place activation tokens. In addition, some players
may have to take rout tests, as detailed in the Psychology section, and there may be other effects that
should be accounted for during the order phase. In the action phase, each player, starting with the first
player, as determined during the order phase, 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 action phase ends once all models have activated. Then, the end phase begins. Certain
effects may take place during the end phase. Once these are accounted for, the round ends and new
round begins.

Order phase

The most important events that happen during the order phase are deciding the general order
of the players within the round and placing activation tokens next to each model. The general order is
determined by rolling 1d8 dice. Each player rolls 1d8 and the order is determined according to the
values of the rolled dice: the player with the highest roll is first, the second player is the player who
rolled the next highest result and so on. If any players’ rolls result in the same value, these players keep
rolling until one of them has a higher result and, hence, will activate before the other players that had
initially rolled the same value but after any players that had initially rolled higher values.
Having determined the general order of play, the players place activation tokens next to each
model. A very convenient type of tokens are small six-sided dice, as some models tend to have more
action points (action points are explained in the action phase section of this ruleset) than others or may
have an ability to get more action points than other models and placing a small six-sided die next to
them, showing the number of action points per activation, may be useful for all players.
In addition to determining the order and placing activation tokens, there may be other effects
that should be accounted for in the order phase such as rout tests, explained later in this ruleset. If such
effects should take place during the order phase, this will be noted in the rules describing such effects.

Action phase

Once the order phase is over, the action phase begins. 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.
Action points may be spent only during the action phase, unless a special rule states otherwise.

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
active player may spend action points, that the model has, on actions, as detailed later in this ruleset.
The active player removes the activation token of the model and spends the action points as he/she
chooses. All the actions that action points are spent on need to be declared before the player removes
the activation token. If some of the action points are not spent, they are lost regardless. 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 but before the active player spends action points on actions for the chosen model (and, hence,
before removing the activation token of the nominated model), any of the other players may declare
that he/she would like to react with one or more models. Only models with an unobscured line of sight
to the model that is about to be activated may react (an unobscured line of sight means that a straight
line may be drawn from the reacting model to the about-to-be-activated model and there are no
physical obstacles on this line, like terrain or other models). To react, a model has to pass a SPD test. If
successful, the model receives one action point that may be spent before the active player spends
his/her nominated model’s action points.
A non-active (reactive) player may attempt to react with several models at the same point of the
game – they all need to take their respective SPD tests. In addition, for each model that is reacting
beyond the first, the reactive player needs to roll and pass a WIL test (using the WIL if the additional
reacting model) before rolling for any SPD tests for that model. If it fails, the model fails to react and
loses its activation token. A model that reacts has spent its action points for the round and its activation
token is removed.
If several of the non-active players want to react at the same time, the order of the reactions of
the models, controlled by those players, 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 resulting action points 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.
It is important to note that a player, reacting with a model, basically chooses to spend its action
points during another player’s turn. Due to the SPD tests it needs to pass, the trade-off is in that the
model may not have its action points to spend when reacting and even if passed, the SPD test will only
allow the model to have at most 1AP. The trade-off is even greater, if the player decides to react with
several models at the same time because of the additional WIL tests.

Passing the turn

As you read through the ruleset, you will notice that a lot of actions that a model performs when
activating and spending action points have the potential of passing the turn to the next player. This
dynamic ensures that players need to make a careful judgement about how 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. Therefore, a
reacting player should also be careful how many models he/she reacts with and what actions they are
performing as reactions.

End Phase

The end phase follows the action phase. There are no specific effects that take place during the
end phase and in many cases it will be ignored. However, should an effect specify that it resolves during
the end phase, the effect should be applied during the end phase.
Movement

A model may spend a single action point to move up to its SPD when spending action points
during an activation or a reaction. It may move in a straight or curved line, unless otherwise specified by
the rules. A model may not spend more than 2 action points 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 action points 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 run 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 action points 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 – different
from the activation and reaction tokens).
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 SPD.

Climbing

A model may spend 2 action points 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 two action points 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 action points to climb up or down unless a special rule or skill allows it to do so. If a model
is climbing up and fails the climbing roll, it remains at its initial position, as if it did not climb that turn
but its action points, spent on climbing, are wasted. If a model is climbing down and fails the 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.

Jumping
A model may jump over any gap, up to the models SPD long, by spending a single action point. If
the gap is longer than the SPD of the model, it automatically falls unless a special rule or skill states
otherwise.
A model may jump down from any height, by spending 0 action points, but needs to pass a SPD
test for each 3” 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.

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 point 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 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 player, controlling the shooting model, takes the
difference between the modified RC and modified DEF and consults the following table.

Modified RC – Modified DEF Table

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


Minimum necessary roll to 12+ 10+ 8+ 7+ 6+ 5+
hit the intended target
Outcomes, when the 1-5 1-4 1-3 1-2 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 1d12 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 action points to spend, the turn passes to the next player and these remaining action
points are lost. The relevant RC modifiers are as follows:

-1 RC and -1 STR to the ranged weapon if the target is more than 1/2 maximum range away
-1 RC and -1 STR to the ranged weapon and +1 AR to the target if the target is behind cover
-1 RC if attacker moved before shooting
-1 RC if shooting as a reaction
+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 and -1 STR 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 and a -1 STR modifier. In addition, the target counts as having +1 AR (Armor Rating).

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 from hidden position:


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 an extra action point, 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 player, controlling 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 targeted model
and rolls 2d6. The player, controlling the shooting model, takes the difference between the modified
strength and modified endurance, adds the sum of the 2d6 rolled, and then consults the following table:

Outcom Result = Strength – Endurance + 2d6


e

UH Result <= 2
PB Result = 3, 4, 5, or 6

KD Result = 7 or 8
ST Result = 9 or 10

W(1) Result =11 or 12


W(2) Result = 13 or 14

W(3) Result = 15 or 16
W(4) Result = 17 or 18
Given the result, the target model is unharmed (UH), pushed back (PB), knocked down (KD),
stunned (ST) or wounded for X vitality points (W(X)).

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 action points. 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 but adds +2 to the casting threshold of the
spell/prayer (casting spells or prayers is explained in the MAGIC & PRAYERS section of this ruleset). To
stand up, the model needs to spend one action point 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 an “Unharmed” or
“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 loses 1 VP instead. If A knocked down model suffers a
“W(X)” result, it suffers a “W(X+1)” result instead (loses 1 more VP). 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 point to become
knocked down. This may be done as an activation or a 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 an “Unharmed” or “Pushed Back” result, the model remains stunned. If an attack against a
stunned model (ranged or close combat) results in a “Knocked Down”, the model loses 1 VP; if the
model suffers a “Stunned” result, while stunned, the model loses 2 VP instead. If a stunned model
suffers a “W(X)” result, it suffers “W(X+2)” result instead (loses 2 more VP). A stunned model may not
parry or use a shield block while stunned.
Out of Action

A model is taken out of action if it has 0 VP. 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. If a model loses vitality points but
is not taken out action, it becomes stunned instead.

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 point as an activation or a reaction to make a single close combat
attack at that enemy model. Alternatively, the model may spend one action point to make two attacks,
as long as the model has that many attacks to make (either because of the number of a primary attacks
it has or because of some secondary attacks). However, each of these 2 attacks is made at CMB/2,
before any other modifiers are applied (if the CMB is an odd number, one attack is at CMB/2, rounded
up, while the other attack is at CMB/2, rounded down – it is up to the player’s choice). 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).
When making an attack, a model spends one or more action points. Having spent these action
points, the player, controlling 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 equal or less than half the modified DEF (rounded
down) of the defending model, the attacking model’s attack succeeds on a roll of 5+ on 1d6. On
a roll of 1 or 2 on 1d6, the attacker not only misses, but the turn passes to the next player.
- If the modified CMB of the attacking model is equal or less than the modified DEF of the
defending model, the attacking model’s attack succeeds on a roll of 4+ on 1d6. On a roll of 1 on
1d6, 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 3+ on 1d6. On a roll of 1 on 1d6, 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 1d6.
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.
These rolls of d6 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 WIL test
-2 DEF if attacked by a model with fear and failing the WIL test
-1 on the to-hit roll when making an attack with an off-hand weapon
-1 CMB when striking to injure
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 and are at +1 STR.
Precision strike:
A model may spend an extra action point when making a close combat attack to make it more
precise. If the model does, its target gets a -1 DEF modifier. Precision strikes may be done only with
daggers, swords and/or spears (in the case of spears, the model should not have a shield or a buckler in
his/her off-hand).
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).
Attacking of an off-hand weapon:
When making an attack with an off-hand weapon (in the case of models, armed with two close
combat weapons), the model suffers a -1 modifier to the result of the d6 attack roll (also referred to as a
“to-hit” roll).
Strike to injure:
A model may make an attack at -1 CMB in exchange for the right to re-roll the lowest of the two
damage dice rolled if the attack successfully hits.
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. It is important to note that these
damage rolls are rolled for simultaneously – a model may not first knock an opponent down with one
attack and then finish the knocked down opponent with a second attack (some special skills may change
that rule). 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, adds the roll of 2d6 for each successful attack, and consults the following
table:

Outcom Result = Strength – Endurance + 2d6


e

UH Result <= 2
PB Result = 3, 4, 5, or 6

KD Result = 7 or 8
ST Result = 9 or 10

W(1) Result =11 or 12


W(2) Result = 13 or 14

W(3) Result = 15 or 16
W(4) Result = 17 or 18

W(5) Result >=19

Given the result, the target model is unharmed (UH), pushed back (PB), knocked down (KD),
stunned (ST) or is wounded for X vitality points (W(X)). 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 action points 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 or special rules, etc. Generally, unless specified otherwise, a secondary attack requires
a single action point to be spent for the attack to be made, just like a primary attack (certain rules and
skills may modify this). Alternatively, the model may spend one action point to make two attacks
(secondary and/or primary), as long as the model has that many attacks to make (either because of the
number of a primary attacks it has and/or because of some extra secondary attacks). However, each of
these attacks is made at CMB/2, before any other modifiers are applied (if the CMB is an odd number,
one attack is at CMB/2, rounded up, while the other attack is at CMB/2, rounded down).
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 point
that can only be spent on an attack (or up to two attacks but with the CMB/2, as detailed before).
Hence, a model with one action point that spends it to move in contact with an enemy model
immediately gets one extra action point for an attack (or up to two attacks at CMB/2) against the
charged enemy. A model with two action points may charge for one action point an enemy that is up to
the charging model’s SPD away and then make up to two attacks (or up to four attacks at CMB/2, as
detailed before) or the model may charge for two action points an enemy that is up to twice the
charging model’s SPD away and make a single attack (or up to two attacks at CMB/2, as detailed before),
etc. A model may not spend more than two action points to move while charging, unless a special rule or
skill allows the model to do so (note that charging is not considered running).
Intercepting a Charge
A model, located within 2” of the charge trajectory (line) of a charging model, may intercept the
charge. To do so, the player controlling the intercepting model, moves it on the charge trajectory and
the player, controlling the charging model, counts as charging the intercepting model instead of the true
target of the charge. Intercepting a charge does not require spending action points and does not count
as an activation or a reaction.
Armor Rating
Models, wearing armor, have a certain armor rating (AR) which makes them more durable to
damage from ranged and close combat attacks. The armor rating allows the model to ignore the result
of any damage roll dice from both ranged and close combat attacks. The ignored dice are those that are
equal or below its armor rating. The following table explains this concept:
Armor Rating (AR) Results on the damage roll dice ignored
0 None. The damage roll result applies fully.
1 Ignore any 3s rolled on any of the 2d6 dice on the damage roll.
2 Ignore any 2s and 3s rolled on any of the 2d6 dice on the damage roll.
3 Ignore any 2s and 4s rolled on any of the 2d6 dice on the damage roll.
4 Ignore any 1s, 3s or 5s rolled on any of the 2d6 dice on the damage roll.
5 Ignore any 1s, 4s or 5s rolled on any of the 2d6 dice on the damage roll.

Armor rating may never fall below 0 and may never exceed 5. In the case of the Strike to Injure
rule (explained later in the Close Combat section) the armor rating applies after the re-roll of the lower
damage die (Strike to Injure attacks are more likely to ignore armor).
Fighting Unarmed

A model, fighting in close combat unarmed, suffers a -1 STR penalty on its close combat attacks
and its intended target counts as having +1 AR. Certain special rules and traits (e.g. Animal, Monster,
etc.) may amend this rule.

Strike to Injure

Some models are masters of close combat (have a high CMB statistics) and are able to inflict
serious damage even when they do not have high STR statistic. To reflect that, any model may choose to
sacrifice up to 1 CMB point (applying a -1 CMB modifier to his close combat attack(s)) for the benefit of
re-rolling the smaller of the 2d6 damage dice. This action does not cost action points. The controlling
player needs to announce this before rolling to hit (as the necessary roll may be changed due to the
modifier). Having scored a hit with such an attack, the player may choose to re-roll the lower of the two
damage dice. If the player chooses to do so, the result of the re-roll holds.

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 1d6 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 1d6).
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 1d6. On a roll of 5+, 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 action points the same way it would
spend action points 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 action points). 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, during the order phase and before rolling to determine the
general order of the players within the round, if a warband has 25% or more of its models taken out of
action, the player, controlling that warband, must make a rout test. To do so, the player rolls for 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 standing model (not knocked down
or stunned) 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. If multiple warbands need to take a rout test, the order of rout tests is determined by the
number of remaining models in those warbands – first, the warband with the fewest models remaining
takes a rout test, then the next warband with the fewest models remaining and so on.
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 counts as “fleeing” and immediately moves 2x its SPD directly
away from the place where the model was taken out of action. This may result in falling off of high
places or leaving combat. If that is the case, apply the rules, relevant in those cases. This move does not
require the expenditure of any action points that the fleeing model may have.
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
subsequent attacks made at it by the creature with Fear. Whenever a creature with Fear is attacked, the
subsequent 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 makes, for the duration of the rage (the extra attacks from rage do not need extra
action points to be spent on them). A model that is subject to rage and within charge distance from an
opponent always attempts to charge with the maximum attacks possible. A model that is subject to rage
is immune to the effects of Fear, Panic and other effects that require WIL 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 attacks in close combat 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 point it intends to
spend. For each failed test, the model may spend one less action point than normal.

Commands

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

i. Concentrate fire – Up to 3 unengaged models within the commanding model’s WIL distance in
inches (not including the commanding model) and within 4” of each other may shoot together. To do so,
the active player spends a number of action points, not greater than 2 per model, in the group of up to 3
models. However, these action points 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. If any of their attack rolls result in passing the turn to the next player, all the attacks of the
shooting models in the group of models resolve before the turn is passed to the next player (essentially,
this is the main advantage of issuing this order versus activating each of the up to 3 models separately).

ii. Group charge – Up to 3 unengaged models within the commanding model’s WIL distance in
inches (not including the commanding model) and within 4” of each other may charge together. To do
so, the active player may spend up to 2 action points per model in the group of up to 3 models (use the
lowest SPD among the charging models for the purpose of moving any of the models). However, these
action points may be spent only on charging and potential additional close combat attacks. These
models may not activate any further during the current round. If any of their attack rolls result in passing
the turn to the next player, all the charges and attacks of the attacking models within the group of
models resolve before the turn is passed to the next player (essentially, this is the main advantage of
issuing this order versus activating each of the up to 3 models separately).

Weapons & Equipment


Close combat weapons

Dagger:
Strength bonus: none
Special rules: Small blade
Small blade – Attacks, made with this weapon, give the opponent +1 AR, 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 1 less action point 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 AR if it wears armor.

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 action point as a reaction that may only be used for an attack against the charging model. This
action point is granted after any reactions to the activation of the charging model have taken place.
Ignore any “pass the turn” results on this attack. This rule applies even if the reacting model has already
reacted during the current round. The attack resolves after the charging model has engaged the model,
armed with this weapon, but before the charging model has made any attacks.

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 normally.

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. In addition, a model, armed with this weapon, may not make 2 attacks at CMB/2 by
spending 1 actions point, as detailed in the CLOSE COMBAT section of this ruleset. The model may only
make up to 1 attack per action point spent.
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 normally.

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. In addition, a model, armed with this weapon, may not make 2 attacks at CMB/2 by
spending 1 actions point, as detailed in the CLOSE COMBAT section of this ruleset. The model may only
make up to 1 attack per action point spent.
Slow – A model, armed with this weapon, may not make free attacks at enemies (e.g. when adjacent
enemies are leaving combat or using a weapon with the cumbersome special rule).

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


Strength bonus: +2 Strength and -1 CMB
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. In addition, a model, armed with this weapon, may not make 2 attacks at CMB/2 by
spending 1 actions point, as detailed in the CLOSE COMBAT section of this ruleset. The model may only
make up to 1 attack per action point spent.
Cumbersome – Whenever a model armed with this weapon spends action points on 1 or more close
combat attacks while being engaged, all standing adjacent enemy models, not engaged with any other
models, may roll for up to 1 action point, as a reaction, each. Successful reactions may only be used for a
free attack against the activating model. This rule applies even if the reacting models have already
reacted during the current round. In addition, these reaction rolls happen after any reactions to the
activation of the model, armed with this weapon, but before any of its attacks with the weapon have
resolved.
Slow – A model, armed with this weapon, may not make free attacks at enemies (e.g. when adjacent
enemies are leaving combat or using a weapon with the cumbersome special rule).

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 point 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

All thunder powder weapons have the Recoil property. Ranged weapons with the Recoil
property use the following to-hit chart:
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 1-6 1-5 1-4 1-3 1-2 1
shooter misses the target
and the turn passes to the
next player

Pistol:
Weapon Strength = 4
Maximum Range = 8”
Special Rules = Reload; Fire in Close Combat
Reload – Once you fire with this weapon, you need to spend 2 action points to reload it.
Fire in Close Combat – a model, armed with a reloaded pistol, may spend 1 action point to fire it in
close combat. Follow the rules as if the model is making a normal ranged attack.

Handgun:
Weapon Strength = 5
Maximum Range = 28”
Special Rules = Reload
Reload – Once you fire with this weapon, you need to spend 2 action points 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 action points to reload it.
Sniper – A shot, made with this weapon, gets an extra +1 BS if it were a precision shot.

Armor

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

Heavy armor:
AR bonus = +2
Special rules = Limited Mobility
Limited Mobility – A model equipped with this item suffers -1 SPD when moving, running, jumping, or
climbing.

Gromril armor:
AR bonus = +3
Special rules = Limited Mobility; Dwarven Fit
Limited Mobility – A model equipped with this item suffers -2 SPD when moving, running, jumping, or
climbing.
Dwarven Fit – May be used only by dwarves.

Chaos armor:
AR bonus = +4
Special rules = Limited Mobility; Demonic Possession
Limited Mobility – A model equipped with this item suffers -3 SPD when moving, running, jumping, or
climbing.
Demonic Possession – May be used only by models with the Demonic special rule.

Buckler:
AR bonus = none
Special Rules = Parry

Shield:
AR bonus = none
Special Rules = Shield Block

Helmet:
AR bonus = none
Special Rules – Stun Save
Stun Save – If a model, wearing a helmet, is going to be stunned, it may make a 4+ save on 1d6. 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 6 to hit. This ignores the endurance of the defender. The attacker may still roll for
damage to see if the defender has lost any vitality points, 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, gromirl or chaos).

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.

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 point.

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. AR 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 point 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. Each spell or prayer has a casting threshold and a failure threshold (the
casting threshold is always higher than the failure threshold). Whenever a model wants to cast a spell or
a prayer, it may use 1 or more action points to generate casting dice. Each action point spent generates
one pair of casting die (a pair of casting die is 2d6). Then, the player, controlling the model casting the
spell/prayer, rolls the casting dice. If at least one of the casting dice pairs results in a value greater or
equal to the casting threshold of the spell/prayer, the spell/prayer is cast successfully. If at least one of
the casting dice pairs results in a value less than or equal to the failure threshold of the spell/prayer,
after the casting has taken effect (successfully or not) the turn passes to the next player. Essentially,
using more casting dice pairs increases the chance of casting a spell or prayer but also increases the
chance of passing the turn to the next player afterwards.
A model may not cast more than 1 spell or prayer per activation/reaction.
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 1d6. On a roll of 3+, the henchman survives and may participate
in the next scenario/battle. On a roll below 3, 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 2d6 and consult the following results:
On a roll of 1, 2 or 3: The hero is dead and all its equipment is lost.
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 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 5: 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 6: 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 7: 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 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 of 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 d6, 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. Otherwise, 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.
111 – 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.
222 – 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.
333
444
555
666
777
888
1111
2222
3333
4444
5555
6666
7777
8888
TRAINING
The amount of experience that a model can accumulate over the course of a campaign is
limited. A henchman model may accumulate up to 15xp and a hero model may accumulate up to 42xp.
Some models start with a certain amount of xp and others may not accumulate xp at all (this is specified
in the rules for the models).
After a scenario, if a model has accumulated a certain amount experience, a player may roll for
advancement of a model, he or she controls (the player needs to keep track of the accumulated xp of
the model). The starting xp of a model counts as having been spent (you may not gain advancements
from it). A henchman model is eligible for advancement when it reaches 1, 3, 6, 10 and 15 xp. A hero
model is eligible of an advancement if it reaches 1, 2, 4, 6, 9, 12, 16, 20, 25, 30, 36, 42xp. If a player rolls
for an advancement, he/she rolls 1d6 for a henchman and 2d6 for a hero and consults the following
chart (the henchmen chart for a henchman and the hero chart for a hero):
Henchman Advancement Table
Result of the Advancement Roll Advancement Result
1 +1 Combat
2 +1 Ranged Combat
3 +1 Strength
4 +1 Will
5 +1 Primary Attacks
6 The henchman gains a special skill from the
respective special skill lists.

Hero Advancement Table


Result of the Advancement Roll Advancement Result
1-3 +1 Combat/Ranged Combat
4 +1 Defense
5 +1 Strength
6 +1 Endurance
7 +1 Will
8 +1 Speed
9 +1 Primary Attacks
10-12 The hero gains a special skill from the respective
special skill lists.

A henchman may increase each of its statistics only once. If the player, controlling the
henchman, rolls for an increase that the henchman already has, the advancement is wasted (the
henchman has learned nothing from gaining the additional experience). A hero may increase each of its
statistics up to its racial maximum. If a hero has reached its racial maximum in a given statistic and rolls
yet another advancement in that statistic, the experience is wasted (similar to the case with the
henchman, the hero has learned nothing from the advancement). Whenever a player rolls 6 for a
henchman’s advancement or 10-12 on an advancement roll of a hero or a henchman, the player may
select a special skill from one of the special skill lists, relevant to the henchman or hero. These are
specified for each henchman and hero in the description of each warband.
Maximum Racial Statistics
Race SPD CBT RCT DEF STR END WIL PA VP
Human 5 6 6 4 4 4 9 3 2
Dwarf 4 7 7 5 4 5 10 3 3
Orc 5 7 5 4 4 5 9 3 2
Goblin 5 5 6 4 3 4 7 3 2
Vampire 6 8 8 6 5 6 10 4 4
Ghoul 5 5 - 4 4 5 8 4 2

Close Combat Skills:


Ferocious Offensive – a model with this skill, armed with a hand weapon(s) (and, potentially, a shield or
a buckler), may re-roll any failed attack rolls when charging.
Fencer – a model with this skill, armed with a sword(s) and/or dagger(s) (and, potentially, a shield or a
buckler), passes the turn when failing an attack roll of a result 1 less than normally specified (e.g. if the
model would pass the turn on a roll of 1, it does not pass the turn instead; if the model passes the turn
on a roll of 1 or 2, it passes the turn on a roll of 1; if the model does not pass turn on any roll, it does not
pass turn on any roll, etc.)
Armor Splitter – a model with this skill, armed with an axe or a great weapon, gets +1 Armor Piercing to
all its attacks when charging.
Dodge – a model with this skill, not wearing heavy armor, gets +1 DEF against close combat attacks.
In the Thick of Battle – whenever a model with this skill fights multiple opponents (e.g. is engaged with
two or more enemy models), the negative modifiers to its CBT and DEF apply for each adjacent
opponent beyond the second (as supposed to every adjacent opponent beyond the first).
Long Reach – an unengaged model with this skill, armed with a spear or a halberd, may attack any
enemy within 1”. These models count as being engaged with the model with this skill (though they may
not be able to attack it) for the purpose of free attacks by the model with this skill.
Ambidextrous – a model with this skill ignores the -1 to hit modifier on attacks with an off-hand weapon
when dual-wielding two close combat weapons.
Shield Master – a model with this skill, armed with a shield, gets a +1 END bonus on a shield block roll of
4.
Swashbuckler – A model, armed with a buckler, may make an attack immediately following a successful
parry. This attack resolves after any damage rolls by non-parried attacks by the model, whose attack has
been parried successfully, and only if the parrying model is standing after these attacks (is not knocked
down or stunned).

Ranged Combat Skills:


Rapid Shot – A model with this skill, armed with a bow or a crossbow, may spend up to two action
points to make up to two shots with its bow/crossbow (of course this will be impossible with a
crossbow, as the model will need to spend 1 action point to reload). Alternatively, the model may spend
one action point to make two ranged attacks (the model may not make more than two ranged attacks in
total). However, each of these 2 ranged attacks is made at RC/2, before any other modifiers are applied
(if the RC is an odd number, one attack is at RC/2, rounded up, while the other attack is at RC/2, rounded
down – it is up to the player’s choice).
Pistolier – A model with this skill needs to spend only 1 action point to reload a pistol and ignores the -1
RC modifier for shooting after moving when shooting with a pistol.
Far Sight – A model with this skill ignores the -1 RC modifier for shooting with a ranged weapon at a
range, exceeding half of the ranged weapon’s maximum range.
Rifleman – A model with this skill needs to spend only 1 action point to reload a handgun or a long rifle.
Sniper – A model with this skill ignores the -1 RC modifier for shooting at an enemy behind cover.
Knife-fighter – A model with this skill ignores the -1 RC modifier for shooting after moving when using
throwing knives.
Overwatch – A model with this skill, armed with a crossbow, handgun or a long rifle, ignores the -1 RC
modifier for shooting as a reaction.
Bowman – A model with this skill, armed with bow, gets an additional +1 RC modifier when making a
precision shot.

Strength Skills:
Powerful Blow – A model with this skill may spend an extra action point when making an attack in close
combat to add +1 STR to its attack.
Close-quarter Fighter – A model with this skill gains +1 CBT and +1 DEF when fighting in closed spaces.
Guardsman – A model with this skill ignores the Slow trait when using great weapons or halberds.
Barbaric Vigor – A model with this skill ignores the Cumbersome trait when using a great weapon.
Gladiator Proficiency – A model with this skill, armed with a morningstar or a flail, may spend an extra
action point when making an attack. If the model does so, it gains the STR bonus that these weapons
normally give only on the charge and the model’s attacks with these weapons have the Concussive trait.
Shield Bash – If a model with this skill, armed with a shield, may make an extra attack with its shield. The
attack is at -1 CMB modifier and at the STR of the model on profile. Treat any W(X) results that this
attack may result into as “Stunned” results instead.
Toughness – Close combat attacks against a model with this skill count as being at -1 STR.
Vitality – A model may take this skill multiple times. Each time it gets +1 VP on profile. The total VP may
not exceed its racial maximum.

Race Maximum VP
Human 2
Orc 2
Goblin 2
Dwarf 3
Vampire 4
Ghoul 2

Psychology Skills:
Fearsome – A model with this skill causes Fear.
Lionheart – A model with this skill suffers only half the negative modifiers from failed Fear tests.
Disciplined – A model with this skill counts as having +1 WIL when testing for Panic.
Iron Will – A model with this skill is immune to Stupidity.
Ferocity – A model with this skill does not pass the turn on a roll of 1 more than specified in the CLOSE
COMBAT section, when making close combat attacks, while being subject to rage.

Intelligence Skills:
Arcane Master – This skill can only be taken by a model, capable of casting spells (but not prayers). A
model with this skill may add +1 to up to one casting die.
Haggle – This skill may only be taken by a hero model. A model with this skill may buy up to one item at
half price during each post-scenario sequence.
Treasure Hunter – A model with this skill may re-roll up to one exploration die.
Warrior Mage – A model with this skill may wear armor when casting spells.

Speed Skills:
Sprint – A model with this skill may move up to three times its speed when running or charging at the
cost of two action points (it still gets its free action point for close combat attacks when charging).
Acrobat – A model with this skill adds +1 SPD when making SPD tests for jumping down.
Lightning Reflexes – A model with this skill adds +1 SPD when making reaction rolls.
Ambusher – A model with this skill adds an extra +2 CBT when charging while being hidden and adds an
extra +1 RC when shooting while being hidden.
Long Jump – A model with this skill adds +2 SPD when deciding the maximum distance that it can jump
when jumping horizontally.
Avoid Projectiles – A model with this skill adds +1 DEF against ranged attacks if the model does not wear
heavy armor (gromril and chaos armor count as heavy armor).
Hiring
After the warband has determined its income after a scenario, the controlling player may
purchase new warband members, using the warband list. They start with their listed profiles and with
their initial amount of experience. Certain special skills and rules may change that.
Buying Equipment
Weapons Price List: Equipment Price List:

Melee Weapons: Rope and hook – 5 gp.


Dagger – 2 gp.
Club/Hammer/Mace – 5 gp. Poison and drugs:
Sword – 10 gp.
Axe – 5 gp. Putrid Aconitum – 15 gp.
Spear – 10 gp. Blood blossom – 20 gp.
Morning Star – 10 gp. Goblin Concoction – 40 gp.
Flail – 15 gp. Sanguine Elixir – 35 gp.
Halberd – 15gp. Stonebark Extract – 40 gp.
Great Weapon – 15 gp.
Holy Water – 22 gp.
Ranged Weapons: Elven Cloak – 135 gp.
Short Bow – 5 gp. Serrated Arrows – 28 gp.
Bow – 10 gp. Garlic – 1 gp.
Long Bow – 15 gp. Net – 5 gp.
Crossbow – 25 gp. Dwarf Brew – 60 gp.
Throwing Knives – 10 gp. Tome of Magic – 275 gp.
Pistol – 15 gp. Sacred Tome – 130 gp.
Handgun – 35 gp. Holy(Unholy) Relic – 25 gp.
Blunderbuss – 30 gp. Torch – 10 gp.
Long Rifle – 70 gp. Alchemist’s Powder – 30 gp.
Cure of the Valkyrie – 15 gp.
Armor:
Light Armor – 25 gp.
Heavy Armor – 50 gp.
Gromril Armor – 100 gp.
Shield – 5 gp.
Buckler – 5 gp.

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