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Chris McDowall

THE DOOMED
Apocalyptic Horror Hunting

(The game formerly known as GRIMLITE)

We are a forgotten world.


The Company came with their ships and guns, then abandoned us.
Only the doomed and the horrors remain.

1
THE DOOMED
Version 10.09.21

Find the Scenario Pack at bit.ly/thedoomed

Change Notes:

Note: At this early stage of development all


changes are fluid and being tested. Further
changes will come and existing changes may get
rolled back if they aren’t successful.

• The game has a proper name!


• Reflavouring of factions and tweaking of
their lists to fit better with the emerging
theme of the game.
• Touch renamed to Melee
• Two new Horrors and Scenes

2
THE GAME
Who are You? The Battlefield
A typical battlefield is 2x2 or 3x3ft.Terrain should be
Your band of hunters follow a bold Leader, seeking dense and span vertical levels. Ensure that long open
and destroying Horrors, growing in fame as word of stretches are at least broken up by waist-height
your deeds spread throughout the land. obstacles. As a guide, lay down obstacles and terrain in
a way that splits the battlefield into a 3x3 grid.
Aside from murderous horrors, other warbands
compete for your livelihood and clash with your Unless specified otherwise terrain is assumed to be
ideology.These rivals can pose just as much of a threat climbable by the resourceful combatants.
as the monstrosities that you hunt. Battles vary based on the Scenario being used, which is
split into Mission and Scene halves. For your first
What is this Game? game use the Hunt Mission and Lair Scene detailed in
the Scenario section.
• A narrative skirmish game, usually 4-9 doomed
or lost individuals on each side taking on a
Horror, while competing over a shared objective. Solo and Cooperative Play
• Simple rules with no measuring of distances.
The rules assume a competitive game between two
• Fast battles that can be finished easily under an players, but the game can also be played with a single
hour and played back-to-back. warband controlled by just one player or players
• Open enough to use with a variety of miniatures working together with their own warbands. In these
and scenery. cases there are a few changes advised.
• Rules that create Drama. Play to find out what • For co-op, have the group of players track their
happens, not to see who wins. Renown and Prestige collectively.
• Focus on scenarios rather than pitched battles. • When building their Warband they each spend a
number of points equal to:
• No stacking, no tracking. Focus on the minis on • Renown + 5, divided by number of
the battlefield, not your army list, tokens, cards, players.
or ongoing effects. • Leaders are optional and not free, and may
• Designed for small boards with dense scenery. be bought for 5pts. Each player may not
have more than 1 Leader.
• When a situation calls for “the other player”,
What Else do I Need? such as failing a Move roll, the players either
come to a joint decision or roll to randomise
Get the Scenario Pack from bit.ly/thedoomed the result.
• Consult the Horror and Scene being used to see
if any specific changes are needed.

Multiplayer

Similarly, you can have battles with more than two


. warbands. In these instances a larger board is
preferred.

3
PLAYING THE GAME
What senseless violence is this?
Players take Turns to activate units one at a time, Horrors and Nexuses
performing 3 Actions of their choice. Any Horrors should not rightly exist, but have found some
combination of Actions can be chosen in any order. way to anchor themselves to our world through the
forces of Hunger, Hatred, or Ruin. Each Horror has 3
Free Actions granted in special situations do not count Nexuses listed in their entry, which also describes how
towards the normal action limit. they can be destroyed. A Horror cannot be Taken Out
At the end of the Turn, Mark the Unit until all three Nexuses have been destroyed. It can still
as Exhausted with a Token. be wounded and downed, but ignores anything that
would kill it.
This sequence makes up a single Turn and each model
gets one Turn per Round. At the end of each Round the Horror rolls a Response
as detailed in their entry.
After activating their own Unit, the player must then
activate an Unbound unit if able (see below). Minions
These creatures follow in the Horror’s wake, and are
At the start of a new Round, remove all Exhaustion treated as a Horror for all purposes.When the Horror
tokens. A unit is considered Readied when it is not is destroyed all Minions are removed from the board
Exhausted. as they scurry away.
Rolls use a d6 and compare to the unit’s Ending the Round
Quality (QL). When all Units are Exhausted, the Round ends, and
First Player is randomised each Round. some special actions are performed in the following
order:
Unbound Units 1. If the Horror is alive they perform a Response as
Some units are not a part of either player’s warband. detailed in their entry.
The most common of these are Horrors and their
Minions. 2. Perform any other End of Round actions detailed
in the Horror or Scene entries. If the specific
Unbound units perform 3 Actions on their turn, order is unclear, perform them in the order
following an automated series of priorities. listed on the page.
They act in the following order of preference: Ending the Battle
1. Attack the nearest Enemy. At the start of a Round, either player can declare they
areWithdrawing if either of the following is true:
2. Move toward the nearest visible Enemy.
• The Horror is defeated.
3. Move toward the nearest Enemy, visible or not.
• More than half of their warband has been Taken
Horror treat all Warband members as enemies and all Out.
other Horrors as Allies. Other types of Unbound
specify the ways in which they differ from Horrors. When this occurs, that Warband is removed from the
board at the end of the Round.
If a unit does not have any Enemies then the player
that activated it can move them at will, but cannot If both of the above conditions are true then the
attack. Warband must Withdraw.
The battle ends when no Warbands remain on the
Deployment board.
For warbands deploying from a board edge, keep
your models off the board to begin with. As soon as a Scenes may specify another way to end the battle.
unit is first activated you place them anywhere
touching this board edge.
Scenarios may call for other methods of deployment.

4
ACTIONS
MOVE
Move to an endpoint in a straight line, the top of a climb, or the other side of an obstacle or gap.
Roll for Moves after your first each turn, or if you are touching a standing enemy.
+1 if you can see your Leader.
Pass:You make it.
Fail:Your opponent places you anywhere between your start and end points.
If you don’t clear a dangerous climb/leap, take d6 Damage.
FIGHT (twice per turn)
Take a number of dice dictated by your Weapon.
Assign dice between Targets you are Touching.
Roll to hit. +1 if your target is Down.
Each Hit causes Damage based on your Weapon.
SHOOT (once per turn)
You cannot Shoot if you are Touching a standing enemy.
Take a number of dice dictated by your Weapon.
Assign dice between targets that you are not touching.
Roll to hit. -1 if the target is partially Concealed.
Each Hit causes Damage based on your Weapon.
For targets Touching your Allies, 1s rolled hit an Ally.
RECOVER (once per turn)
Yourself or a Downed Ally you are touching Rolls.
+1 if an Ally is touching the Downed unit.
Pass: Stand up and return to normal.
Fail: Stay Down.

For each point of Damage taken, Roll a Save using your QL.
DAMAGE If you Fail on any of the rolls you areWounded. Roll 2d6 on the Shock Table.
If the result is a Double you are Out, otherwise you are Down.
A unit that is Down cannot perform Actions other than trying to Recover themselves.
DOWN If a unit is Wounded while Down they are Taken Out without rolling Shock.
If you are Downed next to a ledge, Roll or Fall. d6 Damage if you Fall.
Remove the unit from the board.
OUT After the battle roll on the Casualty table (p.10) for each unit.

2d6 SHOCK 7 Downed: No further effect.


2 Headshot: Taken Out in a messy way. 8 Fight Back: Free Attack your Attacker.
3 Bleeding: Roll or be Taken Out. 9 Crawl: Make a Free Move.
Opportunity: The Attacker gets a Free
4 10 Last Gasp: Perform a Free Action.
Move or Attack.
5 Thrown: Move directly away from Attacker. 11 Saviour: An Ally you can see makes a Free Move.
Vengeance: One Ally gets a Free Attack against
6 Panic: Attack the nearest target, friend or foe. 12 your attacker.

5
RULES CLARIFICATIONS
Those seeking answers must quickly learn to speak their own truth with con�dence.
MOVEMENT VISION

Moving without measurement calls for some Line of Sight


collaborative judgement between the players. In
general a single Move is intended to allow one of the A unit can only see another unit if they can see their
below.The names for each type of move do not carry head or main section of their body. For humanoids
any mechanical weight, but are purely for clarity. this would be their torso. Limbs, weapons, and other
protrusions are assumed to be in constant movement
• RUN in a straight line over relatively open so are ignored for drawing lines of sight.
ground, crossing anything up to knee-high.
• HURDLE to the other side of an obstacle you Partial Concealment
are already near to.This assumes the model is
roughly within their base's width of the A model is partially concealed if the shooter does not
obstacle. have a line of sight to the whole of their main section
• CLIMB Moving up a vertical level, typically by of their body. If in doubt, lean towards granting the
climbing a stairway, ladder, or one-storey of a benefit of concealment, representing the target
vertical surface. Remember, surfaces are all ducking and diving to make use of available cover.
climbable unless noted otherwise.
• DROP down a level of one-storey or greater, Judgement Calls
typically via ladder, stairs, or shimmying down a
wall.Vertical drops of less than one-storey can Discuss the issue with the other player and come to a
be made as part of a longer move. conclusion that pleases both the narrative and the
• LEAP a reasonable gap. Dangerous leaps might thread of disbelief that renders your table into reality.
have the unit fall on a failed roll.
If you cannot come to an agreement then roll off to
A small amount of readjustment before the move see which way things go. Look upon your failures of
should be permitted, typically only enough that the imagination and consider this a learning opportunity.
miniature is still touching the area originally covered
by its base. Units can move through allies, but As a general guideline:
enemies block movement. • Be generous when adjudicating vertical
movement and short moves.
The game was designed without measuring • Be strict when adjudicating long moves and
movement as something of an experiment, to line of sight.
encourage a game where less time is spent counting
inches and more is spent imagining the situation
taking place.These rules rely on both players END OF TURN
embracing the spirit of the game, rather than focusing
on the letter of the law. A unit may have multiple effects that resolve at the
end of their turn, typically from Unit Mods. If this is
With this in mind, remember that this movement the case, the player chooses the order in which they
system is designed to encourage dynamic, resolve.
unpredictable battlefields where combatants can dash
in and out of cover, attempt triple-move sprints to
the objective, and scramble for vantage points. For
most battlefields, single moves spanning half of the
board should not be possible unless that route is
clearly designed that way, such as an open road. Be
strict when drawing long lines of movement that
require squeezing through gaps, but generous with
shorter movements, lest the game grind to a halt as
units spend multiple turns clogged up between
obstacles.

6
ATTACKS AND ACTIONS EXAMPLE OF PLAY

What is an Attack? A player activates their Predator (Precise 4+) armed


with a Piercer (R1x2).
Any reference to an “Attack” means a Fight Action or
Shoot Action. They decide to Move with their first action, setting
an endpoint with a clear view of their target.
A single Attack can involve rolling multiple dice
when attacking with a multi-dice weapon (ie R3x1). With their second action they’ll Shoot at an enemy
These are sometimes referred to as Attack Dice. Squire (5+).They’re using their Piercer (R1x2), so
they roll one die. It’s a 1, missing, but as the Predator
+1/-1 Modifiers has the Precise Skill they can reroll Shoot dice.This
time they roll 5, a hit.That’s 2 Damage to the Squire.
+1 means improve your QL by one step, so QL4+
becomes QL3+.The opposite is true of -1QL. The Squire now rolls to Save (5+) against the
damage, one roll for each point of damage.They need
Modifiers never stack. Multiple instances of +1 or -1 to pass both to avoid being Wounded.They score 2
still count as just +1 or -1 respectively. and 5, so they areWounded.

Multiple Weapons The Squire rolls 2d6 on the Shock table.The dice
show 3 and 6, a total of 9.This result is “Crawl”,
Models Attack with one weapon per action. Let the letting them scurry deeper into the woods before
model be the guide here, so a pair of swords might dropping to the ground.
count as a single weapon.
For their third Action the Predator decides to Move.
Narrative Actions As this is their second Move they must Roll to
succeed.They set an endpoint in some nearby ruins
As the narrative of the game unfolds players may wish and roll a 6, passing their Roll, ducking back into
to perform actions not covered by those in the rules. Cover.
In these cases players should come to an agreement.
Typically this involves spending an action and may Finally, the Predator is marked as Exhausted and
require a Roll for risky or difficult actions. their Turn is complete.

For example, opening a door might require an action,


breaking down a barricade might require a roll to
succeed, and bypassing an alarmed door might have
grave consequences on failure, such as alerting the
Horror or Minions.

7
UNITS
A warband is nothing but a collective of those too desperate to survive alone. Behind every group lies the yearning
hunger of those lost individuals.
Points costs below are included for those that wish to Weapons
create their own Factions.
A weapon’s profile lists the following three details in
Quality order.
A Unit uses their Quality (QL) to perform most
actions, rolling one or more six-sided dice and Range
attempting to equal or beat their QL Score. For Melee: Attack only targets you are touching.
example, a QL5+ unit must roll 5 or more on their Ranged: Attack any target in sight.
roll to succeed.
Number of Dice
Leader QL3+ (Free with a unique Leader Mod and Roll this many dice when you attack, splitting between
1pt of upgrades) targets if you wish.
Agent QL4+ (2pts)
Initiate QL5+ (1pt)
Damage
The amount of damage caused by each die that rolls a
Skills (1pt) hit.
Skills allow a Unit to reroll failed dice in specific
situations. No single die can be rerolled more than Standard (1pt) Superior (2pts)
once. (2x1) (3x1)
(1x2) (1x3)
Fierce: Reroll when Fighting.
Nimble: Reroll when Moving and Saving vs Ranged. For example, a R1x2 weapon grants 1 Ranged Attack
Precise: Reroll when Shooting. that causes 2 Damage if it hits.
Tough: Reroll when Recovering and Saving vs Melee.
Any unit can Fight Unarmed (M1x1)

Mods (1pt)

These are special effects that are linked to a Unit or


Weapon. Maximum of 1 per Weapon.

Shields and Cloaks (1pt)

A Shield grants +1 to Saves while the wielder is


Readied.

A Cloak grants +1 to Saves while the wielder is


Exhausted.

Both of these modifiers apply after the effects of


Mods.

Specialist Weapons (1pt)

These weapons are M1x1, identical to an unarmed


attack, but come with a free Mod attached to them.

8
MODS
Discipline, gadgetry, and dirty tricks.
UNIT MODS Manipulate: At the end of your WEAPON MODS
Adrenaline:You may perform a turn, Move an enemy you can see Agony: x2 Damage vs Downed
fourth action on your Turn. If you in a way that does not directly targets.
do, take 1 Damage. harm them.
Bane:Targets Save as QL5+.
Aide: At the end of your turn if Opportunist: Act at QL2+ on Blaze: Can Shoot twice per Turn,
you can see your Leader they can Free Actions that you receive from but not at the same Target.
perform a free Action. a Shock Roll.
Brutal: Roll 1d6+1 for Shock
Overrun: At the end of your instead of 2d6.
Aim: Spend 3 actions to Shoot at
QL2+. Turn, if you Wounded a target Concuss: x2 Damage vs Standing
make a Free Move. targets. Ignore Shock results that
Bionics:You can Move or Attack would Kill.
as normal while Down. Phalanx: At the end of your
Turn, an Ally you are Touching Force: On a hit, move the Target
makes a Free Attack. directly towards or away from
Dash: At the end of your Turn you.
Move without rolling.
Revive: At the end of your Turn Heavy: x2 Damage if you have
Decoy: Spend an Action to swap any Allies you are touching not moved this Turn and you are
places with an Ally you can see. automatically Recover. Readied.
Sensor: At the end of your Turn a Lethal: Shock Rolls of 7 are
Defender: Save as QL3+ if you treated as a Double.
can see your Leader. Readied Ally you can see Free
Shoots an Enemy you can see. Reach: You can Fight targets that
Fanatic: Fight as QL3+ if you are touching a Unit that you are
can see your Leader. Seize: Move without needing to also touching.
roll, as long as you end touching Rend: Attack rolls of 6 cause x2
Frenzy: At the end of your Turn, an enemy or a Nexus. Damage.
all enemies touching you take 1 Sidearm: Once per turn you can
Damage. Shortcut:When you are
touching a single board edge you make a Free Attack with a
can Move to any other point on Sidearm.
Guardian: Attack at QL2+ vs
enemies that are touching your that edge. Storm: x2 Dice if you have not
Ally. Moved this Turn and you are
Signal: At the end of your Turn a Readied.
Impact: Cause 1 Damage to an Readied Ally you can see Activates
and carries out their turn. Suppress: When you Wound a
enemy when you move into target they become Exhausted.
contact with them.
Smite: Once per turn, as an Surge: x2 Damage but you take
Inspire: At the end of your Turn Action, target an enemy you can the Damage for each 1 rolled to
an Ally you can see makes a Free see and Roll. If you pass, they take hit.
Fight or Recover. that much damage. If you fail, you
take that much damage.
Jump: Ignore a single obstacle on
your first Move each turn. Versatile: At the end of your Turn
perform a Free Action of a type
Link: At the end of your Turn, an you have not already performed
Ally you can see can make a Free this turn.
Move.
Vengeful: Act at QL3+ on a
Loyal: Shoot as QL3+ if you can Turn in which you Recovered.
see your Leader.

9
WARBANDS
Collectives of the Doomed and Lost.

Factions Rewards

Each Warband is based around a single Faction. At the end of a battle, each warband present gains the
same amount of Renown. All Warbands earn one
A starting warband chooses a Leader and spends 20 point for each of the following that is true:
points on followers and equipment, choosing from the
Faction’s list. A Warband always has exactly one Leader • At least one Nexus was destroyed
and up to 7 Followers. • All Nexuses were destroyed
• The Horror was defeated
Your Leader always remains the same, but you can use
your points to buy an entirely new set of equipment
and followers for each battle if you wish. Individual Warbands will have extra options available
when building their Warband for the next battle
Renown depending on the outcome.

A Leader begins with 20 Renown.This number • TheWarband that killed the Horror can now
dictates how many points you can spend on equipment purchase items from the Horror’s reward list.
and followers for each battle. • TheWarband that completed the objective of
the Scene can now purchase items from the
Remember that before each battle you only receive Scene Rewards.
your Leader for free, and any units you wish to keep in
your warband must be bought again from your new These new options remain open to the warband for
points total. the rest of the campaign, so players should keep track
of Horrors and Scenes that they have earned access to
Casualties the rewards of.

At the end of the battle each unit that was Taken Out
d6 CASUALTY
rolls on the Casualty table to find out what really 1 Dead: Nothing remains.
happened to them. 2 Critical: Roll or Die.
MIA:Your Warband must contain this unit in
If they are definitely dead then that miniature cannot 3 the next battle, but the enemy deploys them
be used in your Warband in the next battle, though anywhere on the board out of sight.
they may return after that under a different name.
Injured: If this miniature is Taken Out in the
If your Leader would die, choose another unit to die 4 next battle they are dead.
saving them.
Lost: If this miniature is used in the next battle
5 they deploy from a random table edge at the
start of the second round.

6 Scarred: They have a gruesome injury to


show off.

10
SAMPLEWARBANDS
Those that have fought for this long without achieving their goal are truly the most lost among us.
LEGACY SEEKERS - INHERITORS
Renown 20

Edritz - Judge (Tough 3+) [5pts]


Righteous Fist (M1x2 - Brutal: Roll 1d6+1 for Shock
instead of 2d6)
Thunderer (R1x3)
Shield (+1 to Saves while Readied)
Condemn: At the end of your turn,Target an Enemy
you can see. All Allies that can see them Free Attack
on them.

Hoch - Paragon (Tough 4+) [7pts]


Thundergun (R1x3)
Shield (+1 to Saves while Readied)
Guardian: Attack at QL2+ vs enemies that are
touching your Ally.

Musel - Chronicle (5+) [2pts]


Blade (M2x1)
Aide: At the end of your turn if you can see your
Leader they can perform a free Action.

Falmor - Legionnaire (5+) [3pts] THE RUSTED ORDER - MARTYRS


Piercer (R1x2) Renown 20
Loyal: Shoot as QL3+ when you can see your leader
Argavald - Sage (Tough 3+) [3pts]
Rattus - Zealot (5+) [3pts] Oxidiser (R1x2 - Lethal: Shock Rolls of 7 are treated
Maul (M1x2) as a Double)
Fanatic: Fight as QL3+ if you can see your Leader. Rusted Pick (M1x2)
Arise: At the end of your Turn, all Allies you can see
attempt a Free Recover.

Brother Arkerd - Besieger (Tough 4+) [6pts]


Piercer (R1x2)
Shield (+1 to Saves while Readied)
Vengeful: Act at QL3+ on a Turn in which you
Recovered.

Brother Culkerd - Errant (4+) [5pts]


Electro Sword (M1x3)
Shield (+1 to Saves while Readied)
Bolt-3 - Falcon (Nimble 5+) [3pts]
Shock Rod (M1x1 - Suppress:When you Wound a
target they become Exhausted)
Jump: Ignore a single obstacle on your first Move
each turn.

Keorn - Technolyte (Tough 5+) [5pts]


Scorcher (R2x1 -Agony: x2 Damage vs Downed
targets.)
Aim: Spend 3 actions to Shoot at QL2+.
11
INHERITOR COURTS - THE CURSED
We are the last remnants of old nobility and law.
Born to rule, cursed to die.
Visual Shorthand: Autumn, helmets, and heraldry. Followers
Nobility, law, and hierarchy.
Paragon (Tough 4+) [4pts]
Leaders Armoured warriors sworn to protect.
Guardian: Attack at QL2+ vs enemies that are
Sheriff (Precise 3+) touching your Ally.
Highly equipped enforcers seeking justice for crimes against
their kin. Pathfinder (Precise 4+) [4pts]
Execute: At the end of your Turn, a Downed Enemy Loners from the borders of what remains of civilisation.
you can see takes d6 Damage. Shortcut:When you are touching a single board edge
you can Move to any other point on that edge.
Marshall (Fierce 3+)
Masters of arms that have earned their followers in battle. Champion (Fierce 4+) [3pts]
Advance: At the end of your Turn, all Allies that can A favoured follower granted the blessing of their leader and
see you make a Free Move. best equipment.

Freelance (Tough 5+) [3pts]


Judge (Tough 3+) Survived long enough to learn a few tricks.
Those with the authority to call down �re on their enemies. Versatile: At the end of your Turn perform a Free
Condemn: At the end of your Turn, target an Enemy Action of a type you have not already performed this
you can see. All Readied Allies can make a Free Attack turn.
on them.
Chronicle (5+) [2pts]
Accurate records and myth both hold their own power.
Aide: At the end of your turn if you can see your
Leader they can perform a free Action.

Legionnaire (5+) [2pts]


Remnants from the armies of old, equally revered and pitied.
Loyal: Shoot as QL3+ when you can see your leader

Zealot (5+) [2pts]


Those willing to die in a manner be�tting of the OldWays.
Fanatic: Fight as QL3+ if you can see your Leader.

Herald (5+) [2pts]


Banner carriers and musicians sounding the glory of their
leader.
Inspire: At the end of your Turn an Ally you can see
makes a Free Fight or Recover.

12
Gear Rewards

Stuck in the past, Inheritor weapons tend to carry a These items cannot be bought when you first build
medieval feel. Hand-wound crossbows as are your Warband, but can instead be bought for
common as primitive rifles. More advanced weapons upgrades to a unit that has fought in at least one
are treasured heirlooms and often decorated battle previously.
accordingly.

3pts REWARDS
Ancestral Blade (M3x1 - Rend: Attack rolls of 6 cause Tough [1pt]
x2 Damage.)
Phalanx: At the end of your Turn, an Ally you are
Incinerator (R3x1 - Blaze: Can Shoot twice per Turn, Touching makes a Free Attack.
but not at the same Target)
Frenzy: At the end of your Turn, all enemies
2pts touching you take 1 Damage. [1pt]
Righteous Fist (M1x2 - Brutal: Roll 1d6+1 for Shock
instead of 2d6) Overrun: At the end of your Turn, if you Wounded a
target make a Free Move. [1pt]
Relic Blade (M3x1) Increase QL (Max 4+) [1pt]
Flail (M2x1 - Surge: x2 Damage but you take the Fanatic: Fight as QL3+ when you can see your
Damage for each 1 rolled to hit.) leader [1pts]

Polearm (M1x2 - Reach:You can Fight targets that Leader Ambitions


are touching a Unit that you are also touching) These are long-term goals for your leader if you are
playing a Campaign.
Siege Hammer (M1x2 - Heavy: x2 Damage if you
have not moved this Turn and you are Readied.) 1. Supremacy: See an enemy Warband withdraw
while all your QL4+ units still stand.
Thundergun (R1x3) 2. Slaughter:Wipe out the entire enemy
Warband in a single battle.
Slugger (R1x2 - Sidearm: Once per turn you can 3. Dominance: Stand over an enemy Leader
make a Free Attack with one Sidearm) while their entireWarband is Down or Out.
4. Purge: Have your Warband kill 3 Horrors.
Repeater (R1x2 -Storm: x2 Dice if you have not 5. Leadership:Win a battle without your Leader
Moved this Turn and you are Readied. making a single attack.
6. Prosperity: Destroy all Nexuses in a single
1pt battle.
Blade (M2x1)
Maul (M1x2)
Blaster (R2x1)
Piercer (R1x2)

Shield (+1 to Saves while Readied)

13
MARTYR RETINUES - THE LOST
We have only our pathetic humanity to blame.
Only by understanding our fall can we rise to greater heights.
Visual Shorthand: Winter, lenses, and chivalry. Followers
Tombs, bionics, and verdigris.
Besieger (Tough 4+) [4pts]
Leaders A radical sect that believe humanity must be punished for its
weakness.
Curator (Nimble 3+) Vengeful: Act at QL3+ on a Turn in which you
Pursuant of lost technology and bionic artifacts. Recovered.
Infiltrate: At the end of your Turn, Move one ally that
no enemies can see to any position on the battlefield Harrier (Nimble 4+) [4pts]
that no enemy can see. Upgraded for speed and agility.
Dash: At the end of your Turn Move without rolling.
Steward (3+)
Shepherds of the technological faithful. Errant (4+) [4pts]
Bionics:You can Move or Attack as normal while A splinter faction of knights that serve an obscure prophecy
Down. of holy relics.
Guide: At the end of your Turn, an Ally you can see Electro Sword (M1x3)
performs a Free Move or Attack using your QL score.
Technolyte (Tough 5+) [3pts]
Sage (Tough 3+) The fanatical core of the faith, having replaced most of their
Battle-hardened leaders and repositories of knowledge. organs and skeleton with mechanical parts.
Arise: At the end of your Turn, all Allies you can see Aim: Spend 3 actions to Shoot at QL2+.
attempt a Free Recover.
Automata (Tough 5+) [3pts]
The blessed few that have been freed from an organic mind.
Bionics:You can Move or Attack as normal while
Down.

Falcon (Nimble 5+) [3pts]


Floating scouts picking out the next victim.
Jump: Ignore a single obstacle on your first Move
each turn.

Seeker (5+) [2pts]


Addicted to the search for lost things.
Seize: Move without needing to roll, as long as you
end touching an enemy or a Nexus.

Squire (Nimble 5+) [2pts]


Recruits eager to earn their �rst augmentations.

14
Gear Rewards

Martyrs see their weapons as their companions, These items cannot be bought when you first build
naming them and keeping them close at all times. In your Warband, but can instead be bought for
extreme cases the connection might be made upgrades to a unit that has fought in at least one
permanent.They particularly favour harnessing the battle previously.
energy of heat, electricity, and magnetism.
REWARDS
3pts
Autostave (M3x1 - Reach:You can Fight targets that Nimble [1pt]
are touching a Unit that you are also touching) Impact: Cause 1 Damage to an enemy when you
move into contact with them. [1pt]
Repulsor (M1x3 - Force: On a hit, move the Target
directly towards or away from you) Aim:Your next Shoot this turn counts
as QL2+. [1pt]
Thermal Lance (R1x3 - Rend: Attack rolls of 6 cause
x2 Damage) Dash: At the end of your Turn Move without rolling.
[1pt]
Railgun (R1x3 - Heavy: x2 Damage if you have not
moved this Turn and you are Readied.) Increase QL (Max 4+) [1pt]
Ferroskeleton:This unit cannot be Taken Out while
2pts Standing [2pts]
Electro-Sword (M1x3) Leader Ambitions
These are long-term goals for your leader if you are
Alloy Staff (M3x1) playing a Campaign.

Oxidiser (R1x2 - Lethal: Shock Rolls of 7 are treated 1. Arsenal: Have every unit armed with a 3pt
as a Double) weapon.
2. Elites: Have three Followers with a Skill, a Unit
Scorcher (R2x1 -Agony: x2 Damage vs Downed Mod, and a weapon worth 3pts.
targets.) 3. Strike: Kill at least half of the opposing
warband in a single Round.
Atomiser (R1x2 Heavy: x2 Damage if you have not 4. Endurance: Finish a battle without
moved this Turn and you are Readied.) withdrawing, with your entireWarband
standing.
1pt 5. Ascension: Kill a Horror with a QL5+
Spear (M1x2) follower
Sword (M2x1) 6. Implacability: Stay standing after a direct
Piercer (R1x2) attack from an enemy Leader.

Shock Rod (M1x1 - Suppress:When you Wound a


target they become Exhausted)

Shield (+1 to Saves while Readied)


Cloak (+1 to Saves while Exhausted)

15
REBORN COVENS - THEWARPED
Life cannot survive in its natural state.
Our greatest minds have done what nature could not, birthing an uprising.

Visual Shorthand: Spring, icons, and mutation. Followers


Cults, science, and revolution.
Offspring (Fierce 4+) [4pts]
Leaders The product of a particularly fruitful rebirth.
Savage Claws (M3x1)
Exemplar (Fierce 3+)
A beacon of their cause, leading from the front. Keeper (4+) [3pts]
Protector: At the end of your Turn, choose one Ally Tending to those that suffer with their blessings.
you can see. All Enemies touching them are exhausted. Revive: At the end of your Turn any Allies you are
touching automatically Recover.
Visionary (3+)
The brains of the operation, keeping a tight grip on access to Engineer (Precise 4+) [3pts]
technology and splices. Holders of genetic science and experimental weaponry.
Cloak (+1 to Saves while Exhausted)
Unveil: At the end of your Turn, swap the positions of Informer (Nimble 5+) [3pts]
any two Allies you can see. Secretive followers that can mostly hide their mutations.
Decoy: Spend an Action to swap places with an Ally
Host (Nimble 3+) you can see.
A vessel for greater things.
Onslaught: At the end of your Turn, any Enemies Anomaly (5+) [2pts]
touching you take d6 Damage. Sometimes a rebirth manifests more extreme psychic abilities.
Leaders fearfully put them to use.
Smite: Once per turn, as an Action, target an enemy
you can see and Roll. If you pass, they take that much
damage. If you fail, you take that much damage.

Kindred (5+) [2pts]


The bulk of the coven’s �ghting force. Noticeably twisted.
Adrenaline:You may perform a fourth action on your
Turn. If you do, take 1 Damage.

Unborn (5+) [2pts]


Not all rebirths are successful, but even those can �nd a way
to serve the cause.
Impact: Cause 1 Damage to an enemy when you
move into contact with them.

Seer (5+) [2pts]


Those blessed with telepathic powers.
Link: At the end of your Turn, an Ally you can see can
make a Free Move.

16
Gear Rewards

Reborn weapons are most likely to draw on These items cannot be bought when you first build
experimental methods too dangerous for other your Warband, but can instead be bought for
factions to consider. In extreme cases boundaries upgrades to a unit that has fought in at least one
between mutation and weapon start to blur. battle previously.

3pts
Huge Claws (M3x1 -Storm: x2 Dice if you have not REWARDS
Moved this Turn and you are Readied. Fierce [1pt]
Lethal Probe (M1x3 -Agony: x2 Damage vs Downed Shortcut:When you are touching a single board edge
targets.) you can Move to any other point on that edge. [1pt]
Decoy: Spend an Action to swap places with an Ally
Storm Cannon (R3x1 -Storm: x2 Dice if you have you can see. [1pt]
not Moved this Turn and you are Readied.
Revive: At the end of your Turn any Allies you are
Grav Warper (R1x3 - Force: On a hit, move the touching automatically Recover.[1pt]
Target directly towards or away from you)
Increase QL (Max 4+) [1pt]
Novagun (R3x1 - Surge: x2 Damage but you take the
Damage for each 1 rolled to hit.) Unit gains Beast Claws (M2x2) but also
Wild: If the unit cannot see their Leader they are
2pts treated as Unbound, treating all units as Enemies.
Toxic Blade (M1x3) [3pts]

Savage Claws (M3x1) Leader Ambitions


These are long-term goals for your leader if you are
Ripper Staff (M2x1 - Heavy: x2 Damage if you have playing a Campaign.
not moved this Turn and you are Readied.)
1. Hardship: Have at least 5 Followers Taken Out
Scatterblaster (R3x1) in a battle.
2. Reverence: See a Horror Take Out 2 enemies
Charger (R2x1 - Surge: x2 Damage but you take the in a single Turn.
Damage for each 1 rolled to hit) 3. Observation:Touch 3 different Horrors.
4. Loyalty: Retire 5 miniatures permanently after
Rumbler (R2x1 - Concuss: x2 Damage vs Standing they are killed.
targets. Ignore Shock results that would Kill) 5. Exorcism: Be touching a Horror as it is Taken
Out by one of your Followers.
1pt 6. Terror: Force the enemy to Withdraw by the
Claws (M2x1) end of Round 2.
Piercer (R1x2)
Blaster (R2x1)

Pistol (R1x1 - Sidearm: Once per turn you can make


a Free Attack with a Sidearm)

Toxic Dagger (M1x1 - Lethal: Shock Rolls of 7 are


treated as a Double)

Cloak (+1 to Saves while Exhausted)

17
EXILE BANDS - THEWILD
We were cast down from the stars.
Now we swear to no power greater than the trade and the hunt.
Visual Shorthand: Summer, masks, and blood. Followers
Wealth, chitin, and splendour.
Elite (Nimble 4+) [5pts]
Leaders Offered every protection from retaliation.
Shield (+1 to Saves while Readied)
Alpha (Nimble 3+)
Born into a warlike dynasty, continuing the legacy. Warrior (Fierce,Tough 4+) [4pts]
Rampage: At the end of your Turn, make a Free Move Forged in battles among the stars.
or Fight.
Predator (Precise 4+) [3pts]
Watcher (Precise 3+) Always looking for interesting new prey.
Possessing a vision beyond our own eyes.
Blink: At the end of your Turn, Move yourself to any Stalker (Nimble 5+) [3pts]
position that no Enemies can see and Exhaust Delight in chasing down the most uncooperative prey.
yourself. Shortcut:When you are touching a single board edge
you can Move to any other point on that edge.
Slayer (Fierce 3+)
Those that live for combat, always seeking more opponents. Blooded (Nimble 5+) [3pts]
Massacre: At the end of your Turn, any Allies that can Fresh and eager to prove themselves.
see a Downed enemy make a free Move or Fight. Frenzy: At the end of your Turn, all enemies touching
you take 1 Damage.

Oathbound (Tough 5+) [3pts]


Fighters sworn to protect their leader.
Defender: Save as QL3+ if you can see your Leader.

Prophet (5+) [2pts]


Violators of causality and private thoughts.
Manipulate: At the end of your turn, Move an enemy
you can see in a way that does not directly harm
them.

Spotter (5+) [2pts]


Vicious harbingers of incoming death.
Sensor: At the end of your Turn a Readied Ally you
can see Free Shoots an Enemy you can see.

18
Gear Rewards

Exiles trade in otherworldly weapons. Coming from These items cannot be bought when you first build
such a diverse range of backgrounds themselves, your Warband, but can instead be bought for
there are few commonalities to draw on outside of upgrades to a unit that has fought in at least one
their marriage of effectiveness and cruelty. battle previously.

3pts
Death Claws (M3x1 -Agony: x2 Damage vs Downed REWARDS
targets.) Precise [1pt]
Dread Glaive (M1x3 - Reach:You can Fight targets Signal: At the end of your Turn a Readied Ally you
that are touching a Unit that you are also touching) can see Activates and carries out their turn. [1pt]
Cluster Launcher (R3x1 - Concuss: x2 Damage vs Sensor: At the end of your Turn a Readied Ally you
Standing targets. Ignore Shock results that would can see Free Shoots an Enemy you can see. [1pt]
Kill)
Link: An Ally you can see performs a
Shardreaper (R3x1 - Heavy: x2 Damage if you have Free Move. [1pt]
not moved this Turn and you are Readied.)
Increase QL (Max 4+) [1pt]
Seeker Cannon (R1x3 -Storm: x2 Dice if you have
not Moved this Turn and you are Readied. Shimmer Field:When you are partially obscured you
cannot be Shot at. [2pts]
Fusion Gun (R3x1 - Bane:Target saves as QL5+)
Leader Ambitions
2pts These are long-term goals for your leader if you are
Hunting Spear (M1x2 - Lethal - Shock Rolls of 7 are playing a Campaign.
treated as a Double)
1. Execution: Kill a 3+ opponent from Standing
Bane Talon (M1x2 - Bane:Target saves as QL5+) to Out in one Turn.
2. Cohort: Have at least six 4+ Followers.
Impaler (R1x2 - Suppress:When you Wound a target 3. Trophies: Personally kill three different types
they become Exhausted) of Horror or Minion.
4. Legend: Personally destroy 5 Nexuses.
Shardcaster (R3x1) 5. Bloodthirsty: Personally kill 5 or more
Enemies in a single battle.
Cloak-Shield (+1 to all Saves) 6. Superiority: Be the last of your Warband
standing at the end of a battle.
1pt
Blade (M2x1)
Spike (M1x2)
Piercer (R1x2)

Pistol (R1x1 Sidearm: Once per turn you can make a


Free Attack with a Sidearm)

Kinetic Driver (M1x1 - Force: On a hit, move the


Target directly towards or away from you)
Wingpack (Jump: Ignore a single obstacle on your
first Move each turn.)

19
SCENARIOS
Good reasons to die.
Scenario Halves Roll HORROR SCENE
A Scenario is split into two halves, the Horror and
the Scene. Roll pair of dice for each and consult the 1 Devourer Breakthrough
table. 2 Warped Hunters Vantage
3 Abyssal Colossus Rescue
For your first game I recommend using Horror 1 and 1
Scene 1. After that, Horrors 1-3 and and Scenes 1-3 4 Winter Harvester Vault
are also the most straightforward. 5 Chameleoid Lair
6 Twin Leapers Relic
Some Scenes assign players Roles of Aggressor and
Defender. Assign these randomly by rolling off. 1 Steel Tyrant Beacon
2 Forsaken Extraction
The Horror is the creature theWarbands are 3 Veiled Watcher Duel
hunting, and may have Minions in their service.They 2
are bound to this world by Nexuses that must be 4 Eliminator Drone Ambush
destroyed to weaken the Horror and allow it to be 5 Crusade Machine Tunnels
killed. If the Horror is defeated, the player that killed 6 Rot Herald Mercenaries
it gains access to the Rewards listed in its entry.These 1 Voidweed Negotiation
can be purchased alongside units and equipment from
your Faction list for the rest of the campaign. 2 Doom Hand Feud
3 Grafted Aberration Laboratories
The Scene is the backdrop for the battle.This 3
4 Battle Strider Oasis
dictates how the battlefield is set up, how the
warbands deploy, and contains an additional 5 Burning Brute Vigilante
Objective for each side beyond destroying the 6 Grey Circle Demolition
Horror. As soon as oneWarband completes their 1 Living Blizzard Shelter
objective, no other Warband can do so.TheWarband
that completes their objective gains access to the 2 Death Echo Exorcism
Rewards listed in the same way as described in the 3 Exterminators Purge
Horror section above. 4
4 Pit Serpent Trailblaze
Unless specified, Horrors are always deployed before 5 Quake Engine Rift
Warbands. 6 Red Witch Nightmares
1 Oozing Bull Terraform
Details are included for how to adapt each Horror
and Scene to Solo or Coop. In cases where an 2 Mystic Court Prophecy
Enemy Warband is created, they are treated as 3 Shadow Cutters Salvage
Unbound Units that treat Horrors and Warbands as 5
4 Technobasilisk Terminal
Enemies unless noted otherwise.
5 Rook Wyvern Summit
Enemy Warbands always choose to Withdraw if they 6 Flesh Titan Worshippers
have lost more than half of their Warband. 1 Broken Behemoth Trap
If their behaviour is ever in dispute then have them 2 Rage Avatar Pyre
act as feels appropriate, or randomise their behaviour 3 Traitor’s Tomb Gateway
if unsure. 6
4 Catafractal Complex
5 Dust Leviathan Dropsite
6 Mantevora Generator

Not all written yet. Scenario Pack containing Horrors and


Scenes can be found at bit.ly/thedoomed

20
CREATING NEW HORRORS
Things that keep you awake at night.
Choosing a Horror Horror Traits
Most Horrors have special traits that are somewhat
More likely your choice of Horrors will be more wild than what Warbands have access to. It’s
determined by the miniatures you have available, and common for Horrors to have unique traits that are
you should absolutely modify the entries included to not used elsewhere.
suit your miniatures when suitable. Better yet, try
making your own Horrors with the rough guidelines The below is a non-definitive list of some of the more
below. common traits that might prove useful in creating
your own Horrors.

Horrors Adamant: This unit is not Taken Out by a doubles


• QL3+ with a Skill if appropriate. result on the Shock Table.
• A main weapon with dice and damage
multiplying to roughly 6. So 2x3 or 6x1 are Daunting: Enemies attempting to Move into contact
both good.You can go higher for really nasty with this unit must always Roll, even if this is their
horrors. first Move of the Turn.
• Usually a Mod to their main weapon, especially
nasty if the outright damage isn’t too high. Eternal: This unit automatically passes Recovery
• A more straightforward secondary weapon, Rolls.
especially if the main weapon is Ranged.
• One or two special traits.These can also Ghostly: This unit always counts as as being partially
function like secondary attacks that cause Obscured. If they are already partially obscured they
damage in certain situations. count as hidden.
• A description of how to destroy their Nexuses,
and what happens when each is destroyed. Implacable: This unit cannot be Taken Out as long
• A Response table and Rewards for their death. as it is Standing.

Lumbering:This unit must roll to Move, even on its


Minions first Move each Turn.
• QL5+ with a Skill or QL4+ without.
• A main weapon, generally in the realm of 3x1 Stealth: Even when an Enemy has line of sight to this
or 1x3. Unit they must pass a Roll to be able to shoot at it.
• Usually a Mod of some sort.
• Not all Minions are equally powerful.When it
feels right, give them a little boost.
• Horrors and Minions are allowed to break the
rules.They can have weapon mods that would
be too powerful for warbands to use.

21
CAMPAIGNS
What’s the point of all this?
Rival Leaders grow in fame across a Campaign until The Climax
they inevitably reach a climactic confrontation. This is a special battle to end the Campaign. It is a
complete Scenario, not a Scenario-Half.The player
Renown that initiated the Climax chooses the specific Scenario
Renown grows as described earlier, with each from the Climax section found at the end of this
Warband receiving an extra point of Renown for each book.
of the following that is true at the end of the battle:
• At least one Nexus was destroyed. There is no Horror present for the Climax unless
• All Nexuses were destroyed. specifically mentioned in the scenario.
• The Horror was destroyed.
Each Warband receives additional Resources for the
Leader Ambitions Climax.They take the entry for the number of
Each Leader begins with a set of six Ambitions listed Ambitions their leader has fulfilled, or a lower
in their Faction.These can be ticked off at any time, numbered entry if they wish.
in any order, and often involve action over multiple
battles. TheWarband that wins the Climax is the winner of
the Campaign.
Completing your Ambitions puts you in a better
position during the Climax. Remember the Narrative
Above anything else, remember this is a narrative
Prestige game, so that should always be held at the front of
When playing in a Campaign, a Warband gains a point your mind.
of Prestige whenever they do one of the following:
• Destroy the Horror. Mini Campaigns
• Achieve their Scene Objective With games running so quickly you can easily run
through a three-game mini-campaign in a couple of
Unlike Renown, this is judged individually for each hours. A good structure for this is:
Warband.When a Warband reaches a Prestige score
of 10 they initiate the Campaign Climax. A straightforward horror-hunting game to get
things off to a simple start.
If multipleWarbands reach 10 Prestige at the same A scenario that puts a twist on that format. If one
time then roll off to determine which initiates the Warband has already begun to dominate then perhaps
climax. a handicap match. Otherwise a more narrative
scenario fits well here.
A finale with a big, dramatic element. Perhaps just
lots of powerful horrors, or an extreme battlefield
condition.

OtherWorlds
What lies beyond the world presented in this book is
limited only by your imagination, and no one
interpretation is more valid than another.
Warbands can be changed, rules can be adapted to
suit the new setting, and as always, the game should
serve your miniatures, your terrain, and your
imagination, rather than being a constraint.

22
The Campaign World HUNGER EVENTS
This forgotten land is still changing, always being
pulled between five forces. Not the factions, but the 1: Poor Harvest
very elements of reality on this husk world.They pull Your potential recruits have left or died.You cannot
towards five dooms, shaping our torture on the way. buy units from your Faction list for the next battle
unless they were in the previous battle.
The Five Dooms
2:Thieves
HUNGER - There isn’t enough for all of us, so take Your suppliers were cleaned out.You cannot buy
with both hands and gorge deep. equipment from your Faction list for the next battle
HATRED - Nothing gives purpose like an enemy, other than what you had in the previous battle.
and it’s all we have left.
DOMINATION - The world needs strong 3:Traitor
leadership, and complete obedience. A random Follower in your Warband has abandoned
OBLIVION - The only future we can look forward your cause for a better deal.Your opponent can
to is falling into nothingness and rising anew. recruit them in the next battle if they wish.
RUIN - All we have is rust,embers, and memories
to mourn.The future has nothing for us. 4: Resource Hoarding
Nobody is sharing anything. Any units you are
Doom Trackers rebuying from the last battle must keep all equipment
Make a Track for each of the Dooms, beginning at 0 they were carrying.
and with a maximum of 6.
5: Feral Beasts
World Events Choose 1-3 Beasts to deploy anywhere on the board
Between each battle, roll a die to determine which as Unbound units.They treat all other units as
Doom is in force at this moment. enemies, even other Beasts.
1. Hunger Beast (Fierce 5+, M2x1)
2. Hatred
3. Domination 6: Brief Respite
4. Oblivion For just a moment there is enough to go around.You
5. Ruin eat among friends and all Warbands in the campaign
6. Whichever is highest on its Track. Players break gain 1 Renown.
ties.
7: Uneven Portions
Turn to the Event table for that Doom, with each Those that eat last at your table are beginning to feel
Warband rolling a die and adding the number on the unfairly treated. Any QL5+ units you bring to the
Doom Track to determine the event.These Events battle only perform 2 Actions on their first turn.
often put a limit on how you build your Warband for
the next battle, so they are best used for campaigns 8: EncroachingWilderness
that want to embrace this extra challenge. The trails between settlements grow wilder every
day, making them especially difficult for the heavily
After all Warbands have rolled, add 1 to that Doom’s armoured. In this battle you cannot field followers
Track. with Tough unless they also have Nimble.

When a Track hits 6 then that Doom’s Climax is 9: Savage World


initiated.This Scenario is carried out just as with a Every day your followers get more feral and
normal Climax and has a special objective that all desperate.You may replace any Skill with Fierce.
Warbands are trying to achieve.TheWarband that
achieves it wins the campaign. If no Warband achieves 10+: Extinction
the Objective then the campaign ends as a loss for all A Settlement you planned to visit has been overrun
Warbands. with choking vines and hostile creatures, cutting off a
vital supply. Permanently remove access to 2
Unless specifically mentioned, Doom Events only Follower types and 2 pieces of Gear from your
affect the next battle. Faction list.

23
HATRED EVENTS DOMINATION EVENTS
1: Clash 1: Pretender
Choose one of the lowest QL followers from your A new power is rising, gathering influential
Warband, and one from an enemy warband.Your unit supporters. For this battle only you cannot recruit
makes one attack against them, and they make an new QL4+ units.
attack against you (if able). If either areWounded
they must roll on the Casualty table. 2: Loyalty Tests
Your Leader is forced to swear fealty or face
2: Enemy punishment. If you swear, your senior Follower is
Choose the two most senior followers from your last sent away in service for this battle. If you refuse, your
battle. If you recruit one of them again for the next Leader is beaten and only joins the battle on Round 2
battle the other refuses to join. from a board edge decided by your opponent.

3: Riots 3: Press Gang


Your less disciplined followers are swept up in a riot. Somebody seeks to forcefully recruit your followers.
Any QL5+ units you recruit for this battle must pay Roll for each used in the last battle.Those that fail
1pt each to become Fierce. are taken away and cannot be used in the next battle.

4: Banishment 4: Fortress
Your Leader has been cast out of a place thought to A powerful organisation now rules this region from a
be safe, left alone. For the next battle you cannot great fortress. All sorts of people are drawn to the
recruit any Followers used in the previous battle. area believing it to be a new sanctuary. For this battle
you can recruit QL5+ units from any Faction.
5: Assault
Your Warband has to fight off another enemy before 5: Power Struggle
this battle even begins. Have each unit roll before One of your followers believes themselves an equal to
deployment.Those that fail are separated and only your Leader. Choose the most likely candidate and
deploy on Round 2 from a board edge of your have them perform a single attack against your leader.
opponent’s choice. If the Leader is Wounded then the betrayer improves
to QL3+ and gains one Leader Mod from your
6: Militarisation Faction list. In future battles you must choose which
Scavengers and builders are being turned into of the two Leaders to use.
soldiers and warlords, sweeping up your usual
recruits.You cannot recruit any QL5+ units for this 6: Uneasy Peace
battle. A period of brutality has firmly established a great
power in this region.The mood is reluctantly
7: Scouring submissive for now. For the next battle you can
Enemies are everywhere, looking for you.The smart recruit a single QL4+ unit from any Faction list.
among you go into hiding.You cannot recruit any
QL4+ units for this battle. 7:Technological Renaissance
There is a vigorous effort to reclaim the lost luxury
8: Execution of life under the Company. Any followers you recruit
Choose one of your Followers that is marked for must have at one piece of gear worth 2pts or more.
execution, their pursuer not far behind. If they end
this battle Down or Taken Out they are automatically 8: Bounty Hunters
killed. The last pockets of resistance have been marked with
a price.You can recruit 1 Bounty Hunter (Precise 4+)
9: Siege [3pts] and buy their gear from any Faction list.
A stronghold of your faction is in flames, surrounded
by bloodthirsty attackers.There isn’t much that can 9: Barrage
be done. Permanently remove all QL5+ units from Any potential rivals are being blasted away. In the
your Faction’s list. next battle, at the end of Round 1, any unit that can
be seen from above takes 1 Damage.
10+: Crusade
Your faction has been designated as the target, cutting 10+:Tightened Grasp
off your basic supply lines. Permanently remove all Threats of an uprising are not even allowed to spark
equipment costing 3pts or more from your Faction anymore. For this battle no follower can have gear
list. totalling more than 2pts.

24
OBLIVION EVENTS RUIN EVENTS
1: Murderer 1: Company Remnants
Choose one of your Followers to Roll or Die.The For this battle you can hire Company Troopers.
attacker slips away in the night. Trooper (Precise 5+) [4pts]
Pulsegun (R2x1 - x2 Shots if you have not moved yet
2:Vision of Hope this turn)
For a brief moment the terror of reality appears to
lift. In the next battle, Horrors and Minions only 2: Slow Decay
perform 2 Actions on their first Turn. Permanently lose access to 2 pieces of gear from your
Faction list.
3: Plague
Contagion rises, infecting your followers and dulling 3: Eternal Sentinels
their senses. Any unit that would normally have Deploy two Sentinels in this battle.They only treat
Precise or Nimble loses that Skill for this battle, but Horrors and Minions as enemies.
you gain 1pt back to spend for each Skill lost. Sentinel (Tough 5+)
Sword (M2x1)
4: Bleak Outlook
There really doesn’t seem to be any point to all this. 4:The Tomb
Any QL4+ units you hire for this battle are treated as A morbid spectacle is constructed nearby.Your
QL5+ but cost 1pt less than normal. Leader can choose to raid it. If they do, roll.
If they pass then your warband can buy 3pt Gear
5: Sabotage from any Faction list in this battle.
A settlement that supports your Faction has had a If they fail, a Follower saves them, dying in their duty.
vital supply line cut by those that wish to hurry along
their demise. For the next battle you may only recruit 5: Futile Efforts
3 Followers in addition to your Leader. Your efforts at building a network of contacts and
resources have collapsed into nothing. For this battle
6: Laid to Rest you can only recruit from your Faction list an cannot
An influential local figure has met an untimely death, buy equipment costing 3pts or more.
their followers looking for temporary employment.
Choose a Faction other than your own.You can 6: Rusting Heap
recruit up to 2 Followers from that list, buying their There isn’t much salvage to be found, but it’s better
gear from their Faction list. than nothing. For this battle you can buy all
equipment worth 1pt from any Faction list.
7: Life Out of Death
If any of your followers were killed or injured in the 7: Echoes of the Past
last battle you may recruit them for this battle as Some things refuse to die. Choose one defeated
normal, taking Upgrades from the Reborn faction minion or dead warband member from a previous
list. If you are already a Reborn you can recruit from battle and deploy them in the centre of the board as
any other Faction’s Followers if you give them at least an Unbound unit.They treat all Warbands as enemies.
one Reborn Upgrade or Gear.
8: Cosmic Debris
8: Assassin Even the skies seem to be falling into ruin, but yield
You can recruit an Assassin for this battle only. potentially useful resources. Deploy a huge rock on
Assassin (Nimble 3+) [8pts] the battlefield and have all Warbands gain 1 Renown.
Murder Rifle (R1x3 - x2 Damage when a 6 is rolled)
Cloak (+1 Save when Exhausted) 9: CrumblingWorld
The planet itself feels frail. In this battle anybody
9:Wave of Annihilation Taken Out by falling damage is swallowed into a void.
At the end of Round 1 all units visible from a random Leaders are saved by any Follower sacrificing their
board edge take 1 Damage. own life.
10+: Rebirth 10+: Only Dust
Every death seems to stir something new to life. Any sign of this world rebuilding itself now appears
Permanently remove 2 Follower types from your to have collapsed into rubble. Decay hangs in the air.
Faction list and permanently gain access to any 2 The desire to fight is barely an ember now.
Follower types from any other Faction’s list. All units that would have Tough or Fierce do not, but
they cost 1pt less for each Skill lost in this way.

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KITBASH ATTITUDE
How to approach this game.
This game is designed to embrace the things that I
enjoy most about miniature gaming. Pouring your
heart into modelling and painting that weird new
creation, and unleashing them onto a table full of
chaos and drama.

There are plenty of games that cater to a purely


competitive experience, but I wanted to make a game
that nurtured the creative side just as strongly.

Players are encouraged to go into this game with that


creative spirit, embracing what I call Kitbash
Attitude.

The tools are all here to create and run a campaign,


but see them as a starting point rather than a set of
restrictions.You’re playing to win, but the real goal of
the game is to create great memories

Playing to Find Out What Happens


x

Reskinning
x

Following the Narrative


x

Inspiration
x

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QUICK REFERENCE
TURN SEQUENCE SKILLS
1. Choose a Readied unit to Activate. Fierce: Reroll Fight.
2. Perform 3 Actions Nimble: Reroll Move and Save vs Ranged.
3. Exhaust the unit. Precise: Reroll Shoot.
4. Choose a Readied Unbound unit to Activate. Tough: Reroll Recovery and Save vs Melee.
5. Have them perform 3 Actions according to the
Unbound Behaviour priorities. WITHDRAWAL
6. Exhaust them and pass play to the other player.
At the start of a Round, either player can declare they
areWithdrawing if either of the following is true:
UNBOUND BEHAVIOUR
• The Horror is defeated.
Horrors and other Unbound Units act in the
following order of preference unless noted: • More than half of their warband has been Taken
Out.
1. Attack the nearest Enemy. When this occurs, that Warband is removed from the
2. Move toward the nearest visible Enemy. board at the end of the Round.
3. Move toward the nearest Enemy, visible or not.
If both of the above conditions are true then the
MOVING Warband must Withdraw.
A single move usually allows one of the following, d6 CASUALTY
with a base-width of adjustment at either end:
1 Dead: Nothing remains.
• RUN in a straight line over relatively open 2 Critical: Roll or Die.
ground, crossing anything up to knee-high.
• HURDLE to the other side of an obstacle you MIA:Your Warband must contain this unit in
are already near to. 3 the next battle, but the enemy deploys them
• CLIMB up a vertical level, typically by anywhere on the board out of sight.
climbing a stairway, ladder, or one-storey of a
vertical surface.
• DROP down a level of one-storey or greater,
typically via ladder, stairs, or down a wall. Injured: If this miniature is Taken Out in the
4
• LEAP a reasonable gap. Dangerous leaps might next battle they are dead.
have the unit fall on a failed roll.
Lost: If this miniature is used in the next battle
5 they deploy from a random table edge at the
start of the second round.

Scarred: They have a gruesome injury to


6 show off.

2d6 SHOCK 7 Downed: No further effect.


2 Killshot: Taken Out in a messy way. 8 Fight Back: Free Attack your Attacker.
3 Bleeding: Roll or be Taken Out. 9 Crawl: Make a Free Move.
Opportunity: The Attacker gets a Free
4 10 Last Gasp: Perform a Free Action.
Move or Attack.
5 Thrown: Move directly away from Attacker. 11 Saviour: An Ally you can see makes a Free Move.
Vengeance: One Ally gets a Free Attack against
6 Panic: Attack the nearest target, friend or foe. 12 your attacker.

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