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LUcid eye game engine

WRITTEN BY RICK PRIESTLEY


WITH LUCID EYE PUBLICATIONS
copyright Lucid Eye Publications 2019
Lucid Eye game engine
WHAT IS SAVAGE CORE & The lucid eye game engine
Savage Core is the base game system for the Savage Core range from Lucid Eye. It also serves as the base system for
many of our other ranges. The fast playing and easy to learn rules allows us to represent adventure and conflict in a
wide variety of settings by means of individual and special rules, unique scenarios, and a few tweaks here and there
(trust us… it won’t hurt).

This free rulebook provides all the basic rules needed to play and includes stats for two different bands (Cro-Mag-
nons and Amazons) by way of example. We’ll also describe some sample scenarios and encounters to get you
started. Many more bands, scenarios and encounters can be found amongst the Lucid Eye online catalogue at
www.lucideyepublications.com. - which expands weekly, so check it out!

GAME OVERVIEW
Savage Core is a skirmish level tabletop game in which opposing players take control of rival bands each compris-
ing a heroic or notorious leader - who we describe as a character - and warriors or henchmen - who we describe as
followers. Most bands comprise a character and six follower models, although some bands have more followers than
others.

The game is designed for two players, but we allow for three or more to take part if you wish, each player taking
control of their own band against the rest.

DICE
Ten-sided dice marked 1-10 are used throughout the Savage Core game: whenever we refer to a ‘dice roll’ a D10 is
intended. You’ll need at least two dice but a few extra will prove useful.

Many D10s are marked 0-9 rather than 1-10, in which case the ‘0’ is counted as a 10.

MEASURING
All measurements and distances are given in inches. Equip yourself with a measuring tape suitably marked.
Pre-measuring is permitted and players are free to measure at any time during the game.

LINE-OF-SIGHT
Line-of-sight (LOS) is used to determine if a model can ‘see’ a target or object in the game. A model needs LOS to its
target to make a rush (as described later) or to make a ranged attack (also described later) and wherever else a rule
requires it (many special abilities specify LOS).

A model has LOS if an uninterrupted line can be drawn from the centre of its base to any part of the base of the tar-
get or object. LOS is interrupted by any intervening object, another model’s base, any terrain agreed to block LOS, or
an area special effect that blocks LOS.

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MARKERS
You will need a few markers to show where models have suffered Hits; any small tokens will do the trick. We would
also suggest that different markers are used to indicate models that have suffered Wounds or become Winded;
however, players who prefer to do so are welcome to note down where these penalties apply rather than clutter the
tabeltop with markers.

EXECPTIONS
The rules for individual bands include special abilities that often introduce exceptions to the standard rules. Other
exceptions crop up in the rules for encounters, or may be introduced by a specific scenario. It would be rather te-
dious to have to qualify every rule with ‘except where some special rule or circumstance specifies to the contrary’ or
some such legalistic jargon. So, let’s just say it once: where a special rule or other circumstance contradicts a stan-
dard rule the intention is that the standard rule is set aside in favour of the exception.

MODIFIERS
We sometimes add or subtract to a game value during play, and in all cases these modifiers are cumulative. As with
exceptions, we don’t want to have to repeat that this is the case throughout the rules, so bear in mind that where
different modifiers apply they are cumulative.

STATS
Each model has a level of ability in six fields that we describe as its statistics or ‘stats’. We give a value to each stat,
the higher the value the better that model’s ability when it comes to employing that stat in the game.

The different stats are indicated on the stat profile for that model, as shown by this example of a Cro-Magnon War-
rior.

Model STAT
Luck Intelligence Stamina Courage Strength Move
Cro-Magnon 4 - 1 4 3 2
Warrior

Luck - the luck stat represents a mixture of fortune, natural agility and quick thinking - an individual with a high luck
stat enjoys good fortune and acts quickly and decisively trusting to their star.

Intelligence - only the band’s Character has an intelligence stat value - followers and other more lowly models don’t
require an intelligence value and their stat is shown with a ‘-‘. Intelligence shows how smart or cunning a Character
is. A character with a high intelligence stat is bright and charismatic, a natural leader and decisive problem solver.

Stamina - the stamina stat indicates the amount of physical damage an individual can suffer before losing conscious-
ness or falling dead. Followers usually have a value of only 1, which means a single fatal blow will render them out of
action. Characters and some other individuals have higher values and can fight on whilst bearing wounds that would
see off a lesser mortal.

Courage - the courage stat is a measure of bravery, determination and aggression. Individuals with high courage think
nothing of hurling themselves upon even the most dangerous foes or undertaking the most hazardous tasks.

Strength - strength is both physical strength and martial prowess - the stronger an individual the tougher a proposi-
tion they are in a fight. An individual with high Strength is likely to defeat a weaker foe in most situations.

Move - the move stat is a measure of speed and natural athleticism. An individual with a high Move value can run fast
and leap obstacles with alacrity.
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STAT SCORES

During the game you will be asked to work out a model’s stat score to decide what happens next. A stat score is
simply the model’s stat value for the relevant stat plus the roll of a D10. For example, if a model has a strength stat of
4 and rolls a 6, its strength score is 10.

Stat scores are used to work out practically everything you might want to do during play, whether it’s rushing at the
enemy, hurling a missile, striking a blow, and so forth.

THE GAME RULES

TURNS
The game is played in Turns and every player takes part during each turn. The game proceeds one turn after another,
until one side achieves the objective of the scenario played, or until only a single model remains to claim victory.

There are three basic scenarios to choose from in this book, including a straight-forward confrontation that pitches
two bands against each other in a chance meeting on neutral ground. The scenarios explain how to set up the game
and position the models at the start of play. See the Scenarios section for more about these. Pxx.

TURN SEQUENCE
Each turn is divided into five phases. Complete each phase for all players before moving on to the next. Once the
fifth phase is complete begin another turn with the first phase again.

Phase Action
1 Initiation Determine the order of play for the follow-
ing phases 2-5.
2 Special Each side can attempt to use any special
abilities it has.
3 Moves Each side moves its models.
4 Conflict Work out fighting for both sides, including
hurling or shooting missiles as well as
close quarter combat.
5 Results Each side resolves the fate of models struck
during the previous phase 4.

1 - INITIATION PHASE
Each side rolls a Luck score for its Character (a ‘score’ is always the roll of a D10 + the model’s stat - in this case luck -
this is the same for every ‘score’ and from this point on we will just say ‘score’ rather than explaining ourselves every
time).

The scores rolled determines the order of play for the remaining phases that turn. In a game between two sides the
highest score gains the Initiative and goes first in each phase, the opposing player goes second in each phase. If more
players are taking part then each side goes one after the other, highest scores before lower scores.

If Characters score equally then the one with the higher luck stat takes priority. If still equal, roll their scores again to
decide between them.

Note that going first isn’t always an advantage. Never-the-less, players who win the initiative must always go first,
regardless of whether they want to or not.

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Special Rule. Encounters
When two or more sides roll equal luck scores for the Initiation phase this indicates an Encounter has occurred.
Depending upon the scenario this might mean a rampaging Dinosaur has crossed your track, or perhaps a volcanic
eruption has sent a deadly Lava Flow cascading onto the scene, or some other equally cataclysmic event has oc-
curred to imperil our brave combatants.

Encounters are always determined immediately as part of the Initiation phase. In some cases models introduced by
an encounter will take part in the following phases and possibly remain in play for future turns. Every encounter is
different. See the Encounters section for more about how individual encounters work. P15.

If players are obliged to re-roll their luck scores because they have the same luck stat, they don’t have to roll for mul-
tiple encounters should they roll equal scores again, just roll for the one encounter at a time.

By the way - players can always agree to ignore the possibility of encounters if they prefer to do without. Encounters
are a fun and exciting part of the game - but the game will prove perfectly playable without should players find the
prospect too nerve-wracking to contemplate.

2 - SPECIAL PHASE
Each Band has a repertoire of special abilities. Different types of Band have different abilities. Some abilities require
a test of some sort or will only work in certain conditions. Others work automatically and no test is necessary. You
can check out the special abilities for the two example Bands on p9-12.

A player can select any one of the special abilities available to their Band to use in the Special phase. Each ability can
be activated only once per game. If a player attempts to use an ability but fails the test required to activate it, then
the ability is not activated and the player is allowed to try again in a subsequent turn.

The player who won the initiative must declare if they are employing a special ability first, and must make any test
required to activate it where necessary. The opposing player must then do the same. If there are more than two
players taking part each declares in the order established during the Initiation phase.

Different special abilities work in different ways, but all confer some sort of useful bonus. Just to make things in-
teresting, there are three different sorts of special ability: the Band Bonus, Character Bonus, and Items (devices,
religious relics, arcane artefacts and mysterious objects with inexplicable powers). These are all special abilities, but
differ in the way they work; for example, the Band Bonus always requires a Character to achieve a minimum Intelli-
gence score to activate, whilst Items are artefacts that can sometimes be stolen by the enemy or rendered useless.

3 - MOVES PHASE
Each player moves all the models in their Band starting with the player who won the Initiation phase. Once the first
player’s Band has completed its movement the opposing player moves their band, and so on in initiative order if
three or more players are taking part.

When a Band moves, the player moves individual models in any order one after the other. There is no obligation to
move any models up to the maximum permitted distance, or even at all if a player prefers a model to remain where
it is.

Models can turn freely as they move and can move in any direction, but models cannot move through obstructions,
including through other models, unless subject to some special rule that allows them to do so.

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Influence Range
Characters and any followers that are within 12” of the Band’s character when they begin their move can move automati-
cally - they fall within their leader’s Influence Range and are obedient to his or her will.

Followers further than 12” from the Band’s character lie beyond his or her influence range and can only move if they first
roll a Courage score of 8 or better. Any models that fail to make this score will not move in the Moves phase.

Distance
The maximum distance a model can move, excepting where some special rule in in play, is its Move score in inches. For
example, a model with a Move stat of 4 will have a potential move of between 5 and 14 inches depending upon the dice
roll. If a player wishes to move a model no further than its minimum Move score then there is no need to roll the dice -
just move the model as required. If you wish to move further then it will be necessary to roll a Move score for the model
before doing so.

Rough Terrain
If a model moves through rough terrain then any portion of movement made through the feature counts double distance.
However, regardless of how much rough terrain a model moves through, it can always move a minimum distance equal to
its Move stat. For example, a model with a Move stat of 2 and score of 10 would be reduced to a maximum of 5”, but if the
same model were to have a score of only 3 its move would only be reduced to 2” because it has a minimum move value of
2 in rough terrain.

Players are free to decide for themselves where terrain counts as rough, and may wish to agree tactical bonuses to models
within it: for example a bonus to their defence rolls against ranged attacks if they are within cover. This adds a little com-
plexity to the game, and we therefore leave it to players to decide for themselves whether they wish to dabble in such
matters.

Impassable Terrain
Impassable terrain is just that - impassable - and models may not move through or into it at all unless some special condi-
tion overrides this rule. Examples of impassable terrain include fissures, lava flows and sink-holes.

Obstacles
Obstacles are things like a cluster of boulders, outcrops of rock, tumbled down walls or a pile of abandoned crates. Play-
ers must decide whether obstacles block line-of-sight or not, and it is best to do this before the game begins to avoid any
doubt during play. See Line-of-Sight p1.

Where the players have agreed beforehand, models can leap or jump over small linear obstacles, such as a low wall, at a
cost to movement equal to the distance moved plus 1 or 2 inches depending on the difficulty involved. If you want to keep
things simple make all obstacles cost an extra 1” to jump. However, it’s up to you and you can increase the cost to 2, 3 or
more inches to represent different heights of obstacle if you want.

Otherwise, large obstacles constitute obstructions to movement and are impassable. For example, a gigantic fallen statue
or massive chunk of rock. Special rules, conditions or scenario specific rules might provide us with exceptions, but we shall
pass over these for now.

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Move into Contact
If a model has sufficient movement to move into touch with an enemy model it can do so. Once a model has moved into
touch it cannot move further during that Move phase.

A model can only move into touch with the closest enemy and not with one further away, regardless of whether the model
has line-of-sight to the enemy at the start of its move or not. However, as an exception, an enemy already touching one of
your own models can be ignored in favour of the next closest enemy if you want.

If a model begins its move within 6” of its target enemy and if it has line-of-sight, it can attempt to Rush the foe. To make
a successful rush the model must achieve a Courage score of 10 or better. If this is failed the model must still move into
touch, but doesn’t count as making a rush. If successful the model both moves into touch and gets a Strength bonus to its
combat attack of +2 that turn. A model that is successfully rushed before it has a chance to move that phase cannot do so -
see below.

We don’t allow a model to rush an enemy if it has to move through difficult terrain or cross an obstacle to reach the foe, or
if it doesn’t have line-of-sight to the enemy at the start of its move. The model can still move into touch, but can’t attempt
to rush the enemy.

Move out of Contact


If a model begins its move in touch with an enemy and hasn’t been rushed that turn, it can use its move to disengage by
rolling a Courage score of 11 or better. If successful the model can move out of contact, but cannot use its movement to
move into touch with an enemy. If unsuccessful the model cannot move at all and remains locked in combat with its foe.

A model that has been rushed by an enemy that turn cannot move out of contact. Both models are locked in combat and
must fight in the Conflict phase.

4 - CONFLICT PHASE
Each player can attack with each model in their warband that is able to do so. The player who won the Initiation phase
makes all of their Band’s attacks first, after which the opposing side attacks back. In games between three or more players
each Band makes its attacks one after the other, in the order already established.

Once every model that is able to do so has had its chance to attack the phase is complete and the players move to the
Results phase.

All models can make a maximum of one attack in the phase, either a close combat attack or a ranged attack. Special abili-
ties can potentially override this restriction, such instances are an exception to the basic rules.

A model that is touching an enemy can make a close combat attack against the enemy it is touching. If touching several
enemy it can attack any one of them.

A model that is not touching an enemy can make a ranged attack against the closest enemy model within 8” and within its
line-of-sight.

Models attack one at a time, and can do so in any order the player wishes irrespective of whether making close combat or
ranged attacks.

Models that are neither touching an enemy nor within 8” of a visible enemy can’t make any attacks that turn, except where
some special rule enables them to do so.

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Close Combat
Choose a model to make an attack and indicate which enemy it is attacking if this is not obvious. The opposing players both
roll a Strength score for their models - the attacker is rolling for the effectiveness of the strike and the defender is rolling to
parry or dodge the blow.

If the attacker has rushed the enemy that turn add +2 to the attacker’s Strength score. For example, a model with a
Strength stat of 3 and a dice roll of 6 will have a total score of 3+6+2 = 11.

If the attacker’s score is higher the blow has struck home and the defender has been hit. Place a ‘hit’ marker by the model
to show that it has been hit.

If the defender’s score is higher the blow has been successfully deflected or avoided and has no effect.

If scores are the same then whichever model has the higher base Strength stat has won, and if stats are the same re-roll
scores for both models until you get a result.

A defender attacked by multiple enemies can attempt to parry every attack made against it in the way described. Hits
scored upon the defender do not affect the model’s ability to make further parries or to make its own attack.

Ranged Combat
Choose a model to make an attack and indicate which enemy it is attacking. The opposing players both roll a Luck score for
their models - the attacker is rolling for the accuracy of its attack and the defender is rolling to parry or dodge the missile.

If the attacker’s score is higher the attack has struck home and the defender has been hit. Place a ‘hit’ marker by the model
to show that it has been hit.

If the defender’s score is higher the blow has been successfully deflected or avoided and has no effect.

If scores are the same then whichever model has the higher base Luck stat has won, and if stats are the same re-roll scores
for both models until you get a result.

The same defender could be attacked at range by several different foes, and can attempt to avoid each attack as described
above. Hits scored upon the defender do not affect the model’s ability to avoid further ranged attacks or to make its own
attack.

An enemy model that is touching one of your own models can still be targeted by a ranged attack from a different combat-
ant. Obviously, in that situation you still need LOS to the target, which is blocked if your own model is in the way.

5 - RESULTS
In the results phase any models bearing one or more hits from the previous phase must make a test to determine if and
how badly they are hurt. The player who won the Initiation phase tests all of their models first, after which the opposing
player tests all of theirs. Where more sides are involved, resolve results in the order already established, one player at a
time.

To make the test begin by selecting a model and roll one D10 for each hit it has suffered. Apply the result from the Close
Combat Damage Chart for hits suffered in close combat. Apply the result from the Ranged Combat Damage Chart for hits
suffered during ranged combat.

If a model has two or more hits to resolve then roll the number of dice necessary, but only the single lowest scoring dice
counts. A model can only suffer one result regardless of how many times it has been hit.

Once you have rolled for a hit remove the hit marker from the model to show that you have done so.

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CLOSE COMBAT DAMAGE CHART
8-10 No effect The attack fails to score any significant
damage and the tester is unharmed.
6-7 Winded The tester is bruised, shaken, or has sustained
a light injury and is momentarily thrown off
balance. Place a marker next to the model to
show that it has been winded. A winded model
must roll two dice for all of its attacks and
defence rolls in the following turn and apply
the lowest score.
1-5 Wounded The tester has been wounded and the model’s
Stamina stat is reduced by 1. If Stamina is
reduced to zero the model is knocked out of
combat, either dead or incapacitated - the
model falls casualty and is removed from
play. Followers usually have a Stamina value
of 1 and fall casualty if wounded. Models
with high Stamina values - such as Characters
- can be wounded several times before they
fall casualty. Either keep a written tally of
wounds taken or use a distinctive marker to
show them.

RANGED COMBAT DAMAGE CHART


5-10 No effect The attack fails to score any significant
damage and the tester is unharmed.
1-4 Wounded The tester has been wounded and the model’s
Stamina stat is reduced by 1. If Stamina is
reduced to zero the model is knocked out of
combat, either dead or incapacitated - the
model falls casualty and is removed form
play. Followers usually have a Stamina value
of 1 and fall casualty if wounded. Models
with high Stamina values - such as Characters
- can be wounded several times before they
fall casualty. Either keep a written tally of
wounds taken or use a distinctive marker to
show them.

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SAVAGE CORE BANDS

To illustrate how our game works we have selected two different bands as examples. There are many more factions within
the Savage Core setting and an even greater variety amongst the other exciting settings in the Lucid Eye catalogue. The two
bands described here are the Amazons and the Cro-Magnons.

Every band comprises a character - a unique individual that represents the player and whose band it is. The character is ac-
companied by a number of followers - usually six - as indicated in the rules for the band. Followers are identical henchmen,
lackies, warriors, or some such types, and all have exactly the same stats (at least to begin with). It’s conceivable that bands
have a mixture of followers of different types or more or fewer - but that’s something we shall address in specific modules
or other supplements yet to come.

Our example bands inhabit the rediscovered subterranean realm of the Core that lies deep beneath the Atlantic Ocean. It is
a hidden world of steaming jungles, prehistoric creatures, and the tumbled ruins of ancient civilisations. What light there is
comes from the mysterious sunstones, crystals embedded into the rocks, which emit the eerie glow that illumines the hol-
low land. Our game is set in the middle years of the twentieth century, during in which time competing explorers search for
treasures both human and alien amid the rising tensions and rivalries preceding the Second World War. Two of the many
tribes that inhabit the Core are the Amazons and the Cro-Magnons.

AMAZONS
The Amazon band comprises the character Parite and six Amazon Warrior followers.

PARITE QUEEN OF THE AMAZONS


Parite is the charismatic and celebrated leader of the Amazons of the Saurian Mountains. She takes council from the Witchcrones,
the elders of her tribe. They are believed to have mystic powers and are able to observe the Amazons’ enemies across the whole un-
derworld of the Core. Parite has lived far longer than any others of her tribe and yet maintains her youthful appearance. Her people
whisper that she is immortal - though none know the secret behind her long life. Under her leadership the Amazons have prospered
and their enemies have been driven from the rich hunting lands in the lee of the Saurian Mountains.

Model Luck Intelligence Stamina Courage Strength Move


Parite Queen of the 8 5 4 5 4 4
Amazons

AMAZON WARRIORS
Amazons are skilled archers and hunters. They are fiercely loyal to their Queen and under her rule they have enjoyed success in bat-
tle, extending the Amazon domain from mountain to plain.

Model Luck Intelligence Stamina Courage Strength Move


Amazon Warrior 6 - 1 3 3 2

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SPECIAL ABILITIES
The Amazons have the following special abilities; one band bonus, two character bonuses, and three items, which are car-
ried by Parite herself.

Band bonus - Big Shot


Parite can attempt to activate the Big Shot band bonus so long as she has at least 2 Amazon warriors remaining in her band.
An Intelligence score of at least 12 is required to successfully activate the Big Shot ability. The Big Shot ability lasts for the
rest of the turn.

All of the models in the Amazon band, both Pirate and all of her followers, can make ranged attacks with their bows against
any enemy models on the table disregarding the usual obligation to shoot at the closest enemy, regardless of whether
the shooters have LOS, and regardless of the range to the target. No model can be shot at more than once by the Big Shot
ability.

Character bonus - Reinvigorated Youth


This ability can be employed automatically without any test required. When used Parite recovers 2 lost stamina to her stats,
for example, if down to 1 stamina she can recover back to 3. Reinvigorated Youth cannot be used to boost Pirate’s stamina
to more than its starter value of 4.

Character bonus - Hot Shot


This ability can be employed automatically without any test required. When Parite uses this ability 2 opposing followers
are immediately distracted by her visage of beauty and become helpless for the rest of the turn. Choose any two opposing
followers to be affected. Distracted models cannot move in the Move phase and cannot make attacks in the Combat phase,
but can defend themselves as normal.

Item - Miasmic Dust


This ability can be employed automatically without any test required. When this ability is used Parite casts miasmic dust
into the air - only the Amazons can see through the cosmic dust. LOS for all other models is reduced to ‘zero’ for the re-
mainder of the current turn.

Item - Euphoric Band


This ability can be employed automatically without any test required. When this ability is used Parite attempts to draw an
enemy follower to her side. Choose any opposing follower model. The opposing player must roll a Courage score of 10 or
more to resist. If the model fails to resist, the follower defects to Pirate’s band and is treated as if one of her own followers
for the remainder of the game.

Item - Golden Anklet


This ability can be employed automatically without any test required. When this ability is used Parite and her followers are
gifted with the ability to dance upon their enemy’s blades, avoiding all harm. Once activated no close combat fighting is
possible for any models from either side for the remainder of the turn. Only ranged fighting can take place. This applies to
the Amazons as well as their enemies.

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CRO-MAGNONS
The Cro-Magnon band comprises the character Valaki and six Cro-Magnon Warrior followers.

VALAKI CHIEFTAIN OF THE CRO-MAGNONS


The Cro-Magnons are primitive, argumentative and their leaders are forever battling with each other for supremacy. Their
current leader is the prideful and arrogant Valaki. He has risen to the top by silencing all those who speak against him -
mostly for good. The Cro-Magnons believe themselves the true rulers and possessors of all the Core realm. The Cro-Mag-
nons dismiss everyone else as interlopers and thieves who they consequently look down upon with contempt. They live upon
the Mammoth Plains, a vast savanna that lies to the northwest of the Red Mountains. The land is littered with the white
bones of the gigantic beasts hunted by Valaki and his kin.

Model Luck Intelligence Stamina Courage Strength Move


Valaki Chieftain of 7 5 5 7 6 3
the Cro Magnons

CRO-MAGNON WARRIORS
Cro-Magnons are reckless and rebellious. They plot amongst themselves to overthrow Valaki, but none dare confront a
leader who enjoys a reputation for brutality that is well deserved. Only their contempt for other inhabitants of the Core
unites them together.

Model Luck Intelligence Stamina Courage Strength Move


Cro-Magnon 4 - 1 4 3 2
Warrior

SPECIAL ABILITIES
The Cro-Magnons have the following special abilities; one band bonus, two character bonuses, and three items, which are
carried by Valaki himself.

Band bonus - Tough Guy


Valaki can attempt to activate the Tough Guy band bonus so long as he has at least 2 Cro-Magnon warriors remaining in
his band. An Intelligence score of at least 12 is required to successfully activate the Tough Guy ability. When successfully
activated the Tough Guy ability lasts for the rest of that turn.

All the models in the Cro-Magnon band roll two dice instead of one when they roll their strength scores for attack and de-
fence in close combat, using the highest scoring dice.

If a model in winded then the Tough Guy ability cancels out the normal penalty and just one dice is rolled for the model’s
strength score.

Character bonus - Primal Scream


This ability can be used if the Cro-Magnons’ enemies have won the initiative during the Initiation phase. It can be used au-
tomatically with needing to make a test. Valaki is so enraged that he gains a +4 bonus to his Strength stat for the remainder
of the turn. However, this so terrifies his own followers that they suffer penalties of -1 to their own Courage, Strength and
Move this turn.

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Character bonus - Big Spender
This ability can be employed automatically without any test required. When Valaki bestows his generosity on his followers
they respond with unexpected gratitude. This turn all of the band’s followers will past any Courage test they are required to
make, even if they are outside of the usual 12” influence range of their leader.

Item - Petrified Egg


This ability can be employed automatically without any test required. When the petrified egg is used the opposing band’s
character becomes rooted to the spot and can neither move nor make any attacks this turn. The model can still defend
against attacks.

Item - Pointing Bone


This ability can be employed automatically without any test required. When the pointing bone is used the opposing band’s
followers are intimidated by Valaki’s presence and can make no ranged or close combat attacks against him this turn. If
any opposing follower is already touching Valaki it must be moved 4” away immediately by the owning player - this move
cannot be used to move into touch with another enemy.

Item - Finger Bones


This ability can be employed automatically without any test required. When the chain of finger bones is displayed by Valaki
all of his followers are filled with confidence and pride. All of his followers get a +2 bonus to their Courage that turn, whilst
any enemy followers suffer a -2 penalty to their Courage when they attempt to rush any member of the Cro-Magnon band
that turn.

SCENARIOS
A scenario is the circumstance or situation in which the game takes place. Although a scenario can be very elaborate, with
all kinds of interesting objectives for the players and further special rules and unique encounters, we shall begin with three
straight-forward scenarios including a basic confrontation. Confrontation is the game to start with and in most cases it is
the standard scenario that you will probably want to play most of the time.

To illustrate how our game works, our example scenarios take place in the mysterious under realm of the Savage Core. Each
describes a typical situation in which our example bands find themselves every day. Further Savage Core scenarios may be
discovered on the Lucid Eye web-site and within the Savage Core supplements and modules.

Although we are making use of the extensive Savage Core setting to describe how scenarios work, the same approach
works equally well for all of our adventure settings.

SETTING UP THE GAME


The game takes place on a tabletop four feet by four feet or thereabouts. Begin by nominating one table edge as ‘north’.
This will determine the baseline for the rival bands and where any encounters enter play.

The players decide which scenario to play from those available.

THE OPPONENTS
Most games involve two sides, but some scenarios can be played with three or more sides.

The players declare which bands they are bringing to the fight if they have not done so already. Although players will usual-
ly prefer to have different bands, both can have the same band if you wish. The Savage Core is a wild place where rivals and
rebellions erupt all the time within every tribe.

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THE TERRAIN
The scenarios describe a situation in general terms but the exact terrain is up to the players to sort out. It is in the players’
mutual interest to create a playable as well as an interesting environment. The more you play the better you will be able to
judge what kind of terrain makes for a good game.

If convenient, one player can set up the terrain, in which case the opposing player/s gets first choice of base edge. If players
prefer they can arrange the terrain between themselves, and then dice randomly to decide the order in which they pick a
base edge (See below).

Once the terrain is in place and before picking base edges, make sure you identify any impassable or rough terrain and
agree where terrain blocks LOS.

BASE EDGE
One player picks a base edge and the opposing player automatically takes the opposite edge. If three or more players are
taking part the other players each pick any edge after the first player has done so. Note that a scenario can potentially vary
this default routine.

Unless a scenario specifies otherwise, bands must be set up within 6” of the player’s edge and no closer than 8” to either
corner. This ensures rivals begin a minimum distance apart.

It is unusual to play with more than four players at a time, but this can be managed if you play on a longer table and divide
the longer sides into two ‘base edges’.

LEAVING THE TABLE


Except where a scenario specifies otherwise, any models leaving the table during the game are removed from play and
count as casualties.

SCENARIO ONE: CONFRONTATION


Each band claims the territory that lies between them and makes regular forays to maintain their claim over any and all
rivals. It is inevitable that one day the rivals will meet and neither wishes to give way. Only a fight to the death will settle
the matter once and for all.

This is a straight-forward fight between two players - although the game can also be played with more if you wish.

Set up the game and deploy the rival bands as already described and you are ready to begin.

OBJECTIVE
The objective of the confrontation is to eliminate the opposing character/s. The last character standing is the winner. It is
possible for both/all characters to perish at the same time, in which case the result is a draw.

SCENARIO RULES
There are no scenario rules in the confrontation.

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SCENARIO TWO: DON’T LOOK BACK
In this game the rival bands fight for possession of a mighty powerful treasure - a crystal sunstone - located at the scene of
action. Both, or all, sides want this treasure and none will surrender it without a fight.

OBJECTIVE
The objective is to pick up the treasure and carry it back to your own base edge. The player whose band carries the sun-
stone to their own table edge wins the game. Note that in this game a player’s character can be slain and the band still
triumph over its rival.

SCENARIO RULES
Set up the table and rival bands in the standard fashion and place the sunstone in the middle of the table equidistant from
the players’ base edges. Make sure the sunstone can be reached by all players equally easily and avoid placing any rough or
impenetrable terrain too close to the middle of the table.

The first follower model that moves into touch with the sunstone automatically picks it up and moves no further that turn.
Only a follower can pick up or carry the sunstone and not a character or encounter model. Only one follower can carry the
sunstone at a time. Once the sunstone is picked up the follower keeps hold of it until slain or until the base line is reached -
the treasure cannot be passed from one model to another.

The follower can carry the sunstone but the model’s Move stat is reduced to 1 whilst doing so. The model carrying the sun-
stone cannot move into touch with enemy models, can make no attacks, but can defend as normal if attacked.

A model carrying the sunstone is not affected by any of their own band’s special abilities. Perhaps the power of the sun-
stone renders such things ineffective (some bands have abilities that enhance movement or make models impossible to
attack, so we rule all special abilities out to keep things fair).

If the model carrying the sunstone is slain the sunstone is dropped at that location, at least 1” away from any model from
any side. The next follower to move into touch with it picks it up.

SCENARIO THREE: DID IT JUST GET COLD IN HERE?


In this game the conflict takes place over the graves of long dead Neanderthal warriors whose spectral forms rise from the
ground to confront those who disturb their rest. You might like to include tumbled dolmens or monolithic stones to repre-
sent the tombs of these implacable spirits.

OBJECTIVE
The objective of this game is the same as in the standard confrontation - slay the rival character/s.

SCENARIO RULES
Set up the table, arrange the rival bands along opposite base edges and place six Neanderthal warriors in a line across
the middle of the table between the players. Because the Neanderthals start between the opposing bands this game is
designed for two players, but you can play with more if you arrange the Neanderthals so that they are equally distributed
facing all the players. We assume two players are taking part in the rules that follow.

Arrange the Neanderthals at least 2” apart along the centre of the table. These models represent the spirits of fallen Nean-
derthal followers. They have stats as shown below. The invisible spirit of their long-dead leader hangs about the place, so
the Neanderthals always count as with the influence range of their master and do not need to test their Courage to move
each turn.

Each Neanderthal is not activated until there is another model from either side within 10” at the beginning of a turn. Once
activated the Neanderthal will pursue that same model each turn until one of them is slain. A model can only be pursued
by one Neanderthal, so if a model would otherwise activate more than one Neanderthal at a time it only activates the clos-
est. Activated Neanderthals become a third - neutral - band and always act after the first player in the current phase. I.e.
the sequence of action will be, First player (who won the Initiation phase) Neanderthals, Second player.

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Neanderthals can be attacked with ranged attacks or close combat attacks in the usual way, but will only make close com-
bat attacks and cannot make ranged attacks.

Once Neanderthals are activated each will move towards the model that disturbed its rest and attempt to engage in close
combat. The opposing player can take control of the Neanderthal model and decide exactly how to move, and can attempt
to rush the foe if this would normally be allowed.

If a Neanderthal successfully pursues and slays its enemy it mysteriously vanishes, returning to the grave from whence it
came. If the model the Neanderthal is pursuing is slain by another model or circumstance, the Neanderthal will instead
pursue the closest player’s model within 10” or, if there are none, vanish and return to its grave once more.

Model Luck Intelligence Stamina Courage Strength Move


spectral 3 - 1 2 5 1
neanderthal

ENCOUNTERS
Before the game, the players agree which encounters will potentially occur during play, and can choose as many or as few
as they wish. Make a list of the encounters you want to use in the order you want the encounters to happen. For example,
you might decide to have two encounters, a militant T-Rex first and a magma overflow second: the T-Rex goes top of the list
and the magma flow underneath. Bear in mind that encounters are fairly rare, so you won’t need many, and they might not
occur at all. However, they do add a dash of uncertainty, dash and peril to our adventure.

When the players roll identical luck scores for the Initiation phase, an encounter is triggered (see Initiation phase pxx).
Work out the encounter at the top of the list and cross it off. If further encounters occur during following turns just work
your way down the list until there are no encounters left. Of course, not all games will produce an encounter. So it goes.

You can make use of suitable encounters multiple times if you wish - for example you might simply say every encounter will
be a T-Rex and leave it at that. Alternatively, players can draw up a random chart using the models available to them, or
simply agree to ignore encounters altogether if they prefer to do so, it’s up to you.

ENCOUNTER EXAMPLES

We shall begin with three encounters by way of example. There are many more encounters to be discovered on the Lucid
Eye web-site and as part of our range of adventure modules. These encounters are typical of the world of Savage Core
inhabited by the example Cro-Magnon and Amazon bands in this base ruleset.

MILITANT T-REX
An angry T-Rex crashes through the undergrowth onto the scene of action! The T-Rex enters at the south-east corner of the
table - place the model at the corner. As soon as the T-Rex appears each model already on the table must roll a Courage
score. If a model fails to score at least 8 it is immobilised with fear for the following Move phase. Immobilised models can’t
move that turn, but can otherwise act as normal in subsequent phases.

The T-Rex moves after the players have moved their own models in the Move phase. Either player must roll a Move score
for the T-Rex, and the model moves that distance towards the diagonally opposite corner of the table (north-west). Any
model the T-Rex touches as it moves is automatically killed by the gigantic beast, all within its path fall to its ferocious teeth
or crushing feet and are removed from play. The T-Rex continues to move in this fashion each turn until it reaches the
north-west corner and leaves the table - unless someone makes a ranged attack against it as described below.

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If any model makes a ranged attack up to 8” against the T-Rex the T-Rex will henceforth pursue that model until it catches
and destroys it. The T-Rex will always pursue the last model that attacked it in this way. Once the brave (but possibly fool-
ish) offender has been caught and removed from play the T.Rex resumes its journey directly towards the north-west table
corner.

The T.Rex doesn’t need stats apart from its Move stat of 7 and Stamina of 10.

Model Luck Intelligence Stamina Courage Strength Move


t-rex - - 10 - - 7

MAGMA OVERFLOW
Fissures in the earth crack open and out pours molten magma destroying all within its path. Roll randomly to determine
whether the magma spills onto the tabeltop from the north edge (1-5) or south edge (6-10). The magma pours onto the
table as soon as the encounter takes place, and subsequently at the end of each Initiation phase for two further turns (3
turns in total). Once magma has poured onto the table for three turns it solidifies and flows no further.

Magma advances at 8 inches a time each turn, consuming everything within the entire area from the edge that it flows
from. Place markers along the edge to show the area covered in magma.

Any models that fall beneath the area covered by magma are eliminated and removed from play. The area covered by mag-
ma remains impassable for the duration of the game.

LOST NAZI TREASURE HUNTER


A lost Nazi treasure hunter stumbles into the scene wielding a luger. Randomly decide which side of the table the model
enters, West (1-5) or East (6-10). Place the model in the middle of the table edge.

The Nazi treasure hunter moves after the players have moved their own models in the Move phase, makes any attacks after
the players in the Combat phase, and works out results after the players in the Results phase. Don’t roll in the Initiation
phase for the Nazi - he always goes after the players as if he had rolled the lowest score. The players must agree between
them who will roll dice for the Nazi where necessary

In the Move phase the Nazi model moves his move score distance towards the middle of the opposite edge of the table.

In the Combat phase the Nazi will fight close combat against any model he is touching. If he touches models from both
player’s bands roll randomly to decide which he will attack. If not touching other models he will automatically shoot at the
closest model within 8” using his luger.

The Nazi remains in play until he is slain or until he reaches the opposite table edge and departs the scene. If he is killed
the model that makes the fatal attack can take the Nazi’s luger (and his hat) and receives a Luck stat increase of +2 for the
remainder of the game.

In other respects the Nazi is treated as any other model in play, for example when it comes to moving across tough terrain,
and he has a full set of stats as shown below.

Model Luck Intelligence Stamina Courage Strength Move


lost nazi treasure 7 - 3 10 1 1
hunter

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