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by Andy HobdAy, GeorGe AslinG & PHAtis

Artwork: Peter Dennis, Steve Beckett & Jody Lundy Miniature sculpting: Stavros Zouliatis & Victrix Limited
Book design, production & photography: Mark Owen Miniature painting: Chris Bone, Mark Farr
& Darren Linington
Editing: Chris Bone, Andy Hobday,
Paul L. Mathews & Dom Sore Terrain: Luke’s Aps. of Geek Gaming & Sarissa Precision
Playtesters: Jade Asling, Magnus Barbati, Chris Bone, Darren Evans,
Paul Cross, Mark Farr, Vince Freeman & Paul L. Mathews
Big thanks to: Julian Blakeney-Edwards, Graham Davey, Steve Cumming,
Leila Hobday, St Anne’s Bed & Breakfast, Sutton Bonington and, of course, Phatis.

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CONTENTS
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . .3 General Rules . . . . . . . . . . . . . . . . . . . . . . . . . .
Game Elements . . . . . . . . . . . . . . . . . . . . . . . .6 Courage Checks . . . . . . . . . . . . . . . . . . .17
Prepare for Battle . . . . . . . . . . . . . . . . . . . . . .9 Defend, Order and Form Up. . . . . . . . .18
The Game rounds . . . . . . . . . . . . . . . . . . . . .10 Making an Attack . . . . . . . . . . . . . . . . . .19
Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Battlefield Terrain . . . . . . . . . . . . . . . . . . . . .21
End of the Round . . . . . . . . . . . . . . . . . . 11 Grouped Warriors . . . . . . . . . . . . . . . . . . . .24
Ending the Game . . . . . . . . . . . . . . . . . . . . . 11 Phalanx . . . . . . . . . . . . . . . . . . . . . . . . . . .25
Dice Rolls . . . . . . . . . . . . . . . . . . . . . . . . . . . .12 Omens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
General Rules . . . . . . . . . . . . . . . . . . . . . . . .14 Recruiting your Lochos . . . . . . . . . . . . . . . .28
Moving, Line of Sight and Charging . .14 Injury Cards, Companions and Gifts . . . .29
Ranged Actions and weapons . . . . . . .16 Scenarios . . . . . . . . . . . . . . . . . . . . . . . . . . . .30

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INTRODUCTION
Greece has proven her might and the forces of the vast Persian Empire have been repulsed. Each City-State believes
it played a key part in the victory, and this pride has brought about rivalry, greed and conflict.
Generals and statesmen vie for power and wealth in the chaos, risking exile or execution while the most bold and
ambitious gather to them their hoplites. These tough warriors, armour-clad and trained in war, stand loyal to their
Archon’s city or ideals. The price of failure is exile or death.
Into this age of conflict stride bold men who yearn for greatness; men who would be Mortal Gods!
Mortal Gods is a skirmish wargame played with roughly 15–25 models per side. Players select their force before each
game, with each force being centred around a single heroic leader—or ‘Lochagos’—along with a number of loyal
warriors and a variety of companions.
Battles are swift and bloody as players take quick, decisive turns to activate one of their heroes or groups of companions.
Those heroes and companions can be used to move and attack as the player strives to achieve the scenario’s objectives,
be they cutting down the enemy, defending an outpost or finding and protecting an important character.
As you play through the game, your hero can acquire new Gifts, and perhaps even catch the eye of the gods on the
way to victory.

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Hello everyone! Peloponnesian War. And that just makes sense. It’s the
period from whence I am from, after all! Therefore it is
Phatis here! If you’ve followed along with the Mortal Gods
perfect, just like me. And also, just like me, this period is
updates I post over at the Sculpting Painting and Gaming
blog (sculptingpaintingandgaming.com), or have engaged extremely interesting.
in the Facebook Group (facebook.com/groups/mortalgods) So, what makes this period so interesting? I’m glad you
you already know who I am (I hope). But assuming you are asked. The Greco-Persian War is still well within recent
new to all of this, let me introduce myself. memory (the war had ended less than two decades earlier)
I am a shade from the Underworld (or Hades, as it is more at this time, with lots of lingering emotions—fear, distrust,
commonly known) summoned by the creators of this game, anger, resentment, hope—that followed it. And not every
and I am now cursed to act as your guide through this Greek was happy with the results. Several city-states
rulebook. chose to remain neutral in the war (like Akhaia, Argolis,
and Phokis), and a few joined willingly with the Persians
I have two primary roles to play: the first is to give you, (Boeotia, Thessaly, and Makedonia). On top of that, the
dear readers, a little of the historical background upon Spartans had withdrawn from the Greco-Persian War after
which Mortal Gods is loosely based. I’ve also been tasked the battles of Plataea and Mykale (both huge victories for
with giving you some basic information about selected the Greeks).
topics along the way to better assist you in the crafting of
your own warband for Mortal Gods. My second function is With Sparta gone and Athens now in charge, sitting at the
to assist the team in explaining the rules and mechanics of head of the newly-formed Delian League, the Greeks led a
Mortal Gods. Through a series of sidebars and some helpful hugely successful counterattack against the Persians. They
illustrations, you will see that this game is so easy to pick up pushed the Persians back through Thessaly and Makedonia;
even a Spartan could learn it! all the way to the western region of the Anatolian peninsula
where they freed their Greek cousins who had settled
So, with introductions out of the way, let’s get a move on, there. When the war was finally over, Athens stood as the
shall we? second dominant superpower in the Aegean, establishing
what looked very much like an empire of its own to its
IN WHAT HISTORICAL PERIOD neighbours. Sparta, too, started to wonder if Athens would
DOES MORTAL GODS TAKE PLACE? start to encroach upon their territory.
When the Mortal Gods team began working on this game,
there was a focus on two core concepts: respect the history As tensions between Athens and her neighbouring city-
with its rich, fabulous setting; and make this a skirmish states grew, these events would crescendo into the start of
game with rules that are easy to pick up, with fast-paced the Archidamian War (the onset of the Peloponnesian War).
scenarios that are enjoyable to play. While most of the Sparta and the Peloponnesian League would invade Attika
rulebook deals with the second concept listed here, the first and wage a war against Athens and the Delian League. And
concept also deserves a little attention. this is where you come in: choose your allegiance or remain
independent and fight both Leagues!
For the core box and initial release, Mortal Gods will
focus on the Classical Period, right around the start of the See? I told you it would be interesting!

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Of course, there is plenty to look forward to in the future! and all the polis that sort of exist outside the thumb of the
The Peloponnesian War is just the start! major city-states. And then you had to consider whether a
polis is autonomous or if it is subservient to another polis.
WHAT ARE THE GREEK CITY STATES? The various city-states that were allied with Athens in the
In Homer’s Odyssey, Telemachus (son of Odysseus), Delian League melded into a type of arche (ἀρχή)—or
curious about the cloaked figure before him (a disguised empire—under the leadership of the Athenians and lost
Athena, no less) asks, “πόθι τοι πόλις ἠδὲ τοκῆες; much of their autonomy. There were, literally, over 1,000
(1.170)” or “Tell me of your polis and parents?” He wants known polis just in the Classical period. It’s a lot to take
this figure to identify themselves and for him (and the in, folks.
people of Classical Greece), the easiest way to learn about
Okay, so you’re probably asking “So what does all that
a person was to ask them about their homeland.
mean, Phatis?”
So what exactly is it that Telemachus wants to know? What
The historical truth is that the polis in antiquity was a somewhat
is a Greek City-State? Why is it important?
spicy mixture of society and state; a bold flavour of its own that
Okay, full-stop. It is actually pretty difficult to define Greek defies modern attempts to classify it.
City States, or Polis (πολεῖς), for a modern audience. That
Let’s step back from all that and
is because they functioned differently than both modern
agree we aren’t going to solve
cities and states, and yet we call them both of those things;
the mystery in this rulebook.
whose brilliant idea was that, anyway?
But for the practical purposes
If I had to squish it all down into a neat little bubble, I of the game, we need
suppose you might think of them as select ancient populated to move beyond the
areas (usually a city or large town) that held influence and complexities of what it
power over the surrounding local region. The Athenian was and, for simplicity’s
polis, for example, is incorporated in the region of Attika; sake, treat each polis as
while Attika had (and has) other towns and communities, an autonomous ‘faction’.
Athens rested at its centre and essentially held influence For the game, this allows
over everything. The same is true of Sparta, having gained us to consider ways to
influence of the region of Lakedaimon. make each polis we want
to bring into the world of
Quaint, right? Well, here’s the thing about neat little
Mortal Gods unique and
bubbles: they often pop when pricked. Because there were
interesting. We want to give
other polis in and around Lakedaimon (Anthene, Thyrea,
them all flavour, with their
etc…) and Attika (Eleusis and Salamis for example).
own special units, skills,
And no one said these other polis had to be subservient
balance, and value—even Phatis
to their biggest neighbour in the region. Eleusis actually
if a polis historically is
attacked Athens towards the end of the 5th Century BCE.
hard to define.
And then there is a chora—or hinterland (backcountry)—

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GAME ELEMENTS
MINIATURES GROUP BASES
Welcome to Mortal Gods, a game designed to be played Companions are often recruited in threes and mounted
using 28mm miniatures. These are, in the main, mounted on a group base. If the group has the Gift to ‘Form up’
on 25mm round bases with heroes mounted on bases they are based on a triangle base, if not, they are based on
with a 32mm diameter. You will also need to use 60mm a round base. Three triangle bases can join together into
triangle bases—as shown below—on which to mount a single group called a ‘Phalanx’, thus acting as a single
your grouped hoplite units, and 60mm round bases to group until they revert back into individual groups.
mount your other grouped Companions.
See Forming Up on page 24 for details on group bases.

ROSTER CARDS
Before each battle you will assemble your force using Warriors is the general term used throughout the rules.
Roster cards. This can refer to a Lochagos, a Hero, a single Companion,
a group of Companions or a Phalanx.
Each card has a Cost ranging from 25 points for a single
hoplite to 65 points for the leader of your Lochos. Heroic, Roster cards show the numeric value of a warrior’s
named characters may cost even more. attributes as well as any special rules that warrior may
possess. Those attributes are as follows:

A Movement: the basic distance a warrior moves in inches.


B Attack: the number of dice rolled when trying to hit an
enemy.
C Defence: the number of dice rolled when trying to
defend an enemy attack.
D Resistance: the amount of damage a warrior can suffer
before being removed from the battle. This value applies

A B C D E F to each figure in a grouped unit.


E Courage: the number of dice rolled to check if a warrior
keeps its nerve when its compatriots are dispatched.
Also, the roll needed to pass if a warrior wishes to
charge a Phalanx when not part of a Phalanx itself.
G F Actions: the number of times the warrior can be
activated during a single round. This is also the number
of Action markers each warrior adds to the Draw.
G Gifts: each card also shows any Gifts the warriors have
and how they work during the game.
As you play keep your Roster cards laid out in front of you, as
you will place Action markers and Damage Markers on them to
show which warriors have acted each round, show the Gifts you
have bestowed upon them, and any injuries they have received.

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LEADER
A Lochos has only one leader. All reference to the leader
of a Lochos allude to this figure. WHAT IS A LOCHOS?
Traditionally, a lochos (Greek: λόχος) could be
DICE understood in a few ways. Typically it meant a small
Mortal Gods uses three different dice: the Mortal Gods dice, ambush, or perhaps more to the point, the men who
the Damage Markers and an ordinary six-sided dice (also form an ambush. In this regard, we might consider
referred to as a D6). the appropriate translation to be “a small warband.”
However it also can mean a small grouping of men
in a larger military formation, much like a company
within a regiment.
In terms of numbers, a lochos can be as small or as
large as is necessary. In recounting certain Persian
formations, Xenophon calculated the lochos to be
roughly 24 men (Cyrop. 6.3.21). But within the
Spartan army, he estimated about 100 men per lochos
(Anab. 3.4.21; cf. Thucydides, Pelop. War 5.68). These
estimates, though our best source of information for
them, are understood to be inflated and exaggerated,
especially during campaigns where a lochos suffers
casualties that are not easily replenished.
Within Mortal Gods, the lochos is the body of
Most actions in game are resolved using the Mortal Gods warriors that the player commands on the table. As
dice. This is a six-sided dice with the following faces: in antiquity, there is some flexibility with how large
a force the player can take; it could be a very small
warband of a few warriors and a leader (the lochagos),
Swords: 2 hits or success or it can be a small company of 25–35 warriors, with
a few leaders and heroic characters. The scale is really
Sword: 1 hit or success left to the player’s discretion.

Shield: 1 defence or fail

Pegasus: 1 wildcard or fail


OMEN MARKERS AND OMEN CARDS
The three red Omen markers are placed in the Draw
DAMAGE MARKERS along with the Action markers. The first and second
These represent current the damage suffered by a warrior Omen markers drawn during a round activate an Omen.
and effect the number of Mortal Gods dice rolled during Such Omens are activated by drawing an Omen card. The
the game. The faces are numbered from one to six, and Omen plays a part in the game as explained on the card;
they are placed on your warriors’ Roster cards as they don’t forget these Greeks are a superstitious lot! The third
receive damage. Omen marker ends each round.
See Omen cards on page 27 for more detail.

ACTION MARKERS
There are two types of Action markers: black for Heroes
and white for Companions. During the game, the Action
markers are put into a container such as a bag or a cup
and drawn one by one to determine which Hero or
Companion may act next. This container is referred to in
game as ‘the Draw’.

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GIFTS AND INJURY CARDS MOVEMENT RULERS
Gifts add personality to your Lochos. They allow your There are two movement rulers in the box,
warriors to perform incredible feats, use ingenious plans, each measuring 12”. We encourage you to
or make use of special equipment during a battle. There take a marker pen and colour in the first 1
are also Injury cards which are drawn when your Heroes to 6 inches, of each ruler to make it easier
should be struck down. These Injury cards provide your to read at a glance. They can be joined
Heroes with one last chance; they are Heroes after all! together to make a single 24” ruler,
which is ideal for measuring long
ranges.

WHAT IS A PHALANX (ACCORDING TO HOMER)?


A phalanx (Greek: φάλαγξ), plainly put, is a group of hoplites in a very tightly-packed formation. In the Classical
Period, the phalanx was the primary style of warfare; two opposing phalanxes would rush forward and press into one
another with the goal of breaking the opponents’ formation. An individual hoplite’s shield wasn’t necessarily used to
protect that hoplite, instead they were meant for covering their comrades to the left while they thrusted their spears at
the enemy, trying to impale them. This also made the man at the extreme right of the formation the most vulnerable
(as he was left uncovered).
Typically, this type of combat was exhausting, especially for the men in the front rank. Not only were they pressed
against the opposing phalanx, but they were being pushed forward by the ranks behind them to force them through
and break their opponents’ formation. Due to the physical rigors of this type of fighting, neither phalanx could
keep this pressure up for long. There are instances reported of battles going on for hours, though these appear to be
exaggerations. Given the strains on the body and the utter exhaustion on both sides after even ten minutes of such a
battle, these hoplites would have to be nearly superhuman.
The phalanx is mentioned as far back as Homer, though the formation is not what we know of from the Classical
period. Instead, the opposing sides may start out in a tightly packed formation, but as soon as the battle breaks out, the
men break apart and fight one-on-one. And it seems these one-on-one engagements provided some room between the
combatants, as there are scenes where missiles are being launched at people during the close combat fighting which
can only really happen when you have room for javelins and arrows to loose upon the opposing side without the risk
of hitting your own compatriots!
It is entirely possible that this sort of phalanx fighting took place in the Classical Period as well. And for the sake of
gameplay in Mortal Gods, this is how we will treat the Phalanx. As it goes, there are clearly not enough men for a
skirmish game to incorporate actual phalanx formations and, honestly, that isn’t the sort of combat mechanic we think
is very thrilling.
So for Mortal Gods, we think of the phalanx as a delivery method to safely get your warriors into melee combat
alive! The tightly-packed formations of the phalanx will grant the hoplites bonuses to their stats and even, in some
cases, allow for unique wildcards and fighting styles (like using ranged weapons). But the phalanx is only meant to be
temporary in our game. The main focus will be on small-scale fights between opposing warriors and warrior groups.

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THE BATTLEFIELD
Mortal Gods is most commonly played on a 3x3' area. You will
need to add your own buildings, woods and hills to best represent
Ancient Greece or its neighbouring countries. For bigger games
you can scale up to a 4x3' area. To get started we suggest you
requisition the kitchen table. Immediately.

YOU’LL ALSO NEED…


A suitable opaque bag or cup to hold and from which to draw the
Action markers from. A very attractive Mortal Gods bag is available
from our website; it is the ideal way to conduct the Draw.

PREPARE FOR BATTLE


WARRIORS, HEROES AND COMPANIONS an Action marker to the Draw. Ensure you use the black
All the miniatures in the game are referred to as Hero Markers for the Heroes and the white Companion
‘warriors’ in these rules. The rank and file are referred Markers for the Companions. Both players add their own
to as Companions and are often treated differently from markers to the Draw and mix them together.
Heroes during the game. Finally add the three red Omen markers.

RECRUIT YOUR FORCE SET OUT THE BATTLEFIELD


Before a battle each player must recruit their warriors Once your forces are prepared, set out the battlefield and
using the Roster cards. Points limits are stipulated by deploy your warriors as described in the scenario. Lay
the players in advance or in each scenario. Building your your Roster cards in front of you at the edge of the table.
Lochos is covered in detail later in the rules. We recommend placing your cards relative to the position
of the warriors on the battlefield to keep track on which
PREPARE THE ACTION MARKERS card relates to which warriors.
Each Roster card states how many actions that warrior
can make in a game round. For each of these actions add

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GAME ROUNDS
During each round of the game, players alternate taking one Action marker from the Draw at random. They assign
it to one of their warriors and choose the action they wish to make, be it moving, charging, shooting, etc. in order to
activate them.

GAME ROUND SUMMARY


1. One player Draws a random Action marker from the Draw.
a. The player assigns that Action marker to one of their warriors;
Black markers may only be placed on Heroes, White on Companions.
b. The warrior completes their action.
c. The Action marker is placed on the warrior’s Roster card.
2. The opposing player completes step 1. Players then continue to
alternate.
3. If a red Omen marker is drawn, no action is made. Draw an Omen
card from the top of the Omen Deck and follow its instructions.
When the third Omen marker is drawn, the round is over. Return
all drawn markers from the cards to the Draw in preparation for
the next round.
4. Housekeeping: you may choose to break any of your
Formed Up units into individual groups. Place
an Action marker in the Draw for each such
individual group. Reposition the layout of
your Roster cards to match the relative
positions of your warriors on the
battlefield.
5. The player who drew the third Omen
marker draws the first Action marker
at the beginning of the next round.

ASSIGN AN ACTION TO A WARRIOR


Once an Action marker is drawn, players assign it to
one of their warriors or groups of warriors in order to
activate them.
N.B. a white Action Marker can only be assigned to
a Companion and a black Action Marker can only be
assigned to a Hero.
In most cases Companions may only perform one action
per round; if a Companion has already acted he cannot be
activated again unless given an Order action.
A Hero may make two or three actions per round, as
shown on their Roster cards. You may assign Action
markers to them until they have taken all of their actions,
as indicated on their card, for the round; this is what
makes them truly heroic!

COMPLETE THE ACTION


Once an Action marker is assigned to a warrior, the player
chooses which action the warrior will perform. The action
is then carried out, moving the models and rolling dice as
necessary.
Once an activated warrior has completed his action, the
sequence begins again; the opposing player may now
take the next Action marker from the Draw.

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REMOVE MARKERS FROM THE BAG
WHEN A WARRIOR IS DISPATCHED DRAWING vs REMOVING
At the point where a warrior is dispatched and removed As a rule, players are not permitted to look inside
from the battlefield (either by an enemy attack or any other whatever opaque container or bag they are using
means), place the model on its Roster card and remove to hold Action markers whilst performing the
any of that warrior’s unused Action markers from the Draw. However, in some instances players are
Draw. In this instance players are permitted to look inside required to remove a specific Warrior’s Action
the container or bag used for the Draw in order to extract marker or markers from the container; usually
the required Action markers. These markers, once placed when the Warrior consciously attempts to use an
on the deceased warrior’s Roster card, are not used for action to defend themselves; when three stands
the rest of the battle. Form Up into a Phalanx; or When a warrior is
dispatched. In this instance players are permitted
NOBODY LEFT TO ACTIVATE to look inside the container or bag.
If you draw an Action marker that you cannot use (because
all your warriors of that type have been activated this
round), hand the marker to your opponent. He may then
use that Action marker—and your turn!—to activate one MEASURING
of his Warriors or group of Warriors. Once this activation Players may measure distances on the tabletop at any
has ended, your turn also ends, and your opponent may time during their actions. Premeasuring in this way
then begin their own turn, taking a further Action marker reflects your warriors’ experience and ability to judge
from the Draw. distances. All measurements are made in inches

ACTIONS
The most common actions that a warrior can perform during a game are:
• Move: determined by armour and warrior type • Defend: as a reaction to an enemy attack.
• Charge Attack: Movement + D6” and allowing a • Order: a leader can use their actions to give orders.
melee attack.
• Form up: three stands with the Form Up Gift become
• Ranged Attack: determined by weapon type. a single group (Phalanx).
Not all actions may be carried out by all warriors. For example, a ranged attack action can only be taken by a warrior
with a ranged weapon; while an Order action can only be given by a leader.

END OF THE ROUND


The round ends as soon as the third and final Omen markers into the Draw; one for each individual group
marker is drawn, even if any unused Action markers that was Formed Up with the original group. Forming up
remain in the Draw. All Action and Omen markers are is covered in detail on page 24.
returned to the container and the next round begins.
Take a moment to make sure that all warriors are all at
Please note that all Damage Markers remain in play.
least 1” away from any of their enemies. Rearrange any
At this point housekeeping is completed before the next of your Roster cards to reflect the new positions of your
round begins. Now is the time to voluntarily choose individual groups and warriors on the battlefield.
to separate any Formed Up units back into individual
The player who drew the third Omen marker makes the
groups; this is done by moving the group bases 1” apart.
first draw in the next round.
At the same time ensure you add two extra white Action

ENDING THE GAME


Each scenario has specific conditions under which the among their Heroes, the game
game ends. Players may also agree to play a certain ends as the warriors of their
number of rounds. If at any time you retire your Lochos lose the stomach for the
opponent’s Lochagos, and they have no other leaders fight.

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DICE ROLLS
You will have to roll dice during a game to determine the DAMAGE
outcome of certain actions. Damage is calculated once all attack and defence rolls
have been made. Subtract the total of successful defences
MORTAL GODS DICE™ from the total number of successful hits. A positive
The most commonly used dice in the game are the Mortal number informs how many Mortal Gods dice the attacker
Gods dice, which are a six-sided dice with faces composed rolls for damage. If the number is zero or negative the
of two swords, one sword, one shield, and one Pegasus. attack has been successfully blocked by the defender.
The sword indicates a single hit, with two swords
equalling two hits. Shields indicate a successful defence, E.g. the attacking hoplites score three hits (swords) while
with one shield equalling one successful defence. The the defending hoplites score one defence (shield).
Pegasus is a wildcard, indicating either success or failure 3 hits − 1 defence = 2 Damage Dice to be rolled.
depending on the situation and the warrior.
When rolling for damage, swords equal successes with
the number of swords rolled indicating the amount of
ATTACK damage caused.
When a Warrior performs an attack, roll Mortal Gods dice
equal to the Warrior’s Attack statistic; e.g. a group of
hoplites have an Attack of 4, and so roll four dice when COURAGE
performing an attack. When called upon to take a Courage check, roll the number
of dice equal to the warrior’s Courage; if a sword is rolled
Players must roll swords on the Mortal Gods dice to then the warrior or warriors have successfully passed the
perform a successful attack. Once the dice are rolled, check. Any damage that the warrior has currently taken,
the number of swords rolled indicates the number of as indicated by a Damage Marker on his Roster card, is
successful hits. subtracted from the warrior’s Courage and, therefore, the
number of dice rolled to take the check.
E.g. the Hoplites have a Courage of 3 and would
normally roll three Mortal Gods dice. However, as they
have sustained 2 damage—as indicated by the Damage
Marker on their Roster card—the hoplites only roll one
Mortal Gods dice. Success in this instance is still one sword.

WILDCARD: PEGASUS
Some warriors receive wildcard bonuses or penalties.
DEFENCE These are described on their individual Roster cards.
When defending you can actively defend by using an When a wild card is rolled, consult the Roster cards of
action. If you actively defend, roll the number of Mortal the Warriors involved to see if that wildcard has any
Gods dice equal to the warriors Defence; e.g. a group of impact on the situation. A blue wildcard icon indicates to
hoplites has a Defence of 3, meaning you roll 3 dice. add one success for every pegasus rolled a red wildcard
Shields on the Mortal Gods dice are important when indicates to subtract one success for every pegasus rolled.
defending. After rolling the dice, the number of shields e.g. A Lochagos receives a wildcard bonus during an
rolled indicates the number of successfully defended hits. Attack roll as shown on his Roster card. When the
Lochagos is attacking, any Pegasus you roll will count as
hits in addition to any swords rolled.

A warrior which has already been activated this round


may not actively defend. In this instance only a warrior’s
armour will save them. Roll a number of dice equal to the
warrior’s armour type. Armour type is indicated by the
Armour icon on a warrior’s Roster card: Heavy armour
provides two dice, Medium provides one, and Light
armour provides no dice.

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SIX-SIDED DICE (D6) DAMAGE MARKERS
A six-sided dice (also referred to as a or D6) The Damage Markers are not rolled at
is used in Mortal Gods to determine random any time during a game of Mortal Gods.
distances for charging and shooting. They are used for tracking damage
suffered by warriors on their Roster
cards. The uppermost number displayed
BONUS DICE AND LOSING DICE
is the amount of damage that warrior has
It is common to receive extra dice to be added to dice rolls
suffered thus far.
or to lose dice; especially due to injury, Gifts or Omens. A
warrior forced to lose so many dice that he may roll none
cannot attack or defend and will automatically fail any
Courage checks.

WHAT IS A HOPLITE?
Before I define what a hoplite is, I first need to explain what a hoplite isn’t. You see, it is a widely held misconception
that a hoplite was any armed warrior in Greece who donned a large round shield called a hoplon. But the hoplon/
hoplite synergism (boy, you mortals use funny words) wouldn’t happen until much later in antiquity (during the
Hellenistic Period, around two centuries later than our game takes place). In the Classical Period, hoplites used a
different shield—an aspis—and term ‘Hoplite’ derived from the word opla (Greek: ὁπλά) meaning ‘implements
of war’ (which included the aspis).
It is important to note that hoplites were part of the upper classes of Greek society (known as the ‘Hoplite
Class’; not very original, I know) and were all heavily-armoured infantry. The reason for this is the hoplites of
the upper classes provided for their own panoply (their equipment)—consisting of a bronze helmet, breastplate
(like the bronze muscle cuirass or the linothorax [Greek: λινοθώραξ]), greaves, and arm protection (e.g., bronze
vambraces).
In much smaller polis outside of Athens or Sparta, the spear and shield had to be purchased along with the rest
of the panoply by the hoplite. However in Athens, the spear and shield were provided to the hoplite by the state
during the hoplite’s training in the ephebia (which is discussed elsewhere in this book).
The distinction between heavily-armoured Greek hoplites and unarmoured warriors is a distinction that Classical
authors and historians, like Herodotus (Hist. 9.30; cf. 7.158) and Thucydides (Pelop. War 4.125.2) for example,
made regularly—hoplitai (Greek: ὁπλίται) were heavy infantry and the psiloi (Greek: ψιλοί) were those of the
Thetes class (poorest class) who were unarmoured light warriors (usually used as skirmishing missile troops or as
rowers on naval vessels).

13
GENERAL RULES
MOVING LoS is obscured if:
A warrior’s movement allowance is based on the armour • LoS passes directly through the base area of another
they are wearing. In Mortal Gods, there are three classes warrior from either side. You can’t shoot through
of warrior based on their armour: Heavy, Medium and one warrior to hit another!
Light. These allow movement distances of 6”, 7” and 8’
respectively. The armour class is indicated by an armour • LoS passes through an intervening piece of area
icon, or lack of, on the individual Roster cards. terrain lying between the shooter and target.

HEAVY ARMOUR MEDIUM ARMOUR CHARGE ACTION


The warrior can only charge the nearest enemy warrior
he can see based on the rules for line of sight. This charge
All actions that involve moving a certain distance must must be performed in a straight line and will be affected
adhere to the following rules, unless otherwise stated: by any terrain obstacles or other warriors, both friends
or foes.
A moving warrior may travel in any direction, regardless
of facing, with any number of turns up to their maximum A warrior’s basic charge range is the Movement value
movement allowance. as shown on their Roster card. This is their guaranteed
charge distance. A charge attack is always successful at
Warriors cannot move through other warriors. this range.
Warriors cannot come within 1" of an enemy warrior
when moving unless charging.
Warriors cannot voluntarily leave the battlefield.

LINE OF SIGHT (LoS)


Being able to see the enemy to engage them in battle is
important in Mortal Gods. Warriors must be able to ‘see’
their enemies in order to charge or shoot at them. For a
warrior to see another warrior you must be able to draw a
straight line from any point on the first warrior’s base to
any point on the second, without crossing any other bases
on the way. This is called line of sight or LoS.

All warriors can, however, extend their charge range by


up to a maximum of six inches. This is achieved by rolling
a D6 and adding it to their Movement value.
For example, a medium hoplite has a Movement of 7"
as shown on his Roster card. His potential charge range,
therefore, is between 8" and 13" depending on the result
on the roll of a D6.
The warrior moves up to their full Movement in inches
(+1D6") until his base is touching the enemy warrior’s
base. This charge move must be in a straight line along
the shortest possible route between the two warriors’
bases. During a charge move a warrior is allowed to come
within 1" of enemy warriors. If there is no enemy within
possible reach, another action must be chosen.
Once the two warriors’ bases are touching, the charging
warrior makes a melee attack on his enemy; see the rules
for making an attack.

14
If, after rolling the extra D6" for movement, the adjusted
movement would not result in your warrior reaching
their intended target, that warrior has ‘Stumbled’. This is
a movement fumble of sorts. Roll the D6 again and move
only the distance shown on the dice. In this case you do
not add the warrior’s Movement. This movement must
result in them ending the move no closer than 1" from
the target or any other enemy model. During a ‘Stumble’
move a warrior is allowed to move within 1" of enemy
models as long as they end their movement 1" away.
If you roll a 1 on the D6 when charging, the warrior’s
action ends immediately. They do not move, instead
deciding that charging the enemy at this point in the
battle is not a good idea. Their Action marker is placed on
their Roster card and the next draw is taken.
Special note: any warriors which are not Formed Up
wishing to charge a Phalanx in the front must pass a
Courage check to do so. No check is required if charging
a Phalanx in the side or rear, or if a Phalanx is charging
an opposing Phalanx in the front.

A HOPLITE’S PANOPLY
A hoplite’s panoply (Greek: πανοπλία [panoplia]) is basically all their equipment used for fighting. The word is a
combination of παν (pan) meaning ‘all’ and ὁπλά (opla) which is defined as ‘implements of war’. At the time of
the Peloponnesian War, the panoply consisted of all the hoplite’s armour (breastplate or cuirass made of bronze or
linen, greaves, helm, and occasionally vambraces) as well as their spear, shield, and sword.
While we typically imagine Classical Greek warriors in the bronze cuirass, the linothorax was just as likely to be
worn by hoplites. Linothorax was made by pressing a series of linen sheets together very tightly, creating ‘plates’
where arrows and sword cuts are absorbed through the linen very similar to how modern-day Kevlar behaves. It
was probably easier to come by and produce than a bronze cuirass, especially since so many had to be made to
fit perfectly on the wearer (the linothorax, in contrast, could to some degree be adjusted with straps to fit and was
more forgiving).
The dory (Greek: δόρυ), or spear, was the primary weapon of a hoplite and was between two and three meters
long. At the tip rested an iron spearhead and at the other end was a particularly nasty ferrule that acted as a counter-
balance but with a sharp point. This was known as a sauroter (Greek: σαυρωτήρ), and an expert in the spear
could use it for attack or defence, especially if the primary spearhead broke off.
The dory would be used primarily for thrusting and was very effective when used in a phalanx formation. It was
suitable for keeping opponents out of reach, though very difficult to wield when used with a shield; it took years
of training to become proficient.
For their shields, hoplites used the aspis (Greek: ἀσπίς) during the Peloponnesian War, not the hoplon (contrary
to popular notions). It was typically made of wood with a bronze outer shell and was about three feet in diameter.
The thin bronze was, unfortunately, vulnerable to arrows; its convex design, however, made it ideal for deflecting
direct blows from a sword or spear.

15
RANGED ACTION
A ranged attack is any attack where the combatants are
not in base-to-base contact and the attacker can draw line
of sight to the target.
When carrying out a ranged attack a warrior must fire
on the nearest enemy in their line of sight. The target
must be within the weapon’s maximum range, meaning
you must be able to hit the target to be able to shoot at it.
This distance can be measured at any time; if the target
is out of the weapon’s maximum range another target or
another action can be chosen.

RANGED ATTACK WEAPONS


JAVELIN
A warrior armed with a javelin can
move up to their full movement in a
straight line towards the enemy target
and throw their Javelin 6 + D6". You
must select your target before you roll
for the extra momentum distance. If
you do not roll a high enough number,
the javelin falls short. Remember the
warrior only gains the additional D6"
range due to forward momentum;
a warrior who remains stationary
whilst throwing a javelin may only throw that javelin 6".
However, a warrior with a javelin can also choose to throw
their weapon at their enemy first at a range of 6" and then
move 6" in any direction after shooting.

BOW
A warrior armed with a bow may
move up to 3" and shoot. The bow
has a range of 20" but is more
effective at short ranges. Wildcards
are treated as hits when shooting at
a target within 10".

SLING
Any warriors armed with a sling may move their full
Movement and shoot. If they do not move, they may opt
to shoot twice during the same action. The second shot
is less effective with every Pegasus rolled on the dice
cancelling out a Sword on a one-to-one ratio.

16
WHO WERE THE PSILOI?
The word psiloi (Greek: ψιλοί) literally means The most common light troops were the
‘bare’ (as in naked), and, in the military use of sphendonetai (slingers) as they were easy to train
the term, it signified a type of warrior who did and often only had to have an adequate supply of
not wear any heavy armour. If hoplites were the ammunition (like, you know, a rock—; of which
heavy infantry, the psiloi were the light. Greece has many). They were also brutal; their
These were almost exclusively made up of the slings could break bone, smash shields, and
lowest classes in Greece. In Athenian society, cause chaos in the ranks of even experienced
the light infantry would be drawn from the troops. But even though some carried swords or
Thetes (Greek: θῆτες) class, which was made daggers, they were no match for melee infantry
up of the impoverished citizens of the polis. when engaged.
For the Thetes, becoming members of the Toxotai (Greek: τοξόται) were formidable at
hoplite class was fairly unreachable. Unless distances and the arrows packed a serious punch.
they were conscripted (which did happen on But again, when the enemy closed the distance
occasion, wherein the polis would provide the or outflanked them, they were not equipped to
panoply to each conscript), the only two military protect themselves against a more armoured and
paths they could choose was to become a psiloi armed foe.
or a rower on a naval vessel. But it should not be Akontistai (Greek: ἀκοντισταί) and peltastai
presumed that they did not share in the honour (Greek: πελτασταί)—both forms of
and glory of the battlefield. The psiloi not only javelinmen—were probably the best equipped
played a pivotal role in battle, but sometimes to handle hoplites. While Akontistai could use
were instrumental in winning them. a javelin like a spear in the event of a melee
At the Battles of Sphakteria and Amphipolis encounter, they were basically naked (okay,
during the Peloponnesian War, psiloi—primarily maybe they were wearing a tunic or something).
peltasts—were instrumental in overwhelming the Against any type of formation, they would not
heavy-armoured hoplite formations, peppering be able to stand their ground.
them with javelins and running away. They would Peltastai, on the other hand, were more agile
repeat this manoeuvre until the hoplites were and adaptive to a variety of tactical needs. For
exhausted. Weighed down by their heavy panoply, instance, in some cases they had some very
the hoplites were unable to catch the psiloi, whose primitive armour (enough to cover a small
equipment barely consisted of any armour at all. section of their chest and back, held on by cord),
But had the hoplites managed to overtake them, maybe even a helmet. They also had a very
the psiloi might have been able to put up some sort particular light shield, called a pelte (Greek:
of fight before again trying to gain distance. πέλτῃ). Besides their javelins, they often
Psiloi could fall into four primary categories carried swords and could fight in melee. While
during the Peloponnesian War: Toxotai (archers), this can’t compare to a full hoplite panoply, it
Peltastai (peltasts), Akontistai (javelineers), and was enough to provide adequate protection in
most commonly Sphendonetai (slingers). Each a pinch. This made the peltastai an extremely
one of these ranged, light troops had benefits to versatile fighting force.
the learned Strategos.

COURAGE CHECK
If a warrior wishes to charge or shoot an enemy other Do not forget to take any damage the
than the nearest, he must first take a Courage check as warrior currently has into account
not attacking the nearest opponent takes real bravery. when Courage is tested. Being injured
If successful, he may charge or shoot any enemy within will always have an impact on how
range. If the check is failed, he must charge or shoot the courageous a warrior feels!
nearest enemy as normal.

17
DEFEND ACTION ORDER ACTIONS
If a warrior is attacked and is hit, the defending warrior When a black Hero marker is
instinctively makes a Defence action. This action is only drawn your leader may use it
possible if the defending warrior still has an action left to issue an Order action. Any
to take this round. Retrieve their Action marker from the Companion with line of sight and
Draw, roll the number of Mortal Gods dice as shown on the within 6” of their Leader can be
defender’s Roster card, treating all shields as a success. issued an order. In this instance
place the black marker on the
Companion, thus allowing them
to take an immediate action in
their leader’s place.
Your leader may use all three of their actions to issue
orders as they are drawn. Each Companion or group of
Companions (including Formed Up hoplites) may only
receive a single Order action from their Leader each round.

FREE ACTIONS
Occasionally an action is ‘free’. A free action does
not require an Action marker or count towards
the number of actions a warrior can make during
a round. It can be made even if the warrior has
already used all his normal actions for this round.
Free actions are considered as an action for all
other purposes. Free actions most commonly
occur in conjunction with Gift and Omen cards.

LOSING AN ACTION
Certain situations may force a warrior to ‘lose’ an
action. In this case remove the appropriate Action
marker from the container and place it on the
warrior’s Roster card to indicate the warrior has
been activated. If the warrior has Action markers
If the defender has used his action this round, he cannot remaining in the Draw they may be used as normal.
actively defend the attack and must rely solely on his If the warrior has already used all his actions for
armour. In this case roll a number of dice as determined the round there is no effect. A warrior who loses
by the armour class of the warrior: two dice for Heavy, his only or last Action marker in this fashion is no
one dice for Medium and zero dice for Light. longer able to activate this round. Losing an action
Take the appropriate Action marker from the Draw and most commonly occurs in conjunction with Gift
place on the warrior’s Roster card to indicate that warrior and Omen cards.
has made an action.

CHOOSE NOT TO DEFEND


A defending warrior with an action remaining can choose FORM UP ACTION
not to actively defend the attack and trust in their armour The hoplite Phalanx was a rectangular mass military
or their opponent’s bad dice rolling! If they consciously formation consisting of infantry specially armed with
choose not to defend an attack, they must declare this spears and shields and, in a lot of cases, armour, helmets
before their opponent rolls any Attack dice. and bronze shin guards.
The defending warrior takes a Courage check and, if We understand Mortal Gods, being a skirmish game,
successful, they do not use their action and attempt to lacks the numbers required for a proper Phalanx. We
block any attacks using Armour dice alone. If they do, however, think it would be wrong to have a game
fail the Courage check they must actively set in Ancient Greece and not acknowledge this fighting
defend the attack; take the warriors style. Therefore, in game terms, when we use the term
Action marker from the Draw as usual, Phalanx we are referring to men fighting in a Formed Up
and place it on the warrior’s Roster formation in a highly organised and disciplined manner.
card.
Drawing a Companion Action marker also allows you
to perform a ‘Form Up’ action. This action gives three
groups of Warriors, who are trained to fight in a Phalanx,
the opportunity to create a body of men joined together
with the aim of protecting one another. Warriors forming
a Phalanx must have the Formed Up Gift on their Roster
card and are grouped in threes on a triangle base.

18
These groups of
warriors must start
within 6” of one Formed Up Hoplites
another and have
not performed an
action this round.
Alternatively, if these
requirements are not
met, they can then
receive an Order action
from their Lochagos to
Form Up instead.
See Forming Up: The
Phalanx on page 24.

MAKING AN ATTACK (RANGED AND MELEE)


Ranged and melee attacks both use the same sequence of 3. DAMAGE PHASE
rolls with only a few minor differences. The target of any The defender is struck by all hits they failed to defend.
attack is called ‘the defender’. All that remains is to determine how much damage has
been caused.
1. ATTACK PHASE
The attacker rolls a number of Mortal Gods dice equal
First the attacker declares their intention to attack and
to the number of unblocked hits. Every sword rolled in
identifies their target. The defender declares whether
the Damage Phase causes one point of damage to the
or not they intend to actively defend against the attack;
defender. These are the blows that found their target.
if not, they must take a Courage check or be classed as
actively defending. A defender that has no actions left Compare the amount of damage scored to the Resistance
cannot actively defend. score of the defender. If the damage equals or exceeds
the defender’s Resistance, that warrior is retired from the
Roll the number of Attack dice shown on the attacker’s
game. If insufficient damage has been caused to remove
Roster card. All swords are successful hits. Pegasus
a figure, use the Damage Markers to record how much
wildcards are also classed as hits, if indicated.
damage the warrior has taken.
If no successful hits are scored the attack ends here. In
Damage caused by earlier attacks is added to any
melee attacks the attacker is forced to step 1" away from
new damage when calculating casualties. Remember,
the defender.
where the defender is a group, the resistance score
is for each member of the group. Any extra damage
2. DEFENCE PHASE
scored on the group is carried over and applied to the
If the attack has been successful and hits have been scored
next defender in the group. Use a Damage Marker to
the defender has the opportunity to defend using the
record the excess.
following sequence:
E.g. A hoplite group has a resistance score of 3. The
1. If the defender successfully made a Courage check
attacker scores two points of damage which is not enough
at the beginning of this attack and chose to not actively
to remove a model from the group as a score of three
defend they now roll the number of dice dictated by their
damage is required. However, this group of hoplites has
armour class: two dice for Heavy, one dice for Medium,
already suffered two points of damage—as indicated by
and no dice for Light.
the Damage Marker on their Roster card—which means
2. If the target has no actions remaining they now roll the they can only suffer one further point of damage before
number of dice dictated by their armour class: two dice one of their group is retired from the game. One warrior
for Heavy, one dice for Medium, and no dice for Light. is, therefore, removed from the group and, with the
group now reduced to two hoplites, the remaining one
3. If the target has an action remaining, they use it to
point of damage is indicated on their Roster card using
actively defend the attack. Blocking with his weapon or
a Damage Marker.
shield, dodging the blow, or simply diving out of the way
depending on the circumstances. Take the appropriate
CRITICAL DAMAGE
Action marker from the container and place it on the
If, in the Damage Phase, the total number of swords is
warrior’s Roster card.
double or more than the defender’s base Resistance score,
The defender now rolls a number of dice equal to the Critical Damage is caused. This allows the attacking
Defence statistic on their Roster card. warrior to take a free action once casualties have been
resolved.
In all cases shields scored on dice rolled in defence and
Pegasus wildcards, if indicated, are classed as a successful When calculating Critical Damage, any current damage,
defence. Each successful result negates a successful attack as indicated by Damage Marker, is not included. Critical
scored during the Attack roll. Damage is only triggered by any new damaged scored.
If all the hits scored have been blocked by shields the
attack ends here. In melee attacks the defender is forced
1" away from the attacker.

19
FORCED BACK Any friendly warriors in the way are nudged out of the
After all attacks are resolved either the attacker or the path the minimum distance needed.
defender will be forced back, thus ending the attack.
FORCED OFF THE TABLE
If, during the Attack Phase, no successful hits are scored, A Force Back move or a Loss of Nerve move can send a
the attack ends here. In melee attacks the attacker is forced warrior partially or completely off the edge of the gaming
back 1" away from the defender. area. If this happens remove the model from play. They
If, during the Defence Phase, all the hits scored in the are considered to have fled the field of battle.
Attack Phase have been blocked by shields in the Defence N.B. ‘partially’ means exactly that; if any part of the
phase, the attack ends here. In melee attacks the defender warrior’s base leaves the table, that warrior flees.
is forced back 1" away from the attacker.
After all damage has been calculated, casualties have been OTHER WARRIORS IN THE WAY
removed and Damage Markers allocated, the defender Both ranged attacks and charge actions can be hindered
is forced back 1" away from the attacker if 1 – 3 damage if there are other warriors close to the path of the shot or
has been scored, or 2" if 4+ damage has been scored. This impeding the charging warrior.
applies to both ranged and melee attacks. When determining whether anything is in the way of a
If there are friendly warriors in the way of a forced back shot or a charge, imagine a straight pathway between the
move, then move those friendly warriors the minimum attacker and his target, as wide as the attacker’s base.
distance needed to allow the compulsory move to take place.
Enemy models, on the other hand, do not move out of the
way and prevent the full compulsory move taking place.

TRAPPED!
If an enemy lies in the path (or would be within 1" of
the warrior’s final position after being forced back), the
warrior is trapped and gains a further point of damage.
This applies to unsuccessful attackers as well as wounded
targets. This further point of damage may result in a
casualty when added to any current damage already
suffered by the warrior.

LOSS OF COURAGE
Losing a warrior can unnerve any Lochos; any nearby
compatriots may lose heart and move away from the danger.
When a warrior is retired; any warrior or warriors from
the same Lochos within 6" must immediately take a
Courage check.
Roll a number of dice equal to the warrior’s Courage. A
single sword or more indicates a success with the warrior
or warriors holding their ground.
If no swords are rolled, the warrior or warriors fail and
lose their nerve. The warrior or warriors immediately fall
back their full Movement in a straight line directly away
from the enemy warrior who dispatched their comrade.
Falling back will use their Action marker if they have
not already used it this round, so make sure you remove
it from the draw. Warriors who have already used their
Action marker will fall back regardless.

CURRENT DAMAGE
Injured warriors are more likely to lose their nerve.
Remove one dice from the Courage check for each point
• If the path is clear of other warriors then the shot or
of damage already suffered by a warrior or warriors. This
charge proceeds as normal.
dice is removed before the check is performed.
• If another warrior’s base (or a combination of bases)
TRAPPED! cuts completely across this path then the action is
If an enemy lies in the path of a fleeing warrior (or would not allowed as the enemy is not visible. See rules for
be within 1" of the warrior’s final position), the fleeing Line of Sight.
warrior suffers one further damage and stops 1" away
• If a warrior lies in the path but does not completely
from that enemy. If this extra point of damage takes any
block line of sight, that warrior only hinders the shot
current damage over the fleeing warrior’s Resistance, a
or charge.
casualty is caused, and a warrior is dispatched.

20
HINDERED SHOOTING HINDERED CHARGE
Warriors cannot shoot past friends that are hindering Warriors may not charge past enemies that are hindering
their shot, so the action is not allowed. their charge.
Warriors can shoot past enemies that are hindering their Warriors can charge past friends that are hindering their
shot, but first they must pass a Courage check to allow charge. The friendly warriors are nudged out of the path
them to ignore these intervening—and potential—threats. the minimum distance required. For each friend hindering
If this Courage check is successful, the warrior still loses the charge, the warrior loses 1 Attack dice.
one Attack dice for each enemy hindering his shot.

BATTLEFIELD TERRAIN
Your games will look spectacular with 3D model terrain Warriors can see up to 2” through physical area terrain
to represent the forests and hills, villages and temples of such as wooded areas; area terrain deeper than 2” blocks
Ancient Greece. line of sight. Warriors inside area terrain can shoot out if
they are within 2” of the terrain edge and have line of site
Why is terrain important in Mortal Gods? Simply put, it
to the target.
provides members of your Lochos with much needed cover
and defendable positions, thus increasing their chances of Rivers, lakes or any other type of area terrain that is
survival in the face of ranged attacks and also in vicious clearly defined as impassable cannot be moved through.
hand-to-hand combat. It gives your warriors bonuses Warriors, however, may shoot over terrain that does not
when attacking from height, allowing them a chance of block line of sight.
victory in a fight they would normally be unable to win.
OCCUPYING AREA TERRAIN: RECEIVING AN AREA
TERRAIN DEFENCE BONUS
AREA TERRAIN
A model, or group of models, is within cover if the centre
Area Terrain is exactly that, an area that models can be
of its base lies within an area of terrain that offers a cover
placed within, such as a woods, rocky ground or even
bonus to their Defence roll. While remaining in cover they
a fordable river. Anything that both players agree is
will receive a number of bonus defence dice determined
passable to the Warriors must be clearly marked on the
by the type of cover they occupy. Even if warriors are
table top with an area base or any other method as agreed
forced back, they will continue to receive the cover bonus
by you and your opponent. Warriors move at half distance
if the cover rule still applies.
as soon as their move takes them into area terrain as it is
assumed that terrain is difficult to pass through.

21
THE AREA COVER RULE LoS AND INTERVENING TERRAIN
Models are in cover if the centre of its base lies within a Areas of terrain and obstacles that lie between ranged
terrain area that offers a cover bonus to their Defence roll; attackers and their target or charging warriors are called
this cover bonus varies depending on the nature of cover. intervening terrain and have the following rules:
All warriors receive this cover bonus for both ranged and
• Attackers cannot draw line of sight through a piece
melee attacks.
of area terrain.
If both opposing warriors occupy the same piece of area
• Attackers can draw line of sight through one piece
cover and qualify as in cover, neither receive the cover
of intervening terrain if it is an obstacle but not a
bonus.
second piece of intervening terrain.
Light or soft cover, such as scrub and vegetation, give the
defender +1 Defence dice. Substantial, harder cover— BUILDINGS
such as rocks—give the defender +2 Defence dice. Both Any construction with walls and a roof is considered to
players should agree area cover types and the bonus they be a building. Buildings block line of sight just like area
grant in defence before the game begins. terrain and have the following rules:

OCCUPYING OBSTACLES: RECEIVING A DEFENCE BONUS ENTERING BUILDINGS


Obstacles are walls, fences or hedges where warriors If you want warriors to be able to enter buildings during
can be placed on either side but not on top, and have a a game, it helps immensely if you can remove the roof
footprint up to 2" wide including its base. Warriors can and place your models inside. This will enable use of the
cross obstacles that are up to 1" high, reducing their normal rules. Ensure all players agree where the entrances
movement by 2". They cannot cross obstacles that are are positioned before the battle starts.
over 1" in height.
If your buildings do not have detachable roofs, we
If a warrior is placed behind and is in base-to-base contact recommend you assume they have been locked and
with an obstacle, that Warrior is in cover from any enemy barred from the inside and are treated as impassable
drawing line of sight over the obstacle. These warriors terrain.
are in a defensive position and, as such, they receive a
You should also decide if it is possible for warriors to
free Defence action as long as they remain in base-to-
climb onto the roof of a building. This is fine if it’s possible
base contact with the obstacle and that obstacle remains
to balance your models, but if there is no space or the roof
between them and the enemy. As soon as the warrior
is too steep then we suggest you disallow it.
makes either a Move action or is Forced Back away from,
and they are no longer in base-to-base contact with, the
BUILDINGS, DOORS AND WINDOWS
obstacle, they are no longer in a defensive position.
Unless a scenario states or players decide otherwise,
assume the following:
DEFENSIVE POSITIONS
Warriors are wise to make good use of terrain to protect • Warriors cannot see or shoot into or out of a building
themselves by taking up positions behind obstacles, at a unless the warrior inside has taken up a defensive
window, or in a doorway. position near a door or window.
A warrior can take up a defensive position in the following • Warriors cannot charge into or out of a building
places: unless the warrior inside has taken up a defensive
position at the door and can, therefore, be seen.
• Touching a barrier up to 1" high.
• Inside a building and, touching the wall in a position
to see out of a window.
• Inside a building and within 1" of a door.
A warrior is assumed to be in a defensive position if they
meet the above criteria. Being in a defensive position has
the following effects:
• The barrier or building does not block the warrior’s
line of sight or hinder the warrior’s own shooting or
charging.
• The warrior counts as being visible and so can be
shot at or charged.
• The warrior receives a free Defence action.
If an Attack action is made against a warrior in a defensive
position behind a low obstacle it is not necessary for the
attacker to cross the obstacle to reach the defender. As
If both warriors are inside the building, and can see one
long as the charging warrior has sufficient movement to
another, they can attack each other following the normal
reach the obstacle he is considered to be in combat with
rules.
the defender. If the obstacle is positioned between the
attacker and the defender, the defender still receives their
defensive bonus.

22
HILLS HIGHER GROUND
Hills block line of sight only if the two warriors are on Higher ground always grants the attacker an advantage; if
opposite sides and at ground level with the hill in the shooting or charging from a position that is clearly higher
middle. Warriors on hills can see and be seen over barriers. than the target—such as on a hill—the warrior gains +1
Attack dice. Conversely, a warrior defending a Charge
attack whilst on higher ground gains +1 Defence dice.
TERRAIN AND COMBAT
RANGED ATTACKS FORCE BACK AND LOSS OF NERVE
Terrain hinders ranged attacks in exactly the same way Barriers cannot be crossed and, as normal, buildings
as enemy warriors in the fire corridor unless the shooting cannot be entered during a Force Back or Loss of Nerve
warrior is touching the terrain. move. Warriors must stop when they reach the terrain,
leaving them no retreat if there is an enemy within 1".
CHARGING Rough terrain has no effect on Force Back moves. Loss
If impassable terrain lies in the path of a charge, then the of Nerve moves are reduced to half distance if they go
charging warrior may make a single turn during that through area terrain.
charge at the cost of 1 Attack dice.

WHO WERE THE PERIPOLOI? WHY HAVE THEM IN YOUR LOCHOS?


As discussed earlier, in order to be considered a hoplite, authority, taking on the rank of the peripolarches (Greek:
one had to be a member of the hoplite class (i.e., the upper περιπολάρχης).
three classes of citizens). But in Athens especially, one
couldn’t officially become a hoplite without completing a In the Classical Period (starting in the mid-late 5th
two-year training program known as the ephebia, which Century), the ephebia was relatively rudimentary, but the
began when youths belonging to the hoplite class turned peripoloi existed well before the ephebia development
18. and were not just an Athenian institution. It is evident
that other polis (like Sikyon) outside of Athens also had
Upon entry into the ephebia, these youths—or ephebes— dedicated peripoloi.
would be given a spear and shield and trained by the
κοσμητής (kosmētes), who were usually wealthy officers. For Mortal Gods, unarmoured hoplites are largely
In their second year, part of their training consisted of considered to be peripoloi (as warriors of full hoplite
guarding the borders and communities of their polis. At rank would have a complete panoply and be considered
this stage they were referred to as περίπολοι (peripoloi)— medium or heavy troops). Recruiting a lochos with a few
meaning ‘patrol’ or ‘watchmen’. peripoloi allows you some flexibility with movement
These peripoloi would be stationed at frontier forts, (lacking heavy armour means they move farther), points
within fortifications at various villages, towns, and cities, cost (they are less expensive than their heavy armoured
but also move between them. Within a peripoloi group, comrades), and skill (they can also still form a phalanx).
or company, there would be the kosmētes, but also at least Keep in mind, however, that these are not the most
one of the peripolos would be promoted to a position of experienced soldiers.

23
GROUPED WARRIORS
Grouped warriors are deployed in threes using a multi- Any warriors removed from a group
base. These are either a triangle base or a round base as can, if available, be replaced with a
indicated by the icon on the Roster cards. casualty figure.
When only one warrior from the
group remains, remove him from the
multi-base. The warrior no longer
counts as a group. Swap the Group
Roster card for a single Roster card.

The group behaves in the same way as a single warrior,


and any rules that refer to a single warrior also refer to a
group of warriors.
Groups are always Companions therefore any rules that
refer to Companions also refer to groups.
LOSS OF NERVE
MAKING ACTIONS Only when the final warrior from a group is dispatched
The group shares a single set of ability scores and a single does it cause Loss of Nerve in nearby friends.
Action marker; when it is assigned the group acts in the
same way as a single warrior. The warriors in a group
never act individually. FORMING UP: PHALANX
Drawing a Companion Action marker allows you to
The group can—if its action has not already been used— perform a Form Up action by taking three bases of
defend against attacks just like a single warrior. grouped hoplite to create a larger, single unit called a
Groups become weaker as they lose warriors. They lose Phalanx. To qualify these three groups must start within
an Attack dice upon suffering their first casualty and they 6” of one another and have not used their own action
revert to using the Roster card for a single model when this round. They could, however, have received an Order
they suffer two casualties. action. A Phalanx can be created by any group of Hoplites
with the Form Up gift on their Roster card; these are easily
identified by their triangle bases.
DAMAGE
Grouped warriors suffer damage as a group, not To perform this action, assign an Action marker to the
individually. central group to indicate where the other two groups
will form up. This group must pass a Courage check in
Groups suffer a casualty when they receive damage order for the Form Up action to succeed. If unsuccessful
greater than their Resistance; remove one warrior the turn ends immediately using only the central group’s
remembering to carry over any further damage caused. action; the other two groups involved have not used their
actions for this round.

24
A successful Courage
check sees the three
groups Form Up into a
Phalanx. You are allowed
to rotate the focal group to
face in any direction before
the other two groups
join. Remove two white
Companion Markers from
the Draw as, whilst Formed Up, a
Phalanx is activated by a single Action marker.

A PHALANX - HOW THREE HOPLITE BASES


FORM UP
Stack the three hoplite Roster cards together and place a This newly Formed Up unit is now considered to be one
Phalanx card beneath all three showing its type and stats. body of men and to have the following rules:
The class of Phalanx is determined by the majority of • A Phalanx is treated the same as any other group of
constituent hoplite stands e.g. two Heavy Hoplite groups Warriors in terms of actions.
and a Light Hoplite group would make a Heavy Phalanx.
If made up of one of each class, it is a Medium Phalanx, • The Phalanx can only move in a straight line,
or just ‘Phalanx’. forwards as it has a front. The front is always the
longest edge.
• A Phalanx’s Movement is indicated on the Phalanx
card and is based on its class: Heavy, Medium or
Light.
• A Phalanx charges into attack the same as any other
warrior; in a straight line.
• Only the highest scoring Damage Marker is brought
into a Phalanx. All others are discarded; a man’s
resistance does improve while being shielded by
their Companions.
• While Formed Up the Phalanx cannot use any Gifts
that the individual groups of Warriors have been
assigned. The Gift cards are kept to one side until the
Formed Up unit separates back into the individual
groups. Ensure you assign the same Gifts back to the
same warriors.

HOW A PHALANX TURNS


To turn a Phalanx takes one complete action. The base
occupying the end you wish to turn can be rotated
from 0º to 90º. Using the front of the group’s base as the
movement indicator, wheel the base around its centre (a
spot located between the three models). Once this has
been performed, rebuild the Phalanx by placing the other
two groups on the opposite end to the direction of the
turn, e.g. if turning left, form up to the right.

25
A PHALANX AND TERRAIN Being a defensive action, a Phalanx defends any and all
Formed Up hoplites cannot enter rough terrain; if they attacks to the front as a free action (even if they have no
are forced to do so they will complete their full movement actions left). Any warriors which are not Formed Up
as normal (applying any penalties for moving across/ and wishing to charge a Phalanx to the front must pass a
through Rough Terrain) and, upon ending their Move Courage check to do so. No check is required if Charging
action, revert to their individual groups. Immediately a Phalanx in the side or rear.
place each group 1” apart with their Action markers on If charged in the side a Phalanx defends using just its
their Roster cards indicating all three groups have moved. armour class: 2 dice for heavy, 1 dice for medium and 0
dice for light. If charged in the rear the Phalanx is unable
A PHALANX AND DEFENCE
to actively defend and receives no defence roll at all.
Formed Up hoplites have a Defence value to the front
depending on type: 4 dice for Heavy, 3 dice for Medium If a warrior is retired from play due to an attack, the
and 2 dice for Light, they defend attacks to their sides Phalanx separates in the confusion of being both forced
using just their armour class and 0 dice at the rear. back and reduced in number. Place the constituent groups
1" apart and place a white Companion Marker on each
Roster Card to indicate all groups have taken their action
this round.
If a Phalanx is Forced Back but does not lose a warrior, it
remains Formed Up.
If a Phalanx is forced to take a Courage check due to a
Loss of Nerve and fails, they fall back their full Movement
in the usual manner, retaining their Formed Up status at
the end of the movement.
At the end of a round, when the last Omen marker is
drawn, a player may choose to separate their Phalanx back
into groups by immediately placing all three Companion
Action markers into the Draw and placing the groups 1”
away from one another. Discard the Phalanx card and
separate the Roster cards in front of you, reassigning any
gift cards.
When a Phalanx breaks up, either by player’s choice or
not, distribute any damage points evenly amongst the
groups once they are separated and return the Gift cards
back to their rightful owners.

26
OMENS (CARDS)
Ancient Greek culture was steeped in tradition, belief and card, read the instructions aloud etc. and hand the Draw
superstition, considered both bad or good with many of to the next player.
these varying from region to region. A vulture flying the
When the third red Omen marker is drawn the game
wrong way across a battlefield has caused engagements
round immediately ends. All Omens in play, unless
to end abruptly with all participants packing up and
otherwise stated on the individual Omen card, end and
returning to their cities. This element has been added to
are placed at the bottom of the Omen deck as part of the
Mortal Gods with the inclusion of the Omens Deck, with
end of round housekeeping. Place the three red Omen
the Omens being read as the game progresses.
markers back into the Draw along with the all the Warrior
There are 30 Omen cards in the Mortal Gods core box set, markers for the Warriors still in play.
and together they create an Omen Deck. To prepare the
deck for the game take all the Omen cards, sort them so
MANTIS (SEER)
they are all face down and shuffle until you are happy they
There are those who can read the Omens and use them to
are all randomly mixed. Place the shuffled deck by the side
aid your Lochagos. If you choose to Roster a Mantis into
of the gaming area within easy reach of all players.
your Lochos, you will gain the following advantages in
During play whenever a red Omen marker is taken from regard to the Omens:
the Draw, the player who drew it takes the topmost
Once per round, the Mantis may use one action to take
Omen card from the Omen deck. He then reads the card
a Courage check. If he passes he may cancel a current
description aloud before following the rules on the Omen
Omen card in play.
card immediately.
Once per round, when a player is called upon to draw an
Once this Omen is in play the Draw is handed to next
Omen card, his Mantis may use one action to look at the
player and the game continues. If this was the first red
top three cards and pick the one of his choice. The other
Omen marker in play, when the second red Omen marker
two Omen cards are placed on the bottom of the deck.
is drawn you carry out the same process: draw the next

27
RECRUITING YOUR LOCHOS
Before each game, you assemble your Lochos using Roster Heroes are not just fighting men. They are also the healers
cards. Each card has a points value, from 25 for a single and the seers prepared to go into battle to aid their
hoplite to 65 for a Lochagos in heavy armour. Players Companions in the most dangerous of circumstances.
may decide on the size of the game they wish to play, or
the chosen scenario may specify a total Roster value the
players must not exceed.
Inside the Mortal Gods core box set, there are a total of
98, single and group Roster cards, covering all the core
warrior options. Players will find they have enough cards
to include all the warrior types provided in the box for two
Lochoi and there are more Roster cards than miniatures,
thus enabling you to use any other miniatures already in
your collection.
A Roster card must be used to represent each Warrior or
group of Warriors you choose to take part in the game.
You will use their card as a receptacle for Damage Markers
and Action markers as the game progresses.
Limits are applied to selecting your Lochos. Besides the
total points value agreed between the players or listed
in the scenario the following restrictions apply (unless
stated otherwise by the scenario):
1. Your force must always include a Lochagos, who is
your leader, classed as a Hero, and is identified by
having the ‘Leader’ Gift on their Roster card. He
does not count towards your total Hero allowance.
2. At least one third of the total points value for your
Lochos must be spent on Companions. Heroes are identified by the icon and, in most cases,
can take more than one action each round. They place the
3. You may choose to include one additional hero for
number of Black Activation markers equal to their
every 125 points or part thereof. A 250 points Lochos,
number of actions into the Draw to be used during the
therefore, can include up to two extra heroes plus
game. They are based on 32mm round bases.
your Lochagos.
Your Lochagos (Leader) is the first Hero you roster and
4. You may choose any Companions, including
leader of your Lochos and. Everyone must choose one
Musician, Veteran Archer, Veteran Hoplite.
and they represent you on the table top. Once you have
All Warriors depicted by a Roster card can be chosen for chosen you can select one hero for every 125 points or
your Lochos within these parameters, enabling you to part thereof of your Lochos points.
tailor your force to your tastes.
You can spend as many points as you choose on Heroes
as long as you leave at least one-third of the total points
WARRIORS value for your Lochos to be spent on Companions.
Warriors is the all-encompassing term for everyone who
is part of a Lochos. When we use the term warrior or For example:
warriors we are referring to everyone you have rostered • 125 point Lochos: 1 Hero + Lochagos and at least 41
into your Lochos. The warriors are made up of both points of Companions
Heroes and Companions.
• 175 point Lochos: 2 Heroes + Lochagos and at least
Warriors are armed with what you see on the model, in 58 points of Companions
game terms you do not choose to arm particular warriors
• 225 point Lochos: 2 Heroes + Lochagos and at least
with particular weapons when you roster them into your
75 points of Companions
Lochos; you recruit the type of Warriors as described on
their Roster cards, and they come armed as shown. • 275 point Lochos: 3 Heroes + Lochagos and at least
91 points of Companions
HEROES • 325 point Lochos : 3 Heroes + Lochagos and at least
In Mortal Gods a hero is someone who can be lauded for 107 points of Companions
their actions, a warrior of distinguished courage and
ability, admired for their outstanding deeds and noble The points values of Gifts that you buy for your Heroes
qualities. Bravery is the most significant trait of a hero in are included in the total number of points spent on
our Ancient Greece. Heroes.

28
INJURY CARDS
Only Heroes gain Injury cards.
If a Warrior sustains more damage than their Resistance score
they would usually be removed from the game. Instead Heroes
take a Courage check. As the Hero at this point in the game has
suffered more damage than their Resistance score this Courage
roll is carried out with just one dice. If a sword or swords is rolled,
he finds the courage to carry on and takes the top Injury card. At
the same time place a Damage marker equal to half the hero’s
Resistance value as stated on his Roster card, thus indicating
the Gods have spared him this time. The Injury card imposes a
penalty for the rest of the game as detailed on the card.
If the Hero fails the Courage roll, or already has an Injury
card, he is removed as normal from the game.
If the damage sustained by the Hero in this instance is caused
via critical damage they are automatically dispatched and
are not allowed the opportunity to draw an Injury card.
GIFTS (CARDS)
COMPANIONS In ancient times extraordinarily rare or lucky objects—
Initially employed or recruited raw as individual or people with extraordinary strength or speed—were
warriors, your Lochagos pulls together a ragtag band of thought to be gifts from the Gods.
men to fight for him. Forged through shared lessons of
Gifts can be given to a warrior in one of two ways: they
travelling, fighting and sometimes dying together, these
either have Gifts already included in their Roster card
men become the Companions of your Lochos. which is reflected in their initial points value, or you
Simply put a Companion is one that accompanies others, can purchase Gifts for the Warriors of your Lochos by
sharing experiences and becoming brothers. spending roster points to obtain them.
Both Heroes and Companions can be given Gifts. To do
this simply include the points value as indicated for them
on the individual Gift cards while rostering your Lochos.
Gift cards indicate who can use them.
You can give a warrior as many Gifts as they have actions
and, unless stated on the card, you may only use one Gift
per activation.

Companions are identified by the icon and, in most cases,


have only one action each round. They place the number of
White Action markers equal to their number of actions, usually
one, into the Draw to be used during the game.
Companions can be rostered as single warriors or as
groups of warriors, with all single warriors based on
25mm round bases. All groups of Companions are based
together as three warriors either using a triangle base for
those who have the Form Up Gift, alternatively on round
group bases if not. Which base a group of three warriors
should use is indicated by an icon on their Roster card. PHALANX AND GIFTS
While Formed Up the Phalanx cannot use any Gifts that
Companions may be assigned Gifts as part of their points the individual groups of Warriors have been assigned.
value and any Gifts given to them are included in the The Gift cards are kept safe until the Formed Up unit
total number of points spent on Companions. separates back into its constituent groups.

29
SCENARIOS
PLANNED SCENARIOS OR THE FATES? may choose from the rulebook which deployment map
“The mantis (that’s seers to you modern types) say that when option to use for this encounter. Both players then roll
two lochoi clash, how they fare is for the Fates to decide, for for a second time, rolling again in the event of a tie.
the Fates determine all human destiny just as they measure— The player who rolls the highest number may then
choose on which of the areas shown on the deployment
and cut—the span of a warrior’s life.”
map they wish to set up. Their opponent deploys in
~Phatis, shade and sometime philosopher.
the remaining area. The deployment map assumes you
are playing on a 3 x 3' table; if this is not the case you
LETTING THE FATES DECIDE will have to adjust measurements and set up areas to fit
Sharing the ancient Greek belief that you have no control your playing area.
in the destiny of your lochos and the battles they will The players then alternate deploying warriors, by
fight, letting the Fates decide for you is the best place to choosing one Roster card at a time, starting with the
get started when it comes to your first games. player who won the first dice roll. Players must deploy
Letting the Fates determine the deployment of your their warriors in their own deployment area and more
lochos and the victory conditions in a forthcoming than 3" away from any enemy warriors. If a player’s area
encounter is an easy way to get playing quickly and will is split up into several separate areas, warriors may be
introduce an element of chance and unpredictability to placed in some or all of those area.
your gameplay that is sure to entertain. You are about to
enjoy a spontaneous game of Mortal Gods!
DEPLOYMENT MAPS
Alternatively, after familiarising yourself with the rules Below we have twelve diagrams of deployment maps
and calling in a Mantis to help control the fates you can from which you can select your battlefield. They
try a scenario from elsewhere (downloaded from our represent a gaming area of 3 x 3' made up of nine 1 x 1'
website), or maybe even one you’ve written yourself. squares, each giving two different areas, Area 1 (Red)
and Area 2 (Blue). Both players may deploy their lochos
SETTING UP in these areas, remembering to follow the Setting Up
Both players roll a six-sided dice, rolling again in the rules above.
event of a tie. The player who rolls the highest number

1 2 3 4

5 6 7 8

9 10 11 12

30
OBJECTIVES control from him by placing more warriors within 3" of
Sometimes you will be required to set up one or more the centre of the objective’s base.
objectives depending on the game you are playing;
they are placed on the table top before any warriors are FIRST TURN: STARTING THE GAME
deployed. Each objective should be represented by an The player who set up all of their warriors first chooses
appropriate piece of terrain mounted on a 40mm round who will draw first to begin the game.
base. When measuring distances involving objectives,
always measure from the centre of this base. If both
players are required to set up objectives, take turns WHO HAS WON?
placing them, one objective at a time, with the player that The player who achieves the victory conditions as
won the second dice roll going first. described in the chosen scenario secures a major victory.
If neither player completes the scenario’s victory
Objectives are controlled by the player who has the most conditions, the player who lost the smallest percentage of
warriors within 3" of that objective at the end of a round. their lochos, based on points values, wins a minor victory.
Once a player gains control of an objective, it remains Any other result is deemed to be a draw.
under that player’s control until his opponent takes

SCENARIOS
BEHIND ENEMY LINES who threw the highest number, take it in turns to set up
You must advance into the enemy’s territory and capture one objective each, anywhere in their area but more than
their heartlands. But beware! The enemy means to do the 6" from the edge of the tabletop. The player who controls
same to you! the most objectives at the end of the fifth round wins the
battle. A player wins immediately if they control all three
Both players roll a six-sided dice; starting with the player objectives at the end of a round.
who threw the highest number, both players take it turns
to set up one objective each anywhere in their territory.
All objectives must be more than 6" away from the edge SACRED SITES
of the table top. You face a battle on several fronts, for in this region
several sacred sites must all be seized to secure victory.
A player secures immediate victory if they control both
objectives when the third and final Omen marker is Both players roll a six-sided dice. Starting with the player
drawn in any turn. who threw the highest number, both players take it in
turns to set up two objectives each anywhere more than
12" from the centre of the table top, more than 6" from
THE PRIZE the edge of the table top and more than 18" from another
No matter how much blood is shed, how many lives are objective. Each player scores one victory point at the end
lost and what hardships must be endured, nothing else of each round for every objective they control. The player
matters but to seize the prize. with the most victory points at the end of the fifth round
Place an objective at the centre of the table top. A warrior is the winner.
ending its movement in base-to-base contact with the
objective may pick it up. The objective moves with the TEAR IT DOWN!
warrior from that point onward. The warrior can drop Spread ruin through the enemy’s polis leaving nothing
the objective at any time. The objective is dropped if the but heaped corpses and fallen rubble in your wake.
warrior carrying it is dispatched or removed from a group.
If dropped the opponent places the objective within 1" of Both players roll a six-sided dice. Starting with the player
the fallen warrior. The player whose warrior is carrying the who threw the highest number, both players then take
objective at the end of the fifth round wins the encounter. it in turns to set up three objectives each. The objectives
may be placed anywhere in their area that is no more than
6" from any other objective and the edge of the tabletop.
ATTRITION A player can burn and pillage any enemy objectives that
Amidst the horror and carnage of battle, victory is they control at the end of a round; remove those objectives
sometimes a question of simple butchery where survival once burnt and pillaged. The first player to burn and
comes second to the slaughter of the foe. pillage all three enemy objectives wins the encounter.
Each player calculates the total points value of all enemy
warriors their Lochos slays. At the end of the fifth round, KILL THE TRAITOR
the player with the highest total wins the battle (even if Whether they carry significant orders or maps, the traitor
their own Lochos has been wiped out!). must be slain, and their voice choked into silence.
At the start of the first round and before determining who
FIELD OF GLORY will take the first turn, each player lets their opponent
You range across the chosen field, a territory of such value know which warrior their traitor is. The warrior chosen
that to merely hold it is to seize victory from the foe. cannot be the Lochagos and must already be set up on the
Place one objective at the centre of the tabletop. Both table top. The first player to slay their opponent’s traitor
players then roll a six-sided dice; starting with the player wins the encounter.

31
TAKE AND HOLD A GIFT FROM THE GODS
Whether a command post or warning beacons, a holy A gift from Olympus, sent from the Gods to Earth;
place or abandoned armouries, these assets must be whatever it is … it must be yours!
seized at any cost, for with them comes victory.
Roll a six-sided dice at the beginning of the third round,
Place one objective at the centre of the table top. Each before the Draw begins. Place an objective as close as
player then places one objective in their area, more than possible to the centre of the corresponding location shown
10” from the edge of the battlefield. At the end of each on the map below.
round, they score one victory point for each objective they
control. If an objective is controlled by a player at the start
of the last round, that player score three victory points.
The player with the most victory points at the end of the
fifth round is declared the winner.

GLORY SEEKER
It is not enough to defeat your foe; they must be humbled,
their leaders slain, and their greatest heroes butchered to
demonstrate your might.
1-2 3-4 5-6
Each player calculates the points values of all the enemy
warriors their Lochos slays during the battle, doubling
the amount of any enemy warriors that are Heroes. The
player with the highest total wins the encounter at the
end of the fifth round (even if their army has been wiped
out!)

HIDDEN TREASURES
Somewhere upon this mist-shrouded field lie precious
treasures said to be fashioned by the Gods themselves. The player that controls the objective at the end of the
Find and claim these riches for yourself! fifth round is victorious.
The players take turns to place six objectives. Each
objective must be set more than 6" from any other objective HERO SLAYER
and the edge of the table top. At the start of each player’s Draw your blades and cut a path through your foes, for
turn, they must roll a six-sided dice for each objective they no matter what the cost their lochagos must fall!
control, in any order they wish. If they roll a 6, they have
Each player calculates the points value of all enemy
found the hidden treasure; remove the other objectives.
warriors their Lochos slays, doubling their total score at
The player that controls the hidden treasure at the end of
the end of the battle if one of the warriors they have killed
the fifth round wins the battle.
is the enemy Lochagos. The player with the highest total
at the end of the fifth round wins the encounter (even if
their army has been wiped out!)

32
CARD ICONS
MODEL TYPE ARMOUR BASING
SINGLE ROUND BASE
HERO COMPANION HEAVY MEDIUM
ARMOUR ARMOUR ROUND TRIANGLE
GROUP GROUP
BASE BASE

MOVEMENT FIGHT DEFENCE RESISTANCE COURAGE ACTIONS WILDCARD WILDCARD


BONUS PENALTY

ATTACK SEQUENCE
1. Declare target
2. Defender with an Action available declares if he will defend or not - requires successful Courage roll to
choose not to defend. Place an Action token on the model’s card if it is actively defending.
3. Attacker rolls attack dice; count the number of swords, and Pegasus wildcards if appropriate. If attacker
scores no successes attack fails and, if in melee, he must move 1" away from target.
4. Defender rolls defence dice: number equal to Defence characteristic if actively defending, or depending
on armour worn if not (1 dice for medium armour, 2 dice for heavy armour). Each shield rolled cancels
one successful sword of the attacker. If all swords are cancelled, attack ends and defender in melee must
move away 1".
5. For each unblocked sword, Attacker rolls one dice. Every sword rolled causes one point of damage to
the target. Models that accumulate as much damage as their Resistance are removed.

CRITICAL DAMAGE
If the Attacker scores double or more swords than the base Resistance characteristic of the target, a Critical
hit is scored. Once damage has been resolved, the Attacker may immediately make an additional free Action.

FORCED BACK
After Damage has been recorded, Defender suffering 1-3 points of damage is forced back 1" from the attacker,
or 2" if 4 or more points of damage are scored. Friendly units will move out of the way to allow this move, but
if the path is blocked by enemy models, retreating models will take an additional point of damage.

FORMING UP
1. Warriors capable of Forming Up are based as three models on a triangle base. Three such units within
6" of each other that have not already taken an action in the round may Form Up using a Companion
Action token. They my also Form Up if they receive an Order Action from a Lochagos.
2. The Action token is given to the central unit, which must make a Courage test. If this is failed, the Action
ends immediately, though only the middle unit counts as having taken an Action. If the test is passed,
the unit may be rotated to face in any direction, and the other two units placed either side to form a line.
3. The roster cards for the three units are stacked, along with a Phalanx card of the type appropriate to the
majority of its members (heavy, medium or lightly armoured) to show their combined profile.

RECRUITMENT
Leader: A Lochos must have Companions: At least ⅓ of the Heroes: One additional Hero may
1 Lochagos (who has the ‘Leader‘ points of the force must be spent be included in your Lochos for
Gift on his card) who does not on Companions of any type. every 125 points (or part thereof).
count towards the force’s Hero a 300 points Lochos could include
allowance. a Lochagos and three other Heroes.
MORTAL GODS QUICK REFERENCE SHEET
GAME ROUND SUMMARY
1. One player Draws an Action marker from the Omen Deck and follow its instructions. When the
Draw. third Omen marker is drawn, the round is over.
Return all drawn markers from the cards to the
a. The player assigns that Action marker to one
Draw in preparation for the next round.
of their warriors and performs one action with
them; Black markers may only be placed on 4. Housekeeping: any player may choose to
Heroes, White on Companions. break any of their Formed Up units into
individual groups. Place an Action marker
b. The warrior completes their action.
in the Draw for each such individual group.
c. The Action marker is placed on the warrior’s Reposition the layout of your Roster cards to
Roster card. match the relative positions of your warriors
on the battlefield.
2. The opposing player completes step 1. Players
then continue to alternate. 5. The player who drew the third Omen marker
draws the first Action marker at the beginning of
3. If a red Omen marker is drawn, no action is
the next round.
made. Draw an Omen card from the top of the

ACTIONS
The most common actions that a warrior can perform during a game are:
Move: determined by armour and warrior type Charge Attack: Movement + D6" and allowing a
melee attack.
HEAVY ARMOUR – 6" Ranged Attack: determined by weapon type.
Defend: as a reaction to an enemy attack.
MEDIUM ARMOUR – 7”
Order: A leader can use their actions to give orders.
NO ARMOUR – 8” Form up: three stands with the Form Up Gift become
a single group (Phalanx).

DICE RESULTS
Swords: 2 hits Sword: 1 hit Shield: 1 Pegasus:
or success or success Defence or fail 1 wildcard or fail

Copyright © 2019 by Andy Hobday and Mark Farr.


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