Professional Documents
Culture Documents
Mortal Gods
Mortal Gods
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:
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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.
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.
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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.
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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.
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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.
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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.
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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).
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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.
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.
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.
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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.
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.
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:
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.
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.
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.
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.
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!)
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CARD ICONS
MODEL TYPE ARMOUR BASING
SINGLE ROUND BASE
HERO COMPANION HEAVY MEDIUM
ARMOUR ARMOUR ROUND TRIANGLE
GROUP GROUP
BASE BASE
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
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