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SETUP (23): failed, the Character falls and takes 1 Wound for every inch it falls

above the model’s height (falling models will always take at least 1
Unless stated otherwise by the Scenario set-up, Mythos is played on a Wound). The Character is placed on the level it landed, as close to its
3’ x 3’ game area and terrain should cover at least a third of the Play original position as possible.
Area.
To jump down from terrain, make a Combat Attack test. -1 for every
Force Selection Players should agree on a points limit in advance of inch above your model’s height, rounding up. If passed, the model can
the game. A Force must include a Leader. Each Character has a points continue its Move or Charge action, deducting -1” from its total MV
value and the total of all the Characters in the Force must not exceed value for the turn. If failed, the Character falls, following the same
the agreed limit. As a guideline, a good starting point is 100 points. penalties as above.
KEY CONCEPTS
Deployment Each player rolls 2d6 with the winner deciding whether to If the Character moves away from base-to-base contact (engaged) with
Critical Success: Natural double sixes—always considered success, deploy first or second. The player who deploys first chooses a
at least one point more than required. (2) Mythos Effect is an enemy, the enemy may make a Disengage Strike before it moves.
deployment zone and then places all of their models within it. The next Disengage Strikes are resolved according to the type of attack with the
automatically applied without the need to spend Mythos. player then deploys all of their models within their deployment zone. usual modifiers. If the Moving Character wins, it inflicts wounds as
Critical Failure: Natural double ones—always considered failure, a TURN SEQUENCE normal and can complete its Move action. If engaged with multiple
score of zero. (2) enemies, it must win all Disengaging Strikes before it can move any
Start Phase (23) distance, including the 2” move usually allowed for winning a Ranged
Line of Sight: Each model occupies a cylinder that is the diameter of
1: Initiative Players each roll 2d6. The player with the highest result or Arcane Attack. If the enemy Character wins, Wounds are inflicted as
the base that extends to the highest point on the model, excluding
has initiative and decides who will activate the first Character. After the normal and the active character remains engaged. Any Action Points
limbs. As long as an unobstructed straight line can be drawn from one
first turn, the player with the least Mythos remaining in their pool gains spent to carry out the Move action are lost. (18)
model to another, there is LOS. Other models block LOS. (3)
Characters that are base-to-base (engaged) with an enemy(ies) only +1 to their initiative roll. Ties must be rerolled, still applying any Mythos CHARGE (2 AP): If engaged with enemy, Character cannot charge.
have LOS to that enemy(ies). bonus if applicable. Declare intended target within LOS. Move the Character up to CH stat
2: Madness Rolls In Initiative Order, players roll on the Madness Table to be engaged with the declared target (does not have to move in a
Measuring: Pre-measuring is allowed at any point in the game. (3)
for any of their Characters that have reached or surpassed their straight line, although cannot Charge up climbable terrain). Character
Re-Rolling Dice: You cannot re-roll the same die more than once. (4) Madness Threshold applying the results immediately. makes a Combat Attack against the declared target, adding a bonus d6
You must re-roll the entire pool of dice and must accept the second to the roll.
result. (8) 3: Generate Mythos Players discard any unspent Mythos and
generate a new Mythos pool from their remaining Characters by adding A Character declaring a Charge against a target with the Fear Trait
Test of Thirteen: To succeed a test, 2d6 + modifiers must equal or their MYTH values together. See below for how to use Mythos. must pass a SAN test or fail the Charge and gain 1 Madness and lose
exceed 13. (4) 1 AP. A Character being Charged by a model that causes Fear must
Activation Phase (9) take a SAN test where a failure results in gaining 1 Madness.
Flipping Cards: Character starts on the “Ready” side and flips to the Characters that cause Fear are not required to take tests when facing
“Altered” side when it exceeds its Madness Threshold. When flipped, all In alternating turns, players choose and activate one Character that enemy models with Fear.
Madness Points are removed. If multiple Madness Points are gained hasn’t been activated this turn. Repeat until all Characters have been
that flip a card, any remaining points are added to the card once flipped. activated. Each Character has 2 Action Points (AP) COMBAT ATTACK (1 AP) (14): Make a Combat Attack against an
(7) enemy model that is engaged. Roll 2d6 + Combat Attack value with the
MOVE (1 AP): Move up to MV stat. Can move freely through friendly
following modifiers: +1 for each additional friendly model engaged with
CHARACTER STATS: (7) models but not enemies. Path of Least Resistance (3): If model bases
the target, -1 for each additional enemy model engaged with the
will overlap, it is allowable to move the fewest possible number of
MV – Movement: how far a model can move during a Move action. attacker.
models to prevent overlapping.
CH – Charge: how far a model can move during a Charge action. Defender rolls 2d6 + CD and highest result wins with ties going to
Difficult Ground (rubble, forest, swamp, etc.): Half movement
defender. If Attacker wins, may spend 1 Myth to apply their attack’s
CD – Combat Defense: modifier added when rolling combat defense. Impassable Ground (fast rivers, lava, etc.): No movement Mythos Effect. Loser takes Wounds equal to the difference of the two
RD – Ranged Defense: modifier added when rolling ranged defense. final results.
Obstacle above 1” height: Reduce movement by height
AD – Arcane Defense: modifier added when rolling arcane defense. RANGED ATTACK (1 AP) (15): Make a Ranged Attack against an
Narrow Terrain at least 50% of base size: Half movement; any enemy model that is within range, LOS, and unengaged, except for
SAN – Sanity: used whenever a SAN test is taken. smaller is Impassable against the attacker. Roll 2d6 + Ranged Attack value with a -1 modifier
Climbing (21) costs movement in inches as normal. for each enemy model engaged with the attacker.
MYTH – Mythos: The amount of Mythos generated during the start
phase of each turn. To jump across a gap that is the same elevation, make a Combat Defender rolls 2d6 + RD and any relevant modifiers (see Cover) and
Attack test. If successful, add the distance of the gap to the current the highest result wins with ties ending the Action with a miss.
WND – Wounds: how many wounds a model has before being
Move Action and if any movement is left, the Character may continue. If Otherwise:
destroyed.
If the Attacker wins, they may spend 1 Myth to apply their attack’s the attack. Template weapons can still be used while engaged with the Conditions (22)
Mythos Effect and the Defender takes Wounds equal to the difference usual modifier of -1 per engaged enemy. Mythos Effects are applied to
of the two final results. all targets with the expenditure of 1 point of Myth, or free with a Critical Bleed: The next time this Character activates, it immediately
Hit. suffers 1 WND. This condition remains until it is removed and
If the Defender wins, they may move up to 2” in any direction, ignoring any additional Bleed inflicted onto this Character immediately causes 2
Disengaging Strikes and must end being unengaged. Or, defender may Familiars (18): Characters with the “Familiar” trait allows another WND instead.
choose to remain engaged and inflict Wounds equal to the difference of named Character to use them as a conduit when making an Arcane
the two final results. Attack. As long as the Familiar is within LOS, it acts as the Active Blind: Until the end of its next activation, a Character with the
Model for Arcane Attacks with the following rules: Blind condition may not make Disengaging Strikes, Ranged
AIMED SHOT (2 AP): While unengaged, make a Ranged Attack Attacks nor gain any Charge bonuses. Multiple applications of Blind
against an engaged enemy model that is within range and LOS. When the active Character is engaged, their Line of Sight is reduced as cause no additional effects.
normal. Therefore, they may not draw Line of Sight to the Familiar and
ARCANE ATTACK (1 AP) (16): Make an Arcane Attack against an may not make an Arcane Attack through it. Burn: A Character with the Burn condition suffers -1 to
enemy model that is within range, LOS, and unengaged, except for Combat Attack, CD, Ranged Attack & RD. This condition
against the attacker. Roll 2d6 + Arcane Attack value with a -1 modifier • When the Familiar is engaged, Arcane attacks may still be made remains until it is removed and any additional Burn conditions inflicted
for each enemy model engaged with the attacker. through it, but Line of Sight is reduced to only models it is engaged with. on this Character immediately causes 2 WND instead.
However, because the Activated Character is not engaged, it does not
Defender rolls 2d6 + AD and any relevant modifiers (see Cover) and suffer the normal -1 Arcane Attack modifiers when making its attack. Paralysed: This Character’s AP are reduced to 0 for its
the highest result wins with ties ending the Action with a miss. current activation (or its next activation if it is not currently
Otherwise: • If the defender’s total is higher than the attacker’s then the Defender active). A Paralysed Character can still make CD, RD or AD rolls and
may either apply damage to the Familiar equal to the difference or may still move if it successfully defends.
If the Attacker wins, they may spend 1 Myth to apply to their attack’s move up to 2” in any direction, ignoring any Disengaging Strikes they
Mythos Effect and the Defender takes Wounds equal to the difference might usually be subject to. The Defender may not end this move Paralysed Characters must still be activated during the turn if they
of the two final results. engaged. haven’t already activated.
If the Defender wins, they may move up to 2” in any direction, ignoring Spending Mythos (10): Activate an Attack’s Mythos Effect for 1 Myth. Fatigue: The Character has -1 AP to a minimum of 1 AP until
Disengaging Strikes and must end being unengaged. Or, defender may the end of its next activation. A Character with the Fatigue
choose to remain engaged and inflict Wounds equal to the difference of Mythos Abilities: Spend Mythos to use these abilities (does not condition may not spend Mythos until the end of its next activation.
the two final results. require Action Points). Each ability may only be used once per Multiple applications of Fatigue have no additional effect.
Character activation and can’t be used while performing an Action.
FOCUSED CAST (2 AP): While unengaged, make an Arcane Attack Vigour: The Character gains +1 AP to a maximum of 3 AP
against an engaged enemy model that is within range and LOS. SAN Tests: Whenever a Character spends Mythos, they immediately during its current activation or next activation if the Character
make a SAN test. If failed, the Character gains 1 Madness per point of is not currently active.
Cover (19): Defense bonuses are gained if any part of a model is Mythos spent. If this causes the Character to reach its Madness
obscured from the attacker while they are within 2” of the obscuring Threshold, roll on the Madness Table when the current Action has
End Phase
terrain or model. completely resolved and flip the card. Generate Victory Points (VP)
• Cover does not provide bonuses against Combat Attacks. Madness Table (11): Roll 2d6 minus its current Madness points and Each Scenario details how Victory Points are earned each turn.
• Cover does not provide bonuses against Arcane/Ranged Attacks consult the following table. While a Character is on or beyond their
whilst engaged. Madness Threshold, they must roll as above and consult the Madness Check the Scenario’s Victory Conditions and determine if there is a
Table at the start of every turn. winner.
• All miniatures, both friendly and enemy, provide cover depending on
their base size. 1 or Less: Remove from play. If there is no winner, resolve and remove any end of turn effects and
proceed to the next turn.
+1 RD & AD: Soft Cover: Tall Grass, Hedges, Trees, Small Models 2 – 3: Wounds equal to half Combat Attack (Mortal) or Arcane Attack
(Myth) and is Paralysed.
+2 RD & AD: Hard Cover: Buildings, Walls, Medium+ Models
4 – 6: Paralysed and loses any remaining AP if Active or all AP for its
RECOVER (1 AP): While unengaged, remove one Condition from next activation.
either the active model or a single unengaged friendly model within 2”.
7 – 9: Fatigued
PASS (1 AP): The active model does nothing for this action.
10 – 11: No effect.
RELOAD (1 AP): Reload a weapon/item with limited ammunition.
Critical Success: Does not suffer SAN loss while spending Myth during
Template Weapons (17): Initial target must be on the center line of the its current or next activation (Mortal) or receives the Vigour condition
template. Attacker rolls once and all models touched by the template (Myth).
(even if outside of LOS of attacker) must roll their own defense against

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