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destroy large areas of woods in a
Ant, Giant
matter of days. Carpenter ants are able
Giant Ants are common on the
to move fast through vegetation.
southern Kardalok continent, where
intelligent, humanoid Ant-folk also All ants can burrow, although not so
exist. However, giant ants can be fast to count as the Burrowing Trait in
encountered all over Norindaal. In game terms.
general, they behave like their Slave Ants are ants from other
normal-sized counterparts, they can communities that are captured and
create anthills the size of human used as foot soldiers or workers. They
towns. Like normal ants, many must be recognizable (use models of
different species exist. Communities a different color or mark them). In
are divided into several specific roles, game terms, they have the Enslaved
each with its own special abilities. Trait. If only slave ants remain in play,
Queens lay eggs and rule over the they break and the warband
anthill. The Queens of some species automatically loses the game.
assist in foraging and may be thus
encountered out of their anthills.
Scouts wander around foraging
and trailblazing. They do so by Some scholars think that giant
cutting the vegetation with their ants were created by Gro Khair,
powerful pincers and leaving the god of hunger, who took
pheromone trails for other ants to regular ants and fed them with
follow. For this reason, scouts are the the blood of Giants and Titans.
most commonly encountered giant This could also explain why the
ants. The pheromone trails are
Orgas (ogres), a race created by
undetectable to humans but some
Gro Khair to compete with
alchemists have devised a
compound that makes them visible
humans and elves, are
and can delete them. sometimes found raiding human
settlements in their company.
Some species have a venomous
sting. Fire ants can inject a venom In the Orgas pictographic
that causes muscle pain and language, a stylized mouth with
temporary paralysis. Others can six legs painted on a rock or on
spray formic acid that can tree bark indicates the presence
temporarily blind targets. of giant ant communities.
Carpenter ants live in forests and
use large trees as building material
for their anthills. They are
considered a scourge by sylvan
creatures because they can

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New Traits in the eyes. A sprayed model may not
perform any action requiring a Line
of sight until he spends one action to
Acid Spray (2 pts)
clean his eyes.
The model can spray acid once per
game, at 1 x Short range. The acid has Hive Mind (5 pts)
no effect on Artificial, Undead, or Models with Hive Mind do not test
Incorporeal foes. On Swarms, it works Morale as long as a model with Hive
as a C3 ranged attack. On other Queen is on the table. If the Hive
targets, it counts as a C2 attack and Queen is destroyed, all models with
any target suffering a Recoil or Hive Mind must pass a Morale roll at
Knocked Prone effect must also test Q -1 or be removed from the game.
on 1d6 or be sprayed in the eyes. A Models with Hive Mind may not use
sprayed model may not perform any magic items.
action requiring LoS until he spends Hive Queen (P,L, R1) (14 pts)
one action to clean his eyes. Block As long as the model is on the
Traits work normally against Acid table, friends with Hive Mind do not
Spray. test morale. If the model is destroyed,
Enslaved (R8) (-3 pts) all friends with Hive Mind must pass
If at any point you have only a Morale roll at -1 or be removed
Enslaved models in play, you lose the from the game. Your warband may
game. not have more than one model with
Hive Queen.
Fire Ant Venom (3 pts)
Whenever the model rolls the same Designer’s Note: The Hive Queen
number as its opponent in melee, the and Hive Mind Traits may also be used
model has injected its venom. The to represent a necromancer controlling
opponent gains one Venom token. A undead troops.
model with any Venom tokens may Tree Cutter (4 pts)
not move or perform Aimed Shots or The model may fell trees by
Power Blows. It takes one action to performing a two-action Task while
remove a Venom token. Undead, adjacent to a tree. The tree falls in a
Artificial, and Swarm creatures are direction determined by the model
immune. that performed the cutting. Use a 1 x
Formic Acid (1 pt) Short x 1 x Medium rectangle to
If the model dies a Gruesome represent the area of the falling tree.
Death, the weapon used to attack it is Any model in that area must perform
destroyed. Exception: magic weapons a successful Q roll on one die (at -1 if
are unaffected. Any living, non-Ant Clumsy or Heavily Armored, +1 if
model in base-to-base contact with the Acrobat, Agile, or Leafwalk) or take a
model at the moment of death must C3 Free Hack. Block Traits may not be
test Q on one die or be sprayed used against a falling tree.

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Giant Ant Worker Giant Carpenter Ant Scout
Points 36 Q 4+ C 2 Points 48 Q 4+ C 3
Traits: Big, Clinging, Formic Traits: Big, Clinging, Forester,
Acid, Hive Mind Formic Acid, Hive Mind
Enslaved Giant Ant Worker Giant Carpenter Ant Worker
Points 32 Q 4+ C 2 Points 50 Q 4+ C 3
Traits: Big, Clinging, Enslaved, Traits: Big, Clinging,, Formic
Formic Acid, Hive Mind Acid, Hive Mind, Tree Cutter
Giant Ant Soldier Giant Ant Queen - Personality
Points 58 Q 3+ C 3 Points 124 Q 3+ C 4
Traits: Big, Clinging, Formic Traits: Acid Spray, Clinging,
Acid, Hive Mind Formic Acid, Hive Queen (P.L,
Enslaved Giant Ant Soldier R1), Huge, Rare 1, Tough (P)
Points 39 Q 4+ C 3 Carpenter Ant Queen -
Traits: Big, Clinging, Enslaved, Personality
Formic Acid, Hive Mind Points 132 Q 3+ C 4

Giant Ant Soldier with Stinger Traits: Acid Spray, Clinging,


Formic Acid, Hive Queen (P.L,
Points 64 Q 3+ C 3
R1), Huge, Rare 1, Tough (P), Tree
Traits: Big, Clinging, Formic Cutter.
Acid, Hive Mind, Poison
Worshipper of Gro Khair (Ogre)
Giant Fire Ant Soldier
Points: 50 Q 4+ C 4
Points 64 Q 3+ C 3
Traits: Big, Huge Weapon (W),
Traits: Big, Clinging, Fire Ant Steadfast
Venom, Formic Acid, Hive Mind
Giant Ant Winged Scout
Points 68 Q 3+ C 2
Traits: Big, Clinging, Flying,
Formic Acid, Hive Mind

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Scenario 1: A giant ant community has grown dangerously large. The local
authorities hire adventurers to destroy the pheromone “pathways” created by
scout ants and to kill any ants that stray into civilized territories. A party of
adventurers (400 points from any human or humanoid roster) is hired by the
local alchemists’ guild. One character of the player’s choice is armed with a
chemical spray to wipe out the ants’ trails. The pathways are marked on the
gaming board using a strip of fabric or paper. Divide them into 5 sections. The
character can break up the pathway as a 2-action Task per section. The
character must reach the mid-point of a section in order to commence spraying
it. When the character completes the Task, remove the section. The character
performing the spraying may not use ranged weapons or two handed weapons
unless he drops the spray contraption, but he may fight normally with a hand
weapon in melee.
Giant Ants must prevent the pathways from being erased. Scout Ants may
perform a Task to lay down a new pathway section (a 3-Action Task per section).
Deployment: Adventurers deploy first, on one baseline of their choice. Ants
are deployed anywhere on the table, but not closer than 1 x Long to any
adventurer.
Victory Conditions: After 15 turns, the game ends. Each side makes 3 victory
point per section erased (the adventurers) or still in play (the ants), plus 1 point
per enemy destroyed or moved off the table. The side with more victory points
is the winner and receives one upgrade (for the ants, it means adding one
Worker model).

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Scenario 2: The group of adventurers enters a giant anthill to find the egg
chambers and to destroy eggs. Mounted models may not be used in this scenario.
The opponent runs a giant ant queen and her warriors defending the egg
chambers, so the ant warband must include at least one queen and a warrior.
Building the inside of the anthill can be a fun “dungeon” project. It is not difficult
to model corridors and chambers with polystyrene walls and a hot wire cutter.
There are three egg chambers. The Ant player must place 16 eggs in the three
chambers, placing at least two eggs in any chamber. Destroying an Egg takes one
action, and may be attempted only by a model adjacent to the egg. Area spells
that inflict damage, like a Fireball, destroy one egg per point of power.
Deployment: The Ant player deploys his forces anywhere on the table. The
adventurer player splits his party into two groups, rolls a die for both groups,
and deploys the group just outside the entrance rolled. It is possible that both
groups are deployed in front of the same entrance.
Anthill scenario rules: Adventurers failing morale rolls will try to escape
towards the exits, but if their escape paths are blocked by ants, they will just run
in any other direction. The entrances to the anthill use the rules for cramped
spaces, so figures may not move through friends standing at the entrance.
Victory Conditions: The Adventurers score 1 victory point per egg destroyed,
plus 5 points if they manage to bring the head of the Queen out of the anthill.
The ants score 3 points per adventurer destroyed or moved off the table. On a
victory, the adventurers gain one advance. The Ants gain one additional worker
or warrior to be used in the following scenario.

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Scenario 3: After their incursion in their anthill, the adventurers stop to rest in
a village. The giant ants follow their scent and attack the village.
Deployment: The adventurers are scattered throughout the village. Each model
may be deployed anywhere but at least 1 x Short away from any other character.
After the characters have been deployed, the ant player chooses one baseline
and deploys his figures in contact with that baseline.
Scenario rules: The smell of giant ants terrorizes cattle and horses. Whenever
a turn-over is rolled, roll a die. On a 6, panicking cattle stampede out of their
cattle-pens. All Mounted models in play lose the +1 Mounted bonus in melee,
and any non-mounted character within 1 x Medium of the cattle pen must roll
Q on one die, at +1 if Acrobat, or suffer a C3 free hack from the stampeding cattle.
Ants with Clinging may also climb the huts and leap from roof to roof.
Victory Conditions: The granary at the center of the village holds grains and
other foodstuff that the ants may steal. Each ant coming into contact with the
granary may spend one action to pick up one mouthful of food. Ants score 2 vp
per every mouthful of food carried off table, and 1 vp per adventurer killed and
carried away as food (characters put out of action by an ant and carried off table
are automatically dead). Note that ants carrying food may fight in melee, but
can’t score any effect better than a knock-down.
Adventurers score 3 points per each ant they kill, and 5 points for killing a
Queen. The side that won more scenarios wins the campaign.
Expanding the Campaign: A follow-up scenario in which the humans pursue
a line of giant ants to recover stolen food is a fun way to expand this campaign.

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Monsters and Menaces, A to Z
The Norindaal Bestiary is a series of scenarios, new
traits, and scenario rules, representing the myriad
creatures that inhabit Norindaal, the backdrop of
Advanced Song of Blades and Heroes. In each issue you will
find new character profiles. While book supplements
such as Hammer and Forge or Axe and Brimstone focus on
intelligent, social creatures like dwarves or halflings, The
Norindaal Bestiary focuses on unusual, non-humanoid
monsters, such as giant bugs, catoblepas, chimeras,
sphinxes, automata, griffins, and many more.
A copy of Advanced Song of Blades and Heroes is required
to play.

This booklet includes three scenarios, seven new Traits, and stats
for giant ants.

www.ganeshagames.net
www.songofblades.com

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