Author’s Note
Mordcry is a mash up of Mordheim and Warcry, currently undertaken as a personal project so my wife and I can play little games that aren’t too challenging to get into, but which can be chained together in a narrative sequence for storytelling effect and fun. As for now, we will each only have one warband. Other warbands may be added later for use by others. These rules assume some basic familiarity with games such as Warhammer 40,000, Horus Heresy, Kill Team, etc. They are also not written with a competitive player in mind. As such, any loopholes or exploits discovered are considered sporting within the intent of the system. Be a good player and don’t do things that will cause your opponent to have a bad time. I want this to be a system where dice rolling adds a lot of narrative flair and drives storytelling, so expect Warcry-esque combat, with some Heresy complexity added in, and then lots of tables to roll D6 or D66 on between games!
Game Basics
Character Characteristics
- Movement (5″ base)
- Weapon Skill (3 base)
- Ballistic Skill (3 base)
- Offensive Strength (3 base)
- Defensive Strength (3 base)
- Speed (3 base)
- Wounds (2 base)
- Attacks (1 base)
- Willpower (3 base)
- Intelligence (3 base)
- Armor Save (0 base)
Suggested Characteristics Spread
Youngblood (+0 XP)
| M | WS | BS | OS | DS | S | W | A | Will | Int | Sv |
| 5″ | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 3 | 3 | 0 |
Warrior (+30 XP)
| M | WS | BS | OS | DS | S | W | A | Will | Int | Sv |
| 5″ | 3+1 | 3 | 3 | 3 | 3 | 2+1 | 1+1 | 3 | 3 | 0 |
Champion (+60 XP)
| M | WS | BS | OS | DS | S | W | A | Will | Int | Sv |
| 5″ | 3+2 | 3 | 3 | 3 | 3+1 | 2+2 | 1+1 | 3 | 3 | 0 |
Captain (+150 XP)
| M | WS | BS | OS | DS | S | W | A | Will | Int | Sv |
| 5″ | 3+3 | 3+1 | 3+1 | 3+1 | 3+2 | 2+3 | 1+2 | 3+1 | 3+1 | 0 |
Characteristic Tests
Occasionally, you may be called on to make a test based on a characteristic. To do so, roll 1D6. If your roll is equal to or less than the characteristic being tested, you pass.
Warband Composition
Warbands are comprised of around 10 character models. The starting distribution of models:
| Character Type | Experience |
| Captain | +150 XP |
| Champion | +60 XP |
| Champion | +60 XP |
| Warrior | +30 XP |
| Warrior | +30 XP |
| Warrior | +30 XP |
| Youngblood | 0 XP |
| Youngblood | 0 XP |
| Youngblood | 0 XP |
| Youngblood | 0 XP |
Before the start of the campaign, players may choose to apply each character’s XP using the rules for leveling up later in this guide.
Game Sequence
Setup Battlefield and Determine Deployment Zones
Use these rules to set up terrain pieces. This happens before rolling on any of the battle plan tables are rolled on in the subsequent steps.
- Terrain is set up before any other battleplan elements are rolled.
- Each player rolls a D6. The winner of the rolloff begins by placing a terrain piece on the board using the following rules. Players then alternate placing terrain until all terrain has been placed.
- There must be at least 2 terrain features in each quarter of the battlefield.
- The parts of a terrain feature that touch the battlefield floor cannot be within 4″ of a battlefield edge.
Deployment zones are determined by the following table.
| Dice Roll | Deployment Zones |
| 1 | TBD |
| 2 | TBD |
| 3 | TBD |
| 4 | TBD |
| 5 | TBD |
| 6 | TBD |
Determine Victory Conditions
| Victory Conditions Table | |
| D66 | Victory Condition |
| 11-13 | Before the battle, 5 treasure tokens are placed on the battlefield. The first is placed by the defender on the battlefield floor or on an accessible terrain piece and within 1″ horizontally of the center of the battlefield. Then, the players alternate placing 4 more treasure tokens one at a time, starting with the attacker. Each of these treasure tokens must be placed on the battlefield floor or on an accessible terrain piece, within 5″ horizontally of the center of the battlefield and more than 3″ horizontally from all other treasure tokens. The battle ends after 4 battle rounds. When the battle ends, the player who has the most characters carrying treasure wins. |
| 14-16 | Before the battle, 1 treasure token is placed on the battlefield by the defender. It must be placed on the battlefield floor or on an accessible terrain piece and within 1″ horizontally of the center of the battlefield. During the battle, if a character is carrying the treasure at the end of their activation, allocate D6 damage points to them. The battle ends after 4 battle rounds. When the battle ends, the player whose character is carrying the treasure wins. If no character is carrying the treasure, the player who has the most characters within 3″ of the treasure wins. |
| 21-23 | Before the battle, 1 treasure token is placed on the battlefield by the defender. It must be placed on the battlefield floor or on an accessible terrain piece and within 1″ horizontally of the center of the battlefield. At the start of each action phase, the player who does not have the initiative rolls a dice. If the score is equal to or less than the current battle round, they place 1 treasure token on the battlefield, or D3 treasure tokens if the score is 6. On any other result, nothing happens. Each treasure token must be placed on the battlefield floor or on an accessible terrain piece, more than 3″ horizontally from all other treasure tokens and the battlefield edge, and more than 3″ horizontally from all characters. If there is no space to place a treasure token, it is not placed. |
| 24-26 | The battlefield is divided halfway along its width and length into quarters of equal dimensions. The battle ends after 4 battle rounds. When the battle ends, a player captures a quarter of the battlefield if there are any friendly characters wholly within it and no enemy characters wholly within it. The player who captures the most quarters of the battlefield wins. |
| 31-33 | If there are no platforms on the battlefield that are at least 2″ vertically above the battlefield floor, draw a new victory condition. At the end of each battle round, each player scores 1 victory point for each character from their warband that is on a platform at least 2″ vertically above the battlefield floor. The battle ends after 4 battle rounds. When the battle ends, the player with the most victory points wins the battle. |
| 34-36 | Before the battle, each player picks a different battlefield edge to be their territory, starting with the defender. During the battle. if a character finishes a move action within 1″ of enemy territory, they can enter it. Remove that character from the battlefield but do not count them as being knocked out. The battle ends after 4 battle rounds. When the battle ends, each player counts the number of friendly characters that entered enemy territory. The player with the most wins the battle. |
| 41-43 | At the end of each battle round, each player totals the points values of enemy characters knocked out in that battle round. The result is their blood tally. If one player has a higher blood tally, that player scores 1 victory point. The battle ends after 4 battle rounds. When the battle ends, the player with the most victory points wins the battle. |
| 44-46 | A player wins the battle as soon as the enemy leader is knocked out. During the battle, at the end of each battle round, if either player’s leader is within 4″ horizontally of the battlefield edge, they are knocked out (if you are playing a campaign battle, do not make an injury roll for characters knocked out in this manner). |
| 51-53 | At the start of the action phase of the first battle round, starting with the player who has the initiative, each player picks one character in their warband to be bloodmarked. The character must be on the battlefield. A player wins the battle as soon as the enemy bloodmarked character is knocked out. At the end of the fourth and each subsequent battle round, bloodmarked characters within 4″ horizontally of the battlefield edge are knocked out. (If you are playing a campaign battle, do not make an injury roll for characters knocked out in this manner). |
| 54-56 | Before the battle the defender places 5 objectives, each on the battlefield floor or a platform. The first is placed within 1″ horizontally of the center of the battlefield, and the other 4 are each placed within 1″ horizontally of the center of a different quarter of the battlefield. During the battle, objectives are either dormant or awakened. At the start of the battle, only the central objective is awakened; the rest are dormant. At the start of each action phase, the player who does not have the initiative can pick 1 dormant objective to become awakened. At the end of each battle round, each player scores 1 victory point for each awakened objective they control. The battle ends after 4 battle rounds, When the battle ends, the player with the most victory points wins the battle. |
| 61-63 | Before the battle, 3 objective markers are placed on the battlefield. The defender places 1 objective on the battlefield floor or a platform, within 1″ horizontally of the center of the battlefield. Then, players alternate placing 1 objective each, starting with the attacker. Each must be placed on the battlefield floor, within 9″ horizontally of the center of the battlefield and more than 6″ horizontally from all other objectives. At the end of the first battle round, the players roll off. The winner picks 1 objective and removes it from play. At the end of the second battle round, the other player does the same. The battle ends after 4 battle rounds. When the battle ends, the player who controls the remianing objective wins the battle. |
| 64-66 | At the start of the action phase of the second battle round, the player with the initiative rolls a dice. On a 1-4, they place 1 objective on the battlefield floor or a platform, within 1″ horizontally of the center of the corresponding quarter of the battlefield (top left is 1, top right is 2, bottom left is 3, bottom right is 4. On a 5-6, they place 1 objective on the battlefield floor or a platform, within l” horizontally of the center of the battlefield. The battle ends after 4 battle rounds. When the battle ends, the player who controls the objective wins the battle. |
Determine Twists
| Twist Table | |
| D66 | Twist |
| 11-13 | This twist has no effect. |
| 14-16 | In the reserve phase, before a player sets up a reserve battle group on the battlefield, they must roll a dice for each character in that battle group. On a 1, the character being rolled for will arrive in the reserve phase of the next battle round instead. |
| 21-23 | In the reserve phase of the first battle round, starting with the player with the initiative, the players roll a dice for each of their characters in reserve. On a 6, the characters being rolled for must immediately be set up anywhere on the battlefield within 3″ of the battlefield edge and more than 5″ from all other characters that were set up in the same phase. |
| 24-26 | Characters 4″ or more from each other are not visible to each other. At the start of each action phase starting from the second battle round, one player rolls a dice. If the score is less the number of the current battle round, the mists clear and this twist no longer has any effect on the battle. |
| 31-33 | Once a character has made any move actions in a battle round, subtract 1 from that character’s defensive strength characteristic until the end of that battle round. |
| 34-36 | Characters 4″ or more from each other are not visible to each other. |
| 41-43 | Keep a tally of how many characters are knocked out each battle round. At the end of each battle round, the player who had the most characters knocked out receives 1 additional wild dice. If the players are tied for having the most characters knocked out, neither player receives an additional wild dice. |
| 44-46 | Once during the battle, each player can use the ‘Inspiring Presence’ ability without needing or using any ability dice. |
| 51-53 | At the start of the action phase, starting with the player with the initiative, each player can pick 1 enemy character that is more than 3″ from all other characters. Each time a character is picked, roll a dice and add 1 to the roil if that character is more than 6″ from all other characters. On a 1-5, nothing happens. On a 6+, that character is knocked out. (If you are playing a campaign battle, do not make an injury roll for characters knocked out in this manner). |
| 54-56 | If a character begins a move action on the battlefield floor, subtract 1 from the move characteristic of that character until the end of that move action. This has no effect on characters with the fly keyword. |
| 61-63 | Each time a character finishes an activation and their base is not wholly under a platform, roll 2D6. Add 1 to the roll for each whole inch they are vertically above the battlefield floor. On a 10+, that character is hit by a bolt of lightning: allocate 2D6 damage points to them. |
| 64-66 | At the end of each battle round, allocate 1 damage point to each character within 3″ of any terrain features. |
Deploy Warbands
Each player breaks their warband into three equal groups as best as possible. They then choose one of these warbands to be deployed before the game begins. The other groups will come in as reinforcements in later battle rounds.
Initiative Phase
At the start of the initiative phase, each player rolls 6 dice. These dice are the initiative dice. After rolling, each player counts how many singles they have. A single is a dice with a score that does not match the score on any other dice in that player’s roll.
The player with the most singles has the initiative. In the case of a tie, the players roll off and the winner has the initiative.
The remaining dice are referred to as ability dice, and can be used to perform abilities in the action phase. If 2 of your ability dice have the same score, it is referred to as a double. If 3 of your ability dice have the same score, it is referred to as a triple. Finally, if 4 or more of your ability dice have the same score, it is referred to as a quad.
At the start of each battle round, any remaining singles and ability dice from the previous battle round are discarded.
Wild Dice
After the initiative has been determined, each player receives 1 extra dice known as a wild dice. A wild dice can be used during the initiative phase to add to either a player’s singles or ability dice.
The player with the initiative first declares how they will use each of their wild dice, followed by the player who does not have the initiative.
Wild dice can be used in the following ways:
- A wild dice can be used to add 1 to the number of singles the player has. In this case, it does not matter what the score of the wild dice is. Any number of wild dice can be used in this way and are discarded at the end of the battle round.
- A wild dice can be used to turn 1 of your singles into an ability dice double, to improve a double to a triple, or to improve a triple to a quad. In this case, the score of the wild dice is set to match the score of the single or ability dice it is paired with. You cannot add multiple wild dice to the same single or same ability dice (e.g. you cannot turn a double into a quad. Wild dice that are used in this way and that remain at the end of the battle round are discarded in the same manner as your other ability dice.
- A wild dice can be saved to be used in a later battle round. If you choose to do so, place it to one side. In the next battle round, you can use that wild dice in addition to the one you gain in that battle round. Wild dice can be saved multiple times, and you can save multiple wild dice at once (for example, you could save up all your wild dice until the final battle round and then use them all at once!).
Seizing the Initiative
Once both players have declared how they will use their wild dice in the battle round, count the number of singles each player has once more. If the player without the initiative now has more singles than the player with the initiative, they now have the initiative instead. If the number of singles each player has is now tied (and was not previously), the players roll off and the winner has the initiative.
Reserve Phase
The reserve phase comes into play in battle rounds after the first. During the reserve phase, characters in reserve battle groups may be set up on the battlefield. Only one group from reserves may come in each battle round.
Starting with the player with the initiative, players set up the characters from the battle groups that are coming into play in that battle round wholly within 3″ horizontally of their deployment point.
If it is ever impossible to set up all the characters from a reserve battle group (for example, due to the positions of enemy characters), each character from that battle group must be set up one at a time, as close as possible to their deployment point.
Action Phase
Players take it in turns to activate a characters in their warband.
In the action phase, the players take it in turns to activate a character. The player with the initiative picks which player takes the first turn.
When it is a player’s turn, they can activate 1 character in their warband. This is referred to as that character’s activation. The player must pick a character to activate if they can, but cannot pick a character that has already been activated in that phase. If the player cannot pick a character (for example, if all their characters have already been activated in that phase), they must pass. Then their opponent can activate a character or pass. Keep on taking turns to activate characters until both players pass consecutively.
Actions
When a player activates a character, that character makes 2 actions chosen by the player from the list below. The player carries out the first action before deciding on the second. The character can make the same action twice in a row if the player wishes (for example, a move action followed by a move action).
Move Action
Characters can move across the battlefield by making a move action. Every character has a move characteristic, shown on their profile, which determines the number of inches a character can move in total in a single move action.
When a character makes a move action, there are 4 ways in which they can move: move normally, jump, climb and fly. A character can move in any combination of these ways as part of a single move action, so long as the total distance in inches moved does not exceed the character’s move characteristic. Rotating in place does not count as a move action.
As a character moves across the battlefield, they can pivot freely so long as at the end of the move action no part of the character is further from its starting position than a number of inches equal to its move characteristic.
There are general limitations a character must adhere to when making a move action:
- A character cannot move through other characters
- A character cannot move through any part of a terrain feature
- No part of a character’s base can move over the battlefield edge (weapons and limbs do not count for this rule, for example)
- A character cannot start a move action if they are within 1″ of any enemy characters. They must make a disengage action instead if they wish to move away
Moving Normally
During a move action, a character can move normally whenever the center of their base is on the battlefield floor or on a platform. When a character moves normally, the center of their base must remain on the battlefield floor or a platform at all times, unless they are moving over low terrain. A character cannot simply move into combat with an opponent and instead must use the charge action.
Jumping
During a move action, a character can jump. If they do so, the character moves in a straight line horizontally through the air, and can move any distance vertically downwards through the air.
When a character jumps, count the horizontal distance moved towards the number of inches that character can move in total in that move action as normal, but do not count the distance moved vertically downwards. However, if the character moves 2″ or more vertically downwards when jumping, they suffer impact damage at the end of that move action.
If a character finishes their move action still in the air, immediately move them vertically downwards until a part of their base is either on or touching part of a terrain feature or the battlefield floor. If the character moves 2″ or more vertically downwards in this manner, they suffer impact damage.
Climbing
During a move action, if a character is touching a part of a terrain feature that is tall, they can begin to climb. While climbing, a character can move vertically up or down through the air as well as horizontally, but they must stay within ½” of the obstacle they are climbing at all times. Once a character begins to climb, they are said to be climbing until the center of their base is on the battlefield floor or a platform, or until they jump or fly. A character can finish a move action while climbing, but if they are still climbing when their activation ends, they fall (see right).
Characters with the mount keyword cannot climb.
Flying
Characters with the fly keyword can fly during a move action. If they do so, the character can move through the air vertically and horizontally. Count the horizontal distance moved towards the number of inches that character can move in total in that move action as normal, but do not count the distance moved vertically. Flying effectively allows a character to pass over terrain features and other characters.
Once a character begins to fly, they are said to be flying until the center of their base is on the battlefield floor or a platform. A character cannot end a move action flying.
Falling
There are a few situations that can cause a character to fall. Firstly, if a character finishes a move action with the center of their base not on the battlefield floor or a platform, and they are not climbing, that character falls.
Secondly, if a character is still climbing when their activation ends, they fall.
Lastly, characters may fall as a result of being attacked near the edge of a piece of terrain.
If a character falls, the opposing player picks a point on a platform or the battlefield floor that is within 2″ horizontally of the character that has fallen and that is vertically lower than the character that has fallen. The fallen character is then placed with the center of their base on that point.
The player cannot pick a point that would cause the fallen character to be placed on or through another character or through a terrain feature. If it is impossible not to do so, and the center of the base of the fallen character is on a platform, they remain where they are. If the center of the base of the fallen character is not on a platform, they are immediately knocked out instead.
If the fallen character is now 2″ or more vertically lower than their location before they fell, they suffer impact damage.
Impact Damage
If a character suffers impact damage, they take D3 hits at a strength equal to the height they fell in inches (rounded up).
Charge Action
Instead of performing a move action, a character may chose make a charge action. This is simply a move action with an additional D3 added to the move distance. If the character within 1″ of their charge target or in base-to-base contact their target opponent, the charge is successful. A successful charge adds 3 to a unit’s speed when determining the order of combat.
Models are also considered to be in hand-to-hand combat even when separated by a low wall or obstacle, where it is impossible for the bases to touch physically because the obstacle is in the way.
If the charge fails, they move half the distance (rounded up) instead. All the same rules apply to charge actions as move actions. Some characters may have keywords that trigger on a successful or failed charge.
Attack Action
Every character has 1 or more weapons detailed on their profile, which they use to make attack actions. Each character may have up to two weapons equipped at any time (or 1 weapon and 1 shield). Each weapon has 4 characteristics:
- Range
- Attack(s) Modifier
- Speed Modifier
- Offensive Strength Modifier
- Damage
- Ability
Shields offer 1 characteristic:
- Ability
Characters also have armor detailed on their profile. A character can only wear one set of armor at a time. Armor has 3 characteristics:
- Speed Modifier
- Defensive Strength Modifier
- Ability
To make an attack action with a character, follow these steps:
1. Determine Attack Order
Within each individual combat, characters go in order of fastest to slowest, based on their speed characteristic modified by their weapon’s and armor’s speed modifiers. Resolve a combat entirely before moving onto the next. The player with initiative chooses which order to resolve the combats in.
1. Pick a Weapon and a Target
Pick 1 of the character’s weapons to be used and pick 1 visible enemy character within range to be the target of the attack action. If a character is equipped with two one-handed weapons, they may make 1 additional attack roll, but still must choose only one weapon to attack with.
If there are any enemy characters within 1″ of the attacking character, one of those enemy characters must be picked to be the target. If there are no enemy characters within 1″ of the attacking character, you can pick any enemy character to be the target as long as they are within range of the weapon being used.
If a character is within 1″ of more than one enemy, you can choose which opponent to attack. If you has more than 1 attack, you can divide them in any way you wish, so long as you makes this clear before rolling to hit.
A ranged attack action cannot target an enemy character that is within 1″ of another friendly character unless the attacker is within 3″ of that enemy character.
2. Roll to Hit
To make a melee attack, roll a number of dice equal to the attacks characteristic character added to the attacks modifier of the weapon being used. Each of these dice rolls is referred to as a hit roll.
Next, you will need to determine which of the dice have missed, which have scored a hit. To do so, compare the weapon skill of the attacker (Y axis) with the weapon skill of the defender (X axis).
Any 6 rolled on a hit roll is considered a critical hit, which adds an extra die to the wounds pool, to be rolled in the next step.
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
| 1 | 4+ | 6+ (5?) | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ |
| 2 | 2+ (3?) | 4+ | 5+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ |
| 3 | 2+ | 3+ | 4+ | 5+ | 5+ | 6+ | 6+ | 6+ | 6+ | 6+ |
| 4 | 2+ | 2+ | 3+ | 4+ | 5+ | 5+ | 5+ | 6+ | 6+ | 6+ |
| 5 | 2+ | 2+ | 3+ | 3+ | 4+ | 5+ | 5+ | 5+ | 5+ | 6+ |
| 6 | 2+ | 2+ | 2+ | 3+ | 3+ | 4+ | 5+ | 5+ | 5+ | 5+ |
| 7 | 2+ | 2+ | 2+ | 3+ | 3+ | 3+ | 4+ | 5+ | 5+ | 5+ |
| 8 | 2+ | 2+ | 2+ | 2+ | 3+ | 3+ | 3+ | 4+ | 5+ | 5+ |
| 9 | 2+ | 2+ | 2+ | 2+ | 3+ | 3+ | 3+ | 3+ | 4+ | 5+ |
| 10 | 2+ | 2+ | 2+ | 2+ | 2+ | 3+ | 3+ | 3+ | 3+ | 4+ |
To make a ranged attack, roll a number of dice equal to the attacks characteristic character added to the attacks modifier of the weapon being used and compare to the following table.
| WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
| Dice Roll | 6+ | 5+ | 4+ | 3+ | 2+ | 2+/ 6+ | 2+/ 5+ | 2+/ 4+ | 2+/ 3+ | 2+/ 2+ |
2/6 means the attack hits on a 2+ and on a 1, the hit roll is re-rolled and will hit if the re-roll is a 6.
3. Roll to Wound
Next, you will need to determine which of the dice have inflicted a wound, and which have not. To do so, roll all the successful hit dice as wound dice, including any extra wound dice from critical hits, and compare the offensive strength of the attacker (Y axis) with the defensive strength of the defender (X axis).
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
| 1 | 4+ | 5+ | 6+ | 6+ | – | – | – | – | – | – |
| 2 | 3+ | 4+ | 5+ | 6+ | 6+ | – | – | – | – | – |
| 3 | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ | – | – | – | – |
| 4 | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ | – | – | – |
| 5 | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ | – | – | – |
| 6 | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ | – |
| 7 | 2+ | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ |
| 8 | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ |
| 9 | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ |
| 10 | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ |
4. Allocating Damage, Armor, and Statuses
For each hit, allocate a number of damage points equal to the damage characteristic of the weapon being used in the attack, plus any applicable modifiers.
- Some characters may wear armor that can defend them from a hit. For a character wearing armor, make an armor mitigation role for each hit. The target of the roll is specified by the armor ability. Successful rolls mean the hit is ignored, glancing harmlessly off the armor.
- Damage points are allocated one at a time.
- If the number of damage points allocated to a character equals its wounds characteristic, that character is knocked out. Remove that character from the battlefield. Any lasting status effects will be determined at the end of the game.
- A knocked out character takes no further part in the battle – they cannot be activated, cannot make actions and cannot use abilities.
- When a character is knocked out, any leftover damage points from the attack action are discarded.
If a character is reduced to zero wounds, at the end of the battle, its controlling player will roll to see if there are any lasting statuses that are applied to the character.
Any 6 rolled on a wound roll is considered a critical wound, which will cause a temporary status effect. However, if the attacker normally needs 6s to wound the opponent, you cannot cause a critical hit. The opponent is simply too tough to suffer a serious injury from the attacker’s strength.
To determine what temporary status is inflicted, roll on the temporary status wound table below. If the character already has the status and the same status is rolled for again, inflict 1 additional damage instead of the status. A character can have multiple temporary statuses, but the same status does not stack with itself.
| Dice Roll | Status Effect |
| 1 | Stunned Must skip the next turn and can perform no actions, reactions, or abilities until then |
| 2 | Knocked Down Must spend one move action to stand back up; a prone character cannot react or use abilities until the start of the character’s next turn |
| 3 | Head Injury -1 to BS until the end of the game |
| 4 | Leg Injury -1 to movement until the end of the game |
| 5 | Arm or Hand Injury -1 to WS until the end of the game |
| 6 | Critical Damage +1 damage taken |
Disengage Action
If a character is within 1″ of an enemy character, they can make a disengage action to move away. When a character makes a disengage action, that character can move normally up to 3″ in any direction, but they must finish the action more than 1″ away from all enemy characters. If this is impossible, the character cannot use the disengage action and must use another action instead.
Although a character moves as part of a disengage action, it is not considered to be a move action in any way. This means any abilities or rules that interact specifically with move actions do not interact with disengage actions. In addition, a character cannot jump, climb or fly as part of a disengage action.
Wait Action
A wait action can be used in two ways. If a character makes the wait action as their last action in their activation, their activation ends. The wait action is used in this manner simply when the character has nothing else to do (for example, if they are not in range to attack and do not wish to move).
Alternatively, if a character uses the wait action as their first action in their activation, the character is said to be waiting. Place a wait token by the character to indicate they are waiting. If a character makes a wait action in this manner, their activation ends, but that character can be activated once more later in that action phase. When that character is activated for the second time, they can only make 1 action in that activation.
If a character activates for a second time in the action phase as a result of a wait action, they can use 1 ability in their second activation even if an ability was used the first time they activated. The ability can be used before or after the character’s action. When a rule or ability refers to ‘this character’s activation’, it means the character’s current activation.
Bonus Actions
Certain rules may allow for a character to make a bonus action. A character can make any number of bonus actions in addition to their 2 actions.
Abilities
In addition to their 2 actions, a character can use 1 ability, which is fueled by the sets of initiative dice rolled at the start of each battle round. An ability can be used before the character’s 2 actions, or after either their first or second action.
Every character has access to one or more abilities as determined by the keywords on their profile. A character can use 1 ability during their activation if the player activating that character has sufficient ability dice. The ability can be used either before the first action or after the first or second actions made by that character.
Each faction has a set of unique abilities. There are also universal abilities that character from any warband can use. Each ability requires either a double, a triple or a quad in order to be used.
Once a character has used an ability, discard the ability dice used for that ability. You can use a triple for an ability that requires a double, or a quad for an ability that requires a triple or double, but if you do so, all of those ability dice are discarded.
Ability Values
If a rule refers to the value of an ability, this refers to the score shown on the ability dice used for that ability. For example, if a player has a double consisting of 2 ability dice with the score of ‘5′ shown on each ability dice, the value of that ability is 5.
Adding, Subtracting, Multiplying, and Dividing
Abilities can modify some or all of a character’s characteristics. In these cases, always divide first, then multiply, then add, then subtract.
Rounding
Any fractional results are always rounded up.
Raised Characters
Some abilities return characters that have been knocked out to the battlefield. The ability may specify that the character has a number of wounds remaining, or that they come back fully healed. Characters returned to the battlefield are referred to as raised characters.
The following rules apply to raised characters:
- Raised characters cannot be activated, use abilities or make reactions in the action phase in which they are set up.
- Raised characters are not affected by any abilities that affected them when they were knocked out.
- While they are on the battlefield, raised characters are not considered to have been knocked out.
- After a battle, raised characters are considered to have been knocked out in that battle.
Universal Abilities
Many abilities can only be used by characters with certain keywords. If this is the case, the keywords will be shown on the character’s profile.
| Ability Name | Initiative Dice | Ability |
| Rush | Double | Add 1 to the move characteristic of this character until the end of their activation. |
| Onslaught | Double | Add 1 to the attacks characteristic of melee attack actions made by this character until the end of their activation. |
| Coordinated Strike | Triple | A character may make an intelligence check to attempt to give another visible friendly character within 6″ that has not yet activated this turn +1 damage to all of their attacks for the remainder of the battle round. |
| Endless Fortitude | Triple | A character may make a willpower check to receive a +1 to their defensive strength characteristic for the remainder of the battle round. |
| Respite | Triple | A character cannot use this ability if they are within 1″ of any enemy character. Remove a number of damage points allocated to this character equal to the value of this ability OR remove one temporary status effect. |
| Inspiring Presence | Triple | Pick a visible friendly character within 6″ of this character that has not activated yet this battle round. You can activate that character immediately after this character’s activation ends. |
| Rampage | Quad | This character can make a bonus move action up to a number of inches equal to the value of this ability. Then, they can make a bonus attack action. |
| Revive | Quad | A player may chose one character who has been knocked out to return to battle with the stunned temporary status and half of their wounds restored (rounding up). |
Reactions
Reactions are things a character can do during an enemy character’s activation. There are 3 universal reactions that can be made by any character, as shown below. In addition, a character’s keywords may grant them access to other reactions.
Each reaction states when the character can make the reaction. This is also the point when the character’s player must declare that the character will make the reaction. For a character to be able to make a reaction, at least one of the following must be true:
- The character has not activated yet in the battle round
- The character has activated but they are waiting
- The character spends 1 experience point
No more than 1 reaction can be made for each action an enemy character makes. Each time a character makes a reaction, they forfeit one of their actions in that battle round. If a character has not yet activated in a battle round, they can make up to 2 reactions. If they make 1 reaction, when they later activate in that battle round, they can make only 1 action and cannot use the wait action to begin waiting. If they make 2 reactions, they are treated as a character that has already activated and cannot be picked to activate in that battle round.
A player may chose to spend 1 of the reacting character’s experience points in order to react without forfeiting one of their actions. You must decide whether your character will spend 1 experience point to make a reaction without forfeiting any actions after you declare they will make the reaction but before resolving that reaction.
If a character is waiting, they can make a reaction, but doing so means that they cannot be picked to activate a second time later in that battle round.
| Universal Reactions |
| Counter: A character can make this reaction after they are targeted by a melee attack action but before the hit rolls are made. The countering character may make a simultaneous counterattack using their one weapon of their choice. This does not allow them to use weapons that would not otherwise be usable. |
| Take Cover: A character that is in cover can make this reaction after they are targeted by a ranged attack action but before the hit rolls are made. Roll a dice for each successful wound that was inflicted. On a 4+, that wound is ignored. |
| Dodge: A character can declare this reaction after they are targeted by a ranged attack action but before the hit rolls are made. Characters with a speed of 3 or less cannot dodge. After hit and wound rolls have been made, roll a dice for each successful wound that was inflicted. On a 5+, that wound is ignored. |
| Parry: A character declare make this reaction after they are targeted by a melee attack action but before the hit rolls are made. Characters with a weapon skill of 3 or less cannot parry and characters cannot parry an attack made with offensive strength more than double their defensive strength. After hit and wound rolls have been made, roll a dice for each successful wound that was inflicted. On a 5+, that wound is ignored. |
| Strike Them Down: A character can make this reaction when a visible enemy character within 1″ of them makes a disengage action but before that character moves away. Roll a D6 and on a 5+, the reacting character may attack the disengaging character with one weapon of their choice. This does not allow them to use weapons that would not otherwise be usable. |
Narrative Actions and Objectives
Some victory conditions require the players to place 1 or more objectives and/or treasure tokens.
Objective and treasure tokens are treated as part of the battlefield floor or the platform they are placed upon. Characters can move over and stand upon objective tokens. These rules also apply to all other markers and tokens that players are asked to place on a specific point on the battlefield. Characters can move over treasure tokens. Characters cannot end a move with any part of their base touching a treasure token. In addition, when measuring distances to and from objectives, treasure tokens and other markers, always measure to and from the center of the marker or token.
Controlling Objectives
A player gains control of an objective if, at the end of a battle round, they have more friendly characters within 3″ of it than there are enemy characters within 3″ of it. Once a player gains control of an objective, it remains under their control until another player gains control of it.
Carrying Treasure
If at any point during a move action, a character moves within 1″ of a treasure token, the character can pick up that treasure. Remove the token from the battlefield. That character is now carrying that treasure. A character cannot pick up treasure if they are already carrying treasure. Characters with the monster keyword or beast keyword cannot carry treasure.
Characters cannot fly while carrying treasure. When a character picks up treasure during a move action, subtract 2 from their move characteristic (to a minimum of 3) for the remainder of that move action and they cannot fly for the remainder of that move action. If that character had moved further than that modified move characteristic before they picked up that treasure, that move action ends.
If a character begins a move action carrying treasure, subtract 2 from their move characteristic for that move action (to a minimum of 3).
In addition, characters cannot make disengage actions while carrying treasure.
Dropping Treasure
A character carrying treasure can use an action to drop the treasure. If a character carrying treasure is knocked out, they automatically drop the treasure before the character’s model is removed from play. In both cases, the player controlling that character picks a point on a platform or the battlefield floor that is within 1″ horizontally of the character, visible to the character, and either vertically level to or any distance vertically lower than the character, and places the treasure token there.
Other Tokens
Other tokens or dice might be used to help players keep track of the battle. For example, players might use damage tokens or dice to track the damage points allocated to a character. If these tokens are placed upon the battlefield, they do not interact with the battle in any way.
The mandatory things to track (with appropriate tokens or dice) are :
- Actions
- Wounds
Determine Victory, Loss, or Retreat
The victory condition determined at the start of the game will dictate after which battle round the battle ends and which player is declared the winner. When the battle ends, if neither player has achieved the victory condition, the battle is a draw and neither player wins.
However, if at any point in the game, if a player has had 50% or more of their warband knocked out or stunned, they may attempt to retreat from the battle to prevent further losses, and live to fight another day. To do so, they must roll 2D6 against their leader’s willpower + intelligence. If their leader is knocked out, they may use the next highest character they have.
If the test is successful, they retreat orderly, the game ends. Any combats are ended with no further attacks. The retreating player receives no rewards from the victory conditions, but do receive XP for having participated in a fight, etc. The winner receives all rewards from the victory conditions.
If the test is failed, their retreat is disorderly. In any ongoing combats, any of the opponent’s units engaged with fleeing units can make one immediate attack against the fleeing unit. Likewise, ranged units with line of sight to any fleeing unit at any point in their path to retreat to the nearest board edge, may make one immediate ranged attack against the fleeing unit.
Regardless of the roll, the fleeing player loses 25 renown and the winner gains 25 renown.
Determine Injuries
Every fighter taken out of action during the battle rolls a D66 on the lasting status table below. Lasting statuses remain in effect until specifically removed by an action, item, or by spending XP.
| Dice Roll | Lasting Status | Effect |
| 11-15 | Dead | Remove from roster. Equipment may be recovered by allies (1–3 on D6) or are lost. |
| 16-21 | Grievously Wounded | Miss the next battle. |
| 22-25 | Seriously Wounded | -1 WS and -1 BS and must make a willpower test each time they take a wound. If they fail the willpower test, they immediately lose any remaining actions. |
| 26-30 | Eye Injury | -1 BS; if this is rolled and the character already has this lasting status, the character loses the eye entirely and gets -2 BS. You cannot get more than -2 BS from this status. If a character loses both eyes, they count as blind and can only fight in melee combat and loses -2 WS as well. |
| 31-35 | Arm or Hand Wound | -1 WS; if this is rolled and the character already has this lasting status, the character loses the arm or hand entirely and gets -2 WS. You cannot get more than -2 WS from this status. |
| 36-40 | Leg or Foot Wound | -1 M; if this is rolled and the character already has this lasting status, the character loses the leg or foot entirely and gets -2M. You cannot get more than -2M from this status. Either result causes the character to never be able climb vertically more than 3ʺ. |
| 41-45 | Spinal / Back Injury | -1 defensive toughness, cannot carry treasure |
| 46-50 | Emotional Trauma | -1 willpower |
| 51-55 | Head Wound | -1 intelligence |
| 56-60 | Nerve Damage | -1 speed |
| 61-63 | Old Battle Wound | Before each game roll D6; on a 1 this fighter’s old injury flares up and they cannot deploy |
| 64-65 | Survives | Full recovery |
| 66 | Survives Miraculously | Full recovery and gains +1 XP for the tale they’ll tell. |
After rolling, you may spend resources to try to re-roll your result. This represents visiting a healer, etc.
- 60 crowns or 30 renown to re-roll one result, but you must accept the re-rolled result.
- 120 crowns or 60 renown to roll a D6 and on 4+ the character makes a full recovery. On a 3 or less, the initial roll stands.
Experience, Leveling, and Renown
Fighters earn XP and renown at the end of a battle for:
- Taking part in a battle (+1 XP, +1 renown)
- Having the most kills in your warband (+1 XP, +1 renown)
- Winning the battle (+1 XP, +1 renown)
- Successfully held an objective or treasure (+1 XP, +1 renown)
For characters with less than 50 XP
Every 10 XP, the character may roll 2D6 to try to increase a stat, gain an ability, or remove a lasting status.
For characters with between 50 and 100 XP
Every 20 XP, the character may roll 2D6 to try to increase a stat, gain an ability, or remove a lasting status.
For characters with between 100 and 150 XP
Every 30 XP, the character may roll 2D6 to try to increase a stat, gain an ability, or remove a lasting status.
For characters with between 150 and 200 XP
Every 40 XP, the character may roll 2D6 to try to increase a stat, gain an ability, or remove a lasting status.
And so on…
When leveling characters in your initial warband before the start of the campaign, the level tiers must be followed. I.e., once. you’ve spent 50 XP worth of upgrades, the next upgrade will cost 20 XP, etc.
| Dice Roll | Result |
| 2-4 | +1 to a characteristic (WS, BS, etc.), up to a maximum of 8 |
| 5-9 | Gain a skill |
| 10-12 | Remove one lasting status, or add +1 to a characteristic (WS, BS, etc.), up to a maximum of 8, or gain a skill |
New abilities can be selected from the following table:
| Ability Name | Initiative Dice | Ability |
| Blood for Iron | Double | +1 Strength for all melee attacks this activation. If you take an enemy out of action, suffer 1 wound (rage burns the body). |
| Braced for Impact | Double | When charged this round, ignore the first unsaved wound this turn. |
| Unbowed | Triple | If at half wounds or less, gain +1 WS and +1 Attack until end of battle. |
| Killing Stroke | Triple | Make a single melee attack that, if it hits, deals double damage. No other actions this turn. |
| Lethal Lunge | Double | Move up to 3″ before or after making a melee attack. |
| Merciless Advance | Triple | After slaying an enemy, move up to 3” and make a free melee attack against a new target. |
| Sweeping Blow | Double | Make a single melee attack against all enemies within 2”. |
| They Will Not Die | Triple | If reduced to 0 wounds, make one final melee attack before being removed. |
| Shieldbreaker | Double | This fighter’s melee attacks ignore the effects of any shields this turn. |
| Unrelenting Fury | Triple | Add +1 Attack to all melee profiles this activation. Must target the closest enemy. |
| Furious Charge | Triple | If you successfully charge, add +2 to hit and damage on the first melee attack. |
| Bloodthirst | Triple | If you have just slain an enemy, use this ability to heal D3 wounds. |
| Healing Hands | Triple | A character cannot use this ability if they are within 1″ of any enemy character. Choose a friendly character within 6″ and remove a number of damage points allocated to that character equal to the value of this ability OR remove one temporary status effect. |
| Righteous Zeal | Double | Add +1 WS and +1 Willpower for the rest of the round. You must charge if able. |
| Martyr’s Zeal | Triple | Take 1 wound to grant +1 Attack to all allies within 6” until end of round. |
| Penance | Triple | Pick one enemy within 6”; they must take a willpower test. If they fail, they suffer D3 damage. |
| Blessed Endurance | Quad | Until end of round, reduce all incoming damage by 1 (to minimum 1). |
| Cleansing Litany | Quad | Remove all temporary status effects (poison, stunned, on fire) from allies within 6″. |
| Litany of Wrath | Quad | Choose one visible enemy. Until end of round, all friendly models gain +1 to hit it. |
| Witchfire | Triple | Roll a willpower test; on success, deal D3 damage to an enemy within 8″. Does 2D3 damage to demons and undead. |
| Slip the Knife | Double | After dealing damage in melee, move up to 3″. |
| Quick Hands | Double | Once per round, make an extra attack with any one-handed weapon (damage halved). |
| Smooth Escape | Triple | Move up to 6″ ignoring engagement penalties. Must end move out of enemy melee range. |
| Nerve Strike | Triple | Choose one enemy in melee combat with you; if you hit on your next attack, they lose their next activation on a 4+. |
| Smokescreen | Triple | Create a 3″ cloud; all ranged attacks into/out of it suffer -1 to hit. Lasts until next round. |
| Feign Death | Triple | When reduced to 0 wounds, roll a D6. On 4+, stay prone with 1 wound and cannot act until next round. |
| Poisoned Blades | Double | Pick one melee weapon. Until end of battle, any wound roll of 6 causes double damage. |
| Silent Step | Double | Ignore terrain movement penalties this round; cannot be the target of reactions. |
| Warpfire | Double | Choose a target within 8″. Make a willpower test; on success, deal D3+1 damage (counts as magic). |
| Reflect Damage | Triple | When hit in melee, roll a D6; on 5+, attacker suffers D3 damage. |
| Stun | Double | Force one enemy within 6″ to roll Willpower or become “Stunned” for one activation. |
| Warp Burst | Quad | Roll a D6 for every enemy within 6″. On 5+, they suffer D3 damage as shards of light pierce them. |
| Tainted Flesh | Double | Heal D3 wounds, but roll a D6: on 1, gain a temporary mutation (-1 WS next battle). |
| Distort Time | Triple | Choose one friendly character within 6″. They may immediately make one additional action. |
| Veteran’s Instincts | Double | Reroll one attack or defense die. May only be used once per round. |
| Iron Discipline | Double | Pass one failed Willpower or Morale test automatically. |
| Grim Resolve | Quad | Until end of round, this fighter cannot be taken out of action except by critical wounds. |
| Daemonfire Blast | Triple | All enemies within 3” take D3 damage; friendly models also take 1 wound. |
| Tainted Aura | Triple | Enemies within 3″ suffer -1 WS for the rest of this combat. |
Income, Equipment, and New Members
Income
After each battle, each warband rolls 2D6 × 10 crowns. Add +10 per objective held at the end of the battle (if applicable) and +20 for each treasure held at the end of the battle (if applicable). Crowns can be used to buy items for your characters.
Search the Shops
After each battle, each character in your warband may choose to roll 2D6 to browse local shops and artisans for new equipment. On an 8+, you find an item from the uncommon item table. On an 11+, it’s an item from the rare item table. On a 7 and below the shops just don’t have what you want and your search fails. You must pay the necessary number of crowns to purchase the item. Every 10 renown gives +1 on market rolls (use the renown of the character looking the purchase an item). Players may also opt to have a character to make an intelligence check to add an additional +1 to market rolls, rather than utilize their renown.
[These will be things that let you add attributes like “Twin-Linked” essentially, rather than damage increases, etc. Or potentially reduce your chance of getting temporary or lasting statuses, etc.]
| D66 Dice Roll | Uncommon Item | Effect | Cost |
| 1 | Tarnished Blade | +1 WS until you roll a 1 to hit; then the blade breaks. | 20 crowns |
| 2 | Engraved Buckler | +1 Defensive Strength vs. first melee attack each battle. | 25 crowns |
| 3 | Quick-Draw Sheath | Add +1 Speed for first round only. | 25 crowns |
| 4 | Hunter’s Bow | +1 range. | 30 crowns |
| 5 | Leather Gorget | Reduces damage from critical wound by 1. | 30 crowns |
| 6 | Iron Spikes | Ignore falling impact damage once per battle. | 30 crowns |
| 7 | Charm of Warding | 6+ save once per battle vs. any damage roll. | 35 crowns |
| 8 | Brawler’s Wraps | +1 Attack when unarmed. | 25 crowns |
| 9 | Old Sighted Musket | Counts as crossbow (R 12”) with +1 BS to hit. | 40 crowns |
| 10 | Reinforced Boots | +1 Move when climbing or jumping. | 25 crowns |
| 11 | Blessed Rope | Re-roll one failed climbing test. | 10 crowns |
| 12 | Potion of Vigor | +1 Move, +1 Attack for one round, then take D3 damage. | 20 crowns |
| 13 | Dog-Eared Codex Page | Add +1 Intelligence for one test (one use). | 10 crowns |
| 14 | Powder Flask | Reroll failed ranged attack once per game. | 25 crowns |
| 15 | Mark of the Coin | Automatically succeed on 1 Market Search roll, then discard. | 35 crowns |
| 16 | Bone Charm | Once per battle, ignore a critical wound. | 40 crowns |
| 17 | Hooked Gauntlet | May pull one enemy within 2″ during melee. | 35 crowns |
| 18 | Tinker’s Toolset | Re-roll one failed Exploration roll per game. | 30 crowns |
| 19 | Hunting Trap | Once per battle, place 1 trap within 3”; hits on 4+, D3 damage. | 30 crowns |
| 20 | Salted Rations | Ignore “Out of Action” result 26–30 once per campaign. | 30 crowns |
| 21 | Scrapmail Vest | +1 Defensive Strength, -1 Speed. | 40 crowns |
| 22 | Pilgrim’s Token | Once per campaign, reroll one Injury Table result. | 50 crowns |
| 23 | Warped Compass | May deploy one character 3” closer to enemy. | 40 crowns |
| 24 | Cinderbomb | Ranged 6”; D3 damage, sets target “on fire” (1 dmg/round). | 35 crowns |
| 25 | Soot-Caked Relic | Add +1 Willpower for one battle; after, test Willpower or lose it. | 25 crowns |
| 26 | Scrivener’s Gloves | +1 Intelligence on Market or Exploration rolls. | 25 crowns |
| 27 | Pipe of Calm | Reroll first failed Willpower test per game. | 20 crowns |
| 28 | Silver Ammo | One use; ranged weapon auto-hits undead or daemon target. | 25 crowns |
| 29 | Saint’s Nail | Once per battle, gain +1 to all characteristics for one round. | 50 crowns |
| 30 | Mirror of Cracked Faces | Once per game, reflect one ranged attack on 6+. | 40 crowns |
| 31 | Warpaint Vials | Gain +1 Willpower and +1 Move for the first round. | 30 crowns |
| 32 | Hammerhead Amulet | +1 offensive strength against enemies with a defensive strength higher than your offensive strength. | 35 crowns |
| 33 | Serrated Edge | Weapon gains +1 damage but -1 speed. | 35 crowns |
| 34 | Bone Dice Set | Re-roll one D66 table per campaign. | 35 crowns |
| 35 | Plated Gauntlet | Can punch for D3 damage if disarmed. | 30 crowns |
| 36 | Cracked Sigil Pendant | +1 willpower for one test per game. | 25 crowns. |
| D66 Dice Roll | Uncommon Item | Effect | Cost |
| 1 | Runescribed Greatblade | +2 WS, +2 Damage, -1 Speed. | 200 crowns |
| 2 | Warpstone Pendant | +2 Strength, but roll D6 after each battle — on 1, mutation. | 250 crowns |
| 3 | Libram of Lost Saints | +2 willpower and take a willpower test including this +2 effect, if you fail, also receive -2 intelligence. | 25 crowns |
| 4 | Witch Oil Bombs | Throw 6″, D6 damage to flammable/undead, single use. | 150 crowns |
| 5 | Blessed Warhorn | Once per battle, all allies gain +1 move & +1 attack for 1 round. | 180 crowns |
| 6 | Hexed Musket | Range 16″, D3+1 damage, on 1 to hit — gun explodes (D3 self). | 180 crowns |
| 7 | Celestine Blade | Counts as holy; auto-crit vs. undead. | 250 crowns |
| 8 | Soulflask | Once per campaign, capture dying enemy; adds +1 XP to all allies. | 250 crowns |
| 9 | Armor of the Lost Baron | +2 Defensive Strength, -1 Move, fear aura. | 250 crowns |
| 10 | Crystal Vial of Aether | Once per battle, auto-pass any roll. Then item destroyed. | 200 crowns |
| 11 | Ghoulblood Tonic | Drink: +1 move, +1 strength for the remainder of this game, D3 wounds to self after. | 160 crowns |
| 12 | Cloak of the Nightwind | Ranged attacks beyond 9″ get -2 to hit. | 300 crowns |
| 13 | Helm of the Revenant | If killed, 4+ chance to fight one final activation. | 200 crowns |
| 14 | Crucible Rifle | Range 12”, Attacks 2, D6 Damage, limited ammo. | 250 crowns |
| 15 | Mirror-Shard Shield | +2 Defensive Strength vs. ranged, and reflects D3 damage on 6s. | 350 crowns |
| 16 | Dragonbone Bow | Range 18″, Damage 2, ignores cover. | 250 crowns |
| 17 | Ethereal Cloak | Once per battle, phase through walls 3″. | 250 crowns |
| 18 | Chains of the Faithless | Auto-pin an enemy in melee once per game (no save). Destroy after use. | 200 crowns |
| 19 | Cruciform Pendant | +2 willpower; if bearer dies, reroll once. | 250 crowns |
| 20 | Relic Pistol | Range 10″, Damage 2, may fire twice on 4+. | 250 crowns |
| 21 | Oblivion Dust | Once per game, turn a failed roll into a success. | 180 crowns |
| 22 | Specter’s Chainmail | -1 Speed, +2 Defense, ignores falling impact. | 220 crowns |
| 23 | Warped Idol | Once per battle, reroll all 1s for one activation. | 200 crowns |
| 24 | Talisman of Reversal | Once per campaign, ignore death result on lasting injury table. | 300 crowns |
| 25 | Crown of Thorns | Add +1 Strength, suffer 1 damage per battle round. | 190 crowns |
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| 36 |
Replace Lost Members
TBD
Exploration Phase
Every surviving character rolls D66 for exploration for a bonus or detriment that will affect their next battle.
| Dice Roll | You Found | Exploration Result |
| 1 | The Empty Street | Nothing remains but the echo of your boots. Gain no income from this search. |
| 2 | Collapsed Vault | You find a buried passage, but it caves in. Roll a D6: on 1–3 take D3 wounds, on 4+ gain 10 crowns from salvage. |
| 3 | Witchlight Drift | Faint ghostly lights lead you astray. Roll Willpower: success earns 1 renown for facing fear; fail and miss next game. |
| 4 | Old Bones Stirring | Skeletons in the mud still clutch relics. Gain 20 crowns; roll D6 — on 1, the bearer is cursed (-1 Willpower next battle). |
| 5 | Mutant Beggar | Offers “luck” for a coin. Pay 10 crowns to reroll one Exploration result now or in the future. Refuse: -1 renown. |
| 6 | Spilled Relic Crate | Find two uncommon items; choose one to keep. |
| 7 | Broken Shrine | You disturb an ancient altar. Roll willpower: pass for +1 renown; fail for -1 intelligence next battle. |
| 8 | Crows Scatter | Something unseen moves nearby. On 5–6, ambushed — random fighter takes D3 wounds before next game. |
| 9 | Merchant’s Corpse | Loot 30 crowns, or take 15 and leave him a burial marker to gain +1 renown. |
| 10 | Warped Echo | Your own voice answers back. Intelligence test: success grants +10 crowns; failure causes -1 Willpower next battle. |
| 11 | Faithful Stray | You’re followed home by a loyal hound (M6, A2, W4). If slain, roll willpower or gain -1 WS next battle out of grief. |
| 12 | Buried Purse | 2D6 × 5 crowns found. Simple fortune. |
| 13 | 2D6 × 5 crowns found. Simple fortune. | A crystal bud glows in the dirt. Sell it for 50 crowns or test willpower to keep: on 6, permanent +1 intelligence; on 1, mutation. |
| 14 | Local Gossip | +1 on next market search. If you roll double 1s on market later, you’re swindled (lose 20 crowns). |
| 15 | Echo of the Bells | You hear a cathedral toll that hasn’t existed in centuries. Roll a D6: even = gain +1 renown; odd = suffer -1 willpower next battle. |
| 16 | Stray Shot | Someone else’s fight crosses your path. Roll D6: on 6, find 1 rare item; on 1, take D3 wounds. |
| 17 | Fungal Bloom | Harvest strange spores; sell for 30 crowns or feed to a wounded fighter: heal D3 wounds but gain “Pale” mutation. |
| 18 | Collapsed Chapel | Within lies a sealed reliquary — open for D3 uncommon items, but next battle all Willpower tests at -2 (haunted). |
| 19 | A Stranger’s Map | Found scrawled directions. Next battle, you may choose deployment zone instead of rolling. |
| 20 | Spirit Well | Drink: roll 2D6. On 9+, +1 Willpower permanently. On snake eyes, permanent -1 Willpower. |
| 21 | Ashwind Gale | The air itself scrapes the flesh. Each fighter must pass a defensive strength 4+ test or take 1 wound. Survivors gain +10 crowns for salvage. |
| 22 | The Watcher’s Eye | An orb of light hovers, then vanishes. +1 XP for the story you’ll tell. |
| 23 | Wandering Preacher | Inspires your warband: +1 Willpower next battle. Roll a D6, on 1, he’s a heretic — -1 renown instead. |
| 24 | Hidden Cache | You discover 1D3 items worth 20 crowns each. Roll another D6: on a 6, one is rare. |
| 25 | Poisoned Well | Any character who drank must roll toughness 4+. Fail = -1 WS next battle. |
| 26 | Flickering Relic | Glows when danger nears. Gain +1 initiative next game. |
| 27 | Grave Robbers | Caught mid-act; pass willpower to scare them off (gain 20 crowns). Fail = lose 10 crowns and 1 renown. |
| 28 | Trader’s Caravan | Spend 10 crowns for +1 to next market roll, or ignore for +1 renown. |
| 29 | Fallen Meteor Shard | Gain 40 crowns, but the carrier must roll Willpower: on fail, mutation next campaign phase. |
| 30 | Warp-Wind Apparition | A phantom passes through your ranks. Roll D6: even = heal D3 wounds; odd = lose 1 renown. |
| 31 | Buried Relic-Weapon | Roll D6: 1–3 = Uncommon item, 4–5 = Rare item, 6 = Cursed weapon (-1 WS, +2 Damage). |
| 32 | Unstable Bridge | Intelligence 4+ to cross safely. Success = +1 Movement next game; fail = take D3 wounds. |
| 33 | Scavenger’s Den | Meet shady merchants; buy one Uncommon item at half cost, or gain 1 random Rare at double cost. |
| 34 | War-Torn Banner | Once held by heroes. Keep for +1 renown or sell for 25 crowns. |
| 35 | Stone of Echoes | Speak your name and it answers. Gain +1 XP or +1 renown, your choice. |
| 36 | Lost Sisterhood Shrine | Whispered names fill your dreams. +1 Willpower to female fighters next battle. |
Weapon List
| Name | Range | Attacks Modifier | Speed Modifier | Offensive Strength Modifier | Damage | Abilities |
| Short Sword | Melee | +1 | 0 | 0 | 1 | One-handed |
| Long Sword | Melee | 0 | -1 | +1 | 2 | Two-handed |
| Club | Melee | -1 | -1 | +1 | 2 | One-handed |
| Mace | Melee | -1 | -2 | +2 | 2 | One-handed |
| Flail | Melee | -1 | 0 | +2 | 1 | One-handed |
| Hammer | Melee | -3 | -3 | +3 | 3 | One-handed |
| Spear | Melee | 0 | +1 | +1 | 1 | Two-handed, but can be used with a shield |
| Halberd | Melee | -1 | +2 | +1 | 2 | Two-handed, but can be used with a shield |
| Claw | Melee | +3 | +1 | 0 | 1 | One-handed |
| Dagger | Melee | +2 | +2 | 0 | 1 | One-handed |
| Sling | 18″ | 0 | 0 | 0 | 1 | Two-handed |
| Shortbow | 24″ | +1 | +1 | 0 | 1 | Two-handed |
| Longbow | 30″ | -1 | 0 | +1 | 2 | Two-handed |
| Crossbow | 18″ | -2 | -1 | +2 | 2 | Two-handed |
| Pistol | 12″ | 0 | 0 | 0 | 2 | One-handed |
| Rifle | 18″ | -1 | -1 | +1 | 3 | Two-handed |
Shield List
| Name | Abilities |
| Light Shield or Buckler | On a 6+, ignore the first melee wound inflicted each turn. You may not use a light shield or buckler against ranged attacks. |
| Medium Shield | On a 5+, ignore the first melee or ranged wound inflicted each turn. |
| Heavy Shield | On a 4+, ignore the first melee or ranged wound inflicted each turn. |
Armor List
| Name | Speed Modifier | Defensive Modifier | Abilities |
| Cloth Armor | +1 | 0 | — |
| Leather Armor | 0 | +1 | — |
| Chainmail or Half Plate Armor | -1 | +2 | 6+ armor mitigation |
| Full Plate Armor | -2 | +3 | 5+ armor mitigation |