FightinFungi Final Ebook
FightinFungi Final Ebook
Playtesters: Justin and Rustum Crozier, Andy Skinner, Diego Chisena, Eduard Navratil,
Jeff Baker, Rasmus Holbroe
1
Introduction
Ngeow, Luke, Gordon Munn, Mikal Tim Mayse-Lillig, Wyn Robertson, Chisena
Saltveit, James Clark, Jordi. Diego, Nigel Dixon, Jef Van Leuven, James
Latimer, Peter A. Wegher, Mysterioso,
Really Fightin’ Fungi: Jason Spykerman,
Kerstin Heidemann, Andrea Grilli, Chris
Eric Vaughn, Steve Severino, Andrea
Gibson, Bethany Graham, Caleb
Salvatore, Kevin, Eric Neff, Mark Ryan,
Goodson, Søren Bech Madsen, Josef
Tim Guthat, Marc Gacy, Kevin Deany, Tim
Ochmann, Paul Grindrod, Jason Sperber,
McDowall, Sara Glauser, Rasmus
Joe, GB, Forest West, Patrick McGeachie,
Holbroe, Casey & Mike, The Phalanx
Rob Heinsoo, Trismegistos, Josh Smith,
Consortium, Joel Hall, Robert Maxwell,
David McLeod, Jonathan Goodwins,
Justin Crozier, Charles Decker, Paul
Olivier O'Brien, Matthew W Adams, David
Turner, Brett Haskell.
Mertz, Paul F, Rhel, Matt Hurd, Geist, John
Lords of Fungus: Jim Waugh, Lidless Eye B. McCarthy, Tom, David Sulak, Richard
Hobbies, Becky Glenn, Marvin Diem, Kyle Gorski, Robert Bush, Christian Torrent,
Kohlhaas, Philippe Viguier, Falgrim Aaron P, Morten Bruun Hansen,
Gloreft, Theodore Gegoux, Peter "araziel" Dsbaker4au, Jittle, Alvaro Romero,
Cruickshanks, Robert Kamper, Corinna Kherprigaze, Michael Davidson,
Clanton, Howard Fielding, Beagle, James Darkmeer, sjbaylus, Jean Fedon, Robert,
Wheeler, Stephen Blake, Robert Knight, Jonathan Aird, Joe Kushner, Jimmy
Razmooten, Mike Dunkley, Karen "Deuce" Cox, Ack Ack Ack, Robert
Murphy, Ed Kowalczewski, Mark Kilfoil, Cavender, Kyle Van Dyke, Kevin Riddle,
Jeff Gregory, Nicolas Touchard, David Darksteed, Gerulas, Nicholas Sabella,
Richards, Benjamin Alvarez, Chad Akihito Koyama, Björn Prömpeler, Scott
Doberstein, Akule. Gerber, Michael Walter, Thalji.
Fungi Kings: Mike Tonberg, Glen Fungi King of Kings: Yoo, BIG Innsy,
Oberhauser, Yong Siong Oon, Chris Robert Seater, Reinhard Hankofer.
Dorfschmidt, Peter Wright, Eric Jackson,
Mycologic Emperor: Graeme Rigg,
William Campos, Michael "E.O" Greenhill,
Michael McSwiney, David Ferris.
James Stuht, Dirk Kurewitz, Willem-Jan
Bertram, JP, Pejay, Andrew Chicco, Boris Master of Fungi: Colin McLeod, Master
Pöhlmann, Jim Cockburn, Saeros, Eamon, of the Puffball Sporebomb; Matt
Kirk Penner, Dan Bennett, Tim Richards, Dorangricchia, Summoner of the Reaper;
David Elmore, Maxim Kalenkov, Chor and Jonathan Tilbury, High Priest of the
Ghee Tan, Mark J. Muir, Martin Sheaffer, Enoki Clergy.
Marja Feilen, Diego Riccitelli, Ray Karnes,
Special Thanks to Mr Chor Ghee Tan
Casey Campbell, Richard Lantz, Chad
who helped to design the Enoki Ranger,
Burns, David Smith, Horselover Fat, Nigel
Fungus Amazon and Mushroom Catapult
Phillips, Michael Symborski, Lambert
figures.
Caron, Dennis Bollyn, Markus Wacklin,
Richard Shanks, Scott Weiler, Massimo,
Jeff B., Randall Lennox, Joseph Wolz, Brett
Morris, Adli Ghani, Alan Winterrowd, Tan
Keh Win, Highlord Tamburlaine
Luxurious Reptile, Graham Greenaway,
Leadjunkie, Limpingfox, S. Vincent Gray,
2
No Shooting In or Out of Melee Introduction
Blast 36
Contents 27 Break Enchantment 36
Map 5 Shooters in Melee 27 Counter-spell 36
The Sun-Kissed Vale 6 Cover 27 Courage 37
Factions 6 Shooting at Prone Models 28 Fear 37
Introduction 6 Woods 28 Fireball 37
Profiles 7 Missile Expenditure 28 Flame Jet 37
Select Your figures 8 Aimed Shots 30 Flaming Touch 37
A t t a c k e r & D ef e nd e r 8 Size in Ranged Combat 30 Hailstorm 37
Initiative 9 Magic 31 Lightning 38
Activation 9 General Spell Mechanic 31 Mind Control 38
Other Quality Rolls 10 Backfiring Spells 31 Mist 38
End of the Game 10 Spell Tags 31 Mosquito Swarm 38
Activated Figures 10 Affects Only Friends 31 Spore Cloud 38
Reactions 13 Affects Only Living Targets 31 Protection From Arrows 38
Movement 14 Area 31 Rain 39
Linear Obstacles 15 Battlefield 31 Sleep 39
Minimum Movement: Step 16 Bypass Armor 31 Slowdown 39
Free Moves 16 Cast into Melee 32 Snowstorm 39
Moving Through Friends 16 Centered on Caster 32 Switcheroo 39
Jumping and Leaping 17 Cone 32 Transfix 39
Falling Damage 18 Delayed Effect 32 Tremor 40
Random directions 18 Enchantment 32 Trip 40
Melee 19 Holdable 32 Wall of Bedazzlement 40
Common Melee Modifiers 21 Illusion 32 Wall of Bones 40
Outnumbered 21 LoS Required 33 Wall of Fear 40
Transfixed, Prone or Sleeping Melee 33 Wall of Fire 41
Foes 21 Morale 33 Wall of Ice 41
Ambush Bonus 22 No Target Restriction 33 Wall of Worms 41
Size Bonus 22 Extended Range 33 Wall of Water 42
Prone Models 22 Ranged 33 Wall of Wood 42
Recoiling 23 Resisted 33 Windstorm 42
Recoiling From Multiple Sacrifice Required 33 Morale 43
Opponents 23 Self 34 Surrounding 43
No Space to Recoil 23 Shell 34 Disengaging from Melee 43
Following up 23 Summoning 34 Prone Models and Morale 44
Leaving Melee 24 Touch Only 34 When to Test Morale 44
Disengaging From Multiple Foes Variable Area 34 Morale Checks and Groups 45
24 Wall 34 Traits 45
Charge 25 Weather 35 Acrobat 47
Unarmed Models 25 General Restrictions 35 Aggressive Tumble (MA) 47
Ranged Combat 26 Spells 35 Amphibious 47
Range modifiers 26 Alter Terrain 35 Animal 47
Resolving Ranged Attacks 26 Animate Wall 35 Artificial 48
Line of Sight 26 Anti-magic Shell 35 Backstab 48
Targeting Priorities 27 Aura of Terror 36 Big 48
3
Block 48 Lumbering 60 Profiles 73
Bludgeon (W) 49 Magic Resistance 60 Introduction
Common Fungi 73
Burrowing 49 Melee Block 60 The Rotten Hearts 73
Butterfly Parry (MA) 50 Mounted 60 The Path of the Underwood 77
Clinging 50 Music 61 The Oaken Spears 79
Clumsy 50 Oblivious to Danger 61 The Autumn Folk 81
Combat Master (P) 50 Opportunistic 61 Halflings 83
Conglobation 51 Piercing Weapon (W) 61 Wood Elves 84
Coward 51 Poison 61 Hobgoblins 85
Crossbow (W) 51 Puny 61 Humans 86
Danger Sense 51 Quick 61 Goblins, Orcs and Trolls 87
Dashing 51 Rabble 62 Scenarios 88
Difficult Target 52 Rare 62 Skirmish 88
Dim-Witted 52 Reckless 62 Ambush 88
Disarming Block (MA) 52 Respawn 62 Trapped Under a Mushroom 89
Doppelganger 53 Roll with the Punch (MA) 63 Of Truffles and Pillbugs 89
Drain 53 Rotting Touch 63 The Burning Hut 91
Drunken Fighting (MA) 53 Shieldbreaker (W) 63 Campaign Rules 92
Easy Target 53 Shield Rush 63 Generic Upgrades 92
Entangle 53 Short Bow (W) 63 Fungi Only Upgrades 92
Evade and Counter 53 Short Move 63 Humans Only Upgrades 92
Expert Block 54 Sling (W) 64 Halfling Only Upgrades 92
Explosive 54 Slow 64 Wood Elf Only Upgrades 92
Fearless 54 Spore Artillery 64 Hobgoblin Only Upgrades 92
Fire Into Melee 54 Spore Colony 64 Goblin Only Upgrades 93
Flail 54 Sporeslinger 65 Story Upgrades 93
Flying 54 Squishy 65 Quick Reference Sheet 94
Forester 54 Standard Bearer 65
Free Disengage 55 Steadfast 65
Gang 55 Stealth 65
Good Shot 56 Stubborn 66
Greedy 56 Swamp Walk 66
Gregarious 56 Tailslap 66
Group Fighter (P) 56 Tiny 67
Hammering Blow (W) 56 Twirling Arrow Defense (W) 68
Heavily Armored 57 Undead 68
Heavy Weapon (W) 57 Unerring Aim 69
Huge Weapon (W) 57 Unique 69
Huge 57 Unruly 69
Insignificant 58 Way of the Intercepting Fist 69
Irrelevant 58 Will of Iron 69
Javelin 58 Zen Archery 69
Leafsight 59 Group Activations 70
Leafwalk 59 Larger Groups 70
Lethal 59 Regroup 71
Long Move 59 Concentrated Shooting 71
Long Reach (W) 59 Magic in Group Activations 72
Low Kick 60 Leaderless Group Activations72
4
Introduction
5
The Rotten Hearts, swayed by the
The Sun-Kissed Vale Introduction
powers of necromancy;
The Sun-Kissed Vale is the realm of
The Path of the Underwood, martial
Fungi Folk, a species of evolved,
artists and mystics guided by
magically adaptive mushrooms who
meditation and aspiring to good deeds;
have absorbed intelligence, literacy
and tool use from neighboring And the warlike and adventurous
humanoids. The Vale is rich in magical Oaken Spears, who manufacture
energies and natural resources, and armor and weapons out of natural
thus attracts all sorts of adventurers resources.
and explorers. The Fungi Folk resent Humanoids are typically arranged on
these intrusions but, at the same time, an ethnic basis, but mixed parties
are curious about the ways of the have been known.
intruders. Many humanoids consider
it fair game to eat the mushroom Humans are the most varied in
men. Some expeditions, especially outlook. Most are motivated by profit;
those of humans and halflings, are others are scouts leading scientific
led by food connoisseurs who pick expeditions.
rare mushrooms and truffles for high- Goblins are reavers and brigands
paying customers. Many of the Fungi looking for treasure, salable items,
Folk have ended up as main course and poison for their arrows.
on a king’s table. Inevitably, conflict
Hobgoblins are a well-organized,
arises, and skirmishes are fought.
militaristic culture blazing strategic
This game recounts these battles. On trails through the forest.
one side, the stalwart defenders of a
Halflings are mushroom collectors.
forest and its secrets; on the other,
raiders looking for fame, fortune, and Wood Elves study the ways of the
delicious morsels. wood and classify fungi specimens.
Factions Introduction
Each player controls a To play, you need 3 six-sided dice,
warband of 5-15 figures. miniatures (8 to 12 figures for an
There are two main average game, but the number may
factions: Fungi and vary), three measuring sticks, a play
Humanoids. surface and scenic material - hills,
trees, boulders, ruins, giant
Fungi have four
mushrooms, and so on.
sub-factions:
Game Length: A satisfactory
The Autumn Folk,
game can be played in under one
bound by their duty to
hour even by novice players. Once
protect the land;
you know the rules, a 400 point
6
game requires about 45 minutes, Points: This is the cost of the model.
making a three-scenario campaign in
Introduction
More powerful models cost more
a single evening possible. points.
Scale and Conventions: The game Quality (Q): This is an indication of
uses 28mm miniatures mounted on the model’s willingness to fight,
round bases. The rules are written for reaction speed, initiative and morale.
two players but it is possible to play It is the minimum number to be
with more, even with an odd number rolled on a die to activate the model,
of players, as long as you arrange so the lower the number, the better.
their forces in two sides, and initiative Q 2+ is better than Q 3+, and Q 3+ is
passes between the two sides as better than Q 4+.
explained in the activation section. Combat (C): This is a measure of how
The ground scale is 10mm =1 yard. well the model fights. In a fight, this
One figure represents one creature. value is added to the roll of a die and
One turn represent a few seconds. compared to the opponent’s C plus
The recommended play area is 90x the roll of a die. The same number is
90cms (3’x3’). Distances are used for shooting, dodging ranged
measured with three sticks: Short attacks, and melee. It is often
(75mm), Medium (120mm), and influenced by Traits and situational
Long (180mm). Pre-measuring
before deciding on a course of action
is allowed. You may measure
distances at any time, except when a
character is jumping. Throughout the
book, “model”, “character”,
“miniature” and “figure” signify a
playing piece. A player’s baseline is
the side of the table where his troops
are deployed.
The masculine form of pronouns is
used for simplicity. When we say “he”,
we mean “he, she, or it”.
Profiles
Every model is described by a profile.
Here is an example:
Spearman (20 pts) Q4 C2
Traits: Long Reach
7
modifiers, such as being on higher one Fungi roster. The Humanoid
ground.
Introduction
player may choose from a single
Humanoid roster or mix two.
Traits: This catch-all category
includes weapons, armor, spells and Attacker and Defender
all of a model’s distinctive abilities. Both players roll a die. The higher
Detrimental Traits decrease the roller decides if he wants to be the
model’s point value. Traits are the attacker or the defender. The
most important part of a profile. Two defender lays out the terrain,
figures with identical Q and C may arranging scenic features such as
play very differently because of their hills, huts, or woods. If playing a
Traits. scenario, players must abide by the
scenario’s rules on terrain placement
Select Your figures
and troop deployment.
Players select their models secretly
from their faction lists. In a typical The attacker decides from which
game, the total points value of all baseline (side of the table) his force
models in each warband must not will enter. The defender deploys his
exceed 400, and players may not troops on the opposite side, within
spend more than half of the total 1 X Medium distance from the table
on Personalities (profiles with a P edge. Players alternate deploying
after their name). Play with fewer one model at a time, or 3-4 models
points for a faster game or with more at a time for large games.
for an epic battle. The Fungi player
typically selects figures only from any
8
Initiative your turn. The reactions happen
Both players roll a die. The higher
Introduction
BEFORE you have a chance to act.
roller is called the acting player and
Example: you choose to roll two
takes a first turn. His opponent will
dice, and score one success and
become the active player when the
one failure. Before your
turn of the current player ends, either
character can perform his own
because he has activated all of his
action, the opponent selects one
miniatures, because he rolled a Turn-
of his characters and attempts
Over, or has decided to pass.
a reaction with that. A reaction
Initiative is rolled ONLY on the first
is an action that happens in the
turn of the game, and then players
opponent’s turn. If his roll is
alternate taking turns until the
successful, he performs that
end of the game.
action BEFORE you perform
Sometimes, a scenario states who yours.
has the initiative.
If you roll multiple failures in a
Activation single activation attempt, the
The acting player nominates one of opponent MAY OPT to use two
his figures, and rolls one, two or reactions to steal your initiative -
three dice to activate it. The player the dreaded Turn-Over effect.
chooses how many dice to roll. Rolls
are made against the model’s Q. The Example: you roll three dice,
model may perform as many actions rolling one success and two
as the number of successes rolled. failures. Your opponent may
When making Q rolls, a roll of 1 is attempt a reaction on two dice
always a failure, and a roll of 6 is OR opt to take the initiative.
always a success. You are NEVER certain that you will
The character is allowed a maximum move all of your figures in any
of one action per success rolled. given turn. There may be turns in
which you do not activate any figures
Example: You roll two dice. Both at all.
are successful. You may
perform two actions with that In all other cases, your turn
character. continues, and you may nominate
another figure and try to activate it,
You are not forced to use all the unless all of your figures have
available actions — you may always already been activated. When all of
choose to pass, or abort an action. your models have been activated, or
Every failure rolled entitles the whenever your opponent uses two
opponent to attempt a reaction reactions to take the initiative, play
with one of his/her figures during passes to the opponent.
9
Do not state what you intend to do Introduction
Activated Figures
with your actions until you have An activated figure may perform
rolled the dice. There is no one, two or three actions. Among
declaration of intention: just identify other things, actions can be used to
the figure you want to activate, and move or to attack. No character may
roll the amount of dice you want to perform more than one attack
roll. Then check the results and (ranged or melee) per turn, unless a
decide how to use the available Trait allows it.
actions. Exception: Spell-casters
Models may spend one extra action
must announce that they are
on an attack (melee or ranged) to
casting a spell, and what spell
make it more powerful. This is called
they plan to cast, if they want to
a Power Blow in melee and an Aimed
do so, because spells may backfire,
Shot in ranged combat, but works in
and each spell has a different
the same way: the character spends
backfire effect.
two actions to perform the attack,
Other Quality Rolls and the opponent’s Combat score
Q rolls are not only for activation. against that attack is reduced by 1,
Sometimes the rules will ask you to making it more likely that the target
roll for other activities with an is put out-of-action by that attack.
uncertain outcome, such as jumping
over a chasm or resisting a spell.
Generally, the rule will tell you on
how many dice you should roll, and
what modifiers apply. For example,
when you resist a spell, you roll a
number of dice equal to the power
of the spell (that is, the number of
actions that the Spell-caster used to
cast the spell). A more skillfully cast
spell is harder to resist!
When the rules tell you to make (or
“pass”) a Q roll and they do not specify
how many dice, roll a single die.
End of the Game
Play continues until one side is
wiped out (all models are out-of-
action, transfixed, entangled, asleep,
or routed off the table) or until the
scenario victory conditions are met.
10
Introduction
11
A figure may spend its actions as follows:
Introduction
Action Cost
Move 1 action per movement
Melee attack 1 action
Melee Power Blow 2 actions
Ranged attack 1 action
Aimed Shot 2 actions
Break a Transfix 2 actions
Break an Entangle 2 actions
Stand up 1 action
Cast a spell 1, 2 or 3 actions
Pick up something 1 action
Bank an action 1 action, spell-casters only
Other actions As per scenario or player agreement
You can perform the actions in any order you want.
Example: A character with three actions may use one to move into contact
with an opponent, the second to attack in melee, and the third to move into
contact with another target after knocking out the first, or to stand up after
falling, or to move away from the current engagement.
A character may not perform a melee and a ranged attack in the same
turn. For example, a character may NOT loose an arrow at a target with his
first action, move into contact with him with his second action, and attack the
target in melee with his third action. A character may not cast a spell and
attack in the same turn unless the spell description says so.
Banking actions: This is allowed only to spell-casters who want to cast a
defensive spell (such a Counter-spell) in the opponent’s turn. The caster
spends one or more actions in the current turn, to be ready to cast the spell
later. Mark the character with a game stone as a reminder.
Tasks: Sometimes the rules tell you that performing a complex action,
such as digging a hole in the ground or building an improvised fence, is an
X-action Task, where X is a number of actions. Keep track of all actions
performed towards the completion of that Task with a die. When enough
actions have been accumulated, the action is completed. Additional
12
models, if space and the situation a wrench in the works of your
allow, can contribute actions
Introduction
opponent’s plan.
towards a Task. Who can react: A figure may react
Example: Two Fungi wish to free only once during the opponent’s
a friend trapped under a fallen turn. Mark models who successfully
tree. This is a 5-action Task. The react by putting a game stone next
first Fungus activates, rolls two to the figure. When your turn
successes, and contributes comes, remove all stones. Use
two actions towards the the following rules:
total. The second Fungus Bound, transfixed, and
then activates, and rolls mind-controlled figures
only one success. So the may not react.
two Fungi have
Figures who have
accumulated a
already
total of 3
successfully
actions this
reacted during this
turn. Their
turn may not react
friend is still
again.
trapped under the
tree, but they have managed Models who have
to move it a bit. On the attempted to react and
following turn, as soon as failed may try again
they reach a total of 5 whenever possible.
actions, their friend is A Reaction may be used
freed. exactly as an action. Since a
In some cases, the Reaction takes place before
completion of tasks is the (eventual) action, use of a Reaction
restricted to characters with specific includes things such as shooting at a
Traits. charger before he closes on you,
moving away from a stampeding
animal, or charging a missile-armed
Reactions foe before he manages to shoot.
When your opponent fails one or If a figure fails two or more dice,
more activation rolls, you pick up the opponent has the option to
those dice and may immediately use them as Reactions OR to
attempt to activate one of your cause a Turn-Over (take the
figures during the opponent’s turn. initiative), not both.
This is a Reaction — a short burst of
activity, a momentary stealing of the Some players think that
initiative, a sudden action that throws Reactions complicate the
game. Try them a couple of
13
times before deciding
whether to use them. Some
Introduction
Movement
players prefer LIMITED Most models have Medium move.
Reactions: under this system, They can move from one end to the
only figures within 2 x Long other of a Medium stick by spending
and in Line of Sight (hereafter one action. Models on large bases
LoS) of the figure that failed will move a bit more than models on
to activate may attempt a regular bases, but more opponents
Reaction. In any case, there is will be able to gang up on them.
no obligation to direct the All models have Medium move
Reaction against the unless otherwise indicated on
activated opponent. If you their profiles. Unusually short-
choose not to use Reactions, legged characters have Short
any activation failure of two Movement. Fast or long legged
or more activation dice is a creatures will have Long Movement.
Turn-Over. Generally, all cavalry and most
flyers will have Long movement.
Some heavy, clumsy riding beasts
may have Short or Medium.
Partial Movement: A model may
move less than the full distance if
desired, or not move at all.
Reduced Movement: If any part of
the movement stick passes through
any sort of difficult ground, such as
a marsh or thick vegetation, the
model’s speed is reduced by one
category. Medium becomes Short,
Long becomes Medium. Short
Movement is not reduced.
Movement is always performed
in a straight line along the length
of the measuring stick.
14
A model will generally need more than one action
Introduction
to go round a corner or to move past a foe.
Changing a model’s facing during this movement
15
This may require the expenditure of The character uses his standard
an extra action, or passing a Q roll
Introduction
movement distance. As soon as he
on a single die to avoid falling. comes within 2 x Long from any
active foe, he may no longer
Flying models move over obstacles
perform free moves. Transfixed,
without any movement reduction.
bound, chained and dead enemies
The movement of non-flying are not “active” for purposes of this
mounted models is reduced for rule. Free moves may not be used to
rough terrain. The movement of move into melee.
flying figures is reduced only
Moving Through Friends
through thick woods IF the model
A character may move freely
wants to fly safely. If he is taking
through friends as long as he has
chances, the model may use its full
enough movement to clear their
move but, on any roll of 1 at the
bases. If the movement is not
end of a move, the model
enough, he must move
receives a C2 attack (hit by
a shorter distance or
a branch). A doubled
stop in contact with
result means the
the friend. A model
model crashed against
may move through the
a tree!
base of a friend even
Determine the if the friend is prone or
nature of obstacles in melee.
before the game. A character may not
move through foes. His
Minimum Movement: the
movement immediately
Step
stops if he comes in
Regardless of its speed and
contact with the base of
terrain, a model may
a foe (unless that foe is
always spend one action to
prone or Transfixed) and the model
perform a “step” — a
is now in melee with that foe even
movement of one base. If its base
if his base of the model just
is larger than 1 Short stick (e.g.,
“brushes” with the foe’s base. Any
some huge animals), the model’s
contact with an opponent arrests a
step is 1 X Short, measured from
character’s movement.
any part of its base.
Movement is NEVER stopped by
Free Moves
entangled, fallen, dead, out-of-
Characters with no active foes
action, asleep, or transfixed foes.
within 2 x Long may perform a
single non-combat move INSTEAD A model with Free Disengage must
of dicing for activation. This stop when he comes into contact
represents a slow tactical advance. with an enemy, but may then use an
16
Jumping
Introduction
A character can jump
his normal movement
distance with a Q roll.
The player is NOT
allowed to pre-
measure (not knowing
a distance builds
tension). The roll is at
+1 if he spends one
movement action to
perform a running
start, and -2 if he is
Heavily Armored. If he
doesn't make the roll,
he jumps one move
category less (Long
move becomes
Medium, Medium
becomes Short, and
Short becomes a one-
base-width). If the
jump is not enough to
clear the distance, the
model falls, potentially
taking damage as per
falling rules.
additional action, if available, to Wet roofs, moss covered stones,
move away from the melee. dungeon floors, etc. also count as
Moving through friends is NOT Slippery for Jumping purposes. The
allowed in cramped situations such model will have to test its Q BEFORE
as going through a door, fighting in a and AFTER making the jump (he risks
corridor or inside a building, etc. falling at the end of his “running
Players may agree to extend the start” and when landing).
“cramped quarters” rule to other Jumping Down: A model may jump
situations as the scenario suggests. down from a height no greater than
Moving through friends is allowed its own automatically. Jumps from a
during a recoil, providing it does not greater height use the falling damage
take place in a cramped situation as rules. In many cases, a jump down is
described above. For more about this, treated as climbing an obstacle. Four-
see Recoil, below. legged animals automatically pass
17
Introduction
any failure, the model is out-of-
action. Complete success means
that the model is fine. However,
to represent the shock of the fall,
the character will need two
actions to stand up.
Random directions
If a rule ask you to move in a
random direction, roll two dice
next to the figure, and draw an
imaginary line from the lower-
scoring die to the higher-scoring
die. The line shows the direction
of movement. If the dice roll the
same number, the figure
remains motionless.
Falling Damage
If a model falls when at the edge of
a cliff, bridge or other elevated
structure, he must make a Q roll, on
one die if the fallen distance is Short,
two dice if Medium, three if Long. On
18
Melee Introduction
This system makes sure that
all participants stay involved
A model must be adjacent (in base-to- and roll dice, even during
base contact) with a foe to fight in their opponent’s turn. It
melee. As soon as two models are makes the decision to attack
adjacent, they are in melee, even if no a conscious choice on the
model performs an attack. player's part.
Melee is simultaneous: either
Each model fighting in melee rolls
model involved in the fight may push
one die and adds its C score. If the
away, knock down, or put out-of-
result is a tie, nothing happens —
action the other.
the models parried or dodged each
In some cases, a combatant is other, or the blows bounced off their
allowed a Free Hack, an attack armor.
without consequences (e.g., a stab in
If one model beats the other, the
the back of a foe who is running
loser falls Prone (if the winner’s
away). The model performing the
die score is even) or Recoils by
Free Hack may affect the target of the
one base width directly away
Free Hack, but may not be affected.
from the attacker (if the winner’s
The target of the Free Hack rolls a die
die score is odd).
and adds his C as normal, but his roll
is purely defensive. If he wins, he Example: A C2 Fungus attacks a
managed to avoid the attack. If he C3 Elf. He rolls a 4 on his die.
loses, he is hit and suffers the normal The Elf rolls a 2. The Fungus's
consequences. total is (2 +4)= 6. The Elf’s total
If two models are in melee and is (3 +2)= 5. The Elf is beaten (as
one of them spends one or more his opponent’s total of 6 is
actions to attack, both roll dice to better than his total of 5). He
fight. falls to the ground, because the
opponent rolled an even
A turn represents a few seconds. All
number. The actual number
combatants have a chance of dealing
rolled on the die, and not the
a telling blow at some point. Even if
total, is checked. If the Fungus
the models do not roll dice (because
had rolled a 5, he would still be
the player chooses so, or has no
the victor, but the Elf would
available actions to do so), they are
recoil instead of falling.
still in a melee, parrying each other’s
blows, studying each other, or waiting If the winner doubles the loser, the
for an opening. loser goes out-of-action and is
removed from the tabletop.
19
Introduction
20
If the winner TRIPLES the result of Outnumbered
the loser, he inflicts a Gruesome
Introduction
A model adjacent to more than one
Kill, causing a Morale check for all the foe has his C score reduced by 1 per
enemies who witness the kill (see every opponent beyond the first.
Morale, p.44). The figure is dead.
Example: a C3 Fungus in melee
Tripling may seem rare, but with three enemies is treated as
modifiers that lower a having C1 (3, -2 for two extra
model’s C (outnumbering, opponents beyond the first).
power attacks, aimed shots, Prone foes count for purposes of this
power attacks from two- rule. Bound or paralyzed/Transfixed
handed weapons, being foes do not count.
unarmed) increase its
likelihood. When an outnumbered model tries
to move away from a melee, the C
penalty for being outnumbered is
Common Melee Modifiers applied to any Free Hacks performed
Outnumbered: -1 to the against him. The Free Hack is
outnumbered model per every explained below.
adjacent foe above the first. The penalty applies if the
Attacking a Transfixed or Prone outnumbered model is spending
foe: +2 and blow is Lethal (you put actions to attack or if he is defending
out-of-action if you beat by 1 point (rolling a Combat die when a foe
or more). You inflict a Gruesome Kill spends actions to attack him).
if you double the target. Transfixed, Prone or Sleeping Foes
Power blow: this melee attack An attack which causes a casualty by
requires two actions but gives -1 to winning by even a single point is said
the opponent’s C score. to be Lethal. The opponent goes
out-of-action even if beaten by a
Ambush bonus: +1
single point; You do not need to
Mounted attacking non- double. A melee attack against a
mounted: +1 prone opponent is at +2 and is
Lethal.
Defending an obstacle and/or
fighting in elevated position: +1 Melee or ranged attacks against
Transfixed opponents are Free
Large model attacking a smaller
Hacks at +2, and are Lethal.
model: +1
Transfixed models cannot fight, so
Unarmed: -1 unless using a martial their roll is purely defensive. Nothing
arts Trait. bad can happen to the attacker if the
These modifiers are explained in transfixed foe wins the Combat.
more detail below.
21
Attacks against prone foes are at If a Trait allows the ambusher to
+2 and Lethal but they are NOT
Introduction
perform multiple attacks, the
Free Hacks. A prone foe hits back. ambush bonus applies only on his
first attack.
Ranged attacks against prone
targets are Lethal but they do not To claim an ambush bonus, a character
enjoy the +2 bonus. must be completely hidden by a scenic
feature, and the opponent he is
A Prone model may attack during his
charging or targeting with a ranged
initiative, but the opponent will still enjoy a
attack must not be able to draw a Line
+2 bonus for fighting a Prone foe. The best
of Sight on him before the character
course of action for a Prone
moves out of his hiding place.
model is to use his first
available action to Size Bonus
stand up. Models larger than man-sized have
the Big, Huge, or Gargantuan
A melee or
Traits. Huge creatures are larger
ranged attack on
than Big creatures. Gargantuan
a sleeping foe is a
creatures are the largest.
Lethal Free Hack at
Whenever a larger creature
+2, and the sleeping
attacks a smaller one in
model’s Combat
melee, the larger one has +1
score counts as 0.
to C (just +1, NOT +1 per size
Models may be
difference). Smaller than man-
asleep because of
sized creatures (Halflings, Goblins)
scenario rules (a
are treated as normal sized
night raid on a camp)
creatures.
or because of the
Sleep spell. Waking up Prone Models
a sleeping character is a 1-action Task A model falls Prone (lay the miniature
that can be attempted by any on its back or mark it) when its
adjacent friend. A sleeping character opponent wins a Combat with an even
also wakes up if he is attacked and result on the die. In other words,
survives the Free Hack. The gods have your model falls Prone if you lost a
protected him! C roll in which the opponent rolled
2, 4 or 6. It is the score on the die, not
Ambush Bonus
the total, that counts.
Models that, at the beginning of a
turn are hidden behind trees, the A Prone model may still attack in
corner of a building, or any other melee but his opponents strike at
scenic feature, or behind a Wall spell, +2 and any hits on him are Lethal.
receive a +1 on their first Combat roll If a Prone model is doubled by any
if they shoot missiles from within attack, it suffers a Gruesome Kill.
cover or attack in close combat.
22
A prone model may spend one action Introduction
Unless the combat is taking place in
to stand up. a cramped location (e.g., a narrow
dungeon corridor or through a door),
Some find it unrealistic that a
the recoiling model may also recoil
model falls 50% of the time
through an adjacent friend (just place
when it loses a Combat roll. The
the recoiling model behind the
model may not have literally
friend).
fallen – he may have just lost his
balance for a second, or maybe If the recoil brings the model in
his weapon turned in his hands; contact with an active foe, the foe
maybe he lost the grip on his gets one Free Hack against the
shield, or opened his guard too recoiling model.
much. Being prone represents a Recoiling From Multiple Opponents
moment in combat where the A model recoiling from multiple
model is vulnerable, not opponents does not receive Free
necessarily a fall on the ground. Hacks from the additional opponents.
Rename it “Stunned” if it sounds
better. However, it DOES A recoil is a fighting
represent a fall when a model withdrawal, not turning one’s
is in a precariously balanced back to the enemy and
situation, such as fighting on running. The model has chosen
the edge of a cliff. In that case, to give ground, catching his
a fall is literally a fall... Check for breath for a moment.
falling damage, see p. 18.
No Space to Recoil
Recoiling If there is no space to recoil (e.g. the
A model recoils when its opponent model is completely surrounded by
wins a Combat with an odd result on foes, is at the table edge, or with its
the die. In other words, you recoil if back against a tree or a wall), the
you lose a Combat in which the recoiling model automatically falls
opponent has rolled a 1, 3, or a 5. It prone. A model recoiling on the
is the score on the die rather than the edge of a cliff or other similar
total that counts. scenic feature falls and takes
The recoiling model is moved one falling damage, see p.18.
base width away from the attacker A model is surrounded if he cannot
that caused the recoil. The owner of recoil in any direction without
the model decides the exact direction brushing with the base of a foe.
of the recoil. Remember, there is no
Following up
such thing as “facing” in these rules,
Any model causing a recoil
so feel free to ignore the facing of the
immediately receives a free action to
model, and have it recoil where there
keep in contact with the recoiling foe
is space for that.
23
if he wants. If the recoiling model only those who can perform a Free
has Free Disengage, following up is
Introduction
Hack will do so.
not possible. If a model is recoiling
Example: A Flying model is
from multiple opponents, only the
trying to disengage from a
model who caused the recoil may
melee with two foes, one Flying
follow up.
and one not. The retreating
If the retreating foe recoils behind a model will receive a Free Hack
friend, the following-up model may from the Flying foe but NOT
contact the friend. from the non-Flying foe.
Leaving Melee and the Free Hack A model with Free Disengage has to
A model who wants to leave a melee stop when it comes in contact with
can do it freely if the opponent is a foe. If the model has another
prone or unable to attack (bound, action and wants to leave that
asleep, entangled, mind-controlled or combat, it can do so without
transfixed). If disengaging from an receiving a Free Hack.
active opponent, the model
receives one Free Hack from each Disengaging From Multiple Foes
adjacent opponent at the moment If a model voluntarily disengages
of breaking contact. If the from multiple foes, each of them will
disengaging model wins the die roll, perform a Free Hack at him.
he moves away from the opponent. However, the order in which these
If he loses, he suffers whatever Free Hacks are rolled is chosen by
combat result has been caused by the the retreating model. If the effect of
opponent. a Free Hack makes the retreating
model an invalid target for further
Exception: models with Free Free Hacks (for example, because the
Disengage move away from melees first Free Hack causes the character
with no ill effect. They are not to recoil), the additional Free Hacks
attacked when they leave a melee, or are not performed.
when a recoil brings them in contact
with an active enemy. A model may A Free Hack does NOT apply if the
have Free Disengage as a Trait, or model is recoiling because of a
receive it thanks to superior combat result. A recoiling
movement abilities. Mounted models combatant is facing the enemy and
get Free Disengage when disengaging dodging the blows. He loses ground
from non-Mounted models. Flying but he is not stabbed in the back.
models get Free Disengage when If a model leaves a melee because of
disengaging from non-flying models. a failed Morale check, any adjacent
All figures get it when disengaging enemy gets a Lethal Free Hack at him.
from foes with the Lumbering Trait. If
a model has Free Disengage versus
some but not all of his adjacent foes,
24
Charge
Introduction
simplicity's sake, the Disarm effect
Sometimes the rules refer to a applies only to melee weapons
“charge”. This is the movement (though players can agree to extend
action that brings one model into it to missile weapons if they wish).
melee with another. There is no If a disarm effect is applied to a
“charge bonus”, although Traits such character wielding more than one
as Dashing benefit a model moving weapon, the disarmer decides which
into contact. one is disarmed. A disarmed weapon
Players familiar with other falls on the ground, up to 1 x Short
games may expect a charge away from its owner’s base. The
modifier. In Fightin' Fungi disarming character marks the spot
there is none. with a spare weapon or a counter.
Unarmed Models
Certain abilities may disarm
models. If a model is disarmed, his
C is reduced by 1 in melee only
and he loses any weapon-based
Trait until he recovers the weapon
or spends an action drawing a
secondary weapon. Weapon-
based Traits are marked by a (W)
in the Trait’s name. Note that an
unarmed model with a martial arts
Trait (marked with a MA in the
Trait’s name) does NOT suffer this
modifier.
A disarmed character fights as
Unarmed (-1). If the model is
carrying an obvious second weapon,
it needs to spend one action to draw
it. If not, it must either fight with the
Unarmed -1 modifier or move to
where its weapon landed (which will
entail a Free Hack if it is still in
combat). When the model reaches
its weapon, it must spend an action
to pick it up. A weapon can also be
picked up from a dead foe. For
25
winner’s die score is even) or
Ranged Combat Introduction
recoils by one base width (if the
A model with a ranged weapon or winner’s die score is odd).
ranged natural attack is able to hit a
target from a distance. This is called A fall may mean that the target
ranged combat. had to drop to the ground to
avoid being hit, or that he was
Range modifiers
wounded and fell because of
Every shooter has a range stick
the pain. A recoil means that
(Short, Medium or Long) on his
the target dodged the attack by
profile. If the target is within one
stepping away.
stick, the shooter may attack him
using his normal C. If the target lies If the shooter doubles the
within 2 sticks, the attack is at -2. If target’s score, he has scored an
the target lies within 3 sticks, the shot out-of-action result.
is at -4. If the target lies beyond that, If the shooter triples the target’s
the shot is impossible. score, he has scored a Gruesome
Spells used as Ranged Attacks are Kill.
performed at -1 at double range, and
For details, see the melee
at -2 at triple range. No spell may be
section — the effects are the
cast over more than 3 range
same.
sticks unless its description
says otherwise. Line of Sight
To perform a ranged attack,
Resolving Ranged
the shooter must be able to
Attacks
trace a line of sight (LoS) to
Ranged combat is
his target. Draw a straight line
resolved by comparing
from shooter to target. If this
the shooter’s and the
line goes through any solid
target’s C scores. Only
obstacle or model, the shot
the shooter can affect
is not possibl e .
the target. The target’s
Exception: a
roll is purely defensive.
shooter adjacent
Shooter and target each
to a friend may
roll a die and add
shoot over the
to the results
friend’s shoulder.
their respective C
scores. If the overall result Because of the position
is a tie, or if the target wins, of models or the shape
then the shot missed. of scenic items, it may
not be obvious whether
If the shooter wins, the
the shooter has a LoS. Use
target falls Prone (if the
a length of thread or a laser
26
pointer if in doubt. Measure from an enemy in contact with a prone
any point of the shooter’s base to any
Introduction
friend, as the risk of hitting his friend
point of the target’s base. if you can remains.
draw a line, a shot can be fired. Shooters in Melee
Targeting Priorities Even if a miniature is armed with a
A shooter must always shoot at ranged weapon only, the model is
the closest foe, unless that foe’s still considered to be equipped with
point value is less than half of the a melee weapon of sorts. Maybe he
shooter’s, or the foe has the has a knife tucked away in his boots,
Irrelevant Trait. or his bow is reinforced and can be
used as a club. If the model is
Example: a 50-point archer
contacted in melee, he will fight with
may ignore foes of 23 points
his C score.
each.
Cover
The shooter may also ignore an If a target is visible but partially
enemy who is hiding, prone, or obscured by a scenic item, any
protected by cover. A shooter may ranged attack against him is at -1. A
also ignore regular-sized foes in model completely obscured by a
order to shoot a larger model. scenic feature is not a valid target.
Other priorities may be
assigned by scenario rules.
For example, in a “hunt”
scenario, every hunter
may fire at the quarry.
No Shooting In or Out of
Melee
If either the target or the
shooter are engaged in
melee, shooting is
impossible. You can’t shoot
if you are in melee, and you
can’t shoot at someone who
is in a melee, because you
might hit your friend.
If the shooter is in melee
with a prone foe only, the
shooter can fire missiles,
including shooting at the
prone foe in contact with
him. A shooter cannot shoot
27
A shooter on higher ground may be sure you agree with your opponent
able to negate the cover.
Introduction
that a certain tree is an obstacle and
may not be moved around.
Example: A shooter on a roof
may ignore the fact that his Wooded areas count as broken
target on the street below is terrain, reducing movement by one
hiding behind an upturned category. Models with the Forester
cart. Trait move normally.
Draw a LoS from the base of the Woods block LoS. A character outside
shooter to the target using a length a wood cannot shoot a model inside
of string, and check if shooting from the wood. A model inside the wood
an elevated position allows to ignore can shoot out of it at +1 (Ambush
cover. bonus) if it is adjacent to the edge of
the wooded area.
Shooting at Prone Models
A ranged attack on a Prone model is A model outside of the wood and
lethal — that is, the model dies if adjacent to the edge of the wood
beaten even by a single point. If may shoot at a target inside the
doubled, the shot inflicts a Gruesome wood at -1 (cover modifier) and
Death. negates his Ambush bonus. This
means that, if the model hiding in the
Woods woods rushes him, he will not enjoy
A wooded area is best represented a +1 for Ambushing him. Maximum
on the tabletop by a piece of green range is 1 x Short.
felt upon which model trees and
shrubs are placed so that they can be Two models inside the woods can
moved away to allow for character target each other only at Short range
movement. A character does not and at -1 (cover modifier).
have to spend multiple actions to Scenarios may feature thick
move around trees – his movement woods where LOS and
rate is simply reduced by movement are further
one step (from Medium reduced or use
to Short, for example) different rules.
as for any broken
terrain. To Missile Expenditure
determine whether a Whenever a shooter
model is within the rolls an unmodified 1 on
woods, just check if his Combat die roll,
his base is on the felt or roll again; on another
not. 1, the shooter may
not attack in
Count large trees ranged combat
as obstacles if you anymore during
want. Just make
28
Introduction
29
the game. The model may have Introduction
broken his bow, may have run out of Ranged Combat Modifiers
missiles or strained his shoulder, etc.
This doesn’t mean that the attack has Target behind cover/in woods: -1
no effect: if the total is enough to Shooting at double range: -2
affect the target, it does.
Shooting at triple range: -4
Aimed Shots
A Model may spend two actions to Target Undead: -2
perform an Aimed Shot. An Aimed Target Big, Huge, Gargantuan: +1
Shot gives -1 to the target’s Combat
Target Transfixed: +2, Lethal
score, increasing the likelihood of
putting the target out-of-action. Target is Prone: Shot is Lethal
30
Backfiring Spells
Magic Introduction
If a Spell-caster rolls 3 failures at
Models with the Spell-caster Trait can activation, the spell backfires. Each
cast spells. Each spell is a separate spell has a different backfire; see the
Trait with its own point cost. A spell text for details. The backfire
character can know a maximum happens even if the Spell-caster was
number of spells equal to 8 minus attempting to cast a spell as part of a
his Q number. Example: a Q4 Spell- group activation (p.70).
caster can know up to 4 spells.
Spell-casters may learn new spells Spell Tags
beyond this limitation in campaign Each spell is described by tag words
play. describing its limitations, area
affected, and so on:
General Spell Mechanic
The player declares his intention to Affects Only Friends
cast a spell before activating the This spell can affect only characters
character, chooses the spell he wants on the same side as the caster. If it is
to use, and rolls one, two or three an area spell and both friends and
dice, as normal, for the Spell-caster's foes are caught in the area, only the
activation roll. The number of friends are affected.
successes rolled is the number of Affects Only Living Targets
power points the spell-caster can Models with the Undead or Artificial
use to cast the spell. So, for Traits are immune to this spell.
example, with 2 successes you have
Area
a power 2 spell. The Spell-caster must
Spells with the Area tag can
announce he’s casting a spell because
potentially affect every target in a
of backfire (see below). This is the
circular area. Place a marker on the
only situation in the game where
table where you want the spell to go
a model declares his intent before
off. Place the end of a measuring stick
rolling the activation dice.
of the appropriate length on that spot
Not all the successes need be used to determine who is caught in the
in the spell – a caster who rolled radius. Every character whose base is
three successes may use one to even partially within the area is hit by
move and two to cast a power 2 the spell and may be affected.
spell. Or he may move twice and
Battlefield
cast a power 1 spell. Or he may
The spell takes effect over the whole
abort the spell altogether and move
tabletop.
three times!
Bypass Armor
Certain scenarios may give a The spell ignores any Armor the
bonus to spell power in some target may wear (e.g. the Heavily
situations. Armored Trait).
31
Cast into Melee 2) it is broken by the original caster
The spell may be cast even against a
Introduction
as a free action;
target who is in melee with a friend 3) it is broken by another caster with
of the caster. the Dispel Enchantment spell;
Centered on Caster 4) the original caster is put out-of-
The spell is cast over an area around action, mind-controlled, transfixed or
the spell-caster. Use the spell-caster moves off the table.
as a point of origin for the area effect
stick. Holdable
The caster may cast the spell and
Cone hold it in his hands for later use.
The spell has a triangular area of Example: a mage casts a fireball and
effect, one Short stick wide at the holds it in his hands until he feels like
end. The length of the cone (i.e. the throwing it. Throwing the held spell
height of the triangle) is Short if requires one action. If the caster is
power=1, Medium if 2, Long if 3. All knocked down or put out-of-action
models whose bases are touched by while holding a spell, the held spell
the template are potentially affected goes off and affects the caster (and
by the spell. those around him, in the case of an
area spell).
Illusion
The spell creates an illusionary
creature or terrain feature within
range. Illusionary creatures behave
as normal creatures but all have the
Rabble Trait. If beaten in combat,
1 x Short they vanish. Illusionary terrain blocks
LoS as appropriate to its shape and
Delayed Effect size. A model other than the spell-
The spell effect takes place at the caster wishing to move through it
beginning of spell-caster's next turn. makes a resistance roll (a Q roll on
If the spell-caster is put out-of-action one die per point of power put into
or moves off the table in the the spell, so up to a maximum of
meantime, the spell is canceled. three dice). If he wins, the character
disbelieves the illusion and can move
Enchantment through the terrain as if it did not
The spell remains in play until one of exist. If he fails the roll, however, the
the following events takes place: terrain counts as broken for that
1) it is broken by certain conditions character.
specified by the spell;
32
LoS Required rolled three dice and scored two
The caster needs a LoS on the target
Introduction
successes is casting a Power 2 spell,
to use this spell. NOT a power 3 spell.
Melee If a caster possesses any Trait that
The caster may use this spell against affects his ranged C
a target with whom he is in score, it also affects
melee. his spells. For
example, a Spell-
Morale
caster with Good
The spell forces the
Shot has +1 on C
target to test Morale.
when using
No Target Restriction ranged spells.
The spell does not use
Certain spells
the typical target
have their
restriction rules (having
o w n
to shoot at the closest
range,
target). The spell may
regardless
be cast at any target in
of the
LoS.
Power used.
Extended Range
Ranged spells have
Spell can be cast at
a C score equal to
multiple range sticks
the power. Some get a bonus (e.g.
at -1 to its C score for every stick
Lightning has +1).
beyond the first.
Resisted
Example: a Power 1 spell with
The spell is resisted by a Q roll. Unless
a range of Short can be used to
the spell says otherwise, the target
attack a target up to 3 x Short
must roll one die vs. Q per point of
sticks away, at -1 per stick
power put into the spell. If even only
beyond the first. Three sticks is
one die fails, the target is affected.
the maximum unless the spell
Models with Magic Resistance may
description states otherwise.
reroll a single failed die.
Variable Range Sacrifice Required
The range of a spell depends on its To cast a spell with this tag, the mage
power. A power 1 spell has Short must be standing next to a friend or
range; a power 2 spell has Medium a knocked down or transfixed foe.
range; a power 3 spell has Long The mage performs a melee attack
range. Power is the number of and if that kills the target, the mage
actions that the player actually puts gains the necessary energy to cast
into the spell, NOT the number of the Sacrifice Required spell. The spell
dice that he rolled. A caster who may be cast in the same turn or in
33
one of his next activations, but if the Wall
mage casts any other spell or is
Introduction
The spell creates one magic Wall
knocked down or transfixed between within the spell’s range. Walls are 1 x
the time of the sacrifice and the Short wide, and 1 x Short tall. There
casting of the Sacrifice Required are many kinds, each with its specific
spell, the energy granted by the powers. In general, Walls block LoS
Sacrifice is lost and the spell may not for ranged attacks and/or spells, and
be cast until another Sacrifice is can be animated by the Animate Wall
performed. spell. The caster may place the Wall
in any way he wants on the tabletop,
Self
including across water terrain
The spell affects only the caster.
(exception: Wall of Fire may not be
Shell placed across water). If a Wall is
Shell spells create a protective force created over a model, that model is
field around the target. No model moved by its controlling player the
may have more than one Shell on his minimum amount of space so that
body at the same time. the Wall may be placed.
Summoning Walls may not be placed above other
The spell summons a creature that Walls but may be placed
appears adjacent to the caster, or contiguously to other Walls, forming
within range if the spell is also an uninterrupted jagged or straight
Ranged. The creature may be directly line. No caster may have more than
placed into melee contact with an
opponent. If the summoned creature
is hit by Dispel Magic, or if the caster
goes out-of-action or moves off the
tabletop, the creature immediately
disappears. The creature may be
activated on the same turn it is
summoned, like any other model in
the summoner’s warband.
Touch Only
To cast the spell, the caster must be
in base-to-base contact with the
target.
Variable Area
The spell is an Area Effect spell, but
the area radius depends on the
power: Power 1= Short, Power 2=
Medium, Power 3= Long.
34
three Walls on the battlefield at the Introduction
General Restrictions
same time. If another Wall is cast Normally, spells cannot be cast if the
when three other Walls created by caster is engaged in melee, unless all
the same caster are already present, adjacent foes are prone or
the caster selects one of the existing transfixed. A spell MAY be cast in
Walls and that Wall disappears. melee if it has the Melee tag. Unlike
non-magical ranged attacks, spells
Most Walls may be attacked in melee
may target models with Stealth.
by models adjacent to them. Walls
have a C score based on the power
of the spell. The C score is used only
defensively – the Wall rolls a die and
Spells
adds its C score, but most Walls Alter Terrain
Tags: Enchantment, Variable Area
cannot damage the attacker unless
This spell turns an area of normal
stated in the spell description. In
terrain into broken terrain.
order to damage a Wall, a character
must beat its score in melee. Each Backfire: 1 X Short area centered on
successful attack inflicts a hit of the caster becomes broken terrain of
damage. A Wall can take as many hits a type chosen by the opponent.
as power points that were put into
the spell. When a Wall takes enough
Animate Wall
Tags: Enchantment, LoS, Variable Range
damage, it crumbles down or When this spell is cast on the closest
vanishes. If an attack is Lethal to a Wall created by a Wall spell, the Wall
Wall type and beats its C score, the becomes a character with a Q score
Wall is destroyed regardless of how of 7, minus the power of Animate
many it hits it still has. Wall. Animated Walls all have the
Certain Walls may be crossed as if Short Move and Lumbering Traits.
they did not exist by characters with Backfire: Caster may no longer
specific Traits. For example, Walls of animate that specific Wall during the
Wood may be crossed by models game.
with Forester. See the individual
spells for details. Anti-magic Shell
Tags: Enchantment, Self, Shell
Huge and Gargantuan models treat
An anti-magic force shell stops any
Walls as linear obstacles. Flying
spell cast at the mage. The shell
models ignore Walls.
works both ways, so the caster may
Weather not cast spells or use any magic item
The spell causes weather while the shell is in effect. The caster
phenomena or a precipitation of may still be hit in melee by
sorts. The spell is in effect until its summoned or created magical
caster cancels it (as a free action) or creatures. Any time a spell is cast at
another Weather spell is cast.
35
the mage and is absorbed, roll a die. Enchantment ties or loses the roll,
If the result is higher than the power
Introduction
the caster may try again later.
put into the Anti-magic Shell +1, the Backfire: May not cast Break
shell collapses. Enchantment for the remainder of
Backfire: All ranged attack spells the game.
against the caster are at +1 to C until
the end of the game.
Counter-spell
Tags: Battlefield, Holdable. LoS Required
Aura of Terror This spell is cast using reactions or as
Tags: Variable Area, Centered on Caster, a held spell as soon as an enemy
Affects Only Living Targets, Resisted mage successfully casts a spell. The
Any model in the affected area must counter-spelling mage must have a
make a Q roll, on one die per point LoS on the mage whose spell he
of power. Models rolling any failure wants to counter. Roll a die for
must test Morale. Counter-spell, and a die for the spell
Backfire: All the enemies of the to be countered, adding their
caster gain Fearless until the end of respective power to the rolls. If the
the game. Counter-spell wins, the target spell is
negated. If the rolls tie or target spell
Blast wins, target spell is cast successfully.
Tags: Variable Range, Extended Range, LoS
Required, No Target Restriction, Bypass
Armor
This spell works as a ranged attack
with C= Power. It ignores the target’s
non-magical armor, if any, and has
no penalty against Undead and
Swarms.
Backfire: No spell-casting for one full
turn.
Break Enchantment
Tags: Cast into Melee, No Target Restriction,
Extended Range, Variable Range
This spell can cancel any spell with
the Enchantment tag. When the spell
is cast, roll a die for Break
Enchantment, and a second die for
the spell to be dispelled, adding their
respective powers to the rolls. If the
Break Enchantment wins, the other
spell is dispelled. If Break
36
Backfire: May not cast spells for the The spell strikes with a C score equal
remainder of the game.
Introduction
to power+1. The jet will set fire to a
hut, tree, haystack or any other
Courage flammable scenic item. The attack is
Tags: Enchantment, Variable Range,
Variable Area, Centered on Caster, Affects Lethal against Walls of Ice and Ice
Only Living Targets, Affects only Friends Elementals.
All friends within range gain the Backfire: Caster takes a fire-based
Steadfast rule until the end of the attack at C1.
turn. Models already possessing this
Trait are unaffected. Models with the Flaming Touch
Tags: Melee
Coward Trait ignore that Trait until
Flames sheathe the caster’s hands.
the end of the turn.
His next melee attack has a bonus
Backfire: One friend, chosen by equal to the power put into the spell.
caster, must test Morale. Flaming Touch does not affect fire
Fear elementals and other fire creatures.
Tags: Variable Range, LoS Required, Affects The mage may still attack those in
Only Living Targets, Resisted melee but he would not add the
A single target must make a Q roll on bonus from Flaming Touch.
one die per point of power. If he rolls Backfire: Caster’s clothes catch fire.
any failure, he must immediately test He may roll on the ground to
Morale. extinguish them (free action, but now
Backfire: Caster must test Morale. the mage is Prone) or endure them
(the mage takes a C2 attack and
Fireball flames go out at the end of turn).
Tags: Area (Short). Variable Range,
Extended Range, LoS Required, Holdable Hailstorm
All models in the target area receive Tags: Weather,
a fire-based attack with C= Battlefield,
power +1. Walls of Fire are Enchantment
unaffected. Fireball is Lethal Large hailstones fall
against Wall of Ice and Ice on the battlefield. At the
Elementals. beginning of a turn, any model
not under a tree, roof or
Backfire: Caster takes a C2
similar protection must roll a
fire-based attack.
die. On a 1, the character
Flame Jet receives an attack with a C
Tags: Variable Range, LoS score equal to spell’s power
Required -1. Elementals are immune
Flames spring from the to this. The spell-caster is
caster’s hands or eyes. NOT immune. The hailstorm
37
continues until the enchantment is Backfire: Caster’s face is
dispelled or a full turn passes during
Introduction
surrounded by a mist depriving him
which no character on either side is of LoS for the next two turns.
hit by hailstones.
Mosquito Swarm
Backfire: Caster is hit by a C1 attack. Tags: Affects only Living Targets, Cast into
Melee, Holdable, LoS Required, No Target
Lightning Restriction, Extended Range, Variable
Tags: Variable Range, Extended Range, LoS
Range, Summoning
Required, Bypass Armor
The target model is tormented by a
The caster shoots lightning from his
swarm of mosquitoes. The model
fingers or eyes, hitting with a C score
may not perform aimed shots.
equal to power+1. The spell targets
Models immersed in water are
a single creature. However, if the
immune to this effect. If the model is
target is affected and is adjacent to
hit by a Fireball or Flame Jet, the
any other figure, or recoils into
Mosquito Swarm dissipates.
another figure, that figure is also
attacked. This process goes on until Backfire: Caster is affected by the
all the adjacent figures are hit or the swarm.
lightning fails to affect a figure. The
Spore Cloud
caster decides in which direction the Tags: Affects only Living Targets, Variable
electrical discharge travels in a group Range, Variable Area, LoS Required
of potential targets. This spell creates a variable-radius
Backfire: Caster takes a C3 attack. circular cloud of spores. The cloud's
center of origin must be a point on
Mind Control the battlefield in LoS of the caster and
Tags: Variable Range, LoS Required,
within range. Any living target inside
Resisted, Affects Only Living Targets
the cloud must resist the spell or be
The caster tries to control the mind
at -1 on all Q rolls until the end of the
of an opponent. If the target fails to
game. The cloud dissipates at the end
resist, the model will be controlled by
of turn. Multiple exposures have no
the caster’s side until the caster is
further effects on sick individuals.
affected by any spell backfire, is
knocked down, or put out-of-action. Backfire: Caster must pass a Q check
on one die or be sick.
Backfire: Caster must pass a Q roll
on one die or be put out-of-action. Protection From Arrows
Tags: Enchantment, Self, Shell
Mist A magic shell renders the caster
Tags: Weather, Battlefield, Enchantment
impervious to all non-magical ranged
Mist covers the battlefield, limiting
attacks. The spell ends when
LoS to 1 X L if the spell is cast at
dispelled or when the caster is
power 1, 1 x M at power 2, and 1 x
knocked down. The caster may fire
S at power 3.
38
missiles and cast spells as normal Snowstorm
while the shell is on.
Introduction
Tags: Weather, Battlefield, Enchantment
Backfire: Caster gains Easy Target A sudden snowstorm sweeps the
until the end of the game. battlefield. All ranged attacks are at -1
and limited to a maximum range of 1
Rain x Long if the spell is power 1, 1 x
Tags: Weather, Battlefield, Enchantment Medium if power 2, and 1 x Short if
Heavy rain pours on the battlefield. power 3. After three full turns, the
At power 1, all missile fire is at -1. At ground becomes slippery and any
power 2, all missile fire is at -1, and model performing three movements
LoS is limited to 1 x Medium. At power in a turn must pass a Q roll on one die
3, all missile fire is at -1 and LoS is per point of power in the spell or fall
limited to 1 x Short. In addition, any at the end of his last movement action.
animal or mounted model rolling a
double 1 on its activation roll is Backfire: A miniature avalanche
spooked by lightning and must test engulfs the spell-caster and any
Morale. model in base-to-base contact with
him. Getting a character out of the
Backfire: Caster takes a C3 attack. snow is a 4–action Task. Any
Sleep character trapped in the snow must
Tags: Variable Range, Resisted, LoS use his actions to get out before
Required, Affects only Living attempting anything else. Anyone
The target falls asleep. Waking up a trapped in snow for more than 6
sleeping character is a 2-action Task. turns is put out-of-action.
Backfire: Caster falls asleep. Switcheroo
Tags: Variable Range, LoS Required, Cast
Slowdown into Melee
Tags: Variable Range, Resisted, LoS
Required, Enchantment
Any two models in range and in the
The target gains the Slow or the spell-caster's LoS trade places on the
Short Move Trait (caster’s choice) battlefield. Models leaving a melee or
until the spell is broken. Two uses appearing into a melee because of
of the spell on the same target will this do NOT receive a Free Hack.
inflict both conditions. A target who Backfire: Caster trades places with
already has Slow can be given Short a model chosen by the opponent,
Move, and vice versa. A target who anywhere on the battlefield.
has already Slow and Short move is
unaffected.
Transfix
Tags: Enchantment, Ranged, LoS Required,
Backfire: Caster gains the Slow Trait No Target Restriction, Cast into Melee,
until the spell is broken. Affects Only Living Targets, Resisted
This spell transfixes a single creature.
The target model must make a Q roll,
39
on one die per point of power. If he aimed shot, a power blow or any Task
rolls any failure, he is Transfixed. A
Introduction
roll. The Wall is not a truly physical
transfixed model must spend 2 actions obstacle and models may move
to break free of the spell. Until he does through it. However, any model
so, he remains Transfixed. A moving through the Wall will move in
Transfixed model automatically breaks a random direction and, no matter
free if the Spell-caster is put out-of- where it ends up, it may NOT contact
action or moves off the table, or if a the spell-caster. Artificial and Undead
Break Enchantment spell is cast on him. model are unaffected and may move
through the Wall as if it did not exist.
Backfire: The caster is Transfixed.
However, their ranged attacks and
Tremor spells are blocked by the Wall. The
Tags: Battlefield, Resisted Wall has C = power of spell.
All non-flying models in play including
Backfire: All Walls in play created by
the caster must resist the spell or be
the caster disappear or, if no Walls are
knocked down. Each large tree or
in play, the caster may not create any
building in play has a (power) in 6
for the duration of the game.
chance of being knocked down as well.
Backfire: Caster falls down. Wall of Bones
LoS Required, Variable Range, Summoning, Wall
Trip This spell creates a Wall of Bones
Tags: Cast into Melee, LoS Required, within range. The Wall blocks LoS to
Variable Range, Resisted spells and non-magical attacks. The
Target must resist or be knocked Wall may be climbed. Whenever the
down. A model on the edge of a cliff Wall takes damage, roll a die, and on
falls for the whole height of that a 5 or 6 it ignores that damage.
terrain feature. A model on the slope
of a gentle hill rolls down, taking no Backfire: Caster is clutched by a
falling damage. He is considered skeletal hand growing out of the
Prone and stops at the foot of the hill. ground. He may not move until he
breaks free (a 2-action Task). All attacks
Backfire: Caster falls down. on the caster while held are at +1.
Wall of Bedazzlement Wall of Fear
Tags: LoS Required, Variable Range, LoS Required, Variable Range, Summoning, Wall
Summoning, Wall, Affects only Living
This spell creates a Wall of Fear within
Targets
range. The Wall blocks LoS for
This spell creates a Wall of
spellcasting and ranged attacks. With
Bedazzlement within range. The Wall
the exception of the spell-caster, any
blocks LoS for purposes of spell-
model within 1 x Short of the Wall who
casting and ranged attacks. With the
fails to resist the spell (on 1 die at
exception of the spell-caster, any
power 1, 2 dice at power 2, 3 dice at
model within 1 x Short of the Wall is
power 3) must test Morale. The Wall
distracted and may not perform any
40
is not a physical obstacle. Artificial extinguish it. A Wall of Wood adjacent
and Undead model are unaffected
Introduction
to a Wall of Fire has a 2 in 6 chance
and may move through the Wall as if of becoming a Wall of Fire at the end
it did not exist. However, their ranged of each turn.
attacks and spells are still blocked by Backfire: Caster takes a C2 fire
the Wall. The Wall has a C score equal attack.
to Power+1.
Backfire: Caster must test Morale.
Wall of Ice
LoS Required, Variable Range, Summoning, Wall
This spell creates a Wall of Ice within
range. The Wall does not block LoS
to spells but blocks LoS for non-
magical attacks. A Fireball hitting the
Wall automatically destroys it. A Wall
of Fire adjacent to a Wall of Ice will
automatically destroy it. A Wall of
Water adjacent to a Wall of Fire will
extinguish it. If a Wall of Ice is created
on a river or other body of water,
water in a 1 x Short radius around
the Wall will be frozen solid. The Wall
may not be climbed. The Wall has C=
power of spell +1.
Backfire: Caster is frozen solid!
Getting him out of the ice is a 4
action Task.
The Wall is not a physical obstacle. Any model attacking the Wall in
Fire elementals may move through melee will be swarmed over by flesh-
the Wall as if it did not exist. Other eating worms, which attack with C=
characters crossing the Wall are power put into the spell, and ignore
attacked by the flames at C= Heavily Armored and Block abilities.
power+1. A Wall of Fire adjacent to The model will continue to be
a Wall of Ice will melt it. A Wall of attacked at the end of any of his
Water adjacent to a Wall of Fire will turns, until he performs a 2-action
41
Task to get rid of the critters. This Wall of fire at the end of each turn.
Wall may not be animated - if
Introduction
The Wall may be climbed. Models
Animate Wall is cast on it, the worms with Forester may move through the
will turn into winged bugs and fly Wall of Wood as if it did not exist.
away. Backfire: Caster is entangled by
Backfire: Caster is covered with roots and branches growing out of
worms. This has no game effect but the ground. Until he performs a 2-
looks disgusting! action Task to break free, he is
attacked at +1 and cannot move.
Wall of Water
LoS Required, Variable Range, Summoning, Wall Windstorm
This spell creates a Wall of Water Tags: Weather, Battlefield, Enchantment
within range. The Wall does not A strong wind sweeps the battlefield.
blocks LoS but gives a -1 modifier to All smoke clouds disappear, and
all ranged attacks fired through it. non-magical ranged attacks are at -1
Fire-based attacks may not go per point of power put into the spell
through the Wall. until the Windstorm is dispelled.
Flying creatures are forced to land.
Water elementals and Amphibious
creatures may move through the Backfire: Caster must test Q on one
Wall as if it did not exist. Other die or fall down.
characters crossing the Wall are
attacked by it at C= power+1. A Wall
of Water adjacent to a Wall of Fire will
extinguish it. Any fire or ember
elemental coming into contact with
or moving through a Wall of Water is
destroyed.
Backfire: Water erupts under the
caster’s feet. Caster is knocked
down.
Wall of Wood
LoS Required, Variable Range,
Summoning, Wall
This spell creates a Wall of
Wood within range. The Wall
blocks LoS to spells and non-
magical attacks. A Fireball
hitting the Wall has a 2 in 6 chance
of turning it into a Wall of Fire. A Wall
of Fire adjacent to a Wall of Wood has
a 2 in 6 chance of turning it into a
42
Terrain affects fleeing movement as
Morale Introduction
normal. Models with the Slow Trait
A Morale check (also called a Morale ignore it when fleeing.
test or Morale roll) is a Quality check
Surrounding
rolled on three dice. On one failure,
A fleeing model must run towards the
the model must immediately make
closest table edge but while doing so
one move towards the closest table
he must stay at least 1 x Short move
edge; on two failures, it must make
away from any enemy. Prone or out-
two moves; on three failures, it
of-action foes, or any foe from which
automatically runs away (the model
the model is disengaging, do not
is removed from play).
count. If this is impossible, the fleeing
The Morale effect is temporary and model has no way out and is
it doesn’t carry over to following destroyed.
turns. In other words, you either are
The only way a routing model can be
on the tabletop, or you aren’t. There
surrounded, and
is no such thing
thus automatically
as a “routing
put out-of-action, is
status” to be
when no matter
marked. If the
where it moves, it will
movement
have at least one
caused by a failed
active (i.e., not Prone,
Morale test is
not Transfixed)
enough to move
opponent within 1x
a model off the
Short distance.
table, the model
ran away. If it is Disengaging from
not enough, he Melee
retreated to a If a model engaged
safer place on the in melee runs away
battlefield, because of a Morale
caught his check, he receives a
breath, and may Lethal Free Hack
keep on fighting. from the enemy or enemies from
whom he is disengaging. If he loses
The player should always use the
the Free Hack, the fleeing model is
shortest route possible off the
put out-of-action (unless the fleeing
table. If more routes of equivalent
model is Tough: see the Tough Trait).
length are possible, the player
chooses. When in doubt, always let All models routing off the table or
your opponent choose which is the put out-of-action during a rout are
most logical path for your fleeing removed from the game. They count
models. as casualties.
43
Prone Models and Morale Introduction
Loss of a Leader: All models in a
A Prone model with no enemies in warband must test when a friend
contact must use the first of his with the Leader Trait is put out-of-
compulsive movements to stand up. action or leaves the battlefield.
So if the model rolled one failure he The Dead outnumber the Living:
will just stand up, if he rolled two All models in a warband must test
failures he will stand up and make Morale when the warband has
one fleeing move. If he rolled three more out-of-action models than it
failures, the model is automatically has standing. For example, a band
removed from play. of 9 Fungi tests when 5 are out-of-
A Prone model having any enemies action or off the tabletop. This is
in contact in the moment he fails a rolled only when it happens for the
Morale roll is put out-of-action. A first time in the game. If the number
Transfixed model failing any Morale of “living” models in a warband is
roll is put out-of-action, even if he halved again, the models need not
had no enemies in contact. to test Morale again.
When to Test
Morale
Gruesome
Kills: When a
Gruesome Kill
happens, all friends
within 1x Long from
the kill and in LoS must test
Morale.
Terror: A model must test
Morale when charged by
a foe with Terror.
44
Transfixed creatures still count as Introduction
living. But Transfixed creatures
failing a morale roll are put out of
action and removed from the game.
Morale tests are cumulative. For
example, if a Leader is Gruesomely
Killed, all friends must test for loss Andrea Underroot and his
of a Leader AND all friends within 1 trusty truffle hog Davey
x L must test for a Gruesome Kill. Snoutbottom.
45
Introduction
Eilara Kay, Pretender to the Throne of the August Palace, is often accompanied by Roo and
Hruss, the most trusted members of the Tedronian Guard. Some say that these two
Tedronians (water-adapted Matanagars) were Sporelings created by Matanagar Prime, and
were adopted by Eilara when she killed their father, but this remains unconfirmed.
46
other books in the line. SBH marks a
Traits Introduction
rule found in Song of Blades and
Traits represent equipment, skills or Heroes; SSL a rule from Song of the
natural abilities. Advantageous Traits Splintered Lands; SDG a rule from
increase the cost of a model, and Song of Deeds and Glory.
disadvantageous ones decrease it.
Acrobat
They are the “meat” of a model’s
The model has +1 on any Q roll for
profile. Two models with the same Q
climbing or jumping purposes. If the
and C could play VERY differently
character must test for falling
because of their Traits.
damage, he rolls one die less than
Traits marked with (P) and printed required (so a fall from a Short height
in red are restricted to is always harmless). Acrobats may
Personalities. A warband may not take the Clumsy Trait.
spend up to half of its available
Aggressive Tumble (MA)
points on Personalities.
If he is knocked down in melee, the
Die-Roll-Based Traits: Certain Traits model may immediately perform a
enter play only when a character rolls Free Hack at the opponent who
a specific number, such as a 6, on a caused his fall. The target of this Free
C roll. If a character has multiple Hack gets the normal +2 modifier for
Traits that are triggered by a die striking a Prone foe. The model with
result, the player chooses which one Aggressive Tumble may not claim a
is triggered. bonus from the Backstabbing Trait.
Weapon Traits: Traits marked with Amphibious
a W may not be used if the figure is Amphibious models may cross rivers,
disarmed. lakes, and other bodies of water
Martial Arts Traits: Traits marked terrain with no movement penalty.
with MA are Martial Arts. An Amphibious model gains Stealth
if in deep water.
References to Traits not in
this book: Fightin’ Fungi is Animal
part of the Song of Blades Animal models do not receive
family of games, so experience points in
sometimes you will find campaigns. Animals cannot
a reference to a use magic items or
rule that is weapons. Animals
not found automatically rout
in this when the last non-
book. Just animal model in
ignore it: their warband is
they are for put out-of-action.
players using
47
Arrowcatcher (P, MA) Backstab
The character has C +1 when fired
Introduction
If the model gets an ambush bonus,
upon by slow-moving missiles (not he gets a +2 instead of +1.
magical attacks or firearms). Big
Additionally, if his roll doubles the
Big creatures have +1 in melee versus
attacker's, he has caught a missile in
smaller folk, but are targeted at +1 by
his hands and can immediately throw
ranged attacks. See Huge and
it back (treat as a free ranged attack
Gargantuan for even bigger models.
with Medium range). Arrowcatcher
In some cases, Big models may not be
will work against ranged spells if the
able to claim protection from terrain
user is also a Spell-caster and knows
because of their size. If a scenic
the spell that he is catching.
feature isn’t taller than half the height
Artificial of the creature, it doesn’t count as
Artificial models include non-living cover. Sort out these details as you
creatures such as elementals, set up the board.
automatons, and golems. They are Block
immune to poison and do not suffer
The model is equipped with a shield,
Gruesome Kills (treat a Gruesome Kill
or has a similar defensive ability
as a normal out-of-action result). They
which allows him to lessen damage.
do not make Morale rolls for
Whenever the model suffers an out-
Gruesome Kills or Terror. They make
of-action, Recoil or Knockdown result
normal Morale rolls for the loss of a
in combat, roll a die. On a 5 or 6, the
leader or if the warband is reduced to
effect is lessened. An out-of-action
50% — their “programming” kicks in
becomes a Knockdown, a Knockdown
and tells them that in some cases it is
becomes a Recoil, and a Recoil
better to run away and live to fight
becomes no effect. Gruesome Kills
another day.
may not be reduced. If the model is
also Heavily Armored, the Block roll is
performed AFTER taking the armor
effect into consideration.
The Block roll is at -1 if the
figure is knocked down or in
contact with 3 or more opponents.
Free hacks, spells, and attacks
performed with magic weapons or by
foes with the Flail Trait may not be
Blocked. See also Melee Block, Expert
Block, and Magic Block for other
versions of the same ability.
48
Bludgeon (W) Burrowing
The model is trained to use a cudgel,
Introduction
A model with Burrowing is able to
walking stick, mace or club to knock move at great speed under the
enemies down. Every time an earth, digging through rock, soil or
enemy recoils from a model with the sand. The model requires one
Bludgeon Trait, roll one die. On a 4, action to start burrowing, in which
5 or 6, the model falls down instead he digs into the ground. Beginning
of recoiling. Unlike the similar ability on the model’s next action, the
Tailslap, Bludgeon works even if the model can move underground.
recoiling foe is larger than the model. Underground movement is always
Boiling Blood (P) Short, regardless of the creature’s
The character may focus his anger. land movement. The model can
Make a Q roll on one die. On a failure, burrow under bodies of water such
nothing happens. On a success, the as rivers, lakes or bogs only if it is also
character may increase his C score Amphibious. A non-Amphibious
until his last action in the turn by as model drowns or get stuck in mud
many points as he made his Q roll by. (remove it from play). No Line of
Using Boiling Blood does not require Sight can be traced to or from a
the expenditure of an action. The Burrowing creature, not even by
bonus from Boiling Blood applies another Burrowing creature. The
only to melee attacks. At the end of movement of a Burrowing model on
his actions, roll a die: if the result is the battlefield is not secret - the
lower than or equal to the bonus creature is moving close to the
applied, the character is knocked surface and can be detected by the
down. ripples and tremors created on the
ground. Use a small coin or a counter to
Example: Kung Fungus makes represent a burrower’s movement until
a Q roll against his Q score of he surfaces. Only other Burrowing
3 and rolls a 6. He made his roll creatures can attack a
by 3 points, and can increase Burrowing model hand-to-
his C by 3 points. At the end of hand or follow him into the
the turn a die is rolled, and on burrow as long as he is
a result of 1 to 3, Kung Fungus moving underground.
is knocked down.
No ranged combat is
Undead and Artificial models possible between
may not take this Trait. burrowing models. The
Boiling blood may not be burrower can come
used in Reactions. out at any point of
the battlefield (within
his legal movement
distance) if it makes a
49
Quality roll on one die. If the roll fails, they would take damage if they were
the burrower will deviate from its
Introduction
dropped by a giant eagle onto a rock!
intended point of exit. The exact A model on a wall counts as being at
point of exit is decided by the a higher elevation when attacking a
opponent, but it must be within 1 creature on the ground.
x Short distance from the originally
intended location. Clumsy
Clumsy models may not climb
A burrower that comes out from under
ladders or other surfaces unassisted.
a model can attack him, and doesn’t get
They may still use stairs as normal
any Ambush bonus. If a Burrowing
and may jump with a -1 Q modifier. A
model recoils in the first turn after it
Clumsy character may not take the
returns to the surface, it is pushed back
Acrobat or the Difficult Target Traits.
into its hole and must retreat along the
same route it previously followed. Combat Master (P)
A model with the Combat Master
Butterfly Parry (MA)
ability can perform one melee attack
Whenever an opponent with a bladed
per action. This means that a Combat
weapon rolls a 1 in melee against the
Master may use three actions to
character, that opponent must
perform three attacks, or a
perform a Q roll at -1 or be disarmed.
combination of one Power Blow and
The character with the Butterfly Parry
one normal attack. If the model is
ability may retain control of the
adjacent to more than one figure,
weapon or throw it up to 1 x Short
attacks can be divided as the players
away. Magic weapons, Free Hacks
sees fit. For example, a model
and attacks from non-bladed
adjacent to two enemies could roll
weapons are unaffected by Butterfly
three actions and perform a Power
Parry. Disarmed characters fight at -1
Blow on one foe and a regular attack
to C and lose any effect of their
on another, or two attacks on one foe
weapon Trait, e.g. a character losing
and one on the other.
its spear would lose his Long Weapon
Trait until he picks up a spear. A Combat Master with the Assassin
(SBH) or Lethal rule may use it only
Clinging
on one of his attacks (player’s choice,
Models with the Clinging Trait can but must be declared before rolling
walk on walls, ceilings and trees. the combat die). A Savage Combat
Typical examples include giant Master scores Gruesome Kills on all
lizards, slugs, centipedes and spiders. his out-of-action results. A Combat
Models with Clinging fall down when Master with Poison rolls for the
they are knocked down in combat, effects of Poison in every attack he
but they do not take damage from performs.
falls. They are assumed to have
means to stop the fall as long as they A Combat Master performing a Free
remain in contact with the wall — Hack gets only one Free Hack as
50
normal. A Combat Master enjoys the the knocked-down model. The
+1 from Dashing or from an Ambush
Introduction
character may act normally after
bonus only on his first attack. standing up. Use of Crane Balance
does not expend any of the
All other melee modifiers (e.g.,
character's actions.
Mounted, defending an obstacle,
higher elevation) apply on all attacks Crossbow (W)
performed by a Combat Master. A Crossbow may fire an attack at +1
Conglobation over Long range, at +0 over 2 x Long
and at -2 at 3 x Long. These modifiers
The figure is able to roll itself into an
include range penalties and
armored ball by spending one action.
represent the weapon's accuracy.
In this form, the figure is affected only
Shooting discharges the weapon. It
by magic and by ranged and melee
takes one action to reload it, and the
attacks that roll a 6. The figure may
character cannot move in the same
not move, attack or perform any
turn in which he reloads. A model
other action while in ball form. If the
may not reload while in melee contact
figure fails a Morale roll while not
with an opponent, or while Transfixed
conglobated, it will use its first fleeing
or Prone. Mounted characters may
action to conglobate. If the figure fails
not reload. Models riding a
a Morale roll while conglobated, it will
Battlebeast (SSL) or other creature in
remain in conglobated form until the
a howdah can reload. If a Crossbow
end of the game. If a Morale roll
attack rolls a 1, roll another die; if this
results in three failures, the figure is
is 1 again, the Crossbow is damaged
still removed from the game (it has
and may not be used for the
surrendered or remains conglobated
remainder of the game. A damaged
and unable to act while opponents
Crossbow is automatically repaired
quickly dispatch it).
between games.
Coward
To show that a model discharged his
Coward models have -1 on Morale
Crossbow turn the model so that it
rolls, including rolls made to resist
faces the player's baseline, and turn
or charge models with Terror. If a
it to face the enemy when the
Leader is Coward, the first time he
Crossbow is loaded again.
fails any Morale roll all the warband
routs (Undead models excluded). Danger Sense
Coward models cannot be Fearless, Models attacking a target with Danger
Steadfast or have the Hero rule. Sense never enjoy an Ambush bonus.
Crane Balance (P, MA) Dashing
Once per game, the model can stand The model receives a free action
up as a free action. This ability may when he first comes into melee
even be used during the opponent's contact with an enemy. This action
turn before an attack is rolled against may be used ONLY to turn a regular
51
melee attack into a Power Blow, or 1 success: Task number remains the
to perform a melee attack if the same
Introduction
character does not have another 2 successes: 1 action counts towards
action available to do so. The completion of the Task
character is still limited to performing
a single attack per turn. 3 successes: 2 actions count towards
completion of the Task.
Difficult Target
Ranged attacks against the model Disarming Block (MA)
are at -1. Area attacks do not suffer Whenever an opponent rolls a 1 or a
this modifier. The Trait does not work 2 in melee against the character,
if the character is Transfixed. even if this results in the character
being hit, and irrespective of what
Dim-Witted the character's C roll is, that
When the model performs a Task, opponent must test Q on one die or
subtract 1 from the number of be disarmed. Flail weapons, martial
actions assigned by him towards arts Traits and natural attacks (claws,
completion of the Task. If the model bites, tailslaps, etc.) are unaffected.
rolls only failures, his Task action The disarmed weapon is placed on
total increases by 1. Use the following the ground by the disarmer within 1
rules: x Short of the owner.
No successes: Task number
increases by 1
52
Doppelganger must move 1 Short in a random
The model is a skilled infiltrator that
Introduction
direction as his first action. The
can assume the form of another character performs a Free Hack at +1
non-Personality creature of the same against any enemy he contacts
size. The player controlling the during this movement. Drunken
Doppelganger may, at any moment fighters do not lose the advantage of
during the game, reveal one of the the Difficult Target Trait if they have
opponent's figures to be his it, but they may not cast spells in a
Doppelganger instead, effectively turn in which they moved in a
replacing the opponent's figure with random direction.
the Doppelganger. The Easy Target
impersonated figure is then All ranged attacks against the
deployed on any corner of his character are at +1.
owner's baseline. The figure is just
arriving on the site of the battle, Entangle
alerting his friends that he's been This Trait represents the ability to
impersonated! The player of the shoot spider webs or any other
copied figure may also choose to attack that could glue an opponent
keep the original out of that scenario, on the spot or hinder his movement.
if he prefers. A Doppelganger has a It is also used to represent weapons
+1 Ambush Bonus on the first attack, like bolas or throwing nets. The
if any, he performs during the turn in range of Entangle is 1 X Short if one
which his true nature is revealed. action is used, 1 x Medium if 2 are
used, and 1 x Long if 3 are used. The
No warband may use more than one
target must make a Q roll on as many
figure with the Doppelganger Trait.
dice as the actions put into the
Drain Entangle. On any failure, the target is
When a creature with this ability entangled.
beats a foe in melee, do not apply Entangled targets do not count for
standard combat effects, but outnumbering purposes. They may
reduce the foe's Q by 1 instead. If fight in melee, but any melee attacks
this brings Q to 7, the model is against them are at +2 and Lethal. An
removed as a casualty. Drain has Entangled target may not move until
no effect on Undead or Artificial he breaks free. Getting free is a 2-
creatures. Drain is a voluntary action Task, or a 4-action Task for
effect, so the character with Drain Animals.
can also attack normally, for
example when fighting a creature Evade and Counter
immune to Drain. When the character suffers a Recoil
effect, it may immediately perform a
Drunken Fighting (MA) Free Hack against the model who
Every turn, if the character rolls one caused him to Recoil. The Free Hack
or more 1s on any activation dice, he
53
Flail (W)
Introduction
Melee attacks from the character
ignore the target’s Block ability, if any.
Flying
Flying models can freely move above
obstacles and non-flying enemies.
They have Free Disengage against
non-flying foes. Flying models may
land or keep hovering at the end of
their move. Combat between flying
and ground models is conducted as
normal. Flying models ignore all
elevation modifiers.
A flying model takes no special
damage if knocked Prone, even when
the combat is between two aerial
takes place BEFORE applying the combatants – it is assumed to have
Recoil effect, but the Recoil means to stop the fall.
movement is performed even if the Flying models may always move
Free Hack kills or otherwise affects through friendly and enemy models
the target. unless indoors, in situations such as
Expert Block rooms with low ceilings or dungeon
Like Block, but succeeds on a 4+. corridors, without enough space for
them to swoop over ground models.
Explosive
There is no modifier to hit flying
If the model goes out-of-action or is targets with ranged attacks.
gruesomely killed, roll a die. On a 1–3,
nothing happens. On a 4–6, the Flurry of Blows (P)
model explodes and any model Once per game, the character can
within 1 x Short takes a C2 Free Hack. spend one action to deliver one
melee attack to all adjacent enemies.
Fearless
Roll separately for each enemy. While
Fearless models do not test Morale performing this special attack, the
for Gruesome Kills and are immune character's C score is NOT reduced
to the effects of Terror. They do test for being outnumbered.
Morale for other occurrences ( loss of
a Leader, warband under 50%). Forester
Foresters suffer no movement
Fire Into Melee
reduction when crossing woods of
The model may shoot into a melee, any kind and may move freely
with no chance of hitting the wrong through the Wall of Wood spell.
target.
54
Free Disengage Gang
A model may have Free Disengage
Introduction
This Trait may be assigned only to
either because it is written on his models with maximum Q4 and C2.
profile, or because another Trait or Models with Gang may perform
combat situation (e.g., Flying, Group Activations (including Regroup
Mounted) confers him this but not Concentrated Fire) without
advantage. A model with Free the presence of a Leader. They still
Disengage doesn’t receive a Free get a +1 to Q rolls if in range of a
Hack when leaving a melee combat Leader and enjoy the bonus from
engagement. Note that a model Gregarious if they have it. If a model
must still stop his movement when in the Gang is Gruesomely Killed,
contacting an enemy’s base – but can however, all models in the Gang test
then use additional actions to move Morale at -1.
away with no ill effect. Gargantuan (P)
Gargantuan models are even bigger
than Huge, and get
+1 in melee against
all smaller
opponents, including
Big and Huge. In
addition, successful
hits from a
Gargantuan creature
against a model that
is neither Big nor
Huge will at least
cause the target to
fall. Treat Recoil
results as Knocked
Down instead.
A goblin and an
Oaken Spear warrior
fight over control of
an improvised
bridge over the Red
River.
55
Gargantuan models are targeted at Introduction
Group Fighter (P)
+1 by ranged attacks. Gargantuan The model is trained to fight
models may not be able to claim against multiple opponents. This
protection from terrain because of offsets ONE point of penalty from
their size. If a scenic feature isn’t being outnumbered. For example, a
taller than half the height of the model in melee with three enemies
creature, it doesn’t offer enough has -1, and not -2, on his C.
protection to count as cover. Sort out
Hammering Blow (W)
these details as you set up the board.
If the Hammering Blow rolls a natural
Gargantuan models count as two (unmodified) 6 on its C roll in a melee
Huge models for purposes of attack AND WINS, the model adds +2
carrying treasure (SGD). They also to its total. If the character rolls a 1
receive a +3 bonus to rolls for on the melee roll, an adjacent foe
bashing down or holding doors (SGD). chosen by the opponent may
Good Shot perform a Free Hack at him. If this
A model with Good Shot has +1 on Free Hack causes the character with
all ranged attacks. Hammering Blow to Recoil or fall
Prone, his attack is canceled. If the
Greedy Free Hack kills the character, the
A Greedy model must make a Quality
test each time he puts a foe out of
action in melee. If the test fails, the
model will remain adjacent to the foe
and start to rob the body (or feed on
it, skin it, as appropriate). The model
will have to spend one action to snap
out of Greed on its next activation. As
a scenario rule, you may require
non-animal Greedy models to spend
one extra action when picking up
treasure from a hoard, as they will
start to collect every single coin, try
to stuff their pockets, etc.
Gregarious
Gregarious models have +1 on their
Quality rolls when attempting group
moves. Gregarious models also
enjoy the +1 to activation given by a
Leader.
56
character dies BEFORE having a Introduction
used to automatically pass a
chance to deal his blow. Reaction die.
Heavily Armored Huge
The model may adjust his Combat Huge creatures have +1 in melee
roll by +1 AFTER rolling IF he loses a versus smaller models (this includes
Combat roll. When he does so, the models with the Big Trait) and are
maximum effect he can obtain is a targeted at +1 by ranged attacks. In
tie. The model has –2 to swimming some cases, Huge models may not
and climbing rolls. be able to claim protection from
terrain because of their size. See the
Heavy Weapon (W)
Gargantuan rule for details.
The model is armed with a heavy
melee weapon, like a hammer or a Huge Weapon (W)
mace. If the model rolls a natural The model is armed with an oversized
(unmodified) 6 when performing a two-handed melee weapon. This
Power Blow and WINS the combat, works as Heavy Weapon, above. In
the opponent receives an out-of- addition, the weapon is so unbalanced
action result (or a Gruesome Kill if the that the character fights at -1 in melee
winner's total triples the loser's total) when spending a single action to
regardless of what the opponent attack. When he performs a Power
rolled. On Tough targets, the out-of- Blow, however, he has no negative
action result means that one wound modifier and he reduces the
is inflicted. opponent's C by 2, not 1. The user's C
is NOT reduced when he is defending
Hero (P)
(that is, when another figure is
When activating, heroes always
spending one or more actions to
receive one automatic success,
attack him in melee or ranged combat).
regardless of their Q. So, for example,
if you activate a Hero on two dice, roll Immovable Stance (P)
only one and assume that the other The model can spend one action to
rolled a 6. In addition, once per game, enter Immovable Stance. The
a Hero model can re-roll one die roll, model's feet must rest on solid
be it a C or Q roll. The result of the ground – this position is impossible
reroll is final, even if worse than the on water, swamp, ice, snow or desert
previous one. Because their Q rolls terrain, or atop a moving vehicle,
always score a minimum of one war-machine, or battle giant. As long
automatic success, Heroes as the model is in Immovable Stance,
automatically pass all Q tests done the model cannot move, but ignores
on a single die, including resisting Recoil results, and the knockdown
Power 1 spells and charging foes with effect caused by the Tailslap Trait
Terror. Exception: Hero may not be (but not the knockdown effect
caused by the Bludgeon Trait).
57
The model is automatically affected Introduction
attack, he has run out of javelins and
by Entangle, and is hit at +1 by ranged may no longer use them in that game.
attacks. The model does not benefit Leader (P)
from Acrobat and Difficult Target
Leaders influence other models’
while in Immovable Stance. The
Quality and Morale. Any friendly
Stance is broken if the model is
model within Long distance from a
knocked down, knocked out,
Leader has its Quality rolls (including
Transfixed, killed, or chooses to
Activation and Morale rolls) increased
abandon it (as a free action that may
by one. When a Leader dies, though,
be performed at any moment).
all friendly models must make a
Increased Spell Memory (P) Morale roll. The effects of multiple
Add 2 to the total number of spells Leaders are not cumulative — so if a
that the character may learn when model lies in the range of two
created. Only models with Leaders, its Quality is
Spell-caster may take this adjusted by 1, not 2.
Trait. Models with the Leader
Insignificant Trait are not mandatory in a
Insignificant models count as band.
half a figure for purposes A Leader’s bonus
of calculating an does not apply to
outnumbering himself.
modifier. So a model
in contact with two The Leader’s
Insignificant foes gets no bonus does not
modifier and one in contact count if the Leader is lying
with three or four gets a –1. on the ground or if the
model cannot trace a
Irrelevant Line of Sight to the
The model gives no Leader due to interposing
outnumbering modifier and terrain. Enemy models do not
may always be ignored for purposes obstruct Line of Sight from a model
of targeting priority rules. to his Leader (thus you count your
Javelin bonus even if you can’t see your
The model is armed with a bunch of Leader because he is surrounded by
javelins or light throwing spears. A enemies).
javelin is a Short-ranged weapon, and The presence of a Leader within 1 x
may be thrown as a free action at the Long allows for a group activation, a
end of any movement that brings the process in which the player activates
thrower closer to the target. When a a group of up to 5 models with a
Javelin user rolls a 1 for his Javelin single activation roll. See Group
Activations, p. 70.
58
Leafsight Lethal Introduction
The model can see through plants A Lethal attack will put out-of-action
and vegetation as if they were not an opponent of a certain type just by
there. No enemy hiding in woods may beating him (no need to double his
claim an ambush bonus, or use the score). For example, a Fireball is
Stealth Trait if any character with Lethal against ice elementals.
Leafsight is within 1 x Long. In Long Move
addition, if a character with Leafsight
The model uses the Long measuring
shoots at a target taking cover behind
stick when moving. Note that it is
a tree or bush, ignore the cover
possible to have a Slow character with
modifier.
Long move – an example would be a
Leafwalk giant with long legs but slow reflexes.
When the character is moving in a Long Reach (W)
wooded terrain, he receives a free 1
The model is armed with a long
x Short movement that he may
weapon like a pike or a very long
perform at the end of his activation.
spear. In a normal one vs one melee,
He can use this extra movement even
this does not confer any advantage.
if he was in woods only at the
The user can attack over a friend's
beginning of the turn and then
shoulders as seen in the illustration
moved onto another terrain type.
below, as long as the friend is the
Legendary Shot (P) same size or smaller.
This Trait can be taken only by a
Personality with a ranged weapon.
The model can perform one ranged
attack per action, not just one per
turn like normal characters. He can
mix Aimed Shots and regular ranged
attacks as he sees fit. Use normal Pink may attack White over Purple’s shoulder.
59
A model can help to outnumber a foe this rule. When the model is in melee
by using the Long Reach Trait over
Introduction
with a single opponent with a C lower
the shoulder of a friend. This is NOT than his own, he may perform one
allowed if the friend is of larger size. additional attack against the inferior
The maximum outnumbering foe, spending one action for a regular
modifier from Long Reach weapons melee attack or two for a Power Blow.
on a single figure is -3. Even if you The additional attack from Master
bring more than four figures in Duelist may not be used against a
contact with the opponent, too many different target and may not be
pikes or long spears jabbing at the saved for later.
same target will hamper each other;
hence there is a cap on the A model may not have Master Duelist
outnumbering modifier. and Combat Master at the same
time. In a campaign, a character may
Low Kick start as a Master Duelist and later
When the model moves adjacent to "evolve" into a Combat Master with
any knocked-down model, he can one upgrade.
perform a Free Hack at the Prone
model. Only one Low Kick per turn Melee Block
may be rolled. This works like Block, but may be
applied ONLY against non-magical
Lucky (P) melee attacks. It may represent a
A Lucky model may re-roll any one parry skill, a buckler, or a left-hand
dice, once per game. dagger.
Lumbering Mounted
All models except other Lumbering Mounted models ride some sort of
models have Free Disengage against steed — be it a horse, a giant turtle
a model with this Trait. or hare, a giant pillbug, a swarm of
Magic Block (P) giant worms or other riding creature.
This works like Block, but may also Mounted figures have +1 on their
be used against spells and attacks Combat score in melee versus any
performed with magic weapons. non-Mounted figure.
Magic Resistance Mounted figures have Free
The model may Disengage against all non-
reroll a failed Q Mounted, non-Flying enemies.
die when Rider and mount are treated as a
resisting a spell. single figure for purposes of the
Master Duelist (P) game. You don’t need a separate
Only models model for the mount: it is assumed
with C3 or to run away or be put out-of-action
better may have when the rider is put out-of-action.
60
Mounted models may “pick up” and Opportunistic
transport friendly models as the
Introduction
Opportunistic models have +1 to
same size of their riders or smaller. activation if they have a knocked
It takes one action for a Mounted down opponent within 1 x Medium.
model who is adjacent to a foot
Opportunity Flail Strike (P, W)
figure (of the same size or smaller) to
If armed with a Flail weapon, the
pick up a friend. The carried figure
character may perform a Free Hack
does not need to be activated to be
at -1 against any opponent that is
carried — a fast cavalryman could
knocked down by his melee attack.
pick up a panicking child and bring
This ability may be used only once
him to safety, for example. This also
per turn.
applies to a Transfixed model. Only
one creature may be carried. Piercing Weapon (W)
The model is armed with a heavy,
A carried figure may later dismount.
swung weapon designed to punch
It takes one action on the part of the
through armor, like a war-hammer.
carried figure to dismount: place the
When performing a Power Blow with
carried figure anywhere adjacent to
such a weapon, the attack ignores the
the mount’s base when he does so. If
opponent's Heavily Armored Trait, if
the carrying model is knocked down,
any. The attack has no special effect
the carried figure is knocked down as
against targets without Armor, or if
well, and is thrown off the mount.
the user performs a regular attack.
Music
Poison
The model carries a musical
Models with the Poison Trait have a
instrument and fights at -1 in melee.
venomous natural attack or use
The player may reroll one die per
poisoned weapons. This includes
turn on any failed group activation
their ranged weapons, if any. Roll a
roll which includes the musician or is
die every time a poison attack wins
within 1 x Long of the musician.
a C roll; on a 5 or 6, the target’s
Oblivious to Danger Quality number goes up by 1, and if
The character may not get any it ever reaches 7, the model dies and
advantage from cover. As long as a is removed from the table.
shooter can trace a LoS on him, the
Puny
character can be shot and no cover
A Puny model may not perform
modifier is applied. This may
Power Blows nor use two-handed
represent a civilian who is unable to
weapons. When a Puny model
keep his head low, or beings with
attacks a Prone opponent, its attack
slow reflexes.
is at +1, not +2, and it is not Lethal.
Quick
Once per activation, a model with
this ability may choose to spend one
61
action to make two Short moves 3. The figure is not killed but
instead of one Medium or Long
Introduction
falls Prone instead.
move. The model may not interrupt
Regeneration does not work if the
their move by conducting any other
character suffered a Gruesome Kill.
action in between their two Short
In addition, Regeneration does not
moves. Quick models may not have
work if the model was killed by
the Short Move or Slow Traits.
magic, by a melee attack from a
Rabble fire-based creature (such as a fire
A model with the Rabble rule is elemental), by dragon breath, or by
automatically put out-of-action if a magic weapon. If the Regeneration
beaten in combat. In other words, all roll fails, the character is out-of-
attacks are Lethal against Rabble. If action as normal.
the attack doubles the Rabble
There is no limit to the number of
creature's Combat score, treat it as a
times that a creature with this power
Gruesome Kill. Rabble models may
may regenerate, as long as the
not have Q better than 4.
Regeneration rolls are successful. A
Rare Prone creature with Regeneration
If a character has the Rare Trait needs an action to stand up just like
followed by a number in parentheses, any other creature. An out-of-action
it means that no more than that result received by the Regenerating
number of that profile may be in your creature while Prone is a Gruesome
warband. Kill as per standard rules, and may
Reckless not be regenerated.
At the start of any turn, a Reckless Scenarios may add other
model may opt to add 1 to all Quality situations that prevent
checks in exchange for reducing its regeneration, such as
Combat by 1 until its next activation. immersion in acid or lava.
The intention to be Reckless must
be declared before dicing for the Respawn
model’s activation. If a model with this Trait is
Regeneration (P) Gruesomely Killed, its controller may
If the model takes an out-of-action place 1 Respawn counter anywhere
result, roll one die. If the result is less within 1 x Short of the spot where the
than the model’s C score, the model model was killed. If the opponent
is knocked Prone instead. rolls a Turn-Over, the player may opt
to turn one Respawn counter into a
Example: a C4 Matanagar Sporeling. A maximum of one
suffers an out-of-action result. Respawn counter per Turn-Over may
The player rolls a die, scoring a be “upgraded”. A Respawn counter
may be destroyed only by a magic or
62
fire attack versus C1. The Respawn Introduction
melee roll of 6, the Shieldbreaker
counter does not defend — all character may opt to have broken its
attacks against a Respawn counter target’s shield instead of knocking
are Lethal Free Hacks. down the opponent. The opponent
loses any Block, Melee Block, or
Roll with the Punch (MA)
Expert Block until the end of the
Whenever the model receives a
game. Magic shields (represented by
knockdown result in melee, he may
the Magic Block Trait) break only if
turn it into a Recoil with a successful
the Shieldbreaker is Huge or
Q roll on one die. This does not work
Gargantuan or using a magic
against spells or ranged attacks.
weapon. Shieldbreaker may not be
Rotting Touch used with ranged attacks.
Whenever a model with this Trait
Shield Rush
rolls a 5 or 6 in melee, regardless of
The character must be equipped with
what its opponent rolled, the
a shield to use this Trait. When the
opponent becomes infected with
character moves into melee against a
mildew. Mark the model with a bit of
shieldless opponent of the same size
plasticine. If the infected model is
or smaller and attacks him, that
killed by any attack other than fire or
opponent must make a Q roll and, if
magic, or is killed by the Rotting
failed, must count any Recoil result as
Touch attack, remove the model and
a Knockdown. This ability may be
place a Mildew counter in its place.
used only on the first attack
The player who performed the
performed when moving into melee,
Rotting Touch may spread the
and not merely when an opponent
Mildew in a circular area 1 x Short
moves into contact with the character.
radius by spending TWO Reactions.
The Mildew is slippery and any model Short Bow (W)
Recoiling over it falls Prone. Any A Short Bow uses the Medium range
model moving over it must test Q on stick. It has standard range penalties
one die or fall Prone. but it hits at +1 any target within 1 x
Short distance. Short bows may also
Savage (P)
be used by Mounted figures.
Whenever the figure causes an
out-of-action result on a foe Fungi Folk arms are too short to
(excluding Undead and Artificial pull longbows. They use small,
creatures) with a melee attack, it horn-tipped recurve bows
counts as a Gruesome Kill. especially suited for close-range
Shieldbreaker (W) sniping.
A model with this Trait is armed with Short Move
a cleaving weapon, like an axe, or has The model uses the Short measuring
a powerful natural attack which stick when moving.
could break a shield. On a winning
63
Sling (W) reposition the impact point of the
A Sling is a ranged weapon that uses
Introduction
spore bomb up to 1 x Short away
the Medium range sick. Slings may from the intended impact point. On
not be used in cramped quarters. a success, the spore bomb lands
Due to the space needed to swing the exactly where desired. Using this
weapon, models may not use a ability is not allowed if the artillery
Sling if they are in base-to-base figure is in melee. The ability does
contact with any other model except NOT require a LoS to the
Prone characters and others impact point — it is possible
with Slings. Mounted to lob spore bombs over
figures may not use friends, enemies and
Slings. A Sling does not obstacles.
require an action to All models within 1 Short of the
reload. impact point are hit by
Slow a spore cloud. treat as
S l o w a C2 Free Hack
models which does not
can only affect Artificial or
make one Undead models. Targets in the
movement per turn, regardless of cloud must disperse — they receive
how many activation successes they one free move and must immediately
roll. A model may be Slow but be use it to move just outside the radius
capable of Long movement – slow of the bomb. This automatically
reactions, long legs! The only time a disrupts any melee contact or group
Slow model can make two cohesion. In other words, if the
movements in a turn is when fleeing models hit were in a group formation
due to a failed Morale roll. by being in base to base contact with
each other, they no longer are at the
Spell-caster (P)
end of the dispersion movement.
The character can cast spells. Each
Models breaking off from a melee do
spell is a Trait to be added separately.
not receive or deal Free Hacks when
Spore Artillery dispersing.
The model is able to throw spore
Sporemaster (P)
bombs over 4 x Long distance. The
Any Fungus within 1 x Medium of the
player nominates an impact point
Sporemaster gets the Regeneration
where he wants his attack to land and
Trait. The ability is immediately revoked if
makes a Q roll. On a 1, the attack
the Sporemaster moves out of range
scatters AND the thrower runs out of
or goes out-of-action.
ammunition (no more artillery shots
can be fired for the remainder of the Spore Colony
game). On a failure, the attack The model is a growing colony of
scatters and the opponent may fungi. The model may not move,
64
attack or perform any action. The Introduction
effect. On a 6, that effect is ignored.
Spore colony may be deployed The Squishy Trait may not be
anywhere on the table at the combined with any Block Trait or the
beginning of play. During the game, Heavily Armored Trait. It may not be
each time its controlling player’s turn used against Gruesome Kills, spells or
begins, roll a die. On a 6 the Spore magic weapons.
Colony model is removed and two Standard Bearer
Immature Sporelings or a Greater
The character carries a totem,
Sporeling are deployed within 1 x
standard or flag. The character fights
Short of the Spore Colony. Before the
at -1 in melee. Whenever a friend fails
colony matures into one or two
a Morale roll, the friend may move
Sporelings, it may be destroyed by a
towards the standard instead of
melee attack against C5 (beating the
running towards the edge of the
colony by 1 or more destroys it). All
tabletop. However, if the standard is
melee attacks against the Spore
stolen (by knocking down the
Colony are Free Hacks. No warband
standard bearer and spending one
may have more than two Spore
action to pick up the standard), all
Colonies.
members of the warband must make
Sporeslinger a Morale roll.
The model may perform ranged Steadfast
attacks, throwing spore clusters over
Steadfast models have +1 on Morale
Medium range, up to 3 x Medium
rolls.
away. Regardless of modifiers and of
the target’s die roll, when a Stealth
Sporeslinger rolls a 6 the target has A model with Stealth can move
been struck in the face and is blinded. silently across the battlefield. As long
Blind models may not cast spells, or as the model is adjacent to any scenic
perform ranged or melee attacks. All feature that counts as cover, the
melee attacks against them are Free model cannot be targeted by any
Hacks until the Blind condition is ranged attack, unless the attack is
removed by spending one action. A performed with a magic weapon or is
Blind model moves in a random a spell. In other words, attacks with
direction and must make a Quality magic weapons and spells used as
roll or fall down any time it crosses ranged attacks may always target a
Rough terrain or runs into an obstacle model with Stealth (this also applies
or another character. to any attempt to Transfix the target).
There is no need for the cover to be
Squishy
between the Stealthy model and
The character rolls a die every time a
potential shooters — as long as the
non-magical attack affects it causing
Stealthy model is in contact with a
a Recoil, Knockdown, or out-of-action
scenic item, he can’t be targeted.
65
Stubborn rule only if the Recoiling model is the
The model cannot take part in Group
Introduction
same size or smaller than the model
moves. with Tailslap.
Subcommander (P) Terror (P)
A Subcommander represents an Some models exude Terror. Any model
officer who answers to the warband’s wishing to enter melee with a Terror-
Leader. A warband may have a inspiring foe must pass a Q roll on a
Subcommander only if it also has a die. Heroes automatically pass this test.
Leader. The Subcommander extends If the roll fails, the model may perform
the Leader’s command range by 1 x another action of the player’s choice
Medium IF the Subcommander is but may not move into contact with the
within 1 x Medium of the Leader. This terrorizing model. In other words, the
does not give any activation bonus, action is NOT wasted, but the model
but allows for the issuing of group lacks sufficient resolve to enter melee
orders to models who would with the terrorizing creature.
otherwise be out of the Leader’s When a Terror-inspiring model
command radius. If the Leader dies, charges (i.e., in the moment the player
the Subcommander tests Morale like declares the intention to move into
any other figure. Test for him melee contact, having at least one
BEFORE testing for others in the available action and enough
warband. If he remains on the movement allowance to do so), the
tabletop, he becomes the warband’s charged model must immediately
new Leader, gains the Leader rule make a Morale check. The check is
until the end of the game, and thus performed BEFORE the Terror-
other models in the warband do not inspiring model is actually moved. This
make a Morale loss for the loss of a is a standard Morale check, following
Leader. If he is killed later, however, the standard rules and outcomes for
his friends do test for Morale. If he is Morale. If because of this the initial
killed while the Leader is still on the target of the charge is not available
table, the death of the anymore (either because he moved
Subcommander does not cause any out of range or off the table, or was
Morale roll. killed), and there is another target in
Swamp Walk range of the Terror-inspiring model’s
The model’s movement is not charge, the Terror-inspiring model may
reduced in swamp terrain. Models change his target and charge another. This
with this ability can also recognize may cause a domino effect where a single
quicksand from 1 x Medium distance. creature with Terror causes a whole group
of opponents to panic! If a model passes
Tailslap
the roll to resist Terror, either when
Every time a foe Recoils from a model
moving into contact with a Terror-inspiring
with Tailslap, roll a die. On a 5 or 6,
enemy or when charged by one, it
the foe falls Prone instead. Apply this
66
becomes immune to further Terror effects Models with Terror, Artificial, Fearless
from that kind of enemy, or any other
Introduction
or Undead are immune to Terror.
model in the game with exactly the same Tiny
profile. Players may keep track of this in
Tiny models are much smaller than a
campaigns, so that models who successfully
human. Any larger model gets a +1 in
immunized themselves from Terror
melee versus Tiny models. Tiny
become more courageous as the campaign
models are hit at -2 by all non-magical
progresses.
ranged attacks and get Free Disengage
versus all larger models. Swarm
67
models (SBH) do not count as larger Free Hack is at +2 as normal for all
than a Tiny model. Attacks with the
Introduction
attacks on Prone foes, and counts
Blast Trait (SDG) hit Tiny models even if the Trampler is Prone. If the
normally. A Tiny model is able to gain Trampling model still has an action
cover from any terrain feature. available, he may move away from
combat without receiving any Free
Tough (P)
Hacks for leaving a melee.
Tough models are hard to kill. If a
Tough model receives a Gruesome Twirling Arrow Defense (W)
Kill, it goes out-of-action, but there is The character gains the Expert Block
no Morale effect. If it receives an Trait against non-magical ranged
out-of-action result, the model takes attacks.
one wound. When the model takes Undead
its third wound, it finally goes out-of-
Undead models are immune to
action.
Poison and Terror and do not test
A Tough model does not fall Prone Morale for Gruesome Kills. Non-
when doubled. When a Tough model magical ranged attacks against
is already Prone and is hit again, he Undead models are at -2.
takes a wound and he STAYS down:
Spells with the Affects Only Living
he still has to spend one action to
Targets tag do not affect them.
stand up when his turn comes.
Undead never flee from a combat.
If a Tough model flees due to a failed
They have +2 on all Morale rolls but
Morale test and moves into the
crumble to dust if they roll two or
intercept area of an active opponent
three failures on a Morale roll.
(1 x Short from any active opponent),
However, if they have a friendly
the model takes one wound. Its
Standard on the table when they fail
movement stops and the enemy that
a Morale roll, Undead do not
caused the wound may move into
crumble to dust — they may make
melee contact with him. This is
fleeing movements towards the
optional: the intercepting model may
Standard or remain where they are,
decide to let the Tough model flee. If
as the player sees fit. If the Standard
this happens, the intercepting model
is destroyed (by an opponent
is NOT moved in contact and the
spending one action to do so while
fleeing Tough model does NOT take
adjacent to the Standard), all
a wound.
Undead models must make a
Wounded Tough models heal all Morale roll or be destroyed. If the
wounds between scenarios. Standard bearer moves off the table,
Trample (P) the Undead do not make a Morale
Whenever a model with Trample roll — just use the normal rules.
knocks down a foe, it performs an
additional Free Hack against him. The
68
Unerring Aim it as a Gruesome Kill. Unliving models
The model halves range modifiers
Introduction
are not affected by this ability.
when shooting: -2 becomes -1 and -4 Will of Iron
becomes -2. The character has a +1 to Q rolls to
Unique resist spells with the Enchantment tag.
There is only one “copy” of the Zen Archery
character in play. If the character dies, The character may perform a Q roll on
he cannot be replaced in a campaign. one die (as a free action) to ignore any
Unruly targeting priority restrictions on his
The model never enjoys an activation next ranged attack performed with a
bonus from a Leader. bow. See Targeting Priorities, p.27.
Veteran Group Fighter (P)
The character never suffers a melee
modifier for being outnumbered.
Way of the Intercepting Fist (MA)
Any time an opponent in melee rolls
a 1 on its C roll, regardless of who won,
the model may immediately perform
a Free Hack at the foe. This attack is
performed even if the attack which
rolled a 1 causes the martial
artist to Recoil, fall Prone, or
go out-of-action.
Way of the Quivering Stool (P)
Once per game, the character may set
up deadly vibrations in the body of an
opponent in melee contact. Doing so
requires an action. Mark the
opponent with a counter. During the
game, any time that character rolls a
1 on any activation or C roll, the
martial artist who set vibrations may
cause a Free Hack at +3 on the marked
model. This may be performed even
if no LoS exists between the martial A spore monster ready to trample
artist and the marked model. The its way through the ranks of the
vibration marker is removed if the opposition.
martial artist is killed or moves off the
table. If the marked model is put
out-of-action by this Free Hack, treat
69
four into melee contact, the orc will be
Group Activations Introduction
at -3 on his C total. To do this, you will
A Leader may give an order to 2-5 have to get three goblins into melee
figures to move as a group. The without dicing for an attack, then
figures must be in base-to-base move the fourth one into contact, and
contact with each other and at least attack. It is too risky to activate them
one of them must be within 1 x Long one at a time, as there is a good
of the Leader. The Leader must be chance you will not roll well enough
diced for before moving the group. leaving only one or two goblins in
The Leader uses one action to give contact, without the necessary
the group-activation order, and then support. With a group activation you
the player rolls to activate the group know whether it is possible or not to
on 1, 2 or 3 dice. gang up on a foe.
The grouped figures may move and Group actions enable you to keep
act in any way the player wants. The your forces together. If you want your
group makes only one activation roll force to rush across towards the
(on 1, 2 or 3 dice as normal) but uses enemy as fast as possible, you could
the worst Q in the group. So if you activate five of them individually and
have a group of three Fungus men roll for 3 actions each. Now this is
with Q3+ and a Sporeling with Q4+, likely to see your 5 figures spread
you must roll 4+ for activation down the table — imagine, the first
purposes. one passes three dice, the second
If the roll/s is/are successful, all the two and then the third passes one
models in the group are entitled to and rolls a Turn-Over! By activating as
move, attack, etc. It is NOT mandatory a group you only make the one roll
that all models in a group perform the and therefore, whatever the
same action. Models must still be outcome, you know that they will be
activated one at a time — you must together at the end of it.
use all of a figure’s actions (or abort Disadvantages of Group Actions
them if you want) before moving Keeping your models together
another figure. exposes them to area effect spells like
Advantages of Group Actions Fireball. Also, it may make harder to
Some actions are only available navigate through rough terrain.
through group activation (such as Larger Groups
Concentrated Shooting and Regroup). At higher point totals (800+ points),
Performing a group action allows players may want to use group
weaker characters to gang up on a activations of up to 10 figures per
strong character in melee. Let’s say group. If you use Concentrated
four weak goblins want to take out a Shooting, however, you still resolve it in
stronger orc. One on one, they have batches of 5 or fewer figures at a time.
little chance. However, if you get all
70
Regroup Concentrated Shooting
This is a special Group Activation. A
Introduction
This is a group activation in which a
Leader can give this order to any number of shooters concentrate
number of models within 1 x Long their fire against a single target to
distance from him. Giving the increase the chances of bringing him
Regroup order costs one action to down. A Leader spends an action to
the Leader. There’s no need for the give the Concentrated Shooting
models to be adjacent to each other order. The shooters must be within
when the order is issued. the Leader’s command radius (1 x
Long). Up to 5 models may
Regroup is used when your participate in a Concentrated
models are all over the place Shooting. They do not need to be in
and you want to bring them base-to-base contact with each
together, so that they other. They activate normally, with a
become a legal group again +1 from the Leader, but the ONLY
at the end of the action, and action they can perform this turn is
you may continue to activate the Concentrated Shooting. Instead
them as a group in the of making a Combat roll for each
following turns. shooter, make a single roll, using the
worst C score in the group. The target
All models part of the Regroup order
receives -1 on its C for every shooter
act as a group move. They are
beyond the first, so with 5 shooters,
activated on a single roll of 1,2 or 3
the target is at -4. The Aimed Shot
dice as you see fit, using the worst Q
bonus may NOT be applied.
in the group. Each figure involved in
the Regroup must end their last All other modifiers apply. If a
move in contact with at least another modifier applies to anyone in the
member of the group. During a group, it applies to the Concentrated
Regroup, models cannot attack, Shooting roll as well. For example, if
shoot or cast spells. the target is behind cover for one of
the shooters, apply a -1 cover
A Leader will tell his men to modifier to the Concentrated
spread, take position, attack, Shooting roll.
and then regroup as the
overall situation changes. A If the Combat roll for a Concentrated
clever use of the various Shooting is a 1, and it is confirmed by
group activations can be a rolling another 1, one model, chosen
key to victory. This part of by the controller, loses the ability to
the game has a bit of a shoot/breaks his bow.
learning curve. You may skip Concentrated Shooting MAY be
it in your first games while performed by models having
you learn the basics. different types/ranges of ranged
71
weapons/attacks except Spell-casters Introduction
perform such activities even if a
using spells as a ranged attack. Leader is not in range.
A model with no LoS to the target may The Gang Trait (see p.55) allows
not take part in a Concentrated models to perform group activations
Shooting. without a Leader.
Magic in Group Activations
A Spell-caster may be part of a group
activation just like any other
character. He may use any
generated actions to cast spells,
but he may not take part in
Concentrated Shooting. When
including a Spell-caster in a group
activation, announce that he
will be using his actions to cast
a spell before rolling the dice,
so if you roll three failures, he
will suffer a backfire. If the
group is not rolling 3
dice, this is not
required.
Leaderless Group
Activations
It is sometimes
possible for a group
to perform certain
group activities even
without a direct order
from a leader. These
activities may be agreed
upon by players. For
example, you may devise
a scenario where a few
models use a battering
ram to bash down a door,
or hack at a rope bridge
to cut it. In these cases,
adjacent models may be
activated as groups to
72
Profiles The Rotten Hearts
Introduction
The most magically inclined among
Common Fungi the Fungi Folk, the Rotten Hearts
These profiles may be used by any began as a secret cult that worshipped
fungi faction. the darker mysteries of the Sun-Kissed
Vale. In more recent times, the cult has
Immature Sporeling
become public and the Rotten Hearts
Points 17 Quality 4+ Combat 1
have risen so much in power that
Traits Irrelevant, Squishy
other fungi, especially the Autumn
Sporeling
Folk, want to limit their growth.
Points 26 Quality 4+ Combat 2
Traits Insignificant, Squishy Those able to perceive the flux of
Greater Sporeling magical energies are able to locate a
Points 27 Quality 4+ Combat 2 dark, pulsating heart that is the
Traits Squishy source of all power in the densely
Evolved Sporeling forested areas. This dark heart
Points 32 Quality 4+ Combat 2 thrives on death and decay, the
Traits Gregarious, Squishy energies that bolster growth and
Spore Monster renewal. Anything that lives can
Points 32 Quality 4+ Combat 3 become food for Those Who Rot.
Traits Big, Low Kick
Rotten Hearts warbands have little
Immature Matanagar
military prowess but have powerful
Points 45 Quality 4+ Combat 4
Traits Big, Dim-Witted, Squishy, spell-casters who do not balk at the
Stubborn, Swamp Walk idea of casting fireballs and lightning
Fungus Woodsman bolts for fear of starting fires. And
Points 20 Quality 4+ Combat 2 they can raise slain enemies and
Traits Forester even animal skeletons by infesting
Marsh Dweller them with fast growing fungi
Points 20 Quality 4+ Combat 2 colonies.
Traits Swamp Walk Their warriors tend to have spore-
Fungus Leader — Personality based abilities. Their most common
Points 60 Quality 3+ Combat 3 troop type is light spearmen using
Traits Leader
spore-infested, poisoned spears, but
Fungus Warrior they also swarm over enemies using
Points 30 Quality 3+ Combat 3
the plentiful, expendable sporelings
Traits None
and the occasional spore monster,
Puffball
pillbug rider or worm cavalry.
Points 11 Quality 4+ Combat 1
Traits Explosive, Insignificant, Short Meddling with dark powers and
Move, Rare (8) hallucinogenic mushrooms creates a
whole caste of warriors (some fungi,
some humanoids) who go into battle
73
in various degrees of intoxication. Oaken Spear Mercenary Spearman
These become addicted to the drugs Points 52
Introduction
Quality 3+ Combat 3
and hang around the Rotten Hearts, Traits Block, Heavily Armored, Long
who use them as cheap shock infantry. Reach
Oaken Spear Veteran Mercenary Spearman
Rotten Hearts have a "the end
Points 58 Quality 3+ Combat 3
justifies the means" attitude that
Traits Heavily Armored, Long Reach,
makes the idealistic Autumn Folk Block, Fearless
their staunchest opponents. They do Oaken Spear Mercenary Archer
not have a lot of solid troops, relying Points 27 Quality 4+ Combat 2
on masses of zombie cannon fodder Traits Good Shot, Short Bow
to outnumber their enemies, but can Oaken Spear Veteran Mercenary Archer
call large, heavy hitters like the dread Points 36 Quality 3+ Combat 2
Matanagars or even the frightening Traits Good Shot, Short Bow
Flying Eyes or Swamp Fungus Oaken Spear Elite Mercenary Archer
Monsters. Points 54 Quality 3+ Combat 2
Traits Forester, Good Shot, Short Bow,
Troops List Stealth, Unerring Aim
Greater Spore Monster — Personality
Apprentice Spell-caster—Personality
Points 47 Quality 4+ Combat 3
Points 50 Quality 4+ Combat 1
Traits Big, Low Kick, Trample
Traits Spell-caster, Swamp Walk
Ancient Spore Monster — Personality
Spells: Flame Jet, Mosquito Swarm,
Points 86 Quality 3+ Combat 3
Slowdown
Traits Big, Low Kick, Regeneration,
Spell-caster — Personality
Trample
Points 114 Quality 3+ Combat 1
Spore Colony
Traits Increased Spell Memory, Spell-
Points 15 Quality 6+ Combat 5
caster
Traits Lumbering, Rare, Spore Colony
Spells: Fireball, Sleep, Transfix, Wall of
Rotten Heart Swordsman Worms
Points 23 Quality 4+ Combat 3 Combat Mage —Personality
Traits None
Points 80 Quality 3+ Combat 2
Rotten Heart Swordsman with Shield Traits Good Shot, Spell-caster, Squishy
Points 29 Quality 4+ Combat 3 Spells: Flame Jet, Transfix
Traits Block MageDrummer —Personality
Rotten Heart Spearman with Shield Points 80 Quality 3+ Combat 2
Points 33 Quality 4+ Combat 3 Traits Music, Spell-caster
Traits Block, Long Reach Spells: Aura of Terror, Break
Rotten Heart Spearman Enchantment, Courage, Transfix
Points 27 Quality 4+ Combat 3 Metereomancer —Personality
Traits Long Reach Points 114 Quality 3+ Combat 1
Rabble Spearman Traits Spell-caster
Points 20 Quality 4+ Combat 3 Spells: Hailstorm, Mist, Rain, Snowstorm,
Traits Long Reach, Rabble Windstorm
74
Veteran Metereomancer —Personality Greater Goblin Zombie
Points 162 Quality 3+ Combat 2
Introduction
Points 24 Quality 4+ Combat 2
Traits Increased Spell Memory, Spell-caster Traits Dim-Witted, Roll with the Punch,
Spells: Hailstorm, Lightning, Mist, Rain, Undead
Snowstorm, Windstorm Minor Flying Eye — Personality
Spellbreaker— Personality Points 96 Quality 3+ Combat 3
Points 98 Quality 3+ Combat 1 Traits Flying, Spell-caster, Undead
Traits Spell-caster Spells: Fear, Sleep
Spells: Anti-magic Shell, Break Flying Eye — Personality
Enchantment, Counter-spell Points 156 Quality 3+ Combat 3
Disenchanter—Personality Traits Flying, Spell-caster, Undead
Points 118 Quality 3+ Combat 2 Spells: Fear, Sleep, Transfix, Wall of
Traits Spell-caster Bedazzlement
Spells: Anti-magic Shell, Blast, Break Flying Eye of Terror — Personality
Enchantment, Counter-spell Points 152 Quality 3+ Combat 4
Green Matanagar Traits Flying, Rare 1, Spell-caster,
Points 56 Quality 3+ Combat 3 Stubborn, Terror, Undead
Traits Big, Dim-Witted, Forester, Spells: Fear, Sleep, Transfix
Squishy, Stealth, Stubborn Option: add Fireball (cost becomes 180,
Matanagar or Flame Jet and Good Shot (cost
Points 60 Quality 3+ Combat 4 becomes 176).
Traits Big, Dim-Witted, Squishy, Intoxicated Human Warrior
Stubborn, Swamp Walk Points 23 Quality 4+ Combat 2
Greater Matanagar — Personality Traits Drunken Fighting
Points 144 Quality 3+ Combat 4 Intoxicated Human with battle axe
Traits Big, Dim-Witted, Regeneration, Points 33 Quality 4+ Combat 3
Squishy, Stubborn, Swamp Walk, Terror, Traits Drunken Fighting, Shieldbreaker
Tough Immature Swamp Monster — Personality
Matanagar Prime-—Personality Points 82 Quality 3+ Combat 4
Points 148 Quality 3+ Combat 4 Traits Big, Entangle, Immovable
Traits Big, Group Fighter, Hero, Stance, Rare 1, Short Move, Swamp Walk
Regeneration, Rotting Touch, Swamp Swamp Fungus Monster — Personality
Walk, Terror, Unique Points 118 Quality 3+ Combat 4
Matanagar of the Rotten Pond — Personality Traits Big, Entangle, Immovable
Points 142 Quality 3+ Combat 4 Stance, Rare 1, Short Move, Swamp
Traits Amphibious, Big, Hero, Walk, Tailslap, Tough
Regeneration, Swamp Walk, Terror, Minor Vampire Fungus
Unique Points 80 Quality 3+ Combat 3
Zombie Fungus Traits Acrobat, Dashing, Drain, Greedy,
Points 24 Quality 4+ Combat 3 Long Move, Undead
Traits Dim-Witted, Undead Vampire Fungus — Personality
Goblin Zombie Points 116 Quality 3+ Combat 3
Points 15 Quality 4+ Combat 2 Traits Acrobat, Dashing, Drain, Greedy,
Traits Dim-Witted, Lumbering, Undead Long Move, Stealth, Terror, Undead
75
Greater Vampire Fungus — Personality Introduction
Points 176 Quality 3+ Combat 3 Enoki Cleric Acolyte — Personality
Traits Acrobat, Dashing, Drain, Greedy, Points 62 Quality 4+ Combat 2
Leader, Long Move, Stealth, Terror, Traits Spell-caster, Swamp Walk,
Tough, Undead Bludgeon, Heavily Armored.
Rotten Heart Commander — Personality Spells: Break Enchantment, Lightning
Points 70 Quality 3+ Combat 2 Enoki Cleric — Personality
Traits Leader, Sling, Sporeslinger Points 102 Quality 3+ Combat 3
Subcommander — Personality Traits Spell-caster, Swamp Walk,
Points 50 Quality 3+ Combat 2 Bludgeon, Heavily Armored
Traits Sling, Sporeslinger, Spells: Break Enchantment, Fear,
Subcommander Lightning.
Sporemaster — Personality Enoki Cleric High Priest — Personality
Points 56 Quality 3+ Combat 2 Points 132 Quality 3+ Combat 3
Traits Sporemaster, Swamp Walk Traits Spell-caster, Swamp Walk, Terror,
Sporemaster Mage — Personality Bludgeon, Heavily Armored
Points 96 Quality 3+ Combat 2 Spells: Break Enchantment, Fear,
Traits Poison, Spell-caster, Lightning
Sporemaster, Swamp Walk
Spells:Alter Terrain, Flaming Touch
Swamp Lion Monster — Personality
Points 69 Quality 4+ Combat 4
Traits Big, Bludgeon, Terror,
Swampwalk
Master of Mushrooms — Personality
Points 168 Quality 3+ Combat 4
Traits Leader, Rotting Touch, Spell-
caster, Squishy, Swampwalk
Spells: Aura of Terror, Fear, Fireball, Wall
of Worms
The Reaper — Personality
Points 136 Quality 3+ Combat 4
Traits Hammering Blow, Magic
Resistance, Opportunistic, Regeneration,
Shieldbreaker, Stubborn, Terror, Unique,
Veteran Group Fighter
Giant Worms
Points 36 Quality 4+ Combat 2
Traits Animal, Burrowing, Dashing,
Long Move
76
The Path of the Troops List
Introduction
Initiate of the Path
Underwood Points 20 Quality 4+ Combat 2
Human monks created a lamasery in Traits Quick
a secluded area of the Vale, far from Scout
the paths used by the woodsmen and Points 41 Quality 4+ Combat 2
travellers. Their intent was to find Traits Acrobat, Evade and Counter,
peace and solitude to foster Forester, Free Disengage, Quick
meditation. Unfortunately, it also Master Scout
meant death for the monks when a Points 64 Quality 3+ Combat 3
band of goblins raided the lamasery, Traits Acrobat, Evade and Counter,
and no one could come to their help. Forester, Free Disengage, Quick
Legendary Scout
But the humans were not the only
Points 84 Quality 3+ Combat 3
dwellers of the halls. A colony of fungi
Traits Acrobat, Evade and Counter,
grew on the walls and in the corners,
Forester, Free Disengage, Long Move,
undisturbed by the monks who Quick
respected all life-forms, taking from Woodsman
Nature only the minimum needed for Points 29 Quality 4+ Combat 2
their sustenance. The magical Traits Forester, Heavy Weapon,
creatures’ eyes studied the monks, Shieldbreaker
and learned from them the secrets of Spearman
martial arts. When the fungi grew into Points 27 Quality 4+ Combat 3
adult specimens, they already knew Traits Long Reach
how to fight, and knew who were Expert Spearman
their enemies. Points 36 Quality 3+ Combat 3
Traits Long Reach
Today, all human presence is gone
Swordsman with Shield
from the lamasery, but a visiting
Points 29 Quality 4+ Combat 3
mission from a another human
Traits Block
lamasery confirmed that, no matter
Expert Swordsman with Shield
what species they belong to, the
Points 44 Quality 4+ Combat 3
monks in the Sun-Kissed Vale
Traits Block, Disarming Block, Shield
lamasery are of the highest martial Rush
quality. Archer
Points 23 Quality 4+ Combat 2
Traits Short Bow
Chosen Archer
Points 30 Quality 3+ Combat 2
Traits Short Bow
Elite Archer
Points 46 Quality 3+ Combat 2
Traits Fire Into Melee, Good Shot,
Short Bow
77
Monk Archer Initiated Amazon Fungus
Points 58 Quality 3+ Combat 2
Introduction
Points 86 Quality 3+ Combat 4
Traits Fire Into Melee, Good Shot, Traits Acrobat, Heavy Weapon, Long
Short Bow, Unerring Aim, Zen Archery Move, Long Reach, Poison, Rare (4)
Legendary Monk Archer — Personality Initiated Amazon Queen
Points 92 Quality 3+ Combat 2 Points 128 Quality 3+ Combat 4
Traits Fire Into Melee, Good Shot, Traits Acrobat, Block, Heavily
Leafsight, Legendary Shot, Short Bow, Armored, Difficult Target, Disarming
Unerring Aim, Zen Archery Block, Entangle, Long Move, Rare (1)
Monk Slinger Ylaa, Initiated Amazon Queen —
Points 30 Quality 4+ Combat 2 Personality
Traits Free Disengage, Good Shot, Sling Points 168 Quality 3+ Combat 4
Martial Artist With Nunchaku — Traits Acrobat, Block, Heavily
Personality Armored, Difficult Target, Disarming
Points 70 Quality 3+ Combat 3 Block, Entangle, Leader, Long Move,
Traits Dashing, Flurry of Blows, Free Shield Rush, Unique
Disengage, Opportunity Flail Strike
Nunchaku Master — Personality
Points 110 Quality 3+ Combat 3
Traits Aggressive Tumble, Combat
Master, Dashing, Evade and Counter,
Flurry of Blows, Free Disengage,
Opportunity Flail Strike
Ultimate Nunchaku Master — Personality
Points 130 Quality 3+ Combat 4
Traits Aggressive Tumble, Combat
Master, Crane Balance, Dashing, Evade
and Counter, Flurry of Blows, Free
Disengage, Opportunity Flail Strike,
Twirling Arrow Defense
Heroic Monk — Personality
Points 106 Quality 3+ Combat 3
Traits Acrobat, Aggressive Tumble,
Boiling Blood, Hero, Low Kick
Lama — Personality
Points 140 Quality 3+ Combat 3
Traits Leader, Low Kick, Spell-caster
Spells: Courage, Mind Control
Initiated Spore Monster — Personality
Points 66 Quality 3+ Combat 4
Traits Low Kick, Rare, Trample
78
Oaken Spear Green Warrior
The Oaken Spears Introduction
Points 27 Quality 4+ Combat 2
Legend says that the Oaken Spears
Traits Block, Heavily Armored
originated from fungi thriving on the
Oaken Spear Warrior
blood shed on battlegrounds.
Points 35 Quality 4+ Combat 3
Students may never learn the truth,
Traits Block, Heavily Armored
but certainly the Fungi Folk who call
Oaken Spear Chosen Warrior
themselves the Oaken Spears are the
Points 46 Quality 3+ Combat 3
most warlike and adventurous of all Traits Block, Heavily Armored
the mushroom men. Oaken Spears Oaken Spear Heavy Spearman
trade with humanoids for metal bits Points 39 Quality 4+ Combat 3
that they fashion into arrowheads Traits Block, Heavily Armored, Long
and spearheads. Metal is very rare in Reach
the Vale. They have been known to Oaken Spear Chosen Spearman
sell their services as mercenaries for Points 52 Quality 3+ Combat 3
both humanoid and fungal factions. Traits Block, Heavily Armored, Long Reach
Oaken Spears make good use of Subcommander — Personality
natural armor built (or grown) out of Points 62 Quality 3+ Combat 3
tree bark and fossilized fungi, and an Traits Block,Heavily Armored, Long
Oaken Spear warband is rarely Reach, Subcommander
without some sort of heavy infantry. Commander — Personality
Points 82 Quality 3+ Combat 3
Oaken Spears working as
Traits Block, Heavily Armored, Leader,
mercenaries do not have the same Long Reach
dedication and stalwartness of those Oaken Spear Slayer — Personality
fighting for their own causes, but Points 66 Quality 3+ Combat 3
remain a tough nut to crack. Traits Magic Block, Heavily Armored,
Long Reach, Stealth
Heavy Infantry
Points 46 Quality 3+ Combat 3
Traits Hammering Blow, Heavily
Armored, Short Move
Heavy Infantry Hero — Personality
Points 76 Quality 3+ Combat 3
Traits Hammering Blow, Heavily
Armored, Hero, Short Move
Heavy Infantry Brute
Points 42 Quality 3+ Combat 3
Traits Bludgeon, Heavily Armored,
Short Move
Archer
Points 36 Quality 3+ Combat 2
Traits Poison, Short Bow
79
Chosen Archer Veteran Enoki Ranger
Points 42 Quality 3+ Combat 2
Introduction
Points 72 Quality 3+ Combat 3
Traits Good Shot, Poison, Short Bow Traits Good Shot, Long Move, Short
Elite Archer Bow, Unerring Aim
Points 62 Quality 3+ Combat 3 Enoki Ranger Hero — Personality
Traits Fire Into Melee, Good Shot, Points 102 Quality 3+ Combat 3
Poison, Short Bow Traits Good Shot, Hero, Long Move,
Warmage — Personality Short Bow, Unerring Aim
Points 76 Quality 3+ Combat 3 Enoki Ranger Leader — Personality
Traits Spell-caster Points 102 Quality 3+ Combat 3
Spells: Lightning, Protection From Traits Good Shot, Leader, Long Move,
Arrows, Wall of Wood Short Bow, Unerring Aim
Trained Matanagar Fungus Artillery — Personality
Points 66 Quality 3+ Combat 4 Points 71 Quality 4+ Combat 3
Traits Big, Rare (3), Shieldbreaker, Traits Spore Artillery, Huge, Tough
Squishy Chosen Spore Artillery — Personality
Swordmaster — Personality Points 94 Quality 3+ Combat 3
Points 70 Quality 3+ Combat 4 Traits Spore Artillery, Huge, Tough
Traits Magic Block, Master Duelist War Shaman — Personality
Doppelganger Spy Points 96 Quality 3+ Combat 3
Points 56 Quality 3+ Combat 2 Traits Fire Into Melee, Forester,
Traits Backstab, Doppelganger, Rare Poison, Sling, Spell-caster
(1), Stealth Spells: Trip, Wall of Wood
Giant Worm Rider
Points 44 Quality 4+ Combat 2
Traits Dashing, Long Move, Mounted
Giant Worm Rider with Shield
Points 48 Quality 4+ Combat 2
Traits Melee Block, Dashing, Long
Move, Mounted
Giant Worm Rider with Shield and Spear
Points 53 Quality 4+ Combat 2
Traits Melee Block, Dashing, Long
Move, Long Reach, Mounted
Rookie Enoki Ranger
Points 42 Quality 4+ Combat 2
Traits Good Shot, Long Move, Short
Bow
Enoki Ranger
Points 56 Quality 3+ Combat 2
Traits Good Shot, Long Move, Short
Bow
80
Archer
The Autumn Folk Points 36
Introduction
Quality 3+ Combat 2
The most peaceful and diplomatic of
Traits Poison, Short Bow
all the Fungi Folk, the Autumn Folk are
Forest Defender
the kind most frequently encountered
Points 52 Quality 3+ Combat 3
by travellers. The Autumn Folk feel a
Traits Block, Heavily Armored, Long Reach,
strong connection to the land, even Rare (4)
more so than other mushroom men, Master Forest Defender — Personality
and think it is their duty to protect the Points 54 Quality 3+ Combat 3
Sun-Kissed Vale. Their magic users Traits Heavily Armored, Long Reach, Expert
mostly adopt spells which alter terrain Block, Rare (2)
and protect their troops. They also Forest Drummer — Personality
make good use of Wall spells, Points 66 Quality 3+ Combat 2
effectively creating sudden growth of Traits Forester, Music, Spell-caster
fungi or plants to shield their troops. Spells: Fear, Mosquito Swarm, Noxious
In dire moments, they can resort to Cloud
magic missiles but they avoid Master Drummer — Personality
destructive spells like Fireballs or Points 104 Quality 3+ Combat 2
Lightning Bolts which could start Traits Forester, Music, Spell-caster
forest fires. Spells: Alter Terrain, Fear, Rain,Trip
Mistmaster — Personality
The Autumn Folk have a solid troop Points 82 Quality 3+ Combat 3
selection, and can call on the help of Traits Forester, Spell-caster, Stealth
rarely seen, swift fighters like the Spells:Mist, Transfix
Amazon Fungi, or even forest spirits Fungus Amazon
like the beautiful Mykityads. Points 86 Quality 3+ Combat 4
Traits Acrobat, Heavy Weapon, Long
Move, Long Reach, Poison, Rare (2)
Mykityad — Personality
Points 158 Quality 3+ Combat 2
Traits Acrobat, Danger Sense, Forester,
Free Disengage, Leafsight, Leafwalk, Rare
1, Regeneration, Spell-caster, Stealth,
Stubborn
Spells: Alter Terrain, Switcheroo,
Transfix, Wall of Wood
Fungus Man Paladin — Personality
Points 92 Quality 3+ Combat 4
Traits Block, Fearless, Heavily Armored,
Hero
Rebos, Fungus Man Paladin — Personality
Points 104 Quality 3+ Combat 4
Traits Expert Block, Fearless, Heavily
Armored, Hero, Unique, Veteran Group
Fighter
81
Fungus King — Personality Pillbug Rider with Spear
Points 90 Quality 4+ Combat 5
Introduction
Points 70 Quality 3+ Combat 3
Big, Bludgeon, Leader, Short Move, Traits Conglobation, Heavily Armored,
Tough Long Reach, Mounted
Fungus Queen — Personality Pillbug
Points 98 Quality 3+ Combat 4 Points 46 Quality 3+ Combat 3
Traits Block, Leader, Long Move Traits Animal, Conglobation, Heavily
Eilara Kay — Personality Armored
Points 188 Quality 3+ Combat 5 Pillbug Master — Personality
Traits Acrobat, Combat Master, Group Points 50 Quality 3+ Combat 2
Fighter, Hero, Expert Block, Leader, Traits Leader
Long Move, Quick, Shield Rush, Unique Heroic Pillbug Master — Personality
Tedronian Guard Matanagar Points 80 Quality 3+ Combat 2
Points 59 Quality 4+ Combat 4 Traits Leader, Hero
Traits Amphibious, Bludgeon, Rare (2),
Squishy, Steadfast
Grasshopper Cavalry
Points 84 Quality 3+ Combat 2
Traits Big, Difficult Target, Flying, Long
Move, Mounted
Grasshopper Cavalry Leader —
Personality
Points 114 Quality 3+ Combat 2
Traits Big, Difficult Target, Flying,
Leader, Long Move, Mounted
Grasshopper Cavalry Rookie
Points 63 Quality 4+ Combat 2
Traits Big, Difficult Target, Flying, Long
Move, Mounted
Fungus Artillery — Personality
Points 71 Quality 4+ Combat 3
Traits Spore Artillery, Huge, Tough
Chosen Spore Artillery — Personality
Points 94 Quality 3+ Combat 3
Traits Spore Artillery, Huge, Tough
Pillbug Rider
Points 64 Quality 3+ Combat 3
Traits Conglobation, Heavily Armored,
Mounted
Veteran Pillbug Rider
Points 70 Quality 3+ Combat 3
Traits Conglobation, Heavily Armored,
Mounted, Steadfast
82
Pig Rider
Halflings Points 39
Introduction
Quality 4+ Combat 2
Outpost Militiaman
Traits Long Move, Mounted
Points 20 Quality 4+ Combat 2
Veteran Pig Rider
Traits Steadfast
Points 58 Quality 3+ Combat 2
Green Slinger
Traits Forester, Long Move, Mounted
Points 18 Quality 4+ Combat 1
Elite Pig Rider
Traits Free Disengage, Sling
Points 64 Quality 3+ Combat 2
Slinger
Traits Dashing, Forester, Long Move,
Points 26 Quality 4+ Combat 2
Mounted
Traits Free Disengage, Sling
War-Bear — Personality
Chosen Slinger
Points 65 Quality 4+ Combat 3
Points 30 Quality 4+ Combat 2
Traits Animal, Big, Forester, Long
Traits Free Disengage, Good Shot, Move, Tough
Sling
Trained War-Bear — Personality
Elite Slinger
Points 86 Quality 3+ Combat 3
Points 40 Quality 3+ Combat 2
Traits Animal, Big, Forester, Long
Traits Free Disengage, Good Shot, Move, Tough
Sling
Elite War-Bear — Personality
Truffle Hunter
Points 92 Quality 3+ Combat 3
Points 42 Quality 3+ Combat 2
Traits Animal, Big, Forester, Group
Traits Danger Sense, Difficult Target, Fighter, Long Move, Tough
Free Disengage, Javelin
Andrea Underoot — Personality
Expert Truffle Hunter
Points 126 Quality 3+ Combat 3
Points 50 Quality 3+ Combat 2
Traits Bludgeon, Danger Sense,
Traits Danger Sense, Difficult Target, Dashing, Difficult Target, Forester, Hero,
Free Disengage, Javelin, Leafsight, Long Move, Mounted
Leafwalk
Davey Snoutbottom (without Andrea)
Commander — Personality
Points 42 Quality 4+ Combat 3
Points 74 Quality 3+ Combat 3
Traits Animal, Dashing, Forester, Long
Traits Block, Free Disengage, Leader Move
Heroic Commander — Personality
Points 104 Quality 3+ Combat 3
Traits Block, Free Disengage, Hero,
Leader
Halfling Bowman
Points 27 Quality 4+ Combat 2
Traits Free Disengage, Short Bow
Halfling Chosen Bowman
Points 32 Quality 4+ Combat 2
Traits Free Disengage, Good Shot,
Short Bow
83
Introduction
Apprentice Shaman — Personality
Wood Elves Points 78 Quality 3+ Combat 1
Traits Spell-caster, Stealth, Forester,
Explorer Leafsight, Leafwalk
Points 27 Quality 4+ Combat 2 Spells: Blast, Protection From Arrows,
Traits Forester, Short Bow Transfix, Wall of Wood
Ranger Arbas Laria Enforcer
Points 42 Quality 3+ Combat 2 Points 40 Quality 3+ Combat 3
Traits Forester, Good Shot, Short Bow Traits Bludgeon
Archer Bandit
Points 52 Quality 3+ Combat 2 Points 50 Quality 3+ Combat 3
Traits Forester, Good Shot, Leafsight, Traits Forester, Leafsight, Short Bow
Short Bow, Unerring Aim Bandit Leader — Personality
Young Leafsteel Gatherer Points 146 Quality 3+ Combat 3
Points 14 Quality 4+ Combat 1 Traits Forester, Hero, Leader,
Traits Forester, Javelin, Leafsight, Leafsight, Legendary Shot, Short Bow,
Leafwalk, Rabble Stealth
Leafsteel Gatherer
Points 21 Quality 4+ Combat 1
Traits Forester, Javelin, Leafsight,
Leafwalk
Leafsteel Gatherer Guard
Points 44 Quality 3+ Combat 2
Traits Forester, Good Shot,
Javelin, Leafsight, Leafwalk
Spearman
Points 50 Quality 3+ Combat 3
Traits Forester, Heavily Armored,
Long Reach
Leader — Personality
Points 80 Quality 3+ Combat 3
Traits Forester, Heavily Armored,
Leader, Long Reach
Forest Shaman — Personality
Points 110 Quality 2+ Combat 1
Traits Spell-caster, Stealth, Forester,
Leafsight, Leafwalk
Spells:Blast, Fear, Protection From
Arrows, Transfix, Wall of Wood,
84
Introduction
Warrior with Javelins and Battleknives
Hobgoblins Points 40 Quality 3+ Combat 3
Hyaenodon Rider
Traits Javelin, Melee Block
Points 54 Quality 4+ Combat 3
Archer
Traits Javelin, Long Move, Mounted,
Points 30 Quality 3+ Combat 2
Steadfast
Traits Short Bow
Hyaenodon-Riding Lancer
Chosen Archer
Points 56 Quality 4+ Combat 3
Points 40 Quality 3+ Combat 3
Traits Dashing, Long Move, Mounted,
Traits Short Bow
Steadfast
Hyaenodon-Riding Archer Elite Archer
Points 56 Quality 3+ Combat 3
Points 54 Quality 4+ Combat 3
Traits Fire Into Melee, Good Shot,
Traits Long Move, Mounted, Short
Short Bow
Bow
Hyaenodon-Riding Chosen Archer Medium Infantry
Points 36 Quality 3+ Combat 3
Points 66 Quality 4+ Combat 3
Traits Melee Block
Traits Fire Into Melee, Good Shot,
Long Move, Mounted, Short Bow Battle Brother
Light Infantry Points 32 Quality 4+ Combat 3
Points 30 Quality 3+ Combat 2 Traits Melee Block, Gregarious
Traits Difficult Target, Javelin
Warrior with Two Handed Flail
Points 33 Quality 4+ Combat 3
Traits Flail, Heavy Weapon
Sergeant — Personality
Points 76 Quality 3+ Combat 4
Traits Fearless, Leader
Mistmancer — Personality
Points 86 Quality 3+ Combat 2
Traits Spell-caster
Spells: Mist, Trip, Windstorm
Heroine With Twin Yatagan — Personality
Points 90 Quality 3+ Combat 3
Traits Combat Master, Group Fighter,
Hero, Twirling Arrow Defense
Wrestler With Chain Weapon — Personality
Points 60 Quality 3+ Combat 3
Traits Bludgeon, Flail, Opportunity
Flail Strike
Warrior with Iron Staff
Points 40 Quality 3+ Combat 3
Traits Bludgeon
85
Explorer
Humans Points 29
Introduction
Quality 4+ Combat 2
Traits Danger Sense, Forester, Stealth
Trained Warrior Archer
Points 30 Quality 3+ Combat 3 Points 23 Quality 4+ Combat 2
Traits None Traits Short Bow
Spearman Expert Archer
Points 33 Quality 4+ Combat 3 Points 27 Quality 4+ Combat 2
Traits Block, Long Reach Traits Good Shot, Short Bow
Veteran Spearman Mage — Personality
Points 38 Quality 4+ Combat 3 Points 74 Quality 3+ Combat 1
Traits Block, Long Reach, Steadfast Traits Spell-caster
Elite Spearman Spells: Blast, Flame Jet, Wall of Fire, Wall
Points 50 Quality 3+ Combat 3 of Ice
Traits Block, Long Reach, Steadfast Half Giant Mercenary
Armored Spearman Points 42 Quality 4+ Combat 4
Points 44 Quality 4+ Combat 3 Traits Big, Bludgeon
Traits Block, Heavily Armored, Long
Reach, Steadfast
Armored Swordsman
Points 29 Quality 4+
Combat 3
Traits Heavily Armored
Armored Leader —
Personality
Points 68 Quality 3+
Combat 3
Traits Heavily Armored,
Leader
Mounted Leader —
Personality
Points 106 Quality 3+
Combat 3
Traits Heavily Armored,
Leader, Long Move, Long
Reach, Mounted
Piper
Points 20 Quality 4+
Combat 2
Traits Free Disengage,
Music
86
Introduction
Orc Mercenary Woodsman
Goblins, Orcs and Points 23 Quality 4+ Combat 2
Trolls Traits Coward, Forester, Opportunistic
Javelineer Orc Brute
Points 18 Quality 4+ Combat 2 Points 45 Quality 4+ Combat 4
Traits Javelin Traits Big, Huge Weapon
Infantry Orc Ravager — Personality
Points 21 Quality 4+ Combat 2 Points 32 Quality 4+ Combat 4
Traits Block Traits Savage, Oblivious to Danger, Rare (4)
Heavy Infantry Orc War Leader — Personality
Points 23 Quality 4+ Combat 3 Points 108 Quality 3+ Combat 4
Traits None Traits Boiling Blood, Dashing, Heavily
Bowman Armored, Leader
Points 27 Quality 4+ Combat 2 Orc Rabble
Traits Poison, Short Bow Points 11 Quality 4+ Combat 2
Chosen Bowman Traits Rabble, Shieldbreaker
Points 36 Quality 4+ Combat 2 Troll Mercenary — Personality
Traits Good Shot, Poison, Short Bow, Points 93 Quality 4+ Combat 4
Unerring Aim Traits Big, Regeneration,
Swarmling Shieldbreaker, Tough, Trample
Points 24 Quality 4+ Combat 2 Troll Drunken Master — Personality
Traits Difficult Target, Gang Points 83 Quality 4+ Combat 4
Goblin War-Leader — Personality Traits Big, Drunken Fighting,
Points 80 Quality 3+ Combat 3 Regeneration, Tough
Traits Block, Difficult Target, Group Troll Shaman — Personality
Fighter, Leader Points 75 Quality 4+ Combat 3
Goblin Shaman — Personality Traits Big, Regeneration, Spell-caster,
Points 100 Quality 3+ Combat 3 Tough
Traits Difficult Target, Spell-caster Spell: Fear
Spells: Blast, Courage, Flame Jet,
Noxious Cloud, Protection From Arrows
Goblin Wolverine-rider
Points 70 Quality 3+ Combat 2
Traits Block, Forester, Javelin, Long
Move, Mounted
Heavy Infantry Orc Mercenary
Points 36 Quality 4+ Combat 3
Traits Coward, Dashing, Heavily
Armored, Heavy Weapon
Orc Mercenary Crossbowman
Points 40 Quality 3+ Combat 3
Traits Coward, Crossbow
87
Introduction
be of the same size of the models’
bases. The defender places two
markers per each model in his
Scenarios warband. If the warband comprises
models with different base sizes,
Skirmish the difference in size must be
This is the simplest scenario. Players
represented. For example, if your
dice to determine attacker and
warband has 4 infantry based on
defender. Players alternate placing
20mm squares and 3 cavalry based
four to eight scenic items (the
on 20x40mm rectangles, place 8
defender decides how many) on the
20mm squares and 6 20x40mm
tabletop. No scenic feature can be
rectangles. All markers must be
larger than 2 X Long across. Scenic
placed within 1 X Short distance
features can be adjacent to table
from the player's baseline or
edges. There must be at least a 1 X
within the terrain feature closest
Short gap between any two terrain
to the defender’s baseline. This lets
features. Terrain features should
models hide behind bushes and
be irregularly shaped.
trees. During play, whenever a
The attacker chooses a baseline marker is attacked, or whenever
to deploy his troops. an opponent moves within 1 X
Long from the marker, or whenever
The defender deploys his models
the defender rolls to activate it,
within 1 X Short of the opposite
the defender must reveal whether
baseline, and then the attacker does
the marker is real, substituting
the same on his baseline. Attacker
the marker with a figure, or if it is
goes first. Play continues until one
just a “dummy”, removing the
player concedes or all models on
marker from play. When all the
one side are defeated (routed off
figures are on the table, remove any
the table, out-of-action, or killed).
remaining markers.
Victory conditions: Defeating the
Play continues until one player
opponent while suffering less than
concedes or all models on one side
20% losses is a decisive victory. If
are defeated.
both warbands are reduced below
50%, the game is a tie. Any other Victory conditions: Defeating the
victory is marginal. opponent while suffering less than
20% losses is a decisive victory. If
Ambush both warbands are reduced below
Set up as Skirmish, above, but the 50%, the game is a tie. Any other
defender places markers instead of victory is a marginal victory.
placing models. The markers must
88
Trapped Under a Of Truffles and
Introduction
Mushroom Pillbugs
Choose one of the two bands Place a large truffle at the center of
randomly. As they cross a clearing, the board, and a Giant Pillbug 1d3
a huge mushroom falls on a Short sticks from it, in a random
randomly chosen character and direction. Use the stats for a Giant
traps him under its weight. The Pillbug found in the Autumn Folk
character is not hurt, but cannot roster but add Tough. Players
move. Helping him out is a 5-action alternate placing five more scenic
Task for his friends. A maximum of items around the table, placing one
two characters can help him. scenic item at a time until all are
placed.
Place the character at the center of
the table, putting a model The game is played in three sides:
mushroom over the knocked-down first there is a Pillbug turn, then
figure. Place all other characters player A, then player B. Determine
within 1 x Long of the fallen character. who is A and who is B by a normal
initiative roll at the beginning of
While they are helping the trapped
play. Players alternate deploying
friend, opponents ambush them
their models two at a time,
and attack. Place four to six bushes,
beginning with A, until all models
logs or boulders within 1 x Short
are deployed. Models may be
from the table edges, in a way that
placed anywhere along a 1 x Short
there is at least one of these
deep deployment area all around
obstacles on every side of the table.
the table sides. No model may be
The ambushing party can place their
placed closer than 2 x Medium to an
models anywhere in contact with
enemy model or the Pillbug.
these obstacles. Players then dice
for initiative. During its turn, the Pillbug will
always perform two movement
The band with the trapped
actions in a random direction. If it
character wins if the character is
moves to the edge of the table or
freed and brought to safety off the
comes into contact with impassable
table. If they manage to escape with
terrain, it stops there. If it comes
no losses, that’s a decisive victory.
into contact with a character, it will
The ambushers win if the ambushed gain an action and attack that
fail in bringing their friend to safety. character. If it comes into contact
with the truffle, the Pillbug will
spend one action to eat a morsel.
The Pillbug does not roll any
reaction, but just acts on its own
turn.
89
The truffle is composed of 5 Introduction
Wall of Water, the bugs are
morsels. Collecting one morsel is a dispersed. The ants are also
1-point Task. Unfortunately, the dispersed if their target is caught
truffle is on an anthill. Any model within the blast of a Fireball. If any
(including the Pillbug) coming into model moves in contact with the
contact with the truffle will stir a character assailed by the swarm, he
colony of giant ants on the d6 roll will be attacked too — use the
of 3 or more (roll once each time same rules. Artificial and Undead
the character collects one portion models are immune to ant bites
of truffle). The ants will immediately and do not test Morale.
swarm out, attacking a random
The game ends when all the truffle
character within 1 x Short. That
has been collected either by the
character must immediately test
characters or by the Pillbug, or
Morale, using all failures to move
when both bands leave the board,
towards a body of water, if
or the players agree to end the
available, or in a random direction
scenario.
if no water terrain is present on the
battlefield. At the end of any turn, Victory Conditions: leaving the
if that character did not move at table with 5 morsels is a decisive
least 2 x Medium, the ants catch up victory. Leaving the table with any
with him and perform a C1 other number and more than the
attack. If a character opponent is a minor victory.
moves into a body of Any other result is a tie.
water or through a
Wall of Fire or a
90
Introduction
91
TWO upgrades. You may not
Campaign Rules Introduction
upgrade to a Unique profile.
This simple experience system
Fungi Only Upgrades
requires little book-keeping or
Upgrade a Sporeling to a Greater
point-juggling.
Sporeling;
To determine who won a scenario,
Add Squishy to a single figure;
use the scenario's victory
conditions. On a tie, nothing Upgrade an Immature Matanagar
happens. On a marginal victory, the to a Green Matanagar, or a Green
winning warband gets one upgrade. Matanagar to a Matanagar;
On a decisive victory, the winner
Add a single Sporeling to the
gets two upgrades. Dead models
warband (this may be taken only
are replaced between games by
once).
equivalent models of the same
point values. Of course, any Humans Only Upgrades
upgrades killed models might so far Give Mounted, Heavily Armored,
have received are lost. You may give Short Bow, Long Reach, Crossbow,
one upgrade to a single character, or Melee Block to one figure;
and you may not give two upgrades Upgrade one figure from Melee
in a row to the same character. Each Block to Block, or from Block to
upgrade can be taken only once. Expert Block.
Some upgrades are generic and can
be taken by any force. Other are Halfling Only Upgrades
restricted to specific factions. Give Free Disengage, Sling,
Forester, Stealth, Leafsight, or
Generic Upgrades (all factions) Leafwalk to one character.
Increase a Q4 model to Q3;
Wood Elf Only Upgrades
Increase a C1 model to C2; Give Acrobat, Leafwalk, Leafsight,
Increase a C2 model to C3; Forester, Good Shot, Unerring Aim
or Short Bow to one character.
Add a spell or the Increased Spell
Memory Trait to a Spell-caster. Hobgoblin Only Upgrades
Give Heavily Armored, Bow, Long
Increase a model to another profile
Reach, Crossbow, Flail, Melee Block
with the same name from the same
or Mounted to one figure;
roster, using the next profile in
order of point cost; for example, Upgrade one figure from Block to
upgrade an Oaken Spear Mercenary Expert Block or Disarming Block;
Spearman into an Oaken Spear Give Sub-Commander to One figure;
Veteran Mercenary Spearman.
Upgrading from a non-Personality Give Steadfast to one figure.
model to a Personality model costs
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Goblin Only Upgrades Introduction
Give Short Bow, Javelin or Sling to
one character;
Give Poison to one character with a
ranged attack;
Add TWO Goblin Infantry or
Swarmling or Orc Rabble figures, or
ONE Orc mercenary figure.
Story Upgrades
Players may also agree to other,
scenario-specific upgrades. This
requires player agreement. For
example, a character who behaved
bravely in one scenario, passing his
Morale roll while the rest of the
warband fled or retreated, and
winning against impossible odds,
could be assigned the Hero Trait as
a reward. A magic-user who
defeated another spellcaster could
learn one of the spells from the
defeated opponent’s grimoire.
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Introduction
Quick Reference Sheet
Activation Block: roll 1d, reduce effect of hit on a
Roll Q or better on 1,2 or 3 dice (your 5+ vs melee or ranged
choice). Each success is an action. Each Magic Block: roll 1d, reduce effect of hit
failure is a reaction die for a foe. on a 5+ vs melee, ranged or magic
Opponent may use 2 reaction dice to Expert Block: as Block above, but
call for a Turn-Over. Actions can be used succeeds on a 4+
to move, attack, shoot or cast spells. Flail: ignores the Block Traits
Melee Combat Modifiers Dashing: gain one attack action when
Outnumbered: -1 per every adjacent foe moving into a melee
above the first Free Disengage: may move out of melee
Attacking transfixed or prone foe: +2 without suffering a Free Hack
blow is Lethal, Gruesome Kill if you Leader: +1 to Q rolls of friends within 1 x
double. Long stick from the Leader; May give
Power blow: 2 actions, -1 to foe’s C Group orders to 2-5 figures
Ambush bonus: +1 When to Check for Morale
Mounted attacking non-mounted: +1 Leader out-of-action or moving off table
Defending an obstacle and/or fighting in More than half warband moved off
elevated position: +1 table or out-of-action
Large model attacking a smaller foe: +1 Witnessing a Gruesome Kill
Unarmed: -1 unless using a martial arts Combat Effects
Trait. Beat with odd number on die: loser
Heavily Armored: loser adds +1 to his recoils, winner may follow up
Combat total after the roll Beat with even number on die: loser
Ranged Combat Modifiers knocked prone
Target behind cover/in woods: -1 Doubling: loser is out-of-action
Shooting at double range: -2 Tripling: loser is Gruesomely Killed
Shooting at triple range: -4 Group Moves
Shooter has Unerring Aim: -1 at 2 sticks, Roll activation on 1,2 or 3 dice as normal
-2 at 3 sticks once for 2-5 adjacent figures, at least
Target Undead: -2 one must be within 1 x L range from a
Target Big, Huge, Gargantuan: +1 Leader; use worst Q in group
Target Transfixed: +2 Concentrated Fire: a group of 2-5 shooters
Target is Prone: Shot is Lethal all shoot at the same target, using the
Aimed Shot: 2 actions, -1 to target’s C worst C and modifiers; target gets -1 to C
Shooter has Good Shot: +1 per every shooter above the first.
Target is Easy Target: +1 Regroup: 2-5 figures within 1xL of a
Target is Difficult Target : -1 Leader may activate as a group with the
Effect of Common Traits sole purpose of moving into contact
Melee Block: roll 1d, reduce effect of hit with each other.
on a 5+ vs melee attacks only
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Here Come The Fungi!