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7

Voyage

th

Crooked Dice Game Design Studio presents

thic fantasy
Wargaming in the world of stop motion my

Chad Sikes (order #6134108)

Chad Sikes (order #6134108)

Voyage
Crooked Dice Game Design Studio presents

th

Wargaming in the world of Cult


fantasy
thicTV
Wargaming in the world of stop motion my

By Matt Gibbs with Graeme Dawson and Karl Perrotton


Published by Crooked Dice Game Design Studio
Scripts and TV Listings: Matt Gibbs and Helena Nash
Design and Layout: Karl Perrotton
Interior Art: Karl Perrotton, Stan Chow, Chris Wildgoose and Laura Trinder
Photography: Kevin Dallimore

For more information contact:


Crooked Dice Game Design Studio
www.crooked-dice.co.uk
mail@crooked-dice.co.uk
Crooked Dice Game Design Studio
Suite F10, Faraday Business Centre
34 Faraday Street
Dundee
DD2 3QQ

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Contents
Welcome

Rough Diamond Studios and


Barron Productions

What is 7th Voyage?

What is the action:engine?


What is Different in 7th Voyage?
On the Seventh Sea

4
4

5
5
5
6

The Rules

8
8
9
11
12
13
13
15
16
17
18
19
19

Magic

20

Armoury

23

What is Magic in 7th Voyage?


Gifts of the Gods
Performing Spells
Animation and Summoning
Choosing Spells
Luck

20
20
20
21
22
22

Weapons
Weapon Effects

23
25

Special Effects

26

What are Special Effects?


Combat
Knowledge
Otherworldly
Physical
Traits
Disadvantages
Monstrous

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Common Terms
Basic Principals
Profiles Explained
Game Turn
Movement
Shooting
Melee
Causing and Taking Damage
Special Actions and Tests
Morale Tests
Statuses
Events
Victory

26
28
28
29
30
31
32
33

Casting Couch

Choosing Your Cast


Customising Your Cast
Favoured Champion
Dashing Rogue
Brother in Arms
Enchanting Beauty
Wise Elder
Twisted Outcast
Vile Tyrant
Brutish Bodyguard
Deadly Assassin
Their Right Hand

Central Casting

Mortals
Stop Motion Models
Animals

34
34
35
36
37
38
39
39
40
41
42
42
43

44
44
47
51

Film Guides

55

Scene Guide

67

The Golden Fleece


Gorgon!
The Voyages of Sinbad
The Rogue of Baghdad

What Scene to Play?


Battle
Escape
Race
Skirmish
Slay
Steal
Location Manager

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55
58
61
64

67
68
69
70
71
72
73
74

Gifts of the Gods


Spells
Events
Appendices

78
80
82
84

Online Resources
Token Key
Tokens
Event Cards
Gift of the Gods Cards
Spell Cards
Extra and Guest Profiles
Cast List
Player Reference Sheet
Templates
Miniatures & Scenery

85
85
86
88
90
93
96
101
102
103
104

Closing Credits

105

4 | WELCOME

WELCOME
In cities and ports across the ancient world,
stories are told and retold of great heroes
setting sail, and travelling to the ends of the
Earth, to find and fulfil their destiny. Watched
over by Gods and spirits, whether for good
or ill, these adventurous souls risk all, taking
fate into their own hands.
Teeming with all walks of life, from princes and
paupers, holy men and sorcerers, to merchants selling
exotic goods from east and west, the great ports are
gateways to adventure for anyone brave enough to step
aboard a ship. In these cultural melting pots, stories are
traded as readily as the finest wines, and the ones that
have aged the best often hail from Arabia and Greece.
Overseen by powerful and, at times, capricious Gods,
the heroes and heroines of Greece have seen their
fair share of both triumph and tragedy. Often tasked
with the seemingly impossible, the retrieval of a fabled
gift, such as the Golden Fleece, or the slaying of some
titan, such as Medusa, these fated heroes battle to
succeed, aided by or in spite of the Gods efforts.
In contrast, the stories of the One Thousand and
One Nights tell of the avarice and cruelty of tyrants,
sorcerers and spirits, and the courage, purity and
sacrifice of those who would oppose them. They tell of
heroes, such as Sinbad, earning fortunes through wit
and courageous endeavour, and villains finding their
downfall via greed and unholy bargains.
Within these stories, all manner of legendary beings
and mythical monsters roam. From cyclopean giants
who waylaid Sinbad and Odysseus, to the Minotaur
that stalked Theseus in the Labyrinth, or the Djinn who
aided Aladdin, these creatures are real to the sailors
that trade these tales.
This is a world of myth and legend, the world of
7th Voyage.

ROUGH DIAMOND STUDIOS


AND BARRON PRODUCTIONS
Founded by director Ron Carpenter and special
effects genius William Henry Harrison, Rough
Diamond Studios created some of the finest actionadventure films and stop motion effects of the 60s
and 70s. Together they brought the myths and
legends they adored as children to life for generations
of their fans.
Representing the first foray into Hollywood by Sidney
Barron, the mogul behind the UK based 7TV Studios,
Barron Productions provided the financial backing
for Rough Diamond. Although eight movies were
produced in fourteen years, under the surface creative
tensions and financial pressures eventually tore the
endeavour apart, but not before Barron choose to take
his revenge publicly.
In the pages that follow, movie listings, quotes and
scripts from their filmic voyage are presented for your
viewing pleasure.

7.15 Film
Minotaur!

starring Jock Maloney & Natalia Wood

Theseus must defeat the Minotaur, a


hideous half-man, half-bull, if he is to end
the sacrifice of his people to the monster
by the tyrannical King Minos. Aided by
Ariadne, the Kings daughter, he and his
companions must negotiate the Labyrinth of
Daedalus and trap the Minotaur before they,
the hunters, become the hunted (1961).
Theseus ............................... JOCK MALONEY
Ariadne ................................ NATALIA WOOD
King Minos ........................ PETER USTINOW
Daedalus ...................... GEORGE SAUNDERS
Pasipha ........................... CAROLINE JONES
Icarus ........................... HORST BOOKWOOD
Phaedra ........................... ANNE MARGARET
Producer SIDNEY BARRON
Director RON CARPENTER

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WHAT IS 7TH VOYAGE? | 5

what is 7th voyage?


7th Voyage brings the world of stop motion
movies and action-adventure programmes to
life as a tabletop miniatures game.
Based upon the myths of Ancient Greece, and
the fables and stories of the Arabian Nights, you
take command of the heroes or villains of legend.
Whether you want to quest for the Golden Fleece or
raid the nests of the fabled Rocs, 7th Voyage enables
you to play out your favourite on-screen action as the
story unfolds.

what is the action:engine?

The action:engine uses models, six-sided dice, tape


measures, tokens and a turn-based rules system to
simulate the action sequences you might find in film
and television. Models have a numerical profile, plus
added special abilities, allowing all kinds of actions to
be attempted.
One of the most significant features of the
action:engine is the ability to customise models from
a variety of archetypes and build different casts to fit
almost any genre.

What awaits on the


Forbidden Isle?

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What is different in 7th Voyage?


If youve played the 7TV tabletop miniatures
game, then youll be familiar with the core of the
action:engine already. These rules use those same
mechanics, but they differ in some areas to better
reflect the setting of 7th Voyage.

Greater emphasis has been placed on melee rather


than ranged combat, a magic system has been
included, and some rules have been altered or
omitted to capture the spirit of stop motion movies and
action-adventure programmes.
In addition, it should be noted that the action:engine
itself is an evolving system. As such, these rules have
been written to be stand-alone, but there is nothing
stopping you incorporating elements from other
action:engine rule and sourcebooks as you see fit.

6 | WHAT IS 7TH VOYAGE?

On the Seventh Sea


by GIBSON MATTHEWS, Cult Zone Magazine, May 1992

No Sunday afternoon seems complete without a family action-fantasy movie.


Thoughts of a return to the classroom were banished for a couple of hours on the
sofa, as legendary heroes clashed with stop motion monsters thanks to larger-thanlife producer Sidney Barron and his collaboration with Rough Diamond Studios.

idney Barrons first taste


of Hollywood came through
his collaboration with Ron
Carpenter, his stepson from his first
marriage, to the American actress
Claudia Carpenter, better known as
Claudia Cadence. Although their
marriage was fleeting, with the
venomous lovebirds flying their
separate ways within two years,
Barron's relationship with Ron
Carpenter lasted longer, but was
destined to be far bitterer in the end.
A creative mind, Carpenter had
grown up on film sets as part of
his mothers entourage, and was
heavily influenced by the world
around him. At the age of fifteen,
he wrote and directed his first
short film, a tale inspired by the
One Thousand and One Nights
and entitled The Hand of Destiny,
which used sets and props from his
mothers latest movie, Mata Hari.
However, it was not until university,
where he formed a lifelong
friendship with his film partner,
William Henry Harrison, that his
star truly began to rise.

Harrison was a gifted model maker


and animator, particularly interested
in making stop motion films, and
as equally obsessed with myths
and legends as Carpenter. Together
they went on to produce a series of
student films, exploring the themes
that so delighted them, combining
stop motion monsters and special
effects with footage of actors
from the campus society. These
short films focused on American
and European folklore, in which
all manner of goblins, spirits and
sprites would come to life.
After university, the pairs first
professional break came in 1957.
Working as second unit director,
Carpenter worked with Harrison
developing all of the magical
sequences in the epic The Rogue
of Baghdad, including the living
shadow and walking tree fights. A
critical and commercial triumph,
the film earned them much praise
and was followed by their equally
acclaimed second unit work on
The Odyssey.

BARRON PICTURES PRESENT

SINBAD

AND
THE

EYE OF THE IDOL


JOURNEY BEYOND
THE SEVEN SEAS IN
SINBADS STRANGEST
ADVENTURE OF ALL!

BARRON PICTURES PRESENTS A ROUGH DIAMOND STUDIOS PRODUCTION A RON CARPENTER PICTURE
DOUG MACLURE & JEAN COLLINS IN SINBAD AND THE EYE OF THE IDOL WITH JACK PALAHNIUK
BY SYDNEY BARRON
EFFECTS BY WILLIAM HENRY HARRISON DIRECTED BY A RON CARPENTER PRODUCED
FILMED IN TECHNICOLOR
DISTRIBUTED BY BARNA ARTISTS
STEREO WHERE AVAILABLE

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Harrison at work
on Minotaur!

In the wake of their success,


they set up their own production
company, Rough Diamond
Studios, and embarked on their
first feature. It was at this point
that Carpenter approached Barron
for finance. Although triumphs,
many in Hollywood saw the films
as passing fads and, with the nature
of the animation process, time
consuming ones to produce at that.
True to form, Sidney Barron had
problems with only one of those
issues. It all hinged on whether the
films could be made cheaply and
quickly enough to capitalise on and
sustain the current interest.
Over the next fourteen years,
Rough Diamond Studios and the
newly formed Barron Productions
worked at a frenetic pace. Eight
movies were produced, a testament
to the passion of Carpenter and
Harrison, and the tenacity of
Sidney Barron.
Their first endeavour, Minotaur!,
built on the success of The
Odyssey, with Carpenter and

WHAT IS 7TH VOYAGE? | 7

Harrison squeezing every cent out


of their humble budget to make
a big screen epic, which stood
horns, head and shoulders above
the B movie creature flicks of the
previous two decades.
Three more epics inspired by
Greek myth followed, The
Golden Fleece, Herakles!, and the
terrifying Gorgon!, but it was the
duos love of Arabian stories that
earned them their first box office
smash and award nominations.
Sinbad and the Forbidden Isle,
starring Doug Maclure as the
roguish sailor, captivated audiences
from the outset with its exotic
locations and creatures.
After the success of Forbidden
Isle, Sinbad became a reoccurring
theme of the later films and with
the introduction of Jean Collins,
as Scheherazade in Sinbad and
the Eye of the Idol, an on-screen
romance between The Sailor and
The Storyteller became threaded
throughout their subsequent voyages.
Romance or not, it was the
monsters, Harrisons wondrous
creations, that delighted the fans
most, as they flocked to the release
of each new epic. Medusa, the
Minotaur, Pegasus and the Roc,
these were always the true stars of
this golden period.
In stark contrast however, under the
surface, things had become far from
happy or harmonious. Spiralling
costs and overrunning schedules, in
no small part due to Carpenter and
Harrisons insistence on perfection,
were eating into the Barrons slim
profits. Coupled with diminishing
box office figures, as 70s audiences
flocked to see the glut of horror
films swamping the market, the
golden formula of the duo was
starting to lose its lustre.
Refusing to pander to Barrons cost
cutting demands, the companies
went their separate ways in 1975,

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BARRON PICTURES PRESENT

GORGON!
WATCH THE MAGIC!
FEEL THE TERROR!
LIVE THE LEGEND!
BARRON PICTURES

PRESENTS A ROUGH DIAMOND STUDIOS PRODUCTION A RON CARPENTER PICTURE


JAMES FRANCISCO & LYNDA HARRISON IN GORGON! WITH JACK PALAHNIUK RICO MONTALBAN
EFFECTS BY WILLIAM HENRY HARRISON DIRECTED BY A RON CARPENTER PRODUCED
BY SYDNEY BARRON
FILMED IN TECHNICOLOR

DISTRIBUTED BY BARNA ARTISTS


STEREO WHERE AVAILABLE

with Sinbad and the Sleeping


Army, their fourth Sinbad film,
being their final collaboration. The
split, far from amicable, proved the
end for Rough Diamond.
Even with audience numbers
declining, the duo decided that
one last outing, one that would be
a fitting end to the epic love story
they had charted for Sinbad and
Scheherazade, was both appropriate
and feasible. Scraping together the
finance, they began work on The
Last Voyage of Sinbad.
Two weeks before their
masterpiece was scheduled to be
released, Sinbads Lost Voyage, a
Barron Productions presentation,
opened across the States.
Using stop motion footage lifted
directly from the previous films
and technically owned by Barrons
company, it shamelessly sought
to recreate the magic without
Carpenter and Harrison at the helm.
Tom Dalton was cast in the role of
Sinbad, and was poorly inserted
into battle scenes with Harrisons
iconic creatures. The film even
opened with the trademark framing
story, with Scheherazade played by
Sara Douglas, who bore a passing
resemblance to Jean Collins.
Ruthlessly marketed, in a whirlwind
promotional tour, Lost Voyage

topped the box office on its opening


weekend, despite the universally
poor reviews from critics.
But as word of mouth spread among
the fans, attendance plummeted and
within a week the film was gone.
In the shadow cast by its passing,
The Last Voyage of Sinbad fared
little better, and was pulled from
many theatres before its scheduled
release. In the end it received only
a limited run and the numbers were
poor. Barron had had the last word.
Carpenter and Harrison continued
to work together, bringing their
creativity, experience and design
skills to a number of smaller, low
budget movies and programmes,
and the development of later
animation and film techniques. As
for telling their own stories, the
tide never proved quite right for
them again, but the influence of
their films is still felt today.
Barron, having comprehensively
scuttled the pair, now turned his
full attention to the growing horror
market and supporting a new
production company headed by
his son. From the ashes of Barron
Productions rose Barron Pictures,
spearheaded by the shambling
undead.

8 | THE RULES

the rules
All of the basic mechanics of 7th Voyage are
explained in this chapter, including profiles,
movement, actions, combat and morale.

common terms

As a set of rules based on movies and TV programmes,


7th Voyage renames several commonly used game
terms to better reflect the setting, for example:
l The models that compose your side are called a cast.
l Your cast is made up of Stars, Co-Stars, Guest

Stars and Extras.


l Special abilities they may possess are defined as

special effects.
l Some models have their own abilities, defined as

either star qualities or unique effects.


l The value of models and your cast are expressed
in ratings.
l And finally, the game scenarios you play are
called scenes.

Basic principals
Its a Game

First and foremost 7th Voyage is intended to be a


game that is enjoyable for all involved. The rules
that follow are guidelines to enable balanced and
fair play, but should not be adhered to strictly at the
expense of having fun. If a situation arises where
you feel something should be possible or it will add
to the drama of a scene, you should use your own
judgement to resolve it fairly for everyone playing. This
could be as simple as making a statistic or opposed
test to resolve an action, to developing your own
house rules to cover the unfolding drama.

Dice Modifiers

All dice modifiers, whether bonuses or penalties,


are applied to the result of the die rolled and not the
statistics governing them, i.e. a +1 to hit bonus or 1
penalty to a Morale test is applied to the result of the
dice. All such modifiers are cumulative, with bonuses
reducing penalties and vice versa. However, a die roll of
1 will always fail, regardless of any modifiers, including
Audience Appreciation tokens and Event cards.

Statistic Modifiers

3.20 Film
The Rogue of Baghdad

starring Salvatore Mineo & Kim Novack


With her father magically enslaved by the
Vizier, the Caliphs Daughter finds herself
fleeing from the palace guards and seeking
refuge on the streets. There she meets an
unlikely hero, an urchin and honourable thief,
and together they embark on a journey to stop
the Vizier from rewriting history (1957).
The Rogue ....................... SALVATORE MINEO
The Caliphs Daughter .............. KIM NOVACK
The Vizier ........................ JOHN CARRADYNE
The Djinn ................................... TOR JONSON
The Caliph ....................... CHARLES LAWTON
The Shadow Prince .............. VINCENT PRYCE
The Apothecary .................. JOSEPH SWEENIE
Producer Terrence Marter
Director William Powell

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All Statistic Modifiers, whether they raise or lower the


value, are applied to the statistic itself, i.e. a model
that must count their Def as 1 less to a minimum of 1,
would go from Def 3 to Def 2. All such modifiers are
cumulative, but a model can never raise a stat above
10 or lower it to less than 1. Statistic values of 0 are
special and can never be raised or lowered under any
circumstances.

Re-rolls

A dice can be re-rolled only once. No matter how


many sources or special effects may provide a re-roll,
a dice can only benefit from one of them. When two
or more dice are rolled and the best result is chosen,
only one of the dice can be re-rolled.

Line of Sight

To charge, shoot or target another model with a


special effect or Spell, the model performing the
action must be able to see part of the model or
models theyre targeting. For the purposes of line of
sight, a model is assumed to be able to see in a 360
arc for charging, using special effects and Spells, but
may only shoot at models in their front 180 arc.

THE RULES | 9

Profiles Explained
There are a wide variety of models in the game, each
with different strengths and weaknesses. Youd expect
a Greek warrior to handle differently to a winged
Harpy, and the rules are designed to reflect this. Each
model has a profile, a set of statistics that lets you
see how fast, strong or intelligent they are, as well as
what special effects, star qualities or unique effects,
or weapons they may have. Each statistic can range
from 0 (not applicable) or 1 (barely capable) up to 10
(godlike). The statistics used in 7th Voyage are:

Movement (Move)

A model can move this distance in inches each time


they take a move action. A model with a Move of 0
cannot move at all. There is no maximum Move value.

Defence (Def)

The higher a models Def the less likely they are to


come to harm. Factors determining Def include armour
worn, natural toughness, thick skin or hide. Models
with a Def of 0 cannot be harmed by physical attacks
because of their invulnerability or lack of substance.

Hits

A model can take a number of wounds equal to their


Hits before they are removed from play. There is no
maximum Hits value, but most models have between
1 and 3 Hits.

Strength (Str)

Str is used in melee or when performing other feats of


brute force. Models with a Str of 0 are non-corporeal
and cannot interact with the physical world.

Agility (Agi)

Agi represents both bodily manoeuvrability and


manual dexterity. High Agi allows a model to avoid
falls and other perilous situations where less agile
models would suffer.

Intelligence (Int)

Int represents both knowledge and wisdom, and is


key to performing Spells. Models with an Int of 0 are
considered to be mindless and cant perform Spells.

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Morale

Morale indicates either bravery or sheer recklessness.


High Morale allows a model to keep fighting against the
odds or stand firm in the face of fearsome monsters.

Special Effects, Star Qualities


& Unique Effects

Any special abilities or rules the model might use are


listed here. Most models in 7th Voyage use special
effects, but some Stars, Co-Stars, Guest Stars and
Monsters may have their own star qualities or unique
effects.

Attacks

This section lists any weapons, both melee and


ranged, that the model might possess. A gauge
of their prowess, a model's to Hit value is always
associated with their skill in a weapon or attack,
and not the weapon or attack itself, which will vary
between models.

10 | THE RULES

Minotaur!
INT. LABYRINTH CORRIDOR - NIGHT
Theseus, torch held high, moves through the dim candlelit
corridors of the Labyrinth, his light casting eerie shadows on
the rough stone and root entangled walls.
Carefully unwinding the ball of thread behind him, he pauses
briefly to pay his respects - skeletal remains, wearing Athenian
dress, lie huddled in a crack in the wall.
INT. LABYRINTH ENTRANCE - NIGHT
A cup rolls from the fingers of a Guard, slumped against the
great stone doorpost of the entrance.
Both Guards have been drugged, and the great stone door stands
unbarred and slightly ajar.
A great bell begins to ring out, shattering the silence, and
the far off shouts and cries of angry men can be heard.
INT. LABYRINTH JUNCTION - NIGHT
Reaching a left-hand junction, Theseus holds the torch out. A
slight wind is coming from this new corridor.
THESEUS
Always forwards, never left or right.
He presses on, ignoring the left-hand path.
INT. LABYRINTH CORRIDOR - NIGHT
POV. In the dim light from the candles of the wall sconces, a
looming shadow moves.
It falls across the thread. Appears to be following it.
Within the crack, the dead Athenian's vacant eye sockets watch
the shadow pass with a skeletal smile.

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THE RULES | 11

Game turn

Action Phase

A game of 7th Voyage comprises of a number of


turns, and each turn is made up of four phases:



1. Determine Initiative & Audience Appreciation


2. First Players Action Phase
3. Second Players Action Phase
4. End Phase

Initiative

Both players roll 1D6 and whoever rolls the highest


becomes the first player. On a tie the person who was
the second player last turn becomes the first player
this turn. If you tie for the first turn, roll again.

Audience Appreciation

7th Voyage audiences enjoy moments


of high drama and action, filled with
incredible adventure and improbable
deeds, and Audience Appreciation
reflects this in game.

AUDIENCE
APPRECIATION

Determine the difference between the


two Initiative rolls. The first player is given a number
of Audience Appreciation tokens equal to half this
amount, rounding up, and the second player gains the
remainder. AA tokens can be used to do the following:
l 1 token can be spent to add a +1 bonus to a die

roll, even after the die is rolled.


l 2 tokens can be spent to purchase an additional

Activation token, see Action Phase below.


Audience Appreciation tokens can only be used on
a players own rolls, but more than one token can be
used to make a greater adjustment to the same roll.
Any AA tokens not used in the same turn in which
they are gained are lost.

At the start of their Action Phase, a


player gains a number of Activation
tokens equal to half of the total
number of models they have in play,
rounding up, plus any purchased
ACTIVATED
with Audience Appreciation. Do not
count models that are suffering from
any type of status towards determining this total.
Place a token next to each model you wish to activate
this turn. Once you have placed all of the tokens you
want to use, you may begin activating models. One at a
time, choose a model, activate it and remove its token.

Activation

Each model gets to make up to two actions when


activated. The available actions are:
l
l
l
l

Movement up to the models Move value


Shoot with a ranged weapon
Aim prior to shooting a ranged weapon
Make a melee attack if in base contact with an
enemy
l Perform a special action
Models can make multiple move, melee attack or
special actions in the same turn, but cannot shoot or
aim more than once in a turn.

Free Actions

In addition to the normal limit of two actions, all


models may make any number of free actions during
their activation or the turn. Free actions represent
quick or opportune activities, effects and situations
such as going prone, escaping capture, or making a
wish for example.

The End Phase

In the End Phase, the first player and then the second
player should:
l Remove from play all of their models that have no

Hits remaining.
l Check to see if their cast is Shaken or Wiped Out,

see page 17.


l Attempt to remove any statuses that models in

their cast are suffering from, see page 18.


l Discard any unused Audience Appreciation tokens.

"there he found a diamond as big as an elephant


i admit, he often embellished the tale
but it was bigger than your fist."
Haroun, Son of Sinbad

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12 | THE RULES

Movement
For each action spent on movement, a model may
move up to its Move value in inches. Models can turn
in any direction during this movement, changing the
direction in which they face as many times as they
like, but their final facing is important for the purposes
of shooting and melee. Models can move through
friendly models, but cannot move through the bases
of enemy models.
Models moving through or out of rough ground, such
as in woods, across a sand dune or in shallow water,
can only move 1D6 per move action.
Models moving over an obstacle less than 1 high,
such as a wall, can only move 1D6 per move action.
Place the model past the intervening obstacle if the
die roll allows sufficient movement to reach the other
side. Otherwise, place the model up to the distance
rolled, but no farther than the nearest edge or part of
the obstacle.
Models jumping over a gap, such as the space
between buildings or over a chasm, can only jump
1D6 per move action. Place the model on the other
side if the die roll allows sufficient movement to
cross the gap. Otherwise, move the model up to the
distance rolled, if this would take them over an edge,
the model has fallen.

Going Prone

Models may drop to the ground as a free action and


go prone. Place prone models on their side, but face
up. Movement while prone is at half their normal rate.
Models can stand up by making a move action and can
also move up to half their normal rate when doing so.

Optional rule

Moving out of base contact

When a model attempts to move out of base


contact with one or more opposing models, they
must make an opposed Agi test. If successful
the model may move as normal. If failed, one
opposing enemy model may make a free melee
attack, after which the model may move as
normal. Other models, both friends and enemies
in base contact, can contribute to the opposed
Agi test. Add +1 to each sides roll for each
additional model they have in base contact with
the moving out of base contact model.

Chad Sikes (order #6134108)

Charging

Models ending a move action in base contact with


an opposing model that was 3 or more from them
at the start of their activation are considered to have
charged. Models can only charge once in a turn, no
matter how many move actions they may make. A
charging model can make an immediate, free melee
attack and gains both of the following benefits:
l +1 bonus to their to hit roll
l +1 bonus to their to damage roll

Climbing

When in base contact with a climbable surface or piece


of terrain, models can climb up or down one or more
levels (count each level as being 2 in height), as part
of their move action if they successfully pass an Agi
test. If the test is failed they dont climb, but remain
where they were. If a 1 is rolled while attempting to
climb, the model has fallen from the highest level they
could potentially have reached in their move.

Falls

Models who fall, drop or jump down one or more


levels (count each level as being 2 in height), must
make an immediate Agi test, with a 1 penalty for
each level beyond the first fallen. If the Agi test is
passed the model is not harmed, but can do nothing
further this turn. If the test is failed the model has
fallen badly and gains the Stunned status.

Swimming

When in or in base contact with deep water, such as


a lake, a river or the sea, models can swim 1D6 as
a move action if they successfully pass a Str test. If
the test is failed, they either remain in place or move
1d3 in the direction of the current. If a 1 is rolled while
attempting to swim, the model has floundered and is
potentially in real trouble, and will suffer a Str 4 hit as
they struggle for breath.
At the start of a scene, it is a good idea to agree the
direction of current for all relevant pieces of terrain. If
this is not obvious, you can determine direction with a
scatter die.

Dragging Another Model

A Captured or Stunned model can be dragged by


other models in base contact. A single model can drag
another up to half of their movement, while two or
more models can drag them up to their full movement.
In the case of the latter, all of the dragging models
must have Activation tokens and any move actions
taken as a group count towards their actions when
theyre individually activated.
Models with the Large or Massive special effects
cannot be dragged except by other Large or Massive
models. In addition, Large or Massive models can
drag smaller sized models up to their full movement.

THE RULES | 13

Shooting

Melee

Models armed with a ranged weapon can take one


shooting action per turn, as long as:

Models in base contact with one or more enemy


models can make one melee attack for each melee
action they take. Charging models gain an immediate,
free melee attack. Only the activating model gets to
make an attack, but other models may strike back on
their own activation in that turn.

l They have not already used a shooting action of

any kind this turn


l They are not in base contact with any opposing

models
l Distance to the target is equal to or less than the

weapons range
l Target is not hidden, blocked by terrain or another
model, or in melee
l Target is in view of the front 180 arc of the
shooting models base

Roll to Hit

Roll 1D6, a hit will be scored if the result is equal


to or greater than the Hit value of the attack being
used. This is normally written as Bow (5+) and, in this
example, a hit would be scored on a 1D6 roll of 5 or
6. In addition there are modifiers to this die roll, see
the Ranged Attack Modifiers table. A die roll of 1 will
always miss, regardless of any modifiers.

Ranged Attack Modifiers table


Condition

To hit
modifier

Roll to Hit

Roll 1D6, a hit will be scored if the result is equal to or


greater than the Hit value of the attack being used.
This is normally written as Spear (4+) and, in this
example, a hit would be scored on a 1D6 roll of 4, 5
or 6. In addition there are modifiers to this die roll, see
the Melee Attack Modifiers table. A die roll of 1 will
always miss, regardless of any modifiers.

Melee Attack Modifiers table


Condition
Charging bonus

+1 to both hit
and damage

Attacking a models rear


180 arc

+1 to both hit
and damage

Attacking a Prone model

+1 to hit

Target is Large or Massive

+1 to hit

Attacking a Stunned model

roll 2+ to hit,
+1 to damage
1 to both hit
and damage

Weapon is used at more than half range

-1

Target is partially hidden or in cover

-1

Target is Prone and more than 6 away

-1

Target or Shooting model is flying

-1

Target is Small

-1

Attacking over an
intervening obstacle

Target is Large or Massive

+1

Attacking while Prone

Target is Stunned or immobile

+1

Shooting model has Aimed

+2

Causing Damage

If a hit is scored, see page 15 for details of how to


determine the damage caused.

Chad Sikes (order #6134108)

To hit modifier

1 to hit

14 | THE RULES

Using different melee weapons


If a model is equipped with different melee
weapons they may choose to use only one of
them in a turn, but are free to switch between
them each turn. Decide when the model uses a
weapon for the first time that turn. Brawl attacks
and Special attacks are an exception, as they
are instinctive, natural attacks that a model can
always make during their activation or the turn.

Attacking Across Levels

Models that would be roughly in base contact, if not


separated by their difference in elevation, may make
melee attacks normally if part of their bases or bodies
(legs, arms, torso and head) overlap vertically. If 1 or
less vertically separates the two models from each
other then they can still make melee attacks, but suffer
a -1 to hit penalty while doing so and cannot gain
any benefits from charging. If more than 1 vertically
separates the two models then they cannot make
melee attacks against each other. Models with the
Flyer special effect can attack models up to 1 higher
or lower than themselves without the -1 to hit penalty,
but still do not gain any benefits from charging while
doing so.

All or Nothing Attack

Attacking models can choose to make an All or


Nothing attack, trading an efficient defence for a
greater chance to land a blow. The decision whether
to do so or not must be taken before the to hit roll
is made. When making an All or Nothing attack, the
model rolls an additional D6 and will roll to damage
with all of the dice that score a hit. However, a model
surviving such an attack can make an immediate, free
melee attack in retaliation.

Example: Parrying with a sword

If a model equipped with a sword and a dagger


attempts to Parry an attack with a sword in a
turn, they can only make a Sword or Brawl
attack during their later activation.

Example: Two-handed axe and sword


If a model equipped with a two-handed axe and
sword charges, they cannot use the sword for
the free attack gained from charging and then
switch to using the two-handed axe. In addition,
they could not use the two-handed axe in their
own activation and then attempt to Parry an
attack later that turn with their sword.

Successful Hits

If a hit is scored, the melee attack has been


successful. What happens next is dependent on the
type of attack or weapon being used. Models may
either Pushback, Knockdown, or attempt to cause
damage to their opponent.

Pushback or Knockdown

Successful melee attacks do not have to inflict


damage. An attacking model can instead choose to
have the losing model suffer one of the two following
penalties:
l Pushback - Move the hit model 1 back from

the attacking model. For each point by which the


attacking models Str exceeds that of the pushed
model add 1 to the distance moved. The attacking
model can choose to move with the pushed model,
remaining in base contact with them.
l Knockdown - The hit model is knocked Prone.
Place prone models on their side, but face up.
Large models can only be affected by Pushback or
Knockdown caused by other models with the Large
or Massive special effects, while Massive models can
only be affected by other Massive models.

"beware the beast's tail! it is said it


can knock down forests, so will likely
make kindling of your shields!"
Nikandros the Wise

Chad Sikes (order #6134108)

THE RULES | 15

Causing and Taking Damage

Damage table

2 or more

2+

3+

defence higher

equal
4+

6 or more

5+

6 then 4+

6 then 5+

6 then 6

N/A

When a model is hit or suffers potential damage from


any source, make a damage roll by comparing the
attacking Str with the models Def and rolling 1D6 on
the Damage table above. A wound is caused if the
result is equal to or greater than the target number
listed. In addition there are modifiers to this damage
roll, see the Melee Attack Modifiers table. A die roll
of 1 will always fail, regardless of any modifiers.

Models that have suffered wounds,


but are not incapacitated should
have the wounds theyve taken
recorded, either on the players
cast list or by using wound tokens
placed next to the model. During
the End Phase remove from play any
models that have no Hits remaining.

When two numbers are given, such as 6 then 5+, two


rolls must be made. The first roll, plus any modifiers,
must be equal to or greater than 6 and the second roll,
plus any modifiers, must be equal to or greater than
the second target number listed to cause a wound.

Capturing Models

Wound or Stun

Most attacks cause serious damage. Unless noted


otherwise, a successful damage roll will always cause
a wound. Unarmed melee attacks, such as Brawl, can
normally only Stun a model. However, if the attacking
models Str is greater than the model's Def they may
choose to cause a wound instead.

Multiple Wounds

Normally only one wound is caused, but some


Monsters, weapons or circumstances may cause
more. When multiple wounds may be caused, make
damage rolls for each potential wound separately.

Wounds and Hits

Models keep functioning normally until they lose their


last Hit. Once a model sustains a number of wounds
equal to their Hit statistic they are incapacitated. Place
incapacitated models on their side, but face down.
Unless healed in some way, incapacitated models
cannot be activated. If one or more Hits are restored
an incapacitated model becomes Prone, turn the
model face up, and they can be activated as normal.

Chad Sikes (order #6134108)

WOUNDED

strength higher

Instead of removing a models last remaining Hit with


a melee attack, an attacking model may choose to
capture them instead. Discount any wounds the model
would normally have received from the attack, instead
the model gains the Captured status. As long as they
remain in base contact the attacking model can now
choose to relocate themselves and the model just
captured to:
l Anywhere in their deployment area
l Within 4 of a friendly member of their cast

16 | THE RULES

None shall pass!

Special Actions
AND TESTS

to or higher than the target number, the model has


successfully passed the test. Models that have a
statistic value of 0 automatically fail any statistic test
theyre required to take. The only exception to this are
Morale tests, see page 17.
Where two numbers are given, such as 2+/5+, if the
first roll of 2+ is failed, another roll needing the second
target number can be attempted. A die roll of 1 will
always fail, regardless of any modifiers.

Special Actions

Opposed Tests

Special actions cover all the miscellaneous things


models can get up to, such as opening or closing
a door or chest, pulling a lever, etc. Performing
Spells and using some special effects also require a
special action. In addition, a model may use a special
action to assist another model before they make an
opposed test as long as they are in base contact and,
in the case of special effects, possess the relevant
one themselves.

When two models are directly competing over the


outcome of an action, whether it is a battle of strength or
wills, make an opposed test. Opposed tests are always
made using the same statistic, Str vs Str, Int vs Int, etc.
To make an opposed test, roll 1D6 for each model
and add their relevant statistic value to the result. The
highest total wins. Where multiple models are involved
in an opposed test, use the highest statistic value from
that side, but add +1 for each additional model helping.

Statistic Tests

Models are sometimes required to test against one


of their statistics, either because theyre attempting
a difficult action or the action theyre attempting is
opposed by an enemy model.

Models that have a statistic value of 0 automatically win


any opposed test theyre forced to take. They cant be
beaten either because they are immune, insubstantial,
invulnerable, mindless or too powerful to overcome.

To make a statistic test, roll 1D6 and look up the


models statistic value and target number needed on
the Statistic Test table below. If the result is equal

Statistic Test table


Stat

10+

Target

5+

4+

3+

2+

2+/6

2+/5+

2+/4+

2+/3+

2+/2+

Chad Sikes (order #6134108)

THE RULES | 17

Morale Tests
Morale determines which models will stand and
fight, battle against the odds, and remain calm in the
face of fearsome and terrible foes. Morale tests are
made in the same way as statistic tests, using the
Statistic Test table. However, models with a Morale
of 0 automatically succeed at all Morale tests theyre
required to take.

Alone

Many models do not operate well far from help. If an


Extra that doesnt already have the Scared status is
within 6 of three or more enemy models and there
are no friendly models within 6 of them when they are
activated, then that model must make a Morale test.
If this test is passed the model will stand firm, but if it
is failed they suffer the Scared status. Models in base
contact with one or more enemy models, or models
possessing the Fearsome special effect, are not
required to make Alone tests.

Shaken

If your cast has lost half or more of its models (include


Captured, Dominated and Stunned models as being
lost), in the End Phase you must make a single
Morale test, with a 1 penalty, using the highest
Morale value of any active Star, Co-Star or Guest Star.
If this test is passed your cast will fight on, sensing
victory might still be possible. If the test is failed
immediately remove 1D3 of your models from play. If
you do not have any active Stars, Co-Stars or Guest
Stars remaining to make the test, remove 1D6 of your
models from play instead.

Example

Shaken Morale test

Your cast has lost half of its models and your


only active Star is Circe, a Vile Tyrant with
Morale 4. During the End Phase she must
make a Morale test with a 1 penalty and
needs to roll a 3+ to be successful. She rolls a 5
and passes the test (5-1 = 4), and everything is
fine. If she had rolled a 3 she would have failed
(3-1 = 2), and you would have to choose 1D3
models from your cast to be removed from play.

Fear

If a model that doesnt already have the Scared


status is activated or finishes any move action they
take within 6 of an enemy model with the Fearsome
special effect, they must make an immediate Morale
test. If this test is passed, the model may continue
as normal. If the test is failed, the model suffers the
Scared status. Models in base contact with one or
more enemy models, or models possessing the
Fearsome special effect themselves, are not required
to make Fear tests.

Wiped Out

If your cast has lost three quarters or more of its


models (include Captured, Dominated and Stunned
models as being lost), you must make a single Morale
test like you would for being Shaken, but with a 2
penalty instead. If the test is failed your opponent
may choose 1D3 of your models to be immediately
removed from play. If you do not have any active
Stars, Co-Stars or Guest Stars remaining to make the
test, your opponent may choose to remove 1D6 of
your models from play instead.

Example

Wiped Out Morale test

Things have gone from bad to worse, your cast


has lost three quarters of its models. Your only
active Star is Circe, a Vile Tyrant with Morale 4.
During the End Phase she must make a Morale
test with a 2 penalty and needs to roll a 3+ to
be successful. She rolls a 4 and fails the test
(4-2 = 2), and your opponent now chooses 1D3
models from your cast to be removed from play.
If Circe had not been active, had been Stunned
for instance, there would be no Star, Co-Star or
Guest Star to make the Morale test and instead
your opponent would choose 1D6 models from
your cast to be removed from play.

Chad Sikes (order #6134108)

18 | THE RULES

Statuses

Confused

CONFUSED

Confused models can only take


one action when activated. As a
special action, a model can try to
snap out of their confusion, remove
the Confused status on a 1D6 roll of
4+. Confused models suffer a 2 to hit
penalty on all attacks, count both their Def and Int as
1 less to a minimum of 1, and are unable to perform
Spells.

Dominated

DOMINATED

Dominated models leave their


original cast and become part
of the dominating models cast
instead, effectively changing sides.
They become like any other model
in their new cast, counting towards
Activation tokens and Morale tests, and can be
activated as normal. While dominated, the models
original owner does not count them as part of their
cast and cannot activate them. If they attack or target
their original cast they must make an Int test before
doing so. If the test is passed they immediately
remove their Dominated status and may take no
further actions. In addition, the models original owner
can roll to remove this status as normal during the
End Phase. A Dominated model counts as being lost
for Shaken and Wiped Out Morale tests.

Chad Sikes (order #6134108)

Scared

Scared models cannot use move


actions to move closer to enemy
models with the Fearsome special
effect, but are free to move away
as normal. Scared models suffer a
2 to hit penalty on all attacks, count
both their Def and Morale as 1 less to a
minimum of 1, and are unable to perform Spells.

SCARED

CAPTURED
Captured models cannot activate
and take no further part in the
game, apart from rolling to remove
statuses affecting them. However,
a model cannot attempt to remove
the Captured status while affected by
other statuses, as a Scared or Stunned
model is unlikely to want or be able to escape for
example. A model may remove other statuses first
and then the Captured status in the same End Phase.
If the Captured status is removed then the model
has managed to escape and is allowed to make an
immediate free action. A Captured model counts as
being lost for Shaken and Wiped Out Morale tests.

At the start of their activation


models On Fire must make a
Morale test. If the test is passed
they have controlled their fear and
may use special actions to try and
put themselves out. If the Morale test
is failed they move 1D6 in a random direction and
can take no further actions this turn. At the end of
their casts Action Phase if theyre still On Fire, they
suffer a Str 4 hit. As a special action, the model or a
friendly model in base contact may attempt to put out
the flames, remove the On Fire status on a 1D6 roll
of 4+. On Fire models suffer a 2 to hit penalty on all
attacks, count both their Def and Agi as 1 less to a
minimum of 1, and are unable to perform Spells.

Stunned

Only models with 1 Hit or less


remaining can become stunned,
they immediately fall Prone and
cannot activate until this status is
removed. Models with more than
1 Hit remaining do not become
stunned, but suffer a wound instead
that cannot be prevented by any means. A Stunned
model counts as being lost for Shaken and Wiped Out
Morale tests.

STUNNED

Captured

On Fire

ON FIRE

Models can be affected by conditions that can carry


over from turn to turn, these conditions are known as
statuses. There are six statuses used in 7th Voyage,
each one is represented by a token that should be
placed next to any model suffering from that status.

Removing Statuses

In the End Phase, every model can attempt to recover


from the statuses that are affecting them. Choose a
model and choose a status affecting it, roll 1D6 for
each Hit the model has remaining on its profile. You
may remove the chosen status and its token if any
dice rolled comes up 6. Otherwise, the model will
continue to suffer the effects of that status. Repeat
this for each status affecting that model. Audience
Appreciation tokens may be spent to modify the die
roll as normal.

THE RULES | 19

Events

Victory

At the start of a scene, before the Initiative for the first


turn is determined, each player should draw three
Event cards from the deck. Event cards can be kept
hidden until used, and once played are discarded to
the bottom of the deck. There are two ways to use an
Event card:

Whether a cast has won or lost at the end of a scene can


be determined in two ways, but both players must agree
before a scene begins which method is being used.

Major Events

These are written on the cards themselves and


represent major twists, not just in the plot, but the
filming of a scene itself. Most Event cards can be
played only at certain points in a turn, such as while
determining Initiative and Audience Appreciation,
before a roll to hit, or during the End Phase, where
this is the case, it will be defined on the card when
it can be played and what effect it will have on the
scene.

Minor Events

Any Event card can also be discarded to gain a +2


bonus to a single die roll. This must be declared
before the roll is made and, whatever the outcome,
the card is then discarded. Only one Event card can
be used per die roll, and when multiple dice are rolled
and the best result is chosen, the +2 bonus is added
to the chosen result.

Last Model Standing

This is a quick and easy way to play and determine the


winning cast. In Last Model Standing, play continues
until either one cast has no active models left in play
or one player concedes. Models with the Captured,
Dominated or Stunned statuses do not count as
active models for this purpose. The losing cast is the
one which has no active models left in play and the
opposing players cast is declared the winner.

Victory Points (VPs)

This is a goal orientated way of playing and


determining the winning cast. Like Last Model
Standing, play continues until either one cast has no
active models left in play or one player concedes, but
it can also end after a set or variable number of turns
depending on the scene being played. Models with
the Captured, Dominated or Stunned statuses do not
count as active models.
Each cast receives Victory Points (VPs) for achieving
various conditions, and the winning cast is the one
with the highest score at the end of the scene. Victory
Points are cumulative, so a cast that has Shaken
and Wiped Out their opponents receive +3 VPs for
example. Conditions will be determined by the scene
being played, but the following conditions in the
Victory Point table below always apply.

Conceding

If one player concedes, the opposing players cast is


automatically declared the winner.

Victory Point table


Victory Condition

Description

For each enemy Star, Co-Star or


Guest Star eliminated

For each enemy Star, Co-Star or Guest Star removed from


the scene gain a number of VPs equal to their starting Hits

+1 VP per
starting Hit

For each enemy Star, Co-Star or


Guest Star affected by a status

For each enemy Star, Co-Star or Guest Star affected by


one or more statuses at the end of the scene

+ 1 VP

Enemy cast Shaken

Opposing cast took a Shaken test

+1 VP

Enemy cast Wiped Out

Opposing cast took a Wiped Out test

+ 2 VP

Scene specific

Some scenes have specific VP conditions

Varies

Model specific

Some models and special effects have specific VP


conditions

Varies

Chad Sikes (order #6134108)

Victory Points

20 | MAGIC

MAGIC
What is Magic in 7th Voyage?

Gifts of the Gods

It is governed by three special effects, Gifts of the


Gods (x), Luck (x) and Magic (x). Gifts of the Gods (x)
governs how much the Gods or your own endeavour
furnishes your cast with wondrous items. Luck (x) is
more elusive, a blend of divine favour, fate and bravura.
Magic (x) not only represents prayers to the Gods,
Spells of a white nature, but the crueller side of the
divine, such as black magic.

This uniqueness extends to the scenes theyre used


in too. At the start of a scene each player must reveal
what Gifts they have purchased, as the power of such
wondrous items is difficult to conceal. If the same Gift
has been chosen by more than one player, no player
receives that Gift in this scene.

Magic in 7th Voyage lies somewhere between the


whim of the Gods and the willpower of mortals. It
represents the Gods granting gifts and powers to
favoured followers, but also knowledgable practitioners
forging magical items and making pacts with great
and terrible forces.

Example

Choosing Gifts

The hero player has two models with the Gift


of the Gods (x) special effect, a Favoured
Champion with Gift of the Gods (2) and an
Enchanting Beauty with Gift of the Gods (1)
for a total of three Gifts. The villain player only
has one model, a Twisted Outcast with Gift of
the Gods (2) for a total of two Gifts. The hero
player chooses the All Seeing Eye, Blade of
Destiny and Mantle of the Lion at a cost of
30 ratings. The villain player chooses Lash
of Flame and Mantle of the Lion at a cost of
18 ratings.
At the start of the scene both players reveal
their chosen Gifts. Because both players have
chosen Mantle of the Lion for their cast and
all Gifts are unique, neither cast receives it.
The hero player gives the Blade of Destiny to
the Favoured Champion and the All Seeing
Eye to the Enchanting Beauty, while the
villain player gives the Lash of Flame to the
Twisted Outcast.

Chad Sikes (order #6134108)

What Gifts youre able to use are determined by your


ranks in Gifts of the Gods (x). Each rank enables you
to purchase one Gift at the rating cost listed for your
cast. You may only choose one of each Gift available
as these magic items, forged by the Gods or the
artifice of mortals, are unique.

Once you have determined which cast has which


Gifts, you may give them to any of your Stars, CoStars or Guest Stars to use, not just the ones with the
Gifts of the Gods (x) special effect.

Performing Spells

Models with Magic (x) can attempt to perform Spells


during their turn. When activated they receive a number
of D6 equal to their rank in Magic (x), which becomes
their Magic Pool for that activation. Any dice in the
pool not used by the end of their activation are lost.
To attempt a Spell a model must take a special action.
This enables a model to attempt more than one Spell
per turn, but they cannot attempt the same Spell twice
in the same turn. When attempting a Spell choose
how many D6 from the models Magic Pool you are
going to use. You can use any or all of the D6 in the
pool, but you must use at least one. Roll the chosen
amount of D6 and add the models Int value to the
result. If the total of this roll is equal to or greater than
the Difficulty of the Spell then it has been performed
successfully and the effects are resolved immediately.

MAGIC | 21

If any of the D6 used to attempt a Spell result in a


natural 1 being rolled before any modifiers, such as
AA tokens and Event cards, the model may take no
further actions that turn. If the Spell was performed
successfully its effects are resolved first, but after
that the model cannot take any further actions in that
turn. This represents the taxing nature of harnessing
magic, the more power you draw upon, the more likely
it will leave you drained.

Chanting

A model may spend a special action Chanting prior to


attempting a Spell. Chanting adds a +2 bonus to the
result of any Spells they attempt to perform in that turn.

One Use Only

Most Spells can be attempted multiple times in a


game, but the most powerful acts of magic can only
be successfully preformed once. Spells that are
One use only are clearly described as such in their
description, they may be attempted multiple times, but
are discarded after the first time they are successfully
performed.

Animation and Summoning

Some Spells enable guardian statues to be animated


or shadowy undead to be summoned. These models
must be purchased as normal as part of their
cast, but can only be activated or enter play if a
member of their cast with the Magic (x) special effect
successfully performs the relevant Spell.

Animation

A model with an Animation Spell can use it to bring an


extra with the Animated special effect to life. Animated
models may be placed anywhere on the table during
set up for a scene, but may not be activated until
brought to life by a member of their cast. Until brought
to life an Animated model may not be harmed by any
means, nor can they affect or hinder any other model.
However, even though they cant activate until brought
to life, Animated models do count towards determining
Activation tokens each turn and the number of active
models in play for Shaken and Wiped Out tests.

Chad Sikes (order #6134108)

Examples

Attempting a Spell

Circe, a Vile Tyrant, has Int 5 and


Magic (3). On her activation her Magic
Pool consists of three D6. Attempting
to perform Cage the Soul, which
is Difficulty 12, she chooses to roll
two D6 from the pool, and rolls a 1
and a 6. Cage the Soul is performed
successfully, as the total (7 + Int 5) is
equal to Difficulty 12, but having rolled
a 1 she cant take any further actions
this turn. Cage the Soul is resolved and
Circes activation ends.
In addition, Cage the Soul is One use
only, so Circe cannot perform it again in
this scene. If she had failed to perform
the Spell successfully, regardless of
whether she rolled a 1 or not, she could
attempt to perform Cage the Soul again
in her following turns.

Animation

The villainous cast includes a Living


Idol of Clay, purchased at the cost
of 45 ratings, which the villain player
chooses to place in the centre of the
table. Until animated, the Idol cannot
be activated, but does
count towards determining
Activation tokens. Jafar,
a Vile Tyrant in the Idols
cast, successfully performs
Animate the Idol during the
second turn. The Idol
can now activate and
be harmed by other
models as normal.

22 | MAGIC

Summoning

Summoning

The villainous cast includes three Skeleton


Warriors, purchased at the cost of 15 ratings
each, which are placed in the Reserve
area. Jafar, a Vile Tyrant in their cast, has
successfully performed the Awaken the Dead
Spell. He rolls 1D3, and rolls a 1, so one
Skeleton Warrior is removed from the Reserve
area and put into play within 6 of Jafar.
Next turn he successfully performs Awaken
the Dead again. This time his 1D3 roll is a 3.
However, as there are two Skeleton Warriors
left in the Reserve area, only the last two
Skeleton Warriors are put into play.

Choosing Spells

Circe, a Vile Tyrant, has Magic (3). She can


choose three Spells, which include those
marked as Villain only. She decides to choose
Aspect of Terror, which is Villain only, Cage the
Soul and Unweave Fate. She could not choose
Beacon of Hope or Return the Fallen, as these
two Spells are Hero only.

Calculating and using the Luck Pool

The hero player starts with three models with


the Luck (x) special effect: a Dashing Rogue
with Luck (2), plus an Enchanting Beauty and
Wise Elder who each have Luck (1). Between
them they have four ranks in Luck, so they
start the scene with four tokens in their Luck
Pool. Each of them can use one Luck token
per turn from the pool.
During a turn, the Dashing Rogue tries to use
his Dodge special effect to avoid a melee
attack, but fails his Agi test. Expending a token
from the Luck Pool, he re-rolls the die for his
Agi test and succeeds. He dances out the way
of the blow, but cant use a Luck token again
this turn.

Banishing

A model with a Banishing Spell can use it to return a


Summoned model back to the original casts Reserve
area. A model banished in this way does not count as
either active or lost for Shaken and Wiped Out tests,
but may be returned to play again with the relevant
Summoning Spell.

Choosing Spells

A model can learn a number of Spells equal to their


rank in Magic (x). These Spells can be chosen freely
from those available and the same Spell can be
known by more than one model. Certain Guest Stars
may have their own unique Spells and are assumed to
learn these before choosing any additional Spells for
having left over ranks in Magic (x). In addition, Spells
should be selected when Choosing and Customising
Your Cast, before casts are revealed to opponents.
Some Spells are so evil that only a true villain would
ever consider using them. A Spell marked Villain only
cannot be used by a heroic cast member. Equally,
the more compassionate side of the magical coin
is impossible for a twisted soul to master. A Spell
marked Hero only cannot be used by a villainous cast
member.

Luck

Whether Luck is the whim of the


Gods, a form of magic or something
you make yourself, certain models
seem able to sway the Fates in their
favour. At the start of the game, add
a token for each rank of Luck (x) in
your cast to your Luck Pool.

LUCK

Examples

A model with a Summoning Spell can use it to bring


extras with the Summoned special effect into play.
Summoned models are not placed on the table
as normal at the start of a scene, but are held in a
Reserve area for their cast. Models in a Reserve area
do not count as in play, and therefore do not count
towards determining Activation tokens or active and
lost models for Shaken and Wiped Out tests. They
can only enter play when successfully summoned, at
which point they become part of their cast as normal.

A model with the Luck (x) special effect can remove


a token from the Luck Pool to re-roll any single D6
directly affecting them or another model from their
cast within 6. Each model with Luck (x) can only do
this once per turn. This could be a hit or damage roll,
statistic or Morale test, or roll to remove a status.

Chad Sikes (order #6134108)

ARMOURY | 23

armoury
In the ancient world, sharpened steel and a sturdy shield were
essential to defend against the bandits blade or the Minotaurs horns.

WEAPONS

Weapons and the attacks you can make with them fall
into two broad categories: melee and ranged, which
also includes thrown weapons. Weapons are further
subdivided into four types: Basic, Trained, Advanced
and Special.

The ratings cost listed in the Weapons table is


the basic cost for an Extra to be equipped with the
weapon, see Extras page 44 for their various options.
Stars and Co-Stars pay double the rating cost listed,
see Customising Your Cast page 35.

Different Stars, Co-Stars and Extras have access to


different weapon types, often limiting their choice of
attacks. For example a model that has only a Basic
attack can never use Trained, Advanced or Special
weapons. Almost all models are able to make a Basic
attack of some sort and many can also make Trained
attacks, but only a very few possess the knowledge to
employ Advanced attacks. Finally, Special attacks are
limited to Animals and Monsters.

The Anatomy of a Weapon

l Description - the name of the weapon.


l Type - Basic, Trained, Advanced or Special.
l Range - the maximum range the weapon can be

shot.
l Strength - the power of the weapon, used to

determine to damage rolls.


l Effects - list of rules, weapon effects and special

effects for the weapon.


l Ratings - the basic cost of the weapon for an Extra.

Jason suspected the Minotaur


had yet to discover breath mints

Chad Sikes (order #6134108)

24 | ARMOURY

Weapons table
Weapon

Type

Range

Strength

Axe/Mace

Basic

Melee

User

Beak/Horns

Special

Melee

User +1

Bite

Special

Melee

Brawl

Basic

Claw

Effects

Rating

Brutal

User

Brutal

Melee

User

Stuns

Special

Melee

User

Club

Basic

Melee

User

Brutal, Stuns

Dagger

Basic

Melee

User 1

Rend

Special

Melee

User

1D3 wounds

Spear

Basic

Melee

User

Thrust

Staff

Basic

Melee

User

Parry, Stuns, Two-handed

Sword

Basic

Melee

User

Parry

Tail

Special

Melee

User +1

Stuns

Tentacle: Melee

Special

Melee

User

Entangle

Two-handed Axe/Mace

Trained

Melee

User +1

Brutal, Two-handed, Unwieldy

Two-handed Sword

Trained

Melee

User +1

Cumbersome, Two-handed

Venom

Special

Melee

User +1

Brutal

Blowpipe

Trained

Two Shots

Bolas

Trained

10

Entangle

Bow

Basic

24

Crossbow

Trained

24

Move or Fire

Greek Fire

Advanced

Thrown

Dangerous, Blast 3, Scatter


1D6, Set On Fire

Basic

Thrown

User

Trained

Entangle

Basic

12

Two Shots

Special

User

Entangle

Basic

Thrown

User -1

Two Shots

Trained

User -1

Entangle

Javelin
Net
Sling
Tentacle: Ranged
Throwing Knife
Whip

Chad Sikes (order #6134108)

ARMOURY | 25

Weapon Effects
Blast
The weapon uses a blast template of the size indicated.
Centre the template on a target point, which does not
necessarily need to be an enemy model. If the blast
hits its target all models whose bases are touched by
the template are hit and must roll for damage.
Brutal
This weapon is deadly in combat. Models electing to
use this weapon in melee combat roll an extra die when
making to damage rolls and count the highest roll.

Scatter
A missed blast or shot will land the designated
distance away from its target point in a random
direction. Resolve the blast or shot as if it hit this point
or model instead.
Set On Fire
A model hit with this weapon gains the On Fire status.
Stuns
This attack Stuns rather than wounds, see Wound or
Stun on page 15.

Cumbersome
This weapon is difficult to use. Models deciding to use
this weapon in melee combat do not get the to hit and
to damage benefits associated with charging, but can
still make the free attack as part of their move action.

Thrown
This weapon has a range of the wielders (Str +1) x2
in inches. In addition, Thrown weapons do not suffer
the 1 to hit penalty for long range shots.

Dangerous
Difficult and dangerous to use, this weapon can be
somewhat unpredictable. On a to hit roll of 1 the
weapon explodes, causing a Str 4 hit to the user. The
weapon or supply of ammunition is now useless and
cant be used again in this scene.

Thrust
The reach of this weapon is a distinct advantage
against certain foes. Models electing to use this
weapon in melee combat against models with the
Flyer, Large or Massive special effects roll an extra
die when making to hit rolls and count the highest roll.

Entangle
On a successful hit the model may choose to entangle
the victim instead of rolling to damage. An entangled
model is knocked Prone. Entangled models with the
Flyer special effect cannot take to the air during their
next activation, but may stand up and move on the
ground as normal.

Two-handed
This weapon requires the use of both hands. Models
that are equipped with this weapon, regardless of
whether theyre using it or not, cannot benefit from the
Shield special effect.

Move or Fire
The weapon is slow or clumsy to use. It cannot be
fired if the model using it has moved this turn. A model
that has turned, even slightly, counts as moving.
Parry
Models electing to use this weapon can attempt to
parry the first successful melee attack against them
each turn, but only if their Str is equal to or greater
than the Str of the attack. Roll 1D6 and compare it to
the attacking models highest roll to hit, if it is greater
than their roll to hit the attack has been parried and is
discounted.

Two Shots
This weapon can be fired twice with a single shooting
action. If two shots are taken, each suffers a 1 to hit
penalty. Both shots can be taken against the same
target or two separate targets within 4 of each other.
Unwieldy
This weapon is not only Cumbersome, but is very
difficult to use. Models deciding to use this weapon
in melee combat do not get the to hit and to damage
benefits or the free attack immediately after charging,
but can make an attack by using an action as normal.

"youd match simple steel against the power of my


magic! you are more of a fool than i had thought!"
Abd-ar-Rahman

Chad Sikes (order #6134108)

26 | SPECIAL EFFECTS

SPECIAL EFFECTS
On screen, your cast can perform incredible
feats and daring exploits, and demonstrate
uncanny powers. Your choice of special
effects can mean the difference between a
blockbuster and a box office flop.

What are special effects?

Special effects represent abilities and powers a


model may possess. They include everything from
the mundane, such as Armour and Swimming, to
the incredible, such as Herculean Strength and
Regeneration. Most Extras will only have one or two
special effects, but Stars, Co-Stars, Guest Stars and
Monsters may have many more.

Multiple Special Effects

If a model receives the same special effect from


multiple sources, i.e. from their own special effects,
from a Gift of the Gods, or from a Spell, they do not
gain multiple uses of that special effect, but count
as having the special effect only once. In the case of
special effects with an (x) value, such as Invulnerable:
Melee (x), the special effects values do not stack and
only the best value is used.

Examples

Shield of Force
Having the special effect Shield of Force
twice, via a models own special effects and
a Gift such as Shield of Darkness, does not
enable the model to make two Shield of Force
rolls, instead they count as having Shield of
Force only once.

Invulnerable: Melee (x)


Having the special effect Invulnerable: Melee
(1) and Invulnerable: Melee (2), via a models
own special effects and a Gift such as Armour
of the Leviathan, does not grant the model
Invulnerable: Melee (3), instead they use the
best value, which in this case is Invulnerable:
Melee (2).

The Djinn suffered


from terrible gas

Chad Sikes (order #6134108)

SPECIAL EFFECTS | 27

Combat

Physical

Disadvantages

A Good Offence

Blocker

Cameo

Armour

Climbing

Clumsy

Disarm

Concealment

Cowardly

Eagle Eyes

Daring Leap

Cursed

Rage

Dodge

Loner

Shield

Herculean Strength

Love To Hate

Sixth Sense

Roar

Peaceful

Titanic Blow

Swimming

Slow

Unarmed Adept

Tumbling

Victim

Knowledge

Traits

Healer

Courageous

Hypnotise

Damned

Monstrous

Infiltrator

Follower

Animal

Magic (x)

Gift of the Gods (x)

Animated

Martial Training

Honour Bound

Aquatic

Inspirational

Fanatic

Otherwordly

I Will Return!

Fearsome

Arcane Bolt

Leader (x)

Flyer

Force of Will

Luck (x)

Hurl

Incorporeal

Obey Me!

Large

Invisible

Seduce

Massive

Wanted
Weak Willed

Invulnerable: Melee (x)

Mount

Invulnerable: Ranged (x)

Small

Psychic

Summoned

Regeneration

Swarm

Shield of Force
Telekinesis
Telepathy
Teleportation

Chad Sikes (order #6134108)

These special effects can be chosen more than once, and each
additional time it is chosen adds +1 to the rank in brackets.

These special effects can be chosen more than once, and each
additional time it is chosen adds +1 to the rank in brackets, up to
a maximum of 2.

28 | SPECIAL EFFECTS

Combat

Knowledge

A Good Offence

Healer

This model can re-roll one unsuccessful to hit roll


per turn.

Armour

This model wears protective armour that will negate


a hit of Str 3 or less on a 1D6 roll of 5+ and a Str 4
hit on a 6. Hits of Str 5 or more cannot be negated
by Armour alone. Armour can be combined with the
Shield special effect, see below.

Disarm

Models in melee may attempt to disarm an opponent


who is using a weapon. The disarm attempt must be
stated before the to hit roll is made. On a successful
hit the attack causes no damage, but the opponents
weapon can no longer be used for the remainder of
this melee. If the disarmed model survives, they may
collect their weapon as a free action.

Eagle Eyes

Models taking an aimed shot can choose to ignore the


1 to hit penalty for long range shots.

Rage

Make an opposed Morale test with the defending


model when this model charges. If the raging model
wins they can make an additional, free melee attack
this turn.

Shield

This model is equipped with a shield that improves


the 1D6 roll for Armour by 1, so a hit of Str 3 or less
is negated on a 4+ and a Str 4 hit on a 5+. In addition
and for models without the Armour special effect,
Hits of any Str are negated on a 1D6 roll of 6. Models
equipped with a Two-handed weapon cannot use or
gain any benefits from the Shield special effect.

Sixth Sense

The model is acutely aware of danger and is hard to


surprise. If attacking from the rear, an enemy gains
none of the usual benefits, nor does the model with
Sixth Sense suffer any of the penalties.

Titanic Blow

This model hits with the force of a Titan. They count all
of their unarmed, Brawl attacks as being at +1 Str.

Unarmed Adept

When making unarmed, Brawl attacks, secret fighting


techniques allow this model to roll an extra die when
making to hit rolls and count the highest roll.

Chad Sikes (order #6134108)

The model has some knowledge of healing and


herbs. Wounded models not reduced to 0 Hits can
be treated, as can models reduced to 0 Hits in this
turn. While in base contact with a wounded model, as
a special action, the Healer can attempt an Int test.
If the Int test is passed one lost Hit is restored. If an
incapacitated model is healed, turn the model face up
so that it is Prone.

Hypnotise

As a special action, this model can attempt to


hypnotise an Extra within 2. If the target fails an
opposed Int test it will receive the Dominated status.
A dominating model can only control one hypnotised
model at a time.

Infiltrator

The model specialises in feigning allegiance and


spying. They may set up with the opposing casts
models at the start of the scene. The opposing cast
cannot attack or target them until the infiltrating model
is activated, but equally the infiltrator cannot attack,
target or hinder them in their movement. Once they
have been activated their true allegiance is discovered
and they are recognised as the enemy, at which point
all of the normal rules apply.
At the start of the End Phase, if the infiltrating model
has not yet been activated, they must make a Morale
test. If passed they hold their nerve and the charade
continues, but if the test is failed they are discovered
to be the enemy.

Magic (x)

This model is able to perform Spells. On their


activation they receive a number of D6 equal to their
rank in Magic (x), which becomes their Magic Pool for
that activation. This ability can be chosen more than
once, each additional time it is chosen adds +1 to the
rank in brackets. See Magic on page 20 and Spells on
page 80.

Martial Training

The model has been trained in the art of war and


can remain cool-headed in the midst of battle. The
model may re-roll a single failed Morale test per turn.
They may also use Trained weapons instead of Basic
weapons when choosing their attacks.

SPECIAL EFFECTS | 29

Otherworldly

are invulnerable only to specific attacks, where


this is the case, this is clearly listed in their profile.
Spell or Otherworldly attacks are never reduced by
Invulnerable (x). This ability can be chosen more than
once, and each additional time it is chosen adds +1 to
the rank in brackets, up to a maximum of 2.

Models able to choose Otherworldly special effects


may also choose Herculean Strength, Hypnotise and
Sixth Sense as if they were included in this category.

Arcane Bolt

The model can hurl sorcerous bolts or channel divine


wrath. This model is able to make the following attack
as a shooting action:
Range

Hit

Str

12

4+

Notes
Brutal, 1 Wound or Stuns

Force of Will

The model is able to assail the mind of enemies


with terrible visions. This model is able to make the
following attack as a shooting action:
Range

Hit

Str

Notes

12

4+

N/A

If the target fails an opposed


Int test it will receive the
Confused status.

Incorporeal

The model can become insubstantial and ghost-like.


This model begins play as solid as any other model, but
can become or cease to be incorporeal at the start of
their activation. Incorporeal models have Def 0, cannot
be physically attacked, make attacks of any kind, attempt
Spells, or interact with another model or object in
anyway. Otherworldly special effects and Spells continue
to affect them as normal. Incorporeal models can walk
through other models and items of scenery, but cannot
end their activation inside another model or solid object.

Psychic

Psychic models can see beyond the mortal plane.


Models with this special effect can re-roll one die
per turn that directly affects them. Psychic models
can clearly see, attack and target models using the
Invisible special effect, ignoring any penalties.

Regeneration

The model can heal extremely rapidly. At the start of each


End Phase, before models with no Hits remaining are
removed, roll 1D6 for each Hit they have lost. If any of
the dice rolled are a 6, the model recovers one lost Hit.

Shield of Force

The model is surrounded by a mystical shield or


possesses incredibly tough armour or skin. Roll 1D6
every time the model is about to suffer a wound. On
the roll of a 5 or 6, the wound is discounted.

Telekinesis

The model can move objects by the power of their


mind alone. As a special action, they can perform the
following actions and attacks:
Power

Range

Hit

Str

Notes

Move
object

Int
test

Move an object smaller


than themselves 3
or Open/Close a chest
or door.

Strike
another

Int
test

1 Wound or Stuns.

Trip
another

Int
test

N/A Target must pass an


Agi test or fall Prone.

Invisible

The model can vanish, even in the middle of combat.


This model begins play as visible as any other model,
but can become or cease to be invisible at the start of
their activation. Invisible models may ignore the Blocker
special effect, cannot be targeted by ranged attacks of
any kind, and any model attempting to attack them in
melee suffers a 2 to hit penalty. Furthermore, melee
attacks by an invisible model gain a +1 bonus to hit. An
invisible model loses their invisibility immediately after
making an attack of any kind, attempting a Spell or
interacting with another model or object in anyway.

Invulnerable: Melee (x) and


Invulnerable: Ranged (x)

Choose either melee or ranged attacks. The model


reduces the Str of the chosen attack by their rank
in Invulnerable (x). Certain Extras and Guest Stars

Chad Sikes (order #6134108)

Telepathy

The model can communicate with others using their


mental energy. At the start of this models activation,
you may choose any other single model on the table.
For this turn, the chosen model may benefit from the
telepathic models Leader (x), Psychic and Sixth Sense
special effects as if they possessed them instead.

Teleportation

The model can instantly move from one point to


another. At the start of this models activation, they
may move to any spot on the table that is not adjacent
to another model. If they do so, they cannot perform
any further actions this turn, of any kind, and cannot
teleport again in the following turn.

30 | SPECIAL EFFECTS

Physical
Blocker

Opposing models moving to within 2 of this


model must either move into base contact or stop
immediately. Models within this distance can only
move away or into base contact with the Blocker.
Models in melee or suffering the Stunned status lose
their Blocker special effect.

Climbing

The model can climb without requiring an Agi test.

Concealment

Herculean Strength

The model can concentrate and bring their vast


reserves of physical might to bear. If they spend a
special action girding themselves, they can count their
Str as being one higher for the remainder of the turn.

Roar

The model can emit a terrifying bellow, freezing the


hearts of weak-willed opponents. If they spend a
special action roaring, opposing models within 6 must
pass a Fear test, see Morale Tests on page 17.

If a model with this special effect is in cover or behind


an obstacle, an attacker cannot target them with any
ranged attacks if the distance to the target is more
than the attacking models Int x2 in inches.

Swimming

Daring Leap

If this model passes an Agi test when falling one or


more levels they are not harmed and can continue
their activation as normal.

If the model needs to cross an obstacle or a gap, they


can roll an additional 1D6 and use the highest die to
determine the distance moved.

This model can swim through deep water without


requiring a Str test.

Tumbling

Dodge

Models can attempt to dodge the first successful


melee hit made against them each turn. The attack
is counted as a miss if the model can succeed at an
Agi test.

Shopping in
the marketplace
could be murder!

Chad Sikes (order #6134108)

SPECIAL EFFECTS | 31

Traits
Courageous

Leader (x)

The model is an outcast, shunned by mortals. This


model causes Fear in Civilian Extras. Stars and CoStars who are Damned may choose to spend one of
their special effect points purchasing an Otherworldly
effect if this is not already an option.

When this model is activated,


you receive a number of Leader
Activation tokens for each rank in
this special effect. These additional
LEADER
Activation tokens can only be placed
ACTIVATION
on friendly models within 6 of the
Leader, who have not activated already
this turn and do not already have a token. This ability
can be chosen more than once, each additional time it
is chosen adds +1 to the rank in brackets.

Follower

Luck (x)

Damned

This model is never far from the side of their master,


making sure their orders are carried out. Choose one
model in their cast (Stars can only choose another
Star, Co-Stars can choose either a Star or another
Co-Star, and Extras can choose any model). If the
chosen model activates, the Follower gains an
Activation token if they are within 6, have not activated
already this turn and do not already have a token.

Gifts of the Gods (x)

The Gods favour, mystical knowledge or acquiring


fingers of this model enables their cast to purchase
one Gift for each rank in this special effect. This ability
can be chosen more than once, each additional time it
is chosen adds +1 to the rank in brackets. See Gifts of
the Gods, page 78.

Honour Bound

This model has a strict code of honour. They will not


attack Prone models nor do they gain the usual +1 to
hit bonus when making rear attacks. You receive +1
VP if this model is still active at the end of any scene.
If you have any Honour Bound models in your cast
you must declare them at the start of a scene.

Inspirational

This model adds a number of tokens


to your Luck Pool for each rank in
this special effect. This ability can
be chosen more than once, each
additional time it is chosen adds +1
to the rank in brackets. A model with
the Luck (x) special effect can remove
a token from your Luck Pool to re-roll any single D6
directly effecting them or another model from your
cast within 6. Each model with Luck (x) can only do
this once per turn. This could be a hit or damage roll,
statistic or Morale test, or roll to remove a status. See
Luck, page 22.

LUCK

This model can re-roll one failed Morale test per turn
if they are more than 6 away from any other friendly
model.

Obey Me!

Once per turn, when an enemy model is activated, but


before they take any actions, a model with Obey Me!
may immediately command a friendly model within 6
to take a free move action, which may be a charge.

Seduce

The model can captivate an opponent with their


charms! As a special action, this model can attempt to
seduce an Extra within 2. If the target fails an opposed
Morale test it will receive the Confused status.

Models within 6 of a friendly Inspirational model may


re-roll a single failed Morale test per turn.

I Will Return!

Models with this ability always manage to escape. If


this model has the Captured status at the end of a
scene, the capturing cast do not gain any benefits or
VPs for having done so.

"You must remove the nail, there at his


ankle, and Talos will bleed to death."
Medea, Daughter of Aetes

Chad Sikes (order #6134108)

32 | SPECIAL EFFECTS

Disadvantages
Cameo

This model only makes a fleeting appearance in the


scene. At the start of the scene, roll 1D3 to determine
the turn in which this model will enter play. When they
enter play, place this model in your set up area before
determining Initiative for the turn.

Clumsy

The model is ham-fisted and uncoordinated in their


actions. Whenever they attempt an Agi test, they must
roll an additional die and choose the worst result.

Cowardly

This model is easily frightened. Whenever they


attempt a Fear based Morale test, they must roll an
additional die and choose the worst result.

Cursed

The model has a natural air of misfortune. Whenever


they attempt a re-roll, they must roll an additional die
and choose the worst result. In addition, Audience
Appreciation tokens cannot be used on this model.

Loner

This model does not work well with others. They


cannot have or gain any benefit from the Leader (x)
special effect.

Love To Hate

This character is particularly loathed by the


audience. Each turn, their cast receives one less
Audience Appreciation token for every model with
this special effect.

Peaceful

This model tends to avoid combat on moral grounds.


They can never claim any beneficial modifiers for their
attacks, and if they cause another model to lose their
last Hit they must pass an immediate Morale test or
gain the Confused status.

Slow

The model is so slow, clumsy or shambling that


it cannot take two move actions in the same turn.
However, so deliberate are their steps that Slow
models suffer no movement penalties for travelling
over difficult ground.

Victim

Enemy models attempting to damage this model


with a melee attack must roll 5+ on 1D6 to do so.
Otherwise, theyre oddly compelled to attempt to
Capture them instead. If this model has the Captured
status at the end of the game, they are worth an
additional +1 VP to the capturing cast.

Wanted

6.30 Film
The Odyssey

starring Carlton Heston & Jean Collins


Cursed by Poseidon for blinding his son,
the Cyclops Polyphemus, Odysseus must
overcome many trials on his ten year voyage
to return to his beloved family. An epic
journey that sees him confront the gigantic
Laestrygonians, find a path between Scylla
and Charybdis, and outwit the charms of
the seductive witch Circe (1960).
Odysseus ....................... CARLTON HESTON
Circe ..................................... JEAN COLLINS
Athena ......................... AGNES MOORHEAD
Poseidon ..................... GEORGE SAUNDERS
Penelope ..................................... JANET LEE
Antinous .............................. HENRY SILVER
Telemachus .................. JAMES MCARTHUR
Producer Lance McCallum
Director Duncan Jones

Chad Sikes (order #6134108)

If this model has the Captured status at the end of the


game, they are worth an additional +2 VP. If you have
any Wanted models in your cast you must declare
them at the start of a scene.

Weak Willed

Any failed attempt to Hypnotise or Seduce a Weak


Willed Extra can be re-rolled. In addition, Hypnotise
and Seduce can be used on Weak Willed Stars, CoStars and Guest Stars. Furthermore, no Weak Willed
models can use the Leader (x) special effect.

SPECIAL EFFECTS | 33

Monstrous
Animal

If this model is activated and is not in base contact


with an enemy model, roll 1D6. On a roll of 1, the
opposing player may decide their actions this turn, on
a 2, they wait, watching their potential prey, and may
not take any actions this turn, on a 3, they move 1D6
towards the nearest enemy model, but stop 1 away,
and on a 4, 5 or 6, they activate as normal this turn.

Animated

This model may set up anywhere on the table at the


start of a scene, but may not activate until the relevant
Animating Spell is successfully performed by a
member of their cast. Until then they cant be harmed
by any means, nor can they affect or hinder any other
model. See Animation & Summoning on page 21.

Aquatic

This model can breathe underwater and move through


deep water without requiring a Str test. They may also
move up to their full Move value in all water.

Fanatic

The model fears almost nothing. It never needs to


make Alone or Fear based Morale tests. This model
cannot be removed from play due to a failed Shaken
or Wiped Out Morale test if there are other nonFanatic models still in play.

Fearsome

This model emits a terrifying aura that causes Fear


tests in other models, see Morale Tests on page 17.

Flyer

FLYING

The model can take to the air via


wings or magic as part of its move
action, if it does so place a Flying
token next to it. While flying, it can
move up to its normal rate, ignores all
movement penalties, can move over
friendly and enemy models, and cannot be engaged
in melee combat. Shots at or by a flying model suffer
a 1 to hit penalty and the range is increased by
6 to account for the models extra height. A flying
model can choose to land again at the end of any
subsequent move action, if it does so remove the
Flying token.

Hurl

The model is incredibly powerful in its attacks. On a


successful damage roll, they may choose to knock
the damaged model 2 directly away and knock them
Prone in addition to the wounds caused.

Chad Sikes (order #6134108)

Large

The model is so huge that any attacks against it receive


a +1 to hit bonus. Large models suffer no movement
penalties for travelling over difficult ground or obstacles.
Large models can only be affected by Entangle,
Pushback or Knockdown caused by other models with
the Large or Massive special effects. Large models
cannot be dragged except by other Large or Massive
models. In addition, Large models can drag smaller
sized models up to their full movement.

Massive

This model is truly gigantic, any attacks against it


receive a +1 to hit bonus. Massive models suffer no
movement penalties for travelling over difficult ground
or obstacles, and can attack any model within 2 as if
they were in base contact. Massive models can only
be affected by Entangle, Pushback or Knockdown
caused by other models with the Massive special
effect. Massive models cannot be dragged except
by other Massive models. In addition, Massive
models can drag smaller sized models up to their full
movement.

Mount

Models with the Mount special effect may be ridden


by other non-mount, humanoid models in their cast.
As a special action a model may mount or dismount
a model with the Mount special effect. When doing
so the models must be in base contact. While being
ridden, a model with the Mount special effect cannot
be activated. When the riding model takes a move
action, use the mounts Move and any special effects,
such as Daring Leap or Flyer, to determine their
combined movement. A riding model may also use
their mounts attacks in place of their own.

Small

Shooting at this model incurs a 1 to hit penalty due


to its small size.

Summoned

This models is not set up as normal at the start of a


scene, but is held in their casts Reserve area. They
can only enter play when the relevant Summoning
Spell is successfully performed by a member of their
cast. See Animation & Summoning on page 21.

Swarm

This model is a teeming mass of smaller creatures,


such as scarabs or snakes, moving en masse. If
they gain the On Fire status, this model is instantly
removed. Swarms make one attack against each
opposing model in base contact when they attack.

34 | CASTING COUCH

Casting Couch
Will your cast be a crew of seafaring
swashbucklers charting lost islands? A
demigod and his companions on an endless
quest? Or will you play a sinister sorcerer
trying to harness the power of dark gods?

Extras

The unnamed bodies in the background. Extras are


useful as backup or to send in when you dont want to
risk your leading men and ladies.
All Extras are listed in the Central Casting chapter on
pages 44 to 53.

Choosing Your Cast

Ratings

A film will contain models with a mixture of profiles,


special effects and weapons, which will offer both
variety and different strategies to your games. There will
usually be three different types of models in your cast.

Guest Stars

When creating a cast, your biggest choice is whether


to play as the heroic or villainous side. A cast is made
up of a number of models, usually a Star, Co-Stars
and Extras, chosen up to an agreed ratings value for
the scene being played.

Star

These are the principle actors, the prime agents of


action and drama in a scene. 7th Voyage has four
available Stars:
Hero

Villain

Favoured Champion

Twisted Outcast

Dashing Rogue

Vile Tyrant

Co-Star

Supporting the Star, although they may get less


screen time, Co-Stars are normally more numerous,
and offer useful special effects to your cast.
Hero

Villain

Brother in Arms

Brutish Bodyguard

Enchanting Beauty

Deadly Assassin

Wise Elder

Their Right Hand

Chad Sikes (order #6134108)

Each model has an individual ratings cost. When


two costs are given, the first is the ratings cost for a
heroic cast and the second is the cost for a villainous
cast. When there is no cost and only a dash, that
model may not be purchased by that type of cast, for
example: Harpy -/20 ratings, can only be chosen by a
villainous cast.
In addition to Stars, Co-Stars and Extras, if all players
agree beforehand, you can also choose to include
Guest Stars in your cast. Guest Stars are powerful
models, true heroes, villains and monsters of legend.

Summoned and Animated Models

Models with the Summoned or Animated special


effects must also be purchased at this stage and
count toward your total ratings.

Final Ratings

Your final cast rating equals the cost of all of your


chosen models, customisation of Stars, Co-Stars and
Extras, plus any Gifts of the Gods youve chosen.

Cast Size table


Type

Suggested
Scene Rating

Minimum
Models

Quick Skirmish

150 or less

1+

Daring Raid

150-250

5+

All Out Battle

250 or more

10+

CASTING COUCH | 35

Customising Your Cast

Once you have picked the models that form your cast,
you can begin to tailor them to create your own unique
heroes or villains. Stars and Co-Stars are the most
customisable, but certain Extras can also be tailored
to have a greater role.

Adjust Statistics

Each Star and Co-Star has a number of points that


can be used to purchase increases to the statistics
of their profile. All statistics, apart from Hits, can
be increased in this way up to a maximum of +3.
Additional points may be purchased at the cost of +5
ratings each, and a Star or Co-Star may reduce one
statistic by 1 (2 for Move) to gain one additional
point to spend.

Statistic Increase table


Statistic increase

Points required

+1

+2

+3

Choose Special Effects

Stars and Co-Stars receive all of the Basic special


effects listed on their profiles. In addition, they
can freely choose from amongst the Additional
special effects available up to the amount listed.
Disadvantages may be taken and an Additional
special effect can be gained for each one chosen up
to the amount listed. One adjustment may also be
made, a Basic special effect can be removed to gain
one Additional special effect.

Chad Sikes (order #6134108)

Attacks and Weapons

Stars and Co-Stars receive all of the attacks listed on


their profiles, but must choose which Weapon each
attack relates to. A new attack can be purchased
for +5 ratings and the Hit roll of any attack can be
improved by 1 for +5 ratings. No attack can have a Hit
roll of better than 2+. Stars and Co-Stars do not come
with any weapons, but must purchase them at double
the cost listed on the Weapons table, see page 24.

Choose Spells and Gifts

Models with the Magic (x) and Gift of the Gods (x)
special effects, should choose their Spells and select
Gifts at this point, and in the case of the latter the
ratings cost should be added to the casts rating.

Extras

Extras come with the special effects, attacks and


weapons listed in their profiles and may take any of
the options at the ratings cost listed.

Also Starring

One Extra in your cast can be given a greater role in a


scene. This can be any Extra model apart from those
possessing the Animal or Fearsome special effect.
These Animal or Fearsome Extras already have a
starring role, being monsters or beasts that often steal
the scene.
For +15 ratings the Also Starring Extra can either
increase two statistics by +1 each and gain one
special effect, or increase one statistic by +1 and gain
two special effects. They may choose special effects
from Leader (x), Luck (x), or from any of the special
effects listed under Also Starring on their profile.
Unlike Stars or Co-Stars, Also Starring Extras may
choose to increase their Hits by +1.

36 | CASTING COUCH

Favoured
Champion

You have a destiny and are


watched over by the Gods. It
is your choice to embrace or
reject the path before you, but
whatever you do, your actions
will shape the future and
become the stuff of legend.

Hero | Star
50 Ratings

"we are the sons


of herakles, we
have our fathers
strength, and we
shall not fail
this day."

Statistics

Alcaeus of Sparta

Basic: Gifts of the Gods (1), Inspirational, Leader (1)


Additional: 4 from Combat, Knowledge (Martial Training only),
Physical or Traits
Disadvantages: 02 (one Additional special effect per Disadvantage
chosen)
Adjust: Gain one Additional special effect if you remove either
Inspirational or Leader (1)

Move

Def

Hits

Str

Agi

Int

Morale

Points

Basic: 3
Additional: 02 (+5 ratings each)
Adjust: Gain an additional point if you allocate 1 to one statistic
(2 to Move)

Special Effects

Attacks

Basic: Brawl 4+ and one Basic attack 4+


New Attack: Any Basic attack 4+ (+5 ratings)
Improved Attacks: Improve the Hit numbers of one attack by 1 (+5 ratings)

Star Quality

Destiny
Those favoured by the Gods are watched over by their divine benefactors,
who intercede in their fate. This model can remove statuses affecting
them on any die roll of 5 or 6, instead of the usual 6.

Chad Sikes (order #6134108)

CASTING COUCH | 37

You make your own luck,


trusting to your skills and
wits. Reckless in the pursuit
of fame and fortune, you
nevertheless have a kind
soul and champion the
oppressed wherever you find
injustice and tyranny.

DASHING
ROGUE
Hero | Star
45 Ratings

"it is a dangerous
voyage to the
temple, to where
the earth itself
bleeds at the
edge of the
world, but the
rewards well,
theyre beyond
the dreams of
mortals whos
with me?"

Statistics

Haroun, Son of Sinbad

Star Quality

Move

Def

Hits

Str

Agi

Int

Morale

Points

Basic: 3
Additional: 02 (+5 ratings each)
Adjust: Gain an additional point if you allocate 1 to one statistic
(2 to Move)

Special Effects

Basic: Dodge, Luck (2), Sixth Sense


Additional: 4 from Combat, Physical or Traits
Disadvantages: 02 (one Additional special effect per Disadvantage
chosen)
Adjust: Gain one Additional special effect if you remove either Dodge or
Sixth Sense

Attacks

Basic: Brawl 4+ and one Basic attack 4+


New Attack: Any Basic attack 4+ (+5 ratings)
Improved Attacks: Improve the Hit numbers of one attack by 1 (+5 ratings)
Free Spirit
Often leaping before they look, the Dashing Rogue is agile and quick on
their feet. They ignore the usual penalties for moving over rough ground
or obstacles, moving as normal up to their Move value in inches, and
are unaffected by the Blocker special effect. They can also remove the
Captured status on any die roll of 5 or 6, instead of the usual 6.

Chad Sikes (order #6134108)

38 | CASTING COUCH

"choose your
crew wisely,
captain sinbad.
not all men are
prepared for
the dangers that
await you!"
The Merchant King

Brother
IN ARMS
Hero | Co-Star | 25 Ratings

Stalwart and true, you are sworn to


your cause, but place the lives of your
companions above all, even your own.
Skilled in the use of arms and armour, you
prefer to be in the thick of the fight.

Statistics

3.30 Film

Sinbad and the Eye of the Idol

starring Doug Maclure & Jean Collins

Sinbad and Scheherazade must race to


prevent the evil Shahryar from claiming
the Eye of the Idol, which caused the
downfall of Atlantis. To do so, the duo
must overcome a degenerate cult of
fishmen, and the Guardian that protects
the Idol itself (1968).
Sinbad ................................ DOUG MACLURE
Scheherazade .......................... JEAN COLLINS
Shahryar ............................ JACK PALAHNIUK
Shhzamn .......................... WILL CAMPBELL
Reis ........................................ BRICK PETERS
Haroun ...................................... KIRK RUSTLE
Fish-man Priest ....................... VICTOR BONO
Producer SYDNEY BARRON
Director RON CARPENTER

Chad Sikes (order #6134108)

Move

Def

Hits

Str

Agi

Int

Mor

Points

Basic: 2
Additional: 02 (+5 ratings each)
Adjust: Gain an additional point if you allocate 1 to
one statistic (-2 to Move)

Special Effects

Basic: Armour, Follower, Martial Training


Additional: 3 from Combat, Physical or Traits
Disadvantages: 0-1 (gain one Additional special
effect per Disadvantage chosen)
Adjust: Gain one Additional special effect if you
remove either Armour or Follower

Attacks

Basic: Brawl 4+ and either one Basic or Trained


attack 4+
New Attack: Any Basic or Trained attack 4+
(+5 ratings)
Improved Attacks: Improve the Hit number of one
attack by 1 (+5 ratings)

CASTING COUCH | 39

WISE
ELDER

Enchanting

BEAUTY

Hero | Co-Star | 25 Ratings

Hero | Co-Star | 30 Ratings

Statistics

Statistics

Not just a pretty face, you combine


athleticism with intelligence and esoteric
knowledge. You use these abilities to avoid
and confound your foes, while using cunning
and magic to overcome them.

A slowness of body does not mean slowness


of mind, and you exemplify this through your
study of the ancients or the magical arts and
a deep well of wisdom that has taken you a
lifetime to fill.

Move

Def

Hits

Str

Agi

Int

Mor

Move

Def

Hits

Str

Agi

Int

Mor

Points

Points

Special Effects

Special Effects

Attacks

Attacks

Basic: 2
Additional: 02 (+5 ratings each)
Adjust: Gain an additional point if you allocate 1 to
one statistic (-2 to Move)
Basic: Gifts of the Gods (1), Luck (1), Seduce
Additional: 3 from Physical, Knowledge or Traits
Disadvantages: 0-1 (gain one Additional special
effect per Disadvantage chosen)
Adjust: Gain one Additional special effect if you
remove either Gifts of the Gods (1) or Luck (1)
Basic: Brawl 4+ and one Basic attack 5+
New Attack: Any Basic attack 5+ (+5 ratings)
Improved Attacks: Improve the Hit number of one
attack by 1 (+5 ratings)

Chad Sikes (order #6134108)

Basic: 2
Additional: 02 (+5 ratings each)
Adjust: Gain an additional point if you allocate 1 to
one statistic (-2 to Move)
Basic: Healer, Luck (1), Magic (1)
Additional: 3 from Knowledge or Traits
Disadvantages: 0-1 (gain one Additional special
effect per Disadvantage chosen)
Adjust: Gain one Additional special effect if you
remove either Luck (1) or Magic (1)
Basic: Brawl 5+
New Attack: Any Basic or Advanced attack 5+
(+5 ratings)
Improved Attacks: Improve the Hit number of one
attack by 1 (+5 ratings)

40 | CASTING COUCH

TWISTED
OUTCAST

Cursed, you have been


forsaken by mortals and
Gods alike, but your will
shall never be crushed
and you are far from being
defeated. Your anger
and bitterness sustains
you and you will have
retribution.

VILLAIN | Star
60 Ratings

"you think
me vile and
wretched? you
know, have seen
nothing it is my
anger that has
marked me so!"
Teleklos, Beast of Laconia

Statistics
Move

Def

Hits

Str

Agi

Int

Morale

Points

Basic: 3
Additional: 02 (+5 ratings each)
Adjust: Gain an additional point if you allocate 1 to one statistic
(2 to Move)

Special Effects

Basic: A Good Offence, Blocker, Damned


Additional: 3 from Combat, Physical or Traits
Disadvantages: 02 (one Additional special effect per Disadvantage
chosen)
Adjust: Gain one Additional special effect if you remove either A Good
Offence or Blocker

Attacks

Basic: Brawl 3+ and one Basic attack 4+


New Attack: Any Basic or Trained attack 4+ (+5 ratings)
Improved Attacks: Improve the Hit number of one attack by 1 (+5 ratings)

Star Quality

Bitter and Twisted


Those cursed by the Gods are hideous to behold. Outcast by mortals,
they brood in darkness, filling their souls with rage and spite. Wounding
them only unleashes this bitterness. Whenever this model suffers a
wound roll 1D6, on a 1-3 raise their Str by 1, and on a 4-6 raise their
Morale by 1 instead. Wretched in the eyes of the Gods, these fallen souls
can never recover their lost Hits by any means.

Chad Sikes (order #6134108)

CASTING COUCH | 41

Practiced in both the arcane


arts and statecraft, you are
able to draw upon a wealth
of mundane and otherworldly
resources to achieve your
ends. Such power does not
come without a price and
the infernal pacts you have
struck must be paid in full.

VILE
TYRANT
VILLAIN | Star
60 Ratings

"none can
disobey my will,
least of all
you look! my
army of the dead
arises, and you
will soon swell
their ranks."
Abd-ar-Rahman

Statistics
Move

Def

Hits

Str

Agi

Int

Morale

Points

Basic: 3
Additional: 02 (+5 ratings each)
Adjust: Gain an additional point if you allocate 1 to one statistic
(2 to Move)

Special Effects

Basic: Obey Me!, Leader (1), Magic (2)


Additional: 3 from Knowledge, Otherworldly or Traits
Disadvantages: 02 (one Additional special effect per Disadvantage
chosen)
Adjust: Gain one Additional special effect if you remove either Obey Me!
or Leader (1)

Attacks

Basic: Brawl 5+ and one Basic attack 5+


New Attack: Any Basic attack 5+ (+5 ratings)
Improved Attacks: Improve the Hit number of one attack by 1 (+5 ratings)

Star Quality

Dark Pact
Having struck infernal bargains for knowledge and power the Vile Tyrant
can call on their dark allies for aid. However, the cost of such intervention
is always high. When attempting a Spell they can choose to sacrifice one
of their own Hits to add a further D6 to the result. They can choose to do
this after the dice are rolled to attempt the Spell, but they must always use
at least one D6 from their own Magic Pool in the attempt.

Chad Sikes (order #6134108)

42 | CASTING COUCH

BRUTISH
BODYGUARD

DEADLY

ASSASSIN
VILLAIN | Co-Star | 35 Ratings

VILLAIN | Co-Star | 35 Ratings

Statistics

Statistics

Conditioned and trained to protect, you are


your masters iron fist and shield. You obey
without faltering and without questioning,
whatever the orders given, even at the cost
of your own life.

You delight in performing your art, in using


cunning and subterfuge to eliminate your
foes. Adept with weapons and unarmed
fighting techniques, your best defence is
speed and agility, and a deadly offence.

Move

Def

Hits

Str

Agi

Int

Mor

Move

Def

Hits

Str

Agi

Int

Mor

Points

Points

Special Effects

Special Effects

Basic: 2
Additional: 02 (+5 ratings each)
Adjust: Gain an additional point if you allocate 1 to
one statistic (2 to Move)
Basic: Blocker, Follower, Herculean Strength
Additional: 2 from Combat, Physical or Traits
Disadvantages: 0-1 (gain one Additional special
effect per Disadvantage chosen)
Adjust: Gain one Additional special effect if you
remove either Blocker or Herculean Strength

Attacks

Basic: Brawl 3+ and one Basic attack 4+


New Attack: Any Basic or Trained attack 4+ (+5 ratings)
Improved Attacks: Improve the Hit number of one
attack by 1 (+5 ratings)

Chad Sikes (order #6134108)

Basic: 2
Additional: 02 (+5 ratings each)
Adjust: Gain an additional point if you allocate 1 to
one statistic (2 to Move)
Basic: Concealment, Dodge, Unarmed Adept
Additional: 2 from Combat, Knowledge (Infiltrator and
Martial Training only) or Physical
Disadvantages: 0-1 (gain one Additional special
effect per Disadvantage chosen)
Adjust: Gain one Additional special effect if you
remove either Concealment or Dodge

Attacks

Basic: Brawl 4+ and one Basic attack 4+


New Attack: Any Basic, Trained or Advanced attack 4+
(+5 ratings)
Improved Attacks: Improve the Hit number of one
attack by 1 (+5 ratings)

CASTING COUCH | 43

2.45 Film

Sinbad and the Forbidden Isle

starring Doug Maclure & Martine Boswick

Against his better judgment, Sinbad agrees


to take Princess Aasera to Samarkand
to deliver a peace offering to the Sultan
Shhzamn. Unbeknownst to either of
them, Shhzamn has struck a bargain
with a sorcerer, Ali Sharn, to prevent the
peace envoy from reaching him and start a
war. Caught in a terrible storm, marooned
on the sorcerers mysterious island, they
must battle Cyclopian Giants, Harpies and
Skeletons if theyre to escape (1964).

THEIR
RIGHT
HAND
VILLAIN | Co-Star | 35 Ratings
Second in command, you fulfil many of the
duties and tasks of your master in their
stead. Versed in leadership and in magics,
your power will one day rival the one you
serve, but not yet.

Sinbad ................................ DOUG MACLURE


Aasera ............................ MARTINE BOSWICK
Ali Sharn .......................... MICHAEL ANSORA
Shhzamn .......................... WILL CAMPBELL
Reis ........................................ BRICK PETERS
Haroun ..................................... KIRK RUSTLE
Guard Captain ............................ ED CASSIDY
Producer SYDNEY BARRON
Director RON CARPENTER

Statistics
Move

Def

Hits

Str

Agi

Int

Mor

Points

Basic: 2
Additional: 02 (+5 ratings each)
Adjust: Gain an additional point if you allocate 1 to
one statistic (2 to Move)

Special Effects

Basic: Leader (1), Luck (1), Magic (1)


Additional: 2 from Knowledge, Physical or Traits
Disadvantages: 0-1 (gain one Additional special
effect per Disadvantage chosen)
Adjust: Gain one Additional special effect if you
remove either Leader (1) or Magic (1)

Attacks

Basic: Brawl 4+ and one Basic attack 4+


New Attack: Any Basic attack 5+ (+5 ratings)
Improved Attacks: Improve the Hit number of one
attack by 1 (+5 ratings)

"take them down


to the dungeons.
my master would
have me loosen
their tongues..."
Cepheus the Snake

Chad Sikes (order #6134108)

44 | Central Casting

Central Casting
As Stars and Co-Stars are notoriously
expensive, it is the Extras who will make up
the majority of your cast, allowing you to stage
the climactic scenes that sand-and-sorcery
epics are known for.

Mortals

Extras come with the special effects, attacks and


weapons listed in their profiles and may take any of
the options at the ratings cost listed.

Civilian

Extras are divided into three categories:


l Mortals Seasoned warriors, noble senators,

and sinister cultists are gathered here to form your


ship's crew or loyal worshippers.
l Stop Motion models Springing from the pages
of legend, these mythical beings and creatures are
a wonder to behold, and a terror to face.
l Animals From mundane beasts of burden to
giant predators lurking in the dark corners of the
world, animals can be unpredictable companions
or foes.

4/3 ratings

Citizens, nobles, slaves


Civilians represent all levels of society, from artisans
and farmers to merchants and philosophers, but they
are more or less equal in every respect when facing
the monsters of myth and legend.
Move 6 Def 2 Hits 1 Str 2 Agi 3 Int 2 Morale 2
Special Effects: None
Attacks: Brawl (6+)
Also Starring: Knowledge (Healer only)

Cultist

-/7 ratings

Crazed worshipper
Fanatical in their beliefs and devotion to their Gods or
Idols, Cultists work themselves into a frenzy under the
guidance of a charismatic leader.
Move 6 Def 3 Hits 1 Str 3 Agi 3 Int 3 Morale 5
Special Effects: Fanatic
Attacks: Brawl (4+), Club (4+)
Also Starring: Combat and Physical
Upgrade Options
l Exchange Club for an Axe (4+) or Sword (4+)
(+1 ratings)
l Exchange Club for a Two-handed Axe (4+) or
Two-handed Sword (4+) (+2 ratings)
l Equip with Throwing Knives (4+) (+1 ratings)
l Equip with Sling (5+) (+2 ratings)
l If five or more Cultists in a cast, you may upgrade
one to an Acolyte - gain Leader (2) special effect
(+10 ratings)

Chad Sikes (order #6134108)

Central Casting | 45

Mercenary

-/9 ratings

Palace Guard

9/6 ratings

Warrior of fortune
Wherever there is opportunity and wealth to be
gained, there are mercenaries ready to earn it through
their skill at arms.

Royal retinue
The loyalty of these guards, whether motivated by a
sense of honour and duty or bought and paid for, is
greatly valued by their masters.

Move 6 Def 3 Hits 1 Str 3 Agi 3 Int 3 Morale 3

Move 6 Def 3 Hits 1 Str 3 Agi 3 Int 2 Morale 3

Special Effects: Blocker, Shield

Special Effects: Blocker

Attacks: Brawl (4+), Spear (4+)

Attacks: Brawl (4+), Spear (4+)

Also Starring: Combat

Also Starring: Physical

Upgrade Options
l Exchange Spear for an Axe (4+), Sword (4+) or
Bow (5+) (free)
l If five or more Mercenaries in a cast, you may
upgrade one to a Commander - gain Leader (2)
special effect (+10 ratings)

Upgrade Options
l Exchange Spear for a Sword (4+) or Bow (5+)
(free)
l Exchange Spear for a Two-handed Sword (4+) or
Crossbow (5+) (+1 ratings)
l If five or more Palace Guard in a cast, you may
upgrade one to a Captain - gain Leader (1) special
effect (+5 ratings)

Native

-/6 ratings

Silent hunter
Whether members of a lost tribe or a fallen civilisation,
these warriors rely on concealment and stealth rather
than the protection of armour or shields.

Psiloi

6/5 ratings

Move 6 Def 3 Hits 1 Str 3 Agi 3 Int 2 Morale 3

Light skirmisher
Trained to work alongside more heavily armoured
warriors, Psiloi harry the enemy with thrown weapons
and slings.

Special Effects: Concealment

Move 6 Def 3 Hits 1 Str 3 Agi 3 Int 2 Morale 2

Attacks: Brawl (4+), Spear (4+)

Special Effects: None

Also Starring: Combat, Physical and Knowledge


(Healer, Hypnotise and Infiltrator only)

Attacks: Brawl (5+), Javelin (5+)


Also Starring: Physical

Upgrade Options
l Equip with a Net (4+) (+1 ratings)
l Equip with a Blowpipe (4+) or Sling (5+)
(+2 ratings)
l If five or more Natives in a cast, you may upgrade
one to a Chief - gain Leader (1) special effect
(+5 ratings)

Chad Sikes (order #6134108)

Upgrade Options
l Exchange Javelin for a Sling (5+) (free)

46 | Central Casting

Arise! Arise! Arise!

Sea Dog

10/7 ratings

Nautical ruffian
Bound together by adventure, comradeship and the
promise of riches, ship crews are a melting pot of
skills, talents and tall tales.

Veteran

12/- ratings

Seasoned soldier
Veterans of numerous campaigns, these stalwart
companions are skilled in the arts of war and will fight
shoulder to shoulder against the most terrifying of
enemies.

Move 6 Def 3 Hits 1 Str 3 Agi 3 Int 3 Morale 3


Move 6 Def 3 Hits 1 Str 3 Agi 3 Int 3 Morale 3
Special Effects: Dodge, Swimming
Special Effects: Armour, Martial Training, Shield
Attacks: Brawl (4+), Club (4+)
Attacks: Brawl (4+), Spear (4+)
Also Starring: Combat and Physical
Also Starring: Combat and Physical
Upgrade Options
l Exchange Club for an Axe (4+) or Sword (4+)
(+1 ratings)
l Equip with Net (4+) or Throwing Knives (4+)
(+1 ratings)
l If five or more Sea Dogs in a cast, you may
upgrade one to a Mate - gain Leader (1) special
effect (+5 ratings)

Upgrade Options
l Exchange Spear for a Sword (4+) (free)
l If three or more Veterans in a cast, you may
upgrade one to a Companion - gain Leader (2)
special effect (+10 ratings)

Warrior

9/7 ratings

1.15 Film
Herakles!

The rank and file


Trained and battle-hardened, these versatile warriors
form the backbone of many engagements and
expeditions.

An epic tale that sees Herakles slay the


Nemean Lion, steal Hippolytas girdle,
and finally face Cerberus, the guardian of
the Underworld.

Move 6 Def 3 Hits 1 Str 3 Agi 3 Int 2 Morale 3

starring Clint Walter & Sofia Loren

Herakles ............................... CLINT WALTER


Eurystheus .......................... SHAUN RIMMER
Hippolyta ................................. SOFIA LOREN
Iolaus ......................................... JIM DARREN
Zeus .............................. GEORGE SAUNDERS
Hera .............................................. JANET LEE
The Oracle .................... MAGGIE HAMILTON
Producer Sidney Barron
Director Ron Carpenter

Chad Sikes (order #6134108)

Special Effects: Armour


Attacks: Brawl (4+), Spear (4+)
Also Starring: Combat and Physical
Upgrade Options
l Exchange Spear for an Axe (4+), Sword (4+) or
Bow (5+) (free)
l If five or more Warriors in a cast, you may upgrade
one to an Officer - gain Leader (1) special effect
(+5 ratings)

Central Casting | 47

STOP MOTION models


Centaur

15/20 ratings

Living life on the hoof


Whether they embody the wildness of their animal
instincts or the reasoning of their human nature,
Centaurs are stalwart warriors that are able to carry
their slower two-footed allies into the fray.

Djinn of the Lamp

-/- ratings*
*(see Magic Lamp, Page 79)

Enslaved wish-giver
Immensely powerful, but bound and contained within
an ordinary lamp, a Djinn is an incredible ally to
whoever possesses their prison.
Move 6 Def 4 Hits 2 Str 4 Agi 4 Int 6 Morale 6

Move 8 Def 4 Hits 1 Str 4 Agi 2 Int 3 Morale 4


Special Effects: Daring Leap, Mount, Rage
Attacks: Brawl (4+), Spear (4+)
Also Starring: Combat and Physical
Upgrade Options
l Exchange Spear for a Bow (5+) (free)
l If three or more Centaurs in a cast, you may
upgrade one to a Herd Master - gain Leader (1)
special effect (+5 ratings)

Special Effects: Fearsome, Shield of Force,


Summoned, Teleport
Three Wishes
As the owner of the lamp, a model can make up to
three wishes. Each wish is a free action, which the
owner of the lamp can perform during their activation.
The wishes that can be made are:
l Summon the Djinn to attack one model chosen by

the owner of the lamp, see As Commanded.


l Grant the owner of the lamp the use of any one

Otherworldly special effect until the end of the turn.


l Heal any model, anywhere on the table, as if the

Healer special effect had just been successfully


used on them.
l Grant the Djinn their freedom.
As Commanded
When summoned, a Djinn will attack one model
chosen by the owner of the lamp. They wont attack
any other model, unless that model is already in base
contact with them or is preventing them from reaching
the chosen model. The Djinn will appear within 6
of the owner of the lamp and vanish, returning to its
Reserve area, once they have killed, Captured or
Stunned the chosen model.
Bound to the Lamp
A summoned Djinn that loses their last Hit returns to
their Reserve area. If summoned again they reappear
fully healed.
Freedom Denied
If the final wish is not to grant the Djinn their freedom
or the owner of the lamp is removed from play by the
opposing cast, the lamp will immediately betray its
current owner and become the possession of the
nearest Star, Co-Star or Guest Star in the opposing
cast.
Attacks: Brawl (3+), Two-handed Sword (4+)

Chad Sikes (order #6134108)

48 | Central Casting

Giant

60/50 ratings

Towering terror
Whether humanoid or demonic, cyclopean or
many-eyed, these slow and dim-witted monsters
are titanically strong and aggressive. Needing little
provocation to fight, Giants can be easily swayed by
the allure of beauty or promises of wealth.

Harpy

-/20 ratings

Feathered fury
Conceived by the Gods to torment Phineus, Harpies
are winged bird-women with a violent and vindictive
disposition. Sometimes beautiful, sometimes ugly,
they are the personification of cruel winds.
Move 6 Def 4 Hits 2 Str 3 Agi 4 Int 3 Morale 3

Move 7 Def 5 Hits 3 Str 5 Agi 2 Int 2 Morale 5


Special Effects: Eagle Eyes, Dodge, Flyer
Special Effects: Clumsy, Fearsome, Hurl, Large, Roar,
Slow, Titanic Blow
Attacks: Brawl (4+), Club (4+)
Upgrade Options
l Exchange Club for a Two-handed Axe (4+) or
Two-handed Sword (4+) (+5 ratings)

Guardian Beast

50/40 ratings

Patchwork predator
Guardian Beasts are misbegotten creatures that may
take many diverse forms. Found lairing in forgotten
and out of the way places, they make deadly guards
and hunters.

Screech - If a Harpy model is activated and is within


6 of an enemy model, it may make an immediate
Morale test to encourage its sisters. If the Morale
test is passed a single Harpy model within 6 can
immediately take one free action, regardless of
whether it has already activated or is yet to do so this
turn. A Harpy model can benefit from Screech only
once per turn.
Also Starring: Combat and Physical
Attacks: Brawl (4+), Claw (5+)
Upgrade Options
l Equip with a Club (4+) (+1 ratings)
l Equip with an Axe (4+), Spear (4+) or Bow (5+)
(+2 ratings)

Move 8 Def 4 Hits 3 Str 5 Agi 3 Int 2 Morale 5


Special Effects: Fearsome, Large, Slow

Living Idol

Only a Mother Would Love Them - So hideous is


this strange beast that their Fearsome special effect
causes Fear in friendly as well as opposing models.

Animated adversary
Through the application of dark magics, idols and
statues can be given a semblance of life. Unstoppable
servants, they only respond to the commands of the
one who animated them.

Attacks: Brawl (4+), Claw (4+)


Upgrade Options
l May choose any two of the following special
effects for (+5 ratings each): Armour, Arcane Bolt,
Herculean Strength, Invulnerable: Melee (1),
Invulnerable: Ranged (1), Rage, Regeneration, Roar

-/45 ratings

Move 6 Def 4 Hits 3 Str 5 Agi 1 Int 0 Morale 0


Special Effects: Animated, Clumsy, Blocker,
Fearsome, Invulnerable: All (see below), Slow
Also Starring: Combat and Physical

l May choose one of the following special effects for

(+10 ratings): Aquatic, Flyer, Hurl


l May chose one of the following attacks for

(+10 ratings): Beak (4+), Bite (4+), Horns (4+),


Tail (4+)

Attacks: Brawl (4+), Rend (5+)


Guardian Type
l Clay: Gain Invulnerable: All (1) special effect (free)
l Stone: Gain Move 1 and Invulnerable: All (2)
special effect (+10 ratings)
l Bronze: Gain Move 1, A Good Offence and
Invulnerable: All (2) special effects (+20 ratings)
Note: A Living Idol can only activate after successfully
being targeted by the Animate the Idol Spell.

Chad Sikes (order #6134108)

Central Casting | 49

The Guardian Beast's favourite


game was Hide-and-Seek

Minotaur

-/30 ratings

Bull-headed brute
Descended from Asterius, the cursed son of Pasipha
who stalked the Labyrinth, Minotaurs are impulsive
creatures, quick to anger and terrible in their wrath.
Move 6 Def 4 Hits 3 Str 4 Agi 2 Int 2 Morale 4
Special Effects: A Good Offence, Armour, Fearsome,
Rage, Roar

Satyr

15/10 ratings

Capricious reveller
Whether goat-legged or horse-tailed, Satyrs are
passionate creatures prone to unpredictable shifts in
mood. Physically athletic and often violent, they can
however be surprisingly charming and musical when
the whim takes them.
Move 6 Def 4 Hits 1 Str 3 Agi 3 Int 3 Morale 3
Special Effects: Daring Leap, Seduce

Bull Rush - A Minotaur model that makes a move


action in a straight line may add 1D3 to the distance
moved. In addition to attempting to cause damage, a
charging Minotaurs successful Brawl or Horn attacks
can also either Knockdown or Pushback the hit model.
Attacks: Brawl (4+), Horns (4+)
Upgrade Options
l Equip with Two-handed Axe/Mace (4+) or
Two-handed Sword (4+) (+5 ratings)

Chad Sikes (order #6134108)

Also Starring: Physical and Knowledge (Healer and


Hypnotise only)
Attacks: Brawl (4+), Club (4+)
Upgrade Options
l Exchange Club for a Spear (4+) or Bow (5+)
(+1 ratings)
l If three or more Satyr in a cast, you may upgrade
one to a Drove Leader - gain Leader (2) special
effect (+10 ratings)

50 | Central Casting

Shadow

-/20 ratings

Umbral stalker
Rumoured to be demons, remnants of the past, or
troubled spirits, what they truly are is known only to
the wise. That they are deadly foes is all too evident
however.

Skeleton Warrior

-/15 ratings

Bad to the bone


Although flesh and skin has withered and fallen from
their bones, these long dead warriors have lost none
of their fighting skills and tenacity.
Move 5 Def 4 Hits 1 Str 3 Agi 2 Int 0 Morale 0

Move 6 Def 4 Hits 1 Str 4 Agi 4 Int 0 Morale 0


Special Effects: Fearsome, Incorporeal, Shield of
Force, Summoned, Teleportation

Special Effects: Blocker, Fearsome, Invulnerable:


Ranged (1), Shield, Summoned
Attacks: Brawl (4+), Spear (4+)

Attacks: Brawl (4+), Claw (4+)


Note: A Shadow can only enter play through
successfully performing the Awaken the Dead Spell.

Upgrade Options
l Exchange Spear for an Axe (4+), Sword (4+) or
Bow (5+) (free)

Siren

Note: A Skeleton Warrior can only enter play through


successfully performing the Awaken the Dead Spell.

-/15 ratings

Luring beauty
Transfixing the weak-willed with their charms and
songs, Sirens will attempt to drag those that succumb
down to a watery grave.
Move 5 Def 3 Hits 1 Str 3 Agi 3 Int 3 Morale 3
Special Effects: Aquatic, Seduce

Snakeman

-/12 ratings

Homo Serpentes
Cold-blooded, both physically and in temperament,
Snakemen are a deadly subspecies of human
that practice macabre rites on the dark fringes of
civilisation.

Daughter of the Oceans - During their activation, a


Siren model cannot voluntarily move more than 3
away from water. If theyre ever more than 3 away
from water, the Siren model immediately gains the
Confused and Stunned statuses.

Move 5 Def 4 Hits 1 Str 3 Agi 2 Int 3 Morale 4

Siren Song - A Siren models Seduce special


effect has a range of 12 instead of the usual 2.
Furthermore, if they attempt to Seduce a model who
already has the Confused status and that model fails
an opposed Morale test they gain the Captured status
instead. Place Captured models in base contact with
the Siren.

Also Starring: Combat, Physical and Knowledge


(Healer and Hypnotise only)

Also Starring: Physical

Special Effects: Armour, Dodge


Attacks: Brawl (4+), Spear (4+)

Upgrade Options
l Exchange Spear for an Axe (4+), Sword (4+) or
Javelin (5+) (free)
l If five or more Snakemen in a cast, you may
upgrade one to an Overseer - gain Leader (2)
special effect (+10 ratings)

Attacks: Brawl (5+), Claws (5+)

"we will end your torment, phineus, and cage


these winged women that assail you."
Jason, Leader of the Argonauts
Chad Sikes (order #6134108)

Central Casting | 51

Animals
Camel

6/6 ratings

Ship of the desert


Although camels are ill tempered and slow they are
perfectly suited to desert conditions, having wide feet
and the ability to go without drinking for many days.

Giant Lizard

-/40 ratings

Repetilia Gigantis
These gigantic predators are throwbacks to an
ancient time, when dinosaurs freely walked the Earth.
Extremely dangerous, they are thankfully sluggish
until angered.

Move 7 Def 3 Hits 1 Str 4 Agi 2 Int 1 Morale 2


Move 7 Def 5 Hits 3 Str 5 Agi 2 Int 1 Morale 5
Special Effects: Animal, Mount, Slow
Desert Traveller - Camels can always move their full
Move distance when travelling in desert or sandy terrain.

Cold Blooded - Until the Giant Lizard causes a


wound, it has the Slow special effect.

Attacks: Brawl (5+), Bite (6+)

Dire Wolf

-/12 ratings

Pack predator
Able to overpower larger foes through pack hunting
and a powerful bite, the Dire Wolf was a ferocious
predator and threat to travellers in the wilds.
Move 8 Def 3 Hits 1 Str 3 Agi 3 Int 1 Morale 4
Special Effects: A Good Offence, Animal
Attacks: Bite (3+)
Upgrade Options
l If five or more Dire Wolves in a cast, you may
upgrade one to an Alpha Male - gain Leader (2)
special effect, which is only usable on other Dire
Wolves (+10 ratings)

Giant Crab

-/25 ratings

Super snapper
These huge crustaceans can be found on lost islands
and deserted coastlines. Guardians of watery lairs or
natural predators, they often bury themselves in the
sand and attack by surprise.
Move 5 Def 4 Hits 2 Str 5 Agi 2 Int 1 Morale 4
Special Effects: Animal, Aquatic, Armour, Blocker,
Fearsome, Loner
Snip, Snap! - A Giant Crab can attack with both its pincers
at once. It may make two Claw attacks as a special action.
Attacks: Claw (4+)

Chad Sikes (order #6134108)

Special Effects: A Good Offence, Animal, Armour,


Fearsome, Loner, Massive, Roar

Attacks: Rend (4+), Tail (4+)


Upgrade Options
l Gain Arcane Bolt special effect for (+10 ratings)

Giant Octopus

-/40 ratings

Tentacular terror
A threat to ships and the unwary adventurer straying
too close to their hunting grounds, these enormous
sea monsters are estimated to grow to around 13
15m (4050ft) in length, including their tentacles.
Move 6 Def 5 Hits 3 Str 5 Agi 3 Int 2 Morale 4
Special Effects: Animal, Armour, Aquatic, Fearsome,
Loner, Massive, Rage, Sixth Sense
Tentacled Freak - A Giant Octopus can attack in all
directions at once with its tentacles. It may make two
Tentacle: Melee attacks as a special action. These two
attacks may be made against separate models.
Water Dweller - A Giant Octopus must be set up in
a body of water at the start of a scene. If there is no
water in their casts set up area, they are allowed
to deploy in any body of water on the table. During
their activation, a Giant Octopus model cannot
voluntarily move out of water. If theyre ever out of
water, for whatever reason, the Giant Octopus model
immediately gains the Confused status.
Attacks: Beak (5+), Tentacle: Melee (4+), Tentacle:
Ranged (5+)

52 | Central Casting

Giant Scorpion

-/20 ratings

Venomous stinger
Protected by an armoured carapace and armed with
strong pincers and a deadly sting, Giant Scorpions
are dangerous foes, but unlike their smaller kin are
usually found only in hot climates.
Move 5 Def 4 Hits 2 Str 4 Agi 3 Int 1 Morale 4
Special Effects: Animal, Armour, Blocker, Fearsome,
Loner

Upgrade Options
l If three or more Great Apes in a cast, you may
upgrade one to an Alpha Male - gain Leader (1)
special effect, which is only usable on other Great
Apes (+5 ratings)

Horse

6/6 ratings

Equine transport
Horses have been used by humans since the dawn of
time as beasts of burden or as riding animals.

Snip, Snap! - A Giant Scorpion can attack with both


its pincers at once. It may make two Claw attacks as a
special action.

Move 8 Def 3 Hits 1 Str 4 Agi 2 Int 1 Morale 2

Sting in the Tail - If both of a Giant Scorpions Snip,


Snap! attacks hit, it gets a +1 to hit bonus with its
Venom attack.

Pillion - Two models may ride the same horse, but the
second model may not attack, use special abilities or
perform Spells while doing so.

Attacks: Claw (4+), Venom (4+)

Attacks: Brawl (5+)

Giant Snake

-/20 ratings

Monstrous serpent
Giant Snakes come in a variety of types, but regardless
of whether they are constrictors or vipers, they are all
incredibly deadly opponents at close quarters.

Special Effects: Animal, Daring Leap, Mount

Sabre-tooth Cat

30/25 ratings

Fanged feline
Graceful killers, Sabre-tooth Cats will quietly stalk their
prey before pouncing.
Move 8 Def 4 Hits 2 Str 4 Agi 4 Int 2 Morale 4

Move 6 Def 4 Hits 2 Str 3 Agi 3 Int 1 Morale 3


Special Effects: Animal, Concealment, Dodge,
Fearsome, Loner

Special Effects: A Good Offence, Animal, Climbing,


Daring Leap, Dodge, Fearsome, Loner, Sixth Sense
Attacks: Claw (3+), Bite (4+)

Attacks: See below


Snake Type
Constrictor: Gain Tail (4+) attack and Disarm special
effect (free)
Viper: Gain Venom (4+) attack and Daring Leap
special effect (free)

Great Ape

25/20 ratings

King of the swingers


Powerful and intelligent, Great Apes can perform
incredible feats of strength, and are able to
understand and follow commands.
Move 7 Def 4 Hits 2 Str 4 Agi 3 Int 2 Morale 4
Special Effects: Animal, Climbing, Daring Leap,
Herculean Strength, Fearsome, Roar
Attacks: Brawl (3+)

Chad Sikes (order #6134108)

Swarm

-/15 ratings

Teeming mass
Whether scarabs, snakes or spiders, the relentless,
crawling swarm can strip the flesh from or poison any
individual foolish enough to get too close in moments.
Move 6 Def 2 Hits 3 Str 2 Agi 2 Int 1 Morale 5
Special Effects: Animal, Dodge, Fearsome, Loner,
Slow, Small, Swarm
Attacks: Venom (3+)

Central Casting | 53

Sinbad and the Eye of the Idol


INT. ATLANTIS BROKEN STAIRCASE - DAY
Jumping to the safety of a ledge, Sinbad watches as the
animated idol starts to overbalance, the last steps collapsing
beneath it, and falls to the temple floor below.
INT. ATLANTIS TEMPLE - DAY
Shattering on the mosaic floor, the idol's head rolls to a stop.
The red light, emanating from the Eye in the centre of its
forehead, dimming and finally flickering out.
Shahryar's hand reaches towards it.
No!

SCHEHERAZADE

Scheherazade struggles against the two Guards holding her.


SHAHRYAR
At last, it shall be mine.
Shahryar holds the Eye aloft. Red fire sparks, kindles in the
faceted heart of the great jewel.
SHAHRYAR (CONT'D)
I claim the power of the Eye. I claim the power of
Atlantis!
SCHEHERAZADE
What have you done?
With a heaving lurch, the floor cracks and the temple shakes.
Dust and rocks begin to fall, and the waters churn.
SHAHRYAR
And my first command...
Shahryar directs the Eye, the glow suddenly intensifying, aiming
it atINT. ATLANTIS BROKEN STAIRCASE - DAY
Sinbad flings himself towards the stairs, as a blast of pure red
energy obliterates the ledge he had been standing upon.
Winded, his sword clattering on the steps below, he manages to
hang on as his chest slams into the stone.
Scrabbling, he pulls himself up and dives towards his sword, as
the steps behind him shatter from a second blast.

Chad Sikes (order #6134108)

54 | FILM GUIDES

Chad Sikes (order #6134108)

FILM GUIDES | 55

FILM GUIDES
This chapter provides backgrounds for some of Barron
Productions most popular films and some of the more notable
legendary heroes and iconic villains that graced our screens.

The Golden Fleece


To reclaim the throne of Iolcos, Jason must
recover the mythical Golden Fleece.
An epic undertaking, fraught with danger, which
ultimately will lead to a confrontation with the Dragon
that guards the fleece and the sorcerous King Aetes
who treasures it. Fortunately, Jason is joined on his
voyage by the greatest crew Greece has ever known,
the Argonauts, and is aided by the beautiful and
knowledgeable Medea.

Supporting Characters

Heroes
Among the crew of the Argo there are many famous
names, including Herakles (Guest Star), Hylas
(Enchanting Beauty), Iolaus (Brother in Arms),
Orpheus (Also Starring Veteran) and the Boreads
(Also Starring Veterans with Flyer).
Villains
Not all of the Argonauts share Jasons dream. Acastus
(Their Right Hand), son of Pelias, rightly or wrongly
seeks the downfall of both Jason and Medea for the
danger they represent if they successfully return to
Iolcos with the Golden Fleece.

7.15 Film
The Golden Fleece

starring Ronald Ely & Ursula Andrews

A fantasy adventure for all the family


as Greek hero Jason embarks on an epic
quest against the corrupt kings and cruel
creatures of legend, with amazing effects
by William Henry Harrison (1963).
Jason .................................... RONALD ELY
Medea ......................... URSULA ANDREWS
Aetes ....................... GEORGE SAUNDERS
Herakles ............................. CLINT WALTER
Pelias .............................. BASIL RATBONE
Hylas ................................ WALTER KONIG
Acastus ....................... GEORGE SHAKIRIS
Producer SYDNEY BARRON
Director RON CARPENTER

Extras

Heroes
Jason is joined on his voyage by the Argonauts, these
brave souls are recruited from Veteran, Warrior and
Psiloi Extras.
Villains
As the King of Colchis, Aetes can call upon Warrior,
Mercenary, Psiloi and, through his mastery of dark
arts, Skeleton Warrior Extras.

Chad Sikes (order #6134108)

"arise! arise! arise!"


Aetes, King of Colchis

56 | FILM GUIDES

JASON

An inspiring leader and a bold adventurer, Jason


is the rightful king of Iolcos and must recover the
mythical Golden Fleece in order to reclaim his throne.
Gathering together the Argonauts, the finest crew in
all of Greece, Jason sets sail for Colchis to find this
treasured prize. With only his bravery and wits, he has
many tests and trials to overcome on their long and
dangerous voyage.
Hero | Guest Star | 60 ratings
Move

Def

Hits

Str

Agi

Int

Mor

MEDEA

The daughter of the king of Colchis, Medea is a


priestess of Hecate and thus learned in herbs, both
beneficial and poisonous, as well as practised in the
magic arts.
She betrays her father for love of Jason, using all of
her powers and guile to aid him in his quest.
Hero | Guest Star | 50 ratings
Move

Def

Hits

Str

Agi

Int

Mor

Special Effects

Healer, Loner, Luck (1), Magic (2), Seduce

Special Effects

Armour, Honour Bound, Inspirational, Leader (2), Luck


(2), Martial Training, Shield, Swimming

Unique Effects

A Leader of Men
Jasons Inspirational and Leader (2) special effects
have a range of 12 rather than the usual 6.
Fortune Favours the Bold
If Jason is in your cast, draw an additional Event card
at the start of a scene.

Unique Effects

Potions and Salves


Medea is an incredibly skilled herbalist. Once per
activation, as a special action, she may use one of
the following potions if she successfully passes an
Int test. Potions must be immediately administered to
herself or another model in base contact.
Potion

Notes

Divine incense

Target gains the Psychic special


effect for the duration of this turn.

Narcotic herbs

If the target fails an opposed Int


test it will receive the Confused
status.

Attacks
Weapon

Range

Hit

Str

Effects

Brawl

Melee

4+

Stuns

Sword

Melee

3+

Parry

Protective balm Target gains the Invulnerable: All


(1) special effect against the next
successful attack. Place a suitable
token next to the model.

Attacks
Weapon

Range

Hit

Str

Effects

Brawl

Melee

5+

Stuns

"we have overcome the harpies, navigated


the symplegades, and tamed the khalkotauroi.
this last test will not stop us."
Jason, Leader of the Argonauts

Chad Sikes (order #6134108)

FILM GUIDES | 57

Aetes

DRAGON OF COLCHIS

Not as versed as his sisters, the cruel Circe and tragic


Pasipha, Aetes is still a powerful sorcerer able to
command an army of skeletal warriors sown from
dragons teeth.

Unlike its cousin, the Dragon of Colchis lacks the


ability to sprout additional heads when one is lost,
but it is nonetheless possessed of formidable
regenerative powers and a thick armour of scales.

Villain | Guest Star | 40 ratings

Villain | Guest Star | 100 ratings

As the king of Colchis, Aetes duty and pride is to


protect the Golden Fleece. The skin of a winged
ram, the fleece bestows great fortune and health on
whoever possesses it, a gift which Aetes has hung in
a grove sacred to Ares.

A dragon, kin to the Lernaean Hydra overcome by


Herakles in his labours, this unsleeping guardian
watches over the Golden Fleece. Like a serpent it
coils around its charge, its many heads watching in
all directions.

Move

Def

Hits

Str

Agi

Int

Mor

Move

Def

Hits

Str

Agi

Int

Mor

Special Effects

Special Effects

Unique Effects

Unique Effects

Armour, Leader (1), Magic (2), Obey Me!

Fearsome, Hurl, Massive, Regeneration, Slow

Sorcerer King of Colchis


Aetes first Spell must be Awaken the Dead, but he is
free to choose his second Spell as normal.
Children of the Hydra
When successfully performing Awaken the Dead,
Aetes may put 1D3+2 Skeleton Warriors from his
casts Reserve area into play.

Attacks
Weapon

Range

Hit

Str

Effects

Brawl

Melee

4+

Stuns

Sword

Melee

4+

Parry

Chad Sikes (order #6134108)

Onslaught
The Dragon that guards the Golden Fleece is a
deadly foe, attacking in all directions at once with
its many heads and whip-like tail. It may make two
attacks as a special action, either two Bite attacks or
a Bite and a Tail attack. The two attacks may be made
against separate models.

Attacks
Weapon

Range

Hit

Str

Effects

Brawl

Melee

4+

Stuns

Bite

Melee

4+

Brutal

Tail

Melee

4+

Stuns

58 | FILM GUIDES

Gorgon!
To fulfil his vow, Perseus must claim the head
of Medusa.
Tricked by one of the suitors pursuing his mother,
Perseus must return with the head of Medusa, a
hideous Gorgon who can turn any mortal that meets
her gaze to stone. Undeterred by his impossible task,
Perseus must embark on a long journey to find and
outwit the Graeae crones and, aided by the gorgeous
Andromeda, enter the sanctum of Medusa.

Supporting Characters

Heroes
Perseus is often aided in his quest by both
supernatural and powerful women, including the
Hesperides nymphs, Queen Cassiopeia (Also Starring
Civilian) and her daughter, the beautiful Andromeda
(Enchanting Beauty).

Villains
Medusa is one of the Gorgons, a trio of dreadful and
horrific female creatures cursed by the Gods. Her
immortal sisters, Stheno and Euryale, are arguably
more terrible than she is.

Extras

Heroes
Perseus is joined on his quest by Veteran, Palace
Guard and Psiloi Extras, who are the soldiers of
Queen Cassiopeia.
Villains
Medusa makes use of Giant Snake, Snakeman and
Swarm Extras, shunning all other mortals.
Being powerful oracles, the Graeae have attracted
a loathsome cult of worshippers over the centuries,
and make use of Cultist, Native, Swarm and,
potentially via the dark arts, Shadow and Skeleton
Warrior Extras.

3.15 Film
Gorgon!
starring James Francisco & Lynda Harrison

A fantasy epic, Perseus must find and


defeat Medusa, the only mortal Gorgon, if
he is to fulfil his vow and claim the hand
of Andromeda. Featuring special effects by
William Henry Harrison (1973).
Perseus .......................... JAMES FRANCISCO
Andromeda ...................... LYNDA HARRISON
Cassiopeia ................................ JENNY JONES
Polydectes ....................... RICO MONTALBAN
Dana ............................... CATHERINE ROSS
Zeus .............................. GEORGE SAUNDERS
Hera .............................................. JANET LEE
Producer SYDNEY BARRON
Director RON CARPENTER

Chad Sikes (order #6134108)

FILM GUIDES | 59

Perseus

PEGASUS

A son of the god Zeus, Perseus must confront and


overcome the three hags known as the Graeae and
win the hand of the beautiful Andromeda in his quest
to claim Medusas head.

Conceived through the union of Poseidon and


Medusa. In classic myth, Pegasus was not born
until Medusa was decapitated by Perseus, at which
point he sprang from his mothers neck, taking to
the skies.

Hero | Guest Star | 70 ratings

Hero | Guest Star | 30 ratings

In protecting his mother, Dana, from the advances


of Polydectes, Perseus was tricked into delivering the
head of Medusa, the only mortal Gorgon, as a gift for
the cunning suitor.

A winged horse, brilliant white in colour, Pegasus has


the ability to gallop through the air, carrying those who
are worthy on his back.

Move

Def

Hits

Str

Agi

Int

Mor

Move

Def

Hits

Str

Agi

Int

Mor

Special Effects

A Good Offence, Armour, Courageous, Invisibility,


Loner, Luck (3), Shield

Unique Effects

A Sword, A Helmet, A Shield


Favoured by the Gods, Perseus has been gifted an
Adamantine Sword, a Helmet of Invisibility and a
highly Polished Shield. The benefits of these items are
included in his profile above.
Son of a God
Perseus can remove statuses affecting him on any die
roll of 4, 5 or 6, instead of the usual 6.

Special Effects

Dodge, Flyer, Mount, Sixth Sense

Unique Effects

A Winged Horse
Pegasus will only allow Perseus to ride on his back.
Should Pegasus be killed or removed from play while
in flight and being ridden, Perseus will fall 1D3 levels.

Attacks
Weapon

Range

Hit

Str

Effects

Brawl

Melee

4+

Stuns

Attacks
Weapon

Range

Hit

Str

Effects

Brawl

Melee

4+

Stuns

Adamantine
Sword

Melee

3+

Brutal, Parry

"Our sister, Medusa, is far more


beautiful than mortal man can endure."
The Graeae

Chad Sikes (order #6134108)

60 | FILM GUIDES

MEDUSA

Some claim that Medusa is the daughter of primordial


sea gods, while others attest that she was once a
beautiful priestess who offended her patron goddess,
Athena, and was transformed as punishment.
Whatever her origin, Medusa is one of the Gorgons,
and the only one of the three sisters that is mortal.
Terrible to behold, her hair is a mass of living snakes,
and one look can turn any creature to stone.
Villain | Guest Star | 100 ratings

The Graeae

Sharing a single, magical eye, and only one tooth,


these three sister-crones have the power of prophesy
and are known as Deino Dread, Enyo Horror, and
Pemphredo Alarm.
Like their names, their prophesies are suitably dire
and foreboding. Even so, their cursed portents have
attracted a cult of degenerates to serve them.
Villain | Guest Star | 60 ratings

Move

Def

Hits

Str

Agi

Int

Mor

Move

Def

Hits

Str

Agi

Int

Mor

Special Effects

Special Effects

Unique Effects

Unique Effects

Armour, Dodge, Daring Leap, Fearsome, Love To Hate,


Psychic
One Look
Any model that looks Medusa in the eye is turned
to stone. Before a model attacks or targets her with
a special effect or Spell, they must make a Morale
test. If they fail, they are turned to stone, lose all their
remaining Hits and can take no further part in the
scene. Models that are attacking or targeting Medusa
from behind, from the rear 180 arc of her base, gain
a +1 bonus to Morale tests. A model may close their
eyes or look away as they attempt to attack Medusa,
if they do so they gain a +2 bonus to Morale tests,
but suffer a 2 to hit penalty to their attack. Models
attempting to target Medusa with a special effect or
Spell cannot close their eyes or look away.
Surrounded by Serpents
Giant Snakes and Swarms in the same cast as
Medusa do not need to roll for their Animal special
effect, they always activate as normal

Attacks
Weapon

Range

Hit

Str

Effects

Brawl

Melee

4+

Stuns

Tail

Melee

5+

Stuns

Bow

24

4+

Chad Sikes (order #6134108)

Force of Will (The Eye), Hypnotise (The Eye), Magic


(2), Psychic (The Eye), Sixth Sense (The Eye), Slow
Acting as One
Although the Graeae are three individuals, theyre
treated as one model that can take up to three actions
when activated.
The Eye
Much of the Graeaes abilities and their power of
prophesy comes from The Eye. When it is in their
possession they have the following special effects:
Force of Will, Hypnotise, Psychic and Sixth Sense.
Instead of causing damage, a model performing a
successful melee attack against the Graeae can
attempt to wrench The Eye from their grasp. Make an
Opposed Str test, if successful the Graeae lose The
Eye and all of the special effects it grants them. Only
the Graeae can use The Eye.

Attacks
Weapon

Range

Hit

Str

Effects

Brawl

Melee

5+

Stuns

Claw

Melee

5+

FILM GUIDES | 61

The VOYAGES OF SINBAD


Adventurer, rogue and sailor, Sinbads
voyages have become legend.
Whether battling the fabled Rocs, journeying
to uncharted islands, or thwarting the plans of
Shahryar, the adventures of Sinbad and his crew
have been immortalised by Scheherazade in the One
Thousand and One Nights. In the tapestry of these
stories, where fiction ends and reality begins is a
mystery to all except her, but in the voyages yet to be
told her fate and that of Sinbad are forever entwined.

Supporting Characters

Heroes
Sinbads voyages bring him into contact with many
of the characters in Scheherazades stories, but his
most stalwart companions are members of his crew,
including Reis his first mate (Brother in Arms) and
Haroun his cabin boy (Also Starring Sea Dog).
Villains
Shahryar can rely on his hot-headed younger brother
Shhzamn (Brutish Bodyguard) to lead his forces,
and secretly makes extensive use of the order of the
Assassins (Deadly Assassins).

11.00 Film
Sinbad and the Valley of the Rocs
starring Doug Maclure & Jean Collins

Scheherazade tells of Sinbads voyage to


the fabled Valley of the Rocs and his race
to beat Shhzamn to the Heart of the
World, a diamond so large that it rivals in
size the eggs of the giant birds that dwell
there (1970).
Sinbad ................................ DOUG MACLURE
Scheherazade .......................... JEAN COLLINS
Shhzamn .......................... WILL CAMPBELL
Reis ........................................ BRICK PETERS
Haroun ...................................... KIRK RUSTLE
Merchant King .............. GEORGE SAUNDERS
Producer SYDNEY BARRON
Director RON CARPENTER

Extras

Heroes
Unsurprisingly, Sinbads crew is mostly formed of Sea
Dogs, but occasionally a few Warrior, Palace Guard or
Civilian Extras can be found onboard, depending on
who is travelling with Sinbad at the time.
Villains
Shahryar commonly employs Mercenary, Palace
Guard and Civilian Extras. In addition, he can make
use of the fabled menagerie of his palace and include
Guardian Beast, Giant Scorpion, Giant Snake, Great
Ape and Sabre-tooth Cat Extras, as well as the prize
of his collection, a tamed Roc.

"and there i found


myself, on that desolate
shore, where ships were
wrecked beyond number."
Sinbad, The Sailor

Chad Sikes (order #6134108)

62 | FILM GUIDES

SINBAD

Scheherazade

His many voyages are legendary, but whether facing


the gigantic Rocs or Polyphemus-like Cyclops, it is
Sinbads cunning, bravery and trust in fate that sees
him through.

Widely read of the classics, philosophers and poetics,


Scheherazade's stories become the epic that is the
One Thousand and One Nights, but the truths hidden
within her tales are more real than many know.

Hero | Guest Star | 60 ratings

Hero | Guest Star | 45 ratings

An adventurer and sailor, Sinbads true origins are a


mystery known only to him, but when pressed he calls
the city of Al Basrah home. Pressed further, he admits
he squandered the wealth of his mother and father,
and now seeks new fortune and fame too.

Using her gift of storytelling, Scheherazade is able to


escape the fate Shahryar has decreed for his wives.
With the threat of execution at dawn hanging over her,
she ends and begins a new story each night, and thus
enchanted he spares her until she can finish.

Move

Def

Hits

Str

Agi

Int

Mor

Move

Def

Hits

Str

Agi

Int

Mor

Special Effects

Climbing, Daring Leap, Disarm, Dodge, Leader (1),


Luck (2), Seduce, Swimming, Tumbling, Wanted

Unique Effects

A Loveable Rogue
If Sinbad is in your cast, gain an additional token
when determining Audience Appreciation.
Free Spirit
Often leaping before they look, Sinbad is agile and
quick on his feet. He can ignore the usual penalties
for moving over rough ground or obstacles, moving
as normal up to his Move value in inches, and he is
unaffected by the Blocker special effect. Sinbad can
also remove the Captured status on any die roll of 5 or
6, instead of the usual 6.

Attacks
Weapon

Range

Hit

Str

Effects

Brawl

Melee

4+

Stuns

Sword

Melee

3+

Parry

Chad Sikes (order #6134108)

Special Effects

Courageous, Dodge, Luck (1), Seduce, Victim

Unique Effects

All Part of the Story


Scheherazade is a legendary storyteller, blending
together reality and imagination in her tales. So
captivating are her stories, they leave the listener
wondering what is real and what is fanciful. At the
start of her activation, as a free action, Scheherazade
can bestow a single Otherworldly or Physical special
effect upon herself or a friendly Star, Co-Star or Guest
Star within 6 for the duration of that turn.

Attacks
Weapon

Range

Hit

Str

Effects

Brawl

Melee

5+

Stuns

FILM GUIDES | 63

Shahryar

Roc

Scheherazade breaks this bitter cycle by entertaining


and thrilling Shahryar again, who had even become
bored of his wondrous menagerie and collection of
treasures, through the stories she spins.

Territorial in nature, stealing a Rocs egg is a


herculean task, but a bird hatched from such a marvel
can be taught and trained to obey.

Villain | Guest Star | 70 ratings

Villain | Guest Star | 100 ratings

Ruler of the Persian Sassanid Empire, Shahryar


is a cruel and ruthless tyrant, most dramatically
exemplified by ordering the execution of each of his
wives for the morning after their wedding.

An enormous, predatory bird, the Roc is known of


in many cultures and in many stories. Even small
examples are large enough to carry off an elephant,
while the most venerable and gigantic of birds can
pluck a ship from the sea.

Move

Def

Hits

Str

Agi

Int

Mor

Move

Def

Hits

Str

Agi

Int

Mor

Special Effects

Armour, Eagle Eyes, Gifts of the Gods (3), Leader (2),


Love to Hate, Luck (1), Obey Me!

Unique Effects

A Palace Full of Treasures


Shahryar may purchase Gifts of the Gods for half of
their listed rating cost.

Attacks
Weapon
Brawl
Sword

Range
Melee
Melee

Crossbow

24

Hit
4+
3+
4+

Str

Effects

Stuns

Parry

Special Effects

Clumsy, Fearsome, Flyer, Large, Rage, Roar

Unique Effects

Powerful Wings
As a special action, if the Roc is not flying, it may beat
its great wings, buffeting nearby models with powerful
winds. All models, friend or foe, within 6 must make
an Agi test. If they fail they are knocked Prone.

Attacks
Weapon

Range

Hit

Str

Effects

Brawl

Melee

5+

Stuns

Beak

Melee

5+

Claw

Melee

4+

Move or Fire

"tomorrow then, you will


finish the story to my satisfaction."
Shahryar, King of Kings

Chad Sikes (order #6134108)

64 | FILM GUIDES

THE ROGUE OF BAGHDAD


A diamond in the rough, the Rogue of
Baghdad has a heart that is pure.
With her father magically enslaved by the Vizier, the
Caliphs Daughter finds herself fleeing from the palace
guards and seeking refuge on the streets. There she
meets an unlikely hero, an urchin and honourable
thief, and together they embark on a journey to stop
the Vizier from rewriting history.

Supporting Characters

Heroes
The Rogue of Baghdad is guided by his mentor, an
old Herbalist (Wise Elder) living and working in the
slums, who at one time was the Caliphs most trusted
advisor before he was ensnared and disgraced by the
schemes of the current Vizier.
Villains
Secretly courting the rich and influential of Baghdad,
and the rulers of neighbouring states, the Vizier uses
charm, cunning and blackmail to move these pawns
in his game of power. A dark spider in the centre of a
web, he makes use of many, but trusts none - only the
whispers of the Shadow Prince.

Extras

Heroes
The Rogue of Baghdad can rely upon the orphans and
urchins of his city to aid him, Psiloi (with slings), while
the Caliphs Daughter can count on a few Palace Guard
and Civilian Extras still loyal to her father.
Villains
The Vizier makes use of Cultist, Palace Guard and
Civilian Extras. The Shadow Prince, and possibly the
Vizier depending on his choice of Spells, may also
make use of Shadow Extras.

2.30 Film
The Rogue of Baghdad

starring Salvatore Mineo & Kim Novack


A runaway princess and an honourable thief
embark on a journey to stop a mad magician
from rewriting history (1957).
The Rogue ....................... SALVATORE MINEO
The Caliphs Daughter .............. KIM NOVACK
The Vizier ........................ JOHN CARRADYNE
The Djinn ................................... TOR JONSON
The Caliph ....................... CHARLES LAWTON
The Shadow Prince .............. VINCENT PRYCE
The Apothecary .................. JOSEPH SWEENIE
Producer Terrence Marter
Director William Powell

Chad Sikes (order #6134108)

FILM GUIDES | 65

The Rogue of Baghdad

The Caliph's Daughter

A thief with honour, and a champion of the poor


and downtrodden, his generous deeds do not go
unrewarded, earning him a charmed, if humble life.

Protected from the outside world, life in the Caliphs


palace is all she has ever known, but with The Vizier
now controlling her father and desiring her hand in
marriage, it has also become her prison.

Hero | Guest Star | 50 ratings

Hero | Guest Star | 30 ratings

An urchin of the streets, the Rogue of Baghdad


remembers little of his parents or his origins before he
was orphaned. He is not uneducated however, being
mentored by a kindly Herbalist, an old man who he
suspects knows more about his past than he will say.

An only child, the Caliphs Daughter has had every


luxury lavished upon her and been tutored by the
finest scholars. Wise, but not worldly, she has an
innocence and purity to her actions and views.

Move

Def

Hits

Str

Agi

Int

Mor

Move

Def

Hits

Str

Agi

Int

Mor

Special Effects

Special Effects

Unique Effects

Unique Effects

Climbing, Daring Leap, Dodge, Inspirational, Sixth


Sense, Tumbling
A Diamond in the Rough
Watched over by kindly spirits, the Rogue of Baghdad
is guided in his actions and protected from harm. At
the start of his activation, as a free action, the Rogue
of Baghdad can choose to gain either the Shield of
Force or Psychic special effects until the start of his
next activation.

Attacks
Weapon

Range

Hit

Str

Effects

Brawl

Melee

4+

Stuns

Sling

12"

4+

Two Shots

Dodge, Follower (The Rogue of Baghdad), Gifts of the


Gods (1), Luck (1), Seduce
A Pure Heart
Such devotion and purity doesnt go unnoticed. Once
per scene, as a special action, the Caliphs Daughter
can pray and heal any model, anywhere on the
table, as if the Healer special effect had just been
successfully used on them.

Attacks
Weapon

Range

Hit

Str

Effects

Brawl

Melee

4+

Stuns

"a new past, present and future is


within my grasp, and all i need do
is reach out and shape it."
The Vizier

Chad Sikes (order #6134108)

66 | FILM GUIDES

The Vizier's
assassins strike!

THE VIzIER

THE SHADOW PRINCE

But that is not the end, he now needs the Caliphs


Daughter to realise his full obsession and rewrite
time, making his potential self, the Shadow Prince,
ruler of Baghdad.

Formed of shadow, straddling past, present and


future, the Shadow Prince can never be truly slain, not
while the Vizier lives and seeks to alter the past.

Through years of study and preparation, and the


application of dark arts, the Vizier has gained control
of Baghdad, turning the Caliph into little more than his
unthinking puppet.

Neither alive, nor dead, but a potential that might


yet be, the Shadow Prince is what the Vizier could
have been if the river of time had followed a different
course.

Villain | Guest Star | 50 ratings


Villain | Guest Star | 70 ratings
Move

Def

Hits

Str

Agi

Int

Mor

Special Effects

Gifts of the Gods (1), Hypnotise, Love To Hate,


Magic (3), Obey Me!, Telekinesis

Unique Effects

Schemes and Machinations


If the Vizier is in your cast, when drawing Event cards
draw an additional card and then choose one to
immediately discard.
Unravelling Time
The Viziers first Spell must be Unweave Fate, but he
is free to choose his other two Spells as normal.

Attacks

Move

Def

Hits

Str

Agi

Int

Mor

Special Effects

Fearsome, Incorporeal, Magic (2), Shield of Force,


Teleportation

Unique Effects

Bound to the Master


If the Vizier loses a Hit, by whatever means, the
Shadow Prince also loses a Hit.
Shadow Servants
The Shadow Princes Spells must be Awaken the
Dead (Shadows only) and Shadow of the Self.

Attacks
Weapon

Range

Hit

Str

Effects

Weapon

Range

Hit

Str

Effects

Brawl

Melee

4+

Stuns

Brawl

Melee

4+

Stuns

Sword

Melee

4+

Parry

Chad Sikes (order #6134108)

SCENE GUIDE | 67

SCENE GUIDE
This chapter deals with the types of scenes,
often called scenarios in other games, that you
can play with 7th Voyage, offering a number
of options to capture that epic celluloid action.

Which
Scene to Play?
It is possible to play a straight up fight between casts,
but it is more fun and recommended that you use one
of the following six scenes to add diversity and an
element of story to the game.
You can either choose one of the six scenes that best
fits the story youd like to play or randomly determine
which one youll use on the table below.

1D6

Scene

Battle

Escape

Race

Skirmish

Slay

Steal

Attacking or Defending cast?

Decide between you which casts will be the Attacking


and which will be the Defending, although in some
scenes, the difference between attacking and
defending may be negligible. If you cant decide, each
cast should roll a dice and the highest gets to make
the choice.
What size of table you should play on is a matter
of personal preference, but 7th Voyage works well
on anything between 2x2 and 4x4. Its suggested
you take into account the Scene rating and size
of the casts youre playing when determining table
dimensions, but for a rough guide, see the Scene
Size table below.

Chad Sikes (order #6134108)

Scene Rating

Size of cast

Suggested
table size

150 or less

1+

2x2

150 to 250

5+

2x2 to 3x3

250 or more

10+

3x3 to 4x4

Straight Up Fight

To play a straight up fight between casts:

Random Scene table

Size of Location?

Scene Size table

Cast

Agree a ratings value for the scene up to


a maximum of 300, both casts receive this
amount.

Location

The table could represent any location


appropriate to the casts involved.

Set Up

Both sides roll 1D6 and whoever rolls the


highest chooses a table half and sets up their
models first, anywhere in their chosen half.
The other side sets up their models second,
anywhere in the opposing table half, but no
closer than 8 to any enemy model.

And Action!

Determine Initiative as normal.

Cut

The scene ends when one cast has no active


models in play.

Victory Points

There are no additional VPs awarded for this


scene.

68 | SCENE GUIDE

Battle
Synopsis

An out-and-out fight between the heroic and villainous


forces, normally the major turning point in or the
climax of a film. Whether it is the conflict that begins it
all or the final scene in which the palace is stormed,
nothing will be the same after this battle.

Cast

Decide which cast will be Attacking and which will be


Defending, and agree a ratings value for the scene up
to a maximum of 300, both casts receive this amount.

Location

The table could represent any location, from a


battlefield between opposing encampments to two
ships locked together in a boarding action.

Set Up

The Defending cast chooses a table half and sets up


their models first, anywhere in their chosen half and
places their banner. The Attacking cast sets up their
models second, anywhere in the opposing table half,
but no closer than 8 to any enemy model, and places
their banner.

The Last Voyage of Sinbad


With the black ship gaining behind them
and, even at this distance, the challenging
screech of the Roc ringing in their ears,
they knew it was hopeless. Realising that
Shahryar would never cease hounding
them, would chase Scheherazade to the
edge of the world and use every means
at his disposal to recapture her, Sinbad
turned his ship to face their pursuer.
Whatever the outcome, this would be his
final voyage.

Heroes (Defending)

And Action!

Sinbad (Guest Star, 60R), Scheherazade


(Guest Star, 45R), Reis (Also Starring Sea
Dog, 25R), five Palace Guard (three armed
with swords and two armed with bows,
45R), ten Sea Dogs (two armed with axes,
three armed with swords, including a Mate,
and five armed with clubs and throwing
knives, 126R).

Special Rules

Villains (Attacking)

Determine Initiative as normal.


Each side must place a banner in their table half, the
symbol of their belief and strength. An enemy model
that is in base contact with the banner can pull it down
and remove it from play as a special action. Models
within 6 of a friendly banner may re-roll a single
failed Morale test per turn. In addition, models may
not use their Infiltrator special effect and must set up
as normal in this scene, as by now the battle lines
have been clearly drawn and it is too late for such
subterfuge.

Cut

The scene ends when one cast has no active models


in play, or if during the End Phase has lost both their
banner and has to take either a Shaken or Wiped
Out test.

Victory Points

In addition to the normal VPs awarded, a cast receives


+2 VP for pulling down the opposing casts banner.

Chad Sikes (order #6134108)

Shahryar (Guest Star with the Heartstring


Bow and Shield of Darkness, 81R), Roc
(Guest Star, 100R), Guard Commander
(Also Starring Palace Guard, 21R), three
Palace Guard (armed with two-handed
swords, 21R), twelve Palace Guard (six
armed with spears, including a Captain,
and six armed with bows, 65R).

Additional rule: To the last

With nowhere to run the crew of both ships


are determined to fight until the bitter end,
all failed Shaken and Wiped Out tests
can be re-rolled, but the scene still ends if
during the End Phase a cast has lost both
their banner and has to take either test.

SCENE GUIDE | 69

Escape
Synopsis

One cast, usually the heroes, have been caught in


the territory of the opposing cast. Whether theyre
discovered while trying to slip through a market
unseen or attempting to infiltrate a palace or temple,
the original plan has failed and the only course of
action left is to fight and evade capture.

Cast

Decide whether the heroes or the villains will be the


Escaping cast, that cast has a maximum rating of
100. The other becomes the Chasing cast and has a
maximum rating of 150.

Location

The table should represent a busy public space,


ideally a market, temple or the outer precinct of a
palace that the Escaping cast were trying to negotiate.
Plenty of obstacles, such as barrels, crates and stalls,
statues or ornamental gardens, and buildings to climb
and jump between are ideal.

Set Up

The Escaping cast chooses a table edge to be their


escape route. The Chasing cast sets up first, they may
place up to a third of their models, rounding up, in the
table half that is adjacent to the escape route, the rest
of their models must be placed within 6 of the opposite
table edge. The Escaping cast sets up second, they
must place their models in the table half opposite to the
escape route, but no closer than 2 to an enemy model.

And Action!

The Escaping cast gains the Initiative in the first


turn as they make a run for it, but roll for Initiative as
normal in the following turns.

Special Rules

A model in the Escaping cast can move off the table


edge of their chosen escape route. Models doing so
are considered to have escaped, and do not count as
lost when determining Shaken or Wiped Out tests.

Cut

The scene ends when one cast has no active models


in play.

Victory Points

In addition to the normal VPs awarded, the Escaping


cast receives +1 VP per starting Hit for each model that
has escaped, while the Chasing cast receives +1 VP
per starting Hit for each enemy model with the Captured
status at the end of the scene (this is cumulative with
the usual award for enemy Stars, Co-Stars and Guest
Stars being affected by one or more statuses).
Chad Sikes (order #6134108)

The Rogue of Baghdad

The Rogue of Baghdad and the Caliphs


Daughter are escaping through the citys
busy marketplace and are being chased by
the Viziers guards and the Shadow Prince.
With the Caliph under The Viziers Spell
their only hope is to find a way to break his
mind control, but first they must escape.
Thankfully, the Caliphs Daughter was able
to steal the Viziers treasured Magic Lamp
while fleeing from the palace.

Heroes (Escaping)

The Rogue of Baghdad (Guest Star 50R)


and the Caliphs Daughter (Guest Star with
the Magic Lamp, 46R).

Villains (Chasing)

The Shadow Prince (Guest Star, 50R),


ten Palace Guard (six armed with spears
and four armed with bows, 60R) and two
Shadows (40R).

Additional rule:
Power to the People

The bustling marketplace is filled with


a host of Civilian Extras and, although
none of them will openly oppose the
Viziers guard, they may occasionally
delay, distract or trip up a Palace Guard
Extra. At the start of each End Phase, the
hero player can move up to 1D6 Civilian
Extras up to 6 in any direction. If a Palace
Guard model is activated while in base
contact with a Civilian, they lose their first
action on a 1D6 roll of 5 or 6. Otherwise,
Civilians do not impede movement in any
way and can be moved through as if they
were a member of the same cast. Should
the villain player attack a Civilian then all
hell breaks loose, and the hero player can
move up to 2D6 Civilians at the start of
each End Phase.

70 | SCENE GUIDE

Race
Synopsis

Both casts are attempting to reach the prize, a fabled


and wondrous item, one of the Gifts of the Gods,
before the other cast can claim it. To compound
matters, the location is highly unstable, either the roof
is threatening to collapse or the whole area is about to
disappear beneath the waves at any moment.

Cast

Decide which cast will be Attacking and which will be


Defending, and agree a ratings value for the scene up
to a maximum of 300, both casts receive this amount.

Location

The table should represent a long forgotten and ruined


palace or temple.

Set Up

The Attacking cast chooses a table quarter in the


centre of which the prize should be set up. The
Defending cast then chooses any of the remaining
three table quarters and sets up their models first. The
Attacking cast then chooses any of the remaining two
table quarters and sets up their models second, but
no closer than 8 to any enemy model.

Sinbad and The Eye of the Idol

Some say, that at an appointed time


Poseidon releases Atlantis from its watery
tomb. Those same storytellers tell of Sinbad
and Shahryar racing to claim the ultimate
prize from the cursed city, a diamond,
reputedly as big as an ostrich egg, with the
power of the Sun at its heart. It is a terrible
Gift, not meant for mortals to possess, and
was the cause of Atlantis downfall.

Heroes (Defending)

Sinbad (Guest Star, 60R), Scheherazade


(Guest Star, 45R), eight Sea Dogs (five
armed with swords, including a Mate,
and three armed with clubs and throwing
knives, 93R).

Villains (Attacking)

And Action!

Shahryar (Guest Star with the Horn of the


Hunt and Shield of Darkness, 80R), three
Palace Guard (armed with two-handed
swords, 21R), eight Palace Guard (four
armed with spears and four armed with
bows, 48R) and a Guardian Beast (50R).

Special Rules

Additional rule: The Eye of the Idol

The Attacking cast gains the Initiative in the first


turn as they make a run for it, but roll for Initiative as
normal in the following turns.
Either decide on a suitable Gift or choose one at
random from the Gifts of the Gods deck. This will be
the Gift that is the prize and a suitable representation
should be placed on the table during set up. A model
that is in base contact with the Gift can take it as a
special action. Stars, Co-Stars and Guest Stars may
use the Gift as normal. Should a model carrying the
Gift lose their last Hit, be removed from play, or be
Captured, Dominated or Stunned, then they drop the
Gift where they are.

Cut

The scene ends when one cast has no active models


in play, or from the End Phase of the third turn
onwards on a 1D6 roll of 4+.

Victory Points

In addition to the normal VPs awarded, the cast with


a model carrying the prized Gift receives +3 VP at the
end of the scene.

Chad Sikes (order #6134108)

Instead of choosing a Gift at random, use


the Eye of the Idol for this scene.

Additional rule: Falling Stones

With the city sinking and breaking apart,


neither cast is safe. At the start of each
End Phase both players roll 1D6. AA
tokens cannot be used on this roll. Whoever
rolls the highest gets to assign where a
number of falling stones will land equal
to the difference between the two rolls.
On a tie, both sides escape unscathed
this turn. Falling stones must be assigned
alternately between casts, so if they first
strike a villainous cast member, they must
then strike a heroic cast member before
another villainous model can be chosen.
Each cascade of stones causes a Str 4 hit
on the model struck.

SCENE GUIDE | 71

Skirmish
Synopsis

Whether it is a planned ambush or a chance


encounter, this minor skirmish takes either one or
both casts by complete surprise.

Cast

Decide which cast will be Attacking and which will be


Defending, and agree a ratings value for the scene up
to a maximum of 200, both casts receive this amount.

Location

The table could represent any location, from a ruined


acropolis to a wild region of countryside, but should
include a variety of terrain from which an ambush
could conceivably be sprung.

Set Up

The Defending cast chooses a table quarter and sets


up their models first, anywhere in their chosen area.
The Attacking cast sets up their models second, in
any two of the three remaining table quarters, but no
closer than 8 to any enemy model.

And Action!

Determine Initiative as normal, but the Attacking cast


may roll an extra die and choose which one to use
when determining Initiative in the first turn.

Special Rules

During the first turn only, at the start of the Action


Phase each cast must make a single Morale test
using the highest Morale value of any active Star,
Co-Star or Guest Star. If this test is passed your cast
are not surprised or hesitant in carrying out the plan
as instructed, and will activate normally. If the test is
failed models in your cast may only take one action
when activated instead of two during the first turn.

Cut

The scene ends when one cast has no active models


in play.

Victory Points

There are no additional VPs awarded for this scene.

Phineus and the Harpies

Plagued by the Harpies for forsaking the


Gods, Phineus price for aiding Jason
is deliverance from his tormentors. In
exchange for their capture, he promises to
reveal the location of the Fleece and how
to navigate safely through the Clashing
Rocks to obtain it.

Heroes (Attacking)

Jason (Guest Star, 60R), Phineus (Also


Starring Civilian, 19R), six Veterans (three
armed with spears, three armed with
swords, including a Companion, 82R) and
six Psiloi (armed with javelins, 36R).

Villains (Defending)

Podarge (Also Starring Harpy, armed with


an axe, 37R), 7 Harpies (two armed with
axes, two armed with spears, three armed
with bows, 154R).

Additional rule: Cowardly Birds

As Podarge is only an Also Starring Extra,


she cant be used for taking Shaken or
Wiped Out Morale tests, nor any other
Morale test requiring an active Star, CoStar or Guest Star.

Additional rule: Its A Trap!

In addition to their javelins, all of Jasons


Psiloi Extras are armed with Nets (5+).

Chad Sikes (order #6134108)

72 | SCENE GUIDE

SLAY
Synopsis

One cast is seeking to assassinate or defeat a mortal


or monster in the opposing cast. Whether it is a
personal vendetta or the culmination of a quest, they
mean to confront and defeat their enemy at all costs.

Cast

Decide which cast will be Attacking and which will be


Defending, and agree a ratings value for the scene up
to a maximum of 300. Both casts receive this amount.

Location

The table could represent any location, from a long


forgotten and ruined temple to a bustling and well
guarded palace, but there should be a focal point near
the centre that can be defended.

Set Up

The Defending cast chooses a table quarter. The


Attacking cast sets up their models first, in the
opposite table quarter, but no closer than 8 to the
centre of the table. The Defending cast sets up their
models second, in their chosen table quarter.

And Action!

Determine Initiative as normal.

Special Rules

The Attacking cast must nominate a model in the


Defending cast, either a Star, Co-Star, Guest Star
or an Extra with 3 Hits or more and the Fearsome
special effect, to be the focus of their attack.

Cut

The scene ends when one cast has no active models


in play.

Victory Points

In addition to the normal VPs awarded, the Attacking


cast receives +3 VP if their nominated model is
eliminated, while the Defending cast receives +3 VP
if the nominated model is still active at the end of the
scene.

GORGON!

Having reached the gates of Medusas


sanctum, accompanied by his
companions and their attendants,
Perseus now faces one last test to satisfy
Polydectes - claiming the Gorgons head.
Entering the ruined acropolis, Perseus
and his men must steel themselves
against the horrors within.

Heroes (Attacking)

Perseus (Guest Star, 70R), Pegasus


(Guest Star, 30R), five Veterans (armed
with swords and including a Commander,
70R) and five Psiloi (30R).

Villains (Defending)

Medusa (Guest Star, 100R), two Giant


Snakes (40R) and four Swarms (60R).

Additional rule:
A Garden of Statues

Medusas sanctum is littered with statues, in


various states of repair, unfortunate victims
that have fallen foul of her charms. The
villainous player can place 1D6 complete
statues as the scene is being set up.
These statues must not be placed within 6
of another, but can be placed anywhere on
the table. A heroic cast member within 2
of one of these statues cannot re-roll failed
Morale tests under any circumstances, so
disturbed are they by the horrific reminder
of the fate that awaits them.

"was my punishment just and well earned?


you are as much their plaything as i, perseus."
Medusa, The Gorgon

Chad Sikes (order #6134108)

SCENE GUIDE | 73

STEAL
Synopsis

One cast is attempting to steal a fabled and wondrous


item, one of the Gifts of the Gods, that is being
guarded by the opposing cast.

Cast

Decide which cast will be Attacking and which will be


Defending, and agree a ratings value for the scene up
to a maximum of 300. Both casts receive this amount.

Location

The table could represent any location, from a long


forgotten and ruined temple to a bustling and well
guarded palace, but there should be a focal point near
the centre in which to place the Gift.

Set Up

The Defending cast sets up first, anywhere on the


table, but no closer than 8 to any table edge, and
places the Gift theyre guarding in the centre of this
area. The Attacking cast sets up second, anywhere
within 4 of any table edge.

And Action!

Determine Initiative as normal.

Special Rules

Either decide on a suitable Gift or choose one at


random from the Gifts of the Gods deck. This will be
the Gift being guarded by the Defending cast and a
suitable representation should be placed in the centre
of the table. A model in the Attacking cast that is in base
contact with the Gift can take it as a special action.
Stars, Co-Stars and Guest Stars may use the Gift as
normal. Should a model carrying the Gift lose their last
Hit, be removed from play, or be Captured, Dominated
or Stunned, then they drop the Gift where they are. If
the Gift is dropped, any model in base contact from
either cast may take it as a special action.

Cut

The scene ends when one cast has no active models


in play.

Victory Points

In addition to the normal VPs awarded, the cast with a


model carrying the guarded Gift receives +3 VP at the
end of the scene.

Chad Sikes (order #6134108)

The Golden Fleece

With their attempts at subterfuge failing,


Medea leads Jason and his Argonauts
to the sacred grove of Ares, where the
Golden Fleece can be found. However,
forewarned of their treachery by Acastus,
it is not just the Dragon that they face, but
King Aetes and his men.

Heroes (Attacking)

Jason (Guest Star, 60R), Medea (Guest


Star, 50R), six Veterans (three armed with
spears, three armed with swords, including
a Companion, 82R) six Warriors (three
armed with spears, three armed with
swords, 60R) and eight Psiloi (armed with
javelins, 48R).

Villains (Defending)

Dragon of Colchis (Guest Star, 100R),


Aetes (40R), five Mercenaries (armed
with spears, 45R), five Psiloi (armed with
javelins, 25R) and six Skeleton Warriors
(90R).

Additional rule: The Golden Fleece


Instead of choosing a Gift at random, use
the Golden Fleece for this scene.

74 | SCENE GUIDE

LOCATION manager
Games of 7th Voyage can take place in all
manner of locations dusty ruins, grand
palaces, lost islands, jungles or deserts.
Our published scenes will sometimes dictate the terrain
to be set out before play. But if youre setting up a
quick game, you can use the following table to allocate
suitable scenery before you start playing. Use the basic
overall terrain type to determine which column to roll
on, then roll 2D6 on the Random Terrain table for
each square foot of table space you have.
Each item of terrain generated should be placed in its
own 12 square, although you can join similar items
of terrain together with neighbouring items to create
larger scenic items.

Random Terrain table

Each item of terrain should be about 6 square,


although you can amend to what you have so 4 x
8 is also fine. Linear items such as walls, ditches and
hedges can be up to 12 x 2. The terrain descriptions
will specify if an item of terrain should have other
dimensions.
If you dont have a particular item of terrain, either
agree with your opponent on another piece or roll
again. Feel free to amend the table below to suit the
terrain you can get your hands on. And dont forget
you can always fill spaces with small items of scatter
terrain trees, rocks, barrels or crates depending on
your location.
If you know what kind of location you want to battle
over then you can use the following rules and tables
to generate a table full of scenery to play on.

2D6

Valleys
and Mountains

Islands
and Jungles

Deserts
and Plains

Cities

Pool

Lost Temple

Village (Inhabited)

Arena

Broken Ground

Village (Inhabited)

Ruin

Back Alleys

Cliff/Glacier

Native Traps

Hill

City Gate/Wall

Hill

Hill

Track

Grove

Hill

Clearing

Broken Ground

Harbour

Open Ground

Forest

Open Ground

Market Square

Ruin

Track

Ridge

Palace Gardens

Track

Tangled Undergrowth

Village (Deserted)

Slums

10

Lost Temple

Swamp

Hill

Shrine

11

Village (Inhabited)

Pool

Pool

Temple

12

Crevasse

River

Lost Temple

Tunnels & Catacombs

Chad Sikes (order #6134108)

SCENE GUIDE | 75

Terrain Descriptions
Arena

Bloody entertainment can be found here. Arenas are


open areas enclosed by high walls with little or no
cover. You may include Animals of up to 30 ratings,
which will activate and charge and/or attack the nearest
model within 6 before the first players Action Phase.

Back Alleys

Narrow and winding back streets provide short cuts


and escape routes for those with local knowledge.
Alleys should be no more than 2 wide. If you include
a Back Alley section on the table, each player must
roll 1D6 in each End Phase. If they roll a 1, remove
one Luck token from their pool as they fall foul of a
cutpurse.

Broken Ground

Crevasse

A crevasse is a deep narrow crack in the ground.


Crevasses run the length of the section, and will
usually be 3 across and 3 levels (6 down) if they
are unable to be modelled on the table. They can be
jumped or models can climb down and then back up
the other side. Use the rules for Climbing on page 12,
but if any model rolls a 1 when attempting their Agi
test, the model either falls to their death, or becomes
stuck, and is removed from the game.

Forest

Areas of either stunted or verdant trees, forests are best


realised by delineating the area on the table surface with
either a felt or board base, or an outline of lichen. Place
enough trees within this area to give the impression
of a decent woodland. Areas of forest are counted as
rough ground for movement purposes and provide
cover (-1 to hit cover penalty) to models within them.

Grove

This is a scattered area of boulders and outcropping


rocks the bones of the earth are barely below the
surface in this part of the world. Broken ground is
counted as rough ground for movement purposes.

Olive gardens, fig trees and public gardens provide


some seclusion and shade for residents. Groves are
counted as rough ground for movement purposes
and provide cover (-1 to hit cover penalty) to models
within them.

City Gate/Wall

Harbour

Clearing

Hill

City entrances awe visitors with their impregnable


defences or towering statues, testament to the power
of their rulers. They are impassable to those on
the outside, but also provide cover (1 to hit cover
penalty) and highpoints for the citys protectors to
watch over all those who pass through them.
This area is naturally or artificially clear of the
undergrowth prevalent on the rest of the table. Roll 1D6;
on the roll of 5+ you can place a single item of scenery
in the centre of this area, such as an idol, ruin, pile of
bones etc. There should be no other items of scenery
in this area except at the very edges of this section.

Cliff/Glacier

A sheer face of rock at least 2 levels (4) high. You


can either decide to have the cliff as the edge of the
table, or as part of a large hill. In any case the cliff
should extend for at least the entire 12 section. Cliffs
count as impassable to models on foot, although they
can be ascended or descended by Climbing (see
page 12).

Chad Sikes (order #6134108)

Ocean trade routes are the lifeblood of the ancient


world. Docks are alive with merchants, sailors and
travellers ready to ply their wares. The water within 2
of the edge of the harbour counts as rough ground.
Beyond this point will require models to swim (see
page 12).
This rise affords a commanding view, and everyone
knows higher ground is a good place to be. To see
how big your hill is, roll 1D6. On the roll of 5+ you can
have a large hill with two levels, otherwise its a single
level rise. Up to half of the slopes on your hill can
either be rough ground (scree) or impassable (steep
rocky slopes). Depending on the space atop your hill
you might want to roll again to see if it contains any
more terrain.

Lost Temple

This can be an interior or exterior location full of


crumbling columns, gargantuan statues and often
the lair of some stop motion horror. If your opponent
agrees, you can roll 1D6 to see what the temple
contains: 12 nothing; 34 one random Gift of the
Gods card; and 56 as 34, but guarded by Stop
Motion models or Animals of up to 50 ratings, which
will activate and charge and/or attack the nearest
model within 6 before the first players Action Phase.

76 | SCENE GUIDE

Market Square

Markets are busy centres of commerce packed


with traders and shoppers. A busy market may be
considered rough ground in some circumstances.
This table section should include at least 1D6 items of
scatter terrain (pots, crates, stalls and carts).

Native Traps

Dangerous traps to capture or kill animals or


trespassing explorers litter this area. Place 3 suitable
markers face down in this section, no closer than 4
from each other to mark the traps. Roll 1D6 when
models move within 2 of any marker; on 4+ the
trap goes off and they suffer a Str 3 hit remove the
marker.

Open Ground

This area is flat and mainly featureless, although not


entirely devoid of interest. Feel free to scatter some
boulders to allow models to get some cover while
crossing it.

Palace Gardens

Quiet reflecting pools, secluded arbors and manicured


flower beds seem a world away from the dusty city
outside their high, protected walls. These provide
plenty of shade for pampered princesses and lots of
cover for thieves and assassins.

Pool

This standing water can be clear and inviting, or


murky and choked with weeds. The water within 2 of
the edge of the pool counts as rough ground. Beyond
this point will require models to swim (see page 12).

Ridge

A ridge is a long low rise, about 12 x 46. The


long edge rises in a gentle slope before abruptly
ending in a rocky cliff face which counts as rough or
impassable terrain.

River

This water feature is either natural or man-made, but


should be between 2-4 wide. Rivers stretch the entire
length or width of the table. Canals will do the same
on the 1D6 roll of 4+, otherwise they terminate where
rolled, with one of the other ends going off the table
edge. Roll again to see what other scenic features are
adjacent to the river or canal for each 12 of its length,
table space permitting.
Models with the Aquatic special effect can ignore the
movement penalties for being in the water.

Ruins

The crumbling remains of a previous dwelling await


the reclamation of nature. These ruins comprise
1D3+1 sections of wall and possibly parts of a second
storey and roof, along with scattered rubble. Add a
tree and some bushes, or have it half buried beneath
the sand a perfect hideout or lair.

Slums

Tightly packed dwellings made from whatever detritus


the poor occupants can muster make for a busy and
ramshackle table. Slums are poorly constructed and
walls can be broken through with a successful Str test.

Shrine

Shrines to deities and ancient heroes are


commonplace in the ancient world. Place 1 Luck
token by a Shrine. The first player to make base
contact may claim this blessing.

Swamp

Dry land gives way to choked and lily-filled water in


the wet swamp of this section. If any adjacent area
contains any water features, the swamp will continue to
that feature. Areas of swamp count as rough ground.

Tangled Undergrowth

This area of terrain contains several wild thickets


of thorny and impassable bushes. The tangled
undergrowth both blocks line of sight, and prevents
any movement through it.

Temple

Temples are focal points of worship and are often built


on sacred grounds. Models within a temple may add
a further +1 bonus to the result of any Spells they
attempt to perform.

Track

A 24 wide trail traverses through this section,


extending to the table edge or some other relevant
terrain feature. The trail counts as open ground, but
roll for the terrain type(s) the track runs through.

Tunnels and Catacombs

Cities are built upon layers of ancient habitation and


ruins, and are often riddled with ancient sewers and
catacombs. Place two tokens in opposite quarters
of the table within 4 of any table edge. By spending
a special action and passing a successful Int test
the model may move freely between the two points.
Failure means the model remains where they are.

Village

1D3+2 dwellings of the appropriate type stand in the


centre of this section. Any other scenery present in
this area should be placed only at the very edges of
the settlement.

Chad Sikes (order #6134108)

Chad Sikes (order #6134108)

78 | GIFTS OF THE GODS

GIFTS OF THE GODS


A deck of Gift of the Gods cards are available
to download for free from Crooked-Dice.co.uk,
but the description and effects are also listed
below.

All Seeing Eye (12 ratings)

Although its origins are obscured, this clear crystal


enables the viewer to see their future clearly.
You may look at another players Event cards and take
one at the start of the scene.

Apple of Discord (6 ratings)

A fabled prize that sparks argument and competition


amongst those who desire it.
You may force another model to re-roll a successful
Morale test once per scene.

Armour of the Leviathan (12 ratings)

Fashioned from the thick carapace of a sea-beast,


this armour will deflect any blow.
Gain the Invulnerable: Melee (2) special effect.

6.30 Film

Sinbad and the Sleeping Army

Blade of Destiny (10 ratings)

Filled with a purpose, this blade guides a wielders


attack.
Weapon: Str as User +1, hits on a (3+), Parry.

Bracers of the Titan (8 ratings)

These simple leather bindings grant a mortal the


strength of a Titan.
Gain the Herculean Strength and Titanic Blow special
effects.

Eye of the Idol (8 ratings)

This bedazzling jewel contains great power, but also


a curse!
Gain the Arcane Bolt and Cursed special effects.

Familiar (6 ratings)

A companion to Sorcerers and Witches, and versed in


secrets.
A model who has the Magic (x) special effect can
learn an additional Spell.

Flying Carpet (16 ratings)

A fabled and luxurious way to fly.


As a special action, the model and all models in base
contact with them may relocate to anywhere on the
table once per scene.

starring Doug Maclure & Jean Collins


Scheherazade tells the story of Sinbads
struggle to prevent Shahryar from awakening
an army of Golden Statues, which slumber
in the cursed city of Ubar. Her tale tells how
Sinbad and his men face many horrors in
their desert trek to the buried city, and finally,
how she had to choose between Sinbad
and Shahryar, between her love for him
and peace for all (1975).

Girdle of Venus (6 ratings)

Sinbad ................................ DOUG MACLURE


Scheherazade .......................... JEAN COLLINS
Shahryar ............................ JACK PALAHNIUK
Shhzamn .......................... WILL CAMPBELL
Reis ........................................ BRICK PETERS
Haroun ...................................... KIRK RUSTLE

Hammer of the Forge (10 ratings)

Producer SYDNEY BARRON


Director RON CARPENTER

Chad Sikes (order #6134108)

Alluring apparel worthy of a Goddess.


Gain the Seduce special effect. Models who already
have the Seduce special effect instead gain the
Hypnotise special effect.

Golden Fleece (6 ratings)

The fabled prize of Jason and the jewel of Colchis.


Gain the Healer special effect. Models who already
have the Healer special effect can restore all lost Hits
instead of just one on a successful Int test.
With which the weapons of the Gods were struck.
Weapon: Str as User +1, hits on a (4+), Brutal.

Heartstring Bow (10 ratings)

Arrows from this bow unleash the emotions of the


heart.
Weapon: Range 24, hits on a (4+), models hit must
pass an opposed Morale test or suffer the Confused
status.

GIFTS OF THE GODS | 79

Helmet of Invisibility (8 ratings)

Serpents Crown (8 ratings)

Homunculus Messenger (6 ratings)

Shield of Darkness (12 ratings)

A simple looking helmet that renders the wearer


invisible.
Gain the Invisible special effect.
An extension of the self, this winged messenger can
relay orders.
Gain the Obey Me! special effect. Models who already
have the Obey Me! special effect may command a
friendly model within 12.

Horn of the Hunt (8 ratings)

This dread horn bolsters the sounder and strikes


terror into the foe.
As a special action, the model may gain the Fearsome
special effect until the end of that turn.

Lash of Flame (10 ratings)

A barbed whip, burning with the flames of Hades.


Weapon: Range 6, Str as User, hits on a (4+),
Entangle and Set On Fire.

Magic Lamp (16 ratings)

A prison and source of immeasurable power.


Grants up to three wishes, including summoning a
Djinn of the Lamp. See page 47 for details and profile.

Mantle of the Lion (8 ratings)

An ancient prize of Herakles, the pelt of the Nemean Lion.


Gain the Invulnerable: Melee (1) special effect.

Pandoras Box (12 ratings)

A plague of evil and woe.


As a special action, any model may open the box.
Once opened, all models gain the Cursed and Weak
Willed special effects. In addition, the model opening
the box gains the Confused status.

Plaque of Destiny (16 ratings)

Ancient, inscribed stones that foretell the fate of all.


One per turn, as a special action, a model may
read from the Plaque. Next turn, their cast gains an
additional two Activation tokens.

Sandals of the Zephyr (10 ratings)

Divine footwear, allowing the wearer to tread and run


upon the air.
Gain the Flyer special effect.

Chad Sikes (order #6134108)

A commanding headdress, an ornate Nemes adorned


with golden serpents.
Gain the Leader (2) special effect.
Consuming all light, this shield is also a doorway to
beyond.
Gain the Concealment and Shield of Force special
effects.

Spear of War (10 ratings)

Forged at Ares command, to be wielded by his


chosen champion.
Weapon: Str as User +1, hits on a (4+), Thrust.

Stygian Cloak (12 ratings)

A ragged garment, torn from a section of Hades cloak.


Gain the Concealment and Fearsome special effects.

Trident of the Sea (10 ratings)

A token of Poseidon, gifted to his favoured champion.


Weapon: Str as User, hits on a (4+). Gain the Aquatic
and Disarm special effects.

Unblemished Blade (10 ratings)

Forged by Hephaestus, this blade cannot be tarnished.


Weapon: Str as User, hits on a (4+), Parry. Models
cannot use their Armour, Invulnerable (x) or Shield
special effects against hits from the Unblemished Blade.

80 | SPELLS

SPELLS
A deck of Spell cards are available to download
for free from Crooked-Dice.co.uk, but the
description and effects are also listed below.

Animate the Idol (Difficulty 12)

I gift you a heart of fire and sulphur. Awaken my


servant and perform my will.
Villain only. Animation Spell. Animates a single Living
Idol within 6 of the caster. See Extras for profile.

Aspect of Terror (Difficulty 10)

Banish (Difficulty 10)

Begone! Return to the foul pit from whence you came!


Banishing Spell. Send a model with the Summoned
special effect within 6 of the caster back to the
original casts Reserve area.

Beacon of Hope (Difficulty 8)

Feel the shadow of fear driven from your hearts.


Hero only. Until the next turn, friendly models within
12 of one or more models successfully performing
this Spell count their Morale as being one higher.

From the darkness crawls your terror and your bane!


Villain only. Until the next turn, enemy models within
12 of one or more models successfully performing
this Spell count their Morale as being one less and
cant use the Leader (x) special effect.

Cage the Soul (Difficulty 12)

Awaken the Dead (Difficulty 10)

Kindle Inspiration (Difficulty 8)

Arise! Arise! Arise, and strike down my foes!


Villain only. Summoning Spell. Put either a single
Shadow or 1D3 Skeleton Warriors from your casts
Reserve area into play. They appear within 6 of the
the caster. See Extras for profile.

The Bronze Colossus awakes!

Chad Sikes (order #6134108)

I bind you! Cage you! In a prison of your flesh!


One use only. An enemy model within 12 of the caster
gains the Captured status. Leave the Captured model
in place.
Oh, Muse! Grant us your gift and guide our actions.
A friendly model within 8 of the caster may
immediately take a free action, even if the model has
already activated this turn.

SPELLS | 81

Manifest the Spirit (Difficulty 10)

I beseech you, Spirits, guard us and waylay our foes!


All friendly models gain the Blocker special effect until
the caster takes another action.

Pillar of Wrath (Difficulty 10)

Unleash the Whirlwind (Difficulty 12)

Let the Four Winds rage! Let them howl and scream,
and tear at you!
Enemy models gain the Slow special effect until the
caster takes another action.

Let my anger, and my spite, become an inferno that


consumes you!
Summons a pillar of flame, which is treated as a
weapon: Range 12, Str 4, hits on a (3+), Burst 3,
Scatter 1D6, Set On Fire.

Unspoken Curse (Difficulty 8)

Quiet Blessing (Difficulty 8)

No! That is not how it happened.


Discard all of your Event cards, shuffle the deck and
then draw a number of cards equal to the amount you
discarded.

Aid us
Gain one Luck token, which is added to your Luck Pool.

Return the Fallen (Difficulty 12)

Your fate is not to die this day, but to


One use only. Hero only. Return to the game a model
from your cast that was removed from play. They
appear within 3 of the caster. Models return with 1
Hit, but can subsequently be healed as normal.

May you
Remove one Luck token from an opposing Player,
which is deducted from their Luck Pool.

Unweave Fate (Difficulty 10)

Word of Command (Difficulty 15)

Obey! You will obey, obey my commands, and hear


only my words.
One use only. An enemy model within 12 of the caster
suffers the Dominated status.

Shadow of the Self (Difficulty 10)

May my shadow take on form and substance.


Place a Shadow version of the caster anywhere within
12 of themselves. Any subsequent actions the casting
model takes may be performed as if they were their
Shadow version. Equally, anything that targets their
Shadow version, such as attacks, special effects,
Spells, etc, are treated as targeting the caster instead.
At the start of the End Phase, remove all Shadow
versions of models from play.

Turning the Tide (Difficulty 10)

Our fortunes have ebbed, so now let them flow.


Gain 1D3 Audience Appreciation tokens.

Unchain the Titans (Difficulty 12)

Can you hear them? The very earth trembles at their cry!
All models within 24, apart from the caster, are
knocked Prone.

2.30 Film

Sinbad's Lost Voyage

starring Tom Dalton & Sara Douglas


Sinbad must race across the Seven Seas to
save a cursed Princess and restore peace to
a troubled kingdom. Slowly fading from
existence, the Princess has until the next full
moon to pass through the Gates of the World.
A long and dangerous journey, made worse
by the monstrous beasts and creatures they
must face, summoned by the dark magics of
the sorcerer, Sham-Zam (1977).
Sinbad ...................................... TOM DALTON
The Princess ......................... SARA DOUGLAS
Sham-Zam ......................... PHILLIP MADDOX
The Djinn ....................... BERNIE BRISSLAWE
Abu the Cabin Boy ......,,,,,.......... KEITH JANE
First Mate ....................... KEVORK MALIKIAN
Producer SYDNEY BARRON
Director Dudley Phillip

Chad Sikes (order #6134108)

82 | EVENTS

EVENTS
A deck of Event cards are available to download
for free from Crooked-Dice.co.uk, but the
description and effects are also listed below.

Diamond in the Rough

Intermission

Ice cream! Get your ice cream!


Play this card to cancel an Event card just played
by another player. That player may draw another
Event card.

A new talent is spotted amongst the Extras.


When making an attack, Morale or statistic test, or
rolling to remove a status, an Extra may roll 3D6 and
choose one die as the result. This card may not be
used on Extras who possess the Animal or Fearsome
special effects.

Not As Bad As You Think

Fighting Thin Air!

Out of Step

Its all done with models really.


A melee attack targeting one of your models
automatically misses. Play this card before the to hit
roll is made.

Flee!

Want to keep animation costs down? Have the actor


run away.
One of your models can take an immediate, free
move action directly away from an enemy model that
activates within 6 of them.

Hand of Fate

Sometimes happy mistakes play out better than the


script.
Either add +2 or subtract 2 from a re-roll made by you
or an opponent. Play this card before the re-roll is made.

Hiding the Join!

A simple trick to hide the compositing.


If there is space, place a suitable obstacle, such as
crates or rocks, between a model in your cast and an
enemy model with the Fearsome special effect within
6 of them.

High Drama

Always give the audience what they want.


Play when one of your Stars, Co-Stars or Guest
Stars is reduced to 1 Hit, gain 1D3 Audience
Appreciation tokens.

Not so much hamming it up as playing it down.


Play on a model that is attempting to recover from a
status, they can remove the status on any die roll of 4,
5 or 6, instead of the usual 6. Play this card before the
roll is made.
Poor special effect editing can put a scene out of synch.
Play on a model that has just activated. That model can
only take one action during their activation this turn.

Poignant Flashback

A soft-focus filter, and not just for Gaussian Girls.


Either add +2 or subtract -2 from a Morale test
made by you or an opponent. Play before the
Morale test is made.

Ropey CSO

Colour-separation overlay shouldnt be rushed.


Move up to 1D3 models up to 1D3 in the same direction.

Run for It!

When in doubt, less acting and more sprinting is


always a safe bet.
1D3 of your models can take an immediate, free move
action during your Action Phase.

Seize the Moment

And Oh! Just keep going Action, everyone!


Play this card instead of both sides rolling for Initiative,
you automatically become the first player this turn and
neither side receives any AA tokens.

Silver Tongue

It helps to have the directors ear or better yet the


producers.
Take a Luck token from another players Luck Pool
and add it to your own.

"the gods are cruel, and will abandon you also."


Teleklos, Beast of Laconia

Chad Sikes (order #6134108)

EVENTS | 83

Let's hug it out!

Smoke and Mirrors

It really is all done with them.


Extend the range of a Spell that has just been
successfully performed by 6.

Taking Your Time

A death scene can be excruciating!


Play on a model that has just lost its last Hit. That
model isnt removed in the End Phase, but instead
gains the Confused status, which cannot be removed.
Remove the model from play in the End Phase of the
following turn or if it suffers another wound.

Too Much Powder

It always pays to overpack the pyrotechnics.


Add a further D6 to a Spell attempt. Whatever the
outcome, the model attempting the Spell may take no
further actions this turn.

Weak Spot

Its all just for show really.


If your next shooting or melee attack hits, it automatically
damages the target, treat the to damage roll as a
success. Play this card before the to hit roll is made.

2.30 Film
Last Voyage of Sinbad

starring Doug Maclure & Jean Collins


Imprisoned in Samarkand, Sinbad is aided
in escaping by a fellow captive, the former
Vizier and Scheherazades father, who has
been tortured by Shahryar in his attempts
to learn the whereabouts of the Hand
of Destiny. In exchange for the Hands
location, Sinbad swears an oath to rescue
Scheherazade, even though she betrayed
him in Ubar. Setting forth to free her,
Sinbad and his crew must outwit Shahryar,
overcome tempests and battle strange
beasts (1977).
Sinbad ................................ DOUG MACLURE
Scheherazade .......................... JEAN COLLINS
Shahryar ............................ JACK PALAHNIUK
Shhzamn .......................... WILL CAMPBELL
Reis ........................................ BRICK PETERS
Haroun ...................................... KIRK RUSTLE
Producer Ron Carpenter & William Harrison
Director Ron Carpenter & William Harrison

Chad Sikes (order #6134108)

84 | APPENDICES

Minotaur!
INT. LABYRINTH CROSSROADS - NIGHT
Theseus stands at a crossroads, the corridor ahead is filled
with a tangle of roots and cobwebs. Nobody has passed this way
in an age.
THESEUS
I pray you were right, old man.
Theseus takes a step forwardsA crunch of dry earth is his only warning. Dropping the torch,
he whirls drawing his swordAriadne flinches, eyes wide, as the sword barely stops inches
from her throat.
A cold welcome...

ARIADNE

THESEUS
What are you doing here? I could have killed you.
ARIADNE
My father knows. His guard is being roused, and they
will follow you as easily as I...
(beat)
I had to warn you.
THESEUS
It is not them I fear. You must go back, Ariadne. I beg
you.
ARIADNE
No. No, we end this together. My life is in as much
peril as yours. For aiding you. For helping Daedalus and
his son to escape.
(beat)
I am not frightened. I do not fear my half-brother. HeSnorting laughter cuts her off, echoing off the walls.
ASTERIUS (O.S.)
You should, my sister.
(beat)
You will.

Chad Sikes (order #6134108)

APPENDICES | 85

APPENDICES

ONLINE RESOURCES

You can download a PDF version of all the resources


you need to play 7th Voyage from the Crooked Dice
website:

Activation

Audience
Appreciation

Captured
CAPTURED

ACTIVATED

Confused

AUDIENCE
APPRECIATION

Dominated

Flying

FLYING

85
86
88
90
93
96
101
102
103
104

DOMINATED

Token Key
Tokens
Event Cards
Gift of the Gods Cards
Spell Cards
Extra and Guest Profiles
Cast List
Player Reference Sheet
Templates
Miniatures & Scenery

Token Key

CONFUSED

The following pages list supporting material


to help you plan and play your games.

http://www.crooked-dice.co.uk/wp/rules/7thVoyage/
On Fire

LEADER
ACTIVATION

Chad Sikes (order #6134108)

Wounded

WOUNDED

Stunned

STUNNED

SCARED

Scared

ON FIRE

Luck

LUCK

Leader
Activation

CAPTURED

LUCK

ON FIRE

CAPTURED

ACTIVATED

ACTIVATED

ACTIVATED

LEADER
ACTIVATION

ACTIVATED

ON FIRE

LUCK

CAPTURED

ACTIVATED

LEADER
ACTIVATION

ACTIVATED

ON FIRE

LUCK

CAPTURED

ACTIVATED

LEADER
ACTIVATION

LUCK
LUCK
LUCK

Chad Sikes (order #6134108)

LEADER
ACTIVATION

AUDIENCE
APPRECIATION

AUDIENCE
APPRECIATION

ON FIRE

CONFUSED

LEADER
ACTIVATION

CONFUSED

ACTIVATED

AUDIENCE
APPRECIATION

CONFUSED

LEADER
ACTIVATION

CONFUSED

ACTIVATED

AUDIENCE
APPRECIATION

CONFUSED

ACTIVATED

SCARED

ACTIVATED

AUDIENCE
APPRECIATION

SCARED

ACTIVATED

SCARED

ACTIVATED

SCARED

ACTIVATED

LUCK

ACTIVATED

SCARED

LUCK

ON FIRE

CAPTURED

Chad Sikes (order #6134108)

DOMINATED

STUNNED

WOUNDED

DOMINATED

STUNNED

WOUNDED

WOUNDED

STUNNED

DOMINATED

WOUNDED

WOUNDED

STUNNED

DOMINATED

STUNNED

WOUNDED

WOUNDED

WOUNDED

WOUNDED

WOUNDED

WOUNDED

WOUNDED

WOUNDED

WOUNDED

WOUNDED

STUNNED

STUNNED

FLYING

STUNNED

STUNNED

FLYING

STUNNED

FLYING

FLYING

STUNNED

DOMINATED

FLYING

Chad Sikes (order #6134108)

A melee attack targeting one of your models


automatically misses. Play this card before the
to hit roll is made.

When making an attack, Morale or statistic


test, or rolling to remove a status, an Extra
may roll 3D6 and choose one die as the
result. This card may not be used on Extras
who posses the Animal or Fearsome special
effects.

Play on a model that is attempting to recover


from a status, they can remove the status on
any die roll of 4, 5 or 6, instead of the usual 6.
Play this card before the roll is made.

Play this card to cancel an Event card just


played by another player. That player may
draw another Event card.

E8 of 18

Not so much hamming it up as playing it down.

Ice cream! Get your ice cream!

E7 of 18

Not As Bad As You Think

Intermission

E4 of 18

E5 of 18

E9 of 18

Play on a model that has just activated. That


model can only take one action during their
activation this turn.

Poor special effect editing can put a scene out


of synch.

Out of Step

E6 of 18

Play when one of your Stars, Co-Stars or


Guest Stars is reduced to 1 Hit, gain 1D3
Audience Appreciation tokens.

If there is space, place a suitable obstacle,


such as crates or rocks, between a model
in your cast and an enemy model with the
Fearsome special effect within 6 of them.

Either add +2 or subtract 2 from a re-roll


made by you or an opponent. Play this card
before the re-roll is made.

Always give the audience what they want.

A simple trick to hide the compositing.

High Drama

Hiding the Join!

Sometimes happy mistakes play out better


than the script.

E3 of 18

One of your models can take an immediate,


free move action directly away from an enemy
model that activates within 6 of them.

Want to keep animation costs down? Have


the actor run away.

Flee!

Hand of Fate

E2 of 18

Its all done with models really.

A new talent is spotted amongst the Extras.

E1 of 18

Fighting Thin Air!

Diamond in the Rough

EVENT CARDS

Chad Sikes (order #6134108)

Move up to 1D3 models up to 1D3 in the


same direction.

Either add +2 or subtract -2 from a Morale test


made by you or an opponent. Play before the
Morale test is made.

Add a further D6 to a Spell attempt. Whatever


the outcome, the model attempting the Spell
may take no further actions this turn.

Play on a model that has just lost its last Hit.


That model isnt removed in the End Phase,
but instead gains the Confused status, which
cannot be removed. Remove the model from
play in the End Phase of the following turn or
if it suffers another wound.

E17 of 18

It always pays to overpack the pyrotechnics.

E16 of 18

Too Much Powder

A death scene can be excruciating!

E14 of 18

Taking Your Time

E13 of 18

Take a Luck token from another players Luck


Pool and add it to your own.

It helps to have the directors ear or better yet


the producers.

And Oh! Just keep going Action, everyone!

Play this card instead of both sides rolling for


Initiative, you automatically become the first
player this turn and neither side receives any
Audience Appreciation tokens.

Silver Tongue

Seize the Moment

E11 of 18

Colour-separation overlay shouldnt be rushed.

A soft-focus filter, and not just for Gaussian Girls.

E10 of 18

Ropey CSO

Poignant Flashback

EVENT CARDS

E18 of 18

If your next melee attack hits, it automatically


damages the target, treat the to damage roll
as a success. Play this card before the to hit
roll is made.

Its all just for show really.

Weak Spot

E15 of 18

Extend the range of a Spell that has just been


successfully performed by 6.

It really is all done with them.

Smoke and Mirrors

E12 of 18

1D3 of your models can take an immediate,


free move action during your Action Phase.

When in doubt, less acting and more sprinting


is always a safe bet.

Run for It!

Chad Sikes (order #6134108)

G7 of 27

A model who has the Magic (x) special effect


can learn an additional Spell.

A companion to Sorcerers and Witches, and


versed in secrets.

Familiar

G4 of 27

G8 of 27

G9 of 27

Gain the Seduce special effect. Models


who already have the Seduce special effect
instead gain the Hypnotise special effect.

As a special action, the model and all models


in base contact with them may relocate to
anywhere on the table once per scene.

Girdle of Venus
Alluring apparel worthy of a Goddess.

16

G6 of 27

Gain the Arcane Bolt and Cursed special


effects.

This bedazzling jewel contains great power,


but also a curse!

Eye of the Idol

G3 of 27

Gain the Invulnerable: Melee (2) special


effect.

Fashioned from the thick carapace of a


sea-beast, this armour will deflect any blow.

Armour of the Leviathan

A fabled and luxurious way to fly.

Flying Carpet

G5 of 27

Gain the Herculean Strength and Titanic Blow


special effects.

Weapon: Str as User +1, hits on a (3+), Parry.

Bracers of the Titan


These simple leather bindings grant a mortal
the strength of a Titan.

10

G2 of 27

Filled with a purpose, this blade guides a


wielders attack.

Blade of Destiny

G1 of 27

You may force another model to re-roll a


successful Morale test once per scene.

You may look at another players Event Cards


and take one at the start of the scene.

Apple of Discord
A fabled prize that sparks argument and
competition amongst those who desire it.

12

Although its origins are obscured, this crystal


enables the viewer to see their future clearly.

All Seeing Eye

GIFTs OF THE GODS CARDS

12

Chad Sikes (order #6134108)

10

G16 of 27

Weapon: Range 6, Str as User, hits on a (4+),


Entangle and Set On Fire.

A barbed whip, burning with the flames of


Hades.

Lash of Flame

G13 of 27

16

G17 of 27

Grants up to three wishes, including the


summoning a Djinn of the Lamp. See page 47
for details and profile.

A prison and source of immeasurable power.

Magic Lamp

G14 of 27

Gain the Obey Me! special effect. Models who


already have the Obey Me! special effect may
command a friendly model within 12.

Gain the Invisible special effect.

Homunculus Messenger
An extension of the self, this winged
messenger can relay orders.

G11 of 27

A simple looking helmet that renders the


wearer invisible.

Helmet of Invisibility

G10 of 27

Weapon: Str as User +1, hits on a (4+), Brutal.

10

Gain the Healer special effect. Models who


already have the Healer special effect can
restore all lost Hits instead of just one on a
successful Int test.

Hammer of the Forge


With which the weapons of the Gods were
struck.

The fabled prize of Jason and the jewel of


Colchis.

Golden Fleece

GIFTs OF THE GODS CARDS


10

G18 of 27

Gain the Invulnerable: Melee (1) special


effect.

An ancient prize of Herakles, the pelt of the


Nemean Lion.

Mantle of the Lion

G15 of 27

As a special action, the model may gain the


Fearsome special effect until the end of that
turn.

This dread horn bolsters the sounder and


strikes terror into the foe.

Horn of the Hunt

G12 of 27

Weapon: Range 24, hits on a (4+), models hit


must pass an opposed Morale test or suffer
the Confused status.

Arrows from this bow unleash the emotions of


the heart.

Heartstring Bow

Chad Sikes (order #6134108)

12

G25 of 27

G26 of 27

Weapon: Str as User, hits on a (4+). Gain the


Aquatic and Disarm special effects.

10

Gain the Concealment and Fearsome special


effects.

Trident of the Sea


A token of Poseidon, gifted to his favoured
champion.

12

G23 of 27

12

A ragged garment, torn from a section of


Hades cloak.

Stygian Cloak

G22 of 27

Gain the Concealment and Shield of Force


special effects.

Gain the Leader (2) special effect.

Shield of Darkness
Consuming all light, this shield is also a
doorway to beyond.

G20 of 27

10

10

G27 of 27

Weapon: Str as User, hits on a (4+), Parry.


Models can not use their Armour, Invulnerable
(x) or Shield special effects against hits from
the Unblemished Blade.

Forged by Hephaestus, this blade can not be


tarnished.

Unblemished Blade

G24 of 27

Weapon: Str as User +1, hits on a (4+),


Thrust.

Forged at Ares command, to be wielded by


his chosen champion.

Spear of War

G21 of 27

Gain the Flyer special effect.

10

One per turn, as a special action, a model


may read from the Plaque. Next turn, their
cast gains an additional two Activation tokens.

Sandals of the Zephyr


Divine footwear, allowing the wearer to tread
and run upon the air.

16

Ancient, inscribed stones that foretell the fate


of all.

Plaque of Destiny

A commanding headdress, an ornate Nemes


adorned with golden serpents.

Serpents Crown

G19 of 27

As a special action, any model may open


the box. Once opened, all models gain the
Cursed and Weak Willed special effects. In
addition, the model opening the box gains the
Confused status.

A plague of evil and woe.

Pandoras Box

GIFTs OF THE GODS CARDS

Chad Sikes (order #6134108)

S7 of 18

S8 of 18

All friendly models gain the Blocker special


effect until the caster takes another action.

A friendly model within 8 of the caster may


immediately take a free action, even if the
model has already activated this turn.

Manifest the Spirit


I beseech you, Spirits, guard us and waylay
our foes!

S5 of 18

Oh, Muse! Grant us your gift and guide our


actions.

Kindle Inspiration

S4 of 18

10

Hero only. Until the next turn, friendly models


within 12 of one or more models successfully
performing this Spell count their Morale as
being one higher.

Banishing Spell. Send a model with the


Summoned special effect within 6 of the
caster back to the original casts Reserve
area.

Beacon of Hope
Feel the shadow of fear driven from your
hearts.

10

S2 of 18

Begone! Return to the foul pit from whence


you came!

Banish

S1 of 18

Villain only. Until the next turn, enemy


models within 12 of one or more models
successfully performing this Spell count their
Morale as being one less and cant use the
Leader (x) special effect.

10

Villain only. Animation Spell. Animates a


single Living Idol within 6 of the caster. See
Extras for profile.

Aspect of Terror
From the darkness crawls your terror
and your bane!

12

I gift you a heart of fire and sulphur. Awaken


my servant and perform my will.

Animate the Idol

SPELL CARDS
10

12

10

S9 of 18

Summons a pillar of flame, which is treated


as a weapon: Range 12, Str 4, hits on a (3+),
Burst 3, Scatter 1D6, Set On Fire.

Let my anger, and my spite, become an


inferno that consumes you!

Pillar of Wrath

S6 of 18

One use only. An enemy model within 12 of


the caster gains the Captured status. Leave
the Captured model in place.

I bind you! Cage you! In a prison of your flesh!

Cage the Soul

S3 of 18

Villain only. Summoning Spell. Put either


a single Shadow or 1D3 Skeleton Warriors
from your casts Reserve area into play. They
appear within 6 of the the caster. See Extras
for profile.

Arise! Arise! Arise, and strike down my foes!

Awaken the Dead

Chad Sikes (order #6134108)

S16 of 18

S17 of 18

Discard all of your Event cards, shuffle the


deck and then draw a number of cards equal
to the amount you discarded.

10

Remove one Luck token from an opposing


Player, which is deducted from their Luck Pool.

Unweave Fate
No! That is not how it happened.

S14 of 18

May you

Unspoken Curse

S13 of 18

All models within 24, apart from the caster,


are knocked Prone.

12

Gain 1D3 Audience Appreciation tokens.

Unchain the Titans


Can you hear them? The very earth trembles
at their cry!

10

S11 of 18

Our fortunes have ebbed, so now let them


flow.

Turning the Tide

S10 of 18

15

12

S18 of 18

One use only. An enemy model within 12 of


the caster suffers the Dominated status.

Obey! You will obey, obey my commands, and


hear only my words.

Word of Command

S15 of 18

Enemy models gain the Slow special effect


until the caster takes another action.

Let the Four Winds rage! Let them howl and


scream, and tear at you!

Unleash the Whirlwind

S12 of 18

Place a Shadow version of the caster anywhere within


12 of themselves. Any subsequent actions the casting
model takes may be performed as if they were their
Shadow version. Equally, anything that targets their
Shadow version, such as attacks, special effects,
Spells, etc, are treated as targeting the caster instead.
At the start of the End Phase, remove all Shadow
versions of models from play.

10

One use only. Hero only. Return to the game


a model from your cast that was removed
from play. They appear within 3 of the caster.
Models return with 1 Hit, but can subsequently
be healed as normal.

Shadow of the Self

Gain one Luck token, which is added to your


Luck Pool.

12
May my shadow take on form and substance.

Return the Fallen


Your fate is not to die this day, but to

Aid us

Quiet Blessing

SPELL CARDS

Chad Sikes (order #6134108)

GIFTS OF
THE GODS
7 Voyage

SPELL

GIFTS OF
THE GODS

7 Voyage

SPELL

th

th

th

7 Voyage

7 Voyage

th

EVENT

EVENT

th

7 Voyage

th

7 Voyage

SPELL

th

7 Voyage

GIFTS OF
THE GODS

th

7 Voyage

EVENT

th

7 Voyage

96 | APPENDICES

Extra Profiles: Mortals


Name

Special effects

Standard attacks

Rating

Type

Base
size

Civilian

Brawl (6+)

4/3

Medium

25-30mm

Cultist

Fanatic

Brawl (4+),
Club (4+)

-/7

Medium

25-30mm

Mercenary

Blocker, Shield

Brawl (4+),
Spear (4+)

-/9

Medium

25-30mm

Native

Concealment

Brawl (4+),
Spear (4+)

-/6

Medium

25-30mm

Palace Guard

Blocker

Brawl (4+),
Spear (4+)

9/6

Medium

25-30mm

Psiloi

Brawl (5+),
Javelin (5+)

6/5

Medium

25-30mm

Sea Dog

Dodge, Swimming

Brawl (4+),
Club (4+)

10/7

Medium

25-30mm

Veteran

Armour, Martial Training,


Shield

Brawl (4+),
Spear (4+)

12/-

Medium

25-30mm

Warrior

Armour

Brawl (4+),
Spear (4+)

9/7

Medium

25-30mm

The Cyclops's take away


delivery had arrived

Chad Sikes (order #6134108)

APPENDICES | 97

Extra Profiles: Stop Motion Models


Name

Special effects

Standard attacks

Rating

Type

Base
size

Centaur

Daring Leap, Mount, Rage

Brawl (4+),
Spear (4+)

15/20

Monster

40-50mm

Djinn of
the Lamp

Fearsome, Shield of Force,


Summoned, Teleport

Brawl (3+),
Two-handed Sword (4+)

-/- (see
Gifts)

Monster

40-50mm

Giant

Clumsy, Fearsome, Hurl,


Large, Roar, Slow,Titanic Blow

Brawl (4+),
Club (4+)

60/50

Large
Monster

50-80mm

Guardian
Beast

Fearsome, Large, Slow


(plus options)

Brawl (4+),
Claw (4+)

50/40

Large
Monster

50-80mm

Harpy

Eagle Eyes, Dodge, Flyer

Brawl (4+),
Claw (5+)

-/20

Medium

25-30mm

Living Idol

Animated, Clumsy, Blocker,


Fearsome, Invulnerable:
All, Slow

Brawl (4+),
Rend (5+)

-/45

Monster

40-50mm

Minotaur

A Good Offence, Armour,


Fearsome, Rage, Roar

Brawl (4+),
Horns (4+)

-/30

Monster

40-50mm

Satyr

Daring Leap, Seduce

Brawl (4+),
Club (4+)

15/10

Medium

25-30mm

Shadow

Fearsome, Incorporeal,
Shield of Force,
Summoned, Teleportation

Brawl (4+),
Claw (4+)

-/20

Medium

25-30mm

Siren

Aquatic, Seduce

Brawl (5+),
Claws (5+)

-/15

Medium

25-30mm

Skeleton
Warrior

Blocker, Fearsome,
Invulnerable: Ranged (1),
Shield, Summoned

Brawl (4+),
Spear (4+)

-/15

Medium

25-30mm

Snakeman

Armour, Dodge

Brawl (4+),
Spear (4+)

-/12

Medium

25-30mm

Chad Sikes (order #6134108)

98 | APPENDICES

Extra Profiles: Animals


Name

Special effects

Standard attacks

Rating

Type

Base
size

Camel

Animal, Mount, Slow

Brawl (5+),
Bite (6+)

6/6

Animal

40-50mm

Dire Wolf

A Good Offence, Animal

Bite (3+)

-/12

Animal

40-50mm

Giant Crab

Animal, Aquatic, Armour,


Blocker, Fearsome, Loner

Claw (4+)

-/25

Monster

40-50mm

-/40

Large
Monster

50-80mm

-/40

Massive
Monster

100+mm

Giant Lizard

A Good Offence, Animal,


Armour, Fearsome, Loner,
Massive, Roar

Rend (4+),
Tail (4+)

Giant
Octopus

Animal, Armour, Aquatic,


Fearsome, Loner, Massive,
Rage, Sixth Sense

Beak (5+),
Tentacle: Melee (4+),
Tentacle: Ranged (5+)

Giant
Scorpion

Animal, Armour, Blocker,


Fearsome, Loner

Claw (4+),
Venom (4+)

-/20

Monster

40-50mm

Giant Snake

Animal, Concealment,
Dodge, Fearsome, Loner

Constrictor: Tail (4+), or


Viper: Venom (4+)

-/20

Monster

40-50mm

Animal, Climbing, Daring


Leap, Herculean Strength,
Fearsome, Roar

Brawl (3+)

25/20

Animal

40-50mm

Brawl (5+)

6/6

Animal

40-50mm

Claw (3+),
Bite (4+)

30/25

Animal

40-50mm

Venom (3+)

-/15

Animal
Swarm

30-40mm

Great Ape

Horse

Sabre-tooth
Cat

Swarm

Chad Sikes (order #6134108)

Animal, Daring Leap,


Mount
A Good Offence, Animal,
Climbing, Daring Leap,
Dodge, Fearsome, Loner,
Sixth Sense
Animal, Dodge, Fearsome,
Loner, Slow, Small, Swarm

APPENDICES | 99

Greek Myth Profiles


Name

Jason

Special effects

Standard attacks

Rating

Type

Base
size

Armour, Honour Bound,


Inspirational, Leader (2),
Luck (2), Martial Training,
Shield, Swimming

Brawl (4+),
Sword (3+)

60/-

Guest
Star

25-30mm

Brawl (5+)

50/-

Guest
Star

25-30mm

-/100

Guest
Monster

100+mm

Medea

Healer, Loner, Luck (1),


Magic (2), Seduce

Dragon of
Colchis

Fearsome, Hurl, Massive,


Regeneration, Slow

Brawl (4+),
Bite (4+),
Tail (4+)

Aetes

Armour, Leader (1),


Magic (2), Obey Me!

Brawl (4+),
Sword (4+)

-/40

Guest
Star

25-30mm

Perseus

A Good Offence, Armour,


Courageous, Invisibility,
Loner, Luck (3), Shield

Brawl (4+),
Adamantine Sword (3+)

70/-

Guest
Star

25-30mm

Pegasus

Dodge, Flyer, Mount,


Sixth Sense

Brawl (4+)

30/-

Guest
Monster

40-50mm

Medusa

Armour, Dodge, Daring


Leap, Fearsome, Love To
Hate, Psychic

Brawl (4+),
Tail (4+),
Bow (4+)

-/100

Guest
Monster

25-30mm

Graeae

Force of Will (The Eye),


Hypnotise (The Eye),
Magic (2), Psychic
(The Eye), Sixth Sense
(The Eye), Slow

-/60

Guest
Monster

40-50mm

Chad Sikes (order #6134108)

Brawl (5+),
Claw (5+)

100 | APPENDICES

Arabian Adventure Profiles


Name

Special effects

Sinbad

Climbing, Daring Leap,


Disarm, Dodge, Leader
(1), Luck (2), Seduce,
Swimming, Tumbling,
Wanted

Scheherazade

Shahryar

Roc

Rogue of
Baghdad

The Caliphs
Daughter

The Vizier

The Shadow
Prince

Chad Sikes (order #6134108)

Standard attacks

Rating

Type

Brawl (4+),
Sword (3+)

60/-

Guest
Star

25-30mm

Courageous, Dodge,
Luck (1), Seduce, Victim

Brawl (5+)

45/-

Guest
Star

25-30mm

Armour, Eagle Eyes,


Gifts of the Gods (3),
Leader (2), Love to Hate,
Luck (1), Obey Me!

Brawl (4+),
Sword (3+),
Crossbow (4+)

-/70

Guest
Star

25-30mm

Clumsy, Fearsome, Flyer,


Large, Rage, Roar

Brawl (5+),
Beak (5+),
Claw (4+)

-/100

Guest
Monster

50-80mm

Climbing, Daring Leap,


Dodge, Inspirational,
Sixth Sense, Tumbling

Brawl (4+),
Sling (4+)

50/-

Guest
Star

25-30mm

Brawl (4+)

30/-

Guest
Star

25-30mm

Brawl (4+)

-/70

Guest
Star

25-30mm

Brawl (4+),
Sword (4+)

-/50

Guest
Star

25-30mm

Dodge, Follower
(The Rogue of Baghdad),
Gifts of the Gods (1),
Luck (1), Seduce
Gifts of the Gods (1),
Hypnotise, Love To Hate,
Magic (3), Obey Me!,
Telekinesis

Fearsome, Incorporeal,
Magic (2), Shield of Force,
Teleportation

Base
size

Chad Sikes (order #6134108)

Move

Def

Move

Def

Move

Def

Move

Def

Move

Def

Hits

Hits

Hits

Hits

Hits

Crooked Dice. Permission granted to copy for personal use.

Special Effects, Star Qualities & other notes:

Name/Archetype/No.

Special Effects, Star Qualities & other notes:

Name/Archetype/No.

Special Effects, Star Qualities & other notes:

Name/Archetype/No.

Special Effects, Star Qualities & other notes:

Name/Archetype/No.

Special Effects, Star Qualities & other notes:

Name/Archetype/No.

th

Str

Str

Str

Str

Str

Agi

Agi

Agi

Agi

Agi

Int

Int

Int

Int

Int

Mor

Mor

Mor

Mor

Mor

Luck

Luck

Luck

Luck

Luck

Weapon

Weapon

Weapon

Weapon

Weapon

To Hit

To Hit

To Hit

To Hit

To Hit

7 Voyage Cast List

Range

Range

Range

Range

Range

Str

Str

Str

Str

Str

TOTAL RATINGS

Effect

Effect

Effect

Effect

Effect

Cast:

Rating

Rating

Rating

Rating

Rating

Chad Sikes (order #6134108)

3+

2+

3+

2+

5
2+/6

2+/5+

8
2+/4+

6 then 5+

6 then 4+

2+/3+

6 then 6

+1 to both hit
and damage

+1 to both hit
and damage

+1 to hit

+1 to hit

roll 2+ to hit,
+1 to damage

1 to both hit
and damage

1 to hit

Charging bonus

Attacking a models rear


180 arc

Attacking a Prone model

Target is Large or Massive

Attacking a Stunned model

Attacking over an
intervening obstacle

Attacking while Prone

To hit modifier

Shooting model has Aimed

+2

+1

+1

Target is Large or Massive


Target is Stunned or immobile

-1

Target is Small

-1

-1

Target is Prone and more than 6 away


Target or Shooting model is flying

-1

-1

To hit
modifier

2+/2+

10+

N/A

6 or more

Target is partially hidden or in cover

Weapon is used at more than half range

Condition

4+

Condition

5+

5+

Defence Higher

Ranged Attack Modifiers table

Target

4+

EQUAL

Melee Attack Modifiers table

Stat

Statistic Test table

2 or more

Strength Higher

th

7 Voyage Player Reference Sheet

Crooked Dice. Permission granted to copy for personal use.

Models can make multiple move, melee attack or


special actions in the same turn, but cannot shoot
or aim more than once in a turn.

Movement up to the models Move value


Shoot with a ranged weapon
Aim prior to shooting a ranged weapon
Make a melee attack if in base contact with an
enemy
Perform a special action

Each model gets to make up to two actions when


activated. The available actions are:

Activation

Audience Appreciation tokens can only be used on


a players own rolls, but more than one token can
be used to make a greater adjustment to the same
roll. Any AA tokens not used in the same turn in
which they are gained are lost.

Activation token, see Action Phase below.

2 tokens can be spent to purchase an additional

roll, even after the die is rolled.

1 token can be spent to add a +1 bonus to a die

Determine the difference between the two Initiative


rolls and divide tokens between players.

Audience Appreciation

1. Determine Initiative & Audience Appreciation


2. First Players Action Phase
3. Second Players Action Phase
4. End Phase

Turn Sequence

APPENDICES | 103

Templates

BLAST 3"

BLOCKER

BLAST 5"

Chad Sikes (order #6134108)

104 | APPENDICES

MINATUREs + scenery
Get your 7th Voyage games started with
some suitable mythic miniatures and
tabletop scenery.

28mm miniatures

Scenery suppliers

General Fantasy

Resin Scenery

Otherworld Miniatures
Producers of fantasy gaming figures inspired by the
iconic imagery of the early roleplaying games. Most of
the stop motion models are available in this range.
otherworldminiatures.co.uk

Ainsty Castings
Superb modular resin scenery and accessories, which
are great for dungeons and temples.
ainstycastings.co.uk

Fantasy and historical miniatures are the staple of


many hobby suppliers, so you have a wide range of
models to choose from.

Reaper miniatures
Reaper Miniatures has a huge fantasy range of
monsters and adventurers, including an Arabian box set.
reapermini.com

Arabian Adventure
Black Tree Designs
BTD have a number of classic monsters and troops in
their Fantasy and Harlequin ranges.
blacktreedesign.com
Cipher Studios
Producers of the Helldorado game, their Saracen sets
have a great range of personalities.
cipher-studios.com
Harwood Hobbies
This Canadian company has its own Sinbad range,
some of which are stocked by Crooked Dice.
harwoodhobbies.com
Steve Barber Models
Greek mythology, Arabian Night and terrain ranges
are all available.
stevebarbermodels.com

Greek Myth
Wargames Foundry
Foundry have a large Greek Mythology range with
nearly 70 different packs available.
wargamesfoundry.com

Chad Sikes (order #6134108)

To help build fantastic tabletops there are a number of


suppliers who specialise in genre-friendly scenery and
accessories.

Dwarven Forge
As well as their standard dungeon range, their two
Realm of the Ancients sets are ideal for lost temples.
Everything comes prepainted to a very high quality.
dwarvenforge.eu
Grand Manner
An excellent and extensive historical range, including a
roman amphitheatre, sinking galley and Greek statues.
grandmanner.co.uk
Scotia Grendel
Their resin Fantasy and Historical ranges have great
generic pieces including a giant Hydra.
scotiagrendel.com

Bespoke Builds
Black Knight Studios
If you prefer scenery scratch-built to your specification,
then try these great professional model and terrain
builders.
www.black-knight-studios.co.uk
The Colonial Steamboat Company
Producers of cast resin models and handmade model
buildings, boats and terrain pieces with a large Arab
village range.
colonialsteamboat.co.uk
TM Terrain
A recommended supplier of landscaped baseboards
and bespoke terrain who have supplied much of the
terrain shown in these pages.
www.tmterrain.co.uk

APPENDICES | 105

CLOSING CREDITS
Utilising Graeme and Karls action:engine, which
provides a basis to create and play tabletop miniature
skirmishes for almost every genre, 7th Voyage is
intended to streamline the system for games inspired
by stop motion movies, fantasy and action-adventure
programmes.
From the outset, we decided melee should be more
important than shooting in 7th Voyage to reflect the
action and swashbuckling nature of the genre, and
new weapon rules such as Brutal, Parry and Thrust,
and special effects such as Shield reflect this. With
powerful creatures and monsters appearing in most
scenes, rules such as Shield also help to increase
the life expectancy of mortals, giving some models
at least a chance to survive the crushing blows of a
Giant or Minotaur.
In 7TV, models flee from Fearsome opponents and,
if they cant get away, are automatically removed from
the game. This could be devastating in 7th Voyage
with so many frightening models potentially in play. At
worst it could make for one-sided games that would
be over quickly, or bizarre games of Extra pinball,
as models flee back and forth between Fearsome
beasties. Because of this we introduced the Scared
status, which lowers a model's chance to hit and
Morale, and prohibits their movement, at least towards
Fearsome models, but doesnt send them running or
straight off the table.
Magic, both Gifts and Spells, is the greatest addition
to 7th Voyage. In the case of Spells, we have tried

A word from our sponsors...

I love Stop Motion movies. Back in the day, you


got your special effects via beautifully hand-crafted
models and painstaking attention to detail. It's
testament to the artists that created these celluloid
gems, that they look as magical to me today as they
did back on a August afternoon in 1977.
And I suspect it's that love of tiny recreated worlds
that drew me to miniature wargaming. So combining
the two has been any idea I've had for many years.
And it seems I'm not alone, because Mr Gibbs
shared the same passion and seemed to quite like
the challenge of adapting the action:engine for the
mythic fantasy world. I think he's done a cracking job!

Chad Sikes (order #6134108)

to make them distinct from Otherworldly special


effects. In general they are more powerful, but include
limitations such as a difficulty value and in some
cases being one use only, as well as an element of
risk with a model potentially forfeiting its remaining
actions. Gifts on the other hand provide many special
effects and abilities not normally accessible to most
models, as well as improving existing ones. Available
to any cast with Gift of the Gods that pays the ratings
cost, we have tried to balance Gifts by making them
unique, so that if more than one cast selects the same
one, they cancel each other out.
One of the most difficult areas of the new magic rules
was animating and summoning. Being able to breathe
life into statues or cause skeletons to erupt from the
ground is an essential part of the genre, but could
easily unbalance the game by creating models from
nowhere. Hopefully our solution, purchasing models
and then bringing them into play via magic, solves this
while still maintaining both theme and game balance.
Nothing is set in stone though, and these rules are
intended to be a starting point for your own games, a
means to build your own scenes and stories, and we
hope you will enjoy creating, playing and telling them.
Special thanks to Graeme and Karl, for letting me play
in their world, all of the playtesters for their insightful
feedback, Helena for proofreading, and most of all
Vicky, for everything.
Matt Gibbs

And there are lots of other folks that have helped us


get this flying carpet off the ground. Special thanks
are due to:
Helena Nash; Les Fulbrook; Paul Jenkins; Martin
Brimacombe; Paul Smith; Ross Bowrage; Chris
Wilson; Rich Jones; Pete Gill and the Royal Air
Force Wargaming Association; Kevin Dallimore;
Martin Buck; Andrew Maclachlan; David Marshall;
Jon Atter; Vicky Cox; Chris Wildgoose; Laura
Trinder; Steve Coulson; and Richard Scott of
Otherworld Miniatures.
Karl and Graeme
February 2013

Stay tuned...
Enjoyed 7th Voyage? Then tune into our spy-fi
rules and range of 28mm white metal miniatures!
Save the world

If you need heroes then try investigative


academic Tweedy Mattison and his trusty
sidekick May Killan. To pit against your zombie
hordes we have Head Girl and zombie hunter
Misty. Or you can play time travelling agent
Group Captain Jim Barrowight or a trio of
astronauts led by the very daring Melody Lake.
Fight your way out of trouble with hard-hitter
Pandora King or add to the brainpower with our
Scientists or firepower with the Time Lift Security!

Or rule it

Evil mastermind the Guru spearheads our


villainous releases, and is backed by all
manner of henchmen. Foremost there are a
range of bolier-suited Minions.
If you would prefer more uncanny
reinforcements we have the Scary Statues to
populate your haunted houses and Corn Dolls
to terrorise the fields! Or get technical with the
allure of the metallic Femdroids or the silent
Robo-Rodents.

Find out more

Keep up-to-date with all the crooked news


and join our forum at www.crooked-dice.co.uk/
forum or follow our Facebook page.

Visit our store today at:


www.crooked-dice.co.uk
Chad Sikes (order #6134108)

Set sail on
the silver screen...

7th Voyage is a
tabletop miniatures
game set in the world
of classic stop motion
mythic fantasy films
of the 60s and 70s.
Fight across the tabletop as your
favourite heroes or villains - be
they demigods, vile tyrants or the
horrifying beasts of legend - and all
at 24 frames per second!
So grab some popcorn from the
foyer and get ready to set sail
with 7th Voyage.

CORE RULEBOOK

UK 20

ISBN 978-0-9568390-4-6

cr

ked dice
ACTION:ENGINE

www.crooked-dice.co.uk
Chad Sikes (order #6134108)

9 780956 839046

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