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SHATTERED REALM:

THE
CORE
RULES
WHAT YOU WILL NEED TO PLAY.

In addition to these rules, you will need the following items to play Shattered Realm:

A flat gaming area (referred to hereafter as the 'Table') between three foot by two foot and four foot
by four foot- a kitchen table is ideal!

One 'Party' of models per player- these rules were designed and play-tested with 28-32mm scale
models in mind, and each Party will usually consist of between six and twelve models. Players with
existing collections of Fantasy miniatures can of course use any of these with no problem- though it
should go without saying that all the players should be using the same scale of model!

Model terrain. This can be as simple as piles of books or boxes to represent buildings and hills, but
nothing brings a game to life like a fully modelled miniature world representing the subterranean
catacombs of Gharzulgrint, the twisting alleys of Guildtown or a thickly-forested wilderness. Many
companies make appropriate scenery that can easily be bought online if you are short on time.

A handful of six, eight and ten-sided Dice- these are readily available from online suppliers and local
gaming stores, if you are lucky enough to have one! About six of each type should be plenty, and I
recommend having each type a different colour to assist in quick identification for those players
unfamiliar with these kinds of Dice- for example white for D6, black for D8 and red for D10.
Note also that I will refer to several Dice or a single Die with a capital 'D': this is to avoid any
confusion in a game where our models regularly 'die'!

A single pack of ordinary playing cards per player.

A retractable tape-measure or other measuring instrument showing inches (). On a related note, you
may find a laser-pointer (also available from your friendly local games store) useful to help
determine what your models can 'see' during a game.

A few special tokens and markers to help keep track of various in-game effects, such as when a
model is Ready or Wounded- more about these later. I use circular plastic miniatures bases 20mm in
diameter and painted appropriate colours! If you prefer an uncluttered table, you can place these
tokens on a model's entry on your Roster Sheet or Character Card instead.

If playing a Campaign game, you need a Roster Sheet and/or a set of Character Cards for each Party-
there is a blank example at the back of this book for you to photocopy as you need.
Each space on the Roster Sheet allows you to record the overall ability, Skills, Injuries and
equipment of each model in your Party, as well as track their current experience.

You will also find a set of Reference Sheets for the game at the back of this book that you can
photocopy as required- once you have a few games under your belt, you will find it quicker and
more convenient to use these condensed and abbreviated versions of the rules during play.
SOME COMMON CONCEPTS.

The following are the 'core' concepts behind the rules- for ease of reference (and to save space and repetition
later!), they are collected here:

CONTACT: Two elements (models, terrain and so on) are deemed to be 'in Contact' when they are
physically touching. This includes the model's bases.

Two opposing models in Contact are also said to be 'engaged' in Melee with each other.

DICE: Shattered Realm uses three different kinds of Dice to determine the success or failure of your actions-
these are six-sided, eight-sided and ten-sided- referred to hereafter for brevity as D6, D8 and D10
respectively.
Note that many D10s show a '0' instead of a '10'- for our purposes this is treated as a score of ten!

When you are asked to 're-roll' one or more Dice, the second result must usually be accepted even if it is
worse than the initial score- you can normally only re-roll any single Die once, unless stated otherwise.
Where opposing players might wish to force a re-roll of the same Die, the currently Active player decides
who gets the re-roll!

If asked to roll a D3, D4 or D5, simply roll a D6 (for a D3), D8 (for a D4) or D10 (for a D5) and halve the
result, rounded up to the nearest whole number.

LINE OF SIGHT (LOS): Our models are assumed to have a 360 degree field of vision.

When required to check LOS, stoop over the table for a model's eye view- if you can see any part of the
target's head or body (we don't include limbs, helmets, weapons and other acoutrements) then your model
can 'see' it. The aforementioned laser pointer can be invaluable here.

The most important rule for fair interpretation of LOS is that if you determine that you can see an enemy
model, then they can also see you- likewise, if you can't see them then they cannot see you from their current
position either!

MEASURING: By default, players may always 'pre-measure' any distance during a game before deciding
what to do.
If you and all your opponents agree, you may opt to disallow pre-measuring before the game begins- so for
example, if you decide to shoot at an enemy you will automatically miss if your target is found to be out of
range.

When checking the distance between two elements, always measure from closest-point to closest-point.
When dealing with models, always measure from the edge of their bases.

PUSH.
When a model is Pushed by another, trace a straight, imaginary line from the Pushing model straight through
the centre of their opponent's base and continuing onward. The Pushed model is moved straight back along
this line.

ROLL-OFFS: If asked to make a 'Roll-Off' by the rules, each player involved rolls a D10 with the highest
scorer winning the Roll-Off. Events then usually occur in descending order of scores (IE, highest to lowest).

If two or more players are tied, they re-roll until one of them scores highest.
STATS.

Models in Shattered Realm are rated in 7 aspects. These determine a model's strengths and weaknesses:

Melee (MEL): A model's skill and/or ferocity in hand-to-hand combat.

Accuracy (ACC): A model's proficiency with ranged attacks, such as shooting a bow.

Resistance (RES): A model's toughness and/or resillience to injury.

Agility (AGI): A measure of the model's agility and/or dexterity.

Strength (STR): A model's physical strength and/or stamina.

Mental (MEN): A measure of the model's wisdom and/or intelligence

Nerve (NER): A measure of the model's willpower and/or courage.

Each Stat will be assigned a Die level, with D6 being the lowest, D8 the average, and D10 being highest.
TESTS.

During a game, there are many different circumstances where you will be asked to make a Test- however, the
simple procedure given below is the same, no matter what the situation is!

1: Determine Base Number of Dice.


When a model is instructed to make a 'Test', you take a certain number of Dice of the type appropriate to the
Stat being Tested. This is most often either 1 or 3 Dice.

So a model with ACC D8 instructed to make a 3 Dice ACC Test would start with three D8, for example.

2: Apply Dice Modifiers.


You then apply any appropriate Dice Modifiers as applicable to the situation. Note that these alter the
number of Dice you get to roll, rather than the scores on the Dice as in many other games.
For example, a -1 Die Modifier means you roll 1 less Die, and a +1 Die Modifier means you roll 1 extra
Die.
Dice Tests made outside of a game are never Modified!

You can never be reduced to 0 Dice for any Test- you always get at least one Die, regardless of Modifiers.

3: Roll the Dice.


Once you have determined your final number of Dice, roll them all together and then read each one
separately:

Each Die showing a score of 5 or better is a Success.

Each Die showing a score of 4 or less is a Failure.

If a Die shows the maximum possible score (for example a 6 on a D6), then you may re-roll one of
the other Dice during Step 4 of the process if you wish, following the rules for re-rolls given
previously.
For example, I roll two D8s and score a 3 and an 8- during Step 4, the 8 allows me to re-roll the 3,
and I score a 5- I have therefore scored two Successes, one for the 8 and one for the 5!

Note that certain situations allow bonus Dice to be rolled (such as during Melee)- where this is the
case, all these extra Dice are rolled immediately.

4: Conduct Re-Rolls.
As noted above, certain models may be allowed (or forced) to re-roll some of their Dice. This is done now-
any rules that would allow bonus Dice to be rolled do not apply at this Step to any player!

Where opposing players are entitled to re-roll Dice, the currently Active model gets to make theirs first
(remember that a re-roll cannot be re-rolled!).

5: Determine Outcome.
The total number of Successes you scored will determine the outcome of the Test.
ANATOMY OF A GAME.

A game of Shattered Realm is divided into 6 Game Turns. Each Game Turn is further split into three Phases
which are resolved in the order given below.

Each full Game Turn represents just a few seconds of 'real-time' where it is assumed our models are all
running around and attacking each other simultaneously!

1: DRAW PHASE.
In this Phase, each player creates their Hand for the Turn by drawing a number of cards from the top of their
Deck equal to half the number of models they currently have on the table (rounded up).

If your Leader is still on the Table, you may draw an additional card if you wish.

As you play cards, they will be placed face-up in your 'Discard Pile' that is kept to one side of the Table.

2: ACTION PHASE.
This Phase is where all the main action takes place, and is split into two Steps:

1) Ready Models.
First of all, each model on the Table receives a Ready token- this indicates that that model is ready to be
Activated this Phase. Once all models are marked as Ready, begin Step 2.

2) Activations.
Each player chooses and plays a card from their Hand to determine the order of Activations. After
completing their Actions, the model or models just Activated remove their Ready tokens. Once each player
has had an Activation, the process is repeated until no cards remain in any player's Hand or there are no more
models with Ready tokens- the Phase ends at this point, and any cards remaining in the player's Hands are
Discarded.

If only one player has models eligible to Activate, they will simply make consecutive Activations with these
models until they are finished and the Phase ends.

3: NPC PHASE.
All models not directly controlled by a player will each get an Activation in this Phase.
ACTIVATIONS.

During the Activation Step of the Action Phase, the following sequence is resolved:

1: Play a card from your Hand.


If able to do so, each player chooses a card from their Hand and plays it, face-down, in front of them.
Once all players have played a card, they are flipped over and the order of Activation is determined.

2: Determine order of Activations.


Each player who played a card will get to make an Activation. The exact order of this is determined by the
revealed cards. When it is your turn to Activate, your Party becomes Active and you may Activate one or
more of your eligible models, as long as they still have a Ready token. Meanwhile, all enemies are deemed to
be Passive.

Players make Activations from the highest value card to the lowest. For this purpose, Aces are
the highest value card followed by Kings, Queens, Jacks, then numerical cards (values 10-2) and
finally Jokers.

Black cards resolve before red cards. Black cards (Spades and Clubs) are always resolved before
red cards (Hearts and Diamonds). Therefore, a player who played a 2 of Clubs will get their
Activations before one who played an Ace of Hearts, for example.

Cards of same value. If two or more players reveal conflicting cards of identical value (EG, Ace of
Spades and Ace of Clubs), then these players Roll-Off. Their Activations are then resolved in
descending order.

Identical cards. If the exact same card is revealed by two or more players, an Event occurs
immediately (see page xx) and then these players Roll-off to establish who Activates first.

3: Make Activations.
When it is your Activation, you may Activate any one of your models and remove it's Ready token. You then
have three options:

If none of your remaining models have Ready tokens, then you must Pass the Activation. In this
case, your card goes straight into the Discard Pile.

Or, you may make a Solo Activation. Choose any one model, remove it's Ready token, and make up
to two Actions- one of which must be a Move Action (in the order you choose)- with it.
Each Action must be made separately, and you may choose to pass one or the other of them if you
wish.
For example, the model could Move then Shoot or Shoot then Move; or even Move twice (making
two discreet 6 Move Actions, not one 12 Move!). It could also simply Move once or Shoot once...

Or, you may make a Dual Activation. This allows you to choose any two models, remove their
Ready tokens, and make one Action with each of them.
Each model can make different Actions, and the order these are resolved in is up to the player-
however, you must finish one model's Action before moving on to the next one!

4: Discard and Repeat.


Once you have had your Activation, your card goes face-up on your Discard Pile. Once all cards have been
resolved, start the process again at step 1 until all players have no cards in their Hand or none of the models
on the Table are Ready. At this point, any cards remaining in the player's Hands are Discarded and the Action
Phase ends.
To be clear: you should always start a new Game Turn with no cards in your Hand!
Running out of cards.
Your deck is not re-shuffled after each Turn- previously played cards remain in your Discard Pile and are
unavailable until you Refresh your deck:

If you find yourself unable to draw enough cards at the start of a new Turn, you must Refresh your deck-
draw what cards you can, then thoroughly shuffle your Discard Pile to create a new deck; and then continue
drawing further cards into your Hand as necessary.
ACTIONS.
When a model is Activated, it makes one (or more) of the following Actions. A model does not have to
perform an Action if you don't want it to!

MOVE.
A model that Activates for a Move Action can travel up to 4 across open ground, or 3 if wearing Heavy
Armour. While moving, a model can change direction as often as it likes and can pass freely through doors
and windows (that it could feasibly squeeze through!) as it goes, except where noted below- as long as no
part of the model's base travels further than it's maximum allowed movement rate.

A model travelling through an area of rough ground such as thick undergrowth, shallow water and so on
counts each inch actually travelled as 2 inches.
So travelling 1 in rough ground uses up 2 of movement.

Other models.
Friendly models do not block movement, but you cannot end a Move 'on top of' them.

You cannot voluntarily Move closer than 1 to an enemy model unless you intend to Contact (engage) them.
If an enemy model is in Contact with a linear obstacle of less than 2 height- such as a low wall or fence-
you are classed as being in Contact with them as long as your own model is in Contact with the obstacle and
within 1 of them.

Charging enemy models.


If you engage an enemy that your model could see at the start of it's Move, you are said to have Charged
them- your model immediately makes a free Melee Action as part of it's Move against the nominated enemy
(see page xx for more on Fighting).

Disengaging from Contact.


You may also leave Contact with an enemy model as part of a Move. This is referred to as a 'Disengage'.
Make a 1 Die AGI Test for the Disengaging model- if successful, the model Disengages.
If failed, the model will still Disengage; but must first make a 5+ Save for each enemy it was in Contact with
(representing them getting an opportunistic blow in as the Disengaging model backs away). Assuming the
Disengaging model is still able to do so, it then completes it's Disengage.

You cannot Disengage into Contact with an enemy model under any circumstances!

Climbing and Leaping...


Vertical movement (up or down) of greater than 2 is measured and deducted from your movement- if you
don't have enough movement to reach the other side in one Action, you must halt at the near side instead.
Any obstacle of 2 high or less is ignored when moving.

A model may climb up or down terrain that is higher than it's total movement as long as it begins the Action
in Contact with the structure. It must then make a 1 Die AGI Test. If failed, the model will not climb and it's
Action ends at that point. If it Succeeds, the model is placed at the top or bottom of the structure as
applicable and it's Action ends.

A model can drop straight down off an elevated position at no cost in movement instead of climbing if it
wishes- however if the drop is greater than 2, it counts as falling.

A model can also leap a gap of up to 4 wide as part of it's Move, so long as it has enough movement to
reach the other side. If the gap is greater than 2 wide, the model halts at the edge and must then make a 1
Die AGI Test. If failed, the model will not leap and it's Action ends at that point. If it Succeeds, the model is
placed at the other side and can continue with any remaining movement available to it.
...And Falling.
A model that falls must make a 5+ Save, ignoring Armour. For every additional full 2 fallen, this Save
becomes one worse!
For example, a model falls 4 inches. The player must make a Save of 6+. If a model fell 5, it would still
make a 6+ Save.
If the Save is failed, then the model may take Damage as normal and is placed Prone if it survives- see page
xx for more about going Prone. It's Activation also ends at that point!
If the Save is passed, then the model is unharmed- we assume they rolled as they hit the floor, or landed on
something that conveniently broke their fall...

Falling onto another model may do some damage- the unfortunate model being used as an impromptu
landing pad is knocked Prone and must immediately make a 5+ Save, and the falling model is then placed
within 1 of them before making it's own Save.

Minor Actions.
Any unengaged model may substitute an entire Move Action for one of the following 'Minor Actions'.

Focus.
This Minor Action is an exception, in that it can be used while engaged with an enemy. A model that Focuses
gains a +1 Die Modifier on it's next Test- as long as the Test is made in the same Activation in which the
model Focuses. Note also that this bonus is automatically used up on the model's very next applicable Test,
whether you wish it or not!

Hide.
A model may Hide if it is further than 4 from any enemies, out of their LOS, and is within or directly
behind suitable terrain- give it a token which it retains until it either does anything else or is engaged by an
enemy model. While it is Hidden, the model cannot be seen, shot at or attacked directly; and is ignored for
Target Priority purposes.
An enemy model will automatically reveal a Hidden foe in it's LOS as soon as it Moves to within 4 of it, or
by making an Action to try and Spot them at any distance (factoring in the current Visibility level). This is a
1 Die MEN Test- if Successful, the target model loses it's Hidden token.

Interact.
Certain situational Actions- such as forcing a door open or translating ancient runes on a wall- will be
required by some Scenarios, and are covered by this Minor Action. A Successful AGI, STR or MEN Test is
also often required as part of the Action. For the improvisational amongst you, this can also be used to cover
almost any situation and create great cinematic moments in your games!

Re-Equip.
Though our models can carry up to three weapons at one time, they can only use up to two 'Hands'-worth of
weapons at once! Such weapons are said to be 'Equipped'. The benefits of a weapon or Shield that is not
Equipped cannot be claimed until it is!
For example, a model could have a single two-Handed weapon, a single one-handed weapon and a Shield,
or up to two one-Handed weapons Equipped.
Taking this Minor Action allows you to reorganise all items your model carries, including which weapons
your model has Equipped and ready for use.

Reload.
A model with a Reload token may use this Minor Action to remove that token. Note that a model with
multiple Reload tokens must choose which one to clear!

Stand-Up.
A model that has been knocked Prone may stand back up and then Move up to 2 (not counting as a Charge!)
if using this Minor Action.
SHOOT.
A model that makes a Shoot Action follows the procedure below. A model cannot Shoot if it is in Contact
with an enemy model!

1: Declare Weapon and Target.


Declare which Equipped Ranged Weapon they are using (if Equipped with more than one) and nominate a
single Target model-
this must be the closest visible enemy model, unless a more distant enemy is an easier Target!
Some models are so large that they can always be Targeted, even if they are not the closest visible enemy
model to the Shooter. We call this the Target Priority rule!

You may try to override Target Priority by making a 1 Die MEN Test for the Shooter- if you score a Success
you may choose any visible enemy model as your Target. If you fail, then the model must follow Target
Priority and Shoot the closest Target, as normal.
Models that are Prone or engaged in a Fight can be ignored when nominating a Target.

2: Check Range.
You then measure the distance to the Target. Every Weapon has three Range 'bands'- Short, Medium and
Long. The band your Target falls within determines how easy it is to hit them. If the Target is somehow
exactly partway between two Range bands, then you must use the higher one.

3: Roll to Hit.
With Range determined, make a 3 Dice ACC Test for the Shooter- the following Dice Modifiers apply:
Target has Cover/is Prone = -1
Target at Long Range = -1
Wounded = -1 (whether Light or Heavy)
Target at Short Range = +1
Shooter Elevated = +1

Meanwhile, their Target makes a 3 Dice AGI Test.The following Dice Modifiers apply:
Wounded = -1. (whether Light or Heavy)
Helpless = -2.

4: Perform Re-Rolls.
Each maximum result either model scored now allows them to re-roll any one other result if they wish.
If the Target is equipped with a Shield they can also force the Shooter to re-roll one Die result.

If after making re-rolls the Shooter scores no Successes, their shot misses and the Action is over! If they
missed and at least one Die also scored a 1, they suffer a Mishap and the weapon receives a Reload Token.

5: Determine Outcome.
Once all Dice have been re-rolled, the model with the most remaining Successes wins!

If the Target wins, they avoid the Attack and there is no further effect.

If the Shooter wins, the Target must then make a Save.

If the Shooter wins and scores at least double the number of Successes as the Target, they achieve a
Critical Hit! The effects of this depend upon the weapon they are using at the time- see page xx.

If the number of Successes are tied, then the shot misses and there is no effect.
Reload Weapons and Mishaps.
Some ranged weapons are noted as having the Reload rule. Each time such a weapon is fired- whether the
attack is successful or not- it receives a Reload token. Until this token is removed by taking a Reload Minor
Action, that weapon cannot be fired again!

Similarily, any ranged weapon that suffers a Mishap gains a Reload token- if a weapon that already has the
Reload rule suffers a Mishap, it gains two Reload tokens instead, and cannot be fired again until both have
been cleared!

Cover.
To determine if a Target has Cover, trace an imaginary line- the 'Line of Fire'- from the centre of the
Shooter's base to the centre of the Target's. If this line crosses any amount of terrain (or models) of at least
1 high, then the Target can claim Cover. Obstructions in Contact with the Shooter do not block their Line of
Fire.

Terrain such as woodland, ruined buildings and swampland is represented by an 'area'. This is best
delineated by a rough oblong shape cut out of card or felt with appropriate representative terrain elements
(such as trees, piles of debris etc) placed on top. While inside such 'area terrain' a model is assumed to be
making best use of the undergrowth, tall crops or whatever. If the Line of Fire passes through at least 1 of
the area before reaching the centre of a model's base, then that model is assumed to have Cover.

Elevation.
A Shooter is Elevated if it is physically standing at least 2 higher up than the Target model.

Fire Corridors.
Certain indiscriminate Weapons do not use the normal procedure when they fire.

Instead, nominate a Target using the normal rules and then imagine a straight line extending directly
forwards the full Range of the Weapon from the centre of the Shooter's base and on through the centre of the
Target's. Note that the line may continue on past the Target to catch models behind them, but will be blocked
by solid terrain (such as the wall of a building) of 2 or more in height!

This is the fire corridor. Any visible model besides the Shooter- friend or foe- within 1 of the line is a
potential victim!

A model whose base lies under the line is Hit automatically.


For every potential victim within 1 of the line the Shooter rolls a 1 Die ACC Test, working from closest
model to most distant. On a Success, that model is also Hit.

All models that were Hit must make a 5+ Save.

Shooting Into Melee.


You may choose a Target that is engaged in Melee with one or more models if you wish- you and the owner
of the nominated Target must then Roll-Off, with the winner choosing which model involved in the Melee is
actually threatened by the shot! This can be any model visible to the shooter and in Contact with the original
Target- so you can't use this rule to 'snipe' an enemy around the corner of a building, for example!

Once the Target has been determined, the shooter proceeds with the Attack as normal (even if it is against a
friend)- this means they must check Range and so on, and may end up being unable to make their shot after
all.
Note that indiscriminate Weapons (such as a Blunderbuss) ignore the above rules and will simply affect all
models within their area of effect!
MELEE.
A model that makes a Melee Action declares which equipped Melee weapon they are using and follows the
procedure below. A single enemy model in Contact must be chosen as the Defender- the Target of the Attack.

1: Determine Combat Dice.


Each model makes a 3 Dice MEL Test- the following Dice Modifiers may apply to one or both combatants:
Supported = +1/supporting model unengaged by any other enemy.
Elevated = +1.
Charged = +1.
Wounded = -1. (whether Light or Heavy)
Helpless = -2.

2: Roll Combat Dice.


Each player rolls their modified number of Dice, and discards any that did not achieve a Success.

Each of your Dice that scored a 1 allows your opponent to immediately roll one further Die.
Note that this can occur multiple times at this stage, representing the cut and thrust of close combat!

3: Perform Re-Rolls.
Each maximum result you scored now allows you to re-roll any one other result if you wish.
An Attacking model armed with two single-handed Melee Weapons may also re-roll one of their own Die
results.
A Defending model equipped with a Shield can also force the Attacker to re-roll one Die result.

Remember that where there is a timing conflict, the Attacker conducts all re-rolls first.
Remember also that any further rolls of 1 do not grant the opponent bonus Dice- this only occurs
during Step 2 of the Combat!

4: Determine Outcome.
Once all Dice have been re-rolled, the model with the most remaining Successes wins!

If the Defender wins, they block the Attack and may choose to Push the Attacker 1 directly away from them
if they wish. There is no further effect.

If the Attacker rolls no Successes and at least one Die came up a '1', then they Fumble and must
immediately make a 5+ Save, as the Defender gets in a free strike of opportunity!

If the Attacker wins they may choose to Push the Defender 1 directly away if they wish, and the Defender
must then make a Save.

If the Attacker wins and scores at least double the number of Successes as the Defender, they
achieve a Critical Hit! The effects of this depend upon the weapon they are using at the time- see
page xx.

If tied, the combat was a Draw and both models remain engaged with each other.
SAVES AND DAMAGE.
A model that fails to defend itself against an Attack must make a Save- this is simply a 1 Die RES Test.

The score needed to Save depends on how many Successes the Attacker scored.
Important: do not deduct the Target's number of Successes from the Attacker's- use the actual number
of Successes the Attacker achieved!
Also note that certain other game effects can modify the score shown on your Die, either positively or
negatively.
For example, a '-1 Save Modifier' means a score of 5 actually counts as a 4.

1 Success = Save on 5+
2 Successes = Save on 6+
3 Successes = Save on 7+... and so on, to a maximum of 10+!

A model wearing Armour gains a positive modifier to their score when rolling to Save:
Light Armour: +1.
Heavy Armour: +2.

So a model making a 7+ Save would actually only need to roll a 5+ if wearing Heavy Armour.

If you score equal to or over the appropriate number, you pass the Save and suffer no harm.

Note that even if the required score is impossible to achieve on your Die (for example a Save of 8+ on a
D6) then a Save must still be made- for reasons that will become apparent!

If they fail to Save, then the model suffers Damage. The amount they failed the Save by determines the
seriousness of this Damage:

1-2 = Light Wound.


3-4 = Heavy Wound.
5+ = Mortal Wound.

So a model required to make a 7+ Save but rolls a 4 would have failed by 3 and thus suffers a Heavy Wound.

Light Wound.
A model suffering a Light Wound suffers a -1 Die Modifier on all Tests (remember, you always get to roll at least
one Die!). If it suffers a further Light or Heavy Wound, treat it as a Heavy Wound instead.

Heavy Wound.
A model suffering a Heavy Wound suffers a -1 Die Modifier on all Tests (remember, you always get to roll at least
one Die!), and treats all Dice it rolls as one level lower, to a minimum of D6. If it suffers a further Light or Heavy
Wound, treat it as a Mortal Wound instead.

Mortal Wound.
The model is automatically eliminated, and is removed from play as a Casualty.

PRONE MODELS.
Models can be knocked Prone by various game effects.
A Prone model is at the mercy of their enemies, and is classed as Helpless when Attacked. In addition, they can do
nothing until they Stand Up as a Minor Action.
WEAPONS SUMMARY.

MELEE WEAPONS.

Unarmed. 0 Hands.
The model loses 1 Die in Melee and enemy struck by it gain a +1 Save Modifier.
Never scores Critical Hits.

Natural Weapons (Fangs and Claws, Monstrous Fists etc). 0 Hands.


Do not count as Unarmed.
Will count as Sharp/Blunt Weapon as appropriate- for example, claws would be classed as Sharp Natural
Weapons.

Improvised Weapons (bottles, torches, tree branches, rocks etc). 1 Hand.


The model loses 1 Die in Melee.
Never scores Critical Hits.

Sharp Weapons (Axes, Daggers, Swords, Spears, Arrows, Bolts etc). 1 Hand.
If the model scores a Critical Hit, the Target suffers an extra -1 Save Modifier.

Blunt Weapons (Maces, Hammers, Staffs, Sling-Stones, Lead Bullets etc). 1 Hand.
If the model scores a Critical Hit, the Target becomes Prone in addition to any Damage suffered. If the Target
is wearing a Helmet, they ignore this effect on a D6 roll of 5+.

Two-Handed Weapons (including Axes, Swords and Hammers). 2 Hands.


The user loses 1 Die in Melee due to the unwieldy nature of their weapon.
However, if they win a Melee the Target suffers an extra -1 Save Modifier.
If the user scores a Critical Hit, this becomes a -2 Save Modifier!

RANGED WEAPONS.

Name Short Range Medium Range Long Range Hands Notes


Throwing 1 - 2 3 - 4 5 - 6 1 Sharp
Weapon
Sling 1 - 4 5 - 8 9 - 12 1 Blunt

Bow 1 - 6 7 - 12 13 - 18 2 Sharp

Long Bow 1 - 8 9 - 16 17 - 24 2 Sharp

Crossbow 1 - 8 9 - 16 17 - 24 2 Reload,
Sharp
Pistol 1 - 3 4 - 6 7 - 9 1 Blackpowder,
Reload, Blunt

Musket 1 - 6 7 - 12 13 - 18 2 Blackpowder,
Reload, Blunt
Blunderbuss 6 Fire Corridor 2 Reload, Blunt

*Crossbows.
Targets at Short or Medium Range suffer an extra -1 Save Modifier.

*Blackpowder Weapons (Pistols, Muskets).


Targets at Short or Medium Range suffer an extra -2 Save Modifier.
On a Mishap, the Weapon is rendered useless for the rest of the game.
THE NPC PHASE.

It is possible for certain Non-Player-Creatures to turn up during the course of a game and make life difficult
for everyone! Each NPC will have a Behaviour listed that determines what it does.

NPC Behaviours.
Each NPC is defined by one of 4 Behaviour types.
One player (it doesn't matter who!) should roll a D6 on the appropriate table for each NPC or group of
identical NPCs in the NPC Phase.

Aggressive.
*If already engaged, the NPC will simply perform a Melee Attack with no need to roll on this table.

1-3 = The NPC Moves towards the closest enemy, and engages them if possible- if it does, it makes a Melee
Attack against one randomly chosen Defender.
If armed with a Ranged Weapon, it will instead try to Shoot at the closest visible enemy if possible.

4-6 = The NPC Moves twice towards the closest enemy and engages them if possible- if it does, it makes a
Melee Attack against one randomly chosen Defender.
If armed with a Ranged Weapon, it will instead try to Shoot at the closest visible enemy if possible.

Passive.
*If already engaged, the NPC will always attempt to Disengage with no need to roll on this table.

1 = The NPC freezes and does nothing.

2-3 = The NPC Moves away from the closest enemy.

4-6 = The NPC Moves twice, away from the closest enemy.

Unpredictable.

1-3 = Roll again on the Passive Behaviour Chart.

4-6 = Roll again on the Aggressive Behaviour Chart.

Cunning.
*If already engaged, the NPC will simply perform a Melee Attack with no need to roll on this table.

1 = The NPC remains motionless and does nothing.

2-3 = The NPC Moves towards the closest enemy with the most severe Wound. If it is within range to do so,
it will attempt to engage them if possible- if it does, it makes a Melee Attack against one randomly chosen
Defender.
If armed with a Ranged Weapon, it will instead try to Shoot at the closest visible enemy with the most severe
Wound if possible.

4-6 = The NPC Moves twice towards the closest enemy with the most severe Wound. If it is within range to
do so, it will attempt to engage them if possible- if it does, it makes a Melee Attack against one randomly
chosen Defender.
If armed with a Ranged Weapon, it will instead try to Shoot at the closest visible enemy with the most severe
Wound if possible.
RECRUITING YOUR PARTY.

1: CREATE YOUR LEADER.


This model will represent you, the player, in your guise of a heroic (or villainous, if you prefer!) Leader.
As such, recruiting your Leader is free, and costs no Gold.

Your Leader starts with the basic profile given below:

MEL ACC RES AGI STR MEN NER Notes


Leader D6 D6 D6 D6 D6 D6 D6 n/a

You may then choose any two different Stats to increase to D8 level.
Once this is done, you may choose one of the following Equipment 'packages'. Again, these are free:

Light Armour, one Sharp/Blunt one-Handed Melee Weapon, and a Shield.


Light Armour and two Sharp/Blunt one-handed Melee Weapons.
Light Armour, one Sharp/Blunt one-Handed Melee Weapon and one Bow.
Light Armour and one two-Handed Melee Weapon.
Light Armour, one Sharp/Blunt one-Handed Melee Weapon and one Crossbow.

Equipment Limits.
A model may carry up to three 'Hands-worth' of Weapons. A Leader or Comrade may have up to four
other items, including Shields, Armour and so on; a Follower can have up to two.
A model may wear only one Helmet, and/or a single suit of Armour.
A model may have up to two 'Hands-worth' of items Equipped (that is, held in the hands and ready
for immediate use) at one time- such as Weapons, Shields, Lanterns etc. If it wishes to swap the
items it is holding, it must make a Re-Equip Minor Action.
Items with no listed Hand value are assumed to be available for use as and when needed, unless
otherwise stated.

3: HIRE THE REST OF YOUR PARTY.


You now have 100 Gold to spend on recruiting the remaining members of your Party.
These are split into Comrades and Followers.

No Party can ever comprise of more than 12 models at any time!

Comrades are minor heroes and the closest companions of your Leader, and are capable of growing into
powerful individuals in their own right!
You must hire at least one Comrade, and can have up to four in the Party. Each costs 10 Gold, and have the
same basic profile as your Leader.

For each Comrade, you may choose one Stat to increase to D8, followed by one of the Equipment 'packages'
listed below at the listed cost in Gold:

One Sharp/Blunt one-Handed Melee Weapon and a Shield. (7 Gold)


Two Sharp/Blunt one-handed Melee Weapons. (6 Gold)
One Sharp/Blunt one-Handed Melee Weapon and one Bow. (10 Gold)
One two-Handed Melee Weapon. (5 Gold)
One Sharp/Blunt one-Handed Melee Weapon and one Crossbow. (12 Gold)
Followers are capable yet unexceptional fighters- they make up the bulk of any Party's expedition into the
ruins, but will likely never rise higher than their current station.

Each costs the listed amount of Gold to hire.

You can hire as many Followers as you like, within the 12 model limit noted above.

Follower Cost MEL ACC RES AGI STR MEN NER Equipment

Warrior 12G D8 D6 D6 D6 D6 D6 D6 1x One-handed Melee


Weapon
Warden 14G D6 D6 D8 D6 D6 D6 D6 1x One-handed Melee
Weapon, 1x Shield
Thief 12G D6 D6 D6 D8 D6 D6 D6 1x One-handed Melee
Weapon
Ranger 16G D6 D8 D6 D6 D6 D6 D6 1x Bow, 1x One-
handed Melee
Weapon
Cleric 12G D6 D6 D6 D6 D6 D8 D6 1x One-handed Melee
Weapon
Fanatic 14G D6 D6 D6 D6 D6 D6 D8 2x One-Handed
Melee Weapons
Brute 13G D6 D6 D6 D6 D8 D6 D6 1x Two-Handed
Melee Weapon

4: DONE!
All that remains is to come up with some suitable names for your models and then fill out your Party Roster
or Character Cards accordingly- any unspent Gold can either be kept in your Treasury, or spent on additional
items- see the equipment lists in the Campaign section, on page xx.

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