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he Fabula system came into being when we additional die is rolled and the highest roll is

needed easy-to-pick-up rules for the narrative discarded. In the previous example, the 6 would
event game Sunhold: The First Triumvirate we have been discarded, leaving a total of 1+4=5. In
were hosting. We combined elements from various some cases, a roll might gain multiple instances of
tabletop miniature skirmish games with (+) and (-), and even contain both. However, this
pen&paper roleplaying games. It was designed to cannot increase the number of rolled dice above
fulfil our requirements: to support multiplayer three. If a roll has more (+) than (-), treat it as a (+)
games and to keep math and dice-rolling from roll. If it has more (-) than (+), treat it as a (-) roll. If
taking over the experience, so players can focus on the number of (+) and (-) is equal, they cancel each
the characters, story and atmosphere of the game. other out and it is a regular roll, unmodified by
This rulebook was written with Dark Age of Sigmar advantage and disadvantage. It still counts as
(AoS28) in mind, but can easily be modified to having both (+) and (-) for purposes of other rules.
accommodate specificities of many other fantasy
All distances in the game are given in inches. This
settings.
includes movement speeds and weapon ranges.
The game allows for premeasurement, which
means you are allowed to measure any distance on
The game is played with six-sided dice (d6). the board before taking an action. This means that
Sometimes, it requires you to roll d2s or d3s. To there should be no failed actions due to attacking
simulate a d2, roll a d6: if the roll is 1-3, treat the targets outside of range or ending a movement in
result as 1. If the roll is 4-6, treat it as a 2. d3s work an unplanned position. If an action requires a
in a similar fashion. Roll a d6, and halve the result, target, the model taking an action needs to have
rounding up. 1-2 will become 1, 3-4 becomes 2, and line of sight to the target, representing what it can
5-6 is 3. see on the table. Models have no facing, meaning
they have line of sight in all directions. Other
Additional rules pertaining to dice are advantage
models, terrain, and objects block line of sight.
(+) and disadvantage (-). If a roll has (+), an
Players can check line of sight at any time to
additional die is rolled and the smallest roll is
prevent them from declaring actions against illegal
discarded. For instance: a roll with advantage
targets. Models always have line of sight to
yields the result of 1, 4, and 6. 1 is discarded, which
themselves.
leaves the total of 4+6=10. If a roll has (-), an

This rulebook is completely unofficial and in no way endorsed by Games Workshop Limited. GW,
Games Workshop, Citadel, Black Library, Forge World, Warhammer, the Twin-tailed Comet logo,
Warhammer 40,000, the ‘Aquila’ Double-headed Eagle logo, Space Marine, 40K, 40,000, Warhammer,
Age of Sigmar, Battletome, Stormcast Eternals, White Dwarf, Blood Bowl, Necromunda, Space Hulk,
Battlefleet Gothic, Dreadfleet, Mordheim, Inquisitor, Warmaster, Epic, Gorkamorka, and all associated
logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the
distinctive likenesses thereof, are either ® or TM, and/or © Games Workshop Limited, variably
registered around the world. All Rights Reserved.

1
The game is played with tabletop miniatures, dealing with attacks of opportunity and making
which represent characters, monsters, and other ranged attacks). Models in the same warband are
creatures. In the rules, we will refer to those as considered Friendly to each other. Characters can
models. A model is a painted miniature (or always target Friendly models (even those in the
sometimes group of miniatures, like in case of same warband) with attacks, but this is a sure-fire
swarms) mounted on a single round or oval base of way to lose the Friendly status.
appropriate size. Players control warbands of
characters, while the Game Master (GM) controls
any neutral characters and monsters. The GM's role
Firstly, you will need a warband of one to four
is to moderate the game, arbitrate rules, and keep
characters, represented by 28mm miniatures
the narrative going forward.
(referred to here as models). Each model should
The players are allowed to forge alliances during have their own Character Sheet. You will need a
the game. If you come to an agreement with number of six-sided dice as well. To play the game
another player or a character controlled by the GM at a smooth pace, you will need at least 3 dice, but
that you are Friendly, the game will treat you as it is recommended to bring a handful. Another
such. Both parties need to agree to this truce, or necessity is a measuring tape, or another device
they will be treated as Enemies. In addition to marked in inches, which is used for measuring
narrative impact, the Friendly/Enemy status has distances in the game.
some bearing on the rules, particularly when

Photographs by V.M. Kuriljov (@vmkuriljov) and Ana Polanscak (@a_polanscak).

2
Each model has a profile that consists of the Daemon: Physical manifestations of the forces of
model’s Name, Description, Characteristics, Chaos. These otherworldly entities are uniformly
Combat Stats, Skills, Features and Actions, and malevolent and delight in creating disorder and
Notes. The following section will provide a guide to misery among mortals. Daemons include servants
filling character sheets for your models and explain of the Chaos Gods from lowly Nurglings to Daemon
how their statistics influence their performance on Princes.
the tabletop. Elementals: Magical elements given form.
Elementals can be naturally occurring or created
by powerful mages. Natural elementals are usually
connected to the four classical elements (air, earth,
fire, and water), while created elementals include
The name of the model. gargoyles.
Human: Bipedal, sapient, living, and corporeal
creatures fall under this category, which includes
The back of the sheet is used to provide flavour and humans, dwarves, elves, and halflings, among
personality to the character. While it has no direct others. They have culture, produce their own
impact on the game mechanics, the description is weapons and armour, and are capable of learning
important as it may influence narrative decisions. magic.
The image is a photograph of the model or an
Monstrosity: Monsters in a narrower sense,
illustration of the character that helps identify
creatures falling under this category are varied and
them on the board.
dangerous. Ogres, giants, dragons, trolls, griffins,
harpies, and unicorns are examples of
monstrosities. They have few unifying traits, being
Characteristics roughly define what type of entity a monsters that appear in the wilderness.
model is. This can include a variety of terms, such
as Beast, Construct, Daemon, Elemental, Human, Spirit: This category covers a host of supernatural
Monstrosity, Spirit, Stormcast, and Undead. Many entities that hold power over the material world.
of these terms are key words that Abilities will use While in the Mortal Realms, spirits have a
to determine legal targets. Always keep in mind the corporeal or semi-corporeal form.
models' Descriptions as well. A model can have one Stormcast: Stormcast Eternals are heroes reforged
or two Characteristics. into legend, the embodiment of a living tempest
Beast: Naturally occurring animals with little to no cast from the Celestial Realm. Once they were
magical properties. Beasts are usually non-sapient, mortal, but they were taken to the Heavens and
which means they are limited in the skills that they remade by Sigmar to reclaim the world from the
can use. Beasts include creatures like wolves, grip of Chaos. They are gifted with superhuman
bears, birds, reptiles and gryph hounds. strength, courage and wisdom.

Construct: Artificial creatures that are created, not Undead: Previously living creatures given un-life
born. They are not considered to be living and are by necromancy. Lower undead, such as
made from metal, stone, or other dead matter. deadwalkers and skeletons are non-sapient, while
Constructs can be powered by a mechanism such higher forms of undead, such as liches and
as clockwork or be animated by magic. Constructs vampires, are extremely intelligent and powerful.
include automata and golems. Undead also include ghouls, ghosts, and a myriad of
other forms of beings from beyond the grave.

3
4
Arcana – Measures a character's ability to
understand and harness magic. An Arcana Check is
These include a model's HP (Hit Points), movement made when a model attempts to cast a spell or
Speed, and Armour. attempts to identify a magical phenomenon. Most
HP represents how much Damage a model can spellcasters have proficiency in Arcana, while
receive before being taken out of action. Bulky superstitious and religious folk have little
characters and those that favour melee combat knowledge of the arcane arts.
generally have more HP, while characters like frail Burglary – Measures a character's ability to pick
mages and non-combatants may have reduced HP. locks and disarm traps, which require a Check.
A regular human (such as a soldier) has 6 HP, while Thieves and tomb raiders have proficiency with
the upper limit for humans is 10. When a model is this Skill, while clumsy and honourable characters
reduced to 0 HP, they are taken out of action and may lack in this Skill.
removed from the board.
Charisma – Measures force of personality and
Speed represents how far in inches a model moves ability to influence other characters. A Charisma
with a single Action. Feeble mages and heavily Check is made when a model attempts to persuade
armoured knights have a Speed of 4. Lightly a guard to let them pass or intimidate a group of
armoured rogues, archers, and foot soldiers have a lesser enemies into running away. Bards,
Speed of 5. merchants, diplomats, and leaders generally have
Armour represents how well a character is proficiency in Charisma. Foul-looking, boorish, and
protected, and can range from 0 to 2. A model with gullible characters have low Charisma.
0 Armour is unarmoured or wears insignificant Combat – Measures martial prowess. A Combat
protection. Armour 1 is used for light and medium Check is made when attacking with melee
armour that offers some protection without weapons. Exceptional warriors have proficiency
restraining its wearer's mobility; examples of this with this skill, while those who shy away from
would be padded armour, leather armour, chain hand-to-hand encounters have poor Combat.
shirts, and partial or piecemeal plate armour.
Armour 2 means the model is equipped with a full Defence – Measures the defensive capability of a
suit of heavy armour, such as chainmail or plate. character in a close-quarters fight. A Defence Check
Heavy armour constricts movement and often is made when a model tries to evade attacks in
negatively affects its wearer's Speed, Reflexes, and melee combat. Duellists and evasive assassins have
Stealth. When a model takes Physical Damage, proficiency with this skill. Non-combatants, pack
reduce it by an amount equal to the character's mules, and berserkers have low Defence.
Armour score, to a minimum of 1 Damage. Fortitude – Measures physical aptitude and
stamina. A Fortitude Check is made to climb, break
down a door, and resist the effects of poison.
Skills describe a character's proficiency in Characters with a strong physique have proficiency
performing a certain task. There are twelve skills in in this skill, while sickly and frail characters have
total: Arcana, Burglary, Charisma, Combat, low Fortitude.
Defence, Fortitude, Lore, Marksmanship,
Lore – Measures a character's knowledge of
Perception, Reflexes, Stealth, and Willpower. When
history, folklore, languages, philosophy,
making a Skill Check, a model rolls 2d6 and adds
mythology, astrology, the occult, and many other
them up. If the total is equal to or higher than the
topics. A Lore Check is made when a model tries to
Check's Target Number (TN), the model succeeds.
remember a piece of lore, identify a monster, or
If a model is proficient with a certain skill, they
read obscure writing. Scholars, mages, and other
instead roll 3d6 and add up the two highest dice. If
learned folk have proficiency with Lore, while the
a model is lacking in a skill, they roll 3d6 and add
uninitiated and uncultured characters have poor
up the two lowest dice. Write down on the model’s
Lore.
character sheet which skills they are proficient
with and poor at, marking them in this manner:
Stealth(+), Perception(-).
5
Marksmanship – Measures skill with ranged
weapons, such as bows, crossbows, firearms, and
thrown weapons. A Marksmanship Check is made Features are added to a model’s profile to further
when a model shoots a ranged weapon. define them. Features can come from a character's
Experienced and talented marksmen have nature, training, magic items, and other sources.
proficiency with this skill, while poor-sighted or Here are a few common Features:
untrained shooters have poor Marksmanship. Fast Attacker. This model can use up to three
Perception – Measures the use of one's senses. A actions to make melee attacks, instead of two. Dual-
Perception Check is made to explore one's wielding models often have this Feature.
surroundings in greater detail, track quarry, and Fear (X). Enemy models that end an Action within
find hidden creatures or objects. Scouts and those 2” and line of sight of this model or target this
with supernaturally enhanced senses have model with an action for the first time on their turn
proficiency in Perception. Oblivious individuals must succeed on a TN X Willpower check or the
and those with physically impaired senses have Enemy has (-) to all Checks and cannot move closer
poor Perception. to the model with Fear until the start of the
Reflexes – Measures dexterity and speed of a Enemy’s next turn.
character's reactions. A Reflex Check is made to Flying. This model is immune to Falling Damage
dodge ranged attacks, jump over a pit, or evade and may ignore any terrain or models while
traps. Roguish and alert characters have good moving.
Reflexes, while slow, heavily-armoured, and
cumbersome characters have poor Reflexes. Hard to Kill. This model cannot be reduced to 0 HP
if it has 2 or more HP remaining.
Stealth – Measures the ability to move quietly and
stay hidden. A Stealth Check is made to cross a Incorporeal. This model reduces any Physical
room without alerting a monster, steal an item Damage it takes by half, rounded down. This model
from a nearby model, or set up an ambush. Rogues, also ignores Blocking and Difficult Terrain while
thieves, and assassins are proficient with this skill, moving.
while noisy, heavily-armoured characters have
Magic Resistance. This model has (+) on Checks
poor Stealth.
made to resist Spells.
Willpower – Measures a character's force of will
Nonsapient. This model automatically fails
and courage. A Willpower Check is made when
Arcana, Burglary, Charisma and Lore Checks.
facing a particularly frightening monster and to
resist mind-influencing spells. Resolute and Poison Immunity. This creature ignores all Poison
courageous characters have proficiency in Damage. There are also equivalents for Fire, Frost,
Willpower, while cowardly, impulsive, and weak- and Lightning Damage.
willed characters have low Willpower.
Reckless. At the start of this model's turn, it can
choose to gain (+) to Combat and (-) to Defence
until the start of its next turn.
Regeneration. This model regains 1d2 HP at the
start of its turn.
Sharpshooter. This model's ranged attacks ignore
Cover.
Sprinter. This model can use up to three Actions to
perform the Move Action, instead of two.
Unimpeded. This model ignores Difficult terrain.

6
This section covers the offensive Actions the model Polearms are long-hafted weapons such as spears,
can make, as defined by the weapons they carry pikes, and halberds. Their greatest strength is their
longer reach. While most polearms are too
and spells they know. A model is limited to 4
cumbersome to use one-handed, spears can be
weapons and/or spells. For more information on paired with a shield.
how to make attacks and cast spells.
Longswords are deadly in the hands of a capable
Each weapon has the following statistics: Type, user. Finely-crafted warhammers, flails, and
Reach/Range, Damage, and Properties. Type battleaxes can also use this profile. Longswords can
defines whether a weapon is Melee or Ranged, thus be wielded with two hands or just one, freeing the
determining which skill is used when making an other for a shield or another weapon.
Attack: Combat for Melee and Marksmanship for
Great Weapons are heavy, two-handed weapons:
Ranged. Reach and Range determine the maximum
greatswords, mauls, and greataxes fit into this
distance at which the weapon is effective; you category.
cannot target models that are further away than
that. Damage states how much HP the target loses Shortbows and Longbows are common weapons
when it is hit with the weapon. Damage is a random that fire arrows at long range. Longbows require
number, usually determined by rolling one or more higher strength to draw, with the payoff of longer
d3s. For example, a short bow deals 1d3+1 range and potentially higher damage.
Damage. There are five types of Damage: Physical, Crossbows are slow-loading ranged weapons that
Fire, Frost, Lightning, and Poison. Damage is use armour-piercing bolts as ammunition. It takes
Physical type unless stated otherwise. Remember less skill to learn how to shoot a crossbow than a
that Physical Damage is reduced by Armour, but bow, making it a favourite ranged option for melee
other types of Damage are not. Properties give specialists.
additional effects to weapons, such as additional Pistols and Muskets are early firearms, capable of
Damage under specific circumstances or non- firing lead balls. Their high damage is offset by the
Physical Damage. The list below contains a few need to reload after each shot and their tendency
common weapons. to misfire. When fired successfully, these weapons
produce a flash of light and a loud bang, meaning
Sidearms include daggers, knives, clubs, and other that their users can hardly remain hidden after the
small, one-handed weapons. They are favoured by first shot. Pistols are one-handed and often paired
rogues and used as secondary weapons by long- with a melee weapon. Muskets have longer barrels,
range attackers. allowing for precise shots at longer range.
One-handed swords, axes, maces, and similar Shields are held in one hand and have defensive
weapons are Hand Weapons. They are simple to use. Shields of different types and sizes have the
use and often used alongside a shield, sidearm, or same rules.
another hand weapon.

Sidearm Melee 1“ 1d3 -


Hand Weapon Melee 1“ 1d3+1 -
Polearm Melee 2“ 2d2 -
Longsword Melee 1“ 1d3+1 Critical Strike
Great Weapon Melee 1“ 2d3 -
Shortbow Ranged 12“ 1d3+1 -
Longbow Ranged 16“ 1d3+1 Critical Strike
Crossbow Ranged 14“ 2d2 Armour Piercing, Loading
Pistol Ranged 8“ 1d2+2 Armor Piercing, Firearm, Loading
Musket Ranged 12“ 1d3+2 Armour Piercing, Firearm, Loading
Shield - - Defensive

7
Many weapons have additional rules, called
Properties. Here are a few examples:
For keeping track of the model’s remaining HP,
Armour Piercing – This weapon ignores the lasting effects, inventory and other useful
target's Armour.
information.
Critical Strike – This weapon deals an extra 1
Damage for each 6 rolled during the Attack Check.
Defensive – This weapon cannot be used for Each model can make up to 3 Actions per Turn,
attacking, but grants the wielder Defence(+). which they can expend to Move, Attack or Cast
Spells, Interact or Use Skill, and perform Special
Firearm – For every 1 rolled during the Attack
Check, the wielder takes 1 Damage. Actions.

Loading – The wielder can attack with this weapon Move – A model moves a number of inches equal to
only once per Activation, representing the time it its Speed stat. This movement does not have to be
takes to reload the weapon between shots. one-directional, meaning that the model can go
around obstacles such as terrain and other models.
Magical – This weapon ignores the target’s A model can move a shorter distance than its
Incorporeal Feature.
Speed, but any unused movement is lost. Models
Poisonous X – After damaging, the target must move more slowly through Difficult Terrain and
succeed on a TN X Fortitude Check or take 1d2 cannot move through Blocking Terrain and other
Poison Damage. models.
Thrown (X”) – This weapon can be used as a A model can perform special types of movement:
Ranged weapon with a range of X. Climbing and Jumping. The DM can ask for a Skill
Spells allow a character to magically influence the Check (typically Fortitude and Reflex) in order for
world around them. Spells can have a variety of the special movement to succeed. Another special
effects that help in combat or exploration. When a type of movement is Pushing. Unlike Climbing and
Spell is cast, the casting model makes an Arcana Jumping, a model cannot Push itself willingly, but
Check with a Target Number (TN) determined by rather there are effects that can cause a model to be
the spell. On a successful Check, the Spell is cast, Pushed. During a Push, the pushed model ignores
while on a failed Check the Spell has no effect. Attacks of Opportunity and Difficult Terrain.
Below are a few examples of what spells can do and
TN for these effects.

Target model within 12“ makes a Reflex Check, taking 1d3+1


Elemental Bolt TN 6
Fire, Frost, or Lightning Damage on a failed Check.
Target model within 1“ makes a Fortitude Check, losing 1d3+1
Inflict Wounds TN 6
HP on a failed Check.
Cure Wounds TN 7 Target model within 4“ regains 1d3 HP.

Mage Armor TN 7 The caster has Armour 2 until the start of their next turn.
Target model within 8“ makes a Willpower Check, immediately
Command TN 8 performing one action controlled by the caster on a failed
Check.
Make a Perception(+) Check as if the caster was standing in a
Far Sight TN 8
place within 8“.
Place the caster in an unoccupied space within 8“ and Line of
Teleport TN 8
Sight.
Place a Familiar within 4“ and line of sight. The Familiar is
Conjure Familiar TN 9 controlled by the caster and persists until either it or the caster
is slain or the caster casts this Spell again.
8
When a model’s movement causes it to leave an
Enemy model's longest Attack Reach, the Enemy
model can make one melee Attack against the
moving model, called an Attack or Opportunity. To
prevent this, a model can take the Disengage Action
before moving.
A model cannot take the Move Action more than
twice per model’s Activation.
Attack – A model performs an Attack, usually to
injure or kill another creature. The Attack has to be
tied to a Weapon on the model’s character sheet.
An Attack needs to have a target, usually a model,
within its Reach or Range.
For melee Attacks, the attacker makes a Combat
Check and the defender makes a Defence Check.
For ranged Attacks, the attacker makes a A model cannot take the Cast Spell Action more
Marksmanship Check and the defender makes a than twice per model’s Activation.
Reflex Check. Either way, if the attacker's total is
Interact or Use Skill – A model makes use of its
equal to or higher than the defender's, the Attack is
surroundings or Skills. Interacting includes pulling
a hit and the defender takes Damage as determined
levers, opening and closing doors, handing objects
by the attacker's Weapon.
to other models, picking up items, and examining
Ranged Attacks have some additional rules. Firstly, objects in the model’s vicinity. The DM can call for
a model cannot use Ranged Weapons if it is within a Check for the Action to succeed, or the Action's
the Reach of an Enemy model's melee Attack. completion may result in a triggered effect. A
Secondly, if a model is shooting at a target that is model can use Skills without directly interacting
within 1“ of at least one model that the target with their environment, such as recalling
considers to be an Enemy, there is a chance the information, looking around without searching for
shooter will hit a random different target. If the roll a specific thing, and attempting to hide (Enemy
for the Marksmanship Check made as part of the models do not have line of sight to a hidden model
attack has one or more 1s, the Attack targets a until it reveals itself or is discovered). Each Skill's
model of the DM's choice that is within 1“ of the description includes examples of how the Skill can
original target. be used.

A model cannot take the Attack Action more than A model can take these Actions any number of
twice per model’s Activation. times per Activation.

Cast Spell – A character attempts to cast a spell Special Actions – Models can also perform Actions
that they know (either by having it printed on their that do not fall under the categories described
sheet or gaining it through exploration or a magic above. Such Actions are reserved for specific
item). When casting a Spell, the caster makes an models and can be found on their profile. One
Arcana Check with a Target Number determined by exception to this is the Disengage Action, which is
the Spell. On a success, the Spell is cast and its a Special Action that can be taken by any model
effects take place. (and is therefore not printed on stat cards but
explained here).
If a Spell's effect allows the target to make a Check
to resist the spell's effects, the resisting Check's has Each Special Action can be taken only once per
to beat the caster’s Arcana check in order to model’s Activation.
succeed. Spells are separate from ranged Attacks
Disengage: This model focuses on fending off
and therefore ignore Cover, can be cast while
attacks as it leaves hand-to-hand combat,
engaged in close combat, and do not randomize
becoming immune to Attacks of Opportunity for
targets when shooting into engagements.
the rest of its Turn.
9
Helwen uses her second Action to attack the
A melee fight between Helwen the Blessed (see pg.
Deadwalker again. She rolls 4, 3 and 3 on her Attack
4) and a Deadwalker (see pg. 19). During Helwen’s
Roll. Again, she discards the lowest die for a Check
Activation, she makes two Attacks with her
Total of 7. The Deadwalker counters the Attack
Warhammer. Being a powerful hero, Helwen has
with rolls of 5, 4 and 4 for the its Defence Check, for
(+) on her Combat Checks. The Deadwalker is slow
a Defence Total of 8. The Deadwalker therefore
and shambling, so it has (-) to its Defence Checks.
beats Helwen’s total and manages to evade the
For her first Attack Check, Helwen rolls 6, 5 and 3, attack. Helwen has used two Actions to make
discarding the lowest die of 3 for a Check Total of Attacks and cannot make further Attacks during
6+5=11. The Deadwalker rolls 6, 3 and 1 for its this Activation.
Defence Check, but has to discard its highest roll of During the Deadwalker’s turn, the undead monster
6 due to having (-) on its Defence Checks. The makes two attacks against Helwen. For the first
Dedwalker’s Check Total is therefore 3+1=4. attack, it rolls 5 and 4 for the Attack Check.
Helwen’s Attack Check Total is higher than the Helwen’s Shield grants her (+) on her Defence
Deadwalker’s Defence Check Total, meaning that Checks, so she can roll three dice and discard the
Helwen has managed to land a hit. Her Warhammer lowest one. She rolls 5, 5, and 3 for a Check Total of
deals 1d3+1 damage on a hit and has the Critical 10. The Deadwalker misses its first Attack. On the
Strike rule, which causes the attack to deal an second attack, the Deadwalker rolls two 4s for a
additional 1 damage for every 6 rolled on the Check Total of 8. Helwen rolls 5, 3 and 1 on her
Attack Check. Helwen Rolls 2 on the d3 for her Defence Check for a total of 8. This means that the
damage die. The final damage is 4: 2 from the totals are tied. In such cases the attacker hits. The
damage roll, 1 from the weapon’s damage modifier, Deadwalker’s attack deals 1d3 damage with its
and an additional 1 from the Critical Strike. The Nails and Teeth. The roll determines that the attack
Deadwalker has 6 starting HP, but takes 4 damage. deals 2 Damage. However, Helwen wears Heavy
Following Helwen’s first attack, the Deadwalker Armour, which reduces incoming Physical Damage
has only 2 HP remaining. by 2. As Armour cannot reduce damage to 0,
Helwen takes 1 damage: barely a scratch.

10
A piece of terrain can have multiple features. A tree
mounted on a base can have all of the properties
What we call terrain are scale models of trees,
mentioned above: the base, covered in gnarly roots,
rocks, buildings, and other features on the tabletop
is Difficult terrain. The tree's trunk is Impassable
that represent the environment in which the
and Blocking terrain that provides Cover to those
encounter takes place. Terrain comes with its own
standing behind it.
set of rules that influence Movement, Line of Sight,
and Ranged Attacks. Traps represent environmental hazards, usually
made by intelligent creatures. Traps have a Trigger,
Difficult terrain slows down models that move
effect, and a way to disarm them. The Trigger is an
over it. Moving over Difficult terrain costs 2“ of
occurrence which causes the Trap to spring, such
movement for every 1“ moved. Difficult terrain
as opening a chest or stepping on a pressure plate.
includes vegetation, mud, rough ground, deep
The Trigger can be spotted, usually with a
snow, shallow water, and similar features.
successful Perception Check. A Trap's effect
Impassable terrain blocks Movement. Models describes the consequences for triggering the trap.
cannot move through Impassable terrain, which This can include a volley of poisonous darts,
includes such features as large rocks, walls, and swinging blades, or causing all gates to close and
trees. lock while a monster is released into the room.
Blocking terrain blocks Line of Sight. It includes Most effects require models in a certain area to
walls, dense vegetation, and pretty much anything make a Skill Check, taking Damage on a failed
that is not see-through and gets in the way. Check. Many Traps have a way to disarm them, so
that they can be safely circumvented, usually
Cover makes targets harder to hit with Ranged
requiring a Skill Check. This can include uttering a
Attacks. If a piece of Cover terrain is interposed
secret password (Lore), disabling the trap's
between the target and the attacker, and the target
mechanism (Burglary), or carefully stepping
is within 1“ of the Cover terrain, the target gains (+)
around it (Reflexes). Some Traps can be triggered
to its Reflex Check. Cover terrain includes walls
only once, while others can be triggered multiple
(even ruined ones), vegetation, rocks, and anything
times.
that can make a creature harder to see or hit.
An example of a trap would be a pair of fire-
Some terrain can be on higher elevation.
breathing statues flanking a doorway, activated by
Characters standing atop such terrain have
a pressure plate on the ground in front of the
improved Line of Sight, being able to see over some
doorway. The trap’s Trigger is when a model steps
obstacles and even have a vantage point that
on the pressure plate, represented by a 1” square
ignores Cover. Another benefit of Elevated terrain
area in front of the doorway. The effect is that any
is being out of reach of most melee weapons of
model within 2” of the statues must succeed on a
models on ground level. Elevated terrain is usually
TN 8 Reflex Check or take 2d2 Fire Damage
hard to reach for non-flying models, which have to
whenever the trap is triggered (it can be activated
use stairs, ladders, or scale walls.
multiple times). A model that investigates the
A model that falls from Elevated terrain takes statues automatically notices nozzles in the
Falling Damage. Falling Damage equals 1d2 for statues’ mouths. A model that has a Check Total of
the first 2” that a character falls plus 1 Damage for 8 or higher on a Perception Check made while
every additional 1”. This height is rounded up or inspecting the room notices subtle soot marks
down to the closest height: falling from a 2.4” deals around the statues and suspicious floor tiles that
1d2 Damage, while falling from 2.5” deals 1d2+1 turn out to be the pressure plate. The Trap can be
Damage. Falling Damage is Physical, but ignores disabled in two ways. The first is by using an
Armour. A model that Jumps or Climbs down from Interact Action to stuff rags and debris into the
higher elevation doesn’t take Falling Damage if it statues’ mouths, thus blocking the nozzles. This
succeeds on a Fortitude or Reflex Check, as causes the Trap to temporarily become inactive.
appropriate. Some heights are too tall for a The second method requires a model within 1” of
character to Jump down safely. In such cases, a the pressure plate to take an Interact Action and
successful Reflex Check can only reduce Falling succeed on a TN 8 Burglary Check, placing an
Damage, but not negate it entirely. obstruction (such as a metal spike) under the

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pressure plate, preventing it from lowering when controlled by the GM go last, after all players have
someone steps on it. This disables the trap until a taken their Turn.
model removes the obstruction. Rolling 5 or less on During a player’s Turn, that player gets to Activate
the Burglary Check, however, triggers the trap. their models. The player chooses one model, then
Lastly, the trap can be evaded by jumping over the Activates it. On its Activation, a model has three
pressure plate, which requires a successful TN 6 Actions, which it can use to Move, Attack and Cast
Reflex Check made while moving over the pressure Spells, Interact and Use Skills, use Special Actions,
plate. or Pass. After a model has completed its three
Curios are special pieces of terrain that can be Actions, its controller chooses a different model
interacted with. Curios include treasure chests, and repeats this process until they run out of
corpses, locked doors, and other points of interest. models to Activate, at which point their Turn ends
Interacting with curios sometimes requires a and the next player’s Turn begins.
successful Skill Check.

A game is divided into Rounds, which are further


divided into Turns. During a Round, each player The Round can be structured so that each
gets their Turn to play. The order in which players’ player Activates a single model at a time. Using
Turns take place is called Initiative. There are a few this Activation mode, after determining the
ways to determine Initiative. For games with two, Initiative order, the first player Activates one
three, or four players, each player rolls 2d6 at the model and passes the turn to the next player,
start of each Round. The player with the highest who then Activates one model, and so on until
roll has their turn first, then the others proceed in each player and the GM have Activated a model
descending order. In case of ties, players roll again each. Repeat this process until all models have
until Initiative order is determined. If there are five been Activated, which ends the current Round.
or more players, prepare a small deck of numbered If a player has Activated all of their models,
cards. At the start of each round, each player draws they have to wait for the next Round. This mode
a card from the deck. The player who drew 1 goes will result in a more dynamic experience, but
first, the player with the 2 goes second, the player can bog down the game. Therefore, this mode
with the 3 third, and so forth. Regardless of the is not recommended in games with more than
method used to determine Initiative, models four players (including the GM).

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It might be difficult to visualise the difficulty each Check Target Number (TN) represents. To help
with that, here is a guide for each TN, including a table with percentage chances for success for
each TN. The table also contains data for Checks made with Advantage and Disadvantage. This
resource should be useful for GMs to determine TNs for Checks while preparing adventures and
as a reference for Checks during the game. Players should also find this useful during character
creation, as they need to determine the TNs for their characters’ spells and some abilities.

TN With Disadvantage Regular Roll With Advantage


2 100% 216/216 100% 36/36 100% 216/216
3 93% 200/216 97% 35/36 99.5% 215/216
4 80% 173/216 92% 33/36 98% 212/216
5 64% 139/216 83% 30/36 95% 205/216
6 48% 103/216 72% 26/36 91% 193/216
7 32% 69/216 58% 21/36 81% 174/216
8 19% 42/216 42% 15/36 71% 147/216
9 11% 23/216 28% 10/36 52% 113/216
10 4% 11/216 17% 6/36 36% 77/216
11 2% 4/216 8% 3/36 20% 43/216
12 0.5% 1/216 3% 1/36 7% 16/216

TN 2 – All characters are guaranteed to succeed on this Check, making it unnecessary to roll. This
TN should therefore never be used.
TN 3 – Only way to fail is to roll snake eyes, i.e. two 1’s. This TN should therefore be used sparingly,
for Checks that fail only in extreme circumstances, such as when a character tosses a carried item
to an ally within 2” and neither character is engaged in combat.
TN 4 – This Check is very easy and a character should be expected to succeed even with
Disadvantage. It is therefore of limited usefulness. An example would be a Reflex Check made
when climbing rickety stairs at half movement speed, as a failure can be explained by something
outside the character’s control.
TN 5 – A Check with this TN can be passed with some regularity by most characters. It will not
present any challenge if a character has Advantage, but those with Disadvantage have a decent
chance of failure. For example, when a character needs to lift an object of moderate weight, such
as a barrel or wooden chest, the TN would be 5.
TN 6 – Still relatively easy, this Check is used for tasks that most characters are supposed to
succeed on a regular basis. Those with Disadvantage should think twice about trying this Check,
as this is the point where their chance drops below 50%; difficult but still worth a try. Identifying
a common monster or casting a basic-level spell would require a successful TN 6 Check.
TN 7 – This should be the most common Check and best illustrates the difference between skilled,
regular, and weaker characters. Picking a regular lock, climbing a wall with protruding bricks, and
resisting the effects of a medium-strength poison are all examples of this Check.
TN 8 – While not overly difficult, this Check represents a challenge to all characters. Even those
with Advantage cannot count on succeeding on it. Casting complicated spells, disarming complex
traps, jumping long distances and identifying rare magic items are examples of this Check.

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TN 9 – This TN represents challenges that require a good amount of skill and luck to overcome,
such as remembering an obscure piece of lore, persuading a group of bandits to let the character
pass without incident, or bursting through a stone door.
TN 10 – A success on a Check with this TN is a small feat in itself, and should therefore be used for
very difficult challenges only. Finding a rare monster’s weak spot or crawling through a space
previously considered too small would require a successful TN 10 Check.
TN 11 – This TN should be reserved for the times when players attempt to do something
outlandish and unlikely, but still with a small chance of success, such as destroying a chain holding
a chandelier with a thrown dagger from maximum range or intimidating a monster by making a
lot of noise.
TN 12 – Only use this TN for the least likely scenarios. The chances to succeed are abysmal except
for characters with Advantage. Most of the time, trying to succeed is a waste of an Action, but
success should have an amazing payoff. Looking for and actually finding a secret door, getting a
monster to join the character (at least for a time), or wrestling an item from another character are
examples of Checks with this TN.

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