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Soldiers of Fortune Fantasy v1.2
Soldiers of Fortune Fantasy v1.2
Strange 1
2
3
Temperate Forest
Snowy Wilderness
Wide, Open Plains
Wooden stakes, old earthworks,
splintered barricades, caltrops. This
The Great Rift, the home of
Daemons and the Havoc Gods.
was once the place of great battle. It
Terrain 4
5
Windswept Desert
Coastal, River, or Lakeside
is still booby trapped.
At the end of each round roll a 1d6.
On a 6, place a Reinforcements
6 *Strange Terrain Place at least one piece of Battle Squad from a random Rift
9 1d6
1
Civilization
Deep in the Wilderness
Remnant terrain in each board
quadrant.
Daemons sub-faction, in the
center of a random quadrant.
2 Frontier of Civilization It is Dangerous terrain. If a model These are Neutral Enemies.
3 Among Ancient Ruins Advances into this terrain and On an Ancient Battlefield
4 In the Heart of a Hamlet does not attack that turn, it can
Terrain Beneath your feet are the bones of
5 Near a Walled Settlement treat the terrain as Cover terrain.
6 In the Shadow of a Fortress mighty warriors, restless from sleep.
To get Terrain for a contract, roll
Groves of Fungus
on the Biome table, then the 1d6 Strange Terrain At the end of each round roll a 1d6.
Civilization table. A parasitic fungus with mesmerizing On a 6, place a Vampiric Undead
1-2 Hazardous Terrain
spores has taken root in this patch of Reinforcements Squad in the
If you roll Strange Terrain, roll on 3-4 Reinforcing Terrain
5-6 Modifying Terrain wilderness. center of a random quadrant.
the Strange Terrain table, then roll
Place at least one piece of Fungal These are Neutral Enemies.
terrain as normal, ignoring further 1d6 Hazardous Terrain
results of Strange Terrain. 1-2 Battle Remnants terrain in each board quadrant. Amidst a Magical Deluge
Strange Terrain 3-4 Groves of Fungus When crossed a model must pass A great wind blows, leaving pins-
5-6 Volcanic Activity a Qua roll or become Stunned and-needles on the mind.
There are three types of Strange
1d6 Reinforcing Terrain until the model’s next activation.
Terrain: All Wizards have their bonus to
1-3 Deep in the Daemonic Rift Enemies are immune to this
Hazardous Terrain. Has a lot cast spells doubled. Enemy
4-6 On an Ancient Battlefield effect.
of Dangerous terrain Wizards cannot be Suppressed.
1d6 Modifying Terrain Volcanic Activity
Reinforcing Terrain. Has a During the Blackest Night
Neutral Enemies 1-3 Amidst a Magical Deluge Rivers of bubbling lava, geysers of
4-6 During the Blackest Night hot steam, the air choked by ash. The moon is hidden by the clouds,
Modifying Terrain. Has
rain is beginning to fall.
Special Rules
Place at least one piece of
Neutral Enemies Volcanic terrain in each board Ranged attacks have -1 to hit and
quadrant. models with the Stealth special
Neutral Enemies follow normal AI rule can only be targeted by
rules, but their target is the nearest This terrain is impassible, but ranged attacks when within half
model on either side (Player or models can get Line of Sight over the weapon’s range.
Enemy). They act after both sides. the top of it.
d66 Factions cont. Company Staff Bodyguard
10
Phase for every two Reputation.
56 Saurians Company Staff, reroll duplicates.
61 Shadow Stalkers Grave Robber
You track your Company Staff on
62 Sky-City Dwarves If a Company model dies, gain
your Company Sheet.
63-64 Vampiric Undead 5pts for every Upgrade it had.
65 Volcanic Dwarves d66 Company Staff
66 Wood Elves 11-13 Apothecary Master-at-Arms
Factions
14-16 Bard Company models stop being
If you roll a result that has a “ * ”, d66 *Havoc War Clans
21-23 Bodyguard Rookies at two Veterancy.
that means it has a corresponding 11-14 The Beasts
24-26 Broker
Sub-Factions table to roll on. 15-21 The Brood Master Thief
31-33 Gladiator
22-25 The Crows
Feel free to create your own, 34-36 Grave Robber When starting a Contract, you can
26-32 The Cyphers
condensed Factions table just for 41-43 Master-at-Arms reduce Enemy Alertness by one.
33-36 The Golems
the models you have a home. 44-46 Master Thief
41-43 The Mutilators Ranger
51-53 Ranger
d66 Factions 44-51 The Savages
54-56 Sage Company models can deploy an
11-12 Beastmen 52-54 The Scions
61-63 Squire extra +3” from the board edge.
13 Chivalrous Kingdoms 55-63 The Serpents
64-66 Templar
14 Dark Elves 64-66 The Tyrants Sage
Apothecary
15 Deep Sea Elves d6 *Havoc Warriors Treat the Company as having an
16-21 Duchies of Vinci 1 Change Disciples You can reroll one Injury roll per additional two Intel.
22 Dwarves 2-3 Havoc Warriors Admin Phase, keep either result.
23 Eternal Wardens Squire
4 Lust Disciples Bard
24 Ghostly Undead 5 Plague Disciples Treat the Company as having an
25 Goblins 6 War Disciples Treat the Company as having an additional two Size.
26 Halflings additional two Reputation.
d6 *Rift Daemons Templar
31 Havoc Dwarves
1 Rift Daemons of Change Broker
32-33 *Havoc War Clans Wizards only get a 5pt Salary
34-35 *Havoc Warriors 2 Rift Daemons of Lust Successful Contracts pay an extra bonus instead of 10pts.
36 High Elves 3 Rift Daemons of Plague 10pts for every Reputation.
41-42 Humans 4 Rift Daemons of War
43 Kingdom of Angels 5-6 Reroll
Patron’s Favor Command Squad Tables AI Wizards Actions Table cont.
Beast- 1
2
3
Harpy [1] x 3
Warriors [3]
Raiders [3]
Warherd Commander.
1-2 [Halberd, Army Standard
Bearer] (+25pts)
1-3
[Dual Hand Weapons]
(+10pts)
4-6 [Great Weapons] (+10pts)
men 4
5
Brute [1]
Crazed Boar [1]
Despoiler Lord. [Dual Hand
3-4 Weapons, Despoiler]
(+40pts)
1d6 Warrior Specialists
[Dual Hand Weapons]
6 Hunters [3] + Hound [1] x 2 1-3