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WELCOME TO EXPANSION 2

Thank you for buying the second expansion for Last Era.
As with the first expansion, this is intended to provide bite-sized entertainment for a bite-
sized price.

New rules are option and both players should agree on their inclusion.
Scenario writers or Game Masters should specify what options will be in use and what options
are inappropriate for the scenario.

New units are generally legal for pick-up games, as long as either player owns the expansion in
question.

As each expansion reaches a particular sales threshold, it will be taken down and revised for
inclusion in the core game rules.

NEW BACKGROUND

THE MARSH DUCHIES


Located to the South of Illirya, off the Grey Coasts, the Marsh Duchies are a series of small,
independent towns and principalities located in an expanse of wetlands and rough hills.

The origin of the term “Marsh Duchies” is disputed, but typically attributed to the late King
Haran as an insult, which the Marshlanders reclaimed with their typically defiant attitude.

Originally colonised in the early years of the era, attempts have since been made to bring the
Marshlands under formal control by one ruler or another, but so far each have failed.
Politically, the region functions as a very lose confederacy, banding together long enough to
contend with threats to their existence or independence.

As the wars of the end of the era are escalating, it seems unlikely that the Marsh Duchies can
remain detached from the world however.
But with no leader strong or charismatic enough to command their strength in unison, it
seems doubtful they’ll be able to decisively repel a dedicated enemy incursion.

THE SPIRITS OF THE MARSHES


Many strange creatures lurk in the depths of the Marshlands where even the locals do not
venture.
While much is no doubt local superstition and legend, several villages will have a patron spirit
that they appease, typically by keeping a certain pond clean and in good condition.
In turn, the spirit seems to help ward away wandering monsters.

Travellers have warned of darker rituals to these spirits, but they appear to be the product of
wartime propaganda, often gleefully repeated by the Marshlanders themselves.
NEW RULE

VOLLEY FIRING
A unit with missile weapons may opt to volley fire.
This requires two actions to be spent.

When volley firing, the warbandwill fire a total of 3 shots at the conclusion of the second
action.
Volley fire will only inflict hits on a roll of 10 however.
Any figure hit must roll for damage as normal and must retreat 2”.

BATTLE OBJECTIVE
The Marsh Duchies are often theorised to have been a wealthy kingdom in a past era, as the
swamps are littered with ancient riches for those who dare brave the swamp drakes.

TREASURE HUNT
The two sides are clashing over the rumoured location of a treasure from the previous era.

As each terrain feature has a figure enter for the first time, roll 1D10.
If the roll is a 10, the treasure has been located.
If not, mark the terrain feature as explored. All future rolls receive a cumulative +1 bonus
though a roll of 1 will always fail.

If all features but one have been searched, the last one will automatically reveal the treasure.

Terrain features in the initial deployment areas cannot hold treasure and are never rolled for.

Once the treasure has been located, roll 1D10 below.

1-2 Gold! Unit finding the gold removes Rattled status if they have it.
Any unit with a figure within 6” of terrain feature adds +1 to Morale.
3-4 Magical weapons Unit finding the treasure receives +1 CS, +1 RS and +1 Power to all attacks for the
remainder of the game.
5-6 Magical armour Unit finding the treasure receives +2 Toughness for the remainder of the game.
7-9 Ancient relic Unit finding the treasure reeives +5 Experience points. If this brings them to 10 or
more, they may cash in immediately.
10 Crown shard A shard of the crown of ages.
All troops on the table receive a +3 Morale bonus for the remainder of the game and
recover from Rattled status.
Player that found the shard may restore ALL Routed figures immediately.
Holding the terrain feature at the end of the game is worth an additional 50 victory
points.

The game is resolved on victory points at the end of turn 5.


Any figure in the terrain feature housing the treasure will award you bonus victory points
equal to the points value of the figure.
BATTLE CONDITIONS
The realms of the Last Era are often hazardous to even traverse, let alone attempt to wage war
in.
The Marshlands are a prime example, combining unsafe footing and the disorienting effect of
the marsh spirits, but similar conditions can be found elsewhere, like the Firewind deserts.

UNSAFE GROUND
Before determining which sides you set up on, a random player nominates 3 terrain features
to be unsafe.
The opposing player may then change 1 of the terrain features chosen to a different feature.

Any figure entering into an unsafe feature or beginning a move action within one must roll
1D10.
On a roll 1, the figure takes a hit with Power 0.
On a roll of 2, the figure must end its movement action immediately, but may spend any other
available actions to attempt moving again.

STRANGE WINDS
At the beginning of each turn, each player may select one enemy unit that must roll 1D10 +
Morale. A score of 8+ is required to pass.
Randomly determine who picks first.

Units failing this test are disoriented by the strange, evil winds and must retreat 6” towards
their own starting table edge.

NEW UNITS
A collection of new unit types to spice up your games.
These are selected as troops common to the Marsh Duchies but could be encountered far from
home.

WARBANDS
MARSH INFANTRY 13 POINTS PER FIGURE
Faction tags: Marshlander.
Composition: 5-10
Special rules: None

MS CS RS To Wi Mo
5 +1 +1 5 +2 +1

Infantry weapons (Melee only / Pow 1)


Swamp pike (Melee only / Pow 3 / Only usable against Drakes)

When a threat arises, the men and women of each village or settlement band together to repel it.
Used to a tough existence, they are tough, resourceful fighters, though they are often less willing to die “for the
cause” than their more “civilised” counterparts.

In addition to an assortment of light melee weapons, they employ short, jagged spears specially crafted to pierce
Drake hides.
WET DWELLERS 16 POINTS PER FIGURE
Faction tags: Marshlander. .
Composition: 5-12
Special rules: Suffer no terrain penalties, reductions or hindrances from any “wet” terrain feature such as
marsh, swamps and lakes.
May move through water features as if they were open terrain. Receive cover while in such features.

MS CS RS To Wi Mo
6 +2 +0 7 +0 +4

Claws (Melee only / Pow 1)


Stone weapons (Melee only / Pow 2)
Wet Dwellers hit with their claws if they won a combat by 2 points or less.
They hit with their weapons if they won a combat by 3 points or more.

The Marshlands are home to all manner of lizard folk, most of which are relatively peaceful.
In return for protection, they will often aid the Marshlanders in their battles.

Possessing relatively limited intellect, they are as dangerous with their claws and teeth as they are with their
simple stone weapons.

MARSH RANGERS 20 POINTS PER FIGURE


Faction tags: Marshlander..
Composition: 4-8
Special rules: Increase base missile range by +3” while in a terrain feature.
When in a terrain feature, a close combat ending in a draw allows them to retreat 2” and inflict a hit on their
opponent.

MS CS RS To Wi Mo
6 +1 +2 6 +3 +1

Hand weapons (Melee only / Pow1)


Swamp bow (10” / Acc 0 / Pow 1 / Against big guys, a wound roll of a 1 is treated as a 2)

More of a lose brotherhood than a formal organisation, the rangers ensure that those seeking to impose their will
o nthe marshes are met with a swift hail of arrows.

They prefer fighting in an indirect manner, wearing down the enemy with ambushes and lures, rather than risk
their lives in a face-to-face fight.

INDIVIDUALS

SELLSWORD 26 POINTS
Faction tags: Mercenary.
Special rules: Hero.For every individual figure slain in combat, earn +1D10 victory points.

MS CS RS To Wi Mo
5 +2 +1 7 +2 +2

Broad sword(Melee only / Pow 1)


Throwing knife (3” / Acc 0 / Pow 0)

The difference between being a noble hero and a base scoundrel appears to be whether you get paid for killing
people or not.
Rulers often employ renowned swordsmen to track down and kill enemy leaders on the battlefield.
BIG GUYS

SWAMP DRAKE 90 POINTS


Faction tags: Drake. .
Special rules: All figures within 6” that do not have Marshlander faction tag must apply -1 CS and -1 RS.

MS CS RS To Wi Mo
7 +4 +2 8 +0 +0

Claws (Melee only / Pow 3 / If enemy is killed, recover 1 wound)


Poison spit (Rng 6” / Acc 0 / Pow 3 / Inflict +1 wound vs big guys)

Drakes can be found everywhere.


Swamp drakes are a particularly unpleasant bunch, as their plentiful saliva is highly toxic and corrosive.
They lack the wings of their mountainous kin and seem disinclined to leap, but are quite adept at swimming and
camouflage.

They’re often considered by dependable than other breeds, but the tendency to leave trails of poisonous slime
everywhere makes domestication a task for the truly dedicated.

The fires of the approaching armies could be seen from miles away.
“Firmlanders have no idea how to hide their steps” she scoffed aloud.

An observer might have been forgiven for thinking she was talking to nobody in
particular but the treeline was the temporary residence of a band of rangers.

She scanned the horizon. The shapes of enemy skirmishers could be seen, faintly
silhuetted against the bleak morning sun.
Last Forest Rangers? What were they doing here?

The man crouched near her smiled grimly. This was going to be an interesting
morning.

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