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Necropolis Beta 0.7 DG Edits
Necropolis Beta 0.7 DG Edits
Liches chase the ambitions of aeons past; revenants wage war over crumbling cities, and the broken
undead flock to find meaning in the service of these dark lords.
Channel your magick and muster your minions; for the treasures of the Endless City await.
Necropolis is a skirmish game set in a dark fantasy world where all life as we know it has
vanished. The land is populated only by those who, whether by intent or curse; have
overcome the laws of time and mortality.
The game is played with only a handful of miniatures within a compact play area. The focus
is on quick play; brutal combat; and game-changing spells. Players will create Gatherings of
unique miniatures; set up a battlefield; and take turns activating miniatures and utilising
Action Points (AP) to fight; cast spells; and achieve objectives in order to secure victory.
Gatherings will change from game to game via a system of ambitions; side objectives you
choose to pursue in game. Ambitions allow miniatures to become stronger; learn new
magic, or suffer debilitating injuries and maladies.
The ensorcelled ruins of the Endless City jut from the ashen remains of the world like bones from a dry
lakebed. Here the undead gather: skeletal thralls; rotting acolytes and wailing spirits. Inheritors of this
lifeless place.
The First: claimed progenitor of necromancy with their Cairn-born faithful, dedicated to recover the
knowledge of ages gone.
The Rotten Goddess: not seen for centuries, holding a crumbling court of embalmers and flesh-sewers.
Against the mighty towers of these Grand-Lichs gather the unnumerable undead, seeking purpose in
their shadows. Worshippers of root and rot; those bound by fungus and wisp; ancient skeletal monarchs
and long dead maleficars, all mingle in the ruined shanties and lairs of the City.
To the West; the undying forest of Eternal Autumn; to the East the sunken Aldmarsh, and all around the
shattered remnants of ages gone.
Channel your magick and muster your minions, for the treasures of the Endless City await.
Getting Started
The Game
Necropolis is a skirmish miniature game for 2 players, about the clashes of rival undead in a
world without life, with additional content for solo and cooperative games. Each player has
a group of models referred to as a Gathering made up of models to represent their leaders
and their minions as they battle on the tabletop.
The game is played in a series of turns, with players alternately activating single models
from their gatherings in order to win a set scenario.
The Models
Necropolis is generally played with 28mm scale miniatures. As there are no living things,
models that are vaguely undead looking are perfect. Players are encouraged to get creative
and design and convert models that fit their own view of the setting and the dead that
inhabit it.
Each leader or minion entry lists ideas for how it could be portrayed along with suggestions
for base sizes. These are both intentionally quite open to encourage players to use whatever
models and basing they enjoy the most.
The Board
Necropolis is played on a 16’’x16’’ surface, this could be anything from a designated space
marked on a table to hand crafted diorama boards dripping with detail. Included in the
scenario section are suggestions for the kind of terrain that could be used but the main goal
should be for the board to be both beautiful and tactically challenging to play on.
Turn Order
All measurements are in inches and are taken from the model’s base.
After deployment, which is detailed in Scenarios section below, each gathering receives
mana dice of a type and amount equal to the mana points of their leader, e.g. a leader with 2
blood mana points and 2 bone mana points would mean the gathering receives 2 blood mana
dice and 2 bone mana dice. These are referred to as the gathering’s pool of mana dice or
mana pool and are not affixed to individual models but shared between the whole gathering.
Turn order.
1. Initiative Step
Each player rolls a d10 with the highest deemed to have won the initiative roll.
2. Gathering Step
Starting with the player that won the initiative roll, take turns activating single
models until all have activated.
3. Others Step
Any models not part of the gatherings then activate, each player selects one non
player character (NPC) and in initiative order bids any number of mana dice to
control them. If both players bid the same amount of mana dice, or none at all,
control of the NPC is decided by roll off. Players can keep bidding until they run out
of mana dice and any mana dice bid are lost.
4. The turn then ends and a new turn begins with the initiative step.
When a model activates it can spend its Action Points (AP) to perform actions, each action
has a cost outlined below. Spellcasting also has an AP cost and is dealt with in a later
section.
Actions
Move
Creaking ancient limbs carry the dead onward, crumbling with the burden of time.
AP cost 1: move the model the amount of inches equivalent to its move characteristic.
Vertical surfaces may be climbed as long as the model can move to horizontal ground within
their movement distance, if they cannot then they fall, see below.
Models can move horizontally out from a ledge and choose to fall at the end of their move
action.
Attack
Hacking flesh and breaking bones: in a dead world there are no painful or fatal strikes. Only
dismemberment brings victory.
AP cost 1: if an enemy model is in range of the weapon the activating model is using then roll
a number d10s equal to the weapons attacks characteristic. The aim is to meet or exceed the
attacking model's violence stat if the model has a melee weapon or the attacking model's
ranged stat if it has a ranged weapon. Each roll that meets or exceeds the stat is deemed a
hit, each that does not is deemed a glance.
Each hit causes the target to take the higher damage of the weapon, and any glance causes
them to take the lower, this will be expressed as damage x/x on the weapon profile, with the
higher number always being used on hits. The damage from all hits and glances is added
together and the armour value of any armour worn by the target is subtracted down to a
minimum of 1.
In addition, the attacker may push the target 1’’ in any direction if they rolled any successes.
Attack Sequence
1. Choose a target in range of the model’s weapon.
2. Roll attack dice equal to model’s weapon’s attacks characteristic.
3. Each dice that equals or exceeds the model’s violence statistic , for a melee attack, or
ranged statistic for a ranged attack, is considered a hit, each that does not is a glance.
4. Total the damage of all hits and glances and subtract the targets armour (down to a
minimum of 1).
5. Subtract the total damage from the target's HP.
6. If any amount of hits were scored the target may be pushed 1’’ in any direction.
EXAMPLE, having an axe with 3 attacks and damage 1/3 the player would roll 3 dice, if they
rolled 2 hits and a glance, they would do 7 damage.
Pick up Relic
Grimoires; mana infused silver obols; mellified flesh; all treasures in the Endless City.
AP cost 1: if a model is in base contact with a relic they may perform this action. Remove the
relic from the board and place it next to that model’s sheet, that model is now considered to
be carrying the relic. If the model is Shattered the relic is dropped where their base was
when they are removed. Models can carry any number of relics and any model can carry a
relic unless explicitly stated.
Lurk
Patience; something that comes easy to those with infinite time.
AP cost 1: the model's activation ends, however it may reactivate again later in the round but
does not regain AP when doing so.
EXAMPLE: a minion with 2AP activates and takes the lurk action for AP cost 1, their
activation ends, and they may activate again later in the round with 1AP.
Free Actions
An ensorcelled charm; a hastily applied tincture, swiftly done in the heat of battle.
AP cost 0: some actions are free actions, such as using minor treasures, these actions do not
require you to spend AP to perform them.
Core Rules
Push
Stumbling from a frenetic assault or impelled by sorcerous force. Ancient joints are forced into motion.
A push is moving the model the specified number of inches in any direction, this is usually
as the result of an attack or spell. The casting or attacking player will move the targeted
model. This can result in falling or interactions with dangerous terrain as below, though the
pushed model must stop once they hit terrain as normal.
Shattered
Reducing the dead to piles of desiccated limbs or splatters of plasm is the only sure way to defeat an
opponent.
If a model is reduced to 0hp or below it is considered Shattered and is removed from the
table. Each removed model is replaced with a mana token of the same type
(blood/bone/plasm) as the model’s keyword. If any leader makes a move action or is pushed
across the token the gathering receives additional mana dice of that type for its mana pool
and the token is removed.
Mana Token
Wisps of power, emerging from the destroyed bodies of the dead.
These tokens replace Shattered models when they are removed and represent the sorcerous
energy left in the wake of the undead being destroyed. Usually these will be represented by
either a token or a miniature on a 20mm-40mm base and can take the form of wisps of
energy, a pile of bones or bloody corpses depending on the keyword of the model that has
been Shattered.
If any leader makes a move action or is pushed across the token the gathering receives
additional mana dice of that type for its mana pool and the token is removed.
Falling
Bones splinter and shatter, even the spectral dead struggle to hold their forms together under profound
impact.
If the model cannot rest on a horizontal surface after being moved or pushed, it falls directly
downward. For every inch fallen the model suffers 1 damage. If a falling model lands in
base-to-base contact with another model that model also suffers the same amount of
damage.
Fly
By souls untethered or rotted wings.
If a model has the Fly keyword, they ignore all vertical distance and other models when
making a move action.
Models with the Fly keyword are still able to fall as Fly only effects move actions.
Line of Sight
Most terrain in necropolis, such as walls and solid objectives is deemed to block both
movement and line of sight (LOS). If models cannot draw a LOS to the target of their attack
or spell action then they cannot perform that action
Obscured
Taking cover from hails of ancient arrows; cowering from ensorcelled bolts.
If a model can see a straight line to the target of their attack but that target is obscured in
part by the terrain or intervening model, for instance by a fence or metal gate, then the
attacker receives a -1 to their violence/ranged roll.
Spiked walls, cursed sigils and other unnameable hazards all exist within the endless city;
presenting deadly peril to those unlucky enough to make contact with them. If a model
moves, falls or is pushed into one of these pieces of terrain their movement stops and they
suffer 3 damage.
In addition, the board edge is deemed to be dangerous terrain and acts as above, nothing
friendly exists out there in the darkness.
The Endless City
Moonlight pierces the clouds; shards of silver light illuminate the vast emptiness below. The Great Wastes now
encompass the world, a lifeless rocky bleakness as far as can be imagined.
A figure shuffles through this ruinous landscape; its petrified eyes gaze lifeless upon a pile of rubble topped with an
empty shrine: the first sign of civilisation for incalculable distance in any direction. Then another, and another, a
cluster of broken buildings laid low by centuries of howling wind and neglect. The figure does not stop; it passes the
ruins without regard. The soft creak of leather-dry skin and calcified ligament fades into the stale air as it moves on.
Further still there lies an old road; its time-worn cobbles barely visible under silt and desiccated earth, winding into the
oppressive silence of the night beyond. The figure advances; disturbing quiet centuries of dust with the rude scrape of
bone upon ancient stone as it shambles on.
The road snakes its path through blackened mountains; under crumbling arches; past empty shrines and way-chapels
before cresting at a precipice. The figure pauses: from here the city becomes visible.
Three towers jut audaciously from the ruins of a vast sprawl; each taller than could be built by mortal means. Lights dot
their surfaces and many more cluster around their bases: society of a sort exists here.
The Endless City, named not for its size but for its endurance: The last monument of civilisation in a world where only
the dead remain.
Moving into the ruined streets, across the crumbling remains of cathedrals and great libraries; the figure meets first
signs of habitation. Skeletal shapes wrapped in shabby cloaks and rags scavenge through the rubble; the clack of their
metal shod feet echoing in the dark. They pay the figure no heed as it passes on.
The figure trudges determinedly towards the base of the towers; where the curling smoke of fires can be seen. The
structures here are more maintained: hanging cloths as makeshift roofs for buildings; doors and shutters boarded. Half
rotten corpses huddle around a fire in a snicket, sewing and securing their failing flesh as another keeps watch; ancient
cudgel gripped between its failing fingers. Its waxy eyes follow the figure as it passes; then return to watching the road
behind.
The core of this place is sprawling, buildings pile atop each other in maddening ways. Each listing tower or keep is the
makeshift lair of some Lich or other powerful creature. Their minions move through the streets, now teeming with
others; mendicants and ancient monarchs mingle, barter and bicker, all laid low by their inescapable immortality.
Those who lack the necromantic means to maintain their forms slump against walls in dark shanties to beg as they
crumble: fated to become sentient dust.
The gargantuan towers themselves are fortress cities, each one a testament to the philosophy and transcendent power of
the Grandlich within. To gain entry is to pledge eternal servitude. Yet all are surrounded by crowds of genuflecting
dead: ancient war bands offering lost treasures and grisly trophies scoured from the hidden corners and forgotten
depths of the world. Few are granted entry; fewer still emerge unchanged. The whims of a Grandlich are as unknowable
as the forgotten gods of this place.
The figure presses on; striding now with purpose as it shoulders past the gathered assembly of deathless creatures. Its
eyes burn with immortal ambition as it approaches the three great towers. Destiny awaits, forever.
Gathering Creation
1. Receive 300 obols, the silver infused mana currency of the Endless City.
2. Choose a Covenant or forsake one and be Wretched Undead.
3. Purchase a Leader and Minions.
4. Generate a Lair .
Each gathering begins with a maximum deployment limit of 350 obols for each battle; the
deployment limit is the maximum value of models players can deploy for a single game. The
players may have any number of minions on their roster sheet and decide which to field in
each scenario. A gathering’s deployment limit may be increased over time by actions such as
upgrading the gathering’s lair (see the Campaign section).
This gathering has been built around swamping both the enemy and objectives with bodies:
The Furious would lead The Restless and The Cursed in the front to crush difficult enemies
whilst The Vindictive picks off damaged models. All this is supported by The Mire Walker,
using the vigour and summon spells to keep the minions in the fight, repositioning them
with blink or using coagulated blast to detonate them suicidally at when they are outclassed.
Covenants
Covenants are the allegiance your gathering has in the Endless City, each covenant comes
with the cost of model or spell restrictions but provides the bonus of an additional trait for
your leader and a covenant specific single trait for a model of your choice. Alternatively, you
can choose to eschew a covenant and be Wretched Undead, gaining 2 traits for any models
of your choice from the Wretched Undead traits list below.
If you choose this covenant your Gathering may only contain models with the Blood
keyword.
Chosen of the Hands (Blood), when this gathering receives blood mana dice for its mana
pool all models in this gathering restore 1hp.
In addition, 1 model may be chosen to have the following trait or a trait from the Wretched
Undead trait list:
Leaders may have up to 3 traits, including their basic leader trait. Minions may only have 1
type of trait. Once traits are taken they cannot be removed or sold. Some traits are restricted
to models with the keyword Blood/Bone/Plasm and occasionally Husk/Beast/Leader.
If you choose this covenant your Gathering may only contain models with the Bone
keyword.
Your leader gains the following trait in addition to any others:
Osseous Sacrifice (Bone), on activation you may choose to suffer -2hp and then Bone school
spells gain +1 to any damage dealt that activation. This additional damage does not affect
friendly models.
In addition, 1 model may be chosen to have the following trait or a trait from the Wretched
Undead trait list:
Leaders may have up to 3 traits, including their basic leader trait. Minions may only have 1
type of trait. Once traits are taken they cannot be removed or sold. Some traits are restricted
to models with the keyword Blood/Bone/Plasm and occasionally Husk/Beast/Leader.
If you choose this covenant your Gathering may only contain models with the Plasm
keyword.
Moonlight Flit (Plasm), after an enemy attack action and any subsequent pushes have been
resolved against this leader you may push the leader up to 2’’.
In addition, 1 model may be chosen to have the following trait or a trait from the Wretched
Undead trait list:
Leaders may have up to 3 traits, including their basic leader trait. Minions may only have 1
type of trait. Once traits are taken they cannot be removed or sold. Some traits are restricted
to models with the keyword Blood/Bone/Plasm and occasionally Husk/Beast/Leader.
Recusant Maleficar
Submitting neither to the service of a Grandlich nor the division of the schools of necromancy themselves,
they seek the purity of spellcasting in its original form. Some of the bolder liches of this philosophy seek
access to the Repository of Calsus; to brave its spectral guardians and take the ancient tomes within.
If you choose this covenant the leader of this Gathering must be a Lich and they may initially
only take spells from the necromancy list. Spells of other types can be gained as normal
during a campaign. In addition, this Gathering’s initial deployment limit is 300 rather than
350, starting obols remain 300.
Erudite: each time this leader uses a mana dice for spellcasting, on any rolls of 9-10, do not
discard that mana dice from the gathering’s mana pool.
In addition, 1 model may be chosen to have the following trait or a trait from the Wretched
Undead trait list:
Apprentice
Few share knowledge freely in the Endless city, but there are those who will submit themselves to eternal
servitude to gain a glimpse of the truth.
This model knows 1 spell that is also known by the gathering’s leader. When spellcasting they
use the gathering's mana pool as normal. This model suffers arcane backlash on a
channelling roll of 1-2. This trait cannot be taken by a leader.
Leaders may have up to 3 traits, including their basic leader trait. Minions may only have 1
type of trait. Once traits are taken they cannot be removed or sold.
Up to 2 models from this gathering may be chosen to have a trait from the list below.
Leaders may have up to 3 traits, including their basic leader trait. Minions may only have 1
type of trait. Once traits are taken they cannot be removed or sold. Some traits are restricted
to models with the keyword Blood/Bone/Plasm and occasionally Husk/Beast/Leader.
Acolyte (Blood/Bone/Plasm)
Praying, chanting and drawing forth wisps of mana
This model gains the following action:
Chant AP cost 2: the gathering receives an additional mana dice of any type for its mana
pool.
Filthy/Shrouded (Blood/Bone/Plasm)
Obscured by grime and filth or shrouded in mystical darkness; either way they are difficult to perceive
If this model is targeted by an attack/spell action from over 5'' away it is deemed to be
obscured (attacker receives a -1 to their violence/ranged roll) this bonus cannot stack with
being obscured by terrain.
Gnarled (Blood/Bone)
Grown through with branch and bramble, lending verdant toughness but impeding speed
This model permanently has +1 armour, but has -1 move on its first activation of each game.
Purloiner (Blood/Bone/Plasm)
A thief by guile or threats: both yield profit
After each scenario roll a d10, if this is equal or lower than this model’s move characteristic,
gain d10 obols.
Purchase Leader
Leaders
Choose Blood/Bone/Plasm as the leader’s keyword
Bone: the leader gains improve their violence by 1 (e.g. +7 becomes 6+)
Blood: the leader gains +2 max hp
Plasm: the leader gains the fly keyword and -2hp and cannot wear heavy armour
Then choose one of the following leader types:
Special Rules
Caster: A lich cannot wear heavy armour or carry a shield
Special Rules
Ancient Skill: during this model’s attack action if any dice rolled is an unmodified 10 that
dice is considered a critical hit, critical hits do an additional +1 damage. For example, if a
model with a blade (Damage 1 / 3) scores a glance (1 damage), a hit (3 damage) and a critical
hit (3+1 damage) that attack action would do 8 damage.
Fighter: A revenant can never gain more than 4 spells (including summon) and 4 mana
points
Colossal: This model can only take weapons from the Colossal Melee Weapon list
Special Rules
If the model chooses the Bone keyword it improves its Violence by 1, becoming 6+
If this model chooses the Blood keyword it gains +2 HP
If this model chooses the Plasm keyword it gains the fly keyword, -2hp and may not wear
heavy armour
Special Rules
If the model chooses the Bone keyword it improves its Violence by 1
If this model chooses the Blood keyword it gains +2 HP
If this model chooses the Plasm keyword it gains the fly keyword and -2hp and may not wear
heavy armour
Brutal: When this model performs an attack action, add +1 to the damage total.
Special Rules
Familiar can only take claws and fangs as a weapon
Soul Link: if a familiar moves or is pushed across or into base contact with a mana token, the
gathering receives additional mana dice of that type for its mana pool. The token is then
removed.
Special Rules
Necromantic Remnant cannot take 2h weapons apart from claws and fangs
If this model chooses the Plasm keyword it gains the fly keyword and -1hp
Special Rules
Small beast can only take claws and fangs as a weapon
Small beast cannot carry a shield or wear heavy armour
If this model chooses the Plasm keyword it gains the fly keyword and -2hp
Special Rules
Flying beast can only take claws and fangs as a weapon
Flying Beast cannot wear armour or carry a shield
Large Beast, 80 obols (base size 40mm -60mm)
Miniature ideas: A patchwork beast, a tide of six dozen skulls
Keyword: Choose either Blood/Bone, Beast
AP Move Violence Ranged HP
2 3 8+ - 15
Special Rules
Large beast can only take claws and fangs or large claws as a weapon
Large Beast cannot carry a shield
Each gathering may only take 1 Large Beast
Special Rules
Colossal: This model can only take weapons from the Colossal Melee Weapon list
If this model chooses the Plasm keyword it gains the fly keyword and -2hp and cannot wear
heavy armour
Unique: Each gathering may only take 1 Gigantic Horror
Equipment
Weapons
A leader may have 2 weapons and freely change between them, any minion may only have 1
unless otherwise stated.
If leaders or minions have not purchased a weapon they are assumed to be armed with an
improvised weapon.
Melee Weapons
Melee Weapon Attacks Damage Range Special Obols
Glance/Hit
Improvised 1h 2 1/3 1 - -
Blade 1h 3 1/3 1 +1 armour against attack 10
actions from melee weapons
Axe 1h 3 1/3 1 Ignore 1 armour 10
Bludgeon 1h 3 1/3 1 May push 2’’ 10
Polearm 1h 2 1/3 2 - 10
Polearm 2h 3 1/3 2 - 15
Great Weapon 2 2/5 1 - 35
2h
Dual hand 4 1/3 1 -1 to violence rolls 35
weapons 2h
Claws/Fangs 2h 3 1/3 1 - 5
Large Claws 2h 2 2/5 1 Cannot be taken unless 40
noted on leader/minion
entry
Armour
Armour subtracts from the total damage received during each enemy attack action to a
minimum of 1, for example if an enemy makes an attack action and has a bludgeon, they roll
3 dice and you subtract from the total damage of all their rolls. If an effect states that a
model ‘suffers X damage’ armour does not affect the damage received (for example; damage
suffered due to falling).
Models may only have 1 type of armour and 1 shield. A shield can only be used if the model
isn’t using a weapon that requires 2 hands, written as 1/2h next to the weapon name above.
Thrown Weapons
Ranged Attacks Damage Range Special Obols
Weapon Glance/Hit
Wardart 1 1/4 1-6 This attack action can only 5
be made once per game
Throwing 1 1/5 1-4 This attack action can only 5
Axe/Mallet be made once per game
Items
Item Effect Obols
Rope and This model gains the following action, 5
Hook Ascend/Descend, AP cost 2, move vertically up or down terrain up
to twice the model’s movement.
Banner This model gains the following action, 20
Plant the Banner, AP cost 1, until this model's next activation no
friendly model within 3'' can be pushed as a result of an attack
action.
Musical This model gains the following action, 20
Instrument Toot Toot, AP cost 1, choose a friendly model within 6’’ that has
not activated this turn. You may activate that model immediately
after the activation of this model ends.
Spellcasting
After deployment, which is detailed in scenarios section below, each gathering receives
mana dice of a type and amount equal to the mana points of their leader, e.g. a leader with 2
blood mana points and 2 bone mana points would mean the gathering receives 2 blood mana
dice and 2 bone mana dice.
These are referred to as the gathering’s pool of mana dice or mana pool and are not affixed
to individual models but shared between the whole gathering.
Casting
Each spell has an AP cost, usually 1, and a channel value. When using an action to spellcast
you may choose how many mana dice from your mana pool you wish to roll . Only mana dice
that share the keyword blood/bone/plasm with the spell lore of the spell being cast may be
used to cast that spell. Any mana dice can be used for the Necromancy spell lore. Mana dice
used in this way are discarded for the remainder of the battle.
If any dice rolled match or exceed the channelling value of the spell you will use the right
side of any ‘/’ numbers. If no result is higher than the channelling value you will use the left
side numbers of any ‘/’ in the spell description.
Only leaders and certain specific models may spellcast and each spell can only be cast once
per activation.
Arcane Backlash
Any spellcasting is fraught with terrible danger and in the sorcerous ruins of the endless city there is
always a price to pay for failure.
If any of the mana dice used to cast a spell roll a 1, the spell completes as normal but the
casting model suffers an arcane backlash. Roll on the following table to determine the
effects of the backlash of magickal energy:
4-6. The caster loses control of their body to malign forces, spells are cast without control.
Under the control of the opposing player, the caster gains a mana dice of any type and must
instantly use it as a free action to cast another spell.
7-9. A burst of bale fire torches the casters body as their power syphons into the ether.
The caster suffers 3 damage, the opponent chooses to discard one mana dice from the
gatherings pool and add it to your opponents.
10. In a momentary ascendancy, mana floods into the casters dead form, lifting them from the ground
in a display of pure power.
You may push the caster 3’’ as if they had the fly keyword. The caster gains a mana dice of
any type and must instantly use it as a free action to cast another spell.
Spell Lores
Necromancy
The Curse Path, The Narrow Art, The Purling Way
Any mana dice may be used to cast Necromancy spells.
Summon
Bone, flesh and spirit swirl and coalesce into a shuddering new form
AP Channel Effect
Cost
1 6+ Choose a Shattered model and place it back on the board within 5’’ of
the caster and restore 4/6 hp to it.
Vigour
Breaks set; muscles reknit and plasm condenses
AP Cost Channel Effect
1 7+ Restore 3/5 hp to a model in 6’’ and line of sight of the caster
Puppet
An expression of the caster’s pure will overrides the target’s agency,;sending them staggering out of
control
AP Cost Channel Effect
1 6+ Choose a model within 6’’ and line of sight: push that model 1’’/3’’
Wither
Skulls crack, blood rots and spirit dissipates under a command of entropy
AP Cost Channel Effect
1 5+ Chose a model in 6’’ and line of sight, it suffers 1/4 damage
Dominate
With a word of power, the minds of the weak are overridden and controlled
AP Channel Effect
Cost
1 6+ Activate any NPC within 8'' as if they had 1/2 AP. This model can no
longer be activated in the Others Step
Flare
Mana swirls and contracts before bursting, tearing all around it asunder
AP Channel Effect
Cost
1 6+ Choose a mana token within 8’’ and line of sight: every model within 2’’
of the token suffers 1/3 damage. The mana token is then removed from
play.
Blood school
The Mercury Art, Vital Force, The Boiling Vein
Only Blood mana dice may be used to cast Blood spells.
Blood Whip
Drawing coagulated blood from an unwilling body, the caster forms a whip of boiling crimson liquid
AP Channel Effect
Cost
1 7+ Choose any model within 3’’ and line of sight with the BLOOD keyword
The model suffers 1/2 damage. The caster may then make a melee
attack with the following profile:
Blood whip
Attacks 1/2*
Damage 2/4
Range 3
*Number of attacks based on spell success
Tide of Vermin
Animating the remains of small creatures for a brief moment, the caster commands them to drown their
enemies in a tide of crawling horrors
AP Channel Effect
Cost
1 6+ Choose 1/2 model/s within 8’’ and line of sight, they suffer 1/2 damage
then you may push them 1’’/2’’
Congealed Blast
Blood and flesh explode in a shower of boiling viscera wounding all in the vicinity
AP Channel Effect
Cost
1 7+ Choose any model within 8’’ and line of sight with the BLOOD keyword,
it suffers 2/4 damage. Every model within 2” of that model also suffers
2/4 damage. If the initial target is Shattered by the damage the
secondary targets suffer an additional 1 damage
Invigorate
For a brief moment the caster turns the rotted blood of the dead into vital fluid
AP Channel Effect
Cost
1 5+ Choose a friendly model within 3’’/6’’ and line of sight with the BLOOD
keyword, they may make a free move action.
Bone school
The Salt Art, The First’s Path, The Splinter-Hurler
Only Bone mana dice may be used to cast Bone spells.
Teeth
Teeth and bones splinter from the target to pelt nearby enemies with a hail of razor sharp shards
AP Channel Effect
Cost
1 6+ Choose any model with the BONE keyword and line of sight within 3’’
and line of sight, the model suffers 1 damage. Then choose up to 1/2
additional models within 3’’of that model, the caster may then make a
ranged attack against each with attacks: 1, damage 1/4 range: 6’’
Bone Spear
Tearing and reshaping a single bone from its host, forming a javelin hurled with pure force of will
AP Channel Effect
Cost
1 6+ Choose any model within 5’’ and line of sight with the BONE keyword,
it suffers 2 damage. The caster may then make a ranged attack with
attacks: 1, damage 3/6 range: 6’’/8’’
*Range based on spell success
Bone Armour
Pulling the very form of a willing minion apart, its bones are reshaped into armoured plates to protect
the caster
AP Channel Effect
Cost
1 6+ Choose any friendly model within 3’’ and line of sight with the BONE
keyword, it suffers 3/5 damage. The caster is then armour +2/+3, to a
maximum of 4, for the rest of the game. This spell may only be cast once
per game.
Tireless Command
Skeletal forms blur as they are pushed into action by invisible hands
AP Channel Effect
Cost
1 7+ Choose a friendly model within 3’’/5’’ and line of sight with the BONE
keyword, they may make a free attack action with a melee weapon.
Plasm School
The Sulphur Path, Gytrash Moon, The Way of Sorrow
Only Plasm mana dice may be used to cast Plasm spells.
Blink
The caster pushes their minion briefly out of the material plane, phasing them back in a new location
AP Channel Effect
Cost
1 7+ Choose a friendly model within 3’’ and line of sight, push that model
3’’/5’’ as if it had the fly keyword.
Plasmic Emberburst
Azure balefire erupts from the caster, sending their attackers reeling
AP Channel Effect
Cost
1 6+ Every model (besides the caster) within 3’’ suffers 1/3 damage and is
pushed 3’’ directly away from the caster.
Spectral Pull
Hands of pure energy reach out to draw treasures close
AP Cost Channel Effect
1 6+ Push an objective or relic model within 4’’/7’’and line of sight 3’’
Plasmic Shield
A cracking corona of pale mana turns aside the strikes of enemies
AP Channel Effect
Cost
1 5+ Select a model within 3/6” and line of sight, that model has +1 armour
up to a maximum of 4 until the casters next activation.
Phantasm
A small and lingering spirit is drawn forth to do the casters bidding
AP Channel Effect
Cost
2 6+ Place a friendly phantasm model within 2’’/5’’ of the caster. This
phantasm disappears at the end of the battle. This spell can only be cast
if there are no friendly Phantasm models in play, this includes a
Phantasm that has been shattered.
Phantasm (base size 25mm)
Plasm, Fly
AP Move Violence Ranged HP
1 5 - - 4
This model may not make attack actions but can otherwise act as normal.
Lairs
Choose or roll on one of the tables below to name your lair. Each leader begins with a lair.
You may upgrade your lair during a campaign but for now it is a narrative tool to root your
leader and their minions in the world.
D10
D10 Description Form D10 Form Description
1 The Undying Keep 1 The Hovels Of Ruin
2 The Tainted Church 2 The Labyrinth Of the Void
3 The Rotten Anchorhold 3 The Library Of the Gloam
4 The Charnel Gatehouse 4 The Lock Of the Forgotten
5 The Hungering Fort 5 The Rookery Of the Lost
6 The Gloaming Tower 6 The Ruin Of the Doomed
7 The Dusk Temple 7 The Folly Of Entropy
8 The Profane Chapel 8 The Cloister Of Compunction
9 The Hallowed Maze 9 The Priory Of Grief
10 The Crumbling Barbican 10 The Sanctum Of Contrition
It’s important to note that players can simply agree on the environment, victory conditions
and dread omens together. This is a narrative game so feel free to use any method of
scenario selection and building that best suits the best gaming experience. All scenarios are
played on a 16’’x 16’’ board.
Environments
The intention is for players to construct 16’’x 16’’ diorama boards for their gatherings to clash
on. These can be wonderful hobby projects and can let you get creative with your own little
corner of the necropolis universe. Of course, not everyone has the time or inclination for
such things so if you’d like to keep it simple there is a list below with some suggested board
set ups.
The following environments are simple board set up suggestions with some flavour for your
scenarios. The best environment is a terrain setup that is exciting and cinematic so do not
cling to these as hard rules.
• Hintertombs labyrinth,
Beneath the city itself lies the labyrinth; millennia of tunnels and catacombs spun like a web
into the dark below.
3-5 wall sections with no climbable platforms.
• Eternal Autumn,
When all things died, so too did the forest. But as the cursed living returned to their rotting
bodies so too did the great wood. Paths change; branches grasp; all pushed by a malevolent
collective intelligence.
2-3 trees leaving room for models to pass between.
4. The Great Wastes,
Beyond the known lands lay the great wastes, a desert of ash rising in great drifts over the
remains of fallen empires.
A single central terrain piece such as a ruined building, a towering beacon, or a dead
tree. If any objectives are placed within the terrain piece, attempt to place them on
the highest level possible.
5. Undead Settlement,
In the heart of the endless city, clinging to the outer walls of the GrandLich towers lay shanty
towns of desperate undead. Their hovels form a network of alleys and snickets perfect for an
ambush.
3-5 buildings and fences arranged into a tight settlement.
• Flatwater Mire
Once an area of the city filled with chapels, temples and houses of worship. Now dark waters
have risen, drowning the area in a shallow lake. Strange shapes move below the surface as the
undead move from rooftop to spire to keep safe from the horrors below.
3-5 buildings interconnected by bridges.
Once you have laid out the battlefield with terrain suitable to your chosen environment,
place any additional scatter or dangerous terrain. Place as little or as much as you like, but
consider elements of the game such as line of sight or creating areas of high peril. When
both players are satisfied that the battlefield will provide a fun and exciting game; the set up
is complete.
Victory Conditions
Roll for or pick the victory condition.
A game is assumed to last 5 complete turns, unless stated otherwise or agreed upon by both
players. In the case of ties in the number of models on/near objectives; relics held; damage
done to npc targets, or other victory conditions: any draws are considered wins for both
players.
The seer cannot be pushed, be the target of spell actions or be activated in the others
phase.
4. Relic hunters,
A book, an ancient wine, a mote of comfort, all worth fighting for.
Alternate placing 2 relic tokens per player plus 1 additional relic on the board. relics
must be 3” apart and 3’’ from any board edge. The gathering carrying the most relics
at the end of turn 5 wins.
5. Ancient Horror,
An undead weapon, a rampaging beast, brings renown and resources to those who could face it.
Deploy a Gigantic Horror (NPC) of any type armed with a great weapon and heavy
armour in the centre of the board, the winner is the gathering that does the most
damage to it at the end of 5 turns. This Gigantic Horror has 75 HP and cannot be put
Shattered.
7. The Horde,
A petty band of masterless dead swarms, malevolent and lost in the darkness.
After deployment each player takes turns placing 3 NPC minions of any type with the
Husk keyword, on the board (so a total of 6 in a 2-player game). These minions must
be at least 6’’ from any player models and 2’’ from each other, the player that puts the
most NPCs Shattered by the end of turn 5 wins.
Investigate Objective, AP cost 1: remove the objective from the board and roll on the
following table. If this is the last objective on the board being investigated, you
automatically receive the 10 result
1-2. Trapped chest: the objective explodes in a shower of cinders, all models
within 3’’ suffer 3 damage.
3-4. Disturbed rest: you disturb the rest of an abandoned minion, place a
Necromantic Remnant NPC of any type armed with an improvised weapon
where the objective was.
5-9. Wisps of power: place a mana token of any type where the objective was.
10. Hidden Treasure; gain a relic token.
The gathering carrying the most relics at the end of turn 5 wins.
9. Curse-Wormed Relics
What would you trade for ascendancy?
Place a relic in the centre of the board, players then alternate placing 2 relics each.
Relics must be 3” apart and 3’’ from any board edge.
For each relic carried by a model they improve their AP by 1. However, each time a
model with a relic activates, roll a d10: on 9+ they explode in a shower of embers and
are taken Shattered. If the model carries 2 or more objectives this roll becomes 6+.
The gathering carrying the most relics at the end of turn 5 wins.
The defender wins if the Peddler touches both board edges of a corner on the
opposite side of the board. The attacker wins if the Peddler has not achieved this by
the end of turn 6.
Dread Omens
If both players agree you may roll on the dread omens table to add additional spice to the
scenario
1. Magical Storm,
The battlefield is whipped by a terrifying gale bringing swirling debris and magical thunder to
bear on the gatherings as they try to take cover.
Any model that ends their activation not in base contact with a terrain feature suffers
2 damage.
3. Masterless Beasts,
Rotting monstrosities long separated from their master stalk this area.
After players have deployed, each player may set up a large beast (NPCs) of any type,
armed with large claws, within 3’’of the board centre.
4. Swampy Mire,
The ground here is sodden and those who do not struggle onwards are swallowed whole in the
marshy ground.
Any model that does not make a move action during its activation suffers 2 damage
as it sinks into the ground.
5. Rising Murk,
Dark mist rises from the earth, quickly blinding the gatherings.
From the beginning of turn 3 all ranged weapons have a maximum range of 6’’
6. Lost Peddler,
Caught in the darkness of the battlefield is a peddler, they call out to all to come and see their
wares, heedless of the danger all around.
After players have deployed, set up a Peddler (NPC) of any type within 3’’of the board
centre. This NPC is activated in the Others Phase as normal but can only take move
actions of 3’’ and may not attack, be attacked or be the target of any spells.
Each model in the gatherings may make the following action.
Hastily Browse, AP cost 1: this action can only be taken in base contact with the
Peddler model.
The browsing model may gain one of the following items by paying the cost in obols:
Item Effect Obols
Thunderclap Discard then, make a ranged attack action, Range: 6 Attacks: 1 10
Damage: 1/5 additionally every model within 3’’ of the target suffers
1 damage
Eaterwater Discard then, make a ranged attack action with Range: 6, reduce 10
targets armour by 1/2 until the beginning of this units next
activation
Sunburst Discard then, make a ranged attack action with Range: 6, worsen 10
targets violence and ranged by 1/2 until the start of this units next
activation
Stonetar Discard then, make a ranged attack action with Range: 6, reduce 10
targets move by 1’’/2’’ until the start of this units activation
7. Dust-Rot
Ancient rot hangs in the air, eroding all from existence.
If a model is below their maximum HP at the end of their activation, that model
suffers 1 damage.
8. Soul Trap
No respite from existence can be found here; the defeated are quickly reformed against their will
by unknown powers.
In the initiative step of each turn, each player may choose one of their Shattered
models and place it back on the board within 3’’ of their leader and restore 4 hp to it.
9. Scattered Treasures
Forgotten coins, discarded in the darkness.
Alternate placing 2 relic tokens per player. Relics must be 2” apart and as close to the
centre of the board as possible. Players receive 1d10 obols for each relic token carried
by their gathering at the end of the scenario.
Ambitions are goals you pursue in addition to the Victory Conditions of the scenario. These
are the primary ways to develop your warband over time. Each time you meet the conditions
of the ambition, check the box on your gathering sheet. Once the goal number is reached,
marked (x), you receive the reward in the after-battle sequence, detailed in the campaign
section below.
Before each battle choose 4 ambitions to be active. A list of ambitions is found in the
campaign section. Once the goal number is reached, marked (x), you receive the reward.
Their rewards can be found on the gathering sheet or below in the campaign section.
Deployment
All deployment is corner deployment unless stated. After a roll off, the winning player
chooses a corner and the other takes the opposite corner. Then players alternate placing a
model touching both table edges then alternate placing a model that either touches a table
edge and another friendly model’s base or two friendly model’s bases.
After deployment, each leader receives mana dice of a type and amount equal to their mana
points, e.g. a leader with 2 blood mana points and 2 bone mana points would receive 2 blood
mana dice and 2 bone mana dice.
Campaign
After battle sequence
1. Roll for reconstitution maladies if your leader was Shattered
2. Receive victory rewards
3. Score ambitions and receive any rewards
4. Visit the Bazaar
5. Roll new scenario
1. Reconstitution Maladies
Permanently destroying the undead is nigh impossible when one with necromantic powers
can restore and rebuild them. However leaders, being such consummate rivals, will not
perform this service for each other. Instead, a leader must draw their own soul back into the
world and reconstitute a serviceable form. Beware that such actions are draining beyond
mortal comprehension.
When you leader has been Shattered in a battle roll on the following table and apply the
result to them:
1. Frail reformation: -1 max hp (to a minimum of 10)
2. Cursed form: your opponent chooses either your move, violence or ranged and reduces it
by 1 (e.g. 6+ becomes 7+ for violence and ranged but move goes from 3 to 2)
3-5. Incomplete form: choose move, violence or ranged and reduce it by 1 (e.g. 6+ would
become 7+ for violence and ranged but move would worsen from 3 to 2)
6-9. Pilfered: your opponent chooses one minor treasure your leader is carrying that you lose
and they gain
10. Perfect reconstitution, +1 max hp
2. Victory rewards
Winner receives 20+2d10 obols and 2 rolls on the minor treasure table
Loser receives 10+2d10 obols and a roll on the minor treasure table
Minor Treasures
Leaders may carry up to 3 minor treasures and minions may carry 2. Minions with the Beast
keyword may not carry minor treasures.
1. Binding pact: discard at the deployment step and add an additional small beast of
any type to your gathering for the duration of the battle
2. Mana bottle: free action, discard to gain a mana dice of any type
3. Soul tether: free action, discard to restore 5 hp
4. Phantasm bottle: free action, discard then instantly cast the Phantasm spell as if you
passed the channelling roll.
5. Quicksilver powder: free action, discard then +1 move for the rest of this model’s
activation
6. Blade oil: Free action, discard then +1 to violence rolls for the rest of this model’s
activation
7. Scroll of insubstantiation: free action, discard then this model has the fly keyword
for the rest of this model’s activation
8. Iron sludge tincture,:free action discard then +1 armour until this model’s next
activation
9. Summoning scroll: free action discard then instantly cast the Summon spell as if you
passed the channelling roll.
10. Channelling charm: free action discard then +2 to channelling rolls for the rest of this
model’s activation
3. Ambitions
Ambitions are your leader's long term goals. Only the ambitious are capable of escaping
death in the first place as this drive is not diminished as the centuries pass.
Before each battle, choose 4 ambitions to be active. Each time you meet the conditions of an
ambition, check the box on your gathering sheet. Once the goal number is reached, marked
(x), you receive the reward. Certain ambitions can be repeated and others met once only. If
an ambition is [once only]; the next time it is achieved you receive the extended reward.
[Repeatable] rewards can be gained multiple times as long as the conditions are met again.
Ambitions, along with any progress made in fulfilling them, can be carried over between
games. You may select new ambitions to be active before each battle if you wish; but only a
maximum of four at any time.
Magic
Test the Limits of Undeath
Condition: Cast the summon spell (4)
Reward: gain +1 max hp for the whole gathering [once only]
Extended: gain d10 obols
Battle
Settle Old Grudges
Condition: Cause an enemy model to become Shattered with melee attacks (5)
Reward: Improve violence by 1 for a model of your choice [once only]
Extended: Gain d10 obols
A Favoured Familiar
Condition: A familiar causes an enemy model to become Shattered (1)
Reward: +1 move and +1 max hp for that familiar [once only]
Extended: Gain d10 obols
Explore
Scour the Lands
Condition: Complete a scenario (2)
Reward: Roll on the treasure table [repeatable]
Read the omens
Condition: Complete a scenario that uses the dread omens table (3)
Reward: when playing a scenario using the dread omens table you may reroll the result once.
[once only]
Extended: gain d10 obols
Reputation
Build a Sanctuary
Condition: Purchase a lair upgrade (2)
Reward: Gain +50 deployment limit [once only]
Extended: Gain d10 obols
Inspire fear
Condition: Field a gigantic horror (1)
Reward: +50 deployment limit [once only]
Extended: Gain d10 obols
4. Bazaar
Small settlements of lesser necromancers and undead can be found in the shadows of the
many towers of powerful liches that dot the ruins of the endless city. Perhaps their
ambitions diminished, or they might be taking a well-earned break of a few centuries. Many
ply a trade in buying and selling goods or services to those passing gatherings which shuffle
through their settlements.
Markets
Tireless skeletons doing a roaring trade in polishing ancient weapons and armour.
• You may purchase any number of new minions, weapons and armour from the
bazaar.
• Any weapon or armour can be sold for half its value, rounding up.
• Any minor treasure can be sold for 10 obols.
Soul Binder
A shady skulking lich who will heal the ravages of reconstitution.
• 50 obols, remove any malady that is labelled ‘can only be received once’ reverse its
effects and remove from your sheet.
Tomb robber
A desiccated and cheerful corpse seemingly without a master who robs tombs and
sepulchres, selling the treasures discovered within to pay for its own upkeep.
• Roll on the treasure table and then you may pay 30 obols to receive that item, once
only per gathering.
Alchemy Workshop
If your lair has an Alchemy Workshop you may choose to buy 1 throwing pot or potion from
the list below. Each throwing pot or potion counts as a minor treasure. Leaders may carry up
to 3 treasures and minions may carry 2. Minions with the Beast keyword may not carry any
minor treasures.
Throwing Pots
Item Effect Obols
Thunderclap Discard then, make a ranged attack action, Range: 6 Attacks: 1 10
Damage: 1/5 additionally every model within 3’’ of the target suffers
1 damage
Eaterwater Discard then, make a ranged attack action with Range: 6, reduce 10
targets armour by 1/2 until the beginning of this units next
activation
Sunburst Discard then, make a ranged attack action with Range: 6, worsen 10
targets violence and ranged by 1/2 until the start of this units next
activation
Stonetar Discard then, make a ranged attack action with Range: 6, reduce 10
targets move by 1’’/2’’ until the start of this units activation
Potions
Item Effect Obols
Mana Bottle Free action, discard to gain a mana dice of any type 10
Phantasm Free action, discard then instantly cast the Phantasm spell as if 10
Bottle you failed the channelling roll.
Quicksilver Free action, discard then +1 move for the rest of this model’s 10
powder activation
Blade oil Free action, discard then +1 to violence rolls for the rest of this 10
model’s activation
Iron sludge Free action discard then +1 armour until this model’s next 10
tincture activation
Black cloud Free action, discard then this model and every other model 10
within 2’’ is considered obscured until the beginning of next
activation
Sellswords
Masterless wandering undead, keen to sell their ancient skills for obols and upkeep of their
failing forms.
• Each sellsword can be added to your roster for the amount of obols on their entry.
• Only one sellsword can be deployed per gathering in each scenario.
• Each time they are deployed an additional cost must be paid. If your opponent's
gathering has a deployment limit of 100+ more than your gathering you may deploy a
sellsword from your roster for no cost.
• Sellswords do not count toward your gatherings deployment limit.
Blightblade, Beast Hunter 30 obols to add to roster, 20 obols to deploy in a
scenario
Clad in armour of spikes and rings designed to break the claws of beasts and horrors this hunter wields a
boar spear dripping with the blighted alchemical concoctions of their dark trade, to destroy the stray
undead beasts that plague the Endless City’s dark corners.
This model wears Hunters Mail, armour 1, in addition if any model attacks this model with
the Claws and Fangs or Large Claws weapons the attacking model suffers 1 damage after the
attack is resolved.
Scout, during deployment, this model must be placed last but can be placed anywhere on the
board more than 8’’ from an enemy model.
Reload, AP cost 1, once this action is performed the weapon can then be selected to make an
attack action, note this attack action still has an AP cost of 2.
Dramatis Personae, Unique Named Sellswords
‘
With eternal thanks to
Bryan Ruhe, @ibrewtiny, for help with the initial blurb writing
@lablanche, for making a quick ref, spell cards and roster sheet
The entire SWC, for playtesting and being just a wonderfully welcoming bunch of people
All the wonderful people in the discord, for giving this nonsense your precious gaming time
and showing me the holes in my writing