Painflail Core Rules

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  1
Painflail is geared for solo play – especially for when the theatre of the mind
becomes too tiring, but it could be used for group or co-op games. I have
focused on a low bar to entry: all you need is some squared paper – or the
printable Skirmish Swatches – a pencil, and perhaps some counters! It can,
of course, be scaled up to full battlemat and minis if you fancy a change from
Forbidden Psalm!

Grab your paper, and draw walls, obstacles, traps and other features on the
battlemap that fit the visualisation of your situation.

Alternatively, sketch out the walls, then either:


Roll d10s on the following table d4+3 times, then roll 2d12 to
determine the placement of each feature
OR
Drop a handful of d10s on the map to place features.

.GENERIC  FEATURES.  (roll  d10  d4+3  times)  


1 Obstacle spanning 1 square
2 Obstacle spanning d2+1 squares
3 Obstacle spanning d4+2 squares
4 Wall spanning 1 square
5 Wall spanning d2+1 squares
6 Wall spanning d4+2 squares
7 Perilous feature (d4*d4 size)
8 Perilous feature (d4*d4 size)
9 Trap (d4 / d6 / d8 / d10+3*3 area damage)
0 Trap (d4 / d6 / d8 / d10+3*3 area damage)

Obstacle Ideas
Mounds of rubbish Doors (use an action to open)
Piles of bone Pools of water
Stairs Fallen pillars
Tables and chairs Rocks and outcops

  2
Perilous Feature ideas (Perilous features are persistent)
Bloody midden (+2 DR on all rolls)
Bottomless pit (any creature falling in dies)
Brambles or barbed wire (d2 damage to move over)
Cursed area (+4 DR on all tasks, drains 1 HP each turn)

Trap ideas (Traps are removed from play when triggered)


Hanging hooks (d4) Mantrap (d6, DR12 STR to escape)
Boiling Oil (d6) Collapsing Floor (d6, lose 1 turn climbing out)
Spiked pit (d8) Landmine (d10 + 3*3 area damage)

.BATTLEFIELD  SETUP  EXAMPLE.  


Gutterborn scvm Kratar is dungeon-crawling and enters a stinking lair,
wherein a lone zombie is wandering, thirsty for flesh. The player sketches out
the space – the room has one exit. A d4+3 roll describes 6 features. Three of
them fall outside the drawn area, but three obstacles remain. The obstacles
are decided to be piles of rotten filth.

Rolling 2d12 sets the zombie starting position to 3,7 – adjusted to 3,6 due to
a wall. The swatch now looks something like this:

  3
Looking at the Zombie behaviours in the Opponents section, we see:

.ZOMBIE.  
1-3 Shuffle (4)
Move 2. Attack (Bite)
4-5 Rage (16)
Move 3. Attack (Claws)
6 Maw Clamp (4)
Move 1. Attack (If successful DR12 STR to shake it off,
or sustain d6 damage per turn. Neither zombie nor
player can move when clamped on.)
 

 
 
.INITIATIVE.  
Roll d20+AGI for each player Initiative, and roll d6 for each type of opponent.
Consult the Initiative number in brackets after the move on the opponent
behaviour chart to find opponent Initiatives. Play the round in order of
Initiative, from highest to lowest. Initiative only runs from 1-20. On a tie,
players can decide the order of play.

Rolling a natural 20 for Initiative is a critical success: modifiers are


ignored and a player may take two consecutive turns; Rolling a natural 1 for
Initiative is a failure of nerve: modifiers are ignored and a player may only
move OR take an action (attack, use an object etc) during their turn.

Example: Kratar has -1 AGI, and rolls 19: scoring 18 Initiative overall. The
zombie rolls 1, which is the Shuffle behaviour on the above table. Shuffle
has 4 Initiative, so Kratar has the first move!
 
.PLAYER  TURNS.  
On their turn a players can usually do the following:

Move
AND
Attack an enemy OR perform an action

Players can carry out the above in whatever order they wish.

  4
.PLAYER  MOVEMENT.  
Players can move 4 ± AGI squares.
Players cannot move diagonally, only vertically or horizontally.
Moving into an obstacle costs two movement points.

In our example, Kratar has -1 AGI, so can only move three squares. He also
doesn’t have any ranged weapons, so pauses at the entrance to the lair:

 
 
.OPPONENT  MOVES.  
The zombie is now going to take its Shuffle move:

1-3 Shuffle (4)


Move 2. Attack (Bite)

An opponent will always target the nearest player.

The zombie in this example would need to move four spaces to end up in a
square adjacent to Kratar, although it can only move two squares with the
above Shuffle move. This gives two possibilities, shown overleaf:

  5
 
When several paths are available, roll a dice to decide which path the
opponent takes.

The zombie is not within range, so does not attack this turn. The first round is
finished, and Kratar and the zombie roll their Initiatives once more.

.ATTACKING  OPPONENTS.  
Melee attacks can be made on adjacent opponents, including those
diagonally adjacent. As in Mörk Borg, melee attacks are based on a DR12
STR test.

In our example, Kratar rolls 8, minus 1 AGI, giving them 7 Initiative. The
zombie rolls a 3 on the d6, resulting in the Shuffle move once again (4
Initiative).

Kratar uses two of their possible movement points to end up adjacent to the
opponent. Kratar does not have enough movement points remaining to enter
the obstacle, which would require two points to be expended.

  6
Since Kratar is adjacent to the zombie, they can still make a melee attack.
Kratar rolls 9 ± 0 STR. A miss!
 

 
 
.DEFENDING  AGAINST  ATTACKS.  
As with Mörk Borg, players roll a defence check based on DR12 AGI to avoid
injury by enemies.

The zombie is adjacent to Kratar so does not move, but goes directly to the
bite attack mentioned in the Shuffle behaviour.

Kratar has to defend and rolls 6 -1 AGI, giving a result of 5 and failing the
test. The zombie does d2 damage, and inflicts the full amount on Kratar, who
now has 4 HP. The Shuffle behaviour specified that the attack was a bite –
so, following the rules for the zombie in the Mörk Borg core book (p. 65),
Kratar must also make a DR8 TOU check to avoid being infected. They pass
easily, rolling 13 +2 TOU. Both Kratar and the zombie have had turns, so the
round ends.

   

  7
.OBSTACLES.  
Obstacles require two movement points to move into. There is no penalty
from moving out of an obstacle, or through an obstacle once a character or
opponent occupies and obstacle space.

The next round Kratar rolls 18 -1 AGI, and the zombie rolls 4 on their d6:

4-5 Rage (16)


Move 3. Attack (Claws)

Kratar decides to attack and then flee, potentially using the obstacle to slow
the zombie down. Kratar misses his first attack, rolling 5 ± 0 STR. They
decide to burn their only Omen to re-roll, getting 15 ± 0 STR. They roll a d6 to
inflict damage with their warhammer, rolling a 6! However, the zombie’s d2
armour soaks up two damage.

Having hit the zombie, Kratar flees back into the entrance to the lair:

  8
The zombie now executes its Rage action, moving 3: it uses two movement
points to enter the obstacle. After this there are two possible routes it could
take toward Kratar. A random dice roll decides that the zombie moves out of
the obstacle:

 
 

 
 

  9
.TAKING  OTHER  ACTIONS  &  APPLYING  CONDITIONS.  
Instead of attacking, players may carry out any action such as:

Open a door
Push/pull an enemy (DR12 STR to push enemy one space, or to move
one space and pull an enemy with you – enemies bigger than one
square cannot be pushed or pulled)
Throw an item (see Ranged Attacks)
Use a character’s special ability
Drink a potion or invoke a Power (- failing to cast a Power means the
character cannot attempt another Power during the combat encounter)

The round has ended, so Initiative is rolled again. Kratar scores 2, and the
zombie rolls 6, so will be executing the Maw Clamp move:

6 Maw Clamp (4)


Move 1. Attack (If successful DR12 STR to shake it off, or
sustain d6 damage per turn. Neither zombie nor player
can move when clamped on.)

The zombie has the higher Initiative, and moves one space right, toward
Kratar, but is not in range of a bite attack:

 
Instead of attacking, Kratar uses their Abominable Gob Lobber skill. The
zombie is within the base range specified in the Special Abilities section of
this book, so Kratar only needs to succeed on a DR8 PRE check to hit the
zombie, scoring 18 +1 PRE. Kratar rolls a 1 for the duration: as a result the
zombie will be blinded and vomiting for one round. The Conditions section
tells us that the zombie will experience the following penalties on its next
round:

Blinded: All DRs modified by 4.


Vomiting: Halve movement, rounding down.

  10
As the next round begins, Kratar rolls 16 -1 AGI Initiative, and the zombie
rolls 4, returning to the Rage behaviour (16 Initiative). The zombie will move
first, blinded and vomiting for this round. Since Rage specifies a move of 3,
this is halved to 1.5 and then rounded down further to 1.

The zombie is within range of an attack and Kratar must defend against its
claws. Since the zombie is blinded, the DR for Kratar’s defence is reduced by
4, to a DR8 AGI test. Kratar rolls 15 -1 AGI and avoids the attack:

 
Kratar decides to swing the warhammer at the zombie. Again, since the
zombie is blinded the DR is modified by 4: instead of DR12 to hit, Kratar only
needs to match DR8. They roll 17 ±0 STR, hitting the zombie for 5 damage.
The zombie’s armour soaks up 2 damage, but it is still dead. Victory for
Kratar!

   

  11
.RANGED  ATTACKS.  
Ranged weapons in Painflail have a base range, within which a character
needs to roll DR12 PRE to hit, or DR12 AGI to dodge:

Thrown object, weapon, or potion Base Range 3


Most character special abilities Base Range 3
Bow Base Range 5
Crossbow Base Range 7
Powers Any space on battlefield

For every square above the base range, modify the DR by 1. If a ranged
attack is made on a directly adjacent enemy, increase the DR 2.

For example, Kratar has a crossbow and is fighting a scum armed with a
bow, which is six squares away:

 
Because the crossbow has a range of 7, Kratar need only roll DR12 PRE to
hit the scum. The scum however has a range of 5, so the DR that Kratar
needs to avoid the arrow is modified by 1, giving DR11 AGI to avoid the
attack. Enemies with ranged weapons will stop advancing once they reach
the base range for their weapon.

  12
.MORALE,  FLEEING,  &  SURRENDERING.  
Test for opponent Morale if: the leader is killed, an opponent is reduced to
1/3 or less HP, or if half the group of attackers is killed.

To test Morale roll 2d6. If the result exceeds the opponent’s morale, roll a d6:
1-4 Flee; 5-6 Surrender.

Fleeing enemies gain the Fleeing condition (see Conditions below).

If an opponent Surrenders, remove them from play and note down their HP.
They may join future combats, with the Controlled condition.

.DYING  &  RETRYING.  


Mörk Borg is, famously, a deadly game. Often combat, especially
unarmoured melee combat, is best avoided. Fleeing or hatching a devious
ambush have often been the best ways to survive a hostile encounter…

In the event of a total party kill, you might pick up the narrative from another
perspective… or perhaps one member of the party does survive, gradually
returning to consciousness, maimed and traumatised from their close
encounter with the reaper?

Alternatively, we could go contrary to the Mörk Borg ethos: if a combat went


particularly badly, we could re-do the battle. The consequence of this is that
all members of the party lose their Omens, so had better think again about
what mistakes they just made. As unarmoured gutterborn scum, Kratar’s fight
against the zombie could have gone very badly if they did not take advantage
of the obstacle and their special power…

  13
Blinded: All DRs modified by +4 until the condition is removed.

Bleeding/Sepsis: All players and opponents affected must test DR12 TOU at
the start of each round or lose 1 HP.

Bound: A bound creature cannot move or attack. Defence DR is increased by


4. They must make a DR10 STR test at the start of their turn to break their
bonds.

Controlled: An opponent with this condition is under the control of the party.
They behave as a regular opponent, e.g. taking their initiative and behaviour
from rolls on the corresponding table, but how they move and attack is under
control of the party. Controlled opponents move after all other opponents of
their type have moved. Controlled opponents still roll morale and may flee, or
even surrender to the opposing side.

Fleeing: A fleeing opponent moves as quickly as they can to the nearest exit,
only attacking if there is an opportunity on the way.

Hallucinating: As well as undertaking a move or behaviour as normal, the


affected opponent or player additionally moves one space in random
direction and randomly attacks any adjacent creature.

Hidden: A creature that is hidden cannot be attacked unless a DR16 PRE


check is first successful. The creature is then no longer considered hidden. A
creature also breaks its hidden status by moving or attacking. Players cannot
hide by default, but must have the appropriate ability, such as Gutterborn
Scum’s Excretal Strength.

Paralyzed: A paralyzed character still rolls Initiative, but cannot move, attack,
or defend until freed from the condition.

Prone: A prone creature misses a turn as they get back on their feet.

Sleeping: Sleeping creatures do nothing and cannot defend. The condition is


removed when a creature sustains an injury.

Vomiting: Halve movement, rounding down.  


 

  14
Extended reach weapons: Weapons such as flail, zweihander, chained-
sword, pike have a melee range of 2, including diagonal attacks. All other
melee weapons have a range of 1 (e.g. can only be used to attack adjacent
opponents).

Caltrops, Bear Traps, etc: Thes items are heavy and brutal. They can be
hurled into any adjacent space. Caltrops cause d4 damage automatically,
bear traps d8 if a creature is pushed or if a DR14 PRE check fails to spot it.
Any unused caltrops, bear traps or similar may be retrieved at the end of
combat.

Ranged weapons: Thrown items and ranged character abilities have a base
range 3, bows 5, crossbow 7. See the Ranged Attacks sections above. If a
thrown item misses its target, ends up in a random direction d2+1 spaces
from the intended target. If it lands on any other creature, they must roll for
defence.

Explosives: Most explosives such as bombs, landmines, etc cause a 3x3


area of damage with the target at the centre. They inflict d10 damage. A
character in the centre of the blast does not move, but those caught in the
area of explosion are also pushed d4 spaces as follows as well as sustaining
d6 damage:

 
 
If a bomb misses its target, it detonates d2+1 spaces away from the target in
a random direction. A critical miss with a bomb always means a character
drops it at their feet. BOOM.
  15
Critical hits do double damage and reduce opponent defence one tier. Roll
d6 on the following table for a critical miss/fumble with any weapon, except
a bomb:

1 Self-inflicted injury, sustain damage.


2 Weapon breaks irreparably
3 Weapon damaged – reduce weapon damage one tier (e.g. d6
to d4). d2 weapons break.
4 Weapon dropped in the character’s space (use an action next
turn to retrieve it)
5-6 Weapon thrown d4 squares in a random direction. If it lands
on a creature they must defend.

At the start of each round only roll on the behaviour table once per type of
opponent. For example: Kratar and Knif are fighting three zombies and a
goblin. Kratar and Knif would each roll Initiative, then there would be one roll
on the zombie behaviour table which applies to all zombies, and one roll on
the goblin behaviour table for the remaining goblin. The players and monster
Initiatives are then sorted into descending order to determine the sequence
of the round.

Creatures may not inhabit the same space as another creature. Opponents
may move through other opponents, and players and player-controlled
creatures may also move through one another. However, opponents cannot
move through players and vice-versa.

Creatures induced to attack themselves (e.g. via the Enochian Syntax power)
do not defend, although their armour still reduces self-inflicted damage.

The only use of diagonals is to attack an adjacent enemy with a melee


weapon or place caltrops. Diagonals are not used for any other actions –
push and pull actions cannot be done diagonally.

As always, remember to use your Omens, which can be spent to:

Reroll a dice Deal maximum damage


Lower damage by d6 Lower a DR by 4
Neutralize a Crit or Fumble Take an additional move or action
  16
Although the minimum requirement for Painflail is some squared paper and
counters, you may like to print out additional play aids. There are three
Skirmish Swatch sheets available, which should be printed without page
scaling to ensure the right size. Each sheet has space for tracking enemy HP
and conditions, and also for making notes, e.g. for perilous features or other
conditions affecting the skirmish.

The four-panel swatch sheet has 8mm squares, useful for playing with
smaller counters, or for simply annotating with pen and pencil. The two-panel
sheet has 10mm squares for standard wooden cubes. There also a single
panel ‘epic’ sheet with 10mm squares. This is a wider area, so the horizontal
axis is numbered for 2d12 rolls, and the vertical for 2d8.

There is also a printable set of behaviour cards, which can be used to track
Initiative order for each round of combat. Roll a d20 on the player Initiative
cards, and a d6 on the opponent behaviour cards, and then sort them into
descending order, playing through from top to bottom. Remember to group
any Acolyte and Follower cards with their controlling player’s Initiative card
too. Finally, the 10mm sheets can also be complemented with the 10mm
Terrors decal set, ideally applied to coloured 10mm wooden cubes.

  17
 
 
.CURSED  SKINWALKER.  
Transformation: Using this skill takes a whole turn – the Skinwalker may not
move or attack while transforming, but may defend against opponents.

.DEAD  GOD’S  PROPHET.  


Eyes of Holy Fire: The range is unlimited, but a direct line of sight is
required.

Ichor of Rot: When an opponent is hit with the ichor, they gain the Paralyzed
condition.

Incoherent Sophistic Babble: Affects all creatures who can hear, including
players.
 
.ESOTERIC  HERMIT.  
A Book of Boiling Blood: Make a DR12 PRE test to read from the book,
summon d2 Berserkers on success. If the Berserkers fight on your side, treat
them as opponents with the Controlled condition.

.FANGED  DESERTER.  
Brown Scimitar of Galgenbeck: D6 damage, DR10 to attack/defend. 1-in-6
chance of imparting the Bleeding/Sepsis condition when a hit is successful.

Crumpled Monster Mask: The range applies to the whole battlefield: all
goblins, gnoums and children test Morale at the start of every round, always
gaining the Flee condition if they fail.

Old Sigurd’s Sling: Base range 5, 2d4 damage.

The Shoe of Death’s Horse: Base range 3, always returns unless the attack
is a fumble/critical failure, in which case the horsehoe is placed d6 spaces in
a random direction.

   

  18
.FORLON  PHILOSOPHER.  
Prism of Ambiguity: The prism requires direct lines of sight to target
creatures, although it has no range limitation.

Flute of Tosk: Activates automatically once per battle. When an enemy dies,
equal damage is also inflicted on another enemy.

.GUTTERBORN  SCUM.  
Abominable Gob Lobber: Base range 3. Test DR8 PRE and add +2 DR for
every additional space. No DR penalty for gobbing at an adjacent enemy.

Coward’s Jab: The first time you attack a new target is considered a
‘surprise’ (DR10 AGI to hit, +3 damage on successful attack).

Dodging Death: If you successfully dodge death (1-in-2 chance), miss a


round, during which you are considered dead and will not be attacked by
opponents. Restore d4 HP on the next round.

Excretal Stealth: If you are positioned on or beside a suitable obstacle or


terrain feature, apply the Hidden condition until you move or attack.

.HERETICAL  PRIEST.  
List of Sins: Make a DR10 PRE test at the start of combat. If successful at +2
to the priest’s defence rolls.

Wrong Jesus Crucifix: Can be used at the start of combat. All lesser
undead, small trolls, and goblins test Morale ± the Priest’s PRE. Opponents
who fail gain the Fleeing condition.

.OCCULT  HERBMASTER.  
Black Poison, Red Poison, Ezumiel’s Vapour, Southern Frog Stew: These
are all considered thrown items, with no penalty for being used on adjacent
opponents. The Hallucinating and Vomiting conditions caused by Ezumiel’s
Vapour and Southern Frog Stew last until the end of combat.

.PALE  ONE.  
Membranous Wings: Enter obstacles without penalty. Fly up to three spaces
over pits and chasms.

  19
.WRETCHED  ROYALTY.  
Barbarister the Incredible Horse: See Pets and Acolytes section.

The Blade of Your Ancestors: On a Fumble, the blade will hit the wielder
and any adjacent companions, who must all make a defence roll to dodge.
This is in addition to rolling on the fumble table on page 15.

Hamfund: Hamfund is considered to always be alongside the Wretched


Royalty, who can attempt to draw Eurekia once per combat.

Poltroon: See Pets and Acolytes section.

The Snake-Skin Gift: A fumbled attack will always break the Snake-Skin
Gift.

.SACRELIGIOUS  SONGBIRD.  
Hurty-Gurty: The Songbird cannot do anything else while playing the hurty
gurty. All creatures including PCs must test DR12 PRE or sustain damage,
starting at d2 and increasing a tier each turn the Songbird plays.

Spinal Husk: The drum affects all creatures, including players.

Devil’s Aquifer: Affects only enemies in the area – giving them the Prone
condition.

.SHEDDING  VICAR.  
Skin Whip: The skin whip has a melee range of 2.

  20
 
 
GENERIC  OPPONENT.  
1-3 Engage (14)
Move. Attack.
4 Hesitate (8)
Attack. Retreat.
5 Use Special Ability (10)
or Move+1. Attack.
6 Use Special Ability (19)
or Move. Attack. Retreat.

Give generic opponents an Initiative modifier and base move score (4 for
most humanoids). Generic opponents take advantage of any ranged abilities.

.BERSERKER    (Core: 60)


1-3 Warcry (14)
Move 4. Attack.
4 Psychotic Frenzy (12)
Move 2. Attack. Move 1. Attack.
5 Intimidate (5)
Move 1. Attack .
6 Painflail (8)
Move 3. Attack (DR14 to defend).

Berserkers with long flail or chained sword have a melee combat range of 2.
Berserkers will always try to take advantage of this range.
 
.BLOOD-­‐DRENCHED  SKELETON. (Core: 62)
1-3 Shrieking Charge (16)
Move 4. Attack (Weapon d4).
4 Knuckle Drag (4)
Move 2. Attack (Knuckles d2).
5 Lure (6)
Closest non-adjacent player tests DR12 PRE. If failed, target
must move toward Skeleton on their next turn and cannot
attack.
6 Soundless Skulk (14)
Suddenly appear adjacent to a random target. Attack.
  21
.  EARTHBOUND. (Core: 70)
1-3 Canine Rage (12)
Move 5. Attack.
4-5 Foaming Spit (15)
Move or Retreat 1. Attack (Range 2, d2 damage).
6 Unnerving Howl (18)
All players add +1 DR to rolls this round.

.GOBLIN  /  DUSK  GNOUM. (Core: 58/iii)


1-3 Charge (16)
Move 5. Attack.
4 Reinforcements (2)
Roll d2: 1 – Another goblin/gnoum arrives;
2 – Move 3. Attack.
5 Cower (14)
Attack. Retreat 2.
6 Goblin Mode (10).
Attack all adjacent enemies (DR10 to defend).
If using a bow, fire at two different targets (DR10 with range
modifier to defend).
 
.GROTESQUE. (Core: 67)
1-3 Lumber (4)
Move 1. Attack.
4 Smash (4)
Attack. Attack. Any player hit is also pushed d4 spaces.
Take additional d4 damage if pushed into a wall.
5-6 Terrifying Gaze (2)
The nearest player regardless of range is immediately hit
for d8 damage (ignores armour). If the player has a mirror
they may roll DR16 AGI to reflect the gaze – inflicting equal
damage on the Grotesque (again, ignoring armour).

   

  22
.GUARD  (WITH  SHARPENED  TEETH). (Core: iii)
1-3 Advance (12)
Move 2. Attack.
4 Backstab (15)
Move 3, Attack (DR14 to defend, d4 damage).
5 Break some Skulls (11)
Attack up to two adjacent players. Move 2.
6 Restrain (5)
Move 2. Apply manacles: DR12 AGI to resist, or adjacent
target becomes Bound.

.MONGREL. (Core: iii)


1-3 Stalk (15)
Move 5. Attack.
4 Leap (12)
Move 5, ignoring any obstacle penalties. Attack.
5 Rabid Rage (4)
Attack. Attack.
6 Howl (6)
All players test DR10 TOU. If they fail then they are shaken
and roll only 1d8 for Initiative the next round.

.NESTING  DEATH. (Core: iii)


1-3 Creep (8)
Move 3. Attack.
4 Spin (2)
One square in the direction of the nearest target becomes a
spiderweb. All creatures treat it as an obstacle, except for
the Nesting Death.
5 Spit (14)
Attack (Base range 2, d2 damage). Retreat 2.
6 Bind (4)
All adjacent players must test DR12 STR. If they fail they gain
the Bound condition.

   

  23
.  PALE  ONE.  (Core: 71)
1-3 Clawed Lunge (12)
Move 3. Attack.
4 Bitter Throttle (10)
Move 4. Attack.
5 Palingenesis (4)
Retreat 2. If wounded the Pale One heals d2 HP.
6 Celestial Invokation (1)
Cast a random Unclean or Sacred power.

Pale Ones can fly: they can move onto obstacles without penalties, cross
pits, etc.

.SCVM/PROWLER. (Core: 59/71)  


1-3 Cautious Advance (8)
Move 3. Attack.
4 Backstab (15)
Move 4. Attack (DR14 to defend, d4 damage).
5 Frenzied Stab (12)
Attack up to two adjacent enemies. Move 2.
6 Cowardly Lunge (10)
Attack. Retreat 1.

.TROLL. (Core: 64)


1-3 Charge (15)
Move 7. Attack.
4 Smash (8)
Attack all adjacent PCs. Any PCs hit are also pushed two
spaces back.
5 Horned Gouge (4)
Attack. Move 2. Attack.
6 Chomp (3)
Attack. Any bitten PC makes DR12 STR test or dies instantly.

   

  24
.UNDEAD  DOLL. (Core: 66)
1-3 Deathly Drift (9)
Move 3. Attack.
4 Uncanny Speed (18)
Move 4. Attack. Retreat 2.
5 Piercing Laughter (6)
The nearest player must test DR10 TOU, or take d2 damage
(ignores armour).
6 Mad Gaze (4)
The nearest player makes a DR12 PRE check. If they fail,
they cannot move or attack during their next turn.

N.B.: Ignore rulebook advice about the doll’s mad gaze activating at the start
of combat.
 
.UNDEAD  NECROMANCER.  (Core: 63)
1-3 Stalk (10)
Move 3. Attack.
4 Leper’s Lunge (12)
Move 2. Attack. Retreat 2.
5 Strangling Spirit (8)
Attack with range 2.
6 Inverse Power (20)
Cast a Power held by a PC against them, if this is not
possible then Move 5. Attack.

.WICKHEAD.  (Core: 68/70)  


1-3 Maniacal Sprint (15)
Move 5. Attack.
4 Sneak (9)
Move 3. Attack (DR+2 to defend).
5 Flare (17)
All PCs in range 3 test DR12 TOU, or become Blinded 3
turns.
6 Douse and Vanish (17)
Move 3. Wickheads cannot attack or be attacked this round
(but may sustain inadvertent damage from explosions,
Powers, etc).

   

  25
.WRAITH. (Core: 61)
1-3 Unholy Swiftness (20)
Move 5. Attack. Retreat 4.
4 Look Behind You (20)
Move 7. Attack.
5 Sepulchral Drift (20)
Move 2. Attack.
6 Graveblink (20)
Appear next to a random character (shift if Wraith appears in
a wall). Attack.

.WYVERN. (Core: 69)  


1-3 Strike (13)
Move 4. Attack (Bite d6).
4-5 Sting (10)
Move 2. Attack (Sting d6 – DR14 TOU or become Bound)
6 Shake the Earth (8)
All players roll DR10 AGI to avoid falling debris (d4
damage)

.ZOMBIE. (Core: 65)


1-3 Shuffle (4)
Move 2. Attack (Bite).
4-5 Rage (16)
Move 3. Attack (Claws).
6 Maw Clamp (4)
Move 1. Attack (If successful DR12 STR to shake it off, or
sustain d6 damage per turn. Neither zombie nor player can
move when clamped on.)

  26
Pets, acolytes, and followers all share the Initiative value of the player that
controls them. They may carry out their actions either before or after the
controlling player. Some pets and acolytes are under direct control, others
have their own behaviour chart.

Outcast followers such as Earthbound, Wickhead, Prowler, and Pale One


are considered Controlled creatures. Use the behaviour charts from the
previous section and move them according to their behaviours after any
opponents of the same type have moved.

.ANCIENT  GORE-­‐HOUND.  
Move 5, HP 10, Bite d6
Special: Attacks with DR10; Frenzied in the presence of goblins and
berserkers (Move 6, Bite d8 while these opponents are alive). The Ancient
Gore-Hound is under the direct control of their owner. If the owner is slain,
the hound flees from combat and is removed.

.BARBARISTER.  
HP: 5
1-3 Roam: Move 3, attack (bite, d4).
4 Kick: Move 5, attack (hooves, d6).
5 Blessed Bray: +2 to all player rolls this round.
6 Neigh!: Remove from board for duration of battle.

.BLOOD  EAGLE.  
Move 6, HP 4, Claw/Bite d4
The blood-eagle may elect to make its attack a claw/bite, or to attempt to
pluck the target’s eyes (see Heretic: 12). If successful, the enemy
permanently gains the Blinded condition.

.DOG.  
Move 5, HP 5, Bite d4
Dogs are under the direct control of their owner.
If the owner is slain, the dog flees from combat and is removed.

.DONKEY.  
Donkeys always flee combat!
  27
.HAWK.  
Move 6, HP 8, Claw/Bite d4  
Hawks are under the direct control of their owner.
If the owner is slain, the hawk flees from combat and is removed.

.HEGELIAN  OWL.  
When successfully persuaded (Feretory: 62) can instantly move to any enemy
and attack them.

.MONKEY.
HP: 2
1-3 Wander: Move 4, Attack (DR12 to hit , d4 damage).
4 Rage: Move 5, Attack (DR10 to hit, d6 damage).
5 Shitfling: Ranged Attack (3 distance, DR12 to hit, d2
damage).
6 Distant Distraction: Remove from board for rest of the
battle.

.POLTROON.  
HP: 2
1-3 Dance Magic Dance: Players gain +2 Attack and
Defence for this round.
4 Dither: Poltroon does nothing.
5 Slapstick: Move 2, Attack (DR12 to hit, d2 damage).
6 Chicken Out: Remove Poltroon from board for the rest of
the battle.
 
 
 

  28
   

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

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