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Brutality Bestiary and Gauntlet hV0zU9
Brutality Bestiary and Gauntlet hV0zU9
1
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Contents
Beastiary .............................................................................................................. 6
Creating Your Own NPCs ............................................................................... 6
Bandit .............................................................................................................. 7
Ranged ........................................................................................................ 7
Melee .......................................................................................................... 7
Banshee ........................................................................................................... 7
Bat ................................................................................................................... 7
Giant ........................................................................................................... 7
Swarm ......................................................................................................... 7
Bear ................................................................................................................. 8
Catfolk ............................................................................................................. 8
Ranged ........................................................................................................ 8
Fast.............................................................................................................. 8
Support ........................................................................................................ 8
Creeper ............................................................................................................ 8
Demon ............................................................................................................. 9
Greater ........................................................................................................ 9
Lesser .......................................................................................................... 9
Dinosaur .......................................................................................................... 9
Giant ........................................................................................................... 9
Small ........................................................................................................... 9
Armored ...................................................................................................... 9
Vicious ........................................................................................................ 9
Airborne ...................................................................................................... 9
Doppleganger .................................................................................................. 9
Dragon ........................................................................................................... 10
Massive ..................................................................................................... 10
Giant ......................................................................................................... 10
Small ......................................................................................................... 10
Fire ............................................................................................................ 10
Electric ...................................................................................................... 10
Acid .......................................................................................................... 10
Poison ....................................................................................................... 10
Ice ............................................................................................................ 10
2
Elementals ..................................................................................................... 11
Air ............................................................................................................. 11
Earth .......................................................................................................... 11
Fire ............................................................................................................ 11
Forest ........................................................................................................ 11
Ice ............................................................................................................. 11
Water......................................................................................................... 11
Fairy/Pixie ..................................................................................................... 12
Florafolk ........................................................................................................ 12
Fungus ........................................................................................................... 12
Gelatinous Cube ............................................................................................ 13
Ghost ............................................................................................................. 13
Melee ........................................................................................................ 13
Magical ..................................................................................................... 13
Goblin ............................................................................................................ 13
Golem ............................................................................................................ 14
Clay Golem ............................................................................................... 14
Flesh Golem .............................................................................................. 14
Iron Golem ................................................................................................ 14
Stone Golem .............................................................................................. 14
Lizardfolk ...................................................................................................... 14
Melee ........................................................................................................ 14
Magical ..................................................................................................... 14
Ranged ...................................................................................................... 14
Snakefolk .................................................................................................. 14
Mimic ............................................................................................................ 15
Mind Controller ............................................................................................. 15
Minotaur ........................................................................................................ 16
Mummy ......................................................................................................... 16
Ork................................................................................................................. 16
Melee ........................................................................................................ 16
Magical ..................................................................................................... 16
Ranged ...................................................................................................... 16
Ratfolk ........................................................................................................... 17
Melee ........................................................................................................ 17
Magical ..................................................................................................... 17
Ranged ...................................................................................................... 17
Robots............................................................................................................ 17
Armored .................................................................................................... 17
Gunner ...................................................................................................... 17
Engineer .................................................................................................... 17
Murderizer................................................................................................. 17
Phaser ........................................................................................................ 17
Skeletons ....................................................................................................... 18
Melee ........................................................................................................ 18
Magical ..................................................................................................... 18
Ranged ...................................................................................................... 18
Slimes ............................................................................................................ 18
Swarms (of anything) .................................................................................... 18
3
Spiders ........................................................................................................... 19
Giant ......................................................................................................... 19
Swarms ..................................................................................................... 19
Trolls ............................................................................................................. 19
Cave Troll ................................................................................................. 19
Ice/Fire Troll ............................................................................................. 19
Rock Troll ................................................................................................. 19
Throwing War Troll .................................................................................. 19
Toxic/Venom Troll.................................................................................... 19
Vampires ....................................................................................................... 20
Coven Lord ............................................................................................... 20
Mystic Lord............................................................................................... 20
Warrior Lord ............................................................................................. 20
Cultists ...................................................................................................... 20
Werewolves ................................................................................................... 20
Wolves........................................................................................................... 21
Witches .......................................................................................................... 21
Wizards ......................................................................................................... 21
Zombies ......................................................................................................... 21
Lord Dreadmore’s Gauntlet ............................................................................... 23
How to Play ................................................................................................... 25
Round 1 ......................................................................................................... 26
Round 2 ......................................................................................................... 28
Round 3 ......................................................................................................... 30
Round 4 ......................................................................................................... 32
Round 5 ......................................................................................................... 34
Treasure List .................................................................................................. 36
Gauntlet Finale .............................................................................................. 37
Victory! ......................................................................................................... 38
Merchant Specialties .......................................................................................... 41
Mission: Mimic Den .......................................................................................... 46
Model Abilities .................................................................................................. 47
Legendary Traits I .............................................................................................. 48
Legendary Traits II ............................................................................................ 48
4
The mind cannot begin to comprehend the spectrum of life that exists
in the Brutal Realm. If you can imagine it, it’s there somewhere; and much more.
5
Beastiary
This section of the book is designed to help you quickly add NPC monsters in your games of
Brutality Skirmish Wargame! They come completely customized with stats and abilities that
make each of them unique so you don’t have to bother creating them before your games!
These entries are not intended to be used in a normal Player list in Brutality Skirmish
Wargame. In most cases, they have been given an edge compared to Player-created characters.
This is because these entries are intended as NPC models who are at a natural disadvantage of
not being wholly Player controlled.
We have tried to create entries for all of the most common models you may have in your
collection from different genres and games. In addition to this, many of the NPCs in this book
have several variants to help match the models you have.
In the rare case that you may own some models that you can’t find a profile for in this book,
here is the basic design idea behind NPC creatures. You want them to be just ever so slightly
better than your normal Player models because you have your big, beautiful brain behind your
models’ actions. NPC models should be built using the normal rules for model creation, but
with the following changes.
6
Bandit
Ranged- Cost: 1 Point
MOVE FS DEX HP WILL ATK SAV Melee
6” 6 4 3 5 1 3 Unarmed
NOTES: 20” Ranged weapon- 2 shots
Banshee
Cost: 1.5 Points
MOVE FS DEX HP WILL ATK SAV Melee
8” 6 6 3 5 1 4 Armed
NOTES: Each successful Melee hit that a Banshee makes is a Critical hit. In the
Combat Phase, Banshees can make a Scream Action. If she does, all Player models
within 12” of the Banshee must pass a Willpower check or gain a Confusion token. The
Banshee may Charge one Confused model as a Free Action. Banshees have the
Flight/Agile & Defensive Training Model Ability.
Bat
Giant- Cost: 1 Point
MOVE FS DEX HP WILL ATK SAV Melee
8” 5 6 3 5 2 3 Armed
NOTES: Bats have the Flight/Agile Model Trait and the Life Drain Model Ability.
7
Bear
Cost: 1.5 Points
MOVE FS DEX HP WILL ATK SAV Melee
6” 6 5 3 5 2 4 Armed
NOTES: Bears have the abilities of the Rampager Upgrade and have the
Clobber Model Ability.
Catfolk
Ranged- Cost: 1 Point
MOVE FS DEX HP WILL ATK SAV Melee
8” 5 7 3 5 1 3 Unarmed
NOTES: 20” Ranged weapon- 2 shots
NOTES: Catfolk have the Lightning Fast Model Ability and re-roll Run rolls.
Creeper
Cost: 1 Point
MOVE FS DEX HP WILL ATK SAV Melee
6” 5 5 2 5 1 3 Unarmed
NOTES: Creepers deal 2 Ranged hits to every model within 8” and line of sight
when they die. Each hit deals 1 Damage and a Crushing Wound Chart roll
with Saves and Cover modifiers allowed against these hits.
8
Demon
Greater- Cost: 3 Point
MOVE FS DEX HP WILL ATK SAV Melee
6” 5 7 5 7 3 4 Armed
Dinosaur
Giant- Cost: 10 Points
MOVE FS DEX HP WILL ATK SAV Melee
8” 7 6 10 7 2 4 Armed
NOTES: Giant Dinosaurs get +2 to Wound Chart rolls and have the abilities of a Brute Upgrade.
Doppleganger
Cost: 1.5 Points
MOVE FS DEX HP WILL ATK SAV Melee
6” 6 6 3 6 2 4 Armed
NOTES: Dopplegangers have the Stealthy Model Ability. Any time a Player
model targets a Doppleganger for a Power, Charge, or Ranged attack they can
only do so if they pass a Willpower check. Player models retaliate as normal if
assaulted by a Doppleganger.
9
Dragon
Massive- Cost: 10 Points
MOVE FS DEX HP WILL ATK SAV Melee
8” 7 6 10 7 3 4 Armed
NOTES: 20” Ranged weapon- 2 shots. Follows rules for Ordnance Upgrade
when shooting.
Giant- Cost: 4 Points
MOVE FS DEX HP WILL ATK SAV Melee
8” 6 7 6 7 2 4 Armed
NOTES: 20” Ranged weapon- 3 shots.
Small- Cost: 1 Point
MOVE FS DEX HP WILL ATK SAV Melee
8” 7 7 3 5 1 2 Unarmed
NOTES: 10” Ranged weapon- 3 shots
10
Elementals
Air- Cost: 1.5 Points
MOVE FS DEX HP WILL ATK SAV Melee
8” 6 7 3 5 2 4 Armed
NOTES: Air Elementals have all abilities of a Brute Upgrade and the Flight/Agile
Model Trait. Air Elementals have the Defensive Training Model Ability. As a Free
Action, Air Elementals can use the Teleport Power (8” version) on their self or
a Player model. This Action is guaranteed, do not make a Willpower check. If a
Player model ends this movement in base contact with another model or vertical terrain
feature they are dealt a Crushing Wound Chart roll without Saves.
11
Fairy/Pixie
Cost: 1 Point
MOVE FS DEX HP WILL ATK SAV Melee
8” 6 8 1 8 1 4 Unarmed
NOTES: Fairies/Pixies have the Flight/Agile Model Trait. Fairies/Pixies have the
Toxic/Burning/Poisonous Model Ability. Each successful Save roll made by a
Fairy/Pixie is a Critical Save.
Florafolk
Cost: 1.5 Points
MOVE FS DEX HP WILL ATK SAV Melee
6” 4 4 5 5 1 3 Unarmed
NOTES: Florafolk have the Sturdy Model Ability. Florafolk can choose
3 of the following Powers to use during their Combat Phase as a Free Action.
These Actions are guaranteed, do not make a Willpower check.
• Healing (Self only)
• Disrupt (Pause only)
• Barrier
• Aura (Self only)
• Summon
Fungus
Cost: 1 Point
MOVE FS DEX HP WILL ATK SAV Melee
6” 5 5 4 5 1 4 Armed
NOTES: Fungus have the Toxic/Burning/Poisonous Model
Ability that deals 2 tokens instead of 1. Fungus always have
the benefits of the Aura Power applied to them and they roll
on the Burning Wound Chart.
12
Gelatinous Cube
Cost: 1.5 Points
MOVE FS DEX HP WILL ATK SAV Melee
4” 5 4 8 8 2 3 Unarmed
NOTES: Gelatinous Cubes heal 1 lost Hit Point at the start of each of their
activations. Any Melee combat in which they deal more unsaved damage than they
received, their opponent becomes trapped in the Gelatinous Cube. The victim
receives a Bleeding token and a Pause token and must stay in base-to-base
contact with the Cube until the Pause token is removed. The Bleeding token is
removed when the Pause token is removed, it may not be staunched as normal.
The Gelatinous Cube may act as normal while one or more Player models are inside it.
Ghost
Melee- Cost: 1.5 Points
MOVE FS DEX HP WILL ATK SAV Melee
8” 6 5 3 8 2 4 Armed
NOTES: Melee Ghosts have all the abilities of a Rampager. Melee Ghosts
have the Life Drain Model Ability.
Magical- Cost: 1 Point
MOVE FS DEX HP WILL ATK SAV Melee
8” 5 4 3 8 1 4 Unarmed
NOTES: Magical Ghosts know the Missile & Curse Powers. They have the
Scorching Model Ability. Magical Ghosts give a Confusion token to 1 of their
enemies within 12” as a Free Action in their Combat Phase. This Action
is guaranteed, do not make a Willpower check.
Goblin
Cost: 1 Point
MOVE FS DEX HP WILL ATK SAV Melee
6” 4 6 2 5 2 3 Armed
NOTES: Goblins have the Lucky Legendary Trait. Goblins also have the
Stealthy & Defensive Training Model Abilities.
13
Golem
Cost: 3 Points
MOVE FS DEX HP WILL ATK SAV Melee
6” 7 5 5 6 3 4 Armed
Lizardfolk
Melee- Cost: 1 Point
MOVE FS DEX HP WILL ATK SAV Melee
6” 5 5 3 5 2 4 Armed
NOTES: Melee Lizardfolk have the Lightning Fast Model Ability.
Magical- Cost: 1 Point
MOVE FS DEX HP WILL ATK SAV Melee
6” 5 4 3 7 1 3 Unarmed
NOTES: Magical Lizardfolk know the Protect, Disrupt, and Missile Powers and
can re-roll Willpower rolls of 9 or 10.
Ranged- Cost: 1 Point
MOVE FS DEX HP WILL ATK SAV Melee
6” 4 4 3 7 1 3 Unarmed
NOTES: 20” Ranged- 2 shots. Ranged Lizardfolk have the Piercing & Point Blank Model Abilities.
NOTES: All Lizardfolk have the Scales Model Ability. When a Lizardfolk is
deployed, you may choose for them to be a Snakefolk.
Snakefolk have the Crush Model Ability instead of Scales.
14
Mimic
Cost: 1 Point
MOVE FS DEX HP WILL ATK SAV Melee
4” 4 5 3 5 3 3 Unarmed
NOTES: Place 3 additional Scavenging Objective Markers on the board at least 4” from other Objectives.
Each of them can be activated as normal but use the
following table for scoring.
1-3: Replace the Objective marker with a Mimic model
and immediately begin Melee combat as if the
Mimic successfully Charged. Any model that
kills the Mimic scores 1 Victory Point. If the
Mimic survives this Melee, it is treated as an
NPC model for the rest of the game. It will
always move directly towards the closest
Player model and attempt to Charge at the
end of each Game Turn.
4-7: The active model scores 3 Victory Points and
3 Gold before the Objective marker is removed.
8-10: Replace the Objective marker with a Mimic model
and immediately begin Melee combat as if the Mimic
successfully Charged. Any model that kills the Mimic scores 1 Victory
Point. If the Mimic survives this Melee, it is treated as an NPC model for the rest of
the game. It will always move directly towards the closest Player model and attempt
to Charge at the end of each Game Turn.
Mind Controller
Cost: 3 Points
MOVE FS DEX HP WILL ATK SAV Melee
8” 5 5 5 8 1 4 Unarmed
NOTES: Mind Controllers have the Flight/Agile Model Trait. Mind
Controllers have the Defensive Training Model Ability. Mind
Controllers have all the abilities of a Controller Upgrade but do not use
Powers as normal. In each of the Mind Controller’s Combat
Phases, roll a D10 3 times and apply each result as described
below. This counts as its Action.
1-2: The closest Player model loses 1 Hit Point with no Saves.
3-4: All Player models within 4” receive a Confusion token.
5-6: Roll a D10 for each Player model, on an 8+ they lose 1
Hit Point with no Saves.
7-8: Mind Controller gains 1 Protect until its next activation.
9-10: All Player models within 6” receive -1 to all stats except
Hit Points until the Mind Controller’s next activation.
15
Minotaur
Cost: 1.5 Points
MOVE FS DEX HP WILL ATK SAV Melee
6” 7 6 4 5 1 3 Armed
NOTES: Minotaurs have the abilities of a Berserker Upgrade. Minotaurs
have the Clobber Model Ability.
Mummy
Cost: 1.5 Points
MOVE FS DEX HP WILL ATK SAV Melee
4” 6 5 4 7 2 4 Armed
NOTES: Mummies cannot be the target of Player Powers. Mummies
have the Sturdy Model Ability as well as the Epic Legendary Trait with
the Power being Aura.
Ork
Melee- Cost: 1 Point
MOVE FS DEX HP WILL ATK SAV Melee
6” 6 6 3 5 2 3 Armed
NOTES: Melee Orks have the Clobber Model Ability.
Magical- Cost: 1 Point
MOVE FS DEX HP WILL ATK SAV Melee
6” 6 4 3 7 1 3 Unarmed
NOTES: Magical Orks know the Missile and Aura Powers. Magical Orks get
+2 to their Missile chart roll.
Ranged- Cost: 1 Point
MOVE FS DEX HP WILL ATK SAV Melee
6” 6 4 3 5 1 3 Unarmed
NOTES: 20” Ranged- 3 shots. Ranged Orks cannot make Aim Actions.
16
Ratfolk
Melee- Cost: 1 Point
MOVE FS DEX HP WILL ATK SAV Melee
6” 6 7 2 5 2 3 Armed
NOTES: Melee Ratfolk have the Defensive Training Model Ability.
Magical- Cost: 1 Point
MOVE FS DEX HP WILL ATK SAV Melee
6” 4 7 2 6 1 3 Unarmed
NOTES: Magical Ratfolk know the Protect and Aura Powers. Magical
Ratfolk treat the unmodified Willpower roll of a 1-3 as a Critical Success.
Ranged- Cost: 1 Point
MOVE FS DEX HP WILL ATK SAV Melee
6” 4 7 2 5 1 3 Unarmed
NOTES: 10” Ranged- 2 shots. Ranged Ratfolk have the Piercing Model
Ability.
Robots
Cost: 1.5 Points
MOVE FS DEX HP WILL ATK SAV Melee
6” 6 5 4 7 1 4 Armed
17
Skeletons
Melee- Cost: 1 Point
MOVE FS DEX HP WILL ATK SAV Melee
6” 6 4 4 5 2 3 Armed
NOTES: Melee Skeletons get +1 Save in Melee and have the Stealth
Model Ability.
Magical- Cost: 1 Point
MOVE FS DEX HP WILL ATK SAV Melee
6” 4 4 4 7 1 3 Unarmed
NOTES: Magical Skeletons know the Heal, Protect, and Missile Powers.
If the target of these Powers is a skeleton model (friend or foe), successes are
treated as Critical successes.
Ranged- Cost: 1 Point
MOVE FS DEX HP WILL ATK SAV Melee
6” 4 4 4 5 1 3 Unarmed
NOTES: 10” Ranged- 2 shots. Ranged Skeletons have the Piercing and
Stealth Model Abilities.
NOTES: All Skeletons treat Piercing & Burning Wound Chart rolls of 1-7 as Nothing,
but opponents get +1 to the Wound Chart roll when using the Crushing Chart.
Slimes
Cost: 1 Point
MOVE FS DEX HP WILL ATK SAV Melee
6” 3 5 2 5 2 4 Armed
NOTES: Slimes have the Sturdy Model Ability. Each successful Save for a
Slime is a Critical Save. Each successful hit is a Critical Hit.
18
Spiders
Giant- Cost: 3 Points
MOVE FS DEX HP WILL ATK SAV Melee
8” 6 6 5 7 3 4 Armed
NOTES: Giant Spiders use the Pause version of the Disrupt Power
as a Free Action in each of their Combat Phases.
Swarms- Cost: 1 Point
MOVE FS DEX HP WILL ATK SAV Melee
6” 4 8 2 7 2 5 Unarmed
NOTES: Spider Swarms have the Stealthy Model Ability.
Trolls
Cost: 3 Points
MOVE FS DEX HP WILL ATK SAV Melee
6” 7 5 6 5 2 4 Armed
NOTES: All Troll Melee attacks give -1 to enemy Save
rolls. In addition, when a Troll is deployed, decide which
type of Troll it is and it also gains the benefit listed below.
19
Vampires
Lords- Cost: 3 Points
MOVE FS DEX HP WILL ATK SAV Melee
8” 7 7 5 7 3 4 Armed
NOTES: When deploying a Vampire Lord, decide which
type it is and apply the abilities below.
• Coven Lord: Has the abilities of a Dominant Upgrade.
Each Minion has the +1 FS & +1 DEX Model Traits and
the Devotion Model Ability.
• Mystic Lord: Has the abilities of a Controller Upgrade.
Knows the Healing, Missile, and Curse Powers. If the Missile
Power deals any Damage, heal a previously lost Hit Point
from the Mystic Lord.
• Warrior Lord: Always has the benefits of the Aura Power.
Gives its enemy models -2 FS in Melee and gets +2 Save
against Ranged attacks. They re-roll failed Hit rolls in Melee.
Cultists- Cost: 1.5 Points
MOVE FS DEX HP WILL ATK SAV Melee
8” 6 7 3 6 2 4 Armed
NOTES: Vampire Cultists have the abilities of a Scout Upgrade and the Stealthy Model Ability.
NOTES: All Vampire Lords & Cultists have the Flight/Agile Model Trait and
the Life Drain & Stealthy Model Abilities in addition to their
listed description.
Werewolves
Cost: 1.5 Points
MOVE FS DEX HP WILL ATK SAV Melee
8” 7 5 3 6 1 4 Armed
NOTES: Werewolves have the abilities of a Berserker Upgrade.
They have the Life Drain & Lightning Fast Model Abilities.
20
Wolves
Cost: 1 Point
MOVE FS DEX HP WILL ATK SAV Melee
10” 6 7 3 5 1 3 Armed
NOTES: Wolves have the Lightning Fast Model Abilities. Wolves
get +1 Save & +1 FS when they are within 8” of their allies.
Witches
Cost: 1.5 Points
MOVE FS DEX HP WILL ATK SAV Melee
6” 5 5 3 7 1 4 Unarmed
NOTES: Witches have the Scorching & Disciplined Model Abilities. Witches
know the Curse, Missile, and Time Slip Powers. Witches have the abilities of an
Augmenter Upgrade. When a Witch uses Curse, all of the Witch’s enemies within
12” are affected instead of just 1 target model. Apply the same Curse effect to targets.
Wizards
Cost: 1.5 Points
MOVE FS DEX HP WILL ATK SAV Melee
6” 5 5 3 8 1 4 Unarmed
NOTES: Wizards have the Disciplined Model Ability. Wizards have the
abilities of a Fanatic Upgrade. Wizards know all 10 Powers. Each time a
Wizard wants to use Powers in the Combat Phase, roll a D10 3 times on
the Powers list in the core rulebook. For each result, the corresponding
Power is automatically successful.
Zombies
Cost: 1 Point
MOVE FS DEX HP WILL ATK SAV Melee
4” 3 4 5 8 2 2 Armed
NOTES: Zombies have the Sturdy & Clobber Model Abilities. Zombies
get +1 Attack for each other Zombie within 6”.
21
The variety and scope of horrors in the Brutal boggles the mind.
22
Lord Dreadmore’s Gauntlet
Lord Dreadmore’s Gauntlet is one of the rarest things in the Brutal Realm: a spectator sport.
While a few other locations have competitions and entertainment, such as Red Camp’s “Red
Camp Rush”, Lord Dreadmore’s Gauntlet is still one of kind. This arena of combat is the only
entertainment venue that is actually broadcast for viewing, in a manner of speaking.
Wealthy in a multitude of ways, Lord Dreadmore heavily charges the establishments for the
broadcast. The arena participants willingly pay ridiculous amounts to take part, and select
people can pay heaps of gold to watch the combat in person. Whether he found this facility or
designed it, Lord Dreadmore’s Gauntlet is a technological marvel. The room is fully
23
customizable with floor panels that
rise and fall, and walls that move
independently in an instant. The
walls are lined with countless
nozzles, barrels, and other gadgets
that can be deployed in moments.
“Michek made the mistake that many make. Michek thought he was the top bravery of the
land. In the first round, sour vapors shot out from the wall holes. Michek caught the
laughter so hard he barely noticed when the Ork’s Mace caved in his head. Months of
savings were gone in a moment. Michek was humiliated before his friends. But this time will
be different, because Michek is not the top dumb of the land either. Next month he will have
the coin saved up again. Next month he will enter and has a secret he has been practicing.
Michek can hold his breath for five minutes now. The laughing will not take hold.”
-Michek Porshtu
Flagellant Assistant for Our Lady Chapel, Gone Away
24
How to Play
It you’re positive that you are ready to take on this challenge, here’s how you do it.
Setup
• Create a Warband as per normal rules. (suggested 5-6 point list)
• Select 20 different models to be your NPC creatures.
• Create a 20” by 20” play area, marking the boundaries.
• Alternatively, choose an RPG mat and count every square as 2”.
• Find four pieces of 4” long wall terrain that bock line of sight.
• Take note of the four sides of the arena, for game purposes, the North side is
farthest from you, the West is on your left, East is on your right, and the South
is the board edge closest to you.
• Take note of the very center of the board, marking it if necessary.
• Deploy your entire Warband within 4” of the center of the room for the first
round. After that they will not reset, move, or perform any Actions before the
next round starts.
The agreement is for five rounds of combat, but Lord Dreadmore has viewers to dazzle. At the
end of five rounds, Lord Dreadmore will decide if your actions have been impressive. The
Gauntlet Finale page has rules to determine if you are forced to play more rounds. Your models
score 1 Victory Point for each NPC model killed, but the only win condition for this mode is
survival. In a Campaign, you will need to pay 6 Gold before attempting the Gauntlet.
IMPORTANT: If a Player model attempts to use a Power that their Warband has already used
this Game Turn, the model attempting the Power gains a Bleeding Token.
25
Round 1
Event Table- All effects are immediate, stat checks must be made before enemies
are deployed. Roll a D10.
1. One Snuck In: The minimum point total for NPCs are +1 point higher than half of the
remaining Player Warband points total. Ex: Warband total is 5. Normal minimum for NPCs this
round would be 2.5 points, it is now 3.5 points.
2. Flood!: Water rushes in from the East side. All Player models must make a Dexterity
check or be smashed against the West wall. Models who are swept away take a Crushing
Wound Chart roll with Saves allowed and are placed along the West wall.
3. Mist: All models receive +1 Save in this round.
4. Laughing Gas: Player models must pass a Willpower check or gain a Confused token.
5. Temperature Spike: Player models must pass a Willpower check or gain a Paused token
but remove it using Willpower instead of Dexterity.
6. Trap Door: The Player character with the lowest Dexterity must pass a Dexterity check or
take 2 Piercing Wound Chart rolls with no Saves allowed.
7. Arrow Trap: Arrows shoot from the center of the North side, roll 1 Ranged attack against
all Player models w/ clear line of sight to that point on wall.
8. Gap: Scatter a 4” diameter hole in the floor D10” x2 from the center of the room. If it
lands under a Player model, they must pass a Dexterity check or take 1 Crushing Wound
Chart roll without Saves. The hole remains for this round and follows the rules for a gap.
9. Snare: Roll a D10 for each Player model, on an 8+ they get a Pause token.
10. Treasure Drop!: Roll on the Item Chart (page 36). That item drops from the ceiling. Give
it to the Player model of your choice.
26
Enemy Behavior Table- Roll a D10. That model deploys touching the center of
the named wall (unless stated otherwise) and prefers to target Player models they Hate.
27
Round 2
Event Table- All effects are immediate, stat checks must be made before enemies
are deployed. Roll a D10.
1. One Snuck In: The minimum point total for NPCs are +1 point higher than half of the
remaining Player Warband points total. Ex: Warband total is 5. Normal minimum for NPCs this
round would be 2.5 points, it is now 3.5 points.
2. Snakes!: Player models must pass 2 Fight Skill checks and take a Burning token for each
failure.
3. Rolling Boulders: All Player models must scatter D10+4” from their position.
4. Fear Gas: Roll a D10 for each Player model, on a 7+ they will run to the far side of the
closest 4” wall.
5. Chains From the Ceiling: All models get -2” Move this round, but +1 Save. Any Critical
Wound! Results also deal a Pause token as they get tangled in chains.
6. Lava Dump: All Player models must pass a Save check or receive 3 Burning tokens.
7. Antigravity: All models get +4” to Charges and Run rolls this round.
8. Temperature Drop: Add up each Player model’s Save and Hit Point stats, Player models
must roll within their total or take -2 Fight Skill & -2 Dexterity this round. Unmodified
rolls of 10 always fail.
9. Floating Mines: Each time a model Critically fails a Hit, Charge, Willpower, or Save roll
in this round, they take 2 Crushing Wound Chart rolls without Saves.
10. Treasure Drop!: Roll on the Item Chart (page 36). That item drops from the ceiling. Give
it to the Player model of your choice.
28
Enemy Behavior Table- Roll a D10. That model deploys touching the center of
the named wall (unless stated otherwise) and prefers to target Player models they Hate.
“Tinus and Derk were a sight to behold. They certainly weren’t the first high tech fighters to try the Gauntlet,
but they sure did make a splash that others didn’t. Have you ever heard of Trional Tortion? Well, I gotta tell
you, there wasn’t a single person in our bar that didn’t lose their dinner that night. Bar floor was just as slick
as the Gauntlet and smelled worse. Apparently, their dimension had an incredible knowledge of the fabric of
reality. Dreadmore was furious, I ain’t never seen anything like it before or since. Word has it they got a
sweetheart deal with the Oathsworn, but I can’t tell you for sure. All I know is they weren’t never allowed
back.”
-HH-
Skinsmith, Gone Away
29
Round 3
Event Table- All effects are immediate, stat checks must be made before enemies
are deployed. Roll a D10.
1. One Snuck In: The minimum point total for NPCs are +1 point higher than half of the
remaining Player Warband points total. Ex: Warband total is 5. Normal minimum for NPCs this
round would be 2.5 points, it is now 3.5 points.
2. Spikes From Floor: Any Player models in South half of the room take 1 Piercing Wound
Chart roll with Saves.
3. Crushing Walls: At the end of each Game Turn in this round, the West wall closes in 4"
towards the East wall. If it encounters models, they will be pushed. The West wall will
stop when it is 4” from the East wall.
4. Solar Brightness: No Cover modifiers are allowed on Save rolls this round, Ranged attacks
can only be performed if the model Aims.
5. Infection Stinger: Roll 5 D10. Each 9+ that you roll, place a Bleeding token on the Player
model with the lowest Save. If a tie, choose one.
6. Confusion Tone: Player models must pass a Willpower check or gain 1 Confusion token.
7. Ice Blast: The model with the lowest Fight Skill gains 2 Pause tokens. If a tie, choose one.
8. Transformative Spell: Choose a Player model to become a small creature this round. They
keep their Hit Points & Attacks, but all other stats are changed to 3. Their Save is now 6.
9. Radiation: Each Player model must roll within their max Hit Points stat or take 2 Burning
tokens.
10. Treasure Drop!: Roll on the Item Chart (page 36). That item drops from the ceiling. Give
it to the Player model of your choice.
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Enemy Behavior Table- Roll a D10. That model deploys touching the center of
the named wall (unless stated otherwise) and prefers to target models they Hate.
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Round 4
Event Table- All effects are immediate, stat checks must be made before enemies
are deployed. Roll a D10.
1. One Snuck In: The minimum point total for NPCs are +1 point higher than half of the
remaining Player Warband points total. Ex: Warband total is 5. Normal minimum for NPCs this
round would be 2.5 points, it is now 3.5 points.
2. Complete Darkness: No models may target another model for Charges, Powers, or Ranged
attacks if they are more than 6” away from each other.
3. Dart Trap: Roll 3 D10s for each Player model, on the roll of a 1 they take a Bleeding
token.
4. Invisible Enemies: All NPC models have +2 Save this round.
5. Floor Mines: Any unmodified Run or Charge roll of 1-2 deals the active model 1 Damage
with Saves allowed. (No Wound Chart roll)
6. Skittering Biters: Each Player model scatters D10".
7. Vomit Note: Roll a D10 for each Player model, if the result is 1-3 they vomit
uncontrollably and gain a Blinded token for the first Game Turn.
8. Axes From the Ceiling!: Each time a model activates during this round, any unmodified
roll of a 1 or 10 to Run, Charge, or Hit deals a Bleeding token to the active model without
Saves.
9. Flame Nozzles: All 4” walls deal a Burning Token any time a model passes or ends within
2” of them after being moved for any reason.
10. Treasure Drop!: Roll on the Item Chart (page 36). That item drops from the ceiling. Give
it to the Player model of your choice.
The list of items banned from the Gauntlet is short, but the list
of countermeasures is very long.
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Enemy Behavior Table- Roll a D10. That model deploys touching the center of
the named wall (unless stated otherwise) and prefers to target models they Hate.
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Round 5
Event Table- All effects are immediate, stat checks must be made before enemies
are deployed. Roll a D10.
1. One Snuck In: The minimum point total for NPCs are +1 point higher than half of the
remaining Player Warband points total. Ex: Warband total is 5. Normal minimum for NPCs this
round would be 2.5 points, it is now 3.5 points.
2. Rock Fall: All Player models suffer 1 Crushing Wound Chart roll with Saves allowed.
3. Smoke Plumes: All models have benefit from full Cover while within 2” of a 4” wall.
4. Grasping Vines: All models get -2" to Move, Run, and Charge rolls this round.
5. Wall Turrets: Roll 3 D10 for each Player model, they lose 1 Hit Point with no Saves for
each roll of a 10.
6. Sound Blasting: All Player models begin this round Knocked Down.
7. Acid Dripping: Any Critically failed Save roll deals that model 3 Burning tokens.
8. Corrosive Gas: All models have -1 Save during this round.
9. Sentient Chains: All Player models start this round with 1 Pause token that can be removed
with either a successful Dexterity or Fight Skill check. (choose one)
10. Treasure Drop!: Roll on the Item Chart (page 36). That item drops from the ceiling. Give
it to the Player model of your choice.
After finishing Round 5, consult the Gauntlet Finale to see if your warband is
forced into more combat or if they have earned their freedom and riches.
Most don’t know that the Gauntlet is a maddening hybrid of Magick and
technology working in unison to change arena conditions in an instant.
34
Enemy Behavior Table- Roll a D10. That model deploys touching the center of
the named wall (unless stated otherwise) and prefers to target models they Hate.
35
Treasure List
When instructed by the Event table, roll on this 2D10 list to find out what item falls from
the ceiling. If the bearer dies while in the Arena, they lose the Item they picked up from
the Gauntlet. The market value of each item is presented next to the name for campaign
purposes.
2. Nothing
3. Some Dust (smells weird)
4. Note with a Joke: (One Use) Target enemy within 12” gains a Confusion token
from laughing.
5. 2 Gold
6. Smoke Capsule: 2G (One Use, Free Action) Place a 6” line of sight blocking
barrier within 12” of the bearer until the end of the Game Turn.
7. Healing Potion: 3G (One Use, Free Action) Heal an Ally within 1"of 1 lost Hit
Point.
8. 5 Gold
9. Quicksilver Boots: 3G The bearer gets +2” to Run and Charge rolls.
10. Helmet of the Oracle: 4G Bearer gains 1 Time Slip at the start of each Game
Turn.
11. Syringe of X-ite: 4G (One Use, Free Action) Target within 1” ignores Wound
Chart rolls for the next 2 Game Turns.
12. Multispectral Cream: 4G (One Use, Free Action) Ally within 1" can't be targeted
for attacks, Powers, or Charges this Game Turn.
13. Vial of Venom: 4G The bearer deals 1 Burning token in addition to the result
they roll on the Wound Chart for their Ranged or Melee attacks.
14. Beastial Amulet: 5G The bearer receives +2 Fight Skill when they Charge.
15. Phoenix Crystal: 5G (One Use) The bearer is resurrected to 1 HP as soon as they
die, gaining no Insanity for the death.
16. Word of Power Scroll: 6G This counts as using a Power, distribute 2 Blinded
tokens among enemies within 12”. After this resolves, the bearer takes -1
Willpower as if injured.
17. Restoration Oil: 6G (One Use, Free Action) Ally within 1” heals all lost Hit
Points.
18. Hyperion Transmitter: 6G The bearer can re-roll Wound Chart rolls for their
Melee attacks.
19. Chronogauntlet: 7G The bearer gains a Free Action each Game Turn.
20. Ortus’ Memorizing Glasses: 7G All enemies receive -1 Fight Skill while within
6” of the bearer.
36
Gauntlet Finale
Your Warband is bloodied and beaten, exhausted. The arena stinks of
chemicals and sweat, the floor is slick with gore. The final buzzer sounds
and you expect the exit gates to open. Long moments pass as Lord
Dreadmore decides if its time to let you go or to continue your nightmare.
Consult the tables below and add the results.
At the end of the last round, what condition is your warband in?
When you begin playing your additional rounds, you may choose to roll on
any round’s Event Table. When you are finished with the additional rounds,
you are Free! Head over to the Victory Section on the next page.
“Zombies? Like the Undead? I don’t think they exist here. It don’t figure to me that the Lady would
bring them here. But I’ve seen plenty of people who fit that description. See, there’s a nasty case of
disease that comes from the Flayer Forest … or Flayer Woods. Whatever they call it. Called the
Flayer Virus but you won’t find no vial to cure it. It’s Magickal in nature. Nobody seems sure how you
get it, but it starts with your skin peeling off, then your flesh dropping off in chunks after a while. If
you see something that looks akin to an Undead, it’s probably an early stage Flayer Virus victim. They
start going mad pretty quick. Likewise, if you run across some walking skeletons I’d bet they just let
the disease run full through. No talk of curing it.”
-Dort the Ripe
Tooth Collector, Logtown
37
Victory!
Against all odds, your warband made it through the Gauntlet! An incredible feat, as the vast
majority of participants are massacred well before they find victory. With the exit opening, a
rush of excited spectators filter in to congratulate you. Your unique combination of strategy,
prowess, and luck has served you well.
In the next hour your surviving members are cleaned up by servants, dressed in fine cloth,
and ushered into a large private ballroom reserved for Dreadmore’s most elite customers and
champions. Your surviving party members are treated to a rare night of care-free social
interaction with some of the most powerful individuals in the Brutal. Drinks of all kinds pour
freely and the spread of food on the tables is the largest your characters have ever seen. More
than one of the elites are intrigued by your champions and could be convinced to give aid to
your cause. This is an invaluable
opportunity to get ahead in this
world.
38
Elite Patron Table
Pleasure Trader- Your wildest desires
can become manifest, if for only one
night. Remove 1 Insanity from each of
your party members.
Dreamshaper- Choose one of your models to be cleared of all Insanity Points. If they
currently suffer from an Insanity Table result, remove one result permanently from your model.
Beast Tamer- You may add an animal to your warband as a new member. Create this animal
using all normal rules for creation. This model is Upgraded, costs 1.5 points, and does not earn
experience. This model does not give up Kill Points if it dies, and cannot Pray or Scavenge
Objectives. If this model dies, roll a D10 in each of your Home Phases to try and contact the
Beast Tamer for another. On the roll of a 7-10, a new animal is added to your roster (doesn’t
have to be the same animal). He will not give you another animal as long as you have one on
your roster.
39
Merchants come from all walks of life, and they are the economic lifeblood
of the Brutal.
40
Merchant Specialties
This section of the book is designed to add more options for your Campaigns. Each time you
interact with a Merchant in your Home Phase, you can choose to roll on the following table
instead of using the main rulebook Merchant’s wares. This table result is the kind of
Merchant you have found and which Item Chart you can purchase items from. If you have a
character with the Connections Passive Ability, you can choose which type of Merchant you
find instead of rolling.
Trinket Peddler
When you meet a Trinket Peddler, they have the following items for sale.
41
Arms Dealer
When you meet an Arms Dealer, they have the following items for sale.
The Molecular Destroyer was taken from an abandoned camp. One might
wonder why someone would leave this behind?
42
Trainers
When you meet a Trainer, they have the following services and items for sale.
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Slavers
When you meet a Slaver, they have the following services and items for sale.
44
Seers
When you meet a Seer,
they have the following
services and items for sale.
1-2. Fortune:
2G (One Use) You have
been told of a coming
event. In your Home
Phase, you may choose
one of your Passive
Ability rolls to be the
result of your choice. Do
not roll for that Passive
Ability.
3-4. Telling:
4G (One Use, Free
Action) Some future
happenings are revealed to
Unireal∀ is a Seer for Ephrant’s Consortium.
you. The bearer may use
this information at the
beginning of a Mission. If
they do, give them a Time
Slip at the beginning of every Game Turn.
5-6. Reading:
5G (One Use, Free Action) The Seer has given you the secret weakness of a foe. The bearer
chooses an enemy model within line of sight and that enemy gains 2 Curse tokens for this
Mission. These tokens are not removed for the duration of this Mission.
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Mission: Mimic Den
Army Lists: This Mission can be played solo or with opponents. Make lists as normal.
Then use the Mimic rules and stats from earlier in this book. Build a Mimic list equal
to the points you have agreed on with your opponent as if the Mimic list is another
player. (Ex: If the Players each bring 7 point lists, build a 7 point list for the Mimics.)
The first time an unmodified 1 is rolled for activating an Objective, do not place a Mimic
as normal. This model is the Mimic King who has the following profile.
Mimic King MOVE FS DEX HP WILL ATK SAV Melee
6” 7 6 6 7 3 5 Armed
NOTES: The Mimic King gives all Mimics within 10” +1 Attack. Each time a model targets the Mimic
King for a Ranged attack, Charge, or Power, the model must pass a Willpower check, if failed they
must choose another target. The Mimic King
follows the same rule when they are revealed just
as the regular Mimics.
Activation: Players activate their models
as normal. Mimics and the Mimic King
are activated at the end of each Game
Turn. The Melee that ensues by revealing
a Mimic or King as per their rules is not
considered an activation for that Mimic.
It will still activate at the end of the
Game Turn.
Deployment Zones: As Normal.
Objectives: Follow the rules for Mimics.
Players will take turns placing Objectives
anywhere not in a deployment zone and at
least 4” from other Objectives.
Victory Conditions: The Player with the most Victory Points at the end of the game is
the winner. Kill Points and Scavenge Points are used. Players earn 1 Victory Point for
each Mimic killed and 3 Points for killing the Mimic King.
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Model Abilities
Choose one free Model Ability for each model in your warband. Any number of models in a
warband can take the same Model Ability. These are additional Model Abilities that are not
included in the main rulebook. These are designed to give more options to players and
characters, not to be any better than the Model Abilities found in the rulebook.
Acid Blood/Fire Blood: This model immediately deals 2 Burning! Tokens to an enemy
within 1” each time it loses a Hit Point. (See Wound Chart)
Mental Strain: Each time this model uses a Power, you may declare they will Strain before
rolling. When they do, their Willpower is -1 for this Action, but the maximum target range of
the Power is +4”.
Well Equipped: This model’s Melee attacks are Armed. This ability is affected by Disarmed
as per normal rules.
Tackle: When this model rolls a Charge roll of 6+ and performs the Charge in a straight
horizontal line using the shortest possible distance, it is a Critical Charge.
Scales: This model gets +1 Save against Ranged attacks.
Spikes: Each time an enemy model rolls an unmodified 10 to Hit this model in Melee, deal
that enemy model 1 Piercing Wound Chart roll without Saves.
Tail/Tentacle Strike: This model can make 1 additional Melee attack that only deals a
Wound Chart roll, roll it separately from your other attacks. Saves are allowed as normal.
Natural Claws: This model ignores the effects of a Disarmed Wound Chart result for Melee.
Slippery: This model can choose to make enemies re-roll unmodified Wound Charts rolls of
1-8 against them but the second result must be kept.
Crush: This model may choose to perform a Crush Action in Melee instead making any
Melee attacks. Roll a D10: if the result is higher than the enemy’s Hit Point stat (not current
Hit Points), deal 1 Crushing Wound Chart roll with no Saves allowed and begin the process
over again. If a Crush roll is equal to or less than the enemy’s Hit Point stat, the entire Crush
Action is over. A model can make a maximum of 3 Crush rolls in a Crush Action. If an
unmodified roll of 10 is rolled to Crush, it deals 2 Crushing Wound Chart rolls instead of 1.
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Legendary Traits I
Add +0.5 point to the cost of the model that bears a Legendary Trait. 0-1 Legendary
Traits allowed per warband list.
Beast Form: This model can Transform as a Free Action at the start of its activations.
When it does, replace its current model with an appropriate model and completely replace
this model’s current stats as shown below. When Transforming back to normal, revert
back to this model’s Roster Sheet stats. All effects, lost Hit Points, and Wound Chart stat
modifiers remain during Transformations. While in a Beast Form, ignore all aspects of
the normal model (Model Traits, Faction Traits, Powers, etc.) except for Hit Points.
48
Legendary Traits II
Add +0.5 point to the cost of the model that bears a Legendary Trait. 0-1 Legendary
Traits allowed per warband list.
Explosive: When this model loses its final Hit Point, all models within 12” and line of
sight of this model automatically take 1 Ranged hit (do not roll to hit). All models within
6” and line of sight of this model treat this automatic Ranged hit as a Critical Hit instead
of a normal hit (do not roll to hit). This model gets +2 to any Wound Chart rolls for
unsaved Damage from this ability dealt to models within 4”. Save rolls, Model Abilities,
and Cover modifiers should be applied as normal as if this model made Ranged attacks to
each of the models within range. Unsaved wounds deal 1 Damage and a Wound Chart
roll of the bearer’s choice. This model may not use this Legendary Trait more than once
per Game.
Illusion: Each time an enemy model targets this model for a Ranged attack, Charge, or
Power, they must pass a Willpower check. If failed, they must choose another target.
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“Something isn’t right here. All the major Factions leave Dreadmore’s
operation alone. They won’t tell me where my Rynn went after she went into
the Gauntlet. I’m going in there and I’m saving her.”
-Unknown
50