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Brutality Skirmish Wargame: Beastiary & Gauntlet Mode

Copyright © 2020 Scott Wainwright All rights reserved.


Imprint: Lulu.com

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

Dedicated to my loving mother, Kandie.


Images used in this book were legally sourced from the following sources:
Lane Brown pages 24, 38, 41
Adobe Photostock Front and Back cover art, pages 5, 22, 23, 26,
27, 28, 29, 30, 31, 32, 33, 34, 35, 37, 39, 40, 42, 43, 44, 45, 46, 47, 48, 49, 50
critical-hit.biz page 8
gdupuis.com page 7
InfinityPBR pages 9, 10, 12, 13, 14, 15, 16, 18, 19
Rexard pages 6, 7, 9, 11, 12, 15, 16, 17, 18, 19, 20, 21

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.

Creating Your Own NPCs

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.

• Choose what Class your creature should be, based off


how you think it would act.
• Decide if you want this be a serious threat or a
normal difficulty threat.
• Normal threats should be basic Class stats.
• Serious threats should be Upgraded using the
Class Upgrades.
• Give NPC creatures 3 Model Traits instead of 2 and
always allow them to stack, even if they aren’t
Upgraded.
• Choose 2 Model Abilities for the NPC creature, or
alternatively choose a Legendary Trait.
• Use the normal points for making a warband, 1 point for
Basic, 1.5 for Upgraded, 3 points for Monster, etc.

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

Melee- Cost: 1 Point


MOVE FS DEX HP WILL ATK SAV Melee
8” 6 5 3 5 2 3 Armed

NOTES: When Bandits deal more unsaved Damage than they


take in Melee, remove 1 Gold from the Warband’s stash. In
addition, the Player model who lost the combat is now given a
Disarmed token.

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

Swarm- Cost: 1 Point


MOVE FS DEX HP WILL ATK SAV Melee
8” 3 6 3 5 3 5 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

Fast- Cost: 1 Point


MOVE FS DEX HP WILL ATK SAV Melee
8” 7 7 3 5 1 3 Armed

Support- Cost: 1 Point


MOVE FS DEX HP WILL ATK SAV Melee
8” 5 7 3 7 1 3 Unarmed
NOTES: Support Catfolk know the Aura, Curse, and Missile Powers.

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

Lesser- Cost: 1 Point


MOVE FS DEX HP WILL ATK SAV Melee
8” 6 5 2 5 1 5 Armed

NOTES: Demons have Flight/Agile. They also have the


Toxic/Burning/Poisonous Model Ability.

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.

Small- Cost: 1 Point


MOVE FS DEX HP WILL ATK SAV Melee
8” 6 5 3 5 1 3 Armed

NOTES: When deploying a Dinosaur, decide what type it is.


Armored: Gets +2 Save, gains the Tackle Model Ability
Vicious: +1 Attack, Immune to Pause or Confusion
Airborne: Gains Flight/Agile Model Trait & Lighting Fast Model Ability

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

NOTES: All Dragons have Flight/Agile Model Trait, as well as the


Toxic/Burning/Poisonous Model Ability and are immune to Player
Powers. When deploying a Dragon, choose which type it is.
• Fire: Ranged Targets get a Burning Token in
addition to a Wound Chart roll for each
unsaved wound.
• Electric: Unmodified Ranged hit rolls of 9-10 are
treated as Critical Hits.
• Acid: Gives its Melee Targets -1 to their Save rolls.
• Poison: Re-rolls Wound Chart rolls of 1-5 for its
attacks.
• Ice: Player models get -2 FS within 6” of
this model.

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.

Earth- Cost: 1.5 Points


MOVE FS DEX HP WILL ATK SAV Melee
6” 6 4 4 5 2 6 Armed
NOTES: Earth Elementals deal 2 Crushing Wound Chart rolls for each unsaved
damage instead of 1.

Fire- Cost: 1.5 Points


MOVE FS DEX HP WILL ATK SAV Melee
8” 8 6 3 5 1 4 Armed
NOTES: Fire Elementals have all abilities of an Assassin Upgrade. Fire Elementals
have the Toxic/Burning/Poisonous & Acid Blood/Fire Blood Model Ability.

Forest- Cost: 1.5 Points


MOVE FS DEX HP WILL ATK SAV Melee
6” 6 5 4 6 1 4 Unarmed
NOTES: Forest Elementals know Barrier & the Pause version of the Disrupt Power. As a Free
Action, Forest Elementals can choose one of these Powers once per activation. This Action is
guaranteed, do not make a Willpower check. Forest Elementals also re-roll failed Save rolls.

Ice- Cost: 1.5 Points


MOVE FS DEX HP WILL ATK SAV Melee
6” 4 8 3 6 1 4 Armed
NOTES: 20” Ranged- 2 shots. Ice Elementals have the abilities of a Shredder Upgrade
and unsaved Damage they deal causes 2 Pause tokens instead of 2 Wound Chart rolls.

Water- Cost: 1.5 Points


MOVE FS DEX HP WILL ATK SAV Melee
12” 7 8 3 5 1 4 Armed
NOTES: Water Elementals re-roll Run, Charge, and Save rolls.

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.

NOTES: All Ghosts have the Flight/Agile Model Trait and


the Defensive Training Model Ability.

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

NOTES: All Golems have the Clobber Model Ability and


have the abilities of the Brute Upgrade. When deploying
a Golem, choose which type of Golem it is from the
following list and it gains the corresponding ability.

• Clay Golem: When this model suffers Wound


Chart Rolls, treat results 1-7 as Nothing.
• Flesh Golem: Immune to Confusion, heals 2
Hit Points each time its rolls a Critical Save.
• Iron Golem: Gives its enemy models -2 to
Save rolls from its Melee attacks.
• Stone Golem: Change this model’s Save value to a 6.

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.

NOTES: All Orks treat an unmodified roll of 1-2 as a Critical


Hit in Melee and re-roll unmodified Charge rolls of 1-2.

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.

NOTES: When a Player model Charges a Ratfolk, they


get -2” to their Charge roll. All Ratfolk have the Stealth
Model Ability.

Robots
Cost: 1.5 Points
MOVE FS DEX HP WILL ATK SAV Melee
6” 6 5 4 7 1 4 Armed

NOTES: All Robots have either the Flight/Agile or Sturdy Model


Ability. When deploying a Robot, choose which type it is from the
following list and it gains the corresponding abilities.

• Armored: Change Attacks to 2. Change Save to 6.


• Gunner: 20” Ranged- 2 shots. Abilities of Shredder Upgrade.
• Engineer: Abilities of Augmenter Upgrade. Knows the
Missile, Heal, Protect, and Barrier Powers.
• Murderizer: Abilities of a Berserker, re-roll unmodified Wound Chart rolls of 1-5
for its Melee attacks.
• Phaser: Change Movement to 12”. Change Attacks to 2. Its unsaved Melee
attacks deal 2 Wound chart rolls instead of 1.

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.

Swarms (of anything)


Cost: 1 Point
MOVE FS DEX HP WILL ATK SAV Melee
6” 3 6 5 5 4 3 Armed
NOTES: Swarms can have either the Flight/Agile Model Ability or the
Toxic/Burning/Poisonous Model Ability. In addition, Swarms always have
the Stealth Model Ability.

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.

NOTES: All Spiders have the Flight/Agile


Model Trait and the Defensive Training Model
Ability in addition to their listed description.

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.

• Cave Troll: Abilities of a Rampager Upgrade.


• Ice/Fire Troll: Always has Aura Power applied
automatically using the Burning Wound Chart.
• Rock Troll: Immune to Piercing or Burning
Wound Chart rolls.
• Throwing War Troll: Abilities of an Ordnance
Upgrade including weapon.
• Toxic/Venom Troll: Its unsaved Melee attacks
deal 2 Wound Chart rolls instead of 1.

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.

Confidence sours to panic all too quickly in the Gauntlet.

The local Mindweavers Guild of telepathically-powered individuals are employed to


psychically project these gruesome events. Associated bars and pubs in the nearby Eastern city
of Gone Away pay premium prices so their patrons can watch the carnage. A Mindweaver is
assigned to each affiliated location, and they emit an aura of mental imagery for those around
them.

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.

Usually it is Dreadmore himself that


controls the features of the arena,
whether it be spouting noxious
gasses, or dropping chains from the
ceiling at a crucial moment. Nothing
is off limits when it comes to
increasing the danger (and ratings)
of this unique show.

One might wonder why anyone


would willfully sign up for this
deadly activity. Similar to a game
show in other dimensions, the groups
that can survive the Gauntlet will be
showered in treasures. Ephrant’s
Consortium even offers loans for
participants to join in the chance to
win. Most of these people find that they A wealthy observer enjoys the
cannot survive the ordeal and default spectacle from a booth.
on their loan, which means being
whisked away into slavery.

“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.

Activating Each Round


• Find the page for the round you are on, roll on the Event Table and immediately
apply the effects. A round’s Event only effect that round.
• Re-scatter each of the four walls D10” x2 from the center of the board, stopping
them short of landing on a model. You determine their facing when placed.
• Roll 2D10 on your line up of 20 NPC miniatures, pull out the corresponding
model and keeping a tally of the total points of NPCs you have pulled.
• Keep randomly selecting NPC models until their point total is at least half the
point total of your remaining warband models.
• Roll on the AI table for each NPC and deploy them as instructed.
• Each Game Turn, activate models in this order: 1 NPC, 2 Player models, 1 NPC,
2 Player models, etc. Each round ends when all NPCs or all Player models are slain.
• NPC models never care for their own safety, and always aim to do as much
damage as possible to Player models.

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.

M’halla the Shimmering- Four-time Champion.

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.

1. Deploys North. Hates Closest Model


2. Deploys East. Hates Closest Model
3. Deploys South. Hates Closest Model
4. Deploys West. Hates Closest Model
5. Deploys on West wall, all subsequent NPCs this round deploy on West wall too. Hates
Closest Model
6. Deploys on South wall, all subsequent NPCs this round deploy on South wall too. Hates
Closest Model
7. Deploys on East wall, all subsequent NPCs this round deploy on East wall too. Hates
Closest Model
8. Deploys on North wall, all subsequent NPCs this round deploy on North wall too. Hates
Closest Model
9. Deploys on wall of your choice. Hates model with highest Save.
10. Deploys on wall closest to and Hates Lowest Hit Points>Support>Fast>Ranged>Melee

Addicts and other undesirables are often used as the Gauntlet


opposition, such as these Flayer Virus victims.

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.

Dolph Shadevane survived 13 rounds, the current record.

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.

1. Deploys Northwest corner. Hates Melee>Support>Fast>Ranged


2. Deploys Northeast corner. Hates Fast>Ranged>Melee>Support
3. Deploys Southeast corner. Hates Ranged>Melee>Support>Fast
4. Deploys Southwest corner. Hates Support>Fast>Ranged>Melee
5. Deploys on wall closest to and Hates Support>Fast>Ranged>Melee
6. Deploys on wall closest to and Hates Fast>Ranged>Melee>Support
7. Deploys on wall closest to and Hates Ranged>Melee>Support>Fast
8. Deploys on wall closest to and Hates Melee>Support>Fast>Ranged
9. Deploys on wall closest to and Hates Leader>Support>Fast>Ranged>Melee
10. Deploys on wall closest to and Hates Lowest Hit Points>Support>Fast>Ranged>Melee

“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

Tinus and Derk.

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.

Heaps of treasure await the victors, too bad


there aren’t many victors.

30
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.

1. Deploys North. Hates Closest Model


2. Deploys on wall closest to and Hates Support>Fast>Ranged>Melee
3. Deploys East. Hates Closest Model
4. Deploys on wall closest to and Hates Ranged>Melee>Support>Fast
5. Deploys South. Hates Closest Model
6. Deploys on wall closest to and Hates Melee>Support>Fast>Ranged
7. Deploys West. Hates Closest Model
8. Deploys on wall closest to and Hates Fast>Ranged>Melee>Support
9. Deploys on wall closest to and Hates Leader>Support>Fast>Ranged>Melee
10. Deploys on wall closest to and Hates Lowest Hit Points>Support>Fast>Ranged>Melee

Haps Magor was two-time Champion of the Gauntlet before


being hired as lead Summoner by Dreadmore himself.

31
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.

32
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.

1. Deploys North. Hates Closest Model. Starts with +1 HP.


2. Deploys East. Hates Closest Model. Starts with +Sav.
3. Deploys South. Hates Closest Model. Has Aura token for all Game Turns of this round.
4. Deploys West. Hates Closest Model. Has Aura token for all Game Turns of this round.
5. Deploys on wall closest to and Hates Support>Fast>Ranged>Melee
6. Deploys on wall closest to and Hates Fast>Ranged>Melee>Support
7. Deploys on wall closest to and Hates Ranged>Melee>Support>Fast
8. Deploys on wall closest to and Hates Melee>Support>Fast>Ranged
9. Deploys on wall closest to and Hates Leader>Support>Fast>Ranged>Melee
10. Deploys on wall closest to and Hates
Lowest Hit Points>Highest Save>Support>Fast>Ranged>Melee

Many training camps have sprung up in the surrounding


tropical area, Gone Away. Most serve dual purpose as
recruiting centers for Ephrant’s Consortium.

33
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.

1. Deploys North. Hates Closest Model


2. Deploys East. Hates Closest Model
3. Deploys South. Hates Closest Model
4. Deploys West. Hates Closest Model
5. Deploys on wall closest to and Hates Support>Fast>Ranged>Melee
6. Deploys on wall closest to and Hates Fast>Ranged>Melee>Support
7. Deploys on wall closest to and Hates Ranged>Melee>Support>Fast
8. Deploys on wall closest to and Hates Melee>Support>Fast>Ranged
9. Deploys on wall closest to and Hates Leader>Support>Fast>Ranged>Melee
10. Deploys on wall closest to and Hates Lowest Hit Points>Support>Fast>Ranged>Melee

Confidence is the biggest weakness of most contestants.


The arena floor is often the last thing they remember hitting;
whether you are a million year old Chaos Magister, or a
twenty year old Battle Android.

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?

• How many of your models have died?


None: You must fight 2 additional rounds.
Fewer Than Half: You must fight 1 additional round.
Half or More: No additional rounds. Ignore any results from the
Wounded question below. You are free! Head over to the Victory
Section on the next page.
• How many of your living models are at full health?
All of Them: You must fight 1 additional round.
More Than Half: You must fight 1 additional round.
Half or Less: No additional rounds.

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.

If you are playing a Campaign


game, your warband will enjoy
several benefits. The first is the
addition of D10+3 Gold added to
their coffers. The second is 2 free
rolls on the Item Chart in this
book. The third is the social
benefits of impressing the right
socialite.

Choose one of the people on the


next page to impress and apply the
benefit to your party as a result of
your hobnobbing. Benefits are
even applied to non-participating
models if applicable.

Resolve all of the benefits of this


before your Home Phase in your
Campaign.
Few combatants ever earn admittance
to the after-event festivities.

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.

Eager Fan- Add a new member to your


warband that is the same level as your
highest level member.

Weapons Dealer- Choose one of your


models to be given the following item:
Transphysical Splitter- 8G The bearer
gives its enemies -2 to their Save rolls
from this model’s Melee attacks.

Techsmith- Choose one of your models


to be given the following item:
Portalcube- 7G The bearer can attempt
to wish for an item from the Item Chart
in this book once each Home Phase. On
the roll of 1-7 nothing happens. On a 8 Toniba specializes in beast taming and
they get a random item from the Merchant has strong ties to the Blood & Salt
Item list in the main rulebook. On a 9-10 Trading Co.
they get the item they wished for.

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.

Enchanter- Choose one of your models to be given the following item:


Chaos Ring- 10G (Free Action) At the start of this model’s activation, roll a D10 on the Power
list in the main rulebook. Choose an applicable target within the Power’s range and apply the
Power 1 time. (Do not make a Willpower roll for this Power)

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.

1-2: Trinket Peddlers- Quirky but generally pleasant.


3-4: Arms Dealers- No nonsense, to the point, and eternally impatient.
5-6: Trainers- Usually former military, always unforgiving.
7-8: Slavers- Completely untrustworthy, don’t turn your back on them.
9-10: Seer- They know what you’re about to buy even before you arrive.

Trinket Peddler
When you meet a Trinket Peddler, they have the following items for sale.

1-2. Tomin Portable Field Generator:


3G The bearer of this item is treated as
+1 Dex higher when targeted by Ranged
attacks.

3-4. Nocular Headset:


3G The Ranged attacks of the bearer of
this item ignores Cover modifiers on
enemy Save rolls.

5-6. Medical Bicorder:


5G Remove 1 negative stat modifier
from 1 model in each of your Home
Phases.

7-8. Medi-Mesh Fabric:


8G The bearer of this item treats the
Bleeding result on the Piercing Wound Dolomurt has a good reputation of fair
Chart as a Nothing result for wounds it
suffers. trades in the Psycho Tropics.

9-10. Hurricana Glove:


10G (Free Action in Combat Phase) Choose a point this model can see within 12”. All
models within 4” take a Crushing Wound Chart roll with no Saves allowed.

41
Arms Dealer
When you meet an Arms Dealer, they have the following items for sale.

1-2. Weakness Scouter:


2G Wound Chart roll results from attacks
made by the bearer cannot be negated or
reduced.

3-4. Targeter Lens:


3G The bearer re-rolls unmodified Melee
hits of 9 and 10.

5-6. Phase Shredder:


5G (One Use, Free Action) Target Ally
model within 12” cannot be target of Ranged
attacks, Powers, or Charges this Game Turn.
Enemies cannot retaliate as normal in Melee
if Charged by the target model this Game
Turn.

7-8. Homma Hive:


7G The bearer gains two 6” Ranged
Weapons (1 shot each) that re-roll missed
hits.

Whisper sells a wide selection of 9-10. Molecular Destroyer:


weapons near the Twilight Fields. 10G The bearer rolls 2 Wound Chart rolls for
each unsaved wound they deal for Ranged
attacks, discarding the lowest result.

The Molecular Destroyer was taken from an abandoned camp. One might
wonder why someone would leave this behind?

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Trainers
When you meet a Trainer, they have the following services and items for sale.

1-2. Grip Training:


2G Choose one of your models in your warband, this model treats the Disarmed result on the
Wound Chart as a Nothing result for unsaved wounds they receive.

3-4. “Natural Performance Enhancement” Capsules:


3G (One Use, Free Action) Give an Ally
within 6” 3 Time Slip tokens that do not
go away this game until used.

5-6. Martial Training:


5G Choose one model from your warband.
They can change one of the Model Traits
to another one from the core rulebook list.

7-8. Skill Enhancement:


10G Choose one model from your
warband that already knows Powers. This
model immediately learns an additional
Power. (Normal range, not 6”)

9-10. Intensive Training:


10G Choose one model from your
warband, they gain 1 extra Model Trait
from the core rulebook list. This new
Model Trait can stack with previous
Model Traits. 55-Core is a premiere trainer, being
employed by many different factions.

“55-Core was intense, for sure. I had


saved for quite some time to pay for her
services, and I was excited to start. The first day she comes in, I greet her and she says nothing.
She just walks over, grabs my wrist and snaps it backwards! I fell to the dirt, screaming. My
hand was flopping around. She looks down to me and says, ‘Lesson First: Fear not the pain,
you will do as I demand and 55-Core will carve a perfect form from your pathetic material.’ I
finished out the training, mostly out of fear of her. I didn’t become an Oathsworn or nothing.
But Pointguard for a profitable merchant isn’t a bad deal in this place at all. So yeah, I’d
recommend her.”
-Truvius
Pointguard for Coripel, Elixir Trader

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Slavers
When you meet a Slaver, they have the following services and items for sale.

1-2. Member Loan:


Your Warband earns +4G for loaning out one of your members to help the Slavers. Choose one
of your models from your warband. This model must not participate in the next campaign
mission or the subsequent Home Phase due to being away on mercenary work.

3-4. Webber Capsules:


2G (One Use, Free Action) Give 3 Pause tokens to target enemy model within 12”.

5-6. Slave Rental:


4G For the next Mission, add the following model to your roster. Slaves are not trusted with
Ranged Weapons, so they only arrive as Fast. They will not award your opponent a Kill Point
when slain. Their Model Ability is Fearless.

MOVE FS DEX HP WILL ATK SAV Melee


10” 6 6 3 5 1 3 Armed

7-8. Animal Protector:


6G You equip this animal as if it were an Item. The bearer of this Animal Protector re-rolls
unmodified Melee hits of 9 and 10. In addition, the bearer gains the Pet/Familiar Model Ability
while equipped with an Animal Protector.

9-10. Skilled Member:


7G Immediately create a new character for your warband and add them to your roster sheet.
They are now part of your warband and start out one level higher than your lowest member.
They must take the Feerless Model Ability.

The Bright Skulls are a notorious Slaver organization


near the Blur.

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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.

7-8. Mind Coring:


7G (One Use) Choose one model from your warband to be wiped mentally. You must remake
that character from Level 0 and level it up to where it was before the coring. The model keeps
its Class, and any Insanity points/Insanity Chart effects that it had before. After remaking this
model, it gains 1 more Insanity point.

9-10. Futures Foretold:


10G (One Use) When a model from your warband is forced to roll on the Insanity Table during
the Home Phase, you may roll 3 times on the table and choose the result you want.

45
Mission: Mimic Den

Mimic Den- Your Warband has no idea they’re in danger.


You’ve stumbled into a lair of creatures who can appear to be any item. Your
warband(s) are in a desperate rush to loot this treasure trove of riches, but all the
while they are watched by the items around them.

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.

46
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.

47
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.

Large Predator- 40mm-50mm base


MOVE FS DEX HP WILL ATK SAV Melee
6” 7 4 Unchanged 4 2 4 Armed

Flying Creature- 25mm-32mm base


MOVE FS DEX HP WILL ATK SAV Melee
12” 5 6 Unchanged 5 1 4 Unarmed
Note: This model has the Flight/Agile Model Trait.

Tiny Creature- 25mm base


MOVE FS DEX HP WILL ATK SAV Melee
6” 2 7 Unchanged 5 1 5 Unarmed
NOTE: Enemies get -2 FS for Melee attacks that target this model. This
model has the Stealthy Model Ability.

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.

49
“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

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