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Otherworld Miniatures - Otherworld Fantasy Skirmish

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90% found this document useful (10 votes)
3K views138 pages

Otherworld Miniatures - Otherworld Fantasy Skirmish

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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S

RE
UT
T S NI A
EN I
ES D M
PR RL
O
W
ER
TH
O
FANTASY SKIRMISH

OTHERWORLD FANTASY SKIRMISH


LY RY
TE E
RA EN
PA SC
SE D
E N
BL S A
LA RE
AI TU
AV IA
IN
M
OTHERWORLD FANTASY SKIRMISH
Taking fantasy gaming back to its roots, Otherworld Fantasy Skirmish has all you need to enjoy old school
tabletop action using the fantastic Otherworld Miniatures range. The rules are designed for fast-moving,
all-action games, allowing you to play a band of battle-hardened adventurers or a tribe of marauding monsters.

Otherworld Fantasy Skirmish is set in a fantasy world from the Wield arcane magic with mighty spells and enchanted artifacts.
golden age of gaming, and uses state of the art rules and game Experience thrilling adventures packed with unexpected
mechanics to bring you the ultimate in dungeon adventure. encounters — wandering monsters, treacherous traps and the
promise of a fabulous treasure glinting in the darkness…
Suitable for beginners and veteran gamers alike, the fluid
and fast-moving action:engine is a simple and elegant game Learn to play with a short introductory skirmish game. Then try
system that gives your gaming encounters an epic atmosphere six fast-play encounters packed with danger, before taking on
and depth of strategy. the Tales of Dragon Rock campaign including pick-up-and-play
factions for a series of three linked adventures.
Many of the denizens of the Otherworld are here. Choose from
over 100 classic characters, monsters and minions to build your This expandable game system allows you to add new abilities,
factions, from adventurers and acolytes, orcs and ogres, demons spells, magic items and minions, to customise your factions and
and dragons, and many more besides! create your own exciting fantasy skirmish games.

ISBN 978-0-9933405-0-5

cr ked dice
otherworldminiatures.co.uk crooked-dice.co.uk
OFS1

9 780993 340505
Tabletop Battles with Fantasy Miniatures
FANTASY SkiRmish

By Karl Perrotton
Published by Otherworld Miniatures

Additional material: Richard Scott, Wayne Richards,


Helena Nash and Matt Gibbs
Design and Layout: Karl Perrotton
Cover Art: Victor Perez Corbella
Interior Art: Paul Gallagher, Dave Needham
Photography: Kevin Dallimore

For more information visit:


www.otherworldminiatures.co.uk

Otherworld Miniatures
Unit 8a
Highfields Business Park
Kneesworth, Royston
Hertfordshire
SG8 5JT
United Kingdom

The action:engine rules are reproduced with kind permission and under
licence from Crooked Dice Game Design Studio © www.crooked-dice.co.uk
CONTENTS
Welcome 5 Magic 22
What is Otherworld? 5 Magic 22
What is the action:engine? 5 Magic items 26
What is different in Otherworld? 5 Luck 29
Using Otherworld Miniatures 5 Scrolls and potions 29

Rules 6 Weapons 30
Common terms 6 Weapon types 30
Basic principles 6 Basic 31
Profiles explained 7 Trained 32
Game turn 8 Advanced 33
Movement 10 Bestial 33
Shooting 13 Weapon Effects 35
Melee 14
Causing and taking damage 16 Abilities 36
Special actions and tests 17 What are abilities? 36
Morale tests 18 Combat 38
Statuses 19 Equipment 39
Victory 20 Otherworldly 40
Traits 42
Disadvantages 44
Monstrous 46
Building your faction 48 Encounter Guide 93
Choosing your faction 48 What to play? 93
Customising factions 50 Where to play? 93
Blessed Crusader 52 Exploring encounters 94
Daring Rogue 53 Adventure tokens 94
Enigmatic Enchanter 54 The adventure deck 95
Valiant Warrior 55 Adventure cards 96
Aspiring Acolyte 56 Your first encounter 98
Brave Burglar 56 Fast-play encounters: Straight up fight 99
Wandering Minstrel 57 Battle 100
Wild Ranger 57 Escape 101
Callous Corsair 58 Race 102
Immortal Fiend 59 Skirmish 103
Merciless Warlord 60 Slay 104
Sinister Sorcerer 61 Steal 105
Cruel Conjuror 62
Monstrous Myrmidon 62 Tales of Dragon Rock campaign 107
Savage Slayer 63 Up from the depths 108
Wretched Priest 63 Under siege 110
Against the slave lords 112
Minion Manual 65
Hirelings 66 Appendices 114
Humanoid Races 70 Templates 114
Beasts and Vermin 74 Faction roster sheet 115
Monsters 77 Reserve tracker 116
Undead 86 Player reference sheet 117
Devils and Demons 90 Campaign faction sheets 118

Index 131

Acknowledgements 136
WELCOME TO OTHERWORLD | 5

WELCOME TO
Otherworld
Otherworld is a fantasy miniatures What is different
game for two or more players to fight IN Otherworld?
small engagements on a tabletop. If you have played any of the Crooked Dice
The rules are inspired by the spirit of the tabletop miniature games, then you will be
early fantasy roleplaying games, and the epic familiar with the core of the action:engine
literature which influenced such games. Each already. These rules use those same mechanics,
player controls a faction of miniatures in a but they differ in some areas to better reflect the
bloody clash above or beneath the earth. From a fantasy setting of Otherworld.
brutal encounter between humanoid tribes to a
daring raid on a dragon’s lair, the game is limited Greater emphasis has been placed on melee
only by the imagination of its players. rather than ranged combat, a magic system has
been included, and some rules have been altered
or omitted to capture the spirit of the dungeon
What is the adventure. Also included is a large Minion
action:engine? Manual section covering a wide range of iconic
dungeon dwelling monsters.
The action:engine uses miniatures, six-sided
dice (D6), tape measures, tokens and a turn- In addition, it should be noted that the
based rules system to simulate the frenetic action:engine itself is an evolving system. As
action of the sword and sorcery genre. Models such, these rules have been written to be stand-
have a numerical profile, plus added special alone, but there is nothing stopping you from
abilities, allowing all kinds of actions to be incorporating elements from other action:engine
attempted. rules and sourcebooks as you see fit.

One of the most significant features of the Using Otherworld


action:engine is the ability to customise models
from a variety of archetypes and build different
MINIATURES
factions to fit almost any genre. The rules in this book are designed for use with
the Otherworld Miniatures range of 28mm
fantasy figures, which you will also see pictured
throughout. But you can, of course, use any
other suitable fantasy gaming miniatures.
6 | RULES

Rules
All of the basic mechanics of Otherworld and vice-versa. However, a die roll of 1 will always
are explained in this chapter, including represent a failure, regardless of any modifiers,
including fate tokens and event cards.
profiles, movement, actions, combat and
morale. Statistic Modifiers
All statistic modifiers, whether they raise or lower
Common Terms the value, are applied to the statistic itself, e.g.
As a set of rules inspired by the early roleplaying a model that must count its Defence as 1 less to
games, Otherworld uses several commonly used a minimum of 1, would go from Defence 3 to
game terms to better reflect the setting, for Defence 2. All such modifiers are cumulative, but
example: a model can never raise a statistic above 10 or
lower it to less than 1.
✥ The models that compose your side are called
a faction. Re-rolls
✥ Your faction is made up of legend, Dice can be re-rolled only once. No matter how
companion, and minion models. many sources or abilities may provide a re-roll,
✥ General skills that models may possess are a die can only benefit from one of them. When
defined as abilities. two or more dice are rolled, and the best result is
✥ Some models have their own extraordinary chosen, only one of the dice can be rerolled.
abilities, defined as special powers.
✥ The value of your models and faction are Line Of Sight
expressed in gold pieces (GP). To charge, shoot or target another model with an
✥ And finally, the game scenarios you play are ability or spell, the model performing the action
called encounters. must be able to see at least a part of the model
or models which it is targeting. For the purposes
Measurements are made in inches (") where of line of sight, a model is assumed to be able to
1" roughly equals 25mm, and feet (') where 1' see in a 360° arc for charging, using abilities and
roughly equals 300mm. spells, but may only shoot at models in its front
180° arc. Always measure this arc from the centre
of a model's base.
Basic Principles
Using Miniatures
It Is A Game Where possible a model should represent the
First and foremost Otherworld is intended to be a profile as closely as possible, but this is not
game that is enjoyable for all involved. The rules essential, so long as an opponent is aware of what
that follow are guidelines to enable balanced and they are facing before the encounter begins.
fair play, but should not be adhered to strictly at
the expense of having fun. If a situation arises
where you feel something should be possible or
it will add to the drama of the encounter, you
should use your own judgement to resolve it fairly
for everyone playing. This could be as simple as
making a statistic or opposed test to resolve an
action, to developing your own house rules to
cover different aspects of the unfolding drama.

Dice Modifiers
All dice modifiers, whether bonuses or penalties,
are applied to the result of the die rolled and not
the statistics governing them. For example, a +1
attack roll bonus or –1 penalty to a Morale test is
applied to the result of the dice. All such modifiers
are cumulative, with bonuses reducing penalties
RULES | 7

Profiles Explained Strength (Str)


There are a wide variety of models in the game, Strength is used in melee or when performing
and each has different strengths and weaknesses. other feats of brute force.
You would expect a dwarf warrior to play
differently to a mighty dragon, and the rules Agility (Agi)
are designed to reflect this. Each model has a Agility represents both bodily manoeuvrability
profile: a set of statistics that lets you see how and manual dexterity. High Agility allows a
fast, strong or intelligent it is, as well as what model to avoid falls and other perilous situations
abilities, attacks, special powers and upgrade where less agile models would suffer.
options it may have. Each statistic can range
from 1 (barely capable) up to 10 (god-like). The Intelligence (Int)
statistics used in Otherworld are: Intelligence represents both knowledge and
wisdom, and is key to casting spells.
Speed (Spd)
A model can move this distance in inches Morale (Mor)
each time it takes a move action. There is no Morale indicates either bravery or sheer
maximum Speed value. recklessness. High Morale allows a model to
keep fighting against the odds, or to stand firm
Defence (Def) in the face of fearsome monsters.
The higher a model’s Defence, the less likely
it is to come to harm. Factors determining Abilities And Special Powers
Defence include armour worn, natural toughness Any abilities and rules the model might use are
or thick skin or hide. listed here. Most models in Otherworld use abilities,
but some may have their own special powers.
Hits
A model can take an amount of damage equal to Weapons
its Hits before it is incapacitated and removed This section lists any weapons, both melee and
from play. There is no maximum Hits value, but ranged, that the model might possess.
most models have between 1 and 3 Hits.
8 | RULES

turn

An Otherworld encounter is comprised of a Action Phase


number of turns, and each turn is comprised of At the start of their action
four phases: phase, a player gains a
number of Activated tokens
1 Determine initiative and fate equal to half of the total
2 First player’s action phase number of models they have
3 Second player’s action phase in play, rounding up, plus any
purchased with Fate. Do not count models that
4 End phase
are suffering from any type of status towards
determining this total. Do not count models
Initiative that are yet to be summoned, animated or who
Both players roll 1D6 and whoever rolls the are part of the wandering monster pool.
highest becomes the first player. On a tie the
person who was the second player last turn Place a token next to each model that you wish
becomes the first player this turn. If you tie for to activate this turn. Once you have placed all
the first turn, roll again. of the tokens you want to use, you may begin
activating models. One at a time, choose a
Fate model, activate it and remove its token.
Determine the difference
between the two initiative Activation
rolls. The first player is Each model may make up to two actions when
given a number of fate activated. The available actions are:
tokens equal to half this
amount, rounding up, and the ✥ Move up to the model’s Speed value.
second player gains the remainder. Fate tokens ✥ Aim prior to shooting a ranged weapon.
can be used to do the following: ✥ Shoot with a ranged weapon.
✥ Make a melee attack if in base contact with
✥ 1 token can be spent, at any point during the an enemy model.
turn, to add a +1 bonus to a die roll, even ✥ Perform a special action
after the die is rolled. ✥ Models can make multiple move, melee attack
✥ 2 tokens can be spent to purchase an or special actions in the same turn, but cannot
additional activation token. See Action shoot or aim more than once in a turn.
Phase below.
Free Actions
Fate tokens can only be used on a player’s own In addition to the normal limit of two actions,
rolls, but more than one token can be used to all models may make any number of free actions
make a greater adjustment to the same roll. Any during their activation or the turn. Free actions
fate tokens not used at the end of the turn in represent quick or opportune activities, effects
which they are gained, are lost. and situations such as shouting a warning,
picking up a dropped weapon or opening a door.

The End Phase


Example: Calculating Fate In the end phase, after both players have
Player A and Player B roll for initiative. completed their turns, the first player and then
Player A rolls a 5, Player B rolls a 2. The the second player should:
difference between the rolls is 3, meaning
Player A gains 2 tokens (half the amount ✥ Remove from play all of their models that
rounded up) and Player B gains 1 token. have no Hits remaining.
✥ Check to see if their faction is Shaken or
Wiped Out. See page 18.
✥ Attempt to remove any status tokens which
models in their faction are suffering from.
See page 19.
✥ Discard any unused Fate tokens.
RULES | 9
10 | RULES

Movement

For each action spent on movement, a model moved, but no farther than the nearest edge or
may move up to its Speed value in inches. part of the obstacle.

If using gridded floor-plans or modelled terrain Jumping


such as the Dwarven Forge tiles shown in some Models jumping over a gap, such as the space
of the photographs in this book, then each square between buildings or over a chasm, can only
should be assumed to measure 25mm or 1". jump 1D3" per move action. Place the model
on the other side if the die roll allows sufficient
Movement diagonally is allowed on gridded movement to cross the gap. Otherwise, move
terrain, but no model should occupy the same the model up to the distance rolled; if this would
square. take it over an edge, the model has fallen.

Turning Going Prone


Models can turn in any direction during this Models may drop to the ground as a free action
movement, changing the direction in which they and go prone. Place prone models face down. A
face as many times as they like, but their final model’s Speed while prone is at half its normal
facing is important for the purposes of shooting rate. Models can stand up by making a move
and melee. Models can move through friendly action and can also move up to half their normal
models, but cannot move through the bases of rate when doing so.
enemy models unless the enemy model is prone.
Charging
Rough Ground Models are considered to have charged if they
Models moving through or out of rough ground, end a move action in base contact with an
such as in woods, across a sand dune or in shallow opposing model that was 3" or more from them,
water, can only move half of their Speed value. and within line of sight, at the start of their
activation. Models can only charge once in a
Obstacles turn, no matter how many move actions they
Models moving over an obstacle less than 1½" may make. Models must have a clear path to
high, such as a wall, can only move half of their their target and may not charge through friendly
Speed value per move action. Place the model models or across rough ground. A charging
past the intervening obstacle if the die roll allows model can make an immediate, free melee attack
sufficient movement to reach the other side. but the model suffers a –1 attack penalty to
Otherwise, place the model up to the distance reflect its recklessness.
RULES | 11

Moving Out Of Base Contact Falling


When a model attempts to move out of base Models which fall, drop or jump down one or
contact with one or more opposing models, it more levels (count each level as being 2" in
must make an opposed Agility test (see page 17). height), must make an immediate Agility test,
If successful the model may move as normal. If with a –1 penalty for each level beyond the first
failed, one enemy model may make a free melee fallen. If the Agility test is passed the model
attack, after which the model may move as is not harmed, but can do nothing further this
normal. Other models, both friends and enemies turn. If the test is failed, the model has fallen
in base contact, can contribute to the opposed awkwardly and gains the Stunned status.
Agility test.
Swimming
Climbing When in or in base contact with deep water
When in base contact with a climbable surface such as a lake, a river or the sea, a model can
or piece of terrain, a model can climb up or swim 1D6" as a move action if it successfully
down one or more levels (count each level as passes a Strength test. Models with the Heavy
being 2" in height), as part of its move action if Armour ability suffer a –2 penalty to this test.
it successfully passes an Agility test. If the test
is failed, the model does not climb, but remains If the test is failed, the model either remains
where it was. If a 1 is rolled while attempting to in place or moves 1D3" in the direction of
climb, the model has fallen from the highest level the current. If a 1 is rolled while attempting
it could potentially have reached in its move. to swim, the model has floundered and is
potentially in real trouble, and will suffer a
If using 3D floor-plans or modelled terrain such Strength 4 attack.
as Dwarven Forge tiles, assume one level equals
the height of one wall tile. Dragging Another Model
An Immobilised or Stunned model can be
dragged by other models in base contact. A
single model can drag another up to half of
its Speed, while two or more models can drag
another up to the full Speed of the slowest
model involved. In the case of the latter, all
of the dragging models must have activation
tokens and any move actions taken as a group
count towards their actions when they are
individually activated.

Models with the Large or Massive abilities cannot


be dragged apart from by other Large or Massive
models. In addition, Large or Massive models can
drag smaller sized models at their full Speed.
12 | RULES
RULES | 13

Shooting

A model armed with a ranged weapon can take Table 1: Ranged Attack Modifiers
one shooting action per turn, as long as: Attack
Situation roll
✥ The model has not already used a shooting modifier
action of any kind this turn.
✥ The model is not in base contact with any
Weapon is used at more than half
–1
enemy models. of the maximum range
✥ The distance to the target is equal to or less Target is partially hidden or in
–1
than the weapon’s maximum range. cover
✥ The target is not hidden or blocked by Target is prone and more than 6"
terrain or another model. –1
away
✥ The target is in view of the front 180° arc of
the shooting model’s base. Target is Small –1

Attack Roll Target is Large or Massive +1


Roll 1D6. An attack is successful if the result is
equal to or greater than the ‘attack’ value being
used. This is normally written as ‘bow 5+’ and, Target is Stunned or Immobilised +1
in this example, an attack would be successful
on a 1D6 roll of 5 or 6. In addition there are Shooting model has aimed +1
modifiers to this die roll. See Table 1: Ranged
Attack Modifiers. A die roll of 1 will always
miss, regardless of any modifiers. Shooting model is Weakened –2

Causing Damage Shooting model is On Fire –2


If an attack is successful, see page 16 on how to
determine the damage caused. Shooting model is Scared –2

Shooting Into Melee


Brave or foolhardy players may fire into melee
combat if they wish. However if the shooter
rolls a 1 when attempting an attack, the shot
will accidently hit another model (excluding the
intended target) involved in the melee. In this
instance, randomly determine which target has
been struck.
14 | RULES

Melee

Models in base contact with one or more Attacking Across Levels


enemy models can make one melee attack for Models that would be roughly in base contact
each action they take. Charging models gain if not separated by their difference in elevation
an immediate, free melee attack. Only the may make melee attacks normally if part of
activating model gets to make an attack, but their bases or bodies (legs, arms, torso and
other models may strike back on their own head) overlap vertically. If 1" or less of vertical
activation in that turn. distance separates the two models, then they
can still make melee attacks, but suffer a –1
Attack Roll attack roll penalty while doing so and cannot
Roll 1D6. An attack is successful if the result gain any benefits from charging. If more than
is equal to or greater than the ‘attack’ value of 1" separates the two models then they cannot
the melee attack being used. This is normally make melee attacks against each other. Models
written as ‘spear 4+’ and, in this example, an with the Flyer ability can attack models up to
attack would be successful on a 1D6 roll of 4, 5 1" higher or lower than themselves without the
or 6. In addition there are modifiers to this die –1 attack roll penalty, but still do not gain any
roll. See the Table 2: Melee Attack Modifiers. benefits from charging while doing so.
A die roll of 1 will always miss, regardless of any
modifiers. Successful Attacks
What happens next depends on the type of
Table 2: Melee Attack Modifiers attack or weapon being used. Models may either
Modifier to: pushback, knockdown, or attempt to cause
damage to their opponent.
Condition Attack Damage
roll roll
Attacking a model’s rear
+1 +1
180° arc

Attacking a prone model +1 -

Target is Large or Massive +1 -

Attacking a Stunned
+2 +1
model
Attacking over an
–1 –1
intervening obstacle

Charging –1 -

Attacking while prone –1 -

Attacking model is
–2 -
Weakened
Attacking model is On
–2 -
Fire
Attacking model is
–2 -
Scared
RULES | 15

Pushback Or Knockdown Using Different Melee Weapons


Successful melee attacks do not have to inflict If a model is equipped with more than one
damage. An attacking model can instead melee weapon, it may choose which one to use
inflict one of the two following penalties on its each turn. Decide when the model attacks for
opponent: the first time that turn. Brawl attacks and bestial
attacks are an exception, as they are instinctive,
✥ Pushback: Move the opposing model 1" natural attacks that a model can always make
back from the attacking model. For each during its activation or the turn.
point by which the attacking model’s
Strength exceeds that of the pushed model,
add 1" to the distance moved.
Examples: Weapons In Combat
The attacking model can choose to move
with the pushed model, remaining in base Parrying With A Broad Sword
contact with it. If a model equipped with a broad sword
and a dagger attempts to parry an attack
If the result of a Pushback places the with a broad sword in a turn, it can only
opposing model over the edge of a drop in make a broad sword or brawl attack during
levels then they must make a Falling check its later activation.
(see page 11).
Two-Handed Axe And Broad Sword
✥ Knockdown: The attacked model is knocked If a model equipped with a two-handed
prone. Place prone models on their side, but axe and broad sword charges, it cannot
face up. use the broad sword for the free attack
gained from charging and then switch to
Large models can only be affected by pushback using the two-handed axe. In addition,
or knockdown caused by other models with the the model cannot use the two-handed axe
Large or Massive abilities, while Massive models in its own activation and then attempt to
can only be affected by other Massive models. parry an attack later that turn with the
broad sword.
16 | RULES

Causing and Taking Damage

Following a successful attack, make a damage Becoming Incapacitated


roll by comparing the attacking Strength with Models keep functioning normally until they
the model’s Defence and rolling 1D6 on Table lose their last Hit. Once a model loses its last
3: Damage. A wound is caused if the result is Hit, it is incapacitated. Place incapacitated
equal to or greater than the target number listed. models on their side, but face down. Unless
In addition there are modifiers to this damage healed in some way, incapacitated models
roll; see Table 2: Melee Attack Modifiers cannot be activated.
on page 14. A die roll of 1 will always fail,
regardless of any modifiers. If one or more Hits are restored, an
incapacitated model becomes prone; turn
When two numbers are given, such as 6 then the model face up, and it can be activated as
5+, two rolls must be made. The first roll, plus normal. Models that have lost Hits, but are
any modifiers, must be equal to or greater than not incapacitated should have the Hits they
6 and the second roll, plus any modifiers, must have lost recorded, either on
be equal to or greater than the second target the player’s faction list or by
number listed to cause a wound placing a wounded token
next to the model. During
Hit Or Stun the end phase remove from
Most successful attacks cause serious damage. play any models that have
Unless noted otherwise, a damaged model will no Hits remaining.
always lose a Hit.
Capturing Models
Unarmed melee attacks, such as brawl, can normally Instead of removing a model’s last remaining
only stun a model. However, if the attacking model’s Hit with a melee attack, an attacker may choose
Strength is greater than its opponent's Defence, to capture it instead. Discount any Hits the
the attacker may choose instead to damage the model would normally have lost from the attack;
model as with most armed attacks. instead the model gains the Immobilised status.

Multiple Hits As long as they remain in base contact, the


Normally only one Hit is lost, but some attacking model can now move the Immobilised
monsters, weapons or circumstances may inflict model with it wherever it chooses. See page 19 for
more damage. When multiple Hits are lost, the penalties on moving with Immobilised models.
make a damage roll for each Hit separately.

Table 3: Damage

Strength higher Defence higher


Equal
2 or 6 or
1 1 2 3 4 5
more more

6 then 6 then
2+ 3+ 4+ 5+ 6 6 then 6 N/A
4+ 5+
RULES | 17

Special Actions and Tests


Special Actions Where two numbers are given, such as 2+/5+, if
Special actions cover all the miscellaneous the first roll of 2+ is failed, another roll needing
things models can do, such as opening or closing the second target number can be attempted. A
a door or chest, pulling a lever, etc. Casting die roll of 1 will always fail, regardless of any
spells and using some abilities also require a modifiers.
special action. In addition, a model may use a
special action to assist another model to make Opposed Tests
an opposed test as long as they are in base When two models are directly competing
contact and, in the case of abilities, possesses over the outcome of an action, whether it is a
the relevant one itself. battle of brawn or wills, make an opposed test.
Opposed tests are always made using the same
Statistic Tests statistic, Strength vs. Strength, Intelligence vs.
Models are sometimes required to test against Intelligence, etc.
one of their statistics, either because they are
attempting a difficult action or the action To make an opposed test, roll 1D6 for each
they’re attempting is opposed by an enemy model and add the relevant statistic value to
model. the result. The highest total wins. If the rolls are
drawn, then re-roll until there is a clear winner.
To make a statistic test, roll 1D6 and compare Where multiple models are involved in an
the model’s statistic value with the target opposed test, use the highest statistic value from
number on Table 4: Statistic Test. If the result that side, but add +1 for each additional friendly
is equal to or higher than the target number, the model involved.
model has successfully passed the test.

Table 4: Statistic Test

Stat 1 2 3 4 5 6 7 8 9 10+

Target 6 5+ 4+ 3+ 2+ 2+/6 2+/5+ 2+/4+ 2+/3+ 2+/2+


18 | RULES

Morale Tests

Morale determines which models will stand Wiped Out


and fight, battle against overwhelming odds, If your faction has lost three quarters or more
or remain calm in the face of fearsome and of its models (include Dominated, Immobilised
terrible foes. Morale tests are made in the same and Stunned models as being lost), you must
way as statistic tests, using Table 4: Statistic make a single Morale test as you would for being
Test. However, models with a Morale of 0 Shaken, but with a –2 penalty instead. If the
automatically succeed at all Morale tests they test is failed your opponent may choose 1D3 of
are required to take. your models to be immediately removed from
play. If you do not have any active legends or
Alone companions remaining to make the test, your
Many models do not operate well far from opponent may choose to remove 1D6 of your
help. If a minion that doesn’t already have models from play instead.
the Scared status is within 6" of three or more
enemy models and there are no friendly models
within 6" of the minion when it is activated,
then that model must make a Morale test. If Examples: Morale Tests
this test is passed the model will stand firm, but
if it is failed the model suffers the Scared status. Shaken Morale Test
Models in base contact with one or more enemy Your faction has lost half of its models
models, or models possessing the Fearsome and your only active legend is Kracky the
ability, are not required to make Alone tests. Hooded One, a Blessed Crusader with
Morale 4. During the end phase he must
Fear make a Morale test with a –1 penalty and
If a model that does not already have the Scared needs to roll a 3+ to be successful. You roll
status is activated, or it finishes any move action a 5 and Kracky passes the test (5–1 = 4),
within 6" of an enemy model with the Fearsome and everything is fine. If you had rolled a
ability, it must make an immediate Morale test. 3, he would have failed (3–1 = 2), and you
If this test is passed, the model may continue as would have to choose 1D3 models from
normal. If the test is failed, the model suffers the your faction to be removed from play.
Scared status. Models in base contact with one
or more enemy models, or models possessing the Wiped Out Morale Test
Fearsome ability themselves, are not required to Things have gone from bad to worse, as
make Fear tests. your faction has lost three quarters of its
models. Your only active legend is Kracky,
Shaken a Blessed Crusader with Morale 4. During
If your faction has lost half or more of its models the end phase he must make a Morale test
(include Dominated, Immobilised and Stunned with a −2 penalty and needs to roll a 3+
models as being lost), in the end phase you must to be successful. You roll a 4 and Kracky
make a single Morale test, with a –1 penalty, fails the test (4–2 = 2), and your opponent
using the highest Morale value of any active now chooses 1D3 models from your
legend or companion. If this test is passed your faction to be removed from play. If Kracky
faction will fight on, sensing victory might still be had not been active, Stunned for instance,
possible. If the test is failed, immediately remove there would be no legend or companion
1D3 of your models from play as they flee the to make the Morale test and instead your
battlefield. If you do not have any active legends opponent would choose 1D6 models from
or companions remaining to make the test, your faction to be removed from play.
remove 1D6 of your models from play instead.
RULES | 19

Statuses

Models can be affected by conditions that can they suffer a Strength 4 hit. As a special action,
carry over from turn to turn, these conditions the model or a friendly model in base contact may
are known as statuses. There are six statuses attempt to put out the flames. Remove the On Fire
used in Otherworld, each one represented by a status on a 1D6 roll of 4+. On Fire models suffer
token which should be placed next to any model a –2 attack roll penalty on all attacks, count both
suffering from that status. their Defence and Agility as 1 less to a minimum
of 1, and are unable to cast spells.
Dominated
Dominated models leave Scared
their original faction Scared models cannot use
and become part of the move actions to move closer
dominating model’s faction to enemy models with the
instead, effectively changing Fearsome ability, but are
sides. They become like any other models in free to move away as normal.
their new faction, counting towards activation Scared models suffer a –2 attack
tokens and Morale tests, and can be activated as roll penalty on all attacks, count both their
normal. While Dominated, the models' original Defence and Morale as 1 less to a minimum of 1,
owner does not count them as part of their and are unable to cast spells.
faction and cannot activate them. If they attack
or target their original faction, they must make Stunned
an Intelligence test before doing so. If the test is Only models with 1 Hit or
passed they immediately remove their Dominated fewer remaining can become
status and may take no further actions. In Stunned. They immediately
addition, the models' original owner can roll fall prone and cannot activate
to remove this status as normal during the end until this status is removed.
phase. A Dominated model counts as being lost Models with more than one Hit remaining do not
for Shaken and Wiped Out tests. become Stunned, but lose a Hit instead, which
cannot be prevented by any means. A Stunned
Immobilised model counts as being lost for Shaken and Wiped
Immobilised models cannot Out tests.
activate and may take no
further part in the encounter, Weakened
apart from rolling to remove Weakened models can only
statuses affecting them. However, take one action each turn
a model cannot attempt to remove when activated. As a special
the Immobilised status while affected by other action, a model can try to
statuses, as a Scared or Stunned model is unable regain its strength by removing
to attempt to escape. A model must remove other the Weakened status on a 1D6 roll of 4+.
statuses first, and then finally the Immobilised Weakened models suffer a –2 attack roll penalty
status, in the end phase. If the Immobilised status on all attacks, count both their Defence and
is removed then the model has managed to escape. Intelligence as 1 less to a minimum of 1, and are
An Immobilised model counts as being lost for unable to cast spells.
Shaken and Wiped Out tests.
Removing Statuses
On Fire In the end phase, every model can attempt to
At the start of their activation, recover from the statuses that are affecting it.
models On Fire must make a Choose a model and choose a status affecting
Morale test. If the test is passed it, then roll 1D6 for each Hit the model has
they have controlled their fear remaining on its profile. You may remove the
and may use special actions to chosen status and its token if any dice roll results
try and put themselves out. If the Morale test is in a 6. Otherwise, the model will continue to suffer
failed they move 1D6" in a random direction and the effects of that status. Repeat this for each status
can take no further actions this turn. At the end of affecting that model. Fate tokens may be spent to
their faction’s action phase if they are still On Fire, modify a die roll by +1.
20 | RULES

Victory

Whether a faction has won or lost at the end of models left in play or one player concedes,
an encounter can be determined in two ways, but it can also end after a pre-determined
but both players must agree before an encounter number of turns depending on the encounter
begins which method is to be used. being played. Models with the Dominated,
Immobilised or Stunned statuses do not count
Last Model Standing as active models.
This is a quick and easy way to determine the
winning faction. Play continues until either one Each faction receives victory points (VPs) for
faction has no active models left in play, or one achieving various conditions, and the winning
player concedes. Models with the Dominated, faction is the one with the most VPs at the end
Immobilised or Stunned statuses do not count of the encounter. Victory points are cumulative,
as active models for this purpose. The losing so a faction that has Shaken and Wiped Out
faction is the one which has no active models its opponents receives +3 VPs for example.
left in play and the opposing player’s faction is Conditions will be determined by the encounter
declared the winner. being played, but the following conditions in
Table 5: Victory Points always apply.
Victory Points (VPs)
This is a goal-orientated way to determine the Conceding
winning faction. Like last model standing, play If one player concedes, the opposing player’s
continues until either one faction has no active faction is automatically declared the winner.

Table 5: Victory Points

Condition Description Victory points

For each enemy legend, For each enemy legend, companion or Unique
+1 VP per
companion or Unique model model removed from the encounter, gain a
starting Hit
eliminated number of VPs equal to its starting Hits

For each enemy legend, For each enemy legend, companion or Unique
companion or Unique model model affected by one or more statuses at the end +1 VP
affected by a status of the encounter
You will receive victory points if you forced the
Enemy faction Shaken +1 VP
opposing faction to take a Shaken test
You will receive victory points if you forced the
Enemy faction Wiped Out +2 VP
opposing faction to take a Wiped Out test

Encounter specific Some encounters have specific VP conditions Varies

Treasure retrieved See each treasure card for VP awards Varies

Some models and abilities have specific VP


Model specific Varies
conditions
RULES | 21
22 | MAGIC

MAGIC
Magic lies somewhere between the whim of the gods and demons and the willpower of
mortals. It represents the magical gifts and powers bestowed upon favoured followers,
but also the magical arcana granted by forging pacts with dark and terrible forces.

Magic in Otherworld is governed by four abilities:


Magic (x), Magic Items (x), Luck (x) and Scrolls Example: Attempting A Spell
And Potions (x). Magic (x) represents prayers Eggo of the Holy Brotherhood, a Sinister
to gods and demons, and arcane powers, both Sorcerer, has Intelligence 5 and Magic (3).
light and dark in nature. Magic Items (x) and On his activation his magic pool consists
Scrolls And Potions (x) describe wondrous items of 3D6. Attempting to cast the spell sleep,
gifted by divine or diabolic patrons, or crafted which is difficulty 10, the player chooses to
by powerful arch-mages or priests. Luck (x) is an roll 2D6 from the pool, and rolls a 1 and a
elusive blend of divine favour, fate and bravura. 6. Sleep is cast successfully, as the total (7
+ Intelligence 5) is equal to difficulty 12,
but having rolled a 1 Eggo cannot take any
MAGIC SPELLS further actions this turn. Sleep is resolved
and Eggo’s activation ends.
Casting Spells
Models with Magic (x) can attempt to cast spells In addition, sleep is one use, so Eggo
during their turn. When activated they receive cannot cast it again in this encounter. If
a number of D6 equal to their rank in Magic he had failed to cast the spell successfully,
(x), which becomes their magic pool for that regardless of whether the player rolled a 1
activation. Any dice in the pool not used by the or not, he could attempt to cast sleep again
end of their activation are lost. in his following turns.

To attempt a spell a model must take a special


action. This enables a model to attempt more
than one spell per turn, but it cannot attempt Chanting
the same spell twice in the same turn. When A model may spend a special action chanting
attempting a spell, decide how many D6 from prior to attempting a spell. Chanting adds a +2
the model’s magic pool you wish to use. You can bonus to the result of any spells which the model
use any or all of the D6 in the pool, but you must attempts to cast in that turn.
use at least one. Roll the chosen number of D6
and add the model’s Intelligence value to the One Use
result. If the total of this roll is equal to or greater Most spells can be attempted multiple times
than the difficulty of that spell (see Spells, page in an encounter, but the most powerful acts of
24), then it has been cast successfully and the magic can only be successfully performed once.
effects are resolved immediately. Spells that are ‘one use’ are clearly described as
such in their description. They may be attempted
If any of the D6 used to attempt a spell result in many times, but are discarded after the first time
a natural 1 being rolled (before any modifiers, they are cast successfully.
such as fate tokens and event cards), the model
may take no further actions that turn. If the Animation And Summoning
spell was cast successfully its effects are resolved Some spells enable unliving statues to be
first, but after that the model cannot take any animated or djinn, elementals, undead, devils
further actions in that turn. This represents the and demons to be summoned. These models
taxing nature of harnessing magic; the more must be purchased as normal as part of their
power you draw upon, the more likely it will faction, but can only be activated or enter play
leave you drained. if a member of their faction with the Magic (x)
ability successfully cast the relevant spell.
MAGIC | 23

Animation model. However, Animated models do count


A model with the animate spell (see Spells, towards determining activation tokens each
page 24) can cast it to bring a minion with turn and the number of active models in play for
the Animated ability to life. Animated models Shaken and Wiped Out tests.
may be placed anywhere on the playing area
during set up for an encounter, but may not Summoning
be activated until brought to life by a member A model with a summoning spell (see Spells,
of their own faction. Until brought to life an page 25) can cast it to bring minions with the
Animated model may not be harmed by any Summoned ability into play. Summoned models
means, nor can it move nor hinder any other are not placed on the playing area as normal

Example: Animation Example: Summoning


Faction A includes two gargoyles, Faction X includes three skeleton warriors,
purchased at the cost of 15 GP each, which purchased at the cost of 10 GP each, which
the player chooses to place in the centre are placed in the reserve area. Glom the
of the playing area. Until animated, the Mighty, a Sinister Sorcerer, has successfully
gargoyles cannot be activated, but do count cast the raise the dead spell. The player rolls
towards determining activation tokens. 1D3, and rolls a 1, so one skeleton warrior
Shobaffum, a Wretched Apprentice in the is removed from the reserve area and put
gargoyle’s faction, successfully casts animate into play within 6" of Glom, and within his
during the second turn. The gargoyles line of sight. Next turn Glom successfully
can now activate and be harmed by other casts raise the dead again. This time the 1D3
models as normal. roll is a 3. However, as there are only two
skeleton warriors left in the reserve area,
the last two skeleton warriors enter play.
24 | MAGIC

at the start of an encounter, but are held in a Animate (difficulty 12)


reserve area for their faction. Models in a reserve Live, my servant, and perform my will!
area do not count as in play, and therefore Animation spell. Animates up to two gargoyles
do not count towards determining activation within 6" of the caster. See page 79 for the
tokens or active and lost models for Shaken and gargoyle profile.
Wiped Out tests. They can only enter play when
successfully summoned, at which point they Banish (difficulty 10)
become part of the faction. Begone! Return to the foul pit from whence
you came!
Banishing Banishing spell. Send a model with the
A model with the banish spell (see below) can Summoned or Damned ability within 6" of the
cast it to return a Summoned model back to caster back to its faction’s reserve area.
its faction’s reserve area. A model banished
in this way does not count as either active or Blessing (difficulty 8)
lost for Shaken and Wiped Out tests, but may Aid us, your loyal servants!
be returned to play again with the relevant Gain one luck token, which is added to your
summoning spell. luck pool.

Choosing Spells Breath Of Life (difficulty 16)


A model can learn a number of spells equal Your fate is not to die this day!
to its rank in Magic (x). These spells can be One use. Return to the encounter a model
chosen freely from those available and the same from your faction that was removed from play.
spell can be known by more than one model. It appears within 3" of the caster. Models
Certain monsters may have their own innate return with 1 Hit, but can subsequently be
spells and must take these before selecting healed as normal.
additional spells for their ranks in Magic (x).
In addition, spells should be selected when Circle Of Protection (difficulty 8)
choosing and customising your faction (see page Feel the shadow of fear driven from your hearts!
50) before factions are revealed to opponents at Until the next turn, friendly models within 12" of
the beginning of an encounter. the caster count their Morale as being one higher.

A deck of spell cards are available to download Curse (difficulty 8)


for free from the Otherworld website, but the May you wither and fail!
description and effects are also listed below. Remove one luck token from an opposing
player’s luck pool.

Haste (difficulty 10)


Be fleet of foot and quick of mind!
A friendly model within 8" of the caster may
immediately take a free action, even if the
model has already activated this turn.

Healing Touch (difficulty 8)


Staunch these wounds!
As the Cure Wounds ability, but no Intelligence
roll is required.

Mirror Move (difficulty 12)


I am you and you are me!
The caster may swap places with a single
friendly model. The friendly model must not be
in base contact with an enemy model and must
be within line of sight.
MAGIC | 25

Switching models does not count as moving out Sleep (difficulty 10)
of base contact, so opponents do not gain a free Come sweet slumber, let them rest…
melee attack (see page 11). One use. All models within 12", apart from the
caster, fall prone.
Mystic Web (difficulty 12)
Let spider strands ensnare you! Strike Fear (difficulty 10)
One use. Place a 3" blast template within 12" From the darkness crawls your terror!
of the caster. Any model beneath the template Until the next turn, enemy models within 12" of
gains the Immobilised status. Leave the the caster count their Morale as being one less
Immobilised model in place. and cannot use the Leader (x) ability.

Phantasm (difficulty 10) Summon Demon (difficulty 12)


Befuddle the mind and trick the senses! From Pits of Hades! I summon thee!
One use. An enemy model within 12" of the Summoning spell. Put one type I, type II or
caster gains the Weakened status. type III demon, or 1D3 barbed or bone devils
from your faction’s reserve area into play. They
Pillar Of Wrath (difficulty 10) appear within 6" and line of sight of the caster.
Arcane fire consume you! See Minion Manual for profile.
Summons a pillar of flame, which is treated as a
weapon: Range 12", Strength 4, attack roll 3+, Tempest (difficulty 12)
blast 3", scatter 1D6", On Fire. Let the Four Winds rage!
Enemy models within 12" of the caster gain the
Raise The Dead (difficulty 10) Slow ability until the caster takes another action.
Arise! Arise! Arise and strike down my foes!
Summoning spell. Put either a single shadow, Zone Of Faith (difficulty 8)
1D3 skeleton warriors or 1D6 zombies from I beseech you, Spirits, guard us from our foes!
your faction’s reserve area into play. They All Damned or Summoned models within 6"
appear within 6" and in line of sight of the must make an immediate free move action away
caster. See Minion Manual for profile. from the caster. 
26 | MAGIC

Magic Items
The magic items which your faction may use Using Magic Items
are determined by your models’ ranks in Magic Different items require different actions to use:
Items (x). Each rank enables you to purchase
one item at the gold piece (GP) cost listed (see ✥ Some magic items automatically infer
below). You may only choose one of each item abilities or immunities to models that they
per faction, as these magic artefacts, forged by may otherwise never gain. Simply add these
the gods or the artifice of mortals, are unique. to your profile and use the ability rules (see
page 36 to 47) during the encounter.
This uniqueness extends to the encounters ✥ If the magic item is noted as a weapon, then
in which they are used. At the start of every it provides an alternative attack for the
encounter, each player must reveal which items model, which they may choose whenever
they have purchased, as the power of such they spend an action to attack.
wondrous magic is difficult to conceal. If the same ✥ Other magic items require a special action to
item has been chosen by more than one player, use as the model reads the enchantment or
no faction receives that item in this encounter. makes secret gestures.
✥ If a magic item is noted as one use it must be
Once you have determined which faction has discarded after it is played.
which item, you may give them to any of your ✥ Once the encounter begins, magic items may
legends or companions to use, not just those not be dropped, swapped or given to any
with the Magic Items (x) ability. other friendly or enemy models - even if the
original owner is removed from play. The
A deck of magic items cards are available to only expection is the Daring Rogue's Eye On
download for free from the Otherworld website, The Prize special power (see page 53).
but the description and effects are also listed below.
Amulet Of Protection (12 GP)
This magical talisman can keep you from
Example: harm’s way
Choosing Magic Items The wearer can remove a status on any die roll
of 4, 5 or 6, instead of the usual 6.
Player A has two models with the Magic
Items (x) ability: a Valiant Warrior Bottomless Bag (6 GP)
with Magic Items (2) and an Enigmatic Hide your valuables in this pocket dimension
Enchanter with Magic Items (1), for a Your faction is immune to the Pickpocket (x)
total of 3 items. Player B only has one special effect and the An Eye For The Prize
model: an Immortal Fiend with Magic special power.
Items (2), for a total of 2 items. Player A
chooses the crystal ball, vorpal blade and Chalice Of Life (10 GP)
gauntlets of the ogre at a cost of 30 GP. Drinking from this sacred vessel heals even
Player B chooses lash of flame and gauntlets the most grievous of wounds
of the ogre at a cost of 18 GP. You may use a special action to immediately
restore D3 Hits to the model carrying this item,
At the start of the encounter both players or a model with which they have base contact.
reveal their chosen items. Because both One use only.
players have chosen gauntlets of the ogre
for their factions and all items are unique, Crystal Ball (12 GP)
neither faction receives it. Player A gives This mystic sphere enables the viewer to see
the vorpal blade to his Valiant Warrior and their future clearly
the crystal ball to the Enigmatic Enchanter, You may use a special action to look at the
while Player B allocates the lash of flame to next three cards in the adventure deck and
his Immortal Fiend. then discard one of them.
MAGIC | 27

Cloak Of The Spider (8 GP) Gauntlets Of The Ogre (8 GP)


A silken garment, woven by the shadowy drow Simple leather gloves grant the wearer the
Gain the Sixth Sense and Wall Crawler abilities. strength of ten men
Gain the Great Strength and Critical Blow
Dragon’s Tooth (10 GP) abilities.
A wyrm’s tooth tips this mighty spear
Weapon: Strength as user +1, attack roll 4+, thrust. Grimoire (6 GP)
A tome of magical learning
Elven Bow (10 GP) A model that has the Magic (x) ability can
Arrows from this bow always fly true learn an additional spell.
Weapon: Range 24", attack roll 4+, brutal.
Hammer Of The Titans (10 GP)
Elven Boots (8 GP) The wielder of this mythical mattock possesses
Fae footwear, crafted in the woodland realms great strength
Gain the Natural Camouflage ability. In Weapon: Strength as user +1, attack roll 4+, brutal.
addition the wearer can ignore any movement
penalties for rough ground, including those Harp Of Desire (6 GP)
created by the Set Traps ability. Provides an beguiling arcane accompaniment
Gain the Charm ability. Models who already
Enchanted Shield (8 GP) have the Charm ability instead gain the Word
This legendary dwarven shield can stop even Of Command ability.
the strongest blow
Gain the Invulnerable: Melee (1) ability. Helm Of Command (8 GP)
A helmet that grants insight in battle
Flying Carpet (16 GP) Gain the Leader (2) ability.
A fabled and luxurious way to fly
As a special action, the model and all Horn Of Dread (8 GP)
models in base contact with it may relocate This feared horn bolsters the sounder and
to anywhere in the playing area once per strikes terror into his foes
encounter. As a special action, the model may gain the
Fearsome ability until the end of that turn.
28 | MAGIC

Lash Of Flame (10 GP) Rod Of Lightning (16 GP)


This whip burns with the flames of the Abyss Channel the elements with this ensorcelled rod
Weapon: Range 6", Strength as user, attack Gain the Arcane Bolt ability, but the effects cover
roll 4+, entangle and inflicts the On Fire a 3" blast and targets must pass a Defence statistic
status. test or be Stunned. Three uses per encounter.

Magic Lamp (16 GP) Staff Of The Serpent (10 GP)


A prison and source of immeasurable power This wooden staff transforms to ensnare and
Grants up to three wishes, including summoning poison a foe
a djinni. See Minion Manual for details and Weapon: Strength as user, attack roll 4+,
profile. entangle, inflicts the Weakened status.

Medallion Of Might (12 GP) Staff Of Wrath (8 GP)


This fabled amulet of a long dead king is This warped cudgel contains great power, but
magically tempered also a curse!
Gain the Invulnerable: Melee (2) ability. Gain the Arcane Bolt and Cursed abilities.

Orc Breaker (10 GP) Tome Of Truth (16 GP)


This sword blade strikes fear into goblinkind Ancient volume that foretells the fate of all
Weapon: Strength as user +1, attack roll 3+, Once per turn, as a special action, a model may
brutal vs orcs, goblins and hobgoblins. read from the book. Next turn, its faction gains
an additional two activation tokens.
Ring Of Invisibility (8 GP)
A plain gold band that renders the wearer Vorpal Blade (10 GP)
invisible This mythical blade cuts through any defence
Gain the Invisible ability. Weapon: Strength as user, attack roll 4+,
parry. Models cannot use their Heavy Armour,
Ring Of Regeneration (10 GP) Invulnerable (x), Light Armour or Shield
A golden band that miraculously heals any abilities against attacks from the vorpal blade.
wound
Gain the Regeneration ability, but all Hits are Wand Of The Woods (12 GP)
restored on the roll of 5+ on 1D6. Oaken wand that hides the user behind a
barrier of thorns
Gain the Natural Camouflage and Shield Of
Force abilities.
MAGIC | 29

Luck Before each encounter, a player must choose


Whether luck is the whim of the gods, a form from the following arcane powers for inscription
of magic or a natural ability, certain models onto parchment or distillation into a glass vial:
seem to possess the power to sway the fates in
their favour. At the start of the encounter, add a ✥ Arcane Bolt
token for each rank of Luck (x) in your faction ✥ Charm
to your luck pool. ✥ Cure Wounds
✥ Force Of Will
A model with the Luck (x) ability can spend a ✥ Great Strength
token from the luck pool to re-roll any single D6 ✥ Incorporeal Form
directly affecting it, or any other friendly model ✥ Invisibility
within 6". Each model with Luck (x) can do this ✥ Telepathy
no more than once per turn. This could be an
attack or damage roll, statistic or Morale test, or A player may choose up to (x) abilities
a roll to remove a status. depending on the rank each model possesses,
each written on a separate scroll or potion
bottle. A player may choose the same scroll or
Example: Calculating And potion multiple times. In subsequent encounters
Using The Luck Pool a player may choose different contents for their
scrolls or potion bottles should they wish.
Player Y starts with three models with the
Luck (x) ability: a Daring Rogue with Luck Using Scrolls And Potions
(2), plus a Wandering Minstrel and Wild But dealing with magic is not without risk, as
Ranger who each have Luck (1). Between reading an incantation correctly is tricky and
them they have 4 ranks in Luck, so they a potion may have become unstable. First the
start the encounter with 4 tokens in their player must declare which scroll or potion
luck pool. Each of them can use no more they wish to use. Reading a scroll or drinking
than 1 luck token per turn from the pool. a potion takes a special action and a model is
required to make an Intelligence statistic test to
During a turn, the Wild Ranger tries to use perform the task correctly.
his Dodge ability to avoid a melee attack,
but fails his Agility test. Spending a token If the model passes the test, the effect functions
from the luck pool, Player Y re-rolls the exactly as if the model possessed the ability. The
die for the Agility test and succeeds. The scroll is then exhausted or the bottle emptied
Wild Ranger dances out the way of the and it may not be used again in this encounter.
blow, but cannot use a luck token again
this turn. But if the test is failed, there is no effect and the
spell captured in the scroll or potion is lost and
may not be used further in this encounter.

Scrolls And Potions Effect And Duration


Scrolls are sheets of parchment inscribed with Scrolls and potions are one use. The effect
spells, and potions are wizard-brewed substances is either on the model with this ability or
that briefly bestow minor magical powers. Any with a friendly model in base contact. The
model using such items will be able to produce effect is immediate and follows the standard
magical effects without training or talent in order ability description (see pages 38 to 42). Both
to gain mystical abilities beyond its normal scope. Incorporeal Form and Invisibility abilities last
over multiple turns or until the model takes a
Purchasing Scrolls And Potions specific action.
Models may purchase the Scrolls And Potions (x)
ability for +5 GP per rank (up to a maximum of 3
ranks) during faction creation or advancement.
30 | WEAPONS

Weapons
In the fantasy world, sharpened steel and a sturdy shield are essential to defend
against the goblin’s blade or a dragon’s bite. Equipping your faction for battle is vital
for survival in the dark depths.

Weapon Types Minions can only use the attacks and weapons
Weapons, and the attacks you can make with listed in their profiles and may take any of the
them, fall into two broad categories: melee and options at the GP cost listed.
ranged. Weapons are further subdivided into four
types: basic, trained, advanced and bestial. Finally, bestial attacks are limited to the more
ferocious creatures found in the Minion Manual
Most models are able to make a basic attack of (see page 64 to 91).
some sort. Legends, companions and minions
have access to other weapon types, which may The Anatomy Of A Weapon
limit their choice of attacks. For example, a ✥ Description – the name of the weapon.
model which only has a basic attack can never ✥ Range – the maximum effective range of a
use trained or advanced weapons. thrown or missile weapon.
✥ Strength – the power of the weapon, used to
Most models may only attain the more powerful determine to damage rolls. Sometimes based
weapons found in trained and advanced weapon on the Strength of the model wielding the
categories by the following means: weapon – the user.
✥ Weapon effects – list of rules, weapon effects
✥ These attack types are granted to a legend or and abilities for the weapon.
companion when building a faction. ✥ Gold piece (GP) cost – the basic cost of the
✥ The model selects the Martial Training or weapon for equipping minions, companions
Weapons Master ability (see page 38), which and legends.
allows the model access to better weapons
WEAPONS | 31

Table 6: Basic Weapons

Gold piece cost

Description Range Strength Weapon effects


Minions Legends &
companions

Axe Melee User - 2 4

Bow 18" 3 - 2 4

Brawl Melee User –1 Stun - -

Club Melee User Stun 1 2

Crossbow 18" 4 Move and fire 2 4

Dagger Melee User –1 - 1 2

Following a
successful attack,
roll 1D6. On 1–3
the torch or flare
Flaming Torch Melee User extinguishes (torch 1 2
now counts as a
club). On 4–6 the
target also gains the
On Fire status.

Javelin Thrown User - 2 4

Mace Melee User - 2 4

Morning star Melee User Entangle 2 4

Short sword Melee User - 2 4

Sling 9" 2 Two shots 2 4

Spear Melee User Thrust 2 4

Parry, stun,
Staff Melee User 2 4
two-handed

Throwing axe Thrown User - 1 2

Throwing knife Thrown User –1 Two shots 1 2


32 | WEAPONS

Table 7: Trained Weapons

Gold piece cost

Description Range Strength Weapon effects


Minions Legends &
companions

Broad sword Melee User Parry 4 8

Flail Melee User Disarm 3 6

Dangerous, blast 3", scatter


Flaming oil Thrown 3 5 10
1D6", On Fire, one use

Hand crossbow 6" 4 - 2 4

Blast 3", scatter 1D6", only


Holy water Thrown 3 damages models with the 4 8
Damned ability, one use

Longbow 24" 3 - 4 8

Net 4" 1 Entangle 1 2

Thrust, two-handed,
Polearm Melee User +1 4 8
unwieldy
Brutal, two-handed,
Two-handed axe Melee User 3 6
unwieldy

Two-handed mace Melee User +1 Two-handed, unwieldy 3 6

Two-handed
Melee User +1 Two-handed 4 8
sword

Whip 4" User -1 Entangle 3 6


WEAPONS | 33

Table 8: Advanced Weapons Caption style

Gold piece cost

Description Range Strength Weapon effects


Minions Legends &
companions

Halberd Melee User +1 Thrust, two-handed 4 8

Brutal,
Heavy crossbow 24" 4 6 12
move and fire
Thrust, one use,
Lance Melee User+2 model must be 4 8
mounted

Long sword Melee User Parry, brutal 4 8

Superior bow 24" 4 Two shots 6 12

Table 9: Bestial Attacks

Description Range Strength Weapon effects Gold piece cost

Beak/horns Melee User +1 - -

Bite Melee User Brutal -

Breath weapon 12" 4 Brutal -

Claw Melee User - -

Drain Melee User+1 Weaken

Strength
Hurl User –1 -
x3"

Monstrous bite Melee User 1D3 Hits -

Monstrous
12" 5 Blast 3", brutal -
breath weapon

Poison Melee User Weaken

Rend Melee User Brutal -

Tail Melee User +1 Stun -

Tentacle: melee Melee User Entangle

Tentacle: ranged 6" User Entangle -

Venom Melee User +1 Brutal -


34 | WEAPONS
WEAPONS | 35

Weapon Effects

Blast attack. Roll 1D6 and compare it to the attacking


The weapon uses a blast template of the size model's highest attack value; if it is greater, the
indicated. Centre the template on a target attack has been parried and it causes no damage.
point, which does not necessarily need to be
an enemy model. If the blast hits its target, all Scatter
models whose bases are touched by the template A missed attack will impact at the designated
are hit and must roll for damage. distance away from its intended target, in a
random direction. Resolve the attack as if it
Brutal struck the determined point or model instead.
This weapon is deadly in combat. Models
electing to use this weapon in combat roll an Stun
extra die when making damage rolls, and select This attack stuns rather than damages. See the
the highest roll. Stunned status on page 19.

Dangerous Thrown
Difficult and dangerous to use, this weapon can This weapon has a range of the wielder’s
be somewhat unpredictable. On an attack roll (Strength +1) x2 in inches. In addition, thrown
of 1 the weapon explodes, causing a Strength weapons do not suffer the –1 attack roll penalty
4 hit to the user. The weapon, and its supply of for long range shots.
ammunition, is now useless and cannot be used
again in this encounter. Thrust
The reach of this weapon is a distinct advantage
Disarm against certain foes. Models electing to use this
Models armed with this weapon may use the weapon in melee combat against models with
Disarm ability (see page 38). the Flyer, Large or Massive abilities roll an extra
die when making attack rolls, and select the
Entangle highest roll.
Following a successful attack the model may
choose to entangle the victim instead of Two-handed
inflicting damage. An entangled model is This weapon requires the use of both hands.
knocked prone. Entangled models with the Flyer Models equipped with this weapon, regardless of
ability cannot take to the air during its next whether they’re using it or not, cannot benefit
activation, but may stand up and move on the from the Shield ability.
ground as normal.
Two Shots
Move And Fire This weapon can be fired twice with a single
The weapon is slow or clumsy to use. The model shooting action. If two shots are taken, each
suffers a -1 to its attack roll if it has moved this suffers a –1 attack roll penalty. Both shots can
turn. A model that has turned, even slightly, be taken against the same target or two separate
counts as moving. targets within 4" of each other.

One Use Unwieldy


This attack is only useable once per encounter. This weapon is very difficult to use. Models
deciding to use this weapon in melee combat do
On Fire not receive a free attack as a result of a charge,
A model attacked with this weapon gains the but can make a normal attack.
On Fire status.
Weaken
Parry A model damaged by this attack gains the
Models armed with this weapon can attempt Weakened status rather than losing a Hit. See
to parry the first successful melee attack against statuses on page 19.
them each turn, but only if their Strength is
equal to or greater than the Strength of the
36 | ABILITIES

ABILITIES
Your faction can perform incredible feats of arms and demonstrate uncanny
powers. Your choice of abilities can mean the difference between defeat and victory,
destruction or survival.

What are abilities? Ability families


Abilities represent the skills, powers and Abilities are grouped into six families of similar
equipment which a model may possess. They types. These are:
include everything from the mundane, such as
a Lantern and Swimming, to the incredible, ✥ Combat – key offensive and defensive skills.
such as Great Strength and Regeneration. Most ✥ Equipment – all the adventuring gear you
minions will only have one or two abilities, but may ever need.
legends, companions and monsters may have ✥ Otherworldly – mystic and magical powers.
many more. ✥ Traits – are you a follower or a leader? Adjust
your personality here.
Multiple Abilities ✥ Disadvantages – choose if your model has an
If a model receives the same ability from multiple Achilles heel or a minor flaw.
sources e.g. from its own abilities, from magic ✥ Monstrous – these are only available to
items, or from a spell, it does not gain multiple certain minions covering bestial traits and
uses of that ability, but counts as having the natural abilities.
ability only once. In the case of abilities with an
(x) value, such as Invulnerable: Melee (x), the
abilities values do not stack and only the best
value is used.

Examples: Multiple Abilities


Shield Of Force
Having the ability Shield Of Force twice,
via a model's own abilities and a magic
item such as wand of the woods, does not
enable the model to make two Shield Of
Force rolls. Instead it counts as having
Shield of Force only once.

Invulnerable: Melee (x)


Having the ability Invulnerable: Melee (1)
and Invulnerable: Melee (2), via a model's
own abilities and a magic item such as
the medallion of might, does not grant the
model Invulnerable: Melee (3). Instead it
uses the best value, which in this case is
Invulnerable: Melee (2).
ABILITIES | 37

Table 10: Ability Families Summary


Combat Equipment Otherworldly Traits Disadvantages Monstrous

Concealing
Blocker Arcane Bolt Charm Clumsy Animal Mount
Cloak

Fifty Feet Of Natural


Critical Blow Cure Wounds Courageous Coward Animated
Rope Camouflage

Grappling
Disarm Force Of Will Follower Cursed Aquatic Parasite
Hook

Heavy Honour
Dodge Incorporeal Loner Damned Small
Armour Bound

Eagle Eyes Holy Symbol Invisible Inspirational Nervous Fanatic Smash

Invulnerable
Great Iron Rations
(x): Melee & Leader (x) Peaceful Fearsome Spring
Strength (x)
Ranged

Martial
Iron Spikes Magic (x) Luck (x) Slow Flyer Summoned
Training

Onslaught Lantern Regeneration Move Silently Vulnerable (x) Large Swarm

Shield Of Pickpocket Magic


Rage Light Armour Weak Willed Tumbling
Force (x) Resistance

Magic Items
Sixth Sense Telekinesis Roar Massive Wall Crawler
(x)

Unarmed Scrolls And Mob Leader


Telepathy Set Traps
Adept Potions (x) (x)

Weapons
Shield Teleportation Swimming
Master

Treasure
Ten Foot Pole Wizard’s Eye
Hunter (x)

Thieves Tools Word Of


Unique
(x) Command
38 | ABILITIES

Combat

Blocker If you add Martial Training to your profile after


Enemy models moving to within 2" of this initial character creation, you will gain one new
model must make an immediate opposed trained attack at 4+.
Strength test. If successful, enemy models may
continue their move as normal. Failure means Onslaught
the model must either move into base contact The attacks of this model are remorseless. It may
or stop immediately. Models within this distance re-roll one unsuccessful attack roll per turn.
can only move away or into base contact with
the Blocker. Models in melee or suffering the Rage
Stunned status lose their Blocker ability. When this model charges, its enemy must make
an opposed Morale test. If the raging model
Critical Blow wins, it immediately makes an additional free
This model is skilled at causing maximum injury. melee attack.
It does not suffer the –1 Strength penalties for
brawl attacks. Sixth Sense
The model is acutely aware of danger and is hard
Disarm to surprise. If attacking from the rear, an enemy
A model in melee may attempt to disarm an does not receive the usual +1 to both the attack
opponent who is using a weapon. The disarm roll and damage.
attempt must be stated before the attack roll is
made. On a successful attack, the attack causes Unarmed Adept
no damage, but the opponent’s weapon can When making a brawl attack, secret fighting
no longer be used whilst the disarmed model techniques allow this model to roll an extra die
remains in base contact with its attacker. If the when making attack rolls, selecting the highest roll.
disarmed model moves out of base contact, it
may collect the fallen weapon as a free action. Weapons Master
This model is a master in the art of war. You
Dodge may not select this ability unless your model
The model can attempt to dodge the first already has the Martial Training ability.
successful melee damage roll made against it
each turn. The attack is counted as a miss if the Models with Weapons Master may choose
model can succeed at an Agility test. weapons from the advanced weapons type. If
your model chooses this ability during faction
Eagle Eyes creation, you may exchange one basic or trained
This model may take an aimed shot and suffer attack (and its attack value) for an advanced
no penalty for long range. attack. Brawl attacks may never be exchanged.

Great Strength If you add Weapons Master to your profile


The model can bring its vast reserves of physical after character creation, you will gain one new
might to bear. It must spend a special action advanced attack at 4+.
girding itself, and can then count its Strength
as being two points higher for the remainder of  
the turn.

Martial Training
This model is schooled in the ways of steel. It
may choose weapons from the trained weapons
type. If your model chooses this ability during
faction creation, you may exchange one basic
attack (and its attack value) for a trained attack.
Brawl attacks can never be exchanged.
ABILITIES | 39

EQUIPMENT

Concealing Cloak Lantern


If a model with this ability is in cover or behind This model can re-roll one failed Morale check
an obstacle, an attacker cannot target it with per turn if it is more than 6" away from any
any ranged attacks if the range is more than the other friendly model.
attacking model’s Intelligence x2 in inches.
Light Armour
Fifty Feet Of Rope This model wears armour such as leather or ring
If this model passes an Agility test when falling mail that will negate a successful attack on a
one or more levels, it is not harmed and can 1D6 roll of 6. Light Armour can be combined
continue its activation as normal. with the Shield ability (see below).

Grappling Hook Magic Items (x)


If the model needs to cross an obstacle or a gap, it The gods’ favour, mystical knowledge or
can roll 2D6 to determine the distance moved. acquiring fingers of this model enables its faction
to purchase one magic item for each rank in this
Heavy Armour ability. This ability can be chosen more than
This model wears chainmail or plate armour once; each additional time it is chosen adds +1
that will negate a successful attack on a 1D6 roll to the rank. See Magic Items, page 26.
of 5+. Models with Heavy Armour cannot take
two move actions in the same turn. Models with Scrolls And Potions (x)
this ability also suffer a –2 penalty to Strength This model has access to magical scrolls and
tests when swimming. Heavy Armour can be potions. It may choose one otherworldly ability
combined with the Shield ability, see below. to be inscribed on a parchment or distilled into
a bottle for each (x) rank it has in this ability.
Holy Symbol This ability can be chosen more than once; each
Enemy models with the Damned and additional time it is chosen adds +1 to the rank
Summoned abilities moving to within 2" to a maximum of (3). See page 29 for more on
of this model must stop immediately unless using scrolls and potions.
they can pass an opposed Morale test against
the wielder. Models within this distance can Shield
only move away. Models in melee, or who This model is equipped with a shield that
are Invisible or suffering the Stunned status improves the 1D6 roll for Light Armour and
lose this ability. Models attempting to cast Heavy Armour by 1. Used with Light Armour, a
animation, banishing or summoning spells gain shield negates a blow on a 5+ and against Heavy
a +1 to casting attempts. Armour on a 4+. In addition and for models
without any armour abilities, attacks are negated
Iron Rations (x) on a 1D6 roll of 6. Models equipped with a two-
This model may fortify itself with hearty rations. handed weapon cannot use the Shield ability.
It may add +1 to its die roll when removing a
status effect. The model may do this as many Ten Foot Pole
times in an encounter as it has (x) ranks in the A cautious bearer may test the area ahead with this
ability – but only once per turn. This ability can item. If the model has to draw from the adventure
be chosen more than once; each additional time deck, it may pick two cards and discard one.
it is chosen adds +1 to the rank in brackets to a
maximum of (3). Thieves Tools (X)
This model is skilled at detecting and removing
Iron Spikes traps. It may add (x) to its total when attempting
The model can climb without requiring an to exceed the difficulty of a trap. If the model
Agility test. succeeds, the trap is disarmed and the effects are
ignored for all models within its range (see page
96). This ability can be chosen more than once;
each additional time it is chosen adds +1 to the
rank in brackets to a maximum of (3).
40 | ABILITIES

OTHERWORLDLY

Arcane Bolt Incorporeal


The model can hurl sorcerous bolts or channel The model can become insubstantial and ghost-
divine wrath. This model is able to make the like. This model begins play as solid figure, but
following attack as a shooting action: can change status from corporeal to incorporeal
(or vice versa) at the start of its activation.
Attack Incorporeal models have Defence 0, cannot be
Range Str Notes
roll physically attacked, make attacks of any kind,
attempt spells, or interact with another model
12" 4+ 4 1 Hit or stun or object in any way. Otherworldly abilities
and spells continue to affect them as normal.
Incorporeal models can walk through other
Cure Wounds models and solid items such as walls or doors,
The model has knowledge of healing herbs or but cannot end their activation inside another
magical restoration. Models not reduced to 0 model or solid object.
Hits can be treated, as well as models reduced to
0 Hits in this turn. While in base contact with Invisible
another model, as a special action the healer can The model can vanish from sight, even in the
attempt an Intelligence test. If the Intelligence middle of combat. This model begins play as
test is passed, one lost Hit is restored. If an visible as any other model, but can change
incapacitated model is healed, turn the model status from visible to invisible (or vice versa) at
face up so that it is prone. the start of its activation. Invisible models may
ignore the Blocker ability, cannot be targeted
Force Of Will by ranged attacks of any kind, and any model
The model is able to halt its enemies with the attempting to attack them in melee suffers a
strength of its will. This model is able to make −2 attack roll penalty. Furthermore, melee
the following attack as a shooting action: attacks by an invisible model gain a +1 bonus
to its attack roll. An invisible model loses its
Attack invisibility immediately after making an attack
Range Str Notes
roll of any kind, gaining a status, attempting a spell
or interacting with another model or object in
If the target fails an any way.
opposed Intelligence
12" 4+ N/A
test, it will receive the
Weakened status
ABILITIES | 41

Invulnerable: Melee (x) and Telepathy


Invulnerable: Ranged (x) The model can communicate with others using
Choose either melee or ranged attacks. The its mental energy. At the start of this model’s
model reduces the Strength of the chosen attack activation, you may choose any other single
by its rank in Invulnerable (x). Certain minions model on the playing area. For this turn, the
are invulnerable only to specific attacks. Where chosen model may benefit from the telepathic
this is the case, this is clearly listed in its profile. model’s Leader (x), Wizard’s Eye and Sixth
Magical and otherworldly attacks, including Sense abilities as if it possessed them instead.
those made by magic items, are never reduced by
Invulnerable (x). This ability can be chosen more Teleportation
than once, and each additional time it is chosen, The model can instantly move from one point to
it adds +1 to the rank, up to a maximum of 2. another. At the start of this model’s activation,
it may move to any spot on the playing area that
Magic (x) is not adjacent to another model. If it is unable
This model is able to cast spells. On its to make line of sight to the new location, a
activation it receives a number of D6 equal to successful Intelligence statistic test is required or
its rank in Magic (x), which becomes its magic the attempt fails and the model remains in place.
pool for that activation. This ability can be Once a model has teleported (or failed in its
chosen more than once; each additional time it attempt), it cannot perform any further actions
is chosen adds +1 to the rank to a maximum of this turn, of any kind, and cannot teleport again
(3). See Magic, page 22. in the following turn.

Regeneration Wizard’s Eye


The model possesses the power of supernatural The model can see beyond the mortal plane.
healing. At the start of each end phase, before Models with this ability can re-roll one die per
models with no Hits remaining are removed, roll turn that directly affects them. These models
1D6 for each Hit it has lost. If any of the dice can clearly see, attack and target models using
rolled is a 6, the model recovers one lost Hit. the Invisible ability, ignoring any penalties.

Shield Of Force Word Of Command


The model is surrounded by a mystical energy As a special action, this model can attempt
field or possesses incredibly tough armour or to take control of the mind of an enemy
skin. Roll 1D6 every time the model loses a Hit. minion within 2". If the target fails an opposed
On the roll of a 5 or 6, the damage is ignored. Intelligence test, it will receive the Dominated
status. A dominating model can only control
Telekinesis one commanded model at any time.
The model can move objects by the power of its
mind alone. As a special action, it can perform the
following actions and attacks in the table below.

Telekinetic actions
Power Range Attack roll Str Notes

Move Intelligence Move an object smaller than themselves 3"


6" 3
object test or open/close a chest or door

Strike Intelligence
6" 3 1 Hit or stun
another test

Trip Intelligence
6" N/A Target must pass an Agility test or fall prone
another test
42 | ABILITIES

TRAITS

Charm Honour Bound


The model can captivate an opponent with This model lives by a strict code of honour. It
its physical allure, wiles or mystical cantrips! will not attack prone models nor does it gain
As a special action, this model can attempt to the usual +1 attack roll bonus when making rear
charm an enemy minion within 2". If the target attacks. You receive +1 VP if this model is still
fails an opposed Morale test, it will receive the active at the end of any encounter. If you have
Weakened status. any Honour Bound models in your faction, you
must declare them at the start of an encounter.
Courageous
The model can stand firm in the midst of furious Inspirational
battle, or when faced with terrifying danger. The Models within 6" of a friendly Inspirational
model may re-roll a single failed Morale check model may re-roll a single failed Morale check
each turn. per turn.

Follower Leader (x)


This model is never far from the side of its When this model is
master, making sure its orders are carried out. activated, you receive a
Choose one model in the faction (legends can number of additional Leader
only choose another legend, companions can activation tokens for each
choose either a legend or another companion, rank in this ability. These
and minions can choose any model). If the additional activation tokens can only be placed
chosen model activates, the Follower gains on friendly models within 6" of the Leader, who
an activation token if it is within 6", has not have not activated already this turn and do not
activated already this turn and does not already already have a token. This ability can be chosen
have a token. more than once; each additional time it is
chosen adds +1 to the rank in brackets.

Luck (x)
This model adds a number
of tokens to your luck pool
for each rank in this ability.
A model with the Luck (x)
ability can spend a token
from your luck pool to re-roll
any single D6 directly affecting it or another
friendly model within 6". Each model with
Luck (x) can only do this once per turn. This
could be an attack or damage roll, a statistic or
Morale test, or a roll to remove a status. This
ability can be chosen more than once; each
additional time it is chosen adds +1 to the
rank. See Luck, page 29.

Move Silently
Once per encounter, this model may move 2x
its Speed value with a single move action, as
long as it finishes no closer than 6" to an enemy
model.
ABILITIES | 43

Pickpocket (x) 12" and within line of sight. Traps may not be
This light-fingered model may steal from its placed within 3" of another model. This area
enemies. If a model with the Pickpocket (x) now counts as rough ground (see page 10). In
ability is in base contact with an enemy model, each end phase, roll 1D6. On a roll of a 6 the
it may attempt to steal a treasure card from the trap may be removed.
adventure deck (see pages 96 to 97) by passing a
successful Agility test. Success means the player Swimming
may randomly take a treasure card from their This model can swim through deep water
opponent's hand. The victory points for the without requiring a Strength test.
treasure (see page 20) transfer to their faction.
Treasure Hunter (x)
Each model with Pickpocket (x) can only do This model has an innate ability for unearthing
this once per turn, but may make a number of gold and wondrous treasures. Before play
attempts per encounter equal to its (x) rank. starts, attacking models receive a number
This ability can be chosen more than once; each of adventure tokens equal to their rank in
additional time it is chosen adds +1 to the rank. Treasure Hunter (x), which they add to the
defending player’s allocation.
Roar
Once per turn, the model can emit a terrifying Defending models with this ability are adept
bellow, freezing the hearts of wary opponents. at securing their valuables, so may remove (x)
If this model spends a special action roaring, number of adventure tokens from their starting
opposing models within 6" must pass a Fear test. allocation. This ability can be chosen more than
See Morale Tests, page 18. once; each additional time it is chosen adds +1
to the rank in brackets. See page 94.
Set Traps
This devious model is able to set traps to Unique
confound and slow its enemies. Once per Some models are so powerful or terrifying that
encounter this model may use a special action you may only ever field one Unique model in
to place a 3" blast template anywhere within your faction.
44 | ABILITIES

DISADVANTAGES

Clumsy Peaceful
The model is ham-fisted and uncoordinated in This model tends to avoid combat on moral
its actions. Whenever it attempts an Agility grounds. It can never claim any beneficial
test, the player must roll an additional die and modifiers for its attacks, and if it causes another
choose the worst result. model to lose its last Hit, it must pass an
immediate Morale test or gain the Weakened
Coward status.
This model is eager to stay out of harm’s way. At
the start of the encounter, roll 1D6 to determine Slow
the turn in which this model will leave play. The model is so slow, clumsy or shambling that
Luck may not be spent to modify this roll. The it cannot take two move actions in the same
model leaves in the end phase of the turn rolled. turn.

Cursed Vulnerable: (x)


The model has a natural air of misfortune. Choose either melee or ranged attacks. The
Whenever it attempts a re-roll, the player must model increases the Strength of the chosen
roll an additional die and choose the worst attack by its rank in Vulnerable (x). Certain
result. In addition, fate tokens cannot be used minions are vulnerable only to other specific
on this model. attacks. Where this is the case, it is clearly noted
in their profile. Spell and otherworldly attacks,
Loner including those made by magic items, are never
This model does not work well with others. It increased by Vulnerable (x). This ability can
cannot have or gain any benefit from the Leader be chosen more than once, and each additional
(x) or Follower ability. time it is chosen adds +1 to the rank, up to a
maximum rank of 2.
Nervous
This model is easily frightened. Whenever it Weak Willed
attempts an Alone or Fear test, the player must Any failed attempt to use Word Of Command
roll an additional die and choose the worst result. or Charm on a Weak Willed minion can be
re-rolled. In addition, Word Of Command and
Charm can be used on Weak Willed legends
and companions. Furthermore, no Weak Willed
models can use the Leader (x) ability.
ABILITIES | 45
46 | ABILITIES

MONSTROUS

Animal Flyer
If this model is activated, and is not in base The model can take to the
contact with an enemy model, roll 1D6. On air, with its wings or by
a roll of 1, the opposing player may decide its magical means, as part of
actions this turn. On a 2, the model will wait, its move action. If it does
watching its potential prey, and may not take so, place a flying token next
any actions this turn. On a 3, it will move 1D6" to it. The movement rate of
towards the nearest enemy model, but stop 1" flying models is indicated by the number in
away. On a 4, 5 or 6, it will activate as normal brackets. For example, a manticore has a Speed
this turn. statistic of 6, but Flyer (8). Therefore it may
move 8" when flying. If no value is given, it
Animated moves its base Speed rate only. The model
This model may set up anywhere on the can ignore all movement penalties, can move
playing area at the start of an encounter, but over friendly and enemy models (ignoring the
may not activate until the animation spell is Blocker ability), and cannot be engaged in
successfully cast by a member of its faction. melee combat whilst airborne. Shots at or by
Until then, it cannot be harmed by any means, a flying model suffer a –1 attack roll penalty.
nor can it affect or hinder any other model. See Also ranged attacks increase their range by
Animation And Summoning, page 23. 6" to account for the model’s extra height. A
flying model can choose to land again at the
Aquatic end of any subsequent move action; if it does so,
This model can breathe underwater and move remove the flying token.
through deep water without requiring a Strength
test. It may also move up to its full Speed value Large
in all water. The model is so huge that any attacks against
it receive a +1 attack roll bonus. Large models
Damned suffer no movement penalties for travelling
The model is demonic or undead, and an affront over difficult ground or obstacles. Large models
to nature and the gods. This model is Fearsome can only be affected by entangle, pushback or
(see below) to minions. Legends and companions knockdown caused by other models with the
who are Damned may choose to spend one of Large or Massive abilities.
their ability points purchasing an otherworldly
ability if this is not already an option. Magic Resistance
This model may ignore any otherworldly abilities
Fanatic or spells affecting it on a 1D6 roll of 4, 5 or 6.
The model fears almost nothing. It never needs This does not prevent the otherworldly ability or
to make Alone or Fear tests. This model cannot spell from affecting or targeting other models.
be removed from play due to a failed Shaken or
Wiped Out test if there are other non-Fanatic Massive
models still in play. This model is truly gigantic, and any attacks
against it receive a +1 attack roll bonus. Massive
Fearsome models suffer no movement penalties for
If a model is activated, or if it finishes any move travelling over difficult ground or obstacles, and
action within 6" of an enemy model with the can attack any model within 2" as if it is in base
Fearsome ability, it must make an immediate contact. Massive models can only be affected
Morale test. If this test is passed, the model by entangle, pushback or knockdown caused by
may continue as normal. If the test is failed, the other models with the Massive ability.
model suffers the Scared status.
Mob Leader (x)
Models in base contact with one or more enemy When this model is activated, you receive a
models, or models possessing the Fearsome ability number of additional activation tokens for each
themselves, or if the model already has the Scared rank in this ability. These additional activation
status, are not required to make Fear tests. tokens can only be placed on friendly models
ABILITIES | 47

within 6" of the Mob Leader model, who have Smash


not activated already this turn and do not The model is incredibly powerful in its physical
already have a token. However, the leader can attacks. On a successful damage roll, the player
only activate models of the same type. For may choose to knock the damaged model
example, a giant rat may only activate other backwards by 2" and strike it prone. These
giant rats, or a zombie may only activate other effects are in addition to the Hits lost.
zombies. This ability can be chosen more than
once, and each additional time it is chosen adds Spring
+1 to the rank. If the model needs to cross an obstacle or
jump a gap (see page 10), the player can roll
Mount an additional 1D6 and use the highest die to
A model with the Mount ability may be ridden determine the distance moved.
by other humanoid models in its faction. As
a special action one model may mount or Summoned
dismount another model with the Mount This model does not enter play as normal at the
ability. When doing so the models must be in start of an encounter, but is held in its faction’s
base contact. While being ridden, a model with reserve area. It can only enter play when the
the Mount ability cannot be activated. When relevant summoning spell is successfully cast
the riding model takes a move action, use the by a member of its faction. See Animation and
mount’s Speed and any bestial abilities, such as Summoning, page 23.
Spring or Flyer, to determine their combined
movement. A riding model may also use its Swarm
mount’s attacks in place of its own. This model is a teeming mass of tiny creatures,
such as beetles, snakes or rats, moving en masse.
Natural Camouflage If the swarm gains the On Fire status, the model
If a model with this ability is in cover, or behind is instantly removed. Swarms make one attack
an obstacle, an attacker cannot target it with against each opposing model in base contact
any ranged attacks if the distance to the target is when they attack.
more than the attacking model’s Intelligence x2
in inches. Tumbling
If this model passes an Agility test when falling
Parasite one or more levels, it is not harmed and can
The model can feast on its opponent to regain continue its activation as normal.
lost vitality. If the model has just inflicted 1 Hit
on an opponent in base contact, the parasite can Wall Crawler
choose to regain a single lost Hit by spending a This model never suffers any movement
special action draining the model. penalties for difficult ground, or for moving
up and down vertical surfaces. The model can
Small climb without requiring an Agility test.
Shooting at this model incurs a –1 attack roll
penalty due to its small size.
48 | BUILDING YOUR FACTION

BUILDING YOUR FACTION


Will your faction be an intrepid adventuring party searching the unknown, or
seeking out an ancient lost temple? Or will you play a slave lord defending your
undercity from meddling do-gooders?

Choosing Your Faction Alternatively, you may wish to create a faction


A faction consists of a number of models, led by an orc shaman (perhaps a Wretched
usually a legend, some companions and several Apprentice companion or Sinister Sorcerer if
minions, with a specified gold piece (GP) value your pockets are deep enough). She leads her
depending on the encounter being played. minions – a tribe of marauding goblinoids, ogres
and giants against a drow stronghold.
A faction will contain models with a mixture of
profiles, abilities and weapons, which will offer a The options are endless, limited only by your
variety of different strategies to be played. Each own time, imagination, and the models that you
model has an individual gold piece cost. have to play with!

What Faction To Play? Good And Evil Don’t Mix


Otherworld allows you to field a mix of models Fantasy worlds are diverse places and most
depending on the type of encounter you would minions don’t care who pays their keep, so long
like to play, from a straight dungeon crawl to a as they are kept fed and watered. However,
war between two monster factions. legends and companions are more selective
when choosing their associates and only ally with
For example, the gold and profile system is those of similar alignment. Therefore you may
flexible enough to have multiple legends or not mix good and evil legends and companions
companions as an adventuring party. Your in your faction – the fractious mix of alignments
opponent may choose to build their faction as a would just result in a bloody squabble!
band of monsters led by a single despotic leader
like an eye tyrant. Your faction will usually consist of three
different types of models: legends, companions
and minions.
BUILDING YOUR FACTION | 49

Legends Companions
These are the most powerful and expensive Supporting their legend, these loyal lieutenants
models in your faction. They represent those will step in to lead when the going gets tough,
charismatic individuals of any race who stand and offer useful abilities of their own to your
above mere mortals, born to lead men and faction. As such, companions also have access
monsters alike. As such, legends have access to special powers.
to special powers – extraordinary abilities that
reflect their dedication and training. Otherworld
Good Evil
has eight available legends

Aspiring Acolyte Cruel Conjuror


Good Evil
Brave Burglar Monstrous Myrmidon
Blessed Crusader Callous Corsair
Wandering Minstrel Savage Slayer
Daring Rogue Immortal Fiend
Wild Ranger Wretched Priest
Enigmatic Enchanter Merciless Warlord

Valiant Warrior Sinister Sorcerer Minions


Some minions are far more numerous, and
cheaper, too! They are often impolitely referred
to as dungeon- or cannon- fodder, but they are
the backbone of your faction and will serve
you well. All minions are listed in the Minion
Manual chapter on pages 64 to 91.

Summoned And Animated Models


Models with the Summoned or Animated
ability must also be purchased at this stage, and
they count towards your total gold pieces.
50 | BUILDING YOUR FACTION

Wandering Monsters Disadvantages may also be chosen. For each


Wandering monsters are also purchased at this disadvantage taken, an additional ability may
stage and count toward your total gold pieces. be selected.
For a standard encounter, you may allocate up
to 25 per cent of your total forces as wandering Finally, a basic ability may be removed in
monsters. See Wandering Monster, page 95. order to gain one additional ability – but
this may only be done once per model during
Final GP Value character creation.
Your faction’s final GP value equals the cost of
all of your chosen models, the customisation Attacks And Weapons
of legends, companions and minions, plus any Legends and companions receive all of the
magic items which you have chosen attacks listed on their profiles, but must choose
which weapon each attack relates to. A new
attack can be purchased for +5 GP and the
Customising FactionS attack roll of any attack can be improved by
Once you have picked the models which 1 for each +5 GP spent. No attack can have
form your faction, you can begin to tailor an attack roll of better than 2+. Legends and
them to create your own unique heroes or companions do not come with any weapons, but
villains. Legends and companions are the most must purchase them for the cost listed on the
customisable, but certain minions can also be Basic, Trained, Advanced and Bestial Weapons
modified for a specific role. Tables (see page 31 to 33).

Adjust Statistics Choose Spells And Magic Items


Each legend and companion has been allocated Models with the Magic (x) and Magic Items
a number of points which may be used to (x) abilities should choose their spells and
purchase increases to their statistics. See Table select magic items at this point. In the case of
11: Statistic Increases. All statistics, apart the latter, the GP cost should be added to the
from Hits, can be increased in this way up to faction’s total cost.
a maximum of +3. Additional points may be
purchased at a cost of 5 GP each. Minions
Minions start with the abilities, attacks and
Table 11: Statistic Increases weapons listed in their profiles. They may take
any of the upgrade options at the GP cost listed.
Statistic increase Points required
Henchman
+1 2 One minion in your faction can be given a
greater role in an encounter. This can be any
minion model apart from those possessing the
+2 3 Animal or Fearsome ability.

+3 5 For +15 GP the henchman minion can either


increase two statistics by +1 each and gain one
ability, or increase one statistic by +1 and gain
Choose Abilities two abilities. The player may choose abilities
Legends and companions receive a starting from Leader (x), Luck (x), or from any of the
set of basic abilities listed on their profiles. In abilities listed in the henchman profile. Unlike
addition, an additional number of free abilities legends or companions, henchman minions may
from a specified list of ability families may be choose to increase their Hits by +1.
chosen to help customise your models.
BUILDING YOUR FACTION | 51
52 | BUILDING YOUR FACTION

BLESSED
CRUSADER
GOOD Legend | 50 GP
A zealous cleric or shining paladin,
the Crusader’s deity rewards his
faith and dedication. Holy power
now courses through him, driving
him into the borderlands to rain
righteous vengeance upon the
enemies of good!

Speed Defence Hits Strength Agility Intelligence Morale

6 4 3 3 3 3 4

Statistic Points
Basic: 3 points may be used to purchase increases to statistics (see Table 11)
Additional: 0–2 (+5 GP each)
Adjust: Gain an additional point if you allocate –1 to one statistic (–2 to Speed)

Abilities
Basic: Cure Wounds, Force Of Will, Magic (1)
Additional: Choose 3 more abilities from either combat, equipment or traits for free
Disadvantages: 0–2 (gain one additional ability per disadvantage chosen)
Adjust: Gain one additional ability if you remove either Force Of Will or Magic (1)

Attacks
Basic: Brawl 4+ and one basic attack 4+
New Attack: Any basic attack 4+ (+5 GP)
Improved Attacks: Improve the attack roll of one attack by 1 (+5 GP)

Special Powers
Burning Zeal
Once per encounter, the Crusader may manifest his faith to drive fear into the forces of evil. If the
model uses a special action, all Damned and Summoned models within 12" must pass an immediate
Morale test or suffer the Scared status.
BUILDING YOUR FACTION | 53

DARING
ROGUE
GOOD Legend | 50 GP
Whether a master thief, outlaw
chief or deadly assassin, the Rogue’s
skills are invaluable when exploring
dangerous underground lairs,
searching for hidden treasure or
silencing a deadly enemy.

Speed Defence Hits Strength Agility Intelligence Morale

6 3 3 3 4 3 4

Statistic Points
Basic: 3 points may be used to purchase increases to statistics (see Table 11)
Additional: 0–2 (+5 GP each)
Adjust: Gain an additional point if you allocate –1 to one statistic (–2 to Speed)

Abilities
Basic: Dodge, Move Silently, Thieves Tools (1)
Additional: Choose 3 more abilities from either combat, equipment or traits for free
Disadvantages: 0–2 (gain one additional ability per disadvantage chosen)
Adjust: Gain one additional ability if you remove either Dodge or Move Silently.

Attacks
Basic: Brawl 4+ and one basic attack 4+
New Attack: Any basic attack 4+ (+5 GP)
Improved Attacks: Improve the attack roll of one attack by 1 (+5 GP)

Special Powers
An Eye For The Prize
Once per encounter, the Rogue may attempt to steal precious items. If the Rogue is in base contact
with a model carrying magic items, he may use a special action to make an opposed Agility test, and
if successful, steal one item and use it as his own. Pick randomly from your victim’s magic item cards,
excluding any weapons. The Rogue is still subject to any restrictions placed upon the use of that item.
54 | BUILDING YOUR FACTION

ENIGMATIC
ENCHANTER
GOOD Legend | 50 GP
Studying mystic arts and ancient
lore allows the Enchanter to bind
arcane forces to his will. A raging
thirst for magical knowledge leads
him to delve the depths of the
world, armed only with staff and
spellbook.

Speed Defence Hits Strength Agility Intelligence Morale

6 3 3 3 3 4 4

Statistic Points
Basic: 3 points may be used to purchase increases to statistics (see Table 11)
Additional: 0–2 (+5 GP each)
Adjust: Gain an additional point if you allocate –1 to one statistic (–2 to Speed)

Abilities
Basic: Arcane Bolt, Magic (1), Magic Items (1)
Additional: Choose 3 more abilities from either equipment, otherworldly or traits for free
Disadvantages: 0–2 (gain one additional ability per disadvantage chosen)
Adjust: Gain one additional ability if you remove either Arcane Bolt or Magic Items (1)

Attacks
Basic: Brawl 5+ and one basic attack 5+
New Attack: Any basic attack 4+ (+5 GP)
Improved Attacks: Improve the attack roll of one attack by 1 (+5 GP)

Special Powers
None Shall Pass!
Once per encounter, the Enchanter may summon all of his magical might into an earth-shattering
blast. All enemy models on the Enchanter’s level within 12" are automatically knocked prone. This
exertion requires a special action and expends all the mage’s magical energies this turn and he may
not spend any further actions casting spells.
BUILDING YOUR FACTION | 55

VALIANT
WARRIOR
GOOD Legend | 50 GP
Savage barbarians, dashing
swashbucklers and chivalrous
knights are all trained in the ways
of steel. Their strength, courage
and skill-at-arms are often needed
to lead the charge against dangerous
dungeon denizens.

Speed Defence Hits Strength Agility Intelligence Morale

6 3 3 4 3 3 4

Statistic Points
Basic: 3 points may be used to purchase increases to statistics (see Table 11)
Additional: 0–2 (+5 GP each)
Adjust: Gain an additional point if you allocate –1 to one statistic (–2 to Speed)

Abilities
Basic: Heavy Armour, Martial Training, Onslaught
Additional: Choose 3 more abilities from either combat, equipment or traits for free
Disadvantages: 0–2 (gain one additional ability per disadvantage chosen)
Adjust: Gain one additional ability if you remove Heavy Armour.

Attacks
Basic: Brawl 4+ and one basic or trained 4+
New Attack: Any basic or trained attack 4+ (+5 GP)
Improved Attacks: Improve the attack roll of one attack by 1 (+5 GP)

Special Powers
Reign Of Steel
Once per encounter, the Warrior may spend a special action and make melee attacks against all
enemy models within 1" of his base. Make attack roll rolls against each model.
56 | BUILDING YOUR FACTION

Aspiring BRAVE
Acolyte BURGLAR
GOOD COMPANION | 25 GP GOOD COMPANION | 25 GP
Studying ancient scriptures or spreading the The Burglar might be a merry outlaw,
word as a humble friar, the Acolyte dreams of fledgling thief or hardened brigand, using
holding back the forces of evil with words of stealth and cunning against his enemies in the
holy power. pursuit of fortune.

Spd Def Hits Str Agi Int Mor Spd Def Hits Str Agi Int Mor

6 3 2 3 3 3 3 6 3 2 3 3 3 3

Statistic points Statistic points


Basic: 2 points may be used to purchase increases Basic: 2 points may be used to purchase increases
to statistics (see Table 11) to statistics (see Table 11)
Additional: 0–2 (+5 GP each) Additional: 0–2 (+5 GP each)
Adjust: Gain an additional point if you allocate Adjust: Gain an additional point if you allocate
–1 to one statistic (–2 to Speed) –1 to one statistic (–2 to Speed)

Abilities Abilities
Basic: Cure Wounds, Magic (1), Scrolls And Basic: Set Traps, Thieves Tools (1), Treasure
Potions (1) Hunter (1),
Additional: Choose 2 more abilities from either Additional: Choose 2 more abilities from either
equipment, otherworldly or traits for free from combat, equipment or traits for free
Disadvantages: 0–1 (gain one additional ability Disadvantages: 0–1 (gain one additional ability
per disadvantage chosen) per disadvantage chosen)
Adjust: Gain one additional ability if you remove Adjust: Gain one additional ability if you
either Cure Wounds or Scrolls And Potions (1) remove Thieves Tools (1)

Attacks Attacks
Basic: Brawl 5+ and one basic attack 5+ Basic: Brawl 5+ and one basic attack 5+
New Attack: Any basic attack 5+ (+5 GP) New Attack: Any basic attack 5+ (+5 GP)
Improved Attacks: Improve the attack roll of Improved Attacks: Improve the attack roll of
one attack by 1 (+5 GP) one attack by 1 (+5 GP)

Special Powers Special Powers


Practice Makes Perfect Gotcha!
An Acolyte is always eager to help. Once per A Burglar always plans ahead. Once per
encounter he can assist in an incantation. A encounter, he may use his Set Traps ability as a
model casting a spell within 6" of the Acolyte free action.
can add a further 1D6 to its casting attempt.
BUILDING YOUR FACTION | 57

Wandering WILD
Minstrel RANGER
GOOD COMPANION | 25 GP GOOD COMPANION | 25 GP
A travelling troubadour is often a jack-of-all- As a warden of the wilds, the Ranger has
trades: a charming scoundrel, a performer of learnt to survive on his wits and courage.
entertaining cantrips, and not unskilled with a A capable fighter and seasoned hunter, the
weapon either. Ranger protects a kingdom’s borders.

Spd Def Hits Str Agi Int Mor Spd Def Hits Str Agi Int Mor

6 3 2 3 3 3 3 6 3 2 3 3 3 3

Statistic points Statistic points


Basic: 2 points may be used to purchase increases Basic: 2 points may be used to purchase increases
to statistics (see Table 11) to statistics (see Table 11)
Additional: 0–2 (+5 GP each) Additional: 0–2 (+5 GP each)
Adjust: Gain an additional point if you allocate Adjust: Gain an additional point if you allocate
–1 to one statistic (–2 to Speed) −1 to one statistic (–2 to Speed)

Abilities Abilities
Basic: Charm, Inspirational, Magic (1) Basic: Concealing Cloak, Dodge, Eagle Eyes
Additional: Choose 2 more abilities from either Additional: Choose 2 more abilities from either
2 from combat, equipment, otherworldly or 2 from combat, equipment or traits for free
traits for free Disadvantages: 0–1 (gain one additional ability
Disadvantages: 0–1 (gain one additional ability per disadvantage chosen)
per disadvantage chosen) Adjust: Gain one additional ability if you
Adjust: Gain one additional ability if you remove either Concealing Cloak or Eagle Eyes
remove Charm (1)
Attacks
Attacks Basic: Brawl 4+ and either one basic attack 4+
Basic: Brawl 4+ and one basic attack 5+ New Attack: Any basic attack 4+ (+5 GP)
New Attack: Any basic attack 5+ (+5 GP) Improved Attacks: Improve the attack roll of
Improved Attacks: Improve the attack roll of one attack by 1 (+5 GP)
one attack by 1 (+5 GP)
Special Powers
Special Powers Call Of The Wild
I’ll Tell You A Tale The Ranger has affinity with wild beasts. Once per
The mellifluous Minstrel is able to stir emotions encounter, a Ranger may use a special action on one
in even an addled mind. Once per encounter, all Animal model within 6". He may choose to either
friendly models attempting to remove one status automatically give one Animal the Stunned status,
will succeed on a 5+. or remove a Scared status from one Animal model.
58 | BUILDING YOUR FACTION

Callous
Corsair
EVIL Legend | 50 GP
A feared pirate king, ruthless head
of a guild of assassins or a cruel
outlaw, the Corsair takes what
he wants by deceit, cunning and
subterfuge. His favoured tactics
are a surprise raid, fatal stab in the
dark or a silver tongue – all in the
pursuit of wealth!

Speed Defence Hits Strength Agility Intelligence Morale

6 3 3 3 4 3 4

Statistic Points
Basic: 3 points may be used to purchase increases to statistics (see Table 11)
Additional: 0–2 (+5 GP each)
Adjust: Gain an additional point if you allocate –1 to one statistic (–2 to Speed)

Abilities
Basic: Dodge, Set Traps, Treasure Hunter (1)
Additional: Choose 3 more abilities from either combat, equipment or traits for free
Disadvantages: 0–2 (gain one additional ability per disadvantage chosen)
Adjust: Gain one additional ability if you remove Dodge

Attacks
Basic: Brawl 4+ and one basic attack 4+
New Attack: Any basic attack 4+ (+5 GP)
Improved Attacks: Improve the attack roll of one attack by 1 (+5 GP)

Special Powers
Trapster
Well trained in the black arts of the brigand, the Corsair may ignore all effects of the Set Traps
ability. In addition, when the Corsair uses his own Set Traps ability use a 5" blast template instead of
the usual 3".
BUILDING YOUR FACTION | 59

IMMORTAL
FIEND
EVIL Legend | 50 GP
The Fiend may be a diabolic entity
made flesh, an unliving parasite
preying on the weak or a rancorous
ruler obsessed with eternal life.

Speed Defence Hits Strength Agility Intelligence Morale

6 4 3 3 3 3 4

Statistic Points
Basic: 3 points may be used to purchase increases to statistics (see Table 11)
Additional: 0–2 (+5 GP each)
Adjust: Gain an additional point if you allocate −1 to one statistic (–2 to Speed)

Abilities
Basic: Damned, Force Of Will, Magic (1)
Additional: Choose 3 more abilities from either equipment, otherworldly or traits for free
Disadvantages: 0–2 (gain one additional ability per disadvantage chosen)
Adjust: Gain one additional ability if you remove one rank in Magic Items (1)

Attacks
Basic: Brawl 5+ and one basic attack 5+
New Attack: Any basic or trained attack 4+ (+5 GP)
Improved Attacks: Improve the attack roll of one attack by 1 (+5 GP)

Special Powers
Eternal Spite
Immortal Fiends brood in the darkness, filling their souls with rage and spite. Attempting to rob them
of life only unleashes this bitterness. Whenever this model loses a Hit, roll 1D6. On a 1-3 raise its
Strength by 1, or on a 4-6 raise its Morale by 1 instead. So infernally tainted are they, these fallen
souls can never recover their lost Hits by any means.
60 | BUILDING YOUR FACTION

Merciless
Warlord
EVIL Legend | 50 GP
A barbarous chieftain, usurping
despot or tyrannical monarch,
the Warlord takes power through
physical force and military might. He
leads through fear and an iron will,
his banners soaked in the blood of
those crushed in the Warlord’s wake.

Speed Defence Hits Strength Agility Intelligence Morale

6 3 3 4 3 3 4

Statistic Points
Basic: 3 points may be used to purchase increases to statistics (see Table 11)
Additional: 0–2 (+5 GP each)
Adjust: Gain an additional point if you allocate –1 to one statistic (–2 to Speed)

Abilities
Basic: Leader (1), Light Armour, Martial Training
Additional: Choose 3 more abilities from either combat, equipment or traits for free
Disadvantages: 0–2 (gain one additional ability per disadvantage chosen)
Adjust: Gain one additional ability if you remove either Light Armour or Martial Training

Attacks
Basic: Brawl 4+ and one trained attack 4+
New Attack: Any basic or trained attack 4+ (+5 GP)
Improved Attacks: Improve the attack roll of one attack by 1 (+5 GP)

Special Powers
First Strike
Once per encounter, the Warlord may charge twice in a single turn.
BUILDING YOUR FACTION | 61

Sinister
Sorcerer
EVIL Legend | 50 GP
The Sorcerer may be the occult
power behind the throne or a feared
warlock practicing diabolic arts at
the edge of the world. But such
power does not come without a
price, and the infernal pacts he has
struck must be settled in full.

Speed Defence Hits Strength Agility Intelligence Morale

6 3 3 3 3 4 4

Statistic Points
Basic: 3 points may be used to purchase increases to statistics (see Statistic Increase Table 11)
Additional: 0–2 (+5 GP each)
Adjust: Gain an additional point if you allocate –1 to one statistic (–2 to Speed)

Abilities
Basic: Magic (1), Magic Items (1), Shield Of Force
Additional: Choose 3 more abilities from either equipment, otherworldly or traits for free
Disadvantages: 0–2 (gain one additional ability per disadvantage chosen)
Adjust: Gain one additional ability if you remove Shield Of Force

Attacks
Basic: Brawl 5+ and one basic attack 5+
New Attack: Any basic attack 5+ (+5 GP)
Improved Attacks: Improve the attack roll of one attack by 1 (+5 GP)

Special Powers
Dark Pact
Having struck infernal bargains for knowledge and power, the Sinister Sorcerer can call on dark
allies for aid. However, the cost of such intervention is always high. When attempting a spell he can
choose to sacrifice one of his own Hits to add a further D6 to the result. He can choose to do this
after the dice are rolled to attempt the spell, but must always use at least one D6 from his own magic
pool in the attempt.
62 | BUILDING YOUR FACTION

CRUEL Monstrous
CONJUROR MyRMIDON
EVIL COMPANION | 25 GP EVIL COMPANION | 25 GP
A sorcerous apprentice, wandering witch or Trained in slavish obedience and the ways of
a tribal shaman, the sly Conjuror prospers battle, this twisted lieutenant lives only to lead
through fear of his magicks and a sadistic a charge, or tear an entire band of intruders
temperament! limb from limb.

Spd Def Hits Str Agi Int Mor Spd Def Hits Str Agi Int Mor

6 3 2 3 3 3 3 6 3 2 3 3 3 3

Statistic points Statistic points


Basic: 2 points may be used to purchase increases Basic: 2 points may be used to purchase increases
to statistics (see Table 11) to statistics (see Table 11)
Additional: 0–2 (+5 GP each) Additional: 0–2 (+5 GP each)
Adjust: Gain an additional point if you allocate Adjust: Gain an additional point if you allocate
–1 to one statistic (–2 to Speed) –1 to one statistic (–2 to Speed)

Abilities Abilities
Basic: Arcane Bolt, Magic (1), Scrolls And Basic: Blocker, Follower, Martial Training
Potions (1) Additional: Choose 2 more abilities from either
Additional: Choose 2 more abilities from either combat, equipment or traits for free
equipment, otherworldly or traits for free Disadvantages: 0–1 (gain one additional ability
Disadvantages: 0–1 (gain one additional ability per disadvantage chosen)
per disadvantage chosen) Adjust: Gain one additional ability if you
Adjust: Gain one additional ability if you remove either Blocker or Martial Training
remove Arcane Bolt
Attacks
Attacks Basic: Brawl 4+ and one trained attack 4+
Basic: Brawl 5+ and one basic attack 5+ New Attack: Any basic or trained attack 4+
New Attack: Any basic attack 5+ (+5 GP) (+5 GP)
Improved Attacks: Improve the attack roll of Improved Attacks: Improve the attack roll of
one attack by 1 (+5 GP) one attack by 1 (+5 GP)

Special Powers Special Powers


Hubble Bubble Will… Not… Stop!
Once per encounter the Conjuror automatically When the Myrmidon loses his last Hit, the model
succeeds when making a Scrolls And Potions is not removed in the end phase. Instead it gains
attempt. the Weakened status, which cannot be removed.
Remove the model from play in the end phase of
the following turn or if it loses another Hit.
BUILDING YOUR FACTION | 63

Savage Wretched
Slayer Priest
EVIL COMPANION | 25 GP EVIL COMPANION | 25 GP
A mercenary brigand, a despot's merciless A worshipper of blasphemous entities from
captain, or a ruthless assassin, the Savage beyond, the Priest’s unholy rites have granted
Slayer has spent a lifetime as a bloody blade his master sorcerous powers capable of
for hire. shrivelling a strong man's heart.

Spd Def Hits Str Agi Int Mor Spd Def Hits Str Agi Int Mor

6 3 2 3 3 3 3 6 3 2 2 3 3 3

Statistic points Statistic points


Basic: 2 points may be used to purchase increases Basic: 2 points may be used to purchase increases
to statistics (see Table 11) to statistics (see Table 11)
Additional: 0–2 (+5 GP each) Additional: 0–2 (+5 GP each)
Adjust: Gain an additional point if you allocate Adjust: Gain an additional point if you allocate
–1 to one statistic (–2 to Speed) –1 to one statistic (–2 to Speed)

Abilities Abilities
Basic: Concealing Cloak, Disarm, Dodge Basic: Holy Symbol, Magic (1), Word Of
Additional: Choose 2 more abilities from either Command
combat, equipment or traits for free Additional: Choose 2 more abilities from either
Disadvantages: 0–1 (gain one additional ability equipment, otherworldly or traits for free
per disadvantage chosen) Disadvantages: 0–1 (gain one additional ability
Adjust: Gain one additional ability if you per disadvantage chosen)
remove Disarm or Dodge Adjust: Gain one additional ability if you
remove Word of Command
Attacks
Basic: Brawl 4+ and one basic attack 4+ Attacks
New Attack: Any basic attack 4+ (+5 GP) Basic: Brawl 4+ and one basic attack 4+
Improved Attacks: Improve the attack roll of New Attack: Any basic attack 5+ (+5 GP)
one attack by 1 (+5 GP) Improved Attacks: Improve the attack roll of
one attack by 1 (+5 GP)
Special Powers
Unseen Strike Special Powers
The Slayer is accomplished at surprise attacks. Forbidden Lore
Once per encounter, if he attacks an enemy The Priest’s studies have uncovered dreadful
from the rear, he may roll two dice when making secrets. Once per encounter, the Priest may
a damage roll; inflict a Hit with both if both extend the range of a spell that has just been
rolls succeed. successfully cast by a further 6".
64 | MINION MANUAL
MINION MANUAL | 65

MINION MANUAL
It takes training and experience to become a legend, so it is the minions who will
make up the majority of your faction.

Minions start with the abilities, attacks and weapons listed in their profiles, and may take any of the
upgrade options at the gold piece cost listed. Minions are divided into the following groups:

✥ Hirelings – Seasoned warriors, restless ✥ Monsters – Dank, deserted dungeons and


natives, and sinister cultists are gathered wild, haunted forests are home to all manner
here to form your loyal companions or of weird, wonderful and hungry creatures.
fanatical worshippers. ✥ Undead – The restless dead often rise up,
✥ Humanoid races – These profiles cover summoned by evil men or drawn to dark
the more common fantasy races, both places.
benevolent and malign. v Devils and demons – There are some
✥ Beasts and vermin – Mundane beasts diabolic and unholy creatures which break
of burden, dungeon vermin and giant the seal and walk the lands of men.
predators all lurk in the dark corners of the
fantasy world. They can be unpredictable
companions or ruthless foes.
66 | MINION MANUAL

HIRELINGs
The world of men contains all creeds and classes – good,
bad and indifferent.

Bandit 9 GP Caveman 7 GP
Woodland outlaws or sinister slavers, these Whether members of a lost tribe or a fallen
brigands will lie in wait before springing an civilisation, these warriors rely on concealment
attack. and stealth.

Spd 6 Def 3 Hits 1 Str 3 Agi 3 Int 3 Morale 3 Spd 6 Def 3 Hits 1 Str 3 Agi 3 Int 2 Morale 3

Abilities: Pickpocket (1) Abilities: Natural Camouflage

Attacks: Brawl 4+, short sword 4+ Attacks: Brawl 4+, club 4+

Henchman: Combat Henchman: Combat

Upgrade Options Upgrade Options


✥ Exchange short sword for an axe 4+ or bow ✥ Equip with a net 4+ (+1 GP)
5+ (free) ✥ Equip with a spear 4+ or sling 5+ (+2 GP)
✥ If five or more bandits in a faction, you may ✥ If you have five or more cavemen in a
upgrade one to a captain - gain the Leader faction, you may upgrade one to a chieftain
(2) ability (+10 GP) with the Leader (1) ability (+5 GP)

Berserker 9 GP Guardsman 10 GP
Fury fuels these barbarians who will rush into The loyalty of these guards, whether motivated
battle with little thought for their own safety. by a sense of honour and duty or bought and
paid for, is greatly valued by their masters.
Spd 6 Def 2 Hits 1 Str 4 Agi 3 Int 2 Morale 5
Spd 6 Def 3 Hits 1 Str 3 Agi 3 Int 2 Morale 3
Abilities: Rage
Abilities: Blocker
Attacks: Brawl 4+, axe 4+
Attacks: Brawl 4+, spear 4+
Henchman: Combat
Henchman: Combat
Upgrade Options
✥ If you have five or more berserkers in a Upgrade Options
faction, you may upgrade one to a chieftain ✥ Exchange spear for a short sword 4+ or
with the Leader (1) ability (+5 GP) crossbow 5+ (free)
✥ Exchange spear for a broad sword 4+ (+2 GP)
✥ Equip with a polearm 4+ (+4 GP)
✥ If you have five or more city guards in a
faction, you may upgrade one to a sergeant
with the Leader (1) ability (+5 GP)
MINION MANUAL | 67

Fighter 8 GP Mercenary 12 GP
Trained and battle-hardened, these versatile Wherever there is opportunity and wealth to be
warriors form the backbone of many armies and gained, there are mercenaries ready to earn it
expeditions. through their skill-at-arms.

Spd 6 Def 3 Hits 1 Str 3 Agi 3 Int 2 Morale 3 Spd 6 Def 3 Hits 1 Str 3 Agi 3 Int 3 Morale 3

Abilities: Light Armour Abilities: Blocker, Shield

Attacks: Brawl 4+, spear 4+ Attacks: Brawl 4+, spear 4+

Henchman: Combat Henchman: Combat

Upgrade Options Upgrade Options


✥ Exchange spear for an axe 4+, short sword ✥ Exchange spear for an axe 4+, short sword
4+ or bow 5+ (free) 4+ or bow 5+ (free)
✥ If you have five or more fighters in a faction, ✥ If you have five or more mercenaries in a
you may upgrade one to an officer with the faction, you may upgrade one to a captain
Leader (1) ability (+5 GP) with the Leader (2) ability (+10 GP)

Levied Villager 5 GP Pirate 9 GP


Villagers and farmworkers will often come to Life on the ocean waves provides adventure,
the aid of their lord, or be pressed into military danger and a healthy respect for the cruel sea.
service in times of conflict.
Spd 6 Def 3 Hits 1 Str 3 Agi 3 Int 3 Morale 3
Spd 6 Def 3 Hits 1 Str 3 Agi 3 Int 2 Morale 2
Abilities: Dodge, Swimming
Abilities: None
Attacks: Dagger 4+
Attacks: Brawl 5+, javelin 5+
Henchman: Combat
Henchman: Combat
Upgrade Options
Upgrade Options ✥ Upgrade dagger for a short sword 4+ or axe
✥ Exchange javelin for a sling 5+ (free) 4+ (+1 GP)
✥ If you have five or more pirates in a faction,
you may upgrade one to a captain with the
Leader (2) ability (+8 GP)
68 | MINION MANUAL

Townsfolk 3 GP Upgrade Options


✥ Exchange spear for a short sword 4+ (free)
Towns and villages are full of colourful ✥ Equip with a bow 5+ (+2 GP)
characters with a penchant for Shakespearean ✥ If you have three or more veterans in a
prose or a West Country accent. faction, you may upgrade one to a mercenary
sergeant with the Leader (2) ability (+10 GP)
Spd 6 Def 2 Hits 1 Str 2 Agi 3 Int 2 Morale 2

Abilities: None Worshipper 7 GP


Attacks: Brawl 6+ Strong in their beliefs and devotion to their
gods or idols, worshippers will follow their cause
Henchman: Traits to the very end.

Spd 6 Def 3 Hits 1 Str 3 Agi 3 Int 3 Morale 4


Veteran 15 GP
Abilities: Fanatic
Veterans of numerous campaigns, these stalwart
companions are skilled in the arts of war and Attacks: Brawl 5+, dagger 5+
will fight shoulder to shoulder against the most
terrifying of enemies. Henchman: Combat

Spd 6 Def 3 Hits 1 Str 3 Agi 3 Int 3 Morale 3 Upgrade Options


✥ Exchange dagger for a club 4+ or mace 4+
Abilities: Light Armour, Shield (+1 GP)
✥ If you have five or more worshippers in a
Attacks: Brawl 4+, spear 4+ faction, you may upgrade one to a high priest
with the Leader (2) ability (+10 GP)
Henchman: Combat and equipment
MINION MANUAL | 69
70 | MINION MANUAL

Humanoid Races
These profiles cover the most common fantasy races.

Bugbear 16 GP Dwarf 12 GP
Bugbears are hulking, hairy goblinoids, feared by Dwarves live in the hills and mountains,
their own kin and humans alike. enjoying food, drink, good craftsmanship and of
course… gold!
Spd 6 Def 4 Hits 2 Str 4 Agi 3 Int 2 Morale 3
Spd 5 Def 4 Hits 1 Str 3 Agi 3 Int 3 Mor 3
Abilities: Blocker, Roar, Set Traps
Abilities: Light Armour, Shield
Attacks: Brawl 4+, two-handed axe 4+
Attacks: Brawl 4+, axe 4+
Henchman: Combat
Henchmen: Combat and traits
Upgrade Options
✥ Exchange two-handed axe for a two-handed Upgrade Options
mace (free) ✥ Exchange axe for a mace or short sword 4+
✥ Equip with a polearm 4+ or two-handed (free)
sword 4+ (+1 GP) ✥ Upgrade to a miner (+5 GP) and gain the
✥ If six or more bugbears in a faction, you may Treasure Hunter (1) ability
upgrade one to a chieftain - gain the Leader ✥ If six or more dwarves in a faction, you may
(1) ability (+5 GP) upgrade one to a lord - gain the Leader (1)
and Treasure Hunter (1) abilities (+10 GP)

Drow 25 GP
Elf 16 GP
These dark elves have black hearts and a zealous
hatred of all surface-dwellers. Elves live long in forest kingdoms, practicing
magic and the pursuit of perfection in art,
Spd 6 Def 3 Hits 2 Str 3 Agi 4 Int 4 Mor 4 knowledge and war!

Abilities: Concealing Cloak, Dodge, Magic Spd 6 Def 3 Hits 1 Str 3 Agi 3 Int 4 Mor 4
Resistance, Sixth Sense
Abilities: Eagle Eyes, Sixth Sense
Attacks: Brawl 4+, short sword 4+
Attacks: Brawl 4+, short sword 4+, bow 4+
Henchmen: Combat, otherworldly and traits
Henchmen: Combat, otherworldly and traits
Upgrade Options
✥ Exchange sword for a spear 4+ (free) Upgrade Options
✥ Equip with a hand crossbow 4+ (+2 GP) or ✥ If six or more elves in a faction you may
whip 4+ (+3 GP) upgrade one to a seer (+5 GP) and gain the
✥ Upgrade one melee or ranged attack to Magic (1) ability
include the poison weapon attack (+3 GP ✥ If eight or more elves in a faction, you may
per attack) upgrade one to a warden - gain the Leader
✥ If three or more drow in a faction, you may (1) and Magic (1) abilities (+10 GP)
upgrade one to a captain - gain the Leader
(1) and Shield abilities (+10 GP)
✥ If six or more drow in a faction, you may
upgrade one to a priestess - gain the Leader
(1) and Magic (1) abilities (+10 GP)
MINION MANUAL | 71

Gnoll 15 GP Goblin 6 GP
These nomadic hyena-men are vicious pack These short, wicked, leathery skinned creatures
creatures who mercilessly hunt down their victims. can be found packed into 10’ x 10’ rooms in
most dungeons.
Spd 6 Def 3 Hits 1 Str 3 Agi 4 Int 3 Mor 3
Spd 5 Def 3 Hits 1 Str 2 Agi 3 Int 2 Mor 2
Abilities: Light Armour, Rage, Shield
Abilities: Shield
Attacks: Brawl 4+, javelin 4+
Attacks: Brawl 5+, short sword 5+
Henchmen: Combat
Henchmen: Combat and equipment
Upgrade Options
✥ Exchange javelin for an axe, mace or short Upgrade Options
sword 4+ (free) ✥ Exchange sword for an axe 5+, bow 5+, sling
✥ Equip with a flail 4+ (+1 GP) or polearm 4+ 5+ or spear 5+ (free)
(+4 GP) ✥ If five or more goblins in a faction, you may
✥ If six or more gnolls in a faction, you may upgrade one model with the Mob Leader (3)
upgrade one to a chieftain - gain the Leader ability (free)
(2) ability (+10 GP) ✥ If eight or more goblins in a faction, you may
upgrade one to a chieftain - gain the Leader
(2) ability (+10 GP)
Gnome 8 GP
Related to the dwarf, gnomes are expert jewellers Halfling 7 GP
and practical jokers with an affinity for illusions.
Brave and friendly, halflings enjoy the comforts
Spd 5 Def 3 Hits 1 Str 3 Agi 3 Int 3 Mor 3 of home and will fight fiercely to protect them.

Abilities: Charm, Small, Thieves Tools (1) Spd 5 Def 3 Hits 1 Str 3 Agi 3 Int 3 Mor 3

Attacks: Brawl 5+, mace 5+ Abilities: Concealing Cloak, Courageous, Small

Henchmen: Otherworldly and traits Attacks: Brawl 5+, dagger 5+

Upgrade Options Henchmen: Equipment and traits


✥ Exchange mace for a short sword 5+ (+1 GP)
✥ Upgrade to a trickster (+5 GP) and gain the Upgrade Options
Magic (1) ability ✥ Exchange dagger for a short sword 5+ (+1 GP)
✥ If six or more gnomes in a faction, you may ✥ If six or more halflings in a faction, you may
upgrade one to a sheriff - gain the Leader (1) upgrade one to a sheriff - gain the Leader (1)
and Magic (1) abilities (+10 GP) and Luck (1) abilities (+10 GP)
72 | MINION MANUAL

Hobgoblin 9 GP Kobold 5 GP
These larger cousins of the goblin are orange These small, scaly dog-faced creatures are fond
skinned and show greater discipline in combat. of setting traps to capture their prey.

Spd 6 Def 3 Hits 1 Str 3 Agi 3 Int 3 Mor 3 Spd 4 Def 2 Hits 1 Str 2 Agi 3 Int 2 Mor 2

Abilities: Onslaught, Shield Abilities: Dodge, Natural Camouflage, Small

Attacks: Brawl 4+, spear 4+ Attacks: Brawl 6+, club 6+

Henchmen: Combat and equipment Henchmen: Combat

Upgrade Options Upgrade Options


✥ Exchange spear for an axe 4+ or mace 4+ or ✥ Exchange club for an axe 6+, short sword 6+
short sword 4+ (free) or javelin 6+ (+1 GP)
✥ Equip with a bow 5+ (+2 GP) ✥ Equip with a net 4+ (+1 GP)
✥ If six or more hobgoblins in a faction, you ✥ If five or more kobolds in a faction, you may
may upgrade one to a chieftain - gain the upgrade one model with the Mob Leader (3)
Leader (2) ability (+10 GP) ability (free)
✥ If eight or more kobolds in a faction, you
may upgrade up to two models with the Set
Traps ability (+5 GP each)
✥ If ten or more kobolds in a faction, you may
upgrade one to a chieftain - gain the Leader
(3) ability (+15 GP)
MINION MANUAL | 73

Lizardman 15 GP Troglodyte 12 GP
Lizardmen are intelligent, bipedal reptiles that Primitive reptilian humanoids that dwell in
dwell in swamps and marshlands. They can be subterranean places and emit a foul, fear-
powerful allies, or dangerous foes. inducing stench.

Spd 6 Def 4 Hits 2 Str 3 Agi 3 Int 3 Mor 3 Spd 6 Def 3 Hits 1 Str 3 Agi 3 Int 2 Mor 3

Abilities: Aquatic, Light Armour Abilities: Fearsome, Natural Camouflage

Attacks: Brawl 4+, club 4+ Attacks: Brawl 4+, club 4+

Henchmen: Combat Henchmen: Combat

Upgrade Options Upgrade Options


✥ Equip with a spear 4+ or short sword 4+ (+2 GP) ✥ Equip with a javelin 4+ (+2 GP)
✥ If six or more lizardmen in a faction, you may ✥ If six or more troglodytes in a faction, you
upgrade one to a lizard king - gain the Leader may upgrade one to a chieftain - gain the
(1) ability (+5 GP) Leader (1) ability (+5 GP)

Pig-faced Orc 12 GP
These brutish bullies gather in large tribes to
raid the lands of men, and drag their captives
back to their subterranean lairs.

Spd 6 Def 3 Hits 1 Str 3 Agi 3 Int 3 Mor 3

Abilities: Light Armour

Attacks: Brawl 4+, two-handed axe 4+

Henchmen: Combat, equipment and traits

Upgrade Options
✥ Exchange two-handed axe for bow 4+ or
crossbow 4+ (free)
✥ Equip with a polearm or two-handed sword
4+ (+1 GP)
✥ If six or more orcs in a faction, you may
upgrade one to a chieftain - gain the Leader
(2) ability (+10 GP) or a shaman - gain the
Magic (1) ability (+5 GP)
74 | MINION MANUAL

BEASTS AND VERMIN


Dungeon vermin, beasts of burden and giant creatures.

Crawling Swarm 15 GP Upgrade Options:


✥ You may load the mule with any of the
Whether beetles, rats, snakes, ticks or spiders, following pieces of equipment (+5 GP each):
the relentless, crawling swarm can quickly Fifty Feet Of Rope, Grappling Hook, Iron
strip the flesh from anyone foolish enough to Spikes, Iron Rations (1). These abilities may
get too close. be used by any model within 6" of the mule.

Spd 6 Def 2 Hits 3 Str 2 Agi 2 Int 1 Mor 5


Fire Beetle 5 GP
Abilities: Animal, Fearsome, Loner, Small,
Swarm, Wall Crawler These huge, scuttling insects have a fiery temper
if cornered.
Attacks: Venom 3+
Spd 6 Def 2 Hits 1 Str 2 Agi 4 Int 1 Mor 2

Dire Wolf 15 GP Abilities: Animal, Dodge, Small

As large as horses, dire wolves are ferocious Special Powers


predators and a danger to travellers in the Ignite – Any model losing a Hit from a fire beetle
wilds. They often act as steeds for goblinoids. suffers the On Fire status on a 1D6 roll of 6.

Spd 8 Def 3 Hits 1 Str 3 Agi 4 Int 1 Mor 3 Attacks: Bite 5+

Abilities: Animal, Mount (goblins only), Upgrade Options


Onslaught, Spring, Roar ✥ For every three fire beetles in your faction,
you may include one model with the Mob
Attacks: Bite 3+ Leader (3) ability (free)

Upgrade Options:
✥ If five or more dire wolves in a faction, you Giant Leech 5 GP
may upgrade one to an alpha male – gain the
Mob Leader (2) ability (+10 GP) Monstrous parasites that drain their victims to
the last drop!

Expedition Mule 4 GP Spd 3 Def 3 Hits 1 Str 3 Agi 2 Int 1 Mor 2

This trusty beast of burden is ideal for Abilities: Animal, Wall Crawler
transporting provisions and treasure.
Attacks: Bite 4+, drain 5+
Spd 6 Def 2 Hits 1 Str 3 Agi 2 Int 1 Mor 3
Upgrade Options
Abilities: Animal, Follower, Mount ✥ For every three giant leeches in your faction,
you may include one model with the Mob
Special Powers Leader (3) ability (free)
Excellent Storage Space – This model can
ignore the movement penalties for carrying the
treasure chest adventure card.

Attacks: Brawl 6+
MINION MANUAL | 75

Giant Lizard 18 GP Snake Type


✥ Constrictor: Gain the tentacle: melee 4+
These reptilian predators are dangerous, but attack and Disarm ability (free)
thankfully sluggish until angered. ✥ Viper: Gain the poison 4+ attack
✥ Amphisbaena (two-headed snake): Gain
Spd 6 Def 5 Hits 3 Str 5 Agi 2 Int 1 Mor 4 the poison 3+ attack and Sixth Sense ability
(+10 GP)
Abilities: Animal, Invulnerable: All (1), Loner,
Onslaught
Giant Spider 20 GP
Special Powers
Cold Blooded – Until the giant lizard suffers Giant arachnids are cunning opponents,
damage, or inflicts damages, it has the Slow ability. surprising and entangling their prey in sticky
webs.
Attacks: Rend 4+, tail 4+
Spd 8 Def 4 Hits 2 Str 3 Agi 4 Int 1 Mor 3
Upgrade Options
✥ Upgrade to a salamander and gain the breath Abilities: Animal, Blocker, Large, Spring, Wall
weapon attack and the Invulnerable: Fire (2) Crawler
ability (+15 GP)
Attacks: Venom 4+, web 4+ (as net attack)

Giant Rat 3 GP
Monstrous Spider 40 GP
Some of these vermin grow to large size, quickly
breeding to form dangerous packs. They lack This terrifying eight-legged horror is rumoured
courage though, and are easily driven away. to be the queen of lesser spiders.

Spd 6 Def 1 Hits 1 Str 2 Agi 3 Int 1 Mor 1 Spd 8 Def 5 Hits 3 Str 5 Agi 4 Int 3 Mor 5

Abilities: Animal, Dodge, Nervous, Small Abilities: Blocker, Fearsome, Leader (2) (giant
spiders and crawling swarms only), Massive,
Attacks: Bite 6+, claw 6+ Wall Crawler

Upgrade Options Attacks: Bite 3+, poison 3+, web 3+ (as net
✥ For every three giant rats in your faction, you attack)
may include one model with the Mob Leader
(3) ability (free)
War Dog 6 GP
Giant Snake 18 GP These ferocious hounds can be trained to be
excellent guard dogs and loyal companions.
Giant snakes come in a variety of types, but
regardless of whether they are constrictors or Spd 8 Def 4 Hits 1 Str 3 Agi 3 Int 1 Mor 4
vipers, they are all incredibly deadly opponents
at close quarters. Abilities: Animal, Rage

Spd 6 Def 4 Hits 2 Str 3 Agi 5 Int 1 Mor 3 Attacks: Bite 4+

Abilities: Animal, Natural Camouflage, Dodge,


Loner, Spring

Attacks: See below


76 | MINION MANUAL
MINION MANUAL | 77

Monsters
From the deepest, darkest dungeon to the highest
windswept mountain, the world is populated with all
manner of weird, wonderful and hungry creatures.

Basilisk 40 GP Djinni (see Magic Lamp, page 27) - GP


Basilisks are huge eight-legged lizards, with a Bound and contained within an ordinary lamp,
venomous bite and a petrifying gaze. djinn are awesome allies to whoever possesses
their prison.
Spd 5 Def 4 Hits 2 Str 4 Agi 2 Int 1 Mor 4
Spd 6 Def 4 Hits 2 Str 4 Agi 4 Int 6 Mor 6
Abilities: Animal, Invulnerable: All (1), Loner,
Onslaught Abilities: Fearsome, Shield Of Force 5+,
Summoned, Teleport, Unique
Special Powers
Petrifying Gaze – Any model that meets a Special Powers
basilisk’s gaze is turned to stone. Before a model Three Wishes – As the owner of the lamp, a
attacks or targets the basilisk with an ability or model can make up to three wishes. Each wish is
spell, it must make a Morale test. If the model a free action, which the owner of the lamp can
fails, it gains the Immobilised status. perform during its activation. The wishes that
can be made are:
Models that are attacking or targeting a basilisk
from behind (the rear 180° arc of its base) gain ✥ Summon the djinni to attack one model. See
a +1 bonus to Morale tests. A model may close As Commanded, below.
its eyes or look away as it attempts to attack ✥ Grant the owner of the lamp the use of any one
the basilisk; if it does so it gains a +2 bonus to otherworldly ability until the end of the turn.
Morale tests, but suffers a −2 attack roll penalty ✥ Heal any model, anywhere in the playing
to the attack. Models attempting to target the area, as if the Cure Wounds ability had just
basilisk with an ability or spell cannot close been successfully used on it.
their eyes or look away. ✥ Grant the djinni his freedom.

Attacks: Poison 5+ As Commanded – When summoned, a djinni


will attack one model chosen by the owner
Cockatrice 25 GP of the lamp. It won’t attack any other model,
unless that model is already in base contact or is
These brightly-coloured creatures, part rooster preventing the djinni from reaching the chosen
– part lizard, appear harmless and comical. But model. It will attack for just one activation and
beware of their bite, which will turn the unwary if it has killed, Immobilised or Stunned the
to stone! chosen model, the djinni will appear within 6"
of the owner of the lamp and vanish, returning
Spd 6 Def 3 Hits 2 Str 2 Agi 4 Int 1 Mor 2 to its reserve area.

Abilities: Dodge, Sixth Sense Bound To The Lamp – A summoned djinni that
loses its last Hit returns to its reserve area. If
Special Powers summoned again it reappears fully healed.
Petrifying Bite – Any model that loses a Hit
from a cockatrice bite may be turned to stone. Freedom Denied – If the final wish is not to grant
The model must make a further Defence test. If the djinni its freedom, or the owner of the lamp
the model fails, it gains the Immobilised status. is removed from play by the opposing faction, the
lamp will immediately betray its current owner
Attacks: Bite 5+ and become the possession of the nearest legend
or companion in the opposing faction.

Attacks: Brawl 3+, two-handed sword 4+


78 | MINION MANUAL

Dragon 175 GP Drider 18 GP


Dragons are titanic intelligent reptiles that These hideous, cursed mutations are half drow,
strike terror into most opponents. They dwell half giant spider.
deep in caverns, swamps and mountainous lairs,
often guarding vast hordes of treasure to feed Spd 7 Def 4 Hits 2 Str 3 Agi 4 Int 2 Mor 4
their avaricious obsessions. They are formidable
opponents, able to strike from the air with claws Abilities: Cursed, Spring, Sixth Sense, Set
and flaming breath. Face one at your peril. Traps, Tumbling, Wall Crawler

Spd 6 Def 5 Hits 5 Str 6 Agi 3 Int 4 Mor 6 Attacks: Brawl 4+, bow 4+, venom 4+

Abilities: Fearsome, Flyer (12), Invulnerable: Henchmen: Combat


All (1), Massive, Roar, Treasure Hunter (3),
Smash, Unique Upgrade Options
✥ Exchange bow for a spear 4+ (free)
Special Powers
Many-Limbed – A dragon can make two attacks
as a special action. Any combination of brawl, Ettin 40 GP
rend or tail (not monstrous bite or monstrous
breath) attacks can be made in this way, and the What these two-headed giants lack in
same type of attack can be made twice as one intelligence, they make up for in wicked
special action. cunning, preferring ambushes to straight fights.

Dragon’s Breath – Each species of dragon has a Spd 7 Def 5 Hits 3 Str 5 Agi 2 Int 2 Mor 5
different breath weapon:
Abilities: Fearsome, Large, Sixth Sense, Slow,
✥ Black dragon: A stream of acid. Any attacks Smash
from its monstrous breath weapon are
considered to have the brutal weapon effect. Special Powers:
✥ Blue dragon: A shocking bolt of lightning. Two Heads Are Better Than One – Ettins may
Any models attacked by its monstrous breath make two club attacks by spending a special
weapon also suffer the Stunned status. action.
✥ Green dragon: A choking cloud of chlorine
gas. Any models damaged by its monstrous Attacks: Rend 4+, club 4+, hurl 5+
breath weapon also fall prone.
✥ Red dragon: A blazing eruption of flame.
Any models damaged by its monstrous
breath weapon also suffer the On Fire status.
✥ White dragon: A cloud of freezing frost. Any
models damaged by its monstrous breath
weapon also suffer the Weakened status.

Attacks: Brawl 4+, monstrous breath weapon


4+, monstrous bite 4+, rend 4+, tail 4+
MINION MANUAL | 79

Eye Tyrant 100 GP Gelatinous Cube 10 GP


This vile denizen of the darkness is a floating This bizarre giant cube of mindless jelly feeds on
orb of flesh with a vicious mouth, a large central the abandoned detritus of dungeon-dwellers and
eye, and a mass of writhing eyestalks on top. It explorers alike, dissolving everything in its path
has deadly magical powers and a raging hatred in transparent innards.
for all other races.
Spd 3 Def 5 Hits 2 Str 1 Agi 3 Int 1 Mor 6
Spd 6 Def 3 Hits 3 Str 2 Agi 4 Int 6 Mor 4
Abilities: Blocker, Invulnerable: All (2), Large,
Abilities: Arcane Bolt, Flight, Magic (3), Magic Pickpocket (3)
Resistance, Sixth Sense, Shield Of Force,
Telekinesis, Word Of Command, Unique Attacks: Stunning skin – any model that is in
base contact with the cube in the end phase
Attacks: Brawl 5+, bite 5+ must win an opposed Defence test with the
creature or take 1 Hit from its acidic nature.
Special Powers
All In The Eye – Eye tyrants are natural magic
users. They are never affected by the roll of a 1 Giant 50 GP
when attempting to cast a spell.
These massive humanoid monsters are enormously
strong and very aggressive. Needing little provo-
Gargoyle 15 GP cation to fight, giants can be easily swayed by
the allure of beauty or promises of wealth.
Once given life, these ugly statues respond only
to the commands of the one who animated them. Spd 7 Def 5 Hits 3 Str 5 Agi 2 Int 3 Mor 5

Spd 5 Def 4 Hits 2 Str 4 Agi 1 Int 1 Mor 5 Abilities: Clumsy, Fearsome, Large, Roar, Slow,
Smash
Abilities: Animated, Clumsy, Flyer,
Invulnerable: All (1) Attacks: Rend 4+, club 4+, hurl 4+

Attacks: Brawl 4+, claw 5+ Upgrade Options


✥ Exchange club for a two-handed axe 4+
Note: Gargoyles can only activate after a (+2 GP) or two-handed sword 4+ (+3 GP)
successful animate spell. ✥ Upgrade to a stone giant and gain the
Invulnerable: All (1) ability (+5 GP)
80 | MINION MANUAL

✥ Upgrade to a frost giant and gain the Heavy Special Powers


Armour ability (+5 GP) Screech – If a harpy model is activated, and is
✥ Upgrade to a fire giant and gain the Heavy within 6" of an enemy model, it may make an
Armour and Rage abilities (+10 GP) immediate Morale test to encourage its sisters. If
✥ Upgrade to a cloud giant and gain the Eagle the Morale test is passed, another harpy model
Eyes and Massive abilities (+10 GP) within 6" can immediately take one free action,
✥ Upgrade to a storm giant and gain the regardless of whether it has already activated
Arcane Bolt and Massive abilities (+10 GP) or is yet to do so this turn. A harpy model can
benefit from Screech only once per turn.

Golem 50 GP Attacks: Brawl 4+, claw 5+

Through the application of powerful sorcery, Upgrade Options


these magical automatons can be given a ✥ Equip with a club 4+ (+1 GP)
semblance of life. Unstoppable servants, they ✥ Equip with an axe 4+, spear 4+ or bow 5+
only respond to the commands of the one who (+2 GP)
animated them.

Spd 6 Def 4 Hits 3 Str 5 Agi 1 Int 0 Mor 0 Lycanthrope 25 GP


Abilities: Animated, Clumsy, Blocker, Magic Lycanthropes are were-creatures, once human,
Resistance but now cursed to transform into wild animals.

Special Powers Spd 6 Def 3 Hits 2 Str 3 Agi 4 Int 2 Mor 4


Golem type – Choose from the golem type
below and add the additional Gold cost: Abilities: Rage, Regeneration, Roar

✥ Flesh golem: Gain Rage ability (+5 Gold) Attacks: Claw 3+


✥ Clay golem: Gain A Good Offence and
Invulnerable: All (1) abilities (+10 Gold) Special Powers
✥ Stone golem: Gain Speed −1 and Lycanthropy – Each species of lycanthrope has a
Invulnerable: All (2) and Smash abilities different wereform:
(+15 Gold)
✥ Iron golem: Gain Move −1 and the ✥ Werebear: Gain the Great Strength ability
Invulnerable: All (2) ability. It also gains the and the special power Bear Hug – A bear
Breath Weapon (4+) attack (+20 Gold) can attack with both its claws at once in a
crushing hug. It may make two claw attacks
Attacks: Rend 5+ as a special action (free).
✥ Wereboar: Gain the special power Bull Rush
Note: A golem can only activate after a - If this model makes a move action in a
successful animate spell. straight line it may add 1D3" to the distance
moved. In addition to attempting to cause
Harpy 15 GP damage, successful attacks made by this
model while charging can either knockdown
Harpies are hideous, winged bird-women with a or pushback an attacked model (free).
violent and vindictive disposition. ✥ Wererat: Gain the Natural Camouflage
ability and poison attack 4+ (free).
Spd 6 Def 4 Hits 2 Str 3 Agi 4 Int 3 Mor 3 ✥ Werewolf: Gain the Onslaught and Spring
abilities (free).
Abilities: Charm, Dodge, Eagle Eyes, Flyer
82 | MINION MANUAL

Manticore 35 GP Ogre 25 GP
Hideous flying beasts with the body of a lion, Ogres are over ten feet tall, heavily muscled and
the face of a man, and a hunger to feast on always ready to rumble.
unwary adventurers.
Spd 6 Def 4 Hits 2 Str 4 Agi 2 Int 2 Mor 4
Spd 6 Def 4 Hits 3 Str 5 Agi 3 Int 2 Mor 5
Abilities: Blocker, Critical Blow, Fearsome,
Abilities: Fearsome, Flyer (8), Large, Roar, Large, Rage, Smash
Smash
Attacks: Club 4+, rend 4+
Attacks: Bite 4+, rend 4+, tail 4+
Upgrade Options
✥ Equip with two-handed axe 4+ (+2 GP) or
Minotaur 25 GP two-handed sword 4+ (+3 GP)

Minotaurs are impulsive creatures, quick to


anger and terrible in their wrath. Ogre Mage 65 GP
Spd 6 Def 4 Hits 2 Str 4 Agi 2 Int 2 Mor 5 Ogre Magi are a more intelligent variety of
their brutish brethren, with an array of magical
Abilities: Light Armour, Onslaught, Rage, Roar abilities that make them dangerous foes.

Special Powers Spd 6 Def 4 Hits 2 Str 4 Agi 2 Int 2 Mor 4


Bull Rush – A minotaur model that makes a
move action in a straight line may add 1D3" to Abilities: Arcane Bolt, Blocker, Charm,
the distance moved. In addition to attempting Flight (8), Incorporeal, Invisibility, Large,
to cause damage, a charging minotaur’s Regeneration
successful brawl or horns attacks can also either
knockdown or pushback the opposing model. Attacks: Rend 4+, spear 4+

Attacks: Brawl 4+, horns 4+ Upgrade Options


✥ Equip with two-handed mace 4+ (+2 GP) or
Upgrade Options two-handed sword 4+ (+3 GP)
✥ Equip with two-handed axe 4+ (+3 GP)
✥ Equip with a polearm 4+ or two-handed
sword 4+ (+4 GP)
MINION MANUAL | 83

Ooze 5 GP Owlbear 15 GP
Oozes resemble slow-moving slime puddles or These horrifying hybrids are deadly predators
dripping cavern walls. They come in a variety of of dark forests, but sometimes also encountered
colours, often catching their victims unawares. underground.

Spd 2 Def 4 Hits 1 Str 3 Agi 1 Int 1 Mor 6 Spd 5 Def 4 Hits 3 Str 5 Agi 2 Int 2 Mor 4

Abilities: Blocker, Invulnerable: All (1), Move Abilities: Blocker


Silently, Wall Crawler
Special Powers
Attacks: Contact – any model that is in base Bear Hug – An owlbear can attack with both of
contact with an ooze in the end phase must win its claws at once in a crushing hug. It may make
an opposed Defence test with the creature or two claw attacks as a special action.
take 1 Hit from its acidic touch.
Attacks: Beak 4+, brawl 4+, claw 4+
Upgrade Options
✥ For every three oozes in your faction, you
may include one model with the Mob Leader Purple Worm 70 GP
(3) ability (free)
Fifty feet of burrowing behemoth, this monster can
deliver a poisonous sting or swallow a victim whole!
Otyugh 15 GP
Spd 8 Def 5 Hits 3 Str 6 Agi 3 Int 1 Mor 4
Otyughs have a spherical rocky body supported
on stubby tripod legs, and a large central mouth Abilities: Blocker, Fearsome, Massive, Smash
filled with deadly teeth. They prefer to dwell
in dung heaps and middens, eating carrion and Attacks: Brawl 4+, monstrous bite 5+, poison
attacking only when provoked. 4+, tail 4+

Spd 4 Def 4 Hits 1 Str 3 Agi 3 Int 1 Mor 2

Abilities: Invulnerable: All (1), Loner, Sixth


Sense, Slow

Attacks: Bite 4+, tentacle: melee 4+


84 | MINION MANUAL
MINION MANUAL | 85

Roper 15 GP Defence test. If the rust monster wins, it may


first remove one weapon attack (excluding brawl
Ropers resemble harmless stalagmites lurking in or any bestial attacks). On subsequent successful
dark caverns. But when revealed, they attempt attacks it will then remove (in this order) the
to entangle their victims with their rope-like Shield ability, the Heavy Armour ability and the
arms, and drag them into a gaping maw. Light Armour ability, if these are possessed by
its opponent. These weapons or abilities may no
Spd 2 Def 4 Hits 2 Str 5 Agi 1 Int 1 Mor 5 longer be used in this encounter.

Abilities: Invulnerable: All (2), Natural Attacks: Tail 6+


Camouflage

Special Powers Troll 25 GP


Rope ‘Em – A roper can attack with multiple
tentacles. It may make two tentacle attacks as a Trolls are repulsive gangling carnivores, who
special action. If both are successful the victim devour their prey with a voracious appetite.
suffers the Immobilised status.
Spd 6 Def 4 Hits 2 Str 5 Agi 2 Int 2 Mor 4
Attacks: Tentacle: ranged 4+, bite 4+
Abilities: Fearsome, Large, Regeneration,
Vulnerable: Fire (1), Smash
Rust Monster 15 GP
Special Powers
Rust monsters are harmless enough unless you It Burns – If a troll suffers the On Fire status, it
favour metal weapons and armour. Then they loses its Regeneration ability for the remainder
come a-chomping! of the encounter.

Spd 6 Def 4 Hits 1 Str 3 Agi 3 Int 1 Mor 2 Attacks: Rend 4+

Abilities: Invulnerable: All (2), Pickpocket (3)

Special Powers
Rust Lust – When a rust monster makes a
successful attack roll, instead of damaging an
opponent it may choose to make an opposed
86 | MINION MANUAL

UNDEAD
The restless dead often rise up, summoned by evil men
or drawn to dark places.

Ghoul 10 GP Mummy 25 GP
Ghouls are ravenous cannibals who disable Ancient beings embalmed for eternity whose
opponents with their paralysing touch before indomitable spirits will not let them rest in peace.
feeding upon their helpless flesh.
Spd 4 Def 5 Hits 2 Str 4 Agi 2 Int 3 Mor 5
Spd 6 Def 3 Hits 1 Str 3 Agi 3 Int 1 Mor 4
Abilities: Damned, Fearsome, Leader (1),
Abilities: Damned Regeneration, Vulnerable: Fire (1)

Attacks: Bite 5+, drain 5+ Attacks: Drain 4+, rend 3+

Lich 125 GP Shadow 20 GP


A lich is an evil magician who has abused the Unliving shades which hide in the darkness and
black arts of necromancy to achieve eternal life. fall upon the unsuspecting.
Their bodies are ravaged skeletons, but their
brilliant minds burn with a desire to amass even Spd 6 Def 4 Hits 1 Str 4 Agi 4 Int 1 Mor 5
greater knowledge and power.
Abilities: Damned, Incorporeal, Summoned,
Spd 6 Def 4 Hits 4 Str 3 Agi 3 Int 6 Mor 5 Teleportation

Abilities: Damned, Fearsome, Force Of Will, Attacks: Brawl 4+, claw 4+


Magic (3), Magic Resistance, Magic Items (3),
Regeneration, Scrolls And Potions (2), Unique Note: A shadow can only enter play by a
successfully cast raise the dead spell.
Attacks: Claw 4+, long sword 4+

Special Powers
Knowledge Is Power – A lich may purchase
magic items for half of their listed GP cost.

Book Of The Dead – A lich’s first spell must be


raise the dead, but it is free to choose its second
and third spells as normal.
MINION MANUAL | 87
88 | MINION MANUAL

Skeleton 10 GP Vampire Lord 100 GP


Although flesh and skin has withered and fallen These infamous undead parasites extend their
from their bones, these long-dead warriors have lives by feeding on the blood of the living.
lost none of their fighting skills and tenacity. Possessing a range of supernatural powers,
vampires often surround themselves with
Spd 5 Def 4 Hits 1 Str 3 Agi 2 Int 1 Mor 5 beguiled servants.

Abilities: Blocker, Shield, Summoned Spd 6 Def 5 Hits 3 Str 4 Agi 4 Int 4 Mor 5

Attacks: Brawl 4+, spear 4+ Abilities: Damned, Dodge, Fearsome, Flyer,


Incorporeal, Leader (2), Parasite, Word Of
Upgrade Options Command, Unique
E Exchange spear for an axe 4+, short sword
4+ or bow 5+ (free) Attacks: Rend 3+, claw 4+, bite 4+

Note: A skeleton warrior can only enter play by Special Powers


a successfully cast raise the dead spell. Children Of The Night – Vampires have an
affinity with nocturnal creatures. If a friendly dire
Vampire 25 GP wolf, wolf, giant rat or swarm activates within 6"
of a vampire, it may ignore its Animal ability.
Vampires are powerful and devious predators
who drain the life from the unwary. Wolf Form – By spending a special action, a
vampire can transform into a giant wolf once
Spd 6 Def 4 Hits 2 Str 4 Agi 4 Int 3 Mor 5 per encounter. Use the profile below. In this
form the vampire may only use the listed
Abilities: Charm, Damned, Fearsome, Parasite, abilities. To transform back to its vampire form
Spring also requires a special action.

Attacks: Bite 4+, rend 4+ Spd 8 Def 3 Hits As current Str 3 Agi 3 Int 4
Mor 5

Abilities: Damned, Spring, Dodge, Onslaught,


Rage, Roar

Attacks: Bite 3+
MINION MANUAL | 89

Wight 20 GP Zombie 5 GP
Wights are the vengeful dead, returning to life Shambling corpses that won’t stop until they
as twisted reflections of their former selves. have tasted your flesh.

Spd 6 Def 4 Hits 1 Str 4 Agi 3 Int 1 Mor 4 Spd 4 Def 2 Hits 1 Str 2 Agi 1 Int 1 Mor 5

Abilities: Damned, Invulnerable: All (1), Abilities: Damned, Slow, Summoned


Loner, Rage
Attacks: Claw 5+, bite 5+
Attacks: Bite 5+, drain 5+
Upgrade Options
✥ For every three zombies in your faction, you
Wraith 40 GP may include one model with the Mob Leader
(3) ability (free)
These spectres were powerful in life and now
exist through their rancorous strength of will, Note: A zombie can only enter play by a
preying on the spirits of the living. successfully cast raise the dead spell.

Spd 6 Def 4 Hits 2 Str 3 Agi 3 Int 3 Mor 5

Abilities: Damned, Fearsome, Flyer,


Incorporeal, Loner, Parasite

Special Powers
Chill Touch – Any attacks inflicted by a wraith
may not be restored with the Cure Wounds ability.

Attacks: Drain 4+, long sword 3+, rend 3+


90 | MINION MANUAL

Devils And Demons


There are some diabolic creatures which break the sacred seal
and walk the lands of the living.

Devils Type II Demon 60 GP


These infernal foot soldiers are ambitious fiends,
intent on the corruption of mortals to further Type II demons are hideous, bipedal toad
their ascension through the Nine Hells. creatures that love to fight the own demonic kin
as much as the enemy.
Barbed Devil 20 GP
Spd 6 Def 5 Hits 3 Str 5 Agi 5 Int 4 Mor 5
This lesser devil is an elite infernal warrior with
impaling spikes. Abilities: Damned, Fearsome, Onslaught, Shield
Of Force, Spring, Summoned, Wizard’s Eye
Spd 6 Def 4 Hits 2 Str 3 Agi 3 Int 3 Mor 3
Attacks: Rend 3+, bite 3+
Abilities: Arcane Bolt, Damned, Fearsome,
Invulnerable: Fire (3), Onslaught, Sixth Sense Note: A demon can only enter play by a
successfully cast summon demon spell.
Attacks: Claw 4+, horns 4+, tail 4+

Type III Demon 70 GP


Bone Devil 18 GP
Type III demons prefer to corrupt souls, tricking
Bone devils hate all other creatures and attack and tempting them into evil acts.
ruthlessly with their giant stinger.
Spd 8 Def 5 Hits 3 Str 5 Agi 5 Int 4 Mor 6
Spd 6 Def 3 Hits 2 Str 4 Agi 3 Int 3 Mor 3
Abilities: Charm, Damned, Fearsome, Force Of
Abilities: Damned, Fearsome, Invulnerable: All Will, Large, Magic (2), Summoned, Word Of
(1), Telepathy Command

Attacks: Poison 4+, spear 4+ Special Powers


Multi-armed – A type III demon can attack with
both of its pincers at once. It may make two
Demons claw attacks as a special action.
Crawling from the Abyss, demons are chaotic
beings bent on the destruction of all life. Attacks: Brawl 3+, claw 3+

Type I Demon 50 GP Note: A demon can only enter play by a


successfully cast summon demon spell.
Type I demons resemble giant bipedal vultures,
and have an insatiable thirst for combat.

Spd 6 Def 4 Hits 3 Str 5 Agi 4 Int 4 Mor 5

Abilities: Damned, Fearsome, Flyer (8),


Invulnerable: All (1), Loner, Large, Roar,
Smash, Summoned, Unarmed Adept

Attacks: Rend 3+, claw 4+

Note: A demon can only enter play by a


successfully cast summon demon spell.
MINION MANUAL | 91
92 | ENCOUNTER GUIDE
ENCOUNTER GUIDE | 93

ENCOUNTER GUIDE
This chapter deals with the types of encounters that you can play with Otherworld,
offering a number of options to capture epic tabletop action.

WHAT TO PLAY? WHERE TO PLAY?


It is possible to play a simple, straight up fight The playing area and the miniature scenery that
between factions, but it is more fun to play a you use are limited only by your imagination
pre-designed encounter or a linked series of and the scenery that is available to you.
scenarios such as those in the Tales of Dragon
Rock campaign (see page 107). Size Of Encounter?
The size of playing area is a matter of personal
Types Of Encounter preference, but Otherworld works well on any
You can use any of the following six encounters playing area between 2'x2' and 4'x4'. When
to add diversity and an element of story to determining playing area size, you should take
your games. You can either select the encounter into account the gold piece cost and size of the
suitable for your forces or let fate decide and use factions in play, but for a rough guide, see Table
Table 12: Random Encounters. 13: Faction Size.

Table 12: Random Encounters Table 13: Faction Size


Gold piece Size of Suggested
1D6 Encounter
cost faction playing area

1 Battle 150 or less 1+ 2' x 2'

2' x 2'
2 Escape 150-250 5+
to 3' x 3'
3' x 3'
3 Race 250 or more 10+
to 4' x 4'

4 Skirmish

5 Slay

6 Steal

Attacking Or Defending Faction?


Before the encounter begins, both players must
decide which faction will be attacking and
which will be defending.

If you cannot agree, each player should roll a


die, with the highest score allowed to make the
choice. The defending faction takes control of
the adventure deck and adventure tokens (see
pages 94 to 97).
94 | ENCOUNTER GUIDE

EXPLORING ENCOUNTERS

Add excitement and limitless options for unexpected encounters - wandering


monsters, treacherous traps and the promise of treasure...

There is much to gain from mounting an Only attacking models may reveal adventure
expedition into the depths of the earth, tokens. Defending models ignore them and can
exploring dark dungeons, cavernous lairs and move through them without penalty – aware of
evil shrines in search of wondrous treasures. the booty or dangers they represent. The only
Equally, for the black-hearted, a raid on a surface exception is if any defending models fall within
village, an assault on a castle or simply chasing the range of a revealed trap token.
invading adventurers from your tunnels may all
bring great reward. Each time an attacking model comes into base
contact with an adventure token, the model
To represent such may spend a special action to search the area.
encounters on a skirmish
tabletop, Otherworld uses Remove the token from play. You may only
the adventure deck and reveal one token per action, even if the model
adventure tokens. At the is in base contact with multiple tokens. The
start of an encounter, before the attacking player may now draw a card from the
initiative for the first turn is determined, decide top of the adventure deck.
which player controls the attacking faction
and which will be defending. The defending
player takes control of the adventure tokens and
adventure deck. Example: Calculating
Adventure Tokens
Adventure Tokens On the shores of Dread Isle, Player Y
These represent items of interest in a dungeon (defending) and Player Z (attacking)
setting – potential treasure or danger. The cross swords on a deserted beach. The
defending player begins the encounter with encounter states that they will use 8
8 tokens, but will also receive one adventure adventure tokens to represent the spoils
token for each rank of the Treasure Hunter (x) from Player Y’s shipwreck.
ability possessed by the attacking faction.
The attacking Player Z has a faction of
As the defending player is adept at securing bloodthirsty pirates. This includes two
their valuables, they may remove (x) number of models with the Treasure Hunter (x) ability:
adventure tokens from this allocation for each a Callous Corsair with Treasure Hunter (2)
rank of the Treasure Hunter (x) ability they and a Savage Slayer with Treasure Hunter
have in their own faction. (1) for a total of 3 ranks. So Player Z adds
a further 3 tokens to the pile.
The defending player places the adventure
tokens within the playing area. Their position However, the defending Player Y is intent
is specified with each encounter. For example, on protecting their scattered exploring
a number may be gathered in one location gear. Luckily Player Y's faction has one
to represent a potential treasure horde, while model, an Aspiring Acolyte, with Treasure
others may be scattered across the playing area Hunter (2) ability; so 2 tokens are
as potential traps or wandering monsters. deducted from the total.

The final tally is 9 tokens: 8 starting


tokens plus 3 from the attacking Player
(Z) minus 2 from defending Player Y.
ENCOUNTER GUIDE | 95

THE Adventure Deck Trap Cards


Shuffle the deck before play begins. After you These cards take immediate effect. Each card
have used a card put it face up on a separate lists the description and range of the trap, the
discard pile. Once all of the cards have been used, difficulty number and the statistic used to avoid
shuffle the deck again and draw from the top. the effects. Each model within range of the trap
must roll 1D6 and add its appropriate statistic
The deck contains four types of cards. stated on the card. The model's combined total
must equal or exceed the difficulty number of
Wandering Monster Cards the trap to avoid the effects. Roll separately for
Before play begins, the defending player may each model within the range of effect.
allocate up to 25 per cent of his faction’s gold
pieces into a wandering monster pool. These Models with the Thieves Tools (x) ability may
models sit in reserve off the playing area add the (x) value to their dice roll. If they
(separate from that used for summoning). This succeed, the trap is disarmed and the effects are
is a gamble, but also a way to potentially strike ignored for all models within its range.
early at your foes.
Treasure Cards
These models can be activated by two means: The treasure cards in the deck are between one
and three victory points (see page 96). Retain
✥ When a wandering monster card is drawn these cards in your hand until the end of the
from the adventure deck. In their following encounter, and do not return them to the deck.
turn, the defending player may place any The cards go into a collective pool, so are not
model from their wandering monster pool deemed to be carried by any specific model. But
within 6" of the token. If the defending watch out, as they may be targeted by Pickpockets
player has no forces in his reserve area, (see page 43) and stolen by your enemies.
ignore this card.
✥ In any end phase the defending player When the encounter ends, add up how many
may roll 1D6. Fate tokens (but not luck victory points of treasure each faction has gained.
tokens) may be used to affect rolls. On a
4+ the defending player may sacrifice one Event Cards
adventure token and place any model from The event cards are marked separately for the
their wandering monster pool within 3" of attacking player and the defending player.
the token. Remove the token from play. When drawn they are handed over to the
The defending player may only sacrifice a appropriate player. They are retained in hand
maximum of three adventure tokens per and can be played at any time.
encounter by this method.
96 | ENCOUNTER GUIDE

These effects are written on the cards Wandering Monster


themselves and represent the most enduring As you are exploring, an enemy approaches
and infuriating aspects of roleplaying games and unseen…
gamers! Most cards can be played only at certain The defending player may activate any model from
points in a turn, such as while determining their wandering monster reserve area. In their
initiative and fate, before an attack roll, or turn the defending player may place the model
during the end phase. Where this is the case, within 6" of the token. If the defending player
the card will describe when it can be played and has no forces in his reserve area, ignore this card.
what effect it will have on the encounter.
Pit! (trap difficulty 8, Agility)
Playing Published Encounters The floor beneath you gives way…
The number of wandering monsters, treasures A trap door opens under the feet of the model
and traps and their placement may differ in revealing the adventure token. To jump clear,
published encounters to suit the adventure you roll 1D6 and add the model’s Agility statistic,
are playing, so always read the encounter details to equal or exceed the difficulty number, or fall
carefully before you start. and take Strength 4 damage. The trap remains
in place (occupying a 1"square) and requires an
Agility test to move across.
ADVENTURE CARDs
A deck of adventure cards is available to Spikes! (trap difficulty 8, Agility)
download for free from the Otherworld website You hear the twang of a wire being released…
or you can purchase a deluxe deck, but the A rack of spikes springs toward all models
description and effects are also listed below. within 1" of the adventure token. To avoid
being impaled, all models must roll 1D6 and
add their Agility statistic, to equal or exceed the
difficulty number or take Strength 4 damage.

Swing Log! (trap difficulty 7, Strength)


You step on a pressure plate and hear a crank
release…
A spiked log falls from the ceiling and swings
toward all models within 1" of the adventure
token. To brace against the log and avoid
being struck, all models must roll 1D6 and add
their Strength statistic, to equal or exceed the
difficulty number or take Strength 5 damage.

Poison! (trap difficulty 7, Intelligence)


You open a chest and release the noxious fumes
within
A clear head is needed to trap the gas before it
escapes. To think quickly, roll 1D6 and add the
model’s Intelligence statistic to equal or exceed
the difficulty number or take Strength 6 damage.

A Hidden Gem
A shining treasure hidden in the dirt
Retain this card in your hand and add it to your
treasure pile. You may exchange this card for
one victory point if it remains in your hand at
the end of the encounter.
ENCOUNTER GUIDE | 97

Bags Of Gold Treasure Chest


Bags of coins have been hidden here Too much booty to carry?
Retain this card in your hand and add it to your Retain this card in your hand and add it to your
treasure pile. You may exchange this card for treasure pile. You may exchange this card for
one victory point if it remains in your hand at three victory points if it remains in your hand
the end of the encounter. at the end of the encounter. However, the chest
is so heavy it slows down your faction. Remove
The Golden Platter one activation token each turn that you hold
You could eat your dinner off it this card in your hand.
Retain this card in your hand and add it to your
treasure pile. You may exchange this card for Dice Lore (defending)
one victory point if it remains in your hand at Time to use your lucky dice
the end of the encounter. Either add or subtract 2 from a re-roll made by
you or an opponent. Play this card before the
Strongbox re-roll is made.
A small chest filled with coins
Retain this card in your hand and add it to your Saving Throw (defending)
treasure pile. You may exchange this card for A last minute reprieve?
one victory point if it remains in your hand at A melee attack targeting one of your models
the end of the encounter. automatically misses. Play this card before the
attack roll is made.
A Golden Idol
A hideous holy carving Power Gamer (defending)
Retain this card in your hand and add it to your Max it out!
treasure pile. You may exchange this card for When making an attack, Morale or statistic test,
one victory point if it remains in your hand at or rolling to remove a status, a minion may roll
the end of the encounter. However, this idol 3D6 and choose one die as the result. This card
holds a dreadful curse. Immediately remove one may not be used on minions who possess the
luck token from your pool and give it to your Animal or Fearsome abilities.
opponent.
Rules Lawyer (attacking)
Jewels Confound your opponent with knowledge of
Brooches, pendants and jewelled rings the rulebook
Retain this card in your hand and add it to your Play when one of your legends or companions is
treasure pile. You may exchange this card for reduced to 1 Hit to gain 1D3 fate tokens.
two victory points if it remains in your hand at
the end of the encounter. Chainmail Bikini (attacking)
You distract your opponent with dubious
The Crown ‘fantasy’ illustrations
A prize worthy of a king Play this card instead of both sides rolling for
Retain this card in your hand and add it to your initiative. You automatically become the first
treasure pile. You may exchange this card for player this turn and neither side receives any
two victory points if it remains in your hand at fate tokens.
the end of the encounter.
To Hit Armour Class Wuh? (attacking)
Dragon’s Egg Your rudimentary grasp of the rules serves you well
Prized by magicians and madmen Your next attack automatically hits. You must
Retain this card in your hand and add it to your still roll for damage.
treasure pile. You may exchange this card for
two victory points if it remains in your hand at
the end of the encounter.
98 | ENCOUNTER GUIDE

YOUR FIRST ENCOUNTER


Pipe-smoke, song, bawdy humour and ale all swill and swirl around the beams and
straw-strewn floor of the Black Dragon Inn. It is the last stop before the wilderness
and first port of call for fledgling adventuring parties. Trouble is never far away...

Play This First... Set Up


If you are new to Otherworld Fantasy Skirmish, Each faction starts in a diagonally opposite
we recommend you play this introductory corner of the playing area.
encounter first.
Adventure Tokens
It will teach you the basic turn sequence and This encounter does not use Adventure tokens.
activation mechanics - all in the familiar
surroundings of the classic tavern brawl. Initiative
Determine initiative as normal.

BARROOM BRAWL Special Rules


A drinking competion turns sour and two Get the weapons!
adventuring parties find themselves facing off All models start the encounter unarmed so may
against each other... Bar Fight! only make Brawl attacks.

Factions However, models may retrieve their weapons


This is an encounter for two players. Each player from the Innkeeper's strongbox behind the bar.
has an identical faction of four models - an Place a suitable scenery item in the centre of
adventuring party preparing for their first quest. the playing area behind the bar to represent the
strong box that contains all the models weapons
For speed and ease of play, these models are all listed in their profiles.
taken from the Hireling profiles (pages 66 to 68):
A model in base contact with the strongbox may
✥ Bandit spend a special action to search for their weapon.
✥ Berserker They may now use all attacks on their profile.
✥ Worshipper
✥ Veteran (armed with short sword) No running!
In the crowded and darkened space, the whole
Setting playing area counts as rough ground, so models
The 18" x 18" playing area should represent can only move up to half of their Speed value.
the inside of a fantasy tavern. An open hearth,
rough hewn tables, benches and stools surround End
a central bar, that forms an open square in the The encounter ends when one faction has no
middle of the playing area (approximately 6" active models in play.
wide and long). The bar counts as an obstacle
(see page 10). Victory Points
Players receive 1VP for each enemy model they
remove from play.
ENCOUNTER GUIDE | 99

FAST-play Encounters
The following encounters give ideas for some dramatic clashes. Suggestions for faction
cost, set up and special rules are included to help you pick-up-and-play.

If you wish to get playing straight away, then The other side sets up their models second,
you can simply play a straight up fight between placing them anywhere in their own half of
factions with the basic encounter below. the playing area, but no closer than 6" to any
enemy model.

Straight Up Fight Adventure Tokens


The defending player begins the encounter
Factions with 8 tokens, plus the difference between the
Agree a GP value for the encounter up to a attacker’s and defender’s ranks in the Treasure
maximum of 300 GP. Both factions receive Hunter (x) ability. The defender may place their
this amount. tokens anywhere in their own playing area half
but no closer than 3" to any attacking model.
Setting
The playing area could represent any setting Initiative
appropriate to the factions involved, but a fairly Determine initiative as normal.
open area with few obstacles is recommended.
End
Set Up The encounter ends when one faction has no
Both sides roll 1D6. Whoever rolls the highest active models in play.
chooses a side of the playing area and sets up
their models first, anywhere in their chosen Victory Points
half. Use Table 5 to calculate VP for this encounter.
100 | ENCOUNTER GUIDE

Battle Adventure Tokens


The defending player begins the encounter
with 8 tokens, plus the difference between the
attacker’s and defender’s ranks in the Treasure
Hunter (x) ability. Tokens may be placed
anywhere in the defender’s playing area half
Synopsis but no closer than 6" to any attacking model.
An out-and-out fight between two factions, At least 2 tokens must be placed next to the
normally the major turning point or the climax defending faction’s banner.
of a campaign. Whether it is the conflict that
begins it all or the final encounter when the Initiative
borderland keep is stormed, nothing will be the Determine initiative as normal.
same after this battle.
Special Rules
Factions Each side must place a banner in their playing
Decide which faction will be attacking and area half; the symbol of their belief and strength.
which will be defending, and agree a GP value An enemy model that is in base contact with
for the encounter up to a maximum of 300 GP. the banner can pull it down and remove it
Both factions receive this amount. from play as a special action. Models within 6"
of a friendly banner may re-roll a single failed
Setting Morale check per turn.
The playing area could represent any location,
from an open battlefield between opposing End
encampments to two ships locked together in a The encounter ends when one faction has no
boarding action. active models in play, or if during the end phase
one faction has both lost their banner and has
Set Up had to take either a Shaken or Wiped Out test.
The defending player chooses a playing area half
and sets up their models first, anywhere in their Victory Points
chosen half and places their banner. The attacking In addition to the normal VPs awarded, a
player sets up their models second, anywhere faction receives +2 VP for pulling down the
in their own half, but no closer than 8" to any opposing faction’s banner.
enemy model, and places their banner. Choose
a token or model to represent each banner.
ENCOUNTER GUIDE | 101

Escape second; they must place their models in the


playing area half opposite to the escape route,
but no closer than 2" to any enemy model.

Adventure Tokens
The defending player begins the encounter
with 8 tokens, plus the difference between the
Synopsis attacker’s and defender’s ranks in the Treasure
One faction has been discovered in the territory Hunter (x) ability. The defender must place
of the opposing faction. Whether they’re their tokens anywhere in the playing area, but
discovered while trying to slip out of a tavern no closer than 8" to any attacking model.
unseen, or attempting to infiltrate a sunken
temple, the original plan has failed and the only Initiative
course of action left is to fight and evade capture. The attacking player automatically gains the
initiative in the first turn, as they make a
Factions run for it, but roll for initiative as normal in
Decide which side will be the attacking subsequent turns.
(escaping) faction. That faction has a
maximum value of 100 GP. The other becomes Special Rules
the defending (pursuing) faction and has a A model in the attacking faction can move off
maximum value of 150 GP. the playing area edge of the chosen escape route.
Models doing so are considered to have escaped,
Setting and do not count as lost when determining
The playing area should represent a busy public Shaken or Wiped Out tests.
space, perhaps a rowdy tavern, busy market-
place or a pillared temple. Depending on your End
setting there should be plenty of obstacles, such The encounter ends when one faction has no
as tavern benches, barrels, crates and stalls, active models in play.
statues or ornamental gardens, and buildings
with balconies to climb and jump between. Victory Points
In addition to the normal VPs awarded, the
Set Up attacking faction receives +1 VP per starting
The attacking player chooses a playing area edge Hit for each model that has escaped, while the
to be their escape route. The defending player defending faction receives +1 VP per starting
sets up first; they may place up to a third of their Hit for each enemy model with the Immobilised
models, rounding up, in the playing area half status at the end of the encounter (this is
adjacent to the escape route. The rest of their cumulative with the usual award for enemy
models must be placed within 6" of the opposite legends and companions being affected by one
playing area edge. The attacking player sets up or more statuses).
102 | ENCOUNTER GUIDE

Race Special Rules


It’s A Trap!
Remove the wandering monster cards from the
adventure deck. No wandering monsters are
used in this encounter. Each time any model
comes into base contact with an adventure
Synopsis token you may draw a card from the top of the
Both factions are attempting to reach the prize, adventure deck.
a fabled and wondrous item hidden in a lost city
or perilous dungeon, before the other faction The Prize
can claim it. To compound matters, the area is Either decide on a suitable magic item or
alleged to be protected with dangerous traps. choose one at random from the magic items
deck. This magic item is the prize, and a
Factions suitable representation should be placed in the
Decide which faction will be attacking and playing area during set up. A model that is in
which will be defending, and agree a value for base contact with the magic item can take it
each faction up to a maximum of 300 GP. Both as a special action. Legends and companions
factions receive this amount. may use the magic item as normal. Should
a model carrying the magic item lose its last
Setting Hit, be removed from play, or be Dominated,
The playing area should represent a long- Immobilised or Stunned, the magic item is
forgotten and ruined palace or temple. dropped and may be picked up by another model.

Set Up End
The defending player places the prize (see The encounter ends when one faction has no
Special Rules) in the north corner of the playing active models in play, or from the end phase of
area. The attacking starts in east corner and the the fifth turn onwards on a 1D6 roll of 5+. No
and defending faction in the west. Luck, fate or other means may be used to affect
this roll.
Adventure Tokens
Each player begins play with 3 tokens. They may Victory Points
place tokens anywhere in the same playing area In addition to the normal VPs awarded, the
quarter as the prize. faction in possession of the prized magic item at
the end of the encounter receives +3 VP.
Initiative
Determine initiative as normal.  
ENCOUNTER GUIDE | 103

Skirmish Adventure Tokens


The defending player begins the encounter
with 8 tokens, plus the difference between the
attacker’s and defender’s ranks in the Treasure
Hunter (x) ability. The defender must place
their tokens anywhere in the playing area, but
Synopsis no closer than 6" to any attacking model.
Whether it is a planned ambush or a chance
encounter, this minor engagement takes either Initiative
one or both factions by complete surprise. Determine initiative as normal, but the
attacking player may roll an extra die and
Factions choose which one to use when determining
Decide which faction will be attacking and initiative for the first turn.
which will be defending, and agree a value for
each faction up to a maximum of 200 GP. Both Special Rules
factions receive this amount. During the first turn only, at the start of the
action phase each faction must make a single
Setting Morale test, using the highest Morale value
The playing area could represent any location, of any active legend or companion. A pass
perhaps a ruined castle, woodland trail or a indicates that the faction is not surprised, and
remote settlement, but should include a variety of may activate normally. If the test is failed,
terrain that offers concealment for an ambush. models in that faction may only take one action
when activated instead of the usual two, during
Set Up the first turn.
The defending player chooses a playing area
quarter, setting up their models in their chosen End
area. The attacking player then sets up their The encounter ends when one faction has no
own models, positioning them in any two of the active models in play.
three remaining quarters, but no closer than 8"
to any defending model. Victory Points
Use Table 5 to calculate VP for this encounter.
104 | ENCOUNTER GUIDE

Slay Adventure Tokens


The defending player begins the encounter
with 8 tokens, plus the difference between the
attacker’s and defender’s ranks in the Treasure
Hunter (x) ability. The defender must place
their tokens anywhere in the playing area, but
Synopsis no closer than 6" to any attacking model. At
One faction is seeking to assassinate a member least 4 tokens must be placed in the defender’s
of the opposing faction. Whether it is a personal starting quarter.
vendetta or the culmination of an adventure,
they mean to confront and defeat their enemy at Initiative
all costs. Determine initiative as normal.

Factions Special Rules


Decide which faction will be attacking and The attacking player must nominate a model
which will be defending, and agree a value for in the defending faction, either a legend,
the encounter up to a maximum of 300 GP. companion or a minion with 3 Hits or more or
Both factions receive this amount. the Fearsome ability, to be the focus of their
attack. If no model meets these criteria, choose
Setting the model with the highest GP.
The playing area could represent any location,
from a monstrous lair to a well-guarded throne End
room, but there should be an obvious focal point The encounter ends when one faction has no
near the centre that can be defended. active models in play.

Set Up Victory Points


The defending player chooses a playing area In addition to the normal VPs awarded,
quarter. The attacking player sets up their the attacking faction receives +3 VP if the
models first, in the opposite quarter, but no nominated target is eliminated, while the
closer than 8" to the centre of the playing area. defending faction receives +3 VP if the
The defending player sets up their models next, nominated model is still active at the end of
positioning them in their own chosen quarter. the encounter.
ENCOUNTER GUIDE | 105

Adventure Tokens
Steal The defending player begins the encounter
with 10 tokens, plus the difference between the
Synopsis attacker’s and defender’s ranks in the Treasure
One faction is attempting to steal a fabled and Hunter (x) ability. The defender must place
wondrous magic item that is being guarded by their tokens anywhere in the playing area, but
the opposing faction. no closer than 6" to any attacking model. At
least 4 tokens must be with 6" of the playing
Factions area centre.
Decide which faction will be attacking and
which will be defending, and agree a value for Initiative
the encounter up to a maximum of 300 GP. Determine initiative as normal.
Both factions receive this amount.
Special Rules
Setting Decide on a suitable magic item that costs no
The playing area could represent any setting, more that 8 GP. This will be the magic item
from the treasure horde of a sleeping dragon guarded by the defending faction and a suitable
to the tower of a powerful magician, but there representation should be placed in the centre
should be a focal point near the centre in which of the playing area. A model in the attacking
to place the magic item. faction that is in base contact with the magic
item can take it as a special action. Legends
Set Up and companions may use the magic item as
The defending player sets up first, anywhere in normal. Should a model carrying the magic
the playing area, but no closer than 8" to any item lose its last Hit, be removed from play, or
edge, placing the magic item they’re guarding be Dominated, Immobilised or Stunned, the
in the centre of this area. The attacking player magic item is dropped and may be picked up,
sets up next, positioning their models anywhere as a special action, by any other model in base
within 4" of any playing area edge. contact with it.

End
The encounter ends when one faction has no
active models in play.

Victory Points
In addition to the normal VPs awarded, the
faction in possession of guarded magic item
receives +3 VP at the end of the encounter.
106 | TALES OF DRAGON ROCK CAMPAIGN
TALES OF DRAGON ROCK CAMPAIGN | 107

TaLES OF
DRAGON ROCK
Something has stirred in the catacombs deep beneath the town of Dragon Rock,
something terrifying enough to drive the monstrous denizens above the earth…

Number GP
On the borders of the Northern Wilds, Encounter Faction
of models cost
at the southern edge of the Blackmere
Marshes, lies the settlement of Dragon Dungeon
Rock. It is a meagre collection of simple denizens 12 108
(attacking)
dwellings huddled around the Black Dragon Up from
Inn. The modest hamlet is a staging post the depths
for expeditions into the marshes, but also a Men of evil
13 111
frequent target for bands of raiders from the (defending)
many bestial tribes that roam the edge of the
civilised world. Adventure, and trouble, is Monstrous
never far away from the Black Dragon Inn… marauders 16 177
(attacking)
Under
siege
Mercenary
band 10 178
Playing the campaign (defending)
The following three linked encounters have been
designed to provide an introduction to playing Legendary
Otherworld. The campaign provides ready-made adventurers 7 273
factions that will allow you to begin play quickly (attacking)
Against the
and easily. The encounters feature adventures slave lords
that take place in, around and beneath the Drow slavers
10 272
infamous town of Dragon Rock. Each encounter (defending)
can be played in isolation, or as part of a linked
mini campaign.You will notice that the strengths
and complexity of the featured factions increase Roster sheets are available on pages 118 to 129
with each encounter to help you get to grips with for each of the factions in the campaign.
the rules.
108 | TALES OF DRAGON ROCK CAMPAIGN

Up from the Depths

Synopsis The attacking faction sets up next; positioning


A secret cult worships in the depths beneath their models anywhere within 4" of any of the
Dragon Rock. But their temple is invaded by a other three table edges.
sudden wave of frenzied dungeon denizens fleeing
the catacombs from an unknown predator! Adventure Tokens
The defending player begins the game with 6
Factions tokens, plus the difference between the attacking
The attacking faction is a variety of panicked and defender’s ranks in their Treasure Hunter
dungeon vermin and fleeing monsters including (x) ability. The defender must place their tokens
five giant rats (15 GP), three fire beetles, one anywhere in the playing area, but no closer than
rust monster (15 GP), two bugbears (34 GP, 6” from any attacking model. At least 3 tokens
with polearms) and one minotaur (29 GP, with must be with 4" of the northern table edge.
polearm) for a total of 108 GP.
Initiative
The defending faction are men of evil consisting Determine initiative as normal.
of Ludo (worshipper, high priest, 18 GP), six
worshippers (48 GP), three zombies (15 GP) and Special Rules
three Skeletons (30 GP) for a total of 111 GP. Unholy site
The temple is a centre of the cult’s worship and
Setting the idol is the focus of their forbidden rites.
The table should represent an evil, crumbling Once per round, one worshipper may cast the
underground temple. The 2x2' playing area raise dead spell as if they had the Magic (2)
can be an open pillared hall with a raised dais ability if they are within 4" of the idol.
containing an altar of a hideous statue on the
northern table edge. A number of pillars support Game End
the vaulted roof and piles of bones and rubble The encounter ends when one faction has no
litter the flagstone floor providing some cover. active models in play.

Set Up Victory Points


The defending faction sets up anywhere within At the end of the game each side should total up
4" of the northern table edge. the VPs they have gained to see who has won. Use
the standard Victory points set out on page 20.
TALES OF DRAGON ROCK CAMPAIGN | 109
110 | TALES OF DRAGON ROCK CAMPAIGN

Under Siege

Synopsis Setting
Dragon Rock is under siege from monstrous The table should represent part of the village
marauders! Can an unsavoury mercenary band of Dragon Rock. At the centre of the 3x3'
staying at the Black Dragon Inn protect the playing area is the legendary Black Dragon Inn,
villagers? an imposing two story building set on the town
square.
Factions
The attacking faction are a rabble of A number of shops, dwellings, stables and
bloodthirsty humanoids (177 GP) driven above a small church make up this section of the
the surface to raid by an unknown menace. settlement of Dragon Rock.
They have been rallied by the brutal Ogden
(Ogre, 25 GP) who leads eight Goblins warriors Fieldstone walls and fences separate some
(48 GP) and four Goblins missile troops buildings, and carts and stacked provisions are
armed with bows and slings (24 GP). They are dotted around the streets providing plenty of
supported by one opportunistic Hill Giant (50 cover.
GP) and his two Dire Wolf pets (30 GP).
Set Up
The defending faction consists of a mercenary The defending faction sets up anywhere within
band of adventurers. Amongst the motley crew 4" of the Black Dragon Inn. They may allocate
are Holloway (Monstrous Myrmidon, 33 GP), up to 25 per cent of their faction as wandering
Easley (Wretched Priest, 29 GP), Elmore (Cruel monsters. The attacking faction sets up next,
Conjuror, with helm of command magic item, 35 positioning their models anywhere within 4" of
GP) and Trampier (Savage Slayer, 29 GP). The any table edge.
party is supported by three mercenaries (36 GP),
two war dogs (12 GP) and their surly expedition
mule (4 GP) for a total of 178 GP.
TALES OF DRAGON ROCK CAMPAIGN | 111

Adventure Tokens In each End Phase check to see if the building


The defending player begins the game with suffers a Hit. Each building has two Hits and
8 tokens, plus the difference between the has Def 3 for calculating damage against the
attacking and defender’s ranks in their Treasure fire. When a building has lost all its Hits it is
Hunter (x) ability. The defender must place destroyed. By spending a special action, a model
their tokens anywhere in the playing area, but in base contact may attempt to put out the
no closer than 6" to any attacking model and flames. Remove the On Fire status on a 1D6
not in any building. At least 4 tokens must be roll of 4+.
within 4" of the Black Dragon Inn.
Game End
Initiative The encounter ends when one faction has no
The attacking playing gains the initiative in the active models in play or when all building have
first round. Resolve initiative normally in all been destroyed by fire.
subsequent rounds.
Victory Points
Special Rules At the end of the game each side should total
Burn It To The Ground! up the VPs they have gained to see who has
Ogden is intent on establishing a reputation as won. Use the standard Victory points set out on
a ruthless leader and wishes to burn the village page 20, plus the attackers gain 1 VP for each
to a cinder. Five goblin warriors are armed with building destroyed by fire.
burning brands – place an On Fire token next
to these models. Using a special action a goblin
may place a token in base contact with any
building. This building now counts as having
On Fire status. See page 19.
112 | TALES OF DRAGON ROCK CAMPAIGN

Against the slave lords

Synopsis Setting
It seems the source of the recent troubles The 3x3' playing area should represent a large
in Dragon Rock is the vile Drow who have central cavern that the Drow have usurped
expanded their borders in the deep caverns from the dungeon denizens encountered in the
beneath the town. They have driven out the first two encounters. Mining tracks and carts
monsters and enslaved any demi-humans to build weave between the stalagmites throughout the
their new outpost! Amongst those captured are a cavern floor.
number of adventurers who have banded together
to escape the shackles of the slave lords! An underground river runs across the cavern
from east to west which counts as rough ground
Factions and is crossed by wooden bridges at two points.
The attacking faction are the escaping slaves A number of rocky formations have created
(273 GP). They include a legendary adventuring raised platforms with roughly hewn stairs. The
party Otus (Blessed Crusader, 54 GP), Dee largest of these is a raised plateau in the south
(Daring Rogue, 54 GP), Roslof (Enigmatic eastern corner that has a large half-constructed
Enchanter with magic lamp, 70 GP) and statue of some hideous spider-goddess on a rocky
Willingham (Valiant Warrior, 68 GP with vorpal promontory that overlooks the whole cavern.
blade). They have been joined by three Bandits
(27 GP). Set Up
The defending faction sets up first positioning
The defending faction consists of the Drow their models anywhere within the playing area.
slavers. The mining operation is being overseen The defending faction may allocate up to 25 per
by Priestess Salva (Wretched Priest with amulet cent of their faction as wandering monsters. The
of protection and staff of wrath magic items, 49 defending player may also place six luck tokens
GP), Tore (Drow Captain, 37 GP), six Drow anywhere on the table to represent other slaves.
warriors (150 GP) and two Driders (36 GP) for
a total of 272 GP. The attacking faction sets up anywhere within
8" of the centre of the playing area and no closer
than 3" to an enemy model. No attacking model
may start on the raised plateau.
TALES OF DRAGON ROCK CAMPAIGN | 113

Adventure Tokens Once an attacking model leaves any table edge


The defending player begins the game with they have escaped and may take no further part
8 tokens, plus the difference between the in the game.
attacking and defender’s ranks in their Treasure
Hunter (x) ability. The defender must place Slaves
their tokens anywhere in the playing area, but The six luck tokens represent the imprisoned
no closer than 6" to any attacking model. At slaves. They may be whipped into service by
least 4 tokens must be within 4" of the raised their masters or join the uprising against the
plateau in the south eastern corner. Drow depending on which player reaches them
first. Tokens maybe added to either player's luck
Initiative pool (see page 29) once they have a model in
The attacking player gains the initiative in the base contact with a token.
first round. Resolve initiative normally in all
subsequent rounds. Game End
The encounter ends when one faction has no
Special Rules active models in play.
Breakout!
The slaves have been planning their escape Victory Points
waiting for the most opportune moment to At the end of the game each side should total
make a break for it. With a large number of the up the VPs they have gained to see who has
dark elves away on a slaving mission, they hope won. Use the standard Victory points set out
to overpower their remaining Drow and flee on page 20. In addition the defenders lose
the caverns. 1 VP for each attacking model that escapes.
The attacking models lose one 1VP for each
Key to this is the magic lamp containing a slave token that remains unclaimed once the
powerful djinni, that is amongst the treasures game is over.
and offerings at the base of the half constructed
statue. Once in base contact with statue, any
attacking legend or companion model may use
the magic item.
114 | APPENDICES

APPENDICES
Templates

BLOCKER

BLAST 3"

BLAST 5"
Faction Roster Sheet FACTION NAME

NAME/ARCHETYPE /NO. Spd Def Hits Str Agi Int Mor Weapon Range Attack Roll Str Effect GP

SPECIAL POWERS:

ABILITIES:

SPELLS:

MAGIC ITEMS: GP

NAME/ARCHETYPE /NO. Spd Def Hits Str Agi Int Mor Weapon Range Attack Roll Str Effect GP

SPECIAL POWERS:

ABILITIES:

SPELLS:

MAGIC ITEMS: GP

NAME/ARCHETYPE /NO. Spd Def Hits Str Agi Int Mor Weapon Range Attack Roll Str Effect GP

SPECIAL POWERS:

ABILITIES:

SPELLS:

MAGIC ITEMS: GP

NAME/ARCHETYPE /NO. Spd Def Hits Str Agi Int Mor Weapon Range Attack Roll Str Effect GP

SPECIAL POWERS:

ABILITIES:

SPELLS:

MAGIC ITEMS: GP

NAME/ARCHETYPE /NO. Spd Def Hits Str Agi Int Mor Weapon Range Attack Roll Str Effect GP

SPECIAL POWERS:

ABILITIES:

SPELLS:

MAGIC ITEMS: GP

TOTAL GP
TO
Reserve Tracker

WANDERING MONSTERS SUMMONED MODELS


Before play begins, the defending player Summoned models are held in the above
may allocate up to 25 per cent of his reserve area. Models here do not count
faction’s gold pieces into a wandering as in play, and therefore do not count
monster pool. Keep models in the area towards determining activation tokens
above. or active and lost models for Shaken and
Wiped Out tests. These models can only
enter play when successfully summoned,
at which point they become part of the
faction.
PLAYER REFERENCE SHEET

Damage
g Table
Turn Sequence
1 Determine initiative and fate Strength higher Defence higher
Equal
✒ 2 First player’s action phase
✓ 3 Second player’s action phase 2 or more 1 1 2 3 4 5 6 or more
ore
✔ 4 End phase
2+ 3+ 4+ 5+ 6 6 then 4+ 6 then 5+ 6 then 6 N/A
A
Fate
Determine the difference between the two initiative Statistic
StatisticTestTest
Tabletable
rolls and divide tokens between players. Stat 1 2 3 4 5 6 7 8 9 10+
+
✥ 1 token can be spent, at any point during the turn, to
add a +1 bonus to a die roll, even after the die is rolled. Target 6 5+ 4+ 3+ 2+ 2+/6 2+/5+ 2+/4+ 2+/3+ 2+
2+/2+
✥ 2 tokens can be spent to purchase an additional
activation token. Ranged Attack Modifiers Table Melee Attack Modifiers Table
Modifier to:
Action Phase Attack roll
Situation Situation
modifier Attack Damage
age
At the start of their action phase, a player gains a
roll roll
ll
number of activation tokens equal to half of the total
Weapon is used at more than half of the
number of models they have in play, rounding up, plus -1
maximum range Attacking a model’s rear 180° arc +1 +1
any purchased with fate. Do not count models that are
suffering from any type of status towards determining Target is partially hidden or in cover -1 Attacking a prone model +1 -
this total. Do not count models that are in your
reserve area to be summoned, animated or who are Target is prone and more than 6” away -1 Target is Large or Massive +1 -
part of the wandering monster pool.
Activation Target is Small -1
Attacking a Stunned model +2 +1
Each model may make up to two actions when
activated. The available actions are: Target is Large or Massive +1 Attacking over an intervening
-1 -1
obstacle
✥ Move up to the model’s Speed value. Target is Stunned or Immobile +1
✥ Aim prior to shooting a ranged weapon. Charging -1 -
✥ Shoot with a ranged weapon. Shooting model has aimed +1
✥ Make a melee attack if in base contact with an Attacking while prone -1 -
enemy model. Shooting model is Weakened -2
✥ Perform a special action. Attacking model is Weakened -2 -

Shooting model is On Fire -2


Models can make multiple move, melee attack or Attacking model is On Fire -2 -
special actions in the same turn, but cannot shoot or
Shooting model is Scared -2
aim more than once in a turn. Attacking model is Scared -2 -
MEN OF EVIL
111 GOLD PIECES
A secret cult worships in the depths beneath Dragon Rock. But their vile temple is invaded by a sudden
wave of frenzied dungeon denizens fleeing the bowels of the catacombs from an unknown predator!

Model Spd Def Hits Str Agi Int Mor Powers/Abilities/Spells/Magic Items Weapon Range Attack Str Effects GP
Roll

Ludo Brawl Melee 5+ 2 Stun


(worshipper, 6 3 1 3 3 3 4 Abilities: Fanatic, Leader (2) 18
high priest) Mace Melee 5+ 3 Brutal

Brawl Melee 5+ 2 Stun


Worshipper x 6 6 3 1 3 3 3 4 Abilities: Fanatic 48
Dagger Melee 5+ 2 -

Brawl Melee 4+ 2 Stun


Skeletons x 3 5 4 1 3 2 1 5 Abilities: Blocker, Shield, Summoned 30
Spear Melee 4+ 3 Thrust

Claw Melee 5+ 2 -
Abilities: Damned, Mob Leader (3),
Zombies x 3 4 2 1 2 1 1 5 15
Slow, Summoned
Bite Melee 5+ 3 Brutal
MEN OF EVIL SPECIAL POWERS & ABILITIES

LUDO WORSHIPPER SKELETON ZOMBIE


Abilities Abilities Abilities Abilities
Fanatic Fanatic Blocker Damned
The model fears almost nothing. The model fears almost nothing. Enemy models moving to within The model is demonic or undead,
It never needs to make Alone or It never needs to make Alone or 2” of this model must make an and an affront to nature and the
Fear tests. This model cannot be Fear tests. This model cannot be immediate opposed Strength test. gods. This model is Fearsome to
removed from play due to a failed removed from play due to a failed If successful, enemy models may minions.
Shaken or Wiped Out test if there Shaken or Wiped Out test if there continue their move as normal.
are other non-Fanatic models still are other non-Fanatic models still Failure means the model must Mob Leader (3)
in play. in play. either move into base contact or When this model is activated, you
stop immediately. Models within receive a number of additional
Leader (2) this distance can only move activation tokens for each rank
When this model is activated, you away or into base contact with in this ability. These additional
receive a number of additional the Blocker. Models in melee or activation tokens can only be
Leader activation tokens for suffering the Stunned status lose placed on friendly models within
each rank in this ability. These their Blocker ability. 6” of the Mob Leader model, who
additional activation tokens can have not activated already this turn
only be placed on friendly models Shield and do not already have a token.
within 6” of the Leader, who have Any attacks are negated on a 1D6 However, the leader can only
not activated already this turn and roll of 6. activate models of the same type
do not already have a token. e.g. other zombies.
Summoned
This model does not enter play as Slow
normal at the start of an encounter, The model is so slow, clumsy or
but is held in its faction’s reserve shambling that it cannot take two
area. It can only enter play when move actions in the same turn.
the relevant summoning spell is
successfully cast by a member of Summoned
its faction. See Animation and This model does not enter play as
Summoning, page 23. normal at the start of an encounter,
but is held in its faction’s reserve
area. It can only enter play when
the relevant summoning spell is
successfully cast by a member of
its faction. See Animation and
Summoning, page 23.
DUNGEON DENIZENS
108 GOLD PIECES
Fleeing the depths from an unknown predator, a wave of frenzied dungeon denizens has stumbled

Model Spd Def Hits Str Agi Int Mor Powers/Abilities/Spells/Magic Items Weapon Range Attack Str Effects GP
Roll

Brawl Melee 4+ 3 Stun


Special Powers: Bull Rush
Minotaur 6 4 2 4 2 2 5 Abilities: Light Armour, Onslaught, Horns Melee 4+ 5 - 29
Rage, Roar
Thrust, two-handed,
Polearm Melee 4+ 5
unwieldy

Brawl Melee 4+ 3 Stun


Bugbears x 2 6 4 2 4 3 2 3 Abilities: Blocker, Roar, Set Traps 34
Thrust, two-handed,
Polearm Melee 4+ 5
unwieldy

Special Powers: Rust Lust


Rust Monster 6 4 1 3 3 1 2 Abilities: Invulnerable: All (2), Tail Melee 6+ 4 Stun 15
Pickpocket (3)

Special Powers: Ignite


Fire Beetles x 3 6 2 1 2 4 1 2 Bite Melee 5+ 2 Brutal 15
Abilities: Animal, Dodge, Small

Bite Melee 6+ 2 Brutal


Animal, Dodge, Mob Leader (3),
Giant Rats x 5 6 1 1 2 3 1 1 15
Nervous, Small
Claw Melee 6+ 2 -
DUNGEON DENIZENS SPECIAL POWERS & ABILITIES

MINOTAUR BUGBEAR RUST MONSTER FIRE BEETLE GIANT RAT


Special Powers Abilities Special Powers Special Powers Abilities
Bull Rush Blocker Rust Lust Ignite Animal
A minotaur model that makes a Enemy models moving to within When a rust monster makes a Any model losing a Hit from a fire As above.
move action in a straight line may 2” of this model must make an successful attack roll, instead of beetle suffers the On Fire status on a
Dodge
add 1D3” to the distance moved. immediate opposed Strength test. damaging an opponent it may 1D6 roll of 6.
The model can attempt to dodge
In addition to attempting to cause If successful, enemy models may choose to make an opposed Defence
Abilities the first successful melee damage
damage, a charging minotaur’s continue their move as normal. test. If the rust monster wins, it
Animal roll made against it each turn. The
successful brawl or horns attacks Failure means the model must may first remove one weapon attack
If this model is activated, and is attack is counted as a miss if the
can also either knockdown or either move into base contact or (excluding brawl or any bestial
not in base contact with an enemy model can succeed at an Agility
pushback the opposing model. stop immediately. Models within attacks). On subsequent successful
model, roll 1D6. On a roll of 1, test.
this distance can only move away or attacks it will then remove (in
Abilities the opposing player may decide its
into base contact with the Blocker. this order) the Shield ability, the Mob Leader (3)
Light Armour actions this turn. On a 2, the model
Models in melee or suffering the Heavy Armour ability and the When this model is activated, you
This model wears armour such as will wait, watching its potential
Stunned status lose their Blocker Light Armour ability, if these are receive a number of additional
leather or ring mail that will negate a prey, and may not take any actions
ability. possessed by its opponent. These activation tokens for each rank
successful attack on a 1D6 roll of 6. this turn. On a 3, it will move 1D6”
weapons or abilities may no longer in this ability. These additional
Roar towards the nearest enemy model,
Onslaught be used in this encounter. activation tokens can only be
As above. but stop 1” away. On a 4, 5 or 6, it
The attacks of this model are placed on friendly models within
Abilities will activate as normal this turn.
remorseless. It may re-roll one 6” of the Mob Leader model, who
Set Traps Invulnerable: All (2)
unsuccessful attack roll per turn. Dodge have not activated already this turn
Once per encounter this model may The model reduces the Strength
The model can attempt to dodge and do not already have a token.
Rage use a special action to place a 3” of the chosen attack by its rank
the first successful melee damage However, the leader can only
When this model charges, its blast template anywhere within 12” in Invulnerable (2). Magical and
roll made against it each turn. The activate models of the same type
enemy must make an opposed and within line of sight. Traps may otherworldly attacks, including those
attack is counted as a miss if the e.g. other giant rats.
Morale test. If the raging model not be placed within 3” of another made by magic items, are never
model can succeed at an Agility
wins, it immediately makes an model. This area now counts as reduced this ability. Nervous
test.
additional free melee attack. rough ground (see page 10). In each Whenever this model attempts an
Pickpocket
end phase, roll 1D6. On a roll of a 6 Small Alone or Fear test, the player must
Roar If in base contact with an enemy
the trap may be removed. Shooting at this model incurs a –1 roll an additional die and choose
Once per turn, the model can emit a model, it may attempt to steal a
attack roll penalty due to its small the worst result.
terrifying bellow, freezing the hearts treasure card from the adventure
size.
of wary opponents. If this model deck by passing a successful Agility Small
spends a special action roaring, test. Success means you may As above.
opposing models within 6” must randomly take a treasure card from
pass a Fear test. See Morale Tests, your opponent’s hand. The victory
page 18. points for the treasure transfer to
your faction. You can only do this
once per turn, and may make one
attempt in the encounter.
MERCENARY BAND
178 GOLD PIECES
Dragon Rock is under siege from goblin marauders! Can an unsavoury mercenary
band staying at the Black Dragon Inn protect the villagers?

Model Spd Def Hits Str Agi Int Mor Powers/Abilities/Spells/Magic Items Weapon Range Attack Str Effects GP
Roll

Holloway, Special Powers: Will...Not...Stop! Brawl Melee 4+ 3 Stun


Monstrous 6 3 2 4 3 3 3 Abilities: Blocker, Leader (1), Light 33
Myrmidon Armour, Martial training, Onslaught Broad Sword Melee 4+ 4 Parry

Special Powers: Forbidden Lore


Brawl Melee 4+ 2 Stun
Abilities: Cure Wounds, Holy Symbol,
Easley,
6 4 2 3 3 3 3 Luck (1), Magic (1), Word Of Command 29
Wretched Priest
Spells: Strike Fear
Mace Melee 4+ 3 Brutal
Magic Items: staff of the serpent

Special Powers: Hubble Bubble


Brawl Melee 5+ 2 Stun
Abilities: Arcane Bolt, Magic (1), Scrolls
Elmore,
6 3 2 3 3 4 3 And Potions (Incorporeal Form) 35
Cruel Conjuror
Spells: Haste
Dagger Melee 5+ 2 Thrust
Magic Items: helm of command

Special Powers: Unseen Strike Brawl Melee 4+ 2 Stun


Trampier, Abilities: Concealing Cloak, Disarm,
6 3 2 3 4 3 3 29
Savage Slayer Dodge, Scrolls And Potions (Invisibility),
Ten Foot Pole Short sword Melee 4+ 3 -

Brawl Melee 4+ 2 Stun


Mercenaries x 3 6 3 2 3 4 3 3 Abilities: Blocker, Shield 36
Bow 18” 4+ 3 -

Abilities: Animal, Rage


War Dogs x2 8 4 1 3 3 1 4 Bite Melee 4+ 3 Brutal 12

Special Powers: Excellent Storage Space


Expedition Mule 6 2 1 3 2 1 3 Brawl Melee 5+ 2 Stun 4
Abilities: Animal, Follower, Mount
MERCENARY BAND SPECIAL POWERS & ABILITIES

HOLLOWAY EASLEY ELMORE Dodge EXPEDITION MULE


The model can attempt to dodge the first
Special Powers Special Powers Special Powers successful melee damage roll made against it
Special Powers
Will...Not...Stop! Forbidden Lore Hubble Bubble Excellent Storage Space
each turn. The attack is counted as a miss if
When Holloway loses his last Hit, he is Once per encounter, Easley may extend the Once per encounter the Conjuror Once per encounter, if he attacks an enemy
the model can succeed at an Agility test.
not removed in the end phase. Instead he range of a spell that has just been successfully automatically succeeds when making a from the rear, he may roll two dice when
gains the Weakened status, which cannot cast by a further 6”. Scrolls And Potions attempt. Scrolls & Potions (Invisibility) making a damage roll; inflict a Hit with
be removed. Remove him from play in the See page 29 for more on using scrolls and both if both rolls succeed.
end phase of the following turn or if he loses Abilities Abilities potions.
another Hit. Cure Wounds Arcane Bolt Abilities
While in base contact with another model, Elmore can hurl sorcerous bolts to make the Ten Foot Pole Animal
Abilities as a special action Easley can attempt an following attack as a shooting action: Trampier may test the area ahead with this As above.
Blocker Intelligence test. If the Intelligence test item. If he has to draw from the adventure
Range 12”, Attack Roll 4+, Str 4, 1 Hit or deck, he may pick two cards and discard Follower
Enemy models moving to within 2” of is passed, one lost Hit is restored. If an
stun. one. Choose one model in the faction
Holloway must make an immediate opposed incapacitated model is healed, turn the
Strength test. If successful, enemy models (legends can only choose another legend,
model face up so that it is prone. Models not Magic (1)
may continue their move as normal. Failure companions can choose either a legend
reduced to 0 Hits can be treated, as well as As above. MERCENARY
means the model must either move into or another companion, and minions can
models reduced to 0 Hits in this turn.
base contact or stop immediately. Models Scrolls & Potions (Incorporeal Form) Abilities choose any model). If the chosen model
Holy Symbol See page 29 for more on using scrolls and Blocker activates, the Follower gains an activation
within this distance can only move away or
Enemy models with the Damned and potions. As above. token if it is within 6”, has not activated
into base contact with the Blocker. Models
Summoned abilities moving to within 2” of already this turn and does not already have
in melee or suffering the Stunned status lose Shield
Easley must stop immediately unless they TRAMPIER a token.
their Blocker ability. Any attack is negated on a 1D6 roll of 6.
can pass an opposed Morale test against
Special Powers Mount
Leader (1) him. Models within this distance can only Unseen Strike The Mule may be ridden by other humanoid
When Holloway is activated, you receive move away. Models in melee, or who are Once per encounter, if he attacks an enemy
WAR DOG
models in its faction. As a special action
one additional Leader activation token. Invisible or suffering the Stunned status from the rear, he may roll two dice when Abilities one model may mount or dismount another
This activation tokens can only be placed lose this ability. Models attempting to cast making a damage roll; inflict a Hit with Animal model with the Mount ability. When doing
on friendly models within 6” of him, who animation, banishing or summoning spells both if both rolls succeed. If this model is activated, and is not in base so the models must be in base contact.
have not activated already this turn and do gain a +1 to casting attempts.
contact with an enemy model, roll 1D6. On While being ridden, a model with the
not already have a token. Abilities
Luck (1) a roll of 1, the opposing player may decide Mount ability cannot be activated. When
Light Armour Concealing Cloak its actions this turn. On a 2, the model will
Add one Luck token to your luck pool. You the riding model takes a move action,
Holloway wears ring mail armour that will If Trampier is in cover or behind an wait, watching its potential prey, and may
can spend a token from your luck pool to re- use the mount’s Speed to determine their
negate a successful attack on a 1D6 roll of 6. obstacle, an attacker cannot target him with not take any actions this turn. On a 3, it
roll any single D6 directly affecting you or combined movement. A riding model may
any ranged attacks if the range is more than will move 1D6” towards the nearest enemy
Onslaught another friendly model within 6”. Easley can also use its mount’s attacks in place of its
eight inches. model, but stop 1” away. On a 4, 5 or 6, it
Holloway may re-roll one unsuccessful only do this once per turn. This could be an own.
attack or damage roll, a statistic or Morale Disarm will activate as normal this turn.
attack roll per turn.
test, or a roll to remove a status. When in melee Trampier may attempt to
disarm an opponent who is using a weapon. Rage
Magic (1) When this model charges, its enemy must
The disarm attempt must be stated before
Easley is able to cast spells. On his make an opposed Morale test. If the raging
the attack roll is made. On a successful
activation he receives 1D6, which becomes model wins, it immediately makes an
attack, the attack causes no damage, but the
his magic pool for that activation. additional free melee attack.
opponent’s weapon can no longer be used
Word of Command whilst the disarmed model remains in base
As a special action, Easley can attempt contact with its attacker. If the disarmed
to take control of the mind of an enemy model moves out of base contact, it may
minion within 2”. If the target fails an collect the fallen weapon as a free action.
opposed Intelligence test, it will receive the
Dominated status. Easley can only control
one commanded model at any time.
MONSTROUS MARAUDERS
177 GOLD PIECES
Dragon Rock is under siege from monstrous marauders! Ogre leader Ogden is intent on establishing a
reputation as a ruthless leader and wishes to burn the village to the ground.

Model Spd Def Hits Str Agi Int Mor Powers/Abilities/Spells/Magic Items Weapon Range Attack Str Effects GP
Roll

Club Melee 4+ 4 Stun


Abilities: Blocker, Critical Blow,
Ogden the Ogre 6 4 2 4 2 2 4 25
Fearsome, Large, Rage, Smash
Rend Melee 4+ 4 Brutal

Abilities: Animal, Mount, Onslaught,


Dire Wolf x2 8 3 1 3 4 1 3 Bite Melee 3+ 3 Brutal 30
Spring, Roar

Brawl Melee 5+ 1 Stun


Goblin warriors Abilities: Mob Leader (3) - one model,
5 3 1 2 3 2 2 48
x8 Shield
Axe Melee 5+ 2 Brutal

Brawl Melee 5+ 1 Stun

Goblin missile Abilities: Mob Leader (3) - one model,


5 3 1 2 3 2 2 Bow x2 18” 5+ 3 Stun 24
troops x 4 Shield

Sling x2 9” 5+ 2 Two Shots

Rend Melee 4+ 5 Brutal

Abilities: Clumsy, Fearsome, Large, Roar,


Giant 7 5 3 5 2 3 5 Club Melee 4+ 5 Stun 50
Slow, Smash

Hurl 15” 4+ 4 -
MONSTROUS MARAUDERS SPECIAL POWERS & ABILITIES

OGDEN THE OGRE DIRE WOLF GOBLIN WARRIOR GIANT


Abilities Abilities Abilities Abilities
Blocker Animal Mob Leader (3) Clumsy
Enemy models moving to within 2” of this model If this model is activated, and is not in base contact When this model is activated, you receive a number The giant is uncoordinated in its actions. Whenever
must make an immediate opposed Strength test. If with an enemy model, roll 1D6. On a roll of 1, the of additional activation tokens for each rank in this it attempts an Agility test, the player must roll an
successful, enemy models may continue their move as opposing player may decide its actions this turn. On ability. These additional activation tokens can only additional die and choose the worst result.
normal. Failure means the model must either move a 2, the model will wait, watching its potential prey, be placed on friendly models within 6” of the Mob
Fearsome
into base contact or stop immediately. Models within and may not take any actions this turn. On a 3, it will Leader model, who have not activated already this
If a model is activated, or if it finishes any move
this distance can only move away or into base contact move 1D6” towards the nearest enemy model, but turn and do not already have a token. However, the
action within 6” of the giant, it must make an
with the Blocker. Models in melee or suffering the stop 1” away. On a 4, 5 or 6, it will activate as normal leader can only activate models of the same type e.g.
immediate Morale test. If this test is passed, the
Stunned status lose their Blocker ability. this turn. other goblins.
model may continue as normal. If the test is failed,
Critical Blow Onslaught Shield the model suffers the Scared status. Models in base
This model is skilled at causing maximum injury. It The attacks of this model are remorseless. It may re- Any attack is negated on a 1D6 roll of 6. contact with one or more enemy models, or models
does not suffer the -1 Strength penalties for brawl roll one unsuccessful attack roll per turn. possessing the Fearsome ability themselves, or if the
attacks. model already has the Scared status, are not required
Mount
to make Fear tests.
Fearsome Dire Wolves may be ridden by goblin models in its
If a model is activated, or if it finishes any move faction. As a special action one goblin may mount or
GOBLIN MISSLE TROOP Large
action within 6” of Ogden, it must make an dismount the wolf. When doing so the models must As above.
immediate Morale test. If this test is passed, the be in base contact. While being ridden, the wolf Abilities
model may continue as normal. If the test is failed, cannot be activated. When the riding goblin takes a Mob Leader (3) Roar
the model suffers the Scared status. Models in base move action, use the wolf’s Speed to determine their As above. As above.
contact with one or more enemy models, or models combined movement. The riding goblin may also use Shield Slow
possessing the Fearsome ability themselves, or if the the Dire Wolf’s attacks in place of its own. As above. The giant is so ungainly that it cannot take two move
model already has the Scared status, are not required
Roar actions in the same turn.
to make Fear tests.
Once per turn, the model can emit a terrifying bellow,
Smash
Large freezing the hearts of wary opponents. If this model
On a successful damage roll, the giant may choose to
Ogden is so huge that any attacks against him spends a special action roaring, opposing models
knock the damaged model backwards by 2” and strike
receive a +1 attack roll bonus. Large models suffer within 6” must pass a Fear test. See Morale Tests,
it prone. These effects are in addition to the Hits lost.
no movement penalties for travelling over difficult page 18.
ground or obstacles. Large models can only be
Spring
affected by entangle, pushback or knockdown caused
If the model needs to cross an obstacle or jump a gap
by other models with the Large or Massive abilities.
(see page 10), the player can roll an additional 1D6
Rage and use the highest die to determine the distance
When Ogden charges, his enemy must make an moved.
opposed Morale test. If Ogden wins, he immediately
makes an additional free melee attack.

Smash
On a successful damage roll, Ogden may choose to
knock the damaged model backwards by 2” and strike
it prone. These effects are in addition to the Hits lost.
LEGENDARY ADVENTURERS
273 GOLD PIECES
Deep in the caverns beneath Dragon Rock the Drow have enslaved any who stand against them. Amongst those
captured are a number of adventurers who have banded together to escape the shackles of the slave lords!

Model Spd Def Hits Str Agi Int Mor Powers/Abilities/Spells/Magic Items Weapon Range Attack Str Effects GP
Roll
Special Powers: Burning Zeal Brawl Melee 4+ 2 Stun
Otus, Abilities: Cure Wounds, Force Of Will,
6 4 3 4 3 3 6 54
Blessed Crusader Holy Symbol, Leader (1), Shield
Spells: Circle Of Protection Mace Melee 4+ 3 Brutal

Special Powers: An Eye For The Prize Brawl Melee 4+ 2 Stun


Dee, Abilities: Dodge, Move Silently,
6 5 3 3 4 3 4 54
Daring Rogue Pickpocket (1), Set Traps, Thieves Tools,
Treasure Hunter (1) Short sword Melee 4+ 3 Brutal

Special Powers: None Shall Pass!


Brawl Melee 5+ 2 Stun
Roslof, Abilities: Arcane Bolt, Luck (1), Magic
Enigmatic 6 3 3 3 3 6 4 (1), Magic Items (1), Shield Of Force 70
Enchanter Spells: Pillar Of Wrath, Tempest
Staff Melee 5+ 3 Parry, stun, two handed
Magic Items: Magic Lamp

Brawl Melee 4+ 3 Stun


Special Powers: Reign Of Steel
Abilities: Eagle Eyes, Heavy Armour, Longbow 24” 4+ 3 -
Sir Willingham,
6 5 3 4 3 3 4 Leader (1), Magic Items (1), Martial 68
Valiant Warrior Parry. Models cannot use their
Training, Onslaught
Heavy Armour, Invulnerable (x),
Magic Items: Vorpal Blade Vorpal Blade Melee 4+ 4 Light Armour or Shield abilities
against attacks from the vorpal blade.

Brawl Melee 4+ 2 Stun


Bandits x3 6 3 1 3 3 3 3 Abilities: Pickpocket (1) 27
Short sword Melee 4+ 3 -
LEGENDARY ADVENTURERS SPECIAL POWERS & ABILITIES

OTUS DEE ROSLOF SIR WILLINGHAM BANDIT


Special Powers Special Powers Special Powers Special Powers Abilities
Burning Zeal An Eye For The Prize None Shall Pass! Reign of Steel
Pickpocket (1)
Once per encounter, and if he uses a special Once per encounter, Dee may attempt to Once per encounter, all enemy models Once per encounter, Sir Willingham may
If a bandit is in base contact with an enemy
action, all Damned and Summoned models steal precious items. If he is in base contact on the Enchanter’s level within 12” are spend a special action and make melee
model, he may attempt to steal a treasure
within 12” must pass an immediate Morale with a model carrying magic items, he may automatically knocked prone. This exertion attacks against all enemy models within 1” of
card from the adventure deck by passing a
test or suffer the Scared status. use a special action to make an opposed requires a special action and expends all the his base. Make attack roll rolls against each
successful Agility test. Success means you
Agility test, and if successful, steal one item mage’s magical energies this turn and he may model.
Abilities may randomly take a treasure card from your
and use it as his own. Pick randomly from not spend any further actions casting spells.
Cure Wounds Abilities opponent’s hand. The victory points for the
your victim’s magic item cards, excluding
While in base contact with another model, Abilities Eagle Eyes treasure transfers to your faction. The bandit
any weapons. Dee is still subject to any
as a special action Otus can attempt an Arcane Bolt This model may take an aimed shot and suffer can only attempt this once per turn, and may
restrictions placed upon the use of that item.
Intelligence test. If the Intelligence test Elmore can hurl sorcerous bolts to make the no penalty for long range. make a total of one attempt per encounter.
is passed, one lost Hit is restored. If an Abilities following attack as a shooting action: Range
Heavy Armour
incapacitated model is healed, turn the Dodge 12”, Attack Roll 4+, Str 4, 1 Hit or stun.
Sir Willingham wears plate armour that will
model face up so that it is prone. Models not Dee can attempt to dodge the first successful
Luck (1) negate a successful attack on a 1D6 roll of 5+.
reduced to 0 Hits can be treated, as well as melee damage roll made against him each
Add one Luck token to your luck pool. You Models with Heavy Armour cannot take two
models reduced to 0 Hits in this turn. turn. The attack is counted as a miss if he can
can spend a token from your luck pool to move actions in the same turn. Models with
succeed at an Agility test.
Force Of Will re-roll any single D6 directly affecting you or this ability also suffer a -2 penalty to Strength
Through strength of his will Otus may make Move Silently another friendly model within 6”. Roslof can tests when swimming.
the following attack as a shooting action: Once per encounter, Dee may move 12” with only do this once per turn. This could be an
Leader (1)
Range 12”, Attack Roll 4+, Str n/a, a single move action, as long as he finishes no attack or damage roll, a statistic or Morale
When Willingham is activated, you receive
Notes: If the target fails an opposed closer than 6” to an enemy model. test, or a roll to remove a status.
one additional Leader activation token. This
Intelligence test, it will receive the Weakened Pickpocket (1) Magic (1) activation tokens can only be placed on
status. If Dee is in base contact with an enemy Roslof is able to cast spells. On his activation friendly models within 6” of him, who have
model, he may attempt to steal a treasure he receives 1D6, which becomes his magic not activated already this turn and do not
Holy Symbol
card from the adventure deck by passing a pool for that activation. already have a token.
Enemy models with the Damned and
successful Agility test. Success means you
Summoned abilities moving to within 2” of Magic Items (1) Magic Items (1)
may randomly take a treasure card from your
Otus must stop immediately unless they can Roslof carries the Magic Lamp. Willingham carries the Vorpal Blade.
opponent’s hand. The victory points for the
pass an opposed Morale test against him. Onslaught
treasure transfers to your faction. Dee can Shield Of Force
Models within this distance can only move Willingham may re-roll one unsuccessful
only attempt this once per turn, and may Roslof is able to conjour a mystical barrier.
away. Models in melee, or who are Invisible attack roll per turn.
make a total of one attempt per encounter. Roll 1D6 every time he loses a Hit. On the
or suffering the Stunned status lose this
roll of a 5 or 6, the damage is ignored.
ability. Models attempting to cast animation, Set Traps
banishing or summoning spells gain a +1 to Once per encounter Dee may use a special
casting attempts. action to place a 3” blast template anywhere
within 12” and within line of sight. Traps may
Leader (1) not be placed within 3” of another model.
When Otus is activated, you receive one This area now counts as rough ground (see
additional Leader activation token. This page 10). In each end phase, roll 1D6. On a
activation tokens can only be placed on roll of a 6 the trap may be removed.
friendly models within 6” of him, who have
not activated already this turn and do not Thieves Tools (1)
already have a token. Dee may add one to its total when attempting
to exceed the difficulty of a trap. If the model
Onslaught
succeeds, the trap is disarmed and the effects
Otus may re-roll one unsuccessful attack roll
are ignored for all models within its range.
per turn.
Treasure Hunter (1)
Shield
See page 43.
Any attack is negated on a 1D6 roll of 6.
DROW SLAVERS
272 GOLD PIECES
Deep in the caverns beneath Dragon Rock the Drow have enslaved any who stand against them.
They will crush any resistance amongst the slaves with a cruel glee!

Model Spd Def Hits Str Agi Int Mor Powers/Abilities/Spells/Magic Items Weapon Range Attack Str Effects GP
Roll

Special Powers: Forbidden Lore


Brawl Melee 4+ 2 Stun
Abilities: Holy Symbol, Leader (1),
Salva, Magic (1), Magic Items (2)
6 4 2 3 3 3 3 49
Wretched Priest Spells: Curse
Magic Items: Amulet Of Protection,
Mace Melee 4+ 3 Brutal
Staff Of Wrath

Brawl Melee 4+ 2 Stun


Abilities: Concealing Cloak, Dodge,
Tore,
6 3 2 3 4 4 4 Leader (1), Magic Resistance, Shield, Short sword Melee 4+ 3 - 37
Drow captain
Sixth Sense
Hand
6” 4+ 4 -
crossbow

Brawl Melee 4+ 2 Stun


Drow warriors Abilities: Concealing Cloak, Dodge,
6 3 2 3 4 4 4 150
x6 Magic Resistance, Sixth Sense
Short sword Melee 4+ 3 -

Brawl Melee 4+ 2 Stun

Drider Abilities: Cursed, Spring, Sixth Sense,


7 4 2 3 4 2 4 Bow 18” 4+ 3 - 36
x2 Set Traps, Tumbling, Wall Crawler

Venom Melee 4+ 4 Brutal


DROW SLAVERS SPECIAL POWERS & ABILITIES

SALVA TORE DROW WARRIOR DRIDER


Special Powers Abilities Abilities Abilities
Forbidden Lore Concealing Cloak Concealing Cloak Cursed
Once per encounter, Salva may extend the If Tore is in cover or behind an obstacle, an If this model is in cover or behind an Whenever this model attempts a re-roll, the
range of a spell that has just been successfully attacker cannot target him with any ranged obstacle, an attacker cannot target it with player must roll an additional die and choose
cast by a further 6”. attacks if the range is more than eight inches. any ranged attacks if the range is more than the worst result. In addition, fate tokens
Abilities eight inches. cannot be used on this model.
Dodge
Holy Symbol Tore can attempt to dodge the first successful Dodge Set Traps
Enemy models with the Damned and melee damage roll made against him each This model can attempt to dodge the first Once per encounter a Drider may use a
Summoned abilities moving to within 2” turn. The attack is counted as a miss if he can successful melee damage roll made against special action to place a 3” blast template
of Salva must stop immediately unless they succeed at an Agility test. him each turn. The attack is counted as a anywhere within 12” and within line of sight.
can pass an opposed Morale test against her. miss if he can succeed at an Agility test. Traps may not be placed within 3” of another
Models within this distance can only move Leader (1)
model. This area now counts as rough ground
away. Models in melee, or who are Invisible When Tore is activated, you receive one Magic Resistance
(see page 10). In each end phase, roll 1D6.
or suffering the Stunned status lose this additional Leader activation token. This This model may ignore any otherworldly
On a roll of a 6 the trap may be removed.
ability. Models attempting to cast animation, activation tokens can only be placed on abilities or spells affecting it on a 1D6 roll
banishing or summoning spells gain a +1 to friendly models within 6” of him, who have of 4, 5 or 6. This does not prevent the Sixth Sense
casting attempts. not activated already this turn and do not otherworldly ability or spell from affecting or This model is acutely aware of danger and is
already have a token. targeting other models. hard to surprise. If attacking from the rear, an
Leader (1) enemy does not receive the usual +1 to both
Magic Resistance Sixth Sense
When Salva is activated, you receive one the attack roll and damage.
Tore may ignore any otherworldly abilities This model is acutely aware of danger and is
additional Leader activation token. This
or spells affecting it on a 1D6 roll of 4, 5 or hard to surprise. If attacking from the rear, an Spring
activation tokens can only be placed on
6. This does not prevent the otherworldly enemy does not receive the usual +1 to both If the model needs to cross an obstacle or
friendly models within 6” of her, who have
ability or spell from affecting or targeting the attack roll and damage. jump a gap (see page 10), the player can roll
not activated already this turn and do not
other models. an additional 1D6 and use the highest die to
already have a token.
Shield determine the distance moved.
Magic (1)
Any attack is negated on a 1D6 roll of 6. Tumbling
Salva is able to cast spells. On her activation
she receives 1D6, which becomes her magic If this model passes an Agility test when
Sixth Sense
pool for that activation. falling one or more levels, it is not harmed
Tore is acutely aware of danger and is hard to
and can continue its activation as normal.
Magic Items (2) surprise. If attacking from the rear, an enemy
Roslof carries the Amulet Of Protection and does not receive the usual +1 to both the Wall Crawler
Staff Of Wrath. attack roll and damage. This model never suffers any movement
penalties for difficult ground, or for moving
up and down vertical surfaces. The model
can climb without requiring an Agility test.
130 | INDEX
INDEX | 131

INDEX
Exploring your dungeon is never easy, so use this handy index to find things quickly. Table index
entries are in bold.

Ability Families Summary 37 Beasts 74-75


Ability 6, 7, 36-47, 50 Berserker 66
Combat 38 Bestial Attacks 33
Disadvantages 44, 50 Blessed Crusader 52
Equipment 39 Blocker 38
Monstrous 46-47 Bone Devil 90
Otherworldly 40-41 Brave Burglar 56
Traits 42-43 Bugbear 70
Action Phase 8 Callous Corsair 58
Action 8 Campaign 107-113
Special Action 8, 17 Campaign Roster Sheets 118-129
action:engine 5 Capturing Models 16
Activation 8 Card 95-97
Activated Token See Token Event 95
Advanced Weapons 33 Magic Item 26, 53
Adventure Deck 95-97 Spell 24
Adventure Token See Token Trap 95
Against The Slave Lords See Encounter Treasure 20, 43, 95
Agi See Agility Wandering Monster 95
Agility (Agi) 7 Casting See Spell
Aim Action See Action Caveman 66
Aimed Shooting Modifier 13 Chanting See Spell
Alone 18 Charging See Movement
Animal 46 Charging Melee Modifier 14
Animated 46, 49 Charm 42
Animation See Spell City Guard 66
Appendix 114-123 Climbing See Movement
Drow Slavers 128-129 Clumsy 44
Dungeon Denizens 120-121 Cockatrice 77
Faction Roster Sheet 115 Combat Ability 38
Goblin Marauders 124-125 Companion 6, 49, 56-57, 62-63
Legendary Adventurers 126-127 Weapon Types 30
Men Of Evil 118-119 Concealing Cloak 39
Mercenary Band 122-123 Conceding See Victory
Player Reference Sheet 117 Courageous 42
Reserve Tracker 116 Cover Shooting Modifier 13
Templates 114 Coward 44
Aquatic 46 Crawling Swarm 74
Arcane Bolt 40 Critical Blow 38
Aspiring Acolyte 56 Cruel Conjuror 62
Attack Action See Action Cure Wounds 40
Attacking Faction 93 Cursed 44
Attacks 13, 14, 50 Customising Faction 50
Bandit 66 Damage 16
Banishing See Spell Damage 16
Barbed Devil 90 Damned 46
Base Contact See Movement Banishing Spell 24
Basic Mechanics 6-20 Holy Water 32
Basic Weapons 31 Daring Rogue 53
Basilisk 77 Def See Defence
Battle See Fast-Play Defence (Def) 7
132 | INDEX

Defending Faction 93 Slay 104


Demons 90 Steal 105
Devils 90 Straight Up Fight 98
Difficulty See Trap Fate 8
Dire Wolf 74 Fate Token See Token
Disadvantages Ability 44, 50 Fear 18
Disarm 38 Fearsome 18, 19, 46
Djinni 77 Fifty Feet Of Rope 39
Dodge 38 Fighter 67
Dominated See Status Fire Beetle 74
Dragging Models See Movement Flyer 14, 46
Dragon 78 Thrust 35
Drider 78 Flying See Flyer
Drow 70 Flying Token See Token
Drow Slavers 128-129 Follower 42
Dungeon Denizens 120-121 Force Of Will 40
Dwarf 70 Free Action See Action
Dwarven Forge 10, 11 Gargoyle 79
Eagle Eyes 38 Gelatinous Cube 79
Elf 70 Ghoul 86
Encounter Size 93 Giant 79
Encounter 6, 93-105 Giant Leech 74
Against The Slave Lords 112-113 Giant Lizard 75
Attacking Or Defending 93 Giant Rat 75
Exploring 94 Giant Snake 75
Published Encounters 96 Giant Spider 75
Type, Size 93 Gnoll 71
Under Siege 110-111 Gnome 71
Up From The Depths 108 Goblin 71
End Phase 8 Goblin Marauders 124-125
Enigmatic Enchanter 54 Gold Pieces 6
Equipment Ability 39 Faction Value 50
Escape See Fast-Play Scrolls And Potions 29
Ettin 78 Wandering Monster 95
Event Card See Card Weapons 30
Evil Companion 62-63 Golem 80
Evil Legend 58-61 Good And Evil See Faction
Expedition Mule 74 Good Companion 56-57
Eye Tyrant 79 Good Legend 52-55
Faction Roster Sheet 115 GP See Gold Pieces
Faction 6, 48-63 Grappling Hook 39
Abilities 50 Great Strength 38
Attacks And Weapons 50 Halfling 71
Customising 50 Harpy 80
Good And Evil 48 Heavy Armour 39, 11
GP Value 50 Henchman 50
Spells And Magic Items 50 Hidden Target Shooting Modifier 13
Falling See Movement Hirelings 66-68
Fanatic 46 Hit Or Stun 16
Fast-Play 99 Hits 7, 16
Battle 100 Hobgoblin 72
Escape 101 Holy Symbol 39
Race 102 Honour Bound 42
Skirmish 103 Humanoid Races 70-73
INDEX | 133

Immobilised See Status Melee Attack Modifiers 14


Target Shooting Modifier 13 Melee
Immortal Fiend 59 Attack Roll 14
Incorporeal 40 Attacking Across Levels 14
Initiative 8 Successful Attacks 14
Inspirational 42 Using Different 15
Int See Intelligence Melee Weapons
Intelligence (Int) 7 Men Of Evil 118-119
Invisible 40 Mercenary 67
Invulnerable (x): Melee & Ranged 41 Mercenary Band 122-123
Iron Rations (x) 39 Merciless Warlord 60
Iron Spikes 39 Minions 6, 49, 65-90
Jumping See Movement Minotaur 82
Knockdown 15 Mob Leader (x) 46
Kobold 72 Modifier 6
Lantern 39 Dice 6, 13, 14
Large 46 Statistic 6
Dragging 11 Monsters 77-85
Pushback and Knockdown 15 Monstrous Ability 46-47
Target Melee Modifier 14 Monstrous Myrmidon 62
Target Shooting Modifier 13 Monstrous Spider 75
Thrust 35 Mor See Morale
Last Model Standing See Victory Morale (Mor) 7
Leader (x) 42 Morale Test 18, 44, 46
Leech, Giant 74 Alone 18, 44
Legend 6, 49, 52-55, 58-61 Fear 18, 43, 44
Weapon Types 30 Shaken 18
Legendary Adventurers 126-127 Wiped Out 18
Levied Villager 67 Mount 47
Lich 86 Move Action See Action
Light Armour 39 Move Silently 42
Line Of Sight 6 Movement 10-11
Lizard, Giant 75 Base Contact 11
Lizardman 73 Charging 10
Loner 44 Climbing 11
Long Range Shooting Modifier 13 Dragging Models 11
Luck (x) 22, 29, 42 Falling 11
Luck Token See Token Flying See Flyer
Lycanthrope 80 Jumping 10
Magic 22-30 Obstacles 10
Magic Spells (x) 22-25, 41, 50 Prone 10
Magic Item Card See Card Rough Ground 10
Magic Items (x) 22, 26-28, 39, 50 Swimming 11
Magic Resistance 46 Turning 10
Manticore 82 Multiple Actions See Action
Martial Training 30, 38 Multiple Hits 16
Massive 46 Mummy 86
Dragging 11 Natural Camouflage 47
Pushback and Knockdown 15 Nervous 44
Target Melee Modifier 14 Obstacle Melee Modifier 14
Target Shooting Modifier 13 Obstacles See Movement
Thrust 35 Ogre 82
Measurement 6 Ogre Mage 82
Melee Action 8, 14 On Fire See Status
134 | INDEX

Melee Modifier 14 Sinister Sorcerer 61


Shooting Modifier 13 Sixth Sense 38
One Use See Spell Skeleton 88
Onslaught 38 Skirmish See Fast-Play
Ooze 83 Slay See Fast-Play
Opposed Test See Test, Slow 44
Opposed Small 47
Otherworld Miniatures 5 Target Shooting Modifier 13
Otherworldly Ability 40-41 Smash 47
Otyugh 83 Snake, Giant 75
Owlbear 83 Spd See Speed
Parasite 47 Special Action See Action
Peaceful 44 Special Power 6, 7, 52-63
Pickpocket (x) 43 Speed (Spd) 7
Pig-Faced Orc 73 Spell Card See Card
Pirate 67 Spell
Player Reference Sheet 117 Animation 22-23, 24
Profile 7 Banishing 24
Prone See Movement Casting 22
Attack Melee Modifier 14 Chanting 22
Target Melee Modifier 14 One Use 22
Target Shooting Modifier 13 Summoning 22-24
Purple Worm 83 Spider, Giant 75
Pushback 15 Spider, Monstrous 75
Race See Fast-Play Spring 47
Rage 38 Statistic Test 17
Random Encounters 93 Statistic Test See Test, Statistic
Ranged Attack Modifiers 13 Statistic 7
Rat, Giant 75 Adjusting 50
Rear Attack Melee Modifier 14 Modifier 6
Regeneration 41 Status 19
Re-Roll 6 Dominated 19
Reserve Tracker 116 Immobilised 19
Roar 43 On Fire 19
Roper 85 Removing Statuses 19
Rough Ground See Movement Scared 19, 46
Rules 6-20 Stunned 19
Rust Monster 85 Weakened 19, 44
Savage Slayer 63 Steal See Fast-Play
Scared See Status Str See Strength
Melee Modifier 14 Straight Up Fight See Fast-Play
Shooting Modifier 13 Strength (Str) 7
Scrolls And Potions (x) 22, 29, 39 Stunned See Status
Set Traps 43 Target Melee Modifier 14
Shadow 86 Target Shooting Modifier 13
Shaken 18, 19, 20, 23 Summoned 47, 49
Shield 39 Summoning See Spell
Shield Of Force 41 Swarm 47
Shoot Action 8, 13 Swimming 43, See Movement
Shoot Tales Of Dragon 107-113
Attack Roll 13 Rock Campaign
Causing Damage 13 Telekinesis 41
Firing Into Melee 13 Telepathy 41
INDEX | 135

Teleportation 41 Under Siege See Encounter


Template 114 Unique 43
Ten Foot Pole 39 Up From The Depths See Encounter
Test, Opposed 17 Valiant Warrior 55
Intelligence 40, 41 Vampire 88
Morale 38, 39, 42 Vampire Lord 88
Strength 38 Vermin 74-75
Test, Statistic 17 Veteran 68
Agility 11, 38, 39, 41, Victory Point 20
43, 44, 47 Victory Points 20
Intelligence 19, 29, 40, 41 Victory
Strength 11 Conceding 20
Thieves Tools (x) 39 Last Model Standing 20
Trap 95 VP See Victory Point
Token Vulnerable (x) 44
Activated 8, 23, 24, 46 Wall Crawler 47
Adventure 43, 93-95 Wandering Minstrel 57
Dominated 19 Wandering Monster 50
Dominated 19 Wandering Monster Card See Card
Fate 8, 95 War Dog 75
Flying 46 Weakened See Status
Immobilised 19 Melee Modifier 14
Leader Activated 42 Shooting Modifier 13
Luck 29, 42 Weak Willed 44
On Fire 19 Weapon 7, 30-35, 50
Scared 19 Effects 35
Status 8 Types 30
Stunned 19 Weapons Master 30, 38
Weakened 19 Wight 89
Wounded 16 Wild Ranger 57
Townsfolk 68 Wiped Out 18, 19, 20, 23
Trained Weapons 32 Wizard’s Eye 41
Traits Ability 42-43 Word Of Command 41
Trap 95 Worshipper 68
Trap Card See Card Wounded Token See Token
Thieves Tools (x) 95 Wraith 89
Treasure Card See Card Wretched Priest 63
Treasure Hunter (x) 43 Your First Encounter 98
Adventure Token 94 Zombie 89
Troglodyte 73
Troll 85
Tumbling 47
Turn 8
Action Phase 8
End Phase 8
Fate 8
Initiative 8
Turning See Movement
Type I Demon 90
Type II Demon 90
Type III Demon 90
Unarmed Adept 38
Undead 86-89
136 | ACKNOWLEDGEMENTS

ACKNOWLEDGEMENTS
We would like to extend our thanks to all those that have helped
us bring this game to you.
Chris FitzPatrick, Nick Genovese, Patrick
Thank You Keith, Tre Manor, Andrew May, Ian Mountain,
First a thank you to Graeme Dawson for Paul Muller, John Pickford, Pedro Navarro,
allowing us to adapt the action:engine and to Andrew Rae, David Soderquist, Kev White and
Matt Gibbs for his contribution to the rules and John Winter.
the magic system.
Our figures have been brought to life by the
Our playtesters passed all their constitution tests beautiful brushwork of Jon Atter, Simon
and require a very big thank you. They include Bradley, Tim Cooke, Angel Giraldez, Angela
Jason Hussey, Richard Smith and Richard Imrie, Kep Pump, James McLardy, Andrew
Holling, Les Fulbrook (for endless enthusiasm Taylor, Adrian Walters and Andy Wedmore.
and tester wrangling) and his colleagues of the And capturing these on camera was possible
Sad Muppets Society, Chris Kelson, Martin through the talents of Kevin Dallimore.
Brimacombe and Ian West.
The scenery photographed in this book has
Helena Nash has done another remarkable job been produced by Dwarven Forge, Pardulon,
on proof reading and copy editing material to and Manorhouse Workshop. A special thank
make sense of our mad ramblings! you to David Marshall of TM Terrain for
his outstanding scratch built scenery used
These pages have been infinitely improved by the throughout.
artwork of Dave Needham, Paul Gallagher and
magnificent cover artist Victor Perez Corbella. Dedications
Karl would like to dedicate this book to
Our miniature range pictured and profiled here, Fred, Norma, Helena and Morgan Nash for
has expanded over the last few years thanks letting him explore the murky waters beneath
to our brave band of miniature sculptors: Kev Saltmarsh and then feeding him with rock
Adams, Matthew Bickley, Jo Brumby, eBob, cakes, inspiration and support ever since.
S
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FANTASY SKIRMISH

OTHERWORLD FANTASY SKIRMISH


LY RY
TE E
RA EN
PA SC
SE D
E N
BL S A
LA RE
AI TU
AV IA
IN
M
OTHERWORLD FANTASY SKIRMISH
Taking fantasy gaming back to its roots, Otherworld Fantasy Skirmish has all you need to enjoy old school
tabletop action using the fantastic Otherworld Miniatures range. The rules are designed for fast-moving,
all-action games, allowing you to play a band of battle-hardened adventurers or a tribe of marauding monsters.

Otherworld Fantasy Skirmish is set in a fantasy world from the Wield arcane magic with mighty spells and enchanted artifacts.
golden age of gaming, and uses state of the art rules and game Experience thrilling adventures packed with unexpected
mechanics to bring you the ultimate in dungeon adventure. encounters — wandering monsters, treacherous traps and the
promise of a fabulous treasure glinting in the darkness…
Suitable for beginners and veteran gamers alike, the fluid
and fast-moving action:engine is a simple and elegant game Learn to play with a short introductory skirmish game. Then try
system that gives your gaming encounters an epic atmosphere six fast-play encounters packed with danger, before taking on
and depth of strategy. the Tales of Dragon Rock campaign including pick-up-and-play
factions for a series of three linked adventures.
Many of the denizens of the Otherworld are here. Choose from
over 100 classic characters, monsters and minions to build your This expandable game system allows you to add new abilities,
factions, from adventurers and acolytes, orcs and ogres, demons spells, magic items and minions, to customise your factions and
and dragons, and many more besides! create your own exciting fantasy skirmish games.

ISBN 978-0-9933405-0-5

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otherworldminiatures.co.uk crooked-dice.co.uk
OFS1

9 780993 340505
Tabletop Battles with Fantasy Miniatures

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