Otherworld Miniatures - Otherworld Fantasy Skirmish
Otherworld Miniatures - Otherworld Fantasy Skirmish
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                                                                                                                                                                                                      FANTASY SKIRMISH
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
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.
            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
turn
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.
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
Melee
              Attacking a Stunned
                                              +2         +1
              model
              Attacking over an
                                              –1         –1
              intervening obstacle
Charging –1 -
              Attacking model is
                                              –2          -
              Weakened
              Attacking model is On
                                              –2          -
              Fire
              Attacking model is
                                              –2          -
              Scared
                                                                                                          RULES | 15
Table 3: Damage
                                                                              6 then      6 then
                  2+          3+          4+          5+            6                                6 then 6      N/A
                                                                                4+          5+
                                                                                                                RULES | 17
Stat 1 2 3 4 5 6 7 8 9 10+
Morale Tests
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.
              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
             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.
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.
             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
               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
Bow 18" 3 - 2 4
                                              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.
                                             Parry, stun,
      Staff         Melee      User                                2                4
                                             two-handed
Longbow 24" 3 - 4 8
                                                        Thrust, two-handed,
                   Polearm        Melee   User +1                                     4               8
                                                             unwieldy
                                                        Brutal, two-handed,
               Two-handed axe     Melee    User                                       3               6
                                                             unwieldy
                 Two-handed
                                  Melee   User +1           Two-handed                4               8
                   sword
                                               Brutal,
 Heavy crossbow        24"         4                              6               12
                                             move and fire
                                            Thrust, one use,
      Lance           Melee     User+2      model must be         4               8
                                               mounted
                    Strength
      Hurl                      User –1                                     -
                       x3"
   Monstrous
                       12"         5         Blast 3", brutal               -
 breath weapon
Weapon Effects
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.
                 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.
                 Concealing
   Blocker                      Arcane Bolt        Charm           Clumsy         Animal          Mount
                   Cloak
                 Grappling
   Disarm                       Force Of Will     Follower         Cursed         Aquatic         Parasite
                  Hook
                  Heavy                           Honour
   Dodge                         Incorporeal                        Loner         Damned           Small
                  Armour                          Bound
                                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
                Magic Items
 Sixth Sense                     Telekinesis        Roar                          Massive       Wall Crawler
                   (x)
  Weapons
                   Shield       Teleportation    Swimming
   Master
                                                  Treasure
                Ten Foot Pole   Wizard’s Eye
                                                 Hunter (x)
Combat
                 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
OTHERWORLDLY
Telekinetic actions
   Power         Range        Attack roll        Str                            Notes
   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
                                                                     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.
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
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
                    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!
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.
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.
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.
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
                    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)
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
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!
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.
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.
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.
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
                    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)
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
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
                     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
                     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
                     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
                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
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
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.
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
                     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!
                     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 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
Monsters
From the deepest, darkest dungeon to the highest
windswept mountain, the world is populated with all
manner of weird, wonderful and hungry creatures.
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.
Spd 6 Def 5 Hits 5 Str 6 Agi 3 Int 4 Mor 6 Attacks: Brawl 4+, bow 4+, venom 4+
                     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.
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+
                     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)
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
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)
                     Special Powers
                     Knowledge Is Power – A lich may purchase
                     magic items for half of their listed GP cost.
Abilities: Blocker, Shield, Summoned Spd 6 Def 5 Hits 3 Str 4 Agi 4 Int 4 Mor 5
                Attacks: Bite 4+, rend 4+                          Spd 8 Def 3 Hits As current Str 3 Agi 3 Int 4
                                                                   Mor 5
                                                                   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
Special Powers
Chill Touch – Any attacks inflicted by a wraith
may not be restored with the Cure Wounds ability.
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.
                                                                                             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
EXPLORING ENCOUNTERS
                   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.
                                                                       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
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.
                                                       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
                    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
                                                   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
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
                   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
                   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
                                                                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              -
Model            Spd    Def   Hits   Str   Agi    Int   Mor      Powers/Abilities/Spells/Magic Items      Weapon       Range    Attack   Str   Effects   GP
                                                                                                                                 Roll
                                                                                                           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
Model              Spd    Def   Hits   Str   Agi   Int   Mor      Powers/Abilities/Spells/Magic Items     Weapon         Range   Attack   Str   Effects               GP
                                                                                                                                  Roll
Model             Spd    Def   Hits   Str   Agi   Int   Mor      Powers/Abilities/Spells/Magic Items         Weapon      Range   Attack   Str   Effects   GP
                                                                                                                                  Roll
Model             Spd    Def   Hits   Str   Agi   Int   Mor      Powers/Abilities/Spells/Magic Items       Weapon       Range   Attack   Str   Effects     GP
                                                                                                                                 Roll
                                                                                                            Hurl         15”      4+      4    -
MONSTROUS MARAUDERS                                                                            SPECIAL POWERS & ABILITIES
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
Model             Spd    Def   Hits   Str   Agi   Int   Mor     Powers/Abilities/Spells/Magic Items      Weapon       Range   Attack   Str   Effects   GP
                                                                                                                               Roll
INDEX
Exploring your dungeon is never easy, so use this handy index to find things quickly. Table index
entries are in bold.
                  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
                                                                                                                                                                                       RE
                                                                                                                                                                                      UT
                                                                                                                                                                               T S NI A
                                                                                                                                                                             EN I
                                                                                                                                                                           ES D M
                                                                                                                                                                         PR RL
                                                                                                                                                                           O
                                                                                                                                                                          W
                                                                                                                                                                        ER
                                                                                                                                                                      TH
                                                                                                                                                                     O
                                                                                                                                                                                                      FANTASY SKIRMISH
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