Brutality
Brutality
ISBN: 978-1-71698-809-7
Imprint: Lulu.com
1
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Contents
So What Is Brutality? ......................................................................................... 6
The Scheme of a Goddess .................................................................................. 7
The Life Cycle of the Brutal Realm .................................................................. 10
The Felix Map .................................................................................................. 13
The Factions..................................................................................................... 14
Ephrant’s Consortium .................................................................................. 14
Cogite Matrix............................................................................................... 18
The Oathsworn ............................................................................................ 20
Grand Order Zenith ...................................................................................... 22
Brotherhood of Wayfinders .......................................................................... 24
Beast Kingdoms ........................................................................................... 26
Blood & Salt Trading Co. ............................................................................ 28
Legios Broadwater ....................................................................................... 30
Collegium Carnis ......................................................................................... 32
Merchants .................................................................................................... 34
Plunderbunds ............................................................................................... 34
Minor Factions ............................................................................................. 35
The Epic of Krenell .......................................................................................... 35
The Game ........................................................................................................ 36
What You Need To Play .............................................................................. 36
Board Size ................................................................................................... 36
Terrain Placement ........................................................................................ 36
Gameplay Notes........................................................................................... 37
Scattering a Model................................................................................... 37
Line of Sight............................................................................................ 37
Re-Rolls & Stacking Abilities:................................................................. 37
Game Length ............................................................................................... 37
Suggested Base Sizes ................................................................................... 37
Pre-Game Phases .............................................................................................. 38
Deployment Zones ....................................................................................... 38
Objective Placement .................................................................................... 38
Deploying Models........................................................................................ 38
First Activation Each Turn ........................................................................... 38
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Scoring Points .............................................................................................. 38
Altars of Ishtar ......................................................................................... 39
Scavenging Points.................................................................................... 39
Kill Points................................................................................................ 39
Victory Conditions ....................................................................................... 39
Model Characteristics ................................................................................... 40
Movement ............................................................................................... 40
Fighting Skill ........................................................................................... 40
Dexterity.................................................................................................. 40
Hit Points................................................................................................. 40
Willpower................................................................................................ 40
Attacks .................................................................................................... 40
Save......................................................................................................... 40
Stat Checks .................................................................................................. 40
Stat Minimums & Maximums ...................................................................... 40
Activation Phases ............................................................................................. 41
Model Activation: ........................................................................................ 41
Movement Phase Actions ............................................................................. 41
Move ....................................................................................................... 41
Flight/Agile ............................................................................................. 41
Standing Up ............................................................................................. 41
Pick Up a Dropped Weapon ..................................................................... 41
Take Aim................................................................................................. 42
Falling Models ......................................................................................... 42
Combat Phase Actions ................................................................................. 43
Powers ..................................................................................................... 43
Run .......................................................................................................... 43
Interact .................................................................................................... 43
Staunching Bleeding ................................................................................ 44
Stamping Out Flames............................................................................... 44
Use an Item ............................................................................................. 44
Melee Attacks and Charging .................................................................... 45
Ranged Attacks ............................................................................................ 46
Saving Rolls ............................................................................................ 47
Cover ....................................................................................................... 47
Wound Chart Rolls .................................................................................. 47
Attack Modifiers ...................................................................................... 47
Command Token ..................................................................................... 47
Missions ........................................................................................................... 48
Basic Scenario.............................................................................................. 48
1. Base Assault ............................................................................................. 49
2. Behemoth Encounter ................................................................................ 50
4. Grab It! .................................................................................................... 51
3. Taking Captives ....................................................................................... 51
5. I Smell A Rat ........................................................................................... 52
6. In The Murder Business ........................................................................... 53
8. Something’s Odd...................................................................................... 54
7. Bounty Hunters ........................................................................................ 54
9. Highwaymen ............................................................................................ 55
10. Path of Destruction ................................................................................. 56
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Region Effects.................................................................................................. 57
City/Town Ruins .......................................................................................... 57
Twilight Fields ............................................................................................. 58
Psycho-Tropics ............................................................................................ 58
Wilderness ................................................................................................... 59
The Vulture Belt .......................................................................................... 59
Whispering Woods....................................................................................... 60
Flesh Lands .................................................................................................. 60
Campaign Rules ............................................................................................... 61
Setting Campaign Length ............................................................................. 61
Making a Warband For Campaign Play ........................................................ 62
How You Gain Ishtar Favor Points............................................................... 62
Campaign Game Phases ............................................................................... 63
Home Phase ................................................................................................. 63
Model Effects Between Missions ................................................................. 63
Insanity Points and Insanity Table ................................................................ 64
Experience & Leveling Up ........................................................................... 65
Passive Skills ............................................................................................... 66
Exploration Chart......................................................................................... 67
Merchants .................................................................................................... 67
Buying & Selling Items ........................................................................... 67
Item Chart .................................................................................................... 68
Warband Motivation Chart........................................................................... 69
Warband Creation ............................................................................................ 70
Examples of Character Creation: .................................................................. 71
Building Your Army List- Simple ................................................................ 74
Building Your Army List- Moderate ............................................................ 75
Building Your Army List-Advanced ............................................................ 76
MELEE ................................................................................................... 77
FAST....................................................................................................... 78
RANGED ................................................................................................ 79
SUPPORT ............................................................................................... 80
UNIQUE ................................................................................................. 81
Powers ......................................................................................................... 82
Model Traits ................................................................................................ 84
Legendary Traits .......................................................................................... 84
Model Abilities ............................................................................................ 85
Faction Traits ............................................................................................... 86
A.I. Mode ......................................................................................................... 89
General A.I. Logic Trees .............................................................................. 90
Solo & Co-op Event Tables.......................................................................... 91
Mission-Specific A.I. Logic Trees................................................................ 93
1. Here They Come ...................................................................................... 93
2. Get To The Choppa!................................................................................. 94
3. Wilden Attack!......................................................................................... 95
4. Thief in the Night ..................................................................................... 96
5. Boss Fight ................................................................................................ 97
Wound Chart .................................................................................................... 98
Disarmed ..................................................................................................... 99
Blinded ........................................................................................................ 99
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Knock Down ................................................................................................ 99
Agony .......................................................................................................... 99
Confused ...................................................................................................... 99
Bleeding....................................................................................................... 99
Trauma......................................................................................................... 99
Burning ........................................................................................................ 99
Quick Reference Rules Sheet.......................................................................... 100
Roster Sheet ................................................................................................... 101
A Special Thanks to all the people who have helped make this possible:
To my wife Mandy, who always has my back and endures my crippling wargaming addiction.
And to my mother Kandie, for always supporting my writing and creative endeavors; love ya!
Euan Smith has been pivotal in providing feedback, play testing, and general good-natured
banter throughout the testing process and was the first stranger to adopt this game for use, as
well as partaking in the historical First International Brutality game with the Pimpcron via
Vassal. He is also the creator of the historical first-ever Brutality battle reports which were
quite clever.
Nathan Garza has been a frequent play tester and has always been helpful in editing and
support.
Thanks to my test players Brandon Keplinger, Matt Collins, Derek Helms, Ash Giska, Andrew
Haggenbottom, JD Wilkins, Josh Horsman, and Maximilian Drewicz who have all helped
develop this game through lots of play testing and input. Thanks for always being willing to try
something new for a friend. Special thanks to my life-long friend James Mason for being the
wall I bounce most of my ideas off of at work, and for always listening to me yammer on about
this game.
Special thanks to Deviant Artist Wildweasel339 for most of the amazing artwork featured
in this book. You can find his stunning gallery here:
http://wildweasel339.deviantart.com/gallery/
Images used in this book on the front cover, pages 32, 37, 39, 41, 46, and 82 were sourced from
Adobe Photostock. All others were wildweasel339’s artwork.
5
So What Is Brutality?
0B
I created this game for my own purposes because I had models from many different universes
that didn’t have games associated with them. I also had many models from games that I don’t
play anymore. But they weren’t the same universe or even genre! So I came up with a way to
bring them all together and forge new and exciting narratives involving characters I loved.
I also enjoy making my own stats for models, but didn’t want to bother with the minutia of
dealing with detailed points. So I developed a game that is inherently balanced across all unit
types, where there are no “bad” choices. But if you want to play with points, there is a very
simple system in place to make your own lists the way you want using points.
As I’ve matured in this gaming hobby, I find that I don’t have the time or patience for five-hour
long games. This game plays in about thirty minutes to an hour, which allows you to get several
games in.
I love a good campaign, and this system provides a quick and easy campaign without tons of
bookkeeping. You set the length you want the campaign to go and start rolling dice!
My favorite gaming memories are when the dice tell a story. This game is designed to tell a
story as you play, with crippling injuries and the battlefield itself being a hazard.
Do you always roll low? This game is designed so that sometimes you want to roll high, and
other times a low roll is needed. That helps even the playing field when your opponent is
rolling hot!
I appreciate you giving this a look, and hope you enjoy it!
-The Pimpcron
Join our community on Facebook! Contact us at brutalityskirmishwargame@gmail.com
Visit our website at www.brutalityskirmishwargame.com
6
The Scheme of a Goddess
1B
In the dawning years of humanity, the Old Gods ruled. They came from the sky and were
powered by the faith of their subjects. But as the ages passed, new religions and science eroded
the faith in the Old Gods and they suddenly found themselves back in their Ether Realm, where
the Gods reside in ageless eternity.
Ishtar, the ancient goddess known as “The Great Whore of Babylon” was a Sumerian goddess
of life and death, of rebirth and war. During her time on Earth she spurred her followers to
commit great acts of lustful depravity and remorseless savagery. Ishtar was not content to be
contained in the Ether Realm and devised a plan to win back her position of power in the
Mortal Realms.
With her power depleted, she spent a millennium mustering small portals to snatch up mighty
beings from the Mortal Realms. She’d then trap them in her timeless prison that many have
come to call the Brutal Realm, or the Brutality. With her existence proven to each new captive,
their faith slowly replenishes a sliver of the power she once wielded. With each passing age, the
population of captives has grown as well as her ability to stoke the flames of brutal murder and
rebirth in her own realm.
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The land she has created is called many different names and is constantly changing. Although
there is one thing that remains the same: dotted across this enormous continent that drifts in a
sea of mystery, lay thousands of altars where her captives can worship Ishtar. Some unknown
machination causes the altars to disappear at sporadic intervals and reappear elsewhere in the
land. This makes the prayer to the Goddess even more urgent, and they are usually a hot bed for
wonton mayhem and murder. Nobody can be certain when they may stumble onto an altar in
the wilderness or deep within a cave.
One might wonder why her victims might want to worship her and would go so far as to
murder strangers and friends for the chance to do so. In tithing precious energy to the Dark
Goddess, they may win her favor and be blessed with resources to better survive in this terrible
realm. If a particularly devout inhabitant manages to impress Ishtar enough, they are granted
leave back to their original time and place, as if nothing ever happened. And thus, the flames of
brutal savagery are stoked as each person betrays brother and sister to be the one to worship the
most at an altar or spill the most blood.
Of course, praying and devotion aren’t all that interest the Great Whore of Babylon. Each
violent death gurgle and each convulsion of ecstasy also gain her favor. The three ways to gain
her favor is prayer, violence, and lust. Over the uncounted centuries that her captives have
occupied this place, each have found their own way of venerating her via one of these means.
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Giving Ishtar the attention she craves has
other benefits. Her favor comes
in many forms and could be
anything from a cache of new
weapons mysteriously
appearing at your door, to the
secret location of your enemy
whispered in your ear at night.
Food is a common gift from
the Goddess in areas where
food is scarce.
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The Life Cycle of the Brutal Realm
2B
New victims are plucked out of their space and time, instantly finding themselves in Ishtar’s
Realm and often bringing with them whatever they were holding or wearing. Sometimes, even
larger items such as vehicles are accidentally brought with the driver. When a fresh batch of
new victims is transported to this realm, they suddenly appear at what is called a Hag’s End.
The Hag’s End is a henge of solid gold monoliths that appears in a random spot on the
continent for only a moment while it delivers the confused new inhabitants. It is called the
Hag’s End by the inhabitants as a derogatory term, as if The Goddess pulled these people from
her rear end.
When people die in this place, they instantly wake up where they last awoke from
sleep, with everything they had in their possession at the time of death, and in the condition that
they were in when they previously woke. This is not time travel, but an instant teleportation of
their body back to their last sleeping location. Everyone knows not to kill a thief until he drops
your belongings, because he will just reincarnate at his base with all of the goods he stole. If
your arm was severed before you
died, you will awake with your arm
intact, leaving a severed arm where
you were just slain. But if you lost
your arm and survived the battle, and
then slept before the next time you
reincarnate, you will forever be
lacking that arm.
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People call Ishtar “The Great Equalizer”
because in this dimension, amazing magical currents can
make all men equal in combat. Through some mysterious
mechanism, or possibly just at her whim, the tiniest of
insectoid warriors can sometimes wound and even
kill giant Rock Loomers. It has been said that
even the mightiest weapons have been seen
occasionally glancing off the softest of
enemies for seemingly no reason. Many
a person has waited for certain death,
only to find they had been spared.
There have been a few cases of particularly nasty characters having the power and resources to
seize and maintain a vehicle. But inevitably it is the powerful leader of a warband (or the
trusted liege of one) who rides it.
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The Golgoths and Other Monsters-
Among the countless biomes, factions, beasts, and
people, wander the massive Golgoths. These Robots and Androids
lumbering giants range in height, but often times
Occasionally robot or artificial
they are large enough to wade through a forest at intelligence beings are
only knee-deep. They wander aimlessly through the brought into The Goddess’
lands, with seemingly no goal or plan. Noise and trap. Nobody is sure why or
fire appear to draw them from location to location how Ishtar selects her victims,
and it isn’t too uncommon for a large battle to but it seems that some bots are
suddenly become a panicked scattering as a Golgoth so advanced, that she mistakes
them for real, living beings.
stomps through.
She has been locked away for
millennia, and newer
They appear to be some sort of mammal due to their technologies may not be
patches of fur that range from grays, to browns, to familiar to her. In any case,
black. Some people who have seen them up close robots do not reincarnate as
claim that they also feature large calloused areas of flesh-and-blood inhabitants
do, but that doesn’t mean they
dry, thick skin as well. Golgoths only make a vocal
do not have their own dangers.
sound near others of their kind which sounds much There are no replacement
like a whistle. Even as they appear to communicate parts, so every single scratch
with each other, they are solitary creatures and have or dent is potentially
never been seen eating anything. Less of a creature, irreparable, and power sources
and more of a force of nature, many times cunning are extremely rare. Luckily,
generals have made good use of a nearby Golgoth many androids have figured
out how to harness crystals for
by luring them into the battle at key times. The most
energy, but the endless need
famous battle where this tactic was used was the for parts has caused constant
Breach at Grayhold Pass. It is said that the warring between android
legendary crime boss Ephrant even has a pet groups.
Golgoth named Thom.
It goes without saying that these behemoths are not alone in this land, and the wilderness is full
of dangerous creatures. From the gigantic Riser Hulks that terrorize ships in the icy Northern
regions, to the incredibly agile Drainers in the Shardgrove, danger takes many forms. Nobody
is certain where the Goddess acquired these creatures but it is commonly thought that the
creatures come with the lands that she has taken to create the continent. It’s quite possible that
the Golgoths and other Blank creatures arrived on a chunk of land that Ishtar took, and
proceeded to reproduce and thrive once there.
12
The Felix Map
3B
Roughly 3,500 years old and drawn by dozens of different hands, this is the only known map of
the Brutal Realm. There are only a few copies in existence, and the lands of this dimension are
constantly changing. It has been said that it was originally drawn by a great artist named Felix,
who was one of the first people trapped here, and named many of these regions. The map has
changed hands thousands of times and nobody is sure of what Felix’s fate was.
13
The Factions
4B
Ephrant’s Consortium- not earn that title by being foolish. Due to his
The arrogant and boisterous secrecy, his real race, appearance, and
Ephrant is the iron-fisted leader of whereabouts have developed into the stuff of
the Brutal Realm’s biggest crime legend. Various factions have claimed to
syndicate. This is likely the largest capture him over the years but he has
organization of any kind on the continent and continued to operate his massive
has its hand in everything from slaving, to conglomerate of criminals. Their wealth and
banking, to making booze. This cartel is influence make the Consortium the deadly
always making and betraying new allies, and backbone of commerce in this place. Their
the Consortium includes beings from all complex and changing hierarchy means that
walks of life. Outposts can be found you might be mugged by some lowly thugs
throughout the Brutality, but nobody knows one moment, and find your items hanging on
where Ephrant actually lives. the wall of an upscale shop in the next.
Rumor has it that Ephrant was among the first While none can be sure they have met
people to be brought to the Brutal Realm and Ephrant, he has several well-known
has not sat idly by all these centuries. The characters that serve as his lieutenants.
owner of such a prosperous organization does Omarisi the Black runs much of the drug
A Pulpam dealer for Ephrant’s Consortium defends his stash from vandals.
14
farming and distribution in the southern two pet Murosi who don’t let anybody near
regions. Hutarg is the Pauper King, operating their master.
the nameless street-level crime subsidiaries.
The quiet K’hur keeps to the shadows, but she This organization has no set faction colors,
is believed to manage relations between but many of the leaders prefer fine clothing
Ephrant and other factions. Dongo is known and fancy equipment. The only identifying
as the Mist and is said to serve as a covert symbol can often be found as a tattoo on
operative. The Mist is a legend in most parts lower level members, or as pendants and
of the Brutality, partly due to the ability to jewelry on upper levels. Their symbol is
turn into a mist and fade away when seen. three lateral lines which is said to be the letter
E in Ephrant’s home language and the symbol
Most notorious of all, Rukja- Skullcrusher is he signs documents with. For all the terrible
the raging right hand of Ephrant and brutally things the Consortium has done, they are also
keeps their enemies in fear of the Consortium. the driving force behind most of the economy
Some say their main export is fear. Streets of the Brutal Realm. For this reason alone,
clear when Rukja walks down them, and he their impact (both good and bad) cannot be
can always find an empty space at a bar. He is understated or ignored.
unerringly seen flanked on either side by his
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Cult of The One Mother-
Surely the single largest
religious movement in all of
the Brutal Realm, it consists
of devout worshipers of
Ishtar. They claim that they carry out her
will, but most people feel that it is just an
excuse to carry out every depraved idea
they come up with. Madness runs deep in
this organization and they are known for
their drug-induced fits and particular taste
for cruelty.
16
In the Southwest, Fimil chaotically
oversees the cult churches where
followers overdose on psychotropics
to be briefly closer to the Goddess.
They are famously berserk warriors,
heavily dosed with drugs before
battle. It has been reported that
Fimil’s warriors never stop advancing
and fighting due to their drug rages,
in some cases even missing their
head.
17
A Sentinel takes aim at an intruder.
Cogite Matrix-
All types of sentient androids, Unlike the flesh and blood inhabitants,
cyborgs, and robots form this mechanical people do not reincarnate. This
coalition. All emotion is banned, proves to be a very dangerous problem for
and punishable by exile. This them, as replacement parts are obviously hard
group may be the most neutral politically, as to make or find. As a rule, many Cogites find
many of the wars and strife between other themselves used as appliances by non-Cogites
factions are often over food. This of course is and some small towns are even powered by
not a problem for the Cogites, and they do enslaved robots. This has driven many
well by generally keeping out of other Cogites to see normal people (they refer to as
factions’ dealings. But they eternally search Skins) as enemies. Of course, there are many
for new technology and energy sources, and exceptions to this in most major factions
no force in this dimension can stop them from where mechanical men are treated equally.
obtaining it. Their domain is the Crystal
Blooms near the Vulture Belt, where gigantic If the Matrix has a real enemy in this place, it
crystal clusters are mined for use as power would be the Collegium Carnis, who is the
sources. biggest violator of robotic rights. They use
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robots and androids for all manner of can be summoned when travelers push the
experiments, as servants, and for parts. call button on one his call stations around
Despite nearly going to war over the Stretch Sword’s Break. Former Cogite //708 is a very
Incident, the Collegium Carnis has not ceased successful Oathsworn now, bringing
their constant abduction of android kind. The criminals to justice with mechanical
Cogites are in a difficult situation because efficiency. He was instrumental in holding the
Control knows that waging war is not gates shut during the Breaking of Monster
resource efficient and it seems that the Rock, allowing his comrades to escape safely.
Collegium is willing to push their luck.
Recent political movements within the Matrix TN-5 is a highly aggressive liquid-metal
may mean that the Cogites are not to be Sentinel and leads a group known for cruelty
trifled with. against Skins. While cruelty is not expressly
encouraged, in a society of cold logic and
The Builders are a top-tier class of Cogites calculated outcomes, suffering is often over-
that have the programming and know-how to looked. L0Q is the stern Builder Prime at the
repair robots. Control is a highly advanced main Matrix base. As a matter of principle, he
Artificial Intelligence that coordinates the refuses to speak to anyone outside of direct
Cogite Matrix via a crude wireless network. network communication. While emotion is
Most Cogites do not have the receivers for banned, many might claim that he possesses
Control’s directions, but leader units have both arrogance and lofty pride.
them installed. The Seekers are the
class of Cogites that actively look for
new robots to join them. Diggers are
the robots equipped to harvest new
crystals and build new underground
complexes for the robotic legions. All
Cogite Matrix members are wired to
defend the greater good but the caste
who are specifically given that task
are the Sentinels.
19
The Oathsworn- skill set. No matter what their dimension of
This group is the only law enforcement entity origin was like, any person to wear the badge
in the entire realm and lives by a of an Oathsworn is someone to be feared and
simple rule: Harming someone avoided. An Oathsworn is easy to spot if they
first is illegal. Fully embracing are in a public area and their badge is visible.
the idea of retaliation,
their slogan means that whoever strikes
first is wrong. With no patience for
dealing with trivial matters such as
theft or crooked dealings, this group
draws the line at torture, rape and
slaving. Forever short on manpower
and out-gunned, this may be the
toughest set of fighters to have ever
shed blood in the lands of Ishtar. As
deadly as they are just, most people try
to keep their distance from this group.
20
An Oathsworn Technician repairs an augmented officer after a missile
blew off his arm.
their trust. Their level of technology can vary Try as they may to stay out of the spotlight,
wildly from office to officer, depending on many have made a name for their selves.
what their skills are. Some wear ablative Danjin is a highly decorated officer and is
nano-armor and shoot guns, while others may known for dangerous raids on slaving camps
find stealth to be their main weapon. It is in the North. Officer T’wis uses pheromones
much easier to not draw attention to their self, to infiltrate warbands and destabilize them
and most do not openly display their badge. from within. The daring Captain Fren outran
an avalanche she started herself in order to
Their faction color is usually a single piece of destroy the Cult of the One Mother forces that
white armor such as a shoulder pad or a white were pursuing her. She is also known for
weapon. The Oathsworn sigil is a circle chewing through her wrist to escape captivity
protected on one side by a semi-circle whose in Red Camp. Naturally aquatic, Officer
opening is protected by another semi-circle. Marnerr searches the oceans for stranded
This represents their structure of protecting people and brings them to safety. The
the innocent as well as each other. More imposing K10 patrols the Vulture Belt, aiding
aggressive officers have had it tattooed across any starving travelers. K10 has begun setting
their face out of defiance, daring anyone they up several outposts in the Vulture Belt to help
meet to have a problem with it. safe passage through this area.
21
Grand Order Zenith- descending raids for supplies or artifacts. The
These lofty and aloof people Grand Order has no allies, because all are
share a common ability: the beneath them. Their colors are white with
incredible power of flight. brown or gray.
Possibly the most civilized of
all factions, they are in utter disgust of lesser Rumors abound how their city Zenith stays
beings that cannot fly. They live high up in afloat in the sky, but no outsider knows for
their floating city in the clouds, called Zenith. sure. Those who have been there claim that
Though they have an incredibly rigorous test the gothic stone buildings are trimmed in
for prospective members to pass, they don’t gold, pillaged from the people below. Inside
care how you fly; only that you can. this organization brews a sociopathic
superiority complex underneath a graceful,
A great many wizards, high-tech suits of collected facade. This organization has few
armor, and leather or feathery-winged people laws or edicts for its people, but social norms
live in this most pretentious of exclusive and expectations keep a tight grip on their
societies. Among their ranks, even touching population.
your feet on the ground is looked down upon
and they will often hover when visiting the It is led by the wholly unfeeling Grand Fleet
ground below. The most contact other groups Priest Jerellis, whose atrocities on the people
have with them is during the Grand Order’s below cannot be counted. From publicly
using land-dwellers in a heartless
game called The Drop, to brutally
sawing off wings of citizens as
punishment, Jerellis is to be
feared. This faction can easily
slip from your mind in the Brutal
Realm, until they rain violent
disciples down upon you during a
raid. Their faces are flat and
unmoved even as they are
splattered with the gore of the
innocent.
22
not such an organization, breeding hatred and remote explosives to simulate cannon fire in
contempt for all beneath them. They take between his actual shots. As his pursuers were
what they want and none can stop them. wasting time investigating false explosions,
his huge Boarding Shells were collapsing Zen
There are many famous Grand Fleet Apostles. buildings before unloading waves of battle
Apostle Luxam leads meteoric assaults on machines. Once the battle was over, the
science and magick facilities, always trying to Collegium agreed to hand him over to Grand
further research. It doesn’t matter if its Order and claimed ignorance to his insane
someone else’s research. This has led to plan.
conflict with the Collegium Carnis on
multiple occasions but by and large
there is little they can do. The energy-
form disciple named Apostle JJarl and
his men rob peaceful outposts to feed
the population’s various hungers for
food and flesh. JJarl’s trademark battle
screams serve to panic the targets below
and announce their approach. “No chase
is bad for the soul” he always claims.
7N and her cybernetic shock troops are
most interested in robbing traveling
merchants below making her one of the
wealthiest Zens.
Their lifestyle of being quite safe from A Zen cartographer has a version of the
threats below, and their natural symbol tattooed on his face as a sign of
advantage of attacking from above have allegiance.
helped breed this toxic belief in their
superiority. You’d be wise to look up now The second instance was surprisingly even
and again. In their long and regal history only more bloody. After having Avians infiltrate
twice was the city of Zenith in any real the Order, the Beast Kingdoms staged a revolt
danger. A rogue Collegium Master named in the sky which left Zenith in rubble and a
Presius managed to invent a cannon that large portion of the Order hierarchy in
would catapult his robotic creations onto the fractures. Despite a scorched Earth campaign
floating city. It took the Zens much longer of retaliation against the Beast Kingdoms, to
than it should have to triangulate his location this day the Order Zenith still avoids the
because he had rigged a dozen different Twisting Woods which is home to the Beast
Kingdoms.
23
Brotherhood of Wayfinders- Members of this group could be found
There is extremely little known anywhere, if you can identify them. Their
about this secretive group other symbol is only used on official documents
than their goal: to find a way to and is otherwise never seen.
defeat Ishtar. This group is
founded on the writings in the Book of Their entire existence is barely kept hidden
Krenell, the most powerful wizard from the Goddess. The keyhole represents the
to ever inhabit the Brutalilty.
Ages ago, when Krenell rose up
in an attempt to defeat Ishtar, he
compiled a journal of his mystical
findings in his search to shed
Ishtar’s shackles. As it is well
known, Krenell’s epic battle
didn’t end well, and his journal
was destroyed.
24
land. Krenell isn’t imprisoned in the council member was found with a page of the
Fleshlands, he is the Fleshlands. journal. Somehow, the Oathsworn claims they
lost the page after seizing it but many
Despite being a clandestine organization that question the validity of that statement. Two
can trust no one, they have made some Legios Broadwater soldiers fled for their lives
extremely daring operations. A highly after stealing half a page from a Sea King’s
decorated priestess in the Cult of the One hoard. The subsequent chase onto land by
Mother managed to escape with two pages of phalanxes of Legios troops caused an
the journal, but not before she was forced to accidental war with Ephrant’s Consortium,
tear off her own foot when she became who believed this invasion was an effort to
pinned. destroy their large fishing port.
High Rock was home to a complicated sting In some areas, pieces of the journal have
operation by the Oathsworn, where a city twisted the environment around them. In the
places where particularly powerful sections of
the papers landed during the battle, the biome
around the document has been morphed into
something entirely new. In many cases the
region will be affected in the theme of what
subject the excerpt is about. A cave in the far
North near the Stone Woods has adventurers
betraying each other in the mind-boggling
tunnels. This cave is said to have a section of
the book on a pedestal at its heart.
25
Beast Kingdoms-
This vast and varied group is
an exclusive organization
made up of only Animal-
Men. Due to cannibalism
being so common in the
lands of Ishtar, Animal-Men are the
most commonly used for meat due to
their flesh tasting much better than
Humanoid. It isn’t uncommon at all for
a clan’s dungeon to be full of Animal-
Men, being cut apart constantly for
meat, only to re-awaken back in their
cell for it to start over again. For this
reason, many Animal-Men have deemed
Humanoids of all kinds to be their
enemy and are constantly raiding non-
animal villages and strongholds to free A Vulpis Shaman calls upon a bestial
spirit guide for protection.
their brethren from that terrible fate.
Their base of operations seems to lie
somewhere in the Twisting Woods,
many of the Predators simply cannot digest
because their green and brown flags and
vegetation. The Beast Kingdoms are generally
symbols are seen most often there. The
tribal in nature but several of them have also
members of this kingdom include all types of
incorporated technology into their lifestyles.
Animal-Men from avian, to feline and
This faction is incredibly diverse, but their
reptilian, all the way to aquatic and insectoid.
choice to put aside their natural urges for the
safety and survival of all Beastkind is what
As their symbol of the wolf and the deer
binds them against the other factions.
suggests, Predator and Prey both live in peace
in this faction. While it is true that Predators
The Beast Kingdoms are notably daring and
tend to be more aggressive and hold more
have many legends among them. The hulking
leadership positions, many tribes are also ran
Krong led his Steel Breachers in all out
by Prey. Many Beast Kingsmen still feed on
assault against Collegium Carnis facilities
the Blanks that inhabit this world; animals
where several Animal-Men were subjects for
that are just normal primitive animals that do
experiments. To this day you can find him
not reincarnate. While the Prey do not tend to
leading battlefield roles to “free feather, scale,
support this practice, they understand that
26
and fur” as his Steel Breacher motto states.
The stealthy Mantes has harassed
Ephrant’s trading routes for decades,
equipped with her mono-filament
scythes. Using fear alone, over the
centuries she has forced trade routes to
divert out of Beast Kingdom territory.
27
Blood & Salt Trading Co.- honor is his bond. If the slave served with
This so-called “trading distinction, they may join the organization
company” is a massive fleet without the typical trial.
of pirate vessels that work
out of their gigantic floating Many a time has a town been forced to
base Ishtar’s Bounty. All races and genders purchase their stolen goods back from this
are treated equal in this large cartel, but the “trading company” mere hours after being
price is high to get in. In order to be accepted raided. For this reason, these pirates’
into this group, you must successfully steal collective wealth would rival even the great
something from the hold of one of their ships. Ephrant’s, if they’d stop immediately
This, of course, is no easy task and only a spending it on prostitutes and booze. This
handful of new members are inducted each faction mercilessly steals from any and every
year. The rest are eaten by one of the pet faction they can; with the exception of one.
Skargil Iguanas that protect each cargo hold. The Blood & Salt Trading Company is
careful not to anger the Legios Broadwater.
It may seem strange for an organization ran These people may be crooks, but they aren’t
by pirates, but the Blood & Salt Trading Co. stupid. Their flag is the chemical symbol for
sees the value in all its members including the salt inside a droplet of blood and was drafted
slaves. All slaves are indentured for a set by the trading company’s legendary founder
duration of time and then set free, as a sailor’s Captain Kep.
A Blood & Salt Captain looks out at the moored ships at Port Zatec.
28
Officially the Fleet Admiral of the entire with a single shot of her proton cannon
organization, Kep prefers the title Captain and mounted on her bow. Her crew is easily
refuses to stay on the Ishtar’s Bounty. Always pointed out by their gleaming red armor and
leading from the front of the flotilla on his arrogant demeanor. Navigator Miri Tulir once
ship Teach’s Revenge, he demands the best cast a thunderstorm so terrible on an
from his crews. uncooperative town that his head burst all
over the upper deck, but the town did
In addition to all the normal ship crew you concede. Captain Drun prefers to make land
would expect, this faction uses many assaults riding their pet Skargil Iguana named
hydromancers, windmasters, and other arcane Ripper, who is officially the First Officer of
experts as Navigators to travel efficiently. the vessel. Any crew objections are generally
Captain Harrifel specializes in equipping her directed towards Ripper who deals swift
crews and ships with the most advanced justice.
technology, killing massive Spiked Orcas
Lucky Nog & the crew of the Gitz Grail
sail the western seas and somehow
manage to always slip trouble despite
only having a single ship of drunk goblins.
They famously broke a blockade by getting
confused, losing their flag and fighting
briefly for the enemy side against the
Blood & Salt Trading Co. Once a
crewmen (sober enough to notice) saw
what they had done, they turned around
and demolished the Merchant District of
Ghastown, whose fleet immediately
relented.
29
Legios Broadwater- Tide People are water-logged zombies of land
Deep under the murky sea lies dwellers that have somehow been infected,
the property of the Legios enchanted, or otherwise altered to be mindless
Broadwater. One of the most minions of the Legion. Nobody is certain
mercurial groups in the what process makes these creatures.
Brutality, the land dwellers only know a few Numerous reports claim that people have
things about them. They include all sentient been swallowed whole by extremely bloated
underwater creatures, from hulking Tide People falling on them and absorbing
Lobstermen, to saw-toothed them before returning to the sea.
Makonians and all forms in
between.
30
droves of expendable Tide People to clear the The cybernetic Princess Hurua manages the
way, then the bulk of the well-equipped and Western waters since Regent Juloi II
expertly trained army emerges. Wave Casters disappeared. Due to their Palegic Dynasty
envelop the troops’ heads with orbs of water traditions, she cannot be queen until the
to help them breathe as they go about their former is defeated in combat. Palegic
grisly duties. After they have prayed at altars Crushers are truly a sight to behold as the
or ransacked a town, they disappear just as ranks of hulking crustaceans march onto the
soon as they came, sinking shore. The Southern
deep into the darkness seas is the base of the
below. Legios and ruled by the
charismatic Lord
Royal Odiphas rules Barimere, the Pearl
Legion of the Still Wave King. Some say he is
in the icy Northern actually a lesser God
waters on his own. He in some pantheon.
is the final undersea Barimere’s feasts are
kingdom to resist the a thing to behold,
Legios Broadwater that lasting weeks on end
the other royalty has with every delicacy
joined, and his quick the sea has to offer an
temper keeps him affluent kingdom.
constantly in war. The
Still Wave is well Unlike the land
known for experienced dwellers, the denizens
Water Magick. of the oceans enjoy
abundant food and
King Leonus and King resources. Being that
Donnivus rule the One of Odiphas’ consorts with her
there are only four
rare pet Vice Eel.
Eastern seas together major kingdoms in the
under the Living Swell, oceans of the Brutal
where they have struck a fragile treaty with Realm, the vast undersea regions are home to
the Blood & Salt Trading Company. Some unimaginable flora, fauna, and treasures.
say there is more happening behind the scenes Some would say that this underwater lifestyle
than it appears, as the duel kingship is the is a paradise if not for the fact that Ishtar
wealthiest of the four kingdoms. A well- Altars do not appear in the sea. This constant
aimed bribe has prevented many of their need to invade dry land to exalt the Goddess
conflicts before they were carried out. is the main source of their conflict.
31
Collegium Carnis- alterations, and bodily “enhancements” are
Possibly the most vile of all forced on their servants as well. All who
groups in this realm, the resist these procedures get their brain
Collegium Carnis is a dark “enhanced” to quiet them down.
hive of torture, abuse,
necromancy, and dark technologies. One This group is also known for being host to the
might think that necromancy would have no most advanced and deadliest technologies to
power in a place where death isn’t permanent, be had in this place. Many a would-be looter
but this isn’t the case. While the “sentient” has ended up as a brain-dead servant to this
peoples of this land keep incarnating after most treacherous of groups. Their base of
death, the fauna in this realm lives, breeds, operations is said to be in the South East near
and dies like normal creatures. Necromancers the Bay of Wolves. Their colors tend to be
trapped here have found that a resurrected black and red, though only the servants
Suuka Bear or a zombified Rafe Deer can be display the symbol, usually branded. This
equally as deadly as a humanoid. But to say group is certainly at the top of the political
that the Collegium is only interested in Dark power structure in the Brutal Realm, and they
Magicks would be false. All manner of trade goods and services just as often as they
surgeries, experiments, mechanical kidnap new subjects.
32
They have facilities in every corner of the suddenly have a cure for this as well.
continent, and each is divided into academic
departments. The screams of agony never Master Arcana Elemental Nunzia persuaded
cease from these complexes, and merchants the skies to give up rain over drought-ravaged
avoid them. The theme for this faction seems lands in exchange for sacred crystals said to
to be that scientific curiosity unbridled by boil flesh on contact. Everyone was skeptical
morality can have depraved effects. The when the Master Scientifica Alchemical K’ra
scientists and mages of the Collegium
Carnis all harbor an inquisitive
madness that drags them deeper
and deeper into the horrors of
creative psychopathy.
33
A jewel and potion trader’s merchandise is stowed safely under her saddle.
Merchants- One may not think that there of his bar at one point or another, and many
are business people in such a savage and of them still walk crooked from the landing. It
unforgiving world, but that is untrue. Despite is said that the only reason why Ishtar allows
this realm being a never-ending nightmare of the business to continue is due to all the
bloodshed, rebirth, and sorrow, people still bloodshed from bar fights. Or perhaps he does
need to eat. They also need weapons, and something else to appease the goddess? Large
armor, and other goods. That’s where these cities such as Port Zatec, Redcamp, Orphan,
intrepid peddlers come in. Being every shape Highrock, and Ghastown are hubs of
and size from hundreds of different planets economic activity.
and dimensions, these independent dealers
may be the most diverse class of residents. Plunderbunds- These groups are the
Some set up shop near a busy foot path, while countless little haggard warbands that
others travel the continent buying and selling perform the widest range of services. From
wares. An experienced and hardened stealing treasure to being peaceful farmers,
merchant is something to behold; both shrewd from charging a toll for passersby to being
and deadly. mercenaries, these groups do it all. They
usually have a leader of some sort (reluctant
The Even Inn near the Stretch may be the or otherwise) who the other members look to
most famous of all merchant locations, having for protection and leadership. Most
lasted for over six hundred years under the Plunderbunds have a twisted and interesting
ownership of Temus “The Crump”. He’s story of how they came together and why they
thrown nearly every resident of this realm out do what they do.
34
Minor Factions- As countless as the Rest assured, if a group or race exists in the
leaves in the Twisting Woods, there are multiverse, it can probably be found in the
nearly infinite small factions that stake claim Brutal Realm. Even spirits of nature
to this resource or that region. Beings of a like congregate and form such groups as the
mind or similar composition tend to flock to Manamancers, Frost League, Covenant of the
together, forming their own group. Living Shard, or the Elementals. It just goes
to show that nothing can be trusted here, not
Hive minds make up several different groups even the ground you walk on.
around the Brutal Realm. A cyborg cell has
taken root in the humid Southwest of the The Vengeful Chalice is an extensive network
continent, establishing its own matrix. A of prostitute agents. Within this are secret
tentacled creature called a Snallygaster has groups like the Final Embrace, Order of
been infecting new hosts for decades, Silence, and Candied Death. These sex
ushering them to do its will. Several different workers are secretly part of the Vengeful
insect hives have called this realm home and Chalice and work to seduce and capture key
thrive on the social sharing and security. people whom paying factions want. They find
Many of these small groups become folktales ever-more insidious methods of trapping
to the residents, such as the supposed targets in a way that they have plausible
Skinwalkers near the Wuncewas, or the deniability if the person ever gets free. It
alleged pack of Yetis in the Northeast. The comes as no surprise that all manner of fetish
jungles around the Sacred Pools are home to a is explored in this miserable world, and the
fierce tribe of alien hunters who skin their Vengeful Chalice makes money from the
prey alive and string them up in trees. client and the people who want them gone.
The Epic of Krenell is one of the best-known folk-tales in this terrible place. It
is the story of the Brutality’s most powerful wizard who rose up to defy Ishtar
in an attempt to not only defeat her, but to stop this nefarious plot. It is said that
he found a way to unravel her powers through the Magicks, but she discovered
his plan before he could complete it. In a world-shaking battle, the two of them
clashed in thunderous combat and for a moment it looked as if Krenell would be
victorious.
But Ishtar defeated him in the end, and as punishment for his insubordination,
she stretched his skin over a vast swath of the land and made him immortal.
What is left of Krenell is now known as the Fleshlands, and his blood flows
forever as the River Sanguine. He is powerless to do anything, and he feels
every single tent spike, every single hole that is shoveled, and every single
blood-tinted tree that grows out of his body. He serves as a reminder to all who
may oppose Ishtar.
35
The Game
5B
36
The Red Watch in the Twilight Fields.
37
Pre-Game Phases board (usually 4 to 6). Place them evenly
along the center line of the board running
The game consists of several phases that parallel to the players’ board edges (not
happen in this order. within 6” of another objective).
• Choose Mission (pg. 48)
place in (pg. 57) Then the winner of the board edge roll gets to
choose who places the first model. After the
• Agree on list size and Create Warband
first model is placed, players take turns
Lists (pg. 73)
placing one model at a time in their
• Set up terrain as mission dictates deployment zones. After deployment is
complete, scatter each Objective D10” in the
• Players roll off, highest roller chooses direction that the D10 is pointing.
which edge is their board edge
First Activation Each Turn
• Set up objectives as mission dictates
The player who finished deploying all their
• Player who won board edge roll off models first may activate the first model on
chooses which player begins deploying Turn 1. Every subsequent game turn, the
warbands (unless mission dictates says player who has lost the most models so far
otherwise) this game may choose to activate a model
first. If players have lost the same number of
• Scatter objectives (unless mission says not models, they roll off and the winner may
to) activate a model first.
• Begin playing game using Activation
Scoring Points
Phases
Each objective may only be scored once
Deployment Zones per player each Game Turn. Models may
Unless stated otherwise, each player rolls off not activate an objective if any enemy
to see who gets to choose their board edge. models are within 6” and line of sight of
The Highest rolling player chooses their the active model. Unless stated otherwise, all
board edge. The lowest-rolling player must missions include scoring for Objectives as
choose the board edge opposite of the winner. well as scoring for Kill Points. Objectives
Deployment is 10” from their board edge. cannot be stood on and do not confer cover.
Objectives take one of two forms in the
Objective Placement Realm of Ishtar, in a basic game you must
In a basic non-mission game, players choose choose which type you are using: Altars or
how many objectives to put down on the Scavenging Points.
38
A Hag’s End leaves a glowing glyph for a while after is disappears.
39
Model Characteristics: when attempting to break free of a Confusion
condition. (A model with a Will of 5 must roll
Each model in Brutality Skirmish Wargame a 1-5 to successfully remove its Confusion
has a series of stats that represent how skilled token.)
or inept at combat they are.
Attacks is the number of melee attacks a
Movement is the maximum number of inches model can make in close combat. This is not
a model can move when it is given a Move the number of ranged attacks a model can
Action. This number is also the maximum make. Ranged weapons have their own
distance a model can run if it is given a Run number of attacks when used.
Action.
Save is the elusiveness of a model when
Fighting Skill is the physical melee skill of a trying to avoid damage. In theory it is a
model. This is used in melee and a model combination of many things resulting in how
must roll within its Fighting Skill to hit in effectively a model can evade damage.
close combat. (A model with a FS of 5 needs Narratively it could be a durability, agility,
to roll a 1-5 to land a hit in melee, and so on.) force fields, luck, etc.
Dexterity is the agility rating of a model. Stat Checks: Many different actions in this
This is used when trying to leap across game require you to roll within your stat
distances, break free of a Pause condition, or level. This is always resolved by rolling
climb without being injured. (A model with a within the range of 1 through whatever your
Dex of 5 needs to roll a 1-5 to safely climb, stats number is to succeed.
etc.) This also serves as passive defense
against ranged weapons, which must roll Stat Minimums & Maximums: No stat
higher than the target’s dexterity to hit them. except for Hit Points can ever be less then 1
(A model with a Dexterity of 5 can only be after all effects are applied. No stat except for
shot with a ranged weapon on the roll of a 6- Movement can be higher than 8 after all stats
10.) are applied.
Hit Points is the number of unsaved damage More than death itself, most
a model can take before being slain and taken residents of the Ether Realm fear
off the board. being captured. Many Warbands in
this world have fallen to
Willpower is the mental strength of the cannibalism, and taking prisoners
model. Its most common function is when a guarantees a renewable food
model is using Powers. A model must roll source. They are slowly tortured
within its Willpower to use a Power. (A until they die, only to wake back up
model with a Will of 5 must roll a 1-5 to in their cell …
successfully use a Power.) It is also used
40
Activation Phases Move
You may Move your model up to its
Model Activation: maximum Move stat in any direction. Your
Each turn, players take turns activating one model can never be within 2” of an enemy
model and fully finishing its activation until model at any point of their movement and
all models have activated for both players. must finish their movement outside of 2” of
Each time a model is activated, it must do so an enemy model.
in the following order. When this is resolved, • Moving Vertically- Simply measure up
it is your opponent’s turn to activate one or down vertically as you would
model. horizontally.
• If a model attempts a Move or Run
Action more than 3” vertically, they
must succeed in a Dexterity check to
1. Movement Phase
finish that vertical movement. If they
2. Combat Phase fail, they Fall. (see Falling.)
• If a model attempts to move across an
elevated gap more than 2” wide, they
Movement Phase Actions must succeed in a Dexterity check to
You may perform one of the following finish that vertical movement. If they
actions in a model’s Movement Phase:
fail, they Fall. (see Falling.)
• Move
• Stand Up
Flight/Agile
45B
• Pick Up a Dropped Weapon Models with this Trait ignore elevation when
• Take Aim making Move Actions. But they measure as
normal when making Charge Actions.
Standing Up
If your model received a Knocked Down
effect prior to this model’s activation, you
may not make a Move Action until you have
made a Stand Up Action.
41
not to Pick Up a Dropped Weapon on the first (Example: A model falling more than 3” but
activation after being Disarmed, you will be less than 6” will suffer 1 Crushing Wound
Disarmed for the rest of the game when Chart Roll with Saves. A fall of 6”- 9” would
making the applicable type of attack. deal 2 Wound Chart Rolls, and so on.)
Take Aim
If your model has ranged capabilities and is The Shadow People are often seen
planning on making ranged attacks in the lurking. They have no physical form
Combat Phase, you may want to Take Aim. and are often in the background …
When you Take Aim, you will receive a +2 to watching. It is said that they are
your roll to Hit your ranged target. This Ishtar’s mysterious minions, or do
cannot push your roll into a Critical Hit (see they have their own agenda? They
Ranged Attacks section.) have been seen watching important
events in the Brutal Realm, but
rarely interact with the people.
Falling Models
46B Many believe they are good omens
A model will fall if it fails a Dexterity check and sometimes the Shadow People
while climbing or crossing a gap, or if it is leave gifts behind for people who
pushed off a ledge. If the failed Dexterity please the Goddess. They do not
check occurred 3 inches or more off the like being seen and will often run
ground, or the failed climb was attempting to out of sight when spotted. If chased,
climb higher than 3 inches, the model suffers they are no longer there, as if
1 Crushing Wound Chart Roll with Saves vanishing out of thin air.
allowed for each complete 3” the model fell.
In the center of this twisting and mercurial realm lies the Whispering Wood; a land
of trees and shadows. This is the place where all rumors and tales of what is going
on are gathered and documented by the Scribe Grove. These are trees in the center
of the Whispering Wood that have etched words appear on their bark, which
constantly peels off and rolls up into scrolls. The elderly, moss-covered Scribe Droll
walks the forest collecting the scrolls. It is here that only the fleetest of foot may raid
the grove and risk their life and sanity to snatch up a scroll or two. There is no way
of knowing what you might find on a scroll from this place, but it is said that there
lies a single scroll with Ishtar's true name, with which one may command her to stop
this infernal plan and send everyone back home.
42
Combat Phase Actions Run
You may perform one of the following You may choose to have your model run an
actions in a model’s Combat Phase. additional D10 inches by dolling a D10. Their
Move stat is the maximum distance that they
• Use all Powers can Run. (Example: Model with a Move of 8
• Run rolls a 10, it can only run up to 8 inches.)
• Interact with Objects
• Running Vertically- Simply measure
• Staunching Bleeding up or down vertically as you would
• Stamping Out Flames horizontally.
• Use an Item • If a model attempts a Run Action more
• Shooting all Ranged Weapons than 3” vertically, roll the D10 to see if
• Charge and Make Melee Attacks the result is far enough to make it
where they want to finish. If it is far
Powers enough, they must succeed in a
A model may choose to take a Powers Action Dexterity check to finish that vertical
in the Combat Phase. If it does, it can attempt movement. If they fail, they Fall. (see
to use ALL the Powers that it knows. To previous section on Falling.)
successfully use each Power, choose a visible • If a model attempts to Run over an
target and take a Willpower check. Roll a elevated gap more than 2” wide, roll
D10, and if the result is within or equal to the D10 to see if the result is far
your Willpower stat, the Power is successful. enough to make it where they want to
If the result is more than your Willpower stat, finish. If it is far enough, they must
the check was unsuccessful, but you may succeed in a Dexterity check to finish
remove a Hit Point from the user or an ally that vertical movement. If they fail,
model within 6" to make it a success. they Fall. (see previous section on
Falling.)
An unmodified Willpower roll of a 1 is a
Critical Success and makes the Power go off Interact
twice, and a different target or the same target Your model may choose to make an Interact
may be chosen. An unmodified Willpower Action in the Combat Phase. This may be
roll of 10 is a Critical Failure causing the user Praying or Scavenging an objective, or
to lose 1 Hit Point instantly with no Saves and interacting with a specific element in a
the Power may not be "fudged" into a success mission. Each mission will explain if any
in the way a normal failure can be. elements are interactive.
43
Staunching Bleeding
A model may make a Staunch Action in the
Combat Phase and remove all of the Bleeding
“In my decades of exploration in this
Tokens on their self or an ally within 1”.
terrible place, I’ve seen creatures and
lands that I could never have dreamed
Stamping Out Flames of. Steel men who don’t eat or sleep,
A model may make a Stamp Action in the towering stacks of rock that move
Combat Phase and remove all of the Burning about, and terrible sciences that’ll
Tokens on their self or an ally within 1”. strip your soul clean from its mortal
casing. Such wonders and terrors are
Use an Item the bouquet of variety in Ishtar’s
A model may make a Use Item Action in the ghastly vase of pain and sorrow.”
Combat Phase and activate an equipped Item.
-Klin M’Dorro,
Usually it is in campaign games that an Item Mining Prospector
is equipped on a model. It’s possible that an Ephrant’s Consortium
Item may be used in the Move Phase if the
Item description says to.
Beware the Widow of the Banks’ wailing call in the Swamps of Sorrow.
44
Attacking
There are two types of attacks that can be
made in your Combat Phase:
• Melee
• Ranged
45
Ranged Attacks
In the Combat Phase you may choose to take Slang Terms To Know
a Ranged Action, which includes shooting all Narrows- People who try to live well
ranged attacks that the model has equipped. and “stay on the straight and narrow”.
Carnals- Any cannibalistic tribe or
• Declare that you are making a Ranged group.
Action after measuring to be sure that a Furs- Humanoid animal races, which
includes non-mammalian races.
target is visible to the shooting model Plunderbunds- The countless small
and within firing range. (See Line of groups who live only to survive.
Sight, pg. 37) Blanks- Normal (non-Fur) creatures
who can’t talk or use weapons that are
• Each equipped ranged weapon can used for food.
target a single model with the number
of shots that are in the weapon’s
• After hits have been tallied, the target
description.
model must make a Save for each hit that
• Roll a D10 for each shot the weapon landed on them. (See Saving Rolls)
can make, each roll that is higher than
• Any unsaved wounds that were dealt by a
the target’s Dexterity is a hit. An
ranged attack cause the target to lose 1 Hit
unmodified roll of a 10 is a Critical Hit
Point and the attacking model may also
and counts as 2 hits instead of 1. An
roll on the Wound Chart of their choice.
unmodified roll of 1 is a Critical Miss
(See Wound Chart)
and is always a miss for Ranged
attacks.
46
Saving Rolls within the target’s rear 180° arc, they
Each time a model has been successfully hit apply +2 to the To Hit roll. If a Melee
by a Melee or Ranged attack, or when a Attacker begins his Charge move
battlefield effect says that Saves are allowed, wholly within the target’s rear 180° arc,
they may make a Save roll. Roll a D10 for his Fighting Skill is treated as +2
each Save roll, and each roll equal to or less higher.
than the saving model’s Save stat cancels out • If the Ranged Attacker’s base is at least
a hit and any damage and Wound Chart rolls 3” above the target’s base at the time of
that would be dealt by the attack that hit them. the attack, he gets to re-roll To Hit rolls
An unmodified Save roll of 1 is a Critical for attacks. If the Melee Attacker’s
Save and ignores 2 hits instead of 1. The base is at least 3” above the target’s
unmodified Save roll of a 10 is always a fail. base before it makes its Charge move,
the attacker may re-roll To Hit rolls for
Cover
attacks.
If the main body of a ranged attack’s target is
1%-49% obscured by terrain (base of model • If the Attacker (Ranged or Melee) has a
doesn’t count), the target gets +1 to its Save friendly model within 3” of the target,
rating. If the main body of a ranged attack’s he gets to re-roll the Wound Chart roll.
target is 50% obscured or more, it receives a
+2 to its Save instead of +1.
Command Token
47B
Wound Chart Rolls If your Leader is alive on the board, you gain
When a model has been successfully hit by a one Command Token at the start of each
Melee or Ranged attack and failed to save it, Game Turn that may be used by the model of
the attacked model loses 1 Hit Point. If the your choice when they activate.
unsaved attack was a Melee attack by a model Using a Command Token allows you to
that is Armed in close combat, or if the attack choose a single model to perform a Free
was from a Ranged attack, the attacker may Action of your choice at some point during its
roll on a Wound Chart of their choice. To be activation. This Free Action may not be
clear, all ranged attacks are considered Armed performed twice in the same model
and may roll on the Wound Chart. activation. (ex: running twice, shooting twice,
moving twice, praying twice, etc.) Command
Attack Modifiers
Tokens do not carry over from turn to turn
All these modifiers stack with each other and
and any unused token is lost as soon as your
apply equally to Melee and Ranged Attacks.
Leader dies or the turn ends.
• If the Ranged Attacker’s base is wholly
47
Missions
6B
The following scenario is considered the Basic Non-Mission Scenario. It is suggested that you
begin playing a few games with this scenario when you first start out. It is the most even and
least narrative mission for this game and is frequently preferred for one-off games. As you get
more accustomed to the game mechanics and strategy you will want to branch out into the other
ten missions.
If you wish to play against an automated enemy, please see the A.I. chapter later in this
book for Missions against NPC warbands.
Place terrain and create lists as normal. Determine is if your objectives will all be Scavenging
Points or Altars. Place five objective markers on the board in a line down the center of the
board, no closer than 6” from each other. Determine deployment zones and deploy as normal.
After deployment, roll a D10 for each objective. Scatter each objective the number rolled in
inches and in the direction the D10 is pointing. Whichever player finished deploying first may
choose to activate the first model on Turn 1.
1 Victory Point for each enemy model killed (Leaders are worth 2 points instead). 1
Victory Point for each time an objective was successfully prayed to or looted.
“You get pulled in, and you think, you think ‘Am I dreaming?’ and the world seems so …
strange and yet familiar. A lot of people don’t, they don’t even believe it when it’s explained to
them later. Some Goddess I never heard of? Is this some sort of joke? Back home I had plenty
of enemies, powerful ones too. I figured one of them had finally figured out how to send me
away. Seems like I gave them too much credit. None of those mush-mouthed poozers could have
ever thought up such a terrible fate for me. If I’m being honest, I’ve fought wars for all my
younger years, and none of that prepared me for the subtle and, and viscious life in this place.
So many people will smile at you and then slit your throat when you turn to leave. It’s not
right.”
-Kam’ar the Blue
Merchant in the Blur
48
Sometimes it is fun to mix it up. Instead of playing the Basic Non-Mission Scenario, you can
roll a D10 for a random Mission or choose one on the following pages. Objectives all follow
the rules for Objectives (as previously described) unless stated otherwise in the Mission.
49
2. Behemoth Encounter- A team tries to take it down a Behemoth.
Hunting monstrous game is one of the deadliest and most lucrative jobs that a warband
can take.
50
3. Taking Captives- Each side wants to take prisoners.
Some capture for torture and experiment on their hapless victims. Others capture for
cannibalizing. Most commonly prisoners are taken to interrogate or ransom off for goods
or gold.
At the end of the game, every enemy model that you knocked out scores you 1 Victory Point.
Each enemy model your models are carrying awards 2 Victory Point. For each enemy model
taken off the board, you will receive 3 Victory Points. KO’d models may not be target of
any Powers but models holding them may be.
51
5. I Smell A Rat- A member of one Warband is an imposter.
Whether an elaborate disguise, mind control, or exotic pheromones, one member of a
warband is not who they seem to be.
52
6. In The Murder Business- One Warband has entered a peaceful
area and decides to earn Ishtar’s favor through a daring display of bloodshed.
Most would call this brave, others might call it crazy. Desperate times calls for daring
moves.
53
7. Bounty Hunters- Both Warbands are hunting a
very profitable bounty/item.
Whether for hire or your own reasons, your bounty is in a dangerous place.
This game has no turn limit. The player that grabs the Objective wins.
54
9. Highwaymen- Both Warbands are attempting to rob a traveling
merchant, but he is not helpless.
Life isn’t easy here. Sometimes you’re robbing an innocent merchant, other times you’re
stealing it back from him.
55
10. Path of Destruction- One Warband has invaded an important area
and is attempting to destroy what is precious to the other Warband.
It doesn’t matter if this was provoked or not, a message is being sent in spectacular fashion.
Army Lists: As normal but determine which player is the Attacker and Defender.
Deployment Zones: As Normal.
Objectives: Place five Objectives evenly along the center line (or use proper models if you
have them: statues, crystals, machinery, food, etc.) and scatter as normal after both Warbands
have deployed.
Victory Conditions: If an Attacking model is in base-to-base contact with an Objective and
there are no enemy models within 6” and line of sight, they may try to destroy it using an
Action just as they normally would Scavenge or Pray. Roll a D10: a roll of 1 does nothing, a
roll of 2-5 earns them 1 Victory Point and removes the Objective. A roll of 6-9 earns 2 Victory
Points and removes the Objective, a roll of 10 earns no Victory Points but triggers a Region
Event from whichever region you’re playing in.
Attackers also gain 1 Victory Point by killing Defenders.
The Defender scores 2 Victory Points for every Attacker they kill, but can’t Interact with
Objectives.
56
Region Effects
7B
Before each battle begins, you should choose which region you are fighting in. Each time a
model rolls to Scavenge or Pray at an Objective, they roll a D10. If you roll a 1 or 10, you score
no Victory Points and trigger the applicable Region Effect.
The lands of the Brutal Realm are vast and numerous; each biome ripped from their native
dimensions. They are stitched together by the Goddess and bring with them their own flora and
fauna as well as weather conditions. Some are wild with various beasts, while others are
haunted remnants of civilizations long gone.
City/Town Ruins
16B
Roll of a 10- A random building collapses due to the fighting. Number the buildings and roll to
see which one. Use the direction the die is pointing to determine which way it falls. Literally
lay the building sideways to determine who would be under it. Anyone in the building takes 3
Crushing Wound Chart rolls with Saves allowed. Anyone caught under the collapsing building
is removed from play with no Saves. After laying the building down to determine who is
effected, remove it from play.
57
Twilight Fields
17B
The haunted fields of the Northeast are eternally covered in dusk and home to all manner of
restless spirit.
Roll of a 1- Ghosts and spirits leap out of the Objective and deal 1 Damage to all models within
6” of the Objective with no Saves allowed. This Objective may not be used the rest of the
game, due to ghosts defending it.
Psycho-Tropics
18B
Roll of a 10- A
hallucinogenic wind blows
through. Roll a dice for each
model on the board one at a
time. On an 8-10 they become
Disarmed and they receive -2
to Fighting Skill & Dexterity
until the end of this Game
Turn.
58
Wilderness
19B
A land where all animals and plants are poisonous, and vultures stare down from trees.
Roll of a 1- The vultures are testing to see if their meal is dead yet. They swoop down and deal
1 Damage to the active model; Saves allowed.
59
Whispering Woods
21B
Flesh Lands
22B
Roll of a 10- The River Sanguine begins flooding, trying to swallow fresh victims. Starting at
the active player’s right-hand side of the board, the board begins flooding immediately D10”
going left. It spans the entire length of the board from player edge to player edge. At the end of
each Game Turn and each subsequent 10 that is rolled for activating objectives, the flooding
river covers D10” more of the board. Any model that is touched by or touches the river is slain.
Once a model has been removed, the flooding stops and recedes instantly. If no models are
slain by the river, it persists for the rest of the battle. You may avoid the flooding by moving
models at least 3 inches off the ground. You may use a ruler as the tide line marker, but the
official Brutality tokens include tide markers.
60
Campaign Rules
8B
Campaign mode in Brutality Skirmish Wargame is where the game really shines. It gives you a
chance to tell a story all your own with your unique warband of miniatures. Over the course of
the campaign, your models will change for the better or worse. They will level up, acquire new
abilities, and possibly some negative traits.
Players that are participating in the campaign need to agree on a goal score which will be the
end point of the campaign when one warband reaches that number. The campaign ends when
one player collects the required number of Favor points from Ishtar. It is recommended that
your first campaign requires 3 Favor Points to win, which makes for a short campaign (3+
games). 5 Favor Points is considered a normal campaign length (5+ games), and 7 Favor Points
is a long campaign (7+ games). Each army may not take more than 1 Monster at any point in
the campaign. Model Traits, Model Abilities, Powers, Upgrades, and Faction Traits may
not be changed during a campaign.
Alternatively, you can set the number of games you will play in total (such as 3 games per
player, etc), where the warband with the most Favor Points being the winner. Of course, long-
running open-ended
campaigns can be fun too.
You may choose missions
however you like, but we
suggest rolling for your
Mission to add variety,
there are 10 narrative
missions earlier in the
rulebook and 5 Solo/Co-
op missions later in this
book.
This campaign mode was
designed specifically to
allow new players to join
mid-campaign and still be
able to play effectively.
61
Making a Warband For Campaign Play
24B
Since Campaign games will involve models of different levels, you must use the Point system
as described in Building Your Army.
Warbands begin the campaign with a 5-point list made up of Basic, non-Upgraded
models. Your base starts out with 6 slots for members (minions don’t count towards this)
and 0 Gold in your stash. The ability to Upgrade models happens through leveling up.
Models always have access to Model Traits, Model Abilities, and a Faction Trait no matter
their level and these cannot be changed once chosen.
A Note On Taking Unique Models: A warband can never start a campaign with or have more than
one Unique model per campaign. Monsters must be recruited during the campaign and are
already Upgraded even at Level 1 (cost is already included in Exp Chart). Locus models do not
earn experience, gain Insanity, or level up, lists are also limited to a single Locus per campaign
but may be added to your list at any time. A Locus is a revered and sacred object or figure and
does take up a Base Slot like a normal person.
62
Campaign Game Phases
25B
After each mission, your Warbands go back to their bases and plot to win Ishtar’s favor and get
out of this terrible place.
Home Phase
26B
Each warband may do the following during their Home Phase in this order:
• Players apply any earned experience to models, and level up models.
• The Warband can choose to either Rest the entire warband or Explore their surroundings
without resting anyone. Resting a warband removes any negative stat modifiers the
models have accumulated in battle. Exploring allows the player to declare a Leader for
the exploration and roll on the Exploration Chart. Exploring allows warbands to find new
members, discover items, and sometimes run into trouble.
• Players may buy/sell/trade items with other players if they choose.
• Models may perform actions that their Passive Abilities allow and equip Items.
• Players may spend accumulated Blessings to remove Insanity from a model. Spending 3
Blessings will remove 1 Insanity from a model.
• At the end of the Home Phase, players will choose the next mission, make lists, and play.
Your models will keep their negative stat modifiers from battle until they die again but Hit
Points are reset back to maximum between missions. Status effects and tokens from the Wound
Chart are removed between games (such as Confusion, Pause, etc.). Of course you can choose
to kill one of your models to
“No, to be honest I don’t want to go back. The things I’ve reset their stats back to
been forced to do here have stolen my will to love, nor am “healthy” but they will also
I worthy of receiving it. I could never go back to my gain an Insanity Point.
family and explain to them what I have done to survive
here. This is my home now, for all time. I try to forget my Keep in mind that models
husband and children. They are a wound on my hearts
who died for any reason are
that does not heal when I come back to life.”
returned to your roster at full
-Minunka Delori “healthy” stats during the
Textile Merchant in Port Zatec Home Phase, but gain 1
Insanity. (next page)
63
Insanity Points and Insanity Table
28B
Each time a model dies, they gain 1 Insanity Point. If a model ever accumulates 3 or more
Insanity Points, they must pass a Willpower check when they are selected to be included in an
army list for a mission. If they ever fail one of these Willpower checks, they must roll on the
Insanity Table to see how the carnage of never-ending battle has warped them.
Once they roll on this table, all accumulated Insanity Points are reset to 0 and they start the
process over with their new-found mental scars of this nightmarish world. This Insanity check
is made before the army list is made and after applying the results of the Insanity table, the
player may choose not to include the insane model in the list they are making.
3 Pacifist
This model won’t charge, attack, or perform any Action that will deal damage to an enemy but
will retaliate in Melee if charged.
4 Overly Cautious
This model cannot be given Free Actions.
5 Cowardice
This model must always end its Movement Phase more than 6” from any enemy models.
6 Broken Soul
This model can no longer pray at Altars of Ishtar.
7 Unnerved
This model deploys within 6” of two ally models or begins the mission with a Confusion token.
8 Impaired
This model cannot be equipped with or use any Items.
9 Short Sighted
This model can only make Ranged attacks, Charges, or use offensive Powers against the
closest visible enemy model. Powers that target Allies do not have to target the closest Ally.
10 Rage
The effected model must pass a Willpower check if they begin activation within 12” of
an enemy model. If failed, they must move towards and attempt to charge the nearest
enemy.
64
Experience & Leveling Up
29B
In the Home Phase, a player may level up a model that has accumulated enough experience
points to level up.
Note: No stat (other than Movement) can ever be higher than 8 after all modifiers including
Faction/Model Trait and Upgrades. All of these leveling bonuses stack and remain in effect for
the entire campaign.
EXP Needed:
Note that model costs rise as models gain Your models gain Experience:
levels. Models begin at Level 0. The model +1 Exp for each Victory Point that
model earns in a mission
cost “X/X” on the list below is the model
+1 Exp for surviving a mission
cost of normal models / Monster models, +1 Exp for being on the winning team
respectively. When you recruit a model at a (even if they died or were on the bench)
level higher than 0, they also gain all lower +2 Exp for your Leader if they survived
level benefits as if they leveled up normally. instead of +1.
Example: Models recruited at Level 6 have
all benefits from level 0-6.
65
Passive Skills
30B
Passive Skills cannot be taken more than once per warband unless all Passive Skills have
been taken once already. When choosing a Passive Skill, you gain the benefit stated in the
description, replacing X for the first number in brackets below. When you level up this skill,
you will replace the number you were using with the next number in the brackets.
Surveying Scouting Haggling
[Home Phase] This model gets [Mission] In each Mission this [Home Phase] When buying an
+X to Exploration Chart rolls model is a part of, the owning item from a Merchant or other
when it is the Leader of the player gets +X to the Warband, roll a D10: on an X+
exploration. deployment roll to see who you pay 1 less Gold than the
[+1 / +2 / +3] begins deploying first. sales price.
[+1 / +2 / +3] [8+ / 6+ / 4+]
66
Exploration Chart
To explore, choose one model who is leading the party. Then roll on this chart.
1 Don’t Eat That!- Exploration Leader starts their next mission with a Confusion marker.
2 Reconnaissance- Your next mission, opponent must deploy all of their army first.
3 A Secret Spot!- Next mission, place a bonus Objective in your deployment zone.
4 Set A Trap!- Your next mission, your deployment zone is +6” larger.
5 An Item!- Roll on the Item Chart
6 Rookie Member!- Add to your roster! They are the Exp level of your lowest member.
7 Hidden Abilities- Leader learns a 6” Power permanently, does not count towards Model
Traits limit.
8 A Better Item!- Roll on the Item Chart and add +3 to your roll.
9 Skilled Member!- Add to your roster! They are 1 Exp level higher than your lowest
member.
10 Lucky!- You found a Merchant (see below) OR choose what result you want on this
table.
Merchants
31B
67
Item Chart
32B
Each model may only carry one item each and they may swap between battles. Using an item
takes an Action in the Combat Phase. When playing campaign games, you must roll on the
Realm Item Chart of the Realm you are fighting in, or this chart. See free Supplement Books on
our site for details. The only way to roll on the chart below is to find a Merchant or an Item!
result on an Exploration Chart. One Use items disappear after being used once. Roll 2D10:
2. Mushrooms- 2G (One Use) Model within 1” removes all negative stat modifiers.
3. Healing Balm- 2G (One Use) Model within 1” heals 1 lost Hit Point.
4. Map- 2G (One Use) You may choose the result on the Exploration Chart.
5. Loyal Pet- 2G When this model is charged, opponents never gain +1 attack for charging.
6. Soul Gem- 3G (One Use) Remove 1 Insanity Point from a model while in the Home Phase.
7. Healing Potion- 3G (One Use) Model within 1” heals 2 lost Hit Points.
8. Lucky Charm- 3G Once per each battle, this model may choose to pass a failed Save Roll.
9. Sylnik Helm- 4G Enemies don’t get Cover from your Ranged attacks.
10. Bionic Implant- 5G +2” to Run rolls, treat model’s Move as +2 for purposes of this roll.
11. Psychout- 5G (One Use) Free Action. Model within 1” gains 2 Time Slip tokens that don’t
go away this Mission until used.
12. Artifact of Bravery- 5G This model must reach 5 Insanity Points instead of 3 before
beginning the Willpower checks.
13. Tarnak Slicer- 6G Enemies get -1 to their Save rolls against this model’s Melee attacks.
14. Uan Item- 7G (+2 To Wound Chart Roll) (no matter what type of weapon).
15. Binor Lense- 7G Ranged attacks have +4” range.
16. Uan Item- 8G (+1 to Ranged Hit rolls & +1 FS).
17. Uan-Armor 8G (+2 Save).
18. Enchanted Item* 10G (See below).
19. Lucky!- Choose 1 result you want, or make 2 D10+1
rolls on the chart (reroll further Lucky! results).
20. Lucky!- Choose one result you want, or make two
2D10 rolls on the chart (reroll further Lucky!
results).
68
Warband Motivation Chart
33B
Having a difficult time figuring out the “why” behind your warband’s actions? Why are they
attacking this other group? Why are they banding together? The following chart is an optional
aid for players to figure out the identity of their warbands. To make your campaign come alive,
you need to figure out two things:
• The Big Why
• The Little Why
This chart solves the Big Why for you, what their over-arching motivation is for doing what
they do. The Missions in this book have a natural Little Why to them that helps you figure out
why this particular battle is happening. Before each battle you should discuss with your
opponent why this battle is about to happen narratively.
The Big Why that you find on this chart is also a good reason why you end a campaign. If you
roll Rescue a Friend as your motivation in a campaign that you set 5 Favor Points as your goal,
you find your friend once you reach 5 Favor Points.
Roll a D10
1. Survival- This warband is doing what they must to survive. Anything goes.
2. Guns For Hire- This group are mercenaries who are paid to do tasks.
3. Rescue a Friend- These people embark on an epic quest to save their friend(s).
4. Homeward Bound- This group has found itself far from home and wants to get back.
5. On the Dole- This warband belongs to and takes orders from a larger faction.
6. Vendetta- A group of people hell bent on revenge against a person, faction, or group.
7. Flee!- This group has just escaped captivity and will do anything to reach safety.
8. Business- People that trade goods, slaves, or items for profit.
9. Item- Groups that try to find an important item and get into trouble along the way.
10. Make a Name- This warband is out to show they should be taken seriously.
69
Warband Creation
9B
A few notes on warband creation. In the following pages you will find all you need to know
about creating your own warband. It should be understood that stats, traits, Powers, and
abilities of the models are intended to be representative of how the model behaves on the table.
Not necessarily what the model is. In other words, this simple yet deep system for creating your
models is intentionally vague as to fit any genre or character.
A Save value could be high for a number reasons on different models; it is only meant to
represent how easily they avoid damage. A character could be quite nimble and hard to wound,
a heavily armored warrior, or just a really lucky guy!
Your model may physically be holding a pistol, but that doesn’t mean you have to give him that
ability or choose that class. He may be conserving ammunition this battle, or he may be fresh
out of power cells. He might choose to use that pistol next game.
A Power is meant to represent things such as super powers, magic, technology, or some other
thing. One model may have Barrier because she can summon large walls of rock to jut out of
the ground magically, while another model may have this Power due to a portable Force Field
Generator he carries. Taking a wound to make a Power go off could be accomplished by
drawing some blood to force a ritual to work, or by using your finger to force a faulty device to
work. Use your imagination and be creative!
70
Examples of Character Creation:
34B
Let’s say I wanted to build a warband that consisted of a Ghost Hunter, Tyger, a Native
American Warrior, and a tough Sheriff named Zarda. Quite a group, huh? My opponent and I
are playing without points and agree on 4 models, with 3 of them Upgraded.
My first model I take is a Ghost Hunter, who will be a Support due to his technology. For his 2
Free Model Traits, I give him +1 Willpower because he’s so darn smart and an extra +1
Dexterity so he’s not so easy to shoot. As for Powers, I figure he has access to a portable
teleporter (Teleport), and maybe a forcefield device (Barrier). I figure giving him Disrupt
makes sense; he could emit some high frequency or something against his foes or grab them in
the Trap. Finally, I thought Summon would be neat if he wanted to let some ghosts out to fight
for him. For his Free Model Ability I chose Defensive Training because that will help defend
against attacks.
The second model is Tyger. He can become invisible so I will make him a Fast unit and
upgrade him to Ambush. This will represent him sneaking up to the enemy invisibly. I gave
him +1 Dexterity and a 6” Ranged Weapon in the form of his whip. Since he’s so sneaky, I
chose Stealthy for his Free Model Ability because he would make good use of cover.
71
Next is my Native American Warrior, who is a Melee due to the weapons the model has. Being
a fierce warrior, I gave him +1 Fighting Skill and +2” Movement because it seems to fit how a
Native American would fight. Another thing to note is that since he has a knife and axe, I
would choose the Piercing Chart when dealing damage. Crushing would be more fitting if he
had a war hammer, club, or even bare fists. Keep in mind that Save isn’t necessarily armor
either. So if you wanted him to be a particularly skilled dodger, you could add to his Save. Of
course you could even change his Class between missions, if his battlefield role is different. He
could be a Fast on missions he is more concerned with covering ground and being hard to hit. I
thought Clobber was a good Free Model Ability to give him, making him better in Melee.
Zarda is my last model on my roster, and one of my favorites. Her model has a Shotgun and a
pistol, so I made her Ranged and upgraded her to a Pistolier. That gives her 2 ranged shots at
10” plus I also gave her a 6” Ranged Weapon due to the pistol giving her a total of 3 shots
within 6”! For her Free Model Ability I chose Disciplined, because she is a sheriff for one of
my towns, so she’s got to be hard as nails.
The Maw
To the South of the Fleshlands, lies a terrible and humongous creature that is embedded in the ground. Its
gigantic gaping mouth stretches at least 12 meters across with its massive mouth parts raised high in the air.
The entire esophagus of this creature is lined with corrosive fluids and teeth. The throat spirals deep into the
ground and it’s impossible to climb out if you have fallen in. But this creature holds an even darker secret. The
Oathsworn use this massive beast as their final solution to criminals who have proven to be too much of a
bother. They force a sleeping pill down the throat of their captive, and push him over the edge and into his
fate. Forever sentenced to melting in stomach acid and rebirthing in constant agony.
72
Many structures are already in place when land is taken from its home dimension. Suitable
facilities are quickly converted into settlements and towns. Other towns are made in the normal
way, by taking nearby resources and building homes and walls. Walls are so important to the
safety of a community, they are often the first things built and the residents go without shelter
until the walls are finished.
The town pictured, Patience, sits on the North edge of the Stretch, where the ground has been
pulled apart. Patience is a Narrows town, home to a small but wealthy population of traders
who risk their lives in the nearby Twilight Fields to recover arcane items to sell.
73
Building Your Army List- Simple
35B
Brutality: Prison Realm of Ishtar is a very simple game at its core. The complexity comes when
you begin to learn the flow of combat and the value of different abilities.
If you are playing your first game or two, it is recommended that you play while only using the
following Basic Classes. Including none of the other more advanced customization to make it
easy to learn the core rules. Each player should pick the same number of models.
Powers can be found later in the book, as well as the Wound Chart and the Roster Sheet.
As fun as this simple version can be, you are missing the fun character customization and
tactical options that are available in the other two, more complex versions of this game.
So enjoy playing and learning in this mode, but keep in mind that there is so much more
awaiting you when you’re ready!
There is said to be a pair of legendary twins that were the only two babies ever
born in the Brutal Realm, a male and female. Some say they are human, while
others claim they tower over the trees. It is believed that they are the only two
beings who can actually kill someone permanently in this dimension. For this
reason they are both hunted like animals by the prisoners of this place. For they
are the only way for someone to finally know peace …
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Building Your Army List- Moderate
36B
This is where our game begins to shine, and where you will begin to see the full depth of what
possibilities are at your fingertips. For the sake of not being redundant, all of the following
information is found in the Advanced section starting on the next page. In this Moderate mode,
you are given access to some of the options for list building, but the full experience still awaits!
This mode is compatible for running a campaign with, even if some options are lacking.
There are two different ways to make your list, both players must agree ahead of time of which
method you are using for the coming battle.
• If you don’t want to play with points: Agree with your opponent on the number
of models you will be using, and how many upgraded models you will be using.
Example: “Let’s take 5 models, three of them Upgraded, no Uniques or Legendary Traits.”
• If you prefer a point system: Add the points in each section while building your
Warband. You will find in the following pages that Basic models cost 1 point each, and
Upgraded models cost 1.5 points.
List Guidelines
• Lists may not have more than half of the models taken from a single class.
• Each model must choose a class, two free Model Traits, and one free Model Ability.
You may choose to Upgrade models if you wish. In Moderate mode, it is suggested
that you give every model in your list the same Model Ability to keep it simple.
• Choose one model to be your Leader. Keep in mind that as long as your Leader is
alive, your team receives 1 Command Token each turn to give one of your
models a Free Action. (See Command Tokens in rules section)
Many denizens of the Ether Realm have taken to taping, magnetizing, or tying their
weapons to their hands. This is because when they die, they will wake back up where they
last woke up from sleep, with all possessions they had on their person when they died.
Many a regretful person had their weapon struck from their hand just before death. Many
will never retrieve that trusty weapon.
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Building Your Army List-Advanced
37B
Finally! After playing at least one game in each of the prior modes, you may feel ready to play
the game in full. All options are available to you now, with only the restrictions listed below for
list building. Have fun!
There are two different ways to make your list, both players must agree ahead of time of which
method you are using for the coming battle.
• If you don’t want to play with points: Agree with your opponent on the number
of models you will be using, if Unique models and/or Legendary Traits are included in this
game, and how many upgrades you will be using.
Example: “Let’s take 5 models, three of them Upgraded, no Uniques or Legendary Traits.”
• If you prefer a point system: Add the points in each section while building your
Warband. You will find in the following pages that Basic models cost 1 point each, Upgraded
models cost 1.5 points, a Monster costs 3 points, a Locus costs 1 point, and Legendary Traits
cost 0.5 point.
List Restrictions
• Lists can include 0-1 Unique.
• Lists can include 0-1 Legendary Trait.
• Lists may not have more than half of the models taken from a single class.
• If you want a list made up of only one class, no models may choose the same
Upgrade.
• Each model must choose a class, two free Model Traits, and one free Model Ability.
You may choose to Upgrade models if you wish.
• Choose one free Faction Trait that applies to your entire list.
• Choose one model to be your Leader.
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Basic Melee MOVE FS DEX HP WILL ATK SAV Melee
Cost: 1 Point 6” 5 5 3 5 2 2 Armed
MELEE UPGRADES
Upgraded models cost 1.5 Points instead of 1.
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Basic Fast MOVE FS DEX HP WILL ATK SAV Melee
Cost: 1 Point 8” 6 6 3 5 1 2 Armed
FAST UPGRADES
Upgraded models cost 1.5 Points instead of 1.
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Basic Ranged MOVE FS DEX HP WILL ATK SAV Melee
Cost: 1 Point 6” 4 5 3 5 1 2 Unarmed
NOTES: One 20” Ranged Weapon- 2 shots
RANGED UPGRADES
Upgraded models cost 1.5 Points instead of 1.
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Basic Support MOVE FS DEX HP WILL ATK SAV Melee
Cost: 1 Point 6” 5 4 3 6 1 2 Unarmed
NOTES: Knows 2 Powers.
SUPPORT UPGRADES
Upgraded models cost 1.5 Points instead of 1.
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UNIQUE
49B
Seasons do change in this place, with different regions having their own unique seasonal weather. Each
complete day is roughly 27 Earth hours long with day and night being about 13 ½ Earth hours long each.
Nobody has been able to travel to the ceiling of this pocket dimension, though many have tried. Each person
who attempts this suddenly wakes back up on the ground.
81
Powers
38B
82
5.Summon: The Power user removes 1 Hit Point from itself that cannot be healed this game,
and places a summoned model within 12”. If the Willpower check to use Summon is a Critical
Success, the summoned model is spawned with 2 Hit Points, but the Summoner still only loses
1 Hit Point. This new model has the following stat line and starts activating as normal on the
turn it comes in. If either the summoned model or Summoner is killed, remove the summoned
model from the board. Otherwise, the summoned model activates like any other model until the
end of the game.
Summoned MOVE FS DEX HP WILL ATK SAV Melee
6” 4 4 1 4 1 4 Unarmed
NOTES: Summoned models cannot Pray, do not give up Kill Points, any experience they earn goes to the
Summoner, and can never have their Save reduced below 4 or ignored.
6.Time Slip: Give Target Ally a Time Slip Token. They may remove this token to turn any
single failed To Hit, Save, Charge, or Stat Check (such as Willpower checks, etc.) roll of theirs
into a success.
7.Teleport: Choose one of the two options each time you use this power. Neither count as the
target’s activation:
Short-Target Ally is moved up to 8” and gains Flight/Agile only for this movement.
Long- Target Ally is moved up to 16” in any direction and gains Flight/Agile only for this
movement. After moving, the target immediately takes a Crushing Wound Chart roll with Saves
allowed.
8.Protect: Give Target Ally a Protect token. Their Save value
is +2 points higher and this bonus also applies in Melee.
9.Healing: Choose one of the two options each time you use
this power:
Ranged- Target Ally within 12” has either 1 lost Hit Point
restored or removes one status effect token (like Bleeding,
Confusion, etc.)
Close-Target Ally within 1” of the caster heals 1 Hit Point and
has all status effect tokens removed (like Bleeding, Confusion,
etc)
10.Missile: Roll a D10 and apply the following effects against
Target Enemy with no Saves allowed:
1-4: No Effect
5-7: 1 Wound Chart Roll
8-9: 1 Damage
10: 1 Damage & 1 Wound Chart roll
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Model Traits
39B
Choose 2 free Model Traits for each model in your list, Leaders get 3 Model Traits instead.
A model may not take the same Model Trait more than once unless they are an Upgraded
model or a Leader. No model stat except Movement can be higher than 8 after all modifiers.
●+2” Movement ●+1 Fighting Skill ●+1 Willpower ●A Power (6” Range)
●Flight/Agile ●+1 Save ●+1 Dexterity ●A 6” Ranged Weapon
(rerolls failed hit rolls)
Legendary Traits
Add +0.5 point to the cost of the model that bears a Legendary Trait. 0-1 Legendary
Traits allowed per warband list.
Extreme Mobility: This model Runs as a free action. Once per game, this model may be
placed anywhere up to 20” from its starting point instead of Moving. It must be placed
more than 5” from enemy models.
Invisible: Enemies get -1 to Ranged hit rolls against this model and treat enemy Fighting
Skill as 1 lower when targeting this model. You may choose one Game Turn per battle
for this model to be invisible; declare it at the start of the turn. For that Game Turn, this
model cannot be target of Ranged attacks or Powers and may not be Charged. Though, if
this model charges, the enemy fights back as normal.
Undeniable Damage: This model gives its targets -1 Save from this model’s attacks.
Once per game, this model can choose to have its actions ignore the Save value of foes
for one Game Turn. Declare it at the start of this model’s activation.
Clever Scheme: This model is never affected by Region Effects, even if they roll a 1 or a
10 or if another model triggers a Region Effect. Once per game at the start of the Game
Turn, this model may choose to remove an Objective from the board permanently. This
cannot be used on turns where there is only one Objective.
Lucky: This model can never suffer a Critical Hit and treat “Critical!” Wound Chart
results against this model as a Nothing result. Unmodified Save rolls of 1 or 2 trigger
Critical Saves for a model with this Trait.
Dampening Effect: All enemy models receive -2 to all stats except Hit Points while
within 6” of this model.
Epic: This model gains an additional Power. Each turn this model may attempt to use that
Power targeting itself as a Free Action. A Power cannot be attempted twice in the same
turn by the same model.
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Model Abilities
40B
Choose one free Model Ability for each model in your warband. Any number of models in a
warband can take the same Model Ability.
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Faction Traits
41B
Choose one free Faction Trait that applies to your entire army list for the next Mission. The
factions listed in each box are just examples of who might use this Faction Trait, not who must.
• Constant Effects are applied to all your models on your army list for the entire battle.
• Feats are applied to a single model from your list once per game. Each Feat can only be
used once per game per warband. The time this Feat must be declared is in parenthesis.
Feat This model cannot be targeted by Ranged attacks or Charges this Game
Turn if attacker is more than 6" away. (Beginning of Game Turn)
Feat Add 6” to this model’s Move stat. Does not apply to maximum Run range.
(Beginning of model’s activation)
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Faith Cult of One Mother, Paladins, Crusaders, Religious Groups
Constant Models with this ability re-roll Pray and Loot rolls of 1.
Feat Give this model a Free Action. (The same Action cannot be done twice in
one activation such as Running twice, etc.) (Beginning of this model’s
activation)
Feat This model receives two Time Slip tokens this Game Turn.
(Beginning of Game Turn)
Feat One enemy model within 6” of this model receives a Pause token and a
Confusion token. (Beginning of Combat Phase)
Feat This model does one of the following until end of Game Turn:
Gains Flight/Agile, Gains a Protect token, Places a 6” Barrier within 6” of
this model. (Beginning of this model’s activation)
Feat This model automatically passes all Willpower checks for Powers this
Game Turn. (Beginning of this model’s activation)
Feat This model doubles the targeting range of any Powers it uses this
activation. (Beginning of this model’s activation)
Feat After this model dies and all Damage is resolved, do not take this model off
the board. It comes back to life with 1 Hit Point and keeps all tokens. The
first death awarded no Victory Points. (Immediately after model dies)
Feat This model heals 1 lost Hit Point and removes any tokens of your choosing.
(Beginning of this model’s activation)
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Teamwork Oathsworn, Brotherhood of Wayfinders, Tight Groups
Constant Models with this ability get +1 Save while 4” or less from an Ally.
Feat This model may make Ranged attacks against a model it can’t see as long
as one of this model’s Allies can see it. Target gets Partial Cover.
(+1 Save) (Beginning of this model’s activation)
Feat Move all enemy models the shortest distance possible to end more than 8”
away from this model. (Beginning of this model’s activation)
Feat This model cannot be the target of Charges this Game Turn.
(Beginning of the Game Turn)
Feat Roll a D10: 1-3 enemy model re-rolls missed Melee hits this Melee, 4-10
this model gets +1 Attack this Melee. (Beginning of Melee combat)
Feat Roll a D10: 1-7 grants this model re-roll failed Hits & Saves this Game
Turn, 8-10 gives this model a Confusion token. (Beginning of Game Turn)
Feat This model can use one of the Leader’s stat numbers instead of its own this
Game Turn. (Except Hit Points) (Beginning of this model’s activation)
Feat This model immediately gives or takes up to 2 Hit Points between it and the
Leader. (Beginning of this model’s activation)
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A.I. Mode
10B
Solo gaming and cooperative gaming is becoming more popular all the time. The following
pages explain how NPC warbands should act and be activated. Unless otherwise stated, A.I.
battles will keep the I-Go-You-Go activation sequence as normal. The following logic for your
NPCs can be used to play out the non-solo missions included in this book as well.
A.I. model activation will go in this order:
Most Likely To Die> Best Chance To Score> Model That Needs To Move Into Better Position
Occasionally though, you may want to create a narrative scenario where things aren’t so
balanced. We have also included rules for creating interesting NPC lists to bring your games to
life.
Swarms- If you’d like to face swarms of weak enemies, make an NPC list using the stats for
Minions (see Dominant Upgrade for Fast). Choose two Model Traits and one Model Ability
that applies to the entire swarm. The swarm should be bought at a group of 3 Minions for 1
point. Each Minion is a separate model as normal, but the NPC warband activates 3 Minions
(one at a time) instead of 1 model each time it’s their turn to activate. In this case, Minions only
earn a Human Player 1/3 of a Kill Point per Minion killed.
(Example: Human Player activates 1 model, NPC Player activates 3 Minions, etc.)
Monsters- If you’d like to face a bunch of Monsters, make a list as usual for the NPC warband,
but ignore the restriction of 1 Monster per army. Otherwise, create and treat each Monster as
normal. For simplicity, you may want to choose the same options for all the Monsters to keep it
simple, but you certainly aren’t required to.
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General A.I. Logic Trees
42B
Movement Stand Up> Move toward closest weakest enemy, ending in Rear Arc if
possible> Move into base-contact with Objective> Pick Up Weapon
Movement Stand Up> Move into base-contact with Objective > Move toward closest
weakest enemy, ending in Rear Arc if possible> Pick Up Weapon
Combat Activate Objective> Run towards safest Objective> Charge closest weakest
enemy> Protect Support
Movement Stand Up> Move within 12” of Allies/Enemies you want to affect, try to
keep Ally between you & Enemies> Move into base-contact with Objective
Movement Stand Up> Move into shooting range and line of sight of Enemies, at higher
elevation if possible> Aim> Move into base-contact with Objective
Combat Shoot Enemies> Protect Support> Protect Fast> Protect Melee> Activate
Objective
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Solo & Co-op Event Tables
43B
In addition to the random events that can happen when critically failing a Pray or Scavenge
action, other random things happen in Solo missions. When randomly determining a model,
number all the applicable models and roll a D10. Roll until one of their numbers is rolled.
At the start of each Game Turn, roll 3D10 and add the results. Apply the effect below:
3. Re-enforcements: Add 1 more enemy model to the board that is a copy of an enemy model
of your choosing, uninjured. Deploy this model 10” from the center of a randomly chosen
board edge.
4. Just a Flesh Wound: The enemy model with the lowest Hit Points regains 1 Hit Point.
5. Not Dead Yet: The next enemy model to be killed is returned to the Board with 1 Hit Point
(Kill Point is not awarded).
6. Battle Hardened: The enemy closest to Player models gets +2 Hit Points for this game.
7. Worse Than You Thought: Randomly choose a Player model that has lost a Hit Point, that
model now takes a Piercing Wound Chart roll with no Saves.
8. Shattered: A randomly selected Player model becomes Disarmed for the rest of this Game.
9. Elite: Choose one enemy model, that enemy now has +2 Save and +1 Attack for this Game.
10. Frenzied: All enemy models re-roll failed Melee hit rolls of 9 and 10 this Game Turn.
11. Raging: All enemy models have +2 to their Movement and Fight Skill this Game Turn.
12. Uneven Ground: A randomly chosen Player model gains a Pause token.
13. Lucky Find: Your Leader finds 2 Gold.
14. Wandering Horror: Deploy a model of your choosing with no Model Traits or Abilities in
the center of a random board edge. This Horror will always move towards and attempt to
Charge the closest model (Player or enemy) at the end of each Game Turn.
It has the following stat line M:6” FS:6 DX:5 HP:6 WILL: 6 ATK:2 SAV:4
15. Creeping Tangles: Any models starting activation in or on a terrain feature get -2” to
Movement this Game Turn.
16. Biting Creature: A small creature bites a randomly selected Player model, dealing 2
Burning tokens (No Saves allowed).
17. Unfortunate Development: Apply the Region Effect immediately as if a model just rolled
a 10 to Pray or Scavenge an Objective.
18. Vengeful: The next Player model killed this game awards the enemy 2 Victory Points
rather than 1.
19. Squalls: The wind has picked up, giving all Ranged attacks -2 to hit this Game Turn.
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20. Trap!: A random model (Player or enemy) takes 2 Crushing Wound Chart rolls with Saves
allowed.
21. Valuable: The Objective currently farthest from Player models now awards +1 Victory
Point each time it is activated this Game.
22. Loose Footing: A randomly selected model (Player or enemy) that is at least 3” off the
ground immediately falls through/off the terrain and takes a Crushing Wound Chart roll
with no Saves.
23. Recovering: The Player model of your choosing can immediately remove 1 status effect or
negative stat modifier.
24. Powerful Energies: All Willpower checks for Powers succeed on a 1-9 regardless of
Willpower stat this Game Turn.
25. Indominable: The Player model of your choosing is immune to Wound Charts this Game
Turn.
26. Distracted: The first enemy model to be successfully Charged this Game Turn strikes last
in Melee.
27. Hidden Treasure: Place a marker 6” from Player models, if activated by a Player model
during this Game, you gain 4 Gold and remove the marker.
28. Hidden Loot: A terrain feature at least 6” from Player models catches your eye. Place a
marker there and if it is activated by a Player model during this Game, roll on the Item
Chart in the Campaign section of this book.
29. Devine Intervention: The first Player model to be brought to 0 Hit Points this Game will
be brought back up to 1 Hit Point after the attacks resolve.
30. A Surprise Ally: Add 1 Basic Melee, Fast, Support, or Ranged model to the board,
uninjured. They are a friendly model and are deployed anyway within 8” of a board edge.
The Uansmith
If you are brave enough to cross the living Quicksilver Sea in the South East, you
will find an all-metal artificial island floating with a giant winding spire. In that
looming tower is the last member of the Uans, a highly advanced techno-organic
race who were more machine than flesh. There, you can find the very best weapons
and armor that can be found in Ishtar’s Realm. They are made by the Uansmith, who
takes souls to power his infernal machines in exchange for his perfect tools of war.
These Uan items are so coveted, that more throats have been slit to steal these
articles than throats have been slit by them. That’s not to mention the poor fellow
Uans he butchered to craft these deadly works of art …
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Mission-Specific A.I. Logic Trees
44B
When playing a solo or co-op Mission against NPC warbands, choose one of the following
Missions. Scoring is done differently against the A.I. than it is against a Player, see each
Mission for details.
93
2. Get To The Choppa!- The NPCs swarm you.
It works well for a legion of Tide People, Zombie horde, or swarms of creatures!
Army Lists: Make a normal list for the Player. Don’t make an NPC list, as there will be
many, many NPCs this Mission. Choose two free Model Traits and one free Model
Ability that applies to all Swarms. Use the following stat line for each Swarm model.
Swarm MOVE FS DEX HP WILL ATK SAV Melee
6” 4 5 X 4 X 4 Unarmed
Activation: Each turn: roll for and deploy NPCs, activate entire Player warband, then
activate entire NPC warband.
Deployment Zones: Player deploys first with entire Warband within 6” of a board edge.
NPC forces do not deploy as normal. (See Notes)
Objectives: No Objectives or Kill Points. Pick a single spot on the board edge opposite
from the Player Deployment zone to be your escape route. NPC only wants to kill.
Victory Conditions: The Player scores 3 points for each of their models that reach the
escape point by the end of Game Turn 6.
Notes: At the start of each Game Turn, roll a D10 for each 2 points the Player list is and
follow the directions of the result on the table below. (Example: A Player list of 4 points
= 2 D10 rolls each turn, 8 point list = 4 rolls.) A Cluster is a unit of Swarm models
and is treated as if they were one model for all purposes. A Cluster’s Hit Points and
Attacks is the number of Swarms in the Cluster. Each time the Cluster loses a Hit Point,
remove a Swarm model from the cluster. All Swarm models in a Cluster must stay in
base contact with fellow Cluster mates. When a Cluster Charges into Melee, only one
Swarm model needs to end in base contact with the target for the entire Cluster to attack.
When a Cluster is deployed, they will always try their best to be deployed between the
Player models and the Exit.
1. Deploy a Cluster of 4 Swarm models 4” from Player models.
2. Deploy a Cluster of 4 Swarm models 6” from Player models.
3. Deploy a Cluster of 3 Swarm models 8” from Player models.
4. Deploy a Cluster of 3 Swarm models 8” from Player models.
5. Deploy a Cluster of 2 Swarm models 8” from Player models.
6. Deploy a Cluster of 2 Swarm models 10” from Player models.
7. Deploy a Cluster of 2 Swarm models 10” from Player models.
8. Deploy a Cluster of 3 Swarm models 10” from Player models.
9. Deploy a Cluster of 3 Swarm models 12” from Player models.
10. Deploy a Cluster of 4 Swarm models 12” from Player models.
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3. Wilden Attack!- The NPC beasts charge you.
Whether you provoked it or not, a herd of massive creatures is angry!
Army Lists: Make a normal list for the Player, while each Wilden costs 2.5 points each.
Use the following stat line for each Wilden model. Choose a free Model Ability and 2
free Model Traits for each Wilden as normal.
Wilden MOVE FS DEX HP WILL ATK SAV Melee
6” 5 6 5 8 2 4 Armed
Activation: Normal. Wildens activate the model closest to Player models first and so
on. (See Notes)
Deployment Zones: Player deploys first with entire Warband within 6” of the center of
the board. Roll a D10 in the center of the board for each Wilden and deploy it in that
direction 14” from the center. Wildens always face their prey.
Objectives: Kill Points.
Victory Conditions: The Player scores 3 points for each Wilden killed. Wildens score
2 points for each Player model killed.
Notes: Wildens will always move toward and attempt to Charge the closest Player
model. They will try to end each movement in Cover when possible, and always attempt
to gain rear arc bonuses when Charging. Each Wilden may act differently than their
herd-mates. At the start of the Mission, roll on the following chart for each Wilden and
that model gains that personality.
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4. Thief in the Night- Your Warband attempts to rob NPCs.
The Objectives could be people, objects, or supplies. Either way, you gotta grab it!
This realm is home to all kinds of peoples taken from all points in history. From
humanoid feline royalty, to advanced people bearing a 3-point delta symbol, to
swarms of tiny blue and white gnomes driven blood-thirsty and savage. It is
somewhat uncommon to see another person of your race and almost unheard of to
meet one from your time period and planet.
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5. Boss Fight- Your Warband faces a powerful foe.
The Boss draws their power from several sources, you have to destroy them!
Army Lists: Make a 10-point list for the Player. Use the following stat line for the Boss
model. First, choose an Upgrade for the Boss from any Class and apply the stat modifiers
below. Then choose a free Model Ability and 2 free Model Traits for the Boss.
Boss MOVE FS DEX HP WILL ATK SAV Melee
+2” +1 +1 +7 +2 +1 +2 Armed
Activation: The Boss activates first each turn, and again after each two Player models
activate. Example: Player has 5 models.
Activation: Boss, Player, Player, Boss, Player, Player, Boss, Player
Deployment Zones: Player deploys first with entire Warband within 10” of a board
edge. The Boss deploys in the dead center of the board.
Objectives: 3 Objectives (Special, not Altars or Scavenge Points) are used and are
placed exactly 14” from the Player deployment zone (at least 8” away from each other
and do scatter on the first turn). Each time a Player model activates an Objective, roll a
D10 and consult the following chart:
1-3: Backlash- The active model is dealt 1 Damage with no Saves and no
Wound Chart roll.
4-6: Deactivate- Do not remove this Objective and deal the Boss 1
Damage with no Saves.
7-9: Destroy- Remove the Objective and deal the Boss 2 Damage with no
Saves.
10: Overload- Remove the Objective, deal the active model 3 Damage
with Saves allowed. Deal the Boss 1 Damage with no Saves, and 2
Bleeding tokens.
Victory Conditions: This Mission has no turn limit. Objectives and Kill Points are not
used for Victory Points in this Mission. The Player scores 1 Victory Point for each Hit
Point removed from the Boss. If the Player can destroy the Boss before having all of
their models killed, they win!
Notes: The Boss can attempt to remove Confusion and/or Pause each time it’s activated.
The Boss can use each Power twice per Game Turn and the effects do not go away until
the beginning of the next Game Turn. Using Powers is a Free Action for the Boss. The
Boss will always move towards and target models in this order:
Visible Model closest to Objective> Visible model that is closest to the Boss.
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When To Use The Wound Chart
Every time a model suffers a point of Damage it loses 1 HP. If the Damage was caused by a
model “Armed” in Melee or a Ranged Weapon, the target also suffers a roll on the Wound
Chart. Damage from Unarmed attacks does not trigger a roll on the Wound Chart.
Some effects, such as falling or certain Powers, trigger a roll on the Wound Chart without
automatically inflicting a point of Damage like attacks do.
Only the unmodified roll of a 10 triggers the Critical! Result. Modifiers cannot produce this
result.
Models may always retaliate in Melee, regardless of their status effect.
Wound Chart
Piercing Crushing Burning
1. Nothing Nothing Nothing
2. Disarmed Disarmed Nothing
3. Face Gash -1 Willpower Broken Hand -1 Fighting Skill Nothing
4. Skewered -2 Dexterity Broken Ribs -2 Dexterity Painful -1 Dexterity
5. Sliced -2 Fighting Skill Bludgeon -2 Willpower Blistered -2 Movement
6. Lacerations -2 Movement Fracture -2 Movement Burning! 1 token
7. Blinded Knock Down Burning! 2 tokens
8. Agony Confusion Agony
9. Bleeding Trauma Burning! 3 tokens
10. Critical! 1 Extra Damage Critical! 1 Extra Damage Critical! 1 Extra Damage
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Disarmed: The model can’t make Ranged attacks and is unarmed in Melee until they perform a
Pick Up action. If they don’t pick it up on their next activation, they cannot shoot Ranged
attacks and are unarmed in Melee for the rest of this battle.
Blinded: The model’s sight in impaired and may only Move during its next activation; no other
actions may be taken. Remove the effect after one activation of being Blinded.
Knock Down: The model may not Move or Aim until after it performs a Stand Up action. If
they are knocked down while within 1” of a ledge, they will fall off the structure. Take 1
Crushing Wound Roll with Saves allowed for each 3” the ledge is off the ground. A model that
is Knocked Down and attacked grants its attacker the benefits of attacking in the rear arc.
Agony: This model must take a Willpower check at the start of each activation. If it fails the
check, it is in agony and may not make any actions in the Combat Phase. If the Willpower
check is passed, remove the Agony effect and it immediately acts as normal.
Confused: The model must take a Willpower check at the start of each activation. If it fails, it
remains confused and will scatter D10” randomly (regardless on Movement value) and take no
other Actions. If the Willpower check is passed, remove the Confusion effect, and it
immediately acts as normal.
Bleeding: The model loses 1 Hit Point at the start of each time it is activated unless this model
or a friendly model can Staunch the bleeding. (See Combat Phase description of Staunching)
Trauma: The attacking model chooses one of the
“I spent the first five or ten years
following: the wounded model has -3 to its Save
clawing, slicing, and punching my
value, can no longer make Ranged attacks, or is way to an escape route from here.
unarmed in Melee for the rest of the battle. In a Eventually you kind of get used to
campaign game, the attacker may choose to it. A gang barges in next door and
permanently destroy the victim’s item instead (if takes your neighbor; you watch
they have one). If this result is not from an attack from the window. You honestly
(such as falling damage) the model’s owner never know who is in the wrong.
More likely, they both are. Ain’t
chooses the effect.
nobody clean here.”
Burning!: At the start of each activation for this
model, the enemy may roll a D10 for each -Morgush
Burning Token on this model. The natural roll of Ex-Clergy, Bouncer
Brain Blender Lounge, Highrock
a 2-9 removes the token from this model with no
effect. The natural result of a 1 or 10 immediately
causes this model to lose 1 Hit Point with no Saves and the Burning Token is not removed. The
Burning Tokens may be removed from this model in a similar way that Bleeding is staunched.
(See Combat Phase description of Stamping)
99
Quick Reference Rules Sheet
11B
New players and veterans alike can make use of a good basic reference sheet.
Movement:
All models must stay more than 2” away from enemy models at all times unless in Melee.
Ranged Attacks:
Roll higher than the target’s Dexterity, adding +2 to your roll if you Aimed in the Movement Phase.
Cover Benefits:
If a model is 1%-49% obscured from the Ranged Attacker, they get +1 Save.
If a model it 50%-99% obscured from the Ranged Attacker, they get +2 Save.
Charging:
Roll a D10 and if the result in inches would put your model in base contact with a visible enemy model,
move your model into base contact and begin Melee.
Melee:
Unless an ability states otherwise, all models strike at the same time in Melee. Each model makes a D10
roll for each Attack they have in their stats and must roll within their Fighting Skill. The Charger gets an
extra attack for Charging. After the Melee resolves, the defender moves backwards, creating a 2” space
between the two models.
Powers:
When you choose to use Powers, you may use all the Powers your model knows. Roll within your
Willpower to successfully use a Power.
Modifiers:
Ranged attacks from the rear 180º arc of the target gives your attack roll +2 to hit. Charging from the
rear 180º arc of the target gives the Charger +2 Fighting Skill.
Ranged attacks from at least 3” higher than the target and Charging from at least 3” higher than the
target both allow you to re-roll missed hit rolls.
If a friendly model is within 3” of the target of your Ranged or Melee attacks, you can re-roll your
Wound Chart rolls.
Critical Rolls:
Melee hits of unmodified 1’s count as 2 hits. Ranged hits of unmodified 10’s count as 2 hits.
Unmodified Save rolls of 1 save 2 wounds instead of 1.
Unmodified Willpower rolls of 1 for Powers makes it go off twice (can choose a 2nd target or apply
twice to one), an unmodified 10 removes a Hit Point from the user with no Saves.
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12B Roster Sheet
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Question your eyes and ears in the Brutal, but never trust your heart.
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