Quick Start Guide
CREATE A CREW OF SCAVENGERS
To take on the threats of the Gloomy Day you
need a crew of scavengers, consisting of 5
miniatures. Follow these steps:
1.   Select 5 models to use.
2.   Assign each model a name.
3.   Allocate stats.
4.   Spend your starting 50 Resources on
     equipment.
Names of the soon to be Forgotten
     1.    Jenkins            11.   Davy
     2.    Ghost              12.   Jones
     3.    Gavin              13.   Susan
     4.    Frendrick          14.   Field
     5.    Unknown            15.   Alexandria
     6.    Private            16.   Ash
     7.    Cowardly           17.   Friday
     8.    Mouse              18.   Peters
     9.    Morte              19.   Stillwater
     10.   Mute               20.   9
QUARTERMASTER
The Quartermaster has only a few items for sale (for more items see the core
rulebook)
In between Scenarios, weapons and items can be purchased for the listed
prices below. Weapons may be sold back to the Quartermaster at half the
price rounded down (if rounded to 0 he does not buy them).
Each Crew member has 5+Strength equipment slots. Weapons, items and ammo all
take up equipment slots.
Weapons come fully loaded.
ITEMS
Gas Mask 			      Prevents ill effects of		         15R
				Gas and Smoke. Wearer
				              suffers -3 to Ranged attacks.
Bandage 			Cures Bleeding. 				1R
Bandolier			      Counts as 1 equipment Slot but 		 5R
				provides 3 extra Slots.
5RifleRound				           					                     1R
  6 Pistol Round									1R
[WeaponName][Damage][SpecialConditions]
                                     [Cost]
                                        [Modioer]
        One-Handed Ranged Weapons
[Pistol][D6][Ranged, Jam, Reload 6][Presence]              [15R]
        Two-Handed Ranged Weapons
[Rifle][D8][Rangedoamo
                   J   Reload5][Presence]		                [25R]
        One-Handed Melee Weapons
[Knife][D4][Thrown][Agility]					[1R]
[Trench Club][D6][Strength]					[4R]
[Fist][1][On Fumble take 1 Damage][Strength]		 [Free]
        Two-Handed Melee Weapons
[RustedRifle][D8][Strength]				      [3R]
[Makeshift Weapon][D6][Strength] 				[Free]
        Throwables (all have Thrown key word)
[Grenade][D8][ExplodeoCalledShot][Agility]		               [4R]
ARMOR
Hard Leather                    to Ranged Attack tests.
Armor Value: 1                  Cost: 15 Resources
Cost: 1 Resource
                                Improvised
Prototype 		                    Armor Value: 1
Armor Value: 3                  Special: -1 Agility
Special: Wearer suffers         for user.
-3                              Cost: Free
STATES AND PROPERTIES
Explode - on Fumble, weapon deals max damage to user and is
destroyed.
Gas - Models must make a Toughness test whenever they activate in or
enter Gas. On fail they are poisoned. Any model that ends their turn in
Gas takes 2 damage.
Jam.OnaFumble,insteadofdroppingthisweaponitjams.TooxaJam,
models may use an action to attempt to pass an Agility test. If the test
is Fumbled, the gun breaks and becomes a makeshift weapon.
Thrown - Weapon can be thrown without penalty, 6” range.
Reload - To reload, model gives up movement but then can take an
action.
Reload x -Asabovebutcanbeoredanumberoftimesequaltothe
number after the word ‘Reload’ before needing to be reloaded.
Ranged - Can be used to make an attack over distance up to 12
inches.
Ranged x - Can be used to make an attack over distance up to x
inches (where x is indicated by a number such as 6 inches or 24 inches
after the word Ranged).
Two-Handed - Takes up two equipment slots.
Called Shot - Before rolling to hit, you may, instead of using
the grenade as normal, elect to try a Called Shot. Select a number from
1-20 aloud and then roll a D20. If you roll the chosen number, you
get the grenade into the target’s mouth, exploding them from within and
killing them instantly. If you do not roll the correct number, the Grenade
is wasted.
RULES OF ENGAGEMENT
 Setup
 1.   Pick a Scenario
 2.   Set up table
 3.   Deploy per Scenario.
 4.   Determinewhogoesfirst(seeInitiative)p
 Each Game Round
 1.   DetermineInitiativeforthatroundp
 2.    Take it in turns to activate a single model.
 3.    Activate monsters, if any in play.
 4.    Endgameroundp
  Rolling a 1 before applying modifiers is
      always a failure and is called a
                  fumbl e
      Rolling a 20 before applying modifiers
                       is a
           CRIT ICAL
Activating a Model
When you select a model to activate it can perform
amovementandthenanactionpEachmodelgetsa
singleactivationperroundpIfamodelwishesto
moveoitmustmovebeforeitperformsanactionpIf
it has performed an action its activation ends.
Ifaeato
    F   statusorotherruletriggerswhenamod            -
 el is activated, you must trigger the effect at the
 start of the activation before you move
Actions:
•   Make a Ranged Attack.
•   Make a Melee attack.
•   UseapieceofEquipment
•   Pickup and/or drop any number of items off the
    ground or off dead/Downed models within 1 inch of
    you.
•   Drag a Downed model within 1 inch of you.
•   InteractwithLootorScenarioitemswithin1inch
     of you.
•    Make a second move as an action.
Deployment
BeforethefirstroundofthegameorollInitiative
 todeterminewhoplacesamodelfirstpThen
 alternate between players, placing a model one at
 a time until all models are placed. Models must be
 placed within 6 inches of a board edge or based on
 Scenario rules.
Initiative
Roll a D20. Highest number picks a model to
activatefirstp
Making Tests
All tests, unless specified
otherwise, are DR12. This means you roll
aD2qoaddtherelevantmodifiersandcheckthe
resultpIfowiththemodifiersoyoureachatleasta
12, you succeed.
Movement
Models can move a number of inches equal to 5+ their
Agility.
You can move in any direction or combination of
directions up to the maximum movement of the model.
Terrain smaller than 1 inch can be moved over for
free.
Terrain over 1 inch must be climbed. Models have a
climb speed of 1/2 their movement speed. Models must
endtheirmovementonaflatsurfacep
Models can jump gaps 3 inches or less, but must pass
an Agility test DR12 to do so. On a failure they fall
and take 1 damage per inch, rounded down. On a Fumble
they also gain a new injury.
Models that move off of a board edge are treated as
survived and no longer participate in the Scenario.
Combat
1. Check range.
2. Checkstatmodifiertoapplybasedon
    weapon.
3. Roll attacks.
4. Apply damage if hits are successful.
Close Combat
To perform a close combat attack, your model
must be within 1 inch of another model. Pick
one weapon.
Make a DR12 test using the appropriate
modifierasdeterminedbytheweaponp
However, close combat is risky, and your
opponent can also attack you back at the
same time, but at -3 to their roll. Both roll
to hit, and then roll for damage for any
successful hits achieved.
This -3 is negated in close combat if
another friendly model is also within 1
inch of the enemy attacker. On a Fumble you
drop your weapon.
Ifthetargetoftheattacksurvivesandhas
 not activated, it is still able to activate
 that round.
Damage
When you successfully hit with a weapon you roll the
weapon’s damage dice.
Deduct the model’s Armor Value from the result.
Armor always reduces damage unless otherwise stated.
Reduce the wounded model’s HP by the damage amount
remaining.
Criticals always
cause max damage
                                   Armor is still applied.
Leaving combat
Models within 1 inch of each other are in combat.
Ifamodelwishestoleavecombatoyouropponentcan
 decide to stop you. Hostiles always try to stop you. The
 opponent rolls Agility against DR12.
On a pass, your model does not move. On a failure your
model moves up to their movement value and then takes
nofurtheractionpIftheyFumbleyoucanmoveandtake
an action. On a Critical they make an attack against you.
Models can freely move off of a board edge to leave the
Scenario.
Dragging Models
Models can drag/drop Downed or dead models as an
action. Dragging models halves movement speed, and
models dragging can only take move actions. Models
require at least +1 Strength to drag another model.
Casualties
When a model’s HP is equal to or less than 0 it is considered
Downed.
Layitfaceupp
IfaDownedmodeltakesanymoredamageitisimmediately
 killedpLaythemfacedownp
Downed models must pass a death save at the end of the
Scenario to determine if they died during the session or
managedtocrawltheirwayoffthefieldobloodiedand
broken.
The save is a Toughness test against DR6.
On a failure they are dead.
On a pass they are wounded and suffer -1 to a random stat
for the next scenario.
Ifamemberofyourwarbandiskilledinascenarioyou
 replace them for free with a new member.
Hostiles
After all models have been activated by all
playersoHostilesarethenactivatedpIfthereis
more than 1
Hostile to activate, randomise them with a roll.
Hostile Behaviour.
Follow these steps when activating a Hostile:
1. Check Hostile’s special rules. 				
2. Check to see if the Hostile model can see any other model
    that is not the same type as it. Hostiles can attack other
    Hostiles!
3. IfitcannotomostHostilesounlessspecifiedoremainstillanddo
    not activate. 							
4. IfaHostilecanseeanothermodelthatisnotthesameasitselfo
    it moves 2D6 towards that model, or, if the Hostile is equipped
    with a Ranged Attack, it moves 1D6 inches and takes a shot, unless
    another model is already within 12 inches, in which case it does
    not move before making a Ranged Attack. 		
5. IfaHostilecanseemorethanasinglemodeloitalwaysgoes
    towards/targets the closer model. On a tie, roll a die to
    determine which way it moves/who it targets.		
6. IftheHostilemakesitwithin1inchofamodelnotofitssame
    type, it immediately attacks as per the close combat rules.
    Randomiseifthereismorethan1modelwithin1inchpIfthe
    Hostile has a Ranged Attack and is not within 1 inch of a model,
    it makes a Ranged Attack against the nearest viable target.
HostilesmakealltestsatDR12withnomodifiersunless
 specifiedpThisincludesiftheyareattackedortargeted
 by any spells.
This is also the same for all abilities, unless otherwise
specifiedpHostilesdonotprioritiseDownedmodels
unless otherwise stated.
Hostiles with only Ranged Attacks, if in close combat,
make unarmed attacks dealing 1D4 damage unless otherwise
stated.
Hostile Morale
IfaHostileisCriticallyhititmakesamoralerollp
Roll2D6pIftheresultisgreaterthanitsmoraleoitflees
thefieldomoving2D6inchesperrounduntilitleavesthe
fieldoriskilledpIfHostilesmoraleis‘-’theyignore
morale rules.
Hostile Profiles
•   HP - Hostile’s Health. When a Hostile reaches 0HP it is
    dead.
•   Morale-moralevalueforHostile(useinfullversion
    ofgameonly)p
•   Attack - This is given as a type, i.e. claws, slam or
    other, followed by the damage it deals on a succesful
    hit.
•   Armor - How much the Hostile reduces damage by.
•   Special - Any special attacks or features the Hostile
    has.
Spawning Random Hostiles
When you spawn a random Hostile, place them as instructed
in the Scenario. Place them on the board edge indicated by
the Scenario.
GHOSTS OF NO MAN S LAND                       ’
 HP:6 Morale:4 Makeshift Weapons:1D4 Armor:1
 Special: Veiled: models are hard to see, -3 to hit with
 Ranged attacks.
 Scavengers: Ghosts have 1 random piece of equipment on them
 that can be looted. They also each carry Makeshift Weapons.
 Cannibals?: at the start of the Hostile activation phase,
 if Ghosts are not within 1 inch of an enemy and there is a
 Downed model within 12 inches, instead of moving towards
 nearest target per monster activation rules, Ghosts move
 towards Downed models. When within 1 inch of a Downed
 modeltheybegintodragthemoffthetableomoving1d8
 inchesperroundwiththeDownedmodelintowpIftheyleave
 the table with a Downed model, that model is considered
 dead.
 While the war raged on there, were myths of those
 broken that lived out in the gas-filled wastes of
 No Man’s Land. These Ghosts became horror stories
 soldiers told each other at night while the artillery
 shells landed all around them.
Art by Antonin Provost
           LOYAL
HP:7 Morale:9 Attacks:* Armor:*
Special: Combat Roles: each member of
theLoyalcomewithdifferentequipment
depending on their combat role. Randomly
determine 1 weapon and 1 Armor piece per
Loyaldeployedp
 LoyalneverrunoutofAmmop
EachLoyalalsohasaGasMaskand1rationp
Theirequipmentoweaponsandarmor(minus
 Ammo)canbelootedfromthecorpsesofthe
  Loyalbyanymodelwithin1inchofthemp
Loyal Armor and Attacks are based on the equipment
they roll.
                                                              oyal
                                                m  s e l ves L o
                                             he               wh
                              h e y call t , soldiers            r is
                            T
                                 t h e  cause pt the wa e
                            t o                c c e             on
                                       e to a              every
                             refus hey attack e either
                              over.
                                        T            you’r
                                       o n s ight: serters.
                               else               r de
                                          emy o
                                the en
The Last War
Scenarios are designed to be played over a max of 6 rounds,
unless stated otherwise.
At the end of the 6 rounds your crew gets tired, will be dead
orwillfleebacktotheirbunkerp
Any items left on the table at the end of round 6 are
considered lost if they are on a model that died or dies as a
result of a death save.
Ifyouareplayingonlargerboardsyoumaywanttoincrease
 the amount of rounds you are playing for.
Reading Scenarios
Introduction-whyyouaredoingwhatyouaredoingp
 Goal - what you are here to do.
 Reward - what you get for completing the objectives.
 SetupandLoot-howtosetupthetablep
  Deployment - where you place models before the game starts.
  Threats - what Hostiles are present.
  Solo Play - how to play the Scenario solo.
  Coop - how to play the Scenario as friends.
  EndGame-howthegameendsp
SectionsmarkedwiththeRPGsymbolareforflavourtext
 anduseifyouwishtorunTheLastWarasanRPGp
Setting up a
BATTlefield
This game can be played on tables
of any size, but is recommended for
tables of 2ft by 2ft.
Terrain should be used to reduce lines
of sight.
Players each place a single piece of
terrain on the table.
After placing terrain, players roll
a D6, adding the number of currently
placed terrain pieces. If the result
is 9 or more, stop adding terrain.
For example, if you place 6 pieces of
terrain and then roll a 3 on the die
you would stop placing terrain.
Only the dead have seen the end of war
The Quartermaster raised an eyebrow when you asked him for
work in exchange for supplies. Thinking deeply, he scratched
hislargechinp‘Thereisonethingyoucandotoproveyour
worth.’ He tells you of a cache of supplies he has been trying to
get his hands on for some time. However, a group of soldiers who
refuse to accept the war is over guard the area.
Goal
Bring back the supplies and earn the Quartermaster’s trust.
Reward
For each crate of supplies returned, gain 20 resources. For
eachslainLoyalogain1qresourcesp
SetupandLoot
 Players should take it in turns to place 2 supply crates at
 least
 6 inches onto the board. 1 additional crate is placed in the
 center of the table. Players should place terrain as per the
 terrain rules. When within 1 inch of a crate, a model with a
 free equipment slot can pick it up as a free action.
Deployment
Versus and Coop - Players select a board edge based on
initiative and place models within 3 inches of their board
edgepInSoloPlayyoumayplacemodelsineitherdeployment
area.
Threats
Eachsupplycreateisguardedby1LoyalpOnround3aGhostof
 NoMansLandappearsonarandomboardedgep
Solo Play
Place3supplycratesandLoyalsp
COOP Play
Insteadof1centralsupplycrateoplace2nexttoeachothero
Game Ends after the 6th round
                                     Player 1 Deployment
                                                           Monster Spawn 4-6
                 Monster Spawn 1-3
                                        Supply Crates
                                     Player 2 Deployment
      3 Inches
When the players arrive read:
It’s been a while since you have seen soldiers standing
guard. While better dressed than most in these dark times,
their uniforms have seen better days. You contemplate talking
to them, but you have heard the stories. The Loyal, they call
themselves. You will either be seen as a traitor or enemy.
When the players arrive back at the Quartermaster
with supplies read:
The Quartermaster happily hands over your reward as he wastes
no time in opening the supply boxes. Digging in, you see the
Quartermaster discard food, bullets, mess tins and more,
untilonallyheholdsuphisprizedloot:asinglepairof
woolen socks.
  Forbidden Psalm is an independent production
 by Kevin Rahman and is not affiliated with Ockult
   Örtmästare Games or Stockholm Kartell. It is
   published under the MÖRK BORG Third Party
                     License.
MÖRK BORG is copyright Ockult Örtmästare Games
            and Stockholm Kartell.
  Forbidden Psalm is published under the terms
  outlined in the MÖRK BORG third party license
          https://morkborg.com/license/
Forbidden Psalm and Gloomy Day Operates under
 the same third party license as MÖRK BORG. This
license allows anyone to make stuff for Forbidden
Psalm and either publish it for free or sell it: If you
 adhere to these terms you are allowed to publish
   free or commercial material based upon and/
  or declaring compatibility with Forbidden Psalm
  without express permission from KRD Designs.
The mechanics and game rules of Forbidden Psalm
       may be reused and referenced freely.
  Specific art and text from this books may not be
   reused or translated, unless you have explicit
permission, some art is made from public domain
 art and is open to be reused. Please ask if you are
                        unsure.
  Your product cannot use the KRD design logo
 unless you have KRD designs explicit permission.
  You’re not allowed to give the impression that
 this is an official KRD designs product or that we
 endorse or sponsor you in any way unless we’ve
        made special arrangements with you.
Design and text by Kevin Rahman Art by . Editing by
               Jarrett Crader (MRC).