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Turnipcon Combined Cults II

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35 views64 pages

Turnipcon Combined Cults II

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

Foreward
This document is an unofficial collection of rules from across the Turnip ruleset that is designed to bring everything
together, in one place, for a better event experience. Its purpose is to act as a consistent point of reference for those who wish
to plan or attend events and will act as a stable foundation for TurnipCon and whoever else that wishes to use it.

This document may not contain the most up to date rules. If a new update or release is made in the run-up to an event, then
it will be ignored in favour of this core document. This document will only be updated between events so that attendees can
plan without any sudden changes or the need to reference multiple different PDFs. One event. One document. One set of
rules.

If you wish to find the latest rules for Turnip28 then please check out the Turnip28 Discord and Patreon.

For any questions regarding this document, please seek out the TurnipCon organiser:
Ben@Tabletopsidekick.com

Contents:

Building your regiment 1


Followers 2
Strangling Harry 9
Slugs Lament 11
Tods Folly 13
Fungiverous Herd 15
Grand Bombard 17
Band of the Wurm 19
March of Proboscis 21
Butcher Brigade 23
Knights of Shattered Lance 24
Brotherhood of Greed 25
Procession of Woe 29
Red Ribbon Society 31
Feast of Charybdis 33
Knights of Shellwood 35
Lopers of Maudlin Marsh 37
Wigmakers Legacy 39
Lady Illiana’s Guttersnipes 41
Beekeepers of Bhir 43
Hagstone Witches 44
Wondering Morris 46
Aunts Ascendant 49
Leech Lovers 51
Uprising of Louse 53
St Alamei’s Rockets 55
Temple of Swellings 57
Alice and Mol 59
Ludgars Loathsome Siege 61
7
Building Your Regiment Core Units: Unless specifically stated, any Regiment
may take followers from the core unit list (pages 30-34). A
player can take as many of the same type of Followers
“Not you lot again.” as they wish.
In Turnip28, each player commands a Regiment made Four Stump Guns are fun until you realise they can’t move.
up of Snobs and their Followers.
Equipment: When you pick a Follower unit, you must
Regiments have been designed to be easy to build, with also choose how it is equipped.
players hastily scribbling them on the back of a potato
the night before the battle. Followers must be equipped with Follower equipment,
while Snobs must be equipped with Snob equipment.
All Core units have been tested to be equivalent in
strength, and while some may have more specific All models in a unit must be equipped the same way.
uses, and some combinations might preform better
in some scenarios, a player should feel encouraged to Some unit profiles state that a unit must be, or is
experiment with the knowledge that, though every one considered to be equipped in a certain way. These units
of their units is pathetic, there are no terrible choices. may never change their equipment for any reason.

Likewise, each Cult has been tested to be of equivalent


strength, though some may require more experience to Follower Equipment:
use.
h Black Powder Weapons (Ranged): Rusted relics of a
Before building a Regiment, players should agree on lost age. Muskets, blunderbusses, and other things that
the number of Snobs and whether Cults are being used. go boom.

A typical game is a 3-Snob game. Units equipped this way receive a powder smoke
token every time they shoot.
To build a Regiment, players should follow these steps:
Units with powder smoke tokens cannot shoot.

BUILDING A REGIMENT h Missile Weapons (Ranged): Bows, slings, crossbows,


javelins, or particularly vicious potatoes. The traditional,
1. Pick a Cult (if they are being used). slightly less deadly weapons of Cist.

Units equipped this way reduce the Vulnerability of


2. Take 1 Toff.
their target by 2 when they shoot.
A Regiment must only ever have one Toff.
For example, a target’s save of 5+ will improve to a
For each Toff, pick and equip 2 units of Followers 3+ if shot at by missile weapons.
from the list of core units or from your chosen Cult’s
units, if available. h Close Combat Weapons: All manner of nasty-looking
objects used for killing up close.
3. Take an agreed upon number of Toadies.
Units equipped this way reduce their Inaccuracy by
Unless specifically stated, each player’s Regiment 1 for all melee attacks.
must contain the same number of Snobs.
For example, when using close combat weapons, a
For each Toady, pick and equip 1 unit of Followers. melee attack needing 6+ to hit instead needs a 5+.

A unit equipped with close combat weapons MAY


Once players have chosen their Snobs and Followers, re-roll their charge distance dice. If a player chooses
their Regiment is complete. to re-roll their charge distance, both dice must be re-
rolled and they must accept the new result.
Below, we have an example Regiment It has 3 Snobs, 2
units of Fodder, 1 unit of Chaff, and 1 unit of Brutes, for
a total of 7 units. Snob Equipment:

h Pistols and Sabres (Ranged): Snobs don’t often get


their hands dirty, preferring to enthusiastically gesture.
Toff
Toady 1 Toady 2 Units equipped this way do not generate a powder
smoke token when they shoot, and are not consid-
ered to be equipped with close combat weapons.
Chaff
Fodder Brutes
Fodder

1
Snobs Toady (1 Model)
Base Size: 20mm/40mm
Toff (1 Model)
Following the Toff like leeches are a collection
Base Size: 20mm/60mm
of squabbling Toadies. These are the snivelling
A Regiment is always led by a character known to subcommanders that fawn and flatter their self-
their Followers as the Toff. Individuals exhibiting odd important Toff on their crusade.
mutations and outstanding personalities, Toffs represent
Command Range: 3”
the fanatic holy men, inspiring commanders, and
dubious prophets that aim to gain a reputation in the
M A I W V
swamps.
6” 1 5+ 1 5+
Command Range: 6”
Weapon’s Range: 6”
M A I W V
6” 2 5+ 2 5+

Weapon’s Range: 6”

Toff Off!: When a Toff you control is Made Ready


within 18” and line of sight of an enemy Toff, you
may propose a Toff Off!

A Toff Off! is a relatively honourable duel to the


death, where only one Toff will be left standing.

When a player is challenged to a Toff Off!, they


MUST accept.

h Sabres For Tea: To fight a Toff Off!, both Toffs


make simultaneous melee attacks against each
other until one Toff has perished. When one or
both Toffs expire, the Toff Off! ends.

• If your Toff is still alive, proceed with your


Toff’s Orders.

• If not, your Order ends.

Nice Spot for a Picnic: Players are encouraged to


pick a suitably grandiose spot on the battlefield to
host their toff off! Mark the Toff’s original positions
and place them in the area ready for their duel.

Once one or both Toffs have gone to nibble that


great turnip in the sky (died), return the victor
to their original position and proceed with their
orders.

2
Followers
Fodder (12 Models) Chaff (4 Models)
Base Size: 20mm/30mm Base size: 20mm/30mm

Forming the core of most Regiments, these Followers are Representing the lighter skirmishing troops, Chaff are
the masses willing to lay down their lives for their odd remarkably terrible shots considering all their boasting,
causes. Malnourished saps, Fodder are gathered together but their ability to distract and confuse opponents
in tight order and pushed onwards by pounding drums proves invaluable in the heat of battle.
and inspiring banners.
M A I W V
M A I W V 6” 1 5+ 1 6+
6” 1 6+ 1 6+
Weapon’s Range: 18”
Weapon’s Range: 18”
Sharpshooters: When shooting or charging, this
Safety in Numbers: If the unit contains 8 or more unit can target any enemy unit, not just the closest.
models, it is Fearless (see Brutes).
Vanguard: After deployment, starting with the
player with the Initiative, players take turns
Brutes (6 Models) moving a unit with Vanguard up to its Movement
Base Size: 20mm/30mm Characteristic (M).

Especially dedicated to the cause and completely addicted A deployed Snob does not move if their units use
to the strange powers of the roots, Brutes are relatively Vanguard. Vanguard happens after Preliminary
well fed and often heavily armoured. Bombardment (see Stump Gun’s rules page 32).

M A I W V Skirmish: When this unit is the target of a shooting


attack, increase the Inaccuracy of the shooter by 2
6” 2 5+ 1 5+ for that attack.
Weapon’s Range: 18” For example, a unit of Fodder that returns fire
Fearless: Every time a unit with fearless is required against a unit of Chaff with Skirmish would have
to retreat, including after a failed panic test, on a 3+ its (I) increased from 6+ to 8+ (see Improbable
they do not retreat and are treated as if they passed Characteristics on page 5).
the panic test.

If a unit with fearless loses a melee, but passes its


fearless roll, it is only moved back 1” if possible.
This does not count as a move or a retreat.

3
Cavalry Followers
Whelps (4 Models) Bastards (3 Models)
Base Size: 40mm/60mm Base size: 40mm/60mm

Roaming the countryside in packs, these riders stalk the The illegitimate offspring of the countless Toadies who
endless columns of pilgrims that march through the fog, travel through the marsh. Eager to prove their worth
picking off the starving, the feeble, and the afraid. to their uncaring parents, they thoughtlessly hurtle
headlong into the most gruesome combats on their
M A I W V frothing steeds.
12” 2 5+ 2 6+
M A I W V
Weapon’s Range: 18” 12” 4 5+ 2 5+
Dash: This unit may make a move up to its Weapon’s Range: 18”
Movement Characteristic (M) after it has completed
an order. Bowel-Loosening Charge: When a unit with this
rule charges, their target must re-roll any successful
Snobs cannot be moved alongside units by using panic tests.
Dash, as it happens AFTER the Snob’s order has
been completed.

4
Artillery Followers
Stump Gun (1 Model)
Base Size: 40mm/80mm

Heads are pulped, legs severed, and arms are torn from their sockets as plumes of blood and mud erupt from the enemy
ranks. The ancient relic laughs its bellicose laugh and another cannonball is rammed down its greedy gullet.

M A I W V
0” 3 6+ 3 5+

The Stump Gun model is a composed of a cannon and its crew, but is considered 1 model. If the cannon and
crew are on separate bases, the crew are not part of the game and simply act as wound tokens.

The Stump Gun is equipped as if it had a Black Powder weapon (see page 28).

Ammunition: When a Stump Gun makes a shooting attack, it can use one of two types of ammunition: Round
Shot or Grape Shot.

h Round Shot (Weapon’s Range: 60”)


The player rolls three shooting attack dice instead of the usual one. Any hits cause 2 wounds to the target
unit. These wounds cannot be prevented by a Vulnerability roll.

h Grape Shot (Weapon’s Range: 18”)


Before making the shooting attack, the player rolls 3D6. The total rolled is the number of shooting attacks
the Stump Gun makes against the target unit. The target can make its Vulnerability rolls normally.

Unstable Icon: Like all artillery the Regiments use, Stump Guns are prone to failing catastrophically.

h When rolling to hit as part of a shooting attack, this unit receives one panic token for each unmodified 1
rolled. Any 1s rolled when generating Grape Shot’s 3D6 attacks do not generate panic tokens, only the
rolls to hit. Shooting attacks should be rolled all at once, not one at a time.

h If this unit has 3 or more panic tokens before it makes a shooting attack, it is dangerously unstable. If any
further natural 1s are rolled when rolling to hit, something has gone horribly wrong. Immediately remove
the gun from the table as it detonates, obliterating the crew completely. The unit resolves its shooting
attacks as normal, even if it explodes. Its crew, the barrel, and surrounding plant matter cease to exist, but
their shot still speeds towards their opponent.

• This unit must have at least 3 panic tokens when it rolls its shooting attacks to have any risk of
exploding.

Stubborn Fanatics: The crew of a Stump Gun love their grumpy child and will never abandon them. The
Stump Gun cannot be moved. It cannot Charge, March, or Move and Shoot, and will never retreat under any
circumstance. If loses a melee engagment, it is moved back 1” if possible. This not count as a move or a retreat.

Preliminary Bombardment: After players have deployed, but before any Cult abilities have been used,
players may choose to fire a preliminary bombardment. Starting with the player with the Initiative, players
take turns making a free shooting attack with their Stump Guns. Preliminary bombardments can generate
panic tokens, but do not generate powder tokens or cause a unit to Retreat. The target unit must still be in range
and line of sight. You do not need to roll to blunder during a Preliminary Bombardment.

5
Unpleasant Followers
“We’d been shepherding our flock through unfamiliar farmland, prodding and poking the grunting lovelies over root and
thicket, when we were set about by villains. It were the Baron’s no good Hogsmen.

Thinking quick, as he was like to, Pfelder, my under-lumper, cut one of our flock loose and sent it screeching. The Lump
pummelled them swiners with its limbs, like they were nothing, all the while young Pfelder jeering and halooing something
rotten. A little too close for my liking.”

Muscle-bound Monstrosities: The Lump is a new core Follower unit for Turnip28. Each Lump is wholly
unique in appearance, from the strange root creatures and deformed knights of Cist, to the strange fish and oil
dredged from the tar pits of Swill.

Horrors beyond imagining: “You ever see a lad shucked miss? Pfelder was turned inside out by them big gnarled
teeth. Put me right off my oysters”.

Lumps, can be taken as a Follower when building ANY Turnip28 Regiment. When playing in a competitive
setting, players should limit themselves to, like Stump guns, to a maximum of 2 Units of Lumps.

Lump (1 Model)

Base Size: 40mm/80mm

“Its a lump of something that’s for sure.”

M A I W V
9” 3 6+ 3 X+

Lumps are considered to be equipped with Close


Combat weapons.

Murderous Violence: In melee, any hits caused


by this unit cause 2 wounds instead of the usual
1. These wounds cannot be prevented by a
Vulnerability roll.

Impenetrable Bulk: This unit’s Vulnerability is


equal to its panic tokens. For example, if this unit
had 3 panic tokens, it would have a Vulnerability of
3+.

Remember: A Vulnerability roll of a 1 is always a


fail, even if a unit has a Vof 0+.

2
Cults Cults dramatically power up a player’s Regiment, so
for players looking for a relatively Cultless experience
against an opponent using a Cult, try Stranglin’ Harry
A turbid, mud-puddled County somewhere in the remains of or any of the toadpole Cults.
the Prince-Bishopric of Liège, Cist is host to many religious
groups. These hostile factions vie for dominance and
vegetables. “Grogs Grogs Grogs Grogs Grogs Grogs.”

Regiments devote themselves wholeheartedly to a Cult with Cult Rules: If a Cult rule seems to contradict a core
enthusiastic abandon. Cajoled with promises of holy relics rule, the Cult rule always supersedes the core rules.
and a bite to eat, fuddled officers drag their grumbling
Followers into a world of maddening sectarian slaughter.
Choosing a Cult: Designed to be picked up and
discarded with the minimum of investment, players
Strange Regiments on the March: Cults create an
inspired by a Cult will find it easy to assemble. Often
interesting and exciting way to play Turnip28, bringing
only requiring only a single new unit, players can add
new units, powerful abilities, and tactical challenges to
the new unit to their existing Regiment and discover a
the table.
completely new way to play.
Within the following pages, players will find a list While changing Cults is designed to be easy, a
of the most prominent Cults in Cist, along with their Regiment can never devote itself to more than one Cult
complete rules. at any time.

“Join the Brotherhood. All the toes you can eat.” Cult Units: Sometimes a Cult will says that, when
building your Regiment, You may a take number
Cults are designed for players looking for a more of Cult units as Followers. Unless stated these are
advanced and complete Turnip experience. taken INSTEAD of your usual cult choices, and not in
addition to.
Toads: It is recommended players play a few games of
the core rules without Cults until they are comfortable Some Cults may provide the player with access to units
with the mechanics. If players are determined to jump available in another Cult. A Regiment may only ever
straight in, the Cults have been split into three tiers of use the rules listed in their chosen Cult rules and never
complexity. from any other Cult, even if they share the same unit.

“Tod’s here... Oh God, not again.”

h Toadpole (Green): The most straightforward Cults,


with limited or no new units.

h Toadlet (Amber): Cults that require slightly more


investment from the player, often with a single core
mechanic that can be mastered.

h Toad (Red): The most involved Cults, asking a


player for many new units or providing the player
with dramatically different ways to play.

Playing with Cults: All Cults are designed to be of


roughly equal strength, providing the players with a
balanced and competitive game, more so than just the
core game.

While some Cults may fair better against others, every


Cult should stand its fair chance of winning.

“The Tall man calls for thee.”


7
4
Stranglin’ Harry’s
Wretched Recruits
“You disgusting maggots. You appalling, pathetic excuses for boils. You newly slapped arses.

You fools in a sack. You right ‘orrible little shits.

Now listen here. I don’t mind that you don’t know anything. I don’t worry that you and your thumbs wouldn’t
last a minute with the Brotherhood. I don’t even care that you spill your guts at the sight of a burst bollock. I can
rest easy on my laurels because Harry’s here now. Old Harry’ll teach you. Harry’s here to help.

Do what Harry says and you might live to tell about it.”

Stranglin’ Harry: “Don’t look at me like that, you’re Harry’s Method: Each time a unit you control
givin’ me nightmares.” successfully completes one of these actions, they may
immediately remove 3 panic tokens.
Stranglin’ Harry is a sergeant whose noteworthy
career and questionable methods have trained many h Stik ‘em, you animals! Charge an enemy unit with
incompetent recruits into murdering fools. a powder smoke token.

By choosing this Cult, you gain access to these h NOW, you idiots! Volly and enter a shooting
powerful abilities. engagement with an enemy unit with a powder
smoke token.
Duck, You prick!: Harry isn’t going to command your
troops for you, he’s got a date with his wife! h Kill ‘em in the mud! Force an enemy unit to take a
dangerous terrain test when it retreats.
Harry does not take part in the battle, however his
expert training has made your officers flinch at the h It’s just bloody sitting there! Capture an objective.
slightest sound. Harry’s Training Bucket: You may take ONE unit of
Rootlings as one of your Follower units.
All Snobs in your Regiment have +1 Wound.

Rootlings (6 Models)
Base Size: 20mm/30mm

”Now here’s a bucket of freshly throttled rootlings to


look after. If you think you can, keep the bloody things
alive and sick them on the enemy. Then maybe, just
maybe, I’ll introduce you to the rest of the Cults.”

M A I W V
6” 2 7+ 1 7+

Rootlings are considered to be equipped with Close


Combat weapons.

Uproot: When this unit is killed, at the start of


the next round, place the unit within a piece of
dangerous terrain, not within 1” of any other unit.

This unit may not capture an objective the round it


arrives back on the board.

Marsh Born: This unit always passes dangerous


terrain tests.

9
How They Play
“Harry scares me. There’s something about the way he sloshes that bucket.”

A toe nods, while others huddle in a cowed mass.

Dealing with Harry: Stranglin’ Harry’s Wretched Recruits rewards and teaches players good Turnip
fundamentals. Focusing on Harry’s method will keep your rabble reassured and in the fight while your Snobs
look after themselves.

Rootlings to the rescue! Able to shrug off arrows and hide in bogs from angry axe-wielding peasants, Rootlings
can help a player deal with the worrying holes in Harry’s method.

Frequently Asked Questions: Helpful


clarifications and explanations.
h Uproot: Von Sneg, When a Rootling unit
h Harry’s Method: Von Sneg, Sir, when returns to the battlefield, does it return with
using Harry’s Method, do we remove 3 panic all its casualties and panic tokens?
tokens every time the retreating unit makes a
Dangerous Terrain Test? Casualties: When a unit with Uproot is
placed back on the battlefield, it returns at full
No. You remove only 3 panic tokens, despite strength with the number of models in its unit
the number of dangerous terrain tests taken, profile.
so long as the retreating unit takes at least one.
Tokens: A unit with Uproot retains any tokens
h Panic Tokens: Sneg, what if my unit only it had when it left the battlefield, including
has 1 panic token? panic tokens.

You remove only 1 panic token. h Capturing: Can Rootlings capture objectives
when you place ‘em on the board with Uproot?
h Rootlings: Von Sneg, do I take the Rootlings
in addition to, or instead of a Follower unit? No! They must wait until next round until they
are able to capture an objective.
Instead of. You must substitute one of your
picks with the unit of Rootlings.

You may only take one unit of Rootlings.

10
The Slug’s Lament
Hunched and grumbling, they march through fire and rain into the jaws of death. Irate and exhausted veterans
too bitter to back down, the grenadiers of The Slug’s Lament are a formidable foe on the Battlefield.

Spitting a hunk of gristle at the nearmost Fodder, the old soldier leaned back on her chair.

“Now let me tell you young turnips about how we butchered Sott.”

Grogs: “You want it done right? Send in the Grogs.”


By choosing this Cult, you gain access to a collection The Old Guard: The Old Guard are
of incredibly grizzled veterans: the Grogs and the Old treated exactly like a unit of Grogs, however when it
Guard. is your turn to deploy your Toff and their Followers at
the start of the game, place your unit of Old Guard to
When building your Regiment, you may never take one side, off the table.
any Brutes. You may, however, take up to TWO units of
Grogs as Followers. Call the Old Guard: At the start of the THIRD round,
place your Toff along with a unit of Old Guard on the
After you have built your Regiment, you must take board with these limitations.
ONE additional unit of Grogs called the Old Guard.
The Old Guard is taken as a free additional unit to h All models must be touching a single board edge.
any Grogs you may have already taken as part of your
h No model may be placed within 6” of your
Snobs’ Followers.
opponent’s board edge.

h All models must obey coherency and the 1” rule.


Grogs (6 Models)
Base Size: 20mm/30mm Tired and Weary: The Old Guard arrives on the
battlefield with SIX panic tokens.
”Bah! Call that a bayonet? I’ve seen sharper parsnips.”

M A I W V
6” 2 4+ 1 6+

Weapon’s Range: 18”

Fearless: Every time a unit with fearless is


required to retreat, including after a failed panic
test, on a 3+ they do not retreat and are treated as if
they passed the panic test.

Disgustingly Stubborn: When retreating, this


unit only retreats ONE inch for every panic token
instead of the normal 2”.

Grenadiers: Grogs must be equipped with black


powder weapons.

Bristling: In addition to their normal equipment,


Snobs belonging to The Slug’s Lament must be
equipped with Moustaches. While fetching,
Moustaches sadly confer no benefits and are for
appearances only.

Late as Usual: When deploying your regiment at


the start of the game, when it is your turn to deploy
your Toff and their two Follower units, deploy your
Followers as usual, but place your Toff to one side, off
the table.

11
How They Play
A hideously scarred and moustachioed toe crawls across the table.

Grumbling with Grogs: The Slug’s Lament provides the player with some of the strongest Followers in the
game. The Cult’s strength and stubbornness must be relied on while waiting for the Old Guard to arrive.

You will find yourself out-Snobbed in the early game, so play carefully until the third round, where you and your
Old Guard can unleash hell.

Frequently Asked Questions: Helpful


clarifications and explanations.
h Building your Regiment: Sneg, Sneg, Sneg.
h The Old Guard: Mr. Sneg: How do I place How do I build my Regiment? Is the Old Guard
my Toff and the Old Guard? an additional unit, or does it replace one of my
Snob’s Followers?
Both units, the Toff and the Old Guard, are
placed at the same time. They can be placed The Old Guard is an additional Follower unit
anywhere on the board, so long as they follow added to your Regiment after you have picked
the limitations. They do not need to be placed all your Snobs’ Follower units.
within Command Range.
A player may take up to THREE units of
Remember: As the units have not ‘moved’, if Grogs this way: TWO Units of Grogs and ONE
they are placed within dangerous terrain additional unit of Grogs, called the Old Guard.
they will not take a dangerous terrain test.
For example, in a 3-Snob game, a player could
If it is impossible to place a unit this way, then take:
they are not placed.
Toff
h Grogs: Sneg, m’lord, what happens when the
Grogs lose in a melee but pass their Fearless Toady 1 Toady 2
roll?
Grogs
The Grogs behave like any other unit, moving Grogs Chaff
directly away 1”. This does not count as Stump
moving or retreating. Gun
h Deployment: Von Sneg. How do I deploy my
Followers without my Toff?
Old
Guard
After all Snobs and their units have been
deployed, deploy your two Follower units that
would normally deploy with your Toff onto
the table.
Remember: You may never take any Brutes.

12
Tod’s Folly
Tod was once a dashing cavalry officer who, after a heavy night’s carousing, decided to lick an amphibian-shaped
radish for a bet. He became increasingly toad-shaped over the course of about a week and, now a lumpy toad
mutant, acts as a sword for hire to those Regiments yet ignorant of his illustrious career.

“What Ho! Pick up those entrails and let’s get going.”

Tod: “A coward? Never. Mother says I’m the bravest Misplaced Confidence: Whenever winners
around.” and losers are declared at the end of
melee bouts and shooting engagements,
Your Regiment has decided to abandon their original WINNERS and LOSERS are swapped.
Toff and have replaced them with Tod.
h If your unit was declared the WINNER, they
When building your Regiment, replace your Toff with are now the LOSER. The opponent is now the
Tod. Tod is still considered a Toff in all aspects, but WINNER.
uses the profile below.
h If your unit was declared the LOSER, they are now
the WINNER. The opponent is now the LOSER.
Tod (1 Model)
Base Size: 20mm/40mm h If neither your unit nor the opponent’s unit was
declared the WINNER, then there is no change, and
“Half a league onwards!” cheered Tod as he tripped, slid, the melee bout or shooting engagement proceeds
and fell face first into a puddle. like normal.
Command Range: 6” No Funny Business: This does not endlessly
repeat on itself, nor does it take effect if one unit is
M A I W V completely destroyed.
6” 3 7+ 2 7+
Minders: Toadies belonging to Tod’s Folly are
Weapon’s Range: 6” considered to be his Minders. Minders often carry with
them a large sack and some rope to restrain Tod if he
Warty Charisma: Units ordered by Tod can never becomes too boisterous. So long as you have a Minder
blunder. on the board, whenever you order a unit, you may
choose to deactivate Misplaced Confidence until the
Son of Tod: If there are two or more Tods on the order is complete. You must do this before declaring
field, then players should roll off to decide which what the order will be and before rolling for any
player has Tod and which player(s) have Son of blunders.
Tod. Tod’s sons are, unfortunately, exactly like
their father. Absolute Chaos: Whenever an enemy unit retreats, at
the end of its retreat move, all enemy Follower units
Tod Off!: If Tod is killed during a Toff Off!, instead within 6” must retreat directly away from that unit.
he miraculously survives and the enemy Toff dies.
A unit that retreats because of Absolute Chaos does not
cause other units to retreat.

13
How They Play
“I’ll throttle that buffoon.

Ambushed me on the privy, stabbed me in the spleen, gulped down eight of Sneg’s toes, and three of mine, all before
breakfast.”

Toad: Tod’s Folly upends the Turnip28 experience and puts you firmly in control of a hopeless situation. Pick
terrible fights, force conquerors to retreat, confuse and irritate your opponent with a charming but unfathomable
excuse for a toad man.

Frequently Asked Questions: Helpful


clarifications and explanations.
h Absolute Chaos: Von Sneg, when multiple
h Misplaced Confidence: What happens to units are affected by Absolute Chaos, what
Misplaced Confidence when Tod and Son of order do I retreat them in?
Tod face each other?
The player in control of the retreating units
When Tod and Son of Tod fight, Misplaced moves them one at a time until all units
Confidence is only ever active for the player affected by Absolute Chaos have retreated.
with the Initiative.
Remember: Absolute Chaos only affects enemy
Both players may use their Minders to Follower Units.
deactivate it.
h Dangerous Terrain Tests: Von Sneg, do
h Orders: Von Sneg, when is an order units that retreat from Absolute Chaos take
considered complete and when does Misplaced dangerous terrain tests?
Confidence reactivate?
Yes, the retreat is treated like any other. Each
An order is complete when: time a retreating unit moves through another
Follower unit or a piece of dangerous terrain, it
Volley: The shooting engagement, if one took will take a dangerous terrain test.
place, has ended.
If the unit retreats into base-to-base contact
Move and Shoot: Every model in the unit with the board edge or a piece of impassable
has finished its move and the shooting terrain, it will lose models equal to its panic
engagement, if one took place, has ended. tokens.

March: Every model in the unit has finished For example, a unit with 3 panic tokens would
its move. lose 3 models.

Charge: Every model in the unit has finished h Tod Off!: Von Sneg, What if Tod kills an
its move and the melee, if one took place, has opponent’s Toff in a Toff Off!, does he die?
ended.
Tod would never befall such a fate, instead he
After the order has been completed, Misplaced slinks off to the local pub to recover from his,
Confidence reactivates, ready for another unit often self inflicted, wounds.
to receive its orders.
Remove Tod from the board.
Remember: Misplaced Confidence will be
active during an opponent’s order. Son of Tod Offs: Treat this as a normal Toff
Off!

14
The Fungivorous
Herd
The Herd snuffled and truffled into town, squealing up latrines and plundering pantries. When they had finally
glutted themselves, they lied in a heap, burping up bone, stone, and the remains of poor Henry.

“SQUEEEEEEL”

The Herd: “Groink?!” Scare the Swine: Instead of ordering


a unit, a Snob from this Regiment may
When building your Regiment, you to take ONE Herd Frighten a Herd within its command range.
unit as a Follower. Your Regiment may only ever When frightened, the target Herd must retreat directly
contain one Herd unit. away from the Snob, remembering to add 2 inches for
each panic token.

The Herd (4 Models) Snobs from The Fungivorous Herd may frighten enemy
Base Size: 20mm/30mm Herds.
“Dulce et porcorum est pro patria mori.” Hogs in Mud: Units in your Regiment do not receive
a panic token if they fail a dangerous terrain test.
M A I W V
6” 2 5+ 1 6+

The Herd is made up of livestock models, be these


swine, sheep, ducks, weasels, or any other manner
of suitably domesticated root creatures. No matter
the model, all have the above profile and are
equipped with Close Combat weapons.

The Herd Grows: Every time this unit takes a


dangerous terrain test, for every successful roll,
you may immediately add an additional Herd
model to the unit.

The additional Herd model must be placed in


coherency and not within 1” of any other unit.
If a model cannot be placed this way, it is not
placed. Placing models this way cannot trigger any
dangerous terrain tests.

The Herd can only ever have a maximum of 12


models at any time.

Models are added before failed terrain test models


are removed. This way, to remove the Herd, the
entire unit must fail all its dangerous terrain tests
at once.

Stampede: If the Herd has 10 or more models it


increases its Movement Characterstic (M) by 6”.

Stampede’s effect lasts as long as the unit has 10 or


more models. It cannot be deactivated mid move,
for example, from a stand and shoot.

Confused Animals: The Herd may never capture


or contest objectives.

15
How They Play
The delicious smell of bacon wafted its way through the cracks in Weezel’s rusted helm.

Almost one hundred toes held down a struggling swinelet, as the branding iron, white hot, pinned Weezel to the wall.

Awful Animals: The Fungivorous Herd allows players to act out their inner hog charmer. Rewarding a player
that can think ahead, you will need to litter the path of the Herd with dangerous terrain tests. Just how many can
you stack together in a single round?

Frequently Asked Questions: Helpful


clarifications and explanations.

h Dangerous Terrain: V.S., Does the Herd h Herd Limit: Apologies Sneg, but is there any
grow with every dangerous terrain test or just way to grow the herd larger than 12 models?
those caused by dangerous terrain?
No. The Herd starts with 4 models when it
The Herd has a chance to grow with EVERY deploys on the table and can reach a maximum
dangerous terrain test, no matter the cause. of 12 models.
This means that it could come from retreating
through an enemy or friendly unit, moving The Herd can never, for any reason, exceed 12
through dangerous terrain, or any number of models.
your opponent’s Cult abilities.
h Scaring Swine: Von Sneg, how do I find
h Growing: Groink, can the Herd grow more which way to retreat when a Snob Scares the
than once a round, groink? Swine.

Yes, the herd can grow as many times a round To retreat the Herd away from a Snob, treat
as it takes dangerous terrain tests. the Herd like it is retreating as if it had lost a
shooting engagement with the Snob.
Remember: All dangerous terrain tests are
taken at once, at the end of a move.

h Objectives: If the Herd is within 1” of


an objective, does the objective become
uncaptured?

No. The Herd may never contest an objective


this way.

16
The Grand Bombard
They dragged the elephantine siege engine through mud and rain into position a mile away from the city walls.
Canticles of war were wailed as the cannon boomed. The very earth erupted as the iron shot turned the city and
its inhabitants into red ruin. Unable to stop quaking, jittering spotters fed news of the destruction back to the
artillery master, as a rain of limbs and soil fell around them.
The Grand Bombard: “The Terror of Cist.”
The Grand Bombard (1 Model)
By choosing this Cult, you gain access to an enormous Base Size: 80mm/120mm
siege engine called the Grand Bombard.
“There is nothing in Cist that can withstand that
When building your Regiment, you may never take monster. A demon wrought in iron.”
any Stump Guns. Instead you may take ONE Grand
Bombard as a Follower. M A I W V
0” 6 6+ 6 5+
Spotters: For every Objective you control, reduce the
Inaccuracy (I) of your Grand Bombard and Stump The Grand Bombard model is a composed of a
Guns by 1. This cannot be used for Preliminary cannon and its crew, but is considered 1 model.
Bombardment. If the cannon and crew are on separate bases, the
crew are not part of the game and simply act as
Backward Observers: Snobs in your Regiment may wound tokens.
capture objectives.
The Grand Bombard is equipped as if it had a
Aristocratic Ammunition: In times of crisis, it is Black Powder weapon.
not uncommon for artillery masters to end up hurtling
through the air. Ammunition: The Grand Bombard can only fire
Monstrous Bombardment.
Instead of giving an order with a Snob, you may
h Monstrous Bombardment
remove that Snob from the board and immediately
make a special Volley order with your Grand Bombard.
Weapon’s Range: 120”
You do not need to roll for blundering when using
The player rolls 1 shooting attack dice. If
Aristocratic Ammunition, and this special order does
this attack hits, it causes 6 wounds to the
not count towards the one order limit units usually
target unit. These cannot be prevented by a
have per round. Aristocratic Ammunition does not
Vulnerability roll.
create a powder smoke token and the Grand Bombard
may shoot this way even if it has a powder smoke The Grand Bombard has the Unstable
token. Icon, Stubborn Fanatics, and Preliminary
Bombardment special rules.
You may never remove your last Snob using
Aristocratic Ammunition. See the Stump Gun’s unit profile for more details
(page 32).

17
How They Play
The table shook as something catastrophic happened outside. Weezel and Von Sneg’s toes ignored the commotion and kept
playing.

Thinking Like a Large Cannon: The Grand Bombard is designed for players looking to blow things up. A player
who can push up the board while holding objectives will find their bombard becoming an ungodly killing
machine. Protecting your Snobs and bombard until it’s time to fire will be tough, but if you succeed, you will turn
the battle in an instant.

Frequently Asked Questions: Helpful


clarifications and explanations.

h Aristocratic Ammunition: Von Sneg, can I h Return Fire: Sneg, Sire, can an enemy
use any Snob as Aristocratic Ammunition? unit return fire when I use Aristocratic
Ammunition?
You may only use Snobs you control, however
they can be anywhere on the board. Yes. The special Volley order’s shooting
engagement is treated exactly like a normal
You may not use an ally’s or enemy’s Snobs. one, with the exception that it can be used
more than once per round, doesn’t blunder,
h Aristocratic Orders: Sneggles, dear, can I and does not generate powder smoke tokens.
order the Grand Bombard after I have used
Aristocratic Ammunition? h Multiple Shots: Can I use Aristocratic
Ammunition after I’ve already shot with the
Yes, using Aristocratic Ammunition does not Grand Bombard this round, Mr. Sneg?
count towards your one order per round limit.
Yes, you may use Aristocratic Ammunition any
h Preliminary Bombardment: Is it possible number of times per round, even if you have a
for an enemy unit to return fire when I use powder smoke token, and even if the Bombard
Preliminary Bombardment? has been ordered before.

No. Preliminary Bombardment is a special h Unstable Icon: How does Unstable Icon work
shooting attack, not the start of a shooting on the Grand Bombard?
engagement.
The special rule works exactly like it does on
the Stump Gun. Read the rule as written, but
replace the words Stump Gun with Grand
Bombard.

18
Band of the Wurm
Soaked to the skin, sock slapping on the cobbles, Johann hobbled out of the downpour and into a ginnel. Huddled
in the alleyway, his cutthroat Mercenary company, the Band of the Wurm, leaned on their pikes and glared at
him.

Johann beamed through the filth-encrusted silence.

“Lovely weather for spuds!”


Band of the Wurm: When building your Regiment, Lax Paymaster: The Band of the Wurm
you may not take any Fodder units. Instead, you may attracts larger units than most Regiments.
take up to 3 units of Mercenary Pike.
Each player on your team, including yourself, may
either:
Mercenary Pike (16 Models)
Base Size: 20mm/30mm h Increase the number of models in a single unit of
Chaff by 1.
An impenetrable thicket of cutthroats and murderers,
bristling with pike, halberd, and spear. OR

M A I W V h Increase the number of models in a single unit of


6” 1 6+ 1 6+ Brutes by 2.

Johann: A bit naive, awkward and generous to a fault, the


Units of mercenary pike must be equipped with
young Johann wants to make friends.
Close Combat weapons.
When building your Regiment, you must replace your
Pikes: Units of Mercenary Pike always make their
Toff with Johann.
attacks first in a melee bout, even if they were
charged.
Johann is still considered a Toff in all aspects, but uses
the profile below.

Johann (1 Model)
Base Size: 20mm/40mm

“Father always made this look so easy.”

Command Range: 3”

M A I W V
6” 1 6+ 3 6+

Weapon’s Range: 6”

Worm Collection: Growing up outside of Cist,


Johann comes from a long line of Lampre worm
worshipers.

Johann starts a battle with 1 worm token.

Worm Tokens: A worm token increases a unit’s (A)


and (M) by 2.

Don’t Worry, I’ll Be Fine: Anytime Johann dies,


except from failing a dangerous terrain test, you
may give his worm tokens to ANY other units on
the table. A unit may only receive one worm token
each this way and can be anywhere on the table.
Tokens that cannot be given are discard.

19
How They Play
The worm-worshiping mercenary rottens known as the Band of the Wurm originate from Lampre, the fouled tributaries of
what was once Munich. They tell tales of the Last True Worm—the only living animal not fouled by root mutations.

Insisting he carries with him a bifurcated descendent of the true worm, Johann’s wiggling relic looks remarkably like his
missing leg.

Pike and Shotte: The Band of the Wurm encourages intimidatingly large infantry Regiments, exploiting Johann
and letting him lead from the front. He swears he will be fine—a unit of pikes with a worm token can be
monstrous.

Frequently Asked Questions: Helpful h Close Combat Weapons: Do Mercenary


clarifications and explanations. Pike still get the re-roll to charge and the -1 to
Inaccuracy.
h Mirror Match: Von Sneg, I didn’t expect to
see you in Sallow. What happens when two Yes, as they must be equipped with close
units of mercenary pikes fight each other? combat weapons. So, in melee they would have
Who goes first? an (I) of 5+.

In this case, the unit who charges goes first. h Toff Offs: Von Sneg, can Johann Toff Off!?

h The Swelling: Von Sneg, what happens Yes, Johann is still a Toff and so can Toff Off!.
when Johann is hurt by The Swelling, can he
still give away his worm tokens? Remember: Add the +2 to Johann’s Attack
characteristic and +2” to his Movement because
Yes. of his worm token.

h Lax Paymaster: Do I have to choose one of h Teaming up: Mr. Von Sneg, Sire. Does
the Lax Paymaster Bonuses? Lax Paymaster only affect my units, or
can I increase the number of models in my
No. You can choose not to take advantage of teammates units?
the bonus.
Each player chooses their own bonus and the
bonus does not affect other players.
h Worm Tokens: Von Sneg, can Johann get
more worm tokens?

Only as part of a taster campaign.

20
March of the Proboscis
“Fearless?” The Grog spluttered, wiping the spume from his moustaches, “I ran!”

“That onslaught of flesh, muscle, and tusks came screaming after us. It pulverised the pack hogs. It plucked men
from saddles and crunched their bones to ruin. It gored them, it mangled them, it tore a man’s spine out with
its bloody nose, and still it came thundering on my heels. I ran until my legs felt like they would break, and
only then, when I thought myself done, surrounded by the writhing slurry of my comrades, clutching ears and
entrails, a distant horn was sounded and, pirouetting, the beast waddled, grinning, back into the mist.”
Thundering Horde: When building your Regiment,
you must take 1 Great Proboscis unit. The Great Proboscis (1 Model)
Base Size: 80mm/120mm
Cataclysmic Rout: Units in your Regiment add 1” to
their charge for each panic token on their charge target. Some say it was dragged from the oil lakes of Swill.
Some say it was thawed from the creeping ice sheets of
For example, if your unit charges an enemy unit the Shrawl. Some just hide nervously under the table.
with 5 panic tokens, they will charge M+2D6 plus an
additional 5”. M A I W V
12” 4D6 6+ 8 5+

The Great Proboscis is considered to be equipped


with Close Combat weapons and makes 4D6 attacks.

Terrifying Trumpet: When this unit picks its


charge target, you may pick another unit. Add
panic tokens to this unit until it has number of
panic tokens equal to your charge target.

Sickening Secretions: The Great Proboscis has


Bowel-Loosening Charge (see Bastards, p. 31 of
the Core Rules).

Confused Animals: This unit cannot capture


objectives.

Silent Watcher: Boletus sits astride his fungal steed.

When building your Regiment, you must replace your


Toff with Boletus.

Boletus is still considered a Toff in all aspects, but uses


the profile below.

Boletus (1 Model)
Base Size: 40mm/60mm

“Doesn’t say much does he?”

Command Range: 8”

M A I W V
12” 2 5+ 3 5+

Weapon’s Range: 6”

Living Foghorn: At the start of the round, so long


as Boletus is still on the table, you may give ANY
one unit the Bowel-Loosening Charge special rule
until the end of the Round.

21
How They Play
Exhausted auxiliaries from far-off-places, odd creatures never before seen in Cist. The Regiment who follows Boletus barely
recoups the costs of feeding their mammoth war proboscis.

During the retreat from High Merg, the Proboscis devoured:

15 tonnes of vegetable scrapings


34 root mules
15 braces of poultry
2 barrows of scrap iron
18,000 gallons of pond water
Swilliam

Shatter Those Before You: March of the Proboscis is a brick to hit your opponent with. Carefully positioning and
picking your charge targets is important, but so is charging headlong into the enemy!

Frequently Asked Questions: Helpful h Trumpeting: Von Sneg, can I reduce a unit’s
clarifications and explanations. panic tokens with the Great Proboscis’
Terrifying Trumpet special rule?
h Random Attacks: Von Sneg, when do I roll
to see how many attacks the Great Proboscis No, you can only ever add panic tokens.
has?
h Line of Sight: V. S., does Terrifying Trumpet
Every time the Great Proboscis fights a melee Require line of sight?
bout, roll 4D6 and note the total. The Proboscis
makes that many melee attacks. No.

Roll again at the start every melee bout.

22
The Butcher Brigade
Gangly arms dangled unconvincingly from the parapet as Collin, a unpleasantly pimpled youth and product of
the local unemployment abattoirs, attempted to scrape yet another carcass off the city walls.

“This one must be an abbot.” mused Collin, chiseling at the ghastly remains with his billhook.

“What do you reckon” Collin asked his only friend, the mildly pyscopathic spit dog, Bratwurst.

Meat and Potatoes: The desperate survivors of a A Sausage in Every Pocket: Putrid piemen
somewhat self-inflicted siege, the Butcher Brigade are work a thriving trade in strange meats.
miserable peasants picking a living from the rotting animal
and human remains catapulted over their castle walls. You may spend 10 additional Norberts when building
your Regiment.
When building your Regiment, you may not take
any Fodder units. Instead, you MUST take 2 units of Cult Relics: “A sausage is not a relic! I don’t care how
Slaughterhouse Yeomen. many times you tell me Collin, its time to move out of this
hovel. You’re 35 years old.”

Slaughterhouse Yeomen (10 Models) 1. The Brigadier’s Blood Pudding: 20 Norberts


Base Size: 20mm/30mm
This relic cannot be given to a Cavalry Follower.
“Please stop squirming and get in the grinder.” A unit gifted with this relic counts as having +2
models in its unit profile.
M A I W V
Remember: Relics cannot be given to Artillery
6” 1 6+ 1 6+
Followers or Lumps unless specifically stated.
Weapon’s Range: 18” 2. Pigstick Palisades: 17 Norberts
This unit can be equipped with missile or close
You may purchase this relic twice. When a unit
combat weapons.
gifted this relic defeats an enemy unit in melee,
it can shoot the enemy unit before it retreats. The
Blessed are the Sausage Makers: At the end of a
shooting attacks happen before the retreating unit
melee, when working out winners and losers, if
moves any models.
this unit has more models than your opponent’s,
roll a dice. On a 3+ it is the winner even if it
A unit that passes its fearless save does not retreat.
suffered more wounds.
Players may wish to model a set of sharpened
stakes for their unit, but they only act as a token
and not a piece of terrain.

3. Sausage Skin Drum: 5 Norberts

This relic may only gifted to a Snob. Everytime


this Snob orders a unit, you may transfer up to 2
models to, or from, another friendly Follower unit
that shares the same name.

h The model must be placed in coherency.

h The model may not be placed within 9” of an


enemy unit.

h The model may not be placed within 1” of an


objective, terrain or another friendly unit.

h You may never exceed a units starting size, given


in its unit profile.

23
Knights of the
Shattered Lance
The lance struck the yeoman in the face, concentrating the unstoppable force of the charge into a single deadly
point. The knight felt his lance flex as it hit, tearing its way through helm and visor, rupturing the tightly locked
mail rings of the coif, and pulping the mans skull like an old turnip.

Nobless Oblige: The Knights of the Shattered Lance are


an order of landed murderers and killers obsessed their own
Noble Lancers (6 Models)
twisted code of honour. Base Size: 40mm/75mm

When building your Regiment, you my irksome “I wouldn’t even spit on your grave.”
viscount, are lucky enough to be able to take up to 2
units of the Noble Lancers, and while it is also possible M A I W V
to take other, lesser, units, you are must always take at
least 1. 12” 2 6+ 2 6+

Beneath Contempt: Cavalry Follower units you Weapon’s Range: 6”


control may: May be armed with Close Combat weapons or
h Ignore Unworthy Follower units when checking Pistols and Sabres. (See Snob’s equipment p.XX of
for line of sight or when checking which Follower the core rules).
unit is closest.
Mounted Men at Arms: This unit is considered a
The Knights of the Shattered Lance view all Cavalry Follower unit.
Followers EXCEPT cavalry followers as Unworthy.
Chivalric Trampling: When this unit charges using
h NEVER target enemy Snobs. They should be met Roughshod Riders, increase its Attack by 1, for
by your own lords in single combat. each failed dangerous terrain test, until the end of
the order.
Roughshod Riders: Cavalry Followers you control
can move through any Unworthy unit when Cult Relics: “Pisspots and Horse slop, what do you mean
making a charge move. my armour doesn’t fit?”
Units moved through this way must make a single
A team of sweating squires, pulled with all their might in an
dangerous terrain test at the end of the move.
attempt to lace the Lancer’s corset.

“Try harder, you fools, the joust begins in 20 minutes.”

1. ‘Orrible Oriflame: 5 Norberts

This relic can only be gifted to Follower Units:


Units gifted with this blood red banner count as
Cavaly Followers.

2. Rootling Squires: 15 Norberts

You may take an Additional unit of Rootlings


consisting of only 3 Rootling models.

3. Tournament Helm 5 Norberts

This relic may only gifted to a Snob. Units gifted


this relic may Toff Off with any enemy Snob.

4. The Shattered Lance 25 Norberts

This relic may only gifted to a Snob. Increase the


attack of this snob by 30.

24
The Brotherhood of
Greed
A Regiment of shuddering cannibals. Gourmands on a delicious pilgrimage to taste the various rooty mutations
of Cist’s Aristocrats.

Gluttony: Your Followers are starving. They cannot be Mutated: Each Grub gains a free mutation,
satiated. They demand to be fed. found on the following page. If playing
a standalone game that is not part of a
Every time a Follower unit you control makes a campaign, each Grub must take a different
shooting attack, before any dice have been rolled, mutation.
you may remove one model from the unit to add 4
additional shooting attacks. An Occasional Treat: To motivate the shambling horde,
Grubs often have to cut off a few fingers or possibly donate a
h You may do this any number of times. limb or two.
h You may never remove the last model from a unit. When a Grub orders a friendly unit of Followers, they
may immediately choose to take a dangerous terrain
test. If this test is passed, the Follower unit gains any
Grubs: Your Regiment collects only the tastiest of mutated mutations the Grub has until the start of the next
Snobs. round.

Every Snob in your Regiment is considered a Grub. If the test is failed, the severing of a body part has
Grubs behave exactly the same as Snobs, but have the been too much for the Grub and they are removed as
Mutated and An Occasional Treat Special Rules. a casualty as normal. The Follower unit still gains the
mutations until the start of the next round.

25
Mutations
Miraculous root flesh calls out with promises of power beyond imagining. Every bite is a dance with divinity or destruction.
Through appalling taste and foul magicks, powers yet unknown coalesce into being.

When a Snob takes a mutation, add that mutation to their personal unit profile and apply any relevant effects.
Grubs can take a mutation from this list or if players agree, and are looking for a less balanced and more chaotic
experience, from the list of over 50 available mutations in the Taster Campaign expansion.

Mutations: Players may either choose or


randomly pick their mutations.

h Bulbous: The Snob’s stomach and limbs swell, h Crown of Toes: Wiggling toes sprout out in
bursting plate and splitting mail. This new body great number all over the Snob’s body, proving a
becomes supernaturally resilient to blows, which somewhat unnerving sight.
find difficulty penetrating the thick sinewy flesh.
This unit gains Bowel-Loosening Charge (see
Reduce the Vulnerability (V) of this unit by 1. Bastard’s rules page 31).

E.g. a toady with a (V) of 5+ would now have h Root Sight: Rooty tendrils seep and creep out of
a (V) of 3+. the Snob’s eye sockets, opening new realities and
greater understanding.
h Wings: Pathetic crusted flaps fold out of the
Snob’s back. As the Snob’s bones decay internally, This unit always passes any dangerous terrain
they are able to take off from the ground and soar tests it has to make.
over the battlefield.
h Sprouted: Small chattering homunculean copies
This unit gains Fly. sprout from the Snob’s skin.

Fly: Units with this ability may move across When the last model in this unit is removed for
other units and dangerous terrain as if they any reason, roll a D6. On a 5+, this model is not
weren’t there. removed.

Units with Fly must still obey the 1” rule at the Any wounds this model suffered are still
end of their move. counted towards finding winners and losers.

h Toothlessness: Difficulty eating hard foods. h Delicious Infestation: Multiple moreish


mushroom species take root in the Snob.
h Tuberous Tendrils: Prehensile roots fold out of
distended pores of the Snob. All enemy units must target this unit if possible
when they charge, even if there are other closer
Increase the Attacks (A) of this unit by 1. units.

h Appalling Stagnation: The Snob reeks. It h Trumpet-Snouted: Latching onto the front of
is impossibly difficult to concentrate through the the Snob’s helm, a rooty bugle grows, pulsing and
vomiting. tooting at will.

Enemy units attacking units with this mutation Increase the command range of the snob to 18”.
in melee increase their Inaccuracy (I) by 2.
h Vegetable Bloom: An explosion of sallow leaves
h Shrivelled: The Snob’s limbs shrivel and unfurls from the Snob’s head, covering them in a
desiccate, as if they were a root left out in the sun. canopy of foliage.

Reduce the Movement (M) of this unit to 0. This unit gains Skirmish (see Chaff’s rules
page 30).

26
How They Play
Weezel eyed the toes, the toes eyed Weezel. A rusty fork lay on the table between them.

Famished Followers: The Brotherhood of Greed is perfect for players looking for a very customisable Regiment,
treating them to a plethora of abilities that more than make up for its lack of unique units.

Just don’t let your Followers eat too much!

Toadies in the Hole:

5 Toady fingers/top quality bangers cut into pieces.


4oz (110g) flour
Salt
2 eggs
1/2 a pint (300ml) milk/squench
Dripping

Preheat your oven to 220c, 425f.

Sieve root flour and salt into your helm. Scavenge a couple eggs and stir them into the mixture, making a batter. With a little
milk/squench, form the batter into a smooth paste. Beat in the rest of the milk until creamy and leave to stand for an hour.
Add enough dripping to your pudding tin to form a thin layer when melted. Heat in the oven, being careful of the fat starting
to smoke. Scatter your Toady digits/saussies into the tin and bake for 5 minutes. Pour the batter over your Toady and bake for
a further 15 to 20 minutes.

Serve piping hot with gravy (that, of course, every player has on hand at all times).

Frequently Asked Questions: Helpful


clarifications and explanations.

h Gluttony: Weezel and Sneg, do casualties h Delicious Units: Von Sneg, do Chaff have to
taken from Gluttony count towards working target units with Delicious Infestation?
out winners and losers?
Yes, but only when charging. They still may
No. The models are simply removed and use Sharpshooter to pick their targets when
haven’t suffered any wounds. shooting.

Models are removed immediately before h Dangerous Terrain: Von Sneg, if my Grub is
any attack dice are rolled. Remember, you immune to dangerous terrain tests, can they
may never break coherency when removing still die from An Occasional Treat?
models.
No. The Grub automatically passes and, so, is
h Flying Units: V.S., do units with Fly block effectively immune.
other units with Fly?
h Slow Units: A question for you Sneg. Can a
unit with a Movement (M) of 0 still move?
No, units with Fly may move over any unit or
piece of terrain as if they were not there.
Yes, they can. They can use the march and
h Tentacled Units: Do units with Tuberous charge orders to move across the battlefield,
Tentacles have an additional attack per relying on the extra 2D6 movement.
model, or is it per unit.

Tuberous Tentacles increases the Attack


Characterstic of each model in the unit by 1.

For example, a unit of Brutes with an (A) of 2


would make 3 melee attacks each instead of
their normal 2.

27
47
The Procession of
Woe
The Rootshrine is coming to town. It creaks and groans under the weight of its enormous relic. Frothing Zealots
are driven forward in its wake. Maybe this year the Root Priests will allow them a taste?
Rootshrine: “You can have another lick once we’ve Zealots: Every unit of Followers in your
cleaned off all the gore.” Regiment are considered Zealots.

When building your Regiment, replace your Toff with h If a unit of Zealots has 2 or more panic
the Rootshrine. The Root Shrine is still considered a tokens, increase their Attacks (A) by 1.
Toff in all aspects, but uses the profile below.
Clergy: Every Snob in your Regiment, including your
Rootshine, is considered a member of the Clergy.
Rootshrine (1 Model)
Base Size: 80mm/120mm When a member of the Clergy orders a unit, they may
give that unit Fearless (see page 19) until the end of the
Lovingly maintained by a Confessor, the shrine carries
round. If a member of the Clergy does this, the target
an ancient and gigantic root relic.
unit receives 1 Panic Token.
Command Range: 6”

M A I W V
6” 3 6+ 5 5+

Weapon’s Range: 6”

Ululating Shrine: The Confessor hears all the worries


of his followers and either soothes them or whips their
concerns into a bloody frenzy.

Every time this unit is Made Ready (see page 10), it


may take up to 2 panic tokens from a friendly unit
anywhere on the table and give them to another
friendly or enemy unit within 24”.

These units do not need to be within line of sight.

29
How They Play
A solemn silence hushed the two tacticians as the shadow of an enormous vegetable fell across the tent.

The clang of relics and the scent of soil drove Weezel and the toes to their knees in devotion.

A Celeriac To Die For: The Procession of Woe is for players looking to manipulate the fear in their enemies’
hearts. Focused around the Rootshrine’s panic control, the Cult shines when combined with Followers equipped
with close combat weapons, ready to charge their terrified enemies.

Frequently Asked Questions: Helpful


clarifications and explanations.

h Panic Tokens: Ssneg? Is it possible to give h Toff Off!: Sneg, can the Rootshrine Toff Off!?
units more than 6 panic tokens using the
Rootshrine? Yes.

No. Units can never have more than 6 panic h Rootshrine Equipment: Sneggy, can the
tokens at any time. Rootshrine shoot?

Any extra panic tokens that cannot be placed Yes, the Rootshrine can be equipped like any
on a unit are discarded and removed from other Toff and, so, usually is equipped with
play. Pistols and Sabres.

h Ululating Shrine: Von Sneg, when using h Root Shrine Panic Tokens: Can the
Ululating Shrine, what happens to a unit’s Rootshrine give panic tokens to itself?
panic tokens if their recipient cannot accept
any more? Yes.

h Zealots: Senior Sneg, my saviour. Do Zealots


If the unit you target with the ability cannot
increase their shooting attacks as well?
accept anymore tokens, they are discarded.
No. A unit of Zealots with 2 or more panic
For example, a Rootshrine takes 2 panic tokens
tokens only increases its Attack Characterstic
from a unit of Chaff and attempts to give them
(A) by 1, and so only increases the number of
to a unit of Brutes that already has 5 panic
MELEE attacks each model in the unit makes.
tokens.
For example, a unit of Bastards would make
The Chaff lose 2 panic tokens and the Brutes
5 attacks melee attacks each instead of their
gain 1.
usual 4!
As the Brutes cannot have more than 6 panic
tokens at any time, the remaining token is
discarded.

30
The Red Ribbon
Society
Spattered about Cist are carefully cultivated pockets of filth inhabited by haughty horticulturists known only as
the Red Ribbon Society. Ruddy-cheeked competition growers, they seek to nurture and seduce the soil ‘til it bursts
forth with prizewinning abundance.

“Regarding the procurement of burlroot scrapings, S. “Husky” Gongbottom of Lower Hogsbaddershire


recommends against the popular method of using one’s upper teeth. Rather, says Gongbottom, the nails of the
fingers and toes scraped with the follicles, produces a finer mash, AND enables care around the burlroot’s eyes.”

A generally friendly bunch, the Red Ribbon Society is not above hiring a bit of muscle to protect its precious vegetables. Your
Regiment has been persuaded to fend off would-be saboteurs and ensure at least a few scoring sunchokes make it to the judges’
table.

Vegetable Growers Association: “Get off my land!” Growing Your Vegetables: Everytime an enemy
unit gains 1 panic token, add 1 tuft token on each of
To represent the members of the Red Ribbon Society, your Plots.
you will need a selection of 6 miniatures. These are
your Gardeners. These farmers, peasants, or other Prizewinners: At the start of a round, after placing
agricultural figures are NOT considered models for the Gardeners, you may spend your Tuft tokens to
sake of the game, and only act as tokens. empower your Regiment. You may stack these powers
as many times as you can afford to so.
Tuft Tokens: As well as the Gardeners, you will need
at least 20 tuft tokens to represent their prizewinning Each power requires a number of Tuft tokens as its
veg. Players are encouraged to take as much pride in cost. To pay its cost, remove a number of tokens equal
their vegetables as the Red Ribbon Society, and should to its cost from any of your Plots in any combination.
model their favourite root vegetables on individual
bases with care and passion. A single static grass tuft h 3 Tokens: Increase the (M) of all your units by 2.
on a 20mm round base can also look dashing.
h 5 Tokens: Decrease the (I) of all your units by 1.
As each Plot of land can only have a maximum of 6 h 6 Tokens: Increase the (A) of all of your units by 1.
tokens, dice could also be used in a pinch.
h 8 Tokens: Increase the (W) of all of your units by 1.
Some players use teeth.
h 12 Tokens: Place 1 Lump (see page XX) wholly
Gardeners: Delicately place your members. within 1 Plot, not within 1” of another unit or
objective.
At the start of every round, including the first, before
deployment, you may place 1 Gardener and 2 tuft You may only do this ONCE per game.
tokens on a single piece of dangerous terrain.
Plotting Your Destruction: If at any time there is an
enemy unit within a Plot, and that plot doesn’t contain
Plots: Placing a Gardener marks the dangerous terrain
of one or more of your units, the enemy smashes your
out as a Plot suitable to grow vegetables and, so long
vegetables! Remove the Gardner and any Tuft tokens
as the Gardener remains on the terrain piece, it will
in that Plot. The Plot returns to a piece of dangerous
sprout Tuft tokens.
terrain until a new Gardener is placed on it.
Plots are considered defensible terrain for friendly
units. It still remains dangerous terrain for your
opponent.

Plots may have more than 1 Gardener.

Allied Allotments: You may place 1 additional piece


of dangerous terrain on the board once all other terrain
has been set up. It must be placed 3” away from
ANY other piece of terrain.

31
How They Play
Weezel pinned a magnificent ribbon on the toe with the best-looking boil.

Gardener’s Question Time: The Red Ribbon Society is for those looking for a competitive vegetable
experience. Grow your veg, kick some heads. Discovering the most efficient way protect and spend your Tuft
tokens will be key to victory and that elusive red ribbon.

Frequently Asked Questions: Helpful


clarifications and explanations.

h Gardener Tokens: Von Sneg, if I may ask, h Dangerous Terrain Tests: Von Sneg, do
how should I base my Gardeners? Plots still cause dangerous terrain tests when
moved across?
Gardeners can be based however a player
prefers, as they are just tokens. We would Yes, but only for the enemy.
suggest that players keep them relatively small
so they do not disrupt gameplay, with only a h Tuft Token Limit: What happens when
couple of larger diorama bases sprinkled in for I reach the Tuft token limit when growing
thematics. vegetables?

h Line of Sight: S., do Gardeners block The excess tokens are discarded. You may
movement or line of sight? never have more than 6 tokens on each Plot.

No. They are just tokens. If a player needs h Mirror Match: What happens when Red
to move to where the Gardener is, move the Ribbon Society fights another Red Ribbon
token out of the way. Society?

h Additional Attacks: How long do Tuft Plots can only be owned by one player. They
Token upgrades last? are treated as dangerous terrain by the other
player.
Each upgrade lasts until the end of the game
and applies to ALL units you control. h Destroying Plots: V., when a plot is
destroyed is the Gardener removed from the
For example, if a unit of Fodder has its M game forever?
upgrades 3 times, it would have a M of 12”,
while a unit of whelps would have a M of 18”. No, the removed Gardener returns to your
pool of available Gardener tokens, ready to be
placed again another round.

32
The Feast of
Charybdis
They rose from the silt, their pincers clacking, mandibles frothing with insatiable greed. Their riders peeled back
their skin cloaks and hefted their hooks. The crabs had waited a long time, and now they would feed.

Scuttlers: “Easy girl, hush your clickin’. You’ll get your


pincers on ‘em soon enough.” Scuttlers (1 Model)
Base Size: 60mm/100mm
When building your Regiment, You may take up to
TWO units of Scuttlers as Followers. “The crabs, they was on the rampage.”

Dig, you Maggots!: At the start of a round, before M A I W V


preliminary bombardment, you may remove up to 1 6” 10 5+ 5 5+
Follower unit from the board to be used later. A unit
removed this way is considered Burrowed. Scuttlers ride on the backs of hideous crustacean-
like creatures. Bursting from the mud, they drag
The unit retains any tokens, wounds, or casualties. their prey into the mouths of their pets with nets
and barbed pikes.
Rise from the Silt: Your Regiment has access to the
unique Order, Unburrow: Scuttlers are considered to be equipped with Close
Combat weapons.
• Place a Burrowed unit anywhere on the
board, not within 12” of an enemy unit. Offal Gorgers: If Scuttlers fight in a melee, they
The unburrowed unit then charges, moving can never be declared the winners. Both units must
M+2D6” towards a target enemy unit within continue to fight bouts until the Scuttlers are the
charge range and line of sight, and enters a losers or one side is destroyed.
Melee. Well Fed: This unit removes 1 panic token after
BLUNDER: If this unit blunders it loses D3+1 wounds, fighting in a melee.
and then charges.

Burrowed units may NEVER capture objectives the


round they are placed on the table even after moving.

33
How They Play
A small tuber shrimp scuttles proudly across Weezel’s table and threatens some of the toes.

Lobster Pottage: Ambush your opponents with a crab. The Feast of Charybdis provides a player with an
aggressively mobile force. Able to keep their best units protected until they are needed, they can surprise an
unwary foe.

Frequently Asked Questions: Helpful


clarifications and explanations.
h Dangerous Terrain: Von Sneg, does a unit
h Rise From The Silt: Von Sneg, can I move take a dangerous terrain test when it is brought
my Snob after I unburrow a unit? onto the table into dangerous terrain using the
Unburrow order?
Yes, so long as you can move your Snob
within command range (see page 12). Yes. It will only take a test as it tries to move
across it.
Note: Unburrow counts as the unburrowed
unit’s order. h Stump Guns: When a Stump Gun uses Rise
From the Silt, does it have to charge?
h Charging: Von Sneg, When an unburrowed
unit charges, does it cause a panic test? No. A Stump Gun can never move, or charge,
and so in this case. It does not.
Yes.

34
Knights ofShellwood
Shields, banners, and shattered lances litter the shells of the ancient knights. They ooze over the battlefield,
unstoppable in their advance, an army dedicated to their snails’ pace. The followers of the Knights of Shellwood
bring with them their favourite snails to stave off nostalgia. In return for the holiday, these treasured molluscs
provide excellent cover for their loving guardians.
Snail Knights: “Whoa there, slow down.” Mucous Manoeuvre: Shellwood Toffs bark
commands from their slimy steeds.
When building your Regiment, You may take up to
TWO units of Snail Knights as Followers. At the start of a round, you can announce
your Regiment is performing the Mucous
Manoeuvre. ALL friendly Snail Knights
Snail Knight (1 Model) and Cavalry Followers increase their
Base Size: 40mm/80mm Movement by 3D6” until the end of the
round.
“What man can pretend to know the riddle of a snail’s
mind?”
Snail’s Pace: Every unit in this Regiment
counts as having a movement of 0”.
M A I W V
0” 6 5+ 4 3+ Hard-Boiled: If a unit from this
Regiment has not yet moved this round,
Weapon’s Range: 18”
they count as being wholly within
Hardshelled: Snail Knights are always considered defensible terrain
to be wholly within defensible terrain. and have -1 Vulnerability.

Snail Gunners: If this unit is equipped with a black


powder weapon, its single shooting attack causes
2 wounds if it hits. These cannot be prevented by a
Vulnerability roll.

35
How They Play
Lodged in an empty snail shell, a toe inches its way across the table. The other toes flee from its thundering charge.

Patience Makes Perfect: Plodding across the board, your sluggish troops must play the long game. Rewarding
players with long term goals and lots of fire power, Knights of Shellwood aim to outlast their over eager
opponents.

Frequently Asked Questions: Helpful


clarifications and explanations.

h Movement 0”: Von Sneg... how exactly can I h Retreating: Sneg, excuse me, but does
play with a Regiment that moves 0”? retreating count as moving?

Though your units can move 0”, they are able Yes, it does. Even if a Fearless unit is forced
to March, Move and Shoot, and Charge as back 1” after it loses combat, it still counts as
normal, they just have to rely solely on the moving.
result of their dice rolls.
h Mucous Manoeuvres: Do I roll for each unit,
h Defensible Terrain: Sneg, how does or once for all units?
defensible terrain work again?
You roll 4D6” once, every friendly Snail Knight
Defensible Terrain: Units shooting at targets and Cavalry Model increases its movement by
wholly within defensible terrain receive a +1 that amount.
to their Inaccuracy. Units that are the target
of shooting attacks while in defensible terrain You will need to roll again the next time you
have the Fearless special rule. use it.

h Blundering: If I blunder a Move and Shoot


order can I move D6 instead of 0”?

Yes. The foolhardy unit seems to be rushing


things.

36
Lopers of the
Maudlin Marsh
Stilt walkers of the Maudlin Marsh. Pitiful drunks, they stride into battle tottering this way and that.

“Clean me off, Archibald, I think I stepped in someone.


Lopers: The sounds of split stomachs and bursting torsos
fill the air as the Lopers stick their hardened stilts through Lopers (4 Models)
soft bellies. Base Size: 20mm/40mm

When building your Regiment, you must take at least “Make sure you don’t look up, lad,” said the pleb as the
one and up to TWO units of Lopers as Followers. reassuring patter of vomit and yesterday’s rations rained
down from above.
Exposed: The slowly swaying lopers call out the
location of every cowering enemy on the battlefield. It M A I W V
really is unfortunate they’re so inconspicuous. 12” 3 5+ 2 6+

All Follower units on the board, friendly and enemy Weapon’s Range: 18”
can be targeted as if they were the closest.
Stride: Units with this ability may move across
Stilt Spotters: Any unit of Followers in your enemy and friendly units as if they weren’t there,
Regiment, except for Lopers and Stump Guns, may be even when retreating.
accompanied by a Stilt Spotter.
Units with Stride must still obey the 1” rule at the
Units with Stilt Spotters increase their weapon’s range end of their move.
by 6”.
Dash: This unit may make a move up to its
Players can represent the spotters by mounting one Movement Characteristic (M) after it has completed
model in the unit on stilts. Players could also use an an order.
additional figure mounted on stilts as a Stilt Spotter
token. A Stilt Spotter token is not a model and is only Unfortunate Wobble: This unit must retreat
there to show the unit has a Stilt Spotter. directly towards the enemy unit instead of directly
away.
Above Them All: Snobs in this Regiment may be given
Stilts in addition to any equipment they have. Snobs When this unit retreats, units it moves across must
with stilts increase their Command Range to 36”. take a dangerous terrain test instead of the Lopers.

37
How They Play
Weezel coughed and retched. Pulling a phlegm-coated rat spine from his oesophagus with spindly fingers, he flung it towards
the toes, who, immediately seizing it, fashioned the vertebrae into a pair of fetching platforms.

“Uncomfortably dexterous,” noted Weezel.

Stilted Development: The Lopers of the Maudlin Marsh rely on their increased range to batter the enemy from
afar while rushing Lopers towards vulnerable targets. Clacking towards the enemy, players will find themselves
planning their moves a round in advance as they attempt to master the Cult’s unique way of moving.

Frequently Asked Questions: Helpful


clarifications and explanations.

h Unfortunate Wobble: Sneg. How does h Targeting: Von Sneg, do I have to target
moving units with Unfortunate Wobble work Exposed units when they are the closest?
again?
No. You may choose between them, as they
Every time a unit with Unfortunate Wobble are ALL counted as the closest for the sake of
retreats, instead of moving the Pleb and the targeting.
rest of the unit directly away from the enemy,
you must move directly towards them. h Table Edges: Can Unfortunate Wobble take
my units off the table?
You will most likely move your unit completely
over the enemy unit so that it ends its move 1” No. A model with Unfortunate Wobble would
behind them. move as far as possible and stop at the table
edge. If its impossible to move directly towards
Remember: Lopers may move across enemy the enemy unit and finish between the unit
units as if they were not there, and so will not and the table edge, the retreating unit is moved
take a dangerous terrain test, instead the units directly away an inch, so it finishes at least 1”
they pass over will take a dangerous terrain away from all other units.
test at the end of the retreat move.
Other Units: Is Unfortunate Wobble Blocked
h Panic Tests: Von Sneg, do Lopers retreat by other units?
directly towards the charging unit when they fail
a panic test? No. Lopers will retreat through other units,
continuing along its retreat path until it is 1”
Yes and will be destroyed the enemy unit can away from all other units.
move within base to base contact after the
retreat.

38
The Wigmaker’s
Legacy
The tragic poisoning of Arch Duke Peruke, Head of the Sallow Wigmaker’s Guild, and an unfortunate rounding
error, saw the entire Wigmaker’s fortune given over to his pet rootling Syphillus the Magnificent.

Wigs Resplendent: When building your Regiment, Coiffure the Battlefield: Rootlings, lacking
you must replace your Toff with Syphillus the an obvious respiratory system, tend to overdo the
Magnificent. wig powder.

Syphillus is still considered a Toff in all aspects, but When your units equipped with Black Powder
uses the profile below. weapons make a shooting attack, their target receives
a powder smoke token. If they already have a powder
smoke token, they must take a dangerous terrain test
Syphillus the Magnificent (1 Model)
after shooting attacks on both sides are resolved.
Base Size: 20mm/40mm

“Such compact elegance for a condottiero.” Mandrake Barbers: In addition to Syphillus, you
may employ his wigmaking staff. When building
Command Range: 6” your Regiment, you must take at least TWO units of
Rootlings as a Follower unit.
M A I W V
Rootling units in your Regiment can be equipped with
6” 1 7+ 1 7+
Black Powder weapons, representing the flesh-melting
Weapon’s Range: 6” wig bellows and powder carrots common to the little
perruquiers.
Uproot: (See Rootlings profile).
Inescapable Fumes: Rootlings with Black powder
Marsh Born: (See Rootlings profile). Weapons have a weapon’s range of 18”, and decrease
their Inaccuracy (I) by 1
Powder Keg: Once per round, when Syphillus is
made ready, ALL units with a powder smoke token
take a dangerous terrain test. Rootlings (6 Models)
Base Size: 20mm/30mm

M A I W V
6” 2 7+ 1 7+

Rootlings are considered to be equipped with Close


Combat Weapons.

Uproot: When this unit is killed, at the start of


the next round, place the unit within a piece of
dangerous terrain, not within 1” of any other unit.

Marsh Born: This unit always passes dangerous


terrain tests.

The Pompadour: When building your Regiment, you


may only take a maximum of ONE Stump Gun, the
Pompadour.

The gatling gun of the wig-powdering world, fitted


with revolving conical drive bellows and operated by
only the most fashionable Rootlings, the Pompadour is
stylish death incarnate.

The Pompadour is treated exactly as if it was a Stump


Gun with the addition that it has the Uproot special
rule (see above).

39
How They Play
“It is exceedingly difficult if sir insists on remaining decapitated.”

Fog of War: The Wigmaker’s Legacy are masters of weathering whatever comes their way. To rule the battlefield,
players must combine the resilience of their Rootlings with the formidable power to shut down enemy shooting.
Players fielding the Wigmaker’s Legacy are encouraged to colour their powder smoke tokens in beautiful pastel
shades, possibly even adding a spritz of perfume before bringing them to battle.

Frequently Asked Questions: Helpful h Shooting Engagements: When, during a


clarifications and explanations. shooting engagement with an enemy, do I give
them a powder smoke token?
h Uproot: Von Sneg, when a Rootling unit
returns to the battlefield, does it return with The enemy unit receives a powder smoke token
all its casualties and panic tokens? after it has performed its shooting attacks.

Casualties: When a unit with Uproot is placed An enemy unit equipped with Black Powder
back on the battlefield, it returns at full strength weapons would still be able to return fire, but
with the amount of models in its unit profile. would suffer a dangerous terrain test after it
completed its shooting attacks.
Tokens: A unit with Uproot retains any tokens
it had when it left the battlefield. The dangerous terrain test would be taken after
shooting casualties are removed, but before
For example, if a unit of 2 Rootlings with retreats.
3 panic tokens was destroyed, it would be
placed back on the table with 6 models and 3 h Headless Chicken: Can I win by Headless
panic tokens. Chicken if Syphillus the Magnificent has
Uproot?
The Pompadour: The Pompadour does not
receive any extra panic tokens if it explodes Yes. If a scenario has Headless Chicken
because of Unstable Icon. It is immediately and there are no enemy Snobs on the table
destroyed before any extra panic tokens can be (including Syphillus), you win. Syphillus may
added. have returned in the next round, but the game
is already over.
h Capturing Objectives: We have a question
Von Sneg, can units with Uproot capture
objectives when they are placed on the table.

No. Units with uproot are placed on the


battlefield, and not deployed. They would still
need to end a move within 1” to capture an
objective.

40
Lady Illiana’s
Guttersnipes
High above the rooftops of Sallow, messenger spuds hurtled through the air. Wings beating furiously,
murmurating potatoes wove in and out of the clouds, vital information tucked into their roots.

Under the cover of their shields, indistinguishable from the ramshackle roofs of the famous port city, Guttersnipes
sighted in their long rifles.“
Mysterious Killer: When building your Regiment, City Scum: When building your Regiment,
you must replace your Toff with Lady Illiana. you may take up to 3 units of Guttersnipes
as Followers.
Lady Illiana is still considered a Toff in all aspects, but
uses the profile below.
Guttersnipes (4 Models)
Base Size: 20mm/30mm
Lady Illiana (1 Model)
Base Size: 40mm/60mm Foot stuck in a chimney, elbow jammed into the rafters.

An enormous figure in a flowing gown unfurled itself M A I W V


from its rooftop perch and took aim.
6” 2 5+ 1 6+
Command Range: 6”
Weapon’s Range: 18”
M A I W V Guttersnipes can be equipped with either Black
6” 1 2+ 3 5+ Powder weapons or Missile weapons.

Weapon’s Range: 60” Oik Ambush!: Guttersnipes make their shooting


attacks before the enemy in a shooting engagement.
Lady Illiana is equipped with her chimney
pot jezzail. This gives her the Preliminary In addition Guttersnipes have the Vanguard,
Bombardment special rule (See the Stump Gun Sharpshooter: (See Chaff in the Core Rules).
in the Core Rules), and does not generate powder
smoke tokens.

Lady Illiana and allied Toffs have Vanguard.

Strictly Not Assassins: Any dead aristocrats are


purely accidental.

You may never win by Headless Chicken.

Messenger Spuds: At the start of a round,


after Preliminary Bombardment and Vanguard,
you may place a 20mm messenger Spud token
anywhere on the table, not within 1” of another unit.

After an enemy unit declares an order, before they roll


to blunder, you may perform ONE of these actions:

h Remove a unit of Guttersnipes or Lady Illiana from


the table. Then place them back within 1” of a Spud
token, and not within 1” of another unit.

Remove the Spud token after you have used this


ability.

h Increase or decrease the Inaccuracy of a single unit


within 3” of a Spud token by 1 for the duration of
the order.

You may only have a maximum of 3 Spud tokens on


the table at any time.
41
How They Play
The rifle’s barrel had been a gift from Lady Illiana, its elaborately twisting grooves could put a deadly spin on every round,
steadying their flight and imparting each shot with terrifying accuracy.

The pile of dead, heaped at the foot of the staircase, was a testament to its quality.

Killing Fields: Lady Illiana’s Guttersnipes reward a player with sharp senses, letting them lure their opponents
into deadly traps using their limited spud tokens to create areas of certain death. Guttersnipes are fearsome
marksmen who can handle themselves in a scrap, but, lacking the ability to skirmish, must rely on well-timed
spuds to get them out of trouble.

Frequently Asked Questions: Helpful h Spud Tokens: Sneg, you daring bastard,
clarifications and explanations. explain:

h Mirror Match: Von Sneg, when both players Inaccuracy: Can I make Lady Illiana hit
are using Lady Illiana’s Guttersnipes, who automatically with the -1 Inaccuracy from a
places their Spud tokens first? spud token?

The player with the Initiative places their No, a roll of a 1 is always be considered a miss.
token first.
Returning a Unit to the Table: Does a unit
h Capturing Objectives: Dear Von Sneg, can being placed with a spud token return at full
units capture objectives when they are placed health, like Uproot?
on the table using a Spud token?
No. Unlike Uproot, the unit is placed back on
No. The Units are placed on the battlefield, and the table with the same amount of models and
not deployed. They would still need to end a tokens.
move within 1” to capture an objective.
h Stacking Spuds: Von Sneg, bet you can’t
h Oik Ambush: If a the Guttersnipes shoot answer this. Can I stack Spud tokens?
first, do you remove casualties before the
enemy unit returns fire? No. You may not place a Spud token on top of
another Spud token.
Yes. You remove any causalities before the
enemy unit generates its shooting attacks.

42
Beekeepers of Bhir
“What of the alliance?” The Baron spoke to the shadows, his voice little more than a whisper.

“A bargain indeed, my Lord.” the hooded figure, hidden behind tattered robes, shambled from the gloom and
into the candlelight. “Our war cloisters empty at your command, sire. A levy of cenobite drones, hieromonk
broodlings, each a brother in pain and torment.”

The Hive Marches for Geets: The Baron shrank back Cult Relics: “Scour the combs for sacred
into his chair, his haggard face a mask of fear. artifacts drones. Geets must suffer.”

“And her Majesty?”. 1. Hive Pot Grenades: 5 Norberts

Cackling laughter burst from behind the figure’s mask. You may purchase this relic twice. A unit
gifted with this relic, may shoot targets through
“The Queen, Mother of Torture, will be here by morning.”
impassable terrain as if it wasn’t there.
When building your Regiment, you may never take
units of Brutes, instead, you can take up to 2 units of The unit with this relic may use Horror Swarm,
Hive Brethren as Followers. even if it couldn’t normally shoot.

2. Torture Larvae: 10 Norberts


Hive Brethren (6 Models)
Base Size: 20mm/30mm A unit gifted this relic may make 3 additional
shooting attacks when using Horror Swarm.
Honeyed words speak of delicious pain.
3. Matriarch’s Barb: 10 Norberts
M A I W V
6” 2 4+ 1 6+ This relic may only be gifted to a Lump. Increase
the unit’s Wounds and Attack by 1.
Weapon’s Range: 18”
The unit gains Fly.
This unit must be equipped with Blackpowder
weapons.

Insectile Trappists: This unit may always use


Horror Swarm, even if it has a powder smoke token.

Sacred Agony: If this unit has 1 or more relics, it is


Fearless.

Horror Swarm: Multitudes of indescribable stinging


insects make their homes in the ruined bodies of the
Beekeepers.

When a Follower unit you control charges a target,


before the charging unit moves, and before its target
makes any stand and shoot attacks, Every other
friendly follower unit within 18” of the target unit may
make a set of special shooting attacks.

Each unit makes 3 Horror Swarm shooting attacks


against the charge target. Each shooting attack has
a range of 18” and hits with an inaccuracy of 6+,
independent of the unit’s characteristic.

A unit can only use Horror Swarm if it can shoot.

h Units that are out of range or line of sight

h Units with powder smoke tokens.

h Units equipped with Close Combat weapons

Cannot shoot.
43
Hagstone Witches
“Don’t you listen to those mead swilling wicker virgins Baron.” gurgled the Crone, stopping briefly to spoon a
suspiciously charismatic amphibian out of her cauldron.

“A little soup. That’s all you need, m’lord.”

Marsh Covens: Spellcasters, hexers and an extreme Volatile Magicks: The twisting of fate is
danger to everyone they meet. not without its risks. Witches call out to the
unseen whisperers that lurk between spaces,
Each of your snobs is considered a Witch! Witches gorging themselves on the screams and
behave exactly the same as Snobs, with one exception. terror of the battlefield.
They have access to the Mundane Arts.
If a Witch rolls any unmodified 1s when attempting
Mistresses of the Mundane Arts: When building to cast a spell on a target with 3 or more panic tokens,
your Regiment, pick 1 spell from the Mundane Arts the spell has gone horribly wrong. Resolve the spell’s
Spellbook for each of your Snobs. Alternatively, more effects, before reality twists in on itself and the Witch,
chaotic players may wish to roll for their spells. with a look of utter astonishment, implodes.
Casting the Runes: Each spell provides you with its The Witch is slain.
name and effects, its casting cost, what it can target and
when it can be cast. Cult Relics: “Those aren’t Familiars, they’re just your pets.”
To Cast a Spell: Pick a Witch that hasn’t cast a spell so 1. Odious Wilfred: 6 Norberts
far this round and choose the spell’s target.
Units gifted this relic may gain 1 panic token to add
Roll 2D6 and add the number of panic tokens on the 1 extra dice to a single casting attempt this round.
target.
2. Pondering Tom: 6 Norberts
h If the total is equal to or higher than the spell’s
casting cost, the spell is cast, and its effects are This relic may only be gifted to a Witch: At
resolved. the start of the round, pick a column from the
spellbook and roll a D6, you may cast that spell
h If the total is lower, the spell fails miserably and the from the spellbook this round instead of one of
Witch receives 1 panic token. your chosen spells.
Each spell can only be cast once per round, and you
If you do, this unit gains a panic token.
may never cast more spells than you have witches.
3. Barry the Soup Cat: 6 Norberts

This relic may only be gifted to an friendly or


enemy unit after deployment. The unit gifted this
relic can have any number of panic tokens.

Remember, a unit can never have more than 3


relics.

44
Spellbook of the
Mundane Arts
Raised from birth among the marsh wyrds, Witches are able to glimpse beyond what mortal eyes can see. Witches
may cast spells at targets outside direct line of sight, and may target any unit on the board, not always the closest.

1. Mirror of the Mad God (Casting Cost: 6) 1. Dogs’ Breakfast (Casting Cost: 10)

You may cast this spell when target enemy You may cast this spell when the target Witch
unit initiates a melee or shooting engagement. is made ready. Pick a number. Everytime the
Target unit must use the Inaccuracy or number is rolled for the rest of the round, move
Vulnerability of the unit it’s fighting until the an objective marker 1”. You may not move the
end of the engagement. Your Choice. marker within 1” of any unit.

2. Udder Disaster (Casting Cost: 7) 2. Crouton’s Direct (Casting Cost: 10)

You may cast this spell when your opponent You may cast this spell when a Witch is made
gives an order, before any rolls to blunder. ready. Pick a target unit, If the unit is slain
Target unit must choose to perform another this round you gain 1 victory point, which can
order, or suffer -2 to all rolls for the rest of the be added to your total number of captured
round. objectives, at the end of the game.

3. Bewitching of the Butter (Casting Cost: 7) You may want to mark this unit with Crouton,
the evil brother of Ergot the 20mm dancing
You may cast this spell when your opponent’s bread token.
unit is made ready. Move target friendly
Witch 18”, not within 1” of any other unit. 3. Soup Drop (Casting Cost: 11)

The Witch gains D3 panic. You may cast this spell when target enemy unit
initiates a shooting engagement. Both units
4. Trip Up (Casting Cost: 8) make simultaneous melee attacks against each
other instead of their normal shooting attacks.
You may cast this spell whenever an
opponent’s unit retreats. The target retreating 4. Meat Sphere Mania (Casting Cost: 12):
unit must reroll all successful DT tests.
You may cast this spell any time a unit is slain.
You may cast this spell more than once per Place a disgustingly spherical Lump unit on
round. the board in place of the last model removed
from the table.
5. Scalding Sluice (Casting Cost: 8)
The Lump may be ordered once by each
You may cast this spell when your Witch is player each round.
made ready. Draw an imaginary line from
your witch to any model in the target unit. 5. Duck (Casting Cost: 13)
Any unit that the line intersects, excluding the
target, suffer D3 wounds. You may cast this spell when your Witch is
made ready. Target two follower units, adding
6. Cowboy Soup (Casting Cost: 9) all panic tokens together for the casting cost.
Both targets suffers D6 wounds. (Roll for each
You may cast this any time a unit charges or unit.)
shoots.
6. Yolk’d (Casting Cost: 15)
Roll 2D6. Change the target unit’s Inaccuracy
to the value of one dice, and its Vulnerability Can be cast at any time. Target unit transforms
to the value of the other. This spell lasts until the into a rotting chicken coop overflowing with
start of the next round. eggs that scream incomprehensible gibberish at
passers by.
Remember, a roll of a 1 is always a fail.
The unit becomes a Hovel.

45
Wondering Morris’
Pubcrawlers
Festival season was in full in swing. The streets of Sallow heaved like a bloated corpse as pilgrims swarmed
through its famous candlelit archways and into the city.

A merry fellow festooned with bells, ribbons, and shrubbery danced through the night’s hustle and bustle,
weaving in and out of the crowds in ever more complicated patterns.

Between the unseen spaces, bizarre creatures of all shapes and sizes crawled out to join the dance.

A Night to Remember: When building your Regiment, My Dearest Eschatons: Attempting to avoid their ever
you must replace your Toff with Wandering Morris. increasing bar tab, folk dancers and musicians follow Morris,
keeping one step ahead of their blood thirsty creditors.
Wandering Morris is still considered a Toff in all
aspects, but uses the profile below. When you order a Follower unit with a Snob, after
the order is complete, you may also move one other
friendly unit up to 6”.
Wondering Morris (1 Model)
Base Size: 20mm/60mm
This unit is moved after any Dash moves.
For him, the dance has just begun.

Command Range: 6”

M A I W V
12” 1 6+ 1 6+

Wondering Morris is considered to be equipped


with Close Combat weapons.

A Strange Being: Morris doesn’t seem to be


killable. It’s not to say he’s immortal, rather, no one
has ever thought of slaying him.

Morris may never be targeted by the enemy.

The Pubcrawlers: As Morris spins and twirls about


the battlefield, more and more creatures flock to his
Regiment.

Awful Wallflowers: Before the game, choose 5


different pets from the list on the following page.

h Every time an objective is placed, place one of your


chosen pets next to that objective.

h When one of your units ends a move


within 1” of an objective with a pet,
remove the pet and attach it to any
unit on the table.

That unit will benefit from that


pet’s abilities for the remainder of
the game.

You may give multiple pets to the same unit

46
Pubcrawlers
Weezel hauled one of the many enormous sacks labelled ‘Adoptions’ out of the cesspit and into the midnight air. In the
stillness of the moonlight, Weezel gave the mysterious bag a prod.
Pets: Pets can be given to any unit in a Regiment to provide them with special bonuses. Pets cannot be detached
or transferred during battle and are only removed from play if their unit is destroyed. Pets are not equipment,
and essentially act as loveable or detestable special rules. Pets are not models or units themselves and only act as
tokens to represent their special effects. You may be give the pets you gather to either friendly or enemy units.

h 1. Bacillus: Floating just out of reach, this h 6. Hermitage: Only the juiciest of offal will tempt
ominous pork pie hovers above the battlefield. this crustacean out of his shell.

Exasperating Hunger: A unit with Bacillus Blind Burrowing: When a unit with Hermitage
may pick any target in range and line of sight retreats, it may instead be placed wholly within
for their charge, not just the closest. a piece of dangerous terrain, in coherency and
not within 1” of another unit.
h 2. Musk: An ancient root ox, of unrivalled
strength. h 7. Muttons: A small cloud of powder smoke in the
shape of a rather grumpy lamb.
Limber: Musk can only be attached to a unit
which cannot move. Attaching musk allows Mist on the Moors: A unit with Mutton makes
the unit to move as if it had a Movement (M) 12”. +2 additional melee attacks for each powder
smoke token on the table.
A unit with Musk can March, Charge, Move
and Shoot, and must retreat if forced to, even h 8. Lambton: A grotesque eel which seems to grow
if they could not before. larger and larger as each day passes.

Musk can never be used to Limber units Devour: Each time a unit with Lambton rolls
Which can already move (including units with an unmodified 6 to hit in Melee, remove
a (M) of 0 and cannot Limber pieces of terrain. a single model from the enemy unit. This
casualty is in addition to any normal wounds
h 3. Ergot: The dancing bread. caused by the roll. The devoured model’s
remaining wounds are not counted when
A Merry Jig: A unit with Ergot adds +6” to finding out winners and losers.
their Movement (M) and has Dash. This does
not allow units to move if they could not h 9. Porbeagle: This telekinetic pup can explode
normally do so. heads.

Dash: This unit may make a move up to their Scant Glance: A unit with Porbeagle may make
(M) after they have completed their order. a single additional shooting attack that causes 2
unsavable wounds if it hits.
h 4. Molar: Molar grinned as plaque started to form
around the enemy unit’s feet. A unit with Porbeagle may Volley, Move and
Shoot, Stand and Shoot, and Return Fire if it
Forgot to Brush: Units with Molar reduce their couldn’t before.
Movement (M) by 6”, to a minimum of 0”.
h 10. Buckler: A face only a mother could love, this
h 5. The Drones: What helpful rootbees! shield on legs seems to enjoy punishment.

For the Queen: The Drones come in a set of 3. Right in the Kisser!: When an enemy unit
Each Drone may be attached to a separate unit, makes a shooting or melee attack against a unit
or all given to the same unit. with Buckler, you may ignore a single hit of
your choice.
Each unit with one of the Drones increases its
Attacks (A) by 1.

47
How They Play
Vhell couldn’t quite remember how he entered Sallow’s hedge maze. Was it the left he took by the tallow district or the right
after that gibbet? Perhaps it was the double squench after lunch? Lost in thought, he failed to notice a smiling face appearing
among the leaves.

Did that Shrub Blink?: Wandering Morris is fantastic for players looking for a different experience each time they
play. With the ability to customise their Regiment’s abilities using pets, players will have to decide: which pets to
combine, which order to pick them up, and how best to snatch them from under their enemies’ noses.

Frequently Asked Questions: Helpful h My Dearest Eschatons: Snegsy, can I use the
clarifications and explanations. Whelp’s Dash ability as well as My Dearest
Eschatons?
h Mirror Match: Von Sneg, when playing
against an opponent using Wandering Morris, No. Units with Dash do not get to make a
do we share pets? extra Dash move after being moved with My
Dearest Eschatons.
Both players place their own choice of pets
next to the objectives. The first one there gets Remember: A unit with Dash which is ordered
BOTH pets. by a snob, will make its extra Dash move
BEFORE any other unit is moved with My
h Wandering Morris: Von Sneg, Morris seems Dearest Eschatons.
unkillable, is this true?
h Hermitage: Who chooses whether to place
Morris is untargetable by the enemy. This a retreating unit in dangerous terrain: is it
means he cannot be shot, charged or use me, or the person who controls the unit with
any abilities that tell you to pick or target an Hermitage?
enemy.
It is always you.
Morris could, however, be killed if he fails
dangerous terrain test or if he decides to enter
a Toff Off!, melee or shooting engagement or
dies from various other ways.

Targeting: Can Morris target enemy units?

Yes. In addition, if Morris decides to charge,


the enemy unit may stand and shoot, and if he
enters a shooting engagement the enemy can
return fire.

48
Aunts Ascendant
A pair of elderly spinsters blown off course. They are followed by a cavalcade of adoring worshippers and would-
be sightseers. Dropping bricks and cutting remarks, they plummet into adventure and the unknown.

Observation Balloonists: “Didn’t really care for


Murke. Can have too much Toad, don’t you think?”

By choosing this Cult, you gain access to the Aunts’


Observation Balloon.

When building your Regiment, you must take ONE


Observation Balloon as a Follower.

The Aunts’ Observation Balloon (1 Model)


Base Size: 100mm/120mm

“Did you just drop my teapot?”

M A I W V
12” 2 5+ 4 5+

The Aunts’ Observation Balloon is equipped as if it


had a Black Powder weapon.

Weapon’s Range: 18”

Shadow of the Balloon: Perhaps it’s superstition that


stops the turnip folk from standing under the balloon for
too long, perhaps it’s the bricks.

Friendly or enemy units may move across the


balloon as if it wasn’t there, but must finish their
move at least 1” away from the balloon’s base.

If an enemy unit moves across the balloon, or the


balloon moves across an enemy unit, that enemy
unit must take a dangerous terrain test. This is
limited to one dangerous terrain test per unit, per
move.

Floating through the Fog: When this unit is the


target of a shooting attack, increase the (I) if the
attacker by 3 for that attack.

Fly: Units with this ability may move across other


units and dangerous terrain as if they weren’t there.

Units with Fly must still obey the 1” rule at the end
of their move.

Sharpshooters: When shooting or charging, this


unit can target any enemy unit, not just the closest.

Snarky Tourists: The Aunts’ biting reviews of the local


populace help their Followers manoeuvre through the soupy
conditions.

You may pick the direction in which a friendly or


enemy unit’s pleb retreats. You may never make a unit
retreat through the unit that caused them to retreat.

49
How They Play
Toes fell from the brim of Weezel’s hat and onto the table.

Flying Dames: Aunts Ascendant are a powerful Cult with the unique ability to control retreating units.

Players can send their enemies into dangerous terrain, through enemy units, and even into more dastardly
scenarios that players will have to figure out themselves.

Frequently Asked Questions: Helpful


clarifications and explanations.

h Charging: Von Sneg, can I charge the h Panic Tests: Can I really control the retreat of
balloon? units who fail panic tests?

Yes. The Balloon is dangerously close to the Yes. You control the direction of the Pleb, the
ground and has many dangling ropes that can rest of the unit must end within coherency
be scaled. of that pleb obeying all the usual rules for
retreating.
h Dangerous Terrain Tests: Vonnie, does the
balloon cause dangerous terrain tests when it Mirror Match: Oi, Sneg, I remember you!
charges? What if two players are using Aunts Ascendant
then, smart arse?
A unit charging or charged by the balloon will
not take a dangerous terrain test. If the balloon If both players are using Aunts Ascendant,
charges, or is charged through by an enemy then they may only control their enemy’s units’
unit, the enemy unit WILL take a test. retreats.

50
The Leech Lovers
Love didn’t cover it, they were besotted onions of each other’s eyes. They were head over heels and a few more
limbs thrown in for good measure. They were two eccentric parasites, together forever.

Lovers at Court: They make such a handsome couple. Lifeblood: Every time a unit you control
completes a shooting engagement or melee,
When building your Regiment, you must take the it heals an number wounds equal to the
Leech Lovers intead of your Toff. In addition, when number of wounds the enemy unit suffered.
building your Regiment, you may NEVER take a unit
of Fodder as one of your Follower units. h Only unsaved wounds count towards
this number.
What Wonderful Hosts: Each of your Follower units
start the game with 1 Parasite Token.
h Only wounds inflicted during the final bout count
Parasite Tokens: Writhing obscenities wriggle under towards this number in a Melee.
the skin, blessing their hosts with delirious ecstasy.
h You may return slain models this way, but you
Parasite tokens represent the repugnant blood suckers may never exceed the number of models in a unit’s
of the marsh. Players may wish to use a number of profile.
leeches, bats, mosquitos, or a single unpleasntly blood
red dice per unit. A dead model may only be returned if all of its
wounds could be healed from a single melee or
Parasite tokens replace all panic token in the game. shooting engagement.
and function exactly like panic tokens with these
exceptions:
h A unit that is completely destroyed cannot heal
back any wounds.
h At the start of the round, each unit with a parasite
token loses 1 wound for each parasite token it has.
h If an enemy unit is destroyed, still count excess
wounds as wounds suffered.
h Abilities to remove panic tokens cause the unit
with the panic token to suffer 1 wound for every 2
tokens that are removed. The unit may attempt to The Leech Lovers (1 Model)
prevent this wound with a vulnerability roll. Base Size: 40mm/60mm

“Oh sweetness.”

“Oh darling.”

Command range: 6”

M A I W V
. 6” 2 5+ 4 6+

Weapon’s Range: 6”

Lovers Kiss: Whenever a friendly unit within 6”


of the Leech Lovers heals 1 wound, you may add 1
parasite token to any Follower unit on the board.

Heady Romance: The Leech lovers heals 1 wound


at the end of each round. They may never exceed
their starting Wound characterstic this way.

51
How They Play
Covered in parasites, the toes waltzed together to the rhythms of Weezel’s hurdy-gurdy.

Bloodsucking Couples: The Leech Lovers are for players that enjoy watching their opponents slowly drain
away. It is encouraged that players using the Leech Lovers slosh a golden goblet full of blood-coloured dice while
their opponent looks on in despair.

Frequently Asked Questions: Helpful


clarifications and explanations.

h Extra Toffs: Von Sneg, when building my h Placing Healed Models: Von Sneg, fattest
Regiment, can I take two Toffs, the Leech leech, How do I place models returned to the
Lovers? board when they are healed by Lifeblood?

No. The Leech Lovers are a single Snob unit A healed model must be placed within
with 1 model. coherency of the healed unit, and not within 1”
of any other unit otherwise it is not placed.
h Parasite Tokens: Sneg, are other Cult abilities
that affect panic tokens also able affect parasite h Healing Other Units: Sneg, can I heal
tokens. models from other units?

Yes. No, you may only heal the unit that inflicted
the wounds.
h Healing Units: Can I use Lifeblood to return
a slain model with more than one wound? h Toff Off!: Good evening, Sneg’s toes. Can the
Leech Lovers Toff Off!?
Yes, so long as the unit is not completely
destroyed, and you inflict enough wounds. Yes.

h Unsaved Wounds: Von Sneg, what is an


For example, if a unit Bastards inflicted 3
unsaved wound?
wounds in a melee, it could bring back 1
Bastard, spending 2 wounds. The unspent 1
An unsaved wound is a wound that has not
wound would not be enough to bring back
been prevented by a vulnerability roll.
another model as Bastards have 2 wounds
each.

52
Uprising of the Louse
Battered and bruised, they marched the weeping officer up the scaffold steps and into the Tall Man.
The hacking cough of the Rabble almost drowned out the officer’s pathetic screams.
The Tall Man: A towering sacrificial site constructed by a
band of hapless revolutionaries.

At the start of the game, after terrain and objectives


have been set up, but before units have been deployed,
place the Tall Man anywhere wholly within your
deployment zone. It cannot not be placed within 1” of
an objective or another piece of terrain.

The Tall Man (1 Model)


Base Size: 100mm/160mm .

“The Tall Man calls out. Can’t you hear it?”

The Tall Man can be represented by a guillotine, a


wicker man, a pit, a cauldron of soup, or any other
suitable place of execution.

It is considered a piece of impassable terrain with


the following special rules:

The Tall Man’s Gaze: The disquieting silence of the


Tall Man looms over the battlefield.

Place a distinctive D6 next to the Tall Man. The


score on this dice represents the strength of the Tall
Man’s Gaze. The strength of the Tall Man’s Gaze is
equal to the number of Rabble units on the board.

The Tall man’s Gaze can never be less than 1 or


more than 6.
When building your Regiment you may take up to
Unnerving Effigy: Every time your opponent TWO Rabble units as Followers.
rolls to see if a unit blunders, they must roll a
number of dice equal to 1, plus the Tall Man's Rabble (4 Models)
Gaze. A roll of a 1 on any of the dice makes the Base Size: 20mm/30mm
unit blunder.
“Rabble, Rabble, Rabble.” —Rabble
Thoughts of Rebellion: The whispers of the Tall
Man make embittered peasants turn on their betters. M A I W V
6” ? 7+ 1 7+
Whenever an enemy unit rolls to see if they
blunder, for each roll of a 1, you may add a single The Rabble must be equipped with Close Combat
Rabble unit to the board under your control. weapons.

The Rabble must be placed within 3” of the Tall Swarm ‘Em!: The Rabble have an Attack
Man, and not within 1” of any other unit. Characteristic (A) equal to 2 + the number of
friendly Rabble units on the board, including itself.
The Rabble is placed immediately after the enemy
unit blunders, but before they perform their order. Superstitious Whispers: Friendly units suffer
from Scenario Blunders as normal, Enemy units do
You may only have 4 Rabble units at any time. not. Rabble Blunder or Scenario Blunder on the roll
of a 1 or 2, not just 1.

53
How They Play
The toes rebelliously glared at Weezel.

Phrygian Inkcaps: The Uprising of the Louse is a collection of revolutionary failures looking to liberate their
opponent’s Followers from their Snobs at all costs.

Frequently Asked Questions: Helpful


clarifications and explanations.

h Blunders: Can you explain Blundering again? h Coherency: Sneg, do the Rabble have to be
placed in coherency?
Blunders: Every time a player decides to
Order a unit of followers, they must roll to see Yes.
if they Blunder.
h Rabble: Von Sneg, you hated aristocrat, what
is the strength of the Tall Man’s Gaze when
After a player has declared which order the
there are no Rabble units on the board?
unit is going to perform, they must roll a dice.
On a roll of a 1, the unit blunders and can only
1.
perform a limited version of the order (found
in the Orders List on page 10).

If a Follower unit Blunders, it immediately


receives a panic token.

h Mirror Match: Do two Tall Man’s Gazes


stack?

No. The strength of each Tall Man’s Gaze is


independent.

55
Saint Alamei’s
Rocket Batteries
Newly weaned engineers listen in awe to tales of Saint Alamei and the catastrophic explosion that lifted her to
sainthood. Cheers erupt as missing-fingered officers throw a few bangers on to the fire during the good bits.

Saint Alamei’s Rocket Batteries: A boisterous lot Pocket Rockets: Whenever a unit from
of pyromaniacs, the devotees of Saint Alamei adore your Regiment retreats, their collection of
blowing things up. smuggled pyrotechnics detonate. Choose
another enemy Follower unit closest to your
By choosing this Cult, you gain access to an artillery retreating unit and give it 2 panic tokens.
park’s worth of explosives known as St. Alamei’s
Rocket Batteries. If there are multiple enemies units equally close, you
may pick between them.
When building your Rockets, you must take one, and
up to TWO, units of St. Alamei’s Rocket Batteries as
Followers. You may never take a Stump Gun.

St. Alamei’s Rocket Battery (1 Model)


Base Size: 60mm/80mm

“I call this one the Apocalypse!”

M A I W V
0” 3 6+ 3 5+

St. Alamei’s Rocket Battery is a model composed


of an overloaded rocket frame and its crew, but is
considered 1 model. If the cannon and crew are on
separate bases, the crew are not part of the game
and simply act as wound tokens.

St. Alamei’s Rocket Battery considered to be


equipped with Missile weapons.

Ammunition: St. Alamei’s Rocket Battery can only


fire Pandemonium Rockets:

h Pandemonium Rockets

Weapon’s Range: 60”

The player rolls 5 shooting attack dice instead


of the usual one. Any hits cause 1 wound to the
target unit. These wounds cannot be prevented
by a Vulnerability roll.

The target unit gains a panic token for EACH


successful hit instead of just one.

Ricochet: You MUST choose another enemy


Follower unit that is closest to the target; give
that unit 2 panic tokens.

Dangerously Short Fuse: If St. Alamei’s Rocket


Battery ever rolls 3 unmodified 1s when rolling to
hit, the platform immediately detonates. Remove
this unit and every other unit within 12” from the
board, their bodies torn to smithereens.

55
How They Play
Taking an eye off the toes for a second, they had lit a rocket and were already clambering on board.

Fireworks Night: Saint Alamei’s Rocket Batteries are panic bombardment specialists.

Players will launch salvos of panic-inducing rockets, while their Followers’ ability to shrug off panic will let them
wade into rocket fire and push the enemy back.

Frequently Asked Questions: Helpful


clarifications and explanations.

h Closest Units: Von Sneg, when using h Firework Fanatics: Sneg, what if I roll 5 1s?
Ricochet and Pocket Rockets, what if there is
more than one closest unit? Some players have set their entire collection on
fire.
You may choose which one takes the panic
tokens, or split them between units. Retreating Rockets: When the Rocket Battery
retreat does it trigger pocket rockets?
h Pocket Rockets: Toes, what happens when
Pocket Rocket triggers in melee? Yes.

The unit that forced the unit with Pocket h Choosing Units: Von Sneg, can I pick friendly
Rockets to retreat will take the panic tokens. or enemy units for Ricochet or Pocket Rockets?

h Moving the Rockets: Von Sneg, Can I move You must pick the closest ENEMY follower
the Rocket Battery? unit to take the panic tokens. It cannot be a
friendly unit, or a Snob.
Yes, you can move it normally, and it will
retreat just like any other unit.

56
TheTemple of
Swellings
A punt sent the gnarled root relic hurtling through the air towards its unsuspecting target. It struck him square
in the chest, and he ruptured. Instantly taking root The Swelling pulled bones away from flesh. Fountains of
blood and bile erupted, as rootlings started stirring, and squelching.

The Swollen One: The Swelling is a malevolent tuber


trapped in an ornate reliquary projectile.

An unholy terrain piece that will grow across the


board. At the start of the game, The Swelling is hurled
towards the enemy. Place the Swelling anywhere on
the table, not within 1” of an objective, terrain or unit.

The Swelling (1 Model)


Base Size: see below.

“The worst part is getting it back in the box.”

Base Size: The Swelling is represented by a


bulbous growth on a 4”/100mm diameter circular
base.

The Swelling grows tendrils, which are represented


by roots on 1”/25mm wide and 4”/100mm long
bases.
Rootlings: Making shadowy pacts with the marsh, your
The Swelling and its tendrils are treated like a single Regiment has been blessed by swarms of Rootlings.
piece of dangerous terrain with these special rules:
When building your Regiment, you must take one and
Unquestionably Appalling: No unit may up to TWO units of Rootlings as Followers.
deploy or end its move within 1” of The Swelling.

Abnormal Growth: At the start of a round, The Rootlings (6 Models)


Swelling sprouts THREE tendrils. Base Size: 20mm/30mm
• Place a tendril, one at a time, with the narrow M A I W V
end in base-to-base contact with either the
Swelling or another tendril, and at least 1” 6” 2 7+ 1 7+
away from all units, other terrain and objective Strange vegetable creatures waddle forth, dragging their
markers. If this is impossible, the tendril is not newfound friends kicking and screaming into the mud.
placed.

• Grasping Horror: If a tendril is placed within Rootlings are considered to be equipped with Close
2” of an enemy Follower unit, that unit gains 1 Combat weapons.
panic token. You may only add a maximum of
2 panic tokens to any unit a round this way. Uproot: When this unit is killed, at the start of
the next round, place the unit within a piece of
dangerous terrain, not within 1” of any other unit.
It’s Everywhere!: Enemy units fail dangerous terrain
tests on a result of a 1 and 2, instead of just 1. This unit may not capture an objective the round it
arrives back on the board.
If an enemy unit consists of just 1 model in its unit
profile, it is able to navigate the twisting horror and Marsh Born: This unit always passes dangerous
only fails dangerous terrain tests on result of a 1. terrain tests.

57
How They Play
The toes fled in horror as a potato rolled onto the table and sprouted legs.

Holy Hand Grenadier: The Temple of Swellings is a bizarre Cult which aims to control the board with an ever-
expanding terrain piece that makes a safe spot for Rootlings, and doom for its prey.

Players may wish to represent The Swelling with plasticine, adding more as it grows.

Frequently Asked Questions: Helpful


clarifications and explanations.

h The Swelling: Snnegg? Where do I place The h Dangerous Terrain Tests: Can The Swelling
Swelling when it hits? cause a unit to take multiple dangerous
terrain tests a round?
To Swelling may be placed anywhere so long
as its not covering another game object, such The Swelling, and its tendrils are considered
as an objective, piece of terrain or unit. one large piece of Dangerous terrain, so only 1
test is taken, even if a unit moves over multiple
It must be placed entirely on the board. parts of the Swelling.

h Mirror Match: Can two opposing Swellings Remember: Dangerous Terrain Tests are take
overlap? at the end of a units move.

No. The Swelling and its tendrils must be h Flying Units: Do Flying units or other units
placed so that it’s at least 1” away from an that ignore dangerous terrain tests ignore The
enemy Swelling. Swelling as they move across it?

h The Herd: Von Sneg, can the Herd grow from Yes.
The Swelling?
h Rootlings: Von Sneg, one last thing, can ALL
Yes, as it causes dangerous terrain tests. Rootlings use uproot to be placed within The
However, they will fail a dangerous terrain Swelling?
test on a 1 and a 2 instead of just 1.
Rootlings may use uproot to be placed within
h Terrain and Objectives: Can I place The 1” of The Swelling. Both friendly and enemy
Swelling’s tendrils on terrain, objectives, units units uproot may use this, including Rootlings
or overlapping the board edge? from other Cults!

No. Tendrils cannot overlap terrain, objectives,


or the board edge. They however may be used
to form a circle enclosing a unit inside The
Swelling’s grasp.

58
Alice and Mol
Bored of her sheltered life in the convent citadel of Lower Merg, and perhaps to put the unfounded rumours of
grave-robbery behind her, Miss Alice Cadlock donned her bonnet, bludgeoned some nuns, and struck out on her
own.
The Cadlock Collection: “Where’d she dig him up?” Unfortunate Archaeologist: Mol, Why
—The Aunts do all the best artifacts seem to have limbs still
attached?
Alice scours the bloodiest battlefields of Cist looking for
one-of-a-kind weapons for her ever growing armoury. When building your Regiment, you must
replace your Toff with Miss Alice and Mol.
Experimental Weaponry: All Follower units equipped
with Black Powder or Missile weapons in your Miss Alice and Mol are still considered a Toff in all
Regiment have the Unstable Icon special rule (See the aspects, but use the profile below.
Stump Gun’s unit profile in the Core Rules)
Miss Alice and Mol (1 Model)
Scavengers: Alice and Mol and all Follower units Base Size: 100mm/120mm
in your Regiment, excluding Stump Guns, make an
additional shooting attack for every special rule they Miss Alice is never without her companion, Mol the
have. Units equipped with Close Combat weapons can Slaughterer, a gentle giant with a talent for carnage.
still not shoot.
Command Range: 6”
For example, a unit of Chaff in your Regiment with:
Sharpshooter, Skirmish, Vanguard and Unstable Icon M A I W V
would make 4 additional shooting attacks. 12” 12 5+ 6 5+

Weapon’s Range: 18”

Shrewd Arms Dealer: ONCE per game, when


Alice and Mol are declared the winners of a melee
or shooting engagement, if the loser is a Follower
unit, you add all special rules on the loser’s unit
profile to ALL friendly Follower units until the end
of the game.

For example, If you defeated a unit of enemy


Brutes, all friendly units would gain Fearless.

60
How They Play
The rifle’s barrel had been a gift from Lady Illiana, its elaborately twisting grooves could put a deadly spin on every round,
steadying their flight and imparting each shot with terrifying accuracy.

The pile of dead, heaped at the foot of the staircase, was a testament to its quality.

Killing Fields: Lady Illiana’s Guttersnipes reward a player with sharp senses, letting them lure their opponents
into deadly traps using their limited spud tokens to create areas of certain death. Guttersnipes are fearsome
marksmen who can handle themselves in a scrap, but, lacking the ability to skirmish, must rely on well-timed
spuds to get them out of trouble.

Frequently Asked Questions: Helpful h Spud Tokens: Sneg, you daring bastard,
clarifications and explanations. explain:

h Mirror Match: Von Sneg, when both players Inaccuracy: Can I make Lady Illiana hit
are using Lady Illiana’s Guttersnipes, who automatically with the -1 Inaccuracy from a
places their Spud tokens first? spud token?

The player with the Initiative places their No, a roll of a 1 is always be considered a miss.
token first.
Returning a Unit to the Table: Does a unit
h Capturing Objectives: Dear Von Sneg, can being placed with a spud token return at full
units capture objectives when they are placed health, like Uproot?
on the table using a Spud token?
No. Unlike Uproot, the unit is placed back on
No. The Units are placed on the battlefield, and the table with the same amount of models and
not deployed. They would still need to end a tokens.
move within 1” to capture an objective.
h Stacking Spuds: Von Sneg, bet you can’t
h Oik Ambush: If a the Guttersnipes shoot answer this. Can I stack Spud tokens?
first, do you remove casualties before the
enemy unit returns fire? No. You may not place a Spud token on top of
another Spud token.
Yes. You remove any causalities before the
enemy unit generates its shooting attacks.

60
Ludgar’s Loathesome
Siegeworks
Ludgar Gobin-Pôxx spent his youth knee-deep in gore as a pigsticker in the trembling ranks of the Butcher
Brigade’s accounting division. Sword in hand, Ludgar endured years of unspeakable algebra, until one night,
during yet another failed assault on the Inner Wall, he discovered, wedged in the beard of a dying catapultist,
blueprints for an incredible long-distance hog delivery system.
Bankrupt the Treasury: When building your Cult Relics: “Ludgar’s followers carried with
Regiment, you must take the ludicrously expensive, them the rotting remains of long dead animals.
counterweight Trebuchet, Jambon de Guerre as a Follower Chanting and cheering. Squealing bladder pets
unit. sending their souls skywards”.

Ludgar, master siege engineer and chartered accountant, 1. Rillette’s Leprous Livestock: 9 Norberts
Has blown everything on his invention, You may never
take Blackpowder Weapons when building your Regiment. Units gifted this relic gain Fearless if they fight in a
melee or shooting engagment with an enemy unit
Jambon de Guerre (1 Model) with modified characteristics.
Base Size: 80mm/130mm
Ortolan’s Blanket: 13 Norberts
“Le porc sportif”.
Units gifted this relic gain Skirmish if they are
M A I W V within 6” of a Carcass or Objective Marker.
0” 3 7+ 6 5+
2. Bifteck’s Orrible ‘Orse: 7 Norberts
Jambon de Guerre is considered to be equipped
with Missile weapons. This relic may only be gifted to a Snob. A unit
gifted this bubonic relic steed counts as a Carcass
Ammunition: This unit can fire Round Shot or marker.
Gruesome Deluge.

h Gruesome Deluge

Weapon’s Range: 80”

Place D3, 40mm, Carcass Markers anywhere


on the board within 6” of the target, and not
within 1” of any other unit.

Plague Ridden Rainstorm: Pestilential farm animals


splatter the battlefield.

Enemy units increase their Inaccuracy and


Vulnerability characteristics by the number of
Carcass Markers within 6”.

If a Carcass marker is placed within a piece of


Dangerous Terrain, the entire piece is considered a
Carcasss marker.

If ANY unit would move across, or into base-to-


base contact with a carcass marker, the marker is
destroyed. The unit must take a dangerous terrain
test at the end of its move.

This unit has the Unstable Icon, Stubborn


Fanatics, and Preliminary Bombardment special
rules.

See the Stump Gun’s unit profile for more details


on Round Shot and the above special rules (page
32 of the Core Rules).

61

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