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Characteristics

In Carnage at Grenzburg, every model has the following characteristics:

Speed (SPD) – The maximum distance in inches that the model may move when taking a move action.
Also, SPD measures the general agility and initiative of the model.

Combat (CMB) – Combat describes the ability of the model to attack in close combat (and the number in
brackets refers to the ranged combat ability of the model, RC, used for making ranged attacks).

Defense (DEF) – Describes the ability of the model to defend itself in close combat and from ranged
combat attacks. A model with high defense may be extremely agile or very resilient to opponent’s
attacks or some mixture of both.

Strength (STR) – Strength describes how powerful and devastating the model’s attacks are.

Endurance (END) – Describes the ability of the model to withstand physical pain. It may also be used to
evaluate the model’s resistance to poison and some magic effects.

Will (WIL) – Describes the psychological strength of the model, as well as its willingness to act in
combat.

Primary Attacks (PA) – The maximum number of primary attacks that the model can make per
activation/reaction.

Combat (CMB), its ranged component (RC), Defense (DEF), Strength (STR) and Endurance (END)
may never be reduced below 1. If speed (SPD) is reduced to 0 (it may never be reduced below 0), the
model may not move or react and automatically fails any SPD tests. If will (WIL) is reduced to 0 (it may
never be reduced below 0), the model may not activate and automatically fails any WIL tests. Primary
attacks (PA) may never be reduced below 1.

Characteristic Tests

Whenever this ruleset refers to a characteristic test (except Will and PA), the player (named
“controlling player” for the rest of the ruleset), controlling the model to whom the test refers, rolls an 8-
sided die (1d8) and compares the result of the die to the respective characteristic of the model. If the
die value is smaller or equal to the model’s characteristic, the model has passed the test. If the die value
is greater than the model’s characteristic, then the model has failed the test. Will tests are resolved in
exactly the same way, except the controlling player needs to toll 1d12. There are no PA tests.

Turn Sequence
General Overview
A game (or a scenario) in Carnage at Grenzburg is divided into rounds. Each round consists of
three phases: order phase, action phase and end phase. In the order phase, players roll for the general
order of players, as detailed later in this section, and place activation tokens. In addition, some players
may have to take rout tests, as detailed in the Psychology section, and there may be other effects that
should be accounted for during the order phase. In the action phase, each player, starting with the first
player, as determined during the order phase, activates sequentially the models he or she controls.
Once a player has activated all models controlled by him/her, the player passes the turn to the next
player. The action phase ends once all models have activated. Then, the end phase begins. Certain
effects may take place during the end phase. Once these are accounted for, the round ends and new
round begins.

Order phase

The most important events that happen during the order phase are deciding the general order
of the players within the round and placing activation tokens next to each model. The general order is
determined by rolling d8. Each player rolls 1d8 and the order is determined according to the values of
the rolled dice: the player with the highest roll is first, the second player is the player who rolled the
next highest result and so on. If any players’ rolls result in the same value, these players keep rolling
until one of them has a higher result and, hence, will activate before the other players that had initially
rolled the same value.
Having determined the general order of play, the players place activation tokens next to each
model. A very convenient type of tokens are small six-sided dice, as some models tend to have more
action points (action points are explained in the action phase section of this ruleset) than others or may
have an ability to get more action points than other models and placing a small six-sided die next to
them, showing the number of action points per activation, may be useful for all players.
In addition to determining the order and placing activation tokens, there may be other effects
that should be accounted for in the order phase such as rout tests, explained later in these ruleset. If
such effects should take place during the order phase, this will be noted in the rules describing such
effects.

Action phase

Once the order phase is over, the action phase begins. The first player begins to activate the
models he/she controls. Each model has two action points for activation (certain special rules, skills and
effects may modify this number). Action points may be spent on actions as detailed later in the ruleset.
Action points may be spent only during the action phase, unless a special rule states otherwise.

Activations

To activate a model, a player, whose turn it is and who controls the model (referred to as the
“active player” from now on), points at the model and declares that he/she is activating it. Then, the
player may spend action points, that the model has, on actions, as detailed later in this ruleset. The
active player removes the activation token of the model and spends the action points as he/she
chooses. Once a player has finished activating a model, he/she proceeds to activating another model
and so on until all models he or she controls have been activated. Then the players turn ends and the
next player’s turn begins.

Reactions
Whenever the active player declares that he/she will be activating a certain model under his/her
control but before the active player spends action points on actions for the chosen model (and, hence,
before removing the activation token of the nominated model), any of the other players may declare
that he/she would like to react with one or more models. Only models with an unobscured line of sight
to the model that is about to be activated may react (an unobscured line of sight means that a straight
line may be drawn from the reacting model to the about-to-be-activated model and there are no
physical obstacles on this line, like terrain or other models, for example). To react, a model rolls to pass
a SPD test for each action point it has. For each successful test, the model receives one action point that
may be spent before the active player spends his/her nominated model’s action points. A non-active
player may attempt to react with several models at the same point of the game – they all need to pass
their respective SPD tests. In addition, for each model that is reacting beyond the first, the reactive
player needs to roll and pass a WIL test (using the WIL if the additionally reacting model). If it fails, the
model fails to react and loses its activation token. A model that reacts has spent its action points for the
round and its activation token is removed. If several of the non-active players want to react at the same
time, the order of the reactions of the models, controlled by those players, is determined by the
proximity of the models to the about-to-be-activated model of the active player (first the closest model
attempts to react, then the next closest model, etc.). Once all reaction rolls have been made and all the
resulting action points have been spent, the turn passes back to the active player and he/she continues
his/her turn until he/she has activated all models under his/her control. It is important to note that a
reacting model basically chooses to spend its action points during another player’s turn. Due to the SPD
tests it needs to pass, the trade-off is in that the model may not have all or any of its action points to
spend when reacting. The trade-off is even greater, because of the additional WIL tests, if the player
decides to react with several models at the same time.

Passing the turn

As you read through the ruleset, you will notice that a lot of actions that a model performs when
activating and spending action points has the potential of passing the turn to the next player. This
dynamic ensures that players need to make a careful judgement about how to use a single model or a
group of models before they potentially end up passing the turn to the next player. Note that when
reacting, if a model ends up rolling an outcome that would pass the turn to the next player, this means
that the reacting player may not react with any more models at that point in the round. Therefore, a
reacting player should also be careful how many models he/she reacts with and what actions they are
performing as reactions.

End Phase

The end phase follows the action phase. There are no specific effects that take place during the
end phase and in many cases it will be ignored. However, should an effect specify that it resolves during
the end phase, the effect should be applied during the end phase.

Movement
A model may spend a single action point to move up to its SPD when spending action points
during an activation or a reaction. It may move in a straight or curved line, unless otherwise specified by
the rules. A model may not spend more than 2 action points to move in this way, unless some special
rule or skill allows it.

Running

A model counts as running if it spends 2 or more action points to move and its move does not
bring the model in contact with an enemy model. A model may run only if there are no enemy models
within 8” of it at the beginning of its activation/reaction. A running model may move in a straight or
curved line, unless otherwise specified by the rules.

Hiding

A model may choose to hide during its activation by spending 0 action points to do so. A model
may hide if it is located (after or before moving) behind a low wall, pile of debris or in a similar position
where the model could, potentially, hide itself. The active player needs to declare that the model is
hiding and needs to indicate it in some way (e. g. by placing a counter or a token next to it – different
from the activation and reaction tokens).
A model that has ran, has been pushed back, knocked down or stunned may not hide during its
subsequent activation. A model may not hide as a reaction.
A model may stay hidden for several rounds and move around while being hidden. As long as it
is not spotted by any enemy models, the model remains hidden. A hidden model cannot be shot at, cast
spells/prayers at or charged.
A hidden model that shoots, casts a spell/prayer or charges is no longer hidden.
An enemy model detects any hidden models (they do not count as being hidden) if they are
within a radius equal to or less than the enemy model’s SPD.

Climbing

A model may spend 2 action points to climb up or down. To do so, the model needs to be in
contact with the surface it will climb. The model does not need to make climb tests for surfaces that are
up to half its SPD tall, rounded up – it climbs these surfaces automatically.
To climb up to its SPD up or down a surface, the model spends two action points and rolls 1d8.
On a roll of 3+ the model has climbed up to its SPD up or down the surface. A model may not spend
more than 2 action points to climb up or down unless a special rule or skill allows it to do so. If a model
is climbing up and fails the climbing roll, it remains at its initial position, as if it did not climb that turn. If
a model is climbing down and fails the climbing roll, it falls down and suffers falling damage. The damage
is equal to 1d2 hits at strength equal to the total height of the fall in inches. If a model is climbing up or
down and rolls 1 on any of its climbing tests, not only does it fail to climb (and potentially suffers
damage) but the turn passes to the next player.

Jumping
A model may jump over any gap, up to the models SPD long, by spending a single action point. If
the gap is longer than the SPD of the model, it automatically falls unless a special rule or skill states
otherwise.
A model may jump down from any height, by spending 0 action points, but needs to pass a SPD
test for each 2” of height jumped this way. If at least one test fails, the model takes damage in the same
way as in the case of failing a climbing roll while climbing down. If at least one test results in a roll of 8,
the turn passes to the next player.

Shooting

A model may shoot once per a round, unless a special rule or skill allows the model to shoot
more times. To do so, the controlling player spends one action point of the activated/reacting model to
shoot. The nominated target must always be the closest visible enemy model, unless the shooting model
is standing at 4” or more height above the ground. A model may not shoot while there is an enemy
model, adjacent to it. A model may not shoot at an enemy model, engaged in close combat with a
friendly model (friendly to the shooting model).
To see if a shot hits its target, a shooting model applies any relevant modifiers to its RC and any
relevant modifiers to the target model’s DEF. Then the shooting model takes the difference between the
modified RC and modified DEF and consult the following table.

Modified RC – Modified DEF Table


Modified RC – modified DEF <=-3 -2 -1 0 1 >=2

Minimum necessary roll to 8+ 7+ 6+ 5+ 4+ 3+


hit the intended target

Outcomes, when the 1-3 1-2 1-2 1 1 -


shooter misses the target
and the turn passes to the
next player

The second row (from bottom to top) of the table shows the necessary roll on 1d8 for the
shooting model to hit its target, given the difference (second row from top to bottom) between the
modified RC and the modified DEF. The bottom row shows the values of the to-hit row when the
shooting model not only misses its target but the turn passes to the next player. Even if the shooting
model has extra action points to spend, the turn passes to the next player and these allocated action
points are lost. The relevant RC modifiers are as follows:

-1 RC if the target is more than 1/2 maximum range away


-1 RC if the target is behind cover
-1 RC if attacker moved right before shooting
-1 RC if shooting as a reaction
-2 RC if shooting at a knocked down or stunned model
+1 RC if shooting from a hidden position
+1 RC if precision shot

Target, more than ½ maximum range away:


Each ranged weapon has a maximum range. If the target is outside this range, the shot misses
automatically. If the target is farther than ½ maximum range of the ranged weapon but closer than the
maximum range, the shooting model suffers a -1RC modifier.

Cover:
Any model, that is behind a wall, a column or a pile of debris, and only a fraction of it is in the
line of sight of the shooting model, counts as being in cover. Models, shooting at models in cover, suffer
a -1RC modifier.

Move before shooting:


If the shooting model moved prior to shooting, it suffers -1RC modifier.

Shooting as a reaction:
If the shooting model shoots as a reaction, it suffers -1RC modifier.

Shooting at a KD or ST model:
IF the shooting model shoots at a knocked down or stunned model, the shooting model suffers
-2 RC modifier.

Shooting from hiding:


If he shooing model was hidden from the target, prior to taking the shot, it gets a +1RC modifier.

Precision shot:
The controlling player may spend an extra action point, in addition to the one spent on shooting,
to make the shooting model make a precision shot. In that case, the shooting model gets +1RC modifier.

Once the shooting model hits its target, the shooting model rolls for damage. To do so, the
player, controlling the shooting model, applies any relevant modifiers to the strength of the shooting
weapon and any relevant modifiers to the endurance of the target model and rolls 1d12. The controlling
model then consults the following table:

Strength - Endurance

<=-2 -1 0 +1 +2 >=+3
PB 1-5 1-4 1-4 1-3 1-2 -

KD 6-9 5-8 5-8 4-7 3-5 1-3


ST 10-12 9-11 9-10 8-9 6-8 4-7

OOA - 12 11-12 10-12 9-12 8-12

Given the difference between the strength of the shooting weapon and the endurance of the
target, the range in which the d12 roll falls points at whether the target model is pushed back (PB),
knocked down (KD), stunned (ST) or out of action (OOA).
Push Back

If a model is pushed back, it moves 2” in a direction, directly opposite to the source of the push
back result (shooting model, close combat attacker, etc.). This may cause the model to fall and suffer
damage as described in the rules for a failed climbing roll when climbing down. A pushed back model
may be pushed in contact with one or more standing (not knocked down and not stunned) enemy
models. If that happens, each adjacent enemy model gets a free attack at the pushed back model. These
attacks do not count as reactions for the enemy models. If a model is pushed back but has no space to
go to, it becomes knocked down instead. If a model is pushed back while engaged with multiple
opponents, these opponents do not get free attacks. A model that has caused another model to be
pushed back through a close combat attack, may immediately move and re-engage the pushed back
model. This follow-up happens at the expense of no extra action points. If the model that caused the
pushback is engaged with another enemy, it may not follow-up.

Knocked Down

A model that is knocked down has been brought to the ground and will have a harder time
fighting. A model that is knocked down may not shoot, or attack in close combat until it stands up. A
knocked down opponent may cast spells or prayers at +2 difficulty (casting spells or prayers is explained
in the MAGIC & PRAYERS section of this ruleset). To stand up, the model needs to spend one action
point and this may be done as either an activation or a reaction. All close combat attacks at a knocked
down opponent are at +2 CMB for the attacking models. If an attack against a knocked down model
(ranged or close combat) results in a “Pushed Back” result, the knocked down model remains knocked
down. If an attack against a knocked down model (ranged or close combat) results in a “Knocked Down”
result, the knocked down model becomes stunned. If an attack against a knocked down model (ranged
or close combat) results in a “Stunned” result, the knocked down model is taken out of action instead. In
addition, a knocked down model may parry with a -2 modifier to the parry roll (parry is explained in the
CLOSE COMBAT section of this ruleset). Additionally, a knocked down model may use a shield block but
a successful shield block only adds +1 END (shield block is explained in the CLOSE COMBAT section of
this ruleset).

Stunned

A stunned model is very vulnerable to enemy attacks. A stunned model may not shoot, cast
spells/prayers, or make close combat attacks. A stunned model may spend one action point to become
knocked down. This may be done as an activation or a reaction. All close combat attacks at a stunned
model hit automatically and are at +1 STR. If an attack against a stunned model (ranged or close combat)
results in a “Pushed Back” result, the model remains stunned. If an attack against a stunned model
(ranged or close combat) results in a “Knocked Down” or “Stunned” result, the stunned model is taken
out of action instead. A stunned model may not parry or use a shield block while stunned.

Out of Action

If a model is taken out of action, it is removed from the battlefield. It may no longer participate
in the battle/scenario. Certain spells or other effects may return some models to the battlefield, so a
player with such options/ abilities at his/her disposal should mark the location where the model was
taken out of action. Models taken out of action need to be rolled for by the controlling player for injuries
at the end of the game.
Close Combat

Two or more models, controlled by different players and whose bases are touching, count as
being engaged in close combat (also, being adjacent). A model, that is engaged in close combat with an
enemy model, may spend an action point as an activation or a reaction to make a single close combat
attack at that enemy model. Alternatively, the model may spend one action point to make two attacks,
as long as the model has that many attacks to make (either because of the number of a primary attacks
it has or because of some secondary attacks). However, each of these attacks is made at CMB/2, before
any other modifiers are applied (if the CMB is an odd number, one attack is at CMB/2, rounded up, while
the other attack is at CMB/2, rounded down – it is up to the player’s choice). If the model is engaged
with multiple enemy models, the attacking model always attacks the standing models first, before
attacking knocked down or stunned models (models tend to address the immediate danger first).
When making an attack, a model spends one or more action points. Having spent an action
point, the attacking model applies any relevant modifiers to its CMB and any relevant modifiers are
applied to the defending model’s DEF. Then, the modified CMB of the attacker and the modified DEF of
the defender are compared:
- If the modified CMB of the attacking model is equal or less than half (rounded down) the
modified DEF of the defending model, the attacking model’s attack succeeds on a roll of 7+ on
1d8. On a roll of 1 or 2 on 1d8, the attacker not only misses, but the turn passes to the next
player.
- If the modified CMB of the attacking model is less than the modified DEF of the defending
model, the attacking model’s attack succeeds on a roll of 6+ on 1d8. On a roll of 1 or 2 on 1d8,
the attacker not only misses, but the turn passes to the next player.
- If the modified CMB of the attacking model is equal to the modified DEF of the defending model,
the attacking model’s attack succeeds on a roll of 5+ on 1d8. On a roll of 1 on 1d8, the attacker
not only misses, but the turn passes to the next player.
- If the modified CMB of the attacking model is greater than the modified DEF of the defending
model, the attacking model’s attack succeeds on a roll of 4+ on 1d8. On a roll of 1 on 1d8, the
attacker not only misses, but the turn passes to the next player.
- If the modified CMB of the attacking model is two times or more the modified DEF of the
defending model, the attacking model’s attack succeeds on a roll of 3+ on 1d8.
If an effect would make the roll to hit in close combat even less likely than 6+, in order to assess on
what roll the turn passes to the next player, refer to the to-hit table in the SHOOTING section. Whenever
a model has rolled for attacks and at least one result means that the turn passes to the next player, the
attacking model resolves any successful hits first, and then the turn passes.
These rolls of d8 dice are referred to as the attack rolls.
The relevant CMB and DEF modifiers in close combat are as follows:
-1 CMB and -1 DEF for each adjacent enemy model beyond the first
+2 CMB if charging from a hidden position
+2 CMB if defending model is knocked down; defending model is automatically hit if stunned.
-1 DEF to defending model if attacking model uses a precision strike
-2 CMB if attacking a model with fear and failing the will test
-2 DEF if attacked by a model with fear and failing the will test
Fighting multiple opponents:
A model, engaged in close combat with multiple opponents, suffers a -1 penalty to both its CMB
and DEF for each adjacent enemy model beyond the first. So, a model engaged with 3 enemy models
will have its CMB and DEF reduced by a modifier of -2 each.
Charging from a hidden position:
A model, charging from a hidden position, gets +2 CMB to all its subsequent attacks (charging is
detailed further in this section of the ruleset).
Attacking a knocked down or stunned model:
Any close combat attacks at a knocked down model are at +2 CMB modifier. Any close combat
attacks at a stunned model hit automatically.
Precision strike:
A model may spend an extra action point when making a close combat attack to make it more
precise. If the model does, its target gets a -1 DEF modifier.
Attacking a model with fear:
When a model is making a close combat attack against a model with fear, the attacking model
needs to take a will test. If the test is failed, the attacking model gets a -2 CMB modifier on all its close
combat attacks against the model with fear. If the test is passed, the modifier does not apply (fear tests
are detailed in the PSYCHOLOGY section of this ruleset).

Being attacked by a model with fear:


When a model is attacked by a model with fear, the defending model needs to take a will test. If
the test is failed, the defending model suffers a -2 DEF modifier from all the attacks of the attacking
model with fear. If the test is passed, the modifier does not apply (fear tests are detailed in the
PSYCHOLOGY section of this ruleset).
Damage
For each attack that has successfully hit its intended target, the attacking model needs to make a
damage roll in order to assess the extent of the damage of the attack. To do so, the player, controlling
the attacking model, applies any relevant STR modifiers to the attacking model’s STR and any relevant
END modifiers to the defending model’s END. Then, the player, controlling the attacking model, takes
the difference between the modified STR of the attacker and the modified END of the defender, rolls
1d12 for each successful attack, and consults the following table:

Strength – Endurance
<=-2 -1 0 +1 +2 >=+3
PB 1-5 1-4 1-4 1-3 1-2 -

KD 6-9 5-8 5-8 4-7 3-5 1-3


ST 10-12 9-11 9-10 8-9 6-8 4-7

OOA - 12 11-12 10-12 9-12 8-12

Given the difference between the strength of the attack and the endurance of the target, the
range in which the d12 roll falls points at whether the target model is pushed back (PB), knocked down
(KD), stunned (ST) or out of action (OOA). In the case of multiple attacks against a single model,
performed by a single model, take the highest result in terms of both magnitude and effect.
Secondary Attacks
A model may make up to the number of primary attacks per activation/reaction, given that it has
enough action points from activation/reaction. However, sometimes models have what we refer to as
“secondary attacks”. Examples of secondary attacks are attacks from an off-hand weapon, extra attacks
from special skills or special rules, etc. Generally, unless specified otherwise, a secondary attack requires
a single action point to be spent for the attack to be made, just like a primary attack (certain rules and
skills may modify this). Alternatively, the model may spend one action point to make two attacks
(secondary and/or primary), as long as the model has that many attacks to make (either because of the
number of a primary attacks it has and/or because of some extra secondary attacks). However, each of
these attacks is made at CMB/2, before any other modifiers are applied (if the CMB is an odd number,
one attack is at CMB/2, rounded up, while the other attack is at CMB/2, rounded down).
Charging
A model counts as charging if after moving (but not if the model is moved by some other effect),
the model is brought in contact with one or more enemy models. This move has to be in a straight line,
regardless how far the model moves in order to charge. A model that charges gets a bonus action point
that can only be spent on an attack (or up to two attacks but with the CMB/2, as detailed before).
Hence, a model with one action point that spends it to move in contact with an enemy model
immediately gets one extra action point for an attack (or up to two attacks at CMB/2) against the
charged enemy. A model with two action points may charge for one action point an enemy that is up to
the charging model’s SPD away and then make up to two attacks (or up to four attacks at CMB/2, as
detailed before) or the model may charge for two action points an enemy that is up to twice the
charging model’s SPD away and make a single attack (or up to two attacks, as detailed before), etc. A
model may not spend more than two action points to move while charging, unless a special rule or skill
allows the model to do so (note that charging is not considered running).
Defensive Stance
A model may spend one action point during its activation (but not if activating as a reaction) to
take a defensive stance. This may be done before or after the model has spent any other action points. A
model under the effect of defensive stance gets +1 DEF against close combat attacks until the beginning
of the next round. If the model is knocked down or stunned, it does not benefit from this bonus. Mark
this defensive stance with a token.
Parry
A player, controlling a model, armed with a weapon with the Parry special rule, may choose that
the model will attempt to parry a single attack, made against him/her, each time that an opponent
attacks him/her in close combat (ranged attacks may not be parried). To do so, the controlling player
may choose to roll 1d8 after the attacking model has rolled to hit but before rolling for damage. The
parrying model has to attempt to parry the most successful attack (the one with the highest roll on 1d8).
The parrying model successfully parries if its parry roll results in a number greater than the roll of the
most successful attack. If a model is armed with two weapons with the Parry special rule, the model may
parry successfully if the parry roll equals or exceeds the number of the most successful attack. If a model
is armed with a weapon with the Parry special rule and a buckler, the model parries successfully if the
parry roll equals or exceeds the number of the most successful attack and, in addition, may re-roll once
a failed parry roll. Remember that a knocked down model may parry but gets a -2 modifier to the parry
roll. A stunned model may not parry. Attacks at STR twice or more the strength on profile of the
defending model may not be parried.
Shield Block
A model, armed with a shield, may attempt to block the attack from an attacking enemy (ranged
or close combat). To do so, after the attacking enemy has rolled to hit but before rolling for damage, the
defending model makes a roll on 1d12. On a roll of 9+, the defending model may add +2 END for the
purpose of the subsequent damage rolls. Remember that a knocked down model gets only +1 END if
successfully rolling for a shield block. A stunned model may not use a shield block.
Leaving combat
A model may move out of close combat. The model spends action points the same way it would
spend action points to move, except it may move up to twice its SPD (if it moves more than its SPD in
distance, it needs to spend 2 action points). Any models, that the model was engaged in close combat
with, may immediately make a single primary attack at it. If any of those attacks result in knocked down,
stunned or out of action, the model becomes knocked down, stunned or out of action, respectively, and
fails to leave the close combat engagement. Knocked down and stunned models need to stand up first in
order to attempt to leave combat.

Psychology
Rout Test
At the beginning of each round, if a warband has 25% or more of its models taken out of action,
the controlling player must make a rout test. To do so, the player takes a WIL test, using the WIL of the
leader of the warband. If the leader is knocked down or stunned, the will test is taken with the WIL of
the hero with the next highest WIL in the waband. If all other heroes are knocked down or stunned, the
WIL test is taken with the WIL of the standing model (not knocked down or stunned) with the next
highest WIL in the waband. If the WIL test is passed, the round continues as normal. If the test is failed,
the warband routs and leaves the field. The scenario/game is over for this warband.
Panic
Whenever a model is taken out of action, any friendly model within 3” of this event has to pass a
WIL test. If any model fails this test, it immediately moves 2x its SPD directly away from the place where
the model was taken out of action. This may result in falling off of high places or leaving combat. If that
is the case, apply the rules, relevant in those cases. Any action points that the fleeing model may have at
the time of the fleeing, are wasted (it may not activate further during the round but may react as
normal).
Fear
Some creatures have the Fear trait. Whenever a creature with Fear attacks, its intended target
needs to pass a WIL test. If the target fails the WIL test, the target suffers a -2 DEF modifier for all
subsequent attacks made at it by the creature with Fear. Whenever a creature with Fear is attacked, the
subsequent attacker need to pass a WIL test. If the attacker fails the WIL test, the attacker suffers a -2
CMB modifier for all attacks made by it against the creature with Fear.
Rage
Sometimes a model will be susceptible to rage. If a model is subject to rage, it doubles the
number of attacks it makes, for the duration of the rage (the extra attacks from rage do not need extra
action points to be spent on them). A model that is subject to rage and within charge distance from an
opponent always attempts to charge with the maximum attacks possible. A model that is subject to rage
is immune to the effects of Fear, Panic and other effects that require WIL tests. In addition, when
making close combat attacks, the model passes the turn on a roll of 1 more than specified in the CLOSE
COMBAT section (e.g. if the model would pass the turn on a roll of 1, it passes the turn on a roll of 1 or 2
instead; if the model passes the turn on a roll of 1 or 2, it passes the turn on a roll of 1,2 or 3; if the
model does not pass turn on any roll, it passes the turn or a roll of 1, etc.). A model that is subject to
rage is no longer subject to rage if it gets knocked down or stunned.
Hatred
If a model attacks in close combat an enemy that it hates, the attacking model may re-roll once
failed attack rolls.
Stupidity
A model that is subject to stupidity needs to pass a WIL test for every action point it intends to
spend. For each failed test, the model may spend one less action point than normal.

Commands

Any hero may issue orders to a group of henchmen and /or heroes. To do so, the hero may
spend one action point (not as a reaction). When doing so, the hero model becomes the “commanding
model”. Then, the hero chooses which command to issue. The possible commands are as follows:

i. Concentrate fire – Up to 3 models within the commanding model’s WIL distance in inches (not
including the commanding model) and within 4” of each other may shoot together. To do so, the active
player spends a number of action points, not greater than 2 per model in the group of up to 3 models.
However, these action points may be spent only on shooting and/or reloading. Special skills may not be
used when concentrating fire. These models may not activate any further during the current round. If
any of their attack rolls result in passing the turn to the next player, all the attacks of the shooting
models in the group of models resolve before the turn is passed to the next player (essentially, this is
the main advantage of issuing this order versus activating each of the up to 3 models separately).
ii. Group charge – Up to 3 models within the commanding model’s WIL distance in inches (not
including the commanding model) and within 4” of each other may charge together. To do so, the active
player may spend up to 2 action points per model in the group of up to 3 models (use the lowest SPD
among the charging models for the purpose of moving any of the models). However, these action points
may be spent only on charging and potential additional close combat attacks. These models may not
activate any further during the current round. If any of their attack rolls result in passing the turn to the
next player, all the attacks of the attacking models within the group of models resolve before the turn is
passed to the next player (essentially, this is the main advantage of issuing this order versus activating
each of the up to 3 models separately).

Weapons & Equipment


Close combat weapons

Dagger:
Strength bonus: none
Special rules: Small blade
Small blade – Attacks, made with this weapon, give the opponent +1 DEF, for the purpose of
determining whether the attacks with this weapon have hit.

Club/Mace/Warhammer:
Strength bonus: none
Special Rules: Concussive
Concussive – If an attack with this weapon results in a knocked down or stunned outcome, the
knocked down/stunned model may use 1 less action point on its next activation and may not react until
the end of the next round.

Axe:
Strength bonus: none
Special Rules: Armor piercing
Armor piercing – A model, attacked with this weapon, suffers -1 DEF if it wears armor. If other effects
would remove the DEF bonus from armor anyway, disregard this rule.

Sword:
Strength bonus: none
Special rules: Parry
Parry – refer to Parry in the Close Combat section.

Spear:
Strength bonus: none
Special rules: Unwieldy, First Strike
Unwieldy – A model armed with this weapon may only carry a shield or a buckler in its off-hand.
First Strike – Whenever a model armed with this weapon is charged while being unengaged, it gets
one action point as a reaction that may only be used for an attack against the charging model. This
action point is granted after any reactions to the activation of the charging model have taken place.
Ignore any “pass the turn” results on this attack. This rule applies even if the reacting model has already
reacted during the current round. The attack resolves after the charging model has engaged the model,
armed with this weapon, but before the charging model has made any attacks.

Morning Star:
Strength Bonus: +1 STR, when charging only.
Special Rules: Chain weapon, Heavy
Heavy – A model, armed with this weapon, may only use a shield in its off-hand.
Chain weapon – Attacks with this weapon may not be parried and successful shield blocks against
attacks from this weapon provide 1 less END than they would normally.

Flail:
Strength Bonus: +2 STR, when charging only.
Special Rules: Chain weapon, Two-handed
Two-handed – A model, armed with this weapon, may not use any other weapon or shield/buckler in
its off-hand.
Chain weapon – Attacks with this weapon may not be parried and successful shield blocks against
attacks from this weapon provide 1 less END than they would normally.

Halberd:
Strength bonus: +1 Strength
Special rules: Two-handed, Slow
Two-handed – A model, armed with this weapon, may not use any other weapon or shield/buckler in
its off-hand.
Slow – A model, armed with this weapon, may not make free attacks at enemies, leaving combat.

Great weapon (great sword, great axe, etc.):


Strength bonus: +2 Strength
Special Rules: Two-handed, Cumbersome, Slow
Two-handed – A model, armed with this weapon, may not use any other weapon or shield/buckler in
its off-hand.
Cumbersome – Whenever a model armed with this weapon spends action points on 1 or more close
combat attacks while being engaged, all adjacent enemy models, not engaged with any other models,
may roll for up to 1 reaction each. Successful reactions may only be used for an attack against the
activating model. This rule applies even if the reacting models have already reacted during the current
round. In addition, these reaction rolls happen after any reactions to the activation of the model, armed
with this weapon, but before any of its attacks with the weapon have resolved.
Slow – A model, armed with this weapon, may not make free attacks at enemies, leaving combat.

Ranged Weapons

Short Bow:
Weapon Strength = 3
Maximum Range = 18”
Special rules – none

Bow:
Weapon Strength = 3
Maximum Range = 24”
Special rules – none

Long Bow:
Weapon Strength = 3
Maximum Range = 36”
Special rules – none

Crossbow:
Weapon Strength = 4
Maximum Range = 30”
Special rules – Reload
Reload – Once you fire with this weapon, you need to spend 1 action point to reload it.

Throwing Knives:
Weapon Strength = As user’s Strength
Maximum Range = 6”
Special rules – Light weapon
Light weapon – a model does not suffer a -1 RC penalty for moving before shooting with this weapon.

Thunder Powder Weapons

Pistol:
Weapon Strength = 5
Maximum Range = 8”
Special Rules = Reload
Reload – Once you fire with this weapon, you need to spend 2 action points to reload it.

Handgun:
Weapon Strength = 5
Maximum Range = 28”
Special Rules = Reload
Reload – Once you fire with this weapon, you need to spend 2 action points to reload it.

Blunderbuss:
Weapon Strength = 3
Maximum Range = 14”
Special Rules = One Shot, Shotgun
One Shot – this weapon may be shot only once per scenario.
Shotgun – When shot, this weapon hits everyone under the comet-like template. No need for to-hit
rolls.

Long rifle:
Weapon Strength = 5
Maximum Range = 48”
Special Rules = Reload, Sniper
Reload – Once you fire with this weapon, you need to spend 2 action points to reload it.
Sniper – A shot, made with this weapon, gets an extra +1 BS if it were a precision shot.

Armor

We will first discuss the concept of armor piercing in this section. Some types of armor (light
armor, heavy armor etc.) give a bonus to the DEF of their user. However, 1 of this bonus is negated for
each point of STR of an attack, exceeding 3. For example, a model, wearing heavy armor, naturally gets
+2 DEF but this bonus is reduced to +1 DEF if an attack at STR = 4 is made against that model. If the
armor piercing effect exceeds the DEF bonus from armor, the excess armor piercing does not decrease
the remaining DEF of the model. Thus, an attack at STR = 6 against a model with light armor will only
negate the DEF bonus from the light armor and will not subtract additional 2 points of DEF from the DEF
of the defending model. Having specified that, here are the types of protective equipment that models
may use:

Light armor:
DEF bonus = +1
Special rules = none

Heavy armor:
DEF bonus = +2
Special rules = Limited Mobility
Limited Mobility – A model equipped with this item suffers -1 SPD when moving, running, jumping, or
climbing.

Buckler:
DEF bonus = none
Special Rules = Parry

Shield:
DEF bonus = none
Special Rules = Shield Block

Helmet:
DEF bonus = none
Special Rules – Stunned Save
Stun Save – If a model, wearing a helmet, is going to be stunned, it may make a 7+ save on 1d8. If the
save is successful, the model is knocked down instead.

Other Equipment

Rope and hook - A model, equipped with this item, may re-roll failed SPD tests when climbing up or
down.

Poison and drugs:


Drugs and poison, once purchased, may be used only once per battle/scenario and they only last
for the duration of one battle/scenario. You may not poison thunder powder weapons and may use a
single vile of poison on a single weapon only. A single vile of a drug may be used on a single model only,
at any point during the battle/scenario.

Putrid Aconitum – A weapon, poisoned with this type of poison, will automatically stun its
target on a roll of 8 to hit. This ignores the endurance of the defender. The attacker may still roll for
damage to see if the defender is taken out of action, instead.

Blood blossom – A weapon, poisoned with this type of poison, will count as having +1 STR to its
attacks if the defending model wears no armor (light, heavy or dwarf).

Goblin Concoction – A model, who has drunk a vial of this potion at the beginning the
scenario/battle, will be subject to rage. This potion does not affect Undead and Demonic creatures. At
the end of the battle, roll 1d8. On a roll of 1, the model becomes stupid.

Sanguine Elixir – A model, who has used this potion at the beginning of the scenario/battle, will
get +1 SPD and +1 STR for the remainder of the battle. This potion does not affect Undead and Demonic
creatures. After the battle, roll 1d8. On a roll of 1, the model becomes addicted and has to use the
sanguine balm every battle or the model will leave your warband.

Stonebark Extract – A model, who has used this potion at the beginning of the scenario/battle,
will get +1 END for the remainder of the battle. This potion does not affect Undead and Demonic
creatures. After the battle, roll 1d8. On a roll of 1, the model becomes poisoned by the extract and loses
permanently 1 point of END. If this reduces its endurance to 0, the model is dead.

Holy Water – A vial of holy water is a potent weapon against undead and demonic creatures. It can be
thrown at a range equal to twice the strength of the model throwing the vial. If it hits its intended
target, as long as it is an undead or a demonic creature, it inflicts a STR = 5 hit. No armor bonuses or
shield blocks are allowed. Undead and demonic creatures may not use holy water. Throwing the vial
takes 1 action point.

Elven Cloak – This item may not be used by dwarfs. A model shooting at a model, wearing an elven
cloak, suffers a -1 RC penalty.

Serrated Arrows – Serrated arrows may be used when shooting with any kind of bow. DEF bonus from
light armor is ignored and a successful shield block by the target adds only +1 END, if the target is shot at
by a model armed with a bow and serrated arrows.

Garlic – A model equipped with this item is not a preferred target for a vampire. Whenever a vampire
wants to charge a model, carrying garlic, the vampire needs to successfully pass a WIL test.

Net – A model, armed with a net, may throw it at a target, no further than 8”. The model, throwing the
net, uses its RC as if making a ranged attack. If successful, the target needs to take a STR test or becomes
knocked down immediately. If the target fails the STR test, it needs to make the test every time it
attempts to stand up from being knocked down. If it fails, it remains knocked down. If it passes at least
once, the target does not need to test any more. Throwing the net requires 1 action point and the net is
lost afterwards.
Dwarf Brew – A warband may drink a barrel of dwarf beer at the beginning of a scenario/battle. Each
model becomes immune to fear for the remainder of the battle. The barrel is lost afterwards. Dwarf
beer may not be used by undead and demonic creatures.

Tome of Magic – This item may be used only by models, capable of casting spells (but not prayers). If a
model is equipped with this item, it may learn one extra spell from its respective spell list.

Sacred Tome – a corrupt cleric, equipped with a sacred tome, adds +1 to any casting rolls he makes.

Holy(Unholy) Relic – A model, equipped with this items, automatically passes the first WIL test it is
required to take in a scenario/battle. This does not apply to activations/reactions.

Torch - a model, equipped with this item, detects hidden models within 2x its SPD range.

Alchemist’s Powder – A model, armed with a thunder powder weapon and equipped with this item,
makes ranged attacks at +1 STR when shooting with thunder powder weapons.

Cure of the Valkyrie – A model, who has drunk a vial of this liquid before the scenario/battle, will be
immune to poison for the remainder of the scenario/battle.

Magic & Prayers

Some models have the ability to cast spells or prayer. Spells and prayers are different in the
sense that some models are affected differently by spells and in another way by prayers. However, both
are cast in a similar manner. Whenever a model wants to cast a spell or a prayer, it may use 1 action
point to generate 2d8 casting die. Then, the player, controlling the model casting the spell/prayer, rolls
the casting dice. If their sum is equal or greater than the difficulty of the spell/prayer, the spell/prayer is
cast successfully and its effect takes place.
A model may not cast more than 1 spell or prayer per activation/reaction.
A model counts as having failed to cast a spell/prayer by x if the sum of the casting dice is x less
than the difficulty of the spell/prayer. If a model fails to cast a spell/prayer by 5 or more, the turn passes
to the next player.
Most models, capable of casting spells/prayers, start the game, knowing one or
more spells/prayers. Whenever these models spend experience to advance, if they roll a skill on their
advancement roll, they may choose a new spell/prayer instead (look at the post-game sequence
section).

Post-Scenario Sequence
After each scenario, the players need to go through a post-scenario sequence. During this
sequence, the players check what injuries the models of their respective warbands have sustained, what
experience and reputation the models and warbands have acquired and spend the reputation on
training the models, acquiring new equipment and hiring new models to the warband. Hence, a post-
game sequence proceeds in the following manner:

1. Injuries – each player rolls on the injury charts of the henchmen and heroes, controlled by him
or her, that have been taken out of action during the scenario.
2. Experience – each player allocates experience to the members of his/her warband according to
the rules, described in the scenario.
3. Exploration – each player rolls on the exploration chart to see what loot his/her warband has
found during the scenario.
4. Training – each player may spend points of experience to train the heroes and henchmen in
his/her warband.
5. Hiring – each player may spend gold to hire new models (heroes and/or henchmen) to his/her
warband.
6. Buying equipment – each player may spend gold to buy new equipment for his/her warband.
Then, each player allocates any existing equipment to his/her warband members.

Once this sequence is complete, the players are ready to field their warbands on the tabletop for yet
another battle.

Injuries
Each model that has been taken out of action has to roll on the injuries chart after the scenario
in which the model was taken out of action.
If the model is a henchman, roll 1d12. On a roll of 5+, the henchman survives and may
participate in the next scenario/battle. On a roll below 5, the henchman is dead and all its equipment is
lost. Remove the model from the warband.
If the model, taken out of action, is a hero, roll 1d12 and consult the following results:
On a roll of 1 or 2: The hero is dead and all its equipment is lost.
On a roll of 3: The hero has suffered a serious permanent injury. Roll 1d8:
- On a roll of 1 or 2: The model has its END reduced by 1, permanently.
- On a roll of 3 or 4: The model has its STR reduced by 1, permanently.
- On a roll of 5 or 6: The model has its SPD reduced by 1, permanently.
- On a roll of 7 or 8: The model has its WIL reduced by 1, permanently.
On a roll of 4: The hero has suffered a serious permanent injury. Roll 1d8:
- On a roll of 1 or 2: The model has its CMB reduced by 1, permanently.
- On a roll of 3 or 4: The model has its RC reduced by 1, permanently.
- On a roll of 5 or 6: The model has its DEF reduced by 1, permanently.
- On a roll of 7 or 8: The model has to miss the next 3 scenarios.
On a roll of 5: The hero has suffered a serious temporary injury. Roll 1d8:
- On a roll of 1 or 2: The model has its END reduced by 1 until the end of the next scenario.
- On a roll of 3 or 4: The model has its STR reduced by 1 until the end of the next scenario.
- On a roll of 5 or 6: The model has its SPD reduced by 1 until the end of the next scenario.
- On a roll of 7 or 8: The model has its WIL reduced by 1 until the end of the next scenario.
On a roll of 6: The hero has suffered a serious temporary injury. Roll 1d8:
- On a roll of 1 or 2: The model has its CMB reduced by 1 until the end of the next scenario.
- On a roll of 3 or 4: The model has its RC reduced by 1 until the end of the next scenario.
- On a roll of 5 or 6: The model has its DEF reduced by 1 until the end of the next scenario.
- On a roll of 7 or 8: The model has to miss the next 1 scenario.
On a roll of 7, 8, 9, or 10: The model recovers fully. No permanent or temporary injuries have been
inflicted on the model.
On a roll of 11: The model becomes immune to fear.
On a roll of 12: The model gains +1 experience bonus, in addition to any other experience, earned during
the scenario.
Experience
Most scenarios should specify who earns experience during the scenario and how much.
However, here are some general guidelines with respect to the allocation of experience:
Each model that survives the scenario (hero or henchman) gains 1 experience.
Each hero that took a model out of action gains 1 experience for each model that the hero took out of
action.
The hero, leader of the winning warband, gains 1 experince.
Any captured objective, completed missions, collected special items, should grant the model that
captured/completed/collected them +1 experience.
Exploration
At the end of the scenario, each warband explores the ruins of Grenzburg, searching for treasure
and loot. Each player rolls a number of d8, equal to the number of heroes in his/her warband who
survived (were not taken out of action). The sum of the dice results shows the total number of gold
coins found during the exploration. In addition, any results on this exploration roll that are two-of-a-
kind, three-of-a-kind, four-of-a-kind, five-of-a-kind or six-of-a-kind, provide the warband with additional
loot. Whenever there are multiple dice with the same result on the exploration roll, always take the
largest number of repeated values (e.g. if you rolled 2 fives and 3 ones, only the 3 ones provide you with
extra loot). The following list explains what extra loot the warband finds, depending on the repeated
results on the exploration roll:
11 – Puddle
The warband finds 1d8 extra gold coins on the bottom of a puddle.
22 – Ruined House
Roll 1d8. On a roll of 6 or less, the warband finds a cask of dwarf brew. On a roll of 7 or 8, the
warband finds a vial of Putrid Aconitum.
33 – Corpse
An undead warband gets a free zombie. Roll 1d8. On a roll of 1-4, the warband finds a club; on a
roll of 5-6, the warband finds a sword; on a roll of 7-8, the warband finds a bow.
44 – Broken Cart
Roll 1d8: on a roll of 1-3, the warband finds 1d8 gold coins; on a roll of 4-6, the warband finds a
rope and a hook; on a roll of 7-8, the warband finds a torch.
55 – Civilian Survivor
Roll 1d8: on a roll of 1-4 nothing happens; on a roll of 5 or more, you get to roll one extra
exploration die.
66 – Ruined Shrine
Roll 1d8: on a roll of 7 or 8, you find a holy(unholy) relic. Otherwise, you do not find anything
useful.
77 – Hidden Basement
Roll 1d8: on a roll of 5 or 6, the warband finds a sword and a spear; on a roll of 7 or 8, the
warband finds 2d8 extra gold coins.
88 – Shady Street
Roll 1d8: on a roll of 6, 7 or 8, you find 2 corpses – proceed as if you have rolled 33 twice; on a
roll of 5 or less, you find traces of corpses but nothing useful.
111
222
333
444
555
666
777
888
1111
2222
3333
4444
5555
6666
7777
8888
11111
22222
33333
44444
55555
66666
77777
88888

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