Five Leagues From The Borderlands (3e) Digital v2
Five Leagues From The Borderlands (3e) Digital v2
CREDITS
Lead Designer and Writer: Ivan Sorensen
Editing and Layout: Richard L Gale
Art Directors and Project Manager: Chris Birch
Cover Art and Interior Art: Christian Quintot
With special thanks to “The Inner Circle”
Bill Hamilton, Georgios Akritidis, Dustin Lowers, Jason Daniel Smith
Additional feedback and testing: Lanse D Tyron, Saul Justiniani
Five Leagues from the Borderlands is copyright Ivan Sorensen. No part of this book may be reproduced or transmitted in
any form or by any electronic or mechanical means, including photocopying, recording, or by any information storage and
retrieval system, without the express written permission of the author and publisher except where specifically permitted by
law. Artwork and graphics ©Modiphius Entertainment. All rights reserved.
The Modiphius logo is a registered trademark of Modiphius Entertainment Ltd., 2022. Any unauthorised use of copyrighted
material is illegal. Any trademarked names are used in a fictional manner; no infringement is intended. This is a work of
fiction. Any similarity wih actual people and events, past or present, is purely coincidental and unintentional.
2
CONTENTS
ADVENTURES91 RESOLUTION187
The Adventuring Stage���������������� 91 The Resolution Stage ���������������� 187
Encounter Locations���������������� 92 Experience Points ������������������� 193
Enemy Camps ����������������� 92 Loot ���������������������������������� 196
Enemy Hideouts ���������������� 92 Valuables ������������������������� 196
Delves ������������������������� 93 Weapons�������������������������� 197
Monster Lairs������������������� 94 Armor ����������������������������198
Unexplored Locations ������������� 94 Tools�������������������������������198
Resting Up���������������������������� 96 Consumables ����������������������198
Enemy Threat������������������������� 97 Enchanted Items������������������� 199
Ride Patrol���������������������������� 99 Enemy Plans �������������������������207
Contracts ����������������������������100 Victory and Defeat ������������������� 210
Quests ������������������������������� 105 The Next Campaign������������������� 212
Travel ����������������������������� 111
APPENDICES213
ENCOUNTERS113 Collecting & Selecting Miniatures ���� 213
The Encounter Stage ���������������� 113 Converting Old Characters ���������� 218
Traveler Encounters ���������������� 114 Game Adjustments ������������������� 219
Battle Encounters ������������������� 121 Designer Notes ���������������������� 221
1. The Foe ������������������������� 121 Indexes�������������������������������222
2: Terrain and Set-up ������������� 128 Warband Roster Sheets �������������228
4
INDEX
Part 1:
SETTING OUT
Introduction 6
CharacterS 13
game rules 29
5
Introduction
• Introduction •
Welcome to Five Leagues from the What Does the Campaign
Borderlands. May the footprints of those Look Like?
who came before you guide your path.
Five Leagues from the Borderlands
is a miniatures game featuring
Third Edition
procedurally generated battles against
The third edition of Five Leagues is
a variety of foes. The core of the game
the result of multiple factors: Years of
is the warband, a miniatures gaming
fan feedback, reporting thousands of
counterpart to the adventuring party in a
games played, what they loved, what
fantasy roleplaying campaign or Tolkien’s
they wished worked differently, and
‘Fellowship of the Ring’. Rather than
what they would like to see. Secondly,
playing a single character, as you might
the release of Five Parsecs from Home
in a roleplaying game, the player controls
through Modiphius exposed us to
the warband as a whole.
a whole new wave of fans, many of
whom came from board game or RPG In the campaign, your warband will
backgrounds, adding new perspectives. travel between towns and farmsteads,
Finally, Modiphius’s commitment to dealing with random encounters and
producing a beautiful, glossy edition trying to maintain the peace. The game is
of the rules gave me the framework encounter- and combat-based: The focus
to make this the best, most fun, most of each campaign turn is a tabletop battle
everything game it possibly could be. against an enemy group. Think of each
battle as an episode in a television series:
If you are a returning player, conversion
One week the heroes battle an outlaw
rules are provided in the appendices,
gang, the next week they delve into an
though I think you will be hard-pressed
old ruin, full of the walking dead. Often,
to resist rolling up a new warband once
events will lead to unexpected discoveries
you read the depth and options in this
or consequences.
new edition.
As you play, some of your characters will
Sister Games gain in experience, skill, and equipment,
Five Leagues is the sister game of Five while others may be seriously hurt or
Parsecs from Home, also available from even killed. Heroes will come and go
Modiphius, and shares many of the same during your adventures.
concepts and mechanics. Both games use
There’s no pre-determined end to the
a similar campaign structure, character
campaign, though the system does offer
profiles and game rules, making it easy
Milestones where you may choose to
to move from one game to the other.
declare victory. Some players enjoy
However, there are many changes,
continuing with the same warband
both big and small, and players of Five
indefinitely, while others set themselves a
Parsecs are encouraged to read through
goal to achieve before starting over.
the rules carefully.
Some warbands may be forced to disband
due to dismal luck, while others become
renowned across the lands.
6
Introduction
The game is intended for solo play, Each such figure represents a single
but friends can easily play together by soldier, brigand, character, beast, or
splitting the characters between you. other individual. When the rules refer to
Alternatively, one player can take charge a “figure” or “character” making a roll or
of the bad guys, or you can have one deciding something, we of course mean
player act as gamemaster, building the that you, the player, will be doing the
scenario and setting cunning traps for activity in question.
the adventurers.
In general, if the rules say you “may” or
Remember that this is ultimately a “can” do something, you have the option
miniatures battle game: The reason we not to.
play the game is to have a fun fight using
If the rules say you “will” or “must” do
miniature figures… though you may be
something, you are required to do so.
surprised just how attached you get to
your characters when you’ve survived We don’t use an exact ground scale, as
several battles together! distances were selected to play well on the
tabletop. In general, players assume the
gaming table to represent a few hundred
Terminology yards across, with distance weapon ranges
The rules assume that the player (or condensed to reflect fighting that is
players) are fighting opponents controlled commonly frantic and close-quarters.
by the game system. We refer to these
All tabletop distances are given in
opponents as “enemies”.
inches. Multiply by 2.5 if you prefer using
We use the terms “model”, “figure” and centimeters.
“character” interchangeably in the game
to refer to a single miniature on the table.
7
Introduction
8
Introduction
This can take a little longer the first time Surviving in Five Leagues
you play, but you will quickly learn to
The world of Five Leagues can be an
breeze through them.
unforgiving place at times, and for every
There are many activities a warband warband that finds glory and fame,
can undertake in play, and they vary another finds misery and death. We’ve
in complexity. Don’t hesitate to spend designed the game to offer difficult battles
some time riding patrols and just as well as easier encounters. Stars of the
traveling around the map before you Story (below) and the Story Points chapter
decide to brave a dungeon delve or raid (p.56) allow you to tailor the experience to
a monster lair. your liking. When you begin a campaign,
take a moment to study these options.
10
Introduction
The Stars of the Story I don’t think that’s how the story went…
When rolling on any type of random
You’re playing a somewhat unusual
events table, roll twice and pick the result
game, one using procedural (random)
you like best. If you dislike both results,
generation of content, with the risk of
you may choose to have nothing happen.
a crazy streak of luck – whether good
or bad. Sometimes, your adventuring
Did I ever tell you how I learned to
career turns out to be a complete walk in
do this?
the park, while other times you may get
Automatically succeed at a proficiency
obliterated on the spot.
test, and if a skill is applicable, add the
Each player will differ in their approach: skill to the character permanently.
Some prefer to let the dice fall, relishing
a near-impossible challenge. Others want
to see their characters prosper, and feel Trackable Resources
discouraged if they lost just because of As you create your warband and play the
the dice. Most of the time, things should game, you will accumulate a number of
be fine, but we offer the options below to different resources. These are:
soften the blow of fate a little.
Story points: A meta-game resource that
Each of these options below can be used both helps you tweak the game world a
once during a campaign. We suggest little in your favor, as well as guide the
writing each of them on an index card story. These are tracked for the warband
and ripping it up when you’ve used the as a whole.
option. No, I mean it: Tear it to shreds.
Adventure points: These represent the
It’s gone!
efforts of your warband in exploring and
uncovering the secrets of the land and will
Better part of valor
help you progress in various ways. These
The entire warband immediately escapes
are tracked for the warband as a whole.
from the battle and does not have to roll
on the Flight in the Dark table. Experience points: As your heroes
adventure they will become more capable.
A lucky break! We represent this through the use of
A character may ignore a roll they just Experience points. These are tracked for
made on the post-game Injury Table or each individual character.
Flight in the Dark Table.
Gold marks: The currency used in the
borderlands. Money can’t buy happiness
What about old friends?
but it can buy a new sword. These are
At the beginning of a battle round, roll
tracked for the warband as a whole.
up a new Hero character and place them
within 6" of any battlefield edge. They
join your warband in the battle, and
may act immediately. After the game,
the character will remain as part of your
warband, if desired.
11
Introduction
12
INDEX
characters
• Character Creation •
To play the game, you need a group of If playing cooperatively with friends,
characters, forming your warband of 6 simply assign characters to each player.
figures. During battle, you each control your
own figures.
The typical warband consists of 4 Heroes,
with an additional 2 Followers.
Larger Games
If you prefer a bigger warband, you may
opt to start with a size of 7 or 8 figures. You
can also increase the size of the warband
during the campaign, if you wish. Simply
generate 1 or 2 additional Followers when
you create your warband.
If you opt for a larger game, enemy
encounters are adjusted to compensate.
13
characters
• Character Types •
Broadly speaking, characters you interact Friends
with fall into the following groups: Friends do not take the battlefield except
in rare circumstances, depending on
Heroes scenario instructions. Instead, they are
Heroes are the cornerstone of your people you have come to know, and
warband. They have increased survival who can occasionally be called upon for
chances, can use any weapons you find, aid. Friends are sometimes described
and will improve their abilities quickly as as being of a particular type, such as a
you play the campaign game. As the name ‘merchant friend’ or ‘noble friend’. In
suggests, they are your heroes (though some circumstances the type of friend
they may well be rogues and scoundrels). may be relevant to a specific situation, but
is mainly included for flavor.
The Avatar
The Avatar is a stand-in for you as a Enemies
player. This figure acts as a Hero, but with If they are out to kill you, they are an
additional benefits applied. enemy. Enemies are always controlled
by the game system, and obey specific
Mystics rules for movement and combat. Enemy
A Mystic is a spell-casting character. They leaders are given ranks for simplicity,
are always Heroes. even though they may well be animals
or mindless monsters. These ranks are
Followers Sergeant, Lieutenant, and Captain.
Assorted hired hands, henchmen, and
minions, Followers can fight bravely
and can progress in the game, but they are To help you track the progress of your
assumed to have less initiative and less warband, Heroes, Mystics, and Followers,
skill. As such, they tend to be use the sheets found at the back of this book.
less permanent, coming
and going as you play. Hidden Locations
• Campaign tracking sheet
• Quest and Contract Notes
Adventure Points
Friends Known
Threat Levels
Region Gold Mark
14
characters
Fey-blood
The faeries and elves that make up the
Ice-heart Court occasionally venture
among Humanity. Making a deal with
the fey can grant wishes, but the price is
often a child with an eerie ancestry.
Background options
Fey-blood Heroes must select the Outsider
background (see p.22).
Skill expertise
Fey-blood add +1 to all [Wits] tests.
Foresight
All Fey-blood have a bit of “the Sight”,
Human letting them guess the future with some
Humans are the default population of precision. If you assign a Fey-blood an
much of the world, though adventurers initiative die that is above their Agility,
tend to be anything but average. you may reroll the die. The new roll must
Human fiefdoms, settlements, and petty remain assigned to that character.
kingdoms extend everywhere livable, and
a few places that are not. Aura of Winter
All Fey-blood are children of the
Background options Unending Winter and, when angered,
Human Heroes may select from the this ancestry manifests. Melee opponents
Townsfolk, Noble, Frontier, or Zealot cannot gain a Combat Bonus for allies.
backgrounds (see pp.21-23)..
Cursed
Skill expertise The Fey-blood are burdened by fate to
Humans add +1 to all [Speech] tests. lead short, unhappy lives. Fey-blood
cannot ever attain Luck points. Treat any
Driven Luck increase as a skill instead.
As a rule, Humans are fiercely motivated
to attain great things. Humans are the
only characters that can ever attain more
than one point of Will (see p.53). Will
represents the determination and grit of
the character, allowing them to push past
common limits in battle. Additionally, if
a Human Hero obtains a Will increase
when earning an Advancement, they
immediately gain 2 experience points
(see p.193).
16
characters
Distrust
Dusklings have an intense distrust of
anything mystical. Dusklings cannot have
spells cast on them by other members of
the warband, as they will never allow it.
Additionally, they may carry only a single
magical item at any given time. If they find
an item during a tabletop battle, they may
pick it up normally, but must reorganize
their equipment after the encounter.
Preen
A species of bird-like humanoids, the
Preen seem to lack a homeland of their
own. Instead, they tend to live scattered
Duskling
around the world, pursuing lives in
Creatures of the shadows, rather than
remote villages. While given to a life of
creatures of the sun, Dusklings are
trade and craft, they are also possessed
stalwart warriors who place great
by infamously foul tempers.
emphasis on individual glory. They
are commonly seen in human lands as
Background options
invaders, raiders, or adventurers.
Preen Heroes must select the Townsfolk
background (see p.23)..
Background options
Duskling Heroes must select the Outsider
Skill expertise
background (see p.22).
Preen add +1 to all [Crafting] tests.
Skill expertise
Outburst
Dusklings add +1 to all [Traveling] tests.
Whether due to some inherent quirk of
their creation, perhaps the same that
Brute charge
gifted them their ungainly stature,
A popular Duskling tactic is to charge,
hitting the enemy with built-up rage. When
moving into melee combat, the following
rules apply to Duskling characters:
They cannot Parry.
They may choose to reroll their die
in the first exchange.
Oath of life
Despite, or perhaps because of, their
warlike ways, the Dusklings are infused
with a furious hatred of all things
that will not stay dead. In melee against
undead opponents, Dusklings receive the
Counter Attack ability.
17
characters
18
characters
Mentality
A result here grants the character points
in the Will or Luck characteristics. Note
that some characters have not had the
life experiences (or the favor of the gods)
to begin with increases. They will instead
begin with a bonus Experience Point.
19
characters
20
characters
1 +2 Will
D20 Possessions
2-3 +1 Will
01-04 1 Gold Mark
4-16 +1 XP
05-14 Mystic Item
17-18 +1 Luck
15-20 Item
19-20 +1 Will and +1 Luck
D20 Training
D20 Possessions
01-05 Alchemy skill
1-4 1 Gold Mark
06-11 1 skill
5-8 2 Gold Marks
12-20 +1 XP
9-11 Quality weapon
12-15 Fine basic weapon
16-20 Item
Life is Hard
Not every character will have had the
opportunity to develop valuable talents.
D20 Training Life is hard and unfair, after all.
1-12 1 skill
13-15 2 skills
16-20 +1 XP
21
characters
D20 Possessions
D20 Possessions
1-6 1 Gold Mark
1-4 2 Gold Marks
7-8 2 Gold Marks
5-6 3 Gold Marks
9-11 Quality weapon
7-11 Quality weapon
12-15 Fine basic weapon
12-14 Fine basic weapon
16-20 Item
15-17 Full Armor
18-20 Item
D20 Training
1-6 1 skill
D20 Training
7 2 skills
1-6 1 skill
8-20 +1 XP
7 2 skills
8-20 +1 XP
22
characters
23
characters
Skills Table
D100 result Skill Uses
01-07 Battlewise Achieving some battlefield objectives; Seizing the Initiative.
08-16 Crafting Repairs, manual labor, and related haggling.
17-23 Devotion Obtaining blessings; enacting rituals; resisting hostile spells.
24-33 Expertise Dexterity and discretion while avoiding hazards.
34-41 Leadership Inspiring action and trust; recruiting warband members.
42-49 Pathwise Navigate and avoid obstacles, especially while traveling.
50-56 Scholar Valuable in situations requiring obscure knowledge.
57-65 Scouting Awareness of enemy attackers and the surrounding terrain.
66-75 Speech Negotiation, persuasion, and understanding motivations.
76-85 Traveling Overcoming hazards and challenges in the wilderness.
86-94 Wilderness Hunting and foraging for useful herbs.
95-100 Wits Deception and guile, risk-taking, and some trap evasion.
25
characters
26
characters
27
characters
28
INDEX
GAME RULES
Slow Actions Phase. It may also help to A figure can skip a Move Action, Combat
have separately sized or colored dice that Action, or Non-Combat Action, but
are used only for initiative. cannot change the sequence to take
their Move last.
Round Sequence Example
I am facing 5 Skeletons. At the start of the Tracking Phase
battle round, I have 4 warband figures
During this part of the battle round,
on the table with Agility scores of 1, 2, 2,
any “end of round” activities take place,
and 3. I roll four D6 – one for each of my
including enemy Morale checks. Many
warband characters – and get results of
scenarios will require a roll to be made
1, 2, 4, and 6. Since the 4 and 6 are higher
at this point to determine reinforcements
than any Agility score, any character I
or other factors. If multiple activities
assign those to will go in the Slow Actions
take place at the end of the battle round,
Phase. I really need the character with
resolve effects in the following steps:
Agility 1 to reach Cover, so I assign the
dice result of 1 to that character; because 1. All features caused by or affecting
that is equal to their Agility, they will warband members
activate in the Quick Actions Phase,
2. All features caused by or affecting
before the Enemy Actions Phase. I can
enemies
then assign the die result of 2 to any
remaining character, who will also 3. All features caused by scenario or
activate in the Quick Actions Phase. event rules
4. Anything else.
• Movement •
Figures have a movement allowance equal
to their Speed (in tabletop inches). Movement Modifiers
Modifiers to movement rates are
When moving within terrain features
expressed in the same manner as the base
marked as Difficult, each inch moved
ability score. For example +2" / +0" would
consumes two inches of your movement
be a +2" increase to base movement only,
allowance (see “Terrain Types”, p.35).
while +0" / -1" would be a 1" reduction in
Opening a door or window costs 1" of Dash movement.
movement. Climbing through a window
or opening is the same as climbing an
Example:
obstacle of equal height.
A figure with Speed 4" / +3" will move
Figures can never move through another 4" normally, and can move a total of
figure at any time, unless a rule or ability 7" when Dashing.
explicitly permits it.
Moving into Base Contact
Moving and Shooting If a figure moves into base contact with
Characters intending to make any ranged
an opposing figure, they engage in melee
attack cannot move above half their
combat. Resolve the combat immediately.
movement Speed, because they need time
to aim their shot and reload. Characters Typically, figures are considered to be in
intending to shoot a crossbow must contact when their bases are touching,
remain stationary. though if you have figures that are in very
dramatic poses, this may be impossible.
If so, they are considered in contact when
Dash they are within half an inch of each other.
A character may Dash as a Non-Combat
Figures that Dash have their guard down
Action. This allows moving an additional
and cannot enter melee.
distance equal to the Dash portion
of their Speed. Note that a
figure cannot enter melee
combat by Dashing.
Enemy figures will Dash Normal Move
if they are in the open
and attempting to reach
Cover, or advancing on a
foe. Undead, Monster, and
Normal Move + additional Dash
Aberration enemy types
cannot Dash.
Normal Move
into melee combat
31
game rules
Scale Note
Jumping, climbing, and leaping can
look a little dramatic if you are playing
with 6mm or even 10mm figures. Feel
free to halve the horizontal distances
given if you find these more reasonable.
Alternatively, leave the rules as they are
and chalk up the outrageous moves to
timely use of ropes or using a spear for a
bit of pole vaulting!
32
game rules
• Enemy Movements •
The way the enemy moves on the field targets within range and sight, doing so to
requires the player to inject a modest the least extent required to re-establish a
amount of “artificial intelligence” into good shot.
proceedings. Many solo gamers are used
Ranged troops will not leave Cover if
to simply taking whichever actions make
that would put them in sight of opposing
the most sense for a given figure. This is
ranged troops, and will not willingly
a completely valid way to play, but the
move into a position that would prevent
following guidelines form a series of
them from shooting, such as into a water
conditions the AI will attempt to satisfy,
terrain feature.
including making the move that satisfies
these as well as possible. Ranged troops that run out of
ammunition are considered to be melee
troops from that point onwards.
Order of Activation
The enemy will always act with ranged
troops before melee troops. Within each
type, start with the figure closest to the Sensible Foes
player’s battlefield edge and then work There is a fair amount of judgement
your way backwards until every enemy involved in enemy movements. In
figure has acted (see diagram, below). particular, the player should bear in mind
that enemies, while often short-sighted
Ranged Troops and aggressive, are not keen to die.
Enemies with ranged weapons will try Obviously suicidal moves, such as moving
to move to a position of Cover (see p.36) into sight of three crossbow-armed
where they can shoot at their opposition. sharpshooters, should not be taken.
They will only advance if they must keep
6
Ranged troops act before melee troops. +
As this is the closest ranged figure, Melee troops 7
it acts first. 5
33
game rules
• Terrain •
Terrain Types Block
A terrain piece that can be climbed or
Gaming terrain can take several forms,
otherwise interacted with, but which
each of which affects the actions of your
figures cannot enter into.
figures in different ways. A quick glance
at any terrain piece in your collection Examples: Large boulders or locked-up
should tell you how it fits into the rules buildings.
definitions below.
Interior
You are of course encouraged to create
An enclosed terrain piece that figures can
unusual or imaginative terrain types for
enter into.
your specific gaming situation.
Examples: Buildings, tunnels, and caves.
Linear
Any long feature that a miniature cannot Interaction
generally be placed on top of. Block, Linear, and Interior features can
typically be climbed.
Examples: Hedgerows, fences, walls,
and similar. Area and Field features can typically
be entered.
Area
The Movement rules chapter discusses
Features that cover a space on the
how this influences movement.
table and can have miniatures placed
within them.
Area features may be designated as Lines of Sight
Difficult (see p.31). The rules generally use true Line of
Sight: If a line can be drawn between
Examples: Forest, bushes, and rubble.
two figures without crossing a Block or
Individual feature that would prevent
Field
spotting, a Line of Sight exists. If it is
Similar to an Area feature, but at
unclear, a piece of string or laser tool
ground level.
can be used. Alternatively, you can lean
Field features may be designated as down to get a look from behind the
Difficult or Impassable. spotting miniature.
Examples: Mud, water, or lava pools. In some cases, Line of Sight can be broken
by a game rule, even if the target is
Individual otherwise visible:
A single piece of terrain that a figure
cannot climb.
Examples: Barrels, individual trees,
and statues.
35
game rules
36
game rules
37
game rules
• Non-Combat Actions •
After performing any desired movement, allowed by the character in the same
a character that does not perform a battle round.
Combat Action may perform a Non-
Note: Enemies do not take Non-Combat
Combat Action. The most common
Actions unless specifically stated by a
Non-Combat Actions are listed below.
game rule.
Each Action lists the maximum movement
38
game rules
• Combat •
Characters engage in two types of combat: 1. The enemy will shoot at the closest
Ranged attack and melee combat. To target within 8" of the shooter.
perform either type of combat requires
2. If no targets are within 8", they
a Combat Action, meaning the character
target the nearest opponent with a
cannot perform a Non-Combat Action
ranged weapon.
(including Dash) this round.
3. If no ranged weapon-equipped
Ranged attack: This represents a few bolts
opponents are visible, they will
or arrows shot towards the target, and
select the closest target.
requires a single D6 per shot (typically
one per figure). If the attacker did not
To score a Hit:
move, add Combat Skill. To perform a
Roll D6, and try to reach the target
ranged attack, the character must have
number or higher:
a ranged weapon and must not have run
out of ammunition.
Within 6" and in the open 3+
Melee combat is a series of 3 exchanges Within weapon range and in 5+
– representing the cut-and-thrust of close the open
combat – each of which is an opposed roll
between the two combatants. Each side Within weapon range and 6+
rolls a die and adds their Combat Skill. concealed or behind Cover
The side with the higher result wins and
If the shooter is stationary, add their
strikes their opponent. On a draw, the
Combat Skill to the roll.
combat ends with the defender retreating.
A roll of natural 1 is always a miss.
Both of these are described in greater
detail below. A missed shot goes nowhere, and has
no effect on the game.
Ranged Attacks
To begin, select the target to shoot at. Movement restrictions
The target must be visible, and within Characters intending to make any ranged
range of the weapon. See “Weapons” attack cannot move above half their
(pp.60-61) for the tabletop range movement Speed, because they need time
in inches for each weapon. Player- to aim and reload. Characters intending to
controlled figures may select any target, shoot a crossbow must remain stationary.
unless visible opponents are within 3",
in which case they must shoot at the
nearest visible opponent. Limited Ammunition
If a weapon is indicated as having Limited
Enemies use the following ranged
Ammunition, a roll to Hit of a natural 1
targeting priorities:
means that it is out of ammunition, unless
this is the first shot with it in the current
battle. (Note: some ranged weapons only
receive a single shot per game.)
39
game rules
40
game rules
42
game rules
44
game rules
• Spell Casting •
Mystics are those characters who have
mastered the art of spell-casting. While Enemy Spellcasters
their powers may derive from all manner While many foes can wield magic of their
of arcane paths, techniques, and sources, own, they always use the rules in their
the same rules are used for all of them. individual profile description, and are not
subject to casting rolls or other mechanics
from this chapter. The rules in this
Spell Nature section only apply to player-controlled
All spells are designed for use during spellcasters.
battle encounters only.
Every spell has an Incantation score. The the method employed by Mystics is to use
higher this number, the more difficult it is Strands of magical energy.
to cast. A high score may indicate a spell
Strands can be woven out of a variety of
that is difficult to remember, is written in
energy sources, depending on the spell in
an alien (or extinct) language, or requires
question: Slivers of sunlight, congealed
precise hand movements.
shadow, the essence of a river, or the ghost
of an animal. Strands can be prepared in
Strands advance but, once collected, they are only
usable for a few days. Most Mystics busy
Casting spells requires energy to fuel
themselves collecting Strands whenever
them. While followers of the dark entities
they have some time to themselves.
can obtain this energy from a patron,
45
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46
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Spell Table
D100 Spell Incant. Target Effects Duration
result
01-03 Antidote 7+ 1 ally Target is unaffected by Poison Battle
or Venom traits.
04-06 Barrier 6+ Ground Place a line of fire 4" long and Full round
0.5" wide without touching
any characters. This spell
prevents all movement across
it, except by figures with the
Flying trait. It may be shot
across, but provides Cover.
07-09 Bind 8+ Up to 3 Each targeted figure rolls D6, Activation
enemies adding any Monster Point
within 1" of total to the roll, breaking free
each other on a roll of a 6+. If failing to
break free, the figure cannot
move, but may fight and
shoot normally.
10-12 Bleed 8+ 1 enemy The target loses the Battle
Regeneration trait if they
have it. If Wounded, roll D6
in each Tracking Phase. On a
6, they die.
13-15 Compel* 7+ 1 enemy When the target next Activation
activates, they must move
directly towards the Mystic as
fast as possible. They will not
move in any way that would
risk taking damage from
dangerous terrain.
16-18 Confuse 7+ 1 enemy Target loses the Parry and Full round
Counter Attack traits.
19-21 Darts † 6+ 1 ally Target a character that Immediate
is out of ranged weapon
ammunition. They
immediately restock their
ammunition. This does not
work on single-use weapons.
22-24 Distract 7+ 1 enemy The target will remain in Activation
Ranged place and will not shoot.
Trooper
25-27 Escape 6+ 1 ally Remove the target character Immediate
from the battle. No roll for
“Flight in the Dark” is needed.
47
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48
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50
game rules
• Running Away •
Our groups of adventurers are brave, Enemy Morale
heroic individuals (or have nothing to
In the Tracking Phase, tally up the number
lose), but the scoundrels and vermin they
of enemy figures that were removed as
fight often are not. Even so, if a situation
casualties this battle round.
is getting out of hand, it may be time for
your warband to head for the hills! Roll D6 per figure removed, and tally up
the number of natural 1s and natural 2s.
These are Morale Failures.
Character Morale
For every Morale Failure, removed one
Player-controlled forces do not test to
enemy figure from play. Remove the
see if they run away. We assume your
figures closest to the enemy edge of the
characters will stick it out for the sake of
battlefield first.
fame, glory, or loyalty to their brothers.
Enemy Leaders will not run unless
If a moving character comes within 1”
there are fewer than 4 enemy figures
of the battlefield edge, they may opt to
remaining.
retreat from the battle as part of their
move. Remove the figure from the Aberrations and Undead are generally too
table; it cannot return to the battle in dumb or too alien to register fear, and will
progress. Note that depending on the fight to the death.
scenario played, you may have to roll
Unknown Enemy markers in any scenario
on the Flight in the Dark Table after
and any Unaware enemies in a Site Battle
the battle when doing this, to see what
scenario are not affected by Morale.
consequence may arise.
If a fight is going against you, consider
retreating before every figure becomes Realism and Morale
a casualty, even if it means giving up on Realistically, we might expect that the
Achieving the Objective (see p.130). death of leader figures or big critters
affect morale more severely than the
death of a grunt. However, as players can
focus attacks to a degree their opponents
cannot, this tends to lead to enemy morale
crumbling too quickly after soaking up
every arrow, throwing knife, and potted
plant the heroes hurl at them. Rather
than adding rules for targeting priorities,
assume that, in the hurly-burly of battle,
the enemy is more aware of dwindling
numbers around them than the status of
individual comrades.
51
game rules
• Proficiency Tests •
Various situations in the game will Some equipment can benefit particular
require a 2D6 proficiency test. This types of proficiency test, either by
serves as a simple, consistent way to allowing a reroll or a bonus to the roll.
resolve situations in the game world, A test can only benefit from one
and can account for luck, raw talent, or equipment bonus. If the equipment is
training in a particular topic. single-use, you must decide whether it
will be used before rolling, and it is used
Proficiency tests are always indicated
up by doing so.
by a target number preceding the skill
name, which is shown within
brackets. If an eligible Who, How, and
character has that skill, When
add +2 to the dice roll.
When choosing campaign
A result equal to or
activities during the
above the target number
Preparation Stage of
is a success.
the campaign turn, any
In some cases, a proficiency character in the warband
test could list more than one skill. may be selected to perform a given
In that case, any of them will work, test, but a character can only assist one
but only one bonus can be applied. campaign activity per campaign turn.
If asked to take a test while traveling
Example:
or during random events, any
“Make an 8+ [Crafting] test” means
character can be selected to perform
the character needs a result of 8+ on
the test. However, if the rules state
2D6. They may add +2 if they have
a specific character must take a test,
the Crafting skill.
only the skills of that character can
be applied. During combat, tests are
You may have other character or
always done by a specific character
situational bonuses. These are added
using their own skills.
to the roll normally, stacking with the
skill bonus.
Example:
During a battle, my warband finds
a trap that needs to be disarmed
Lack of Training
using the Expertise skill. To get the
Dedication to the magical arts is complex
skill bonus, the character attempting
and time consuming, and even former
the task must be the one with the
expertise wanes by comparison. When
skill. If we’d found a trap during a
taking a proficiency test, except for
campaign event, I could nominate
Alchemy, Mystics only add +1 when
any character to attempt the task.
possessing a requisite skill, instead of the
normal +2 bonus.
52
game rules
• Will points •
A strong mind can change the world. On To remove a Stunned status and
our tiny battlefields, it won’t do quite gain the initiative at the end of a
that much, but those with uncommon melee exchange.
determination can still make a mark.
To add +2 to a proficiency test
Some Hero characters may have a Will (declare this use before you roll the
score. A Human character may have 1 or dice). This is cumulative with all
more points of Will. Non-humans can other bonuses to the test a character
have only 1 point of Will. may have.
Will can only be used during tabletop
battles, and is regained at the conclusion
Luck
of an encounter. You may spend 1 point
If things have gone badly for a character
of Will to do any of the following at the
during battle (even if you used Will points
specified times:
to try and change your fortune), you’ve
another option to avoid injury in the
To move an additional 4" after
aftermath. Characters with Luck points
making a normal move.
apply these when rolling for post-game
To activate in the Quick Actions injuries. Each Luck point will save you
Phase regardless of the die assigned from a grim fate... once! See p.188.
during the Initiative roll.
53
game rules
• Starter Scenario •
Before you throw yourself and your Your Forces
newly-created warband into a full-scale
Pick out four suitably cool-looking
campaign, you may wish to practice with
miniatures. One should have a bow or
the combat rules a little. You can also play
similar ranged weapon, and the other
this with the warband below, if you want
three should have melee combat weapons.
to get right to the action.
If you are not using a newly-created
First, familiarize yourself with how the warband, use the character profiles and
battle round sequence works (pp.29-30), armaments in the table below.
and how your figures move (pp.31-32).
No special character rules apply to
Make sure you have glanced over the
anybody.
combat system (pp.39-44), although you
can cover that in-depth once you get to
that point of the scenario. The Enemy
Pick out four enemies to fight – any
figures that you like (or have on hand) will
do. Again, one should have a bow and the
rest should have hand-to-hand weapons.
Use the following profiles for the enemies:
Pre-generated Characters
Character Agility Speed Combat Skill Toughness Equipment
Blixt 2 4" / +3 +0 3 Self bow, light weapon,
light armor.
Perrin 2 4" / +3 +1 3 Standard weapon, light
armor.
Stafford 2 4" / +3 +0 4 Standard weapon, light
armor.
Sundelin 2 4" / +3 +0 3 Standard weapon, partial
armor.
Pre-generated Enemies
Character Speed Combat Skill Damage Toughness Armor Notes
Grokk 4" / +3 +0 +0 / +0 4 0 Self bow
Grub 4" / +3 +0 +0 / +0 4 0 -
Grig 4" / +3 +0 +0 / +0 4 1 -
Gryn 4" / +3 +0 +0 / +1 4 1 -
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game rules
Setting Up Victory
You will need a few pieces of terrain for The battle is fought to the bitter end. Once
your first outing. If you are still building only one side has figures remaining, it is
your collection, you can cut out paper or the winner. For your first battle, do not
card to put on the table. make Morale checks for the enemy.
Use a table that is 2 x 2 feet.
Place a hill, ruin, forest, or other Coming Back
piece of terrain 4-6" across near the When you have rolled up your first
center of the table, then scatter some warband, go ahead and play through this
single trees, big rocks, statues, or battle again with the following changes:
other such items around the table.
Use the warband you rolled instead
Next, place the villains in a rough of the one provided.
line with 2" between each figure,
The Morale rules are in use.
making sure each figure is in or
behind a piece of terrain for Cover. Add three additional foes: Grodd
(identical to Grokk, above), Grun and
Then set up your warband, placing
Grug (identical to Grub, above).
them at least 12" from the enemy.
This training battle does not affect your
You are now ready to begin the first
warband: You earn no experience points,
battle round.
nobody gets hurt, and no special activities
are needed. However, if you complete the
training battle, you may add 1 Story Point
to your starting total.
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game rules
• Story Points •
Five Leagues from the Borderlands While these options are usually applied
is a story-driven experience. We use during the campaign and not during
Story Points to help players improve battle, some battlefield uses could include
the narrative or just smooth over the an enemy leader agreeing to fight one
vagaries of fate. While they are primarily of your characters in single combat, or
a campaign resource, they can also be something similar.
used to tip the balance in combat. You
These types of changes can be open-
will begin with some Story Points and can
ended, and it is up to the player to decide
earn more as the game progresses.
what they consider to be “too much”. As
Typically, these are used in two different a general rule, a Story Point should not
ways – narrative and mechanical – and outright award magical items.
you may find that you like one way more
than another, or you may take advantage Mechanical Use: Specific Effects
of both. If you prefer a more mechanical approach
where the game is less malleable, Story
Narrative Use: Making Points can be used as a source of good
Something Happen fortune instead. Simply pick one of the
You can pay 1 Story Point to make options below:
something happen in the campaign, if it
If a character was just struck by
fits with your ongoing story. This might
any attack or spell in combat, they
mean fighting a specific type of enemy
avoid it.
because that’d make the most sense right
now, having an old friend show up to help Roll again for any die roll you just
with a tough battle, or adding a specific made. You can use either of the two
type of location to the game map. results but cannot roll a third time.
56
game rules
• Unusual Situations •
Sometimes, all the variables of a game can Finding Items
produce oddball situations. You can often In some scenarios, it may be possible to
solve such situations on your own, but find an item or treasure on the battlefield.
this chapter provides some suggestions Armor, Backpack, and Worn items are
for handling this. placed in the Backpack automatically.
Found weapons may be stored in a
Interpreting Rules Backpack or can immediately be equipped
In most cases, the game rules are written to the character finding them; if this would
to be interpreted in a literal manner. exceed the normal carrying limit, another
If a rule says you may do something, weapon must be added to the Backpack.
it is optional, while if the rules say you Add campaign items and gold to the
must or will do something, it cannot be warband roster sheet as normal.
avoided. If a case simply does not make
Note that backpack limits can be exceeded
sense, pick the answer that seems to make
during the battle, as experienced
for the most reasonable (or fun) outcome.
adventurers always leave an empty
satchel for any Loot acquired.
Contradictory Rules
If two rule effects seem to contradict each Campaign items and the ‘Backpack’
other, use the following hierachy: are discussed fully on pages 63 and 59
respectively.
Event table result >
Scenario rule >
Crashing into Things
Magic item rule >
Some events can force a character to move
Character ability >
(or be moved) randomly. If a character
Standard game rule
is forced to move in this way until they
reach a terrain feature they cannot pass
Bonus Overlap
through, they will halt upon reaching it.
In some cases, multiple items of
If they move into contact with another
equipment may grant a bonus to the
character, they will halt 0.5" before
same roll. Unless specifically stated to
making contact.
be compatible by the rules, only one
equipment benefit (bonus to the roll, If an Aberration moves randomly, any
reroll, or otherwise) may be applied to a character it collides with is pushed 2"
specific die roll. in a random direction, and the creature
continues moving.
Bonuses from other sources are
generally cumulative.
Arriving in Melee
Characters arriving on the battlefield after
an encounter has started should always be
placed so they are no closer than 1" from
an enemy figure. If the indicated location
is occupied, place them 1" away.
57
game rules
58
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• Equipment •
Equipment Storage The Stash
The warband may well own more than
In addition to the weapons, armor,
is in their Backpack. Settlements on the
and some other equipment that your
map can house the warband’s permanent
characters wear, your warband has a pool
Stash. This is a collection of any items and
of items that they are either carrying
equipment you decide to leave there. You
with them collectively, or that they have
can move items between your Stash and
in reserve back at the settlements they
your Backpack when you are outfitting
frequent. The additional items they
your warband.
choose to bring with them when they
leave their settlement is referred to as There is no limit to how many items can
the ‘Backpack’, while the reserve store is be kept in your Stash. For simplicity,
referred to as the warband’s ‘Stash’. track a single Stash, which is reachable
in any settlement, but if you want a more
The Backpack realistic experience, keep a separate Stash
The ‘Backpack’ is a term for the store for each location.
of items not specifically strapped to a
character and ready to use. However, it
represents items kept with the warband Equipment Damage
as a whole, rather than that carried by a Weapons, armor, and equipment may be
specific character. At any given time, any Damaged or broken during play. While
character in the warband can access the Damaged, an item cannot be used. If you
Backpack through the Use or Ready Non- possess a repair kit, it may be used to
Combat Actions, as appropriate. repair an item. Alternatively, Damaged
weapons and armor can be repaired by a
The Backpack can hold 8 items in total.
blacksmith in town, and the rules for this
As your warband would always have can be found on page 82.
a few pouches empty for loot, items
Weapons and armor of Fine quality are
found during or after a battle can
resilient, and ignore the first time they
exceed the Backpack’s carry limits, but
would become Damaged. However, they
you must reorganize things after you
are no longer considered to be Fine after
get back to town.
that point.
Note that characters fighting alongside
the warband temporarily, through a
random event or scenario rule,
cannot use any Backpack items.
59
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60
game rules
Fencing sword Melee +0 / +0 Notes: The enemy cannot use the Parry
ability.
A quick blade typically intended for
single-handed thrusting attacks. Fey Steel Standard weapon, fencing
sword, or bastard sword only.
Notes: Parry
Notes: This weapon cannot be Damaged
Longbow Ranged 24" +0 / +0 or broken.
A powerful bow, requiring a great deal of
strength and training to use.
Realism and Weaponry
Notes: Bulky; Limited Ammunition
While these rules were compiled with
Throwing knives Ranged 9" -1 / +0 respect for the realism of how these
weapons perform in real life players with
Specially-balanced knives for throwing.
a keen interest in the accurate portrayal of
Notes: Characters may add their Combat medieval weaponry may find the rules fall
Skill, even if they moved. short. These rules are first and foremost
written with game-function and available
Single-use, but recovered after the battle
miniatures in mind. As such, we hope
if you Hold the Field.
military historians will forgive us!
Warhammer Melee +1 / +0
A spiked hammer, capable of punching
through steel plate. This profile can also
be used for heavy, thrusting swords.
61
game rules
Armor
A character can only wear one type of
body armor. If a character would have
more than one source of Armor rating
due to magic, special rules, or character
abilities, they receive the benefit of the
single highest Armor rating +1.
Body Armor
Unarmored
The character has an Armor rating of 0.
Old dusty manual (S, C) When playing a Defensive Battle, you may
add +1 to every spotting roll made during
Scholars often feel compelled to leave
the Enemy Infiltration step.
behind their expertise in written form.
This manual describes the finer details of Silvertree leaf (S, C)
a particular skill (selected randomly from Warriors always keep a few leaves from
the table on p.24). If a character studies the silvertree on hand.
the manual, they receive a +1 bonus to
One dose allows you to reroll the result of
any proficiency test using that skill. The
post-game Injuries. If the character would
character does not need to have the skill
originally have died, increase recovery
to benefit, but the bonus is cumulative
time by +D3 campaign turns.
with the normal +2 skill bonus. The bonus
is permanent. The book falls apart after They have no effect on rolls on the Flight
someone reads it. in the Dark Tables.
old gods. On any other roll, they perish as limitations (from darkness, fog, or during
normal. In either case, the talisman is lost. site battles).
… 27, 28, 29…” the spear got in the way. By the time I’d
gutted him, there was no sign of the boss.”
G’hen counted off the silver coins,
occasionally stopping to wipe one off. “30, 31… 32. Plus 3 rusty swords and some
plants. Not exactly the haul of a lifetime.”
Sal grimaced as Jorn treated the wound
The tall Easterner finished the tally of
to her arm. It had gone deep, but better in
their goods.
pain than in the grave, as her father had
always said. Jorn spit on the ground.
From beside the camp fire, Krarl broke his “Guess it’s a good thing we killed these
near-perpetual silence: “Did any of you guys for a good cause then, huh?”
see where the big guy went?”
Krarl laughed, the hacking, rasping
Jorn shook his head with a frown. sound echoing through the ruins.”
“I was going after him, but the one with “Yeah, a good cause.”
66
INDEX
Part 2:
THE CAMPAIGN
Starting the campaign 68
PREPARATION 75
adventures 91
Encounters 113
THE ENEMY 151
RESOLUTION 187
67
67
the CAMPAIGN
68
the CAMPAIGN
can cap their number at four. If you are Step 4: Determine Threats
at the cap, you may opt to ignore any new
Each region is under attack from dangers,
Unexplored Location unless it is tied to
seeking to overthrow and corrupt the land
the completion of a Contract or Quest.
for their own ends. We refer to these as
Threats. The Threats you select are the
Marking Your Position main foes of your campaign, and you will
You will need to mark your current do battle against these foes many times.
position in some way, such as placing a One of the goals of the campaign is to
token on your map or writing down your eliminate these from the region, to make
current location. A painted miniature on it safe for people to live and prosper there.
horseback is a visually pleasing way to go
There are two categories of Threats:
above and beyond.
Foes Within and Foes Without. Random
D100 rolls can be used to determine these,
Moving Around the Map if desired, but you are free to pick the foe
Moving to another Map Area always to fit a particular story idea, or match your
requires a Travel roll, which can result miniatures collection or which figures you
in additional drama (see p.111). Once you would like to paint up next.
arrive in the Map Area, you may arrive
at any Location of choice within the area.
Foes Within
Moving between Locations within the
These are Threats that lurk everywhere
same Map Area does not require Travel.
in the Human realms, undermining the
If you fight an encounter, and there is fabric of civilization and Humanity. Select
a settlement in your current Map Area, two of the following:
your warband may go there immediately
Foes Within Table
afterwards without a Travel roll.
01-25 The Ruin Within
Maps and the Battlefield Criminals and murderers, compelled
If your map has terrain on it, you should by a dark power.
use that to inform your tabletop terrain Choose this to fight bandits and brigands.
in battle: If you are fighting in a forested
region, set up the table with lots of trees 26-50 The Whispers from Beyond
and dense brush, and if you are in the A sickness lies upon the land, bringing
mountains, place plenty of rocks, and so the stench of unnatural sorceries.
forth. This is not a requirement, but it
Choose this to fight undead and cultists.
does greatly enhance the immersion.
51-75 The Gnawling Horde
Beast-like hordes that emerge from
underground to reclaim the world.
Choose this to fight animal-people.
76-100 The Ice-heart Court
Cruel elf-kind leading the armies of the
old forest.
Choose this to fight tree-folk and fey.
71
the CAMPAIGN
Choose this to fight fierce warriors. Finally, for each of the three Threats,
place a Camp for every Threat. Place them
26-50 The Oldest Kin anywhere you like in the Wilderness.
Venerable reptilian armies from These are areas the enemy uses as
another time or world. temporary headquarters.
Choose this to fight lizard folk. These locations all exist in their own Map
51-75 The Curse of War Area and require travel to get there.
73
the CAMPAIGN
74
INDEX
preparation
For Quick Play, ignore this step. 32-34 Just drunks and yokels
It’s slim pickings for potential recruits.
If this is a hamlet or village, you cannot
Town Events Table
Recruit this campaign turn. If it is a
1-7 And so the story went town, you can only recruit Followers,
not Heroes.
The warband spends an evening
musing on their travels so far, and 35-39 Wandering healer
where they might end up. A medical doctor is traveling through
Add +1 Story Point to your total. town and offers his services.
8-13 Supportive locals Select an injured character, and mark
one turn off their recovery time. If this
You meet some friendly townsfolk who
heals them completely, they can act
offer you a helping hand.
normally this campaign turn, including
You may take one additional campaign joining you in battle.
activity this campaign turn.
40-42 Villagers aid you in patrolling
14-17 Useful tales
Rumors of enemies nearby motivate
One of the town elders tells you a tale the townsfolk to form a militia.
of old times. Something about it stands
You will receive 1 extra Adventure
out to you.
point if Patrolling this campaign turn,
Add +1 Adventure Point. during the Adventuring Stage.
18-22 Offerings of food and shelter 43-46 Town crier
Friendly townsfolk give you a place to At the town square, a messenger tells of
sleep and a bit to eat. a potential job.
You do not have to pay Upkeep this Generate a Contract this campaign
campaign turn. turn. If you opt to take the job, it pays
23-26 The law cracks down +1 Gold Mark.
Some of the town elders have been 47-50 Renowned scholar
speaking out against the rampant A scholar is passing through town with
gambling going on. his retinue.
No Gambling campaign activities can If you take a Study campaign activity
be taken this campaign turn. this campaign turn, you may add +2 to
the roll.
76
PREPARATION
77
PREPARATION
79
PREPARATION
Blacksmith Table
Item is Hamlet cost Village cost Town cost
Light Armor 1 1 1
Partial Armor 3 3 2
Full or Knight’s Armor Unavailable Unavailable 3
Any other armor pieces 1 1 1
Basic Weapon 1 1 1
Quality Weapon 3 2 2
Any other item 1 1 1
82
PREPARATION
84
PREPARATION
85
PREPARATION
86
PREPARATION
87
PREPARATION
88
PREPARATION
ADVENTURES
92
Adventures
94
Adventures
95
adventures
• Resting Up •
Every hero needs a bit of time to rest Note: If your warband Rests Up during
and recuperate. a campaign turn, don’t forget to count
this non-adventuring turn against any
If you begin the campaign turn in a
countdown during a Contract or when
settlement, you may opt to Rest Up
Enemy Plans are already in motion.
instead of adventuring. If you do this,
you do not fight a battle or Travel
during this campaign turn. You earn
no Experience Points or rewards.
This option is most useful when
multiple characters are
injured and need to
recover.
96
Adventures
• ENEMY THREAT •
News has reached you of enemy schemes Enemy Threat Location Table
being carried out, and you must race to This table determines where on the
block them. campaign map the threat is located.
To fight a battle against a Threat, you will If the enemy is not in the same Map Area
need to establish the context around the as you, you must Travel before you can
battle: Where the Threat is, what they are fight them.
doing, and what their end goal is. This is
done by rolling on the three Enemy Threat
tables below. To speed things up, you can Quick Play >>
simply roll three D6 simultaneously, and
For Quick Play, use only the Enemy
assign the die that fell furthest to the left
Threat Location Table. Unless an event
to the first table, the middle die to the
has informed you otherwise, you will play
second table, and the die furthest to the
Scenario A: Meeting engagement.
right to the third table.
Note that some results will modify the
encounter. If a roll would add a trait to an
Enemies won’t wait forever
enemy that already has it, no additional
You will fight normally if you reach the
changes occur.
enemy this campaign turn. If it takes you
After rolling on all three tables, proceed a further turn to reach them (next turn),
to the Battle Encounter section of the you must increase the enemy encounter
rules (see p.120) to build your encounter, size by +1 figure. If you are unable to reach
applying any modifiers and adjustments them during the following turn, their ploy
from the Enemy Threat Activity Table. succeeds, and you are treated as having
lost the mission.
Enemy Threat Location Table
D6 Location of the enemy Notes
result
1-3 Current Map Area The enemy is in the same Map Area you are
currently in.
4 Near the largest The enemy is in the same Area as the largest
settlement in the settlement in the region. If two are of equal size,
region determine randomly.
5 Near a randomly Randomly select a settlement. The enemy is in that
selected settlement Map Area.
6 Wilderness location Add a new location to the map in the Wilderness.
The enemy will be in this location, and you must
make a Travel roll to reach them (see p.111).
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• Ride Patrol •
You mount a quick patrol around the way. Patrols are often less risk and can
area, looking for troublemakers and be a good option for a weaker party or a
signs of banditry. party that is recovering from injuries.
When undertaking a Patrol for the Roll D100 on the Patrol Encounter Table
town watch, you are on the look-out for below to see what you find.
anything you might run into along the
• Contracts •
Someone needs a job done and is willing Some events require knowing the “closest
to pay you in coin, gratitude, or both. settlement”. Determine this simply by
looking at your map. If needed, make a die
If a Contract is offered to you, generate
roll to randomly select a settlement.
the details using the tables below. You
can generate all details of each Contract
Contract Type Table
before deciding if you want to accept
one. If multiple Contracts are offered at D100 result Contract Type
the same time, you can accept only one,
01-09 Chase off group
however you may have multiple Contracts
you are working on if they were offered at 10-19 Locate item
different times, or from different sources. 20-28 Deliver goods
You need to roll D100 twice. The first roll 29-38 Retrieve item
determines the source of the Contract.
You can roll up any rewards in advance to 39-46 Aid community
see the exact amount. All rewards are paid 47-56 Rescue individual
out if you complete the job successfully.
57-65 Escort individual
Failing a Contract has no consequences
unless it was given by a Friend. If so, 66-75 Negotiate deal
the Friend becomes unavailable for the 76-83 Gather information
remainder of the campaign, as they are
forced to deal with the issue themselves. 84-92 Explore area
Contract Types
Secondary Characters
Chase Off Group
Some contracts may result in a temporary
Your job is to confront a dangerous
character joining the warband. They
group, and drive them off.
are always Followers, and come with no
Location: The group is in the current equipment, though they may be outfitted
Map Area. Add a Camp to the region map, with any of the warband’s spare items
populated by enemies from the Roadside you like. If they are slain, or the job is
Enemies Table (see p.177). over (whether it was a success or failure),
you may reclaim your items. Temporary
Activity: Drive them off during a normal
characters do not count towards Upkeep,
Camp Raid scenario (see p.137).
but are considered part of the warband for
Success condition: To complete the job all other purposes, and must be deployed
you must Hold the Field (see p.150). in battle.
Time limit: You must complete the job They have a profile of Agility 1, Speed 4" /
within 3 campaign turns. +2, Combat Skill +0, Toughness 3.
Locate Item
Deliver Goods
A trinket of great sentimental value has
An item must be picked up and then
gone missing. It could have been taken
delivered safely to a recipient.
anywhere now.
Location: Randomly determine two
Location: Various (see below)
different settlements on the map.
Activity: Various (see below)
Activity: You must travel to the first
Success condition: Every time you settlement (which may be the current
complete one of the activities below, one) to pick up the item, then travel to the
you may roll D6 to see if you have second to deliver it.
located the item:
Success condition: Goods delivered.
Location is Item Time limit: The package must be
found on delivered within 4 campaign turns.
Achieve your Objective at a 4+
Delve Depth Retrieve Item
Raid a Camp or Hideout and 5+ A trinket was lost out in the middle of
complete your objective nowhere, and needs to be brought back
safely.
Defeat a Unique Foe in 5+
melee combat Location: Add an Unexplored Location in
the Wilderness.
Arrive at an Unexplored 6+
Location Activity: Explore the location. If a
battle or potential encounter results,
Once the item has been located, return
the item will be placed in the center of
to the location where you received the
the battlefield and must be retrieved by
Contract to get your reward.
Holding the Field, or moving a character
Time limit: None. into contact with the item during the fight,
and taking an Interact Action.
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leisure. If you are forced to retreat from Activity: You must attempt to negotiate
the battle without freeing the captive, the a deal with a local representative in each
Contract fails. location (treat each randomly generated
location as a separate negotiation, even
Success condition: Once rescued, you
if they are in the same geographical
must return to the location where you
location). This is done at the same time
obtained the Contract. If no opportunity
as your campaign activities but does not
for battle presents itself, then there is no
count against your campaign activity
trace of the missing person, and all you
limit. The character undertaking the
can do is bring back the sad news, and the
Negotiation cannot add their skills to any
Contract cannot be completed.
other campaign activity that turn. Make
Time limit: You must visit the location an 8+ [Speech] test. If you have a Friend in
within 2 campaign turns, or the the region, you may draw on them to help.
Contract fails. They will add a +1, but on a failed test,
they become unavailable for the rest of
Escort Individual the campaign, as they are bogged down in
Someone needs to carry out a vital social conflicts.
errand, and needs armed protection
Success condition: If you succeed at least
while doing so.
two of the negotiations, you complete the
Location: Randomly select a settlement job. Otherwise, it fails.
you are not currently in.
Time limit: You have 5 campaign turns to
Activity: You must travel to the settlement complete all negotiations.
to pick up the “cargo”, then travel to a
different randomly selected settlement. Gather Information
The character follows the Secondary You are needed to gather some suspicious
Character rules (see p.101). information from around town.
Success condition: If the character you Location: The closest settlement to your
are protecting is killed or suffers an current position.
injury requiring 3+ turns of recovery
Activity: While carrying out your normal
time, the Contract expires. Otherwise, you
campaign activities, you can attempt each
complete the job when you deliver them
of the tasks below. They do not count
to the second settlement selected above.
against your campaign activity limit,
Time limit: You must pick up the cargo but each task must be carried out by a
within 3 campaign turns. Once they are different warband member, and those
with your warband, no time limit applies. warband members cannot contribute
their skills to any campaign activities.
Negotiate Deal
Three proficiency tests are needed:
A complex local situation requires a bit
of smooth talking. 7+ [Expertise] to acquire important
documents.
Location: Randomly select three
settlements on the map. The same can be 8+ [Wits] to shadow a suspect.
selected more than once and the current
8+ [Speech] to gain information
settlement can be selected.
from people.
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Success condition: To complete the job, Time limit: You have 5 campaign turns
you must succeed at least two of the within which to travel to all the locations.
tests. If two tests fail, the Contract cannot
be fulfilled. Slay Beast
Rumors of a fierce monster have made
Time limit: You must complete the job
people worried, as well as ready to own
within the next 2 campaign turns.
the coin purse.
Explore Area Location: see below
An interested party wants their maps of
Acitivity: Roll on the Aberration Table
the region to be upgraded.
(see p.184) to determine what type of
Location: Add an Unexplored Location beast is upsetting the locals. If you decide
to the Wilderness, then randomly select to take the job, place a Monster Lair. If
any existing Map Area that you are not you are in, or by a settlement, place it
currently in. in the same Map Area; otherwise place
it in the same Map Area as a random
Activity: Travel to and determine what
settlement. When investigated, it will
is at the new Unexplored Location, then
always feature the monster you rolled
travel to any location in the randomly
above.
selected Map Area, and, finally, return
to the location where you received the If you opt not to take the Contract, don’t
Contract. You must take a set of Maps put the Monster Lair on the map. Some
with you, which take up one Backpack slot righteous knight will slay the monster
and must be carried to each of the above soon enough.
locations. As this is a mapping exercise,
Success condition: Slay the beast!
you are not required to undertake any
other activities at each location. Time limit: You have 5 campaign turns to
complete the job before a righteous knight
Success condition: Travel to the three
does so instead (in which case, removed
locations, finding out what is at the
the Monster Lair from your map).
Unexplored Location.
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• Quests •
Occasionally, your warband will meet the Step 1: Generate a Quest Task
opportunity to begin a Quest. Pursuing
To generate a task to be completed,
a Quest will send you all over the map,
including the first one, roll on each of the
carrying out the tasks that complete
tables below in turn.
the adventure, before obtaining unique
rewards at the end of it all. While most
Quest Location
encounters you will face are stand-alone
The quest location will never be in the
battles, resolved within one campaign
Map Area you are currently located in.
turn, a Quest consists of multiple
The first D100 roll is to determine where
encounters that are connected.
you will have to go to complete the task:
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• Travel •
When you want to go somewhere in the Note: A single Travel roll always allows
campaign world, you will need to Travel you to reach any location on the map.
to get there. This might mean tagging When playing on a hex map, you do not
along with a trade caravan, following have to move hex by hex.
winding paths through the countryside, or
After resolving the Travel roll, if you have
trying to find your destination with only
arrived at your destination, you may then
an old, worn map, lodestone, and your
proceed to investigate any one location
adventurers’ intuition.
you choose in the Map Area. Proceed to
The game world exists as a series of Map the relevant part of the Encounter section.
Areas (see p.70). For the sake of playability,
If you are arriving in a Map Area with
specific distances are not tracked. If the
a settlement, you may opt to just lay
location you wish to go to is not in the
low. If so, you do not go through the
Map Area where you are currently located,
normal post-battle sequence for Injuries,
you must Travel there: Roll on the Travel
Experience Points, Loot, etc. Roll for
Events Table, below. This will always be
“News Travels” (p.191), and then begin
the case in your first campaign turn.
the next campaign turn.
Travel Events Table
D100 Event Notes
result
01-30 Uneventful travels Absolutely nothing happens.
31-50 Meet someone Roll up a Traveler Encounter (see p.114) to see who
you met.
51-65 See something in Add an Unexplored Location to your regional map. You
the distance may opt to go there now, or continue to your original
destination.
66-75 Waylaid by foes You are attacked while traveling. Generate a Defensive
Battle (see p.135) using the Roadside Enemies Table
(see p.177). Afterwards, you may continue to your
destination, or set up Camp.
76-85 Miserable weather The weather is terrible and slows your travels. Make
a 9+ [Traveling] test. If you pass, you arrive at your
destination as expected. If you fail, you cannot travel
any further this campaign turn and are forced to Camp;
next campaign turn, you must make a new Travel roll.
86-95 An obstacle bars Roll on the Obstacle Table (see p.112).
your way
96-100 Was it left at the You are completely lost, but have a Traveler Encounter
second tree?? (see p.114). Set up Camp, and then roll to Travel again
next campaign turn.
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encounters
• Traveler Encounters •
During your travels, you may meet
somebody of interest. Whenever the rules Encounter Variation
indicate a Traveler Encounter, roll D100 (optional rule)
on the table below to determine who If you prefer to have as much variety
you met. Encounters marked with * are as possible, you may keep note of
general meetings, while those without it unique meetings. If you roll one
are unique meetings. you’ve had before, simply take the
prior encounter instead, moving up
Unique meetings do not roll for reactions.
the table until you find one you have
Instead, read the appropriate entry, and
not yet had.
apply any results and decisions now.
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Friendly Special
You get along well. Add the character as It turns out you have met someone
a Friend. particularly interesting. Roll D100 on the
table below to see what they have in mind.
Special Meeting Subtable
D100 Event Notes
result
01-15 Generosity Add the character as a Friend. They give you some
food (add one ration)
16-25 Clue They point you in the direction of a strange site that
catches your interest. Add an Unexplored Location
to the current Map Area. You may explore it this
campaign turn, if desired.
26-35 Useful information They have a good grasp on what is happening in the
world. Add +2 Adventure Points.
36-55 Request for aid They report that they were being chased by a
group of wrong-doers. To set the matter straight,
generate a Meeting Engagement using the Roadside
Enemies Table. If you Hold the Field, you may add +1
Adventure Point and a Friend. You may opt to ignore
the encounter.
56-65 Comrade The character offers to join you. If you currently have
less than 3 Heroes, they are a Hero. Otherwise, they
are a Follower. They will have the basic profile, and
are armed with a standard weapon and light armor.
66-85 Favor The character offers you a Quest to pursue. You may
undertake this at any time.
86-100 Warning They warn you of dire portents for the future. Add the
character as a Friend and add +2 Adventure Points.
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Mirthful traveler
Well-met, Old Friend!
Thoroughly good company, really.
If you meet a character of the same type
Claim them as a Friend. as an existing Friend, read that as your
old friend seeking out your help. Roll up
Mysterious roamer a Contract offer which you may accept
A strange figure speaks what sounds like or decline (see p.100). If you accept and
a spell, but before you can interfere, they complete it successfully, you receive 1
have vanished in the sudden mist. additional Story Point for completing it.
If you refuse to help, your Friend will be
Roll on the Enemy Plans Table, (see p.207)
disillusioned, and must be removed from
and apply the result immediately.
your warband roster sheet.
Old friend If you have Friends that are not of a
An acquaintance from the old days. specific type, you may choose any type you
like from the table above.
Add a Friend. They have an urgent
request for you.. Begin a Quest.
Sneaky thief
Outcast wretch
The scoundrel attempts to pilfer your
They are said to be cursed and were cast
pockets while smooth-talking you.
out by their community.
Make a 9+ [Wits] test. If you fail, you lose
The wretch offers to join you. If you
-D3+1 Gold Marks.
accept, add a Loyal Follower. They bring
no equipment with them, but you may roll Strange old fellow
on the Skills Table once (see p.24). If they
An odd sort, smelling of pipe tobacco,
die while in your service, they must have
and talking incessantly about esoteric
been cursed after all: Lose -1 Story Point.
things.
If the wretch becomes a Hero, the curse is
lost, and +1 Story Point is gained instead. Roll D6. On a 1-4, it all amounts to a fine
story and little else. Add +1 Story Point
Secret agent as you spend a pleasant lunch speaking
A sinister minion of the forces that of the good old days. On a 5-6, there’s
oppose you. something they say that catches your
attention. Add a Quest immediately.
Make a 7+ [Wits] test to see through their
ploy. If you succeed, you will have to fight Suspicious Patrol
their minions. Fight a Defensive Battle
A zealous enforcer of the law who thinks
using the Roadside Enemies Table (p.177).
there are entirely too many suspicious,
Do not roll for Leadership, as they are
heavily armed groups on the roads
automatically accompanied by an Agent
these days.
from the Unique Foe Table (p.124). If you
defeat the Agent in the battle, you may roll To convince them, you can either
once on the Loot Table afterwards. If you namedrop any clergy, noble, or knightly
fail to defeat the Agent or fail to detect Friend, pay 1 Gold Mark, or make an
them, roll on the Enemy Plans Table 8+ [Speech] test. If you attempt the test
immediately. and fail, you get dragged in for further
questioning (to the largest town in the
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Venerable huntsman
The hunter is too old to fight alongside
you, but wants to aid your brave journey.
Gain a set of Fine Arrows.
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• Battle Encounters •
If you are going to fight a battle this Battle Encounters 1:
campaign turn, start with Battle The Foe
Encounters 1: The Foe to determine who
It is time to determine the composition
and how many enemies you will fight.
of the enemy. Simply work through each
There are six scenario types: step, in order.
Meeting Engagement: The most common
Step 1: Determine the Foe
scenario type. You fight a group of
The circumstances of the battle should
enemies for control of the area.
inform you which enemy table to use.
Defensive Battle: This type of battle takes Each of the ten enemy tables features
place when a foe attacks you. Fight to different kinds of opposition, all with
repel the attack. their own quirks and abilities.
Raid: There are two types of Raid, The foe can be determined in two ways
depending whether you are attacking a depending on how you like to play:
Camp or Hideout.
If you prefer a campaign where the
Site Battle: If you are exploring a Delve, difficulty escalates with time, select
you play a Site Battle. the first entry from the encounter
table that you have not yet faced
Monster Lair: Into the belly of the beast
in battle. They are listed roughly
(hopefully not literally) – a Raid where
in order of power and danger and,
the enemy roams.
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124
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125
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• Scenario Types •
The following scenario types offer the
circumstances and victory conditions Quick Play >>
your warband must accomplish to declare
For Quick Play, your objective is
the encounter a success. In some cases, a
Eliminate the enemy.
random event or other campaign factor
may dictate an objective different from
the scenario’s default. If so, the non- Time limits: Many objectives have a time
standard objective takes precedent. constraint. If you are playing on a 2x2 foot
table, these will be a bit easier to achieve
Unless the rules have stated otherwise,
and you may wish to reduce the time by -1
fight a Meeting Engagement.
battle round.
Random terrain features: Any randomly
Scenario A: Meeting selected feature must be within the
Engagement neutral ground, as defined in Steps 3-4
Blades flash in the rain, and cloth- (see p.134).
wrapped feet brace themselves
in the mud. You prepare to stand Fetch Something
your ground one more time. These You’ve become aware of something of
engagements can turn on you quick. note in the area. If you can find it, it is no
Better to focus on the job at hand, and doubt worth a few pennies.
live to see another one.
Randomly select a terrain feature
currently on the table. Within the first
Step 1: Establish the Objective
6 battle rounds, a member of the
You may have been instructed by the
warband must move into the feature
encounter type to use a specific objective.
(if possible) or adjacent (otherwise).
If so, simply consult the descriptions
Retrieving the item requires an Interact
below. Otherwise, roll D100 on the table
Action, but no die roll. After Round 6, the
below to find out what you need to do.
item is lost and cannot be acquired.
Scenario Objective Table Once the item is picked up, the character
must either leave the battlefield, or hold
D100 result Objective
on to it at the end of the battle to complete
01-15 Fetch something the objective. If the carrier becomes a
16-30 Search for something casualty, the item can be retrieved from
their position as an Interact Action. If
31-50 Scout the area the battle ends while the item is on the
51-60 Investigate area ground, it is lost.
61-75 Eliminate the enemy The table below can be used to add detail.
Roll D6 for each column as you see fit.
76-85 Hunt the enemy
86-100 Secure the area
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Hunt the Enemy If you Hold the Field, you have completed
To strike a telling blow, you will need to your objective. There is no time limit.
take out the enemy leadership.
If you receive any valuables after this
If a Unique Foe is present, you must defeat battle, add +1 to the gold value of the first
them. Otherwise, the highest-ranking item found.
enemy leader is the target. If no leadership
is present, select a random opposing Step 2: Determine Outflanking
figure and add +1 to their Toughness. You Some enemies are noted as being capable
have no time limit, but the target must be of Outflanking. If this is the case, roll
defeated in melee combat to complete the 2D6. The enemy will deploy that number
objective. Successfully doing this earns of figures on the table, with any excess
+1 Adventure Point. figures set aside for now. If the battle is
using the Unknown Enemy rule (see
Secure the Area p.122), the roll is based on the figures
Laying claim to the battle area should remaining at this point, ignoring the
allow you to go about your business Unknown Enemy Marker.
in peace.
1"
6" between
groups
The figures that are selected for or behind Cover where possible. The
Outflanking should be melee troops. overall enemy formation should resemble
a loose skirmish line.
Ranged troops will never Outflank,
regardless of the roll. If an Unknown Enemy Marker is present,
place it D6" from either of the neutral
If any Leader is present and 3+
battlefield edges (selected at random), as
figures Outflank, select the Leader as
part of the enemy line.
one of the Outflanking figures.
If the roll is equal to or above the Step 4: Deploy the Warband
total number of enemy figures Set up your warband anywhere on your
present, Outflanking does not occur. side of the table, behind the deployment
marker. You may position figures as you
If Outflanked, in each Tracking Phase
see fit, whether in groups, or spread out.
roll D6. If the roll is equal to or below
You may not deploy more than 6 figures,
the battle round number you are about
even if your warband is larger. If you have
to play, the removed figures plus one
more than 6 characters, you may pick any
additional basic Melee Trooper arrive.
6 to use. Assume the rest are patrolling
Randomly select either neutral battlefield
the rear or guarding the horses.
edge, and place the figures within 2" of
the center of that battlefield edge.
Step 5: Roll to Seize the Initiative
You may be able to get the upper hand
and surprise the enemy. Select a character
Larger Warbands
you deployed and have them make a 9+
If you have opted to play with a warband
[Battlewise] test. If they succeed, you
base size of 7 or 8 figures, you may use
have Seized the Initiative, and every
that many during a Meeting Engagement.
character in your warband may do one of
the following in any order:
Step 3: Deploy Enemies Take a standard move in any
Roll 2D6+8, and place a marker on direction.
each side of the table with that many
Make a ranged attack, if so equipped.
inches between them, leaving roughly
equal space between each marker and Take a Non-Combat Action.
the battlefield edges of each side. These
markers represent the most forward point Step 6: Fight Your Battle
on each side where any figure can be set Now it’s time to get fighting.
up. All the space between the two markers
You may abandon the fight by retreating
is the neutral ground, and no figures may
over any edge of the battlefield. Doing so
be set up there.
without having Achieved your Objective
The enemy force should be divided into forces a randomly selected character that
three roughly equal-size groups. Figures retreated to roll on the Flight in the Dark
within a group should set up 1" apart from Table after the battle (see p.188).
each other, while each group should be
about 6" from the next group. The enemy
will set up 1-4" behind the deployment
marker on their side of the table, within
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1"
sentries
Center
2" 5"
5"
Neutral ground:
No figures may be set up here
Randomly select one half of the table, and Step 4: The Objective
scatter the other enemy group as evenly as The objective in a Raid is to scatter the
possible throughout this part. They are the enemies and defeat them. If you Hold the
sentries. No figure should be within 5" of Field, you achieve your objective.
the center group.
Step 5: Fight Your Battle
The enemy cannot Outflank, even if their
Once the battle begins, set one of your
profile indicates they normally would.
Initiative dice to a 1, then roll the rest
normally. From Round 2 onwards,
Step 2: Deploy Warband
roll normally.
Set up the warband on the half of the table
that was not selected above. Roll 2D6+12. If a warband figure makes contact with
No warband figure may be closer to an the center terrain feature within Rounds
enemy that this distance, but otherwise 1-4, you may roll on the Loot Table
place your warband as you see fit. On a immediately, and claim whatever you
small gaming table, if the forward point rolled. The item can be used right away, if
would be off the table, place it 1" from the it is usable in battle. If you need to attack
far battlefield edge. the same camp multiple times, you can
only receive this bonus once.
Step 3: Sneak Up
You may retreat over the edge of the
Select any figure in your warband and
battlefield with no consequences during
move it 4" in any direction, regardless
a Raid. If you fail to clear the battlefield
of movement speed. Terrain penalties
of foes, the Camp has not been destroyed.
apply as normal. Once that figure has
The next time you attack it, you will face
finished moving, the closest enemy figure
the same type of enemy, but their strength
will attempt to detect the figure that just
and composition must be rolled again.
moved. Roll 2D6:
Modify by -1 if the moving figure is Rewards
partially obscured by Cover. If you complete your objective, you
receive the Vital Information item, plus
Modify by -2 if the moving figure is
D6 Gold Marks.
not visible to the spotter at all.
Modify by -2 if moving figure has
Expertise skill.
If the final result is above the distance
between the two figures, the moving
figure was detected, this step ends
immediately, and you are ready to begin
the first battle round. Otherwise, you may
now select a figure to move, and repeat
the process. You can move the same figure
multiple times as you see fit. Unlike the
AI, the player is free to select the same
figure again, if desired.
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9"
5"
Center Leader
Returning
If you fail to Achieve your Objective, you
may return to the Hideout again at a
future point.
Unlike a Camp, the Hideout enemy
composition should be noted down.
Removed any casualties from the enemy
forces. After each failed Raid, 2 additional
enemy Melee Troopers arrive, which can
compensate for losses or increase the
forces present.
multiple times as you see fit. Unlike the
AI, the player is free to select the same Victory
figure again, if desired. If you Achieve your Objective, you
have weakened the Threat the Hideout
Step 4: The Objective belonged to. This status lasts for the rest of
You must defeat all enemy Leader figures the campaign and is not cumulative, even
to Achieve your Objective. if it happens multiple times. While the
foe is unable to support as many troops in
Step 5: Fight Your Battle the area, the leadership will need to take
Once the battle begins, set one of your an active hand in running things. When
Initiative dice to a 1, then roll the rest fighting a subsequent Enemy Threat
normally. against the Threat in question, apply the
following modifications:
From Round 2 onwards, you will roll
normally. When rolling for the number of foes
encountered, roll D6.
In each Tracking Phase, if there are any
Leader figures on the table, roll 2D6. If When rolling for enemy leadership,
the roll is equal to or below the battle roll twice and pick the highest
round number just completed, place an result.
Unknown Enemy Marker at a random
If you destroy a Hideout for a Threat
point along the battlefield edges. This can
that has already been weakened, add
occur only once during the battle.
+2 Adventure Points instead.
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Step 3: The First Move and consult the table below to see what
One of the warband members should be the reaction is.
selected to scout ahead and get the lay of
Any foes added through this roll are
the land. Before regular gameplay begins,
Unaware and act as Sentries.
select a warband member and move them
a single normal move. Then roll D100,
143
ENCOUNTERS
Ambush! Footsteps
You’ve stumbled across a foe that was You can hear enemies sneaking around,
waiting to pounce on somebody. just out of sight.
Place 1 enemy Melee Trooper behind Randomly place 1 enemy Melee Trooper
and in contact with the character, and 9" away in a random direction. The newly
resolve a melee immediately. They count placed enemy cannot be within 4" of a
as the attacker. warband member. If so, continue moving
the figure in the direction randomly
selected until they can be placed. The new
figure is an Unaware Patrol.
147
ENCOUNTERS
148
ENCOUNTERS
149
ENCOUNTERS
• EnDING A SCENARIO •
A scenario ends when one of the following The objective: Note that completing
circumstances has been reached: or failing to complete your objective
may happen whether your warband
The enemy has no figures left on the
or the enemy figures have left the
table: If this occurs, the battle ends
field: You may have Held the Field
unless the scenario rules specifically
without Achieving your Objective, or
state otherwise. In this case, you are
you may complete it and then retreat
said to Hold the Field.
off the table.
The warband has no figures left
on the table: This happens if every
member has either retreated or
become a casualty. You do not Hold
the Field.
150
INDEX
the enemy
• Enemy Tables •
This section presents the many enemy The escalating difficulty method provides
tables, which offer the profiles and special a gentle increase in enemy power and
rules for each type of enemy you may fight. capability. This is the best option if you
The encounter rules will have directed you want a more gradual difficulty curve, or
to which specific table to use for a battle. if you prefer to know in advance what to
There are two methods you can use to paint up.
determine the exact types you encounter:
the escalating difficulty method, and the Random Encounter Method
random encounter method. Roll D100 and consult the appropriate
table. Generally, a higher roll will indicate
Escalating Difficulty Method a more difficult opponent. This method
The first time you have an encounter from does not distinguish between stronger
a specific enemy table, you will encounter or weaker warbands: You may meet a
the first entry that is listed. Each powerful enemy on your first outing, or
subsequent time you have an encounter you may face an easy fight.
from a given table, select the next entry
This is the best option for players who
on the table that you have not already
want the feel of a living world, or who
encountered, moving down the table as
prefer a more unpredictable game.
you play. Once you have worked through
the entire table, begin using the random
encounter method instead.
151
THE ENEMY
153
THE ENEMY
154
THE ENEMY
156
THE ENEMY
157
THE ENEMY
158
THE ENEMY
159
THE ENEMY
160
THE ENEMY
161
THE ENEMY
162
THE ENEMY
163
THE ENEMY
164
THE ENEMY
165
THE ENEMY
166
THE ENEMY
167
THE ENEMY
The Oldest Kin Now, their eyes turn to the lands of the
warm-blooded, to conquer, and rebuild a
The priests of the reptilian Oldest Kin
realm in which to compose their rituals,
tell of once raising their clawed hands
and claim final revenge.
to stars that no longer exist, beseeching
forgotten gods for great power. The gods
Slow-moving Blood
responded terribly, destroying the Oldest
All Old Kin have the Brave trait. They are
Kin empire with fire, and scattering the
immune to any form of poison, regardless
survivors throughout time.
of the source.
168
THE ENEMY
169
THE ENEMY
170
THE ENEMY
The Curse of War While the curse descends upon the land,
those caught in the whirlwind of conflict
Warfare scorching the land is hardly
try to eke out an existence as they
unusual, leaving desolation and
always have.
smoldering ruins in its wake. When a
war has been going on for too long, it
The Slow Grind of War
starts to acquire a sinister presence, as
If an objective has a time limit, it is
if the war itself has become sentient and
increased by +1 battle round.
malign. Strange things crawl around
the battlefields after night falls, and the
Tattered Banners, Bloody Flags
fighting troops begin to lose any sense
If at the beginning of a battle round,
of why they were fighting. Empty-eyed
two or more enemies have fled the
patrols stagger around the blood-soaked
battlefield, the rest become Fearless for
land, perpetuating the war for its own
the remainder of the battle.
sake, long-lost to the world of the living…
or the sane.
171
THE ENEMY
172
THE ENEMY
173
THE ENEMY
174
THE ENEMY
175
THE ENEMY
176
THE ENEMY
177
THE ENEMY
179
THE ENEMY
180
THE ENEMY
181
THE ENEMY
Aberration Actions
Monster Points The following rules are applicable:
Aberrations can ignore wounds that
They cannot Dash, but will otherwise
would lay low any ordinary fighter. This
move as fast as possible, by the most
is quantified by giving them a pool of
direct route possible, towards the
Monster Points (MP).
closest target to them, measured by
When striking an Aberration, Armor the route available. Note that this is
works as normal, but the Overcome not always the same as the closest
Toughness roll is modified: target they can see.
Natural 1 or below Toughness = A moving Aberration will push aside
the blow has no effect. Human-sized allies as it moves.
Equal to Toughness = Modify MP by -1. Aberrations are completely
unaffected by Morale.
Above Toughness =
Modify MP by -1 if currently
3 or less. Slayer’s Rewards
Modify MP by -2 if currently
Fighting a giant beast is usually
4 or more.
undertaken for the prospect of rich
An Aberration is destroyed when reduced rewards (…though the warband tough
to 0 MP. enough to slay such a creature is unlikely
182
THE ENEMY
183
THE ENEMY
Aberration Table
Roll Aberration Speed Combat Melee Armor Tough. MP Reward
Rating
1-8 Ogre 5" +2 +1 / +1 2 5 3 2
Traits: None
9-15 Troll 5" +1 +1 / +1 1 4 5 2
Traits: Difficult to Kill
16-18 Minotaur 5" +2 +2 / +2 1 5 5 3
Traits: Knock Back, Magic Resistant
19-25 Werewolf 7" +3 +1 / +1 1 5 4 3
Traits: Cruel Wounds, Difficult to Kill, Charge
26-29 Golem 3" +1 +3 / +2 4 6 3 2
Traits: Knock Back
30-36 Giant lizard 6" +2 +1 / +1 2 6 3 2
Traits: None
37-42 Spitting lizard 4" +1 +0 / +1 2 2 3 2
Traits: Area Attack (9", Damage +0/+1), Venom (melee and range)
43-47 Manticore 5" +2 +2 / +1 1 4 4 3
Traits: Ranged Attack (9", Damage +1/+0), Lash
Scaling Difficulty
While this list is not in strict
difficulty order, the later encounters
tend to be more difficult. If you want
your campaign to scale over time,
play the encounters in order.
184
THE ENEMY
Aberration Traits
member in range. The target is Hit on a
Any Aberration may have any of the
D6 roll of 4+. Any character within 2" of
following traits, which grant them special
the target point is struck on a D6 roll of
abilities or attacks.
5+. Cover and protections against ranged
Area Attack: After the creature moves, attacks have no effect on an Area Attack
if it did not enter melee, it will conduct a and the attack can strike allies of the
ranged attack against the closest warband Aberration as well as foes.
185
THE ENEMY
Charge: If the creature moves into can take no Actions the following battle
melee, it receives a Combat Bonus in the round. If engaged in melee combat, they
first exchange. will fight normally.
Cruel Wounds: A character knocked out Venom: A natural 6 on a combat roll will
by this creature must add 1 turn to any knock the target out, bypassing Armor.
recovery time required by the Injury Table
Wings: The creature ignores all terrain
after the battle.
penalties and may move across obstacles,
Difficult to Kill: Each Tracking Phase, even if they would be otherwise
if the Aberration did not fight in melee Impassable. When using Wings, figures
combat, roll D6. On a 5-6, it regains 1 MP are assumed to land or be hovering just
if any have been lost. over ground level at the end of their move,
and can be engaged normally in melee.
Ethereal: The creature does not lose more
than 1 MP to a strike, even if rolling above Undying: The creature counts as being
its Toughness. Undead for the purpose of items and
spells with special effects against Undead.
Fell Touch: Blows from the creature
always penetrate non-enchanted Armor.
Creating New Monsters
Lash: Whenever the creature loses Any list of monsters must of course leave
MP, it lashes out, pushing all melee out a great number of beasts. We have
opponents back 3", and ending the melee opted to focus on types for which it is
immediately. easier to find suitable miniatures, but if
you need more creatures for a scenario,
Knock Back: A character suffering a
you have a few options:
melee strike from the creature is flung
D6" directly backwards. If they collide You may use an existing profile and
with another character, they stop in place. simply rename it. A griffon makes
This ends the melee. a perfectly usable hippogriff for
example.
Magic Resistant: The creature is
unaffected by any spells, and enchanted You can change out one of the
weapons provide no advantage against traits for something that fits your
it. Effects that specifically affect the creature better.
character fighting the creature apply
You can, of course, create a new
as normal.
monster completely from scratch.
Ranged Attack: If the creature is not
To determine the Reward level of a
in melee by the end of a normal move,
creature, add up the following:
it will conduct a ranged attack just like
an archer. These attacks have their own +1 per MP
damage score and cannot run out of
+1 per point of Combat Skill and the
ammunition.
highest melee damage bonus.
Size: All ranged attacks against the
+1 per trait (other than Size).
creature receive a +1 bonus to Hit.
Divide the total by 4 and round up.
Terror: A Follower that loses a melee
exchange to the creature will flee a full
move directly away, if they survive, and
186
INDEX
resolution
188
RESOLUTION
Slain while fleeing: The character is lost Step 5: Roll for Unusual Finds
with all of their carried items. If you Held the Field in the scenario,
roll D100 on the Unusual Finds Table
Serious / Moderate / Light / Injured
(see p.190) using the column appropriate
while fleeing: The character has been
to the scenario type. To see if you find
injured, and needs to recover before they
anything unexpected. Each of the listed
can fight again. Make the indicated die
Finds are detailed below.
roll to determine how many turns are
needed to recover. Nothing of interest: You sweep the area,
but other than broken weapons and
Lost equipment: Randomly select an item
blood-stained rags, you find nothing of
from among the weapons, shield, and
any value.
helmet carried by the character. They lose
the indicated item. Battered weapons: You find 2 weapons in
the muck. Roll a D6 twice:
Item damage: Randomly select an item
from among the weapons and armor D6 Result Weapon
carried by the character. It becomes
1-2 Standard Weapon
Damaged. If it is of Fine make, ignore the
damage, but the item is no longer Fine. 3 Self bow
189
RESOLUTION
Captive: Whether they were injured in an Valuable goods: You have a keen eye for
attack and fell unconscious, or they were treasure, and something catches your
captured for some purpose, they are quite eye almost immediately. Roll once on the
grateful when they come to. If you escort Loot: Valuables Subtable (see p.196).
them home (select a random settlement)
Tracks leading away: You find clear signs
you can skip Upkeep next campaign turn,
that this group was interacting with your
and add a villager Friend to your warband
foes. All you just need to follow them.
roster sheet. They are too injured to
Place an Enemy Camp in the same Map
participate in any battles.
Area you are in. It will belong to the same
Excellent weapon: Among the blood- type of foe you just battled.
stained debris, you find a weapon in
Strange sack: Over in a corner, leaning
perfectly good condition. Roll D6:
against a corpse, there’s a sack which no
D6 Result Weapon doubt holds riches. Who left it there? Roll
on the Loot Table to see what you find.
1-2 Fine standard weapon
3 Long bow Personal item: This was obviously
valuable to somebody, but ended up in
4 War spear this decrepit place.
5 Bastard sword
Each time you arrive at a settlement, roll
6 Warhammer D6. On a 5-6, you finally find the owner.
Add +1 Story Point and a villager Friend.
Key Individual Slain: One of the enemies Evidence of a plot: You find a letter,
you slew was someone of note. If a Leader barely legible, in the mud. You are not
or Unique Foe was slain in the battle, sure if it was dropped by one of your
add +2 Adventure Points, and if a roll foes, or someone fleeing them, but the
on the Enemy Plans Table is triggered information within is something that
later in this or the following campaign clearly warrants your attention.
turn, ignore the first such roll. If you did Begin a Quest.
not slay either, merely add +1 Adventure
Point for rattling the enemy’s nerves! Step 6: Settle In
If you are in the same Map Area as
Lead to a location: You find evidence
a settlement, you can begin the next
directing you to a place nearby, but there’s
campaign turn In Town or In Camp as you
no indication what may be there, or why it
prefer. If you are anywhere else, you will
might be significant. Add an Unexplored
begin the next campaign turn In Camp.
Location to the current Map Area.
Grateful volunteer: While you are Step 7: News Travels
searching, a stranger introduces Roll D100 on the News Table below, to see
themselves. They were hiding from the what news reaches you from other lands.
villains and were so impressed by the Apply any results immediately.
battle that they would like to join you.
If you wish, add a Loyal Follower to your Quick Play >>
warband. They have a Light Weapon, and
no other equipment. For Quick Play, skip this step.
News Table
D100 News reaches you that..
result
01-09 Nothing of note is happening.
10-16 Travelers have seen something odd in the forests and hills. Add an
Unexplored Location to the Wilderness of your map.
17-21 A community is in need of supplies. Randomly select a settlement you are
not currently in. If you travel to it within the next two campaign turns, you
can skip your next upkeep costs and gain 2 Adventure Points.
22-27 A monster has been spotted in the fog. Add a Hidden Monster Lair to
your region.
28-32 An old friend sends you a letter.
If you have any Friends on your warband roster sheet, add +1 Story Point.
If you have no Friends in this region, add an adventurer Friend to your
warband roster sheet.
33-37 The enemy is acting against you. Roll on the Enemy Plans Table (see p.207).
38-44 Someone important needs adventurers. Place a location in the Wilderness.
There are no features or scenarios here, but if you travel here within the next
two campaign turns, you receive a Quest.
191
RESOLUTION
192
RESOLUTION
• Experience Points •
Hero Advancement *You can gain either Held the Field or
After each Encounter, each Hero earns Achieved Objective award for a single
Experience Points (XP) as follows: encounter, but not both.
Survived the encounter After Heroes reach certain Experience
+1 XP awarded to all participants. Point thresholds, they qualify for
advancement rolls. The Advancement
Enemy Leader slain
Table below indicates at what XP totals
+1 XP awarded to the Hero
a Hero will receive a new advancement
delivering the killing blow.
roll, and the total number of advancement
Heroic slayer rolls a Hero would have received at that
Distribute XP equal to the Reward point. For example, at 15 XP, a Hero would
rating of the Aberration slain. receive their third advancement.
Held the Field* or Achieved Objective* Whenever an advancement roll is
+1 XP awarded to all Heroes left on awarded, roll D100 on the appropriate
the table. Advancement subtable below (Mystics
use their own subtable), and check the
detailed key to results below the tables.
Advancement Table
XP Total Notes
Advancement
Rolls
4 1 –
9 2 –
15 3 –
22 4 –
30 5 The character becomes Loyal, even if previously Disgruntled.
39 6 –
50 7 –
65 8 Roll on the Enemy Plans Table at the end of this campaign turn.
80 9 –
95 10 The warband obtains a Quest.
110 11 –
125 12 The character may add +1 to Recruit attempts in town.
140 13 –
+15 +1 –
193
RESOLUTION
194
RESOLUTION
195
RESOLUTION
• Loot •
Treasure, valuable equipment, useful tools Valuables Subtable
to ensure your survival… In short, Loot!
Roll D100 to determine the item type,
After a victorious battle, you have a then roll to establish the value of each
chance of obtaining something for your item. Items are sold in town during the
troubles. normal Trade step (See p.85). If you roll
more than once on this subtable, after the
second and each subsequent roll, increase
Loot Tables the value of the most expensive item so
If you defeated an Aberration, you receive far by 1 Gold Mark.
Loot rolls equal to the monster’s Reward
Rating. D100 Valuable Gold Mark
result Value
Otherwise, you receive one Loot roll if
01-07 Art objects D6
you Achieved your Objective. Note that
Holding the Field does not award a Loot 08-14 Bag of coins D6
roll in itself: You need to have Achieved
15-24 Bag of foreign D3+1
the Objectives of the scenario.
coins
Some scenarios, enemies, and situations 25-36 Bag of tools D3
may result in additional Loot rolls. If so,
award these now, provided you met the 37-46 Furs D3+1
conditions of the scenario or event. 47-52 Gem stones D6+1
For each Loot Table roll allowed, roll D100 53-64 Jars of spices D3+1
once on the main table, then proceed to 65-70 Jewelry D6+2
the relevant subtables.
71-80 Precious metals D6+1
Loot Table 81-93 Sacks of grain 1
D100 Loot subtable 94-100 Tapestries D6
result
01-15 Valuables
16-35 Weapons
36-55 Armor
56-70 Tools
71-90 Consumables
91-100 Enchanted item
196
RESOLUTION
Weapons Subtable
Roll D100 to determine the weapon type,
and any qualities it has. You receive a
single weapon.
198
RESOLUTION
Bear Draught (S, DB) roll for all post-battle injuries for a battle
before deciding to use the potion.
For one battle, the character recovers from
a single Wound each Tracking Phase, and Wasp Mead (S, DB)
cannot be Stunned. They cannot Dash. All
For the duration of one battle, all melee
effects cease at the end of the battle.
and ranged attacks by the character
Ferret’s Drink (S, DB) have the Poison trait: Any natural 6 to
Hit knocks the target out automatically,
For the duration of one battle, the
unless saved by Armor.
character adds +3" / 0" to their Speed
and suffers no reductions due to terrain Winter Flask (S, OC)
effects. The drinker does not need to roll
The essence of winter may slay the
on the Flight in the Dark Table if they
unworthy but will harden those who
retreat from the battle.
can endure it. The character must
Fiery Wine (S, DB) immediately roll on the post-battle Injury
Table. If they survive, they receive 2D6
For the duration of one battle, the
XP. Only usable by a Hero.
character can spew fire. This acts as a
ranged attack with range 9" and does not Wolf Potion (S, DB)
run low on ammunition. The fire Hits with
For the duration of one battle, all Hits in
+1 / +0 (+1 / +1 vs Undead).
melee are +1 / +1. This replaces the normal
Potion of Valley Mist (S, OC) weapon ratings.
An injured character may reduce their
Enchanted Jewelry
recovery time by 3 turns.
Enchanted jewelry is always a Worn item.
Serpent Water (S, OC) The jewelry can take any form (ring,
necklace, etc.). Regardless of the form,
The character becomes permanently
a character can only wear one item of
immune to all forms of venom. The Poison
enchanted jewelry at a time.
enemy trait grants no benefits against this
character.
Enchanted Jewelry Subtable
Shadowy Ale (S, DB) D100 Enchanted Jewelry
The character becomes incorporeal for result
the current and the next two battle 01-12 Curing Ward
rounds. They cannot attack or interact
with any items and cannot be attacked. 13-25 Evasive Silver
They suffer no terrain penalties, and can 26-32 Eyes of the Rat
move through solid obstacles and walls. 33-42 Gentle Illumination
If the character leaves the table while
43-54 Nullification Token
incorporeal, they do not have to roll on
the Flight in the Dark Table. 55-61 Old King’s Dominion
62-72 Spell Breaker’s Seal
Spring Vial (S, OC)
73-80 Token of Sacrifice
Any result on the Injury Table can be
healed, including death. It may be 81-91 Uncontested Fury
administered by a companion. You may 92-100 Wolf’s Fury
202
RESOLUTION
Eyes of the Rat (W) The Seal can be returned to the Backpack
as a Ready Weapon Action.
The wearer ignores all range limitations
or Hit penalties due to darkness, fog, or Token of Sacrifice (W)
smoke.
If an Injury or Flight in the Dark roll
Gentle Illumination (W) would result in the character’s death or
disappearance, they are saved from their
The item may be activated with a Use
fate, while the token breaks, destroyed
Action. Once done, all visibility limits and
permanently.
Hit penalties due to fog or darkness (but
not gas or smoke) are negated for both Uncontested Fury (W)
sides, for the duration of the battle.
When the wearer slays an enemy in
Nullification Token (W) melee, they must immediately make a full
move towards the nearest enemy. If they
The first spell to affect the character each
make contact, they will engage the enemy
battle is negated with no effects on any
in melee immediately. This effect can only
target of the spell.
trigger once per battle round.
203
RESOLUTION
For every Wound taken, you receive Spider Whispers (S, C, DB)
1 Skeleton minion that will fight as
A Hero appears. They have a profile of
part of your force. Each Skeleton has a
Agility 1, Speed 4" / +3, Combat Skill +1,
profile of Speed 4" / 0", Combat Skill +0,
Toughness 4 and carry a bastard sword
Toughness 4, Armor 1. They cannot make
and partial armor. They are placed
Dash moves, do not become Stunned and
anywhere the player wishes, provided
ignore the enemy Poison and Terrifying
it is at least 9" from any other figures,
traits. They do not add extra dice to your
friend or foe. They will fight as part of the
initiative roll, but instead automatically
warband for the duration of the battle,
act in the Slow Actions Phase.
and will then leave mysteriously. Note:
Dragon’s Spite (S, C, DB) This item may be activated immediately
before the start of the battle.
Usable as a ranged attack. Select a target
point within 6". All characters (friend Talisman of the Oldest Mother (S, C, DB)
or foe) within 2" of the target are struck.
When used, roll on the Aberration
No roll to Hit is needed. Inflict a +1 / +1
Table (see p.184). In the Tracking Phase,
Hit. Any target that survives will flee
the creature arrives at the edge of the
D6" directly away from the impact point.
battlefield at the nearest point to the
Undead take a +1 / +2 Hit, but do not flee.
user. The Aberration will act in the Slow
Orb of Winter Fog (S, C, DB) Actions Phase, but is controlled by the
player.
When used, a thick fog falls over the
battlefield. You may immediately decide Teeth of the Stalker (S, C, DB)
to retreat any number of characters from
When used, the wielder may immediately
battle, without having to roll on the Flight
move 9", ignoring penalties for rough
in the Dark Table. If the battle continues,
terrain. The move may be used to enter
all visibility is limited to 6" for the rest of
melee combat. If so, the attacker may roll
the battle.
twice and pick the best result in the first
Seeds of Spring (S, C, OC) exchange.
Used at the beginning of the campaign Thorn of Ice (S, C, DB)
turn. You obtain the following benefits:
When used, select a point within 9" and
When rolling for a Camp event only, Line of Sight of the wielder. Any Wounded
you may choose to treat an event as character within 3" of the selected point is
“Nothing happens” after rolling. removed as a casualty.
All characters recovering from Tiny Offering (S, C, DB)
injuries may reduce the duration by
Used before a battle. Every Follower in
1 turn.
the warband adds +1 Combat Skill and +1
No Upkeep need be paid this turn. Toughness for the duration of the battle.
206
RESOLUTION
• Enemy Plans •
At various points during gameplay, you Rolls marked with * require selecting a
may be directed to the Enemy Plans random Threat that exists in the region,
Table below. This means the enemy is and will apply to that Threat only.
in position to take action. If you are in
a region where all Threats have been
eliminated, you may ignore any result that At Their Mercy
would refer you here. After all, there are This is the only table in the book that
no more enemies to move against you. cannot be affected by Story Points. What
you roll here must come to pass.
D100 Enemy Plans
result
01-07* The enemy is gathering weapons.
The selected Threat constructs a new Camp in the region. Randomly select
a settlement, and place the camp in the same Map Area. Until you have
eliminated it, a random melee fighter in each encounter with that Threat
increases their melee damage by +1 / +0. When you storm the camp, you may
roll one extra time on the Loot Table.
08-15 The enemy is sowing discord and confusion.
Two Friends become unavailable for the rest of the current campaign. If you
have no Friends in the region currently, treat as result 53-57, below.
16-22* The enemy is gathering adherents to their cause.
Add +1 to the number of enemies encountered when fighting the selected
Threat. Once you have Held the Field against them twice, they will have had
enough, and lose the bonus.
23-29* The enemy is sponsoring caravan raids.
You must complete 3 Ride Patrols to secure the area. Until then, you do not
receive any Rare Goods rolls in town.
30-34* Enemy agents have burrowed deep into the ground to find something.
Select a Delve on the map. If none exists, add a Delve in the Wilderness. On
Depth 3 and below, use the selected Threat table for enemies. Until you have
cleared the Delve, the Threat in question adds +1 to the number of enemies
encountered in any battle.
35-37* The enemy is building up their forces.
Raise the selected Threat Level (see p.72) by +1.
38-40 Enemy agents tempt the weak of heart.
If any warband members are Disgruntled, randomly select one such character.
They will leave the warband, taking with them any items they were carrying.
207
RESOLUTION
210
RESOLUTION
211
RESOLUTION
Loyal Characters
A character that is Loyal
does not roll in steps 3
and 4, as they will not
retire in this manner.
212
INDEX
APPENDICES
28mm (sometimes called 32mm or “heroic fantasy creatures to fight. Remember, you
28” for reasons that are outside the scope can always change the surface details if
of this appendix) is the typical type of you need. If you find a fantastic range of
figure you see for many mainstream fish-people miniatures, go ahead and use
miniatures games. Most RPG figures are at them as the Old Kin instead of having
this scale as well. These figures are usually them be lizard-people like in the book.
highly detailed, and often quite beautiful.
Don’t neglect companies that sell
They also tend to be expensive, and take
historical miniatures. Dark age and
up a fair a of storage space.
medieval miniatures ranges have tons of
28mm is a well-established scale for figures that are perfect for Five Leagues.
skirmish gaming, meaning there is a You could even add flavor to your game
wide range of options available. 15mm is by using specific styles of troops, such as
an intermediate scale bridging the gap Japanese, Vikings, or Russians.
between the large 28mm figures and the
6mm and 10mm figures often used for
massed warfare games. Fans view this as Start Collecting
an ideal compromise, as you get figures When you start playing, you can match
that are quite cheap and which paint up your first purchases to the enemy you
quickly, while still being easy to identify want to face in the campaign, or tailor the
on the table. Many modern ranges do look campaign to models you buy.
very good, but the smaller size of course
Try to pick out 3 “types” of enemy figures
precludes some of the heavy detailing that
(for example, soldiers, undead, and non-
you would find in larger figures. 15mm
Humans), and get 8-10 figures of each. You
is also extremely well supported, with a
will want a few spare figures to represent
huge array of figures on the market.
various personalities as well. Don’t worry
Other scales are available with their about trying to get everything, it is very
own advantages, but for a combination common to “proxy” miniatures by using
of choices and suitability for skirmish a spare figure to stand in for something
gaming, the best starting point will be you don’t have. For example, if you need
15mm or 28mm, in the author’s opinion. 8 lizard minis but only own 6, you can
grab a couple of random minis to fill the
missing spots. When someone gets killed,
Selecting a Manufacturer just swap out the proxies with proper
The next step is to decide where to figures.
source your miniatures. While most
For your warband, you need 6 figures, but
manufacturers producing the same scale
as characters tend to come and go you will
are roughly compatible, there will be
eventually want more.
differences in height, bulk, and style. Most
gamers use a variety of figures, but it is Don’t neglect picking up some bases
helpful to start with a supplier that has a as well. These are thin pieces of wood,
good range of options so that you can get plastic, or metal that the figure is
everything you need to start. mounted on for stability and ease of
handling. Many figures don’t come with
One thing to look for is whether you can
them included (or have very small cast-on
get a good variety of figures suitable for
bases that are frequently unstable).
character models, as well as assorted
214
APPENDICES
If you are on a budget, consider checking and gardens can be created with carpet
for second-hand figures and terrain, samples or cut up welcome mats. The
either at the local store, online sites, or on opportunities are pretty much endless.
forums. There is almost always somebody
There is a huge array of terrain readily
offloading old miniatures, and you can
available to purchase as well, particularly
often get a pile of random stuff for cheap.
in MDF (laser cut wood). A search online
for your figure scale of choice and
Gathering Terrain “terrain” or “MDF terrain” will start you
in the right direction. Model trees can be
You will also need terrain to fight around.
obtained from hobby and model builder
Everyone starting out has made terrain by
shops for a bit of natural feel. The pet
cutting out colored cardboard, paper, or
store aquarium section will often have
felt (green for woods, brown for hills, blue
a wide array of bizarre-looking plastic
for lakes, etc.), or by grabbing cardboard
plants and rock formations that can really
boxes and packaging material from
drive home the fantastical vibe.
around the house.
If you have access to a printer, paper
When you are ready to upgrade your
terrain is readily available for sale (and
table, the two options are to either build it
occasionally even for free). These kits
yourself or purchase ready-made terrain,
are printed out and folded, and produce
with many gamers combining the two
very economic (and often very attractive)
methods. The seasoned gamer is always
terrain features.
on the lookout for oddly shaped packaging
that can be turned over and spray-painted Once you have planned out and acquired
to become temple buildings or similar, a handful of large pieces, consider
while a trip to the back yard will furnish investing in some “scatter”: This can be
any number of oddly shaped rocks that any small terrain bits that can be strewn
can be scattered around the table. Fields about to break up large empty spaces.
215
APPENDICES
There are many fantastic tutorials more grimy and “real”. You can make
online teaching every step of miniatures your own, but when starting out, I highly
painting, but if you are just starting out, recommend buying a few different types.
you can get great “table-quality” results Washes exist in a variety of colors from
by following these simple steps: browns to blacks to metal colors.
1: Prime the figure. Priming means 6: Do the base. At the very least, paint the
applying a basic layer of thin paint that base an even green or brown. Leaving the
allows the rst of the paint to adhere base unpainted will make your hard work
properly. You can buy primers from any appear unfinished. The simplest way to
paint manufacturer. Whether you prefer get pleasing bases is to spread a thin layer
to use a spray can or brush is up to you. of pva glue (the white glue common in
White primer will give brighter colors, schools) over the base, and then spread
black will give more muted colors. A pale flock or static grass over it. You can get
grey is a nice middle ground. ready-made flock in a range of colors, and
they can often be mixed for more variety.
2: Paint all the basic things: Clothes,
If you are budget conscious, spread sand
uniform, armor, weapons, hands, etc.
over the base, and when it has dried
Paint each in the color you’ve chosen,
completely, paint over it in green, then
making sure to thin down your paint a
dry-brush with yellow. This method
little bit. It’s fine to apply a second coat to
was common in gaming magazines of
cover properly.
the 1990s and may bring a few smiles to
3: Once it’s dry, go back and catch any people who notice. Finally, you can buy
mistakes and missed spots. ready-made modeling products that will
dry looking like dirt and mud.
4: Apply highlights. You can do this by
taking a slightly lighter color, or a bit of
white or grey. Dip the brush, then wipe Alternatives to Miniatures
off almost all the paint until only traces
Of course, you may not be interested in
remain. Then run the brush over the mini
miniatures, or you may be desperate to
so the raised areas will pick up the paint.
play while waiting for your figures to be
This is called “dry-brushing”, and is a
delivered. If so, alternatives might include
simple way to brighten up raised areas,
printing out character faces as board-
though it is by no means the only way.
game style tokens, “paper minis” (which
Any paint can be used for this purpose, are flat stands with often impressive
but purpose-made “dry paints” are character art), raiding some old board
available too. This method also does games for figures, or cutting out paper
wonders for heavily textured surfaces, squares and writing “Mystic” on them.
such as fur or maille armor. Practice a
If you are digitally inclined, “virtual
little on a few bits of plastic sprue to get
tabletops” have exploded in both
the technique down.
popularity and usability in recent years.
5: Wash or shade. Washes (sometimes These allow you to set up and play
called “shades”) are watery, very rich with tabletop games on the computer without
pigments, and will pool in the recesses needing to clutter up the entire kitchen
of a figure to add definition, as well with little orcs and elves. The downside is
as provide a bit of shading in general. that they can require a fair bit of work to
They also tend to make things look a bit get set up.
217
APPENDICES
218
APPENDICES
• Game Adjustments •
Five Leagues from the Borderlands is Difficulty Increases (+1 each)
aimed at a particular curve of difficulty Rare courage
as you play through the game. However,
You begin the campaign with 1 Hero and
as you get a bit of practice, you may wish
5 Followers.
to tweak the level of challenge the game
provides, either upwards or downwards. More enemies
This section offers adjustments that can
Increase the final size of all encounters by
be made to gameplay.
1 figure.
Feel free to apply any of the following
options, which are broken into difficulty Scaling foes
decreases and difficulty increases. Increase the final size of all encounters by
Assigning these -1 and +1 values 1 figure per warband member with a +2
respectively, you can add up these scores Combat Skill.
to gauge the overall difficulty of the
adventure you are embarking upon. You Rain of arrows
can use this as a challenge to see how Enemy figures do not run out of
difficult a campaign you can finish. ammunition for ranged weapons.
A completely unmodified campaign would Lonely quests
be a final difficulty value of 0 of course.
Once a Quest has started, you cannot
Using these options, the highest difficulty recruit new warband members until it
rating is 17 (good luck!), and the easiest is completed. This does not affect new
possible game is -4. characters who were gained due to
campaign events.
Difficulty Decreases (-1 each)
Final quest
Shorter campaign
When you have cleared every Threat from
When creating your campaign region,
the region, you automatically receive a
make the initial Threat Levels 5, 4, 3
Quest. This must be completed to finish
instead of 6, 5, 5.
the campaign. Once the Quest is received,
Fewer enemies increase the final size of all encounters by
1 figure.
Reduce the final size of all encounters by
1 figure. Under siege
Easy living If you encounter a Unique Foe in battle
and do not slay them, you must roll on the
When rolling for Upkeep Costs, reduce the
Enemy Plans Table afterwards.
final score by 1.
Enemy champions
Storied heroes
Whenever an enemy knocks out a
Begin the campaign with 3 additional
warband member in melee combat,
Story Points.
roll D6:
219
APPENDICES
220
APPENDICES
• Designer Notes •
The road to the 3rd edition of Five this approach. I hope you’ll agree that the
Leagues from the Borderlands has map in particular will change the way in
been hard, bloody, and grim. Well, okay, which your game comes alive.
it wasn’t – it was a lot of fun to do, but it
What stood out after the Five Parsecs
was still a lot of work. The intention was
launch was how much people got into
always that Five Leagues would be both
sharing their solo games. Solo miniatures
similar to Five Parsecs, and distinct from
gaming has absolutely come of age and
it. One of the advantages this time was
“social solo” is a great way to both play
that I had both the experience from the
games on your own time, and have the
two prior editions of the Five Leagues
involvement of other people. Whether it is
rules, and the much wider launch of Five
people linking their campaigns together,
Parsecs from Home 3rd edition.
or just posting their write-ups and stories,
Players coming from Five Parsecs will, of solo games are no longer a solitary
course, find much they recognize: After experience.
all, the two games do run on the same
I hope you enjoy this new edition of the
game engine, and characters are even
game, whether it is your first, or you are
compatible to a large extent.
an old veteran of the dark woods and
Hand to hand combat is a much more the grim marshlands. Remember, if your
involved process as befits a fantasy game: first encounter is with the Torn Flags, it’s
After all, if most combat takes place usually time to run.
with sword in hand, then it should feel
– Ivan Sorensen
exciting.
Much has been written online about
“tight” versus “swingy” combat systems
and dice types. The choice of a D6 has
remained intentional to provide a fairly
small range of random values, while And so here we found
character skill (for a seasoned character) ourselves, surrounded by the shadows
is a major factor. The two key features that lurk in the night, with sword in hand
of combat (characters moving around and the light of a flickering torch.
during combat, and the “exchange”
Maybe it was always meant to end here.
system) have precedent in other games
After all, not every story can end well,
(the Inquisitor miniatures game for the
right?
former, and the Swedish roleplaying game
Eon in the latter, for example) but they It seemed they were getting ready to
add a cinematic flavor to proceedings. charge again. This was it. The gate would
hold once more, choked with the bodies of
With the new edition, the big focus was
the slain.
to give more of a feeling of adventure, of
traveling around and being part of a big,
breathing world. New mechanics like the
Quest system and the map revolve around
221
INDEX
• Index •
A Noble ����������������� 22
Outsider���������������� 22
Hunting Expedition ���� 83
Live off the Land ������� 84
Aberrations �������� 58, 182 Townsfolk ������������� 23 Meet the Locals ������� 84
Aberration Actions ��� 182 Zealot ����������������� 23 Mystic Expedition����� 84
Aberration traits������ 185 base contact ������������� 31 Pray ������������������� 84
bestiary��������������� 183 battle encounters Recruit ���������������� 84
unique creatures������ 183 ��������� See encounters Scout������������������� 85
ability scores ������������� 15 battlefield ���������������� 71 Study������������������� 85
Actions ������������������� 30 battlefield edge ��������� 129 Train������������������� 85
Combat Action �����30, 39 battle round ���������� 9, 29 Visit the Town Healer � 85
Move Action ���������� 30 Battle the Enemy Threat�� 91 casting spells ����� See Spells
Non-combat Action �30, 38 Battlewise ���������������� 24 Casting (ability score) ���� 15
activation, order of ������� 33 Blessed (status) ���������� 84 characters ���������������� 13
advancement ������� 189, 193 bonus overlap������������� 57 advancement ���� 189, 193
Adventure Milestones ���� 74 Brave (trait) ������������ 152 character creation ���� 13
See also Milestones Brute charge (trait) ������� 17 character origins������� 15
Adventure Points Bulky (trait)�������������� 60 converting old characters …
������������11, 73, 74, 187 ��������������������� 218
Adventuring Stage ���� 73, 91
Agility ������������������� 15
C Charge (trait) ������������ 186
combat ������������������� 39
Alien (trait)���������������� 19 camp���������������������� 75 exchanges ���������� 9, 40
Area Attack (trait) ������ 185 Camp Raid�������������137 Combat Action �����30, 39
armor��������������15, 24, 62 In Camp���������������� 75 Combat Bonus���������� 42
additional armor������� 62 enemy camps ���������� 92 Combat Skill ������� 15, 39
Armor (rating) �������� 15 campaign �����������������6 common goods ���������� 88
body armor������������ 62 campaign structure ���� 73 Contracts ���������������100
enemy armaments 62, 122 campaign turn �� 9, 73, 75 Carry Out a Contract � 92
improved armor … … … 62 first campaign Turn � 75 Contract types�����101-104
Overcome Armor����40, 43 campaign difficulty 72, 219 Aid Community���� 102
arriving in Melee���������� 57 campaign stages ������� 73 Chase Off Group ����101
attacker������������������� 40 Adventuring Stage���� 91 Deliver Goods �������101
Aura of Winter (trait) ���� 16 Encounter Stage ����113 Escort Individual ��� 103
Avatar �������� 14, 25, 27, 212 Preparation Stage���� 75 Explore Area������� 104
Aware (status)������� 144, 150 Resolution Stage … 187 Gather Information 103
Awareness (trait)��������� 152 starting the campaign � 68 Locate Item ����������101
the next campaign ��� 212 Negotiate Deal ������ 103
Crafting������������������� 24
cramped conditions������ 144
Enemy movements ���� 33
Enemy numbers ������ 122
F
Crawling (trait) �������� 152 Enemy Plans ���������207 Fearless (trait)����������� 152
Cruel Wounds (trait) ���� 186 Enemy ranks ������ 14, 123 Fell Touch (trait) ��������� 186
Cursed (trait) ������������� 16 See also Leader Feral ���������������������� 18
Captain ��������� 14, 123 Fey (trait) ��������������� 152
E assorted items���������� 63
Backpack ���������� 59, 86
Gruesome (trait)��������� 152
Q character actions������� 58
Regeneration (trait)����� 152
Defensive Battle ��� 135
Camp Raid ����������137
Quests ��������������105-110 Relentless (trait) �������� 152 Hideout Raid ������ 139
Quest failure ���������108 Research����������������� 86 Site Battle���������� 142
Quest finale ���� 105, 109 roll for connections ���� 86 Monster Lair������� 148
Quest finds ����������108 Discover Hidden Location ending a scenario������ 150
Quest foes ������������ 107 … … … … … … …86, 87 starter scenario ������� 54
Quest location�������� 105 Resolution Stage ������73, 187 secondary characters ����101
Quest rewards��������� 109 resolve exchange���������� 41 Scholar ������������������� 24
Quest structure ������ 105 Resting Up ������������� 91, 96 Scouting������������������� 24
Quest talent���������� 109 retreat ����See running away settlements���������������� 68
Quest task ������� 105, 106 Reward Rating ���������� 183 shield �������������������� 62
Quick Actions Phase������� 29 Ride Patrol�������������92, 99 silvertree leaf ������������188
Quick Play ���������������� 8 Roadside Encounters ����177 Site Battle ��������������� 142
round����� See Battleround Size (trait) ��������������� 186
R rules, contradictory������� 57
rules, interpreting ������� 57
skills������������������� 15, 24
See also proficiency tests
Ranged Attack (trait) ��� 186 running away ������������� 51 promotion ������������ 195
ranged attacks������������� 39 See also Morale selecting skills���������� 24
ranged troops������������� 33 Skirmisher (trait)�������� 152
Ranged X" (trait)���������� 60
rare goods ���������������� 89
S Slayer’s Rewards ��������� 182
Slight (trait)�������������� 18
realism and... saving throws������������� 58 Slip away (trait) ���������� 18
costs ������������������� 88 scenario������������������ 130 Slippery (trait) ���������� 152
enemies������������� 33, 97 Scenario types��������� 130 Slow Actions Phase ������� 29
225
INDEX
Tables Index
Aberration Table … … … … … … … 184-185 Hidden Location Table … … … … … … … 86
Advancement Tables … … … … … … 193-194 Hunting Expedition Table … … … … … … 83
Adventure Points Awards Table … … … 74, 187 Injury Tables … … … … … … … … … … 188
Armor Table ���������������������������� 233 Loot Tables … … … … … … … … 196-205
Avatar History Table … … … … … … … … 26 Armor Subtable … … … … … … … … 198
Blacksmith Table … … … … … … … … … 82 Consumables Subtable … … … … … … 198
Camp Events Table … … … … … … … 78-80 Enchanted Armor Subtable … … … …200
Character Background Tables … … … … 21-23 Enchanted Clothing Subtable … … … 204
Frontier Background Table … … … … 21 Enchanted Items Table … … … … … … 199
Mystic Background Table … … … … … 21 Enchanted Jewelry Subtable … … … … 202
Noble Background Table … … … … … 22 Enchanted Weapon Subtable … … … … 199
Outsider Background Table … … … … 22 Magical Apparatus Subtable … … … … 205
Townsfolk Background Table … … … … 23 Magical Unique Items Subtable … … … 205
Zealot Background Table … … … … … 23 Potions Subtable … … … … … … … … 201
Character Origin Table … … … … … … … 15 Tools Subtable … … … … … … … … 198
Common Goods Table … … … … … … … 88 Valuables Subtable … … … … … … … 196
Common Weapon Traits Table … … … … 60 Weapons Subtable … … … … … … … 197
Connections Table … … … … … … … … 86 Meet the Locals Table … … … … … … … 84
Contract (Locate Item) Table … … … … … 101 News Table … … … … … … … … 191-192
Contract Source Table … … … … … … … 100 Non-Combat Actions Table … … … … … 38
Contract Type Table … … … … … … … … 100 Obstacle Table … … … … … … … … … … 112
Curious Location Table … … … … … … … 149 Patrol Encounter Table … … … … … … … 99
Delve Depth Table … … … … … … … … 93 Quest Additional Opposition Table … … 107
Distance Fallen Table … … … … … … … 32 Quest Finds Table … … … … … … … 108
Encounter Interaction Tables … … … … … 115 Quest Location Table … … … … … … 105
Enemy Leadership Table … … … … … … 123 Quest Talent Table … … … … … … … 110
Enemy Leadership Type Table … … … … 123 Quest Task Table … … … … … … 106-107
Enemy Plans Table … … … … … … 207-209 Rare Goods Table … … … … … … … … … 89
Enemy Tables … … … … … … … … 154-181 Scenario Objective (Item) Table … … … … 131
Curse of War Enemy Table … … … 172-173 Scenario Objective (Search) Table … … … 132
Duskling Warband Enemy Table … 166-167 Scenario Objective Table … … … … … … 130
Faceless Kingdom Enemy Table … 175-176 Settlement Population Table … … … … … 69
Gnawling Horde Enemy Table … … 160-161 Settlement Type Table … … … … … … … 69
Ice-Heart Court Enemy Table … … 163-164 Site Finds Table … … … … … … … … … 145
Lurking Foes Enemy Table … … … 180-181 Site Reaction Table … … … … … … … … 143
Oldest Kin Enemy Table … … … 169-170 Site Trap Table … … … … … … … … … … 146
Roadside Enemy Table … … … … …177-178 Skills Table … … … … … … … … … … 24
Ruin Within Enemy Table … … … 154-155 Spell Table … … … … … … … … … 47-50
Whispers from Beyond Enemy Table Terrain Features (Number) Table … … … 129
�����������������������������������157-158 Terrain Theme Table … … … … … … … … 128
Enemy Threat Activity Table … … … … … 98 Town Events Table … … … … … … … 76-78
Enemy Threat End Goal Table … … … … … 98 Travel Events Table … … … … … … … … 111
Enemy Threat Locations Table … … … … 97 Traveler Encounter Table … … … … …114-116
Flash of Insight Table … … … … … … … 195 Unexplored Location Table … … … … 95-96
Flight in the Dark Tables … … … … … … 188 Unique Foe (Motivation) Table … … … … 127
Foes Within Table … … … … … … … … 71 Unique Foe Table … … … … … … … 124-127
Foes Without Table … … … … … … … … 72 Unknown Enemy Numbers Table … … … 34
Follower Table … … … … … … … … … … 25 Unusual Finds Table … … … … … … … … 190
Foraging for Herbs Table … … … … … … 82 Upkeep Costs Table … … … … … … … … 81
Gambling Table … … … … … … … … … 82 Weapons Table �������������������������� 233
227
Hidden Locations Quest and Contract Notes
• Campaign tracking sheet •
Adventure Points Friends Known
Threat Levels
S ta n da r d E d i t i o n C o l l ec t o r ’ s E d i t i o n P l ay e r ’ s J o u r n a l
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• Quick Reference •
Proficiency Tests (p.52) If Attacker has higher score, Combat Bonus (p.42)
Roll 2D6. Proficiency tests are they strike a blow and remain A Combat Bonus adds +1 to
indicated by a target number the Attacker in the following Combat Skill. It is awarded if
preceding a skill name shown exchange. Note: whether this the opponent is Stunned or
in brackets. If an eligible blow counts as a Hit may has an ally within 1".
character has that skill, add +2 depend on chosen tactic.
to the dice roll (+1 for Mystics). If Defender has higher score, Ranged Attack (p.39)
A result equal to or above the they avoid harm and become Make a single D6 attack per
target number is a success. the Attacker in the following shot. If the attacker did not
exchange. move, add the attacker’s
Battle Round Sequence Combat Skill.
(pp.29-30) On a draw, Defender retreats
Count number of warband 1”, Attacker remaining in Movement restrictions
characters and allies on the place, and the melee ends. Characters intending to make
table; Roll that many D6, then a ranged attack cannot move
Tactics (optional) (p.40) above half their movement
assign each die result to a Fight defensively: Roll twice
different character. Speed. Characters intending
and pick best roll; Inflicts no to shoot a crossbow must
Those assigned a die result Hits; Negates Counter Attack. remain stationary.
equal or below Agility act in Fight evasively: Roll normally;
the Quick Actions Phase. Enemy Activation Order
Inflicts no Hits; May move 2",
Enemy ranged troops act
All enemies will act in the Negates Counter Attack.
before enemy melee troops.
Enemy Actions Phase. Fight furiously: Not selectable Within each type, start with
Those assigned a die above if enemy has Counter Attack); the figure closest to the
Agility act in the Slow Roll normally: player’s battlefield edge and
Actions Phase. Win = +1 to Overcome Armor work backwards until every
OR Overcome Toughness; enemy figure has acted.
Actions (p.30) Lose = suffer Hit.
Enemies use the following
A figure may take a Move ranged targeting priorities:
Action, then perform either:
Counter Attack (p.41)
Counter Attack = strike a Hit 1. Closest target within 8"
(a) A Non-Combat Actions: when winning an exchange, of the shooter.
(see p.38): Dash, Use, Ready even when Defending. 2. Nearest opponent with
Weapon, Interact, Keep ranged weapon.
Characters may Counter
Down!, or Anticipate. 3. Closest target.
Attack if: on higher ground
(b) Melee combat: See below. than opponent; if fighting
To score a Hit:
across obstacle; if opponent is
(c) Ranged attack: See below. Roll D6, and try to reach or
standing in Difficult ground
beat the target number:
or water; or with weapon,
Melee Combat (p.40) ability, or trait granting
The character who initiates Within 6" and in the open3+
Counter Attack.
the combat has the initiative, Within weapon range
and is the attacker in the Parry (p.42) and in the open 5+
opening exchange. There If a character with Parry rolls Within weapon range and
are commonly 3 exchanges a natural 1 when defending concealed or behind Cover 6+
fought during a melee round. melee, they deflect the blow.
Roll D6 for each character, A stationary shooter adds
adding their Combat Skill. their Combat Skill to the roll.
A natural 1 always misses.
232
quick reference
Full 3 Parry
The last tomb was crawling with Grave Walkers, the Tower held a fey sorcerer, we
lost Tring there, blasted by eldritch fire, while Artum fell as we ran from the trolls
of the deep woods. But for now, the village is safe. Tonight, we’ll restock the gear
and recruit any travelers from the inn who fancy a share of the coin. Tomorrow
we’ll take the woods, then bring down that cursed tower for good. Maybe then we
can rest, but there are already worrying rumors from the next valley…
Five Leagues from the Borderlands is a solo adventure wargame where you take the role of
a warband of heroes and adventurers, and explore a grim world full of monsters, enemies,
creeping malice, and exciting quests.
The whole campaign is generated procedurally, with each battle created from over 100
different enemy types, 17 unique foes, and 6 scenario types that can play out in a wide
number of ways. As you play, you will explore the game world, discover new locations, and
take on quests and jobs. Your warband will gain in experience and power and find wondrous
loot... or die gruesomely in brutal combat.
The game is playable with any miniatures you may own and can be played on a 2x2 foot or
3x3 foot gaming table, making it ideal for players who are just getting started on fantasy
gaming or for whom this is their first miniatures game. All you need is 6 figures for your
heroes and a handful of suitable enemies to fight.
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