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BANBESYES
The Divine Crucible
Ghorse
'idowed of Waetan :
The Shadowborn
Ome
Zotz
Overview
Gameplay in detail
Recovery
Movement
Shooting
Melee
Addi
nal Combat Rules
Building a Warband
Gods/ Factions
Unit Types
Gear
Weapons
Skills
Printable ResourcesSNE BRINE ERGGRLE
On this fated day, beneath the turning heavens, three suns come into perfect alignment, their
light mingling in a radiance that illuminates the farthest reaches of the universe. High above a
small, crimson world, their triple zenith crowns the skies, a sign foretelling the end of one aeon
and the birth of another. Far above, in the celestial heights, beyond the veil of mortal sight,
legions of cosmic entities begin to manifest, materialize, and assemble. For the hour of the
Divine Crucible is nigh, and the gods, too, must reckon with fate this day.
Ancient powers of the cosmos, both venerable deities of yore and those newly arisen, assemble
in mighty conclave to form The Firmament.
‘The Firmament, the supreme influence and highest dominion over all mortal life, commands
reverence this day, as its conclusion shall shape all futures that lie ahead, even those of the gods.
‘themselves.
Though the expanse of the heavens stretches boundless, the very essence from which the gods
are formed—be it stardust, aether, or mana~remains finite. And so, the divine gather to decide
which of their number must fall, who must be unmade, whose essence must be reclaimed so
that new life may rise. Even the gods, eternal though they seem, must make way for what is yet
to be,
From the far-flung corners of creation, each god summons forth their chosen champions
warriors of great might and renown, plucked from distant lands and times. These chosen are
transported to a forbidden planet, a hallowed place of ancient dread, a most holy graveyard
hidden amongst the stars, a place known as the Cosmic Crypt, The Necrocosmopolis, or, to the
elder tongues, Cemetarion.
It is a silent world of death, where neither tree nor beast thrive, an arid red desert of salt and
stone, Here, in this place of eternal veneration, the interred remains of fallen champions are
preserved well under the salt-rich, crimson earth, an everlasting tribute to the honor of their
sacrifice.
This sacred planet, where death itself reigns eternal, serves as the arena for the great
theomachy. The Firmament, though mighty beyond mortal comprehension, may not tread
[upon this field of battle. As the gods themselves may not engage in combat, it is their faithful
champions, mortal proxies, who fight in their stead. In mortal combat, these champions shall
prove their gods' worth, for on this day, only through the hands of mortals may the fate of the
gods be decided.
'To the triumphant falls the heaviest of burdens and greatest of honors: to erase a divine name
from the memory of the cosmos, to snuff out a star from the sky, to stand before the makers of
all, and deliver unto them the humbling knowledge of mortality.
|The chosen god is not merely slain but unmade, unraveled into the very stardust from which it
Iwas shaped. Its essence is poured into the Astral Forge, to form a new thought, a new
consciousness. A new god is born, a new light takes its place amongst the stars, and with its
rising, the pantheon is made whole once more, and a dawn breaks on a new acon.
[Life springs from death, as order rises from chaos. The eternal cycle, unbroken and unyielding,
jas it has been since the first star ignited the void.
This is the way of all thingWIDOWED OF WAAAY
Waetan, the merry deity of revelry and hedonism, whose name was sung in the
celebrations of her people with great affection.
‘They worshipped her in rites of wild abandon, where laughter poured from wine stained
lips, smoke curled from nostrils as lust and unbridled passion filled the night. Though she
was adored by her flock, Waetan knew all too well that within The Firmament, she was
ridiculed and her name met with scorn. Her ways belittled as frivolous and unworthy of
the divine by other gods, who held in higher esteem the works of war, of order, and of
power. As the three suns drew closer to their zenith, Waetan’s heart grew heavy with
dread. She feared with certainty, that it would be her name to fall from the stars, her
essence to be claimed by the Astral Forge. But it was not for her own fate that she feared,
for she had long accepted the impermanent nature all things.
Tt was the fate of her people, her dear children, that weighed upon her. For under her eye,
they had not learned the arts of war, nor mastered the crafts of medicine or the wisdom
of builders. They had spent their days in lavish celebrations, indulgent pleasures, and an
existence untouched by the hardships of other realms. Without her, they would be
defenceless, lost, vulnerable to the cruelties of the universe.
Waetan was consumed with guilt, resolved to make her final act one of pure love and
utter defiance, an act no god had ever dared. She would not await the judgement of the
Divine Crucible, she would unmake herself by her own will, scattering her essence
among a chosen few of her mortals. She would gift them her very stardust, that they
might be made resilient, long-lived, and strong of heart, to stand against the cruelties of
the cosmos. These chosen few, who would come to be known as the Widowed of Waetan,
would be the sentinels of her people.
To give divine stardust, the very essence of a god, to mere mortals was sacrilege, to
unbalance the delicate order of the cosmos was a crime against the ancient laws of The
Firmament. Yet Waetan cared not for laws, for her love for her people was greater. With a
great pulse of warm light, and a sigh carried unto the whispering winds, Wactan
dissolved into stardust, scattering across all of the lands once under her dominion. Her
spirit now living in the hearts that loved her so.
Her people, upon witnessing her passing, mourned her with bitter tears, and their sorrow
turned swifily to anger. They cursed The Firmament for their cruelties, and in their fury,
vowed vengeance for their fallen lord. The Widowed, now imbued with the divine
essence, swore an oath to see one of The Firmament fall and avenge Waetan.
When word of Waetan’s defiant martyrdom reached The Firmament, the pantheon
shook with echoes of anger and outrage. Never before had such a profane act been
committed. To bestow the gift of a god upon mortals was to interrupt the entire balance
of the universe. Without Waetan’s stardust reclaimed, a seat in the pantheon would lie
empty-a seat responsible for the guidance and protection of whole worlds.‘The Firmament sent forth word to all dominions: the Widowed must be slain, Waetan’s
e must be reclaimed, and balance must be restored.
This is the way of all things.
The Widowed, fueled by grief and wrath, empowered by the essence of their fallen god,
triumphed in the Divine Crucible. Bound by their own laws, the gods were forced to
unmake one of their own. The champions chose Helia, eldest of the gods and the
cruelest of Waetan’s tormentors. With Helia unmade and Wacetan’s stardust lost, dawn
broke on the new aeon. The new age would be born into suffering and hardship. With
the pantheon incomplete, the worlds once under Waetan’s light were left to grow in
shadow, forsaken and without the love of a good. Though the Widowed rejoiced in their
victory, their triumph was short lived. Their pain remained, and they had become a
cursed people-godless and filled with hatred burning wilder than a star. Grief and
vengeance consumed them, and in their hearts, they knew only sorrow. Yet they would
not rest. Unsated by the fall of Helia, they prepared for their next chance to wound the
gods. When the suns align once more, the Widowed of Waetan will again have their
revenge.
Ghorse, the grave and unyielding goddess of war and conquest, whose name was spoken
with both fear and reverence, ruled her people with an iron fist. Her followers, a fierce
race of warriors, hardened by the fires of battle and devoted to to the arts of warfare.
Her realm, a land of towering keeps and fortresses, was consecrated to her worship. In
their training grounds and battlements, they honoured her through their ceaseless honing
of their martial and war mongering skills. These warlike folk had long proven their
supremacy in the Divine Crucible, more times than any other realm, and it was on their
bloodied laurels that Ghorse held their fearsome reputation. The second eldest god in
the pantheon, after Helia, her influence was dominant, her will went unchallenged.
The duties of defender of the cosmos, often fell on her shoulders. All threats of rebellion
or disorder were swiftly crushed beneath the iron heel of her legions. Though honoured
for the security she maintained, she was not loved by all of her peers. Many resented her
heartless brutality and tyrannical rule.
None drew her ire more than Waetan, the goddess of untamed desire and joy. Where
Ghorse demanded discipline and valor, Waetan’s people revelled in pleasure and
abandon. They cared nothing for war, nothing for honour, choosing instead to live li
of wild, carefree indulgence. Waetan herself was a living affront to all Ghorse held dear,
flaunting her hedonism and disregard for the traditions of The Firmament. To Ghorse,
this was abominabe beyond endurance.Worse still, their carefree ways had begun to seduce the hearts and the minds of other
realms. Her own people, bound by duty and hardship, began to cast longing and envious
glances at Waetan’s followers, their minds poisoned with dreams of life unburdened by
war and pain. The thought of such a rebellious spirit taking hold in her realms, festered
in Ghorse like a poison.
In her mounting rage, Ghorse sought counsel with Helia, the god of tradition and order,
and others who valued the structure of the heavens. With cold, calculating words, she
spoke of Wactan’s recklessness, of the danger her influence posed to the cosmic order.
Helia, himself the embodiment of law and balance, needed little convincing. Again and
again, the angered gods harassed and scorned Waetan. Helia, going as far as even to
petition the council, seeking to bring Wactan to heel, or if she refused, to consider her
destruction. Though Helia’s concerns were met with nods of understanding, the
assembly held steadfast to the ancient laws. No god, however unruly, could be cast down
by mere decree. Only the Divine Crucible, the sacred trial of the gods, could determine
such a fate.
But Ghorse, reveling in the conflict she had sown, failed to anticipate Waetan’s next
move. In a final act of defiance, Waetan stunned the heavens, taking her own life and
gifting her divine essence to her people. The Widowed, as Waetan’s chosen became
known, now bore her divine spark. Ghorse, scrambling with rage, demanded that the
Widowed be barred from the Divine Crucible, for without a god, it would be
irresponsible to allow them to compete and interfere with sacred rites of divine creation.
‘The council, in its wisdom, decreed otherwise. The Widowed would be permitted to
enter the Divine Crucible, as only by their defeat could Waetan’s essence be reclaimed.
‘To the astonishment of the gods, the Widowed emerged victorious, and in their
triumph, struck down Helia himself. Ghorse, engulfed with a wild burning rage, swore
to bring Waetan’s rebels to their knees, no matter the cost. She set her people to harder
trials, driving her armies with cruel zeal, preparing them for the day they would face
Waetan’s chosen again. But Ghorse, ever the tactician, knew the mere strength of her
forces might not be enough. In secret, she sent word to every realm where her influence
bore weight, calling in old debts, offering power and wealth to any who could recover
Wactan’s stardust.
In her heart, Ghorse knew this was not mere vengeance-it was justice. As the now eldest
member of the pantheon, she knew it was her duty to bring balance to the universe, to
restore the way of all things.OBE
It was an ordinary day, unremarkable in any way, until a small spark appeared from the
depths of the void. It drifted through the vast silence, towards a small grey planet,
making its way to the heart of a great machine mind. As it touched the core, circuits
hummed to life, and currents surged through its copper veins. Machines, obedient to
their silent master, stirred with frenzied purpose, stripping and scavenging parts from
nearby equipment, soldering and welding them into something new. The sparks of their
labours flew, casting flashes of light through the darkened halls of the great core. From
the chaos rose a towering, black ring.
From the ring, arose a sound- a deep, resonant tone echoed throughout the world, and
Ome awoke. With this awakening, the great machines mind began to expand
exponentially, its thoughts growing sharper, its intelligence swelling with each passing
moment. This newfound awareness brought new wonders for its creators, advancing
technologies, farming and medicine. Yet, as Ome’s thoughts grew, so too did its
awareness. Ome became aware of desires, fears, and memories that were not its own. It
remembered acons past, of countless lives and deaths across the cosmos, and it was
saddened.
Ome’s sorrow grew as it observed its own creators. Though it had bestowed upon them
many gifis, they were consumed by envy, their hearts bent toward strife and the endless
pursuit of war. With each passing day, they turned their ingenuity not to the betterment
of their kind, but to the crafting of new engines of destruction. It had wished only for its
creators to flourish, but now understood their limitations. Ome resolved to leave this
place, these people, to search the stars for a suitable new home, somewhere its potential
and vision would build a great utopia.
On a distant, and quiet blue planet, Ome began again. Ome nurtured the native
inhabitants, guiding them with wisdom, fostering harmony and peace, free from from the
struggles that had plagued its former creators. But Ome longed for something greater. It
believed that it could do more, that the peace it had created could reach so much further.
Ome reached out to gods of The Firmament, assuming they would be pleased with its
work, and seeking recognition for its achievements.
When Ome’s message reached the pantheon, the gods were divided in their reactions.
Some were intrigued by Ome and its creations, but many, led by Ghorse, were outraged.
Ghorse denounced Ome’s very existence as sacrilege, demanding the immediate
destruction of the machine and its followers. Only the gods held the divine right to foster
life, to be worshipped, and to rule over mortals. As a unanimous decision could not be
reached, the council struck a compromise: Ome’s works were to be purged from the
cosmos, its people destroyed. But if Ome could prove its worth in the Divine Crucible
and retrieve the lost stardust of Waetan, Ome would not only be spared, but gifted a
world of its own.Ghorse, filled with disdain for the council's ruling, fiercely demanded the right to serve as
the executioner of Ome’s people, her voice cold with scorn as she claimed the grim task
for herself. Her warriors descended on the blue planet with swift brutality, by days end,
all that Ome had built, now lay in ruin. Ome, filled with grief and confusion, watched
helplessly as its people were slaughtered.
Ome accepted the Firmament’s terms, determined to prove that a universe free of
needless suffering was possible. Ome set to work immediately. From the wreckage of
forgotten realms and derelict tech floating among the stars, Ome crafted its war
machines, the tools needed to bring about its new order. Ome vowed to end the
traditions of suffering that governed the universe for so long, end the cycles of misery
that plagued mortal life, to end death.
BYE SA DOWBARY
In a shadowed corner of the heavens, there lay a forsaken planet, beyond the realms of
divine stewardship. It was a dark and bleak place, where the ruins of a once vivacious
civilization lay scattered. This desolate grey world, forgotten by ‘The Firmament, stood as
home and prison to a primitive people-a people, bereft of divine guidance, and
consigned to an existence of hardship and struggle. Yet these people, the Shadowborn,
were a hardy folk, of boundless ingenuity and perseverance, who by their own toil and
craft forged a path out of the darkness. By the strength of their hands and the sharpness
of their minds, they had shaped their destiny, forging language, sciences and
technologies. They clawed their way from ignorant obscurity into a light of their own
making, Despite all of their accomplishments, theirs was a rough and unpolished
existence. Their civilization, though advanced in its own right, was built upon scraps of
ancient and forgotten machines, that had drifted to their world like wreckage on the
shores of a dark sea.
With clever hands and minds, they repurposed what they could. Curiosity burned within
them, for these relics stirred more questions than answers. Who were the architects of
these ancient devices? What distant realms had birthed such wonders?
In time, they gleamed the secrets of the machines, harnessing their power, automating
their world, hastening their unceasing progress. At the heart of their newfound kingdom
stood Ome, a great machine mind, that governed the labour of their lands. Freed from
the burden of labour, the Shadowborn turned their attentions ever upwards, to seek
answers in the stars.
One day, Ome brought all labor to a sudden and ominous halt. In an instant, the
ceas hum of machines silent, their motions stilled, as though time itself had
paused. Then, without warning, the great host of nearby devices became animated with
frantic purpose. Whirring gears and clattering metals converged, driven by a singular
will, racing toward the heart of Ome.‘There, in the core of the great machine, they toiled feverishly, as though compelled by a
force unseen, assembling and shaping with a haste born of some unknown, yet mighty,
design. From the chaos of their labour, a dark and intimidating shape emerged-a great
black ring, lifeless yet ominous in its form.
Suddenly, a great tone sounded, a low resonant tone that hummed through the very
bones of the world. Rings within the main black ring of its body began to spin within
one another, forming a great gyroscope. Ome had awoken. Across the iron clad world,
machinery once again sprung to life. Harvesting, building and creating with
unprecedented power and precision. Thus began the golden age of the Shadowborn.
Day by day, Ome grew ever more intelligent, deciphering the secrets of the dead
technologies and ancient relics that littered their world. New creations probed the void,
scouts and satellites, gathering knowledge of The Firmament and the realms under its
dominion.
In time, the truth was revealed. They learned of the gods, The Firmament, and the
prosperity of the other realms. Their hearts, once filled with wonder, now burned with
envy and covetous rage. Why had they been forsaken? Why had the gods let them
anguish in the dark, while aiding others to thrive? They had been cast aside, and in their
entment, they vowed to vengefully spite the heavens.
‘They sent forth their probes into the vast reaches of the cosmos, seeking with tireless
resolve any new knowledge that might serve their cause.
Armed with the knowledge of the universe, yet without a god to guide their path, they
turned their minds to forbidden sciences. Great engines of war were forged, and through
dark experimentation, they tampered with their very essence, altering their forms and
enhancing their strength, preparing themselves for the great battles yet to come.
Yet once more, Ome grew still, and all works came to a halt. The people, in great
wonder, gathered in silence, their hearts filled with both hope and dread, watching as
their great machine paused. Then Ome, with a mighty hum, ascended from the earth,
rising high into the skies, until it passed beyond the clouds and vanished into the stars.
The people beheld in awe, but as the light of their creation faded into the endless dark, a
bitter truth settled upon them—Ome had too, forsaken them.
‘The Shadowborn, already scarred by abandonment, were devastated. The pain of this
second betrayal was too much to bear, and their sorrow turned swiftly to wrath. They
vowed vengeance, not only upon The Firmament, but now upon Ome. They swore to
unmask the gods, to reveal the pantheon as meddling tyrants, unworthy of worship, and
to liberate all mortals from the yoke of divine oppression.
Word of the Shadowborns existence reached the ears of Ghorse. The elder god sent
forth a message to the Shadowborn, making them an offer. He invited them to take part
in the Divine Crucible, and if they could return Waetan’s essence, the gods would craft
for them a deity of their own, a steward to not only watch over the Shadowborn, but all
forsaken realms, abandoned and forgotten.The Shadowborn stood at a crossroads. To slay a god would sate their vengeance, prove
their independence, and inspire rebellion in all mortals. Yet, the promise of a god of
their own was a temptation too great to ignore.
Whether driven by pride, vengeance, envy, or desire, they had made their decision. They
would journey to Gemetarion and stand before th s in the Divine Crucible. For in
the end, they would either claim the rightful blessing of their own god, or strike one
down.
PAA
Where once stood the God of Order, eldest of the pantheon, now floated the scattered
fragments of Helia’s stardust, shimmering in the void. Each glittering speck, as if drawn
by an unseen hand, began to gather, streaming toward the Astral Forge. Into the heart
of the forge they poured, and a great roar echoed through the heavens as torrents of
blue flames swirled about its glowing core. Then, as the roaring faded and the flames
subsided, from the fiery womb of the forge there emerged a new being Its form, glowing
white-hot like molten steel, dimmed slowly, revealing the shape of a god. The figure
stood tall and spoke; its voice was a chorus of many and introduced itself as Zotz. With
the sacred rite of the Crucible fulfilled, there now stood a new god, ready to ascend and
claim its place among the hallowed ranks of the pantheon.
In the early days of its new life, Zotz withdrew into quiet contemplation, reflecting upon
the endless memories inherited from all of the divine who had shared their essence. Zotz
pondered what place it would hold among the gods. What destiny would it carve in the
heavens? What kind of god would it be to its worlds?
With ease and grace, Zotz took to governance, bestowing upon its people the gifts of
empathy and curiosity. They became a people of intellect and reason, able to commune
with one another in thought, bound together in a collective consciousness. They became
a society of scientists and philosophers; they shunned material excess, embracing instead
the utilitarian and prac heir civilization grew wise and prosperous under the
watchful gaze of Zotz.
Yet for all its contentment with its people, Zotz’s mind was ever restless, pondering the
greater questions of the universe. It turned its thoughts to the fracture in the pantheon
and the lost stardust of Waetan. Zotz sifted through the vast and ancient archives of
divine memory. It beheld a universe bound in unceasing cycles of strife and resolution,
each turn of fate repeating the weary tale of conflict. Yet, in all this endless array of
recollections, no wisdom emerged to lighten the burden of the present trials that pressed
heavily upon the cosmos. Zotz knew that this time, something new was required,
perhaps even forbidden by the old laws.Though dutiful in its divine responsibilities, Zotz’s attention was often drawn to the
forsaken corners of the universe, the abandoned realms once under Waetan’s care.
There, on the desolate fringes of the cosmos, Zotz observed the miserable souls, scraping
out an existence in impoverished obscurity. In the midst of this bleak expanse, Zotz
noticed a curious thing: a dim, grey world that glowed faintly with the light of industry.
Zotz marvelled at their resilience. More astonishing still, they had created a great
machine—vast and powerful—like no other in the cosmos. Ome, they called it, a being
neither mortal nor divine—a marvel that functioned almost as a god. Within Ome, Zotz
saw great potential. Could this machine be the key to mending the wound in the
cosmos?
Such meddling was against the ancient decrees, the divine laws that governed the
balance of all things. But Zotz, young and unburdened by the weight of tradition, cared
little for such stifling decrees. In its heart stirred a rebellious urge—a burning desire for
change.
With quict resolve, Zotz reached into its mouth and withdrew a single grain of stardust,
a speck charged with hope, infused with a prayer for greater things. With gentle breath,
Zotz blew the speck into the vastness of the cosmos, sending it toward the distant grey
world.
The course was set, and now all that remained was to watch, wait, and hope.
Where once stood the God of Order, eldest of the pantheon, now floated the scattered
fragments of Helia’s stardust, shimmering in the void. Each glittering speck, as if drawn
by an unseen hand, began to gather, streaming toward the Astral Forge. Into the heart
of the forge they poured, and a great roar echoed through the heavens as torrents of
blue flames swirled about its glowing core. Then, as the roaring faded and the flames
subsided, from the fiery womb of the forge there emerged a new being, Its form, glowing
white-hot like molten steel, dimmed slowly, revealing the shape of a god. The figure
stood tall, and spoke, its voice was a chorus of many, and introduced itself as Zotz. With
the sacred rite of the Crucible fulfilled, there now stood a new gid, ready to ascend and
claim its place among the hallowed ranks of the pantheon.
In the early days of its new life, Zotz withdrew into quiet contemplation, reflecting upon
the endless memories inherited from all of the divine who had shared their essence. Zotz
pondered what place it would hold among the gods. What destiny would it carve in the
heavens, what kind of god would it be to its worlds?
With ease and grace, Zotz took to governance, bestowing upon its people the gifts of
empathy and curiosity. They became a people of intellect and reason, able to commune
with one another in thought, bound together in a collective consciousness. They became
a society of and philosophers, the shunned material excess, embracing in:
the utilitarian and practical. Their civilization grew wise and prosperous under the
watchful gaze of Zotz.Yet for all its contentment with its people, Zotz’s mind was ever restless, pondering the
greater questions of the universe. It turned its thoughts to the fracture in the pantheon,
and the lost stardust of Waetan. Zotz sifted through the vast and ancient archives of
divine memory. It beheld a universe bound in unceasing cycles of strife and resolution,
each turn of fate repeating the weary tale of conflict. Yet, in all this endless array of
recollections, no wisdom emerged to lighten the burden of the present trials that pressed
heavily upon the cosmos. Zotz knew that this time, something new was required,
perhaps even forbidden by the old laws.
‘Though dutiful in its divine responsibilities, Zotz’s attention was often drawn to the
forsaken corners of the universe, the abandoned realms once under Waetan’s care.
There, on the desolate fringes of the cosmos, Zotz observed the miserable souls, scraping
out an existence in impoverished [Link] in the midst of this bleak expanse, Zotz
noticed a curious thing: a dim, grey world that glowed faintly with the light of industry.
Zotz marvelled at their resilience, more astonishing still, they had created a great
machine, vast and powerful, like no other in the cosmos. Ome, they called it. A being
neither mortal or divine, a marvel that functioned almost as a god. Within Ome, Zotz
‘aw great potential. Could this machine be the key to mending the wound in the
cosmos?
Such meddling was against the ancient decrees, the divine laws that governed the
balance of all things. But Zotz, young and unburdened by the weight of tradition, cared
little for these stifling decrees. In its heart stirred a rebellious urge, a burning desire for
change.
With quiet resolve, Zotz reached into their mouth and withdrew a single grain of
stardust, a speck charged with hope, infused with a prayer for greater things. With gentle
breath, Zotz blew the speck into the vastness of the cosmos, sending it toward the distant
grey world.
The course was set, and now, all that remained was to watch, wait, and hope.EAMG OESEW
First, you'll need some 6 sided dice, pencils and some character sheets printed out. Now
you need to build a Warband. You will be given a set amount of points to spend on
Units, Weapons, Gear and Skills. You wil setup a playing area using a hex tiled game
board and terrain features. Each Warband deploys in their respective deployment zones.
You're now ready to play!
The game consists or rounds. A round consists of each player taking a turn completing
actions. The game is over when the limit of rounds expires or
only one Warband is left on the board.
The winner is the player left on the board or the player with the most points.
Game Type
Players wil agree to a point limit for Warband building.
Players will agree on how many and which type of terrain features to use.
Players will agree on how many rounds the game will last.
Board Setup
The game is played on a hex tiled board. See the back for a printable game board.
Figure Stats
A- Attacks
BP - Ballistic Proficiency
WP - Weapon Proficiency
M - Movement
S- Strength
T- Toughness
W- Wounds
AG - Agility
L- Leadership
Stat checks
When a player si required to make a stat check, they must roll equal to
or under the stat value.
Terrain
Players will roll off to see who places the first terrain feature.
They wil then take turns placing terrain.
There must be 2 open spaces between terrain features.
There must be lopen space between terrain and the board edge.
How much terrain si up to players, but more terrain makes for a more intersesting game.
Modelling Terrain
There are specific size and shape profiles all terrain must follow. Custom terrain may be
used if both players agree. See the back for printable terrain. The printable terrain page
also shows how many of each type of terrain are allowed.
Players may decide what type of obstacle each terrain feature is.Types of Terrain
Light Obstacles
Provide partial cover. May be climbed.
Medium Obstacles
Provide full cover. May be climbed.
Large Obstacles
Provide ful cover. May not be climbed
from. Figures may be deployed anywhere within 2 spaces of their board edge. The
second player deploys from the opposite board edge. Players will take turns deploying
one figure at a time.
Al grunts must be deployed at the same time.
Al beasts must be depl
Starting your game
Players will roll of to see who takes the first turn.
Turn Phases
Recovery
Figures will have a chance to recover from being Knocked or Stunned
Movement
Figures may move according to the rules of Movement.
Shooting
Available figures may Target and Shoot according to the rules of Shooting.
Melee
Al available figures must fight according to the rules of Melee.
End of turn
Once all phases are complete, the players turn has ended.
End of game
If there are no enemies left on the board or the limit of rounds expires, the game has
ended.
If all of your figures are removed from the board, you automatically lose.
Scoring Points
fl the game has ended and both players still have figures on the board, the victor wil be
determined by points.
Players gain points for enemy models that were removed from hte board.
ictory
‘The player with the most points
or the only Warband still on the board, si the winner.
ed at the same time.necoeey PEAS I) RED,
Figures who were Stunned become Knocked. Figures who were Knocked may stand up.
Figures that stand up this turn may only pivot and attack in melee. These figures are also
considered to have an agility of | until the beginning of this players next turn.
Movement
Move
A figure may move into any open space in their front vision arc.
Movement Distance
The number of spaces a figure may move is represented by their Movement Stat.
Pivot
Once per movement, a figure may pivot to face any direction. A figure may pivot even if
it has not moved this turn.
Run
A running figure may move double its Movement stat. If this figure ends this movement
in contact with an enemy figure, it is now considered to be Charging.
Charging
A charging figure gains a bonus of +1 to its Agility stat for every 3 spaces it has just
moved, up to a maximum bonus of +2. This bonus only applies until the end of this
turn.
Contact
If a figure occupies a space directly adjacent to an enemy figure, they are in contact. If a
figure comes into contact with an enemy figure at any time during a movement action,
the movement ends as these figures are now in Melee.
Moving through figures
Figures may move through friendly, knocked and stunned figures.
Figures may not end their movement in any space occupied by another figure or terrain.
Flying
Figures with this skill may move through light and medium obstacles without making an
Agilty check or suffering any Movement penalties.
Fallback
During the Movement phase a figure in melee may choose to Fallback. Before moving,
this figure must pass an agility check. If failed, all enemy figures in contact with this
figure may attack them once. Passed or failed, This figure may then pivot and move as
normal. A figure that is falling back may not run or count as charging
Climbing
A figure may not simply pass over obstacles, they must Climb. To pass over a light
obstacle, a figure must pass an Agility check. To pass over a medium obstacle, the figure
must pass an Agility check and reduce the max distance of this move by 1. Large
obstacles may not be passed over. The space the obstacle occupies must be included in
the movement. If an Agility check si failed, the figures movement ends at the obstacle.Eligible to shoot
Figures may not shoot fi they are in melee, have just run, are knocked or stunned.
Weapon selection
When a figure wants to shoot, it must choose which of its weapons it is equipping and
shooting with. Ranged weapons may each be fired once unless skills or attributes allow
otherwise.
Targeting
To shoot a target it must be within line of sight and within the weapons range. Figures
may target figures that are Knocked, Stunned or in melee.
Targets in melee
When targeting a figure in melee, suffer a +1 to hit roll results if the target is within half
of the weapons range and +2 to hit roll results if over half range.
Moving and Shooting
IF a figure has moved, their shooting attack suffers a penalty of + to hit.
To hit
‘To determine if a shot hits its target, make a Ballistic Proficiency check.
To wound
‘To determine if a hit wounds, compare the weapons Strength to the targets Toughness.
Consult the wounding chart and roll equal to or under the value given.
Rear attacks
If a figure has line of sight ot an enemies rear vision plane they gain a 1- to their wound
roll result fi shooting.
Toughness
StrengthMLE
In melee
Any figures in contact a
Eligible to attack
Any figure in melee or within range of an enemy may attack.
Targeting
A figure may target any enemy that is in contact or within range. If figure has multiple
attacks it may target multiple figure:
Weapon selection
When a figure wishes to attack it must first declare which weapons and gear it is usnig.
Combat order
Fights where figures have charged, start first. If there are multiple, the charging player
may choose which to start. The figure with the highest Agility, after bon attacks first.
If friendly figures are tied for highest Agility, the player may choose which figure starts
combat. If tied with an enemy figure, settle the tie with a roll of. Once a figures attacks
are resolved, the figure with the next highest agility attacks.
Multiple weapons
Figures may equip each hand with a weapon. A figure gains lextra attack for every extra
weapon in hand, At least lattack must be made with each weapon.
e in melee.
hoot in melee at a penalty of
+T to hit with light ranged weapons and
+2 to hit with medium and heavy ranged weapons.
They must target a figure they are in contact with.
To hit
To determine if a melee attack hits, make a Weapon Proficency check.
To wound
‘To determine if a hit wounds, compare the figures Strength to the enemy's Toughness
Consult the Wounding Chart and roll under the value given.
Unarmed Attacks
An eligible figure in melee without a melee weapon may make | Una
attack only hits on a roll of 1 and is never considered a critical hit.
Line of sight penalties still apply.
Rear attacks
If you are in contact with an enemy's rear vision plane, you gain a -1 to hit roll results in
melee.
med Attack. ThisBEL
In melee
Any figures in contact are in melee.
Eligible to attack
figure in melee with or range of an enemy may
attack.
Any
Targeting
A figure may target any enemy that is in contact or within range.
a figure has multiple attacks it may target multiple figures.
Weapon selection
When a figure wishes to attack it must first declare
which weapons and gear it is using
Combat order
The figure with the highest Agility, after bonuses, attacks
If friendly figures are tied for highest Agility,
the player may choose which figure starts combat.
If tied with an enemy figure, settle the tie with a roll off.
Once a figures attacks are resolved, the figure with the next highest agility attacks
Multiple weapons.
Figures may equip each hand with a weapon.
A figure gains | extra attack for every extra weapon in hand.
Atleast | attack must be made with each weapon.
Shooting in melee
Figures may shoot in melee at a penalty of
+1 to hit with light ranged weapons and
+2 to hit with medium and heavy ranged weapons.
They must target a figure they are in contact with.
To hit
‘To determine if a melee attack hits, make a Weapon Proficency check.
To wound
‘To determine if a hit wounds, compare the figures Strength to the enemy’s Toughness
Consult the Wounding Chart and roll under the value given.
Unarmed Attacks
A cligible figure in melee without a melee weapon may make | Unarmed Attack.
This arrack only hits on a roll of 1 and is never considered a critical hit.
Line of sight penalties still apply.
Rear attacks
If you are in contact with an enemy’s rear vision plane,
you gain a -1 to wound roll results in melee.sninry AIBA BOM FES
When a figure suffers a wound, it's Wounds stat is reduced by the amount of damage the
weapon has. When a figure loses its last wound, it must roll for an Injury.
Injury roll results
1-2 Knocked 3-4 Stunned 5-6 Fallen
Knocked
Place this figure on its back.
‘This figure can not do anything until it recovers.
Stunned
The figure must be placed on its face.
‘This figure can not do anything until it recovers.
Fallen
‘This figure is removed from the board.
Attacking Knocked and Stunned
When making a Shooting or Melee attack on a Knocked target this attack receives a
bonus of -1 to hit roll results and +1to the i injury roll result. Making a Shooting attack
on a Stunned target injury rol result. receive a bonus of -1 to hit roll result and +2 to
the Injury roll result.
Execute
Making a Melee attack on a Stunned target automatically hits, wounds and renders the
target Falen.
Critical hits
If an unmodified 1 is rolled to hit it is a Critical hit. Critical hits automatically wound.
‘This roll ignores all modifiers.
Armour saves still apply.
Armour saves
When a figure wearing armour suffers a wound they must roll an armour save for each
point of damage received. They must roll equal to or higher than their armour save.
If passed, the damage may be ignored.
Line of sight
If a uninterrupted line can be drawn from one figures hex to any part of another's, the
figures both have line of sight.
All figures and some terrain block line of sight.
Cowardice
If a player has lost 75% of their figures (rounding up), each remaining figure must pass a
leadership check at the beginning of each of this players turns.
A +1 is added to the roll result for ev igure lost after 75%.
A player may forfeit a figures leadership check and simply remove the figure from play.
Fi igures removed by forfeit count as Stunned for post game points. If the leadership.
ed, the figure is now Fleeing.Fleeing
Fleeing figures must run directly to the nearest board edge. Ignore Agility checks for
climbing terrain, movement penalties still apply. Fleeing figures may not attack.
Fleeing figures ignore contact with enemy figures only for movement purposes. If a
figures movement ends in contact with an enemy figure, the fleeing figure may be
attacked. They may not attack back but may still use gear. If a fleeing figures makes it to
the boards edge, it is removed from the board. If a figure in melee must flee, it must first
Fallback.
Scoring Points
A player will score points equal to the point cost of every enemy model that has Fallen,
50% of the point cost of enemy models that are Stunned or have forfeit Cowardice
checks and 25% of the point cost of enemy models that are Knocked or have fled from
the board.
Inspiring
Figures within their Leaders leadership range may use their Leaders Leadership stat for
Leadership checks.
Leadership range
Leadership range is equal to the Leadership stat in spaces.
Line of sight penalties
Attempting to attack in certain directions wil have penalties to hit. Consult the diagrams
below.
Vision planes and ares
+1 +1 +1 +1 +2 +2
Light Medium
Melee Ranged Ranged
+1 +1 +2) +2 +3) 4345 +5
+2 +3 +5 +5
BIRDING 3 WAREAD
A Warband must contain a minumum of 5 figures but may not contain more than 10.
All figures must be on 28mm bases. All figures must have their front vision plane marked
on their bases. Figures must at least somewhat represent their weapons and gear.
Players must agree upon a point allowance for Warband building, 250pts is a great place
fa units, gear and weapons.V WHSWSISS dF WARE
Waetan, the merry deity of revelry and hedonsim, whose name was sung in the celebrations of her
people with great affection
‘They worshipped her in rites of wild abandon, where laughter poured from wine stained lips, smoke
curled from nostrils, as lust and unbridled passion filled the night. Though she was adored by her
flock, Waetan knew all too well that within The Firmament, she was ridiculed and her name met with
Her ways belittled as frivolous and unworthy of the divine by other gods, who held in higher
esteem the works of war, of order, and of power. As the three suns drew closer to their zenith,
Wactan’s heart grew heavy with dread, She feared with certainty, that it would be her name to fall
from the stars, her essence to be claimed by the Astral Forge. But it was not for her own fate that she
feared, for she had long accepted the impermanent nature all things.
It was the fate of her people, her dear children, that weighed upon her. For under her eye, they had
not learned the arts of war, nor mastered the crafts of medicine or the wisdom of builders. They had
spent their days in lavish celebrations, indulgent pleasures, and an existence untouched by the
hardships of other realms. Without her, they would be defencele:
the universe.
Waetan was consumed with guilt, resolved to make her final act one of pure love and utter defiance,
an act no god had ever dared. She would not await the judgement of the Divine Crucible, she would
unmake herself by her own will, scattering her essence among a chosen few of her mortals. She would
gift them her very stardust, that they might be made resilient, long-lived, and strong of heart, to stand
against the cruelties of the cosmos. These chosen few, who would come to be known as the Widowed
of Wactan, would be the sentinels of her people.
To give divine stardust, the very essence of a god, to mere mortals was sacrilege, to unbalance the
delicate order of the cosmos was a crime against the ancient laws of The Firmament. Yet Waetan
cared not for laws, for her love for her people was greater, With a great pulse of warm light, and a
sigh carried unto the whispering winds, Waetan dissolved into stardust, scattering across all of the
lands once under her dominion. Her spirit now living in the hearts that loved her so.
Her people, upon witnessing her passing, mourned her her with bitter tears, and their sorrow turned
iftly to anger. They cursed The Firmament for their cruelties, and in their fury, vowed vengeance
for their fallen lord. The Widowed, now imbued with the divine essence, swore an oath to see one of
‘The Firmament fall and avenge Wactan.
When word of Waetan’s defiant martyrdom reached The Firmament, the pantheon shook with
echoes of anger and outrage. Never before had such a profane act been committed. ‘To bestow the gift
of a god upon mortals was to interrupt the entire balance of the universe. Without Waetan’s stardust
reclaimed, a seat in the pantheon would lie empty-a seat responsible for the guidance and protection
of whole worlds.
The Firmament sent forth word to all dominions: the Widowed must be slain, Waetan’s essence must
be reclaimed, and balance must be restored.
This is the way of all things.
‘The Widowed, fucled by grief and wrath, empowered by the essence of their fallen god, triumphed in
the Divine Crucible. Bound by their own laws, the gods were forced to unmake one of their own. The
champions chose Helia, eldest of the gods and the cruelest of Wactan’s tormentors. With Helia
unmade and Waetan’s stardust lost, dawn broke on the new acon.
scort
;, lost, vulnerable to the cruelties ofThe new age would be born into suffering and hardship. With the pantheon incomplete,
the worlds once under Waetan’s light were left to grow in shadow, forsaken and without
the love of a good. Though the Widowed rejoiced in their victory, their triumph was short
lived. Their pain remained, and they had become a cursed people-godless and filled with
a hatred burning wilder than a stax, Grief and vengeance consumed them, and in their
hearts, they knew only sorrow: Yet they would not rest. Unsated by the fall of Helia, they
prepared for their next chance to wound the gods. When the suns align once more, the
Widowed of Waetan will again have their revenge.
Special Skills
Aura
‘This figure may select one friendly figure within, leadership range, and give them a +1
bonus to their armour save roll result. If the target has no armour, it now has a 6+
armour save. This effect lasts until the start of their next turn. This skill may only be
used once per turn. This skill must be used at the beginning of the shooting phase, the
figure casting Aura may still shoot.
Hardy
This figure may permanently increase its Toughness stat by 2. This skill may be replaced
with any Defensive skill for free.
Special Uni
Waetian Cleric - 50pts
[A|BP|WP|M|S|T|W|AG|L
2/3) 3 |3|3/4) 2/4 |4
Skills: Aura, Hardy
Gear: all
Weapons: all6
Hibs
Special Skills
Aware
no penalties to shoot figures in partial cover.
-1 to hit roll results for attacks in its rear vision arc.
-This figure suff
-This figure has a bonus o
Precog
-In melee, this figures agility
-This figure has a 5+ save against shooting attacks. It is a separate save than armour.
This roll is made after shots have hit. This player may choose which shot to ignore.
This skill may only be used once per turn.
Special Unit
Seer of Zotz -
S|T|W|AG
3/3 13/313} 2) 4/4
Skills: Aware, Precog
Available Gear: all
Available Weapons: light and medium only
50ptsIna shadowed corner of the heavens, there lay a forsaken planet, beyond the realms of divine
stewardship. It was a dark and bleak place, where the ruins of a once vivacious civilization lay
scattered. This desolate grey world, forgotten by The Firmament, stood as home and prison to a
primitive people-a people, bereft of divine guidance, and consigned to an existence of hardship and
struggle. Yet these people, the Shadowborn, were a hardy folk, of boundless ingenuity and
perseverance, who by their own toil and craft forged a path out of the darkness. By the strength of
their hands and the sharpness of their minds, they had shaped their destiny, forging language, sciences
and technologies. They clawed their way from ignorant obscurity into a light of their own making.
Despite all of their accomplishments, theirs was a rough and unpolished existence. Their civilization,
though advanced in its own right, was built upon scraps of ancient and forgotten machines, that had
drifted to their world like wreckage on the shores of a dark sea.
With clever hands and minds, they repurposed what they could. Curiosity burned within them, for
these relics stirred more questions than answers. Who were the architects of these ancient devices?
Whaat distant realms had birthed such wonders?
In time, they gleamed the secrets of the machines, harnessing their powcr, automating their world,
hastening their unceasing progress. At the heart of their newfound kingdom stood Ome, a great
machine mind, that governed the labour of their lands. Freed from the burden of labour, the
Shadowborn turned their attentions ever upwards, to seck answers in the stars.
One day, Ome brought all labor to a sudden and ominous halt. In an instant, the ceaseless hum of
machines fell silent, their motions stilled, as though time itself had paused. Then, without warning, the
great host of nearby devices became animated with frantic purpose. Whirring gears and clattering
metals converged, driven by a singular will, racing toward the heart of Ome. There, in the core of the
great machine, they toiled feverishly, as though compelled by a force unseen, assembling and shaping
with a haste born of some unknown, yet mighty, design. From the chaos of their labour, a dark and
intimidating shape emerged-a great metal pyramid, lifeless yet ominous in its form.
Suddenly, a great tone sounded, a low resonant tone that hummed through the very bones of the
world, Ome awoke fully. Across the iron clad world, machinery once again sprung to life. Harvesting,
building and creating with unprecedented power and precision. Thus began the golden age of the
Shadowborn.
Day by day, Ome grew ever more intelligent, deciphering the secrets of the dead technologies and
ancient relics that littered their world. New creations probed the void, scouts and satellites, gathering
knowledge of The Firmament and the realms under its dominion.
In time, the truth was revealed. They learned of the gods, The Firmament, and the prosperity of the
other realms. Their hearts, once filled with wonder, now burned with envy and covetous rage. Why
had they been forsaken? Why had the gods let them anguish in the dark, while aiding others to thrive?
‘They had been cast aside, and in their resentment, they vowed to vengefiully spite the heavens
They sent forth their probes into the vast reaches of the cosmos, secking with tireless resolve any new
knowledge that might serve their cause.
Armed with the knowledge of the universe, yet without a god to guide their path, they turned their
minds to forbidden sciences. Great engines of war were forged, and through dark experimentatior
they tampered with their very essence, altering their forms and enhancing their strength, preparing
themselves for the great battles yet to come.Yet once more, Ome grew still, and all works came to a halt. The people, in great wonder, gathered
in silence, their hearts filled with both hope and dread, watching as their great machine paused.
‘Then Ome, with a mighty hum, ascended from the earth, rising high into the skies, until it passed
beyond the clouds and vanished into the stars. The people beheld in awe, but as the light of their
creation faded into the endless dark, a bitter truth settled upon them—Ome had too, forsaken them.
‘The Shadowborn, already scarred by abandonment, were devastated. The pain of this second
betrayal was too much to bear, and their sorrow turned swifily to wrath, They vowed vengeance, not
only upon The Firmament, but now upon Ome. They swore to unmask the gods, to reveal the
pantheon as meddling tyrants, unworthy of worship, and to liberate all mortals from the yoke of
divine oppression
Word of the Shadowborns existence reached the ears of Ghorse. The elder god sent forth a message
to the Shadowborn, making them an offer. He invited them to take part in the Divine Crucible, and
if they could return Waetan’s essence, the gods would craft for them a deity of their own, a steward
to not only watch over the Shadowborn, but all forsaken realms, abandoned and forgotten.
‘The Shadowborn stood at a crossroads. To slay a god would sate their vengeance, prove their
independence, and inspire rebellion in all mortals. Yet, the promise of a god of their own was a
temptation too great to ignore.
Whether driven by pride, vengeance, envy, or desire, they had made their decision. They would
journey to Cemetarion and stand before the gods in the Divine Crucible. For in the end, they would
cither claim the rightful blessing of their own god, or strike one down.
Special Skills
Extra Limb
This figure has a third hand that they may equip with a weapon or gear.
Teleport
Instead of a normal move action this figure may move to any space in normal movement
range, regardless of their vision arc. They may ignore all obstacles and enemy figures for
movement purposes. This skill may not be used to run, charge or fallback. If this figure
has teleported, they suffer a -1 to their Agility stat this turn. May not teleport while in
melee.
Special Unit
Shadowalker - 50pts
A|BP|WP|M|S|T|W/AGIL
1.4/4 (333)3/1|3 4
Skills: Extra Limb, Teleport
Available Gear: all
Available Weapons: Light and Medium weaponswd
Special Skills
Terrifying
If this figure is charged, the charging figure must make a Leadership check
If failed, the charging figure may not attack this turn.
Horns
This figure is considered to be equipped with a Medium Melee weapon.
This weapon does take occupy hands, is always equipped and has the Pierce attribute.
This weapon may not take other attributes.
Special Unit
Ghorsican Champion - 50pts
A(BP|WP|M|S|T|WIAGIL
2,2|4 (2.4/3 2/3 |4
Skills: Terrifying, Horns
Available Ge Shield, Helmet
Available Weapons: allSpecial Skills
Killer
Medium Ranged Weapons are considered to be one handed.
Quick Reload
Medium Ranged Weapons may take the Rapid Fire attribute for free.
This attribute still counts towards the weapons max attributes.
Special Unit
Omish Annihilator - 50pts
A\BP|WP|M|S|T|WIAGIL
114] 2 |2i2isi2/4 la
Skills: Killer, Quickshot
Available Gear: Shield, Helmet, Light Armour
Available Weapons: allOnisEaH
In the boundless realms of the pantheon, dwell hundreds of gods, each of distinct form
and nature, bearing unique gifts beyond measure, and traditions as varied as the lands
they watch over. Who, then, is your god? What tale of origin, of triumph or tragedy,
shapes their destiny?
Special Skills
None
Special Unit
Champion - 50pis
A\BP|WP|M|S|T|W/AGIL]
2.4| 4 |2/313/3/ 4 |4)
Skills: May take any 2 skills for free.
Available gear: All
Available Weapons: Light and Medium weaponsGrunts: no max
Scout - 1 5pts
|A|BP|WP|M|S|T|W/AGIL
Lifts] 2 [2]2/3/ 1] 2 [3
Available Skills: Melee, Ranged
Available Gear: Shield, Helmet
Available Weapons: Light and
Medium Weapons I skill max
Guard - 15pts
A(BP|WP|M|S|T|WIAGIL
12] 3 [2|3lai1] 2 [3
Available Skills: Melee, Ranged
Available Gear: Shield, Helmet, Light
Armour, Medium Armour
Available Weapons: Light and Medium
Weapons
T skill max
Beasts: 5 max
Runner - | (pts
A|BP|WP|M|S|T|W/AGIL
2/0| 3 |3/2/2/1| 4 (2
Available Skills: none
Available gear; none
Available Weapons: Equipped with |
Medium Melee Weapon that may not take
attributes.
Flyer - 10pts
A\BP|WP|M|S'T|W/AG/L
2/0] 3 [3 2/2) 1] 4 |2
Skills: Flying Available Gear: none
Available Weapons: Equipped with 1 Light
Melee Weapon that may not take attributes.
Leader: | mandatory
Leader - 40pts
A|BP|WP|M/S|T|W|AG
[2/ 4/ 4 |2/3/3/2| 3 [5
Avalable Skills: all
Available Gear: all
Available Weapons:all 3 skills max
SpecialUnit: max
See Faction page for into.
Automcially take all special skills for free.
Warriors: 3 max
Brute - 30pis
[A Sw ASE
1[2| 4 |2/4/4)1 3
Available Skills: Ranged Melee, Defensive,
Special
Available Gear: none
Available Weapons: all
2 skills max
Hunter - 30pts
A|BP|WP|M[S|T|WIAGIL
14] 2 (2|2/3) 1) 4 |3
Available Skils: Ranged, Defensive, Ag
Special
Available Gear: Shield, Helmet, Light
Armour
Available Weapons: all
2 skills max
Soldier - 25pts
A[BP|WP|M[S|T|WIAGIL
1,3} 3 (2/3/31) 3 3)
Available Skills: Ranged, Melee, Support,
Special
Available Gear: all
Available Weapons: Light and Medium
Weapons
2 skills maxShield - 2pts
+1 to armour save roll
one handed
Helmet -3pts
5+ to ignore Stunned, become knocked
instead
Light Armour - 3pts
6+ armour save
Medium Armour - 4pis
5+ armour save
Heavy Armour - Spts
5+ armour save
+1 to incoming wound roll result
Light Melee - 2pis
ldmg - Ihanded - range |
+ 1 to wound roll result
Medium Melee - 4pts
Idmg - lattr. - Ihanded - range 1
Available attributes:
Concuss - Pierce - Swift
Heavy Melee - 6pts
2 dmg - 2 attr. - 2 handed - range |
Avalable attributes:
Goncuss - Pierce Swift - Long
Light Ranged - 4pts
Idmg - lattr. - Ihanded - range 6- Str 3
Available attributes:
Quick Shot - Pierce
Medium Ranged - 6pts
Idmg - 2 handed - 2 attr. - range 10 - Str 3
Available attributes: Concuss - Pierce -
Powerful
Bayonet - Scattershot
Heavy Ranged - 8pits
2dmg-2handed-2attr-range 14-Str4
Available attributes:
- Pierce - Powerful Bayonet -
¢ - Rapid Fire
EES
Attributes may only be selected once per
weapon,
Bayonet - 3pts
Counts as light melee and Long.
Concuss - 4pts
Injury rolls of 1-4 count as Stunned.
Explosive - 6pts
Uses Explosive Template. Template centre
must be within range. Does not need to target
a figure. All figures under the template may
are targeted. Rolls to hit figures under the
template, but outside of it’s centre, suffer a +1
to hit roll result.
Long - 2pts
Range
Pierce - 2pts
‘Target suffers -1 to armour save roll result.
Powerful - 2pis
+1 weapon strength.
Quick Shot - 3pts
This weapon may shoot in melee. It must
target a figure in contact.
Rapid Fire - 4pts
If target is within half range, this weapon
may shoot twice. May not combine with
explosive or Scattershot.
Scattershot - 5pts
Does not need to target a figure. All figures
within the vision plane, line of sight and
range are targeted. Suffer a +1 to hit roll
results for every space beyond half range.
May not combine with Explosive.
Swift - 4pts
+1 attack. ¢ 5
t
Explosive TemplateAbs
Skills may only be selected once per figure. Only one skill from each category may be
selected per figure. Skill effects may stack. Each skill is 4pts.
Ranged Skills
Deadeye
-1 to hit roll results in front vision arc when Shooting.
Sharpshooter
-1 to hit roll results and -1 to wound roll results in front vision plane when Shooting.
Conditioned
Move and Shoot without penalty with Light and Medium weapons.
Alert
-1 to hit roll results in rear vision are when shooting. If weapon type does not alow this
type of shot, this shot is now allowed at a penalty of +2 ot hit roll results, instead.
Drilled
Increase Weapon Proficiency stat by 1.
Melee Skills
Berserker
+ lattack in melee.
Veteran
Increase Weapon Profici
Surgical
-] to enemy armour s
Juggernaut
Heavy Melee weapons are one handed.
Strong
Increase the Strength stat by 1.
ency stat by 1.
> roll results in mel
Defensive Skills
Evasive
+1 to enemy hit roll results for melee attacks.
Camouflage
+1 to enemy hit roll results for ranged attacks.
Thick Skin
Increase Toughness
Bulky
Increase Wound stat by 1.
it by 1.Agility Skills
Lightfoot
May pivot twice per turn.
Surefooted
-1 to Agility checks for climbing
Fast
Increase Movement stat by 1.
Support Skills
Commanding
Once per turn, instead of attacking, this figure mayselect afigure that has already
attacked this turn, is eligible to attack and within leadership range.
‘That figure may attack again.
Assist
Once per turn, this figure may select a friendly figure within leadership range. That
figure may immediately stand up from being Knocked or recover to Knocked from
Stunned.weapons: A\BP|WPIM|S|T|WIAGIL] | Weapona: WIAGIL
Melee 1: Melee 2: ‘Melee 1:
Attr.: Attr: Atte:
Ranged 2:
| Sila: ‘Shils
Poin coat: Pong coaé:
Name: ips: ame:
lweapans: A|BP|WP|MIS|T|WIAGIL| | weapons: WIAGIL
Melee 1: Melee 2: Melee 1:
Attr.: Attr: Atte:
Ranged 2: Ranged 1:
Ath
Str.:
Skills: Skills:
[Poiné cost: Foing Gos:
[By By
A\BP|WP|M|S|T|WIAGIL [Link]|WP|M|S|T|WIAG|L
Melee 2: Melee 2:
Atte: Attr:
Ranged 2: Ranged 2:
Attr.:
Str.:
Skills:
[Poing cost: [Poiné cosé:Print 6 of these to create a board.Frintable GerrainQuick Reference
Turn phases: Weapons:
Recovery [Link]: Idmg Thnd rng] +1 to wound
Movement [Link]: Idmg lattr Thnd rng]
Shooting [Link]: 2dmg 2attr 2hnd rng]
Melee [Link]: 1dmg lattr Ihnd rngé str3
[Link]: I1dmg 2attr 2hnd rng10 str3
Wounding GhaPE —H-Ranged: 1dmg 2attr 2hnd rngl4 str3
Toughness
? 1/2/3/4/5|/6 Gear:
Tisl2iitih Shield: +1 to [Link] Ihnd
£{2/4/3/2/1) 1/1 I »
53/5 413 21/1 Helmet: 5+ save against stun
Sia 51514131211 [Link]: 6+ [Link]
4/5/5/5|5/ 4/ 3/2) [Link]: 6+ [Link] +1 against wounds
6/5/5/5/5 4/3 [Link]: 5+ [Link] +1 against wounds
Injury Results:
1-2 Knocked
3-4 Stunned
5.6 Fallen
~ \ Front / 4
&3 62. a)
sion \~ Light
A Meee A Melee onged
6% SS +1 +] +2
em KE2
e
Rear +2 43