The Last War May 2024 Digital
The Last War May 2024 Digital
The Great War, The World War, The War to End All Wars:
the only true name it has is The Last War, for now
there remain not enough people to fight another.
2
Beasts, humans, and all in between now hunt these deserted
battlefields. Soldiers who have not realised the war
has ended, demons of myth and nightmares, and the few
remaining citizens pick at what is left behind.
3
Contents
6. Converting Forbidden 60. Setting and How to
Psalm to The Last War Play a Scenario
8. Creating a Crew 62. World Map
9. Name Generator 64. Setting up a
10. Special Troops Battlefield
12. Stats 65. Loot
14. Flaws 66. Weather and
16. Feats Conditions
4
Forbidden Psalm: The Last War is a
28mm miniatures agnostic game. You can use any miniatures
you already own, or build custom minis for this game.
Measuring
Measurements are in inches and you can pre-measure.
Dice Rolls
Dice Rolls, abbreviated DR, are used to determine the
outcome of actions you take. When a number appears after the
abbreviation, it means you must roll at least that number to
succeed. Tests in Forbidden Psalm are generally DR12 on a
D20, meaning you must roll at least 12 to succeed with all
modifiers taken into account.
ModifIers
Stats, Feats, Flaws, and Weapons add modifiers to the
result of the die roll. Modifiers in this game stack.
Costs of Items
Costs are in Resources (R).
To convert items from MÖRK BORG and supplements:
1 Resource = 10 silver, rounding up.
Manuscripts
Can be read to cast spells as per normal Forbidden Psalm
Rules (see page 26 for spellcasting rules).
6
Armor
To convert Armor from MÖRK BORG, take the average result
on the Armor Dice and round down. For example, light
Armor has D2 damage reduction in MÖRK BORG.
In Forbidden Psalm this translates to 1.
When you bring over a warband into The Last War and
they become a crew you may:
• Delete all Equipment and rebuy new Equipment,
starting with 50R for your crew.
• Reroll Flaws and Feats using this book.
• Leave one member behind (did they get lost on the way?)
and replace them with a Special Trooper.
By PV.Daniel A. Finney
8
NAMES OF THE SOON TO BE FALLEN
1. Angus 26. Ethel 51. West 76. Yora
2. René 27. Ruby 52. Water 77. Henry
3. Edward 28. Fernande 53. Joyce 78. Private
4. Shakes 29. Marius 54. Kaiser 79. Hunter
5. Tommy 30. Gaston 55. Pirandello 80. Boomer
6. Mary 31. Curt 56. Ash 81. Douglas
7. Andrée 32. Hermnann 57. Stopes 82. Horace
8. Hildegard 33. Frida 58. Rulfo 83. Charlie
9. Blighty 34. Erika 59. Opie 84. Negi
10. Cooties 35. Staaken 60. General 85. Jotham
11. DINGBAT 36. Cradock 61. Rostand 86. Brumowski
12. Hiram 37. Victoria 62. Tirailleur 87. Enrico
13. Maxim 38. Alexei 63. Veronika 88. Florence
14. Ypres 39. Vladimir 64. Varvara 89. Alvin
15. Cambrai 40. Corelli 65. Vasily 90. Hubble
16. Zepplin 41. George 66. East 91. Zelle
17. Tannenberg 42. Redacted 67. Minnie 92. Alice
18. Pershing 43. Beatrix 68. Johannes 93. Sing
19. Dardanelle 44. Johnny 69. Anne 94. Red
20. Masurian 45. Norman 70. Wolfgang 95. Ghost
21. Putnik 46. Brecht 71. Rose 96. Cavel
22. Anton 47. Walter 72. Blanche 97. Anna
23. Anfisa 48. A.D. 73. Jert 98. Miles
24. Richard 49. Missing No. 74. Needham 99. Adam
25. Ralph 50. Archie 75. Noble 100. Fish
Witch
Starts with two random Manuscripts, and can use these
to cast spells.
Sniper
Starts with a Sniper Rifle with 5 Ammo and +1 Presence.
Anti-Tank Gunner
Starts with an Anti-Tank Rifle with 5 Ammo and
1 Makeshift Explosive.
Scout
Starts with a Flare Gun with 2 Ammo and +2 Agility.
Gunner
Starts with a Buzzsaw with 10 Ammo and +1 Strength.
Trench trooper
Starts with a Prototype Armor, a Trench Club, and
+2 Toughness.
10
Flametrooper
Starts with a Flamethrower with 1 Fuel Tank and
ignores Burn (pg. 24).
Civilian
Can pick one extra Feat and reroll one Flaw. Can be
selected multiple times for a cost of 5 Resources each.
Loup-Garou
During nighttime missions this model gains +1 Agility,
Strength, and Presence. If this model is Downed it
auto-passes its Death Saves and never gains Injuries.
Hunter
Gains the Feat Vampires Don’t Exist. Starts with a
Dayfield Body Shield, Whisky, and a Rifle with 5 Ammo.
Arcane Scholar
Can select 1 Manuscript and gains the Feat
FAMILY HEIRLOOM.
Fog Tainted
Manuscripts do not work on this model.
Gains one Random Mutation (pg. 42).
Medic
As an action, can heal a model within 1 inch for D4HP.
Starts with a Bandage, Lead & Opium, and a Bandolier.
11
STATS
To generate each scavenger’s Stats,
take one of the following lines:
+3, +1, 0, -3
or
+2, +2, -1, -2
AGILITY
Used for Movement and Agility based attacks.
PRESENCE
Used for Spellcasting, Ranged attacks and Morale.
STRENGTH
Used for carrying capacity and Strength based attacks.
TOUGHNESS
Used for Health and tests against Diseases and Poisons.
12
HEALTH
Health Points = HP
HP = 8 + Toughness
13
FLAWS
1 Damned : roll two more times and apply all results.
2 Hoplophobia : cannot use guns. Reroll for Special Troopers.
3 Trench Foot : can only make a single Move per activation.
4 Broken:: suffers -1 to all tests.
5 Unlucky: rerolls all natural 20s rolled.
6 phonophobia : whenever successfully attacked by a
Weapon that EXPLODES must make a Morale test.
7 Weak heart : a Fumble on a Morale test means they die.
8 Baldrick : always carries a Turnip, - 1 Equipment Slot.
9 Mysophobia : auto-fails Morale if Diseased.
10 clumsy: drops Weapons if they roll a 3 or less on any combat test.
11 Forgetful: at end of Scenario roll a D4.
On a roll of 1 or 2 they loose 1 random piece of Equipment.
12 Safety FIRST: must always wear a Helmet (comes with a
free Helmet).
13 Flatulophobia : must always wear a Gas Mask (comes
with a free Gas Mask).
14 Dumber than they look :
-1 to Presence tests.
14
15 Flammable :auto-fails
Toughness tests against Burn Weapons.
16 Jammed: cannot un-jam guns.
17 Unhinged : will only use a
Knife and no other Weapon, reroll for Special Troopers.
18 Prey: when in line of sight of a
Hostile, is always treated as closest model to said
Hostile, regardless of other models on the table.
19 Brittle: takes twice as much
damage if Critically hit.
20 Lucky: no Flaw.
15
FEATS
1. SHARPSHOOTER
Ignores all cover modifiers to ranged attacks.
2. FAMILY HEIRLOOM
Carries a small family heirloom. When shot with a
bullet, roll a D6. On a roll of 1 the bullet hits
the heirloom and the model takes no damage.
3. LIGHT FOOTED
Ignores the Muddy Condition.
4. NIGHTINGALE
When within 1 inch of another model can make a
Presence test to heal them D4.
5. IRON LUNGS
Immune to Gas and Smoke.
6. WELL READ
Gains a free Manuscript.
7. VINNY
Comes with a free Makeshift Explosive at the start
of each Scenario.
8. SAPPER
As an action can dig a hole that provides cover for 1
model standing in the hole.
9. ZIG-ZAG
Scavenger is able to dodge incoming fire. All
ranged attacks suffer -3 to hit this model.
ORDERS .15
Can give up activation to allow another model
within 3 inches to act instead, even if that model has
already activated.
HERO .17
Can pick up another Downed model and carry them
without taking any negative effect.
RESOURCEFUL. 18
Never runs out of Ammo.
VET. 20
Roll twice more and take both results.
17
QUARTERMASTER
Even at the end of it all, capitalism rears its ugly head. The Quartermaster
is just the latest in the line of people making a buck from the desperate,
needy, and hungry. He offers no name when asked. Having found himself a nice
stockpile of Weapons from some forgotten pointless battle, he has set up
shop and is the only reliable source of Weapons, Items, and Armor.
In between Scenarios, Weapons can be purchased for the prices listed below.
Weapons may be sold back to the Quartermaster at half the price rounded down
(if rounded to 0, he does not buy them).
Each crew member has 5 + Strength Equipment Slots. Weapons, Items, and Ammo
all take up Equipment Slots.
ITEMS
1. Cotton Face Pads Prevents Gas effect for 2 rounds. . 7R
2. Lead & Opium Cures Diseases and Poison. 7R
3. Gas Mask Prevents ill effects of 15R
Gas and Smoke. Wearer
suffers -3 to ranged attacks.
4. Bandage Cures Bleeding. 1R
5. Lantern Provides Light. 3R
6. Bandolier Counts as 1 Equipment Slot but 5R
provides 3 extra Slots.
7. Whisky After drinking, auto-pass Morale 4R
tests for remainder of the
Scenario. Can be combined with
Bandage to create a Molotov.
8. Greatcoat Ignore negative Hostile 2R
Weather effects.
9. Ammo See Ammo page 21.
10. ANTI-GAS FAN Can be used to displace 5R
Smoke and Gas clouds.
Make a successful Strength
test to move clouds D6 inches
directly away from model.
18
[Weapon Name] [Damage] [States/Properties] [Modifier] [Cost]
One-Handed Ranged Weapons
1-4 [Flare Pistol*][D4][Ranged 6, Burn, Reload][Presence] [15R]
5-9 [Pistol][D6][Ranged, Jam, Reload 6][Presence] [15R]
10-15 [Aerial Dart][D4][Ranged, Thrown][Agility] [2R]
19
In addition to the previously listed Stats,
some Weapons (as indicated by */**/***/****)
have additional effects listed below.
*Flare Pistol
Instead of being used as a Weapon, can be fired into the air.
This provides light for the whole battlefield for 5 rounds. No
roll is required to fire. However, there is a small chance an
artillery crew mistakes this flare for a signal. Roll a D10.
On a 1 all models must pass an Agility test or take D6 damage.
**Flamethrower
Requires a Fuel Tank to use. This must be replaced after 3 uses,
and takes 1 action to replace.
***Bayonet
Can be attached to a rifle. When attached, the Bayonet gains Reach.
However, using the Rifle with the Bayonet results in a -3 penalty to
any shooting attack with the Rifle. It takes an action to attach or take
off the Bayonet. Models can start Scenario with the Bayonet attached.
****Entrenching Tool
Can be used to dig a hole in the ground. Holes provide
cover. Digging a hole takes an action. When digging roll a
D4. On a result of a 1 or 2 nothing happens, on a 3 you find
a random treasure, and on a 4 a random corpse. The corpse
startles the digger, and they must make a Morale test.
20
AMMO
Ammo Type Number of Shots Cost
1. Rifle Round 5 1R
2. Shotgun Shell 4 1R
3. Fuel Tank 3 4R
4. Flare 1 2R
5. Pistol Round 6 1R
6. Sniper Round 5 4R
7. Buzzsaw Round 3 3R
8. Auto-Rifle Round 5 3R
9. Anti-Tank Round 1 3R
10. Reroll and take twice the Ammo amount.
Each stack of Ammo takes up 1 Equipment Slot.
21
ARMOR
During the war, many attempts
were made to develop a
body armor that protected
without restricting movement
or vision. None succeeded.
Soldiers pillaged castles for
medieval armor and weapons.
Among the scavengers of the
war-torn hellscape, pilfered
armor sits alongside these
failed experiments as some
of the most sought after
treasures of the ages.
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1. Hard Leather 6. Improvised
Armor Value: 1 Armor Value: 1
Cost: 1 Resource Special: -1 Agility
for user.
2. Dayfield Cost: Free
Body Shield
Armor Value: 0 7. Helmet
Special: Wearer is immune Armor Value: N/A
to Morale. Special: Wearer cannot be
Cost: 10 Resources Dazed by an attack.
Cost: 5 Resources
3. Prototype
Armor Value: 3 8. Waxed Cloth
Special: Wearer suffers -3 Armor Value: 1
to Ranged attack tests. Special: Ignores Burn.
Cost: 15 Resources Cost 3 Resources
4. Good Boots
Armor Value: N/A
Special: Wearer ignores Muddy
Condition.
Does not take up an Equipment
Slot.
Cost: 5 Resources
5. Plated Armor
Armor Value: 4
Special: Wearer must have at
least +2 Strength. If not, they
suffer -1 to Agility. Takes up
two Equipment Slots.
Cost: 50 Resources
23
STATES AND PROPERTIES
AF x - {Automatic Fire} When using Weapon, roll x dice
instead of one and take best result (you still only roll
damage once, even if multiple dice are a success). X equals
the number indicated after AF, e.g., AF3 means roll 3 dice
and take the best result. However, if you roll a 1 you also
Fumble. This means you may Fumble and score a successful hit.
AP - Ignores all Armor.
Bleeding - 1 damage per activation until healed
(ignores Armor).
Blinded - Model cannot make ranged attacks and suffers
-3 to all attacks.
Bulky - Models need at least +3 Strength to use Weapon or
Item. Models with lower Strength suffer a -6 to rolls using
that Weapon or Equipment.
Burn - Targeted models make a Toughness test. On
failure they are set on fire and take 1 damage each time they
activate. Can use an action to put out fire and remove Burn.
Called Shot - Before rolling to hit, you may,
instead of using the Grenade as normal, elect to try a Called
Shot. Select a number from 1-20 aloud and then roll a D20.
If you roll the chosen number, you get the Grenade into the
target’s mouth, exploding them from within and killing them
instantly. If you do not roll the correct number, the Grenade
is wasted.
Cruel - Always deals at least 1 damage regardless of
Armor.
Dazed - Must make a Presence test to activate. On failure
the model can only move, on success model is no longer Dazed.
Diseased* - Model suffers -3 to all tests until cured.
Explode - on Fumble, Weapon deals max damage to user
and is destroyed.
Gas - Models must make a Toughness test whenever they
activate in or enter Gas. On failure they are Poisoned. Any
model that ends their turn in Gas takes 2 damage.
24
Jam. On a Fumble, instead of dropping this Weapon it Jams.
To fix a Jam, models may use an action to attempt to pass an
Agility test. If the test is Fumbled, the gun breaks and
becomes a Makeshift Weapon.
Poisoned* - Model can only move or take an action, but
not both until given antidote.
Ranged - Can be used to make an attack over distance up
to 12 inches.
Ranged x - Can be used to make an attack over distance
up to x inches (where x is indicated by a number such as 6
inches or 24 inches after the word Ranged).
Reach - Attack enemy 2” away without provoking attack back.
Reload - To reload, model gives up movement but then can
take an action.
Reload x - As above but can be fired a number of times
equal to the number after the word ‘Reload’ before needing to
be reloaded.
Smoke - Smoke obscures vision for purposes of line of
sight. Models most make a Toughness test whenever they activate
in or enter smoke. On a failure they take 1 damage.
Template - May target the ground. On successful the
template is placed by the active player. On failure the
Template Weapon is a dud and no template is placed. On a Fumble
the template is placed with the active model at its centre.
Template = 3 inch wide circle. At the end of each turn, roll a
D6. On a result of 5+, template is removed from the table.
Thrown - Weapon can be thrown without penalty, 6” range.
Two-Handed - Takes up two Equipment Slots.
25
Manuscripts (D20)
Manuscripts cannot be used while wearing Armor
with Armor Value above 2.
Sanctified Manuscripts
1. Burn the wicked: Target must make a Toughness
test or begin to Burn.
2. Silencing the dogs of war: Target a Weapon
with the Jam Property. On a success, Weapon Jams.
3. Flap: Target must make a Presence test. On failure
they flee the battlefield as per Morale rules.
4. ZIGZAG: Target is treated as -3 to hit for all
ranged attacks (this stacks with other modifiers).
5. Command: Target gains an extra activation (can
only be used once per Scenario).
6. Let there be light: The Fog is pushed back from
the battlefield. All Ranged Weapons become
Ranged 24 for the next round of combat.
7. once more unto the breach: All models
within 3 inches of caster, once spell has been cast,
auto-pass Morale tests for rest of Scenario.
8. Chin Up: Grants 2HP to a target who has taken at
least 2 damage.
9. Mistaken Identity: Targets a dead model.
Model is removed from the table but is
considered to have survived the Scenario.
10. Artillery: Select a point on the battlefield.
Any model within 3 inches must make an Agility
test. On failure they take D10 damage. If caster
fails to cast, it instead is centered on the
26 caster.
ece
er selects a pi
11. BOOBY TRAP: 12 inches.
Cast del
If any mo
te rr ai n wi th in D1 0
of ta ke
in 1 inch they
approaches with tr ig ge re d.
ap is
damage as a tr
12. Death was written
13. Blood For Blood: large everywhere:
Caster can give their For the remainder of
HP to another model. For the Scenario all Downed
every 1HP target gains, models are instead
Caster loses the same killed.
amount.
Heathen Manuscripts
20. Cursed:Target makes a Presence test.
On failure they are cursed and suffer -2 to
all rolls until the end of the Scenario.
27
Reading a manuscript
Manuscripts can be read to cast spells. When
a Manuscript is read the model makes a DR12
Presence test. On success the spell is cast. On
failure or Critical mark a Tragedy. Spellcasting
does not consume the Manuscript, and you can read
the same Manuscript multiple times each Scenario.
Tragedies carry between games, and are spent when
you roll on the Calamity table. Any crew member
can read a Manuscript in their inventory.
28
Calamity Table
1. Manuscript turns to ash and is lost forever.
2. Caster gains a random Mutation (pg. 42).
3. Caster gets a glimpse of what is beyond the Fog. Horrified or delighted,
they lose their next activation.
4. Caster’s mouth fills with maggots. Make a Toughness test, on failure caster
becomes Diseased.
5. Caster sinks into mud. Make a Toughness test, on failure caster gains the
Flaw TRENCH FOOT.
6. It will be worse next time. Caster marks 10 new Tragedies.
7. Chaos never-ending. Manuscript morphs into a random new Manuscript, and
is cast against the caster.
8. Backlash from the magic strikes caster. Caster gains random Injury (pg. 95).
9. Never again. Caster is unable to read any more Manuscripts, but gains the
Feat WHAT DOESN’T KILL YOU ONLY MAKES YOU STRONGER (pg. 16).
10. A Trench Maggot appears next to caster and treats them as priority for
attacks.
11. All Weapons with the Explode Property within 6 inches of caster explode,
dealing damage to the bearer of said Weapons.
12. All Weapons with the Jam Property on the battlefield Jam.
13. Better you than me: one random friendly model is dropped to 1HP.
14. Manuscript works but instead targets caster.
15. Caster must make a Presence test. On failure they take D10 damage.
If this damage Downs them they turn into a Mud Ghoul.
16. Caster must make a Presence test. On success they realise the horrors of
their actions and flee, never seen again.
On failure they remain blissfully ignorant.
17. The caster begins to move as if time happens for them at a different rate.
They suffer -3 inches to movement.
18. Caster’s head explodes. They suffer -4 to Presence, though are somehow
still alive. Any model within 6 inches takes D4 damage as skull fragments
hit them.
19. Caster becomes unhinged, sticking pencils up their nose and their
underpants on their head. They suffer -1 to Presence.
20. Every model within 12 inches of caster and the caster are subject to
phantom artillery fire. Pass a Presence test or take D20 Damage.
29
CREW NAMES ROLL ON BOTH TABLES AND COMBINE RESULTS
D100
fumbl e
Rolling a 20 before applying modifiers
is a
CRIT ICAL
32
Activating a Model
When you select a model to activate it can perform
a movement and then an action. Each model gets a
single activation per round. If a model wishes to
move, it must move before it performs an action. If
it has performed an action its activation ends.
Actions
• Make a ranged attack.
• Make a melee attack.
• Use a piece of Equipment or a Feat.
• Use a Manuscript to cast a spell (and likely die).
• Pick up and/or drop any number of Items off the
ground or off of dead/Downed models within 1 inch
of you.
• Drag a Downed model within 1 inch of you.
• Interact with Loot or Scenario Items within 1 inch
of you.
• Make a second move as an action.
33
Deployment
Before the first round of the game, roll Initiative
to determine who places a model first. Then
alternate between players, placing a model one at
a time until all models are placed. Models must be
placed within 6 inches of a board edge or based on
Scenario rules.
Initiative
Roll a D20. The highest number picks a model to
activate first.
Making Tests
All tests, unless specified
otherwise, are DR12. This means you roll
a D20, add the relevant modifiers and check the
result. If, with the modifiers, you reach at least a
12, you succeed.
34
Movement
Models can move a number of inches equal to
5+ their Agility.
35
Combat
1. Check range.
2. Check Stat to apply based on Weapon.
3. Roll attacks.
4. Apply damage if hits are successful.
Close Combat
To perform a close combat attack, a model
must be within 1 inch of another model. Pick
one Weapon.
Make a DR12 test using the appropriate
modifier as determined by the Weapon (see
Weapons pg. 19).
36
Ranged Attacks
Ranged Weapons have a maximum range of
12 inches.
To perform a ranged attack, a model must be
able to see at least part of the target model.
Models in close combat cannot make ranged
attacks. Models in close combat are -3 to hit
with Ranged Weapons.
37
Damage
When you successfully hit with a Weapon you roll the
Weapon’s damage dice.
Criticals always
cause max damage
Armor is still applied.
Leaving combat
Models within 1 inch of each other are in combat.
Dragging Models
Models can drag/drop Downed or dead models as an
action. Dragging models halves movement speed, and
models dragging can only take move actions. Models
require at least +1 Strength to drag another model.
38
Morale Casualties
When a model rolls When a model’s HP is equal
for Morale they make to or less than 0 it is
a Presence test. On considered Downed.
failure they flee the
fight, immediately Lay it face up.
moving their max
If a Downed model takes
movement towards the any more damage it is
nearest board edge. immediately killed.
39
Mission Report (play example)
40
Rulfo is equipped with an Entrenching Tool that uses
Strength. Adding Rulfo’s Strength modifier of +2 to
the roll and subtracting -3 as previously stated, he
makes his attack back, needing to hit a 13 on the die.
Rulfo rolls a 14, a decent hit, but the Loyalist rolls a
20, a Critical. Rulfo rolls his damage and scores 5 on
a D6, dealing 4 damage to the Loyalist since they are
wearing Hard Leather Armor. The Loyalist’s Critical
deals max Damage to Rulfo, Downing him.
41
Mutations 1. Hands are covered in
cephalopod suckers, never
Is the Fog a sign drops their Weapons unless
by choice. Suffers -3 to all
from the gods, the Thrown Weapons.
result of the Weapons 2. Large fangs grow in their
humankind unleashed mouth. Gains a D4 Bite attack
but suffers –1 to Presence
onto themselves or some tests.
other new horror? 3. Unnatural Metabolism: as
an action can heal D4 to
themselves, but eats any
No one seems to know Resources they find (if they
the answer. search for treasure and gain
Resources, they eat them,
and do not gain the new
Is it this Fog that Resources).
4. Can now evert their stomach!
twists the flesh and As an action they may remove
minds of us all, or is it the Poisoned State.
something else? 5. Skin turns iridescent blue.
6. Vocal cords distort, can no
longer read Manuscripts.
Does it even matter As an action can growl to
intimidate models within 3
anymore? inches, forcing them to make a
Morale test.
Whenever instructed to 7. Skeleton begins to twist and
harden. Suffers -2 to Agility
during the game, you but gains natural Armor of 2.
should roll on this 8. Grows a talking moustache.
9. Begins to take on the
table and apply the appearance of a Mud Ghoul.
result to your crew Mud Ghouls treat this model
member. as friendly and do not attack
them.
10. Tentacle Arms! Treat all Melee
If a crew member rolls Weapons the model has as has
having the Reach Property.
the same result twice,
that Mutation is lost.
42
ORDERS
At the start of a Scenario,
players gain the following
six Orders each.
44
Hostiles make all tests at DR12 with no modifiers unless
specified. This includes if they are attacked or targeted
by any spells.
Hostile Morale
If a Hostile is Critically hit it makes a Morale test.
Roll 2D6. If the result is greater than its Morale, it flees
the field, moving 2D6 inches per round until it leaves the
field or is killed. If a Hostile’s Morale is ‘-’ they ignore
Morale rules.
Hostile Profiles
• HP - Hostile’s Health. When it reaches 0HP it is dead.
• Morale - Morale value for Hostile.
• Attack - Denoted as a type, i.e., Claws, Slam, etc.,
followed by the damage it deals on a succesful hit.
• Armor - How much the Hostile reduces damage by.
• Special - Any special attacks or features.
45
MUD GHOUL
46
TRENCH MAGGOT
HP:20 Morale:12 Mandible:D6 Armor:0
47
GAS BUG
HP:6 Morale:6 Bite:D4 Armor:1
48
TRENCH RAT
HP:4 Morale:1
Bite:1 Armor:0
HAUNTED TANK
Art by Antonin Provost
50
VLKODLAK
HP:8 Morale:8 Claws:D6 Armor:2
Once hunted
during the great
witch trials, Vlkodlak now
hunt those few people that
remain. If you can hear the
Vlkolak howl you better hope
they have someone else’s scent.
Art By @denungeherrholm
51
THING FROM THE FOG
52
THE PATHETIC
HP:10 Morale:9 Slither:D4 Armor:1
yal
s e l v es Lo
hem who
call t , soldiers
They e r is
t h e cau s
e p t t he wa e
to cc on
e to a every
refus hey attack e either
over.
T u’r
n s i g ht: yo rters.
e
else o my or des
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55
NACHZEHRER
Art By @denungeherrholm
56
ANGEL OF MORTE
HP:25
Morale:-
Burning Presence:D10
Armor:-
ZEALOT OF WAR
57
HOUNDS OF
ANNWN
HP:7 Morale:10
Jaws:D6 Armor:2
1 Trench 1 2 1 50mm
Maggot
2 Gas Bug 2 4 3 25mm
3-5 Trench Rat D6 D8 D4 25mm
6 Vlkodlak 2 4 2 25mm
7 The Pathetic 2 D4 2 25mm
8-9 Ghost of D6 D8 D4 25mm
No Man’s Land
10-11 Loyal 1 3 2 25mm
12 Nachzehrer 1 2 1 25mm
13 Hound of 2 3 2 25mm
Annwn
14 Barbed Wire 2 3 1 25mm
Beast
15 Zealot of 3 4 2 25mm
War
16-17 Mud Ghoul 2 3 1 25mm
18 Living Gas 1 1 1 3 inch circle
Cloud
19 Thing from 1 1 1 50mm
the Fog
20 Haunted Tank 1 1 1 60mm
* Angel of Morte - Only spawns in Scenario 11
59
The Last War
Scenarios are designed to be played over a maximum of
6 rounds unless stated otherwise.
At the end of round 6 your crew gets tired, will be dead,
or will flee back to their bunker.
Reading Scenarios
Introduction - why you are doing what you are doing.
Goal - what you are here to do.
Reward - what you get for completing objectives.
Setup and Loot - how to set up the table.
Deployment - where to place models before game start.
Threats - what Hostiles are present.
Solo Play - how to play the Scenario solo.
Coop - how to play the Scenario as friends.
End Game - how the game ends.
Sections marked with the RPG symbol are for flavour text
Use them if you wish to run The Last War as an RPG.
60
When The Last War ended, and humanity’s final days were numbered, a
universal truth remained: some people have nothing, while others
horde their wealth. If you want to eat more than rats, mud, or old
boot leather, you better accept that truth and perform the tasks
they have for you.
The Quartermaster
In life the Quartermaster queried over every bullet requisitioned for the
front lines, and nothing much has changed since the war ended. He is a
constant source of booze, bullets, and bandages, and will often give you
tasks that require heading out to places he himself will not journey.
Nurse Nightshade
Even in the darkest of days, someone must try and provide a light. Nurse
Nightshade will patch up your wounds. Getting in her good books might
just save your life.
Your Goal
Your crew struggles each day to survive in this hostile landscape. The
very air assaults your body day in and day out. There are whispers that
not the whole world was lost, and maybe if you could just get through the
damned Fog a better life may be found. How long have you been stuck in
this mud-caked realm? It’s impossible to tell, with the sun barely seen
through the deep Fog that suffocates the land. If the rumours are more
than just hopeless dreams, maybe it’s worth listening to The Man from
Fort X.
Over 12 Scenarios, your crew will collect parts for a tank to try and
escape this accursed place, and upgrade their bunker to make their
miserable lives more comfortable.
61
Fort Xirpirv
Supplies
Nurse
Nightshade
Quartermaster
Officer’s Trenches
Artillery Guns
Shrines of war
62
Downed Medic
n ’s
Ma d
No Lan
Chemical Wastes
Haunted Tank
Battle of Morte
Tank Depot
O G
F
h e
T
63
Setting up a
BATTlefield
This game can be played on tables
of any size, but is recommended for
tables of 2ft by 2ft.
64
LOOT
When a model is within 1 inch of a Loot marker they
can search it by making a DR10 Presence test. On
failure the Loot Marker remains. On success, remove
the Loot Marker and roll on the table below. On a
Fumble they cut their hand on rusty nails and take 1
damage. This damage ignores Armor.
1. D4 Resources
2. D6 Resources
3. 1 Fuel Tank for Flamethrower
4. Mouldy Biscuits (counts as 1 Resource)
5. 5 Resources
6. 7 Resources
7. A cat (Service Animal pg. 31)
8. 14 Resources
9. Rifle
10. Flare Gun (no Ammo)
11. Random Ammo
12. A random Weapon (pg. 19)
13. A random piece of Armor (pg. 22)
14. A random Manuscript (pg. 26)
15. A Hostile Trench Rat (Place Hostile! It attacks!)
16. 15 Resources
17. A Secret Weapon of War (pg. 108)
18. 1 random Artefact (pg. 94)
19. A random piece of Equipment (pg. 18)
20. Roll twice and take both results
65
Weather and
conditions
At the start of each Scenario, before
deployment, roll to determine the
Starting Weather and Conditions.
66
Muddy: All models suffer
-1 inch movement.
Darkness: Models
without a lantern or other
source of light and not
within 6 inches of another
model with a source of
light take -6 to all rolls.
Models in Darkness cannot
target or be targeted
by ranged attacks or
Manuscripts.
Partial Darkness:
As above but models only
suffer -3 to rolls and
range of light sources
extends to 9 inches.
67
1. Only the dead have seen the end of war
The Quartermaster raised an eyebrow when you asked him for
work in exchange for supplies. Thinking deeply, he scratched
his large chin. ‘There is one thing you can do to prove your
worth.’ He tells you of a cache of supplies he has been trying to
get his hands on for some time. However, a group of soldiers who
refuse to accept the war is over guard the area.
Goal
Bring back the supplies and earn the Quartermaster’s trust.
Reward
For each crate of supplies returned, gain 20 Resources. For
each slain Loyal, gain 10 Resources.
Deployment
Versus and Coop: players select a board edge based on
Initiative and place models within 3 inches of that board edge.
Threats
Each supply create is guarded by one Loyal (pg. 55). On round 3 a
random Hostile (pg. 59) is drawn to the sounds of battle.
Solo Play
Place three supply crates and three Loyal (pg. 55).
COOP Play
Instead of one central supply crate, place two supply crates in
the center, next to each other.
68
Player 1 Deployment
Supply Crates
3 Inches
Player 2 Deployment
Goal
Bring the medic back to the trench line and kill the sniper.
Reward
The crew that kills the sniper gains 40 Resources and one
random Artefact.
The crew that rescues the medic gains 30 Resources and can
remove one Injury or Flaw from a single crew member.
Deployment
Versus and Coop: players select a deployment area based on
Initiative and place models in a 3 inch by 3 inch box.
Threats
Each corpse is being fed on by two Trench Rats. Two additional
Trench Rats are sniffing at the Downed medic. The Loyalist
sniper will always shoot at a random model within 15 inches
that it can see.
Solo Play
Place three corpses, and their are no Trench Rats attacking the
medic.
COOP Play
As VS but there are two Loyalist snipers.
70
3 Inches
3 Inches
Player 1
Deployment
Medic Sniper
Trench
Player 2
Deployment
71
3. Nuts and Bolts
The Quartermaster tells you of The Man in Fort X. Mad? Yes.
Useful? Also yes. Fort X was used as a garrison for tanks during
the war, and The Man in Fort X is offering Tank Components
for those who undertake tasks. Before he wastes them, he wants
crews to prove they are serious about wanting to use a tank to
escape this wretched place. One way you can do that is securing
your first Tank Component from the destroyed tank on Hill 33.
Covered in barbed wire and other dangers, this is no easy task.
Goal
Secure a Tank Component from Hill 33.
Reward
For every Tank Component you secure, gain 20 Resources and
one Tank Component (pg. 96).
Deployment
Versus and Coop: players select a board edge based on
Initiative and place models within 3 inches of that board edge.
Threats
There are four Barbed Wire Beasts (pg. 58) within 1 inch of the
tank.
Solo Play
Place two Barbed Wire Beasts.
COOP Play
There are six Barbed Wire Beasts.
72
Looting the
3 Inches
Tank Player 1 Deployment
When a model is
within 1 inch of
the tank they can
make a Strength
test to pull a Tank
Component free.
Tank Components
each take up an
Equipment Slot and
can be picked up and
dropped like any Player 2 Deployment
other Item.
Multiple Components
can be taken from
the tank.
73
4. Mission Possible
The Quartermaster has asked you to help them deal with an
annoyance. Many of their supply runs are turning up dead
thanks to an artillery gun somewhere out in the wastes. Seems
that they are raining down fire on the war-ravaged land. He
asks you to help him find the location of the artillery gun. He
believes the nearby trenches might have the answers he seeks.
Goal
Find the dossier with the artillery gun coordinates.
Reward
For finding the coordinates the crew gains 50 Resources.
For killing each Mud Ghoul the crew is awarded 10 Resources.
Deployment
Versus and Coop: players select a board edge based on
Initiative and place models within 3 inches of that board edge.
Threats
Whenever a document folder is searched roll a D4. On 1 or 2 a
Mud Ghoul spawns next to the model searching the folder. On
round 2, at the start of the Hostile activation phase, a Trench
Maggot spawns in each Hostile spawn area.
Solo Play
Place three document folders.
COOP Play
Trench Maggots spawn on every board edge in round 2.
74
Looting The
3 Inches
Folders Player 1 Deployment
When a model is
within 1 inch of a
Roll a D6.
1. Contains nothing.
2. Contains a random
Artefact (pg. 94).
3-4. Contains a
random Manuscript
(pg. 26).
5-6. Contains Player 2 Deployment
artillery
coordinates.
75
5. Means to wreak destruction
‘Look, it’s a good news/bad news situation. Good news: we know
where the artillery gun is, and even better, we have a gun of
our own we can use to take the blasted thing out. Bad news:
we’re out of Ammo, and the nearest cache is in No Man’s Land.’
- The Quartermaster.
Goal
Bring back Ammo to destroy the artillery gun.
Reward
For each Ammo brought back the crew gains 20 Resources.
Ammo brought back is kept by the crew.
Deployment
Versus and Coop: players select a deployment area based on
Initiative and place models within 3 inches of that board edge.
Threats
Four Pathetic are on the table at the start of the Scenario.
On round 4, two Ghosts of No Man’s Land (pg. 54) appear in the
player deployment areas.
Solo Play
Place two Pathetic and only one Ghost appears.
COOP Play
As VS but three Ghosts appear on round 3.
Picking up Ammo
A model within 1 inch of the ammo box can pick up an artillery shell if
they have a free Equipment Slot, as a free action. If a model carrying
an artillery shell is ever Critically hit there is a 50% chance the
shell explodes, dealing D10 damage to them.
76
AMMO box
NS LAND
NO MA
Deployment
Deployment
Player 2
Player 1
3 Inches
3 Inches
3 Inches
77
6. To the guns.
You now have the coordinates and ammo; all you need to do is reach
the guns and fire. A straightforward enough thing to do, right?
Why can you hear howls on the wind?
Goal
Take the Ammo to the guns and take out the Hostile artillery.
Reward
For each shot you fire, the Quartermaster pays 20 Resources.
For each Hound of Annwn killed, Nurse Nightshade pays 10
Resources.
The crew that takes out the Hostile artillery also earns a random
Artefact (pg. 94). If Hostile artillery is destroyed, Artillery on
the Conditions table is now replaced with the Clear Skies result.
Deployment
Versus and Coop: players select a deployment area based on
Initiative and place models within 3 inches of that board edge.
Threats
After the first gun is fired, two Hounds of Annwn spawn in the
Hostile spawn area. Each time a gun is fired, another Hound spawns
on the board edge nearest the gun that just fired.
Solo Play
Place only one gun in the center of the board.
COOP Play
After each round, one additional Hound of Annwn spawns at the
start of the Hostile activation phase.
78
Hostile Spawn
Artillery Guns
Deployment
Deployment
Player 2
Player 1
3 Inches
3 Inches
3 Inches
Goal
Secure Tank Components from the depot.
Reward
For each Tank Component secured, roll on the table on page 97.
For each Nachzehrer killed, gain 10 Resources.
Deployment
Versus and Coop: players select a deployment area as shown in
the diagram and place models within a 3 inch box.
Threats
Players should take it in turns to place two Nachzehrer (pg. 56)
within 1 inch of a component box.
Solo Play
Place two supply boxes and the central box, and also spawn
three Nachzehrer.
COOP Play
Place two central supply boxes guarded by an additional
Nachzehrer.
80
Deployment
Deployment
3 Inches
Player 1
Player 2
Tank components
3 Inches
81
8. There's only a thin red line between the sane
and the mad
The Zealots of War worship the very thing that brought us to
ruin: war and all its manifestations. They stockpile weapons
and ammunition and treat them like holy relics. Their
stockpiles are likely a good source of Tank Components. The
Quartermaster wants them dead: hoarders are bad for business.
Goal
Kill the Zealots and search their supplies.
Reward
For each Zealot killed the Quartermaster pays 20 Resources.
Deployment
Versus and Coop: players select a board edge based on
Initiative and place models within 3 inches of that board edge.
Threats
On rounds 3 and 5, two more Zealots of War appear from a random
board edge.
Solo Play
Place three shrines and only spawn Zealots on round 3.
COOP Play
Each shrine is prayed at by two Zealots.
Shrines
As an action a model within 1 inch of a shrine can search for an
Item. Instead of normal Looting rules, roll a D6:
1 - random Tank Component. 2 – random Weapon.
3 – random Ammo. 4 – 6-pounder Ammo. 5 – random Artefact.
6 – the shrine is trapped and the model takes D6 damage. Remove
the shrine as it explodes.
82
3 Inches
Player 1 Deployment
Player 2 Deployment
83
9. a horror of gas
You still need parts to get your tank operational. While out
on a scavenge you lost track of time and soon realised you
had strayed too far. You saw them hunting you before the chase
really began. Fleeing from them as fast as you could, you
realised that they had cut off your return to your bunker.
Forward into the chemical wastes is the only way now. If you
can navigate fields of discarded gas cannisters, sinister
yellow clouds that hang in the air, and out run the beasts that
chase you, maybe, just maybe, you will make it out alive.
Goal
Make it home safe.
Reward
You get to live.
Deployment
Versus and Coop: players select a deployment area as shown in
the diagram and place models within a 3 inch box.
Threats
Starting on round 1 onwards and every round thereafter, one
Vlkodlak (pg. 51) spawns in each of the player spawn areas at the
start of the Hostile activation phase. Any model Downed this
Scenario auto-fails their Death Saves.
Solo Play
Place only two Loot makers and three Living Gas Clouds.
COOP Play
No changes from VS.
84
3 Inches
Safe trench
Deployment
Deployment
Player 1
Player 2
3 Inches
3 Inches
3 Inches
Goal
Destroy the Haunted Tank.
Reward
For killing the Haunted Tank, gain 30 Resources. Any crew that
takes part gains two random Tank Components (pg. 97) and can
remove one Injury or Flaw from a model.
Deployment
Versus and Coop: players select a player deployment area based
on Initiative and place models within a 3 inch box.
Threats
No additional threats are present.
Solo Play
The Haunted Tank has only 40HP.
COOP Play
The Haunted Tank has 70HP.
Deployment
Player 1
3 Inches
Player 2
3 Inches
3 Inches
87
11. Industrialized slaughter
The Man in Fort X tells you that the only way out is through
No Man’s Land near the Battle of Morte. In order to escape this
place, you will first need to deal with the Angel Of Morte,
a being that is said to have driven the enemy away during
a key battle. In hindsight, the idea that any battle was key
seems strange. From your vantage point, the war seems rather
pointless, all in all.
Goal
Kill or drive off the Angel of Morte.
Reward
For every 10 damage a crew deals to the Angel they gain 20
Resources.
Killing the Angel gains 30 Resources. The Angel can be searched
three times when dead for a random Artefact (pg. 94) each time.
Deployment
Versus and Coop: players select a board edge based on
Initiative and place models within 3 inches of that board edge.
Threats
On turn 2, 4 and 6, D6 Zealots of War (pg. 57) arrive to aid the
Angel of Morte. Place them in a random Hostile spawn area.
Solo Play
D4 Zealots arrive on rounds 2 and 4 only.
COOP Play
D4 Zealots arrive every round.
88
3 Inches
Player 1 Deployment
Player 2 Deployment
Goal
Get your crew across the board and off into the Fog.
Reward
Escape into the Fog. A better life or death awaits.
Deployment
Versus and Coop: players select a player deployment area based
on Initiative and place models within 3 inches of that board
edge. Players should deploy their crew tanks for this Scenario,
as it is the last chance they get to use them.
Threats
At the start of each round roll a D6. On 4+, a random Hostile (pg.
59) spawns in a random player deployment area. If a model is
Downed in this Scenario and left on the table, at the end of the
Scenario they are considered killed.
Solo Play
Place one Thing from the Fog 6 inches onto the table centrally.
COOP Play
Place three Things from the Fog equally spaced.
90
INTO THE FOG
3 Inches
Deployment
Deployment
Player 1
Player 2
3 Inches
3 Inches
3 Inches
When the players Escape past the THing From the Fog
Read:
The alien calls die down behind you as you make it deeper
into the Fog. Passing a sign with the word ‘Elizabeth Dane’
written on it, you wonder where this will take you, and better
yet, when and where will the Fog end?
Here ends the campaign. You could use this as a point to launch
a new campaign setting, or wait to see where the next Forbidden
Psalm setting takes you. 91
CAMPAIGN
If you are playing full campaign mode, after each
Scenario take the following actions.
92
5. Gain and Spend XP
Crew gain 1 XP per:
Hostile killed
Loot collected
Scenarios with at least 1 member surviving
Models you Downed
Death Saves passed
Crew members who died
6. Hire New Crew Members: At the end of the world there are
plenty of lost souls looking for work. If your crew has less
than five people in it you can recruit new members for free,
creating them as you did your original members. New members
come with no Equipment, so ether pillage your dead or buy
them some new threads. If all five of your crew are dead, start
from scratch! Once per Scenario you can fire a crew member and
replace them, but they take their Equipment with them.
93
Artefacts
Once an Artefact is rolled in a campaign, mark it off the list.
Only one of each exists.
94
1. Lasting Injury:
Injury
12. Concussed: -1 to all
Roll for a new Flaw rolls for the next
(in addition to any Scenario only.
other Flaws you 13. Sprained Ankle:
might have). -1 Agility for the
2. Lingering Malaise: next Scenario only.
crew member starts 14. Mutation: roll for
next encounter a random Mutation
Diseased (pg. 24). (pg. 42).
3. Tinnitus: crew 15. Worse than it
member suffers looks: roll a Death
-1 Presence. Save for the crew
4. Broken Bones: member, on failure
-1 Agility. they are dead.
5. Just Pretending: 16. Discombobulated:
no injury. swap two Stats at
6. Weak: -1 Strength. random.
7. Brain Injury: 17. Destined to Die:
reroll crew crew member
member’s Feat. believes they will
8. Maimed: -1HP. die and refuses
9. Lost Limb: can only to come on next
use One-Handed Scenario.
Weapons and 18. Strength through
-1 Equipment Slot. pain: +1 Toughness.
10. Missing Eye: max 19. Learn through
range reduced by failure: roll for
3 inches for ranged one extra Feat.
attacks and spells. 20. What Doesn’t Kill
11. Shaken: -2 Agility You Only Makes You
for the next Stronger: remove
Scenario only one Flaw from this
(does not reduce crew member.
movement value).
95
TANK MANUAL
Each crew needs a tank if they are to escape this horrid
place. Tanks are behemoths on the battlefield, and few can
stand against them, at least when they are fully operational.
A tank is made up of a number of Components and takes some
skill to operate. Here are the rules for maintaining and
operating your tank for victory.
Driver
A driver can, as an action:
Move a tank up to 6 inches forward or backwards.
Turn the tank up to 90 degrees.
Gunner
A gunner should be assigned to a specific gun of the tank.
A Tank can have three gunners.
A gunner can, as an action:
Fire a Gun.
Reload a Gun.
Unjam a Gun.
Engineer
A tank can have two engineers.
Engineers can, as an actions
Repair a Component (Presence test).
Unjam a Gun.
96
tank components D6
1. Armor Plate
For each Armor Plate a tank has, its Armor increases by 1.
2. Tracks
A tank requires both left and right tracks to move forward
and backwards. Otherwise, a tank can only turn. Tanks with
neither track cannot move.
3. Small Arms Emplacements
A tank has Slots for two small arms. These can be any of the
guns from the Weapons list on page 19.
4. Main Gun
This is a 6-Pounder gun and requires separate Ammo to fire.
5. 6-Pounder Ammo
Required to fire main gun. Tanks can store a maximum of
10 Ammo.
6. Engine
Tanks cannot turn or move forward and backwards without an
engine.
Spare Tank Components can be kept for repairs or sold for 15R.
The Quartermaster sells all Components for 30R and 6-Pounder
Ammo for 10R.
tank Health
Tanks have 50HP. This resets between Scenarios. A tank can be
targeted as if it was a model. Hostile creatures also treat a
tank as a model when determining closest model and attacks.
Damage and attacks against tanks work like all other damage
and attacks in the game. Apply damage, minus Armor. If a tank
is Critically hit, deal 0 damage and instead one random
Tank Component on the Tank Roster is damaged. Parts can be
repaired by the tank engineer during a Scenario, or replaced
with new parts post Scenario.
97
Fire the tank's guns
6-Pounder Gun
A gunner assigned to this can, as an action, fire or reload this
Gun. The Gun has the stat line:
Crushing a model
A tank that runs into a model deals D8 damage to that model.
Pushing a tank
Models with a combined Strength of at least 6 can push a tank in
any direction. To do so as an action, a model must push the tank.
There must be friendly models within 1 inch of the tank with a
combined Strength total of at least 6 in order to do so. A pushed
tank moves 2 inches.
98
Tank Roster
Crew Name
Max HP/50 Current HP/ Tank Armor/
Tick when you have a component.
aEngine aaaaaaaaaaArmor Plate a6-Pounder Gun
aLeft Track aaaaaaaaaaAmmo aRight Track
aSmall Arms Emplacements: _____________________________________
aSmall Arms Emplacements: _____________________________________
Tank Actions
Model actions:
• When within 1 inch enter a friendly tank.
• Disembark a tank (place them within 1 inch).
• Driver: move tank 6 inches or turn the tank up to 90 degrees.
• Gunner: Fire, Reload, or Unjam a Gun.
• Engineer: repair a Component by making a Presence test.
• Engineer: Unjam a Gun.
• Push the tank.
6-Pounder Gun
[Reload] [Explode] [Ranged20] [Strength] [2D10 Damage].
Crush
If a tank drives into a model that model takes D8 damage.
Spare parts
99
Crew Roster
Crew Name
Crew XP Crew Resources
Crew Member 1
Name_______________________
Flaw_______________ Feat_______________
HP_____________ Armor____________
Injury____________________
Agility_____ Movement____________
Presence____ Weapon 1______________ Stat____ _D_ Ammo_____
Strength____ Weapon 2______________ Stat____ _D_ Ammo_____
Toughness___ Weapon 3______________ Stat____ _D_ Ammo_____
Equipment
Crew Member 2
Name_______________________
Flaw_______________ Feat_______________
HP_____________ Armor____________
Injury____________________
Agility _____ Movement____________
Presence____ Weapon 1______________ Stat____ _D_ Ammo_____
Strength____ Weapon 2______________ Stat____ _D_ Ammo_____
Toughness___ Weapon 3______________ Stat____ _D_ Ammo_____
Equipment
Crew Member 3
Name_______________________
Flaw_______________ Feat_______________
HP_____________ Armor____________
Injury____________________
Agility _____ Movement____________
Presence____ Weapon 1______________ Stat____ _D_ Ammo_____
Strength____ Weapon 2______________ Stat____ _D_ Ammo_____
Toughness___ Weapon 3______________ Stat____ _D_ Ammo_____
Equipment
100
Crew Member 4
Name_______________________
Flaw_______________ Feat_______________
HP_____________ Armor____________
Injury____________________
Agility _____ Movement____________
Presence____ Weapon 1______________ Stat____ _D_ Ammo_____
Strength____ Weapon 2______________ Stat____ _D_ Ammo_____
Toughness___ Weapon 3______________ Stat____ _D_ Ammo_____
Equipment
Crew Member 5
Name_______________________
Flaw_______________ Feat_______________
HP_____________ Armor____________
Injury____________________
Agility _____ Movement____________
Presence____ Weapon 1______________ Stat____ _D_ Ammo_____
Strength____ Weapon 2______________ Stat____ _D_ Ammo_____
Toughness___ Weapon 3______________ Stat____ _D_ Ammo_____
Equipment
Crew Service Animal
Name_______________________
Flaw_______________ Feat_______________
HP_____________ Armor____________
Injury____________________
Agility_____ Movement____________
Presence____ Weapon 1______________ Stat____ _D_ Ammo_____
Strength____ Weapon 2______________ Stat____ _D_ Ammo_____
Toughness___ Weapon 3______________ Stat____ _D_ Ammo_____
Equipment
Crew Supply
101
Crew Bunker
Every crew gets a bunker from Scenario 1 onwards.
Crews keep extra Equipment in their bunker, and between
Scenarios can upgrade the bunker for 50 Resources.
Once you purchase a bunker upgrade, tick the box to
indicate access to its benefits.
aExtra Beds
Crew may recruit one additional member, but still deploy only
five models to a Scenario.
aKennel
Crew gains a free Service Animal between Scenarios if they do not
already have one recruited or their current Service Animal is
killed. Crew can still only have one Service Animal at a time.
aField Hospital
Nurse Nightshade operates from your bunker on occasions. Between
Scenarios you may remove one Injury from a crew member.
aChemist
All crew members gain a free grenade every Scenario.
aTank Engineers
Gain one random Tank Component (pg. 97) between Scenarios.
aSupply runs
Gain one random Weapon (pg. 19) between Scenarios.
aDr West
One crew member who was killed is returned to life with a new Feat
and Flaw as follows:
Feat: Serum: model is immune to Morale, Poison, and Disease.
Flaw: Uncontrollable Temperament: if model ever Fumbles, make
a Presence test. On failure they become Hostile to all models on
the table, including other crew members. Instead of being player
controlled, they now follow Hostile rules until the end of the
Scenario. At this point they rejoin the crew.
102
ENDLESS WAR
Not all make it out of the Fog. In Endless War Mode you can play
randomly generated Scenarios, using these rules to increase
the battlefield and wage war on a larger scale. This can be
added to existing campaigns or played as one-off pick-ups.
6 Inches
1. Set up the board. Player 1 trench
2. Roll a d4 for a Goal.
3. Place Loot.
4. Roll for Condition (pg. 66).
5. Decide End of Game.
Board Setup
Want to play ? For every 1 foot
you increase the board size,
increase the player trenches
by 3 inches.
Player 2 trench
Deployment
Players deploy as normal rules inside their trench.
Loot
Players take it in turns to place four Loot Markers (pg. 65) at least
12 inches from their deployment area and 3 inches from another Loot
Marker. For every five additional models a player decides to add to
their crew, add another four Loot Markers.
104
Goals
1. Defend the Trench
Randomly determine one player to be defender, the other the attacker. The defender
must hold their trench line until the end of the battle, ensuring they have more
troops in the trench than their opponent. To aid in the assault, the attack has created
a smoke barrage! Attacking troops are -3 to hit unless they are within 6 inches of a
defender. This penalty stacks with other modifiers.
In Solo Play and Coop, the defenders are replaced by the Loyal. Deploy a number of
Loyal equal to your crew’s Strength +1.
In the centre of the board place a piece of terrain to represent a hill. This should be
at least 6 inches across in all directions. At the end of the battle the player with the
most troops on the hill wins.
The hill is guarded by two Gas Bugs (pg. 48) per player. Increase this by one for every
five additional models a crew contains.
In Solo Play and COOP , replace the Gas Bugs with Loyal equal to the Strength of the
crews +1.
Rising waters from heavy rainfall threaten to drown all troops! The middle of the
board contains a strip 4 inches wide that is high ground. Any model not on high
ground at the end of the battle must make a Death Save.
After round 2 the trenches begin to flood. Any model in a trench after round 2 is
removed from the board and must make a Death Save.
In the centre of the board place a Marker to represent a detonator. This detonator can
be used to blow up a trench line of your choosing. Any model in a trench when it blows
up must pass an Agility test or be killed outright.
A model within 1 inch of the detonator and not in combat can first, as an action, make
a Presence test to prime/disarm the detonator. If they succeed they can choose which
trench line is currently rigged to explode.
In Solo Play and COOP, pick a trench line that needs to be destroyed. From round 1
onwards, a random Hostile (pg. 59) appears in that trench line at the start of the
Hostile activation phase.
Hostiles
Add even more chaos by rolling from round 2, 4, and 6 for random
Hostiles to spawn on a random board edge!
Drawn to the sounds of battle, others join the fray.
Tanks
Bring the big guns to bare! Give each crew a tank if both players
agree. Tanks comes with six random Tank Components (pg. 97) and three
Ammo for the 6-Pounder. If you give crews a tank, a Thing from the Fog
will appear on round 4 on a random board edge.
Casualties of war
In Endless War mode, Nurse Nightshade is working overtime.
Any Death Saves are now DR4.
106
MERCENARIES
Did you come into some extra Resources?
Robinson Abraham VH
Agility:-1 Presence:-3 Agility:+1 Presence:+3
Strength:-2 Toughness:+2 Strength:0 Toughness:+3
Equipment: Rifle, Turnip, 5 Ammo Equipment: Knife, Stake Gun* ,
Flaws: Baldrick 5 Stakes
Feats: Cunning Plan Flaws: Unlucky
Special: Smells so bad others must Feats: Sharpshooter
make a Toughness test to move Special: Always deals max damage
within 1 inch of him. against Nachzehrer and other
vampires
Definitely not 8
Squirrels in a Coat *[Stake Gun] [D10][Reload, Ranged6]
Agility:+4 Presence:0 [Presence]
Strength:-1 Toughness:0
Equipment: Greatcoat, Whisky, The Decoy
3 Grenades Agility:-10 Presence:-10
Flaws: Prey Strength:0 Toughness:+10
Feats: Light Footed Equipment: Helmet, Greatcoat
Special: Whenever they take any Flaws: -
damage their Agility reduces by 1. Feats: -
Special: Hostiles think it is real
Lawrence Talbot and target it.
Agility:+3 Presence:-2 Can be hired for free.
Strength:+3 Toughness:+3 Must be carried onto battlefield.
Equipment: No Equipment Takes 3 Equipment Slots.
Flaws: -
Feats: Carrot Cake
Special: Has claws instead of
Equipment. {Claws} {D8} {Strength}.
107
SECRET WEAPONS OF WAR
Across The Last War, many strange things were tested on the
battlefield. These may be purchased for their associated cost from the
Quartermaster. Their prices indicates their rarity!
All Secret Weapons of war were created by the mad scientist GWRD
and first deployed in the battle of redacted hill .
They would often result in the deaths of those using them just as
often as those they were used against.
1. SMG
[D6][Ranged, Jam, Reload 6][Presence] [35R]
Uses Pistol Ammo. Becomes AF2 if firing at a
target within 6 inches.
2. Trench Mortar
[D6][Ranged15, Explode, Reload][Presence] [80R]
Does not require line of sight. Always requires
a roll of DR15 regardless of any other modifier.
Ammo can be bought for 5R per shot. Cannot be
fired on a turn that the bearer moved.
3. Pipe Shotgun
[D8][Ranged6, Explode, Reload][Strength] [5R]
Uses Shotgun Ammo. A roll of 3 or less is
considered a Fumble.
4. Satchel Charge
[D10][Explode][Strength] [25R]
Must be placed within 1 inch of the user.
Explodes at the end of the next full round.
Deals damage to all models within 3 inches.
If it explodes while placed on a piece of
terrain, that terrain is removed from play.
108
6. Periscope-Based Rifle
[D8][Ranged, Jam, Reload 5][Presence] [45R]
Can be used to shoot around corners. User may
draw line of sight from any point within 1 inch
of them to another model.
9. Trench Flail
[D8][Criticals cause Bleed][Strength] [8R]
109
QUICK REFERENCE
Setup
1. Pick a Scenario. All tests are
2. Set up the board.
3. Determine Weather &
DR12 unless
Conditions. specified.
4. Deploy as per Scenario. You roll a D20, add and
5. Roll for Initiative. subtract relevant modifiers,
and check the result.
If you reach at least a 12,
Each Game you succeed.
Round Rolls of 20 are Criticals.
1. Determine Initiative. Rolls of 1 are Fumbles.
2. Players alternate activating
a single model.
Combat
Models within 1 inch are in
3. Activate Hostiles if any in
combat. Ranged attacks have a
play.
max range of 12 inches.
4. End game round.
1. Check range.
2. Check if cover is applied.
Activating 3. Check which stat the
Pick a model. Weapon uses and apply the
It can move & perform an action. relevant modifier to the
Performing an action ends the roll.
model’s activation. 4. Roll attacks (models in
melee both roll at the
Actions same time and apply the
• Make a ranged attack. results).
• Make a melee attack. 5. Successful hits apply
• Use Equipment or Feats. damage.
• Use a Manuscript to cast a 6. Mark off any Ammo used.
spell. 7. If models are at 0hp they
• Pick up and/or drop any are Downed, place them
number of Items off the face up.
ground or dead/Downed Hostiles at 0hp are dead,
models within 1”. place them face down.
• Interact with Loot or
Scenario Items within 1”.
• Make a second move.
110
Movement Omens
Models move Agility +5 inches. Can be used at any time.
Climbing halves your speed. Each Omen can only be used once
Models can jump gaps 3 inches per Scenario.
or less by passing an Agility Bring it Down: Deal maximum
test. Failing causes Injury. damage with an attack.
Lucky: Reroll any dice, yours or
someone else’s.
Leaving Combat Medic: Remove a Downed model
1. The opponent rolls a from play, it auto-passes its
DR12 Agility test. Death Save.
2. On success your model does Close one: Cancel one Critical or
not move. Fumble.
3. On failure your model Resourceful: Reroll on Loot
moves. table.
4. If opponent Fumbles you Training: Automatically pass
can move and take an one test i.e., jumping, Morale, or
action.
combat.
5. On a Critical, opponent
makes an attack against
you. Hostiles
1. Check special rules.
2. Check if it can see other
Morale models.
When a model rolls for Morale 3. Move it 2D6 inches towards
make a Presence test. nearest visible model or make
On failure they flee the fight. a ranged attack if possible.
On success they act as normal. 4. Check range.
5. Roll attacks.
Models must make a Morale test
when they: Remember: all Hostiles roll all
• are Critically hit.
tests against DR12.
• strike a Downed enemy.
Post Scenario
Spellcasting 1. Receive 10 Resources.
Max range 12 inches. 2. Roll Death Saves.
Presence test. 3. Roll for Injuries.
On failure mark a Tragedy. 4. Sell and buy Items.
On Fumble roll on Calamity 5. Gain and spend XP.
table, adding current 6. Hire new members.
Tragedies. 7. Buy bunker upgrades.
8. Reallocate Equipment.
111
The Last War, fought for pride or in hubris, didn’t end on a set
date at a set time. It spluttered out until those left in the
trenches realised no more artillery fire was coming, nor supplies
nor orders. After years in the trenches, it took them all some
time to put their heads above the trench line. Doing so was
suicide on a normal day.
It was Whispers that looked above the dirt first. When they said
there was nothing but Fog, the rest of the unit each took a turn
to look, standing on a rotten ladder. The first night nothing
came out of that Fog. On the second night, haunting noises
pierced the stillness. On the fourth night Red, the CO, asked
all to draw straws. Five were sent out into that swirling mist.
The rest stayed awake all night, awaiting their return. The Fog
seemed to block out a lot of the sun during the day, but as the
sky lightened slightly to indicate the coming of dawn, no one
returned. In a few more days the unit’s numbers had dwindled. A
lack of orders from command, no sight of the enemy, and a sense
something was wrong began to germinate amongst the troops.
112
When only a few lingered and Red had neither the authority nor
will to send anyone else out to the Fog, the remaining souls
decided to head out together toward the old HQ. The only thing
that met them there was dust and the dead.
That’s all it took for some of those who had marched with the
crew to take their leave, either heading out to try and find out
if what the Quartermaster said was true, or simply fading away,
broken by the situation. At this point only five remained.
Red was in command ,and Whispers was still the first to approach
each new horror. Barker, the group’s medic, had lost his jovial
cheer, and the Professor contested that there must have been
some explanation for what was happening. Jr had seen hell in
the war, and simply believed that this was some new purgatory
that they had all found themselves in. The five of them remained
together, taking each day as it came.
Since then, the crew had made several expeditions into the
trenches to locate what they could to trade for food, whisky,
and weapons. They had seen the horrors of the trenches, and the
new horrors that had come forth from the Fog.
113
It had been a normal day of hazy sunlight and
damp drizzle, a normal day in abnormal times. The
Quartermaster had sent them out once more, deeper into
the trenches this time. Across the mud they walked. The
section they were heading to had been cut off from the
main line by a particularly violent artillery barrage,
so they headed up over no man’s land for a section.
114
Red past him a flask that contained a deep amber liquid. `We
need to head inside the dugout now. I’m not sure how deep this
one goes, and we want to be back before dark.’
The crew were poorly equipped. Between them they held a single
working rifle, in the hands of the Professor, who had always
been the better shot. Red carried his service revolver, only
two rounds left. Whispers pulled out a knife as they walked
towards the dugout door, and Barker took the rear, dragging
with him a piece of wood with barbed wire wrapped around it.
‘What are we here for, Red?’ the Professor spoke low. The
dugout seemed abandoned, but the last three months had taught
them that they could take nothing for granted. ‘Deeper in, QM
says there’s a stockpile of food, wants us to check it out,
let’s head in.’ Whispers nodded in response to Red, and moved
first towards the tunnel opening, heading in deeper. The dugout
was one of the largest any of them had seen. Thirty minutes had
passed since they entered, and they were still finding rooms to
explore. Heading deeper still, they pushed open a rotten wooden
door. Whispers looked into the gloom.
115
used to handling a shovel after years of trench warfare. It
was hard work, and the crew took it in turns digging at the
mud. Some time had passed when Barker thrust the entrenching
tool downwards and heard the distinct sound of metal on metal.
Moving mud away from the obstruction he called over, ‘Hey I hit
something.’ The Professor, who had been next in line for dig
duty, moved over with the lantern, to shine a light on what had
been found. ‘What is it?’ Barker asked, poking at it with his
shovel. ‘I don’t think you should d….’ The Professor’s warning
was cut short as the roar of an explosion silenced him. Red
turned to watch as Barker and the Professor were turned into a
fine mist, the shock wave sending him back flying into the tunnel.
Red awoke with no concept of how much time had passed. He felt
weight on his legs, a sharp ache in his head, and the skin on
his face and arms prickled sensitively, raw skin having been
exposed.
The weight on his legs shifted as he felt someone drag him from
the mud. Coughing up dirt, he asked, ‘Where’s the others?’
Whispers responded as they dragged Red free. ‘Dead.’ Without
another word, Red and Whispers picked up what they could find in
the tunnel: the Professor’s rifle and some sacks of items they
had found in the tunnels. Whispers had made a makeshift torch,
and they began to head back the way they had come.
Red was not sure how injured he was, but his body complained
with every step he took. They entered a room they had passed
previously. It was waterlogged, and as they made their way
across Red spoke for the first time in a few minutes. ‘Hold up, I
need a second.’ He drew out his whisky and took a deep draw from
it. He looked to Whispers, saying ‘I’m ready.’ He took one more
step, and the floor burst upwards.
116
floor he could see a pulsating mass of white flesh, like a
maggot, undulating. Eyes dotted along its side blinked in
unison. Grunts of pain came from Red, who was half in the foul
creature’s mouth. Long, spine-like teeth punctured his side.
Although thrashing from side to side, he had managed to draw
his pistol, but could not get the angle to fire.
Whispers steadied the rifle and fired at the creature, several
shots finding their mark in quick succession, but it seemed
to barely even notice. Red locked eyes with Whispers, the
revolver fired once, and the man stopped struggling. The pistol
fell to the ground as the maggot thing drew Red’s body into
its maw.
117
WEATHER
Trench Coats
and Trench Cats
3. Stained
New Trench Coat
Trench Special:
Wearer is immune to
Coats Bleeding, but if they
Fumble any Toughness
New in stock test they automatically
for the become Diseased.
discerning Cost: 6 Resources
person at the
end of the
world. 4. Waxed Trench
Coat
Trench Coats Special:
do not take up Wearer is immune to
any Equipment Burn.
Slots. Cost: 10 Resource
1. Antique 5. Hooded
Trench Coat Trench Coat
Special: Special:
At the start of each Wearer is immune to
Scenario the wearer negative effects of
can roll a D100. On Weather and Conditions.
5 or less the pocket Cost: 3 Resources
contains a random
Artefact (pg. 94).
Cost: 20 Resources 6. Billowing
Trench Coat
2. Heavy Trench Special:
Coat Wearer has cover at all
Special: times, granting -3 to
Grants 2 Armor. hit them with ranged
Cost: 12 Resources attacks.
Cost: 50 Resources
118
Trench Coats & 4. Blue Cat 11R
Agility:+3 Presence:+1
Trench Cats offers Strength:-2 Toughness:-1
new Service Animals Claw:D4:Agility
Tougher Than They Look: Blue
and Equipment found Cats have 1 Armor.
amongst the wastes of 5. Ragdoll 9R
The Last War. Agility:+7 Presence:0
Strength:-4 Toughness:-4
In addition to five members, Claw:1:Agility
crews may recruit a single Hostiles ignore Ragdoll Cats,
Service Animal by paying the thinking they are dead. Can
associated cost. These new pick up and carry one Item.
Trench Cats replace the Trench
Cat in the Last War. If you 6. Cath Palug Kitten 20R
ever roll for a random Service Agility:+6 Presence:+2
Animal, reroll on this table Strength:0 Toughness:-1
if you roll for a Trench Cat, Bite:1:Strength
to see which kind you get. Cannot be killed except by
Caledfwlch Sword.
Except for the rules listed Will not attack any model with
below, Service Animals act as a pink glove.
crew members in every other Sometimes Ignores Orders: roll
way. They have predetermined a D6 every round. On 1 you
Stats described below. cannot activate the Cath Palug
Kitten this round.
Unless otherwise stated under
their profile, they cannot:
Use Manuscripts.
Search for Loot.
Use/carry Equipment/Weapons.
119
Endless T
The muddy, death-filled trenches
span for miles in what feels
like every direction. Even
Doors and Exits
Roll a D4 and place that many
doors. Doors in Endless Trenches
setting out from the same spot should be placed as far from
each time, it's impossible to each other as possible.
follow the same path more than
once. A model can open or close a door
as an action. When a model opens
Getting lost is easy, dying even a door, roll below to determine
easier. its type.
Deep under scarred soil, you 1. Mud-caked: You can use an
explore the dugouts, soldier Entrenching Tool to clear the
quarters, sabotage tunnels, and door as an action, otherwise
natural caves that link up. requires two separate actions to
clear mud.
Below are rules to randomly
generate new rooms, tunnels and 2. Warped: pass a Strength test
dugouts. to force door open.
Using Tiles 3. Locked: pass a Presence test
You can either use dungeon tiles to open door.
(1 inch squares)or measure out
rooms based on size as you play. 4. Unlocked: can be opened freely.
Underground rooms are considered Doors have 10hp and can be
to be in Darkness (pg. 67). broken down to pass through.
The first dugout is always Room Conditions
4x4 inches and has one exit and Roll D6.
one other door.
1. Extra Muddy
When you open a door, roll the All models lose 1 inch of
following to determine the new movement down to a minimum of 1.
area:
2. Living Gas Cloud
1.Room Size LGC (pg. 50) is trapped here.
2.Room Contents
3.Doors and Exits 3. Open to the Elements
4.Room Conditions With no roof, some light makes
its way into this area. Area is
Room Size not in Darkness and models can
Roll D8+1 for Length and D8+1 attempt an Agility test to leave
for Width for each area. the Endless Trench when here.
Example: a roll of 3 and 2
results in an area that is 4 4. Rotten Floor Boards
inches long and 3 inches wide. When a model ends its movement,
roll a D10. On 1 they step on a
Room Contents D8 rotten board and must make an
1-4 Random Hostile (pg. 59) Agility test. On failure they
5 NPC take D4 damage.
6 Special Event
7 Empty 5. Extra Door
8 Loot This is an exit.
6. Empty
120
Trenches
Hostiles
To determine which Hostile
appears, roll on the random
NPCs D6
1. Mad Man
encounter table in The Last War. HP:8 Morale:12
An area contains one Hostile of Pistol:D6 Armor:1
any type you roll for unless the A man with pencils up his nose
Hostile profile states that more and underpants on his head. He
are deployed, such as Trench speaks clearly and offers a way
Rats. Place the Hostile(s) in the out. The next room you enter has
centre of the area. an additional exit.
If an area is too small to place
the Hostile, reroll for a smaller 2. Soldier
Hostile. HP:9 All Stats:1
Rusty Rifle:D6 Armor:1
Loot A soldier is in this area, armed
Use the Loot table from The Last with a rusty Rifle and Light
War. Place Loot in the middle of Armor. If a model within 1 inch
the area. passes a Presence test he will
join your crew until you exit
Special Events D8 the trenches.
1. Walls collapse, mud flows in.
The area shrinks by 1 inch along 3. Medic
its length at the end of every HP:8 Morale:10
round. Any model here when it Knife:D4 Armor:0
reaches 0 inches is buried under A medic from Nurse Nightshade is
mud and dies. here. When a model is within 1
inch they will heal them to max
2. Randomly determine a door to health or remove 1 injury.
be an exit. This is a safe way to
leave the trenches. 4. Service Dog
See page 31.
3. The area has an open roof. A Service Dog is found in
Models may make an Agility test this area. If the crew has no pet
to climb any wall to leave the they will join.
trenches.
5. Ghost
4. Trip wire mines litter the No Stats.
area. At the end of any model's A Ghost is found here. Models
movement roll a D6. On a 1 they must make a Presence test when in
trigger a mine for D6 damage. the room to ignore it or suffer
-1 to Presence going forward.
5. Gas-filled: treat the whole
room as having the Gas Property. 6. Strange Merchant
HP:100 Morale:99
6. A strange nest is in one of Death Touch:D100 Armor:0
the corners. If you spend more A Strange Merchant offers to sell
than 3 rounds in the room a Gas you one random Secret Weapon of
Bug spawns from the eggs. War for half its listed price
(pg. 108).
7. This area is silent: no noise
can be made and Manuscripts do
not work here.
121
Endless
Trenches
Attacking NPCs
Player models can attack
NPCs. If you kill one,
strike through them in the
list; they can no longer be
found in the trenches.
If you attack an NPC they
become Hostile.
XP
When all models are dead or All Alone
have left the trench, crews
gain 1 XP for any of the Sometimes just a single
following: member of a crew enters
1. Each Hostile killed the trenches! When doing
2. Each room explored so, one person alone
3. Each Loot found does not attract as much
4. Each dead crew member attention.
When rolling for Hostiles
Escaping and the result is Trench
Maggots, Things From the
Models may leave the Fog, Haunted Tanks, or
trenches through any exit Angels of Morte, reroll
or the entrance they that result.
entered in the first
area. If the lone crew member
is Downed they are
Models that flee due considered killed!
to Morale only flee to
the next area without a
Hostile, and cower there
for one round.
They can then be
activated as normal.
Any Downed crew members
left in the trench do
not get a Death Save, and
instead are auto-killed!
122
New Horrors
of War
Spotted
123
Wassailing
Something strange has come to no man's land, a creature not seen
before in these war-torn lands. It has been collecting Resources
that are just waiting for someone else to take them!
Goal
Get a box of supplies from the Mari Lwyd.
Reward
The Quartermaster pays 10 Resources per box fetched back.
Deployment
Versus and Coop:Players select a board edge based on Initiative
and place models within 3 inches of their board edge.
Threats
On round 2 and every round after, at the end of the Hostile
activation phase, a Ghost of No Man's Land (pg. 54) spawns on a
random board edge.
Solo Play
Only spawn a
Ghost of No Man's
Land on each even
round.
3 Inches
Deployment
COOP Play
Two Ghosts of No
Player 1
on corruption,
they who seem
corrupt and have
put on holiness.
They strain
against the door.
-Vernon Watkins
124
Quest Scenario: The Red Hart
Rumours continue to surface regarding a Threats
mysterious and monstrous creature spotted in the The Red Hart is immune to Morale in this
blasted plains of XXXXX. Those who survive the Scenario, and fights to the death. It will not
sightings have dubbed the thing ‘the Red Hart,’ leave its lair while there are any eggs. It
their reports describing losing companions to the attacks any model holding an egg as priority,
beast’s snapping jaws and impaling blood crown. otherwise it focuses on the model closest to the
The most disturbing reports suggest it is making centre of its lair. It attacks NPCs and Hostiles
some sort of nest and potentially reproducing, just as fervently except for Hounds of Annwn – it
though the thought of how such an act occurs will never attack these, and vice versa.
chills the bones. Troops encountering such a Once killed, do not remove the Red Hart. Instead,
nest or even suspecting one are advised to burn turn the model on its side. Any warband member
it to the ground and definitely not to attempt to in base contact with the token at the start of
recover an egg or a foal for their own ends. its turn can drag the corpse along with it as it
The Man in Fort X has put out a bounty on this moves, but cannot take any other action if so.
beast, and will pay handsomely if anyone can slay A fleeing model cannot drag the corpse.
it. The bounty will only be paid if the whole
corpse is delivered to Fort X as proof. Solo Play and COOP play
As above.
Goal
Kill the Red Hart and destroy the nest. Game Ends
End of round 7.
Reward
If a crew can drag the Red Hart’s corpse off the The Red Hart
table edge, or to within 1” of the board edge, HP:15, Morale:9
assuming no enemies are within 6” at the end of Bite:D6 Armor:1
the game, they can return it to the Man in Fort X Blood Crown: if in base
for a reward of 30 Resources. contact with more than 1
Each egg recovered can be sold for 10 Resources, other model, the Red Hart
or one egg can be kept and incubated at the gains a second attack for
warband’s bunker, hatching into a Red Foal D6 damage. This attack
Service Animal at the end of the next Scenario. also inflicts the Drain the
Each member who dealt the most damage to the Red Blood Manuscript power on
Hart during the Scenario gains +1 EXP. At the end its victim (pg. 26).
of the game, each model on the board gains +1 EXP
per burned egg.
125
126
127
128
129
Art Credits
Cover art and art on page 64 adapted from public domain art
by F.J.Mears, World War I Veteran.
Haunted Tank, Ghosts of No Man’s Land, Barbed Wire Beast, and Hounds of Annwn
by @jai_un_chapeau.
Mud Ghoul
by @Warclaw Traler.
Angel of Morte
by @ jamjarastronaut.
Forbidden Psalm: The Last War is an independent production by Will Rahman and is not affiliated with Ockult Örtmästare Games
or Stockholm Kartell. It is published under the MÖRK BORG Third Party License. MÖRK BORG is copyright Ockult Örtmästare
Games and Stockholm Kartell.
Forbidden Psalm is published under the terms outlined in the MÖRK BORG third party license https://morkborg.com/license/.
Forbidden Psalm: The Last War operates under the same third party license as MÖRK BORG. This license allows anyone to make
stuff for Forbidden Psalm and either publish it for free or sell it. If you adhere to these terms you are allowed to publish free or
commercial material based upon and/or declaring compatibility with Forbidden Psalm without express permission from WIRD
Designs. The mechanics and game rules of Forbidden Psalm may be reused and referenced freely. Specific art and text from this
books may not be reused or translated unless you have explicit permission. Some art is made from public domain art and is open
to be reused. Please ask if you are unsure.
Your product cannot use the WIRD Design logo unless you have WIRD Design’s explicit permission.
You’re not allowed to give the impression that this is an official WIRD Designs product or that we endorse or sponsor you in any
way unless we’ve made special arrangements with you.
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Wall of Remembrance
A Miniatures Game of
Death, Fog, Mud, and
Haunted Tanks.