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The Last War May 2024 Digital

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100% found this document useful (7 votes)
6K views132 pages

The Last War May 2024 Digital

Uploaded by

chaosdwarf69
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

THE LAST WAR

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.

The War ended not with a bang, but a cough and a


splutter. The diseases that took hold spread far and
wide. Few survived the fever and the filth. With so few
humans left, those that dwelled in the night took up
the arms of man to fight over what remained.
These scattered beings hunt the trenches of The Last
War for scraps, salvage and weapons.

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.

As if in response to the suffering man unleashed upon man,


a great Fog has taken the land. What dwells within the
swirling mists chills even the most hardened of veterans.

What comes after The Last War?


Only decay, death, and destitution.

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

18. Quartermaster 68. Scenarios


(Equipment and Weapons) 92. Campaign Rules
22. Armor 94. Artefacts
21. Ammo 95. Injuries
24. States and Properties 96. Tank Manual
26. Manuscripts 99. Tank Roster
29. Calamity Table 100. Crew Roster
30. Crew Names 102. Crew Bunkers
31. Service Animals 104. Endless War
32. Rules of Engagement 107. Mercenaries
36. Combat 108. Secret Weapons of
39. Morale War

40. Play Example 110. Quick Ref

42. Mutations 112. THE NIGHT

43. Orders 118. TRENCH COATS AND


TRENCH CATS
44. Hostiles
126. Paper Minis
59. Random Hostiles
131. Wall of Remembrance

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.

Grab some dice, some miniatures, a tape measure,


a 2ft by 2ft table, and you are ready to play.

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.

The Last War is inspired by historic wars, but


is a fictional setting. The intent of The Last
War is not to make light of the horrors of
war, especially the horrors of World War 1 and
World War 2. As this is not a historical game,
historical accuracy is not required in how you
approach play. This is a game of toy soldiers
set in an apocalyptic world. As such, play
with whatever miniatures you have, paint them
however you want, and call them whatever you
want. Forbidden Psalm is a game for everyone.
Anyone who is prejudiced, bigoted, or who thinks
that abuse or hatred of others based on sex,
gender, ethnicity, or any other characteristic is
acceptable should find a different game to play.
This message should only offend someone with those
views, so if you are offended by this message,
THIS GAME IS NOT FOR YOU.
5
Converting Forbidden Psalm to
THE Last War

All content from Forbidden Psalm and MÖRK BORG can be

used in Forbidden Psalm: The Last War thanks to this

handy conversion guide.

FP term : The Last War term

1 Gold = 1 Resource (R)


Warband = Crew
Scroll = Manuscript
Omen = Order
Monsters = Hostile
Treasure = Loot
Relic = Artefact

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.

Bring over a warband from


Forbidden Psalm
Warbands from previous campaigns can be brought over
to The Last War. The world of MÖRK BORG is filled with
strange magic. Did your warband step into the swirling
portal at the end of ‘In the Footsteps of the Mad Wizard’ or
did they simple get lost in the Fog and wander into this
new, war ravaged realm?

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.

Injuries, Stats, and anything you choose to keep carry


forward and are fully playable in The Last War.
7
CREATE A CREW OF SCAVENGERS
To explore the ruins of The Last War you
need a crew of scavengers, consisting of five
miniatures. Follow these steps:

1. Select five models to use.


2. Assign each model a name.
3. Select a Special Trooper.
4. Allocate Stats.
5. Roll a Flaw for each model.
6. Roll a Feat for each model.
7. Spend your starting 50 Resources on
Equipment.

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

TITLES AND NICKNAMES 1-50 Prefix 51-100 Suffix


1. Private 1st. 26. Mudslinger 52. Jr 77. Barker
Class 27. Strafe 53. The Hellfighter 78. The Lucky
2. Sargent-Major 28. Nurse 54. The Spike-Bozzled 79. The Determined
3. Captain 29. Redacted 55. Of No Mans Land 80. The Second
4. Sea Soldat 30. Post Officer 56. The Cunning 81. The First
5. Kazak 31. Pilot 57. Nightgale 82. The Ace
6. K-7 32. Mayor 58. The Conscientious 83. The Blimp
7. Field Marshall 33. Princess Objector 84. Toot Sweet
8. Lieutenant 34. Prince 59. The Doughboy 85. Mud
9. Air Mechanic 35. Gov 60. The Spy 86. Shellshocked
10. Kadett 36. Major Minor 61. The Baron 87. The Conscripted
11. Plutonier 37. Mr 62. The Tommy 88. The Trench Footed
12. Major 38. Master 63. Temporal Exile 89. The Poilu
13. Korporal 39. Ms 64. The Bearded 90. The Mehmetçik
14. Redov 40. MSgt 65. The Blonde 91. The 366th
15. Baron 41. Professor 66. Red 92. The Decorated
16. Baroness 42. Sister 67. The Dug Out 93. The Wipers
17. The Lost 43. Brother 68. Eats Apples 94. The Pozzy
18. Viscount 44. Saint 69. Blackadder 95. The Deceased
19. Marquess 45. Col 70. Specific 96. The Potato-Masher
20. DR 46. Fearful 71. The Lead-Swinger 97. The PBI
21. Chief 47. Butcher 72. Looper 98. The Salient
22. Viscountess. 48. Zero Hour 73. The Civilian 99. The Silent
23. Hon 49. Ashcan 74. The Wolf 100. The Mud-crusher
24. Rev 50. Napoo 75. The Athazagoraphobic
25. Un.Hon 51. The Wounded 76. The Dying 9
SPECIAL TROOPER
Each crew can select one Special Trooper at creation at a cost of
5 Resources, and pay no cost for any starting Equipment they may
have. If the Special Trooper ever dies, the crew can recruit a
new one for free. Special Troopers do not give up their starting
Equipment to other crew unless they die. They can, however, be
assigned other Equipment. After selecting a Special Trooper,
assign Stats and roll for Flaws and Feats as normal. This counts
towards the crew’s 5 troops.

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

and assign it to their four Stats as you see fit.

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

When scavengers reach 0 HP they


are Downed. If they take any
more damage after being Downed
they are killed.

All lost Health is regained


between Scenarios for surviving
scavengers.

Downed models must pass Death


Saves after each Scenario
(see Death Saves on page 92).

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.

10. VAMPIRES DON'T EXIST


Never takes a Morale test from Hostile attacks or
abilities.
16
CARROT CAKE .11
Ignores Darkness and Partial Darkness.

ALWAYS PREPARED .12


Can select 1 piece of Equipment for free to bring to
a Scenario.

WHAT DOESN’T KILL YOU ONLY MAKES YOU STRONGER .13


If Downed in a Scenario and not killed, gains +1HP.

CUNNING PLAN .14


May make a Presence test to be removed from the
table at any time. Considered to have survived the
Scenario.

ORDERS .15
Can give up activation to allow another model
within 3 inches to act instead, even if that model has
already activated.

DUCK AND COVER .16


Can make an Agility test to ignore damage from
EXPLOSIVE Weapons.

HERO .17
Can pick up another Downed model and carry them
without taking any negative effect.

RESOURCEFUL. 18
Never runs out of Ammo.

DROP AND ROLL .19


Ignores Burn.

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.

Weapons come fully loaded.

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]

Two-Handed Ranged Weapons


16-19 [Rifle][D8][Ranged, Jam, Reload 5][Presence] [25R]
20-23 [Shotgun][D10][Ranged, Explode, Reload 2][Presence] [20R]
24 [Sniper Rifle][D8][Ranged 15, Jam, Reload 5][Presence] [35R]
25 [Buzzsaw][D8][Ranged, Jam, Bulky, AF3, Reload 3][Strength] [50R]
26-27[Automatic Rifle][D8][Ranged, AF2, Reload 5, Jam][Presence][30R]
28-34[Anti-Tank Rifle][D10][Ranged, Bulky, AP, Reload][Strength][50R]
35 [Flamethrower**][D6][Ranged 6, Explode, Burn][Toughness] [50R]

One-Handed Melee Weapons


36-38 [Bayonet***][D4][Cruel][Agility] [2R]
39-44 [Knife][D4][Thrown][Agility] [1R]
45-46 [Gauntlet Dagger][D4][Can’t be dropped][Strength] [3R]
47-50 [Trench Club][D6][Criticals cause Dazed][Strength] [4R]
[Fist][1][On Fumble take 1 Damage][Strength] [Free]
51-55 [[Dud Grenade Club][D4][Explode][Strength] [Free]
56-60 [Sabre][D8][Agility or Strength] [10R]
61-66 [Makeshift Weapon][D4] [Strength] [Free]
67-70 [Entrenching Tool****][D6][Strength] [5R]
71-75 [Pick Axe][D6][Cruel] [Strength] [4R]
76-79 [Wood Axe][D8][Thrown][Strength] [3R]

Two-Handed Melee Weapons


80-86 [Rusted Rifle][D8][Strength] [3R]
87-90 [Makeshift Weapon][D6][Strength] [Free]
91-92 [Calvary Lance][D6][Reach][Agility] [5R]

Throwables (all have Thrown key word)


93-94 [Molotov][D6][Burn, Explode, Counts as Whisky][Agility] [5R]
95-96 [Smoke Grenade][0][Smoke][Template][Agility] [4R]
97 [Gas Grenade][D4][Gas][Template][Agility] [4R]
98-99 [Makeshift Explosive][D8][Explode][Strength] [2R]
100 [Grenade][D8][Explode, Called Shot][Agility] [4R]

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.

Flamethrowers are as deadly to those carrying them as being


targeted by them. A unit wielding one may attack multiple
models per turn. Models can make an attack against all models
within 6 inches of them instead of just one. This consumes all
fuel left in the Fuel Tank, and the Tank must be replaced before
the Flamethrower can be used again.

If a model carrying a Flamethrower is Critically hit, instead


of rolling damage, the Tank explodes and deals 8 damage to all
models within 3 inches, including the carrier.

***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.

22
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.

Note* some Poisons and Diseases have additional


effects.

25
Manuscripts (D20)
Manuscripts cannot be used while wearing Armor
with Armor Value above 2.

Any model can read a Manuscript.


Turn the page for how to read a Manuscript.

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.

15. Die already: 14. De


Target a model that model tonate:
carryi Target
has already taken the Ex ng a W a
damage. Model must plode eapon
succes Proper with
make a Presence s the ty. On
dealin Weapon
test. On failure g its explod
the mo damage es,
they are dropped to del ca to
1HP (doesn’t work on \ f a ilure r r y ing it
the ca . On
Hostiles with more takes ster i
D4 dam nstead
than 8HP). a ge.

16. cries of the wounded: Select two


targets. If one takes damage, that damage
is instead split equally between the two
targets, rounded down.

17. Change the tides On successful cast,


reroll Weather and Conditions. On a Fumble,
roll twice and apply both.

18. Basket Case. Target must


19. Drain The make a Presence test. On failure
they take D8 damage. On a Fumble
Blood:Target’s their arms and legs fall off,
blood begins to their Agility drops to -10, and
drain from them. they cannot use any Weapons or
They gain the Equipment. They might as well be
Bleeding State dead. If target passes this test,
and lose 1 inch of caster takes D8 damage, or on a
movement. Critical caster’s arms and legs
fall off.

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.

If you ever Fumble when reading, you immediately


roll a d20 on the Calamity table, adding any
incurred Tragedies to your die result, to a
maximum of 20.

Spells have a maximum range of 12 inches.

Calamities last the duration of the Scenario


unless otherwise stated.

You cannot cast spells while in close combat.

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

1. Wargames 51. Gloomy 1. Death 51. Cakes


2. Damp 52. Toothless 2. Synod 52. Rain
3. Mouldy 53. Early 3. Fellowship 53. Friends
4. Noxious 54. Spooky 4. Sympathy 54. Sheets
5. Scandalous 55. Whispering 5. Regiment 55. Cows
6. Ill-informed 56. Pathetic 6. Association 56. Wax
7. Ruthless 57. Overconfident 7. Parasites 57. Crows
8. Caring 58. Awful 8. Horse 58. Seeds
9. Careless 59. Repulsive 9. Leaf 59. Books
10. Deadpan 60. Peaceful 10. Bottles 60. Hour
11. Periodic 61. Jumpy 11. Church 61. Apples
12. Volatile 62. Abrasive 12. Flame 62. Lockets
13. Tense 63. Dirty 13. Rabbits 63. Shade
14. Magenta 64. Puny 14. Oak 64. Quills
15. Deafening 65. Serious 15. Giants 65. Worms
16. Icky 66. Groovy 16. Goblins 66. Mould
17. Foul 67. Marked 17. Vampires 67. Existence
18. Bizarre 68. Smelly 18. Wolves 68. Fingers
19. Jolly 69. Mammoth 19. Pigeons 69. Wood
20. Limping 70. Fragile 20. Stew 70. Sparks
21. Right 71. Unwritten 21. Soup 71. Operation
22. Gamy 72. Oceanic 22. Ocean 72. Pencils
23. Boring 73. Rebel 23. Tank 73. Kettles
24. Vague 74. Guarded 24. Combs 74. Lace
25. Zonked 75. Ragged 25. Turnips 75. Plough
26. Tired 76. Old 26. Dolls 76. Metal
27. Last 77. Simplistic 27. Feathers 77. Guns
28. Lost 78. Shivering 28. Rations 78. Fighters
29. Giant 79. Quiet 29. War 79. Jelly
30. Chubby 80. Fluffy 30. Marble 80. Leather
31. Nimble 81. Mellow 31. Skirts 81. Babies
32. Soggy 82. Silky 32. Scarfs 82. Baseballs
33. Forbidden 83. Demonic 33. Helmets 83. Magic
34. Tawdry 84. Discreet 34. Heads 84. Reaction
35. Incompetent 85. Delicious 35. Dogs 85. Deer
36. Spicy 86. Unnatural 36. Cats 86. Class
37. Exalted 87. Resonant 37. Mice 87. Dime
38. Pink 88. Helpless 38. Insects 88. Skeletons
39. Blue 89. Doubtful 39. Maggots 89. Crayon
40. Grey 90. Third 40. Shells 90. Angels
41. Overcast 91. Hissing 41. Bullets 91. Band
42. Hapless 92. Zany 42. Pollution 92. Snakes
43. Righteous 93. Oval 43. End 93. Funeral
44. Mighty 94. Untidy 44. Sky 94. Smoke
45. Dead 95. Dull 45. Ice 95. Gas
46. Deathly 96. Saintly 46. Drum 96. Beans
D100

D100

47. Shrill 97. Perpetual 47. Discussion 97. Cabbages


48. Historical 98. Fallen 48. Substance 98. Ducks
49. Defiant 99. Pale 49. Bay 99. Psalms
50. Grubby 100. Sharp 50. Bag 100. Atlantic
SERVICE ANIMALS
In addition to five members, crews may recruit a single Service
Animal by paying the associated cost. Except for the rules listed
below, Service Animals act as crew in every other way. They have
predetermined Stats listed below.

Unless otherwise stated under their profile, pets cannot:


• Use Manuscripts.
• Search for Loot.
• Use or carry Equipment or Weapons.

Service Dog 15 Resources


Agility:+2 Presence:0 Strength:0 Toughness:-2
Bite:D6:Strength
Can search for Treasure.
Can pick up and carry 1 Item.

Trench Cat 10 Resources


Agility:+6 Presence:+3 Strength:-3 Toughness:-4
Claw:2:Agility
Trench Rats will not move closer to a Trench Cat.
Can eat the face of a downed enemy for +1HP (Downed model
is killed, this is a permanent increase to HP).

Pack Mule 15 Resources


Agility:+1 Presence:0 Strength:+5 Toughness:+1
Stomp:D4:Strength
Can be used to carry Items. Has space to carry 10 Items.
As an action, models within 1 inch of Mule can add or
remove an Item from the Mule.

Gas Slug 15 Resources


Agility:-2 Presence:+1 Strength:0 Toughness:0
Cannot attack.
Any model within 4 inches of a Gas Slug is immune to the
effects of Gas and Smoke.
31
RULES OF ENGAGEMENT
Setup
1. Pick a Scenario (pg. 68).
2. Set up the table (pg. 64).
3. Determine Weather and Conditions (pg. 66).
4. Deploy models as per Scenario.
5. Determine Initiative (pg. 34).

Each Game Round


1. Determine Initiative for that round.
2. Players take it in turns to activate a
single model.
3. Activate Hostiles, if any in play.
4. End game round.

Rolling a 1 before applying modifiers is


always a failure and is called a

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.

If a Feat, Condition, or other rule triggers when a


model is activated, you must trigger the effect at
the start of the activation before you move.

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.

Models can move in any direction or combination of


directions up to the maximum movement of the model.

Terrain smaller than 1 inch can be moved over without


suffering a movement penalty.

Terrain larger than 1 inch must be climbed. Models


have a climb speed of 1/2 their movement speed. Models
must end their movement on a flat surface.

Models can jump gaps 3 inches or less, but must pass


a DR12 Agility test to do so. On failure they fall and
take 1 damage per inch, rounded down. On a Fumble
they also gain a new Injury (pg. 95).

Models that move off of a board edge are treated as


survived and no longer participate in the Scenario.

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).

However, close combat is risky, and your


opponent can also attack you back at the
same time, but at -3 to their roll. Both roll
to hit, and then roll for damage for any
successful hits achieved.

This -3 is negated in close combat if


another friendly model is also within 1
inch of the enemy attacker. On a Fumble you
drop your Weapon.

If the target of the attack survives and has


not activated, it can still activate that
round.

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.

If a model is in any way obscured, apply a -3


modifier to the to hit roll.
The model has Cover.

Roll a DR12 test, plus relevant modifiers,


to see if you hit, and mark 1 Ammo off of your
total Ammo. On success roll the Weapon’s
damage.

You can throw any Weapon up to 6 inches, but


you suffer a -3 to the roll and it is placed on
the ground next to your target, regardless of
if you hit or miss.

Ranged Weapons count as One-Handed


Makeshift Weapons in melee combat.

37
Damage
When you successfully hit with a Weapon you roll the
Weapon’s damage dice.

Deduct the model’s Armor Value from the result.


Armor always reduces damage unless otherwise stated.

Reduce the wounded model’s HP by the damage amount


remaining.

Criticals always
cause max damage
Armor is still applied.

Leaving combat
Models within 1 inch of each other are in combat.

If a model wishes to leave combat, your opponent can


decide to stop you. Hostiles always try to stop you.
The opponent makes a DR12 Agility test.

On success, your model does not move. On failure your


model moves up to their movement value and then takes
no further action. If your Fumbles you can move and take
an action. On a Critical they make an attack against you.
Models can freely move off of a board edge to leave the
Scenario.

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.

On their next activation Lay it face down.


they retake the test.
On success they act as Downed models must pass
normal, on failure they a Death Save at the end of
continue to move off of the Scenario to determine
the board. if they died or managed
to crawl their way off the
They retake this test field, bloodied and broken.
every round until they
Death Saves are a
succeed or leave the DR6 Toughness test.
battlefield.
On failure they are dead.
Fleeing combat due to
Morale does not trigger On success they are wounded
an enemy attack. and must roll on the Injury
table (pg. 95).
Models make a Morale
test when: On a Critical they learned
• they are Critically something new. Roll on the
hit. Injury table and also gain a
• they strike a Downed new Feat.
enemy.

39
Mission Report (play example)

We join Frida the Lead-Swinger and Rulfo the Lucky


mid-Scenario. Their comrades have either died or left
the battlefield. Together they are facing off against two
Loyal Hostiles.

Frida activates first, and with her +3 Agility moves 8


inches (5 + Agility) until she can see a Loyal Hostile.
With her action she levels her Rifle and fires. First she
checks range. The Loyalist is 9 inches away, so within
the 12 inch range of her Rifle. Next she checks which
Stat to apply, in this case Presence, so she gets to add +1
to the roll. However, a wall partly blocks Frida’s line
of sight, inflicting a -3 penalty to the roll, for a total
modifier of -2. In order for her to hit successfully, she
has to roll at least a 14 on the die.

She rolls a D20, and scores a 17, modifed by -2, for a


result of 15, a HIT! Next she rolls for the Rifle’s damage
on a D8, with a result of 6. The Loyalist is wearing Hard
Leather Armor, which has AV 1, reducing the Damage to 5.
This is subtracted from their HP of 7, leaving them with
just 2HP remaining.

Rulfo now activates and moves just 4 inches as he has -1


Agility. As he has no Ranged Weapons and is not within
1 inch of an enemy, he decides to move again, moving
another 4 inches until he’s within 1 inch of the second
Loyalist.

With all player-controlled models having activated, now


the Hostiles activate. One is within 1 inch of Rulfo, and
has a Trench Club. It makes a DR12 test with no modifiers
applied, as Hostiles do not gain modifiers from Stats.
Since it is a melee attack, Rulfo is able to attack back
at the same time, but as he is not the activating model he
suffers a -3 penalty to his roll.

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.

The other Loyalist aims his gun at Frida, but rolls


just a 3 on his die, missing Frida.

We now enter the next turn. Frida, seeing that she is


the only one left, decides to flee the battlefield on
her move, but first she passes a Loot Marker, getting
within 1 inch of it. She makes a Loot, which is a DR10
Presence test. She has a +1 modifier for Presence,
so she only needs to roll a 9, which she easily does.
She then rolls for a random piece of Loot and scores
herself some Mouldy Biscuits. Happy with this, she
leaves before the Loyalists can reach her.

The Scenario comes to an end, and the player makes a


Death Save for Rulfo, as he was Downed. This is a DR6
Toughness test. With Rulfo’s -2 modifier, he needs to
roll at least an 8 on the die to survive. The player
rolls a 10! Rulfo lives, but needs to now roll for a new
Injury on page 95.

Frida the Lead-Swinger


+3 Agility +1 Presence -3 Strength and 0 Toughness

Rulfo the Lucky


+2 Presence +2Strength -1 Agility and -2 Toughness

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.

They can spend these once and only


once per Scenario, at any time,
including after a roll, for the
following effects.

Bring it Down: Deal maximum damage


with an attack.

Lucky: Reroll any dice, yours or someone


else’s.

Medic: Remove a Downed model from play,


which auto-passes its Death Save.

Close one: Cancel one Critical or


Fumble.

Resourceful: Reroll on the Loot table.

Training: Automatically pass one test, i.e.,


jumping, Morale, or combat.
43
Hostiles
After all models have been activated by all
players, Hostiles are then activated. If there is
more than 1 Hostile to activate, randomise them
with a roll.

Follow these steps when activating a Hostile.

1. Check Hostile’s special rules.


2. Check to see if the Hostile can see any other model that is not
the same type as it. Hostiles can attack other Hostiles!
3. If it cannot, most Hostiles, unless specified, remain still and do
not activate.
4. If a Hostile can see another model that is not the same as itself,
it moves 2D6 inches towards that model, or, if the Hostile is
equipped with a Ranged Weapon, it moves D6 inches and takes a
shot, unless another model is already within 12 inches, in which
case it does not move before making a ranged attack.
5. If a Hostile can see more than a single model, it always goes
towards/targets the closer model. On a tie, roll a die to
determine which way it moves/who it targets.
6. If the Hostile makes it within 1 inch of a model not the same as
itself, it immediately attacks as per the combat rules. Randomise
if there is more than 1 model within 1 inch. If the Hostile has
a ranged attack and is not within 1 inch of a model, it makes a
ranged attack against the nearest viable target.

44
Hostiles make all tests at DR12 with no modifiers unless
specified. This includes if they are attacked or targeted
by any spells.

This is also the same for all abilities, unless otherwise


specified. Hostiles do not prioritise Downed models
unless otherwise stated.

Hostiles with only ranged attacks, if in close combat,


make unarmed attacks dealing D4 damage unless otherwise
stated.

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.

Spawning Random Hostiles


When spawning a random Hostile, place them on the board
edge or elsewhere as instructed in the Scenario.

45
MUD GHOUL

HP:8 Morale:8 Bite:D6 Armor:1

Special: Hidden in Filth: Mud Ghouls do not spawn like


normal Hostiles. When instructed to spawn a Mud Ghoul,
randomly determine a model on the board. The Mud Ghoul
appears next to them, crawling its way out of the muck.

Filthy: Any model successfully hit by a Mud Ghoul must make


a Toughness test. On failure they become Diseased.

Even in death, those slain in The Last War have found no


peace. Many of the bodies long buried in mud have come back
to life, seeking to feast on those few living that remain.

Art By @Waclaw Traier

46
TRENCH MAGGOT
HP:20 Morale:12 Mandible:D6 Armor:0

Special: Disgusting: Models must first make a Presence


test to move within 2 inches of a Trench Maggot.
This test is not required if the Maggot moves within 2
inches of a model.

Tentacle Grab: If no model is


within 1 inch of a Trench Maggot,
the Trench Maggot grabs any and
all models within 3 inches
and drags them to within 1 inch
of them. After doing so, it
makes an unopposed attack
against any and all models
within 1 inch.

Slow: Moves only D6 inches


per round.

After the war, the filth and decay


of the battlefield gave birth to
many horrors.

But there are few quite as horrific


as the Trench Maggots, as large
as horses, bloated with the filth
and gore they have feasted on.

Art By Cor Rahman.

47
GAS BUG
HP:6 Morale:6 Bite:D4 Armor:1

Special: Protective Gas: Whenever a Gas Bug is


hit but not killed, it releases a gas cloud (Gas
pg. 24). Gas Bugs are immune to the negative
effects of Gas and Smoke.

With so many gas shells fired in such a small area, it


is no surprise that nature made use of this new found
chemical abundance. Gas Bugs are accursed things born
of mankind’s brutality.

Art By Cor Rahman.

48
TRENCH RAT
HP:4 Morale:1
Bite:1 Armor:0

Special: Swarm: At least


3 Rats spawn each time you
place a Trench Rat.
Rat on a Stick: When killed,
you can pick up the body to earn
1 Resource at the end of the
Scenario.
Art By Cor Rahman.

HAUNTED TANK
Art by Antonin Provost

HP:60 Morale:- 6-Pounder:2D10 Armor:6


Special: 6-Pounder: has a range of 20 inches.
Crush: When the Tank activates, all models within 1 inch of it must pass an
Agility test or take D8 damage.
Imposing: Tank can still fire 6-pounder even if in close combat. However,
does not target models within 1 inch.
Haunted Tank never makes melee attacks.

The evil of man has manifested in this machine of death.


49
LIVING GAS CLOUD

HP:15 Morale:- Gas* Armor:0

Special: Insubstantial: Only takes damage


from Weapons with Burn (pg. 24).
Living Gas Clouds can be treated as Gas (pg.
24) for all purposes of avoiding the negative
effects of the creature, i.e., Gas Masks work to
avoid the negative effect of the cloud. Cannot
move over a model with an Anti-Gas Fan.

Drawn to Life: Living Gas Cloud moves over


nearest model and sits over them in a 3 inch
circle. Any model in this 3 inch circle is
treated as if in Gas. Any model in the Living
Gas Cloud suffer a -3 penalty to all tests.

Wandering Clouds of deadly gas move across


the torn battlefield, drawn to the heat of the
living, a Mockery of Life.

50
VLKODLAK
HP:8 Morale:8 Claws:D6 Armor:2

Special: Pack Animals: Vlkodlaks travel in pairs.


Always deploy at least two Vlkodlaks.

Hard to Kill: Vlkodlak heal 1HP at the start of the


Hostile activation phase.

Blood Lust: When moving, if the model the


Vlkodlak is moving towards has taken any damage,
roll 3D6 for the Vlkodlak’s move.

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

HP:35 Morale:12 Heat Ray:D10 Armor:6

Special: March of Death: a Thing from the Fog always


moves 8 inches towards the nearest model.

Heat Ray: Ranged Weapon


(12 inch range). Any model hit
and all carried Equipment is
reduced to ash by the Heat
Ray if the model drops to 0HP.

Mutating Tentacles: Any crew member


within 1 inch of a Thing from the Fog
must make a Presence test.
On a failure they roll on the
Mutations table (pg. 42), on a Fumble
they become The Pathetic (pg. 53).

Things from the Fog do not


attack models with blue skin.

Strange alien beings made of


metal walk out of the mist as they
call out ‘ulla ulla ulla ulla.’

Some blame these beings for the


fog itself, but no one who has
seen one has ever lived long
enough to find out.

52
THE PATHETIC
HP:10 Morale:9 Slither:D4 Armor:1

Special: Pity It: models must pass a Presence test


to attack The Pathetic.
Slow: Moves just D6
inches per round.

Out of the fog come all manner of hideous beasts


and monsters that strike fear into the hearts
of all. However, not all that comes forth is so
frightening. Named The Pathetic, these tough but
slow creatures move across the ground on their
bellies, wheezing as they go. Don’t misjudge them
too much: these things can pack a punch.

Art By Cora Rahman 53


GHOST OF NO MAN S LAND ’
HP:6 Morale:4 Makeshift Weapon:D4 Armor:1

Special: Veiled: models are hard to see, -3 to hit with


ranged attacks.

Scavengers: Ghosts have 1 random piece of Equipment on them


that can be Looted (pg. 65).
They also each carry a Makeshift Weapon.

Cannibals: at the start of the Hostile activation phase,


if Ghosts are not within 1 inch of an enemy and there is a
Downed model within 12 inches, instead of moving towards
nearest target per Hostile activation rules, Ghosts move
towards Downed models. When within 1 inch of a Downed
model they begin to drag them off the table, moving D8
inches per round with the Downed model in tow. If they leave
the table with a Downed model, that model is now dead.

While the war raged on, there were myths of those


broken who lived out in the gas-filled wastes of
No Man’s Land. These Ghosts became horror stories
soldiers told each other at night while the artillery
shells landed all around them.

54 Art by Antonin Provost


LOYAL
HP:7 Morale:9 Attacks:* Armor:*

Special: Combat Roles: each member of the


Loyal comes with different Equipment
depending on their combat role. Randomly
determine 1 Weapon and 1 Armor per Loyal
deployed. Loyal never run out of Ammo.

Each Loyal also has a Gas Mask and 1 Resource.

Equipment, Weapons, and Armor (minus Ammo)


can be Looted (pg. 65) from the corpses of the
Loyal by any model within 1 inch of them.

Loyal Armor and attacks are based on the Equipment


rolled for them.

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
n e
the e

55
NACHZEHRER

HP:12 Morale:9 Bite:D6 Armor:2


Special: Drink Blood: Nachzehrer gain D6HP every
time they cause damage with their Bite attack.

Stronger at Night: gains 5HP and their attacks


increase to D8 damage in Darkness.

Blood Frenzy: auto-passes Morale if currently


engaged with a model it has successfully bitten.

Those first few that died of the plague that


decimated humankind awoke as these hideous
creatures. Driven by a hunger for blood and flesh,
they are often mistaken for vampires.

Art By @denungeherrholm

56
ANGEL OF MORTE
HP:25
Morale:-
Burning Presence:D10
Armor:-

Special: Burning Presence: all models


within 3 inches of the Angel at the end
of its movement take D10 damage.
Angels of Morte reduce all damage
taken by 5, regardless of other rules.
Angels of Morte make no attacks but
always move towards the nearest
model.

The myths say the Angel of


Morte appeared and held back a
numerically superior force during
a key battle of the war. The truth
is: the Angel cared for neither side
in the conflict.

ZEALOT OF WAR

HP:8 Morale:12 Trench Clubs:D6 Armor:2

Special: Gas Masks: immune to the effects of Gas and Smoke.

If a model is Downed by a Zealot, the Zealot immediately


steals 1 random Weapon from the model and adds it to a
shrine, if a shrine is within 6 inches. If no shrine is
within 6 inches, they move 1 inch away from the Downed
model and begin a new shrine of Items, placing the Item on
the ground.

The atrocities of war can break a mind in so many ways.

57
HOUNDS OF
ANNWN
HP:7 Morale:10
Jaws:D6 Armor:2

Special: Death Howl:


any model Downed within
6 inches of a Hound is
instead killed outright.

The howling of these huge,


red-eared dogs foretells
death to anyone hearing it.

BARBED WIRE BEAST


HP:12 Morale:-
Barbed Wire:D8 Armor:0

Special: Vicious: any model damaged by a


Barbed Wire Beast begins to
Bleed (pg. 24).

Rusty: any model injured by a Barbed


Wire Beast must pass a Toughness test
or become Diseased (pg. 24).

Even the foul metal, used to hold attacks


at bay, has come alive to level pain on
humanity.
58 Art by Antonin Provost
RANDOM
HOSTILES
Amount to Spawn Base Size
D20 Name Solo COOP VS Suggestion

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.

Any Items left on the table at the end of round 6 are


considered lost if they are on a model that died or dies
as a result of a Death Save.

If you are playing on larger boards you may want to


increase the amount of rounds.

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.

The Man in Fort X


Not much is known about The Man in Fort X, other than he arrived here a
few weeks ago and quickly took over one of the heavily-defended forts
that once made up the western defences. He refuses to show much more than
an eye when you go and ask him for work. He pays well, and believes he
knows a way out of this misery, but you will need a tank to get through
the Fog. If you do as he asks, he will give you a broken down tank from
the courtyard. With some extra parts it could be what you need to get out
of this place.

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

Hill 33 Ammo Cache

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.

Terrain should be used to reduce lines


of sight.

Players each place a single piece of


terrain on the table.

After placing terrain, players roll


a D6, adding the current number of
terrain pieces placed. If the result
is 9 or more, stop adding terrain.
For example, when you have placed
6 pieces of terrain and then roll a
3 on the die,

STOP PLACING TERRAIN.

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.

The model then, if they have Equipment Slots free, may


pick up that Item for free. If they do not have Slots
free, the Item is instead placed on the ground and can
be picked up by another model.
Coins do not take up Equipment Slots.

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.

1. Hostile Weather (D4)


1. Cutting Rain: crew members take 1
damage at the end of even numbered
rounds. Apply the Muddy Condition.
2. Stinging Frost: All models
suffer -3 to Morale tests.
3. Burning Fog: At end of the game all
models make a Presence test. On a
failure they gain a Mutation (pg. 42).
4. Clear Skies. Nothing happens.
2. Rain
All Agility tests are made at -3 and
also apply the Muddy Condition.
3. Deep Fog
All ranges are reduced by 3 inches.
4. Night
Apply Darkness Condition.
5. Dusk
Apply Partial Darkness Condition.
6. Gas Bugs
The trenches are full of foul things.
In addition to all other threats,
1 Gas Bug spawns each round on
a random board edge.
7. Artillery
At the end of each round roll a D10.
On 1, each model must make an Agility
test or take D4 damage from Artillery
fire.
8. The Thing From The Fog
This creature shows up on round 5 in
a random spawn area. You should run.

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.

Setup and Loot


Players should take it in turns to place two supply crates at
least 6 inches onto the board. An additional crate is placed in
the center of the table. Players should place terrain as per the
terrain rules (pg. 64). When within 1 inch of a crate, a model
with a free Equipment Slot can pick it up as a free action.
Supply crates can also be Looted (pg. 65).

Deployment
Versus and Coop: players select a board edge based on
Initiative and place models within 3 inches of that board edge.

Solo Play: you may place models in either deployment area.

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

Hostile Spawn 4-6


Hostile Spawn 1-3

Supply Crates
3 Inches

Player 2 Deployment

Game Ends after the 6th round

When the players arrive read:


It’s been a while since you have seen soldiers standing
guard. While better dressed than most in these dark times,
their uniforms have seen better days. You contemplate talking
to them, but you have heard the stories. The Loyal, they call
themselves. You will either be seen as a traitor or an enemy.

When the players arrive back at the Quartermaster


with supplies read:
The Quartermaster happily hands over your reward as he wastes
no time in opening the supply boxes. Digging in, you see the
Quartermaster discard food, bullets, mess tins and more,
until finally he holds up his prized loot: a single pair of
woolen socks.
69
2. No, I Mean It. Find Her. Get Her Home
Nurse Nightshade contacts you in your bunker. One of her medics
has been wounded and needs aid. They were called out to help
scavengers who had fallen to a Loyalist’s sniper fire and have
not yet returned to the trench line. Bring them back and she
will reward you handsomely.

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.

Setup and Loot


Players should take it in turns to place two corpses at least
6 inches onto the board. In the center of the board place a medic.
As shown in the diagram, place a Loyal armed with a Sniper
Rifle and Plate Armor 3 inches onto the board. Players should
place terrain as per the terrain rules (pg. 64). The medic can be
dragged as per dragging rules (pg. 38). The corpses can be treated
as Loot Markers, but you auto-pass the Loot test (pg. 65).

Deployment
Versus and Coop: players select a deployment area based on
Initiative and place models in a 3 inch by 3 inch box.

Solo Play: you may place models in either deployment area.

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

Game Ends after the 6th round


or when the medic is in the
trench.

When the players arrive read:


You hear the groans of the medic. Looking across to her, a
sniper round pings the wall next to you. You must deal with
the sniper or brave their fire. Time is of the essence, as you
can see large, ugly rats showing a hungry interest in the
fallen medic.

When the players rescue the medic read:


Nurse Nightshade thanks you for rescuing their fallen medic
Pvt. Ryann, offering your party some free care as a reward.
Her healing is next to none, but her bedside manner leaves a
lot to be desired.

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).

Setup and Loot


On the center of the table place a destroyed tank. This can be
Looted (pg. 65) four times for Tank Components (pg. 97). Players
should place terrain as per the terrain rules (pg. 64). Also
place two Loot Markers each at least 6 inches onto the board
and 3 inches from other Markers.

Deployment
Versus and Coop: players select a board edge based on
Initiative and place models within 3 inches of that board edge.

Solo Play: you may place models in either deployment area.

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.

Game Ends after the 6th round.

When the players arrive read:


You lay eyes on the ruined husk of the tank, rusting on the
hill that was once furiously fought over. Barbed wire and
bodies litter the ground. As you draw closer you swear you
see the barbed wire move in the wind, but there is no wind.

When the players arrive back at the Man in the Fort


read:
Looking at what you have brought back, The Man speaks to you
through a murder hole in the door of the fort. ‘Hmmm, that’s
a good start to your tank. But you will need more than just
that scrap to make it out of here. Come back if you want to
find more parts.’

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.

Setup and Loot


Each player places two document folders at least 6 inches onto
the board and at least 3 inches from another document folder.
Each folder is next to a corpse that can also be Looted (pg. 65).

Deployment
Versus and Coop: players select a board edge based on
Initiative and place models within 3 inches of that board edge.

Solo Play: you may place models in either deployment area.

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

Hostile Spawn 4-6


folder it can search

Hostile Spawn 1-3


as a free action.

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.

Game Ends after the 7th round.

When the players reach for a dossier read:


The battlefield seems quiet, all too quiet. You approach the
long-dead bodies of officers still holding the information you
have come to collect. As you reach for the dossier in the
skeleton’s hands, an eye blinks in the mud next to you!

When the Trench Maggots appear read:


From out of the Fog of the battlefield, grotesque mockeries of
nature spill forth. Large maggots with tentacles that reach
for you approach. Grab the dossiers before they reach you.

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.

Setup and Loot


Place a single ammo box as shown in the diagram, 3 inches from
the board edge. Players should take it in turns to place two
Pathetic (pg. 53). Players should also place two Loot Markers
each. The Pathetic and Loot Markers should be placed at least
3 inches from each other and 3 inches from any board edge.
Models can only leave escape via their own deployment area.

Deployment
Versus and Coop: players select a deployment area based on
Initiative and place models within 3 inches of that board edge.

Solo Play: you may place models in either deployment area.

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

Game Ends after the 7th round.

When the players arrive read:


Staring out of your trench you see the turbulent no man’s
land ahead of you. Looking out into the haze, you see the
ammo crate sitting where the Quartermaster told you it would
be. Distorted shapes move out there. Once more you will need
to go over the top, it seems.

When the Ghosts of No Man's Land appear behind the


Players read:
Were these beings once people? It is hardly believable.
Wretched beings, victims, and evidence of the horror of war.
They do not look friendly.

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.

Setup and Loot


Place two artillery guns 9 inches onto the table as shown in the
diagram, and 6 inches apart. Each gun starts loaded with 1 Ammo.

Deployment
Versus and Coop: players select a deployment area based on
Initiative and place models within 3 inches of that board edge.

Solo Play: you may place models in either deployment area.

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.

Firing the Guns


To fire a gun a model must be within 1 inch on a loaded gun
and pass a Presence test as an action. To reload, a model must
have at least one Artillery Shell on them. Reloading takes
an action. When the gun is fired roll a D10. On 9+ the Hostile
artillery is destroyed.

78
Hostile Spawn

Artillery Guns
Deployment

Deployment
Player 2
Player 1
3 Inches

3 Inches

3 Inches

Game Ends after the 6th round.

When the players arrive read:


The sound of distant gun fire tells you the artillery that has
plagued these lands is still active. You have come here to do
something about it. Ahead of you stand two relics of The Last
War, large artillery weapons that you can use to put an end
to those distant guns.

When the Hounds of Annwn appear read:


Your shots ring out into the Fog, and their deafening cries
are answered shortly after by hollow howls from something
demonic. You turn to see red glowing eyes, snarling mouths,
and fur as black as night. Grabbing your guns, you steady
yourselves as the beasts charge for you.
79
7. What music they make
The Man in Fort X congratulates you. Whether you scored a
direct hit or simply scared them into repositioning, the
Hostile artillery has fallen silent in recent days, and with
that you have opened access to an old tank depot that is sure to
be ripe with parts you will need to escape this place.

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.

Setup and Loot


Players should take it in turns to place two tank supply boxes
at least 3 inches from either player deployment and 3 inches
from another supply box. One additional box should be placed
in the center of the board. This table is the insides of a tank
depot, and terrain should reflect this. These boxes can be
Looted (pg. 65). On a succesful Looting attempt, models gain
standard Loot and 1 random Tank Component (pg. 97).

Deployment
Versus and Coop: players select a deployment area as shown in
the diagram and place models within a 3 inch box.

Solo Play: you may place models in either deployment area.


Models may only leave the board via deployment areas as these
represent doors into the depot.

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

Game Ends after the 6th round.

When the players arrive read:


The road to the depot is heavily blighted with artillery fire
craters that prevent others from accessing it. With those
guns silent, you approach cautiously. Entering the building
you see parts, ammo, and other items useful for you, but the
shadows begin to stir as you look deeply into the darkness.

When the players leave carrying parts read:


Vampires! Of all the bloody things this land has thrown at
you, now this!? At least you managed to get out with some
gear and loot. As you flee, haunting songs chase you away.

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.

Setup and Loot


Players should take it in turns to place two shrines each
outside of their deployment areas. An additional shrine is
placed in the centre of the board. One Zealot of War (pg. 57)
prays at each shrine. Players should also place terrain as per
the terrain rules (pg. 64).

Deployment
Versus and Coop: players select a board edge based on
Initiative and place models within 3 inches of that board edge.

Solo Play: you may place models in either deployment area.

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

Game Ends after the 6th round.

When the players arrive read:


The Zealots are kneeling to pray in front of piles of broken
weaponry, ammunition, and relics of The Last War, muttering
apocalyptic devotions to the debris.

When the players kill their first Zealot read:


The Zealots turn to you, faces covered with broken gas masks,
and in unison mutter ‘I look at that boy dyin’, I don’t feel
nothin’. I don’t care about nothin’ anymore.’
The minds of these beings have been lost to this place.

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.

Setup and Loot


Players should take it in turns to place four Living Gas Clouds
(pg. 50) at least 3 inches from another Living Gas Cloud and
the edge of the table. Players should place terrain as per the
terrain rules (pg. 64). Players should take turns placing two
Loot Markers (pg. 65) at least 6 inches onto the board.

Deployment
Versus and Coop: players select a deployment area as shown in
the diagram and place models within a 3 inch box.

Solo Play: you may place models in either deployment area.


Models may only leave the board via the safe trench as shown on
the diagram.

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

Game Ends when all living crew


members are off of the board.-

When the players arrive read:


Heading into the wastes seemed like a good idea in the search
for needed tank components. That was until the half-man, half-
wolf beasts began to hunt you. There are too many of them to
stand and fight, so your only hope is to reach the safety of
your bunker as soon as you can. Your retreat is cut off: the
only hope is into the chemical wastes.

When the players arrive back at their Bunker read:


Lungs burning from gas and exertion, you slam the door to
your bunker behind you. A note is waiting for you on your
floor, written in scribbled handwriting:
Your tank is ready for you.
85
10. The haunted tank
‘Before you die in the Fog on a fool’s errand, how about you
do some good here?’ Nurse Nightshade asks you to take out a
Haunted Tank that has plagued the southern trenches for some
time. ‘Half of the twisted bodies I see are victims of that
dreaded machine. Kill it and you will be rewarded.’

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.

Setup and Loot


Set up the Haunted Tank (pg. 49) as shown in the diagram. Crews
can deploy their own tanks if they wish. All models not in a
tank and crew tanks should be placed in the player spawn areas.
Players should place terrain as per the terrain rules (pg. 64).
Players should place two Loot Markers each (pg. 65) within
6 inches of the Haunted Tank.

Deployment
Versus and Coop: players select a player deployment area based
on Initiative and place models within a 3 inch box.

Solo Play :you may place models in either deployment area.

Threats
No additional threats are present.

Solo Play
The Haunted Tank has only 40HP.

COOP Play
The Haunted Tank has 70HP.

Looting the Haunted Tank


Models within 1 inch of the Haunted Tank, after it is reduced
to 0HP, can as an action pull a random Tank Component free
(pg. 97). These take up one Equipment Slot. Once five Tank
Components have been taken from the Haunted Tank it is removed
from the table.
86
3 Inches
Haunted Tank
Deployment

Deployment
Player 1

3 Inches

Player 2
3 Inches

3 Inches

Game Ends after the 7th Round.

When the players arrive read:


As you approach the spot Nurse Nightshade told you the tank
would be, you hear the roar of its diesel engine come to
life. A toxic-sounding mechanical heartbeat roars at you.
The tank’s main gun fires at you: now or never, you charge!

When the players drop the Haunted tank to 0HP read


With the last impact against its cold hull, the beast’s engine
drops silent. The eerie sound of the battlefield hits you and
you realise you have won the day, but at what cost?

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.

Setup and Loot


Crews may deploy their crew tanks for this Scenario. Players
should place in the center of the table the Angel of Morte.

Deployment
Versus and Coop: players select a board edge based on
Initiative and place models within 3 inches of that board edge.

Solo Play: you may place models in either deployment area.


Players should place terrain as per the terrain rules (pg. 64).

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

Hostile Spawn 4-6


Hostile Spawn 1-3

Player 2 Deployment

Game Ends after the 7th Round.

When the players arrive read:


When you heard the term ‘angel’ you expected a winged
creature, but nothing prepared you for what you see now.
Seven wings orbit a central unblinking eye. The creature
moves towards you and you feel a radiant heat emanating from
it. Pleasant at first, it soon begins to boil your skin.

When The Angel Dies read


With the final blow the eye stops and folds in on itself as
if consuming itself through the pupil. The Angel is absorbed
into the central eye. As it shrinks in size you hear a
cacophony of distress before it is gone. Distant on the wind
you suddenly hear an alien call: ‘ulla.’
89
12. the fear and empire of man had passed away
Nurse Nightshade called you fools, the Quartermaster thanked
you for your business, and The Man from Fort X, well, he incited
you onwards with glee. ‘One last hurdle’ he said, watching you
for the last time head out into the Fog.

Goal
Get your crew across the board and off into the Fog.

Reward
Escape into the Fog. A better life or death awaits.

Setup and Loot


Place two Things from the Fog 6 inches onto the table and 12
inches apart as shown in the diagram. Players should place
terrain as per the terrain rules (pg. 64). Models can only leave
the table via the far edge of the table as shown in the diagram.

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.

Solo Play: you may place models in either deployment area.

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

Game Ends after all living models have


left the table.

When the players Head into the fog read:


Your tank makes its way into the Fog, the unsettling silence
around you suddenly punctured by the cries of ‘ulla.’ The
Thing comes for you with heat ray death!

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.

1. Each crew with at least one living member gets paid


10 Resources for taking part.

2. Roll DEATH SAVES (DR6 Toughness test) for


all models that were Downed at the end of the Scenario.
On failure the model dies. On success roll an Injury (see
below), on a Critical they recover with no Injury. If a
model dies, add their name to the wall of remembrance.
You can also pay Nurse Nightshade 15 Resources to
auto-pass a Death Save.

3. Roll on the Injury table (pg. 95). Injuries are


permanent effects that stack and change a model’s Stats
or abilities.
You can also pay Nurse Nightshade 15 Resources to
remove 1 injury. This can be done multiple times.

4. You can sell Items to the Quartermaster. He pays half


the cost of Weapons and Armor.
Manuscripts cannot be sold.

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

5.1 Crew can spend 5XP to do one of the following:


Improve a crew member’s ability by 1.
Remove a crew member’s Injury.
Reroll a crew member’s Flaw.
Gain a new Feat for a crew member.
Bring a crew member back from the dead with a new Flaw!

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.

7. Spend 50 Resources to purchase a bunker upgrade (pg. 102).

8. Reallocate Equipment, including placing it in your party


stash and buying new Equipment.

End of Campaign Score


You can apply the following to give yourself a campaign score:
+5 for each model that made it all the way through the campaign
alive.
+5 for killing a Thing from the Fog.
+1 for each Artefact your crew found.
+1 for each bunker upgrade bought.

93
Artefacts
Once an Artefact is rolled in a campaign, mark it off the list.
Only one of each exists.

1. Flare Gun of Illumination: as 5. Gas Mask of Clear Air: can


Flare Gun, requires no Ammo. never be taken off (binds with
2. Whistle of Mallt-y-Nos: as wearer’s flesh). Gas Mask, no
an action can be used to call penalty to ranged attacks.
forth one Hound of Annwn. 6. Axe of Perun: as Woodaxe
Place it within 12 inches but can also make a Ranged
and it makes a single attack attack. [D6] [Ranged 6]
against a model within 1 [Presence].
inch of it when it appears. 7. White Poppy: bearer is
Each round the Whistle can be ignored by all Hostile
reused to repeat this attack. creatures. If bearer makes an
If the Whistle is not used as attack against a Hostile the
an action the Hound begins to poppy shrivels and dies.
leave the battlefield. 8. Assassins Pistol: as Pistol
3. Sword of Gwydion: as Sabre. but always deals max damage.
Bearer of this sword can as 9. The Kings Armor: as Plated
an action call on any Hostile Armor but no Strength
creature or opposition requirement.
crew member to duel them. 10. Cat Nip: if Service Animal
The challenged model makes ever dies, crew may replace
a Presence test and on a the animal for free with a
failure can only attack new Trench Cat.
bearer of the Sword. If target 11. Lady of Deaths Rifle: if an
is not in range to attack it enemy is dropped to 0HP by
must use its movement to move this rifle they are killed
towards the bearer. outright instead of being
4. Silver Bullet: can be shot Downed.
from any Ranged Weapon. If 12. Blessed Coin of Nurse
it hits a Hostile creature Nightshade: bearer of this
with less than 20HP it will coin if Downed is removed
auto-kill them if they fail a from the table automatically.
Toughness test. Can be found They pass their Death Save
multiple times. automatically and do not
roll for an Injury.

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.

How do tanks work in The Last War?


Tanks do not get an activation of their own. Instead, models
inside them activate to operate the tank. For example, a model
might activate to, as an action, drive the tank or shoot one
of its Weapons. When a model enters a tank, it should be given
a role that will determine what actions it can take while in
the tank.

If a crew’s tank is ever destroyed, all Components on that


tank are lost. The Man in Fort X will give the crew a new tank
with two random Components and an Engine.

Roles and Actions


Any model inside a tank can leave a tank as an action. Place the
model within 1 inch of the tank and end their activation.

Any model within 1 inch of a tank can, as an action, enter a tank.


Remove the model from the table. Each tank can hold five models.

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.

When a tank reaches 0HP it explodes. Any model inside a tank


when it explodes must make an Agility test. On failure they
take D10 damage and are placed next to the destroyed tank.
On success they are placed next to the destroyed tank. On a
Fumble they are killed in the explosion. A destroyed tank can
be Looted once for a Tank Component (pg. 97).

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

Tank guns are ranged attacks (pg. 37).

Small Arms Emplacements


These can take any gun from the Ranged Weapons list on page 19.
The gun is considered to be mounted to the tank and cannot be
removed during a Scenario. The gun works otherwise as normal.
A gunner in a tank can, as an action, fire/reload the small arms
emplacement mounted gun. To do so that model makes the roll
using their relevant ability.

6-Pounder Gun
A gunner assigned to this can, as an action, fire or reload this
Gun. The Gun has the stat line:

[Reload] [Explode] [Ranged 20] [Strength].

If a tank has no 6-Pounder Ammo this Gun cannot be used.

If a model ever Fumbles rolling this Gun, it Explodes (pg. 24),


but damage is dealt to the tank, not the model firing the Gun.

The 6-Pounder Gun deals 2D10 damage.

The 6-Pounder Gun can only fire at targets in front of the


tank (you should specify when deploying a tank which side is
forward).

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.

When to use your tank


Scenarios will specify if you can use your crew’s tank or not.

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: _____________________________________

Indicate which crew member is in which tank role.


Driver__________________________________________________
Gunner__________________________________________________
Gunner__________________________________________________
Gunner__________________________________________________
Engineer________________________________________________
Engineer________________________________________________

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.

Endless War Mode

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.

Increase the Carnage


Want to play with larger crews? Then do it!!! Each side can add models,
generating them as normal. However, these extra models do not join
your main crew for campaign purposes. For every five extra models
you add, one can be a Special Trooper. Each side should have an equal
amount of models. You may also hire Mercenaries (pg. 107) for free.
Players should determine who decides which Mercenary to bring first.

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.

2. Take the Hill

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.

3. Into the Flood

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.

The centre is home to D6+3 Ghosts of No Man’s Land.

Do not roll Conditions. Instead, the battlefield is considered Muddy.

4. Blow the Trench Line

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.

To trigger the explosion, a Model within 1 inch of a primed detonator can, as an


action make a Presence test to trigger an explosion in a trench line rigged to
explode. The detonator is guarded by three Mud Ghouls (pg. 46). At the end of round 1
roll a D6 for each crew member. On 5+ 5 a Mud Gould appears next to them!

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.

Do not roll Conditions. Instead, the battlefield is considered Muddy. 105


End of Game
1. End of round 6.
2. After round 5 roll a D6. Add the dice result to the current round
total. When it hits 11 the game ends.
3. Play until only one side has models left standing or all Hostiles
are killed.
4. End of round 8 or when all Hostiles are slain.
5. After round 6 look at a clock. If the minute hand is on a number
divisible by 3 the game ends. Keep playing until the minute hand
number is divisible by 3.
6. End of round 7.

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?

Then hire a Mercenary today.

For 25 Resources you can hire one of the following Mercenaries to


join you in a Scenario.

• They replace one of your warband members for that Scenario.


• If killed, they can never be rehired during a campaign.
• Their Stats and Equipment cannot be swapped or replaced.
• They never drop their Equipment by choice.
• Each Mercenary can only be hired by one warband per Scenario.

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.

5. Mobile Shield [20R]


Grants user Armor 4, but movement reduced to
1 inch per round.

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.

7. The Explosive Rat


[D6][Explode][Presence] [6R]
User must pass a Presence test to place
Explosive Rat. At end of that activation rat
moves D6 inches (controlled by player). Each
round the Rat moves another D6 inches at the
end of any controlling player's activation. If
within 1 inch of enemy model it explodes. If
shot, the Rat explodes, dealing D6 damage to any
model with 1 inch. If a Presence test is failed,
the Rat instead bites user, dealing
1 damage.

8. Thirteen Angry Goats

9. Trench Flail
[D8][Criticals cause Bleed][Strength] [8R]

10. Gyro Suit [200R]


An experimental suit of gears and cables. Grants
the user +3 Strength and Armor 3. However,
user's movement is capped at 3 inches per
round. The user cannot climb or jump. In Muddy
Conditions, each time the user activates they
must make a Strength test; on failure they
cannot move that activation.

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.

Silence descended on the trenches, a silence that usually meant


the enemy had stopped firing the death from above to make space
for another futile push. When the artillery ceased to rain,
you gripped your rifle, ready for the enemies to appear on the
horizon. But the day The Last War ended, no one came.
The echo of distant fire grew still.

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.

A few days later they stumbled across the Quartermaster, not


someone any of the crew had met before the end. A rather robust
man, he seemed almost joyous about his new-found position in
life. He explained to them that the world had indeed come to its
end, or AN END, at least. As far as anyone was able to tell,
command was gone, the nations that they had fought so hard for
had ceased to exist in all but memory, and now all that was left
was to survive day by day.

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.

Dwelling on why this had happened was pointless when their


bellies called out for something to eat. Reluctantly, they
agreed to work with the Quartermaster, heading back the way they
had come to search the trenches for items and gear he could use
or sell.

That was all three months ago.

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.

A single crack broke the silence of no man’s land,


followed by the wet thud of Jr hitting the deck. The
round had pierced straight through his throat. The rest
stood still for a moment, until Red screamed at them
to get some cover. Whispers and the Professor dragged
Barker into a crater. He was certain he could help Jr,
but the rest knew it was futile. Holding the man down,
Red leaned into him. ‘He’s gone, Barker, and we don’t
have the rounds in our guns to take a fight, and trying
to help him is suicide!’ They sat in that muddy hole,
listening to Jr gurgle his last.

The sniper was likely one of the Loyal, those who


refused to accept that the war was over. They either
treated you as the enemy or as deserters from the cause.
They could not accept the war had been for nothing. When
Jr fell silent, the crew made a break for it, running
away from the direction of the shot. Mud kicked up as
bullets rained around them. They made it to the trench
they were heading for, and dived in.

Adrenaline is a hell of a drug, and so each of the crew


checked themselves for bullet holes that may have gone
unnoticed. The sniper hadn’t been all that good of a
shot, after all. They took a moment to regain their
stamina. Barker was visibly shaken by what had happened.

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.

Whispers pushed against the door; mud build up meant they


had to use some force to get it to move inwards. A narrow
gap allowed access, and the crew moved inside. Red lit up a
lantern, the light puncturing the darkness. The first room they
entered was like so many other dugouts they had been in over
the course of the war. Wood planks lined the walls, floors, and
ceiling, a desk sat in one corner, and makeshift beds in the
other. Across from the entrance, a tunnel led deeper in.

‘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.

‘The ceiling has caved in here’ Whispers whispered, as they


stepped into the room. Water covered the floor, and to the
rear mud blocked the way forward. ‘We need to pass through
here, let’s get digging’ Red said, knowing they were all

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.

Water and mud drove Whispers back, and as it settled to the

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.

Whisper skirted forward and grabbed the revolver, discarding


the spent rifle, and darted away as quickly as they could. The
creature ignored them as it fed.

Whispers stumbled away. ‘First in, last to go out’ flitted


through their mind. Reaching the open door that led back
outside, they pushed their way through, out into the gloom.
Night had come. In the darkness Whispers could hear them,
things moving in the Fog, monsters from myths and nightmares
brought to life by the hatred of The Last War. Strange cries
and sounds littered the air.

Whispers pulled from their pocket a match box, lighting a


match as they examined the revolver. One bullet remained.

Caked in mud, at the end of it all, Whisper looked up and saw


the glint of something in the darkness ahead of them. Long
fangs glistened in the small amount of light given off by the
match. ‘One bullet, but who for?’ Whispers spoke loudly to the
creature. It drew closer as the match burned down. Whispers
raised the revolver, and pulled the trigger for the last time.

117
WEATHER

The Night Bastion


Foggy with a
high chance
of rain.
Temperatures in
the low 10s.

No.13 Million Friday 10th 1919 March. Two pence.

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.

New Trench Cats


All Trench Cats can eat the
face of a downed enemy for
+1HP (Downed model is killed,
this is a permanent increase).
1. Shorthair 10R
Agility:+6 Presence:+3
Strength:-3 Toughness:-4
Claw:2:Agility
Trench Rats do not move closer
to Shorthair Trench Cats.
2. Bengal 10R
Agility:+7 Presence:+2
Strength:-3 Toughness:-4
Claw:2:Agility
Can perform Loots rolls and
pick up/carry 1 piece of Loot.
3. Sphynx 12R
Agility:+4 Presence:+6
Strength:-3 Toughness:-4
Claw:2:Agility
Disturbing Presence: All
models take -1 to any Presence
tests made within 12 inches of
the Sphynx.

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.

8. This area contains two


different Hostiles fighting. Roll
for both and deploy them if able.

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

Strange things have


been reported from
the front this week.
What appears to be a
creature some 6 feet
tall, with a horse
skull for a head, has
been attacking our
boys up and down the
trench line. The only
thing that can stay
its attacks is giving
the beast a tipple of
Whisky.
Mari Lwyd
HP:16 Morale:10
Bite:D6 Armor:1
Special: A model may,
as an action when
within 1 inch of
Mari Lwyd, give the
beast one Whisky. Doing
so makes the creature
turn friendly, and it
leaves the battlefield
unless attacked by
another model.

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.

Setup and Loot


Set up a pile of boxes in the center of the board, guarded by the
Mari Lwyd. Models when within 1 inch can pick up a box (counts as
1 Item for Equipment Slots).

Deployment
Versus and Coop:Players select a board edge based on Initiative
and place models within 3 inches of their board edge.

Solo Play: you may place models in either deployment area.

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

Man's Land spawn


each round.

Game Ends 3 Inches


At end of round 7.

Mari Lwyd, Horse


of Frost, Star-
horse, and White
Horse of the Sea,
is carried to us.
The Dead return.
Those Exiles carry
her, they who seem
Deployment

holy and have put


Player 2

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.

Setup and Loot


The Red Hart typically makes its lair in
NEW SERVICE ANIMAL
abandoned buildings, caves, or trenchworks
obscured from any nearby roads or trails. Place a
Red Foal
Agility:+1 Presence:+0
suitable building at the centre of the board and Strength:+2 Toughness:+1
surround it with trees, ruins, or other terrain HP:5 Bite:D6
so that the centre of the board is fairly densely
covered. Each player deploys along the board Voracious Appetite: the Red Foal will eat any
edge, equidistant from all other crews. other Service Animals in the crew. At the start
The Red Hart is always deployed in its lair. of each Scenario, after deployment, the Red Foal
Place D3 Markers representing eggs in base permanently gains +1 HP (current and maximum).
contact with it. These can be picked up and When the Red Foal downs a model, it gains
take up 1 Equipment Slot each. The lair is very +1 HP (current and maximum).
flammable, and any Burn damage immediately sets
it alight. Each turn it is on fire, every model When the Red Foal’s maximum HP reaches 15 it
within must make a Toughness test or take D3 Burn is removed from the board and replaced with a
damage (Hostiles roll D20 + Armor). Red Hart that acts as normal for uncontrolled
Eggs are destroyed after taking 3 damage. Hostiles. The Service Animal is removed from the
crew roster.
Deployment
Versus and Coop: players select a board edge While the Red Foal is in the crew, one model may
based on Initiative and place models within 3 count as bearing the Drain the Blood Manuscript.
inches of that board edge.

Solo Play: you may place models in either


deployment area.

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.

Hardcover art and trench art on page 103


by @bertipaintsminis.

Thing from the Fog based on art


by Henrique Alvim Corrêa.

Haunted Tank, Ghosts of No Man’s Land, Barbed Wire Beast, and Hounds of Annwn
by @jai_un_chapeau.

Mud Ghoul
by @Warclaw Traler.

Nachzehrer and Vlkodlak by Kim Holm, licensed under a Creative Commons


Attribution 4.0 Unported License. Original art works taken from https://
denungeherrholm.smugmug.com/ art opacity modified.

Angel of Morte
by @ jamjarastronaut.

Gas Bug, Pathetic, Trench Rat and Trench Maggot


by Cor Rahman @idrawburbs.

Tank by MichelRaad, CC BY-SA 4.0 <https://creativecommons.org/licenses/by-sa/4.0>,


via Wikimedia Commons.

Everything else by Will Rahman and dead artists.


Editing by Jarrett Crader (MRC).

Massive thank you to:


jert and debbie for everything
my kids for all the mad ideas

This edition of The Last War has been produced in


collaboration with Space Penguin Ink, LLC

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.

130
Wall of Remembrance
A Miniatures Game of
Death, Fog, Mud, and
Haunted Tanks.

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