28 Pslams
28 Pslams
Warband
on the popular MÖRK BORG RPG system.
2 3
Stats
For each model in a warband, take one of the
HealthHealth Points = HP
following lines HP = 8 + Toughness
Used for Agility based attacks and movement. Downed models must
A model’s movement is 5 + Agility. pass a DR6 Death Save
after the Scenario.
Presence
Used for spellcasting, ranged attacks, and Morale.
Strength
Used for Strength based attacks and Equipment
slots. A model has 5 + Strength slots for
Equipment.
Toughness
Used for Health and tests against Diseases,
Infections, and Poisons.
4 5
Flaws D10 ber
Feats 1D10
her warband mem
[Link] - No ot 1. Marine - If using a weapon with the reload keyword,
y reason.
will heal them for an
they reload for free.
[Link]
[Link] 2. Zealous - Never fails morale checks, ignore rolls for
Walki ng
Teeth Warband morale.
to Death Saves are
member suffers -2 3. Unpainted - Warband member looks like a statue.
always at least DR10.
Presence. Monsters ignore them until they attack the monster.
[Link] [Link] 4. Rogue - Deals 1d4 additional damage if either
If the warband Must bring attacking or defending model is standing in the
member fails a cheese with them shadow of terrain.
morale test they on all scenarios. 5. tnt - Warband member starts every scenario with a
become hostile to [Link]
Black Powder Bomb or Space Grenade.
all other Warband When you activate
members and a warband member,
6. Gambler - Warband member can reroll dice but if
should be treated roll a D6. On a they fail on a second roll the result is considered a
as an NPC result of 1 they lose Fumble.
monster until they their activation and 7. Mother of Crows - Warband member can, as an
pass a morale instead pray. action, summon crows to attack another model.
check as per [Link] Other models take 2 damage if they fail an Agility
morale rules. When you activate test.
[Link] a warband member, 8. Skulls - Warband member carries a skull on them
Do not set up roll a D6. On a at all times. The skull takes up no equipment slots
warband member result of 1 they lose and can be used as a makeshift weapon.
at the start of a their activation and 9. BiblioTech - Player can pick any feat from any
scenario. They turn instead pray. Forbidden Psalm game they own. [Reroll if you don’t
up at the start of [Link] own any or buy one]
10.
turn 2. - Warband member
Warb Weak 10. Undead - Warband member cannot be healed by
a B
use A nd memb ones will only use potions, but is immune to Diseased, Bleeding and
rmor er ca weapons with the
less. of a v n onl Poison and automatically passes Death Saves.
alue y
of 1 o Burn keyword.
r
6 7
Items
Cost
Cheese - Can be eaten as an action to heal 1 HP 3
Tincture - Can be taken to remove poison and Disease 7
Bandage - Cures Bleeding 1
Potion/Stimpack - Heals 1D6 6
Equipment
Hacking Deck [Future tech only] - Allows hacking 20
Ammo
All items can be purchased from the Scoundrel Bow - 5 Shots 1
Revolver - 5 shots 3
trader. Pistol - 6 shots 4
Space Rifle - 4 shots 5
Each crew member has Equipment slots equal Pulse Rifle - 5 shots 4
to 5+Strength. Weapons, Items, Armor, Artefacts Plasma cell - 2 Shots 10
Flame - 1 shot 5
and Ammo all take up one Equipment slot unless
*Each stack of ammo takes up 1 slot.
otherwise stated.
8 9
Weapons
PastTech
One handed Melee Weapons
Name
Dagger
Special
[Thrown]
Damage
[D4]
Modifier
Agility
Cost
1
Future Tech
Sword [D6] Strength 3
Axe [Thrown] [D6] Strength 3
One handed Melee Weapons
Flail [Critical Cause bleeding] [D8] Strength 5 Name Special Damage Modifier Cost
Makeshift [D4] Strength free Space Sword [AP] [D8] Strength 10
Torch [Burn] [D4] Strength 1 Space Axe [Thrown] [D6] Strength 3
Space Flail [Critical Cause bleeding] [D8] Strength 5
Baton [Critical Causes Dazed] [D6] Strength 5
Two Handed Melee Weapons [all weapons below take up 2 equipment slots]
Name
Great Axe
Special Damage
[Criticals break enemy weapons] [D10]
Modifier
Strength
Cost
10
Two Handed Melee Weapons [all weapons below take up 2 equipment slots]
Bastard Sword [Criticals break enemy weapons] [D10] Strength 10 Name Special Damage Modifier Cost
Spear [Reach, Thrown] [D6] Agility 8 Power Tool [D6] Strength 5
Makeshift [D6] Strength Free Katana [Criticals break enemy weapons] [D10] Agility 20
Consumables {Lost on use] Two-Handed [all weapons below take up 2 equipment slots]
Name Special Damage Modifier Cost
Molotov [Burn, Explode, Thrown] [D6] Agility 3 Name Special Damage Modifier Cost
Black Powder Bomb [Explode, Thrown] [D6] Agility 3 Rifle [AF2, Ranged 15, Cyber, Reload 4][D8] Presence 25
Plasma [Reload2, Explode, Ranged, AP] [D10] Presence 35
Pulse Rifle [AF3, Ranged 15, Cyber, Reload 5][D10] Presence 30
Shotgun [Explode, Ranged 6, Reload 2] [D8] Strength 15
Molten Slug Gun [AF2, Ranged 15, Cyber, Reload 5][D12] Strength 50
Flamethrower [Reload. Burn] [D6] Strength 35
10 11
Magic Scrolls
Spells cannot be cast while in close
combat.
Spells cannot be cast while using
armour or shieds with an AV of 2 or
To cast a spell you need a scroll of higher.
the spell you are attempting to cast.
When creating a warband you can select one model to be a caster.
Spellcasting does not consume the Scrolls count towards equipment. Recruiting a caster costs 5 creds
Spells have a maximum range of 12
scrolls and you can cast the same inches. and they come equipped with 2 random scrolls, You can also buy them
spell multiple times in a Scenario. additional items. All spells have a limited range of 12 inches.
If you Fumble when reading a scroll,
When you cast a spell, roll a DR12 you immediately roll on the Calamity You cannot use scrolls with shields or armour with an AV higher than 2.
Presence test. table, adding any incurred Tragedies Models that find scrolls can use them as per magic rules.
On a success the spell is cast. On a to your result, to a maximum of 10.
failure or Critical, make a note of a
Tragedy. Tragedies carry between Calamities last for the duration of the 1. Smote: Caster targets 1 model 6. Bleed Out: Caster targets one
games and are spent when rolling on Scenario, unless otherwise stated. within 12 inches. That model model within 12 inches. That
the Calamity Table. takes 1D6 damage On a failure model makes a Presence
Calamity table
to cast the Caster takes the test. On a failure model gains
damage instead bleeding condition
2. Transfusion: Caster Targets 1 7. Feel the Pain: Caster targets a
model within 12 inches. That model within 12 inches. Roll a
1. Hey This Is A Good One: Caster model heals 1D6 HP and the number of D6 equal to models
is lost reading 28 for the rest of caster takes 1 damage. current HP. On a roll of a 5+
the scenario. The model is set up 6. It Gets Worse: Reroll twice and 3. Warp: Caster Targets 1 that model takes 1 damage
on the table but it can do nothing. take both results. {this result can
model within 12 inches. On a that ignores armour. On
They can still be targeted and explode}
successful cast that model rolls of a 1 the Caster takes 1
killed. 7. Hangover: Caster is removed
2. I’m Not Crying!: Slump Sludge from play and gains a new flaw. moves 1D6 inches in the damage that ignores armour.
spills from the casters eyes, they 8. Intellectual Property: Caster direction the caster chooses, 8. Purge the Nonbeliever: All
take -2 to Presence for the rest of is found to be in breach of suffering any penalties for models on the table make a
the Scenario. Intellectual Property Law and falling, if they do. Presence test. Every model
3. Do You Hear That?: Screaming vanishes without a trace, never to 4. Toxins: Caster targets one that fails takes 1D6 damage.
Skulls attack the caster, dealing be seen again. model within 12 inches. That 9. Command: Caster picks one
2D8 damage to them. 9. Burn: All models within 12 model makes a Toughness model on the table. That
4. I Don’t Remember Buying This: inches of caster and caster gain test. On a failure they are model can reroll 1 future Dice
The scroll turns into a copy of a the Burn condition.
poisoned. result
strange magazine about nerdy 10. Where We Are Going We Don’t
5. Blessings: Caster targets one 10. Invulnerable: Caster targets
hobbyists and the scroll is lost Need Eyes: All models on the
forever. table gain bleeding condition as model within 12 inches. That itself and after casting
5. Magnet: All failed ranged their eyes and ears begin to bleed. model makes a Toughness this successfully can force
attacks hit the caster for the rest test. On a failure that model is an opponent to reroll any
of the scenario. diseased. damage dealt to them.
12 13
Cruel: Always deals at least 1 where X is indicated by a number
damage regardless of Armor. such as 6 inches or 24 inches
States and
after the word Ranged.
Cyber: Makes items with this key-
word susceptible to Hacking Reach: Attack an enemy 2 inches
away without provoking an attack
Properties
Dazed: Model must make a back.
Presence test to activate: on
failure the model can only move, Thrown: Weapon can be thrown up
on success model is no longer to 6 inches without penalty.
Dazed.
Some States and Properties are provided for reference, and are not Reload: Model gives up movement
currently used in Forbidden Psalm, but appear in other Forbidden Diseased*: Model suffers -3 to all to reload, and then can take an
Psalm games, and so are repeated here for use with content from tests until cured. action.
across games State lasts between Scenarios. Reload (X): As above but can be
Explode: On Fumble, Weapon fired a number of times equal to X
AF(X) {Automatic Fire}: When using this Weapon, roll X dice instead of deals max damage to the user before needing to be reloaded.
one, and take the best result (you still only roll damage once, even if and is destroyed. Smoke: Smoke obscures vision
multiple dice are a success). X equals the number after AF, e.g., AF3 for purposes of line of sight.
means roll 3 dice and take the best result. However, if you roll a 1 you Gas: Models must make a Models must take a Toughness
also Fumble. This means you may Fumble and score a successful hit. Toughness test whenever they test whenever they activate in or
activate in or enter Gas. On failure enter Smoke. On a failure they
AP {Armour Piercing}: Ignores all Armor. they are Poisoned. Any model suffer 1 damage.
Bleeding: Model suffers 1 damage per activation until healed. This ending their turn in Gas suffers 2
damage ignores Armor. damage. Two-Handed: Takes up two
Blinded: Model cannot make ranged attacks, and suffers -3 to all other Equipment slots.
attacks. Jam: On a Fumble, instead of
dropping this Weapon it jams. To Template: May target the ground.
Bulky: Models need at least +3 Strength to use this Weapon or Item. fix a Jam, models may use an On a successful throw the
Models with lower Strength suffer -6 to rolls when using this Weapon action to attempt an Agility test. template is placed by the active
or Item. If this test is Fumbled, the gun player. On a failure it is a dud,
breaks and becomes a Makeshift and no template is placed. On a
Burn: Targeted models make a Toughness test. On failure they are set Weapon. Otherwise the Jam is Fumble the template is placed
on fire, suffering 1 damage each time they activate. Can use an action to cleared. with the active model at its centre.
put out fire and remove Burn. Template = 3 inch wide circle. At
Called Shot: Before rolling to hit, you may, instead of using the Poisoned*: Model can only move the end of each turn, roll a D6. On
Grenade/Weapon as normal, elect to try a Called Shot. Select a number or take an action, but not both, 5+ the template is removed from
from 1-20 aloud, and then roll a D20. If you roll the chosen number you until given the antidote. the table.
get the Grenade into the target’s mouth, exploding them from within.
They are instantly Dead. Ranged: Can be used to make an *Note that some Poisons and
If you do not roll the correct number, the Grenade is wasted. attack up to 12 inches away. Diseases have additional effects.
Ranged (X): can be used to make
an attack up to X inches away,
14 15
Setup Activating
1. Pick a Scenario 1. Pick a model.
2. Setup Board 2. It can move & perform
3. Determine Conditions an Action.
4. Deployment 3. Performing an Action
5. Roll for Initiative ends the model’s
activation.
Each Game
Making Tests
How to Play
Round All tests, unless specified
1. Determine Initiative. otherwise, are DR12. This
2. Players alternate means you roll a D20, add
activating a single model. relevant modifiers, and
Grab some dice, some miniatures, a tape measure, 3. Activate monsters, if any check the result. If, with the
and a 2 foot by 2 foot board, and you are ready to play. in play. modifiers, you reach at least
4. End game round. a 12, you succeed
Measuring
Measurements are in inches and you can pre-measure. Deployment Fumble
Before the first round, roll Rolling a 1 before applying
Initiative to determine who modifiers is always a failure
Dice Rolls places a model first, then and is called a Fumble.
Dice Rolls (DR) are used to determine the outcome of alternate between players,
actions taken. Players must roll at least the number after
DR to succeed. Tests in 28 Psalms are generally DR12 on a
placing a model one at a
time, until all models are
Cticial
D20, meaning you must roll at least 12 to succeed, with all Rolling a 20 before applying
placed. Models must be modifiers is always a success
modifiers taken into account. placed within 6 inches of and is called a Critical.
a board edge or based on
Scenario rules.
Modifiers Initiative
Stats, Feats, Flaws, and Weapons add modifiers to the Roll a D20. Highest result
result of the die roll. Modifiers stack. picks a model to activate
first.
16 17
Movement Activating a
Models can move a number Combat Ranged Combat
of inches equal to 5+ Agility. Model 1. Check range. Ranged Weapons have
When you select a model 2. Check Stat modifier to a maximum range of 12
Models can move in any to activate it can perform apply based on Weapon. inches.
direction or combination a movement and then an 3. Roll attacks. To perform a ranged attack,
of directions, up to their action. Each model gets 4. Apply damage if hits are a model must be able to see
maximum movement. a single activation per successful. at least part of the target
round. If a model wishes to model. Models in close
Terrain smaller than 1 inch move, it must move before combat cannot make ranged
can be moved over for free. it performs an action. If it Close Combat
. attacks. Models in close
has performed an action its To perform a close combat combat are -3 to hit with
Terrain larger than 1 inch activation ends. attack, a model must be Ranged Weapons.
must be climbed. Models within 1 inch of another
have a climb speed of 1/2 If a Feat, State, Property, or model. If a model is in any way
their movement speed. other rule triggers when a Pick one Weapon. obscured, apply a
Models must end their model is activated, you must Make a DR12 test using the -3 modifier to their to-hit
movement on a flat surface. trigger the effect at the start appropriate modifier as roll.
of the activation, before you determined by the Weapon The model has cover.
Models can jump gaps 3 move. (pg. 27).
inches or less, but must On a Fumble you drop your Roll a DR12 test, plus
pass a DR12 Agility test to Weapon. relevant modifiers, to
do so. On a failure they fall Actions see if you hit, and mark
and take 1 damage per inch, 1. Make a Ranged Attack. However, close combat is 1 Ammo off of your total.
rounded down. On a Fumble 2. Make a Melee attack. risky and your opponent On a success you roll the
they also gain a new Injury. 3. Use Equipment or Feats. can also attack you back at Weapon’s damage.
4. Use a Scroll to cast a the same time, with -3 to
Models that move off a spell. their roll. This -3 is negated You can throw any Weapon
board edge are treated as 5. Pickup and/or drop any in close combat if another up to 6 inches, but you
survived, and no longer number of items off the friendly model is also within suffer -3 to the roll and it is
participate in the Scenario. ground or dead/downed 1 inch of the enemy attacker. placed on the ground next to
models within 1”. Both models roll to hit and your target, regardless of if
6. Interact with Treasure or then roll for damage for any you hit or miss.
Scenario items within 1”. successful hits achieved.
7. Make a second Move. If the target of the attack Ranged Weapons count
8. 8. Future tech only: Hack survives and has not as One-Handed Makeshift
something with Cyber activated, it is still able to Weapons in melee combat.
keyword. activate this round. 19
18
Damage Leaving Combat
When you successfully hit Models within 1 inch of each
with a Weapon you roll the other are in combat.
Weapon’s damage dice.
If a model wishes to leave
Deduct the model’s Armour combat, your opponent can
Value from the result. decide to stop you. Monsters
Armor always reduces always try to stop you.
damage unless otherwise The opponent rolls Agility
stated. against DR12.
20 21
Hacking
Models with a Hacking deck
TICK TICK BOOM
Target - Any weapon with
the Explode keyword
can use target models and Effect - Targeted model
their equipment within 12 must pass a Knowledge
inches. Hacking only works test. On failure the weapon
on the targets outlined explodes, dealing its
in the specific Hacking damage to the weapon’s
Programme. carrier.
Failure Effect - User
Hacking does not require overexerts themselves
line of sight to be used. and suffers 1 damage that
ignores armor.
Models must make a
successful DR12 Presence
test to Hack Pacifist
Target - Any weapon with
On failure they suffer the Reload and Cyber keywords.
listed Failure Effect. Effect - Weapon unloads its
ammo, ammo is lost.
Hacking Programmes Failure Effect - No negative
effect.
When you buy a hacking
deck you select two
programmes it comes with. Feedback
Target - Any weapon
or Monster and Cyber
Misfire keywords.
Target - Target carrying any Effect - Target takes 1D6
Ranged weapon with Cyber damage
keyword. Failure Effect - Hacking
Effect - Nearest model to Deck explodes and deals
target makes an Agility test, 1D4 damage to user
on a failure they are hit with on, before you move.
the targeted weapon and
suffer its damage.
Failure Effect - No effect.
22 23
Morale Casualties
When a model rolls
Model
Injury table
for Morale they make
a Presence test. On a When a model’s HP is
failure they flee the fight, equal to or less than 0 it is
immediately moving their Downed. 1. Lasting Injury: Roll for a new Flaw (in addition to any
max movement towards the other Flaws you might have). Reroll duplicates.
nearest board edge. Lay it face up. 2. Weak Immune System: Model auto fails tests against
becoming Diseased or Poisoned.
On their next activation If a Downed model takes 3. Internal Bleeding: If a model is downed in the next
they retake the test. On a any more damage it is
Scenario they auto fail their death save.
success they act as normal, immediately Dead. Lay it
4. Broken Bones: -1 Agility.
on a failure they continue to face down.
5. Saddened: -1 Presence.
move off the board. 6. Weak: -1 Strength.
Downed models must pass
a Death Save at the end of 7. Malaise: -1 Toughness (can be cured with Tincture).
They retake this test every
the Scenario, to determine 8. Maimed: -1 HP.
round until they pass or
if they died or managed to 9. Lost Limb: Can only use one handed weapons and has 1
leave the battlefield.
crawl their way off the field, less equipment slot.
Fleeing combat due to bloodied and broken. 10. Missing Eye: Max range reduced by 3 inches for ranged
Morale does not trigger an attacks and spells.
enemy attack. A Death Save is a Toughness 11. Afraid: Auto fails morale saves during the next Scenario.
test against DR6. 12. Concussed: -1 to all rolls for the next Scenario only.
Models make a Morale test 13. Sprained Ankle: -1 Agility for the next Scenario only.
when: On a failure they are Dead. 14. Bruised Eye: -1 Presence for the next Scenario only.
1. They are Critically hit. 15. Bruised Ribs: -1 Toughness for the next Scenario only.
2. they strike a Downed On a success they are 16. Discombobulated: Swap two stats at random.
enemy. wounded and must roll an 17. Forgetful: Model immediately misplaces one random
. Injury . piece of equipment or weapon (permanently lost).
18. Only a Flesh Wound: No injury.
On a Critical they learned 19. Learn through Failure: Roll for one extra Feat .
something new. Roll on the 20. What Doesn’t Kill You Only Makes You Stronger: Remove
Injury table and also gain a one Flaw from this warband member.
new Feat.
24 25
Monsters
• After all models have been activated by all players,
Monsters are activated. Monster Profiles
HP: Monster’s Health.
When a Monster reaches
• If there is more than 1 Monster to activate, randomise
0HP it is Dead, unless stated
them with a die roll. otherwise.
Morale: the Monster’s Morale
• Monsters make all tests at DR12, with no modifiers, value.
• unless specified. This includes if they are attacked Attack: this is given as a type, e.g., claws, slam, or other, followed by
the damage it deals on a successful hit.
• or targeted by any spells.
Armour: how much the Monster reduces damage by.
Special: any special attacks or features the Monster has.
• This is also the same for all abilities, unless otherwise
specified.
Spawning Random Monsters
When spawning a random Monster, place them as instructed in the
• Monsters do not prioritise Downed models unless Scenario. Place them on the board edge indicated, and close
otherwise stated. to the centre of the board edge they spawn on.
Monster Morale
If a Monster is Critically hit it makes a Morale test. Keywords
Roll 2D6. If the result is greater than its Morale, it flees the field, Keywords are used to clarify what a creature is and what Feats, Items,
moving 2D6 inches per round until it leaves the field or is Dead. If a and Weapons affect them. Monsters with the same keywords will not
Monster’s Morale is ‘-’ it ignores Morale rules. fight each other.
Monsters and Fumbles
If a Monster rolls a 1 they drop their Weapon (things like claws are not
dropped). If a Monster has no Weapon it takes its action to pick up any
dropped Weapons.
26 27
Start Here
Check Monster’s Can the Monster see a NO Monster does If its ranged attack has keyword
special model that is not the nothing. Reload, does it have Ammo?
rules. same type as it?
NO YES
YES
Loot Rolls
must make a Presence test the gang members are on the table
first time they are within 12 inches they will treat each other as
of them [take this test once and hostile.
only once] on a failure model flees
the table as per morale rules. On Cyber-Heads - Gains the Cyber Scenarios indicate how and when to roll for treasure.
a pass, nothing happens. Keyword and weapon is Pulse
Rifle. When a model makes a loot roll they can search by rolling
[Link] trooper Slimeboi’s- Weapon is Space Flail
a Presence DR10 test.
HP 25 and if you are hit by a Slimeboi
Morale 25 you must make a toughness test On a failure they cut their hand on rusty nails and take 1
Molten Slug Thrower 1D12 or become diseased.
Fist 1D6 damage. Damage ignores armor.
Armour 4 Cheesemongers - Has cheese and
a Space Axe On a pass they roll on the loot table below.
keywords: Meta-Human, Cyber
Brown Noses - Gains a Baton and The model then, if they have equipment slots free, picks up
[Link]-servant Pulse Rifle.
that item. If they do not have slots free the item is instead
HP 8
Morale - Corrupted Flesh - Heal 1D4 Hp a placed on the ground and can be picked up by another
Power tool 1D6 round. Space Flail and Revolver. model. Coins do not take up equipment slots.
Armour 1 and gain corrupted keyword
34 35
Step 5. Determine goal and reward 1D4
1. A Cult is performing a ritual. Place 6 Cultists per warband
participating within 6 inches of the centre of the table.
Place the cultists equal distance from each other. If after
Campaign
If you are playing full campaign
mode, after each Scenario take 5.1 MAKES YOU STRONGER
5 rounds any cultists remain alive, summon the Effigy of the following actions. Spend 5XP to do one of the
28 into the middle of the table. If all cultists are dead each following:
round thereafter spawn 1D6 rats drawn to the smell of 1. EARN MONEY -Improve a Warband member’s
Each warband with at least 1 living ability by 1. There is no max stat.
blood. Gain 10 credits per killed cultist. member gets paid 10 gold. -Remove a Injury
2. The warband is sent to retrieve a relic from within the -Reroll a Flaw
festering sludge pits. Place 6 sludge mounds at least 5 [Link] NOT TO DIE -Gain a new Feat {pick} for a
inches from a board edge and other sludge mount. These Roll DEATH SAVES (DR6 warband member
Toughness test) for all models -Bring 1 warband member back
can be searched as per treasure rules. When only one that were Downed at the end of from the dead with a new Flaw
remains it contains the relic that is worth 50 credits the Scenario. On failure the model {randomly roll}
at the end of the scenario. If a model fails to search a dies. On success roll an Injury, on
mound, place a Chaotic sludge within 1 inch of the model. a Critical success they recover 7. FRESH BLOOD
with no Injury. Hire new crew members. At the
On rounds 2 and 4 1D6 Rats spawn on a random board end of the world there are plenty
edge 3. ARE YOU HURTING YET of hungry fools that will join your
3. The warbands find themselves surrounded. Instead of Roll on the Injury Table. Injuries warband. If your warband has
deploying warbands normally place them in the centre are permanent effects that stack less than 5 members you can
and change a model’s Stats or recruit new ones for free, creating
of the table. Place equal distance along the board edge abilities. them as you did for your original
8 Grime Ghouls per warband participating. Each round 4 members. New members come
More Ghouls per warband taking part spawn. Do not roll 4. Capitalism with no Equipment, so either
for game length. Game ends when all warband members You can sell Items. You earn half repurpose from your dead or buy
the value of the item {Weapons, them some new Equipment. If all
escape the table or are dead. Warband members cannot Items, and Armor} rounded down. 5 of your warband are Dead, start
leave the table until round 3. Warbands participating gain Scrolls cannot be sold. from scratch! Once per Scenario
10xp. you can fire a warband member
4. Warband with the last model standing wins and gets 30 5. WHAT KILLS YOU and replace them, but they take
Gain XP. their Equipment with them.
credits. Other participating warbands gain 10 credits. warband gain 1 XP per:
Killing models is permissible but not a victory condition Monster Killed 8. SHARING IS CARING
Loot Collected Reallocate Equipment, including
Scenarios with at least 1 placing it in your party stash and
member surviving buying new Equipment.
Models they Downed
Death Saves passed
Warband members who died
36 37
Forbidden Psalm and 28 Psalms 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 [Link]
Forbidden Psalm 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 Designs logo unless you have WIRD Designs 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.
[Link]
38