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By Sword and Spell

Rules for Dungeon Exploration and Tabletop Skirmish


by G.S. Shaw

Profiles
All models in By Sword and Spell - whether lowly Goblin or mighty Archimage - are represented by a profile like the
one depicted below. All that you need to know about a model will be contained within it. Slightly more detailed
profile sheets for heroes are provided in the appendixes, which allow more room for detailing equipment, money and so
forth.
Description:
Speed
(Spe.)

Melee
(Mel.)

Accuracy
(Acc.)

Fortitude (For.)

Vitality
(Vit.)

Perception
(Per.)

Willpower
(WP)

1-16

1-3/1-10

1-10

2-10

1-20

1-10

1-10

Characteristics:

Equipment:

Profile Key
Description: This is where the model's name/type/race et cetera is written.
Speed: This is how far a model may move in squares and/or inches/cms whatever convention you're using.
Melee: This represents a model's prowess in close combat. The first figure represents how many attacks it has
when in melee (between 1-3), the second is it's actual Mel. rating (between 1-10).
Accuracy: This represents a model's prowess with ranged weapons (between 1-10).
Fortitude: This represents how tough a model is, how easy it is to injure and will be between 2-10. It can be
artificially increased by armour.
Vitality: This represents a model's 'life' and decreases as the model is injured. If it reaches 0 the model is
removed from play. Models with generally have between 1-20 Vitality points. Only very powerful
models like dragons will have 16+ Vitality points.
Perception: This represents how aware and bright a model is at interpreting their surroundings and is between 110.
Willpower: This represents a model's bravery in the face of immediate doom or horror and is between 1-10.
Characteristics: This is where any special rules 'Characteristics' pertaining to the model are listed.
Equipment: This is where any equipment armour, weapons et cetera - belonging to the model are listed.
For each attribute that is given a numerical value, the higher the number the better the model is in that area. How these
values are used in the game are explained over the following pages.

Scale and Distance


By Sword and Spell is designed with 28mm miniatures in mind; therefore all distances are measured in inches (so if a
model's Speed is 5, it can move 5 inches!). Most modular dungeons are comprised of inch squares, so that distances are
easily transferable from dungeon to tabletop. Likewise if you are using a dungeon board that does not have squares then
just use a tape measure. Bear in mind that when we speak of models being 'adjacent' we mean in base contact or
adjoining squares.
Some Spells and Prayers effect an area and this is given in squares (usually 3x3). If you are not using squares then merely
substitute a square or circular template 3 inches in diameter and use this to determine which models are effected by the
Spell/Prayer.
BS&S can be used with other scales. If you wanted to use 15mm model, for instance, simply convert all inches to cm and
you're done! Modification to suit your specific needs is heartily encouraged.

Exploration Phase
If there are no enemies present in the dungeon then the heroes are 'exploring'. Each turn of the exploration phase each
hero can move once and has an additional action , which can be used to listen at doors, search for traps et cetera (see
below). During the Exploration Phase Heroes must move in a fixed sequence agreed at the beginning of the adventure.
As soon as a Hero moves into a position where he can be spotted by an enemy the Exploration phase immediately ends
and an Encounter phase begins (see following chapter).

Placing Board Pieces


BS&S should be played using modular dungeon pieces, which are widely available from companies like WOTC or in
PDF format from a myriad of online purveyors. Of course you could always make your own, too! Whatever you decide
make sure the pieces are divided into inch squares.
The dungeon is laid out by the GM as the hero players explore it, with only pieces being revealed that the hero models
can 'see' (there is no limit to this line-of-sight, provided there are no obstructions). Rooms and their contents should
not, for instance, be placed until the door serving it has been opened by the hero players.

Actions
During the Exploration Phase the Heroes may attempt to perform various actions, which are listed below. Each can use
their action either before or after they move, or doesn't have to use it at all. Some simple actions - opening an unlocked
door/chest, for instance - are performed automatically, but others of a more complicated nature require a Perception
test, based on the hero's Perception ('Per.') characteristic. To perform a Per. test the Hero must be in an appropriate
location and then roll 1d10 on the chart below, with a score of or over the given number indicating success.

Perception Test
Per.:

10

1d10:

10

Actions can also be performed in the Encounter phase (see later), but with the restrictions listed below. All of the
following count as a single 'action':

Searching a Room or Corridor


Exploration: Heroes may simultaneously search corridors and rooms for both traps and secret doors (how corridor and
room sections are defined is up to the GM, but the divisions should be relatively uniform). This involves making a Per.
test (Thieves and Dwarves get +1 to their roll). If passed any of these features are immediately revealed to the Heroes
(unless an Adventure states otherwise). The following caveats also apply: If an unmodified 1 is rolled the searcher is
immediately attacked by a Wandering Monster specific to that dungeon (see below). An area may only be searched
twice.
Encounter: Heroes may only search corridors and rooms for both traps and secret doors if they are not in Melee and if
there are no monsters on the section being searched. A hero that searches forfeits the use of any ranged attacks,
Spells/Prayers and Melee attacks for that turn.

Searching a Room for Treasure


Exploration: All rooms may be searched for treasure. Most will have their contents, if any, listed on the GM's plan
and in this case they are immediately revealed after a search is declared, and a Per. Test passed.
Rooms not already noted by the GM as containing treasure may also be searched. If a Hero wishes to do this they must
expend their action and roll 2d10 on the following table (Thieves and Dwarves get +1):

2d10

Result

2-3

Wandering Monster! See Wandering Monsters, below.

4-5

Trap! The Hero has unwittingly sprung an ancient trap (temporary) and must
pass a Per. test or receive an Injury roll (see Injuries, later).

6-15

Nothing!

16-17

1d10x4 GS

18-19

1d10x6 GS + 1 Healing Potion

20

Magic Item

A room may only be searched for treasure once.


Encounter: Heroes may only search rooms for treasure if they are not in Melee and if there are no monsters on the
room being searched. A hero that searches forfeits the use of any ranged attacks, Spells/Prayers and Melee attacks for
that turn.

Disarming a Trap
Exploration: A trap may be disarmed by a Hero on an adjacent square to the device or trigger passing a Per. test
(Thieves and Dwarves get +1), a failure means the Hero has inadvertently triggered the trap and is injured as described
(see Triggering Traps, below, for more information on traps).
Encounter: A hero may only attempt to disarm a trap if they are not in Melee. A hero that attempts to disarm a trap
forfeits the use of any ranged attacks, Spells/Prayers and Melee attacks for that turn.

Picking or Attacking a Locked Door


Exploration: Picking locked doors can be attempted. An adjacent Hero must pass a Per. test (Thieves and Dwarves get
+1) to open it. Only two attempt can be made to pick a lock . Alternatively a locked door may be forced open by an
adjacent Hero attacking and 'killing' it (see 'Melee'). The attack counts as one action and the door is hit automatically.
Light doors have For.2, medium doors For.4 and heavy doors For.6. If a locked door is not forced open by one character
after one round of melee, any enemies that may be on the other side immediately become Alert (see 'Encounter Phase').
Encounter: A hero may only attempt to pick a lock or attack a locked door if they are not in Melee. A hero that
attempts to disarm a trap forfeits the use of any ranged attacks, Spells/Prayers and Melee attacks for that turn.

Listening at a Door
Exploration: Heroes may attempt to listen at doors to discern if there are any occupants. Only one attempt may be
made by a hero adjacent to the door passing a Per. test (Thieves and Elves get +1). If successful the GM must give some
general indication as to whether and how the room is occupied.
Encounter: Listening at door may not be attempted during an Encounter phase.

Drinking a Potion
Exploration: This counts as an action and requires no test. The effects come into play immediately.
Encounter: Unless Unconscious (see below) potions can be drunk at the beginning of the model's turn half and cause
no penalties.

Casting a Spell/Reciting a Prayer


Exploration: This counts as an action and the Spell or Prayer is attempted exactly as described in the Magic and Prayers
section later on.
Encounter: See the following chapter for more details on using Spells and Prayers in the Encounter phase.

Recovering from being Stunned

Exploration: If a hero is still stunned from a prior Encounter phase then he must use his first action to automatically
recover.
Encounter: A hero can only artificially recover from being Stunned if a friendly Mage or Cleric casts a healing
Spell/Prayer on them of if the hero has a Potion of Unstunning, which can be drunk at the beginning of their next turn
(see Drinking a Potion).

Opening an Unlocked Door or Chest


Exploration: This counts as an action and requires no test.
Encounter: This costs the hero 2 Spe. that turn.

Talking to NPCs
Exploration: This counts as an action and at the discretion of the GM may require a Per. test.
Encounter: A hero may only attempt to talk to an NPC if neither are in Melee. A hero that talks to an NPC forfeits
any ranged attacks, Spells/Prayers and Melee attacks for that turn.

Passing Items
Exploration: Models passing items must be adjacent to one another. This counts as an action and requires no test.
Encounter: A hero may only attempt to pass an item to an ally if the passing model is not in Melee. The receiving
model may be in Melee.

Note on Exploration Actions


There are obviously eventualities that may arise that are not sufficiently covered by any of the above. In such instances
the GM should improvise and be open to suggestions from players. By Sword and Spell is not a true RPG, but it does
contain RPG elements! The spirit of both fairness and fun should characterize your approach to BS&S.

Triggering Traps
During their movement adventurers may inadvertently trigger one of the many traps that are a frequent and hazardous
feature of many dungeons. This is done when a Hero unwittingly moves onto a square containing a trap (these should
be marked on the GM's plan). If this occurs the effected Hero immediately stops on the trap square and makes a Per.
test to see if they've managed to spot and so dodge the effects of the device.
If not they are injured as described on the GM's plan*. Either way that character's current turn is over ( id est, they may
not use up any remaining movement, actions, Melee/Ranged attacks or Spells/Prayers). Traps should be designated
either 'permanent' or 'temporary'. A permanent trap continues to function as described until disarmed. A temporary
trap is exhausted once it has been triggered. A selection of the more commonly encountered traps and their effects are
given in the appendix (Pit, Dart, Falling Block...).
*A roll to injure with 1d10 or the arbitrary loss of a Vitality point is suggested.

Wandering Monsters
If a wandering monster is discovered the creature is placed adjacent to the searching Hero triggering an Encounter
Phase (see below), although the creature is considered to have won the Alertness roll and gets one free attack against the
searcher with the Heroes having their turn afterwards.
In some instances it may not be possible due to space restrictions for a wandering monster to be placed so that it can
attack the searching Hero. In such cases the creature should be placed adjacent to and attack the next nearest viable
Hero to the searcher. If this is not possible either, then place the monster as near the party as possible and then initiate a
normal Encounter Phase, the monster forfeiting it's free attack (the monster counts as Alert for the purpose of the
Alertness test).

Encounter Phase
An Encounter Phase occurs as soon as any board pieces are placed that contain an enemy. When this occurs the Heroes
cannot use any remaining moves or actions pertaining to the Exploration Phase.

Alertness
Both sides roll 1d10 to see whom is the more alert and therefore takes the first half of the first turn. Dungeon dwellers
will be listed as either 'Relaxed' or 'Alert', the former giving them a -1 modifier and the latter no modifier to the
Alertness test. The winner may go first, with turn sequence and combat thenceforth being resolved as described below
(during their turn Heroes may deviate from the fixed sequence of activation agreed for the Exploration Phase). If any
more creatures are discovered during an Encounter Phase - including Wandering Monsters - they may move and fight
normally during the next existing creatures' turn. When the last enemy has been destroyed the Encounter phase
immediately ends and an Exploration phase begins anew (Stunned heroes use their first action to automatically recover).

Turns
Like most tabletop games the Encounter phase in BS&S is comprised of alternating turns in which the competing sides
undertake various actions with their models to attempt to overcome their opponent. Each turn is divided into halves,
with the player who won the initial Alertness test taking the first half, his opponent the second. When both halves are
completed that turn is finished and another begins. During the Encounter phase each turn half is divided into the
following two periods: I. Movement, Ranged Attacks, Magic/Prayers, Actions and II. Melee. Both of these periods are
discussed in greater detail below. A turns ends when the active player has done all he wished to do and declared that his
turn is finished.

I. Movement, Ranged Attacks, Magic and Prayers, Actions


In their turn half, models can undertake any of the following:

All models that are able to move may do so up to their maximum Speed allowance.
If a model's movement brings it into an adjacent square/base contact to a foe then the model is considered to
have deliberately Charged. See Melee, below (see melee, below). It may not use Ranged weapons.
All models that are able may make Ranged attacks, cast Spells or recite Prayers may attempt to do so.
Models that wish to make ranged attacks with conventional (id est, non-magical) missile weapons can do so
only if they move no more than half their movement value, rounding up. Casting spells and reciting prayers are
not subject to this restriction. Movement can be before or after the Ranged attack.
Heroes can drink one potion as described previously in the Exploration section.
Heroes can undertake some of the Actions as described previously in the Exploration section.
Bear in mind that:

Traps can be triggered as described in the Exploration phase, above.


Monsters cannot open previously unopened doors or chests, unless an adventure states otherwise.

Ranged Combat
Each model a value given under it's Accuracy (Acc.) rating. This represents a model's skill with Ranged weapons: the
higher the rating the more likely it is to hit a target. Obviously a model must possess a Ranged weapon to be able to
fire one! Models armed with multiple ranged weapons may only use one per turn.

Shooting requires visibility to the target in a straight or diagonal line. Models have 360 vision.
Models can shoot through allies if the ally is adjacent and not in Melee.
Models cannot shoot the same turn they moved more than half their Spe., rounded up.
Models cannot shoot if they are in Melee or Stunned/Unconscious.

You cannot fire into a Melee involving allies.


A model with multiple shots may divide them up as it chooses, but targets must be within 6 inches of one
another. Note that it must designate ALL attacks before rolling to hit.
A model that uses a Ranged weapon may Charge that turn, but forfeits his free attack (see Melee, below).

Rolling to Hit
Roll a d10 and consult the firing models Accuracy (Acc.) to see if the target is hit. A result of the given value or above
on the following table indicates success.
Acc.:

10

1d10:

10

The following modifiers apply:


+1 if target is Large or Huge.
+1 if target is within weapon's Short range.
-1 if target is within weapon's Long range.
-1 if target has the Dodge skill.
-1 if target is Small.
-1 if target is partially obscured (be sensible here and, above all, sporting!).
-1 if target is Flying.
If the target is successfully hit, then the shooter then attempts to injure it. See Causing Injury, below.

Magic and Prayers


Note that Prayers are treated in exactly the same way as Spells, except that if a double 1 is rolled nothing happens.

Casting Spells
To cast a spell, the Mage must roll equal to or greater than the Spells difficulty on 2d10. If he fails, he cannot cast a spell
that turn. If a double 1 is rolled the spell backfires and the caster is Stunned (as described later).

If successfully cast, spells automatically hit their target.


All spells require visibility to the target, unless otherwise noted.
Spells can be cast while the caster is involved in melee, but he cannot also perform a melee attack that turn.
Mages may move normally and still cast Spells.
Mages cannot cast Spells and fire missile weapons in the same turn.
Each mage may only attempt to cast one Spell per turn, unless it has a Characteristic or Magic Item that allows
otherwise.
Spells may be cast into Melee involving friendly models.
If the Mage is engaged in Melee he must target one of the enemies he is fighting if the Spell is harmful. If the
Spell is beneficial (healing or protective et cetera) then he must cast it on himself or an ally involved in the same
Melee.
A mage casting a Spell may not fight in Melee that turn half.

Effect
Any effects caused by the Spell will be detailed in the Spell description.

II. Melee
Once a player has carried out all the Movement, Ranged Attacks et cetera he wants then he progresses to the Melee
period. Melee occurs when two or more opposing models are adjacent to one another. Each model has two values

given under it's Melee (Mel.) rating. The first value represents many times it may attack in a single turn (each
representing a single d10) and the second value represents a model's general Mel. skill: the higher the rating the more
likely it is to win a Melee.

Opposing models must be adjacent to one another be able to fight a Melee.


If a model's movement has bought it into contact with a foe that turn half then the former is considered to have
deliberately Charged and gains a free attack, as well being able to make any normal Mel. attacks.
The model whose turn half it is is considered the attacker and his opponent - whose turn half it isn't - the
'defender'.
An attacking model can roll 1d10 for each attack it has (plus gaining a free d10 if it Charged).
The defending model may only ever roll 1d10, no matter how many Melee attacks it has, though it may do so as
many times as it is attacked by different opponents in a turn.
If a warrior with multiple attacks is confronted by more than one opponent it may allocate the attacks as it
chooses. However, it must distribute ALL attacks up front, before rolling to hit.
Whenever a model has a choice between attacking Stunned /Unconscious or conscious enemies, it must always
attack the latter. The exception is when multiple attacks have been declared against the model before it became
Stunned /Unconscious.
A model with only one attack faced by multiple opponents can obviously only choose to attack one enemy.
A warrior armed with multiple Melee weapons may switch between them if they are not in Melee.
Warriors can only leave a Melee if their opponent is Stunned, Unconscious, outnumbered or DEAD.

To conduct the Melee both models roll their allotted d10 and add their Mel. rating to the number rolled, with the
highest scoring being the winner. If rolling multiple die, each die result that beats the opponents' is considered a
successful hit. Compare both results. A draw means that nothing decisive has happened. If one side wins then note the
margin of the win (winning score less losing score) and consult the table below to determine the effect upon the losing
model:
Margin of Loss:
Effect:

1-2

3-7

8-11

12+

Stunned

Roll Injury die.

Roll Injury die +1.

Roll Injury die + opponent


automatically loses Vitality point

Stunned
If a model become Stunned it may do nothing for the rest of the current and subsequent turn. Place a marker next to
the miniature to denote its condition. A Stunned model is essentially concussed or in some way addled and if attacked
in Melee it may not roll 1d10 or use any modifiers derived from weapons or attributes, using solely it's unmodified
Melee rating against it's opponent's score. A Stunned model that is stunned again counts as losing by a margin of 3-7
instead.

Causing Injury
Once you have successfully struck an enemy with either Ranged weapons, Spells or Melee weapons see how many Injury
Dice (ID) you are allocated. This will be given in the description of the weapon or Spell/Prayer being used. If directing
multiple attacks against a single target each additional successful strike grants 1d10 to the ID pool . If fighting multiple
opponents then dice for each separately, again bearing in mind that for each target you only get the full dice for the first
strike, additional strikes adding 1d10.

Roll the allotted number of d10.


For each result that equals or exceeds the opponent's For. rating then one point of Vit. is lost.
If Vit. is reduced to 0 then the model is killed and removed from play.
If a heroes' Vit. Is reduced to 0 then it is considered Unconscious. If attacked again it is automatically killed (no
die. need be rolled), however if a friendly model can administer healing (a Spell, Prayer or Potion) then the hero
is resuscitated.
Note that some weapons and Spells/Prayers can modify an opponent's For. rating (ignoring armour, for
instance).

Heroes
Hero Classes and Races
Starting Characteristics
Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

Starting Skill Starting Equipment

Barbarian

1/3

1/2

Fearless

Axe, Shield

Cleric

1/2

1/2

Prayer

Hammer, 1x prayer

Knight

1/3

1/2

Leader

Sword, Shield

Mage

1/1

1/1

Spell Caster

Staff (Spear), 2x spells

Ranger

1/2

1/3

Sharpshooter Bow, Sword

Thief

1/2

1/2

Stealth

Darts, Dagger

Racial Modifiers
Races

Modifiers & Characteristics

Available Classes

Dwarf

-2Spe., +1For.

B, K, R

Elf

+1Per.

K, M, R

Halfling

-1For., Small

K, M, T

Human

None

All

Maximum Statistics
Dwarf
Barbarian

Elf

Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

3/8

2/5

13

10

3/9

2/6

13

10

Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

3/10

2/9

11

10

10

2/8

2/8

10

10

2/9

3/10

10

10

10

Cleric
Knight
Mage
Ranger

2/7

3/8

12

10

Thief

Halfling
Spe.

Mel.

Acc.

For.

Human
Vit.

Per.

WP

Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

Barbarian

3/8

2/5

12

10

Cleric

3/8

2/6

11

10

Knight

2/7

2/6

11

3/9

2/7

12

10

Mage

2/5

1/5

10

2/6

2/5

10

10

10

2/7

3/8

11

10

2/7

2/8

11

10

Ranger
Thief

2/6

2/7

10

10

Experience
Experience is gained through defeating enemies and surviving/completing quests. Killing an opponent earns the hero 2
exp., wounding, but not killing, an enemy, with multiple wounds 1 exp. Spell casters do not gain exp. for enemies killed
by their spells, rather they gain 2 exp. for each spell successfully cast. Disarming a trap successfully earns a hero 1 exp.
Completing an adventure also earns each surviving hero an additional 4 exp.
Gold Schillings may also be exchanged for exp. points at the rate 10 GS = 1 exp.
For every 25 experience points gained a hero may roll upon the Hero Advancement Table below. Re-roll any repetitions
of special rules.

Hero Advancement Table


Class

1d10
1

Indomitable

Frenzy

Tough

Berserk

Brute

Cleric

Fearless

Adept

Tough

*Study

New Prayer

Knight

Indomitable

Fearless

Tough

Swordsman

Brute

Fearless

Adept

*Study

*Study

New Spell

Ranger

Quickwitted

Hunter

Indomitable

Marksman

Swordsman

Thief

Quickwitted

Sharpshooter

Dodge

Acrobat

Assassin

Barbarian

Mage

6+

Choose +1 to
Applicable
Characteristi
c

*Study: May permanently lower the difficulty of an existing spell or prayers by 1. Spells and prayers may have their
difficult lowered a total of 6 times.

Equipment
Heroes can carry a maximum of: 5 Weapons/Armour, 3 Magic Items, 6 Potions. A hero can pass one item to an adjacent
hero if neither is in melee and this can be done before or after moving (in the Exploration phase it count as an action).
In-between adventures heroes have access to the following resources:

Potions
All potions take 1 action to drink! Mages pay half (rounding up) the cost of each potion as they are able to buy the
ingredients and concoct them themselves. A maximum of five potions per Hero may be bought between adventures.
Item

Cost

Effect

Healing Potion

20gs

Restores two Vit. points.

XX Healing Potion

35gs

Restores four Vit. points.

Stout Porter

15gs

Hero is Fearless this turn only.

Potion of Fortitude

10gs

Hero may ignore one Stunned result against him this


Encounter phase.

Potion of Protection

15gs

Hero may ignore first loss of Vit. inflicted on him this


Encounter phase.

Potion of Swiftness

15gs

Hero's movement is doubled for this turn.

Potion of Strength

20gs

Hero gains +1 ID on his next attack that turn.

Potion of Arrow Turning

20gs

Hero is invulnerable to non-magical missile fire for the rest of


the Encounter phase.

Anti-venom

15gs

Effects of Venom are immediately neutralised.

Heroes may only carry 5 items of weapons or armour at any time.

Weapons
Weapon

Injury Dice and Special Rules

Class

Cost

Great Weapon

5 ID, -1 user Melee, Two-handed

War Axe

4 ID

Mace/Hammer

3 ID, ignore 1 point enemy armour

Halberd

3 ID, Two-handed, Long Reach

Spear

2 ID, Long Reach

Sword, Axe

B, C, K

230

B, K

200

B, C, K

170

B, K

150

B, K, M, R

120

2 ID

All

100

Crude Weapon

1 ID

All

Fists

1d5 ID

All

Claws, Fangs

Half of Melee, rounding up.

Stiletto

1 ID, if used with Stealth ignores armour. If opponent


is killed then user remains undetected.

70

Two-handed: May not be used in conjunction with a shield.


Long Reach: If Charged enemy loses free attack. Not active if user is already in Melee.

Upkeep

Armour
Armour

Special Rules

Class

Cost

Helmet

Ignore Stunned results on 1d10 6+

B, C, K

50

Great Helm

Ignore Stunned results on 1d10 3+

100

Shield

+1 For.

B, C, K, R

75

Hauberk

+1 For.

B, C, K, R

75

Brigandine

+2 For.

B, C, K,

150

Plate Armour

+3 For., -1 Spe.

210

Upkeep

Ranged Weapons
Weapon

Short
Range*

Medium

Long

Injury Dice & Special Rules

Class

Short Bow

1-4

4-8

8 - 12

2 ID

B, K, R, T

Bow

1-7

7 - 14

14 - 21

2 ID

B, K, R, T

Long Bow

1 - 10

10 - 20

20 - 30

3 ID

K, R

Crossbow

1 - 10

10 - 20

20 - 30

4 ID, cannot move and fire.

Sling

1- 3

3-6

6-9

2 ID

Throwing
Knives/Darts

1-2

3-4

4-6

1 ID, may be used from


Stealth without revealing
location.

Cost

Upkeep

K, R, T
B, C, R, T
T

*Ranges may be in squares, inches, cm of whatever convention you are using.

Miscellaneous Equipment
Item

Special Rules

Lock Pick Set

Re-roll failed attempts to pick a lock.

Rope

Class

Cost

Upkeep

All

Map

Ignore first trap triggered by heroes in dungeon.


Discard after use.

All

Torch

+1 to Per. If user is searching a room or corridor.

All

Characteristics
Acrobat:

May leave Melee freely and gain +1 to Per. Test when avoiding triggered traps.

Adept:

Re-roll 1d10 when attempting to cast a Spell or recite a Prayer. The second result stands.

Amphibious: Ignores any penalties relating to watery terrain.


Assassin:

Hits inflicted from Stealth receive +1 ID.

Berserk:

Gain additional +1 Melee attack when Charging (so 2 attacks when charging)

Brute:

Permanently gain +1 ID.

Devout:

May recite Prayers.

Dodge:

Ignore one successful Injury roll each turn (not for each half). Targeted by ranged attacks at -1.

Ethereal:

May move through solid objects. May only be harmed by Spells, Prayers and Magic Items.

Fearless:

Immune to effects of Fearsome (see below).

Fearsome:

If a model with the Fear characteristic charges a non-Fear causing opponent the latter model must takes
a Willpower (WP) test. If passed then things continues normally, but if it fails then the charged model
counts as Stunned (see Causing Injury). If the model was attempting to charge a model with Fear and
failed then instead of moving he is rooted to the spot with fear and may do nothing else that turn.
Warriors that cause Fear are immune to fear themselves. Fear is not active while the Fear-causer is itself
stunned.
Willpower Test
Per.:

10

1d10:

10

Flying:

May ignore terrain. Controlling player must state whether the model has landed or not at the end of
movement. If not then it cannot be attack of be attacked (except for by ranged attacks at Long Range)
that turn. Some dungeons may be deemed too small for flying creatures to operate.

Frenzy:

Receives +2 Spe. If Charging

Glutton:

After killing an enemy and if not still in melee the model must make a WP test. If failed it spends 1d5
turns next t the corpse feeding. If attacked then treat as Stunned.

Huge:

Massive creature that receives +1 ID against all smaller opponents. Targeted by Ranged attacks at +1.

Hunter:

May move and make ranged attacks without penalties.

Indomitable: Ignores Stunned results.


Large:

Big creature (smaller than Huge) that receives +1 ID against all smaller opponents. Targeted by Ranged
attacks at +1.

Leader:

All friendly models within 6 of a Leader receive +1 to their Per. and WP tests. Hierarchies of Leaders
exist (A, B and C, with A being the highest) and lesser leaders benefit from the above rules if near a
higher leader. Leaders of the same rank may not influence one another.

Mage

May choose two Spells and may attempt to cast them as described.

Marksman:

Ignore penalties for ranged attacks at Long Range.

Quick
Witted:

May roll two die for any Per. test and choose the best result.

Sharpshooter +1 ID to ranged attacks.


:
Slow Witted

If not involved in melee or Stunned roll 1d10 at the start of the model's turn. If a 1-2 is rolled the model

may do nothing that turn.


Stealth:

As long as a model with Stealth is in contact with a terrain feature (wall, furniture, tree et cetera)
enemies must pass a Per. test before making a ranged attack, casting a Spell or Charging. If a stealthy
model is already in Melee then additional enemies may join without making Per. tests. Once a stealthy
model is spotted all enemy can see it unless it moves out of sight and re-emerges again in contact with a
terrain feature. If a stealthy model attacks an opponent with ranged or melee attacks then, unless the
weapon's special rules state otherwise, he is revealed to all enemies.

Swarm:

Swarms get 3 melee attacks with a Melee rating of 1-3, to represent the multiple strikes of the numerous
creatures that comprise it. It also has the same Vit. points as it has attacks. Each time a swarm losses a
Vit. Point it looses an attack.

Swordsman:

If opponent wins a Combat by 1 then it counts as a draw.

Tough:

Force opponents to re-roll one successful ID each turn. The second result stands.

Undead:

Immune to Venom.

Venom:

Venom is transmitted during a melee attack that causes Injury. Roll 1d5. For that many turns before
doing anything else the model must roll 1d10 and on a 9 10 roll 1 ID.

Spells and Prayers


Spells
If 19 or more is rolled in an attempt to cast any Spell then the caster has managed to cast it to it's maximum effect.
Note that the maximum effect of Spells cannot be reduced using Study.

Spell

Range

Difficulty

Effect

Maximum Effect (19+)

Silvery Barbs

12

13+

Target is hit by 3 ID

5 ID.

Fleet of Foot

6/caster

11+

Model may immediately move again.

Model may move again twice.

Forked
Lightning

14+

May be directed at single or multiple targets.


Deals 6 ID, 4 if directed at an
Multiple targets must be no less than 2 squares individual.
away from one another. Deals up to 4 ID,
ignoring armour. Attacks may be split at caster
sees fit. If directed at individuals then -2
attacks.

Rain of Svarog

15+

Effects all models in 3x3 area with a fiery rain.


All models in this area receive 1 ID hit with -1
to armour.

2 ID ignoring all armour.

6/caster

13+

Targeted individual has 1d5 wounds restored.


If stunned this is undone and counts as one of
the restored wounds.

1d10+1 wounds restored.

Shield of Beset

14+

Effects all allies in 3x3 section where spell is


directed. Effected allies receive +4 For. for this
and the following turn halves.

+6 For.

Icy Breath

11+

Target is frozen solid. Treat target as Stunned.

Any enemy models in base


contact are also frozen.

Wrath of
Mulciber

10

20+

Target receives 5 ID ignoring armour saves.

7 ID, ignoring armour saves.

Spell of EarthMoving

10

13+/19+

Effects all fighters on a chosen room of


corridor section (including friendly). All
models in this area must pass an I test or
become stunned.

Upgrade to effect models are


automatically Stunned,
adding +6 Difficulty to this
spell.

Master of
Puppets

15+

If cast successfully, the caster has immediate


Effects last until end of
control over the target and may move/charge
Encounter Phase or (if
and then shoot or fight. Cannot be used
tabletop) for two turns.
against a target with Leader skill or a target
that is stunned or in Melee or if the caster is in
Melee. The effects last until end of turn half.

Teleport

4/caster

13+

Affected warrior can move 3x his movement,


ignoring walls and other obstructions. Can
only move into known areas and must stop on
unoccupied square.

Hand of Fury

6/caster

15+

Affected warrior receives +2 modifier to his


attacks and Melee rating for Melee this turn
half.

Touch of
Belenos

Prayers

+3 modifier.

Prayer

Range

Difficulty

Effect

Laying of Hands

0/caster

9+

Target regains 1 lost Vit. or is unstunned.

Protection of the
Righteous

6/caster

10+

Target cannot be effected by Spells for this and following turn.

Holy Aura

6/caster

12+

Target becomes Fearsome to all Undead for this and following


turn.

Right Hand of
Doom

6/caster

12+

Target receives +1 ID in Melee this turn.

Light of Purity

11+

Treat target as Stunned.

Purifying Flame

15+

Effects all models in 4x4 area with a fiery rain (including


friends). All models in this area receive 1 ID hit with -1 to
armour. Undead and Demons receive 2 ID hits.

Magic Items
Powers are only active as long as a model is equipped with the item.

2d10

Item

Power

Class

Boots of Swift Moving

+2 Spe.

All

Ring of Casting

+1 to Spell/Prayer rolls

Bow of Quick Shooting

As Long bow, but +1 Ranged attack.

B, K, R

Sword of Fast Striking

As Sword, but +1 Mel. attack.

B, K, R

Gloves of Forewarning

+1 Per.

All

Key of Opening

Any lock automatically opened.

All

Sword of Defence

As Sword, but 1 extra Mel. die when being


attacked.

B, K, R

Orc/Undead Bane

As Sword, but user may choose either Orc or


Undead. If used against the selected opponents
this sword confers +2 ID.

B, K, R

10

Cloak of Shadows

Enemy receive -1 to to hit rolls with Ranged


attacks.

All

11

Gorget of Vitality

+1 Vit.

All

12

Helm of Wardship

Ignore Stunned results.

13

Armour of
Invulnerability

+ 4 For.

14

Crossbow of Fleetness

As Crossbow, but may move and fire.

15

Axe of Slaying

As War Axe, but double attacks if outnumbered


in Melee.

16

Ring of Invisibility

User has Stealth Characteristic.

All

17

Circlet of Incantation

May cast 2 spells per turn.

18

Hammer of Doom

As Hammer, but ignore enemy armour.

19

Great Axe of Ruin

As Great Weapon, but no Mel. modifiers.

20

Bracelet of Conjury

May select 1 Spell and use as if Mage.

C, M

B, K, R
K
K, R, T
B, K

B, C, K
B, K
B, K, R, T

Value

Bestiary
Humanoids
Human Brigands
BRIGAND

Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

1/3

Equipment: All, except Great Helm and Plate Armour

Characteristics:
BRIGAND
CHAMPION

Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

1/4

Characteristics: Leader I
BRIGAND
CAPTAIN

Equipment: All, except Great Helm and Plate Armour


Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

2/4

Characteristics: Leader II, Marksman, Tough

Equipment: All, except Great Helm and Plate Armour

Goblins
GOBLIN

Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

1/2

Characteristics: Small
GOBLIN
CHAMPION

Equipment: Spear, Sword/Axe, Crude Weapon, Helmet,


Shield, Hauberk, Short Bow, Sling
Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

1/3

Characteristics: Leader I, Small


GOBLIN
CHIEFTAIN

Equipment: Spear, Sword/Axe, Crude Weapon, Helmet,


Shield, Hauberk, Short Bow, Sling

Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

1/4

Characteristics: Leader II, Marksman, Tough


GOBLIN
MAGE

Equipment: All, except Long Bow, Great Helm and Plate


Armour

Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

1/2

Characteristics: Mage, Leader I, Small


GOBLIN
ARCHIMAGE

Equipment: Hauberk, Staff (Spear), Crude Weapon

Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

1/3

Characteristics: Adept, Mage, Leader II, Small

Equipment: Hauberk, Staff (Spear), Crude Weapon

Orcs
ORC

Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

1/2

2
Acc.

For.

Vit.

Per.

WP

1/3

Equipment: All
Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

2/4

Equipment: All

Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

2/5

Characteristics: Indomitable, Leader III, Tough


ORC
MAGE

Equipment: All

Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

1/2

Characteristics: Adept, Mage, Leader II, Small


ORC
ARCHIMAGE

Mel.

Characteristics: Indomitable, Leader II


ORC
WARLORD

Spe.

Characteristics: Leader I
ORC
CHIEFTAIN

Equipment: All, except Great Helm and Plate Armour

Characteristics:
ORC CAPTAIN

Equipment: Hauberk, Staff (Spear), Crude Weapon

Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

1/3

Characteristics:Adept, Mage, Leader II,

Equipment: Hauberk, Staff (Spear), Crude Weapon

Trolls
HILL TROLL

Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

2/3

Characteristics: Large, Slow Witted


HILL TROLL
CHIEFTAIN

Equipment: Giant Club (counts as Hammer/Mace), Rocks


(count as Sling)

Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

2/4

Characteristics: Large, Leader II


MOUNTAIN TROLL

Equipment: Giant Club (counts as Hammer/Mace), Rocks


(count as Sling)

Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

2/4

Characteristics: Huge, Slow Witted


MOUNTAIN
TROLLCHIEFTAIN

Equipment: AllGiant Club (counts as Hammer/Mace),


Rocks (count as Sling)

Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

2/5

Characteristics: Huge, Leader II, Tough

Equipment: Giant Club (counts as Hammer/Mace), Rocks


(count as Sling)

Ogres
OGRE

Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

1/4

Characteristics: Large
OGRE
CAPTAIN

Equipment: All
Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

2/4

Characteristics: Indomitable, Large, Leader I


FERAL
OGRE

Equipment: All

Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

2/4

Characteristics: Large
FERAL OGRE
CHIEFTAIN

Equipment: AllGiant Club (counts as Hammer/Mace),


Rocks (count as Sling)
Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

2/5

Characteristics: Large, Leader II, Tough

Equipment: Giant Club (counts as Hammer/Mace), Rocks


(count as Sling)

Animals
CAVE SLUG/LEECH/
WORM

Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

1/2

Characteristics: Glutton
GIANT SLUG/LEECH/
WORM

Equipment: Claws/Fangs
Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

2/3

Characteristics: Large, Glutton


RAT
SWARM

Equipment: Claws/Fangs

Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

3/1

Characteristics: Swarm
BAT
SWARM

Equipment: Claws/Fangs
Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

3/1

Characteristics: Flying, Swarm


WOLF

Equipment: Claws/Fangs

Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

1/3

Equipment: Claws/Fangs

Characteristics:
DIRE
WOLF

Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

1/4

Per.

WP

Characteristics: Large
OWLBEAR

Equipment: Claws/Fangs
Spe.

Mel.

Acc.

For.

Vit.

2/4

Characteristics: Brute, Large


BEAR

Acc.

For.

Vit.

Per.

WP

2/3

Equipment: Claws/Fangs
Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

3/2

Equipment: Claws/Fangs

Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

2/3

Equipment: Claws/Fangs

Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

1/3

Characteristics: Large, Venom (some)


GIANT
SERPENT
Characteristics: Large, Venom

Mel.

Characteristics: Large, Web (counts as having Icy Breath


Spell), Glutton, Venom
GIANT TOADS &
FROGS

Spe.

Characteristics: Fearless,Glutton, Swarm, Venom (some)


GIANT
SPIDER

Equipment: Claws/Fangs

Characteristics: Large
SLIMES &
OOZES

Equipment: Claws/Fangs

Spe.

Mel.

Acc.

For.

Vit.

Per.

WP

2/3

Equipment: Claws/Fangs

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