Professional Documents
Culture Documents
Terrain Rules:
Cover: A model with interposing terrain gains cover and adds 1 to save rolls.
Buildings: Cavalry may enter buildings and ascend stairs but may not climb or use ladders. Chariots may not enter
buildings. Monsters activated in close combat in a building trigger Bringing down the House on 4+. Similarly,
buildings may be attacked by Monsters and Siege War Machines. Monsters may make one attack (instead of normal
attacks) against an adjacent building that hits on a 2+ and wounds on 6+ Siege War Machines use their own To Hit
value but wound on a 6+. On a 6+, proceed to Bringing down the House.
Bringing down the House: Those in a collapsing building get a special save: Infantry on 3+, Cavalry on 5+,
Monsters on 6+. Models who fail take 1d6 (2d6 if building is more than 6" tall) mortal wounds.
Scenario Special Rules:
Darkness: Enemies beyond 12" may not be targeted.
Rain: Shooting attacks at -1 to Hit, and running and charging models check on a 2+. On a 1, they move half speed
and are knocked down.
Burning Building: On a 4+, suffer d3 mortal wounds upon entering.
Traps: Upon entering objective, roll d6: 1-2: Suffer d3 mortal wounds, one time. 3-4: Roll d3 dice; suffer wound for
each 4+; one time. 5-6: Avoids trap but next model to enter objective must also roll on chart.
Rickety Buildings: +1 on Brining down the House checks
Heavy Terrain: 4 pieces of terrain per 2'x2' (2+ must be buildings)
Post-Game Sequence
1. Determine Serious Injuries and Deaths
Troop Injuries: Roll 1d6 for each troop put out of action. On a 1 or 2, that troop model dies and is
removed from your roster. On a 3+, they survive to fight another day.
Hero Injuries: Roll 1d6 for each hero put out of action and roll on the indicated chart if necessary.
1: Roll once on Physical Injury chart (pg x.x) and once on Mental Injury chart (pg x.x). If hero was mounted,
the mount is killed.
2-3: Roll once on the Mental Injury chart (pg x.x).
4-5: Roll once on the Physical Injury chart (pg x.x).
6: Miraculously - No injury!
1. Apply the experience to each hero model and trooper unit granted by the scenario. In most cases, each
survivor will gain at least 1 experience, with other optional experience they may have earned.
2. If the hero model or troop unit reaches a bold box on their experience chart, then they have earned an
advancement. Roll on the appropriate table below.
3. If your warband leader has reached a line (every 10 experience) on their experience char, then they have
leveled up and they increase their maximum warband size by 1.
*Note: Hero models and troop units only gain bonuses, including an increase in maximum warband size for
their advancement after the start of the game. Any experience a model or unit begins with is assumed to be
considered in their existing abilities at the start of a game.
3. Exploration Phase
1. Roll a dice for each hero who survived the ba/le (i.e. was not killed during Injury rolls). You may add one
dice to this roll if you were the victor in the ba/le. No ma/er how many dice you roll, you must select six
dice from those rolled as your result.
2. Adjust or reroll those dice if you have any special rules that allow you to do so. You may never adjust a die
by more than +/- 1 and you may never reroll a dice more than once.
3. Note if you rolled any doubles, triples, etc. as you have found something special in the cursed city. Consult
the appropriate exploraHon chart (pg x.x). Note that if you have mulHple sets of doubles, triples, etc., you
may only gain the benet of one set.
4. Note the total number of dice that were 4 or higher. This number dictates how many opportuniHes there
were during your exploraHon to nd and buy rare items. This total will be used later.
5. Total all dice rolled and compare to the chart below to determine the number of shards of Wyrdstone
found by your warband. You may sell your Wyrdstone at this point, including any addiHonal shards found
in the scenario or during exploraHon. You may always opt to not sell any number of your Wyrdstone.
4. Recruitment Phase
1. Select a Hero and decide whether they are recruiHng addiHonal soldiers, searching for a mount, or buying
gear. You may not send more heroes out to buy rare gear than the number of 4+ rolls in the ExploraHon phase.
2. Pay the stake cost of the acHvity that Hero is engaging in and possibly declare what you are looking for. The
stake for recruiHng soldiers and searching for mounts is 20 gp; it is free for Rare Gear but it must be declared.
3. Roll 2D6 dice for your Rarity roll. You may recruit eligible troops or mounts with a rarity value equal to or
less than your roll. You may purchase the declared gear if the Rarity roll equals or exceeds its Rarity value.
4. Pay the recruitment or purchase cost of the appropriate soldier, mount, or piece of rare gear.
5. Repeat this process for each of your Heroes unHl each of your Heroes.
Recruitment Notes:
Heroes may only be recruited by the Warband Leader.
Troops with a corresponding Captain may only be recruited if the Captain is already in the Warband. Each
Captain may only have one unit of corresponding troops at a Hme. New troops must be added to preexisting
troop units unless there is an available Captain with unassigned troops of the corresponding type or if a
corresponding Captain does not exist for the recruited troops and there is not already a unit of that type in
the warband.
If a Captain is sent to recruit troops of his type, he automaHcally succeeds with no roll. Fees are same.
Rarity is variable for recruitment. If the model is in your warband list, use the designated rarity in the racial
chart. If model is in-race, but not warband, add +2 to Rarity; if only in-facHon, add +4; otherwise add +6.
Mounts may only be recruited by a hero that can use them and may never be shared amongst heroes.
Increase the Rarity by +2 for mounts that are not on your warband list.
Siege War Machines may be searched for at their designated Rarity values as Rare Gear. A Warband may
search for a siege war machine on their Race list at the standard rarity (Rarity 8) or from their facHon at a
Rarity value +4 (Rarity 12). A warband may never use siege from a facHon dierent than their warband.