Professional Documents
Culture Documents
CR EDITS
A Game by Croc & Geoffrey Picard.
Assisted by Jean-Franois Beney, Julien Blondel, Pierre Bouas, Thomas Cheilan, David Freeman, Sandy Julien, Joel Lehner, Philippe Masson, Arnaud Ramonat & Manuel Sanchez. Originally Edited by Yann Arndt & Alicia Simonnet. English Version Edited by Tim Crothers, David Freeman, Joel Lehner, & Robert Noland. Figurines Miniature Concepts: Bertrand Benoit, Croc, Thomas David, Jacques-Alexandre Gillois & Geoffrey Picard. Design Concept: Bertrand Benoit . Miniature Sculptors: Michael Bigaud, Thomas David & Jacques-Alexandre Gillois . Miniature Painters: Allan Carrasco, Thomas David, Jacques-Alexandre Gillois, Jrme Otremba & Sbastien Picque. Paint & Design Sets: Team Toulouse. Illustrations Layout and Design: Stphane Gantiez, Cdric Giroux, Marc Mathaly & Thomas Kohler. Cover: Anne Rouvin. Interior Illustrations: Bertrand Benoit, Antoine Carrion, Anthony Jean, Gurvan Friederich, Stphane Gantiez, Romain Gaschet, Sbastien Grenier, Nicolas Hesse, Michel Koch, Stphane Louis, Pascal Quidault, Jean-Baptiste Reynaud, Jean-Marc Ringuet, Jean-Sbastien Rossbach, Anne Rouvin, Marc Simonetti& Alexandre Tuis. Department Loved hands, nudges, kicks, strokes of genius small nds, great ideas and expert advice. Thierry Abgrall, Emmanuel Beltrando, Guillaume Beuriot, Charlotte Bousquet, Frdric Condette, Thomas Hervet, Sverin Keizer, Ileana Scharager-Polet, Mikal Scharager-Polet & Timbre-Poste. Julien de Albuquerque, Matthieu Balay, Jean-Marie Boisnard, Gatien Billon Maurin, Stphane Dalban, Jean-Marie Delhinger, Cyril Derny, Jrme Fournier, Gabriel Fraval, Frdric Frugier, Nicolas Fuseau, Cdric Giroux, Nicolas Gourmaud, Marie Laurent, Thimote Laurent, Marc Mathaly, Charles Paulet, Yannick Polchetti, Alexandre Quicroix, Pascal Saradjan, Fabien Soutif, Alexis Stacke & Muse Tesson. David Bauwens, Bruno Bchu, Valentin Boucher, Rmy Blacksad Guilemin, Thierry Heit, Erwan Hubert Lionel Labreuil, Raphal Motta, Tom le Portois, Coralie Rouillet, Christophe Kris Roque & Nicolas Juan Rouanet. N41, Jol Wagih Alarcon, David Anakron Ayral, Romain van der Bogaert, Jrmie Bonament Teboul, Julien Casses, Vivien Chesnel, Laurent Werewolf Exposito Mas, Bruno Grelier, Vincent Minivince Mir, Jrme Otremba, Dimitri Dim69 Peyrard, Sbastien Jakovazor Picque, Manuel Manumilitari Sanchez & David Waeselynck. A Special Thanks to: Matthieu Liancour Balay, Philippe Alaster Carpentier, Sebastien Darth-Swen Longuet, Philippe CCCP Vill. Cipher Studios 2011
GLOssARY
Hell Has Not Always Been Hell............................. 4
The Gates of Hell 13 The Thirty Years War 13 Passages to the Beyond 15 The Europeans 18 The Situation in Europe Since the Opening of the Gates 18 The Situation in the Colony of New Jerusalem18 Supplies and Pay 18 Spiritual and Material Motivations 20 The Ottoman Empire 20 The Empire Below 25 Geography of Hell 25 The rst day 26 The People of Hell 27 Titles and Demonic Hierarchy 28 The Lost 29 Exploration & Conquest 30 Orders 61 Magic 62 Auras 62 Lemures and Spells 62 States 64 Special Abilities 68 Dibbukim 140 Hunting Panther 141
INTRODUcTION
L enfer na always pas tbeen oujours Hell has not Hell t lenfer
efore our armies went down through the river, and before the crowned heads of Europe launched this unstoppable charge into horror, Hell was only what our fears made it: a continent whose boundaries were drawn by the vividness of our nightmares, and whose banks we lled with as many foul creatures as we could imagine. A fantasy of crawling cracks, the ghost of an eternity of blood and pain. Hell had always been the greatest of threats, brandished in the face of sinful souls just as heaven had always been promised to the good and the pure. Paradise with its pearly gates, its gardens of peace and well-being was given to the souls of the virtuous, whereas Hell had only ever been depicted as the source of absolute evil: a crawling, hostile moorland, covered in ashes and sullied by the rivers that carry the groans of the dead... Why has the realm of the damned always been wrapped up in such an aura of mysticism when the truth is so much more terrible and stupefying? Why has Hells image always been distorted so ercely, if not to delay the inevitable exploitation of the lands resources and
INTRODUcTION
that Hell was more than just a territory, more than just a was a cradle to humankind? A land made of blood just as ours is made of stone. An earth cleansed by re, just as ours is washed by rain. A dry, wild and deadly mother to the damned souls it gave birth to as the
one whose fruits mankind has always been nourished with. No, Hell has not always been Hell. It became Hell when we arrived. Until the year of our lord
1631, this new continent was just a land of sulfur, an underground America awaiting its settlers, and we came as conquerors to transform it, a little more rich with souls... I know what will be thought of me, but despite for the demons than I do for my fellow men. I was born a human, and human I will remain, even though the gift of immortality has made me a special being. I am a pariah in the eyes of those who abandoned me, as much as in the hearts of those each day, into a eld of battle whose harvests are
who have taken me under their wing. I have no feelings for any of them, neither
damned, nor mortal. I am a scientist. A historian. A simple scribe. I dedicated my adult life to studying countries that I hoped to be imaginary, and that I know today to be more real than the stone walls of I barely escaped being burned at the stake as a heretic by the same lords, the same crowned heads of power or faith, who were the rst ones to come seeking my knowledge the minute our soldiers went down below the river. They came to me for knowledge, for understanding. They came to me in the hope that my impious activities, nally seen as a useful science after having been branded as infamy for so long, would provide answers to the questions that arose from Hell. They came to me as to a learned one, a man of letters, and they sent me off through the portal to guide our troops there along the banks of the Styx. As a scholar, more used to the velvet silence of libraries than to the clash of the battleelds, I was placed under the command of a young captain, a feisty war hound who refused to see me as anything more than a poor soldier. From the very rst morning of our expedition to the day of my sacrice, I was nothing to him but a useless, temporary guide, whose life he could dispose of as he would that of a wounded horse. By forcing a church. For over twenty years, I studied Hell and its regions, its rites and its inhabitants, and hundreds of times
r e f n e l t rs u jo ou t as p a n r e f Len
me to cross the wall, the young captain turned me into a martyr. A pioneer. A
INTRODUcTION
legend. But thanks to that man, that solider so thirsty for victory and medals, I was given the honor of leaving behind my mortality in our world and gaining eternal life in the world of the Damned... I am Henri Latour, and I know that history will retain my name as that of the rst man to cross the Wall of Kohut. For quite some time I thought so too, before I found out that others had crossed those barriers before me. But if history chooses to remember my name instead of those of the true pioneers, the ottoman soldiers who discovered Hell years before we did, what I did remains true: I crossed the wall. I entered the circles of Hell and laid my eyes on the Underworld, and I chose to remain here I am Henri Latour, but it has been a long time since I have been called by my mortal name. For all here, I have become the Scribe. The Historian. The Archivist. A mortal lost in the Realm of the Damned, who entered it during his own lifetime and wished to remain there until the end of time. I am a curiosity, a riddle for all, and a strange and coveted object. It was this covetousness that allowed me to escape death and enter into the service of a powerful lord. After having studied demonology for over twenty years and working for His Majesty the King of Spain, it was only a few days until I repudiated the Holy Crown and the sash of faith, and kissed the hand of the Prince of Thebes. After having taught the names of the infernal beasts to the crowned heads of conquering Europe, here I was, teaching the customs and history of the mortal world to a demon lord. I say again. I have no feelings for any of them, neither damned, nor mortal. I am a scientist. A historian. A simple scribe... I am Henri Latour, and this is my story. I was born in Paris in the year 1583. My father was a theologian and my mother was Hungarian. Back then, Hell was still nothing but a vague threat, but many legends were already told about the depths. Great philosophers from the Holy Roman Empire, England, France and Italy had already proved their incredible daring by publishing the results of their research, still considered at that time to be blatant heresy. I know that my younger years will be of no interest to any of those who read this, but as I became an adult, I remember reading a book which turned my juvenile interest in tortured bodies into a deep hunger for understanding and codifying all that the sacred scriptures had chosen to hide. It was more than just a book it was a revelation. A noncensored copy of Dante Alighieris Divine Comedy, passed on from hand to hand and kept hidden from the throes of the Inquisition. The work of a visionary, a man who would only be remembered by his rst name, but who, like me, would long be regarded as the rst to have visited the Underworld. The description brushed by the Florentine poet was full of blatant mistakes, and I was soon to be able to correct them down to the minutest detail, but his masterpiece had nonetheless changed my existence. I was not yet thirty years of age, and I was thereafter convinced that one man had found his way into
re oi t is h on m i ic vo t e r, ou at L J e su is H en ri
6
J e s u is H en r i L a t o u r, e t v o ic i m on
returned with enough strength of body and clearness of mind to tell the story of his discovery... From then on, much to the displeasure of my father, I decided to end my studies and break my religious vows. My mother sold a few pieces of jewelry to allow me to leave France and reach Spain, where the inquisitors of the Holy Counsel of Seville prided themselves in having the largest collection of accursed scrolls. At rst I was taken on as a scribe, and I had to perform many tiresome and thankless tasks, but my enthusiasm for copying and my French heritage lead me into the circle of demonology that I had traveled so far to join, and where I was to complete my knowledge far beyond my greatest expectations. The secret libraries of Seville taught me that for quite a few centuries, Hell had already been described as a physical place, an earth under the earth, a kingdom that could be reached if only one could nd the way there, and from which one could return as long as one did not lose ones soul there... Many translations from Greek and Latin already mentioned the circles of Hell and the lords who ruled over them. This was a proof that the Underworld, despite its incredibly chaotic nature, was run according to feudalistic and military rules quite similar to those of mortal men. For almost twenty years, I learned the myths and legends, the
INTRODUcTION
h is t o ir e
geography, the names of the princes and fallen angels, the nature and contents of the circles, the rites, sacrices and ceremonies... For almost twenty years I learned everything that the wise men and the grimoires of Seville could teach me. Looking back now, as a historian, I have to admit that at that time, before I had seen Hell with my own eyes, I only considered this knowledge to be part of a philosophy, a science of the mind, and I never dared to imagine that I would one day experience Hell so vividly. However, that day was to come sooner than I thought. During the rst days of the summer of 1632 my presence was requested by His Majesty the King of Spain, and I left the Council of Seville to travel to Magdeburg in the soaking wet northern plains of the Holy Roman Empire. As I traveled across war-ravaged Europe, I had no idea what was awaiting me. The part I would play, the sacrice and discoveries I would make, and the choice of immortality... My chest lled with impatience, I was walking towards Hell as a young pianist awaits the rise of the curtain, with no idea that the curtain of the abyss was already open and waiting for me... I only have one vague and slightly guilty memory of my travel from Seville to Magdeburg. The whole of Europe was crawling with famine and war. Wherever we went, there was nothing but devastated farms and villages, burned out shells of barns, and bones of half-gutted livestock piled high in their enclosures. The roads were nothing more than an endless procession of soldiers and wandering civilians, starving peasants, hobbling horses carrying the wounded, makeshift carts, women and children with eyes misted up with mud and poverty, soldiers who had lost a leg or an arm, and others whose faces were hidden behind a blood-stained bandage. Individuality reduced to a human river of exile and defeat, trudging along under the hungry gaze of the crows and the rats. Having spent half of my life studying the torments that Hell inicted on the damned, I must confess with a heart
INTRODUcTION
INTRODUcTION
chance this massive butchery ever designated one.... I was nothing but a scholar, a learned man with uncertain eyesight, but if there was one name I will never forget, it was that of the young Captain unto whom His Majesty had entrusted my life... Jos Gasquez was a war animal, one of those Spaniards who feeds on ambition even more than on bread, and whose training in prestigious military schools had forged a personality as straight and as hard as a sword. He was taller than half his men and broader At a whisper murmuring than the other half. from him the
of the hundred-odd
soldiers he commanded would stop immediately. I dont think he ever really realized where the Holy Crown was
. x au r n g s d an gr s le ar p s rt e f of r d o s lu p us f le je , le ou f e t t ce ar S ur p ri s p la t e ur c le is vr ou c d je e qu rs lo re en co ra is on
sending him and his men: Jos Gasquez was trained to conquer. It mattered little to him if it was the whole of the Underworld or the next village. His armor was ready, his orders stamped into his mind as if they were his mother tongue, and his men awaited no more than a signal from him to plunge into the horror that was already hungry to taste our esh... In the same way as Heaven sometimes sends us signs of its will, the benet of the discovery of the bridge to Hell was the end of the decades of war that had shaken Europe. Faced with a threat greater than all possible enemies united, the generals of the great armies had found themselves forced to form an alliance, on the very grounds of their last battle, and embrace the great project of exploration and conquest of this New World. There were more nationalities their than I had ever seen: people had come from the Holy Roman Empire, Sweden, France, Spain and even from the Papal states, and had united in a stronghold where all the religions and accents mingled. Outside Magdeburg, which had now become a garrison of diversity, the banks of the small river were covered in workshops, stalls and barracks where thousands of workers huddled. Carpenters, blacksmiths, grooms, all drawn by the thought of earning a few gold coins from the great generals, set up their shops, furnaces, and stables. Although I was surprised by this crowd, I was even more surprised when I discovered the heart and cause of this enormous building site: a gigantic well, as wide as a tower, built in the deepest part of the river and surrounded by hoists, pulleys and heavy lift-cages. When I nally asked Gasquez the question that had been burning my lips since I had arrived, I saw his eyes narrow into two mean slits. Without taking his gaze off the circular pit, which looked like a dark hole burning its way straight through the bowels of the Earth, he murmured just one word. Hell...
INTRODUcTION
When Gasquez sounded the signal for our descent after a short night lled with bad dreams, we marched towards the lift-cages and were lowered into the well, huddled against one another, along with those who were to be sacriced. Each of us had taken care to wrap our weapons, our tobacco and our rolls of parchment in waxed leather cases, as we were sure we would have to brave the water of the river, but we were all startled when we saw that the well went down, not into the water itself but into the eye of a gigantic immobile cyclone, a long funnel, a frozen whirlpool, that could have been crafted into the water by a Moses with fearsome powers. Around us, the water seemed to swirl in slow motion, formed by some strange force into an abyss that reached down into the belly of the Earth. Not a single drop of water touched our faces, but from the rst creak of the pulleys to the moment the lift cage came to a halt, I saw many a soldier close his eyes and cross himself with bated breath, as if they feared to suffocate or spend the rest of their lives too far away from God and the Virgin Mary... The amazing descent only lasted a short while, but what with the apprehension and the continuous roaring of the portal, I bet that each of the men felt, as I did, that we had been descending into darkness for many long hours. As the light of the sky above was fading above us, there was a thumping sound, the light disappeared and I felt my whole body freeze. By the time our eyes became accustomed to the darkness, we were no longer in the land of mortal men... There are no words to describe the immensity of this land of horror... For as far as our eyes could see, the horizon seemed to blend the earth and the sky into a desert of blood lled with dark gures. Our bodies were heavier, our muscles stiffer, and a poisonous silence throbbed in our ears and tightened our throats, as if the air we were breathing was somehow thicker. The whole of the emptiness seemed to be watching us. None of us dared to move a muscle, and faced with this spectacle, even Gasquez paused for a long moment, as if he nally understood the size of our human folly. I know that the soldiers had been trained to face a confrontation, but there wasnt even a single demon there to welcome us: around us, Hell was nothing but sand and twisted rocks. We could hardly even hear the odd groan in the distance. Above our heads, ropes and chains hung down like the cut strings of the puppets that we were. The sky of our world was now invisible, and another sky opened up through strands of mist punctuated by ashes of lightning and heavy storm clouds. As our eyes became used to the light of Hell, we could see more of the new terrain around us, made up of mountains, groups of black rocks, threatening cliffs, the remains of winding tracks and the bones of monstrous creatures half-buried in sand... With one knee down in the mud, a soldier pointed out recent tracks. Boot prints, hoof prints, tracks of wheels and crates being dragged: we were not the rst ones to visit Hell, but Gasquez already knew this. With a wave of his hand, he ordered us to follow him and guided us, as if he already knew the way, towards a high dune of sand that rose around an enclosed plain. Down
e t os p tan av r ie m re p le t t n ie b d e vien d ra it d e lh om m e
below, a long snake of ebony was digging its way through the red rocks, and I realized why there were so many stories about the Styx. The river didnt ow, it literally tore the plains of Hell in two, ripping the banks apart and poisoning the rocks with its bile, as if it carried
10
INTRODUcTION
more venom than the depths could take. Beside the majestic spectacle of the river, a ballet like that of an anthill was taking place on the opposite bank. In a turmoil, thousands of arms and legs groaned from the effort, cutting up tree trunks, hauling on ropes, uniting their efforts to erect the foundations of what was soon to become the rst advanced base of man in Hell. New Jerusalem was still but a vast encampment of wooden buildings, but the ags that were already raised over the barracks, only a few weeks after the discovery of the portal, were a sign that a long and bloody rush for the yet unknown riches of the Continent of the Dead was soon to begin.
le is sa je t e s, e m om h s le t an av r e f n sa is le s re i m re p s le is sa e J s. n lo co s e d est in d is sa je t e s, e ch ar ri at P s le re t n e s e gu err t e n io l P e d s e d sa oi cr s e d ur e le va in qu x au r n g s le e qu ce is sa e J e. n so us d A s il o e ur e h l , re t a nn co r ou p au ra ien t t u is sa je t e , it rd e t in e m u ya ro en va h is sa ien t le on t les S e i gn eur s D m on s les f ai bless es d r p ou r se m er la d is co rd e on t ch oi si d e jo ues ar m es h u m ain es. Et je en t re les gr an d e e p ui s qu e ja i f ran ch i la ui, d sa is au jo ur dh a it an m u h l n ie b m co t, u oh K e m ur ai ll e d e J r e f n e l e d s t an f n e s le r ri f f u f ai t so s ai m , re co n e s lu p is sa je t e , la sa is t ou t ce
I am Henri Latour, and although I have never forgotten my mortal name, I sometimes nd myself wandering through the labyrinth of my memory. To the memories of my rst descent to the Underworld, marked by the smell of the Styx and the vision of its then unpopulated banks, are now joined the fragments of a forgotten past and of a future that I have been permitted to share with my master. I know of Hell before man, and I know the fate of the settlers. I know the wars between the Fathers, and I know the name of the victor of the crusades of the Pelion and of Ausonia. I know now what the Generals would have killed to know at the time they invaded the Forbidden Realm, and I know the weaknesses that the Demon Lords used to plant the seed of discord among the great armies of men. Now that I have crossed the Wall of Kohut, I know how much suffering humans have caused to the children of Hell. I know all this and much more, but I have vowed not to reveal any part of it. From the day I tasted the blood of He who made me immortal to the very moment that I choose to leave these memories to the Styx, I promised to only lay down on this paper the life of a mortal man: the one that I had the honor to lead, as short as it was, and that allowed me to understand how wrong we were, and had always been... We did not invade the Realm of the Damned. We merely rediscovered the path that we had lost long ago. Hell has always been ours...
11
No d am us n No n a v o ch e u s e s. n s p Len m in n a f er . v on s
13
14
15
16
17
he Europeans
The situtation in Europe since the opening of the gates
The discovery of Hell had huge consequences for the political situation in Europe. Most of the armies, those of Pappenheim, Tilly, Wallenstein, Bernhard of Saxe and Henri II de Bourbon, were down in Hell and had agreed on a truce to explore this new world. The lack of cannon fodder and competent ambitious war leaders was slowly reducing the war in Europe to a succession of small-scale pillages and slaughters. Urged by the various signs and pleadings of their counselors and theologians, the rulers of Europe were beginning to wonder if the opening of the portals wasnt a message of divine origin; perhaps a message unwise to ignore. Perchance even the partial truce imposed by the armies and their generals was a sign that God refused to watch Christians continue to kill each other And so each side retained their territorial positions. The Holy Roman Empire of Germany was split up into Protestant and Catholic states. Sweden enjoyed a strategic position that was favorable for its commerce. Sweden had imposed the presence of its troops on the Emperor and controlled the gate of Magdeburg while the Spanish had control of the gate of Seville and the French the gate in La Rochelle. The war in Europe was out of steam for lack of means so the rulers turned their ambitions to the lands Below.
ned. The Europeans eventually realized that among the inhabitants of the Underworld there were two types of residents; the demons and the Damned. The demons seemed to come from Hell but the Damned were actually humans who had been sent there after their death. The Damned were often docile and easily reduced to slavery. They were used to help build the colony and erect the fortied camps of the vanguard. They were especially useful in the building of roads as they seemed to possess an almost innate sense of direction. Since the Damned followed their masters bidding without hesitation they were used for the most laborious of tasks and, in short order, sold as prostitutes without a second thought. But what could have been but a footnote was soon to become an affair of state for a great number of demonologists had ocked to New Jerusalem to study the Underworld. The demonologists were shocked by these unnatural vices and rapidly reported them to the Pope. Deeply shocked, the Pontiff quickly attempted to depose the council that ran the colony. Several of the European rulers intervened in support of the council. Those in power feared there would be rebellion and riots were the council to be changed. The council was composed of individuals with strong ties to the crowned heads of Europe and had managed to enforce their authority in New Jerusalem. The conict was resolved by removing the Vatican entirely from ruling in the colony. Simultaneously the Pope was disavowed by all of the Catholic rulers in Europe. This was a rst for the Pope and a serious blow to the Counter-Reformation. Thus was full and total autonomy obtained in New Jerusalem.
18
19
he Ottoman Empire
Hassan ibn al-Sabbah was commonly known as the old man of the mountain. Hassan founded a heretic sect of the Nizari more accurately described as the sect of the Assassins. He died in 1124 in his fortress of Alamut in Persia. His death did not deter his followers though and they zealously continued his work destabilizing the Caliphs of the surrounding region. Assassination was used as a political tool aimed at shaking the basis of Sunni authority.
20
21
22
23
pure souls searching for al-Haqq al-Awwal, the First Being, could walk there without fearing to be corrupted by its evil inuences. By invading the Underworld with his troops Osman forced the hidden leader of the Nizari to show himself. Hassan ibn al-Sabbah, the old man of the mountain, appeared in person to negotiate the conditions of the peace treaty. Hassan had taken refuge in Hell to elude the course of time and had been searching for a gate to Heaven since the 12th century. Thereafter the Nizari acted as guides for the Ottoman exploration companies travelling through Hell. Osman busied himself making sure that his dynasty would ensure that all Muslims, Sunni and Shiite alike, were guaranteed the respect of their faith in the lands that were to become the Ottoman Empire. Over the next three centuries the Ottomans spread all the way to the edge of Europe. They followed precepts laid down by Osman that required them to wage war on the enemies of the faith so as to ensure the quality of the troops and to be certain the art of killing was passed down without fail from the veterans to the young recruits. War with their enemies notwithstanding, the Ottomans were not particularly interested in what was happening outside its borders and despised the struggles of inuence occurring between heads of state in Europe. In return the Europeans treated the Ottoman civilization with complete disdain. The European rulers regarded Ottoman society as both fanatic and archaic. Europe had accomplished important technical and industrial progress not shared by the Ottomans. The Empire appeared to them to be stuck in time with
no signicant progress being made since the death of Osman. There were even reports of civilian populations being butchered all around the Empire for reasons unfathomable and disproportionate to the punishment being inicted. The Ottoman lords were seen as isolationist and unwilling to parley yet enforcing reigns of terror. Despite all this, many travelers returning from the Middle East refuted this view. Those defenders claimed that the Ottoman Empire had ourishing commercial activity and the harvests there were easily sufcient to fulll everyones needs. There appeared to be no indications of famine or disease in the Empire. Town destroyed in the previous Mongol and crusader incursions had been rebuilt to their former glory. Everything appeared as if the wars prior to Osman were nothing but skirmishes that had left nothing but small signs of their occurrence at all. All of the branches of Islam were coexisting peacefully. Everyone had freedom of their faith as required by their lords. Yet all was not bliss either. The purges rumored in Europe for over two centuries were no myth. Wide scale executions were conducted against any populations that were branded as corrupted. Any impurity received no mercy or pity. If a town became accustomed to degradation of any kind the whole of the city was considered to have been tainted by the corrupted minority and held responsible. All workers whose professions happened to be even indirectly tainted by corruptions were subjected to severe punishment. The whole of the Ottoman Empire was concentrated on a single spiritual quest for al-Haqq al-Awwal and could not afford to be diverted by human weakness.
24
Geography of Hell
Just how large is Hell? No one can say exactly. Even the Demon lords themselves do not agree on the subject of its size. The idea that the Underworld is divided into nine circles as described by Dante is far from believed by all. Hell does not seem to be innite however. One good indicator of this is the number of wars going on at any given time between the Demon lords seeking to enlarge their own efs. Another sign of Hells nite size is the overow of Damned ones that occurred after each new war. The inhabitants of Hell have problems controlling their population when too many souls arrive at one time. Regardless of size, everyone, no matter their role in Hell, agrees on one thing. The Underworld is divided up into specic circles separated from its neighbors by walls of dark matter. Some describe that dark matter as a mush of blackened human esh while others characterize it as the dark waters of some evil muddy marshland that ows vertically. The circles themselves are divided up into efs that each belong to a Demon lord.
he Empire Below
By observation and exploration the humans acquired, little by little, some rudimentary knowledge of Hell and its inhabitants. The accounts transcribed below are far from universally agreed upon. The Europeans were often blinded by their preconceived ideas of what the Underworld should be. The Ottomans had treaded these lands for centuries and tended to be more humble in their analysis but protective of their knowledge from the second wave of immigrants the Europeans.
25
The difference in landscape and climate between different efs is astounding. One ef might be a frozen expanse, the next a plain of burning coals, the next a rocky desert and the next a swamp-like lake
26
Fiefs were acquired in the same way as titles; by imposing oneself upon other demons. There were generally four to six efs per circle. Ruling each ef was a Demon lord or rarely a fallen angel. The angels tended to prefer to rule over veritable kin-
27
The Circles
The term circles came naturally to the Europeans as the initial explorers thought they were travelling through Hell as described by Dante. They quickly realized there was far more to these circles than that described by the poet but by then the term was already widely used by the troops. No one could explain the origins of the names the demons and the Damned gave to these circles. Their source had been long lost in an immemorial eld of pain and suffering. Each of the efs of a circle tended generally to take on the name of the Demon lord that ruled it. Occasionally due to the incessant feudal wars fought between the efs an entire circle would come to be controlled by a single Demon lord.
Kohut
This was the circle in which the river Styx could be found, that the portals of the humans appeared, and that New Jerusalem was built. The scattered troops of Demon lord Zaebas were present in this circle.
Ausonia
Continuing their exploration of Hell from Ampharaus the Ottomans discovered the circle of Ausonia. There the efs of lords Marbas and Raum had allied in an attempt to get their hands on the ef or Eurynome.
Pelion
The best way to ne Pelion was to follow the course of the river Styx. This circle was divided into two efs, those of the Demon lords Zaebas and Thamuz. A third Demon lord, Adramelech, seemed to want to gain control of their lands.
28
The reasons for their rejection from demonic society were many. Sometimes they had shown such loyalty towards their previous lord that upon his destruction they refused to obey the rule of any other lord. Some had participated in revolts against their masters and subsequently ed to avoid ghting an enemy that outnumbered them. Often these Damned ones had no choice but to become independent as the forces invading their ef were intent on destroying them and returning them to lemures after their defeat. Frequently other Demon lords were unwilling to accept their allegiance for fear of sparking a conict with another Demon lord. Thus, slowly over thousands and thousands of years of feudal wars, the Lost became a caste apart. They clustered together in small, extremely nomadic groups following many different goals. There was no particular bond between these groups or chief capable of uniting them all. If they were seen as a separate caste it was because they all shared in common the fact they lived outside the boundaries of the demonic hierarchy. While the Lost no longer considered themselves to be Luciferians it did not mean they had lost their essence. Individual Lost companies would sometimes sign alliances with both the European and the Ottoman armies. They acted as mercenaries and offered their services as guides, scouts, or just simple reinforcements for the companies exploring in the isolated areas where the Lost lived. They also maintained links with the demons and performed services for them. Examples included reinforcing a company of Luciferians in a ght with a neighboring Demon lord or simply guarding some Damned ones. They even did more unique things like organizing special entertainment such as staged ghts in an arena. In exchange for these services the Lost negotiated safe passage across demonic territory or assurances that land they wished to occupy peacefully would be free from depredations. These efforts clearly demonstrated the leaders of the Lost companies were capable of working towards a greater goal. While making alliances with all of the other factions the Lost always ensured that their
It was common to see a circle divided into efs that belonged to Demon lords pledged to different archdukes. The Demon lords fought amongst themselves as each would only recognize the authority of their own archduke and care nothing for their those of their neighbors. The Europeans made the most of this complex system of allegiances although they never seemed to work out which vassal was pledged to which lord.
he Lost
The Lost were typically found in small independent groups. They were former Damned ones who had lost or had voluntarily abandoned their lords. They tended to reject all notions of demonic hierarchy as they no longer considered themselves Luciferians and had no respect for the titles or authority of the Demon lords. Because of this separation their physical evolution in the Underworld tended to follow patterns that were radically different from the paths followed by demons and the servile Damned ones.
29
30
European-style tortures which may be ne for the living but were denitely no way to punish the dead. The Demon lords had nally realized they were facing a true invasion. Unfortunately after untold centuries ghting amongst themselves they could not reconcile themselves to the idea of a truce with each other so they could focus on the humans. Only the fallen angels who had arrived from the bowels of Hell to observe the problem began to draw up a coherent plan to confront the invaders. Using hastily recruited demonic companies from the lands through which they traveled, the fallen angels began harassing the front lines of the European forces and launched intrusions all the way to New Jerusalem. The fallen angels had tolerated the Ottomans and the Lost for centuries. Now they began attacking them too, pushing them towards the Europeans to spark repeated conicts between them. The Ottomans had been coming and going through Hell for four hundred years. They hadnt foreseen the European invasion that had come to trouble them in their quest. Hassan ibn al-Sabbah and his Nizari had been exploring Kohut since the 12th century. They had learned to nd their way around the Underworld using the Damned ones as guides. They had avoided conict with the demons where possible. Unfortunately for the Ottomans the Mongols and Seljuks had wiped out most of the demon forces present in Kohut which in turn had allowed the European forces to settle there without meeting any real resistance.
31
New Jerusalem
Nestled in the crook of a bend in the wide and thick-owing Styx, New Jerusalem was a metropolis with two faces. On one side was the modern city, a fortied structure of obsidian in the shape of a sixteen-pointed star. On the other side, thousands of poor souls who had descended seeking Hell Dorado lived in the crawling tentacular suburbs. A little further away were the gates, and then Hell.
defend them with their repower. Additionally the upper city walls were defended by a fearsome artillery battery. The upper city was laid out like a chess board around its fortied palace. Scattered around the palace were all the essential buildings for the administrations and defense of this part of the city such as barracks, main powder store, arsenal, hospital, and stocks. The city itself began outside this fortied sector and was separated into six areas by nationality or afnity. These six areas consisted of Spain, France, Sweden, the Holy Roman Empire, the Protestant alliance, and the free quarter. The Holy Roman Empires quarter included all of the Germanic states whose prince was Catholic. The inhabitants of the Protestant Alliances quarter included those from the reformed states of the Empire, England, the United Provinces, and all those who called themselves Protestants except for the Swedish. The free quarter was designated a neutral area controlled by the council. It was the seat of power for the large corporations and those that did not wish to show their alignment too outwardly such as Jews, subjects of other countries, merchants, or adventurers of all kinds. Each quarter had a
32
The Outskirts
The lower city was a true cesspool swarming with life and poverty consisting of an accumulation of tents and makeshift shelters heaped together over half a league between the docks and the city. Most of New Jerusalems inhabitants lived here. Every month thousands more unfortunates came to tread the rut-ridden muddy ground of the suburbs. A single paved road connected the port to the starshaped city. Epidemics and res caused frequent changes to the layout of the place. A true ode to chaos, hell truly began here. This urban cancer spread to the edge of the fortications that surrounded the infernal gate along the side of the river. A wide, thick-owing river, brown and foul smelling, wound around the metropolis in a broad, lazy loop. A stone bridge with a barbican and eight arches with towers had been hastily erected by Damned slaves over the rivers putrescent waters.
After the Seljuk period Osman had forced the Nizari and the old man of the mountain to pledge allegiance to him. Given their similarity of spiritual motives this was effectively an alliance between the Nizari and the Ottomans. Subsequently Hassan ibn al-Sabbah became seen as the rst general of the Muslim armies of the Underworld. Always searching for al-Haqq al-Awwal, the Ottomans thought that the Underworld had a center over which the nine arch-demons ruled. They felt it was at that center they would ne the keys to their quest. To this end they sought to make their way always further inwards. To accomplish this they had assembled a very large Muslim army in Ausonia which was entirely unknown to the Europeans. The Europeans naively believed that the Ottomans had sent very few troops Below. Nor did the Europeans realize that the gate
of Alamut lead into Kohut. The passage from Alamut had so far been kept secret. So too had the paths that provided supplies between Kohut and Ausonia through Amphauraus. The Ottomans had destroyed the efs of the demons along their way. This had in turn boosted the number of Lost who had come to live in these areas, sometimes as allies and sometimes as enemies. As they explored the Europeans found themselves confronted with Ottoman companies that they believed to be isolated. They were, in fact, the scouting parties sent ahead to ensure safe passage of the supply convoys.
33
each d6 will be considered independently, rather than the total of all dice rolled being considered.
Fathoms
The standard unit of measurement used in Hell Dorado is the fathom, which was used at the time in which Hell Dorado is set to measure distances on land, although its now only used to measure nautical depths. It is equivalent to an average mans height, but on our battleelds, we will scale it down to a standard inch.
he Basics
Dice
Playing Hell Dorado only requires six-sided dice, also known as d6. Ideally, each player should have at least 5d6 handy. Throughout the game up to that number of d6 might be rolled at once. In general, the result of
Distance
When the rules state that a unit should be at or within a certain distance from another unit or from a spot on the battleeld, this means that any part of its base that is at that distance fullls that condition. A unit is considered to be inside an area from the moment when any part of its base is inside the area.
Measurement
When playing Hell Dorado, players can measure any part of the battleeld at any time. You can, for example, measure the distance between two units, between one of your own units and a point on the battleeld, or between one of your units and one of your opponents, etc.
Introduction
This chapter will give you the basic, essential concepts you will need to understand the rest of the rules. If you dont understand everything to begin with, dont worry, you can come back to it later. In any case, you will quite probably have to read the rules several times, in their entirety, to fully absorb them.
Facing
Miniatures in Hell Dorado dont have a specic facing. Each unit turns automatically to face danger or
35
Unit A is inside the explosion area Unit B is 3 fathoms away from its opponent
CONTAcT
CONTROL AREA
Friendly Disagreement
If, at any point in the game, the rules alone do not enable you to resolve a conict between players, here are two solutions that you could possibly use: The rst is the well known heads or tails technique. Basically, you pick some handy object, such as a coin, or a frying pan, and you ip it up into the air, after betting on which side you think will be visible when it hits the oor. Obviously, if you want to use this technique to end an argument, it tends to help if both players pick opposite sides.
36
In this case, the Swashbuckler is in contact (base-to-base) with the Retiarius, but Aidan Saint James isnt.
The second option is our personal favorite, albeit one requiring a lot of understanding and therefore best if only used by players who know each other very well: a tap on the cheek. When an argument cannot be settled by simply applying the rules, the rst of the two players to gently tap the other on the cheek wins. This should be done with caution, as, if the tap turns into a slap, the too-brutal slapper is immediately disqualied. A slightly safer version is the tap on the back of the hand, though this option is, of course, much less fun. In any case we encourage you and your friends to solve your disagreements in a fair and sporting way between yourselves.
he Armed Forces
Unit Ranks
Each unit is either a lemure or has one of the three following ranks: Ofcer, Independent, or Trooper. The Ofcers are unique (they can only be included once per Company) as are the Independents who have an identity. Troopers and anonymous Independents can possibly be used several times in the same Company. Ofcers are the soldiers who lead Companies into battle. They are unique individuals who all have their own identity (they actually have a distinct name). These units have unique support and Command abi-
OFFIcERS
37
The control area of a unit affects the way enemy units can move. See the section on control area effects on page 49.
Unit Statistics
Each unit on the battleeld is dened by a series of statistics. These are outlined in the units entry in this book and on the cards that come with each miniature. This indicates the distance in fathoms that a unit can move in one turn when walking at a normal pace. xample: the average human unit has a Movement score of 5 if it is carrying little or no armor. In most other cases the Movement will be 4. This represents a number of dice. This is the number of dice that will be rolled when the unit attacks with a ranged weapon (bow, arquebus, throwing dagger, grenade, etc.). This stat represents the units skill at using ranged weapons. xample: the average human unit will have a SHS score of 2 if it carries a ranged weapon. If it doesnt, then the unit wont have a SHS. This also represents a number of dice. This is the number of dice rolled by the unit during close combat. This stat represents the units talent for attacking, its physical abilities in combat and its equipment. It is both a reection of the units warrior spirit and pure skill. A unit with no Combat (a -) cannot ght, even if it receives a CBT bonus later on. All attacks against it will be on sided. Such a unit automatically has the Harmless special ability. A unit with a CBT stat of 0 will not usually roll any dice during a mle, but it can receive a bonus that will allow it to do so. xample: An average human unit has a Combat of 3.
MOVEmENT (MVT)
lities. Ofcers automatically possess the orders Vae Soli and Vae Victis (p. 61). Independents are elite soldiers who join Companies seeking fame and fortune, or just for the pleasure of butchering invaders or natives. These soldiers have special abilities which are often exceptional. When put to good use, they can change the course of a whole battle on their own. Independent units with an identity (their own name) are unique and can only be hired once per Company. For all others, their Availability (p. 42) will tell you how many you are allowed to have in a Company. Troopers are the huddled masses of soldiers who are the heart of a Company, the nameless cannon fodder who ght and die for the glory of their Commanding Ofcers. Multiple Troopers of the same kind can be used in a Company. The limits to their recruitment are dened by the units Availability (p. 42).
INDEPENDENTS
COmBAT (CBT)
TROOPERS
As the name suggests, this score is an indicator of the difculty that enemy units will have hitting the unit during a battle. This is the score that the units opponents will roll their attack dice against when attacking the unit. This represents the units speed, skill and martial talents. Unless specically stated, a units Defense cant be greater than 5. xample: An average human unit will have a Defense of 3.
DEFENSE (DEF)
38
Front
MOVEmENT DEFENSE FAITH COmmAND AVAILABILITY SPEcIAL ABILITIES ARmY POINTS
KEYWORDS
Back
SHOOTING SKILL COmBAT DEFENSE PROTEcTION WEAPONS DAmAGE TYPE ORDERS & AuRAS
UNITS NAmE LIFE POINTS COmmAND FAITH LIFE POINTS BAR (WOuNDED STATE POWER TABLE DAmAGE HITS
IN
GREEN)
4
PROTEcTION (PR)
This score is a representation of the units armor (natural or not) and its resistance to damage. It is subtracted from the total damage whenever a unit is hurt. xample: a Protection value of 0 means a total lack of armor; a value of 1 means light armor or natural Protection (leather, small shield, thick skin), a value of 2 means a medium armor or natural Protection (chain mail, leather and metalplated armor, partial metal armor...), and a value of 3 means heavy armor or natural
39
COmmAND (CMD)
Weapon Statistics
What a units weapon does is represented by a power table, showing the amount of damage inicted depending on the number of hits scored on the attack roll. For melee weapons, this table is both a representation of the units strength, the weight of the weapon and the units ability to hit where it counts. For ranged weapons, this table represents the strength of the unit for some weapons (bows, slingshots, throwing weapons...) and the natural power of the weapon itself for the others (arquebus munitions, crossbow bolts). As well as the accuracy of the units aim. A power table always indicates the damage inicted by scoring 1-5 hits, even if the unit doesnt have a CBT that enables it to score this many hits. This is in order to accommodate any bonuses that may affect the unit. Some special effects can be triggered by a certain number of hits. The player controlling the attacking unit can choose to inict fewer hits than they obtained with their attack roll (or even none at all).
POWER TABLE
A unit dies when its current Life Point total is equal to or less than 0. A unit is Wounded as soon as its current Life Point total is reduced to or below the Wound Threshold printed on the green background. xample: An average human unit has an initial Life Point total of 4/1. This means it has a total of 4 Life Points and will become wounded as soon as it only has 1 Life Point left. In the same way, a unit with a Life Point total of 5/2 has a total of 5 Life Points (it will take 5 damage before dying) and it will become wounded as soon as it has 2 (or fewer) Life Points left. This stat represents the units spiritual strength it can provide a bonus for magical effects that are associated with specic beliefs, and also helps to resist hostile magical powers. A unit with the keyword Unbeliever (p. 41) doesnt have a Faith stat, and any ability, spell or aura that requires Faith will have no effect on it. xample: An average human unit has a Faith of 1
FAITH (FTH)
40
xample - A Succubus using her whips has the following power table:
Number
of Hits 1 2 3 4 5
She rolls 3 hits against an opponent on her attack roll. She can therefore inict 6 damage, inict only 4 damage to her opponent but make them suffer Pain for 2 turns, inict 3 damage or take 0 hits and inict no damage. This stat helps dene the difculty of a ranged attack. The value is a number of fathoms, which will be multiplied to obtain the levels of difculty depending on the distance between the attacker and its target. You will nd the rules about shooting distances in the chapter on ranged combat (p. 52). Most weapons have a keyword that denes the kind of damage they will inict. The most common ones are slashing, piercing and blunt, there are many more, including more exotic ones (gaze, powders to be inhaled, etc.). This keyword doesnt have any effect on the game but is used to trigger certain special abilities. Some weapons can inict multiple types of damage. Some weapons have special abilities that will distinguish them from others. See page 68 for the full description of these abilities.
DAmAGE TYPE
WEAPON ABILITIES
41
Large Units
42
Regular Unit
ominance
The concept of Dominance is one of the key elements of Hell Dorado. It represents the way the warriors in each Company feel during the battle, whether theyre feeling superior or if they have a vague fear of being overrun. As you will see later on, Dominance is used to resolve many situations and to determine which player starts each turn. If necessary, Dominance can be physically represented on the table by a marker held by the player who is Dominant (a large marble, a quarter, etc). Before the battle begins, both players must work out their initial Dominance. This is equal to the sum of the CMD of the Ofcers and the Independents in the Company, plus the number of non-insignicant units elded by the Company, plus any First Contact values (a special ability which some units may have) that units in the Company have. The CMD of units that arent on the battleeld at the beginning of the game is counted when guring initial Dominance. If both players have an equal Dominance score, the player with the most units in their Company is Dominant. If there is still a tie, the player with the Ofcer
urns
A game of Hell Dorado is split up into turns. In basic battles, the number of turns in a game is limited (see scenario details on page 206).
Upkeep Phase
It is during this phase the rst phase of every turn that the players resolve any special effects or situations that last more than one turn. 1) At the beginning of the Upkeep Phase, the current Command Pool of each player is reset to the total CMD of the Company. 2) The question of which player is Dominant is resolved as outlined above. 3) Then any damage that should be dealt is inicted, followed by any healing. In both cases, this is done simultaneously by both players. 4) Finally, each player resolves any other powers, orders, auras and abilities that have an effect during this phase. If this causes any timing problems, the Dominant player gets to choose the order that effects are applied in.
Initial Dominance
The basic CMD of the Company = the sum of the CMD of all Ofcers and Independents in the Company. Dominance = the basic CMD of the Company + the number of units in the Company + the sum of the First Contact values of any of the units in the Company.
Action Phase
Once both players have nished their Upkeep Phase, the Action Phase begins. During this phase, the players will be making their units act in turn. The basic rule of this phase is this: as soon as a player has nished the action of a unit, it is the other players turn to act. However, as we will soon see, this rule is quite often abused. In any case, a
43
DEFINITIONS
unit can only be activated once per turn, and all units must be activated every turn. Once a player has nished their units action, they need to let their opponent know that they are free to play. A standard phrase can be chosen, such as The table is yours, or even Dude, syour turn, but what is important is that the opposing player be notied that it is time for them to choose one of their units to activate. Once this has been done, the previously active player can no longer use a Vae Soli order.
FIRST AcTIVATION
44
BEING OuTNumBERED
AcTIVATION
45
At the beginning of its activation, if the unit is engaged by only one enemy, it is allowed to move where it wishes to as long as it remains in contact with the enemy unit. It must however end its activation in an area of terrain on which it could normally move over (p. 215). If, during this movement, it comes into contact with another enemy unit, it can choose with which of the two it wants to engage with the attack sequence, while, of course, remembering that in this situation the two enemy units will be providing each other with support. If the unit is already engaged by multiple enemy units, it cannot move, but gets to pick which of the enemies it wants to fight (oppose in an attack sequence).
D E
Unit A has performed a Walk action Unit B has performed a Run action Unit C has performed a Charge action Unit D has performed an Attack action Unit E has performed a Mle action
46
If the unit is engaged by multiple enemy units but only one of them has a CBT that isnt -, then the unit can move as long as it stays in contact with the unit that has a CBT that isnt - It is important to remember that a passive power can be used at any time during a units activation, no matter what action is being performed at the time. This does not trigger any particular reaction, whether the unit is free or engaged. It can even be used before or after but never during an attack sequence or a ranged attack. A free power can be triggered at any time during the Action Phase, whether the unit has already been activated or not, even during an enemy units activation, but never during an attack sequence or a ranged attack. You may decide to not perform an action with a free unit when it is activated. Of course it wont be able to act later on during the same turn, as it has been activated. An engaged unit must act once it is activated (Mle, Retreat, Concentration or Focus actions). Once a unit has nished its action, in order to remember which units have been activated, you can ip their stat card over. By doing this, all players can easily see which units are still waiting and which have already been activated.
If Saurav-Geet had possessed a passive power, he could have used it before he began the attack sequence. He could also have chosen to use it after the attack sequence. During the attack sequence, Stephen can choose to spend 1 or 2 of his Command Points to add 1 or 2 to Saurav-Geets CBT, thanks to Isha-Akshays Vae Victis order. The Vae Victis order is a free power, and it can therefore be used at any time during the Action Phase, whether the unit who possesses it has been activated or not, and as many times as the player can afford to do so. Once Saurav-Geet has finished his activation, Stephen can spend one Command Point, to give a Vae Soli order (free power) and therefore activate a second unit, possibly Isha-Akshay, immediately. In Hell Dorado, declaring what action your unit will take doesnt lock the unit into performing that action no matter what. A player may change what action their unit will perform as long as they havent done anything with the unit that would only be possible by performing a certain action. Example: Alain says that his Lancer will Charge. He wishes to Charge Isaa, who is slightly behind the Golem, and in contact with it. While moving, the Lancer enters the control area of only the Golem before coming into contact with Isaa. Therefore, to perform a Charge action the Lancer should move into contact with
Example: Stephen has 2 Lost units. One of them is Saurav-Geet, who is engaged with an enemy unit. The other is Isha-Akshay. When his turn comes to act, he decides to activate Saurav-Geet and have him perform a Concentration action. He can then use his Exuvia power (an active power) if he survives an attack sequence as modified by the Concentration action, meaning -1 CBT and -1 DEF for Saurav-Geet.
47
ovement
All Movement distances are measured in fathoms. A moving unit doesnt have to use all of its Movement potential, you can even choose not to move it at all. A moving unit doesnt have to move in a straight line. A movinh unit cant move across the base of another unit with its own base. Some terrain elements can block or hinder Movement.
48
If unit A wants to engage unit B, it must spend 1 Command Point. Engaging combat with C will cost nothing.
ombat
In this section, you will nd a detailed description of all the possible combat situations, both close and ranged, that can occur during the Action Phases of a game. It is important to have a good grasp of all the following concepts to be able to make the most of playing Hell Dorado.
49
B. BOTH
Close Combat
An attack sequence in Hell Dorado represents a urry of blows between engaged units. An engaged unit can ght all the units around it, for as long as it can resist their number. However, every time an attack sequence happens it can only involve two units at a time (an ally and an enemy), any other units in contact will only provide support to the main ghters. A player cannot choose to attack allied units (either from their own Company or controlled by an opposing player). A unit without a Combat stat cannot engage in combat, even if it receives CBT bonuses later on. Any attack sequence against this kind of unit will be one-sided.
RESOLVING
The same procedure is used whenever a close combat attack sequence is resolved.
AN
ATTAcK SEQuENcE
A. BOTH
In close combat, both players roll a number of dice equal to the Combat of their unit that is involved. This number will of course be modied by any bonuses or penalties applied to a units CBT. If a unit would roll a number of dice greater than 5, it will only roll 5 and any extras can be taken as re-rolls (see below). A unit cannot have more than 10 dice to roll (5 rolls and 5 possible re-rolls). If a unit gets over 10 dice, each die over 10 allows it to inict one automatic damage point per extra die to its opponent Protection is ignored and these points are inicted even if the unit doesnt score a single hit with its attack roll. xample: William has a Damned One of Wrath engaged in an attack sequence. The Damned One of Wrath has a CBT of 4 and has a total of 3 extra points added to its CBT (from orders, spells, etc...). William will therefore roll 5 dice and may re-roll up to 2 of them.
COmBAT
50
Charge Concentration One-sided attack during Retreat One-sided attack during Focus Support Vae victis
-1 CBT for the active unit -1 CBT and -1 DEF for the active unit One-sided attack One-sided attack with -1 DEF for the active unit +1 CBT for each allied unit in contact +1 or +2 CBT depending on Command Points spent
xample: Arnolds missionary can inict 4 damage with the 3 hits it rolled during the attack roll. However, Arnold chooses to reduce the number of hits inicted to 2, so he can inict Stunned and not deal any damage. The missionarys enemy, a Damned One of Wrath, manages to score 5 hits and inicts 10 damage, which, despite the missionarys Protection score, kills him. The Damned One of Wrath will still suffer from the Stunned state, as the affects of the attack sequence are applied simultaneously.
When a unit performs a Concentration action while engaged by a non-harmless unit, it takes part in an attack sequence at the beginning of its activation, but suffers -1 CBT and -1 DEF. If several non-harmless enemy units are engaging the unit, as normal, only one of them (chosen by their controlling player) will fight, the others will only provide a support bonus. When a unit suffers a one-sided attack because of a Retreat action, a normal attack sequence is performed, but only the enemy unit gets an attack roll. If several enemy units are engaging the Retreating unit, only one of them (chosen by their controlling player) performs the attack, the others will only provide a support bonus. When a unit suffers a one-sided attack because of a Focus action, a normal attack sequence is performed, but only the enemy unit gets an attack roll and the unit currently Focusing suffers -1 DEF. If several enemy units are engaging the Retreating unit, only one of them (chosen by their controlling player) performs the attack, the others will only provide a support bonus. A unit gets +1 CBT for each allied unit engaging the enemy unit that theyre ghting. This is called a support bonus. A unit can provide a support bonus multiple times in one turn. A unit that cant ght (no CBT, Immobilized, etc.) doesnt provide any support. Most of the weapons carried units in Hell Dorado cause a specific kind of damage, indicated on the stat cards. However, some weapons will list several types of damage. In this case, the type of damage inflicted is always chosen by the player controlling the unit. If a weapon doesn t indicate a type of damage then, it inflicts damage with no
CONcENTRATION
Units whose Life Points reach or go below 0 are dead with all that it entails. Units that still have 1 or more Life Points stay on the battlefield. Depending on the result of the attack sequence, a unit can become free or remain engaged.
SPEcIAL SITuATIONS
When a unit takes part in one or many attack sequences while taking a Charge action, it suffers a -1 CBT penalty. Attack sequences made after the end of its activation are not affected. One-sided attack sequences work just like normal, except one of the units involved doesnt roll dice as they cant ght. All abilities and modiers that affect normal attack sequences can affect one-sided attacks. Any unit standing on ground at least half a fathom higher than its opponent gets +1 CBT. On the other hand, if the lower units head is lower than the base of the higher unit, no contact and therefore no close combat can occur between the two.
CHARGE
ONE-SIDED ATTAcKS
SuPPORT
51
Unit A receives a support bonus of +1 CBT. Unit B receives a support bonus of +2 CBT. Unit C does not receive any support. .
type. Note that the kind of damage inflicted by a weapon does not imply that any special rules should be applied unless otherwise stated. For example, the keywords Blunt, Slashing or Piercing are not associated with any special rules. They are only used as keywords when dealing with some specific effects. When a unit carries several weapons (with different power tables) that can be used during
MuLTIPLE WEAPONS
Ranged Combat
As with close combat, ranged combat is resolved during the Action Phase. There is, however, one big difference between the two: during ranged combat, the targeted unit cannot respond to the attack. During the Action Phase, as with close combats, ranged attacks are resolved during the attacking units activation. These ranged attacks are called shots. When a unit wishes to shoot, the ensuing steps are always the same. Units wishing to perform a ranged attack must target the enemy unit that is nearest to them. There are, however, three exceptions to this: If the nearest possible target is in cover (see below) that gives it a Protection bonus equal to or greater than its natural Protection, the shooter can choose the next closest eligible target. If the next possible target has a similar amount of cover to the previous one (cover that provides Protection at least equal to the units natural
10
SHOTS
A. CHOOSING
TARGET
This Damned One of Wrath can cause both Piercing and Slashing damage. Depending on the type of resistance its opponent has, the type of damage will be the one that is more favorable for the attacker.
52
B. COVER
AND
LINE
OF
FIRE
Cover
Cover Bonus Targets Base Size (added to targets protection score) Regular 3 Large 2 Extra Large 1
Essential Stuff
A shot is an attack sequence, just like a hand-tohand attack. Therefore the normal rules for the timing of powers apply in the same.
11
E B C 10 11 8
Unit A wishes to shoot. Usually, it would have to pick the nearest enemy unit, but... Unit B has a cover of 3, and its natural Protection score is 1. Unit C is engaged in close combat. Unit D also has some cover, although it is not better than the units natural Protection score (cover of 1 and Protection of 3) Unit E is not under cover. Unit A can therefore pick units B, C or D as its target for this shot.
C. MEASuRING DISTANcES
54
The shooter has a clear Line of Fire to E and the scenery is hiding less than 50% of the gure. The shot therefore takes place as normal.
The shooter has a clear Line of Fire to C but the element it is behind gives it a Protection bonus of 3 (the unit has a Regular base) as less than 50% of the gure is visible.
The shooter has a clear Line of Fire to F and the scenery is over 1 fathom away from the gure. The shot therefore takes place as normal.
12
55
EXPLOSIONS
13
B A C
56
RULEs OF THEgAME
Ranged weapons with explosive ammunition have two stats: a difculty and a power. They are always displayed in the following way: Explosion (Type of Damage, if necessary X/Y). Here, X is the difficulty and Y is the power. In some cases, these two damage stats will be replaced by a specic state. In this case, any unit even partially inside the effect area will automatically be affected by the aforementioned state. The shooter rolls 5d6 against each unit inside the area of effect of an explosion. Each of the dice that rolls greater than or equal to the explosions difculty, scores a hit. Each hit inicts a number of damage equal to the explosions power. The damage for each hit is added up, and then the units Protection is subtracted from the total to gure the number of Life Points the unit will actually lose. The shooter cant choose to reduce the number of hits scored when using an explosive weapon. There are no bonuses to PR due to cover for units inside an explosion. The Vae Victis order cannot be used during explosion damage rolls, although it can be used during the roll that determines if the shot hits its target or not.
Full Cover
During an explosion or an impact blast (but not during a cloud-type blast), if a unit is totally under cover (none of the miniature is visible) from the point of origin of the attack (center of the explosion, tip of the blast cone), then it cant be hit by the attack.
xample: One of Stephens Sling Maidens shoots with an Exploding Maggot, Explosion (3/1) weapon at a point that allows him to touch two enemy units, but also one of his own units, with the area of effect. The targeted spot is at long range. Stephen rolls 2 dice for his shot: he scores a 2 and 6. This single 6 means that the shot has hit its target. For each of the three units inside the area of effect, Stephen then rolls 5d6 against a difculty of 3, as he would with a normal shot. Each hit inicts 1 damage. The Protection of each unit is then subtracted from the total number of damage it suffered to determine how many Life Points it will lose. Before we begin, it is important to differentiate the two kinds of blast weapons: cloud blasts and ammunition blasts. Whatever the type of blast, the attack is resolved in the same way. The shooter places the blast template, the triangle 6 fathoms long and 2 fathoms wide at the base, where he wants on the battleeld, the only condition affecting the placement of the template is that the tip of the cone must be in contact with the shooters base. The shooter doesnt have to aim at any specic enemy unit. Every unit (ally or enemy) touched by the template will be affected by the blast, even if only a tiny part of their base is touched by
the template. Using a blast weapon does not require a shooting roll. Blast weapons have four stats: type of damage, type of blast (cloud or impact), difculty and power. They are always displayed in the same way: [blast type] Blast (Type of Damage X/Y). In this example X is the difculty and Y is the power. In some cases, these two stats will be replaced by a state. In this case, all units even partially touched by the template will automatically be affected by the aforementioned state. Vae Victis cant be used during a shot using a blast weapon. The shooter cant choose to reduce the number of hits scored when using a blast weapon. Cloud Blast Weapons The shooter rolls 5d6 against each unit touched by the template of a cloud blast effect weapon. Each die that rolls equal to or greater than the blasts difculty scores a hit. Each hit inicts an amount of damage equal to the blasts power. The damage for all the hits scored is totaled, the units PR is subtracted, and the remainder is the number of Life Points the unit will actually lose. There are no PR bonuses due to cover for units inside a cloud blast weapons area of effect. Cloud blast weapons usually utilize substances like ames or burning gases. You may note that this type of weapon works like an explosion, except with a different shaped template that must touch the unit that is shooting. xample: A monstrous creature projecting a cloud of acid across the battleeld has an attack Cloud Blast (Acid 5/2). Each die rolled by the creature that scores a 5 or higher will cause 2 damage.
BLAST WEAPONS
Legal Target
An enemy unit able to be legally hit by (in regards to special effects) an attack sequence, a shot, an explosion or a blast attack is called a legal target. An allied unit is never a legal target on its own for purposes of a blast attack or an explosion. Thus, you cannot place a blast or explosion template over enemy units who are not legal targets (due to the use of Discretion, for example) even if an ally is caught in the template.
57
Command
The notion of Command is essential to games of Hell Dorado. Each player has a certain number of Command Points that will be used to pay for the orders that some units can use. You can use cardboard tokens, glass beads, or some other easily understood book keeping device to keep track of how many Command Points each player has left in their Command Pool. At the beginning of the game, all players work out the number of Command Points they will start with. This is done by totaling the Command of all the units on the battleeld in each Company. A Companys total CMD is different than the number of Command Points the Company currently has. We will refer to the current number of Command Points a Company has as that Companies Command Pool.
14
Impact Blasts
Grenadier A, carrying a blunderbuss Impact Blast (Piercing 4/2) shoots at a group of 3 units. Its Shooting Skill is 2. It therefore rolls 7 dice against unit B and scores 2, 2, 3, 4, 4, 5 and 6. This means that it hits unit B 4 times, and therefore inicts 8 damage, before unit Bs PR is applied. The Grenadier then rolls 3 dice (the dice that missed during the previous roll) against unit C. The shooter rolls a 4, 6, and 6, for three hits, which deals 6 damage, again before unit Cs PR is subtracted. Unit D therefore suffers no damage, even though it is inside the blast effect area, as there are no dice left to roll against it.
B C A D
58
xample: Arnold is playing a Westerner Company and has 7 total CMD at the beginning of the game (4 points for the Frank-Captain, +1 for the Swashbuckler, +1 for the Missionary, +1 for the Sergeant). During the rst turn of the game, he decides to spend 3 CMD Points to use a few orders: he has 4 CMD Points left in his CMD Pool, even though his Companies total CMD remains 7. During the Upkeep Phase of the following turn, Arnolds CMD Pool refreshes so that he has 7 CMD Points in it once again, due to his Companys total CMD being 7. During this turn, Arnold spends 4 CMD Points and 2 permanent CMD Points to use a few different orders: at this point, he only has 1 CMD Point left in his CMD Pool, and the total CMD of his Company is now 5 (7 2 permanent CMD points). Before the turn is over, Arnold loses his Ofcer who had a CMD of 4. He immediately subtracts 4 from his Companies total CMD, which is reduced to 1 (5 4), and
59
60
Orders
Some units in Hell Dorado can use orders. These effects often allow the unit to break some of the basic rules of the game, and they therefore have great tac-
tical potential. Normally, orders cost Command Points to use. Using an order is called giving an order. Being affected by an order from a friendly unit is called receiving an order. An order is received when it is given. An unstoppable order is never received. Therefore, it will still affect units that cant receive orders. A legal target of an order is any unit or game element (terrain, CMD Pool, etc ) that can be affected by the order. An order with a trigger cant be given without a legal target. Orders follow the same general rules as effects (see Special Effects and Timing on page 60). Orders with the keyword Unique can only be used once in each game. There are two special orders that all Ofcers and only Ofcers can use: these are Vae Victis and Vae Soli.
Free 1 or2 CMD As long as a Company has at least one unit able to use this order on the battleeld, the player who controls it can give one of their units a +1 CBT or SHS bonus for 1 CMD Point, or +2 CBT or SHS for 2 CMD Points. This order should be used when the number of dice is being calculated for the combat or shot roll. The bonus only lasts for the current attack sequence or shot. This order is an exception to the rule that states that free triggered powers cannot be used during an attack sequence. This order cannot be used during a shot with a blast effect weapon or when rolling for damage after using an explosive weapon. As this order has a free type trigger, it can be used several times during any one Action Phase even when an enemy unit is resolving an action. Even if several units have the ability to use this order within a Company, it is not possible to spend more than
VAE
VIcTIS
61
VAE
SOLI
agic
There are two ways of using magic in Hell Dorado: the rst is by using magical auras, the second is by capturing small demonic creatures and feeding them magical ingredients and using them as power containers.
Auras
Some units are able to use magical auras. These auras obey the rules of special effects (see Special Effects and Timing on page 60). A unit with at least one aura is called a Mentalist. Many auras are linked to the units religions: if so they represent the powers of Faith. As we discussed earlier there are two types of auras: permanent and temporary. There are two sub-types of temporary aura, lingering and instant auras: A lingering temporary aura will only affect the units that are inside its area of effect and no longer affects units once they leave that area. The effects of a lingering aura end if the unit that produced it dies (but not if its state changes), or at the end of a turn if the unit is still alive. As usual the effects of two identical auras cant be applied jointly to any one unit (the effects of identical auras dont stack). Permanent auras work in this way as well, except that they are permanently in effect. An instant temporary aura will only affects the units inside its effect area at the time it is triggered. The effects of an instant aura end at the end of the current turn, even if the unit who triggered it is killed before that. By default permanent auras do not affect the unit that originates them and their effects dont stack with auras of the same name. There are a few keywords that apply only to permanent auras. They are inclusive and cumulative:
ENTERING
THE
BATTLEFIELD
62
Madagascar?
A lemure (rhymes with secure) is not a lemur (rhymes with steamer). Lemures are drooling demonic creatures that live in Hell. Lemurs are cute little furry, wide-eyed, monkey-like mammals that live on the island of Madagascar. They do not explode. Does this make things clear?
AND a lemure may also release the spell that it is associated with. So, during its activation, the lemure can move up to a number of fathoms equal to its MVT and may also release the spell that is associated with it. A lemure never Runs: it always moves, at most, the number of fathoms indicated by its Movement stat. Lemures ignore control area effects. Only lemures with the Strider ability can enter or end their turn in Difcult terrain. As long as a lemure has not been activated twice during an Action Phase, it will count toward the number of waiting units when working out inferiority of numbers (p. 45). Normally lemures will have the following special abilities: Harmless, Elusive, Insignicant, Maverick and Invulnerable. The Elusive ability of a Lemure can never be nullied and only protects a Lemure from an attack of opportunity. The Effects of Spells Any spell that can be associated with a lemure is linked to the Infernalist and all of the details of what the spell does will be outlined on the invokers stat card. There are two keywords that are specic to spells: Vanished: This means the lemure associated with the spell will be destroyed when it releases the spell. Residual: This means the lemure associated with the spell will not be destroyed when it releases the spell. Normally residual spells will have ongoing effects that affect an area around the lemure. Limited Numbers of Lemures Each Infernalist can only control a certain number of lemures at any one time.
Invoking a lemure is an exhausting power that requires a Focus action. Once this has been done, the miniature of the chosen lemure is placed on the battleeld in contact with the Infernalists base, though it cant be placed in contact with an enemy unit. A lemure cannot be activated during the turn that it was invoked. Every time a lemure is invoked, its owner must clearly tell their opponent which of the invoking Infernalists spells will be associated with it (only one spell can be associated with each invoked lemure). The specic spell associated with each lemure might even be indicated by some kind of marker. If an Infernalist can invoke several lemures, it can associate the same spell with any number of them, casting the same spell multiple times if you wish. Unlike other units, lemures are activated twice per Action Phase. If a player controls a lemure that has not been activated at all and his opponent has no units left to activate, the lemure can only be activated once. It is therefore important to remember which lemures have already been activated. This can be done by placing tokens beside the miniature or the stat card. The stat card can also be turned 90 degrees after the rst activation and turned over after the second as a means of easy book keeping. Lemures can only perform their own specic actions during their activation. Although it resembles a Walk action, it is still a specic lemure action and also allows them to trigger their magical power. A lemure may always perform this action regardless of control area restrictions. When performing an action a lemure can: Move, at most, the number of fathoms indicated in its Movement stat. It can engage an enemy unit, but this will not trigger a combat sequence. It can also break contact with an enemy without triggering an attack sequence or a one-sided attack, but it cannot make and
SPEcIAL ABILITIES
OF
LEmuRES
AcTIVATING LEmuRES
63
AND
RESOLuTION
Whats more, the ingredients that Infernalists carry to feed the lemures will only allow them to invoke a certain number each game of Hell Dorado. These two limits are indicated on the stat cards in the X/Y format. These two numbers are the maximum number of lemures that the unit can control simultaneously (X) and the total number of lemures that the unit can invoke throughout the game (Y). Finally, when Infernalists are killed or eliminated, all the lemures that they invoked and that are still on the battleeld disappear immediately without releasing their associated spells.
AccELERATED X
tates
A unit can be affected by a wide variety of states during a game of Hell Dorado. You will nd a detailed description of these states in this section. A unit whose state prevents it from giving any orders is also prevented from using its free orders. Some states have a duration, while others will affect the unit for the rest of the game, or until some specic event happens. Each state has a description of how long, and under what conditions it will continue.
BERSERK
64
CONTROLLED
xample: a Stunned 1 unit, suffering another Stunned 1 state in the same turn will still only be Stunned 1. Its not added together.
+1 MVT +1 SHS +1 CBT +1 FTH This state indicates a certain level of euphoria felt by the affected unit, it will be more efcient in combat and its mental state will also be affected.
BRAVE X
The affected unit loses X Life Points for the next Y Upkeep Phases By performing Focus action, the unit can remove all non-durable Consumed states on it. This state is applied to a unit that has caught re, been doused with acid, or any other type of ongoing harm. When the state is triggered (usually due to a hit, a shot, or on entering a specic area), the unit is immediately affected. While affected, it will suffer X damage, ignoring PR, during each of the next Y Upkeep Phases. It is possible to remove this state before the end of its duration, by Stopping, Dropping, and Rolling. To do so, the unit must perform a Focus action. If it does so, all Consumed states it is currently suffering from are immediately removed, even if they are of different types. However, if the state has the keyword durable, then it cant be removed in this fashion. Different types of Consumed states can be inicted concurrently. When a unit is affected by two Consumed effects of the same type, values X and Y are modied to take on the highest available value for each.
of
Effect Durable
or
xample 1: A Hashishin under the effect of Fanatic and Stunned is engaged by a Traveller perfoming an attack action. The Hashishin had a DEF of 5 (5 1 for Stunned = 4 + 1 for Fanatic = 5). The Voyageuses Judgment of God order directly modies the DEF value of the Hashishin for the attack Sequence to 4. xample 2: Tarik has just engaged a Succubus, who has already activated her Shield of Lust (DEF 6 against males), using an attack action. Tarik uses his Critical Hit order. As Tarik is the active unit, its the modication caused by his order (DEF 3) which will now be applied to the Succubus.
65
xample: A damned one is in an area that causes Consumed 2/5. During each Upkeep Phase, the damned one will take 2 damage, ignoring PR. If it leaves the area, the damned one will be affected by Consumed 2/5.
Simple, isnt it? Unfortunately, there are still a few situations to clarify. The rst one is the rule to apply if a unit enters such an area and leaves it in the same move. In this case, the unit is affected by the Consumed state that was affecting the area. The second situation is about what happens when a unit with an existing Consumed state enters a Consumed area of the same type. Well, lets be honest, this case should
xample: Lets suppose that a friend sends a unit with a Consumed 2/3 effect into a Consumed 1/5 effect area of the same type. During the next Upkeep Phase it will suffer 2 damage (greater value of X). However, none of the 3 remaining duration will be removed. During the units next activation it leaves the area. Its Consumed state then changes to Consumed 2/5 (using the greater values of X and Y). Therefore, the unit will suffer 2 damage during each of the next 5 Upkeep Phases (it ends up with an extra 2 duration; what a present!).
The player who gains control of the unit will control it for the next X activations (using it as if it was his own unit during the Action Phase). The Controlled unit will remain waiting or already activated the change in control will no change this. A Controlled unit can only perform the following actions: Walk, Run, Attack, Charge, Melee, Shoot or Retreat when activated. A Controlled unit cannot give or receive orders, use its non-permanent auras or invoke lemures. Lemures already invoked by the Controlled unit are destroyed without releasing the spell that was associated with them when the unit becomes controlled. A Controlled unit is not an ally of its new controllers Company, while Controlled it is not an ally of its original Company either, though it will still contribute to its original Companies total CMD. If it is killed while Controlled it is its original controller loses total CMD and CMD Pool equal to the CMD of the unit as normal. Once the Cursed unit has nished all of their possible re-rolls in an attack sequence, they are forced to re-roll
up to X dice that scored hits. Please note that this state can force a player to re-roll dice that may have already been re-rolled. This state lasts for Y turns. This only affects units with a base of smaller or equal size to that of the attacker Eliminated No actions No orders No attacks (close or ranged) When hit by this state, a unit with less than 10 Life Points (as its starting stat) is always Devoured. A unit with more than 10 Life Points (again as its starting stat) must roll a score equal to or less than its current DEF on a d6 to avoid being Devoured. For as long as the unit remains Devoured and alive, it will suffer 3 damage, ignoring PR, during each Upkeep Phase. If the unit that has Devoured a victim is killed, the Devoured unit reappears and will be played as though it had already been activated this turn. A unit cant Devour more than one enemy unit at a time. It must wait till its rst victim is killed before Devouring another. While a unit is Devoured, it is eliminated (it cannot give or receive orders, any
DEVOuRED
Cursed X/Y
66
ImmOBILIZED X
KNOcKED DOWN
Removed from the battlefield Company loses the CMD of the unit from their pool No activation No orders Cant be attacked No control area No auras Invoked lemures are destroyed An eliminated unit is removed from the battleeld and cant affect the game with any of its powers. Nor does it contribute its CMD to its Companys total CMD. An eliminated unit cant be affected by order powers from units still on the battleeld. Lingering and permanent effects, as well as invoked lemures, originating from the eliminated unit end or are destroyed as soon as the unit is eliminated. Again, the difference between an eliminated unit and a dead one is that normally, an eliminated unit has some possibility of returning to the battleeld while the later has none. An eliminated unit isnt a loss towards dominance. Eliminated 0 LP Loss towards dominance A unit with 0 or less LP is dead and eliminated. if the unit had not yet been eliminated, then it is, with all the usual effects. The main difference is that a dead unit will not normally have a chance of returning to the battleeld at a later point in the game. A unit dying counts towards guring which Company is Dominant at the beginning of the next turn.
ELImINATED
DEAD
Knocked Down unit survives the attack sequence, it is no longer Knocked Down, unless of course it is Knocked Down again due to the resolution of the attack sequence.
67
WOuNDED
SLOWED
pecial Abilities
In this chapter, you will nd the list of all the special abilities which make each unit in Hell Dorado unique. It is important to note that a special ability is not necessarily a positive thing for the unit that possesses it. Unless otherwise mentioned, all special abilities are active all the time and they cannot be deactivated. It is important to realize that there are two kinds of abilities, those that are linked to the unit itself, and those that are the abilities of specic special weapons a unit may be carrying, which are called Weapon abilities and will be specied as such in the abilitys full description. Some special abilities are marked with a [*] after their title. This means that the ability cant be used, or wont be in effect, while a unit that has it is Immobilized, Knocked Down, or effected by something that prevents it from engaging units. Units with this ability may be setup X fathoms farther out than the deployment zone would normally dictate. Also, units with this ability do not have to be setup until all units without this ability have been setup. Units with this ability may be setup in any area of obstructive or opaque terrain. Though this means a unit with this ability can setup almost anywhere on the battleeld, they may not be setup within an enemy control area. If the units controller doesnt wish to
STuNNED X
A DVANcE DEPLOYmENT X
A mBuSH
68
A mmuNITION CARRIER*
ARcH-ENEmY (KEYWORD) X
A mmuNITION X
Weapon ability All the units that carry a weapon with this ability are accompanied by another unit with the special ability Ammunition Carrier. No Shooting or Reloading can be performed by this unit with its Artillery weapon, unless the Ammunition Carrier is in contact with the shooter.
ARTILLERY
69
ATTAcK
OF
OPPORTuNITY X
unit with that ability. A lemure with this ability will be able to Burrow under difcult terrain, amongst others (p. 215), but it can only end its activation there if it also has the Strider ability. While in cover, a unit with this ability gets +X PR. The unit may move up to triples its MVT when Charging. Other allied units within 4 fathoms of the unit with this ability get +X CBT. A unit may only benefit from one copy of this ability per attack sequence (the higher). Units with this ability get +1 DEF in close combat attack sequences. If the unit with this ability is getting at least one support bonus, they also get +X CBT. If the unit with this ability performs a Concentration action while engaged, it is worked out as normal without the normal Concentration drawbacks. Additionally, if the unit with this ability performs a Focus action while engaged, it wont be a one sided sequence, a normal attack sequence is triggered instead. During an attack sequence that a unit with this ability is ghting in, any dice rolled by this units opponent that score a 1, causes the opponent to take 1 damage. This damage is added to the total damage that the unit with this ability causes during the attack sequence before PR is subtracted. If the unit with this abilitys DEF is reduced to 1, then this ability will no longer have an effect. Rolls are, of course, not nal until all re-rolls have been taken. Weapon ability During the second and all subsequent attack sequences against the same enemy unit, the unit using a Cumbersome weapon suffers -X CBT. This penalty only applies if contact wasnt broken between the different sequences. During any close combat attack sequence, the unit with this ability can reduce its CBT by X to reduce its opponents CBT by X. This ability is used after applying all other modiers, and both units will get to
CAmOuFLAGE X
CHAOTIc CHARGE
ATTRAcTION X
CHARISmA X
COmBAT SENSE
COmBINED ATTAcK X
BERSERKER
CONcENTRATED
BLOODTHIRSTY X
COuNTER ATTAcK
BODYGuARD *
CumBERSOmE X
BuRROWER
DEFENSIVE COmBAT X
70
ENLIGHTENED
DEFENSIVE SHOT
ENTANGLE
DEmORALIZE
ERRATIc MOVEmENT X
DIScRETION X
EVASIVE
EXPERTISE
DODGE X*
FANATIc
FAST X
EAGER X*
FIERcE X
ELuSIVE
FIRST CONTAcT X
EmANcIPATED
FRENZY
71
FuRY
INTERcEPT X
HARmLESS
HEALER X*
HEAVY
INVuLNERABLE
HuGE
ImmuNITY (KEYWORD)
ImPRESSIVE
INSIGNIFIcANT
INTANGIBLE
LEADER
72
LEVITATION
LIFE DRAIN X
LImITED R ANGE X
LOYAL
LuNGE X
M AN-AT-ARmS X
Weapon Ability While this ability is in effect on a unit, it will be affected by the negative effects of being Wounded, even though it hasnt reached its Wounded Threshold, for a duration of X turns. Nothing happens if the unit is already Wounded. A Fanatic or Berserk unit will be affected as usual (for these units, the effects will be partially positive). A unit who does not have a Wounded state will not be affected by this ability. Weapon Ability During an attack sequence, the unit opposing a unit using a weapon with this ability gets X PR. This ability cant reduce a units PR below 0. During a ranged attack, this ability will also reduce the PR bonus given by cover. A player who has at least one unit with this ability can choose which conict zone triggers on the battleeld rather than randomly determining it. If both players have Prescient units, the player with more of them decides. If this is also a tie, the Dominant player decides.
PAIN X
M AVERIcK
PENETRATING STRIKE X
MOVING SHOT
PREScIENT
NATuRAL TALENT X
73
PRESTIGE (FAcTION) X
gering a one sided attack. At the end of this move, the running away unit cant be in an enemy control area or have an enemy unit in its control area. This unit allows its controller to have more options when setting up the terrain for the battle. The full rules for using Scouts are fully explained on page 214. When a unit with this ability Charges, the attack sequence that ensues will be a one sided one that the unit with this ability doesnt ght in. The unit does not have to pick the nearest enemy unit as its target. It can choose any target to which it has a clear Line of Fire. Weapon Ability/Damage Type When a unit performs an attack sequence using a weapon with this ability, the opposing units FTH stat is subtracted from the damage instead of its PR. As long as a weapon is affected by the Spiritual Damage special ability, it loses all other damage types. Being an unbeliever is not a Protection against Spiritual Damage. This ability can only be added to weapons that possess a damage table. A unit with this ability cant be included in a Company of the Faction specied in the keyword of this ability. Units with this ability dont have to pay the 1 Command point to be able to Run or Charge through difcult terrain. Lemures must have this ability to be able to enter and/or end their activation in difcult terrain. A unit with this ability cannot perform a Run, Charge or Retreat action. The units moves arent affected by terrain or other units. When this unit moves it must be done in one jump. The unit cannot, however, end its activation inside another unit or within Impassable terrain. The unit is not affected by control areas during its Movement. Though it is affected by control areas it starts or ends its Movement in. However, this ability cancels out any Attack of Opportunity if this unit ends its move in contact with a unit with that ability. During a Melee action, it behaves like any other unit. If a unit with this ability is free, hasn t been activated yet this turn and becomes engaged, it gets +X CBT in the ensuing attack sequence.
ScOuT
PROTEcTIVE
OR DEFENSE)
SLOW
SNIPER
SPIRITuAL DAmAGE
REcEIVE CHARGE X*
REGENERATION X RELOADING X
SPITE (KEYWORD)
STRIDER
TELEPORTATION
RESISTANcE (KEYWORD) X
RIcOcHET X
TENAcIOuS X*
RuNAWAY
74
TERROR X*
TERRIFYING
Unique Independent units can only be included once in a Company. Non-unique Independents can be included up to a number of times as indicated by the Limited or Unlimited keyword on their card. A Company cant include more Troopers than its total CMD. In any case, units with the Limited keyword cannot be hired more than X times per 200 AP or fraction thereof. If Limited Troopers are hired, both limits must be taken into account (Limited number of each type of unit and the Companys total CMD limit to the total number of Troopers). xample: a Limited 6 Trooper can only be included 6 times in a 200 AP Company. Unfortunately, the Company only has a total CMD of 5. So, only 5 of this unit can be included. Obviously, the AP total of all the units in a Company cant exceed the total that was agreed upon to begin with, normally 200 AP.
TRAINED GuNmAN X
UNcONTROLLABLE
VIcIOuS X
Recruiting Mercenaries
Mercenary units can be recruited by Companies of any Faction. However, the following restrictions must be followed: Obviously if a Mercenary Ofcer is leading a Company units from other Factions cant be included. Therefore it is impossible to include a Mercenary Ofcer in a non-Mercenary Company. A Mercenary Independents CMD cant be used to include Troopers from a non Mercenary Faction; they only allow the inclusion of Mercenary Troopers. You can include as many Troopers, Mercenary or not, as you like, as long as you do not include more of them than the total CMD of your Company. Example: the total CMD of your Company is 7, so you can include up to 7 Troopers. However, 2 of your 7 CMD are provided by a Mercenary unit. Therefore, you can include up to 7 Troopers, but if you choose to hire more than 5, the last 2 will have to be Mercenaries.
VuLNERABILITY (KEYWORD) X
WHIRLWIND ATTAcK
Larger Battles
You and your friends may wish to ght battles larger than 200 AP. You should be able to do this with the above rules, though the game will probably last quite a bit longer and be less balanced. The only thing that we can see that really needs clarication, if you choose to play battles larger than 200 AP, is that no matter how large the game, a Company can and must only include 1 Ofcer.
75
THE WEsTERNERS
ve times the population of the palatial city. Every God-given day dozens of buildings appear, growing like mushrooms after a shower of rain. The economic activity is intense, and therefore an effort must be made to improve and enlarge the docks and the other supply facilities. Taking into account the ever growing numbers of arrivals, a break in the growth of our main city is totally unimaginable. As we will see later in this report, the general situation of the suburbs is particularly intolerable. They must be dragged back into order and civilization. The deployment of our invading forces has followed the sixteen roads established by the tracks of the damned. The terrain upstream has become more and more difcult as it rises (see the Montecuccoli report). This has become one of the main factors that is holding back our progression. The boundaries of our lands are still poorly dened but landmarks have been built to improve this situation. Indeed, at least thirty six fortied sanctuaries are now scattered around the edges of invaded Kohut. These sanctuaries are the result of the collaboration between armies, religious bodies and civilian organizations. These asylums are now used as places of prayer, centers for all kinds of studies, and also as places for trading activity. They have grown into small towns. Our demonologists, explorers, priests and soldiers nd the sanctuaries to be ideal, peaceful places in which to go about their business. This building program is a true success. Similarly there are Westerner bastions being raised in newly conquered territories. Their re power has been multiplied and their garrisons reinforced. The heroic resistance of the Saint Michael monastery is probably the most striking example of the success of these installations. These pillars of civilization allow the creation of peaceful, secure areas open to economic development. Scattered amongst them, dozens of major mining or agricultural concessions have been established. Several hundred small colonial communities have been developed with the aid of thousands of damned slaves. The success of colonies is, regrettably, varied. But through it
77
FAcTIONS
all, the incredible amounts of resources extracted from the Underworld are a sign of rapid, intense expansion and of a prosperous future. In order to maintain the speed of our growth, several free companies have been sent out on deeper exploration missions throughout Kohut and beyond. Their aim is to discover, inform and prospect. In spite of all these encouraging signs, a few dark clouds still remain on the horizon. Unwatched, these clouds could become a tempest which could wipe out our colonies in a restorm with no forewarning. and then profaned in blood some of their holy places. The Saracens are now treating us with the utmost caution, and no longer hesitate to raid our positions. The inconsiderate acts of a few religious fanatics of our own brotherhood could well push the Moors into all out war. I hereby send you warning, my Lords: if our men are not subjected to a more rigorous rule, we may have to battle on several fronts at once. The Muslims of the Underworld are embarked on a mystical quest. The purpose of this quest still eludes us. Anything that concerns this topic is meticulously avoided during conversation. I must admit that these Saracens are masters in the art of saying no one thousand and one times without ever using the same excuse twice. The art of evasion is one of the most wondrous gifts they possess, a quality to reect upon, my Lords. One cannot spend three hundred years in Hell without learning to adapt and allow for compromise. The Lost (or free-damned): some of you will hear this name for the rst time. It would be a very grave mistake to consider Demons and Lost as one and the same. The Lost seem to be former demons or damned ones according to our most reliable sources (mainly Saracen). As far as we can see, the reasons for their independence are many. Some have lost their old masters, others have rebelled. Some of them even aspire to create their very own kingdoms. As time goes by, these gangs of Lost Ones have become a serious thorn in our expansion plans. They thrive freely in the very heart of our lands, hiding in the vast devastated expanses. Whenever they feel the urge, they undertake the foulest of depravities and pillages. This threat pushes us to triple the armed escorts that accompany our supply caravans. Worse still is the fact that our expansion has been seriously hindered in some areas. Many small colonial communities live in fear of these scavengers as neighboring communities have become deserted by their inhabitants. When a gang of Lost Ones has decided to raid the area the best way to survive is to ght till the end. Surrendering is not an option. Strangely enough, some of our captains have managed to hire the services of some of these gangs. In exchange for an often ridiculously low fee such as a native relic of some kind, these elite soldiers will bear arms alongside our troops for a while. They then disappear, as fast as they came.
78
THE WEsTERNERS
Finally we shall examine the mixture of these forces in free-companies and their use for special missions. The infantry: The infantry and its foot soldiers are the very core of our armies. Hardened by many years of conict, their discipline works wonders. Our generals strategy has been to focus more on ranged than on close combat weapons. Sixty out of every hundred soldiers are now arquebusiers or musketeers. The standard kit is an arquebus and a sword for the charge. For protection, the soldiers are given a steel breastplate and a falling buffe burgonet helmet. Some differences still remain such as the Swedish which still prefer to keep their Dutch pot helmets. New arquebuses will be provided to our troops before next year. They will give greater precision and more re power. These intlock arquebuses can put out eight shots at a speed of three shots per minute. Please note, my Lords, that our current arquebus overheat after only four shots, becoming unusable for a considerable length of time. Alongside the usual ranged weapons, groups of grenadiers have been developed to dislodge the damned ones. Their results are quite simply spectacular. The current military strategies have forgotten the virtues of infantry close combat. Many ofcers have requested sword and pike troops with enough protection to stand up to the monsters that live Below. Indeed, even intense re power is not enough to hold back the onslaught of a demonic horde. Some solid elements have needed adding to the established regiments. Three months ago, regiments of doppelsldners were newly trained. These solid veterans are equipped with heavy swords and covered in armor from head to toe. They slice their way through the enemies ranks with vim and vigor. To mark out our way, groups of hired blades have been formed and made available to our armies. When they make it back alive, these scouting parties bring back valuable information to our armed companies. Our progression through Hell is the result of the return to fashion of the use of armor. From pikemen to musketeers, all today wear some form of protection. The cavalry: the number of men in our cavalry regiments is extremely low. Only twenty soldiers in every one hundred can be considered cavalrymen. This is grossly inadequate. Mobility is one of the key elements of our success. Mobility serves both to keep information owing and as a means to violently take the enemy by surprise. The lay of the lands Below is such that our horses can nd nothing good to feed upon. Supplies of grain have to be transported through the gates of Hell. The commanding ofcers are forced to spread their stocks of grain throughout the network of fortied relays. Due to these constraints, units of cuirassiers, riemen and dragoons have had to be dismantled and redistributed to other units. Obviously an effort must be made to work towards maintaining mounted units. The cuirassiers, attacking in waves six ranks thick, are veritable onslaughts of steel that drive off the demons and the damned. The riemen harass the enemies anks with their shots, creating disorder and chaos. The dragoons, our mounted infantry, allow us to hold strategic positions thanks to their superior mobility, while ghting like infantrymen once dismounted. The artillery: With its impressive repower, our artillery is at the core of many a successful battle. During the offensive, cannon re alone has succeeded in opening many a locked door. The Demon fortresses have fallen one by one as their outer walls are torn asunder by the powerful barrage of our siege weapons. By escorting our invading forces, the cannons rip through the ranks of the enemy troops with their ery fury. The effect of this cannon assault is often devastating, especially if the enemy ofcers are hit. Furthermore, it is in a defensive situation that our artillery provides its greatest support. As part of the defenses of a fortied position, long range shots greatly reduce the enemys enthusiasm. Meanwhile the shots from shorter range weapons take out a large part of the waves of demons. The excellent performance of the many Swedish gunners, lent by his majesty Gustaf-Adolf of Sweden, must be highly commended. I would also like to underline the importance of the supply train. Our dozens of outposts and colonies survival often depends on the punctuality of our provision and supplies. And while we examine the matter of supplies, I have been informed that this was a matter of vital importance for General Wallenstein. I must say that I fully agree with him on this subject. There can be no war without weapons and healthy, able men. To complete the inventory of our invading forces, I would like to describe to you the new weapons at our disposition: infernal power and divine might. Enrolling infernalists and missionaries has become more and more frequent, and allows us to multiply the efciency of our companies. The range of spells and miracles they provide allows us to try varied and original approach techniques. An infernalist who masters spells of re can multiply our re power while at the same time providing us with an alternative possibility for a defensive retreat. The men of God, with their faith and moral strength, are able to heal the wounded or improve the soldiers morale. These forces therefore allow the company to survive longer.
79
FAcTIONS
The Free Companies of Hell
In the name of exibility and efciency, the Council decided a year ago to create semi-autonomous free companies. These elite forces are trained to face all manner of situations. Their duties are quite varied: reconnaissance, exploration, information, negotiation, elimination, and so forth. I will spare you, my Lords, the full inventory of the tasks they perform. Know, however that most of the special tasks they are given are far beyond the abilities of our more conventional regiments. The rate of human losses in these companies is extremely high, but the strong individualities of the people that make up these groups can quite often change the outcome of a desperate mission. All of the conventional categories of soldiers are represented in these companies. The keystone of these units lies in the technical abilities of their ofcers. Hired and paid by the members of the Council, they are the Captains who, by their efforts and the composition of their company, have made their own mark on the Underworld. My Lords, I would like to introduce three of these men, the nest selection of the elite units of the Western forces. They are efcient, loyal and all have service records that would make an archdemon tremble. Francisco Vargas: this noble Castilian has served for many years under the orders of Count de Spinola. In those times of all-out war, he was already in charge of the special missions of his General. He was tasked with hitting places that his master could not reach. He fullls in Hell the exact same role that he was given in the service of the Empire. He possesses a tactical form of genius that is out of the ordinary. Just as important, Vargas also has the reputation of a hard and merciless man. He ghts beside his men. This free-captain also has a gift for choosing comrades with brilliant and colorful personalities. His point of view is that he can only lead his troops efciently if he has men that are able to apply and transmit his orders to perfection... and with talent. My instinct tells me that we will hear much of the efcient Francisco Vargas in the days to come. Georg von Holbein: this captain is the champion of the catholic cause. Fury surrounds this man-in-armor like a thunder cloud. Perched on Honor-and-Glory, his pitch black armored warhorse, by the time his enemies hear the biblical curses that spew out from inside his suit of plate armor it is often too late for them. He was recently made a free-captain due to the loss of his company of cuirassiers. He has since been hunting down every Saracen and Demon that fate places in his path. He is an adept of frontal combat and grants no quarter. He favors the support of the doppelsldners, missionaries and inquisitors. The only warning I may utter against him would be about his fanaticism that seems to know no limits. It sometimes borders on actual madness. That said, if this man can be unpredictable with us, his allies, just imagine what he can do to the worst of our enemies! Baptiste Valombre: Valombre was the rst Westerner to set foot in the Underworld. As a free-captain he has become an adventurer with somewhat obscure goals. During my research, I have found his name mentioned in all four corners of the known world. He seems to be always searching for objects forgotten by even time itself. He is not only an accomplished swashbuckler but also a talented demonologist and a renowned scholar. By turning his back on the divine, this Parisian has also found himself in the black books of the Christian Churches. Valombre seems to have a network of informers at his disposition throughout all of the Underworld and among all factions. He has rapidly become indispensable to our intelligence services. His price for hire is excessively high and his wage as occasional captain is virtually unreasonable. To accomplish his tasks, Valombre usually hires specialized ghters, extremely talented and most often quite eccentric. In the world above and below, his political and religious ideas are seen as revolutionary. I would suggest, my Lords, that he be granted the immunity of the Council that he rightly deserves. Dogmatic quarrels must in no way get in the way of the accomplishment of our objectives.
To conclude this report, I will end with a note tinted with bitterness. Dissensions are, indeed, currently blighting our wonderful quest, created by people who dream of taking control of our kingdom. These troubles are partly spread by the more conservative elements of our different cults. A crusade is growing in their hearts, my Lords, and it is threatening to rot from the inside everything that we have undertaken so far. Beware of the tidal wave that could well be caused by these rst ripples. Several reports have brought tidings of demonic inuences, unholy pacts and other forms of devilish seduction. We must not forget where we are setting foot, my Lords! The apparent weakness of the Demons may only be a trick, a lure, with the bulk of their forces located in other spheres, exploiting the inherent weaknesses of men. There is also the problem of the dozens of lodges and other organizations that wish to exploit the wealth of Hell to be considered. This is quite a simple problem, but we must bear it in mind all the same. But we should rejoice! If we are able to conquer these few problems, Hell and its age-old riches and knowledge will be ours to hold and to treasure. Destiny is each mans own to seize! You will nd in the annexes of this report many examples, notes and documents that will complete these few words of mine. I salute you, my Lords, may you make good use of these lines. The Farseer, your humble, loyal servant.
80
THE WEsTERNERS
The French pavilion of the Councils palace was swarming with an unusual amount of activity. The excessive size and luxuriance of the war room dwarfed two of the most powerful people in either of the two worlds. Cardinal de Richelieu, Prime Minister of his majesty Louis XII and Henri II de Bourbon, General in chief of the French expeditionary corps in the Underworld. My Lord de Bourbon, it would please me immensely if we could hire the services of sire Vargas, immediately. Eminence, why such haste in this matter? Many others could undertake this task quite honorably, noble gentlemen who would be a little less... Spanish? interrupted the Cardinal. Henris mouth eased a smile. I see that your Eminence still reads the hearts of men with the talent he is renowned for. answered de Bourbon. Henri, please, grant me the kindness of a heedful ear for my request; are you ready to listen to what I ask? Eminence, you know that your opinions are always of great importance, for myself as for the King... Very well! In that case I will go straight to the point. Yes, the man is a Spaniard. It is unfortunate, but we can do nothing about it, and at least he is a good Catholic. We certainly cannot say as much of all of our allies. Furthermore, I prefer to be sure that he is busy taming the demonic rabble Below rather than killing off our men in the marches of Flanders. Please, continue Cardinal... Thank you Henri. The most important point is that this man is a genius. All the reports of our agents agree on the fact that this Vargas can truly sense the combat, adapts easily to all possible situations, and looks after his company in a most honorable fashion. He is more than a simple ofcer, Henri, he is a weapon himself! A dangerous weapon, your Eminence, one that spreads discord and destruction in its wake... replied Henri. My word, Henri! interrupted Richelieu, Have you forgotten we are not talking about our world here? Who will complain that a few damned ones have been butchered or pushed around? Nobody, Eminence, nobody for sure. whispered de Bourbon, But why this Vargas? I wonder if you are not leaving out other reasons that make you like this Spaniard. Richelieu stood still and seemed to ponder, looked left then right, then in a solemn voice he nally replied: Indeed, I could have chosen some other Spaniard, as you say. Dear friend, do you see, this whole infernal escapade is at risk of turning into a crusade at any moment. I can assure you that when that time comes, I plan to rely on people I have chosen. People I can trust who will ght for human and rational interests rather than spiritual ones. Look at the Von Holbeins, the Balaguerres, they are competent men, brilliant even! But they are exalted, driven by fury and faith in a God that they think is theirs! Recall their reaction when they discovered a Saracen kingdom Below! They chose war rather than to work together to a common goal. Such a waste. They are endangering the whole colony. One day the Council of the Six will have to sanction them or accept to be overthrown. Very well, Cardinal. answered Henri de Bourbon. I will join you and give you my full support. Vargas is waiting for you in the map room, in the company of one of the Kings musketeers. You knew I would say all this to you, Henri. It is your turn to surprise me. What an act you have put on for me... said the Cardinal, smiling. I am not the only one to claim the merit of this, Eminence, I merely thought that a Richelieu of arms under the orders of the Richelieu of letters was a very pleasant idea...
ORDERS
LEADER
OF THE
CONVERTS
All the Christian models in Vargas company are considered to be Christian (Papist) instead of the religion keyword written on their stat cards. This Order takes effect as soon as the company is created, as if the modication is printed on the cards.
BASTION
OF THE
LORD
Active 1 Permanent CMD Unique Allied troopers with a FTH of 1 or more get a PR bonus equal to their FTH until the end of the turn.
K ISS
OF THE
LORD
Free 1 Permanent CMD Unique Vargas recovers a number of LP equal to twice his FTH.
VAE
SOLI
VAE
VIcTIS
Hits Damage 1 2 2 3 3 5 4 7 5 9
81
FAcTIONS
4 DEfENSE 3
2
PROTECTION
4 COMMAND
BASE: REGUlAR
The place radiated a terrible heat. Over more than two hundred fathoms, the icy desolation was replaced by a stretch of rocky desert, dotted with one-eyed faces carved in stone. The devilish wind that tore across the icy plain hit an invisible frontier. When it came into contact with this bubble of heat, the wind would send the dome crackling with thousands of burning red sparks. The fiery cinders floated down, tumbling slowly to the snow-covered ground below, like dying fireflies shot down from the skies. Gathered around a rocky outcrop, a small group had formed. Noble gentlemen from the world Above, finding their lives boring, came to discover the Underworld on curious exploration trips. Their guide was Baptiste Valombre, and he looked quite the sight with his dark mane of hair. He wore an unusual suit of armor and carried a pistol of equal strangeness. Disturbingly he was followed by a small demon with a sly look in his eyes. The demon carried a great heap of objects that seemed quite useless to the untrained eye. His eyes sparkling with unmatched mischief and confidence while Valombre radiated an elusive air of control. The discovery of Hell had created a time for the most virulent debates. But in this land where an invisible Devil ruled all, blasphemy was a common thing. This was a place for new men, men such as Baptiste Valombre; an adventurer, an explorer and a man of learning. He represented what men will become. He was a man freed from the Divine, freed from the fear of Above and Below. Hark to what will be said here. Read my notes, copy them and have them read by all the trustworthy men you meet. A new era is born, let us take care to build it for ourselves this time! God? Which God are we talking about, my Lords? Do not think I am insensitive to your beliefs, but please, keep your God for up there, and let men take their Destiny into their own hands. Abandon your old pre-conceived ideas straight away, and take a little time to consider the situation. All our lives we have been taught to submit our wills to that of some divine character, in exchange for a hypothetical paradise. Where has this led us? Today we are walking through Hell. A promise of heaven was made, but in the end the only road we found was that of damnation. Have you asked yourselves, gentlemen, why these doors have opened? I was in Magdeburg, the day it happened. I saw with my own eyes the madness of Men. I was the rst to descend, with my feet in the mud. All around me was a world lled with endless mysteries. Do you not believe this is a test set for us by the Almighty, monsieur Valombre? croaked Muller, a grim merchant from Nuremberg, recently transformed into a slave-merchant. Ah, the celestial trial is such a pleasant idea! relied Baptiste, However, I am afraid that our descent to the Underworld is simply a matter of chance, at the best. In that case, how can you explain this sudden opening of the Gates? If not by the will of God it makes no sense! cried Solana, a Spanish nobleman, sweating profusely in his blue brocade doublet. Baptiste scanned the assembled men with the eye of a hawk, his lower lip barely holding back a hungry grin. My Lords, is it not more important that we first seek what we are going to do with these lands? Valombre said, with a theatrical sweep of his arm. It could be said that the only limits we face here are our imaginations and our... appetite. A new age is upon us. The time for conscious and free men is here. Once we are rid of the burden of the Divine, the moment will come to also rid ourselves of our primal fears and all the irrational superstitions. What innite opportunities do these seemingly deserted expanses offer us! Poor men can become rich, old men can become immortal, those who search can find a thousand more questions for each riddle they solve.
ORDERS
VAE
SOLI
VAE
VIcTIS
AURA
DO YOu BELIEVE YOuLL LIVE FOREVER? Permanent 4 Fathom Radius Allies Other allied units within this auras area of effect get +1 CBT, and -1FTH. Experimental Pistol Hits Damage Piercing 1 1 Ammunition 6 2 3 Penetrating Strike 3 4 Range 4 4 6 5 8 Jagged Sword & Spiked Gauntlet Blunt Slashing Hits Damage 1 3 2 4 3 6 4 8 5 10
UNIQUE
55
82
THE WEsTERNERS
Below, everything is possible, the better like the worse. Once we no longer bear the yoke of religion or condition, the only men left here are ambitious men or dreamers. I am here to understand, gentlemen, to understand so I can learn, to learn so I can dominate. What a fabulous land for research we have discovered here! Science, history, geography, we can learn anything in this place. Although this may disappoint you, you are not the first men to tread the paths of Hell. Take a closer look at these antique Greek letters, there, carved into the rock. Give thanks to the sheik Abd al Budrun for his authorization to travel through his lands. For we are in a Saracen protectorate here. No, do not be alarmed... But what profit could we possible reap from turning our backs on religion and forgetting that which we hold most dear? interrupted Muller, giving him a black look. I was expecting that question, Herr Mller, and therefore it will be easy for me to answer it. The key to our success lies in knowledge. It is this knowledge that will bring us a prosperity that you can hardly dream of, my Lords. Prosperity? Knowledge? What the hell? What on Earth are you talking about! cried Solana, nally interested. Unbelievable riches, and knowledge is the key to them! The Underworld is littered with places where relics of times forgotten can be found. These impious relics are coded and protected by dark enchantments. But once you have mastered this obscure coding, you will gain access to knowledge that few men can conceive. Death often prowls around these artifacts, or messages as the case may be. The price to pay is quite reasonable. Who would want to live forever in any case? Imagine discovering the secret of changing lead into gold, knowing the secret word of power that can seduce and possess the woman of your wildest desires. You can also imagine binding animals or men to metal and so many more things. So many challenges lie before men like ourselves, and some have already succeeded! I have just mentioned to you the power of transmutation, and in fact... Conversation with Baptiste Valombre reported by the late Martin Hoch, salesman of Mecklembourg, burned for heresy.
BASE: REGUlAR
UNIQUE
ORDER AURA
A LLOW ME, SIR Passive 2 Permanent CMD Unstoppable Unique Sir Valet immediately switches places with Baptiste Valombre. THINGS ARENT LOOKING GOOD Permanent 4 Fathom Radius Units within the area of effect of this aura get -1 CBT.
83
FAcTIONS
84
THE WEsTERNERS
M ANuS DEI Passive 2 Permanent CMD Unique Until the end of the turn, whenever a non-papist unit takes damage during a close combat, the damage is increased by the FTH of that unit, with a minimum increase of 1. This increase will even affect Invulnerable units. M ARK OF THE FAITHFuL Free 1 CMD Target Papist unit becomes Brave until the end of the turn. This order can only be given once per action phase. M ARK OF THE HERETIc Special Unique After both companies have been deployed but before the start of the game, choose an enemy independent or trooper. The chosen unit is marked as a heretic for the rest of the game. While marked as a heretic a unit gets +1 CBT, Uncontrollable, and Cursed 1. Papist units get +2 CBT when ghting the marked unit and +1 MVT if this extra MVT would allow the papist unit to contact the unit marked as a heretic. If the unit marked as a heretic is killed during a melee, then the unit that killed it will become marked as a heretic. VAE SOLI VAE VIcTIS
ORDERS
CHARISMA 2 IMMUNITY
(CHANGE Of STATE)
LEADER
GODS COAT Permanent 1 Fathom Radius Papists (Immune) While any non-Papist unit is within the area of effect of this aura, they suffer the effects of Stunned.
AURA
85
55
FAcTIONS
SARACENS
70
6 MOvEMENT
5 6 3
FAITH
5 COMMAND
GLORY TO THE FIRST Passive 3 Permanent CMD Unstoppable Unique Once Georg has resolved his activation, but before it becomes your opponents activation, activate each of your waiting units one at a time. Once all of your units have been activated, then your opponent may activate a unit. You choose the order that your waiting units are activated in ignoring any effects that might otherwise affect this (EG Slowed, etc...). MOmENT OF GRAcE Free 1 Permanent CMD Unique Georg gets Rapid Strike (Defense) during the next Two-Handed Sword Hits Damage combat sequence he is involved in this game. Slashing 1 3 V AE SOLI VAE VIcTIS Penetrating Strike 2 5 Georg may spend up to 3 CMD on Vae Victis if you 3 7 choose. This works in the same way as spending 1 or 2 4 9 CMD on the order, giving +3 to either SHS or CBT if you 5 11 spend 3 CMD.
ORDERS
THE WEsTERNERS
3 0
QuIcK R ELOAD Passive 1 Permanent CMD Aidans arquebus is now fully reloaded. This ability can only be used once per activation. R ELOAD! Passive 2 Permanent CMD Unique Aidans arquebus, and those of his allies, are now fully reloaded.
ORDERS
Arquebus Hits Damage Piercing 1 3 Penetrating Strike 2 2 4 Range 8 3 5 Reloading 2 4 7 5 9 Long Sword Hits Damage Slashing 1 2 2 3 3 5 4 7 5 9
87
21
FAcTIONS
MENTAlIST
4 MOvEMENT
3 3
SHOOTING SKIll
2 COMbAT 3
4
DEfENSE
4 FAITH 2 COMMAND
ORDER
FANATIC
BASE: REGUlAR
DIVINE STuPOR Passive 2 Permanent CMD Unstoppable Unbelievers and units with a FTH 3+ (Immune) Unique All Troopers within 8 fathoms of Alvaro that arent unbelievers and dont have a FTH greater than 2, become already activated. They cant be activated this turn anymore. You may choose to spend 4 permanent CMD rather than 2 for this order. If you do, your troopers will not be affected by this order.
AURA
AuRA OF FANATAcISm Permanent 8 Fathom Radius Inclusive Papists Papist units within the area of effect of this order get Fanatic.
UNIQUE
26
88
Gonfalon Blunt
Hits Damage 1 2 2 3 3 4 4 5 5 6
THE WEsTERNERS
UNIQUE
24
3 4 2
6 0
Mace Hits Damage Blunt 1 3 Cumbersome 2 5 Eager 3 3 + Stunned Lunge 2 4 9 5 6 + Knocked Down
COMMAND -
89
BASE: REGUlAR
FAcTIONS
SISTER ElOISE
INDEPENDENT HUMAN FEMAlE CHRISTIAN
(PAPIST)
I must confess, I still dont really know what happened back there, but the most important is that were still alive! And that was far from guaranteed as the situation was looking really bad. I remember... A horde of demons was ooding across the plain, each one uglier than the next. The fortied monastery of Saint Michael was under siege. The Swedish cannoneers were piteously plowing lines of death and destruction through the mass of damned ones. The waves of demons rolled forwards, only to break on the rocks of our arquebus bullets. But more and more of those hideous monsters were making their way into our positions, climbing swiftly up the outer walls. The screams of men being gutted or torn limb from limb, gut-wrenching sounds of torn esh and guzzling beasts were beyond imagining. The smoke from our weapons was covering the shooting mound. I could just glimpse the upper part of the walls. They were cracked open and blackened in places. By some devilish sorcery the very stones seemed to fall away of their own accord and our stores of supplies burned away with no-one seeming to care. The moat was lling up with the bodies of fallen enemies, creating a ford of esh and carnage. It looked like our time had come. We all began to pray the Lords mercy for our mortal souls. Then the most extraordinary thing happened... The leader of the damned forces was an enormous mound of esh and scales who oozed some kind of tarry substance. The power of our fort and of our fire was the last shield remaining between us and that horrendous thing. The cannons fell silent one by one. The sound of our guns slowly became less intense. Whole groups of Damned Ones of Wrath were climbing up our walls. And then there was light! A piercing scream echoed across the plain, lling our ears to their limits. The dominant demon seemed to fold up as if he was shaken by some kind of spasm. With a terrible sucking sound, he deflated until all that was left of him was a dead, empty, over-stretched skin. Bathed with light, her nudity barely hidden by a drape of ne cloth, a graceful and beautiful silhouette was standing there. Her hand was gripping a strange-looking dagger. She had appeared out of nowhere and had single-handedly dispatched an enemy who, alone, would have assuredly have been able to slay a hundred of our men. The damned ones had stopped dead in their tracks as if horrified by the loss of their leader. The woman turned to face us, raising her arms as if in worship. Her eyes glowed bright in the semi-darkness, her voice seemed to carry over a half-league, her tone pure and icy... Soldiers of our Lord, your task is only just beginning. You must rid this newly consecrated plain of this demonic spawn for such is your duty. The Lord speaks with my voice, he watches you at this very moment. May His enemies and those of His envoy to this earth perish at my own hand. For such is His implacable justice! We barely had time to blink and she was gone as if all this had been nothing but a dream. The remains of the dying demon were still shaking with spasms. Our hearts were warmed and now we were in the mood for a ght! An offensive was launched, the armorplated droves of cuirassiers and doppelsldners nished off the remains of the now struggling pack of infidels. This time around the victory was ours, thanks to her... Thanks to the Lord?
22
5 MOvEMENT
4 4 5
Capitaine de Beaulieu, third report of the Kohut marches addressed to the Council.
D E F I
3 -
FAITH COMMAND
A PPARITION Passive 1 or 3 CMD Unique Eloise isnt deployed as normal at the beginning of the game. Her rst ODGE activation must be to use this order. While Eloise is still waiting and has lUSIvE not been placed on the battleeld, you dont have to activate her if you dont want to. When this order is used Eloise is placed anywhere on the ANATIC battleeld, not within 5 fathoms of an enemy unit, and not in impassable NSIGNIfICANT terrain. You may pay 3 CMD to use this order. If you do, Eloise can be placed within 5 fathoms of an enemy unit. ASSASSINATION Kriss Hits Damage Passive 1 Permanent CMD Spiritual Damage 1 2 The next combat sequence targeting a non-trooper unit 2 3 that Eloise is involved in during her activation, is one 3 5 sided in her favor, and she gets a bonus of +5 CBT 4 7 90 during it. This order can only be used once per turn. 5 9
ORDERS
THE WEsTERNERS
4 0
ATTRAcTION AuRA Temporary Passive 3 Fathom Radius Lingering Males Male enemy units within the area of effect of this aura treat Sara as if she had Attraction 3. EXPLOSION Vanished This spell creates an Explosion (Fire 4/2) centered on the lemure. CONFLAGRATION Vanished This spell creates a circular element of terrain with a 3 fathom radius centered on the lemure that lasts 3 turns. This element is Radiant (Consumed (Fire 3/3)) and completely Opaque.
AURA
SPEllS
Magic Dusts Hits Damage Inhalation 1 Consumed (Fire 1/3) 2 Consumed (Fire 1/3) 3 Knocked Down 4 Consumed (Fire 2/3) 5 Consumed (Fire 2/3)
91
23
FAcTIONS
SWASHbUCKlER
INDEPENDENT HUMAN MAlE CHRISTIAN
4 2 5
(PAPIST)
6 COMbAT 5 DEfENSE
4
0 FAITH
0
So, my German friend, you want to know more about my past? You seem quite concerned about the true reasons that drove me to this infernal mission. Well, my dear fellow, I must rst inform you that I would never have left my dear country if I had not found myself in a somewhat prickly situation with the wife of one of the powerful lords of the world Above. Ah, women! Their entrancing perfumes, their words of honey, their silky skin. Unfortunately, those sweet young ladies have the mischievous habit of acquiring husbands who tend not to be all that keen on sharing their wives attentions. Husbands both tired and tiring, great heaps of soft, sagging esh, who produce a most toxic strain of boredom! Pah, I could sit here for a hundred years trying to explain this to you, but it seems your mind is rather... narrow. Well, then, I shall just explain what it is that pushes young squires from the western world to want to come lose themselves in the back end of the most god-forsaken pits of Hell. Money? Power? Glory? A bit of all those, soldier, but thats not all. If I was to say a sense of duty, would you believe me? To save all humanity from infernal peril! How many of these petty noblemen, younger sons of good families, are now out walking along the roads? Disinherited by default by simply not being first in line, burning to prove their valor to the whole world! We sold our selves to the German princes during the Germanic wars. Some of us ended up leading regiments, or even whole armies! The eternal bonfire that was the Holy Roman Empire allowed me to accomplish many a martial prowess worthy of song! I have won so many futile duels, dispatched countless gents... During my adventures, I have encountered several dozen of my comrades. Swashbucklers from Brandenburg, Saxony or Bavaria, they all, like myself, had an immoderate taste for alcohol, women and duels. Oh, the countless evenings spent sitting around the fire, drinking, laughing, chasing the ladies and chatting cheerfully about the ups and downs of our lives. Those evenings greatly improved my knowledge of the German tongue, and other pleasant parts of the female German anatomy too! Your female compatriots have such a delicious way of saying no when they mean yes! By joining the companies of the Underworld, these brave swordsmen seized the opportunity to raise their colors up high. Many lost their souls on the way, and I hardly dare to begin telling you of the cohorts of those who perished. In places where no-one can cry for them, many a noble adventurer must lie. Curses! I would pay dearly to know what happened to my good friends, to Melo, Kassel, Beaulieu... You dont seem moved by all this, Teuton, well, I am hardly surprised. You will see when it is your turn to dance with the Demons. When what you are ghting for is so much more than your own miserable existence and when your own soul becomes your best weapon, then you will understand. I myself fully understand it now. The Lord guides my hand along all the dark roads of the depths of Hell. Beyond the devilish glow of the paths of damnation, I brave death with my blade held high, and may my hand never falter. Down here, among the volcanic rubble and the mephistophelian fumes, I carve my own route with thrust and parry, my mind as hard as a rock, my resolve as tough as Toledo steel. I lunge, I skewer, I chop through the demon ranks by the dozen. The dust ies up around me. I turn, I dodge, I can feel the heat of the ames below me, the pestilential spittle of the Wrath Demon I am ghting. I... I... I seem to have let my story get the better of me. Please accept my apologies, my German friend, dont let me scare you. You must understand the exaltation of combat, the thirst for blood. What is it? You not hear what I say? I promise tomorrow I will talk to you in signs!
COMMAND
ORDER
THE LORD GuIDES mY HAND Active 2 Permanent CMD Unique Until the end of the game, the Swashbuckler gets +1 MVT, +2 SHS, +2 CBT, and +2 FTH.
Pistol Hits Damage Piercing 1 1 Penetrating Strike 2 3 Range 3 3 4 Reloading 2 4 6 5 8 Long Sword Slashing Hits Damage 1 2 2 3 3 5 4 7 + Stunned 5 9
LIMITED 3
31
BASE: REGUlAR
THE WEsTERNERS
MISSIONARY
His Holiness, pope Urban VIII, bishop in the service of the servants of the Lord, vicar of Jesus Christ on Earth, to the eminent members of the Council of the Six Powers, protectors of Hell. In response to the menace that arises from Hell and to take preventive action against the spread of demonkind to our world, our second decision will be to send out to all four corners of the lands Below representatives of our most devoted and faithful orders. Our priests, representatives of the Holy Catholic Church and of their own respective orders, have been selected for their devotion and loyalty, the strength of their soul, and for their strong determination. They are all, without exception, scholars of the occult sciences, trained in the art of exorcism, inquisition techniques and decryption of the wiles of the Devil. As well as wise counselors, you will nd them to be full of resources and men of good will. They will be able to exalt your mens ardor, to fight against demonic corruption, and to bring the grace of our Lord to those in need, wounded or dying. You will soon come to appreciate, dear Christian lords, the zealousness and the skills of your humble servants. We wish to assure you that, in spite of the slight disagreements between us, we do not intend to leave the lambs of our Lord without shepherds. So we have spoken. So may it be. Urban VIII, Bishop of the Catholic Church. Dearly beloved brethren, His Holiness Urban VIII, in accordance with the dispositions laid down at the secret council of Ravenna, has decided to send missionaries from all the ecclesiastic orders to the captains of the Infernal Expeditionary Corps. Using the excuse of our support in this matter, our brothers are to gather and compile as much information as possible about the lands below and their inhabitants. As you well know, the Church has been completely excluded from this aberrational colonization. Outbreaks of heresy have been reported wherever our presence is anything short of massive and this in spite of the increasingly rapid erection of places of worship to the glory of our Lord. Already the Devils presence is manifest, as he seduces and corrupts men of influence, the keystones of power. The corrupted must be detected, sorted and eliminated by our agents posted Below. This task will be long, unpleasant and offers no other reward than that of serving the divine cause. Once Below, our missionaries will nd an established network of friendly contacts, with views similar to our own, although they are not fully informed of the ends nor the means of our mission. These allies will be able to provide our men with all the support they will need in their everyday life. Do not forget, brethren, that the secrecy of this mission is at least as important as having a rock-hard belief. Once all the elements are set in place, our men of good will lead this ambitious plan to its conclusion. Then will come the time for us to fully engage our crusade against this heresy. This crusade will be bloody, brief and merciless. Letter from Grand Inquisitor Javier de Cordoba to several high members of the secular and regular clergy of the Catholic Church.
BASE: REGUlAR
LIMITED 3
25
THE LORD IS mY SHIELD Passive 1 CMD The missionary and all allied units are immune to Terror and Terrifying until the end of the turn.
ORDER
MENTAlIST
MOvEMENT 4
(DEMONS
3 4 4
AuRA OF FEAR Temporary Active 6 Fathom Radius Lingering Christians (Immune) Non-Christian units within the area of effect of this aura suffer a penalty of -1 CBT. AuRA OF POWER Temporary Passive 6 Fathom Radius Lingering Christian Christian units within the area of effect of this aura will score an additional hit during any close combat sequence that they score at least one hit in. AuRA OF HEALING Censer Hits Damage Temporary Passive 6 Fathom Radius Instant Christian (Papists) Blunt 1 2 Christian (Papist) units within the area of effect of this aura 2 Stunned recover LP equal to their FTH. This aura can only 3 4 be used once per turn. 4 5
AURAS
6 4
93
5 6
FAcTIONS
ARQUEbUSER
Dear Mother, My company has sought shelter in the depths of a ravine in the middle of a desolate plateau. All day long the hordes of heretics have harassed our every position and their fury has cost us a third of our men. A foul stench was whistling between the red rocks of the gorge. Blood seemed to seep from the very walls, worn down by the continuous corrosive winds. The crest of the rock wall was so sharp and so full of evil that its touch alone was enough to turn poor Gunthar into a convulsing puddle. There are only five of us arquebusiers still alive in our scouting group. The Captain has given us orders to hold this gully, whatever it may take, as it is the only viable passage over land. The rest of the troops are fortifying their positions, waiting for an improbable wave of reinforcements. In the distance, the unnaturally high-pitched cries of unspeakable creatures mingle with the moaning of the wind. One by one we fell. Sergeant Becker was the first to go, his head sliced clean off by the throwing disc of a lizard-man. Of our group of ten, only ve of us are still standing. Boulanger, the Frenchman, ever the joker; Castellano the Florentine, always a steady shot; Fritz, a Brandenburger with a big mouth, a bushy beard and a missing left ear; Mac Cullough, the Scotsman, now our sergeant of fortune; and myself, Hertzog, ex-student. Scattered around our makeshift camp, shaking more with fear than with cold, we await the end of our existence with no hope of rescue... We eat our last supper, the last meal of the condemned. The meat tastes like carrion, the bread is as hard as a rock. I can hear the long screams of agony from our comrades, captured by the enemy. Piercing cries erupt into the night. The screams are long, so long! I try to block my ears but to no avail, nothing I can do will make them stop. As the Lord is my witness, we will not fall without a fight, for our dead, for ourselves, by the Grace of God and with all the might of our arquebus arsenal! The arquebus is often ill-adapted to the lightning strikes that this demonic spawn has confronted us with. The weapon is useless at distances of over ten fathoms. Whats more its matchlock system is truly terrible. Firing one of these things with a lizard-man bearing down on you is a true test of a mans stamina, and you still have to reload even if you do succeed. Let us not forget that this weapon is only truly efcient when used in the Swedish fashion, in sharp and disciplined waves of re. The Captain has promised we will soon have new models, with a flintlock system and paper cartridges, but Im not getting my hopes up too high. Still, in spite of its many aws, any old fellow with minimum training can re it. How great are the armies of peasants who have become warriors thanks to the magic of rearms! Oh Mother, if you could only see what a spectacle it is when an army fires a thousand arquebuses at once! What a feeling of invincibility to see the enemy ranks reaped like a field of corn, or to see those pedantic cuirassiers stopped dead in their tracks. Invincible, indeed... I will have to stop writing as I can hear the pack approaching. We will not be able to resist them for long this time, but we will fight. Kiss little Uwe for me, and Father too, tell him I forgive him, and that he may well have been right. My ammunition belt is almost bare, the battle will end in close combat. I can hear their monstrous claws crunching against the rocks and the sand and I can smell the foul stench of their drool. Castellano has taken a shot and hit his target, I can hear a cry of pain, dear Lord have mercy, they are coming... Fragment of a letter attributed to soldier Hertzog, reported missing in the heart of the circle of Kohut.
12
4 MOvEMENT
3 1
2 SHOOTING SKIll 3 3
2 2
COMbAT DEfENSE
Arquebus Hits Damage Piercing 1 3 Penetrating Strike 2 2 4 Range 8 3 5 Reloading 2 4 7 5 9 Long Sword Hits Damage Slashing 1 2 2 3 3 5 4 7 5 9
1 -
FAITH COMMAND
94
THE WEsTERNERS
DOPPElSlDNER
Dear Albrecht, It has been a while now since we embarked on this insane adventure. Wherever you look our armies are making progress, our settlers are building, the resources of the lands Below are well used. Our voyage is unpleasant, in the dust and the rubble of a world of folly ruled by Evil. Little by little, as we wander down here, I have used the little spare time I can get to begin to analyze our situation. New Jerusalem seems to be the eye of the cyclone. It is a nexus, a pole of stability in the very middle of a furious sea. The further we go into the circle of Kohut, the more the surrounding lands become desolate, inhospitable, even hostile. The ground where we tread can sometimes be quite unstable. Unspeakable creatures come in the dark of night and take men from our camp. I will not speak of the incandescent whirlwinds, as treache rous as they are sudden, or the acid mists that eat away our very lungs. At times the sky disappears and we enter gigantic caverns where the light of our lamps merely flicker where they should shine brightly. My principal source of concern today is the growing organization of the demonic resistance. Day by day, their defenses are improving. Their fortresses are becoming more impregnable, confronting us with an unsiegeable detour. I can feel the times are changing, feel it throughout my body. I can sense a kind of trap, set by some arch-demon. Our colonization seems more and more like we are rushing forwards to avoid falling over. This is a challenge between the powerful where most of our forces are held together by a mere thread. A fine thread in this desert of darkness. Our lines of supplies are dramatically stretched; this will have to be dealt with. The battles are becoming more and more brutal, closer and closer together. That is where it becomes a problem for us. Although the excellent quality of our firepower is not to be doubted, we are considerably lacking basic troops able to stand up to the challenge. My cuirassiers and I can fend off any attack, but when the battle becomes close combat, the rank and file are sparsely equipped. I would suggest, Albrecht, as have other officers, that we rapidly create regiments of double-paid soldiers kitted out as required by the current situation. As the enemy uses close rather than ranged combat, they should be armor-clad from head to toe. The monstrous creatures we have encountered so far have been of an impressive size. They are often protected by a shell of some kind, of solid blubber or even pieces of armor. Some kind of heavy weaponry should therefore be used. The two-handed sword that the Germans call zweihnder - and the French name espadon - would be a decent option. But the most important thing is the value of the men who will, in time, become the cutting edge of our invasion. What we need these days are men of iron with skins of steel. By putting forward these troops of dopplesldners, sharp, disciplined and merciless, you will soon become seen to all as the new Maximilian I, father of the Landsknechts. By combining the efficiency of the troops we need to guarantee the success of our war effort with the prestige they will bring you, I dare say that the merchants of Friedland would say you would be making a very wise decision. I have already taken the liberty of finding several trustworthy recruiters. I leave to you the task of finding the funds required to hire your new regiments. But make haste, Albrecht, other leaders of the Council have thoughts along the same lines as myself. They too want to hire heavy infantry troops. It is so hard to nd good help nowadays... Correspondence from lieutenant-colonel Raimondo Montecuccoli to general Albrecht con Wallenstein.
MOvEMENT 4
3 3 2
3 1
UNlIMITED
Hits Damage 1 3 2 5 3 6 4 8 5 10
95
18
BASE: REGUlAR
FAcTIONS
GRENADIER
T
So, me lad, ye got promoted to grenadier! Congratulations, and welcome to the family. Now, get yer lug-holes wide open, watch me closely and keep yer gob shut! Sure, fat old Wilhelm might not be all that interesting, sonny-jim, but I know the ropes, and if ye tie them all together, ye might just manage to hang in there and not take the great leap before yer time. What leap didyer say? The one into the unknown of course, the land of a thousand maggots! A grenadier is more than just a soldier. Hes the guy who has one goal, above everything else: chuck that bloody grenade as far ROOPER away from him as he can before it blows. Ye dont think. Ye just focus on that one objective. Ye light the fuse: dont over-do it. Ye aim. Ye throw. Ye get yer arse out of there! Get it? There was a time when we only used to use this method to blow defensive walls to bits. One grenade will make one little hole, UMAN but fifty will turn a wall into a colander. Then one day, I reckon some bloke from high command got a bit smarter than the rest and figured that what makes holes in buildings could also make holes in damned ones. So they sent down a load of these new grenades to Kohut, and picked some hard-arse soldiers to chuck em. These grenades are made from leaded clay and have a shorter fuse than AlE the other. They also project loads o shrapnel when they blow. Gut-slashers, thats the nickname weve given em. Suits em dont ye think? Im telling ye, to go fetch a damned one skulking down his hole, theres nothing better. Theyre also great with large numbers. When things are well planned, the cannons weaken the mob, the arquebuses stop the charging troops and we go in and scatter HRISTIAN APIST them far and wide. Then they send in the foot soldiers to finish things off. Well, ye know, that is just theory, something always goes wrong. In fact yed better prepare yourself for the loss o one of yer limbs sooner or later. Yep, grenades are fragile things, and not always reliable. But hey, ye cant win em all, eh lad? Besides, yeve got to admit I look really handsome with this bronze hand, eh! ITH ISTOl ITH lUDERbUSS Now, put on yer breastplate, do ye feel its weight? Yep, its heavy alright. But its that or ye end up ridden with fever when ye get a cowards gash. Yere like a snail, me lad, ye depend on yer shell, and if it cracks, well, thats just too bad for ye. Right, now lets get ye a weapon: so, pistol or blunderbuss? A pistol if yere a crack shot or if yere armless like me. A blunderbuss if ye feel like doing a OvEMENT 3 3 bit o mass murder, bein a bit o a lord o flying flesh... Blunderbuss? Excellent choice lad. Just make sure ye dont knock any chunks out o yer mates, when yere on one o yer warrior sprees. The old sorry, mate, didnt see ye there, that dont work round here, see. So, theres the basics for ye, but let me just go over the creed o the grenadiers once more, ye need to know this by heart, son, so pay HOOTING KIll 2 1 attention will ye! Chuck that bloody grenade as far away from ye as possible. Dont even think. Run, ignore the projectiles falling around ye. OMbAT Ignore the piercing cries o yer dying companions, the noise of the enemy chewing away. Jump from hole to hole, dodge the group 2 2 of damned ones that are in yer way. Select yer target, find it, pull out yer grenade. Grab yer lighter, light yer fuse, shoot that Damned One of Wrath thats coming to spill yer guts. Run, run faster if ye want to live! Aim, aim well, ye wont get a second EfENSE chance. Throw yer grenade, then get out o there and pray. Await the deliverance o the explosion. Now ye can die, for ye 2 2 have fullled yer mission. Hey, why the long face, son? Ye might just get a bronze hand yerself one day. Now welcome to the family...
H C
W
(P
4 3
4 2 3 3
3 3
PROTECTION
4 1 -
1 0
4 1 -
1 0
WITH PISTOl
Pistol Hits Damage Piercing 1 1 Penetrating Strike 2 3 Range 3 3 4 Reloading 4 6 5 8 Longsword Slashing Grenade Explosion (Fire 4/2) Limited Range 2 Range 2 Hits Damage 1 2 2 3 3 5 4 7 5 9
RUNAWAY TENACIOUS
WITH BlUNDERbUSS
Blunderbuss Impact Blast (Piercing 4/2) Reloading Longsword Slashing Grenade Hits Damage 1 2 2 3 3 5 4 7 5 9
15/ 18
96
THE WEsTERNERS
BlADE
fOR
HIRE
BASE: REGUlAR
Indeed, I do admit that they can prove to be useful. Rather like a pack of hounds trained to root out the game from the forest. But like those good beasts, they tend to develop quite an inappropriate taste for blood. Blades for hire, ruffians, assassins, name them as you will, madame, but for the love of God do not compare me to those loud-mouthed half-blades! Their immoderate taste for profit makes them easy to hire. Throw out a few thalers and promises of bounty, and you can march off to war with a few hundred of these fencers. But just wait until the sky becomes cloudy, when a storm comes your way or the damned become a little hardier, and you will be surprised to see how quickly your camp will end up completely deserted. I must however grant them credit on a few points. Their equipment is light and makes them well cut out for scouting missions, providing safety and information for the rest of the troops. Of course, the rascals do sometimes have close encounters with the odd gang of marauding squamata... But what God gives, He can always take back, you know what they say. Aside from the ability to move easily, the main strength of a blade for hire is his talent as a swordsman. Their bodily protection is the simplest there is, a leather jerkin, a coat of mail at the very most. It is most important for them to cause a swift death, parrying and dodging their opponents attacks. It seems that indulging in tavern brawls and frequent duels has led them to master a few martial notions. The problem with these men is not really their lack of skills or abilities. No, my dear lady, it is their insistence on creating disruption and their ability to revel in nothing but death and discord, a defect that most certainly results from their lowly origins. During the wars of the Empire, they would take great pleasure in the thieft and torture of anyone who was unfortunate enough to cross their path. One of their culinary delicacies was Swede soup. Would you like the recipe? Take your finest parchment and your best quill and I shall give it to you, no doubt your head chef will be grateful. First gather one fresh turd from each member of your gang, mix them all together in a bucket and add water or urine to liquefy the mixture. Feed this to your chosen victim, until his belly is swollen and full. Then, once the lucky chap is replete, when he cannot swallow one more drop and his mouth can no longer contain the reux of his feast, jump up and down on his belly until his gut explodes... Do not hide your disgust behind your handkerchief, madame, I dare you to tell me that noble fighters like myself would lower themselves to such villainous behavior. Baroness, in the name of all the saints looking down on us, where do you think they recruit these assassins these days? It is quite obvious; they are taken from the darkest corners of New Jerusalem! The Council published a decree not long ago. Any armed man, condemned for crimes or felonies, will see his sentence commuted into a forced enrollment into one of the many infernal companies. The attraction of the Underworld is to these blades for hire like a bonfire is to moths. How easy it must be, therefore, to harvest these lost souls by the dozen, so ripe they are for the battlefields! Johann Hartig, the provost of the Protestant quarter, was recently telling me, and barely hiding his joy, that he was very relieved to see so many of his inmates traveling far, far away. No, madame, I refuse to be associated in any possible way with these abject beings. I am a noble swashbuckler, who may fight for glory, but who is proud to do so with flair and panache. At the very most, those rufans are merely a necessary nuisance. But alas Madame, I am your humble servant and at your eternal service...
UNlIMITED
14
4 2 3
2 0
Hits Damage 1 3 2 4 3 6 4 7 5 9
COMMAND -
97
THE DEMONS
he Demons
As I begin to write these mediocre lines, I realize that we Demons are succumbing to rather unpleasant notions. Angra Mainyou has appointed me as his ofcial chronicler, as if eternal beings needed to leave behind some kind of written legacy as the mortals do. Could it be that their world has such an inuence over our own that it can make us forget the very essence of what and who we are? Writing is the sign of temporal reign, it recounts histories and presents facts. That is a habit for mortals; it has no place in our empire. Where could this need to give our own version of events have come from? Could it be that that, now that Hell has been revealed to humankind, our unsavory immortality is subject to doubt? That would truly be the worst of all fates... Admittedly, it may seem to the observers eye that - compared to the mortal souls that sometimes travel long distances through our lands - we are but mindless beasts, performing tasks whose meaning has long been forgotten. On the contrary, I like to think that our archdemon has the true vision of where we are heading, and that we Demons are not just dark piles of esh, wandering the circles with no real purpose. Those few roaming souls, like us, are dead; however they are able to retain the aspect of their living body, their memories and the remembrance of the inheritance they have left behind. They have their own consciousness that they bring with them from the Old World, but they are also able to learn our own customs and use them against us if such is their wish. Les enfers se moquent de ces intrus: ils ne leur The Underworld cares not for retaining these intruders: they do not belong to it, so it lets them venture through Hell as they please. While doing so, they study us and have managed to pierce secrets that we ourselves had never even dreamed existed. And as they do, they reveal us to ourselves, and that in itself may be the beginning of this tragedy. These souls hold up a mirror to our own miserable condition. Do we have a conscious self, a goal, anything that sets us apart from one another, aside from our names? And even that is no certainty. Most of our kind are never even given a name, that is how completely meaningless their existence is. Can I say what happens to the souls of the dead when they become part of our dark home? I do not have the faintest idea... Oh, of course they will become a damned one or a lemure or both, but in which order? And by what unpleasant process? As for myself, am I a Demon, born from the very essence of chaos itself? A former mortal who has clim-
bed the social ladder of the spiritual hierarchy? And what of these false titles of nobility over which we Luciferians are continually squabbling? All this is perverse parody of the valley of tears from which we draw inspiration from, the waters of darkness that border our land. Well, there is a simple answer to all these questions: we Demons do not need to know, we need to punish. That is our task. Let them try to discover our secrets, if that is what they desire! Now, back to the tragedy I was speaking of: let us recount the history and present the facts... It is a quest for their origins that the good souls and the occultists came to pursue our knowledge, after their death. This strange vanity has yet to meet its just punishment... Some of them may be in store for a surprise when they go knocking on the doors of the Kingdom Above... Although I have no idea of how it happened, I think that these travelers played an important part in the opening of the gates to the living. Unless Hell itself was just so full of sinners that it nally bust its own gut once and for all... Is there not, in the land of the living, a single pure soul to show them a less painful road to tread? Is vice the only truth they know, that they must come down here to seek their God? In any case, I am adamant about the link between those rst god-seeking souls and the war that now rages all the way to the heart of the Nine Irises. The spirit of man has never stopped seeking its own damnation. Their multitude needs neither prophet nor warlord to work together as one towards that goal. Let us consider the example of the most recent arrivals... Before they arrived here, they were slashing each others throats for the sake of their souls salvation. In fact it was most certainly that which triggered their fall to the Underworld. And now, they ght together surrounded by vice. But my lambs, what use can it be to you, to make Hell an annex of your own kingdom? Do you really nd the temperature down here so pleasant? I must admit that, when facing them, our martial skills seem quite rusty. They have caused quite a carnage among the Demons of Kohut, with no more effort than that of a Sunday afternoon stroll. No, there is no reason to hide that disastrous episode. Their contraptions of death have sent many of our number back to the Abyss. It seems that the damned have lost all sense of pride and irt with the bullets like a ery young girl playing with her little puppy. We could sh a soul out of Limbo that would quickly give up the secrets of these tools of destruction... But when you have such weaponry, why not set up a workshop on the banks of the Styx and strut about dressed like cheap whores? See how, in just those last few lines, the comparisons to their world are more and more frequent. Taking example from them is most certainly not a good idea,
99
FAcTIONS
unless we Demons want to end up as sweet little choirboys, and our forked tongues barely good enough to lick a bishops backside. They have stolen the best bits from us, both in close and ranged combat. And up close they inict upon us all their Christian charity with the point of their steel; hardly a glorious moment for our troops. What has become of the fearsome legions of Hell? Oh, there they are: lying at the enemys feet. Enhancing their opponents bravery with their cowardly grimaces and giving them strength for their invasion plans. Not content with providing such feeble resistance, the demon lords were intent on proving to all and sundry just how pinheaded they could be compared to these newcomers. Rather than teaching the arrogant scum a good lesson once and for all, they hired their services to pester rival demons. Once their deed done, the living promptly turned their weapons against their foolish patrons, giving them in turn a tremendous lesson in diplomacy. And what can be said of our Infernal Ambassadors who revealed all too quickly the paths of the damned that lead to Thebes and Ampharaus, effectively the quickest way to lead troops on a widescale invasion. When one bends over and presents ones buttocks, one should not be surprised to wake up with a sore backside As I contemplate the extent of their ingenious trickery, I nally understand why they t so beautifully, after death, into our tableaux of eternal punishment. Oh, but the complexity of their schemes is hardly a credit to our own artistic talents. They plot paths of action that are sometimes most difcult to follow. We ourselves are merely plagiarizing the works of the masters, and clumsily at that. If there is still any need to clarify the long list of their many virtues, I should now mention the use they make of our damned. Once they have reduced the damned ones to slavery, they are sent to serve in the new Babylon the Westerners have built for themselves. They have managed to make a prot from eternal punishment, by introducing a new torture that had not yet been seen in our lands, and is so much worse than the sum of all those that we have invented so far: work. But I grow tired of talking about these puppets. We will soon see how far the Underworld can shove its turgid member into their tight backsides. Even stranger, and most certainly less showy, those who are called Saracens found a way into our lands many centuries ago, by successfully pulling off an authentic feat of alchemy. Previously, I wrote that the souls of the travelers, feeling independent of and above the rest in Hell, most certainly played a part in the rising numbers of intruders who seem to feel as much at home in the circles of Hell as if they were in their own mothers kitchen. I must say that I now wonder if one of them was not the cause of the success of this experiment. There is that ghastly old man who guides their troops and is looking for the Nine Irises. He probably thinks he will nd them lled with large breasted virgins. The poor bastard will be stuck with a stiff one for longer than he thinks. How shameful, at his great age, to still have the obsessive sexual appetite of a young shepherd humping a plump village girl. That shrewd old man and his lackeys opened up the portal and entered Hell while they were still alive and have hence escaped the effects of time. They had a rough time at rst, sending us offerings of greedy brigands who came by waves and raised the efs of Kohut to the ground time and time again, without ever growing tired of this sad form of amusement. The demons who call themselves our lords let them do as they pleased and found the whole thing quite comical... Well, they are no longer laughing, not since the Saracens demolished the efs of Ampharaus and are now pushing as far as Aussona. Their ranks are well disciplined, and they are surrounded by a fearful aura of spirituality. They roam around in small groups, therefore covering large areas, and they disappear into the shadows as fast as they jump out, attacking us, using routes that even we Demons dont know about. Now that is something to worry about. Their desire to nd the center of Hell is made quite obvious if one observes their movement. They move forever further inwards, and seem to have no interest in conquering our lands, but simply to gain control of the roads that allow their caravans to transport supplies to their troops. The Saracens have thus managed to slip the minds of our demon lords. They come and go as they please, only reminding us of their existence when, every now and then, they destroy a ef that happened to be in their way. In such a short time (a mere ve centuries, who would have thought!), they have managed to blend in as a necessary evil, less of a threat and more a kind of parasite with which we must learn to live. In fact, of all the miserable paupers who come begging at our gates, they are most certainly the most dangerous. Even more so because our recent indigestion of Christians makes a perfect diversion for them! But it is too late now for us to start a military campaign against such small fry... And as we must put up with them, it is more than time we returned the favor to the living. I cant quite fathom it myself, but it seems that Christians and Muslims hate each other so much that they prefer eternal damnation to any form of diplomacy. We really should nd a way to help them eliminate each other once and for all, by blowing on the hot coals of their mutual hatred... Of course, when we speak of the formidable progress of the Saracens into our lands, we are to assume that they succeeded in such a feat on their own. Oh no... They were supported by a handful of traitors who soil our faith by helping them.
100
THE DEMONS
Though I will name them now, it is to better forget them from here on. I speak of the Lost and the name is all I will speak , so futile is their very existence. Do not seek to know more or you will reap the wrath of the archdemons. I have already said, and I will repeat it as often as necessary, so far our performance has been perfectly mediocre. Admittedly, the Christians have some particularly sophisticated weapons of destruction, and the Muslims are guided and protected by ancient spirits. But is that any reason to let them ride us like cheap whores? The Underworld has the best swordsmen, for ours have indeed been waging war since the dawn of time... Be they dark knights who fell on the elds of pride, lawless assassins who hide among the rank and le, pagan barbarians driven by the rush of carnage, or great warriors built for destruction, who could resist such a hurricane of blades? We have horned ones who are much older still and who, in the heart of the struggle, feel as good as if they were babies drinking greedily from a giant teat. We have macabre heralds who create panic and confusion, servile souls that vomit curse upon curse, and even skinned vixens who could make a saints blood boil with a single ick of their hips. So, champions of Hell, how do you explain that these strangers have given you such a spanking? Have you developed such a taste for the enemys spiked plank that you bend over and stick your arse out for? No, what we are lacking is the presence of true warlords to truly lead the armies to victory. From the very beginning we have wandered in packs. We chase the souls of the dead, we drag them back to the lands of our lords, and we ensure they receive their punishment. We treacherously attack our neighbors, innitely dividing our forces with many a puny carnage and therefore working with great conviction against any possible notion of unity, because we dont care about it. This place has always been known as the Underworld, for it is not just a country, it is truly a vast world of its own. There is not just the one people living under one rule but several, and each one lives according to its own customs. So what? Is there really a High One up there who lets us do his dirty work, while our ungrateful masters watch over us? Hardly likely... But there is an angel, an angel who came to us. His purity is beyond a doubt; however, anyone can see he is rebelling. Like a crystal that, naturally, turns purple when it reaches maturity. Upon his coming, a dead silence fell over the Nine Irises, and the next minute, everyone was singing the praises of one single master, all one under the same flag. Well, of course, the general enthusiasm didnt last for long. But then we are not the kind to go over the top. We leave that to the bigots whose mouths prove to be the perfect echo chamber for our farts. One vision has become clear to our legion: Satan is our Lord, and Hell is his Empire. Yes, this fact may have slipped our mind a little... but our faith never falters. Send a lemure a thousand times to the abyss, and a thousand times he will return to nibble at your toes! After that, we all went back to our own pursuits, some returned to torturing the damned, others to their plotting and petty rivalries. Asaliah, the rebel angel, left to seek out the living. And following in her steps, throughout the circles, the glory of our master is sung. After her visit, other leaders appeared to us. For a start, there is Samael, who was hiding out here Below, Tsilla who has been haunting our pits, but others will come too... Maybe they will be of demon stock, for there are still a few Luciferians in our ranks who are made of captain material. Now comes the awakening. Our anger is pulsing like a putrid spot, and soon its quaking mass of pus will burst in the face of our enemies. Our beautiful angels will be the muses of punishment and of war. In their wake, the demon lords begrudgingly give up small infantry companies to the angels. They are mean and stupid, hanging on to their throne while their ef lies in tatters, as if they were hanging onto the nipple of a slashed breast. But our little kinglets are shaking with fear and would not dare to refuse to pay their tribute. Let us not heed their cowardice! Soon enough they will be sent back to the abyss to pay for their idiocy, and we will crush the indels under hoof, for nothing will be able to withstand our glory. Thus, organized in small companies, our Luciferian troops await the strict command of our demon beauty. First, we must count in a few of those shapeless lazy bastards, completely useless for anything other than harassing the enemys arse, a position in which they excel as sword-fodder. Meanwhile, the Damned Ones of Wrath will be dealing out pain and misery, with the help of our horned ones, their tongues as quick and strong as their claws. And to complete our martial portrait, we will quite probably nd a succubus on our way, to provide some groaning esh and whip up an orgy of virile moaning. This is the basis for Asaliahs tactics when she leaves on campaign. These detachments should hold their positions, ready to follow their divine muse. They are warned: they must not move except upon a direct order from their superior ofcer, they must wait for her to come. Indeed, who can tell what crazy ideas might come into their heads along the way if they are left to their own devices? And without a leader, if they were unfortunate enough to stumble upon the enemy, it would be yet another defeat to add to the long and painful chapter of our best thrashings.
101
FAcTIONS
Asaliah knows all the secrets of Limbo, she can travel through it easily and appear immediately wherever she pleases to face whatever menace may appear. Therefore each company must be ready to march on the enemy as soon as our warrior angel appears to them. There are many fronts, many challenges that Hell must undertake to re-establish its supremacy. Our rst targets are those exploring companies of Christians, whose presence interrupts the peaceful torturing of the damned souls. Some of them are becoming familiar to us; some warlords stand out from the crowd and as their fame grows, so does the morale of their troops. It will be less useful to outright vanquish them in combat. Rather, we must thrash them repeatedly on the battleeld for all to see. Now that will demolish their amplied reputation and lose them the trust of their peers and underlings. Let us nally show a bit of resistance! Since we, in effect, gave them the roads to Thebes and Ampharaus, let the humans keep them Our forces must re-conquer the plains of Kohut, preventing New Jerusalem from growing any further. They want to move so quickly, always looking to nd out what lies further in, always seeking the Prima Materia. As they move further in, they will nd the Saracen caravans and I say let them. We will have reunited two very dear old enemies. All we need to do is sit back and count the points as they massacre each other, and then take the victors as we plow on through their weakened defenses. As for those indefatigable Muslims, we can use the same strategy against them. Let them straggle out as far as possible in a thin line. If they persist, they will end up facing the hordes of the Nine Irises with a greatly reduced vanguard and behind it an army dispersed in small companies separately holding defensive positions. Ah, I can already hear the cries of distress that will accompany their inevitable defeat... Well, if the archdemons havent all killed each other by then, that is. Our martial superiority is beyond a doubt, we have in our ranks the best killers there are, the most stubborn and the most infamous. Nothing can stop them, not even the horror of their own souls. We could even surprise the enemy with a few exotic delicacies, for, in addition to the multitude of two-legged war machines, we have in our abyssal pits tempting treasures of subtle butchery . Hell has now found its captains. And the agonizing screams of the living will soon rise from the battleelds. But I am forgetting the essential. As I continue this bitter story, written without a single ounce of talent, I become more and more aware of the destiny that Angra Mainyou, the Archdemon, intends for this work. By giving in to the easiness of written histories, we are slowing to the pace of the living, the poor sadness of the vain who believe they can do as they please as soon as they pick up a quill. One could think that such a weakness is a sure sign of our impending doom, that we have been decayed by their vices, our nature corrupted by their customs which have sapped our very strength. On the contrary, we only seem to have surrendered, so as to better turn our enemies vile habits against them. They force their manuals down our throats, painting us as the evil ones just to improve their unity. But does it not take the greatest of all the evils to come down here and kill the dead a second time? We really would have our task cut out for us if we were to weave as great a web of deceit as the one that their texts have already created. These few lines should serve to remind us of our need for this dark alliance and cause us to raise all blades in a chaotic rhythm, so that they may fall as one on the heads of preachers everwhere. And throughout our lands, may all our dark souls know that there is only one master, one chant, one faith. Treaty of devotion for the use of the Forked ones, Abaadoth, Grand Chronicler of the Nine Irises.
As I wandered through the Limbo, I could still hear the high-pitched sounds of the inner circles that came to me in waves.
102
THE DEMONS
CHARISMA
ORDERS
A NGELIc INSPIRATION Active 3 permanent CMD Unique Asaliah and all of her allies each recover 8 LP. VAE SOLI V AE VIcTIS R EGENERATION AuRA
Evil Gaze Hits Damage Gaze 1 Slowed 2 2 Stunned 3 Life Drain 2 4 Immobilized 5 Consumed (fire 2/5)
AURA
Permanent 6 Fathom Radius Inclusive Satanists Satanist units within this auras area of effect recover 1 LP during each Upkeep phase.
PLAGuE OF THE BELIEVERS Vanished Targets a single unit in contact with the lemure. The target of this spell takes an amount of damage equal to twice its FTH, PR is ignored. NuASEATING CLOuD Vanished This spell creates a 3 fathom radius scenery element centered on the lemure that lasts for 3 turns. The element is Radiant (Consumed (Poison Durable 2/5)) and completely Opaque. POSSESSION Vanished Targets a single unit in contact with the lemure. The target of this spell becomes Controlled. The target can cancel this effect by rolling a number of dice equal to its FTH stat and scoring at least one 5 or 6. If the targets FTH is 0, then a single dice is rolled and only a 6 is a success.
SPEllS
103
FAcTIONS
ORDERS
4 COMMAND
MAN-AT-ARMS REGENERATION 2
SAmAELS CHOSEN ONE During the Upkeep Phase, Samael may choose a unit from his company. Until the end of the turn, any time the chosen unit is dealt damage, Samael may choose to take all or part of the damage himself. If he does so, his PR is not taken into account. Samael cannot take more damage than he has Life Points left. This order cant target an Invulnerable model. M ARTIAL MORTIFIcATION Active 1 CMD Unstoppable Samael takes 3 damage, PR is not counted, when he uses this order. Samael and all his allies gain +1 CBT until the end of the turn. ULTImATE SAcRIFIcE When Samael dies, all his allies recover all the Life Points they have lost. In addition, his death does not cause his company to lose any CMD at all. VAE SOLI VAE VIcTIS
70
104
THE DEMONS
UNIQUE
40
SATANIST
A HEART BEYOND REPROAcH Free 2 Permanent CMD Unique Tsilla immediately moves, ignoring terrain, control areas or other units, and without triggering any reaction from any enemy units she is in contact with, to anywhere she chooses on the battleeld. Tsilla must be placed in clear terrain, and she cant be placed in an enemy control area or in contact with an enemy unit. VAE SOLI VAE VIcTIS
ORDERS
AURA
AuRA OF cONScIENcE Permanent 4 Fathom Radius Units within this auras area of effect suffer a penalty of -1 FTH.
SLANDEROuS INJuNcTION Vanished Targets a single unit in contact with the lemure. The unit immediately becomes Stunned. This spell has no effect on Troopers. CRAWLING CROWD Vanished Daggers Hits Damage This spell creates a 3-fathom radius scenery elePiercing 1 1 ment centered on the lemure. Every model within 2 2 the cloud when it is created takes 2 Damage, igno 3 2 ring PR. The element is Deadly. Demons and Dam 4 Stunned ned Ones are immune to the effects, and terrain 5 3 created by this spell.. SON cRAcHAT Vanished 105 Targets a single unit in contact with the lemure. ASE EGUlAR The target takes 1d6+1 damage, ignoring PR.
SPEllS
B : R
FAcTIONS
66
7 MOvEMENT SHOOTING SKIll COMbAT
5 COMMAND
DONT SEE! Free 2 CMD Once per action phase Eurynome can target any Independent or Trooper unit. Until the end of the action phase the target treats all enemy units as if they had Discretion 3. The same unit cant be targeted twice consecutively. DONT HEAR! Free 1 CMD Once per action phase Eurynome can target any Independent or Trooper unit. Until the end of the Action phase the target gets Maverick. The same unit cant be targeted twice consecutively. DONT SPEAK! Free 2-3 Permanent CMD Unique Eurynome can target any Independent or Ofcer unit. The target cant give orders until the end of the current Action phase. Orders already given continue working normally. The cost for this order is 2 permanent CMD if the target is an Independent, and 3 permanent CMD if the target is an Ofcer.
ORDERS
106
THE DEMONS
OBEY! Free 1 Permanent CMD Reaction This order is the same as using a Vae Soli order, it has the same timing and you cannot combine this order with a Vae Soli order at the end of the same activation. This order allows Eurynomes controller to decide which unit their opponent will activate next. VAE SOLI VAE VIcTuS
DEATH BEcOmES HER Permanent 3 Fathom Radius Demons and Damned Ones (Immune) During the upkeep phase, units within this auras area of effect take 2 damage, ignoring PR. Demons and Damned Ones are not affected by this aura. R EANImATION Permanent 3 Fathom Radius Troopers Trooper units that die within the area of effect of this aura, are returned to the game in the spot that they where killed, under Eurynomes control, as demons, with 1 LP. A Trooper can only be reanimated once per game. A reanimated unit follows all rules normally other than being controlled by Eurynome, having 1 LP, and having just entered the game.
AURAS
107
FAcTIONS
26
3 MOvEMENT SHOOTING SKIll
5 COMbAT 3 DEfENSE
HOSTILE SuRGERY 1 Permanent CMD Unique When an enemy unit is killed within 8 fathoms of Foulques, this order may be used. If this order is used, Foulques gets +1 MVT, +2 CBT, +1 DEF, and +1 FTH from the beginning of the next upkeep phase until the end of the game. This order cant be used when a lemure or Devoured unit is killed within 8 fathoms of Foulques. Handsaw Hits Damage Slashing 1 Life Drain 2 2 Life Drain 3 3 Life Drain 4 4 Life Drain 5 5 Life Drain 6
ORDER
108
THE DEMONS
A NEuRYSm SIDE-EFFEcTS You may decide to have Jinx take 1 damage, ignoring PR, to exempt a friendly units aura from its Aneurysm Auras effects for the turn. For each aura affected by Jinxs Aneurysm Aura during any Upkeep Phase roll 1D6. For each 6 rolled, Jinx takes one damage, ignoring PR. If Jinx dies due to this order, affected auras still will not have any effect that turn.
ORDER
A NEuRYSm AuRA Permanent 8 Fathom Radius Cumulative Mentalists (Jinx Immune) At the beginning of the Upkeep phase, Jinx prevents all other auras within this auras area of effect from having any effect for the rest of the turn.
AURA
109
15
FAcTIONS
INfERNAl AMbASSADOR
INDEPENDENT DEMON MAlE SATANIST
(LUCIfERIAN) 5 MOvEMENT SHOOTING SKIll
Horns, fur, hooves and forked tails. It is said that the horned ones were among the first generations of beings to populate the lands of chaos. Being beast-like, libidinous and argumentative, they naturally formed hordes whose only ambition was futile squabbling. As herds of blind demons roaming the lands Below without any form of doctrine, they finally tired of the poor reputation they had established for themselves and became most devout Luciferians. From that point onwards, they put all their energy into proving their unquestionable zeal to the demon lords, and so the tasks the horned ones were given became more and more honoric. And so it came about that, since that time long past, they have been messengers to the cults of the valley of tears, the land of men. If I am to believe the souls of the good that travel freely through Hell, our ambassadors have widely indulged in earthly pleasures during ceremonies named sabbath. Let us not dwell on the orgiastic details of their deplorable exploits: they merely conrm my suspicions about the veritable behavior of the horned ones. Discipline is indeed a stranger to their plans. They give the impression of being loyal servants only to be able to reap the benets of their status, and artfully use the arts of deception and lying. Since the living began to invade our lands on a regular basis, the demon lords have taken to sending an ambassador to each company. This has become a fashion that everyone seems to have succumbed to since lord Xaphan sent one of his own to convince the Living to ally with him to defeat one of his rivals. Indeed, the ambassadors do have the merit of enjoying the diplomatic phases of battle, whereas most of us like to immediately express the more bloodthirsty side of our personalities. However, when given a chance at a massacre, the ambassadors will willingly practice the most ancestral and bestial art of warfare. They gut and slash freely, spreading confusion, bringing aid to their allies, pain to their enemies, and glory to their master. I think we can safely say that if these beasts put so much effort into the battle, it is because, more than any other consideration, they thoroughly enjoy taking part in a good carnage. Indeed, I have yet to meet a demon lord who would nd any reason to complain about the services of an ambassador. However, loyalty only has merit when it is in spite of pain and suffering. Aside from a shower of compliments, the horned ones do very little to glorify their masters, and their vows of delity have in no way changed their old customs. Pah! Anyone can claw at their own chest and snort pestilential vapors while swearing to be faithful... Long ago, they would roam in herds and squabble between themselves. Nowadays, they have joined the band and do their squabbling on behalf of their lords. If we let them, they would sell an archdemons throne to the Pope, purely out of taste for discord! Aabadoth, Grand Chronicler of the Nine Irises.
ORDERS
BODYGUARD TERROR
LIMITED 2
TREAcHEROuS INSINuATION Free Variable Cancel the effects of a Vae Victis or Vae Soli order before they happen. This orders cost is equal to the cost of the Vae Victis or Vae Soli order that was canceled. UNDER HIS PROTEcTION Passive 1 CMD Against the next attack that causes at least one hit to him, the Infernal Ambassador gets Resistance 4 against one of the following damage types, blunt, slashing, or piercing. This choice must be made when this order is given. If this order is already affecting the Infernal Ambassador and it is used again, then the effects arent cumulative and the chosen damage type is changed.
BASE: REGUlAR
30
110
THE DEMONS
LIMITED 3
41
I TOLD YOu SO... If the Great Damned one of Pride that the Damned One of Pride is associated with is killed, he becomes Brave until the end of the game. AuRA OF RASHNESS Permanent 6 Fathom Radius Allies Allied units within this auras area of effect get a bonus of +1 CBT. AuRA OF DENOuNcEmENT Temporary Active 8 Fathom Radius Instant An ally and enemy unit. Target an enemy unit within this auras area of effect and the Damned one of Pride or an allied unit within this auras area of effect. Until the end of the turn, the targeted enemy unit treats the targeted friendly unit as though it has the Attraction 6 ability. Rant and Slap Hits Damage Sound 1 1 Penetrating Strike 3 2 Slowed 2 3 Stunned 4 Pain 2 111 5 Immobilized
ORDER
MENTAlIST
MOvEMENT 4
AURAS
DODGE 2 RUNAWAY
BASE: REGUlAR
FAcTIONS
ORDERS
This order can only be given when the Great Damned One of Pride is engaged with only one enemy unit. The Great Damned one of Pride and the unit he is engaged with, hereafter referred to as duelists, enter into a challenge of mortal combat that can only end with the elimination of one of the duelists. Duelists cant engage with other units, and other units cant engage the duelists. Neither duelist can retreat. Duelists are immune to any effect which may force them to break contact, except for effects generated by either duelist. If contact is broken due to an effect generated by either duelist, then both duelists must attempt to reestablish contact during their next and subsequent activations as thought the other duelist had Attraction with an unlimited range. The
Hits Damage 1 4 2 5 3 7 4 9 5 11
effects of this order will last until one of the duelists is killed.
If the Damned one of Pride that the Great Damned One of Pride is associated with is killed, he becomes Brave until the end of the game.
THE DEMONS
Hits Damage 1 4 2 6 3 8 4 10 5 12
113
26
LIMITED 2
FAcTIONS
MOURNER
INDEPENDENT DAMNED ONE FEMAlE SATANIST
(LUCIfERIAN)
Theres nothing like one of these beautiful young women, with their features sculpted by tears and sorrow to bring to your troops a sense of morbid arousal. It is said that up Above they make such a racket during funerals that the priests can no longer hear themselves preach the word of God... As if by celebrating the dead enough at their last earthly feast, the Creator himself could be forgotten. On the other hand, down here, it is generally assumed that they gained their rank among the damned by committing infanticide. Such an act could seem strange and unnecessary, given the number of brats who die without the need of a helping hand to push them into the afterlife; however one might be forgetting that the visible symptoms of a life of lust can sometimes require the most brutal of remedies to avoid public shame. There we have it! A past life of carnal sin would explain why these damned ones arrive here with such charming features, for they undoubtedly betray the cause of their disgrace. However, I must say that I only half believe that theory, if only because of the great number of weepers I have spotted randomly shing unbaptized newborns out of Limbo. That is the point that gives credibility to their position as representatives of eternal sorrow. If child-murder had been their sin, then they would have been naturally tted with the appropriate accessory upon joining our companies, instead of having to rummage through the Abyss for one. On the bleak plains of our cursed lands, the wailing cries of a weeper are enough to launch a chilling, united attack on the enemy. Their morbid songs awaken the primeval fears of mystery and the unknown that every living being hides deep inside... In their minds appears the fickleness of fate, who strikes down the innocent child and allows the bloodthirsty tyrant to grow fat and rich until he is quite senile. Soon their souls are crying as one about the injustice of the world and Gods lack of compassion. Does He need to let misfortune strike blindly in the land of men to remind them of his infinite love? In the time it takes for a shiver to run down his spine, the warriors faith is shaken. It is too late to get it back. The fleeting feeling of rebellion against the Lord has run through his soul and is immediately followed by the guilt that lls his heart. The weeper therefore feeds the cycle of primal fears with her song. From then on, the guilt leads to the fear of divine wrath, the fear that something bad may happen, that bad luck may not be avoided this time around, and that this battle may be the last. The hand falters; the steel can no longer nd its target. Besides, why should the sinners even hope for redemption or victory, if the tiny, lifeless body of the innocent is lying in the dust down here in this pit? And there we have the greatest sin of these pretty ones: they portray grief with such talent that their act seems so much more important than the sadness of the real event itself. Abaadoth, Grand Chronicler of the Nine Irises.
MENTAlIST
4 MOvEMENT 3 SHOOTING SKIll COMbAT DEfENSE
AURAS
AuRA OF LAmENT Temporary Active 8 Fathom Radius Lingering Luciferians and FTH 3 or more (Immune) Non-luciferian units with a FTH of 2 or less suffer a penalty of -1 SHS and -1 CBT while in the area of effect of this aura. AuRA OF SPIRITuAL VIcE Permanent Affects the Whole Battlefield Allies (Immune) Whenever CMD is spent to pay for an enemy units order, that unit takes a number of damage equal to the amount of CMD spent, ignoring PR. If they are paying for Vae Soli or Vae Vicits then they arent affected by this aura. If the enemy unit giving the order is killed by this auras effect, the order they are giving still happens normally.
LIMITED 2
17
114
BASE: REGUlAR
THE DEMONS
SUCCUbUS
A company of Saracens had set an ambush for my men on the crest of the hill. As soon as they hit us I was knocked off my feet and into the void. The weight of my armor pulled me on downwards and I rolled all the way down a steep incline, unable to stop my tumbling. I would have preferred to break every bone in my body and die then and there. For in my misfortune, I had fallen into a dark pit that led all the way to the heart of Hell, or at least into one of the most abject holes of its vice. There, spread out on the ground, lay a dark beauty, so scantily clad that not one detail of her anatomy, her round, rm curves and her perfect waist, could have escaped my gaze. Her hips were designed to bear children, however she used her features only to defy the Lord with her debauchery. On seeing me, she turned to strike an animal pose, never taking her gaze from me, so full it was with carnal desire. Her sighs of pleasure were harassing me so, that my heart began to beat with near-deadly speed. She was pleasuring herself with the handle of her barbed whip, and this was what was causing her cries of pleasure. The whip was wound around her neck, her body and her thighs, burning her esh to bloodshed. It seemed to have a life of its own, the louder her cries became, the tighter the dark barbed lash wound itself around her. All around her, damned ones were gazing upon this forbidden tableau, enraged with frustration. Each one of them was held at a distance by a chain that wound around the base of their manhood. The chains held them at a distance as they strained to try to touch her, their frustration and desire mounting. Suddenly, the temptresss body stiffened, and she made a great play out of it, pounding the ground with her fists like a herd of demons. Though the nish of the scene brought the damned souls their relief, their eyes remained haunted and their expressions slack jawed. A smile of pleasure spread across her face, though her cruel expression never left her. I ed from that horrible temple of lust, followed only by the echoes of their tormented moaning. But if my body has returned intact from that place, my soul remains its prisoner. I feel I have become the slave of that vision and I can no longer find a moments peace. I have tried every woman in every brothel in the city and have found no cure. I have gelded myself, but the pain has done nothing to remove the source of my lust. It has only increased my fury. After that I paid a brigand to cut off both my hands. But now I merely slam my head against the walls in a mindless movement, as if I was one of those chained souls. If I was to kill myself, I would undoubtedly be carried back there. Is there no hope of redemption for he who has met the gaze of the corrupter? Father, you must inform the council that the pure will soon become scarce down below if the beauties of Hell decide to march on New Jerusalem. They represent the worst of what is buried deep in the hearts of every male being who believes he walks in the light of God. Anonymous tale gathered in confession and noted in the diary of Father Rogeas.
LIMITED 3
29
SHIELD OF LuST Passive 2 CMD Until the end of the turn, the Succubus is DEF 6 against all Male enemies in close combat. DEmONIc FuRY Active 2 permanent CMD Unique Until the end of the game, the Succubus gets +2 MVT, +2 CBT and +2 FTH.
ORDERS
COMMAND 1
115
BASE: REGUlAR
FAcTIONS
14
Anonymous tale gathered in confession and noted in the diary of Father Rogeas.
FURY
116
Grafted Weapons Blunt & Piercing Or Piercing & Slashing Or Blunt & Slashing
Hits Damage 1 3 2 4 3 6 4 8 5 10
THE DEMONS
ObESE FORM
2 3 6 0 3 2 -
6 5 4 0 8 2 -
MOvEMENT SHOOTING SKIll COMbAT DEfENSE PROTECTION LIfE POINTS FAITH COMMAND
UNlIMITED
TRANSFORmATION (NORmAL FORm) (After having devoured an enemy Damned One of Gluttony, Obese Form) TRANSFORmATION (OBESE FORm) (After having killed a devoured enemy Damned One of Gluttony)
Gaping Mouth Hits Damage Absorption 1 4 Normal Form 2 2 + Stunned 3 Devoured 4 6 5 7 + Stunned Gaping Mouth Hits Damage Absorption 1 3 Obese Form 2 5 3 7 4 9 5 11
117
17/0
BASE: LARGE
FAcTIONS
BASE: REGUlAR
Attached Weapon Blunt Or Piercing Or Slashing Hits Damage 1 2 2 3 3 5 4 7 5 9
UNlIMITED
13
118
THE DEMONS
FlESH DEMON
Sometimes, upon a battleeld abandoned by the survivors, the rotting esh can return to life. Some say that this is the part that the souls of the damned leave behind when they enter the Abyss. A pound of flesh, if you will, that the Underworld reclaims to pay for their accommodation... The bloody mass assembles itself without any form of organization, into a gigantic shapeless blob. This is how our accursed land gives birth to its own illegitimate offspring, born from pain and from horror. As soon as it is assembled, this machine of skin and guts reaches maturity. It can come and go independently, and will obey orders with the diligence of a bastard son trying to prove his worth to a spiritual father. In fact it is true that one should not speak too closely to this particular demon, as it is most difcult to distinguish its mouth from its anus. Obviously, any mistake in the matter will trigger general hilarity among the present company and even the most learned doctors do not dare attempt to do so. Besides, no-one has ever been able to clearly establish whether these buggers possess these two orices or if they only have the one that serves both purposes. Therefore, when dealing with one, it is preferable to avoid speaking with any unnecessary formalism. Especially as they seem to have an instinctive gift for knowing exactly what needs to be done in every situation. Almost as soon as one gains consciousness, it will go running off after runaway damned ones, hunt out the Lost, or harass the invaders. It is a good guardian of the lands of Lucifer, especially as its atypical shape hardly makes it able to negotiate, and in consequence, it is impervious to sterile plotting. Does it have a soul of its own or is it just a composite incarnation of the memories that the living leave behind while they are being torn apart? Yet another question that has no answer... For this reason, when the time comes for accomplishing complex tasks, such as an ordered martial maneuver, there is no point counting on one of these demons to take any initiative. Just set it upon the enemy and let it do what its best at. Send it into the wake of the rank and file, and its shape and stature will focus all the enemy artillerys attention upon it. Will you look at this abomination! It is as if the guts of a giant had been ripped out and given legs... That is enough to disturb, even terrify the invaders. Let their arrows rain down on our champion! Its flesh squirms and swells endlessly, healing its wounds quickly unless one knows the correct way to kill it. Come unto us, oh Demons of Flesh. You are the very guts of Hell, brought to life by carnage itself. You are the eternal left-overs of the banquet of horror held by the living on our own lands. Follow the paths and join our companies: you are, in the very heart of battle, the shield of the glorious Luciferians. Do your duty, go to the slaughter and spread your thousands of bloody pieces over the chaos of the mele. This is where you came to life, and it is here that the hand of the Master has guided you in haste. And as you slide down towards the void, honorless, the gap in the impious enemys ranks is growing. Their hands, mouths, ears, intestines, all their limbs, cut loose by the empire of our ying blades, are already mixing with your disgusting remains. Slowly, the sounds of clashing steel fall away into the distance. Who was the victor of this merciless butchery? It does not matter, for soon the enemys fluids, still warm from the spilling, will return you to life again. You are the incarnation of massacre sculpted into one being. Follow the echo of our war-songs! Come unto us, oh Demons of Flesh. Aabadoth, Grand Chronicler of the Nine Irises.
UNlIMITED
12
SATANIST
MOvEMENT 4
COMMAND -
119
BASE: LARGE
THE sARAcENS
he Saracens
The Secrets of the Old Man
Four centuries of Saracen presence in Hell. That is quite a long time. Imagine what the Old Man of the Mountain did when he found out that he was no longer getting older, but instead had as long as he could ever need to accomplish anything he set his mind to! A whole new kingdom lay before him, to discover and to control. Most important of all, he was now where no other believer had ever set foot, so close to The Truth. The gates of Heaven. There could be no other quest greater than this, for a believer such as Hassan ibn Al-Sabbah. Hassan ibn Al-Sabbah therefore sent his Hashishin to search everywhere. First in the lands around his new fortress, then further and further a eld. Hassan ibn AlSabbah meticulously collected all the information they brought back. This information constituted thousands of maps, reports, descriptions, and charts, as well as many studies on the ora and its medicinal or alchemical uses, on various types of Demons, and geological resources, including the Prima Materia. Hassan ibn AlSabbah immediately understood the importance of this material and started working immediately on mastering its use. All of his research and his many detailed atlases are stored in a secret library that occupies a whole wing of his new fortress. Every day, new reports arrive from every corner of the Underworld. Every day, the Old Man of the Mountain listened as his men read them out. After the rst century, Hassan ibn Al-Sabbah had a good notion of the different circles that make up the Underworld, he knew of the archdemons and fallen angels who rule over the main kingdoms, and of their political conicts. Still, the heavenly gates remained unattainable. Oh, there were traces and clues, here and there, but no proof. Hassan ibn Al-Sabbah then understood that he could not succeed in his task alone. He had to make contact with the inhabitants of this place. So he sent out his emissaries. Many of them never returned. Others returned with treaties and pacts, access granted to certain places, to certain information normally payed for with blood. Hassan ibn Al-Sabbah had plenty of spare lives to spend, with the arrival of the Mongols, then the Mamluks, and then the Seljuks. While these people where drawn to Hell in search of the Prima Materia and other sources of power and inuence, all these things were but distractions thrown out by Hassan to keep the fools busy while he pursued his real goal. One by one, the Muslim factions ventured out into the lands of Hell, little knowing that the Old Man of the Mountain had already sealed their fate with his local
allies. Even if they were to win their battle, their quest for the Prima Materia would condemn them for sure. After another century, a tough realization dawned on the Old Man of the Mountain: he knew the Underworld better than anyone else, but he was no longer making any progress. He was lacking something. Or rather there was something he had lost. The purity of his faith. Although he was still set on the same goal, he had lost the most useful of all tools for reaching it. It was at that time that Osman arrived. Witnessing his unifying charisma and faithful conviction, Hassan ibn Al-Sabbah realized that he would not be able to control this one as he had controlled Osmans predecessors. So he chose to serve Osman, for ghting him would only have brought about his own destruction. Of this he was certain. It was a time to make compromises... while he waited for the right opportunity. For that was indeed what the Ottomans were for Hassan ibn Al-Sabbah: an opportunity to continue his quest that had ground to a halt. The Ottomans brought with them new men, pure and honest, who were on the same spiritual quest as himself. The Old Man of the Mountain thought that among all this new blood, among all these holy men, surely there would be one whose faith was pure enough to fulll this quest. Hassan ibn Al-Sabbah would be right there behind him, to thank him, and immediately claim for himself that which he had been seeking for centuries. Hiding in his fortress, the Old Man of the Mountain waits and listens to the reports of his men. He bides his time. He has all the time in the world. He plots. He knows that one day the inevitable will occur, and he will be there. The Hashishin and the Nizari, while commited to their masters quest, are concerned with their progressive loss of inuence in the territories of Hell. Ottomans, indels, mercenaries, the coalitions of Lost Ones... Never before had there been so many factions, so many pawns on the chessboard. With these conditions, it was no longer simple to maintain the same level of maneuverability. Thankfully, the Hashishin still had plenty of secret knowledge that made them indispensable. But for how much longer?
121
FAcTIONS
An even greater evil was terrorizing the Muslim world, a world so eager for purity and immaculate faith: the evil of corruption. Let us go back to the beginning of this story. Alamut. The discovery of a gate that leads to Hell,the reign of the Prima Materia, and the development of alchemy. One morning, the Muslim world opened its eyes to nd a source of magical energy at its disposal: The Prime Materia. Everything became possible. From then onwards, men of letters became obsessed with collecting all the written works about magic, alchemy, and myth. They were collecting these things in an attempt to compile all of the useful knowledge about the subject of magic. One day, a great vizier, whose name was forgotten after his quick and violent death, came across an old tale from biblical times. It must have dated back to the times of King Solomon and the Queen of Sheba. The tale told of boxes... or of chests... or of some kind of holy ark... and of a curse that should not be awakened. The details of the story were somewhat unclear. The vizier met a strange end while his story was becoming the talk of scientic and alchemical communities of the Islamic world. However, it came about that one Sultan eventually gathered noblemen, adventurers and scientists to take part in an expedition to Abyssinia, the ancient kingdom of the Queen of Sheba, to follow the tales. Because the journey lasted for several years, the Sultan had given up on the whole thing and had returned home to count his piles of gold in his palace when a handful of survivors returned from the adventure with a treasure that made them extremely nervous. They refused to speak of it with anyone but the Sultan himself. The survivors showed him what they had brought back from a fortress that they had found hidden in the very heart of the wildest mountains, guarded by the ercest of warriors. They told him what had become of the rest of their companions. When they laid their hands on the treasure, they freed an abominable thing that should have remained locked in its prison until the end of days. On hearing their tale, the Sultan was struck with fear and decided, at the survivors request, to hide the other parts of the treasure in a safe and inaccessible place. Until he could nd such a safe place, the treasure was placed in a secret room of the Sultans palace. This could have been the end of the whole story if one of the surviving members of the expedition had not been contaminated by the thing they had set free. He stole all the pieces of the treasure from the secret room killing all the guards, the inhabitants of the palace, and the Sultan himself with some kind of violent poison that had been slipped into the food. That was the last that was heard of that treasure. Soon thereafter, a young Emir, traveling through a far away city in Persia, observed a series of strange cannibalistic rituals. He soon found out that they were part of a strange cult devoted to a very ancient and evil spirit. The djinn had incarnated himself in the body of one of the citys most powerful inhabitants and had converted many of the citizens to its own eating habits. Then it had moved on to possess another body. As they had no way of knowing behind which face the spirit was hiding, nor how far the cannibalistic contamination had spread, the Ottoman authorities decided to wipe out the whole city and its inhabitants without distinction, as the Ottoman Empire must remain immaculate and pure. The young Emir later discovered a strange wooden box in the ruins of the city, its seal was broken and it bore ancient inscriptions, most likely dating back to biblical times. The experts sent to inspect it remained perplexed . All except one who had previously held a box similar to it, one of King Solomons treasures. He knew well the meaning of the broken seal. Someone had set free one of the evil djinns that Solomon had imprisoned in the chest. It was also more than likely that other chests stolen from Solomons treasure had also been opened. The Emir brought this to the attention of the highest Ottoman authorities. Inspectors were sent out far and wide to locate the fteen stolen boxes and attempt to detect any behavior that could indicate the presence of one of the djinns. Another atrocity was soon uncovered in a city in Libya. In this city, its inhabitants were completely given over to the pleasures of the esh. The Ottomans puried the place with re, and the inhabitants, locked behind the city walls, were either asphyxiated or burned to death. Another chest was found there. Some if the inspectors found the trail of one of the survivors of the ill-fated expedition, probably he who had slaughtered all the inhabitants of the Sultans palace. The man had become a very powerful vizier, one of the ten most important people in the state. He had left for the Underworld... And there he disappeared. That was the end of the trail of stolen chests. Since then, the possible opening of another box is a constant source of concern for the Empire.
122
THE sARAcENS
as the Zakat, the charitable obligation; one of the pillars of Islam, but the theoretical and theological debates are going nowhere. In fact, this crusade seems to create debate everywhere. Everyone is talking about it: from the Berber caravan driver to the Arab sherman on the Red Sea to the Turkish artisan. There is no conversation between friends or family that does not speak of the crusade with enthusiasm and hopefulness. Artists, poets and actors travel the towns and villages to tell the tales of the wars of the Underworld. Every popular song speaks of it. Still, every substantial donation towards the funding of the crusade is greeted with a collective prayer of thanks at the mosque. Some are even prouder of their donations for the crusade than they are of having completed the Hajj, the pilgrimage to Mecca. Many young Muslims rush to the recruiting ofces to sign up for the armies Below. The demand is such that the candidates are submitted to a strict selection process. Every young Muslim hopes to be the rst to meet the One, or to open the gates of Heaven (with the added pleasure of having slaughtered a few demons and indels along the way). The whole of the Muslim population, Sunni and Shiite, from the Atlantic coast to the shores of India, is united by this crusade. It is a terric drive that crystallizes all the hopes of the population, as they wait for the great news: the rst encounter with the One. Another positive aspect of the crusade is the amount of riches that are brought back from the Underworld. With special concern for the Prima Materia that has now been in use for a long time in many domains. In addition, we also bring back plants, essences, and waters from Below. If the crusade in Hell is a spiritual quest that mobilizes and unites the people, the commercial activity that it produces has led the Ottoman Empire into something of a golden age, where social and religious peace now rule. of Islam means that its followers are more involved, more attentive to their faith. Whats more, the believers who depart for the Underworld (or at least, the vast majority of them) do so as if they were leaving on a pilgrimage to Mecca. They consider it as an act of faith, as their duty as a Muslim. The commercial opportunities that occur on the way are secondary. They go to explore (and to cleanse) the lands Below. And if they nd a treasure on the way, they take it. In fact, these riches and their exploitation are severely regulated. The Muslims who venture there have tremendous respect and fear for that which lies in Hell. Only available items are brought back, those that can be collected without the need for tool or machine. Exploiting the Underworld is quite out of the question. Hell cannot be treated as a land of Islam. Thus, only what is lying around can be carried away. This does reduce the range of exploitable riches, but it also reduces the corrupting grip of the Underworld on the Muslims who travel through it. Furthermore, the quantities brought back are rigorously recorded. Each individual is not permitted to return with more than a rucksack of infernal produce, and he must give thirty percent of it to the army before passing through the gate of Alamut back into the world Above. This percentage is then sold and the money raised goes to nance the upkeep of the military infrastructures Below: forts, outposts, caravans... In this way, no-one can really make their fortune in Hell. They can merely bring back enough to provide a little well-earned comfort for the veterans and their families. In fact, very few honest merchants will trade in infernal goods, even if the prots can be substantial.
123
FAcTIONS
brought back. They have elements in common with the ones found in the ruins of Ampharaus, but they do not refer to the great shining gates at all. The scholars think that these smaller structures may have been relays, stages on the road to the great city. But then, what was the purpose of the great ruined city? Are there others to be found, greater still? Other buildings with a similar architectural style - roughly fteen in total - were discovered later on in the circles of Aussonia and Thebes, although they were of much smaller size. There too carvings were found and brought back. They have elements in common with the ones found in the ruins of Ampharaus, but they do not refer to the great shining gates at all. The scholars think that these smaller structures may have been relays, stages on the road to the great city. But then, what was the purpose of the great ruined city? Are there others to be found, greater still? The most spectacular of these events are chance encounters with historic and great Islamic gures. There are three that have been authenticated by religious authorities. In Thebes, a battalion of dibukkim cleansed a nest of demons who were guarding some kind of necropolis. In its center stood a pyramid, and at its summit, a man was held prisoner. He was no other than Hussein the Martyr, son of Ali, the founder of the Shiite branch of Islam. The Martyr, having called for the eradication of evil, disappeared during the night. Next, a caravan came across Abdel Qader Gilani, Su master of the Qadiriyya, who offered to teach his members the art of ittihad, the total communion with God. Then he disappeared after the meditation. Finally, Imam Bukhari, who wrote the Sahih Bukhari, was seen by a group of Berber scouts inside a gigantic arch-shaped structure made of onyx, on the frontier between Ampharaus and Aussonia. The arch was covered in thousands of Kabbalistic signs. The Imam demanded that they be copied and studied. Then he disappeared. Undoubtedly a clue to be deciphered. However, so far, nothing has come from it. Other holy gures of Islam have reportedly been seen in various places, although only so much credit can be granted to these reports. the Hashishin and the Nizari can enter the fortress. Of course, guests are occasionally invited to enter if the Old Man of the Mountain wishes to see them but this is a rather exceptional occurrence. The other pivotal point of the Muslim occupation is Al-Aqsa, a city built in the circle of Ampharaus, near the passage to Kohut. The military staff of the armies currently active in the Underworld is based here. Although it includes a souk, a mosque, a hamam and a hospital, it is most of all a garrison town where the soldiers come to receive their orders, fetch supplies or spend their permissions. Unlike what can be seen in New Jerusalem, here you will nd no vice, no insecurity. Just a haven of peace... with all the material needed to wage a war. AlAqsa is also home to a circle of alchemists and a scientic laboratory that welcomes all scholars who journey to Hell for their research. It is also to Al-Aqsa that the bodies of the dead warriors are brought. There, they are prepared for burial in Islamic soil, in the cemeteries around Alamut. Indeed, a Muslim cannot be buried in non-Islamic soil. If a leader was to abandon the bodies of his fallen men, you can be sure that no Muslim will ever follow him anywhere again. And no one would blame them for it. Fortied outposts make up a regular network of halts for caravans and troops on the move. These outposts are designed to be able to resist a siege and house a full regiment. They are the nervous system of the Muslim occupation. Through them travel both information and supplies, and they provide an easily defensible safe place. They are spread out along the paths that lead to the passages between the infernal circles. In addition to these outposts, the Muslims have also established a system of nomadic camps that allow troops to patrol the dangerous areas and keep track of the movements of the infernal armies. These troops also patrol the roads used by the Ottoman supply caravans to assure their security. Beside Al-Aqsa, there are a few strongholds with elaborate defensive systems in Thebes and Aussonia. They all have ramparts, moats, a eld hospital, and a small mosque. During Ramadan, the troops on campaign take it in turns to come to these outposts for a day of prayer. They are usually also the ending point of the caravan routes until another outpost is established elsewhere in the circles of Hell. The Ottoman armies are very well organized, and their structured logistics are the base of their success in the Underworld. Not only is everything planned from a military point of view, but also from a religious one. Their soldiers are never short of physical food on a daily basis, but neither do they want of food for the soul. The Muslims are both soldiers and believers: ablutions, prayers, fasting... All these moments are planned as part of their daily routine. When a soldier arrives in Hell he is given a basic kit, including a small prayer mat, a travel-sized Quran (that can be slipped inside the belt
124
THE sARAcENS
or carried around the neck in a special pouch), a vial of holy water from Mecca (water from the Zemzem) and a key (the key to the gates of Heaven, a small reminder of the spiritual quest that drives them all). Even the traditions have been adapted to life below: it is difcult to turn towards Mecca for prayers when in Hell, where that direction is impossible to locate. So the prayers are performed in the direction of the nearest passage: logically, the quickest route if one was to set out for Mecca. In the same way, the bodies of fallen soldiers are never left behind in Hell. The only dark cloud in the sky of the Ottoman armies is the return of the veterans to Earth. When signing up, they can choose between a service of ten or twenty years, though most everyone signs a rst contract of ten years. However they do not grow any older while in the Underworld. When they return home after their service, everything has changed, except them. Some even return to nd their whole family gone. Those who are lucky enough to still have family feel very uncomfortable living with an aging wife and fully grown children while they havent aged a day. So they return to ght in Hell and stay there forever.
125
FAcTIONS
UNIQUE
5 MOvEMENT SHOOTING SKIll
ORDERS
THE ROLL
OF
MERcY
Passive 2 Permanent CMD Unique - Salh ad-Dn resurrects a muslim trooper that was killed previously this game. Put the trooper back on the battleeld within 6 fathoms of Salh ad-Dn. The trooper cant be placed within the control area of, or in contact with, an enemy unit and cant be in impassable terrain. The resurrected unit is waiting, can be activated later in the turn, and is treated as a new unit entering the game.
6 COMMAND
70
CHARISMA 2 FAST 2 FURY IMMUNITY (KNOCKED DOWN) LEvITATION
Telluric Waves Blunt Hits Damage 1 2 2 4 + Slowed 3 6 + Stunned 4 8 + Knocked Down 5 9 + Devoured
AWAKENING
OF THE
EARTH
Passive 1 Permanent CMD - All of the scenery that is in the same zone of the battleeld as Salh ad-Dn is destroyed. The entirety of Salh ad-Dns base
must be in the zone for the scenery to be destroyed. Scenery elements specically linked to the scenario that is being played arent destroyed.
T ELLuRIc MOVEmENTS
Passive 1 Permanent CMD - Target 2 free enemy units with the same sized base, within 10 fathoms of Salh ad-Dn. Swap the positions of the 2 targeted units. The enemy ofcer cant be targeted by this order.
V AE
SOLI
V AE
VIcTIS
AURA
EASEmENT
Permanent 10 Fathom Radius Muslims with 1+ FTH Muslim units with a FTH of 1 or greater within the area of effect of this aura, ignore the effects of the wounded state.
126
THE sARAcENS
NAZIR
IbN
May the Almighty, the Great One, be my witness: I, Youssef, soldier of the Lord in the lands of Hell, swear that there is no soul nobler or purer than that of Emir Nazir. Every day that Allah brings where I wake up in his service, I can find only praise for him. If today I am the arms and legs of the Emir, if I carry him on my shoulders from dawn to dusk, if I protect him from all dangers, that is for me the greatest of honors. I will personally cut out the tongue of the rst son of a dog who dares to say a foul word about this great man. I have served under the Emir since he arrived in Hell. We all knew that there was only one reason for his presence Below: to have the joy of meeting the First One by ghting against Iblis, as every devout believer should. He had already fought against evil back on Islamic soil. He had traveled to places barely touched by the teachings of the Prophet, to eradicate the lthy pagan cults to creatures of the Evil One. Already he sensed the presence of Iblis and that had only multiplied his faith in God. He understood that his mission was calling him elsewhere: Below. So he assembled his troops, selecting only the most devout among the devout. A body of only brave men, loyal and ready to ght. He chose his friends, his brothers, and their sons! Unfortunately, the deeper we ventured into the lands of evil, the more our sanity was tested by the scenes we were witnessing: Demons, Lost Ones, nightmarish creatures, obscenities, and more. Every time we lost someone for whom we cared the Emir wept! He wept until his eyes burned and every time he asked, How many more do we have to lose, O Allah? After a particularly bloody encounter that sorely tested our faith, the Emir feared he would lose his mind after all the horrors he had seen. He gathered us all together after the last prayer and told us of his decision. He asked me to sit at his right, and said: So as to no longer see in the darkness but the light of Allah, I will ask of Youssef, whose hand is steady and whose faith is pure, to burn out my eyes with my scimitar, heated until it is white hot. With a heavy heart, I accepted to do so. I was precise. I felt the flesh melt. Not a single cry came from the Emirs mouth. Just two words... Thank you! It was at that moment that I became his closest servant, closer than anyone else could ever be. However, all force and power is of Allah. To show his gratitude for the purity of the Emirs faith, God gave him another gift to compensate for the loss of his vision. From that day, the Emir has guided us, riding on my shoulders. Sometimes, he stops me by squeezing my shoulder and I shiver in anticipation: he can often sense attacks in advance. What he could guess before on Earth, he can now sense here in Hell and prepare the response like a chess player. Rare are the occasions where the enemy, be they demon or damned, have been able to catch us off guard. It is as if he could see what was going to happen. From now on, for him, the only priority is to preserve the lives of his men. He doesnt want to lose even a single one more. If ever any of us was to fall down onto one knee, wounded by the enemy, he will ask me to hurry him to their side. I will carry him to the injured, lower him down to their side, and Nazir will lean down towards them. A new miracle will then take place: a single verse of the holy book, whispered by the Emir will be enough to bring a wounded man back to his feet. Although I have witnessed this many dozens of times, I always have the feeling that it is the voice of God himself that speaks through the lips of our Emir. If the First One accepts to meet a single believer down here in the Underworld, I would wager my place in Heaven that He would choose to meet with Emir Nazir.
MOvEMENT 4 SHOOTING SKIll COMbAT 5 DEfENSE 3 PROTECTION 0 LIfE POINTS 16 FAITH 3 COMMAND 5
3 4 2
4 2
IN cHAA LLAH Active 3 Permanent CMD Unique Allied Muslim units, except Nazir himself, gain +2 DEF, to a maximum of 6, during the next attack sequence, except explosions or blasts, they are involved in. VAE SOLI VAE VIcTIS
ORDERS
127
38
FAcTIONS
UNIQUE
6 MOvEMENT
5 4 3
SHOOTING SKIll
2 FAITH 5 COMMAND
In the humid and stifling heat of the hamam, the women of the harem were taking care of themselves. Fatima, lounging by the side of the pool, called out to one of the concubines. Oda, by the One above, by the Almighty, have pity on our boredom. Tell us of the princess Layla. Again? she protested. May Allah be kind and spare me having to tell that whole tale again! Oh Oda, do tell! Please, Oda, please tell us the story! came the answering calls from the other bathers. Oda gave a weary shrug, admitting her defeat, and began her tale, a wide smile upon her lips. Princess Layla bint Suraya bint Javaira, may Allah watch over her, was a young lady, as beautiful and as sparkling as the stars in the heavens. Her eyes were like emeralds stolen from the most precious of all antique treasures, her skin was as soft as the silk of Alexandria, her ebony hair cascaded down over her fine shoulders, as light as the wind itself, and the sound of her voice as she sang was as clear and refreshing as falling rain on a baking hot day. Her mind was as remarkable as her body: in his great kindness, Allah had given her a sharp intelligence and an exceptional gift for the arts. She also possessed a deep knowledge of the Holy Scriptures and the most advanced scientific texts, as well as an innate mastery of the major arts of painting, poetry and music. She was courted by all the greatest and richest princes of the whole Empire. To the great dismay of her parents, there was only one dream in her heart: to emulate the greatest general of all the believers, the famous Saladin... Yet this was of course out of the question for a female, and a princess of royal blood all the more. After having cried, screamed and threatened to get her way, she decided to run away from her parents palace. Dressed as a man, she managed to fool the Pillars of the Faith who guarded the gates of her parents home. She then rode all the way to Baghdad, and lived a thousand adventures on the way, but I shall tell you more of them some other time, my sisters. When she nally presented herself to the recruiting ofcer, he made fun of her shape; too thin, too fragile. Her dream should have shattered there and then. However determination was greater. She wandered through the streets of Baghdad. Her feet finally took her past the barracks of Al-Jawad. There on the doorstep, a young nobleman was crying: his parents wanted him to enter the service of General Al-Jawad, but he wished only to become a poet. His family would be covered in shame if he did not fulfill his duty. Layla offered to take his place: thus, he could go and live out his passion of poetry, and she could become a soldier while his familys name was upheld and honored. He accepted her offer gladly and gave her his credentials before leaving with a light heart, reciting poetry at the top of his voice. Layla managed to keep her secret inside the barracks. Alone, the tale of the tricks she used to hide her true identity from her companions in arms would be enough to ll many an evening of story-telling. As she had done all her life, Layla once again stood out from the crowd. No other warrior could equal her mastery of the saber, no horseman could reach as symbiotic a relationship with his horse. So it was that Layla nally joined the staff of the great military strategist Akim Al-Jawad. Allah had blessed Akim with the same gifts he had bestowed on Layla, He had made him as intelligent as she was beautiful, as athletic as she was intellectual. He was loved by his men for his infallible loyalty and his tactics that always aimed to spare as many lives as possible. He was loved by all for his generosity which was most honorable as one of the essential pillars of his faith, and for his devotion to the glory of Allah which knew no boundaries. Many tales were already told of his exploits, both on the battleeld and in the bedroom. He came from an ancient and noble family that had unfortunately been ruined because of its misplaced faith in the goodness of human beings. Akim grew up along side those who would later become his soldiers, and this was probably why so few other generals of the Empire could claim to know their men as well as he. From his youngest years, he showed talent for ghting and strategy. At the age of twenty, he had already been noticed and was commanding a company of over one hundred men, at thirty he was leading over a thousand armed soldiers. Layla and Akim soon developed a master-disciple relationship. He taught her his most secret techniques and most surprising ploys, and passed on to her his instinct for war tactics. After a while, their relationship became more intimate, and they both felt attracted to one another. Unaware that his disciple was not male, Akim was most disturbed by his urges and feared that he had become a sodomite. Riddled with guilt, he sought to expiate his vice. One night, he sent Layla to deliver a message far away from the barracks, assembled his most faithful men and left for Hell to there purge himself of this perversion. He has not returned to this day. Upon returning, Layla was torn apart by worry, but she finally learned what had happened to her master. It didnt take her long to guess the reasons that could have led Akim to choose that course of action. She enlisted in the troops leaving for Hell, to search for Akim. After only a very short time, Layla was raised to head her own company and won victory upon victory. There, in the middle of nowhere, she stumbled across the man whose identity she had borrowed, the poet. His own lie had ruined his life, and he had fallen into a life of depravity and ended his life in a mad-house: for did he not claim to be a famous ofcer of AlJawad, while all the time he was dressed in rags and reciting impious poems? Death came to him as a deliverance. He began a new life in Hell as a lemure. As soon as he set eyes on Layla again, he became attached to her and taught her the spells that would allow her to control other creatures like himself. He was undoubtedly trying to redeem himself by continuing to help the princess to accomplish her destiny. In the end he disappeared again... into the jaws of a hungry panther. Nowadays, Laylas fame is such that she has nally revealed her true sex. The devotion of her troops has only risen. At rst, they thought they were in the presence of a houri, a holy beauty rendered into esh. Layla told them her story and they realized she owed her victories to her talent and her faith alone. Since then, she has traveled through more
58
128
THE sARAcENS
circles than many hashishin; she has met archdukes of Hell so far away that they do not even know of the human presence in Hell. Her wanderings took her to the frozen lands where no being, human or demon, could survive more than a few short hours; to burning lands so hot that a single breath of wind can set light to hair and clothing; to the darkest necropolises that are forever hidden from all light; to lands so evil and so beautiful that only the most fervent of believers can nd the strength of will to bring themselves to leave again. The warrior beauty seems to fascinate her adversaries, which leads them into the traps she sets for them with an uncanny ease. It is whispered that Akim died, killed by a demon lord. Layla believes that he has found the gates of Heaven and that he is there, waiting for her.
ORDERS
Active 3 CMD Unique An allied unit that has already been activated within 6 fathoms of Layla, is now waiting (yes this means that the unit can be activated again later in the turn). GREAT STRATEGIST 2 Permanent CMD Unique This order can only be given during the upkeep phase. During the following action phase, you decide which units will be activated. Even when your opponent would choose which model they want to activate, you do so instead. The dominant player still decides which company must activate a unit rst (though you decide which unit that will be), and you must alternate activation between companies as normal. Your opponent cant use Vae Soli orders or skip their activation due to being outnumbered while this order is in effect. You cant choose the enemy ofcer to be activated with this order, and your opponent may choose to activate their ofcer on one of their activations, if they do you cant overrule this. VAE SOLI VAE VIcTIS
PROOF OF DEVOTION
GRuDGE Residual As long as the lemure this spell was cast through is in play, all allied units within 3 fathoms of it get Arch-Enemy (Enemy Units) 2, as long as theyre within this spells area of effect. BOOTS OF LEAD Vanished This spell targets an enemy unit in contact with the lemure. The target of this spell suffers a penalty of -1 DEF until the end of its next activation. The target of this spell cant move during its next activation for any reason. no effect or ability can be used to move the target of this spell until the end of its next activation. BREATH OF LIFE Residual As long as the lemure this spell was cast through is in play, allied units within 3 fathoms of it get Regeneration 2, as long as theyre within this spells area of effect.
Scimitar Hits Damage Slashing 1 2 2 3 3 5 4 7 5 9
SPEllS
129
FAcTIONS
HUNTING EAGlE
TARIK / EAGlE
OffICER HUMAN MAlE ANIMAl ASEXUAl UNbElIEvER
Request from vizier Sidi Mohammed ibn Moktar: The vizier would like to bring to the attention of the council the despicable actions of an officer at the head of a company engaged in the lands of Hell. Indeed, Prince Tarik ibn Malik ibn Rushd is guilty of assassinating the Emir in charge of the protection of the city of Oman. The Emir had decided to forbid his stay in the city: the Prince and his men having a reputation for debauchery that had preceded them, the Emir wished to avoid the risk of compromising the morals of the city. He rode out to meet Tariks troops as they approached Oman, blocking their route. The Emir asked him to change his city of destination. Tarim answered that Allah alone could make him change his course, that there was not a man alive who could tell him where to go and anyone who tried was about to die. The Emir didnt back down, and told him that if it was Allahs will that he should die, then so be it, he was ready. The Prince answered that he too was ready. The Emir stepped forward to begin the duel and dropped dead after single thrust of Tariks sword, even though he himself was known as the best swordsman of the whole city. The garrison of Oman surrendered immediately. The Sultan gave up hope and handed the keys of his capital to Tarik and his men. The Prince threw the Sultan into his own dungeon. These events were followed by a week of troubles for the sultanate, during which vice and violence entered a seemingly endless escalation. Then a messenger arrived from Medina, announcing the arrival of an army sent to dispatch the Prince. Tarik and his men fled, having told the messenger that if his masters wished to nd the Prince they would have to search through Hell itself. For the arrogant duelist, who had not found a single man on Islamic soil who could prove a suitable rival, was now convinced that no son of Adam could withstand him, so he had to search among the demons for an adversary to match his talent. We cannot tolerate that any man, Prince though he may be, be allowed to violate the pillars of Islam and run to seek refuge in the Underworld to avoid punishment, feeding his frenzy for duels on the way. For all these crimes, the vizier demands the Princes head. The response of the council was as follows: The council has taken into account the request of the noble vizier. May he be aware that many other personalities share his views on the future of the Prince. Indeed, Tariks debt is considerable, and it is quite likely that he be destined to Hell himself, if Allah so wishes. However, he is still under tight surveillance. Though he is being watched, with Allahs protection, he has accumulated many victories in Hell, slaying many powerful demons with his own blade... As well as several indel leaders. In fact, the council has a collection of heads of the servants of Iblis that Tarik has sent back. The Prince also has one of the lowest injury and death rates for his company, for he ghts all his battles by dueling with the enemy leaders. This avoids many a useless loss of life, and is very good for the morale of the troops down Below. The council also has in its possession a signed promise from the Prince to not return to Earth until he has defeated every single archdemon and offered their heads to Allah. Until that day, or until he dies, Prince Tarik remains under the protection of the council. Excerpt from the minutes of the High Islamic Council of the Infernal Lands.
ORDERS
TARIK / EAGlE
4 7 4 2 12 2 4
1 1 3 6 3
70/0
Passive 2 Permanent CMD This order can only be given at the beginning of a combat sequence. Until the end of the turn, an enemy unit engaged by Tarik will have a DEF of 3 (Modiers wont change this).
C RITIcAL HIT
MOvEMENT SHOOTING SKIll COMbAT DEfENSE PROTECTION LIfE POINTS FAITH COMMAND
8 6 0 2 -
Reactive - If the enemy ofcer is killed while in contact with Tarik, and Tarik survives the current turn, you win the game regardless of what the normal victory conditions are. 1 CMD - This order can only be used immediately after Tarik kills an enemy unit. Tarik recovers a number of LP equal to the killed units printed CBT.
B LOOD
OF A
K ING
S EcOND BREATH V AE
SOLI
V AE
VIcTIS
Enchanted Scimitar Hits Damage Slashing 1 3 URA 2 4 AuRA OF DISTRAcTION 3 6 + Stunned Temporary Passive 3 Fathom Radius Lingering 4 8 + Pain Units within the area of effect of this aura cant give or 5 10 receive orders. Tarik is immune to this auras effect.
HUNTING EAGlE
A
THE sARAcENS
INTANGIblE
AURAS
AuRA
OF
INSPIRATION
Temporary Active 4 Fathom Radius Lingering Muslims Muslim units gain +1 CBT.
AuRA OF PROTEcTION
Muslim units within the area of effect of this aura cant be the target of a ranged attack. A unit using an explosive weapon cannot target a spot inside the area of effect of the Aura of Protection. This aura does not protect from blast-type weapons. Temporary Active 4 Fathom Radius Instant Muslims Until the end of the turn Muslim units that where within the area of effect of this aura when it was triggered may move up to 3 fathoms at the beginning of their activation. This move is not taken into account in the calculation of the total distance covered by the unit during its activation (and so in the determination of its action). A unit may only be affected once per turn by an Aura of Speed (no stacking).
AuRA OF SPEED
131
25
FAcTIONS
FATINA, HOURI
INDEPENDENT HOURI FEMAlE MUSlIM (SUNNI)
5 MOvEMENT SHOOTING SKIll COMbAT
The Archduke cast a displeased look at the demon chained at the wrist to the stone floor. He gave him such a blow with the back of his hand that it ripped the demons arm clean off. It screamed. The Archduke smiled. Speak now and tell me the reasons for your defeat against that company of humans that are called Muslims. Behind him, nightmarish creatures were already devouring the severed arm. Others were waiting for a better piece of meat. None, however, dared to come forwards to claim their part. The enemies were praying when we attacked. Despite our first charge, they resisted. Many of them began to chant phrases in that strange foreign speech of theirs. I know little of it, but I think it was yet more holy talk. They were undoubtedly praying to their God to spare their lives even though they were fighting like lions. Their faith seems to know no limit when they are about to die and outnumbered. Then everything changed. The woman! She appeared in the middle of the battle, as if by some enchantment. Was she already there? In disguise? Hidden by the soldiers? Or did she fall from Above, invoked by their prayers, called by their faith? In any case, at that exact moment, it was as if a blinding flash of lightning had fallen from the sky. The woman was surrounded by an aura so powerful that it held us back. Blinded us. I immediately sensed that she was a danger to us, a threat. She was only clothed with thin veils, but none of our attacks seemed to touch her... Ah the unbearable light! Although a only few seconds before, my men had been reaping the lives of these pitiful humans like a harvest of wheat, now she walked among them and they were rising to their feet again, as if fascinated by this frail creature. Fatina! Fatina! they cried as she passed by. Show us the way, open the gates of Heaven for us! they said, following in her footsteps, only to charge and die at her feet. She did not need to speak to be obeyed. She simply pointed to a crack in our lines, or designated a target among us, and the Muslims immediately understood the maneuver to accomplish her given task. In this way they took our most precious men from us, my ofcers, my veterans... Oh they were dying too, of course. When the men fell down, there at her feet, she whispered a few words or gave them the lightest of touches. From that moment they would still be dying, but in pure unadulterated ecstasy. Suddenly, despair changed sides. Their living banner, made all of grace and sweetness, stood there in the midst of the men, as they roared as if they were of one soul, and charged in the most perfect of counter-attacks that wiped us out in an instant. The Archduke grabbed the demon by the throat. He picked him up off the ground and crushed his windpipe, making a disgusting noise. The demon gave up what soul he had left. The Archduke continued to squeeze until the demons head became detached from his body. The nightmarish courtesans rushed towards the cadaver, some squabbling for the head, others fighting for a hand or a foot. The Archduke watched the show, lost in his own thoughts. Damned divine female! he muttered. A houris! This wasnt the first time he had heard word of these women. The stories seemed to become more and more frequent. How to be rid of these houris? The Archduke knew there must be a solution to this problem... But what could it be?
ORDERS
CHARISMA HARMlESS INvUlNERAblE
0 COMMAND
BASE: REGUlAR
R EcEIVING THE BELIEVERS Whenever a non-insignicant allied unit dies within 10 fathoms of Ftina, she gets +1 CMD until the end of the game. The CMD point gained is immediately added to the companys CMD pool. DIVINE INTERVENTION Free 3 Permanent CMD When an enemy unit within 8 fathoms of Ftina would roll dice to attack during a combat sequence, they dont instead, making it a one sided attack. This order cant be used on a unit attacking Ftina.
UNIQUE
25
132
THE sARAcENS
JAfAR
Al
EfRIT, EvIl
DjINN
The soldier Eisenberg was constantly lost deep in the darkest confusion, and would panic at the sight of even the smallest ame. The right hand side of his face still bore the fresh scars of his burns, as if it had melted like a wax mask. His singed hair had grown back in compact tufts. He looked like the descriptions that have been made of some of the Lost of the Underworld. He was a frightening sight to behold. All day and night he would scream, scream until his vocal cords gave in, Jafar! Jafar!. Sometimes, after vespers, when the room was again in darkness, he would become calmer and would tell of his encounter with his torturer. I had great difficulty taking any notes on his story. Even a simple candle to see by would make him nervous. Eisenberg and his company had been ordered to take a small fort of Mohammedans, an easy target where victory seemed almost guaranteed. The attack was brutal and took them by surprise. The fortifications crumbled rapidly. The imperial forces had no problem entering the fort, slaughtering everyone they encountered. Then the Muslims organized a retreat to a more solid building, a mosque perhaps. In the heart of the battle, some kind of Persian magician, or maybe a Kurdish wizard, brandished a phial: Jafar! Jafar!, he screamed. Eisenberg had suffered an injured leg, and was hiding behind a pile of crates of Prima Materia, and was attentively watching the whole scene from his hiding place. Little did he know how lucky he was. What he saw then left him breathless. What he had initially taken to be the ame of a candle was now beginning to shine red and twist about inside the phial like a caged beast. The phial reddened and began to beat like a heart. The magician grimaced at the heat, despite the thick gloves he was wearing. The phial was covered in Kabbalistic symbols, drawn in gold and silver. The magician removed the crystal stopper from the phial, letting out a column of golden yellow ames. Eisenberg felt his throat become dry and his lungs burn up. The magician was shouting orders, but the whirling ery creature that he had just set loose seemed to be resisting him. It was writhing about and swearing loudly at the mortal who had summoned it. Then the re being screamed and finally gave in to its masters instructions. The efrit - for so these creatures are called by the Saracens - was restricted by the magical hand gestures of his master. This being all of ame (some say they are made of molten lava or burning coals) took the shape of a gigantic and almost intangible, nearly immaterial, human. Jafar threw himself at the soldiers of the Empire, grasping them with his aming sts, immolating them with a furious laugh. His fury grew as the carnage continued. As the carbonized bodies continued to pile up in the wake of the efrit, his rage consumed him more and more. His color changed: from a ery orange, he darkened to a flickering red like iron being heated in a furnace. The magician was having trouble keeping control of his fiery minion. Eisenberg nearly died when Jafar reached out his hand towards him... He owed his salvation to the crates behind which he was hiding. As the outcome of the battle was now certain, the magician tried to order the one he called Jafar back into the bottle from which he had been summoned. Jafar turned on his master and faced him with a gaping mouth like that of a blacksmiths furnace and as wide as the mouth of a bombard cannon. It took all of the magicians remaining energy to return the efrit to its phial. And when it did, it went with a scream that still echoes in the ears of the soldier Eisenberg. Tale gathered by Antonius Albrecht, chaplain of the Imperial mental hospital for soldiers returning from service in Hell.
UNIQUE
23
ORDERS
R AGE WITHHELD
Whenever a non-insignicant unit is killed, Jafar gets +1 CBT, to a max of 10 CBT, until the end of the game.
Each time a non-Insignicant Saracen unit is killed, Jafar may immediately perform a Charge, Attack or Mle action. This does not prevent him from being normally activated later on this turn. If he is waiting, he returns to a waiting state after using this order. If he has already been activated, he can still use this order. Jafar has to wait until the end of the current activation, if any, before he can use this order. This order occurs before any Vae Soli. This order cant be used during the upkeep phase.
133
BASE: LARGE
FAcTIONS
AlCHEMIST
INDEPENDENT HUMAN MAlE MUSlIM (SUNNI) MENTAlIST
With their glasses of tea in front of them, the members of the Grand Ottoman Council of Science were enjoying the tranquility of the day in the shade of a palm tree on the patio. The very learned Sheikh Milud had shown them earlier that afternoon how to use the Prima Materia to make glass windows that could filter some of the beneficial rays of sunlight. They would soon be used to help build glass houses in which rare plants and fruits could be grown. The noble assembly was discussing this and that when Sheikh Milud asked if they had any news of the adepts of Zafar an Nabih. An embarrassed silence fell. Milud explained that he was still waiting for Zafars students to pay their contribution to the Society of Alchemists and transmit the results of their work in Hell. For they owed their presence Below to Miluds intervention with the authorities and without that, owing to their master Zafars already troubled past, would have remained stuck here. The other alchemists protested. Some reminded him that their particular alchemical specialty was hardly a noble one. Really, making grenades! They had even been known to sell them to the infidels. How very scandalous! Some of those alchemists had been arrested, but they had claimed that their buyers had pretended to be Algerian sailors looking for a safe way to be rid of Spanish pirates. None had been able to prove a thing, and the intervention of a rich benefactor (or some accomplice with a hefty enough bribe) had seen them freed. Once, their own customers had ed by bombarding them with their own toxic grenades. They escaped the attack without a single scratch. When questioned on how such a miracle could come about, they answered that Zafar had taught them how to make themselves immune to their own poisons, in case such an event should occur. What a twisted mind the man had! The noble assembly muttered and grumbled about the lower class alchemist that was Zafar an Nabih. Truly, one could but wonder what such a character could possibly bring to the eld of alchemical research in the Underworld. Sheikh Milud laughed. He knew well what could be the only thing that would drive Zafar so far: it was money, the prots made from the Prima Materia that he gathered. And these prots were made by selling it at any price to the lowest of the indel scum that he could nd when he returned from Hell.
3 3 3
2 2 2
GRENADES OF RAGE Active Nominate a point within 6 fathoms and line of sight of the Alchemist. Units that are within 2 fathoms of the nominated point must perform a Charge or Attack action during their next activation. If for some reason an affected unit is prohibited from performing one of these actions, they may act normally during their activation GRENADES OF REPuLSION Active Unstoppable Unique Nominate a point within 6 fathoms and line of sight of the Alchemist. Also, there must be at least 1 allied unit (or the Alchemist) and 1 enemy unit within 3 fathoms of the nominated point. Move an enemy unit within 3 fathoms of the nominated pointed up to 10 fathoms in the direction of your choice. This move ignores terrain and the unit must be placed in clear terrain and cant be in the control area of or contact with an enemy unit. Then your opponent does the same with one of your units within 3 fathoms of the nominated point.
ORDERS
24
1 1
FAITH COMMAND
CLOuD OF POISON Permanent 2 Fathom Radius During each upkeep phase, other units within the area of effect of this aura take 3 poison damage, ignoring PR, as per the Consumed state. Fire Grenades Explosion (Consumed (Fire 3/2)) Limited Range 3 134 Range 3
AURA
THE sARAcENS
HASHISHIN
The names that my parents gave me will not mean anything to you. In fact my true birth was much later, on the day of my initiation, the day I became a hashishin. From that day onwards, my previous life was no longer of any importance. My name was of no importance either. The only matters of import were of those of my two masters: Allah and Hassan ibn Al-Sabbah. All others should fear me, and my hashishin brothers. We have been in the lands of Hell for four hundred years now. We know hundreds of pathways, roads, frontiers, fortified places, demonic kingdoms, political conflicts, military groups and much more. We know them all well enough to avoid the traps into which the newcomers fall. We are at home here. We can read every rock, every plant, every mark on the ground. Our presence here is so natural that we melt into the background like sugar melts into tea. Even better, thanks to our masters alchemical expertise, we have mastered the power of Tawil. At any moment, we can appear or disappear at will. From that point on, we are no longer the sugar in the tea, but the tea itself, as bitter as life and as hard as death. We walk in the shadows, a path along the edge of all realities, one that we alone can tread. During the split second when I travel between the worlds, I feel as if I am walking on a tightrope over the void, where every step I take could send me falling down into nothingness... But that will never happen. Sometimes, I might act as a scout; I go ahead of the vulgar, noisy ranks of the armies who think they can rule the infernal territories. I show them where and when they can pass safely, steer them clear of toxic or cursed lands, places of ambush, and I guide them to their destination without them even guessing half of the danger that they avoided thanks to my skills. They think their brave airs and the shine of their shields is enough to ward off the demons. They have eyes to see, but they only use them to stare at their own feet. Msakain! May the light of Allah finally give them back true sight! I also have to use my espionage skills for the service of generals who are as ignorant as they are blind. For them, I slip inside indel camps or demon palaces, ruins full of damned ones or the fortresses of rival generals. There, I watch and listen. Sometimes for hours, often for days. At these times, my only friends are my daggers and God. I steal my food or eat meager rations. I sleep in holes where only rats would sleep, or I merely forget about sleep altogether. Then I return to them with my report, sending a copy to my master as well, of course. He knows how to assemble scattered facts. He sees what is invisible. He understands. On some occasions, my master orders me to return to these cursed places and meet with the person who was spied upon. By written or spoken word, I bring them counsel, threats or offers from my master. Often, the person, be they demon, damned or human, accepts my message. Sometimes they do not, and then they die. My purpose on Earth or in Hell is but to serve. So I serve Hassan ibn Al-Sabbah wherever he chooses to send me, and never falter, for such must be the will of Allah himself, for it is his will also.
MOvEMENT 5 SHOOTING SKIll 3 COMbAT 6 DEfENSE 5 PROTECTION 0 LIfE POINTS 12 FAITH 3 COMMAND -
4 2 7 5
4 4
SHADOW WALK Passive 1 Permanent CMD The Hashishin must be free to use this order. Move the Hashishin up to 10 fathoms ignoring terrain and intervening units. This move must end in clear terrain and cant put the Hashishin within the control area of or in contact with an enemy unit. This order can only be used once per activation.
ORDER
Throwing Daggers Hits Damage Piercing 1 2 Ammunition 2 2 4 Limited Range 3 3 4 Range 4 4 5 5 6 Scimitar Hits Damage Slashing 1 2 Penetrating Strike 2 2 3 3 5 4 7 5 9
135
28
FAcTIONS
LANCER
As I feel my end is growing near, I recall my life in Hell. Long ago, all I cared for were the arts of war and the wielding of the lance. I was a proud lancer in the service of Allahs greatness; I had taken part in the extension of the lands of Islam. I was a great one, and my reputation as a warrior was well established on Earth. However, I still felt that meaning was missing in my life. I needed another quest, one good enough to truly apply my talents to. A quest for God. So I left for the Hajj, thinking I would find the fulfillment of my spiritual searching in that voyage. It was during my pilgrimage that I met other men like me. One of them became attached to my company and told me of the true battle of the believers. Once I had accomplished my pilgrimage and was in accordance with God, I went to sign up for the armies going to Hell. There I met many other veterans as renowned as myself. Some of them I had already fought beside... and some I had fought against. There in the great Ottoman army, we were all together. The armies in the Underworld were calling out for heroes. We had already proved our worth on Earth. So we went Below. I remember my other brothers in arms. Very quickly we got the feeling that we were no longer part of earthly reality. Now, there were only ourselves and our men, alone. So each of us was free to tell his full story. I remember them all. Hamid was a romantic, a brave lancer of the desert. He had come down here to avoid seeing the woman he loved, for she was married to his uncle. After every battle he would tell us that he thought he had seen his uncle among the demons. We laughed, and said that maybe his houri would be his ex-ancee. Suleiman, a pure-blood Ottoman if ever there was one, had come to prove to his family that he was not just an idle dueler. He liked to say that he would bring back one of the rings of the gates of Heaven for his mother, that she may wear it like a crown. Malik, the silent one, had never told us his story. Then one day, we saw him kill an Ottoman officer from another company. Before the dead officers soldiers could grab him, he shouted to us that he had come Below just to find this man and avenge his sisters honor. All of us had something that called us to Hell. God had given us each a wish to fulfill that coincided with His will and allowed us to add to His glory. It took me a little while to realize that. In the end, I realized that as well as my own place in the Great Ones plans. This last leason was revealed to me by a young Blessed Warrior as he took his last breath. We had been ghting on a plateau. I had been sent out alone with a handful of soldiers, to guard a strategic passage. Around me, I could feel the men were petrified. It wouldnt be long now. I spoke to them, It is the will of Allah that we should not die here, so we shall fight. Look at me, my faith alone is enough to fend off the enemy. The men rallied. From a certain defeat, we began to put up a valiant resistance. I felt as if I was creating a legend of my own. It is time to shine brighter, my brothers! I shouted. Allah is great! they answered. So we marched forwards towards the enemy. Victory had changed sides, and the remaining demons ran away screaming. We had been about to die, and yet we had won the battle. We had survived, except for one young soldier. I sat by him, lamenting at my inability to save his life. He smiled at me and said, On the contrary, you were our example. Without you, we would all be dead by now. We needed a hero to show us how to behave. You were perfect! Hell just needs heroes. I was one for my troop while we fought for our destiny. Now I shall depart to join my brothers in arms. We have so many stories left to live.
SHOOTING SKIll
2 FAITH 1 COMMAND
LIMITED 3
ORDERS
SPEED OF THE ORIBI Passive 2 CMD The Lancer gets +1 MVT and +1DEF until the end of the turn. STING OF THE ScORPION Passive 1 CMD The lancer gets +2 CBT until the end of the turn. This order may only be used twice per activation. WALL OF BLADES Active 2 CMD The Lancer gets Attack of Opportunity 3 and DEF 6 until the end of the turn. While this order is in effect, the Lancer cant receive orders and loses the benets of any order already affecting him. Lance Hits Damage Piercing 1 2 Cumbersome 2 4 Eager 3 6 Lunge 2 4 9 Receive Charge 5 11
BASE: REGUlAR
25
136
THE sARAcENS
22/27
4 2 5 4 3 10 3 1
4 2 3 1 4 3
DAGGERS / HAlbERD
ORDER (D
AGGERS) DIVINE STRENGTH Passive 1 Permanent CMD Unique The Pillar gains +1 SHS, +1 CBT and +1 FTH until the end of the game. AlbERD)
ORDER (H
DIVINE ARmOR Passive 2 Permanent CMD Unique The Pillar gets +1 DEF and +1 PR until the end of the game.
Throwing Daggers Hits Damage Scimitar Hits Damage Piercing 1 2 Slashing 1 2 Ammunition 2 2 4 2 3 Limited Range 3 3 4 3 5 Range 4 4 5 4 7 5 6 5 9
Halbard and Scimitar Hits Damage Piercing 1 3 Slashing 2 5 Eager 3 6 Lunge 2 4 8 137 5 10
FAcTIONS
BERbER CHASSEUR
Will you have the guts to face the sorrow of a mother, the sorrow of a whole population? A population stripped of its most vital esh and blood? Will you have the strength to listen to the truth about the sorry fate of the Berbers?
Every year, the tribes see the Ottoman soldiers arrive in their camps. When they arrive, their words ooze with sweet nectar, but when they leave, the nectar turns to bile. Those sons of dogs force us to hand over our best chasseurs, our best warriors, our husbands, and our sons. What do they leave us in exchange? Nothing. Just the promise that they wont hunt us down. They despise us, they hate us, and yet, they cant seem to live without us. They say that we have become too friendly with the infidels. Yet we have only ever fought against them. Yes, we know them, for having fought them for so long... And that is how we learned to master the same weapons as them. The famous Jezail musket. What do they think? That we are too stupid to learn new techniques? Every battle makes a Berber stronger, smarter. That is why we fight the infidels with their own weapons, that we have learned the tactics of the Spaniards and therefore know how to outsmart them. Is that a crime? What more could they hold against us, that makes our children so indispensable to the great and glorious Ottoman army? You run around, creeping like the desert fox, you attack from your hiding place and disappear before we can catch you. Yes, we are able to move about in hostile terrain, discreetly, silently, without a trace. Do they not know that those are the essential rules of survival for those who wish to dwell in the desert? They are but sheep, whereas the Berbers are wolves. These talents they steal, and take our sons away for three long years. In the beginning, we did not know that they were being sent to serve in the Underworld so we sent the least important men of the tribe. However they never returned, and the Ottoman soldiers still came back every year, more evil than ever. We tried to run from them, but they would always end up nding us. The other Berber chasseurs in their service would track us like dogs. So we gave them the very ower of our youth. I myself weep for a son, even though he was returned to us. He told us what it was like Below, down in Hell. He told us of his marches through the plains of black sand, of ash, of hot coals, and through snow and ice too. We were amazed and afraid as we listened to him. He told us how he and his Berber brothers often had to act as scouts for the Ottoman troops, to guide them along tracks used by beasts so fearsome that even their tracks would scare you. I did feel that he was not telling us everything. His nights were haunted, and he talked in his sleep. Sometimes he would scream. My son kept it to himself, sparing us the greatest of the horrors. All trace of love and joy had been wiped from his eyes. He lived with us, but always at a distance, he was only ever half there. He would look for excuses to be alone, hunting by himself, going off as a scout... The only thing he truly enjoyed was gazing at the stars at night, sitting at the top of a dune. He would only rarely come under the tent; he preferred to stay outside, away from the others so as not to disturb us.
5 MOvEMENT
4 2 2 2
12
SCOUT STRIDER MOvING SHOT
3 3 3 1
When the recruiters came, the following year, he immediately stepped up to take the place of a young chasseur. The boys father offered him a camel in thanks, and he gave it to me. I was not surprised by my sons decision. I knew I had lost him the day he left. When Hell takes your son, you will only ever see him again in Heaven, we now say among Berber mothers.
4 LIfE POINTS
1 1
2 FAITH COMMAND
THE sARAcENS
BlESSED WARRIOR
Sergeant Salah noticed the two young guards. They were chatting together in front of a kebab stall. He walked forwards to stand between the two men, pushing them apart, and ordered a lamb kebab from the seller. Straight away, he apologized to the two men for his rudeness. The guards, impressed by his uniform, that of a Blessed Warrior, responded with a torrent of compliments and praise. The situation was looking good. Salah invited the two guards to come sit in the shade and drink some tea in the garden of the nearby inn. After exchanging the usual niceties, they accepted. Once seated, they chatted about the heat, the oncoming Ramadan, the current situation of the Empire, the service of the Sheikh, the crusade in Hell... Tell us, sergeant, how the war is going down in Hell? asked the tallest of the two guards. Is it true that the One-and-only sends houris to stand by our sides in the heat of the battle? interrupted the second guard, his eyes wide with curiosity. Yes, my brothers, when I began my career in the Divine Mercy regiment, I fought in a great battle that took place near the gate of Aussonia. My brothers in arms and I were sent to take the fort of a demon lord. We were being given quite a thrashing when she suddenly appeared among us in a glorious ray of light. With her help, we won the day. I heard the voice of God with my own ears, spoken through that woman. It was maktoob! Allah is great! murmured the smaller guard. What was the name of that battle, sergeant? asked the young guard. We never hear of the battles that take place Below. It had no official name, and will not be remembered in any history books. The only place it is recorded is on my papers. Salah pulled out a bundle of paper from under his tunic. Each one of these papers is the recording of a major military accomplishment in which I took part. The three pillars of fire, The palace of the fallen... Ah, now the tale of that battle has been told by every veteran in the Underworld around the campfire. I was there. At the time I was serving in the Divine Wrath regiment, the very one that now holds the strategic crossroads to Ampharaus. Hundreds of us fell there, but whole waves of enemies were reaped by our scimitars. Some of the creatures there were at least three times my height! Allah alone is source of power and strength. How wonderful it must be to be able to serve thus! sighed the taller guard. As a simple farmers son, I could never become one of the chosen ones. Do you have true faith, brother? There is no god but Allah, and Mohamed is his Prophet, brother! responded the guard, indignantly. Ah, but to serve as a guard and to serve in the armies are two very different things, brothers. Down there, the discipline is strong as steel and your every day is lled with marching, cold meals, camps with no re and total obedience. Serving God would give us the force we need, feed us and keep us warm. As for obedience, that is something we have learned since we were children. Then, brothers, you will make most excellent Blessed Warriors. They talked until the last prayer of the night. When they parted company, sergeant Salah signed them a letter of introduction to go and pass the tests. The two guards thanked the veteran for almost half an hour for this. Finally, they left him. Salah returned to his quarters. On his way, he stopped at a small fountain to refresh himself. What a luxury, he thought. A small neighborhood fountain. He hadnt told the two eager candidates about the thirst that had torn at his throat when he was injured in the ash desert of Aussonia, nor had he told them of the heaps of rotting cadavers of Blessed Warriors that the Demon armies had piled up during the siege of the ruins. He had not told them of the time he had watched his comrades tortured by succubi, forced to renounce their faith before they were pierced through and through by a thousand spikes. He had not told them that one day the most wonderful proof of the existence of God would be a small neighborhood fountain.
1 1
139
11
FAcTIONS
DIbbUKIM
TROOPER HUMAN MAlE MUSlIM (SUNNI)
5 MOvEMENT
6 3
Abdel had problems remembering the world as it was before. Before he became a Dibbukim. When he was a Blessed Warrior among many others. He served in a company with childhood friends of his. They had all signed up at the same time. They fought like lions in the name of Allah. The burden became heavier and heavier. Then that terrible day came. Nightmare creatures appeared from nowhere. The demon stole his heart and his mind. He had stared deep into Abdels eyes, reached in and crushed his soul. His faith alone had saved him from death, but it drove him mad; he could no longer control himself. It was as if he had become pure rage and thirst for blood. His scimitar had been brought down again, and again... Until he awoke again amidst his friends. Dead. By his own hand. He had screamed. He would have wanted to die with them, but God had not granted him that chance. He had been removed from the regiment and entrusted to the care of an Imam. He had spent hours listening to the holy man reciting the Quran to him. The rest of the time, he spent weeping and asking to be put out of his misery. Abdel could still feel the beast sleeping inside him. The monster could awaken. He wanted to be executed, but the military authorities had decided otherwise. He was placed with other men like himself. Dibbukim. Some wanted to kill themselves but God forbids suicide. So, as redemption, the Dibbukim ready themselves for all of the most difficult of situations. The first time he served as a Dibbukim, he was part of a group of about twenty men like him. The mission was a simple one: get rid of the damned ones that were harassing the convoys. Abdel and his comrades were hidden in a cart in the middle of the convoy. Of course, the convoy had been targeted by the damned, right on plan. Only, when they lifted the canvas of the chariot, the damned ones had been faced with twenty pairs of bloodshot eyes and just as many scimitars. A whirlwind dance of deadly blades had exploded from the cart. The Dibbukim had slain all of the evil creatures, So quickly in fact was the enemy dispatched, that they had started to kill each other before the Imam had the time to begin reciting the calming words, the words of the holy book. They had all dropped their weapons and had fallen to their knees in a pool of blood and severed limbs. There was, indeed, only one way to stop a Dibbukim. The sura of the End of Battle, read by a holy man. The Imam in charge of the Dibbukim had to be certain that the warriors had finished their task before shouting it out loud... Unless he had been killed. Slain by his own men. That did happen sometimes. The second mission should have been the end of Abdels career as a Dibbukim. The sura stopped him just as the Blessed Warriors were taking back the space in which he was fighting. Abdel found that he was the last remaining Dibbukim. His sorrow became even greater. The Imam told him that it was maktoob. That God needed him elsewhere. He accomplished another five mission, each one more murderous than the previous one, making him the oldest surviving Dibbukim. On average, a Dibbukims life did not last more than two missions. So here is Abdel, lost in the mist, with rage in his guts and the taste of blood in his mouth. He advances on the nearest gure. Then he charges towards it, screaming. His scimitars whirl and y, and are met by fountains of blood. Another attack hits him in the back. He flips around in time to block the two scimitars coming down on him. He parries and responds with an attack to the legs. The man falls down upon him. The mist becomes thicker. Abdel cant see any further than the tips of his blades. Another gure approaches. Abdel raises his weapons... And the rst words of the sura echo in his ears. He is still alive.
SHOOTING SKIll
4 COMbAT 4 DEfENSE 1 7
5 -
2 FAITH COMMAND
BASE: REGUlAR
16
140
THE sARAcENS
HUNTING PANTHER
First report: Of animals in Hell. Dear Vizier, As you requested, I have carried out several different studies on the specimen of panther that was brought back from Hell. The animal had been badly burnt, and its post-mortem examination proved to be difcult and disappointing. I suppose that if this panther pounced on the lemure, then it was because it had identied it as prey. It is indeed strange that panthers are among the few animal species that do not fear the creatures of the Underworld. It is an intriguing coincidence that Sheik Hamid, a great hunter, was so adamant about taking his hunting beasts to Hell with him. However, I do think that Sheik Hadim should be dissuaded from taking his hunting elephants with him to run after demons on his next visit Below. One can never know what reaction these pachyderms could have, even though they are trained. I would simply recall the example of Vizier Ahmed ibn Ajars initiative to take a group of Balkan hunting bears, trained to hunt down and attack demons, with him to Hell... He was devoured alive by his animals, who turned wild again the moment they passed the gate of Alamut. It must be said that the Vizier always had difficulties telling good ideas from wishful thinking. If God placed the animals on Earth and not in Hell, then it was for good reason. Wisdom comes from Allah alone. Second report: Of the survival of animals in Hell. Dear Vizier, May Allah be praised. After having taken many animals Below, it seems that there are indeed few species that are able to survive there. Their reactions remain very strange and very erratic. Some of them become even more aggressive; others on the contrary become quite apathetic. There have even been some known to harm themselves. As the only animal to remain constant in its behavior, the panther is the bearer of hope. Not only are they very resistant to the environment, they have even adapted to it. Silent, discreet, almost invisible in the rocky clusters of the desert landscapes, the panthers retain all their efciency. They are just as implacable when tracking and hunting. Lemures have become their favorite type of prey. They can track and locate the creatures every time. On the other hand, the panthers attacks are not always fully successful. Some lemures, when attacked, explode, catch fire, or possess defensive abilities that can easily defeat a panther. We should consider protecting our hunting panthers with methods similar to those used by their prey. I have already contacted my alchemist friends about this, to ask them if they could create some kind of artifact able to give our felines an advantage. They are currently working on it. I will keep you informed of the progress of their research. Third report: Of the training of panthers. Dear Vizier, May Allah be praised. Our alchemists have discovered a solution. After several unsuccessful attempts, our knowledgeable friends have developed a harness decorated with symbols that are able to significantly protect our panthers. We have also had to launch an intense breeding program for our panthers, which is not an easy task. However, we are making good and rapid progress with their training. Henceforth, we are only losing twenty percent of our panthers, those who escape as soon as they are released into the Underworld. However this is not a real problem, as these panthers rarely attack humans after that. The other eighty percent respond very well to the orders they are given, orders that are kept as simple as they can be, as the panthers hunting instinct is as efficient as ever. The panthers respond well to short oral orders: search, attack, come, sit. I therefore think we can begin using these animals systematically when hunting down lemures. Moussa ibn Aziz Doctor of Zoology, Constantinople Faculty Science In charge of the large felines department.
LIMITED 2
16
3 -
141
BASE: REGUlAR
THE LOsT
he Lost
Say not a word in deaths favor; I would rather be a paid servant in a poor mans house and be above ground than king of kings among the dead. Achilles ghost, speaking to Ulysses.
It had already been two weeks since we had left the relative safety of the out-post for explorers of the lands Below that the Imperial troops call the Black Mountain. In their insolence, the followers of the supposedly reformed religion have named it the Popes Head. It is a tiny nipple of rock, lost in the infernal desolation. At best one could call it a fort, a halting place for the free companies, many of whom will never return from their wanderings in Hell. The place is held by a small garrison of scoundrels, some of them French, others citizens of nowhere. They call themselves hosts and demand a kings ransom for every night spent inside their walls, a high fee more tting for a noblemans residence. But the fact is that the place is much safer than the wind-blown moors around it, and we were in no position to barter about the price. Captain Spada did, however, manage to obtain a little dried meat, water and gunpowder for the rest of our journey. He exchanged it for fresh tobacco, to which they are most partial, not for its medicinal virtues, but simply for its taste. In the perverted, vice-riddled atmosphere of that god-forsaken place, the smoke from their pipes is an almost civilized smell and manages to remind those armored beasts that they are still human. However, when it comes to their other pleasures, they wallow in lust, as they will in their customs, and they trade with whores that they choose among the damned. Among them is an ecclesiastic who goes by the name of Brother Martinet, and whose corrupt behavior is as bad as that of his ock, for he assures the French soldiers of the Black Mountain that, as the damned females had no soul, they may partake in whatever depraved activity they like with them. So that is exactly what they do. The rest of their time is spent hunting out the few damned ones who venture near enough, and making money from the explorers who, like ourselves, are heading west. They carefully avoid the northern lands, especially those to the north-west, for they are the source of the most fearsome rumors. It has long been said that the situation there is dire, and that the devils are ghting among themselves for supreme power. None of those who have gone that way have returned. There is much to be gained from these expeditions. Anyone who returns alive with any maps or information can sometimes sell them for a substantial amount in New Jerusalem. That is the aim of our company, and that is why the young Arnolni travels with us, forever sketching the landscapes around us and lling his book with endless notes every time we stop. While we endeavor to travel as lightly as possible, he is always picking up
rocks here and there, and tucking them away in his pack as if they were nuggets of gold or Prima Materia. Who knows what they will be worth back in New Jerusalem? After our brief halt at the Black Mountain - which, quite honestly, is so small one has to be less than a league away to even see it rise above the plain - we spent three days crossing a pale and misty country, so misty, in fact, that it was difcult to tell the ground from the sky on the horizon. On the evening of the third day, we encountered our rst armed gangs, and from a distance we took them to be squadrons of Protestants. Each of them was only made up of a few raggedy soldiers, and on the captains orders we shot them down without waiting for them to get any closer. However, as soon as we examined the rst bodies, we knew that these were no Protestants, nor were they even human. These were damned ones who had taken arms, as they do sometimes. There are as many nations in the lands Below as there are in the lands Above, and here the wars are waged not in the name of God Almighty, but only for the greed of the devils who have established their domains here. After these few skirmishes, the captain found a small rocky rise in the land where we could easily spend the night. The site was high up, easily defensible, and had many good look-out points. However, the young Arnolni protested: he argued that there were still several hours until nightfall, and that we could therefore keep marching and make good progress before the sun (or whatever serves that purpose down Below) set. Spada did not answer him; he simply continued giving orders for the camp to be set up as soon as possible. As for the men, they had no complaints: it was rare enough for the captain to be so liberal, and if he had decided that we should stop here, he must have his reasons. I only discovered later that night that they had very little to do with exploration or our mission. We took turns to keep watch that night, as usual, but when my watch was over, I could not get back to sleep. I had been walking around the camp for a while, when I overheard the captain speaking with a person whose voice was unknown to me. As I drew closer, I caught a glimpse of him. He was a stocky man, with a wide chest and shoulders, muscular legs and powerful arms. He was wearing a linen tunic and bore a round shield and a leather helmet decorated with wild boar tusks. In fact, his size and shape were quite reminiscent of that animal, but his eyes showed the twinkle of sharp intelligence, one that is quite rarely seen amongst the damned. I therefore assumed that he was a devil, or one of those damned ones who aim to become one. The stranger had nothing but a bow and some arrows as his weapons, and the sight of him speaking with Spada, armor-clad and armed in his pressence, was both frightening and comical at the same time. They were speaking in hushed voices, but from watching them draw gures in the dust with a dead branch,
143
FAcTIONS
I gathered that they were discussing strategy. It seemed obvious that Spada had only stopped in this place to meet and speak with this person. I only heard a few words of their conversation, as they were parting ways. What about her, is she there? asked Spada. I cannot promise you that, mortal answered the stranger with a gruff voice. But when Carnoth has taken back the place, you can look for her at your will. Will he allow me to do so? Should I not fear that he will turn against us? The chalice is the only thing that counts for him. The chalice and freedom. Yes, freedom for all the damned. So be it, then. I will see you tomorrow. At that point I was far from thinking I would see the stranger the very next day. After waking the troops, he was at Spadas side, and he was introduced to us. No one could quite grasp his foreign-sounding name, but it sounded very much like the word Audacious so that is how he became known to us. And that is how a damned one became our companys guide. I myself had very little chance to speak with Audacious, for Arnolni was always seeking his attention, asking him a thousand questions, always dutifully transcribing the answers in his notebook. However, it was the shortest of conversations that caused to him never speak to our guide again. You can stop making notes, you know, they will be of no use to you. said Audacious. Knowledge is the key to victory, my friend! answered Arnolni, not in the least bit daunted by the damned ones tone of voice. Victory is for the living, pretentious youth. And you, in less than ten days, will be dead. The damned one spoke with calm certainty, never raising his voice, his face devoid of any emotion. The young nobleman turned away from him, a look of pure horror sculpting the hideous mask of fear over the fair features of a respectable young heir. And he never spoke to him again. From that day onwards, Arnolni was continually pestering Spada, for he had realized that our expedition was leaving its route to follow the guidance of Audacious. We were no longer heading west; we were now pushing northwards. We had abandoned the route of exploration to enter the lands where devils were quarreling. Yet none of us questioned the decision captain Spada had made: he had saved many a man in battle, and more still during times of peace. He was the kind of man you would follow all the way to Hell and back... so we had all chosen to do, for one reason or another. Unlike all the mercenary troops the world has ever known, none of those reasons was money. That was what Spada was like, and how we were too, back then. Two weeks after we had left the Black Mountain and all the revolting vices of its guards behind us, we reached the edge of a rocky plateau. From there, we could see a closedin valley, and at the bottom of it, what looked like the ruins of a city. A river of blood-red water ran through the valley and skirted the city, tracing a scarlet boundary that exuded the rank smell of rotting esh. From our vantage point, we could see dark gures moving about among the ruins, sometimes moving swiftly from one place to another. On the other side if the river, a camp had been set up, and there we saw the most vibrantly colorful company that we had ever set eyes on. The company was made up of damned ones, each one more hideous than the next. There were skeletal humans, their eyes deep in their sockets and their skin dry and gray, bearing rusty arms and armor the kind if which we had never seen. Young Arnolni told us that they were ancient weapons, like those borne by the heroes of mythology, but we also saw one or two of them carrying rapiers or arquebuses, undoubtedly taken from free companies that, like ours, had ventured this far. However, these were the least repulsive of the beasts, for among them walked enormous monsters, as big as bears and with jaws of steel, reptilian horrors covered in spines and fangs, and abominations whose deformities and armor made them look like giant carrion birds. The whole troop was a crawling mass of rusted metal, leather, teeth and blood, enough to petrify even the most hardened veteran. There, in the middle of this monstrous regiment, sat a truly gigantic individual. Around him was gathered his elite guard, the Pack, as he called them. Bran Carnoth, a damned abomination who had risen up in arms against the other inhabitants of Hell. Everyone who had set foot Below had heard of him, he was now more monster than man, with an insect-like body and the fangs of a lion. Carnoth and his crew were a perfect example of what the devils sometimes call the Lost. The Lost are damned ones who refuse the supremacy of the demons, and claim to be free creatures living in Hell. He and his menagerie of hideous monsters had freed themselves from the rules of the Underworld kingdom, and they wrought havoc through all the lands Below. They were lawless brigands, and, well, in the end they were just mercenaries like us. In fact, on closer inspection, Bran Carnoth and Spada were made of the same stuff. We climbed down from our vantage point. When we came closer to Carnoths camp, two damned ones blocked our route, growling deeply. These creatures were nothing like the lost souls that the French soldiers of Black Mountain would use as whores, or targets for their shooting practice. Their eyes were far from having that dead, empty look to them. These are old souls. murmured the captain next to me, as if to answer my silent ponderings. When the sentinels noticed Audacious with us, they became less hostile and took us to meet Carnoth. The war-lord was busy laying out his battle plan on a chart. He turned around as we grew near. Audacious saluted him. I have brought you Captain Spada.
144
THE LOsT
Spada. repeated Carnoth, as if the name reminded him of something. The leader of the Lost and our captain examined each other in silence for a moment. Despite his fearsome appearance and his moody expression, Carnoth radiated that charismatic aura that only great leaders have. It was easy to see how he had come to be at the head of one of the most feared companies of Lost ones in all of Hell. You are not the rst humans to come to this place. said the beast. Who were the others? asked Spada. Those who hired us to take these ruins, those that you call Imperials, said Carnoth, but they are all dead. So it would seem that you did not accept that task simply for the bounty they were offering. What is in it for you, Bran Carnoth, that you wish to take this pile of rubble? My reasons are my own, as are yours, Eduardo Spada. First and foremost I wish to free the damned souls that Thelonius holds captive at his boot, that they may join my ranks. There is also a trinket of little importance... But our goals matter little: it is time for action, and we have a city to take. Well spoken. We will ght beside you, but on our own conditions. Speak. You will let us search the city rst, and let us take what we wish... ... Except the damned ones. Except the damned ones who wish to join your cause. I shall also add this: when we have nished, you will let us leave in peace, when we leave for the west. Agreed. In the same way that you will let us leave in peace once the city is taken and you have found what you seek. Or should I say she that you seek... The captain smiled faintly. These two had no need for a handshake, no treaty, no pact of blood. They knew well that their deepest nature would lead them, sooner or later to ght on opposite sides, but for the time being that was of no importance. I was correctly informed, I see. You know much of many things, Carnoth. So began our association with the deadliest troop of Lost Ones in all the Underworld. Until the captain ordered the charge against the demon Thelonius, who was occupying the ruins with his minions, I could not grasp what it was that made Carnoths damned so different to the others, what gave them that spark of humanity and made them so similar to us. It was only when I saw them in battle that I understood. What is it that moves us forward, what gives us ardor in the middle of a battle, what force raises our swords and guides our hands? That invisible power was one that was hardly ever found among the damned, for they are subdued, broken creatures. In fact, although this may be blasphemy, I would guess that it would no more be found in the saints in Heaven, or the angels, who live in bliss, and who have gazed upon the light of God. This force is one that only moves men and demons; it makes them believe in life in these lands of death. This power pushes them to explore the outer boundaries of the Underworld and risk their eternal souls for a scrap of cursed land. It is faiths little brother and the father of all conicts, but also the redemption of all sinners. And I saw it, in the monstrous eyes of Bran Carnoths beasts, shining bright like a gem in the darkness of Hell: hope. Excerpt from Tales of the journey Below , by Antonio Guccini, mercenary in the troops of captain Eduardo Spada.
145
FAcTIONS
84
5 MOvEMENT
4 7
SHOOTING SKIll
8 COMbAT 4 DEfENSE
3
3
5
PROTECTION
S PIRITuAL ARmOR Free 1 Permanent CMD Unique Until the end of the turn, Bran Carnoth gets Immune (Spiritual Damage). D EADLY INSTINcT Free 1 Permanent CMD Unique For the next combat sequence Bran Carnoth is engaged in he gets Rapid Strike (Attack). V AE SOLI V AE VIcTIS
B ATTLE CRY Active 3 Permanent CMD Unique All enemy units within 8 fathoms of Bran Carnoth are Knocked Down.
ORDERS
5 COMMAND
146
THE LOsT
ETRUSCIllA, STRIX
The plan suggested by Audacious was of the simplest kind: to draw the devils out of their hiding places in the ruins, lure them across the river and then cut off their retreat and shoot down a rain of re upon them from the top of the plateau we had crossed on our way to the camp. To achieve this, he asked Spada and Carnoth to act out what would look like a heated discussion, which would end in much shouting and many insults. Some of us pretended to ght, some going as far as to draw their blades. A few shots were fired, and some of Carnoths damned ones fell to the ground. Then we retreated, as did part of Carnoths company. Only the injured were left behind. We moved back to our shooting positions, while one of Carnoths creatures, she that they call Etruscilla, provided camouflage for the damned ones that were hiding in various nooks and crannies that had be prepared in advance: one in a ditch dug in the ground, one behind some rocks, one under a canvas covered with earth... To cover their maneuver, the monstrous Etruscilla raised her hands and a blanket of darkness fell over Carnoths men. It was hard to tell exactly what emotion the creature was feeling at the time, but from the evil glint in her eye, taking part in the vile trickery designed by Audacious was very pleasant for her. The devils hiding in the ruins, on the other side of the bloody river, took the bait. We didnt have long to wait before they appeared with the hope of finishing off the wounded or capturing those who had not retreated fast enough. Suddenly, the trap closed upon them. With a rough squawk, Etruscilla raised her arms again, opening the gaping toothed beak that was her mouth, and the devils that had crossed the river began to shine like lanterns in the night. We took our shots and many fell. It was but a small victory, but it was an easy one. Without taking the slightest risk, we had reduced the enemys numbers by roughly a quarter. Carnoths damned ones jumped out of their hiding places and rushed in for the kill. As for Etruscilla, the storm-crow, she let out what was somewhere between a chuckle and a cough or an evil cackle and fell in behind the stronger monsters. She would not take much part in the battle that followed, but she had already given our side an advantage that could be quite decisive. Excerpt from Tales of the journey Below , by Antonio Guccini, mercenary in the troops of captain Eduardo Spada.
MOvEMENT 5 SHOOTING SKIll COMbAT 3 DEfENSE 4 PROTECTION 0 LIfE POINTS 12 FAITH 0 COMMAND 3
4 2 3
ORDERS
Passive 1 CMD A unit of your choice loses the Discretion ability until the end of the turn. INVuLNERABILITY Passive Unique Etruscilla takes no damage during the next melee combat sequence she is involved in. STuPEFAcTION Passive 1 Permanent CMD Unique A waiting unit of your choice is now already activated (as if it had been activated this turn).
3 0
NOcTuRNAL ATTAcK Permanent Affects the Whole Battlefield Inclusive All units on the battleeld get Discretion 4. PIERcING ScREAmS Permanent 10 Fathom Radius Allies (Immune) The CMD cost of Vae Victis and Vae Soli orders received within the area effect of this aura by enemy units is doubled.
Talons Slashing Hits Damage 1 2 2 3 3 4 4 5 5 6
AURAS
147
55
AcTION AcTION F F S S
148
THE LOsT
THE LIZARD K ING Kartikeyas CMD is equal to the number of squamata units included in his company (including himself). This value is gured when the company is made and doesnt change throughout the game as squamata enter or leave play for any reason. BLOODY R AGE Free 1 Permanent CMD Until the end of this action phase, Kartikeya gets the Rapid Strike (Attack) ability. Until the end of the current action phase, all other squamata units within 6 fathoms of Kartikeya when this order is given get Natural Talent. BLOODY POWER Unique When Kartikeya kills an enemy unit this order may be used. If it is, all squamata units in his company get Regeneration, or +1 to their Regeneration ability if they already have it, until the end of the game. BLOODY M ADNESS 1 Permanent CMD Unique If the Bloody Power order has already been used, and Kartikeya kills another enemy unit, then this order may be used. If it is, all of the units currently on the battleeld get Counter Attack until the end of the game, and all squamata units in Kartikeyas company get Regeneration, or +1 to their Regeneration ability if they already have it, until the end of the game. If this order is not used at the rst opportunity to do so, then it cant be used later in the game, even if the opportunity arises again. VAE SOLI VAE VIcTIS
Eviscerator Piercing Slashing Hits Damage 1 3 2 5 3 7 4 9 5 12
ORDERS
MOvEMENT 6 SHOOTING SKIll COMbAT 6 DEfENSE 4 PROTECTION 1 LIfE POINTS 14 FAITH COMMAND X
5 7 5
12 -
149
65
FAcTIONS
SHOOTING SKIll
6 COMbAT 4 DEfENSE 1
4
Reptiles possess a certain cold and inhuman quality that triggers quite a reasonable revulsion in the average human being, a mixture of disgust and fear. So it was hardly a surprise that most of my comrades and I were relieved to hear from captain Spada that we would be positioned well away from the cold-blooded creatures that the damned call Squamata. Their skin is cold and supple, so much so that it almost looks like a wet fabric that has been draped over their muscular frames. In their smooth gestures one can see the echo of snake-like movements, and it is quite a sight to watch them gulp down enormous portions of meat, whole, and then lie sunning themselves in the pale glow of the infernal daylight. They use a weapon for which they have no name, a disk of sharpened steel, capable of slicing through limbs and cutting into the thickest of leathers. When they are spoken to, they usually respond with nothing more than a grunt, and Bran Carnoth alone seems to be able to communicate calmly with them. The only exception to this is the one who leads them, the one they call Isha-Akshay. He speaks with a voice that is barely a hiss, little more than a whisper, but he always speaks at well chosen moments. It is almost as if his very words are numbered, and that each one spoken costs him dearly, for he is remarkably uncommunicative. However, as I said previously, his advice is always wise, and although he does not have the bearing of a captain, he is a good ofcer, one who will not willingly sacrice his men. Many times he has been seen sounding a cautious retreat, calling his troops back to safety with an almost inaudible cry. He also knows how to make the best use of the individual talents of his men, and they trust him blindly. These brutal beasts, the same ones I have seen tearing at dead bodies with their bare teeth like we would with a roast leg of meat, are like docile lambs before him. It is true that one could become quite attached to these damned ones who dream of freedom, if they did not have such bad habits. Habits such as ripping off their enemies heads and planting them on one of the many spikes that cover their backs, leaving them there to rot away until all that is left is the cold smiling face of death. Even through this kind of brutality he has earned their respect, not just for his shrewd cunning, but also for his unbeatable prowess. For it seems that death has no hold on him at all. I have seen him fall like a ton of bricks, his hide pierced by a thousand arrows, one arm in shreds and his leg torn open by a devils fangs, and the next minute, I witnessed a miracle, or rather it should be said, some kind of sorcery. His skin tore apart like a stretched canvas ripped by a sharp blade, and he cast it off like an old garment, reappearing fresh and rested. This occurrence caused quite a disturbance among our demonic adversaries, and we even heard some of then crying out that we were invulnerable. These monsters have learned to compensate their lack of experience and intelligence with the use of magical trickery: and so it is that Mercenaries and Lost ones, working hand in hand, form an invincible alliance. Excerpt from Tales of the journey Below , by Antonio Guccini, mercenary in the troops of Captain Eduardo Spada.
PROTECTION
ORDERS
6 COMMAND
(BlUNT)
N EVER GIVE IN Passive 1 CMD This order can only be used once per activation, and must target an allied Trooper. The target gains the Rapid Strike (Defense) ability until the end of the turn. S KIN CHANGE Passive 2 Permanent CMD Unique Isha-Akshay recovers all the Life Points he has lost. W ITHDRAWAL Passive 1 Permanent CMD Unique Isha and all allied units within a 10 fathom radius of him can immediately break contact by performing a special Retreat action: their MVT is not doubled, the enemy units are not granted a one-sided attack, and no new contact with an enemy is allowed as a result of this movement. V AE SOLI V AE VIcTIS
War Discs Hits Damage Slashing 1 2 Amunition 3 2 4 Range 5 3 5 4 7 5 9 Eviscerator Piercing Slashing Hits Damage 1 3 2 5 3 7 4 9 5 12
UNIQUE
48
THE LOsT
UNIQUE
32
Hits Damage 1 3 2 5 3 7 4 9 5 11
151
FAcTIONS
UNDERGROuND COLONY At the beginning of the upkeep phase, other units within 3 fathoms of Wormpile take 3 damage, ignoring PR. When an allied unit would take damage due to this ability, you may spend 1 CMD to have them not take damage. UNSTOPPABLE PROGRESS Wormpile is released with the understanding that it is to kill the enemy ofcer. Therefore the enemy ofcer is Wormpiles target. Once Wormpiles target has been eliminated, the enemy independent with the highest AP cost will become its new target. If their are no longer any enemy independents, Wormpile has no target, and is free to act normally. Wormpile must move towards its target, and must attempt to come into contact with its target as soon as possible. Wormpile will use any pertinent form of movement to attempt to come into contact during its activation. As long as Wormpile is in contact with its target it cant move, even repositioning is not allowed, and its target suffers the effect of Stunned. Wormpile is immune to effects that may stop or slow its progress towards its target (Attraction from nontarget units, Entangle, etc ...).
ORDERS
24
152
THE LOsT
STRIDER
EXuVIA Active Variable You may spend as much CMD on this order as you like. Once the amount of CMD is spent, double it to determine how many total LP of healing this order will allow. Once this is known you may split up these LP in any way you see t between units with the Lost keyword within 4 fathoms of Saurav-Geet. Naturally these units recover a number of LP equal to the number of points assigned to them from the total. A STAIN SOILING THE FAITH 1 CMD When Saurav-Geet dies, until the end of the current turn and for all of the next turn, all units get a penalty to their PR equal to their FTH. If you cannot pay the cost of this order as well as losing the 1 CMD of Saurav-Geet when he dies. This order cant be used.
ORDERS
AuRA OF PREcISION Temporary Active 6 Fathom Radius Lingering When a unit using a War Disc to make a Ranged Attack is within the area effect of this aura, they automatically score 1 extra hit if they roll at least 1 hit. Obsidian Dagger Hits Damage Slashing 1 1 2 2 3 4 4 6 5 Life Drain 3
AURA
153
25
FAcTIONS
SHOOTING SKIll
5 COMbAT 4 DEfENSE 1
4
PROTECTION
Although my companions and I are not overly fond of the Squamata, the Corvus are the ones that are the most repulsive to us. One only has to see the way they hop around on their skinny legs, picking on the wounded and the dying, only plucking up courage once the enemy is already badly hit. It is as if every crow from every battleeld had suddenly been given human form and had joined the army, to better hasten the arrival of their next feast. Their oversize heads seem almost obscene on their skeletal bodies, and their black eyes are like dark, empty marbles, merely reflecting the light from outside, but never showing a single twinkle that comes from the inside. It is hard to believe that these creatures could have once had any kind of soul! One would think that they originated here in Hell, but Spada tells us that they are very old souls, maybe those of the politicians of old. I dont know if he is serious in saying this, or if this is yet another example of his daring sense of irony. The Squamata hate them as much as we do, and the Corvus hate them in return. They can often be seen grouping together to harass one of the enormous Squamata warriors, jumping and skipping around him, squawking like baby birds and pecking viciously at him. When the Squamata finally reacts, they run away quickly, and before he can catch them, they have scattered and hidden in shadows and corners. Sometimes they also take to picking on the slave that follows the Sling-maiden, pecking away at the juicy worms that are forever eating his esh. At other times, they peek and spy at us, as if to see if we would make a good meal. For they have no morals and are among the most despicable creatures there are. Once the battle is over it matters little who they devour: ally or enemy; Squamata, devil or human, anything will do for these humanoid vultures. One cant help but wonder why Carnoth took them in as his own, for they are so repulsive and unbearable. However, on the battlefield, they can sometimes be surprisingly efficient. They are quick and cruel, and can distract and harass an enemy while others are busy taking him down, and their black cloud scares the smaller adversaries and annoys the larger ones. Those that they call the Praetorians have specialized in this art of harassment. I saw the most famous of them ght with my very eyes, the one they call Vorenus. His sharp claws deal out a thousand cuts, a thousand slices that annoy the enemy, until they make a mistake and become overwhelmed. Anyone fighting against him would have to be doubly vigilant and be wary of his continuous attacks, for he is both the fastest and the most vicious of opponents. The Corvus have their own rituals and their own language. Besides their annoying squeaking, they also communicate by snapping their beaks, tapping their claws on the armor that they wear, creating quite a concert of rattling and clanging. They are also capable of speaking human languages, but they laugh and chuckle so much that is almost impossible to have a proper conversation with one of them without wanting to rip his head off. But enough of these chickens! If they are dwelling on my mind as I write this, it is only because I can see a couple of them out of the corner of my eye, skulking around. I will leave it at that for now and wait until they have moved further away before returning to my work, for no-one is safe from their cruel tricks. Excerpt from Tales of the journey Below , by Antonio Guccini, mercenary in the troops of captain Eduardo Spada.
COMMAND
ORDER
HARASSmENT Free 1 CMD Choose an enemy unit within 4 fathoms of Vorenus. The targeted unit gets a penalty of -1 DEF, to a minimum of 3, until the end of the turn. This order cant be used more than once per turn.
UNIQUE
25
BASE: LARGE
THE LOsT
SQUAMATA SPITTER
There is no trickery, no weapon that Mother Nature did not grant to Carnoths disciples when she very kindly endowed them with their warrior attributes. Under their skin, powerful muscles roll and slide, and their minds are quick and sharp. When faced with misfortune, they become merciless, unstoppable in their march towards victory. What general would not wish for warriors such as the ones they call Spitters in his ranks: these monsters are able to project jets of acidic vomit that can hit a target four fathoms away, and the acid eats away at the esh of any foolish enough to get within range. It will even eat its way through steel and leather. This is the perfect example of the infernal paradox of this place. It sets up battles between titans and monsters, all well armed and protected, as if the very nature of Hell favors never-ending battles. It is as if a twisted intelligence was manipulating devils and men, setting them up against each other with an evil glee... It is a curiously intoxicating feeling to watch these wild and curious beasts, with their tough bodies covered in bony growths, charge into battle. At times it seems like one of the fabulous tales of the Bible has been brought to life, and one can fully understand, when watching these wonders, the full meaning of the Lords word. For by being a witness to the hideous nature of the monsters of Hell, by truly feeling the full shock of the horror that radiates from them like an aura of sulfur, one begins to dream of the splendors that await the good souls who will make it to Heaven. If the beauty of the angels is equal to the cruel appearance of these devils, then how blissful must be the eternal life of the good and the just. Unfortunately, I am afraid that we mercenaries have far too much blood on our hands to ever experience that happiness. Even if it was not so, we are still, in a way, worse than these creatures. For if they were made this way, designed to kill and destroy, mankind has, on the contrary, labored long and hard to perfect weapons and means of destruction. The damned are simply obeying their own new nature (for who knows what they were before, when they still walked the lands of the Living), but we men had the choice between good and evil. Who commits a murder: the steel or the hand that wields it? These are my thoughts on the evening of our victory, for we were indeed victorious. Not all of us made it through the battle safe and sound, and we lost a few of our number. The ruined city now belongs to us, and to Bran Carnoth, who is celebrating with his men on the banks of the river of blood. The stench of the water is now mingling with that of the rotting cadavers of the devils, eaten away by the Spitters acid, and rotting away faster than they should. For, we are living, here, in the kingdom of the volatile and the inconsistent. May the Lord have pity on us. Excerpt from Tales of the journey Below , by Antonio Guccini, mercenary in the troops of captain Eduardo Spada.
LIMITED 2
25
Acid Spit Ammunition 2 Cloud Blast (Acid 5/2 Consumed (Acid 1/3)) Saliva Projectile Explosion (Saliva Slowed) Limited Range 3 Range 4 Eviscerator Hits Damage Piercing 1 3 Slashing 2 5 3 7 4 9 5 12
REGENERATION 2 STRIDER
3 0
155
BASE: LARGE
FAcTIONS
I have already written about the one they call Wormpile, but it does seem that the Underworld has unlimited potential for cadavers, rotting esh and maggots. One of the best examples is the unfortunate creature that strongly resembles a swollen cadaver, constantly devoured by maggots as big as your st. It always follows its mistress, a shameless vixen who has many a demonic trait. Her right breast has been removed, in the fashion of the Amazons of old, leaving nothing but a red swollen scar. But the most repulsive detail is her left arm, which looks like the appendage of an insect, articulated like a suit of armor and made of a dark and shiny material. However she does not seem to notice it and uses it like she would her own hand, so well, in fact, that she is more skilled with this curious limb than some men are with a full hand of ve ngers. Her agonizing slave crawls along behind her, his skin forever moved by a sickening wave-like movement. The moist white flesh of his belly looks like a pool into which a stone has been thrown: it undulates in water-like waves. This is because his belly, like the rest of his body, is full of enormous maggots that writhe and wriggle beneath his skin. They are the most disgusting predators, with their mouths ringed with several rows of tiny teeth, and they begin to stretch and writhe as soon as they are brought near the flesh of the living, craving their blood. The slaves mistress still grabs them fearlessly, and ts them into her strangely fashioned sling, ready to hurl them at the enemy. There, they cause confusion, disgust and pain, for once they have stuck their revolting mouths into the skin of some unfortunate, they will begin burying under the skin and into the soft flesh that they feast on greedily. The Sling-maiden sometimes speaks with Audacious, but never pays attention to anyone else, not even to her pathetic servant, forever writhing and moaning at her feet. He does not speak either, for he is either overcome by pain or choking on a big worm, crawling up his throat or eating away at his tongue. For, like Prometheus, he is being eaten alive, and every day his body is renewed. By the evening, his bones and organs are visible in places; the skin on his head is in such a state that his features are unrecognizable. He drags himself along on his arms, already nearly reduced to bones and hardly able to bear the little meat there is left on him. The next day, as the sun rises, he has, by some unknown sorcery, recovered his bloated body, and the maggots can again begin to feast on his esh. His torment is endless, his agony is eternal. But the most frightening thing about him is that sometimes, as he stares at us, the shadow of a smile passes across his face, as if he understood something that eludes us all. Excerpt from Tales of the journey Below , by Antonio Guccini, mercenary in the troops of captain Eduardo Spada.
22/0
BLOODY SAcRIFIcE Free 1 Permanent CMD Unstoppable Unique The Sling Maiden kills the Maggot Bearer associated with her. This causes an Explosion (power 2/3) centered on the Maggot Bearer. The Sling Maiden must be in contact with the Maggot Bearer to give this order.
ORDER
MOvEMENT SHOOTING SKIll COMbAT DEfENSE PROTECTION LIfE POINTS FAITH COMMAND
2 2 0 4 Exploding Maggot Artillery Explosion (3/1) Heavy Range 5 Pincers Hits Damage Blunt 1 2 2 3 3 4 4 3 + Stunned 5 5 Biting Maggot Hits Damage Piercing 1 1 Artillery 2 3 Penetrating Strike 2 3 5 Range 5 4 6 5 8
MAGGOT BEARER
AMMUNITION CARRIER HARMlESS INSIGNIfICANT MAvERICK
156
THE LOsT
MOvEMENT 7 SHOOTING SKIll COMbAT 4 DEfENSE 5 PROTECTION 0 LIfE POINTS 8 FAITH COMMAND -
6 5 5
4 -
Excerpt from Tales of the journey Below , by Antonio Guccini, mercenary in the troops of captain Eduardo Spada.
157
18
FAcTIONS
SQUAMATA WARRIOR
TROOPER LOST MAlE AGNOSTIC
5 MOvEMENT
4
0 3 3
SHOOTING SKIll
4 COMbAT 4 DEfENSE 1
3
PROTECTION
COMMAND
After our victory over Thelonius and his demons, we wandered the ruined city for a long time, scattered about in small groups. At least the damned ones were lucky enough to know what they were looking for: Bran Carnoth was searching for some kind of strange relic, one that he claimed had an extraordinary power. So he sent his men to search every last corner of the ruins for it.. As for us, Spada had not given us any information on what we were supposed to be looking for. If you see it, you will know that you have found it, that was all he said to us. Then he walked off through the ruins. The dead city was much larger than we had thought it to be to begin with, as it is often the case in the Underworld: looks are deceiving, and you cannot trust your own senses. As we searched among the old stones, I was given a chance to see the Squamata in quite a different light. They too were wandering the ruins, in small groups, but they were doing so with a strange attitude, a mixture of worship, smooth movements and lascivious contemplation. They crawled along the dead unpolished marble like animals, climbing up the smooth white columns almost on their bellies, running and jumping down the stairways and flitting between the stones like ghosts. Indeed, to see them like this, you could think they were some kind of reptilian shadows, which you can only see out of the corner of your eye. They seem to have something of a dark curiosity about this place. Having noticed my own curiosity, Audacious came to me and looked me straight in the eyes. I was surprised to catch in his intense gaze a kind of fatherly friendliness, the kind that leaders sometimes develop for the men who serve under them. The lizard-men have lost their memories. he said, But the city remembers them. The city? I answered, How could mere stones remember anything? There are cities that think, Human. All it takes is for those who built them to breathe a little life into them. Heresy! That cannot be, for only our Lord has the power to give life to something! Well said, Human. But in spite of that you always carry with you that little knife, which you sometimes call by the name of your son who was killed by the Protestants, as if that small object contained some kind of spark that keeps him alive. I remained speechless. Nobody, not even Spada, knew the story of my little Guido, slaughtered before he even reached his fifth birthday, slaughtered by a mercenary. A mercenary like me. Yes, the city remembers them, for it is the shadow of a city that they built themselves, long ago, when they were still living. Although their minds are now so shriveled that they are now nothing but snake brains under their cold scales, the stones have not forgotten them. Look at them play along these dusty old streets, embracing these ancient blocks of stone as a child would embrace a long lost mother... It was true. Suddenly, they looked strangely like young kittens drawn to a smell that they alone can sense, rolling around and rubbing themselves against the stones. The scene was both slightly grotesque and also deeply sad and pathetic. Do you think, Antonio Guccini, they are breathing in the perfume of the memories of this old ruin? Yes, sir, I answered, that is the impression they give me. Sir, do you know what it is that we are looking for among these stones? We seek the perfume of your captains memories. At that instant, the wind wafted the sweetest of aromas towards me, like the smell of a new flower carried by a cool breeze. Despite its softness, it hit me as hard as a storm would have, and I saw that Audacious was smiling as he watched me. Down my cheeks, I felt the warm wetness of tears rolling. When they hit the ground, by some magical trickery of this accursed land, they transformed into tiny fragments of a dark crystal. I still keep them to this day, deep in my pocket with my ink-pot, and if anyone doubts my story, I ask them to look into the crystals. For he who looks into the depths of these tiny jewels will know the true color of night. Excerpt from Tales of the journey Below , by Antonio Guccini, mercenary in the troops of captain Eduardo Spada.
lUNT)
BASE: LARGE
War Disc Hits Damage Slashing 1 2 Ammunition 2 4 Range 5 3 5 4 7 5 9 Eviscerator Hits Damage Piercing 1 3 Slashing 2 5 3 7 4 9 5 12
UNlIMITED
17
158
THE LOsT
CORvUS TORMENTOR
I now know what our captain, Eduardo Spada, is looking for down here in the depths of Hell. It is among the ruins of this dead city that the shadow of his desire came to be lost. The source of all war and all peace, as ever: a woman. Who would have thought? Well, the captain did in fact give us a clue during the battle of the ruined city. One of our companions, a man named Renart, managed to pick it up. Here is the tale that he told us the day after the battle. I remember that moment as if I had just left my friends, although they are all now long dead, and the Lord has judged good to grant me many another year of life in this valley of tears. We were all gathered around the camp fire, warming our feet and our souls, and passing round a bottle of that spirit that seems to jump around inside your gut, and passes for grog around here. Renart had a gruff voice - he received a nasty wound through the neck with a spear five years before, but the rascal had survived and the one who had stabbed him had his brains blown out - as I was saying, his voice was as rough as a dirt track, all dust and gravel, and it rang out among the ruins as he told his tale. The moon hid for a moment behind a cloud, as if to give our eyes a rest and excite our imagination. Even the Corvus were listening, eavesdropping as he spoke. Our captain was moving like a whirlwind, and around him, his sword was weaving what looked like a veil of night, the very same that earned him his nickname: Spada Nera. More importantly, a few feet away, all around the captain, the Corvus were circling. The beasts were like a walking black cloud. What a great group of scavengers they were: as soon as he had cut a throat or sliced off a limb, they bore down upon the wounded and pecked away at them with their rusty beaks, ripping them apart with their claws. Our handsome captain was like war embodied, with his black scythe in one hand, and the Corvus around him like a flock of crows. They barely had time to finish off the vermin, to choke the devils, before our leader took another step forward and delivered yet more blows. A lunge to the right, a slice to the left! Their skinny bodies and their cruel claws fly in, and down goes another devil. A loud and ecstatic squawking could be heard, coming from behind one of the fallen columns. But as he was busy wielding his steel so generously, an object fell from the pocket of his jerkin. The captain did not care; or rather I think he did not notice: he was still chopping himself a path of wounds and screams, followed by the cawing of the Corvus and the groaning of the wounded. So I ran after him and I picked up the thing he had dropped... So, what was it? asked all present, with one voice. We knew almost nothing about the captain; however every one of us would have given his right arm, his heart and his neck for him. A tablet... A small, wooden tablet with a carved picture Was it a religious icon, like the ones the brothers sell for a few pennies? Renart gave a hearty laugh. Of sorts... The carving was one of a beauty, naked, with her tits showing... - Oooh! Im telling ye... She must have been quite a sinner too, for she was being roasted in the flames of... Well, in the flames, and a great devil was pricking her in the rear, which was plump and well exposed like her other tasty bits! That is indeed a subject worthy of prayer and meditation! They really should make statues and stained-glass windows of the same kind; it would make churchgoing much more entertaining! Who would have thought that our own captain would succumb to the sin of Onan? Ha ha! I gave it back to him, but believe me, guys; it was worth the look... Now, my friends, I think Im ready for some sleep, this cut is stinging me something wicked. It was the rst time for days that we had laughed heartily at anything, and whether captain Spada heard us or not, he let us talk. That night, many dreamed of the improbable vixen from the picture, mixing together the features of the whores they had known, but adding to them that particular kind of beauty that only dreams and pictures can possess. Excerpt from Tales of the journey Below , by Antonio Guccini, mercenary in the troops of captain Eduardo Spada.
UNlIMITED
13
2 0
COMMAND -
159
BASE: REGUlAR
FAcTIONS
SQUAMATA TRACKER
TROOPER LOST MAlE AGNOSTIC
I had left my companions, and I was now following Audacious, guided by the strange perfume that I had smelled in the air of the old city: a blend of owers and of a cool breeze, a hundred leagues away from the heady odors of the easy women I had known, although it did also have a slightly coppery note that made it a little disturbing. The aroma of innocence, hiding a bare whiff of betrayal, swam in the breeze. My guide and I walked into the middle of a large square, surrounded on all sides by rows of tiered seats. In its center was a woman, surrounded by Bran Carnoths Squamata trackers. Attracted by her perfume, fascinated, they were rolling around at her feet like harmless kittens. Once again, it was a strange sight to see these beasts, usually quick and agile, merciless and swift, lying around and relaxing as if there was no such thing as war. And yet, looking at their slim but muscular frames, their javelins engraved with impious carvings and tipped with lethal poison, their nostrils twitching at the smell of the enemy, one could not mistake them for anything but erce warriors. Yet there they were, stretched out in the sunshine, around the feet of this woman who was dressed only in the rays of Phoebus. Indeed, it was as if her whole body was a silver mirror reecting the sun: we could perceive the nudity of her body, but no direct gaze could behold it, for it shone with a blinding light. Only her face and her hands were not quite as dazzling. My guide greeted her, and she answered him. That is when I noticed the tears of blood that ran down her cheeks, the black thorns that pierced her eyes. It was as if her head was lled with a bush of brambles, for the thorns seemed to pierce through from inside. Audacious, who is this woman? I asked. On hearing these words, the woman let out a strange laugh. Audacious? she said, Is that what you are calling yourself now, master of subtle trickery? The tongues of men are no longer adapted to the accents of old, answered my guide, with a smile. The name of Odysseus has long since passed from the memories of your people, woman. I am no longer a woman since life left me. Then Spada has been ghting for a shadow. said the one we call Audacious. The shadow of a shadow, even. The chalice that Carnoth seeks is in an underground temple, north of the city, near its old gates. I thank you, but we have freed you and your people from the rule of Thelonius. Carnoth would like you all to join us. Carnoth wants us for his army, Spada for his own reasons, but know this, Odysseus, Belladonna and her people belong to nobody. You think yourself strong enough to resist? Daughter of Eve, you have not spent long enough down here to know every trick: a single word would be enough to bind you to us for centuries. As he spoke, Audacious had stepped closer, and he now reached out and touched the arm of the woman...who disappeared. In her place was a broken mirror and the body of a devil, nailed to the ground with stakes as big as a mans arm. The disembodied voice of Belladonna rang out in the air. You are not the only one to know a trick or two, Odysseus. Eve did not teach her daughters only to sin. We also know to be wary of serpents. This rotting carcass was enough to fool your slobbering hounds, and the mirror was enough to conjure up my image long enough to fool you. As soon as the battle began, my people and I broke our chains and fled. The Squamata seemed to come to their senses. It was as if they had awakened from a dream: there had been some sort of sorcery in the air, for suddenly the stench of the rotting corpse was the only smell to ll my nose... Audacious began to laugh, and I remained speechless, as a thousand questions rushed through my mind.
15
5 MOvEMENT
4 2 2 3
3 3
Excerpt from Tales of the journey Below , by Antonio Guccini, mercenary in the troops of captain Eduardo Spada.
4 DEfENSE 1 7
3 0
0 FAITH COMMAND
Poisoned Spear (Ranged) Hits Damage Piercing 1 2 Range 6 2 3 Ammunition 2 3 4 + Consumed (Poison Durable 1/1) 4 4 + Consumed (Poison Durable 2/3) 5 5 + Consumed (Poison Durable 2/3) Poisoned Spear (Melee) Hits Damage Piercing 1 2 Penetrating Strike 2 3 3 4 + Consumed (Poison Durable 1/1) 4 4 + Consumed (Poison Durable 2/3) 5 5 + Consumed (Poison Durable 2/3)
THE LOsT
RETIARIUS
It was the evening of the day after the battle, Carnoth had what he wanted, and Spada was returning empty-handed. It is my destiny. he said. The damned celebrated their victory in their own fashion: they took part in many brutal games, wrestling with one another with many a scream and a groan. They mainly encouraged those that they call Retiarii to fight each other. These brutes look like humans, except for their heads, which look like they are completely covered by a huge helmet. On closer inspection, the helmet and the skin are one, as it often is among the damned: it is as if their aggressiveness, their thirst for blood and their evil intentions had suddenly taken control of their flesh, transposing their every vice into their physique. Instead of a face, they have gigantic fangs that look like the mandibles of some hideous insect. They wear a few pieces of armor that only partially cover parts of the body, and they carry spears tipped with what looks like a giant pair of pincers. They ght with weighted nets that they use to pin down their opponents before trying to beat them to death or gut them. That night they were carrying out a strange, wild dance, spinning their nets and their weapons in the air. However, the celebration did not last long, Carnoth soon called his troops to order, and although night was then falling, he ordered his men to start moving. In his hand was a sparkling cup, the one he called The Chalice. As for Spada, his only reward had been the few words that I had brought back to him from the one named Belladonna. As the strange and colorful troop of Lost Ones began their march, lit with the blood-red rays of the setting sun, he began to address us thus: Mercenaries! I have lied to you. We are not exploring the lands of Hell for the rich and powerful of New Jerusalem. I came here to find more than a dried out scrap of land or the path to some lump on the horizon! So did you all! This new world is full of surprises and riches for whoever dares take them. This is what I am offering you: let us set a course for adventure and bravely face every danger that the Evil One can throw at us! But how far are we to go, Captain? asked Renart with his rusty voice. The group of Damned Ones that were being held prisoners by the devil Thelonius has left towards the north, where, I have heard, stands the palace of one of their princes. Bran Carnoth, captain of the Lost has assured me that there lie riches and wonders that would make even the richest of prelates green with envy! Should we leave them to the Lost? Or should we once again raise our weapons against Hell and against the Demons, so that one day our tales will be sung far and wide? There is no need for me to tell you what happened next, for all now know the tale: Spadas company met its destiny in Hell, and each of us received what was coming to him, whether we wanted it or not. But that is a different story, and one day I shall tell it, if the Lord grants me to live that long. Excerpt from Tales of the journey Below , by Antonio Guccini, mercenary in the troops of Captain Eduardo Spada.
4 0
LIMITED 3
Halberd Hits Damage Piercing 1 3 Slashing 2 5 Cumbersome 3 6 +Knocked Down Eager 4 10 Lunge 2 5 8 + Immobilised
161
21
BASE: LARGE
THE MERcENARIES
he mercenaries
Dear Father, So, this is the end of your poor Etienne, for I am to die today. Flayed, drawn, whipped and hanged. But not necessarily in that order, for I intend to negotiate. From my prison cell I can already hear the hammers working away on the gallows. Bills have been posted all over New Jerusalem, and I have a feeling that the event will attract quite a crowd, for I have made myself quite a reputation around here. Irony has decided that my fate should be sealed today in the very same place where I signed my rst engagement, on Sermon square, so-called because of the damned one they keep in a cage, hanging high above the cobbles, and who tirelessly yells at passers-by in a guttural and inarticulate Latin. By the time you read this, that talkative corpse will be in better shape than me. I read your missive with great emotion, Father. Although I care little about my own sentence, I do not wish to die knowing that you are ashamed of me because of the lies you have been told. Allow me, please, to defend my honor, for that is all I have left. Your superior, Father Boniface, is, I am sure, a pious man and so very knowledgeable about holy matters. But when it comes to military matters, he is a complete imbecile. Do not believe his careless words. So that I do not leave you in a similar state of ignorance, please allow me, my old teacher, to temporarily treat you as my student as I write this last letter. There are many different kinds of mercenaries, Father, but I can assure you that I belong to the very best kind of all. I have nothing to do with the low and dirty scroungers of the Underworld, and I intend to prove this to you in this letter. As I intend to make this a demonstration worthy of the great Pythagoras that you once taught me about, I must be very precise in my choice of words. A mercenary is not just a man who ghts for money. If the Lord followed the recommendations of your boniface and removed from the world any man who would draw his sword in the hope of earning a bit of cash, then there would not be a single armed man or guarded place from far away Potosi to the mythical Thule: there is no such thing as a soldier without pay. So, should we dene a mercenary as a man who will ght for another than his own king? That may have been true yesterday, but if it was still true today, then the whole of our beautiful colony of New Jerusalem would be a mercenary province, for every day, down here, Venetians work hand in hand with the Flemish, the Irish help the Sevillans, and vice versa.
Now, if we are to dene the mercenary as one who ghts for himself, regardless of whether his friends and enemies are men, demons, Christians, Muslims,living or dead, then yes: I am proud to call myself a mercenary! It is true that among our numbers there are many rascals. I will gladly admit it and will not speak any further of them. However, you must agree that this is the case for many professions, even that of pope. I am not saying that to cause you sadness, Father, but because I have met one or two of them down Below, musing over their manners and their missals as they spin merrily on their spit. Admittedly, we can be hired like any vulgar bandit, but to build a career as captain of a mercenary company, it takes a lot more! It takes the very highest moral ber to achieve that, as I will now explain. Many leaders make their men ght to the blood for any old reason: a word too bold, any small failure. They indulge in excessive tyranny because they received their authority from God or some rich prince whose shadow protects them and exempts them from needing qualities such as charisma and fairness. That is a luxury that we free captains cannot afford, for we can only rely on the loyalty we ourselves can inspire to get our men to obey us. A captain of fortune must behave with the utmost equality towards his men. There is no glory to be gained from serving under his banner: most of his recruits have no country to call their own, they are renegades and miscreants, they care little about being banished or excommunicated and, having no family, they do not fear retribution. The just cause or the faith brandished by well-to-do generals are of no use to him, and there is very little he can use to gain obedience if not the example his own virtue. The opposite excess is of course equally forbidden to him. There can be no place for leniency when one is leading a group made up of damned ones and vagabonds that have been picked up at random from every circle of Hell, for such a rabble will be constantly waiting for a single sign of weakness from its captain to go looting and slaughtering at will. I would like to quote the example of the damned one Gilles de Rais, whom I once fought beside. You have probably heard the name of this lord before: he was a rather scandalous baron while he was alive, and that certainly did not change after his death, so his legend always precedes him, wherever he may go. Gilles does seem, indeed, to validate the theories of boniface. I will not deny the reality of his crimes, in fact, to prove my good faith to you, I will even go as far as to agree with your superior: de Rais is a prolic assassin, a sinner who likes nothing more than to cohort with the devils. After we had taken the town that the Spanish had founded and called Nueva Cadix, our warlord, who has quite a passion for the theater, ordered the play The Mystery of Lilith to be played to an audience of his captives. The play, a despicable and blasphemous piece of work,
163
FAcTIONS
demanded many sacrices for every show. Of course, it was the prisoners who played those unfortunate parts, and every evening, Gilles would peek out from behind the curtain of his makeshift theater and laugh at the revulsion on the faces of the audience as they were forced to applaud the torture of their own companions. Of the many anecdotes about his cruelty, this is the only one, Father, that I can decently tell you without giving you nightmares. And yet, believe it or not, this man is most rigorously fair when dealing with his men, to a point that I have never seen in any other ofcer in all of New Jerusalem! Discipline is tough in his ranks, his punishments are merciless, but he never punishes without cause, and his people know that they will receive just reward depending on their merit. It is this unalterable rigor that allows him to lead a loyal company, without having to fear rebellion or desertion, the two great enemies of the captain of fortune. The sergeant at arms of a rich prince can afford to be a mediocre strategist. There will always be another ofcer above him to tell him where to position his men and what to do at a given signal. He has no need to understand what is going on on the battleeld. In fact, his idiocy is a perfect guarantee of his loyal obedience. These words may sound a little cynical to you, Father, but you should realize that most heroic charges were simply due to misunderstandings. On the contrary, a captain of fortune must be most learned in the art of war, for it is up to him to ensure that his troops get a starring role in the battle. He must know every technique, from cavalry tactics to the science of cannon warfare. If he accepts to position his men in the wrong place at the wrong time, there could well be nobody left to collect the pay. And that is quite often what the client is hoping for! Noble sacrice is hardly a sought-after end amongst us mercenaries, as it is not well paid. I can understand that the captains of princes and prelates feel some joy at being slain to the sound of the marching drums, for they will be remembered and celebrated. Stones will be carved, banners will be embroidered, lists will be written, and I readily believe that there is some consolation to dying when you know that, somewhere, a stone will bear your name. But for us, there is only the anonymity of the common grave into which we are usually thrown without any kind of blessing or ceremony. That is the reason why we rely on our cunning and save our bravery for ourselves. I would like to illustrate this with another story. One day, as we were traveling through Ampharaus, we saw Sheik Issan ibn Youssouf, engaged with a pack of devils. When, in turn, the Mohammedan saw us, he called out to us, asking us to join and assist him. Although we all spoke his language perfectly, we pretended to have mistook his plea for help for a polite salutation and replied with a greeting, without leaving our lookout post. From our promontory, we could see all too well the demonic reinforcements on their way, and we would not have bet a single penny on the Saracens life. Believe me, Father, it was not a pleasant choice to stay there and watch the Sheik and his people die! Even though they were indels, they were none the less humans at the mercy of a horde of furious demons. But in the face of duty, sentiment must always give way, and on that sad day, my honor forbade me from leading my men to certain death. In fact, that cruel but just decision was rewarded twofold. The Mohammedans paid dearly to retrieve the glorious corpses of the Sheik and his men, and then, under contract with his nephew, we had the honor of avenging the death of this brave man with a well-prepared ambush. You must agree that such an opportunity would have been lost if we had been foolish enough to rush in and die at his side! As well as possessing all these rare qualities, a captain of fortune must also be a charmer and a diplomat, and have knowledge of languages and customs. This is all the more important down Below, where we sometimes have to negotiate with things that are far from human. As for the Christians, you know the facts yourself. The high and the powerful are very keen on our companies, as they were Above, using us to easily oppress their people or to betray their own masters discreetly. As I was saying as I began this letter, New Jerusalem has created an important differentiation between those who will only sell their services among the Christians and those who are willing to negotiate with anyone. The latter, of whom I am one, are, however, still most welcome as part of the conquest planned by the Council of the Six. The rulers of the colony enjoy toying with the Archdukes of Hell by setting them up against each other. We play a key role in these alliances with the demons, acting as go-betweens, and selling our services and our weapons in the process. However, we must always be on our guard. When the Council of the Six hides itself behind a mask of piety, it is often because the hangmans rope and the stake are an easy way to settle inconvenient debts and payments due. In fact, I think that if I had been less expensive, I would not have been condemned so swiftly. In that respect, the Saracens behave much like the Christians, or maybe even more ambiguously. Using the pretext of our refusal of Allah, many Saracen leaders forbid us access to their palaces, encourage their people to throw stones at us as soon as we approach and have us impaled in public if we insist. But as soon as they venture out into the inhospitable lands of Hell, they offer us hospitality, profess their undying friendship and make many a promise to gain our assistance. That is why, although the Ottomans have their own Mohammedan mercenaries, our own companies can often be seen camping near Al-Aqsa. Out of musket range, but still close enough to be seen and contacted.
164
THE MERcENARIES
As for the Demons, I have always approached them with the utmost caution. You will be pleased to hear, Father, that I have not forgotten your words: There is no spoon long enough to have supper with Satan!. So I have always, in spite of their many offers, avoided the Luciferians that ask in his name that the Underworld rise up and rid itself of the intruders that we are. The way my friend Count Sfumeto perished, having tarried an hour too long in one of their citadels, was a sad lesson to learn. There are also many Demons who appreciate our services, and use us to surprise their neighbors and rivals. They are much more accommodating. They are the same ones who will then go and kneel before Asaliah, but who, once far from their lord, will begin behaving like any one of our barons will when far from his confessor. Although the leaders and the partisans of each faction dislike us, at least in public, it is quite a different matter for the people who live down Below, especially the ones that call themselves the Lost. These free damned ones are, I must admit, of a rare honesty, for they do not bother with false manners or pretexts when they swim the murky waters of ambition. They are our brothers here Below. They tell us some of their secrets, willingly take part in some of our attacks, and offer us places to retreat to on their land. But they are a very diverse people, and succumbing to the current fashion, they have begun to ght amongst themselves, and this has been most protable for me. You must understand, Father, that in these kingdoms where Christians cohort with Demons in the name of Jesus, while other Demons seek to wipe them out to respect the divine order of things, hypocrisy is a universal value. The quest for Prima Materia is law, it heats spirits and turns hearts to the most insane kind of greed. As God is my witness, it is not we who have become selsh. The times we live in have made us so. How can we even be surprised when an ofcer comes looking for us because he wants to dispatch a rival or to defend his supply convoys from the many pillagers? Who can protect the slave stash of that Christian merchant, or the barrels of alcohol that belong to that Saracen salesman? And who could that monk turn to, when, on nding a precious vein of Prima Materia, he realizes that he has lost his love of Christ and his willingness to share? The fair minds of New Jerusalem may speak ill of us, and judge us as much as they like. For if we are indeed a curse as they say, then we are a most popular curse indeed! There are many scholars and explorers who would have liked to hold in their hands as many alchemical treasures as I have in my career or see as many circles and efs. Although I have hardly been a saint in the Underworld, I have been no worse than the next man, and I hope I have now convinced you of that, Father. But as I cannot be quite sure of it, I would like to nish on this last argument. History has taught us that, from Alexander to Charlemagne, the glory of rulers would have been far less if it hadnt been for captains of fortune such as myself. Indeed, they were quite aware of it, as they raised many of our kind to nobility, giving them land and castles... If indeed, as we are taught, God himself inspires the wise decisions of our kings, then we must admit that God likes mercenaries. If compared with a La Hire, or a Corts, my only sin will be to have been hanged by idiots before the fruit of my adventures has had time to fully ripen. I will stand before the executioner, proud of my status as a renegade and a vagabond. I have had a pleasant journey, and although I have had to take a few lives along the way, anybody would have done the same in my place. And when he begins his work, I will have only one hope left, Father, the hope that you will forgive your poor Etienne for his life of sin, and that you will often pray to God that he do the same. Farewell, Father, you were good to me.
165
FAcTIONS
DON QUIXOTE
OffICER HUMAN MAlE CHRISTIAN
(PAPIST)
DE lA
Letter to Father Alois, from his ward, the bandit Etienne Pinsol Have I heard of the man from La Mancha? Madam, I beg your pardon! I will have you know that I was at the battle of Fort Saint Guillaume, and I fought by his side! The fortress was built on a peak and covered in a particularly demonic variety of thorn bushes, and because of this position, everyone believed it could not be taken. Alas, one tragic morning a whole chunk of the cliff fell away and slid down with a great rumble and a cloud of pestilential gases, as if the ground itself had erupted! A large section of the wall fell away with the rocks, opening up the place to the winds, and I do not believe that this was a natural landslide for less than an hour later, we were attacked by a troop of Luciferians. We did resist for a while, but to be perfectly honest, I must admit that there were many cowards among us who preferred to beg for mercy or run away through the thorns. Believe me, Madam, they would have been better off being brave, for the accursed vegetation was as cruel to them as it was kind to our assailants. As is often the case, the biggest scoundrel was the lieutenant in charge of the fortress. After the rst few days, he saw our situation as hopeless, and he offered the lives of the women and children of the place in exchange for safety for himself and his men. By the grace of God, that shameful bartering was to be our salvation. For several days, Don Quixote had been wandering around the small town that had grown at the foot of the fortress, and whose inhabitants had sought the protection of our walls as soon as the enemy began to approach. At first we took him to be some old vagabond. Indeed, his endless ranting about some man named Panza, whom he claimed was his valet, led us to believe that he was quite insane. Worse still, the man seemed to think that he was still in Castile! However, at the very second that our dastardly ofcer opened the door to the enemy, we were faced with a completely different Hidalgo! Digging his spurs into his tired mare, he engaged the Demons with so much gusto that we almost felt we were watching the charge of a whole company! It was as if someone had tied a quintaine on top of an enraged horse: with his arms flailing wildly like an armed scarecrow, he both terried and stunned the enemy troops. In the middle of this inarticulate massacre, the man began to shout at us, urging us on! He had that gleam in his eye, the one that only angels and wild beasts have, and his cracked old voice warmed our very souls by reminding us of Roland at Roncevaux. His call had a ring to it, something of the trumpets of Judgement Day, and I think that with a few more words, he could even have convinced our dead to rise up and ght by our side for an hour or two. Moved as we were by a new strain of bravery, we managed to push the demonic horde back out from our walls, and our evil lieutenant with them. They were all pushed out into the thorn bushes and quickly finished off with pikes and arquebus fire. What a glorious day for Christianity! The strangest part of the whole story is that our hero would not accept the glory of his victory. He would not accept any reward, nor the position of lieutenant, and he did not even cast an eye over the ladies who were all so eager to be swept away by an old man that they had been openly scornful about only an hour before. He left the next morning, heading west, in search of some mysterious land named Cockaigne. A few of our people left with him.
6 MOvEMENT
5 4 3
40
SHOOTING SKIll
5 COMbAT 4 DEfENSE 3
2 1
PROTECTION
FIGHTING WINDmILLS When ghting enemy units with an extra large base (50mm) in melee combat, Don Quixote gets a bonus of +3 CBT. FOR DuLcINEA! Active 2 Permanent CMD Unique Until the end of the turn, Don Quixotes Charisma ability affects allied units within 8 fathoms of him (Rather than 4). VAE SOLI VAE VIcTIS Lance and Longsword Hits Damage Piercing 1 3 Slashing 2 4 Eager 3 6 Lunge 2 4 8 Receive Charge 5 10
ORDERS
166
THE MERcENARIES
to hide as soon as the fighting started, and now we were crawling behind a rock, praying to God that nobody would nd us there. Percival, search these miscreants. ordered the Hidalgo. I peeked and saw a Squamata step forward. First he spat a big thick glob of spit into the dust, and then he took a pair of pliers from his bag and began to harvest Hooves Hits Damage the gold teeth of our fallen comrades. Turning away from this sorry spectacle, I Blunt 1 3 looked towards the madman who had ordered the slaughter of our expedition. It Fire 2 4 was then that I saw a demonic twinkle in the eye of his steed. Almost immediately, the damned Hidalgo began to hear voices and talk to himself again. We had been 3 6 spotted! Suddenly, I realized the terrible truth: the nag was of demonic spawn, it was 4 8 that creature that had sniffed us out and turned us in to its master! It was then that 5 8 + Consumed (Fire I recalled the warning of the blind bohemian woman before we left: Angra Mainyou, by way of his chronicler Abaadoth, had hired a demon to ensure that our mission would fail. And the demonic mercenary named Rocinante that we had all feared since, was no other than this Machiavellian warhorse! At that point, we had no idea that the Hidalgo, whose name was Quixote, sometimes regained control of his steed, and Pepo and I were certain that our last hour was upon us... Searching for Gethsemane, or the true tribulations of two monks in Hell, by Brother Alberto Codicci
UNIQUE
C HARGING THE TITANS Free 2 Permanent CMD Unique This order cant be used during the rst turn of the game. Until the end of the turn enemy units can only perform Charge, Attack, or Melee actions. Enemy units dont have to take an action when they are activated. If they take no action they can still use free orders. This order doesnt affect lemures. T HE MOON IS M ADE OF CHEESE Free 1 CMD Until the end of the turn, allied units are immune to Terror and Terrifying. V AE SOLI VAE VIcTIS A uRA OF COmBuSTION Temporary Active 4 Fathom Radius Instant Rocinante (Immune) Unique Units within the area of effect of this aura suffer Consumed (Fire 3/3).
ORDERS
AURA
167
60
FAcTIONS
ANDRE
OffICER HUMAN MAlE CHRISTIAN (TEMPlAR) MENTAlIST
4 MOvEMENT
3 4 3
DE
MONTbARD, 5
TH
SHOOTING SKIll
Brother, I pray my missive finds you in fine spirits. Due to the circumstances, I probably wont ever know if this letter nds its way to you or not. I can feel my time on earth drawing to a close. The curtains seem to be closing on my performance. I am ready to move on, and I shall go to meet our lord with a prayer on my lips and a song in my heart. While I will miss my brothers and our holy mission, I see no reason to curse my fate. I have lived a full and complete life, as well you know. We traveled Pelion to reach the fiefs of wisdom, a place unknown to us at the time. Though our adventures seem ephemeral now as I write of them, it doesnt change the fact that together we have accomplished much in his name. There is but one thing yet I must do. I feel the lord calling me to it, even in the twilight of my life. A Grand Master of the order is privy to many great and secret things. I must investigate something the bro therhood has stumbled upon. Only myself and one or two of the other brothers know of what I speak. Thus the decisions was made to pass the mantel of Grand master on to another. As you know, you where elected to take my place. I must brave this trial, though it may cause the damnation of my soul. As one of my last actions in this world, I urge you to protect the brotherhood. Not by unthinkingly hewing to tradition, but by re-examining the world and our place in it. What started out of devotion and the call to service, has grown so large that it may have run out of control. You may already be well acquainted with these issues as Grand Master. Do not underestimate their far reaching consequences. On behalf of the savior you have followed in my footsteps to Jerusalem, and I am sure that our fraternal ties have not lost their strength.
Yours in Christ, Andr de Montbard - A letter from Andre de Montbard to Bertrand de Blanchfort.
ORDERS
CLOAK OF COmmAND Andres PR is equal to his companys CMD pool. GOD K NOWS WHOS WRONG! Passive 1-3 Permanent CMD Unstoppable Unique Units within 10 fathoms of Andre take 4 damage, ignoring PR. If 1 CMD is spent on this order, then only units with a FTH of -, 0, or 1 are affected by this order. If 2 or 3 CMD is spent on this order, then only units with a FTH equal to the number of CMD spent are affected by this order. Damage dealt by this order cant reduce a units LP to less than 1. Invulnerable units will take 4 damage. HELL IS OuR DOmAIN At the end of terraforming you may place up to 2 points worth of terrain elements in each conict zone. FEAR US! Passive 2 Permanent CMD Unique Until Andre is killed, units that are part of his company get Terrifying. V AE SOLI VAE VIcTIS
4 FAITH 5 COMMAND
ARCH-ENEMY
(PAPISTS AND MUSlIMS)
AURAS
FLEE M IScREANTS! Permanent 4 Fathom Radius Cumulative Templars (Immune) During the upkeep phase choose one of the following numbers, 0, 1, 2, or 3. For the rest of the turn, non Templar units with a FTH equal to the chosen number cant enter the area of effect of this aura. Effects that would force a non Templar unit that currently cant enter this auras area of effect to enter it, are canceled. Non Templar units already within the area of effect of this aura that would be affected by it arent, until they leave the area of effect of course. If you forget to choose a number during the upkeep phase, this aura wont have any effect during the turn.
63
168
THE MERcENARIES
ORDERS
Active 2 Permanent CMD Unique Choose one of the following effects: - Enemy independents become Slowed. - Allied troopers become Accelerated.
UNIQUE
IRON HAND Passive 1 Permanent CMD Unique Target enemy unit in contact with Gotz, becomes Stunned.
27
FAITH 1 COMMAND 1
169
BASE: REGUlAR
FAcTIONS
4 DEfENSE 3
5
PROTECTION
15 LIfE POINTS 3
4
FAITH
5 COMMAND
As I was leaving Samaels tent, the head of a Papist on its spike reminded me of the pasty features of the Bishop of Reims and I thought of you, Joan! I remembered you, my sweet, and your lovely face, all spattered with blood beneath the walls of Orleans. Oh why didnt I shag you back then! You know, deep down, I rather liked you. In fact, when they burned you, it put me in a mood so bad that it never left me. As for me, well, I was hanged! I had become embarrassing. A bunch of ignorant bastards began to criticize my esoteric experiments. Sodomy, assassination, sorcery... Such nasty words to be bandying around! The whole thing was a trap, my faithful Henriet and Poitou were also captured with me and the three of us were dragged to the gibbet. I dont know what your death was like, my poor, naive Joan. I can imagine you cried a lot and wished you had stayed behind to look after your sheep. At least God never promised me anything, so I took it all with a certain amount of philosophy. Having been quite familiar with Hell when I was alive, I was hardly surprised to wind up there after my death. In fact, I would not be boasting to you, Joan, if I was to say that I was expected there. My talents as a captain and my qualities as a gentleman had preceded me in the world Below, and my martial experience was immediately put to good use. Out of jest, my tormentor gave me a handful of damned, a pitiful bunch of vagabonds and mercenaries who had already been killed under my orders, and sent me off to fight the Saracens. I was not the rst one to endure this farce, and there were many bets running on how I would fare. As a true knight, I saw it as an opportunity to join the crusade as my ancestors once did. I am sure that the Blade of God that you were, or believed you were, will appreciate that. I made my master, and all those who had placed bets on me, very happy. After a few years, I had been noticed enough to be considered for a position on the battlefield. Later still, I was given a company to lead, and I could choose my own recruits. You see, Joan, you made yourself Heavens champion, and Hell made me a Marshall. Then our people came, and Kohut was raided. What a happy surprise for me, I had so missed killing Christians! When the Christian bullets left me without a lord, I became my own master, like our old friend La Hire did in his time. Now, I take my troops where I please, fight whoever I like. I am now slave only to my own desires, and I am having tremendous fun. Maybe one day I will build a ef of my own down here. However, I must admit that there is one emotion that has been spoiling things lately. It is nostalgia, Joan, a wound that never heals! There is a man of the cloth among my prisoners. I will have him roasted on the spit later on, and serve his crispy esh to my guests. And as we converse over the food, I will be wondering where your poor, crazy soul is wandering. You, the stubborn servant that God left to burn in the flames. I have not abandoned hope of bumping into you along my way, Joan. You may have been a little young, but you werent stupid, and you knew how to lead your troops. And you were pretty. When I let my mind wander, Joan, I dream that we ride together once again.
ORDERS
BASE: REGUlAR
A RT OF WAR 1 Permanent CMD During the upkeep phase after each company has refreshed their CMD pool, you may use this order to have Gilles company become dominant. This order takes precedence over any other similar effects. C ONTROL OF THE BATTLEFIELD Gilles company is always dominant during the terraforming part of the game. If Gilles is on the battleeld at the beginning of the game, then his company is automatically initially dominant. This order takes precedence over any other similar effects. C HARISmATIc PRESENcE Gilles Charisma ability affects allied units within 8 fathoms of him (Rather than 4). R EINFORcEmENTS After both companies have been deployed, you may choose up to 24 more AP worth of extra units, following the company composition rules of course. These units will enter the game later as per the rules for stragglers, except they can come from any edge of the battleeld. V AE SOLI V AE VIcTIS
UNIQUE
85
170
Poitou and Henriet Hits Damage Piercing 1 3 Slashing 2 3 + Life Drain Penetrating Strike 3 6 4 6 + Pain 2 5 10
THE MERcENARIES
UNIQUE
25
ORDERS
Free 1 CMD Until the end of the turn, units with a FTH equal to or greater than 3 treat Abd as though he had Terror 2. VIRTuOuS WRATH At the beginning of the game, Abd gets +1 CBT for each unit included in the opposing companies that have a FTH equal to or greater than 3. This bonus lasts until the end of the game.
FANATIC
3 5 5
AuRA OF HOLINESS Permanent 8 Fathom Radius Units with a FTH of 0 or 1 Units with a FTH of 0 or 1 within the area of effect of this aura, get +1 FTH. AuRA OF THE R ESTED SOuL Temporary Active 4 Fathom Radius Instant Allied units with a FTH of 1 or 2 Allied units with a FTH of 1 or 2 within the area of effect of this aura recover 3 LP.
AURAS
5 5
171
FAITH 4 COMMAND 1
BASE: REGUlAR
FAcTIONS
4 MOvEMENT
3 3
30
CONCENTRATED EvASIvE EXPERTISE HARMlESS TERROR
R APID SummONING Unique Immediately after Alzais invokes a lemure, that lemure can be activated during the action phase during which it was invoked. uRSE C Active Unstoppable Target unit within 6 fathoms of Alzais suffers 3 Life Drain damage. VISION OF DEATH Free 2 CMD - Until the end of the turn, Alzais gets Terror 2.
ORDERS
SPEllS
0 FAITH
0
COMMAND
A mNESIA Vanished Targets a unit in contact with the lemure. Until the end of the game, one of the auras of the target of this spell has no effect (You choose the aura). C OuNTERmAND Vanished Targets an independent unit in contact with the lemure. The company that the target unit is part of, permanently loses a number of CMD points equal to twice the targets CMD. S uFFERING Vanished Targets a unit in contact with the lemure. The target of this spell is wounded and loses the Fanatic and 172 Berserker abilities, if it had them, until the end of its next activation.
THE MERcENARIES
3 2
4 0
CAPTuRE Free X CMD Target lemure within X fathoms of Angelo takes X damage, ignoring Invulnerable. EmERGENcY SummONING Special Angelo can only invoke a lemure when he is within 2 fathoms of an allied Infernalist. When he does so you must assign one of the spells that the allied Infernalist has to the lemure.
ORDERS
173
17
FAcTIONS
ORDERS
CHANGE OF CIRcLE Passive 2 Permanent CMD Unique Target enemy trooper in contact with Charon is eliminated. INSTANT MOVEmENT Active 2 CMD Target unit in contact with Charon is moved to a position of your choice in clear terrain within 10 fathoms of its current position. The target cannot be placed within an enemy control area or in contact with an enemy unit. The target unit is Stunned for the rest of the turn. This order cant target a unit with a base that is larger than Charons.
31
174
Spectral Claws Hits Damage Spiritual Damage 1 1 Lunge 2 2 2 3 Life Drain 2 4 3 + Stunned 5 3 + Immobilised
THE MERcENARIES
UNIQUE
22
DEAD OR A LIVE While in contact with a unique enemy unit, Helle gets a bonus of +1 DEF. During an attack sequence versus a unique unit, she must use her cudgel getting +1 CBT. During an attack sequence versus a non-unique unit, she must use her long sword. Long Sword Slashing Hits Damage 1 2 2 3 3 5 4 7 5 9
ORDER
4 4 3
4 0
175
BASE: REGUlAR
FAcTIONS
ISAA
INDEPENDENT HUMAN MAlE JEWISH MENTAlIST
bEN
MOSHE, CAbAlIST
So, my nephew, you are wondering who is this wandering Jew, Isaia ben Moshe? I will tell you. My friend Isaia is neither a sorcerer for the demons, nor a spy for the Christians. He is simply a man who made a terrible mistake many years ago. After a lifetime spent studying the Zohar and the Kabbalah, this scholar was haunted by doubt: God had deserted his heart. And with him had gone his faith in his science. To try to nd peace of mind, Isaia went one night to the old synagogue of the Jewish ghetto in Prague. There he found the dead Golem, as Loew ben Bezalel, its creator, had left it. Isaia drew the aleph into the soft clay, returning it to life, and thus testing his own knowledge. Reassured by this result, he then wished to send the creature back to sleep, but found that he could not! The creature of vengeance stood there, waiting stoically to be given a designated enemy. Allah is the One worshiped by the Jews, and Allah does not like people using his name for their own ends. When Isaia beheld the monster he had released, he realized that although his science was good, he had put it to bad use indeed. He was afraid, and he ran away, but the creature followed him everywhere like his own shadow, so he always had to hide away from the sight of other men; especially in the lands full of Christians who harbor a most ferocious hatred of Jews and never miss an occasion to mistreat them. Thankfully for my friend, the Golem was there to protect him on his journey. And thankfully for the Golem, my friend was there to protect the creature in return, for the unnished being did not have the mind of men, and would kill anyone without distinction were it not guided. Isaia had become a vagabond, he could have wandered thus through every corner of war-ridden Europe until his dying day, and given his declining health, the end of his torment could have come soon. But Allah wanted to test him a little longer or maybe to give him a chance to redeem himself. In the same way that Jonah was sent a whale to precipitate his journey, he sent Isaia a sandstorm that miraculously carried him all the way to Hell, so quickly that the Jew could not tell by what mysterious passage he had arrived. That alone is proof that there is still much for us to discover in this world. Although Isaia, alas, never accepted the truth of the Prophet, he is nonetheless a practicing Jew who honors God in his own way, and deserves our respect. He sought refuge in the Kabbalah and realized that if he had reached this place by some hidden route, he could only leave again by another secret path. He now searches endlessly for what he calls the Key of Beth, which should nally allow him to find rest. And it is quite a mystery, for nobody knows if this key is a treasure, a place or a word, maybe some fragment of knowledge or a revelation lost in time. Recently, he began to search for clues to the whereabouts of the ruins of the city of Babel that the wrath of God cast down from the world of the living to the world of the dead, long ago. It is true that on his journey, he did not hesitate to join forces with some of our enemies when the circumstances require it. But it was only for the sake of his travels, and not for the money: to him, only his research counted. These are the reasons for which I am asking you to bid him welcome. Because he is my friend, and also because he is a wise man. But furthermore, as Im sure you have already gathered, because his quest may well be more closely linked to our own than we can imagine.
32
3 3
2 2
Excerpt from the correspondence between the venerable Tuffik Assaoui to his nephew Emir Saha ibn Gheyouch.
0 PROTECTION 7 3 1
3 2
WORD OF COmmAND Active 1 CMD If the Golem associated with Isaa is within 8 fathoms of him, it gets a bonus of +3 CBT and +1 DEF until the end of the turn. AuRA OF CONTROL Permanent 8 Fathom Radius Golem If the Golem associated with Isaa is within the area of effect of this aura, it gets a bonus of +3 MVT and +3 CBT.
ORDER
AURA
176
THE MERcENARIES
ENTANGlE HUGE
fIRE POISON
MOvEMENT 1 SHOOTING SKIll COMbAT 2 DEfENSE 3 PROTECTION 0 LIfE POINTS 25 FAITH COMMAND -
ORDER
VENGEANcE Reaction
If Isaa is killed, the following rules apply to the Golem for the rest of the game. The Golem leaves the company it started the game as part of, and becomes an enemy to all other units. The Golem is activated at the beginning of the action phase by the player that used to control Isaa. Of course, this activation doesnt count as that player activating a unit. During its activation the Golem must move as fast as possible towards the nearest unit, and engage it if possible. If the Golem is already engaged it must perform a melee action. If the Golem is engaged with multiple units, the target of its attacks is chosen randomly. Additionally, the Golem becomes Berserk and gets bonuses of +3 MVT, +6 CBT, and +1 DEF.
177
(ISAA
FAcTIONS
TElEPORTATION
BASE: LARGE
ORDER
ScAVENGER Passive 1 Permanent CMD If Sha ren Zhe is free, he is immediately moved into contact with the enemy unit with the lowest LPs. Insignicant units are not considered when determining which enemy unit has the lowest LP. The use of this order triggers a combat sequence when Sha ren Zhe appears in contact with the enemy unit. A unit engaged through the use of this order cant use the Dodge ability. This order can only be used once per activation, and may be used before choosing what action Sha ren Zhe will take during his activation.
UNIQUE
27
Claws Hits Damage Slashing 1 2 2 3 3 4 + Consumed (Poison Durable 1/3) 4 7 5 8 + Consumed (Poison Durable 1/3)
THE MERcENARIES
BASE: REGUlAR
UNIQUE
27
DEfENSIvE SHOT ORDER DISCRETION 4 C S HARMlESS Passive 2 CMD - Until the end of the turn, replace the Spiritual Damage ability of the Musket of Longinus with Penetrating Strike 2. SNIPER S T TRAINED GUNMAN Passive 1 CMD - During the next ranged attack that Thirty Coins makes this
OLD TEEL TOPPED ImE
turn, if his intended target is engaged, only the intended target can be hit by the attack (dont compare the number of odd and even to hit scores). Musket of Longinus Hits Damage Spiritual Damage 1 3 Range 12 2 4 Reloading 3 5 4 7 5 9
179
FAcTIONS
RUSSIAN TRAPPER
INDEPENDENT HUMAN MAlE CHRISTIAN
(ORTHODOX)
The inscriptions had come true, we had reached the lands of smoke! It was a labyrinth of ruins that must have reached all the way to the frontiers of Aussonia, a land of mists so thick we could hardly see our hands in front of our faces. The weather there never changes, except, they say, when it is Easter on Earth. At that time it rains blood. Thankfully, we were only passing through and had no intention of checking that awful legend. With Gods will, we would soon reach the fountain of youth, then the edge of the forest of myrtle where the cursed souls wander. And then... We were finally reaching the end of our quest! But for a chance to see all these wonders, we would have to be quicker than our pursuers. The soldiers of the Emir, of course, but also the gang of Luciferians who had decided to chase after us. The very thought that such an abominable host was on our heels was enough to give us wings. Even so, our company was taking a well-earned break, just time for supper and a little sleep. Pepo and I were huddled near the re, listening to the songs of Damir, the scout who was leading us so surely through the mists. My companion asked him where he was originally from, and in a hesitant French, the man explained to us that he came from far away Novogorod. We had all had a little to drink and as this camp fire in the middle of the mists was a perfect place for story-telling, we soon learned that Damir was an outlaw in his own country. Long ago, his brother had married a very beautiful young peasant girl, so beautiful that her husband became the envy of the whole village. So much so that a local lord had her kidnapped, and her poor husband killed. Swearing to avenge his older brother, our brave Damir found a way to join the huntsmen of the evil sire. He had to wait a long time to nally reap his revenge, but nally, one night, Damir left him lying in the snow with a broken leg, on the territory of the bear that they had been tracking all day. That could have been the end of his story, but Damir obviously felt it deserved a conclusion lled with superstition. The lord had, he said, been closely linked to the Baba Yaga, a terrible witch from his country. So if Damir had been forced to ee his country in haste, it was not so much to avoid the gallows but more to escape the teeth of the hungry carnivourous spirits of the forests of the motherland. That was why he had signed up to serve in Hell, for he believed that the angry spirits would not follow him that far! His epilogue seemed to me to be nothing but an old wives tale. Pepo on the other hand, took this tale of witchcraft very seriously, and his teeth began to chatter frantically. The rough mercenaries, who had been listening distractedly to our conversation, teased him kindly about his gullibility, until a terrific cracking noise was heard, coming from a few fathoms away. In a second, our blood ran cold and our faces became pale as ghosts. All except Damir, who jumped to his feet and grabbed a rm hold of his axe. Staring intently at the mists, he warned us, Gentlemen, I am afraid we have company! Searching for Gethsemane, or the true tribulations of two monks in Hell, by Brother Alberto Codicci
4 MOvEMENT
3 4 2
SHOOTING SKIll
5 COMbAT 3 DEfENSE
SKINNING - 1 CMD This order can only be used when the Trapper kills an enemy unit. Until the end of the game, he gets Terror, or +1 to the ability if he already has it, to a maximum of Terror 3. TRAP LAYING - Free 2 Permanent CMD Unique This order can only be used when an enemy unit moves within 10 Fathoms of the Russian Trapper while performing a Charge, Run, or Retreat action. The enemy unit is Knocked Down and takes 3 damage, ignoring PR. If, for some reason, the enemy unit isnt knocked down due to this ability, it can nish its movement and activation normally. Two-handed Axe Hits Damage Slashing 1 3 Cumbersome 2 5 3 6 4 8 5 10
26
ORDERS
1 -
FAITH COMMAND
180
THE MERcENARIES
DESERTER
When exactly did my heart begin to falter? I really couldnt say precisely, but the facts are there. That day I faltered indeed. Traitor, coward, turncoat: you can call me a thousand names. I can live with any of them. Do not think that I made this decision lightly; one cannot leave ones companions without a very good reason. The shame of doing so weighs on my heart every day that God sends, as if an eagle was squeezing my chest between its sharp and powerful talons. All the same, I can see a glimmer of light on the horizon, a hope that I may be able to live without the eternal weight of my shame. I will undoubtedly manage to forget, to erase this unfortunate episode from my existence. But still... It had barely been a month since we arrived in Hell. The few skirmishes I had taken part in only involved the odd roaming band of damned ones or a few French or Reformist scouts. My company was composed of solid Swiss soldiers, hardened by the res of war. We had no trouble winning control of the land from the damned or the foes from the nations Above. Obedience, discipline and precise movements, those were our dening features. Teams of arquebusiers patrolled around our forest of pikes and halberds. The rough tracks that we marched along were hard on our bodies, the sweat ran down our dusty faces, our morions were heated to burning point by the intense orange glow in the distance. I was sweating every last drop of water from my body into the heavy cloth of my uniform. Our column was marching forward, raising a cloud of dust behind us, to the sound of the fe and the drum, our captain and our standard leading the way. It was a day like any other, two hours before we set up camp for the night. But that was the day that everything changed! In our pride, we did not send out the usual string of scouts. Why should we, after all? What could possibly happen to us, we who had always triumphed! As mistakes are rarely made in ones, our officer misjudged the terrain we were heading into and sent us marching straight into a dried out hollow, riddled with abyssal pits. It was at the worst possible moment that the damned attacked us. The sea of our army was split up into thin trickles of men, winding carefully between the dark depths. At that moment I could hear a million vile scratching noises coming up from the pits, and seeming to grow ever nearer. I could feel the fear rising amongst the men, the officers horse was whinnying as if it was in agony: something terrible was going on down there! They exploded upwards in a geyser of esh and steel, driven by an indescribable hatred. Buzzing through our ranks, spreading death and suffering, the Damned Ones of Wrath were chopping us to bits before we could even move into a ghting formation. The arquebusiers could not do much to help us, the enemy was already engaged in close combat. They took to their heels, only to meet the immediate discomfort of being confronted with terrible angry ones or big greedy bastards. Blown far away by the horde from the abyss, I was one of the very few survivors of this unfortunate expedition. With only my halberd and a few meager rations to my name, I ran as fast as my legs could carry me, far away from that unspeakable butchery. Nothing was of any importance to me any longer, not the last few of my comrades ghting heroically against the impious legion, nor Leopold, my lifelong friend, gravely injured and begging me to help him. I could feel the sweat running down my spine, every hair on my body standing on end with fear. I was screaming, crying with terror, no demon could catch me... Since that baleful day, I have sold my services to the highest bidder, with no morals and no cause. I do what I have always done, I ght, and above all: I survive!
MOvEMENT 4 SHOOTING SKIll COMbAT 4 DEfENSE 3 PROTECTION 2 LIfE POINTS 5 FAITH 0 COMMAND -
3 3 2
1 0
181
11
FAcTIONS
BASE: REGUlAR
C HAOTIC CHARGE AND FURY DEfENSIvE COMbAT 3 DODGE 2 AND MvT +1 RAPID STRIKE ( ) RICOCHET 2
ATTACK
UNlIMITED
182
Hits Damage 1 2 2 3 3 5 4 7 5 9
THE MERcENARIES
SQUAMATA NOMAD
During my many adventures in the lands of Hell, I have often had to collaborate with some very strange individuals. As far as I am concerned, as long as a newcomer proves to be quite competent, that he knows how to stay humble and in his rightful place, and that he does not indulge in foul depravaties, he has every chance of tting perfectly into my little family. My dear reader, you who dare to venture into the twists and turns of my improbable journeys, deep into the heart of a bottomless well of knowledge, I can safely say that in all my life as a free man, I have rarely encountered any creatures as mysterious as the Squamata nomads! These fascinating creatures, who are always willing to sell their military services to any kind of customer, call themselves the Eternal Travelers. Wandering creatures from a race of Lost Ones, they chose the name of Travelers with care, even though, to the outsider, the term could seem rather redundant. After long and intensive research into a subject of particular interest to me, a glimpse of an answer, albeit a very fragmented one, appeared in the depths of my mind. The Lost are a group of dammed that appear in a surprising light to common people. To be perfectly honest, there are a great number of scholars who will shamefully admit that they know or understand little about this mosaic of infernal beings. Until quite recently, the Lost way of life was mainly based on the model of a nomadic people, mainly warriors, united around a powerful and charismatic leader. This rough existence allowed the members of the group to feel a sense of belonging to a primitive society, providing support and protection for one another. Of course, since then, Bran Carnoth has changed many things, much water has owed under the bridge... The Travelers turned away from that tribal way of life a long time ago. These free-spirited people have gone so far as to reject the leadership of any chief, preferring to take their existence into their own hands. Some writings found carved on the walls dating back to times immemorial bear witness to the existence of Squamata nomads back in pre-Christian times. The reasons that led to their rebellion are still unknown to this day. One day, the Squamata leaves his group, because of boredom or discontent, and without looking back, he begins his long life as a traveler, alone. To survive, the Traveler hires out his services to the commanders of Hells companies, always in need of good swordsmen. The wars between Demon kingdoms have long been the main source of income for these soldiers of fortune. One day I hired one of these Travelers myself, Quintus, an old Roman soldier, who was killed while guarding an obscure frontier in Germania. Thanks to him, I learned more about these Squamata nomads than I had done in a whole year of research! Quintus explained to me his sudden desire for freedom, his dreams of wild expanses and his need for calm and introspection! I must say I was as blown away as you must be, on hearing this very strange revelation. These demons are searching for some kind of inner peace that their very condition denies them. Who would have thought it? However this desire has a painful backlash. As they travel further away from their family, as if the Underworld was punishing them for their lack of devotion to the roots of evil, the Squamata nomads lose part of their natural strength and martial abilities, in exchange for a sharper and more independent mind. Quintus told me that this price was a small one to pay compared with their possibility of redemption. A damned escaping from Hell by achieving redemption, now that would be interesting! I questioned my friend Malik ibn Youssouf about this, jokingly remarking that I could see many similarities between the Saracens quest and the insane desire for paradise of the Squamata nomads. Strangely enough, for once, he did not laugh... Baptiste Valombre Thoughts on the people and curiosities of the Underworld, Volume 5: the Lost.
UNlIMITED
12
5 0
Hits Damage 1 2 2 3 3 5 4 7 5 9
COMMAND -
183
BASE: REGUlAR
184
THE IMMORTALS
he Immortals
Death is a trauma which radically affects the soul. When the damned reach Hell, most of them have lost their memory. However, the spirit of the dead continues to be the sanctuary of the vices which have sullied their past life. If a criminal does not remember his misdeeds, anger, pride or even greed continue to gnaw at him. A damned one does not breathe, sleep or eat he is dead and vital needs are unknown to him. However, a glutton will still continue to feel the pangs of hunger a horrible torture for a soul which has forgotten how to appease its trouble. But intuition of what it was in life may bring it to learn how to eat anew. Sometimes, demons will teach it out of spite. They will thus reveal to it its vice and goad it to its eternal damnation. For if the dead descend to Hell, its either to find the way to their nal rest or regain their place among the living. For the dead, to lower ones self by repeating the excesses of a past life will keep the soul from attaining serenity. See this noble. When alive, he killed by pride as he had the power to do so. Damned, hes dispossessed of all that made him great. He no longer remembers any of it but his soul suffers from it. Give him a sword. Do you think hell seek redemption or the fastest way to appease his torment? The dead are left to fend against their darkest desires. Theyre thrown in a terrifying, underground land, on a road lled with pitfalls and traps. Fear and pain are their daily bread. Between these two damned, which one was the headsman, which one the victim? Demons dont bother with this sort of distinction. They draw the dead into their efs to inict on them various tortures. Of course, the sinner will catch their eye while the virtuous soul will pass by more easily... Some damned have been walking for centuries on the roads of Hell. Its said that King Minos awaits them at the Nine Irises to judge them. But how many of them will reach the end of their quest? Its with this question that the history of Diyu begins; the history of King Yanluowangs revolt. Our sovereign was one of the nine archdemons, known by his peers under the name of Zairitsha. He went to those of his kind and asked of them to set out order among the damned. He showed them how to give Hell a harmonious government. The other eight archdemons were insulted by his arrogance and chased him off his throne. They destroyed his domain and massacred his followers. Zairitsha was betrayed and imprisoned by his most faithful vassal. This is how the story of Yanluowang, King of Hell, and Protector of the Qin People begins.
The damned bureaucrat moved closer to the window to gaze upon the vista of Diya offered from the bamboo tower where he was held captive. He knew that this land was hostile to men, allowing them its fruits only at the price of arduous work. But, from his vantage point, the surrounding lands seemed particularly serene. Beyond the village, the elds stretched out, then the hills and nally the capital, Ymng, proled on the horizon. This earthly-looking stretch was but a small portion of the domain, his purgatory. It was surrounded by the frozen deserts which kept the monstrous armies from entering the kingdom. From Ymng, at the heart of the territory, the cyclopean shafts reached the Eighteen Hells in which sinners would absolve their sins. It was also the path one would need to take to reach the secret sanctuary of Yanluowang, named Mngf. Gui Wanrong saw a young woman carrying laundry to the vats. She was dressed for working in the elds, but bore mannerisms betraying the noble rank of her past life. He smiled and called his guard, Ho Han Xu, a demon with a particularly jovial expression. As the heavy footsteps of his jailor could be heard in the next tunnel over, Wanrong surprised himself by imagining himself on a walk with her. The demon entered the luxurious cell yawning, as though he had just been woken up from a nap. Glancing over to Wanrongs shelves, he saw the roll of parchment that the bureaucrat had painted while the village was working in the elds. He deciphered a few lines before slipping it under his belt. A new masterpiece? asked the guard. This looks nothing like your usual compilations of jurisprudence. Maybe Ive nished cataloging my earthly knowledge. Its time to write down what the mandarins of this country have allowed me to see What a wonderful idea said the demon with a disapproving frown. Who is the young woman over there? asked Gui. I have never seen her before in the village. Shes just arrived answered the demon, nodding. When alive, she gave birth to a bastard, which caused upheaval in her noble house. An adulteress? We should nd a husband for her before rumor causes any trouble among the community said Gui Wanrong. Yes, yes said the demon as he left the cell. The following day, Gui Wanrong woke up with the rst ray of light. After getting dressed, he found a roll of blank parchment left on his shelves. He grabbed his brush and immediately began to write. When people from Qin die, they appear on the underground reection of Mount Mingshan. With this desert and snowy expanse, Yanluowang grants them an extremely serene passage to death, as they are not confronted
Gui Wanrong laid down his brush and raised his head. The white light from the underground dome was fading. The peasants would soon be coming back from the elds.
185
FAcTIONS
with terrible visions of Hell as soon as they wake. Quite the opposite solitude, meditation and asceticism allows them to recover their memory, the rst step on the purging of their sins. For as long as this retreat on the sacred mountain lasts, demon sentinels keep watch without ever showing themselves. There is a thousand ways of knowing if a damned one has reclaimed the memories of his past life. He suddenly begins to suffer from the cold, prays to his ancestors or yet attempts to make himself tools. The soul is then ready for its next trial. We gather the damned for a long march through the frozen desolation surrounding the domain. The expedition crosses the borders of Diyu. Before the birth of Yanluowang, the kingdom was one of the nine archduchies which bordered the devils isle. By leaving Diyu, the damned can contemplate the horror and the chaos which prevail outside of our lands. It is at that point that they become conscious of their duty of submission to the laws of our lord. For if they rebel, they could be abandoned to the nightmarish and barbaric horizons which offer themselves to their sight at that moment. The rst rule is to admit your crimes. Infernal mandarins accompany the walkers to note the admission of their crimes. Among the Imperial Sentinels, demons are keeping close guard to prevent any insanity, while humans are deployed as scouts and on the flanks to face possible assaults from barbaric enemies. Everywhere in our lands, this division of tasks between Imperial Sentinels can be found. The demons are in contact with the damned and watch over them, while the humans protect the domain against outside invasion. Thus, their souls are not inuenced by the sins of the dead. If we talk about the kingdom, its in opposition to the rest of Hell. However, Yanluowang has sworn allegiance to the Jade Emperor, and so the domain is part of the Qin Empire; this is why the sentinels protecting it belong to the imperial house, the House of Jade. The task of our lord is to watch over the people after their death. In that way, he watches over the harmony of the Yin and the Yang and guarantees the empire will remain, even when great trouble divide the living and the throne falls into the hands of impostors. For that reason, also, our demonic bureaucracy compiles much information brought from the land above. When there are wars, our mandarins know the number of warriors fallen in battle and which province they come from. If a great criminal is put to death, his upcoming arrival in the kingdom is known to us. In the same way, by the simple reading of judgments passed in the land of the living, our bureaucrats can guess which magistrate is corrupt and which is virtuous. All observations are written down, as they will be used as clues to nd the true nature of the damned. But there is no better way to bare a soul than to obtain a confession from it. Most of them, at the sight of barbarous Hell, openly admit their most secret misdeeds. These are written down on dragon-parchments by the infernal mandarins who accompany the expedition. These are magical rolls which are animated by the essence of the lemures which haunt the domain. When a fact is written on such a parchment, it immediately appears on other dragon-parchments thus our entire bureaucracy is warned the moment a damned one confesses. This task is vital and the burden of the mandarin is heavy, for if he makes a mistake or lies when writing down the deeds, he will be thrown in the Seventeenth Hell, for such is the law of Yanluowang. The expedition allows the repentant damned to return alone towards the kingdom, they will go through a gateway of sulfur to return to the lands. There a highranking official will be waiting for them to reveal to them which of the Eighteen Hells they will have to visit to expiate their crimes. There are souls who will never admit their misdeeds, as it is their nature. They will, for a time, avoid the torture of the Eighteen Hells, but in truth their sentence will be much harder and longer, as no one escapes the justice of Yanluowang, Lord of the Dead. Gui Wanrong laid down his brush and walked to the window, as he always did when he was gathering his thoughts. He was surprised to see the young adulteress sitting on a stone bench next to the vats. She was looking in his direction and sent him a quick wave of the hand. Her friendly smile sculpted her mouth beautifully and the skin of her throat, in the daylight, gleamed with an exquisite clarity. Gui Wanrong returned her greeting before hastily returning to work. The damned sent to the Eighteen Hells suffer punishments and various tortures as the price for their crimes. The harshness of their sentence and the time spent in the torture chambers deeply affect their bodies. They are marked by the metamorphosis of the underground realm: fangs, lumps, horns, hooves and much more deformities are the stigmata of their vice. Thus, they become hybrids. This mark can affect the damned as it can affect the living: all those who let themselves be ruled by an excessive temper and who spend a long time in the land of the dead. Its a supernatural property of Hell, and Diyu is not the exception to the rule. However, the metamorphosis often causes an allegiance to Chaos; in Diyu the term hybrid is used in a very specific way. It designates the rank of one who, living or dead, has seen himself be infected by his vice and has triumphed over it. Those who fail this trial are thrown into the Eighteenth Hell, where their soul is destroyed. Its why the mark of hybridization is not always a sign of infamy for the people of Yanluowang; it is part of the harmony of Yin and Yang, just like the alliance between humans and demons. The damned of the kingdom work in the villages of Diyu, split into districts. Their work is hard and often laborious. The dead are constrained to asceticism, they
186
THE IMMORTALS
harvest fruit they see wither in their very hands, as most infernal lands are cursed. The slightest misdeed can cause trouble for the villagers, for the law of Yanluowang is strict all must absolve their sins. Before being able to join even these communities, those damned who have been found guilty of crimes must serve their sentence in the Eighteen Hells. They will leave the Hells marked by metamorphosis. We often see them act with more fervor in their work. Their loyalty to our sovereign is faultless, as they have known the chambers of tortures of Diyu and endured what horrors reside in them. For all damned, there are, in the end, only two results. Those who fail will see their soul destroyed in the Eighteenth Hell. The others, after a long and rigorous existence of damnation, will be given a potion of oblivion by the authorities. Some say that it brings the serenity of eternal rest, but most believe that it offers reincarnation of the soul in the cycle of life. There are criminals in Diyu, but also evil souls who believe they can escape the laws of the demonic bureaucracy. Those never admit their crimes. They tell, at best, a made-up story, in which other characters are accused of being behind the actions they took. They return through the sulfur gate believing that they have avoided the worst. They start to live their lives in the villages, counting the days as if the end of their damnation was close believing they can slip by unnoticed. But it is in their nature to cause trouble, often by getting others accused instead of themselves. They believe they can avoid being caught as they did when they were alive. Sooner or later, their actions will be exposed in broad daylight. And until that time, all they will have done is increase the number of hells they will have to go through to purge themselves of their evil actions. For even though the hierarchy of Diyu seems invisible, it is nonetheless omnipresent. And the agents of the king know how to use their most diverse wiles to obtain the truth. On that night, when the demon Ho Han Xu came to take the writings of Gui Wanrong, the latter pressed him with questions about the young adulteress. The guard evaded them all all but one: As youve advised me, Ive kept her apart from the others to prevent any trouble. This is why shes spent her day under your windows, as there was no one else left in the village while everyone was toiling in the elds. This news deeply troubled Gui Wanrong. The next day, at dawn, he stood near the window instead of working on his blank parchment. We waited patiently to see her come. But, as noon arrived, she still wasnt there and the mind of the old magistrate grew feverish, imagining her sitting on the stone bench in a lascivious pose. As the afternoon passed, the damned that Wanrong saw in his mind was becoming more and more unclothed. Sometimes, he appeared in his minds eye, bringing a fruit to the beautiful woman and getting her attention with a knowledgeable speech about law. However, the end of the daydream was becoming more and more obvious. Wanrong grew shameful and went to seek refuge in the darkest corner of his cell. That night, when the demon discovered the blank parchment, he inquired about the state of the captive. The only answer he received was the old magistrate asking for news about the one he had waited for all day. She asked to work with the others. She was becoming bored alone in the village answered the guard. Is that really prudent? interrogated Wanrong. Well see said the demon. In that case, may I invite her to drink tea, tomorrow? Im to be conned in this tower, but Im allowed visitors, arent I? In response, the guard harrumphed, Why not The next morning, Gui Wanrong decided to get back to work. The alliance between the living and the demons is the alliance of the Yin and the Yang. But this harmony must be found in all things. Humans themselves must bear it within them. Warriors who leave the world of men to come serve in the underground realm follow the teachings of the House of Jade. It is established on Earth, looks up to the sky and extends to here, down below. It teaches warriors to purge themselves of all their ills, to remain pure in order to succeed at their task over the centuries. For, as soon as the gate to the great beyond is stepped through, time no longer ows for the living. Thus they are raised to the status of the champions of ancient times who pierced the secrets of immortality. The living follow ascetic rites and observe in all things a great discipline. Those who show signs of tiredness are tested, in ways the masters know they will fail. They are pushed to break their allegiance to the House of Jade, for it is turned to the Light. For the Light alone is not enough others must seek the Darkness, for such is the law of Yanluowang. All things must have balance. As there is Yin and Yang, so too is there Light and Dark. These fallen warriors will have to let the vice gnawing at them grow within them, most often the shame and rage of having been banished. They will have to learn to master the metamorphosis of the underground realm, for as soon as an immortal no longer follows the rites of the House of Jade, he begins to feel the symptoms of hybridization. But whether they follow one path or another, the immortals ght under a single banner, for they embody a single principle. The will of our sovereign is their sole preoccupation and the task is important. Diyu was created to maintain the balance, restore justice among the dead, too long looked down upon by the archdemons. Yanluowang opposes them, but he also ghts against the Luciferians who put off the time of harmony to an uncertain future, till Judgment Day.
187
FAcTIONS
Gui Wanrong laid down his brush, for he was hearing the sound of a soft step in the corridor. He greeted his guest with all the respect due to the rank of her past life. She was troubled by that. They exchanged but a few words, shame and shyness growing between them. The old magistrate wanted to warn her against life in the community, explain to her how, a young, beautiful and single woman risked becoming the cause of trouble in the village. When the mistakes of her life would be learned about, the women would begin to fear for their husbands and the latter would begin to court her. It was a temptation that the demonic bureaucracy was consciously exposing the young woman to, in order to test her. However, Wanrong did not have the courage to reveal all that to her. His rst idea when inviting her was to ask her to marry him by explaining to her that it was the best way to protect her from an ill he knew was unavoidable. Strangely, he felt she had guessed his intentions and they now seemed ridiculous to him. He decided to keep them quiet. Ho Han Xus arrival put an end to this rst meeting. A few days later, an infernal mandarin and his escort came to the village to collect information about the behavior of the damned. He saw a gorgeous young woman, sitting on a stone bench. She was waving at a man, a recluse in a bamboo tower: Why does the damned Gui Wanrong stay in front of his window so? asked the mandarin. Ho Han Xu looked up to the underground dome while thinking in advance about all that could be said on that subject. No matter how hard it was for him, he made a detailed account of the facts he had been a witness to. When the demon was nished, the mandarin started writing his own deductions about the whole affair. Ho Han Xu could read this, over the shoulder of the mandarin: As surely as he atters her by wanting to take her under his protection, she tries in return to gratify him with her charms. And thus they condemn each other. One by allowing herself to go down the path of carnality, the other down the path of vanity. The demon sighed. Its been so long, I dont remember very well... Why do we keep that man hostage in a tower? he asked. For each day he spends writing on a scroll, he must stay one extra day to leave a scroll blank. Its a sad fate, but thats all an old magistrate deserves answered the mandarin. But, it is said that he was virtuous in life, wasnt he? inquired the demon We discovered when he stayed in Ymng that he had spent his existence laying down rules to constrain the people to a greater discipline. Thats very good, but unfortunately, we also discovered that he was unable to apply those very rules to his daily life, which denotes a deep vanity. Here again, he allows himself to give in to his sin, believing that his writing about our lands will have a use of some sort while we already have thousands of scrolls like his in our coffers. And what about his relationship with that young noble? He wants to get her attention for fear that she would compromise herself with the men of the village and repeat the mistakes of her past. But what is he doing, if not allowing himself to be seduced? They have given each other their vows and we will be celebrating their wedding shortly... a very chaste marriage at that since hes under lock and key in his tower and visits are restricted... the demon noted. Exactly! exclaimed the mandarin. What better than romance to remind a damned the needs of the esh? And how is the poor child going to sate those needs? With a legitimate husband kept under key, or by cheating on him with the rest of the village? The demon hesitated momentarily. Then continued, Wouldnt it be simpler, to brick up the woman in the tower and send the vain fool to wear himself out in the elds? One and the other would thus be kept from their temptation... Quite the opposite! interrupted the mandarin. For them to repent for their sins, we must rst have them confront them. Its our mission: to take care of all the dead by learning from their past, not just worry about having criminals be purged through their sentences. From the Stories of Diyu
188
THE IMMORTALS
ORDERS
VAE VAE
SPIRITuAL INTERFERENcE
Passive 2 Permanent CMD Unique The enemy Company immediately loses all its CMD points. It will recover them during the next upkeep phase as normal.
SOLI VIcTIS
/5 /5
AURA
BREATH
OF THE
DRAGON
FAITH 3 2/ COMMAND 6
Permanent 8 Fathom Radius Enemies Enemy units within the area of effect of this aura get -1 CBT. Units in contact with Cheng Xiao-Chen after charging have Slow, until the end of the charges attack sequence.
SPEllS
CuRSE
OF THE
DRAGON
Vanished Targets a single unit in contact with the lemure. The target of this spell suffers the Cursed 3/3 state.
BLESSINGS
OF THE
DRAGON
Residual Allied units within 4 fathoms of the lemure gain the Natural Talent ability. Units that already have this ability arent affected.
189
FAcTIONS
44
5/8
4/ 7
43 COMbAT /
5
43 DEfENSE /
5
1
7
PROTECTION
COMMAND
190
THE IMMORTALS
ORDERS
PERFIDIOuS POSSESSION
Target an enemy Trooper or Independent in contact with Li Tsu Tsin. Then, both players secretly write down how much CMD they will bid. After both players have decided how much CMD they will bid, the bids are revealed. If you bid higher than your opponent, then the targeted unit is Controlled until the end of the game. If your opponent bids equal to, or higher than you, then nothing happens to the targeted unit. The CMD bid by each player is permanently spent. If half of your opponents bid is greater than the amount of CMD you bid, you permanently spend CMD equal to half of their bid instead. It is, of course, possible to bid 0 CMD. If the target of this order is an Independent unit, then your opponent only pays permanent CMD equal to half of their bid. VAE SOLI VAE VIcTIS TORmENTED SPIRITS Permanent 8 Fathom Radius Inclusive Cumulative Allies Allied units get Whirlwind Attack while in the area of effect of this aura.
AURA
SPEllS
EXcHANGE SOuL
Residual When Li Tsu Tsin invokes a lemure to cast this spell, eliminate a regular based allied Trooper with a cost equal to or less than 20 AP. If the lemure subsequently comes into contact with a regular based Trooper unit with a cost equal to or less than 20 AP, you may choose to replace the contacted Trooper with the allied Trooper eliminated earlier due to this spell. The replaced Trooper is eliminated in the same way as the original Trooper. If a players Trooper is replaced in this way, they gain control of the lemure until the end of the game, and may replace contacted Troopers in the same way. When a unit is brought back from being eliminated due to this spell, they return to the game in the state that they left it and waiting. A unit eliminated due to this spell will not be affected by it for the rest of the game after returning to the battleeld. If the lemure that this spell was cast through is killed while carrying a Trooper, then the Trooper is killed as well.
SmILE LADY Residual While the lemure that this spell was cast through is in contact with an engaged allied unit, the CMD cost of orders received by the engaged unit are halved. Also, the Light/ Dark CMD restrictions of orders received by the engaged unit are ignored as long as the lemure is in contact.
191
18
FAcTIONS
ORDERS
MOTIVATION After your opponent resolves the effects of an order, an allied unit becomes Brave until the end of the turn. ATTAcK OF THE COBRA Kuan Yin gets Rapid Strike (Attack) until the end of the turn. ATTAcK OF THE P YTHON Kuan Yin gets Rapid Strike (Defense) until the end of the turn.
Passive 1 Permanent CMD m Passive 1 Permanent CMD
Free 1 CMD
30
6/9
5/ 8
54 COMbAT /
6
3 2 DEfENSE /
4
LEmuRE DEVOuRER Permanent 6 Fathom Radius Cumulative Lemures (Allies Immune) Enemy lemures cant move into the area of effect of this aura. An enemy lemure that starts its activation within the area of effect of this order takes 1 damage and must nish its activation outside of the area of effect if possible. If it isnt possible for a lemure affected by this aura to move out of the area of effect, they must move away from Kuan Yin in a straight light as far as possible. Enemy lemures cant release the spell that was cast through them while they are in the area of effect of this aura.
AURA
43 FAITH /
5
COMMAND
192
THE IMMORTALS
CHAN LEE
They day of the confrontation saw a large crowd gathered to bear witness to the trial. The court had retained a fighter of great renown to champion the victims. Wielding a sword like no other ghter could the champion had not been defeated in hundreds of duels. A fearsome opponent by any measure. Most people assumed that the outcome of the trial by combat was a foregone conclusion. Circling each other the two combatants took the measure of one another. The accused had chosen not to wield a weapon, knowing that he was more deadly with his body alone than with any weapon he might take up. The courts champion took the first aggressive action, lunging in an attempt to run the accused through. Demonstrating his quickness, the accused pivoted while launching fast closed fist strikes that the champion only narrowly avoided himself. In this way the two combatants worked their way back and forth across the sand ring that had been set up for the ordeal. Moving between offense and defense uidly both combatants searched for any weakness in their opponent. Though the duel was a stunning display of martial prowess, it was being fought with total concentration by its participants. The crowd of onlookers didnt cheer for either combatant or even discuss what was happening. This was a solemn occasion. The hush was only broken by the sounds of the combatants exerting themselves. Eventually fatigue caught up with the accused, allowing the courts champion to find an opening, delivering a vicious slash across his face and knocking him to the ground. With his sword tip against his opponents throat the champion looked to the judge. The mandarin in charge of the proceedings nodded for the champion to continue. Chan Lees last thought before the sword went through his throat was How did it come to this?
BlOODTHIRSTY 3 ENlIGHTENED
LOYAl
MAN-AT-ARMS 5
ORDERS
IRON FIST
You may only use this order if Bloodthirsty is active. If, during the next close combat attack sequence he is involved in this turn, Chan Lee causes damage, any form of protection is ignored. IRON SHIRT After you use this order, Chan Lee cant perform any other actions other than to pass this activation. Until the end of this action phase, Chan Lee has a PR of 5 vs shooting, blast, or explosive attacks. R EDIREcTION OF MOmENTum Until the end of his activation, if Chan Lee scores at least 4 hits during a close combat attack sequence, he may throw the opposing enemy model. You move the thrown unit up to 6 fathoms, ignoring terrain and other units, to a point that is in clear terrain, and not within the control area of, or engaged with an enemy unit. The thrown unit is Stunned. Units on an extra large base cant be thrown by this order.
Passive 1 Permanent CMD Passive 1 Permanent CMD
FAITH 3 2/ COMMAND 1
UNIQUE
Hits Damage 1 2 2 3 3 4 4 6 5 8
193
26 BASE: REGUlAR
FAcTIONS
ORDERS
OPPORTuNISTIc This order can only be used after you have nished the activation of one of your units due to Vae Soli, and before the your the activation of an enemy unit. Activate the Blade Master. The Blade Master must be waiting to be able to use this order. ARDENT SPIRIT This order can only be used during a melee action performed by an enemy unit that has at least 1 re-roll available to it. The Blade Master has a DEF of 6 until the end of the combat sequence.
Free 2 CMD
30
5 4
65 COMbAT /
7
43 DEfENSE /
5
2 1 FAITH /
3
COMMAND
THE IMMORTALS
ORDERS
PERFEcT FOOTWORK
MOvEMENT 5/9 SHOOTING SKIll COMbAT 6 DEfENSE 4 PROTECTION 0 LIfE POINTS 13 FAITH 2 COMMAND 1
The Blade Master swaps positions with an allied model that has the same base size that is in contact with him. The swap cant be reacted to (with abilities, attacks of opportunity etc ...). After swapping positions, the Blade Master may then act normally for the rest of his activation. MImIcRY During the next close combat attack sequence that the Blade Master is involved in, choose a special ability of the unit the Blade Master is ghting. For the combat sequence, the unit the Blade Master is ghting loses the chosen special ability, and the Blade Master gets it. You cant choose weapon special abilities or Invulnerable with this order. You may only choose abilities that are actually printed on the card of the unit the Blade Master is ghting. This order can only be used once per Action Phase on any given unit, and cant be used on lemures.
Free 1 CMD
LIMITED 3/2
195
30 BASE: REGUlAR
FAcTIONS
ORDER
WHIRLWIND ATTAcK Free 1 Permanent CMD Until the end of the action phase, the Imperial Sentinel gets +2 CBT, Whirlwind Attack, and Elusive. Until the end of the action phase, if the Imperial Sentinel dies, kill an enemy trooper of your choice that was in contact with him.
29
4 MOvEMENT 3 -
SHOOTING SKIll
6
54 COMbAT / 43 DEfENSE /
5
3
6
PROTECTION
COMMAND
196
THE IMMORTALS
TOAD WARRIOR Passive 2 Permanent CMD Unique The Imperial Sentinel gets +1 DEF, -2 CBT, and Terrifying until the end of the game. ULTImATE SENTINEL Passive 1 CMD The Imperial Sentinel gets either Attraction 4 or Protective until the beginning of his next activation. This order may only be used once per activation.
ORDER
MOvEMENT 3/6 SHOOTING SKIll COMbAT 5 DEfENSE 4 PROTECTION 3 LIfE POINTS 12 FAITH 3 COMMAND 1
197
FAcTIONS
SOUl CARRIER
TROOPER HYbRID MAlE BUDDHIST (YANlUOWANG) MENTAlIST
Upon seeing the pack of lizard like beasts, the bureaucrat turned to Zhang Ming with a command forming on his lips. Unfortunately, one of the beasts burst from the reeds and cut the head from the peasant closest to where it had been hiding before the mandarin could speak. Ming, understanding that the bureaucrat could only want him to do one thing, called forth the choking, soul-impregnated mist from the water bearing yoke around his neck. As usual, chaos descended with the mist. Half seen gures and motion in your peripheral vision where common inside the mist. While Ming and the other peasants traveling with the party, and in the surrounding fields, where not choked by the mists as others where, they still couldnt see well through it. As the mists billowed out, the beast snatched the body of the peasant it had beheaded and retreated back into the reeds noisily. As Ming knew, the lizards normally took grisly trophies to decorate their feathers and hide from any bodies they were able to seize, as well as sustenance. Ming turned to follow the mandarin, trudging more slowly under the weight of the yoke, as he retreated shouting to the peasants to herd them back away from the Lost raiding party. Though he could tell the beasts did their best to track the group of Immortals, the mist ensured that only a few peasants where lost rather than possibly the whole group. Ming was glad he could do his part to help safeguard Diyu. By allowing the peasants to withdraw from the area the Immortals where able to arm them and organize them to help repel the larger war party of Lost that had made it across their borders.
AURAS
UNITING MIST Permanent 8 Fathom Radius Inclusive Cumulative Troopers Yanluowang allies If an allied Yanluowang Peasant suffers damage while in the area of effect of this aura, you may transfer all the damage points taken to another allied Yanluowang trooper also in the area instead.
4 MOvEMENT 3 3
-
FETID MIST Permanent 8 Fathom Radius Yanluowang (Immune) Non-Yanluowang units within the area of effect of this aura suffer Cursed 1/1. If a non-Yanluowang unit was already Cursed before entering the area of effect, the power and duration of the Cursed state are increased by 1. A unit may only suffer the affects of the Fetid Mist aura once per turn.
19
3 -
FAITH COMMAND
THE IMMORTALS
PEASANTS
The existence of a peasant in Diyus kingdom was an especially hard one. Ho Han Xu regularly contemplated their predicament. From what he could tell, they where better off than other damned souls in Hell. They werent tortured incessantly, they remembered who they had been, and had some hope of reaching enlightenment. Most importantly they werent forced to embrace the degradation of their own souls to attempt to climb the Luciferian hierarchy in an attempt to better their lot in Hell. Even Ho Han Xu felt the difference this made in his own demonic life. While these where advantages to be sure, sometimes it seemed that remembering the past so clearly and remaining tied to the material world made the peasants life in Diyu almost as intolerable. They didnt get to forget their sins and throw themselves into a new life. Rubbing his tired toad like eyes, Ho Han Xu continued his vigil over the vast and orderly elds of the village that he was assigned to guard. The damned lived a parody of their past, condemned to starve in the wild hope of a return to earthly existence. The sight of the food they were digging up in the underworld was but a cruel echo to remind them of all they had lost. The fast imposed upon them would be far less cruel if it were broken more than once per year. Maybe, in its own way, the extension of the material world into Hell was just as hellish for the peasants in Diyus kingdom as the torments that awaited any other soul, the demon once again mused. There was no escape from the Jade Throne, only a hope that, through purification and adherence, enlightenment would be reached. Ho Han Xus demonic visage split into a smile. How fitting he thought. As it is Above, so is it Below.
199
16
FAcTIONS
he lemures
His back arched with the effort, his face dripping with sweat, his arms braced against the spoke, Edmond pushed the wheel of torments. As he did, the young Christians mind began to wonder if he would not have been better off dying like the other men defending the fort. Shot down in the heat of the battle, or taken later on by the cramps or the rotting wounds, did it matter? At least everything would have been over and done with by now. But the Lord, with his mysterious ways and ever questionable mercy, had seen good to prolong his suffering. Edmond pushed the wheel of torments, chained to one of its gigantic spokes like the thirty Damned Ones beside him. Knowing neither hunger nor fatigue, the Dead pushed relentlessly and Edmond could only try to follow their rhythm and pray that the guards systematic whipping would target someone else. Their warden was a twisted giant whose face - if by some chance he actually had one - was hidden by an ancient mask. He never spoke, and seemed as indifferent to the passing of time as his captives. Probably another Damned one, thought the young man. Why did these poor bastards have to endlessly turn this wheel? Edmond did not know and he really didn t care. The young man had spent many a year studying, and he knew enough about philosophy to realize that one can only truly meditate on ones own misfortune by considering that of others. The only thing he was certain of was that the Luciferians that were enslaving them gained no profit from this punishment. The wheel did indeed work the mechanism of a well, but nobody bothered to collect its dark, stinking waters. The mechanism only brought up a tiny trickle of water, and the stream that flowed out of it soon disappeared into the dust. In the end, the wheel was merely a tool to cause the suffering of those who turned it.
CANDlE
Lemure / Asexual / Unbeliever
0
Harmless Elusive Insignicant Maverick Invulnerable
RASCAl
Lemure / Asexual / Unbeliever Harmless Elusive Insignicant Maverick Invulnerable Strider
Oh, Edmond wouldn t be pushing it for long, in a few hours he would die of thirst. No-one would bother to unchain him, and his body would carry on turning until it had rotted enough for his bones to slip between the chains. He would not be the first, far from it. The ground was littered with skeletons, most of them dressed and armed, but all their bones were clean of flesh. There was not an ounce of skin or cartilage left. An armada of lemures were lazing about, biding their time. There were dozens and dozens of them, hiding under the skulls, skulking away in holes or daringly perched on the wheel itself. They were all waiting for him to breathe his last breath, ready to rush in and pick his very last phalange clean of meat. One of them was becoming particularly adventurous. Although lemures can pretty much look like anything at all, this one was pushing the boundaries of grotesque. It resembled some kind of fish, perched on a pair of birds legs, and its squamy skin was covered in spines. It was standing on the spar that Edmond was chained to, and it was already gazing at him hungrily. At that instant, Edmond hated it, it and all its kind. And yet, these strange creatures of Hell had everything to do with the adventures that had brought him to where he was now. In fact, his interest in the lemures was the main reason for his presence Below. Paying no attention to the beating wings above his head, Edmond closed his eyes and let his mind wander away down the winding paths of his memory. A few months earlier, in New Jerusalem... Aristotle is a scoundrel! shouted a drunken student. Silence! By the grace of God, will you be silent! You are, sir, in a place of faith and learning, not a stable yard! And you are not the one sitting the exam today, so I would thank you to spare this wise assembly your opinions. Hum... Now, young man, let us return to the subject of lemures. Every university and college in the world is subject to heckling from the audience, but here in New Jerusalem it was even more frequent, in these troubled times where old ideas were constantly challenged by the latest dis-
200
THE LEMURES
coveries. Edmond tried to remain concentrated in spite of the crowd. The theology examination was no easy matter. Why had he not chosen to debate the mystery of the Holy Trinity, or the incoherences of the Reform, instead of choosing to present his work on a subject as controversial as lemures. Before him sat his contradictors, the most feared professors of the recent establishment. Leading them was Father Rinaldi, a Jesuit. It was enough to say that he was to truth what a highwayman is to a stagecoach. The man had a great talent for defending an idea and its complete opposite in the a transitional form for those who died while in Hell. But that theory was one he had uncovered by reading demonic grimoires, and he had no intention whatsoever of defending it in front of half a dozen priests, all convinced to be the utmost authorities in theological matters. He was better off quoting the oh-so-Catho lic nonsense of Greingard than the satanic writings of Abaadoth. Err... Once, we have accepted this as truth, we can indeed presume that it would be useful to classify the lemures in categories as Aristotle did with animals. However... However? hissed Abbot de Bruyel, raising his eyebrows. However, it would not be wise to do so. No indeed! For they are not truly animals. said Edmond, raising his voice as the crowd had again begun to chatter at the name of Aristotle. Silence! shouted Rinaldi. Hum, please elaborate on that thought, young man. Well, these beings appear through spontaneous generation. They are born from the very earth of Hell and do not reproduce. Is this not also the case of animals, who appear on Earth unexpectedly by the Grace of God. It is a fact well known by specialists and has often been obser ved! What is more, to return to the subject of lemures, Abbot Greingand has provided many examples of these beings mating. Yes, indeed, master Rinaldi. However, err... I maintain that in the case of these diabolical creatures, the act is purely fornication, with no intention of reproduction. In fact, the sex of lemures is a subject that could, alone, fuel many discussions. Of all the individuals I have observed, some were visibly male, others seemed female, but in many cases they were neither gender. Or on the contrary both! They are the spawn of chaos, and their anatomy follows no rules whatsoever. This is yet another reason why it is unwise to attempt to classify them in categories. It is, most of all, your excuse for not having done so! snapped the Jesuit.
CARAbIA
Lemure / Asexual / Unbeliever
0
B urrower Harmless Elusive Insignicant Maverick Invulnerable S trider
MOvEMENT
space of a single sentence, and it was precisely during this kind of test that he liked to remind everyone of this talent. At his side sat the Abbot de Bruyel, although not as quick a mind, his was one with as great a reputation, especially at the Sorbonne in Paris where he had taught scholastics for many years and where his opinions were most highly regarded. At least, that was what he often claimed. As for Edmond, he thought that if this man was such a great thinker, so precious to all of Christianity, the clergyman would hardly have been sent to officiate in Hell. So, lemures? Err... So... Err... Lemures. My dear masters, finally we can agree, at least, I think, to say that lemures are in fact... are to the Underworld what rats are to our world Above. As Abbot Greingand has so brilliantly demonstrated, they are yet another of Lucifers attempts to imitate in his own realm the creatures that our Lord created and disposed on the Earths sur face. And... Well, quite obviously, these attempts have all failed. The Devil is quite incapable of reproducing the miracles of God. Flattering their own preconceived ideas was the best strategy he had left. The student did not believe a single word of what he had just said. He was quite convinced that lemures were the spirits of the dead,
HAbORYM
Lemure / Asexual / Unbeliever
0
Harmless Elusive Insignicant Maverick Invulnerable
201
LIfE POINTS
FAcTIONS
Beelzebub! By the kneecaps of Beelzebub! A small winged creature was croaking as it flew around in circles above Edmonds head. It was Angelus, the one-eyed mans lemure, so-named because he resembled the gargoyles on church roofs. The creature settled on Edmonds welcoming shoulder. God only knew what it could have been up to since its master died, several hours before. Beelzebub! By the kneecaps of Beelzebub! The one-eyed man had picked up the lemure when he found it wounded by a spell that had failed to kill it. He had patiently taught it to repeat short phrases as some do with certain types of tropical birds. But its parrot-like talent was not its only one. Angelus also had magpie-like traits, and it was almost always carrying the object of some petty theft in its claws. This time, it was bearing a few myrtle branches, an unexpected treasure! Edmond wondered at that moment if it was just chance or divine intervention. Or maybe someone had sent him the lemure... Or maybe... Could the lemure have consciously picked those flowered branches? The young man gave him
ElUDOS
Lemure / Asexual / Unbeliever
0
Dodge 4
Harmless Elusive Insignicant Maverick Invulnerable
tongue, he added it to the ball of myrtle that he had now formed in his mouth. A foul taste was now spreading through his mouth, but he knew that the worst was still to come. The fathers were muttering comments about Edmonds latest arguments to each other and the student took advantage of this brief respite to calm his mind by contemplating the recently finished ceiling of the examination room. Some of the colonys artists had painted a bright blue sky where God the Father sat in majesty, surrounded by cherubs. In golden letters, the words Orant and Laborant reminded the beholder that they were in a Catholic college, the only one in the city of New Jerusalem. The Council of the Six had not asked the Pope for it, the colony had many other, higher priorities than building a University of Art and Theology. His Holiness Urban had, however, insisted on granting them this gift. He would not have missed this occasion to remind everyone of his power and legitimate influence for anything in the world. This place of faith and learning was not only a symbol of the Churchs intellectual superiority; it was an outpost of the Dogma. The professors there were watchers, on the lookout for any new ideas to arrive in the colony. Was the slavery of the Damned legitimate? Could a Catholic negotiate with a
BAbUl
Lemure / Asexual / Unbeliever
0
Harmless Elusive Insignicant Maverick Invulnerable Rgnration
MOvEMENT
a most grateful look. Overcoming a most natural revulsion, he licked at the lemures claws to gather a few leaves in his mouth and began to chew them frantically. His eyes passed over the fleshless bodies that he trampled endlessly. after a quarter of a turn, he caught a glimpse of what he was looking for. A silver medallion was lying there, half buried in the ground. It took Edmond several passes to work it completely free and many more to grasp it with the toes of his bare foot. Thankfully, Angelus understood what he was trying to do and flew down to grab the chain. Edmond easily got him to drop the medallion in his hand. By pressing it against his steel chains, he managed to break off a link of chain and leaned forward straight away to put it in his mouth. With his
FAHAD
Lemure / Asexual / Unbeliever
0
Discretion 4 Harmless Elusive Insignicant Maverick Invulnerable
202
LIfE POINTS
THE LEMURES
Saracen or a Demon? Or even worse, a Protestant? What was the true nature of lemures? The Church had a duty to answer these, and all other questions as rapidly and as firmly as possible, so as not to let the weeds of free thought grow. Up Above, Urban was forcing Gallileo to renounce his theories, and down Below, he was imposing his views on Hell. What can you tell us about the way they feed? Feeding is quite a mystery when it comes to lemures. Although they are driven by a regular desire to feed, they do not seem to really need to do so. As with copulation, it is a tendency that is more of a habit for them than a response to a natural need. Let us get to the facts. Tell us of this road to damnation that is Infernalism. Ah, err, yes... Infernalists. There is indeed, practised among the Demons, an art to feeding the lemures. By giving them certain decoctions and elixirs, the inhabitants of the Underworld can enchant them and send them as messengers to carry their spells. There are many different types of formula that all correspond to a precise result. Some of them require incredibly complex brews or noble ingredients: pearls, amber, ivory, rare berries. Sometimes it takes years to obtain the correct potion. But there are also effects that can be rapidly obtained with vulgar elements such as rocks or ashes. Quite often, the lemure is destroyed by the spell it is carrying: their bellies can be ripped apart and their guts spilled, or they can melt like the wax of a candle. Other charms can cause them to explode as if they were filled with gunpowder. Getting hold of a femur had been easier than Edmond would have thought. Angelus provided precious help and the guard, absorbed by his whipping, was not paying any attention to his fumblings. On the other hand, rubbing it against his chains while pushing the accursed wheel was a torture. His hands had gradually grown callosities and become covered in scratches, but now they were bleeding. So it was with a
PRIZRAK
eliever Lemure / Asexual / Unb
0
Harmless Elusive Insignicant
strange wave of relief that he raised the tip of the bone to his open mouth. Not once did he ever wonder whom the bone had once belonged to. Anything but that. The powdered bone entered his mouth and came into contact with the mixture of myrtle and saliva wrapped around a shred of silver. Edmond was a long way from his stills and the formula was far from orthodox. But he had no choice. He half-closed his eyes, pretending to give in to exhaustion, and leaned forward onto the bar. The lemures came closer, some of them letting out a happy twittering that could almost have been a language. Finally, the fish-headed balloon lemure came close enough to brush his fingers. What would you say of the minds of these lemures? Well, my masters, lemures do indeed appear to be completely stupid. A vast majority of them behave like animals. But like cunning animals I may add. One could, for example compare their minds to that of a dog who knows how to obey its master and behave loyally. Or to that of a rat who will learn not to fall for the same trap twice. As they grow older, their minds become sharper and some can become as intelligent as a young child. Abbot Greing and even tells the tale of a lemure that could not only speak but that had the wisdom of a grown man. We can assume that in this case the lemure must have been a thousand years old.
RAbAb
Lemure / A sexu a l / Unbeliever
RINGHIOSO
/ Unbeliever Lemure / Asexual
0
Harmless Elusive Insignicant Maverick Invulnerable Ricochet 4
MOvEMENT
203
FAcTIONS
Once again, Edmond believed he had not told them the whole story. The Christian thinkers tended to minimise the intelligence of lemures a little too much, as he believed that these creatures did indeed have a soul. Infernal authors had in turn told of lemures that had been brutally awakened to consciousness by archdemons, as if they knew of a way to unlock the spirit of these grotesque larvae and alight the flame of evil within them. But he would have been foolish to speak of this during his test. Some readings should remain secret. When he saw Edmond grab the fish-headed lemure, the guard dropped his whip and pulled out an old sword as he ran towards the prisoner. But the young man was quicker. Pressing the joint of the lemures jaw, he forced the vermin to open its mouth and spat the ball inside. The lemure began to inflate at a spectacular rate. It hopped like a toad out of Edmonds hands and exploded in a fireball as it hit the guards chest. The whole upper body of the demonic jailer was consumed by a bright blue flame in an instant.
XIAN
Lemure / Asexual / Unbeliever
0
Harmless Elusive Immunity (Piercing) Insignicant Maverick Invulnerable
CHUNG
Lemure / Asexual / Unbeliever
0
Harmless Elusive Insignicant Maverick Invulnerable Entangle
His blackened remains and his clothes fell to the ground among the skeletons that Edmond had been endlessly trampling. The young Infernalist was groaning and weeping profusely. He had been hit by his own spell and his shoulder was now branded with a terrible burn. However, the tears mingling with his dripping sweat were also tears of joy. The demons keys were lying at his feet. He got a quick glimpse of them before the heavy, docile feet of a Damned one trod them into the ground: the idiots were still pushing. He knew that even with the help of Angelus, it would take several turns of the wheel before he could grab them. But it was merely a question of time. His back arched with the effort, his eye twinkling with hope, his body fueled with a new energy, Edmond pushed the wheel of torments.
HOU-CHI
Lemure / Asexual / Unbeliever
0
Bloodthirsty 3 Harmless Elusive Insignicant Maverick Invulnerable
204
LIfE POINTS
The scenario has to be read by both players and if it requires the selection of an attacker and a defender, (see p. 207) this must be done immediately, either randomly or by mutual agreement (if the two players cannot reach an agreement, or if either of them does not wish to decide randomly, then the Dominant player decides whether they will be the attacker or defender). The players then take their positions on opposite sides of the battleeld. The Dominant player chooses which table edge they will take if there is any question about which player gets what table edge. The players then choose a type of battleeld (see p. 213 for a complete description of this process) and place the appropriate terrain elements.
You will nd below (see p. 207) the denitions of specic rules used in scenarios. It is not necessary to know these rules up-front; you only need to learn them when they are needed for a scenario you are playing. The selection of a scenario is always made after the Companies have been built by the players.
A Note to Beginners During your rst few games of Hell Dorado, just use the generic terrain elements described on p.216 without using any of the battleeld creation and conict zone rules. Later, when you master the rules and the capabilities of your forces, you will be able to use the full rule set..
Before starting a game of Hell Dorado, each player will need to work out their Dominance value. Following this the players must decide on which scenario to play. If the players cant agree on which scenario to play, then roll at random on the chart below. As is true in all miniature combat games, no two Companies have the same chance of winning a given scenario. One should remember that to overcome without peril is to triumph without glory.
Which Scenario to Select? For the very rst game, the Conquest scenario is the simplest. But thereafter, if the players want to let
The next step is to deploy the opposing Companies. The order and areas that players will deploy their units in are dened by the scenario being played. Exception: Units with the Advance Deployment and Ambush abilities are placed after both Companies. If both players have such units, the player with the most units having these abilities chooses in which order they will be deployed (in the case of a tie, the player holding Dominance decides). As with standard deployment, all the troops from one Company deploy before the troops from the other Company. Once the battleeld has been prepared and the opposing Companies have been deployed, all thats left to do is to start the game!
206
The scenario ends at the end of the turn given in the description.
Heavy objects follow all of the rules outlined above for light objects. Additionally a unit carrying a heavy object gets -1 Shooting Skill, -1 Combat, and -1 Defense. In addition, a unit carrying a heavy object, cannot run, charge, or retreat.
A unit must be in contact with an object and use a Concentration action to pick it up. A unit carrying a light object moves, ghts and acts normally. Putting down a light object is a passive ability. To pass on a light object to a friendly unit in contact requires a Focus action. A unit can only carry one object, be it light or heavy. If the bearer of an object dies, that object is placed where the bearer was when he died. An object on the ground is represented by a marker the size of a medium base (30mm diameter). An object on the ground is at and does not hamper movement in any way. An object carried by a miniature is removed from the battleeld and placed on the recruitment card of the unit carrying it. Insignicant units cannot carry objects.
OF aN A REa In order to gain Mystical Control of an area (dened by the scenario), each side calculates the total Faith of all their units whose base is at least partially within the area (excluding Insignicants). Unbeliever units are considered to have a Faith of 1 for this total. The Company whose total Faith is the highest, gains control of the area. If a unit straddles two zones it may control, it is considered to be present only in the zone containing most of its base. Obviously in the case of a tie, no one controls the area. OF ThE BaTTLEFIELd The base size for a Hell Dorado table is a square with 30 fathom sides. It is usually divided into 9 squares, each with 10 fathom sides.
LIGhT OBJECTS
MYSTICaL CONTROL
Definitions
In the Defense (see p. 211) and Ambush (see p. 212) scenarios, one of the players will be on the offensive and will be referred to as the attacker. To achieve victory, he will have to succeed in the mission assigned to him. It is determined randomly by a roll, or agreed upon (if the two players cannot reach an agreement, or if either of them does not wish for a random draw, then the Dominant player will decide whether they will be the attacker or defender).
ATTaCKER
SIzE
Some scenarios use Conquest Points (abbreviated CP) to determine the winner of the game.
In the Defense and Ambush scenarios, one of the players will be striving to prevent his opponent from reaching his victory conditions and will be referred to as the defender (surviving the attackers assaults is often a good way of preventing him for being victorious). It is determined randomly by a roll, or agreed upon (if the two players cannot reach an agreement, or if either of them does not wish for a random draw, then the Dominant player will decide whether they will be the attacker or defender).
In most scenarios, each player has a deployment zone where he will place his units at the beginning of the game. When a unit is placed in a deployment zone, its base must be completely in the zone. The typical deployment zone in Hell Dorado
DEpLOYMENT ZONE
Units marked as stragglers are not present on the battleeld at the beginning of the game. They might have been held back by hostile forces, or by appalling weather conditions. During each maintenance phase after the rst one, any player who has Straggler units may try to have them join the game. The player rolls 1d6 for each of the gures. The unit will enter the battleeld on a roll of 5 or 6. During the third maintenance phase, the unit will enter on a result of 4, 5 or 6. During all subsequent maintenance phases, it will be brought into play on any roll of 3+. For each unit, the player may, before the die is cast, spend one point of permanent Command to automatically succeed and have the unit show up without making any roll. A player may also spend a Command point after the roll to re-roll the die. Units that come into play in this way are placed in contact with the edge of the board (except if they have the Ambush ability), in the normal deployment zone of the owner and out of all enemy control zones. They activate normally during the action phase of that turn. A unit with the Advance Deployment or Ambush abilities can use them when it comes into play.
STRaGGLERS
207
STRaTEGIC CONTROL
this once. Therefore, a variable duration game cannot last more than two turns more than the limit stated in the scenario.
In this scenario, two Companies have been ordered to control a crucial location in Hell. No matter the losses, they must pay in blood for every fathom of ground gained.
Conquest
Units activating on a turn in which they are surprised can only perform one of the following actions: Shoot, Walk, Attack, Melee or Concentration.
SURpRISE
Players can deploy their units anywhere within 5 fathoms of their table edge. The Dominant player chooses which player will deploy all of their units rst; then their opponent deploys all of their units.
SETUp
aNd
DEpLOYMENT
DURaTION
None.
If a Company has this ability, all of its non-unique members can come back into play each time they are eliminated. They return to the game during the maintenance phase of the turn after they have been killed. Units that come into play in this way are placed in contact with an edge of the board in the normal deployment zone of the owner and out of any enemy units control areas. They activate normally during the action phase of that turn. A unit with the advance deployment ability can use it when they come into play this way. A swallowed unit cannot come back until it has been completely digested.
OF aN A REa In order to gain Tactical Control of an area (dened by the scenario), each side calculates the total number of their units whose base is at least partially within the area (excluding Insignicants). The Company that has the most units in the area, gains control of it. If a unit straddles two zones it may control, it is considered to be present only in the zone containing most of its base. Obviously in the case of a tie, no one controls the area.
SWaRM
SpECIaL RULES
The table is divided into 9 squares, each with a 10 fathom side (the same as those used in placing terrain). At the end of each turn, the player who has tactical control of each square is determined. Each square controlled scores the player controlling it a number of conquest points (CP) as noted by the diagram below. At the end of the game, the player with the most conquest points is the winner. If both players have the same number of conquest points, then the game is a draw.
VICTORY CONdITIONS
TaCTICaL CONTROL
Conquest:
Same number of Conquest Points 1-2 Conquest Points ahead 3-5 Conquest Points ahead 6+ Conquest Points ahead
A scenario with a variable duration nominally ends at the end of the turn given in its description. However, one of the players may decide to spend one point of Command during the maintenance phase of this theoretical last turn in order to make the game last one more turn. Each player has the possibility to do
VaRIaBLE DURaTION
Hell is rife with enough precious substances, ancient relics and riches to drive the most steadfast of mortals mad. Even the Demons and the Lost, are constantly searching for lost objects and alchemical substances that will allow them to climb the ladder of power with more certain footing. This sceBlue Player Side
Scavenging
Central Zone
3 CP for the blue player 1 PC for the yellow player Yellow Player Side
CONQUEST
208
SCAVENGING
First place a treasure token in the center of the battleeld. Then, before units are deployed, starting with the Dominant player, players alternate placing 6 more treasure tokens on the battleeld. Every treasure token must be placed within 2 fathoms of the center line
SETUp
aNd
DEpLOYMENT
The Song of the Tortured Recently arrived in Hell, Nazir ibn Hamid ibn Hajjad
(Special Conquest Scenario)
is tormented by recurring nightmares that disrupt his prayers to Allah. Each night, he travels in a dream world where the spirits of the dead try, in vain, to contact him. He can communicate with them somewhat, though not in great detail, and he gradually becomes aware that a nearby site of power is the source of his nightly disturbances and that there, the spirits he has been conversing with are waiting to be released from their eternal torment. Nazir gathers his best ghters and sets out motivated by the intention to overcome his nightmares and harness the obvious magical power at hand. Unfortunately for him, Asaliah, the Rebel Angel, has also heard the spirits call for aid and was on her way intent on punishing them for their insolence. Only muscles of steel and unwavering Faith will win the day! Forces: One player elds a Demons Company consisting of: Asaliah An Infernal Ambassador A Succubus 3 Damned Ones of Sloth 3 Damned Ones of Wrath The other player elds a Saracens Company consisting of: Nazir ibn Hamid ibn Hajjad Chams Al Majid A Hashishin A Hunting Panther 2 Pillars of Faith 4 Blessed Warriors Batteleld The game takes place on the Howling Plains, and the conict zone rules are not used. Before placing any other terrain during terraforming, put an Eternal Whirlwind at the center of the battleeld. The whirlwind represents the tortured souls attempting to escape their bondage.
Special Rules The considerable mental powers of both Nazir and Asaliah allow either of them to harness the power of the imprisoned souls to give their Company an advantage against their enemies. When a player scores conquest points for holding a square of the board, they may reduce the number of points scored to instead grant their entire Company a bonus. Instead of scoring 2 CP from one area of the board, a player may score 1 CP and grant their Company either +1 MVT or +1 FTH during the next turn of the game. Instead of scoring 3 CP from one area of the board, a player may score 1 CP and grant their Company either +1 SHS or +1 CBT during the next turn of the game. Even if a player scores conquest points from multiple squares of the board at once, they cant increase the same characteristic of their Company more than once. The Song of the Tortured follows all of the rules for the standard Conquest scenario, other than the special rules and restrictions above.
Block of Rock
Eternal Whirlwind
Millenary Tree
209
SpECIaL RULES
Scavenging
At the end of the game, the player with the most treasure tokens in his deployment zone is declared victorious. All tokens count whether they are on the ground or carried by friendly or enemy units. If both players end with the same
VICTORY CONdITIONS
Same number of Treasure Tokens 1-2 Treasure Tokens ahead 3 Treasure Tokens ahead 4+ Treasure Tokens ahead
Defense
is in contact with a treasure token the player who controls the unit may look at the token with out revealing it to their opponent as a passive action. Once a unit picks up a treasure token the number on the back is revealed to all, and the unit may gain benets while carrying the object as outlined on the chart below. 1 - Potion of Eternal Life: The bearer gets Regeneration. 2 - Ring of Disappearance: The bearer gets Intangible. 3 - Cloak of Shadows: The bearer gets Discretion 5. 4 - Sacricial Dagger: The bearer gets +1 CBT. 5 - Demonic Sword: The bearer gets +2 CBT. 6 - The Calyx of Skulls! Victory Conditions At the end of the game, instead of the player with the most treasure tokens in their deployment zone winning, the player with the Calyx of Skulls in their deployment zone wins the game. It doesnt matter whether the Calyx is being carried be a friendly unit, enemy unit, or is just lying on the ground. If it is in a players deployment zone, they win the game. If the Calyx is not in any players deployment zone then the game is a draw.
Heap of Ruins
Field of Ruins
Field of Ruins
Field of Skulls
Hill
210
DEFENSE
Blue Player Deployment Zone
Not all battles are between evenly matched forces. Its quite common for a Company to be reduced in numbers due to wounds, separated by events outside of their control, or attacked by an enemy better prepared and more numerous. When this happens, the only solution is to hold at all costs.
The defenders deployment zone is a 10 fathom square located in a corner of the battleeld. The attackers deployment zone is a strip 5 fathom wide running along the two table edges opposite of the defenders deployment zone (see image). The defender deploys his units rst.
SETUp
aNd
DEpLOYMENT
DURaTION
The defender must choose a group of units from his Company worth at least a total of 80 AP. The units chosen arent deployed at the beginning of the game and are held back as Stragglers.
Yellow Player Deployment Zone
SpECIaL RULES
VICTORY CONdITIONS
role a 6 then the Infernal Cold conict zone will trigger. Other than that, the conict zone rules are not used.
Special Rules Asaliah has Swarm for the duration of the game. Victory Conditions The attacker wins the game if all non-Insignicant defending units are dead at the end of the game. In any other case the defender wins.
Stalagmites (2 points)
Icy Fields
Snowy Flats
Infernal Cold
Refuge
Hill
211
SETUp
aNd
DEpLOYMENT
Scavenging
No one controls defender deployment zone Control of defenders deployment zone AND 1-35 more AP of survivors than opponent Control of defenders deployment zone AND 26-84 more AP of survivors than opponent Control of defenders deployment zone AND 85+ more AP of survivors than opponent
This scenario represents a situation where the defender doesnt wish to ght the attacker. The defenders will do their utmost to ee the battleeld as fast as possible, while the attackers will attempt to force a confrontation that the defenders wont escape from unharmed.
Ambush
DURaTION
SpECIaL RULES
The defender cant choose an Insignicant unit to be carrying the pact at the beginning of the game. Carrying the pact doesnt hinder a units actions in any way. The pact cant voluntarily be given to another unit. If the unit carrying the pact dies, the fact that they where carrying it must be revealed. Then, if the unit carrying the pact was killed in close combat, their killer picks up the pact. If the unit carrying the pact was killed some other way, a token representing the pact is placed where the unit carrying it was. Any unit moving on to or over the pact will pick it up. Victory Conditions If the pact is still on the battleeld at the end of the game, the attacker wins. If the defender manages to move one of their units, who is carrying the pact, off of the table edge that is directly opposite their deployment zone, they win the game immediately.
Lava Lake
Lava Pond
Searing Rocks
Searing Rocks
212
AMBUSH
Exit Area for Defenders Blue Deployment Zone Blue Deployment Zone
The attacker scores 2 CP whenever a non-Insignicant enemy unit is killed. The defender scores 2 CP for each non-Insignicant friendly unit that moves off of the table edge opposite their deployment zone, as well as 1 CP for each non-Insignicant enemy unit that is killed. At the end of the game, the player with the most conquest points is the winner. If both players have the same number of conquest points, then the game is a draw.
VICTORY CONdITIONS
Ambush
Battlefields
A Note to the Beginners During your rst few games of Hell Dorado, just use the generic terrain elements described on p.189 without using any of the battle eld creation and conict zone rules. Later, when you master the rules and the capabilities of your forces, you will be able to use the full rule set. I know, I already said that, but it is worth repeating again, so everybody is well aware of it.
The players face off in a pre-designed battleeld (table with built-in terrain, layout pre-dened in the specic scenario, ...) in which case, the Dominant player will choose an available deployment zone. The players must set up terrain on a clear battleeld this is the usual situation and the subject of the following rules.
Firstly, the players will have to agree on the type of battleeld (in particular take into account the available terrain items). If the players cannot or do not wish to reach an agreement, they need only roll a die and look up the following table: 1d6 1 2 3 4 5-6 Battleeld Type Icy Wastes Burning Hell Necropolis Howling Plains The Dominant player gets to choose.
SELECTION
OF ThE
BaTTLEFIELd TYpE
A standard Hell Dorado game is played on a square battleeld that is 30 fathoms by 30 fathoms. The set up of this battleeld can be generic (described thereafter) or specic to given scenarios. The way the battleeld is laid out ultimately affects the Companies that battle on it.
Battleeld set up and selection is always done after Companies have been created by both players.
In Hell Dorado, setting up the battleeld, before the start of hostilities, is a game phase in and of itself. Two distinct situations can occur:
The players take up position on opposite sides of the table, facing each other. The battleeld is then divided into 9 terrain zones of equal size. These zones can be visualized by placing a token at each of their corners.
213
Each player puts aside the units in their Company with the Scout ability. Each player gets 9 reconnaissance tokens: 1 with a value of 0 2 with a value of 1 2 with a value of 2 2 with a value of 3 2 with a value of 4 The player with the most Scouts decides who will place the rst recon token. If the number of Scouts is tied, then the Dominant player will decide. Taking alternating turns, the players do one of the following options with their turn until all of the recon tokens have been placed: Place a recon token face down on one of the terrain zones. Each player can only place one token per zone (at the end, each zone will contain exactly 2 tokens, one per player). A player may move one of the Scouts they set aside earlier back with their Company to turn one of their opponents recon tokens face up. A player may move one of the Scouts they set aside earlier back with their Company to have their opponent place their next recon token face up.
RECONNaISSaNCE
OF ThE
TERRaIN
Obviously if a player doesnt have any Scouts set aside then they wont be able to choose to utilize the second or third options above. Once all the recon tokens have been placed, resulting in one per terrain zone per player, the next, and most interesting step starts: terraforming.
Once both players have placed all their recon tokens, all the tokens that are not already face up are turned over. If both tokens are of the same value, the area becomes a conict zone (see p 216). Conict zones wont have any terrain set up in them. If the two tokens have different values, the token with the lower value is discarded. The player who placed the token with the higher value in the area will get to set up the terrain in that area by spending a number of points on terrain equal to the number on the recon token.. The total number of conict zones is recorded. This is to be able to compute the frequency of the effects that will be caused by conict zones.
Terraforming
214
PLOT (SMaLL
GENERaL EFFECTS
OF ThE
ELEMENTS
Effects with or without value When the name of an effect is followed by a value, the value corresponds to a game parameter used in the description ofthe effect. If the name of the effect is not followed by a value, should a value be needed, it will be 1. Just like the special abilities of units.
A unit is in or on a terrain element if any part of its base is on the terrain element.
While on this type of terrain, a unit gets +X to the statistic named by this effect. If this effect is followed by a keyword, the description of the effect will cover whether the units of the keyworded type are the only ones affected by, or immune to this effect. If the effect is not followed by a keyword, it will affect all units that are on the terrain.
KEYWORd
CLEaR
Cursed terrain is identical to Blessed terrain, except that cursed terrain gives a penalty to the named statistic rather than a bonus.
KEYWORd
The following terms are used to describe how large a terrain element is:
SIzE
OF aN
ELEMENT
Any unit in this type of terrain during the upkeep phase will take X points of damage, ignoring PR.
KEYWORd
Elements of this nature are 3 to 4 fathoms long and half a fathom or less wide.
It is not easy to move in this terrain. Units may enter, exit or move through the area while performing an action that allows a move either equal to or less than the units MVT normally. In order to enter, exit or move through the area while performing an action that allows a Movement rate above the units MVT (Charge or Run for example), the player controlling the unit must spend 1 CMD. This use of CMD is not an order.
Elements of this nature are 6 fathoms by 4. They must also be at least 4 fathoms high.
BUILdING FIELd
It is impossible to go over or stop on such an element. It usually only applies to terrain more than 2 fathoms high. Unit control areas do not cross over Impassable terrain.
IMpaSSIBLE
Elements of this nature are represented by one of the following options (according to player decision and elements availability): one surface measuring between 8 and 10 fathoms length and width, 2 surfaces between 4 and 6 fathoms length and width, or 4 surfaces between 2 and 4 fathoms length and width.
The terrain element obstructs Line of Sight, and therefore adds 1 to the nal difculty of Shooting. This penalty is applied once for a Line of Sight that crosses the element, regardless of range or how long the Line of Sight is over the terrain element,
OBSTRUCTIVE
215
Part of this element obstructs Line of Sight. Opaque terrain has specic parts that block Line of Sight (crystals, rocky outcrops, esh outgrowth, etc.). The Line of Sight and cover rules apply as usual. It is important to know that only certain parts of the element are Opaque (as opposed to Obstructive elements where the entire element affects Line of Sight). For example, a dozen stalagmites on an 8 x 6 fathom surface are all individually considered Opaque but the zone itself is not - it is possible to draw a clear Line of Sight between the stalagmites located in the area.
OpaQUE
It is possible to place another terrain element over this one (or the contrary if applicable).
OVERLaY
During each upkeep phase, the Dominant player rolls a d6. If the result is equal to or greater than the frequency as outlined on the table above, the conict zone will trigger. Otherwise, nothing happens. This roll is made at the beginning of the upkeep phase before anything else happens. Conict zone effects are immediate and do not continue from one turn to the next.
As soon as a unit enters this type of terrain it is affected by the specied state or special ability. Unless otherwise stated in the description of the terrain or by the consumed effect, the special ability or state ceases to affect the unit as soon as the unit leaves the element. A unit that already has the specied state or special ability will not be affected, except if the specied S/SA is of a level higher than its own. If this effect is followed by a keyword, the description of the element effect will explain whether units with the keyword are the only ones affected or immunized to the effect. If this effect is not followed by a keyword, it will affect all units that are within the element.
Any battle happens in some part of Hell, there are as many Hells as there are ways to imagine them. Players should feel free to design a particular battleeld with its specic rules, conict zones, and terrain elements. We have provided rules for 4 different regions to give a groundwork of common areas and terrain.
Battlefield Type
First, there are elements that can be found on any battleeld in Hell. A player can always select terrain elements from this category when placing terrain.
1 POINT ELEMENTS
Block of Rock
Cluster Impassable Opaque This element represents a large jutting rock.
This element has special, non-standard, effects that will be explained in its description.
SpECIaL
UNIQUE
Effect of terrain elements on close combat We have seen how elements can affect Line of Sight and shooting. Buthand-to-hand combat can also be slightly modied by terrain elements. Any unit located at least half a fathom higher than its opponent gets a +1 CBT bonus. On the other hand if the head of the lowest unit does not reach the base of the highest unit there is no contact and, as a result, no hand-to-hand combat can take place between them.
Special Overlay You can place a hill of any size, which can even overlap into adjacent areas. The center of the hill must be located in the area it originates from.
Hill
Cluster Difcult Opaque This element is made up of several stalagmites that hamper Movement and Line of Sight.
Stalagmites
2 POINT ELEMENTS
Cluster Obstructive Multiple small vents that do not hamper Movement are letting out a haze which, while non-toxic, affect Line of Sight.
Infernal Haze
When two players bid the same number on a terrain area the result is a special effect called a conict zone. The zone or zones in question are free of terrain elements and the Dominant player rolls at the beginning of each turn to determine whether and what type of special effect will occur on the battleeld. Conict zones represent chaotic elements of the infer-
CONFLICT ZONES
Rock
Plot Impassable Opaque This element is similar to the Block of Rock, but much larger.
216
Plot Difcult Opaque This element simply covers more surface than the 1 point element of the same name.
Stalagmites
3 POINT ELEMENTS
Plot Obstructive This element is exactly the same as the 2 point element of the same name, except larger.
Field Impassable This element is exactly the same as the 3 point element of the same name, except larger.
Crevice
Infernal Haze
Field Impassable Opaque This element is similar to the Block of Rock or Rock, except even larger.
Rocky Outcrops
Plot Impassable An opening in the ground which completely blocks units from moving across it.
Crevice
Even if popular imagery describes Hell more like a lava desert than a frozen steppe, the various marches that make up Hell have many faces, and one of them is a frozen waste where living conditions are exceptionally harsh. The bite of the cold and the frequent
ICY WaSTES
OF
HELL
Field Difcult Opaque This element simply covers more surface than the 1 or 2 point elements of the same name.
Stalagmites
4 POINT ELEMENTS
Field Obstructive This element is exactly the same as the 2 or 3 point elements of the same name, except even larger.
Infernal Haze
217
4 POINT ELEMENTS
Cluster Opaque Special Unique This magical crystal formation grants martial prowess to units that ght near it. During every upkeep phase both players can give +1 CBT to one of their units. They can refuse to do so if they like. This bonus lasts as long as this terrain element is present on the battleeld. This bonus cant be given to the same unit twice in any one game. If one player refuses to give the bonus for two consecutive turns, then the crystal element explodes, removing it from the battleeld, and causing 2 damage, ignoring PR, to any unit within 3 fathoms of the element, or that has received the CBT bonus from the element. If a unit that has received the bonus is within 3 fathoms of the element, then they take 4 damage instead of 2, again ignoring PR, when the element explodes.
1 POINT ELEMENTS
Plot Difcult Obstructive Radiant (Runaway) This element is a powdery area of an exceptional lightness and depth.
Crystals of Power
Snowy Flats
Plot Overlay Deadly (cold) Special This part of the battleeld is home to a particularly cruel magical cold. Whenever a unit in this area of terrain takes damage from a hand-to-hand attack, they take an additional 2 damage.
Bite of Steel
2 POINT ELEMENTS
Field Difcult Obstructive Radiant (Runaway) This element is the same as the Snowy Flats element, except larger.
Snowy Fields
Plot Difcult Radiant (Slowed) This terrain element is made up of a frozen lake with a surface smoother than a mirror. Note that the Movement penalty associated with the Slowed state only takes effect if the unit starts its activation in the element and lasts until the start of its next activation.
Icy Plot
Building Impassable Opaque This is a building left by some unknown infernal explorers. Generally, these buildings are sturdy and well secured. Hence, while infernal adventurers may open them during their travels, it is impossible to take the time to enter them during a skirmish.
Refuge
Construction Impassable - Opaque Special This terrain element is a huge block of ice, in which can barely be discerned the forms of two ghters locked in combat. A unit in contact with this element can use an action that includes a hand-to-hand attack (Melee, Attack, etc ) to try and break the ice. When rolling for the attack sequence, any die that scores a 6 is a hit. The unit that causes the tenth hit breaks the ice block, frees one of the heroes entrapped within it, and dispatches their adversary. The player who controls the unit that breaks the ice chooses a Trooper or Independent of the same faction as their Ofcer from their collection of models worth 30 or less army points and replaces this terrain element with the chosen unit. The chosen unit joins the Company of the unit that got them free of the ice, all Company composition rules must be observed when choosing the unit to bring into the game. If the new unit has a CMD, it isnt counted for the Companies Command Pool until the next upkeep.
Ancestral Heroes
CONFLICT ZONES
3 POINT ELEMENTS
Field Overlay Obstructive - Radiant (Discretion 4) Deadly (cold) This terrain is a zone of cold so intense that it blurs Line of Sight and freezes ngers, ears and noses. Staying there too long will be the death of the cowards who sought sanctuary there.
Haze of Frost
Field Difcult Radiant (Slowed) This element is the same as the Icy Plot, only larger.
Icy Fields
Plot Impassable Like the Lava Crater this element is entirely made of molten rock, only larger.
Lava Pond
If this zone triggers, any unit that ends its activation less than 3 fathoms from its starting point, takes 1 point of damage, ignoring PR. Additionally, a unit that doesnt move from its starting position at all takes an additional point of damage, which also ignores PR.
Plot Opaque Cursed (Faith Troopers Affected) Special The ground in this type of area is littered with broken and burnt statues of people the person who enters love and admire. The memory of things past haunts any who enter the area and makes them doubt themselves. Units in this element gain Spiritual Damage for all of their attacks if they did not have it, but lose this damage type if they already had it.
Burnt Statues
3 POINT ELEMENTS
Field Overlay Obstructive Radiant (Wounded) Blessed 2 (Combat) Small vents let out toxic gases with strange effects: mere mortals become combat monsters, but fall victim of convulsions caused by intense pain. The wounded state does not affect units which cannot usually be wounded. Fanatical units become Fanatical rather than wounded.
Burning Mists
If this zone triggers, one, randomly chosen unit from each Company is immobilised for the rest of the turn.
This type of battleeld is the stereotypical archetype of what most people would think of as being Hell. Heavy ash clouds sully both the body and soul, while large crevices spew forth lava and slag. Fighting in such a place is a challenging experience, even for the most hardened and jaded of combatants.
BURNING HELL
Field Impassable This element is exactly like the Lava Crater or Lava Pond, only larger.
Lava Lake
1 POINT ELEMENTS
Lava Crater
Cluster Impassable This terrain element is entirely made of molten rock.
4 POINT ELEMENTS
Construction Special If a unit is on this element for two consecutive upkeep phases, they will get +1 MVT, +2 CBT, +1 FTH, Immunity (Fire), and Regeneration until the end of the game. If the unit that receives these bonuses is killed, each unit in their Company will take 2 damage, ignoring PR. Only one unit from a Company can have these bonuses at any one time.
Lava Well
Plot Overlay Obstructive Radiant (Berserk) Small vents in the ground emit a reddish mist that provokes anger in living beings hearts. If a Movement induced by the Berserk state leads a unit to exit this element, that unit will ght a last attack sequence against its opponent before losing the Berserk state.
Mists of Hell
Field Deadly (Fire) This element is made up of a great many sharp rocks that are as hot as the breath of an efrit.
Searing Rocks
2 POINT ELEMENTS
Field Overlay Obstructive Radiant (Berserk) Blessed 2 (Combat) This terrain element is made up of small vents in the ground that emit a heavy black smoke. The rage and desire to overcome that assails the warriors who breathe it make these places the crucible of a thousand battles. If a Movement induced by the Berserk state leads a unit to exit this element, that unit will ght
Plot Difcult Radiant (Slowed) Radiant (Regeneration) Radiant (Immunity Fire) Special These pools of pure water are like boils on Satans ass. They are havens of peace that offer, to strangers as well as to demons, a moments respite in this war without pity. They will also remove Consumed states from a unit (even Durable ones) if they are on the element during the upkeep phase. Exceptionally, the Consumed states disappear before the damage from those states is applied.
Well of Peace
Hellish Smoke
CONFLICT ZONES
If this zone triggers, every unit on the battlefield that isn t immune to fire takes 1 damage, ignoring PR, every unit becomes accelerated, and the difficulty for all Shooting is raised by 1.
219
3 POINT ELEMENTS
Construction Impassable Opaque Special When a unit is killed within 5 fathoms of this element, its controlling player loses 1 Command point, and their opponent gains 1 Command point until the end of the turn.
Soul Accumulator
If this zone triggers, one of the 9 terrain areas of the board is chosen at random. Every unit within that area of terrain takes damage as though they where within the area of effect of a 3/2 re explosion. Survivors are affected by Consumed (Fire 1/5). Units affected by this Consumed state will take damage this turn from it.
Battleelds of the this type can represent elds of skulls, places in Hell which appear following colossal and bloody earthly battles, or the high places of worship for the most powerful creatures of Hell, etc. In these places, the dead howl in the ears of living like the damned, and powers more terrible and ancient than demons feed on esh and souls. Even demons avoid these places, where creatures reside that are older than mankind, older than earth itself...
NECROpOLIS
OF
HELL
Cluster Difcult Opaque Vague remains of ancient and more or less human constructions, these bits of walls and piles of rubble can make Movement difcult and block Line of Sight.
Field of Ruins
Field Difcult Cursed (Faith) Radiant (Frenzy Troopers Affected) These tangled bodies are the remains of a recent combat. One can even very often hear the supplications of creatures hovering between life and death.
Charnel
4 POINT ELEMENTS
Construction Deadly Radiant (Immobilized) Special Unique This terrain element is usually the shape of a throne, an altar or a pedestal. It makes those who take possession of it powerful beyond all imagining but also causes their premature aging. Any unit climbing onto the altar of the ancient gods is immobilized for the rest of the game. From that moment on, the unit cannot be healed and loses any Regeneration ability it may have had. From then on, once per turn as a free action, the player who controls the unit located on the altar can add the CBT of that unit to another of his units CBT. The enhanced unit keeps the bonus for the duration of the current turn.
1 POINT ELEMENTS
Field Radiant (Berserk) The howls of the damned imprisoned and tortured in these places make the units in it raving mad. If a Movement induced by the Berserk state leads a unit to exit this element, that unit will ght a last attack sequence against its opponent before losing the Berserk state.
Field of Laments
Plot Radiant (Regeneration) Radiant (Slowed) Opaque Large demonic animals have come here to die and their highly magical nature profoundly affects all who approach.
Gigantic Skeletons
Plot Difcult Thousands of skulls carpet this whole area. They tend to break underfoot and hamper Movement.
Pile of Skulls
2 POINT ELEMENTS
Cluster Difcult Opaque Vague remains of ancient and more or less human constructions, bits of walls and piles of rubble can make Movement difcult and block Line of Sight.
Field Deadly Blessed 2 (Combat) This terrain element is littered with a few impious banners. Its true nature is revealed when a unit enters it. The tortured spirits of powerful fighters attack the unit from all sides, scourging their flesh while also making them surpass themselves in combat.
Field of Glory
Heap of Ruins
Field Deadly Blessed 2 (Protection) This element is covered with an impossible number of slimy carnivorous slugs. As soon as a unit enters it, the slugs cover it in order to devour the unit. Ironically, this slimy mass boosts the PR of any being it covers.
Field of Biters
Field Difcult Deadly Radiant (Terror Ofcers and Independents Affected) This mass of decomposing bodies sullies both armour and esh. Fighting in such a place greatly affects the morale of units who are not yet used to the horrors of Hell.
CONFLICT ZONES
When this zone triggers, all units on the battleeld are considered wounded if they were not already wounded. The wounded state does not affect units which cannot usually be wounded. Fanatical units become Fanatical rather than wounded.
Field of Skulls
Field Difcult This element is exactly like a Pile of Skulls, except larger.
When this zone triggers, Independents take 2 damage, ignoring PR, and Troopers recover 2 Life Points.
220
NecRoPoLis of HeLL
HiLL
SouL AccumuLatoR
The Howling Plains of Hell are gloomy tracts of infernal desert. The sky always seems low and the local fauna is stunted and sick. One can travel days or even weeks without encountering a watering hole or anything living that is more complicated than worms feeding on the decomposing cadavers of other travellers. The worst part of these areas has to be the incessant tortured howling. This chorus of disembodied horrifying cries have a toll on morale that is easy to underestimate and make each night an unending nightmare that one fears they will never wake up from.
HOWLING PLaINS
OF
HELL
HiLL
BLocK
of
RocKs
1 POINT ELEMENTS
Construction Impassable Opaque A last remnant of antique vegetation, the lifeless tree sits on the plains like a wart on the nose of a bishop..
MILLENaRY TREE
Field Difcult Obstructive Radiant (Discretion 5) This element is the same as the Ash Dune, except larger.
Plot Difcult Obstructive Radiant (Discretion 5) This small hill-shaped terrain is always swept by howling winds that stir up large grey dust eddies.
Ash Dune
4 POINT ELEMENTS
Construction Impassable Special Unique This well can be a simple hole in the ground, or a more elaborate construction. In the latter case, it is possible to move around the well, though the hole itself will always remain impassable. A construction around the hole will be considered opaque, while the hole itself will never block Line of Sight. It is from these holes that lemures emerge, the souls of some of the dead who are reborn in Hell. If an Infernalist ends their activation in contact with this well, they can immediately invoke a lemure of their choice, associating one of their spells with it. This lemure will not count towards the maximum they can invoke or control. An Infernalist can only use the Well of Souls in this way once per game.
Well of Souls
2 POINT ELEMENTS
Construction Impassable Obstructive Special A Mouth of Hell is a sinkhole that emits foul smelling fumes. Lemures cant stand the fumes and wont go anywhere near it. Lemures cant come into contact with a unit that is in contact with a terrain element of this type. Nor can Infernalists invoke a lemure if they are in contact with a Mouth of Hell.
Mouth of Hell
Building Impassable Opaque This is a building left by some earlier unknown infernal explorer. Generally, these buildings are sturdy and well secured. Hence, while infernal adventurers may hope to open them in their travels, it is impossible to take the time to enter them during a skirmish.
Refuge
3 POINT ELEMENTS
Field Difcult Radiant (Slowed) Radiant (Regeneration) This terrain element is a large watering hole with astonishing healing properties. Unfortunately one must enter the mud to benet from its effects. The stench of death and pus that follows you for days after those ablutions may force the less courageous to reconsider. Note that the Movement modier that comes with Slowed only takes effect when the unit starts its activation in the terrain and will last until its next activation.
Quagmire
Construction Impassable Opaque Special Unique This terrain element takes the shape of a huge whirlwind that blows tons of dust into the sky. The violent winds that surround it threaten the footing of anyone who comes near. Any unit within 3 fathoms of the whirlwind will suffer -1 MVT and -1 CBT, but cannot be the target of shooting. A unit with a weapon that creates explosions cannot target a point within 3 fathoms of this element. This element does not protect units from blast weapons.
Eternal Whirlwind
221
HowLing PLains
of
HeLL
ZONES
OF
CONFLICT
HiLL
If this zone triggers, both players immediately lose all Command Points they currently have.
If this zone trigger, every units gains Discretion 4. Also no unit has a control area while this zone is in effect.
StaLagmites
If this zone triggers, large necrophagous worms that burn esh and stick to the bodies of the living start falling from the sky. Units on the battleeld take 1 damage, ignoring PR, and get +1 PR.
222
THE DEMONS
THE SARACENS
223
THE IMMORTALS
THE MERCENARIES
224
1635
1635
iolence whispers with a silver tongue directly to peoples hearts. We kill V for faith. Wealth, power, and glory in the mud and debris of a great battle, a gate to hell opens. People caught in the aftermath of war are engulfed by the portal. Missionaries, soldiers, settlers, great captains elow a dangerous new world awaits them, a new world to plunder, explore, B build, and exploit! A world dominated by Demons since time immemorial. A world overrun by humans from eastern lands on a mystical quest. A place where terrors and wonders lurk, their names lost to humanity an eternity ago.
Hell Dorado is a skirmish miniatures war game that lets you enter this epic and brutal world. This is the core rule book! It contains everything you will need to conquer Hell itself: Game rules, company lists, background information, scenarios To bring the game fully to life look for Hell Dorado miniatures by Cipher Studios, available from a ne retailer near you!
WWW.CIPHER-STUDIOS.COM
ISBN : 978-0-615-46218-9