Sludge Nations MKS
Sludge Nations MKS
Sludge Nations MKS
SEAN
SUTTER
ABOUT
M E TA L K I N G S T U D I O
M O R E AT
M E TA L K I N G S T U D I O.CO M
The world tree is rotting and the nine hells are bleeding into our own. We have
plunged into a poisoned dark age, and the verdant lands of our forefathers
have become a decaying nightmare. Black storms blot out the sun and churn
the dying earth into sludge. Vast tracts of land break apart to form island
Otherworldly fungal growths spread deadly spores, and great clouds of poison
scour and distort the world. Distant memories of the time before claw at the
Great armies languish in the land like locusts. They greedily consume the
now scarce resources. Barons, dukes, and princes gather warriors to conquer
what they can as they conduct bitter warfare to settle ancient grudges. The
cruel wars of men compound the nightmare. Death would be a small mercy,
but for fear or hate, the warriors will not yield. The latent magic of the world
tree spurs cycles of endless violence. The great exposed roots of the world tree
will heal any wound at a price, and men have turned to the dark practice of
harvesting its vital fragments. When forced into a wound the root bursts to
life, feeding off the host but also sustaining him. The excruciating process is
a horror of its own, yet the promise of revenge sends bitter hearts down this
dark path.
Decaying structures of reality crumble. Dark worlds beyond our own merge
into the sludge mire of the present age. Rumors of evil creatures and strange
men spread, but whatever new horrors may emerge, relentless armies of
damned men yet march to war. Once peaceful peoples are caught between
spreading fungal horrors and the incursion of evil warlords. Even the free men
have turned to violence. Grim corruption has taken hold of all things. Nothing
pure remains.
SLUDGE NATIONS | 3
Introduction
Greetings Sojourner,
Thus we return to the nightmare realms of sludge. In this volume of blaster we will
explore some of the nations found in the western branchways. As a miniature agnostic
game, sludge is always balanced against each player’s personal agency as a creative
storyteller. The core units presented in sludge war represent the “universal” troop types
found throughout the world of sludge. The rules found in sludge nations dive deeper into
some of the stranger unit types that exist in that doomed world.
Ultimately, even though there is a fair offering of lore in this supplement, it is crafted
under the expectationthat you will shape these rules into your own vision of the sludge
world. The Basilisk Empire is arguably themost powerful nation that exists in this “Doom
Age of Black Powder.” But the basilisk also represents an imperial archetype that players
can adopt and adapt to the vision they hold for their own army. These new units are
balanced for competitive play, but that doesn’t mean they have to look the way I describe
them. You are free to “reskin” the horrible machines, cursed magicians, and cunning
weapons of war as you see fit.
This supplement steers the sludge ship away from the realms of anachronism and
directly into weird doom fantasy. One of my favorite moments during play-testing
included seeing a smoldering land crawler nearly torn to shreds by a mutated giant.
Then the tank blasted its arcane engines into overdrive and smashed headlong into the
beast, churning it into gore. There was also the time I saw an imperial army siege the
fortifications of the noble free-peoples. Lines of free longbowmen rained arrows from the
sky while their sacred icon continued to raise their unyielding warriors from the fields
of gore to continue their valiant defense. But despite their grit, the inexorable imperials
flowed over their fortifications like an unstoppable tide.
It is my intention to send you further down doomed paths into this world of self-
consuming destruction. I have all kinds of absurd ideas that I’m super excited to deliver,
and blaster has been a wonderful vehicle and excuse to do just that. I am really delighted
that you have chosen to explore the decaying branchways with me. If you don’t see the
unit types you have been daydreaming about, please feel free to start wishlisting on the
sludge wargame Facebook group! sludge is a creative wargame for creative wargamers.
Your friend,
4 | SLUDGE NATIONS
Sludge Nations
The world of sludge is vast and each player’s interpretation of
the setting is a valid iteration in the decaying multiverse. The
Nation Factions described here will represent both existing
nations and archetypes found across the dying world. For what
it’s worth, these factions are primarily focused on the western
branchways inhabited by mankind and don’t represent the full
breadth of the sludge world.
6 | SLUDGE NATIONS
armies marched to war under the banner of the Serpent Star The Basilisk Empire has become a grim monolith in the
and with each conquest the empire grew in power. Though the annals of history. Imperial armies are a mixture of both
Basilisk’s might was unmatched, the bloated imperial state professional soldiers and slave-like conscripts hailing from the
was not without its dangerous flaws. The massive nation was sprawling vastness of its unknowable borders. The unending
plagued with internal strife. Rival lords vied for supremacy imperialist wars are powered by conquest and iron governance.
in a complicated political network. Strange alliances with It is common for lone kingdoms to be swiftly overwhelmed by
mysterious Arcanist guilds shaped precarious treaties and expeditionary forces. All military resistance is swept aside
sacred oaths. Sinister doom cults infected the populous. Greedy and the local lords are replaced by imperial agents. Ultimately,
dukes sent their personal armies deep into unknown lands to the imperial armies will pass onward, leaving the kingdom
subjugate and devour everything in their path. to persist under the new administration.The peasants of that
rural kingdom will live as before, except their sons and the
Perhaps none except the Basilisk Emperor himself knew the
bounty of their land is sent as tribute to the ravenous Basilisk.
true scale of the empire. The empire continued to gorge itself
on the decaying world as it became inextricably entangled in
the roots of the world tree, Yggdrasil. High upon the cyclopian
spires of the Imperial Capital, Konrad III, The Basilisk
Emperor, sat enthroned at the center of groveling kings and
whispering sorcerers. He became the unknowable center of
the colossal imperial war machine. He became the brooding
heart of greed that obsessed over what more could be devoured.
Exploiting dark magic, he traded his humanity for an eternal
life consumed by an insatiable hunger for conquest.
SLUDGE NATIONS | 7
Imperial Special Units
Imperialist battalions may include the following special units in addition to
those found in the core rules.
Imperial Artificer
One of the strongest elements of the imperial model was the adoption of those it conquers. When the Basilisk consumed the
industrial city of Cinder Forge and the secretive Machine College in 345ce, it claimed one of its greatest jewels. The Artificers are the
sons of imperial genius. By imperial decree, the Machine College was forced to receive Arcanist overseers. The proud machinists were
initially enraged, but the adversarial relationship was short lived. The tireless minds of these academic masters quickly embraced
one another. New and wondrous technologies were born from the powerful collaboration.
I M P E R I A L A R T I F I C E R | H E RO
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
4 1 2 2 0 6 2
Imperial armies featured troops from vast and varied lands, Imperial Zouaves are line infantry regiments consisting of
and the Imperial Zouaves are one of the most striking units in between three and five 40mm bases of soldiers at 10 points each.
the empire. The first Zouave units were assembled by the Basilisk Imperial Zouaves are elite line infantry and their inclusion in a
Emperor himself during his conquests in the eastern battle planes. battalion does not open the option to include an elite unit.
They combined Eastern martial traditions with new lightning
tactics and quickly gained renown for their speed and discipline.
I M P E R I A L Z O UAV E S | L I N E I N FA N T RY R E G I M E N T
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
4 1 1 1 0 5 3
Musket volley and bayonets. The regimental standard and musician upgrades may both
be equipped to the same figure.
Veterans | 10 points
Hold Position becomes a Short Order.
Musician | 5 points
Gain the Regimental Song free order.
SLUDGE NATIONS | 9
Imperial Conscripts
I M P E R I A L C O N S C R I P T S | L I N E I N FA N T RY R E G I M E N T
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
3 1 0 0 0 5 4
The Imperial Crawler must be the most fearsome creation of the hateful bursts of burning lead into their foes. The monstrous
age. These mechanical titans came thundering forth from the Imperial Crawler is a beast from the Age of Myth reborn.
billowing fires of Cinder Forge. These heavily armored weapons
Imperial Crawlers are a single large machine at 60 points.
of war are the offspring of ancient arcane secrets bred with the
Imperial Crawlers are an elite unit choice.
machinist’s enigmatic imagination. Specially trained Arcanist
crews stoke enchanted engines while ingenious artificers unleash
I M P E R I A L C R AW L E R | E L I T E M A C H I N E U N I T
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
3 1 1 1 0 7 6
Troop Transport
During deployment, the controlling player may deploy one unit with
a maximum of 9 wounds inside the crawler. During the crawler’s
activation it may deploy the unit completely within 3” of itself for a
short order. If the crawler is destroyed while the unit is inside, place
the figures within 3” of the crawler and each figure suffers d3 wounds.
Machines and Cavalry units may not be deployed inside the crawler.
BURN DISMEMBER
Wounds caused by this weapon do not generate gore. Each damage roll of 6 deals 2 wounds instead of 1.
SHOCK
Designer’s Notes: The model tanks used during playtesting fit on a 4” or 100mm round base. These machines drop gore when wounded just like everything else. When
they take damage, the gore could be from wounded crew members or maybe the gore is black smoke and wreckage. Either way, it adds to the chaos of the battlefield.
SLUDGE NATIONS | 11
Rocket Battery
Rockets are an ancient technology that were successfully weaponized by artificers in recent years.
Highly mobile teams of specially trained units may rush into position, take aim, and lay down
withering explosive barrages against their enemies.
Rocket teams are particularly effective in regions where field guns are too cumbersome to operate.
Rockets can be fired from the decks of Arcships, the high ridges of mountain crags, and the deep
mud of no-man’s-land with equal efficacy.
Rocket batteries are artillery units consisting of between one and three 40mm bases of soldiers
at 20 points each.
RO C K E T B AT T E RY | A R T I L L E RY U N I T
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
3 1 1 1 0 5 2
Dangerous Ordinance
Rocket Salvo TN rolls of 10 grant +2 burst instead of +1 but the unit
suffers 1 wound. On Rocket Salvo TN rolls of 1 this unit suffers 2
wounds and the attack fails as normal.
RO C K E T S A LVO
+2, DAZE and
Ranged 24 7 3
SHOCK 4
SHOCK DAZE
Units that suffer wounds from a weapon with the Each damage roll of 6 causes the DAZE status. Dazed units suffer -1 on
SHOCK special rule increase the TN of their nerve tests during their next activation, then the status is removed. Units can
test by the SHOCK value. suffer from multiple daze effects at once for greater negative modifiers.
12 | SLUDGE NATIONS
SLUDGE NATIONS | 13
SLU D GE NAT IONS
14 | SLUDGE NATIONS
Through a complex mixture of military might and political
leverage, the Chimera continued to grow in power throughout
the west. With a professional standing army at the ready and a
fleet of mythic arcships available to impose ironclad blockades
at a whim, Chimeran emissaries negotiated trade agreements,
treaties, and alliances that established what amounted to
vassal kingdoms at best and brutal colonial holdings at worst.
For many of these remote planes, the choice was to starve to
death or to simply bow before the Chimera. However, as the
endless wars continued to rage, these minor lands became the
stage for titanic clashes between the venerable Chimera and the
ravenous Basilisk. Still, even though the Chimera had arrived
as a conqueror to these lands, it also brought a semblance of
prosperity in a doomed world. And many of these colonies and
vassals rose to the challenge to fight alongside the royal armies
in service of their beloved and terrible monarch.
SLUDGE NATIONS | 15
Royalist Special Units
Royalist battalions may include the following special units in addition
to those found in the core rules.
Royal Magician
The court of the Chimera Throne is an extremely complicated show of
careful pageantry and deadly posturing. Unlike the dark sorcerers found
throughout the branchways, the royal magicians are aristocratic officers of
the arcane. Over the centuries, the royal Chimeric Academy has developed
a path into the arcane completely unique to their order. Royal Magicians
loath to degrade themselves by entering the battlefield but, as loyal
servants to the Chimera Throne, they do as they are bidden.
Royal magicians are a single figure at 30 points.
ROYA L M A G I C I A N | H E RO
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
4 1 1 0 2 6 2
Mount
Royal Magicians may be mounted for free. Increase to speed 6.
Mounted magicians may only have one bodyguard.
P S YC H I C
M U TAT I O N S Short Sorcery LOS 5 - Target unit suffers DAZE.
DAZE
Each damage roll of 6 causes the DAZE status. Dazed units suffer -1 on tests
during their next activation, then the status is removed. Units can suffer
from multiple daze effects at once for greater negative modifiers.
16 | SLUDGE NATIONS
Royal Marines
The Royal Marines are among the most illustrious military outfits
in the western branchways. Their exploits are the stuff of legend.
The men of the Royal Marines are daring and bold warriors who
will gladly undertake any hardship in the name of their monarch.
Commonly deployed behind enemy lines on strange airships, they
face mortal peril with stoic determination and have overcome every
obstacle by strength of will and martial might.
ROYA L M A R I N E S | L I N E I N FA N T RY R E G I M E N T
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
3 1 2 1 0 5 3
Raiders | 10 points
Gain +1 Brutality.
Rifles | 5 points
Musket volley becomes range 14.
SLUDGE NATIONS | 17
Royal Hussars
While there is a general sense of rivalry between the Marines and the other branches of the Royal Military, the Hussars have earned
the respect of even the most hardened Marine veterans. This light cavalry unit was originally composed of ostentatious volunteers
with a vain reputation for bravado. During the winter of 425ce, when the 4th and 6th Marines were locked in a bitter campaign
against the Death Templar, the all-volunteer 2nd Royal Hussars stayed by their side through the ice storms and harsh deprivation.
The Hussars held fast even after the winter had claimed nearly half their number and all of their horses. During the final battles
of the campaign, the 2nd Hussars showed valor and charged on foot by the Marines’ side. In the end, the 2nd Hussars earned
battle honors when they famously stormed the southernmost tower of the Iron Minarets to slay the dark sorcerer and his retinue of
bloodthirsty crusaders.
Royal Hussars are light cavalry consisting of between three and six figures at 5 points each.
ROYA L H U S S A R S | L I G H T C AVA L RY
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
5 2 0 1 0 5 1
18 | SLUDGE NATIONS
Battle Kite (Elite)
The Chimera Throne is an ancient monarchy that holds the largest known fleet of
Arcships in the world and it has maintained an extremely close alliance with the
Arcanist Navigator guilds for many centuries. The Arcanists who have aligned
themselves with the Chimera Throne have enjoyed unique access to various ancient
Arcship technologies. As a result, the Chimera Throne is one of the few nations to
develop new flying machines in the Age of Decay. Battle Kites are small, short range
airships that provide remarkable mobility. These machines serve as excellent scouts,
invaluable transports throughout the tangled land, and have even been adapted for use
as tactical bombers.
Battle Kits are a single large flying machine at 30 points. Battle Kites are an elite
unit choice.
B AT T L E K I T E | E L I T E M A C H I N E U N I T
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
7 0 1 1 0 5 5
Troop Transport
During deployment, the controlling player may deploy a unit with a
maximum of 9 wounds inside the Battle Kite. During the kite’s activation
it may deploy the unit completely within 3” of the center of the kite as
a short order. If the kite is destroyed while the unit is inside, place the
unit within 3” of the center of the kite and each figure suffers d3 wounds.
Machines and Cavalry units may not be deployed inside the kite.
DISMEMBER SHOCK
Each damage roll of 6 deals 2 wounds instead of 1. Units that suffer wounds from a weapon with the
SHOCK special rule increase the TN of their nerve
test by the SHOCK value.
Designer’s Notes: Airships are amazing. The battle kite is an arcane machine to model them however you wish. They could be dragons for all I care. But my
that would be analogous to some kind of helicopter in our world. They aren’t very imagination is some kind of ornithopter.
big and they aren’t really what we think of as kites. You are obviously welcome
SLUDGE NATIONS | 19
Mortar Teams
The Royal Marines are famous for taking advantage of their air superiority to make daring attacks behind enemy lines. However,
these tactics often lead to engagements in terrain that limits the effectiveness of traditional artillery. In response, the royal armory
developed smaller light mortars that could be deployed from Kites alongside combat marines. These light artillery units first saw
widespread use in the campaign to reclaim the Gorgon Archipelago.
Mortar teams are artillery units consisting of between one and three 40mm bases of soldiers at 20 points each.
M O R TA R T E A M S | A R T I L L E RY U N I T
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
3 1 1 1 0 5 2
Dangerous Ordinance
Extra Crew | 5 points
Light Mortar TN rolls of 10 grant +2 burst instead of +1 but the unit
The whole unit gains +1 wound and +1 Speed for 5 points.
suffers 1
wound. On Light Mortar TN rolls of 1 this unit suffers 2 wounds and the
attack fails as normal.
L I G H T M O R TA R
+2, SHOCK 2 and
Ranged 18 7 3
DISMEMBER
DISMEMBER SHOCK
Each damage roll of 6 deals 2 wounds instead of 1. Units that suffer wounds from a weapon with the
SHOCK special rule increase the TN of their nerve
test by the SHOCK value.
20 | SLUDGE NATIONS
SLUDGE NATIONS | 21
SLU D GE NAT IONS
22 | SLUDGE NATIONS
earth. It was clear that in this new age, the old ways would be
challenged like never before.
SLUDGE NATIONS | 23
Free Peoples Special Units
Free Peoples battalions may include the following special units
in addition to those found in the core rules.
In myths and legends, the Knights of the Realm were heroes Knights of the Realm are a special commander unit consisting of 5
who protected the land against the forces of evil. In the 4th individually based figures at 40 points.
century, the Knights of the Realm became a powerful symbol Knights of the Realm replace the free battalion commander. If the
of tribal unity and noble purpose. Each champion is appointed Knights of the Realm unit is destroyed all units in their battalion
by the elders from the assembled warrior clans in accordance gain one stress.
with tradition. These knights are extremely powerful warriors
who assume this mantle of authority with grim reverence. It is
vital among the free people to celebrate their traditions, and it
is a point of pride that they are led by a council of their finest
warriors rather than a single individual.
K N I G H T S O F T H E R E A L M | H E RO I C C O M M A N D E R U N I T
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
4 2 2 2 0 7 2
The Knights of the Ream gain one additional figure. All friendly units Ceramic War Blades
gain +2 Faith while within 15” of this figure.
This unit’s Knightly Arms gain DISMEMBER. Each damage roll of 6
Mounts | Exchange deals 2 wounds instead of 1.
The Knights of the Realm may be mounted for free. Increase to speed 6 Command Abilities
but reduce the unit size by 2 figures.
The Knights of the Realm have the following abilities.
I N S PI R E
Remove 4 gore from within range or
Short Special, Cunning 10” 5 -
Remove 1 stress from the target.
WA RC RY
Self or ally Target gains +1 Burst on next combat
Short Special, Cunning 5 -
within 5” order.
BASTION
This unit gains +1 on endurance saves
Short Special, Cunning Self 5 -
until its next activation.
MART YRDOM
Remove one figure from this unit. All
Short Special, Cunning Self - -
allies within LOS lose one stress.
GO AT T H EM
Target gains +2 Speed on their next
Short Special, Cunning 5” 5 -
charge order.
H ERO I C S PEEC H
Remove 3 stress tokens from within
Long Special, Cunning 10” 5 -
range.
24 | SLUDGE NATIONS
Longbowmen
Many minor kingdoms had very limited access to black powder
and had difficulty bringing the full might of the musket to bear.
However, in the face of this disparity the proud free peoples
train harder and exercise extreme discipline with traditional
longbows. The longbow is a powerful weapon in able hands, but
mastery of the longbow is a lifelong pursuit. Arrayed on the field
with their colorful banners, noble regiments of longbowmen are a
living relic of a lost age. Enemy commanders have been known to
view these units as powerless primitives. But it is a mistake they
rarely have an opportunity to make twice.
L O N G B OW M E N | L I N E I N FA N T RY R E G I M E N T
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
3 1 1 1 0 5 3
EQUIPMENT
OPTIONAL UPGRADES
Musician | 5 points
Gain the Regimental Song free order.
BLEED
SLUDGE NATIONS | 25
Heavy Infantry
H E AV Y I N FA N T RY | L I N E I N FA N T RY R E G I M E N T
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
3 2 1 1 0 5 3
Pole weapons Heavy Infantry may choose from the following upgrades.
Full Armor | 10 points
Gain +1 Defense.
Musician | 5 points
Gain the Regimental Song free order.
26 | SLUDGE NATIONS
Men-at-Arms
There are many martial traditions among the free peoples. Men-at-Arms consist of between four and eight figures at 5
Men-at-Arms are a class of free soldiers who have chosen a life points each. Full units of eight Men-at-Arms add an elite unit
of battle. They are travelers who lend their strength to warring choice to your battalion as if they were line infantry.
clans according to need. They have developed a unique martial
culture and usually fight in loose skirmishing formations. They
are a complicated group of mercenary-like warriors who are
often preoccupied with notions of honor and personal glory.
M E N - AT - A R M S | S K I R M I S H E R S
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
3 1 1 1 0 6 1
H E AV Y W E A P O N Close - 6 2 +3
SLUDGE NATIONS | 27
Sacred Icon (Elite)
The free peoples have remained free by their stern determination nations may gather around ancient idols, cryptic relics, or even
and unyielding sense of independence. The central pillar of their an anointed princess. The traditions are vast and varied, but the
ironclad identity is often personified by a sacred symbol. For power of these sacred symbols to inspire free people is undeniable.
example, the Roc Coalition is pledged under the ancient banner
Sacred Icons are a single figure at 30 points. The Sacred Icon
of Mokosa. When Roc warriors look upon this golden standard
may be mounted on a 25-60mm base. The Sacred Icon is an
they are filled with overwhelming pride, and they will fight like
elite unit choice.
demons to protect their banner from enemy hands. Other free
SAC R E D I C O N | E L I T E
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
3 0 0 2 0 7 3
Sacred Abilities
OPTIONAL UPGRADES
The Sacred Icon has the following abilities.
R I G H T EO US FU RY
Target friendly unit may gain one
Long Prayer 10 5 -
stress to perform the combat long order.
28 | SLUDGE NATIONS
SLU D GE NAT IONS
30 | SLUDGE NATIONS
Manticore ideology to become homicidal revenge cults. Over the Manticore cults have become a consistent feature of the
following decade, the First Manticore crusade was crushed by the decaying world. The endless bitter wars waged by heartless
imperial legions. The Witchfinder General was executed and his rulers create fertile soil for the Manticore’s Venom to sow
writings were outlawed by imperial decree. Despite the Basilisk its poisonous seeds. As narcissistic rulers abandon their
Emperor’s fathomless capacity for violence, militant Manticore humanity to bask in dark immortality, their people’s lost souls
cults remained a major player in the balance of power across the hunger for revenge. Terror and nihilism consume countless
western branchways. souls, and the promise of the Manticore’s primal justice is a
precious temptation. A shared hate-filled nightmare burns
The prominence and might of various Manticore cults wax and
like a wildfire in the dry tinder of human suffering. The savage
wane following the tide of human suffering. However, some of
thoughts of the Manticore gnaw at the root of the mind. Visions
these cults have become powerful assets to enterprising warlords
of the Manticore percolate through humanity’s lived horrors to
looking to leverage the fanatical might of a violent faith. The
manifest as new cults, and blood-soaked crusades against the
Arcanists of Divinity were among the most powerful factions
pillars of civilization have become a perennial tragedy. At the
formed in the dissolution of the first crusade. Accordingly, they
center of these virulent crusades stands the dark governance
were mercilessly hunted and their remnants were exiled on the
of a destroyer. The shadow of the Manticore is cast upon
desolate Keth Planes. Keth had become synonymous with a civil
every mind in these dark days, and the imminent madness it
war that was as brutal and unrelenting as its hellish landscape.
promises lurks just beyond sight.
It was under these harsh conditions that the Arcanists of Divinity
made an alliance with the Northern Keth Sultanate. The Sultan
was as artfully deceitful as the Arcanist cult, and their alliance
was balanced on a razor edge. The exact depth of Manticore
corruption in the Keth Sultanate is a matter of debate, but the
brutal efficacy of this alliance is undeniable. This murderous
regime launched a fanatical crusade with renewed vigor. And
against The Sultan Divine the bitter nations of Keth were cast
into unplumbed depths of abyssal war.
SLUDGE NATIONS | 31
Cultist Special Units
Cultist battalions may include the following special units in addition to those
found in the core rules.
P R I E ST O F T H E M A N T I C O R E | H E RO
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
4 1 1 0 2 6 2
Mount
Priest may be mounted for free. Increase to speed 6. Mounted priests
may only have one bodyguard.
SIGN OF DOOM Long Sorcery 12 6 - All units within range gain 1 stress.
DAZE
32 | SLUDGE NATIONS
Cultist Throngs
The Manticore cults gather howling mobs to tear down their earthly masters. Blood will run in the streets and fire will consume
fertile lands wherever these raving throngs pass. They have become like plague-born swarms. As the rioters spread destruction,
the rioting mass only grows larger and more fervent. They are both the result of the disease and the disease itself. The Manticore’s
devotees suffer from unending nightmares that whisper dark secrets into their fragile minds. Following these dreams, the cultists
obsessively assemble and stockpile poison gas grenades. These bombs are a concoction of heaving dread that damages the mind and
soul as much as the body.
Cultist Throngs are line infantry regiments consisting of between three and six 40mm bases of soldiers at 10 points each.
C U LT I ST T H RO N G S | L I N E I N FA N T RY R E G I M E N T
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
3 0 0 1 1 5 4
Irregular
When this unit fails a nerve test, it suffers stress wounds when its total
stress is equal to or greater than their wound characteristic. Normally,
the total must be greater than the wound characteristic to inflict stress
wounds.
DAZE
SLUDGE NATIONS | 33
Zealots
The teachings of the Manticore cults transform devotees’ minds and
bodies into living weapons. Violent zealots are fanatical creatures.
They are both heralds who spread the Manticore’s thought poison and
assassins who embody the Manticore’s venom. They are the Manticore’s
carefully perfected tools. It is believed that Manticore Zealots are
already widely spread throughout the branchways as spies. These
agents quietly infect others long before their respective cult emerges
in force. In one instant they are subtle agents and in the next they are
rabid attack dogs. And the change from a sleeper agent to a savage
killer is only a matter of their master’s dark thought.
Z E A L O T S | SK I R M I SH E R S
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
4 2 1 1 1 5 1
H I D D EN P O I S O N
G R EN A D ES Ranged 8 7 2 +1, DAZE
DAZE
Each damage roll of 6 causes the DAZE status. Dazed units suffer -1 on
tests during theirnext activation, then the status is removed. Units can
suffer from multiple daze effects at once for greater negative modifiers.
34 | SLUDGE NATIONS
Crusaders (Elite)
Many knightly orders are insular warrior cultures that exist separate from society and already exhibit many cult-like tendencies. It
is reasonable to believe that the corrupting tendrils of the Manticore have infiltrated every aspect of society. But there is undeniable
certainty that the savage crusades launched by once respected knightly orders are intimately linked to the Manticore’s sinister goals.
Crusaders are a diabolic hybrid between the unyielding savagery of the zealot and the unmatched combat prowess of the noble knight.
Crusaders consist of between three and six figures at 15 points each. Crusaders are an elite unit choice.
C R USA DE R S | E L I T E SK I R M I SH E R S
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
4 2 1 2 1 6 2
EQUIPMENT
Fanatics | 5 points
The whole unit gains Fanatical for 5 points. Gain +1 on combat orders
Knightly Arms for each stress on this unit instead of the usual -1.
The whole unit may be mounted to gain +1 speed, but the maximum
unit size is reduced to four figures.
SPECIAL SKILLS
Tough
Gain +1 on endurance saves.
Noble
Failed nerve tests that would cause wounds only
remove one figure.
Fury
During this unit’s activation, it may gain one stress
to perform the combat long order as a free action.
Saint
As the pillars of reality decay, the nine hells bled together in a their virulent congregations. They promise that the saints of old
maddening tangle. Daily life was dominated by ever-present would soon be reincarnated. These saints would not be reborn as
dread. Heavy black clouds drifted through immense branches the faithful healers they were in life, but in their second coming,
that stretch across the darkened sky. Nations of men scratched they would be vengeful destroyers. They would be man-eating
out their bitter existence on brutal tracks of bleak land. The demons and instruments of divine justice.
Manticore’s poisonous religions found fertile grounds in the
Saints are a single large figure at 45 points each. The saint’s
hearts of beleaguered peoples. The priests pulled prophetic
base should be between 50mm and 80mm.
visions from ever-churning nightmares to deliver grim hope to
S A I N T | H E RO
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
3 2 1 0 1 6 5
Fanatical
Gain +1 on combat orders for each stress on this unit instead of
the usual -1.
Fury
During this unit’s activation, it may gain one stress to perform
the combat long order as a free action.
36 | SLUDGE NATIONS
SLU D GE WA R
SLUDGE N ATIONS
A PPENDIX
SLUDGE NATIONS | 37
I M P E R I A L I ST U N I T S
NA ME SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
I M PER I A L A R T I FI C ER 4 1 2 2 0 6 2
I M PER I A L ZO UAV ES 4 1 1 1 0 5 3
I M PER I A L CO N S C R I P T S 3 1 0 0 0 5 4
I M PER I A L C R AW L ER (EL I T E) 3 1 1 1 0 7 6
RO C K E T B AT T ERY 3 1 1 1 0 5 2
ROYA L I ST U N I T S
NA ME SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
ROYA L M AG I C I A N 4 1 1 0 2 6 2
ROYA L M A R I N ES 3 1 2 1 0 5 3
ROYA L H US S A R S 5 2 0 1 0 5 1
B AT T L E K I T E (EL I T E) 7 0 1 1 0 5 5
M O R TA R T E A M S 3 1 1 1 0 5 2
4 2 2 2 0 7 2
KNIGHTS OF THE REALM
LO N G B OW M EN
3 1 1 1 0 5 3
H E AV Y I N FA N T RY
3 2 1 1 0 5 3
M EN -AT-A R M S
3 1 1 1 0 6 1
3 0 0 2 0 7 3
S AC R ED I CO N (EL I T E)
C U LT I ST U N I T S
NA ME SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
PR I ES T O F T H E M A N T I CO R E 4 1 1 0 2 6 2
CU LT I S T T H RO N GS 3 0 0 1 1 5 4
ZE A LOT S 4 2 1 1 1 5 1
C RUS A D ER S (EL I T E) 4 2 1 2 1 6 2
SAINT 3 2 1 0 1 6 5
38 | SLUDGE NATIONS
CLOSE WEAPONS
NA ME TY PE R A NGE TN BURST DA M AGE OR EFFECT
B AYO N E T S Close - 7 3 +2
H E AV Y W E A P O N Close - 6 2 +3
R A N GE D W E A P O N S
NA ME TY PE R A NGE TN BURST DA M AGE OR EFFECT
C ROS S B OW VO L L E Y Ranged 14 7 3 +1
M US K E T S Ranged 12 6 1 +2
Special Rules
BLEED DISMEMBER
Each damage roll of 6 generates one Each damage roll of 6 deals 2 wounds
additional gore. instead of 1.
BURN SHOCK
Wounds caused by this weapon do not Units that suffer wounds from a weapon
generate gore. with the SHOCK special rule increase the
TN of their nerve test by the SHOCK value.
DAZE
SLUDGE NATIONS | 39