Deth Wizards
Deth Wizards
Deth Wizards
Lead Developer: Layout and Art Direction: Deth Wizards is copyright © 2024 by
Thomas Lyons Adam Loper Snarling Badger Studios LLC
I will bring a
new kind of
life to the
land of
Deth.
• A play space of roughly 22” x 30” (you can use an existing game board
or simply mark off the area)
• 3-7 miniatures for each Necromancer’s Horde to start, with the potential
to grow up to 15 at the highest, depending on your choices in building
your horde
Necromantic Minions: These are the undead that comprise your Horde.
Necromantic Minions might be called from the spirit world, raised from
rotting corpses, or created and stitched from various body parts. They could
be anything from simple Skeletons and Zombies, to Vampires and Death
Knights. For full details, see page 20.
Offense: Offense is a stat shared by all creature types in the game of Deth
Wizards. Offense is the stat used to make attacks, whether in melee or at
range. For full details, see Combat, page 45.
Power Dice: Power dice are used in some Necromantic Powers. Power dice
are D10s that determine the successes when utilizing a power on an enemy.
Power dice are most commonly compared against an enemy’s Resist. For
each roll that equals or exceeds the Resist score, that roll is considered
a success. See page 29 for full details on Necromantic Powers.
Range: Whenever you are directed to test the range between two
objects in the game, you check the distance, in inches, between the two
closest points on those two objects. If it is two models, then it is the
two closest points on the bases of those models. If it is terrain, then the
closest point on that terrain is used to determine the distance.
Reroll: Reroll simply means rerolling one or more dice you have
rolled for any reason (such as making an attack). You can’t ever
reroll dice more than once for any reason.
Story Play: Story Play is the mode of Deth Wizards where your Necromancer
engages with the living world in either a solo or co-op game. These games
are more focused on storytelling and involve your Necromancer – potentially
with an ally – raiding a village, assaulting a magic school to steal a timeless
artifact, or completing an ancient ritual of dark power. See Story Play, page
60.
Example of Play
Navros, a Dread Horde Master, has brought his undead to face off against
Tarine, a Spirit Caller Necromancer. Both players determine the terrain and
objectives (see page 53) and then proceed to set up their forces. To begin the
first turn, both players will bid some amount of Necromantic Energy (see
page 29). The player who bids more will have the first activation. Navros
places a higher bid of Necromantic Energy and thus wins first activation.
Both players reduce their Necromantic Energy equal to their bids and
Navros begins his activation.
Each time the player activates, they may activate up to 4 total Rating
worth of undead and their Necromancer. This means the Necromancer will
activate multiple times each turn (for full details on activation, see page 42).
The Necromancer and up to 4 Rating worth of undead may be activated in
any order. Navros, as a Dread Horde Master, specializes in controlling large
numbers of lower Rating undead. Navros begins by activating a Skeleton
Archer. The Skeleton Archer can attack at range, so it begins by moving. A
model can move up to its move speed in inches. The Skeleton Archer moves
forward 6”, its full move distance. This brings an enemy target within range.
The Skeleton Archer then makes an Offense attack. To make an attack, the
Skeleton Archer rolls a number of D10s equal to its Offense stat. All dice
that show a value equal to or greater than the Defense number of the target
are successful and will deal 1 damage. If any of the dice show a result of 10,
it is a Critical Hit and deals an additional 1 damage. The Skeleton Archer is
aiming at an enemy with a Defense of 5. The Skeleton Archer has an Offense
stat of 3, so it rolls 3D10, getting the results of a 3, 7, and 10. This results in
one Critical Hit and one normal hit, for a total of 3 damage. For full details
on Offense attacks, see page 45.
With that completed, the player then proceeds to activate additional undead
until they have activated 4 total Rating of undead. Once this is done, the
activation passes to the other player, who will follow the same process. This
process continues until all Necromantic Minions have activated once (and
only once).
Sample Necromancer
Tramus, Stitcher
Movement: 5
• This is the distance the model can move in Inches when it activates (see
page 43).
Offense: 3
• This is the number of D10 dice the model rolls when making an attack
and the range of that attack (see Combat, page 45).
Defense: 6
• This is the target number that the Offense dice must equal or exceed
when attacking this model (see Combat, page 45).
Resist: 4
• This is the target number that must be equal to or exceeded by
Necromantic Powers used against this Necromancer (see page 29).
Necromantic Energy: 13
• This is the amount of energy that the Necromancer has to utilize
Necromantic Powers. Each Necromantic Power costs a certain amount
of Necromantic Energy to utilize. When a power is used, that amount
of Necromantic Energy is expended.
10
Type: Rattler
• This is the minion’s type; certain Necromantic Powers and other abilities
will also reference specific types of minions.
Movement: 6
• This is the distance the model can move in Inches when it activates (see
page 43).
Offense: 4
• This is the number of D10 dice the model rolls when making an attack.
This will also indicate if the attack can be used only in melee or at range
and indicate the range of the attack (see Combat, page 45).
Defense: 5
• This is the target number that the Offense dice must equal or exceed
when attacking this model (see Combat, page 45).
Resist: 4
• This is the target number that must be equal to or exceeded by
Necromantic Powers used against this minion (see page 29).
Durability: 9
• This is the amount of damage the model can take before it is Removed
from Play.
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Next, you will choose your Necromantic Legacy. This choice determines the
types of Necromantic Powers you will possess and how your Necromancer
will interact with their undead creatures. Some Necromancers communicate
with ephemeral spirits, summoning and binding them from the other
side. Others prefer to raise hordes of mindless skeletons and zombies – a
shambling mass to overrun their foes.
Once you have chosen your Necromantic Legacy, you will then need to
select your Necromantic Minions. Over time, you will have the opportunity
to acquire different minions and even raise past enemies as new friends, but
here at the beginning of your quest for infernal power, these are the undead
companions you will have by your side.
You will then select your Necromantic Powers, which are the magic and
spells you will use to destroy your enemies and bolster your own undead.
Necromancer Stats
Necromancers are immortal; weapons do little damage to their corporeal
forms. However, the abilities of Necromancers can differ greatly. Some are
imposing physical monsters, capable of killing with their bare hands, as well Over the course of a
as with their magic. Others are abundant fonts of magical energy, granting campaign game, your
them nearly limitless power.
Necromancer’s stats will
When creating your Necromancer, select one set of stats from the three continue to improve. Your
options below. Additionally, you have the option to increase two different undead, however, are more
stats by +1. static. Your minions are
creations that do not evolve,
Base Stats 1 so you may find yourself
replacing them over time -
Movement: 5 Offense: 3 Defense: 6 Resist: 4 potentially even with the
Necromantic Energy: 13 heroes you slay on your
road to power.
Base Stats 2
Movement: 6 Offense: 6 Defense: 7 Resist: 4
Necromantic Energy: 9
Base Stats 3
Movement: 5 Offense: 3 Defense: 5 Resist: 4
Necromantic Energy: 17
Necromantic Legacy
The study of Necromancy, the dark arts, has a centuries-long legacy and
several derivations. Necromancers have plumbed forbidden secrets for
ages, delving deeply into knowledge hidden, lost, or best forgotten. As
time passed, this expertise evolved into distinct sects, each with its own
specialized practices. These practices are now known as Necromantic
Legacies and they determine how a Necromancer interacts with the dead
and the greater powers of unlife.
13
14
“It is not the end of all life I seek. That would be folly. It is
only the end of those lives with no purpose. Through my
arts, they are granted the purpose they so desperately
desired” - Arda, War Reaper
15
16
17
Effect: As an action, the Special Ability – Soul Herder: The Spirit Caller may only recruit undead of
Necromancer may use the Spirit type. Increase the movement stat of all undead recruited by the
this power to summon Spirit Caller by 1.
an undead of the Spirit
type. This Necromantic
Power costs 3 Necromantic
Energy per Rating of the
undead summoned. The
summoned undead must be activated during a later power to summon multiple
be set up within 3” of the activation during the turn spirits, but may never have
Necromancer and more than in which it was summoned. more than 5 total Rating
1” away from all enemies. At the end of the game, worth of undead active and
If this cannot be done, then the undead returns to the summoned at the same time
the summoning fails and the spirit realm and is removed by this power.
Necromantic Energy is lost. from your roster. The
The summoned spirit may Necromancer may use this
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Effect: Up to two friendly undead within range of this power may teleport
to any other location that the Necromancer can see within 12” of the
Necromancer that is not within 3” of an enemy.
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You may have no more total Rating of undead under your control than your
Lair will allow. However, you may never bring more than 15 Rating of undead
into any Scenario (you may choose to make up that 15 Rating however
you like from all undead available to you). Any undead not involved in the
mission are assumed to be guarding your Lair and will grant bonuses when
your Lair is attacked by Heroes.
Your Necromantic Minions can be felled in battle but this does not always
result in their permanent destruction. Most times, a Necromancer can stitch
the body of their minion back together, no worse for wear. Sometimes,
however, a corpse is simply beyond repair. When this happens, the
Necromantic Minion is removed from your roster permanently. For more
information on the Post-Game Process and determining the disposition of
your dead, see page 90.
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Skeleton 1 Rattler
The Necromantic Minion’s
Skeleton Archer 1 Rattler type does not have any
rules effect in and of
itself, but several of the
Vampire Spawn 1 Feeder Necromantic Legacies,
Powers, and even the
Zombie 1 Shambler minions themselves, will
have special abilities or
additional game effects
Ghoul 2 Feeder when interacting with
particular types of undead.
Revenant 2 Shambler
Shadow 2 Spirit
Specter 2 Spirit
Suggested Base Sizes
All Necromantic Minions
Wight 2 Rattler should be on 25mm to 32mm
bases, except for the Giant
Ghast 3 Feeder Skeleton, Giant Zombie, and
Flesh Golem, which should
Ghost 3 Spirit be on 50mm to 60mm bases.
Mummy 3 Shambler
Wraith 3 Spirit
Banshee 4 Spirit
Vampire 4 Feeder
Skeleton Archer
Rating: 1 | Type: Rattler | Movement: 6
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Zombie
Rating: 1 | Type: Shambler | Movement: 4
Ghoul
Rating: 2 | Type: Feeder | Movement: 7
Revenant
Rating: 2 | Type: Shambler | Movement: 5
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Special: Ethereal
Specter
Rating: 2 | Type: Spirit | Movement: 8, Fly
Special: Ethereal
Hethi could not help Special – Black Bolt: Whenever this model deals damage
but smile as the citizens to an enemy that is already wounded (below its maximum
scattered from his giant Durability), that enemy is Slowed until the end of the turn. A
creation. The skeleton Slowed model has its movement reduced by 2.
marauded through the
small village, knocking over
houses as it stepped, and
Wight
crushing villagers underfoot. Rating: 2 | Type: Rattler | Movement: 6
He laughed as his creation
Offense: 4 | Defense: 5 | Resist: 6 | Durability: 14
swung a massive blade
and cleaved through a Special – Eternal Servant: If a Necromancer is attacked and a
half-dozen villagers before Wight is within 1” of the Necromancer, you may roll 1D10. On
hitting his own flesh golem.
a 6+, that attack is directed to the Wight instead. This roll is
The flesh golem seemed
made before any attack dice are rolled.
unbothered by the 12 foot
sword now protruding from Special – Crippling Strike: Whenever this model scores a
its side and continued its Critical Hit, the damage for that roll is 3 instead of 2.
work of tearing one of the
local warriors to ribbons, like
a child picking petals from a Ghast
flower. “What a glorious day,” Rating: 3 | Type: Feeder | Movement: 7
Hethi thought as he strode
forth into the massacre Offense: 7 | Defense: 4 | Resist: 5 | Durability: 15
to collect more fodder for
Special – Scampering Claws: This model may Climb without
future creations.
spending any additional movement.
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Special: Ethereal
Giant Skeleton
Rating: 3 | Type: Rattler | Movement: 8
Giant Zombie
Rating: 3 | Type: Shambler | Movement: 4
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Wraith
Rating: 3 | Type: Spirit | Movement: 8, Fly
Special: Ethereal
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Special: Ethereal
Flesh Golem
Rating: 4 | Type: Shambler | Movement: 5
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Death Knight
Rating: 4 | Type: Rattler | Movement: 5
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• Range: This is the maximum range the target of the ability must be
within to utilize that ability. When measuring, if any part of the target’s
base is within range of your Necromancer, then they are a valid target.
• Targets: This will list the number of targets as well as any special
restrictions on targets (i.e., some abilities may only target certain types
of undead, the enemy Necromancer, or yourself, etc.). If a power targets
multiple models, when rolling power dice, one roll of the power dice is
made for each target (e.g., if there are 3 targets, then the power dice are
rolled three times, once against each target).
• Power Dice: Some powers will have a power dice stat. This is the
number of dice the Necromancer rolls against the enemy target’s
Resist. For each dice roll that equals or exceeds the Resist score, this
is considered a success. Necromantic Powers will explain the effect of
each success.
• Effect: This lists the particulars and effects of the ability when used.
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Dark Shield
The Necromancer summons a momentary shield of dark energy, turning
aside a lethal blow.
Effect: All damage from the triggering attack or power is reduced to 0. Any
other effects or conditions from the attack or power are negated.
Negative Bolt
A crackling line of draining energy enervates a being, robbing it of all life
force.
Restore Energy
The Necromancer draws energy from one of their minions to restore their
own power.
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Atrophic Blast
The Necromancer drains the vitae from enemies, numbing them and slowing
their weapons.
Effect: Targets suffer 1D3 damage per success. If the Necromancer achieves
3 successes against any target, that target is also Weakened (see page 49)
until the end of the turn.
Banishing Words
You speak a word of ancient power and evil, driving spirits back to their
realm and your enemies into the earth.
Effect: If the Necromancer achieves at least 1 success, the target suffers 1D6
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Black Blade
A drop of the Necromancer’s blood is run along the edge of their weapon
and then lit with unholy flame.
Effect: Until the end of the turn, the Necromancer’s Offense increases by 3.
Blasting Bolt
A wave of blackened force pulses forth, striking a target and driving them
backwards.
Effect: If the Necromancer achieves at least 1 success, the target suffers 1D6
damage. If the Necromancer achieves at least 3 successes, the target suffers
2D6 damage. If a model suffers damage from this power, they are moved up
to 6” directly away from the Necromancer. If this movement carries them
into dangerous terrain, the model suffers any effects of that terrain. The
model may not be moved into an illegal position.
Bolster Undead
The Necromancer infuses their minions with additional Necromantic
Energy, increasing their capabilities.
Effect: If only one target is chosen for this Necromantic Power, the Offense
and Defense of that undead is increased by 2. If two targets are chosen,
each of those targets has their Offense and Defense increased by 1. If three
targets are chosen, each target has either its Offense or Defense increased
by 1 (Necromancer’s choice). These bonuses last until the end of the turn.
Chilling Touch
The Necromancer touches a nearby creature, robbing it of all life force and
preventing it from healing.
Darkflame Weapons
The Necromancer ignites the weapons of their Necromantic Minions with
an unholy flame that burns without light or heat.
Draining Wave
The Necromancer unleashes a wave of cold, black energy that destroys
organic material, rotting it instantly to dust.
Effect: All targets suffer 1D3 damage per success. If the target is a Hero,
they suffer 1D6 damage instead.
Energy Infusion
The Necromancer infuses his minions with energy, spurring them onward
into the battle.
Effect: All targets may move their movement speed or 6”, whichever is
lower.
Eruption of Death
The Necromancer shudders and unleashes a massive blast of necromantic
energy, a roiling storm that consumes all who are near.
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Fell Armor
The Necromancer shrouds themselves in a pall of energy that rusts weapons
and turns limbs to dust whenever they are struck.
Effect: Until the end of the turn, the Necromancer’s Defense increases by
1. In addition, whenever any enemy makes a melee range attack against the
Necromancer, that enemy suffers 2 damage after that attack is resolved.
Grasping Tendrils
Tendrils of pure negative energy spring up around the targets, impeding
their movement and crushing them in their shadowy grasp.
Effect: The target suffers 1D3 damage per success and gains the Slowed
condition (see page 49) until the end of the turn.
Miasma of Shadows
The air around an enemy turns foul and draws a creature into the darkness
of the void.
Night Shield
Undead within range of this power are cloaked in a fell shadow that guards
them against the destructive power of magic.
Reanimate
When undead are destroyed, the Necromancer can expend some of their
own energy to bring the creature back to the fight.
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Reflecting Blast
The Necromancer uses foul magic to turn damage back upon the attacker.
Cost: 4 | Range: 1” | Targets: The enemy that has made an attack that
has damaged or affected the Necromancer
Revelation
The Necromancer whispers into the darkness, revealing all that hide in the
shadows.
Rotting Curse
The Necromancer places a vile curse on the target,
slowly rotting them away to mere ash and memory.
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Effect: The Necromancer may teleport to any location they can see within
12”.
Shadow Switch
The Necromancer cloaks two creatures in shadow, switching their positions
through dark magic.
Stitch Together
With a wave of their hand and an expression of Necromantic Energy, the
wounds of the undead around the Necromancer heal.
True Death
Just as Necromancers have the power to instill some mockery of life within
a corpse, they have the power to take it away.
36
Effect: The target suffers 1D6 damage per success. In addition, if the model
suffers any damage from this power, the model is moved to within 1” of
the Necromancer. The Necromancer determines the position of the model
at the end of this move. If this movement carries the model into dangerous
terrain, it suffers any effects of that terrain as normal.
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Necromantic Lair
Maximum Undead Rating: This is the maximum total Rating of undead
you may have under your control. Remember, you may never bring more
than 15 Rating worth of undead to a scenario – the others are left to guard
your Lair while you are away.
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Special Ability – Easy Access: During your first two Story Play missions, you
may activate up to 4 Rating worth of Necromantic Minions twice (activating
your Necromancer each time as normal), before the Heroes activate.
39
If this is a Skirmish game, each turn begins with a bid to determine who
will have the first activation. If this is a Story game, the player(s) will have
the first activation.
40
3. The player who wins activates their Necromancer and 4 Rating worth
of undead.
4. Players proceed in bid order, highest to lowest bid, with each player
activating 4 Rating worth of undead as well as their Necromancer.
5. Play repeats in that order, highest to lowest bid with each player
activating 4 Rating worth of undead and their Necromancer, until all
Necromantic Minions have been activated at least once during that turn.
6. At the start of the second and subsequent turns, repeat the prior steps.
2. All players who are participating have the first activation (unless the
specific scenario dictates otherwise). Each player may activate up to 4
Rating of undead and their Necromancer. If there are multiple players,
they may alternate activating their individual models until both
players have activated 4 Rating worth of undead and the Necromancer.
6. Play repeats in that order until all minions and Heroes have
activated during that turn.
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If this is a Skirmish game, at the start of each turn, all players secretly bid an
amount of Necromantic Power to determine who will take the first activation.
All players secretly record an amount of Necromantic Power between 1 and
their current remaining Necromantic Power. All bids are then revealed and
all players immediately lose an amount of Necromantic Energy equal to
their bid. Play order is then determined by the player who bid the highest
going first, the player who bid second highest going next, and so on. If two
DESIGNER’S NOTE: or more players bid the same amount, all players immediately spend that
It’s a good idea to mark Nec- amount of Necromantic Energy and the player with the least Necromantic
romantic Minions that ac- Energy remaining wins the tie. The player with the next lowest amount is
tivate each turn with some then next, and so on. If the remaining energy is still a tie, both players roll
kind of token. Since you will a D6 and the high roll wins the tie.
be counting up to 4 Rating
If this is a Story game, then the players will activate first, alternating with
during each activation, and
the Heroes according to the Hero AI given for that Hero. Each time Heroes
you may want to activate activate, two Heroes activate per player participating in the scenario.
different Necromantic Min-
ions in different orders each Each time a player activates, they may activate up to 4 Rating worth of
turn, marking them with a undead. This can be any combination of undead with a Rating of 4 or less
token can help you remem- (e.g., it could be four Rating 1 undead, or two Rating 2 undead, or one
ber what is activated as the Rating 1 undead and one Rating 3 undead, and so on). You must activate
turn progresses, and make it at least 4 Rating worth of undead, if this is possible. If it is not, you may
activate less than 4 Rating of undead, but must activate as close to 4 Rating
easier for your opponent to
worth as possible.
track what is happening.
In addition, each time you activate you may also activate your Necromancer.
Your Necromancer will thus activate multiple times per turn until you have
activated all of your Necromantic Minions at least once. You may activate
your undead and your Necromancer in any order, including alternating part
of your 4 Rating worth of undead and your Necromancer. Your Necromancer
will always activate at least twice each round, even if you have less than 4
Rating worth of undead remaining. This activation will follow the normal
rules for Activation Order outlined above.
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• Attack
• Move
Necromancer Actions
• Attack
• Move
Hero Actions
• Determined by Hero AI
Movement
Whenever a model – Hero, Necromantic Minion, or Necromancer – activates,
they may move up to their total movement distance in inches. The model
may move before or after they take their action, but they may not split up
their movement. A model may always choose to move less than their total
movement during each move.
A model may not move through any other model (friend or foe), unless they
can fly, teleport, or are ethereal. A model may never end its movement on
top of another model in any way. A model may not move off the edge of the Ladders and Stairs
play board for any reason. Ladders and Stairs should
be treated as open, normal
Climbing ground. They do not reduce
movement in any way and
Sometimes during a game, Heroes, your Necromancer, or Necromantic
may be traversed by models
Minions will need to ascend vertically with their movement. This is called
to change elevation without
Climbing. When a model climbs, each 1” moved vertically counts as 2”
of movement. If the model cannot complete the movement to end on a
penalty. No missions will
horizontal surface that supports it (see Ending a Move, page 44), then they specifically call for ladders
may NOT make that climb. Remember that a model may use its action to and stairs to be placed on
move. If it does so, it is only considered to have ended the move when the the game board, but if your
total move distance has been used. If an obstacle or wall is 1” or less high, terrain happens to have
it does not need to be climbed and may simply be ignored for purposes of such features, it will allow
movement. If the model can fly, it does not need to pay this additional cost for more vertical movement
when moving vertically. by both your team and your
enemies.
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Flying
Models that can fly can move over intervening models or obstacles and do
not climb or pay movement to move vertically. Such a model, however, must
end its move on a horizontal surface and may not end its move overlapping
any other model. If this is impossible, the model may not move in this way.
If a model is flying over terrain that would cause a penalty or effect upon
entering the terrain, the flying model may ignore this if they do not stop
If It Sits, It Fits their movement on that terrain. If the flying model ends their move on such
It’s really that easy. When terrain, they are subject to any effect of that terrain as normal.
the question arises, “Can
I place my model here?,” Teleport
if you can place the mod-
Some models have the ability to teleport. When a model has the ability to
el there and remove your teleport, it will be listed within their abilities. When a model can teleport,
hand, and it stays in place instead of moving the model, the model is removed from the board and is
without any additional set up at any other location on the board that it can see. If the model can
support to prop it up, then not see the target location (because of intervening objects, conditions in
yes, it can be in that loca- the geography, etc.), then it may not teleport to that position. A model with
tion. If you can’t, you can’t. the ability to teleport may still move normally, using its movement stat. A
This will sometimes allow model with Teleport may choose to utilize this alternate movement mode
a case where a model can when making their move for their activation and/or when using their action
be placed on, e.g., a small to move.
high platform, in such a A model that teleports still counts as having moved and must test for any
way as to prevent any other dangerous terrain that they started their activation within, or ended their
model from being placed teleport move within, as appropriate.
there (i.e., placing a model
in the center of a platform Ending a Move
to hedge out anything that
A model may only move onto a surface that can support it. If your model
would otherwise also fit).
cannot be placed on the surface without tipping over, falling, or requiring
If this happens: first, stop
some additional support, it may NOT be placed on that position, and that
being game-y. Second, if the
move is illegal.
additional model would fit
in the space if not for the
first model’s position, AND
the first model can be moved
without it violating the rule
above, then that first model
should be scooted and the
second model should be
placed safely on the plat-
form or similar raised area.
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During any model’s activation, they may take a single action. That action
may be to attack in combat. When a model attacks, they may choose any
single model within range of their attack and roll a number of D10s equal
to the attacking model’s Offense stat and add any relevant modifiers to the
roll. All results on that roll that equal or exceed the Defense score of their
target are a hit and cause 1 damage per success.
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Attack Steps
1. Attacker chooses a target within range. The target must also be within
line of sight.
3. If the attacker has the ability to reroll any dice, they may do so.
4. Each dice (after modifiers) that equals or exceeds the Defense of the
target is successful and deals 1 point of damage to the target (if the
target is a Necromantic Minion or Hero), or causes the loss of 1 point
of Necromantic Energy (if the target is a Necromancer).
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47
All Necromantic Minions and Heroes have a range within which their
attacks can be made. If the Offense stat lists a number, that is the maximum
distance for any attack made by that model. If the Offense stat does not
list a range, then that model may only attack within melee range (1”). To
attack a model, the base of the enemy model must be within that range. If
a Necromantic Minion or Hero has melee listed as the range next to their
Offense stat, then that creature may only attack within melee range (1”).
Necromantic Powers all have a range listed in their profile, which will either
be a distance represented by a number, or represented by “Self.” When
your Necromancer utilizes a Necromantic Power, the target’s base – friend
or foe – must be within that distance or less to be a valid target for the
Necromantic Power. The Necromancer is always within range of itself.
Melee Range
Melee range, or 1”, is the range for all attacks that lack a range in their
Offense stat. For example, a Skeleton has an Offense of 4 and no range
listed; this means the creature can only attack enemies within melee range
of 1” of itself. A model may move into or out of melee range of enemies
without penalty, though some models may take actions when other enemies
leave their melee range.
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Critical Failures
When making an attack, all unmodified rolls of 1 on the D10 are considered
a Critical Failure. This roll is always considered a miss, regardless of the
target’s Defense or any modifiers or penalties that the attacker may have.
Some models may also have special abilities that trigger when they Critically
Fail an attack roll.
Destroying Models
If a Necromantic Minion or a Hero is destroyed, and a Necromancer is within
3” of the model that was Removed from Play, the Necromancer may gain
an amount of Necromantic Energy equal to the Rating of the Necromantic
Minion or Hero that was destroyed. If multiple Necromancers are both
within 3”, the closer Necromancer gains the energy. If both Necromancers
are equidistant, randomly determine which Necromancer gains the energy.
Conditions
Certain Necromantic Powers and undead can cause conditions in addition
to damage. Each condition and its effects are described below. Multiple
instances of the same condition do not stack, and a model cannot be affected
by the same condition more than once at the same time.
Healing Damage
A model is considered to have suffered damage if the model’s current
Durability is less than that model’s starting Durability total. Some effects
in the game will allow you to heal a model. When a model is healed, the
amount healed is added to that model’s current Durability. A model can
never have their Durability increased above their starting Durability total.
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When a model makes an Offense attack while Hidden, they may reroll up to
two dice from the attack roll. If a model is ever able to make more than one
attack as part of its activation, this bonus applies only to the first attack roll
made while the attacker has the Hidden condition. Any subsequent attacks
made during that activation or turn do not gain this benefit and the model
is no longer considered to be Hidden once the attack is complete.
Ethereal Models
Ethereal models – Ghosts, Wraiths, Specters, etc. – are not bound to the
physical world in the same way as most other creatures. Ethereal creatures
may pass through other models when moving, as well as pass through
impassable terrain, walls, and other blocking elements of scenery. The
models must come to rest on open ground as per Ending a Move, page 44.
Ethereal models do not suffer effects from moving onto, over, or stopping on
terrain. Ethereal models ignore such effects, such as the effects of Swamps
or Pools, their ghostly form being undaunted by the grasping vines and
brackish water.
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Deth Wizards has two different modes of play, Skirmish Play and Story Play.
Skirmish Play is when you are fighting one or more other Necromancers
(player vs. player). Up to four players may participate in a single Skirmish
game of Deth Wizards. In Story Play, your Necromancer will fight against AI
enemies, either solo or in co-op (teaming up with another Necromancer).
Two players may participate in a Story Play scenario. Both methods of play
are defined in detail in this section.
Skirmish Play
In Skirmish Play, two to four Necromancers pit their undead minions against
each other, vying for supremacy. When you and your friends are utilizing
Skirmish Play, you will generate scenarios using the following rules.
Victory Conditions
In Skirmish Play, a player loses the game and is Removed from Play if they
have 0 Necromantic Minions remaining at the end of any turn. Note, a
Necromancer may have 0 Necromantic Energy, but it is not Removed from
Play. The Necromancer may never be Removed from Play by an enemy or
through damage.
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Scenarios
When playing a Skirmish game of Deth Wizards, you will generate each
scenario using the rules below. Each scenario will have varying terrain,
Secondary Objectives, and Unusual Occurrences. In this way, each Skirmish
game may be a very different experience from the last game.
As always, if you as a group like the idea of unbalanced battles, then feel free
to play the game in the way that will provide you and your group with the
most positive experience.
5. Set Up Forces
Generate Terrain
The first step in generating a scenario is to generate terrain. The
battlefields of the world of Deth Wizards could be anything, from dark
forests laced with ancient ruins, to forsaken towers or cursed towns.
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Roll one D6 on the following table to determine the type of battlefield upon
which you will meet your enemies.
1 2 3 4 5 6
Dark Abandoned Forsaken Brackish Ancient
Forest Village Shrine Wasteland Swamp Battlefield
Once you’ve determined your battlefield type, then find the corresponding
chart below and roll one D6 for each quarter of the battlefield (rolling 4 times
total), and set up the rolled terrain within that quarter of the battlefield.
Dark Forest
Table Quarter 1 Table Quarter 2 Table Quarter 3 Table Quarter 4
1-3 1-3 1-3 1-3
Forest Forest Forest Forest
4-6 4-6 4-6 4-6
1D3 Pools 1D3 Crags Ruins 1D3 Houses
Abandoned Village
Table Quarter 1 Table Quarter 2 Table Quarter 3 Table Quarter 4
1-3 1-3 1-3 1-3
1D3 Houses 1D3 Houses 1D3 Houses 1D3 Crags
4-6 4-6 4-6 4-6
Forest Shrine Ruins Forest
Forsaken Shrine
Table Quarter 1 Table Quarter 2 Table Quarter 3 Table Quarter 4
1-3 1-3 1-3
Ruins Swamp 1D3 Pools
Shrine 4-6 4-6 4-6
Forest Forest Forest
Wasteland
Table Quarter 1 Table Quarter 2 Table Quarter 3 Table Quarter 4
1-3 1-3 1-3
1D3 Crags 1D3 Crags 1D3 Crags
4-6 4-6 4-6 1D3 Grags
Swamp Ruins 1D3 Pools
Brackish Swamp
Table Quarter 1 Table Quarter 2 Table Quarter 3 Table Quarter 4
1-3 1-3 1-3
1D3 Pools Swamp 1D3 Pools
Swamp 4-6 4-6 4-6
Forest Forest Ruins
Ancient Battlefield
Table Quarter 1 Table Quarter 2 Table Quarter 3 Table Quarter 4
1-3 1-3 1-3 1-3
Ruins 1D3 Crags Swamp 1D3 Crags
4-6 4-6 4-6 4-6
Forest 1D3 Pools Forest Ruins
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Each player rolls 1D10 and then reads the matching section below to learn
their Secondary Objective:
During the game, the first time your Necromancer or one of your Necromantic
Minions enters or comes into contact with a piece of terrain, roll a D6.
On a 5+, you have located hidden treasure and the Secondary Objective is
successful. If this roll has been failed on all previous checks and only one
piece of terrain remains, when your Necromancer or Necromantic Minion
enters or makes contact with that piece of terrain, the roll is automatically
successful and the Secondary Objective is successful.
Reward: The model that locates the hidden treasure gains a +1 bonus to
Offense and Defense for the remainder of the game.
2. Forgotten Artifact
Hidden amongst the ruins, forests, and swamps of the world are many
forgotten and powerful artifacts, once wielded by zealous Heroes, now
ready to be reclaimed and used for darker purposes.
After starting sides have been determined, randomly determine one piece
of terrain that is not in the same quarter of the board as your deployment
zone. That terrain contains a Forgotten Artifact. When at least two of your
models enter or come into contact with that piece of terrain, this Secondary
Objective is successful.
Reward: All models on, in, or within 1” of the terrain when this Secondary
Objective is completed gain a +1 bonus to Resist for the remainder of the
game.
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Your Necromancer must destroy the highest Rating undead in one of the
enemy’s forces. You must choose an enemy that has the highest Rating
undead on the battlefield (for example, if you are playing against 2 opponents,
and one of those opponents has a Rating 3 undead as its highest Rating and
the other opponent has a Rating 4 undead, you must choose the enemy force
with the Rating 4 undead). Your Necromancer must destroy this undead
and must be within 1” of the target when it is destroyed. If multiple undead
in the enemy force are tied for the highest Rating, randomly determine one
of them to be the target.
Choose a piece of terrain that is in the same quarter of the table as one of
your opponents’ deployment zones. If at any point in the game, at least 3
models from your force are on or within 1” of this terrain, this Secondary
Objective is successful.
Reward: When this Secondary Objective is completed, all models on, in, or
within 1” of the chosen terrain regain 1D6 Durability. If your Necromancer
is one of these models, they instead regain 1D6 Necromantic Energy.
5. Esoteric Lore
Something about this battlefield is wrong, and you are determined to unlock
its secrets.
If at any point during the game, you have at least 1 different model in each
quarter of the battlefield that does not contain your deployment zone, this
Secondary Objective is successful.
6. Experimental Sacrifice
One of your minions has developed a strange and dangerous quirk; best to
get rid of it quickly, but also to test if it could be valuable.
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7. Dark Offering
There is something ancient here, slumbering, and powerful. It is ready to be
awakened… if the right offering can be made.
At the start of the game, choose a piece of terrain that is not within the
table quarter that contains your deployment zone. If at any point your
Necromancer or one of your Necromantic Minions destroys an enemy model
that is within 1” of this terrain, this Secondary Objective is successful.
Reward: All models in your force within 1” of the chosen terrain feature when
this Secondary Objective is completed immediately remove all conditions
they are suffering from and gain the ability to fly for the remainder of the
game.
8. Protected Minion
Though your minions are usually little more than grist for the mill of your
ambitions, in this case, one of your minions has a special purpose and must
survive – at least for a little while.
Once your forces have been deployed, choose a single Necromantic Minion;
that Necromantic Minion must survive until at least turn 4. At the start of
turn 4, if that Necromantic Minion has not been destroyed, this Secondary
Objective is successful.
During the game, a model from your force must enter, move onto, or come
within 1” of all terrain on the board. It does not have to be the same model
for all terrain; different models may enter or come within 1” of each piece
of terrain. When at least one model from your army has satisfied the criteria
above, this Secondary Objective is successful.
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Before you begin a Skirmish game of Deth Wizards, you will need to determine
if any Unusual Occurrences are happening on your battlefield. Know that
these occurrences are highly unpredictable; when exactly they come to pass
is known to none but the crones of fate.
One player should roll 1D10 and then read the matching section below to
determine any potential Unusual Occurrence:
1 - 3. No Unusal Occurrence
4. A Dark Crow Calls
At the start of each turn, one player rolls a D6. On a roll of 5+, all models
on or within 1” of terrain suffer 1D3 damage. Necromancers are immune
to this damage.
6. Angry Villagers
At the start of each turn, one player rolls a D6. On a roll of 5+, a group
of angry Villagers arrive (see page 67) and you no longer make this roll.
Three angry Villagers arrive per player participating in the Skirmish. They
are placed within 6” of the center of a randomly determined board edge.
When all players have passed through the Activation Order, activating 4
Rating worth of undead, three of the Villagers activate. They will follow
their normal AI. Repeat alternating until all Villagers activate.
9. Nature Bleeds
At the start of each turn, one player rolls a D6; on a roll of 4+, nature revolts
against the presence of undead. Any model on or within 3” of any Swamp,
Pools, Forest, or Crags suffers 1D3 damage.
3” 3”
Deployment Deployment
6” 6”
Zone 1 Zone 2
6” 6”
6” 6”
Deployment Deployment
Zone 3
6” 6” Zone 4
3” 3”
Set Up Forces
All players deploy all of their models into their deployment zones in
whatever placement they wish. Models must be placed wholly within the
deployment zone. If this is impossible (e.g., the number of models is such
that they cannot all fit within the deployment zone), then those additional
models may be set up touching any model in the deployment zone.
Once your models are set up, you are ready to play! See Activation, page 42.
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In addition, when you are playing Story missions, there is the chance
your Lair will be assaulted. As you make your presence known across
the countryside, Heroes will rise up in an attempt to defeat you. See Lair
Assaults, page 101 for additional details.
Victory Conditions
Each Story Play mission type will list its specific victory conditions.
2. Determine Terrain
Scenario List
Your Necromancers may attempt any of the following scenarios. When
playing co-op, you and your friends may choose which mission to play, but
remember, the higher the difficulty, the more challenging and dangerous the
Heroes you will find within.
Each scenario below has a Standard mode and an Advanced mode. When
you are playing through a scenario for the first time, it’s recommended that
you utilize the Standard mode. If you want a larger challenge (e.g., if you
can handle the additional complexity and/or you are playing through the
scenario an additional time), then you can utilize the Advanced version.
Each scenario description will have full details on what changes if you are
playing the Advanced version of the scenario (generally it will be more
difficult and will pose a higher risk to your Necromancer and your Horde).
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Determine Terrain
Each scenario will list any specific terrain required for that scenario. For all
quarters of the game board where no terrain is specified by the scenario, you
will roll on the table below. Roll once for each table quarter that does not
have any terrain specified by the scenario you chose and set up the terrain
accordingly.
As always, when it comes to the specified terrain or the terrain rolled on the
table below, you can always substitute or place whatever terrain you have
available. It’s your game and since the Story Play missions are meant to be
played solo or co-op, you and your friends may create whatever game space
you find compelling, using whatever terrain you have at your disposal.
All terrain in Story Play may use optional rules if all players would like to
utilize those rules.
Determine Heroes
Your next step in your Story Play mission is to determine which Heroes are
opposing your Necromancer. Each mission will detail the number of Heroes
you generate and their Ratings.
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Hero AI
Each Hero has a set of actions it may undertake. When a Hero activates, roll
a D10 and find that result on the list; the Hero will take the listed action if
possible. If the action is not possible under any circumstances, it will default
to its listed option (#1 in the list), which it can always do.
Each time Heroes activate, two Heroes activate per player participating in
the scenario.
Heroes activate according to the order below. As you step through the
Activation Order, if there are no Heroes of that type, ignore that type when
activating Heroes. If there are no longer enough Heroes of any particular
type present to activate, usually because they have activated earlier in the
turn, activate as many Heroes of that type as you can. Then move to the
next Hero type in the list. If there are multiple Heroes of the same type,
they will activate in order of those Heroes closest to the enemy. If multiple
such Heroes are equidistant to the enemy, then randomly determine which
one will activate.
Activation Order
1. Ranger
2. Priest
3. Paladin
4. Wizard
5. Warrior
6. Rogue
7. Villager
Actions: Roll a D10 whenever the Paladin activates; it will take whatever
action is rolled. If that action is impossible, the Paladin will default to Shield
of Faith.
• 2-5: Smite – The Paladin will attack the nearest enemy. If there is no
enemy within range, it will move up to 5” and then make an attack
against the nearest enemy it can see. If it cannot move and attack such
an enemy, it will move and then use its action to move toward the
closest enemy.
• 6-8: Lightbringer – The Paladin will attack the nearest enemy. If there
is no enemy within range, it will move up to 5” and then make an attack
against the nearest enemy it can see. If an enemy is damaged by
this attack, the Paladin heals 1D6 Durability. If it cannot move
and attack such an enemy, it will move and then use its
action to move toward the closest enemy.
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Special – Blessed Weapons: Whenever the Priest rolls a Critical Hit with an
Offense attack against a Necromantic Minion, the Priest deals 1 additional
damage (this is in addition to the normal damage from a Critical Hit).
Actions: Roll a D10 whenever the Priest activates; it will take whatever
action is rolled. If that action is impossible, the Priest will default to Shielded
Stance.
• 2-5: Cleaning Strike – The Priest will attack the nearest enemy it can
see. If there is no enemy within range, it will move up to 5” and then
make an attack against the nearest enemy it can see. If it cannot move
and attack such an enemy, it will move and then use its action to move
toward the closest enemy.
• 6-8: Healing Pulse – The Priest and all heroes within 12” heal 1D6
Durability.
• 9-10: Blessing – The Priest and all heroes within 12” increase their
Offense and Defense by 1 until the end of the turn.
Ranger
Rating: 2-4 | Type: Hero | Movement: 8
Special – Pinning Shot: Whenever the Ranger rolls a Critical Hit with an
Offense attack with one or more dice, if the target suffers any damage from
the attack, the target’s movement is reduced by 2” until the end of the turn.
Actions: Roll a D10 whenever the Ranger activates; it will take whatever
action is rolled. If that action is impossible, the Ranger will default to Take
Cover.
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• 2-5: Attack! – The Ranger will attack the nearest enemy it can see. If
there is no enemy within range, it will move up to 8” and then make an
attack against the nearest enemy it can see. If it cannot move and attack
such an enemy, it will move and then use its action to move toward the
closest enemy, arresting its movement at 24” from the closest enemy.
• 6-8: Rain of Arrows – The Ranger makes an attack against the nearest
enemy it can see. All enemies within 3” of that enemy suffer ½ of the
damage dealt to the target of the attack (rounding up). If no enemy is in
range, it will move up to 8” and then make this attack.
• 9-10: Triple Shot – The Ranger makes an attack against the nearest 3
enemies it can see within range. If it does not have 3 enemies within
range, it will move up to 8” to bring 3 enemies within range and then
make the attack. If it cannot target 3 enemies, it will attack as many
enemies as are within range.
Rogue
Rating: 2-3 | Type: Hero | Movement: 7
Special – Evade Danger: The first time in any turn when an enemy ends
their movement within 2” of the Rogue, the Rogue must immediately move
7” directly away from the enemy.
Actions: Roll a D10 whenever the Rogue activates; it will take whatever
action is rolled. If that action is impossible, the Rogue will default to Take
Cover.
• 1: Take Cover – The Rogue will move to the nearest terrain with the
Cover keyword if possible. If no such terrain is available, the Rogue will
remain stationary. The Rogue gains a +2 bonus to Defense until its next
activation.
• 2-5: Slice – The Rogue will attack the enemy with the lowest Durability
within 1”. If there is no enemy within 1”, it will move its full move
toward the nearest enemy and make an attack. If it cannot move and
attack such an enemy, it will move and then use its action to move
toward the closest enemy.
• 6-8: Slice & Dice – The Rogue will attack the nearest enemy, making
2 Offense attacks. If there is no enemy within 1”, it will move its full
move toward the nearest enemy, make 2 Offense attacks, and increase
their Offense by 1 for these attacks. If it cannot move and attack such an
enemy, it will move and then use its action to move toward the closest
enemy. When the Rogue attacks in this way, any Critical Hits deal 1
additional damage (3 total).
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Warrior
Rating: 2-3 | Type: Hero | Movement: 6
Actions: Roll a D10 whenever the Warrior activates; it will take whatever
action is rolled. If that action is impossible, the Warrior will default to
Defensive Stance.
• 1: Defensive Stance – The Warrior does not move and gains +1 bonus
to Defense (max 10) until the end of the turn.
• 2-5: Strike! – The Warrior will attack the nearest enemy. If there is no
enemy within 1”, it will move its full move to the nearest enemy and
make an attack. If it cannot move and attack such an enemy, it will move
and then use its action to move toward the closest enemy.
• 9-10: Double Strike – The Warrior will attack the nearest enemy,
making 2 Offense attacks. If there is no enemy within 1”, it will move
its full move to the nearest enemy and make 2 Offense attacks. If it
cannot move and attack such an enemy, it will move and then use its
action to move toward the closest enemy.
Wizard
Rating: 2-4 | Type: Hero | Movement: 6, Fly
Special – Walk the Mists: At the start of each turn before any activations, if
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Actions: Roll a D10 whenever the Wizard activates; it will take whatever
action is rolled. If that action is impossible, the Wizard will default to Force
Globe.
• 2-5: Fiery Bolts – The Wizard will attack the nearest 3 enemies it can
see. If there are fewer than 3 enemies within range, it will move up to
6” and then make this attack against up to 3 enemies it can see within
range. If it cannot move and attack such an enemy, it will move and then
use its action to move toward the closest enemy.
• 6-8: Fireball – The Wizard makes an attack against the nearest enemy
it can see, targeting that enemy’s Resist instead of Defense. All models
within 3” of the target other than the Wizard suffer ½ of the damage
dealt (rounding up).
• 9-10: Dispel Magic – The Wizard and all Heroes within 12” remove all
conditions currently affecting them. All Necromancers within 12” lose
3 Necromantic Energy.
Villager
Rating: 1 | Type: Hero | Movement: 5
Resist: 4 | Durability: 8
Special – Rabble Rousing: The Villager gains a +1 bonus to Offense for each
other Villager within 3”.
Actions: Roll a D10 whenever the Villager activates; it will take whatever
action is rolled. If that action is impossible, the Villager will default to
FLEE!.
• 1: FLEE! – The Villager moves directly away from the nearest enemy it
can see and then uses its action to move again in the same manner. If
this movement should carry the Villager into contact with the edge of
the game board, the model is Removed from Play.
• 2-5: Get ‘Em! – The Villager will attack the nearest enemy it can see. If
there is no enemy within range, it will move up to 5” and then make an
attack against the nearest enemy it can see. If it cannot move and attack
such an enemy, it will move and then use its action to move toward the
closest enemy, ending within 3” of another Villager if possible.
• 6-8: Cornered Fury – The Villager will make 2 Offense attacks against
the nearest enemy it can see. If there is no enemy within range, it will
move up to 5” and then make 2 such attacks against the nearest enemy
it can see. If the Villager cannot move and attack such an enemy, it will
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Story Scenarios
Each Story scenario follows the format below:
• Terrain: This will describe how to set up the terrain for the scenario.
It is often the case that at least one table quarter will have set terrain
while other table quarters may be generated randomly.
• Heroes: This is the type and number of Heroes that are generated for
this specific scenario. Once generated, all Heroes are set up within the
appropiately labeled deployment zone on the map. The Heroes may be
placed anywhere within this zone.
• Map: This is the map of the scenario, including the starting areas and
any preset terrain.
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Terrain
Set up 3 Village Houses in table quarter 4 as per the map below. All other
table quarters are randomly generated.
Heroes
• 1D3+1 Rating 2 Warriors per Player
Victory Conditions
This scenario lasts 5 rounds. The Necromancers are victorious if, at any
time during the game, all of the Heroes have been killed. If all of the Heroes
are not killed by the end of the 5th turn, the Necromancers fail.
Rewards
Each Necromancer may add one additional Skeleton or Zombie to their
Horde if they are allowed to recruit that type of undead. Alternatively, you
may choose that your Necromancer gains a +1 bonus to the roll when rolling
to Raise New Undead in the Post-Game Process following this scenario. If
you played this scenario Advanced, you also gain a +1 bonus to the roll
when Restoring Minions during the Post-Game Process.
Advanced
If you choose to play this scenario Advanced, then at the start of the 3rd
turn, 2 additional Warriors and 3 additional Villagers per player arrive at the
spot marked A on the map.
5”
Player
Deployment 8” 5”
Zone A
3” 6”
1 2
3 4
6”
House House
Hero
6” Deployment
Zone 3”
House
2”
Assault a Village
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Terrain
Set up a Shrine and a Village House in table quarter 4 and a large Forest (or
2 small Forests) in table quarter 1. All other table quarters are randomly
generated.
Heroes
• 1D3 Rating 2 Warriors per Player
Victory Conditions
This scenario lasts 5 rounds. The Necromancers are victorious if, at any
time during the game, all of the Heroes have been killed. If all of the Heroes
are not killed by the end of the 5th turn, the Necromancers fail.
Rewards
Each Necromancer may increase their Necromantic Energy by 1 permanently.
In addition, you may choose one additional Necromantic Power and
permanently add that power to your list. If you played this scenario
Advanced, you may increase your Necromantic Energy by 2 instead of 1.
Advanced
If you choose to play this scenario Advanced, increase the Rating of the
Wizard to Rating 3, and the number of initial Warriors is 1D3+2 instead
of 1D3.
Player
Deployment
Zone
6”x 8”
Forest
3”
1 2
3 4 Hero 2”
Deployment
Zone
House 5”x 5”
Shrine
5”x 5”
4”
2”
Conduct a Ritual
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Terrain
Set up a Graveyard (new terrain below) and two Forests in table quarter 4.
Set up three Ruins in table quarter 1. All other table quarters are randomly
generated.
Graveyard
The dead are often burned so that their remains will rest in peace, while
those that are not are interred in the earth. This provides little solace, for
until their bodies rot away, one may call them back into service.
Keywords: Cover
Rules: Graveyards are full of large tombstones and mausoleums. The dead
rest lightly here and Necromantic Energy is thick in the air. Whenever
a Necromancer utilizes a Necromantic Power while on or within 1” of a
graveyard, the Necromantic Energy cost for that power is reduced by 1.
Heroes
• 1D3 Rating 2 Paladins per Player
Victory Conditions
This scenario lasts 5 rounds. The Necromancers are victorious if,
at any time during the game, all of the Heroes have been killed.
If all of the Heroes are not killed by the end of the 5th turn, the
Necromancers fail.
Rewards
Each Necromancer may reroll the D6 when rolling
to Raise New Undead (non-Hero) in the Post-Game
Process after this game (see page 91). This benefit
applies only to the single roll made after this game.
If you played this scenario Advanced, then you may
attempt to Raise New Undead twice after this
scenario instead of taking the reroll on the D6.
Advanced
If you choose to play this scenario Advanced,
then all of the terrain within table quarters
2, 3, and 4 have been Hallowed (except the
graveyard). All Necromantic Minions on or within
1” of any Hallowed terrain suffer a -1 penalty
to Defense and Resist.
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3”
Ruins Ruins 1 2
3 4
Forest Forest
Graveyard Hero
5”x 5” Deployment
Zone
5”x 5”
2”
Rob a Graveyard
Terrain
Set up a large Village House (the Noble Villa) and a Forest in table quarter
4. All other table quarters are randomly generated.
Heroes
• 1D3+1 Rating 2 Warriors per Player
Victory Conditions
This scenario lasts 5 rounds. The Necromancers are victorious if, at any
time during the game, all of the Heroes have been killed. If all of the Heroes
are not killed by the end of the 5th turn, the Necromancers fail.
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Advanced
If you choose to play this scenario Advanced, the Heroes will activate first
each turn (including the 1st). Also, at the start of each turn, guards will fire
from the windows of the villa. At the start of each turn, roll a D6 for each
Necromantic Minion on the table. On a roll of 5+, that Necromantic Minion
suffers 1D3 damage.
Player
Deployment
Zone
6”x 8”
3”
1 2
3 4 Wizard/
Forest
Rogue
Deployment
Warrior 5”x 5”
Deployment
Zone
5”x 5”
Noble Villa
5”x 5” 4”
Terrain
Set up a large Village House (the Arcane College) and three Pools in table
quarter 4. All other table quarters are randomly generated.
Heroes
• 1D3+1 Rating 3 Wizards per Player
Victory Conditions
This scenario lasts 5 rounds. The Necromancers are victorious if, at any
time during the game, all of the Heroes have been killed. If all of the Heroes
are not killed by the end of the 5th turn, the Necromancers fail.
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Advanced
If you choose to play this scenario Advanced, your Necromancer and
your minions must also deal with the arcane traps the Wizards have set.
Whenever one of your Necromantic Minions finishes a move in which they
moved more than 1”, at the end of that movement, roll a D6. On a roll of
4+, they suffer 1D3 damage.
Player
Deployment
Zone
6”x 8”
3”
1 2
3 4
Pool
Pool
Hero
Arcane
2”
Deployment
Zone College
Pool 5”x 5” 5”x 5”
Terrain
Set up a large Village House (the Lord’s Castle) and three Crags in table
quarter 4. Set up a large Forest in table quarter 1. All other table quarters
are randomly generated.
Heroes
• 1 Lord’s Champion (see below)
Actions: Roll a D10 whenever the Lord’s Champion activates; it will take
whatever action is rolled. If that action is impossible, the Lord’s Champion
will default to Stalwart Stance.
• 2-5: Cutting Blow – The Lord’s Champion will attack the nearest
enemy. If there is no enemy within range, it will move up to 5” and then
make an attack against the nearest enemy it can see. If it cannot move
and attack such an enemy, it will move and then use its action to move
toward the closest enemy. If an enemy is damaged by this attack, it gains
the Weakened condition until the Lord’s Champion next activates.
• 6-8: Bracing Strike – The Lord’s Champion will attack the nearest
enemy. If there is no enemy within range, it will move up to 5” and
then make an attack against the nearest enemy it can see. If an enemy
is damaged by this attack, the Lord’s Champion heals 1D3 Durability
and its Defense increases by 1 until it activates again. If it cannot move
and attack such an enemy, it will move and then use its action to move
toward the closest enemy.
Victory Conditions
This scenario lasts 5 rounds. The Necromancers are victorious if, at any
time during the game, all of the Heroes have been killed. If all of the Heroes
are not killed by the end of the 5th turn, the Necromancers fail.
Rewards
The Necromancer gains 3 additional experience for victory in this scenario.
If you played this scenario Advanced, your Necromancer also gains a +1
bonus to rolls to Raise New Undead in the Post-Game Process immediately
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Advanced
If you choose to play this scenario Advanced, the Lord’s Champion and all
Warriors heal 1D3 Durability whenever they activate. In addition, at the
start of turn 3, one additional Rating 3 Ranger is placed on the map in
position A. If that position is occupied, place the new Ranger as close as you
can outside of 1” of all enemies.
Player
5”
Deployment
Zone 5”
A
6”x 8”
Forest
3”
1 2
3 4
Crag
Crag
Hero
Deployment
Zone
5”x 5”
Lord’s
Castle
Crag 3” 5”x 5”
Terrain
Set up three Ruins in table quarter 4. All other table quarters are randomly
generated.
Heroes
• 1D3 Rating 3 Rangers per Player
Victory Conditions
This scenario lasts 5 rounds. The Necromancers are victorious if, at any
time during the game, all of the Heroes have been killed. If all of the Heroes
are not killed by the end of the 5th turn, the Necromancers fail.
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Advanced
If you choose to play this scenario Advanced, you must also deal with the
Curse of the Protectors on this ancient artifact. At the start of each turn,
randomly determine one Necromantic Minion in each Horde participating
in the game (i.e., one Necromantic Minion per player). Roll 8D10 against
that Necromantic Minion’s Resist. For each success, that Necromantic
Minion suffers 1 damage and has its Defense reduced by 1 for the remainder
of the game.
3”
Player
Deployment
Zone Ranger
Deployment
6”x 8”
Zone
5”x 5”
3”
1 2
3 4 Ruins
Ruins
Other Hero
Deployment
Zone
5”x 5”
Ruins 3”
Assault a City
As your Horde grows, so does your demand for fresh meat to keep that
Horde functioning. The cities of the world are bastions of safety for the
living – or so they hope.
Terrain
Set up three Village Houses (or Ruins) in table quarters 1, 3, and 4. Terrain
in table quarter 2 is randomly generated.
Heroes
• 1D3 Rating 2 Rogues per Player
Victory Conditions
This scenario lasts 5 rounds. The Necromancers are victorious if, at any
time during the game, all of the Heroes have been killed. If all of the Heroes
are not killed by the end of the 5th turn, the Necromancers fail.
Rewards
Your character may attempt to Raise New Undead twice in the Post-Game
Process immediately after this mission (this is a one-time bonus). In
addition, your Necromancer gains a +1 bonus to all rolls to Raise New
Undead (including Heroes) for these two rolls immediately following this
scenario. If you played this scenario Advanced, you do not need to roll for
any Rating 1 or 2 minion during the Restore Minions step of the Post-Game
Process; they are automatically restored. The Necromancer also gains a +1
bonus when rolling to Restore Minions of Rating 3 or Rating 4.
Advanced
If you choose to play this scenario Advanced, the Villagers do not sit idly
by while you attack their city. Instead, at the start of each turn, starting in
turn 2, determine a random Village House or Ruins on the board and place
3 Villagers in base contact with that house, within 1” of each other and
more than 1” from all enemies. They will then activate as normal from that
point in the game. In addition, any time a Necromantic Minion ends their
movement on or within 3” of a Village House or Ruins, roll 1D6. On a roll
of 5+, the Necromantic Minion suffers 1D3 damage.
Special
The Villagers are NOT placed in either Hero Deployment Zone. Instead,
randomly determine one Village House in table quarter three and one
Village House in table quarter four. Set up half of the Villagers next to each
randomly determined Village House.
Player
Deployment
Zone
House
6”x 8”
House
3” House
1 2
3 4 Other Hero
Deployment
3” Zone House
House 5”x 5”
House
Warrior
Deployment
Zone House House House
5”x 5”
Assault a City
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Terrain
Set up a Shrine and three Pools in table quarter 4. All other table quarters
are randomly generated.
Heroes
• 1D3 Rating 3 Wizards per Player
Victory Conditions
This scenario lasts 5 rounds. The Necromancers are victorious if, at any
time during the game, all of the Heroes have been killed. If all of the Heroes
are not killed by the end of the 5th turn, the Necromancers fail.
Rewards
Your Necromancer gains a +3 bonus to Raise New Undead in
the Post-Game Process immediately after this scenario (this is a
one-time bonus), as long as the Necromantic Minion is Rating 4.
If the Necromancer successfully creates this undead, the
Necromancer may improve any one stat of that Necromantic
Minion by 1. Alternatively, your Necromancer may choose to
improve their Movement, Offense, Defense, or Resist by 1
and gain 1 additional experience. If you played this scenario
Advanced, all stats of the Rating 4 Necromantic M i n i o n
are increased by 1 if the Raise New Undead was
successful, instead of only a single stat.
Advanced
If you choose to play this scenario Advanced, the
beast does not rest lightly and does not take kindly
to being awoken. At the start of each turn,
roll a D6 for each Necromantic Minion;
on a roll of 6, that Necromantic Minion
suffers 1D6 damage and is moved 8” in
a random direction. It must still end in a
legal position. If this movement would
have it set up in an illegal position,
continue to move the model in the same
random direction until it reaches a
legal position.
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3”
1 2
3 4
Pool Pool
Hero
Deployment
Zone
5”x 5”
Shrine
5”x 5”
Pool 3”
Terrain
Set up a Village House (Castle) and three Crags in table quarter 4. Set up a
large Forest in table quarter 2. Set up a large Swamp and three Pools in table
quarter 3. Terrain in table quarter 1 is randomly generated.
Heroes
• 1 King’s Champion
King’s Champion
The King’s Champion is renowned as the greatest combatant in the realm.
They stand upon a mountain of defeated enemies and have the scars to
prove their countless battles.
Actions: Roll a D10 whenever the King’s Champion activates; it will take
whatever action is rolled. If that action is impossible, the King’s Champion
will default to Bash & Brace.
• 1: Bash & Brace – The King’s Champion makes no moves. All enemies
within 1” suffer 1 damage, and until the King’s Champion activates
next, increase its Defense by 1.
• 2-5: Double Attack – The King’s Champion will attack the nearest
enemy twice (making two full Offense attacks). If there is no enemy
within range, it will move up to 7” and then make two attacks against
the nearest enemy it can see. If it cannot move and attack such an enemy,
it will move and then use its action to move toward the closest enemy.
• 6-8: Clearing Sweep – The King’s Champion will attack all enemies
within 3”. If there is no enemy within range, it will move up to 7”
toward the nearest enemy it can see and then make an attack against all
enemies within 3”. If it cannot move and attack such an enemy, it will
move and then use its action to move toward the closest enemy.
• 9-10: Perfect Strike – The King’s Champion will make an attack against
the highest Rating Necromantic Minion within 1”. If there is no enemy
within range, it will move up to 7” and then make an attack against
the highest Rating Necromantic Minion within 1”. When the King’s
Champion attacks in this manner, it may change the result of its two
lowest dice to 10. If it cannot move and attack such an enemy, it will
move and then use its action to move toward the closest enemy.
Victory Conditions
This scenario lasts 5 rounds. The Necromancers are victorious if, at any
time during the game, all of the Heroes have been killed. If all of the Heroes
are not killed by the end of the 5th turn, the Necromancers fail.
Rewards
Your Necromancer immediately gains 2 Impedimenta Lair expansions of
their choice and the maximum Impedimenta of the Necromancer’s Lair
increases by 4. The Necromancer also gains 3 additional experience. If
you played this scenario Advanced, then you gain a +2 bonus to Raise
New Undead to the D10 roll for raising a Hero in the Post-Game Process
immediately after this scenario.
Advanced
If you choose to play this scenario Advanced, the Castle is well equipped
to repel invaders. At the start of each turn, the 5 Necromantic Minions
nearest to the Castle suffer 1D3 damage. In addition, at the start of turn
3, 2 additional Rating 3 Paladins arrive in position A on the map. If this
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Player 5”
Deployment
Zone 5”
A
6”x 8”
Forest
3”
1 2
Pool 3 4 Crag
Crag
Hero
Deployment
Pool Zone
Swamp
5”x 5”
Crag Castle
5”x 5”
Pool 3”
“Just one more little
Kill the King
change... and there we go,
done!” Hethi looked down
proudly at his work. It had
taken most of the corpses Dark Apotheosis
from the last village but The time has come, the time for ascension – the time to send the world into
this masterpiece was finally eternal night.
ready.
Difficulty: 15 | Players: 1-4
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Advanced
If you choose to play this scenario Advanced, set up 2 Paladins and 2 Rangers
instead of 1. In addition, each Hero regains 1 Durability at the start of their
activation.
Player
Deployment
Zone
6”x 8”
3”
1 2
Crag
3 4
Crag
Swamp
They have a small group
Hero
Deployment Shrine of heroes protecting them.
Zone 5”x 5” One of them is a holy
Crag
5”x 5” warrior, which seems very
dangerous. We’ll probably fail
Dark Apotheosis
if we attack.”
Shrines
Shrines are areas of power dedicated to gods that have been forgotten; the
prayers of their faithful left unanswered for too long in this dark world.
Though only a few believers remain, these waystops still hold the potential
to bestow power upon those who take it by force.
• (3-4) Profane Shrine: This Shrine was secret, dedicated to dark gods
of malice and death. Its supplicants worshiped here to call curses and
maledictions upon their enemies. If a Necromancer ends their move on
or within 1” of this Shrine, they may call upon this profane power as
an action. If they do so, roll a D6; on a roll of 4+, they may select any
model within 10” and that model suffers 1D3+1 damage.
• (5-6) Druidic Shrine: This Shrine was dedicated to the gods of nature
and life. Though the land has fallen into a gray slumber, the gods of
nature still harbor wrath for those who have despoiled their world. If
there is one or more Druidic Shrines on the board, all Swamps, Forests,
and Pools count as dangerous terrain, in addition to their normal rules.
Whenever any model moves onto or through such terrain, at the end of
their movement, that model must roll a D6. On a roll of 5+, that model
suffers 1D3 damage.
Swamps
Swamps can be everything from traditional bogs, to brackish, stinking
wetland. This terrain is generally flat on the table, or has very little vertical
presence, but can greatly slow any creatures that move through it.
Rules: Slog through the Swamp – When a model enters Swamp terrain,
roll a D6. The model’s movement is reduced by an amount equal to the roll
on the dice.
• (5-6) Grasping Vines: This Swamp has vines that have been animated
through foul magic. They do not easily give up captured quarry. If a
Swamp has the Grasping Vines rule, any model that moves through the
Swamp has its move reduced to 0 from its Slog through the Swamp, and
that model is Grabbed by the Vines. That model now has a Movement
of 0 until it spends an action on its activation freeing itself. When it
has freed itself, it may then move as normal that turn or in later turns
(though its Movement will still be reduced as per Slog through the
Swamp). If the Movement is reduced to 0 again, it is again Grabbed by
the Vines and must free itself again.
Forests
Forests might be everything from ancient pines, twisted and blacked trees,
mazes of towering crystals, or even strange orchards of twisted corpses,
hanging exposed to the sky above. It all depends on how far that land has
fallen into darkness.
Keywords: Cover
Rules: Forests do not have any additional special rules beyond requiring
models to physically move “around” the trees, unless they can fly, teleport,
or otherwise ignore terrain.
• (3-4) Corpse Forest: Bodies have been strung throughout these woods
– a macabre offering to dark gods, or the foolish actions of fearful and
ignorant villagers. Whatever the source, these bodies are nothing more
than grist for the mill to those who practice the dark arts. Whenever a
Necromancer ends their activation on or within a Corpse Forest, they
regain 1 Necromantic Energy.
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Keyword: Cover
Rules: Rocky Crags are considered impassable terrain and models may not
move across them unless they can fly or are ethereal. Models may not be
placed on or end movement on this terrain.
Village Houses
Village Houses are frequent across the landscape. Though most folk tend to
cluster in larger cities, there are small villages and even individual houses
that dot the countryside. Farmers, herders, and other free-minded folk
occupy these humble abodes.
Keywords: Cover
Rules: Village Houses can only be entered through windows and doors.
If a model is not entering the building (or cannot enter the building), the
Village House is treated as impassable terrain and the model cannot move
through the building unless it can fly or is ethereal.
• (3-4) Abandoned Shack: This house has been long abandoned and
time has taken its toll upon the rickety structure. Whenever a model
moves through this terrain (models that fly or are ethereal and move
through the building do not count), roll a D6. On a roll of 5+, the
Abandoned Shack collapses. All models in the building or within 3” of
the building suffer 1D3 damage. The terrain now counts as Ruins.
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Rules: Pools have no special rules on their own; it depends on the type of
Pool, as chosen (or randomly determined) below.
• (1-2) Deep Water Pools: These Pools could be a few inches or very
deep, and it’s nearly impossible to tell the difference from the still,
mirrored surface. When a model enters a Deep Water Pool, roll a D6;
on a roll of 6+, that model’s move immediately ends regardless of the
distance moved. Place the model so its base is completely on the Pool
nearest where it entered when the roll failed.
• (3-4) Icy Pools: These Pools are slick, frozen water. When a model
moves onto an Icy Pool, roll a D6; on a 1, the model falls over. The
model’s move is stopped and the model may not move again during
that activation. On a roll of 6, the model gains a +2 bonus to their
movement for that movement only. On any other roll, nothing happens.
• (5-6) Quicksand: These are areas of seemingly normal sand, which are
in fact a deadly natural trap. When a model enters Quicksand, they halve
their Movement value for all movement made during this activation. If
the model has already exceeded half of their movement or more upon
entering the Quicksand, that model’s move immediately ends. If your
model has started their movement in the Quicksand, they halve their
Movement value for any movement made in the Quicksand.
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In the Post-Game Process, you will determine the disposition of all undead
that were Removed from Play, gain advancements as a Necromancer,
potentially create or recruit new minions, and unlock new Necromantic
Power.
Each mission will also give you a chance to expand your Lair as you
accumulate more power and minions at your disposal.
Process
Once you have completed your game, whether a Story or Skirmish mission,
you will complete the Post-Game Process. Follow the steps below, in order,
and update your Horde roster accordingly.
An important note is that undead do not grow or change over time. Your
Zombie will always be a Zombie. It does not learn, evolve, or improve. You
will gain new undead, and may change the Horde you bring to battles as you
expand your force, but the undead themselves will always remain as they are
(for the most part). On the other hand, your Necromancer is an immortal
being capable of learning, changing, and adapting. They will gain experience
that can be spent on additional powers and capabilities over time, as they
build their Horde and personal power.
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Restore Minions
Your first step after the battle is completed is to determine which of your
minions can be rebuilt and/or reconstituted. Truly bringing a living being
back to life is nearly impossible, but restoring an undead is often just a
matter of time, expertise, and a little Necromantic Energy. Some undead,
however, become too damaged, decayed, and degraded to be of any value
and now remain little more than dust.
For each Necromantic Minion that was destroyed during the battle, roll
once on the table below and apply the results.
D10 Result
After each battle, you may attempt to create one additional undead. To do
so, you must first choose the type of undead you are attempting to recruit
(e.g., a Skeleton Archer). You will then roll a D6. If the roll is greater than
the Rating of the undead you have selected, you have successfully created
that undead and may add that model to your roster. The Necromancer gains
a +1 bonus to this roll for each time they have failed it in prior Post-Game
Processes since they last successfully created an undead. (For example, if
after game 2 they were successful, but then failed after game 3 and game 4,
and are now rolling after game 5, the player would receive +2 to the roll.) If
this roll fails, you have failed to raise any new undead and may not add any
additional undead to your roster before your next game.
This roll receives the same bonus to the roll based on previous failures,
as per Raising New Undead above. If you fail this roll, the undead is not
created. This counts as your one attempt in the Post-Game Process to create
a new undead and you may no longer attempt to raise this Hero (or any
other from that Story scenario). If you wish to try again to raise a Hero, you
must go and gather more fresh offerings from new Story scenarios.
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The next step in the Post-Game Process is to total the experience gained by
your Necromancer. Follow the notes below and sum the individual items
achieved to determine the total experience earned.
Skirmish:
Story:
Spend Experience
This is for the Necromancer only.
Once you have determined how much experience your Necromancer has
earned for their most recent excursion, you may then spend that
experience to gain additional abilities, learn new Necromantic
Powers, and improve your stats. You do not have to spend all (or
any) of your experience after any given scenario. You may
instead simply add the amount to your total and save it to
purchase more expensive upgrades after future battles.
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When you select this advancement, your Necromancer may select one
additional Necromantic Power from the Necromantic Powers list (see page
31). Your Necromancer now knows this power and may utilize it during
scenarios. In addition, when you select this advancement, your total
Necromantic Energy increases by 1.
Improve Stat
4 Points
When you select this advancement, your Necromancer may select one stat
from amongst Movement, Offense, Defense, or Resist, and increase that
stat by 1. Defense and Resist cannot be increased above 10 through this
advancement, though other abilities may carry that stat over 10.
Special Abilities
Points vary by Ability
Aura of Weakness
You are surrounded by an aura of weakening energy that saps the strength
of those near you.
Cost: 7 experience
Cost: 8 experience
Blood Gorger
You feast on the fluids and essences of your enemies as you vanquish them
in combat.
Cost: 6 experience
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Body of Bugs
Your form has become something completely unnatural. While you still
look humanoid, you are something else entirely inside.
Cost: 4 experience
Benefit: You may move through other models and terrain freely as per a
model that can fly (your model must still end movement in a legal position).
In addition, any model you successfully damage with an Offense attack is
Cursed, in addition to any other effects of that attack.
Born to Die
Your undead have been laced with Necromantic Energy that empowers your
other minions when they are destroyed.
Cost: 5 experience
Death Crafter
You are an expert at crafting the dead from raw flesh.
Cost: 6 experience
Benefit: Whenever you attempt to Raise New Undead (see page 91), you
gain a +1 bonus to the roll.
Death Rattle
The rattle and clack of bones spells the end for those who oppose you.
Cost: 8 experience
Benefit: Increase the Defense of any Rattler type Necromantic Minions you
create after you gain this ability by 1.
Destructive Power
Your Necromantic Powers rend flesh and shatter bones, regardless of their
purpose.
Cost: 7 experience
Benefit: Whenever you roll power dice against the target of a Necromantic
Power, that target suffers 1 damage for each unmodified 10 you roll on the
power dice. This damage is suffered after all other effects of the power have
been resolved.
Energy Push
You have learned to draw more deeply on your necromantic energy to push
95
Cost: 3 experience
Entropic Power
Your Necromantic Powers rust metal, age leather, and weaken bone.
Cost: 8 experience
Expert Stitcher
You have learned to repair your damaged undead with masterful proficiency.
Cost: 3 experience
Benefit: When you are rolling to Restore Minions (see page 91), you gain a
+1 bonus to the D10 roll.
Extra Meat
Your focus on Shamblers has made them difficult to destroy.
Cost: 4 experience
Benefit: At the start of each turn, all of your Shambler type Necromantic
Minions heal 1 Durability.
Grafting Specialist
When you create new undead, you are capable of pushing their abilities and
altering their form.
Cost: 7 experience
Benefit: Whenever you raise a new undead, you may choose a single stat
from Movement, Durability, or Resist; that stat is increased by 1.
Cost: 3 experience
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Cost: 6 experience
Pack Killers
Your undead work best in a swarm, surrounding their foes and tearing them
apart.
Cost: 9 experience
Power of Unlife
Your Necromantic Energy is capable of sustaining all undead around you.
Cost: 8 experience
Solo Specialists
Your minions are meant to operate alone and there is little that can stop
them.
Cost: 5 experience
Cost: 10 experience
Benefit: Once per turn, when you activate your Necromancer, your
Necromancer may move for free. This is in addition to the normal move
allowed when the Necromancer activates.
97
Cost: 4 experience
Talons of Darkness
Your hands have become cruel, ripping talons that tear at the flesh of your
enemies.
Cost: 2 experience
Benefit: Whenever you roll a Critical Hit as part of an Offense attack, you
deal 1 additional damage.
Lair Expansion
As your Necromancer builds their power and their Horde, they will also
be increasing the capabilities of their Lair. Lairs are expanded through
Impedimenta. These are additional capabilities, covering everything from
fungal gardens for growing poisons, to research laboratories where you
create more dangerous undead.
You may not select any single Impedimenta more than once unless that
specific Impedimenta allows otherwise.
Impedimenta List
Alchemy Lab
You have a laboratory specializing in the transmutation of elements and the
creation of foul chemicals most vile.
Benefit: Each time you select this Impedimenta, you may select a potion
from the following list: Alacrity, Steel, or Fortitude. This is the potion your
Alchemy Lab is capable of producing. The potions have the effects listed
below. Once per game, at the beginning of any turn, you may choose to
have your Necromancer or any Necromantic Minion within 3” of your
Necromancer consume the potion. If they do so, they gain the bonuses
listed until the end of that current turn.
• Alacrity: +3 Movement
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• Fortitude: +2 Resist
Special: You may select this Impedimenta up to 3 times. Each time you
do so, you may select an additional, different potion. Each potion you have
learned may be utilized once per game.
Armory
You have an armory to equip your undead and prepare them for battle.
Benefit: If you have an Armory in your Lair, at the start of each game, you
may choose a single Necromantic Minion and increase its Defense by 1. If
your Lair is Advanced, you may select 2 different minions at the start of the
game to receive this benefit instead of one. This benefit lasts until the end
of that game.
Crypt
You have an extensive crypt, with raw materials on demand.
Benefit: Whenever you are rolling to Restore Minions during the Post-Game
Process (see page 91), you may add +1 to a single roll for one Necromantic
Minion.
Special: You may select this ability up to 3 times. When you do so, you may
add +1 when rolling to restore one additional minion for each time you
have selected this ability.
Crystal Caverns
You have grown crystal capable of retaining Necromantic Energy for later
use.
Benefit: If you have Crystal Caverns in your Lair, once during each game,
when your Necromancer activates, you may choose to regain 3 Necromantic
Energy. This cannot increase your Necromantic Energy over your maximum.
If your Lair is Advanced, the crystal restores 4 Necromantic Energy instead.
Fungal Garden
You have a flourishing garden of deadly mushrooms and fungus that allows
you to brew deadly toxins for your minions.
Benefit: If you have a Fungal Garden in your Lair, at the start of each game,
you may choose a single Necromantic Minion. That minion increases their
Offense by 1 for that game. If your Lair is Advanced, you may select 2
different minions at the start of the game to receive this benefit instead of
one.
Library
You have amassed many tomes that open the secrets to lore and esoterica
long forgotten and dangerous.
Benefit: Reduce the amount of experience you must spend to learn a new
Necromantic Power by 1.
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Benefit: As long as you have this Impedimenta, once per game, you may
call upon your Portent. When you do so, you may reroll any one set of
dice that has been rolled for your Necromancer or one of your Necromantic
Minions. This could be all the dice for an Offense attack, the power dice for
a Necromantic Power, and so on. When this benefit is used, all dice from
that roll must be rerolled. If your Lair is Advanced, you may call upon your
Portent twice per game.
Prison
You have a dungeon used to capture and weaken Heroes, preparing them for
the transition into one of your undead servants.
Research Laboratory
Your laboratory allows you to constantly experiment and push to find new
and unique types of undead to create.
Scrying Pool
You have a pool of crystalline waters that allows you to see the targets of
your attack, directing you to the best advantage in battle.
Benefit: Whenever you are starting a Story Play scenario, if you are required
to roll randomly for a number of Heroes, you may make one such roll twice
and select the lower result.
Shrine
Your lair has a shrine dedicated to dark powers, far too foul for mortal
beings to worship.
100
Statue Guardians
Your Lair is guarded by more than simple undead and stone doors. Guardians
empowered by dark magic watch over your Lair.
Traps
Your Lair is guarded by cunning traps, maiming and killing Heroes that dare
invade your space.
101
Once the Lair Assault is complete, you may proceed to your next scenario
as normal.
102
If this is a Skirmish game, each turn begins with a bid to determine who
will have the first activation. If this is a Story game, the player(s) will have
the first activation.
In a Story game, the player(s) are victorious if they kill all of the Heroes at
any time before the end of the 5th turn. Some scenarios may have additional
victory conditions.
3. The player who wins activates their Necromancer and 4 rating worth of
undead.
4. Players proceed in bid order, highest to lowest bid, with each player
activating 4 rating worth of undead as well as their Necromancer.
5. Play repeats in that order, highest to lowest bid with each player
activating 4 rating worth of undead and their Necromancer, until all
Necromantic Minions have been activated at least once during that turn.
6. At the start of the second and subsequent turns, repeat the prior steps.
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2. All players who are participating have the first activation (unless the
specific scenario dictates otherwise). Each player may activate up to 4
rating of undead and their Necromancer. If there are multiple players,
they may alternate activating their individual models until both players
have actuated 4 rating worth of undead and the Necromancer.
3. Two heroes per player participating will activate according to the Hero
AI (see Story Gameplay).
6. Play repeats in that order until all minions and heroes have activated
during that turn.
7. At the start of the second and subsequent turns, repeat the prior steps.
Movement
Whenever a model – Hero, Necromantic Minion, or Necromancer – activates,
they may move up to their total movement distance in inches. The model
may move before or after they take their action, but they may not split up
their movement. A model may always choose to move less than their total
movement during each move.
Attacking
Necromantic Minions and Heroes make attacks. These might be brutal
swings of weapons, rakes with ancient boney claws, or the wails of
otherworldly spirits. No matter the type of attack, the process for resolving
an attack from a Necromantic Minion or Hero involves the steps below.
Attack Steps
1. Attacker chooses a target within range. The target must also be within
line of sight.
3. If the attacker has the ability to reroll any dice, they may do so.
4. Each dice (after modifiers) that equals or exceeds the Defense of the
target is successful and deals 1 point of damage to the target (if the
target is a Necromantic Minion or Hero), or causes the loss of 1 point of
Necromantic Energy (if the target is a Necromancer).
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Necromantic Powers
When a Necromancer uses a Necromantic Power, they must expend
an amount of Necromantic Energy as described by the power. If the
Necromancer does not have enough Necromantic Energy, then they cannot
utilize that power.
2. If the power has power dice, then the Necromancer rolls a number of
D10s as directed by the power and adds any relevant modifiers. If the
power does not utilize power dice, proceed to step 5.
3. If the Necromancer has the ability to reroll any dice, they may do so.
4. Each dice (after modifiers) that equals or exceeds the Resist of the
target is a success. Each Necromantic Power has a required number of
successes. Some powers will have additional effects on a higher number
of successes.
105
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