Deth Wizards

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Adam Sigal (Order #43991323)

by Adam Loper and Vincent Venturella

Adam Sigal (Order #43991323)


TABLE of CONTENTS Jumping - 44 Hero AI - 62
Flying - 44 Story Scenarios - 68
Teleport - 44 Assault a Village - 69
The Story of Deth - 3 Ending a Move - 44 Conduct a Ritual - 70
Combat - 45 Rob a Graveyard - 71
Playing the Game - 6 Attacking - 46 Assault a Noble Villa - 72
What You Need to Play - 6 Necromantic Powers - 47 Steal from an Arcane College - 73
Glossary of Terms - 7 Range - 48 Pillage a Lord’s Castle - 74
Example of Play - 9 Melee Range - 48 Steal an Ancient Artifact - 76
Sample Necromancer - 10 Suffering Damage - 48 Assault a City - 77
Sample Minion - 11 Critical Hits - 49 Awake an Ancient Beast - 79
Critical Failures - 49 Kill the King - 80
Creating Your Necromancer - 12 Destroying Models - 49 Dark Apotheosis - 82
Necromancer Stats - 13 Conditions - 49 Terrain - 83
Necromancer Legacy - 13 Healing Damage - 49 Ruins - 84
Dread Horde Master - 14 Line of Sight - 50 Shrines - 84
War Reaper - 15 Cover - 50 Swamps - 85
Controller - 16 Hidden Models - 51 Forests - 86
Monster Master - 17 Ethereal Models - 51 Crags - 87
Spirit Caller - 18 Village Houses - 87
Stitcher - 19 Skirmish vs. Story Gameplay - 52 Pools - 88
Necromantic Minions - 20 Skirmish Play - 52
Necromantic Powers - 29 Victory Conditions - 52 Post-Game Process - 90
Universal Necromantic Powers - 30 Scenarios - 53 Process Steps - 91
Necromantic Power List - 31 Rating - 53 Restore Minions - 91
Starting Lair - 38 Skirmish Mission Steps - 53 Retire Minions - 91
Starting Lair List - 39 Generate Terrain - 53 Raise New Undead - 91
Generate Secondary Objectives - 55 Raising Heroes - 92
Activation, Movement, and Generate Unusual Occurances - 58 Gain Experience - 93
Combat - 40 Determine Deployment Zone - 59 Spend Experience - 93
Skirmish Activation Steps - 41 Set Up Forces - 59 Lair Expansion - 98
Story Activation Steps - 41 Story Play - 60 Expanding Your Lair - 98
Activation - 42 Victory Conditions - 60 Impedimenta List - 98
Actions During Activation - 43 Determine Terrain - 61 Lair Assaults - 101
Movement - 43 Determine Heroes - 61
Climbing - 43 Generating Hero Stats - 61 Rules Summary - 103

was created and designed by


Adam Loper and Vincent Venturella

Lead Developer: Layout and Art Direction: Deth Wizards is copyright © 2024 by
Thomas Lyons Adam Loper Snarling Badger Studios LLC

Editing: Art by Martin McCoy:


Tyler Emerson Cover, pages 3-5, 14-19, 20, 22,
Emily Selk Loper 25, 30, 38, 41, 45-47, 63, 71, 79,
89, 93
Thanks to the playtesters and
@martin.mccoy.art on Instagram This is a work of fiction. Names,
those who provided feedback:
Sam Lenz characters, businesses, events,
Art by Sam Lenz:
Jon Ninas and incidents are the products
Pages 9-10, 21, 26-27, 29, 33, 35,
Thomas Lyons of the authors’ imagination. Any
37, 39, 42, 51, 53, 57, 61, 68, 72-
Reed Herner resemblance to actual persons, living
73, 88, 95, 102
or dead or undead, or actual events, is
@samsonosmas on Instagram
purely coincidental.

Adam Sigal (Order #43991323)


The world is cruel... especially
to those who think as I do. At a
young age, I was driven from
all comfort and home, exiled
and made to learn how to
survive. Eagerly, I studied
dark tomes, learning
forbidden knowledge
and harnessing
my talent. Now, I
have grown into
someone else -
some... thing else - and
it is time to return for
those who cast me out.

I will bring a
new kind of
life to the
land of
Deth.

Adam Sigal (Order #43991323)


A blight has befallen the land of
Deth. The sun no longer rises...
rather, the inky night gives way
to a gray, pale day. The pallor
of the people you pass in the
streets betrays the death
they know is inevitably
coming. Gone are the smiling
faces, the smell of fresh
flowers, the warmth on
your skin that seeps
through to your bones.
Those things are so
long gone, even the
memory of their reality
has begun to slip. They
feel more like a fairy
tale now, a fantasy of
some other world with
no relation to
our own.

Adam Sigal (Order #43991323)


In this wretched reality, those happy things
have been driven away, replaced by the
grasping wraith claws of fear and
alienation. Each person is an enemy
to their own neighbor, their own
friends, their own kin. Suspicion,
avarice, and disgust rule the
day. Into this hollowed-out
world, the dead came. At
first, they were few in
number, shambling, and
easily repelled. As time
passes, they have
grown, in number
and ferocity. They have
driven the living behind
walls of stone and iron.
They have leeched the
life from the land
and replaced it
only with an ever-
growing cancer.
The only question
that remains: how
long until the last of
us join them?

Adam Sigal (Order #43991323)


What You Need to Play
n Deth Wizards, you take on the role of a powerful and immortal
Necromancer, looking to expand your Horde and conquer lands.
You will challenge other players in Skirmish Play, where your
Horde will clash with theirs in an intense battle for supremacy.
Alternatively, you can engage in Story Play, where you and your friends can
ransack villages, assault castles, pilfer ancient artifacts, and perhaps even
overthrow the king. To play a game (or campaign) of Deth Wizards, you will
need the following:

• 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

• 10-15 total miniatures representing enemy Heroes (Warriors, Wizards,


Priests, Rogues, Rangers, Paladins, and potentially Villagers)

• 5-10 pieces of terrain

• (10) 6-sided dice

• (10) 10-sided dice

• A tape measure or measuring device

• A completed play roster (a blank roster can be found at www.


snarlingbadger.com)

Adam Sigal (Order #43991323)


Glossary of Terms
Attack Roll: 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. See Attacking, page 46. The village looked happy
from this distance. Firelight
Defense: Defense is one of the stats shared by all creature types in the game
danced amongst the old
of Deth Wizards. Defense is the target number utilized when a model makes
growth trees in the dark of
an Offense attack against another model. See Combat, page 45.
night. The smells of roasting
Directly Away: If you are ever instructed to move a model directly away hog wafted through the
from any other item (another model, terrain, etc.), first, create a straight air, mixed with the scents
line between the center of the two models. Next, move the model that needs of cooking fires and fresh
to be moved along this line, in the opposite direction of what it is moving mead. The people moving
directly away from, for the prescribed distance. amongst the ramshackle
Durability: Durability is a stat for Necromantic Minions and Heroes. It buildings seemed happy,
represents the amount of damage this model can withstand before being They seemed at peace.
destroyed. If a model’s Durability is reduced to 0, it is Removed from Play
(unless it has a specific ability that will interrupt this sequence). But it was all a lie, as Tramus
knew all too well. Shadows
Enemy: An enemy is any model that is not part of your horde or your co-
of his former life still played
op partners horde. Some power may specify a specific type of enemy, for
in the back of his mind. He
example enemy undead, or enemy hero. If the power does not specify a type,
remembered the hunger in
then any undead or hero enemy may be targeted.
the winters, the suffering
Horde: Your Necromancer commands undead minions that are entirely as the dirt was shoveled
bound to the Necromancer’s will. In the game of Deth Wizards, you will onto the grave of another
often see reference to your Horde, which refers to the collection of undead lost child, the empty stretch
your Necromancer controls. For full details on your Horde, see Necromantic of days, simply trying to
Minions, page 20. survive.
Impedimenta: Impedimenta are the libraries, scrying pools, crypts, other
rooms, and accoutrement that fill your Lair. Each of these provides you with The zombie to Tramus’s right
different bonuses and abilities. See Lair Expansions, page 98. shifted slightly and turned
to look at him inquisitively,
Lair: Every Necromancer needs a place to put their feet up, slice up rotting almost like a faithful pet
corpses, and call home. This is your Lair. Your Lair gives your Necromancer
confused at some new sight
various bonuses, determines the size of the Horde your Necromancer can
or sound. Tramus gave him
maintain, and enables certain other special abilities. See Starting Lairs, page
a warm smile and a clap on
38, and Lair Expansions, page 98.
the rotting shoulder.
Movement: Movement is a stat shared by all creature types in the game of
Deth Wizards. Movement represents the distance in inches that a creature “I know, friend. I want to
can move during its activation. See Movement, page 43. save them, too. Don’t worry.
Very soon we will make
Nearest Target: If you are ever directed to select the nearest target (e.g.,
with Hero AI; see page 62), the nearest target refers to the closest model sure they never suffer that
that can be legally targeted. This means that the model must be visible and pain again.” With that, the
must not be a friendly model. zombies began marching
toward the village, ready to
Necromantic Energy: Necromantic Energy is a stat for Necromancers. It bring salvation.
represents their wellspring of power for utilizing Necromantic Powers. Each
time a Necromancer wishes to utilize Necromantic Power, they must spend
an amount of Necromantic Energy equal to the cost of that power. For full

Adam Sigal (Order #43991323)


details on Necromantic Energy, see page 29.

Necromantic Legacy: Each Necromancer has a Necromantic Legacy. This


is the specific esoterica and lore that they have studied within the art of
Necromancy. The Necromancer’s choice of legacy determines certain special
abilities they may gain and unique Necromantic Powers they can manifest.
See page 13 for full details on Necromantic Legacies.

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.

Necromantic Power: Necromantic Powers are the dark spells used by


Necromancers to work their will. Each Necromantic Power has different
functions, such as empowering Necromantic Minions, causing organs to
burst, shattering bones, or even summoning more undead. For full details,
see Necromantic Powers, page 29.

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.

Rating: All Necromantic Minions and Heroes in the game have


a Rating (between 1 and 4). This Rating is used to determine the
general power level of that Necromantic Minion or Hero. When
you are creating undead, the Rating of the undead will impact both
the maximum number of undead you can recruit and what you can
bring to a scenario. Rating 1 undead are minions, such as Skeletons
or Zombies. The higher the Rating, the more powerful the undead,
up to Rating 4 undead, such as Death Knights and Flesh Golems. For
more information on Rating and recruiting undead, see page 20.

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.

Resist: Resist is a stat shared by all creature types in Deth Wizards.


Resist is used as a target number for power dice rolls when using
a Necromantic Power. For full details, see page 29.

Skirmish Play: Skirmish Play is the mode of Deth Wizards


where your Necromancer fights in direct combat with other
Necromancers to determine whose magic and Horde will reign

Adam Sigal (Order #43991323)


supreme. In a Skirmish game of Deth Wizards, 1-4 Necromancers pit their
Hordes and Necromantic Powers against each other. See Skirmish Play, page
52.

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.

Unmodified Roll: An unmodified roll is the total showing on the face of


the dice after all rerolls but before any modifiers. For example, if two D6
were rolled and the dice were showing a 1 and a 6 after all rerolls had been
completed, then the unmodified roll of the dice would be a 7.

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.

Adam Sigal (Order #43991323)


The Necromancer then decides to activate. Each time the Necromancer
activates, they have the choice to move and either attack or utilize a
Necromantic Power. The Necromancer, content with their current position,
decides not to move. Next, Navros chooses to utilize a Necromantic Power.
In this situation, Navros wants to protect his Necromantic Minions, so he
decides to use Night Shield. This Necromantic Power enables Navros to
select up to three undead within range and increase their Resist by 2 until
the end of the turn. Navros selects three undead and deducts the cost of the
power – in this case 4 – from their remaining Necromantic Energy. For full
details on utilizing Necromantic Powers, see page 29.

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.

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Sample Minion
Skeleton
Rating: 1
• The rating of a minion (page 20) determines its cost for purchase.
Additionally, rating is used during each activation, allowing you to
activate up to a combined 4 rating of minions per activation.

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.

Special – Nothing but Bones: Skeletons are particularly


difficult to permanently damage. Whenever this model
suffers damage from an Offense attack, reduce that damage
by 1.
• This is the special ability of the model; models may have one or more
special abilities.

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our first step on the road to dark power is creating your
Necromancer. Although other forms of magic exist, they pale in
comparison to the power of life and death. Necromantic magic
offers not just raw power, but the gift of immortality. The study
of Necromancy is both broad and deep, and not all who walk the obsidian
path do so in the same way.

You will begin by assigning your Necromancer’s stats. While all


Necromancers train in the dark and forbidden arts, each has their own
approach to the discipline.

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.

Finally, it is time to select your starting Lair. Your Necromancer requires a


place to kick back and torment their enemies at their leisure. Your Lair will
grow and be built up over time, granting you additional abilities and powers
— but beware! — when Heroes learn the location of your Lair, they may
seek petty vengeance for your past actions.
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Adam Sigal (Order #43991323)


Steps to Creating Your Necromancer
No. 1: Assign your Necromancer’s stats
No. 2: Choose your Necromantic Legacy
No. 3: Choose your Necromantic Minions
No. 4: Choose your Necromantic Powers
No. 5: Choose your Starting Lair

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.

When creating your Necromancer, your first step is to select a Necromantic


Legacy. There are six Legacies to choose from, each defined below. Your
Necromancer may choose only one Legacy.

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Dread Horde Master
The core tenet of the Dread Horde Master Necromantic Legacy: more is
Unique better. Necromancers who embrace this legacy and unlock its secrets are
Necromantic Power masters at raising vast, often mindless hordes who swarm their enemies,
ripping them limb from limb. This path may seem rote, but it is one of the
Corpse Bomb
toughest of the Necromantic Legacies to master. The Hordes it creates lack
Cost: 5 Range: Special much animus of their own, relying almost entirely on their creator. Dread
Targets: One undead under Horde Masters must have both an iron will and the ability to split their
the Necromancer’s control focus, perhaps their very consciousness, in dozens of ways simultaneously.
that the Necromancer can Such intense concentration takes a toll on the mind, and many who delve
see into these teachings eventually succumb to madness.
Power Dice: N/A
Special Ability – Dread Master: Increase the maximum Rating of undead
Effect: Select one friendly
you may bring to any Scenario by 4 (i.e., increase the maximum allowed
Necromantic Minion;
total Rating of undead from 15 to 19). However, the Dread Horde Master is
that minion immediately
explodes. Roll a number of
prohibited from starting with, or ever recruiting, any undead with a Rating
D10s equal to that minion’s greater than 2. This rule does not alter the number of undead that the Dread
remaining Durability and Horde Master can recruit upon creation. In addition, whenever one of your
compare the results to the Necromantic Minions attacks an enemy within 1” of a different friendly
Defense of all creatures Necromantic Minion, their Offense is increased by 1 for that attack.
within 3” of that minion
(effectively making a combat
attack against all creatures
within 3”). Each creature
within range suffers damage
equal to the number of
results that equal or exceed
their Defense. For example,
if you targeted a Skeleton
with a Durability of 8,
you would roll 8 dice and
compare the results of that
roll to the Defense of each
creature within range.

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War Reaper
The War Reaper Necromantic Legacy is strange, even among practitioners
of the dark arts. While most Necromancers prefer to stay distant from the Unique
action, the War Reaper willingly embraces it. They are the harvesters of Necromantic Power
flesh and the reapers of souls. Clad in thick and elaborate armor, adorned
Ruinous Touch
with depictions of demons, skulls, and the dead, their mere presence is
often enough to incite terror in their enemies. War Reapers act seamlessly Cost: 4 Range: 1 inch
in tandem with their undead minions – attacking as one force, one mind. Targets: One enemy
Power Dice: 8D10
Special Ability – Reaper of Flesh: Increase the Offense and Defense of your
Necromancer by 1. Whenever your Necromancer destroys an enemy within Effect: For each success,
1”, they gain 1 Necromantic Energy (this is in addition to the normal energy reduce the Defense of the
gained). target by 1 until the end of
the turn.

“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

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Controller
The Controller, among other Necromancers, is the most feared of the
Unique Necromantic Legacies. They utilize their powers to control and even
Necromantic Power permanently steal undead from other practitioners. Most Necromancers
view Controllers as parasites, feeding on and leeching power from their
Traitorous Strike
peers. Controllers are typically outcasts – a combination of fear and rational
Cost: 8 Range: 18 in. suspicion often driving other Necromancers away, fearing the permanent
Targets: One enemy undead loss of their undead creations. Ultimately, Controllers treat their minions
within range that they can as mostly disposable; undead come and go, and there’s always at least one
see naive Necromancer to deceive.
Power Dice: 7D10
The Controller has no Special Ability.
Effect: If the Necromancer
has at least three successes,
the targeted undead is now Unique Necromantic Power
under the Necromancer’s
control for the remainder of Appropriate Undead
the game.
Cost: 8 Range: 6 in.
Targets: One enemy undead within range that they can see
Power Dice: 7D10

Effect: If the Necromancer has at least three


successes, the targeted undead is now under
the Necromancer’s control for the
remainder of the game.

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Monster Master
The Monster Master does not waste their time with simple Skeletons or
other trivial undead. They are a true craftsman, an artist, a connoisseur. Unique
Their undead creations are not just disused corpses imbued with power, but Necromantic Power
each an individual expression of their brilliance. They are virtuosos of flesh,
Monster Master
bone, and blood. They are maestros of the macabre and the undead they
doesn’t have a Unique
craft are nothing short of exceptional.
Necromantic Power
Special Ability – Built to Perfection: The Monster Master may only recruit
undead with a Rating of 3 or 4 that do not have the Spirit type. Whenever
the Monster Master recruits an undead, they may choose a single stat for
that undead and increase it by 1. In addition, they increase the Durability of
any such undead recruited by 2.

Special Ability – Continued Evolution: Whenever the Monster Master


increases one of their own stats as part of the Post-Game Process, they may
choose one of their undead and increase one stat for that undead by 1. No
single stat for any undead may ever be increased by more than 1 through
this process.

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Spirit Caller
The Spirit Caller is different, in that they have no love for sinew and bone,
Unique but for the souls that lie within. The corporeal form is detritus to be
Necromantic Power discarded, while the spirit within – that has real value. Surrounded by the
ethereal and the ghostly, the Spirit Callers trade in the true souls of the
Call to the Other Side
departed, collecting the whispers of their knowledge and secrets. Among
Cost: Special Range: 3 in. Necromancers, they are often the most aloof and distant, their attention
Targets: N/A fixed on the other side, seeking to uncover the true realities that lie beyond
Power Dice: N/A the veil of the living.

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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Stitcher
The Stitcher has the strongest bond with their undead. Unlike the Monster “I have 5 brothers, 3 sisters,
Master, who sees their undead as works of art, or the Spirit Caller, who 2 parents, 4 grandparents,
hears the whispering truths of the perished, the Stitcher regards their and 17 cousins living in my
undead more like cherished pets – trusted companions who aid and assist lair. Well... ‘living’ might be
them. The Stitcher takes great care to always lovingly repair and replace
the wrong term, but they
their undead creations. Naturally, in battle, the Stitcher works closely with
are with me.” - Tramus,
their lifeless companions, sparing no effort to shield them from the worst
harm.
Stitcher

Special Ability – Aura of Repair: Whenever the Necromancer activates,


they may choose a single undead that they can see within 12” and restore
1D3 Durability to that undead.

Unique Necromantic Power


Remove from Harm

Cost: 3 Range: 6 in.


Targets: One or two friendly undead within range and line of sight
Power Dice: N/A

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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Necromantic Minions
The Necromancer is an immortal being, or at least close to it, as mortal
attacks stand little chance of permanently destroying them. Their minions,
however, are not. Necromancers are served by a variety of creatures, from
simple Skeletons to bloodthirsty Vampires and all kinds of grotesque beings
in between. While they possess immense power, they would be easily
overwhelmed if left alone. It is when they have their undead servants by
their side that they become a formidable force – a danger to all who would
oppose them.

Your next step in creating your Necromancer is to choose your Necromantic


Minions. You may choose up to 7 Rating worth of undead from the
Necromantic Minions that follow. As you proceed through the game, you
will have the opportunity to grow your Horde, raise more undead, and even
profane the corpses of those Heroes who seek to destroy you.

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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Necromantic Minion List
Undead Rating Type

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.

Giant Skeleton 3 Rattler

Giant Zombie 3 Shambler

Mummy 3 Shambler

Wraith 3 Spirit

Banshee 4 Spirit

Flesh Golem 4 Shambler

Vampire 4 Feeder

Death Knight 4 Rattler


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Skeleton
Rating: 1 | Type: Rattler | Movement: 6

Offense: 4 | Defense: 5 | Resist: 4 | Durability: 9

Special – Nothing But Bones: Skeletons are particularly difficult


to permanently damage. Whenever this model suffers damage
from an Offense attack, reduce that damage by 1.

Skeleton Archer
Rating: 1 | Type: Rattler | Movement: 6

Offense: 3, Rng 15” | Defense: 3 | Resist: 4 | Durability: 7

Special – Nothing But Bones: Skeletons are particularly difficult


to permanently damage. Whenever this model suffers damage
from an Offense attack, reduce that damage by 1.

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Vampire Spawn
Rating: 1 | Type: Feeder | Movement: 7

Offense: 5 | Defense: 4 | Resist: 3 | Durability: 9

Special – Blood Frenzy: If this model makes an attack and rolls


at least 2 Critical Hits as part of that attack against a Hero,
Shambler, or Feeder model, it may heal 1 Durability and its
Offense increases by 1 for the remainder of the game.

Zombie
Rating: 1 | Type: Shambler | Movement: 4

Offense: 3 | Defense: 3 | Resist: 4 | Durability: 10

Special – Rotting End: Whenever this model is reduced to 0


Durability, if the damage that reduced its Durability to 0 did
not include at least 1 Critical Hit, then this model is reduced to
1 Durability and all further damage from that attack is ignored.

Ghoul
Rating: 2 | Type: Feeder | Movement: 7

Offense: 5 | Defense: 3 | Resist: 4 | Durability: 10

Special – Scampering Claws: This model may climb without


spending any additional movement.

Special – Feasting Rejuvenation: If this model kills a Hero,


Feeder, or Shambler, it may immediately heal 1D6 Durability.

Revenant
Rating: 2 | Type: Shambler | Movement: 5

Offense: 6 | Defense: 3 | Resist: 7 | Durability: 11

Special – Quest for Vengeance: When this model makes an


attack roll against a Hero, its Offense increases by 1 and it may
reroll 1 dice from its attack roll.

Special – Too Driven to Die: When this model is reduced to 0


Durability, if it was not reduced to 0 by a Necromantic Power, it
is instead reduced to 1 Durability and all further damage from
that attack is ignored. This model may use this ability no more
than 3 times in any game.

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Shadow
Rating: 2 | Type: Spirit | Movement: 8, Fly

Offense: 5 | Defense: 4 | Resist: 4 | Durability: 9

Special: Ethereal

Special – Drain Energy: Whenever this model rolls one or more


Critical Hits on an attack, the target gains the Weakened (see
page 49) condition until the end of the turn.

Specter
Rating: 2 | Type: Spirit | Movement: 8, Fly

Offense: 5, Rng 10” | Defense: 4 | Resist: 5 | Durability: 8

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.

Special – Feasting Rejuvenation: If this model kills a Hero,


Feeder, or Shambler, it may immediately heal 2D6 Durability.

Special – Rotting Stench: Any Heroes that activate within 1” of


this model have their Offense reduced by 2 for that activation.

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Ghost
Rating: 3 | Type: Spirit | Movement: 8, Fly

Offense: 6 | Defense: 6 | Resist: 5 | Durability: 13

Special: Ethereal

Special – Aging Vision: Whenever an enemy rolls a Critical


Failure on an attack against this model, they suffer 3 damage.

Special – Absorb Essence: Whenever damage from this model


destroys an enemy, if a Necromancer within 3” does not absorb
the Necromantic Energy, then this model may Absorb Essence.
If they do, increase their Offense by 1 for the remainder of the
game.

Giant Skeleton
Rating: 3 | Type: Rattler | Movement: 8

Offense: 7 | Defense: 8 | Resist: 4 | Durability: 16

Special – Nothing But Bones: Giant Skeletons are particularly


difficult to permanently damage. Whenever this model suffers
damage from an Offense attack, reduce that damage by 1.

Special – Sweeping Strikes: Whenever this model attacks, all


other models (friend or foe) within 3” of the target also suffer
½ the damage (rounding down) suffered by the target of the
attack.

Giant Zombie
Rating: 3 | Type: Shambler | Movement: 4

Offense: 6 | Defense: 5 | Resist: 4 | Durability: 20

Special – Rotting End: Whenever this model is reduced


to 0 Durability, if the damage that reduced its Durability
to 0 did not include at least 1 Critical Hit, then this model
is reduced to 1 Durability and all further damage from that
attack is ignored.

Special – Swallow Whole: Whenever this model


makes an attack, and at least 2 of the dice
for that attack are a Critical Hit, if the target
of the attack is Rating 1 or 2, then the target is
immediately destroyed and Removed from Play.
If the target is Rating 3 or higher, then the
attack deals an extra 4 damage.

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Mummy
Rating: 3 | Type: Shambler | Movement: 4

Offense: 7 | Defense: 7 | Resist: 6 | Durability: 16

Special – Unraveled Flight: Once per game, the Mummy may


teleport instead of moving during its turn. If it does, remove it
from the battlefield and set it up again anywhere within line of
sight that is more than 1” from all other models.

Special – Cursed Touch: Whenever this model rolls one or


more Critical Hits on an attack, the target gains the Cursed
condition for the rest of the game. A Cursed model suffers 1
damage whenever it activates.

Wraith
Rating: 3 | Type: Spirit | Movement: 8, Fly

Offense: 6 | Defense: 4 | Resist: 5 | Durability: 12

Special: Ethereal

Special – Burning Hatred: Whenever this model attacks, it may


reroll up to 3 dice that were rolled as part of its attack. If it is
attacking a Hero, instead of rerolling, it may instead change the
result of one dice to 10.

Special – Lost in Shadows: If this model is completely on a


terrain feature, no other model may draw line of sight to it as
long as they are more than 3” away.

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Banshee
Rating: 4 | Type: Spirit | Movement: 9, Fly

Offense: 7 | Defense: 5 | Resist: 8 | Durability: 16

Special: Ethereal

Special – Keening Wail: When this model attacks, they may


choose to target enemy Resist instead of Defense when making
an attack. In addition, the Banshee may choose to attack all
enemies within 3” of itself (rolling for each enemy).

Special – Death Scream: When this model is destroyed, before


it is Removed from Play, it may make a single attack, which may
target Resist instead of Defense, against all enemies within 3”
of itself.

Flesh Golem
Rating: 4 | Type: Shambler | Movement: 5

Offense: 7 | Defense: 8 | Resist: 6 | Durability: 24

Special – Unstoppable Brute: When this model moves, it may


ignore intervening models, but it may not finish its move on
any other model.

Special – Enraged Monstrosity: When this model is at Durability


12 or less, its Offense increases to 10.

Special – Constructed: Any time this model is affected by a


Necromantic Power that causes any effect other than damage,
its Resist increases by 2.

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Vampire
Rating: 4 | Type: Feeder | Movement: 7, Fly

Offense: 8 | Defense: 8 | Resist: 6 | Durability: 18

Special – Preternatural Speed: Vampires can move with


incredible alacrity when challenged. A Vampire can move twice
on its turn, in addition to taking a normal action. It may use
these moves before or after it uses its action, or split them
before and after its action.

Special – Blood Drain: When attacking living foes, Vampires


can drain their enemies of their very vitae, restoring their own
life force. Whenever a Vampire scores a Critical Hit (rolling a
10 on the D10 to attack) against a foe of the Shambler, Feeder,
or Hero type, they heal 3 Durability for each such dice rolled.

Special – Discorporate: The first time in a turn that the Vampire


suffers a Critical Hit as part of an Offense attack, after that
damage is resolved, the Vampire becomes a cloud of bats, mist,
or similar. The Vampire may immediately move. Until the end of
that turn, the Vampire cannot be the target of Offense attacks.

Death Knight
Rating: 4 | Type: Rattler | Movement: 5

Offense: 9 | Defense: 9 | Resist: 6 | Durability: 19

Special – Necromantic Power: When this model is added to


your roster, you may select one Necromantic Power with a
Necromantic Energy cost of 3 or less. The Death Knight may
use that Necromantic Power when it activates instead of its
normal attacks, but each time it does so during a game beyond
the first time, it suffers 1 point of damage. This damage is
suffered after all effects of the Necromantic Power have been
resolved.

Special – Deadly Duelist: When this model deals damage as


part of an Offense attack, the target is also Weakened until the
end of the turn. If that enemy dies or is destroyed while it is
Weakened, the Death Knight heals 3 Durability.

Special – Cruel Blades: Whenever this model scores a Critical


Hit against an enemy, that enemy suffers an additional 2 damage
(3 total), instead of 1 additional damage.

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Necromantic Powers
The Necromancer is often defined by their undead minions, but they are
far from the only thing that makes them dangerous. Necromancers wield
power over life and death itself, snuffing out most beings as easily and
thoughtlessly as one blows out a candle. This manifests through the use of
Necromantic Powers, which allow these dark sorcerers to harness eldritch Necromantic
and arcane abilities that most mortals would never dare to attempt. With Powers define the
these powers, they can annihilate enemies, mutilate bodies, boil blood, Necromancer
mend their injured minions, summon spirits from beyond the veil, and of There are many wizards
course, raise the dead to serve their bidding. and types of arcane
Once you have created your Necromancer, your next step is to choose your
magic in the land of Deth,
Necromantic Powers. Your Legacy will grant you one power, and you will but none offer more raw
also have knowledge of three universal powers. Additionally, you may select power than Necromancy.
three more Necromantic Powers from the list provided below. The practitioner becomes
immortal and can command
As your Necromancer gains experience and abilities, they will unlock more vast legions of mindless
Necromantic Powers, which they may utilize to bring terror to their foes. For servants - but the damage
additional information on acquiring these powers, see Post-Game Process,
done to the soul is a burden
page 90.
too heavy for most to carry.
Each Necromantic Power consists of the following elements:

• Cost: This is the amount of Necromantic Energy that must be expended


to utilize the ability. If your Necromancer does not have the proper
amount of Necromantic Energy remaining, they may not utilize this
ability. Some Necromantic Powers will have an X/Y cost. This is
a variable cost, and the power may be utilized in one of two modes.
Certain other elements of the power, such as the range, targets, power
dice, or effects, may vary based on the cost spent. Those items will have
a “/” between the two modes.

• 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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Universal Necromantic Powers
All Necromancers know the following three Necromantic Powers. These
three do not count against the number of Necromantic Powers that your
Necromancer can select upon creation.

Dark Shield
The Necromancer summons a momentary shield of dark energy, turning
aside a lethal blow.

Cost: 1 | Range: Self | Targets: The Necromancer

Power Dice: N/A

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.

Special: This Necromantic Power may only be utilized in response to


the Necromancer being damaged or affected by an attack or power. Once
the Necromancer utilizes this power, they may not do so again until they
activate. Each time the Necromancer activates, the ability to utilize this
power refreshes. This power does not count as an action.

Negative Bolt
A crackling line of draining energy enervates a being, robbing it of all life
force.

Cost: 3 | Range: 18” | Targets: One enemy model within range

Power Dice: 4D10

Effect: If the Necromancer achieves at least 1 success, the target suffers


1D10 damage. If the Necromancer achieves at least 3 successes, the target
suffers an additional 1D6 damage. If this damage kills or destroys its target,
the Necromancer gains 3 Necromantic Energy.

Restore Energy
The Necromancer draws energy from one of their minions to restore their
own power.

Cost: 0 | Range: 3” | Targets: One friendly Necromantic Minion

Power Dice: N/A

Effect: The Necromancer chooses one friendly Necromantic Minion in


range; that model is Removed from Play and the Necromancer gains 3
Necromantic Energy per Rating of the undead destroyed by this power.

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Necromantic Power List
The following list of Necromantic Powers represents the magics from which
your Necromancer may draw their dark knowledge. Upon creation, each
Necromancer may select any three of the Necromantic Powers below.

Power Cost Power Cost

Atrophic Blast 4 Grasping Tendrils 5

Banishing Words 5 Miasma of Shadows 4

Black Blade 2 Night Shield 4

Blasting Bolt 3 Reanimate 6

Bolster Undead 4 Reflecting Blast 4

Chilling Touch 1 Revelation 5

Cloak in Shadow 6 / 10 Rotting Curse 2

Darkflame Weapons 2 / 5 Shadowed Escape 2

Draining Wave 4 Shadow Switch 4

Energy Infusion 2/5 Stitch Together 3

Eruption of Death 8 True Death 7

Fell Armor 3 Whip of Death 2

Atrophic Blast
The Necromancer drains the vitae from enemies, numbing them and slowing
their weapons.

Cost: 4 | Range: 12” | Targets: Up to 3 enemy models within range

Power Dice: 5D10

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.

Cost: 5 | Range: 6” | Targets: All enemy models within range

Power Dice: 4D10

Effect: If the Necromancer achieves at least 1 success, the target suffers 1D6
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damage. If the target is a Spirit, they instead suffer 1D10 damage from this
power. If an enemy suffers damage from this power, they are immediately
pushed back 4” directly away from the Necromancer.

Black Blade
A drop of the Necromancer’s blood is run along the edge of their weapon
and then lit with unholy flame.

Cost: 2 | Range: Self | Targets: The Necromancer

Power Dice: N/A

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.

Cost: 3 | Range: 12” | Targets: One enemy model within range

Power Dice: 5D10

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.

Cost: 4 | Range: 6” | Targets: Up to 3 friendly undead within range

Power Dice: N/A

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.

Cost: 1 | Range: 1” | Targets: One enemy model within range

Power Dice: 3D10

Effect: If the Necromancer achieves at least 1 success, the target suffers


1D10 damage. If the target suffers any damage, for the remainder of that
turn, the target may not regain Durability.
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Cloak in Shadow
The Necromancer calls forth darkness to hide his minions from sight.

Cost: 6/10 | Range: 6” | Targets: 1 friendly undead within range / 3


friendly undead within range

Power Dice: N/A

Effect: The targeted undead become Hidden.

Darkflame Weapons
The Necromancer ignites the weapons of their Necromantic Minions with
an unholy flame that burns without light or heat.

Cost: 2/5 | Range: 6” | Targets: 1 friendly undead within range / all


friendly undead within range

Power Dice: N/A

Effect: All targets affected by this power increase their Offense by 1. In


addition, whenever they score a Critical Hit, they deal 1 additional damage.
These bonuses last until the end of the turn.

Draining Wave
The Necromancer unleashes a wave of cold, black energy that destroys
organic material, rotting it instantly to dust.

Cost: 4 | Range: 6” | Targets: All non-spirit enemy models within range

Power Dice: 3D10

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.

Cost: 2/5 | Range: 6” | Targets: 1 friendly undead within range / Up to


3 friendly undead within range

Power Dice: N/A

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.

Cost: 8 | Range: 3” | Targets: All models within range

Power Dice: 7D10

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Effect: All targets other than the Necromancer suffer 1D6 damage per
success.

Fell Armor
The Necromancer shrouds themselves in a pall of energy that rusts weapons
and turns limbs to dust whenever they are struck.

Cost: 3 | Range: Self | Targets: The Necromancer

Power Dice: N/A

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.

Cost: 5 | Range: 18” | Targets: Up to 3 enemy models within range

Power Dice: 3D10

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.

Cost: 4 | Range: 18” | Targets: One enemy model within range

Power Dice: 3D10

Effect: If the Necromancer achieves at least 1 success, the target suffers


1D6 damage and loses line of sight to all other models until the end of the
turn.

Night Shield
Undead within range of this power are cloaked in a fell shadow that guards
them against the destructive power of magic.

Cost: 4 | Range: 6” | Targets: Up to 3 friendly undead within range

Power Dice: N/A

Effect: The Necromantic Minions increase their Resist by 2.

Reanimate
When undead are destroyed, the Necromancer can expend some of their
own energy to bring the creature back to the fight.

Cost: 6 | Range: 6” | Targets: N/A

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Power Dice: N/A

Effect: The Necromancer selects a single friendly undead, Rating 1 or 2,


that was destroyed earlier in the game. That model is returned to play. It
must be set up within 3” of the Necromancer and more than 3” from all
enemies. It may activate as normal later in that turn.

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

Power Dice: N/A

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. In
addition, the attacker suffers ½ of the damage they would have dealt to the
Necromancer (rounding up).

Special: This Necromantic Power may only be utilized in response to the


Necromancer being damaged or affected by an attack or power. This power
does not count as an action.

Revelation
The Necromancer whispers into the darkness, revealing all that hide in the
shadows.

Cost: 5 | Range: 6” | Targets: All models in range

Power Dice: N/A

Effect: All Hidden models within range lose Hidden.

Rotting Curse
The Necromancer places a vile curse on the target,
slowly rotting them away to mere ash and memory.

Cost: 2 | Range: 15” | Targets: One enemy


model within range

Power Dice: 4D10

Effect: The target suffers 1D3 damage per


success. If the target suffers any damage from
this power, they are Cursed (see page 49) for
the remainder of the game.

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Shadowed Escape
The Necromancer responds to an incoming attack by becoming little more
than shadow and hatred.

Cost: 2 | Range: Self | Targets: The Necromancer

Power Dice: N/A

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.

Cost: 4 | Range: 18” | Targets: 2 friendly undead within range

Power Dice: N/A

Effect: The Necromancer chooses two friendly Necromantic Minions within


range and swaps their position (i.e., each is moved to the exact position
where the other was located). Models may not be placed on other models.
If this swap would place a model in an illegal position for any reason, this
power fails.

Stitch Together
With a wave of their hand and an expression of Necromantic Energy, the
wounds of the undead around the Necromancer heal.

Cost: 3 | Range: 12” | Targets: Any 3 friendly, non-spirit undead minions


within range

Power Dice: N/A

Effect: All targets heal 1D6 Durability.

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.

Cost: 7 | Range: 12” | Targets: One enemy undead within range

Power Dice: 5D10

Effect: If the Necromancer achieves at least 3 successes, and if the targeted


undead is Rating 1 or 2, the target is destroyed and Removed from Play. If
it is Rating 3 or greater, the target suffers 1D10 damage per success. Any
Necromantic Minion destroyed in this way may not be set up again during
this game for any reason.

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Whip of Darkness
A long whip of umbral energy lashes from the Necromancer, ensnaring and
shredding an enemy, drawing them closer to their doom.

Cost: 2 | Range: 12” | Targets: One enemy model within range

Power Dice: 3D10

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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Starting Lair
Behind all great Necromancers typically stands a Horde of slavering undead
– and behind them, a secret Lair of utmost importance. It is a sanctuary
where the Necromancer can work unimpeded, research occult lore, raise
corpses to further their sinister ends, and perform grisly experiments to
expand their Necromantic Legacy. A Lair often begins as a simple dank
cave, or a forgotten cabin veiled in the depths of a forest, but over time it
can grow into an imposing castle, hidden dungeon, or impenetrable tower.
A Necromancer will take extreme care to keep the location of that Lair
a closely guarded secret, to prevent raids from rivals, or – even worse –
Heroes. After all, once the locals discover the whereabouts of that Lair, it is
not long before would-be saviors attempt to root out its dark wizard. While
such fools rarely succeed, they are disruptive to the Necromancer’s plans
and leave a trail of destruction in their wake.

Your final step in creating your Necromancer is to select your starting


Lair. Your Necromancer will begin with a simple Lair, somewhere
secret and safe from which they can operate. As your Necromancer
carries out excursions to amass their immortal army, steal away
esoteric knowledge, and ultimately build power, they can expand their
Lair, fortify its defenses, and add to its capabilities. See Post-Game
Process on page 90 for full details on expanding your Lair.

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.

Impedimenta: This is the maximum number of Impedimenta that your


Lair may have, as well as any special restrictions on the type allowed or
disallowed. This can be expanded over time as your Lair expands, but
you may never have more than the current Impedimenta number.
Impedimenta are items such as a research lab, crypt, fungal garden, etc.,
which grant your Lair additional abilities, defenses, and powers.
This also lists the number of Impedimenta that your Lair
must have to be Advanced. When it is Advanced, it gets a
new name and may gain additional abilities.

Defense: This is the Defense score of your Lair. When


you are attacked in your Lair during a Story Play mission,
this Defense score is a measure of how resilient your
Lair is to enemy attack. For full details, see Story Play,
page 60.

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Starting Lair List
Cave
Maximum Undead Rating: 28

Impedimenta: 10 (When your Cave has 4+ Impedimenta, it becomes a


Dungeon) Do I Need A Castle
Model?
Defense: 2 (Cave), 4 (Dungeon) Short answer: no. The Lair
Special Ability – Out of the Way: You receive a -1 to your roll to determine is where your Necroman-
if you have a Lair Assault until you roll at least one Lair Assault. cer works on their dark
schemes, but it does not
require any physical repre-
Hovel sentation in the game itself
Maximum Undead Rating: 20 (though if you want to use
it as an excuse to build a
Impedimenta: 6 (When your Hovel has 3+ Impedimenta, it becomes a
Tower)
cool dark tower piece of
terrain, go nuts!). The Lair
Defense: 4 (Hovel), 8 (Tower) provides your Necromancer
with a set of mechanical
Special Ability – Previous Residents, Fresh Bodies: During your first two
benefits that represent them
Story Play missions, you gain a +1 bonus to your roll during the Post-Game
Process when you are rolling to Restore Minions (see page 91). building their base of power
and expanding their abilities
and their Horde. Though
Sewers your Lair can be assaulted
Maximum Undead Rating: 25 (see page 101), this is not a
traditional mission, but rath-
Impedimenta: 8 (When your Sewer has 4+ Impedimenta, it becomes a
er a series of dice rolls that
Labyrinth)
can result in damage to your
Defense: 3 (Sewer), 6 (Labyrinth) Horde.

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.

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uring each turn of the game, your Necromancer and your undead
minions will all activate in your attempt to destroy your enemies
and gain more power. Your undead will follow your commands,
but your enemies will do everything they can to disrupt those
nefarious plans.

A game of Deth Wizards lasts a maximum of 5 turns, ending at the conclusion


of turn 5, if it has not ended earlier. During each turn, you will activate all
of your minions once and no more than once. You will also activate your
Necromancer multiple times, utilizing your Necromantic Powers to bolster
your undead, summon spirits, or destroy your enemies’ minions.

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.

“People seek the gods because they want something to fear,


something to make them feel small. If that is what they seek,
then I shall provide it for them.” - Lintus, Controller

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Skirmish Activation Steps
1. Each player regains 3 Necromantic Energy, up to their maximum.

2. Each player bids an amount of Necromantic Energy to determine who


activates first.

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.

7. Note: Necromancers may always activate a minimum of two times each


turn. In addition, you can never activate a single Necromantic Minion
more than once during any turn.

Story Activation Steps


1. Each player regains 3 Necromantic Energy, up to their maximum.

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.

3. Two Heroes per player participating will activate according to the


Hero AI (see Story Gameplay).

4. All players will then activate up to 4 Rating of undead and their


Necromancer.

5. The next Heroes will activate according to the Hero AI.

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.

8. Note: Necromancers may always activate a


minimum of two times each turn. In addition,
you can never activate a single Necromantic
Minion more than once during any turn.

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Activation
At the start of each turn, all Necromancers regain 3 Necromantic Energy.

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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Actions During Activation
Whenever you activate your Necromancer or a Necromantic Minion, you
may move that model up to its total move distance in inches. That model
may also take up to one action. Heroes will follow their AI when they
activate. A model may choose any of the following actions when it activates:

Necromantic Minion Actions

• Attack

• Move

• Special (per that minion’s rules)

Necromancer Actions

• Attack

• Move

• Use Necromantic Power

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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Jumping
As models are traversing your terrain, it may become necessary for them to
clear a gap between two areas of terrain. This is called Jumping. A model
may jump up to half its move distance in inches, which uses its movement
as normal. Both sides of the terrain must be within 1” of the other vertically.
If the model does not have enough movement to complete the jump and
land safely on the other side of the gap (see Ending a Move, page 44), then
the model may not jump.

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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Combat
Whether you are leading your minions to assault a village for fresh recruits,
or attempting to destroy a rival practitioner in the dark arts, combat is
the road you must travel to reach your destination of power. Combat in
Deth Wizards is often fast and brutal, and those who dare stand against
Necromancers are easily swept aside.

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.

Example: A Skeleton (Offense 4) makes a melee attack against an enemy


model with a Defense of 4. The Skeleton rolls 4D10 dice and gets the results
of 1,2, 4, and 9 – two successes that equal or exceed 4, so the Skeleton deals
2 damage to its target.

Combat against Necromancers themselves is slightly different.


Necromancers are immortal beings; weapons have little effect
other than to weaken their current corporeal form.
Whenever a Necromancer is attacked, it does not
suffer damage. Instead,
it loses an amount of
Necromantic Energy equal
to the damage dealt.

The Necromancer may


choose to utilize one
of its defensive
Necromantic Powers
to avoid this loss
and potentially deal
damage back to its
attacker, or gain bonuses.
If the Necromancer is
reduced to 0 Necromantic
Energy through damage,
any additional damage is
automatically dealt to the nearest
friendly undead minion controlled
by that Necromancer. This damage
cannot be negated by any means. See
Necromantic Powers, page 29 for
full details.

Necromancers may attack using their


Offense, in which case, they follow
the standard process for attacking.
Necromancers may also choose to
use a Necromantic Power. The rules
for attacking and using Necromantic
Powers are detailed below.

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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.

2. Attacker rolls a number of D10s equal to the attacker’s Offense and


adds any relevant modifiers.

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).

5. If the target is a Necromancer, they may choose to use one of their


Necromantic Powers to prevent the loss of Necromantic Energy and
potentially cause other secondary effects.

6. If the target is a Necromantic Minion or a Hero, their Durability is


reduced by the amount of damage they suffered. If this reduces the
model’s Durability to 0 or less, the model is destroyed and Removed
from Play.

7. 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
gains 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.

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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.

Necromantic Power Steps

1. Necromancer chooses a target within range. The target must also be


within line of sight.

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.

5. If the target is a Necromancer,


they may have a Necromantic
Power that they can use in response
to avoid or negate the effect.

6. If the target is a Necromantic


Minion or a Hero, and if the
required number of successes was
achieved or the power did not require
power dice, then the power has its full
effect on the target, including damage
or conditions.

7. 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.

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Range
Not all enemies are kind enough to walk up to your Necromantic Minions
and allow themselves to be attacked. Some even have the audacity to run
and hide in an attempt to preserve their pointless life. It is at this time that
the range of attacks and Necromantic Powers matters.

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.

Why does damage Suffering Damage


transfer to minions?
Attacks deal damage for each modified D10 that equals or exceeds the
When a Necromancer is at
target’s Defense. Each time damage is dealt, the Necromantic Minion or
zero Necromantic Energy Hero reduces their Durability by an amount equal to the damage dealt
remaining and suffers (minus any special abilities). Whenever a Necromantic Minion or a Hero
additional damage, their has 0 Durability remaining, they are Removed from Play. Note that some
nearby undead begin to models may have special abilities that trigger when they are reduced to 0
crumble. This is because, Durability. When this happens, resolve all such abilities before removing
as the Necromancer’s form the model from play.
is damaged and weakened,
If a Necromancer suffers damage from an attack, they may use one of their
their ability to maintain
defensive Necromantic Powers to negate this damage and potentially cause
their creations or bind them
other effects. If they do not and suffer the damage, then the Necromancer’s
to their will is also reduced. Necromantic Energy is reduced by an amount equal to the damage dealt.
Though the Necromancer is If damage reduces the Necromancer’s Necromantic Energy to less than 0,
immortal, their control over all additional damage is transferred to the nearest friendly Necromantic
their undead and even their Minion controlled by that Necromancer. If that Necromantic Minion is
own corporeal form can be destroyed from this damage, this process repeats, carrying over to the next
damaged or destroyed. closest friendly Necromantic Minion. Any damage transferred in this way to
Necromantic Minions cannot be negated by any means. If the Necromancer
is at 0 Necromantic Energy and has no friendly Necromantic Minions
remaining, then all further damage is ignored.

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Critical Hits
When making an attack, all unmodified rolls of 10 on the D10 are considered
a Critical Hit and deal one additional damage (usually 2 total), instead of
only 1 damage. Such a roll also always hits, 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 Critical Hit an enemy or
when they sustain a Critical Hit themselves.

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.

• Cursed: A Cursed model suffers 1 damage whenever it activates.

• Slowed: A Slowed model has its Movement stat reduced by 2.

• Weakened: A Weakened model has its Offense and Defense reduced


by 2.

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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If a model has a single little
Line of Sight
flag or piece of flare stick- A model is considered to have line of sight to any other model if, and only
ing up, then it’s perfectly if, when looking from the perspective of that model, you can see any part of
the enemy model.
reasonable to say that model
is outside of line of sight. Note that certain models can be Hidden, in which case they are not visible
Irrelevant flash, flourish, (i.e., there is no line of sight to the model; see Hidden, page 51).
and accoutrement can be
ignored in the spirit of Some environmental effects will also limit the maximum line of sight that
models may draw to each other. In this event, regardless of the model’s
friendly play, but if some
position on the board, they do not have line of sight to each other beyond
part of the model is visible
this distance (see Scenarios, page 60).
(a foot, arm, or something of
that nature), then it can be
targeted. Always remember: Cover
this is a game. It’s meant to When a Necromancer comes to town, many hide within their homes –
be fun and there will never locking their doors, retreating to the cellar, hoping that walls of wood and
be a perfect way to resolve locks of iron will keep the icy hand of death at bay. The sheep cower behind
this question, so err on the this cover, hoping for safety, but finding only death.
side of allowance and the In Deth Wizards, certain terrain will have the Cover keyword (see Terrain,
friendly call. page 83). When a model is on terrain that has the Cover keyword, or there
is a piece of terrain with the Cover keyword directly between an attacker and
their target, the target gains a +1 bonus to their Defense against all attacks
that are not made in melee range. To determine if a model is gaining the
benefit of Cover that is between the two models, draw a straight line from
the closest point of the attacker’s base to both sides of the enemy’s base. If
either of these two lines pass through a piece of terrain that has the Cover
keyword, then the target gains the benefit of Cover. This benefit applies
only to Defense; it does not apply to Resist or protect one from the use of
Necromantic Powers. This bonus to Defense does not apply if the attacking
model is on or within 1” of the Cover and no more than 3” of the terrain is
between the attacker and their target.

Example: A Skeleton Archer (Offense 3) is firing at a model that is 12” away.


The model is within range, but a straight line drawn between the bases
passes through a small area of Woods, which is a terrain type that has the
Cover keyword. The Skeleton Archer’s target has a base Defense of 4 (so
normally, all rolls on the D10 of 4 or higher would be successful); however,
because of the Cover, the Defense of the target is considered to be 5 for this
attack.

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Hidden Models
Some models will have the ability to become Hidden, either through their
own special abilities or through Necromantic Powers. When a model is
Hidden, no other model can draw line of sight to it. Place a marker next
to the model to show its status as Hidden. If the model makes an attack of
any kind, it immediately loses the Hidden condition and may not regain it
during that turn. If the model loses the Hidden condition for other reasons
(such as being revealed by a Necromantic Power), it may not gain Hidden
again during that turn.

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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s a Necromancer, you will raid villages, pillage schools of magic,
and undertake other dark acts in furtherance of your vile goals.
You are not the only Necromancer undertaking such tasks; other
Necromancers may seek to destroy you to prevent you from
standing in their way in their own ascent to power.

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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A player is victorious in a Skirmish game when at the end of a turn, they are
the only Necromancer remaining.

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.

Rating The Dread Horde Master has


In a Skirmish game, if all players have brand new forces, then all players will a special ability to bring 4
have 7 Rating worth of undead (as per the creation rules, see page 20). If additional Rating worth of
your Hordes are not new and have played previous games, it is fully possible undead to a scenario. When
that different players could have different Ratings. In general, as long as all a Dread Horde Master is
Ratings are within 1-3 of each other, the game will feel relatively balanced. playing a Skirmish game
Once a single force has 4+ Rating more than another player, they will tend with uneven Ratings, if all
to have enough extra activations to give them a significant advantage. players have agreed to be
Our recommendation is for players to set their undead Rating that they set to the same Rating, it is
bring to the mission equal to the lowest Rating of any players participating recommended that the Dread
in the game. The player(s) who have more undead available may simply Horde Master forgo this ben-
choose an appropriate amount of Rating of undead from their available efit to make it a more even
Horde and bring those to the mission. This helps to make a more balanced game.
Skirmish Play experience.

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.

Skirmish Mission Steps


1. Generate Terrain

2. Generate Secondary Objectives

3. Generate Unusual Occurrences

4. Determine Deployment Zone

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.

The table below is meant to be a guide, but as always, if you do not


have the terrain you rolled, you may select any other terrain and set
up the battlefield using whatever terrain you have available. The
table below does not specify size of terrain, but terrain pieces
should generally be between 3”x3” and 5”x5”. As always, use
whatever terrain you have available, or feel free to set up your

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battlefield to your tastes.

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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Generate Secondary Objectives
Once you and the other players have determined the terrain and have the
board set up, the next step is to generate your Necromancer’s Secondary
Objective. Each player has their own unique Secondary Objective that they
are trying to accomplish. Most of the time, this will be the reason your
Necromancer has come to the area of the battlefield, though sometimes,
your Secondary Objective is nothing more than seizing an opportunity
presented by the enemy force.

Completing a Secondary Objective gives you a small immediate bonus in


the game. Secondary Objectives are also utilized in the Post-Game Process
(see page 90). If you complete your Secondary Objectives, you will gain
additional benefits once the game is complete.

Secondary Objectives are randomly generated in Skirmish Play and it may


be possible, based on what is rolled, for each Necromancer to achieve their
Secondary Objective (though only one may ultimately be the victor of the
skirmish).

Each player rolls 1D10 and then reads the matching section below to learn
their Secondary Objective:

1 . Hunt for Treasure


Somewhere on this battlefield lies hidden treasure – treasure you intend to
find and draw power from.

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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3. Powerful Sample
The presence of another Necromancer gives you a unique opportunity to
collect some potentially powerful samples that will be useful in future
research.

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.

Reward: When your Necromancer completes this Secondary Objective,


they immediately regain 3 Necromantic Energy.

4. Securing Profane Site


Though it may no longer look it, something on this battlefield is a site of
incredible sacred power, but time has twisted it to be profane – and ready
for harvest.

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.

Reward: When this Secondary Objective is completed, all models in your


force gain +1 to movement for the remainder of the game.

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.

At the start of the game, after deployment is complete, secretly choose a


single friendly Necromantic Minion. If that Necromantic Minion is the first
friendly Necromantic Minion to be destroyed by your enemy, this Secondary
Objective is successful. (It must be destroyed by an enemy.)

Reward: When this Necromantic Minion is destroyed, if the Secondary

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Objective is successful, the model that destroyed the Necromantic Minion
suffers 1D3+3 damage. If an enemy Necromancer destroyed the minion,
they lose 1D6 Necromantic Energy. This loss may not be stopped by a
Necromantic Power.

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.

Reward: When this Secondary Objective is completed, the chosen


Necromantic Minion gains a +3 bonus to Defense and Resist for the
remainder of the game.

9. Search for Lost Power


Somewhere in these wretched lands rests an esoteric power that even the
oldest scholars have let pass from memory, but you mean to find it.

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.

Reward: When you complete this Secondary Objective, your Necromancer


regains 4 Necromantic Energy.

10. Player’s Choice


Choose any one of the Secondary Objectives above.

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Generate Unusual Occurrences
The world of Deth Wizards is a world where darkness is on the rise.
Foreboding omens are regular occurrences, and the constant manipulation
of foul energy has tainted the world. Rocks weep tears of blood, the leaves
of trees caw and turn to a murder of ravens, and beautiful flowers generate
pollen that eats the flesh of living creatures who wander too close.

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.

5. A Foul Storm Threatens


At the start of each turn, one player rolls a D6, adding the current turn
number to the roll. On a roll of 6, a storm begins over the battlefield and
you no longer make this roll. For the remainder of the game, no model
has line of sight to any other model more than 12” away, but whenever a
Necromantic Minion activates, they regain 1 Durability.

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.

7. The Earth Revolts


At the start of each turn, one player rolls a D6; on a roll of 5+, all models
that are not Necromancers and cannot fly suffer an amount of damage equal
to their Movement minus their Resist (e.g., a model with a move of 7 and a
Resist of 4 would suffer 3 damage).

8. The Night Walker Approaches


At the start of each turn, one player rolls a D6; on a roll of 6, The Night
Walker claims their share. Randomly determine one Necromantic Minion
from each player’s forces, and roll 5D10 against that model’s Resist. If this
roll has at least 3 successes (in the same manner as casting a Necromantic
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Power), that model is destroyed and Removed from Play.

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.

10. Roll Twice


Roll twice on this table, ignoring all results of 1-3 and 10.

Determine Deployment Zone


All players participating in the skirmish roll a D10. Reroll until no player
has any ties. The player with the highest roll chooses their deployment zone
from the map below. The player who rolls second highest chooses next, and
so on, until all players have chosen a deployment zone.

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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Story Play
In Story Play, one or more Necromancers undertake a mission to gain power.
This game mode can be played solo or co-op. Your Necromancer may assault
a village, rob a castle, steal magic from a college, pilfer an ancient artifact,
conduct a powerful ritual, assault a noble villa, or more. Each mission type
has a specific difficulty that is tied to your total Rating worth of undead.
This difficulty is a general guideline; each Story Play mission, you will fight
Heroes as opposed to enemy Necromancers, and these Heroes can vary in
power.

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.

Story Play Mission Steps


1. Select Scenario

2. Determine Terrain

3. Determine and Set Up Heroes

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).

Scenario 1: Assault a Village - Difficulty 7 [page 69]

Scenario 2: Conduct a Ritual - Difficulty 7 [page 70]

Scenario 3: Rob a Graveyard - Difficulty 7 [page 71]

Scenario 4: Assault a Noble Villa - Difficulty 8 [page 72]

Scenario 5: Steal from an Arcane College - Difficulty 9 [page 73]

Scenario 6: Pillage a Lord’s Castle - Difficulty 10 [page 74]

Scenario 7: Steal an Ancient Artifact - Difficulty 11 [page 76]

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Scenario 8: Assault a City - Difficulty 12 [page 77]

Scenario 9: Awaken an Ancient Beast - Difficulty 13 [page 79]

Scenario 10: Kill the King - Difficulty 14 [page 80]

Scenario 11: Dark Apotheosis - Difficulty 15 [page 82]

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.

D6 Terrain for Table Quarter

1 (1 - 3): Forest (4 - 6): 1D3 Pools

2 (1 - 3): Shrine (4 - 6): Ruins

3 (1 - 3): 1D3 Crags (4 - 6): 1D3 Pools


4 (1 - 3): Forest (4 - 6): 1D3 Houses

5 (1 - 3): Swamp (4 - 6): Ruins

6 (1 - 3): Ruins (4 - 6): 1D3 Houses

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.

Generating Hero Stats


Heroes, unlike the undead, do not have set stats for all of their abilities.
Instead, you will see a base stat plus a number per Rating. On the Hero
cards, next to each stat you will see a box. This box is where you will place
a dice – or write the result of the dice if you like – to represent the total of
the calculation.

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Each mission will tell you how many Heroes to generate and of what types.
When you generate a Hero of a particular type, you then need to generate
their stats. For each stat, the Hero will indicate a base score plus a value
per Rating. To get the stat, simply combine the base stat plus the additional
number multiplied by the Rating. For example, the Paladin has a base
Durability of 10 + 4 per Rating. So if the Paladin is Rating 2, their Durability
would be 18, which is 10 plus 8 (four multiplied by 2); if the Durability is
Rating 3, it will be Durability 22. This is the Paladin’s Durability stat for
that scenario.

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.

Example: Your Necromancer is engaged in a scenario where there are three


enemy Priests and one enemy Warrior. In Story scenarios, the Necromancer
activates first, so the Necromancer activates, along with 4 Rating worth of
undead. The Heroes then activate. The Activation Order starts with Rangers
but none of that type are present, so this is ignored. The next activation
on the list is Priests, so the closest two enemy Priests activate. Once these
two Priests have completed their activation, the Necromancer then activates
again, along with 4 additional Rating of undead. It is now the Heroes’ next
activation. There is only one Priest left that has not activated, so that Priest
activates. Proceeding down the list, the Warrior is next and activates.

Activation Order

1. Ranger

2. Priest

3. Paladin

4. Wizard

5. Warrior

6. Rogue

7. Villager

Note: All Heroes should be on 25mm - 32mm bases.


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Paladin
Rating: 2-4 | Type: Hero | Movement: 5

Offense: 5 + 1 per rating, Range 12” | Defense: 3 + 1 per rating

Resist: 4 + 1 per rating | Durability: 10 + 4 per rating

Special – Faith Protects: Whenever a Necromantic Power is used against the


Paladin, the Necromancer must reroll all successful power dice.

Special – Stalwart of Faith: The Paladin is immune to the Weakened and


Cursed conditions and heals 1 Durability at the start of its activation.

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.

• 1: Shield of Faith – The Paladin makes no moves. Until it activates


next, increase the Paladin’s Defense and Resist by 1.

• 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.

• 9-10: Banishment – 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 and that enemy has 5 or less Durability remaining, it
is destroyed. 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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Priest
Rating: 2-4 | Type: Hero | Movement: 5

Offense: 3 + 1 per rating, Range 12” | Defense: 3 + 1 per rating

Resist: 4 + 1 per rating | Durability: 6 + 3 per rating

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).

Special – Stalwart of Faith: The Priest is immune to the Weakened and


Cursed conditions and heals 1 Durability at the start of its activation.

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.

• 1: Shielded Stance – The Priest moves directly away from enemies if


there is an enemy within 1”, ending that movement outside of 1” of all
enemies if possible. The Priest then increases their Defense by 1 until
the end of the turn.

• 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

Offense: 5 + 1 per rating, Range 24” | Defense: 2 + 1 per rating

Resist: 3 + 1 per rating | Durability: 8 + 3 per rating

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.

Special – Skirmish: Whenever an enemy model ends their activation within


1” of the Ranger, at the end of that activation, the Ranger moves up to 8”
directly away from that enemy, ending the move outside of 1” of any other
enemies if possible.

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.

• 1: Take Cover – The Ranger moves up to 16” to the nearest terrain


and moves within it. During this movement, the Ranger ignores any

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negative effects of that terrain.

• 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

Offense: 6 + 1 per rating, Range 8” | Defense: 2 + 1 per rating

Resist: 2 + 1 per rating | Durability: 8 + 2 per rating

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.

Special – Light Footwork: This model ignores any reduction to movement


from terrain. In addition, this model can never suffer any negative effects or
damage from terrain.

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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• 9-10: Cut & Run – The Rogue will attack the nearest enemy. If there is
no enemy within 1”, it will move its full move toward the nearest enemy
and make an attack. If this attack deals damage, the target of the attack
is also Weakened until the end of the turn, and the Rogue may move
up to 7” directly away from the enemy. If no enemy is within range, the
Rogue will move 7” toward the nearest enemy and make this attack.

Warrior
Rating: 2-3 | Type: Hero | Movement: 6

Offense: 4 + 1 per rating | Defense: 3 + 1 per rating

Resist: 3 + 1 per rating | Durability: 10 + 3 per rating

Special – Riposte: Whenever the Warrior suffers damage from an Offense


attack from an attacker within 1”, the attacker suffers 1 damage for each
natural 1 rolled by the attacker.

Special – Defensive Specialist: This model increases its Defense by 2


whenever there is only a single enemy within 1” of this model.

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.

• 6-8: Whirlwind Strike – The Warrior makes an attack against all


enemies within 1”. If no enemies are within 1”, it will move up to its
full move to the nearest enemy and then attack all enemies within 1”. 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

Offense: 2 + 1 per rating, Range 20” | Defense: 3 + 1 per rating

Resist: 6 + 1 per rating | Durability: 8 + 1 per rating

Special – Magical Shielding: The Wizard gains a +3 bonus to Defense for


the first Offense attack made against it each turn.

Special – Walk the Mists: At the start of each turn before any activations, if

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an enemy is within 6” of the Wizard, it will teleport 12” directly away from
the nearest enemy.

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.

• 1: Force Globe – The Wizard moves directly away from enemies if


there is an enemy within 1”, ending that movement outside of 1” of all
enemies if possible. The Wizard then increases their Defense by 1 until
the end of the turn.

• 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

Offense: 3, Range 8” | Defense: 3

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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move and then use its action to move toward the closest enemy, ending
within 3” of another Villager if possible.

• 9-10: Retribution! – The Villager can only utilize this if another


Villager has been killed during the game. If no Villager has died, treat
this result as Get ‘Em! The Villager will attack the nearest enemy it
can see. Increase the Offense of the Villager by 2 for this attack. If this
attack deals damage to an enemy, all other Villagers that attack this
enemy during this turn gain a +2 bonus to Offense for their attacks.
If there is no enemy within range, the Villager 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.

Story Scenarios
Each Story scenario follows the format below:

• Difficulty: This is the general difficulty of the scenario. It is roughly


analogous to the Rating of undead you should have in your Horde to
run the scenario. This is just a guideline; the specific difficulty may vary
based on the number of Heroes generated and the particulars of your
Horde. Note: if you choose to run the scenario in its Advanced mode, it
will be more difficult than the number listed.

• Players: This is the number of players who may participate in the


scenario.

• 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.

• Victory Conditions: These are the criteria your Necromancer must


meet to achieve victory in the scenario. If these criteria are not met, the
Necromancer fails the scenario.

• Rewards: This is the reward your Necromancer earns if they achieve


victory in the scenario. These rewards are only earned if your
Necromancer achieves the conditions as per the Victory Conditions.
This will also list any additional rewards if you played the scenario as
an Advanced scenario.

• Advanced: This describes additional items, changes, or alterations to


the scenario if you are playing the scenario in Advanced mode.

• Map: This is the map of the scenario, including the starting areas and
any preset terrain.

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Assault a Village
You have led your forces to a midnight raid on an unsuspecting village. If
all goes well, by morning, your Horde will swell with the bodies of fallen
townsfolk.

Difficulty: 7 | Players: 1-2

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

• 3 Villagers 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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Conduct a Ritual
Your forces are seeking to take control of a powerful shrine and utilize its
power to conduct a dark ritual, but this sacred shrine is not undefended.

Difficulty: 7 | Players: 1-4

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

• 1 Rating 2 Wizard per Player

• 1 Rating 3 Priest 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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Rob a Graveyard
You require more grist for the mill, so why not go directly to the source? In
a world such as this, graveyards are not without their guardians.

Difficulty: 7 | Players: 1-4

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

• 1D3 Rating 2 Priests per Player

• 1 Villager (Gravedigger) 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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Player
Deployment
Zone
Ruins
6”x 8”

3”
Ruins Ruins 1 2
3 4

Forest Forest

Graveyard Hero
5”x 5” Deployment
Zone
5”x 5”
2”
Rob a Graveyard

Assault a Noble Villa


The villas of the wealthy and powerful often contain secrets, riches, and
powers.

Difficulty: 8 | Players: 1-4

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

• 1 Rating 3 Wizard per Player

• 1 Rating 2 Rogue 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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Rewards
Choose a single Impedimenta to expand your Lair, from Armory, Library,
or Observatory. You may add this Impedimenta to your Lair. If you played
this scenario Advanced, then you also gain 2 additional experience if your
Necromancer achieves victory.

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”

Assault a Noble Villa

Steal from an Arcane College


Arcane Colleges dot the countryside, each a bastion of magical power
wielded by fools who waste its potential and squander power.

Difficulty: 9 | Players: 1-4

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

• 1 Rating 2 Warrior per Player

• 1 Villager (Groundskeeper) 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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Rewards
Choose a single Impedimenta to expand your Lair, from Alchemical
Laboratory, Research Laboratory, or Scrying Pool. You may add this
Impedimenta to your Lair. In addition, your Necromancer may select
and learn one additional Necromantic Power. If you played this scenario
Advanced, your Necromancer also permanently gains 1 Necromantic Energy.

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”

Steal from an Arcane College

Pillage a Lord’s Castle


The castles of petty lords are full of riches, power, and – perhaps most
importantly – bodies to fuel your ongoing ambitions.

Difficulty: 10 | Players: 1-4

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)

• 1D3 Rating 2 Warriors per Player

• 1 Rating 3 Ranger per Player

• 1 Rating 3 Priest per Player

• 2 Villagers per Player


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Lord’s Champion
Lords often have champions, warriors of great repute who have dispatched
more than their share of evil from the world. They keep these treasured
retainers close, to guard against enemies both living and dead.

Rating: 3 | Type: Hero | Movement: 5

Offense: 8 | Defense: 7 | Resist: 7 | Durability: 25

Special – Destroyer of Evil: Whenever the Lord’s Champion rolls a Critical


Hit as part of an Offense attack, this attack deals an additional 2 damage (4
damage total).

Special – Determined Fighter: When the Lord’s Champion activates, it


removes 1 condition that is currently affecting it. If there are multiple
conditions, roll randomly to determine which condition is removed. In
addition, the Lord’s Champion heals 1 Durability whenever it activates.

Special: The Lord’s Champion is treated as a Paladin for Activation Order.

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.

• 1: Stalwart Stance – The Lord’s Champion makes no moves. Until it


activates next, increase the Lord’s Champion’s Defense by 1.

• 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.

• 9-10: All-Around Strike – The Lord’s Champion will make an attack


against all enemies within 1”. If there is no enemy within range, it will
move up to 5” and then make an attack against all enemies 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.

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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following this scenario.

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”

Pillage a Lord’s Castle

Steal an Ancient Artifact


The ruins of this world are numerous and varied, holding treasures and
knowledge from forgotten ages, merely awaiting a strong hand to claim
them. Brave or foolish Heroes guard these ruins, hoping to keep such dark
esoterica locked away forever.

Difficulty: 11 | Players: 1-4

Terrain
Set up three Ruins in table quarter 4. All other table quarters are randomly
generated.

Heroes
• 1D3 Rating 3 Rangers per Player

• 1 Rating 3 Wizard per Player

• 1 Rating 3 Paladin per Player

• 1 Rating 3 Rogue 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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Rewards
Your character gains an Artifact of Power. This Artifact grants your character
a single Special Ability of your choice (see page 93) of experience cost 6 or
less. If you played this scenario Advanced, the Special Ability you select may
be of experience cost 10 or less.

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”

Steal an Ancient Artifact

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.

Difficulty: 12 | Players: 1-4

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

• 1D3 Rating 2 Warriors per Player

• 1 Rating 3 Priest per Player

• 1 Rating 3 Ranger per Player


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• 4 Villagers 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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Awaken an Ancient Beast
This world was once ruled by powerful creatures of magic, creatures who
could shatter buildings and call down hurricanes. Though they are long
departed from this world, their bodies remain ripe for harvest.

Difficulty: 13 | Players: 1-4

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

• 1 Rating 4 Ranger per Player

• 1 Rating 3 Paladin per Player

• 1 Rating 4 Priest 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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Player
Deployment
Zone
6”x 8”

3”
1 2
3 4
Pool Pool
Hero
Deployment
Zone
5”x 5”
Shrine
5”x 5”
Pool 3”

Awaken an Ancient Beast

Kill the King


These petty rulers must be toppled and in their place, a new mandate – a
reign of eternal night and endless, undead servitude.

Difficulty: 14 | Players: 1-4

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

• 1D3 Rating 4 Paladins per Player

• 1 Rating 3 Ranger per Player

• 1 Rating 4 Priest per Player

• 1 Villager (Attendant) per Player

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.

Rating: 4 | Type: Hero | Movement: 7, Fly

Offense: 10 | Defense: 8 | Resist: 7 | Durability: 30

Special – Destructive Assault: Each successful roll made as part of an Offense


attack results in 2 damage instead of 1 (Critical Hits add 1 additional damage
as normal). In addition, the King’s Champion may reroll 2 dice each time it
makes an Offense attack.
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Special – Unshakable: The King’s Champion is immune to the Weakened
condition. In addition, whenever the King’s Champion activates, they heal
1D3 Durability.

Special – Deadly Riposte: Whenever an Offense attack is made against the


King’s Champion, each dice roll in the attack that rolls an unmodified 1
causes 2 damage to the attacking model, once all results of that attack have
been resolved.

Special: The King’s Champion is treated as a Paladin for Activation Order.

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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position is not legal, place them as close to A as possible outside of 1” of
any enemies.

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

“It’s not going to work,” a Terrain


voice sneered from behind Set up a Shrine, a Swamp, and three Crags in table quarter 4. All other table
Hethi. The pale vampire quarters are randomly generated.
stepped into the dim oil light
Heroes
of the laboratory. • 1 Rating 4 Paladin per Player

Hethi sighed. This was the • 1 Rating 4 Ranger per Player


problem with vampires.
• 1 Rating 4 Wizard per Player
They were so much more
independent than other • 1 Rating 4 Priest per Player
undead; always an opinion,
• 1D3 Rating 2 Warriors per Player
always a cutting word. “It
will work just fine and • 1 Rating 3 Rogue per Player
besides, shouldn’t you be
scouting the next village? Victory Conditions
We’re going to need more 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
bodies.”
are not killed by the end of the 5th turn, the Necromancers fail.

The pale face of the Rewards


vampire curled into a sneer. Your Necromancer gains 8 additional experience. In addition, they gain a
“Already done, Master. permanent +1 bonus to all attempts to Restore Minions and Raise New

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Undead during the Post-Game Process. Finally, they gain 4 additional
Necromantic Energy permanently. If you played this scenario Advanced,
your Necromancer gains 12 additional experience instead of 8 and also
gains 8 Necromantic Energy instead of 4.

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.”

Hethi smiled at this


comment. “Nonsense. We
have everything we need
for the next harvest.” Hethi
then threw the lever on a
Terrain massive machine and the
The world of Deth Wizards is a desolate one. The living huddle in villages and room was suddenly bathed
cities for safety. When the gray day gives way to the darkest night, fires are in the pale glow of crackling
lit and weapons are kept close to hand, ready to defend homes and villages
electricity. It flowed for a
from the things that prowl in the darkness.
few seconds and then the
Ruins, dark woods, fetid bogs, and more occupy the world of Deth Wizards. room returned to the pale
Each scenario you play will require certain terrain to be set up. Each yellow of the oil lamps. The
scenario will specify both required terrain and recommended additional large form on the table rose
terrain based on the specifics of what you are playing. For example, if you slowly, emitting a low growl
are raiding a wizard’s tower to steal ancient knowledge, then a tower will from beneath the tarp.
be part of the terrain description for that scenario, and all of its special rules
will be included in that scenario. “Everything we need,” Hethi
The section below describes the various types of terrain and their effect in smiled as he dreamed of
the game. When it comes to creating your battlefield in the scenario, you future creations.
always have the freedom to set it up however you like – it’s your world to
create.
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Optional Features
Some terrain types have a set of optional rules that your playgroup can
choose to utilize. If all players agree, then after the terrain has been set up,
roll on the table below each type of terrain, for each piece, to determine its
additional qualities.

The optional rules for


terrain are meant to make
Ruins
your games more interesting Ruins represent any destroyed or wrecked buildings, walls, or remnants of
and interactive with the previous civilizations.
world of Deth Wizards. Keywords: Cover
You can always choose,
whether or not to use these Rules: Solid Walls – Models cannot move through walls of Ruins that
optional rules, and should are more than 1” high unless that wall has a door or window in it. This
in no way feel compelled restriction does not apply to ethereal models.
to add additional layers of
complexity, especially as you Optional Rules for Ruins
are starting out with the D6 Roll
game. You can also choose to • (1-3) Cursed Ruins: Whenever any model moves on or through any
use some of these expanded Ruins with this rule, roll a D6 when this movement is complete. On a
rules for just a few pieces roll of 5+, the model suffers 1D3 damage. Necromancers do not suffer
of your terrain, it does not this damage and instead may gain 1D3 Necromantic Energy on a roll
have to be all or nothing. of 5+.
We want you to have fun in • (4-6) Haunted Ruins: Whenever a Necromancer moves on or through
the land of Deth, so play the any Ruins with this rule, if they end their movement on the Ruins as an
game the way you and your action, they may choose to call the spirits. If they so choose, roll a D6;
friends feel is best! on a roll of 5+, the Necromancer may summon a Shadow (see page 24)
and add it to their force. This Shadow must be set up within 3” of the
Necromancer and more than 1” from all enemies. If the Shadow cannot
be set up in this manner, then the Shadow may not be set up and the
roll is considered a failure. The Shadow may activate later in the turn it
is summoned. At the end of the battle, the Shadow is removed from the
roster. The Necromancer may not summon more than one Shadow in
this way from each piece of Haunted Ruin terrain.

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.

Rules: Raid for Power – When a Necromancer moves within 1” of a


Shrine, instead of taking any other action during their activation, they
may raid the Shrine for power. If they do so, roll a D6; on a 4+, they gain
1D3+1 Necromantic Energy. Any single Necromancer may successfully raid
a Shrine no more than once per game.

Optional Rules for Shrines


D6 Roll
• (1-2) Shrine to Fallen Gods: The gods worshiped here are long
forgotten, but a bit of power may remain. Any model that ends its
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movement on or within 1” of the Shrine may attempt to become
empowered as an action. If they do so, roll a D6; on a roll of 5+, the
model may choose any one stat and increase it by 1 for the remainder of
this game. At the end of the game, the stat returns to its normal value.
A model may not gain this benefit more than once per game.

• (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.

Optional Rules for Swamps


D6 Roll
• (1-2) Fetid Swamp: This Swamp is the final resting place of many
aged and bloated bodies, all waiting just below the surface of the dark
and stagnant water. Whenever a Necromancer moves on or through
any Swamp with this rule, if they end their movement on the Swamp,
then as an action they may choose to raise the dead. If they do so, roll
a D6; on a roll of 2+, the Necromancer may expend 2 Necromantic
Energy and raise a Zombie (see page 23) and add it to their force. This
Zombie must be set up within 3” of the Necromancer and more than 1”
from all enemies. If the Zombie cannot be set up in this manner, then
the Zombie may not be set up and the roll is considered a failure. The
Zombie may activate later in the turn it is summoned. At the end of the
battle, the Zombie is removed from the roster. The Necromancer may
not summon more than one Zombie in this way from each piece of Fetid
Swamp terrain.

• (3-4) Waters of Life: This Swamp is fed by an ancient spring that is a


wellspring of vitae, restoring life. For the living, this is a great boon; for
the dead, this is a horrifying danger capable of eroding the Necromantic
Energy that binds them to this world. Whenever a Necromantic Minion
ends their movement on a Swamp with this rule, they suffer 2 damage.
If a Necromancer ends their movement on a Swamp with this rule, they
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lose 2 Necromantic Energy.

• (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.

Optional Rules for Forests


D6 Roll
• (1-2) Beast in the Woods: Something dark inhabits these woods
and those who wander in are sometimes never seen again. Whenever
a model moves on or through a Forest, roll a D10; on a roll of 10,
the model is Removed from Play. This is treated as if the model was
destroyed. Necromancers are immune to this effect and may move
through a Forest without making this test.

• (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.

• (5-6) Fey Circle: This Forest harbors a connection to another world,


the world of the fey and faerie. This confounding magic bewitches
creatures who enter, drawing them to their doom. When a model moves
on or through a Fey Circle Forest, at the end of that movement, roll a
D6; on a roll of 5+, the model uses any additional action it has during
that activation to move and must end that additional move wholly
within the Fey Circle Forest, if possible. If the model does not have any
additional actions, this rule has no additional effect. The model may
move as normal during its next activation, but must test again if moving
through the Forest.

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Crags
Crags are areas of jutting rocky terrain.

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.

Optional Rules for Village Houses


D6 Roll
• (1-2) Retired Adventurer: This occupant is no simple farmer or
herdsman. If any model moves into this building, roll a D6; on a roll of
3+, the Retired Adventurer is at home. If the Retired Adventurer is at
home, add a random Rating 2 Hero to the battle. This model activates
immediately after the current player’s activation is complete, and will
activate in future turns after both players have each activated once. The
Hero will follow the AI found on its entry.

• (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.

• (5-6) Grisly Site: This house was occupied by a murderer, madman, or


beast – it is full of the charnel remains of countless victims who met their
end in this shack. Whenever a Necromancer ends their move within
this Village House, they may use their action and spend 3 Necromantic
Energy to heal 1D3 Durability to all their Necromantic Minions within
10” of the Village House.

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Pools
Pools could be small puddles of brackish water, quicksand, or even frozen
ice. In any event, they are small areas of some kind of liquid (or frozen
liquid).

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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nce the battle has been completed, you must retreat to your
Lair and determine the spoils of war. Battle can be destructive,
however, depleting your undead ranks and causing injury to your
physical form. Your Lair is where you will determine which of
your undead can be saved and reconstituted, and which are little more than
gristle to feed to the hellhounds.

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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Post-Game Process Steps
No. 1: Restore Minions
No. 2: Retire Minions
No. 3: Raise New Undead
No. 4: Gain Experience (Necromancer Only)
No. 5: Spend Experience (Necromancer Only)
No. 6: Lair Expansion
No. 7: Lair Assault

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

1-3 Unrecoverable: The Necromantic Minion is lost and removed


from your roster.

4 Degraded but Serviceable: Reduce a single stat of your choice


by 1.

5-9 Restoration: The model is restored without change.

10 Upgraded: Somehow the Necromantic Minion has been


improved. Increase a single stat of your choice by 1. Why Would I Retire a
Necromantic Minion?
As you grow your horde,
you will eventually reach
Retire Minions the maximum of undead
You are only capable of controlling so many undead, and sometimes some that your Lair can support.
undead may become too damaged or decayed to be of value. After you have Some of your undead may
rolled to restore your minions, you may choose to retire any Necromantic be damaged or depleted and
Minions from your roster. Your Necromancer simply snuffs them out and best replaced. Perhaps you
may recruit and control additional undead in their place in the future. just want to try some new
When you retire a Necromantic Minion, it is removed from your Horde and Necromantic Minions. In any
your roster. case, retiring a Necromantic
Minion creates the space
in your Horde to add new
Raise New Undead creations.
Once you have determined the disposition of your existing Horde, your next
step is to try to create additional minions to serve your will. The creation
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of undead can be a fickle art; it is not always successful, and the more
complicated the undead, the longer it takes and the harder it is to guarantee
success. It often requires many failures before a successful minion is created.

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.

Example: After a battle, a Necromancer decides they need undead capable of


flight and passing through terrain to more effectively harass their enemies.
The Necromancer decides to attempt to recruit a Specter, which is a Rating
Raising vs. Creating 2 Spirit. The Necromancer successfully created an undead after the previous
vs. Calling scenario, so they receive no additional bonus. This means the player must
Throughout this text, you roll a 3+ on a D6. The player rolls a 4 and is successful. They call a Specter
will often see different from the other side and press it into service in their crusade for dark power.
words used to describe the The player adds the Specter to their roster and may now include the Specter
act of bringing undead in future scenarios (Skirmish or Story). If the player had rolled a 1 or 2,
into the service of the the calling would have failed and the Necromancer must wait until they
Necromancer. Some undead complete another scenario (Skirmish or Story) to attempt to recruit again.
may be raised through Note: You may only attempt to Raise New Undead if your Lair still has
ritual and magic, some are additional Rating remaining. You may not attempt to create more undead
created through dark magic if you are already at your maximum, or if the Necromantic Minion you are
purporting to be science, attempting to raise would put you over your maximum for that Lair.
while others are called from
the other side. Regardless Raising Heroes
of the specific words If you have completed a Story mission and have successfully destroyed 1
used, you are free to have or more Heroes, you may attempt to raise those Heroes into your eternal
your Necromancer gain servitude instead of raising any other undead. Raising Heroes is more
their undead in whatever complicated, as they are powerful beings whose souls are well-guarded
narrative method is against dark magic.
compelling to you and your
conception of the dark arts. To raise a Hero into your service, you must first select one of the destroyed
Heroes. Roll a D10; on a 9+, that Hero is successfully raised as an undead
For game rules purposes, the
in your service. The new undead utilizes the stats presented (see page 63),
result is the same – a new
but its type changes from Hero to one of the 4 types of Undead (Feeder,
undead Necromantic Minion Rattler, Shambler, or Spirit – your choice). It retains all of its printed Special
is added to your roster. Abilities, but loses its AI actions. It may still attack using its Offense as
normal, and you direct the new Necromantic Minion just as you would any
other undead in your control. They retain their Rating they had as a Hero.

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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Gain Experience
This is for the Necromancer only.

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:

Necromancer achieves their Secondary Objective: +1

Story:

All Heroes are destroyed by the end of Turn 3: +1

Skirmish & Story:

Necromancer achieves victory (Only applicable in Skirmish Play, or if the


Difficulty of the Story mission is equal to or greater than your Rating.): +1

Necromancer has at least 4 Rating worth of undead remaining at end of


scenario: +1

Necromancer personally destroys 2 or more Heroes or Rating worth of


enemy undead: +1

Necromancer personally destroys 4 or more Heroes or Rating worth of


enemy undead: +1

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.

The list below shows the available advancements


and improvements available to your Necromancer.

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Gain Additional Necromantic Power
3 Points

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

Some Necromancers develop unique abilities beyond their core talents


with the dark arts and their command of undead minions. These Special
Abilities give your Necromancer new options or capabilities during battle.
These abilities may only be selected once, unless the Special Ability states
otherwise.

Aura of Weakness
You are surrounded by an aura of weakening energy that saps the strength
of those near you.

Cost: 7 experience

Benefit: All enemy models within 3” of your Necromancer reduce their


Offense by 1.

Bane of the Faithful


Those who rely on the protection of weak gods will find their faith does
little to arrest your powers.

Cost: 8 experience

Benefit: Whenever you utilize a Necromantic Power against a Hero in a


Story scenario, that Hero’s Resist is reduced by 1 against the effects of that
Necromantic Power (i.e., when you roll your power dice against their Resist
for that power).

Special: You may select this ability twice.

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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Benefit: Any time your Necromancer destroys a Feeder, Shambler, or Hero
with an Offense attack, they regain 1 Necromantic Energy. They also increase
their maximum Necromantic Energy by 1 until the end of the current turn.

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

Benefit: Whenever one of your Necromantic Minions are destroyed, all


other friendly Necromantic Minions within 6” of the destroyed model are
healed 1 Durability before the model is Removed from Play.

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

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your spells further.

Cost: 3 experience

Benefit: Whenever you utilize a Necromantic Power that targets only a


single model, you may expend 1 additional Necromantic Energy to increase
the range of the power by 3”.

Entropic Power
Your Necromantic Powers rust metal, age leather, and weaken bone.

Cost: 8 experience

Benefit: Whenever one or more enemies suffer 1 or more damage from


one of your Necromantic Powers, you may select a single enemy that was
damaged by that Necromantic Power and reduce their Defense by 1 for the
remainder of the game.

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.

Magic in the Blood


Your Feeders are especially skilled at draining their foes of their vitae.

Cost: 3 experience

Benefit: Whenever one of your Feeder type Necromantic Minions restores


Durability from one of its Special Abilities, it regains 1 additional Durability.

Special: You may select this ability twice.

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Necrogenesis
You are capable of drawing fell energy from the very world around you.

Cost: 6 experience

Benefit: At the start of each turn, you regain 1 additional Necromantic


Energy (this is in addition to the normal 3) for each time you have selected
this ability.

Special: You may select this ability up to 3 times.

Pack Killers
Your undead work best in a swarm, surrounding their foes and tearing them
apart.

Cost: 9 experience

Benefit: Your Necromantic Minions that are Rating 1 or 2 increase their


Offense by 1 whenever there are two or more other Necromantic Minions
of Rating 1 or 2 within 3”.

Power of Unlife
Your Necromantic Energy is capable of sustaining all undead around you.

Cost: 8 experience

Benefit: Whenever you utilize a Necromantic Power, all friendly Necromantic


Minions within 3” heal 1 Durability.

Solo Specialists
Your minions are meant to operate alone and there is little that can stop
them.

Cost: 5 experience

Benefit: Your Necromantic Minions that are Rating 3 or 4 increase their


Resist by 2 whenever no other Necromantic Minion or the Necromancer is
within 3”.

Speed of the Fell Wind


You can move with incredible alacrity and ferocity.

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.

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Spirit of Alacrity
Your spirits are born of an unnatural will and fly forth with hatred for the
living.

Cost: 4 experience

Benefit: Whenever a Necromantic Minion of the Spirit type activates


within 6” of your Necromancer, its Movement stat is increased by 1 for that
activation.

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.

Expanding Your Lair


For every two scenarios your Necromancer completes (whether they are
Skirmish or Story games), your Necromancer may select one Impedimenta
from the list below and add it to their Lair. Remember, when your Lair
accrues a certain number of Impedimenta, it will become Advanced. This is
an upgraded version of that Lair. Impedimenta will often grant additional
benefits if your Lair is Advanced.

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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• Steel: +2 Defense

• 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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Observatory
You have an astral observatory to track the movements of the stars and see
the portents in the darkness.

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.

Benefit: Whenever you attempt to create an undead during the Post-


Game Process (see page 91), if your Necromancer is trying to create an
undead minion from a Hero, you gain a +1 bonus to that roll. If your Lair is
Advanced, this bonus for creating an undead minion from a Hero increases
to +2.

Research Laboratory
Your laboratory allows you to constantly experiment and push to find new
and unique types of undead to create.

Benefit: Whenever you attempt to create an undead during the Post-Game


Process (see page 91), if you do not already have any of that specific undead
in your Horde (for example, you are attempting to create a Flesh Golem and
you do not currently have a Flesh Golem in your Horde), then you gain a +1
bonus to the roll to raise that undead.

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.

Benefit: Your Necromancer starts each game with 2 additional Necromantic


Energy. This does not increase your stat, and once these extra two
Necromantic Energy are spent, they cannot be recovered (e.g., if your
normal maximum Necromantic Energy is 13, you start the game with 15,
but once you spend that energy, your maximum remains 13). If your Lair is
Advanced, your Necromancer starts the game with 3 additional Necromantic
Energy instead of 2.

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Spirit Halls
You have halls of broken glass that connect your world to the other side,
calling to dark spirits for power.

Benefit: Whenever you create a new Necromantic Minion during Raise


New Undead (see page 91), after you have this Impedimenta as part of your
Lair, you may increase that Necromantic Minion’s Resist by 1.

Statue Guardians
Your Lair is guarded by more than simple undead and stone doors. Guardians
empowered by dark magic watch over your Lair.

Benefit: The Defense of your Lair increases by 1. If your Lair is Advanced,


it increases by 3.

Traps
Your Lair is guarded by cunning traps, maiming and killing Heroes that dare
invade your space.

Benefit: The Defense of your Lair increases by 1.

Special: You may select this Impedimenta up to 3 times.

Lair Assaults Why Don’t We Play a


Scenario When Our
As you complete Story missions and rampage across the countryside in your
Lair is Assaulted?
quest for power, Heroes will inevitably rise up to try to destroy you. Heroes
The short answer is that it
will seek you out and invade your Lair, looking to destroy your minions and
claim your treasures.
would be very complicated.
Each Lair is different,
Once you have completed all steps in the Post-Game Process, your final and expecting people
step is to determine if do-gooder Heroes invade your Lair before your next to have castles, towers,
excursion. sewer walls, and the other
To determine if your Lair is Assaulted, roll 1D10 and add the number of
terrain required would be
Story missions you have completed since your Lair was last Assaulted (e.g., an undue burden on the
if you have completed 3 Story missions and not yet rolled a Lair Assault, player. The game of Deth
this roll has a +3 bonus to the roll). If the total of the roll is 11+, then Wizards is also a game of
Heroes Assault your Lair. proactive action, wherein
your dark protagonist is
When Heroes Assault your Lair, subtract your Lair’s Defense score from the on their mission to gain
Difficulty of the highest Difficulty Story Play scenario you completed. If the
power. Distracting from that
total is positive, then an amount of Necromantic Minions of equal Rating
by putting them on the
to the positive difference are destroyed. If you can’t equal the exact amount
of the total, then you must destroy an amount of Necromantic Minions
defensive was not in line
until you have equaled or exceeded the total. These Necromantic Minions with the core principles
count as destroyed and are not available for your next game. During your of the game. We settled
next Post-Game Process, you may roll to restore any destroyed minions as on this numerical system
normal. If this total Rating worth of Necromantic Minions that must be to represent not only the
destroyed is greater than the total Rating worth of undead in your Horde, threat of Heroes, but to make
then you must Destroy all of your remaining Necromantic Minions. the gaining of power in
the land of Deth have real
Example: A Necromancer has completed 3 Story Play scenarios and has not
consequences.
yet had a Lair Assault. The player rolls an 8 and adds 3 to the roll for the
3 Story scenarios, which equals or exceeds 11, meaning that a Lair Assault

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is going to happen. The player’s highest Scenario was Rating 8 and the
Defense score of their lair is 5, 8-5 = 3, so the player must destroy 3 Rating
worth of undead.

Once the Lair Assault is complete, you may proceed to your next scenario
as normal.

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Activation
A game of Deth Wizards lasts a maximum of 5 turns, ending at the conclusion
of turn 5, if it has not ended earlier. During each turn, you will activate all
of your minions once and no more than once. You will also activate your
necromancer multiple times, utilizing your Necromantic Powers to bolster
your undead, summon spirits, or destroy your enemies’ minions.

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 Skirmish game, a player loses when they have 0 Necromantic Minions


remaining at the end of any turn. When only one player is left with
Necromantic Minions, they are the winner.

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.

Skirmish Activation Steps


1. Each player regains 3 Necromantic Energy, up to their maximum.

2. Each player bids an amount of Necromantic Energy to determine who


activates first.

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.

7. Note: Necromancers may always activate a minimum of two times each


turn. In addition, you can never activate a single Necromantic Minion
more than once during any turn.

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Story Activation Steps
1. Each player regains 3 Necromantic Energy, up to their maximum.

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).

4. All players will then activate up to 4 rating of undead and their


Necromancer.

5. The next heroes will activate according to the Hero AI.

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.

8. Note: Necromancers may always activate a minimum of two times each


turn. In addition, you can never activate a single Necromantic Minion
more than once during any turn.

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.

2. Attacker rolls a number of D10s equal to the attacker’s Offense and


adds any relevant modifiers.

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).

5. If the target is a Necromancer, they may choose to use one of their

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Necromantic Powers to prevent the loss of Necromantic Energy and
potentially cause other secondary effects.

6. If the target is a Necromantic Minion or a Hero, their Durability is


reduced by the amount of damage they suffered. If this reduces the
model’s Durability to 0 or less, the model is destroyed and Removed
from Play.

7. 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
gains 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.

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.

Necromantic Power Steps


1. Necromancer chooses a target within range. The target must also be
within line of sight.

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.

5. If the target is a Necromancer, they may have a Necromantic Power that


they can use in response to avoid or negate the effect.

6. If the target is a Necromantic Minion or a Hero, and if the required


number of successes was achieved or the power did not require power
dice, then the power has its full effect on the target, including damage
or conditions.

7. 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.

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Notes:

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Notes:

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