Wyrdblight: Fantasy Wargame Supplement
Wyrdblight: Fantasy Wargame Supplement
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SAHİPKIRAN WYRDBLIGHT
CONTENTS
INTRODUCTION..................................... 3 Spells................................................. 25
Wyrdblight......................................... 3 Warlock Spells ............................ 25
Understanding Your Figures ......... 3 Necromancer Spells .................. 26
The Turn Sequence ......................... 3 Summoner Spells ........................ 27
ARCHEAN AGE ........................................ 5 Elementalist Spells .................... 29
Illusionist Spells ......................... 29
The Archean World.......................... 5
WYRDED WEAPONS ........................... 31
Bactria ............................................ 6
Butuan ............................................ 6 Qualities of a Wyrded Weapon .... 31
Kutai ................................................. 7 Using Wyrded Weapons ................ 31
The Gold Coast .............................. 7 Generating Wyrded Weapons ...... 31
Kham ................................................ 7 WYRDED RELICS ................................. 34
Ophir ............................................... 8 Rings ................................................. 34
Bashmur ......................................... 8 Amulets ............................................ 34
Ariana.............................................. 9 Armour ............................................. 35
Arachiosa ....................................... 9 Instruments..................................... 35
Geshur ........................................... 10
ADDITIONAL RULES .......................... 37
TIMELINE OF THE ARCHEAN AGE 11
ARMIES OF ARCHEA ........................... 12 Swimming ......................................... 37
Shieldwall.......................................... 37
Humans ............................................. 12 Phalanx ............................................. 38
Elves ................................................... 14 Volley Fire ........................................ 38
Dwarves............................................. 16 Cover ................................................ 38
Goblins .............................................. 18 Personal Combat ............................ 38
Orcs ................................................... 20 Weather............................................ 39
MAGIC ...................................................... 22 SCENARIOS ............................................ 40
Wyrdblight....................................... 22 The Wyrdwell.................................. 40
Witches ............................................ 22 The Relic .......................................... 40
Casting Spells.................................. 24 Slay the Witch................................. 40
Wyrdspawn ................................. 25 Beast Hunt ....................................... 40
Ward Off....................................... 25 Bridge of Bones ............................... 41
Sacred Groves.................................. 41
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INTRODUCTION
Wyrdblight MLE (Melee): A figure's skill in hand-
to-hand combat.
This document is a fantasy
supplement for the historical STR (Strength): A figure's raw
skirmish wargame Sahipkıran: Sword physical power, used to determine if
& Shield. It introduces a new setting, they can wound an enemy.
new armies, magic and magical
DEF (Defense): A figure's ability to
artifacts, and additional rules that
resist attacks.
are fully compatible with the core
game. You will need a copy of the MRL (Morale): A figure's courage and
Sahipkıran: Sword & Shield rules to discipline. This is a crucial stat used
play, as this document expands upon to pass morale tests to perform
them, rather than replacing them. certain actions.
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PRIORITY Phase
1 Both parties roll a die to decide who will have the priority. The
player who rolls higher gets to choose who goes first.
MOVEMENT Phase
2
Both parties move their figures. First, the party with the priority moves
any figures of themselves they like. Once it is over, the other party
moves their figures.
MISSILE Phase
3 Parties shoot using the figures with a missile weapon. Similarly, the
party with the priority shoots using any figures of themselves they
like. Once itis over, the other party shoots.
MELEE Phase
4 Both parties fight in hand-to-hand combat simultaneously. The
party with priority, decides the order in which fights are resolved.
MORALE Phase
5 Starting with the party with priority, parties may attempt to rally
their pinned figures.
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ARCHEAN AGE
The Archean world is an Earth-like regions, along with major rivers
planet in the Milky Way galaxy marked and labelled.
located somewhere in the Outer
The Archean continents are untamed
Arm. Consisting of three continents
and not densely populated, most of
surrounded by an enveloping ocean,
the continents’ surface is covered
and populated for different cultures;
with vast steppes, dense tropical
Archea is a vast and boundless world
forests, endless savannas,
rich in lore, legend, and secrets.
rainforests, wetlands, grasslands,
A staple of the Archean world, and deserts.
wyrdblight is a type of mushroom
The inhabitants of the Archean world
which grow in dark groves, barrows,
are humans, elves, dwarves, orcs,
frost-choked caverns, or chill-
and goblins, spread out across the
shrouded mountaintops. Those who
different regions. The state of
eat them (or who are ‘touched’ by
civilization across the world varies,
their spores) are granted strange
to some extent. While there are
powers, but risk madness, deformity
extremities on both ends, with
or being marked by the gods.
savage goblins of the northern
Some say wyrdblight was a gift from Ariana to the magnificent culture of
the gods, others whisper it is the the elves of the Gold Coast, the
curse of ancient powers long average lies somewhere akin to
forgotten. Migration Period (300 to 600 AD) in
our own world, in terms of societal
The Archean World
complexity and technological
The world of Archea covers mostly advancement.
the northern hemisphere of the
planet, with major geographical
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The major trade routes cutting Safely surrounded by the Yellow Sea
across the eastern part of the region in the east, and covered with
put the Enets in more contact with rainforests, the Gold Coast is home
the outer world. On the other hand, to one of the earliest agrarian
the never-ending raids by the goblin civilizations shaped around the river
clans from northern Ariana disrupts valley and the coast line.
the harmony in the western part of Its magnificent capital, nicknamed
the region. “The Jade City” because of its fame
Kutai as a source of jade trade, where the
river meets the Yellow Sea, is the
Kutai is a human-dominated region
origin of the continent-spanning
which lies south of Bactria, covered
trade routes. The Jade City is one of
mostly with forests and wetlands,
the largest, if not the largest, cities in
with high mountains forming its
the entire Archean world, its walls
border with Ophir in the west.
spanning miles in every direction.
Additionally, the borders of the
region encapsulate Bashmur from Elves of the Gold Coast are also
north, east and south. Kutai has a known for their seafaring skills, both
rather warmer climate compared to militarily and as traders. It is said
other northern human regions. that the elven states of Kham and
Geshur were originally colonies of
Kutai is unique in its culture, being
the Gold Coast.
an alloy of human and elf cultures.
Originally being an extension of Kham
nomadic Bactrians, the Kutai people, The Kham Peninsula stretching along
over centuries, gradually the Yellow Sea is the home of the
intermingled with the agrarian Kham elves, who settled alongside
cultures of the elves in the region, the mountain ranges rising on the
and assimilated their settled culture, north-south axis.
and overtook the rule, where they
The eastern side of the peninsula is
mostly covered with wetlands,
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In stark contrast with Ophiric other via overland trade routes and,
dwarves, the Bashmur dwarves do these routes in turn, are connected
not build monumental tombs. to the main continental routes
Instead, religious ceremonies are across Bactria, reaching to the Gold
mostly performed in open air, or in Coast. Goblins are also known for
small temples. The burial ceremonies their trading of the slaves, which are
include fractional burial --i.e. obtained as a result of intertribal
exposing the dead to the elements warfare, intrusion into orc
before the burial, or burning it. territories, or through maritime
raids over western Butuan, or to
Ariana
Arachiosa and Geshur.
The region is a continent-sized
peninsula, northwest of Bactria, Across the ocean, the goblin tribes
connected to a it via a small land rule the northernmost point of
bridge. Ariana's southern half is Geshur, also known as the Amber
covered mostly with grasslands, and Coast, setting up colonies and ports
its northern half is rich with which are mostly famous for their
temperate forests, with denser jewellery.
rainforests lying around the Goblins hold a polytheistic belief
northernmost coasts. Ariana has a with the concept of an afterlife being
rather mild climate, with innermost common. The goblin druids serve as
regions being relatively colder. societal leaders, and are thought to
The inhabitants of Ariana are orcs in have a sacred relationship with the
the south and goblins in the north. nature. Goblins usually don't build
The orcs of Ariana are thought to be exquisite monumental temples to
originally from Arachiosa, who their gods, but keep some groves as
arrived at the southern shores of sacred, similar to orcs. Yet, they
Ariana to raid, and then to settle. build offering places called nemetons
in nature where they sacrifice
The goblins of the northern Ariana humans, or present votive offerings
are thought to be indigenous people to their gods. Similar practices are
of the region, who had to retreat to also performed at sacred wells, at
north after the orc invasions from which valuable items are deposited
the west. in water.
The goblin culture of Ariana is based Arachiosa
on class and kingship, with different
Arachisoa is the subcontinent where
tribal organizations ruling over
the orc race has originated from,
different territories. Additionally,
lying west of Ophir, across the sea. It
these tribes were linked to each
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TIMELINE OF THE
ARCHEAN AGE
13,000 BP1 - The Great Epoch began, a 950 BP – Orc confederacies consolidate
period marked by the first appearance in Arachiosa
of the wyrdblight, which legends say
900 BP – Bashmurian conquest of Ophir
emerged from frozen caverns.
830 BP – Orc expeditions ravage Ophir,
3500 BP – First elves sighted in the east
Arina, and Bactria
expanding into Geshur.
800 BP – Rasnan expansion: conquests
3,300 BP - The Greater Kingdom of
in Ophir, southern Ariana, and in
Ophir established (Old Kingdom)
eastern Arachiosa against goblins, orcs,
3000 BP – Early Goblin kingdoms and dwarves
emerge in Ariana
700 BP - Warring states period among
2500 BP – Ophir torn by civil war Elven kingdoms in Gold Coast
2000 BP - First Elven dynasty 400 BP – Human push west from Bactria
established in Gold Coast
300 BP – Elven invasion of Kutai
1800 BP – Ophirian Empire (New
200 BP – Expulsion of elves from Kutai
Kingdom)
150 BP – Goblin expansion into Amber
1300 BP – Elven Empires flourish in
Coast
Geshur and Arachiosa
100 BP – Orc, goblin, and human
1000 BP – Rasnan Kingdom established
expeditions overwhelm Rasnan Empire,
in western Bactria.
collapsing it.
1000 BP - Human expansions into Gold
Present Day - Petty kingdoms rise from
Coast, Kutai
Rasnan ruins, wyrdtouched witches
spread across the land.
1
Before Present
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ARMIES OF ARCHEA
Humans usually straight hair with the peoples
of the nomadic tribes having a leaner
Humans are the most adaptive and
build, while other with sedentary
most resilient of all the races across
cultures have more varied builds.
the Archean world. Their kingdoms
Kutai humans lead nomadic
vary from a group of small towns to
pastoralist lives, while different
independent cities, from tribal
tribes with semi-nomadic and
chiefdoms and kingdoms,
agrarian lifestyles, as a result of their
principalities, confederations, and
contact with the elven states,
empires. They raise large armies,
becoming more common recently.
ride across the continents, sail the
seas, invent technologies, and
survive against all odds.
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HUMANS
Command MOV MSL MLE STR DEF MRL Skill Pts
Khan 8 2+ 6 4 4(+2) 9 TOUGH (3) 84.5
Dagger, sword/hammer/axe, AGGRESSIVE (3)
heavy armour
Guardsman 8 4+ 5 4 4 8 10.5
Knife, sword/hammer/axe,
pole-arm
Archer 8 4+ 3 3 4 7 7
Knife, bow
Javelineer 8 3+ 3 3 3 7 7.75
Knife, sword/hammer/axe,
javelin x2, Shield (+1)
Spearman 8 4+ 3 4 3 7 7
Knife, spear, Shield (+1)
Special / Support MOV MSL MLE STR DEF MRL Skill Pts
Warlock 8 4+ 3 3 3 7 6
Dagger, bow
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ELVES
Command MOV MSL MLE STR DEF MRL Skill Pts
Wang 8 2+ 6 4 4(+1) 9 TOUGH (3) 84
Dagger, sword, Light armour AGGRESSIVE (3)
Crossbowman 8 3+ 4 3 3 8 8
Knife, crossbow
Archer 8 2+ 3 3 3 7 8.5
Knife, sword, longbow,
Light Armour
Scout 10 2+ 4 4 4 7 10.5
Knife, short bow, javelin x2
Special / Support MOV MSL MLE STR DEF MRL Skill Pts
Elementalist 8 3+ 4 4 4 8 WYRD (1) 14.5
Dagger, longbow
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Dwarves
Dwarves represent one of the oldest
civilizations of the Archean world
with their skilled craftsmanship as
artisans, and daring sailors with an
intent more on trade than warfare.
They are commonly shorter in
stature and stockier in build,
compared to other rases. They have
olive, dark, and even black skin, as
well as dark wavy, and curly hair and
dark eyes.
Beshmuri dwarves
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DWARVES
Command MOV MSL MLE STR DEF MRL Skill Pts
Serekh 6 2+ 6 4 5 10 TOUGH (3) 84.75
Dagger, sword/hammer/axe, AGGRESSIVE (3)
Shield (+1)
Gabor 6 3+ 5 4 4 8 10
Knife, sword/hammer/axe,
Javelin x2, Shield (+1)
Spearman 6 4+ 4 3 4 8 6.75
Knife, spear, Shield (+1)
Slinger 6 3+ 3 3 4 7 5.75
Knife, Sling
Crossbowman 6 2+ 2 3 3 7 6
Knife, Crossbow
Special / Support MOV MSL MLE STR DEF MRL Skill Pts
Illusionist 6 4+ 4 3 4 8 WYRD (1) 11.25
Dagger, sling
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GOBLINS
Command MOV MSL MLE STR DEF MRL Skill Pts
Rig 8 2+ 5 4 4(+1) 8 TOUGH (3) 81.75
Dagger, sword, Light armour AGGRESSIVE (3)
Berserker 10 6+ 4 4 3 6 7.75
Knife, sword/hammer/axe
Archer 8 3+ 3 3 3 6 5.5
Knife, short bow
Javelineer 8 3+ 3 4 3 6 8.5
Knife, sword/hammer/axe,
Javelin x2, Shield (+1)
Kern 8 4+ 3 3 4 6 6.75
Knife, lance, Shield (+1)
Special / Support MOV MSL MLE STR DEF MRL Skill Pts
Summoner 8 4+ 2 3 3 5 WYRD (1) 9.5
Dagger, sling
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Orcs
Orcs are the wildest and most
aggressive of the Archean races, with
apish strength and a repulsive
monstrosity fed by violence and
cruelty.
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ORCS
Command MOV MSL MLE STR DEF MRL Skill Pts
Cyning 8 2+ 6 4 5(+1) 9 TOUGH (3) 87
Dagger, sword, Light armour AGGRESSIVE (3)
Scirgerefa 8 3 4 4 3 7 8.25
Knife, sword/hammer/axe,
Shield (+1)
Spearman 8 4+ 3 3 3 7 6
Knife, Spear, Shield (+1)
Bowman 8 3+ 3 3 3 6 7
Knife, sword/hammer/axe, bow
Special / Support MOV MSL MLE STR DEF MRL Skill Pts
Necromancer 8 4+ 3 3 4 7 WYRD (1) 11.5
Dagger, sling
Hinneyman 14 4+ 3 3 3 7 MOUNTED 21
Knife, sword/hammer/axe,
Shield (+1)
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MAGIC
Wyrdblight wyrdblight opens a window into the
Otherworld (the Wyrd, the Abyss)
Wyrdblight (also known as ‘frostcap’)
where the wyrdbound are granted
is a type of fungus that grow in dark
visions and momentary powers
and cold corners of the Archean
extracted from beyond. Each time a
world; in the dungeons that lie
witch attempts at using these
underneath the ruins that time
powers, they are said to confront
forgot, in the cavernous depths
with alien truths; momentary
where no man has dared venture
glimpses of an infinite mental
forth since centuries, and in the
dimension where eternal powers
snow-cloaked mountaintops.
swirl. The more a witch peers
Yet it is no ordinary mushroom. through; the more their mind risks
Once consumed (eaten, brewed, fraying. Some witches are
grounded and snorted, etc.), it grants enlightened, others end up mad
strange powers which lie at the edge prophets babbling nonsense, and still
of sanity, beyond which await others melt into husks overgrown
insanity and disfigurement. with fungus.
Once an individual consumes Witches
wyrdblight, they become 'infected,' a
Witches are individuals who are
state from which they can never
infected by the wyrdblight. They are
truly be free. Their body and mind
represented by a witch figure in the
are forever linked to the fungus,
game. A witch can cast spells.
granting them strange powers at the
cost of their sanity and health. These There are five types of witches, each
people, more often than not, are specializing in a different aspect of
seen as oracles, prophets, witches, witchcraft, with access to different
healers, etc. and their powers are spells.
seen as communion with
Culture Witch
otherworldly forces of all kinds –
Human Warlock
good and evil.
Orc Necromancer
Shamans, scholars, sages, and priests Goblin Summoner
fight over whether these powers are Elf Elementalist
holy blessings from gods above, or Dwarf Illusionist
marks of the demons. It is said that
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Witch figures receive the WYRD (X) spell's value (if available). If the sum
tag. The value of x ranges from 1 to 6 is equal to or lower than the witch's
and determines the maximum MORALE value, the spell is cast, and its
number of spells the figure can learn. effect takes place immediately.
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they know as many times as needed higher, the spell has no effect. A
until it succeeds. Once a spell has figure with the WYRD (X) tag adds its
been successfully cast, it may not be X value to this roll.
used again for the remainder of the
Spells
battle.
Magic is unreliable, unstable,
Wyrdspawn
difficult and time consuming to
An extradimensional entity; the initiate. Furthermore, it requires
wyrdspawn does not have a solid specific ingredients, including
form, but an ever-changing wyrdblight.
appearance, resembling a mass of
Below you will find a list of available
countless tendrils.
spells for each type of witch. To
Wyrdspawn determine the spells known by a
MOV MSL MLE STR DEF MRL witch, roll dice equal to the value of
8 0 3 0 3 5 the WYRD tag.
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affecting it at a time, and can end its This effect cannot stack with itself;
aura of protection any time. recasting ends the previous
Battlerage effect.
Heal (+1): Heals a single wound taken
by the character immediately. The Whirlwind (+2): Creates a powerful
target must be within 10cm of the gust of wind toward a targeted figure
witch. within 20 cm, causing the figure to
hold tight unable to move or shoot
Fireball (+1): Throws a flaming ball of
missiles. The effect lasts until the
fire at a designated target point
witch casts another spell, moves, or
which automatically hits (no hit roll
is engaged in combat. Figures in full
required). All figures within a 5cm
cover are not affected.
radius centred on the target point
are affected. Every figure within this When cast into hand-to-hand
area is affected by the flames, and a combat (i.e. melee), both sides will be
separate wound die (STR 4) is rolled affected; all figures in melee may
for each figure. Cover modifiers do only make one attack, even if they
not apply. have the AGGRESSIVE tag.
All figures in the affected area are A figure affected by the whirlwind
considered pinned, turned face cannot make a ward roll.
down, and cannot perform any
Necromancer Spells
action until they pass a morale check
during the morale phase, even if they d6 Spell
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Elementalist Spells
d6 Spell Firetouch: This spell enhances the
1 Hailstone witch's own fighting, blessing its
2 Blinding Light melee weapon with fiery flames. Any
3 Dark Cloud hit in hand-to-hand combat by the
4 Flametouch
witch will trigger an additional hit by
5 Strider
the flame (STR 3). The spell take
6 Cloak
effect immediately and lasts 1d3
turns.
Hailstone (+1): Casts down a hail of
Strider: This spell allows the witch
stones upon any single enemy figure
to move on water and is dispelled as
within 20 cm. It casts a total of three
soon as the witch steps off the water
stones (STR 2), treated as separate
and onto the dry land. The spell also
missile attacks. (It requires three
allows the witch to move through
shooting rolls).
difficult ground without any
Blinding Light (+2): Causes penalties, moving through all terrain
temporary blindness for all figures at full pace.
within 10 cm of the witch. It takes
Cloak (+2): The witch creates an aura
effect immediately and lasts for the
with a 5 cm radius, centred on itself.
remainder of the turn.
All allied figures within the aura are
Blinded figures move randomly at cloaked, blending with the
half pace, and they cannot shoot, surrounding terrain. Cloaked figures
fight or use magic. Recovery is are considered invisible to enemy
automatic. figures outside the aura, but remain
visible to those within it.
Smoke Cloud (+1): Creates a cloud of
smoke with a 5cm radius centred The effect lasts until the witch
upon the witch. The cloud blocks all moves, casts another spell, or makes
lines of sight passing through or into a missile attack.
it. Figures inside the smoke cannot
Illusionist Spells
see figures outside the smoke, and
figures outside the smoke cannot see d6 Spell
figures inside the smoke. (However, 1 Darken
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Darken (+1): Creates a point of for 1d3 turns. Any figure attacking
darkness with a 5cm radius centred the witch will receive -1 penalty to
upon the witch. The darkness blocks missile and melee rolls.
all lines of sight passing through or
Multiply (+1): This spell allows the
into it. Figures inside the darkened
witch to create two illusionary
area cannot see figures outside of it,
images of itself which will last for 1d6
and figures outside it cannot see
turns. Only one of them is the real
figures inside the the darkened
witch; with two others being
patch. (Figures inside the darkness
destroyed by a single hit. Each image
cannot shoot. If they're already in
can be moved individually, but they
melee, they don't add their melee
cannot attack.
value to their roll when fighting.) The
darkness lasts for 2 turns, and Mirage (+1): This spell creates an
disperses afterwards. Figures moving illusion of a 10cm diameter grove
in or through it do so at half pace anywhere on the battlefield. To any
and into a random direction. other figure, this illusion functions as
real grove, providing cover, and
Confuse: The spell causes the
blocking line of sight.
targeted figure to be bewildered next
turn. The targeted will move half Hallucinate (+2): This spell can be
pace in a random direction, and then cast any figure within 25 cm. The
will be considered as pinned for the targeted figure can make a ward roll.
remainder of the turn. If effected, the figure must instantly
pass a morale test, otherwise it will
A figure must be within 25cm of the
think that a hideous monster is
witch to be targeted with this spell.
charging toward itself and
Blur: This illusory spell alters the automatically move away into a
positioning of the witch to any random direction.
observer, making it harder to target
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WYRDED WEAPONS
Wyrded weapons are enduring In standard battles, slain figures drop
artefacts of strange aeons, found in wyrded weapons, which cannot be
forgotten crypts intertwined with reused. In campaigns, the victor may
the spores of wyrdblight. They are recover the weapon.
thought be created by ancient
A wyrded weapon has a will of its
witches a long time ago, though
own, and the new figure must first
some sages argue that such effects
master the weapon by passing a
upon ordinary weapons might be
morale test successfully. Yet, if the
caused as a result prolonged
figure fails the morale test, that
exposure to wyrdblight under right
figure may not attempt to master the
conditions.
weapon again.
Qualities of a Wyrded Weapon Generating Wyrded Weapons
All wyrded weapons have a type of
Most weapons have a single
extraordinary quality whose
supernatural ability. To determine
presence can instantly be felt by any
the ability of a wyrded weapon roll a
witch when held. Any active aura
d66 and refer to the table below.
affecting the wielder or their target
is cancelled when a wyrded weapon Each ability has a point value of 50.
strikes. Attacks with wyrded
How to Roll a d66: To roll a d66, roll
weapons ignore ward rolls.
two six-sided dice (d6). One die
Using Wyrded Weapons represents the "tens" digit, and the
other represents the "ones" digit.
A wyrded weapon can be wielded by
You can designate which die is which
any figure, although it would be
beforehand (e.g., "the red die is the
thematically fitting to give such
tens, the white die is the ones").
weapons to leader characters.
Having the dice in two different
Furthermore, limiting the number of
colours will make it easier.
magical weapons to one or two per
side will only enhance the gameplay.
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WYRDED RELICS
Wyrded relics are rarer and stranger To determine the spell stored in the
than wyrded weapons. They carry ring, first roll a die and refer to the
pieces of wyrdblight’s power locked table below. Then roll another die on
into forms other than blades; the related spells table given in the
fragments of forgotten aeons that Magic section.
survived by chance or curse. Each
d6 Spell type
relic is unique, often the prize of
1-2 Warlock
whole campaigns.
3 Necromancer
Rings 4 Summoner
5 Elementalist
Magic rings are rare and exotic
6 Illusionist
pieces of power crafted in ancient
times which laid dormant in desolate
crypts until found by some fortunate Once you determine the spell stored
adventurer. in the ring, note it down.
A magic ring can be worn by any The point value for a ring is 50.
figure –witch or not. It holds a single Amulets
spell in itself.
Amulets are talismans woven with
A figure wearing a wyrded ring can wyrdblight spores, bone charms, or
use its stored spell during the fragments of ancient sigils. They
shooting phase instead of making a offer constant passive effects rather
normal attack. than active spellcasting.
The spell is cast automatically and To determine the quality of the
succeeds without a morale test. Its amulet roll a die and refer to the
effect takes place immediately. table below.
All rings are built to serve as a store d6 Amulet
of wyrdmagic, yet they have limited 1 Amulet of the Wyrd
use. And once this store is 2 Amulet of Shadows
exhausted, they become mere 3 Amulet of Resolve
ornament. 4 Amulet of Binding
5 Amulet of Healing
Before each use, roll a die. A roll of 6
6 Amulet of Corruption
indicates that the wyrd in the ring
has depleted.
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ADDITIONAL RULES
Below you will find some additional Shieldwall
optional rules you can implement in
This is a movement phase action.
your games.
A shieldwall can be activated if at
Swimming least three friendly figures with
This is a movement phase action. shields (who are not in melee) get in
base-to-base contact with each
A figure can swim across a body of
other, during the movement phase,
water up to twice its height.
all facing the same direction.
For such actions, the figure is placed Declaring a 'shieldwall' exhausts
so that it is in base-contact with the their remaining movement for that
edge of the water, and a die is rolled. turn.
Then refer to the table below for the
Once formed, a shieldwall provides
outcome.
+2 (instead of the standard +1 shield)
d6 Result bonus to DEFENCE. The movement of
Failed: The figure cannot swim all figures within a shieldwall is
across and returns to where it
1 halved. A shieldwall cannot move
was. It cannot make another
move this turn. over obstacles.
Successful: The figure swims A shieldwall is broken when there
across and is placed on the
2-5 are fewer than three base-to-base
other side. Its move ends for
this turn. friendly figures in it. A shieldwall can
Smooth: The figure easily be intentionally dismantled at the
swims across and may beginning of the movement phase,
6
continue its movement if
with the figures moving normally
desired.
afterwards.
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the challenger instead. If they fall, The effect lasts the entire game
the leader may be challenged again. unless noted.
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SCENARIOS
Roll 1d6 to select the scenario. Use Deployment: 15 cm from opposite
standard table size and deployment edges. Place the relic marker in the
distances from Sahipkıran unless centre of the table.
otherwise stated.
Roles: None; both players compete
d6 Scenario equally.
1 The Wyrdwell Victory: The side holding the relic at
2 The Relic game end wins. If both hold it, the side
3 Slay the Witch closer to its own edge wins.
4 Beast Hunt
5 Bridge of Bones Slay the Witch
6 Sacred Groves Both forces seek to kill the enemy’s witch
before their power grows too strong.
Unless a scenario states otherwise, all Deployment: 20 cm from opposite
games last 6 turns. At the end of turn 6, edges. Place each witch with its own
the scenario’s victory conditions are force.
checked and the winner determined. If
no side meets the stated objectives, the Roles: None; both players compete
game is a draw. equally.
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Bridge of Bones
The armies meet at a narrow crossing —
an ancient bridge of stone and bone. Only
one can hold it.
Sacred Groves
Three wyrdblighted groves stand across
the battlefield. Both sides seek to claim
them.
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