Brutality Skirmish Wargame
Brutality Skirmish Wargame Rulebook
Table of Contents
Table of Contents
- The Life Cycle of the Brutal Realm
- The Game
- Pre-Game Phases
- Scoring Points
- Model Characteristics
- Activation Phases
- Attacking
- Saving Rolls
- Cover
- Wound Chart Rolls
- Attack Modifiers
- Command Token
- Missions
- Region Effects
- Warband Creation
- Building Your Army List - Simple
- Building Your Army List - Moderate
- Powers
- Model Traits
- Model Abilities
- When To Use The Wound Chart
- Wound Chart
- Quick Reference Rules Sheet
The Life Cycle of the Brutal Realm
New victims are plucked out of their space and time, instantly finding themselves in Ishtar's Realm and often bringing with them whatever they were holding or wearing. Sometimes, even larger items such as vehicles are accidentally brought with the driver. When a fresh batch of new victims is transported to this realm, they suddenly appear at what is called a Hag's End. The Hag's End is a henge of solid gold monoliths that appears in a random spot on the continent for only a moment while it delivers the confused new inhabitants. It is called the Hag's End by the inhabitants as a derogatory term.
When people die in this place, they instantly wake up where they last awoke from sleep, with everything they had in their possession at the time of death, and in the condition that they were in when they previously woke. This is not time travel, but an instant teleportation of their body back to their last sleeping location. Everyone knows not to kill a thief until he drops your belongings, because he will just reincarnate at his base with all of the goods he stole. If your arm was severed before you died, you will awake with your arm intact, leaving a severed arm where you were just slain. But if you lost your arm and survived the battle, and then slept before the next time you reincarnate, you will forever be lacking that arm.
There are no children in this place, and no one ages even a day after their arrival. While sex of all types is quite rampant, children are never conceived due to the immortal elements of this dimension. For a child to form, they would have to be able to age, which of course does not happen here. On the other hand, wild fauna (called Blanks) do die permanently and reproduce naturally.
The Game
Tabletop Conflict
In the Brutal Realm, the various opposing factions (or warbands) are represented by 28mm miniatures. This game is the constant struggle of wits and might to survive in this terrible realm.
What You Need To Play
- Each player will need between 4 and 8 models to represent their warband. Both players will have to create the stat profile for each model in their list, usually written on Warband Roster Sheets that can be found and photocopied in the back of the book.
- A tape measure (in inches) and usually no more than 5 D10s are used to move and activate the models on the board.
- Some mechanics in this game will add effect tokens to your models. You will need to write these down on your roster sheet, create tokens, or purchase the official Brutality tokens.
Board Size
This game is usually played on a 3 foot by 3 foot board. It is also possible to use RPG grid maps as a substitute, in which case it is suggested that each square represent two inches instead of one. On RPG maps, assume all elevated terrain is 4" off the ground, and any odd numbers rolled for distance are rounded down. Decide in the beginning what cover benefit the map foliage will provide.
Terrain Placement
It is recommended that you place as much terrain as possible on the board, which adds to the strategy needed to play. When setting up the board before play, place all your terrain to one side of the board touching each other. Ideally you want enough terrain to cover about half of the board before spreading it out. At least half your terrain should be line-of-sight blocking.
Gameplay Notes
Scattering a Model: When something scatters randomly, roll a D10 and use the point as the direction and number shown as the inches moved.
Line of Sight: All models have a line of sight which is 180 degrees from ear to ear (or shoulder to shoulder if the model does not have a head). Draw a straight line through the center of the base and make sure it is parallel to the ears/shoulder line. This is used for the purposes of attacking other models in Close and Ranged combat. For targeting enemies, we use Literal Line of Sight, meaning you bend down and check to see if any part of the model's main bodies or their bases can see each other. You cannot draw line of sight from or to held weapons, hats, antennae, wings, etc. that are not part of the model's actual main body. The main body is considered Head, Torso, Arms, Legs, Hands, Feet.
Re-Rolls & Stacking Abilities: A roll may not be re-rolled more than once. Sometimes, multiples of the same effect may apply (such as several Pause tokens on one model), which would require a separate successful stat check to remove each token. (covered later)
Game Length: Unless your current mission states otherwise, every game ends at the end of Turn 4. Make every activation count!
Suggested Base Sizes: Max Base diameters: Minions, Summoned: 25mm. Melee, Fast, Support, Ranged: 25-40mm. Monster: 50-60mm. Locus: 60-120mm. Mounted Bases: 60mm ovals.
Pre-Game Phases
The game consists of several phases that happen in this order:
- Choose Mission (pg. 38).
- Choose which Region this mission is taking place in (pg. 43).
- Agree on list size and create Warband Lists.
- Set up terrain as the mission dictates.
- Players roll off; the highest roller chooses which edge is their board edge.
- Set up objectives as the mission dictates.
- The player who won the board edge roll-off chooses which player begins deploying warbands (unless the mission dictates otherwise).
- Scatter objectives (unless the mission says not to).
- Begin playing the game using Activation Phases.
Deployment Zones
Unless stated otherwise, each player rolls off to see who gets to choose their board edge. The highest rolling player chooses their board edge. The lowest-rolling player must choose the board edge opposite of the winner. Deployment is 10" from their board edge.
Objective Placement
In a basic non-mission game, players choose how many objectives to put down on the board (usually 4 to 6). Place them evenly along the center line of the board running parallel to the players' board edges (not within 6" of another objective).
Deploying Models
The winner of the board edge roll gets to choose who places the first model. After the first model is placed, players take turns placing one model at a time in their deployment zones. After deployment is complete, scatter each Objective D10" in the direction that the D10 is pointing.
First Activation Each Turn
The player who finished deploying all their models first may activate the first model on Turn 1. Every subsequent game turn, the player who has lost the most models so far this game may choose to activate a model first. If players have lost the same number of models, they roll off and the winner may activate a model first.
Scoring Points
Each objective may only be scored once per player each Game Turn. Models may not activate an objective if any enemy models are within 6" and line of sight of the active model.
Unless stated otherwise, all missions include scoring for Objectives as well as scoring for Kill Points. Objectives cannot be stood on and do not confer cover. Objectives take one of two forms in the Realm of Ishtar; in a basic game you must choose which type you are using: Altars or Scavenging Points.
Altars of Ishtar
Two rival factions fight for Ishtar's favor. Models in base contact (and not within line of sight to enemy models within 6") with the marker may spend their Action in the Combat Phase, praying to the Goddess for good fortune. When they do, roll a D10. On a 2-9 your team receives a Victory Point. On a 1 something bad happens to the model praying; on a 10 something bad happens to the entire board. The outcomes are different depending on where you are fighting. (See pg. 57.)
Scavenging Points
Two rival factions are fighting over precious resources which were either gifts dropped from Ishtar or the remnants of some poor sap. Models in base contact with the marker (and not within line of sight to enemy models within 6") may spend their Action in the Combat Phase searching for valuables. When they do, roll a D10. On a 2-9 your team receives a Victory Point. On a 1 the Scavenge Point is empty and is removed from the game; on a 10 something bad happens to the entire board. The outcomes are different depending on where you are fighting. (See pg. 57.)
Kill Points
Whenever an enemy model is killed for any reason (even Region Events, self-inflicted wounds, etc.) you receive a Victory Point, in addition to your VPs from objectives.
Warband Leaders always give up an extra Victory Point when killed.
Victory Conditions
The player with the most Victory Points wins. Completely killing an opponent's warband does not automatically result in a victory; you must still consult points totals.
Model Characteristics
Each model in Brutality Skirmish Wargame has a series of stats that represent how skilled or inept at combat they are.
- Movement is the maximum number of inches a model can move when it is given a Move Action. This number is also the maximum distance a model can run if it is given a Run Action.
- Fighting Skill is the physical melee skill of a model. This is used in melee and a model must roll within its Fighting Skill to hit in close combat. (A model with a FS of 5 needs to roll a 1-5 to land a hit in melee, and so on.)
- Dexterity is the agility rating of a model. This is used when trying to leap across distances, break free of a Pause condition, or climb without being injured. (A model with a Dex of 5 needs to roll a 1-5 to safely climb, etc.) This also serves as passive defense against ranged weapons, which must roll higher than the target's dexterity to hit them. (A model with a Dexterity of 5 can only be shot with a ranged weapon on the roll of a 6-10.)
- Hit Points is the number of unsaved damage a model can take before being slain and taken off the board.
- Willpower is the mental strength of the model. Its most common function is when a model is using Powers. A model must roll within its Willpower to use a Power. (A model with a Will of 5 must roll a 1-5 to successfully use a Power.) It is also used when attempting to break free of a Confusion condition. (A model with a Will of 5 must roll a 1-5 to successfully remove its Confusion token.)
- Attacks is the number of melee attacks a model can make in close combat. This is not the number of ranged attacks a model can make. Ranged weapons have their own number of attacks when used.
- Save is the elusiveness of a model when trying to avoid damage. In theory it is a combination of many things resulting in how effectively a model can evade damage. Narratively it could be a durability, agility, force fields, luck, etc.
Stat Checks
Many different actions in this game require you to roll within your stat level. This is always resolved by rolling within the range of 1 through whatever your stat number is to succeed.
Stat Minimums & Maximums
No stat except for Hit Points can ever be less than 1 after all effects are applied. No stat except for Movement can be higher than 8 after all stats are applied.
Activation Phases
Model Activation
Each turn, players take turns activating one model and fully finishing its activation until all models have activated for both players. Each time a model is activated, it must do so in the following order. When this is resolved, it is your opponent's turn to activate one model.
- Movement Phase
- Combat Phase
Movement Phase Actions
You may perform one of the following actions in a model's Movement Phase:
- Move
- Stand Up
- Pick Up a Dropped Weapon
- Take Aim
Move
You may Move your model up to its maximum Move stat in any direction. Your model can never be within 2" of an enemy model at any point of their movement and must finish their movement outside of 2" of an enemy model.
Moving Vertically: Simply measure up or down vertically as you would horizontally. If a model attempts a Move or Run Action more than 3" vertically, they must succeed in a Dexterity check to finish that vertical movement. If they fail, they Fall. (See Falling.)
If a model attempts to move across an elevated gap more than 2" wide, they must succeed in a Dexterity check to finish that vertical movement. If they fail, they Fall. (See Falling.)
Flight/Agile
Models with this Trait ignore elevation when making Move Actions. But they measure as normal when making Charge Actions.
Standing Up
If your model received a Knocked Down effect prior to this model's activation, you may not make a Move Action until you have made a Stand Up Action.
Pick Up a Dropped Weapon
If your model received a Disarmed effect prior to this model's activation, you may choose to Pick Up a Dropped Weapon and you are no longer Disarmed. If you choose not to Pick Up a Dropped Weapon on the first activation after being Disarmed, you will be Disarmed for the rest of the game when making the applicable type of attack.
Take Aim
If your model has ranged capabilities and is planning on making ranged attacks in the Combat Phase, you may want to Take Aim. When you Take Aim, you will receive a +2 to your roll to Hit your ranged target. This cannot push your roll into a Critical Hit (see Ranged Attacks section).
Falling Models
A model will fall if it fails a Dexterity check while climbing or crossing a gap, or if it is pushed off a ledge. If the failed Dexterity check occurred 3 inches or more off the ground, or the failed climb was attempting to climb higher than 3 inches, the model suffers 1 Crushing Wound Chart Roll with Saves allowed for each complete 3" the model fell.
Example: A model falling more than 3" but less than 6" will suffer 1 Crushing Wound Chart Roll with Saves. A fall of 6"-9" would deal 2 Wound Chart Rolls, and so on.
Combat Phase Actions
You may perform one of the following actions in a model's Combat Phase:
- Use all Powers
- Run
- Interact with Objects
- Staunching Bleeding
- Stamping Out Flames
- Use an Item
- Shooting all Ranged Weapons
- Charge and Make Melee Attacks
Powers
A model may choose to take a Powers Action in the Combat Phase. If it does, it can attempt to use ALL the Powers that it knows. To successfully use each Power, choose a visible target and take a Willpower check. Roll a D10, and if the result is within or equal to your Willpower stat, the Power is successful. If the result is more than your Willpower stat, the check was unsuccessful, but you may remove a Hit Point from the user or an ally model within 6" to make it a success. An unmodified Willpower roll of a 1 is a Critical Success and makes the Power go off twice, and a different target or the same target may be chosen. An unmodified Willpower roll of 10 is a Critical Failure causing the user to lose 1 Hit Point instantly with no Saves and the Power may not be "fudged" into a success in the way a normal failure can be.
Run
You may choose to have your model run an additional D10 inches by rolling a D10. Their Move stat is the maximum distance that they can Run.
Example: Model with a Move of 8 rolls a 10, it can only run up to 8 inches.
Running Vertically: Simply measure up or down vertically as you would horizontally. If a model attempts a Run Action more than 3" vertically, roll the D10 to see if the result is far enough to make it where they want to finish. If it is far enough, they must succeed in a Dexterity check to finish that vertical movement. If they fail, they Fall. (See previous section on Falling.)
If a model attempts to Run over an elevated gap more than 2" wide, roll the D10 to see if the result is far enough to make it where they want to finish. If it is far enough, they must succeed in a Dexterity check to finish that vertical movement. If they fail, they Fall. (See previous section on Falling.)
Interact
Your model may choose to make an Interact Action in the Combat Phase. This may be Praying or Scavenging an objective, or interacting with a specific element in a mission. Each mission will explain if any elements are interactive.
Staunching Bleeding
A model may make a Staunch Action in the Combat Phase and remove all of the Bleeding Tokens on themselves or an ally within 1".
Stamping Out Flames
A model may make a Stamp Action in the Combat Phase and remove all of the Burning Tokens on themselves or an ally within 1".
Use an Item
A model may make a Use Item Action in the Combat Phase and activate an equipped Item. Usually it is in campaign games that an Item is equipped on a model. It's possible that an Item may be used in the Move Phase if the Item description says to.
Attacking
There are two types of attacks that can be made in your Combat Phase: Melee and Ranged.
Melee Attacks and Charging
In the Combat Phase you may choose to take a Melee Action, which also includes Charging.
Declare that you intend to charge a visible enemy model within 10" of your active model, provided that your model can physically reach them. Roll a D10, and if the roll is equal to or farther than the distance needed to move into base-to-base contact with the target, move the model; you are now in Melee. If the roll was not high enough, your model stays stationary and your Melee Action ends. An unmodified roll of 10 for Charge distance is a Critical Charge, dealing the defender 1 Wound Chart roll with no Saves.
After successfully Charging an enemy model, both models turn to face each other and strike at the same time. Even if players take turns rolling for attacks in Melee, the effects of a player's attacks do not take effect until both players have rolled. Each model rolls a number of D10s equal to their Attack stat and each result that is less than or equal to their Fighting Skill is a successful hit.
The charging model receives an extra attack for charging.
The roll of an unmodified 1 is a Critical Hit and counts as 2 hits instead of 1. The unmodified roll of 10 is a Critical Miss and is always a miss for Melee attacks.
After hits have been tallied, both models must make a Save for each hit that landed on them. (See Saving Rolls.)
Any unsaved wounds that were dealt by a model cause the target to lose 1 Hit Point. If the attacks were made by a model that is Armed in Melee, then the attacking model may also roll on the Wound Chart of their choice. (See Wound Chart.)
After all hits, saves, and Wound Chart rolls have been made, the model that was charged must move back 2" in the opposite direction of the charging model. This may force a charged model to fall from a platform. If the charged model cannot move back far enough to create 2" between it and the charger, then the charger must move back, making up the difference. Both models continue facing each other after Melee.
Ranged Attacks
In the Combat Phase you may choose to take a Ranged Action, which includes shooting all ranged attacks that the model has equipped.
Declare that you are making a Ranged Action after measuring to be sure that a target is visible to the shooting model and within firing range. (See Line of Sight, pg. 37.)
Each equipped ranged weapon can target a single model with the number of shots that are in the weapon's description.
Roll a D10 for each shot the weapon can make; each roll that is higher than the target's Dexterity is a hit. An unmodified roll of a 10 is a Critical Hit and counts as 2 hits instead of 1. An unmodified roll of 1 is a Critical Miss and is always a miss for Ranged attacks.
After hits have been tallied, the target model must make a Save for each hit that landed on them. (See Saving Rolls.)
Any unsaved wounds that were dealt by a ranged attack cause the target to lose 1 Hit Point and the attacking model may also roll on the Wound Chart of their choice. (See Wound Chart.)
Slang Terms To Know
- Narrows - People who try to live well and "stay on the straight and narrow".
- Carnals - Any cannibalistic tribe or group.
- Furs - Humanoid animal races, which includes non-mammalian races.
- Plunderbunds - The countless small groups who live only to survive.
- Blanks - Normal (non-Fur) creatures who can't talk or use weapons that are used for food.
Saving Rolls
Each time a model has been successfully hit by a Melee or Ranged attack, or when a battlefield effect says that Saves are allowed, they may make a Save roll. Roll a D10 for each Save roll; each roll equal to or less than the saving model's Save stat cancels out a hit and any damage and Wound Chart rolls that would be dealt by the attack that hit them. An unmodified Save roll of 1 is a Critical Save and ignores 2 hits instead of 1. The unmodified Save roll of a 10 is always a fail.
Cover
If the main body of a ranged attack's target is 1%-49% obscured by terrain (base of model doesn't count), the target gets +1 to its Save rating. If the main body of a ranged attack's target is 50% obscured or more, it receives a +2 to its Save instead of +1.
Wound Chart Rolls
When a model has been successfully hit by a Melee or Ranged attack and failed to save it, the attacked model loses 1 Hit Point. If the unsaved attack was a Melee attack by a model that is Armed in close combat, or if the attack was from a Ranged attack, the attacker may roll on a Wound Chart of their choice. To be clear, all ranged attacks are considered Armed and may roll on the Wound Chart.
Attack Modifiers
All these modifiers stack with each other and apply equally to Melee and Ranged Attacks.
- If the Ranged Attacker's base is wholly within the target's rear 180° arc, they apply +2 to the To Hit roll. If a Melee Attacker begins his Charge move wholly within the target's rear 180° arc, his Fighting Skill is treated as +2 higher.
- If the Ranged Attacker's base is at least 3" above the target's base at the time of the attack, he gets to re-roll To Hit rolls for attacks. If the Melee Attacker's base is at least 3" above the target's base before it makes its Charge move, the attacker may re-roll To Hit rolls for attacks.
- If the Attacker (Ranged or Melee) has a friendly model within 3" of the target, he gets to re-roll the Wound Chart roll.
Command Token
If your Leader is alive on the board, you gain one Command Token at the start of each Game Turn that may be used by the model of your choice when they activate. Using a Command Token allows you to choose a single model to perform a Free Action of your choice at some point during its activation. This Free Action may not be performed twice in the same model activation (ex: running twice, shooting twice, moving twice, praying twice, etc.). Command Tokens do not carry over from turn to turn and any unused token is lost as soon as your Leader dies or the turn ends.
Missions
The following scenario is considered the Basic Non-Mission Scenario. It is suggested that you begin playing a few games with this scenario when you first start out. It is the most even and least narrative mission for this game and is frequently preferred for one-off games. As you get more accustomed to the game mechanics and strategy you will want to branch out into the other ten missions.
If you wish to play against an automated enemy, please see the A.I. chapter later in this book for Missions against NPC warbands.
Basic Scenario
Two equal teams fight for victory.
Place terrain and create lists as normal. Determine if your objectives will all be Scavenging Points or Altars. Place five objective markers on the board in a line down the center of the board, no closer than 6" from each other. Determine deployment zones and deploy as normal. After deployment, roll a D10 for each objective. Scatter each objective the number rolled in inches and in the direction the D10 is pointing. Whichever player finished deploying first may choose to activate the first model on Turn 1.
1 Victory Point for each enemy model killed (Leaders are worth 2 points instead). 1 Victory Point for each time an objective was successfully prayed to or looted.
Sometimes it is fun to mix it up. Instead of playing the Basic Non-Mission Scenario, you can roll a D10 for a random Mission or choose one on the following pages. Objectives all follow the rules for Objectives (as previously described) unless stated otherwise in the Mission.
1. Base Assault
One Warband attempts to rob an enemy base.
The location of your base is a closely held secret. If the enemy knows where you respawn, they can trap you for good. Luckily this attacker only wants to rob you this time.
Army Lists: As Normal but determine Defender and Attacker.
Deployment Zones: Attacker's Zone is 18", Defender's Zone is 6".
Objectives: Only 5 Scavenge Points (not altars) are used and are placed on the Defender's deployment zone line (at least 6" away from each other and do not scatter).
Victory Conditions: Objectives and Kill Points are used, and each earn 1 Victory Point when scored. The player with the most Victory Points at the end of the game wins.
Notes: The Defender chooses 1 spot within their deployment zone to be their spawn point. If any defending models are killed, they will spawn at the beginning of the next Game Turn at the spawn point with fully healed stats and a Confused marker. Both players are either trying to save or steal loot from the Scavenge Points, as well as kill each other.
When looting Scavenge Points, both players use this table instead of the Region Table:
| Roll | Result |
|---|---|
| 1 | Sabotaged! Active model loses 1 Hit Point (no Saves) and is Confused. |
| 2-9 | Loot! If active model is Attacker, receives 2 Victory Points. If active model is Defender, receives 1 Victory Point. |
| 10 | Bear Trap! Active model loses 1 Hit Point (no Saves) and becomes Paused. |
2. Behemoth Encounter
A team tries to take down a Behemoth.
Hunting monstrous game is one of the deadliest and most lucrative jobs that a warband can take.
As Normal but must be exactly 10 points.
Player and Behemoth deploy in opposite corners in 12" x 12" squares.
None.
1 Victory Point for each Hit Point removed from the Behemoth. If it dies, then the players win.
This one is fun for two players to team up against the Behemoth. The Behemoth activates at the beginning of each Game Turn and will always move towards the closest enemy and attempt to deal the most damage possible. After attacking a model in one activation, it will then choose the next closest model even if the first model is still alive. The Behemoth's activation has 3 phases: Movement Phase, Ranged Attacks-Run-or-Power Phase, and Assault Phase (if it didn't run). Behemoths are never affected by Disarmed, Knocked Down, Pause, or Confused.
Behemoth's stats are modifiers: Mov +4", FS +2, Dex +2, HP +7, Will +2, Atk +3, Save +2.
The Behemoth must choose one Upgraded Class and apply the above stat modifiers to that Upgrade's stat line, but this does not receive free Model Traits or Faction Traits. Remember that no stat except Movement can ever be higher than 8 after modifiers.
3. Taking Captives
Each side wants to take prisoners.
Some capture for torture and experiment on their hapless victims. Others capture for cannibalizing. Most commonly prisoners are taken to interrogate or ransom off for goods or gold.
As Normal.
18" for both players.
Objectives and Kill Points are NOT used. See scoring conditions below. The player with the most Victory Points at the end of the game wins.
If a model is reduced to 0 Hit Points, it is Unconscious but may not be healed. Any other model within 1" may use an Interact Action in the Combat Phase to pick up the model; dropping a model is a Free Action during any phase. While carrying a model, models move as normal but may not climb or charge, and run rolls are halved rounding down. If you move or run off ANY table edge with a captured enemy model, you keep the captured enemy. Your capturing model is not out of the game and will deploy on the point they left the board edge on their next activation. At the end of the game, every enemy model that you knocked out scores you 1 Victory Point. Each enemy model your models are carrying awards 2 Victory Points. For each enemy model taken off the board, you will receive 3 Victory Points. KO'd models may not be the target of any Powers but models holding them may be.
4. Grab It!
Two warbands fight over a rare element.
Food. Ammunition. Gems. Fresh water. There are many reasons why warbands may fight.
Place one objective marker in the very center of the table to be the priceless element. You cannot try to Interact with this objective marker.
Kill Points are NOT used. At the end of the Game, add up all of the remaining Hit Points for all models within 6" of the Objective. Each player receives 1 Victory Point for each remaining Hit Point of their models within 6". The player with the most Victory Points at the end of the game wins.
5. I Smell A Rat
A member of one Warband is an imposter.
Whether an elaborate disguise, mind control, or exotic pheromones, one member of a warband is not who they seem to be.
Roll off to see who the victim of this treachery is. The lowest roller is the Victim, while the highest roller is the Infiltrator. If using the Points-free mode, the Infiltrator takes two fewer models than the Victim's list. If using points, the Infiltrator takes 2 fewer points than the Victim's list.
The player with the most Victory Points wins.
At the beginning of Turn 2, the Infiltrator automatically goes first and must activate his spy first. Roll randomly to determine which of the Victim's models is the traitor (include dead models; you can kill your spy). That model is removed from the Victim's list and is added to the Infiltrator's list for the rest of the game. The treacherous model is activated by the Infiltrator player for the remainder of the game.
If this is a campaign game, the model that ended up being the traitor is treated as not being in this battle at all. The traitor was an allied 3rd party and is not an actual model on the Infiltrator's warband list.
Region Effects
Before each battle begins, you should choose which region you are fighting in. Each time a model rolls to Scavenge or Pray at an Objective, they roll a D10. If you roll a 1 or 10, you score no Victory Points and trigger the applicable Region Effect.
The lands of the Brutal Realm are vast and numerous; each biome ripped from their native dimensions. They are stitched together by the Goddess and bring with them their own flora and fauna as well as weather conditions. Some are wild with various beasts, while others are haunted remnants of civilizations long gone.
City/Town Ruins
These range from friendly settlements to dangerous ruins.
- Roll of a 1: The active model is stuck in rubble and gains a Pause token.
- Roll of a 10: A random building collapses due to the fighting. Number the buildings and roll to see which one. Use the direction the die is pointing to determine which way it falls. Literally lay the building sideways to determine who would be under it. Anyone in the building takes 3 Crushing Wound Chart rolls with Saves allowed. Anyone caught under the collapsing building is removed from play with no Saves. After laying the building down to determine who is affected, remove it from play.
Twilight Fields
The haunted fields of the Northeast are eternally covered in dusk and home to all manner of restless spirit.
- Roll of a 1: Ghosts and spirits leap out of the Objective and deal 1 Damage to all models within 6" of the Objective with no Saves allowed. This Objective may not be used the rest of the game, due to ghosts defending it.
- Roll of a 10: The ghostly cavalry called the MidKnights begin their aimless search for prey. Use official Brutality tokens or appropriate models to form a line starting at the current player's right-hand board edge and immediately move left D10", spanning from player edge to player edge. Player models may make a Hide Action that takes up their Movement and Combat Phases. If the line of MidKnights crosses over a player model that is not hiding, that model is removed from play. MidKnights will continue D10" to the left at the end of each Game Turn AND each time another 10 is rolled for an objective.
Psycho-Tropics
A humid jungle region, where madness grows like vines.
- Roll of a 1: The activating model accidentally comes in contact with the chemicals coating the foliage. They receive one Confused token.
- Roll of a 10: A hallucinogenic wind blows through. Roll a dice for each model on the board one at a time. On an 8-10 they become Disarmed and they receive -2 to Fighting Skill & Dexterity until the end of this Game Turn.
Warband Creation
A few notes on warband creation. In the following pages you will find all you need to know about creating your own warband. It should be understood that stats, traits, Powers, and abilities of the models are intended to be representative of how the model behaves on the table, not necessarily what the model is.
In other words, this simple yet deep system for creating your models is intentionally vague as to fit any genre or character. A Save value could be high for a number of reasons on different models; it is only meant to represent how easily they avoid damage. A character could be quite nimble and hard to wound, a heavily armored warrior, or just a really lucky guy! Your model may physically be holding a pistol, but that doesn't mean you have to give him that ability or choose that class. He may be conserving ammunition this battle, or he may be fresh out of power cells. He might choose to use that pistol next game. A Power is meant to represent things such as super powers, magic, technology, or some other thing. One model may have Barrier because she can summon large walls of rock to jut out of the ground magically, while another model may have this Power due to a portable Force Field Generator he carries. Taking a wound to make a Power go off could be accomplished by drawing some blood to force a ritual to work, or by using your finger to force a faulty device to work. Use your imagination and be creative!
Examples of Character Creation
Let's say I wanted to build a warband that consisted of a Ghost Hunter, Tyger, a Native American Warrior, and a tough Sheriff named Zarda. Quite a group, huh? My opponent and I are playing without points and agree on 4 models, with 3 of them Upgraded.
My first model I take is a Ghost Hunter, who will be a Support due to his technology. For his 2 Free Model Traits, I give him +1 Willpower because he's so darn smart and an extra +1 Dexterity so he's not so easy to shoot. As for Powers, I figure he has access to a portable teleporter (Teleport), and maybe a forcefield device (Barrier). I figure giving him Disrupt makes sense; he could emit some high frequency or something against his foes or grab them in the Trap. Finally, I thought Summon would be neat if he wanted to let some ghosts out to fight for him. For his Free Model Ability I chose Defensive Training because that will help defend against attacks.
The second model is Tyger. He can become invisible so I will make him a Fast unit and upgrade him to Ambush. This will represent him sneaking up to the enemy invisibly. I gave him +1 Dexterity and a 6" Ranged Weapon in the form of his whip. Since he's so sneaky, I chose Stealthy for his Free Model Ability because he would make good use of cover.
Note: the example text says "upgrade him to Ambush"; the Fast upgrade is printed as "Ambusher" in the upgrade lists below.
Next is my Native American Warrior, who is a Melee due to the weapons the model has. Being a fierce warrior, I gave him +1 Fighting Skill and +2" Movement because it seems to fit how a Native American would fight. Another thing to note is that since he has a knife and axe, I would choose the Piercing Chart when dealing damage. Crushing would be more fitting if he had a war hammer, club, or even bare fists. Keep in mind that Save isn't necessarily armor either. So if you wanted him to be a particularly skilled dodger, you could add to his Save. Of course you could even change his Class between missions, if his battlefield role is different. He could be a Fast on missions he is more concerned with covering ground and being hard to hit. I thought Clobber was a good Free Model Ability to give him, making him better in Melee.
Zarda is my last model on my roster, and one of my favorites. Her model has a Shotgun and a pistol, so I made her Ranged and upgraded her to a Pistolier. That gives her 2 ranged shots at 10" plus I also gave her a 6" Ranged Weapon due to the pistol giving her a total of 3 shots within 6"! For her Free Model Ability I chose Disciplined, because she is a sheriff for one of my towns, so she's got to be hard as nails.
Building Your Army List - Simple
Brutality: Prison Realm of Ishtar is a very simple game at its core. The complexity comes when you begin to learn the flow of combat and the value of different abilities. If you are playing your first game or two, it is recommended that you play while only using the following Basic Classes, including none of the other more advanced customization to make it easy to learn the core rules. Each player should pick the same number of models.
| Class | Cost | Move | FS | Dex | HP | Will | Atk | Save | Notes |
|---|---|---|---|---|---|---|---|---|---|
| Basic Melee | 1 Point | 6" | 5 | 5 | 3 | 5 | 2 | 2 | Armed |
| Basic Fast | 1 Point | 8" | 6 | 6 | 3 | 5 | 1 | 2 | Armed |
| Basic Ranged |
Powers can be found later in the book, as well as the Wound Chart and the Roster Sheet. As fun as this simple version can be, you are missing the fun character customization and tactical options that are available in the other two, more complex versions of this game. So enjoy playing and learning in this mode, but keep in mind that there is so much more awaiting you when you're ready!
Building Your Army List - Moderate
This is where our game begins to shine, and where you will begin to see the full depth of what possibilities are at your fingertips. For the sake of not being redundant, all of the following information is found in the Advanced section starting on the next page. In this Moderate mode, you are given access to some of the options for list building, but the full experience still awaits! This mode is compatible for running a campaign with, even if some options are lacking. There are two different ways to make your list; both players must agree ahead of time on which method you are using for the coming battle.
If you don't want to play with points: Agree with your opponent on the number of models you will be using, and how many upgraded models you will be using.
Example: "Let's take 5 models, three of them Upgraded, no Uniques or Legendary Traits."
If you prefer a point system: Add the points in each section while building your Warband. You will find in the following pages that Basic models cost 1 point each, and Upgraded models cost 1.5 points.
Example: "Let's play a 7-point game."
List Guidelines
- Lists may not have more than half of the models taken from a single class.
- Each model must choose a class, two free Model Traits, and one free Model Ability. You may choose to Upgrade models if you wish. In Moderate mode, it is suggested that you give every model in your list the same Model Ability to keep it simple.
- Choose one model to be your Leader. Keep in mind that as long as your Leader is alive, your team receives 1 Command Token each turn to give one of your models a Free Action. (See Command Tokens in rules section.)
Many denizens of the Ether Realm have taken to taping, magnetizing, or tying their weapons to their hands. This is because when they die, they will wake back up where they last woke up from sleep, with all possessions they had on their person when they died. Many a regretful person had their weapon struck from their hand just before death. Many will never retrieve that trusty weapon.
Upgrades
Upgraded models cost 1.5 Points instead of 1.
| Upgrade | Move | FS | Dex | HP | Will | Atk | Save | Class | Notes |
|---|---|---|---|---|---|---|---|---|---|
| Melee Upgrades | |||||||||
| Berserker | 6" | 5 | 6 | 3 | 5 | 1 | 3 | Armed | +2 to Wound Chart rolls, +1 ATK for each enemy within 6" when making Melee attacks. |
Powers
No stat value other than Hit Points may ever be lower than 1 after all modifiers. No stat other than Movement may ever be higher than 8 after all modifiers.
Powers require line of sight to the target. A Power can only be taken once per model. Models who have access to Powers may choose Powers from this list when making their lists. Powers have a 12" range unless stated otherwise. Power effects are active until the user's next activation or until the user dies (whichever comes first). Healing and Summon effects do not go away like the other powers.
1. Barrier
Choose one of the two options each time you use this power. The line must start within your range and line of sight but may stretch out of range or sight and may be in any direction:
- Hindering Barrier: Place a 6" long straight line within your range that may not be moved through or over. It provides Partial Cover if shot through (+1 Save).
- Concealing Barrier: Place a 6" straight line within your range. This may not be seen or shot through but may be moved through.
2. Curse
Choose one of the options each time you use this Power. Target enemy gains a Curse token which is one of the following effects:
- -2 to Fighting Skill
- -4" Movement
- -4" to Charge rolls
- -2 to Willpower
- -2 to Dexterity
- -1 to Attacks
- -1 to Save
3. Disrupt
Choose one of the two options each time you use this power:
- Befuddle: All enemy models within 4" of the user receive a Confusion token. (See Wound Chart.)
- Pause: Give Target Enemy a Pause token; they may not Move or perform any Actions for the rest of the game. At the start of each of its activations, the affected enemy model may take a Dexterity check to break free in order to move and make actions as normal for the rest of the game.
4. Aura
Give Target Ally an Aura Token. As soon as the target ally is in base-to-base contact with an enemy, the enemy immediately takes 2 Wound Chart rolls with no Saves allowed. This resolves before Melee attacks are made.
5. Summon
The Power user removes 1 Hit Point from itself that cannot be healed this game, and places a summoned model within 12". If the Willpower check to use Summon is a Critical Success, the summoned model is spawned with 2 Hit Points, but the Summoner still only loses 1 Hit Point. This new model has the following stat line and starts activating as normal on the turn it comes in. If either the summoned model or Summoner is killed, remove the summoned model from the board. Otherwise, the summoned model activates like any other model until the end of the game.
| Summoned | Move | FS | Dex | HP | Will | Atk | Save | Class |
|---|---|---|---|---|---|---|---|---|
| 6" | 4 | 4 | 1 | 4 | 1 | 4 | Unarmed |
NOTES: Summoned models cannot Pray, do not give up Kill Points, any experience they earn goes to the Summoner, and can never have their Save reduced below 4 or ignored.
6. Time Slip
Give Target Ally a Time Slip Token. They may remove this token to turn any single failed To Hit, Save, Charge, or Stat Check (such as Willpower checks, etc.) roll of theirs into a success.
7. Teleport
Choose one of the two options each time you use this power. Neither count as the target's activation:
- Short: Target Ally is moved up to 8" and gains Flight/Agile only for this movement.
- Long: Target Ally is moved up to 16" in any direction and gains Flight/Agile only for this movement. After moving, the target immediately takes a Crushing Wound Chart roll with Saves allowed.
8. Protect
Give Target Ally a Protect token. Their Save value is +2 points higher and this bonus also applies in Melee.
9. Healing
- Ranged: Target Ally within 12" has either 1 lost Hit Point restored or removes one status effect token (like Bleeding, Confusion, etc.).
- Close: Target Ally within 1" of the caster heals 1 Hit Point and has all status effect tokens removed (like Bleeding, Confusion, etc.).
10. Missile
Roll a D10 and apply the following effects against Target Enemy with no Saves allowed:
| Roll | Effect |
|---|---|
| 1-4 | No Effect |
| 5-7 | 1 Wound Chart Roll |
| 8-9 | 1 Damage |
| 10 | 1 Damage & 1 Wound Chart roll |
Model Traits
Choose 2 free Model Traits for each model in your list; Leaders get 3 Model Traits instead.
A model may not take the same Model Trait more than once unless they are an Upgraded model or a Leader. No model stat except Movement can be higher than 8 after all modifiers.
- +2" Movement
- +1 Fighting Skill
- +1 Willpower
- A Power (6" Range)
- Flight/Agile
- +1 Save
- +1 Dexterity
- A 6" Ranged Weapon (rerolls failed hit rolls)
Note: the "+1" before "Save" is not legible in the text layer; the value is read from the printed trait list order and should be checked against the page image if this matters.
Model Abilities
Choose one free Model Ability for each model in your warband. Any number of models in a warband can take the same Model Ability.
- Toxic/Burning/Poisonous: This model immediately deals 1 Burning! Token when in base-to-base with an enemy model. (See Wound Chart.)
- Disciplined: At the start of each game turn, roll a D10. On a 9 or 10, this model gets a Free Action this turn when activated but may not perform an Action twice. (Run twice, etc.)
- Stealthy: This model receives an extra +1 Save from cover. (A +1 becomes a +2, etc.)
- Lightning Fast: This model gets +2 to Run and Charge rolls. When running, treat their Movement value as +2 higher (since running distance is limited by your Movement value).
- Sturdy: When this model suffers Wound Chart Rolls, treat results 1-4 as Nothing.
- Defensive Training: When this model is Charged, treat enemy Fighting Skill as -1 this Phase.
- Life Drain: Each time this model rolls a Critical Hit in Melee, you may heal this model 1 previously lost Hit Point instead of dealing an extra hit as normal.
- Favored By Ishtar: Models with this rule treat rolls of 1 as a success when Praying or Looting.
- Piercing: When this model rolls a natural 9 or 10 to hit with a Ranged attack, the Target suffers -1 Save when trying to save this damage, in addition to any other modifiers.
- Excellent Shot: If this model Aimed, targets of its Ranged attacks do not get Cover bonuses.
- Fearless: This model can only be prevented from Praying or Looting if enemies are visible and within 3" of them instead of 6".
When To Use The Wound Chart
Every time a model suffers a point of Damage it loses 1 HP. If the Damage was caused by a model "Armed" in Melee or a Ranged Weapon, the target also suffers a roll on the Wound Chart. Damage from Unarmed attacks does not trigger a roll on the Wound Chart. Some effects, such as falling or certain Powers, trigger a roll on the Wound Chart without automatically inflicting a point of Damage like attacks do. Only the unmodified roll of a 10 triggers the Critical! Result. Modifiers cannot produce this result. Models may always retaliate in Melee, regardless of their status effect.
Wound Chart
| Roll | Piercing | Crushing | Burning |
|---|---|---|---|
| 1 | Nothing | Nothing | Nothing |
| 2 | Disarmed | Disarmed | Nothing |
| 3 | Face Gash: -1 Willpower | Broken Hand: -1 Fighting Skill | Nothing |
| 4 | Skewered: -2 Dexterity | Broken Ribs: -2 Dexterity | Painful: -1 Dexterity |
| 5 | Sliced: -2 Fighting Skill | Bludgeon: -2 Willpower | Blistered: -2 Movement |
| 6 | Lacerations: -2 Movement | Fracture: -2 Movement | Burning! 1 token |
Status Effects
Disarmed: The model can't make Ranged attacks and is unarmed in Melee until they perform a Pick Up action. If they don't pick it up on their next activation, they cannot shoot Ranged attacks and are unarmed in Melee for the rest of this battle.
Blinded: The model's sight is impaired and it may only Move during its next activation; no other actions may be taken. Remove the effect after one activation of being Blinded.
Knock Down: The model may not Move or Aim until after it performs a Stand Up action. If they are knocked down while within 1" of a ledge, they will fall off the structure. Take 1 Crushing Wound Roll with Saves allowed for each 3" the ledge is off the ground. A model that is Knocked Down and attacked grants its attacker the benefits of attacking in the rear arc.
Agony: This model must take a Willpower check at the start of each activation. If it fails the check, it is in agony and may not make any actions in the Action Phase. If the Willpower check is passed, remove the Agony effect and it immediately acts as normal.
Confused: The model must take a Willpower check at the start of each activation. If it fails, it remains confused and will scatter D10" randomly (regardless of Movement value) and take no other Actions. If the Willpower check is passed, remove the Confusion effect, and it immediately acts as normal.
Bleeding: The model loses 1 Hit Point at the start of each time it is activated unless this model or a friendly model can Staunch the bleeding. (See Action Phase description of Staunching.)
Trauma: The attacking model chooses one of the following: the wounded model has -3 to its Save value, can no longer make Ranged attacks, or is unarmed in Melee for the rest of the battle. In a campaign game, the attacker may choose to permanently destroy the victim's item instead (if they have one). If this result is not from an attack (such as falling damage) the model's owner chooses the effect.
Burning!: At the start of each activation for this model, the enemy may roll a D10 for each Burning Token on this model. The natural roll of a 2-9 removes the token from this model with no effect. The natural result of a 1 or 10 immediately causes this model to lose 1 Hit Point with no Saves and the Burning Token is not removed. The Burning Tokens may be removed from this model in a similar way that Bleeding is staunched. (See Action Phase description of Stamping.)
Quick Reference Rules Sheet
New players and veterans alike can make use of a good basic reference sheet.
- Each Model Activation: Players take turns completely activating one model at a time before letting their opponent activate a model. Models perform 1 Action in the Movement Phase, and 1 Action in the Combat Phase. (Plus any Free Actions applicable.)
- Movement: All models must stay more than 2" away from enemy models at all times unless in Melee.
- Ranged Attacks: Roll higher than the target's Dexterity, adding +2 to your roll if you Aimed in the Movement Phase.
- Cover Benefits: If a model is 1%-49% obscured from the Ranged Attacker, they get +1 Save. If a model is 50%-99% obscured from the Ranged Attacker, they get +2 Save.
- Charging: Roll a D10 and if the result in inches would put your model in base contact with a visible enemy model, move your model into base contact and begin Melee.
- Melee: Unless an ability states otherwise, all models strike at the same time in Melee. Each model makes a D10 roll for each Attack they have in their stats and must roll within their Fighting Skill. The Charger gets an extra Attack for Charging. After the Melee resolves, the defender moves backwards, creating a 2" space between the two models.
- Powers: When you choose to use Powers, you may use all the Powers your model knows. Roll within your Willpower to successfully use a Power.
- Modifiers: Ranged attacks from the rear 180° arc of the target give your attack roll +2 to hit. Charging from the rear 180° arc of the target gives the Charger +2 Fighting Skill. Ranged attacks from at least 3" higher than the target and Charging from at least 3" higher than the target both allow you to re-roll missed hit rolls. If a friendly model is within 3" of the target of your Ranged or Melee attacks, you can re-roll your Wound Chart rolls.