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UNBRIDLED FURY

UNIVERSAL SKIRMISH RULES FOR FANTASY MINIATURES


Written by Damian Brymora
2011 Edition
Version 11.09
Credits
Published by Tor Gaming, September 2011
Version 11.09
Artwork Credits
Artworks found in this book are Copyright Adam Brymora 2005-
2011 (http://chimaericsynthesis.com), and Copyright Damian
Brymora 2009-2011. All rights reserved.
Editing
Dennis Bourke (Long Grim), Adam Brymora (DrNoodles), Gavin
McClements (Kealios)and Caroline Brymora for helping with this
most gruelling of tasks.
Testing and Feedback
Dennis Bourke, Matt Spinks, Ben Patterson, Peter Spencer, Paul
Ross-New, Rob Mason, Michael Wyllie, Slorm, Mark Norfolk, Mark
Micky Spillane, Tim, Johnny_Hawkwind, Krazus, Lupus, Sryth,
super squirrel, Kealios, Jedilord, Palanka, Adragan and all the others
who had a go with the rules.
All the folks who have downloaded and played the game over the
years. Cheers!
And of course...
My long suffering family - thankyou for your patience and not
throwing the computer and miniatures (and me) out of the window!
Copyright Notice
All rights reserved. No part of this publication may be reproduced,
stored in a retrieval system, or transmitted, in any form or by any
means without the prior permission of the author, nor be otherwise
circulated in any form of binding or cover other than that in which
it is published and without a similar condition being imposed on the
subsequent purchaser.
Unbridled Fury is Copyright Damian Brymora 2005-2011.
Unbridled Fury on the Web
http://www.torgaming.co.uk
UNBRIDLED FURY
Universal Rules
for Fantasy Skirmishes
in Miniature
2011 Edition
(Version 11.09 )
by Damian Brymora
http://www.torgaming.co.uk
4
Contents
Introduction 9
1. The Stuff Youll Need 10
1.1. Checklist 10
1.2. Optional Extra Items 11
2. Global Rules 12
2.1. Basing 12
2.2. Pre-measurement 13
2.3. Measuring Distances 13
2.4. Rounding Fractions 13
2.5. Die Roll Modifers 13
2.6. Line of Sight 13
2.7. Visibility 14
2.8. Wounds 14
2.9. Determining A Random Direction 14
3. The Company 15
3.1. Themes 16
3.2. Think About It! 16
3.3. Fantasy is no different 16
4. The Model and Its Profle 17
4.1. Defning The Model 17
4.2. The Models Profle 17
4.3. Attributes come in two main types: 17
4.3.1. Move (Mov) 17
4.3.2. Fighting (Fgt) 17
4.3.3. Shooting (Shg) 18
4.3.4. Tardiness (Tds) 18
4.3.5. Cowardice (Cow) 18
4.3.6. Combat Weapon (CW) 18
4.3.7. Shooting Weapon (SW) 18
4.3.8. Armour (Arm) 18
4.3.9. Shield Save (SSv) 18
4.4. Size (Sz) 18
4.5. Properties 20
4.6. Command Die (cd) 20
4.7. Points Cost (pts) 20
5. Company Lists and Rosters 22
5.1. Company Lists 22
5.2. Rosters 23
5.2.1. Fiends From Beyond the Stars... 23
5.3. Left Over Points 23
6. The Scenario 24
6.1. Game Setup 24
6.2. Components of a Scenario 24
6.2.1. Scenario: Scenario Name 24
6.2.2. Scenario Overview 24
5
6.2.3. Game Size 24
6.2.4. Size of Playing Area 25
6.2.5. Terrain 25
6.2.6. Table Zones 25
6.2.7. Map 25
6.2.8. Battlefeld Conditions 25
6.2.9. Deployment 25
6.2.10. Game End 26
6.2.11. Victory Points 26
6.2.12. Rules Restrictions 26
6.2.13. Scenario Notes 26
7. Basic Scenario: GetEm Lads! 28
7.1. Scenario Overview 28
7.2. Game Size 28
7.3. Restrictions 28
7.4. Size of Playing Area 28
7.5. Terrain 28
7.6. Zones 29
7.7. Map 29
7.8. Battlefeld Conditions 29
7.9. Deployment 30
7.10. Game End 30
7.11. Scenario Notes 30
8. Fight On! 31
9. The Importance of Visibility 32
9.1. Base Visibility 32
9.2. Time of Day (available light) 33
9.3. Weather and Visibility 33
10. The Game Turn 34
10.1. The Game Begins 34
10.2. Anatomy of a Turn 34
10.2.1. The Stages Of a Turn Are As Follows: 34
11. Command Structure 36
11.1. Effect of the Leader 36
11.2. Loss of the Leader 36
11.3. Leaderless Rosters 36
12. Groups 37
13. Initiative 38
13.1. Initiative Example 1 38
13.2. Initiative Example 2 39
14. Activations and Actions 40
14.1. The Act/React Cycle 40
14.2. Activations and Actions Example: 41
15. Movement 42
15.1. Assaults 42
15.2. Requirements 42
15.3. Penalties to Normal Movement 42
16. Tardiness and Cowardice 43
16.1. Tardiness and Cowardice 43
16.2. Procedure 43
16.3. Losing 20 Point or Higher Models 43
17. Reactions 44
17.1. Reactions have the following priorities: 44
17.2. Proximity Reactions 45
17.2.1. Proximity reactions are worked out... 45
17.2.2. If the model or group passes, it must ... 45
17.2.3. If the model or group fails, it must ... 45
17.3. Reactive Shooting 47
17.3.1. If the model or group passes... 47
17.3.2. If the model or group fails... 47
17.4. Heroic Reactions 48
17.4.1. Procedure 48
17.4.2. Important! 48
17.4.3. Heroic Option 1: Open Fire! 49
17.4.4. Heroic Option 2: Run Like Hell! 49
17.4.5. Heroic Option 3: Chaarge! 49
17.4.6. Heroic Option 4: Famous Last Stand! 49
18. Retreat and Rout 50
18.1. Retreat 50
18.2. Rout 51
19. Terrain 52
19.1. Size 52
19.2. Cover 52
19.2.1. Open 52
19.2.2. Screening 52
19.2.3. Blocking 52
19.3. Protection 53
19.3.1. Minimal 53
19.3.2. Reasonable 53
19.3.3. Heavy 53
19.4. Diffculty 53
19.4.1. Basic 53
19.4.2. Rough 53
19.4.3. Impassible 53
19.5. Area Terrain 53
19.5.1. Rough Area Terrain - Movement 53
19.6. Linear Terrain 54
19.6.1. Rough Linear Terrain - Movement 54
20. Combat 55
20.1. A Round of Combat 55
6
20.2. Joining an Existing Combat 55
20.3. Procedure 55
20.4. Contact 55
20.5. Fight! 56
20.6. Lucky and Unlucky Rolls 56
20.7. Push Backs 56
20.8. Shields and Armour 57
20.9. Multiple Combats 57
20.10. Multiple Combats and Push Backs 57
20.11. Effective Size 57
20.12. Calculating Effective Size 58
20.13. Other Size Effects 58
20.14. Combat is Over, What Now? 58
21. Shooting 60
21.1. Procedure 60
21.2. Range Band Modifers 60
21.3. Groups Shooting 61
21.4. Results of Shooting 61
21.5. Shooting Procedure Example: 61
21.6. Bullseye and Misfre Rolls 62
21.7. Effects of Bullseyes 62
21.8. Screening by Terrain (Cover) 62
21.9. Bigger Models and Screening 62
21.10. Other Size Effects 62
21.11. Multiple Shooting Weapons 63
21.12. Multiple Shooting Weapons Example: 63
21.13. Coverage 63
22. Armour 64
22.1. How Armour Works 64
22.2. Example of Armour in Action 66
23. Shields 67
23.1. Broken Shields 67
24. Armour Piercing Weapons 68
25. Shield and Armour Properties 69
25.1.1. Basic 70
25.1.2. Heavy 70
25.1.3. Extreme 70
25.1.4. Arcane 70
26. Magic 71
26.1. Casting 71
26.2. Counter-casting 71
26.3. Other Reactions 71
26.4. Wounded Magic Users 71
26.5. Killed Magic Users 71
26.6. Magic Use Example 72
27. The Toolbox 74
27.1. The 4x4 Rule 74
27.2. Model Design Stages 74
27.3. The Company List Design Sheet 74
27.4. Attributes 75
27.5. Zero Value Attributes 75
27.6. Good, Average and Poor Attributes 75
27.7. What about CW, SW, SSv and Arm? 75
27.8. Minimum Points Cost 75
28. Combat & Shooting Weapon Properties 77
28.1. Arcane 77
28.2. Basic 77
28.3. Reach 77
28.4. Armour Piercing 77
28.5. Blast 78
28.6. Demolisher 78
28.7. Fast Firing 78
28.8. Flame 79
28.9. Gunpowder 79
28.10. Indirect 79
28.11. Limited Ammo 80
28.12. Obscuring 80
28.13. Poisonous 80
28.14. Poorly Made 80
28.15. Slow Reload 80
28.16. Spray 81
28.17. Unreliable 81
29. Model Properties 82
29.1. thereal 82
29.2. Accurate 82
29.3. Airborne 82
29.4. Amorphous 83
29.5. Aquatic 83
29.6. Auto-Immunity 83
29.7. Automaton 84
29.8. Berserker 84
29.9. Burrower 84
29.10. Camoufage 84
29.11. Capacity 85
29.12. Climber 85
29.13. Clumsy 85
29.14. Companion 87
29.15. Construct 87
29.16. Creature of Darkness 87
29.17. Darksight 87
29.18. Dependance 87
29.19. Dim Witted 87
29.20. Dismount 88
29.21. Drifter 88
29.22. Drilled 88
29.23. Enhanced Immunity 88
7
29.24. Fanatic 88
29.25. Familiar 89
29.26. Fearless 89
29.27. Flier 89
29.28. Force Field 90
29.29. Ghost Sight 90
29.30. Giantslayer 90
29.31. Group Fighter 90
29.32. Hard As Nails 90
29.33. Healer 90
29.34. Invisible 90
29.35. Levitator 91
29.36. Mesmerising 91
29.37. Mounted 92
29.38. Musician 92
29.39. Night Vision 93
29.40. Nullifer 93
29.41. One Shot Wonder 93
29.42. Psychokinetic 93
29.43. Regenerator 94
29.44. Scout 94
29.45. Standard-bearer 94
29.46. Supernatural 94
29.47. Sniper 94
29.48. Soulstealer 95
29.49. Stalker 95
29.50. Stampede 96
29.51. Structure 96
29.52. Swarm 98
29.53. Swimmer 98
29.54. Telepathic 98
29.55. Teleporter 98
29.56. Terrifying 99
29.57. Toxic 99
29.58. Uncontrollable 99
29.59. Vehicle 100
29.60. Waterborne 101
29.61. Weapon Team 101
29.62. Were-creature 102
29.63. Wind-Dependent 102
29.64. Zombify 103
30. Magical Properties 104
30.1. Aeromancy 104
30.1.1. Tornado 104
30.1.2. Adverse Winds 104
30.1.3. Gust 104
30.2. Clerical Magic 105
30.2.1. Bolster Morale 105
30.2.2. Banish 105
30.2.3. Shield of Faith 105
30.3. Druidic Magic 105
30.3.1. Summon the Herds 105
30.3.2. Environmental Animation 105
30.3.3. Stormcaller 105
30.4. Illusionism 106
30.4.1. Sudden Reinforcements 106
30.4.2. Unusual Appearance 106
30.4.3. Hall of Mirrors 106
30.5. Mechanomancy 106
30.5.1. Disassemble 106
30.5.2. Remote Control 106
30.5.3. Repair 106
30.5.4. Spanner in the Works 106
30.6. Necromancy 107
30.6.1. Insubstantiate 107
30.6.2. Skeletal Uprising 107
30.6.3. Death Shroud 107
30.7. Pyromancy 107
30.7.1. Firebolt 107
30.7.2. Wall of Flame 108
30.7.3. Firestorm 108
30.8. Summoning 108
30.9. Telluromancy 109
30.9.1. Fissure 109
30.9.2. Tremor 109
30.9.3. Rocky Spines 109
30.10. Thermomancy 109
30.10.1. Freeze 109
30.10.2. Overheat 110
30.10.3. Wall of Ice 110
30.11. Vitality 110
30.11.1. Return to Life 110
30.11.2. Life-feld 110
30.11.3. Overclock 110
31. Points Values 112
31.1. Calculating a Models Points Value 112
31.2. Steps Used to Calculate ... 112
31.3. Calculating Company Points Value 113
9
Introduction
All fantasy should have a solid base in reality.
- Sir Max Beerbohm (1872 - 1956)
Unbridled Fury is best described as a game for any kind of fantasy skirmish. By any kind I
mean, well, every kind. And the defnition here is broad: Fantasy is in a broad sense a genre
of wonder, of things that could never be, of magic, of incomprehensible legendary beasts, of
heroic feats, and the rest. One persons defnition of the genre is different to that of the next.
We take the line that fantasy as a genre should not be restricted solely to the limited non-
technological settings of traditional fantasy - the genre is constantly moving into what could
be loosely termed science fantasy. In fact, one could argue that is the way of the majority of
what is termed Sci-Fi in the cinema these days - when Science Fiction errs on the side of a fun
ride instead of technical accuracy it is, for all intents and purposes, fantasy.
So here we are. Unbridled Fury aims to allow games across the entire genre. But how is this
possible? Consider Unbridled Fury to be a toolbox for gamers, rather than just a set of rules. It
contains elements that are designed to be combined into endless confgurations. With this you
can represent just about anything on the gaming table.
The goal of Unbridled Fury is to empower the players to use any models in any way they
desire. Armed assaults in science fction your thing? Unbridled Fury can do that. Cattle raids
in a fantasy setting more your bag? Just as easy. And if you and your opponent cant decide,
both kinds of armies can be used easily against each other without any changes.
Flexibility is key. It is the most important part of the game!
What does this mean for your gaming? Use everything you have, or anything you want to
have, on the games table. Write your own settings then fght battles inside them. Create
gaming tables to ft your imagination and set your warriors loose in it. The possibilities are
endless, no matter whether the game is restricted to a classic fantasy environment or not,
with or without the energy weapons, machine guns and powered armour that the game allows.
Its up to you. Go wild and have fun!
10
1. The Stuff Youll Need
Unbridled Fury is a wargame played with miniature gurines
(henceforth referred to as models). Therefore, a certain amount of
stuff needs to be acquired before a game can be properly played.
1. 1. CHECKLI S T
A set of dice: (four-sided (d4), six-sided (d6), eight-sided (d8), ten-sided (d10), twelve-sided
(d12) and twenty-sided (d20)). Gamers will often collect a large number of these dice, simply
because they can.
A ruler and/or a tape measure marked in inches. Inches are the standard unit of
measurement in Unbridled Fury. If you dont have a ruler or tape measure in inches, one
in centimetres can be used, but you will need to double all of the measurements (ranges,
movement distances, etc) quoted in the rules. Using centimetres may give a slightly different
feel to the game as two centimetres does not equal one inch. Using centimetres without
doubling all measurements works well if you are using a smaller scale of models, like 15mm.
A playing area. This is usually on a table and is normally 4 x 4 in size, and is textured,
painted and fat, so as to be able to have terrain pieces placed squarely upon it. Such
pieces can then be arranged differently for each game. Alternatively the playing area may
be sculpted, that is, being made up of contours and other terrain features permanently
affxed to the boards. The main advantage of the latter method is a more realistic and good-
looking playing surface that is more interesting than a fat board to play games upon. The
disadvantage is that it can be diffcult to store when it is not being used and fgures may be
diffcult to stand upright without them tipping over or rolling down slopes.
A number of terrain pieces like stands of trees, a hill or three, and so on. In general, terrain
pieces are no larger than 6 - 12 round, long or square. Creeks and other waterways should, in
contrast, stretch from one side of the table to the other. A bridge, ford, shallow water or some
other kind of crossing should be provided to allow models to cross (unless a specifc scenario
has been devised to take advantage of the tactical challenges otherwise presented). The actual
quantity of terrain required will differ from game to game and player to player; as a general
guide, whatever you have is enough. That said, the more terrain you have on the table, the
more challenging your games will be, particularly if the terrain is diffcult to move through.
Two opposing companies of models. Models used in Unbridled Fury are normally in 28mm
scale, but the game works just as well in other scales. Each company should comprise
from one to forty models, assembled using the rules in this book. The models can be sourced
from any manufacturer you desire, and all of the spare models in the cupboards of long time
wargamers are especially useful. If you are new to miniature wargaming, simply buy the
models you like (from wherever you like) and you will be able to make them ft with the
game. The choice is yours.
11
A number of wound markers. Wound markers are placed touching the bases of the models
that have sustained injuries as a result of combat or shooting, and can be made in a variety of
ways. The authors markers were made simply by texturing a number of small bases (washers,
coins or small poker chips) to match his models. Red paint (to represent freshly spilled
blood) was then painted on top of the texturing. This is a simple, and effective, marker that
communicates its purpose easily. Of course, if you have other ideas, feel free to use them...
You shouldnt need more than you have models in the company, though it is best to have a
pile lying about, ready for use.
1. 2. OPTI ONAL EXTRA I TEMS
Scenario-specifc markers. Some scenarios will require additional models to represent
objectives or models that require protection. These will each be described in detail in the
scenario that features them.
A number of Broken Shield markers. Broken shield markers indicate which models have
wrecked their shields in combat or from protecting themselves from being shot at. Similar
to wound markers, these are simply small bases textured up to match your companys bases
(or your terrain set) with damaged or otherwise discarded shields featured upon them. These
can be generic shields (to match anyones company) or shields to match those found in your
own company (the preferred option). If your company does not have any shields you will not
require any broken shield markers. If any of your models have a force feld you can model a
marker for it by painting up a base with a small area of blackened earth to represent the effects
of a shield overload. This of course can be varied to ft with whatever setting you are using.
Other markers. Depending on what your models are representing, you may require magical
effects, markers to represent an out of ammo state, and the like. There are also plenty of
commercial solutions for these, especially on the internet, or you can model them yourself for
that ultimate custom feel. CDs and mini-CDs especially make great blast markers when they
are enhanced with either a paint job or have appropriate explosive images printed onto their
label or directly onto a printable disc.
Magical abilities such as Pyromancy and Thermomancy can create physical objects that
should be represented with models (eg. Firewall, Icewall and the like). Building and painting
models for magical effects can look very dramatic during gameplay!
12
2. Global Rules
There are a number of rules that apply to every game and are
considered to be fundamental to Unbridled Fury.
2. 1. BAS I NG
The base is the object that a model is fxed to in order to prevent it from falling over. In
Unbridled Fury, the size of the base plays an important role in the game, and differences
in base size can make noticeable differences to gameplay. Bases can also enhance the look
and feel of the model they are attached to so it is worth the effort to make them look good.
Anything from washers, hand cut wood and cardboard to commercially available bases are
suitable for use as bases. Other materials (such as plastic card) may also be useful for base
construction.
Basing on round or square bases is preferred. However, the dimensions of a models base
are to an extent indicative of
its Size (see section 4.13 for
more on this), so there are some
limitations to what models can
be fxed to which base. The table
at the top of the page gives the
minimum base dimension for
models in Unbridled Fury. The
minimum base dimension refers
to the smallest dimension of the
base which should be at least
that size in order for the model
to qualify as a particular Size;
bases can always be bigger than
the minimum for their Size as this confers no true beneft to the model. However, larger Size
models cannot be based on smaller bases as this gives an unfair advantage in combat. Outside
of this minimum base dimension players are free to base their models on whatever size and
shape base that they wish. It doesnt even have to conform to a standard shape if a player
wishes to have fowing organic or even star shapes in their basing! (Extreme examples, but
you get the idea...) The base is only used as a point to measure from and a convenient device
for decorating and protecting a model for handling, so go crazy on it!
Players that wish to use models that are larger than Sz 10 may extrapolate their minimum
base dimension by extending the table above as all minimum base dimensions are (Sz x
10mm) minus 5mm.
As the game revolves around a profle rather than the stats of individual models, the base
can contain a number of actual models if a player so desires; if this is done the entire base
counts as a single profle for game purposes in the same way as a singly based model.
SI ZE OF
MODEL
MI NI MUM BAS E
DI MENS I ON
1 5mm
2 15mm
3 25mm
4 35mm
5 45mm
6 55mm
7 65mm
8 75mm
9 85mm
10 95mm
13
Both basing methods refer to each base-worth of models as a model, regardless of how
many are fxed to it. Vehicles, ships and boats are based (if at all) to suit the model. Size is
not relevant in their case. Often basing may just make the model unwieldy on water features
anyway or may not be desired at all. Some players prefer their vehicles to remain unbased,
and that is quite OK.
2. 2. PRE- MEAS UREMENT
Pre-measurement is not allowed in Unbridled Fury. Pre-measurement is defned as measuring
distances before deciding whether to move or shoot. Part of a miniature gamers skill at the
game should be to be able to estimate tabletop ranges by eye.
2. 3. MEAS URI NG DI S TANCES
The distance between models is measured from the closest edges of bases to each other.
Vehicles, ships and boats can use the closest edge of the model, instead of the closest edge of
a base, as the basis for measurement. Inches are used throughout these rules.
2. 4. ROUNDI NG FRACTI ONS
Wherever the rules force a result to be a fraction (eg. 7 divided by two giving 3.5), always
round up the result (in our example, 3.5 becomes 4). This applies to all rules in this book.
2. 5. DI E ROLL MODI FI ERS
Die rolls in the game are sometimes modifed. This may be because a model is wounded, is
outnumbered in combat or a variety of other reasons. Modifers in Unbridled Fury are applied
to a die roll either as a fxed number (like -2) or a random amount (like -1d6). Modifers are
cumulative if more than one is in effect.
2. 6. LI NE OF SI GHT
A viewing model has Line of Sight (LoS) to a target model if a line drawn between the
viewers and the viewees bases does not cross any terrain or models that would block it. The
bases of blocking terrain pieces (see sec 19.2.3) do block line of sight if that line crosses
them at any point, whether or not they can be seen over by the model. The base of a terrain
piece often represents a more dense obstacle than the model literally suggests (otherwise it
wouldnt be practical for gaming with!). If a base of screening terrain (sec 19.2.2) is crossed,
the usual shooting penalties will apply but the model will remain within line of sight for the
purposes of the rules.
Friendly models will block line of sight if they are of the same or greater Size and are between
a model and its target (sec 21.9).
14
2. 7. VI S I BI LI TY
This concept is vital for playing Unbridled Fury. It always requires Line of Sight. Visibility
refers to a models ability to locate other models on the games table. There are three factors
that can affect this ability. The most important is the games base visibility (see section
9.1). Base visibility represents the level of daylight and the effects of weather on the models
ability to see things. Secondly, the model may have Properties that modify the base visibility.
The base visibility thus modifed is referred to as the effective visibility of a model. Lastly,
a model being observed by another may have properties that affect the observers effective
visibility, like camoufage or similar.
Effective visibility is not a fxed quantity and can change during gameplay. Base visibility
does not change during a game.
A model is visible within 360 of the viewer as long as it is within the viewers effective
visibility and line of sight.
2. 8. WOUNDS
Wounded models subtract 1d6 from every combat or shooting roll (to hit or avoid being hit)
they make in play. Wounds only modify these rolls, and not shield or armour saves made as a
result of combat or shooting, nor any other roll.
A second wound will kill a model that is already wounded. As already noted, a wounded
model should be marked with a marker of some sort to indicate its status and remind
both players of it during game play (wounded warriors would be somewhat obvious on a
battlefeld). Note that some of the properties available may create exceptions to this rule.
You can read wounded as damaged if you wish when discussing non-organic models such
as robots, vehicles and other constructs. Treat the terms as interchangeable.
2. 9. DETERMI NI NG A RANDOM DI RECTI ON
At times, random directions must be determined. To do so, roll a d6
and refer to the Random Directions Diagram (right). The arrow
marked 1 is the direction of shooting if shooting, else
place the template and then roll the die. This may be the
resolution of a blast attack, the drifting of a foating sky-
jellyfsh or whatever else may call for random direction
determination in the rules.
1
3 2
4 5
6
15
3. The Company
A collection of models arrayed for a game of Unbridled Fury is
known as a Company.
In order to create a company, Unbridled Fury permits almost any combination of models (after
all, the rules are designed for free form and customised background settings). The onus is on
the player to restrict their selections to something that resembles their concept of the force
in question. Whilst this may encourage some unscrupulous players to create super armies
of the toughest, meanest troops and killer combinations it is hoped that the rules provide (a)
signifcant checks and balances against this kind of behaviour and (b) that players are grown
up enough to either tolerate or avoid players that manage to disturb them. Remember it is
only a game (and not life or death) and everyone should be allowed to enjoy their experience.
Every wargamer has a different idea about why they enjoy the hobby, after all.
Players are free to choose whatever models that they wish for their company. They can be
of any creature type and carry whatever equipment the player desires. Note that the more
powerful each model is, the more expensive in points they will be, and that fewer of them
can be felded in your company. Numbers can be a dangerous weapon in the game, too - all-
powerful elites are good, but masses of small gribbly things will overwhelm anything given
time.
For the majority of miniatures games players must conform to an army list for the models
in their collection. The company list in Unbridled Fury is a bit different to what you would
normally expect to see. They are like army lists in other games in that players can choose their
models from them to make a game legal force but the twist is here that players can create
the list themselves! By listing all of the models in a particular collection a player can create
a comprehensive document that saves them future bother in calculating points costs before a
game begins. Alternatively you can use one prepared by someone else... Players should feel
free to create their own setting for their company if they so desire.
Please note that when you build a specifc force for the purposes of playing a game (using an
company list as a guide) it is called a roster, and not an company list. The terms are different
to save on confusion.
Sections 27-31 of this book detail how to calculate the points cost of each of your models and
therefore your company as a whole. But frst things frst! Lets get in and build that company
list...
To begin with, get all of the models you want to include in your company list (there can be
more there than you could ever hope to play with - you are only making an company list at
this stage, not a roster). Arrange them in front of you on a table and group them into similar
types. Then work out the profle and points cost for each type. Doing this will make things
easier at the next stage of list building.
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3. 1. THEMES
It is highly recommended that you decide upon a theme for your company before working out
each models abilities. Unbridled Fury is very confgurable and there may be more than one
way to design a profle. It is a lot more enjoyable in the long run to set up your models to ft a
theme than to simply make something that can win.
3. 2. THI NK ABOUT I T!
Every force that has ever walked the Earth can be put into the context of the period they
existed in. Its why the study of military history is so interesting. If their context is missing,
there is some question as to where they came from, who they were, who led them and what
they carried in their packs. We all want to know more about our subjects so that we can better
understand what motivated them to do the things they did.
3. 3. FANTAS Y I S NO DI FFERENT
So what is motivating your miniature warriors? Answer some of the following questions
and you will be well on the way to creating a company list that you will always be able to
associate with:
Where are they from? Are they from a distant land, intent on conquest? Marines from a
foating stone pyramid? Spawn of a daemon queen searching for victims? Colonial Patrol
Operatives? Tax collectors?
How are they organised? Along tribal lines? Feudal retainers? Organised state regiments?
Small yet elite drop trooper armies attached to a fast moving strike ship?
What is their main motivation? Conquest? Defence of the Realm? Defence of their crappy
little village? Capture of resources? Vengeance perhaps?
When is this company operating? Is there a universal calendar in operation? Is the setting
within our own familiar Earth history? Is it an alternate timeline? Is it completely set outside
of time as we know it?
What sort of tactics does the company employ? Do they mirror any kind of Earthly historical
tactics? Are they completely unique to their own world? Is their leader famous (or infamous)
for the development and/or use of their tactics?
What sort of equipment do they normally use? Think about your answer to the previous
question: are they famed hit and run raiders? If so they will avoid heavy armour in favour
of lighter gear that keeps them light, quiet and most of all doesnt tire them out quickly. Are
they a famous heavy cavalry unit? If so they may refuse to have any dishonourable missile
troops amongst their ranks. Perhaps they are specialists at clearing buildings in high tech
environments - in that case their weapons should all be short ranged and handy in confned
spaces. It is also conceivable that they would be wearing some kind of ballistic and/or ablative
armour. Powered armour may be too heavy, noisy and impractical in damaged buildings.
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4. The Model and Its Prole
Keep in mind your answers from the previous step as you dive into
this next stage of company theme creation. Every stage of this
process can be inuenced by your answers to these questions.
Unbridled Fury is a skirmish game, where one model represents one warrior, beast or frothing
lunatic, so the effect of a single model on the game is of great importance.
4. 1. DEFI NI NG THE MODEL
Every Roster, regardless of its troop types, is made up of models. Each model will have a
points cost, and the total of all of the Rosters models points costs will be the points cost of
that Roster. There is no requirement that any two models in the Roster must be alike; it would,
however, make the game easier to follow and help players remember all of the special rules
that are needed if there are fewer types of models in play.
4. 2. THE MODEL S PROFI LE
Each model has a profle, which describes in game terms how effective the model is on
the tabletop. The profle is made up of a number of attributes that are used to describe the
models abilities in checks during game-play that simulate the results of combat stress on
individual creatures.
An example of a models profle can be found opposite.
4. 3. ATTRI BUTES COME I N TWO MAI N TYPES :
Those that you add to a die roll when testing (Fgt and Shg usually are the only two);
Those that must be rolled equal to or above the target number to succeed - ie Cow, Tds
and Arm; and
Those that represent an arbitrary value (like Mov). These attributes are not used as a target
number in checks of any kind.
4.3.1. Move (Mov)
An attribute described as a value in inches. Move is the maximum distance a model can move
in a single activation. Mov has a maximum value of 12 for ground-based movement.
4.3.2. Fighting (Fgt)
This is the models ability to attack and defend itself when in hand to hand combat or to avoid
being shot. Fgt is a value between 0 and 11, with 0 being the worst.
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4.3.3. Shooting (Shg)
Shooting describes how well a model can fre any ranged weapons it may be carrying. Shg is
a value between 0 and 11, with 0 being the worst. A model that has no ability to shoot can be
given a value of zero.
4.3.4. Tardiness (Tds)
How reluctant (or stupid) models are when a superior tries to coordinate them. Tds is a value
between 2 and 11, with 11 being the worst.
4.3.5. Cowardice (Cow)
The models willingness to stay in the fght. The lower this attribute value, the better Cow is
a value between 2 and 11, with 11 being the worst.
4.3.6. Combat Weapon (CW)
This is the weapon that the model is armed with for close quarters action. It can be either
basic (with the abbreviation B) and have no special properties, or have its properties listed
in the profle. See the relevant sections for details, and the website for specifc examples.
Properties for combat weapons are abbreviated in the profle as shown sec 28.
4.3.7. Shooting Weapon (SW)
The same as for Combat Weapons, above, but in this case the weapon can never be truly
basic as it always has a Range Band property, abbreviated to R with a number immediately
after it (eg. range band of 7 would be abbreviated R7). Shooting weapons have a different set
of properties with Combat Weapons, though many share similar names and abilities.
4.3.8. Armour (Arm)
The level of armour that the model is wearing. This can correspond directly to historical
armour types (as fantasy literature often does) or can be of your own invention. See the
Armour section (section 22) for more information on how to assign values to this attribute.
4.3.9. Shield Save (SSv)
See section 23 for more information about shields.
4. 4. SI ZE (SZ)
Many creatures exist in the fantasy genre, and are by no means always similar to each other in
size. A giant may not even notice the tiny boggart milling about in the farm yard below him,
but the boggart will take notice of the giant. Such a difference in sizes needs some special
rules.
The standard size (if we can call it that) for creatures in Unbridled Fury is Size 2. This
equates to between 4 and 7 in height or length. All creatures in the game are treated as Size
2 if they are approximately human size (give or take a foot of height or two) and do not cost
any extra points to use.
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Profle Name: Calledrean Repeater Team Sz: 2
(3)
PV: 23
Mov Fgt Shg Tds Cow SSv Arm CW SW
4 6 7 5 5 - 10H B R14, AP-H,
FF8, Sz3
Weapon
BP values for each attribute below this line
4 11 11 16 16 0 27 0 141
Properties: Weapon Team (0 pts)
Notes: Normally only one Repeater Team per platoon, except in Heavy Platoons, where there are sometimes two or three.
[above] Tis is what a profle looks like on the Unbridled Fury Company List Design Sheet. Tis sheet can be downloaded from the
Tor Gaming website.
Te purpose of a profle like this is to fully describe a models capabilities in a game of Unbridled Fury. On the Company List Design
Sheet, there is additional space to write in the points cost of each attribute value and property the model has. In this case we are
creating a profle for the Calledrean Repeater Crew illustrated above the profle. Te entire crew exists to crew the weapon, so we treat
all three of them and their gun as a single model. We would base them all together on a common base.
As Calledreans are normal humans, we will class them as Sz2. However, the Repeater that they are crewing is a bit larger than that
normally carried by a Sz2 model so we are classing it as Sz3. Tis is permitted for weapon teams, who exist to bring larger, more
powerful shooting frepower to the games table.
We complete the profle by calculating their points using Te Toolbox (section 27).
20
Other sizes are based on the models overall physical dimensions and is to a degree
represented by their base size.
We often talk about levels when comparing model sizes. A Size 3 model is two levels
smaller than a Size 5 model (because 5 - 3 = 2). A Size 3 Rat-Bear is 2 levels larger than a
Size 1 Goblin Aeromancer.
4. 5. PROPERTI ES
The model may have up to four properties of each type (model, combat weapon, shooting
weapon, etc) that defne its unique nature. Each property adds an extra rule that has to be
remembered, so if you are just starting out, use them sparingly! Properties can be general
properties (special abilities the model may have), weapon properties, shield and armour
properties, and magical properties. Each of them has to be recorded on the models profle in
the appropriate space and the points value of the properties factored in to the models total
cost. See sections 28-30 for more details on these.
4. 6. COMMAND DI E (CD)
Finally, one of the models in your company (and only one) may be associated with the
companys Command Die. The Command Die is an indication of the companys ability to
communicate internally and follow instructions from its leader and his subordinates. The
model thus associated is referred to as the companys leader. The Command Die is not
solely an indication of the leaders own ability, but his ability and the ability of his or her
troops as a whole under the leaders guidance.
The Command Die can be either a d6, d8 or d10 if a leader is in the company. An company
that begins leaderless will use a d4.
4. 7. POI NTS COS T (PTS )
The models points cost when using Unbridled Furys points system.
21
22
5. Company Lists and Rosters
Company Lists and Rosters are distinct entities in the Unbridled
Fury game, and the terms are not interchangeable.
5. 1. COMPANY LI S TS
Once you have completely worked out the profles and costs for each of your models you
can assemble them into a fnished company list. This list outlines your entire collection of
related models and their associated points costs. How you fnish your company list is up to
you. You may wish it to only contain the few models you use in your 100 point Friday night
games. Or you may wish to include everything that could possibly ever be found in a fully
mustered horde. It is up to you.
You may also wish to include some background story with your list or dress it up using fancy
fonts and colours to give a feel for the origin of the creatures in your force. Go crazy - its
your company list! Let your friends and opponents know just how much you care about your
little warriors. A good paint job is one thing, but depth and character are another.
Show off. Be bold! Below is an example of a simple company list with three entries
illustrating the detail needed (The Fiends From Beyond The Stars).
Command Die: d6 (5pts)
Prof i l e Name: Al pha Fi end Sz: 4 PV: 73
Mov Fgt Shg Tds Cow SSv Arm CW SW
4 6 9 2 6 - 6H B R8, D, FF6, AP- H
Model Propert i es: Force Fi el d, Fearl ess, Ni ght Vi si on, Soul st eal er
Magi cal Propert i es: None
Not es: Hi deous snake- bodi ed Al pha Fi ends l ead t he swarms i n assaul t s on t he col oni es t hroughout t he Tol uki Sect or.
Prof i l e Name: Bet a Fi end Sz: 3 PV: 43
Mov Fgt Shg Tds Cow SSv Arm CW SW
7 6 8 3 6 - 6H B R6, S, AP- H
Model Propert i es: Hard as Nai l s, Fearl ess, Ni ght Vi si on
Magi cal Propert i es: None
Not es: Bet a Fi ends act bot h as j uni or commanders and as f i re- support f or t he bul k of t he swarm, usi ng t hei r heavy
aci d sprayers,
Prof i l e Name: Creeper Fi end Sz: 1 PV: 4
Mov Fgt Shg Tds Cow SSv Arm CW SW
8 4 0 4 4 - 6B B None
Model Propert i es: None
Magi cal Propert i es: None
Not es: Creepers are t he f oot sol di ers of t he swarm; smal l and di f f i cul t t o det ect t hey can easi l y engage f oes doubl e
t hei r si ze. Creeper Fi ends may upgrade t o havi ng t he Gi ant sl ayer propert y @ 3pt s.
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5. 2. ROS TERS
Rosters are simply lists of models that are chosen by a player to be used in a game. Rosters
vary from game to game - but the company list that the player uses to make them can always
remain the same.
Players are free to make up rosters of whatever points value that they wish, although some
scenarios will specify specifc points values to use. In those cases use the specifed force sizes.
Both players must use the same size roster.
Rosters are very simple documents: Before a game, players will need to agree on the size of
game (points value maximum) that they intend to play. Armed with this information they can
retire to their favourite desk or computer and, with their company list in hand, assemble an
company to participate in the game. The composition of this company is recorded as a roster
for reference. The roster can also be used for purposes of fairness if there is any doubt as to
the strengths of an company deployed by a player (especially in regards to points total and
quantity of models) - especially useful in competition gaming.
Dont forget, you can only include one command die (but you dont have to have one). This
die is associated with your leader, and is very important to how the game is played.
Using the previously drawn up company list on this page as an example, here is a roster drawn
up for a 200 point game:
5.2.1. Fiends From Beyond the Stars - Infltration of Coronacis IV
Command Die: d6 5
Alpha Fiend (Leader) 73
Beta Fiend 43
19 Creeper Fiends 76
Total 197
And that is all. Not much has to be written because all of the important gaming details are in
the company list that was created earlier.
5. 3. LEFT OVER POI NTS
If you have points unspent, and there is nothing you can ft into that space from your company
list, the left over points are wasted. You can avoid this by adding some less expensive
options to your company list and using them to fll any gaps in your roster. You will fnd that
inexpensive-in-points models are very useful for this purpose, such as the Creeper Fiends in
the example above.
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6. The Scenario
Unbridled Fury is governed by scenarios. Scenarios give the game
exibility and modularity. They also provide setting-specic avour
that a rulebook alone would be incapable of replicating.
Each scenario is able to over-ride any rule in this rulebook, so if there are any clashes, the
rule in the scenario will take precedence. For this reason, it is imperative that you playtest
thoroughly any scenarios that you write yourself to ensure play does not become unbalanced
unfairly toward one side.
The scenario in section 7 (Get Em Lads!) is a fairly straightforward scenario that
demonstrates the way this format is used and can be used to start playing Unbridled Fury
straight away.
6. 1. GAME SETUP
Each scenario has a different set-up procedure and game conditions. The format of each is
consistent, however, so you can pick up an unfamiliar scenario and get playing it straight
away.
Give each scenario a good read through before playing it (sounds obvious, I know...). Follow
the procedures set out in each for company composition and rules restrictions. Full details of
deploying onto the table will also be given.
6. 2. COMPONENTS OF A SCENARI O
Each section of a scenario is self-explanatory and outlines every detail needed to play a game
with it. An explanation of each component follows.
6.2.1. Scenario: Scenario Name
An Unbridled Fury Scenario by (Scenario author(s) name(s) here)
Version (version number here)
Flavour Text, also known as backstory is written here. Normally this section is only about
one or two paragraphs but is written from the perspective of the combatants, not the players.
It wont contain any rules and you can choose to ignore it if you wish.
6.2.2. Scenario Overview
This section summarises the scenario from a players point of view. It discusses what the
scenario is trying to achieve and may outline possible variations that players may wish to try.
6.2.3. Game Size
Small Game: x points
Medium Game: 1.5x points
Large Game: 2x points
25
The Game Size specifes the points value for a game (x) if it has to be specifed. The
breakdown into Small, Medium and Large Game is for the convenience of players, giving
them a quick idea of how big a game they can possibly play in the time they have. Small
Games should take no more than 1.5 hours, Medium Games up to 3 hours and Large Games
much longer to complete. The points can be different for each side as well, depending on
requirements for play balance.
6.2.4. Size of Playing Area
The table size is specifed in this section. Normally it will be 4 x 4, but it may vary
considerably like everything else in a scenario.
6.2.5. Terrain
Terrain restrictions, requirements and minimum amounts are specifed in this section. After
all, if the game is supposed to be set in a dense forest or dark under-city an open table with a
couple of rocks just wont cut it.
6.2.6. Table Zones
If the scenario has special deployment or scoring zones these will be described in this section.
Normally there will at least be zones for deployment, unless both players begin the game off-
table.
6.2.7. Map
The scenarios setup as defned above is graphically displayed on a map. All zones, objectives
and anything else of interest will feature on it.
6.2.8. Battlefeld Conditions
Weather: The weather conditions. These may change during the game, or not. They may be
infuenced by the players, or not.
Time of Day: Just like the weather, the time of day can be specifed. Take note of both of these
conditions as they may seriously affect your tactical approach during a game.
Base Visibility: The base visibility is stated for convenience, and will be a product of the
above two sets of battlefeld conditions.
6.2.9. Deployment
This section describes everything that is worked out and set up right up to the point that game
play begins.
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6.2.10. Game End
This section describes precisely how game end is determined. It may be an objective is
reached, a model is destroyed, a number of fgures have each done something, or similar.
6.2.11. Victory Points
Victory Points (VPs) are earned by players for achieving certain game objectives. Each
is worth between 1 and 3 VPs depending on the objectives importance or diffculty. The
number of VPs earned will vary between scenarios, even between what appears to be the
same objective. This is because different scenarios will have different goals and game play
objectives, and the same objective in on scenario may be more or less important in other
scenarios.
6.2.12. Rules Restrictions
A scenario may have restrictions to the standard Unbridled Fury rulebook (this thing you are
holding). These are all listed in point form and numbered for ease of reference. Any special
rules or modifcations for the scenario (that differ from the rulebook or extend it) are included
in the scenario notes, below, and not in this section.
6.2.13. Scenario Notes
All of a scenarios special rules are written out here in detail, as well as any other points
that are of importance or interest to the players. This section is written in a numbered point
form so that players can refer to specifc points in conversation or on the forum if they have
questions.
All of these factors combine to create a template for each scenario that controls every facet of
the game. By tweaking any one of them the scenario will change in nature and intensity.
For example, changing the base visibility will reduce shooting and increase the likelihood
of proximity checks being the predominant type of reaction, but increasing it will favour
shooting. The size of the playing area and its terrain density will affect game length. And of
course tweaking the victory conditions will change the way that the players approach their
tactics during the game.
27
28
7. Basic Scenario: GetEm Lads!
Here is presented an example of the above format as a functional
scenario that new players can use in their games of Unbridled Fury.
It is also quite suitable for pick up games between players of any
experience level.
Two rival groups collide on neutral ground. Each senses an opportunity for vengeance and
both sides are prepared to fght to the fnish. The prize is probably not worth the cost of the
battle, but neither side has time to think about such things just now.
Its crunching time!
7. 1. SCENARI O OVERVI EW
This is the simplest possible scenario for Unbridled Fury. Two rival companies must fght to
the bitter end over whatever it is that has led them to hostilities. Essentially this is a last man
standing kind of game, and is perfect for introducing new players as there is a minimum of
tactical subtlety required. Thats not to say tactical subtlety isnt useful, of course...
7. 2. GAME SI ZE
This scenario can be played at whatever points size the players wish. That said, it is
recommended that the game be played at 100 points for a small game, 200 points for a
medium game and 300 points for a large game.
7. 3. RES TRI CTI ONS
There are no restrictions in force in the basic version of this scenario; players may however
wish to tweak it to suit particular settings or sub-genres if they so wish.For example, if players
prefer to play games set in traditional sword and sorcery settings, then their variant of this
scenario would refect that by banning those properties that they feel are more science fction
in character, such as Extreme armour or AP-X weapons.
Other ways to vary it could include reducing the visibility (set the scenario at night, in a
cavern or even in heavy fog) or changing the weather from calm to something less pleasant,
like heavy rain, a strong wind or a blizzard.
7. 4. SI ZE OF PLAYI NG AREA
This scenario is played on a 4 x 4 table.
7. 5. TERRAI N
There are no specifc requirements for terrain in this scenario. The more terrain, the more
complex the tactics can become and the more cover there is to protect troops on the move.
29
Be mindful that in a science-fction style game with lots of powerful shooting weapons open
ground quickly becomes a no go zone as any weapons that point at it can quickly kill anything
that blunders into it. You should, as a guide, have the table covered 25-50% by terrain pieces.
Terrain is placed by one player, and the other player chooses which board corner to deploy
from. The player who set up the terrain must choose the opposite corner.
7. 6. ZONES
There are no distinct zones to concern us in this scenario other than the deployment zones.
The deployment zones are within 24 of each players chosen corner. Measure this as an arc
with the corner as the centre (see diagram).
7. 7. MAP
7. 8. BATTLEFI ELD CONDI TI ONS
To determine the conditions in this scenario, roll a d12 on each axis of the table below. The
result inch distance is the base visibility for the game. It is unpredictable so your fexibility as
a tabletop commander will be stretched to the limit.
1- 2 3- 4 5- 6 7- 8 9- 10 11- 12
MI D- DAY LOW LI GHT HALF
LI GHT
FULL
MOON
HALF
MOON
NO MOON
1
Storm 24 18 12 6 3 1
2
Heavy Rain 44 27 20 8 4 2
3
Light Rain 48 36 24 12 6 3
4
Strong Winds 48 36 24 12 6 3
5-6
Light Winds 48 36 24 12 6 3
7-9
Calm 48 36 24 12 6 3
10-12
Calm with fog 24 18 12 6 3 1
Player A
Deployment
Zone
Player B
Deployment
Zone
24
24
48 (4)
30
7. 9. DEPLOYMENT
Both players roll their command die and reroll any ties. The lower scoring player places all
of their models frst in to their own deployment area, followed by the higher scoring player
placing all of their models in their own deployment area. Models that begin in reserve or have
properties that allow them to enter the game later (like stalker or airborne) do not need to be
set up at this time. Once deployment is complete, each player rolls their command die for turn
one and the game will begin.
7. 10. GAME END
The game will end when one side has scored a minimum number of VPs more than their
opponent at the end of a turn. This is calculated after all of a turns activations, reactions and
combat are complete, but before the command dice are rolled for the next turn.
Victory Points
The minimum number of VPs required for victory are:
Small game: 5 VPs
Medium game: 7 VPs
Large game: 9 VPs
Calculate victory points as follows:
+2 if the enemy leader is killed or routed
+1 for each 10 points (not part of 10 points) of the enemy company that is killed,
destroyed or routed
A player that concedes the game counts all of their remaining models as routing models.
7. 11. SCENARI O NOTES
This is a perfect scenario for a pick-up games session or for introducing new players to
Unbridled Fury. It is also potentially useful if players wish to run an Unbridled Fury league,
as the unpredictable conditions are a valuable balance between potentially vastly different
tabletop forces.
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8. Fight On!
Before the game gets underway, dont forget to ensure that you
understand the restrictions and special rules outlined in the scenario
that you are using!
The game will begin as outlined in the scenario that you have chosen, or, failing that, each
player can simply roll their command die and the higher begins as acting player with the result
on the die as the number of activations for that turn, as normal.
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9. The Importance of Visibility
The time of day is important because of the effect of lessened light
on visibility. Use the darkness to your advantage if you are short on
repower.
Darker periods (dawn, night and dusk) favour combat-specialised armies and brighter times
during the day favour shooting, as visibility is greatly increased.
9. 1. BAS E VI S I BI LI TY
Visibility on the table determines how far models can move and shoot. The base visibility
table below lists a range of conditions that can affect visibility. You wont need the table if
you are using a prepared scenario, but if you are writing your own it is a good reference and
can be used as a baseline for all those obscure and rare situations that arent included on it.
We use the time of day as our baseline for visibility, and the table to the right summarises the
more familiar visibility levels. Use these to base your own scenarios on.
The default visibility (if there can be said to be such a thing) is 48. This corresponds to
bright daylight (and is, coincidently, the width of a standard sized game board). Outside
of this distance, models may be aware of the presence of other models and terrain, but not
enough to single them out as obstacles, opponents or targets. This Base Visibility can be
modifed by a number of factors. Examples of these include the positive effects on visibility
of Night Vision, Darksight or other exceptional senses or the negative effects of cover and
camoufage.
Note that even on a 4 square table a 48 distance may not extend right across the board - the
diagonal is a good 20 longer than the edges! If you doubt this, measure it!
The effects of visibility on game-play are as follows:
Models may not move further than the current visibility level in a single activation (the
Base Visibility with any other visibility effects added on that are relevant (such as poor
weather, fog, and so on)).
Models may not move into combat with enemies that are outside of their current Effective
Visibility. This should be a natural effect of the above, but may not be. This includes step
backs in combat and proximity checks.
Models cannot shoot further than their current visibility level. Some models will be able
to see further than others in low visibility and therefore be able to shoot further as well.
It is important to note that visibility refers only to how far a model can see. Soldiers on a
battlefeld have many other ways to know their enemy is nearby - noise, vibration of the
ground and smell are to name just three. In a fantasy setting, these other factors may be
enhanced or exaggerated. It is assumed that even on the darkest battlefeld, troops have
some idea where their enemies are lurking. As such, we can assume that models can advance
towards the enemy as normal but are bound by the rules for visibility.
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9. 2. TI ME OF DAY (AVAI LABLE LI GHT)
Each scenario will be set is a different time of the day, whilst others may be completely
outside of time as we know it. The scenario description will contain special rules to cover any
differences to the norm.
If you wish to create your own scenario, here are some typical effects of differing times of
day. Of course, every fantasy setting can be quite different, so adjust accordingly...
TI ME OF DAY BAS E VI S I BI LI TY
Mid-day (full sun) 48
Low sunlight (frst light/afternoon) 36
Dawn or Dusk half-light 24
Night (full moon) 24
Night (half moon) 12
Night (no moon) 6
Indoors, lights off 4
Dark Cavern 3
9. 3. WEATHER AND VI S I BI LI TY
The weather can seriously aid or impede our little warriors. A bright, warm summers day
can improve morale whilst a cold, miserable winters drizzle can do the complete opposite.
Visibility may also be affected. Each scenario will specify the weather that is in effect and
might even have a random chart to determine it if such an approach suits the game to be
played.
Enemy troops may be concealed in cover awaiting their chance to strike, or simply sneaking
around hidden and out of view of the enemy. These factors are represented by the rules for the
Camoufage and Stalker properties and visibility in general.
Always consider the games visibility level to be that of the time of day modifed by
weather and any other effects that you may devise. These could include thick dust, sorcerous
glamours, heavy vegetation or even such distractions as thousands of mirrors!
The table above lists some example standard conditions that could be set in a scenario. The
Get Em Lads scenario could possibly take place under any conditions, as such the variety of
possible Time of Day and Weather combinations can be very useful when designing your own
scenarios.
Of course there are many other possible conditions not listed in that table, but for most
scenarios it will cover the conditions you need; alternately it can act as a sanity check to
ensure that what you have included makes sense by the rules of the game.
34
10. The Game Turn
A turn in Unbridled Fury is dened as a number of activations
equal to the acting players command die roll (after any modiers).
In the same turn the reacting player may only react to the acting
players actions.
Once all activations are expended, the turn ends. Each players command die is rolled again at
the start of a new turn, and the process is repeated.
10. 1. THE GAME BEGI NS
Once setup is complete, the game begins. Players set up as per the scenario and play starts
with Turn 1. The choices permitted to a player may be constrained by the scenario that is in
force. Generally the scenario is agreed upon by the players with enough time beforehand to
prepare for it.
10. 2. ANATOMY OF A TURN
A turn in Unbridled Fury consists of an acting players activations of his models, and the
reacting players responses to them. The acting player effectively runs things their way
during the turn.
10.2.1. The Stages Of a Turn Are As Follows:
Both players roll their leaders Command Dice for initiative (section 13).
The acting player uses a single activation to move, shoot, use special rules of a property
(such as magic), or any other action allowed by the rules or scenario being played for a
single model or group of models at a time.
The reacting player reacts with either a shooting reaction (if enemy models end move
in line of sight of them), a proximity reaction (if enemy end move within 6; takes
precedence over shooting reactions) or an heroic reaction (if either of the previous is
successful and the player opts for such a reaction).
Go back to stage 2 if acting player has any remaining activations and wishes to actually
use them. If not, the turn ends and any combat is resolved before the next turn begins and
the sequence starts again at step 1.
There is no pressure on the acting player to use their available activations if they do not wish
to perform any actions in a turn.
35
begin turn
turn ends
roll for initiative (section 13)
acting player uses an
activation to perform
an action (section 14)
reacting player checks all
possible reactions to this
action (section 17)
does the acting
player have any
remaining
activations?
resolve all combats for
the turn (section 20)
Yes
No
36
11. Command Structure
Two things represent the command structure of a company in
Unbridled Fury: the leader and the command die. There are no
extra rules to govern lesser leaders in the company. They are best
represented by using models with better psychological attributes.
Every company has a single leader model whose presence ensures the company is running
at its full potential. This ability to command is represented by the companys command die,
which is one of a d6, d8 or d10 depending on the quality of the companys leadership and
cohesiveness of its troops. It is also to a degree an indication of the quality and quantity of its
lesser leaders, though only in regards to how they interpret their orders.
Note that the command die is not part of the leader model, but of the company itself. If the
leader dies, however, it will be reduced to the next lowest die type (see below).
11. 1. EFFECT OF THE LEADER
There can only be one leader in each roster. If a leader is killed, it cannot be replaced during
that game. Leaders can also infuence their troops morale in Cow checks by bolstering their
resolve. If a leader is visible to a group he can substitute his Cow attribute for the lowest Cow
in the group (at the players discretion).
11. 2. LOS S OF THE LEADER
If a leader is killed, it will have an effect on the entire company. The command die from the
next turn onwards is one lower (so d10 becomes d8, d8 becomes d6 and d6 becomes d4). This
simulates the effect of adverse morale that the loss of the leader would create. The leaders
command die in effect is an indication of how well the leader has trained his troops, or of
what standard they are trained to, and is not merely a capability of the leader.
11. 3. LEADERLES S ROS TERS
Rosters may be made up without a Leader model. If this option is taken, the company is
controlled using 1d4 as the command die. Running a company without a leader is great
for representing disorganised mobs of rabble such as rioters, disorganised boggarts or the
vanguard elements of the zombie apocalypse.
Effects from losing the leader do not apply to leaderless companies, though their low
command die will make them diffcult to control effectively.
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12. Groups
Activations can be used to activate more than one model at a time.
A clever player will use the group rules to make the most of what
limited activations their command die has made available for them.
The group in Unbridled Fury is an amorphous thing. Groups are not fxed units or squads
as they are in other games; players can change the composition of a group from activation to
activation if they so desire. Groups are simply convenient ways to make more than one model
perform the same action while using a single activation.
At the beginning of an activation, a player may declare that a group of models will beneft
from a single activation. All of the models in the group must be visible to every other model
in the group. They will perform the next action together using a single activation. They must
all perform exactly the same action, whether it be movement, shooting, magic or whatever
else the rules allow. At the end of the activation, they may be reorganised however the player
chooses. They may all go off individually, join other groups, or remain together. There is
no fxed structure in a group at all. Groups are simply a tactical option for a player to save
on activations. A player that has mastered the art of grouping models will have a distinct
advantage over a player who has not.
Grouping represents the ad-hoc and often chaotic shouting of commands that goes on in
battle: non-coms improvising with what theyve got at hand, warriors yelling to their
comrades what is going on beyond the trees or simply well trained combatants operating in
sync with each other. There are no fxed coherency distances or the like. The only thing to be
aware of is that all of the models in the group must be visible to each other.
In the below example, B is a Sergeant with a low Tds, so its controlling player wishes to
group as many models as possible with it for purposes of a Tds check. Visibility in this game is
10, so only models A, B, C, D and E can be grouped with the sergeant, as F cannot see or be
seen by A, B, C or D. F can instead group with E (as F can see E) if desired.
A
B
C
D
E
F
10
10
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13. Initiative
At the start of each turn, the players roll for initiative. The higher
rolling player becomes the acting player, and the lower scoring roll is
the reacting player.
This procedure is at the core of the Unbridled Fury game system. Initiative is checked at the
beginning of each turn, and determines which player is acting, and which is reacting.
So, at the beginning of every turn, each player rolls their companys command die. The side
with the higher score becomes the acting side (ie. who has initiative) and the lower scoring
side is the reacting side. The reacting side discards its dice scores (and removes the dice, they
wont be using the scores on them). The acting side uses the score on their die as the number
of activations they can use for the turn.
If both players roll the same number on their command dice, the player that lost the initiative
last turn will become the acting player. If it is the frst turn of the game, simply roll again.
In addition, the player that won the initiative in the previous turn adds -1 to the command
die roll. The modifers from previously won rolls are cumulative until they lose the initiative,
when the modifer is discarded. This modifer also affects the number of activations the player
receives for the turn.
13. 1. I NI TI ATI VE EXAMPLE 1
For example, if a player has acted for two turns, in the third their initiative roll will be
modifed by -2. Their opponent rolls a 3, and our player rolls a 5. However, with the -2 this
becomes a 3 as well. As the players opponent did not act last turn, the initiative passes to
them, and our player will spend this turn reacting. Had the opponent rolled a 1 or 2 instead,
our player would be acting again, but only have three activations, not fve as rolled on the die
- the modifer applies to the activations for the turn as well.
39
13. 2. I NI TI ATI VE EXAMPLE 2
Yan the Obliterators Apprentice is facing his uncles arch-rival for the throne, the vicious
and unrelenting Tragonsterne. This is the frst turn of the game. Yan has a d8 command die,
and Tragonsterne has a d10. They roll for initiative: Yan scores an 8 (and feels confdent!)
and Tragonsterne rolls a 4. For the frst turn, Yan is the acting player and Tragonsterne is the
reacting player. Yan has 8 activations in turn one.
In the second turn, things are a bit different. Yan was acting in the frst turn, so he must apply
a -1 to his initiative roll. Both players roll their dice: Yan rolls a 4, and applies the -1 to get
a fnal score of 3. Tragonsterne rolls 2, so Yan is again the acting player in turn two with
Tragonsterne reacting. Yan has 3 activations in turn two.
In the third turn, the rolls are as follows: both sides roll 6. This is not a draw! Yan applies -2
to his roll (he has acted for two turns now), making his fnal score a 4. Tragonsterne wins the
initiative in turn three. Tragonsterne has 6 activations in turn three.
In the fourth turn, they pick up the dice again for initiative: Yan scores 6 (unmodifed now,
because he was reacting last turn) and Tragonsterne scores 7! Tragonsterne, however, must
apply -1 to his roll because he was acting last turn. This makes both scores 6. Yan wins the
initiative, as he was the reacting player last turn. Yan has six activations in turn four.
So, to summarise these four turns:
TURN YAN S SCORE (D8) TRANGONS TERNE S
SCORE (D10)
WHO I S ACTI NG
PLAYER?
ACTI NG PLAYER S
AVAI LABLE
ACTI VATI ONS THI S
TURN
1 8 4 Yan 8
2 3 (4 - 1) 2 Yan 3
3 4 (6 - 2) 6 Tragonsterne 6
4 6 6 (7 - 1) Yan 6
40
14. Activations and Actions
The activation is the basic unit of time in the Unbridled Fury game.
In each activation, a group or individual model may perform one
action of some kind.
One action comprises:
One move up to maximum distance (Mov) in inches for a single model or group; or
An assault into combat with an enemy model or group with a single model or group of
your own, up to the model or groups Mov score in inches (see section 15); or
One single shooting action of missile fre for a single model or group (see section 21;
only one shooting action may be made for each missile armed model per turn; models in a
group dont all have to shoot at the same time); or
One special action (as defned by a scenarios special rules, a models properties or any
other game rule that allows one, including the use of magic in section 26).
Models or groups may activate more than once in a turn if their side is acting and there are
suffcient activations remaining, but their opponent must have a chance to react between each
of them. This is mandatory.
14. 1. THE ACT/ REACT CYCLE
For each activation taken by the acting player, the reacting player must get a chance to react to
whatever action was taken, unless a special rule or property specifes otherwise.
In most cases, the reacting player has to do this - to trick a reacting player into not having
their reaction is not tactical, its actually cheating... The following example details the process
in detail.
More discussion about reactions can be found in section 17.
41
14. 2. ACTI VATI ONS AND ACTI ONS EXAMPLE:
Usis has won the initiative against Krorek and has three activations to use this turn. He
decides to attack Kroreks line with his warriors, but wants to soften his opponent up with
archery before assaulting. His plan is as follows (note some rules are explained later, never
mind the details just yet): Shoot with as many archers at Kroreks line as possible. Then
move his wardogs within 6 of Kroreks line to try to provoke a proximity check, therefore
attempting to sow confusion prior to his attack. To fnish the job he will assault with his
warriors.
Activation 1:
Kroreks line is made up of resolute axemen, and Usis knows that an ordinary charge against
them will be diffcult. So, he spends his frst activation to shoot with every archer in one group
(all he has) causing Kroreks line to lose two models out of its starting total of eight models.
Kroreks men must check morale before reacting and passes easily (Krorek is amongst them,
bolstering their resolve).
Reaction 1:
Krorek has no compulsory reactions at this stage, so simply holds his ground and does
nothing.
Activation 2:
Usis begins his second activation and moves the dogs to a point within 6 of the line.
Reaction 2:
The axemen are forced to check for reaction now and do so, passing easily. As the test is
passed, Krorek decides to assault the wardogs. He makes a Cowardice check (section 16) and
passes, moving as many axemen into contact with the dogs as is physically possible.
Activation 3:
Usis checks Cowardice for his warriors and they pass. They assault the axemen, joining in the
fght with the wardogs.
Reaction 3:
The axemen must take a proximity check due to the warriors assault and pass, so the fght is
on!
Turn End:
The combat is resolved, and the next turn begins.
42
15. Movement
Single models or groups may be moved up to their Mov score in
inches for each activation spent to move them.
Models or groups may move up to the maximum distance (in inches) listed on their profle
(under Movement, which is abbreviated to Mov).
They may move once up to their Mov attributes value for each activation made available to
them by the player in an acting turn.
15. 1. AS S AULTS
Assaults are moves that end in contact with an enemy model or group. The assaulting model
or group must frst pass a Cowardice check to perform the assault. An assault move that is
intended to end in contact with enemy models must be proceeded by a Cowardice (Cow)
check or the move is aborted and the activation wasted. Models that fail the check do not
retreat.
If the assault move fails to contact enemy models (due to having insuffcient Mov, or some
other reason) the assault is instead treated as if it was a normal move instead.
Combat is resolved at the end of the turn after all other activations are expended for the turn
and is described in detail later in this rulebook.
15. 2. REQUI REMENTS
Measurement of the distance to be moved is from either the start position of the front of the
models base to the end position of the front of the models base or the same for the rear edge
of the base. Measuring from front to rear or vice versa will result in incorrect measurement of
the distance.
15. 3. PENALTI ES TO NORMAL MOVEMENT
There are times when movement is modifed by one factor or another. These factors include
terrain, magic or model properties that adjust Mov. In such cases this adjustment is done per
activation and not per turn.
43
16. Tardiness and Cowardice
Two types of psychology checks are required at various stages of the
game: Tardiness (Tds) checks and Cowardice (Cow) checks. Both
use the same procedure but have different purpose: Tds represents
a reluctance to maintain combat discipline and Cow represents a
creatures willingness to run away!
Fighting is downright scary. Not all warriors are stoic fanatics who will fght to the very last
fbre of their being. Hesitation and indecision are the enemy of any coordinated action. Some
believe that staying alive is a better proposition than dying, and will not hesitate to act on their
beliefs when the going gets tough.
Players do not get the luxury of fully compliant subordinates, as they have their own ideas
about what defnes proper professional practice on a battlefeld.
16. 1. TARDI NES S AND COWARDI CE
Tardiness (Tds) and Cowardice (Cow) checks are a core mechanic of the Unbridled Fury
rules, and are used for determining whether or not your models are capable of doing what you
want them to. You will fnd that you will check often, and that the procedure is simple enough
to not bog the game down in details.
16. 2. PROCEDURE
Tardiness (Tds) or Cowardice (Cow) checks must be taken for models or (optionally) groups
whenever the rules specify. Use the models Tds or Cow value or the lowest Tds or Cow value
if using a group. Tds and Cow checks can also use the leaders value if the leader is visible to
the model or group. One roll is made for a single model or an entire group.
Roll a d12 to take the check. You must roll equal to or above the appropriate attribute value or
the test is failed.
16. 3. LOS I NG 20 POI NT OR HI GHER MODELS
If a company loses a model worth 20 points or more for any reason as a casualty, all friendly
models that have visibility to the position where it fell must pass a Cow check immediately or
retreat immediately.
44
17. Reactions
Reactions must be performed after every activation. Only the
reacting player can react. The reacting player may form groups to
attempt to strengthen reactions if they wish.
Reactions are the core mechanism of the game. Trying to prevent adverse reactions and
promoting positive ones is the goal of every player; clever players will also learn to anticipate
the reactions of their opponents as it is these which provide the greatest surprise at times...
17. 1. REACTI ONS HAVE THE FOLLOWI NG PRI ORI TI ES :
Proximity reactions are the most important, followed by reactive shooting. If any of these is
passed, the reacting player has options, one of which is to try for an heroic reaction - these can
be battle turning, and always win the initiative for the next turn.
The acting player must allow the reacting player a chance to react after each of his activations;
he is not permitted to clump together activations to speed up his turn (eg. adding together
movement activations in order to travel further is not allowed - the reacting player should get
a chance to react to each of his activations as they happen). Once the reaction is completed for
all applicable models and groups (and if the acting player has any activations remaining) play
continues.
Note that only one reaction per group on the reacting side is permitted for each activation of
the acting side. Reactions are compulsory, and must be resolved individually. A model may
react many times in a single turn, but it may only take one shooting reaction in that turn.
In the example below, model Z (belonging to the acting player) has moved within the visibility
of model A, which belongs to the reacting player and has a shooting weapon.
In the frst reaction, model A must perform reactive shooting, as model Z is visible and outside
of 6. Model A has to do this regardless of whether or not its shooting weapon is in or outside
of its range to model Z.
In the second example, model A must instead perform a proximity reaction, as Z is within 6.
Proximity reactions always take priority over reactive shooting.
First Example, Reactive Shooting
Second Example, Proximity Reaction
A Z
Z A
10
6
45
17. 2. PROXI MI TY REACTI ONS
Troops that are confronted with an enemy near them will not simply stand still and watch -
they will generally do something. Unfortunately the something is not always what you would
like them to do.
First and foremost, proximity reactions are compulsory and take priority over shooting (but
not incoming!) reactions. They occur whenever any opposing model ends its activation within
6 of one of your groups, and you are the reacting player.
17.2.1. Proximity reactions are worked out in the following way:
Any reacting model within 6 of an enemy model at the end of an enemy activation must
test to react. Proximity reactions are performed by a single model or a group at the players
discretion. Players may form groups for the check if they wish (see section 12).
Models that have successfully assaulted an enemy model or models do not take proximity
checks.
Each reacting model or group must take a Tds check (use the lowest in the group. The leaders
Tds may not be used unless the leader is part of the group) on 1d12 and the roll must equal or
exceed the Tds score to pass.
17.2.2. If the model or group passes, it must choose one option from the
following:
Take a shooting action (if they have any shooting weapons) with a -2 modifer
Fall back in good order (move away from any enemy models up to one Mov distance)
Hold position
Attempt to enter combat. At least one model must be within their Mov distance from an
enemy model and the group must pass a Cow check. If it fails the Cow check it will hold,
as above.
Cast magic (see section 26).
Attempt an heroic reaction (see section 17.5).
17.2.3. If the model or group fails, it must immediately take a Cow check:
If it passes, it will hold, as above.
If it fails, it will Retreat.
46
47
17. 3. REACTI VE SHOOTI NG
When acting models are visible to a reacting model armed with a shooting weapon at the end
of an activation (even if they are not in range), the reacting model must react by taking a Tds
check. This check represents the ability of the reacting model to behave appropriately with
its shooting weapon, that is, not fre at an inopportune moment or in such a way as to expend
ammunition prematurely...
To take the check, the reacting model must (at the end of each enemy activation that places
enemy model(s) in a visible position, even if out of range) test against Tds on 1d12. The
model needs to roll equal or above to pass, as normal. This check may be performed as a
group if the player wishes it to. In this case all models performing the check together must
have their target models visible as well as the usual rules for grouping (section 12).
17.3.1. If the model or group passes, all models must choose one option
from the following:
Take a shooting action with a -1 modifer
Hold position
Attempt an heroic reaction (see section 17.5).
17.3.2. If the model or group fails, the model or entire group must:
Take a shooting action with a -3 modifer
Once a model has taken a shooting action, it cannot take another shooting action for the rest of
the turn. Neither reacting nor acting models can take more than one shooting action in a turn.
If the enemy group survives all of the shooting aimed against it, it may continue to activate in
later activations. Any wounds (or other effects) from the reactive shooting will immediately
be in effect. The target model(s) can be shot at as many times as his opponent can react in a
activation, provided he has models in line of sight that are capable of shooting (ie: they have
not shot reactively this activation and have a ranged weapon of some sort, and that all other
applicable rules permit them to). All reactive shooting is performed with a penalty to the
dice roll (which is not increased with range). Range band modifers do apply though as with
normal shooting.
Each model can shoot reactively only once in a reacting turn. Note that there is no special
stand and fre reactive shooting rule as enemy models close into combat: if there is no time
to do reactive shooting before contact then it can be assumed that there wasnt enough time to
get a shot off.
FF weapons may use their full die worth of shots (counts as one shot for purposes of only
shooting once per turn). If their original target model(s) (the ones they have reacted to) are no
longer valid targets and other enemy are present within 6 of the original targets position, the
shooter may then expend any remaining shots on that enemy model or models, or the original
target, at the players discretion. Extra remaining shots in a turn without targets are wasted.
48
17. 4. HEROI C REACTI ONS
Heroic reactions are those combat actions that poets record for history to remember. They are
often last ditch efforts that can change the tide of battle!
Heroic reactions can only be performed after a successful reaction of any other kind, and by
using the same group or model as that successful reaction.
17.4.1. Procedure
An eligible reacting group must pass its shooting or proximity reaction check and then pass
both a Tds and a Cow check, both at -4 to the die. If both are passed, the group may select
one of the reactions listed below. The current reacting player will win the next turns initiative
regardless of the initiative roll and will have whatever is rolled on the command die as the
number of available activations.
If not, the group simply holds its ground and does nothing.
17.4.2. Important!
Only one heroic reaction may be performed per game by each player. Players may continue
to attempt to successfully perform these reactions, but once an heroic reaction is successfully
performed, no more heroic reactions may be performed by that player for the remainder of the
game.
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17.4.3. Heroic Option 1: Open Fire!
The group shoots with every shooting weapon in the group as quickly as they can. Each model
shoots three times with each shooting weapon that it has in the current turn! If any model rolls
a misfre, however, that model runs out of ammunition for the rest of the game (for all of their
shooting weapons) and must have some sort of marker placed next to them to indicate this
status. Fast Firing (FF) weapons (section 28.7) get their full number of shots, rolled for each
of the three shooting actions. A one rolled on the die only affects that dies worth of shots, the
other two are rolled independantly regardless if a one is scored.
17.4.4. Heroic Option 2: Run Like Hell!
The group may immediately move between their Mov and triple their Mov distance in any
direction, but not into contact with the enemy nor within 6 of any enemy (it isnt an assault).
The enemy may not react to this movement (the enemy is the acting player, who isnt allowed
to react!). this move may begin within 6 of enemy but not end within 6 nor take fgures
within 6 of any enemy at any point during the move.
17.4.5. Heroic Option 3: Chaarge!
(Yes, it has two as!) The group may move up to triple their normal Mov to assault an enemy
group. They do not need to pass a Cow check to do so (they effectively already have). The
group is treated as if it has the Fanatic model property - the assault is a desperate all or
nothing charge - but if they are fanatics already they get an additional +2 to their rolls in
combat. This crazed state continues until the combat is resolved and the turn ends.
17.4.6. Heroic Option 4: Famous Last Stand!
The model or group decide to hold their ground at all costs. All affected models pass any Tds
and Cow checks as their opponents assault and fght like lions, adding 4 to their Fgt rolls until
the combat ends. Once it is completed the affected Fgt enhanced models will be removed as
casualties. Their exertion is too much to allow them to continue. Some may die... heroically,
of course... If the leader is in the group removed he is treated as lost. To the rest of the
company it will look like he fell valiantly, instead of collapsing from exhaustion. Theyll fnd
out later that their leader isnt actually dead, provided of course that they survive that long. If
any enemies survive the fght the exhausted warriors may just receive the coup de grace...
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18. Retreat and Rout
At times, the failure of a Cow check will result in a Retreat. At the
end of a retreat the group will get a chance to Rally by taking a Tds
check. If the group passes, it may activate normally in the same turn
as if nothing happened, but if it fails, it will rout and be destroyed.
Rout and retreat are potentially game losing events. A good player will try to minimise the
risk of failing reaction checks.
Unless otherwise stated, failing a Cow check will cause a model or group to retreat.
18. 1. RETREAT
A retreat means that the model (or group if the failed check that caused the retreat was
performed as a group) is turned away from the closest enemy to each model and moved at
double their normal Mov rate (no less, except if this takes them off the edge of the table,
then stop them at the edge). The move must take the retreating model no closer to any enemy
model than they were at the start of the move.
The model/group may use an activation in order to take a Tds check in their sides next acting
turn, and, if they pass, will be free to use the remainder of the turns activations to do things as
normal. They may use the leaders Tds if they are visible to the testing group.
If they fail, however, the retreat becomes a rout. The rout will occur immediately after the
check is failed.
The direction of the retreat is determined by the player controlling the retreating models, but
it may not be toward any enemy models. If there is no way that the models can retreat without
taking them closer to visible enemy models within 6, the unit will rout instead (see below).
Retreating models do not suffer penalties for terrain, except that they cannot enter impassible
terrain, and, if they are forced to, theyll be destroyed. Retreating models dont really slow
down for much as they arent really all that careful about whats underfoot...
If a member of the retreating group is wounded, is contacted by an enemy model or the group
is forced to take a Tds or Cow check during the retreat (before it can be rallied), the group
routs (see next page).
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18. 2. ROUT
A group that routs is immediately moved its full movement distance in a random direction
(see section 2.9). The direction it routs may not necessarily be toward its own baseline.
This may trigger further cowardice checks in friendly groups as routing can be somewhat
contagious. Whilst this may seem a strange rule, consider that a panicking group of warriors
may not know where they are running. They have lost all common sense and may just as
easily run away from the battle as run screaming into the tender embraces of their enemies!
If a group that is routing passes within 6 of any friendly groups, the friendly groups will
need to pass a Cow check too, or also retreat. The check will be taken with a +1d6 to the die
roll, however, as they are not directly involved in the rout. Models and groups will ignore
friendly routing groups with Cow attributes that are higher than theirs (in a group with a
variety of Cow values, the lowest Cow in the group is used). Visibility is irrelevant as the
sounds made by feeing troops can be heard easily, and are unsettling enough, if not more so
as imaginations take control of common sense when one cannot see what is actually going on.
After the routs effects are determined, the routing group is removed and will count as
casualties. Models that rout cannot be rallied.
Players should be aware that routing is potentially more dangerous to a players chances of
victory than losses to combat alone.
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19. Terrain
The primary effects of terrain in Unbridled Fury are to restrict
movement or prevent it entirely, and to restrict or block visibility and
line of sight.
Terrain in Unbridled Fury is both a hindrance and a help. The player that uses it creatively
will fnd that there is considerable advantage in doing so.
Terrain both offers cover against shooting and reduces movement. It may also block lines of
sight, preventing shooting altogether across its boundaries.
Terrain has four attributes that describe it: size (similar to the Sz attribute of a model, and
compared to it), protection, cover and diffculty. These are detailed below. For convenience, it
is suggested that each terrain item be labelled with its terrain attributes beneath its base.
19. 1. SI ZE
A terrain piece should be assigned a size value. This size value is then used when resolving
shooting attacks through the terrain item. Size only applies when the terrain item has a partial
or blocking cover and or a protection attribute, and represents not the physical size of the
terrain item but the size of a model that can be concealed in or behind the item and still beneft
from its defensive effects.
19. 2. COVER (LI MI T 1 PER TERRAI N I TEM)
19.2.1. Open
Open terrain does not hinder line of sight, and can be shot across without penalty by models
that can shoot.
19.2.2. Screening
Screening terrain may be shot over but all that do so will suffer a -1d6 penalty to their
shooting roll. Models larger (or have a greater unit strength than) the terrains size cannot
claim screening from it.
19.2.3. Blocking
Blocking terrain may not be shot over at all. Models behind blocking terrain can not be shot
at unless the model has a size greater than the terrain, in which case the terrain counts as
screening terrain instead.
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19. 3. PROTECTI ON (LI MI T 1 PER TERRAI N I TEM)
19.3.1. Minimal (it might save you...)
The terrain offers minimal protection from shooting attacks. Such attacks must subtract an
extra -d4 from shooting rolls targeting models within this terrain type.
19.3.2. Reasonable (fne if you keep your head down)
The terrain offers reasonable protection from shooting attacks. Such attacks must subtract an
extra -d8 from shooting rolls targeting models within this terrain type.
19.3.3. Heavy (almost invulnerable inside it!)
The terrain offers almost complete protection from shooting attacks. Such attacks must
subtract and extra -d12 from shooting rolls targeting models within this terrain type.
19. 4. DI FFI CULTY (LI MI T 1 PER TERRAI N I TEM)
19.4.1. Basic
Basic terrain does not impede movement in any way. On most games tables this type of terrain
will make up the majority of the playing surface. If in doubt, consider clear areas of gaming
table to have open basic terrain.
19.4.2. Rough
Rough terrain is diffcult to move through. Rules for rough terrain vary depending on whether
the feature is linear or area terrain - see below.
19.4.3. Impassible
Impassible terrain cannot be crossed at all unless a model has a property that ignores terrain.
No model may include this terrain type in its movement at all.
19. 5. AREA TERRAI N
Area terrain uses all of the terrain rules as written. They may be of any screening and/or
hindrance types.
19.5.1. Rough Area Terrain - Movement
All models must subtract 1d6 from each activations movement that includes any movement
across rough area terrain. Roll at the beginning of each movement activation for each model
crossing it. Of course, some model properties, such as Flyer, will enable a model to ignore this
terrain type for movement purposes. A propertys description will detail this if applicable.
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19. 6. LI NEAR TERRAI N
Linear terrain features are long but have no substantial depth to them. Linear terrain includes
such obstacles as fences, hedges, creeks and trenches and may serve to offer cover to models
or simply impede movement. Linear terrain may have any screening, protection and/or
hindrance types, except that if the terrain is classed as rough, the rules below are used instead
of the ones above (which are for area terrain only).
19.6.1. Rough Linear Terrain - Movement
Models must halt on one side of the terrain, regardless of remaining movement, and not move
for the rest of the turn. They may cross in the next turn with no other penalty, except for one
proviso: roll a d6 for each model crossing. If a 1 is scored, that model fails to cross as they
have tripped, slipped or otherwise failed to get their legs up and over the obstacle. They must
remain on the starting side of the linear obstacle until their next acting turn, when they may
test again.
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20. Combat
Combat (also known as hand to hand combat or melee) happens
at the end of the turn after all other acting activations have been
completed. It is considered resolved only when there are no longer
any opposing models in contact.
Note that combat does not occur as soon as models contact. All remaining activations are
allowed to fnish before the combat begins. This may mean that further fgures can join the
fray. However, if the acting player may discard any remaining activations if they wish to get
into combat, effectively ending the turn (except for the combat, of course).
20. 1. A ROUND OF COMBAT
A round of combat occurs at the end of any turn that results in opposing models being in base
to base contact. This can only occur if an assault was performed by either side, or if some
special scenario rule was in play. Models cannot simply end in contact by accident.
In a round of combat, every model fghts every enemy model in contact with it once and the
results are applied. Once this is done, and if any models remain in contact (or make any new
contacts), every model in contact with enemy models fghts again. Thus begins another round
of combat. This is repeated until no opposing models remain in contact. At that point the turn
ends and the next begins.
Combat does not use activations. It is outside of the normal activation system - it only occurs
once all other activations have been expended.
20. 2. J OI NI NG AN EXI S TI NG COMBAT
A model may not join in on an existing combat if there are any unengaged enemy models
within 4 of the combat currently in progress or if there are any unengaged enemy models
they could assault in combat within a single move of them.
20. 3. PROCEDURE
In order to move into combat (for any reason), a group must frst Assault (see section 15.1).
Otherwise it stays where it is and the activation is wasted. The failed check uses up one
activation for the turn but has no other ill effect. Groups being assaulted must check for
reaction as normal with enemy coming to within 6 of them.
20. 4. CONTACT
Once models are in contact, they cannot break contact until that combat is resolved or they
have a special rule or property that allows them to do so. Combats are then resolved one pair
of models or multiple models at a time. In multiple combats the outnumbered model will fght
each one of his opponents separately in an order determined by the acting player, as a single
combat action.
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20. 5. FI GHT!
Each model in the combat rolls 1d12 and adds the value of their Fgt attribute.
If one models score is at least double that of the other, the other is killed outright and the
model representing him is removed from play. He may however take any relevant shield or
armour saves to reduce or prevent this effect (see sections 22-25).
If that score is instead greater, but not double (except in the tie below) the result is a wound
on the lower scoring model unless the damage is reduced or prevented by shields or armour.
20. 6. LUCKY AND UNLUCKY ROLLS
Occasionally a model in combat will hit something vital on his opponent or fumble, trip or
miscalculate and take unexpected damage. These results are known as lucky and unlucky
rolls respectively. A lucky roll is defned as a natural (ie. unmodifed) roll of 12 on the d12
during combat, and an unlucky roll is defned as any roll of a natural 1.
In combat it is possible that both opponents will roll the same result, so to clarify: if both
roll lucky, the result is a tie (as above), but if both roll unlucky, both models potentially take
damage as below. If one rolls lucky and the other unlucky, the damage is only applied once.
Lucky rolls will always cause at least a wound, regardless what other results are scored;
armour and shields are taken into account as usual. If the result would kill anyway, then the
result is a kill instead, if armour and shields fail to protect the model.
Models rolling lucky may still take damage from an opponent that rolls higher than them. In
such an extreme case both models will take damage!
Unlucky models will suffer an additional wound on a d6 roll of a 6, and no armour or shields
can save this damage. This wound is additional because the models opponent(s) may also
score some extra wounds on them at the same time. All wounds are cumulative. Lucky and
unlucky rolls apply equally to both sides, unless other rules modify them.
20. 7. PUS H BACKS
A wounded model (even if the wound is prevented by armour) will be pushed back is 1d4.
The attacker also rolls and must move 1d4 as a follow up (but not necessarily toward the
enemy model that it has just beaten). If the attacker manages to catch up to his opponent or
any other enemy model they will fght another round of combat this turn once all other combat
rounds have been resolved. A model that is pushed back in combat and cannot cross or enter
terrain stops at the obstacle or terrain meaning that their opponent will have less distance to
travel in order to catch up.
A push back in combat must be away from the models opponent. Direction is up to the
owning player, but the model must remain facing their opponent if possible. The model
pushed back may not use this movement to engage any further enemy model(s) in combat for
the remainder of this turn.
The model pushing back (ie. the winner of the fght that round) may enter combat with any
enemy within its d4 follow up move. A Cow check is not required for this.
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20. 8. SHI ELDS AND ARMOUR
A model that is wounded or killed in combat may take any shield saves or armour checks
that they may be entitled to once the combat is resolved, but before any push backs are
performed. The result of the combat may therefore change if wounds or kills are negated
by the models battle-gear.
20. 9. MULTI PLE COMBATS
Multiple combats are determined in the same way as any other combat, except that all models
in contact with any enemy models must fght each of them before any combat results are
applied. The size of all models in contact also plays a role in determining outnumbering and
combat modifers as well. The size of each individual model affects individual combat results.
So a Size 4 Dog-Ogre fghting a horde of Sz 1 halfings (for example) still gets the beneft of
his Sz for purposes of cleaving his squishy little enemies. His effective size, however, may be
different, depending on which and how many of his friends help him out in combat. A bigger
friend than himself will boost his effective size, as will lots of smaller friends.
20. 10. MULTI PLE COMBATS AND PUS H BACKS
A model that is fghting more than one opponent who pushes one of them back does not roll to
follow up unless all other of its opponents are no longer in contact with it. This also applies to
outnumbered models who are themselves pushed back: they cannot be pushed back as long as
they are in contact with an enemy model.
All models in contact must fght before any push backs and follow-ups are worked out. If the
outnumbered model wins all combats that round and has multiple opponents that fall back, the
player controlling that model may choose which enemy model to pursue. If the outnumbered
model is pushed back, each of his opponents rolls separately to follow up.
20. 11. EFFECTI VE SI ZE
Models that are larger only get their usual combat bonuses against multiple smaller models if
the multiple smaller models effective size is less than that of the larger model. The converse
is also true for larger models (See section 4.13 for the basics on size.) In general, each model
in a multiple combat counts as its effective size and not its normal size attribute for purposes
of determining combat bonuses or penalties (the to hit roll, if you like). Armour bonuses and
penalties are unaffected). Effective size only gives outnumbering benefts in multiple combats,
and not the full beneft of the Size rules, which nevertheless apply where the above rules do
not overrule them.
Effective size is only calculated once per round, and at the start of it before any combats
have been determined. The effective size that is calculated is carried through the entire round
of combat, regardless of what models have been killed or pushed back out of the fght. It is
recalculated in subsequent rounds.
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20. 12. CALCULATI NG EFFECTI VE SI ZE
The multiple opponents count their sizes as follows:
Take the largest size attribute amongst the multiple combatants;
Add to this +1 for each extra friendly model in the same combat, regardless of its actual
Sz, which still counts for defeating opponents armour and shields and boosting the
models own armour and shields.
You can only count models that are in base contact. Refer to the page opposite for an example
of how this works.
20. 13. OTHER SI ZE EFFECTS
In combat, a larger model will always add the size difference between it and its opponent
to its own Arm rolls. The smaller model will subtract the difference from its own Arm rolls.
Larger models always add the size difference to their Fgt rolls.
Note this is for true size differences and not effective size, which is only for outnumbering!
20. 14. COMBAT I S OVER, WHAT NOW?
Combat is considered resolved once there are no longer any models in base to base contact
with enemy models.
The resolution of a combat also heralds the end of the turn.
However, the fght may not be entirely over; enemy models could still be easily within assault
distance. The combat can be initiated again in the next turn with fresh assaults! Proximity
reactions will apply again as usual. This of course all takes part as part of a new turn and not
as part of the previous combat, because that combat is over as far as the rules are concerned.
The entire fght in contained within one turn possibly comprises several combat rounds
between a collection of different opposing groups and is referred to as a melee. This is for
clarity when discussing a game, and is not referred to as a combat, which is the name given to
a round within a melee (its all too confusing otherwise!).
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In this example of a multiple combat, model Z (which is Size 8) has been contacted during the
previous turn by models A, B, C, D, E and F belonging to the acting player. Models A, B, C,
D, E and F are all Size 2 models.
Before the players can determine the outcome of this combat they will need to frst calculate
the effective size of both sides. All of the acting players models (A, B, C, D, E and F) form
one side in this combat, and model Z is the other, as it has no friends in this combat.
Model Z is Size 8. This is also its effective size, as it is the largest model on its own side and
there are no others.
Models A, B, C, D, E and F are each Size 2. We take the frst and largest model on this side
(for arguments sake, model A, as they are all the same size). Model A is Size 2. All smaller
models on the same side are counted as an extra Size 1 to the overall effective size. So this
side has an effective size of 2 (Model A) + 5 (1 each from Models B, C, D, E and F) which is
equal to 7.
Z will get a +1 to every combat roll this round of combat, as its effective size is one higher
than the opposing side.
This effective size does not apply to any damage it causes though! If Z happens to hit one of
its smaller opponents each individual models Sz attribute applies. In this case Z would reduce
any one of its opponents Arm values by -6 (Sz 8 - Sz 2). Z would also get a +6 to its own Arm
if one of the smaller models hits it.
A B
C
D
E
F
Z
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21. Shooting
Shooting may only be undertaken if a model is armed with some
sort of shooting weapon (noted as Shooting or SW) on their prole.
It requires the target to be visible and an opposed die roll made to
determine the effect of the shot.
A shooting action may only be performed once per turn per model (regardless who is acting),
and not all of the models in a group need to fre in the same activation or reaction. If a model
has more than one shooting weapon, only one of them may be fred as a shooting action in
each turn.
21. 1. PROCEDURE
Every ranged weapon has a characteristic value called range (or R value). This does not
indicate a maximum range; rather it indicates a range band. Shooting becomes progressively
more diffcult with each range band. There are three range bands permitted to all models
with an SW value on their profle. Each of these is a multiple of their weapons R value. These
range bands are close range (0 to R), medium range (R to 2xR) and long range (2xR
to 3xR). The value of three times the weapons R value is sometimes also referred to as its
maximum range. Well discuss these in more detail shortly.
Shooting is essentially a roll-off between the shooters Shg attribute and the targets Fgt
attribute. If a distance to a target falls exactly on one of the boundaries between ranges it
counts being as the further range, not the closer one.
Each shooting action is resolved individually. A target must be specifed before the action is
resolved.
The shooter must have the target visible to them and within maximum range of the
shooting weapon that they are using;
The shooter rolls 1d12 and adds their Shg attribute; and
The target rolls 1d12 and adds their Fgt attribute (to represent general agility, combat
awareness, and an ability to take cover or dodge incoming missiles).
The target, if wounded or killed by the above procedure, takes any shield saves (frst)
and armour checks (second) that they may be entitled to. If the shield defects all damage
an armour check is irrelevant.
21. 2. RANGE BAND MODI FI ERS
As range increases, it becomes more diffcult to hit a target with shooting. Above we
discussed using range bands. Each range band is equal to the Range attribute of the weapon
being fred. As already mentioned shooting may not occur past maximum range.
The progression of range bands is worked out in the same manner for all shooting weapons.
The only things that differ are the range attributes of the weapons.
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At each range band, extra modifers are applied to make the shot increasingly diffcult. These
are -1 in the second range band and -2 in the third. No other modifers are applied.
An example weapon is a basic bow. Our particular bow has a Range (R) of 7. This
corresponds to the First Range Band (short range) for the weapon, and the range it can be
fred without a modifer.
21. 3. GROUPS SHOOTI NG
Shooting may be performed as a group activation if a player wishes. Resolve all shots as if
they were taken by individual models.
All shooters in a group that wish to (or have to) shoot must all be resolved before any other
group is activated. If not the extra shooters in the group will require additional activations to
fre. They can all shoot at whatever target they desire, but they must all shoot, and at the same
time.
A group that has some members shooting may not have non-shooting models perform
different actions. An activation for shooting may only be used for shooting. Extra activations
must be used if different actions, such as moving, are required or desired.
21. 4. RES ULTS OF SHOOTI NG
If the shooters score is equal to or lower than the targets score, the shot is ineffective. It can
be safely assumed that the shot has missed its mark. The shot has no effect.
If the shooters score is greater than the targets score, but not at least double it, the target
receives a wound. Mark the model with a wound counter. The model is affected in the same
way as a normal combat wound result.
If the shooters score is at least double that of the target, the target is killed outright and
removed from play, unless the target successfully saves using its shield (if it has one), its
armour, or both. If it saves it remains in play and may be suffering from reduced damage
(section 22.1). If not, the target model takes no further part in the game.
Note that there is no draw result in shooting. A shot will only miss, wound or kill. No other
results are possible.
21. 5. SHOOTI NG PROCEDURE EXAMPLE:
Gingeld, a musketeer with a Shg attribute of 7 and an R8, G snipers musket takes aim at
a particularly important looking enemy offcer that is standing near a small hut bellowing
orders. The range is 14, so the target falls into effective range (the effective range for this
weapon is 8 - 16). She therefore applies an additional -1 to her roll. Gingeld squeezes the
trigger gently and fres. The offcers Fgt is 8. He rolls a d12, getting a 4 for a total score of
12. Gingelds rugged die rolling produces a 9, scoring (7 + 9 - 1) = 15. This is higher than,
but not double, the offcers roll. The offcer reels with a painful wound but is still alive and in
the fght.
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21. 6. BULLS EYE AND MI S FI RE ROLLS
Sometimes a shooter will score a better than usual hit, or fail to shoot effectively at all, due
to either user error or equipment malfunction. These are known as Bullseyes and Misfres
respectively. Bullseyes, like lucky hits in combat, occur on the natural roll of a 12 when
rolling to hit, and misfres (like unluckies) on a natural 1.
A Bullseye is a particularly accurate shot that hits the target squarely and in a vulnerable or
effective location. It does not necessarily do critical damage but does have a better chance of
doing so than a normal hit. A misfre does not have any other effect than an automatic miss,
unless a model has properties that dictate that it does. For example, on a misfre a weapon
may become jammed or potentially wound the frer, or simply break. Targets of shooting
attacks never get the beneft (or otherwise) of these rolls.
21. 7. EFFECTS OF BULLS EYES
If a bullseye applies, the roller scores at least a wound on their opponent, regardless of what
their opponent has rolled. Armour and shields apply as normal. If the roll is high enough to
kill their opponent, it will kill instead (shields and armour also apply in that case).
21. 8. SCREENI NG BY TERRAI N (COVER)
Terrain may affect the effectiveness of incoming shooting. Sometimes it is wise to seek cover
whenever possible rather than charge head on into an enemy who is shooting at you! Pay
close attention to the rules for cover and protective terrain (sections 19.2 and 19.3) to enable
your models to take maximum advantage of whatever cover is available.
21. 9. BI GGER MODELS AND SCREENI NG
Note that any model that is equal or bigger in size to another model and between it and a
shooter will screen the shooters line of sight to that model, just like screening terrain. The
larger model that screens a smaller one is fair game for the shooter, however...
Screening of this kind only ever applies to shooting. It does not apply to other actions, like
grouping or combat.
21. 10. OTHER SI ZE EFFECTS
If a model shoots at a target that has a smaller size than itself and hits, the smaller model will
subtract the size difference from its Arm roll.
The converse to the above is when a smaller model shoots at and hits a larger one. In this case
the larger model adds the difference in size to its Arm roll.
A larger model shooting must also subtract -1 for each level of difference in size between the
themselves and their target. For example:
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A size 3 model shooting at a size 1 model would subtract (3-1) = 2 from its shooting roll. This
is in addition to any modifers for range, or anything else that might apply.
Once again, the converse is also true when smaller models are shooting at larger ones. Smaller
models modify their shooting by +1 per size difference between them.
21. 11. MULTI PLE SHOOTI NG WEAPONS
A model may be have listed more than one shooting weapon option on their profle. If so, they
may have no more than two shooting weapons of any kind. Vehicle and structure models are
an exception to this (defned as models with either the Vehicle or Structure property).
A model with more than one shooting weapon can only use one of them in each turn. It is up
to the player to select which one is used when and there is no penalty for switching between
them from turn to turn.
21. 12. MULTI PLE SHOOTI NG WEAPONS EXAMPLE:
For example, a soldier is carrying a PT-48R Mad Rabbit Anti-Material Rocket Launcher and
his standard R-9 Combat Rife. The PT-48R is has the Limited Ammo property (see section
28.11) and so the player may only decide to shoot that weapon when the soldier is presented
with a viable target for it, like a bunker or armoured truck. Otherwise the player will have
the soldier use his R-9 for the majority of his shooting. He cannot shoot both the R-9 and his
rocket in the same turn.
21. 13. COVERAGE
A special form of shooting is coverage. A model that is covering a point is assigned the job of
watching that point and shooting at anything that moves near it.
To enable coverage by a model, the model must have a shooting ability and have a marker
placed (using one activation) to defne its point of coverage. So long as the fgure does
nothing else, the marker will remain and allow the model to shoot at anything that moves
within 6 of it, in either their own or the opponents acting turn. If the model performs any
other action, or shoots using their coverage, the marker is removed and has to be reset using
another activation if it is to be used again. Each model utilising coverage requires its own
marker, the markers cannot be shared. A suggestion is to use numbered markers to make
multiple coverages easier to manage.
A model shooting using the coverage rule will end an enemy models movement at the point
it wishes to shoot at that model, rather than the enemy models player defning the end of
movement as would otherwise be the case.
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22. Armour
Armour is dened as any kind of protection, either of natural,
supernatural or articial origins, which exists to protect its wearer
from harm. It may be anything from a suit of nely wrought metal
plate, the scales on the back of a swamp stalker beast or the most
advanced suit of deep space pseudomuscular exocarapace.
A models armour is defned as the sum total of all armour worn; that is, if more than one
type of armour is worn by a model, the Arm rating represents the overall effect of it all put
together.
Armour may have properties assigned to it (section 25). Basic (B) armour is considered the
default armour property. High-tech armour from our twentieth century onwards and enchanted
battle-gear from the realms of high fantasy may have capabilities that give them unique
advantages, however. For these, see Shield and Armour Properties below.
22. 1. HOW ARMOUR WORKS
Armour works in combat by defecting some of the damage that a model would suffer from
losing a round of combat, or being hit by shooting or magic (the latter only if the armour has
the Arcane property (section 25.1.4)). If the model takes a wound, or is killed, the armour will
reduce the effect of any damage if an armour check is passed.
An armour check is performed by rolling 1d12 and trying to roll equal to or above the models
Arm rating. A successful roll means one of two things:
If the damage received was a wound, the armour has prevented the damage. The damage
received was not enough to get through the models worn defence; or
If the damage received was a kill, the model instead takes a wound. The armour has
absorbed a great deal of the damage that would otherwise have killed its wearer, but not
enough to prevent some hurt getting through.
A score below the Arm value means the armour has failed to protect its wearer from harm. If
the check is unsuccessful, the unfortunate effects of combat remain unchanged. Some armour
properties may modify the rules shown here. Any natural score of 1 automatically fails,
regardless of any modifers.
The -d6 to every roll made by a wounded model do not apply to armour or shield rolls, in case
you were wondering...
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Note that armour is described by its rating, and not by its type, so these examples are for
illustrative purposes only. Armour can be named anything that a player likes. The lower the
Arm rating is the better the armours level of protection. Players are free to issue their models
with as much armour as they like, but bear in mind the lower the armour rating the more the
armour will cost in points.
The following list is not exhaustive. Feel free to invent your own types of armour as you see
ft your models best, and call them whatever you like. A armour properties are equivalents
with magical enhancement added into the armours design and/or construction.
ARM EXAMPLES
2
(B) Full plate, tournament armour, dragon hide
(H) Full body ballistic armour, kevlar battlesuit
(X) Heaviest possible powered exo-suit
5
(B) 3/4 plate, transition plate
(H) 3/4 Heavy kevlar ballistic armour
(X) Light powered pseudomuscular armour
7
(B) Plate breast and back, heavy mail or scale hauberk
(H) Heavy ballistic jacket with extra plates
(X) Good clam-shell armour suit
8
(B) Mail or scale shirt, boiled leather suit
(H) Heavy ballistic jacket, without extra plates
(X) Average clam-shell armour suit
9
(B) Buff coat, thick padded armour
(H) Heavy Bullet-proof vest
(X) Supradermal cybernetic armour upgrade
11
(B) Heavy woollen coat
(H) Basic bullet-proof vest
(X) Sub-dermal cybernetic armour
12 No armour
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22. 2. EXAMPLE OF ARMOUR I N ACTI ON
Montrac, a human mercenary from the Fourtowns, is in combat with
a particularly brutal adversary. He is hit hard, and reels from the
impact. According to the combat results, he should be dead.
He makes an armour check. His sallet (helmet) is not much, but it
is the only chance hes got of ever seeing the Fourtowns again. He
rolls 1d12 and scores a 11. This is above his helmets Arm of 11 (only
just) and so has only a wound to contend with.
He is lucky to be alive at all. If he isnt careful, though, his opponent
may just fnish the job.
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23. Shields
Shields are an additional form of armour which is carried rather than
worn. They have a saving throw which corresponds to their size
or power. The saving throw of a shield is absolute - it works or it
doesnt.
Shield saves are rolled on 1d8 instead of 1d12 like armour saves, and can be modifed by
weapons with the Armour Piercing (AP) property.
Shield saving throws can only be used if an attack is coming from combat or shooting.
However, in combat it can only be used once per round.
Shield saves are taken before armour saves, if the model has a shield and is able to use it.
Models that take a hit and pass their shields saving throw take no further damage and need
not roll for armour. If the saving throw fails, the shield has failed to stop the blow and the
model needs to save with its armour save (if it has one) or take a hit. The effect of the hit on
the model is worked out normally in this case.
Note that shields that have an SSv of 4 or better do not allow any movement during combat
(like catching up with an adversary who is pushed back). A model with such a shield will be
pushed back if necessary, but at half the normal distance. All other movement with a SSv of
4+ is at -1 to normal Mov rates, calculated before any movement modifers are applied.
23. 1. BROKEN SHI ELDS
A shield will be broken by any blow when the saving throw turns up a 1 (that is, a natural 1,
before any modifers are applied). This represents actual damage to the shield as well as the
shields bearer dropping it for whatever reason.
A model that breaks its shield is marked with a broken shield marker. A model with a broken
shield marker cannot roll its shield save for the rest of the battle, nor may it regain its shield
for the remainder of the game. It cannot be replaced unless a scenario specifcally dictates that
it is possible to do so.
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24. Armour Piercing Weapons
A weapons AP value affects armour and shield saves by reducing the
score of the die roll if they are powerful enough to do so.
To determine the ability of a weapon to deny the target part or all of its save is dependant
upon its AP value. There are four different AP values: None (the weapon has no intrinsic
ability to penetrate armour, eg. basic bows or slings), Basic (the weapon has some ability to
defeat armour, eg heavy clubs, maces, bodkin heads or black powder frearms), Heavy (like
modern frearms and some arcane arrows) and Extreme (heavy technological support weapons
and high-tech smallarms).
An N on the table means the target always gets its armour/shield saves, otherwise the dice
value listed is subtracted from the targets armour/shield save rolls to make it more diffcult to
pass them.
A modifed score of 1 will not break shields, though, only a natural 1 can do that (see above).
WEAPON AP
BAS I C (B)
ARM/ SS V
HEAVY (H)
ARM/ SS V
EXTREME
(X) ARM/
SS V
No AP N N N
Basic AP -d4 N N
Heavy AP -d8 -d4 N
Extreme AP -d12 -d8 -d4
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25. Shield and Armour Properties
Shields and armour may also have extra properties that dene special
capabilities.
These extra properties are considered to be part of a models profle for calculating points cost
in the same way that weapon properties are, as they are affected by the size of the model.
By default shields are not present (-) and armour is classed as Basic (B) with an Arm 12, as
has been mentioned earlier.
Shields and armour are essentially the same in game terms, except that shields use a d8
instead of a d12, completely defect damage on a successful save and break on a roll of 1.
Armour reduces damage by one level and does not break.
Shield Saves (SSv) and Armour Saves (Arm) are purchased separately and each may have
any of the following properties. Armour and shields each may have no more than one armour
property applied to them.
The 4x4 Rule (section 27.1) doesnt apply as armour may only have two properties, one of
Basic, Heavy or Extreme and one other.
In these core rules, Arcane (A) armour may be combined with any one of the other three
properties listed over the page.
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25.1.1. Basic (B) (free)
Basic armour is the default armour property if no other armour properties are specifed. All
models have an armour property, even if it is only B.
Basic armour represents everything from no armour at all (Arm 12B) up to full, all enclosing
plate armour (Arm 2B).
25.1.2. Heavy (H) (25pts)
Heavy armour represents developments in armour technology that came about in the modern
era. These include advanced composite armour materials and ballistic defences that pack in
greater defensive capability yet are much lighter to wear.
Whilst all-enclosing suits are not commonly produced in our own world using these
technologies, full suits of armour of this sort are theoretically possible and may well be
necessary in many universes for combat in hostile environments or even in space. Modern
armour vests, even the heaviest ones, would still only rate at best Arm 6-7H. Much more is
possible...
25.1.3. Extreme (X) (50pts)
Extreme armour is an advanced technology available in high-tech settings far beyond our
own primitive means. These armours are often very heavy and can only move with the aid of
integral artifcial muscle and actuators. Often known as powered armour or exo-armour,
extreme armour is renowned for its incredible protective ability, as well as its expensive
procurement and maintenance costs.
Successful saves with extreme armour do not convert Kill Results into Wound Results; all
damage instead is prevented.
25.1.4. Arcane (A)(M) (30pts)
An armour or shield that defends against attacks of a magical nature. A save by this armour or
shield will even defect directional magic (like a lightning bolt). It can of course be used as a
normal armour or shield as well. It gets a normal save against magical attacks.
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26. Magic
Magic is a function of various model properties. Special rules are
required, however, to fully utilise those properties, as the properties
themselves can interact in various ways not explained in their
descriptions.
These rules apply to all properties marked with an (M) next to their name. A magic user can
only ever cast one spell per turn. Only magical properties may be cast as spells.
In these rules, we refer to any model that has at least one (M) property as a magic user.
Spells are cast as special actions (see section 14).
26. 1. CAS TI NG
Magical abilities can be used (cast) by any model with an appropriate property marked with a
(M) as a normal activation. They will succeed on a d12 roll made that is higher than the target
value listed for that ability in their property description.
For example, a Pyromancer needs a 9+ on 1d12 to successfully cast a Firebolt, and a
Thermomancer needs a 5+ on a d12 to successfully cast Wall of Ice.
26. 2. COUNTER- CAS TI NG
Any model that has a property marked with an (M) can counter-cast as a reaction to enemy
use of magic. If an enemy casts anywhere on the table, a friendly magic user can attempt to
counter-cast by rolling a d12 and attempting to score the same or above the score that the
enemy model used to cast the spell. If this occurs, the spell fails and all effects placed on the
table for it are removed and any casualties from the casting are returned to play immediately.
A counter-cast must occur as a reaction immediately after the cast was successful. If not, the
counter-cast may not be attempted.
26. 3. OTHER REACTI ONS
Magic can always be used as an option in any successful reaction.
26. 4. WOUNDED MAGI C US ERS
A magic user that is wounded will fnd it harder to properly use their abilities. As such,
wounded magic users must subtract -1d6 form any casting rolls if they are carrying a wound.
26. 5. KI LLED MAGI C US ERS
If a magic user is killed, or removed from play for any other reason, any magical abilities
that they have successfully cast that remain in play are removed when they are. This does not
reverse previous effects of the magic, it only removes the current instance of it.
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26. 6. MAGI C US E EXAMPLE
Thorganistra, a Pyromancer, is facing certain death at the hands (and blades) of several
rather ugly trolls. This of course will not do, so Thorganistra decides to cast a Firestorm over
the group and hopefully stop them, or at least most of them, from engaging her in combat.
It is Thorganistras active turn, and she spends a single activation to incant the Firestorm.
She rolls her d12 and scores a 10! Success, Thorganistras player reaches for the large area
template with glee...
... but the trolls player says hang on a sec and grabs his own d12. It turns out he has a
magic user of his own lurking behind his artillery-laden rhinoceros! He rolls, and scores a 10
as well. Thorganistra swears a bit in an obscure centauran tongue but has more activations
remaining, so tries again, this time scoring a 9. The spell cast succeeds, but only just...
... the magic-user-behind-the-artillery-laden-rhinoceros rolls again to counter-cast as a
reaction, but this time his luck runs out and he only scores a 2! Thorganistras player once
again reaches for the template, only this time she is permitted to actually place it over the
trolls and work out just how many of them have been immolated by its searing heat.
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27. The Toolbox
Unbridled Fury presents the player with a toolbox of possibilities,
rather than a collection of xed model types that one can pick and
choose from. Such a system offers more exibility than may be
immediately obvious.
Each model has a number of attributes, an ability in combat, an ability in shooting (even if this
is none at all), possibly a magical talent and in the case of the leader, a Command Die. Models
may also be equipped with Model Properties that describe special abilities, equipment or
skills that they may have. There is a four property limit to how many properties of each type
that you can assign a particular model, but beware - the cost of a single model can get quite
high, depending on what and how many model properties you give to it!
27. 1. THE 4X4 RULE
There are four types of property, which from each a model may be given no more than four
properties. We call this the 4x4 rule. The four types of property are:
Combat weapon properties
Shooting weapon properties (per shooting weapon)
Model properties
Magical properties
27. 2. MODEL DES I GN STAGES
There are a fxed number of stages to building a model profle in Unbridled Fury. These are:
Assign attributes. Each of the models attributes need to be given a value, and any
properties if appropriate (like for combat and shooting). Obviously, some models wont
have any ability in the shooting area, or other areas, for that matter.
Shield and armour properties, if appropriate, need to be assigned.
Other Properties, if any, (such as magic or scenario specifc properties) should be thought
out and applied to the profle.
The total points cost for the model should fnally be calculated.
27. 3. THE COMPANY LI S T DES I GN SHEET
To aid the player in this process a Company List Design Sheet is provided. This sheet is
shown over the page and is also available as a PDF from the website:
http://www.torgaming.co.uk/
To use it, simply fll out the sections using this chapter of the rulebook as a guide. Then once
you are satisfed with the level of ability of each model, use the last section of the book to
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calculate the points values. If you have multiple examples of a single model (like a generic
swordsman or rifeman) you only need to work out the profle once and then you can use it
over and over again.
Each profle on the design sheet has two rows; the upper is for the model profles attribute
values, the lower is for the points value of each. By keeping the cost of each separate you can
tweak the costs of each model however you wish without recalculating the entire model cost
each time.
27. 4. ATTRI BUTES
A model must have a set of attributes. You can trim the attributes to suit what it is you are
trying to represent with the model.
Attributes have a restricted range of values (for the ranges please refer to section 4). When
you create a models profle it is necessary to assign all of the attributes with a value, even if it
is zero.
27. 5. ZERO VALUE ATTRI BUTES
Zero value attributes will automatically fail tests if they are Type 2 attributes (those that must
be rolled equal to or above the target number to succeed - ie Cow, Tds and Arm, see sections
4.7, 4.8 and 4.11), but other attributes will not. A Mov of zero means the model cannot move,
but a Fgt of zero just means the model rolls a straight d12 in combat instead of adding its Fgt
(it doesnt have one, so it cant). A Shg of zero is similar, in that the model can still roll to
shoot, but only roll the straight d12 without adding any Shg value to the result.
Zero value attributes cost few or no points.
27. 6. GOOD, AVERAGE AND POOR ATTRI BUTES
Attributes of values 6 or 7 are considered to be average in Unbridled Fury. Whether or not
they are average in any particular setting is another story, though. Values above or below are
representative of superior or inferior talent in the attribute, depending on whether the attribute
is of Type 1 or 2.
For further detail on what constitutes good, average or poor values for attributes check the
Frequently Asked Questions on our website.
27. 7. WHAT ABOUT CW, SW, SSV AND ARM?
These are a little bit different in that they will often have additional properties attached.
We will address these in the next three sections. By default (and costing no points) these are
written as B, -, -, 12 respectively (if not using a design sheet), indicating Basic combat attack,
no shooting attack, no shield, and no armour (Arm 12 indicates no armour, and all models
without armour are assigned this value).
27. 8. MI NI MUM POI NTS COS T
No model may ever cost less than 1 point, for any reason. A model (when its points cost is
calculated) that ends up with a points cost of less than 1 point is instead assigned a points cost
of exactly 1 point.
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28. Combat & Shooting Weapon
Properties
Models need to be assigned some kind of weapon property if they are
to ght at all. These are considered to be part of the models prole,
unlike Model Properties, which are costed separately.
In the most basic case, this will be a B in the CW column and a - in the SW column,
indicating that the model has a basic combat weapon (something average to hit and/or stab
with) and no ability to shoot. This confguration costs no points and can simply be written into
the models profle. Anything more than this will cost points as indicated in the options below.
Both combat (CW) and shooting (SW) weapons share the following list of weapon properties,
but a few are specifc to combat or shooting weapons in particular.
These rules are in addition to (and occasionally override) the normal rules for combat (section
20) and shooting (section 21). Also dont forget the 4x4 Rule (section 27.1). Range band for
shooting weapons is not considered to be a property. BPs are Build Points (section 31.3.1).
28. 1. ARCANE (A)(M) (20BPS )
The weapon has some kind of magical nature that allows it to affect models that are otherwise
immune to non-magical attacks.
28. 2. BAS I C (B) (FREE)
(Combat weapons only)
The weapon is a straightforward close combat weapon with no other properties, other than
that it is suitable for fghting with. It is the default if no other properties are specifed.
28. 3. REACH (R) (5BPS )
(Combat weapons only)
The weapon has a long shaft of some length that allows its user to fght from a greater
distance. These weapons can be used to reactively shoot an opponent (that has no R weapon
itself) from up to 1 away in the same way as a shooting attack (the fghter is stabbing with
the weapons length, but using Fgt instead of Shg) as well as the normal method of entering
combat. In combat the model must be in base contact in order to fght.
28. 4. ARMOUR PI ERCI NG (AP) (5 TO 35BPS )
The weapon subtracts a random value from armour checks made against it, as described in
section 24.
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28. 5. BLAS T (B) (30 TO 50BPS )
(Shooting weapons only)
The weapon affects an area of effect when fred. This will be either a small area template
(Small Blast, or SB) or large area template (Large Blast, or LB). The areas of the blasts are
a mini-CD or a full size CD respectively. These templates may also be used elsewhere in
the game, most noticeably with magical properties such as Pyromancer. These other uses,
however, use their own rules instead of the rules here.
Place the template with its hole over a target model (it cant be placed just anywhere). The
player rolls to hit as usual (and has to remember what they rolled!). However if it misses the
exact landing point of the blast needs to determined. Roll a random direction and place the
template 2d6 from its original target point. The blast may not deviate from its original point
by more than half the distance it was fred. If it hits, the template is placed with the centre
over the point that was aimed at.
All models under the template, friend or foe, partially under or not, are hit by the weapons
effects. Apply the result of the to-hit roll above to all affected models who must each roll
against it with Fgt + 1d12 as if individually targeted. A model may claim screening if any
valid screening object or model exists between the hole of the CD and the model itself.
Shields and armour saves are unaffected by a blast, unless it has an AP property as normal.
Blast may not be combined with the Fast Firing property.
28. 6. DEMOLI S HER (D) (35BPS )
Demolisher property weapons roll an additional 1d6 when they are used against structures.
They also subtract 1d6 from structure saving throws.
28. 7. FAS T FI RI NG (FF) (10- 50BPS )
(Shooting weapons only)
Fast fring weapons that have a reasonably high rate of fre, such as most automatic weapons.
Models with this weapon property may roll to hit more than once each time they take their
activation to fre. The amount varies according to the weapon used: 1d4, 1d6, 1d8, 1d10 or
1d12 times with each fring activation. This may be against as many targets as the controlling
player desires, within the forward arc of the fring model, number of shots rolled and within
line of sight. All normal shooting rules otherwise apply.
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On a misfre result on any of the models shots the model stops fring and frantically reloads
or clears its weapon. This counts as a shooting action for the turn (even if no shots are actually
fred) and ends any further rolls to hit from that weapon that would otherwise have been taken
in that turn.
The die used for the rate of fre is appended to the end of the property name in brackets like
this for example: FF6 for a Fast Firing 1d6 weapon.
Note that regardless of the number of times you may roll to hit when using an Fast Firing
weapon it still only counts as a single shooting action.
28. 8. FLAME (F) (25BPS )
Flame weapons cause a fre of some sort. F weapons with no template are simply incendiaries
of some sort; to make a true famethrower would require the S property as well.
Targets hit by this type of weapon will roll a d6 at the beginning of each turn after being hit:
on a 6 they are killed, on a 5 they are wounded and on a 1 the fames go out. Any other result
has no effect. Keep rolling every turn until the fre is extinguished. Armour saves apply as
normal but shields are ignored.
28. 9. GUNPOWDER (G) (- 5BPS )
(Shooting weapons only)
Part of the success of gunpowder weapons in the development of military technology was
the ease by which new soldiers can be trained with them, when compared to the long training
required to master generally superior weapons as the crossbow or longbow.
Weapons with this property may be adversely affected by poor weather. Primitive gunpowder
weapons are best represented in combination with the PM property as well, to represent a
tendency to explode unexpectedly...
28. 10. I NDI RECT (I ) (30BPS )
(Shooting weapons only)
Indirect weapons can be fred over intervening models. They may also be fred over
intervening terrain if there is a friendly model who is visible to the shooter and has line of
sight to the target. Weapons of this type include mortars, some rockets, certain stone throwers
and grenades, as well as other similar weapons.
Roll to hit as normal with a -1d6, but if the shot misses, the shot will land d12 + d6 away
from the target point in a random direction. The shot cannot deviate in this way by more than
half the distance it was fred, measured from the base of the shooter.
With a spotter, the deviation is reduced to d12. To count as a spotter, a model must be within
24 of and visible to the model with the indirect property weapon. The target must be visible
to the spotter.
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28. 11. LI MI TED AMMO (LA) (- 5 TO - 20BPS )
The weapon can only be fred once (LA1), twice (LA2), three times (LA3) or four times
(LA4). After the last shot is made (whether or not it was a hit) the shooting weapon that has
this property may not be used again for the rest of the game.
Despite its name this property may be applied to combat weapons, which revert to B combat
weapons once their ammo is expended.
28. 12. OBS CURI NG (O) (25BPS )
(Shooting weapons only)
These weapons block visibility and therefore line of sight through their area of effect. The
property can only be applied to weapons with the LB, GB or S properties. The effect of an O
weapon remains on the table (mark it with cotton wool, kapok or similar) and will dissipate in
d6 turns including the turn in which it was fred. The template acts as basic Blocking Terrain
until it is removed from play (section 19.2.3).
28. 13. POI S ONOUS (25BPS )
The model has attacks that are poisonous. The attack will kill instead when a wound results
from combat or shooting with this weapon.
28. 14. POORLY MADE (PM) (- 10BPS )
Unlucky or Misfre rolls cause a wound or kill result to the model shooting the weapon with
this property in the same way as an Unlucky in combat. In addition, the weapon will need a
full activation to clear in order to be able to fre again. This clearing activation can be taken
as a group, but has no effect on models that do not need to clear their weapons. Clearing can
only be performed in an acting turn.
Weapons of this kind are usually cobbled together by untrained armourers and weapon-smiths
of debatable ability, or are examples of early technological development in their feld, like
early gunpowder weapons or fusion cannons with weak containment felds.
28. 15. SLOW RELOAD (SR) (- 10BPS )
Weapons noted as Slow Reload take some time to prepare for their next use. Slow Reload
weapons cannot be used in the turn that they move. However, there is an exception to this.
Models armed with these weapons can always take the frst shot of the game or frst combat
in a turn that they have moved. We assume that such weapons are loaded prior to the game
beginning and are ready to be used when the game begins. SR weapons may always be used
in reactive fre subject to the restrictions given above.
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28. 16. SPRAY (S) (50BPS )
(Shooting weapons only)
Spray weapons represent those devices that have a project into a long, wide area, like fame-
throwers, dragon breath or acid sprayers.
Spray weapons use double their range band as a maximum range. They may not shoot further
than this. In addition, models hit by a spray cannot claim screening for any reason, as the
sprayed delivery of the weapon drips and laps around every corner and crevice.
Draw an imaginary line with a ruler or similar between the shooter and the target. Any model
within 1 of this line is also hit.
If a spray is combined with a Blast, the blast will be at the end of the spray, always. No spray
effects will continue past the blast template area, no matter how far along the spray the blast
occurs.
28. 17. UNRELI ABLE (U) (- 5BPS )
Weapons that are unreliable malfunction on any unlucky or misfre roll when they are used.
Once this occurs the weapon is unusable until it is reset.
A model may reset their weapon by spending the next full turn on the task (acting or reacting;
this does not affect the companys activations total, the model simply may not be activated for
the turn it is resetting). They may do nothing else during this time, not even movement. The
remainder of the current turn does not count for this purpose.
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29. Model Properties
Each model property represents some kind of special skill, piece of
equipment or ability, and can be interpreted in many different ways.
A model may have many of these, or none, depending on what the
player wishes to represent.
Just because something has a particular name does not mean you must use it in that way. You
may fnd that the rule you need is called something you may not have expected for that ability.
As long as the property has the rules you want, use it for your models. Be creative, and have
fun! (And dont forget the 4x4 Rule in section 27.1...)
Properties marked with an (M) have magical effects and can affect models normally that are
immune or resistant to non-magical attacks, like aethereals and supernatural models.
29. 1. THEREAL (50BPS ) (M)
Some creatures of supernatural origin have no physical form. Natural barriers mean nothing to
thereal creatures, and as a result, they suffer no penalties in any terrain (unless agreed upon
before the game starts). What this means is that thereals are never slowed by rough terrain,
unless there is some kind of magical reason for it.
thereals may only be attacked by psychokinesis, magic, arcane weapons or arcane devices
(or other thereals). They cannot, however, damage non-thereals with shooting or combat
but can normally with magic.
Any thereal model that rolls a 1 for any reason on any die is removed from play as its
tenuous hold on the material realm slips. It counts as killed for VP purposes.
29. 2. ACCURATE (25BPS )
A model with Accurate is a crack shot with a shooting weapon, but not in the way most would
expect. Accurate refers to the models ability to pick off smaller creatures with ease. Instead
of the usual -1 per size level difference, a model with Accurate does not use suffer negative
modifers when shooting at smaller creatures.
To create a model that is superior at all shooting, give it a high Shg attribute instead (or as
well as!) this property.
29. 3. AI RBORNE (0 TO 10BPS ; MAX ONE)
An airborne model is not moved or deployed in the normal manner. It is kept off board until it
makes a pass over the game area during an acting turn. When this happens, place the model
at any point over the table, facing in any direction. As soon as it is placed it will draw reactive
shooting from the enemy. If it survives the reactive shooting it may then make any shooting
attacks that it is entitled to make. Airborne models may not engage in, or be engaged in,
combat with any model, even other fying or airborne models. They are assumed to be moving
too quickly and too high for successful combat engagement.
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It is assumed that it is fying over and past the table, rather than manoeuvring upon it. Once
the pass is completed, it will fy off the other side of the table and will be removed from it
again. During its pass it is considered in line of sight to everything on the table pursuant to the
rules for visibility.
An airborne model requires no activations to make a pass. However, airborne models have
only a limited number of passes over the table available to them. The player will not be able
to accurately predict just when that will be.
Each turn, roll a d8: on an 8, the model performs a pass that turn. If not, in the next turn it
will appear on a 7-8. If not then either, the next turn it will appear on a 6-8. This continues
until the airborne model appears or the player rolls a 1, at which point the model is no longer
available (and removed from the game), due to fuel shortages, being shot down over another
part of the battlefeld or a team of fying donkeys has refused to move.
Once the model has made a pass successfully it may do so again at the mercy of that d8. Start
again at 8 in the next turn, then 7-8 in the one after that and so on.
If a model is classed as Slow Airborne it remains over the table for two turns. The two
points they may fre from (one each turn) must be at least 24 apart. Once the second turn has
elapsed they fy off in the same way as their faster counterparts.
All Airborne models should be given a Mov of 0, as this attribute is never used by them.
29. 4. AMORPHOUS (40BPS )
Amorphous creatures have no recognisable shape. In other words, they are blobs. They can
carry weapons (in pseudopods or other tentacle like appendages) but cannot wear armour
of any kind. They cannot (ever) have a Mov above 4 (they creep along slowly) unless there
is rain, in which case they can add 2 to their Mov (it is easier for them to move along wet
ground). An amorphous creature is diffcult to destroy and has to be wounded three times in
order to kill it. A normal kill result will count as two wounds to these creatures (you may need
to use an extra wound marker in these situations). However, weapons with the F property,
other fre and magic will effect amorphous creatures normally.
29. 5. AQUATI C (FREE)
Models that are aquatic cannot easily move on land. Whilst in water features, their Mov
represents their swimming rate (they are evolved or built for an aquatic lifestyle). On normal
land terrain, their Mov is only 1.
For a model that can move effectively on both water and land, see the Swimmer property
(section 29.52).
29. 6. AUTO- I MMUNI TY (25BPS )
The model is immune to the effects of its own shooting or combat attacks. This is only truly
relevant when the model has an SB or LB weapon property. They may target themselves
(Range 0).
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The immunity only applies to its own attacks, and not attacks from other models, even if their
weapon properties are identical.
29. 7. AUTOMATON (FREE)
Automatons are the walking corpses and skeletons raised to fght battles for their summoner,
or hordes of unthinking robotic warriors that unswervingly serve their creators. They are
generally uncoordinated and slow to react, if at all able to, and not much good at anything
other than steadily shambling forward.
Automatons automatically fail all Tds and pass all Cow based checks. This means that they
will not react to enemy actions during the game at all, but will also not retreat or rout under
any circumstances.
29. 8. BERS ERKER (50BPS )
Creatures that can go berserk become dangerous opponents should they lose it upon entering
combat. A creature that can go berserk will do so upon entering combat on a failed Tds check.
Berserk rages last until their side has an activation in which the model does not partake in
combat, or their side becomes the reacting side.
Whilst in their berserk rage, models will double their Fgt attribute in combat (but halve it
when shot at), and cannot be wounded by combat (but they can still be killed outright or
wounded by shooting). Any existing wounds will take their toll (the 1d6 to shooting and
combat by the berserker model still applies) but extra wounds are ignored whilst the berserk
fury lasts.
29. 9. BURROWER (25BPS )
Troops that can burrow are at an advantage when they arrive on table. But cannot use this
ability once the game has begun. This method of arrival is, however, not very accurate.
Burrowers can ambush. They are left off the table at the start of the game and are only brought
on the table in a subsequent turn (of the players choice). Their arrival point may not be quite
where their player would like, however. Nominate an arrival point somewhere on the table.
Roll 1d6 to determine a random direction (see section 2.9). Roll an extra 3d6. This is the
number of inches from the arrival point that they turn up. If they appear below any kind of
terrain other than open or they are off the table edge they must make a successful armour save
(not shield save) or are destroyed. Otherwise when they arrive they will get the frst activation
free of enemy reactions.
29. 10. CAMOUFLAGE (25BPS )
The model is wearing some sort of camoufaged clothing or has camoufage markings that
allow it to blend into its surroundings with ease. The effect in game-play is to halve the
effective visibility when any opposing models measure the distance to them. This halving
does not apply to friendly models. Properties like Darksight and Night Vision cannot reduce
this distance.
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29. 11. CAPACI TY (MAX CARRI ABLE X 5, I N BPS )
A model with this property can carry other models. To do this it has a capacity written after
the ability name on its profle (eg: Capacity 4) which states how many models of one size less
than its own size can be transported or contained in or on the model.
Models climbing aboard or hopping off a model with the capacity property do so at up to two
models per activation at one size less than the size of the carrying model. Double this quantity
for each size smaller.
If the model with capacity is destroyed all models carried by it are also destroyed.
Larger models may not be carried but smaller ones may be. Remember that the maximum size
can be divided up how the player likes beneath the maximum.
This property is not given to structures or vehicles, as they naturally have a capacity as part of
their construction. Later supplements will deal with these model types in detail.
Example: A Sz 3 model that has Capacity 4 can carry four Sz 2 models. It can also carry 8 Sz
1 models. You could also mix it up and carry two Sz 2 models and 4 Sz 1. Or one Sz 2 and six
Sz 1. You get the idea... You cant carry any Sz 3 or bigger models in it though...
29. 12. CLI MBER (15BPS )
A model with the Climber property is particularly adept at making their way up, into and over
obstacles that most other models could not.
Models with Climber may climb upwards over terrain by their own size value per turn. This
only takes one activation to complete but is the only action the model may perform in that
turn. Roll a d12 for every turn of the climb: on the roll of 1 there is no progress as feet slip,
rocks crumble or whatever other reason you can conceive of.
A small d6 may be used to mark a models climbing progress if they are attempting to climb
a very tall object that will take multiple turns. Each number represents the models own size
value, so a size 3 model that has been climbing for two turns would have the dice set to 2, not
6 as might be expected (even though it has climbed size 6 worth of obstacle, it is only two
times its own size up the obstacle).
29. 13. CLUMS Y (- 5BPS )
Models with this property have some issues. They are constantly malfunctioning, tripping
up, knocking stuff off of shelves or exhibiting some other form of mechanical personality (if
you can call it that...). It may be a construct or vehicle made using workmanship of debatable
quality or an exceptionally accident-prone individual.
Roll a d12 for every activation the model makes. If a 1 is rolled the activation is wasted and
the model will spend it stationary. It has fumbled, stumbled or done something else clunky.
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29. 14. COMPANI ON (10BPS )
If the companion is within 6 of the model it is bonded to, it will get a +2 to its Tds and Cow
checks. The model that the companion is bonded to does not get this bonus, unless it is in turn
a companion of its companion.
29. 15. CONS TRUCT (50BPS )
Constructs are machines or other assembled warriors that feel no pain. Such warriors are
implacable foes and are diffcult for ordinary warriors to stop. A construct can take three
wounds before it is destroyed, but a killed result destroys it as normal. Constructs are also
destroyed upon the death of the companys leader.
29. 16. CREATURE OF DARKNES S (- 5BPS )
Some creatures, particularly (but not necessarily) those of a nasty or evil disposition, may fnd
it diffcult to tolerate sunlight. They may feel nauseous or simply uneasy in such conditions.
They fght best when there is no more light than a full moon at night.
Models that are Creatures of Darkness suffer adverse effects during daylight hours. They are
unaffected during night-time, dusk or dawn. These models reduce their Fgt and Shg attributes
by 1d4 and take all Tds and Cow based checks with 1d4 to the die roll at these times in
games set during periods of daylight.
29. 17. DARKS I GHT (40BPS )
Models with the Darksight property treat the time of day as always being mid-day (section
7.2.8). Weather-based visibility reductions affect them as normal, however.
29. 18. DEPENDANCE (- 20BPS )
A model may be designated as dependent upon another model. This model does not have
to be grouped with its partner model, though it can be. If the partner model dies during the
game, its dependant is also lost, via whatever means: sympathetic trauma, a severed life-link,
uncontrollable misery, etcetera. The partner model that the dependant is bonded to will not be
lost if the dependant model is lost, however, unless it is also a dependant of its dependant.
29. 19. DI M WI TTED (- 15BPS )
Dim Witted creatures have diffculty keeping up with the battles events. It could be because
they truly do not want to be there, or simply because their tiny little brains just cant handle
the input...
The effect of this property is that the model will always fail Tds checks unless it can use the
Tds of a non-Dim-Witted model on the same side via the rules for grouping (section 12).
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29. 20. DI S MOUNT (20BPS )
This property applies to those mounted models in your company that have a habit of
dismounting during fercely short skirmish battles.
Models that have this property must have a duplicate dismounted model to represent them
when they are on foot. A model with dismount must also have the Mounted property! The
duplicate model must have its own profle and be represented by an appropriate model (or the
ability cannot be used).
To dismount, the model (or group) must spend a single activation. This is the only action
they may perform for the entire turn. Once dismounted, replace the mounted model with the
dismounted one; the model may not remount during the game as the time-scale of the game
makes it impractical to do so.
If the mounted model was wounded prior to dismounting, roll a d6: on a roll of 4, 5 or 6 the
wound is not carried across to the dismounted model as it was the mount that was hurt and not
the rider.
29. 21. DRI FTER (2- 38BPS )
These models move around at random without using activations. Do not give drifters a Mov
attribute (treat it as zero). The Mov of a Drifter becomes d4, d6, d8, d10 or d12 instead.
Drifters must move once per turn (whether or not their side is acting) at the beginning of
the turn before any other actions are performed. If the model contacts terrain it cannot move
through it halts at the edge. If it has to enter Rough Terrain, modify the movement as normal,
using the current random Mov as the models effective Mov for the turn. The direction of this
movement is random.
If a Drifter contacts an enemy model treat it as if it had successfully assaulted it and fght the
combat as usual. Drifters get pushed back and fght in combat normally.
29. 22. DRI LLED (25BPS )
Drilled models represent fanatically loyal bodyguards, elite troops or creatures unusually
receptive to orders (when compared to others of their kind).
Drilled models gain +1 to any rolls made whilst in a group and within 2 of another drilled
model. This represents the models ability to operate together as a unifed body of warriors.
If in base contact with another Drilled model this bonus becomes +2 instead.
29. 23. ENHANCED I MMUNI TY (10BPS )
This property provides immunity from the effects of the Toxic and Zombify properties.
29. 24. FANATI C (25BPS )
Fanatics are driven to perform acts in combat that put aside their own personal safety. They
may be considered insane, but none dispute how dangerous such crazed devotion can be
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Fanatics in combat can not properly defend themselves. They are far more interested in
destroying the heathens in their midst! Because of this, if a fanatic is wounded in combat,
he is killed. The upside is that fanatic models roll and add 2d12 and pick the highest roll for
calculating the combat total, rather than the usual one. Luckies and unluckies may turn up on
one or both dice, and the effects of both are cumulative.
29. 25. FAMI LI AR (50BPS ) (M)
Many practitioners of the magical arts will have a familiar. Usually this is a small creature
that acts both as a close companion to and the eyes and ears of a magic user. It is said that
such creatures can enhance a sorcerers ability to cast spells, although most so-called learned
scholars believe that this is just hearsay.
The game effect of a familiar is to make available its own line of sight to its master (the
sorcerer sees through the eyes of his familiar) and to improve its masters ability to cast spells
when he is in base to base contact with it. Such an enhancement gives a +1 to the die roll
when casting.
29. 26. FEARLES S (75BPS )
Nothing scares some people
Fearless models always pass their Cow check.
This automatic pass does not apply to heroic reactions, however, which must still be passed in
the usual manner. If a Fearless model is in a group, the group will beneft from this ability.
29. 27. FLI ER (50BPS )
Fliers are models that can fy. Such an ability normally implies a pair (or more) of wings,
but this is fantasy so who knows how a fier may get around? Having fier models is a good
excuse to model whatever it is that takes the creature aloft.
Models that can fy may do so whenever they are activated. They may not use their ability to
escape once joined in combat. However, they may take to the air as an option if they pass a
proximity reaction check. A combat roll is required (1d12 + Fgt), and represents the models
evasion and getting off of the ground before contact is made, rather than an actual round of
combat. A successful roll takes the model airborne, a failure means it enters combat with
a d6 to the die roll for the frst round only the model was trying to fy, not preparing for
combat... If forced to fght in that frst round another combat roll is made, applying the -1d6
modifer. The roll to evade is not used in the frst combat if it occurs.
Fliers can be either on the ground or in the air. By default they are on the ground unless
their player states otherwise. If in the air they should be marked accordingly.
On the ground fiers are treated as any other model. But when in the air they cannot be
assaulted by non-fier models. They can be shot at normally or attacked with magic, though.
Flying movement ignores all terrain but also means the fier will be visible to all models
during its movement and conversely every model will be visible to the fier at that time,
weather and daylight conditions permitting of course...
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29. 28. FORCE FI ELD (200BPS )
The model is surrounded by a near-impenetrable force feld of either technological or magical
origin. The model defects all damage that would otherwise affect it on the roll of 2+ on a d12.
If a 1 is rolled, the force feld is burned out and no longer protects the model. A marker should
be placed next to the model to indicate this status, and the model may be damaged by attacks
on the turn the feld burns out. AP values of weapons do not affect the save of a force feld.
29. 29. GHOS T SI GHT (100BPS )
A model with this ability can see what is normally invisible. Models that have the Invisible
property are seen as normal models by a model with the Ghost Sight property.
29. 30. GI ANTS LAYER (30BPS )
A model with this ability counts as one size larger when it is fghting models larger than itself.
A size 1 Giantslayer model will therefore count as size 2 only when fghting bigger models
than itself.
29. 31. GROUP FI GHTER (50BPS )
A model with this ability is a seasoned warrior able to fght off many times his own number.
These models add +1 to their Fgt for each extra opponent fghting them in a multiple combat.
This is additional to any modifers for effective size.
29. 32. HARD AS NAI LS (50BPS )
A model with this property does not subtract the -d6 due to wounds when in combat or when
shot at (section 2.8), even on subsequent wounds after the frst if they are applicable. The
wounds do still count toward the model being killed, as normal.
29. 33. HEALER (20BPS )
The model has an ability to help the models that the controlling player chooses to shake off
wounds that may otherwise be fatal.
As a reaction, a healer model may move into contact with a model that is within its Mov
distance and was wounded or killed in the activation that prompted this reaction.
Roll 1d6: on a 6, the damage is completely removed, on 3-5 the damage is converted in the
same way as a successful armour save, and on 1-2 the healer has no effect on the damage and
the damage is applied as normal.
This ability cannot be used on models with the Automaton, Airborne, Construct, Supernatural
or Aethereal properties, and only one healer model may attend react to one wounded or killed
model at a time - you cant use multiple healers to increase the chance of success.
29. 34. I NVI S I BLE (200- 300BPS )
Creatures that are invisible must have a base (even though they dont have a model they are
invisible, after all). All movement, shooting, and so on is measured from this base. However,
invisible troops cannot be shot at or moved into contact with in order to engage them in
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combat. They are invisible, so their opponents would be hard-pressed to see them, let alone
aim at them. The invisible model can shoot and attack as normal. If an enemy model moves
into contact with an invisible models base, combat does not occur unless the player running
the invisible creature desires to fght. In all combats involving invisible models, the invisible
models opponent gets 6 to his die roll. Such creatures are rare.
Models can have either permanent invisibility, unstable invisibility or invisibility at will.
Permanently invisible models follow these rules all the time. Unstably invisible models seem
to fade in and out of sight at random times. For these models, roll 1d12 upon activation. If
a 8-12 is scored, the model goes either visible from invisible, or invisible from visible (use
whichever is appropriate). Models that are invisible at will may change at the start of their
activation to either a visible or an invisible state. These last two require a model to represent
the creature in its visible form.
The downside of invisibility is that creatures of said disposition that dont really want to fght
can literally disappear from the action. On each failed Tds check roll 1d6: on the roll of 1 or
2 the group leaves the battle whilst invisible for the rest of the game. This is not a rout, and
their leader is sure to fnd them down at the local alehouse after the battle! This result may
have effects on campaign or linked-game play, and organisers of such a series of games need
to take this into account. They have, however, left the battle and so may count as casualties for
the scenarios victory purposes.
29. 35. LEVI TATOR (20BPS )
A levitator may pop up and draw line of sight over terrain items that normally cannot be
seen over by a model of its size. This takes an entire turn to accomplish but only costs one
activation. Any reactive shooting at this model will be at -d6 on the Shg roll to hit, in addition
to the normal -1. The levitator may also shoot during that turn as normal, but also with a -d6
to its Shg roll to hit.
Alternatively, the model may levitate to a point high in the air. It will then be able to see
everything on the table (except stalkers and snipers before they are revealed, or off table
airborne and slow airborne models). If this option is used for movement, the model will spend
the rest of its turn in the air and will need an activation in a subsequent turn for it to return to
a grounded state, else it will remain in the air. The height of this levitation off the ground is
considered much greater than 6, so proximity checks are not taken unless fiers, airborne or
other levitators are nearby and belong to the enemy side.
29. 36. MES MERI S I NG (50BPS ; MAX THREE)
A model with this property has irresistable charms and can distract opponents that approach
them too closely...
Models within 6 of this model at the start of a turn must take a Tds check (no grouping
allowed). If the test is failed the testing model will become mesmerised. Any rolls they make
in combat are halved and will only count to prevent damage to themselves. They cannot
damage enemy models in combat nor shoot until they are rallied out of their mesmerised
state.
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Mesmerised models may take a single rally check (against Tds) in each turn. Grouping to
improve the chances of a pass are permitted for rallying. Models may test once per turn until
they snap out of it. Once rallied, a model may again become mesmerised if the conditions
for this occur again. Rallying uses no activations.
All rallying against mesmerisation occur at the start of the turn before any other actions
are taken. Dont forget! If you do, and normal activations are begun, the chance to rally in
that turn is lost. It doesnt matter if you are acting or reacting - rallying can happen for both
players each turn.
29. 37. MOUNTED (10BPS )
Models that are mounted on riding beasts (horses, wolves, saber-tooth tigers, or whatever)
are called mounted models. Unless the Dismount property is bought for these models, it is
assumed that they cannot dismount during a game. This means that both a rider and his mount
are considered to be a single model for game purposes. We do not differentiate between hits to
a mount or to the rider and there is no separate profle for the mount. It and its rider are all part
of one and the same model and it is the overall profle of both we are interested in for game
purposes.
Mounted models will often be of a larger size than an equivalent infantry model. This is
especially true for creatures riding monsters such as ground-wyrms or giant eagles.
In combat, mounted models gain a frst round bonus of +1d6 if they assault into combat. This
represents the shock power of a mounted attack. The rider is focussed on the point of attack
whilst the mount takes care of the charging! If a mounted model successfully wounds or kills
its combat opponent, it may move another 2d4 immediately as a follow-up move, instead
of the usual 1d4 only after a wound is scored. If pushed back in combat, the distance is also
2d4 instead of 1d4.
Mounted models can shoot from the saddle. It is more diffcult to aim a ranged weapon when
a model is mounted than it is when one is on foot. The mounted model will suffer 1 to his die
roll if stationary, and d6 if moving. Otherwise, shooting is performed in the same way as for
foot models. Mounted models may reactively shoot if an opportunity presents itself, but the
above modifers will be applied in addition to those for reactive fre.
29. 38. MUS I CI AN (40BPS ; MAX ONE)
Musicians have an important role on the battlefeld. A leader can convey orders much faster
to his men via a musician than by yelling. Such instructions would be drilled into the men in
training or learnt by traditional means from the time of their childhood. Musicians also have a
minor morale effect; troops that spend some of their concentration on the beat of the drum or
the call of the bugle are spending less time thinking about other things.
Musicians will give models within 12 of (and not necessarily visible to) them the ability to
use the leaders Cow and Tds as if the group were in line of sight of him. As with standard-
bearers, there can be no more than one musician in each company. The musician must remain
within 6 of the leader (and both must be visible to each other) at all times, unless the leader
has been killed.
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29. 39. NI GHT VI S I ON (15BPS )
Some creatures have eyesight that is superior in darkness, and can see much better than the
average, leaving the rest fumbling around and tripping over things.
Models with night vision double their Base Visibility in Full Moon, Low Moonlight and Pitch
Black conditions.
29. 40. NULLI FI ER (100BPS ) (M)
This model is capable of preventing magic from occurring, either through blind natural talent
or training in the arcane arts. Any property that is annotated with an (m) for Magic can have
its effects neutralised by this model on the roll of 9+ on a d12. This ability does not require
visibility and may be used as a response to any magical property effect that occurs anywhere
on the table. No reaction check is necessary, unless the opposing magic originates within 12
of the nullifer, in which case the nullifer checks for reaction normally. If successful they will
nullify the magic on an 8+ instead.
29. 41. ONE SHOT WONDER (- 30BPS )
This model only ever gets one attack (of any kind). After this attack is completed, the model is
destroyed. The type of attack that destroys the model should be specifed in the models notes
on its profle.
If the models attack involves a Blast weapon, an attack that wounds or kills it (including any
results of a misfre) will trigger the blast on a d8 roll of 5-8. The blast will be centred on the
model, naturally...
29. 42. PS YCHOKI NETI C (200BPS )
The model can use this property to move things around without touching them. On a
successful d12 roll of 4+ they can lift anything(!), or move it up to 2d6 from its original
position. This ability can be used to drop items on other models that are larger than the models
are: the target models may attempt to get out of the way by passing a Tds check or else they
are killed. Those that pass are placed adjacent to the object dropped once it lands. Items the
same size or smaller than the target model will potentially damage the target as follows:
RES ULT (D6) DAMAGE TO TARGET MODEL
1-2 No effect
3-5 Wound
6 Killed
If the psychokinetic picks up and drops a model, use the above table to work out damage. The
model will end up 1d6 from their current position in a random direction, and will not be able
to perform any further actions or reactions in the current turn.
Psychokinetics can also directly affect a target model by choking, pinching blood vessels and
so forth. If used this way, any model that is visible to the psychkinetic can be automatically
wounded or killed (psychokinetic players choice).
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Psychokinetic ability can be countered by a model with either the Psychokinetic or Telepathic
properties rolling equal or higher than the success roll for the ability on 1d12 (the same way
as a counter-cast, though this is not magic).
A successfully countered Psychokinesis attempt fails and has no game effect.
29. 43. REGENERATOR (25BPS )
A model with Regenerator is capable of self-healing its wounds. If it is wounded, roll a d8: on
a 7-8 the wound heals itself and the wound marker is removed. If the model is killed it cannot
heal itself. This roll can be attempted once per turn and it does not take an activation to do so.
If a model has more than one wound on it, still roll once per turn and only remove one wound
per successful roll.
29. 44. SCOUT (20BPS )
Models with the scout property may move through Rough Terrain with no penalty (the -1d6
does not apply). This ability does not affect visibility. Scouts cannot move through impassible
ground at all, just like everyone else.
29. 45. STANDARD- BEARER (40BPS ; MAX ONE)
An standard-bearer is a model that carries a fag or other device that carries some meaning
for the troops in the company. It may be a national ensign, the Captains personal banner,
the tribes Sacred Stone or some other holy relic. The effect of a standard-bearer is to bolster
morale within a distance of it and to coordinate the forming up and rallying of a group.
Any models within 12 of (and visible to) a standard-bearer when they take a Cow or Tds
check will do so with a +3 modifer to their roll. This is because the troops would be more
focused in the presence of such an important reminder of their cause. This modifer is
cumulative with that of the leader and musician (if any).
There can be a maximum of one standard-bearer in the company. The standard-bearer must
remain within 6 of the leader at all times, unless the leader has been killed. The leader may,
of course, be assigned this property instead in which case the standard-bearer will never be
outside this distance!
29. 46. SUPERNATURAL (75BPS ) (M)
Supernatural models are literally not of this world. Their constitutions are alien to the reality
the game is set in and can take incredible physical punishment before they are destroyed or
drawn back to their natural environment.Supernatural models cannot be wounded by normal
combat and shooting. They can only be destroyed. However they can be wounded normally
by attacks of a magical nature (weapons with the Arcane property or magic).
29. 47. SNI PER (30BPS ; MAX THREE)
Models with this ability are highly trained marksmen who can operate almost unseen. The
combination of a professional use of camoufage and sharpshooting means that snipers can
terrorise the battlefeld by picking off enemy models at random or sniping away anyone who
looks important enough to warrant their special attention.
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A few special rules apply to these models:
Snipers are not deployed on the table at the start of the game. They are always deployed in
their own special form of ambush. This means that the model is hidden unless the player
chooses to reveal them or they are spotted after fring (the only time they could possibly give
themselves away clearly). The player does not need to record their position on the table.
Snipers roll a d6 when they are activated whilst hidden. If these dice roll a 6 the sniper has set
themselves up satisfactorily for a shot and can take it in that activation. The range does not
need to be measured: the sniper is assumed to have line of sight and suffcient range. No range
band modifers are applied and the model or fring point is not revealed. Resolve the shot as
normal with whatever shooting weapon the sniper is equipped with. Once the sniper shoots,
they scoot off into the underbrush and have to set up again by rolling another 6. They are
generally very picky about their shots...
Once a sniper has fred, roll a d6 once for each shot the sniper made (more than once only if
the snipers weapon has an FF property) for any models within 6 of any of his targets. If any
of these rolls are a 6 the sniper must be revealed and placed anywhere on the table. The sniper
cannot be hidden again for the rest of the game.
Snipers can never be included in a group. They always operate independently or in pairs. This
must be represented by a single base with two models fxed to it if a pair of snipers is desired.
29. 48. SOULS TEALER (15BPS )
Models with this property have the unnerving ability to force models to change allegiance
to their enemys side, willingly or not. Unfortunately, the victim can not turn back unless
a friendly soulstealer performs the same trick. A good property to represent those creepy
parasitic aliens or the ubiquitous zombie plague...
Soulstealers will cause a combat opponent to change sides to the soulstealers side on any
lucky rolls made by the soulstealer in that combat. The target model completely changes
allegiance at the beginning of the next turn, regardless of who is acting. Any other combat
outcome can only cause wounds or kills as normal.
29. 49. STALKER (50BPS )
Models that have the Stalker property do not have to deploy at the beginning of the game
with the rest of the company. They can be placed on the table at any time by their controlling
player spending an activation to get them to appear (this activation only lets them appear, you
will still require extra activations to get them to do anything else like move or shoot). There is
no restriction as to where the stalkers can appear - they can even appear in the open! Enemy
groups will react to their appearance in the normal way by taking the appropriate reaction
checks at the end of the Stalkers activation. Stalkers deviate 2d6 in a random direction when
they appear. If they land off table or in impassable terrain they are treated as killed. If it lands
on top of anther model, each model rolls 1d6 and adds their Sz: the lower scoring model is
killed and the higher is placed in the spot. Reroll ties.
Creatures with this property are usually natural predators or highly trained specialists. This
rule is perfect to represent creatures that attack their prey from ambush, like giant spiders or
forest wildcats.
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29. 50. STAMPEDE (FREE)
Models with this property do not move as normal models do. They are moved straight forward
or change direction as the table below. This is checked every turn, and does not cost any
activations. If the stampede leaves the table then it is considered lost for the rest of the game,
but does not count to the opponents victory conditions if a scenario is measured in that way.
Stampede d6 Roll:
RES ULT (D6) BEHAVI OUR OF STAMPEDE
1-2 Move straight ahead full Mov
3-4 Change direction 45 degrees left and move ahead full Mov
5-6 Change direction 45 degrees right and move ahead full Mov
They will also veer away by 90 degrees from terrain or models that are bigger than them.
Vehicles and structures count as terrain for this purpose.
Stampeding models must group with all friendly stampeding models that are within 6 of
them if possible.
Stampeding models in groups of more than 5 models are diffcult to withstand. If a group is
approached or contacted by a stampeding group that fts this description, take a Cow check
instead of a proximity reaction check. Failure means the group retreats. Success means
the group can optionally stand and fght the beasts (only one round of combat can be had,
surviving stampeders continue on afterward as if nothing happened; ie. theyre not locked in
combat) or move up to their Mov to avoid the stampede.
Models with this property can never shoot for any reason, even if shooting weapons are added
to their profle.
29. 51. STRUCTURE (10BPS )
Structures are buildings and other artifcial terrain items, and are treated as normal models
with a few extra rules.
Structures have arcs, unlike normal models. These arcs are drawn through the corners
of the structure model like in (a) on the diagram opposite. If the structure does not have
identifable corners, the arcs are 90 apart as in (b) on the same diagram.
Structure size is calculated in the same way as for normal models. This means that
structures can potentially be very large.
Structures can never move for any reason. They may have weapons that can pivot
(mounted in turrets, or whatever) but cannot move of their own accord. If you wish your
structure to be able to move, treat it as a vehicle instead.
Weapons may be fred in groups from a structure.
Models inside a structure may shoot their own weapons from inside it. If a model is
required to operate any of the structures own weapons or equipment then that model
cannot shoot with their own weapons or use their own equipment. They may only be shot
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at if they have fred this turn, and if so will count as being in protective terrain if they
do: Minimal if in a basic structure, Reasonable if in a Strong structure and Heavy if in a
Fortifed structure. If the structure is destroyed it becomes a terrain item with protection of
this same type.
Each weapon (including CW!) must be assigned one or more arcs. Since each structure
has only four arcs, divide the points cost of each weapon by four and multiply the result
by the number of arcs that the weapon covers to get its fnal cost. This process applies
only to the cost of the single weapon, not the entire model! Range may be doubled in the
same way as for weapon teams (see section 29.59).
Models that assault a building are attempting to either attack the structure itself or storm
it (player must specify). If attacking the structure itself, models inside it may shoot at
the attackers at range band 1, otherwise place all storming models in contact (once Cow
checks and reactions are resolved as for a normal assault (see section 15.1) and do the
following: add up the Fgt values of all models on each side and add 2d12 for the storming
side and 3d12 for the defending side. Calculate the result as normal, with the results
applying to all models on each side as if they collectively were a single model. Assaulting
models must be able to enter the structure if assaulting the occupants in accordance with
the normal rules for capacity (section 29.11).
Rosters that include a structure can only be used if the player using them is the defender.
Structures are normally included as part of a scenario though players can employ them
as they wish in friendly games. In competitive play structures should not appear in your
roster unless specifed by the event organiser.
Structures may mount as many weapons as a player wishes, in the same way as vehicles
(section 29.57). They may still only shoot with one of them each turn, though occupants
may shoot their own personal weapons in addition to the structures weaponry (loopholes
are easily made).
Front
Rear
Right Left
Front
Rear
Right Left 90
90
90
90
ARCS FOR STRUCTURES AND VEHI CLES
I F QUADRI LATERAL I F NO CORNERS
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29. 52. SWARM (100BPS )
Swarms are not individuals but instead thousands of very small creatures that move around
together. In Unbridled Fury such a swarm is treated as a single creature, as the component
creatures are far too insignifcant on their own to play any part in a typical game. Swarms are
treated very differently to normal models. Running a sword through a swarm is unlikely to kill
it, let alone wound it (at least in game terms). The following special rules apply to swarms:
They cannot be killed or wounded except by sorcery, fre, weapons with the Blast property
or other swarms. This is to represent the fact that a swarm can easily disperse and reform to
avoid any danger. Even if one or two creatures in the swarm are squashed by a blow, their
deaths would be insignifcant to the swarm overall. Magic, fre and other swarms attack
swarms in the same way as they would any other model. Unlike other rolls, lucky rolls affect
swarms normally, no matter who their opponent is.
A swarm that is beaten in combat (wounded or killed, even if it saves) will move away by its
full Mov in a straight line and in a random direction, but may not enter another combat.
Flying swarms always have the Wind Dependent property. The profle of a fying swarm must
include this extra property.
A swarms attacks always ignore armour and shields. There is no way that such items can
properly defend against a multitude of tiny stinging things.
Any natural 1 scored by a swarm (on any die roll) will cause it to take no further part in the
game. We can assume that it was distracted by scents, sounds or lights, dove into holes in the
ground or maybe blew away on a freak gust of wind. Whatever happens to the swarm, it is
removed from play immediately and may not return to the game. Swarms are based as a small
group of very small models, each which represents hundreds (if not thousands) of very tiny
critters. The entire base counts as a single swarm.
29. 53. SWI MMER (10BPS )
Models with the swimmer ability can swim safely in water features at up to one quarter their
normal movement rate. This ability differs from that exhibited by a creature completely
adapted to a watery existence (see Aquatic for comparison, pg 75).
29. 54. TELEPATHI C (150BPS )
The model has a psychic talent for reading thoughts and communicating via the mind alone.
The model can group with any friendly model on the table, and do not require visibility to
them.
29. 55. TELEPORTER (40BPS )
A model capable of teleporting may teleport up to 20 in any direction when they are
activated. This is instead of a normal move and takes an activation to complete. They may
appear on impassable terrain, but may not make normal moves inside such terrain, only
teleport moves. A teleport requires a successful Tds check to succeed. To perform this check,
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roll 1d12. If the score is under or equal to the models Tds attribute, the check fails, and the
model is lost for the rest of the game. You can assume they have teleported somewhere else,
accidently or otherwise. In a series of linked or campaign games they will be available for the
next game. A model that does not take Tds checks normally (Automaton, Fearless, etc) must
still test against their Tds for the purposes of this property.
29. 56. TERRI FYI NG (50BPS )
Some creatures can seriously effect the morale of others. Any non-terrifying reacting model or
group coming within 6 of an terrifying creature must take a Cow check immediately instead
of a normal proximity reaction check. A failure means that the group retreats. Invisible models
will only force this check on contact.
29. 57. TOXI C (10BPS )
Models with this property have a toxic aura of some sort; it could be a cloud of noxious gas,
an offensive energy feld or a virulent contagion of some sort. If, during a turn (including
combat) that there is base to base contact with this model and a 1 is rolled on any die for
any reason, the non-toxic model will be poisoned. Roll 1d6: the affected victim will take a
single wound and the result of the roll is the number of turns the model remains in the fght
(provided it is not removed before then for some other reason). If this extra wound is enough
to kill them remove them as a casualty instead.
Toxic effects do not affect models with the Vehicle, Structure, Construct, Automaton or
Enhanced Immunity properties.
29. 58. UNCONTROLLABLE (15BPS )
Some creatures will charge at the enemy whenever they get a chance. This makes them
diffcult to control, and a burden on their leaders.
Uncontrollable models must always activate frst and at least once in every acting turn.
If there are not enough points on the command die to allow this, randomly select which
uncontrollable group activates. Uncontrollable models (or groups containing only them)
always move in preference to other models. Only once all uncontrollable groups have moved
at least once can any non-uncontrollable models be activated (the random selecting of groups
may pick the same group more than once).
They must always enter combat if they are within range of eligible enemy models and have
available activations. This compulsory movement always occurs in preference to other
activations and will use up activations as normal.
In addition, an uncontrollable model always passes its Tds check in a proximity reaction but
cannot choose what action it will take. Uncontrollable models must always attempt to enter
combat, and add +d6 to the Cow check roll in order to see if they actually do so.
Players may need to consider the minimum number of uncontrollable activations that are
required before beginning an acting turn.
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29. 59. VEHI CLE (10- 30BPS )
Vehicles are treated as normal models with a few extra rules.
Vehicles have arcs, unlike normal models. These arcs are drawn through the corners of
the vehicle model like in (a) on the diagram in section 29.50. If the vehicle does not have
identifable corners, the arcs are 90 apart as in (b) on the same diagram.
Vehicle size is calculated in the same way as for normal models. This means that vehicles
can potentially be very large.
Vehicle manouvrability varies between machines. A vehicle that is underpowered or
clumsy to move is called Cumbersome and is only allowed a single move action in
each turn. Mobile vehicles can use two move actions in a turn. The most manoeuvrable
vehicles, Agile vehicles, can make three move actions in a turn.
Vehicles may only pivot at the start or end of a move action, and may otherwise only
move in straight lines.
Weapons may not be fred in groups from a vehicle.
Each weapon must be assigned one or more arcs. Since each vehicle has only four arcs,
divide the points cost of each weapon by four and multiply the result by the number of
arcs that the weapon covers to get its fnal cost. This process applies only to the cost of
the single weapon, not the entire model! Range bands may be greater than 12 as per the
Weapon Team property (see section 29.59).
The vehicles facing, unlike that of normal models, is critical. Vehicles may not be pivoted
on the spot without using movement. Each pivot of up to 90 will subtract 1 of the
vehicles movement in an activation.
Vehicles do not assault into combat, they overrun models instead. Check whether they hit
their target model before it can get out of the way: both the vehicle and the target model
roll 1d12 vs Fgt (regardless of vehicle size). Normal wounding and kill rules apply as for
combat. Note that only models with Arm X (not shields) will get an armour save versus an
overrun. Vehicles do not normally use Fgt for anything else. Once an overrun is worked
out, the vehicle may use any unused movement for that activation. An overrun is not
treated as a combat.
Vehicles can be stormed in the same way as structures. If destroyed they are left on the
table as screening terrain as per their size and protective terrain as per their type: Minimal
if up to Sz 4, Reasonable if up to Sz 7 and Heavy if larger.
Vehicles may mount as many weapons as a player wishes. Vehicles are not subject to
the maximum two shooting weapons as described on section 21.11. They are limited to
only a maximum of two normal shooting actions per turn. The two actions must be using
different shooting weapons. The same one may not fre more than once in the same turn.
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29. 60. WATERBORNE (FREE)
Waterborne models must remain on water terrain at all times and may not move onto land for
any reason. The water feature has to be at least as large as the models base or it cannot be
deployed on to the table.
If a waterborne model ends and activation of movement within 3 of land, roll 1d6: on a 1 it is
beached and may not move for the rest of the game. The timescale of the game does not allow
enough space for refoating attempts. This could be done as part of a campaign, however, if
players wish. Any other result means the model remains mobile.
Of course water can be defned in many different ways and scenarios may each treat this rule
differently. Unless stated otherwise water is defned in the same way that we understand it in
our reality.
29. 61. WEAPON TEAM (FREE)
Weapon Teams are a group of fgures and a crewed weapon (or otherwise) fxed to a common
base. They are treated for all intents and purposes as a single model in the rules. Think of
these weapons and their crews as the artillery or infantry support weapons of the game, as
that is their usual function. Weapons such as bolt-throwers, cannons, machine guns and the
like are all treated weapon teams. Weapon teams count as the Sz of their crew plus the Sz of
their weapon. A model with this property must have a shooting weapon of some description.
For example, a Sz 3 Gatling Gun weapon team with a Sz 2 human crew would count as Sz 5
for entering vehicles or buildings (we write this as Sz 3/2). The actual number of crew fgures
on the base is irrelevant, whether it is one fgure or ffteen. The weapon, however, shoots with
its own Sz, and not the Sz of the crew as a whole.
A weapon team may not move and fre in the same turn. In fact, it has to be set up if it is to
shoot. To set up a crew from move mode to shooting mode will take one activation and
will be all that the model can perform in that turn. Once set up, the reverse is necessary to
get the model moving again. You could use a specially made marker to denote this deployed
mode - an ammo box, rack of bolts, or even a powder keg or simple crate would do fne.
In addition, weapon teams equipped with shooting weapons may have the R values of those
weapons increased up to 24. This is because weapon crews are using support weapons
designed to shoot further than normal smallarms.
Weapon Teams cannot rapidly spin about and bring their weapons to bear. They may well be
able to see behind them but will suffer a speed penalty in turning to face a new target. Targets
within 45 of straight ahead (90 arc to the front) do not impose this penalty to the model. The
frst time the model shoots at a target that it didnt shoot at last turn the shooter will suffer a
-2 penalty to the shot as the model drags its weapon around. The penalty is not imposed again
unless the shooter loses visibility to the target or targets something else in a subsequent turn. It
is assumed that the model can keep the gun trained on the target as long as they can still see it.
You may fnd it convenient to use a template with a 45 arc marked on it, paint indicator lines
on the models base to clearly indicate the fre arc of the model or simply use square bases and
measure the arc through the corners.
Weapon Teams cannot also have the Vehicle or Structure property.
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29. 62. WERE- CREATURE (20- 50BPS )
Were-Creatures are simply creatures that can change form into another creature. Those
that can change at will are known as controlled were-creatures and those that will change
unpredictably are known as uncontrolled were-creatures.
Controlled were-creatures can change at any time their player wishes them to. The
transformation takes a single activation to complete. In addition, the creature must pass a Tds
check or will instead remain in their present form. If so this would mean the creature was too
nervous or distracted to properly focus on transforming.
Uncontrolled were-creatures could potentially change at any time. Roll 1d6 at the beginning
of every turn (this costs no activations): on the roll of a 1, the model changes form. If the
model has more than one potential form, the form changed to is randomly determined (with
an even chance of each wereform occurring). They must test every activation, even if they
have already changed form in a previous turn. Uncontrolled weres do not test to successfully
change form. They change form whether they want to or not!
Were-Creatures are represented on the games table by a model as usual; an extra model
representing their secondarywere-form must be provided as well. This secondary were-form
may not cost more points than the primary form and its profle must be created as if it were a
separate model. No more than one extra were-form is allowed.
If one of a creatures were-forms is destroyed, both of them are. If the creature is slain, it goes
without saying that it can no longer change form.
29. 63. WI ND- DEPENDENT (- 10BPS )
Some creatures are dependent on the wind to make them move. They are, however, restricted
by its direction. No wind-dependent model may move within 45 of either side of directly
upwind. Within 45 of either side of directly downwind, however, a wind-dependent models
Mov is doubled!
If a company contains any wind-dependent models, the direction of the wind is important.
Roll on the direction chart (see Determining a Random Direction, section 2.9) at the start of
the game to determine which way the wind blows for its duration. Keep a marker with an
arrow on it pointing in the current wind direction for reference during gameplay.
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29. 64. ZOMBI FY (5BPS )
Models in base to base contact with a model with the Zombify property that are hit by a lucky
roll become infected with the contagion. Roll a d4 the affected model is still itself for this
many more turns, but becomes a zombie on the turn after this total has elapsed. Their profle
drops to that of a zombie (see below), they lose all combat and shooting weapon properties
but retain any armour and the size that they were wearing when alive. They cannot be cured
and are treated as lost. From now on they are controlled by their opponent until destroyed.
The Zombify property does not affect models with the Vehicle, Structure, Construct,
Automaton or Enhanced Immunity properties.
Prof i l e Name: Zombi f i ed Model Sz: As ori gi nal
Mov Fgt Shg Tds Cow SSv Arm CW SW
4 1 0 12 12 - As
ori gi nal
B None
Model Propert i es: Zombi f y, Aut omat on
Magi cal Propert i es: None
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30. Magical Properties
Magic can take many forms; but whatever form it takes in most
universes it seems to t a reasonably common pattern.
The following properties are a general list of the most likely forms of magic that will be found
on most players fantasy battlefelds. As such the more specialised forms of magic found
in fantasy movies and literature may be missing from this collection and can be added into
custom scenarios if players see ft or new lists made up to suit. Just be reasonable if creating
points values to go with them!
Each property of magic (except for Summoning) has a number of spells that may be
purchased in any combination or quantity. There are no rules for picking spells nor for which
can be selected with which.
The number in [square brackets] is the spells target number required for a successful cast (see
scetion 26.1). The 4x4 Rule (section 27.1) applies to magical properties.
30. 1. AEROMANCY (M)
Aeromancers manipulate the very essence of the air; moving it with a gentle push to create a
quiet zephyr or slamming it into a destructive hurricane!
30.1.1. Tornado (85 BPs) [8+]
The aeromancer model throws a blast of spinning air across the battlefeld that quickly revs
itself into a tightly wound tornado that appears on an 8+! Place a small blast template on to
the table, 2d6 from the aeromancer in a direction chosen by the player controlling the spell.
Anything under the template will be sucked into the whirling maelstrom and be killed on a 4+.
The tornado will last 1d4 turns. In subsequent turns, move the tornado 1d6 in a random
direction, with all models touched by the template during its movement being hit and
potentially destroyed.
30.1.2. Adverse Winds (200 BPs) [9+]
The aeromancer directs the wind so strongly that no model may move toward any one base
edge determined by the casting player. If there is some compulsory movement (like reactions
and such) the models will instead not move, even if this causes them harm. All shooting in the
specifed direction is at half range maximum and with a -1d6 to its effect. The spell succeeds
on a 9+ and lasts only for the turn it is cast in.
30.1.3. Gust (50 BPs) [8+]
The aeromancer boosts his own sides movement and shooting by pushing them along with
the very winds themselves. Friendly wind dependant models may move toward a specifed
table edge with an extra 1d12 of movement, and all friendly shooting toward that base edge
is at +1d6 effect.
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30. 2. CLERI CAL MAGI C (M)
Clerics are the priests and religious acolytes that both inspire their folk and protect them from
the enemies of their faith. Generally these models are good for bolstering morale with their
religious fervour and are able to turn back evil creatures of various sorts.
30.2.1. Bolster Morale (50 BPs) [6+]
The cleric model selects a target model visible to it and attempts to strengthen its resolve and
keep it in the fght. Roll a d12: on the roll of 6+ the target model is treated as if it had the
Fearless property for the rest of the game.
30.2.2. Banish (100 BPs) [7+]
The cleric model chooses a target model that is visible to it that has either the Automaton,
Aethereal and/or Supernatural property and attempts to send it back to the darkness from
whence it came. Roll a d12: on the roll of 7+ the target model is killed and removed from
play.
30.2.3. Shield of Faith (75 BPs) [5+]
The cleric model attempts to protect itself or any other friendly model by requesting the
protection of its patron. Roll 1d12: on the roll of 5+ the target model is gifted with protection
that is equivalent to Arm 3XA. This protection will last for only 1d6 turns, after which the
models armour attribute and properties revert to normal.
30. 3. DRUI DI C MAGI C (M)
Druids are guardians of the wilds and keepers of the secrets of nature.
30.3.1. Summon the Herds (100 BPs) [10+]
The druid summons the creatures of the wilds to fght to protect the natural balance. This
ability will succeed on a 10+: if it succeeds place 1d6 Sz 3 beasts on the table that have Mov
8, Fgt 6 and the properties Hard as Nails and Stampede. If the models have to take a Tds or
Cow test they are instead removed from play. These creatures enter play from one of the four
board edges (assign one of them as North and roll 1d8): 1-2 = North, 3-4 = East, 5-6 = West,
and 7-8 = South. The Stampede property does not take effect until after the beast models frst
engage enemy models in combat.
30.3.2. Environmental Animation (125 BPs) [6+]
The druid calls on the environment to help fght the invader. In doing so even the trees, plants,
insects and rocks come to life and attack a single model of the druids choice. This spell
succeeds on the roll of 6+ and has the following effects if successful (pick any enemy model
on the table and roll 1d6): 1 = No effect, 2 - 4 = model cannot move for 1d6 turns, 5 = target
model is wounded, 6 = target model is killed.
30.3.3. Stormcaller (80 BPs) [9+]
The druid brings forth a violent storm. The weather instantly changes to a storm and the
current visibility halves. Any G property weapons are rendered useless as the powder becomes
wet with the sudden deluge. The storm will last for the rest of the game.
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30. 4. I LLUS I ONI S M (M)
Illusionists are masters of visual and mental trickery. They manipulate how others perceive
the world around them.
30.4.1. Sudden Reinforcements (75 BPs) [5+]
The illusionist creates an illusion of reinforcements entering the battle seemingly from
nowhere! The illusionists players opponent is aware of the trickery of course, but his troops
are not! These illusionary models will trigger reactions in the same way as normal models.
The illusion is successful on a 5+ and summons 1d6 illusionary Sz 2 models. These models
cannot fght, shoot or react and so do not have or need a profle. They move up to 1d6 per
activation. They are removed if the illusionist is killed.
30.4.2. Unusual Appearance (45 BPs) [6+]
The illusionist creates a glamour that cloaks a models true appearance and gives it the
appearance of something far greater (or not). This can be cast on any model, friend or foe, and
has one of the following effects, which must be selected when the ability is cast: Terrifying or
Not-so-scary! (negates terrifying whilst in effect). Succeeds on 6+ and remains in play.
30.4.3. Hall of Mirrors (150 BPs) [9+]
The illusionist makes a single model within 6 of them invisible (gives them the Permanently
Invisible property) for d6 turns. If the model already has the invisible property this ability has
no effect on them. The score needed to successfully cast this ability is 9+ on a d12.
30. 5. MECHANOMANCY (M)
Mechanomancers are masters of arcane mechanics and devices. Mechanomantic magic only
effects models with the vehicle, structure, automaton or construct properties (referred to as
machines in the following descriptions).
30.5.1. Disassemble (150 BPs) [9+]
The mechanomancer separates the parts of a target machine, quickly and effciently. The
caster must have visibility to the target, and if successful the spell will destroy its target.
30.5.2. Remote Control (50 BPs) [8+]
The mechanomancer takes control of a target machine for the remainder of the turn. If that
machine can no longer act due to having already acted or some other special rules, then the
spell cannot force it to act again in that way.
30.5.3. Repair (80 BPs) [8+]
This spell must target a machine within the visibility of the caster. On a successful cast the
machine will regain a wound. This cannot take the machine above its starting capacity for
damage.
30.5.4. Spanner in the Works (75 BPs) [9+]
The mechanomancer can immobilise any machine visible to it on a successful cast. This
immobilisation will last for a full turn - the machine may take no actions whatsoever for the
rest of that turn.
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30. 6. NECROMANCY (M)
Necromancers are students of the dark arts of death and post-mortem reanimation.
30.6.1. Insubstantiate (100 BPs) [10+]
The necromancer sends an enemy model part way on the road to death, but doesnt allow
them to complete their journey. They are held in thrall by the necromancer instead as a ghost.
Their wailing and moaning at the injustice of this is audible even above the din of battle! The
model becomes Aethereal and must move 1d6 in a random direction at the beginning of each
turn from now on (costing no activations). The model will also count as Terrifying to both
sides.
Insubstantiated models count as destroyed for any scenario victory conditions. This ability
will succeed on a 10+.
30.6.2. Skeletal Uprising (100 BPs) [6+]
The necromancer summons a group of skeletons to burst forth from the ground and attack his
foes. This ability will succeed on a 6+ and is a staple of most fantasy genres... If successful,
place 1d6 skeletons on the table (with the profle shown below) at any point on the table, but
all skeletons must appear within 3 of at least one of the other skeletons appearing in that turn.
You must have enough appropriate models available to use this spell, or it automatically fails.
Prof i l e Name: Skel et on Sz: 2
Mov Fgt Shg Tds Cow SSv Arm CW SW
6 2 0 12 12 - 10B B None
Model Propert i es: Aut omat on
Magi cal Propert i es: None
30.6.3. Death Shroud (50 BPs) [8+]
The necromancer reaches out and attempts to draw the very life essence from a target model.
The spell will succeed on 8+. If successful the target model will lose pips from its profles
attributes for the rest of the game. Roll 1d6: 1 = -1d6 to Mov, 2 = -1d6 to Fgt, 3 = -1d6 to Shg,
4 = +1d6 Tds, 5 = +1d6 Cow and 6 = a wound.
30. 7. PYROMANCY (M)
A pyromancer is a master of fre and fame. Such magical talent is useful in war, of course,
burning and scorching enemies wherever they can be found!
30.7.1. Firebolt (40 BPs) [3+]
The pyromancer model selects a target model visible to it and throws a bolt of pure fame
at the hapless victim. Roll 1d12: on a 4-8, the target model suffers a wound and on a 9+ the
target model is killed. No roll to hit is required, but the magic user must have the target model
visible to them.
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30.7.2. Wall of Flame (80 BPs) [5+]
The pyromancer model places a 5 long wall of fame at a point that is visible to it. Roll
1d12: the wall appears on a roll of 5+, otherwise it does not appear at all. This wall of fame
must be represented by a model or marker of some sort and will remain in play for 1d6 turns
(including the one that it was summoned in). The Wall of Flame is a screening, impassable, Sz
3 linear terrain feature whilst it remains in play.
30.7.3. Firestorm (120 BPs) [9+]
The pyromancer summons up all of the fury of the lores of fre and attempts to annihilate
scores of its enemies in a single massive confagration! Roll a d12: on a roll of 9+ the
pyromancer may place a large area template with its centre over a point visible to the
pyromancer. Any model that is completely under or touched by the template will be wounded
on a d12 roll of 4-8 or killed on a 9+. Normal rules for area deviation do not apply and no roll
to hit is required.
30. 8. SUMMONI NG (VARI ABLE BPS ) (M) [9+]
Summoners can call forth creatures from other dimensions or physical places. These creatures
can be of almost any form and are not always reliable. They are however convenient allies
when they appear as the summoner can place them when and where they are needed most of
the time.
Summoning follows the rules below:
Summoning is performed like any other magical ability, and may be used as a reaction
like normal. Summoners can counter-cast as well.
Summoners can summon a model once for each model available in their pool of
unsummoned models. Once this pool is exhausted, the summoner can not summon again
for the rest of the game.
At the roster building stage, a summoner may add as many models to the pool as they
wish to spend points on. Each model in the pool costs half their normal points cost -
each model is designed as normal as if it was a normal part of the company and is added
to the company list with everything else. It must have summoned written in its notes,
however.
Each summoning attempt can bring a single model forth from the pool and into play.
One activation is needed for each. A score of 9+ is needed to succeed. If successful place
the summoned model within 6 of the summoner.
Any roll of 1 when summoning is an automatic fail and the summoned model is removed
from the pool and from play as well. It can not be summoned again.
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If a summoned model is wounded during gameplay, roll a d6: on a 1 the model is
instead drawn back to its own reality and leaves the game and may not be resummoned.
Summoned creatures that are killed obviously leave automatically and are also not
resummonable.
Summoned models must have the property Summoned and can not enter play in any
other manner than being summoned during play. These models always cost their fnal cost
divided by two rounded up.
30. 9. TELLUROMANCY (M)
Telluromancers hold power over the very earth - whether that be through manipulation of the
earths energies or via ancient pacts with elemental beings.
30.9.1. Fissure (100 BPs) [10+]
The telluromancer opens up a rift in the ground which swallows up whoever is unfortunate
to be above it. This rift is 12 x 4 in size and is centred upon a point visible to the caster.
Any model touching this rift is killed instantly. The rift closes again without a trace at the end
of the turn, and the models lost inside it are permanently killed, which may be important in
campaign play.
30.9.2. Tremor (80 BPs) [9+]
The telluromancer causes the very ground the shudder suddenly and violently. All movement
in the casting turn post cast is at -1d6. Vehicles, structures and constructs take a single hit as
if shot at by a Shg 6, AP-H, Demolisher weapon.
30.9.3. Rocky Spines (100 BPs) [10+]
The caster raises 1d6 rocky spines from the ground which impale and crush models above
them with incredible force. Each is the size of a small template and lasts for the remainder of
the game. Models representing these spines must be used or the spell will fail!
30. 10. THERMOMANCY (M)
Thermomancers are wielders of temperature magic. They manipulate the very heat essence of
everything.
30.10.1. Freeze (45 BPs) [8+]
The thermomancer model selects a target model visible to it and attempts to chill it to death.
Roll a d12: on the roll of 8+ the target is killed outright and removed from the game as a
casualty.
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30.10.2. Overheat (30 BPs) [5+]
The thermomancer model chooses a target model that is visible to it and attempts to slow its
movement by making it feel too hot. Roll a d12: on the roll of 5+ the target model must halve
all movement for the rest of the game. It must also subtract 1d6 in combat, when shooting and
when shot at for the rest of the game. The model is suffering from heat exhaustion! This does
not work on models with the automaton, vehicle, structure or construct properties.
30.10.3. Wall of Ice (40 BPs) [5+]
The thermomancer model places a 5 long Wall of Ice at a point that is visible to it. Roll
1d12: the Wall appears on a roll of 5+, otherwise it does not appear at all. This Wall of Ice
must be represented by a model or marker of some sort and will remain in play for 1d6 turns
(including the one that it was summoned in). The Wall of Ice is a blocking, rough, Sz 3 linear
terrain feature whilst it remains in play.
30. 11. VI TALI TY (M)
Vitality is the science of Life magic - the healing of wounds and resistance to damage.
30.11.1. Return to Life (100 BPs) [10+]
Any model killed or destroyed during the game so far may be returned on a successful cast.
The model must be moved on from its own sides deployment zone.
30.11.2. Life-feld (70 BPs) [7+]
The caster radiates a healing feld of light that converts all kills caused to models within it to
wounds and all wounds to no effect. The feld of light is the size of a large blast and is centred
on the caster. This spells effect lasts for the remainder of the casting turn.
30.11.3. Overclock (50 BPs) [7+]
The Vitalist casts a powerful charm on any one model. That model gains the capacity to take
one extra wound and lasts for the rest of the turn. If the model carries two wounds into its next
turn it will be killed when the new turn begins.
111
112
31. Points Values
Points values in Unbridled Fury exist to balance play between two
widely differing companies. They are also used in scenarios to create
balance in situations where two evenly equipped sides would not
have even chances against each other.
31. 1. CALCULATI NG A MODEL S POI NTS VALUE
To work out a models points value, simply start from the top of this section and work
through, adding up the build points (henceforth BPs) for each attribute value and property that
the model has. BPs are points used to calculate the fnal cost of a model, and are different in
value to fnal points costs.
You will quickly discover that having too many properties can get expensive. Whilst it is
possible to have an extremely expensive single character as you entire company, it isnt
always the best strategy.
You decide...
31. 2. STEPS US ED TO CALCULATE A MODEL S POI NTS
VALUE
The easiest way to work out the points of your company is to base it on an established
company list, either one of those provided in this book or on our website. These lists have had
all of the calculations done already and only need some painted models to be playable.
However, it is possible to create anything with Unbridled Fury, and the established company
lists are intended only for quick introductory games or for people who like them. If you wish
for something else, make a new company list! (This is discussed in detail in section 5.)
113
31. 3. CALCULATI NG COMPANY POI NTS VALUE
The entire companys points value is equal to the sum of all of the points values of the models
within the company, plus the cost of the companys command die (CD). The cost (PV not
BPs) of the CD is found on the table below, and is NOT divided by 10, it is used alone as if it
were a separate model in the company:
COMMAND DI E POI NTS COS T TABLE
COMMAND DI E POI NTS COS T
d4 0
d6 5
d8 20
d10 50
To calculate the points value of each model in your company, follow these steps:
Fill out the models profle. This goes without saying, but if you dont have the profle you
want, how can you work out its cost? See section 4 for more details on this.
Add up the BPs of each of the attributes on the profle. The BP cost of each is found in the
table on the next few pages. Once you have done this, multiply the result by the models
Sz attribute, divided by two. Only round up the fnal BPs of these attributes, not the
fraction that results from dividing the Sz attribute by two. This is the models basic cost.
Attribute costs include any properties of CW and SW weapons as these are affected by the
effects of the size rules.
Add the BP cost of any properties that the model has on their profle (the property cost).
A summary of the BP costs of all available properties is given below). The sum of this
cost plus the models base cost is the total build points (BP) value of the model.
Finally, divide the entire fnal BP value by ten and round up the result to get the Points
Value (PV) of the model for use in gameplay.
Only for Weapon Teams, Vehicles and Structures: if the model has a different size weapon
than the model itself multiply the BP cost of the weapons properties by its size/2 and the rest
of the models attributes and properties BPs by their own size/2.
114
BAS I C BUI LD POI NT (BP) COS TS
Dont forget to multiply all of the BPs on this and the next page by Sz/2, then round up the fnal result! This covers the
relative advantages and disadvantages of different sized models. Model Properties are costed separately.
ATTRI BUTE BP COS TS
VALUE 0 1 2 3 4 5 6 7 8 9 10 11 12
Mov 0 1 2 3 4 6 8 11 16 24 36 53 76
Fgt 1 2 3 4 6 8 11 16 24 36 53 76
Shg 0 1 2 3 4 6 8 11 16 24 36 53
Tds & Cow 53 36 24 16 11 8 6 4 3 2 1
SSv 0 28 21 15 10 6 3 1
Arm 36 24 16 11 8 6 4 3 2 1 0
RANGE BAND BP COS TS
R 1 2 3 4 5 6 7 8 9 10 11 12
All
models
0 1 2 4 6 9 12 16 20 25 30 36
R 13 14 15 16 17 18 19 20 21 22 23 24
Weapon
Teams
ONLY
42 49 56 64 72 81 90 100 110 121 132 144
If the model has an SW attribute, it will contain a value for Range (R). That R-value is equal to the values in the
table below. If the model is a Weapon Team, Vehicle or Structure the R-value may be higher than 12. Use the
second row of the table for the BPs of these longer R-values.
ARMOUR AND SHI ELD PROPERTI ES BPS (MAX 2)
SHI ELD/ ARMOUR PROPERTY BP COS T
Arcane (A) 30
Basic (B) 0
Heavy (H) 25
Extreme (X) 50
Shields (if any) (SSv) and armour (compulsory, at least 12)(Arm) attributes may be enhanced by adding properties just
like with weapons. All armour has by default the B property, as do shields if they are present. The others are optional.
115
WEAPON PROPERTI ES BPS (MAX 4 OF EACH TYPE)
Add any of these if the models CW or SW attributes have properties listed, other than the
compulsory R-value for SW if a shooting weapon is present.
WEAPON PROPERTY BP COS T
Basic (B) 0
Arcane (A) 20
Reach (R) 5
Basic AP (AP-B) 5
Heavy AP (AP-H) 15
Extreme AP (AP-X) 35
Large Blast (LB) 50
Small Blast (SB) 30
Demolisher (D) 25
Fast Firing d4 (FF4) 10
Fast Firing d6 (FF6) 20
Fast Firing d8 (FF8) 30
Fast Firing d10 (FF10) 40
Fast Firing d12 (FF12) 50
Flame (F) 25
Gunpowder (G) -5
Indirect (I) 30
Limited Ammo 1-shot (LA1) -20
Limited Ammo 2-shot (LA2) -15
Limited Ammo 3-shot (LA3) -10
Limited Ammo 4-shot (LA4) -5
Obscuring (O) 25
Poisonous (P) 25
Poorly Made (PM) -10
Slow Reload (SR) -10
Spray (S) 50
Unreliable (U) -5
116
MODEL PROPERTI ES BPS (MAX 4)
Dont multiply these by the Sz/2 as with the Basic Costs BPs! These properties always
cost the amount listed below, regardless of the models size attribute.
PROPERTY BP COS T
thereal 50
Accurate 25
Airborne 0
-Slow Airborne 10
Amorphous 40
Aquatic 0
Auto-immunity 25
Automaton 0
Berserker 50
Burrower 25
Camoufage 25
Capacity = max # x 5
Climber 15
Clumsy -5
Companion 10
Construct 50
Creature of Darkness -5
Darksight 40
Dependance -20
Dim Witted -15
Dismount 20
Drifter d4 2
-Drifter d6 4
-Drifter d8 8
-Drifter d10 18
-Drifter d12 38
Drilled 25
Enhanced Immunity 10
Fanatic 25
Familiar 50
Fearless 75
Flier 50
Force Field 200
Ghost Sight 100
Giantslayer 30
Group Fighter 50
Hard as Nails 50
117
PROPERTY BP COS T
Healer 20
Invisible (at will, permanent) 300
-(unstable) 200
Levitator 20
Mesmerising 50
Mounted 10
Musician 40
Night Vision 15
Nullifer 100
One Shot Wonder -30
Psychokinetic 200
Regenerator 25
Scout 20
Supernatural 75
Sniper 30
Soulstealer 15
Stalker 50
Standard Bearer 40
Stampede 0
Structure 10
Swarm 100
Swimmer 10
Telepathic 150
Teleporter 40
Terrifying 50
Toxic 10
Vehicle - Cumbersome 10
- Mobile 20
- Agile 30
Uncontrollable 15
Waterborne 0
Weapon Team 0
Were-creature (controlled) 50
-(uncontrolled) 20
Wind Dependent -10
Zombify 5
118
MAGI CAL PROPERTI ES COS TS (MAX 4)
Dont multiply these by the Sz/2 as with the Basic Costs BPs! These properties always cost
the amount listed below, regardless of the models size attribute.
PROPERTY (SPELL) COS T
AEROMANCY
Tornado 85
Adverse Winds 200
Gust 50
CLERICAL MAGIC
Bolster Morale 50
Banish 100
Shield of Faith 75
DRUIDIC MAGIC
Summon the Herds 100
Environmental Animation 125
Stormcaller 80
ILLUSIONISM
Sudden Reinforcements 75
Unusual Appearance 45
Hall of Mirrors 150
MECHANOMANCY
Disassemble 150
Remote Control 50
Repair 80
Spanner in the Works 75
NECROMANCY
Insubstantiate 100
Skeletal Uprising 100
Death Shroud 50
PYROMANCY
Firebolt 40
Wall of Flame 80
Firestorm 120
119
PROPERTY (SPELL) COS T
SUMMONING
Summoning Variable = 0 + (Cost of creature(s)
with Summoned property before its
cost/10)
TELLUROMANCY
Fissure 100
Tremor 80
Rocky Spines 100
THERMOMANCY
Freeze 45
Overheat 30
Wall of Ice 40
VITALITY
Return to Life 100
Life-Field 70
Overclock 50
Once you are done adding it all, dont
forget to divide the whole lot by 10
and round up!
And remember...
120
And you thought you knew miniature gaming.
Well think again...
Unbridled Fury will change your perception of
miniature skirmish gaming forever. In here you
can use whatever you want. Warriors from sci-,
fantasy, steampunk and every genre in between
engage in fast and furious ghts to the nish.
Keep your games in a story setting, or let loose
with anything and everything youve got.
The choice is yours.
Expect the unexpected. and try not to cry. You
will get pummelled into the dust. But youll get
your chance for vengeance. Battle isnt fair - and
its your job to ensure your opponent doesnt get
the chance to make it so.
Get your war hat on -
its time to get Furious!
For more information, news, add-
ons and other great Unbridled Fury
stuff, check out the website:
http://www.torgaming.co.uk

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