Cheat Sheet
Checks core:46
A Check is named after the relevant stat. To resolve it, roll 2D10 and add that stat — for example, a Courage Check means roll 2D10 and add your Courage stat.
Some checks have a Target Number (TN) — the total you must equal or beat to succeed. For example, a Courage Check (TN12) requires your 2D10 + Courage to be 12 or higher.
Turn Phases core:47
- Initiative Phase — Each player rolls 2D10; highest = Primary Player. Double 1s or 10s trigger an Unexpected Event or Encounter.
- Primary Player Phase 1 — Activates up to half their force, rounding down.
- Monster Phase — All monsters activate. Skip if none.
- Secondary Player Phase — Secondary player activates all units. Additional players in descending initiative order.
- Primary Player Phase 2 — Primary player activates all remaining units.
Actions core:52
Each figure performs 2 actions per turn but may only Move once.
- Move —
- Move inches equal to Speed stat.
- Shoot —
- Fire weapon; mark with token until reloaded.
- Reload —
- Reload one firearm. Two pistols need two Reload actions.
- Investigate —
- In contact with a clue; no enemy within 1".
- Sprint —
- Sprint Check ≤10: +2" move. 11+: +4" move.
Melee is triggered by moving into base contact via Move or Sprint. Backing Off does not cause Melee.
Movement core:53
Difficult Terrain
Bogs, mud, ruins, ice, underbrush. Movement is halved unless specified otherwise.
Jumping
Horizontal gaps: movement is halved when jumping (Speed 6 can jump 3"). Sprinting can increase jump distance. Figures can jump down 3" but must end on the ground. Failing a jump triggers a Fall.
Example: Speed 6, 5" movement left, sprint roll 4 (+2"): total 3.5" toward a 4" gap — fail, falls.
Falling
When damaged within 1" of a drop: Speed Check (TN12). Fail → falls from closest point.
- ≤3" — no damage
- >3" — 1D10 damage
- >6" — 2D10 damage
- >9" — 3D10 damage (continues per 3")
Mounted figures take double fall damage.
Melee core:58
Melee Check ≥ target's Defence = hit. Fatigue Tokens lower both Melee and Defence by −1 each.
Damage
Use the Power Die or Skill Die as specified by the weapon.
Enemy Action
Strike Back — Enemy attacks the active figure; attacker must then Back Off if it survives.
Back Off — Move 2" away from the attacker.
Forced Attack
Moving within 1" of an enemy lets the enemy Force the Attack: both move into base contact and the active figure performs Melee. Monsters always Force if able. Figures with 2 Fatigue Tokens cannot Force.
Fatigue Tokens
Both figures gain 1 token after combat. Max 2 per turn. Each token: −1 Melee, −1 Defence. All tokens lost at end of round.
Distractions
A friendly figure within 2" of an enemy may spend an action to give the enemy a Fatigue Token, ending its turn immediately.
Shooting core:60
Accuracy Check ≥ target's Defence (with modifiers below) = hit.
Target may react:
- Return Fire — if weapon loaded and in range
- Dive for Cover — move 2" not in LoS and ≥6" from any enemy
- Do nothing
Most monsters don't react. Monsters with guns Return Fire; some Dive for Cover.
| Condition | Mod |
|---|---|
| Shooter moved this activation | −1 |
| Target in cover (legs/torso/head obstructed) | −1 |
| Shooter is mounted | −2 |
Critical Hits & Failures core:63 optional
Critical Hit — Both dice = 10. Target takes +2 damage. Melee: target must Back Off. Shooting: target cannot react.
Critical Failure — Both dice = 1. Fate Dice cannot alter this roll. Melee weapon → counts as Improvised for the rest of the scenario. Ranged weapon → cannot fire.
Cavalry core:65
Requires Combat Rider attribute. Cannot investigate clues or fire Volley Guns. −2 Shooting penalty when mounted.
Dismount — Uses the Move action. Cannot remount once dismounted.
Movement — Speed 8". Same rules for Difficult Terrain and Jumping. Cannot enter structures or climb; can jump ≤0.5" obstacles. Fall damage is doubled.
Melee (attacking) — +1 Melee, +1 Damage.
Melee (vs unmounted attacker) — Cavalry gain +1 Defence; unmounted attacker must always Back Off.
Melee (both mounted) — Standard rules apply.
The Fate Pool core:69
Standard pool: 2 Power Dice · 2 Skill Dice · 1 Monster Die
Reroll
Reroll any die; keep new result only if higher. Once per action per figure. Power/Skill dice only affect their own type. Cannot Reroll a Reroll.
Negate Damage
Roll D10. On 10: all damage ignored. Otherwise: result ÷2 (round up) = damage negated. Once per action. Cannot be Rerolled.
Quick Reload
Spend a Power or Skill die to Reload without using an action (allows Move + Quick Reload + Fire). Once per Activation.
Monster Dice
Affects Monster rolls only:
- Change result of a Monster check (worse results ignored)
- Reduce damage a Monster takes (see Negate Damage)
- Change a Monster's target (another figure or Clue Marker)
Only one player can affect a Monster per activation — first to declare gets priority.
Terror Checks core:67
Courage Check − Terror value. 11+ is the best outcome. If already suffering a failed check and a new one is failed: take the worse result (terror only worsens).
| Total | Result |
|---|---|
| ≤2 | Collapse — Removed from table; roll on Madness Table after game. |
| 3–4 | Paralysed — Ends turn; no action next activation. Each subsequent activation: Courage Check (TN14); pass = Shaken instead. |
| 5–6 | Shaken — −1 to all checks for rest of game. |
| 7–8 | Stunned — Ends turn; −1 to all checks until end of next activation. |
| 9–10 | Distracted — −1 to all checks until end of next activation. |
| 11+ | No effect. Unfazed. |
Monster Actions core:73
Lowest HP activates first. Ties: Primary Player picks.
- Weapon unloaded? Yes → Reload (move action). No → proceed.
- Loaded weapon + soldier in range/LoS? Yes → Shoot closest; reload if hasn't moved. No → proceed.
- Soldier in LoS? Yes → Move full speed toward closest; melee if base contact. No → Move toward closest Clue Marker; if none, toward closest soldier regardless of LoS.
Monsters always Return Fire (if loaded) or Strike Back (melee). Never Back Off or Dive for Cover.
Necromancer Actions italy:33
On activation, check nearest player figure distance — this attribute activates before any other action:
- Within 24" → use Raise the Dead
- Over 24" → use Dark Gift
Reactions (Acolyte / Il Negromante only): Dive for Cover when targeted by shooting; Back Off if surviving melee.
Unexpected Events core:49
Triggered on double 10s in the Initiative Phase. Gain 1 Skill or Power Die.
| Roll | Event |
|---|---|
| 1 | Rain — All shooting −2. |
| 2 | Fog — Max line of sight 10". |
| 3 | Wail of Terror — All units make a Terror Check (−0). |
| 4 | Deluge — −4 to all shooting, −1 movement speed. |
| 5 | Artillery Strike — Each player rolls; add +2 per Artillerist. Highest result targets one non-Officer enemy unit; that player rolls 1 die and takes damage equal to roll. |
| 6 | Wheel of Fate Turns — No Power or Skill dice from Fate Pool this turn. Monster dice unaffected. |
| 7 | Strength of the Faithful — Units with a Holy Symbol regain up to 3 HP. |
| 8 | Powerful Enchantment — All units: Courage Check (TN10) or cannot attack. |
| 9 | Mysterious Movement — Each player picks two opposing models and swaps their positions. |
| 10 | Lucky Find — Both players equip a Special Armoury item to one unit for the scenario. |
Unexpected Encounter Table core:50
Triggered on double 1s in the Initiative Phase. Gain 1 Monster Die. Monster Phase occurs before Primary Player Phase 1.
| Roll | Encounter | Roll | Encounter |
|---|---|---|---|
| 2 | Demon | 12 | Hobgoblin |
| 3 | Troll | 13 | Dark Wolf |
| 4 | Black Dog | 14 | Living Scarecrow |
| 5 | Possessed | 15 | Changeling |
| 6 | Goblin | 16 | Living Armour |
| 7 | Ghoul | 17 | Pixie |
| 8 | Vampire Bat | 18 | Ghost |
| 9 | Revenant | 19 | Werewolf |
| 10 | Bandit | 20 | Vampire |
| 11 | Cultist |