Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

Last War Mini Version

Download as pdf or txt
Download as pdf or txt
You are on page 1of 24

Quick Start Guide

CREATE A CREW OF SCAVENGERS


To take on the threats of the Gloomy Day you
need a crew of scavengers, consisting of 5
miniatures. Follow these steps:

1. Select 5 models to use.


2. Assign each model a name.
3. Allocate stats.
4. Spend your starting 50 Resources on
equipment.

Names of the soon to be Forgotten

1. Jenkins 11. Davy


2. Ghost 12. Jones
3. Gavin 13. Susan
4. Frendrick 14. Field
5. Unknown 15. Alexandria
6. Private 16. Ash
7. Cowardly 17. Friday
8. Mouse 18. Peters
9. Morte 19. Stillwater
10. Mute 20. 9
QUARTERMASTER
The Quartermaster has only a few items for sale (for more items see the core
rulebook)

In between Scenarios, weapons and items can be purchased for the listed
prices below. Weapons may be sold back to the Quartermaster at half the
price rounded down (if rounded to 0 he does not buy them).

Each Crew member has 5+Strength equipment slots. Weapons, items and ammo all
take up equipment slots.

Weapons come fully loaded.

ITEMS
Gas Mask Prevents ill effects of 15R
Gas and Smoke. Wearer
suffers -3 to Ranged attacks.
Bandage Cures Bleeding. 1R
Bandolier Counts as 1 equipment Slot but 5R
provides 3 extra Slots.
5RifleRound 1R
6 Pistol Round 1R

[WeaponName][Damage][SpecialConditions]
[Cost]
[Modioer]
One-Handed Ranged Weapons
[Pistol][D6][Ranged, Jam, Reload 6][Presence] [15R]
Two-Handed Ranged Weapons
[Rifle][D8][Rangedoamo
J Reload5][Presence] [25R]
One-Handed Melee Weapons
[Knife][D4][Thrown][Agility] [1R]
[Trench Club][D6][Strength] [4R]
[Fist][1][On Fumble take 1 Damage][Strength] [Free]
Two-Handed Melee Weapons
[RustedRifle][D8][Strength] [3R]
[Makeshift Weapon][D6][Strength] [Free]
Throwables (all have Thrown key word)
[Grenade][D8][ExplodeoCalledShot][Agility] [4R]
ARMOR
Hard Leather to Ranged Attack tests.
Armor Value: 1 Cost: 15 Resources
Cost: 1 Resource
Improvised
Prototype Armor Value: 1
Armor Value: 3 Special: -1 Agility
Special: Wearer suffers for user.
-3 Cost: Free

STATES AND PROPERTIES


Explode - on Fumble, weapon deals max damage to user and is
destroyed.
Gas - Models must make a Toughness test whenever they activate in or
enter Gas. On fail they are poisoned. Any model that ends their turn in
Gas takes 2 damage.
Jam.OnaFumble,insteadofdroppingthisweaponitjams.TooxaJam,
models may use an action to attempt to pass an Agility test. If the test
is Fumbled, the gun breaks and becomes a makeshift weapon.
Thrown - Weapon can be thrown without penalty, 6” range.
Reload - To reload, model gives up movement but then can take an
action.
Reload x -Asabovebutcanbeoredanumberoftimesequaltothe
number after the word ‘Reload’ before needing to be reloaded.
Ranged - Can be used to make an attack over distance up to 12
inches.
Ranged x - Can be used to make an attack over distance up to x
inches (where x is indicated by a number such as 6 inches or 24 inches
after the word Ranged).
Two-Handed - Takes up two equipment slots.
Called Shot - Before rolling to hit, you may, instead of using
the grenade as normal, elect to try a Called Shot. Select a number from
1-20 aloud and then roll a D20. If you roll the chosen number, you
get the grenade into the target’s mouth, exploding them from within and
killing them instantly. If you do not roll the correct number, the Grenade
is wasted.
RULES OF ENGAGEMENT
Setup
1. Pick a Scenario
2. Set up table
3. Deploy per Scenario.
4. Determinewhogoesfirst(seeInitiative)p

Each Game Round


1. DetermineInitiativeforthatroundp
2. Take it in turns to activate a single model.
3. Activate monsters, if any in play.
4. Endgameroundp

Rolling a 1 before applying modifiers is


always a failure and is called a

fumbl e
Rolling a 20 before applying modifiers
is a

CRIT ICAL
Activating a Model
When you select a model to activate it can perform
amovementandthenanactionpEachmodelgetsa
singleactivationperroundpIfamodelwishesto
moveoitmustmovebeforeitperformsanactionpIf
it has performed an action its activation ends.

Ifaeato
F statusorotherruletriggerswhenamod -
el is activated, you must trigger the effect at the
start of the activation before you move

Actions:
• Make a Ranged Attack.
• Make a Melee attack.
• UseapieceofEquipment
• Pickup and/or drop any number of items off the
ground or off dead/Downed models within 1 inch of
you.
• Drag a Downed model within 1 inch of you.
• InteractwithLootorScenarioitemswithin1inch
of you.
• Make a second move as an action.
Deployment
BeforethefirstroundofthegameorollInitiative
todeterminewhoplacesamodelfirstpThen
alternate between players, placing a model one at
a time until all models are placed. Models must be
placed within 6 inches of a board edge or based on
Scenario rules.

Initiative
Roll a D20. Highest number picks a model to
activatefirstp

Making Tests
All tests, unless specified
otherwise, are DR12. This means you roll
aD2qoaddtherelevantmodifiersandcheckthe
resultpIfowiththemodifiersoyoureachatleasta
12, you succeed.
Movement
Models can move a number of inches equal to 5+ their
Agility.

You can move in any direction or combination of


directions up to the maximum movement of the model.

Terrain smaller than 1 inch can be moved over for


free.

Terrain over 1 inch must be climbed. Models have a


climb speed of 1/2 their movement speed. Models must
endtheirmovementonaflatsurfacep

Models can jump gaps 3 inches or less, but must pass


an Agility test DR12 to do so. On a failure they fall
and take 1 damage per inch, rounded down. On a Fumble
they also gain a new injury.

Models that move off of a board edge are treated as


survived and no longer participate in the Scenario.
Combat
1. Check range.
2. Checkstatmodifiertoapplybasedon
weapon.
3. Roll attacks.
4. Apply damage if hits are successful.

Close Combat
To perform a close combat attack, your model
must be within 1 inch of another model. Pick
one weapon.
Make a DR12 test using the appropriate
modifierasdeterminedbytheweaponp

However, close combat is risky, and your


opponent can also attack you back at the
same time, but at -3 to their roll. Both roll
to hit, and then roll for damage for any
successful hits achieved.

This -3 is negated in close combat if


another friendly model is also within 1
inch of the enemy attacker. On a Fumble you
drop your weapon.

Ifthetargetoftheattacksurvivesandhas
not activated, it is still able to activate
that round.
Damage
When you successfully hit with a weapon you roll the
weapon’s damage dice.

Deduct the model’s Armor Value from the result.


Armor always reduces damage unless otherwise stated.

Reduce the wounded model’s HP by the damage amount


remaining.

Criticals always
cause max damage
Armor is still applied.

Leaving combat
Models within 1 inch of each other are in combat.

Ifamodelwishestoleavecombatoyouropponentcan
decide to stop you. Hostiles always try to stop you. The
opponent rolls Agility against DR12.

On a pass, your model does not move. On a failure your


model moves up to their movement value and then takes
nofurtheractionpIftheyFumbleyoucanmoveandtake
an action. On a Critical they make an attack against you.
Models can freely move off of a board edge to leave the
Scenario.

Dragging Models
Models can drag/drop Downed or dead models as an
action. Dragging models halves movement speed, and
models dragging can only take move actions. Models
require at least +1 Strength to drag another model.
Casualties
When a model’s HP is equal to or less than 0 it is considered
Downed.

Layitfaceupp

IfaDownedmodeltakesanymoredamageitisimmediately
killedpLaythemfacedownp

Downed models must pass a death save at the end of the


Scenario to determine if they died during the session or
managedtocrawltheirwayoffthefieldobloodiedand
broken.

The save is a Toughness test against DR6.

On a failure they are dead.

On a pass they are wounded and suffer -1 to a random stat


for the next scenario.

Ifamemberofyourwarbandiskilledinascenarioyou
replace them for free with a new member.
Hostiles
After all models have been activated by all
playersoHostilesarethenactivatedpIfthereis
more than 1
Hostile to activate, randomise them with a roll.

Hostile Behaviour.

Follow these steps when activating a Hostile:

1. Check Hostile’s special rules.


2. Check to see if the Hostile model can see any other model
that is not the same type as it. Hostiles can attack other
Hostiles!
3. IfitcannotomostHostilesounlessspecifiedoremainstillanddo
not activate.

4. IfaHostilecanseeanothermodelthatisnotthesameasitselfo
it moves 2D6 towards that model, or, if the Hostile is equipped
with a Ranged Attack, it moves 1D6 inches and takes a shot, unless
another model is already within 12 inches, in which case it does
not move before making a Ranged Attack.
5. IfaHostilecanseemorethanasinglemodeloitalwaysgoes
towards/targets the closer model. On a tie, roll a die to
determine which way it moves/who it targets.

6. IftheHostilemakesitwithin1inchofamodelnotofitssame
type, it immediately attacks as per the close combat rules.
Randomiseifthereismorethan1modelwithin1inchpIfthe
Hostile has a Ranged Attack and is not within 1 inch of a model,
it makes a Ranged Attack against the nearest viable target.
HostilesmakealltestsatDR12withnomodifiersunless
specifiedpThisincludesiftheyareattackedortargeted
by any spells.

This is also the same for all abilities, unless otherwise


specifiedpHostilesdonotprioritiseDownedmodels
unless otherwise stated.

Hostiles with only Ranged Attacks, if in close combat,


make unarmed attacks dealing 1D4 damage unless otherwise
stated.

Hostile Morale
IfaHostileisCriticallyhititmakesamoralerollp
Roll2D6pIftheresultisgreaterthanitsmoraleoitflees
thefieldomoving2D6inchesperrounduntilitleavesthe
fieldoriskilledpIfHostilesmoraleis‘-’theyignore
morale rules.

Hostile Profiles
• HP - Hostile’s Health. When a Hostile reaches 0HP it is
dead.
• Morale-moralevalueforHostile(useinfullversion
ofgameonly)p
• Attack - This is given as a type, i.e. claws, slam or
other, followed by the damage it deals on a succesful
hit.
• Armor - How much the Hostile reduces damage by.
• Special - Any special attacks or features the Hostile
has.

Spawning Random Hostiles


When you spawn a random Hostile, place them as instructed
in the Scenario. Place them on the board edge indicated by
the Scenario.
GHOSTS OF NO MAN S LAND ’
HP:6 Morale:4 Makeshift Weapons:1D4 Armor:1

Special: Veiled: models are hard to see, -3 to hit with


Ranged attacks.

Scavengers: Ghosts have 1 random piece of equipment on them


that can be looted. They also each carry Makeshift Weapons.

Cannibals?: at the start of the Hostile activation phase,


if Ghosts are not within 1 inch of an enemy and there is a
Downed model within 12 inches, instead of moving towards
nearest target per monster activation rules, Ghosts move
towards Downed models. When within 1 inch of a Downed
modeltheybegintodragthemoffthetableomoving1d8
inchesperroundwiththeDownedmodelintowpIftheyleave
the table with a Downed model, that model is considered
dead.

While the war raged on there, were myths of those


broken that lived out in the gas-filled wastes of
No Man’s Land. These Ghosts became horror stories
soldiers told each other at night while the artillery
shells landed all around them.

Art by Antonin Provost


LOYAL
HP:7 Morale:9 Attacks:* Armor:*

Special: Combat Roles: each member of


theLoyalcomewithdifferentequipment
depending on their combat role. Randomly
determine 1 weapon and 1 Armor piece per
Loyaldeployedp
LoyalneverrunoutofAmmop

EachLoyalalsohasaGasMaskand1rationp

Theirequipmentoweaponsandarmor(minus
Ammo)canbelootedfromthecorpsesofthe
Loyalbyanymodelwithin1inchofthemp

Loyal Armor and Attacks are based on the equipment


they roll.

oyal
m s e l ves L o
he wh
h e y call t , soldiers r is
T
t h e cause pt the wa e
t o c c e on
e to a every
refus hey attack e either
over.
T you’r
o n s ight: serters.
else r de
emy o
the en
The Last War
Scenarios are designed to be played over a max of 6 rounds,
unless stated otherwise.
At the end of the 6 rounds your crew gets tired, will be dead
orwillfleebacktotheirbunkerp

Any items left on the table at the end of round 6 are


considered lost if they are on a model that died or dies as a
result of a death save.

Ifyouareplayingonlargerboardsyoumaywanttoincrease
the amount of rounds you are playing for.

Reading Scenarios
Introduction-whyyouaredoingwhatyouaredoingp
Goal - what you are here to do.
Reward - what you get for completing the objectives.
SetupandLoot-howtosetupthetablep
Deployment - where you place models before the game starts.
Threats - what Hostiles are present.
Solo Play - how to play the Scenario solo.
Coop - how to play the Scenario as friends.
EndGame-howthegameendsp

SectionsmarkedwiththeRPGsymbolareforflavourtext
anduseifyouwishtorunTheLastWarasanRPGp
Setting up a

BATTlefield
This game can be played on tables
of any size, but is recommended for
tables of 2ft by 2ft.

Terrain should be used to reduce lines


of sight.

Players each place a single piece of


terrain on the table.

After placing terrain, players roll


a D6, adding the number of currently
placed terrain pieces. If the result
is 9 or more, stop adding terrain.
For example, if you place 6 pieces of
terrain and then roll a 3 on the die
you would stop placing terrain.
Only the dead have seen the end of war
The Quartermaster raised an eyebrow when you asked him for
work in exchange for supplies. Thinking deeply, he scratched
hislargechinp‘Thereisonethingyoucandotoproveyour
worth.’ He tells you of a cache of supplies he has been trying to
get his hands on for some time. However, a group of soldiers who
refuse to accept the war is over guard the area.

Goal
Bring back the supplies and earn the Quartermaster’s trust.

Reward
For each crate of supplies returned, gain 20 resources. For
eachslainLoyalogain1qresourcesp

SetupandLoot
Players should take it in turns to place 2 supply crates at
least
6 inches onto the board. 1 additional crate is placed in the
center of the table. Players should place terrain as per the
terrain rules. When within 1 inch of a crate, a model with a
free equipment slot can pick it up as a free action.

Deployment
Versus and Coop - Players select a board edge based on
initiative and place models within 3 inches of their board
edgepInSoloPlayyoumayplacemodelsineitherdeployment
area.

Threats
Eachsupplycreateisguardedby1LoyalpOnround3aGhostof
NoMansLandappearsonarandomboardedgep

Solo Play
Place3supplycratesandLoyalsp

COOP Play
Insteadof1centralsupplycrateoplace2nexttoeachothero

Game Ends after the 6th round


Player 1 Deployment

Monster Spawn 4-6


Monster Spawn 1-3

Supply Crates

Player 2 Deployment
3 Inches

When the players arrive read:


It’s been a while since you have seen soldiers standing
guard. While better dressed than most in these dark times,
their uniforms have seen better days. You contemplate talking
to them, but you have heard the stories. The Loyal, they call
themselves. You will either be seen as a traitor or enemy.

When the players arrive back at the Quartermaster


with supplies read:
The Quartermaster happily hands over your reward as he wastes
no time in opening the supply boxes. Digging in, you see the
Quartermaster discard food, bullets, mess tins and more,
untilonallyheholdsuphisprizedloot:asinglepairof
woolen socks.
Forbidden Psalm is an independent production
by Kevin Rahman and is not affiliated with Ockult
Örtmästare Games or Stockholm Kartell. It is
published under the MÖRK BORG Third Party
License.

MÖRK BORG is copyright Ockult Örtmästare Games


and Stockholm Kartell.

Forbidden Psalm is published under the terms


outlined in the MÖRK BORG third party license
https://morkborg.com/license/

Forbidden Psalm and Gloomy Day Operates under


the same third party license as MÖRK BORG. This
license allows anyone to make stuff for Forbidden
Psalm and either publish it for free or sell it: If you
adhere to these terms you are allowed to publish
free or commercial material based upon and/
or declaring compatibility with Forbidden Psalm
without express permission from KRD Designs.

The mechanics and game rules of Forbidden Psalm


may be reused and referenced freely.
Specific art and text from this books may not be
reused or translated, unless you have explicit
permission, some art is made from public domain
art and is open to be reused. Please ask if you are
unsure.

Your product cannot use the KRD design logo


unless you have KRD designs explicit permission.
You’re not allowed to give the impression that
this is an official KRD designs product or that we
endorse or sponsor you in any way unless we’ve
made special arrangements with you.

Design and text by Kevin Rahman Art by . Editing by


Jarrett Crader (MRC).

You might also like