KEMBAR78
Fantasy Wargaming: Sludge War | PDF | Musket | Infantry
100% found this document useful (5 votes)
2K views52 pages

Fantasy Wargaming: Sludge War

The Sludge wargame is designed for players to build grim fantasy armies using various historical miniatures representing a black powder age. The core troops in armies will be battle-hardened line infantry supported by noble knights and strange magicians. Players are free to collect and convert armies from a dark ahistorical setting. The game aims to provide a delightfully dark battle experience with a brutal play style.

Uploaded by

saxon halfling
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (5 votes)
2K views52 pages

Fantasy Wargaming: Sludge War

The Sludge wargame is designed for players to build grim fantasy armies using various historical miniatures representing a black powder age. The core troops in armies will be battle-hardened line infantry supported by noble knights and strange magicians. Players are free to collect and convert armies from a dark ahistorical setting. The game aims to provide a delightfully dark battle experience with a brutal play style.

Uploaded by

saxon halfling
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 52

SLUDGE WAR

FA N TAS Y WA RGA MING IN A D O OM AGE OF BL AC K P OW DER

SEAN
SUTTER

ABOUT
M E TA L K I N G S T U D I O

Sean crafts compelling games in


fresh worlds like Relicblade and
Mystic Skies. Check out Sean's deeply
creative miniatures and enjoy diving
into Sludge.

M O R E AT

M E TA L K I N G S T U D I O.CO M
The world tree is rotting and the nine hells are bleeding into our own. We have

plunged into a poisoned dark age, and the verdant lands of our forefathers

have become a decaying nightmare. Black storms blot out the sun and churn

the dying earth into sludge. Vast tracts of land break apart to form island

kingdoms precariously supported by the colossal structure of the world tree.

Otherworldly fungal growths spread deadly spores, and great clouds of poison

scour and distort the world. Distant memories of the time before claw at the

mind, but the present horror remains.

Great armies languish in the land like locusts. They greedily consume the

now scarce resources. Barons, dukes, and princes gather warriors to conquer

what they can as they conduct bitter warfare to settle ancient grudges. The

cruel wars of men compound the nightmare. Death would be a small mercy,

but for fear or hate, the warriors will not yield. The latent magic of the world

tree spurs cycles of endless violence. The great exposed roots of the world tree

will heal any wound at a price, and men have turned to the dark practice of

harvesting its vital fragments. When forced into a wound the root bursts to

life, feeding off the host but also sustaining him. The excruciating process is

a horror of its own, yet the promise of revenge sends bitter hearts down this

dark path.

Decaying structures of reality crumble. Dark worlds beyond our own merge

into the sludge mire of the present age. Rumors of evil creatures and strange

men spread, but whatever new horrors may emerge, relentless armies of

damned men yet march to war. Once peaceful peoples are caught between

spreading fungal horrors and the incursion of evil warlords. Even the free men

have turned to violence. Grim corruption has taken hold of all things. Nothing

pure remains.

It i s a dark age of sludge and d oo m

SLUDGE | 3
Introduction
Greetings Sojourner,

Welcome to the decrepit nightmare-world of sludge. As a game designer I am primarily


driven to create games that I want to play, and I’ve wanted to write this game for several
years now. My imagination is actively overwhelmed by Hayao Miyazaki’s epic “Nausicaa
of the Valley of the Wind”, and I wanted to bring some flavor from that unbelievably rich
setting to my favorite hobby. It’s certainly not that I am trying to make a Nausicaa game,
but the heavy themes in that book deeply triggered my imagination, and I haven’t gotten
over it.

2020 weighed heavily on all of us. For my part, I was isolated by the cruel COVID-19
plague and scourged by intense wildfires that rendered the air unbreathable. There were
days when toxic ash rained from the sky and the sun didn’t rise. I wrote sludge in the
context of that brutal year. It is easy to imagine that a game designer's voice belongs in
the realm of entertainment for the sake of entertainment. But for better or worse, I am
a deep thinking artist type, and sludge is inextricably woven with heavy themes. Game
mechanics and lore are all pushing into grim reflections of our reality, all while explicitly
divorced from it.

The well trodden realm of blackpowder wargaming offers the opportunity to celebrate
the origins of the hobby while pushing deeper into the themes I am exploring. Historical
miniatures are intrinsically connected to gruesome historical events. The world of sludge
is a blackened doom-mirror of our own world. It is a world that is being actively destroyed
by violence and greed, yet the kings will not turn away from hate and destruction. The
heightened drama of this violent world is the central symbol we can all relate to and the
core horror that many of us love to play in. The soldiers of sludge struggle ingloriously
against forces well beyond their control.

As much as sludge is about grim themes, it is also an opportunity to build, paint, and
play a spectacular wargame. Like many of my peers, I started playing tabletop wargames
with mass battles in fantasy and sci-fi settings. However, I haven’t played many army
scale games in recent years. I designed sludge to bring regimental battles back to my
tabletop, and give myself a reason to create grim low-fantasy armies from the mind
shattering variety of amazing historical miniatures available today. Even though sludge
uses more figures than your average skirmish game, it still plays with the decisive style
you would expect from me. That’s the thing about being a game creator. I can just make
stuff exactly to my taste.

I hope this game inspires you to make awesome armies and re-engage in the creative
and cathartic hobby of wargaming. Grab those Perry Miniatures box sets you’ve been
eyeing and crank up the sludgiest doom metal you can find. Enter the doomed world of
sludge!

Your friend,

4 | BLASTER VOLUME 3
What is Sludge?
TOKENS
happily accommodated. For example,
Game effects need to be marked with tokens.
Most notable are Stress, and Gore tokens. But sludge is a guns and knights setting
sludge wargame is designed for I made extra tokens to represent command which suits feudal Japan really well.
players to build grim fantasy armies abilities, formations, and other stuff too.
using various historical miniatures. Also, I reserve the right to just make up tokens Players are welcome to base their
whenever. So stay nimble.
The rules are designed to represent a miniatures any way they like.
black powder age with emphasis on Miniatures may be attached to round
Pre-Measuring or square bases according to taste.
powerful knights and dark magic.
Generally, I like battle games without Measurements for movement and
Battle hardened line infantry will form
pre-measuring. I’m old fashioned and weapon ranges are always taken from
the backbone of your force. These
have dumb grognard tendencies. Listen. base to base. So it makes sense to use
core troops will be supported by noble
I want to leave this up to you. Does your similar bases as your opponent so
knights and strange magicians. sludge
club pre-measure? Please feel free to there aren’t too many weird advantages
is an invitation to collect and convert an
pre-measure! Are you a bunch of nerds gained through technicalities.
army from a dark ahistorical setting,
who see some value in guessing how
and a delightfully dark battle game with
many inches away something is? Then
a brutal and distinct play style. M U LT I - B A S I N G
add that level of minutia to your gaming.
This game includes multi-based figures. For
Cannons have “guess” ranges, but even
Components if you pre-measure you are still guessing
example, Line Infantry units are composed
of multiple 40mm bases each with three
To play sludge you will need the miniatures glued to the base. Even though there
against the random dice, so it works just
are three miniatures on the base, each base is
following components: fine either way. considered a single "figure."
M I N I AT U R E S

This game is an excuse to make historical If you have black powder era minis with four
fantasy armies and is designed to use 28mm
Miniatures and Basing figures to a base, these will work perfectly.
miniatures.
sludge is a skirmish wargame rule set Or if you are using miniatures based
DICE
designed to capture the imagination of individually, you can work around this
We use dice to resolve events of chance. You’ll specification by clustering single-based
need d10s and d6s. kit bashers and take advantage of the miniatures into groups.
vast array of historical figures on the
MEASURING TOOL
market. The setting is pretty flexible,
Ranges are in inches.
too. So if players wish to push their
P L AY A R E A
games deeper into fantasy or pull back
Expect to use a 4’x4’ area. 400+ point games
probably need a 4’x6’ battlefield. into a more historical setting, they are

SLUDGE | 5
SLU D GE WA R

CORE RULES

6 | BLASTER VOLUME 3
Core Rules Initiative Phase
The game is played over a series of rounds.
“The thick, uneven earth trembled as the cavalry division wheeled from the
Each round is broken down into three phases:
left. The grizzled jager sergeant gave a sharp whistle and his men shouldered
1. The Initiative Phase their rifles. Their hearts pounded in the hollow of their chests as sinister
curved sabers flashed in the cold light of the arcanist’s signal flares.”
2. Activation Phase
In the initiative phase each player rolls a d10. The player who rolls the highest
3. Nerve Phase has initiative, and may activate a unit first.

Each new round begins with a new


initiative phase. Unstoppable Momentum Respite
If both players roll the same result, The player with initiative may pass
the stakes rise even higher. Players initiative to the other player and
roll off again but the winner may remove one stress token from a unit.
activate two units before their enemy If a player has claimed unstoppable
activates. After this burst of initiative, momentum, they may remove two
play returns to each player activating stress tokens from their force and
one unit at a time until all units have pass initiative to their opponent.
activated.

SLUDGE | 7
Activation Phase “...Action is the domain of the brave. It is by their beating hearts
and the fiery breath of their lungs that days shall form into
history.”
-Excerpt from “Songs of our Fathers, the Songs of the Dead”

Players take turns activating one unit at a time until all units Order Types
have activated. When a unit activates all models within Order types govern the way an order is used and stat bonuses
that unit are activated and take the same actions or orders gained for a specific order. Orders that utilize a specific
together. The vast majority of the game is played during the statistic gain that stat as a bonus to the die roll. For example, a
activation phase, so we will also cover some basics here. ranged attack uses the cunning stat, so a unit with cunning 2
would add 2 to their skill test.
Orders OR DER TY PE STAT BONUS

Orders are the actions a unit can make during its activation.
C LO S E CO M B AT Brutality bonus.
Each activation, a unit may perform three short orders or one
long order and one short order. Orders may be performed in R A N G ED CO M B AT Cunning bonus.

any order.
S O RC ERY Arcane bonus.

PR AY ER Faith bonus.
Skill Tests
Determined by action. Special
Throughout the game, units will be called on to make skill S PEC I A L actions may gain bonuses from
tests. To make a test the controlling player rolls a d10 and multiple stats.

applies positive or negative modifiers to the result. If the


sum meets or exceeds the test target number (TN) the test is
passed.

8 | BLASTER VOLUME 3
Range DETERMINE MODIFIER

Add together all bonuses from stats and other sources. Then subtract
Action ranges limit what can be targeted. Ranges are all penalties, such as stress, from the bonus. This will produce the final
modifier to the die roll.
measured in inches and are measured from base to base.
ROLL
Some actions are limited primarily by line of sight.
The controlling player rolls a d10 and adjusts the result by the modifier. If
R A NGE the result meets or exceeds the TN, the action is successful. Some actions
have levels of success and critical effects. So players should keep track of
Shows the maximum range of how much they fail or succeed by.
N U M B ER ( X ")
the action in inches.
Some actions have TN of zero, denoted by a “-” symbol, these
LO S
Actions with LOS range are only
limited by sight. actions may have their TN modified by stress. Without a stress
modifier it is impossible to fail these actions.
S EL F
Actions with range self may only
be used on the unit itself. Modifiers and bonuses always affect the die roll, not the
actual TN. Die rolls of 1 always fail and rolls of 10 always
Actions with self or ally may
S EL F O R A L LY W I T H I N X
target either the unit itself, or a succeed.
friendly unit within the range.

Rolling 1’s and 10’s


Line of Sight Tests always fail on an unmodified 1 and succeed on an
Unless stated otherwise, all actions that target other units, unmodified 10. Some actions have critical effects.
friend or foe, require Line of Sight, or LOS. Units can see in
all directions. Line of sight is limited by blocking terrain and Stress
other figures.
Units are under constant strain to maintain order and
To determine if a target is within line of sight, draw a line perform their grim duty. The horrors and chaos of the
from any part of the figure’s base to any part of the target’s battlefield will place stress tokens on units.
base. The line cannot pass through LOS blocking terrain or
Units suffer -1 on ALL tests for each stress token they have.
other units.

The space between figures in a single unit blocks line of sight Free Orders
to objects beyond that unit.
Free orders are special actions that may only be performed
once per round. Free orders may be performed without using
Target Number
a long or short order.
Many orders have a target number or TN. To successfully
execute an order or action, the player must roll a d10 to meet
or exceed the TN value. The TN always remains the same, but
there are both bonuses and penalties to the die roll.
SLUDGE | 9
SLU D GE WA R

ORDERS
Short Orders The following short orders are basic orders that all units have
access to. However, units may also have access to special short
orders listed in their unit entries. Unless otherwise noted,
short orders may be performed multiple times per activation
and in any order.

Move Steady Focus


Each figure in the unit moves up to its The unit takes a moment to regain its The unit spends extra effort on an order.
speed in inches. This movement does composure. Units performing the steady The focus short order combines with
not need to be in a straight line. Each order will likely be under stress and another order to increase the likelihood
figure must end its move within 2” of will suffer -1 on their test for each stress of success. When the unit performs a
another figure in its unit. token. test, roll an additional d10 and discard
the lower result.
Units may not move within 2” of an
enemy unit without performing a
charge order. Figures may not move
through other units.

ST E A DY | SHORT ORDER

T YP E R A NGE TN BU R ST DA M AGE OR EFFECT

P R AY E R ( FA I T H B O N U S ) Self 3 - Remove 1 stress from self or 4 gore from within 5”

Critical: On an unmodified 10 the unit may remove two stress from itself or 8 gore from within 5”.

SLUDGE | 11
Long Orders
Long orders require a coordinated effort to perform. Accordingly, units may
only perform one long order per activation. The most common long orders are
combat actions, which are detailed in the following section.

Charge Combat
“The lieutenant blew two sharp reports. That instant we The unit performs one of its close combat actions against an
were over the wall and driving headlong into the enemy enemy they are locked in combat with. Units are considered
position! The thrill and horror of that moment cannot be locked in close combat if they are within 2” of an enemy unit.
described.” -Dmitry Ivanov, who fought at the battle of If a unit in close combat fails a nerve test and suffers stress
Hetarch in 246ce wounds they must immediately move 3” directly away from
engaging enemies.
To perform a charge order, the controlling player selects a
Units that activate while locked in close combat may fight
target enemy unit. Each figure moves double its speed toward
using one of their close combat weapons as a long order. The
an enemy miniature in the target unit. The charge move
unit may focus on the close combat order to increase the
does not need to be in a straight line, and players may use the
likelihood of success. When a close combat order is executed
movement to maximize the number of figures in combat as
the unit must move up to its speed to get the maximum
they wish. If at least one figure reaches base contact with an
number of figures in base to base contact with the nearest
enemy the charge is successful and the unit may perform one
enemy while maintaining 2” coherency within its own unit.
of its close combat actions with a +1 bonus to the skill test.
If the close combat action fails, the attacking unit moves 3”
If none of the charging figures reach base contact after the
directly away from the enemy and ends its activation.
charge movement, the whole unit moves 3” back toward where
they started and ends its activation. Units may end up engaged in close combat with multiple
enemies. In this event the controlling player may break up the
If the close combat action is successful, each figure within 2”
combat pool into separate rolls targeting separate units. Any
of an enemy contributes it’s burst value to the combat pool
given figure’s burst value must be applied to an enemy unit
and combat is resolved as normal. If the close combat action
within 2” of them.
fails, the charging unit moves 3” away from the enemy and
ends its activation. Ranged attacks may not target units locked in close combat.
Units locked in close combat may not use ranged combat
orders.
Fire
The unit performs one of its ranged combat actions against a target enemy unit. The
firing unit makes the appropriate skill test. If the action test is successful, measure
the range from each figure to any enemy figure in the target unit. Any figures with
LOS and within range of an enemy contribute their burst value to the attack pool and
combat is resolved as normal.

Hold Position

“It was that ridge to the left of those trees there. Those icy rocks were our home for
nearly a week without any word from the fort. An icy chill was deep in our bones,
but when the raiders came we were filled with fire. As commanded, we waited
until we could see the whites of their eyes. It was a horrible reality to wait. But the
moment came as promised and the fires of our muskets reaped a truly gruesome
reward. I will never forget that first day of fighting.” -Pvt. Breton of the 9th
mountain brigade.

Place a hold position token on the unit. If a unit with a hold position token is
charged, it may remove the hold position token to make either a ranged or close
combat action against the charging unit.

If the defending unit performs a ranged combat order, the test suffers a -2 penalty.
Move the charging unit then resolve the ranged combat action. If the charging unit
suffers damage and fails its nerve test the charge fails and the charging unit moves
3” directly away. Otherwise, the charging unit continues to resolve its combat action.

If the defending unit performs a close combat order, the combat orders are resolved
simultaneously and both units fight at full strength before removing casualties.

Unused hold position tokens are removed when the unit activates again.

Withdraw
Units may make a tactical withdrawal to leave close combat. Units performing a
withdraw order move double their speed directly away from the engaging enemy
unit and gain one stress.
SLUDGE | 13
Combat Actions

“At the peak, the roar of gunfire blotted out all thought. Dueling artillery thundered with
terrifying rhythm. Though men fell all around us, the mechanical precision of our well
ordered firing drill remained. I glanced to my right but I could barely see the length of
my own firing line in the smoke. The thought passed in an instant, but my hands were
ahead of my mind and already packing the grains of gunpowder into my musket. We were
unstoppable.”

-Marcus Leland of the 12th Imperial Guard

Both ranged and close combat orders use the same rules to resolve the combat.

Combat Tests
When an attack action is performed the unit makes a single skill test to see if the action is
successful. The unit rolls one d10 against the TN for the weapon they are using. If the action is
successful any miniatures within range of the target contribute their burst value to the combat
pool. If there is only a partial hit, the combat pool is reduced.

1. DETERMINE MODIFIER 3. PA RT I A L H I T S
Consider all bonuses from stats or other sources. If the skill test fails, the burst value of each figure
Subtract all penalties from things like stress. Arrive is reduced by one for each number the test fails by.
at the final modifier. If the burst is reduced to zero, the attack totally
misses the target and fails.
2. ROLL
The controlling player rolls a d10 to test against the 4. CRITICAL HITS
TN. If the modified roll meets or exceeds the TN, If the roll is an unmodified 10, the attack is a critical
the action is successful. Attack actions have levels hit and each figure gains +1 burst on that attack.
of success and critical effects.

14 | BLASTER VOLUME 3
Burst and Combat Pool Endurance Save and Remove Casualties
Burst represents the potential damage for a successful attack. The player who controls the wounded unit then makes
The modified burst value represents how destructive the endurance saving throws by rolling a d6 for each wound
actual attack was. Partial hits deal less damage, and critical suffered. Wounds are ignored on a 6+ but the gore remains in
hits deal additional damage. play.

Each figure within range contributes its modified burst value The player must then remove a figure from the unit to account
to the combat pool. The controlling player gathers a number for each unsaved wound suffered. Some figures, such as line
of d6 equal to the total combat pool. infantry, may suffer multiple wounds before being removed.
The controlling player assigns wounds to each figure and
Damage Roll wounds must completely remove a figure before damaging
the next. Figures that are wounded, but not destroyed, should
The attacking player rolls all dice in the combat pool. The
be marked with their remaining health.
damage bonus is added to each die. Each damage die total
that meets or exceeds the target’s defense value wounds the
target unit.
Destroyed Units
If a unit is completely destroyed, any friendly units that were
Damage rolls of 6 always wound and rolls of 1 always fail to
within 5” of the destroyed unit gain a stress token. Determine
wound.
which friendly units were within 5” after rolling endurance
saves but before removing figures from the destroyed unit.
Place Gore Tokens
The player who controls the wounded unit places one gore
Nerve Test
token in contact with the unit for each wound they suffer. The
The unit that suffered unsaved wounds must immediately
specific rules for placing gore are covered in more detail in
make a nerve test. Units add their faith stat as a bonus on
the following section.
nerve tests. The TN for the test is equal to the total number of
Wounds in excess of a unit’s wound capacity still generate gore!
gore tokens within 5” of the unit.

The maximum TN for a nerve test is 10.

If the test is successful, the unit may remove one stress


from themselves or up to 4 gore from within 5”. If the unit
rolls an unmodified 10 they may remove two stress or up
to 8 gore from within 5”.

If the test fails, the unit gains one stress token. After gaining
one stress, the player must check the total stress on the unit.
If the total stress on the unit is greater than the unit’s wound
characteristic, the unit immediately takes wounds equal
to the total stress without generating gore or making an
endurance save. Units that suffer wounds this way lose one
stress token.

Units only suffer stress wounds on a failed nerve test. If a


unit gains stress by seeing a friendly unit get destroyed,
they do not immediately suffer stress wounds.

Fleeing Combat
Units are considered locked in close combat if they are within
2” of an enemy unit. If a unit in close combat fails a nerve
test and suffers stress wounds they must immediately move 3”
away from the engaging enemies.

SLUDGE | 15
Sample Combat Activations The following is a detailed sample of gameplay. It is a little dense,
but it covers most of the core game mechanics. Take your time to
work through it to get a good understanding of the game. Unit and
weapon stats are found in the unit entries and weapon chart.

1. A unit of Imperial Line Infantry activates. It starts with 5. The defending player places 5 gore tokens in contact with
a short move order to move into line formation behind the wounded unit. They then roll 5 endurance saves.
the trench wall. Endurance rolls of 6 ignore a wound. One endurance save is
successful and the controlling player removes 4 casualties
2. The unit then performs a “fire” long order to attack
from the unit. Line infantry figures have 3 wounds each.
with a musket volley against the advancing enemy unit.
3 of the casualties remove a full base of line infantry, and
Musket volley is TN 6. The unit has cunning 1 and is in
1 wound is marked on another base of infantry. A red die
line formation for a total bonus of +2 on the order. They
marks 2 remaining health.
roll a 5 on a d10 for a total of 7. The musket volley order
is successful.

3. Each figure in the unit that is within range of the target


contributes their burst to the combat pool. Musket
volley is burst 2 and there are three line infantry figures
within range, so the combat pool is 6d6.

4. The target unit of line infantry is defense 5 and they


gain +1 defense because they are in column formation.
The attacking player rolls the combat pool and adds the
musket volley +2 damage bonus to each die individually.
The enemy unit suffers a wound for each die that meets
or exceeds their defense. 4+2=6, so any rolls of 4+ will
wound. The attack deals 5 wounds.
5. The Defender suffers one Stress

6. The wounded unit must make a nerve test because they


suffered wounds. The TN for the nerve test is 5 for the
gore and +2 because the musket volley has the SHOCK
2 special rule. The wounded unit is faith 1 and has a
banner for a +2 bonus on nerve tests. They roll a 3 and
add their bonus for a total of 5. They do not meet TN 7
and suffer 1 stress.

7. The Imperial activation ends and the Royal Marines are


quick to respond by activating the wounded unit of line
infantry. The marines declare that they will use a focus
short order and charge long order against the imperials.
4. The Attack Deals 5 Wounds

16 | BLASTER VOLUME 3
8. The attackers move double their speed toward the target 12. The imperial defenders must take a nerve test. They are
unit. Even though the trench wall prevents the figures within 5” of 8 gore so the TN is 8. The defenders roll a
from physically reaching base contact, the charge is 6, and with their faith and banner bonus they meet the
still successful because there was enough movement to TN and pass the nerve test. The imperial player then
reach base contact and barriers cannot prevent a charge removes 4 gore from within 5” of the unit that passed the
on this technicality. nerve test.

9. The attackers are using TN 7 bayonets. They are


brutality 1 and charged which grants a total of +2 on
their roll. However, because they are charging across a
barrier and have 1 stress, they also suffer -2. They will
not gain a bonus on their die roll. Because the attackers
focused on the order they will roll an additional d10 and
discard the lower result. They roll 2d10 and score a 4 and
5. The 4 is discarded. The test result is a 5.

10. The roll of 5 missed the TN of 7 by 2, so the attack is -2


burst. Bayonets are normally burst 3, but with -2 burst,
each figure will only contribute 1 burst to the combat
pool. Three line infantry figures are within 2” close
combat range. Each figure contributes their modified 12. The imperial infantry pass their nerve test and removes 4 gore within 5".

burst value to the combat pool for a total of 3d6.


13. At the end of the round the game enters the nerve phase.
11. The defending line infantry is defense 5 and bayonets
There is 4 gore within 5” of both units in this example.
are +2 damage. So die rolls of 3+ will cause wounds. The
The Royal Marines are closer to the 4 gore cluster and
attacker rolls 5, 5, 6 and deals 3 wounds. The defender
would be required to pass a TN4 nerve test. They are
places 3 gore in contact with the wounded unit and rolls
faith 1 and have a banner for a +2 bonus, but they also
3 endurance saves. The saves all fail and one full base of
have 1 stress, so their total bonus is only +1. They will
line infantry is removed.
then roll a d10 and on a 3+ they can choose to remove
the gore or leave it so that the imperials will also have to
make a nerve test.

11. One base of infantry is removed.

SLUDGE | 17
SLU D GE WA R

NERV E PH A SE

SLU D GE WA R

NERV E PH A SE

18 | BLASTER VOLUME 3
Nerve Phase
In the nerve phase, fear and panic sweep across the battlefield reaping
their dark rewards. During the nerve phase all units within 5” of
gore must pass a nerve test. Players determine the single largest
concentration of gore and randomize between equal concentrations.
The unit closest to the concentrated gore takes the first nerve test
followed by the next closest until all units required to test have done so.

As units successfully pass nerve tests they may remove gore as normal.
Which could make it easier for other units to pass their nerve tests. “Impetuous heavy infantry pressed
deeper into the enemy battle line. Iron
If the test is successful, the unit may remove one stress from
boots marched through the groaning
themselves or up to 4 gore from within 5”. If the unit rolls an
remains of friend and foe, as brave
unmodified 10 they may remove two stress or up to 8 gore from
men were churned into the soil by the
within 5”. Rolls of 1 always fail.
thunderous doom, doom, doom of
If the test fails, the unit gains one stress token. After gaining one stress, the cannon’s relentless barrage. They
the player must check the total stress on the unit. If the total stress had become an unstoppable river of
on the unit is greater than the unit’s wound characteristic, the unit destruction, and though it was the
immediately takes wounds equal to the total stress without generating red banner of the Serpent Star that
gore or making an endurance save as soldiers flee the battlefield. Units glowed in the fires of conquest, it was
that suffer wounds this way lose one stress token. the old gods, Phobos and Deimos,
that ruled that day.”
-Virett Halfhand, recalling the
siege of Indoth Plane
SLUDGE | 19
Gore Tokens

Gore is a significant presence on the battlefield. It is the physical GORE EXAMPLE

representation of chaos on the battlefield and the grim horrors A unit of line infantry takes 6 wounds. The controlling
player places 6 gore in contact with the unit, but
facing soldiers on the ground. Gore is added and removed
because there is already five gore within 2” of the unit
throughout the game. Thematically, gore represents a level of the gore must be placed in contact with the other gore
overall battlefield disorder that everyone has to deal with. As tokens. There is already a “4” and “1” token in contact
with each other, so when the player adds 6 gore the “4”
the battle wears on, more and more chaos can build up to put is replaced with an “8” and two more “1” tokens are
extreme stress on the combatants. When characters remove placed in contact with the other tokens bringing the
total gore in play to 11. The player rolls six endurance
gore from the field, it represents discipline and bravery rather
saves and fails enough that the whole unit is destroyed,
than actually scooping guts up out of the sludge. so the remaining figures are removed from play.

Gore tokens are designed as 1” or 25mm circles representing 1, 4, Later, a unit must take a nerve test and measures to
check if they are within 5” of the gore cluster. The “8”
and 8 gore respectively. gore token is within 5”, so the value of the whole
cluster is added to the nerve test. The nerve test is
When a unit is damaged, tokens equalling the total number of
TN 10 even though there is 11 gore within range
damage are placed in contact with that unit. Always place the because the nerve test TN is never greater than
10. The unit rolls an 8 and adds 1 for their
fewest number of tokens possible. For example, if a unit suffered
faith and 1 for their banner. They pass the
7 damage you should place a "4" token and three "1" tokens. If nerve test and may remove 4 gore from
that unit suffered 8 damage, you would place a single "8" token. within 5”. The “8” token is within range, so
they replace it with a “4” token.
Gore cannot be stacked, it must be placed as close as possible
to the damaged unit, and it must be placed in contact with any
other gore within 2" of the damaged unit.

Once placed, gore tokens remain in that position until removed


by another game effect. Gore tokens that are in contact with one
another count as the total value of the connected gore tokens
when determining the nerve test TN. If connected gore is only
partially within range of a unit taking a nerve test, that unit
must test against the total of all connected gore, not
just the tokens within 5" of themselves.

When game effects remove gore from play, the


player who performed the game effect may choose
any gore from within range.

20 | BLASTER VOLUME 3
SLU D GE WA R

THE DEC AY ING


WORLD

SLUDGE | 21
The Decaying World
“The decaying world is the defining feature of the age. Three world now hung in the tangled branches, roots, and canopy of
hundred years ago, the lands began to break apart. Ancient laws an unfathomably vast tree. The world was forever changed. It
forbade the practice of harvesting from the roots of the World became an endless network of unimaginable islands suspended
Tree, but the arcane potential tempted those in power too deeply. not in an ocean, but in the dizzying tangle of the world tree.
Greedy kings and merchant lords pushed deeper into the earth.
As the skies darkened and massive earth shattering storms Fragments of fertile lands, known as planes, hold infinite value
became more frequent, the prophets raised an urgent alarm. in the bid for survival. The complex network of rival clans,
At the time, the kings denied their actions had any hand in the warring states, and competing lords will go to any length to
matter. Despite countless bleak prophecies, those cruel rulers capture and claim these dwindling strips of viable land. Major
spurred the arcanist guilds to consume the heartwood of the planes lie along massive branchways and are connected through
world tree. various natural and man-made means. The wealthiest nations
bind their holdings and lash their conquests together through
The final crisis was unlike anything that could have been marvels of engineering. In the hinterlands, secret passages
predicted. The entire world broke apart. What remained could along the rootpaths are held by rugged frontiersmen and battle
be likened to a clot of dried earth held together by strands of hardened tribes. Traveling across the fragmented world is a
spindly roots. Billions were lost as the whole world crumbled treacherous undertaking, but the quest for supremacy demands
apart. Vast mountain ranges became strings of glittering it. For the purpose of major exploration and conquest, however,
snow capped stars strewn across the sky. Verdant lowlands, land bridges and hidden pathways are not enough and another
jealousy held by powerful kingdoms were splintered into method must be employed.
chains of otherworldly islands. The whole structure of the

22 | BLASTER VOLUME 3
Navigators of the Arcanist guilds built wondrous flying The dark battlefields of the sludge world are shaped by
Arcships in the lost age. These arcane vessels were crafted from complex trenchworks, massive fortresses, and cruelly
sacred heartwood. The method that created these ships lead decaying nature. Even the smallest stretch of fertile planes
directly to the physical destruction of reality, and now these are the stage for bitter fighting in a decaying world. Games of
ghosts of the age of arcanism are the only method to travel sludge will include the following terrain features.
great distances in the decaying world. Many of these ships have
cores that were built many centuries ago and have been refitted Hills and Redoubts
countless times. These air-ships are the prized possession of
Units with half or more of their figures placed on a hill may
whole kingdoms, and are both their practical and legitimate
draw line of sight over one unit and gain +1 on ranged attack
claim to rule. It is with these arcane and sacred ships that
orders. Hills and redoubts block LOS to units completely
great kingdoms are able to persist in their bitter struggle for
behind them.
supremacy.”
Redoubts have one or more steep embankments. These steep
embankments offer protection against charging units. When
a unit charges through a redoubt embankment, they suffer -1
penalty on close combat for that activation.

SLUDGE | 23
Exposed Great Roots
As the world decays the roots of the world tree are exposed. These great roots radiate arcane life energy. Units with half or
more figures touching the exposed root may perform the Regrowth long order.

Depending on the shape of the great root, it may provide the same benefits as a barrier.

A RCA NA A BILITY TY PE R A NGE TN BURST DA M AGE OR EFFECT

Recover three wounds, even returning units from the


R EG ROW T H (LO N G) Sorcery SELF 5 -
dead. Units cannot exceed original unit strength.

Barriers Forests and Thickets


TRENCHES, WALLS, HEDGES, AND FENCES
Small clusters of dead and rotting trees are defined in a
These low barriers offer some protection. Units with half or specific area and block LOS to units completely behind them.
more of their figures touching a trench or wall gain +1 defense Units with half or more of their figures inside gain +1 defense
against ranged attacks originating from the opposite side of against ranged attacks.
the barrier. Cavalry suffers -1 speed if they move through forests.
If any figures in a unit charges through a barrier, or into a
unit behind a barrier, the unit suffers -1 on their close combat
test. Barriers may make reaching base contact physically
impossible; however, units on opposite sides of a barrier count
as within base contact..

Sludge Mires and Swamps


Individual figures moving through sludge mires and swamps
suffer -1 speed.

24 | BLASTER VOLUME 3
SLU D GE WA R

B AT TA LIONS
Assembling a Battalion

“Two months on campaign left the expeditionary force in The world of sludge is a decaying apocalypse. The lands rot
tatters. The brutal Keth Planes bred hard warriors, and the under permanently darkened skies. Minor kingdoms and
Duke, who had ordered the expedition, had been a fool to rival warlords clash in bitter warfare over decrepit remains.
expect otherwise. The windswept rocks made impossible You are a proud commander tasked with raising a battalion
ground for their traditional cavalry force. But High Marshal of warriors in a desperate bid for supremacy.
Archeus was no stranger to hardship. He knew that once the Players select units from the available unit entries up to an
Arcship had delivered him and his warriors to the battle plane, agreed upon point limit with their opponent. Game sizes
he would conquer the land or be lost to history. range from small 150 point skirmishes between foraging
warbands to massive clashes between 500+ point armies.
The Keth Sultan’s war machine was driven by a bloodthirsty 350 point games offer a good standard for exciting battles.
offshoot of the arcanist guilds. The two months since the High Because players alternate activations of units, large games
Marshal’s initial victories that claimed the southern fortresses may benefit from marking available/activated units with
of Gravestone and Hidden Watch, were packed with brutal small tokens.
new lessons. But the lesson that would be key to victory was an
ancient one. Spies began to filter back into the fortress where STA N DA R D L I ST B U I L D I N G

the war council was assembled. Within a week, leaders from • Battalions are always led by one commander. The commander unit
is free.
among the Keth tribesmen would arrive. It was a cunning plan
• Players must include one unit of line infantry for each elite unit
to leverage the hate fostered by the cruel sultan. The age old
choice in their battalion.
ploy was to divide and conquer. Now, under the unmatched
• Unit sizes are limited by design, however larger games can
leadership of High Marshal Archeus, the seeds of a new accommodate larger units. Increase the unit maximum by two for
war had been sown among the tribesmen. What began as a games over 500 points.

traditional Imperial War Party had taken the deadly form of


cunning guerrilla fighters, not for pride but out of necessity.
Because one thing was true. The feared Archeus name would
not be lost to history.”

26 | BLASTER VOLUME 3
Units Units in sludge are described in unit entries. Units are
composed of multiple figures that activate together. Unit
entries have a minimum and maximum number of figures.

Unit Coherency
Miniatures within a single unit must remain within 2” of at least one other figure in the unit.

Unit Stats
Units have the following statistics:

NAME AND TYPE CUNNING DEFENSE

Names denote the specific unit entry. Units rely on their cunning to make Defense is the combination of armor
There are five unit types. The types ranged attacks and against certain and other protective traits.
are heroes, regiments, skirmishers, tests.
cavalry, and artillery. WOUNDS

FA I T H
Wounds represent each unit’s capacity
SPEED
Units rely on faith to perform prayers for physical damage.
The distance the unit travels for each and may use faith to overcome
move order. horrors.

B R U TA L I T Y ARCANA

Units rely on their brutality in close Units rely on Arcana to both cast
combat. spells and resist magic.

NA M E | T Y P E
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS

4 2 2 2 0 6 4

SLUDGE | 27
Equipment
Unit entries list which weapons the unit is equipped with.
Most weapon statistics can be found in the main weapon list.
Special weapons are listed separately.

Optional Upgrades
Some units may be upgraded to include additional equipment,
skills, or traits for a few additional points.

Special Skills
Some units have special training. Special skills may be special
orders or are simply bonus traits. Each unit can only benefit
from each named special skill once. Effects do not stack.

Special skills have the following statistics:

NAME TA R GE T N U M B E R ( T N )

Names denote the specific action. The target number is the die roll required to successfully
perform the action.
ORDER

BURST
Notes whether it is a long or short order.
Burst is the number of dice each figure contributes to the
TYPE combat pool if the attack is successful.

There are five action types in sludge. Close, Ranged, Prayer,


DAMAGE BONUS OR EFFECT
Spell, and Special Ability.
Damage bonuses are added to damage rolls. Any effects
RANGE other than damage are also noted here.

The range denotes the distance in inches.

SPECI A L SK ILL S TY PE R A NGE TN BURST DA M AGE OR EFFECT

S K I L L N A M E (S H O R T )
Remove 4 gore from within range or Remove 1 stress from
Special, Cunning 10" 5 -
the target.

S K I L L N A M E (LO N G) Special, Cunning 5" 5 - Target gains +1 on their next combat order test.

28 | BLASTER VOLUME 3
SLU D GE WA R

UNIT ENTRIES
Core Unit Entries The nations of the decaying world are innumerable and
extremely diverse. Across the western branchways alone there
are dozens of major kingdoms. These core unit entries cover
the main archetypes of units that are commonly fielded during
the age of decay. It is an era in which infantry reigns supreme
and knightly traditions are upheld.

Heroes
Heroes are key leaders and staff within a battalion. Most
heroes are accompanied by bodyguards who are equipped
with the finest arms and armor. Each bodyguard increases
wounds +1 and Knightly Arms burst by 2. Bodyguards count
as the same figure as the hero they are attached to and may be
modeled on the same base or separately. They are not removed
until the hero is destroyed.

Heroes may be modeled on a 20mm to 50mm base.

30 | BLASTER VOLUME 3
Commander
Powerful leaders are the essential key to a successful campaign. Battalions always include one, and only one, Commander for
These legends are driven to their task by the sweeping demands free. If the commander is destroyed all units in his battalion
of the age. They may be Imperial Generals, Exiled Princes, Tribal gain 1 stress token.
War Chiefs, or Mercenary Warlords. No matter their origin, the
mere presence of these champions is the spark that will set the
branchways ablaze.

C O M M A N D E R | H E RO
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS

4 2 2 2 0 6 4

COMM A ND A BILITIES TY PE R A NGE TN BURST DA M AGE OR EFFECT

I N S PI R E (S H O R T )
Remove 4 gore from within range or Remove 1 stress from
Special, Cunning 10" 5 -
the target.

WA RC RY (S H O R T ) Special, Cunning 5" 5 - Target gains +1 Burst on next combat order.

C LO S E O R D ER (S H O R T ) Special, Cunning 5" 5 - Target gains +1 on their next combat order test.

G O AT T H EM (S H O R T ) Special, Cunning 5" 5 - Target gains +2 Speed on their next charge order.

S U PERV I S ED D R I L L
(S H O R T ) Special, Cunning 5” 5 - Target gains a “Hold Position” token.

H ERO I C S PEEC H (LO N G) Special, Cunning 10” 5 - Remove 3 stress tokens from within range.

EQUIPMENT SPECIAL SKILLS

Knightly Arms Tough


Gain +1 on endurance saves.
OPTIONAL UPGRADES
Command Abilities
Bodyguards | 10 points each Inspire, Warcry, Close Order, Go at Them,
Supervised Drill, and Heroic Speech
May include up to two bodyguards for 10 points each. Each bodyguard
increases wounds +1 and Knightly Arms burst by 2. Bodyguards count
as the same figure as the commander and may be modeled on the
same base or separately. They are not removed until the commander is
destroyed.

Mount
Commander may be mounted for free. Increase to speed 6. Mounted
commanders may only have one bodyguard.

Battle Standard | 10 points


Grants +1 on nerve tests to all friendly units within 10”. The
commander himself also benefits from the glorious battle standard.

SLUDGE | 31
Arcanists

The Arcanist guilds are learned societies of practical magicians.


Their enchantments and innovations are central to modern
life. High ranking arcanists are advisors to kings, while lowly
hedge arcana is practiced in villages across the scattered planes.
Specialized soldier enchanters are often utilized in military
formations. However, these Field Arcanists are not strictly
part of the military unit they serve, but rather are loyal first
and foremost to their guild. The services they render are of the
utmost value, so their secretive ways are tolerated.

Each battalion may include up to three Arcanists at 10 points


each. All arcanists in your battalion activate at the same time,
but each arcanist performs its orders independently from the
others. Arcanists do not need to remain within range of one
another.

A R C A N I ST S | H E RO
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS

4 0 1 1 1 6 1

A RCA NE A BILITIES TY PE R A NGE TN BURST DA M AGE OR EFFECT

A R C A N E PRO T EC T I O N Self / ally Target unit gains +1 on endurance tests until the user’s next
(S H O R T ) Sorcery 5 -
within 5" activation.

EN C H A N T ED A R M S Self / ally
(S H O R T ) Sorcery 5 - Target unit gains +1 damage until the user’s next activation.
within 5"

T H U N D ER I N G R EP O R T Self / ally Target unit gains +4 SHOCK on combat actions until the
(S H O R T ) Sorcery 5 -
within 5" user’s next activation.

EQUIPMENT SPECIAL SKILLS

Muskets and Hand Weapons Tough


Gain +1 on endurance saves.

Triangulation
Arcanists gain +1 Arcana while there are three living Arcanists in your
battalion.

Arcane Abilities
Arcane Protection, Enchanted Arms, and Thundering Report

32 | BLASTER VOLUME 3
Officer

Lieutenants are a key piece of the command structure. They Officers are a single figure at 20 points.
are noble and trustworthy warriors that serve as a second in
command. Their leadership keeps the fighting men on the field
and performing their duties to the final call of fate.

O F F I C E R | H E RO
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS

4 2 1 2 0 6 2

COMM A ND A BILITIES TY PE R A NGE TN BURST DA M AGE OR EFFECT

I N S PI R E (S H O R T )
Remove 4 gore from within range or Remove 1 stress from
Special, Cunning 10" 5 -
the target.

C LO S E O R D ER (S H O R T ) Special, Cunning 5" 5 - Target gains +1 on their next combat order test.

H ERO I C S PEEC H (LO N G) Special, Cunning 10” 5 - Remove 3 stress tokens from within range.

EQUIPMENT SPECIAL SKILLS

Knightly Arms Tough


Gain +1 on endurance saves.
OPTIONAL UPGRADES
Command Abilities
Bodyguards | 10 points each Inspire, Heroic Speech, and Close Order

May include up to two bodyguards for 10 points each. Each bodyguard


increases wounds +1 and Knightly Arms burst by 2. Bodyguards count
as the same figure as the officer and may be modeled on the same base
or separately. They are not removed until the officer is destroyed.

Mount
Officers may be mounted for free. Increase to speed 6. Mounted officers
may only have one bodyguard.

SLUDGE | 33
Chaplain

Arcanism quickly replaced the ancient religions as men learned


to harness and abuse otherworldly powers. The once powerful
churches merged with Arcanist Guilds in a bid to maintain
their hold on authority. In the cascading centuries, the faithful
persisted in their devotion to serve the people to the best of
their abilities. Most devotees of the godhead have renounced
violence but find themselves embroiled in bloody conflict
none-the-less. Since the heart of the world tree cracked open,
the earnest prayers of these faithful intercessors manifest in
force, and chaplains now find themselves pressed into military
service.

Chaplains are a single figure at 20 points.

C H A P L A I N | H E RO
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS

4 0 1 2 0 6 2

PR AYER A BILITIES TY PE R A NGE TN BURST DA M AGE OR EFFECT

B L ES S I N G (S H O R T )
Target may reroll one failed test until the user’s next
Prayer LOS 5 -
activation.

S AC R ED I N C EN S E (S H O R T )
Combat action tests against the target unit suffer -1 until the
Prayer 5” 5 -
user's next activation.

FA I T H F U L I N T ERC ES S O R Friendly units within range may reroll failed nerve tests
(LO N G) Prayer 12” 5 -
until the user’s next activation.

EQUIPMENT SPECIAL SKILLS

The chaplain himself does not carry weapons. Tough


Optional bodyguards are equipped with Knightly Arms. Gain +1 on endurance saves.

Prayer Abilities
OPTIONAL UPGRADES
Blessing, Sacred Incense, Faithful Intercessor

Bodyguards | 10 points each


May include up to two bodyguards for 10 points each. Each bodyguard
increases wounds +1 and Knightly Arms burst by 2. Bodyguards
count as the same figure as the chaplain and may be modeled on the
same base or separately. They are not removed until the chaplain is
destroyed.

34 | BLASTER VOLUME 3
Sorcerer
Sorcerers are the darkest aspect of arcana. They are deeply the specifics are vague at best. What is known, is that a sorcerer
mysterious folk who have tread into the forbidden realms and on the battlefield is as powerful as any artillery piece could be.
emerged eternally changed. They are marked by their time in the
depths. Their methods and abilities are less respectable than the Sorcerers are a single figure at 30 points.
Arcanists, but their power is far greater. There are rumors that a
sorcerer can specialize in disciplines rooted in other worlds, but

S O R C E R E R | H E RO
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS

4 1 1 0 2 6 2

A RCA NE A BILITIES TY PE R A NGE TN BURST DA M AGE OR EFFECT

B L AC K FO G (S H O R T )
Target unit suffers -1 on ranged combat tests until the user's
Sorcery LOS 5 -
next activation.

V I S I O N S O F D E AT H
(S H O R T ) Sorcery LOS 5 - Target unit must take a Nerve Test.

H O R RO R S O F WA R (LO N G) Sorcery LOS 6­ - Place a single 8 gore token on the battlefield.

EQUIPMENT SPECIAL SKILLS

Knightly Arms Tough


Gain +1 on endurance saves.
OPTIONAL UPGRADES
Arcane Abilities
Bodyguards | 10 points each Black Fog, Visions of Death, and Horrors of War.
May include up to two bodyguards for 10 points each. Each bodyguard
increases wounds +1 and Knightly Arms burst by 2. Bodyguards
count as the same figure as the sorcerer and may be modeled on the
same base or separately. They are not removed until the sorcerer is
destroyed.

SLUDGE | 35
Line Infantry Regiments

The infantry is the backbone of any force. Infantry regiments Formations


come in many forms. There are the famed mercenary bands of Line Infantry units gain bonuses for fighting in formation. Units of line
infantry automatically claim the bonus from a formation if the unit has
the Indoth Planes, the hardened professional Imperial Legions,
at least three figures in play and the figures are in base contact according
the guerrilla fighters from the deserts of Keth, and the intrepid to the formation type. After a move order and once per activation, line
sky raiders of the Rebel Guilds. Though their forms, traditions, infantry figures may make a half inch move directly toward another
figure in its unit in order to maintain formation.
and fighting styles may vary, the supremacy of infantry is
Units in close combat do not benefit from formations. Terrain features
universal. It is said that final victory must always come at the that make base contact impossible also make maintaining formations
point of a bayonet. impossible.

FORMING LINE
The prevailing tactics of the day are centered on formations.
Tightly drilled battle lines bring the truly monstrous power of Units in line formation gain +1 to ranged attack tests. To claim the line
formation all figures must be in base contact and form a line. Draw an
the musket to bare. The shocking force of lead shot defines the
imaginary line from any part of the base of the figure on one end of the
landscape. Though strictly drilled infantry armed with muskets line to any part of the base of the figure on the opposite end of the line.
are nearly universal, the diverse peoples of the great western That line must cross over all bases in the unit.

branchway do not have equal access to gunpowder. In regions


FORMING COLUMN
with limited gunpowder, traditional pole arms and bows are
wielded to deadly effect. Units in column formation gain +1 defense but suffer -1 burst. To claim a
column formation, all figures in the unit must be in base contact with at
least two other figures in the unit. Units that are charged while in column
Line infantry figures are represented by multiple
formation gain the +1 defense bonus during that initial round of combat,
miniatures on a single 40mm to 50mm base. Each base of but no longer benefit from column formation while locked in close
line infantry counts as a single figure. combat.

36 | BLASTER VOLUME 3
Line Infantry
Line infantry regiments consist of between three and six 40mm bases of soldiers at 10 points each.

L I N E I N FA N T RY | R E G I M E N T
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS

3 1 1 1 0 5 3

EQUIPMENT OPTIONAL UPGRADES

The regimental standard and musician upgrades may both be equipped


Line infantry choose from the following weapon options.
to the same figure.
The whole unit must be equipped with the same weapons:
Regimental Standard | 5 points
• Musket volley and bayonets
Gain +1 on nerve tests.
• Crossbow volley and bayonets
Musician| 5 points.
• Pole weapons Gain the Regimental Song free order.

REGIMENTA L SONG TY PE R A NGE TN BURST DA M AGE OR EFFECT

R EG I M EN TA L S O N G (F R EE) Special, Faith - 5 - Remove 4 gore from within 5”

SLUDGE | 37
Skirmishers
Skirmishing units take to the field with the brutal task of breaking the
titanic power of the concentrated line infantry. They form small agile
attack groups to harass well ordered enemy battle lines, provoke premature
volleys, and capture strategic locations.

Skirmishers may draw LOS and move through figures in their own
unit. Skirmishers may be modeled on a 20mm to 30mm base.

Jagers
Jager units are both scouts and skirmishers. They are among units are commonly recruited from rugged tribal warriors and
the most diverse soldiery across the planes. Jager units are frontiersmen to take advantage of their natural expertise.
often formed as detachments from larger infantry regiments to
fulfill their vital battlefield role. Other, more specialized, scout Jagers units consist of between three and six figures at 5 points each.

J A GE R S | S K I R M I S H E R
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS

4 1 1 1 0 5 1

GO TO GROU ND TY PE R A NGE TN BURST DA M AGE OR EFFECT

G O T O G RO U N D (S H O R T )
Gain +1 Defense against ranged attacks,
Special, Cunning - - -
do not block LOS

EQUIPMENT SPECIAL SKILLS

Jager units choose either Muskets and Hand Weapons or Go to Ground


Crossbows and Hand Weapons. The whole unit must be Jagers may perform the special Go to Ground short order. If successful
the unit gains +1 defense against ranged attacks until their next
equipped with the same weapons.
activation and the unit no longer blocks line of sight.

38 | BLASTER VOLUME 3
Foot Knights

Foot Knights are the height of martial tradition. They are noble
warriors, bred and trained to the highest degree. Foot Knights
are furnished with the finest arms and armor of the age. They
don enchanted ceramic armor that can easily deflect musket shot
and wield masterfully crafted knightly weapons that can easily
cleave a man in half. They are peerless fighters bound by noble
oaths.

Foot Knights consist of between three and six figures at 10 points


each. Foot knights are an elite unit choice.

F O O T K N I G H T | E L I T E­
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS

3 2 1 2 0 7 1

EQUIPMENT SPECIAL SKILLS

Knightly Arms Tough


Gain +1 on endurance saves.
OPTIONAL UPGRADES
Noble
Muskets | 5 points Failed nerve tests that would cause wounds only remove one figure.

The whole unit gains muskets for 5pts.

SLUDGE | 39
Shock Troopers

Certain tasks require a particular type of soldier that is both


brave and brutal. They must be ready to storm enemy trenches
and crush all opposition with their bare hands. Shock Trooper
units are men of exceptional violence. At best they are equipped
with specialized equipment for overcoming enemy positions. At
worst they are suicidal brutes sent against impossible odds.

Shock Troopers consist of between three and six figures at 5 points


each. Shock Troopers are an elite unit choice.

S H O C K T RO O P E R S | E L I T E­
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS

4 2 1 1 0 6 1

EQUIPMENT SPECIAL SKILLS

Muskets and Hand Weapons Battle Hardened


Shock Troopers may use brutality instead of faith on nerve tests.
OPTIONAL UPGRADES
Assault Trooper
Grenades | 5 Points Close combat orders gain +1 burst and SHOCK 2 when this unit charges.

The whole unit gains grenades for 5pts. Attacks made by units with
grenades gain SHOCK 2 and each wound they cause places 2 gore
instead of 1.

40 | BLASTER VOLUME 3
Cavalry
In an age of infantry supremacy, highly mobile cavalry
units still fulfill a key tactical role.

Cavalry units may be modeled on traditional rectangular or


40mm bases. Cavalry units benefit from the breakaway and
rundown special rules:

B R E A K AWAY

When cavalry units charge an enemy and successfully deal


wounds to them, they may make a free move action after the
combat is resolved. Breakaway moves may not be performed
against line infantry.

RUNDOWN

If a unit in close combat with a cavalry unit fails the nerve test
and suffers wounds due to stress, those wounds are doubled.

Light Cavalry

Light cavalry is a vital lifeline while on campaign. These fleet Light Cavalry units consist of between three and six figures
footed units run constant interference, scout ahead of the main at 5 points each.
column, raid enemy positions, and forage for vital supplies.
They are at the forefront of every maneuver and maintain
communication lines across the battlefront. At the crisis point of
a battle, a keen commander can turn the tide with even a small
force of mounted warriors.

L I G H T C AVA L RY | C AVA L RY
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS

5 1 1 1 0 5 1

EQUIPMENT
OPTIONAL UPGRADES

Cavalry Sabres Light cavalry may be upgraded to the following variants:

Dragoons | 5 points
The whole unit may be upgraded to dragoons to gain muskets for 5
points.

Lancers | 5 points
The whole unit may be upgraded to lancers to gain +1 damage on the
charge for 5 points.

SLUDGE | 41
Heavy Cavalry
Heavy cavalry are battle hardened shock units. Their
equipment is generally very similar to their light
cavalry counterparts with two major exceptions.
Heavy cavalry is composed of the strongest men
and horses available, and the warriors are generally
equipped with a steel cuirasse. Combat doctrine is
their greatest defining factor. Heavy cavalry units are
applied as a finishing force to sweep the enemy from
the field. They ride in tight formation to deliver both
psychologically and physically crushing assaults.

Heavy Cavalry units consist of between three and


six figures at 10 points each. Heavy cavalry figures
should be assembled with two miniatures per base
to represent their dense fighting formations and
additional wound characteristics.

H E AV Y C AVA L RY | C AVA L RY
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS

5 1 1 1 0 6 2

EQUIPMENT
OPTIONAL UPGRADES

Cavalry Sabres Heavy cavalry may be upgraded to the following variants:

Carabiniers | 5 points
The whole unit may be upgraded to Carabiniers to gain muskets for 5
points.

Heavy Pistols | 5 points


The whole unit may be upgraded with heavy pistols to gain +1 damage
on the charge for 5 points.

42 | BLASTER VOLUME 3
Heavy Knights (Elite)

The finest arms and armor are reserved for the noble classes. Heavy Knights consist of between two and four figures at 10
These elite units of heavy knights are a deadly storm of steel. points each. Heavy Knights are an elite unit choice.
Mounted on the finest heavy steeds, they scatter their enemies
like chaff.

H E AV Y K N I G H T S | E L I T E C AVA L RY
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS

5 2 1 2 0 7 1

EQUIPMENT SPECIAL SKILLS

Knightly Arms Tough


Gain +1 on endurance saves.
OPTIONAL UPGRADES
Noble
Heavy cavalry may be upgraded to the following variants: Failed nerve tests that would cause wounds only remove one figure.

Heavy Lance | 5 points


The whole unit gains +1 damage on the charge for 5 points.

“The Black Falcon Heavy Lancers were one such mercenary unit. Unlike the knightly orders formed from among the noble
classes, these mercenaries carried several heavy pistols rather than lances as their name would suggest. They also wore relatively
inexpensive blackened mail armor. When the Black Falcons charged, they would fire their pistols at point blank range to break even
the most heavily armored targets before breaking off for the next wave of attackers. In the latter second century, common era, many
mercenary units without access to enchanted arms and armor adopted these non-traditional tactics.”

-A Brief History of Westland Cavalry Tactics by Sir. Alwin Castellan, 324 ce.

SLUDGE | 43
Artillery
The rough hewn lands of the decaying world limit the mobility their disposal while on campaign. It is known that a carefully
of major artillery batteries. Large scale deployment is deployed field gun can easily disrupt, or even shatter, enemy
generally reserved for laying siege to the countless fortresses battle lines before an engagement has even begun.
that are traded along the bloody frontiers. However, cunning
commanders usually have a selection of horse artillery at Firing a field gun requires a special process.

Firing a Field Gun


1. When making an attack with an artillery piece, choose 5. Roll damage for each hit figure individually. Damage is
a specific figure as the target. Units in close combat may done to individual figures, not the unit. For example, if a
not be selected as a target; however, it is still possible to skirmisher takes three wounds it would generate three
hit figures locked in close combat. gore, but only that single figure would be removed as a
casualty. If multiple bases of line infantry suffer wounds,
2. Guess a range and roll a d10. Add the d10 result in inches
the controlling player must consolidate the wounds to
to the guess. This is where the shot lands.
remove full bases of figures where possible but never
3. This roll replaces a normal ranged combat TN test. If the
removing more bases of figures than were directly hit by
result is a 1 the Artillery piece takes 4 wounds and the
the artillery shot.
shot fails! If the result is a 10, the artillery piece suffers 2
wounds and the attack gains +1 burst.
The artillery shot bounce distance will stop when it hits
4. Roll another d10, the shot bounces in a straight line that
specific terrain pieces. Stone walls, buildings, the defensive
many inches from where it landed. Measure from the
slope of a redoubt, trench walls, or other terrain features
front center of the artillery pieces base (or barrel of the
that look like they would specifically stop a cannon ball.
gun if the figure is not on a base) in the exact direction of
Discuss any strange features with your opponent.
the center of the target figure’s base. Any figures whose
bases are crossed by the line from where the shot landed
to where it bounced are hit by the attack.

44 | BLASTER VOLUME 3
Field Gun
Field guns are relatively mobile artillery pieces used throughout Field Guns are 30 points each.
the branchways.

F I E L D G U N | A R T I L L E RY
SPEED BRUTA LITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS

2 0 1 1 0 7 4

EQUIPMENT SPECIAL SKILLS

Field Gun and Hand Weapons. Veteran Focus (Requires Veteran Crew)
Veteran Crew may use the focus short order to modify the bounce roll.
OPTIONAL UPGRADES
A focus shot uses two d10 for the bounce roll and discards the lower
die.

Veteran Crew | 5 points


Gain +1 wound and +1 burst on Hand Weapons and the special focus
order for 5 points.

Weapons Fighting with weapons is always a long order. When a unit


charges they may use a close type weapon, if a unit is already in
combat they may use a close type weapon as a long order.

W E A P O N S TA B L E
NA ME TY PE R A NGE TN BURST DA M AGE A ND EFFECT

K N I G H T LY A R M S Close - 6 2 +3, SHOCK 2 on Charge

C AVA L RY S A B ER S Close - 6 2 +2, SHOCK 2 on Charge

POLE WEAPONS Close - 6 3 +3

B AYO N E T S Close - 7 3 +2

HAND WEAPONS Close - 6 1 +2

M U S K E T VO L L E Y Ranged 12 6 2 +2, SHOCK 2

MUSKETS Ranged 12 6 1 +2

C RO S S B OW VO L L E Y Ranged 14 7 3 +1

C RO S S B OW S Ranged 14 7 2 +1

F I EL D G U N
Guess
Ranged - 3 +5, Bounce d10, SHOCK 4
+d10

SHOCK

Weapons with the SHOCK special rule are terrible to behold. Units that For example, a unit of line infantry suffers 3 wounds from a field gun with
suffer wounds from a weapon with the SHOCK special rule increase the TN SHOCK 4. They must take a nerve test. This is the first combat of the game, so
of their nerve test by the SHOCK value. Some weapons only cause shock there is only 3 gore from the 3 wounds suffered. The total nerve TN is 3 for the
during the activation in which the unit charged. gore plus 4 for the field gun’s shock value. The line infantry must pass a TN 7
nerve test or gain a stress token.

SLUDGE | 45
SLU D GE WA R

B AT TLE SCEN A RIOS


Battle Scenarios
Scenarios are designed to be played on Wound Based Objectives Placing Terrain
a 4’x4’ table. Games at 400+ points will Certain objectives are held by having more Terrain should be placed on the table in a
wounds within a certain distance than your mutually agreeable manner. 4-6 terrain pieces is
benefit from a full 4’x6’ table but spacing
opponent. In this case wounds are equal to the generally suitable.
for objectives may need to be shifted. unmodified wound stat on the unit entry and
The landscape is a major factor in a battle, and
each figure under your control contributes their
Scenarios are designed in two parts, there is a lot of theory and game design you
wound stat to holding the objective.
could put into placing terrain and how big each
first players roll for deployment style For example, one base of line infantry is within element should be. But I’m going to leave this
and deploy their forces. Then players range of an objective. Even though the figure has to your discretion. The game is designed for a
suffered two wounds, it counts as its full wound square table where players can deploy on any of
roll for objectives and set up the specific
characteristic value of three. the four edges and players won’t know what the
scenario. objectives are until after they deploy. So creating
a relatively balanced board is good.

Scenario Deployment
Before each game roll to determine the Skirmish Line Ragged Line
deployment style. Each player divides their force into two equal Roll for initiative. The player with initiative sets
parts. One half must contain all Jager and Light up their full force within 20” of a chosen board
1-2: Skirmish Line Cavalry units from their battalion, this is the corner. The second player deploys their force
skirmish line. The other half is your reserves. within 20” of the opposite corner.
3-6: Ragged Line
Roll for initiative. The player with initiative Roll for initiative again for the first turn.
7-10: Battle Line sets up their skirmish line within 8” of a chosen
board edge. The second player deploys their
skirmish line within 8” of the opposite board Battle Line
edge. Roll for initiative again for the first turn.
Roll for initiative. The player with initiative
Each time one of your units suffers wounds sets up their full force within 8” of their chosen
you may set aside one unit from your reserves. board edge. The second player deploys their
At the end of each round you may deploy the force within 8” of the opposite board edge.
set aside reserves. Reserves may be deployed
After the second player has deployed, the player
anywhere within 8” of your original deployment
with initiative may redeploy half the units in
board edge.
their force.

Roll for initiative again for the first turn.

SLUDGE | 47
Scenario Objectives Sacred Ground | 1-2
Roll to determine the objective of the game:
Special Rules
SACRED SITE
1-2: Sacred Ground

3-4: Let Rest the Dead Set up a sacred marker in the center of the board. The most
common sacred sites are rings of exposed great roots that
5-6: Showdown
have toppled ancient temples.
7-8: Dwindling Supplies

9-10: Fortified Positions Victory Conditions


The game ends after the fifth round. Players gain victory
points for the following:

2 points for each wound within 8” of the sacred


marker.
1 point for each surviving unit in their battalion.
5 points if their commander is still alive.
5 points if they destroyed the enemy commander.

48 | BLASTER VOLUME 3
Let Rest the Dead | 3-4 Showdown | 5-6

Special Rules Special Rules


M A S S G R AV E S STRATEGIC POINT

Place one objective in the center of the play area. Then Randomly designate three terrain pieces as Strategic
place four more objectives 10” away from the center Points. At the end of the game, a player holds a strategic
objective and directly toward each board edge. The five point if they have more wounds within 5” of the center of
objectives should form a cross in the center of the board. the terrain piece than their opponent.

At setup, place four gore on each objective. At the end of


each nerve phase place four more gore on each objective. Optional Rule
NIGHTFALL
Players earn one victory point for each gore they remove
from the mass grave objectives. Gore on mass graves may At the start of the third round each unit that would gain
not be removed during the nerve phase, but the gore does stress gains two stress instead.
contribute to the nerve tests.
Victory Conditions
Optional Rule
The game ends after the fifth round. Players gain victory
NIGHTFALL points for the following.
At the start of the third round each unit that would gain 1 point for each surviving unit in their battalion.
stress gains two stress instead. 5 points if their commander is still alive.
5 points if they destroyed the enemy commander.
Victory Conditions 5 points if they hold a strategic point at the end of
The game ends after the fifth round. Players gain victory the game.
points for the following.

1 point for each gore removed from the mass grave


objectives.
1 point for each surviving unit in their battalion.
5 points if their commander is still alive.
5 points if they destroyed the enemy commander.

SLUDGE | 49
Dwindling Supplies | 7-8 Fortified Positions | 9-10

Special Rules Special Rules


SUPPLIES STRATEGIC POINTS

Place one objective in the very center of the board and Place one terrain piece in the center of the board. The
one on either side 12” from the center perpendicular to center terrain piece is a strategic point. At the end of the
player deployment. At the end of each Nerve Phase the game, a player holds a strategic point if they have more
players gain supplies by plundering objectives. To plunder wounds within 5” of the center of the terrain piece than
an objective a player needs more wounds within 5” of an their opponent.
objective than their opponent. FORTIFICATIONS

Each objective has 3 supplies. Each time an objective is Place two fortifications on the board to either side of the
plundered its supply level is reduced by 1. Once all supplies center point. They must be placed 12” from the center
have been plundered the objective is removed from play. and perpendicular to player deployment. The player with
initiative places one unit within one fortification and the
Victory Conditions second player places one unit in the other fortification.

The game ends after the fifth round. Players gain victory Fortifications are strategic strong points. They are at least
points for the following. 6” wide and surrounded by barriers. At the end of the

1 point for each surviving unit in their battalion. game, a player holds the fortification if they have more
wounds within the fortification than their opponent.
5 points if their commander is still alive.
5 points if they destroyed the enemy commander.
Victory Conditions
5 points for each supply plundered during the game.
The game ends after the fifth round. Players gain victory
points for the following.

1 point for each surviving unit in their battalion.


5 points if their commander is still alive.
5 points if they destroyed the enemy commander.
5 points if they hold the strategic point.
10 points for each fortification they hold.

50 | BLASTER VOLUME 3
QUICK RULES REFERENCE

Initiative Phase DAMAGE

Roll off, winner activates first. • Burst combat pool. More Rules

Momentum: Whoever wins initiative after a • Roll d6s: Add damage bonus against TERRAIN

tie may activate two units before the enemy defense.


Hills: LOS over one unit and gain +1
activates. • Gore: Place Gore. ranged attacks. Units charging through
Respite: give initiative to other player, steep embankments -1 combat. Block LOS
• Endurance and Wounds: Roll d6 for
remove 1 stress. through.
each wound and ignore wound on 6+.
Remove/mark wounds. Great Roots: Long Order, Arcane TN 7.
Activation Phase • Destroyed: friendly units within 5” gain
Success: Heal 3 wounds.

SHORT ORDERS 1 stress. Barriers: +1 defense against ranged. Units

Move: Move Speed. charging across suffer -1 combat.


• Wounded unit takes nerve test.

Steady: TN3 Remove 1 stress or 4 gore. Sludge: -1 speed.


NERVE TESTS

Focus: Roll 2d10 discard lowest Thicket: +1 defense inside. Block LOS
• TN equal to Gore within 5”. Max TN 10.
through.
LONG ORDERS • Test: d10 + Faith etc.
FORMATIONS
Charge: Move 2x speed toward target and • Pass: Remove 1 stress or 4 gore. Crit: 2
use close combat action. Gain +1 on close Line: Invisible line from one end to other
stress or 8 gore.
combat test. If attack fails, fall back 3”. crosses all bases and base contact. +1 ranged
• Fail: Gain 1 stress.
orders.
Combat: Use close combat action. If attack
• Stress Wounds: If total stress is greater
fails, fall back 3”. Column: All in contact with two others. +1
than wound stat, take that many
defense and -1 burst.
Fire: Use ranged combat action. wounds and lose 1 stress. If in close

Hold Position: Gain hold position token for combat, flee 3”. ARTILLERY

use when charged. • Target Figure.

Withdraw: Disengage close combat gain 1


Nerve Phase • Guess +1d10 (1 suffer 4 wounds, 10 +1
stress. All units within 5” of gore must test. Nerve Burst but suffer 2 wounds.)
tests start with the unit closest to the largest
COMBAT ORDERS
• Bounce d10
concentration of gore and moving outward
• Determine Modifier • Hit all figures bounce line crosses.
until all units have tested.

• Roll: Rolls a d10 against TN. • Roll Damage on each figure separately.
GORE

• Partial Hits: Burst -1 for each number When a unit suffers wounds the controlling
TN missed by. player places one gore token in contact with
• Critical Hits: Natural 10, +1 burst. the unit for each wound they suffer. Tokens
may not be stacked. If there are already gore
tokens within 2” of the wounded unit, the
tokens must be placed in contact with any
other gore tokens within 2” of the unit. Once
placed, gore tokens remain in that position
until removed by another game effect.
UNIT STATISTICS
NA ME SPEED BRUTALITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS

CO M M A N D ER 4 2 2 2 0 6 4

A RC A N I S T S 4 0 1 1 1(2) 6 1

O F F I C ER 4 2 1 2 0 6 2

C H A PL A I N 4 0 1 2 0 6 2

S O RC ER ER 4 1 1 0 2 6 2

L I N E I N FA N T RY 3 1 1 1 0 5 3

JAG ER S 4 1 1 1 0 5 1

FO O T K N I G H T S 3 2 1 2 0 7 1

S H O C K T RO O PER S 4 2 1 1 0 6 1

L I G H T C AVA L RY 5 1 1 1 0 5 1

H E AV Y C AVA L RY 5 1 1 1 0 6 2

H E AV Y K N I G H T S 5 2 1 2 0 7 1

F I EL D G U N 2 0 1 1 0 7 4

WEAPONS
NA ME TYPE R A NGE TN BURST DA M AGE OR EFFECT

K N I G H T LY A R M S Close - 6 2 +3, SHOCK 2 on Charge

C AVA L RY S A B R ES Close - 6 2 +2, SHOCK 2 on Charge

POLE WEAPONS Close - 6 3 +3

B AYO N E T S Close - 7 3 +2

HAND WEAPONS Close - 6 1 +2

M U S K E T VO L L E Y Ranged 12 6 2 +2, SHOCK 2

MUSKETS Ranged 12 6 1 +2

C RO S S B OW VO L L E Y Ranged 14 7 3 +1

C RO S S B OW S Ranged 14 7 2 +1

F I EL D G U N Ranged Guess+d10 - 3 +5, Bounce d10, SHOCK 4

SHOCK

Weapons with the SHOCK special rule are terrible to behold. Units that For example, a unit of line infantry suffers 3 wounds from a field gun with
suffer wounds from a weapon with the SHOCK special rule increase the TN SHOCK 4. They must take a nerve test. This is the first combat of the game, so
of their nerve test by the SHOCK value. Some weapons only cause shock there is only 3 gore from the 3 wounds suffered. The total nerve TN is 3 for the
during the activation in which the unit charged. gore plus 4 for the field gun’s shock value. The line infantry must pass a TN 7
nerve test or gain a stress token.
READY TO
CONVERT?
Make your army official and

customize your battalion with

heads sculpted for Sludge by Sean

Sutter and produced in high-detail

resin and available as 3d printable

downloads.

Imperialist Set Royalist Set


1x Command Heads Sprue 1x Command Heads Sprue
1x Knights Heads Sprue 1x Knights Heads Sprue
2x Assault Helmet Sprues 2x Scout Caps Sprues
5x Bascinets Sprues 5x High Caps Sprues

AVA I L A B L E AT

RELICBLADE.COM/SHOP

You might also like