Broadsword Adventures PDF
Broadsword Adventures PDF
Broadsword Adventures PDF
Adventures
Savage Tales of Fantasy
by
Richard A. Johnson
Cover and Illustrations by
Kim Allman
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Broadsword Adventures: Savage Tales of Fantasy
Introduction
Welcome to the world of Broadsword Adventures: Savage Tales of Fantasy. This stand-alone, Narrative
Adventure game is designed to provide all the rules necessary to play sword and sorcery action. Some basic
background is provided on a few areas of the world of Tauren, but the character archetypes provided are
not tied specifically to this world. The barbarians presented here would be equally at home in a historical
setting or another fantasy world.
And if miniatures are just not your thing, the games can be played without them. From cardboard cut-
outs to board game pieces to paper chits, players can use their preference when playing.
And even the 3D terrain can be replaced with simple 2 dimensional maps.
Welcome to the world of Tauren and get ready for some Broadsword Adventures!
Acknowledgements
Many people helped with ideas, comments, criticsms, and playtesting along the way. Without their help, this
game would not have made it to where it is today. For this I thank them. A few, though, require a special
mention here. They are: Jim “Grunt the Barbarian” Stuht and Ryan “Master of Misdirected Magic” Flessing.
Broadsword Adventures: Savage Tales of Fantasy © Copyright 2008 by Rattrap Productions LLC.
EAN 978-0-9789241-7-1 ISBN 0-9789241-7-7
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Broadsword Adventures: Savage Tales of Fantasy
Stat Line During a game many situations may arise, in which a character
wishes to perform an action that is not covered by specific
Each of a model’s stats is tied to a hit location. As a model rules. In those cases, players should use the Stat Test and
takes wounds, the stats associated with that location are apply modifiers as shown below as long as the desired action
reduced; for example a model with wounds to the arms will is in the realm of the possible. Wanting your model to push
suffer a reduction to both its Blade and Musket stats. The down a castle wall and thinking this can be accomplished by
current stat is the one showing in the first unmarked box. passing a BRAWN test, is not possible.
When the last box is crossed off, the effects described at the
end of the row are applied.
-0 --- Not a normal action, but not overly difficult; i.e.
jumping through a window
Grade: The model’s level in game terms. A Grade 3 model
-1 --- A difficult action; i.e. leaping onto a horse after
would be a hero, a Grade 2 would be a sidekick, and the
crashing through a window
Grade 1 would be the nameless soldier. Grades are explained
-2 --- A very difficult action; i.e. leaping onto a moving
more fully under Character Creation (see page 20).
wagon after crashing through a window
Brains (BR): A measure of mental fortitude. It is used in skill -3 --- A heroic action; i.e. leaping onto a moving wagon
tests and some additional tests. after crashing through a window and attacking the driver
Brawn (BW): Represents a model’s physical strength. The
stronger the model the more damage it can cause. Example: John’s model is attempting to leap onto a moving
wagon from a room in the tavern, and so needs to pass a stat
Guts (GT): The bravery of a model. It is used to determine
test. DODGE is the most appropriate stat to use, so the model’s
whether a model panics at the first sign of trouble or stands
DODGE of 3 is added to the roll of a d10 and a difficulty
their ground against overwhelming odds.
modifier of -2 is applied. John rolls a 5, for a total of 6. Since the
Blade (BD): The model’s ability in hand-to-hand combat. result is lower than a 10, John’s model fails the test. Had John
Bow (BO): The model’s ability with thrown or fired rolled a 9 or more, the model would have passed.
weapons.
Dodge (DG): The quickness with which a model reacts to a
Initiative and Turn Sequence
situation. In ranged combat, models with faster reflexes are The turn begins with each player rolling a d10 for Initiative.
going to be more difficult to hit. The player who rolls highest has the Initiative. Ties are rolled
Speed (SP): The distance that a model can move in one off until there is an order of Initiative among all the players.
action in inches. The player with the highest Initiative can choose to activate
any model on his team, regardless of the model’s DODGE
Willpower (WP): A model’s mental fortitude. A model that is
score.
not overly intelligent can still possess great mental resilience.
Like Hero Points, Willpower can be spent and is discussed
Then, starting with the model with the highest DODGE stat,
further in the section on Magic.
the players take turns moving their models in the order of
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Broadsword Adventures: Savage Tales of Fantasy
Initiative. The player with Initiative will always have one of Use Ability: This action refers to anything unrelated to the
their models act first at each DODGE level. actions already listed, such as using a special ability, untying a
horse, lighting a fuse, etc.
Example: If Pete wins initiative and has two models–one with a Cast/Maintain Spell: A model casting or maintaining a spell
DODGE of 3 and the other with a DODGE of 2—Mark (with must spend at least one action to do so, unless the spells states
the second highest Initiative roll) has the same, and Mike has otherwise.
models with DODGE scores of 4 and 2, then Pete will move one
of his models, followed by Mike moving his DODGE 4 model. Wait: Models that wait are holding their action in reserve until
If Pete moved his DODGE 3 model first, then play would move a later part of the turn in an attempt to counter the actions of
to Mark’s DODGE 3 model. If Pete had moved his DODGE opposing models. The waiting model can perform an action
2 model first, then he would get to move his DODGE 3 before at any time before the end of the turn. A model cannot, with
Mark since he has the Initiative. Once the DODGE 4 and one exception, use Wait to interrupt an opposing model’s
DODGE 3 models have activated, the DODGE 2 models will action. The exceptionis that you can stop an opposing model
activate, starting with the player with Initiative. at any point during its movement to use the Wait action. If
two or more players activate models on Wait at the same time,
List of actions the player with the higher Initiative goes first, followed by
the next highest Initiative and so forth, until all players with
Models can perform one action upon their activation unless a models on Wait have gone. Models on Wait must take an
special ability allows them additional. action before the end of the turn.
Move: The normal movement of the model, which is Prone: Models that are prone are crouching or lying down
represented by SPEED in the model’s stat line. The model in an attempt to make the smallest target possible for an
moves its SPEED stat in inches. opponent’s ranged combat attack. This makes them -2 to be
hit in ranged combat. Prone models have their BLADE stat
Run: Allows a model to move at SPEED + 3”. This movement
halved (rounding up).
must be in a straight line and it cannot be through terrain
that hinders or slows movement. Models cannot combine this Stand: An action used by models to get up after being knocked
with a Missile Fire action. Models also cannot pick up items down or after being prone.
or check Encounter Markers.
Jump: Assumed to be a standing jump, all models can jump Hero Points
up to 1” for every 2 points (round up) of BRAWN. A model
can attempt to gain an additional 1” by taking a BRAWN At the beginning of the game each player receives a number
Stat Test. of Hero Points, which can be used during the course of the
game to change their die rolls. A player can move any die
Move & Missle Fire: A combined Move and Missile Fire roll up or down by as many points as they have remaining
action. Models doing this have a -5 modifier in ranged (the one exception being the location of a wound; hits cannot
combat. The shot can be taken at any point during the Move normally be moved from one part of the body to another
action. Models with ranged weapons that require the use of using hero points). Players can only change their own die
both hands (bows and crossbows) can only Move at their rolls; they cannot change an opponent’s die roll. For 2 points
SPEED -2” (minimum of 1” of movement). a player can re-roll a die, but the player must abide by the
Missile Fire: A normal aimed shot taken by models with a results of the second roll.
ranged combat weapon. There is no modifier to hit.
Charge: A combined Move and Close Combat attack action. If more than one player wishes to use Hero Points on the same
The charging model receives a +2 modifier to their BLADE action, each player announces their intention and secretly
and Weapon Strength for that action only. A model must notes how many they wish to use (on paper, with a d6, etc.).
move at least 2” in order to gain the Charge bonus. Both then add their points to their scores as normal.
Close Combat: This is the normal attack when a model is Hero Points and Measurement
already within weapon range of a target. There is no modifier Hero points can be used to affect a measurement. For example,
to hit.
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Broadsword Adventures: Savage Tales of Fantasy
for each Hero Point expended, a player can add 1” to the movement. All terrain effects should be announced prior to
range of their weapon, or add 1” to a Jump or Move action the start of the game. Two simple guidelines to follow for all
(the addition of this 1” or more does not require the model to terrain effects are: 1) If movement is halved through a type
take a BRAWN stat test if using a Jump action). of terrain, SPEED is always rounded up and 2) If movement
penalties are applied (such as -1” movement) then a model’s
Hero Points and Combat movement will never be reduced below 1”.
For each Hero Point expended, a player can increase the
Weapon Strength (WS) of a weapon or the Defensive Rating Levels
(DR) for a specific location (combat is discussed later in the The way Broadsword Adventures handles height, whether it
book). If Hero Points are used to increase a Weapon Strength is climbing or flying, is by Levels. Below are four different
or Defensive Rating, the points must be added before wound levels and their approximate height. Players do not have to
location is rolled. If both players wish to add points during measure each and every building, cliff, etc; simply assign
the same action, then both should note secretly how many values to scenics and terrain according to what works for the
they wish to use (on paper, with a d6, etc.) and reveal them game. The list below gives an example of relative heights.
at the same time.
Level 0 = Ground level
Hero Points and Special Abilities Level 1 = 1” to 4”
There are some Special Abilities (see Special Abilities page 65) Level 2 = above 4” to 8”
that require the use of a Hero Point in order to access the Level 3 = above 8” to 12”
ability. Players can use Hero Points from one model to access Level 4 = above 12”
the Special Ability of another unless inicated otherwise.
The use of levels allows players to build reasonable terrain but,
Starting Hero Points still include the dangers of extreme height. If a player wanted
The number of Hero Points each player receives is tied to the to use terrain to represent a dangerous mountain pass with
Grades of the models they use. Players receive 5 Hero Points a sheer drop-off on one side, he could state that the path is
for each Grade 3 and Grade 2 model in their group. Grade at Level 4 (should a model fall off into the chasm) without
1 models receive no Hero Points. These Hero Points can be having to build a mountain pass that is 12” high.
used by any model in the player’s group, not just the Grades
2 and 3 models.
Movement 2
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Broadsword Adventures: Savage Tales of Fantasy
If players are using both high objects and deep objects, for Falling
example a mountain pass with a steep cliff on one side and a Models that fall and hit a solid object will take damage
drop off on another, then count Levels in both directions. The appropriate to the Level they started the turn at, regardless
cliff would be Level 4, the pass Level 0 and the chasm Level 4. of whether their fall is interrupted by an intervening object.
Any model that falls from the top of the cliff into the chasm, Models that fall do so straight down and do not get horizontal
would take the equivalent of two Level 4 falls. movement.
Climbing
Level 1 = WS 3, one location
It takes a model two actions to climb up each Level. For
Level 2 = WS 6, one location
each Level above Level 1, a model must pass a DODGE test
Level 3 = WS 8, two locations
before moving. If they fail, they are considered to have slipped
Level 4 = WS 10, two locations
and fallen and will take the appropriate Falling damage (see
below).
Example: If Volmak the Nimble is scaling a tower wall to reach
Flight the great Jewel of Mök and he slips and falls just as he reaches
Models can choose to fly as their action if they have an Level 3, then he would suffer a WS 8 hit to two locations. If there
item that allows them, a spell that simulates it, or they have was a ledge at Level 2, he would still suffer wounds as though he
wings. fell three levels.
All measurements are made from the Ground Level with Improvised Movement
appropriate modifiers added for the Flying model’s height. No game can model every possible action that a player may
This will prevent players from having to hold their models in want to take with a model due to the nature of a fantasy
the air to take measurements. game, therefore some rules need to be laid out for “improvised
movement.”
Movement with Flyers
Each flying model has a minimum and maximum SPEED Sometimes a player may want to move a model in some way
value. A model must move its minimum SPEED value or other than on foot, such as by—sliding down a banister,
else the model drops three Levels (see Falling below). If the swinging on a tapestry or rope, or rolling under tables. These
model can hover (minimum SPEED 0”), then the model can are all examples of improvised movements.
choose to remain stationary or move any distance up to its
Maximum SPEED. Improvised movement requires a BRAWN or DODGE Stat
Test, depending on whether the movement relies primarily
A flying model can change one Level with no loss in horizontal on the model’s arms or legs. Swinging on a tapestry, for
movement. A model can attempt to change their height by instance, should require a BRAWN test, whereas running
two Levels, but must pass a DODGE test or else fall three across a clothesline would require a DODGE test. If the test
Levels. If the model is still in the air, it must pass a DODGE is passed, the model moves its SPEED, but no more than 6”.
test at the beginning of its next turn or lose its action as it If the model fails the test, it moves half its SPEED stat in the
attempts to regain control of the descent. direction it would have traveled, but is considered Prone at
the end of this movement. If this would result in a fall of 1
A model can take off, move, and land in the same turn if Level or more, the model takes Falling damage.
it does not change Levels and it travels no more than half
(rounded up) its Maximum SPEED. COMBAT
Combat is either Ranged (use of slings, bows and crossbows,
A flying model that hits the ground due to a failed test must
or a thrown spear or knife), or Close (sword fighting, brawling,
take damage per the Falling rules below. The model must also
and bludgeoning with heavy objects).
pass a DODGE test or be placed Prone.
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Broadsword Adventures: Savage Tales of Fantasy
The Weapon Chart statistics for each weapon: Range, TH, and WS. If a weapon
The Weapon Chart below is broken down into four major has a dash in any of the columns, it means it cannot be used
columns (separated by a dark rule line). Each column at that range.
represents a range band: Close Combat, Short, Medium,
and Long. Each of these columns is in turn split into three For example, the Bullwhip has dashes under the Close
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Broadsword Adventures: Savage Tales of Fantasy
Combat heading. This means that when a model gets into Height Differences
base contact with a model using a bullwhip, the whip can no Models more than 1 level above their opponent are considered
longer be used. obscured by terrain (as long as such terrain can obscure the
shot—a model standing on a wooden pole would not get the
Range is the distance, from the previous range band up to bonus since the pole would provide no real cover). Models
and including the shown number for that range band. A short more than 2 levels higher receive an additional –1 to be hit.
bow has a short range of 10”, meaning any target outside of
Close Combat and up to and including 10” would be at Short
Range. Phaecia is on Level 3.
She would not receive
The second column is TH—your “To Hit” bonus. Add or a cover bonus from the 3
subtract the shown number to your chance to hit, if the Lion Guard on Level
2 if he made a Ranged
number is a +, then it is easier to hit at that range, if it is a -,
Combat attack as he is
then it is more difficult. A Short Bow at Short Range is +1 to not more than 1 level 2
hit, and at Long Range is -1. below her. She would
be at -3 to be hit by the
Finally, WS is Weapon Strength. This is the strength of the Lion Guard on Level
weapon and is compared to a model’s Defensive Rating to 0 as she is more than 2
Levels above him.
determine wounds. The higher the Weapon Strength the 0
easier it is to wound and the greater chance for multiple
wounds (see Combat Results page 16).
Target Movement Modifiers
Ranged Combat Models that move more than 6” in the turn they are shot at
Ranged combat is resolved on an opposed die roll. The are harder to hit in ranged combat. A model that moves more
attacker rolls a d10 and adds his BOW stat, along with any than 6” but less than 9” is –1 to be hit. If a model moves at
bonuses or penalties he may have (such as TH bonuses, Cover least 9” but less than 12”, it is –2 to be hit. If a model moves
or Movement Modifiers, etc.). The defender rolls a d10 and 12” or more it is –3 to be hit. A Wait action that interrupts
adds his DODGE stat along with any bonuses or penalties. a Move action always measures the distance covered, not the
intended distance.
(Attacker’s BOW stat +/- any bonuses + d10 result) against Thrown Weapons
(Defender’s DODGE stat +/- any bonuses + d10 result). Some weapons, such as Short Blades, Javelins, and Spears, may
be thrown by the model using them. If the weapon is thrown,
the model no longer has access to it unless it is recovered.
If the attacker rolls higher, a hit is scored (see Combat Results
page 16). If the defender rolls higher, then the shot is a miss.
If the result is a tie, the defender is not hit, but must make a
GUTS check as if he were (see Panic page 17).
Heftig
Cover
Lion Guard A
Heftig is firing his sling at the Lion Guard. Lion Guard A is in base contact
with the rocks so he gains +2 DR as well as -2 to be hit. Lion Guard B is not in
base contact, but still gains the -2 to be hit for being obscured.
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Broadsword Adventures: Savage Tales of Fantasy
Models may take duplicate versions of these weapons so that Charging
one can be thrown and the other used for Close Combat, A charging model receives a +2 bonus to hit and to Weapon
but the equivalent amount of points must be spent on the Strength when it charges. A model must begin at least 2” from
duplicates. its opponent in order to receive the +2 bonus. Waiting models
must withdraw from combat, Missle Fire (before the charging
Close Combat model reaches them), or counter-charge or they will lose their
Close Combat is resolved on an opposed die roll. The Wait status. A withdrawing model moves up to its SPEED
Attacker rolls a d10, and adds his BLADE stat, together with directly away from the enemy model. This movement is done
any bonuses or penalties that apply. This is compared with the after the charge has been declared but before the charging
Defender’s d10 roll, plus the Defender’s BLADE stat, together model has moved. Move a counter-charging model 2”
with any bonuses or penalties he might have. towards the attacker, and then the charging model is moved
into base contact. The counter-charging model receives the
charge bonus. If the attacker did not move 2” before being
(Attacker’s BLADE stat +/- any bonuses + d10 result) against
counter-charged, then it does not receive the charge bonus.
(Defender’s BLADE stat +/- any bonuses + d10 result)
Pushback
If the attacker rolls higher, a hit is scored (see Combat Results If an attacking model ties or wins in Close Combat, it can force
below). If the defender rolls higher, then the shot is a miss. the defending model back 1” for every 2 points its BRAWN
If the result is a tie, the defender is not hit, but must make a exceeds the defending model’s BRAWN. The defending model
GUTS check as if he were (see Panic below). is moved in any direction in the attacking model’s 180° front
facing. A model that is able to push a defender back, can then
Range move back into Close Combat if the player chooses (this does
In the Weapon Chart above, Close Combat weapons have a not count as a charge and no attack is made).
Range in inches. A Range of 0” means the model must be in
base contact with the opposing model to use it. Some weapons
have a longer reach. An attacking model with a Long Blade
has a Range of 1”, so it does not need to be in base contact in 1”
order to attack.
Goran
back on its activation it must first pass a BLADE stat test to
move in closer. If the model fails the BLADE test, it can still
move closer to attack but will be subject to a free attack by its
opponent. The model that is the subject of the free attack gets 1”
no BLADE or weapon bonuses for this roll.
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Broadsword Adventures: Savage Tales of Fantasy
A model that breaks off from Close Combat may not use its able to make multiple Close Combat attacks, each attack and
movement to charge into a new combat. its subsequent Close Combat outcome is resolved before the
next attack is made.
If a single model is in Close Combat with multiple opponents
it receives a -1 penalty to its BRAWN test for each opposing If multiple models are attacking a single model, each of the
model. attackers gains a +1 bonus to their attack roll.
Fighting Withdrawal
To make a Fighting Withdrawal, the model moves half its Withdrawal and Multiple Friendly Combatants
SPEED rounded down (minimum of 1”) in any direction If multiple models are in Close Combat with the same
that does not take it through an enemy model’s base, and the opponent, then a model may break off from combat without
opposing model is moved back into base-to-base contact even penalties or checks, provided at least one friendly model
if the movement would exceed the model’s SPEED score. No remains in the Close Combat. The last model attempting to
attack is made when using a Fighting Withdrawal. break off from combat must test as normal.
Example: Grimmor the Heartless (SPEED 5) is out in the open Example: Volmak and Rodak are in Close Combat with Lord
and engaged in Close Combat with a wounded City Guard Graudürn. Rodak’s player declares that his model is breaking off
(SPEED 1). He sees more guards approaching and wishes to get combat. Rodak may leave the Close Combat and move normally.
into a more defendable position. He chooses to use a Fighting If Volmak wanted to break off combat later, he would have to
Withdrawal. He would be able to move 2”, however, the City make a BRAWN check or Flee.
Guard currently only has a SPEED
of 1” and would normally not be
able to move that distance. But,
because Grimmor is making a
Fighting Withdrawal, the City
Guard can move that far.
Flee
A player can choose to simply
move from Close Combat without
making an opposed BRAWN roll.
If a player utilizes this option,
the opposing model can make a
single Close Combat attack at an
additional +2 Weapon Strength.
The fleeing model does not get its
BLADE or Weapon TH bonuses
added to its die roll.
-Turnabout
Goran
-Killing Stroke
Goran is in Close Combat with a Lion Guard. More guards approach
When a model chooses to make a Killing Stroke, they put all
from the hallway to his right. In order to prevent multiple opponents
their strength into one final blow. The character is forgoing
ganging up on him, he chooses to Draw Back after winning against the
finesse and simply trying to cleave through their opponent. A
Lion Guard he is fighting.
player that chooses Killing Stroke must declare this before the
attack. The model then subtracts points from their BLADE
score and adds them to their Weapon Strength. A model can
subtract as many points from their BLADE as they currently
have, but the BLADE score cannot be reduced below 1.
Lion Guard
Goran
Lion Guard
remain in the air).
Goran
A flyer may charge any other flyer within one Level. If the
attacking model does not move its minimum distance, then it
falls per the Movement with Flyers rules above.
IMPROVISING AN ATTACK
Like Improvised Movement, there might be times in the game
when a model wants to throw a tankard or kick a bench at an
Their positions are now reversed. If Goran can then force the Lion Guard opponent, pull the rug out from under his feet, or simply
back with his next attack, he can push the model into the gaping hole. confuse him by shouting, “Look behind you!” A model can
do any or all of these by making an improvised attack.
COMBAT AND FLYING
Models wounded while in flight automatically drop one First declare what the attack is going to be. Then, with the
Level. If the model is at Level 1 when it is wounded, then it consensus of other players, determine what stat you and your
must pass a DODGE test or be placed Prone as well as taking opponent will use in an opposed roll. For instance, if you
damage from the fall. want to pull the rug out from under an enemy, you would
use the BRAWN stat while your opponent would use his
Ranged Combat and Flying DODGE stat, but to confuse an enemy by yelling, “What’s
Models flying at Levels 1 or 2 can use scenery for cover as long that?” you would both use the BRAINS stat.
as the object is at least Level 2 in height.
Each player then rolls a d10 and adds the appropriate stat.
Models flying at Levels 3 or 4 can use scenery for cover as long If the attacker’s total is higher, the defender misses his next
as the object is at least Level 4 in height. activation as a result. If the defender’s roll is higher, the
improvised attack is unsuccessful and nothing happens.
Flying models are -1 to be hit for every two Levels they are
above their attacker. For example, if a model on the Ground A player can combine an Improvised Attack with a Move (at
shoots at a model flying at Level 2, it would receive a -1 half the model’s SPEED), or rise from Prone.
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Thrown Models A Thrown model takes a hit to a random location at WS1 for
A player may want to have a model throw an opponent’s model each 2” the model is thrown. A model thrown 4” would suffer
(through a window or over a railing, etc). Only models that a WS2 hit, a model thrown 8” would suffer a WS4 hit, etc.
have a higher BRAWN than their opponent, or have a special
ability that allows it, can throw an opposing model. In order Armor and Shields
to throw a model, the player makes a normal Close Combat Armor is handled abstractly in Broadsword Adventures. Each
attack. If successful, instead of doing damage, the defender archetype will show whether it has access to armor, which
is moved back 1” + the difference in BRAWN between the is listed as +X DR (Defensive Rating) to a specific Wound
models. Location. A model that has Head +2 DR could be considered
to have a helmet, natural armor plating, or simply a thick
Example: Roderick the Blacksmith has a BRAWN of 5 and skull.
Lothor the Rat has a BRAWN of 3, Roderick could throw Lothor
3” (1” + (5-3)”). Lothor, in turn, could not throw Roderick at Shields are slightly different than armor. A model with a shield
all, as his BRAWN is not higher. In addition to being moved, the rolls 2 d10 whenever it is attacked (either Close Combat
thrown model is placed Prone. or Ranged Combat). It then chooses the higher result and
discards the other (though which die represents the shield
If a model has a BRAWN that is at least 2 higher than its should be stated before the dice are rolled; see The Dismal
opponent it can lift the opposing model off the ground. If an Failure below). The model does not roll the second die if it
attacker lifts a model off the ground it can move up to half is the one attacking, unless specified otherwise by a special
its SPEED, rounded down, on its next action and then throw ability. All shields will be treated the same and there is no
the opposing model. differentiation between a small wooden shield and a large
metal shield.
Example: Roderick (SPEED 4) lifts Lothor off the ground. On
his next activation he can move 2” (half his SPEED) and then COMBAT RESULTS
toss Lothor 3”.
Damage from Combat
Models that are held off the ground can attempt to break free When a model is hit in combat, the attacker rolls a d10 to
by making a comparative BRAWN test with their opponent, determine the location. The Defensive Rating (DR) of that
but the held model will have -1 modifier, as it does not have location is compared with the Weapon Strength (WS) of
the leverage to use its full strength. the attack. If the Weapon Strength equals or exceeds the
Defensive Rating, one box is crossed off in that location on
A held model can also attack the model holding it. The the defender’s model sheet. If the Defensive Rating is higher
attacker’s BLADE score will be reduced by half, rounded than the Weapon Strength, the defender rolls a d10 and
down, but its opponent will have a BLADE score of 0. If adds the difference between Defensive Rating and Weapon
the attacker wounds an opponent and the opponent fails a Strength to the roll. If the result is equal to or more than 10,
GUTS check, the model is released and placed prone on the then the damage is prevented.
ground.
If the Weapon Strength is twice the Defensive Rating, then
Example: Roderick (BLADE 4, GUTS 6) has Lothor (BLADE two boxes are crossed off. If the Weapon Strength of the
3) held over his head. Lothor attacks and rolls a 7 +1 (his attack is three or more times the Defensive Rating, then three
BLADE score rounded down) for a total of 8. Roderick rolls a boxes are crossed off.
6 + 0 (his BLADE score reduced to 0 for holding Lothor off the
ground) for a total score of 6. Lothor wins and wounds Roderick. Once all boxes have been crossed off either the Arms or Legs
Roderick rolls a 2 for his GUTS check and fails (2 + GUTS 6 = location, any additional hits to that location are transferred
8) dropping the hapless Lothor to the ground, where he is placed to the Torso. However, the damage is not transferred to the
Prone. Torso if at least one box is available to cross off in an Arm
or Leg location, even if the wound would normally cross off
multiple boxes.
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Example: Damage
If the above model was hit in the Arms location with a WS5 attack, the If the same model was hit with a second attack of WS8, two additional
player would cross off one box on that location. The Model would now boxes would be crossed off (WS8 is 2X the DR4). This model’s BLADE
have a BLADE 3. score would now be 2.
The Critical Hit GUTS stat test. If the model fails then it loses a point of
If a player rolls a natural 10 on the d10 when attacking WILLPOWER. Once a model has no WILLPOWER left,
another model, then the hit is considered a Critical Hit. The then it will attempt to flee the board if it fails subsequent
Critical Hit has an additional +2 Weapon Strength for that GUTS tests due to wounds. This means that for its next
attack only. available action the model must move towards its entry zone
(or a predetermined exit point). It must use its full SPEED
The Dismal Failure in the direction of the entry zone, but can take advantage of
If a model rolls a natural 1 on a d10 when attacking, it must cover to cower or avoid being shot at. At the beginning of
pass a BLADE or BOW test, or the weapon they are using has its next activation, the model must pass a GUTS stat test or
broken. Models make a BLADE test if they are attacking in continue fleeing for the remainder of that turn also. This is
Close Combat and a BOW test if they are making a ranged repeated each turn until the model either leaves the board or
attack. If a model is defending in Close Combat with a shield rallies itself.
and they roll a 1 on their shield die, then they must pass a
BLADE test or the shield has been shattered. If the model is in Close Combat, it must still Flee, making it
subject to a free strike from its opponent.
Unconscious
Some models that lose their last box in either the Head or Yield
Torso region, or suffer the effects of a poison are rendered There comes a time when even the bravest and strongest must
unconscious. Models can try to regain consciousness by yield or die.
rolling a d10 and adding their last unmarked BRAWN stat
-1. If the total is equal to or more than 10 the model has If a model has been disarmed in combat, lost all the boxes
regained consciousness. Models that do not have an unmarked in its Arms location, or has only one box left in its Head
BRAWN score, or whose BRAWN stat -1 would equal 0, are and Torso location (except Grade 1 models as they start with
considered to have a BRAWN of 1. If a model fails the test, this), an attacking model can demand it Yield. In order for
it can spend a WILLPOWER point to immediately regain a model to demand a defender Yield, it must be of equal or
consciousness. higher Grade level, it must have at least a WS4 attack, and it
must be within 3” of the model it wants to have Yield. Once
Models that regain consciousness must take an immediate these conditions are met, the model being asked to Yield takes
GUTS stat test. If the model fails, then they suffer the effects a GUTS test. If it passes, it can no longer be asked to Yield
of panic described below. The final marked box that rendered as the character has determined to continue on or Flee. If it
the model Unconscious is used as the current stat on regaining fails, it has surrendered to its opponent and the victorious
consciousness. Further hits to that location will again render model must spend an action to bind the vanquished model.
the model Unconscious. The model that has Yielded remains on the board but can take
no actions unless a friendly model moves into base contact
Panic with it and spends an action to release it. At that point, the
Each time a model is wounded in combat it must take a model may act normally.
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Broadsword Adventures: Savage Tales of Fantasy
If a model fails to prepare a spell, they can spend a
Arcana WILLPOWER point to automatically prepare it, or on their
Magic in Broadsword Adventures is challenging to cast and next activation roll again, but add +2 to the roll.
difficult to control, but when successful, it is very powerful. It
is referred to as Arcana. The priests and sorcerers that delve in Example: If a model had a BRAINS of 2 (due to wounds, etc.)
the magical arts spend all their time plumbing its depths and and the difficulty of the spell was 3, the difference would be -1.
have very little time for anything else. The model would need to spend a point of WILLPOWER to
prepare it or it would have to wait a turn so that it could add
Arcana is separated into two groups: Spells, which have +2 to the roll.
difficulty ratings and must be prepared and cast, and Artifacts
which are items that are imbued with some magical ability. If a model is interrupted while attempting to prepare, the
spell must be started over. For example, if a model fails its first
WILLPOWER attempt and is struck in combat before it can activate again, it
The WILLPOWER stat resembles a normal stat like BRAINS is interrupted and must begin again.
but it is also similar to Hero Points in that it
can be spent to boost Magic tests. This stat Casting the Spell
is also used for maintaining the effects of a Once the spell has been successfully prepared,
spell or resisting some spells, so the more it must be cast using an Incrementing Test.
points that are spent, the more difficult In an Incrementing Test, the player rolls a
it will be to keep a spell in effect or resist d10 and if a 10 is rolled, the spell is cast. If
one cast by an opponent. If a model has the player rolls less than 10, he records the
no WILLPOWER left, then it gets no save score and on the next activation rolls again.
against spells that require a WILLPOWER This roll is added to the result of the previous
test and immediately suffer the maximum roll, if the total is 10 or higher, the spell is
effect of the spell. cast. If the total is still less than 10, then
record the sum of the first two numbers and
Spells and actions add it to successive rolls. A model attempting
Preparing, Casting, Holding, Maintaining, to cast can take no other actions while the
and Dispelling are all actions. A spellcaster Incrementing test is in progress.
can perform no other action during the turn
in which any of these actions are performed. A spellcaster can The first Incrementing Test is rolled on the same turn the spell
Move up to half its SPEED (minimum 1”) while performing is successfully prepared.
any of these actions. This movement can take place before or
after the action. A player can spend a WILLPOWER Point to automatically
cast the spell.
Preparing the Spell
Each spell has a Difficulty. The more difficult a spell, the Holding a spell
harder it will be to prepare. And once prepared, a spell does Once an Incrementing Test has succeeded, a player can choose
not immediately take effect. In order to prepare a spell, the to hold the spell for a more opportune time. A caster that is
player rolls a d10 and adds the difference between the Spell holding a spell can take no other action except to move up to
Difficulty and the model’s BRAINS score. If the result is 10 half of its SPEED (minimum 1”). If a model that is holding
or higher, the spell is prepared. a spell is attacked, it does not get its BLADE or weapon TH
bonuses added to its d10 roll unless it gives up the spell to
Example: If the Spell has a difficulty of 3 and the model has a defend itself. If a model is wounded while holding a spell, the
BRAINS of 6, the difference is 3. When the player rolls the d10, model must take a WILLPOWER test. If successful, the spell
they would add the 3 to the result. If it is 10 or higher, then the is simply lost. If the model fails, the spell goes off with the
spell is prepared. caster as the center point and all models, including the caster,
suffer the effects.
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Broadsword Adventures: Savage Tales of Fantasy
Maintaining a Spell Test of Wills
A spell remains in effect until the next time the casting model Any succesful sorcerer able must possess a strong will. The first
activates. If a player wishes to maintain a spell, they must pass thing they are taught by their masters is how to test the will
a WILLPOWER Stat Test. If the model has been spending of their opponent. If a model with Arcane Studies is within
WILLPOWER points, this stat will be lower. If the model 6” of another model, it can spend an action for Test of Wills.
fails the WILLPOWER Stat Test, then it must immediately Both models roll a d10 and add their current WILLPOWER
pass a BRAWN test or lose another point of WILLPOWER. total. Spellcasters also add their Grade level. The model that
loses, loses a point of WILLPOWER.
A player can spend a WILLPOWER Point to automatically
maintain a spell (this must be declared before the Artifacts
WILLPOWER Stat Test). An Artifact refers to any item of magical ability. This can
range from a simple Healing Balm that will cure wounds to a
Models can choose to end spells before they activate, any character to a death-dealing staff of untold power. Each group
effects of the spell, except for any physical damage caused, presented in the Character Archetypes section has access to
cease immediately. some Artifacts. Most are reserved for the spell casters and their
apprentices, but a few can be taken by other archetypes.
Dispelling
Any model with the Special Ability Arcane Studies can attempt Artifacts do not have a difficulty rating and their effects are
to dispel another caster’s spell, but cannot dispel the effects of immediate unless indicated otherwise. Model’s do not need to
an Artifact. pass a WILLPOWER or BRAINS test for most items in order
to use them, though there are some that may require this.
In order to dispel, the player rolls a d10 and adds the model’s
WILLPOWER. His opponent rolls a d10, adds WILPOWER Artifacts cannot be dispelled and unless otherwise stated,
and the difficulty rating of the spell. If the model attempting their effects are permanant (the Healing Balm does not wear
to dispel scores higher, the spell’s effects cease immediately. off after a certain time).
If a model is one Grade higher than its opponent, it receives In addition to the Artifacts presented under the specific
+2 to the die roll. If it is two Grades higher it receives +3. groups, new Artifacts may be introduced in the scenarios.
These Artifacts cannot be purchased, however, if players are
A player cannot spend WILLPOWER points to automatically taking part in a campaign, the gamemaster may allow these
dispel or to prevent a model from dispelling. artifacts to stay with the character from one game to the
next.
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Broadsword Adventures: Savage Tales of Fantasy
CHARACTER Creation
Broadsword Adventures is driven by the interplay between and still be well-designed. Players should keep in mind
characters and the scenarios in which they are engaged. Stories that the primary goal when designing scenarios and bands
set in the realm of fantasy are more than transcripts of epic of characters is a good time for everyone, and not simply
battles—characters scheme, solve riddles, and negotiate traps. winning the game. When creating bands, particularly at the
Players can model fictional characters using these rules, or start of a campaign, each player should use the same number
(best of all) they can create their own characters. The most of grades per team. For example, each player may bring a
successful games revolve around the recurring characters Grade 3, a Grade 2, and three Grade 1 models. For players
created by multiple players in pursuit of different goals. unfamiliar with the rules, a single Grade 3 and Grade 2 will
probably be sufficient to learn the rules and keep the game
Model Grades moving quickly.
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Broadsword Adventures: Savage Tales of Fantasy
Wound Level player may spend any number of attribute points, up to the
As each location takes a wound, the player crosses off one or limit for that skill class.
more boxes under the Wound Level for that location, starting Example: Special Abilities Chart The archetype
with the first box to the left. When the final box with a stat in Available Abilities (10) Weapon Trained
presented here
it is crossed off, the model suffers the effects shown in the last Weapons (4) Combat (4)
Short Blade (1) Ambidextrous (1) has 10 Attribute
box. If all the wound boxes in the Arms or Legs location have Long Blade (2) Battle Cry (1)
Points to spend. It
been crossed off, additional hits move to the Torso. • +2 TH (1 per +1) Blade Master (1)
• +2 WS (1 per +1) Combat Veteran (1) begins with Weapon
Club (1) Expert Fighter (1)
Trained which it
Grade 3 models that lose their last head or torso wound are Spear (1)
Two-handed Blade (2)
Feint (1)
Ferocious +1 (1)
does not have to
knocked Unconscious. Grade 2 models are killed if they lose • +1 TH (1) Killer Instinct (1)
• +1 WS (1) Master of Arms +2 (1 per +1) spend points on.
their last Head wound or rendered Unconscious if they lose Mighty Thews +1 (1)
It has 4 points to
their last Torso wound. Grade 1 models are killed if they Shield Bash (1)
Stalwart Defender (1) spend on Combat
take a wound to the head or torso. Models that lose all their
Armor (3) Abilities and the
Arms boxes cannot carry anything, and attack as though Head DR +3 (1 per +1)
point cost for each
their BLADE score is -1 in Close Combat and cannot make Torso DR +3 (1 per +1)
Shield (2) ability is listed in
any Ranged Combat attacks (players are advised to plead for
parenthesis.
mercy at that point). Models that lose their last Legs box can
only crawl at the rate of 1” every other turn, and may not
engage in Close Combat or Ranged Combat during any turn Virtues and Flaws
in which they move. Virtues and Flaws allow players to personalize their heroes
and villains to a greater extent by providing certain drawbacks
Character Abilities to the character’s personality. To make up for this drawback,
A character archetype has a number of available attribute the model that takes a Virtue or Flaw can add an additional
points, which are used to purchase weapons, armor, Special Attribute Point to their character or can take an additional
Abilties and in some instances arcana. This number is listed Hero Point each turn. The Hero Point can only be used by
above the list of Special Ability options available to it. Next to the model with the Virtue or Flaw and cannot be carried
this number there could be a Special Ability listed. If there is, over from one turn to the next. Only Grade 3 and Grade 2
the archetype receives that Special Ability at no cost. archetypes can take a Virtue or Flaw.
There are three classes of Special Abilities: Combat, Knowledge, The list of Virtues and Flaws is listed after the List of Special
and Other. A model has a limited number of points to spend Abilities (see page 70)
in each category.
Hero or Villain?
Example: even though the Grade 3 High Priest starts with 10
Attribute points, the player can spend no more than 3 of those Most of these character archetypes are neither exclusively
points on Combat skills. good nor evil. A savage may still act with a strong code of
ethics and for good, and a person born noble may act with
Some abilities, typically those that raise an archetype’s stats, selfish depravity. If a player wants to utilize a character that is
are followed by (+X), such as Master of Arms (+2). For these not identifiable with one of the archetypes, then they should
abilities, one or more attribute points may be spent to raise the consider the background of the character they have in mind,
ability up to the corresponding number. For example, a player and which archetype’s set of skills most closely matches it.
whose character can take Master of Arms (+2) may spend 1
point to raise that model’s BLADE stat by 1, or 2 points to Example: Rodak of Midmarch, a Master swordsman (Grade 3
raise that model’s BLADE stat by 2. The maximum number Defender of the City), has been seen recently in the finest mead
of ability points that can be spent in this way is the number halls with the Lord High Mayor of Auburgh. Rodak is most often
shown after the particular skill. A model with True Aim (+1), accompanied abroad by his cousin Mortimer (Grade 2 Captain
for instance, cannot spend 2 points to get a +2 to their BOW of the Guard), and two mercenaries from the Black Company
stat. If no number is indicated (the skill shows +X), then the (Grade 1 City Guard).
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Broadsword Adventures: Savage Tales of Fantasy
CHARACTER ARCHETYPES
The archetypes presented here are broken down into four groups; Barbarians, City Dwellers, Priesthood,
and Savages. Players may choose to create their characters from any of the archetypes provided, but gain
a bonus by taking all their characters from the same category.
A description of the category and the bonus given for that category will precede the archetypes for each
one.
Barbarians
The Barbarians of Broadsword Adventures
are the noble savages of the pulps. Not
constrained by the laws of cities and nations,
Barbarians follow a personal code of honor.
Often at odds with “civilized” men, the
barbarian will do what is right to him,
regardless of the consequences dictated by
laws or officials.
Undying Loyalty
If a player chooses an all Barbarian party,
they gain the bonus of Undying Loyalty
for all Grade 2 and Grade 1 models. This is
automatically conferred on the models and
does not need to be purchased individually.
In addition, should a team’s last Grade 3 model be rendered Unconscious, all Grade 1 models move their
Undying Loyalty to a remaining Grade 2 model.
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Broadsword Adventures: Savage Tales of Fantasy
Chieftain (Grade 3)
The Barbarian Chieftain is the head of the tribe. The chieftain must lead in both war and peace and so has
a balanced mix of both combat and knowledge skills. The chieftain is often past his prime and so relies
more on skill than brute strength. But this archetype should never be underestimated in combat as its
options often provide lots of skills to slip beneath armor and hit the weak points of an opponent.
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Broadsword Adventures: Savage Tales of Fantasy
Shaman (Grade 3)
Barbarians distrust the magic of the more civilized nations but often find themselves in need of good
omens, advice, or an advantage in a coming battle, so they turn to their Shamans. And even though they
may be a part of the barbarian society, there is still distrust because of their consort with the dark arts.
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Broadsword Adventures: Savage Tales of Fantasy
Warlord (Grade 3)
The Barbarian Warlord is at the peak of his physical and combat prowess. The Warlord does not lead
the clan but is often the nominal head of all raiding parties or military actions even if the Chieftain is
present.
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Broadsword Adventures: Savage Tales of Fantasy
Hero (Grade 2)
Barbarian Heroes have not risen to the rank of Chieftain or Warlord, but they are still exceptional fighters
and often lead the charge on any attack by a barbarian raiding party. These Heroes have not yet learned
all the more subtle arts and rely mainly on their physical prowess.
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Broadsword Adventures: Savage Tales of Fantasy
In Njorden, where all magic is viewed with suspicion, even that of the local shaman, when a shaman
chooses a child as an apprentice, that child immediately loses all ties to family and clan. They no longer
exist and an elaborate funeral precedes the child leaving the village.
The Shaman Apprentice is still learning the path to becoming a full shaman but has picked up some
minor skills along the way. The Shaman Apprentice also tends to be slightly more capable of physical
activity as the Shaman often places the burden of all labor on the apprentice.
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Broadsword Adventures: Savage Tales of Fantasy
Beserker (Grade 1)
The Barbarian Beserker is usually a member of the clan who has lost all those dear to him. In battle,
they work themselves into a frenzy, ignoring everything but charging into combat to kill as many of their
enemies as possible or die in the process.
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Broadsword Adventures: Savage Tales of Fantasy
Scout (Grade 1)
The Barbarian Scout is a lightly armed and armored member of the raiding parties and warbands of a
barbarian Warlord or Chieftain. The Scouts are often sent far ahead of the rest of the warband to spy and
track potential enemies. Their main goal is to gather intelligence for their leader, but will fight if necessity
calls for it. When combat does ensue, they often strike from the flans with bow, spear, or javelin.
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Broadsword Adventures: Savage Tales of Fantasy
Warrior (Grade 1)
The Barbarian Warrior makes up the bulk of any raiding party or warband. From an early age the future
Warriors are taught to fight for their survival. Once a child is old enough to wield a weapon, they are
expected to earn their keep.
Courage of the Great Bear (Difficulty 2) --- When successfully cast, all friendly models within the caster’s
WILLPOWER score in inches, will automatically pass any GUTS tests until the beginning of their next
activation. The model is also immune to any fear type effect, whether it is Special Ability or Arcana.
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Broadsword Adventures: Savage Tales of Fantasy
Any model that is currently panicked or suffering the effects of fear, automatically recovers on its next
activation.
Eye of the Dark Gods (Difficulty 3) --- When successfully cast, an enemy model within the caster’s
current WILLPOWER x2 inches must roll two dice for all their actions for the remainder of the turn.
The model must take the lower of the two die scores. The caster can add additional models to the effect
for the cost of one WILLPOWER per model.
Gift of Forling (Difficulty 4) --- When successfully cast, the caster can target all friendly models within
their WILLPOWER in inches. These models can roll two dice for hit location on a successful attack and
choose either of the results.
Strength of the Mighty Ox (Difficulty 3) --- When successfully cast, a target friendly model within the
caster’s WILLPOWER score in inches, will receive +2 to its BRAWN score. An additional +1 to their
BRAWN score can be added for each point of WILLPOWER the caster expends. Or the caster can add
additional models to the effect for the cost of one WILLPOWER per model. The effect begin on the
target model’s next activation and lasts until the beginning of its following activation.
Elixir of the Savage Boar: This one time use elixir gives the model +2 BRAWN for its next activation.
Medicinal Balm: By spending an action to apply this one time use balm, the model regains a wound in
any one location.
Pelt of the Great Hunter: Shamans create these powerful animal skins to protect them from the magic
of others. The many wards and glyphs inked onto the skin can repel the spells of other casters. A model
wearing the Pelt of the Wolf can re-roll any unsuccessful save from a magical attack or spell aimed at it.
However, the model must abide by the second roll and if it is a natural 1, then the pelt is destroyed in the
attack.
Staff of the Njorden: The Shaman’s staff is as much a source of power as it is a weapon in combat. The
staff of the Njorden can hold any spell the Shaman has stored in it (up to six difficulty levels total) and
release it at any point during the game. To store a spell, the shaman simply casts it normally and rather
than have the effects take place, they are stored in the staff to be released at a later time. The staff also acts
as a Club in combat.
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Broadsword Adventures: Savage Tales of Fantasy
Civilized Peoples
The Civilized Peoples are those that live and work within the major cities of the world. They rely on their
city guard and nobles to maintain law and order and are not often expected to lend in the defense of their
city or dispense their own justice. Though some might consider the Civilized Peoples to be soft and weak,
their defenders are often well-disciplined and well-equipped.
In Tauren, most of the city guards from Héralte, Ibyssia and all the way across the continent to Qinxi
in Whun would use the archetypes here, though all lands have been known to hire promising barbarians
and savages into their ranks, the bulk of any city guard unit would consist of men drawn from the
surrounding area.
Shield Wall
If a player chooses all their team from the Civilized People’s List, then they gain the ability of the Shield
Wall. If a player has two or more City Guard models and they are equipped with shields, they can form
a Shield Wall. City Guards must spend an action to form the Shield Wall, or if the player has a Captain
of the Guard, he can spend an action to order them
into formation. All models to be part of the Shield
Wall must be within 3” of one another.
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Willpower ( 3 ) rrr
Location (Die Roll) Base DR Wound Level
Head (1) Brain=2 3 BR=2 BR=1 Killed
Torso (2-5) Brawn=3 3 BN=3 BN=2 BN=1 Unconscious
Guts=7 GT=7 GT=6 GT=5
Arms (6-8) Bow=3 3 BW=3 BW=2 BW=2 BW=1 BD=-1
Blade=4 BD=4 BD=3 BD=3 BD=1 Cannot Carry
Legs (9-10) Dodge=3 3 DG=3 DG=2 DG=2 DG=1 Crawl Only, 1”
Speed=5 SP=5 SP=4 SP=2 SP=1 movement
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Broadsword Adventures: Savage Tales of Fantasy
Willpower ( 3 ) rrr
Location (Die Roll) Base DR Wound Level
Head (1) Brain=3 3 BR=3 BR=2 Killed
Torso (2-5) Brawn=3 4 BN=3 BN=2 BN=1 Unconscious
Guts=6 GT=6 GT=6 GT=5
Arms (6-8) Bow=3 3 BW=3 BW=2 BW=2 BW=1 BD=-1
Blade=3 BD=3 BD=3 BD=2 BD=1 Cannot Carry
Legs (9-10) Dodge=3 3 DG=3 DG=2 DG=2 DG=1 Crawl Only, 1”
Speed=5 SP=5 SP=4 SP=2 SP=1 movement
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Broadsword Adventures: Savage Tales of Fantasy
Willpower (2) rr
Location (Die Roll) Base DR Wound Level
Head (1) Brain=2 3 BR=2 Killed
Torso (2-5) Brawn=3 3 BN=3 Killed
Guts=5 GT=5
Arms (6-8) Bow=3 3 BW=3 BW=1 BD=-1, Cannot Carry
Blade=3 BD=3 BD=1
Legs (9-10) Dodge=3 3 DG=3 DG=1 Crawl Only, 1” movement
Speed=5 SP=5 SP=1
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Broadsword Adventures: Savage Tales of Fantasy
Observer (Grade 1)
A Court Astrologer guards his position jealously, never wanting anyone to catch the eye of the noble.
Because of this, there are few Observers (apprentices) taken on and usually only much later in an
Astrologer’s life. An Observer may find himself aiding a number of Court Astrologers before finally
receiving an appointment of his own.
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Broadsword Adventures: Savage Tales of Fantasy
RETAINER (Grade 1)
Every court in Tauren, from the lowly Thane’s village to the most powerful lord of Ibyssia, is populated
by those with specific, but limited, purpose. These people are above slaves and servants but are not Minor
nobles, nor do they have the more useful skills such as the Court Officials. Everyone from courtesans to
court gossips fall into this category. Often nobles and very rich merchants will travel with two or more
Retainers to service their specific vanity.
Willpower (2) rr
Location (Die Roll) Base DR Wound Level
Head (1) Brain=3 3 BR=3 Killed
Torso (2-5) Brawn=3 3 BN=3 Killed
Guts=5 GT=5
Arms (6-8) Bow=2 3 BW=2 BW=1 BD=-1, Cannot Carry
Blade=2 BD=2 BD=1
Legs (9-10) Dodge=3 3 DG=3 DG=1 Crawl Only, 1” movement
Speed=6 SP=6 SP=1
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Broadsword Adventures: Savage Tales of Fantasy
Squire (Grade 1)
Many Nobles, Captains of the Guard, and traveling swordsmen retain the services of a squire. The young
man or woman that chooses to become a Squire, often seeks a life of adventure that is not possible at
home. Though not yet skilled with weapons, they are devoted to those they follow and take on whatever
task is handed to them.
Willpower (2) rr
Location (Die Roll) Base DR Wound Level
Head (1) Brain=3 3 BR=3 Killed
Torso (2-5) Brawn=2 3 BN=2 Killed
Guts=7 GT=7
Arms (6-8) Bow=2 3 BW=2 BW=1 BD=-1, Cannot Carry
Blade=2 BD=2 BD=1
Legs (9-10) Dodge=3 3 DG=3 DG=1 Crawl Only, 1” movement
Speed=5 SP=5 SP=2
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Broadsword Adventures: Savage Tales of Fantasy
Forseen Failure (Difficulty 2) --- As well as seeing the positive outcomes for yourself, it is also good to
know when your opponent will fail. When this spell is successfully cast, the caster targets an enemy model
within its WILLPOWER x2 in inches. The caster can, at any time during the game, subtract 2 from any
one die roll the model makes. For each point of WILLPOWER added to this spell, the modifier increases
by -1.
Hand of Fate (Difficulty 6) --- The most powerful of the Court Astrologer’s spells, the Hand of Fate
allows the caster to see the future and change the Hand of Fate. When successfully cast on any friendly
model, the Court Astrologer has seen the future and taken steps to change it by replacing a character with
a double. If the model that has Hand of Fate cast on it is killed, the caster makes a WILLPOWER test and
if successful, the killed model reappears at the party’s starting point. Only one model in a party can ever
have the Hand of Fate cast on them. Hand of Fate will also cost the caster a point of WILLPOWER.
Sands of Time (Difficulty 4) --- Knowing your opponent’s plans can gain you a tactical advantage. When
successfully cast, the caster has seen the moves his enemies are about to make and works to act before
them. The casting model’s party automatically wins initiative for the next round and can activate two
models before returning to the normal mode of activation. For each point of WILLPOWER the caster
spends after the spell is successfully cast, the party can add one additional model to activate first.
Medicinal Balm: By spending an action to apply this one time use balm, the model regains a wound in
any one location.
Scroll of Knowledge: Every major noble in Tauren keeps detailed records of their history and accumulated
knowledge. This information can be compiled into a powerful scroll that allows the user to instantly know
an important fact or bit of information. If a model spends an action to use the scroll, they automatically
pass a single BRAINS test. The information cannot be saved once read and the BRAINS test must be
taken immediately.
Scrying Bowl: The Scrying Bowl is an essential part of the Court Astrologer’s equipment. It is through it
that they peer into the future and the past. A Scrying Bowl will allow the model that carries it to check
any Encounter Marker from its WILLPOWER x2 inches away if it passes a BRAINS test to interpret
what it sees in the water.
Javelin of Tehy: This powerful weapon looks like a normal javelin, but a model with sufficient will to
command it can use its great ability to strike aywhere. The Javelin of Tehy can be thrown up to a model’s
WILLPOWER x2 inches. When thrown at an enemy model, rather than rolling to hit, the models make a
comparative WILLPOWER test. If the target model loses, the javelin has hit and will cause damage equal
to a normal javelin. The throwing model can use Hero Points to adjust the Wound Location even if they
do not have the ability. By spending a point of WILLPOWER, the javelin’s WS can be doubled.
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The Priesthood
There are many different gods in the World of Tauren. Some are minor and worshipped only locally.
Others are major and temples can be found for them in most major cities and towns. Some of the more
prominent may have more than one temple in a major city. In the city of Ibyssia alone there are five
different temples dedicated to Tehy, the god of the skies.
It is these that are depicted with this group. The priesthood for each these temples is well organized with
a definite hierarchy. They also have the wealth to maintain their own guards in the hopes of discouraging
thieves.
Spell Channeling
A player that takes their entire party from the Priesthood list, gains the ability to channel spells through
followers. To channel, a player prepares and casts as normal, but the starting point becomes any model
within the spellcaster’s party. The only drawback is that any model that is used to channel, loses 1 point
of WILLPOWER each time it is done. When a model has no WILLPOWER left, it cannot be used to
channel spells.
Gods of Tauren
Forling: The Warrior God. Soldiers and mercenaries usually thank Ibyssia, the harvest. Tehy became the prominent god in Ibyssia when it
him after a successful battle. Believers feel that he rewards those who first began it expansion a millennia ago. The Emperors of Ibyssia, felt
show courage and skill in battle. To ask his help before battle is to that the best way to honor him was to unit everything under the sky
admit weakness and is sure to displease him. in one glorious empire. It was at this time that the priesthood began
supplanting Bella, the goddess of the harvest with Tehy.
Bella: Goddess of the Harvest. One of the most ancient of goddesses,
her worship was nearly erased during the 500-year expansion of Yasmire: Goddess of Healing and the underworld. It’s said that those
Ibyssia. Only once the empire began to crumble did her worship begin who are not chosen to join their own god’s retinue in the afterlife are
to flourish again. sent to the underworld. The underworld is neither cold nor warm,
light nor dark, it is a middle ground where the departed wait for
Grelling: The God of Mirth and Gamblers. Grelling rewards risk the sundering when the world will be divided between light and
takers. He likes to see men put it all on the line in some risky venture. dark. Yasmire represents the balance. She is often portrayed as both a
He is often invoked by merchants as travelling with goods can be quite beautiful maiden and an old crone.
a gamble with fickle winds and roving pirates and brigands.
Zoran: God of the Darians, desert dwellers and nomadic tribesman.
Mök: Worshipped by those who seek power at any price. His price is He is the only god they worship and he has no particular sphere of
always high but those who succeed can wield tremendous forces. Mök influence. They believe he is the only god and others are simply demons
is said to be a demon and not a god at all. meant to lure them to folly. The worship of most of the other gods is
tolerated in general, though local priests may drive them out from
Tehy: God of the skies. Tehy is both a god of the weather and, in
time to time.
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Broadsword Adventures: Savage Tales of Fantasy
Prelate (Grade 3)
Every temple has need of an agent to handle delicate situations outside the temple walls. In these instances,
the High Priest will rely on the Prelate. Traveling innocuously and usually with only a few close associates,
the Prelate has access to the nobility as well as agents in every major city. Some have even been known to
recruit bandits for their work.
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Acolyte (Grade 2)
Acolytes are the next rung on the ladder to High Priest after Initiate. Though still doing a lot of the manual
labor around the temple, the Acolyte has received more extensive training in the magical arts. An Acolyte
still does not have access to the more powerful Arcana, but their skills can still prove quite useful.
Willpower ( 4 ) rrrr
Location (Die Roll) Base DR Wound Level
Head (1) Brain=4 3 BR=4 BR=2 Killed
Torso (2-5) Brawn=2 3 BN=2 BN=1 BN=1 Unconscious
Guts=7 GT=7 GT=6 GT=6
Arms (6-8) Bow=2 3 BW=2 BW=2 BW=1 BW=1 BD=-1
Blade=3 BD=3 BD=2 BD=2 BD=1 Cannot Carry
Legs (9-10) Dodge=3 3 DG=3 DG=2 DG=2 DG=1 Crawl Only, 1”
Speed=5 SP=5 SP=4 SP=2 SP=1 movement
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Willpower ( 3 ) rrr
Location (Die Roll) Base DR Wound Level
Head (1) Brain=2 3 BR=2 BR=1 Killed
Torso (2-5) Brawn=4 3 BN=4 BN=2 BN=1 Unconscious
Guts=6 GT=6 GT=5 GT=4
Arms (6-8) Bow=3 3 BW=3 BW=2 BW=2 BW=1 BD=-1
Blade=4 BD=4 BD=3 BD=3 BD=1 Cannot Carry
Legs (9-10) Dodge=3 3 DG=3 DG=2 DG=2 DG=1 Crawl Only, 1”
Speed=5 SP=5 SP=4 SP=2 SP=1 movement
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Broadsword Adventures: Savage Tales of Fantasy
Patron (Grade 2)
No temple can survive long without its Patrons. Patrons make frequent and generous donations in
exchange for benedictions for themselves or loved ones (and an occasional curse on rivals). Patrons also
recruit others of wealth to join in the donations, so it is important for the temple to keep the Patron
happy. They do this by granting them access to some mysteries of the faith that a normal follower would
not receive.
Willpower ( 3 ) rrr
Location (Die Roll) Base DR Wound Level
Head (1) Brain=3 3 BR=3 BR=1 Killed
Torso (2-5) Brawn=3 4 BN=3 BN=2 BN=1 Unconscious
Guts=6 GT=6 GT=6 GT=5
Arms (6-8) Bow=3 3 BW=3 BW=2 BW=2 BW=1 BD=-1
Blade=2 BD=2 BD=2 BD=1 BD=1 Cannot Carry
Legs (9-10) Dodge=3 3 DG=3 DG=2 DG=2 DG=1 Crawl Only, 1”
Speed=5 SP=5 SP=4 SP=2 SP=1 movement
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Initiate (Grade 1)
Among the followers, those who show great potential are presented as Initiates to their god. The Initiate
spends most of his time cleaning the temple and doing the manual labor that the High Priests and
Acolytes do not have time for. When not working, they are engrossed in the study of the history and
precepts of their temple. Temples that have few or no wealthy patrons, often send their Initiates into the
streets to beg for alms.
Willpower (2) rr
Location (Die Roll) Base DR Wound Level
Head (1) Brain=2 3 BR=2 Killed
Torso (2-5) Brawn=3 3 BN=3 Killed
Guts=7 GT=7
Arms (6-8) Bow=2 3 BW=2 BW=1 BD=-1, Cannot Carry
Blade=2 BD=2 BD=1
Legs (9-10) Dodge=3 3 DG=3 DG=1 Crawl Only, 1” movement
Speed=5 SP=5 SP=1
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Willpower (2) rr
Location (Die Roll) Base DR Wound Level
Head (1) Brain=2 3 BR=2 Killed
Torso (2-5) Brawn=3 3 BN=3 Killed
Guts=7 GT=7
Arms (6-8) Bow=2 3 BW=2 BW=1 BD=-1, Cannot Carry
Blade=2 BD=2 BD=1
Legs (9-10) Dodge=3 3 DG=3 DG=1 Crawl Only, 1” movement
Speed=5 SP=5 SP=1
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Zealot (Grade 1)
Every temple has them, followers who would do anything for those they worship. These fanatical followers
fear almost nothing and would do anything for the priests and their temples. Whenever a member of the
priesthood is outside the temple, they are almost guaranteed to have at least a few of the zealots swarming
about them.
Willpower (2) rr
Location (Die Roll) Base DR Wound Level
Head (1) Brain=2 3 BR=2 Killed
Torso (2-5) Brawn=2 3 BN=2 Killed
Guts=8 GT=8
Arms (6-8) Bow=2 3 BW=2 BW=1 BD=-1, Cannot Carry
Blade=2 BD=2 BD=1
Legs (9-10) Dodge=3 3 DG=3 DG=1 Crawl Only, 1” movement
Speed=5 SP=5 SP=1
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Curse (Difficulty 4) --- This powerful spell is designed to hinder your enemies and cause their weapons
and armor to fail at the worst time. The caster can target any model within 12”. If successfully cast, the
model must win a comparative WILLPOWER test against the caster. If it fails, then for the remainder of
the scenario, the model’s weapons and shield will automatically break on a die roll of 1 in combat instead
of having to pass a BLADE test. Also, the Cursed model must pass a BLADE test if they roll a 2 in combat
or else their weapon/shield is broken.
Wall of Fire/Ring of Fire (Difficulty 4)---When successfully cast, this spell creates a wall of fire 3” long
and 1” deep. Any model touched by the fire suffers 2 WS8 hits to random locations. The wall of fire can
be placed up to the model’s WILLPOWER in inches away from the caster. The Ring of Fire encircles any
one, human-sized or smaller model and extends out 1”. The model that is surrounded is not harmed by
the flames, but cannot move while within them. The model can perform any other action as long as it
does not move. Either the Wall or the Ring can be moved up to the caster’s WILLPOWER in inches if it
is maintained on following turns. The caster does not need line of sight to move the wall or ring.
Possession (Difficulty 5) ---When successfully cast, this spell allows the caster to take possession of
another model. The caster can choose to target any friendly model in line of sight. That model then
comes under the control of the caster. While possessed, the model always uses its starting stat score,
ignoring any wounds taken. A possessed model also does not take GUTS tests. A possessed model acts
on either the caster’s or it’s own activation. A caster can take no other action while possessing another
model and if attacked must pass a WILLPOWER test to retain control. If the caster fails the test, he
loses 1 one point of WILLPOWER. If a possessed model is killed while possessed, the caster must pass
a WILLPOWER test or take one wound to the Head. A caster can attempt to possess an enemy model
within his WILLPOWER in inches. To do so, after the spell is successfully cast, the caster must win a
comparative WILLPOWER test with the target model. If he fails, he loses a point of WILLPOWER. All
other effects are the same as above.
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Raise the Dead (Difficulty 6) --- When successfully cast, this spell allows the caster to animate the body
of any Grade 1 model that has been killed in the scenario. If cast in an area where the dead already reside,
such as a graveyard, no model needs to have been killed in order to use this spell. The animated body has
the following stat sheet.
Willpower (0)
Location (Die Roll) Base DR Wound Level
Head (1) Brain=0 8 BR=0 Killed
Torso (2-5) Brawn=3 8 BN=3 Killed
Guts=10 GT=10
Arms (6-8) Bow=2 8 BW=2 BW=1 BD=-1, Cannot Carry
Blade=3 BD=3 BD=1
Legs (9-10) Dodge=2 8 DG=2 DG=1 Crawl Only, 1” movement
Speed=4 SP=4 SP=3
Special Abilities: Cause Fear Grade 1, Zombie
Once raised, the dead warrior does not need to be controlled by the caster and is considered part of the
caster’s party. The caster must spend one point of WILLPOWER for each dead warrior raised.
Amulet of Mök: The powerful magicks imbued in this amulet make the wearer appear far more threatening
than they are. A model wearing the amulet is considered to have Intimidate (as the Special Ability) but all
GUTS tests for it are made at -3.
Arcana of Others: For one Special Ability point plus the point cost of the item, the model can take the
Arcana from any other list. The cost for the Arcana is based on the point costs of the Shaman, Court
Astrologer, and Witch Doctor.
Blood Blade: This powerful sacrificial knife, crafted from rare metals, allows the wielder to steal
WILLPOWER from his followers. By spending an action, the model can kill any living friendly Grade
1 model within 2”. Any WILLPOWER the killed model had is now transferred to the caster. This
WILLPOWER must be used on the model’s next activation or it is lost.
Medicinal Balm: By spending an action to apply this one time use balm, the model regains a wound in
any one location.
Night Dust: Night Dust is a very fine powder ground from the flowers of the Zomian Nightshade. When
tossed at an opponent, the target is blinded by the powder. The model’s BOW, BLADE, and DODGE
are reduced to 0. If the model attempts to Move, it must pass a BRAINS test or move half its SPEED in
a random direction. On successive turns, the target model must pass a BRAWN test to recover from the
effects. The dust can be thrown up to a model’s BRAWN in inches. If the target is within 2”, the To Hit
bonus is +3 due to the quantity of powder in the air. If the target is greater than 2” then the To Hit bonus
is -3 due to dispersal.
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Knatterling (Grade 1)
Knatterlings are the lowest demons. Unable to hold any physical shape in our
world, they are always bound to a human host. Those newly bound may look
nearly human except for the glowing yellow eyes. But over time, their demonic
nature begins to warp the human body forcing it to take on the demon’s shape.
Knatterlings are often slaves to powerful casters, doing menial tasks. Though
physically strong, their greatest benefit to the caster is their ability to store magical
energy that their master can tap when necessary. But taking too much does carry
potential consequences.
If a group has a High Priest as part of it, then a Knatterling can also be taken.
Knatterlings cannot be customized and exist solely as shown here.
Willpower (2) rr
Location (Die Roll) Base DR Wound Level
Head (1) Brain=2 3 BR=2 Killed
Torso (2-5) Brawn=4 3 BN=4 Killed
Guts=5 GT=5
Arms (6-8) Bow=2 3 BW=2 BW=1 BD=-1
Blade=3 BD=3 BD=2 Cannot Carry
Legs (9-10) Dodge=3 3 DG=3 DG=1 Crawl Only, 1” movement
Speed=5 SP=5 SP=3
A caster that has bound a Knatterling to him can tap the WILLPOWER it stores. If a Knatterling is
within 6” of the caster, then the caster can take a point of WILLPOWER for any spell casting (they
cannot be taken to resist an opponent’s spells). When the WILLPOWER of a Knatterling reaches 0, the
caster must take a WILLPOWER test. If they pass, then the human host erupts in flames (any model
in base contact must pass a DODGE test or suffer a WS5 hit to a random location) as the demon spirit
is freed and returns to the abyss from which it came. If the caster fails the WILLPOWER test, then the
Knatterling falls under the control of the opposing player and will now attempt to kill the caster. The
Knatterling can only move to attack the caster and will do so until the caster is killed or it is. Once the
caster is killed, the Knatterling erupts in flame as above.
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Savages
Savages are men that steeped in fear of the unknown. Many never leave the immediate vicinity of their
villages and have little contact with people from other lands. They are are extremely territorial and are
quick to kill or capture anyone who should enter their lands uninvited. Savages could be men living in the
dense jungles of the south, the rugged highlands of the north or even the burning sands of the Trackless
Wastes.
Savages could also represent men outside the norms of society. Outlaws and bandits could use a combination
of Civilized Peoples and Savages.
Endless Hordes
Savages prefer to attack in large groups. As such, they never enter an area without ample spears to protect
them. A player that takes an all Savages party can take an additional Grade 1 model for each Grade 2 and
3 model in their group, regardless of any Grade limits set by the scenario.
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Headman (Grade 3)
Every tribal Chieftain has one or more advisors to help him govern. The Headman could be a village
Elder, the head of an important family, or a relative of the Chieftain. His job is to provide advice to the
chief and, when the occasion warrants, to travel on behalf of the chief.
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Witchdoctor (Grade 3)
The Witchdoctor is a person both feared and respected in the tribal community. His role is to insure
that the will of the gods is obeyed and that the village is protected from its enemies. No one, even the
chieftain, is immune from his curses should they fail to heed his warnings.
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Willpower (2) rr
Location (Die Roll) Base DR Wound Level
Head (1) Brain=2 3 BR=2 Killed
Torso (2-5) Brawn=3 3 BN=3 Killed
Guts=5 GT=5
Arms (6-8) Bow=3 4 BW=3 BW=1 BD=-1, Cannot Carry
Blade=2 BD=2 BD=1
Legs (9-10) Dodge=3 3 DG=3 DG=1 Crawl Only, 1” movement
Speed=5 SP=5 SP=1
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Willpower (2) rr
Location (Die Roll) Base DR Wound Level
Head (1) Brain=2 3 BR=2 Killed
Torso (2-5) Brawn=3 3 BN=3 Killed
Guts=5 GT=5
Arms (6-8) Bow=2 4 BW=2 BW=1 BD=-1, Cannot Carry
Blade=3 BD=3 BD=2
Legs (9-10) Dodge=3 3 DG=3 DG=1 Crawl Only, 1” movement
Speed=5 SP=5 SP=1
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Summon Ancestor (Difficulty 6) --- Ancestor spirits are powerful beings, capable of causing great damage.
The caster may target any model within its WILLPOWER in inches. When successfully cast, the target is
attacked by a BLADE 6, WS9 attack. The target model can see the attacker, so it can defend itself, but no
return attack can be made. A model cannot use a Wait to countercharge or move away. This attack lasts
only one turn unless the caster successfully maintains it.
The Great Trickster (Difficulty 4) --- There are many trickster spirits that like to move items and deceive
people. When successfully cast, the caster can switch places with any friendly model the switch takes place
immediately after the spell is successfully cast. The caster can switch places with an opposing model by
winning a comparative WILLPOWER test.
Demon Mask: This mask is a fearsome creation, designed to scare evil spirits away from a village. A model
that wears this mask gains the Cause Fear Grade 1 and Intimidate Special Abilities. In addition, any
model that has Cause Fear as one of their Special Abilities, must pass a GUTS test if a model wearing the
mask is within 6” or suffer the effects of Panic.
Medicinal Balm: By spending an action to apply this one time use balm, the model regains a wound in
any one location.
Monkey’s Paw: A model with this powerful talisman can do great deeds. By passing a WILLPOWER test,
the model with this artifact receives +1 Hero Point for the turn (it does not carry over to following turns).
However, if the WILLPOWER test is failed, then the model loses one WILLPOWER point.
Sleeping Dart: A powerful potion brewed over several days is applied to this dart. Just a tiny bit will
render a model Unconscious. The dart can be thrown up to the model’s BRAWN x2 inches with a +1TH
and WS1. Any model hit that fails its armor save, must pass a BRAWN test or fall Unconscious. The
model can ragain consciousness by passing a BRAWN or WILLPOWER test on their next activation. If
they fail, then they will become conscious on the following activation.
Spirit Staff: This staff is topped with the skull of a powerful vanquished foe. A model that wields this staff
gains the Fearful Presence Special Ability. The staff also acts as a Club with +1TH and +1WS.
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Special Abilities
Concealed weapon: Models with this ability have learned to
Combat Skills conceal weapons about their person, from stilettos concealed
Ambidextrous: Models with this ability can use two one- in bodices to dirks hidden in sleeves. Because of this, they
handed weapons in combat. The model gets 1 attack action often get the jump on an attacker. Whenever this model is
for each weapon it wields. For example, a model with a long attacked in combat, they can expend a hero point, if they
and short blade would be able to use them both in close have not already activated this turn, and attack before their
combat. This ability may not be taken in conjunction with opponent.
Dervish Strikes or Flurry of Blows.
Deadeyed: Models with this ability are expert marksmen and
Backstab +X: A model with this ability has learned to creep know how to hit a specific area of a target. Models with this
up on an oppoent from behind to strike quickly and with ability may use Hero Points to alter the hit location roll for
deadly accuracy. If a model with this ability attacks a model any ranged combat shot.
in its 180° rear facing, it gets +X WS and can adjust the hit
Dervish Strikes: This style of combat keeps the blade moving
location die roll by +X.
rapidly, often causing numerous small wounds that help
Battle Cry: Models with this ability let out a terrifying yell weaken an opponent. A model that uses this style strikes three
when charging into close combat, temporarily paralyzing times in close combat, but at a -2 WS and all strikes must be
their opponents. Any enemy model charged by a model with against the same target. A model with this ability may not
Battle Cry must take a GUTS stat test or receive -2 to their take Flurry of Blows or Ambidextrous as an ability.
BLADE score for the charge attack.
Expert Fighter: This skill is similar to Deadeyed except it
Berserk: Models with this ability can work themselves into applies to close combat attacks. Models with this ability have
a furious fighting frenzy, ignoring all else in their quest to learned to strike at vulnerable areas when in close combat.
kill their enemies or die trying. By spending an action, the They may use Hero Points to adjust hit location in close
model becomes Berserk. The model ignores all GUTS checks combat.
but it can only perform one of two actions Run or Charge.
Feint: Models with this ability have trained extensively in the
While Berserk the model also adds +2 to its WS for whatever
fine art of the counterattack. If this model is defending and
weapon it is using.
wins the close combat by more than 5 the attacker takes a
Blade Master: A model with Blade Master twirls and waves wound.
the long blade in a fantastic display of control. Though it
Ferocious +X: Models with this ability are particularly vicious
seems extraneous in combat, it serves to confuse the defender
in close combat. They usually have claws or an inhuman
allowing the model with Blade Master to strike more
bloodlust that drives them into a killing frenzy. Models with
accurately. Models with Blade Master add +1 to their TH
this ability get +X to their Weapon Strength when using fists/
bonus for a Long or Short Blade and can use hero points to
claws.
change the location of their hit in close combat, but only if
using a long or short blade. Flurry of Blows +X: Models with this ability are extremely
skilled in close combat and able to strike repeatedly. The
Brawler +X: Models with this ability prefer to pummel their
model receives one extra close combat. This ability cannot be
opponent with their fists. Models with this ability get +X TH
taken in conjunction with Ambidextrous or Dervish Strikes.
and +X WS for their Fist only.
Killer Instinct: Models with this ability have learned through
Combat Veteran: Models with this ability have learned lots
years of experience how to spot and exploit weak points on
of tricks to score wounds where another attacker would fail.
their targets. If the model expends a hero point, it doubles the
A model with this ability wins all ties in close combat, and all
Weapon Strength of the weapon for one action. This must be
combats where the defender wins by one point.
declared before the hit location is rolled.
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Knife Thrower: Models with this ability are excellent knife Shield Bash: A model with this ability still rolls an extra d10
fighters. They prefer the silence of a blade and can throw it when defending, but also can roll one when attacking. If the
with great accuracy. Models with this ability can use their attack is successful, the opposing model can be knocked back
BLADE stat for any ranged combat attack where they throw an additional 1” (this would be on top of any results that
a short blade. A model with this ability may not take a sling, occur normally).
bow, or crossbow.
Stalwart Defender: Models with this ability never yield their
Master of Arms +X: Models with this ability have learned to ground, even when pressed. A model with this ability is never
fight with any weapon available in close combat, including forced back as a result of close combat. If the model is using
their own fists. The model gets +X to its BLADE score. a shield, it also gains +1 DR to all locations. The model may
still choose to Draw Back if it wins.
Mighty Cleave: The model with this ability can attack all
models within the reach of its primary weapon (player’s True Aim +X: Models with this ability are expert marksmen.
choice) with a single action (roll each attack separately The model gets +X to their BOW stat.
though). For each attack that fails to hit, the next model in
line to be attacked is at -1 to be hit (so if a model is attacking Weapon Trained: A model with this ability has received
three models all within range, and misses the first one, the two training in combat. They have learned to turn their opponent,
follow-up attacks are at -1. If the second attack also misses, draw them into a disadvantage or administer a Killing Stroke.
the third is at -2). Mighty Cleave can only be used with short A model with this ability can use any of the alternative close
blade, long blade, 2-handed blade, and spear/polearm. combat outcomes as well as Killing Stroke
Mighty Thews +X: Models with this ability are stronger than
average men. Models get +X to their BRAWN stat. KNOWLEDGE SKILLS
Poison: Models with this ability either have a natural venom Animal Handling: Models with this ability spend most of
attack or coat their weapon in some sort of poison. If a model their time working with and training animals. The model’s
is hit by a poisoned weapon, it must take a BRAWN stat test intimate knowledge of the behavior of animals gives him +1
at the beginning of each turn or cross of another box in the to his chance to hit in combat with a wild or trained animal.
area initially wounded. Models must continue to make this A model with this ability may also take a trained animal. The
check until treated by a model with Medical Knowledge or animal model will remain a part of the group as long as the
the entire location has been crossed off. For example: a model handler is still alive (see rules for Animals).
wounded in the Torso during close combat with a poisoned
Arcane Studies: Models with this ability have studied the
dagger must make a BW test at the beginning of each turn
fine points of magic and are experienced in its use. A model
or cross another box off in the Torso location until all Torso
with this ability can use magic that they find by successfully
boxes are crossed off. When the last box in the area is crossed
passing a BRAINS test.
off the effect of the poison has ended.
Arcane Sacrifice +X: Models with this ability have given up
Quick +X: Models with this ability have quick reflexes.
many years of their lives to the study of magic. Their reward
Models get +X to the DODGE stat.
for this time spent in poring over ancient scrolls, they can
Rush Attack: Models with this ability can strike in close take more from their Arcana list than their archetype allows.
combat and continue their movement. The model is moved A model that has a Maximum of Arcana 3 that takes Arcane
into combat, combat is resolved (with charge bonus) and Sacrifice +1, can take a Maximum of Arcana 4.
then the model can continue with any remaining movement.
Boundless Will +X: Models with this ability have an incredible
A model must have an SP of at least 3 in order to use this
store of Willpower. They get +X to their Willpower.
ability. The model can move into base contact with another
enemy model, but cannot attack in the turn they contact the Deception: Models with deception are fast talkers, sympathetic
second model. characters, or seductresses, and can use their action to deceive
an enemy model within 3”. If the model with the Deception
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ability wins an opposed BRAINS roll versus the target model, model to become invisible to an enemy model. To cause the
then for the remainder of the turn any attacks directed at the mesmerizing model to become invisible, the mesmerizing
model with deception (or any friendly model within 3”) will model declares a target model within 3”. That model must
strike the deceived model instead (this model feels the need to take a BR stat test. If they fail, they are unable to act against
protect the deceiving model from all harm). the designated model for the remainder of the turn. If they
pass, they are able to act as normal on their action.
Disguise: Models with this ability are masters of disguise and
can appear as almost anyone. Once per game the model with Miner: Models with this ability gain +2 to their chance, and
this ability can attempt to switch places with any Grade 1 add +1 to the chance of all friendly models within 6”, when
enemy model that has not taken an action in the current turn. attempting to avoid any trap while indoors. Models with this
The models make an opposed BRAINS roll. If the disguised ability also gain a +1 TH indoors when shooting at models
model wins, then it is switched with the enemy model. The with the Camouflage ability.
opposing player then places his model no closer than 6” from
the model with disguise. If the enemy model wins, then the Polymath: The character has been around enough to have
disguised model is left in place and cannot attempt to switch picked up bits and pieces of many skills. He may attempt to
with an enemy model for the remainder of the game. use the skills Arcane Studies, Healer and Language without
owning the skills. However he must make all tests for the skill
Genius +X: Models with the Genius ability are smarter than he is attempting to use as if he had a BRAINS score of 1.
others. They get +X to their BR stat.
Savant: There are many sciences and studies that are too
Healer: Models with this ability can attempt to heal their infrequently used to warrant separate skills. These are known
comrades. The model must start the turn in base-to-base collectively as Savantry. This group of skills covers things such
contact with the wounded model. The model attempting the as history, nature, alchemy, etc. When this skill is given to
healing must pass a BRAINS stat test to restore 1 wound to a model, the nature of their study should be noted. Models
any location on a wounded model or negate the effects of with this ability gain a bonus when attempting to pass a test
poison. No other action can be taken by either model during where this skill would be of use. For example, a model with
the turn in which the healing is being attempted. Savant (Alchemy +1) would get +1 to a test where it must
identify the nature of a poison.
Hunter: Models with this ability gain +2 to their chance,
and add +1 to the chance of all friendly models within 6”, Savvy: Models with this ability know much about the local
when attempting to avoid any trap while outdoors. Models history and layout of their home “turf.” When a model with
with this ability also gain a +1 TH outdoors when shooting at this ability moves within 4” of an encounter chit, they can
models with the Camouflage ability. use an action to take a BRAINS stat test to see what the
encounter is.
Iron Will: Models with this ability can force themselves to
shake off the effects of wounds. By successfully passing a Tactics +X: Models with this ability add +X to their initiative
WILLPOWER stat test, the model can use the last marked roll at the beginning of the turn.
wound box on their sheet if all the boxes in their Arms or
Legs have been crossed off. This roll must be made each turn. Telepathy: Models with this ability can sense their opponent’s
If they are rendered unconscious, they get +1 to their roll to thoughts. The model may take an opposed BRAINS test with
recover. any opponent within 10” at any point before the opposing
model activates. If he wins, he may switch activations with
Language: Models with this ability have learned many that model for this turn.
different languages, both those still used and those long
dead. When faced with deciphering a language related clue, Terrain Cognition: Those who spend a lot of their time outside
warning, etc, models with this ability must pass BR stat test the safe confines of the city walls, learn how to understand the
to decipher it correctly. ground around them. They can walk narrow paths through
dense foliage, tread the hard ground in a swampy area, and
Mesmerize: A model with this ability can affect the will of avoid loose rock on the side of a mountain. Models with this
others. By spending an action, the model can cause any friendly ability can ignore terrain movement penalties up to -2” (i.e.
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if the terrain reduces SPEED by 1”, they would ignore it, can expend one Hero Point and take an immediate action
if it reduced SPEED by -3”, the model would only be -1”). (even if the model already acted this turn or the model would
Models with this ability also gain +2 to any DODGE roll not act yet because of its DODGE score).
for terrain based effects. For example, if a model triggers an
Encounter that is loose rocks on a mountain, they would Fearful Presence: A model with this ability strikes fear into
receive +2 to their DODGE roll to avoid it. his minions. They know failure will bring death (or worse!) As
such, any model of lower grade that is within 6” of a model
Voice of Command: The model gives orders in a bellow with Fearful Presence (who is not currently panicked) does
that can be heard over the din of battle. If the model has not have to take a panic test.
not already acted this turn, it may trade activation with any
friendly model in LOS for free. In addition, once per turn, Fearless: Immune to the effects of Cause Fear and Battle
the model may “steal” a friendly model’s activation on a Cry.
successful BRAINS stat test by the target. Fleet of Foot +X: Models with this ability are faster than
normal humans. Models add +X to their SPEED score.
OTHER SKILLS Horsemanship: Models with this skill are excellent riders.
They get +1 to their BRAWN stat when trying to avoid being
Acclimated (Environment): This model has spent its life in
thrown from a mount. If wounded when on horseback, they
environments hostile to Europeans. Choose an environment
for this model, such as Jungle, Desert, or Arctic. This model may expend 1 Hero Point to transfer the damage to the horse
instead.
does not need to test to see if it suffers ill effects in this
environment. (See the section on Extreme Climate, pg 83). Ignore Pain: Models with this ability can ignore the pain
their wounds cause them. They can use the last crossed off
Baleful Gaze: Models with this ability can strike fear into
box on their wound chart, instead of the first unmarked box,
lesser men just by looking at them. By spending an action
for their stat rolls until the last box in a location is crossed off.
the model may give the Baleful Gaze to any single model
within 6”. If the model fails its GUTS test it suffers the effect At that point, they must abide by the rules for that location.
of Panic and immediately flees. Furthermore, for every hero Intimidate: Models with this ability cause enemy models to
point the model with Baleful Gaze spends, it can decrease the hesitate in fear. Any enemy model within 6” of an Intimidating
GUTS score of its target by one (1). model must take a GUTS stat test or be unable to act against
the Intimidating model. The model can move away from the
Camouflage: Models with this ability know how to use the
Intimidating model.
terrain to hide themselves. Any model with this ability that
is prone or has not moved more than 1” during their last Inspiring: The model knows just the right things to say
activation is at –1 to be hit. to inspire others to greatness. If he is within 3” of another
friendly model he may use his action to attempt to inspire
Cause Fear: Cause Fear comes in three Grades (just like
the other model by making a WILLPOWER test. If it is
model archetypes). The Grade level reflects which Grade type
successful, the friendly model receives an extra hero point to
and lower the Fear effects. Cause Fear (Grade 2) will cause
use on its next activation.
Models of Grade 2 and Grade 1 to take a GUTS test or suffer
the effects of panic. Any model that comes within 6” of a Leap: Models with this ability can jump farther than normal
Fear-Causing model must take the GUTS test. This ability is men. The model gets an additional 2” to any jump action.
inhgerent and does not require an action.
Lockpick: Models with this ability have learned to manipulate
Devotion: Models with this ability would take a bullet for the many types of locks available. When faced with a locked
the hero (master). If the model with this ability is within 3” door or chest, the model can roll against its DODGE score
of a specified friendly Grade 3 model that is wounded, the instead of BRAINS or BRAWN.
owning player can be transfer the wound to the Devoted
model instead (it is transferred to the exact same location). If Lucky: Models with this ability are always getting themselves
the wound kills the Devoted model, then the Grade 3 model into trouble and fumbling at the worst time, but things
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inevitably seem to work out for them. Models with this name, I’d like you to meet my minions.” A BRAINS test is
ability receive 1 Hero Point each turn which only they can required. Success allows all the Grade 1 minion models not
use. The Point must be used in the current turn and does not in play to be placed within 3” of either the Villain or his
carry over from one turn to the next (you cannot save them). nemesis. Placed minions activate as if they had been in the
The model also must select one of the following flaws for the game by the normal initiative rules. Minions who are placed
model for each “Lucky” Hero Point they take. after their logical initiative turn are assumed to be waiting
/ ready. Minions cannot be initially placed in base contact
Clumsy - Whenever this model is shot at, it can double its with enemy models but can move into contact when it is their
DODGE stat by falling down, but the model is considered turn to go. Failure indicates the Villain looks around, but his
prone from that point until it spends an action to get up. minions have decided to not show at the right moment. The
Maladroit - Whenever this model is wounded, it drops minions instead are placed by the opposing player anywhere
whatever it is carrying. Items move up to 6” from the on the board but at least 12” away from any enemy models
model in a direction chosen by the player. The item can (but not in traps or any spot that would cause immediate
land in the hands of another model. However, if there is damage to the minion). Also, when the villain is knocked
an enemy model within 1” of the target point, then the unconscious or unable to communicate he cannot have his
player must expend a Lucky Hero Point in order to get minions appear.
the item to land in a friendly model’s hands. Otherwise,
both players make an opposed DODGE roll, the higher Mountaineering: Models with this ability climb 1 level per
roll catches the item. action and add +1 both to their DODGE and BRAWN score
when making any roll that involves climbing.
Inept fighter - This model gets -1 to their BLADE stat.
Inept fighter cannot be taken in conjunction with Master Mounted: Models with this ability always start the game
of Arms. By expending a Lucky Hero Point, the model, mounted on an animal. The mount may be killed or may
when wounded in close combat, can transfer the damage bolt from the board, but unless specified in the scenario, the
to any other model within 1”, including enemy models, model always begins the next game mounted.
but excluding the attacker. If there are no enemy models
within 1”, then the model takes the wound. Nerves of Steel +X: Models with this ability add +1 to their
GUTS stat.
Vain –Vain models are obsessed with their appearance.
Whenever this model rolls a 1 for any skills test, they skip Night Vision: Models with this ability can see well in
their next action as they dust off their clothes or admire darkness. They can see 18” in the dark.
themselves in the nearest reflective surface. If rolling a 1
for the skills test would normally have resulted in a lost Nimble: Models with this ability have excellent balance and
action, then the Vain model loses an additional action as the ability to quickly recover if knocked off-balance. Models
well. with this ability can choose to re-roll any failed test against
their DG stat (tests that combine DG with other stats cannot
Majestic: The model radiates an aura of nobility that is be re-rolled). The player must abide by the results of the
impressive to friend and foe alike. Friendly models get a +1 second roll.
to their GT stat tests, as long as the majestic model is not
in disguise. Enemy models wishing to attack the model are Observant: Models with this ability are trained to observe
at -1 to BOW for ranged attacks and BLADE for hand-to- their surroundings and always be aware of what’s going on.
hand attacks. A model may not have both Majestic and Hide The model with this ability can take a BRAINS stat test if
abilities. they are within 3” of an encounter chit to determine what it
is. Models with this ability also gain a +1 when attempting to
Meet My Minions: A model with Meet My Minions does spot models with the Shadow Stalk special ability.
not need to place any Grade 1 models from his team on the
table at the start of the game. Any number of these models Shadow Stalk: Models with this ability can disappear into the
may be withheld for a pivotal confrontation or ambush. At shadows or have the ability to blend with their surroundings
any point where the villain is confronted with an enemy like a chameleon. Any model with this ability that does not
model within 3” he may simply state — “Enemy character move can slip into the shadows by spending an action. An
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enemy model must take a BRAINS stat test to target a hidden model must try to render that enemy dead or unconscious
model that is more than 3” away. If they pass, the model is before exploring an objective marker. This flaw may not be
visible as normal (the spotting model points it out to his taken in conjunction with the Forbearing virtue.
comrades). Failure to spot causes the spotting model to lose
the action. Once a model is in the shadows it can move its Braggart: This model makes great claims as to its ability to
current SPEED -1” (minimum 1”) without losing its hidden accomplish glorious deeds. The player must nominate an
status but it cannot make ranged attacks or it is automatically objective marker in a different quarter of the game board as
spotted. A model in the shadows that charges another model his claim. The model must investigate this claimed marker
that has not spotted it gains Killer Instinct and Expert Fighter before it can do anything else. If attacked along the way, the
for that attack. model may defend itself, but may not pursue an enemy.
Supreme Effort +X: Models with this ability can overcome Disdainful: This model does not stoop to lower itself to
great physical adversity to perform actions as though unworthy opponents. The model may not initiate combat with
unwounded. By taking this ability the model can change the any model of a lower grade. It may defend itself as normal,
stat in its last wound box to its starting value. Unlike other and once attacked may pursue an enemy that disengages.
abilities with the +X designation, the one for Supreme Effort Drunken Sot: This model is almost perpetually addled by wine
represents the number of wound locations for which it can be or strong drink. This model must pass a WILLPOWER test at
used. For example, a model that takes +2 can alter the stats the beginning of the game or it receives -1 to both BRAINS
in its Torso and Arms locations. A model with +3 could alter and DODGE but receives an additional +1 GUTS.
Head, Arms, and Legs.
Forbearing: This model believes in showing a measure of
Undying Loyalty: Models with this ability are devoted to the mercy to an enemy in flight. The model may not pursue any
person they follow. As long as their hero (or master) is around model that disengages from combat.
they won’t run from a fight. Models with this ability never
take a GUTS stat test as long as a specified friendly Grade 3 Grudge: This model always begins a game with a complaint
model is conscious and still on the board. against his fellows. If this model is beyond 6” from the leader,
and paired with a friendly model, this model must pass a
BRAINS Stat Test or make a single Close Combat attak on
VIRTUES AND FLAWS the friendly model.
A Grade 2 or Grade 3 model can choose to take a Virtue Looter: This model compulsively loots the bodies of its
or Flaw. These represent self-imposed limits, or personality victim. If this model defeats another model (by killing it or
defects which can present themselves at inopportune times. rendering it unconscious), then it must spend its next action
If a Virtue or Flaw is taken, then the player has a choice of an looting the body.
additional Ability point, or a special Hero Point which can
be used once per turn but only by that model. The model is Prone to Flattery: This model cannot resist the temptation
bound to follow the conditions in the Virtue or Flaw that is of a compliment, even in the most inappropriate situation.
taken. Players that choose to take an additional ability point Any model may attempt to flatter this model by making an
cannot exceed the maximum number of points that can be opposed BRAINS roll, but this model tests with a -2 penalty.
used in each category. If the model loses the test, it spends its next activation
completely absorbed in self-admiration.
Players do not have to take a Virtue or Flaw, and there is no
limit on the number of Virtues or Flaws that may be taken by Steadfast: This model will not abandon a friend in combat. If
a character. Players should be aware that a character burdened a friendly model within 12” is in close combat with a higher
with too many Virtues or Flaws may quickly find themselves Grade model, this model must try to assist that model before
in situations where they cannot bring their abilities to bear! it can investigate an objective marker. If the friendly model
retreats or breaks off combat, the model may act as normal.
Bloodthirsty: This model will not show mercy to an enemy. If
an enemy model disengages from Close Combat with it, this
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Camel
Location Base DR Wound Level
(Die Roll)
Mount (1-5) DODGE=4 DR=5 DG=4 DG=4 DG=3 DG=2 DG=1 Mount
SPEED=8 SP=8 SP=6 SP=4 SP=3 SP=2 Killed
Horse (Standard)
Location Base DR Wound Level
(Die Roll)
Mount (1-5) DODGE=5 DR=5 DG=5 DG=4 DG=3 DG=2 Mount
SPEED=10 SP=10 SP=8 SP=6 SP=4 Killed
Mule/Donkey
Location Base DR Wound Level
(Die Roll)
Mount (1-5) DODGE=4 DR=5 DG=4 DG=3 DG=2 Mount
SPEED=8 SP=8 SP=6 SP=4 Killed
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Willpower (2) rr
Location (Die Roll) Base DR Wound Level
Head (1) Brain=2 5 BR=2 Killed
Torso (2-6) Brawn=6 5 BN=6 BN=6 BN=5 BN=4 Killed
Guts=8 GT=8 GT=8 GT=8 GT=7
Legs (7-10) Blade=* 5 BD=* BD=* BD=* BD=* BD=* Killed
Dodge=5 DG=5 DG=5 DG=4 DG=3 DG=2
Speed=10 SP=10 SP=10 SP=8 SP=6 SP=4
* See Attributes below.
Mount hit 50% of time when ridden as per Mount Rules.
Available Attributes: 3
Comes When Called: Upon his master’s whistle (or some other signal), the heroic horse comes galloping
to aid. If the owner begins a scenario dismounted, he may call his heroic horse. The heroic horse appears
at his master’s side on that model’s activation. This ability may also be used to return the horse to play if
it bolts after taking damage and throwing its rider.
Horse Sense: The heroic horse can detect an imminent ambush or trap, and will attempt to warn his
master. If the heroic horse and his rider are within 4” of a trap or concealed unfriendly model, the rider
will discover the presence of the trap or ambush on a BR AINS stat test.
Kick: The heroic horse delivers a wicked kick to anyone standing behind it. All models within 1” of the
rear of the horse must pass a DG stat test or take a WS=5 hit to a random location.
Rear: At his rider’s command the heroic horse rears and kicks his forelegs. All models within 1” of the
front of the horse must pass a DODGE stat test or take a WS3 hit to a random location. Note that the
rider does not have to test for falling, and may make attacks of his own.
Steeplechaser: The heroic horse is famous for its ability to jump over hedges and across ditches and
ravines. The horse may leap over any obstacle up to 2” tall, or across a gap 4” wide.
Stoic: The heroic horse handles injury without complaint. If the horse is injured, the rider gets an
additional +2 to his BRAWN stat test to stay mounted.
Swift as the Wind (+X): The heroic horse gets +1 to his Speed stat per ability point spent on this skill.
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Animal Handling
Some models have access to the Animal Handling Special Ability. Below are a list of animals that can be taken as companions.
Also, heroes and villains may encounter different kinds of animals in the course of their adventures. The animals listed here
can also be used as Encounters to harass the characters.
bear
Willpower (1) r
Location Base DR Wound Level
(Die Roll)
Head (1) BRAINS=1 6 BR=1 Killed
Torso (2-7) BRAWN=8 6 BW=8 BW=7 BW=5 Killed
GUTS=7 GT=7 GT=6 GT=5
BLADE=5 BD=5 BD=4 BD=2
Legs (8-10) DODGE=4 6 DG=4 DG=2 DG=2 DG=1 Cannot Move
SPEED=5 SP=5 SP=4 SP=3 SP=1
Attack: Bite (Range=0”, TH=+2, WS=BW+3), Claw (Range=1”, TH=+1, WS=BW+3)
Special Abilities: Cause Fear Grade 1, Multiple Attack +1 (can make one claw and one bite attack with each attack action).
Constrictor
Willpower (1) r
Location Base DR Wound Level
(Die Roll)
Head (1-2) Brains=1 6 BR=1 Killed
Blade=5 BD=5
Torso (3-10) Brawn=8 6 BW=8 BW=7 BW=6 BW=5 Killed
Guts=7 GT=7 GT=5 GT=5 GT=4
Dodge=4 DG=4 DG=3 DG=2 DG=1
Move=4 MV=4 MV=3 MV=2 MV=2
Attack: Bite (Range=1”, TH=+1, WS=BW+4)
Special Abilities: Constrict—If a model is hit on two consecutive turns by a model with Constrict, then its BLADE and
DODGE scores are reduced to 0 as it has become entwined by the attacking model.
Falcon/Hawk
Willpower (1) r
Location Base DR Wound Level
(Die Roll)
Head (1) Brains=1 3 BR=1 Killed
Torso (2-4) Brawn=2 3 BW=2 BW=1 Killed
Guts=6 GT=6 GT=3
Talons (5-7) Blade=3 3 BD=5 BD=3 BD=2 No attacks
Wings (8-10) Dodge=5 3 DG=5 DG=3 DG=1 No attacks
Speed=8 SP=8 SP=5 SP=3 Walk Only
Attack: Bite (Range=0”, TH=+1, WS=BW)
Special Abilities: Flying—This model may break off from close combat without penalty.
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Guard Dog
Willpower (1) r
Location Base DR Wound Level
(Die Roll)
Head (1) Brains=1 4 BR=1 Killed
Torso (2-4) Brawn=4 4 BW=4 BW=3 BW=1 Killed
Guts=7 GT=7 GT=5 GT=3
Front Legs (5-7) Blade=5 4 BD=5 BD=4 BD=3 BD=4 No attacks
Back Legs (8-10) Dodge=4 4 DG=4 DG=3 DG=2 DG=1 Crawl only
Speed=7 SP=7 SP=5 SP=3 SP=1
Attack: Bite (Range=0”, TH=+1, WS=BW+1)
Special Abilities: Ferocious +1
Viper
Willpower (1) r
Location Base DR Wound Level
(Die Roll)
Head (1-2) Brains=1 2 BR=1 Killed
Blade=5 BD=5
Torso (3-10) Brawn=2 2 BW=2 BW=1 BW=1 Killed
Guts=6 GT=6 GT=5 GT=4
Dodge=6 DG=6 DG=5 DG=1
Move=4 MV=4 MV=3 MV=2
Attack: Bite (Range=0”, TH=+1, WS=BW)
Special Abilities: Venomous Bite (model’s hit in close combat by the viper must make an immediate BRAWN Stat Test or fall
Unconscious).
Wolf
Willpower (1) r
Location Base DR Wound Level
(Die Roll)
Head (1) Brains=2 4 BR=2 Killed
Torso (2-7) BRAWN=6 4 BW=6 BW=5 BW=4 Killed
GUTS=7 GT=7 GT=6 GT=5
BLADE=5 BD=5 BD=3 BD=2
Legs (8-10) DODGE=4 4 DG=4 DG=3 DG=2 DG=2 Cannot Move
SPEED=5 SP=5 SP=4 SP=3 SP=1
Attack: Bite (Range=0”, TH=+1, WS=BW+1)
Special Abilities: Pack Hunt: This model attacks in packs. The members work together to bring prey down. For each successful
attack by a second or later model of the same type on the same defender, the defender must pass a BRAWN test or be placed
prone as it is pulled down by the weight of the attackers. The more attackers on a single defender, the more BRAWN tests that
must be taken. A maximum of 4 wolves can attack a single human sized model.
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Man-Sized and Smaller Quadraped (35 Stat Points; Minimum 8 on DR; 5 Special Ability Points)
Location Wound Level
Man-Sized and Smaller Legless (30 Stat Points; Minimum 8 on DR; 5 Special Ability Points)
Location Wound Level
Large Biped (40 Stat Points; Minimum 12 on DR; 10 Special Ability Points)
Location Wound Level
Large Quadraped (40 Stat Points; Minimum 12 on DR; 10 Special Ability Points)
Location Wound Level
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Large Legless (35 Stat Points; Minimum 12 on DR; 10 Special Ability Points)
Location Wound Level
Giant Biped (45 Stat Points; Minimum 16 on DR; 15 Special Ability Points)
Location Wound Level
Giant Quadraped (45 Stat Points; Minimum 16 on DR; 15 Special Ability Points)
Location Wound Level
Giant Legless (40 Stat Points; Minimum 16 on DR; 15 Special Ability Points)
Location Wound Level
Torso Brawn Brawn Brawn-1 BrAwn-1 Brawn-2 Brawn-2 Brawn-3 Brawn-3 Brawn-4 Killed
Guts Guts-1 Guts-2 Guts-2 Guts-3 Guts-3 Guts-4 Guts-4 Guts-4
Blade Blade Blade-2 Blade-2 Blade-3 Blade-3 Blade-3 Blade-4 Blade-4
Dodge Dodge-1 Dodge-1 Ddge-2 Dodge-2 Dodge-3 Dodge-3 Dodge-4 Dodge-4
Speed Speed-1 Speed-1 Speed-2 Speed-2 Speed-3 Speed-3 Speed-4 Speed-5
Huge Biped (50 Stat Points; Minimum 20 on DR; 20 Special Ability Points)
Location Wound Level
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Huge Quadraped (50 Stat Points; Minimum 20 on DR; 20 Special Ability Points)
Location Wound Level
Legs Dodge Dodge-1 Dodge-1 Dodge-2 Dodge-2 Dodge-3 Dodge-3 Dodge-4 Dodge-4
Speed Speed Speed-1 Speed-2 Speed-3 Speed-4 Speed-4 Speed-5 Speed-6
Huge Legless (45 Stat Points; Minimum 20 on DR; 20 Special Ability Points)
Location Wound Level
Torso Brawn Brawn Brawn-1 Brawn-1 Brawn-1 Brawn-2 Brawn-2 Brawn-3 Brawn-4 Brawn-4 Killed
Guts Guts-1 Guts-1 Guts-2 Guts-2 Guts-2 Guts-3 Guts-3 Guts-4 Guts-4
Blade Blade Blade-1 Blade-2 Blade-2 Blade-3 Blade-3 Blade-4 Blade-4 Blade-5
Dodge Dodge-1 Dodge-2 Dodge-2 Dodge-2 Dodge-3 Dodge-3 Dodge-3 Dodge-4 Dodge-4
Speed Speed-1 Speed-2 Speed-2 Speed-3 Speed-3 Speed-4 Speed-5 Speed-6 Speed-6
Willpower (2) rr
Location Base DR Wound Level
(Die Roll)
Head (1) BRAINS=1 8 BR=1 Killed
Torso (2-6) BRAWN=5 8 BW=5 BW=5 BW=4 BW=4 BW=3 Killed
GUTS=8 GT=8 GT=7 GT=6 GT=5 GT=5
BLADE=4 BD=4 BD=3 BD=3 BD=2 BD=2
Legs (7-10) DODGE=3 6 DG=3 DG=3 DG=2 DG=2 DG=3 DG=1 DG=1
SPEED=7 SP=7 SP=7 SP=6 SP=5 SP=4 SP=3 SP=3
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Spider Climb (Cost 1): This ability encompasses any
Creature Special Abilities adaptation a creature has developed that would allow it to
Boosted To Hit +X (Cost 1 per +1): Because a creature may climb vertical surfaces with no penalty. A model with this
not have a weapon and many of the normal Special Abilities ability can move up 1 Level per action and does not need to
relate to weapons in order to get a +X TH bonus, this ability take a DODGE test for each level after the first. This model is
gives the creature a +1 TH for their claws/fists/etc. in Close also unhindered by Rough Ground.
Combat for each purchase of this ability.
Spitting +X (Cost 1 per +1): Creatures that have developed
Burrow (Cost 1): A model with the Burrow special ability a way to attack enemies from afar often spit a stream venom
can spend two (2) actions to dig a tunnel. It can do nothing or caustic substances. This ability allows the model to spit up
else while tunnelling. The two actions must be consecutive or to 4” at WS4 for each purchase of it. If it is purchased the
the tunnel collapses. Any model within 3” of the burrower maximum 3x (at a cost of 3 points), the model can spit up to
can also enter the tunnel. After the tunnel is completed, 12” at WS12. Models that take Spitting, can also take Spray
any model in the tunnel can be placed up to 6” from the (see below). A model must wait 1 turn for each purchase of
tunnel starting point (all models must be placed together if this ability before being able to spit again. The model above
more than one is in the tunnel). Tunnels can go under walls, that has purchased it 3x, can spit on the first turn, the fourth
water, etc. While underground, models in a tunnel cannot turn, the eigth turn, etc.
be targeted by models outside the tunnel. Additional actions
Spray +X (Cost 1 per +1): A model must take Spitting before
may be spent to lengthen the tunnel by 3” per action spent.
it can take Spray. This ability allows the creature to target
Constrict (Cost 1): A model with this skill can declare they more than one model with a single spitting attack. Instead of
are attempting to constrict in close combat! An attack is made a stream, the attack is a spray. For each purchase of this ability,
as normal with the same modifiers for a regular attack. If the the area of effect increases by 1”.
model attempting to constrict is not successful, no damage is
Water Breather (Cost 1): Some creatures exist solely in the
done. If the constrict is successful no damage is done, but the
water. While in the water, their stats are normal. If taken out
defending model is now held in place and can only escape by
of the water, the creature’s BLADE, DODGE, and SPEED
winning a comparative BRAWN test on its activation or if the
stats are all reduced by half (rounding down). A model that is
constrictor is killed. On the constrictor’s next action it does
a Water Breather can attack any model on land that is within
an automatic hit at its current BRAWN to a random location.
its Close Combat Range with no penalty. Models that are not
While constricted a model may not move, perform Ranged
Water Breathers must pass a BRAWN test each turn they are
Combat or cast or maintain a spell. They are free to attack
under water or lose one Wound Box on their Torso.
the constricting model with a melee weapon, but they do so
at a penalty of half of their current BLADES score(rounded Winged +X (Cost 1 per +1): A creature with wings is capable
down). If the constricted model injures the constricting of Flight movement (see page 9). A winged creature always
model, the constricting model must make a GUTS test or has a minimum Flight movement of 0”and a Maximum
release the constricted model. Flight movement of SPEED +X”. Creatures with this ability
can leave Close Combat with no penalty if they are attacking
Extended Reach +X (Cost 1 per +1): For each purchase of
while flying.
this ability, the model increases its Close Combat range by 1”.
A Huge creature that purchases this twice, will have a Close Zombie (Cost 2): Models with this ability have no free will
Combat range of 5”. and no physical sensations. This ability covers traditional
zombies as well as other animated creatures such as skeletons
Paralysis (Cost 2): Rather than killing its prey, a creature
and constructs. As such, they are immune to any test that
with this ability prefers to paralyze them before feeding. In
requires a BRAINS or GUTS check, also, poisons have no
addition to doing damage from an attack, a model hit by a
effect on them. They cannot check clues (but they can trigger
Paralysis causing creature must also pass a BRAWN test or lose
traps). Zombies can carry items but only after the item has
its next action. If it loses an action, then on its next activation
been given to them by a non-zombie model.
it must take a second BRAWN test or lose that action as well.
The effect wears off after that.
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SCENARIO Building
Designing a scenario is both the easiest and the hardest thing It is a good idea to provide a little bit of back story for your
to do. It is easy to throw a printed map on the table or put plot. It does not need to be epic in nature; a paragraph or two
some scenics on your game board for the models to interact should suffice. If it can be read aloud to players in less than 5
on then let the players battle it out, “King of the Hill” style. minutes, it’s probably enough for the first few games.
Such games may be fun from time to time. But a well-planned
scenario with an intriguing back story, exciting Encounters, Victory Conditions
and a challenging climax will get your players clamoring for
more. Once the plot is ready, the Vistory Conditions should be
spelled out. Most likely the Victory Conditions will be obvious
Whole books have been written about how to design the from the plot. As more developed games are played, though, a
perfect scenario. Most of them go into extreme detail about player could win, even if they don’t rescue the princess or find
character motivation, sub-plots, and keeping your players the treasure. Spelling out the Victory Conditions lets each
in character. To help in designing scenarios for Broadsword player know what their objective is.
Adventures, a few simple guidelines and helpful hints are
provided here. At the end of this book there are some sample The Map/Game Board
scenarios to provide examples of these concepts in action.
The design of Broadsword Adventures allows for players
to use elaborate terrain set-ups or simple printed maps.
The Gamemaster Players should use whichever they feel comfortable with and
Broadsword Adventures combines many elements of whichever will provide the most fun. Just because there are
roleplaying into it, but unlike a roleplaying game, it does not pictures of scratch-built terrain or expensive store bought
require a Gamemaster. Two players can pick out a scenario pieces in this book, do not think that either are required for
from this book or work on one together and sit down to a great game.
play a collaborative game where they both work together
against random encounters or a competitive game where they Whichever method you choose, make sure there roughly
compete against one another. equal starting points for all players. It would be unfair to have
one player forced into dealing with hazardous terrain every
One player could also choose to take on the role of the step of the way while another runs easily around the board.
Gamemaster and set up the entire scenario for the other
players. The Gamemaster brings an element of control to the Encounter Markers
game. Encounters can still be random, but oppoenets will act
The use of Encounter Markers is a tradmark of all Rattrap
with a more defined purpose instead of randomly.
Productions games and Broadsword Adventures is no
different. Encounter Markers provide unexpected events,
Neither way is wrong, but it should be determined before the
traps, or clues/bonuses for the scenario. Encounter Markers
plot is designed whether there will be a Gamemaster.
are also used to advance the storyand allow players to do more
than just fight each other or the Gamemaster.
The Plot
The first thing to start off with is the plot. Why have the To use Encounter Markers, players place a number of random
characters assembled at this point? Are they in search of gold? markers on the board that they then need to explore in
Are they there to rescue/kidnap a nobleman’s daughter? Until order to find the clues to the scenario. These markers can be
the rules have become second-nature to you, keep the plot anything from paper cut-outs to specially constructed pieces
simple. Stick to a single goal that all the players are trying as long as players can recognize them on the board easily.
to reach or half are trying to reach it and half are trying to There is no magic number for how many should be placed.
prevent it. Each scenario will be different. A general rule of thumb is
about 8-9 Encounter Markers in a game with two opposing
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Broadsword Adventures: Savage Tales of Fantasy
sides. That works out to about one clue/benefit, two traps, unguarded by henchmen. First they must find the map that shows
and one that is nothing for each side plus one extra that can the way through the secret passage, then they must locate the key
be whatever the scenario needs. to the secret door, finally, they have to find the secret door . All
three of these things could be Encounter Markers. It would not
Whenever a model comes in contact with an Encounter matter what order they were found in, since all three are needed
Marker, the player should draw an Encounter Card. The to win the scenario.
Card will spell out whether the marker is a Trap, Clue, or
nothing. Certain Special Abilities will allow models to check Encounter Markers as Events
Encounter Markers before reaching them. Sometimes scenarios do not require any Encounter Markers
at all, but still have random events. In cases like this, the
Encounter Markers as Traps scenario could call for an Encounter Card to be drawn at the
Every good pulp fantasy or sword and sorcery tale has the hero beginning/end of each round. Or, if the characters are trying
stumbling on or thwarting some devious trap. Traps provide to sneak through a palace, then an Encounter Card could be
nearly deadly delays for the hero, increasing the tension as drawn any time they have to attack someone or do soething
time grows short. In Broadsword Adventures, traps should that makes excessive noise.
be designed to slow the players down. They should never
be designed to outright kill an unwounded Grade 3 model. Example: The players have just killed the High Priest’s summoned
You never want to have a player lose their Hero to an overly demon and its death throes are shaking the temple apart. The
powerful trap early in the game. At most, a trap should only characters must race through the maze of tunnels and escape its
do one wound box of damage. imminent collapse. Players will not be stopping to check for clues,
they will simply be trying to escape. So, each turn an Encounter
Traps can also do nothing more than delay the models. A pit Card can be drawn. One could be that the temple shakes violently
trap does not need to cause damage. Instead, it could require and all models must pass a DODGE test or be thrown Prone.
a model to make two successive DODGE tests to climb
out. A dart trap, rather than being poisoned can be coated When designing scenarios, don’t feel tied to the 1 Encounter
with a hallucenogenic agent forcing the models to make Marker-1 Encounter Card set-up. If the scenarios feels best
WILLPOWER tests in order to function. with multiple Encounter Card decks depending on which
Encounter Marker is discovered then use that. If the scenario
Encounter Markers can also effect an area so that more than runs best with Events and Markers, then use them both.
just the model that triggered it gets caught as well. The Encoutner Markers and Encounter Cards are tools to
help create the details of the scenario without requiring a
The sample scenarios at the end of this book will feature some Gamemaster to run it and not inflexible rules that must be
different types of traps to help provide ideas for designing obeyed to the letter.
new scenarios.
The Characters
Encounter Markers as
Clues/bonuses Once you have sketched out your scenario plot, players
The Clues/Bonuses will be very dependent on the scenario. should create their bands of characters. A scenario can use
Some scenarios may offer only bonuses, others only clues, Total Grades, Grade Limits, or Partial Grade Limits.
and some a combination of both. The best way to find the
right mix is to first look at your Victory Conditions. If they In a Total Grades scenario each player can choose characters of
have the players looking to retrieve something, then only one any grade level that add up to a specified value. For example,
may be a clue while the others are bonuses. If the Victory a scenario might have a Total Grade value of 8. This means
Conditions require the players to escape from a maze, then that one player might take one Grade 3 and five Grade 1
most of these may be clues leading to the exit. characters, while another could choose to take four Grade 2
characters, and another might take two Grade 3 characters
Example: The scenario calls for the characters to escape from and a Grade 2 character. In all these cases, the sum of the
the lair of an evil high priest. To escape, they must find a route Grades taken equals 8—the value of the scenario.
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In Grade Limit scenarios, each player must take the same attempts to Run, then it must pass a DODGE test at -2 or
number of grades. For example, each player could get exactly be placed Prone.
one Grade 3 character, two Grade 2 characters, and one Grade
1 character. Rough Ground: Rough Ground can be rocky, mountainous
terrain, jagged ice packs, or even a rubble-strewn passageway.
In Partial Grade Limit scenarios, each player takes some fixed A model wishing to move through this terrain, must spend
number of characters, but is free to use other characters to an extra 1” of movement for each 1” they want to move. For
total some value. For example, each player may be required example, moving 2” will cost 4” of movement. Also, models
to take a Grade 3 and a Grade 2 character, but would also be that take any DODGE test while on Rough Ground will be
allowed to take characters whose Grade values add up to a at -1 to their die roll.
limit of 3 for the remainder.
Swift Water: A fast moving river or underground stream is
Special Rules capable of pulling characters off the board. If a model enters
Swift Water, it’s movement is reduced by half and each turn it
Special Rules are those things that are unique to a scenario begins its activation in the water it must pass a BRAWN test
and may change from one to the next. Special Rules should or be swept downstream 1d10”.
be discussed before the game begins as players may want to
prepare their adventuring bands. Extreme Climate
Players may choose to set their Scenarios in places or climates
There are two areas not specifically covered in the rules where the weather is harsh and dangerous. Each turn a
that are presented here in the Special Rules. Both Terrain model is in these harsh environments without some kind of
Modifiers and Extreme Climate are examples of Special Rules protection, that model must make a BRAWN stat test or fall
that players may wish to use. Like all special rules, they do not victim to the hard climate. Some archetypes have access to
have to be played exactly as presented here all the time, but the “Acclimated (climate)” Special Ability, which means they
if you should make a change from these, all players should can ignore the effects of that climate. Some suggested weather
know in advance. effects are below:
Terrain Modifiers Arctic: The frozen tundra of the north or the harsh heart of
Terrain Modifiers are those effects created by terrain, that may winter can rob a person of feeling in their limbs. If the model
not be modelled on your maps or game tables. Things such fails this BRAWN stat test, they suffer one wound to their
as line of sight, are easy to determine, but Rough Ground Legs, but this should never cross off the last Legs location box,
or Dense Foliage may not be obvious to players. Any time a if it would, then ignore this result. If the model is wearing
Terrain Modifier is to be used (unless it’s part of an Encounter more than +2 DR worth of armor, then they may add +1 to
Marker) all players should be made aware. their BRAWN test.
Dense Foliage: Tropical jungles, dense coniferous forests, or Desert: The shimmering heat of the deep desert can quickly
thickets of thorny brambles are examples of Dense Foliage. lead to dehydration and confusion. If a model fails its BRAWN
Like Rough Ground, a model’s movement is reduced by half stat test, they receive -1 to all future BRAINS stat tests. If the
and in order to enter and exit, this terrain, the model must model is wearing more than +1 DR worth of armor, then they
pass a BRAWN test or become entagled in clinging vines and make this test at -1.
thorns. If caught, the model’s DODGE score is reduced to 0
and the model can do nothing but attempt to extricate itself Jungle: The hot and humid jungle can sap a person’s energy as
or defend if attacked in close combat at BLADE-1. they succumb to heatstroke. If the model fails this BRAWN
stat test, they receive -1 to all future BRAWN stat tests. If the
Ice: Models that enter icy terrain risk falling if they move to model is wearing more than +2 DR worth of armor, then it
quiickly. Models may move up to half their SPEED with no makes this test at -1.
penalty. If a model moves more than half its SPEED then it
must pass a DODGE test or be placed Prone. If the model
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Storm: A torrential downpour makes ranged attacks It is recommended that players use these sparingly in their
impossible because bowstrings will get dampened and arrows campaigns, and that they provide mechanisms in the Scenario
warped. Furthermore, visibility is reduced to 12” and may not to counter or recover some of the effects. For example, a
be extended by Night Vision skill. A model with Acclimated campfire may protect against the cold, or a cool spring allow
(Storms) still cannot use a ranged weapon while the storm is models in the jungle to regain Brawn lost due to the heat.
raging.
CAMPAIGN RULES
by wave after wave of City Guard. The brigands have to escape
Going on Campaign to the highlands (or an even more secret sanctuary) after
A campaign is a series of linked games where the results of, finding enough evidence to point to who sent the invasion.
and things learned in, one game affect what happens in the The development might include scenarios where the brigands
next. attempt to hijack a caravan or recruit more followers. A
showdown with the corrupt nobleman would be the climactic
A campaign can be likened to a novel being played out. final scenario.
Each scenario is like a chapter in the novel, with the entire
campaign being the book as a whole. Characters reappear Treasure Hunt: Tauren is a fertile plain for lost cities and
from scenario to scenario in a single campaign, and some ancient magic lost to mankind. The players are looking for
players may choose to keep the same characters over many these riches. The hook might be a scenario where the players
campaigns—the equivalent of having the same protagonists have to kidnap a temple acolyte in order to find out where
in several books. a certain lost temple is located. The development might be
a scenario where the players have to trek through a trap-
A great advantage to playing campaigns in Broadsword laden swamp in order to reach the temple. The discovery and
Adventures is that there is no need for a dedicated Game exploration of the shattered ruins with its powerful guardian
Master. All players can be involved in designing the campaign, would provide the climax to the campaign.
the Encounters in each scenario, and rules that govern how
non-player characters behave. This serves to give everyone a The Rescue: The players have been approached to rescue an
sense of ownership in the campaign, and keeps enthusiasm important nobleman, taken hostage by a power-hungry High
high. Priest. The hook could be a search through the roughest part
of Héralte to find information as to where the High Priest
Planning the Campaign is holding the nobleman. The development might be a trek
though the shattered mountain keep where a powerful artifact
A campaign begins with planning the plot or storyline. could be used against the High Priest. The climax would be
You can draw inspiration from history and fiction alike. A the daring rescue and battle with his captor.
campaign should begin with an intriguing hook, then develop
the action, and conclude with some climactic action. Chapters
Here are some sample plots with some notes as to how they Once the plot line is sketched out, you will need to develop
could be worked out in a pirate campaign. Variants of these scenarios to complete the campaign. At least three scenarios
plots could also be used in a more traditional swashbuckling are required in order to use the Advancement rules in this
campaign as well. book. It may be easier to simply jot down rough ideas for
each scenario, and then wait until one scenario ends before
Revenge!: The players are seeking revenge against a common determining exactly how the next scenario should be set
enemy. The hook might be a scenario where players need to up. That way, you can adjust the conditions of the scenario
escape from the overwhelming forces of the enemy, while based on the results of the previous game. This gives you the
gathering clues as to their foe’s identity. For example, a flexibility to reward players who are doing well, or handicap a
Brigands band may suddenly find their hideout under attack player who is running the table against his opponents.
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can be allocated to a single model. If Pete chooses to not spend
Ending Campaigns any of the points yet and for the next three games he receives 24
At the end of the last chapter of a campaign, reflect back on Experience Points, he would have 50 in total, but could spend no
what went on over the course of the campaign. Were there more than 25 on any single model.
any unresolved plots? Did anyone comment on something as
being worth exploring later? Did the villain escape, or were the In order to gain a new ability, upgrade a current ability, or jump
heroes unable to stop the villain’s machinations? These can all to a new archetype the model will need to pass a BRAINS
prove useful in providing the hooks for a future campaign. stat test. Combat Skills are an exception, and require either
a BOW or BLADE stat test. If the ability
Once you have played through a campaign, relates to your ranged combat score, such as
you will have plenty of ideas for starting Sharpshooter or Deadeyed, then the model
a future campaign. Recurring characters must pass a BOW stat test in order to add
and their animosities and rivalries allow the upgrade or new skill. If the ability relates
players to stay engaged in the setting. You to close combat, such as Battle Cry or Blade
may eventually have a score of campaigns, Master, then it must pass a BLADE stat test
all with the same characters. If players wish in order to add the upgrade or new skill.
to retire their bands and create new ones, If the ability is not directly associated with
try to weave the story of that band into the either the BLADE or BOW stat, such as with
continuity of the scenario. Perhaps a hero is Quick, then it is the player’s choice which
wounded to the point of retirement. Perhaps stat to use. Each ability or upgrade can only
a new member of the family inherits the be attempted once. If the model fails the
hero’s feud, or seeks to complete the work test, then it cannot attempt again on that
his illustrious predecessor could not. One ability or archetype change until the next
benefit that Broadsword Adventures has time the campaign allows for upgrades—in
over traditional RPG campaigns is that a long campaign that will typically be after
players do not need to start at the bottom 3 games.
in order to start a new band for an ongoing campaign. If the
campaign has been set up according to one of the limits above, In order for players to use Reputation Experience and add
then a new band needs to simply conform to that limit. new characters to their team, they will also need to pass a
BRAINS stat test. This test is taken by the model designated
Advancing through as the leader of the team. The model must be a Grade 3.
Players must state which new characters they would like
the Ranks to add to their team and then take the BRAINS stat test.
There are two types of experience awarded to an adventuring If the player fails to get the new character, the Reputation
band. Heroic Experience and Reputation Experience. Heroic Experience points are not lost and can be used the next time
Experience is used to upgrade a models abilities or advance to a team can add new models.
a new archetype. Reputation Experience is used to purchase
scenario specific equipment or add new Grade 1 models to Heroic Experience
the band.
Heroic Experience points are points that characters can use
to increase their skills or promote themselves to a new Grade
Heroic Experience points are awarded to the team and can
level. Players earn Heroic Experience for completing games,
be allocated among all eligible models. No model can ever
with extra points awarded for completing victory conditions,
receive more than 50% of the experience points at any one
finding clues, behaving Heroically (or particularly sinisterly).
upgrade session.
These Heroic Experience points are awarded after each
scenario. Heroic Experience points are awarded to the band
Example: Pete is taking part in a campaign and after three games
as a whole.
he has 26 Experience Points, no more than 13 of those points
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Broadsword Adventures: Savage Tales of Fantasy
Heroic Experience Points actions in a subsequent scenario; Conan would not earn any
points for allowing the Duke’s daughter to fall victim to a
4 Points Each scenario completed by the
hideous demon while he skulks away. Nor would a villainous
band.
band earn any points for a sudden change of heart.
Per Victory Point, Clue, or
Archetype Advancement
Objective completed at the end
Players that wish to increase the abilities of their characters
of the scenario. No more than
X Point(s) can use their Heroic Experience. It costs 5 points to increase
10 Heroic Experience Points can
an ability or add a new one. Characters can never go beyond
be earned in this fashion, and no
the maximum for any Skill or Skill area.
single Objective can be worth
more than 5 Victory Points.
Example: a Defender of the City has a Knowledge Skill max of
3. If he already has three Knowledge Skills, then he cannot use
Every 2 unused Hero Points (not Heroic Experience to take a fourth one. The same archetype also
1 Point
counting Lucky Hero Points) at has a maximum Mighty Thews of +2. If the model takes +1 to
the end of the scenario. start, it can use Heroic Experience to take an additional +1 later,
but cannot exceed the +2 total.
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Archetype Improvement Tables
It takes 25 Heroic Experience points to jump from a Grade 1 to a Grade 2, but only 15 Heroic Experience to jump from a
Grade 2 to a Grade 3. Models can only advance along the paths listed below.
Table I: Barbarians
Grade 1 Grade 2 (25 Heroic Experience Points) Grade 3 (15 Heroic Experience Points)
Beserker Hero Warlord
Scout Hero Chieftain
Shaman Apprentice Warlord
Scout Shaman Apprentice Shaman
Warrior Hero Chieftain
Warlord
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Broadsword Adventures: Savage Tales of Fantasy
Permanent Injuries
If a Grade 2 or Grade 3 model loses all the wounds from a single location during a game and they are still lost at the end of the
game (meaning the model has not had any wounds healed), the player will need to roll on the Disabilities Table after the game.
Grade 1 models will not roll on the Disabilities Table. Disabilities can range from no noticeable effect to permanent disability.
Players may use Heroic Experience Points to modify a die roll on any of the Disabilities Tables.
1 Total amputation: The model has its BOW and BLADE stats halved (rounded down). If this model
suffers this result again, it is permanently removed from play, barring exceptional circumstances.
2 Partial amputation: This model has its BOW and BLADE stats reduced by -1.
3-5 This model misses two game as it recuperates.
6-8 This model misses one game as it recuperates.
9-10 No lasting effect
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Table V: Leg Permanent Disability Table
Die Roll Result
1 Total amputation: The model has its SPEED and DODGE stats halved (rounded down). If this model
suffers this result again, it is permanently removed from play, barring exceptional circumstances.
2 Partial amputation: This model has its SPEED and DODGE stats reduced by -1.
3-5 This model misses two games as it recuperates.
6-8 This model misses one game as it recuperates.
9-10 No lasting effect
A model that is supposed to be recuperating may choose to Broadsword Adventures uses Reputation Experience to allow
join in a game during its recuperation period, but begins the players to replace Grade 1 models that have been killed or
game with half of the wound boxes (rounded up) for that purchase scenario specific equipment. A scenario should state
location marked off. whether either of these may be purchased before the start.
The exact determination is left up to the players in the Every 2 Grade levels less than an opponent.
campaign, but your author humbly submits that the Golden 1 Point In the case of a multi-player game, this
Rule is a good guide in these instances, and a plausibility- is measured against the player with the
stretching deus ex machina often a thing of beauty in its own highest Grade total for the scenario.
right.
1 Point Each Majestic or Sinister action performed
Reputation Experience during the scenario.
Reputation Experience points are like the “coin of the realm”. If
the campaign uses gold and silver, than Reputation Experience Replacing/Adding Characters
can be changed to that. But Reputation Experience is more A Grade 1 character may be replaced by spending 5
than just money, it is prestige. A fighter of great reknown but Reputation Experience Points. Players cannot purchase Grade
little money may find it easier to hire others to join him while 2 or Grade 3 characters. A player that wishes to replace or
a rich merchant of questionable morals may not. In many add a new Grade 1 model to the adventuring band must
of the classic sword and sorcery tales, men flock to the great spend the 5 Reputation Experience points and then make
heroes despite little pay initially. a WILLPOWER test. If successful, the player may add a
Grade 1 model of thier choice. If the test is failed, then the
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Reputation Experience points are lost and the player can determined by the campaign. If the players purchase digging
add no more Grade 1 models until the next session in which tools in Chapter 1, they may have no use in Chapter 2 and
Reputation Experience points can be spent. are no longer be considered part of the band’s equipment.
If a lantern is purchased to explore caves in Chapter 1 and
Players can purchase as many Grade 1 models as they would Chapter 2 involves further exploration of the caves, then the
like for their adventuring band as long as they have the points lanterns purchased in Chapter 1 will continue to be in use
to spend and pass the WILLPOWER test. However, scenarios for Chapter 2. The life span of equipment is at the players’
may still dictate how many models/Grade levels can be used. discretion and should be decided before the game begins.
Some examples of items are provided here. Players should feel free to create their own as well.
Value Item Effect
2 Digging Tools +2 to all BRAWN stat tests to dig holes or dig up items.
This thick padded jacket is lined with the best furs, and will protect a model
3 Fur-lined Jacket
against Arctic climate effects, in addition to imparting a +1 DR to the Torso.
This model may expend 1 Hero Point for each Grade 1 model in the faction
4 Gruesome Trophy to gain the equivalent of the “Fearful Presence” ability for the rest of the
Scenario.
2 Lantern Increase night vision distance by 6” Requires 1 hand to use.
6 Lucky Charm +1 Hero Point, no more than 1 per model and 5 total in any band.
Some initial preparation has turned up a crude map of the area of the scenario.
5 Map This party may take the top Encounter Card and play it at any time on any
Encounter they trigger.
A model with the Healer ability may use this to restore an extra Wound three
6 Medicine Bag times per Scenario, and all models in that faction may add +1 on a Permanent
Disability chart roll.
5 Performer’s Kit +1 to Disguise checks
5 Prearranged Signal +1 to all Meet my Minions checks
1 Rope Bind helpless enemy or double climbing speed
Open locked door on d10 roll of 6+. Must be purchased by scenario and
4 Skeleton Key
cannot carry over from one scenario to the next.
Filled with the stuff of life, a Water Skin will prevent the effects of Desert
2 Water Skin
Climate for 3 Turns.
By taking a swig from the Wine Skin a model gains +2 GUTS for the scenario,
3 Wine Skin
but they also receive -1 DODGE and -1 BRAINS.
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Scenarios
Provided here are five sample scenarios that players can use alone or as part of a larger campaign.
When the clouds cleared, the Ungeheuer emerged from their Since they have no society and little to no skills in acquiring
tents to see the gleaming mail of the Ibyssian ranks lined up what they need to survive, they resort to taking what they can
on the hill above them. Disorganized, but still brutal, the from the villages and towns around them or unwary travelers
Ungeheuer fell in waves on the well-disciplined shield wall of that stray too close to their lairs.
the Lion Guard. The Ibyssians wavered, stiffened their ranks,
then began pushing their foes back. If they linger too long in one area or if they strike at a
particularly wealthy target, then, invariably, a party will be
formed to track them down and elminate them.
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Scenario and Victory Conditions
A pair of Ungeheuer have raided a small farming community and taken the daughter of a prominent landowner. The village is
not a wealthy one so they have not been able to atract the services of many interested parties. However, Heftig and Kurze, two
companions of the Black Company mercenaries happend to be passing through when they heard of the town’s plight. With
their purses much lighter than they would like, they agree to find the Ungeheuer and rescue the captured woman. They will
have the help of two members of the local town guard.
The characters will need to locate the landowner’s daughter within the cave of the Ungeheuer and exit the board with her and
at least one other model.
Game Board
The 24” x 24” game board will represent the cave of the Ungeheuer.
It will have numerous side rooms and alcoves. There should be one
large room at the back of the cave and a single entrance on the
opposite side of the board from the large room. There should also
be lots of rubble piles and stalagmites breaking up line of sight
within the tunnels and rooms.
Characters
The Heroes will have Heftig (Grade 2 Barbarian Hero), Kurze
(Grade 2 Civiled Peoples Captain of the Guard), as well as two
Grade 1 City Guard. As this is not an all Civilized Peoples party, the
Heroes do not get Shield Wall. If the players with to use their own
heroes, then they can take two Grade 2 models and two Grade 1
models. They will also get 10 Heroic Experience points with which
to add upgrades to their models. The Heroes will begin the game at
the board edge that represents the entrance to the cave.
The Villains will have two Ungeheuer. The Ungeheuer are Large,
Bipedal Creatures if players wish to replace them with creatures of their own. The Ungeheuer begin the game in the large room
at the back of the cave.
Encounter Markers
This scenario uses nine Encounter Markers. These should be placed randomly about the board with most located in the rooms
and alcoves of the cave. No Encounter Marker may be placed closer than 3” from any board edge and no closer than 3” from
any other marker. If you are not using specific Encounter Cards, you can assign each of the events below to a card from a
standard playing card deck.
Landowner’s Daughter: If this marker is found in any hallway, the Landowner’s Daughter should be placed in the closest
room or alcove within line of sight of the marker, even if that would place her near another Encounter Marker. She has been
knocked unconscious and bound with stout ropes. It will take two actions to cut the ropes by any model in base contact with
her or one action by each of two models in base contact with her. To wake her up, a model in base contact must pass a BRAINS
test. If she is awake she will move with any friendly model the player assigns her to. She will not fight nor take any other action
as she is far too terrified to take any direction. If Unconscious, she can be carried (even by Kurze) at -2 SPEED (minimum of
1” movement).
Battered Shield: Tossed in amongst a pile of refuse is a battered but useable shield. If a model does not have a shield, it can use
this one. However, due to its weakened condition, it will shatter on a 1 or 2 instead of just a 1 like a normal shield.
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Medicinal Balm: The remains of the last person to cross the Ungeheuer lie piled up here. It’s obvious from the cracked bones
that he was also a quick meal. Carefully examining the remains, you notice a small ceramic jar. From the runes on the outside
you can tell that this is a Healing Balm (obviously unused by the last owner). This is the same as the Relic of the same name
and along with the usual healing properties, if applied to an Unconscious model will immediately awaken them and allow
them to take an immediate action.
Hidden Pit: An underground stream has created a sink hole at this spot. If this Encounter is triggered all models within 3” of
the marker must pass a DODGE test or fall into the watery pit below. The water breaks the fall and is only a few feet deep so
no damage is caused. However, the pit is a Level 1 pit. Due to the damp walls, all attempts to climb are at -1 to the DODGE
score. This would count as Triggering the Alarm (see Special Rules below).
Cascade of Skulls: A pile of skulls is stacked up here. It’s either a warning or simply the remains from many meals. A model
that triggers this Encounter must pass a BRAINS test to realize the skulls are precariously balanced. If they fail, the skulls come
crashing down. This would count as Triggering the Alarm (see Special Rules below).
Falling Rocks: The roof in this section of the cave is weak and ready to fall. Even the slightest vibration of a character walking
below could trigger it. If this Encounter is triggered, the player should roll a d10, on a 1-5, the vibrations have caused a partial
collapse of the roof. The model must pass a DODGE test or suffer a WS4 hit to a random location. This would count as
Triggering the Alarm (see Special Rules below).
Special Rules
The Ungeheuer: The Ungeheuer are drowsy having gorged
themselves on stolen livestock. There will be an Incrementing Test
at the beginning of the second turn. The Incrementing Test involves
rolling a d10. If the result is 10, then the event is triggered. If the
result is not 10, then that result is recorded and at the beginning
of the next turn the d10 is rolled again. If the sum of the previous
result and the new one are 10, then the event is triggered. If it is
not, then the sum is recorded and a d10 is rolled at the beginning
of the next turn and its result added to the two previous ones. This
continues until the sum totals 10. Once the event is triggered, one
of the Ungeheuer moves on the most direct route to the entrance
of the cave and then back to the back room. It moves at its SPEED
score and does not run. If any model other than the Landowner’s
Daughter is within his line of sight during the move, he will let out a bellow, awakening his companion. This would count as
Triggering the Alarm (see below).
Triggering the Alarm: Once the alarm is triggered, both Ungeheuer will move to attack. They will always attack the closest
model and will continue to attack that model until it is dead or Unconscious at which point it will move on to the next closest
model. They will not attack the Landowner’s Daughter and move past her to attack one of the Heroes.
Darkened Cave: The Ungeheuer have no problem seeing in the dark so there is no light coming into the cave. All line of sight
is limited to just 6” unless the models have an alternative light source.
Reputation Experience: If this scenario is being played as part of a campaign, players can spend Reputation Experience points
before the start. If it is being played as a stand-alone scenario, then the Heroes get 10 Reputation Experience points to spend.
Only equipment can be purchased and no Grade 1 models can be added to the party.
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Aurelius’ forces pushed deeper into Skadian territory, coming The black city was abandoned after that, a new capital built
within sight of the cursed black city. The city’s walls were far from it. Of the Black Skull, no word as to its fate ever
impenetrable. Even the powerful storms whipped up by the emerged.
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Scenario and Victory Conditions
Phaecia, a high priestess from the Islands of Amazonia has found what she believes to be the location of the Black Skull in
what has been called locally as Skull Valley. With the power of the Skull, she feels she can elevate Amazonia to greater power.
However, others have learned of her plans and seek to thwart her. The High Priest Bhalin nok Fierzik has sent his tenple guard
along with some of the Acolytes to stop her.
Both sides will be exploring the ruins and attempting to find the Black Skull. In order to raise the Black Skull from its chamber,
three altars must be located and a specific ritual performed at each. The party that is able to exit the board with the skull will
be the winner.
Game Board
The 24” x 24” game board is going to represent the ruins of a temple
in Skull Valley. There are only four points of entry onto the board.
Each is in the center of one of the sides and is just 3” wide. The rest
of each side is impassable terrain.
The rest of the board should represent scattered ruins, rocky outcrops
and scattered jungle. In the center of the board is the Skull Altar. It
should be a large stone skull with a sacrificial altar near it.
Characters
One party will represent Phaecia (Grade 3 High Priest) and her
three bodyguards (Grade 1 Temple Guard). This is an all Priesthood
team so Phaecia will have access to the Spell Channeling group
ability. If the players with to use their own heroes, then they can
take one Grade 3 model and three Grade 1 models. They will also
get 10 Heroic Experience points with which to add upgrades to
their models.
The second party will represent the group sent by Bhalin nok Fierzik. There will be one Grade 2 Acolyte, one Grade 2 Captain
of the Temple Guard, and 3 Grade 1 Temple Guard. This is an all Priesthood team so the Acolyte will have access to the Spell
Channeling group ability. If the players with to use their own heroes, then they can take two Grade 2 models and three Grade
1 models.
Players should roll to determine which entrance they start at. The player who roll s highest should choose their starting point
and the second player can choose any other entrance.
Encounter Markers
This scenario uses nine Encounter Markers. These should be placed randomly about the board. No Encounter Marker may
be placed closer than 6” from any board entrance and no closer than 3” from any other marker. If you are not using specific
Encounter Cards, you can assign each of the events below to a card from a standard playing card deck.
Altar of Despair: This is the first altar. In order to raise the Black Skull, all three altars must be located and then the ritual for
each performed. See the Special Rules below for the Ritual. A model that discovers this altar, must pass a GUTS test or lose a
point of WILLPOWER as they are overwhelmed by the pain and suffering that permeate the stone.
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Altar of Pain: This is the second altar. In order to raise the Black Skull, all three altars must be located and then the ritual for
each performed. See the Special Rules below for the Ritual. A model that discovers this altar, must pass a BRAWN test or suffer
a wound to a random location as the stone continues to sap the blood of those who come near it.
Altar of Chaos: This is the third altar. In order to raise the Black Skull, all three altars must be located and then the ritual for
each performed. See the Special Rules below for the Ritual. A model that discovers this altar, must pass a WILLPOWER test
or be placed at one of the four entrances to the Valley as the altar is uncontrollable.
Powder of the Green Orchid: The extremely rare Green Orchid, when ground down to a fine powder can be imbibed
by a caster to increase their magical abilities. A small packet of the powder, enough for one use lies discarded here. A spell
caster that uses the powder when casting arcana gains 1 point of temporary WILLPOWER. This point does not replace any
WILLPOWER that was lost and cannot be held after the arcana is cast.
Power Stone: A Power Stone can Hold up to 5 Difficulty Levels of spells. This one
is currently empty. To hold spells, a caster simply prepares and casts the spell. It will
then be held by the Power Stone. Any model can then cast that spell by passing a
WILLPOWER test and spending an action.
Warriors of Khozzer Nil: What appears to be nothing but a pile of bones suddenly
stirs and rises from the ground. Three skeletons armed with long blades race to attack
the trespassers. See Special Rules below for details on the Warriors of Khozzer Nil.
Warriors of Khozzer Nil: What appears to be nothing but a pile of bones suddenly
stirs and rises from the ground. Three skeletons armed with long blades race to attack
the trespassers. See Special Rules below for details on the Warriors of Khozzer Nil.
Warriors of Khozzer Nil: What appears to be nothing but a pile of bones suddenly
stirs and rises from the ground. Three skeletons armed with long blades race to attack
the trespassers. See Special Rules below for details on the Warriors of Khozzer Nil.
Blood Pool of Mök: The Blood Pool of Mök is a copper basin filled with blood
that never seems to empty. A model that stumbles upon this artifact must pass a
WILLPOWER test or be compelled to drink from the basin. If a model does take a drink, it suffers a wound to a random
location. The model will continue to spend an action doing this each turn until it passes a WILLPOWER test or is killed or
rendered Unconscious. A model killed by the Pool, rises the next turn as a Warrior of Khozzer Nil.
Special Rules
Blood for the Dark God: Mök does not take lightly to his temples being disturbed without his approval. If three or more
models are killed before the Black Skull has been revealed, then at the beginning of each turn a Warrior of Khozzer Nil will
appear randomly at one of the entrances to the Valley.
Impassable Cliff Walls: The walls of the valley are impassable at the start of the game, however, once models have entered,
they can attempt to climb out. The walls of the valley are all Level 4.
Reputation Experience: Players make up to 10 Reputation Experience Points in items. They cannot add Grade 1 models.
Rituals: In order to raise the Black Skull from its resting place, the three altars must be found and their ritual performed. The
Ritual requires the model to pass a BRAINS test and then spend a point of WILLPOWER. The Rituals for the Altar of Despair
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and the Altar of Pain must be performed at the same time (a model must be on Wait and then activate either before or after
the model at the other Altar). Once the rituals for the first two Altars have been completed, then the third can be done at any
time. When the the third ritual is completed, the Black Skull will rise from the Skull Altar at the center of the board. Rising
up with the Black Skull is Khozzer Nil (see below). The Skull can be taken by any model, however, any model that touches the
Black Skull must pass a WILLPOWER test. If they fail, they lose one point of WILLPOWER. If the Black Skull has taken the
model’s last point of WILLPOWER, then the model is transformed into a Warrior of Khozzer Nil.
Warriors of Khozzer Nil: All of those affected by the blast in the black city have been drawn to the Black Skull for millenia. Even
in death, they are compelled to come to it. The Warriors of Khozzer
Nil are all that remains of them. The Warriors will always attack the
closest model and continue to attack until they are destroyed or the
model they are attacking is killed or rendered Unconscious. If there
are two models within 3” of a Warrior and it must choose which to
attack, then the player who won Initiative on this round may choose
the Warrior’s target. The Warriors of Khozzer Nil will never attack
Khozzer Nil.
Khozzer Nil: Khozzer Nil was able to protect himself from the blast.
After the devastation, he found the Skull sitting at the top of the
ruined tower. But the power it released still coursed across the surface,
when he grabbed it, his mind was quickly overwhelmed. Khozzer Nil
went completely mad. The Black Skull has kept him alive over the
centuries and he will not let it go without a fight.
Khozzer Nil was at one time a High Priest, but he has been reduced
to a gibbering madman, however he has access to some Arcana as long
as the Skull is in his possession. Khozzer Nil does not need to prepare
these spells and casting simply requires a WILLPOWER test.
Psychic Blast: Khozzer is able to send a powerful shockwave out from himself. This psychic blast pushes models away from
him. All models within 8” are pushed back so that they are 8” from him. Models do not slam into objects and can be moved
in any straight line away from Khozzer as long as they end up 8” away.
Sap Will: Khozzer can target any model within 8” and line of sight. He then makes a comparative WILLPOWER test with the
target model. If he wins, the other model loses a point of WILLPOWER and Khozzer can use it to replace any WILLPOWER
he has lost.
Khozzer Nil will use the Skull as a club if he is attacked in close combat. The Skull causes the same damage as a club. Also,
if a model is struck by the Skull, they must pass a WILLPOWER test as though they have tried to grab the Skull (see Rules
above).
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Scenario and Victory Conditions
A hunter from Sundlan, tracking Great Northern Deer near the Land of Ice, has stumbled across a small temple built deep in
a pine woods. Though he could not read the inscriptions on it, he was able to trace a symbol that was prominently featured.
That sumbol, a Great Deer surrounded by seven stars, was the symbol Myrdall embalzoned on his shield during the wars. To
find evidence of such a legendary figure would be a great boon to the kingdoms of the north. Ibyssia, on the other hand, would
like to see all traces of the man eliminated.
Two parties have set out to find the temple, one will seek to recover proof of Myrdall from it, that can be displayed in capital
cities throughout the north while the other will seek to destroy all the evidence they can. But already winter has begun to take
hold and could prove a deciding factor in the outcome.
Game Board
This 24” x 24” game board will represent the woods where the
tenple that holds the body of Myrdall is located. It should be
heavily wooded around the edges, up to about 6” in on all sides. In
the center 12” x 12” area will be the temple has fallen into disrepair
and is mostly ruins now. The temple can consist of the ruins of one
large building or several smaller ones.
Characters
The first party represents the people of the north. Their goal is to
recover as much proof as possible that this is the resting place of
the great hero. It will consist of a Grade 3 Barbarian Warlord, a
Grade 2 Shaman Apprentice, and 2 Grade 1 Barbarian Scouts.
The second party has been sent by Ibyssia to destroy any trace of
the villain Myrdall. It consists of a Grade 3 Major Noble, a Grade
2 Captain of the Guard, and 2 Grade 1 City Guard.
Encounter Markers
This scenario uses nine Encounter Markers. These should be placed randomly about the board. No Encounter Marker may be
placed closer than 6” from any board edge and no closer than 3” from any other marker. If you are not using specific Encounter
Cards, you can assign each of the events below to a card from a standard playing card deck.
Shield of Myrdall: Half buried under a small pile of stones you spy a hint of bronze glinting in the sun. If the model spends
an action to move the stones away it will find the Shield of Myrdall. This great bronze shield is emblazoned with the symbols
of Myrdall, the Great Deer surrounded by seven stars. Even after all this time, the shield has lost none of its strength. A model
using this shield receives +2DR to all locations as well as the normal shield rules. If the model wielding it ever suffers a Critical
Failure roll, they also receive +2 to prevent the shield from being sundered. The shield is a powerful symbol and worth 3
Victory Points.
Helm of Myrdall: You stumble across something metal sticking out of the ground. Quickly reaching down you discover a
metal helmet caked in mud. Apparently taken from his grave at some point, this magnificent iron helm obviously belonged to
the great hero. It’s horsehair top has long since disappeared, but Myrdall’s name is clearly inscrobed on it. A model wearing this
helm receives +2DR for the Head location. Not as potent a symbol as the shield, the helm is still worth 2 Victory Points.
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Stone Tablet: A close examination of some rocks reveals that one of them has some writing on it. If the model passes a BRAINS
test, then it can read the inscription and the story of Myrdall’s final resting place. It was here, that Myrdall himself came and
built the shrine in the waning years of his life. It was here that he prayed every day until one day, a local monk found his lifeless
body at the altar and laid him to rest in the courtyard beside the temple. The Stone Tablet is worth 1 Victory Point.
Herd of Great Deer: Startled from their grazing, a herd of Great Deer stampedes through the woods. The deer’s path will start
at the board edge closest to this marker and move in a straight line through this marker and off another board edge. The player
that won initiative for this round can determine the path as long as it meets the criteria above. Any model within 1” of the path
the deer take, must pass a DODGE test or suffer a single WS5 hit to a random location and be placed prone.
The Mad Monk: A sudden rustling in the bushes nearby gets your attention. As you approach, a gaunt, somewhat mad
looking figure leaps out at you. The monk will attack the model that triggered this encounter unless the model beats the monk
in a comparative BRAINS test to convince the monk that it is here to honor Myrdall and not desecrate his temple. Since the
first monk found Myrdall’s body, there has been someone to watch over the site. Usually, the current monk will take a local
hunter into his confidence and when he is about to die, pass the honor on to him. If the monk is convinced that you are there
out of respect, then he will join your party and attack the opposing side. If the BRAINS test is failed, then no other model can
attempt to convince him and he will continue to attack the closest model until he is killed or all the other models are dead or
have left the board.
Collpasing Crypt: As you search among the ruins, the ground beneath you suddenly gives way. You fall a short distance down.
The model sufferes no damage but must spend an action to climb back out. If the Arctic Environment rules are in effect, the
model must also pass a DODGE test in order to climb out. Another model, within 1” of the Encounter Marker, may spend
an action to pull the model out instead.
Fearsome Totem: Clearing some undergrowth away from a section of the temple you suddenly find yourself face to face with a
Fearsome Totem. To protect the site from those who would seek to desecrate it, the monks that have guarded the temple have
contructed a Fearsome Totem. The totem has the effect of Cause Fear Grade 1. Any Grade 1 model that comes with 6” of the
totem, must pass a GUTS test or lose a point of WILLPOWER. If that was their last point of WILLPOWER, then they also
suffer the effects of panic immediately.
Special Rules
Extreme Climate: After players have purchased any Reputation Experience point items, but before the game begins, roll to
determine whether winter has set in or not. To determine this, roll a d10 and on a 1-5, winter has arrived and you should use
the Arctic Environment rules (see page 83).
Reputation Experience: If playing this scenario as part of a campaign, players can spend Reputation Experience before the
start of this game. They can only purchase equipment and cannot add models to their team. If being played as a one-off
scenario, then each player should receive 10 Reputation Experience points with which to euip their party with extra items.
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Scenario and Victory Conditions
Goran has traveled much of Tauren and now finds himself traveling with Mbeto a great warrior from Zhunaweh. Mbeto’s
village lies along the western coast of the kingdom and as they approach, they spy a slaver’s ship hidden within a small cove.
Mbeto knows that at this time of day, the hunters would be out until nearly sunset, still many hours away, and the village
would have only women and old folks.
Both parties will be attempting to get as many civilians as possible and escort them off the board. The heroes will be at a
disadvantage since there will be only two of them.
Game Board
This 24” x 24” board will represent a jungle village. There will be
a number of small huts in the center of the board surrounded by
trees and jungle foliage. None of the jungle is difficult terrain as it
has been cleared over time by the villagers.
Characters
The heroes will have Goran (Grade 3 Barbarian Warlord) and
Mbeto (Grade 3 Savage Headman). They will be trying to get the
villagers off their starting table edge
The Slavers will have a Grade 2 Minor Noble and 5 Grade 1 Savage
Warriors, They will be trying to capture prisoners and get them off
their starting table edge.
Encounter Markers
This scenario uses nine Encounter Markers. These should be placed randomly about the board. No Encounter Marker may be
placed closer than 6” from any board edge and no closer than 3” from any other marker. If you are not using specific Encounter
Cards, you can assign each of the events below to a card from a standard playing card deck.
Villagers: You have found several villagers cowering in fear. The heroes must pass a BRAINS test in order to convince the
people to follow them. The slavers must pass a BRAWN test to intimidate the people into following them. Each additional
slaver model within 3” of the model that finds them adds +1 to the BRAWN test.
Villagers: You have found several villagers cowering in fear. The heroes must pass a BRAINS test in order to convince the
people to follow them. The slavers must pass a BRAWN test to intimidate the people into following them. Each additional
slaver model within 3” of the model that finds them adds +1 to the BRAWN test.
Village Children: You have found a small group of children trying to hide from the slavers. The heroes must pass a BRAINS
test in order to convince the people to follow them. The slavers must pass a BRAWN test to intimidate the people into
following them. Each additional slaver model within 3” of the model that finds them adds +1 to the BRAWN test. Because the
children are small, any model moving with them is at SPEED -1” (minimum 1” movement).
Fishing Net: A fishing net hangs to dry. This high quality net can be thrown up to a model’s BRAWN in inches. If the target
is hit, instead of taking a wound, the model becomes entangled. The only thing the model can do is attempt to break free from
the net. To break free, the model must pass a BRAWN test.
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Stash of Hunting Spears: You come across three hunting spears. These can be used as normal spears.
War Shield: Not needed for the day’s hunting, you find a warrior’s shield. This can be used per the normal Shield rules.
Constrictor: Sensing a chance to strike, a large constrictor drops from the trees onto the model that triggered this encounter.
The constrictor will attack when the encounter is first triggered and then continue to attack at the end of each turn. If the
initial model is able to break free, then the snake will attack the closest model on its activation. If it kills any model, it will drag
its victim into the woods and no longer attack.
Mantrapper Vines: As you move about the village you pause for a moment. as you do a large green vine curls about your leg
and attempts to pull you into the jungle. The Mantrapper is a carnivorous plant of the jungles in the south. Capable of only
minimal movement, the Mantrapper positions itself close to human settlements. It then sends its powerful vines out to catch
unwary victims and drag them to its waiting maw. The model that is caught by the vine must pass a BRAWN test at -2 or be
dragged 3” toward the nearest board edge. If it passes the test it is still held and cannot move. If the model is pulled off the
edge. it is removed from the game. The Mantrapper vine can also be hacked at. All hits are automatic. It has a DR of 8 and
three wound boxes. If it loses its last wound box, then the model is released as the vine is severed.
Mud Pit: As you move about the vuillage you suddenly find yourself ankle deep in mud. Recent rains have turned the area in
a muddy quagmire. The model must pass a DODGE test or be placed Prone as it slips in the mess. The model will remain
Prone until it passes a DODGE test to regain its footing.
Special Rules
Rain Storm: The coastal area where this village is located is prone to sudden downpours of rain. At the beginning of every
other turn, the player with Initiative should roll a d10. On a result of 1-3, thunderclouds begin to appear overhead. Every turn
after this, the player with Initiative should roll a d10. On a result of 1-3 again, a torrential downpour begins. Models cannot
make ranged weapon attacks. All models will also have their SPEED stat reduced by 1” (minimum of 1” movement). If a
model attempts to run, it must pass a DODGe test beforehand or it is placed Prone after slipping in the mud.
Slavers: The Slavers will not attempt to kill any of the villagers as there to capture as many as possible and even failure today
means a return trip can be made later. They will not hesitate to try and kill the heroes, though.
Villagers: If a Hero has discovered Villagers and has convinced them into following, they will stay with him unless he is
rendered Unconscious. If that happens, a slaver must still Intimidate them into following him. If a slaver is engaged in combat
and has Villagers following him, then another Hero can attempt to convince the Villagers to follow him. The model must
make the same BRAINS test as if he had just found them. Mbeto receives +2 to all his BRAINS test to convince the villagers
to follow him.
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But Mök promised things to those who would listen; power, Since the stones are rare to begin with and the priests of Tehy
wealth, beauty, whatever the person get most of the ones that are found,
desired could be theirs if they just these gems are of the highest value.
listened to his words and followed his Every woman of noble birth seeks
teachings. Soon, mistrust crept into to have one hanging from her neck.
the hearts of men. Open warfare did Every ruler seeks to have one that he
not come yet, that would be later with can display to those beneath him. With
the Ungeheuer, but now locks went on that kind of demand, there are always
doors and people armed themselves. those who would be willing to risk
their lives to get one.
Mök’s plans did not go unnoticed,
for the skies were ruled by Tehy from With criminal activity controlled by
golden throne in the clouds. Anything a boss in every city and none of them
that occurred beneath the sky he wishing to anger the priests, most of
would see. Mök and his followers those seeking the gems will turn to
went deeper underground, but as soon outsiders with no local ties in. On top
as they came out from their hiding of the danger that simply securing the
places, Tehy would see them and stop stones brings, anyone operating within
their plans. a city without the consent of its Boss,
risks having a priced placed on his
With his every step watched, Mök head.
decided to seek a truce. He came before
the Sky God with his words filled with remorse. Tehy was not It takes a gutsy and confident criminal to brave all those
fooled by his honeyed words, but accepted his apology and obstacles.
the two pledged to work toward better understanding.
Scenario and Victory Conditions
A feast was held in honor of the truce and everyone drank Every temple to Tehy in the city of Ibyssia has at its center
and ate heartily. That night, as the Sky God slept. Mök snuck a clear diamond with a heart of red. These diamonds are
into his bed chamber. No power that he possessed could kill well-guarded but still a tempting target for thieves. It rarely
Tehy, so his plan was to prevent the god from interfering in happens but sometimes a thief does prove brave enough to
his plans. With a knife in each hand, he plunged them into risk the guardians of the temple and reach the Eye at the heart
the eyes of the Sky God and plucked them out. of the temple.
The skies raged that night as Tehy thundered in his search for You are one of those thieves. And together with a young
Mök. Tears and blood streamed down his face. Each drop that companion, you seek to try your luck at stealing an Eye of
hit the ground became a diamond of exquisite beauty with Tehy.
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Game Board
This game will start off with a single 6” x 6” room. There will be two doors that exit from it opposite each other. There should
be multiple additional rooms available, as described below in the Special Rules section, but these will not be placed until they
are drawn from the deck of room cards. This will create an ever expanding layout that will change with each game played.
Characters
If played solo, the player will control the thief Degredo (Grade 2 Burglar; see Appendix 1 for more on the Burglar) and his
companion (Grade 1 Pickpocket). His goal will be to find and exit the board with a the Eye of Tehy.
Guards and guardians will be controlled by the game mechanics. If a second player is playing, then the guards will be controlled
by him.
Encounter Markers
Instead of Encounter Markers, there will be a deck of 15 Encounter Cards and a deck of 10 Corridors/Room cards. At the
begining of each turn that Degredo is not in combat, the player will draw a Room Card and an Encounter Card. The room or
corridor can be placed at any opening that the player wishes.
There are more Encounter Cards than there are rooms. This could lead to some Encounters never being drawn. But this will
also allow players to continue to have events occur as they try and escape from the temple.
Encounter Cards
Guard: A guard has entered the newest room placed. He will have his back to the entrance that Delgredo is entering from and
be positioned in the center of the room. If this card is drawn after all rooms have been placed, the guard should be placed in
the last room that Degredo was in. If the card drawn was a corridor, he will be at the farthest end from Degredo.
Guard: A guard has entered the newest room placed. He will have his back to the entrance that Delgredo is entering from and
be positioned in the center of the room. If this card is drawn after all rooms have been placed, the guard should be placed in
the last room that Degredo was in. If the card drawn was a corridor, he will be at the farthest end from Degredo.
Guard: A guard has entered the newest room placed. He will be facing the entrance that Delgredo is entering from and be
positioned in the center of the room. If this card is drawn after all rooms have been placed, the guard should be placed in the
last room that Degredo was in. If the card drawn was a corridor, he will be at the farthest end from Degredo.
Guard: A guard has entered the newest room placed. He will be facing the entrance that Delgredo is entering from and be
positioned in the center of the room. If this card is drawn after all rooms have been placed, the guard should be placed in the
last room that Degredo was in. If the card drawn was a corridor, he will be at the farthest end from Degredo.
Guard Patrolling: A guard will begin in the newest room/corridor placed and enter the room Degredo is currently in on the
next turn. If this card is drawn after all rooms have been placed, the guard should be placed in the last room that Degredo was
in.
Guard Patrolling: A guard will begin in the newest room/corridor placed and enter the room Degredo is currently in on the
next turn. If this card is drawn after all rooms have been placed, the guard should be placed in the last room that Degredo was
in.
Guard Patrolling: A guard will begin in the newest room/corridor placed and enter the room Degredo is currently in on the
next turn. If this card is drawn after all rooms have been placed, the guard should be placed in the last room that Degredo was
in.
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Zealots: Two zealots will enter the room from the last room Degredo was in at the end of the turn. They are deep in conversation
so will be at -2 to any spotting checks (See In the Shadows under Special Rules below).
Collection Box: A small collection box has been mistakenly left in the newest room/corridor added. Only a few coins rattle
inside, but what providence has left, no thief should disregard. If used as part of a campaign, the collection is worth 2
Reputation Experience Points.
Long Blade: Propped against a wall in the newest room placed is a well crafted Long Blade. Apparently, one of the temple
captains put it down and forgot to retrieve it. This Long Blade is +2TH and +2WS.
Javelin of Tehy: This should be placed in the newest room placed. It is mounted on the wall and left as an object of devotion.
It has the same properties as the Arcana of the same name.
Alarm: This room/corridor has been set with an alarm. It is a simple floor trigger, designed to catch the unwary. A model that
enters the area with the alarm, must pass a DODGE test or alert all guards in the temple. If the model fails the test, then the
alarm is sounded and all guards will begin moving toward the room/corridor. If no guards are currently on the board, then two
guards are placed in the last room that Degredo was in and they will move toward the chamber.
Rooms/Corridors
Some rooms contain references to the cardinal points (north, south, east, and west). These are used for reference and do not
mean that the room has to be aligned in that way. It is just a device to allow easy placement of particular elements of the
rooms.
Straight Corridor: This is a straight corridor. It should run approximately 8”. It is well lit with sconces on the wall every 2”
and no shadows.
Straight Corridor: This is a straight corridor. It should run approximately 8”. It is well lit with sconces on the wall every 2”
and no shadows.
Bent Corridor: This corridor travels for 4” and then turns 90° and goes for another 4”. It is well lit with sconces on the wall
every 2” and no shadows.
Small Storage Room: This small room is just 6” x 6”. There are doors on the south and east walls. Both doors are locked. But
this is a non-essential storage rooms so the locks are simple and at +1 to open. The room is dark inside. If a Guard is drawn for
this room, then that Encounter Card is shuffled back into the deck and no Encounter Card is taken. A Patrolling Guard will
not enter this room if the door is locked and will stay in its starting room.
Small Storage Room: This small room is just 6” x 6”. There are doors on the south and east walls. Both doors are locked. But
this is a non-essential storage rooms so the locks are simple and at +1 to open. The room is dark inside. If a Guard is drawn for
this room, then that Encounter Card is shuffled back into the deck and no Encounter Card is taken. A Patrolling Guard will
not enter this room if the door is locked and will stay in its starting room.
Small Chapel: This small room is just 6” x 6”. It is a small side chapel designed for more private worship. There is an altar at
the north end of the room and two entrances located on the east and west walls. The room is mostly darkened as there is no
one worshipping right now. Only the 2” from the north wall is illuminated.
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Secondary Acolytes Chamber: This dormitory style room is 8” long by 6” wide. There is one door on each of the 6” sides.
There are several bunk beds in the room. Because the main Acolytes chamber is elsewhere, this one is only used during
special events when visiting acolytes arrive. The room has a wall sconce next to each door. The light only extends 2” from the
doorway.
Preparation Room: This is a small 4” x 4” room that the high priest of the temple uses to prepare for a ceremnony in the main
temple. A brazier is always lit in the center of the room and it is well-illuminated.
The Ceremonial Chamber: This large room is 12” x 12”. There is one double row of pillars that runs from north to south. At
the north end of the room is a large stone altar. There is a door at the south end, opposite the altar and one door on the east
and one door on the west sides. These doors are on either side of the altar.
Chamber of the Eye: This small room is just 6” x 6”. In the center of the room is a pedastal on which rests The Eye of Tehy. The
room is well lit with sconces on on the center of each wall. The door to this room is locked with a particularly difficult lock.
All tests to open it are at -2. If a Guard is drawn for this room, then that Encounter Card is shuffled back into the deck and no
Encounter Card is taken. A Patrolling Guard will not enter this room if the door is locked and will stay in its starting room.
Special Rules
Guards: The guards are Grade 1 Temple Guards. They should be armed with spears and shortblades, but can have any other
ability. The guards are not overly vigilant as they believe the temple is fairly well guarded and not much of a tempting choice to
thieves. Any attempt to spot a thief in the shadows will be at -1. If combat occurs in a room/corridor adjacent to a guard they
will move to investigate and all spotting checks will be at +1. Combat consists of any return strike made by a Temple Guard on
either of the two thieves. If only the thieves strike and the guard is killed, then other guards do not hear anything.
In the Shadows: The shadows in the temple are deep and unless a model knows to look into them, will have a hard time
spotting anything. If a guard enters a room and the thieves are in the shadows, the guard must pass a BRAINS test to post
them. If a guard enters a room and does not spot anything, it will continue moving. It will move into the previous room that
Degredo was in and after that it will return back to the initial room it was in. This pattern will not be repeated once the guard
returns to its starting point, it will not move unless it hears combat.
Chamber of the Eye: The Chamber of the Eye is locked, but that is not its only defense. Once inside the room, a thief must
get past the traps and locks that guard it. First, the thief must pass a DODGE test to cross the floor without stepping on an
alarm trigger. If the model fails the test, then the alarm is sounded and all guards will begin moving toward the chamber. If no
guards are currently on the board, then two guards are placed in the last room that Degredo was in and they will move toward
the chamber. Once across the floor, the thief must open the lock to the case that holds the Eye of Tehy. This intricate lock is
-2 to open. The case cannot be shattered or moved with anything Degredo or his assistant have with them. If the lock is not
opened, then an alarm sounds as above.
Sneaking: Either of the thief models can attempt to sneak up on a guard. As long as the guard does not turn around the model
can approach to within 3” without alerting the guard. Once the model gets within 3” the guard will take a BRAINS test to
determine if he hears the approach. If he does hear the approach, he will spin to meet his attacker (no Backstab ability for the
thief ).
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Sample Characters
Broadsword Adventures
Savage Tales of Fantasy
Name: Goran Class: Bar. Warlord (Grade 3)
Willpower (3) rrr
Location (Die Roll) Base DR Wound Level
Head (1) Brain=2 4 BR=3 BR=2 Unconscious
Torso (2-5) Brawn=4 4 BN=5 BN=5 BN=4 BN=4 Unconscious
Guts=7 GT=8 GT=8 GT=8 GT=7
Arms (6-8) Bow=2 4 BW=2 BW=2 BW=2 BW=1 BW=1 Attack BD-1
Blade=5 BD=5 BD=4 BD=4 BD=3 BD=2 Cannot Carry
Legs (9-10) Dodge=4 4 DG=4 DG=3 DG=3 DG=2 DG=1 Crawl Only,
Speed=5 SP=5 SP=4 SP=3 SP=2 SP=1 1” movement
Skills: Shield, Expert Fighter, Flurry of Blows +1, Mighty Cleave, Weapon Trained, Arcane Studies, Savvy
Close Combat Short Medium Long
Weapon
Range TH WS Range TH WS Range TH WS Range TH WS
Fist 0” 0 BN -- -- -- -- -- -- -- -- --
Long Blade 1” +2 BN+2 -- -- -- -- -- -- -- -- --
Broadsword Adventures
Savage Tales of Fantasy
Name: Phaecia Class: High Priest (Grade 3)
Willpower (6) rrrrrr
Location (Die Roll) Base DR Wound Level
Head (1) Brain=6 3 BR=6 BR=3 Unconscious
Torso (2-5) Brawn=2 3 BN=2 BN=1 BN=1 BN=1 Unconscious
Guts=7 GT=7 GT=7 GT=6 GT=5
Arms (6-8) Bow=2 3 BW=2 BW=1 BW=1 BW=1 BW=1 Attack BD-1
Blade=2 BD=2 BD=2 BD=1 BD=1 BD=1 Cannot Carry
Legs (9-10) Dodge=3 3 DG=3 DG=2 DG=1 DG=1 DG=1 Crawl Only,
Speed=5 SP=5 SP=4 SP=3 SP=2 SP=1 1” movement
Skills: Arcane Studies, Deception, Savant, Wall of Fire, Arcana of Others (Forseen Failure), Night Dust
Close Combat Short Medium Long
Weapon
Range TH WS Range TH WS Range TH WS Range TH WS
Fist 0” 0 BN -- -- -- -- -- -- -- -- --
Short Blade 0” +1 BN+1 BN+2 0 BN+1 -- -- -- -- -- --
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Broadsword Adventures
Savage Tales of Fantasy
Name: Mbeto Class: Headman (Grade 3)
Willpower (3) rrr
Location (Die Roll) Base DR Wound Level
Head (1) Brain=3 3 BR=3 BR=2 Unconscious
Torso (2-5) Brawn=4 4 BN=4 BN=3 BN=3 BN=1 Unconscious
Guts=7 GT=8 GT=8 GT=7 GT=6
Arms (6-8) Bow=3 4 BW=3 BW=2 BW=2 BW=1 BW=1 Attack BD-1
Blade=3 BD=4 BD=4 BD=3 BD=3 BD=2 Cannot Carry
Legs (9-10) Dodge=3 3 DG=4 DG=4 DG=3 DG=3 DG=2 Crawl Only,
Speed=5 SP=5 SP=4 SP=3 SP=2 SP=1 1” movement
Skills: Shield, Killer Instinct, Weapon Trained, Iron WIll, Terrain Cognition
Close Combat Short Medium Long
Weapon
Range TH WS Range TH WS Range TH WS Range TH WS
Fist -- -- -- -- -- -- -- -- --
Spear 2” 0 BN+2 BN+4 -1 BN+1 -- -- -- -- -- --
Broadsword Adventures
Savage Tales of Fantasy
Name: Khozzer Nil Class: Old Mother (Grade 2)
Willpower (5) rrrrr
Location (Die Roll) Base DR Wound Level
Head (1) Brain=4 4 BR=2 BR=1 Killed
Torso (2-5) Brawn=2 4 BN=3 BN=2 BN=2 Unconscious
Guts=8 GT=8 GT=8 GT=6
Arms (6-8) Bow=2 4 BW=2 BW=2 BW=1 BW=1 Attack BD-1
Blade=2 BD=2 BD=1 BD=1 BD=1 Cannot Carry
Legs (9-10) Dodge=3 4 DG=3 DG=2 DG=1 DG=1 Crawl Only,
Speed=5 SP=5 SP=3 SP=2 SP=1 1” movement
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Broadsword Adventures
Savage Tales of Fantasy
Name: Heftig Class: Barbarian Hero (Grade 2)
Willpower (3) rrr
Location (Die Roll) Base DR Wound Level
Head (1) Brain=2 5 BR=2 BR=1 Killed
Torso (2-5) Brawn=3 4 BN=4 BN=4 BN=2 Unconscious
Guts=7 GT=7 GT=7 GT=6
Arms (6-8) Bow=2 4 BW=2 BW=2 BW=1 BW=1 Attack BD-1
Blade=4 BD=5 BD=4 BD=4 BD=2 Cannot Carry
Legs (9-10) Dodge=3 4 DG=4 DG=4 DG=3 DG=2 Crawl Only,
Speed=5 SP=5 SP=4 SP=3 SP=1 1” movement
Broadsword Adventures
Savage Tales of Fantasy
Name: Kurze Class: Captain of the Guard (Grade 2)
Willpower (3) rrr
Location (Die Roll) Base DR Wound Level
Head (1) Brain=3 5 BR=3 BR=1 Killed
Torso (2-5) Brawn=3 5 BN=4 BN=3 BN=2 Unconscious
Guts=7 GT=7 GT=6 GT=5
Arms (6-8) Bow=3 3 BW=4 BW=3 BW=3 BW=2 Attack BD-1
Blade=4 BD=4 BD=3 BD=3 BD=1 Cannot Carry
Legs (9-10) Dodge=3 3 DG=3 DG=2 DG=2 DG=1 Crawl Only,
Speed=5 SP=5 SP=4 SP=2 SP=1 1” movement
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Broadsword Adventures
Savage Tales of Fantasy
Name: Class: Cap. Temple Guard (Grade 2)
Willpower (3) rrr
Location (Die Roll) Base DR Wound Level
Head (1) Brain=2 3 BR=2 BR=1 Killed
Torso (2-5) Brawn=4 3 BN=5 BN=3 BN=2 Unconscious
Guts=6 GT=6 GT=5 GT=4
Arms (6-8) Bow=3 3 BW=3 BW=2 BW=2 BW=1 Attack BD-1
Blade=4 BD=4 BD=3 BD=3 BD=1 Cannot Carry
Legs (9-10) Dodge=3 3 DG=3 DG=2 DG=2 DG=1 Crawl Only,
Speed=5 SP=5 SP=4 SP=2 SP=1 1” movement
Broadsword Adventures
Savage Tales of Fantasy
Name: Class: Acolyte (Grade 2)
Willpower (4) rrrr
Location (Die Roll) Base DR Wound Level
Head (1) Brain=4 3 BR=5 BR=3 Killed
Torso (2-5) Brawn=2 3 BN=2 BN=1 BN=1 Unconscious
Guts=7 GT=7 GT=6 GT=6
Arms (6-8) Bow=2 3 BW=2 BW=2 BW=1 BW=1 Attack BD-1
Blade=3 BD=3 BD=2 BD=2 BD=1 Cannot Carry
Legs (9-10) Dodge=3 3 DG=3 DG=2 DG=2 DG=1 Crawl Only,
Speed=5 SP=5 SP=4 SP=2 SP=1 1” movement
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Broadsword Adventures
Savage Tales of Fantasy
Name: Ibyssian Lion Guard #1 Class: City Guard (Grade 1)
Willpower (2) rr
Location (Die Roll) Base DR Wound Level
Head (1) Brain=2 3 BR=2 Killed
Torso (2-5) Brawn=3 3 BN=3 Killed
Guts=5 GT=6
Arms (6-8) Bow=3 3 BW=3 BW=1 Attack BD -1, Cannot Carry
Blade=3 BD=3 BD=1
Legs (9-10) Dodge=3 3 DG=3 DG=1 Crawl Only, 1” movement
Speed=5 SP=5 SP=1
Broadsword Adventures
Savage Tales of Fantasy
Name: Ibyssian Lion Guard #2 Class: City Guard (Grade 1)
Willpower (2) rr
Location (Die Roll) Base DR Wound Level
Head (1) Brain=2 3 BR=2 Killed
Torso (2-5) Brawn=3 3 BN=3 Killed
Guts=5 GT=6
Arms (6-8) Bow=3 3 BW=3 BW=1 Attack BD -1, Cannot Carry
Blade=3 BD=3 BD=1
Legs (9-10) Dodge=3 3 DG=3 DG=1 Crawl Only, 1” movement
Speed=5 SP=5 SP=1
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Broadsword Adventures
Savage Tales of Fantasy
Name: Class: City Guard (Grade 1)
Willpower (2) rr
Location (Die Roll) Base DR Wound Level
Head (1) Brain=2 3 BR=2 Killed
Torso (2-5) Brawn=3 3 BN=3 Killed
Guts=5 GT=6
Arms (6-8) Bow=3 3 BW=3 BW=1 Attack BD -1, Cannot Carry
Blade=3 BD=3 BD=1
Legs (9-10) Dodge=3 3 DG=3 DG=1 Crawl Only, 1” movement
Speed=5 SP=5 SP=1
Broadsword Adventures
Savage Tales of Fantasy
Name: Class: Temple Guard (Grade 1)
Willpower (2) rr
Location (Die Roll) Base DR Wound Level
Head (1) Brain=2 4 BR=2 Killed
Torso (2-5) Brawn=3 3 BN=3 Killed
Guts=7 GT=7
Arms (6-8) Bow=2 4 BW=2 BW=1 Attack BD -1, Cannot Carry
Blade=2 BD=2 BD=1
Legs (9-10) Dodge=3 3 DG=3 DG=1 Crawl Only, 1” movement
Speed=5 SP=5 SP=1
Skills:
Close Combat Short Medium Long
Weapon
Range TH WS Range TH WS Range TH WS Range TH WS
Fist 0” 0 BN -- -- -- -- -- -- -- -- --
Spear 2” 0 BN+2 BN+4 -1 BN+1 -- -- -- -- -- --
Short Blade 0” +1 BN+1 BN+2 0 BN+1 -- -- -- -- -- --
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Broadsword Adventures
Savage Tales of Fantasy
Name: Degredo Class: Burglar (Grade 2)
Willpower (3) rrr
Location (Die Roll) Base DR Wound Level
Head (1) Brain=3 3 BR=3 BR=1 Killed
Torso (2-5) Brawn=3 3 BN=3 BN=2 BN=1 Unconscious
Guts=7 GT=7 GT=6 GT=5
Arms (6-8) Bow=2 3 BW=2 BW=2 BW=1 BW=1 Attack BD-1
Blade=3 BD=4 BD=3 BD=3 BD=2 Cannot Carry
Legs (9-10) Dodge=3 3 DG=3 DG=3 DG=2 DG=1 Crawl Only,
Speed=5 SP=5 SP=4 SP=3 SP=1 1” movement
Broadsword Adventures
Savage Tales of Fantasy
Name: Class: Pickpocket (Grade 1)
Willpower (2) rr
Location (Die Roll) Base DR Wound Level
Head (1) Brain=3 3 BR=3 Killed
Torso (2-5) Brawn=2 3 BN=2 Killed
Guts=5 GT=6
Arms (6-8) Bow=2 3 BW=2 BW=1 Attack BD -1, Cannot Carry
Blade=2 BD=2 BD=1
Legs (9-10) Dodge=4 3 DG=4 DG=1 Crawl Only, 1” movement
Speed=5 SP=5 SP=1
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Broadsword Adventures
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Broadsword Adventures
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Appendix 1: Thieves
Nearly all the sword and sorcery tales feature a thief at some point. Whether that thief is solely out to enrich himself or one of
the noble thieves who view the profession as more of a challenge than a need to steal, the two archetypes presented here can
be used to play out the role. Thieves are unaligned to any of the four groups and if you add a thief to your party, you are not
considered to be taking solely from one group and therefore will not get the Group Ability.
In future supplements we will go into greater depth with the thieves of Tauren.
Pickpocket (Grade 1)
The Pickpocket is a young thief still learning his trade. Though still called pickpockets by those who
have been at it longer, most have moved beyond simple pickpocketing and now rob unwary travelers and
unguarded homes of careless nobles.
Willpower (2) rr
Location (Die Roll) Base DR Wound Level
Head (1) Brain=3 3 BR=3 Killed
Torso (2-5) Brawn=2 3 BN=2 Killed
Guts=5 GT=5
Arms (6-8) Bow=2 3 BW=2 BW=1 BD=-1, Cannot Carry
Blade=2 BD=2 BD=1
Legs (9-10) Dodge=4 3 DG=3 DG=1 Crawl Only, 1” movement
Speed=5 SP=5 SP=1
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Burglar (Grade 2)
The Burglar is usually well-known and may even have acquired a nickname among his peers. More skilled
than the pickpocket, the Burglar is on his way to becoming a Master Thief. A Burglar
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If a squad is attacking a solo human-sized model in close combat, it can only use the 5-6 column for its BLADE and WS (this
represents not every model being able to get in and attack). The squad must have at least 5 models or else it uses the lower 3-4
column. If the squad is attacking a Large size model it can use the 7-8 column (if it has that many models). And if a squad is
attacking a Giant or Huge size model, then all models in the squad can attack.
If attacking the squad with ranged combat, the attacker picks the target model for determing whether the squad receives a cover
bonus. The player controlling the squad, however, determines which model is removed.
Weapon
WS WS+2 WS+3 WS+2 (x2) WS+3 (x2)
Strength
Example: Squad of Barbarian Scouts with Spears, True Aim +1, Quick +1, and Fleet of Foot +1
Squad Number Wound Level
Base DR
3-4 5-6 7-8 9-10
Weapon
BN+2 8 10 10 (x2) 12 (x2)
Strength
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Name: Class: (Grade 3)
Willpower ( ) rrrrrr
Location (Die Roll) Base DR Wound Level
Head (1) Brain= BR= BR= Unconscious
Torso (2-5) Brawn= BN= BN= BN= BN= Unconscious
Guts= GT= GT= GT= GT=
Arms (6-8) Bow= BW= BW= BW= BW= BW= Attack BD-1
Blade= BD= BD= BD= BD= BD= Cannot Carry
Legs (9-10) Dodge= DG= DG= DG= DG= DG= Crawl Only,
Speed= SP= SP= SP= SP= SP= 1” movement
Skills:
Close Combat Short Medium Long
Weapon
Range TH WS Range TH WS Range TH WS Range TH WS
Fist -- -- -- -- -- -- -- -- --
Broadsword Adventures
Savage Tales of Fantasy
Name: Class: (Grade 3)
Willpower ( ) rrrrrr
Location (Die Roll) Base DR Wound Level
Head (1) Brain= BR= BR= Unconscious
Torso (2-5) Brawn= BN= BN= BN= BN= Unconscious
Guts= GT= GT= GT= GT=
Arms (6-8) Bow= BW= BW= BW= BW= BW= Attack BD-1
Blade= BD= BD= BD= BD= BD= Cannot Carry
Legs (9-10) Dodge= DG= DG= DG= DG= DG= Crawl Only,
Speed= SP= SP= SP= SP= SP= 1” movement
Skills:
Close Combat Short Medium Long
Weapon
Range TH WS Range TH WS Range TH WS Range TH WS
Fist -- -- -- -- -- -- -- -- --
Broadsword Adventures
Savage Tales of Fantasy
Name: Class: (Grade 2)
Willpower ( ) rrrrrr
Location (Die Roll) Base DR Wound Level
Head (1) Brain= BR= BR= Killed
Torso (2-5) Brawn= BN= BN= BN= Unconscious
Guts= GT= GT= GT=
Arms (6-8) Bow= BW= BW= BW= BW= Attack BD-1
Blade= BD= BD= BD= BD= Cannot Carry
Legs (9-10) Dodge= DG= DG= DG= DG= Crawl Only,
Speed= SP= SP= SP= SP= 1” movement
Skills:
Close Combat Short Medium Long
Weapon
Range TH WS Range TH WS Range TH WS Range TH WS
Fist -- -- -- -- -- -- -- -- --
Broadsword Adventures
Savage Tales of Fantasy
Name: Class: (Grade 2)
Willpower ( ) rrrrrr
Location (Die Roll) Base DR Wound Level
Head (1) Brain= BR= BR= Killed
Torso (2-5) Brawn= BN= BN= BN= Unconscious
Guts= GT= GT= GT=
Arms (6-8) Bow= BW= BW= BW= BW= Attack BD-1
Blade= BD= BD= BD= BD= Cannot Carry
Legs (9-10) Dodge= DG= DG= DG= DG= Crawl Only,
Speed= SP= SP= SP= SP= 1” movement
Skills:
Close Combat Short Medium Long
Weapon
Range TH WS Range TH WS Range TH WS Range TH WS
Fist -- -- -- -- -- -- -- -- --
Broadsword Adventures
Savage Tales of Fantasy
Name: Class: (Grade 1)
Willpower ( ) rrr
Location (Die Roll) Base DR Wound Level
Head (1) Brain= BR= Killed
Torso (2-5) Brawn= BN= Killed
Guts= GT=
Arms (6-8) Bow= BW= BW= Attack BD -1, Cannot Carry
Blade= BD= BD=
Legs (9-10) Dodge= DG= DG= Crawl Only, 1” movement
Speed= SP= SP=
Skills:
Close Combat Short Medium Long
Weapon
Range TH WS Range TH WS Range TH WS Range TH WS
Fist -- -- -- -- -- -- -- -- --
Broadsword Adventures
Savage Tales of Fantasy
Name: Class: (Grade 1)
Willpower ( ) rrr
Location (Die Roll) Base DR Wound Level
Head (1) Brain= BR= Killed
Torso (2-5) Brawn= BN= Killed
Guts= GT=
Arms (6-8) Bow= BW= BW= Attack BD -1, Cannot Carry
Blade= BD= BD=
Legs (9-10) Dodge= DG= DG= Crawl Only, 1” movement
Speed= SP= SP=
Skills:
Close Combat Short Medium Long
Weapon
Range TH WS Range TH WS Range TH WS Range TH WS
Fist -- -- -- -- -- -- -- -- --
Hordes of Minions Markers