Introduction The stronghold of Zaebas, especially the marsh Göt-whalle, has always been regarded as a deadly inhospitable place, even for the Demonic forces of Adramalech, who is theoretically responsible for this region. To add salt to this wound, for months, a core group consisting of rebel mercenaries, lost souls particularly against his ascent Authority have been launching bloody attacks on the rear of his armies. We are in September of the year 1634 and this festering boil in the bottom of Hell will soon know the most violent fighting since the arrival of the Westerners into hell as three factions penetrate into the swamps at virtually the same time. As a first step, Phölm, the demon lord under Adramalech launches its legions from its citadel, which is cut off from the north, and attempts to destroy all life in the marshes. Quickly, his attack, which was poorly organized, was hampered bu the hostile terrain and was slowed. The counterattacks by the Lost hampered the steamroller and he was forced to stop. As often in hell, the strategy handed down from the generals becomes a fight to death where every mud puddle won is soiled with the blood of soldiers killed in battle. A few days later, Western scouts, who were finding food for the human and Christian armies, discover the heart of the marsh, where plants curious fruits are bursting with water as pure as can imagine in this hostile world. As pure cherubim and a newborn roses growing in a putrid area, "flower water" Gems are lost in a sea of filth and become, within a few days, more important than the powder for rifles or the month-end salary. All the generals want them, and all those responsible for stewardship swear by them. Quickly, chaotic explorations were organized where small companies are sent to harvest the fruits. From their side the Sarassins, present for several hundred years, have learned to their folly that these waterflowering fruits are only drinkable for a few months each year, and that if we want to provide a steady stream of cold drinks troops in the area they must filter the poisoned marsh water to turn it into drinkable water. To do this, they installed a series of filters and pumps in the southern marshes. And they see course the arrival of western troops demonic and with the utmost animosity. Not to mention that more and more warriors are driven insane by the fighting and the thousands of insects that live in the marshes, changing sides rather than fighting. As the fall season progresses, death will come upon thousands of the warriors in the marshlands.
Using the first part of the Chronicles of Zaebas This campaign consists of several elements you can mix freely in your games. On one hand, you will find in the "Putrid Swamp" chapter a new set of terrain and specific areas of conflict for the Göt-whalle mars but you can easily use them in your friendly games to represent other marshlands. On the other hand, you will find five new scenarios that will be used in the campaign, but they may also be used in friendly games, along with those described in the rules. Note, however, that some are very specific and it is advisable to have a versatile company if you want to win the campaign.
Determining the Scenario Roll 1d6 and consult the following table: Scenario - 1d6 1-3 Specific scenario (see below). 4 Conquest. 5 Take and hold. 6 The player who has Domination decides which scenario will be played among the three above. *When you get a specific scenario, see the table below. Play the scenario listed at the intersection of the two factions being played. Occidentaux Démons
Occidentaux Water Flowers -
Démons Headhunters Headhunters
Sarrasins Ègarés Mercenaires
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Sarrasins Filter Pumps Exchange of Souls Filter Pumps -
Ègarés Water Flowers Deadly Mist Water Flowers Deadly Mist -
Mercenaires Deadly Mist Exchange of Souls Headhunters Headhunters Filter Pumps
Scenarios Deadly Mist (Brumes Mortelles) The journeys into hell are far from easy. Having wandered for hours in thick fog, two companies find themselves on top of one-another when the mist begins to dissipate... The two companies than undertake a fight to the death. Starting Placement: The deployment zone for each player is a series of four 10x10” squares, separated from each other by a square of the enemy player's deployment zone. The player who has domination chooses which player places their first fighter in a deployment zone (of their choice). Then, the second player places one of his fighters in one of his deployment zones (of his choice). Once this is done, players must alternate placing one of their fighters in the deployment zone following the one where they have previously placed a fighter, in clockwise direction. A fighter can not be placed less than 2” from an opposing fighter. Duration: The game lasts 5 turns. Special Rules: As the fog is dissipating, for the first turn, all models have the ability Stealth 4. After the first turn, the fog has completely dissipated and the models lose this ability. Victory Conditions: The winner is the side who has the most points of surviving models at the end of 5 turns.
Head Hunters (Chasseurs de têtes) When the battle is beyond all reason, when the strategyies shatter morals and degenerate into the most brutal of savageries, any victory is too good to pass up. And what could be more gratifying than head of an opponent, hanging with prestige from a belt or held high on a pike? In this scenario, the two companies will seek to decimate the most famous hero on the opposing side to win glory and honor. Starting Placement: The deployment zone for each player is a pair of 10x10” squares, set in opposite corners of the map. The player who has domination chooses which player places their first fighter in a deployment zone (of their choice). Then, the second player places one of his fighters in one of his deployment zones (of his choice). Once this is done, players must alternate placing one of their fighters in the opposite deployment zone until all are deployed. Duration: The game lasts 5 turns. Special Rules: Top Heads: For determining Domination, each independent killed counts as 2 models killed. If a side has no surviving independents, then any surviving Officer is considered an independent for purposes of this rule. Victory Conditions: If one side kills every independent in their opponent's party, the game is over and that side is declared winner. At the end of the game, the player who killed more of the enemy's independents is declared winner, if the number of independents killed is equal, the game is a tie.
Conquest (Conquête) In this scenario, the two companies were ordered to control a strategic point of Hell. Irregardless of the losses, they will have to pay in blood for each inch of land won. Starting Placement: The deployment zone for each player is the strip of board up to 5” from their starting edge. It The player who has Domination chooses which player places his fighters before the other. Duration: The game lasts 4 turns (variable). Special Rules: None Victory Conditions: The playing area is divided into 9 10”x10” squares (the same as the terraforming zones). At the end of each round, determine who has control of each square. Each controlled square is worth a number of conquest points based on its position on the board. At the end of the game, the player who has the most conquest points is the winner. If both players have the same number of conquest points, it is a tie.
Exchange of Souls (Échange d’âmes) Nobody knows why, in the marshes of rotten Göt-whalle, some fighters become crazy when warbands clash. Some believe that insects lie in the brain of living beings, attracted by the warm blood. And that the damage caused begins to affect the intelligence of their host. Others believe that the souls of warriors long dead begin to affect those who have just died. In this scenario two companies will be fighting in a battlefield that is at the very least strange. You will soon discover that these tormented souls leave the combat chaotic and uncontrolled. Starting Placement: The deployment zone for each player is the strip of board up to 5” from their starting edge. It The player who has Domination chooses which player places his fighters before the other. Duration: The game lasts 5 turns (fixed). Special Rules: Exchange of Souls: Once a model deals lethal damage to an opponent, his soul immediately inhabits the body of the deceased. A fighter is affected by the exchange of souls when it is killed by taking damage inflicted by a table power (ranged, melee, or remotely). This is ignored for blast effects or any other death that is not caused by a particular model. Officers and lémures are the only fighters that are immune to this effect, they die and kill normally. Remove the model that delivered the killing blow from the table. The player who controls the fighter takes control of the fighter he has just killed. The latter is regarded as part of his company. It is not simply controlled (one can therefore use all of it's abilities). This fighter has a number of PV equal to the maximum that could have been dealt by the blow that killed it, up to a maximum PV available on the stat card. If the model has a unique power that has already been used, it cannot be reused. The total CMD points available to players must be updated accordingly whenever an 'exchange' involving fighters with a CMD stat takes place (a loss happens immediately, but a gain is only taken into account during the next Maintenance phase). Victory Conditions: The winner is the side who has the most points of surviving models (including those models taken from their opponent) at the end of 5 turns. Some clarifications to simplify the chaos: • Domination is calculated normally; The Player who killed a hostile combatant and has taken possession is not considered to have lost a model, unlike his opponent. Commandment: if the fighter who kills an opponent who has a CMD stat, this value is immediately withdrawn from the opponent's permanent CMD pool, as if the model had died normally.
• The soul of a fighter can change several times over the course of the game, in other words a model can go back and forth between two players. • The newly possessed combatant loses all states and effects previously affecting him, to take into account that it he is now an opponent rather than an ally of his previous company. • In terms of activation, we look at the soul of the fighter and not the body. Thus, if a fighter kills an opponent B, the soul of A moves into the body of B (with respect to the soul of B, it is now pushing daisies in the infernal depths). Regardless of if B has or has not activated this round, if A has not activated, it may activate normally. Otherwise he would have to wait until the next round. • With regards to death effects combatant, we consider for all practical purposes (distance measuring, ally / enemy) that the newly possessed fighter (the one who should have died), was the model that was actually killed. The model who took possession of him, and whose figure has been removed from the board, is not considered to have been killed. • Special cases: - Isaia and the Golem If a player takes control of a Golem, it is Immediately and permanently placed under the influence of his “Vengance of the Golem” order. If a player takes control of Isaia, the Golem associated with him is immediately and permanently placed under his “Vengance of the Golem” order. It will remain so even if Isaiah is later on the same side as him due to soul exchange. When the Golem is under the influence of Vengeance, it no longer exchanges souls with the models that it kills. - Last Death This power takes effect immediately prior to the transfer of souls.
Water Flowers (Fleurs d’eau) While hell is populated by a myriad of creatures, and the spirits of the tormented, it is also decorated with a myriad of plants that appear to be from a book written by an insane botanist. It is thus the mystery of the water flowers. There are strange thick purple stems, ranging from 15 Centimeters high of almost 50cm, which seem to thrive on any ground. On top, these stems are decorated with a single transparent globe at their summit. These strange plants filter waters up from the ground before storing up to 20 Liters of water in their transparent globes, which can then be detached and carried around by the men. In this scenario, the two companies have received orders to go harvest these flowers to help with water supplies for their troops. Of course, only death will determine who will be able to reap these precious globes. Starting Placement: The deployment zone for each player is the strip of board up to 5” from their starting edge. It The player who has Domination chooses which player places his fighters before the other. Duration: The game lasts 4 turns (variable). Special Rules: Discovering Water Flowers: Beginning in the second round, at the end of the Maintenance phase of each turn, the player who has Domination Rolls 1d3 (1d6 / 2). The result indicates how many water flowers will be discovered that turn. He then randomly determines (by rolling 1d6 for each flower), in which of th three central areas the flowers appear in. Placement of water flowers: Once the area is determined, players position where the flowers blossom. This area must be at least 2 inches of everything fighting, and not in impassible terrain. The player who will position the water flowers are chosen, in order of priority: − The player who control most scouts in the area; − The player who has the tactical control of the area; − The player who has the Domination. The water flowers are heavy objects.
Victory Conditions: At the end of the game, the player who has the most captured water blossoms in his starting area is declared the winner. Flowers are counted if they are on the ground or carried by any fighter. If both players have the same number of water flowers in their starting area, the game is a tie.
Take and Hold (Prendre et tenir) Two companies seek to try and gain a foothold into the enemy's territory, while keeping their costs down. Every inch of land will be soaked in the blood of the losers. Starting Placement: The deployment zone for each player is the strip of board up to 5” from their starting edge. It The player who has Domination chooses which player places his fighters before the other. Duration: The game lasts 4 turns (fixed). Special Rules: None. Victory Conditions: The playing area is divided into 9 10”x10” squares (the same as those used in terraforming). At the end of the game, Determine which player has tactical control over each of the center squares. The player with control over the most squares is the winner. No ties are possible.
Filter pumps (Pompes de filtrage) The Sarassins were the first to use a system of pumps that turn putrid marsh water into drinkable water. With the arrival of the Westerners, the situation is suddenly complicated. Some companies massacre the workers to seize the structures while others mount operations to sabotage these pumps and deprive the enemy of this indispensable resource. In this scenario, the two companies have received instructions to destroy a filtering station of their opponent's while protecting their own. Starting Placement: The deployment zones of each player are the 10”x10” squares located in two opposite corners of the battlefield. The player who has Domination chooses which player deploys his fighters before the other. At the center of each of the deployment zones, place a pump marker. The ideal way to represent the water pumps is with a piece of terrain (Construction, Impassible, Blocking). Duration: The game lasts 5 turns (fixed). Special Rules: Destruction of the pump: The pump is destructible with the following stats: DEF 2, PR 4, PV 25. See below for the destroyable terrain rules. Victory Conditions: The game ends immediately when one player brings their opponent's water pump to 0 PV. At the end of 5 turns, if neither player has destroyed another player's water pump, the player who has dealt the most damage is declared the winner. If the amount of damage inflicted is the same, then the game is a tie.
New Rules Destroyable Terrain: It is possible to represent destructible elements on the battlefield (buildings, natural obstacles, etc.). Below are the rules to deal with attacks against such elements. Definitions: A destructible element is not treated as a fighter, it is simply a piece of terrain. It is possible to attack. A destructible element is never regarded as any particular company, it is neither an ally nor an opponent. Destructible terrain is defined as any other element, with regards to definitions of a size and possibly by effects. Specific Properties: A piece of destructible terrain has three characteristics normally on fighters, which are: Defense (DEF), Protection (PR) and Points of Life (PV). Destructible terrain is not affected by the following damage types: Drain Life, spiritual damage, Poison. Destructible terrain is not affected by the orders. Destructible terrain is not affected by the effects relating to the FOI of fighters. Destructible terrain is unaffected by auras and spells other than those which inflict damage (excluding Drain Life Damage, spiritual damage, and Poison). Destructible terrain can never receive bonus / penalties to their stats. Destructible terrain is never affected by the changes of state with the notable exception of Consumed (except for poison, Obviously). Destructible terrain may have certain special abilities which take effect as if it were a combatant. Destructible terrain is considered to be fully destroyed when it is reduced to 0 PV or less. Attacking destructible elements: Melee Attacks: When it is activated, a model in contact with a destructible element (or placed on the item if the nature of it permits) can attack it. The model attacks as usual (support is possible, penetrating strikes are possible, etc). This is an attack without retaliation (however the special ability Vicious does not work in this case). If the fighter attacks a destructible element is in contact with one or more opponents, one of them (At the option of their controlling player) could then engage in an attack without retaliation against the model. Ranged Attacks: It is possible to target destructible elements, respecting the rule of targeting.
Putrid Swamps The infernal region where this campaign is taking place swarms with carnivorous life, and death. Even the plants are moving with a life of their own and delighted by the flesh and blood of those who fall in combat.
1 Point elements −
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Bog Difficult, Plot A large puddle of mud blocks movement and dirties the heart and soul of all who enters it. Death Fog Plot, blocking Obstructing gases of decomposing plants form an opaque cloud and gives birth to fear in the hearts of men.
2 Point elements −
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Muddy Field Difficult, field This vast expanse of stinking mud makes any movement erratic and tiring. Carnivorous Marsh Plot, Mortal 3 (affects models on 50mm bases without pathfinder) A large body of water and mud mixing with carnivorous roots seeking to trap any individual heavy enough to trigger them.
3 Point elements −
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Large Carnivorous Marsh Field, Mortal 3 (affects models on 50mm bases without pathfinder) A very large body of water turns out to be a trap that is deadly to all combatants clumsy enough to stumble into their clutches. Mirror of fate Special, Unique This element of decor is represented by a small pond of water that is as clear as crystal. It is practically circular and measure 2 inches in diameter. Whoever is brave enough to plunge into it may receive hints of his future, whether they be glorious or disastrous. The side which has a non-insignificant model free in the center of this piece of scenery during the maintenance phase automatically wins Domination.
4 Point elements −
Ruins of Ancient Times Field, Difficult, Blocking, Radiant (stunned, unlimited, all models on the side with less models are affected) In this building, obviously built at the dawn of the world, a voice that chills blood and a supernatural
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presence sows doubt in the minds of the weak. The side with less models in this field are affected by Panic, greatly reducing their combat effectiveness. In the case of a tie, all sides are affected. Carnivorous Plant Construct, Blocking, Special The roots of this mobile giant are attracted by the blood of the wounded. Any fighter that suffers damage within 5 inches of this piece of terrain takes an additional point of damage, which ignores armor.
Zones of Conflict −
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First Conflict Zone: Wave of Pestillence A wave of putrid miasmas falls upon the battlefield. Until the end of the turn, all the models present on the battlefield gain the ability Stealth 6 and lose 1 point of life immediately (Protection is not taken into account). This is poison damage.. Second Conflict Zone: Insidious fog A slick white mist covers the battlefield. We heard cries of suffering and cries for relief. The men have difficulty communicating and the demons were surprised to hear of many obscure Logorea(?). Throughout the turn, any expenditure of CMD is permanent. Third Conflict Zone: Quicksand This conflict zone has the same size and same way of moving as the fragile ice in the rulebook (page 191). The accursed zone aspires to the death of the fighters who are unfortunate enough to encounter it. The heavier a combatant is, the more likely they are to sink quickly. The model takes immediate damage, dependent on the size of its base: 1 for a standard base, 2 for a medium base and 3 for a large base.