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4

Table of Contents
Preparing for Battle ........................... 3 Cults................................................... 32
General Principles ............................. 4 Stranglin’ Harry’s Wretched
Playing the Game............................... 8 Recruits........................................... 34
Orders................................................ 10 The Slug’s Lament........................ 36
Movement......................................... 12 Tod’s Folly..................................... 38
Shooting Engagements.................... 13 The Fungivorous Herd................ 40
Charging............................................ 16 The Grand Bombard..................... 42
Melee.................................................. 18 The Brotherhood of Greed.......... 44
Panic................................................... 19 The Procession of Woe................. 48
Retreating.......................................... 20 The Red Ribbon Society............... 50
Terrain............................................... 21 The Feast of Charybdis................ 52
Scenarios............................................ 22 Knights of Shellwood................... 54
A Long March............................... 23 Lopers of the Maudlin Marsh..... 56
Trouble in the Fog........................ 24 The Aunts Ascendant................... 58
Crossing the Dredge..................... 25 The Leech Lovers.......................... 60
Building Your Regiment................. 26 Uprising of the Louse................... 62
Snobs.................................................. 27 Saint Alamei’s Rocket
Followers........................................... 28 Batteries.......................................... 64
Cavalry Followers............................ 29 The Temple of Swellings............. 66
Artillery Followers........................... 30

1
The Squelchy Wargame

C
hurned mud and swampland stretches out into the gloom. Thick fog
hangs heavy in the air. Rolling barrows loom out of the murk. A strange
root writhes underfoot. A thousand years after the defeat of Napoleon at
the Battle of Austerlitz, the world has fallen into decay. Endless war has led to technology
stagnating, and beautiful countrysides have been ground to a thick ruin under the boots of a
million dead men.

Now, nothing grows. A bizarre and horrible root covers the land; strangling the life from the trees,
poisoning the water, and filling the sky with an acrid mist. Humanity barely endures by harvesting
this disgusting tuber. It twists their bodies and minds. It infests their thoughts with divine visions of lost
vegetables.

Bizarre religious orders have formed. They stockpile abandoned weapons unearthed by the twisting roots.
Marching in column under fluttering banners, brandishing mud-clogged muskets and rusted bayonets, they
are cruel parodies of long-forgotten armies on the march.

Gather your troops. Fix bayonets. Devote yourself to the roots.

Turnip28 Core Rules v16: The following is a living In our ever-loving kindness we have blackmailed the
document containing all the rules needed to build a pair into lending their services.
Regiment and fight battles in the world of Turnip28.
Sneg and Weezel will hand out
WHAT IS TURNIP28? helpful advice on your journey,
popping in to give detailed
Turnip28 is a miniature wargame using 28mm examples of interactions,
scale figures lovingly converted from dusty hoards useful diagrams, and lots
of historical and fantasy model kits. In short, it’s a of wiggling.
Kitbasher.
With their advice
In Turnip28, players command roughly 30 model and a bit of
strong Regiments made up of incompetent Snobs, luck you’ll soon
bedraggled Followers and bizarre warmachines in master the rules
battles lasting about an hour. Players will weep and of Turnip28 and
cheer as deranged peasants kick each other to death in possibly come back
the mud. with all of your
limbs intact.
While the core rules are contained herein, if you are
keen to know more about the world of Turnip28, seek Let’s begin.
out the accompanying Swollen Maglettes. Each Issue
is packed with world building fiction, community
modelling guides, and fantastic art immersing you
in the root veg apocalypse.

Von Sneg and Weezel: An unfortunate incident


involving a paternal potato and an untreated
verruca turned Von Sneg, an unparalleled
strategist, into a writhing collection of digits.

Now his tactical toes are shepherded around by


his interpretor Weezel, an awkward aristocrat with
a lack of self confidence.

2
Preparing for Battle Tokens: Players will need a selection of
distinguishable tokens to play:

Turnip Miniatures: Turnip28 is a miniatures h Panic Tokens: The Regiment you’ll be


wargame with no official Turnip28 miniatures. commanding are a nervous bunch, and to represent
Players are required to convert their figures using the panic its units accrue, players will need a
model kits and their own imaginations. collection of small tokens. Players could use black
glass beads, corpses, teeth, or any other suitably
Issue 1 of The Swollen Maglette features an in-depth small but noticeable game piece.
guide to help players create their first Regiment, ready
to play a game of Turnip28. A unit can never have more than 6 panic tokens at
one time, and so panic can also be represented by a
If players have access to Tabletop Simulator, there single D6.
is also a Turnip28 mod available to play online right h Powder Smoke Tokens: Black powder weapons
away. produce noxious plumes of smoke when fired. To
represent this, a player will need some powder
Sneg’s toes undulated, forming up in ranks before spelling out smoke tokens. Players could use bits of cotton
XXVIII. wool, stuffing, or white glass beads.

“28?” Ventured Weezel. h Objective Markers: Some scenarios may ask for
players to place up to 5 Objective Markers. These
28 stands for the scale of the miniatures, measuring from could be many things of value, from precious root
the figure’s head to its toes, however cunning generals
relics to the very last pair of clean socks.
could certainly play with different scales: Turnip32,
Turnip06, Turnip03! The world is your slightly out-of- Objective markers are represented by 40mm
date oyster.
diameter circular bases. Players are encouraged to
decorate objective markers with something themat-
The Battlefield: Turnip28 is played on a Flat 4’x4’ ic. Heraldic banners are a favourite, with players
surface. switching them out with their Opponent when they
are captured and lost.
The board generally contains least 3-5 pieces of terrain.
These are the bogs, sunken houses, and ramshackle h Order Tokens: Sometimes a hard fought battle
farms that act as game pieces and help add visual flair can get particularly muddled. Players may wish to
to a table. have a set of tokens for each of their units to show
which units have given and received their orders
Turnip28 takes place in Cist, a mysterious and thus far in a round.
tussocked county obsessed with root vegetables. A
more detailed look at the terrain of Cist will come later, It is not essential to play with order tokens, but
but for now it’s a good principle to have at least one they are useful to have on hand.
piece of terrain for every 2’ square of board.
Made to Measure: Turnip28 uses inches to measure
Dice: The game is played with six-sided dice, distance, so players are recommended to bring a tape
abbreviated in these rules as D6. Players will need a measure with an inch scale.
good two handfuls of D6s, about 20 should do.
The game can be played using centimetres instead of
inches. To do this, players should substitute 1” for 2cm.

If players are pushed for space and forced to play on


a smaller on a 2x2’ board, simply halve the distance
given and round up to the nearest whole number. 1”
halved this way would stay at 1”.

Print and Play: It is handy for both players to have


access to the core rules while playing. The latest version
of the rules will always be available for free online,
thanks to the incredible support of Turnip28 Patrons.

To save players a bit of ink, there is an accompanying


print friendly version of the core rules available at
www.patreon.com/Turnip28

3
General Principles Friends and Enemies: Models and units belonging
to you and those of your allies are considered Friendly.
Models and units belonging to your opponent and their
Models: Each player commands a single Regiment of allies are considered the Enemy.
equal strength represented by a collection of miniature
figures. We call these figures Models. Basing: Every model in Turnip28 must be mounted on
a base. A model’s base can be any shape, so long as it
Pieces of terrain are not classified as models, even if fits within the base size given in its unit profile.
they are part of a Regiment.
Base size is given in millimetres and will tell the player
Units: All models in Turnip28 are organised into units. the minimum and maximum size a model’s base may
A unit must consist of at least 1 model, but may have be.
more. All models in a unit must be equipped the same.
For example, the base size of a Fodder model is
20mm/30mm. This means that:
Sneg’s worn extremities danced around on their lonesome.
h The model’s base must be no smaller than a 20mm
Any unit consisting of just one model is still classified as square.
a unit. This means a Snob model, one of your Regiment’s
commanders, is a unit, even though they are on their h And must fit within and be no larger than a 30mm
own. square.

Some models and units may have much larger or


Unit Profiles: Each unit has a matching Unit Profile. smaller base sizes, but the parameters will always be
This profile provides you with a flavourful description given as squares.
to help inspire your modelling, along with the unit’s
size and characteristics, and any special rules it has. This allows for a myriad of modelling opportunities,
while keeping unbalanced play to a minimum. If
All models in the unit share the same unit profile. playing in a competitive setting, it is worth making
sure that a consistent shape and size for all bases is
Units Profiles can be found on page 29. agreed on by all players.
Unit Coherency: The battlefield is a truly terrifying Multibasing: Players may wish to base multiple
place and it’s all too easy for followers to lose their unit models on a single large base. Models based this way
in the mist. To represent this, we use Coherency. must still be able to stay in coherency and all models
must belong to the same unit. Treat a multibase as
h For a unit to remain in coherency, every model a singular model for the sake of line of sight and
in the unit must be within 1” of at least one other movement.
model from the same unit.
Multibasing is a great way to speed up gameplay and
h In addition to this, to be in coherency, no model an a brilliant excuse to create particularly whimsical
may be more than 8” from any other model in the dioramas.
same unit.
To help count casualties on bases with multiple figures,
Units must be deployed, end all orders, and end all players will need to use easily distinguishable counters
moves in coherency. You may never break coherency or dice to mark the amount of models remaining, or
when removing casualties. wounds taken.

Models inside the dotted line are


in coherency with each other.

A, however, is not in coherency.


Although it is within 1” of
another model from its unit, it
is not within 8” of every other
model.

“Sneg! Stop moving the pieces.”

4
Characteristics: Every model in Turnip28 has a set Modifiers: Some rules may alter a model’s
of characteristics used to describe just how violent or characteristics. Modifiers are cumulative. For instance,
pathetic they are. -1 lowers an X+ characteristic by 1, improving the odds
of success, and vice versa for a +1.
The example profile, a unit of Brutes, has the following
characteristics: An X+ characteristic can never be reduced below 2+,
but can be raised above 7+. A roll of 1 in this case is
always a fail.
Brutes (6 Models) Base size: 20mm/30mm
Rolling Dice: Turnip28 uses D6s, but some rules may
M A I W V ask the player to roll 2D6, 3D6, etc. To do this, roll that
6” 2 5+ 1 5+ number of D6s and add the results together.

When asked to roll a D3, roll a single D6 and halve the


Movement (M): This is the maximum distance a model result, rounding up.
may be moved on the table.
Re-Rolls: Sometimes a rule may ask the player to re-
Attacks (A): This is the number of dice rolled when a roll a dice. This means that a player should take that
model makes an attack in a melee. dice and roll it again. The player must accept the result
of the new roll.
Inaccuracy (I): This is the minimum result required
when attempting to land a successful attack on an Once a dice has been re-rolled it cannot be re-rolled
enemy when shooting and in melee. again.

Wounds (W): This is the number of wounds a model Some rules may make mention of unmodified dice: this
may suffer before they are considered to have been refers to the result before any modifiers are applied.
slain and removed from the table as a casualty.
Roll Offs: Some rules may ask players to roll off. To
Vulnerability (V): This is the minimum result required roll off each player rolls a single dice and whoever rolls
when attempting to prevent any wounds received. highest wins. If there is a tie, both players roll again
until a winner can be found.

Roll off dice may never be modified.

X+ Characteristics: Some characteristics are given as


X+, For example (I) and (V).

X in this case refers to the minimum result needed on


a D6 to generate a single success. The higher X+ is the
lower chance a model has of succeeding.

For example a Brute has an (I) of 5+. To achieve a


successful Inaccuracy roll they must roll at least a 5 or
6.

Improbable 7+: Characteristics of 7+ or higher


represent the sheer improbability of an event occurring.

Since a 7+ or higher cannot normally be rolled on a


D6, for a unit with a characteristic of 7+ or higher to
achieve a single success its player must:

h First roll an unmodified 6.

h Roll that dice again and score an unmodified


4, 5 or 6.

5
Targeting: To simulate the appalling battle
conditions of Turnip28, players must always target
the closest enemy unit.

Unless specifically stated, anytime a rule asks the


player to pick a target, they must always choose the
closest enemy unit within line of sight. Range: Sometimes a rule
will refer to a unit’s Range,
If there are multiple units an equal distance away, the such as a Snob’s command
active player may choose which to target. Players may range or a unit’s weapon
never divide their shooting attacks between multiple range. A model’s range is
targets and may not attempt to charge multiple targets the maximum distance it
at the same time. may target another unit or
model, given in inches.
If the closest enemy unit is not within line of sight, then
the player must choose the next closest unit in line of Within: To be within range
sight. it is enough for any part of
a units base or bases to be
Measuring: Turnip28 allows players to measure at partially inside that distance.
any time, in any situation. It is always acceptable for
a player to check if their models are in or out of range To be within an area, it is enough for any part of a
without penalty. unit’s base or bases to be partially inside that area.

When measuring the distance between two models, it Wholly Within: For a unit to be wholly within range, a
is always between the two closest points of their bases. units entire base or bases must not be any further away
than the maximum range.

For a unit to be wholly within an are, its entire base or


bases must be inside the area described.

These rules apply every time “wholly within” or


“within” are mentioned in the rules, whether it
mentions units, models, objectives, or other game piece.

Strangling a root finch between delicate fingers, Weezel


squeezes out a partially masticated toe from the birdlike
creature.

The toes appear grateful.

Turnip28 players should always strive to be the best


player they can be and while that means mastering the
rules and creating outstanding models, it also means
playing with integrity and respect.

Put the enjoyment of your opponent first at all times,


no matter how much you might revile their patron root
vegetable.

6
7
Playing the Game To make sure that every Regiment has an equal chance
at victory, games of Turnip28 are balanced by the
number of Snobs.
Scenarios: Every game of Turnip28 is played using
one of several scenarios. These can be found on page Players should agree beforehand on the number of
23. Snobs they will use.
Each scenario will provide the player with the table
size, terrain layout, victory conditions, and deployment A collection of toes gingerly edge a couple of strangely carved
rules required to play, as well as any horrific scenario caricatures onto the battle map.
blunders that may befall your models. “Is that us?”

It is recommend that players play their first few games “Wiggle!”


using the Long March scenario. Its straightforward
rules will help players get to grips with their Regiments Turnip28 has been designed around a 3 Snob game with
players’ Regiments containing:
with minimal distractions.

Regiments: In Turnip28, each player commands a h 1 Toff


Regiment containing several characters, collectively h 2 Toadies
known as Snobs, along with their Followers, a muster
of incompetent murderers. h 4 units of Followers.
This size game provides players with the most engaging
A Regiment is built from its Snobs up.
and balanced 1v1 experience.

h First, every Regiment must have a single Turnip28 can be played with more than 2 players, but it
aristocratic Snob called a Toff. This is the is recommended that for every extra couple players you
charismatic Cult leader. A Regiment may only ever reduce the amount of Snobs by 1.
have one Toff.

• Secondly, for every Toff your Regiment has, Cults: Once a Regiment has been assembled, players
they may also bring with them any TWO units may choose which Cult that the Regiment belongs to.
of Followers.
Cults provide a thematic and exciting way to play
h Accompanying a Regiment is a collection of Turnip28, adding unique units and strategies. Due
snivelling sub-commanders called Toadies. to the added complexity of Cults, it is recommended
players play a few games using only the core units
• A player may take a number of Toadies agreed before adding them.
to by both players.
A comprehensive list of Followers, Snobs and Cults,
• For every Toady, a player can bring ONE unit and their unit profiles can be found on page 28.
of Followers.

• Once players have chosen their Snobs and


Followers, their Regiment’s is finally complete.

8
Rounds: Turnip28 is played in rounds. A typical Deployment: After the board has been set up, players
game lasts 4 rounds. In a round of Turnip28, players will deploy their Regiments on the board. Depending
take turns giving out orders until every unit on the on the scenario, players will have a set of deployment
battlefield has either given or received one order. rules to follow, telling the players how and where
they may place their units. If the scenario says it has
Initiative: At the very start of a game of Turnip28, standard deployment, it will follow the steps below.
before all things, players must roll off discover which
Player has the Initiative. h Starting with the Player with the Initiative, take
turns deploying a single Snob - accompanied by
A player with the Initiative will activate first for that
their Followers anywhere in their deployment
round.
zone.
When a round is over, the player that finished all their
• The deployment zone is an area of the board
orders first that round has the Initiative for the next
specifically designated by the scenario. Some
round.
rules may allow a player to deploy units
outside their deployment zone, independent of
Set up: Before placing any models, the table must be
a scenario’s rules.
set up to the Scenario’s specifications.
• It is good practice, before setting up, to tell
Terrain and any objectives are placed at this time, as
your opponent which Followers belong to
well as any Cult-specific terrain pieces.
which Snobs.
Players may wish to embellish their table with visual
• Remember: A Toff brings with them, and will
elements such at root animals, peasants, or other
deploy with two Follower units. Toadies with
suitable scenic pieces. These visual elements should
one.
not have any effect on gameplay and be clearly
distinguished before play begins.
A column of toes arranges itself on the map, while a singular
The 1” Rule: To keep the game of Turnip28 easy to big toe struts about behind them.
understand at a glance, and to help elements remain
A Snob and its Followers do not necessarily need to be
distinct, Players must follow the 1” rule.
placed near each other. They may be placed anywhere
in their deployment zone, but it is always a good idea to
h A friendly Follower unit may never end its move or keep Followers in command range of their commanders
be deployed within 1” of another friendly Follower and to hide your Snobs behind your Followers.
unit at any time. Snobs may be moved and end
their moves within 1” of any Friendly unit. They tend to get shot.

h Retreating models in a unit are able to move within


1” and through any unit, so long as they end their h Players continue placing Snobs and their Followers,
move at least 1” away from any other unit. going back and forth, until no more can be
deployed.
h A unit may never move, or be placed within 1”
of an Enemy model. The only exception to this is • Units must always be deployed in coherency
when charging, where a model may come within and obey the 1” rule.
1” as it tries to get into base-to-base contact with
the enemy. • Once all Snobs and their units have been
deployed, the battle can commence.

If you’ve taken a few nervous looks at the Cults and scenarios


at the back of this book, it might seem a bit overwhelming.

Don’t panic!

Turnip28 has been designed to be played in a modular


fashion.

Players are more than encouraged to take only what they


want from the system, playing at a level of complexity they
enjoy. If you prefer to play without Cults or scenarios, go for
it! If a rule doesn’t quite capture your imagination, and your
group agrees, feel free to modify or remove it entirely.

Try inventing your own Cult to represent your Turnip


collection. It’s a lot of fun.

9
Orders Make Ready: This is a step when the Snob is chosen,
but before it has given any orders. It is often used for
activating Cult special abilities.
Your Followers are waiting. Its time to give them orders.

Units in Turnip28 cannot act on the battlefield without Command Range: Every Snob has a command range
Orders. When a unit is given an order, it is able to given in its unit profile: Toffs: 6”, Toadies: 3”.
perform a selection of actions including: moving,
shooting, and fighting in melee. This is the range within which they are able to give
orders to their Followers. A Snob only orders a friendly
Every round of Turnip28 is broken down into orders. unit if its within their command range.

In a round, both players take turns to order their units If players are playing with Snobs with wildly different
until every Follower unit has been ordered once. base sizes, for a more equal experience it is advised to
measure from the centre of the Snob’s base instead.
To order their units and fight a full round of Turnip28,
players follow this sequence:

ORDERS SEQUENCE

Starting with the player who has the Initiative,

1. Pick a friendly Snob under your control to Make


Ready.

2. Then choose a nearby friendly unit of Followers in


command range of the Snob to receive orders.

3. Declare to your opponent which unit you have


chosen and which order they are going to perform
from the Orders List.

4. Roll to see if the unit blunders.

5. Perform the order to completion.


“Those poor fools, I turn my back for a second and they start
6. Once the order has been completed, it is your eating each other.”
opponent’s turn. They repeat steps 1 through 6, with
play passing back and forth until ALL Snobs on the Clever players will keep their Followers in command
table have given orders. range for as much of the game as possible.

If a player runs out of Snobs, their opponent contin- h It prevents the chance of scenario blundering.
ues repeating steps 1 through 6.
h It prevents having to wait until the end of a round
If all Followers on the table have been given at least before giving orders.
one order this round, the round ends and a new one
begins. A player with an eye for angles may find ways of forcing
an opponent’s units to retreat out of command range
If not, proceed to step 7. before they get a chance to be ordered.

Starting with the player who finished activating their


Snobs first, Snobs with Initiative: If there are no units in
command range, or if the player so chooses, they may
7. Pick a friendly Follower unit under your control perform ONE order from the Orders List with their
that hasn’t performed an order this round to Make chosen Snob instead of ordering a unit of Followers.
Ready.
When Snobs perform an order this way, they NEVER
8. Perform steps, 3, 4, and 5. roll to blunder and are considered to have given an
order for that round.
9. Once the order has been completed, it is your
opponent’s turn. Repeat steps 7 to 9 until ALL Snobs can only give one order a round and it is
remaining Followers have performed an order once. impossible for Snobs to give orders to other Snobs.
The round then ends and a new one begins. They just don’t listen.

10
ORDERS LIST

Orders: Listed below are the all of the basic orders that a unit can receive. Belonging to a Cult or playing a
certain scenario may grant your Regiment access to more.

h Volley Fire!
Taking time to unclog and pick the leeches off their muskets, they open fire.

• The ordered unit enters a shooting engagement with a target enemy unit within their weapons’ range.

• The ordered unit reduces its Inaccuracy characteristic (I) by 1 during the shooting engagement.

BLUNDER: If this unit blunders, it does not receive the -1 to its Inaccuracy.

h Move and Shoot!


Trudging through the mud, they bring their muskets to bear on an unsuspecting foe.

• The ordered unit moves up to their full Movement characteristic (M) and enters a shooting
engagement with a target enemy unit within their weapons’ range, if possible.

BLUNDER: If this unit blunders, it may only move D6” before entering the shooting engagement.

h March!
Moving at double pace through the mire, the ragtag band of followers takes ground.

• The ordered unit moves up to their Movement characteristic (M)+2D6".

BLUNDER: If this unit blunders, it may only move up to M+D6".

h Charge!
Into the puddle of death they screamed.

• The ordered unit charges, moving up to their Movement characteristic (M)+2D6”, towards a target
enemy unit within charge range and line of sight, and fights in melee.

BLUNDER: If this unit blunders, it may only charge M+D6”.

Remember: A unit receives a panic token each time it blunders.

Blunders: Followers aren’t the most competent of soldiers Scenario Blunders: Followers without command are
and are prone to blundering even over the simplest order. often worse than hopeless.

Every time a player decides to order a unit of If a Follower unit blunders during an order not given
Followers, they must roll to see if they Blunder. to them by a Snob (see steps 8 through 10 of the Orders
Sequence), they have instead Scenario Blundered.
h After a player has declared which order the unit is
going to perform, they must roll a dice. On a roll The unit immediately receives one panic token as
of a 1, the unit blunders and can only perform a normal, but suffers the effects of the scenario blunder
limited version of the order (found in the Orders instead.
List).
The effect of the scenario blunder will depend on which
h If a Follower unit blunders, it immediately receives scenario is being played.
a panic token.
A list of scenarios ,along with their scenario blunders,
can be found on page 23.

11
Movement Moving Across: Sometimes a rule will require a
model or unit to have moved across something. A
model is considered to have moved across a thing if the
A Move, or Moving, is when a model travels across path of its movement would cause any part of its base
the table. This can be as part of an order, as part of a to have moved over any part of that thing’s base.
retreat, or as part or any number of actions that require
the model to traverse the battlefield in some way. Directly Towards: Some rules may require a model
to move directly towards something. This means a
Players can usually only move units as part of a March, player should move the model towards that target in a
Charge, or Move and Shoot order. Some Cult special straight line via the shortest route possible.
rules may allow the players to move models in unique
ways. These moves will follow all the normal rules for Directly Away: Some rules may require a model to
moving unless specifically stated otherwise. move directly away from something. This means a
player must move their model away from that target in
To move a unit, simply pick up the models in the unit a straight line, aiming to get as far away as possible via
and place them down in the desired position. This can the shortest route possible
be done one at a time or all at once.
To do this, players should draw an invisible line
When a model moves, it may move in any direction running through the centre of their model and the
and can take any path, so long as the length of its route target they are moving directly towards, or away from.
is no further than the maximum distance permitted for
their move. The players should then proceed to move their model
along this imaginary line, towards or away from that
Moving and Coherency: Models must always stay target until the distance given has been reached.
in coherency and obey the 1” rule at the end of their
move.
The toes concentrated hard on the taller of the two figurines.
Eyes narrowed, Weezel watched them punt it into a pint of
h Models may not move through models, or the gaps Squench.
between models, belonging to other friendly or
enemy units. In the example below, the players need to move the
model B directly away from the model A.
• The only exception to this is when retreating.
To find out which direction to move, the players draw an
• Models may move through models in their imaginary line running through the centres of models A
own unit. and B.

h Models may not usually move within 1” of an Model B now moves along this line, away from A, until
it has traveled the required distance. In this case, ending
enemy unit.
up at C.
• The only time a model may move within 1” of
an enemy unit is during a Charge order.

• A model may never end its charge within 1”


of an enemy or friendly unit that was not the
target of the charge.

Moving Snobs with Followers: When a unit of


Followers moves as part of a Snob’s order, the Snob
may move at the same time.

The player may move their Snob up to double their (M)


via any path, so long as they end up within Command
range of their unit and obey the 1” rule.

For example, a Toady with a movement of 6” could


move 12” in any direction, so long as they ended within
3” of their ordered unit.

Snobs may never enter a shooting engagement or melee


this way. They try to leave the dirty work to others.

12
Shooting Engagements Soupy fog hangs low over the battlefield, noxious powder
smoke burns the eyes.
“Make ready, present... Fire!”
A distant plop can be heard, as if a toe had fallen into a fen.
A model Shoots, or is Shooting, when it enters a
Because shooting attacks happen simultaneously,
shooting engagement. A shooting engagement usually
and casualties are resolved after all models have shot,
takes place as part of an order and involves a shooting casualties caused by shooting attacks will not affect the
unit and its target. ability of the target to return fire.
Shooting engagements in Turnip28 are done
simultaneously, both units perform shooting attacks Weapon Range: To be “in range” when shooting, it
against each other equal to the number of models in is enough for any part of any model’s base in the target
range and line of sight. unit to be within the distance given under weapon
range on the shooter’s unit profile.
Only units with ranged weapons can shoot.
Blackpowder, Missile, and Pistols and Sabres are Most Followers will have a weapon range of 18”, while
ranged weapons. Close Combat weapons are not most Snobs have a range of 6”.
ranged weapons, and so units equipped with them
cannot shoot. Line of Sight: Line of Sight is an imaginary line
drawn from the edge of a shooting model’s base to its
When a model or unit shoots, they enter a shooting target. If this line intersects anything that blocks line of
engagement and must follow the following sequence. sight, then that model’s target is not in line of sight.

SHOOTING ENGAGEMENT SEQUENCE Line of Sight Blockers:

Starting with the player who is shooting, h Friendly and enemy units block line of sight, as
does the space between models in a unit.
1. Declare the target of the shooting engagement. The
Every model is considered to have an infinitely tall
target must be a unit within range and in line of
sight of at least one model from the shooting unit.
height for the sake of working out line of sight, this
means that although you may be able to physically
see taller units behind a unit, they are not in line of
2. Check to see if the target is also able to shoot.
sight.
If the target unit is able to shoot, and has at least
one model in range and line of sight, it must Return h Terrain can block line of sight if it obscures almost
Fire. Players should proceed to step 4. all of a model. It can be helpful to get down to
the model’s eye level to check if they can see their
If the target is not able to shoot, proceed to step 3. enemy.

Units with powder smoke tokens cannot return fire. h Snobs never block line of sight.

3. The shooting unit performs a number of shooting They tend to be ducking.


attacks equal to the number of models in its unit.
h Models and the gaps between models never block
The target player removes any casualties and the the line of sight of other models in the same unit.
players work out the winner and loser (see page 15).

If there is a winner, the loser must retreat. If no win-


ner can be found, then no unit retreats.

The shooting engagement ends.

4. Both units perform simultaneous shooting attacks


against each other equal to the number of models in
their units.

After attacks have been made, players remove any


casualties and work out the winner and loser of the
engagement.

If there is a winner, the loser must retreat. If no win-


ner can be found then no unit retreats.

The shooting engagement ends.

13
360° View: Models in Turnip28 have a 360 degree Shooting Attacks: When units shoot as part of a
field of view at all times, so can potentially target any shooting engagement, they make a number of Shooting
unit around them. Attacks. Each attack represents the firing of a singular
model’s weapons.
While players do not have to, it is always encouraged
to face models in the direction they are shooting or A shooting attack is made up of several steps
charging, during their movement. simulating the Inaccuracy of the shooter, the
Vulnerability of their opponent, and the damage the
Range, Line of Sight, and Modifiers: If one model shot does.
from a unit is in range or in line of sight the entire unit
is considered to be in range or line of sight Shooting attacks should all be rolled simultaneously.

If players are playing with units including multibased To perform a shooting attack, players should follow
models, all figures mounted to the same base are these steps.
considered one model for the sake of targeting, e.g., If
one model from a multibase can see, or be seen, then so
can the rest of the multibase.
SHOOTING ATTACK SEQUENCE
If some models in a unit can target the enemy but
receive a modifier to their rolls for whatever reason, all For a unit’s Shooting attacks,
models in that unit will be effected by those modifiers.
1. Roll one D6 for each model in the shooting unit.
If some models in a unit are not in range, or cannot
draw line of sight to their target, they may still shoot so 2. Make a single Inaccuracy roll for each shooting
long as at least one model from their unit can. attack:

Return Fire: Return fire is treated as a normal Every dice that scores equal to or higher than the
shooting attack, resolved at the same time, and follows shooting model’s Inaccuracy (I) is a hit.
all the rules that shooting attacks must follow. Every dice that scores lower than the model’s I is a
miss.

3. For each hit, the target of the shooting attack must


make a single vulnerability roll:

Every dice that scores equal to or higher than the


target’s Vulnerability (V) is a save.

For every dice that scores lower than the target’s V,


The target unit suffers a wound.

4. The target unit calculates all unsaved wounds and


any casualties are removed.

5. If the target of the shooting attack suffers at least


one hit, regardless of whether it was saved or not,
they receive a panic token.

Remember: Shooting attacks are performed


simultaneously, so causalities from both sides are
removed at the same time.

Black Powder Weapons: Units equipped with black


powder weapons can only fire once per round.

To represent the time it takes to fire a musket, when


a unit with black powder weapons makes a shooting
attack, they receive a Powder Smoke token. The unit
cannot shoot again until the start of the next round.

At the start of each round, remove all powder smoke


tokens.

14
Inaccuracy Rolls: Inaccuracy rolls represent the Wounds: Every model in a unit has a number of
model’s malicious, if often hopeless, intent. The lower Wounds (W), as specified in their unit profile. Once a
Inaccuracy (I) a unit has, the more skilful it is. model has suffered a number of wounds equal to their
Wounds characteristic, they are considered to have
Successful Inaccuracy rolls generate hits which, if perished and are removed as a casualty.
unsaved by their target’s vulnerability rolls, generate
wounds. The player in control of the unit suffering the wounds
may allocate them, one at a time, to any model in the
Sometimes a weapon, for example, a stump gun, may unit. Once a model has begun receiving wounds, the
cause multiple wounds on each hit. These are treated player must continue to allocate wounds to that model
exactly like all other wounds for the sake of working until it has perished before allocating wounds to other
out the winner and the loser. models in the same unit.
Some rules may modify the Inaccuracy of the shooting This way there can never be two or more wounded
unit. The shooter must always use their modified models in a unit at any time.
Inaccuracy when making their shooting attacks, even
when re-rolling. You may never break coherency when you remove
casualties.

Removed from the Table: If a rule states that a model


is removed from the table, they are not wounded and
there can be no vulnerability roll to prevent this.

They are just removed from the table.

Winners and Losers: At the end of a shooting


engagement or after fighting a bout in a melee, players
are required to determine a winner and a loser.
Vulnerability Rolls: Though they might rupture
spleens, burst rib cages, or explode eyeballs, wounds h The Winner is the unit that caused the most
aren’t always fatal. unsaved wounds.
Every time a unit a unit suffers a hit by a shooting h The Loser is the unit that caused the fewest
attack or a melee attack, they must make a vulnerability unsaved wounds.
roll. If the roll is failed, the unit suffers a wound.
h If both units caused an equal number of unsaved
Weapons that cause multiple wounds per hits only wounds then there is no winner.
require 1 successful save to prevent all the wounds.
To determine winners and losers in melee, players only
Vulnerability rolls of a natural 1 always fail. count wounds caused during a single bout.

15
Charging Base to Base contact: Some rules refer to base to base
contact. For something to be in base to base contact it is
enough for any part of one base to be touching any part
A Charge, or Charging, is an order that allows a unit to of another base.
enter into melee with another unit. The charging unit
moves towards their target and enters melee if they can Charge Targets: As with shooting you must always
get within base-to-base contact. target the closest enemy unit when charging. It is
impossible to charge multiple units or to enter into
Close combat in Turnip28 is shockingly brutal. The
melee with multiple units at once.
mere threat of melee can force panicked units to break
and run before they even have a chance to fight.

To charge, a player must follow these steps:

CHARGING SEQUENCE
Charge Range: This is the highest possible charge
To charge a unit, distance that could be rolled. Generally, this will be 18”
for infantry and 24” for cavalry.
1. Declare the target of your charge. The target must be
For instance, if a unit blunders, it would roll 1 fewer D6
within charge range and in line of sight.
when charging. This would reduce its Charge Range by
6”. For a blundering unit of Fodder, this would make
2. The target unit must take a Panic Test (page 19):
its Charge Range 12”.
If the panic test is passed, players continue to step 3.
Charge Distance: This is the maximum distance
If the panic test if failed, the target of the charge a charging unit can move during a charge. It is
immediately retreats and players continue to step 4. determined by rolling during the charging sequence.
No Model in the charging unit can exceed the charge
3. The target of the charge must Stand and Shoot if distance for any reason.
able.
Stand and Shoot: If the target of a charge has passed
If the target of the charge is equipped with ranged
its panic test and it is equipped with ranged weapons,
weapons, it MUST Stand and Shoot. If it has a pow-
der smoke token, it cannot Stand and Shoot. it MUST Stand and Shoot.

A unit does not need to be in range or in line of sight h A unit equipped with close combat weapons may
to Stand and Shoot. It is assumed the unit waits never Stand and Shoot.
until just before impact before firing its weapons.
h A unit with a powder smoke token may never
If the charging unit survives the Stand and Shoot, Stand and Shoot.

4. Roll the charge distance for your charge: When a unit Stands and Shoots it immediately makes a
shooting attack against the charging unit.
Movement (M) + 2D6
This is treated just like a normal shooting attack,
Blunder: Movement (M) + 1D6 however the shooter does not need to be within range
or line of sight of its target.
5. Starting with the closest model, move directly
towards the target, one model at a time, traveling This is a shooting attack and not a shooting
no further than the charge distance, aiming to get engagement, so the charging unit cannot fire back.
as many models into base-to-base contact with the
target as possible. h Black powder units will still receive a powder
If any model in the charging unit makes it into
smoke token, and if the charging unit is hit, they
base-to-base contact with the target, the charge is a will receive a panic token.
success and both units fight in a melee.
After the shooting attack is resolved and casualties are
If it is impossible for any model in the charging unit removed, and if there is anything left of the charging
make it into base to base contact with the target, all unit, the charge proceeds.
models must still move directly towards the target
their full charge distance and end the charge. Any wounds taken during the stand and shoot do not
count towards finding winners or losers of the melee.

16
Failed Charges: If it is impossible for any model in
the charging unit make it into base-to-base contact with
the target, they must still move directly towards the
target their full charge distance.

Charging and the 1” Rule: Charging is the only time


a unit may come within 1” of an enemy unit.

h A charging unit may come within 1” of another


enemy unit during its charge move.

h A charging unit may never finish its move within


1” of another unit except the target of its charge.

Charging through Dangerous Terrain: If, at any


time during a charge, any model in the charging unit
moves across dangerous terrain, the entire unit must
immediately take a dangerous terrain test.

This test should be performed as soon as the last model


has moved its charge distance.

Any casualties from this test are removed before the


unit enters melee.

In this example: Unit A comes within 1” of unit B during


its charge move, however as no model from A ends the
move within 1” of any model from B, this charge is legal.

17
Melee Melee Attacks: When a model fights in a melee
it makes melee attacks. All units can fight in Melee
whether they close combat weapons or not.
“Spill their guts. I want sausages!”
Some rules may modify the attack characteristics (A) of
Models fight in close combat by entering into a Melee. a unit, e.g. units equipped with close combat weapons.
Units can only enter a melee using a charge order.
To make a melee attack players should follow this
Unlike Shooting engagements, melee attacks are done sequence:
one unit at a time, not simultaneously. It is possible for
one unit to completely wipe out another unit before it
has the chance to fight back. MELEE ATTACK SEQUENCE

Melee is fought in Bouts, in which both units have a For a unit’s Melee attacks,
chance to attack each other. To fight in Melee, after a
unit has successfully charged, follow this sequence. 1. Roll a number of D6s equal to the combined Attack
characteristics (A) of all models in the attacking unit.

MELEE SEQUENCE Every dice that scores equal to or higher than the
attacking model’s Inaccuracy (I) is a hit.
Starting with the player that charged,
Every dice that scores lower than the model’s I is a
miss.
1. Make a number of Melee Attacks equal to the
combined Attack characteristics (A) of every model
in your unit. 2. For each hit, the target of the melee attack must
make a single vulnerability roll.
All models in a unit may attack, even if they are not
Every dice that scores equal to or higher than the
in base-to-base with the enemy.
target’s Vulnerability (V) is a save.
For example, a unit of 6 brutes with an A of 2 would
For every dice that scores lower than the target’s V,
make 12 total melee attacks.
the target unit suffers a wound.

2. Your opponent removes any casualties suffered.


3. The defending unit calculates all unsaved wounds,
and any casualties are removed.
3. Your opponent makes a number of melee attacks
equal to the combined A of every model remaining
in their unit.

For example, if a unit of 6 brutes suffered 5 casu-


alties, they would only be able to make 2 melee
attacks.

4. Remove casualties suffered.

5. Find the winner and loser of the melee.


The winner is the unit that caused the most
unsaved wounds in that bout.

If there is a winner, the loser must retreat.

If there is no winner, then players fight another


bout.

6. Fight bouts until a winner can be found or one unit


is completely destroyed.

If a unit is completely destroyed during a bout, the


melee immediately ends and the surviving unit is
considered the winner.

7. After the winner has been found, all units involved


in the Melee receive 1 panic token.

18
Panic Panic Tests: When a unit is charged, it will need to
take a panic test to see if it still has the will to fight.
“Oh my parsnips.” A unit that fails a panic test immediately retreats
(page 20.)
Panic!: Over the course of the game, units will build
up panic from the stress of battle. This is represented To perform a panic test, the charged unit’s player rolls
by panic tokens. A unit may accumulate panic from a dice and adds its result to the number of panic tokens
various sources over the course of a battle. The most that unit has.
common sources of panic are:
h If the total is 6 or less, the test is passed.
h Blundering an order.
h If the total is 7 or more, the unit immediately
h Being hit by a shooting attack. retreats.

h Fighting in a melee. h A roll of a 1 always passes.

h Failing a dangerous terrain test. Units with zero panic tokens cannot fail a panic test, so
the test can be skipped.
Many Cults allow for players to manipulate panic,
however it is always important to remember a unit Running Down Retreating Units: If a unit retreats
may only ever have a maximum of 6 panic tokens at because of a panic test, the charging unit must still
any one time. attempt to get into base-to-base contact with its target.
When playing games without the strange and If any model in the charging unit makes it into base
mysterious rules of Cults, there is no way to remove to base contact with the target after it has retreated
panic once a unit gains it. its full distance, then the retreating unit is completely
destroyed. Remove it from the table.

19
Retreating Moving Retreating Units: Models in retreating units
may move over other units, so long as they end their
move 1” away.
“Run Away!”
If a retreating model would end its retreat within 1” of
A unit Retreats, or is Retreating when they move another unit, it must continue to retreat until it is not
directly away from an enemy, usually after failing within 1”. A unit may cross multiple units this way.
a panic test, losing a melee, or losing a shooting
engagement. Retreating and Dangerous Terrain: Turnip28
battlefields are confusing places, shrouded in fog and
Players may never retreat voluntarily. When a unit is
smoke. Fleeing through a startled unit of comrades will
forced to retreat, they must follow these steps:
more than likely earn you a trowel in the spleen.

RETREATING Every time a unit moves over the following as part of


its retreat, it must take a dangerous terrain test:
For ease of explanation, we will refer to the unit that
caused the retreat as the enemy during these steps. h Friendly units, excluding friendly Snobs

To move a retreating unit, h Enemy units, including enemy Snobs.

1. Roll your retreat distance. h Dangerous Terrain.

The retreat distance is D6 plus an additional 2” for A unit must take a test each time it moves over the
every panic token your unit has. above. Even if only one model has moved across the
above, the test is taken for each model in that unit.
For example, a unit of Whelps with 4 panic tokens
forced to retreat would move D6 + 8” directly away The tests are taken and casualties removed after every
from the enemy. model in the unit has finished its move

2. Determine the model in your unit furthest from the


enemy.

This model is your Pleb.

If there are models equally distant from the enemy,


you may choose between them.

3. Move the Pleb directly away from closest model,


traveling no less than the full retreat distance.

If there are enemy models equally distant from the


Pleb, then you may chose which to retreat away
from.

If it is impossible to place the Pleb 1” away from


another unit, it must keep traveling directly away
from the enemy until this is possible.
In this example: Pleb A must retreat 2” from unit B.
4. Move the rest of your unit, one model at a time, However, unit C is in the way. Pleb A must continue its
so that every model in the unit ends their move in retreat until it is at least 1” away from C.
coherency with the Pleb.
Unfortunately, now A’s whole unit will take TWO
Models must travel in a straight line and no less dangerous terrain tests.
than the retreat distance. They may never end their
move within 1” of an enemy model.

Each time your unit moves across dangerous terrain


or another friendly or enemy unit (excluding friend-
ly Snobs) it must take a dangerous terrain test.

Remove any casualties and add any panic tokens.


This completes the retreat

20
21
Terrain Defensible Terrain: Sunken row houses, ancient
overgrown forts, or an outhouse covered in spikes. Any
6”x6” area that offers heavy protection is classified as
The battlefields of Turnip28 are muddy marshlands defensible terrain.
scattered with sunken houses, blistered with tussocks,
and enthusiastically coloured with the sprouting of root Units shooting at targets wholly within defensible
vegetables. terrain receive a +1 to their Inaccuracy.
It is not uncommon to see a relic of the past, an overgrown Units that are the target of shooting attacks while in
bastille, or the ruins of a shattered castle looming out of defensible terrain are considered to have Fearless if
the mist. These, however are long past their glory days and forced to retreat.
barely provide enough defense to hold together in a strong
breeze.

Terrain is not a unit or a model, but a specific area


representing the environment of the Turnip28 world.
Terrain pieces have rough size recommendations, but
players are encouraged to place visual flair above all
else.
The toes dash inside a mug as Weezel gets his tweezers.
Its always encouraged for players to add non-
interactive elements. A few tufts on a base can do a Defensible terrain only offers protection and Fearless
lot to break up a barren table. These are not terrain for against shooting attacks. If you want to oust a stubborn
gameplay purposes and should be distinguishable as unit from defensible terrain, you’re going to have to
such. charge.

Models and Terrain: Models can be placed on any Dangerous Terrain: Dangerous terrain should be
part of a Cover, Defensible, and Dangerous terrain,
represented by an area of about 9”x9”and could be a
unless it is physically impossible.
leech swamp, root pit, or the ever popular and humble
It is encouraged that players make their terrain pieces bog. Any area which may pose a threat to adventuring
open and accessible to models to make gameplay Regiments counts as dangerous terrain.
smoother.
Units that move across dangerous terrain must take a
Terrain and Charging Units: A unit that stands and dangerous terrain test.
shoots a charging unit that is moving from or through
A unit must take a test every time it moves over a
any piece of terrain does not suffer the Inaccuracy
piece of dangerous terrain. The test is taken after every
penalty.
model in the unit has moved.
Types of Terrain: There are 4 types of terrain in A model is considered to have moved across dangerous
Turnip28. Some Cults may also have access to their terrain if any part of its base has moved over any part
own unique terrain pieces, such as the Tall Man. of the terrain piece.
Each scenario will tell the players which terrain to A unit does not take a dangerous terrain test simply for
bring and how many. These are the following terrain existing within the terrain, but only when it decides to
types: move. This usually applies to units deployed within
dangerous terrain at the start of a game, who are safe
Cover: Representing the decaying walls, erected root until they choose to move or are forced to retreat.
gabions, or any low obstacle. Typically they are about
6” long and 1” wide and about chest height. Dangerous Terrain Tests: To perform a dangerous
terrain test, roll a dice for every model in the unit. If the
Units that shoot at targets with at least half of their result is an unmodified 1, remove that model.
models behind and within 3” of a piece of cover,
receive +1 to their Inaccuracy. If any model in the unit fails a dangerous terrain test
the unit receives a single panic token.
Impassable Terrain: This includes complete
and fortified buildings or any unscalable natural Players may never break coherency when removing
formations. It should be no larger than 6”x6”. casualties suffered from dangerous terrain tests.
Impassable terrain cannot be moved through for any
reason. Terrain Size: The sizes of terrain given above are only
guidelines. Players are encouraged to create terrain of
Any model that would move within 1/2” of impassable varying sizes and shapes.
terrain, including the table edge as a result of a retreat
is Removed. Units treat the edge of the board as
impassable terrain.

22
Scenarios Objectives: Every scenario will present the players
with up to 5 objectives and instructions on how to place
them. These are represented by Objective Markers.
Every game of Turnip28 is played using one of several
scenarios. Capturing Objectives: All objectives on the table
start the game uncaptured and cannot be moved once
A scenario will provide the player with the table
the game has begun.
size, terrain layout, deployment rules, and victory
conditions required to play. An objective is a captured any time a Follower unit
ENDS its move within 1” of i. This may include as part
Some scenarios will favour different play-styles, and
a march, charge, or even a retreat.
each scenario comes with its own specific scenario
blunder that players will need to consider when
playing. “Wiggle Wiggle Wiggle.”

Trouble in the Fog favours more aggressive close “That’s a bit obvious, isn’t it?”
combat focused Regiments, while Crossing the Dredge
Follower units never capture objectives during their
will favour more defensive and ranged focused forces.
move. It is not enough to simply pass by an objective to
capture it. A player must capture the objective at the end
Table Size: The scenarios listed here are designed to of their move.
be played on a 48”x48” board. While they can be used
as a guide for smaller tables, the layout may advantage
one player over the other. Once captured, an objective remains captured until the
end of the game unless it is captured by another player.
Terrain Layout: Each scenario will instruct the
A player may not capture an objective if there is an
players how to lay out the terrain for that game, as well
enemy Follower unit within 1” of it. The objective
as provide one possible example layout, via a diagram.
instead becomes uncaptured.
When placing terrain and objectives, players always
An uncaptured objective with both players’ Follower
start with the player who has the Initiative.
units within 1” becomes captured immediately as soon
Each layout is written as if each piece of terrain exactly as there is only one unit within 1”. There is no need for
matches the size guidelines given on page 19. the capturing unit to move.

A unit may move across objectives, but may never


Turnip28 terrain represents the lumpy nature of Cist,
finish a move on top of one.
and it is understood that not all terrain is built equally.
Players may find it useful to combine several smaller
Snobs can never capture objectives.
pieces to represent a single piece, making sure they are
all within 3” of each other.
Victory Conditions: Every scenario comes with
its own set of victory conditions. If any of these are
Deployment Rules: Depending on the scenario,
achieved by a player at any time, the game is over and
players will have a set of deployment rules to follow,
that player is victorious.
telling the players how and where they may place
their units. If the Scenario says it has “standard
deployment”, it will follow the steps found on page 8
under Deployment.

23
A Long March
Reduced to squeezing slugs for nourishment, they Objectives:
pushed onward into the valley. Would this be their
final battle? h Take turns placing 5 objective markers.

Board size: 48”x48” They must be not be wholly within either player’s
deployment zone, and must not be within 8” of
Terrain Layout: each other or 8” of the table edge.

h Players Take turns placing 1 piece of dangerous h The 5th objective marker must be placed wholly
terrain each until there are 3 pieces on the table. within the defensible terrain.

They must be placed within each player’s deploy- Deployment: Standard.


ment zone (A,B) and must not be within 8”of each
other. Deployment Zones: 12” from the players’ board
edges: Areas A, B.
h The player with the initiative places 1 piece of
defensible terrain somewhere along the centre line, Victory Conditions: The game ends after 4 rounds.
24” from and parallel to their board edge. The player that controls the most objective markers at
the end of the 4th round is the victor.
h Take turns placing 1 piece of cover each, anywhere
on the board. Headless Chicken: If at any time a player loses all
their Snobs, they lose the game and their opponent is
victorious.

Scenario Blunder: The unit gives into its ravenous


hunger and removes D3 models. The unit then
performs their unblundered order normally. Models
can and will eat themselves.

Remember: The Follower unit that scenario blunders


still receives 1 panic token.

24
Trouble in the Fog
Two opposing columns, stretched out on the march, Deployment: Standard.
walk barely meters apart, blissfully unaware as the
impenetrable fog begins to lift. Deployment Zones: 12” from a central line that
crosses from the left corner to the right corner. Areas A,
Board size: 48”x48” B.

Terrain Layout: It may be helpful to mark out the central line with
string, dice, or a laser pointer when setting up.
h Take turns placing 1 piece of dangerous terrain
each until there are 4 pieces on the table. Victory Conditions: The game ends after 4 rounds.
The player that controls the most objective markers at
They may be placed anywhere except wholly with- the end of the 4th round is the victor.
in the players’ deployment zones (A,B). They must
not be within 8” of each other. Headless Chicken: If at any time a player loses all
their Snobs, they lose the game and their opponent is
Objectives: victorious.

h Take turns placing 5 objectives.


Scenario Blunder: The unit is becoming increasingly
nervous as unseen battle rages around them.
They must be within a player’s deployment zone
The Follower unit receives 2 panic tokens in addition to
and not be within 8” of each other or the table
the usual 1 (+3 panic tokens), then performs the normal
edge.
order (not their blunder version).
h 1 objective marker must be placed in the centre of
the board.

25
Crossing the Dredge
A soggy stretch of treacherous swampland lie in Deployment: Standard.
front of the Regiments. An ancient and rotten bridge
providing the only sure path across the Dredge. Deployment Zones: 2” from the players’ board
edges: Areas A, B.
Board size: 48”x48”
Victory Conditions: The game ends after 4 rounds.
Terrain Layout: The player that controls the most objective markers at
the end of the 4th round is the victor.
h Place 1 piece of defensible terrain along the centre
line of the board. The centre line is 24” from and Headless Chicken: If at any time a player loses all
parallel to the players’ board edge. their Snobs, they lose the game and their opponent is
victorious.
h Take turns placing 4 pieces of dangerous terrain
anywhere along the centre line. Scenario Blunder: Mistaking very clear commands,
the unit hurls itself into the swamp and at the enemy.
Objectives:
The follower unit must charge the nearest enemy unit,
even if that unit is out of range and line of sight.
h Take turns placing an objective wholly within each
piece of terrain. The charged unit will make a panic test and still get a
chance to stand and shoot. This charge is treated as if
it had been ordered to charge normally and without
blundering.

This charge replaces that unit’s order for that round.

26
27
Building Your Regiment Core Units: Unless specifically stated, any Regiment
may take followers from the core unit list. A player
can take as many of the same type of Followers as they
“Not you lot again.” wish.
In Turnip28, each player commands a Regiment made Four Stump Guns are fun until you realise they can’t move.
up of Snobs and their Followers.
Equipment: When you pick a Follower unit, you must
Regiments have been designed to be easy to build, with also choose how it is equipped.
players hastily scribbling them on the back of a potato
the night before the battle. Followers must be equipped with Follower equipment,
while Snobs must be equipped with Snob equipment.
All Core Units have been tested to be equivalent in
strength, and while some may have more specific All models in a unit must be equipped the same way.
uses, and some combinations might preform better
in some scenarios, a player should feel encouraged to Some unit profiles state that a unit must be equipped
experiment with the knowledge that, though every one a certain way. These units may never change their
of their units is pathetic, there are no terrible choices. equipment for any reason.

Likewise, each Cult has been tested to be of equivalent


strength, though some may require more experience to Follower Equipment:
use.
h Black Powder Weapons (Ranged): Rusted relics of a
Before building a Regiment, players should agree on lost age. Muskets, blunderbusses, and other things that
the number of Snobs and whether Cults are being used. go boom.

A typical game is a 3 Snob game. Units equipped this way receive a powder smoke
token every time they shoot.
To build a Regiment, players should follow these steps:
Units with powder smoke tokens cannot shoot.

BUILDING A REGIMENT h Missile Weapons (Ranged): Bows, slings, crossbows,


javelins, or particularly vicious potatoes. The traditional,
1. Pick a Cult (if they are being used). slightly less deadly weapons of Cist.

Units equipped this way reduce the Vulnerability of


2. Take 1 Toff. their targets by 1 when they shoot.
A Regiment may only ever have one Toff.
For example, a target’s save of 5+ will improve to a
For each Toff, pick and equip 2 units of Followers 4+ if shot at by missile weapons.
from the list of core units or from your chosen Cult’s
units, if available. h Close Combat Weapons: All manner of nasty looking
objects used for killing up close.
3. Take an agreed number of Toadies. Units equipped this way reduce their Inaccuracy by
Unless specifically stated, each player’s Regiment 1 for all melee attacks.
must contain the same number of Snobs.
For example, when using close combat weapons, a
For each Toady, pick and equip 1 unit of Followers. melee attack needing 6+ to hit instead needs a 5+.

A unit equipped with close combat weapons MAY


Once players have chosen their Snobs and Followers, re-roll their charge distance dice. If a player chooses
their Regiment’s is complete. to re-roll their charge distance, both dice must be re-
rolled and they must accept the new result.
Below, we have an example Regiment: It has 3 Snobs, 2
units of Fodder, 1 unit of Chaff, and 1 unit of Brutes, for
a total of 7 units. Snob Equipment:

h Pistols and Sabres (Ranged): Snobs don’t often get


their hands dirty, preferring to enthusiastically gesture.
Toff
Toady 1 Toady 2 Units equipped this way do not generate a powder
smoke token when they shoot, and are not consid-
ered to be equipped with close combat weapons.
Chaff
Fodder Brutes
Fodder

28
Snobs
Toff (1 Model) Toady (1 Model)
Base Size: 20mm/60mm Base Size: 20mm/40mm

A Regiment is always led by a character known to Following the Toff like leeches are a collection
their Followers as the Toff. Individuals exhibiting odd of squabbling Toadies. These are the snivelling
mutations and outstanding personalities, Toffs represent subcommanders that fawn and flatter their self-
the fanatic holy men, inspiring commanders, and important Toff on their crusade.
dubious prophets that aim to gain a reputation in the
swamps. Command Range: 3”

Command Range: 6” M A I W V
6” 1 5+ 1 5+
M A I W V
6” 2 5+ 2 5+ Weapon’s Range: 6”

Weapon’s Range: 6”

Toff Off!: When a Toff you control is Made Ready


within 18” and line of sight of an enemy Toff, you
may propose a Toff Off!

A Toff Off! is a relatively honourable duel to the


death, where only one Toff will be left standing.

When a player is challenged to a Toff Off!, they


must select the manner of the duel.

h Pistols at Dawn: Both Toffs make simultaneous


shooting attacks against each other until one
Toff is killed.

• The Toffs do not need to be in range to


shoot each other. These attacks do not
generate powder smoke tokens and
successful hits do not generate panic
tokens.

h Sabres for Tea: Both Toffs make simultaneous


melee attacks against each other until one Toff
has perished.

h When one or both Toffs expire, the Toff Off!


ends.

• If your Toff is still alive, proceed with your


Toff’s Orders.

• If not, your Order ends.

Nice Spot for a Picnic: Players are encouraged to


pick a suitably grandiose spot on the battlefield to
host their toff off! Mark the Toff’s original positions
and place them in the area ready for their duel.

Once one or both Toffs have gone to nibble that


great turnip in the sky (died), return the victor
to their original position and proceed with their
orders.

A Toff Off! can never be refused.

29
Followers
Fodder (12 Models) Chaff (4 Models)
Base Size: 20mm/30mm Base size: 20mm/30mm

Forming the core of most Regiments, these followers are Representing the lighter skirmishing troops, Chaff are
the masses willing to lay down their lives for their odd remarkably terrible shots considering all their boasting,
causes. Malnourished saps, Fodder are gathered together but their ability to distract and confuse opponents
in tight order and pushed onwards by pounding drums proves invaluable in the heat of battle.
and inspiring banners.
M A I W V
M A I W V 6” 1 5+ 1 6+
6” 1 6+ 1 6+
Weapon’s Range: 18”
Weapon’s Range: 18”
Sharpshooters: When shooting or charging, this
Safety in Numbers: If the unit begins a round with unit can target any enemy unit, not just the closest.
10 or more models, they are Fearless (see Brutes).
Vanguard: A unit with Vanguard may deploy as
if their deployment zone was 6” larger than the one
Brutes (6 Models) given.
Base Size: 20mm/30mm Although Snobs deploy at the same time as their
Especially dedicated to the cause and completely addicted Followers, unless a Snob also has Vanguard they
to the strange powers of the roots, Brutes are relatively must use the normal deployment zone.
well fed and often heavily armoured. Skirmish: When this unit is the target of a shooting
attack, increase the Inaccuracy of the shooter by 2
M A I W V for that attack.
6” 2 5+ 1 5+
For example, a unit of Fodder shooting at a unit of
Weapon’s Range: 18” Chaff with Skirmish would have its (I) increased
from 6+ to 8+ (see improbable hits on page 5).
Fearless: Every time a unit with fearless is required
to retreat, including as part of a panic test, on a 3+
they do not retreat and are treated as if they passed
the panic test.

Melee and Fearless: If a unit with the special rule


Fearless loses combat but passes its fearless roll,
it does not count as having retreated. Instead it,
moves directly away from the winner 1”.

If a unit cannot be placed this way without


breaking coherency or the 1” rule, it must be
moved directly away until this is possible.

The Fearless unit still counts as having lost.

30
Cavalry Followers
Whelps (4 Models) Bastards (3 models)
Base Size: 40mm/60mm Base size: 40mm/60mm

Roaming the countryside in packs, these riders stalk the The illegitimate offspring of the countless Toadies that
endless columns of pilgrims that march through the fog, travel through the marsh. Eager to prove their worth
picking off the starving, the feeble, and the afraid. to their uncaring parents, they thoughtlessly hurtle
headlong into the most gruesome combats on their
M A I W V frothing steeds.
12” 2 6+ 2 5+
M A I W V
Weapon’s Range: 18” 12” 3 5+ 2 5+
Shadows in the Fog: When this unit Moves and Weapon’s Range: 18”
Shoots or Charges, it reduces its Inaccuracy by 1 for
the duration of the Order. Bowel-Loosening Charge: When a unit of Bastards
charge, their target must re-roll any successful
Dash: This unit MAY re-roll their March distance panic tests.
dice. If a player chooses to re-roll, both dice must
be re-rolled and they must accept the new result.

31
Artillery Followers
Stump Gun (1 Model)
Base Size: 40mm/80mm

Heads are pulped, legs severed, and arms are torn from their sockets as plumes of blood and mud erupt from the enemy
ranks. The ancient relic laughs its bellicose laugh and another cannonball is rammed down its greedy gullet.

M A I W V
0” 3 6+ 3 5+

The Stump Gun model is a composed of a cannon and its crew, but is considered 1 model. If the cannon and
crew are on separate bases, the crew are not part of the game and simply act as wound tokens.

The Stump Gun is equipped as if it had a black powder weapon.

Ammunition: When a Stump Gun makes a shooting attack, it can use one of two types of ammunition: Round
Shot or Grape Shot.

h Round Shot (Weapon’s Range: 60”)


The player rolls three shooting attack dice instead of the usual one. Any hits cause 2 wounds to the target
unit. These wounds cannot be prevented by a Vulnerability roll.

h Grape Shot (Weapon’s Range: 12”)


Before making the shooting attack, the player rolls 3D6. The total rolled is the number of shooting attacks
the Stump Gun makes. The target can make its Vulnerability rolls normally.

Unstable Icon: Like all artillery the Regiments use, Stump Guns are prone to failing catastrophically.

h When rolling to hit as part of a shooting attack, the Stump Gun receives one panic token for each
unmodified 1 rolled. Any 1s rolled when generating Grape Shot shooting attacks do not generate panic
tokens. Shooting attacks should be rolled all at once, not one at a time.

h If the Stump Gun has 3 or more panic tokens before it makes a shooting attack, it is dangerously unstable.
If any further natural 1s are rolled when rolling to hit, something has gone horribly wrong. Immediately
remove the gun from the table as it detonates, obliterating the crew completely. The gun resolves its
shooting attacks as normal, even if it explodes. Its crew, the barrel, and surrounding plant matter cease to
exist, but their shot still speeds towards their opponent.

• A Stump Gun must have at least 3 panic tokens when it rolls its shooting attacks to have any risk of
exploding.

Stubborn Fanatics: The crew of a Stump Gun love their grumpy child and will never abandon them. The
Stump Gun cannot charge, march, or move and shoot, and will never retreat under any circumstance.

Preliminary Bombardment: After players have deployed, but before any Cult abilities have been used,
players may choose to fire a preliminary bombardment. Starting with the player with the Initiative,
players take turns making a free shooting attack with their Stump Guns, using Round Shot. Preliminary
bombardments can generate panic tokens, but do not cause a unit to Retreat.

You do not need to roll for blundering during a Preliminary Bombardment.

32
Cults
A turbid, mud puddled County somewhere in the remains of Cults dramatically power up a player’s Regiment, so
the Prince-Bishopric of Liège, Cist is host to many religious for players looking for a relatively Cultless experience
groups. These hostile factions vie for dominance and against an opponent using a Cult, try Strangling Harry
vegetables.
or any of the toadpole Cults.
Regiments devote themselves wholeheartedly to a Cult with
enthusiastic abandon. Cajoled with promises of holy relics “Grogs Grogs Grogs Grogs Grogs Grogs.”
and a bite to eat, fuddled officers drag their grumbling
Followers into a world of maddening sectarian slaughter. Cult Rules: If a Cult Rule seems to contradict a core
rule, the Cult rule always supersedes the core rules.
Strange Regiments on the March: Cults create an
interesting and exciting way to play Turnip28, bringing Choosing a Cult: Designed to be picked up and
new units, powerful abilities and tactical challenges to discarded with the minimum of investment. Players
the table. inspired by a Cult will find it easy to assemble. Often
only requiring only a single new unit, players can add
Within the following pages, players will find a list the new unit to their existing regiment and discover a
of the most prominent Cults in Cist along with their completely new way to play.
complete rules.
A Regiment may devote itself to only ONE Cult at a
“Join the Brotherhood. All the toes you can eat.” time. While changing Cults is designed to be easy, a
Regiment can never devote itself to more than one Cult
Cults are designed for players looking for a more at any time.
advanced and complete Turnip experience.
Some Cults may provide the player with access to units
Toads: It is recommended players play a few games of available in another Cult. A Regiment may only ever
the core rules without Cults until they are comfortable use the rules listed in their chosen Cult rules and never
with the mechanics. If players are determined to jump from any other Cult, even if they share the same unit.
straight in, the Cults have been split into three tiers of
complexity. “Tod’s here... Oh God, not again.”

h Toadpole (Green): The most straightforward Cults


with limited or no new units.

h Toadlet (Amber): Cults that require slightly more


investment from the player, often with a single core
mechanic that can be mastered.

h Toad (Red): The most involved Cults asking a


player for many new units or providing the player
with dramatically different ways to play.

Playing with Cults: All Cults are designed to be of


roughly equal strength, providing the players with a
balanced and competitive game, more so than just the
core game.

While some Cults may fair better against others, every


Cult should stand its fair chance of winning.

“The Tall man calls for thee.”


33
Stranglin’ Harry’s
Wretched Recruits
“You disgusting maggots. You appalling, pathetic excuses for boils. You newly slapped arses.

You fools in a sack. You right ‘orrible little shits.

Now listen here. I don’t mind that you don’t know anything. I don’t worry that you and your thumbs wouldn’t
last a minute with the Brotherhood. I don’t even care that you spill your guts at the sight of a burst bollock. I can
rest easy on my laurels because Harry’s here now. Old Harry’ll teach you. Harry’s here to help.

Do what Harry says and you might live to tell about it.”

Stranglin’ Harry: “Don’t look at me like that, you’re Harry’s Method: Each time a unit you control
givin’ me nightmares.” successfully completes one of these actions, they may
immediately remove 2 panic tokens.
Stranglin’ Harry is a sergeant whose noteworthy
career and questionable methods have trained many h Stik ‘em, you animals! Charges an enemy unit
incompetent recruits into murdering fools. with a powder smoke token.

h NOW, you idiots! Enter a shooting engagement


By choosing this Cult, you gain access to these
with an enemy unit with a powder smoke token.
powerful abilities.
h Kill ‘em in the mud! Force an enemy unit take a
Duck, you prick!: Harry isn’t going to command your
dangerous terrain test when it retreats.
troops for you, he’s got a date with his wife!
h It’s just bloody sitting there! Capture an objective.
Harry does not take part in the battle, however his
expert training has made your officers flinch at the Harry’s Training Bucket: You may take ONE unit of
slightest sound. Rootlings as one of your Follower units.

All Snobs in your Regiment have +1 Wound.


Rootlings (4 Models)
Base Size: 20mm/30mm

”Now here’s a bucket of freshly throttled rootlings to


look after. If you think you can, keep the bloody things
alive and sick them on the enemy. Then maybe, just
maybe, I’ll introduce you to the rest of the Cults.”

M A I W V
6” 3 6+ 1 6+

Pathetic: Units of Rootlings must be equipped


with close combat weapons, however they do not
receive the re-roll to charge, or increased Attack
characteristic

Marsh Born: Units of Rootlings never take


dangerous terrain tests.

Vanguard: A unit with Vanguard may deploy as if


their deployment zone was 6” larger than the one
given.

Skirmish: When this unit is the target of a shooting


attack, increase the Inaccuracy of the shooter by 2
for that attack.

34
How They Play
“Harry scares me. There’s something about the way he sloshes that bucket.”

“A toe nods, while others huddle in a cowed mass.”

Dealing with Harry: Stranglin’ Harry’s Wretched Recruits rewards and teaches players good Turnip
fundamentals. Focusing on Harry’s method will keep your rabble reassured and in the fight while your Snobs
look after themselves.

Rootlings to the rescue! Able to shrug off arrows and hide in bogs from angry axe wielding peasants, Rootlings
can help a player deal with the worrying holes in Harry’s method.

Frequently Asked Questions: Helpful


clarifications and explanations.

h Harry’s Method: Von Sneg, Sir, when h Rootlings: Von Sneg, do I take the Rootlings
using Harry’s Method, do we remove 2 panic in addition to, or instead of a Follower unit?
tokens every time the retreating unit makes a
Dangerous Terrain Test? Instead of. If you want to take a unit of
Rootlings as a unit of followers, you must
No. You remove only 2 panic tokens, despite substitute one of your picks from the core list
the number of dangerous terrain tests taken, with the unit of Rootlings.
so long as the retreating unit takes at least one.
You may only take one unit of Rootlings this
way.
h Panic Tokens: Sneg, what if my unit only
has 1 panic token?

You remove only 1 panic token.

35
The Slug’s Lament
Hunched and grumbling, they march through fire and rain into the jaws of death. Irate and exhausted veterans
too bitter to back down, the grenadiers of The Slug’s Lament are a formidable foe on the Battlefield.

Spitting a hunk of gristle at the nearmost Fodder, the old soldier leaned back on her chair.

“Now let me tell you young turnips about how we butchered Sott.”

Grogs: “You want it done right? Send in the Grogs.” The Old Guard: The Old Guard are
treated exactly like a unit of Grogs, however
By choosing this Cult, you gain access to a collection when it is your turn to deploy your Toff and
of incredibly grizzled veterans: the Grogs and the Old their Followers at the start of the game, place your unit
Guard. of Old Guard to one side, off the table.
You may never take any units of Brutes when building Call the Old Guard: At the start of the THIRD round,
your Regiment. You may, however take a unit of Grogs place your Toff, along with your unit of Old Guard, up
as Followers instead of a core unit when building to 6” from any table edge, excluding your opponent’s
your Regiment. You may only ever have TWO units of board edge.
Grogs in your Regiment.
The Old Guard must be deployed in coherency,
After you have built your Regiment, you must take obeying the 1” rule and within command range of your
ONE additional unit of Grogs called the Old Guard. Toff.
The Old Guard is taken in addition to any Grogs
you may have already taken as part of your Snobs’ Tired and Weary: The Old Guard arrives on the
Followers. battlefield with SIX panic tokens.

Grogs (6 Models)
Base Size: 20mm/30mm

”Bah! Call that a bayonet? I’ve seen sharper parsnips.”

M A I W V
6” 2 4+ 1 5+

Weapon’s Range: 18”

Fearless: Every time a unit with fearless is


required to retreat, including as part of a panic test,
on a 3+ they do not retreat and are treated as if they
passed the panic test.

Disgustingly Stubborn: When retreating, Grogs


only retreat ONE inch for every panic token instead
of the normal 2”.

Grenadiers: Grogs must be equipped with black


powder weapons.

Bristling: In addition to their normal weapons, Snobs


belonging to The Slug’s Lament must be equipped with
Moustaches. While fetching, Moustaches sadly confer
no benefits and are for appearances only.

Late as Usual: When deploying your regiment at


the start of the game, when it is your turn to deploy
your Toff and their two Follower units, deploy your
Followers as usual, but place your Toff to one side, off
the table.

36
How They Play
“A hideously scarred and moustachioed toe crawls across the table”

Grumbling with Grogs: The Slug’s Lament provides the player with some of the strongest Followers in the
game. The Cult’s strength and stubbornness must be relied on while waiting for the Old Guard to arrive.

You will find yourself out-Snobbed in the early game, so play carefully until the third round, where you and your
Old Guard can unleash hell.

Frequently Asked Questions: Helpful


clarifications and explanations.

h The Old Guard: Mr. Sneg: How do I place h Building your Regiment: Sneg, Sneg, Sneg.
my Toff and the Old Guard? How do I build my Regiment? Is the Old Guard
an additional unit or does it replace one of my
Both units, the Toff and the Old Guard, are Snob’s Followers?
placed at the same time. They can be placed
anywhere on the board, so long as they The Old Guard is an additional Follower unit
are to 6” from any table edge, excluding added to your Regiment after you have picked
your opponent’s, and they obey the 1” and all your Snob’s Follower units.
coherency rules.
A player may take up to THREE units of
As they have not ‘moved’, they will not take Grogs this way: TWO Units of Grogs and ONE
a dangerous terrain test if placed within additional unit of Grogs, the Old Guard.
dangerous terrain.
For example, in a 3-Snob game, a player could
If it is impossible to place a unit this way, then take:
they are not placed.
Toff
h Grogs: Sneg, m’lord, what happens when the
Grogs lose in a melee but pass their Fearless Toady 1 Toady 2
roll?
Grogs
The Grogs behave like any other unit, moving Grogs Chaff
directly away 1”. This does not count as
Stump
retreating. Gun
h Deployment: Von Sneg. How do I deploy my
Followers without my Toff?
Old
After all Snobs and their units have been Guard
deployed, deploy your two Follower units that
would normally deploy with your Toff onto
the table.
Remember: You may never take any Brutes.

37
Tod’s Folly
Tod was once a dashing cavalry officer who, after a heavy night’s carousing, decided to lick an amphibian-shaped
radish for a bet. He became increasingly toad-shaped over the course of about a week and, now a lumpy toad
mutant, acts as a sword for hire to those Regiments yet ignorant of his illustrious career.

“What Ho! Pick up those entrails and let’s get going.”

Tod: “A coward? Never. Mother says I’m the bravest Misplaced Confidence: Whenever winners
around.” and losers are declared at the end of
melee bouts and shooting engagements,
Your Regiment has decided to abandon their original WINNERS and LOSERS are swapped.
Toff and have replaced them with Tod.
h If your unit was declared the WINNER, they
When building your Regiment, replace your Toff with are now the LOSER. The opponent is now the
Tod. If your Toff had any mutations from a campaign, WINNER.
Tod retains them.
h If your unit was declared the LOSER, they are now
Tod is still considered a Toff in all aspects, but uses the the WINNER. The opponent is now the LOSER.
profile below.
h If neither your unit nor the opponent’s unit was
declared the WINNER, then there is no change, and
Tod (1 Model) the melee bout or shooting engagement proceeds
Base Size: 20mm/40mm like normal.

“Half a league onwards!” cheered Tod as he tripped, slid, No Funny Business: This does not endlessly
and fell face first into a puddle. repeat on itself, nor does it take effect if one unit is
completely destroyed.
Command Range: 6”
Minders: Toadies belonging to Tod’s Folly are
M A I W V considered to be his Minders. Minders often carry with
6” 3 7+ 2 7+ them a large sack and some rope to restrain Tod if he
becomes too boisterous. Minders are considered exactly
Weapon’s Range: 6” the same as Toadies, with this exception:

Warty Charisma: Units ordered by Tod can never h So long as you have a Minder on the board,
blunder. whenever you order a unit, you may choose to
deactivate Misplaced Confidence until the order
Son of Tod: If there are two or more Tods on the is complete. You must do this before declaring
field, then players should roll off to decide which what the order will be and before rolling for any
player has Tod and which players have Son of Tod. blunders.
Tod’s sons are, unfortunately, exactly like their
father.

Tod Off!: Tod may challenge other Toffs to a Toff


Off! as if he was a normal Toff (see page 29).

If Tod is ever involved in a Toff Off he fights with


the help of
Bristling: Inhis minder.
addition to For:
their normal weapons, Snobs

• Pistols at dawn: Tod may make ONE


additional shooting attack for every friendly
minder still alive on the battlefield.

• Sabres for Tea: Tod may make ONE additional


melee attack for every friendly minder still
alive on the battlefield.

38
How They Play
“I’ll throttle that buffoon.

Ambushed me on the privy, stabbed me in the spleen, gulped down eight of Sneg’s toes, and three of mine, all before
breakfast.”

Toad: Tod’s Folly upends the Turnip28 experience and puts you firmly in control of a hopeless situation. Pick
terrible fights, force conquerors to retreat, confuse and irritate your opponent with a charming but unfathomable
excuse for a toad man.

Frequently Asked Questions: Helpful


clarifications and explanations.

h Minders: Toes, Toes, Toes! Do we use Tod’s h Misplaced Confidence: What happens to
unit profile or the Minder’s unit profile when Misplaced Confidence when Tod and Son of
making the extra attacks in a Tod Off!? Tod face each other?

The extra attacks generated by the Minders are When Tod and Son of Tod fight, Misplaced
made using Tod’s characteristics exactly as if Confidence is only ever active for the player
he had made them. with the Initiative.

The Minders only generate one extra attack Only the player with the Initiative can use their
each, even if they have multiple attacks on Minders to deactivate it.
their profile.
If the initiative changes to another player, so
h Orders: Von Sneg, when is an order does Misplaced Confidence.
considered complete and When does Misplaced
Confidence reactivate?

An order is complete when:

Volley: The shooting engagement, if one took


place, has ended.

Move and Shoot: Every model in the unit


has finished its move and the shooting
engagement, if one took place, has ended.

March: Every model in the unit has finished


its move.

Charge: Every model in the unit has finished


its move and the melee, if one took place, has
ended.

After the order has been completed, Misplaced


Confidence reactivates, ready for another unit
to receive its orders.

Remember: Misplaced Confidence will be


active during an opponent’s order.

39
The Fungivorous
Herd
The Herd snuffled and truffled into town, squealing up latrines and plundering pantries. When they had finally
glutted themselves, they lied in a heap, burping up bone, stone, and the remains of poor Henry.

“SQUEEEEEEL”

The Herd: “Groink?!” Scare the Swine: Instead of ordering


a unit, a Snob from this Regiment may
The Fungivorous Herd allows you to take ONE Herd frighten a Herd within its command range.
unit as Followers instead of a core unit when building When frightened, the target Herd must retreat directly
your Regiment. Your Regiment may only ever contain away from the Snob, remembering to add 2 inches for
one Herd unit. each panic token.

The Herd (4 Models) Snobs may frighten enemy Herds.


Base Size: 20mm/30mm

“Dulce et porcorum est pro patria mori.”

M A I W V
6” 2 5+ 1 5+

The Herd is made up of livestock models, be these


swine, sheep, ducks, weasels, or any other manner
of suitably domesticated root creatures. No matter
the model, all have the above profile and are
equipped with close combat weapons.

The Herd Grows: Every time this unit takes a


dangerous terrain test, for every successful roll you
may immediately add an additional Herd model to
the unit.

The additional Herd model must be placed in


coherency and not within 1” of any other unit.
If a model cannot be placed this way, it is not
placed. Placing models this way cannot trigger any
dangerous terrain tests.

The Herd can only ever have a maximum of 12


models at any time.

Models are added before failed terrain test models


are removed. This way, to remove the Herd, the
entire unit must fail all its dangerous terrain tests
at once.

Stampede: If the Herd has 10 or more models


when it makes a successful charge (when a unit has
managed to get into base to base with its target),
the Herd and its target must both take a dangerous
terrain test.

This test is done before any attack dice are rolled,


so the Herd may grow before it makes its attacks.

Confused Animals: The Herd may never capture


or contest objectives.

40
How They Play
The delicious smell of bacon wafted its way through the cracks in Weezel’s rusted helm.

Almost one hundred toes held down a struggling swinelet, as the branding iron, white hot, pinned Weezel to the wall.

Awful Animals: The Fungivorous Herd allows players to act out their inner hog charmer. Rewarding a player
that can think ahead, you will need to litter the path of the Herd with dangerous terrain tests. Just how many can
you stack together in a single round?

Frequently Asked Questions: Helpful


clarifications and explanations.

h Dangerous Terrain: V.S. Does the Herd h Herd Limit: Apologies Sneg, but is there
grow with every dangerous terrain test or just anyway to grow the herd larger than 12
those caused by dangerous terrain? models?

The Herd has a chance to grow with EVERY No. The herd starts with 4 models when it
dangerous terrain test, no matter the cause. deploys on the table, and can reach a maximum
This means that it could come from retreating of 12 models.
through an enemy or friendly unit, moving
through dangerous terrain, or any number of The Herd can never, for any reason exceed 12
your opponent’s Cult abilities. models.

h Growing: Groink, can the Herd grow more h Scaring Swine: Von Sneg how do I find which
than once a round, groink? way to retreat when a Snob Scares the Swine.

Yes, the herd can grow as many times a round To retreat the Herd away from a snob, treat
as it takes dangerous terrain tests. the Herd like its retreating as if it has lost a
shooting engagement with the Snob.
h Objectives: If the Herd is within 1” of
an Objective, does the Objective become
uncaptured?

No. The Herd may never contest an objective


this way. The Objective stays captured by the
opponent.

41
The Grand Bombard
They dragged the elephantine siege engine through mud and rain into position a mile away from the city walls.
Canticles of war were wailed as the cannon boomed. The very earth erupted as the iron shot turned the city and
its inhabitants into red ruin. Unable to stop quaking, jittering spotters fed news of the destruction back to the
artillery master as a rain of limbs and soil fell around them.
The Grand Bombard: “The Terror of Cist.”
The Grand Bombard (1 Model)
By choosing this Cult, you gain access an enormous Base Size: 80mm/120mm
siege engine called the Grand Bombard.
“There is nothing in Cist that can withstand that
You may take ONE Grand Bombard unit a Follower monster. A demon wrought in iron.”
instead of a core unit when building your Regiment.
M A I W V
Spotters: For every Objective you control, reduce the
0” 6 6+ 6 5+
Inaccuracy (I) of your Grand Bombard and Stump
Guns by 1. The Grand Bombard model is a composed of a
cannon and its crew, but is considered 1 model.
Aristocratic Ammunition: In times of crisis it is not
If the cannon and crew are on separate bases, the
uncommon for artillery masters to end up hurtling
crew are not part of the game and simply act as
through the air with the full confidence of their
wound tokens.
Followers.
The Grand Bombard is equipped as if it had a
Instead of giving an order with a Snob, you may black powder weapon.
remove that Snob from the board and immediately
make a special Volley order with your Grand Bombard. Ammunition: The Grand Bombard can only fire
Monstrous Bombardment.
You do not need to roll for blundering when using
Aristocratic Ammunition and this special order does h Monstrous Bombardment
not count towards the one order limit units usually
have per round.. Weapon’s Range: 120”

Shooting using Aristocratic Ammunition does not The player rolls 1 shooting attack dice. If
create a powder smoke token and the Grand Bombard this attack hits, it causes 6 wounds to the
may shoot this way even if it has a powder smoke target unit. These cannot be prevented by a
token. Vulnerability roll.

The Grand Bombard has the Unstable


You may never remove your last Snob using
Icon, Stubborn Fanatics, and Preliminary
Aristocratic Ammunition.
Bombardment special rules.

See the Stump Gun’s unit profile for more details


(page 30).

42
How They Play
The table shook as something catastrophic was happening outside. Weezel and Von Sneg’s toes ignored the commotion and
kept playing.

Thinking Like a Large Cannon: The Grand Bombard is designed for players looking to blow things up. A
player who can push up the board while holding objectives will find their bombard becoming an ungodly killing
machine. Protecting your Snobs and bombard until it’s time to fire will be tough but, if you succeed, you can turn
the battle in an instant.

Frequently Asked Questions: Helpful


clarifications and explanations.

h Aristocratic Ammunition: Von Sneg, can I h Return Fire: Sneg, Sire, can an enemy
use any Snob as Aristocratic Ammunition? unit return fire when I use Aristocratic
Ammunition?
You may only use Snobs you control, however
they can be anywhere on the board. Yes. The special Volley order’s shooting
engagement is treated exactly like a normal
You may not use an ally’s or enemy’s Snobs. one, with the exception that it can be used
more than once a round, doesn’t blunder, and
h Aristocratic Orders: Sneggles, dear, can I does not generate powder smoke tokens.
order the Grand Bombard after I have used
Aristocratic Ammunition? h Multiple Shots: Can I use Aristocratic
Ammunition after I’ve aready shot with the
Yes, using Aristocratic Ammunition does not Grand Bombard this round Mr. Sneg?
count towards your one order per round limit.
Yes, you may use Aristocratic Ammunition any
number of times per round, even if you have a
powder smoke token and even if the Bombard
has been ordered before.

43
The Brotherhood of
Greed
A Regiment of shuddering cannibals. Gourmands on a delicious pilgrimage to taste the various rooty mutations
of Cist’s Aristocrats.

Gluttony: Your Followers are starving. They cannot be Mutated: Each Grub gains a free mutation,
satiated. They demand to be fed. found on the following page. If playing
a standalone game and not part of a
Every time a Follower unit you control makes a campaign, each Grub must take a different
shooting attack, before any dice have been rolled mutation.
you may remove one model from the unit to add 4
additional shooting attacks. An Occasional Treat: To motivate the shambling horde,
Grubs often have to cut off a few fingers or possibly donate a
h They may do this any number of times. limb or two.
h You may never remove the last model from a unit. When a Grub orders a friendly unit of Followers, they
may immediately choose to take a dangerous terrain
test. If this test is passed, the Follower unit gains any
Grubs: Your Regiment collects only the tastiest of mutated mutations the Grub has until the start of the next
Snobs. round.

Every Snob in your Regiment is considered a Grub. If the test is failed, the severing of a body part has
Grubs behave exactly the same as Snobs, but have the been too much for the Grub and they are removed as
Mutated and An Occasional Treat Special Rules. a casualty as normal. The Follower unit still gains the
mutations until the start of the next round.

44
Mutations
Miraculous root flesh calls out with promises of power These mutations are not an exhaustive list but aim to
beyond imagining. Every bite is a dance with divinity or provide players with a sample of mutations available in
destruction. Through appalling taste and foul magicks, a Campaign.
powers yet unknown coalesce into being.
When a Snob takes a mutation, add that mutation
The mutations below provide players with the ability to their personal unit profile and apply any relevant
to play standalone games without the addition of effects.
campaign mutations.
Grubs can take a mutation from this list or from the list
available in the Campaign expansion.

Mutations: Players may either choose or


randomly pick their mutations.

h Bulbous: The Snob’s stomach and limbs swell, h Crown of Toes: Wiggling toes sprout out in
bursting plate and splitting mail. This new body great number all over the Snob’s body, proving a
becomes supernaturally resilient to blows which somewhat unnerving sight.
find difficulty penetrating the thick sinewy flesh.
This unit gains Bowel-Loosening Charge
Reduce the Vulnerability (V) of this unit by 2.
h Root Sight: Rooty tendrils seep and creep out of
E.g. a toady with a V of 5+ would now have a the Snob’s eye sockets, opening new realities and
V of 3+. greater understanding.

h Wings: Pathetic crusted flaps fold out of the This unit always passes any dangerous terrain
Snob’s back. As the Snob’s bones decay internally, tests it has to make.
they are able to take off from the ground and soar
over the battlefield. h Sprouted: Small chattering homunculean copies
sprout from the Snob’s skin.
This unit gains Fly.
When the last model in this unit is removed for
Fly: Units with this ability may move across any reason roll a D6. On a 5+, this model is not
other units and dangerous terrain as if they removed.
weren’t there.
Any wounds this model suffered are still
Units with Fly must still obey the 1” rule at the counted towards finding winners and losers.
end of their move. h Delicious Infestation: Multiple moreish
h Toothlessness: Difficulty eating hard foods. mushroom species take root in the Snob.

h Tuberous Tendrils: Prehensile roots fold out of All enemy units must target this unit if possible
distended pores of the Snob. when they charge, even if there are other closer
units.
Increase the Attack (A) of this unit by 2.
h Trumpet Snouted: Latching onto the front of
h Appalling Stagnation: The Snob reeks. It the Snob’s helm, a rooty bugle grows, pulsing and
is impossibly difficult to concentrate through the tooting at will.
vomiting.
Increase the command range of the snob to 18”.
Enemy units attacking units with this
mutation in melee increase their Inaccuracy (I) h Vegetable Bloom: An explosion of sallow leaves
by 2. unfurls from the Snob’s head, covering them in a
canopy of foliage.
h Shrivelled: The Snob’s limbs shrivel and
desiccated, as if they were a root left out in the sun. This unit gains Skirmish.

Reduce the Movement (M) of this unit to 0.

45
How They Play
Weezel eyed the toes, the toes eyed Weezel. A rusty fork lay on the table between them.

Famished Followers: The Brotherhood of Greed is perfect for players looking for a very customisable Regiment,
treating them to a plethora of abilities that more than make up for its lack of unique units.

Just don’t let your Followers eat too much!

Toadies in the Hole:

5 Toady fingers/top quality bangers cut into pieces.


4oz (110g) flour
Salt
2 eggs
1/2 a pint (300ml) milk/squench
Dripping

Preheat your oven to 220c, 425f.

Sieve root flour and salt into your helm. Scavenge a couple eggs and stir them into the mixture, making a batter. With a little
milk/squench, form the batter into a smooth paste. Beat in the rest of the milk until creamy and leave to stand for an hour.
Add enough dripping to your pudding tin to form a thin layer when melted. Heat in the oven until the fat starts smoking.
Scatter your Toady digits/saussies into the tin and bake for 5 minutes. Pour the batter over your Toady and bake for a further
15 to 20 minutes.

Serve piping hot with gravy (that, of course, every player has on hand at all times).

Frequently Asked Questions: Helpful


clarifications and explanations.

h Gluttony: Weezel and Sneg, do casualties h Delicious Units: Von Sneg, do Chaff have to
taken from Gluttony count towards working target units with Delicious Infestation?
out winners and losers?
Yes, but only when charging. They still may
No. The models are simply removed and use Sharpshooter to pick their targets when
haven’t suffered any wounds. shooting.

Models are removed immediately before h Dangerous Terrain: Von Sneg, if my Grub is
any attack dice are rolled. Remember you immune to dangerous terrain tests, can they
may never break coherency when removing still die from An Occasional Treat?
models.
No. The Grub automatically passes and, so, is
h Flying Units: V.S., do units with Fly block effectively immune.
other units with Fly?
h Slow Units: A question for you Sneg. Can a
unit with a Movement (M) of 0 still move?
No, units with Fly may move over any unit or
piece of terrain as if they were not there.
Yes, they can. They can use the march and
h Tentacled Units: Do units with Tuberous charge orders to move across the battlefield,
Tentacles have two additional attacks per relying on the extra 2D6 movement.
model, or is it per unit.

Tuberous Tentacles increases the Attack of


each model by 2 in the unit.

For example, a unit of Brutes with an A of 2


would make 4 melee attacks each instead of
their normal 2.

46
47
The Procession of
Woe
The Rootshrine is coming to town. It creaks and groans under the weight of its enormous relic. Frothing Zealots
are driven forward in its wake. Maybe this year the Root Priests will allow them a taste?
Rootshrine: “You can have another lick once we’ve Zealots: Every unit of Followers in your
cleaned off all the gore.” Regiment are considered Zealots.

When building your Regiment, replace your Toff with h If a unit of Zealots has 3 or more panic
the Rootshrine. If your Toff had any mutations from a tokens, increase their Attacks (A) by 1
campaign, the Rootshrine retains any mutations that
your Toff might have had. Clergy: Every Snob in your Regiment, including your
Rootshine, is considered a member of the Clergy.
The Root Shrine is still considered a Toff in all aspects,
but uses the profile below. When a member of the Clergy orders a unit, they may
give that unit Fearless until the end of the round. If a
member of the Clergy does this, the target unit receives
Rootshrine (1 Model) a Panic Token.
Base Size: 80mm/120mm

Lovingly maintained by a Confessor, the shrine carries


an ancient and gigantic root relic.

Command Range: 6”

M A I W V
6” 3 6+ 4 5+

Weapon’s Range: 6”

Ululating Shrine: The Confessor hears the all the


worries of his followers and either soothes them or whips
their concerns into a bloody frenzy.

Every time the Rootshrine is Made Ready, it may


take up to 2 panic tokens from a friendly unit
anywhere on the table and give them to another
friendly or enemy unit within 12”.

These units do not need to be within line of sight.

48
How They Play
A solemn silence hushed the two tacticians as the shadow of an enormous vegetable fell across the tent.

The clang of relics and the scent of soil drove Weezel and the toes to their knees in devotion.

A Celeriac To Die For: The Procession of Woe is for players looking to manipulate the fear in their enemies’
hearts. Focused around the Rootshrine panic control, the Cult shines when combined with Followers equipped
with close combat weapons, ready to charge their terrified enemies.

Frequently Asked Questions: Helpful


clarifications and explanations.

h Panic Tokens: Ssneg? Is it possible to give h Toff Off!: Sneg, can the Rootshrine Toff Off!?
units more than 6 panic tokens using the
Rootshrine? Yes.

No. Units can never have more than 6 panic tokens h Rootshrine Equipment: Sneggy, can the
at any time. Rootshrine shoot?

Any extra panic tokens that cannot be placed on a Yes, the Rootshrine can be equipped like any
unit are discarded and removed from play. other Toff and, so, usually is equipped with
Pistols and Sabres.
h Ululating Shrine: Von Sneg, when using
Ululating Shrine, what happens to a unit’s h Root Shrine Panic Tokens: Can the
panic tokens if their recipient cannot accept Rootshrine give panic tokens to itself?
any more?
Yes
If you are taking panic tokens from one unit
h Zealots: Senior Sneg, my saviour. Do Zealots
and giving them to another unit that cannot
increase their shooting attacks as well?
take accept any more, any unplaceable panic
tokens are discarded.
No. A unit of Zealots with 3 or more panic
tokens only increases the amount of MELEE
For example, a Rootshrine takes 2 panic tokens
attacks each model makes.
from a unit of Chaff and attempts to give them to a
unit of Brutes that already has 5 panic tokens.

The Chaff lose 2 panic tokens and the Brutes gain


1.

As the Brutes cannot have more than 6 panic


tokens at any time, the remaining token is
discarded.

49
The Red Ribbon
Society
Spattered about Cist are carefully cultivated pockets of filth inhabited by haughty horticulturists known only as
the Red Ribbon Society. Ruddy cheeked competition growers, they seek to nurture and seduce the soil ‘til it bursts
forth with prizewinning abundance.

“Regarding the procurement of burlroot scrapings, S. “Husky” Gongbottom of Lower Hogsbaddershire


recommends against the popular method of using one’s upper teeth. Rather, says Gongbottom, the nails of the
fingers and toes scraped with the follicles, produces a finer mash, AND enables care around the burlroot’s eyes.”

A generally friendly bunch, the Red Ribbon Society is not above hiring a bit of muscle to protect its precious vegetables. Your
Regiment has been persuaded to fend off would-be saboteurs and ensure at least a few scoring sunchokes make it to the judges’
table.

Vegetable Growers Association: “Get off my land!” Growing Your Vegetables: At the start of every
round, excluding the first, double the amount of
To represent the members of the Red Ribbon Society, Tuft tokens on every Plot. For example, if a piece of
you will need a selection of 6 miniatures. These are dangerous terrain with a Gardener has two Tuft tokens,
your Gardeners. it would increase to four Tuft tokens.

These farmers, peasants, or other agricultural figures If a Plot has zero Tuft tokens at the start of the round,
are NOT considered models for the sake of the game, add one.
and only act as tokens.
A Plot may only ever have a maximum of six Tuft
As well as the Gardeners, you will need at least 20 Tuft tokens at any time.
tokens to represent their prizewinning veg. Players are
encouraged to take as much pride in their vegetables Prizewinners: Anytime you could order a unit,
as the Red Ribbon Society, and should model their you may spend your Tuft tokens to empower your
favourite root vegetables on individual bases with care Regiment.
and passion. A single static grass tuft on a 20mm round
base can also look dashing. Each power requires a number of tokens as its cost. To
pay its cost, remove a number of tokens equal to its
As each Plot of land can only have a maximum of 6 cost from any of your Plots.
tokens, dice could also be used in a pinch.
h 1 Tuft Token: Give target unit 2 additional
Some players use teeth. shooting or melee attacks until the end of its order.

h 2 Tuft Tokens: Decrease the Inaccuracy (I) of


Gardeners: Delicately place your members.
target unit by 1 until the end of its order.
At the start of every round, including the first, after h 6 Tuft Tokens: You may give a single friendly unit
deployment and preliminary bombardment, you may an additional order, even if it has already been
place one ONE Gardener on ONE piece of dangerous ordered this round. They are considered to have
terrain. been ordered by a Snob.

Plots: Placing a Gardener marks the dangerous terrain Destroying Plots: If an enemy unit finishes their
out as a Plot suitable to grow vegetables and, so long move within a Plot, they smash the vegetables, and
as the Gardener remains on the terrain piece, it will worry the Gardener. Remove the Gardner and any
sprout Tuft tokens. Tuft tokens in that Plot. The Plot returns to a piece of
dangerous terrain until a new Gardener is placed on it.
A Plot may only ever have one Gardener.
Make sure to tell your opponent how this rule works.
Every time you place a Gardener, you may place two
tuft tokens on their Plot.

Allotment: You may place one additional piece


of dangerous terrain on the board once all other
terrain has been set up. It must be placed 3” away
from ANY other piece of terrain.

50
How They Play
Weezel pinned a magnificent ribbon on the toe with the best looking boil.

Gardener’s Question Time: The Red Ribbon Society is for those looking for a competitive vegetable
experience. Grow your veg, kick some heads. Discovering the most efficient way protect and spend your Tuft
tokens will be key to for victory and that elusive red ribbon.

Frequently Asked Questions: Helpful


clarifications and explanations.

h Gardener Tokens: Von Sneg, if I may ask, h Dangerous Terrain Tests: Von Sneg, do
how should I base my Gardeners? Plots still cause dangerous terrain tests when
moved across?
Gardeners can be based however a player
prefers, as they are just tokens. We would Yes.
suggest that players keep them relatively small
so they do not disrupt gameplay, with only a h Tuft Token Limit: What happens when
couple of larger diorama bases sprinkled in for I reach the Tuft token limit when growing
thematics. vegetables?

h Line of Sight: S., Do Gardeners block The excess tokens are discarded. You may
movement or line of sight? never have more than 6 tokens on each Plot.

No. They are just tokens. If a player needs h Mirror Match: What happens when Red
to move to where the Gardener is, move the Ribbon Society fights another Red Ribbon
token out of the way. Society?

h Additional Attacks: Do Tuft tokens generate Plots can only ever have one Gardener, friendly
additional attacks per model? or enemy.

No. Spending a Tuft token adds two h Destroying Plots: V., when a plot is
additional attacks to the collective pool of destroyed is the Gardener removed from the
attacks generated by the unit’s models. For game forever?
example, a unit of 5 Brutes with an A of 2
would make 10 melee attacks. Each Tuft token No, the removed Gardener returns to your
spent would add 2 to this total. pool of available Gardener tokens, ready to be
placed again another round.

51
The Feast of
Charybdis
They rose from the silt, their pincers clacking, mandibles frothing with insatiable greed. Their riders peeled back
their skin cloaks and hefted their hooks. The crabs had waited a long time, and now they would feed.

Scuttlers: “Easy girl, hush your clickin’. You’ll get your


pincers on ‘em soon enough.” Scuttlers (1 Model)
Base Size: 50mm/80mm
The Feast of Charybdis allows you to take a unit of
Scuttlers as Followers instead of a core unit when “The crabs, they was on the rampage.”
building your regiment. Your Regiment may only ever
contain up to THREE units of Scuttlers. M A I W V
6” 4 5+ 3 5+
Burrow: A unit with this ability may be deployed off
the board at the start of the game. When it is your turn Scuttlers ride on the backs of hideous crustacean-
to deploy a unit, instead place the unit to one side, off like creatures. Bursting from the mud they drag
the board to be used later. A unit deployed this way is their prey into the mouths of their pets with nets
considered Burrowed. and barbed pikes.

Dig, you Maggots!: Instead of ordering a unit, a Snob Scuttlers must be equipped with close combat
may Burrow a single Follower unit in command range. weapons.

Offal Gorgers: If Scuttlers fight in a melee, they


Place the unit to one side, off the board to be used later.
can never be declared the winners. Both units must
continue to fight bouts until the Scuttlers are the
If that unit is not a Scuttler, they must take a dangerous
losers or one side is destroyed.
terrain test before they are removed from the table.
Silt Born: Units of Scuttlers never take dangerous
Rise from the Silt: Whenever it is your turn to make terrain tests when moving across dangerous
ready a Snob, you may instead place a single Burrowed terrain.
unit from off the board within a piece of dangerous
terrain.

Only one unit may be deployed at a time, and the unit


must be placed in coherency and 1” away from all
other units.

52
How They Play
A small tuber shrimp scuttles proudly across Weezel’s table and threatens some of the toes.

Lobster Pottage: Ambush your opponents with a crab. The Feast of Charybdis provides a player with an
aggressively mobile force. Able to keep their best units protected until they are needed, they can surprise an
unwary foe.

Frequently Asked Questions: Helpful


clarifications and explanations.

h Rise From The Silt: Von Sneg, am I able to h Dangerous Terrain: Von Sneg, does a unit
order a unit after I use Rise From The Silt? take a dangerous terrain test when its brought
onto the table into dangerous terrain using Rise
Yes. You may give a unit brought onto the from the Silt?
table an order as long its is in command range.
No. It will only take a test if it tries to move
across it.

53
Knights ofShellwood
Shields, banners, and shattered lances litter the shells of the ancient knights. They ooze over the battlefield,
unstoppable in their advance, an army dedicated to their snails’ pace. The followers of the Knights of Shellwood
bring with them their favourite snails to stave off nostalgia. In return for the holiday, these treasured molluscs
provide excellent cover for their loving guardians.
Snail Knights: “Whoa there, slow down.” Snail’s Pace: Every unit in this Regiment
counts as having a movement of 0”.
Knights of Shellwood allows you to take a unit of
Snail Knights as Followers instead of a core unit when Hard Boiled: If a unit from this
building your Regiment. Your Regiment may only ever Regiment has not moved yet
contain up to TWO units of Snail Knights. this round, they count as being
wholly within defensible terrain
Snail Knight (1 Model) and have -1 Vulnerability.
Base Size: 40mm/80mm
Slow and Steady: When playing
“What man can pretend to know the riddle of a Snail’s a game against the Knights of the
mind?” Shellwood, the game lasts an
extra round. For example, when
M A I W V playing the Long March, the
game will last 5 rounds instead
0” 5 5+ 4 3+ of 4.
Weapon’s Range: 18”

Hardshelled: Snail Knights are always considered


to be wholly within defensible terrain.

Mucous Manoeuvre: Once per game, at the


start of a round, you can announce your Regiment
is performing the Mucous Manoeuvre. All Snail
Knights and all Cavalry Followers count as having
a movement of 18” for that round only.

54
How They Play
Lodged in an empty snail shell, a toe inches its way across the table. The other toes flee from its thundering charge.

Patience Makes Perfect: Plodding across the board, your sluggish troops must play the long game. Rewarding
players with long term goals and lots of fire power, the Knights of Shellwood aim to outlast their over eager
opponents.

Frequently Asked Questions: Helpful


clarifications and explanations.

h Movement 0”: Von Sneg... how exactly can I h Retreating: Sneg, excuse me, but does
play with a Regiment that moves 0”? retreating count as moving?

Though your units can move 0”, they are able Yes, it does. Even if a Fearless unit is forced
to March, Move and Shoot, and Charge as back 1” after it loses combat, it still counts as
normal, they just have to rely solely on the moving.
result of their dice rolls.
h Mirror Match: Von Steg, do two Knights of
h Defensible Terrain: Sneg, how does Shellwood players make the game last two
defensible terrain work again? extra rounds?

Defensible Terrain: Units shooting at targets No, the game lasts ONLY one extra round,
wholly within defensible terrain receive a +1 no matter how many Knights of Shellwood
to their Inaccuracy. players there are.

55
Lopers of the
Maudlin Marsh
Stilt walkers of the Maudlin Marsh. Pitiful drunks, they stride into battle tottering this way and that.

“Clean me off, Archibald, I think I stepped in someone.”


Lopers: The sounds of split stomachs and bursting torsos
fill the air as the Lopers stick their hardened stilts through Lopers (6 Models)
soft bellies. Base Size: 20mm/40mm

By choosing this Cult, you gain access to a bunch of “Make sure you don’t look up lad,” said the pleb as the
sozzled stilt walkers called the Lopers. reassuring patter of vomit and yesterday’s rations rained
down from above.
You may take a unit of Lopers as Followers instead
of a core unit when building your Regiment. Your M A I W V
Regiment may only ever contain up to THREE units of 12” 2 5+ 1 5+
Lopers.

Stilt Spotters: Any unit of Followers in your Lopers iron shod their stilts to kick and skewer
Regiment, except for Lopers, may be accompanied by a their prey and must be equipped with close
Stilt Spotter. combat weapons.

Units with Stilt Spotters increase their weapon’s range Unfortunate Wobble: This unit may never be
by 6” and have the Unfortunate Wobble special rule ordered to Volley.
(see Lopers).
Every time this unit moves during a Move and
Players can represent the spotters by mounting one Shoot or March order, they must move the
model in the unit on stilts. Players could also use an maximum possible distance in a straight line.
additional figure mounted on stilts as a Stilt Spotter
token. A Stilt Spotter token is not a model and is only Stride: Units with this ability may move across
there to show the unit has a Stilt Spotter. friendly units and dangerous terrain as if they
weren’t there.
Above Them All: Snobs in this Regiment may be
given Stilts in addition to any equipment they have. Units with Stride must still obey the 1” rule at the
Snobs with stilts have the Stride and Exposed special end of their move.
rules (see Lopers) and increase their Command and
Weapon’s Range to 24”. Exposed: Units with this trait can always be
targeted, even if they aren’t the closest. They still
must be in range and line of sight.

56
How They Play
Weezel coughed and retched. Pulling a phlegm coated rat spine from his oesophagus with spindly fingers, he flung it towards
the toes, who, immediately seizing it, fashioned the vertebrae into a pair of fetching platforms.

“Uncomfortably dexterous,” noted Weezel.

Stilted Development: The Lopers of the Maudlin Marsh rely on their increased range to batter the enemy from
afar while rushing Lopers towards vulnerable targets. Clacking towards the enemy, players will find themselves
planning their moves a round in advance as they attempt to master the Cult’s unique way of moving.

Frequently Asked Questions: Helpful


clarifications and explanations.

h Unfortunate Wobble Sneg. how does h Targeting: Von Sneg, do I have to target
moving units with Unfortunate Wobble work Exposed units when they are the closest?
again?
Yes. When the closest unit is an Exposed unit, it
Every time a unit with Unfortunate Wobble behaves just like any other unit when it comes
moves during a Move and Shoot or March to targeting.
order, they must move the maximum possible
distance in a straight line. h Table Edges: Can Unfortunate Wobble take
my units off the table?
For example, a unit of Lopers with
Unfortunate Wobble moves as part of a march Yes. If a model with Unfortunate Wobble has
order. to move within 1/2” the table edge, or even
further they are removed from the game.
They move 12” from their Movement (M)
characteristic plus an additional 7” from their
2D6 roll.

Each model in the unit MUST move 15”


(12”+7”) in a straight line, not ending their
move within 1” of any other unit.

Every model in the Lopers unit cannot move


any more or any less than 15”.

If a unit with Unfortunate Wobble cannot end


their move without breaking the 1” rule, they
cannot move and must stay where they are.

57
Aunts Ascendant
A pair of elderly spinsters blown off course. They are followed by a cavalcade of adoring worshippers and would-
be sightseers. Dropping bricks and cutting remarks, they plummet into adventure and the unknown.

Observation Balloonists: “Didn’t really care for


Murke. Can have too much Toad, don’t you think?”

By choosing this Cult, you gain access to the Aunts’


Observation Balloon.

You may take ONE Observation Balloon as a Follower


instead of a core unit when building your Regiment.

The Aunts’ Observation Balloon (1 Model)


Base Size: 100mm/120mm

“Did you just drop my teapot?”

M A I W V
24” 2 5+ 4 5+

The Aunts; Observation Balloon is equipped as if it


had a black powder weapon.

Weapon’s Range: 18”

Shadow of the Balloon: Perhaps it’s superstition that


stops the turnip folk from standing under the balloon for
too long, perhaps it’s the bricks.

Any friendly or enemy units may move across the


balloon as if it wasn’t there, but they must finish
their move at least 1” away from the balloon’s base.

If an enemy unit moves across the balloon, or the


balloon moves across an enemy unit, that unit must
take a dangerous terrain test.

Floating through the Fog: When this unit is the


target of a shooting or melee attack, increase the
Inaccuracy of the attacker by 3 for that attack
unless that unit has Fly.

Fly: Units with this ability may move across other


units and dangerous terrain as if they weren’t
there.

Units with Fly must still obey the 1” rule at the end
of their move.

Sharpshooters: When shooting or charging, this


unit can target any enemy unit, not just the closest.
Snarky Tourists: The Aunts’ biting reviews of the
local populace help their Followers manoeuvre through
the soupy conditions.

So long as the Aunts’ Observation Balloon is on the


table, you may pick the direction in which friendly
and enemy units retreat. You may never make a
unit retreat through the unit that caused them to
retreat.
58
How They Play
Toes fell from the brim of Weezel’s hat and onto the table.

Flying Dames: Aunts Ascendant are a powerful Cult with the unique ability to control retreating units.

Players can send their enemies into dangerous terrain, through enemy units, and even into more dastardly
scenarios that players will have to figure out themselves.

Frequently Asked Questions: Helpful


clarifications and explanations.

h Charging: Von Sneg, can I charge the h Panic Tests: Can I really control the retreat of
balloon? units who fail panic tests?

Yes. The Balloon is dangerously close to the Yes, so long as they don’t move across the unit
ground and has many dangling ropes that can that caused them to retreat.
be scaled.
h Mirror Match: Oi, Sneg, I remember you!
h Dangerous Terrain Tests: Vonnie, does the What if two players are using Aunts Ascendant
balloon cause dangerous terrain tests when it then, smart arse?
charges?
If both players are using Aunts Ascendant,
A unit charging or charged by the balloon will then they may only control their own units’
not take a dangerous terrain test. If the balloon retreats.
charges, or is charged through by an enemy
unit, they WILL take a test.

59
The Leech Lovers
Love didn’t cover it, they were besotted onions of each other’s eyes. They were head over heels and a few more
limbs thrown in for good measure. They were two eccentric parasites, together forever.
Leech Lovers: They make such a handsome couple. Lovers Kiss: Whenever your opponent
rolls an unmodified 6 on one of their
When building your Regiment, replace your Toff with Lifeblood dice, you may leech off their
the Leech Lovers. If your Toff had any mutations from success and steal it. Immediately take that
a campaign, the Lovers retain any Mutations that your dice and put it to one side, that dice can now
Toff might have had. no longer be used by your opponent until it
has been spent.
The Leech Lovers are still considered a single Toff in all
aspects, but uses the profile below. Like all good parasites, you need your host alive, so
you may never steal your opponent’s last dice, even if
they roll a 6.
The Leech Lovers (1 Model)
Base Size: 40mm/60mm
Whatever your opponent was rolling for is unaffected
“Oh sweetness.” and, once the dice is added to your collection, play
continues as normal.
“Oh darling.”
Spending Lifeblood Dice: You may spend your
Command range: 6” collection of Lifeblood dice in three ways:

M A I W V
h To replace the result of one of your dice with a 6.
6” 2 5+ 4 2+

Weapon’s Range: 6” h To gain 6 additional attacks for a friendly unit


during a melee bout or shooting engagement.

Lifeblood Dice: Before the battle begins, you should h Add 6” to the move that a friendly unit makes,
provide your opponent with 12 distinct D6s. These including retreating.
are their Lifeblood dice and represent
the sumptuous ichor that you will be To spend a Lifeblood dice, simply remove the dice
suckling over the course of the battle. from your collection and hand it back to your
opponent.
Your opponent must only ever roll
these dice, and may not roll any A Heart Beats: At the end of the round,
other for any reason. hand back 2 unspent Lifeblood dice to your
opponent, if possible.
h Your opponent may never
make more shooting or
melee attacks than they
have lifeblood dice.

h If your opponent
has a singe dice
remaining, they
may only roll
a single dice
when and
Marching or
Charging.

60
How They Play
Covered in parasites, the toes waltzed together to the rhythms of Weezel’s hurdy-gurdy.

Bloodsucking Couples: The Leech Lovers are for players that enjoy manipulating their opponent.

Players looking to slosh a golden goblet full of blood coloured dice while their opponent looks on in despair.

Frequently Asked Questions: Helpful


clarifications and explanations.

h Attack Dice: Von Sneg, how do shooting h Re-Rolls: And Re-rolls, how do they work?
attacks and melee attacks work with
Lifeblood dice? A player may re-roll their Lifeblood dice
before stolen, if able (when charging with close
A player’s lifeblood dice limit the amount of combat weapons for example). They must
dice they may use when making attacks. accept the second result and any 6s rolled are
still stolen.
For example a player with only 8 Lifeblood
dice may only make a total of 8 attacks in one h 7+: 7+ rolls?
melee bout or shooting engagement no matter
how many they generate, even if other abilities Both the first and the second roll could be
may give them additional attacks. stolen.

h Mirror Match: Sneg, when playing against h Models: Are the Leech Lovers two models?
another Leech Lover, may I use my own
lifeblood dice to trigger abilities? The Leech Lovers are two figures who share
the same base. They are one model.
No self respecting leech would use their own.
You must use Lifeblood dice stolen from your h Toff Off!: Good evening, Sneg’s toes. Can the
opponent. Leech Lovers Toff Off!?

Yes.

61
Uprising of the Louse
Battered and bruised, they marched the weeping officer up the scaffold steps and into the Tall Man.
The hacking cough of the Houndmaster almost drowned out the officer’s pathetic screams.
The Tall Man: A towering sacrificial site constructed by a
band of hapless revolutionaries.

At the start of the game, after terrain and objectives


have been set up, but before units have been deployed,
place the Tall Man anywhere on the board outside your
opponent’s deployment zone. It cannot not be placed
within 1” of an objective, or another piece of terrain.

The Tall Man (1 Model)


Base Size: 100mm/160mm .

“The Tall Man calls out. Can’t you hear it?”

The Tall Man can be represented by a guillotine, a


wicker man, a pit, a cauldron of soup, or any other
suitable place of execution.

It is considered exactly like a piece of impassable


terrain with the following special rules:

The Tall Man’s Gaze: The disquieting silence of the


Tall Man looms over the battlefield.

Place a distinctive D6 next to the Tall Man. The


score on this dice represents the strength of
the Tall Man’s Gaze. Starting at 2 on the first
round, increase the score by 1 at the start of
every subsequent round.

The Strength of the Tall Man’s Gaze can never The Houndmaster: Trained to sniff out fleeing
exceed 5 or be reduced to lower than 2. aristocrats, the Houndmaster is on the hunt.
You may take one Houndmaster unit as a
Unnerving Effigy: Every time your opponent Follower instead of a core unit when building your
orders a unit of Followers, they must roll to Regiment. Your Regiment may only contain a single
see if they Blunder. Houndmaster.

If your opponent rolls equal to or lower than


The Houndmaster (2 Models)
the strength of the Tall Man’s Gaze, their unit
Base Size: 20mm/30mm
blunders.
“Come on my pet, I can smell ‘em.”
Thoughts of Rebellion: The whispers of the Tall
Man make embittered peasants turn on their betters. M A I W V
12” 2 5+ 2 5+
Whenever an enemy Snob’s order Blunders, that
Snob can be targeted as if they were the closest Roothound: The Houndmaster unit consists of
enemy unit for the rest of the round. two models, the Houndmaster and their Slavering
roothound, who both use the above profile and
must be must be equipped with close combat
Prey to the Tall man: Once per order, each player may weapons.
re-roll a successful blunder roll to modify the strength
of the Tall Man’s Gaze by 1.
Sharp Senses: When charging, this unit can target
Snobs regardless of line of sight.

62
How They Play
The toes rebelliously glared at Weezel.

Phrygian Inkcaps: The Uprising of the Louse is a collection of revolutionary failures looking to liberate their
opponent’s Followers from their Snobs at all costs.

Make sure your opponent understands the Prey to the Tall man rules before you play.

Frequently Asked Questions: Helpful


clarifications and explanations.

h Blunders: Can you explain Blundering again? h The Tall Man’s Gaze: So the Strength of
the Tall Man’s Gaze resets at the start of each
Blunders: Every time a player decides to round?
Order a unit of followers, they must roll to see
if they Blunder. Yes, it updates to be equal to the round
number.
After a player has declared which order the
unit is going to perform, they must roll a dice. h Unnerving Effigy: Does Unnerving Effigy
On a roll of a 1, the unit blunders and can only affect scenario blunders?
perform a limited version of the order (found
in the Orders List on page 10). Yes.

h Thoughts of Rebellion: Von Sneg, Thoughts


If a Follower unit Blunders, it immediately
of Rebellion, how does that work exactly?
receives a panic token.

h The Houndmaster: When The Houndaster The Snob still has to be in range and line of
charges, can they move through units? sight, it just becomes targetable as if it was
one of the closest units to your Shooting or
No. The Houndmaster and their roothound Charging unit.
must still move around units when they
h Rerolling Dice: Can I re-roll my opponent’s
charge. The unit also has to be in range.
dice? Can I re-roll those dice again?
They only granted the ability to target units
No, you may only re-roll your own successful
without having direct line of sight.
blunder rolls and only once.

63
Saint Alamei’s
Rocket Batteries
Newly weaned engineers listen in awe to tales of Saint Alamei and the catastrophic explosion that lifted her to
sainthood. Cheers erupt as missing-fingered officers throw a few bangers on to the fire during the good bits.

Saint Alamei’s Rocket Batteries: A boisterous lot


of pyromaniacs, the devotees of Saint Alamei adore
blowing things up. Pocket Rockets: Whenever the last model
in a unit from your Regiment is removed
By choosing this Cult, you gain access to an artillery for any reason, their collection of smuggled
park’s worth of explosives known as St. Alamei’s pyrotechnics detonate. Before removing the last model,
Rocket Batteries. choose another unit closest to that model and give it 2
panic tokens.
You may take up to TWO units of St. Alamei’s Rocket
Batteries as Followers instead of core units when Firework Fanatics:
building your Regiment. Devotees find
loud noises and
violent explosions
St. Alamei’s Rocket Battery (1 Model) uncommonly
Base Size: 60mm/80mm calming.

“I call this one the Apocalypse!” Anytime you order


a unit, you
M A I W V may bolster
0” 3 6+ 3 7+ their spirits
by letting
St. Alamei’s Rocket Battery is a model composed off some
of an overloaded rocket frame and its crew, but is explosives.
considered 1 model. If the cannon and crew are on Remove 1
separate bases, the crew are not part of the game model and
and simply act as wound tokens. 2 panic
tokens
St. Alamei’s Rocket Battery is equipped as if it had
from the
a black powder weapon.
unit.
Ammunition: St. Alamei’s Rocket Battery can only
fire Pandemonium Rockets:

h Pandemonium Rockets

Weapon’s Range: 60”

The player rolls 5 shooting attack dice instead


of the usual one. Any hits cause 1 wound to the
target unit. These wounds cannot be prevented
by a Vulnerability roll.

The target unit gains a panic token for EACH


successful hit instead of just one.

Ricochet: You MUST choose another unit that


is closest to the target, give that unit 2 panic
tokens.

St. Alamei’s Rocket Battery has the Unstable


Icon, Stubborn Fanatics and Preliminary
Bombardment special rules.

See the Stump Gun’s unit profile for more details


(page 30.)

64
How They Play
Taking an eye off the toes for a second, they had lit a rocket and were already clambering on board.

Fireworks Night: Saint Alamei’s Rocket Batteries are panic bombardment specialists.

Players will launch salvos of panic inducing rockets while their Followers’ ability to shrug off panic will let them
wade into rocket fire and push the enemy back.

Frequently Asked Questions: Helpful


clarifications and explanations.

h Closest Units: Von Sneg, when using h Firework Fanatics: Sneg, can I detonate
Ricochet and Pocket Rockets, what if there is Snobs with Firework Fanatics?
more than one closet unit?
Yes. Though it might be a bit unwise.
You may choose which one takes the panic
token. h Removing the Last Model: Does removing
the last model with Firework Fanatics cause a
h Pocket Rockets Toes, what happens when unit to let off their Pocket Rockets.
Pocket Rocket triggers in melee?
Yes.
The unit that destroyed the unit with Pocket
Rockets will take a panic token. h Choosing Units: Von Sneg, do I pick friendly
or enemy units?

You must pick the closest unit to the target. It


could be friendly or enemy.

65
TheTemple of
Swellings
A punt sent the gnarled root relic hurtling through the air towards its unsuspecting target. It struck him square
in the chest, and he ruptured. Instantly taking root, The Swelling pulled bones away from flesh. Fountains of
blood and bile erupted, as rootlings started stirring, and squelching.

The Swollen One: The Swelling is a malevolent tuber


trapped in an ornate reliquary projectile.

Once per game, instead of ordering a unit, you may


hurl The Swelling. Select a single Follower model
anywhere on the board with no more than 2 wounds.

Remove the target model and put The Swelling in


its place. If there are any models in the way, their
controller must move them up to 6” so that they are
at least 1” away from The Swelling, maintaining
coherency and the 1” rule. If they cannot meet these
conditions, then they are removed as well.

The Swelling (1 Model)


Base Size: see below.

“The worst part is getting it back in the box.”


It’s Everywhere!: Friendly or Enemy units fail
Base Size: The Swelling is represented by a dangerous terrain tests on a result of a 1 and 2, instead
bulbous growth on a 4”/100mm diameter circular of just 1.
base.
Rootlings: Making shadowy pacts with the marsh, your
The Swelling grows tendrils, which are represented Regiment has been blessed by swarms of Rootlings.
by roots on 1”/25mm wide and 4”/100mm long
bases. You may take a unit of Rootlings as Followers instead
of a core unit when building your Regiment. Your
The Swelling and its tendrils are treated exactly Regiment may contain any number of Rootlings.
like a single piece of dangerous terrain with these
special rules:
Rootlings (4 Models)
Unquestionably Appalling: No unit may end BaseSize: 20mm/30mm
its move within 1” of the Swelling.
M A I W V
Abnormal Growth: At the start of a round, The 6” 3 6+ 1 6+
Swelling sprouts THREE tendrils.
Pathetic: Units of Rootlings must be equipped
Tendrils: Place a tendril one at a time, with the with close combat weapons, however they do not
narrow end in base-to-base contact with either the receive the re-roll to charge, or increased Attack
Swelling or another tendril, and at least 1” away characteristic
from all units and objective markers. If this is
impossible, the tendril is not placed. Marsh Born: Units of Rootlings never take
dangerous terrain tests.
Grasping Horror: If a tendril is placed within
3” of a unit, that unit must immediately take a Vanguard: A unit with Vanguard may deploy as
dangerous terrain test. if their deployment zone was 6” larger than the one
given.
The Swelling can only ever force a unit to take
Skirmish: When this unit is the target of a shooting
one dangerous terrain this way. Moving over The
attack, increase the Inaccuracy of the shooter by 2
Swelling will still always causes a unit to take a
for that attack.
dangerous terrain test.

66
How They Play
The toes fled in horror as a potato rolled onto the table and sprouted legs.

Holy Hand Grenadier: The Temple of Swellings is a bizarre Cult that aims to control the board with an ever
expanding terrain piece that makes a safe spot for rootlings, and doom for its prey.

Players may wish to represent The Swelling with plasticine, adding more to the lump as it grows

Frequently Asked Questions: Helpful


clarifications and explanations.

h The Swelling: Snnegg? Where do I place The h Dangerous Terrain Tests: Can the Swelling
Swelling when it hits? cause a unit to take multiple dangerous
terrain tests a round?
To replace a model with The Swelling, make
sure that The Swelling has at least some part Yes, but it can only cause one test per unit
of its base overlapping where the target model when placing its tendrils. If a unit moves the
was and that it is entirely on the board. across The Swelling it will still need to take a
test.
Other than this condition, it may be placed
anywhere. h Scuttlers: Can Scuttlers deploy out of the
Swelling?
h Mirror Match: Can two opposing Swellings
overlap? No, while The Swelling causes dangerous
terrain tests, it is not dangerous terrain.
No. The Swelling and its tendrils must be
placed so that it’s at least 1” away from an h Targeting: Von S. Can I target my own units
enemy Swelling. with The Swelling?

h The Herd: Von Sneg, can the Herd grow from Yes. You may target a friendly unit, including
the swelling? one of your allies.

Yes, as it causes dangerous terrain tests. h Flying Units: Do Flying units or other units
However they will fail a dangerous terrain test that ignore dangerous terrain tests ignore the
on a 1 and a 2 instead of just 1. swelling as they move across it?

Yes.

67
Credits
Designed and Illustrated by Max FitzGerald

Thanks to all the wonderful people that helped make this possible.

Illustrators: Moritz Krebs, Nic Evans, Robin Carey, Samuel Allan, Thomas Carroll

Game Designers: Gaetano Ferrara

Writers and Editors: Joe Bell, Wayne Canepa

Layout Artists: Alexei Vella

Special thanks to my Patrons:

~___~ Andi Wille Bat_Brains Cat Lawrie

Adalya Nash Hussein Andrew Beastie Cayce Popp

Adam Cooper Andrew Bailey Beli Sario Cayton Moore

Adam Curry Andrew Cameron Ben Mannisto César Mañas de la Cruz

Adam Robins Andrew Coates Ben Morgan Channing S Ogzewalla

Adam Stel Andrew Dyer Ben Patterson Charles R

Adrian Garbett Andrew M Ben Rose Chris Wood

AJ Martin Andrew May Benamon Tame Chloe Turner

Alan Baxter Andrew McCulloch benhosac.art Chris

Alan Shroue Andrew Rauth Benjamin Fletcher Chris Bennett

Alejandro Gomez Lopez Andrew Richman Benjamin Madsen Chris Bryan

Alek Hayward Andrew Shrout Bernard Watson Chris Daniel

Alex Barker Andrew Thuras Bernd Meyer Chris H

Alex Black Andy Marshall billy becone Chris Kubaska

Alex Haines Angrypantz Bitzbox Chris Sakkas

Alexander Björnberg Angus Mackie Bonhomme-deveycx Chris Stone-Bush


Sébastien
Alexander State Antiprenör - Tobias Elof Christopher Atkinson
Hadin Brandon Fraley
Alexander Veronensis Christopher Cale
Antonio Jorge Rodrigues Brendan H
Alexei Vella Christopher Chant
Apropos Brian Richmond
Alfred Landwehr Sydow Christopher Duran
Ariel Nataf Bridger Keyes
Alignment Ink Christopher Osapai
Aron von Stemm Brofist
Allan Daugherty Christos Kefseridis
Ashwin Ooi Brush Wielders Union
Ally Pally Circus of Paint
Austin Thompson Bryan Ruhe
Alvin Gunawan CL Varner
Bart Cann Bryce Pearcy
An Iconoclasm Cody Thomas
Bart Daniels Byron Hulcher
Anders Coffee&Lazyness
Bastien Mignier Carlo Bagnoli
Anders Tibbling Conde Jícama
68
Connor Anderson Makis Douglas Christy Georgia Rose de Carvalho Jack MacCormick

Connor Hollingsworth Drew Binsack Gerard O’Brien Jack Perry

Conor Stewart Duffy Muller Gergely Bence Jack Pullman

Craig Antos Dylan Gil Minjares Jack Purcell

Craig Richards Dylan Anderson gjl059 Jackie Wheels

Craig Scoular E Gleb Levonto Jacob Michaud

CygnusMaximus Ecstatic_Savant goblinpaladin Jake Ozga

d3th3n . Ed the Kiwi Graeme Baldwin Jake Roesler

Dana Howl Edward Casilio Grant Howitt James Ball

Dani Tomahawk Edward Corby Green Goblin Studio James Blair

Danial Amphlett Epoch of Ox Greg Cole James Clark

Daniel Regenstreif Axe Eridin Ironboar Greg Gilliam James Collinge

Daniele Carnelli Ernst Rullmann Greg Maggard James Degrey

Dark Roast Ethan Seward Gregory Fisher James Nixon

Darren Amor Evan Morcom Gregory Gelder James O’Neill

Dave Fabian Khalil GrizzlyWhiskey James Rushworth

Dave Convery Fabusel Gruff Humphreys James Speller

Dave Higgins Feder Gunnar Lopez James Stallard

Dave Redman Felix Warren Gyrinx Jared Birnie

Dave Wilson Felix Welzel Hank Single Järnsparv

Dave Winter Fergus Barker Harry Knight Jason DeForest

David Capps Fiona Gardiner Henry McCutcheon Jason Hall

David Heathershaw Fiver (Sugar Candy Homo Rattus Jason Newell


Miniatures )
David Nandrin Horridus.28 Jason Owen Black
Flying NightBear Games
David Powell Hugh Simpson Jaws Lightning
FootofTape
David Powell Huon Longman Jelle Tans
foxfirepro
David Wilkinson Huw Phillips Jens Granström
Funky
David Zardini Ian Bryant Jeremiah Scott
Gairarius
Dean Ian Michel-Tyler Jeremy Butler
Galen Pejeau
Declan Buist imtth Jeremy Me
Gareth
Derek Bizier Itswhatevan Jezry Venn
Garry Burgess
Disasterman J DeSales Jim
Gary Connors
DIYPossum JP Jimmy L.
Gary Jones
dominic lau J. Johnson (machinic) Joe
Gavin Butstraen
Dominic Schoenstaedt J. Kocken Joe Drake
Geert-Jan Kruijff
Dominik Visca Jack Driscoll Joe Green
George Barnes
69
Joerg Lanse Tryon Magos Terra Mitchell Torney

John Brown lark Marc Moff Hayes

John geary Laurence Scarrott Marc Cardwell Monik

John Shawcroft Lawrence Craven MarcusF Monster w21 Faces

Johnny Chiodini Lawrence Evans Marella Morgan Marshall

Jon Shields Lawrence Smith-Ayres Mario Parra Nagelbett

Jon Sparrow Le Verménarque Mark Name

Jonah Hanley Lee Accomando mark cox narkeekran

Jonathan Smith Lee Davies Mark E Marchani Nate W

Jones Lee mullock Mark Oughton Nathan Plaschka

Joseph B. Colman Lemming Divin Martyn Taylor Gosling Ned Smith

Joseph Fondriest Lena Lockwood Matias Krigsman Nerd In Nottingham

Josh Manning Lennart Brink-Abeler Matt Cantor Nicholas Caldwell

Josh Wheeler Levi Fisher Matt Carr nicholas riley

July Finn Leviusify Matt Cleveland Nick Eyre

Justice Craig Liam Audley Matt Higgins Nick Garrard

Justin Orr Liam Moher Matt Oakley Nick Wilker

Justin Zimmerman Liam Parker Matt Pickard Nicolas Page

Kamen Astartes liam rowe Matt Sofar Nikki Oh No!

Kane Cathain literal_wizard Matt Suter Nikola Prsic

Karl Little Nash matthew anglin Nils Peroux

Karl Williams Lizbeth Poirier Matthew Barclay Noodles Bell

Keagan Aschenbrenner Logan Hamilton Matthew Francus Oftkilted

Kenjimurasame Loïc Van Zeebroek Matthew Leahy Oliver Gerlach

Kenneth Erickson Lucas Hand Matthew Phelps Oliver Newman

Kevin Bates Lucca Buonamano Matthew Sheret Oliver Smock

Kevin Shillling Lukas Heiertz Matthew Smith Oliwap

Kim Dahlin Luke Hagan Max McComsey Ondřej Kohel

Kim S Luke Littlewood Max W Reiter Onno Ebbers

Kirioth Luke Makins Mechabowie Ordonegativa

Korvak’s Saga Luke Phillips Meme Queen Orion the Above Average

Kristofer Åberg Luke Rushton Metallaio OwlShield

Kurt M LZ Michael Fuller Paddy McAllister

Kyle Conway MK Michael Sellwood Parker Kinder

Kyle Meyer Maarten Boot Michał Jesionek Patrik Hurtig

Landon B. Magos Buer Mikkel Kragh Paul James

70
Paul Niezborala Ruaridh Mathieson Steven Dobbie Uriel

Paul no Ryan Warner Stuart Crawford Vargr0L

Paul Rogers Sablebadger T Variasus

Paul Taylor saltywendigo T Vivien Fouquet

Paul Warchuck Salzbrezeln T Jones Wally Talbot

Pepper sam Taylor Bridges Wayne Robert

PeppertheShibaInu Sam Armstrong That Damn Rat Will

Pet Puma Sam Kemp The Fluffenhammer Willem Cluness

Pete The Wargamer Sam Taylor The Hamster William Welch

Peter J Pegues Sam Yool Log ThePixelPirate Wilting Moon

Peter Robertson Samuel Del Rio Thomas Widgren xander day

Peter Williams Santi Orozco Tim Edwards Yeray Campos

Phil Baldoni Saul Justiniani Tim Niederriter Yobtar

Phil Campbell Sawyer Klose Tim Popelier Z

Philipp Will sean mckechnie Tjark Julius Zach F

Proteus, The Paradigm Of Sebastian Liem TLeB Zachary Cox


The Word
Sebastokrator Tobias Sieber Zed the Fat One
Puck Jackson
Seth Baxter Tom Zig Tillers
Qsy
Shawn Tom даниил прохоров
Ragnar Skwigelf
Shawn M. Hescock Tom Brown Никита Николаев
RandomSubscriber
Shayne Smith Turnip Tom Davis
redwizard
Simon Tom Pugh
Renzo Quevedo
Simon Alskans Tomas Mayo
Rhys Jones
Simon Terry Tomas Rawlings
Rich
Sindre Helgevold Tony Streeter
Richard C
Skimpyy Tossing Hydras
Richard Matson
Skullforge Studios Trapdoor Ogre
Rob Cunningham
Skwoz Travis Rice
Robby
Skylar H. Trent Matthews
Robert Anderson-Hunt
Spencer CF Tucker Tanner
Robert Plant
Spencer Thompson Tyler Blair
Rolf Nowotny
Stefan Sova Tyler Farrington
Romain Dijon
Stephan Tyler Leben
Rory Witkowski
Stephen Charzuk Tyler Stevens
Roz
Stephen Harper Ulverbite
Ruaraidh Dobson
Stephen W. Uneven Frostgun

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