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Quick Start Guide

Forbidden Psalm: The Last War is a


28mm miniatures agnostic game. You can use any miniatures
you already own or build custom minis for this game. This
booklet provides the base rules with some omissions. For
the full rules, 12 more scenarios and more pick up a copy
of the core book today.

Grab some dice, some miniatures, a tape measure,


a 2ft by 2ft table and you are ready to play.

Measuring
Measurements are in inches and you can pre-measure.

Dice Rolls
Dice Rolls, abbreviated DR, are used to determine the
outcome of actions you take. When a number appears after the
abbreviation, it means you must roll at least that number to
succeed. Tests in Forbidden Psalm are generally DR12 on a
D20, meaning you must roll at least 12 to succeed with all
modifiers taken into account.

ModifIers
Stats, Feats, Flaws and weapons add modifiers to the
result of the die roll. Modifiers in this game stack.
CREATE A CREW OF SCAVENGERS
To take on the threats of the Gloomy Day you
need a crew of scavengers, consisting of 5
miniatures. Follow these steps:

1. Select 5 models to use.


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

Names of the soon to be Forgotten

1. Jenkins 11. Davy


2. Ghost 12. Jones
3. Gavin 13. Susan
4. Frendrick 14. Field
5. Unknown 15. Alexandria
6. Private 16. Ash
7. Cowardly 17. Friday
8. Mouse 18. Peters
9. Morte 19. Stillwater
10. Mute 20. 9
STATS
To generate each scavenger’s stats,
take one of the following stat lines:

+3, +1, 0, -3
or
+2, +2, -1, -2

and assign it to their four stats as you see fit.

AGILITY
Used for Movement and Agility based attacks.

PRESENCE
Used for Spellcasting, Ranged attacks and morale.

STRENGTH
Used for carrying capacity and Strength based attacks.

TOUGHNESS
Used for Health and tests against Diseases and Poisons.
HEALTH
Health Points = HP
HP = 8 + Toughness

When scavengers reach 0 HP they


are Downed. If they take any
more damage after being Downed
they are killed.

All lost Health is regained


between Scenarios for surviving
scavengers.

Downed models must pass Death


Saves after each Scenario.
QUARTERMASTER
The Quartermaster has only a few items for sale (for more items see the core
rulebook)

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

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

Weapons come fully loaded.

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

[Weapon Name] [Damage] [Special Conditions] [Modifier] [Cost]


One-Handed Ranged Weapons
[Pistol][D6][Ranged, Jam, Reload 6][Presence] [15R]
Two-Handed Ranged Weapons
[Rifle][D8][Ranged, Jam, Reload 5][Presence] [25R]
One-Handed Melee Weapons
[Knife][D4][Thrown][Agility] [1R]
[Trench Club][D6][Strength] [4R]
[Fist][1][On Fumble take 1 Damage][Strength] [Free]
Two-Handed Melee Weapons
[Rusted Rifle][D8][Strength] [3R]
[Makeshift Weapon][D6][Strength] [Free]
Throwables (all have Thrown key word)
[Grenade][D8][Explode, Called Shot][Agility] [4R]
ARMOR
Hard Leather to Ranged Attack tests.
Armor Value: 1 Cost: 15 Resources
Cost: 1 Resource
Improvised
Prototype Armor Value: 1
Armor Value: 3 Special: -1 Agility
Special: Wearer suffers for user.
-3 Cost: Free

STATES AND PROPERTIES


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

Each Game Round


1. Determine Initiative for that round.
2. Take it in turns to activate a single model.
3. Activate monsters, if any in play.
4. End game round.

Rolling a 1 before applying modifiers is


always a failure and is called a

fumbl e
Rolling a 20 before applying modifiers
is a

CRIT ICAL
Activating a Model
When you select a model to activate it can perform
a movement and then an action. Each model gets a
single activation per round. If a model wishes to
move, it must move before it performs an action. If
it has performed an action its activation ends.

If a Feat, status or other rule triggers when a mod-


el is activated, you must trigger the effect at the
start of the activation before you move

Actions:
• Make a Ranged Attack.
• Make a Melee attack.
• Use a piece of Equipment
• Pickup and/or drop any number of items off the
ground or off dead/Downed models within 1 inch of
you.
• Drag a Downed model within 1 inch of you.
• Interact with Loot or Scenario items within 1 inch
of you.
• Make a second move as an action.
Deployment
Before the first round of the game, roll Initiative
to determine who places a model first. Then
alternate between players, placing a model one at
a time until all models are placed. Models must be
placed within 6 inches of a board edge or based on
Scenario rules.

Initiative
Roll a D20. Highest number picks a model to
activate first.

Making Tests
All tests, unless specified
otherwise, are DR12. This means you roll
a D20, add the relevant modifiers and check the
result. If, with the modifiers, you reach at least a
12, you succeed.
Movement
Models can move a number of inches equal to 5+ their
Agility.

You can move in any direction or combination of


directions up to the maximum movement of the model.

Terrain smaller than 1 inch can be moved over for


free.

Terrain over 1 inch must be climbed. Models have a


climb speed of 1/2 their movement speed. Models must
end their movement on a flat surface.

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


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

Models that move off of a board edge are treated as


survived and no longer participate in the Scenario.
Combat
1. Check range.
2. Check stat modifier to apply based on
weapon.
3. Roll attacks.
4. Apply damage if hits are successful.

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

However, close combat is risky, and your


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

This -3 is negated in close combat if


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

If the target of the attack survives and has


not activated, it is still able to activate
that round.
Ranged Attacks
Ranged weapons have a maximum range of 12
inches.
To perform a Ranged Attack, your model must
be able to see at least part of the target
model. Models in close combat cannot make
Ranged Attacks. Models in close combat are -3
to hit with
Ranged weapons.

If a model is in any way obscured, apply a -3


modifier to the to hit roll. The model has
Cover.

Roll a DR12 test, plus relevant modifiers,


to see if you hit, and mark 1 Ammo off of your
total Ammo. On a success you roll the weapon’s
damage.

You can throw any weapon up to 6 inches, but


you suffer a -3 to the roll and it is placed on
the ground next to your target, regardless of
if you hit or miss.

Ranged weapons count as One-Handed


Makeshift weapons in Melee combat.
Damage
When you successfully hit with a weapon you roll the
weapon’s damage dice.

Deduct the model’s Armor Value from the result.


Armor always reduces damage unless otherwise stated.

Reduce the wounded model’s HP by the damage amount


remaining.

Criticals always
cause max damage
Armor is still applied.

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

If a model wishes to leave combat, your opponent can


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

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


model moves up to their movement value and then takes
no further action. If they Fumble you can move and take
an action. On a Critical they make an attack against you.
Models can freely move off of a board edge to leave the
Scenario.

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

Lay it face up.

If a Downed model takes any more damage it is immediately


killed. Lay them face down.

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


Scenario to determine if they died during the session or
managed to crawl their way off the field, bloodied and
broken.

The save is a Toughness test against DR6.

On a failure they are dead.

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


for the next scenario.

If a member of your warband is killed in a scenario you


replace them for free with a new member.
Hostiles
After all models have been activated by all
players, Hostiles are then activated. If there is
more than 1
Hostile to activate, randomise them with a roll.

Hostile Behaviour.

Follow these steps when activating a Hostile:

1. Check Hostile’s special rules.


2. Check to see if the Hostile model can see any other model
that is not the same type as it. Hostiles can attack other
Hostiles!
3. If it cannot, most Hostiles, unless specified, remain still and do
not activate.

4. If a Hostile can see another model that is not the same as itself,
it moves 2D6 towards that model, or, if the Hostile is equipped
with a Ranged Attack, it moves 1D6 inches and takes a shot, unless
another model is already within 12 inches, in which case it does
not move before making a Ranged Attack.
5. If a Hostile can see more than a single model, it always goes
towards/targets the closer model. On a tie, roll a die to
determine which way it moves/who it targets.

6. If the Hostile makes it within 1 inch of a model not of its same
type, it immediately attacks as per the close combat rules.
Randomise if there is more than 1 model within 1 inch. If the
Hostile has a Ranged Attack and is not within 1 inch of a model,
it makes a Ranged Attack against the nearest viable target.
Hostiles make all tests at DR12 with no modifiers unless
specified. This includes if they are attacked or targeted
by any spells.

This is also the same for all abilities, unless otherwise


specified. Hostiles do not prioritise Downed models
unless otherwise stated.

Hostiles with only Ranged Attacks, if in close combat,


make unarmed attacks dealing 1D4 damage unless otherwise
stated.

Hostile Morale
If a Hostile is Critically hit it makes a morale roll.
Roll 2D6. If the result is greater than its morale, it flees
the field, moving 2D6 inches per round until it leaves the
field or is killed. If Hostiles morale is ‘-’ they ignore
morale rules.

Hostile Profiles
• HP - Hostile’s Health. When a Hostile reaches 0HP it is
dead.
• Morale - morale value for Hostile (use in full version
of game only).
• Attack - This is given as a type, i.e. claws, slam or
other, followed by the damage it deals on a succesful
hit.
• Armor - How much the Hostile reduces damage by.
• Special - Any special attacks or features the Hostile
has.

Spawning Random Hostiles


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

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


Ranged attacks.

Scavengers: Ghosts have 1 random piece of equipment on them


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

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


if Ghosts are not within 1 inch of an enemy and there is a
Downed model within 12 inches, instead of moving towards
nearest target per monster activation rules, Ghosts move
towards Downed models. When within 1 inch of a Downed
model they begin to drag them off the table, moving 1d8
inches per round with the Downed model in tow. If they leave
the table with a Downed model, that model is considered
dead.

While the war raged on there, were myths of those


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

Art by Antonin Provost


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

Special: Combat Roles: each member of


the Loyal come with different equipment
depending on their combat role. Randomly
determine 1 weapon and 1 Armor piece per
Loyal deployed.
Loyal never run out of Ammo.

Each Loyal also has a Gas Mask and 1 ration.

Their equipment, weapons and armor (minus


Ammo) can be looted from the corpses of the
Loyal by any model within 1 inch of them.

Loyal Armor and Attacks are based on the equipment


they roll.

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

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


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

If you are playing on larger boards you may want to increase


the amount of rounds you are playing for.

Reading Scenarios
Introduction - why you are doing what you are doing.
Goal - what you are here to do.
Reward - what you get for completing the objectives.
Setup and Loot - how to set up the table.
Deployment - where you place models before the game starts.
Threats - what Hostiles are present.
Solo Play - how to play the Scenario solo.
Coop - how to play the Scenario as friends.
End Game - how the game ends.

Sections marked with the RPG symbol are for flavour text
and use if you wish to run The Last War as an RPG.
Setting up a

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

Terrain should be used to reduce lines


of sight.

Players each place a single piece of


terrain on the table.

After placing terrain, players roll


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

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

Reward
For each crate of supplies returned, gain 20 resources. For
each slain Loyal, gain 10 resources.

Setup and Loot


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

Deployment
Versus and Coop - Players select a board edge based on
initiative and place models within 3 inches of their board
edge. In Solo Play you may place models in either deployment
area.

Threats
Each supply create is guarded by 1 Loyal. On round 3 a Ghost of
No Mans Land appears on a random board edge.

Solo Play
Place 3 supply crates and Loyals.

COOP Play
Instead of 1 central supply crate, place 2 next to each other,

Game Ends after the 6th round


Player 1 Deployment

Monster Spawn 4-6


Monster Spawn 1-3

Supply Crates
3 Inches

Player 2 Deployment

When the players arrive read:


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

When the players arrive back at the Quartermaster


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

MÖRK BORG is copyright Ockult Örtmästare Games


and Stockholm Kartell.

Forbidden Psalm is published under the terms


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

Forbidden Psalm and Gloomy Day Operates under


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

The mechanics and game rules of Forbidden Psalm


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

Your product cannot use the KRD design logo


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

Design and text by Kevin Rahman


Art by various. Editing by Jarrett Crader (MRC).

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