Professional Documents
Culture Documents
Forbidden Psalm The Last War Quickstart
Forbidden Psalm The Last War Quickstart
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:
+3, +1, 0, -3
or
+2, +2, -1, -2
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
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.
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
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.
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.
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.
Criticals always
cause max damage
Armor is still applied.
Leaving combat
Models within 1 inch of each other are in combat.
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.
Hostile Behaviour.
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.
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.
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.
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.
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,
Supply Crates
3 Inches
Player 2 Deployment