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TS TUDIO PRESEN TS CROOK ED DICE GAME DESIGN S TU
Vo yage
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TAS Y THIC FAN TA TION M Y TH MO TI P O TO T S F O D L R O WO W E H TH T N I G N I M A G R A WA W
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S TS UDIO PRESEN T TU CROOK ED DICE GAME DESIGN S T
Vo yage
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Wargaming in the T world of Y T Cult TV AS Y TA FAN T C I H TH M N O I TI O M P O TO T S F O D L R O WO W E H TH T N I G N I M A ARG WA W
By Matt Gibbs with Graeme Dawson and Karl Perrotton Published by Crooked Dice Game Design Studio Scripts and TV Listings: Matt Gibbs and Helena Nash Design and Layout: Karl Perrotton Interior Art: Karl Perrotton, Stan Chow, Chris Wildgoose and Laura Trinder Photography: Kevin Dallimore
For more information contact: Crooked Dice Game Design Studio www.crooked-dice.co.uk
[email protected] Crooked Dice Game Design Studio Suite F10, Faraday Business Centre 34 Faraday Street Dundee DD2 3QQ
Contents Welcome
4
Rough Diamond Studios and Barron Productions
4
What is 7th Voyage?
5
What is the action:engine? What is Different in 7th Voyage? On the Seventh Sea
5 5 6
The Rules
8
Common Terms Basic Principals Profiles Explained Game Turn Movement Shooting Melee Causing and Taking Damage Special Actions and Tests Morale Tests Statuses Events Victory
8 8 9 11 12 13 13 15 16 17 18 19 19
Magic
20
What is Magic in 7th Voyage? Gifts of the Gods Performing Spells Animation and Summoning Choosing Spells Luck
20 20 20 21 22 22
Armoury
23
Weapons Weapon Effects
23 25
Special Effects
26
What are Special Effects? Combat Knowledge Otherworldly Physical Traits Disadvantages Monstrous
26 28 28 29 30 31 32 33
Casting Couch
34
Gifts of the Gods
78
Choosing Your Cast Customising Your Cast Favoured Champion Dashing Rogue Brother in Arms Enchanting Beauty Wise Elder Twisted Outcast Vile Tyrant Brutish Bodyguard Deadly Assassin Their Right Hand
34 35 36 37 38 39 39 40 41 42 42 43
Spells Events Appendices
80 82 84
Central Casting
44
Mortals Stop Motion Models Animals
44 47 51
Film Guides
55
The Golden Fleece Gorgon! The Voyages of Sinbad The Rogue of Baghdad
55 58 61 64
Scene Guide
67
What Scene to Play? Battle Escape Race Skirmish Slay Steal Location Manager
67 68 69 70 71 72 73 74
Online Resources Token Key Tokens Event Cards Gift of the Gods Cards Spell Cards Extra and Guest Profiles Cast List Player Reference Sheet Templates Miniatures & Scenery
85 85 86 88 90 93 96 101 102 103 104
Closing Credits
105
4 | WELCOME
WELCOME In cities and ports across the ancient world, stories are told and retold of great heroes setting sail, and travelling to the ends of the Earth, to find and fulfil their destiny. Watched over by Gods and spirits, whether for good or ill, these adventurous souls risk all, taking fate into their own hands. Teeming with all walks of life, from princes and paupers, holy men and sorcerers, to merchants selling exotic goods from east and west, the great ports are gateways to adventure for anyone brave enough to step aboard a ship. In these cultural melting pots, stories are traded as readily as the finest wines, and the ones that have aged the best often hail from Arabia and Greece. Overseen by powerful and, at times, capricious Gods, the heroes and heroines of Greece have seen their fair share of both triumph and tragedy. Often tasked with the seemingly impossible, the retrieval of a fabled gift, such as the Golden Fleece, or the slaying of some titan, such as Medusa, these fated heroes battle to succeed, aided by or in spite of the Gods’ efforts. In contrast, the stories of the One Thousand and One Nights tell of the avarice and cruelty of tyrants, sorcerers and spirits, and the courage, purity and sacrifice of those who would oppose them. They tell of heroes, such as Sinbad, earning fortunes through wit and courageous endeavour, and villains finding their downfall via greed and unholy bargains. Within these stories, all manner of legendary beings and mythical monsters roam. From cyclopean giants who waylaid Sinbad and Odysseus, to the Minotaur that stalked Theseus in the Labyrinth, or the Djinn who aided Aladdin, these creatures are real to the sailors that trade these tales. This is a world of myth and legend, the world of 7th Voyage.
ROUGH DIAMOND STUDIOS AND BARRON PRODUCTIONS Founded by director Ron Carpenter and special effects genius William Henry Harrison, Rough Diamond Studios created some of the finest actionadventure films and stop motion effects of the 60s and 70s. Together they brought the myths and legends they adored as children to life for generations of their fans. Representing the first foray into Hollywood by Sidney Barron, the mogul behind the UK based 7TV Studios, Barron Productions provided the financial backing for Rough Diamond. Although eight movies were produced in fourteen years, under the surface creative tensions and financial pressures eventually tore the endeavour apart, but not before Barron choose to take his revenge publicly. In the pages that follow, movie listings, quotes and scripts from their filmic voyage are presented for your viewing pleasure.
7.15 Film Minotaur! starring Jock Maloney & Natalia Wood Theseus must defeat the Minotaur, a hideous half-man, half-bull, if he is to end the sacrice of his people to the monster by the tyrannical King Minos. Aided by Ariadne, the King’s daughter, he and his companions must negotiate the Labyrinth of Daedalus and trap the Minotaur before they, the hunters, become the hunted (1961). Theseus ............................... JOCK MALONEY Ariadne ................................ NATALIA WOOD King Minos ........................ PETER USTINOW Daedalus ...................... GEORGE SAUNDERS Pasiphaë ........................... CAROLINE JONES Icarus ........................... HORST BOOKWOOD Phaedra ........................... ANNE MARGARET Producer SIDNEY BARRON Director RON CARPENTER
WHAT IS 7TH VOYAGE? | 5
what is 7th voyage? 7th Voyage brings the world of stop motion movies and action-adventure programmes to life as a tabletop miniatures game. Based upon the myths of Ancient Greece, and the fables and stories of the Arabian Nights, you take command of the heroes or villains of legend. Whether you want to quest for the Golden Fleece or raid the nests of the fabled Rocs, 7th Voyage enables you to play out your favourite on-screen action as the story unfolds.
what is the action:engine? The action:engine uses models, six-sided dice, tape measures, tokens and a turn-based rules system to simulate the action sequences you might find in film and television. Models have a numerical profile, plus added special abilities, allowing all kinds of actions to be attempted. One of the most significant features of the action:engine is the ability to customise models from a variety of archetypes and build different casts to fit almost any genre.
What awaits on the Forbidden Isle?
What is different in 7th Voyage? If you’ve played the 7TV tabletop miniatures game, then you’ll be familiar with the core of the action:engine already. These rules use those same mechanics, but they differ in some areas to better reflect the setting of 7th Voyage. Greater emphasis has been placed on melee rather than ranged combat, a magic system has been included, and some rules have been altered or omitted to capture the spirit of stop motion movies and action-adventure programmes. In addition, it should be noted that the action:engine itself is an evolving system. As such, these rules have been written to be stand-alone, but there is nothing stopping you incorporating elements from other action:engine rule and sourcebooks as you see fit.
WHAT IS 7TH VOYAGE? | 7
BARRON PICTURE S PRE SENT
Harrison squeezing every cent out of their humble budget to make a big screen epic, which stood horns, head and shoulders above the B movie creature icks of the previous two decades. Three more epics inspired by Greek myth followed, The Golden Fleece, Herakles!, and the terrifying Gorgon!, but it was the duo’s love of Arabian stories that earned them their rst box ofce smash and award nominations. Sinbad and the Forbidden Isle, starring Doug Maclure as the roguish sailor, captivated audiences from the outset with its exotic locations and creatures. After the success of Forbidden Isle, Sinbad became a reoccurring theme of the later lms and with the introduction of Jean Collins, as Scheherazade in Sinbad and the Eye of the Idol , an on-screen romance between ‘The Sailor and The Storyteller’ became threaded throughout their subsequent voyages. Romance or not, it was the monsters, Harrison’s wondrous creations, that delighted the fans most, as they ocked to the release of each new epic. Medusa, the Minotaur, Pegasus and the Roc, these were always the true stars of this golden period. In stark contrast however, under the surface, things had become far from happy or harmonious. Spiralling costs and overrunning schedules, in no small part due to Carpenter and Harrison’s insistence on perfection, were eating into the Barron’s slim prots. Coupled with diminishing box ofce gures, as 70s audiences ocked to see the glut of horror lms swamping the market, the golden formula of the duo was starting to lose its lustre. Refusing to pander to Barron’s cost cutting demands, the companies went their separate ways in 1975,
GORGON! W AT CH T HE MAGIC! F EEL T HE T ERROR! L IV E T HE L EGEND!
BARRON PICT URES PRESE NTS A ROUGH DIAMOND STUDIOS PRODUCTION A RON CARPENTE R PICT URE JAME S FRANCISCO & LYNDA HARRISON IN “GORGON!” WITH JACK PALAHNIUK RICO MONTALBAN EFF EC TS BY WILLIAM
HENRY HARRISON DIRE CTED BY A RON CARPENT ER PRODUCE D BY SYDNEY BARRON
F ILMED IN TECHNICOLOR
DIST RIBUTE D BY B ARNA ART IST S STEREO WHERE AV AILABLE
with Sinbad and the Sleeping Army, their fourth Sinbad lm, being their nal collaboration. The split, far from amicable, proved the end for Rough Diamond. Even with audience numbers declining, the duo decided that one last outing, one that would be a tting end to the epic love story they had charted for Sinbad and Scheherazade, was both appropriate and feasible. Scraping together the nance, they began work on The Last Voyage of Sinbad . Two weeks before their masterpiece was scheduled to be released, Sinbad’s Lost Voyage, a Barron Productions presentation, opened across the States. Using stop motion footage lifted directly from the previous lms and technically owned by Barron’s company, it shamelessly sought to recreate the magic without Carpenter and Harrison at the helm. Tom Dalton was cast in the role of Sinbad, and was poorly inserted into battle scenes with Harrison’s iconic creatures. The lm even opened with the trademark framing story, with Scheherazade played by Sara Douglas, who bore a passing resemblance to Jean Collins. Ruthlessly marketed, in a whirlwind promotional tour, Lost Voyage
topped the box ofce on its opening weekend, despite the universally poor reviews from critics. But as word of mouth spread among the fans, attendance plummeted and within a week the lm was gone. In the shadow cast by its passing, The Last Voyage of Sinbad fared little better, and was pulled from many theatres before its scheduled release. In the end it received only a limited run and the numbers were poor. Barron had had the last word. Carpenter and Harrison continued to work together, bringing their creativity, experience and design skills to a number of smaller, low budget movies and programmes, and the development of later animation and lm techniques. As for telling their own stories, the tide never proved quite right for them again, but the inuence of their lms is still felt today. Barron, having comprehensively scuttled the pair, now turned his full attention to the growing horror market and supporting a new production company headed by his son. From the ashes of Barron Productions rose Barron Pictures, spearheaded by the shambling undead.
8 | THE RULES
the rules All of the basic mechanics of 7th Voyage are explained in this chapter, including profiles, movement, movem ent, actions, combat and morale.
COMMON TERMS ERMS As a set of rules based on movies and TV programmes, 7th Voyage Voyage renames several commonly used game terms to better reflect the setting, for example: l l
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The models that compose your side side are called a cast. Your cast is made up of Stars, Co-Stars, Guest Stars and Extras. Special abilities they may may possess are defined as special effects. Some models have have their own abilities, abilities, defined as either star qualities or unique effects. The value of models and your cast are expressed expressed in ratings. And finally, finally, the game scenarios you play are called scenes.
BASIC PRINCIPALS It’s a Game First and foremost 7th Voyage Voyage is intended to be a game that is enjoyable for all involved. The rules that follow are guidelines to enable balanced and fair play, play, but should not be adhered to strictly str ictly at the expense of having fun. If a situation arises where you feel something should be possible or it will add to the drama of a scene, you should use your own judgement to resolve resolve it fairly for everyone everyone playing. This could be as simple as making a statistic or opposed test to resolve an action, to developing your own house rules to cover the unfolding drama.
Dice Modifiers All dice modifiers, whether bonuses or penalties, are applied to the result of the die rolled and not the statistics governing them, i.e. a +1 to hit bonus or −1 penalty to a Morale test is applied to the result of the dice. All such modifiers are cumulative, with bonuses reducing penalties and vice versa. However, a die roll of 1 will always fail, regardless of any modifiers, including Audience Appreciation tokens and Event cards.
Statistic Modifiers
3.20 .20 Film The Rogue of B f Baghdad
star tar rin ring Salvator tore Mineo & K im im Novack
W ith h th heer fat father ma magica ically lly enslaved by by th the Vizier, the the Ca Caliph iph’s D ’s Daaughter nds he herse rself eeing f r ro m the the pa palac lace guar ds a ds an nd se seek ing ing r ef uge on the st str eets. Th Ther e she meets a ts an n unlik ely he her o, an ur ur chin and ho honourab rable t le th hief , and tog togeth ether th they em embar k k on on a jou journe rney to sto p the the Vi Vizier f f r r om r ewr iting ing hi histo stor y (1 (1957).
The R ogue .... ........ ...... ........ ...... ...... SALVATOR E MINEO The Ca Cali ph ph’s Daughter . r .... ...... ........ ..... K IM NOVACK The Vizier ...... ...... ....... ....... ....... ...... J OHN CAR R RA DYNE The D ji jinn ... ...... ....... ....... ....... ....... ...... ........ ...... ..... TOR JO R JON NSON The Cali ph ph .. ...... ....... ....... ....... ...... ..... CHAR LES LA LAW TON The Shadow Prin rince .. ..... ....... ....... .... VINCENT PR YCE The A po pothecar y ... ........ ...... ........ ..... J OSEPH SW EENIE Prod roducer ucer TERR ENCE MAR TER Dir ecto ectorr W ILL ILLIAM IAM PO POW ELL
All Statistic Modifiers, whether they raise or lower the value, are applied to the statistic itself, i.e. a model that must count their Def as 1 less to a minimum of 1, would go from Def 3 to Def 2. All such modifiers are cumulative, but a model can never raise a stat above 10 or lower it to less than 1. Statistic values of 0 are special and can never be raised or lowered under any circumstances.
Re-rolls A dice can be b e re-rolled only once. No matter how many sources or special effects may provide provide a re-roll, a dice can only benefit from one of them. When When two or more dice are rolled and the best result is chosen, only one of the dice can be re-rolled.
Line of Sight To charge, shoot or target another model with a special effect or Spell, the model performing the action must be able to see part of the model or models they’re targeting. targeting. For the purposes of line of sight, a model is assumed to be able to see in a 360° arc for charging, using special effects and Spells, but may only shoot at models in their front 180° arc.
THE RULES | 9
PROFILES EXPLAINED
Morale Morale indicates either bravery or sheer recklessness. High Morale allows a model to keep fighting against the odds or stand firm fir m in the face of fearsome monsters.
Special Effects, Star Qualities & Unique Effects There are a wide variety of models in the game, each with different strengths and weaknesses. You’d expect a Greek warrior to handle differently to a winged Harpy, Harpy, and the rules are designed to reflect this. Each model has a profile, a set of statistics that lets you see how fast, strong or intelligent they are, as well as what special effects, star qualities or unique u nique effects, or weapons they may have. Each statistic can range from 0 (not applicable) or 1 (barely capable) up to 10 (godlike). The statistics used in 7th Voyage Voyage are:
Movement (Move) A model can move this distance in inches each time they take a move action. A model with a Move of 0 cannot move at all. There is no maximum Move value.
Defence (Def) The higher a model’s Def the less likely they are to come to harm. Factors determining Def include armour worn, natural toughness, thick skin or hide. Models with a Def of 0 cannot be harmed by physical attacks attacks because of their invulnerability or lack of substance.
Hits A model can take a number of wounds equal to their Hits before they are removed from play. There is no maximum Hits value, but most models have between 1 and 3 Hits.
Strength (Str) Str is used in melee or when performing other feats of brute force. Models with a Str of 0 are non-corporeal and cannot interact with the physical world.
Agility (Agi) Agi represents both bodily manoeuvrability and manual dexterity. High Agi allows a model to avoid falls and other perilous situations where less agile models would suffer.
Intelligence (Int) Int represents both knowledge and wisdom, and is key to performing Spells. Models with an Int of 0 are considered to be mindless and can’t perform Spells.
Any special abilities or rules the model might use are listed here. Most models in 7th Voyage Voyage use special effects, effects, but some Stars, Co-Stars, Guest Stars and Monsters may have have their own star qualities or unique effects.
Attacks This section lists any weapons, both melee and an d ranged, that the model might possess. A gauge of their prowess, a model's model' s to Hit value is always always associated with their skill in a weapon or attack, and not the weapon or attack itself, which will vary between models.
10 | THE RULES
Mino Minota tau ur! INT. LABYRI YRINTH COR CORRIDOR - NIGHT Thes heseus, to torch hel held high, moves th through the the dim ca candlelit lit corr orridors of the Labyrinth, th, his li light casti sting eeri erie shadow adows s on the rough stone an and root en entangled led walls. Care arefully unwinding ding the bal ball of th thread behi ehind him, im, he paus pause es brie riey to pay his r is re espects - skele eletal remai mains, wea wearing Athe thenian dres ress, lie huddled led in a cra crack in the wall. INT. NT. LABYRI YRINTH ENTR ENTRA ANCE - NIGHT A cu cup rolls lls from the the ngers ers of a Gua Guard, slu slumped ag against the the grea reat stone one doorpost ost of the the entranc rance e. Both oth Guards rds have bee been drugg ugged, and and the grea reat stone one door sta stands unba nbarred an and slightl htly ajar. ar. A gr great bel bell begins to ring ing out, sha shattering ing the sil sile ence, an and the far off off shouts and crie ries of angr ngry men can be hea heard. INT. NT. LABYRIN YRINT TH JUNCT NCTION - NIGHT Reac eaching a l a le eft-hand and juncti ction, These eseus hold olds the tor torch out. ut. A slig light wind ind is comin ming from this new corrido idor. THESEUS Always fo forwards, ds, never le left or rig right. He presses on on, ignor noring the the left-han hand path. th. INT. NT. LABYRINT INTH CORRI RRIDOR - NIG NIGHT POV. OV. In the dim ligh ight from th the candl ndles of the the wall sconces, es, a loom ooming shado adow moves ves. It fal falls acro cross the thread. Appears to be fol following it. Withi ithin n the cr crack, th the dead At Athenian' an's vacant eye soc sockets wat watc ch the sh shadow pass ass with a skeleta letal l smile. le.
THE RULES | 11
GAME TURN
Action Phase
A game of 7th Voyage comprises of a number of turns, and each turn is made up of four phases: 1. Determine Initiative & Audience Appreciation 2. First Player’s Action Phase 3. Second Player’s Action Phase 4. End Phase
Initiative
At the start of their Action Phase, a player gains a number of Activation tokens equal to half of the total number of models they have in play, rounding up, plus any purchased ACTIVATED with Audience Appreciation. Do not count models that are suffering from any type of status towards determining this total. Place a token next to each model you wish to activate this turn. Once you have placed all of the tokens you want to use, you may begin activating models. One at a time, choose a model, activate it and remove its token.
Activation
Both players roll 1D6 and whoever rolls the highest becomes the first player. On a tie the person who was the second player last turn becomes the first player this turn. If you tie for the first turn, roll again.
Each model gets to make up to two actions when activated. The available actions are: l l
Audience Appreciation 7th Voyage audiences enjoy moments of high drama and action, filled with incredible adventure and improbable deeds, and Audience Appreciation reflects this in game.
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AUDIENCE APPRECIATION
Determine the difference between the two Initiative rolls. The first player is given a number of Audience Appreciation tokens equal to half this amount, rounding up, and the second player gains the remainder. AA tokens can be used to do the following: l
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1 token can be spent to add a +1 bonus to a die roll, even after the die is rolled. 2 tokens can be spent to purchase an additional Activation token, see Action Phase below.
Audience Appreciation tokens can only be used on a player’s own rolls, but more than one token can be used to make a greater adjustment to the same roll. Any AA tokens not used in the same turn in which they are gained are lost.
Movement up to the model’s Move value Shoot with a ranged weapon Aim prior to shooting a ranged weapon Make a melee attack if in base contact with an enemy Perform a special action
Models can make multiple move, melee attack or special actions in the same turn, but cannot shoot or aim more than once in a turn.
Free Actions In addition to the normal limit of two actions, all models may make any number of free actions during their activation or the turn. Free actions represent quick or opportune activities, effects and situations such as going prone, escaping capture, or making a wish for example.
The End Phase In the End Phase, the first player and then the second player should: l
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Remove from play all of their models that have no Hits remaining. Check to see if their cast is Shaken or Wiped Out, see page 17. Attempt to remove any statuses that models in their cast are suffering from, see page 18. Discard any unused Audience Appreciation tokens.
"there he found a diamond as big as an elephant… i admit, he often embellished the tale… but it was bigger than your fist." Haroun, Son of Sinbad
12 | THE RULES
MOVEMENT For each action spent on movement, a model may move up to its Move value in inches. Models can turn in any direction during this movement, changing the direction in which they face as many times as they like, but their final facing is important for the purposes of shooting and melee. Models can move through friendly models, but cannot move through the bases of enemy models. Models moving through or out of rough ground, such as in woods, across a sand dune or in shallow water, can only move 1D6” per move action. Models moving over an obstacle less than 1½” high, such as a wall, can only move 1D6” per move action. Place the model past the intervening obstacle if the die roll allows sufficient movement to reach the other side. Otherwise, place the model up to the distance rolled, but no farther than the nearest edge or part of the obstacle. Models jumping over a gap, such as the space between buildings or over a chasm, can only jump 1D6” per move action. Place the model on the other side if the die roll allows sufficient movement to cross the gap. Otherwise, move the model up to the distance rolled, if this would take them over an edge, the model has fallen.
Going Prone Models may drop to the ground as a free action and go prone. Place prone models on their side, but face up. Movement while prone is at half their normal rate. Models can stand up by making a move action and can also move up to half their normal rate when doing so.
OPTIONAL RULE Moving out of base contact When a model attempts to move out of base contact with one or more opposing models, they must make an opposed Agi test. If successful the model may move as normal. If failed, one opposing enemy model may make a free melee attack, after which the model may move as normal. Other models, both friends and enemies in base contact, can contribute to the opposed Agi test. Add +1 to each side’s roll for each additional model they have in base contact with the ‛moving out of base contact’ model.
Charging Models ending a move action in base contact with an opposing model that was 3” or more from them at the start of their activation are considered to have charged. Models can only charge once in a turn, no matter how many move actions they may make. A charging model can make an immediate, free melee attack and gains both of the following benefits: l l
+1 bonus to their to hit roll +1 bonus to their to damage roll
Climbing When in base contact with a climbable surface or piece of terrain, models can climb up or down one or more levels (count each level as being 2” in height), as part of their move action if they successfully pass an Agi test. If the test is failed they don’t climb, but remain where they were. If a 1 is rolled while attempting to climb, the model has fallen from the highest level they could potentially have reached in their move.
Falls Models who fall, drop or jump down one or more levels (count each level as being 2” in height), must make an immediate Agi test, with a –1 penalty for each level beyond the first fallen. If the Agi test is passed the model is not harmed, but can do nothing further this turn. If the test is failed the model has fallen badly and gains the Stunned status.
Swimming When in or in base contact with deep water, such as a lake, a river or the sea, models can swim 1D6” as a move action if they successfully pass a Str test. If the test is failed, they either remain in place or move 1d3” in the direction of the current. If a 1 is rolled while attempting to swim, the model has floundered and is potentially in real trouble, and will suffer a Str 4 hit as they struggle for breath. At the start of a scene, it is a good idea to agree the direction of current for all relevant pieces of terrain. If this is not obvious, you can determine direction with a scatter die.
Dragging Another Model A Captured or Stunned model can be dragged by other models in base contact. A single model can drag another up to half of their movement, while two or more models can drag them up to their full movement. In the case of the latter, all of the dragging models must have Activation tokens and any move actions taken as a group count towards their actions when they’re individually activated. Models with the Large or Massive special effects cannot be dragged except by other Large or Massive models. In addition, Large or Massive models can drag smaller sized models up to their full movement.
THE RULES | 13
SHOOTING
MELEE
Models armed with a ranged weapon can take one shooting action per turn, as long as:
Models in base contact with one or more enemy models can make one melee attack for each melee action they take. Charging models gain an immediate, free melee attack. Only the activating model gets to make an attack, but other models may strike back on their own activation in that turn.
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They have not already used a shooting action of any kind this turn They are not in base contact with any opposing models Distance to the target is equal to or less than the weapon’s range Target is not hidden, blocked by terrain or another model, or in melee Target is in view of the front 180° arc of the shooting model’s base
Roll to Hit Roll 1D6, a hit will be scored if the result is equal to or greater than the ‛Hit’ value of the attack being used. This is normally written as Bow (5+) and, in this example, a hit would be scored on a 1D6 roll of 5 or 6. In addition there are modifiers to this die roll, see the Ranged Attack Modifiers table. A die roll of 1 will always miss, regardless of any modifiers.
Ranged Attack Modifiers table Condition
To hit modifier
Weapon is used at more than half range
-1
Target is partially hidden or in cover
-1
Target is Prone and more than 6” away
-1
Target or Shooting model is flying
-1
Roll to Hit Roll 1D6, a hit will be scored if the result is equal to or greater than the ‛Hit’ value of the attack being used. This is normally written as Spear (4+) and, in this example, a hit would be scored on a 1D6 roll of 4, 5 or 6. In addition there are modifiers to this die roll, see the Melee Attack Modifiers table. A die roll of 1 will always miss, regardless of any modifiers.
Melee Attack Modifiers table Condition Charging bonus
+1 to both hit and damage
Attacking a model’s rear 180° arc
+1 to both hit and damage
Attacking a Prone model
+1 to hit
Target is Large or Massive
+1 to hit
Attacking a Stunned model
roll 2+ to hit, +1 to damage −1 to both hit and damage
Target is Small
-1
Attacking over an intervening obstacle
Target is Large or Massive
+1
Attacking while Prone
Target is Stunned or immobile
+1
Shooting model has Aimed
+2
Causing Damage If a hit is scored, see page 15 for details of how to determine the damage caused.
To hit modifier
−1 to hit
14 | THE RULES
USING DIFFERENT MELEE WEAPONS
Example: Parrying with a sword If a model equipped with a sword and a dagger attempts to Parry an attack with a sword in a turn, they can only make a Sword or Brawl attack during their later activation.
If a model is equipped with different melee weapons they may choose to use only one of them in a turn, but are free to switch between them each turn. Decide when the model uses a weapon for the first time that turn. Brawl attacks and Special attacks are an exception, as they are instinctive, natural attacks that a model can always make during their activation or the turn.
Attacking Across Levels Models that would be roughly in base contact, if not separated by their difference in elevation, may make melee attacks normally if part of their bases or bodies (legs, arms, torso and head) overlap vertically. If 1” or less vertically separates the two models from each other then they can still make melee attacks, but suffer a -1 to hit penalty while doing so and cannot gain any benefits from charging. If more than 1” vertically separates the two models then they cannot make melee attacks against each other. Models with the Flyer special effect can attack models up to 1” higher or lower than themselves without the -1 to hit penalty, but still do not gain any benefits from charging while doing so.
Example: Two-handed axe and sword If a model equipped with a two-handed axe and sword charges, they cannot use the sword for the free attack gained from charging and then switch to using the two-handed axe. In addition, they could not use the two-handed axe in their own activation and then attempt to Parry an attack later that turn with their sword.
Successful Hits If a hit is scored, the melee attack has been successful. What happens next is dependent on the type of attack or weapon being used. Models may either Pushback, Knockdown, or attempt to cause damage to their opponent.
Pushback or Knockdown Successful melee attacks do not have to inflict damage. An attacking model can instead choose to have the losing model suffer one of the two following penalties: l
All or Nothing Attack Attacking models can choose to make an All or Nothing attack, trading an efficient defence for a greater chance to land a blow. The decision whether to do so or not must be taken before the to hit roll is made. When making an All or Nothing attack, the model rolls an additional D6 and will roll to damage with all of the dice that score a hit. However, a model surviving such an attack can make an immediate, free melee attack in retaliation.
l
Pushback - Move the hit model 1” back from the attacking model. For each point by which the attacking model’s Str exceeds that of the pushed model add 1” to the distance moved. The attacking model can choose to move with the pushed model, remaining in base contact with them. Knockdown - The hit model is knocked Prone. Place prone models on their side, but face up.
Large models can only be affected by Pushback or Knockdown caused by other models with the Large or Massive special effects, while Massive models can only be affected by other Massive models.
"beware the beast's tail! it is said it can knock down forests, so will likely make kindling of your shields!" Nikandros the Wise
THE RULES | 15
CAUSING AND TAKING DAMAGE
Damage table
strength higher 2 or more
1
2+
3+
defence higher
equal 4+
1
2
3
4
5
6 or more
5+
6
6 then 4+ 4+
6 then 5+ 5+
6 then 6
N/A
When a model is hit or suffers potential damage from any source, make a damage roll by comparing the attacking attacking Str with the model’s Def and rolling 1D6 on the Damage table above. A wound is caused if the result is equal to or greater than the target number listed. In addition there are modifiers to this damage roll, see the Melee Attack Modifiers table. A die roll of 1 will always fail, regardless of any modifiers.
Models that have suffered suffered wounds, but are not incapacitated should have the wounds they’ve taken recorded, either on the player’s player’s cast list or by using wound tokens placed next to the model. During the End Phase remove from play any models that have no Hits remaining.
When two numbers are given, such as 6 then 5+, two rolls must be made. The first roll, plus any modifiers, must be equal to or greater than 6 and the second roll, plus any modifiers, must be equal to or greater than the second target number listed to cause a wound.
Capturing Models
Wound or Stun Most attacks cause serious damage. Unless noted otherwise, a successful damage roll will always always cause a wound. Unarmed melee attacks, attacks, such as Brawl, can normally only Stun a model. However, However, if the attacking model’s Str is greater than the model's Def they may choose to cause a wound instead.
Multiple Wounds Normally only one wound is caused, but some Monsters, weapons or circumstances may cause more. When multiple wounds may be caused, make damage rolls for each potential wound separately. separately.
Wounds and Hits Models keep functioning normally until they lose their last Hit. Once a model sustains a number of wounds equal to their Hit statistic they are incapacitated. Place incapacitated models on their side, but face down. Unless healed in some way, way, incapacitated models cannot be activated. If one or more Hits are restored an incapacitated model becomes Prone, turn the model face up, and they can be activated as normal. nor mal.
D E D N U O W
Instead of removing a model’s last remaining Hit with a melee attack, an attacking model may choose to capture them instead. Discount any wounds the model would normally have received from the attac a ttack, k, instead the model gains the Captured status. As long as they remain in base contact the attacking model can now choose to relocate themselves and the model just captured to: l l
Anywhere in their deployment area Within 4” of a friendly member of their cast
16 | THE RULES
None shall pass!
SPECIAL ACTIONS AND TESTS
to or higher than the target number, the model has successfully passed the test. Models that have a statistic value of 0 automatically fail any statistic test they’re required to take. The only exception to this are Morale tests, see page 17. Where two numbers are given, such as 2+/5+, if the first roll of 2+ is failed, another roll needing the second target number can be attempted. attempted. A die roll of 1 will always fail, regardless of any modifiers.
Special Actions
Opposed Tests
Special actions cover all the miscellaneous things models can get up to, such as opening or closing a door or chest, pulling a lever, lever, etc. Performing Performing Spells and using some special effects also require a special action. In addition, a model may use a special action to assist another model before they make an opposed test as long as they are in base contact and, in the case of special effects, possess the relevant one themselves.
When two models are directly competing over the outcome of an action, whether it is a battle of strength or wills, make an opposed test. Opposed tests are always made using the same statistic, Str vs Str, Int vs Int, etc. To make an opposed oppo sed test, roll 1D6 for each ea ch model and add their relevant statistic value to the result. The highest total wins. win s. Where multiple models are involved in an opposed test, use the highest statistic value from that side, but add +1 for each additional model helping.
Statistic Tests Models are sometimes required to test against one of their statistics, either because they’re attempting attempting a difficult action or the action they’re attempting attempting is opposed by an enemy model.
Models that have a statistic value of 0 automatically win any opposed test they’re forced to take. They can’t be beaten either because they are immune, insubstantial, invulnerable, mindless or too powerful to overcome.
To make a statistic test, roll 1D6 and look up the model’s statistic value and target number needed on the Statistic Test table below. If the result is equal
Statistic Test table Stat
1
2
3
4
5
6
7
8
9
10+
Target
6
5+
4+
3+
2+
2+/6
2+/5+
2+/4+
2+/3+
2+/2+
THE RULES | 17
MORALE TESTS Morale determines which models will stand and fight, battle against the odds, and remain calm in the face of fearsome and terrible foes. Morale tests are made in the same way as statistic tests, using the Statistic Test table. However, models with a Morale of 0 automatically succeed at a t all Morale tests they’re they’re required to take.
Alone Many models do not no t operate well far from help. If an Extra that doesn’t already have the Scared status is within 6” of three or more enemy models and there are no friendly models within 6” of them when they are activated, then that model must make a Morale test. If this test is passed the model will stand firm, but if it is failed they suffer the Scared status. Models in base contact with one or more enemy models, or models possessing the Fearsome special Fearsome special effect, are not required to make Alone tests.
Shaken If your cast has lost half or more of its models (include Captured, Dominated and Stunned models as being lost), in the End Phase you must make a single Morale test, with a −1 penalty penalt y, using the highest Morale value of any active Star, Co-Star or Guest Star. If this test is passed your cast will fight on, sensing victory might still be possible. If the test is failed immediately remove 1D3 of your models from play. If you do not have any active Stars, Co-Stars or Guest Stars remaining to make the test, remove 1D6 of your models from play instead.
Example Shaken Morale test Your cast has lost half of its models and your only active Star is Circe, a Vile Tyrant with Morale 4. During the End Phase she must make a Morale test with a −1 penalty and needs to roll a 3+ to be successful. She rolls a 5 and passes the test (5-1 = 4), and everything is fine. If she had rolled a 3 she would have failed (3-1 = 2), and you would have to choose 1D3 models from your cast to be removed from play. play.
Fear If a model that doesn’t already have the Scared status is activated or finishes any move action they take within 6” of an enemy model with the Fearsome special effect, they must make an immediate Morale test. If this test is passed, the model may continue as normal. If the test is failed, the model suffers suffers the Scared status. Models in base contact with one or more enemy models, or models possessing the Fearsome special Fearsome special effect themselves, are not required to make Fear tests.
Wiped Out If your cast has lost three quar ters or more of its models (include Captured, Dominated and Stunned models as being lost), you must make ma ke a single Morale test like you would for being Shaken, but with a −2 penalty instead. If the test is failed your opponent may choose 1D3 of your models to be immediately removed from play. If you do not have any active Stars, Co-Stars or Guest Stars remaining to make the test, your opponent may choose to remove 1D6 of your models from play instead.
Example Wiped Out Morale test Things have gone from bad to worse, your cast has lost three quarters quar ters of its models. Your only active Star is Circe, a Vile Tyrant with Morale 4. During the End Phase she must make a Morale test with a −2 penalty and needs to roll a 3+ to be successful. She rolls a 4 and fails the test (4-2 = 2), and your opponent now chooses 1D3 models from your cast to be removed from play. If Circe had not been active, had been Stunned for instance, there would be no Star, Co-Star or Guest Star to make the Morale test and instead your opponent would choose 1D6 models from your cast to be removed from play.
18 | THE RULES
STATUSES Models can be affected by conditions that can carry over from turn to turn, these conditions are known as statuses. There are six statuses used in 7th Voyage, each one is represented by a token that should be placed next to any model suffering from that status.
Captured CAPTURED Captured models cannot activate and take no further part in the game, apart from rolling to remove statuses affecting them. However, a model cannot attempt to remove the Captured status while affected by other statuses, as a Scared or Stunned model is unlikely to want or be able to escape for example. A model may remove other statuses first and then the Captured status in the same End Phase. If the Captured status is removed then the model has managed to escape and is allowed to make an immediate free action. A Captured model counts as being lost for Shaken and Wiped Out Morale tests.
Confused Confused models can only take D E one action when activated. As a S U F special action, a model can try to N O snap out of their confusion, remove C the Confused status on a 1D6 roll of 4+. Confused models suffer a −2 to hit penalty on all attacks, count both their Def and Int as 1 less to a minimum of 1, and are unable to perform Spells.
Dominated D Dominated models leave their E T A original cast and become part N I M of the dominating model’s cast O D instead, effectively changing sides. They become like any other model in their new cast, counting towards Activation tokens and Morale tests, and can be activated as normal. While dominated, the model’s original owner does not count them as part of their cast and cannot activate them. If they attack or target their original cast they must make an Int test before doing so. If the test is passed they immediately remove their Dominated status and may take no further actions. In addition, the model’s original owner can roll to remove this status as normal during the End Phase. A Dominated model counts as being lost for Shaken and Wiped Out Morale tests.
On Fire At the start of their activation E R I F models On Fire must make a N Morale test. If the test is passed O they have controlled their fear and may use special actions to try and put themselves out. If the Morale test is failed they move 1D6” in a random direction and can take no further actions this turn. At the end of their cast’s Action Phase if they’re still On Fire, they suffer a Str 4 hit. As a special action, the model or a friendly model in base contact may attempt to put out the flames, remove the On Fire status on a 1D6 roll of 4+. On Fire models suffer a −2 to hit penalt y on all attacks, count both their Def and Agi as 1 less to a minimum of 1, and are unable to perform Spells.
Scared Scared models cannot use move actions to move closer to enemy models with the Fearsome special effect, but are free to move away as normal. Scared models suffer a −2 to hit penalty on all attacks, count both their Def and Morale as 1 less to a minimum of 1, and are unable to perform Spells.
D E R A C S
Stunned Only models with 1 Hit or less D remaining can become stunned, E N they immediately fall Prone and N U T cannot activate until this status is S removed. Models with more than 1 Hit remaining do not become stunned, but suffer a wound instead that cannot be prevented by any means. A Stunned model counts as being lost for Shaken and Wiped Out Morale tests.
Removing Statuses In the End Phase, every model can attempt to recover from the statuses that are affecting them. Choose a model and choose a status affecting it, roll 1D6 for each Hit the model has remaining on its profile. You may remove the chosen status and its token if any dice rolled comes up 6. Otherwise, the model will continue to suffer the effects of that status. Repeat this for each status affecting that model. Audience Appreciation tokens may be spent to modify the die roll as normal.
THE RULES | 19
EVENTS
VICTORY
At the start of a scene, before the Initiative for the first turn is determined, each player should draw three Event cards from the deck. Event cards can be kept hidden until used, and once played are discarded to the bottom of the deck. There are two ways to use an Event card:
Whether a cast has won or lost at the end of a scene can be determined in two ways, but both players must agree before a scene begins which method is being used.
Major Events These are written on the cards themselves and represent major twists, not just in the plot, but the filming of a scene itself. Most Event cards can be played only at certain points in a turn, such as while determining Initiative and Audience Appreciation, before a roll to hit, or during the End Phase, where this is the case, it will be defined on the card when it can be played and what effect it will have on the scene.
Minor Events Any Event card can also be discarded to gain a +2 bonus to a single die roll. This must be declared before the roll is made and, whatever the outcome, the card is then discarded. Only one Event card can be used per die roll, and when multiple dice are rolled and the best result is chosen, the +2 bonus is added to the chosen result.
Last Model Standing This is a quick and easy way to play and determine the winning cast. In Last Model Standing, play continues until either one cast has no active models left in play or one player concedes. Models with the Captured, Dominated or Stunned statuses do not count as active models for this purpose. The losing cast is the one which has no active models left in play and the opposing player’s cast is declared the winner.
Victory Points (VPs) This is a goal orientated way of playing and determining the winning cast. Like Last Model Standing, play continues until either one cast has no active models left in play or one player concedes, but it can also end after a set or variable number of turns depending on the scene being played. Models with the Captured, Dominated or Stunned statuses do not count as active models. Each cast receives Victory Points (VPs) for achieving various conditions, and the winning cast is the one with the highest score at the end of the scene. Victory Points are cumulative, so a cast that has Shaken and Wiped Out their opponents receive +3 VPs for example. Conditions will be determined by the scene being played, but the following conditions in the Victory Point table below always apply.
Conceding If one player concedes, the opposing player’s cast is automatically declared the winner.
Victory Point table Victory Condition
Description
Victory Points
For each enemy Star, Co-Star or Guest Star eliminated
For each enemy Star, Co-Star or Guest Star removed from the scene gain a number of VPs equal to their starting Hits
+1 VP per starting Hit
For each enemy Star, Co-Star or Guest Star affected by a status
For each enemy Star, Co-Star or Guest Star affected by one or more statuses at the end of the scene
+ 1 VP
Enemy cast Shaken
Opposing cast took a Shaken test
+1 VP
Enemy cast Wiped Out
Opposing cast took a Wiped Out test
+ 2 VP
Scene specific
Some scenes have specific VP conditions
Varies
Model specific
Some models and special effects have specific VP conditions
Varies
20 | MAGIC
MAGIC What is Magic in 7th Voyage?
Gifts of the Gods
Magic in 7th Voyage lies somewhere between the whim of the Gods and the willpower of mortals. It represents the Gods granting gifts and powers to favoured followers, but also knowledgable practitioners forging magical items and making pacts with great and terrible forces.
What Gifts you’re able to use are determined by your ranks in Gifts of the Gods (x). Each rank enables you to purchase one Gift at the rating cost listed for your cast. You may only choose one of each Gift available as these magic items, forged by the Gods or the artifice of mortals, are unique.
It is governed by three special effects, Gifts of the Gods (x), Luck (x) and Magic (x). Gifts of the Gods (x) governs how much the Gods or your own endeavour furnishes your cast with wondrous items. Luck (x) is more elusive, a blend of divine favour, fate and bravura. Magic (x) not only represents prayers to the Gods, Spells of a white nature, but the crueller side of the divine, such as black magic.
This uniqueness extends to the scenes they’re used in too. At the start of a scene each player must reveal what Gifts they have purchased, as the power of such wondrous items is difficult to conceal. If the same Gift has been chosen by more than one player, no player receives that Gift in this scene. Once you have determined which cast has which Gifts, you may give them to any of your Stars, CoStars or Guest Stars to use, not just the ones with the Gifts of the Gods (x) special effect.
EXAMPLE
Performing Spells
Choosing Gifts
Models with Magic (x) can attempt to perform Spells during their turn. When activated they receive a number of D6 equal to their rank in Magic (x), which becomes their Magic Pool for that activation. Any dice in the pool not used by the end of their activation are lost.
The hero player has two models with the Gift of the Gods (x) special effect, a Favoured Champion with Gift of the Gods (2) and an Enchanting Beauty with Gift of the Gods (1) for a total of three Gifts. The villain player only has one model, a Twisted Outcast with Gift of the Gods (2) for a total of two Gifts. The hero player chooses the All Seeing Eye, Blade of Destiny and Mantle of the Lion at a cost of 30 ratings. The villain player chooses Lash of Flame and Mantle of the Lion at a cost of 18 ratings. At the start of the scene both players reveal their chosen Gifts. Because both players have chosen Mantle of the Lion for their cast and all Gifts are unique, neither cast receives it. The hero player gives the Blade of Destiny to the Favoured Champion and the All Seeing Eye to the Enchanting Beaut y, while the villain player gives the Lash of Flame to the Twisted Outcast.
To attempt a Spell a model must take a special action. This enables a model to attempt more than one Spell per turn, but they cannot attempt the same Spell twice in the same turn. When attempting a Spell choose how many D6 from the model’s Magic Pool you are going to use. You can use any or all of the D6 in the pool, but you must use at least one. Roll the chosen amount of D6 and add the model’s Int value to the result. If the total of this roll is equal to or greater than the Difficulty of the Spell then it has been performed successfully and the effects are resolved immediately.
MAGIC | 21
If any of the D6 used to attempt a Spell result in a natural 1 being rolled before any modifiers, such as AA tokens and Event cards, the model may take no further actions that turn. If the Spell was performed successfully its effects are resolved first, but after that the model cannot take any further actions in that turn. This represents the taxing nature of harnessing magic, the more power you draw upon, the more likely it will leave you drained.
Chanting A model may spend a special action Chanting prior to attempting a Spell. Chanting adds a +2 bonus to the result of any Spells they attempt to perform in that turn.
One Use Only Most Spells can be attempted multiple times in a game, but the most powerful acts of magic can only be successfully preformed once. Spells that are ‘One use only’ are clearly described as such in their description, they may be attempted multiple times, but are discarded after the first time they are successfully performed.
Animation and Summoning Some Spells enable guardian statues to be animated or shadowy undead to be summoned. These models must be purchased as normal as part of their cast, but can only be activated or enter play if a member of their cast with the Magic (x) special effect successfully performs the relevant Spell.
Animation A model with an Animation Spell can use it to bring an extra with the Animated special effect to life. Animated models may be placed anywhere on the table during set up for a scene, but may not be activated until brought to life by a member of their cast. Until brought to life an Animated model may not be harmed by any means, nor can they affect or hinder any other model. However, even though they can’t activate until brought to life, Animated models do count towards determining Activation tokens each turn and the number of active models in play for Shaken and Wiped Out tests.
EXAMPLES Attempting a Spell Circe, a Vile Tyrant, has Int 5 and Magic (3). On her activation her Magic Pool consists of three D6. Attempting to perform Cage the Soul, which is Difficulty 12, she chooses to roll two D6 from the pool, and rolls a 1 and a 6. Cage the Soul is performed successfully, as the total (7 + Int 5) is equal to Difficulty 12, but having rolled a 1 she can’t take any further actions this turn. Cage the Soul is resolved and Circe’s activation ends. In addition, Cage the Soul is One use only, so Circe cannot perform it again in this scene. If she had failed to perform the Spell successfully, regardless of whether she rolled a 1 or not, she could attempt to perform Cage the Soul again in her following turns.
Animation The villainous cast includes a Living Idol of Clay, purchased at the cost of 45 ratings, which the villain player chooses to place in the centre of the table. Until animated, the Idol cannot be activated, but does count towards determining Activation tokens. Ja’far, a Vile Tyrant in the Idol’s cast, successfully performs Animate the Idol during the second turn. The Idol can now activate and be harmed by other models as normal.
22 | MAGIC
Summoning
EXAMPLES Summoning The villainous cast includes three Skeleton Warriors, purchased at the cost of 15 ratings each, which are placed in the Reserve area. Ja’far, a Vile Tyrant in their cast, has successfully performed the Awaken the Dead Spell. He rolls 1D3, and rolls a 1, so one Skeleton Warrior is removed from the Reserve area and put into play within 6” of Ja’far. Next turn he successfully performs Awaken the Dead again. This time his 1D3 roll is a 3. However, as there are two Skeleton Warriors left in the Reserve area, only the last two Skeleton Warriors are put into play.
Choosing Spells Circe, a Vile Tyrant, has Magic (3). She can choose three Spells, which include those marked as Villain only. She decides to choose Aspect of Terror, which is Villain only, Cage the Soul and Unweave Fate. She could not choose Beacon of Hope or Return the Fallen, as these two Spells are Hero only.
A model with a Summoning Spell can use it to bring extras with the Summoned special effect into play. Summoned models are not placed on the table as normal at the start of a scene, but are held in a Reserve area for their cast. Models in a Reserve area do not count as in play, and therefore do not count towards determining Activation tokens or active and lost models for Shaken and Wiped Out tests. They can only enter play when successfully summoned, at which point they become part of their cast as normal.
Banishing A model with a Banishing Spell can use it to return a Summoned model back to the original cast’s Reserve area. A model banished in this way does not count as either active or lost for Shaken and Wiped Out tests, but may be returned to play again with the relevant Summoning Spell.
Choosing Spells
Calculating and using the Luck Pool
A model can learn a number of Spells equal to their rank in Magic (x). These Spells can be chosen freely from those available and the same Spell can be known by more than one model. Certain Guest Stars may have their own unique Spells and are assumed to learn these before choosing any additional Spells for having left over ranks in Magic (x). In addition, Spells should be selected when Choosing and Customising Your Cast, before casts are revealed to opponents.
The hero player starts with three models with the Luck (x) special effect: a Dashing Rogue with Luck (2), plus an Enchanting Beauty and Wise Elder who each have Luck (1). Between them they have four ranks in Luck, so they start the scene with four tokens in their Luck Pool. Each of them can use one Luck token per turn from the pool.
Some Spells are so evil that only a true villain would ever consider using them. A Spell marked ‘Villain only’ cannot be used by a heroic cast member. Equally, the more compassionate side of the magical coin is impossible for a t wisted soul to master. A Spell marked ‘Hero only’ cannot be used by a villainous cast member.
During a turn, the Dashing Rogue tries to use his Dodge special effect to avoid a melee attack, but fails his Agi test. Expending a token from the Luck Pool, he re-rolls the die for his Agi test and succeeds. He dances out the way of the blow, but can’t use a Luck token again this turn.
Luck Whether Luck is the whim of the Gods, a form of magic or something you make yourself, certain models seem able to sway the Fates in their favour. At the start of the game, add a token for each rank of Luck (x) in your cast to your Luck Pool.
K C U L
A model with the Luck (x) special effect can remove a token from the Luck Pool to re-roll any single D6 directly affecting them or another model from their cast within 6”. Each model with Luck (x) can only do this once per turn. This could be a hit or damage roll, statistic or Morale test, or roll to remove a status.
ARMOURY | 23
armoury In the ancient world, sharpened steel and a sturdy shield were essential to defend against the bandit’s blade or the Minotaur’s horns.
WEAPONS Weapons and the attacks you can make with them fall into two broad categories: melee and ranged, which also includes thrown weapons. Weapons are further subdivided into four types: Basic, Trained, Advanced and Special.
The ratings cost listed in the Weapons table is the basic cost for an Extra to be equipped with the weapon, see Extras page 44 for their various options. Stars and Co-Stars pay double the rating cost listed, see Customising Your Cast page 35.
Different Stars, Co-Stars and Extras have access to different weapon types, often limiting their choice of attacks. For example a model that has only a Basic attack can never use Trained, Advanced or Special weapons. Almost all models are able to make a Basic attack of some sort and many can also make Trained attacks, but only a very few possess the knowledge to employ Advanced attacks. Finally, Special attacks are limited to Animals and Monsters.
The Anatomy of a Weapon l l l
l
l
l
Description - the name of the weapon. Type - Basic, Trained, Advanced or Special. Range - the maximum range the weapon can be shot. Strength - the power of the weapon, used to determine to damage rolls. Effects - list of rules, weapon effects and special effects for the weapon. Ratings - the basic cost of the weapon for an Extra.
Jason suspected the Minotaur had yet to discover breath mints
24 | ARMOURY
Weapons table Weapon
Type
Range
Strength
Axe/Mace
Basic
Melee
User
Beak/Horns
Special
Melee
User +1
Bite
Special
Melee
Brawl
Basic
Claw
Effects
Rating
Brutal
2
-
-
User
Brutal
-
Melee
User
Stuns
-
Special
Melee
User
-
-
Club
Basic
Melee
User
Brutal, Stuns
1
Dagger
Basic
Melee
User −1
-
1
Rend
Special
Melee
User
1D3 wounds
-
Spear
Basic
Melee
User
Thrust
2
Staff
Basic
Melee
User
Parry, Stuns, Two-handed
2
Sword
Basic
Melee
User
Parry
2
Tail
Special
Melee
User +1
Stuns
-
Tentacle: Melee
Special
Melee
User
Entangle
-
Two-handed Axe/Mace
Trained
Melee
User +1
Brutal, Two-handed, Unwieldy
3
Two-handed Sword
Trained
Melee
User +1
Cumbersome, Two-handed
3
Venom
Special
Melee
User +1
Brutal
-
Blowpipe
Trained
8”
2
Two Shots
2
Bolas
Trained
10”
3
Entangle
2
Basic
24”
3
-
2
Crossbow
Trained
24”
4
Move or Fire
3
Greek Fire
Advanced
Thrown
3
Dangerous, Blast 3”, Scatter 1D6”, Set On Fire
5
Basic
Thrown
User
-
2
Trained
4”
1
Entangle
1
Basic
12”
3
Two Shots
2
Special
6”
User
Entangle
-
Basic
Thrown
User -1
Two Shots
1
Trained
4”
User -1
Entangle
2
Bow
Javelin Net Sling Tentacle: Ranged Throwing Knife Whip
ARMOURY | 25
Weapon Effects Blast The weapon uses a blast template of the size indicated. Centre the template on a target point, which does not necessarily need to be an enemy model. If the blast hits its target all models whose bases are touched by the template are hit and must roll for damage. Brutal This weapon is deadly in combat. Models electing to use this weapon in melee combat roll an extra die when making to damage rolls and count the highest roll.
Scatter A missed blast or shot will land the designated distance away from its target point in a random direction. Resolve the blast or shot as if it hit this point or model instead. Set On Fire A model hit with this weapon gains the On Fire status. Stuns This attack Stuns rather than wounds, see Wound or Stun on page 15.
Cumbersome This weapon is difficult to use. Models deciding to use this weapon in melee combat do not get the to hit and to damage benefits associated with charging, but can still make the free attack as part of their move action.
Thrown This weapon has a range of the wielder’s (Str +1) x2 in inches. In addition, Thrown weapons do not suffer the –1 to hit penalty for long range shots.
Dangerous Difficult and dangerous to use, this weapon can be somewhat unpredictable. On a to hit roll of 1 the weapon explodes, causing a Str 4 hit to the user. The weapon or supply of ammunition is now useless and can’t be used again in this scene.
Thrust The reach of this weapon is a distinct advantage against certain foes. Models electing to use this weapon in melee combat against models with the Flyer , Large or Massive special effects roll an extra die when making to hit rolls and count the highest roll.
Entangle On a successful hit the model may choose to entangle the victim instead of rolling to damage. An entangled model is knocked Prone. Entangled models with the Flyer special effect cannot take to the air during their next activation, but may stand up and move on the ground as normal.
Two-handed This weapon requires the use of both hands. Models that are equipped with this weapon, regardless of whether they’re using it or not, cannot benefit from the Shield special effect.
Move or Fire The weapon is slow or clumsy to use. It cannot be fired if the model using it has moved this turn. A model that has turned, even slightly, counts as moving. Parry Models electing to use this weapon can attempt to parry the first successful melee attack against them each turn, but only if their Str is equal to or greater than the Str of the attack. Roll 1D6 and compare it to the attacking model’s highest roll to hit, if it is greater than their roll to hit the attack has been parried and is discounted.
Two Shots This weapon can be fired twice with a single shooting action. If two shots are taken, each suffers a –1 to hit penalty. Both shots can be taken against the same target or two separate targets within 4” of each other. Unwieldy This weapon is not only Cumbersome, but is very difficult to use. Models deciding to use this weapon in melee combat do not get the to hit and to damage benefits or the free attack immediately after charging, but can make an attack by using an action as normal.
"you’d match simple steel against the power of my magic! you are more of a fool than i had thought!" Abd-ar-Rahman
26 | SPECIAL EFFECTS
SPECIAL EFFECTS On screen, your cast can perform incredible feats and daring exploits, and demonstrate uncanny powers. Your choice of special effects can mean the difference between a blockbuster and a box office flop.
What are special effects? Special effects represent abilities and powers a model may possess. They include everything from the mundane, such as Armour and Swimming, to the incredible, such as Herculean Strength and Regeneration. Most Extras will only have one or two special effects, but Stars, Co-Stars, Guest Stars and Monsters may have many more.
Multiple Special Effects If a model receives the same special effect from multiple sources, i.e. from their own special effects, from a Gift of the Gods, or from a Spell, they do not gain multiple uses of that special effect, but count as having the special effect only once. In the case of special effects with an (x) value, such as Invulnerable: Melee (x), the special effects values do not stack and only the best value is used.
Examples Shield of Force Having the special effect Shield of Force twice, via a model’s own special effects and a Gift such as Shield of Darkness, does not enable the model to make two Shield of Force rolls, instead they count as having Shield of Force only once.
Invulnerable: Melee (x) Having the special effect Invulnerable: Melee (1) and Invulnerable: Melee (2), via a model’s own special effects and a Gift such as Armour of the Leviathan, does not grant the model Invulnerable: Melee (3), instead they use the best value, which in this case is Invulnerable: Melee (2).
The Djinn suffered from terrible gas
SPECIAL EFFECTS | 27
Combat
Physical
Disadvantages
A Good Offence
Blocker
Cameo
Armour
Climbing
Clumsy
Disarm
Concealment
Cowardly
Eagle Eyes
Daring Leap
Cursed
Rage
Dodge
Loner
Shield
Herculean Strength
Love To Hate
Sixth Sense
Roar
Peaceful
Titanic Blow
Swimming
Slow
Unarmed Adept
Tumbling
Victim Wanted
Knowledge
Traits Weak Willed
Healer
Courageous
Hypnotise
Damned
Monstrous
Infiltrator
Follower
Animal
Magic (x) l
Gift of the Gods (x) l
Animated
Martial Training
Honour Bound
Aquatic
Inspirational
Fanatic
Otherwordly
I Will Return!
Fearsome
Arcane Bolt
Leader (x) l
Flyer
Force of Will
Luck (x) l
Hurl
Incorporeal
Obey Me!
Large
Invisible
Seduce
Massive
Invulnerable: Melee (x) ◊
Mount
Invulnerable: Ranged (x) ◊
Small
Psychic
Summoned
Regeneration
Swarm
Shield of Force Telekinesis Telepathy Teleportation
l
These special effects can be chosen more than once, and each additional time it is chosen adds +1 to the rank in brackets.
◊ These special effects can be chosen more than once, and each additional time it is chosen adds +1 to the rank in brackets, up to a maximum of 2.
28 | SPECIAL EFFECTS
Combat A Good Offence This model can re-roll one unsuccessful to hit roll per turn.
Armour This model wears protective armour that will negate a hit of Str 3 or less on a 1D6 roll of 5+ and a Str 4 hit on a 6. Hits of Str 5 or more cannot be negated by Armour alone. Armour can be combined with the Shield special effect, see below.
Disarm Models in melee may attempt to disarm an opponent who is using a weapon. The disarm attempt must be stated before the to hit roll is made. On a successful hit the attack causes no damage, but the opponent’s weapon can no longer be used for the remainder of this melee. If the disarmed model survives, they may collect their weapon as a free action.
Eagle Eyes Models taking an aimed shot can choose to ignore the –1 to hit penalty for long range shots.
Rage Make an opposed Morale test with the defending model when this model charges. If the raging model wins they can make an additional, free melee attack this turn.
Shield This model is equipped with a shield that improves the 1D6 roll for Armour by 1, so a hit of Str 3 or less is negated on a 4+ and a Str 4 hit on a 5+. In addition and for models without the Armour special effect, Hits of any Str are negated on a 1D6 roll of 6. Models equipped with a Two-handed weapon cannot use or gain any benefits from the Shield special effect.
Sixth Sense The model is acutely aware of danger and is hard to surprise. If attacking from the rear, an enemy gains none of the usual benefits, nor does the model with Sixth Sense suffer any of the penalties.
Titanic Blow This model hits with the force of a Titan. They count all of their unarmed, Brawl attacks as being at +1 Str.
Unarmed Adept When making unarmed, Brawl attacks, secret fighting techniques allow this model to roll an extra die when making to hit rolls and count the highest roll.
Knowledge Healer The model has some knowledge of healing and herbs. Wounded models not reduced to 0 Hits can be treated, as can models reduced to 0 Hits in this turn. While in base contact with a wounded model, as a special action, the Healer can attempt an Int test. If the Int test is passed one lost Hit is restored. If an incapacitated model is healed, turn the model face up so that it is Prone.
Hypnotise As a special action, this model can attempt to hypnotise an Extra within 2”. If the target fails an opposed Int test it will receive the Dominated status. A dominating model can only control one hypnotised model at a time.
Infiltrator The model specialises in feigning allegiance and spying. They may set up with the opposing cast’s models at the start of the scene. The opposing cast cannot attack or target them until the infiltrating model is activated, but equally the infiltrator cannot attack, target or hinder them in their movement. Once they have been activated their true allegiance is discovered and they are recognised as the enemy, at which point all of the normal rules apply. At the start of the End Phase, if the infiltrating model has not yet been activated, they must make a Morale test. If passed they hold their nerve and the charade continues, but if the test is failed they are discovered to be the enemy.
Magic (x) This model is able to perform Spells. On their activation they receive a number of D6 equal to their rank in Magic (x), which becomes their Magic Pool for that activation. This ability can be chosen more than once, each additional time it is chosen adds +1 to the rank in brackets. See Magic on page 20 and Spells on page 80.
Martial Training The model has been trained in the art of war and can remain cool-headed in the midst of battle. The model may re-roll a single failed Morale test per turn. They may also use Trained weapons instead of Basic weapons when choosing their attacks.
SPECIAL EFFECTS | 29
Otherworldly
are invulnerable only to specific attacks, where this is the case, this is clearly listed in their profile. Spell or Otherworldly attacks are never reduced by Invulnerable (x). This ability can be chosen more than once, and each additional time it is chosen adds +1 to the rank in brackets, up to a maximum of 2.
Models able to choose Otherworldly special effects may also choose Herculean Strength, Hypnotise and Sixth Sense as if they were included in this category.
Arcane Bolt The model can hurl sorcerous bolts or channel divine wrath. This model is able to make the following attack as a shooting action:
Range
Hit
Str
12”
4+
4
Notes Brutal, 1 Wound or Stuns
Psychic Psychic models can see beyond the mortal plane. Models with this special effect can re-roll one die per turn that directly affects them. Psychic models can clearly see, attack and target models using the Invisible special effect, ignoring any penalties.
Regeneration The model can heal extremely rapidly. At the start of each End Phase, before models with no Hits remaining are removed, roll 1D6 for each Hit they have lost. If any of the dice rolled are a 6, the model recovers one lost Hit.
Force of Will
Shield of Force
The model is able to assail the mind of enemies with terrible visions. This model is able to make the following attack as a shooting action:
The model is surrounded by a mystical shield or possesses incredibly tough armour or skin. Roll 1D6 every time the model is about to suffer a wound. On the roll of a 5 or 6, the wound is discounted.
Range
Hit
Str
Notes
12”
4+
N/A
If the target fails an opposed Int test it will receive the Confused status.
Incorporeal The model can become insubstantial and ghost-like. This model begins play as solid as any other model, but can become or cease to be incorporeal at the start of their activation. Incorporeal models have Def 0, cannot be physically attacked, make attacks of any kind, attempt Spells, or interact with another model or object in anyway. Otherworldly special effects and Spells continue to affect them as normal. Incorporeal models can walk through other models and items of scenery, but cannot end their activation inside another model or solid object.
Telekinesis The model can move objects by the power of their mind alone. As a special action, they can perform the following actions and attacks:
Power
Range
Hit
Str
Notes
Move object
6”
Int test
3
Move an object smaller than themselves 3” or Open/Close a chest or door.
Strike another
6”
Int test
3
1 Wound or Stuns.
Trip another
6”
Int test
N/A Target must pass an Agi test or fall Prone.
Invisible The model can vanish, even in the middle of combat. This model begins play as visible as any other model, but can become or cease to be invisible at the start of their activation. Invisible models may ignore the Blocker special effect, cannot be targeted by ranged attacks of any kind, and any model attempting to attack them in melee suffers a −2 to hit penalty. Furthermore, melee attacks by an invisible model gain a +1 bonus to hit. An invisible model loses their invisibility immediately after making an attack of any kind, attempting a Spell or interacting with another model or object in anyway.
Invulnerable: Melee (x) and Invulnerable: Ranged (x) Choose either melee or ranged attacks. The model reduces the Str of the chosen attack by their rank in Invulnerable (x). Certain Extras and Guest Stars
Telepathy The model can communicate with others using their mental energy. At the start of this model’s activation, you may choose any other single model on the table. For this turn, the chosen model may benefit from the telepathic model’s Leader (x), Psychic and Sixth Sense special effects as if they possessed them instead.
Teleportation The model can instantly move from one point to another. At the start of this model’s activation, they may move to any spot on the table that is not adjacent to another model. If they do so, they cannot perform any further actions this turn, of any kind, and cannot teleport again in the following turn.
30 | SPECIAL EFFECTS
Physical Blocker
Herculean Strength
Opposing models moving to within 2” of this model must either move into base contact or stop immediately. Models within this distance can only move away or into base contact with the Blocker . Models in melee or suffering the Stunned status lose their Blocker special effect.
The model can concentrate and bring their vast reserves of physical might to bear. If they spend a special action girding themselves, they can count their Str as being one higher for the remainder of the turn.
Climbing The model can climb without requiring an Agi test.
Concealment
Roar The model can emit a terrifying bellow, freezing the hearts of weak-willed opponents. If they spend a special action roaring, opposing models within 6” must pass a Fear test, see Morale Tests on page 17.
If a model with this special effect is in cover or behind an obstacle, an attacker cannot target them with any ranged attacks if the distance to the target is more than the attacking model’s Int x2 in inches.
Swimming
Daring Leap
If this model passes an Agi test when falling one or more levels they are not harmed and can continue their activation as normal.
If the model needs to cross an obstacle or a gap, they can roll an additional 1D6 and use the highest die to determine the distance moved.
This model can swim through deep water without requiring a Str test.
Tumbling
Dodge Models can attempt to dodge the first successful melee hit made against them each tur n. The attack is counted as a miss if the model can succeed at an Agi test.
Shopping in the marketplace could be murder!
SPECIAL EFFECTS | 31
Traits Courageous
Leader (x)
This model can re-roll one failed Morale test per turn if they are more than 6” away from any other friendly model.
The model is an outcast, shunned by mortals. This model causes Fear in Civilian Extras. Stars and CoStars who are Damned may choose to spend one of their special effect points purchasing an Otherworldly effect if this is not already an option.
When this model is activated, you receive a number of Leader Activation tokens for each rank in this special effect. These additional LEADER Activation tokens can only be placed ACTIVATION on friendly models within 6” of the Leader , who have not activated already this turn and do not already have a token. This ability can be chosen more than once, each additional time it is chosen adds +1 to the rank in brackets.
Follower
Luck (x)
This model is never far from the side of their master, making sure their orders are carried out. Choose one model in their cast (Stars can only choose another Star, Co-Stars can choose either a Star or another Co-Star, and Extras can choose any model). If the chosen model activates, the Follower gains an Activation token if they are within 6”, have not activated already this turn and do not already have a token.
This model adds a number of tokens to your Luck Pool for each rank in K C this special effect. This ability can U L be chosen more than once, each additional time it is chosen adds +1 to the rank in brackets. A model with the Luck (x) special effect can remove a token from your Luck Pool to re-roll any single D6 directly effecting them or another model from your cast within 6”. Each model with Luck (x) can only do this once per turn. This could be a hit or damage roll, statistic or Morale test, or roll to remove a status. See Luck, page 22.
Damned
Gifts of the Gods (x) The Gods favour, mystical knowledge or acquiring fingers of this model enables their cast to purchase one Gift for each rank in this special effect. This ability can be chosen more than once, each additional time it is chosen adds +1 to the rank in brackets. See Gifts of the Gods, page 78.
Honour Bound This model has a strict code of honour. They will not attack Prone models nor do they gain the usual +1 to hit bonus when making rear attacks. You receive +1 VP if this model is still active at the end of any scene. If you have any Honour Bound models in your cast you must declare them at the start of a scene.
Inspirational
Obey Me! Once per turn, when an enemy model is activated, but before they take any actions, a model with Obey Me! may immediately command a friendly model within 6” to take a free move action, which may be a charge.
Seduce The model can captivate an opponent with their charms! As a special action, this model can attempt to seduce an Extra within 2”. If the target fails an opposed Morale test it will receive the Confused status.
Models within 6” of a friendly Inspirational model may re-roll a single failed Morale test per turn.
I Will Return! Models with this ability always manage to escape. If this model has the Captured status at the end of a scene, the capturing cast do not gain any benefits or VPs for having done so.
"You must remove the nail, there at his ankle, and Talos will bleed to death." Medea, Daughter of Aeëtes
32 | SPECIAL EFFECTS
Disadvantages Cameo
Love To Hate
This model only makes a fleeting appearance in the scene. At the start of the scene, roll 1D3 to determine the turn in which this model will enter play. When they enter play, place this model in your set up area before determining Initiative for the turn.
This character is particularly loathed by the audience. Each turn, their cast receives one less Audience Appreciation token for every model with this special effect.
Clumsy
This model tends to avoid combat on moral grounds. They can never claim any beneficial modifiers for their attacks, and if they cause another model to lose their last Hit they must pass an immediate Morale test or gain the Confused status.
The model is ham-fisted and uncoordinated in their actions. Whenever they attempt an Agi test, they must roll an additional die and choose the worst result.
Cowardly This model is easily frightened. Whenever they attempt a Fear based Morale test, they must roll an additional die and choose the worst result.
Cursed The model has a natural air of misfortune. Whenever they attempt a re-roll, they must roll an additional die and choose the worst result. In addition, Audience Appreciation tokens cannot be used on this model.
Loner This model does not work well with others. They cannot have or gain any benefit from the Leader (x) special effect.
Peaceful
Slow The model is so slow, clumsy or shambling that it cannot take two move actions in the same turn. However, so deliberate are their steps that Slow models suffer no movement penalties for travelling over difficult ground.
Victim Enemy models attempting to damage this model with a melee attack must roll 5+ on 1D6 to do so. Otherwise, they’re oddly compelled to attempt to Capture them instead. If this model has the Captured status at the end of the game, they are worth an additional +1 VP to the capturing cast.
Wanted
6.30 Film The Ody ssey star ri ng Carlton Heston & J ean Collins
Cur sed by Poseidon f or blinding his son, the Cyclo ps Poly phemus, Odysseus must overcome many tr ials on his ten year voyage to retur n to his beloved f amily. An e pic jour ney that sees him confr ont the gigantic Laestr ygonians, nd a path between Scylla and Char ybdis, and outwit the char ms of the seductive witch Cir ce (1960). Odysseus ....................... CAR LTON HESTON Cir ce ..................................... J EAN COLLINS Athena ......................... AGNES MOOR HEAD Poseidon ..................... GEOR GE SAUNDER S Penelo pe ..................................... J ANET LEE Antinous .............................. HENR Y SILVER Telemachus .................. J AMES MCAR THUR Pr oducer LANCE MCCALLUM Dir ector DUNCAN J ONES
If this model has the Captured status at the end of the game, they are worth an additional +2 VP. If you have any Wanted models in your cast you must declare them at the start of a scene.
Weak Willed Any failed attempt to Hypnotise or Seduce a Weak Willed Extra can be re-rolled. In addition, Hypnotise and Seduce can be used on Weak Willed Stars, CoStars and Guest Stars. Furthermore, no Weak Willed models can use the Leader (x) special effect.
SPECIAL EFFECTS | 33
Monstrous Animal If this model is activated and is not in base contact with an enemy model, roll 1D6. On a roll of 1, the opposing player may decide their actions this turn, on a 2, they wait, watching their potential prey, and may not take any actions this turn, on a 3, they move 1D6” towards the nearest enemy model, but stop 1” away, and on a 4, 5 or 6, they activate as normal this turn.
Animated This model may set up anywhere on the table at the start of a scene, but may not activate until the relevant Animating Spell is successfully performed by a member of their cast. Until then they can’t be harmed by any means, nor can they affect or hinder any other model. See Animation & Summoning on page 21.
Aquatic This model can breathe underwater and move through deep water without requiring a Str test. They may also move up to their full Move value in all water.
Fanatic The model fears almost nothing. It never needs to make Alone or Fear based Morale tests. This model cannot be removed from play due to a failed Shaken or Wiped Out Morale test if there are other nonFanatic models still in play.
Fearsome This model emits a terrifying aura that causes Fear tests in other models, see Morale Tests on page 17.
Flyer The model can take to the air via G wings or magic as part of its move N I Y action, if it does so place a Flying L F token next to it. While flying, it can move up to its normal rate, ignores all movement penalties, can move over friendly and enemy models, and cannot be engaged in melee combat. Shots at or by a flying model suffer a –1 to hit penalty and the range is increased by 6” to account for the model’s extra height. A flying model can choose to land again at the end of any subsequent move action, if it does so remove the Flying token.
Large The model is so huge that any attacks against it receive a +1 to hit bonus. Large models suffer no movement penalties for travelling over difficult ground or obstacles. Large models can only be affected by Entangle, Pushback or Knockdown caused by other models with the Large or Massive special effects. Large models cannot be dragged except by other Large or Massive models. In addition, Large models can drag smaller sized models up to their full movement.
Massive This model is truly gigantic, any attacks against it receive a +1 to hit bonus. Massive models suffer no movement penalties for travelling over difficult ground or obstacles, and can attack any model within 2” as if they were in base contact. Massive models can only be affected by Entangle, Pushback or Knockdown caused by other models with the Massive special effect. Massive models cannot be dragged except by other Massive models. In addition, Massive models can drag smaller sized models up to their full movement.
Mount Models with the Mount special effect may be ridden by other non-mount, humanoid models in their cast. As a special action a model may mount or dismount a model with the Mount special effect. When doing so the models must be in base contact. While being ridden, a model with the Mount special effect cannot be activated. When the riding model takes a move action, use the mount’s Move and any special effects, such as Daring Leap or Flyer , to determine their combined movement. A riding model may also use their mount’s attacks in place of their own.
Small Shooting at this model incurs a –1 to hit penalty due to its small size.
Summoned This models is not set up as normal at the start of a scene, but is held in their cast’s Reserve area. They can only enter play when the relevant Summoning Spell is successfully performed by a member of their cast. See Animation & Summoning on page 21.
Hurl
Swarm
The model is incredibly powerful in its attacks. On a successful damage roll, they may choose to knock the damaged model 2” directly away and knock them Prone in addition to the wounds caused.
This model is a teeming mass of smaller creatures, such as scarabs or snakes, moving en masse. If they gain the On Fire status, this model is instantly removed. Swarms make one attack against each opposing model in base contact when they attack.
34 | CASTING COUCH
Casting Couch Will your cast be a crew of seafaring swashbucklers charting lost islands? A demigod and his companions on an endless quest? Or will you play a sinister sorcerer trying to harness the power of dark gods?
Choosing Your Cast
Extras The unnamed bodies in the background. Extras are useful as backup or to send in when you don’t want to risk your leading men and ladies. All Extras are listed in the Central Casting chapter on pages 44 to 53.
Ratings
When creating a cast, your biggest choice is whether to play as the heroic or villainous side. A cast is made up of a number of models, usually a Star, Co-Stars and Extras, chosen up to an agreed ratings value for the scene being played. A film will contain models with a mixture of profiles, special effects and weapons, which will offer both variety and different strategies to your games. There will usually be three different types of models in your cast.
Star These are the principle actors, the prime agents of action and drama in a scene. 7th Voyage has four available Stars:
Hero
Villain
Favoured Champion
Twisted Outcast
Dashing Rogue
Vile Tyrant
Co-Star
Each model has an individual ratings cost. When two costs are given, the first is the ratings cost for a heroic cast and the second is the cost for a villainous cast. When there is no cost and only a dash, that model may not be purchased by that type of cast, for example: Harpy -/20 ratings, can only be chosen by a villainous cast.
Guest Stars In addition to Stars, Co-Stars and Extras, if all players agree beforehand, you can also choose to include Guest Stars in your cast. Guest Stars are powerful models, true heroes, villains and monsters of legend.
Summoned and Animated Models Models with the Summoned or Animated special effects must also be purchased at this stage and count toward your total ratings.
Final Ratings Your final cast rating equals the cost of all of your chosen models, customisation of Stars, Co-Stars and Extras, plus any Gifts of the Gods you’ve chosen.
Cast Size table
Supporting the Star, although they may get less screen time, Co-Stars are normally more numerous, and offer useful special effects to your cast.
Hero
Villain
Brother in Arms
Brutish Bodyguard
Enchanting Beauty
Deadly Assassin
Wise Elder
Their Right Hand
Type
Suggested Scene Rating
Minimum Models
Quick Skirmish
150 or less
1+
Daring Raid
150-250
5+
All Out Battle
250 or more
10+
CASTING COUCH | 35
Customising Your Cast
Attacks and Weapons
Once you have picked the models that form your cast, you can begin to tailor them to create your own unique heroes or villains. Stars and Co-Stars are the most customisable, but certain Extras can also be tailored to have a greater role.
Adjust Statistics Each Star and Co-Star has a number of points that can be used to purchase increases to the statistics of their profile. All statistics, apart from Hits, can be increased in this way up to a maximum of +3. Additional points may be purchased at the cost of +5 ratings each, and a Star or Co-Star may reduce one statistic by −1 (−2 for Move) to gain one additional point to spend.
Statistic Increase table Statistic increase
Points required
+1
2
+2
3
+3
5
Stars and Co-Stars receive all of the attacks listed on their profiles, but must choose which Weapon each attack relates to. A new attack can be purchased for +5 ratings and the Hit roll of any attack can be improved by 1 for +5 ratings. No attack can have a Hit roll of better than 2+. Stars and Co-Stars do not come with any weapons, but must purchase them at double the cost listed on the Weapons table, see page 24.
Choose Spells and Gifts Models with the Magic (x) and Gift of the Gods (x) special effects, should choose their Spells and select Gifts at this point, and in the case of the latter the ratings cost should be added to the cast’s rating.
Extras Extras come with the special effects, attacks and weapons listed in their profiles and may take any of the options at the ratings cost listed.
Also Starring
Choose Special Effects
One Extra in your cast can be given a greater role in a scene. This can be any Extra model apart from those possessing the Animal or Fearsome special effect. These Animal or Fearsome Extras already have a starring role, being monsters or beasts that often steal the scene.
Stars and Co-Stars receive all of the Basic special effects listed on their profiles. In addition, they can freely choose from amongst the Additional special effects available up to the amount listed. Disadvantages may be taken and an Additional special effect can be gained for each one chosen up to the amount listed. One adjustment may also be made, a Basic special effect can be removed to gain one Additional special effect.
For +15 ratings the Also Starring Extra can either increase two statistics by +1 each and gain one special effect, or increase one statistic by +1 and gain two special effects. They may choose special effects from Leader (x), Luck (x), or from any of the special effects listed under Also Starring on their profile. Unlike Stars or Co-Stars, Also Starring Extras may choose to increase their Hits by +1.
36 | CASTING COUCH
Favoured Champion
You have a destiny and are watched over by the Gods. It is your choice to embrace or reject the path before you, but whatever you do, your actions will shape the future and become the stuff of legend.
Hero | Star 50 Ratings
"we are the sons of herakles, we have our father’s strength, and we shall not fail this day."
Statistics
Alcaeus of Sparta
Basic: Gifts of the Gods (1), Inspirational, Leader (1) Additional: 4 from Combat, Knowledge (Martial Training only), Physical or Traits Disadvantages: 0–2 (one Additional special effect per Disadvantage chosen) Adjust: Gain one Additional special effect if you remove either Inspirational or Leader (1)
Move
Def
Hits
Str
Agi
Int
Morale
6
3
3
4
3
3
4
Points Basic: 3 Additional: 0–2 (+5 ratings each) Adjust: Gain an additional point if you allocate –1 to one statistic (–2 to Move)
Special Effects
Attacks Basic: Brawl 4+ and one Basic attack 4+ New Attack: Any Basic attack 4+ (+5 ratings) Improved Attacks: Improve the Hit numbers of one attack by 1 (+5 ratings)
Star Quality Destiny Those favoured by the Gods are watched over by their divine benefactors, who intercede in their fate. This model can remove statuses affecting them on any die roll of 5 or 6, instead of the usual 6.
CASTING COUCH | 37
You make your own luck, trusting to your skills and wits. Reckless in the pursuit of fame and fortune, you nevertheless have a kind soul and champion the oppressed wherever you find injustice and tyranny.
DASHING ROGUE Hero | Star 45 Ratings
"it is a dangerous voyage to the temple, to where the earth itself bleeds at the edge of the world, but the rewards… well, they’re beyond the dreams of mortals… who’s with me?" Haroun, Son of Sinbad
Statistics Move
Def
Hits
Str
Agi
Int
Morale
6
3
3
3
4
3
4
Points Basic: 3 Additional: 0–2 (+5 ratings each) Adjust: Gain an additional point if you allocate –1 to one statistic (–2 to Move)
Special Effects Basic: Dodge, Luck (2), Sixth Sense Additional: 4 from Combat, Physical or Traits Disadvantages: 0–2 (one Additional special effect per Disadvantage chosen) Adjust: Gain one Additional special effect if you remove either Dodge or Sixth Sense
Attacks Basic: Brawl 4+ and one Basic attack 4+ New Attack: Any Basic attack 4+ (+5 ratings) Improved Attacks: Improve the Hit numbers of one attack by 1 (+5 ratings)
Star Quality Free Spirit Often leaping before they look, the Dashing Rogue is agile and quick on their feet. They ignore the usual penalties for moving over rough ground or obstacles, moving as normal up to their Move value in inches, and are unaffected by the Blocker special effect. They can also remove the Captured status on any die roll of 5 or 6, instead of the usual 6.
38 | CASTING COUCH
"choose your crew wisely, captain sinbad. not all men are prepared for the dangers that await you!" The Merchant King
Brother IN ARMS Hero | Co-Star | 25 Ratings Stalwart and true, you are sworn to your cause, but place the lives of your companions above all, even your own. Skilled in the use of arms and armour, you prefer to be in the thick of the fight.
Statistics
3.30 Film Sinbad and t he Ey e of the Idol
starr ing Doug Maclure & J ean Collins
Sinbad and Scheher azade must r ace to prevent the evil Shahr yar f rom claiming the Eye of the Idol, which caused the downf all of Atlantis. To do so, the duo must over come a degener ate cult of shmen, and the Guar dian that protects the Idol itself (1968). Sinbad ................................ DOUG MACLUR E Scheher azade .......................... J EAN COLLINS Shahr yar ............................ J ACK PALAHNIUK Shāhzamān .......................... W ILL CAMPBELL R eis ........................................ BR ICK PETER S Har oun ...................................... K IR K R USTLE Fish-man Pr iest ....................... VICTOR BONO Producer SYDNEY BAR RO N Director R ON CAR PENTER
Move
Def
Hits
Str
Agi
Int
Mor
6
3
2
3
3
3
3
Points Basic: 2 Additional: 0–2 (+5 ratings each) Adjust: Gain an additional point if you allocate −1 to one statistic (-2 to Move)
Special Effects Basic: Armour, Follower, Martial Training Additional: 3 from Combat, Physical or Traits Disadvantages: 0-1 (gain one Additional special effect per Disadvantage chosen) Adjust: Gain one Additional special effect if you remove either Armour or Follower
Attacks Basic: Brawl 4+ and either one Basic or Trained attack 4+ New Attack: Any Basic or Trained attack 4+ (+5 ratings) Improved Attacks: Improve the Hit number of one attack by 1 (+5 ratings)
CASTING COUCH | 39
WISE ELDER
Enchanting
BEAUTY
Hero | Co-Star | 25 Ratings
Hero | Co-Star | 30 Ratings
Not just a pretty face, you combine athleticism with intelligence and esoteric knowledge. You use these abilities to avoid and confound your foes, while using cunning and magic to overcome them.
A slowness of body does not mean slowness of mind, and you exemplify this through your study of the ancients or the magical arts and a deep well of wisdom that has taken you a lifetime to fill.
Statistics
Statistics
Move
Def
Hits
Str
Agi
Int
Mor
Move
Def
Hits
Str
Agi
Int
Mor
6
3
2
3
3
3
3
6
3
2
2
2
4
3
Points
Points
Basic: 2 Additional: 0–2 (+5 ratings each) Adjust: Gain an additional point if you allocate −1 to one statistic (-2 to Move)
Basic: 2 Additional: 0–2 (+5 ratings each) Adjust: Gain an additional point if you allocate −1 to one statistic (-2 to Move)
Special Effects
Special Effects
Basic: Gifts of the Gods (1), Luck (1), Seduce Additional: 3 from Physical, Knowledge or Traits Disadvantages: 0-1 (gain one Additional special effect per Disadvantage chosen) Adjust: Gain one Additional special effect if you remove either Gifts of the Gods (1) or Luck (1)
Basic: Healer, Luck (1), Magic (1) Additional: 3 from Knowledge or Traits Disadvantages: 0-1 (gain one Additional special effect per Disadvantage chosen) Adjust: Gain one Additional special effect if you remove either Luck (1) or Magic (1)
Attacks Basic: Brawl 4+ and one Basic attack 5+ New Attack: Any Basic attack 5+ (+5 ratings) Improved Attacks: Improve the Hit number of one attack by 1 (+5 ratings)
Attacks Basic: Brawl 5+ New Attack: Any Basic or Advanced attack 5+ (+5 ratings) Improved Attacks: Improve the Hit number of one attack by 1 (+5 ratings)
40 | CASTING COUCH
TWISTED OUTCAST
Cursed, you have been forsaken by mortals and Gods alike, but your will shall never be crushed and you are far from being defeated. Your anger and bitterness sustains you and you will have retribution.
VILLAIN | Star 60 Ratings
"you think me vile and wretched? you know, have seen nothing… it is my anger that has marked me so!" Teleklos, Beast of Laconia
Statistics Move
Def
Hits
Str
Agi
Int
Morale
6
3
3
4
3
3
3
Points Basic: 3 Additional: 0–2 (+5 ratings each) Adjust: Gain an additional point if you allocate –1 to one statistic (–2 to Move)
Special Effects Basic: A Good Offence, Blocker, Damned Additional: 3 from Combat, Physical or Traits Disadvantages: 0–2 (one Additional special effect per Disadvantage chosen) Adjust: Gain one Additional special effect if you remove either A Good Offence or Blocker
Attacks Basic: Brawl 3+ and one Basic attack 4+ New Attack: Any Basic or Trained attack 4+ (+5 ratings) Improved Attacks: Improve the Hit number of one attack by 1 (+5 ratings)
Star Quality Bitter and Twisted Those cursed by the Gods are hideous to behold. Outcast by mortals, they brood in darkness, filling their souls with rage and spite. Wounding them only unleashes this bitterness. Whenever this model suffers a wound roll 1D6, on a 1-3 raise their Str by 1, and on a 4-6 raise their Morale by 1 instead. Wretched in the eyes of the Gods, these fallen souls can never recover their lost Hits by any means.
CASTING COUCH | 41
Practiced in both the arcane arts and statecraft, you are able to draw upon a wealth of mundane and otherworldly resources to achieve your ends. Such power does not come without a price and the infernal pacts you have struck must be paid in full.
VILE TYRANT VILLAIN | Star 60 Ratings
"none can disobey my will, least of all you… look! my army of the dead arises, and you will soon swell their ranks." Abd-ar-Rahman
Statistics Move
Def
Hits
Str
Agi
Int
Morale
6
3
3
3
3
4
3
Points Basic: 3 Additional: 0–2 (+5 ratings each) Adjust: Gain an additional point if you allocate –1 to one statistic (–2 to Move)
Special Effects Basic: Obey Me!, Leader (1), Magic (2) Additional: 3 from Knowledge, Otherworldly or Traits Disadvantages: 0–2 (one Additional special effect per Disadvantage chosen) Adjust: Gain one Additional special effect if you remove either Obey Me! or Leader (1)
Attacks Basic: Brawl 5+ and one Basic attack 5+ New Attack: Any Basic attack 5+ (+5 ratings) Improved Attacks: Improve the Hit number of one attack by 1 (+5 ratings)
Star Quality Dark Pact Having struck infernal bargains for knowledge and power the Vile Tyrant can call on their dark allies for aid. However, the cost of such intervention is always high. When attempting a Spell they can choose to sacrifice one of their own Hits to add a further D6 to the result. They can choose to do this after the dice are rolled to attempt the Spell, but they must always use at least one D6 from their own Magic Pool in the attempt.
42 | CASTING COUCH
BRUTISH BODYGUARD
DEADLY
ASSASSIN VILLAIN | Co-Star | 35 Ratings
VILLAIN | Co-Star | 35 Ratings
Conditioned and trained to protect, you are your master’s iron fist and shield. You obey without faltering and without questioning, whatever the orders given, even at the cost of your own life.
You delight in performing your art, in using cunning and subterfuge to eliminate your foes. Adept with weapons and unarmed fighting techniques, your best defence is speed and agility, and a deadly offence.
Statistics
Statistics
Move
Def
Hits
Str
Agi
Int
Mor
Move
Def
Hits
Str
Agi
Int
Mor
6
3
2
3
3
3
3
6
3
2
3
3
3
3
Points
Points
Basic: 2 Additional: 0–2 (+5 ratings each) Adjust: Gain an additional point if you allocate –1 to one statistic (–2 to Move)
Basic: 2 Additional: 0–2 (+5 ratings each) Adjust: Gain an additional point if you allocate –1 to one statistic (–2 to Move)
Special Effects
Special Effects
Basic: Blocker, Follower, Herculean Strength Additional: 2 from Combat, Physical or Traits Disadvantages: 0-1 (gain one Additional special effect per Disadvantage chosen) Adjust: Gain one Additional special effect if you remove either Blocker or Herculean Strength
Basic: Concealment, Dodge, Unarmed Adept Additional: 2 from Combat, Knowledge (Infiltrator and Martial Training only) or Physical Disadvantages: 0-1 (gain one Additional special effect per Disadvantage chosen) Adjust: Gain one Additional special effect if you remove either Concealment or Dodge
Attacks Basic: Brawl 3+ and one Basic attack 4+ New Attack: Any Basic or Trained attack 4+ (+5 ratings) Improved Attacks: Improve the Hit number of one attack by 1 (+5 ratings)
Attacks Basic: Brawl 4+ and one Basic attack 4+ New Attack: Any Basic, Trained or Advanced attack 4+ (+5 ratings) Improved Attacks: Improve the Hit number of one attack by 1 (+5 ratings)
CASTING COUCH | 43
2.45 F ilm Sinbad and t he F or bidden Isle star r ing Doug Maclure & Martine Boswick
Against his better judgment, Sinbad agr ees to tak e Pr incess Aaser a to Samar k and to deliver a peace of f er ing to the Sultan Shāhzamān. U nbek nownst to either of them, Shāhzamān has str uck a bar gain with a sor cer er , Ali Shar n, to pr event the peace envoy f ro m r eaching him and star t a war . Caught in a ter r ible stor m, mar ooned on the sor cer er ’s my ster ious island, they must battle Cy clo pian Giants, Har pies and Sk eletons if they ’r e to esca pe (1964).
THEIR RIGHT HAND VILLAIN | Co-Star | 35 Ratings Second in command, you fulfil many of the duties and tasks of your master in their stead. Versed in leadership and in magics, your power will one day rival the one you serve, but not yet.
Sinbad ................................ DOU G MACLU R E Aaser a ............................ MAR TINE BOSW ICK Ali Shar n .......................... MICHAEL ANSOR A Shāhzamān .......................... W ILL CAMPBEL L R eis ........................................ BR ICK PETER S Har oun ..................................... K IR K R US TLE Guar d Ca ptain ............................ ED CASSIDY Pr oducer SYDNEY BAR RO N Director R ON CAR PENTER
Statistics Move
Def
Hits
Str
Agi
Int
Mor
6
3
2
3
3
3
3
Points Basic: 2 Additional: 0–2 (+5 ratings each) Adjust: Gain an additional point if you allocate –1 to one statistic (–2 to Move)
Special Effects Basic: Leader (1), Luck (1), Magic (1) Additional: 2 from Knowledge, Physical or Traits Disadvantages: 0-1 (gain one Additional special effect per Disadvantage chosen) Adjust: Gain one Additional special effect if you remove either Leader (1) or Magic (1)
Attacks Basic: Brawl 4+ and one Basic attack 4+ New Attack: Any Basic attack 5+ (+5 ratings) Improved Attacks: Improve the Hit number of one attack by 1 (+5 ratings)
"take them down to the dungeons. my master would have me loosen their tongues..." Cepheus the Snake
44 | CENTRAL CASTING
CENTRAL CASTING As Stars and Co-Stars are notoriously expensive, it is the Extras who will make up the majority of your cast, allowing you to stage the climactic scenes that sand-and-sorcery epics are known for.
Mortals
Extras come with the special effects, attacks and weapons listed in their profiles and may take any of the options at the ratings cost listed.
Civilian
Extras are divided into three categories: l
l
l
Mortals – Seasoned warriors, noble senators, and sinister cultists are gathered here to form your ship's crew or loyal worshippers. Stop Motion models – Springing from the pages of legend, these mythical beings and creatures are a wonder to behold, and a terror to face. Animals – From mundane beasts of burden to giant predators lurking in the dark corners of the world, animals can be unpredictable companions or foes.
4/3 ratings
Citizens, nobles, slaves Civilians represent all levels of society, from artisans and farmers to merchants and philosophers, but they are more or less equal in every respect when facing the monsters of myth and legend.
Move 6 Def 2 Hits 1 Str 2 Agi 3 Int 2 Morale 2 Special Effects: None Attacks: Brawl (6+) Also Starring: Knowledge (Healer only)
Cultist
-/7 ratings
Crazed worshipper Fanatical in their beliefs and devotion to their Gods or Idols, Cultists work themselves into a frenzy under the guidance of a charismatic leader.
Move 6 Def 3 Hits 1 Str 3 Agi 3 Int 3 Morale 5 Special Effects: Fanatic Attacks: Brawl (4+), Club (4+) Also Starring: Combat and Physical Upgrade Options l Exchange Club for an Axe (4+) or Sword (4+) (+1 ratings) l Exchange Club for a Two-handed Axe (4+) or Two-handed Sword (4+) (+2 ratings) l Equip with Throwing Knives (4+) (+1 ratings) l Equip with Sling (5+) (+2 ratings) l If five or more Cultists in a cast, you may upgrade one to an Acolyte - gain Leader (2) special effect (+10 ratings)
CENTRAL CASTING | 45
Mercenary
-/9 ratings
Palace Guard
9/6 ratings
Warrior of fortune Wherever there is opportunity and wealth to be gained, there are mercenaries ready to earn it through their skill at arms.
Royal retinue The loyalty of these guards, whether motivated by a sense of honour and duty or bought and paid for, is greatly valued by their masters.
Move 6 Def 3 Hits 1 Str 3 Agi 3 Int 3 Morale 3
Move 6 Def 3 Hits 1 Str 3 Agi 3 Int 2 Morale 3
Special Effects: Blocker, Shield
Special Effects: Blocker
Attacks: Brawl (4+), Spear (4+)
Attacks: Brawl (4+), Spear (4+)
Also Starring: Combat
Also Starring: Physical
Upgrade Options l Exchange Spear for an Axe (4+), Sword (4+) or Bow (5+) (free) l If five or more Mercenaries in a cast, you may upgrade one to a Commander - gain Leader (2) special effect (+10 ratings)
Upgrade Options l Exchange Spear for a Sword (4+) or Bow (5+) (free) l Exchange Spear for a Two-handed Sword (4+) or Crossbow (5+) (+1 ratings) l If five or more Palace Guard in a cast, you may upgrade one to a Captain - gain Leader (1) special effect (+5 ratings)
Native
-/6 ratings
Silent hunter Whether members of a lost tribe or a fallen civilisation, these warriors rely on concealment and stealth rather than the protection of armour or shields.
Psiloi
6/5 ratings
Move 6 Def 3 Hits 1 Str 3 Agi 3 Int 2 Morale 3
Light skirmisher Trained to work alongside more heavily armoured warriors, Psiloi harry the enemy with thrown weapons and slings.
Special Effects: Concealment
Move 6 Def 3 Hits 1 Str 3 Agi 3 Int 2 Morale 2
Attacks: Brawl (4+), Spear (4+)
Special Effects: None
Also Starring: Combat, Physical and Knowledge (Healer , Hypnotise and Infiltrator only)
Attacks: Brawl (5+), Javelin (5+) Also Starring: Physical
Upgrade Options l Equip with a Net (4+) (+1 ratings) l Equip with a Blowpipe (4+) or Sling (5+) (+2 ratings) l If five or more Natives in a cast, you may upgrade one to a Chief - gain Leader (1) special effect (+5 ratings)
Upgrade Options l Exchange Javelin for a Sling (5+) (free)
46 | CENTRAL CASTING
Arise! Arise! Arise!
Sea Dog
10/7 ratings
Nautical ruffian Bound together by adventure, comradeship and the promise of riches, ship crews are a melting pot of skills, talents and tall tales.
Veteran
12/- ratings
Seasoned soldier Veterans of numerous campaigns, these stalwart companions are skilled in the arts of war and will fight shoulder to shoulder against the most terrifying of enemies.
Move 6 Def 3 Hits 1 Str 3 Agi 3 Int 3 Morale 3 Move 6 Def 3 Hits 1 Str 3 Agi 3 Int 3 Morale 3 Special Effects: Dodge, Swimming Special Effects: Armour, Martial Training, Shield Attacks: Brawl (4+), Club (4+) Attacks: Brawl (4+), Spear (4+) Also Starring: Combat and Physical Also Starring: Combat and Physical Upgrade Options l Exchange Club for an Axe (4+) or Sword (4+) (+1 ratings) l Equip with Net (4+) or Throwing Knives (4+) (+1 ratings) l If five or more Sea Dogs in a cast, you may upgrade one to a Mate - gain Leader (1) special effect (+5 ratings)
1.15 Film Herak les! starring Clint Walter & Sofa Loren An epic tale that sees Herakles slay the Nemean Lion, steal Hip polyta’s girdle, and nally f ace Cer ber us, the guardian of the Underworld.
Upgrade Options l Exchange Spear for a Sword (4+) (free) l If three or more Veterans in a cast, you may upgrade one to a Companion - gain Leader (2) special effect (+10 ratings)
Warrior
9/7 ratings
The rank and file Trained and battle-hardened, these versatile warriors form the backbone of many engagements and expeditions.
Move 6 Def 3 Hits 1 Str 3 Agi 3 Int 2 Morale 3 Special Effects: Armour Attacks: Brawl (4+), Spear (4+)
Herakles ............................... CLINT WALTER Eurystheus .......................... SHAU N R IMMER Hip polyta ................................. SOFIA LOR E N Iola us ......................................... JIM DAR RE N Ze us .............................. GEOR GE SAU NDER S Hera .............................................. JA NET LEE The Oracle .................... MAGGIE HAMILTO N Prod ucer SID NEY BARR O N Director R O N CAR PENTER
Also Starring: Combat and Physical Upgrade Options l Exchange Spear for an Axe (4+), Sword (4+) or Bow (5+) (free) l If five or more Warriors in a cast, you may upgrade one to an Officer - gain Leader (1) special effect (+5 ratings)
CENTRAL CASTING | 47
STOP MOTION MODELS Centaur
15/20 ratings
Living life on the hoof Whether they embody the wildness of their animal instincts or the reasoning of their human nature, Centaurs are stalwart warriors that are able to carry their slower t wo-footed allies into the fray.
Djinn of the Lamp
-/- ratings* *(see Magic Lamp, Page 79)
Enslaved wish-giver Immensely powerful, but bound and contained within an ordinary lamp, a Djinn is an incredible ally to whoever possesses their prison.
Move 6 Def 4 Hits 2 Str 4 Agi 4 Int 6 Morale 6 Move 8 Def 4 Hits 1 Str 4 Agi 2 Int 3 Morale 4 Special Effects: Daring Leap, Mount, Rage Attacks: Brawl (4+), Spear (4+) Also Starring: Combat and Physical Upgrade Options l Exchange Spear for a Bow (5+) (free) l If three or more Centaurs in a cast, you may upgrade one to a Herd Master - gain Leader (1) special effect (+5 ratings)
Special Effects: Fearsome, Shield of Force, Summoned, Teleport Three Wishes As the owner of the lamp, a model can make up to three wishes. Each wish is a free action, which the owner of the lamp can perform during their activation. The wishes that can be made are: l
l
l
l
Summon the Djinn to attack one model chosen by the owner of the lamp, see As Commanded. Grant the owner of the lamp the use of any one Otherworldly special effect until the end of the turn. Heal any model, anywhere on the table, as if the Healer special effect had just been successfully used on them. Grant the Djinn their freedom.
As Commanded When summoned, a Djinn will attack one model chosen by the owner of the lamp. They won’t attack any other model, unless that model is already in base contact with them or is preventing them from reaching the chosen model. The Djinn will appear within 6” of the owner of the lamp and vanish, returning to its Reserve area, once they have killed, Captured or Stunned the chosen model. Bound to the Lamp A summoned Djinn that loses their last Hit returns to their Reserve area. If summoned again they reappear fully healed. Freedom Denied If the final wish is not to grant the Djinn their freedom or the owner of the lamp is removed from play by the opposing cast, the lamp will immediately betray its current owner and become the possession of the nearest Star, Co-Star or Guest Star in the opposing cast.
Attacks: Brawl (3+), Two-handed Sword (4+)
48 | CENTRAL CASTING
Giant
60/50 ratings
Towering terror Whether humanoid or demonic, cyclopean or many-eyed, these slow and dim-witted monsters are titanically strong and aggressive. Needing little provocation to fight, Giants can be easily swayed by the allure of beauty or promises of wealth.
Harpy
-/20 ratings
Feathered fury Conceived by the Gods to torment Phineus, Harpies are winged bird-women with a violent and vindictive disposition. Sometimes beautiful, sometimes ugly, they are the personification of cruel winds.
Move 6 Def 4 Hits 2 Str 3 Agi 4 Int 3 Morale 3 Move 7 Def 5 Hits 3 Str 5 Agi 2 Int 2 Morale 5 Special Effects: Eagle Eyes, Dodge, Flyer Special Effects: Clumsy, Fearsome, Hurl, Large, Roar, Slow,Titanic Blow Attacks: Brawl (4+), Club (4+) Upgrade Options l Exchange Club for a Two-handed Axe (4+) or Two-handed Sword (4+) (+5 ratings)
Guardian Beast
50/40 ratings
Patchwork predator Guardian Beasts are misbegotten creatures that may take many diverse forms. Found lairing in forgotten and out of the way places, they make deadly guards and hunters.
Screech - If a Harpy model is activated and is within 6” of an enemy model, it may make an immediate Morale test to encourage its sisters. If the Morale test is passed a single Harpy model within 6” can immediately take one free action, regardless of whether it has already activated or is yet to do so this turn. A Harpy model can benefit from Screech only once per turn.
Also Starring: Combat and Physical Attacks: Brawl (4+), Claw (5+) Upgrade Options l Equip with a Club (4+) (+1 ratings) l Equip with an Axe (4+), Spear (4+) or Bow (5+) (+2 ratings)
Move 8 Def 4 Hits 3 Str 5 Agi 3 Int 2 Morale 5 Special Effects: Fearsome, Large, Slow
Living Idol
Only a Mother Would Love Them - So hideous is this strange beast that their Fearsome special effect causes Fear in friendly as well as opposing models.
Animated adversary Through the application of dark magics, idols and statues can be given a semblance of life. Unstoppable servants, they only respond to the commands of the one who animated them.
Attacks: Brawl (4+), Claw (4+) Upgrade Options l May choose any two of the following special effects for (+5 ratings each): Armour, Arcane Bolt, Herculean Strength, Invulnerable: Melee (1), Invulnerable: Ranged (1), Rage, Regeneration, Roar
-/45 ratings
Move 6 Def 4 Hits 3 Str 5 Agi 1 Int 0 Morale 0 Special Effects: Animated, Clumsy, Blocker, Fearsome, Invulnerable: All (see below), Slow Also Starring: Combat and Physical
l
l
May choose one of the following special effects for (+10 ratings): Aquatic, Flyer, Hurl May chose one of the following attacks for (+10 ratings): Beak (4+), Bite (4+), Horns (4+), Tail (4+)
Attacks: Brawl (4+), Rend (5+) Guardian Type l Clay: Gain Invulnerable: All (1) special effect (free) l Stone: Gain Move −1 and Invulnerable: All (2) special effect (+10 ratings) l Bronze: Gain Move −1, A Good Offence and Invulnerable: All (2) special effects (+20 ratings) Note: A Living Idol can only activate after successfully being targeted by the Animate the Idol Spell.
CENTRAL CASTING | 49
The Guardian Beast's favourite game was Hide-and-Seek
Minotaur
-/30 ratings
Bull-headed brute Descended from Asterius, the cursed son of Pasiphaë who stalked the Labyrinth, Minotaurs are impulsive creatures, quick to anger and terrible in their wrath.
Move 6 Def 4 Hits 3 Str 4 Agi 2 Int 2 Morale 4 Special Effects: A Good Offence, Armour, Fearsome, Rage, Roar
Satyr
15/10 ratings
Capricious reveller Whether goat-legged or horse-tailed, Satyrs are passionate creatures prone to unpredictable shifts in mood. Physically athletic and often violent, they can however be surprisingly charming and musical when the whim takes them.
Move 6 Def 4 Hits 1 Str 3 Agi 3 Int 3 Morale 3 Special Effects: Daring Leap, Seduce
Bull Rush - A Minotaur model that makes a move action in a straight line may add 1D3” to the distance moved. In addition to attempting to cause damage, a charging Minotaur’s successful Brawl or Horn attacks can also either Knockdown or Pushback the hit model.
Attacks: Brawl (4+), Horns (4+) Upgrade Options l Equip with Two-handed Axe/Mace (4+) or Two-handed Sword (4+) (+5 ratings)
Also Starring: Physical and Knowledge (Healer and Hypnotise only) Attacks: Brawl (4+), Club (4+) Upgrade Options l Exchange Club for a Spear (4+) or Bow (5+) (+1 ratings) l If three or more Satyr in a cast, you may upgrade one to a Drove Leader - gain Leader (2) special effect (+10 ratings)
50 | CENTRAL CASTING
Shadow
-/20 ratings
Umbral stalker Rumoured to be demons, remnants of the past, or troubled spirits, what they truly are is known only to the wise. That they are deadly foes is all too evident however.
Skeleton Warrior
-/15 ratings
Bad to the bone Although flesh and skin has withered and fallen from their bones, these long dead warriors have lost none of their fighting skills and tenacity.
Move 5 Def 4 Hits 1 Str 3 Agi 2 Int 0 Morale 0 Move 6 Def 4 Hits 1 Str 4 Agi 4 Int 0 Morale 0 Special Effects: Fearsome, Incorporeal, Shield of Force, Summoned, Teleportation
Special Effects: Blocker, Fearsome, Invulnerable: Ranged (1), Shield, Summoned Attacks: Brawl (4+), Spear (4+)
Attacks: Brawl (4+), Claw (4+) Note: A Shadow can only enter play through successfully performing the Awaken the Dead Spell.
Upgrade Options l Exchange Spear for an Axe (4+), Sword (4+) or Bow (5+) (free)
Siren
Note: A Skeleton Warrior can only enter play through successfully performing the Awaken the Dead Spell.
-/15 ratings
Luring beauty Transfixing the weak-willed with their charms and songs, Sirens will attempt to drag those that succumb down to a watery grave.
Move 5 Def 3 Hits 1 Str 3 Agi 3 Int 3 Morale 3 Special Effects: Aquatic, Seduce
Snakeman
-/12 ratings
Homo Serpentes Cold-blooded, both physically and in temperament, Snakemen are a deadly subspecies of human that practice macabre rites on the dark fringes of civilisation.
Daughter of the Oceans - During their activation, a Siren model cannot voluntarily move more than 3” away from water. If they’re ever more than 3” away from water, the Siren model immediately gains the Confused and Stunned statuses.
Move 5 Def 4 Hits 1 Str 3 Agi 2 Int 3 Morale 4
Siren Song - A Siren model’s Seduce special effect has a range of 12” instead of the usual 2”. Furthermore, if they attempt to Seduce a model who already has the Confused status and that model fails an opposed Morale test they gain the Captured status instead. Place Captured models in base contact with the Siren.
Also Starring: Combat, Physical and Knowledge (Healer and Hypnotise only)
Also Starring: Physical
Special Effects: Armour, Dodge Attacks: Brawl (4+), Spear (4+)
Upgrade Options l Exchange Spear for an Axe (4+), Sword (4+) or Javelin (5+) (free) l If five or more Snakemen in a cast, you may upgrade one to an Overseer - gain Leader (2) special effect (+10 ratings)
Attacks: Brawl (5+), Claws (5+)
"we will end your torment, phineus, and cage these winged women that assail you."
CENTRAL CASTING | 51
Animals Camel
6/6 ratings
Ship of the desert Although camels are ill tempered and slow they are perfectly suited to desert conditions, having wide feet and the ability to go without drinking for many days.
Giant Lizard
-/40 ratings
Repetilia Gigantis These gigantic predators are throwbacks to an ancient time, when dinosaurs freely walked the Earth. Extremely dangerous, they are thankfully sluggish until angered.
Move 7 Def 3 Hits 1 Str 4 Agi 2 Int 1 Morale 2 Move 7 Def 5 Hits 3 Str 5 Agi 2 Int 1 Morale 5 Special Effects: Animal, Mount, Slow Desert Traveller - Camels can always move their full Move distance when travelling in desert or sandy terrain.
Cold Blooded - Until the Giant Lizard causes a wound, it has the Slow special effect.
Attacks: Brawl (5+), Bite (6+)
Dire Wolf
-/12 ratings
Pack predator Able to overpower larger foes through pack hunting and a powerful bite, the Dire Wolf was a ferocious predator and threat to travellers in the wilds.
Move 8 Def 3 Hits 1 Str 3 Agi 3 Int 1 Morale 4 Special Effects: A Good Offence, Animal Attacks: Bite (3+) Upgrade Options l If five or more Dire Wolves in a cast, you may upgrade one to an Alpha Male - gain Leader (2) special effect, which is only usable on other Dire Wolves (+10 ratings)
Giant Crab
-/25 ratings
Super snapper These huge crustaceans can be found on lost islands and deserted coastlines. Guardians of watery lairs or natural predators, they often bury themselves in the sand and attack by surprise.
Move 5 Def 4 Hits 2 Str 5 Agi 2 Int 1 Morale 4 Special Effects: Animal, Aquatic, Armour, Blocker, Fearsome, Loner Snip, Snap! - A Giant Crab can attack with both its pincers at once. It may make two Claw attacks as a special action.
Attacks: Claw (4+)
Special Effects: A Good Offence, Animal, Armour, Fearsome, Loner, Massive, Roar
Attacks: Rend (4+), Tail (4+) Upgrade Options l Gain Arcane Bolt special effect for (+10 ratings)
Giant Octopus
-/40 ratings
Tentacular terror A threat to ships and the unwary adventurer straying too close to their hunting grounds, these enormous sea monsters are estimated to grow to around 13– 15m (40–50ft) in length, including their tentacles.
Move 6 Def 5 Hits 3 Str 5 Agi 3 Int 2 Morale 4 Special Effects: Animal, Armour, Aquatic, Fearsome, Loner, Massive, Rage, Sixth Sense Tentacled Freak - A Giant Octopus can attack in all directions at once with its tentacles. It may make two Tentacle: Melee attacks as a special action. These two attacks may be made against separate models. Water Dweller - A Giant Octopus must be set up in a body of water at the start of a scene. If there is no water in their cast’s set up area, they are allowed to deploy in any body of water on the table. During their activation, a Giant Octopus model cannot voluntarily move out of water. If they’re ever out of water, for whatever reason, the Giant Octopus model immediately gains the Confused status.
Attacks: Beak (5+), Tentacle: Melee (4+), Tentacle: Ranged (5+)
52 | CENTRAL CASTING
Giant Scorpion
-/20 ratings
Venomous stinger Protected by an armoured carapace and ar med with strong pincers and a deadly sting, Giant Scorpions are dangerous foes, but unlike their smaller kin are usually found only in hot climates.
Upgrade Options l If three or more Great Apes in a cast, you may upgrade one to an Alpha Male - gain Leader (1) special effect, which is only usable on other Great Apes (+5 ratings)
Horse
6/6 ratings
Move 5 Def 4 Hits 2 Str 4 Agi 3 Int 1 Morale 4 Special Effects: Animal, Armour, Blocker, Fearsome, Loner
Equine transport Horses have been used by humans since the dawn of time as beasts of burden or as riding animals.
Snip, Snap! - A Giant Scorpion can attack with both its pincers at once. It may make t wo Claw attacks as a special action.
Move 8 Def 3 Hits 1 Str 4 Agi 2 Int 1 Morale 2
Sting in the Tail - If both of a Giant Scorpion’s Snip, Snap! attacks hit, it gets a +1 to hit bonus with its Venom attack.
Pillion - Two models may ride the same horse, but the second model may not attack, use special abilities or perform Spells while doing so.
Attacks: Claw (4+), Venom (4+)
Attacks: Brawl (5+)
Giant Snake
-/20 ratings
Monstrous serpent Giant Snakes come in a variety of types, but regardless of whether they are constrictors or vipers, they are all incredibly deadly opponents at close quarters.
Special Effects: Animal, Daring Leap, Mount
Sabre-tooth Cat
30/25 ratings
Fanged feline Graceful killers, Sabre-tooth Cats will quietly stalk their prey before pouncing.
Move 8 Def 4 Hits 2 Str 4 Agi 4 Int 2 Morale 4 Move 6 Def 4 Hits 2 Str 3 Agi 3 Int 1 Morale 3 Special Effects: Animal, Concealment, Dodge, Fearsome, Loner
Special Effects: A Good Offence, Animal, Climbing, Daring Leap, Dodge, Fearsome, Loner, Sixth Sense Attacks: Claw (3+), Bite (4+)
Attacks: See below Snake Type Constrictor: Gain Tail (4+) attack and Disarm special effect (free)
Viper: Gain Venom (4+) attack and Daring Leap special effect (free)
Great Ape
25/20 ratings
King of the swingers Powerful and intelligent, Great Apes can perform incredible feats of strength, and are able to understand and follow commands.
Move 7 Def 4 Hits 2 Str 4 Agi 3 Int 2 Morale 4 Special Effects: Animal, Climbing, Daring Leap, Herculean Strength, Fearsome, Roar Attacks: Brawl (3+)
Swarm
-/15 ratings
Teeming mass Whether scarabs, snakes or spiders, the relentless, crawling swarm can strip the flesh from or poison any individual foolish enough to get too close in moments.
Move 6 Def 2 Hits 3 Str 2 Agi 2 Int 1 Morale 5 Special Effects: Animal, Dodge, Fearsome, Loner, Slow, Small, Swarm Attacks: Venom (3+)
CENTRAL CASTING | 53
Sin bad and the Eye of the Id ol INT. ATLANTIS BROKEN STAIRCASE - DAY Jumping to the safety of a ledge, Sinbad watches as the animated idol starts to overbalance, the last steps collapsing beneath it, and falls to the temple oor below. INT. ATLANTIS TEMPLE - DAY Shattering on the mosaic oor, the idol's head rolls to a stop. The red light, emanating from the Eye in the centre of its forehead, dimming and nally ickering out. Shahryar's hand reaches towards it. SCHEHERAZADE No! Scheherazade struggles against the two Guards holding her. SHAHRYAR At last, it shall be mine. Shahryar holds the Eye aloft. Red re sparks, kindles in the faceted heart of the great jewel. SHAHRYAR (CONT'D) I claim the power of the Eye. I claim the power of Atlantis! SCHEHERAZADE What have you done? With a heaving lurch, the oor cracks and the temple shakes. Dust and rocks begin to fall, and the waters churn. SHAHRYAR And my rst command... Shahryar directs the Eye, the glow suddenly intensifying, aiming it atINT. ATLANTIS BROKEN STAIRCASE - DAY Sinbad ings himself towards the stairs, as a blast of pure red energy obliterates the ledge he had been standing upon. Winded, his sword clattering on the steps below, he manages to hang on as his chest slams into the stone. Scrabbling, he pulls himself up and dives towards his sword, as the steps behind him shatter from a second blast.
54 | FILM GUIDES
FILM GUIDES | 55
FILM GUIDES This chapter provides backgrounds for some of Barron Productions most popular films and some of the more notable legendary heroes and iconic villains that graced our screens.
THE GOLDEN FLEECE To reclaim the throne of Iolcos, Jason must recover the mythical Golden Fleece. An epic undertaking, fraught with danger, which ultimately will lead to a confrontation with the Dragon that guards the fleece and the sorcerous King Aeëtes who treasures it. Fortunately, Jason is joined on his voyage by the greatest crew Greece has ever known, the Argonauts, and is aided by the beautiful and knowledgeable Medea.
Supporting Characters Heroes Among the crew of the Argo there are many famous names, including Herakles (Guest Star), Hylas (Enchanting Beauty), Iolaus (Brother in Arms), Orpheus (Also Starring Veteran) and the Boreads (Also Starring Veterans with Flyer ). Villains Not all of the Argonauts share Jason’s dream. Acastus (Their Right Hand), son of Pelias, rightly or wrongly seeks the downfall of both Jason and Medea for the danger they represent if they successfully return to Iolcos with the Golden Fleece.
7.15 F ilm T he Golden F leece star ri ng R onald Ely & Ursula Andrews
A f antasy adventur e f or all the f amily as Gr eek her o J ason embark s on an e pic quest against the cor r u pt k ings and cr uel cr eatur es of legend, with amazing ef f ects by W illiam Henr y Har r ison (1963). J ason .................................... R ONALD ELY Medea ......................... U R SU LA ANDR EW S Aeëtes ....................... GEOR GE SAU NDER S Her ak les ............................. CLINT W ALTER Pelias .............................. BASIL R ATBONE Hy las ................................ W ALTER K ONIG Acastus ....................... GEOR GE SHAK IR IS Producer SYDNEY BAR RO N Dir ector R ON CAR PENTER
Extras Heroes Jason is joined on his voyage by the Argonauts, these brave souls are recruited from Veteran, Warrior and Psiloi Extras. Villains As the King of Colchis, Aeëtes can call upon Warrior , Mercenary , Psiloi and, through his mastery of dark arts, Skeleton Warrior Extras.
"arise! arise! arise!" Aeëtes, King of Colchis
56 | FILM GUIDES
JASON
MEDEA
An inspiring leader and a bold adventurer, Jason is the rightful king of Iolcos and must recover the mythical Golden Fleece in order to reclaim his throne.
The daughter of the king of Colchis, Medea is a priestess of Hecate and thus learned in herbs, both beneficial and poisonous, as well as practised in the magic arts.
Gathering together the Argonauts, the finest crew in all of Greece, Jason sets sail for Colchis to find this treasured prize. With only his bravery and wits, he has many tests and trials to overcome on their long and dangerous voyage.
Hero | Guest Star | 60 ratings Move
Def
Hits
Str
Agi
Int
Mor
6
4
3
3
3
4
5
She betrays her father for love of Jason, using all of her powers and guile to aid him in his quest.
Hero | Guest Star | 50 ratings Move
Def
Hits
Str
Agi
Int
Mor
6
3
2
3
3
4
4
Special Effects Healer, Loner, Luck (1), Magic (2), Seduce
Special Effects Armour, Honour Bound, Inspirational, Leader (2), Luck (2), Martial Training, Shield, Swimming
Unique Effects A Leader of Men Jason’s Inspirational and Leader (2) special effects have a range of 12” rather than the usual 6”. Fortune Favours the Bold If Jason is in your cast, draw an additional Event card at the start of a scene.
Unique Effects Potions and Salves Medea is an incredibly skilled herbalist. Once per activation, as a special action, she may use one of the following potions if she successfully passes an Int test. Potions must be immediately administered to herself or another model in base contact. Potion
Notes
Divine incense
Target gains the Psychic special effect for the duration of this turn.
Narcotic herbs
If the target fails an opposed Int test it will receive the Confused status.
Protective balm
Target gains the Invulnerable: All (1) special effect against the next successful attack. Place a suitable token next to the model.
Attacks Weapon
Range
Hit
Str
Effects
Brawl
Melee
4+
3
Stuns
Sword
Melee
3+
3
Parry
Attacks Weapon
Range
Hit
Str
Effects
Brawl
Melee
5+
3
Stuns
"we have overcome the harpies, navigated the symplegades, and tamed the khalkotauroi. this last test will not stop us." Jason, Leader of the Argonauts
FILM GUIDES | 57
AEËTES
DRAGON OF COLCHIS
As the king of Colchis, Aeëtes’ duty and pride is to protect the Golden Fleece. The skin of a winged ram, the fleece bestows great fortune and health on whoever possesses it, a gift which Aeëtes has hung in a grove sacred to Ares.
A dragon, kin to the Lernaean Hydra overcome by Herakles in his labours, this unsleeping guardian watches over the Golden Fleece. Like a serpent it coils around its charge, its many heads watching in all directions.
Not as versed as his sisters, the cruel Circe and tragic Pasiphaë, Aeëtes is still a powerful sorcerer able to command an army of skeletal warriors sown from dragon’s teeth.
Unlike its cousin, the Dragon of Colchis lacks the ability to sprout additional heads when one is lost, but it is nonetheless possessed of formidable regenerative powers and a thick armour of scales.
Villain | Guest Star | 40 ratings
Villain | Guest Star | 100 ratings
Move
Def
Hits
Str
Agi
Int
Mor
Move
Def
Hits
Str
Agi
Int
Mor
6
3
2
3
3
4
4
6
5
5
6
2
3
6
Special Effects
Special Effects
Armour, Leader (1), Magic (2), Obey Me!
Fearsome, Hurl, Massive, Regeneration, Slow
Unique Effects
Unique Effects
Sorcerer King of Colchis Aeëtes’ first Spell must be Awaken the Dead, but he is free to choose his second Spell as normal.
Onslaught The Dragon that guards the Golden Fleece is a deadly foe, attacking in all directions at once with its many heads and whip-like tail. It may make two attacks as a special action, either two Bite attacks or a Bite and a Tail attack. The two attacks may be made against separate models.
Children of the Hydra When successfully performing Awaken the Dead, Aeëtes may put 1D3+2 Skeleton Warriors from his cast’s Reserve area into play.
Attacks Weapon
Range
Hit
Str
Attacks Weapon
Range
Hit
Str
Effects
Brawl
Melee
4+
6
Stuns
Bite
Melee
4+
6
Brutal
Tail
Melee
4+
7
Stuns
Effects
Brawl
Melee
4+
3
Stuns
Sword
Melee
4+
3
Parry
58 | FILM GUIDES
GORGON! To fulfil his vow, Perseus must claim the head of Medusa. Tricked by one of the suitors pursuing his mother, Perseus must return with the head of Medusa, a hideous Gorgon who can turn any mortal that meets her gaze to stone. Undeterred by his impossible task, Perseus must embark on a long journey to find and outwit the Graeae crones and, aided by the gorgeous Andromeda, enter the sanctum of Medusa.
Supporting Characters Heroes Perseus is often aided in his quest by both supernatural and powerful women, including the Hesperides nymphs, Queen Cassiopeia (Also Starring Civilian) and her daughter, the beautiful Andromeda (Enchanting Beauty).
Villains Medusa is one of the Gorgons, a trio of dreadful and horrific female creatures cursed by the Gods. Her immortal sisters, Stheno and Euryale, are arguably more terrible than she is.
Extras Heroes Perseus is joined on his quest by Veteran, Palace Guard and Psiloi Extras, who are the soldiers of Queen Cassiopeia. Villains Medusa makes use of Giant Snake, Snakeman and Swarm Extras, shunning all other mortals. Being powerful oracles, the Graeae have attracted a loathsome cult of worshippers over the centuries, and make use of Cultist , Native, Swarm and, potentially via the dark arts, Shadow and Skeleton Warrior Extras.
3.15 Film Gorgon! starr ing James Francisco & Lynda Harrison
A fantasy epic, Per seus must nd and def eat Medusa, the only mortal Gorgon, if he is to f ull his vow and claim the hand of Andromeda. Featuring special effects by William Henry Har rison (1973). Per seus .......................... JAMES FRA NCISCO Andr omeda ...................... LY NDA HAR RI SO N Cassio peia ................................ JE N NY JO NES Polydectes ....................... R ICO MO NTALBAN Danaë ............................... CATHER INE R OSS Zeus .............................. GEOR GE SAU NDERS Hera .............................................. JA NET LEE Producer SYDNEY BARR ON Director RON CARPE NTER
FILM GUIDES | 59
PERSEUS
PEGASUS
In protecting his mother, Danaë, from the advances of Polydectes, Perseus was tricked into delivering the head of Medusa, the only mor tal Gorgon, as a gift for the cunning suitor.
A winged horse, brilliant white in colour, Pegasus has the ability to gallop through the air, carrying those who are worthy on his back.
A son of the god Zeus, Perseus must confront and overcome the three hags known as the Graeae and win the hand of the beautiful Andromeda in his quest to claim Medusa’s head.
Conceived through the union of Poseidon and Medusa. In classic myth, Pegasus was not born until Medusa was decapitated by Perseus, at which point he sprang from his mother’s neck, taking to the skies.
Hero | Guest Star | 70 ratings
Hero | Guest Star | 30 ratings
Move
Def
Hits
Str
Agi
Int
Mor
Move
Def
Hits
Str
Agi
Int
Mor
6
4
3
4
4
3
5
8
4
2
4
3
3
3
Special Effects
Special Effects
A Good Offence, Armour, Courageous, Invisibility, Loner, Luck (3), Shield
Dodge, Flyer, Mount, Sixth Sense
Unique Effects
Unique Effects A Sword, A Helmet, A Shield Favoured by the Gods, Perseus has been gifted an Adamantine Sword, a Helmet of Invisibility and a highly Polished Shield. The benefits of these items are included in his profile above. Son of a God Perseus can remove statuses affecting him on any die roll of 4, 5 or 6, instead of the usual 6.
A Winged Horse Pegasus will only allow Perseus to ride on his back. Should Pegasus be killed or removed from play while in flight and being ridden, Perseus will fall 1D3 levels.
Attacks Weapon
Range
Hit
Str
Effects
Brawl
Melee
4+
4
Stuns
Attacks Weapon
Range
Hit
Str
Effects
Brawl
Melee
4+
4
Stuns
Adamantine Sword
Melee
3+
4
Brutal, Parry
"Our sister, Medusa, is far more beautiful than mortal man can endure." The Graeae
60 | FILM GUIDES
MEDUSA
THE GRAEAE
Some claim that Medusa is the daughter of primordial sea gods, while others attest that she was once a beautiful priestess who offended her patron goddess, Athena, and was transformed as punishment. Whatever her origin, Medusa is one of the Gorgons, and the only one of the three sisters that is mortal. Terrible to behold, her hair is a mass of living snakes, and one look can turn any creature to stone.
Sharing a single, magical eye, and only one tooth, these three sister-crones have the power of prophesy and are known as Deino ‘Dread’, Enyo ‘Horror’, and Pemphredo ‘Alarm’.
Villain | Guest Star | 100 ratings
Villain | Guest Star | 60 ratings
Like their names, their prophesies are suitably dire and foreboding. Even so, their cursed por tents have attracted a cult of degenerates to serve them.
Move
Def
Hits
Str
Agi
Int
Mor
Move
Def
Hits
Str
Agi
Int
Mor
5
4
3
4
3
4
5
4
3
3
3
2
5
4
Special Effects
Special Effects
Armour, Dodge, Daring Leap, Fearsome, Love To Hate, Psychic
Force of Will (The Eye), Hypnotise (The Eye), Magic (2), Psychic (The Eye), Sixth Sense (The Eye), Slow
Unique Effects
Unique Effects
One Look Any model that looks Medusa in the eye is turned to stone. Before a model attacks or targets her with a special effect or Spell, they must make a Morale test. If they fail, they are turned to stone, lose all their remaining Hits and can take no further part in the scene. Models that are attacking or targeting Medusa from behind, from the rear 180° arc of her base, gain a +1 bonus to Morale tests. A model may close their eyes or look away as they attempt to attack Medusa, if they do so they gain a +2 bonus to Morale tests, but suffer a −2 to hit penalty to their attack. Models attempting to target Medusa with a special effect or Spell cannot close their eyes or look away.
Acting as One Although the Graeae are three individuals, they’re treated as one model that can take up to three actions when activated.
Surrounded by Serpents Giant Snakes and Swarms in the same cast as Medusa do not need to roll for their Animal special effect, they always activate as normal
The Eye Much of the Graeae’s abilities and their power of prophesy comes from The Eye. When it is in their possession they have the following special effects: Force of Will , Hypnotise, Psychic and Sixth Sense. Instead of causing damage, a model performing a successful melee attack against the Graeae can attempt to wrench The Eye from their grasp. Make an Opposed Str test, if successful the Graeae lose The Eye and all of the special effects it grants them. Only the Graeae can use The Eye.
Attacks Weapon
Range
Hit
Str
Effects
Brawl
Melee
5+
3
Stuns
Claw
Melee
5+
3
-
Attacks Weapon
Range
Hit
Str
Effects
Brawl
Melee
4+
4
Stuns
Tail
Melee
5+
5
Stuns
Bow
24”
4+
3
-
FILM GUIDES | 61
THE VOYAGES OF SINBAD Adventurer, rogue and sailor, Sinbad’s voyages have become legend. Whether battling the fabled Rocs, journeying to uncharted islands, or thwarting the plans of Shahryar, the adventures of Sinbad and his crew have been immortalised by Scheherazade in the One Thousand and One Nights. In the tapestry of these stories, where fiction ends and reality begins is a mystery to all except her, but in the voyages yet to be told her fate and that of Sinbad are forever entwined.
Supporting Characters Heroes Sinbad’s voyages bring him into contact with many of the characters in Scheherazade’s stories, but his most stalwart companions are members of his crew, including Reis his first mate (Brother in Arms) and Haroun his cabin boy (Also Starring Sea Dog). Villains Shahryar can rely on his hot-headed younger brother Shãhzamãn (Brutish Bodyguard) to lead his forces, and secretly makes extensive use of the order of the Assassins (Deadly Assassins).
11.00 Film Sinbad and the Valley of the Rocs starring Doug Maclure & Jean Collins Scheherazade tells of Sinbad’s voyage to the fa bled Valley of the Rocs and his race to beat Shāhzamān to the Heart of the World, a diamond so large that it rivals in size the eggs of the giant birds that dwell there (1970). Sinbad ................................ DOUG MACLUR E Scheherazade .......................... JEA N COLLINS Shāhzamān .......................... WILL CAMPBELL Reis ........................................ BR ICK PETER S Haro un ...................................... K IR K R USTLE Merchant King .............. GEOR GE SAU NDERS Producer SYDNEY BAR RON Director R ON CARPE NTER
Extras Heroes Unsurprisingly, Sinbad’s crew is mostly formed of Sea Dogs, but occasionally a few Warrior , Palace Guard or Civilian Extras can be found onboard, depending on who is travelling with Sinbad at the time. Villains Shahryar commonly employs Mercenary , Palace Guard and Civilian Extras. In addition, he can make use of the fabled menagerie of his palace and include Guardian Beast , Giant Scorpion, Giant Snake, Great Ape and Sabre-tooth Cat Extras, as well as the prize of his collection, a tamed Roc.
"and there i found myself, on that desolate shore, where ships were wrecked beyond number." Sinbad, The Sailor
62 | FILM GUIDES
SINBAD
SCHEHERAZADE
An adventurer and sailor, Sinbad’s true origins are a mystery known only to him, but when pressed he calls the city of Al Basrah home. Pressed further, he admits he squandered the wealth of his mother and father, and now seeks new fortune and fame too.
Using her gift of storytelling, Scheherazade is able to escape the fate Shahryar has decreed for his wives. With the threat of execution at dawn hanging over her, she ends and begins a new story each night, and thus enchanted he spares her until she can finish.
His many voyages are legendar y, but whether facing the gigantic Rocs or Polyphemus-like Cyclops, it is Sinbad’s cunning, bravery and trust in fate that sees him through.
Widely read of the classics, philosophers and poetics, Scheherazade's stories become the epic that is the One Thousand and One Nights, but the truths hidden within her tales are more real than many know.
Hero | Guest Star | 60 ratings
Hero | Guest Star | 45 ratings
Move
Def
Hits
Str
Agi
Int
Mor
Move
Def
Hits
Str
Agi
Int
Mor
6
4
3
4
4
3
5
6
3
2
3
4
4
4
Special Effects
Special Effects
Climbing, Daring Leap, Disarm, Dodge, Leader (1), Luck (2), Seduce, Swimming, Tumbling, Wanted
Courageous, Dodge, Luck (1), Seduce, Victim
Unique Effects
Unique Effects A Loveable Rogue If Sinbad is in your cast, gain an additional token when determining Audience Appreciation. Free Spirit Often leaping before they look, Sinbad is agile and quick on his feet. He can ignore the usual penalties for moving over rough ground or obstacles, moving as normal up to his Move value in inches, and he is unaffected by the Blocker special effect. Sinbad can also remove the Captured status on any die roll of 5 or 6, instead of the usual 6.
Attacks Weapon
Range
Hit
Str
Effects
Brawl
Melee
4+
4
Stuns
Sword
Melee
3+
4
Parry
All Part of the Story Scheherazade is a legendary storyteller, blending together reality and imagination in her tales. So captivating are her stories, they leave the listener wondering what is real and what is fanciful. At the start of her activation, as a free action, Scheherazade can bestow a single Otherworldly or Physical special effect upon herself or a fr iendly Star, Co-Star or Guest Star within 6” for the duration of that turn.
Attacks Weapon
Range
Hit
Str
Effects
Brawl
Melee
5+
3
Stuns
FILM GUIDES | 63
SHAHRYAR
ROC
Ruler of the Persian Sassanid Empire, Shahryar is a cruel and ruthless tyrant, most dramatically exemplified by ordering the execution of each of his wives for the morning after their wedding.
An enormous, predatory bird, the Roc is known of in many cultures and in many stories. Even small examples are large enough to carry off an elephant, while the most venerable and gigantic of birds can pluck a ship from the sea.
Scheherazade breaks this bitter cycle by entertaining and thrilling Shahryar again, who had even become bored of his wondrous menagerie and collection of treasures, through the stories she spins.
Territorial in nature, stealing a Roc’s egg is a herculean task, but a bird hatched from such a marvel can be taught and trained to obey.
Villain | Guest Star | 70 ratings
Villain | Guest Star | 100 ratings
Move
Def
Hits
Str
Agi
Int
Mor
Move
Def
Hits
Str
Agi
Int
Mor
6
4
3
4
3
4
4
6
5
5
5
3
3
5
Special Effects
Special Effects
Armour, Eagle Eyes, Gifts of the Gods (3), Leader (2), Love to Hate, Luck (1), Obey Me!
Clumsy, Fearsome, Flyer, Large, Rage, Roar
Unique Effects
Unique Effects A Palace Full of Treasures Shahryar may purchase Gifts of the Gods for half of their listed rating cost.
Attacks Weapon Brawl Sword Crossbow
Range Melee Melee 24”
Hit 4+ 3+ 4+
Str
Effects
4
Stuns
4
Parry
4
Powerful Wings As a special action, if the Roc is not flying, it may beat its great wings, buffeting nearby models with powerful winds. All models, friend or foe, within 6” must make an Agi test. If they fail they are knocked Prone.
Attacks Weapon
Range
Hit
Str
Effects
Brawl
Melee
5+
5
Stuns
Beak
Melee
5+
6
-
Claw
Melee
4+
5
-
Move or Fire
"tomorrow then, you will finish the story to my satisfaction." Shahryar, King of Kings
64 | FILM GUIDES
THE ROGUE OF BAGHDAD A diamond in the rough, the Rogue of Baghdad has a heart that is pure. With her father magically enslaved by the Vizier, the Caliph’s Daughter finds herself fleeing from the palace guards and seeking refuge on the streets. There she meets an unlikely hero, an urchin and honourable thief, and together they embark on a journey to stop the Vizier from rewriting history.
Supporting Characters Heroes The Rogue of Baghdad is guided by his mentor, an old Herbalist (Wise Elder) living and working in the slums, who at one time was the Caliph’s most trusted advisor before he was ensnared and disgraced by the schemes of the current Vizier. Villains Secretly courting the rich and influential of Baghdad, and the rulers of neighbouring states, the Vizier uses charm, cunning and blackmail to move these pawns in his game of power. A dark spider in the centre of a web, he makes use of many, but trusts none - only the whispers of the Shadow Prince.
Extras Heroes The Rogue of Baghdad can rely upon the orphans and urchins of his city to aid him, Psiloi (with slings), while the Caliph’s Daughter can count on a few Palace Guard and Civilian Extras still loyal to her father. Villains The Vizier makes use of Cultist , Palace Guard and Civilian Extras. The Shadow Prince, and possibly the Vizier depending on his choice of Spells, may also make use of Shadow Extras.
2.30 Film The Rogue of Baghdad
star ring Salvatore Mineo & K im Novack
A r unaway pr incess and an honour able thief embar k on a jour ney to sto p a mad magician fr om r ewriting history (1957).
The R ogue ....................... SALVATOR E MINEO The Caliph’s Daughter .............. K IM NOVACK The Vizier ........................ J OHN CAR R ADYNE The D jinn ................................... TOR JONSON The Cali ph ....................... CHAR LES LAW TON The Shadow Pr ince .............. VINCENT PR YCE The A pothecar y .................. J OSEPH SW EENIE Producer TERR ENCE MARTER Dir ector W ILLIAM POW ELL
FILM GUIDES | 65
THE ROGUE OF BAGHDAD
THE CALIPH'S DAUGHTER
An urchin of the streets, the Rogue of Baghdad remembers little of his parents or his origins before he was orphaned. He is not uneducated however, being mentored by a kindly Herbalist, an old man who he suspects knows more about his past than he will say.
An only child, the Caliph’s Daughter has had every luxury lavished upon her and been tutored by the finest scholars. Wise, but not worldly, she has an innocence and purity to her actions and views.
A thief with honour, and a champion of the poor and downtrodden, his generous deeds do not go unrewarded, earning him a charmed, if humble life.
Protected from the outside world, life in the Caliph’s palace is all she has ever known, but with The Vizier now controlling her father and desiring her hand in marriage, it has also become her prison.
Hero | Guest Star | 50 ratings
Hero | Guest Star | 30 ratings
Move
Def
Hits
Str
Agi
Int
Mor
Move
Def
Hits
Str
Agi
Int
Mor
6
4
3
3
5
3
4
6
3
2
3
4
3
4
Special Effects
Special Effects
Climbing, Daring Leap, Dodge, Inspirational, Sixth Sense, Tumbling
Dodge, Follower (The Rogue of Baghdad), Gifts of the Gods (1), Luck (1), Seduce
Unique Effects
Unique Effects
A Diamond in the Rough Watched over by kindly spirits, the Rogue of Baghdad is guided in his actions and protected from harm. At the start of his activation, as a free action, the Rogue of Baghdad can choose to gain either the Shield of Force or Psychic special effects until the start of his next activation.
A Pure Heart Such devotion and purity doesn’t go unnoticed. Once per scene, as a special action, the Caliph’s Daughter can pray and heal any model, anywhere on the table, as if the Healer special effect had just been successfully used on them.
Attacks Weapon
Range
Hit
Str
Attacks Weapon
Range
Hit
Str
Effects
Brawl
Melee
4+
3
Stuns
Effects
Brawl
Melee
4+
3
Stuns
Sling
12"
4+
3
Two Shots
"a new past, present and future is within my grasp, and all i need do is reach out and shape it." The Vizier
66 | FILM GUIDES
The Vizier's assassins strike!
THE VIZIER
THE SHADOW PRINCE
Through years of study and preparation, and the application of dark arts, the Vizier has gained control of Baghdad, turning the Caliph into little more than his unthinking puppet.
Neither alive, nor dead, but a potential that might yet be, the Shadow Prince is what the Vizier could have been if the river of time had followed a different course.
But that is not the end, he now needs the Caliph’s Daughter to realise his full obsession and rewrite time, making his potential self, the Shadow Prince, ruler of Baghdad.
Formed of shadow, straddling past, present and future, the Shadow Prince can never be truly slain, not while the Vizier lives and seeks to alter the past.
Villain | Guest Star | 50 ratings Villain | Guest Star | 70 ratings Move
Def
Hits
Str
Agi
Int
Mor
6
3
3
3
3
5
4
Special Effects Gifts of the Gods (1), Hypnotise, Love To Hate, Magic (3), Obey Me!, Telekinesis
Move
Def
Hits
Str
Agi
Int
Mor
6
4
2
4
4
4
4
Special Effects Fearsome, Incorporeal, Magic (2), Shield of Force, Teleportation
Unique Effects
Unique Effects Schemes and Machinations If the Vizier is in your cast, when drawing Event cards draw an additional card and then choose one to immediately discard. Unravelling Time The Vizier’s first Spell must be Unweave Fate, but he is free to choose his other two Spells as normal.
Attacks
Bound to the Master If the Vizier loses a Hit, by whatever means, the Shadow Prince also loses a Hit. Shadow Servants The Shadow Prince’s Spells must be Awaken the Dead (Shadows only) and Shadow of the Self.
Attacks Weapon
Range
Hit
Str
Effects
Weapon
Range
Hit
Str
Effects
Brawl
Melee
4+
4
Stuns
Brawl
Melee
4+
3
Stuns
Sword
Melee
4+
4
Parry
SCENE GUIDE | 67
SCENE GUIDE This chapter deals with the types of scenes, often called scenarios in other games, that you can play with 7th Voyage, offering a number of options to capture that epic celluloid action.
Which Scene to Play? It is possible to play a straight up fight bet ween casts, but it is more fun and recommended that you use one of the following six scenes to add diversity and an element of story to the game. You can either choose one of the six scenes that best fits the story you’d like to play or randomly determine which one you’ll use on the table below.
Scene Size table Scene Rating
Size of cast
Suggested table size
150 or less
1+
2’x2’
150 to 250
5+
2’x2’ to 3’x3’
250 or more
10+
3’x3’ to 4’x4’
STRAIGHT UP FIGHT To play a straight up fight bet ween casts:
Random Scene table 1D6
Scene
1
Battle
2
Escape
3
Race
4
Skirmish
5
Slay
6
Steal
Attacking or Defending cast? Decide between you which casts will be the Attacking and which will be the Defending, although in some scenes, the difference between attacking and defending may be negligible. If you can’t decide, each cast should roll a dice and the highest gets to make the choice.
Size of Location? What size of table you should play on is a matter of personal preference, but 7th Voyage works well on anything between 2’x2’ and 4’x4’. It’s suggested you take into account the Scene rating and size of the casts you’re playing when determining table dimensions, but for a rough guide, see the Scene Size table below.
Cast Agree a ratings value for the scene up to a maximum of 300, both casts receive this amount.
Location The table could represent any location appropriate to the casts involved.
Set Up Both sides roll 1D6 and whoever rolls the highest chooses a table half and sets up their models first, anywhere in their chosen half. The other side sets up their models second, anywhere in the opposing table half, but no closer than 8” to any enemy model.
And… Action! Determine Initiative as normal.
Cut The scene ends when one cast has no active models in play.
Victory Points There are no additional VPs awarded for this scene.
68 | SCENE GUIDE
Battle Synopsis An out-and-out fight between the heroic and villainous forces, normally the major turning point in or the climax of a film. Whether it is the conflict that begins it all or the final scene in which the palace is stormed, nothing will be the same after this battle.
Cast Decide which cast will be Attacking and which will be Defending, and agree a ratings value for the scene up to a maximum of 300, both casts receive this amount.
Location The table could represent any location, from a battlefield between opposing encampments to two ships locked together in a boarding action.
Set Up The Defending cast chooses a table half and sets up their models first, anywhere in their chosen half and places their banner. The Attacking cast sets up their models second, anywhere in the opposing table half, but no closer than 8” to any enemy model, and places their banner.
And… Action! Determine Initiative as normal.
THE LAST VOYAGE OF SINBAD With the black ship gaining behind them and, even at this distance, the challenging screech of the Roc ringing in their ears, they knew it was hopeless. Realising that Shahryar would never cease hounding them, would chase Scheherazade to the edge of the world and use every means at his disposal to recapture her, Sinbad turned his ship to face their pursuer. Whatever the outcome, this would be his final voyage.
Heroes (Defending) Sinbad (Guest Star, 60R), Scheherazade (Guest Star, 45R), Reis (Also Starring Sea Dog, 25R), five Palace Guard (three armed with swords and two armed with bows, 45R), ten Sea Dogs (two armed with axes, three armed with swords, including a Mate, and five armed with clubs and throwing knives, 126R).
Special Rules
Villains (Attacking)
Each side must place a banner in their table half, the symbol of their belief and strength. An enemy model that is in base contact with the banner can pull it down and remove it from play as a special action. Models within 6” of a friendly banner may re-roll a single failed Morale test per turn. In addition, models may not use their Infiltrator special effect and must set up as normal in this scene, as by now the battle lines have been clearly drawn and it is too late for such subterfuge.
Additional rule: To the last
Cut The scene ends when one cast has no active models in play, or if during the End Phase has lost both their banner and has to take either a Shaken or Wiped Out test.
Victory Points In addition to the normal VPs awarded, a cast receives +2 VP for pulling down the opposing cast’s banner.
Shahryar (Guest Star with the Heartstring Bow and Shield of Darkness, 81R), Roc (Guest Star, 100R), Guard Commander (Also Starring Palace Guard, 21R), three Palace Guard (armed with two-handed swords, 21R), twelve Palace Guard (six armed with spears, including a Captain, and six armed with bows, 65R).
With nowhere to run the crew of both ships are determined to fight until the bitter end, all failed Shaken and Wiped Out tests can be re-rolled, but the scene still ends if during the End Phase a cast has lost both their banner and has to take either test.
SCENE GUIDE | 69
Escape Synopsis One cast, usually the heroes, have been caught in the territory of the opposing cast. Whether they’re discovered while trying to slip through a market unseen or attempting to infiltrate a palace or temple, the original plan has failed and the only course of action left is to fight and evade capture.
Cast Decide whether the heroes or the villains will be the Escaping cast, that cast has a maximum rating of 100. The other becomes the Chasing cast and has a maximum rating of 150.
Location The table should represent a busy public space, ideally a market, temple or the outer precinct of a palace that the Escaping cast were trying to negotiate. Plenty of obstacles, such as barrels, crates and stalls, statues or ornamental gardens, and buildings to climb and jump between are ideal.
Set Up The Escaping cast chooses a table edge to be their escape route. The Chasing cast sets up first, they may place up to a third of their models, rounding up, in the table half that is adjacent to the escape route, the rest of their models must be placed within 6” of the opposite table edge. The Escaping cast sets up second, they must place their models in the table half opposite to the escape route, but no closer than 2” to an enemy model.
And… Action! The Escaping cast gains the Initiative in the first turn as they make a run for it, but roll for Initiative as normal in the following turns.
Special Rules A model in the Escaping cast can move off the table edge of their chosen escape route. Models doing so are considered to have escaped, and do not count as lost when determining Shaken or Wiped Out tests.
Cut The scene ends when one cast has no active models in play.
Victory Points In addition to the normal VPs awarded, the Escaping cast receives +1 VP per starting Hit for each model that has escaped, while the Chasing cast receives +1 VP per starting Hit for each enemy model with the Captured status at the end of the scene (this is cumulative with the usual award for enemy Stars, Co-Stars and Guest Stars being affected by one or more statuses).
THE ROGUE OF BAGHDAD The Rogue of Baghdad and the Caliph’s Daughter are escaping through the city’s busy marketplace and are being chased by the Vizier’s guards and the Shadow Prince. With the Caliph under The Vizier’s Spell their only hope is to find a way to break his mind control, but first they must escape. Thankfully, the Caliph’s Daughter was able to steal the Vizier’s treasured Magic Lamp while fleeing from the palace.
Heroes (Escaping) The Rogue of Baghdad (Guest Star 50R) and the Caliph’s Daughter (Guest Star with the Magic Lamp, 46R).
Villains (Chasing) The Shadow Prince (Guest Star, 50R), ten Palace Guard (six armed with spears and four armed with bows, 60R) and two Shadows (40R).
Additional rule: Power to the People The bustling marketplace is filled with a host of Civilian Extras and, although none of them will openly oppose the Vizier’s guard, they may occasionally delay, distract or trip up a Palace Guard Extra. At the start of each End Phase, the hero player can move up to 1D6 Civilian Extras up to 6” in any direction. If a Palace Guard model is activated while in base contact with a Civilian, they lose their first action on a 1D6 roll of 5 or 6. Otherwise, Civilians do not impede movement in any way and can be moved through as if they were a member of the same cast. Should the villain player attack a Civilian then all hell breaks loose, and the hero player can move up to 2D6 Civilians at the start of each End Phase.
70 | SCENE GUIDE
Race Synopsis Both casts are attempting to reach the prize, a fabled and wondrous item, one of the Gifts of the Gods, before the other cast can claim it. To compound matters, the location is highly unstable, either the roof is threatening to collapse or the whole area is about to disappear beneath the waves at any moment.
SINBAD AND THE EYE OF THE IDOL
Location
Some say, that at an appointed time Poseidon releases Atlantis from its watery tomb. Those same storytellers tell of Sinbad and Shahryar racing to claim the ultimate prize from the cursed city, a diamond, reputedly as big as an ostrich egg, with the power of the Sun at its heart. It is a terrible Gift, not meant for mortals to possess, and was the cause of Atlantis’ downfall.
The table should represent a long forgotten and ruined palace or temple.
Heroes (Defending)
Cast Decide which cast will be Attacking and which will be Defending, and agree a ratings value for the scene up to a maximum of 300, both casts receive this amount.
Set Up The Attacking cast chooses a table quarter in the centre of which the prize should be set up. The Defending cast then chooses any of the remaining three table quarters and sets up their models first. The Attacking cast then chooses any of the remaining two table quarters and sets up their models second, but no closer than 8” to any enemy model.
And… Action! The Attacking cast gains the Initiative in the first turn as they make a run for it, but roll for Initiative as normal in the following turns.
Special Rules Either decide on a suitable Gift or choose one at random from the Gifts of the Gods deck. This will be the Gift that is the prize and a suitable representation should be placed on the table during set up. A model that is in base contact with the Gift can take it as a special action. Stars, Co-Stars and Guest Stars may use the Gift as normal. Should a model carr ying the Gift lose their last Hit, be removed from play, or be Captured, Dominated or Stunned, then they drop the Gift where they are.
Cut The scene ends when one cast has no active models in play, or from the End Phase of the third turn onwards on a 1D6 roll of 4+.
Victory Points In addition to the normal VPs awarded, the cast with a model carrying the prized Gift receives +3 VP at the end of the scene.
Sinbad (Guest Star, 60R), Scheherazade (Guest Star, 45R), eight Sea Dogs (five armed with swords, including a Mate, and three armed with clubs and throwing knives, 93R).
Villains (Attacking) Shahryar (Guest Star with the Horn of the Hunt and Shield of Darkness, 80R), three Palace Guard (armed with two-handed swords, 21R), eight Palace Guard (four armed with spears and four armed with bows, 48R) and a Guardian Beast (50R).
Additional rule: The Eye of the Idol Instead of choosing a Gift at random, use the Eye of the Idol for this scene.
Additional rule: Falling Stones With the city sinking and breaking apart, neither cast is safe. At the start of each End Phase both players roll 1D6. AA tokens cannot be used on this roll. Whoever rolls the highest gets to assign where a number of falling stones will land equal to the difference between the two rolls. On a tie, both sides escape unscathed this turn. Falling stones must be assigned alternately between casts, so if they first strike a villainous cast member, they must then strike a heroic cast member before another villainous model can be chosen. Each cascade of stones causes a Str 4 hit on the model struck.
SCENE GUIDE | 71
Skirmish Synopsis Whether it is a planned ambush or a chance encounter, this minor skirmish takes either one or both casts by complete surprise.
Cast Decide which cast will be Attacking and which will be Defending, and agree a ratings value for the scene up to a maximum of 200, both casts receive this amount.
Location The table could represent any location, from a ruined acropolis to a wild region of countryside, but should include a variety of terrain from which an ambush could conceivably be sprung.
Set Up The Defending cast chooses a table quarter and sets up their models first, anywhere in their chosen area. The Attacking cast sets up their models second, in any two of the three remaining table quarters, but no closer than 8” to any enemy model.
And… Action! Determine Initiative as nor mal, but the Attacking cast may roll an extra die and choose which one to use when determining Initiative in the first turn.
Special Rules During the first turn only, at the start of the Action Phase each cast must make a single Morale test using the highest Morale value of any active Star, Co-Star or Guest Star. If this test is passed your cast are not surprised or hesitant in carrying out the plan as instructed, and will activate normally. If the test is failed models in your cast may only take one action when activated instead of two during the first turn.
PHINEUS AND THE HARPIES Plagued by the Harpies for forsaking the Gods, Phineus’ price for aiding Jason is deliverance from his tormentors. In exchange for their capture, he promises to reveal the location of the Fleece and how to navigate safely through the Clashing Rocks to obtain it.
Heroes (Attacking) Jason (Guest Star, 60R), Phineus (Also Starring Civilian, 19R), six Veterans (three armed with spears, three armed with swords, including a Companion, 82R) and six Psiloi (armed with javelins, 36R).
Villains (Defending)
Cut
Podarge (Also Starring Harpy, armed with an axe, 37R), 7 Harpies (two armed with axes, two armed with spears, three armed with bows, 154R).
The scene ends when one cast has no active models in play.
Additional rule: Cowardly Birds
Victory Points There are no additional VPs awarded for this scene.
As Podarge is only an Also Starring Extra, she can’t be used for taking Shaken or Wiped Out Morale tests, nor any other Morale test requiring an active Star, CoStar or Guest Star.
Additional rule: It’s A Trap! In addition to their javelins, all of Jason’s Psiloi Extras are armed with Nets (5+).
72 | SCENE GUIDE
SLAY Synopsis One cast is seeking to assassinate or defeat a mortal or monster in the opposing cast. Whether it is a personal vendetta or the culmination of a quest, they mean to confront and defeat their enemy at all costs.
Cast Decide which cast will be Attacking and which will be Defending, and agree a ratings value for the scene up to a maximum of 300. Both casts receive this amount.
Location The table could represent any location, from a long forgotten and ruined temple to a bustling and well guarded palace, but there should be a focal point near the centre that can be defended.
Set Up The Defending cast chooses a table quarter. The Attacking cast sets up their models first, in the opposite table quarter, but no closer than 8” to the centre of the table. The Defending cast sets up their models second, in their chosen table quarter.
And… Action! Determine Initiative as normal.
Special Rules The Attacking cast must nominate a model in the Defending cast, either a Star, Co-Star, Guest Star or an Extra with 3 Hits or more and the Fearsome special effect, to be the focus of their attack.
Cut The scene ends when one cast has no active models in play.
Victory Points In addition to the normal VPs awarded, the Attacking cast receives +3 VP if their nominated model is eliminated, while the Defending cast receives +3 VP if the nominated model is still active at the end of the scene.
GORGON! Having reached the gates of Medusa’s sanctum, accompanied by his companions and their attendants, Perseus now faces one last test to satisfy Polydectes - claiming the Gorgon’s head. Entering the ruined acropolis, Perseus and his men must steel themselves against the horrors within.
Heroes (Attacking) Perseus (Guest Star, 70R), Pegasus (Guest Star, 30R), five Veterans (armed with swords and including a Commander, 70R) and five Psiloi (30R).
Villains (Defending) Medusa (Guest Star, 100R), two Giant Snakes (40R) and four Swarms (60R).
Additional rule: A Garden of Statues Medusa’s sanctum is littered with statues, in various states of repair, unfortunate victims that have fallen foul of her charms. The villainous player can place 1D6 complete statues as the scene is being set up. These statues must not be placed within 6” of another, but can be placed anywhere on the table. A heroic cast member within 2” of one of these statues cannot re-roll failed Morale tests under any circumstances, so disturbed are they by the horrific reminder of the fate that awaits them.
"was my punishment just and well earned? you are as much their plaything as i, perseus." Medusa, The Gorgon
SCENE GUIDE | 73
STEAL Synopsis One cast is attempting to steal a fabled and wondrous item, one of the Gifts of the Gods, that is being guarded by the opposing cast.
Cast Decide which cast will be Attacking and which will be Defending, and agree a ratings value for the scene up to a maximum of 300. Both casts receive this amount.
Location The table could represent any location, from a long forgotten and ruined temple to a bustling and well guarded palace, but there should be a focal point near the centre in which to place the Gift.
Set Up The Defending cast sets up first, anywhere on the table, but no closer than 8” to any table edge, and places the Gift they’re guarding in the centre of this area. The Attacking cast sets up second, anywhere within 4” of any table edge.
And… Action! Determine Initiative as normal.
Special Rules Either decide on a suitable Gift or choose one at random from the Gifts of the Gods deck. This will be the Gift being guarded by the Defending cast and a suitable representation should be placed in the centre of the table. A model in the Attacking cast that is in base contact with the Gift can take it as a special action. Stars, Co-Stars and Guest Stars may use the Gift as normal. Should a model carrying the Gift lose their last Hit, be removed from play, or be Captured, Dominated or Stunned, then they drop the Gift where they are. If the Gift is dropped, any model in base contact from either cast may take it as a special action.
Cut The scene ends when one cast has no active models in play.
Victory Points In addition to the normal VPs awarded, the cast with a model carrying the guarded Gift receives +3 VP at the end of the scene.
THE GOLDEN FLEECE With their attempts at subterfuge failing, Medea leads Jason and his Argonauts to the sacred grove of Ares, where the Golden Fleece can be found. However, forewarned of their treachery by Acastus, it is not just the Dragon that they face, but King Aeëtes and his men.
Heroes (Attacking) Jason (Guest Star, 60R), Medea (Guest Star, 50R), six Veterans (three armed with spears, three armed with swords, including a Companion, 82R) six Warriors (three armed with spears, three armed with swords, 60R) and eight Psiloi (armed with javelins, 48R).
Villains (Defending) Dragon of Colchis (Guest Star, 100R), Aeëtes (40R), five Mercenaries (armed with spears, 45R), five Psiloi (armed with javelins, 25R) and six Skeleton Warriors (90R).
Additional rule: The Golden Fleece Instead of choosing a Gift at random, use the Golden Fleece for this scene.
74 | SCENE GUIDE
LOCATION MANAGER Games of 7th Voyage can take place in all manner of locations – dusty ruins, grand palaces, lost islands, jungles or deserts. Our published scenes will sometimes dictate the terrain to be set out before play. But if you’re setting up a quick game, you can use the following table to allocate suitable scenery before you start playing. Use the basic overall terrain type to determine which column to roll on, then roll 2D6 on the Random Terrain table for each square foot of table space you have. Each item of terrain generated should be placed in its own 12” square, although you can join similar items of terrain together with neighbouring items to create larger scenic items.
Random Terrain table
Each item of terrain should be about 6” square, although you can amend to what you have – so 4” x 8” is also fine. Linear items such as walls, ditches and hedges can be up to 12” x 2”. The terrain descriptions will specify if an item of terrain should have other dimensions. If you don’t have a particular item of terrain, either agree with your opponent on another piece or roll again. Feel free to amend the table below to suit the terrain you can get your hands on. And don’t forget you can always fill spaces with small items of scatter terrain – trees, rocks, barrels or crates – depending on your location. If you know what kind of location you want to battle over then you can use the following rules and tables to generate a table full of scenery to play on.
2D6
Valleys and Mountains
Islands and Jungles
Deserts and Plains
Cities
2
Pool
Lost Temple
Village (Inhabited)
Arena
3
Broken Ground
Village (Inhabited)
Ruin
Back Alleys
4
Cliff/Glacier
Native Traps
Hill
City Gate/Wall
5
Hill
Hill
Track
Grove
6
Hill
Clearing
Broken Ground
Harbour
7
Open Ground
Forest
Open Ground
Market Square
8
Ruin
Track
Ridge
Palace Gardens
9
Track
Tangled Undergrowth
Village (Deserted)
Slums
10
Lost Temple
Swamp
Hill
Shrine
11
Village (Inhabited)
Pool
Pool
Temple
12
Crevasse
River
Lost Temple
Tunnels & Catacombs
SCENE GUIDE | 75
Terrain Descriptions Arena Bloody entertainment can be found here. Arenas are open areas enclosed by high walls with little or no cover. You may include Animals of up to 30 ratings, which will activate and charge and/or attack the nearest model within 6” before the first player’s Action Phase.
Back Alleys Narrow and winding back streets provide short cuts and escape routes for those with local knowledge. Alleys should be no more than 2” wide. If you include a Back Alley section on the table, each player must roll 1D6 in each End Phase. If they roll a 1, remove one Luck token from their pool as they fall foul of a cutpurse.
Broken Ground
Crevasse A crevasse is a deep narrow crack in the ground. Crevasses run the length of the section, and will usually be 3” across and 3 levels (6” down) if they are unable to be modelled on the table. They can be jumped or models can climb down and then back up the other side. Use the rules for Climbing on page 12, but if any model rolls a 1 when attempting their Agi test, the model either falls to their death, or becomes stuck, and is removed from the game.
Forest Areas of either stunted or verdant trees, forests are best realised by delineating the area on the table surface with either a felt or board base, or an outline of lichen. Place enough trees within this area to give the impression of a decent woodland. Areas of forest are counted as rough ground for movement purposes and provide cover (-1 to hit cover penalty) to models within them.
Grove
This is a scattered area of boulders and outcropping rocks – the bones of the earth are barely below the surface in this part of the world. Broken ground is counted as rough ground for movement purposes.
Olive gardens, fig trees and public gardens provide some seclusion and shade for residents. Groves are counted as rough ground for movement purposes and provide cover (-1 to hit cover penalty) to models within them.
City Gate/Wall
Harbour
City entrances awe visitors with their impregnable defences or towering statues, testament to the power of their rulers. They are impassable to those on the outside, but also provide cover (–1 to hit cover penalty) and highpoints for the city’s protectors to watch over all those who pass through them.
Ocean trade routes are the lifeblood of the ancient world. Docks are alive with merchants, sailors and travellers ready to ply their wares. The water within 2” of the edge of the harbour counts as rough ground. Beyond this point will require models to swim (see page 12).
Clearing
Hill
This area is naturally or artificially clear of the undergrowth prevalent on the rest of the table. Roll 1D6; on the roll of 5+ you can place a single item of scenery in the centre of this area, such as an idol, ruin, pile of bones etc. There should be no other items of scenery in this area except at the very edges of this section.
This rise affords a commanding view, and everyone knows higher ground is a good place to be. To see how big your hill is, roll 1D6. On the roll of 5+ you can have a large hill with two levels, otherwise it’s a single level rise. Up to half of the slopes on your hill can either be rough ground (scree) or impassable (steep rocky slopes). Depending on the space atop your hill you might want to roll again to see if it contains any more terrain.
Cliff/Glacier A sheer face of rock at least 2 levels (4”) high. You can either decide to have the cliff as the edge of the table, or as part of a large hill. In any case the cliff should extend for at least the entire 12” section. Cliffs count as impassable to models on foot, although they can be ascended or descended by Climbing (see page 12).
Lost Temple This can be an interior or exterior location full of crumbling columns, gargantuan statues and often the lair of some stop motion horror. If your opponent agrees, you can roll 1D6 to see what the temple contains: 1–2 nothing; 3–4 one random Gift of the Gods card; and 5–6 as 3–4, but guarded by Stop Motion models or Animals of up to 50 ratings, which will activate and charge and/or attack the nearest model within 6” before the first player’s Action Phase.
76 | SCENE GUIDE
Market Square
Ruins
Markets are busy centres of commerce packed with traders and shoppers. A busy market may be considered rough ground in some circumstances. This table section should include at least 1D6 items of scatter terrain (pots, crates, stalls and carts).
The crumbling remains of a previous dwelling await the reclamation of nature. These ruins comprise 1D3+1 sections of wall and possibly parts of a second storey and roof, along with scattered rubble. Add a tree and some bushes, or have it half buried beneath the sand – a perfect hideout or lair.
Native Traps Dangerous traps to capture or kill animals or trespassing explorers litter this area. Place 3 suitable markers face down in this section, no closer than 4” from each other to mark the traps. Roll 1D6 when models move within 2” of any marker; on 4+ the trap goes off and they suffer a Str 3 hit – remove the marker.
Open Ground This area is flat and mainly featureless, although not entirely devoid of interest. Feel free to scatter some boulders to allow models to get some cover while crossing it.
Palace Gardens Quiet reflecting pools, secluded arbors and manicured flower beds seem a world away from the dusty city outside their high, protected walls. These provide plenty of shade for pampered princesses and lots of cover for thieves and assassins.
Pool This standing water can be clear and inviting, or murky and choked with weeds. The water within 2” of the edge of the pool counts as rough ground. Beyond this point will require models to swim (see page 12).
Ridge A ridge is a long low rise, about 12” x 4–6”. The long edge rises in a gentle slope before abruptly ending in a rocky cliff face which counts as rough or impassable terrain.
River This water feature is either natural or man-made, but should be bet ween 2-4” wide. Rivers stretch the entire length or width of the table. Canals will do the same on the 1D6 roll of 4+, otherwise they terminate where rolled, with one of the other ends going off the table edge. Roll again to see what other scenic features are adjacent to the river or canal for each 12” of its length, table space permitting. Models with the Aquatic special effect can ignore the movement penalties for being in the water.
Slums Tightly packed dwellings made from whatever detritus the poor occupants can muster make for a busy and ramshackle table. Slums are poorly constructed and walls can be broken through with a successful Str test.
Shrine Shrines to deities and ancient heroes are commonplace in the ancient world. Place 1 Luck token by a Shrine. The first player to make base contact may claim this blessing.
Swamp Dry land gives way to choked and lily-filled water in the wet swamp of this section. If any adjacent area contains any water features, the swamp will continue to that feature. Areas of swamp count as rough ground.
Tangled Undergrowth This area of terrain contains several wild thickets of thorny and impassable bushes. The tangled undergrowth both blocks line of sight, and prevents any movement through it.
Temple Temples are focal points of worship and are often built on sacred grounds. Models within a temple may add a further +1 bonus to the result of any Spells they attempt to perform.
Track A 2–4” wide trail traverses through this section, extending to the table edge or some other relevant terrain feature. The trail counts as open ground, but roll for the terrain type(s) the track runs through.
Tunnels and Catacombs Cities are built upon layers of ancient habitation and ruins, and are often riddled with ancient sewers and catacombs. Place two tokens in opposite quar ters of the table within 4” of any table edge. By spending a special action and passing a successful Int test the model may move freely between the two points. Failure means the model remains where they are.
Village 1D3+2 dwellings of the appropriate type stand in the centre of this section. Any other scenery present in this area should be placed only at the very edges of the settlement.
78 | GIFTS OF THE GODS
GIFTS OF THE GODS A deck of Gift of the Gods cards are available to download for free from Crooked-Dice.co.uk, but the description and effects are also listed below.
All Seeing Eye (12 ratings) Although its origins are obscured, this clear crystal enables the viewer to see their future clearly. You may look at another player’s Event cards and take one at the start of the scene.
Apple of Discord (6 ratings) A fabled prize that sparks argument and competition amongst those who desire it. You may force another model to re-roll a successful Morale test once per scene.
Armour of the Leviathan (12 ratings) Fashioned from the thick carapace of a sea-beast, this armour will deflect any blow. Gain the Invulnerable: Melee (2) special effect.
6.30 Film Sinbad and t he Sleeping Ar my
star ring Doug Maclure & J ean Collins
Blade of Destiny (10 ratings) Filled with a purpose, this blade guides a wielder’s attack. Weapon: Str as User +1, hits on a (3+), Parry.
Bracers of the Titan (8 ratings) These simple leather bindings grant a mortal the strength of a Titan. Gain the Herculean Strength and Titanic Blow special effects.
Eye of the Idol (8 ratings) This bedazzling jewel contains great power, but also a curse! Gain the Arcane Bolt and Cursed special effects.
Familiar (6 ratings) A companion to Sorcerers and Witches, and versed in secrets. A model who has the Magic (x) special effect can learn an additional Spell.
Flying Carpet (16 ratings) A fabled and luxurious way to fly. As a special action, the model and all models in base contact with them may relocate to anywhere on the table once per scene.
Girdle of Venus (6 ratings)
Scheher azade tells the stor y of Sinbad’s str uggle to prevent Shahr yar f rom awak ening an ar my of Golden Statues, which slumber in the cur sed city of Ubar. Her tale tells how Sinbad and his men face many horr or s in their deser t trek to the bur ied city, and nally, how she had to choose between Sinbad and Shahr yar , between her love f or him and peace f or all (1975).
Alluring apparel worthy of a Goddess. Gain the Seduce special effect. Models who already have the Seduce special effect instead gain the Hypnotise special effect.
Sinbad ................................ DOUG MACLUR E Scheher azade .......................... J EAN COLLINS Shahr yar ............................ J ACK PALAHNIUK Shāhzamān .......................... W ILL CAMPBELL R eis ........................................ BR ICK PETER S Har oun ...................................... K IR K R USTLE
Hammer of the Forge (10 ratings)
Producer SYDNEY BAR RON Dir ector R ON CAR PENTER
Golden Fleece (6 ratings) The fabled prize of Jason and the jewel of Colchis. Gain the Healer special effect. Models who already have the Healer special effect can restore all lost Hits instead of just one on a successful Int test.
With which the weapons of the Gods were struck. Weapon: Str as User +1, hits on a (4+), Brutal.
Heartstring Bow (10 ratings) Arrows from this bow unleash the emotions of the heart. Weapon: Range 24”, hits on a (4+), models hit must pass an opposed Morale test or suffer the Confused status.
GIFTS OF THE GODS | 79
Helmet of Invisibility (8 ratings)
Serpents Crown (8 ratings)
A simple looking helmet that renders the wearer invisible. Gain the Invisible special effect.
A commanding headdress, an ornate Nemes adorned with golden serpents. Gain the Leader (2) special effect.
Homunculus Messenger (6 ratings)
Shield of Darkness (12 ratings)
An extension of the self, this winged messenger can relay orders. Gain the Obey Me! special effect. Models who already have the Obey Me! special effect may command a friendly model within 12”.
Consuming all light, this shield is also a doorway to beyond. Gain the Concealment and Shield of Force special effects.
Horn of the Hunt (8 ratings)
Forged at Ares’ command, to be wielded by his chosen champion. Weapon: Str as User +1, hits on a (4+), Thrust.
This dread horn bolsters the sounder and strikes terror into the foe. As a special action, the model may gain the Fearsome special effect until the end of that turn.
Lash of Flame (10 ratings) A barbed whip, burning with the flames of Hades. Weapon: Range 6”, Str as User, hits on a (4+), Entangle and Set On Fire.
Magic Lamp (16 ratings) A prison and source of immeasurable power. Grants up to three wishes, including summoning a Djinn of the Lamp. See page 47 for details and profile.
Mantle of the Lion (8 ratings) An ancient prize of Herakles, the pelt of the Nemean Lion. Gain the Invulnerable: Melee (1) special effect.
Pandora’s Box (12 ratings) A plague of evil and woe. As a special action, any model may open the box. Once opened, all models gain the Cursed and Weak Willed special effects. In addition, the model opening the box gains the Confused status.
Plaque of Destiny (16 ratings) Ancient, inscribed stones that foretell the fate of all. One per turn, as a special action, a model may read from the Plaque. Next turn, their cast gains an additional two Activation tokens.
Sandals of the Zephyr (10 ratings) Divine footwear, allowing the wearer to tread and run upon the air. Gain the Flyer special effect.
Spear of War (10 ratings)
Stygian Cloak (12 ratings) A ragged garment, torn from a section of Hades’ cloak. Gain the Concealment and Fearsome special effects.
Trident of the Sea (10 ratings) A token of Poseidon, gifted to his favoured champion. Weapon: Str as User, hits on a (4+). Gain the Aquatic and Disarm special effects.
Unblemished Blade (10 ratings) Forged by Hephaestus, this blade cannot be tarnished. Weapon: Str as User, hits on a (4+), Parry. Models cannot use their Armour , Invulnerable (x) or Shield special effects against hits from the Unblemished Blade.
80 | SPELLS
SPELLS A deck of Spell cards are available to download for free from Crooked-Dice.co.uk, but the description and effects are also listed below.
Animate the Idol (Difficulty 12) I gift you a heart of fire and sulphur. Awaken my servant and perform my will. Villain only. Animation Spell. Animates a single Living Idol within 6” of the caster. See Extras for profile.
Aspect of Terror (Difficulty 10) From the darkness crawls your terror and your bane! Villain only. Until the next turn, enemy models within 12” of one or more models successfully performing this Spell count their Morale as being one less and can’t use the Leader (x) special effect.
Banish (Difficulty 10) Begone! Return to the foul pit from whence you came! Banishing Spell. Send a model with the Summoned special effect within 6” of the caster back to the original cast’s Reserve area.
Beacon of Hope (Difficulty 8) Feel the shadow of fear driven from your hearts. Hero only. Until the next turn, friendly models within 12” of one or more models successfully performing this Spell count their Morale as being one higher.
Cage the Soul (Difficulty 12) I bind you! Cage you! In a prison of your flesh! One use only. An enemy model within 12” of the caster gains the Captured status. Leave the Captured model in place.
Awaken the Dead (Difficulty 10)
Kindle Inspiration (Difficulty 8)
Arise! Arise! Arise, and strike down my foes! Villain only. Summoning Spell. Put either a single Shadow or 1D3 Skeleton Warriors from your cast’s Reserve area into play. They appear within 6” of the the caster. See Extras for profile.
Oh, Muse! Grant us your gift and guide our actions. A friendly model within 8” of the caster may immediately take a free action, even if the model has already activated this tur n.
The Bronze Colossus awakes!
SPELLS | 81
Manifest the Spirit (Difficulty 10)
Unleash the Whirlwind (Difficulty 12)
I beseech you, Spirits, guard us and waylay our foes! All friendly models gain the Blocker special effect until the caster takes another action.
Let the Four Winds rage! Let them howl and scream, and tear at you! Enemy models gain the Slow special effect until the caster takes another action.
Pillar of Wrath (Difficulty 10) Let my anger, and my spite, become an inferno that consumes you! Summons a pillar of flame, which is treated as a weapon: Range 12”, Str 4, hits on a (3+), Burst 3”, Scatter 1D6”, Set On Fire.
Unspoken Curse (Difficulty 8)
Quiet Blessing (Difficulty 8)
No! That is not how it happened. Discard all of your Event cards, shuffle the deck and then draw a number of cards equal to the amount you discarded.
Aid us… Gain one Luck token, which is added to your Luck Pool.
Return the Fallen (Difficulty 12) Your fate is not to die this day, but to… One use only. Hero only. Return to the game a model from your cast that was removed from play. They appear within 3” of the caster. Models return with 1 Hit, but can subsequently be healed as normal.
May you… Remove one Luck token from an opposing Player, which is deducted from their Luck Pool.
Unweave Fate (Difficulty 10)
Word of Command (Difficulty 15) Obey! You will obey, obey my commands, and hear only my words. One use only. An enemy model within 12” of the caster suffers the Dominated status.
Shadow of the Self (Difficulty 10) May my shadow take on form and substance. Place a Shadow version of the caster anywhere within 12” of themselves. Any subsequent actions the casting model takes may be performed as if they were their Shadow version. Equally, anything that targets their Shadow version, such as attacks, special effects, Spells, etc, are treated as targeting the caster instead. At the start of the End Phase, remove all Shadow versions of models from play.
Turning the Tide (Difficulty 10) Our fortunes have ebbed, so now let them flow. Gain 1D3 Audience Appreciation tokens.
Unchain the Titans (Difficulty 12) Can you hear them? The very earth trembles at their cry! All models within 24”, apart from the caster, are knocked Prone.
2.30 Film Sinbad's Lost V oy age star r ing Tom Dalton & Sara Douglas
Sinbad must race acr oss the Seven Seas to save a cur sed Pr incess and r estor e peace to a troubled k ingdom. Slowly fading f rom existence, the Pr incess has until the next f ull moon to pass through the Gates of the W or ld. A long and danger ous jour ney, made wor se by the monstr ous beasts and cr eatur es they must f ace, summoned by the dar k magics of the sorcerer , Sham-Zam (1977). Sinbad ...................................... TOM DALTON The Pr incess ......................... SAR A DOUGLAS Sham-Zam ......................... PHILLIP MADDOX The D jinn ....................... BER NIE BR ISSLAW E Abu the Cabin Boy ......,,,,,.......... K EITH J ANE Fir st Mate ....................... K EVOR K MALIK IAN Pr oducer SYDNEY BAR R ON Director DUDLEY PHILLIP
82 | EVENTS
EVENTS A deck of Event cards are available to download for free from Crooked-Dice.co.uk, but the description and effects are also listed below.
Diamond in the Rough
Intermission Ice cream! Get your ice cream! Play this card to cancel an Event card just played by another player. That player may draw another Event card.
A new talent is spotted amongst the Extras. When making an attack, Morale or statistic test, or rolling to remove a status, an Extra may roll 3D6 and choose one die as the result. This card may not be used on Extras who possess the Animal or Fearsome special effects.
Not As Bad As You Think
Fighting Thin Air!
Out of Step
It’s all done with models really. A melee attack targeting one of your models automatically misses. Play this card before the to hit roll is made.
Poor special effect editing can put a scene out of synch. Play on a model that has just activated. That model can only take one action during their activation this turn.
Flee!
A soft-focus filter, and not just for Gaussian Girls. Either add +2 or subtract -2 from a Morale test made by you or an opponent. Play before the Morale test is made.
Want to keep animation costs down? Have the actor run away. One of your models can take an immediate, free move action directly away from an enemy model that activates within 6” of them.
Hand of Fate Sometimes happy mistakes play out better than the script. Either add +2 or subtract −2 from a re-roll made by you or an opponent. Play this card before the re-roll is made.
Hiding the Join! A simple trick to hide the compositing. If there is space, place a suitable obstacle, such as crates or rocks, between a model in your cast and an enemy model with the Fearsome special effect within 6” of them.
High Drama Always give the audience what they want. Play when one of your Stars, Co-Stars or Guest Stars is reduced to 1 Hit, gain 1D3 Audience Appreciation tokens.
Not so much hamming it up as playing it down. Play on a model that is attempting to recover from a status, they can remove the status on any die roll of 4, 5 or 6, instead of the usual 6. Play this card before the roll is made.
Poignant Flashback
Ropey CSO Colour-separation overlay shouldn’t be rushed. Move up to 1D3 models up to 1D3” in the same direction.
Run for It! When in doubt, less acting and more sprinting is always a safe bet. 1D3 of your models can take an immediate, free move action during your Action Phase.
Seize the Moment And… Oh! Just keep going… Action, everyone! Play this card instead of both sides rolling for Initiative, you automatically become the first player this turn and neither side receives any AA tokens.
Silver Tongue It helps to have the director’s ear or better yet the producer’s. Take a Luck token from another player’s Luck Pool and add it to your own.
"the gods are cruel, and will abandon you also." Teleklos, Beast of Laconia
EVENTS | 83
Let's hug it out!
Smoke and Mirrors It really is all done with them. Extend the range of a Spell that has just been successfully performed by 6”.
Taking Your Time A death scene can be excruciating! Play on a model that has just lost its last Hit. That model isn’t removed in the End Phase, but instead gains the Confused status, which cannot be removed. Remove the model from play in the End Phase of the following turn or if it suffers another wound.
Too Much Powder It always pays to overpack the pyrotechnics. Add a further D6 to a Spell attempt. Whatever the outcome, the model attempting the Spell may take no further actions this turn.
Weak Spot It’s all just for show really. If your next shooting or melee attack hits, it automatically damages the target, treat the to damage roll as a success. Play this card before the to hit roll is made.
2.30 Film Last V oy age of Sinbad
star ri ng Doug Maclure & J ean Collins
Im pr isoned in Samark and, Sinbad is aided in esca ping by a f ellow ca ptive, the f ormer Vizier and Scheher azade’s f ather , who has been tortur ed by Shahr yar in his attem pts to lear n the wher eabouts of the Hand of Destiny. In exchange for the Hand’s location, Sinbad swears an oath to r escue Scheherazade, even though she betrayed him in Ubar. Setting f or th to f r ee her, Sinbad and his crew must outwit Shahr yar , overcome tem pests and battle str ange beasts (1977). Sinbad ................................ DOUG MACLUR E Scheher azade .......................... J EAN COLLINS Shahr yar ............................ JACK PALAHNIUK Shāhzamān .......................... W ILL CAMPBELL R eis ........................................ BR ICK PETER S Har oun ...................................... K IR K R USTLE Pr oducer R ON CAR PENTER & W ILLIAM HAR RI SON Dir ector R ON CARPENTER & W ILLIAM HARR ISON
84 | APPENDICES
M inotaur! INT. LABYRINTH CROSSROADS - NIGHT Theseus stands at a crossroads, the corridor ahead is lled with a tangle of roots and cobwebs. Nobody has passed this way in an age. THESEUS I pray you were right, old man. Theseus takes a step forwardsA crunch of dry earth is his only warning. Dropping the torch, he whirls drawing his swordAriadne inches, eyes wide, as the sword barely stops inches from her throat. ARIADNE A cold welcome... THESEUS What are you doing here? I could have killed you. ARIADNE My father knows. His guard is being roused, and they will follow you as easily as I... (beat) I had to warn you. THESEUS It is not them I fear. You must go back, Ariadne. I beg you. ARIADNE No. No, we end this together. My life is in as much peril as yours. For aiding you. For helping Daedalus and his son to escape. (beat) I am not frightened. I do not fear my half-brother. HeSnorting laughter cuts her off, echoing off the walls. ASTERIUS (O.S.) You should, my sister. (beat) You will.
APPENDICES | 85
APPENDICES The following pages list supporting material to help you plan and play your games. Token Key Tokens Event Cards Gift of the Gods Cards Spell Cards Extra and Guest Profiles Cast List Player Reference Sheet Templates Miniatures & Scenery
85 86 88 90 93 96 101 102 103 104
Token Key Activation
Audience Appreciation
Captured
CAPTURED
ACTIVATED
Confused
ONLINE RESOURCES
AUDIENCE APPRECIATION
Dominated
D E T A N I M O D
D E S U F N O C
You can download a PDF version of all the resources you need to play 7th Voyage from the Crooked Dice website:
Flying
G N I Y L F
http://www.crooked-dice.co.uk/wp/rules/7thVoyage/
Leader Activation
Luck
On Fire
K C U L
LEADER ACTIVATION
Scared
D E R A C S
Stunned
E R I F N O
Wounded
D E N N U T S
D E D N U O W