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The stronghold of Zaebas, especially the marsh Göt-whalle, has always been regarded as a deadly inhospitable
place, even for the Demonic forces of Adramalech, who is theoretically responsible for this region. To add salt to
this wound, for months, a core group consisting of rebel mercenaries, lost souls particularly against his ascent
Authority have been launching bloody attacks on the rear of his armies.
We are in September of the year 1634 and this festering boil in the bottom of Hell will soon know the most
violent fighting since the arrival of the Westerners into hell as three factions penetrate into the swamps at
virtually the same time.
As a first step, Phölm, the demon lord under Adramalech launches its legions from its citadel, which is cut off
from the north, and attempts to destroy all life in the marshes. Quickly, his attack, which was poorly organized,
was hampered bu the hostile terrain and was slowed. The counterattacks by the Lost hampered the steamroller
and he was forced to stop. As often in hell, the strategy handed down from the generals becomes a fight to death
where every mud puddle won is soiled with the blood of soldiers killed in battle.
A few days later, Western scouts, who were finding food for the human and Christian armies, discover the heart
of the marsh, where plants curious fruits are bursting with water as pure as can imagine in this hostile world. As
pure cherubim and a newborn roses growing in a putrid area, "flower water"
Gems are lost in a sea of filth and become, within a few days, more important than the powder for rifles or the
month-end salary. All the generals want them, and all those responsible for stewardship swear by them. Quickly,
chaotic explorations were organized where small companies are sent to harvest the fruits.
From their side the Sarassins, present for several hundred years, have learned to their folly that these water-
flowering fruits are only drinkable for a few months each year, and that if we want to provide a steady stream of
cold drinks troops in the area they must filter the poisoned marsh water to turn it into drinkable water. To do this,
they installed a series of filters and pumps in the southern marshes. And they see course the arrival of western
troops demonic and with the utmost animosity.
Not to mention that more and more warriors are driven insane by the fighting and the thousands of insects that
live in the marshes, changing sides rather than fighting. As the fall season progresses, death will come upon
thousands of the warriors in the marshlands.
This campaign consists of several elements you can mix freely in your games.
On one hand, you will find in the "Putrid Swamp" chapter a new set of terrain and specific areas of
conflict for the Göt-whalle mars but you can easily use them in your friendly games to represent other
marshlands.
On the other hand, you will find five new scenarios that will be used in the campaign, but they may
also be used in friendly games, along with those described in the rules.
Note, however, that some are very specific and it is advisable to have a versatile company if you want
to win the campaign.
Determining the Scenario
Scenario - 1d6
1-3 Specific scenario (see below).
4 Conquest.
5 Take and hold.
6 The player who has Domination decides which scenario will be played among the three above.
*When you get a specific scenario, see the table below. Play the scenario listed at the intersection of the two
factions being played.
Scenarios
Starting Placement:
The deployment zone for each player is a series of four 10x10” squares, separated from each other by a square of the
enemy player's deployment zone.
The player who has domination chooses which player places their first fighter in a deployment zone (of their choice).
Then, the second player places one of his fighters in one of his deployment zones (of his choice). Once this is done,
players must alternate placing one of their fighters in the deployment zone following the one where they have
previously placed a fighter, in clockwise direction.
Duration:
The game lasts 5 turns.
Special Rules:
As the fog is dissipating, for the first turn, all models have the ability Stealth 4. After the first turn, the fog has
completely dissipated and the models lose this ability.
Victory Conditions:
The winner is the side who has the most points of surviving models at the end of 5 turns.
Head Hunters (Chasseurs de têtes)
When the battle is beyond all reason, when the strategyies shatter morals and degenerate into the most brutal of
savageries, any victory is too good to pass up. And what could be more gratifying than head of an opponent, hanging
with prestige from a belt or held high on a pike?
In this scenario, the two companies will seek to decimate the most famous hero on the opposing side to win glory and
honor.
Starting Placement:
The deployment zone for each player is a pair of 10x10” squares, set in opposite corners of the map.
The player who has domination chooses which player places their first fighter in a deployment zone (of their choice).
Then, the second player places one of his fighters in one of his deployment zones (of his choice). Once this is done,
players must alternate placing one of their fighters in the opposite deployment zone until all are deployed.
Duration:
The game lasts 5 turns.
Special Rules:
Top Heads: For determining Domination, each independent killed counts as 2 models killed. If a side has no surviving
independents, then any surviving Officer is considered an independent for purposes of this rule.
Victory Conditions:
If one side kills every independent in their opponent's party, the game is over and that side is declared winner.
At the end of the game, the player who killed more of the enemy's independents is declared winner, if the number of
independents killed is equal, the game is a tie.
Conquest (Conquête)
In this scenario, the two companies were ordered to control a strategic point of Hell. Irregardless of the losses, they
will have to pay in blood for each inch of land won.
Starting Placement:
The deployment zone for each player is the strip of board up to 5” from their starting edge. It The player who has
Domination chooses which player places his fighters before the other.
Duration:
The game lasts 4 turns (variable).
Special Rules:
None
Victory Conditions:
The playing area is divided into 9 10”x10” squares (the same as the terraforming zones). At the end of each round,
determine who has control of each square. Each controlled square is worth a number of conquest points based on its
position on the board.
At the end of the game, the player who has the most conquest points is the winner. If both players have the same
number of conquest points, it is a tie.
Exchange of Souls (Échange d’âmes)
Nobody knows why, in the marshes of rotten Göt-whalle, some fighters become crazy when warbands clash. Some
believe that insects lie in the brain of living beings, attracted by the warm blood. And that the damage caused begins
to affect the intelligence of their host. Others believe that the souls of warriors long dead begin to affect those who
have just died.
In this scenario two companies will be fighting in a battlefield that is at the very least strange.
You will soon discover that these tormented souls leave the combat chaotic and uncontrolled.
Starting Placement:
The deployment zone for each player is the strip of board up to 5” from their starting edge. It The player who has
Domination chooses which player places his fighters before the other.
Duration:
The game lasts 5 turns (fixed).
Special Rules:
Exchange of Souls: Once a model deals lethal damage to an opponent, his soul immediately inhabits the body of the
deceased. A fighter is affected by the exchange of souls when it is killed by taking damage inflicted by a table power
(ranged, melee, or remotely). This is ignored for blast effects or any other death that is not caused by a particular
model.
Officers and lémures are the only fighters that are immune to this effect, they die and kill normally.
Remove the model that delivered the killing blow from the table. The player who controls the fighter takes control of
the fighter he has just killed. The latter is regarded as part of his company. It is not simply controlled (one can
therefore use all of it's abilities).
This fighter has a number of PV equal to the maximum that could have been dealt by the blow that killed it, up to a
maximum PV available on the stat card. If the model has a unique power that has already been used, it cannot be
reused.
The total CMD points available to players must be updated accordingly whenever an 'exchange' involving fighters
with a CMD stat takes place (a loss happens immediately, but a gain is only taken into account during the next
Maintenance phase).
Victory Conditions:
The winner is the side who has the most points of surviving models (including those models taken from their
opponent) at the end of 5 turns.
In this scenario, the two companies have received orders to go harvest these flowers to help with water supplies for
their troops. Of course, only death will determine who will be able to reap these precious globes.
Starting Placement:
The deployment zone for each player is the strip of board up to 5” from their starting edge. It The player who has
Domination chooses which player places his fighters before the other.
Duration:
The game lasts 4 turns (variable).
Special Rules:
Discovering Water Flowers: Beginning in the second round, at the end of the Maintenance phase of each turn, the
player who has Domination Rolls 1d3 (1d6 / 2). The result indicates how many water flowers will be discovered that
turn. He then randomly determines (by rolling 1d6 for each flower), in which of th three central areas the flowers
appear in.
Placement of water flowers: Once the area is determined, players position where the flowers blossom. This area must
be at least 2 inches of everything fighting, and not in impassible terrain. The player who will position the water
flowers are chosen, in order of priority:
− The player who control most scouts in the area;
− The player who has the tactical control of the area;
− The player who has the Domination.
Flowers are counted if they are on the ground or carried by any fighter. If both players have the same number of water
flowers in their starting area, the game is a tie.
Starting Placement:
The deployment zone for each player is the strip of board up to 5” from their starting edge. It The player who has
Domination chooses which player places his fighters before the other.
Duration:
The game lasts 4 turns (fixed).
Special Rules:
None.
Victory Conditions:
The playing area is divided into 9 10”x10” squares (the same as those used in terraforming). At the end of the game,
Determine which player has tactical control over each of the center squares. The player with control over the most
squares is the winner. No ties are possible.
Filter pumps (Pompes de filtrage)
The Sarassins were the first to use a system of pumps that turn putrid marsh water into drinkable water. With the
arrival of the Westerners, the situation is suddenly complicated. Some companies massacre the workers to seize the
structures while others mount operations to sabotage these pumps and deprive the enemy of this indispensable
resource.
In this scenario, the two companies have received instructions to destroy a filtering station of their opponent's
while protecting their own.
Starting Placement:
The deployment zones of each player are the 10”x10” squares located in two opposite corners of the battlefield.
The player who has Domination chooses which player deploys his fighters before the other. At the center of each of
the deployment zones, place a pump marker. The ideal way to represent the water pumps is with a piece of terrain
(Construction, Impassible, Blocking).
Duration:
The game lasts 5 turns (fixed).
Special Rules:
Destruction of the pump: The pump is destructible with the following stats: DEF 2, PR 4, PV 25. See below for the
destroyable terrain rules.
Victory Conditions:
The game ends immediately when one player brings their opponent's water pump to 0 PV.
At the end of 5 turns, if neither player has destroyed another player's water pump, the player who has dealt the most
damage is declared the winner. If the amount of damage inflicted is the same, then the game is a tie.
New Rules
Destroyable Terrain:
It is possible to represent destructible elements on the battlefield (buildings, natural obstacles, etc.). Below are the
rules to deal with attacks against such elements.
Definitions:
A destructible element is not treated as a fighter, it is simply a piece of terrain.
It is possible to attack. A destructible element is never regarded as any particular company, it is neither an ally nor an
opponent.
Destructible terrain is defined as any other element, with regards to definitions of a size and possibly by effects.
Specific Properties:
A piece of destructible terrain has three characteristics normally on fighters, which are: Defense (DEF), Protection
(PR) and Points of Life (PV).
Destructible terrain is not affected by the following damage types: Drain Life, spiritual damage, Poison.
Destructible terrain is not affected by the effects relating to the FOI of fighters.
Destructible terrain is unaffected by auras and spells other than those which inflict damage (excluding Drain
Life Damage, spiritual damage, and Poison).
Destructible terrain is never affected by the changes of state with the notable exception of Consumed (except for
poison, Obviously).
Destructible terrain may have certain special abilities which take effect as if it were a combatant.
The model attacks as usual (support is possible, penetrating strikes are possible, etc).
This is an attack without retaliation (however the special ability Vicious does not work in this case).
If the fighter attacks a destructible element is in contact with one or more opponents, one of them (At the option of
their controlling player) could then engage in an attack without retaliation against the model.
Ranged Attacks: It is possible to target destructible elements, respecting the rule of targeting.
Putrid Swamps
The infernal region where this campaign is taking place swarms with carnivorous life, and death. Even
the plants are moving with a life of their own and delighted by the flesh and blood of those who fall in combat.
1 Point elements
− Bog
Difficult, Plot
A large puddle of mud blocks movement and dirties the heart and soul of all who enters it.
− Death Fog
Plot, blocking
Obstructing gases of decomposing plants form an opaque cloud and gives birth to fear in the hearts of
men.
2 Point elements
− Muddy Field
Difficult, field
This vast expanse of stinking mud makes any movement erratic and tiring.
− Carnivorous Marsh
Plot, Mortal 3 (affects models on 50mm bases without pathfinder)
A large body of water and mud mixing with carnivorous roots seeking to trap any individual heavy
enough to trigger them.
3 Point elements
4 Point elements
Zones of Conflict