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  • 1 Blight

    V 2.6

  • 2 Blight

    Blight:A Post-Apocalyptic Campaign Setting for

    Song of Blades & Heroes

    A Fan-made Supplement

    Song of Blades & Heroes is Property of Ganesha Games

    Requires These Ganesha Titles:

    SBH, SDG, SGD, SWW

    V 2.6

  • 3 Blight

    ContentsIntroduction 4

    What does this setting add? 4Terrain 4Balance 4Official Junk 4

    History 5

    Map of the Blight 6

    Now 7Weather 7

    Places of Importance 8Services 8

    Special Currency 8Trading S.C. for Gold 9S.C. Sale Price Chart 9S. C. Fluctuation 9The Other Currency 9Decay Players Selling S.C. 10Special Currency Summary 10Chart Price Fluctuation Roll 10

    Warband Construction 11Playing an Em Warband 11Playing a Dee Warband 11Playing a Priest of Decay 12

    Settlements 13Starting Bases 13

    Base Upgrades Catalog 14

    Scenarios 17Modifying current scenarios. 17The New Scenario 17Base Raid: Loot 17Base Raid: Rescue 18Base Raid: Seize the Land 18

    Random Occurrences 19

    Beastiary 211: Constructs 212: Twisted Wretches 213: Generic Warband Warriors 22

    Tokens 24

    Preview:Episode 1: Doom Rails 27

  • 4 Blight

    IntroductionBlight is a setting and partial campaign

    structure for use with Ganesha Games products Song of Blades and Heroes (SBH) and its campaign rule expansion, Song of Deeds and Glory (SDG). Neither SBH or SDG provide a campaign setting, although they provide guidelines and suggestions for creating your own. This is a definite strength in the system, it allows for nearly any setting to be played.

    When my gaming group sat down to determine what type of campaign we wanted to put together, it was unanimous: Ruined City. No, this does not mean Mordheim. Mordheim is a specific game, not a genre. The genre is post apocalyptic fantasy. The more fleshed out the world became, the less related to Mordheim it seemed.

    The second major focus of the campaign was a conflict between magic and technology. It was decided this conflict would be the one which ended the world.

    While assembling the document, it became rather clear that there was many aspects of the world we wanted to keep particularly vague. This is purposeful. A lack of definitive truths leaves plenty of room for other stories to be told (what exactly is on the other side of those gates? Is the god of Decay real, or just side effects of left over magic? Etc.).

    The other advantage to the holes left in the background is to allow any other group (and our group in its future campaigns) to add their own flavor. At no point is a Twisted Wretch ever described in detail. That choice is up to

    your campaign group, and the models you have at hand. There are numerous locations for continuation and expansion.

    Our first official expansion is a story driven campaign about the creation of a rail line between the 2 camps, Doom Rails. We hope others will be inspired to create their own campaign stories (and release them to the community).

    What does this setting add?

    The main thing this document adds is a story setting, a location and culture in which to stage your campaign. The second most drastic addition is the optional base defense module that can be plugged into SDG with minimal overlap. What this module does is to add upgradeable and customizable base camps for each warband that can be attacked by other players.

    You must now decide more carefully how to spend your gold; either on making your warband stronger or on increasing your defenses back home. There is an all new level of strategy to be found in the placing of defensive structures before a raid; along with the strategy of attacking into a preplanned defensive layout. Players should feel free, before the campaign starts, to invent their own defenses and agree on a catalog price.

    Some Economic changes also come with the campaign. There is 3 new special currencies whose value fluctuates with a sort of economic randomness. The 3 factions a player can choose from each has one special currency it values above all else. Continue using all the ways SDG provides Gold to warbands, the inclusion of the special currency makes up for all the extra money players will need to spend on defense of

    their bases.

    Terrain

    The Architecture of the Blight is never express-ly described. If your campaign groups urban scenery is primarily composed of middle east-ern structures, then that should be the terrain of the Blight. If your scenic options are more centered around the French country side at the turn of the century, that can also work. The only real rule with scenery is this: Unless other wise stated, the table should be standard size and choked with scenery.

    Balance

    The only balance in this setting book is based around fun. If you notice something getting out of control, it is up to the other players to mature-ly reign it in. Always use common sense, and dont be a Jerk.

    Official JunkThis is a Fan Project and is in no way associated with Ganesha Games. No rules from Ganesha Games products are included within.

    Some background Photoshop Brushes by Hannarb & ObsidianDawn

    All other artwork is original and belongs to Hour11, 2012.

    Any similarities between this game and any other licensed product is purely coincidence.

    Find more projects from the fellas at: Hour11gaming.blogspot.com

  • 5 Blight

    HistoryIn the time before history was lost, there

    existed two glorious cities. Between the cities rolled a hundred miles of wilderness. But the cities continued to grow and expand, as cities often do. When the edges of both cities met in the wilderness, small skirmishes broke out over petty disputes involving property lines, or the ownership of a hog; the usual reasons people argue. No is quite sure how it escalated so quickly, but the lines were drawn in the sand. Despite the blurry edge where one city ended and the other began, it became quite clear which citizen lived in Maldon and which claimed citizenship in Dygar. Murals of flags were painted, and quickly defaced. Unofficial Peoples Militias were formed to enforce the imaginary border, while back in each city proper, no one paid attention to the squabbles on the border.

    Generations passed and the border shifted miles in each direction. Eventually a swath of the city became unlivable; called only the zone, it was a ghost town where only the most unwanted human filth survived. The border slowly creeped back and forth across the zone. By this time rulers of each city had erected great walls around the wealthy core of their city proper, the old original streets that dated back to a time before the cities had overrun each other. The wealthy citizens of each city had decided it was time to forget about the messy peasants, about the Zone, and about the other city.

    A Maldonian man, remembered In the legends only as R, organized the rabble of Maldon. They marched across the zone, brandishing pitchforks, hammers, and sharpened sticks. The massacre of the unprepared Dygar militia

    quickly got out of hand. It wasnt enough to just slaughter the men, the bloodshed and pillaging left just as many corpses of the elderly, women, and children. All Dygarians were set upon by the out-of-control Maldonian militia, and their mysterious leader, R.

    The Dygar government could not forgive this trespass. They formed up their soldiers and marched, thousands of well trained and well armed men against R and his peasants. Hearing word of Dygar military action against their kingdom, the rulers of Maldon raised their army and sent them off to meet the Dygar threat.

    The battle raged for months through the streets and buildings between the two cities. The king of Dygar had set his engineers to work inventing new and more efficient ways to bring death to their enemies. As Maldon lost more and more ground to their steam-powered opposition, the king of Maldon was approached by his advisor. The old man claimed to have a secret weapon - old magics, long forgotten and long forbidden.

    All out war ransacked the land between the cities, an area now known as the Blight. The war machines of Dygar destroyed entire neighborhoods with their ordinance, while the wizards of Maldon stood atop the city walls and rained fire from the heavens. The gates to both cities remained closed to the citizens of the Blight who sought refuge in the ruins and hovels of their former homes.

    Dygars factories choked smoke into the skies, while a whirling portal of black fire grew in intensity over the city of Maldon. The whole world burned. One day, after more than 200 years of war, both cities went silent. The smoke stacks

    of Dygar, barely visible above the soot stained walls, stopped coughing out dark clouds. Bolts of errant magic stopped cracking from the towers of Maldon. The people of the Blight crawled out of their hiding places into the silence. They were alone. Well, not entirely alone. Rogue machines, forgotten by their Dygarian creators, patrol the streets killing all they see and searching for sources of power. Monsters conjured from the darkness by Maldonian wizards stalk the nights looking for magical foci. The citizens of the Blight banded together in small groups for protection.

    It wasnt long before these bands of survivors started competing over territory, supplies, weapons, and just about anything else they could think of. The ones who could use the loci stones to create magic or the ones who could repair the old technologies with scrap from the Blight became the leaders of the communities. The survivors gathered by the gates to the cities, it was safer along the wall - you only had to defend three sides instead of four...

  • 6 Blight

    Map of the Blight

    1. Em Encampment

    2. Dee Encampment

    3. Temple of Decay

    4. The Zone

    5.

    6.

    7.

    8.

    Fill in the special places your campaign calls for.

  • 7 Blight

    NowNone remember the words Maldon or Dygar these days. Only the oldest

    survivors in the Blight might know why those who grow up in camps run by practitioners of arcane arts call themselves Ems, and those who grew up in communities where children learn to use a wrench before they learn to walk call themselves Dees.

    Your warband will be of one of these lineages. Seeking either hunks of machines (Bolts of Scrap) or left over magical stones (Power Loci). Carry overs and fallout from the ancient war; both are now currency; both also status symbols. New and upcoming warbands need all the currency and status they can get. Its the only way to acquire safety. But, theres also a third possibility.

    In the wasted ruins of the Blight, a religion has started. Priests worshiping the decay and disease that cover the landscape, their bodies twisted by too many years in the polluted craters of the ruin center, raising the corpses of old, long dead soldiers to do their evil bidding.

    Faction BalanceA perfectly balanced campaign will involve 3 players, one of each faction

    (or 6 players, 2 of each faction).

    However, having an unbalanced distribution of factions will not throw the game off too much. It is essential players understand that if a campaign is

    unbalanced, the distribution of currency will be thrown off. For example: 2 Em players and 1

    Dee player, Power Loci are more valuable in general and there will be fewer to go

    around, this economic unbalance ap-plies to any unbalancing of the fac-

    tions.

    This does not make it unplay-able, it only shifts the econ-

    omy in some unpredict-

    able ways.

    About The BlightWeather

    The weather in the Blight is unpredictable, on account of the whirling portal of darkness that drifts around the sky. Any type of weather from any climate can tear down from above without notice. Its not uncommon for a warband to be searching in snow drifts on one block, piles of ash on another, then seeking cover from the flaming comets that could begin crashing into the ground at any moment.

    Whenever a weather shift comes up on the random occurrences table, it means that the next turn (and only the next turn) is affected by the weather conditions. When rolling for another random occurrence, there is a chance that the weather continues. See the section under Random Occurrences for more information.

  • 8 Blight

    Places of Importance

    There are two places of moderate safety within the Blight: the primary encampments. They are only moderately safe since even in the encampments anyone will shank a stranger for a fistful of gold. People gather around these encampments because they need supplies and the false feeling of security. These encampments are led by the most powerful warbands in the Blight. The most powerful Em leader and his band control the encampment at the sealed gates of ancient Maldon. The most powerful Dee warband holds power across the Blight between the twin gates of Dygar. The most twisted of all the Priests of Decay over sees the Temple of Decay in the central wastes.

    Small warbands who dream of one day running an encampment stake a claim on the borders of the encampments, venturing into the ruins in hope of treasure and glory.

    ServicesAll the services found in SDG can be found in the encampments of the

    Blight, along with one other special service, The Agents.

    Agents ex-change Special Currency for Gold (for more informa-tion see Special Currency in the next section).

    Special Curren-cy is not found in SDG and is a unique element of Blight.

    Special CurrencyPower Loci (PL) and Bolts of

    Scrap (BoS) are Special Currency (S.C.) which are always in high demand. Power Loci are left over crystals of arcane power, and Bolts of Scrap are the remaining bits and pieces of destroyed machines.

    Ems value the magical properties of Power Loci more than the steel and iron of Bolts of Scrap, and Dees feel the opposite; seeing Power Loci as useless rocks and Bolts of Scrap as pieces of infinite mechanical potential.

    For this reason, its harder for Ems to sell BoS, since trade between the Ems and Dees is tense at best. Often Em warbands try to collect BoS not for its value, as much as to keep it out of Dee hands. The same goes for Dees and collecting PL.

    Priests of Decay view Special Currency a little different than Ems or Dees. They hunt for both PL and BoS because their hidden masters demand them (although they receive the same low price for either), but above all, they crave fresh corpses, found on the battlefield as Corpse Counters (CC).

    In Brief:Ems want Power Loci (PL) for its magical potential.Dees want Bolts of Scrap (BoS) for their machines.Decay wants Corpse Counters (CC) for their evil undead armies.

  • 9 Blight

    Trading S.C. for GoldSelling your Special Currency is better done in small quantities, it increases

    demand. Likewise, larger warbands can brave going deeper into the Blight, fight off stronger bands of scavengers, and defend larger stockpiles. But, the larger the warband, the larger their cut - and the lower your profit. Also, hoarding S.C. is dangerous... you never know when someone might go after your stash and attack your base camp.

    Gold is usually found as bits of melted old coins. Its far more common than either PL or BoS. Most shop keepers dont deal in Special Currency since its value fluctuates with the whim of the leaders and their projects. Every major settlement has an Agent who changes Special Currency to gold. These agents are easily spotted, as they dress in black robes and never show their faces. They travel in packs of 12 men in identical hooded cloaks. This way, when they move from place to place, you never know which is carrying the valuable goods. If a warband was foolish enough to attack the agents, they would kill one and be quickly dispatched by the other 11.

    S.C. Sale Price Chart

    # of

    S.C

    . Sol

    d at

    Onc

    e Number of warriors in warband (Not counting Leader)

    1-3 4-6 7-9 10+1 30 25 20 152 50 45 40 303 70 65 60 454 105 100 95 805 120 115 110 95

    Note the value decreases as more pieces are sold at once, AND as the size of your warband grows.

    S. C. Fluctuation The Chart Price (Listed on the Chart above) is for the sale of your warbands

    primary currency (PL for Em, BoS for Dee, CC for Decay). When selling the other type of currency, declare how much of it you plan to sell this round, then roll 2d6 and subtract that amount from the chart price. This means you will sometimes get close to the same amount for your Off currency, but you will never get as much (*NOTE: you will also lose more value trying to sell small quantities of your Off currency instead of large quantities, this is the opposite of what happens with your Valued currency).

    The Chart Price can change rapidly. After each battle, roll 2d6. On a roll of Seven, the price has changed. Roll a d6, if its Even: all Special Currency has gone up by 1d6. If its Odd: the prices of all Special Currency have gone down by 1d6. Any roll of doubles resets the price. On any other roll (non-doubles and not totaling 7), nothing happens. These effects are persistent and stack.

    Example: After the first battle, Player 1 rolls a 3 & 4 ( = 7). They then roll a d6 and get a 2 (even). The price increases by 1d6, they roll 1d6 and it comes up 3. All Special Currency is selling for its Chart Price +3 (before any modifiers for Off currency, etc.). After the second battle, Player 2 rolls Seven again. They roll a d6 and its Even again. They roll a d6 to see what the increase is. Its 4. That means the price of Special Currency is currently the Chart Price + 3 + 4. After the third battle a doubles is rolled (4 & 4). That resets the value to just the basic Chart Price. Everyone wishes they sold when it was at +7.

    When selling your Off currency, you always subtract 2d6 from the modified Price Chart. (In the previous example, After the second battle, Off currency is selling for Chart Price + 3 + 4 -2d6). If the Price Chart starts dropping (rolling Odds on your fluctuation roll), that means all currency value is falling. The Off currency modifiers never change, only the base Chart Price is constantly fluctuating.

    The Other CurrencyWhen a Decay warband battles an Em or a Dee warband, they know there

    will be corpses aplenty to be dragged from the battlefield in the name of the dark god. However, when a Decay band battles another Decay band, those Corpses are the prize. When Decay V. Decay happens, no matter what the scenario says, place Corpse Counters (C.C.) in place of whatever type of S.C. is called for.

    In scenarios where a Decay warband faces off against an Em or Dee, then any model taken Out of Action becomes a corpse counter (dont worry about if they survive in the post game roll). Non-Decay warbands gain no bonus for collecting the bodies of their fallen comrades, except to prevent the Decay player from getting them.

  • 10 Blight

    Decay Players Selling S.C.

    When Decay players sell PL or BoS, it is always as Off Currency, in other words, minus 2d6. This is offset by the fact that they can sell Corpse Counters for an extra 1d6 above current modified Chart Prices, and Corpse Counters are possible to acquire every scenario they play.

    Special Currency SummaryPL BoS C.C.

    Em Valued Off WorthlessDee Off Valued WorthlessDecay Off Off Valued+1d6

    Valued: Sells at Chart Prices for this Warband.Off: Sells at Chart Prices - 2d6.Worthless: Cannot be sold by this Warband.

    Chart Price Fluctuation Roll

  • 11 Blight

    Warband Construction

    Warbands in The Blight are constructed by the usual rules in SBH. The only difference is that your warband must be either:

    an Em, devoted to recovering the secrets of the arcane arts; a Dee, devoted to recovering the technologies of the old world; or, a Priest of Decay, devoted to rot and corruption.

    This choice affects not only the theme of your warband, but also the possible compositions, and advancement.

    Compositionally, there is very few restrictions on your warband. This is purposeful, to stay within the philosophy of SBH. The restrictions are listed below and are not meant to constrain you, but only to focus your thematic choice.

    A variety of races once existed in the twin cities, and are now trying to survive in the ruined town. Although they tend to stick to their own kind, it is not unusual to see a dwarf and a gnome scavenging the ruins with a band of elves. In general, though, elves are more commonly found in Em bands, and dwarves are more often seen in Dee bands. Humans are still the most common race in the Blight.

    Playing an Em Warband

    Em Leaders: A typical leader of an Em band is a beginning wizard who is mentored by a leader of one of the major Em settlement. The mentor will have this relationship with as many warband leaders as possible, trading instruction in the arcane for the Power Loci their work requires. It is possible your leader has no desire to be a wizard at all, there may be something else they want from the powerful Em leader...

    Magic is not very powerful since the fall of Maldon. It is not something that can guarantee your dominance, at least not at the lower levels. What you end up with is a combination mercenary witch, capable of swinging a sword and fighting dirty in the alley behind the pub, while slinging minor sorcery with their off hand. The leaders of the most powerful warbands are fearsome sorcerers trained to fight with every weapon at their disposal, these are not frail old man wizards, they are brigands that have mastered the arcane for

    the sake of their own greed.

    Restrictions: Em warbands may not have any Artificial or Undead creatures. They are the only warband capable of having magical special rules and Animals.

    When designing your Em warband there are a few thematic guidelines you should follow in order to preserve the flavor of the world. Your leader should (although it is not a requirement) have a type of magic special rule (but not necromancer). The magic user rule you choose will affect your warbands theme; a cleric led warband is very different from a sorcerer led one. The type of henchmen that follow your leader can vary quite a bit. They could be powerful mercenaries protecting their wizard champion, or acolytes wishing to learn from their masters. Possibly they are just rabble the leader hopes to shape into something better. Animal familiars? Magical Summons?

    Playing a Dee Warband

    Dee Leaders: A typical leader of a Dee band is an apprentice tinkerer who hopes to learn the secrets of the old tech from the inventor generals, and possibly become an inventor general themselves. I.G.s dont have time to hunt for scrap themselves, they are too busy building war machines, they will gladly trade old blue prints for new scrap.

    Dee leaders arent just intelligent machinists, they are the stock of miners and smiths. Arms powered by years of shaping metal, busting rocks, hauling machinery. They are as at home leading a crew of laborers as they are alone in a workshop, and just as comfortable smashing in the heads of their enemies with massive wrench or firing black powder cannon.

    Restriction: Dee warbands may not have Undead or Magical models. They are the only warband that can have artificial units.

    Thematic guidelines for a Dee Warband: Just like the open ended possibilities of an Em Warband, there is no single type of Dee Warband. A group of Miners, who spend their time tunneling through the rubble and basements of the Blight are no less Dee than a group of mechanics, or scientists. All Dee Leaders should be Lethal against a certain of type of Magic-User because they were raised to hate the Ems and their arcane

  • 12 Blight

    tricks. Very few Dee warbands can be found without some type of robotic or mechanical creatures serving them. At the very least, most Dee leaders will have sort of mechanical servant - the complexity of which is something of a status symbol amongst Dees.

    Playing a Priest of Decay

    Decay Leaders: A typical Priest of Decay was born in the worst parts of the Blight. Their bodies have been twisted by the remnants of dark magics, exposure to years of the corruptive power of the ancient spells that run rampant through the Blight. They stopped fearing the screaming shadows long ago, they found ways to control the creatures of the madness in the darkness. At a point, the voice of the dark god started speaking to the priest of Decay. Is the dark one real, or is it just insanity?

    Insane or Evil? A Priest of Decay could easily be either... or both. They should probably be at least one, if they are to spend their time surrounded by shambling corpses and twisted creatures.

    Restrictions: Decay warbands may not have any Artificial or mag-ical models, except for Necromancers (SGD 9). They are the only band that can field Undead.

    Thematic Guidelines: Your leader is the head of an evil cult. They worship a dark god, that may or not exist, and wander the wastes of the Blight looking for sacrifices and corpses for their god. A group of elves in black robes, creeping in the shadows while clutching sharp, improvised knives, could be a Cult of Decay. Twisted Mutant bodies crawling over the rubble, licking their malformed teeth, and searching for corpses to devour - also a possible Cult of Decay.

    Dont limit yourselves, some Cults of Decay are corrupted Ems or even Corrupted Dees. Whats a polluted construct of the Dees look like? What about a pick-ax imbued with dark magics... Mad scientists are great inspirations.

  • 13 Blight

    SettlementsStarting Bases

    Slightly different than the Territory rules for SDG raid scenarios, Blight uses settlements. A settlement is the place your warband calls home. Raid scenarios in Blight involve directly attacking the base of your enemy. This means you need to spend money on upgrades for your base the same as for upgrades for your warband.

    When a warband first stakes a territory claim, they get only a barren lot. Each warband starts with an empty lot and a Lockbox to keep their unsold special currency in. Everything else must be purchased to keep your supplies and warband members safe.

    A warbands Lockbox can look like anything you want, but cannot be taller than an average model, or wider than an average base (determined by whatever size you are playing). We recommend some sort of treasure chest, as most gamers will have a large stock of these, in the form of models, tokens, markers, etc. But dont let that limit your imagination.

    Battles in a starting base are particularly brutal, as there is no cover, and no defensive positioning for either side. The body count will rather high.

    Terrain modeling: Your base begins as little

    more than a campsite. An Em base may start as a summoning circle with a flame in the center and a few odd benches. A Dee base may have a primitive mishmash of some type of fire machine and seating made of gears and pipes. A Decay base might

    have a dark altar and assorted tomb stones. Whatever your warbands style, dont forget the Lockbox, its what really matters. We recommend modeling your Lockbox on a standard base, since you will have it the entire campaign and your placement of it during raids may change based on how you upgrade your Settlement, dont mount it permanently to a piece of terrain.

    Eventually your base will become a detailed and deadly composition of tactical advantages.

    As your base develops, you should focus it to your advantage. If your war-band is heavily ranged, you may want to set up obstacles that make the path to your Lockbox longer and more treacherous. If, instead, your mod-els are more focused on melee combat, you may want to create narrow choke points, and tight alleyways.

  • 14 Blight

    BarricadesA barricade is a defensive terrain

    structure measuring approximately 6 x 1. A unit behind a barricade counts as being in cover, and barricades may be attacked through. Any unit which uses 2 or more move actions to get to the barricade must pass a quality test or take a C3 free hack.

    1 Barricade . . . . . . . . . . . . . . . . . . . 10 Gold

    PitsA Pit is a defensive structure that can be

    1x8 or 2x4. Any unit may be pushed or knocked back into a pit. If a unit is fallen within Short distance of the pit, roll a d6; on a 1, the unit falls in and is out of action. Pits allow you to shape the bat-tlefield to your liking, but be careful - your models can fall in just as easily.

    1 Pit . . . . . . . . . . . . . . . . . . . . . . . 10 Gold

    Full Wall EnclosureFull wall enclosure (requires 6 barricades and 25 gold)The same rules as a barricade, but is ca-pable of completely surrounding the camp. Must have two open gates.

    1 Full Wall . . . . . . . . . . . . . . . . . . . 6 Barri-cades & 35 Gold

    BuildingFor every building, your max warband size is increased by 1. This can be done 2 times. These buildings must be placed during raids. Your Lockbox must be inside a building if you have a building on the table. Buildings begin as little more than wooden sheds with 2 open doorways and no win-dows. They may be upgraded.

    Building . . . . . . . . . . . . . . . . . . . 50 Gold

    Watch towerYou may place a watch-tower. A watchtower al-lows the defender to go first in a raid scenario (as you have advanced no-tice).

    Watchtower . . . . . . . . . . . . . . . . . 45 Gold

    Base Upgrades Catalog General Base Upgrades

  • 15 Blight

    TurretsThe most prized demonstration of your

    power. The pinnacle of defense. Em turrets are tall thin structures, capable of striking enemy models with chain lightning from the large crystalline power foci atop it. The lightning leaps from body to body. Dee turrets should unheard of numbers of crossbow bolts, spreading out and capable of eliminating entire waves of enemy models. Both turrets use the full automatic rules from Flying Lead, meaning the can attack multiple models that are close enough together with a -1 to the second model and a -2 to the third. Decay bands use corrupted versions of either, depending on the type of currency they spend on it + 2 corpse counters.

    Turrets activate like a normal unit, but cannot use move actions and are immune to morale checks. The only placement rule is that your lockbox may not be in range of it, as the power from special currency can cause havoc when mixed.

    Em Turret . . . . . . . . . . . . . . . . . . . 4 PL Dee Turret . . . . . . . . . . . . . . . . . . 4 BoSDecay Turret . . . . . . . . .. 4 S.C. + 2 C.C.

    Mobile turret platformAllows you to bring your turret to a raid

    against an enemy base. You may not bring it to any other sce-nario. It takes one full scenario after the raid in which it was used to set the turret back up in your base. This means you leave your base vulner-able to counter at-tack.

    Mobile Platform . . . . . . . . . . . . . . . 30 Gold

    EarthworksHills, Cliffs, Trenches, etc. Any shap-

    ing of the ground that makes your base more than a flat square. You pay by the cube that is LongXLongXLong. Esti-mate and use your best judgement at how large an Earthwork feature is.

    Earthwork . . . . . .15 Gold per LxLxL

    General Base Upgrades (cont.) Turret StatsAll Turrets Stats are as follows and cannot be changed or upgraded. Turrets do not count towards War-band Max, or total point value. They may only be deployed in Raid Sce-narios.

    Name Q CTurret 4+ 4Shooter(Long), artificial, immo-bile, full auto(FL)

  • 16 Blight

    Base Building Upgrades

    Arrow Slits/ WindowAllow firing from within a building. You must pay per window. Windows are not a mode of entry into the building (unless they are present on the model and were not paid for, then they are not defen-sive windows, but just holes in the wall.).

    1 Window 10 Gold

    Wooden DoorsA basic wooden door with lock. May be bashed down with a close combat action against C2. Any Open doorway may be filled with a door. The player must decide which of the 2 doorways gets the door, both may get doors, but you must pay for each. All doorways into the building must be labeled with type, if not shown on the terrain.

    1 Wooden Door 10 Gold

    Reinforced doorA wooden door with metal strapping and reinforced hinges. Must replace an exist-ing Wooden Door. may be bashed with a close combat action against C3. All doorways must be labeled.

    Reinforced Door Upgrade 15 Gold

    Second StoryYou may add a second story to a building by paying the price for a second building. If you already have two buildings in play and would like to make one have 2 stories, you may pay the building cost, or you may sell one building in order to make the other have a second story. Second stories have no windows until they are purchased.

    Second Story Upgrade. . . . . . .1 Building

    Metal Door A solid metal door, the pinnacle of protec-tion. Must replace an existing Reinforced Door. may be bashed with a close combat action against C4.

    Metal Door Upgrade 20 Gold

    Buying Doors: You cant just buy a metal door, you must Upgrade a reinforced door into one.

    You may pay the purchase price of a Wooden, Re-inforced, and Metal door all at once in order to put a metal door into an open doorway.

    Cosmetic UpgradesAll cosmetic upgrades are free and are encouraged. The more you can make your base your own, the more intense the battles to protect it will be.

    If you feel your warband has been particularly successful this month, maybe it is time to fix that hole in the roof.

    Cosmetic Upgrade. . . . . . .Free

  • 17 Blight

    ScenariosModifying current scenarios.Every warband braves the Blight hoping for treasure and good scavenging. To represent this, no matter what scenario is chosen, roll 1 d6:1-2 - Place d6-1 P.L. tokens3-4 - Place d6-1 BoS tokens5-6 - Place d3 of each PL and BoS tokens

    If a Decay warband is involved in the scenario, always place d3 CC to rep-resent the casualties of previous scavengers and corpses from the great war.

    The New ScenarioRoll Scenarios like usual on the chart in SGD 10, except that all raid sce-narios are replaced with Base Raid Scenarios as explained below.

    After each battle, rotate which player rolls for the next scenario. After a player rolls, they may choose the scenario they rolled for, or they may choose to raid another player. If they choose a raid, and qualify for a Base Raid: Rescue, they must attempt the Rescue. They may only Base Raid: Seize the Land if it is naturally rolled - it may not be chosen.

    Base Raid: Loot

    Set UpThe defending player sets up their base, following the rules in the catalog. They may deploy as much of their purchased scenery as they would like, or as little. If they own no scenery, they may place a free Camp Fire model and a handful of Seating to complete their sad little base.

    Base arranging is complete once the LockBox is placed. This is the final act, and no scenery may be placed or moved after the LockBox is put in play.

    After all Scenery is placed, the Defender may choose the 3 table edges that the Attacker may deploy from.

    The Defender deploys their models first, since they are occupying the base when the Attackers arrive. Attackers deploy second (within Long distance of the 3 table edges decided by the Defender). Attackers get first activation, unless their is a Watchtower in play.

    Special RulesLooting the Lockbox: The entire Lockbox may be picked up like a treasure chest, SGD rules, but that makes your model a serious target, often it is wiser to break it open and grab what you can. The Lockbox can easily become a ball fought over by both sides; however, if you can open the lockbox, the treasure can be dispersed across the battle field and they will be unable to contain it all.

    Breaking the Lockbox Open: You must double the combat score of the Lockbox in a H2H attack (C2). Big Models get a +1, Big weapons get a +1. Each model engaged in H2H with the Lockbox give their comrades a +1, up to a bonus of 3.

    How much treasure is in the Lockbox: Before the match, determine how much treasure is in the Lockbox. The S.C. that is not valued by the Defenders warband must all be in the Lockbox. The S.C. that is valued, will be in the Lockbox, with the exception of 2d3 which the Leader keeps hidden elsewhere. No gold may ever be taken in a raid, however, the winner still receives the usual gold payout (x10), but the loser receives no gold at all (instead of the x5). If the Defender has no S.C., then d6 of their Off currency is provided only for the scenario.

  • 18 Blight

    Escaping with the Loot: When the Lockbox is busted open, replace its model with a stack of tokens representing the total inside it. Use the treasure carrying rules from SGD.

    Raiding Decay BasesAlong with their Lockbox (of less valuable currency to them) must be a pile of corpses, waiting to be used in experiments or resurrected (they may also keep 2d3 corpses hidden, as it is their valued currency). These corpse piles are worthless to both Ems and Dees, but they would rather burn them than see them further desecrated. Use the burning rules from SWW. Corpses have a Flamibility 0+. Every round the corpse piles is burning, remove one corpse counter. Decay bands will probably want to protect their corpse pile more so than their Lockbox, but neither can be lost lightly.

    Base Raid: Rescue

    Follow all the same rules as Base Raid: Loot, except the Defender gets to place a Cage with the model that needs rescue. Anyone may open the cage, and the prisoner will move as per the usual Rescue scenario (SDG 12).

    Terrain Note: In a pinch, a small cup can be placed over the unit to act as a cage.

    Base Raid: Seize the Land

    Follow all the same rules as Base Raid: Loot, except the Defender must de-ploy a piece of terrain representing their property. The property terrain must take the place of any main building or camp fire. If the property supports it, you may use any purchased doors or watchtowers on the property (e.g. a metal door on your mine). There is NO lockbox in this scenario, as the inva-sion is not happening at the base, it is the property being attacked (you just happen to have the same number of defenses at each).

    If the defender routes, the attacker rolls per usual outcome for Seize the Land Scenario (SDG 12).

  • 19 Blight

    Random Occurrences Sometimes unexpected things can happen. This is especially true in the sprawl of the Blight. Between the rolling clouds of uncontrolled magic, rogue machines out to destroy anything alive, and the undead agents of Decay, absolutely anything is possible.

    To find out if something peculiar happens this round: Roll a d6 before the Attackers Activation. On a roll of a 1, roll for a Random Occurrence. If there is already randomly occurring weather in play, a roll of a 6 continues the weather for another round.

    Random Occurrence rolls are handled as D66, where one dice is rolled for the first digit and a second dice is rolled for the second digit.

    Random Occurrence Table11 Strong Winds! A strong wind whips up, suddenly snapping clothes about limbs

    and making eyes water. Use SWW rules, p4. The winds rip through the ruins. It only lasts for one round.

    12 Heat Wave! The temperature rises rapidly, a momentary heat wave rolls in. Heat lines waver before you as a wall of unbearably hot air fills the battle field. Use SWW rules, p4. It only lasts for one round.

    13 A Light Rain starts to fall. Those who dont like chemical burns and mutations would be wise to seek cover. Use SWW rules, p5. It only lasts one round. If this is the 2nd Rain result rolled two turns in a row, all units without a roof over their head take a C1 free hack.

    14 A Heavy Rain starts to fall. Those who dont like chemical burns and mutations would be wise to seek cover. Use SWW rules, p4. It only lasts one round. If this is the 2nd Rain result rolled two turns in a row, all units without a roof over their head take a C2 free hack.

    15 A Thunderstorm rolls in. Those who dont like chemical burns and mutations would be wise to seek cover. Use SWW rules, p4. It only lasts one round. If this is the 2nd Rain result rolled two turns in a row, all units without a roof over their head take a C3 free hack.

    16 An Ash Storm whips up without warning. Black snow falls from the burning sky and begins to form drifts. It lasts one turn. Use Snow Rules from SWW, p4.

    21 A Dust storm starts swirling without warning. It bites all exposed skin and clouds eyes. It lasts one turn. Use sandstorm rules from SWW, p5

    22 The sky rips open. A Magical Storm starts rippling lightning across every sur-face. It lasts one turn. Use SWW rules, p4.

    23 Foul Omens! Black clouds block out the sun, instantly making a temporary night fall, lasting one turn. All Twisted Wretch and Undead gain a +1 to Q for as long as night lasts.

    24 An Earthquake occurs! For d3 turns, all move actions are at half - as the mem-bers of each warband try and keep their footing. All Climbing rolls are at a -1 and all ranged attacks are at a -1.

    25 Sudden Fire! Number all flammable terrain pieces (building, woods, etc.). Ran-domly determine which one burst in to flames (sudden lightning bolts are not un-common in the Blight). Any models occupying that terrain have one turn to get Short distance from it, or receive a C3 FreeHack. That terrain piece continues burning unless a model puts it out (SWW rules). Every round the burning piece is occupied, add +1 to the freehack (C4, C5, C6) it cannot go above C6.

    26 Billowing Smoke. For d3 turns, all visibility is reduced by 1 category. This di-rectly affects the Leader Special Rules distance.

    31 Terrain Collapse! Number any terrain pieces which could fall apart or collapse (buildings, towers, scaffolds, etc.). Randomly determine which one collapses. All models under the collapsed structure take a C3 free hack. Any models on top of the collapsed structure take appropriate falling damage.

  • 20 Blight

    32 Awakened Melee Constructs: D3 Alpha Constructs burst up out of the rubble, awaken by the presence of the scavengers. Randomly replace 1 Scrap Marker with the Alpha Constructs (they must be Short distance from each other). If there is no Scrap Markers on the board, but a model is carrying one, that model is surrounded by the Constructs. If no markers are on the table and no markers are being carried, deploy them within Long distance of the center of the table.

    33 Awakened Ranged Constructs: D3 Beta Constructs burst up out of the rubble, awaken by the presence of the scavengers. Randomly replace 1 Scrap Marker with the Beta Constructs (they must be Short distance from each other). If there is no Scrap Markers on the board, but a model is carrying one, that model is surrounded by the Constructs. If no markers are on the table and no markers are being carried, deploy them within Long distance of the center of the table.

    34 Wandering Band of Constructs: Roll a D6, on an Even number the leader of the band is an Alpha Leader, on Odd the leader is a Beta Leader. Randomly determine an edge of the board for the Leader and d3 Alpha and d3 Beta con-structs to charge in.

    35 A Pack of Wretches! Roll a d6, on Even the pack is led by an Abomination, on Odd there is no leader. D6 Minions spawn from a Loci Marker. If there is no Loci Markers on the board, but a model is carrying one, that model is surrounded by the Wretches. If no markers are on the table and no markers are being carried, deploy the Minions within Long distance of the center of the table.

    36 A Pack of Abominations! Roll a d6, on Even the pack is led by an Abomination Leader, on Odd there is no leader. D6 Abominations spawn from a Loci Marker. If there is no Loci Markers on the board, but a model is carrying one, that model is surrounded by the Wretches. If no markers are on the table and no markers are being carried, deploy the Abominations within Long distance of the center of the table.

    41 Oh No, A Horror! Randomly determine a table edge for the Horror to enter from. It immediately enters and charges up to 3 full moves towards the closest model. If it has any of its 3 actions left when it reaches a model, it attacks. It does not activate on the turn it appears, it automatically receives 3 actions. It will acti-vate on all subsequent turns.

    42 Swallowed by the Earth. Roll a d6, on an Even the sink hole opens under an Attacking model. On an Odd, it opens under a Defender. Once a side is chosen, number that sides models and roll to randomly determine the model that the sink hole is centered on. Roll another d6. 1-2, the hole extends Short distance from the model in all directions. 3-4 Medium distance, and 5-6 Long distance. Any model caught in the range of the sink hole (including the initial model) must pass a quality check on 3 dice. 1 or 2 failures and the model dives away from the hole, but counts as fallen (outside the radius of the hole). On 3 failures, the model is swallowed up by the city. Roll after the scenario as if they were taken out of action in combat.

    43 Haunted! Randomly select a model that is alone in a building. (If no model is alone in a building, nothing happens this turn.) Place an Abomination within Me-dium distance of the model, and the model must pass a fear check immediately.

    44 The Dead Arise! A priest of decay has been practicing dark arts in the area. If no player has fielded a Priest of Decay in this battle, then 2d6 zombies rise from any rumble or buildings on the board. If a priest of Decay is fielded by a player, than that players army receives d3 zombies to control for only this battle.

    45 Its quiet... Roll a d6, on Even nothing happens this turn. On Odd, roll again on this chart.

    46 I Lost it Boss! Any player whose models have escaped off the table with any Special Currency must place d3 the special currency tokens back on the board. The models that left with the tokens are not refielded.

    51 A Little Treasure! Roll a d6, on Even, place d3 Loci, on Odd place d3 Scrap.52 Treasure! Roll a d6, on Even, place d6 Loci, on Odd place d6 Scrap.53 Treasure! Roll a d6, on Even, place d6 Loci, on Odd place d6 Scrap.54 Treasure & More! Roll a d6, on Even, place d6 Loci, on Odd place d6 Scrap.

    Then Roll again on this chart.55 Treasure & More! Roll a d6, on Even, place d6 Loci, on Odd place d6 Scrap.

    Then Roll again on this chart.56 Mass Grave! If any Priests of Decay are on the table, place d6 corpse counters.61 A Shiny Penny! The winner of the scenario rolls a d6. On even, they found 1

    gold. On Odd, they found 3d6 gold extra.62 Raise the Stakes a little! The winner of this scenario will receive an extra

    1d6x3 gold.63 Raise the Stakes! The winner of this scenario will receive an extra exploration

    dice.64 Raise the Stakes some more! The winner of this scenario will receive an extra

    2 exploration dice.65 Interesting Times. Roll 2 times on this chart.66 Chaos in the Streets! Roll 3 times on this chart.

  • 21 Blight

    Beastiary 1: Constructs

    Ancient robot soldiers employed by the Dygar civilization during the great war. Some are still wandering the Blight, others are broken and buried. A few have been repaired and fight along side Dee in their warbands.

    Roaming Construct Alpha The Alpha model was a line soldier that was not built for long range combat, but is incredibly fear-some in hand to hand.Name Q CConstruct Alpha 4+ 3Artificial, Fearless

    Points: 32Roaming Construct Alpha LeaderThe leader version of the typical Alpha model. It is larger, stronger, and generally better at killing any-thing fleshy that winds up in its path.Name Q CConstruct Alpha Leader 3+ 4Artificial, Fearless, Leader

    Points: 82Roaming Construct BetaThe Beta model was a line soldier that was built for long range combat. Its weakness is hand to hand.Name Q CConstruct Beta 4+ 3Artificial, Fearless, Shooter (long)

    Points: 42Roaming Construct Beta LeaderThe leader version of the typical Beta model. It is larger, stronger, and generally better at killing any-thing fleshy that winds up in its path.Name Q CConstruct Beta Leader 3+ 4Artificial, Fearless, Shooter (long), Leader

    Points: 96Gamma, Delta, Omega, etc. Those constructs are up to you to cre-ate. See what constructs your Dee players add to their warbands...

    2: Twisted Wretches When any living thing is exposed to Decay, or out-of-control wells of an-cient dark magic, it grows twisted. The Wretches are a general term for any creature that has been corrupted. There is no catch all name for them, but three general categories are listed here:

    Twisted Wretch MinionThe minions are the smallest and weakest of the creatures polluted by the magical wastes of the Blight. They may have been feral dogs before they were twisted.Name Q CT W Minion 4+ 2Clinging, Free disengage, Stealth

    Points: 29

    Twisted Wretch AbominationThe abominations are the medium sized creatures of the Blight. Their increased size means an in-creased appetite. They may have been people before they were twisted.Name Q CT W Abomination 4+ 4Terror, savage

    Points: 57

    Twisted Wretch HorrorThe horrors are the most terrifying creatures of the Blight. They are only rumored to exist, but the rumor is enough to keep people up at night. They are raw slaughter given form.Name Q CT W Horror 3+ 4Terror, Big, savage, slow, Tough

    Points: 102Many more frightening creatures are to be found in the Blight. They all fall under the title Twisted Wretch. Other types of Wretch are up to you to create. Decay warbands can support all sorts of vile Wretches...

  • 22 Blight

    3: Generic Warband Warriors

    Occasionally a Random Occurrence or Scenario will call for a Generic Warband that is not one of the ones controlled by a player. When this happens, the referee should whip up a quick warband, using these stats as templates. You should not use these when creating your own warband, for that you should use your imagination and all the rosters from all your Ganesha Games books. Utilize and tweak these generic models to create NPCs for anything you need in the world of Blight.

    Em Generic WarbandSuggestions: Try adding a Beast Master and some animals. Also, in-

    stead of a general magic-user, make the leader a Sorcerer, or Cleric, or Summoner.

    Em LeaderGeneric stats to be used when encountering an Em warband not controlled by a player in the campaign.

    Name Q CM. Leader 3+ 3Leader, Magic - User

    Points: 90Em Ranged Henchmen

    Name Q CM. Ranged Hench 3+ 2Shooter (Long)

    Points: 34

    Em Hand to Hand Henchmen

    Name Q CM. H2H Hench 3+ 3

    Points: 30

    Dee Generic WarbandSuggestions: A Dee Warband might have several constructs or robots

    that their warband has recovered. They also might have a standard bearer.

    Dee LeaderGeneric stats to be used when encountering a Dee warband not controlled by a player in the campaign.

    Name Q CD. Leader 3+ 3Lethal vs. Magic Users, Shooter (Long), Leader

    Points: 80Dee Ranged Henchmen

    Name Q CD. Ranged Hench 3+ 3Shooter (Long)

    Points: 52

    Dee Hand to Hand Henchmen

    Name Q CD. H2H Hench 3+ 3

    Points: 30

  • 23 Blight

    Decay Generic WarbandSuggestions: Dont forget to bring in a variety of undead from any of the

    undead rosters in any SBH book.

    Decay LeaderGeneric stats to be used when encountering a De-cay warband not controlled by a player in the cam-paign.

    Name Q C3+ 4

    Evil, Necromancer, TerrorPoints: 100

    Decay Ranged Henchmen

    Name Q C4+ 2

    Mutant, Shooter (Long)Points: 30

    Decay Hand to Hand Henchmen

    Name Q C4+ 3

    MutantPoints: 27

    Dont forget to add various undead and wretches, anything evil that you can imagine...

  • 24 Blight

    TokensIf your group does not want to model counters for all of the types of special currency and fortifications, you may use the following print-and-play tokens. Print the sheet and then adhere to cardstock or cardboard. Any other terrain feature you may need can be substituted and agreed upon before a battle. A barricade can be any low object, just as any model can stand in for a turret. As always, we recommend modeling it all for the sake of flavor and mood, but we also understand if you dont.

  • 25 Blight

    Tokens Sheet

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  • 26 Blight

  • 27 Blight

    Episode 1: Doom RailsBlight was a campaign put together by a group that posts as Hour11. We enjoyed the setting so much, that we decided a second campaign was in order.

    Doom Rails is the story of a tentative alliance be-tween the Dees and the Ems in an effort to span the ruins with a run of railway track.

    It wont be easy, but it will be fun and chaotic. The current goal of the campaign will be 10 unique sce-narios, each with a bit of story that links it with the previous and the next. The story should branch depending on the outcomes of each scenario. We hope when its finished, that it will allow for quite a bit of replay value. (It should provide some great terrain creation opportunities!).

    And of course, there is always Episode 2...

    If you enjoyed the world of Blight, be on the look out for our upcoming narrative mini-campaigns - along with updates to this Blight source-book.

    IntroductionWhat does this setting add?TerrainBalanceOfficial Junk

    HistoryMap of the BlightNowWeather

    Places of ImportanceServices

    Special CurrencyTrading S.C. for GoldS.C. Sale Price ChartS. C. Fluctuation The Other CurrencyDecay Players Selling S.C.Special Currency SummaryChart Price Fluctuation Roll

    Warband ConstructionPlaying an Em WarbandPlaying a Dee WarbandPlaying a Priest of Decay

    SettlementsStarting Bases

    Base Upgrades Catalog ScenariosModifying current scenarios.The New ScenarioBase Raid: LootBase Raid: RescueBase Raid: Seize the Land

    Random OccurrencesBeastiary 1: Constructs2: Twisted Wretches 3: Generic Warband Warriors

    TokensEpisode 1: Doom Rails