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Zitiervorschau

by ADAM LOPER and VINCE VENTURELLA Daniel Richards (Order #30099509)

by Adam Loper and Vince Venturella

Daniel Richards (Order #30099509)

Table of Contents Story of Hell - 4

Movement & Combat - 32 Movement - 32 Fly - 32 Climbing - 32 Combat - 32 Combat Style - 33 Combat Range - 33 To-Hit Number - 33 Combat Attack Roll - 33 Combat Defense Roll - 34 Damage - 34 Slain Demons - 34 Soul Dice - 34

Playing the Game - 6

What do you need to play? - 6 Glossary of Terms - 6 Example of Play - 8 Starting Play - 10 Rolling Initiative - 10 Activating - 11 End of Round - 12 Ending the Game - 12 Retreat! - 12

Building Your Cabal - 13

How to Build Your Cabal - 13 Philosophies - 15 The List of Demons - 20 Making Your Leader Demon - 22 Leader Essences - 23 Leader Relics - 24 Making Your Devout Demon - 25 Making Your Lesser Demons - 28 Lesser Demons - 28 Greater Demons - 30 Superior Demons - 31

The Field of Battle - 36 Ruins - 36 Shrines - 37 Swamps - 37 Forests - 38 Pools - 39 Crags - 39 Random Terrain Table - 40

Reward Tables - 43 Titles - 46 Advancement - 48 Recruitment & Expedition - 49

Scenarios - 51

King of the Hill - 52 Relic Hunters - 53 Desecration - 54 The Twins - 55 The Beast - 56 Extracting Power - 57 The Prison - 58 Marked for Death - 59 Crystal Towers - 60 Hellstorm - 61

Rules Summary - 62

Campaign Play - 41

Post Game - 41 Effects of Death - 41 Cull the Weak - 43

Reign in Hell: Demonic Skirmish Combat was created and designed by Adam Loper and Vince Venturella

Lead Developer: Thomas Lyons

Layout and Art Direction: Adam Loper

Editing: Cathy Venturella Emily Selk Loper

Cover art by an awesome anonymous person who was paid for their work, and who we look forward to working with again

Thanks to the playtesters and people who provided feedback: Sam Lenz Scott James Walter Jon Ninas Thomas Lyons Chuck Moore Tyler Emerson

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Internal miniature art photographed by Adam Loper and Vincent Venturella and digitally painted over by the very talented Scott Sez at ArtistsEmpire.com Other illustrations by Adam Loper and from stock illustration services Creative Market and Envato Elements

Reign in Hell is copyright © 2021 by Snarling Badger Studios LLC

This is a work of fiction. Names, characters, businesses, events, and incidents are the products of the authors' imagination. Any resemblance to actual persons or demons, living or dead, or actual events is purely coincidental. No demons were harmed in the making of this game.

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Hell was not always this way – chaos, madness, and strife. It had been, for many millennia, an ordered place with a single-minded purpose: Hell was an engine built for the collection of souls, or rather the precious energy that could be gained from souls. The Directorate of Hell ruled over a great many demons of every size and shape – each with disparate specialties within many sins, nightmares, and tortures. The most desirable souls came from Earth, and the denizens of Hell made countless trips to our realm in attempts to access this energy. They made these excursions through an ancient portal: a singular device in the realm of Hell – the creation of which was lost to time – which allowed demons to appear nearly anywhere on Earth, and in nigh infinite combinations of ‘disguises’ so as to trick, palter with, and otherwise pluck souls from the peoples of Earth. The rules of Hell and the workings of the portal did not allow these demons to run roughshod over humans and steal them back through the portal for extraction; rather they needed to bring the humans back willingly. Thus they did so for millennia with trickery and bargaining. Upon reaching the other side of the portal and entering Hell, these souls were willing no longer. The Directorate of Hell had long commanded these demons and their excursions into our realm, as demons are by and large content to be led, and follow stronger demons. There were power struggles within the hierarchy from time to time, but challenges were either solved ‘peacefully’ or through quick, brutal tumult. Everything ran as clockwork for age upon age. Demons of differing types and varying levels of power were sent to Earth depending on the desired targets. Charismatic, persuasive schemers were dispatched to convince powerful men and women – rulers, politicos, the well-moneyed – to surrender their souls in the pursuit of more, always more. However, even the souls of children were required by the Directorate, and lesser, simple-minded demons were sent to trick the young in the forms of fairies, gnomes, and the like. Eventually, one such demon in disguise – trying to convince a toddler to follow to its doom – was discovered and captured by a quick-witted grandmother. She believed in the fey peoples, and observed this gnomish creature playing with her grandchild, but quiet delight turned to concern when the small figure tried to convince the child to follow outside. The grandmother knew cold iron could bind fey peoples, and so she contained the gnome, which quickly transmuted to an angry, snarling mephit – but it was held fast. Cold iron was ineffective against the fey peoples, as they did not truly exist. But unknowingly, it had power over demons. This captured demon was handed to the town elders, who then handed it to the church, who then offered it to a group of scholars, leaders, and others

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who had been following the “demon problem” for centuries. This was their first real opportunity. The lesser demon was not threatened with harm, as the scholars correctly surmised that killing the demon would be quite difficult and would only send it back from whence it came. Instead, they promised to imprison it in a cold iron box, abandoned in our realm for eternity. This was too much for the weak creature, and it quickly betrayed its kind. Humanity amassed a large force of demon hunters from different religious orders and universities the world over. Using the knowledge gained from the captured mephit, this army breached the portal to Hell with one grim purpose: to destroy the portal and stop the trafficking of souls from our realm into Hell. Stories of the deeds done that day are lost to the past, but two things are known: the hunters’ one-way trip succeeded in destroying the ancient portal into Hell – effectively protecting humanity from the demon threat; and the Directorate of Hell was shattered and unable to reform, throwing Hell into the chaos still churning to this day. In the resulting power vacuum, demons of all kinds rose up and attempted to seize power, but this led only to endless fighting, war, and eventually a near-destruction of Hell. All that had been built was cast into ruin. What now remains are scattered demons fending for themselves, some trying to return order to this chaos. In the time since the portal was closed and the Directorate destroyed, new philosophies have arisen. New ideas of how to reshape Hell – and demons of the cabals who follow these beliefs are willing to do anything to bring them to reality.

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Why a "miniatures agnostic" game? One of the main reasons people play miniatures wargames is for the enjoyment of the "hobby" part of wargaming - the building and painting of the miniature figures and terrain used in the game. The hobby – as opposed to the "playing" portion of wargaming – allows you to express your creativity in a way most tabletop games don't. In our game, we want you to either use the demon models you've always wanted to buy from established companies, use the models you may already have in your collection, or kitbash or 3D print your cabal of demons to look exactly as you want. And remember: demons in different cultures are very different, so whatever model you want to be a demon is perfectly valid.

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Reign in Hell is a fast paced, brutal, miniature-agnostic skirmish game set in Hell. In this game, you lead a cabal (a group of demons) on a quest to reshape the face of Hell according to your Philosophy. The game can be played as a one-off engagement or as part of a longer campaign (see page 41). Over time, your cabal will grow in power and attract or evolve more powerful demons.

Reign in Hell is miniatures agnostic – you can use any miniatures you like (within the bounds of the base sizes suggested). Feel free to build your own visions of the monstrous denizens of the underworld. Whether you favor classic shades like Greek mythology, redhorned demons with pitchforks or terrible cenobites that crawl from nightmares, it all works for your vision of your cabal.

What do you need to play?

• A play area of roughly 22 x 30 inches – any flat space or table will do – but a printed mat or textured board looks nicest. The area can be slightly larger or smaller, depending on your preferences. The 22x30 size is becoming popular among larger companies, and fits well on normal conference-style tables. • Several (three to five) pieces of suitable terrain roughly three to four inches in diameter. Your terrain can be anything you like, but rocks, crags, and ruined structures will make your play area look suitably hellish. • Seven to ten miniatures to suitably represent your demons – recommended base sizes are found in the Demon List (see page 20). • A number of d12s equal to the number of demons in your cabal. • At least ten (10) d6 dice.

Glossary of Terms

Throughout the game, you will encounter several terms and game element names, those are summarized and defined here for easy reference.

Active Player: The Active Player is the player that is currently activating a demon. The Active Player has priority in any decisions that can be made simultaneously such as dice replacement. All other players then make their decisions in a clockwise order around the table.

Cabal: Your group of demons within the game is called a cabal. This includes your Leader, your Devout and any minion demons your warband might include. The composition (i.e. the demons) that are part of your cabal can change over time. Devout: A Devout demon is part of your cabal and represents the lieutenant, advisor or 'heavy' for your Leader. They are a true believer of your Philosophy and seek to change Hell, reshaping it to fit their beliefs. Each cabal contains one and only one Devout demon. Devout have unique abilities drawn from their faith and belief. For more information on Devout demons, see page 25.

Dice (Die): This is a standard 6-sided dice containing numbers of pips of 1 through 6. This is sometimes shortened to d6. If the game says “roll a dice” - it is asking you to roll a standard (or possibly multiple) six-sided dice. d12: This game uses a second type of dice, the d12 or twelve-sided dice having numbers or pips from 1-12 on the faces of the dice. Anytime the game requires you to use or roll a d12, it will specifically reference d12. All other references are to d6 above.

What does the Devout represent? The Devout is a very singular type of demon, and the Leader of a cabal spends a great deal of time selecting the proper demon to become their Devout. Within a cabal, the Devout is the unquestioning belief in the chosen philosophy. They are zealot, recruiter, and executioner. The cabal is nothing without the philosophy, and the Devout is the physical representation of that belief, even to a degree more than the Leader themselves.

Leader: This is the Leader of your cabal, the force of personality that has drawn together your Minions and Devout through fear, strength or payment. Each cabal has one and only one Leader demon. The Leader is a powerful demon and has special abilities within Reign in Hell. For additional information on Leaders, see page 22. Minion Demons: Minions are the hordes of Hell your Leader has recruited to execute their plans. Minions begin their life as lesser demons, but by accumulating power and souls, they can grow to become greater demons or even superior demons, powerful forces in their own right. Greater and superior demons are simply lesser demons that have grown in power enough to improve some of their abilities permanently. For information on how a demon can grow in power over a campaign, see page 41. A cabal can have any number of Minions up to the maximum cabal size of 10. Natural Roll: Anytime a rule refers to a natural roll, this means the result of dice rolled before any rerolls, bonuses or replacement dice. This includes the use of Soul Dice. A natural roll is the first and unmodified roll of the dice. Objective: Some scenarios will include taking control of objectives. Objectives represent items of value in game. Unless otherwise stated, an objective is controlled by having more demons within a certain range than any other player. The scenario will tell you when the timing of control is determined. Daniel Richards (Order #30099509)

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Souls: Souls are the currency of Hell, they are fought over through your games and collected and used for various purposes both mundane and arcane. Souls are how you purchase your initial cabal (see page 13) as well as how you recruit additional demons throughout a campaign.

Soul Dice: During a game, when demons are killed, nearby demons are able to harvest soul energy from the slain demon. This barely contained soul energy takes the form of Soul Dice, a resource you can use to change fate or activate certain special abilities. After a battle, Soul Dice are converted to souls as the energy is controlled and shaped. For more information about Soul Dice, see page 34.

Example of Play Lords of Hell and Demented are two of the six Philospohies. Learn more about Philosophies on page 15.

Below is an example of play in Reign in Hell.

Two cabals, the Lords of Hell and the Demented are staring each other down in a scenario. At the start of the round, each player generated activation dice by rolling a number of d12s equal to the current number of demons in their cabal.

To learn more about activation dice, see page 11.

The Lords of Hell player gets lucky and is the only player that has rolled a 12, allowing them to activate the first demon. For their first activation, the Lords of Hell player chooses their Lord of the Pit, their Devout demon that is an exceptional combatant.

To learn more about your demon's movement, see page 32.

The Lords of Hell player removes the 12 from their playsheet to show that activation dice has been spent. The Lords of Hell player then references their playsheet and sees that the Lord of the Pit has a move score of 8” and can fly. This means the Lord of the Pit can move 8 inches when it moves and can move over any intervening obstacles or troops.

Objectives are objects and locations you must hold or control in certain scenarios to gain victory. To learn more about scenarios, see page 51.

The Lords of Hell player sees that there is an enemy Mephit (a small, mobile demon) holding an objective within 8” and knows that killing this Mephit will cause the objective to fall in place, where his demons can pick it up.

Charge is a type of Combat Style – to learn more about Combat Styles, see page 33.

The first thing the player declares is that the Lord of the Pit will Charge. This will allow the Lord of the Pit to move its full move and then attack, gaining +1 to its combat score when it does. The Lords of Hell player then moves their Lord of the Pit so it is within ½ inch of the Mephit, allowing it to fight.

To learn more about Combat, including Combat Attack and Combat Defense rolls, see pages 33 & 34.

Now that the move is complete, it’s time for combat. The first step is to compare Combat scores and determine the hit number. The Lord of the Pit has a Combat score of 8 (7 base +1 for Charging) and the Mephit has a combat score of 3. This means that the Lord of the Pit will hit on 2s when they attack.

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To attack, the Lord of the Pit rolls a number of dice equal to his Combat ability, this is called a Combat Attack roll. The Lord of the Pit rolls 8 d6 and gets 7 dice that are a 2 or higher, meaning he has dealt a potential 7 damage to the Mephit. The Demented player's Mephit will then need to make a Combat Defense roll. The Mephit rolls a number of d6 equal to its combat ability and any roll of a 6 reduces the damage dealt by 1. The Mephit rolls 3 dice as its combat ability is 3 and sadly, does not roll any 6s – meaning it will be taking the full 7 damage. The Demented player references their playsheet and sees that the Mephit has a Life ability of 7. As it has suffered 7 damage, it is slain and removed from the game board. The Mephit was slain when another demon was within 3”, so the Lords of Hell player gets to roll a Soul Dice (they roll a d6 and place the result on their playsheet for future use). In addition, as the Mephit was slain, the owner of that demon must now remove one activation dice from their playsheet.

Soul dice are manifestations of the powers gained from souls, and they're what powers Hell. To learn more about Soul Dice, see page 34.

The Lords of Hell player has now completed their activation of the Lord of the Pit and the activations proceed in order from there.

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Remember, games are meant to be fast, brutal, and fun in Reign in Hell. Be sure to enjoy yourself, because it's a game. Be respectful of your opponents, and follow the golden rule. Just because you're playing the game as demons doesn't mean you have to act like one.

Starting Play

To play a game of Reign in Hell, you will need to construct a cabal. For the rules on building your cabal, see page 13. The section below details how you play a game once you have your cabal created.

A game of Reign in Hell is divided into rounds. At the beginning of each round, each player will determine the initiative of their cabal members and then take actions accordingly, trying to achieve the goals of the scenario. Each scenario describes how the board should be set-up and the victory conditions for that game.

Rolling Initiative

Both players roll a number of d12s (12-sided dice) equal to the number of demons currently alive in their cabal. Each player places these d12s in order from highest to lowest on their play sheet. They will use these dice to activate individual demons within their cabals. Example: if your cabal consisted of a Leader, your Devout and 4 lesser demons, you would roll 6 d12s. So these might be 11, 10, 8, 8, 4, 2. Place these dice in the appropriate area at the top of your play sheet.

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Activating

Demons are activated by players in their cabal in the order of the highest to lowest rolls amongst the two sets of dice. To activate a demon, you must use that dice and set it next to the demon you are activating. That dice has now been used and may not be used to activate another demon. If two players both have a 12 after rolling their activation dice at the start of a round, then both players need to roll a d6 and high roll has first activation. The activation order proceeds from there by decreasing value on the dice. In later activation steps, if two players have the same number (i.e. there is a tie – both have a 7 for example), then the player that did not activate last, gets to activate (i.e. it alternates). If you are playing a game with more than two players, then all players roll dice and proceed as above, but ties proceed clockwise around the table starting with the player that did not activate last to the left of the player that did. Example round of activations Player 1 rolls an 11, 10, 8, 8, 4 and 2. Player 2 rolls a 12, 9, 7, 4, 3, 2. The activations for that round would be as follows:

Player 2: Activates first using their 12 and choosing the demon they activate. Player 1: Activates twice, using their 11 and their 10. Player 2: Activates once using their 9. Player 1: Activates twice, using their 2 ‘8s’ Player 2: Activates next, as both players have a 4, but player 1 activated last. Player 1: Activates next with their 4 Player 2: Acticates next with their 3 Player 1: Activates as both players have a 2, but player 2 activated last. Player 2 then finishes the round with their 2. When you choose to activate a demon, you may move and fight. You may also use any special abilities that demon possesses. A demon may never use an ability when they are not activated unless a special ability specifically allows them to do so.

Note from the designers: What's with this activation system? We used 12-siders because the maximum number of demons in a cabal is 10, so with rolling d12s we should achieve proper varience. An important element of the Reign in Hell unit activation system is that activation shouldn't be predictable, but it should be knowable to both players after the beginning of the turn. The d12s each player rolls – one for each of their currently living demons – at the beginning of each turn aren't hidden from their opponent, thereby adding more strategy and counterplay during each round. If the example to the left seems confusing, try this solo exercise: pick up six d12s as an example, roll them and put them on your playsheet in order from highest number to lowest. Do the same for your "opponent" and then start at 12, and see if either side has a 12. If so, then they may activate a friendly unit of their choosing. Run through a sample activation order with dice and it will become very clear.

For an in depth exploration of how combat and movement works, see page 32.

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End of Round

Continue alternating activations until all activation dice have been used or discarded. At the beginning of the next round, repeat the Initiative roll and continue this process until a number of rounds have elapsed as allowed by that scenario.

Ending the Game

A game of Reign in Hell can end in one of two ways: the Victory Conditions of the scenario being played are eventually met, or one of the cabals chooses to retreat from the battle.

The better part of valor In a one-off, non-campaign game, there's no reason for your demons to retreat. They should fight to the bitter end if you'd like. They will cease to exist after the game is over, so they should at least go out in a spray of gore and shudder of bone. However, in a campaign game, saving your demons from an unnecessary death can be the shrewd play as you'll continue to use these demons in future campaing encounters. It's best to keep this in mind as you get into campaign play.

Retreat!

Cabals do not always fight it out to the bitter end. Oftentimes, cabals might achieve their personal goals by collecting souls without winning the overall parameters of the scenario. If the losses of a cabal are increasing, then a wise Leader may very well call a retreat. Before rolling for initiative, if a cabal has lost more than 50% of its members (rounding up), then that cabal may choose to retreat instead of roll initiative. All of their demons are removed from the board and they are considered the loser of that scenario regardless of the current score. Example: The Lords of Hell are having a rough battle. They started the game with seven members and at the start of the current round, they have lost four members (50% of the cabal, rounding up). The player wisely decides to live to fight another day and retreats. All of that player's demons are removed from the battlefield and the Lords of Hell are the losers of that scenario. When you retreat, if you have any demons that are slain that were carrying Relics, you must roll a dice for each slain demon carrying a Relic. On the result of a 1 any Relic they were carrying is lost and removed from your cabal permanently.

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Reign in Hell sees you controlling a cabal of fanatical demons bent on bringing their Philosophy into reality. To build your cabal, you follow the rules below.

How to Build your Cabal

Step 1: Determine game type The first step is to determine if you are building a cabal for a oneoff game or if you are building a cabal that will be participating in a campaign. A one-off game means you are just having a quick game with a friend and there will be no additional follow-up games at a later time. A campaign game means you will be retaining the same demons over the course of multiple games and those demons will suffer the whims of fate, but they'll also be able to gain additional abilities, find powerful Essences and Relics and recruit additional members in the future.

To determine your starting souls you have to purchase demons, consult the table below:

Step 2: Select your Philosophy Cabals of demons are fighting for something – a vision of Hell they want to see brought into reality. These are broadly called Philosophies. Each cabal is trying to achieve something, perhaps the restoration of Hell to its former glory, perhaps the complete destruction of Hell. Whatever their ultimate goals, the Philosophy shapes the nature of the Leader, the Devout that serves and the playstyle of the individual cabal.

Reign in Hell can be played as a one-off game – either a "learning" or "standard" game with your friends. But the true nature of the game comes out in campaign play: growing and improving your cabal fron game to game to help you and your friends create the story of these rival demon philosophies and their struggle of dominance of Hell. Feel free to start with learning and standard games, but once you gain a grasp of the rules, the real fun comes from campaign play.

For full information on selecting your Philosophy, see page 15.

Step 3: Create Your Leader Your cabal must first have a Leader. Your Leader is built as per the Daniel Richards (Order #30099509)

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process below. You do not have to pay any souls for your Leader to be included in your cabal. In addition, your Leader will select a single Relic and Essence before your game begins. See page 22 for information on Leader demons.

Step 4: Add your Devout Each cabal has a lieutenant for the Leader, this is called the Devout. Devout demons are true believers in the Philosophy of your cabal. They are unflinching fanatics that have been drawn to your Leader’s cause because they believe your cabal will make their Philosophy manifest.

Many players enjoy the process of building their cabal “on paper” before starting to actually collect the models, and it’s a good idea to keep in mind that it’s best to build a varied cabal of Minions instead of just using multiples of the same type of Minion. Having differing types of Minions gives you more play options, whereas just having a one-dimensional cabal can find your demons outmatched in certain situations.

Each Philosophy has one particular Devout demon that can represent it. You can find the full descriptions for each Philosophy's Devout starting on page 25.

Step 5: Select Minion demons Each cabal needs more than just a Leader and a Devout supplicant. You will also need demons to fill out your ranks. The types of demons you can recruit for your warband is based on the type of game you are playing. If this is a campaign or a learning one-off game, then you may only recruit lesser demons (see page 28). If you are playing a standard one-off game, you may instead recruit lesser or greater demons. See page 28 for full details on Minion demons.

Step 6: Complete your playsheet Once you have all of your selections, complete your play sheet with all relevant information about your cabal. Any remaining unspent souls are entered into your soul ledger. You may use these souls for future purchases between games if you are playing a campaign. You’re ready to play!

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Philosophies

The more organized elements of Hell come together around common ideals and desires. These are known as Philosophies, and each cabal is built around a single goal that gives them purpose and forms their abilities.

Each Philosophy is composed of various game elements as defined below.

Quote: This quote shows the basic attitude and ideals of your cabal's philosophy. Devout Demon: The specific Devout demon that your cabal receives at no cost. Each Philosophy has their own unique Devout that represents that Philosophy's beliefs. Common Iconography: These are common visual signifiers that the cabal often uses to identify itself. These can be inspiration for your own modeling and hobby.

Looking over the top of the sharp rocks, and peering through the vapors, Splintered Fang spied on the hulking demon. It was covered in mostly horns and coarse hair with powerful limbs and a folded set of leathery wings, slightly tattered by years of combat. It was moving slowly, but with purpose. The smaller demon kept watch, quietly keeping pace with the larger form, but staying out of sight. Splintered Fang wondered: would this creature be able to help him to bring back Hell from the ragged apocalypse that it now was mired in? Could this beast be convinced that the glory of Hell was above all else? Or would Splintered Fang be battered and dashed upon the very rocks he was currently using to conceal himself? Would this potential Devout understand and follow, or attempt to fight and destroy? Splintered Fang decided it was time to find out.

Beliefs: This is an in-depth explanation of the beliefs and attitudes of followers of this Philosophy. Leader Bonus: This is an additional special ability granted to your Leader demon as being part of the chosen Philosophy. Only your Leader receives this additional ability. Special Ability: This is an additional special ability granted to one or more of the demons in your cabal. Each special ability defines which demons receive it and the exact benefits it grants to those demons. This represents the types of unique talents that demons within this Philosophy tend to express. The following information for each of the different Philosophies will not only give your cabal special abilities and your Leader a unique power, but it will also give you some background you can use when selecting the style and look to the actual models you choose to represent each of the demons in your cabal. Daniel Richards (Order #30099509)

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Lords of Hell

Quote: “It is better to reign in Hell than... well, it’s better than everything, frankly.” Devout Demon: Lord of the Pit (see page 25)

Common Iconography: Castle tower, mountain, triangles, crowns As you're building your cabal, make sure to give your demons all proper names, as later in your campaign, some of your demons may be awarded special titles. As an example, a demon in your cabal can gain the title "the Destroyer" after slaying five enemy demons in a single game – and "Go'rak the Destroyer" sounds much more impressive in your cabal than "Spined Demon 2 the Destroyer" does. Also, the titles that demons can receive will give them special benefits. Keep the demonic titles in mind. To learn more about Titles, see page 46.

Beliefs: Everything in the universe heeds hierarchies. From the lowliest lobsters to the gods themselves, everything has an order. The powerful, the capable, and the strong are at the top; the weak, the foolish, and the incapable at the bottom. It is the natural order of things.

Since the humans destroyed the original lords of Hell, chaos has reigned and everything – everything – that was built over millennia has been destroyed. If we continue like this, we will eventually bring every aspect of our world to ruin. The only answer is a return to order, to bring the wild demons and radicals to heel. Since they will not listen to reason, the only road to peace is through war.

Leader Bonus: Imperious Nature - Your Leader's natural majesty and power is hard for others to overcome. Reduce the Combat Attack dice of any enemy attacking your Leader by 1. Special Abilities: Charismatic Leader - When building your cabal, you may recruit one additional lesser Minion for free.

Earth-Bound

Quote: “Hell is over. We must get back to where the real souls are – back to Earth!” Devout Demon: Succubus (see page 27)

Common Iconography: Globes, skeletons, doors

Beliefs: This world is a drain. Fighting, killing, returning and doing it all over again – sure, it has some appeal for the first century or two, but eventually, it becomes truly monotonous. All the real enjoyment is on Earth. What we need is new blood – new souls

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The others are fooling themselves. There is no way that Hell is going back to the way it was before. Hell is ended, the only future we have

is somewhere else - Earth.

Leader Bonus: Quick Escape - The first time in a turn an enemy moves within 1” of your Leader, if your Leader has not yet activated,you may remove an unspent activation dice, if you do your Leader may immediately activate before the enemy makes any attacks and take their turn. They may only move during this turn.

The Leader Bonus is specifically just for your leader in your cabal. For more information about Leaders, see page 22.

Special Ability: Ready to Move - Earth-Bound demons increase their Move ability by 1.

Demented

Quote: “Those who seek after order in this madness are the truly insane.” Devout Demon: Madness Demon (see page 26)

Common Iconography: Ramshackle clothing and armor (the demented have no official common iconography)

Beliefs: Hell was made for a purpose – suffering. Trying to make order of it is the height of foolish hubris. Those who struggle endlessly against their chains only serve to rub their wrists raw. The wise embrace the chaos, the madness - the nihilism. Others search for purpose in this Hell, for meaning, as if they were mortals calling out in the dark, mewling to their pathetic gods. Meaning comes only when one realizes that none of this means anything and all are here to suffer – demons included.

Leader Bonus: Maddening Insight - When rolling initiative, as long as your Leader is alive, you may reroll any number of your initiative dice.

Special Ability: Unpredictable Defense - When rolling your Combat Defense dice, if you roll any triples (only triples, quadruples, et al do not count) you may deal an amount of damage back to the attacker equal to the face of the triple roll (i.e. if you roll three 4s, you deal 4 damage to the attacker). If you roll multiple triples (i.e. three 1s and three 5s), choose the highest face value and you deal that amount of damage.

Generally, unless specifically noted, Philosophical special abilities apply to all members of your cabal.

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Brokers

Quote: “Everything is for sale, if you have the souls to pay.” We list 'common iconography' under each demonic Philosophy, but these are just suggestions to help you out if you'd like to use them. If you're interested in having your cabal share some philosophical baubles, then you can kitbash these symbols out of whatever materials you'd like, or use bits from other companies out there to bring extra visual interest to your cabal and its members. Of course, these suggestions are just jumping off points, and you can feel free to expand on your interpretation of the trappings of your Philosophy.

Devout Demon: Tallyman (see page 26)

Common Iconography: Scales, gold coins, jewels

Beliefs: There are those who seek to rule by force, there are those who seek to rule by charm, and there are some that seek to rule through tradition. All of them are wrong, for all of their tools can be bought and sold. What is the strength of your fear, or your charm, or your rules, if legions of mercenaries can be paid to topple you? Currency. Souls. This is all that truly matters in this realm. It is the reason for war and it is the reason for peace. The great game is simple – those with the most, win. Leader Bonus: Rich in Soul - Your Leader begins with a bonus Essence (you may choose two instead of one at creation).

Special Ability: Tip the Scales - Each time you gain a Soul Dice, you may roll a d6. On a 5+, you gain one additional Soul Dice.

Judges

Quote: “How could anyone else hope to win when they don’t even know the rules?” Devout Demon: Executioner (see page 25)

Common Iconography: Keys, hammers, scrolls

Beliefs: Hell, and indeed the entire universe, has rules. Rocks fall to the ground, fire burns away wood, souls are indivisible. For most, the prima facie rules of the universe are all they ever contemplate and in this, they find only folly and ruin. The rules of Hell give one power. There are secret truths, a math of the cosmos, the great algebra that all demons dance to without seeing their own strings. We the Judges see these secret rules and can do with our marionettes as we please.

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Leader Bonus: Breaking the Rules - The first time your Leader would be reduced to 0 Life, they are not. Any additional damage they suffer is negated from that attack and they are instead at 1 Life.

Special Ability: Enforcing the Rules - Once per round, when an enemy demon makes a Combat Attack against a Judges demon, you may choose to Enforce the Rules. If you do, the attacker may not benefit from or activate any Special Abilities as part of the attack.

The Empty

Quote: “Hell has no more purpose, there is only one sensible outcome – oblivion.” Devout Demon: Void Demon (see page 27)

Common Iconography: Fire, weapons, lightning

Beliefs: The Demented are correct that there is no more purpose to Hell. With the connection to the mortal world forever closed, their role is no more. Where they are wrong is they seek to embrace this ennui, carried along through the chaos of Hell like a leaf floating on a river. Truth is that Hell is without purpose, and it can have only one end: complete destruction. Demons, the realms, and everything here, down to the smallest atom must be obliterated, cast into the void. We fight to gather the souls necessary to bring about the true end of all things. Leader Bonus: One with Nothing - Once per game, when your Leader activates, before any actions or move are taken, you may remove them from the game. During your next turn, you may allocate initiative to your Leader and replace them on the board anywhere more than 3” away from an enemy. The Leader may then act as normal for that activation.

Special Abilities: Burn it All - When any Empty demon is within 1” of an objective or a piece of terrain no larger than 4” by 4”, you may roll your Combat Attack dice instead of attacking. If you do so and roll at least two 6s, then that objective or piece of terrain is destroyed (in the case of terrain, remove the terrain and replace it with rubble of a similar size no more than 1” high).

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The Lists of Demons

Note from the designers: Why don't Leaders or Devout cost any points? As you build your cabal, you'll find your Leader and your Devout don't count against the starting soul cost, only the Minions do. This is because every cabal has to have one Leader and one Devout, so we determined that it was better to try and make them all as equal as possible and then not have the player 'buy' these required units for the game. In the story of each cabal, the Leader recruits the Devout, and then they both "recruit" – or perhaps force – the group of Minions that make up the rest of the cabal to join. How you spend your starting souls is all dependent on the Minions you add to your cabal.

These charts show the points costs, Move stats, Life stats, and Combat stats for all the demons available to you in the game. There's far more information about each type of demon in the following sections – but these charts will at least give you a starting idea as you prepare to build your cabal.

Leaders

Every cabal must have a Leader, and you have three to choose from, depending on your style of play or the narrative you want to tell. Information about how to build your Leader starts on page 22. Type

Cost

Move

Life

Combat

Warrior

0

6

15

7

Zealot

0

7

13

6

Schemer

11

5

A Leader is nothing without their Devout. These demons are specially chosen and recruited by the Leader sometimes over years anbd years of searching. A cabal simply cannot be built with just a Leader – once the Devout has joined and fully believes the Philosophy, then can progress finally be made. Information about which Devout is attached to your chosen Philosophy starts on page 25. Type

For more information on Devout, see page 25.

Cost

Move

Life

Combat

Lord of the Pit

0

8 (�ly)

12

7

Madness Demon

0

5

11

3

0

6 (�ly)

Executioner Tallyman

Succubus

Void Demon

20

8

Devout

For more information on Leaders, see page 22.

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0 0 0

5 4

8

12 11 9

10

8 5 4

7

Minions: Lesser Demons

All demons were Minions at some time, and one must start somewhere, even within the realm of Minions. Lesser demons are the lowest of all demons – in power, skills, abilities – but a cabal needs troops, and lesser demons will be the structure you build your Philosophy upon. And, those that survive, will eventually evolve into something usefull. Look through the stats and abilities of different lesser demons starting on page 28. Type

Cost

Move

Life

Combat

Slaughter Fiend

21

5

10

6

Tentacle Beast

21

8

9

4

Mephit

Armored Demon

Spined Demon

Corpulent Demon

16

9 (�ly)

22

4

13

4

15

19

17

Minions: Greater Demons

6

7

7

3

5

6

4

The longer that a Minion survives, the more power they accrue. Size, prowess, strength – all of these attributes are unimportant in comparison to experience. As a Minion grows in experience, it will evolve from a lesser to a greater demon. Learn about these evolved forms of Minions starting on page 30. Type

Cost

Move

Life

Combat

Torture Master

27

6

10

6

Marquess d’Winter

24

4

11

6

Serpent Knight

26

Minions: Superior Demons

7

11

7

Demons don't reproduce as humans do – thankfully – and therefore have no spefic "gender" as we know it. The names this book gives to these different types of beings is admittedly through the lens of human understanding and representation. Therefore, if you are working on a Shadow King superior demon, but your model looks to you to be specifically feminine - feel free to call her a Shadow Queen, if you'd prefer. Many of the names of the demon types are completely without gender, but the names that are gendered are designed to be specific enough that changing the gendered part of the name will not confuse which type of demon is which. And if you'd rather your demon be fluid or without gender, that's totally fine as well. They're your demons, ultimately, and you control how they're represented.

These superior demons are the most powerful of all the Minions in Hell. Every demon – save Leaders and Devout – cower in their shadows. Pick your superior demon by reading about them starting on page 31. Type

Cost

Move

Life

Combat

Shadow King

33

7 (�ly)

10

6

Venom Queen

31

5

13

5

Lord of Flame

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8 (�ly)

11

7

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Making Your Leader Demon

Leader demons represent a powerful demon who has gathered others to their cause. They operate under their chosen Philosophy and actively preach to those demons who are weaker of mind, but they themselves may or may not be fully invested in their Philosophy. Some Leaders use the Philosophy as a tool to gain power, while some are in fact true believers, wanting nothing more than to see their beliefs realized in Hell and beyond. All throughout this section of the book, the base sizes for your demon models will be suggested – but understand these are just suggestions. You can use whatever sizes you like, but please try to be reasonable.

Basic Stats: Choose Warrior, Schemer or Zealot

Suggested Base Sizes: Leaders may be on 32mm, 40mm, or 50mm round bases. Customizations: Each Leader may choose one Leader Essence and one Leader Relic from the lists that follow. Philosophy: Each Philosophy adds a bonus to your Leader.

Leaders are your personal avatar in the game, and they're the most customizable of all the demons. It's best to take some time to pick your type, starting Essence, and starting Relic.

To create your Leader, you will follow the steps below:

Step 1: Choose Leader type Start by choosing the type of Leader you want to control your cabal. Each type of Leader has different statistics and special abilities. Your cabal may only have one Leader and they cost no souls to add to your cabal.

Warrior

Move: 6” Life: 15 Combat: 7

Special Ability: Combat Master - Whenever the Warrior makes a Combat roll (Attack or Defense), they may choose to change the value of any one combat dice to 6.

Schemer

Move: 8” Life: 11 Combat: 5

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Special Ability: Master Manipulator - Whenever the Schemer activates, he may choose to remove one die from your set of activation dice when his turn is complete. If he does, another demon within 12” may instead be activated and take their turn immediately. In addition, once per round, when an enemy demon would attack the Schemer, the Schemer may choose to remove one unspent activation die, if he does, he may move. The attacker may still choose to attack any other target in range after this move is completed.

Zealot

Move: 7” Life: 13 Combat: 6

Special Ability: Frenzy - Whenever the Zealot makes a Combat Attack roll, they increase their combat score by 2. If they are attacking an enemy Leader, they instead increase their combat score by 3.

Step 2: Choose your leader customizations Your Leader may choose one Essence and one Relic from the list below. Note, you may only select these during creation of your Leader, you may not select these later when playing a campaign game unless specifically instructed. Only your Leader may wield this relic during your first battle, though you may pass the relic to other members of the cabal as normal between future games. For additional information on Essences and Relics, see below.

Leader Essences

Soul of Lightning: Increases your Leader’s Move by 1".

Poisoned Soul: When your Leader is making a Combat Defense roll, if they roll any natural 6, the attacker suffers 2 damage. Unyielding Essence: Increases your Leader’s Life by 2

Eternal Mind: When you roll your activation dice, you may select one dice and reroll it if your Leader has not been slain.

Explosive Spirit: When your Leader is slain, you may roll your Combat Dice. Each roll of 4+ deals 1 damage to each demon within 3” of your slain Leader. No Soul Dice is granted when this Leader is slain.

Mending Soul: When rolling on the Soul Loss table after the battle to determine the fate of your demons, you may reroll one fate roll for your cabal.

Hell is filled with millions upon millions of souls stolen from the living over countless centuries – although, with the closing of the portal to Earth, this number no longer grows. Some souls have become particularly potent, mainly through the deeds of the demons who held them for uncounted ages and the brutal circumstances of those demons' demise. These solus become Essences and can grant special powers to those that receive them, Unlike Relics, these Essences are bound to the bearer until death.

Skirmish Spirit: If your Leader uses Running Skirmish, their Move ability increases by 3" for that movement. Regenerating Soul: When your Leader activates, they heal 1 Life. This has no effect if your Leader is at maximum Life.

Steadfast Soul: When your Leader uses Focused Combat, they may choose to change the result of any one Combat Defense die to a 6.

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Relics are uncommon artifacts within the realm of Hell, imbued with powerful soul energies. Demons covet and keep these relics to help them in battle. However, unlike Essences, Relics can be traded or given to other demons in your cabal at the behest of the leader between campaign games. This allows you to take a Relic from a weaker demon and give it to a demon you deem more worthy, if you'd like.

Leader Relics

Soul Drinker: When this demon makes a Combat Attack roll, each natural roll of 6 results in 2 damage instead of 1. If this demon’s attacks slay an enemy demon, the Leader heals 1 damage.

Screaming Shield: This demon may never be hit on anything better than a 3.

Infernal Armor: Whenever this demon suffers damage as a result of a Combat Attack, reduce the damage this demon suffers by 1. Hammer of Thunder: When this demon makes a Combat Attack roll, if any of the dice result in a natural 6, all enemies within 3” of this demon suffer 2 damage.

Axe of Black Blood: This demon increases their Combat score by 1 for Combat Attack rolls.

Plate of Rime Ice: When this demon makes a Combat Defense roll, if any of the dice result in a natural 6, the enemy reduces their Movement score to 0 as long as this demon remains within ½ inch of that model. Token of Luck: Once per round, this demon may reroll a single dice. This may not be used for the initiative roll.

Necklace of Adaptation: This demon may roll twice when making a check for any terrain and select either result. Boots of Leaping: This demon may ignore other demons when moving as though they had Fly. The demon may not end their move on another demon.

Step Three: Philosophy Bonuses When you choose a Philosophy, each one lists a bonus for your Leader. Apply this special ability to your Leader.

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Making Your Devout Demon

Devout demons are the strong right hand of your Leader. They are true believers in the Philosophy of your cabal and seek to bring the Philosophy's goals into reality, by any means necessary.

Suggested base size: Devout demons may be modeled on any base of 32mm, 40mm, 50mm or 60mm round bases. Philosophy

Devout

Lords of Hell

Lord of the Pit

Demented

Madness Demon

Earth-Bound Brokers Judges

The Empty

Lord of the Pit

Executioner Tallyman

Succubus

Void Demon

Philosophy: Lords of Hell Move: 8” - Fly Life: 12 Combat: 7

Special Ability: A Worthy Sacrifice - Once per game, you may destroy any friendly demon within 3” of this model. If you do so, the Lord of the Pit heals an amount of life equal to the destroyed demon's current life (you gain a Soul Dice as normal for slaying the demon).

Special Ability: Righteousness - The Lord of the Pit starts the battle with a Righteousness score of 0. Every time they slay an enemy model, they gain 1 Righteousness. Each time you make a Combat Dice roll, you may increase the result of a single die by an amount equal to the Lord of the Pit’s current Righteousness. Greater Evolution: You start the game with 1 Righteousness.

Superior Evolution: Increase your Combat ability by 1 and increase your Life ability by 2.

Executioner

Philosophy: Judges Move: 5” Life: 12 Combat: 8 Daniel Richards (Order #30099509)

What is demonic evolution? As demons amass power and experience over many battles, they begin to change. This change isn't outwardly physical generally, but more of an internal evolution that increases their power and scope. When the time comes in a campaign, your lesser demon can become a greater demon, and greater demons can become superior demons, gaining all the evolution powers that are included in their demon listings.

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Special Ability: Off with their Head - When making a Combat Attack roll against an enemy with 4 or less Life remaining, the Executioner may reroll any of their Combat Attack dice.

Special Ability: Justice - The Executioner starts the battle with a Justice score of 0. Everytime they slay an enemy model that has dealt any damage to your cabal, you gain 1 Justice. Each time you make a Combat Defense roll, you may increase the result of a single die by an amount equal to the Executioner’s current Justice. Greater Evolution: When making a Combat Attack roll, if the Executioner rolls three 6s, the attack deals double damage.

"We are all to suffer here in Hell, from the lowliest Mephit to the mightiest of powerful demons. Here, allow me to show you..." Plizoc the Usurper Devout of the Demented

Superior Evolution: Increase your Combat ability by 1 and the Executioner begins the game with 1 Justice.

Madness Demon

Philosophy: Demented Move: 5” Life: 11 Combat: 3

Special Ability: Infected with Madness - Once per round, when an enemy is making a Combat Attack roll within 3” of the Madness Demon, before the roll is made, the Madness Demon can change the Combat Attack ability of the enemy to his own. This exchange lasts until the end of the round.

Special Ability: Disorder - The Madness Demon starts the battle with a Disorder score of 0. Everytime during the game any Combat roll includes triple 1s (it must be a triple, anything greater - quadruples, etc. do not count), the Disorder score increases by 1. The Madness Demon may add the Disorder score to their Combat Ability when making Combat Defense rolls. Greater Evolution: The Madness Demon begins the game with a Disorder score of 1.

Superior Evolution: Increase the madness demon Life ability and Move ability by 1.

Tallyman

Philosophy: Brokers Move: 4” Life: 11 Combat: 5

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Special Ability: Balance the Scales - When the enemy spends a

Soul Dice, you may roll a dice. On the result of a 4+, you gain one Soul Dice (immediately roll a dice and add to your playsheet as though you had slain a demon). Special Ability: Tax - The Tallyman starts the battle with a Tax score of 3. Everytime a friendly model is slain, increase the Tax score of the Tallyman by 1. Whenever the Tallyman slays an enemy, you may roll a d6. If the result of that dice is less than or equal to the current Tax score, you gain an additional soul. Greater Evolution: Increase the Life ability and Combat ability by 1.

Superior Evolution: The Tallyman begins the game with a Tax score of 4.

Succubus

Philosophy: Earth-Bound Move: 6” - Fly Life: 9 Combat: 4

Special Ability: Too Charming - Once per round, when the Succubus is within 3” of an enemy, as the demon’s action, they may Charm a single enemy. You may move that demon up to its normal Move ability and make a Combat Attack against any demon of your choice.

Special Ability: Iniquity - Succubus starts the battle with an Iniquity score of 0. Everytime a friendly model slays a demon, increase the Iniquity score by 1. Whenever damage is dealt to the Succubus, you may reduce the damage by an amount equal to or less than the Succubus’ current Iniquity score. If you do, reduce the succubus current Iniquity score by an amount equal to the damage prevented. Greater Evolution: Increase the Move ability of the Succubus by 2. Superior Evolution: When the Succubus uses her Too Charming ability, increase the Succubus’ Iniquity score by 2.

Void Demon

Philosophy: The Empty Move: 8” (Special - See Oblivion below) Life: 10 Combat: 7

Special Ability: One With Nothing - Once per game, when the Void Demon is slain, it is instead not slain and it may instead be placed anywhere on the board, more than 3” away from any enemies. If the Void Demon is set up in this way, it has 5 Life and may not be healed by any method. Daniel Richards (Order #30099509)

"[sound of a corpse rotting as wind moves along jagged stones]" The Unspoken Scream Devout of the Empty

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Special Ability: Oblivion - The Void Demon starts the battle with an Oblivion score of 0. Everytime a model is slain, increase the Void Demon’s Oblivion score by 1. When moving, the void demon may instead be removed from the board and set-up anywhere within a number of inches equal to their move ability plus their Oblivion score.

Greater Evolution: The Void Demon does not suffer any negative effects of area terrain (i.e. it can not be damaged, nor suffer any penalties from such terrain).

Each lesser demon has diffrent strengths and weaknesses. Having a mix of Minions is beter than multiples of the same demon.

Superior Evolution: The Void Demon begins the game with an Oblivion score of 2.

Making Your Minions: Lesser, Greater, and Superior Demons

Minion demons make up the bulk of the foot soldiers in your cabal. These demons serve the directions and will of your Leader to bring about their goals. Suggested Base Size: Minion demons may be on 25mm, 32mm or 40mm round bases.

Lesser Demons Slaughter Fiend Cost: 21 Move: 5” Life: 10 Combat: 6

Special Ability: Paragons of Slaughter - When the Slaughter Fiend uses Focused Combat, they gain +2 to their Combat ability for the Attack roll (they gain +1 to Combat Defense rolls as normal). Greater Evolution: Increase the Combat ability by 1.

Superior Evolution: Increase the Combat ability and Life by 1.

Mephit

Cost: 16 Move: 9” - Fly Life: 7 Combat: 3

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Special Ability: Sting and Move - When using Running Skirmish,

the Mephit may increase their Move ability by 3.

Greater Evolution: Increase the Move ability by 1.

Superior Evolution: Increase the Move ability and the Combat ability by 1.

Tentacle Beast Cost: 21 Move: 8” Life: 9 Combat: 4

Special Ability: Grappling Arms - Enemy demons within 1” of any Tentacle Beast reduce their Combat Ability by 1. Greater Evolution: Increase the Combat ability by 1.

Superior Evolution: Increase the Move ability by 1 and the Tentacle Beast also reduces the Movement ability of all enemies within 1” by 3”.

Remember: just because the demon is called a "Tentacle Beast" doesn't mean that the model actually needs to have tentacles. Perhaps, due to its Grappling Arms special ability, the model you choose for this demon has many arms. Or perhaps specialized claws for grabbing and restraining their foes. You should feel free to change names of the types of demons you're modeling to make your demons fit your models – if you'd like.

Armored Demon Cost: 22 Move: 4” Life: 13 Combat: 5

Special Ability: Steely Skin - When the Armored Demon rolls Combat Defense dice, they may choose to change the result of any one Combat Defense die to a 6. Greater Evolution: When using Steely Skin, the Iron Demon may change the result of 2 Cobat dice to a 6. Superior Evolution: Increase the Combat ability and Life by 1.

Spined Demon Cost: 19 Move: 6” Life: 7 Combat: 6

Special Ability: Impaling Charge - When the Spined Demon uses Charge, they may reroll up to 3 dice from their Combat Attack roll. Greater Evolution: Increase the Movement ability by 1.

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ing an attack, increase the damage dealt by 1.

Corpulent Demon Cost: 17 Move: 4” Life: 15 Combat: 4

Special Ability: Pile of Flesh - When the Corpulent Demon activates, they heal 2 damage. Greater Evolution: Increase the Life ability by 2.

Greater and superior demons represent uniquely powerful and eperienced demons in the realms of Hell. Not easily recruited, only once your cabal is deemed worthy, may you retain the services of these creatures. Remember, your cabals for learning games and campaigns cannot start with greater and superior demons.

Superior Evolution: When the Pile of Flesh ability triggers, it heals one additional Life.

Greater Demons Torture Master Cost: 27 Move: 6” Life: 10 Combat: 6

Special Ability: Heed the Lash - When the Torture Master attacks, each Combat Attack dice that results in a 6 reduces either the Move, Life or Combat of the target by 1 for the rest of the game. When you reduce Life in this way, both their maximum and current Life ability are reduced by this amount. Superior Evolution: Increase the Combat ability and Life ability by 1.

Serpent Knight Cost: 26 Move: 7” Life: 11 Combat: 7

Special Ability: Stinging Poison - When the Serpent Knight attacks, each Combat Attack dice that results in a 6 deals 2 damage instead of 1. Superior Evolution: Increase the Move ability by 2.

Marquess d’Winter

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Cost: 24 Move: 4” Life: 11

Combat: 6

Special Ability: Touch of Winter - When another demon makes a Combat Attack roll against the Marquess d’Winter, increase the target number needed to hit by 1.

Superior Evolution: Increase the Combat ability and Life ability by 1.

Superior Demons Shadow King Cost: 33 Move: 7” - Fly Life: 10 Combat: 6

Special Ability: Shadow and Smoke - Once per round, when the Shadow King is attacked, they may reduce all damage dealt to them by a single attacker to 0.

Gliding from darkness to darkness like something at the edge of one's vision, Flyntik the Survivor moved with deadly grace towards his prey. This silent Shadow King had lived through countless battles, and though his specific abilities gave him certain advantages in staying alive, he had gained his title by ensuring his opponents were dead at the end of the engagements in which he fought.

Lord of Flame Cost: 36 Move: 8” - Fly Life: 11 Combat: 7

Special Ability: Ignition - When the Lord of Flame attacks, deal 1 damage to all demons within 3” of the Lord of Flame for each natural 6 rolled as part of the Combat Attack roll.

Venom Queen Cost: 31 Move: 5” Life: 13 Combat: 5

Special Ability: Melting Touch - When the Acid Queen attacks, any enemy damaged suffers the same amount of damage dealt the next time they activate.

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This game depends on precise movement and placement to help facilitate the brutal skirmish combat, and it's important to be accurate with your measurements, but there's no reason to end a friendship over 1/16th of an inch. If the players cannot come to an agreement on specific placement, then flip a coin. Remember, it's a game and you should have fun.

Reign in Hell is focused on brutal, fast-paced combat between the demons of Hell. When a demon is activated (see page 11), that demon may move and fight in any order. To fight, your demons will utilize the rules of combat below.

A demon cannot choose to use any of their actions in other ways, i.e. a demon cannot choose to move twice or fight twice, they may move or not, and they may fight or not.

Movement

Moving your demons is a matter of your Move ability. Your demons may move a number of inches equal to their Move ability. You may not move twice during a turn, even if you do not fight. Special circumstances to some movement apply below. You may not move through other demons, friend or foe. Some terrain will further modify your movement. See Terrain on page 36 for full details.

Fly With unothodox movement styles like flying and climbing, remember this: a physical miniature must be able to properly stand where you place it. If a figure cannot end its movement on a terrain piece and balance there, then it cannot have moved there, either via climbing, flying, or standard movement.

If your demon's Move stat includes the (fly) ability then your demon ignores vertical distance and area terrain when moving. When the demon ends its move, it will suffer any effect of terrain it lands on. Demons may not land on another model.

Climbing

Your demons may move vertically up terrain. When they do so, they move at ½ their normal speed (i.e. if their Move ability is 6", then they may move 3” vertically). You must end your movement on a horizontal surface the model will balance on. You may ignore terrain of no more than 1” high and 1” wide when moving. You do not need to pay the vertical distance for such small areas of terrain, nor reduce your movement in any way.

Combat

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Generally, demons deal with most aspects of the world around them via combat. This section will explain how combat works, the different Combat Styles, and how damage is dealt.

Combat Style

When you choose to activate a demon, you may move and fight in any order. Each time a demon activates, they have the choice of activating in three different ways: Running Skirmish, Charge or Focused Combat. The demon does not need to make an attack to choose an item below.

Running Skirmish: You may make your Combat Attack roll at any point during your movement. Meaning if you have 6 inches of movement, you may move 2 inches, make your Combat Attack roll, and then complete the remaining 4 inches of your movement. Charge: You may not charge if you are within ½ inch of an enemy. You must end your move within 1” of the enemy and may not move again for any reason. Your Combat score increases by 1 for your attacks made at the end of that movement.

Some demons can gain bonuses to their movement or other abilities when using certain Combat Styles – the Mephit gains 3 to its Move stat when using Running Skirmish, for example – so in some cases you may choose to use a Combat Style even if you aren't planning any combat this turn. This is a valid strategy.

Focused Combat: You may not move, but your Combat score increases by 1 for attack and defense rolls made until the next time that model is activated.

Combat Range

To fight another demon, you must be within ½ inch of that demon horizontally or 2” of the demon vertically, measuring base to base.

Combat Score

Each demon has a Combat score. This score represents their ability to both attack and defend themselves.

To-Hit Number

When your demon is making an attack, they compare their Combat score against the Combat score of their target and reference the table below: Combat Score vs. Target

Target Number

Greater than

2 or more

Less than

4 or more

Equal to

3 or more

Example: A Slaughter Fiend with a combat score of 6 is attacking a Mephit with a combat score of 3. 6 is greater than 3, so the to-hit number for the Slaughter Fiends attacks is 2. The Slaughter Fiend needs to roll a 2 or higher to hit the mephit.

Combat Attack Roll

Once the target number is determined, the attacking demon then makes a Combat Attack roll. To do this, the demon rolls a number of

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six-sided dice equal to their Combat score.

Example: The Slaughter Fiend from above now rolls six d6 dice (their current Combat score) and each 2+ is a successful hit. The Slaughter Fiend rolls the six dice and gets a 1, 2, 4, 4, 5, 6. Meaning five of these rolls were successful.

Combat Defense Roll

The demon that was attacked now makes a Combat Defense roll, they roll a number of dice equal to their Combat score. Each 6 is a successful defense.

Example: The Mephit has a Combat score of 3. The Mephit rolls three dice and rolls a 1, 2, and 6. This means it has successfully defended against one attack.

Damage

For each successful attack that was not defended, the target of the attack suffers 1 damage. This damage is subtracted from their Life.

Example: The Saughter Fiend had five successful attacks and the Mephit defended against one of these, reducing the success total to four. This means that the Mephit suffers 4 damage.

Note from the designers: The effects of death on activations When one of your demons in your cabal is slain – either by your opponent or even one of your own demons – you must remove one of your unspent activation dice. The choice of which one is up to you. This may mean that one of your other still-living demons will be unable to activate in this round. This is intentional. Because of this, know that there is value in killing opponents that have already activated, unlike in many other games. Remember, this is supposed to be brutal combat.

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Slain Demons

If a demon suffers an amount of damage equal to its Life score, it is slain and removed from the battlefield. The player controlling the slain demon removes one of their unspent activation dice.

Example: The Mephit, with this additional 4 damage has now suffered 7 total points of damage. The Mephits Life score is 7, meaning the Mephit is destroyed and removed from the battlefield.

Soul Dice

Whenever a demon is slain by a demon you control, and one of your demons is within 3” of the slain demon, you may harvest soul energy from the slain demon. This is represented in the game by a Soul Dice. Each time you slay a demon (friend or foe), roll a d6 and place the result on your playsheet. Throughout the course of the game, you may choose to expend these Soul Dice for bonuses, or keep them as additional reward at the end of the game (see page 43). If you choose to utilize the Soul Dice during the game, you may gain one of two benefits. In either event, once you utilize the Soul Dice, it is expended and removed from your play sheet. You may use the dice and replace any roll made as part of a Combat Attack or Combat Defense roll (for you or an enemy) with the face value of that dice.

When replacing dice with Soul Dice, the current player activating a demon completes all rerolls and replacements first then passes to the non-active player. That player may then choose to replace any dice or use any soul dice. They then pass back to the active player, who may choose to replace additional dice. This process continues until both players pass and do not replace any dice. Neither player may ever replace a dice that has already been replaced by a rule or Soul Dice.

You may instead use the Soul Dice when you activate a demon to increase their Move ability by the face value of the Soul Dice for that activation.

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Not only is this game miniatures-agnostic, allowing you to bring any models you'd like to the table and giving you ample chance to express your creativity through your demonic cabal, but it also is terrain-agnostic as well. The locales of Hell are varied – hot, volcanic plains with jagged outcroppings of rough stone; toxic pools festering in stinking bogs; ancient, silent petrified forests; and even frozen ash wastes blasted by wind. Nearly any inhospitable environment – from a human's perspective – can be found in the realms of Hell. You can use everthing from simple rocky hills to scratchbuilt shrines to even store-bought medieval ruins on your game board. The choice is up to you. Have fun with it and maybe create something new – as the board size is small – it'd be a great project to work on to stretch your creative muscles and give your version of Hell some life.

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Hell is a place of myriad terrain. At its height, there were endless, perfectly sculpted landscapes: boundless horizons of everything that mortals could imagine so that demons could bring them here to fool and torture them. Far from an endless lake of fire – though there is plenty of that as well – there are biomes of ice, desert, twisted forests of soul crystals, parched wastelands, crumbling ruins, and much more. All that Hell once was has been ravaged as the wars and skirmishes of the demons have ground the glory of Hell to little more than dust and ash.

On your table, you may create your battlefield however you like to represent the area of Hell your cabals are fighting in. When setting up terrain, you may have terrain either be purely cosmetic, or you may use the rules below for pieces of terrain that are close approximations of the terrain being described. As long as all players agree on the definition of terrain, it may be anything from below. All terrain abides one simple rule - if your figure can’t balance on a piece of terrain, then they cannot stand on it.

Ruins

Ruins represent any destroyed or wrecked buildings, walls, or remnants of the civilization of Hell. At one time, demons gathered in massive cities and had robust trade in souls and sins, but all of that has fallen to ruin. Rules: Models cannot move through walls of ruins that are more than 1” high unless that wall has a door or window in it.

Optional Ruins Rules

At the discretion of players, ruins may also have one of the following rules.

Haunted: Possessed by the angry geists of weakened demons so bereft of soul energy that they have lost the ability to hold corporeal form and driven mad, they often lash out at the demons that trod on their terrain. Each time a demon moves through Haunted Ruins, they must roll a dice. On a result of a 5+, they suffer 2 points of damage.

Crumbling: These ruins are on the edge of collapse. Each time a demon moves through Crumbling Ruins, they must roll a dice. On a result of 6+, the ruins collapse around the demon and the demon suffers 1d3 damage.

Shrines

Shrines are areas of profane power dedicated to the old dark gods and the Directorate of Hell. Though the power of most of these beings has long since been destroyed, their shrines retain a modicum of power to be harvested by those bold enough to take it.

Rules: When a demon moves within 1” of a shrine, instead of attacking, they may supplicate at the shrine for power. If they do so, roll a d6. On a 4+, they may choose to either increase their Combat ability by 1 for the remainder of the game or heal 1d3 points of damage. Any single demon may only supplicate to the shrine once per game.

Optional Shrine Rules

At the discretion of players, shrines may also have one of the following rules. Empowered: This was the shrine of a particularly powerful demon lord. The bonus above is received on a 3+ (instead of a 4+), but on the result of a natural 1, the demon suffers 1d6 points of damage as they are found unworthy of the power.

Cursed: This shrine has been polluted and whenever any prayer for power is successful as per the rules above, roll a dice. On a 5+, your cabal loses a soul dice (if you currently have one, you must choose and discard one soul dice).

Swamps

Swamps in Hell represent everything from traditional bogs, to tar pits and brackish, water-soaked land. This terrain is generally flat on the table or has very little vertical presence, but can greatly slow those demons that move through it.

Rules: When moving through swamp terrain, a demon rolls a d6. The demon's movement is reduced by an amount equal to the roll on the dice.

Optional Swamp Rules

At the discretion of players, swamps may also have one of the following rules. Despair: This swamp is a nexus for negative thought and sadness, enrapturing everyone and everything in it in utter despair. Whenever a model moving through this swamp has their movement reduced Daniel Richards (Order #30099509)

Area terrain like swamps and pools are generally handled differently than more three dimensional terrain like ruins, shrines, crags, and the like. Very frequently, area terrain is just simply flat sculpted terrain that models can still easily stand on, but sometimes they're even just represented with simple card or cut felt to show where the boundaries of the area terrain end. Which you use is up to you.

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by 4 or more inches, they instead are not moved at all and remain in the swamp in their current position. They may not attempt to move again until their next activation (when they will repeat the above test).

Poisoned: When moving through a poisoned swamp, the demon also suffers an amount of damage equal to ½ the roll of the dice (rounding down) result to reduce their movement. (i.e. if the demon rolls a 4 to reduce their movement, they also suffer 2 damage).

Forests

Forests in Hell might be everything from twisted and blacked trees to mazes of towering crystals or even strange orchards of twisted corpses prostrate to the sky above.

Rules: Forests do not have any special rules beyond requiring people to move around the “trees.”

Optional Forest Rules

At the discretion of players, forests may also have one of the following rules.

Corpse Forest: The trees here are entwined with corpses that will attempt to draw your demons in and feed off their soul energy. Whenever a demon moves through a corpse forest, roll a d6. On a 5+, they suffer 1d3 points of damage.

Soul Infused: This forest has trapped souls within it that can be extracted for additional power, though it’s dangerous to remove the souls from their current receptacle. When you end your move in a Soul Infused Forest, you may choose to extract soul energy instead of attacking. If you do so, roll a d6, on a 5+, you gain an additional Soul Dice you may roll immediately.

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Pools

Pools could be small puddles of brackish water, bubbling lava or even frozen ice. In any event, those are small areas of some kind of liquid (or frozen liquid). Rules: Pools have no special rules on their own, it depends on the type of pool, as chosen below. Lava Pools: Demons are tough, but lava can still burn. Whenever a demon moves through a lava pool, roll a d6. On a 4+, the demon suffers 3 damage.

Deep Water Pools: These pools could be a few inches or very deep and it’s nearly impossible to tell the difference from the still mirrored surface. When a demon moves through a Deep Water Pool, roll a d6, on the roll of a 6+, their move immediately ends regardless of the distance moved (the demon is arrested in the center of the pool).

Icy Pools: These are slick, frozen water. When a demon moves onto an Icy Pool, roll a dice. On a 1, they spend the turn righting themself as they nearly fall over (their move is stopped and the demon may not move anymore this activation). On a 6 the demon gains a +2 bonus to their movement score for that movement. On any other roll, nothing happens. Tar Pools: These are pools of thick, viscous tar. When a demon moves through a tarpit they half their movement value for all movement made during this activation. If the demon have already exceeded half of their movement upon entering the tar pit, then their movement ends.

Crags

Crags are areas of jutting rocky terrain.

Rules: Rocky crags are considered impassable terrain and models may not move across them unless they can fly.

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Random Terrain Table

If the scenario you're playing dictates more terrain than you have available, or perhaps it suggests terrain types you don't have access to, understand that you can swap your terrain or even use less than suggested in the scenerio rules. These are, in fact, suggestions and you can choose to have fun in the game in any way you see fit, as long as all parties involved can agree.

Use the table below to determine random terrain for your game. You may elect to apply any of the optional rules available to that terrain when it is generated if all players agree. Place the terrain evenly around the board as it is generated (i.e. unless the scenario calls for a specific distribution of terrain, the terrain should be roughly evenly spread across the table). If the scenario dictates particular terrain pieces, then those are in addition to the terrain generated on this table.

If you are generating a Light terrain table, roll on the table 3 times, if you are generating a Medium Terrain table, roll on the table 4 times. If you are generating a Heavy terrain table, roll on the table 5 times. d6 Roll

Terrain Type

1

Ruins - choose if standard, haunted, or crumbling

3

Swamp - choose if standard, despair, or poisoned

2 4 5

6

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Shrine - choose if standard, emowered, or cursed

Forest - choose if standard, corpse, or soul-infused D3 Pools - choose lava, deep water, icy, or tar D3 Crags

Reign in Hell can be played as a one-off skirmish battle, but the real fun comes when you are playing a campaign. Over the course of a campaign, your demons can gain glory and suffer defeat, forming a narrative of them making their way through Hell to spread their Philosophy. Campaigns allow your demons to advance and are a great way to tell an ongoing story. We encourage you to try a campaign, give your demons names and perhaps even simple backstories and see if you’ve got what it takes to reign in Hell. If you are playing a campaign game, then between each battle, you must determine the fate of your demons. After the battle, demons can grow weaker if slain, but your cabal might also find precious Essences or Relics to increase their power. You can also choose to cull weak members of your warband or recruit new followers to your cause. You can also gain Titles for your demons, representing their achievements on the battlefield.

During the course of the game, it's a good idea to track – perhaps on a piece of paper or something – which of your demons you remove from play because they are slain. During the post-game, it will help you greatly to know which members of your cabal are alive or killed.

Post-Game

When the game comes to a close, each cabal completes the six steps below, in order.

Step 1: Effects of Death Demons are not made of the same stuff as mortal creatures. They are not flesh and blood, but soul energy of multiple souls mixed together, self-actualized into a corporeal form. When a demon is slain, it is robbed of some of its soul energy. This can have a range of effects upon the demon in perpetuity. If the demon is lucky, their overall abilities and power will not be greatly diminished. If they are unable to constitute the same form from their remaining souls, then they might be weaker. Sometimes however, a strange thing happens. When a soul is removed, it might be a particularly weak, poisonous or incom-

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patible soul and the demon actually reforms to find themself more powerful than they were previously. Roll on the table below for each demon slain in your cabal. Record any changes. No demon can roll more than once on this table after each battle unless specifically instructed to by a separate rule.

Your demons will exentually fall in combat, and in a campaign game, that means they may take permanent damage from the table to the right. These resulting war wounds will help to tell their story over the cousre of your campaign. Their negative results – and the positive ones – will build character in your demons and make their plight more interesting. No victory is sweeter than when won by a weakened member of your cabal.

2d12 Roll

Soul Loss Effect

2

Madness: The demon is driven mad by its soul loss. This demon may never increase its experience, or wield a relic. The demon increases its Combat score by 3.

3-4

5-6 7-8 9 - 16

17 - 19 20 - 21

You can find the list of Essences on the Essence table on page 44.

22 - 23 24

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Soul Warp: The demon’s abilities are reset back to its starting scores and status (i.e. if it was a greater demon, it returns to lesser demon status and all of its scores return to the starting abilities). Any Essences that demon has gained are lost. Atrophy: Choose either Move, Life, or Combat; reduce the chosen ability by 2.

Weakened: Choose either Move, Life, or Combat; reduce the chosen ability by 1. No Effect

Twisted: Choose either Move, Life, or Combat; reduce the chosen ability by 1. Then choose a different stat and increase this score by 1.

Chaos Power: Roll 1d3. On a 1, choose either Move, Life, or Combat; reduce that ability by 1. On the result of a 2, nothing happens. On the result of a 3, choose either Move, Life, or Combat; increase that ability by 1.

Essence Gain: With a weak soul shed, another more powerful soul comes to the fore. Roll once on the Essence table for this demon. They gain the listed Essence without any additional soul cost. Evolution: The demon immediately evolves (becoming a greater demon if it’s currently a lesser, or superior if it’s currently a greater demon). If your Leader or a superior demon rolls this result, they may instead increase either Move, Life, or Combat by 1.

After you determine the outcome on the table above for any slain demon, you may choose to expend one of your Soul Dice to reroll the 2d12 result for that demon. You must accept the second result and cannot reroll multiple times for a single demon. You may expend multiple Soul Dice to reroll for different demons that are slain.

Once you have rolled for all Soul Loss, any unspent Soul Dice become souls and are added to your soul ledger. Each Soul Dice is worth 6 souls. Once they are converted in this manner to souls, they may not become Soul Dice again in any way.

Step 2: Cull the Weak Once you have rolled on the Soul Loss table for all demons that were slain, your Leader can choose to cull the weak. You may choose to sacrifice any demon in your cabal (other than your Leader or the Devout), and any essences those demons have are lost. You gain 50% (rounding up) of the original cost of the demon in Souls into your cabal’s coffers and that demon is permanently removed from your cabal. Step 3: Reward Tables When you have completed rolling on the Soul Loss table and decided all members of your cabal that will be culled, you then roll once on the Reward Table below for your cabal. Note, if the scenario played has granted you additional rolls on any table below, you may add those to the result of the Reward table.

Ignoring what was said in the sidebar of the previous page, sometimes demons become even too weak and damaged through their battles across Hell to be effective warriors any longer – no matter how good their story is. At that point, the decision to sacrifice the impaired demon can be made so the cabal may regain some of the soul energy from the culled demon.

If you generate an Essence, this must be applied to a single demon in your cabal. Once applied, it cannot be moved to any other demon in any way. A single demon may have any number of unique Essences (no single demon may have more than one of any Essence). If you generate a Relic, this must be given to a single demon in your cabal. No demon may have more than one Relic, and Relics may be freely moved to a different demon in between battles. 2d12 Roll

Reward

2

Roll on the Essence table 1d3+1 times

6-9

Roll once on the Essence table

3-5 10 - 15 16 - 19 20 - 23 24

Roll on the Essence table 1d3 times No reward found

Roll once on the Relic table

Roll on the Relic table 1d3 times

Roll on the Relic table 1d3+1 times

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2d12 Roll

Esscence Found

2

Essence of the Old Lords: This Essence was part of the original Directorate of Hell. Increase the demon’s Move, Life, and Combat by 1.

3-4 Remember, a demon can have and use any number of Essence but none can be duplicated in a demon – they do not "stack." A demon cannot have two Essence of Luck and therefore twice per battle choose to replace any one dice they roll as part of a Combat roll with a 6. Another demon in your cabal could also have the same Essence, however. Also, a demon may only have one Relic at any given time. Multiple demons may have the same Relic in the same cabal, they are not unique.

5-6 7-8 9 - 10 11 - 14 15 - 17 18 - 19 20 - 21 22 - 23 24

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Essence of the Skirmisher: When using the Running Skirmish combat style, the demon increases their Move by 3 inches. Essence of Life: Once per battle, the demon may call upon this Essence when they activate. If they do so, they may heal 1d3 damage.

Cursed Touch Essence: Once per battle, the demon may choose to replace one dice from a Combat Attack roll made against them with a 1. Essence of the Wanderer: Whenever the demon makes a roll to determine the effects of terrain, they may roll twice and select whichever result they wish. No Special Essence Found

Essence of Luck: Once per battle, the demon may choose to replace any one dice they roll as part of a Combat roll with a 6.

Essence of the Void: Once per battle, when the demon activates, instead of moving, they may be removed from the battle�ield. If you do so, set them anywhere with 12” of their previous position. Essence of the Ram: When this demon uses the Charge combat style, any Combat Attack dice that results in a natural 6 deals 2 damage instead of 1. Essence of the Duelist: When using the Focused Combat combat style, the demon’s Combat Score increases by an additional 1.

Essence of Empowerment: This is a particularly potent essence. Once applied to a demon, they automatically evolve into their next form (if they are lesser, they advance to greater, if they are greater, they advance to superior). If this Essence is applied to a Leader or a superior demon, they may increase a single ability by 1.

2d12 Roll

Relic Found

2

Armor of Fortitude: Increase the demon’s Life by 2 when they are wearing this relic.

3-4 5-6 7-8

9 - 10 11 - 14 15 - 17 18 - 19 20 - 21 22 - 23

24

Cloak of Flight: The demon’s Move gains the Fly type. Lucky Charm: When making a Combat roll, the demon possessing this relic may reroll a single 1 from amongst their results.

Leech: This weapon draws life from its bearer to deal additional damage. When making a Combat Attack roll, the bearer of this weapon may choose to suffer up to 3 damage. If they do, they add the same number of dice to their Combat Attack roll. Blood Stained Gauntlet: When the bearer makes a Combat Defense roll, any result of a natural 6 also deals 1 damage to the attacker. No Special Relic Found

Reliquary: Once per battle, when this demon activates, they may choose to increase their Move or Combat ability by 1 for the duration of that activation. Armor of Gleaming: Once per battle, the wearer may call upon this armor when an enemy within 1” makes a Combat Attack roll. If they do, the enemy halves the number of dice they roll for that Combat Attack roll. Gem of Healing: Once per battle, the bearer may call upon the power of this gem when they activate. If they do, they heal 1d3 damage.

Bracers of Unparalleled Defense: Once per battle, when making a Combat Defense roll, the bearer may activate this item. If they do, then all rolls of 5+ are considered a successful Combat Defense roll until the bearer’s next activation. Soul Razor: When the demon wielding this weapon slays an enemy, they may roll a d6. On a 4+, they gain an additional Soul Dice.

Aglillog the Maladroit moved warily through the crumbling ruins, stepping slowly and carefully over sharp obsidian debris and thorned vines. The lesser demon was used to dying in combat – as it had happened to him on many, many occasions in the past – but he was certainly not interested in perishing here in this old, dilapadated shrine. Especially not by his own clumsiness. He reached the nadir of the blackened altar and began his search. Over the course of his many lives, demons would say things in his presence – as they did not see him as a threat – and he was clever enough to remember them. Rumors, overheard legends, snippets of instructions... these pieces of information Aglillog filed away over the ages. Until he discovered this particular ruin. Its original name lost to the ages, he recognized its features from the tales he'd remembered over his lives. Upon discovering this altar with these specific markings, he knew he'd finally found it. Digging through the filth and the ash under the altar's massive surface, his hand finally touched metal, and a near-electric shock tingled him from talons to horns. Slowly, carefully pulling the blade from the debris, he finally brought it into the dim light: a dark, greasy blade with glints and highlights that seemed to be brighter than they should be in the dinge of the ruins. Aglillog the Maladroit's luck was about to change.

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Demons may, over the course of their lives, earn specific titles which will add to their names, grant them special benefits, and tell their stories. These titles represent distinct progress and deeds accomplished by the demons in your cabal. Use the title tracker sheet – which you can get at www.reigninhellgame.com – to more easily record your demons' deeds so you don't miss any titles your demons are owed.

Step 4: Titles Not all rewards are gained through time or luck, some are gained through grit and earned on the field of battle. Once you have completed all previous steps, check against the Titles below to see if any demon in your warband earned a Title. If they did, you may apply the Title to their name immediately as well as any bonuses conferred by the Title. Any time a Title requirement refers to slaying an enemy or friendly demon, the demon must have dealt the final damage that slayed the model to earn the Title.

A single demon can have any number of Titles. Your warband can never have more than one instance of any single title (for example, there can never be more than one Reagent Slayer in your cabal). When a demon becomes eligible for a Title, you may choose to accept the Title and benefit, in which case, they are the only demon in your cabal that may now or ever have that title. Alternatively, they may renounce the Title. In that case, that demon does not gain the Title or benefit and may never earn that Title again for any reason during this campaign. Other demons in that cabal may earn the Title as normal at a later time. These rules apply to Titles gained through the achievements below or through specific scenario Titles.

Note: As some Titles require tracking over multiple games in a campaign, it’s likely a good idea to track progress toward a title on your playsheet after each game rather than trying to remember previous played games. See sidebar on this page. Regent Slayer Requirement: Slay two different enemy Leaders over any number of games. Benefit: Increase your Combat ability by 1 when fighting enemy Leaders.

Destroyer Requirement: Slay five enemy demons in a single game. Benefit: Once per battle, after slaying an enemy demon, this demon may immediately fight again, making a second Combat Attack roll against any other enemy in range.

Backstabber Requirement: Slay three friendly models in a single game. Benefit: Whenever this demon slays a friendly model, roll a d6. On a result of a 5+, they gain an additional Soul Dice.

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Unstable Steps Requirement: Die to terrain (the terrain must deal the final damage

to the demon). Benefit: This demon may roll twice when making a check for any terrain and select either result.

End of Faith Requirement: Slay two different Devout demons over any number of games. Benefit: Increase your Combat ability by 1 when fighting enemy Devout demons. Survivor Requirement: End the game alive for three games in a row. Benefit: Increase the demon’s Life ability by 1.

Usurper Requirement: Non-Leader slays a friendly Leader twice over any number of games. Benefit: This demon becomes the Leader, uses the Leader advancement and your current Leader is removed from the warband as per the Cull the Weak ability. You gain 20 souls for culling the Leader and any Relic the Leader possessed is now owned by this model, but may be transferred as normal (this model is still capped at one Relic maximum).

First to Fall Requirement: First demon slain in the battle by an enemy demon in two games over any number of games. Benefit: Increase the demon’s Move ability by 3 during their first activation. Pacifist Requirement: Deal zero damage in two consecutive games. Benefit: Reduce the demons Combat ability by 1 and increase their Life ability by 2.

Soul Stealer Requirement: Slay at least three enemy demons, who have been reduced to 2 life or less by any other demon, in a single game. Benefit: When attacking an enemy with 2 Life or less, increase this demon’s Combat ability by 2. Covetous Requirement: Possess one Relic and at least three Essences. Benefit: This demon may carry two Relics. Maladroit Requirement: End the game dead for three games in a row. Benefit: Roll twice on the Soul Loss table, selecting either result. Daniel Richards (Order #30099509)

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Step 5: Advancement Once you have completed all steps above, apply experience to your demons as follows: 1. 2. 3. 4.

Notes from the designers: Why do demons advance at different rates? You'll notice that the Leader demons advance in smaller experience increments than the Devout, who advance in smaller increments than the Minions. This is to show the relative power and intelligence of the three different classes. In a campaign setting, your Leader will gain new benefits more quickly, allowing you to customize them to be the commander you want for your cabal. The Devout and the Minions will also gain benefits during advancement, but it will come at a slower pace.

Once you have applied the experience above, check against the table below to determine if any of your demons gain benefits or advance.

XP Gained

Leader Advancement Bene�it

5

Increase Move, Life, or Combat by 1

15

Increase Move, Life, or Combat by 1

10 20 25

Gain 1 Relic from the Leader Relic table (page 24) at no cost. Only your Leader may use this Relic. Increase Move, Life, or Combat by 1

Devout Advancement Bene�it

6

Greater Evolution: The lesser demon gains the bene�its of the greater evolution. If they are already greater, there is no effect.

18 24 30

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Gain one Essence from the Leader Essence table (page 23) at no cost.

XP Gained

12

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Apply any special experience bonuses granted by the scenario. Each demon gains 1 experience for completing the battle. Each demon that was not slain gains 1 additional experience. If you were victorious in the scenario, your Leader gains 1 additional experience.

Roll a d3: 1= +1 to Move; 2= +1 to Life; 3= +1 to Combat

Superior Evolution: The greater demon gains the bene�its of the superior evolution. If they are already superior, there is no effect.

Gain one Essence from the Leader Essence table (page 23) at no cost. Roll a d3: 1= +1 to Move; 2= +1 to Life; 3= +1 to Combat

XP Gained

Minion Advancement Bene�it

7

Greater Evolution: The lesser demon gains the bene�its of the greater evolution. If they are already greater, there is no effect.

14 21 28

Roll a d3: 1= +1 to Move; 2= +1 to Life; 3= +1 to Combat

Superior Evolution: The greater demon gains the bene�its of the superior evolution. If they are already superior, there is no effect. Roll a d3: 1= +1 to Move; 2= +1 to Life; 3= +1 to Combat

Step 6: Recruitment & Expeditions Once you have completed all previous steps, you may choose to spend your souls on either recruiting additional demons or sending demons on an expedition.

You may choose to recruit additional demons to your cabal. You may purchase any number of additional demons based on the amount of souls that you currently have or alternatively you can save your souls for future purchases. If your Leader has less than 10 experience, they can only recruit lesser demons. If they have 10 or more experience, they can recruit lesser or greater demons. If they have 20 or more experience, they can recruit lesser, greater or superior demons.

Recruitment can be a way to change capabilities and powers of your cabal, replace demons that you've culled, or even expand your cabal. However, remember: the maximum number of demons in your cabal – including the Leader and Devout – is ten.

Any demons you purchase are at 0 experience, but may gain experience as normal from that point forward. The maximum number of demons in your cabal is ten just as with building your initial cabal.

You may also choose to spend souls to go on an expedition. This is sending your demons out, or hiring mercenary demons who search the ruins and wreckage of Hell for powerful Essences and unique Relics.

If you choose to send demons out, you must choose either a normal or rushed expedition. In either event, if you do not currently have the souls necessary, you cannot begin an expedition. You may only fund one expedition at the end of each battle:

If you pick a rushed expedition, then you immediately spend 20 souls and roll a d6. On a 5+, you may immediately make a roll on the Reward Table (page 43). On any other result, nothing happens (the Daniel Richards (Order #30099509)

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demons are assumed to have absconded with your souls and/or been destroyed).

If you pick a normal expedition, then you immediately spend 10 souls. At the end of the next battle you complete, as long as at least one demon from your cabal has survived, you may roll a d6. On a result of 4+, you may roll one additional time on the Reward Table (page 43). On any other result, nothing happens.

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If you are playing a single game, roll a d12 on the table below for your scenario, or chose a scenario. If you are playing a campaign game, then roll on the table below, rerolling any result that is duplicate of a previous scenario played during this campaign unless you have played each scenario on the list at least once. Roll

Scenario

Players

On Page

1

King of the Hill

2-4

52

3

Desecration

2

54

1-4

56

2

Relic Hunters

2-4

4

The Twins

2

6

Extracting Power

2-4

5

7 8

9

The Beast

The Prison

Marked for Death Crystal Towers

2-4 2

2-4

55

57

58

59

60

10

Hellstorm

12

Player with the fewest cabal members chooses (roll again if a tie)

11

2-4

53

These scenarios are listed in the table to the left to help you in picking what kinds of games you and your opponent will play. We suggest using a d12 to roll randomly, but you can also just pick which missions you'd like to play. Also remember, especially if you're just starting out in a learning game, that you can just set up on opposite ends of the board and fight to the death. It's your game and you can certainly play it your way.

61

Player with the lowest experience Leader demon chooses (roll again if a tie)

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SCENARIO:

King of the Hill

Your cabals are battling over an important piece of terrain. Control of this terrain piece is essential – perhaps it contains ancient lore of the before times, perhaps it’s a bastion of soul power, maybe even an extremely powerful weapon. Whichever cabal controls this terrain piece at the end of the scenario is the victor. Players: 2-4

Terrain Notes: The center of the play board should be one large piece of terrain. This could be a set of ruins, a single large hill, or anything of the type (at least 6” by 6”). Other terrain may be set up as normal.

Special Rules:

There are no special rules for this scenario.

Set-Up: Both players deploy their cabals in the Deployment areas labeled below. Roll a d6 to determine who is Player 1 and who is Player 2 (additional player roll as necessary), highest roll chooses first.

Victory Conditions: The game lasts five rounds. The winner of the game is the cabal with more models on the central terrain piece when the game ends. If a player retreats, they lose the scenario regardless of the number of models on the terrain piece.

Rewards: Title - King of the Hill. If a single demon occupies the central terrain piece for all five rounds of the game and is not slain, they gain the Title of King of the Hill. As with all Titles, only one member of your warband may have this Title. This demon adds one additional dice to their Combat Defense rolls whenever they are on or within terrain of any kind.

Player 1

6”

6”

6”

6” 6”

6”

Player 3

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Player 4

Terrain 6”

6”

6”

6”

Player 2

Hell is littered with relics of the former glory of its fallen civilization. The weapons and trinkets of kings are discarded like so much refuse. They sit, waiting for the powerful, the brave or the foolish to come to claim them. Players: 2-4

SCENARIO:

Relic Hunters

Terrain Notes: The board should be set up as per the heavy terrain rules. Set-Up: Both players deploy their cabals in the deployment areas labeled below. Each player rolls a d6 to determine who is Player 1 and who is Player 2, highest roll chooses.

Victory Conditions: The game lasts five rounds. The winner of the game is the cabal with the most Relics at the end of the game. If a player retreats from the field, they lose the battle regardless of the number of relics.

Rewards: At the end of the game, roll a dice for each Relic your warband ended the game with. On a 4+, you may roll one additional time on the Relic table.

Player 3

6”

6”

6”

6”

6”

6”

6”

Each player, beginning with Player 1, alternates placing a single objective on the board representing a Relic. This continues until there are two Relics on the board per player. Relics may be placed anywhere on the board more than 6” away from another relic and more than 6” away from the edge of the board or any deployment zone. When a demon moves into contact with a Relic, they may choose to claim it. If they do, it then moves with them for the rest of the game until they are killed. If a demon carrying a Relic is killed, the Relic is placed where they are slain.

Player 2

6”

Player 1

Special Rules:

Player 4

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SCENARIO:

Desecration

There are powerful Relics that are dangerous to your cabal’s Philosophy. Perhaps it is a set of heretical tomes, or a sceptre capable of controlling the minds of demons, or something even more devious? Whatever the case, you need to destroy them before your opponents can capitalize on them. Players: 2

Terrain Notes: The board should be set up as per the medium terrain rules.

Special Rules:

When the defender’s demons move in contact with an objective, they may choose to claim the objective. If they do, the objective moves with them until the end of the game or until they are slain. When a demon carrying an objective is slain, the objective is placed on the board in the location where they were slain. When a destroyer’s demon moves into contact with an objective, they may destroy the objective instead of attacking if the objective is not controlled. To destroy the objective, they must make a normal combat attack against the it and achieve two 6s on the result. If the objective is being carried by a demon, that demon must be slain before it can be attacked/destroyed.

Set-Up: Roll a d6 to determine who is Player 1 and who is Player 2. Player 1 is the destroyer, Player 2 is the defender. Players deploy their forces as per the map below. One objective is placed in each location identified on the map below, placing four total.

Victory Conditions: The game lasts five rounds. If Player 1 manages to destroy at least three objectives, they are the winner. If Player 2 manages to prevent at least three objectives from being destroyed, they are the winner. If neither player achieves this, the game is a draw unless one player retreats, in which case, they lose the scenario.

Rewards: Player 1 may roll one additional time on the Essence reward table for each objective they destroyed in their game. Player 2 may roll one additional time on the Relic table for each objective that was not destroyed by the end of the game.

6”

1

6”

6”

Player 2

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10” 2

10”

6”

6” 3

14” 4

6”

Player 1

10”

6”

6”

Your cabal has come to a place where a legendary set of Relics can be found. They are a cursed pair however, and protected so that no single group can possess both. To gain their power, you must use one to destroy the other - creating a single more powerful artifact.

SCENARIO:

The Twins

Players: 2

Terrain Notes: The board should be set up as per the light terrain rules.

Set-Up: Both players deploy their cabals in the deployment areas labeled below. Roll a d6 to determine who is Player 1 and who is Player 2, highest roll chooses. Two objectives are set up in the center of the board as per the map below.

Victory Conditions: The game lasts five rounds. The winner is the cabal that destroys an objective. If no cabal destroys an objective, the game is a draw. If a player retreats from the field, they lose the battle. Rewards: If a cabal wins, they may roll one additional time on the Relic table at the end of the game.

Special Rules:

When a player’s demon moves into contact with an objective, if the other objective has not been claimed by their cabal, they may choose to claim that objective. If they do, then that objective moves with them for the rest of the game or until they are slain. If a demon carrying the objective is slain, then the objective is placed where they were slain. If a demon carrying an objective moves into contact with an unclaimed objective, they may choose to destroy that objective instead of making an attack. If an objective is claimed, it cannot be destroyed until the carrying demon is destroyed.

6”

6”

15”

6”

Player 1

Player 2

6”

15” 6”

6”

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SCENARIO:

The Beast

Some demons have grown so large or powerful they have lost their minds and become little more than ravenous beasts. There are great rewards if you can either catch and command this beast or, barring that, kill it. Players: 1-4

Terrain Notes: The board should be set up as per the medium terrain rules.

Special Rules:

Control the Beast When an enemy demon moves within 3” of the beast, they may choose to try to control it instead of making a Combat Attack roll. If they do, they roll six d6, if they achieve at least one natural 6, they gain one success in controlling the beast. The first warband to reach ten successes controls the beast and may then activate it as normal in future rounds. The Beast's Actions 1. The beast takes activations on 12 and 6. 2. The beast will attack the model within 3” that last caused damage to the beast. 3. If no demon fulfills #2 above, then the Beast will attack a random demon within 3”. 4. If there are no demons within 3”, but there are demons within 8”, the beast will move its full move to the closest demon and attack it. If multiple demons are equidistant, then randomly determine which demon the beast moves toward and attacks. 5. If there are no demons within 8”, the Beast will do nothing for its activation.

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Set-Up: Both players deploy their cabals in the deployment areas labeled below. Roll off a d6 to determine who is Player 1 and who is Player 2 (additional players as necessary). In the center, you place “The Beast” – this should be any large monster from your collection on at least a 60mm base. See sidebar for the beast's actions. Victory Conditions: The game lasts five rounds. The winner is the cabal that either kills or controls the beast. If a player retreats, they lose the game.

Rewards: If a cabal controls the beast, they may sacrifice the beast after the game and harvest its essence for power. You may gain one additional Essence for your leader. If a cabal kills the beast, they may roll six d6 after the game, that cabal gains one additional soul for each 4+ rolled on those six dice. Title - Beast Slayer. Whatever demon slays the Beast gains a Title: Beast Slayer. As per normal, only one demon in your cabal may have this title. This demon increases their Combat ability by 1 whenever they make a Combat Attack roll against an enemy with a higher Combat ability. Player 4

6”

6” 15” 6”

Player 1

6”

11”

6”

Player 2

6”

The Beast

6”

6”

Player 3

Your cabal has come to a place where the ruins and the land of Hell itself is imbued with power, waiting to be extracted. You are not alone however in your discovery, and now you must extract power while defeating your enemy. Players: 2-4

SCENARIO:

Extracting Power

Terrain Notes: The board should be set up as per the heavy terrain rules.

Set-Up: Roll off a d6 to determine who is Player 1 and who is Player 2 (additional players as necessary). Beginning with Player 1, each player alternates choosing a piece of terrain on the board to be empowered (mark this terrain in some way). Continue this process until there are two pieces of empowered terrain per player or all terrain is empowered, whichever comes first. Victory Conditions: The game lasts five rounds. The winner is the cabal that has extracted the most souls from the terrain when the game ends. If any player retreats from the field, they lose the game. Rewards: Each warband may roll a d6 at the end of the game for each soul they extracted from terrain at the end of the game. If the dice rolls a 5+, then the cabal gains one additional soul (the other souls proved too cantankerous or damaged to be fully claimed).

Special Rules:

When a demon moves into contact with an empowered piece of terrain, they may choose to extract power instead of fighting. If they do so, they roll six d6. Each 5+ means a soul has been extracted. Each roll of a 1 however results in 2 damage being dealt to the demon performing the extraction as the empowered souls lash out. No more than one demon from a single cabal can attempt to extract souls each round. If a demon should be slain when attempting to extract souls, any souls they gained are still added to your total before the model is slain. Empowered Terrain At the start of each battle round, roll a d6 for each piece of empowered terrain and compare it below:

Player 3

6”

6”

Player 2

6”

6”

6”

6”

Player 1

6”

6”

Roll 1-3: No Effect Roll 4-5: All demons on the terrain suffer 2 points of damage. Roll 6: All demons on the terrain suffer 4 points of damage and are removed from the terrain, Each player sets up any surviving demons that were on the terrain piece within 6” of the terrain piece but no closer than 1” to the terrain piece.

Player 4

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SCENARIO:

The Prison

Your cabal has come to a place where an ancient and powerful knowledge demon is trapped within an inescapable prison. Four towers of arcane might have been erected to bind the demon in his prison and if you free him, there are great rewards to be had. At least three of the four towers must be unlocked by a single cabal to free the demon from the prison, and gain their knowledge in reward. Players: 2-4

Special Rules:

The first demon to move within 3” of the objective marker gains control of the objective. They retain control of the objective until they either move more than 3” away or are slain. If they are slain, the demon that slayed them gains control of the objective and control it as above. Rewards Chart If you free the demon, roll a d6 and consult the results below: Roll 1-2: Trickster Demon – This demon has no secret knowledge; it has lured you here under false pretenses and quickly flees into the ether. Roll 3-4: Warrior Demon – This demon was imprisoned for a reason, and it’s been driven mad by millennia of imprisonment. Select one of your demons in your cabal, they are slain. You were forced to destroy the demon, but may harvest its soul. Roll two additional times on the Essence table. 5-6: Knowledge Demon – This demon whispers secrets of power and insight into the mind of your Leader. Your Leader gains an additional 2 experience.

Terrain Notes: The board should be set up as per the medium terrain rules. There should be some piece of terrain in the center of the board that represents the prison. Set-Up: Both players deploy their cabals in the deployment areas labeled below. Roll a d6 to determine who is Player 1 and who is Player 2 (additional player roll as necessary). Four objectives are also placed on the battlefield on the locations marked on the map.

Victory Conditions: The game lasts five rounds. The winner is the cabal that controls at least 3 of the 4 objectives at the end of any round after the first. Or, game is a draw unless a side retreats.

Rewards: If you are victorious and free the demon, roll on the chart in the sidebar to the left.

Title: Liberator of the Forbidden. If you control all four objectives at the end of a round, your Leader may gain this title. As per normal, only one demon in your cabal may have this title. This demon may not have their movement reduced for any reason during a battle. (i.e. they ignore movement reducing effects of other demons, they climb at full speed, they ignore the movement reduction of terrain, etc.). Player 3

6”

6”

Player 1

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6”

6”

Player 2

8”

8”

12”

1

3

12”

12”

2

4

12”

6”

8”

8”

6”

6”

6”

Player 4

In this scenario, one cabal is hunting a particular member of another cabal – either for power, revenge, a valuable Relic – the reason is unimportant. They have been marked for death, and the hunters are here to collect. Players: 2

SCENARIO:

Marked for Death

Terrain Notes: The board should be set up as per the light terrain rules. There should not be any ruins taller than 4”.

Set-Up: Roll off a d6 to determine who is Player 1 (the attacker/ ambusher) and who is Player 2 (the defender/ambushee). Player 2 deploys into the center deployment area marked on the map. Player 1 deploys around the central area as marked.

Victory Conditions: The game lasts four rounds. If Player 1 manages to slay the demon that is marked for death by the end of the game, they are victorious. If the demon marked for death has not been slain by the end of the game, then Player 2 is victorious.

Special Rules:

At the start of the game, before any initiative dice are rolled, Player 2, must choose a single member of their cabal to be Marked for Death.

Rewards: Slay the Hunted: If the attacker slays the demon marked for death, they may collect the bounty that drew them here. Roll a d12 and gain that many additional souls to your ledger.

Survivor: If the demon that is marked for death, survives the battle, they gain 1 additional experience.

Player 1

9”

12”

9”

6” Player 2

8”

6”

9” 9”

Player 1

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SCENARIO:

Crystal Towers

Massive crystal towers dot the landscape. These towers collect souls from the ambient environment in Hell and you have to come to harvest their bounty. Unfortunately, you are not alone. Players: 2-4

Terrain Notes: The board should be set up as per the light terrain rules. Set-Up: Both players deploy their cabals in the deployment areas labeled below. Roll a d6 to determine who is Player 1 and who is Player 2 (additional player roll as necessary). Four objectives are set-up on the board as shown.

Special Rules:

At the start of the game, roll a d6 for each objective. Place this dice next to the objective. This is the number of souls that may be collected from each tower before it is empty. To harvest a soul from an objective, a demon must control that objective. To control the objective, a cabal must have more demons within 3” of the objective than any other cabal. If they do, any demon within 3” may harvest a soul instead of making an attack. No more than one soul may be harvested from any single objective in a round. As you harvest, lower the number on the dice by one until empty.

Victory Conditions: The game lasts five rounds. The winner is the cabal that has harvested more souls at the end of the game. If a cabal retreats from the battlefield, they lose the scenario.

Rewards: Soul Energy: At the end of the game, each cabal may add a number of souls to their total equal to the number of souls they harvested during the game. If the game ended because a cabal retreated, the last cabal that did not retreat gains all remaining souls that have not been harvested.

Player 3 6”

4”

8”

6”

Player 1

60 Daniel Richards (Order #30099509)

12” 6”

8”

8”

1

3

2

8”

6”

Player 2

12”

8”

4

8”

6”

4”

6”

Player 4

Your force has come to take possession of critical objectives on the landscape that will build your power. As you arrive, you find not only enemies, but a massive hellstorm ravaging the landscape. Players: 2-4

SCENARIO:

Hellstorm

Terrain Notes: The board should be set up as per the medium terrain rules. Set-Up: Both players deploy their cabals in the deployment areas labeled below. Roll a d6 to determine who is Player 1 and who is Player 2 (additional player roll as necessary). Four objectives are set-up on the board as shown.

Victory Conditions: The game lasts five rounds. The winner is the cabal that has more points at the end of the game. If a cabal retreats from the battlefield, they lose the scenario.

Rewards: Title - Storm Breaker. Any demon that survives the battle and suffers 0 damage from the storm may gain the Storm Breaker Title. If they do, any time they play this scenario in the future, when rolling for the result of the storm on this demon, they are unaffected by the storm on a roll of 1-3 and suffer only 1 damage on a roll of 4-6.

Special Rules:

At the start of each round, the storm's fury erupts into an area of the battlefield. Roll a d6 and compare to the map below for what area the storm has affected, 1-4. On a 5-6, nothing happens. Roll a dice for each demon in the affected area. On a 1-2, nothing happens to that demon. On a 3-5, the demon suffers 2 damage from the whipping rubble and debris. On a 6, the demon suffers 4 damage from a particularly deadly piece of debris. To control one of the objectives, a cabal must have more demons within 3” of it than any other cabal. Any cabal that controls an objective at the end of the round gains 1 point per objective they control.

Player 3

6”

6”

Player 1

6”

Area 1

4”

4”

4”

6”

Area 2

4”

4” Area 3

6”

4” 4”

4”

Area 4 6”

Player 2

6”

6”

Player 4

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Activating

Game Play Reference

• At the top of the round, each player rolls a number of d12s equal to the current number of demons (that have not been slain) remaining in their cabals. • Starting at 12, any player that rolled a 12 can choose to activate any of their current demons on the board. • If multiple players have rolled 12s, then they need to roll off with a d6 to see who rolls highest and activates a demon first. If multiple players roll the same number in later steps (11 and lower) then the player that did not activate last can now activate first. • Activation phases count down from 12 to 1, until all demons still alive are activated. No demon can be activated more than once per round unless a special rule allows them to do otherwise. • When activating a demon, the player puts the d12 for the current numbered activation phase near the demon (to show it's being activated) and then chooses to move and/or fight, in any order. A demon may not move twice or fight twice.

Moving

• Demons may move in inches up to their Move ability. Terrain can modify this ability (see page 36). • If your demon's Move stat includes the (fly) ability then your demon ignores vertical distance and area terrain when moving. When the demon ends its move, it will suffer any effect of terrain it lands on. Demons may not land on another model. • Your demons may move vertically up terrain. When they do so, they move at ½ their normal speed (i.e. if their Move ability is 6", then they may move 3” vertically). You must end your movement on a horizontal surface the model will balance on. • You may ignore terrain of no more than 1” high and 1” wide when moving.

Fighting

• To fight another demon, you must be within ½ inch of that demon horizontally or 2” of the demon vertically, measuring base to base. • Upon activation, you may choose one of three Combat Syles: Running Skirmish, Charge, or Focused Combat (see below). You don't need to fight to use them. • Running Skirmish: You may attack another demon at any point during your movement: if you have 6 inches of movement, you may move 2 inches, make your Combat Attack roll, and then complete the remaining 4 inches of your movement. • Charge: You may not charge if you are within ½ inch of an enemy. You must end your move within 1” of the enemy and may not move again for any reason. Your Combat score increases by 1 for your attacks made at the end of that movement. • Focused Combat: You may not move, but your Combat score increases by 1 for attack and defense rolls made until the next time that model is activated. • Each demon has a Combat score. This score represents their ability to both attack and defend themselves. • When your demon is making an attack, they compare their Combat score against the Combat score of their target and reference the table below:

Combat Score > Target's Combat Hit on 2+

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Combat Score = Target's Combat Hit on 3+

Combat Score < Target's Combat Hit on 4+

Fighting (continued) • Once the target to-hit number is determined, the attacking demon then makes a Combat Attack roll. To do this, the demon rolls a number of six-sided dice equal to their Combat score. Every dice that is equal to or above the to-hit number is counted as a success. • The demon that was attacked now makes a Combat Defense roll, they roll a number of d6s equal to their Combat score. Each 6 is a successful defense. • For each successful attack that was not defended, the target of the attack suffers 1 damage. This damage is subtracted from their Life. • If a demon suffers an amount of damage equal to its Life score, it is slain and removed from the battlefield. The player controlling the slain demon removes one of their unspent activation dice.

Soul Dice

• Whenever a demon (friend or foe) is slain by a demon you control, and one of your demons is within 3” of the slain demon, you may harvest soul energy from the slain demon. This is represented in the game by a Soul Dice. • Roll a d6 and place the result on your playsheet. Throughout the game, you may choose to expend these Soul Dice for bonuses, or keep them as additional reward at the end of the game (see page 43). • During the game, you may use the dice and replace any roll made as part of a Combat Attack or Combat Defense roll (for you or an enemy) with the face value of that dice. • Or, you may instead use the Soul Dice when you activate a demon to increase their Move ability by the face value of the Soul Dice for that activation. • Neither player may ever replace a dice that has already been replaced by a rule or Soul Dice.

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Activation Dice

Cabal name Philosophy

Soul Dice

Philosophy’s special ability Current total number of souls

Leader demon

Name and Title

Demon Type

Essence and ability

Relic and ability

Essence and ability

Philosphy leader bonus

Essence and ability

Special ability

Devout demon

Name and Title

Demon Type

Essence and ability

Relic and ability

Essence and ability

Special ability

Move

Life

Combat

Move

Life

Combat

Move

Life

Combat

Move

Life

Combat

Special ability

Minion demon

Name and Title

Demon Type

Essence and ability

Relic and ability

Special ability

Special ability

Minion demon

Name and Title

Demon Type

Essence and ability

Relic and ability

Special ability

Special ability Permission granted to reproduce for personal use. Copyright 2021 Snarling Badger Studios LLC

Daniel Richards (Order #30099509)

Minion demon

Name and Title

Demon Type

Essence and ability

Relic and ability

Special ability

Special ability

Minion demon

Name and Title

Demon Type

Essence and ability

Relic and ability

Special ability

Special ability

Minion demon

Name and Title

Demon Type

Essence and ability

Relic and ability

Special ability

Special ability

Minion demon

Name and Title

Demon Type

Essence and ability

Relic and ability

Special ability

Special ability

Minion demon

Name and Title

Demon Type

Essence and ability

Relic and ability

Special ability

Special ability

Minion demon

Name and Title

Demon Type

Essence and ability

Relic and ability

Special ability

Special ability

Move

Life

Combat

Move

Life

Combat

Move

Life

Combat

Move

Life

Combat

Move

Life

Combat

Move

Life

Combat

Permission granted to reproduce for personal use. Copyright 2021 Snarling Badger Studios LLC Daniel Richards (Order #30099509)

. e b o t d e s u t i t a h w t o n And it’s

is a fast, brutal, miniatures-agnostic tabletop wargaming ruleset that pits your hand-picked cabal of demons against your opponent’s to determine who gets to reshape the ruins of Hell to fit their Philosophy. Do you want to restore Hell to its former glory? Tear it all down and watch it burn? Or perhaps try to head back to Earth for some payback? You can customize your cabal, use whatever demonic miniatures you’d like, and tell the stories of your battles through the in-depth campaign system. We’ll see you in Hell.

Daniel Richards (Order #30099509)

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