Due to the tight timeline, we will be using abbreviated campaign rules as follows:
Included:
Curated Ambitions from the list below
Minor Treasures
Greater Treasures
Excluded:
Lairs & Upgrades
Reconstitution Maladies
Obol rewards
Bazaar, Markets, Alchemy, Sellswords
Ambitions are your leader's long term goals. Only the ambitious are capable of escaping death in the first place and this drive is not diminished as the centuries roll on.
Once the goal number is reached- marked (x) - you receive the reward and add 1 to your completed ambitions total. Rewards for both the minor ambitions completed and the rewards obtained for total ambitions can be found on the gathering sheet or below in the campaign section.
Before each battle choose 4 minor ambitions to be active.
For every 2 completed ambitions, you may claim a Greater Treasure from the section below.
Leaders may carry up to two different greater treasures and minions may carry one. Minions with the Beast keyword may not carry greater treasures.
Curse Path
Test the Limits of Undeath
Condition: Cast the summon spell (2).
Reward: gain +1 max HP for the whole gathering
Commune with the Truth
Condition: Run out of mana dice during a battle (1).
Reward: +1 mana point of any type.
Master Abyssal Artillery
Condition: Cause an enemy model to become Shattered with a spell (2).
Reward: +1 to the channelling roll for a spell of your choice.
Shattered Path
Settle Old Grudges
Condition: Cause an enemy model to become Shattered with melee attacks (3).
Reward: Improve violence by 1 for a model of your choice.
Rain Iron Sleet
Condition: Cause an enemy model to become Shattered with ranged attacks (2).
Reward: Improve ranged by 1 for a model of your choice.
A Favoured Familiar
Condition: A familiar causes an enemy model to become Shattered (1).
Reward: improve violence by 1 and +1 max HP for that familiar.
Strike down the Horrors
Condition: Cause an enemy Gigantic Horror to become Shattered (1).
Reward: One model in your gathering may take a trait from your covenant or the wretched undead list.
Path of Eyes
Scour the Lands
Condition: Complete a scenario (2).
Reward: Roll on the treasure table.
Search for Ancient Lore
Condition: Leader ends their activation holding an objective or relic (2).
Reward: Gain a spell of any type.
Path of Exile
Glutton for Punishment
Condition: Finish a game with 0 friendly models on the board (1).
Reward:Gain 1 Desparate Rabble sellsword model for the next game. They cannot be affected by any campaign upgrades and if they die, they die.
Company in Misery
Condition: Finish a game with the lowest wisdom count (1).
Reward: Gain 1 Desparate Rabble sellsword model for the next game. They cannot be affected by any campaign upgrades and if they die, they die.
Base size: 20mm - 40mm
Keyword: Choose either Blood/Bone/Plasm, Husk, Remnant, Sellsword
Armaments: Improvised weapon - Range: 2; Attacks: 2; Damage Glance/Hit: 2/4
Special Rules
Weak Mind: these models can be affected by the Dominate spell as if they were an NPC, this spell must be cast on the Rabble before their activation.
Note: only 10 Desperate Rabble can be stirred in the Sepulchre at a time.
Roll 1D10 on the table below.
Leaders may carry up to 3 minor treasures and minions may carry 2. Minions with the Beast keyword may not carry minor treasures.
I. Binding Pact
Effect: Discard at the deployment step and add an additional small beast of any type to your gathering for the duration of the battle.
II. Mana Bottle
Effect: Free action, discard to gain a mana dice of any type.
II. Soul Tether
Effect: Free action, discard to restore 5 HP.
IV. Phantasm Bottle
Effect: Free action, discard to instantly cast the Phantasm spell as if you passed the channeling roll.
V. Quicksilver Powder
Effect: Free action, discard then +1 to move for the rest of this model’s activation.
VI. Blade Oil
Effect: Free action, discard then +1 to violence for the rest of this model’s activation.
VII. Scroll of Insubstantiation
Effect: Free action, discard to gain the fly keyword for the rest of this model’s activation.
VIII. Iron Sludge Tincture
Effect: Free action, discard then +1 armour until this model’s next activation.
IX. Summoning Scroll
Effect: Free action, discard to instantly cast the Summon spell as if you passed the channeling roll.
X. Channeling Charm
Effect: Free action, discard then +2 to channeling rolls for the rest of the model’s activation.
Roll 2d10 and choose the preferred result.
Leaders may carry up to two different greater treasures and minions may carry one. Minions with the Beast keyword may not carry greater treasures.
I. Sigils of Abnegation
Burn the ancient sigils into the air. Destroy the weak in a shower of cinders.
Effect: For one attack action per scenario the model’s melee weapon may be replaced with the following profile.
Range: 2; Attacks: 4; Damage Glance/Hit: 2/4 Special: May push 2” on glance and 4” on hit
II. Cinder-Ash Bolts
Black iron missiles inscribed with the lost sorcery of embers immolate any unfortunate enough to be close to the target.
Effect: Once per scenario after this model resolves a ranged attack, you may choose to make the following ranged attack against all other models within 3” of the target.
Range: as weapon ; Attacks: 1; Damage Glance/Hit: 1/4; Special: -
II. The Crows Beak
Many have carried this warpick into battle, all seeing glory as long as their goals align with the weapon’s own.
Effect: One mode may choose to replace their weapon with The Crow’s Beak, they may not replace their weapon from then on.
Range: 1 ; Attacks: 3; Damage Glance/Hit: 1/3; Special: ignores 4 armour
IV. Azure Sigil Brand
When this glowing brand is seared into the surface of a weapon it begins to move like quicksilver in the presence of a rival power.
Effect: If this model makes a melee attack action against a model with the Leader Keyword, it gains an additional attack for this action.
V. Etherfall Talisman
This weightless metal ring hangs from a belt loop, saving the bearer from anything more than an inconvenience when falling.
Effect: If this model falls for any reason it will only suffer a maximum of 2 damage.
VI. Pyrite Mail
False gold spun into an armour infused with ancient magics of structure, off-balancing all who would do the wearer harm.
Effect: One mode may choose to replace their armour with the Pyrite Mail. Armour 1, When an attack action is fully resolved against the wearer, they may push their attacker 1” if they are not Shattered .
VII. Ever-blinking Eye
A frigid lump of lapis lazuli inscribed with the cold eyes of stars, it vibrates with the dark song of the firmament. All is one.
Effect: Once per scenario, at the end of the model's activation it may swap places with another friendly model.
VIII. Worming Circlet
A dark circlet woven from the husks of curse-worms. It twists and moves when worn, pushing unwelcome knowledge into the wearer's mind.
Effect: Each scenario, choose one spell an opponent's leader knows. Your leader also knows this spell for the duration of the scenario.
IX. Doomrot Branch
A hex sealed branch from the depths of Doomrot. With the right rituals mana can be caused to transubstantiate into other forms.
Effect: Once per scenario, at the beginning of the model's activation you may swap the type (Blood/Bone/Plasm) of 1 mana dice in the
gatherings mana pool to any other type. This does not count as picking up mana for the purpose of other rules interactions.
X. Embracing Diapason
The resonant notes of this silver diapason draw magical power toward the bearer.
Effect: Once per scenario, during its activation, this model may collect all mana tokens within 6” as if they had moved over them.